Redlynne

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  1. Redlynne

    Anime and CoX

    Quote:
    Originally Posted by AzureSkyCiel View Post
    Problem here is that a lot of these can already be kind of done with existing powersets, about the only thing missing from them is a "prop", something I notice seems to be common among most magical girls is their attacks coming from a wand, scepter, or something similar.
    I prefer the Masou-Shoujo wielding the PINK CHAINSAW better known as Mystletainn ... thank you very much ... which, incidentally, will be possible to do once the Post Apoc costume set arrives.
  2. Just in case anyone was ... curious ... about the build I'm currently using which I alluded to over here with the "discovery" of Atomic Annie Shurikens. I anticipate that this build strategy will undergo some minor adjustments with the release of Issues 24 and 25, but what you see here is the current state of play with Issue 23.

    The first thing I assume people will notice is that there is no Hasten in the build. That's simply because the build doesn't "need" Hasten and wouldn't be able to leverage Hasten quite as strongly as I'd prefer or like. Adding Hasten wouldn't make Chrono Shift perma (although it would be closer to perma) and Farsight is already perma (and effect does not stack from same caster, so no benefit to double stacking). After that, the benefits of adding Hasten don't really outweight the "costs" of adding Hasten to the build (in my humble opinion), so I left it out.

    The second thing I assume people will notice is the rather extreme frankenslotting of the Ninja Pets. After fiddling around for a few hours with Mids', this was the best compromise I could find for them. The slotting for Genin is quite possibly the most ... bizarre ... I've ever seen in any Mastermind build (THREE Procs?!?), but it's also remarkably effective. The Overwhelming Force Proc makes every attack made by Genin a potential KnockDOWN attack, which has some very serious survivability implications for them since Knockdowns buy Genin necessary *time to survive* until the next casting of Temporal Mending. Genin are also slotted with the Soulbound Allegiance Proc for Chance to Build Up, which with their rapid fire attack rate combined with there being three of them in play (usually) ought to leverage this enhancement to maximum possible. Jounin, of course, are slotted with the Achilles' Heel Proc for Resistance Debuffery through their attacks, and the 4-slotted ATO1 set has the potential, when upgraded, for +10% Recharge and +15% AoE Defense to Pets. The Sovereign Right Proc in Oni is just a placeholder for when the ATO2 set is released to Live, presumably in Issue 24. Oni has a slightly different frankenslotting to maximize his Control potential without sacrificing Damage throughput.

    The third thing I presume that people will notice is the inclusion of the Presence Pool (Provoke being "mandatory" for Tankerminding) but with the inclusion of Intimidate and Invoke Panic, in anticipation of these powers being MASSIVELY (and quite necessarily) buffed in Issue 24. Both Intimidate and Invoke Panic will have their endurance costs reduced (from their ridiculous legacy costs) and have their Mag increased from 2 to 3, making them useful against Lieutenants and not just Minions. This in turn leaves open the possibility of taking the Presence Tier 1 and/or 5 power(s) in Issue 24 ... although I anticipate that the Tier 1 Presence/Pacify power will be all but useless to this build, except as a pre-emptive action, since Placate powers have long been negated/invalidated by Status Effects, and Time Manipulation is all about applying lots and lots of status effects on $Targets. The Level 47 and 49 powers are effectively "To Be Determined" placeholders at this time.

    The fourth thing I anticipate people noticing about this build is that it isn't maximized for Hold Power ... it's instead maximized for Movement Debuffing and Recharge Crashing (hence the rather unusual selection of Procs in Time's Juncture and Distortion Field). This is because (PvE) Foes who can't Recharge their attacks pose remarkably little threat to Ninjas (who it must be said need all the survivability help your Secondary can offer them!). The combination of Time's Juncture and Distortion Field, with this slotting, has an unusually extreme potential for "soft control" shut down of Foes with some really severe "tar baby" style peformance. It is relatively simple to keep the AoEs of Time's Juncture and Distortion Field overlapping since combined they "crash" Movement Speeds to the minimum cap, and the Recharge Debuff Procs within those powers last for 20 seconds as opposed to merely 8 seconds, which synergizes better with the Proc Check Every 10 Seconds rule for Toggles ... and all it takes is ONE of the three Recharge Debuff Procs taking effect to "floor" (PvE) Foe Recharge rates. In combination then, the Movement+Recharge Debuff "crash" these powers produce synergizes extremely well with the Melee Preferred disposition of Ninjas (and I presume, Beasts as well) and offers a surprisingly high level of "safety" once all the Buffs (to Self and Pets) and Debuffs (To-hit, Movement and Recharge) are tallied up together. Stack in Presence Fear powers, to "pin" Foes in place while the Ninjas "dismantle" them with impunity, and you've got a pretty serious set of "soft controls" at your disposal, that are NOT a part of the "usual toolkit" seen in play, for taking on a remarkably wide variety of opponents. And at the same time, you've got Heals and Buffs at your fingertips so that you (and your Ninjas) can "take hits" and still keep on going.

    The last time I posted something akin to this build was last year around this time. As you can see, a few things have changed since then. Right now I'm only up to Level 20 on this build (and Level Locked to finish out Praetorian content), but already the value of slotting Time's Juncture for To-hit Debuff early on is making its presence felt since it has increased the survival rates of my Ninjas tremendously. Combined with all the KnockDOWN (and Mushroom Clouds!) being thrown around by my Genin, I was surprised to discover that soloing the Neutropolis Event with this build was actually something of cakewalk (in a good way!) ... as opposed to the nerve wracking experience I had with my Stalker trying the same thing. Even without throwing down Distortion Field all the time, the build feels "very solid" with excellent Tankermind potential at Level 20, which is not always (ie. rarely) the case when playing Ninja/* (unless playing Ninja/Storm, of course, thanks to HERDicane).

    The way the combination "plays" is very much in the tradition of the "mix it up/mess THEM up" set of tactics and strategies, since Time Manipulation favors "close" engagement by the Mastermind in conjunction with your Pets. Keeping your Ninjas "together" close by advantages them through Time's Juncture, Distortion Field and Temporal Mending ... all of which are Force Multipliers for the effectiveness of Ninjas so long as you keep them on a tight leash. I personally have found that "grabbing alpha" using Time's Juncture while in Bodyguard Mode, followed by a Temporal Mending once the alpha strike has been "soaked" through onto my Ninjas is an extremely effective engagement tactic, that further boosts my Ninjas' survival rates. The combination is remarkably cohesive and rarely requires "directing traffic" as a Mastermind (except maybe for stragglers and runners). In fact, I often spend most of my time and attention span on Situational Awareness and "flying the guages" with this build, such that I'm often playing on a more relaxed and Strategic level than I am on a Tactical one ... which is something of a departure from other powersets I've played (including my Level 50 Ninja/Trick Arrow Mastermind!).



    ==========



    Villain Plan by Mids' Villain Designer 1.96
    http://www.cohplanner.com/

    Ku no Ichi: Level 50 Technology Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Time Manipulation
    Power Pool: Leadership
    Power Pool: Presence
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Genin
    • (A) Blood Mandate - Accuracy/Damage/Endurance: Level 50
    • (3) Sovereign Right - Accuracy/Damage/Endurance: Level 50
    • (5) Overwhelming Force - Accuracy/Damage/Endurance/Recharge: Level 50
    • (5) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50
    • (7) Edict of the Master - Defense Bonus: Level 15
    • (7) Soulbound Allegiance - Chance for Build Up: Level 50
    Level 1: Time Crawl
    • (A) Accuracy IO: Level 50
    Level 2: Temporal Mending
    • (A) Doctored Wounds - Heal/Endurance: Level 31
    • (42) Doctored Wounds - Endurance/Recharge: Level 31
    • (42) Doctored Wounds - Heal/Recharge: Level 31
    • (43) Doctored Wounds - Heal/Endurance/Recharge: Level 31
    • (43) Doctored Wounds - Heal: Level 31
    Level 4: Time's Juncture
    • (A) Dark Watcher's Despair - To Hit Debuff: Level 27
    • (9) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27
    • (9) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27
    • (11) Dark Watcher's Despair - Recharge/Endurance: Level 27
    • (11) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27
    • (23) Dark Watcher's Despair - Chance for Recharge Slow: Level 21
    Level 6: Train Ninjas
    • (A) Endurance Reduction IO: Level 50
    Level 8: Maneuvers
    • (A) Karma - Knockback Protection: Level 10
    • (34) Red Fortune - Defense/Endurance: Level 27
    • (34) Red Fortune - Defense/Recharge: Level 27
    • (37) Red Fortune - Endurance/Recharge: Level 27
    • (40) Red Fortune - Defense/Endurance/Recharge: Level 27
    • (42) Red Fortune - Defense: Level 27
    Level 10: Temporal Selection
    • (A) Doctored Wounds - Heal/Endurance: Level 31
    • (43) Doctored Wounds - Heal/Recharge: Level 31
    • (45) Doctored Wounds - Heal/Endurance/Recharge: Level 31
    • (45) Doctored Wounds - Heal: Level 31
    • (46) Doctored Wounds - Recharge: Level 31
    Level 12: Call Jounin
    • (A) Command of the Mastermind - Accuracy/Damage: Level 27
    • (13) Command of the Mastermind - Damage/Endurance: Level 27
    • (13) Command of the Mastermind - Accuracy/Damage/Endurance/Recharge: Level 27
    • (15) Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 27
    • (15) Achilles' Heel - Chance for Res Debuff: Level 10
    • (17) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    Level 14: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 16: Distortion Field
    • (A) Curtail Speed - Endurance/Recharge/Slow: Level 30
    • (17) Impeded Swiftness - Endurance/Recharge/Slow: Level 30
    • (19) Tempered Readiness - Endurance/Recharge/Slow: Level 50
    • (21) Pacing of the Turtle - Endurance/Recharge/Slow: Level 27
    • (21) Pacing of the Turtle - Chance of -Recharge: Level 20
    • (23) Basilisk's Gaze - Chance for Recharge Slow: Level 10
    Level 18: Smoke Flash
    • (A) Endurance Reduction IO: Level 50
    • (19) Endurance Reduction IO: Level 50
    Level 20: Time Stop
    • (A) Basilisk's Gaze - Accuracy/Hold: Level 27
    • (25) Basilisk's Gaze - Accuracy/Recharge: Level 27
    • (25) Basilisk's Gaze - Recharge/Hold: Level 27
    • (33) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
    • (33) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
    • (34) Lockdown - Chance for +2 Mag Hold: Level 30
    Level 22: Provoke
    • (A) Mocking Beratement - Accuracy/Recharge: Level 50
    Level 24: Intimidate
    • (A) Glimpse of the Abyss - Accuracy/Recharge: Level 27
    • (48) Glimpse of the Abyss - Endurance/Fear: Level 27
    • (50) Glimpse of the Abyss - Accuracy/Endurance: Level 27
    • (50) Glimpse of the Abyss - Fear/Range: Level 27
    • (50) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 27
    Level 26: Oni
    • (A) Blood Mandate - Accuracy/Damage/Endurance: Level 50
    • (27) Endurance Reduction IO: Level 50
    • (27) Sovereign Right - Resistance Bonus: Level 25
    • (29) HamiO: Endoplasm Exposure (+2 Acc/Mez)
    • (29) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (31) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    Level 28: Farsight
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    • (31) HamiO: Membrane Exposure (+2 Rech/To-hit/Def)
    • (33) HamiO: Membrane Exposure (+2 Rech/To-hit/Def)
    Level 30: Invoke Panic
    • (A) Glimpse of the Abyss - Accuracy/Recharge: Level 27
    • (46) Glimpse of the Abyss - Endurance/Fear: Level 27
    • (46) Glimpse of the Abyss - Accuracy/Endurance: Level 27
    • (48) Glimpse of the Abyss - Fear/Range: Level 27
    • (48) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 27
    Level 32: Kuji In Zen
    • (A) Endurance Reduction IO: Level 50
    Level 35: Slowed Response
    • (A) Shield Breaker - Defense Debuff: Level 27
    • (36) Shield Breaker - Accuracy/Defense Debuff: Level 27
    • (36) Shield Breaker - Accuracy/Recharge: Level 27
    • (36) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 27
    • (37) Shield Breaker - Accuracy/Endurance/Recharge: Level 27
    • (37) Shield Breaker - Chance for Lethal Damage: Level 10
    Level 38: Chrono Shift
    • (A) Efficacy Adaptor - EndMod: Level 27
    • (39) Efficacy Adaptor - EndMod/Recharge: Level 27
    • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 27
    • (39) Numina's Convalescence - Heal/Recharge: Level 31
    • (40) Numina's Convalescence - Heal/Endurance/Recharge: Level 31
    • (40) Numina's Convalescence - Heal: Level 31
    Level 41: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 44: Power Boost
    • (A) Recharge Reduction IO: Level 50
    • (45) Recharge Reduction IO: Level 50
    Level 47: Challenge
    • (A) Mocking Beratement - Accuracy/Recharge: Level 50
    Level 49: Vengeance
    • (A) Defense Buff IO: Level 50
    Level 1: Brawl
    • (A) Accuracy IO: Level 50
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Run Speed IO: Level 50
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth: Level 15
    Level 1: Supremacy
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Health
    • (A) Miracle - +Recovery: Level 20
    • (31) Numina's Convalescence - +Regeneration/+Recovery: Level 30
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (3) Endurance Modification IO: Level 50
    ------------

    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 5% Defense
    • 1.56% Defense(Smashing)
    • 1.56% Defense(Lethal)
    • 1.25% Defense(Fire)
    • 1.25% Defense(Cold)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 3.13% Defense(Melee)
    • 1.25% Defense(Ranged)
    • 12.5% Defense(AoE)
    • 62.5% Enhancement(RechargeTime)
    • 5.5% Enhancement(Terrorized)
    • 29% Enhancement(Accuracy)
    • 8% Enhancement(Heal)
    • 81.32 HP (10.13%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 7.5%
    • MezResist(Held) 7.5%
    • MezResist(Immobilized) 9.7%
    • MezResist(Sleep) 10.25%
    • MezResist(Stunned) 7.5%
    • MezResist(Terrorized) 11.9%
    • 8.5% (0.14 End/sec) Recovery
    • 24% (0.8 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 13.78% Resistance(Fire)
    • 13.78% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 13.75% Resistance(Psionic)
    ------------

    Set Bonuses:

    Overwhelming Force
    (Call Genin)
    • 12% (0.4 HP/sec) Regeneration
    Edict of the Master
    (Call Genin)
    • 5% Defense
    Doctored Wounds
    (Temporal Mending)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Dark Watcher's Despair
    (Time's Juncture)
    • 12.05 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    • 2% DamageBuff(All)
    • 3.75% Resistance(Psionic)
    Karma
    (Maneuvers)
    • Knockback (Mag -4), Knockup (Mag -4)
    Red Fortune
    (Maneuvers)
    • MezResist(Immobilized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Doctored Wounds
    (Temporal Selection)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Command of the Mastermind
    (Call Jounin)
    • 2% DamageBuff(All)
    • 15.06 HP (1.88%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    • 10% Defense(AoE)
    Pacing of the Turtle
    (Distortion Field)
    • MezResist(Sleep) 2.75%
    Basilisk's Gaze
    (Time Stop)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    • Status Resistance 5%
    Glimpse of the Abyss
    (Intimidate)
    • 2.75% Enhancement(Terrorized)
    • 15.06 HP (1.88%) HitPoints
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Sovereign Right
    (Oni)
    • 10% Resistance(All)
    Luck of the Gambler
    (Farsight)
    • 7.5% Enhancement(RechargeTime)
    Glimpse of the Abyss
    (Invoke Panic)
    • 2.75% Enhancement(Terrorized)
    • 15.06 HP (1.88%) HitPoints
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Shield Breaker
    (Slowed Response)
    • 2.5% (0.04 End/sec) Recovery
    • Status Resistance 2.5%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 11% Enhancement(Accuracy)
    • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    Efficacy Adaptor
    (Chrono Shift)
    • 9.04 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    Numina's Convalescence
    (Chrono Shift)
    • 12% (0.4 HP/sec) Regeneration
    • 15.06 HP (1.88%) HitPoints
    Luck of the Gambler
    (Scorpion Shield)
    • 7.5% Enhancement(RechargeTime)

    Code:
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  3. Quote:
    Originally Posted by Mad Grim View Post
    Hmmm. This proc also adds a 20% chance for knockdown in powers without knocback. Does it give all of the Genin's non-Crane Kick attacks a chance for knockdown?
    Shurikens do Knockdown.
    Thunder Kick does Knockdown.
    Storm Kick does Knockdown.
    Crane Kick will do KnockDOWN.

    It's really quite impressive to see my Genin throughputting so much Knockdown, since it really improves their survivability (so long as they're not individually drawing too much aggro and thus too much damage onto themselves individually).
  4. Explosive Arrow with Overwhelming Force Proc "moderating" the KnockBACK into being KnockDOWN is game changing.
  5. Now I'm kind of wondering what would happen if the Overwhelming Force Proc were slotted into a Caltrops power (which Jounin have). Would you possibly get NUKEular Land Mines among the Caltrops going off (very very occasionally)?
  6. Yesterday I sat down with Mids' and respec-ed my Level 19 (now level locked at 20 in Praetoria) Ninja/Time Mastermind ... and decided I really needed to find someplace to put the new Overwhelming Force Proc into my build somewhere. But where?

    I basically had a choice between Genin and Jounin for this, and I decided that on balance it would be better to slot a Knockback "governor" Proc into Genin than Jounin simply because Genin later get Crane Kick post-32, and because with 3 of them running around (most of the time) they produce the largest amount of "dice chucking" to produce Knockdowns with. Plus Genin tend to cycle their attacks very quickly with relatively few pauses, improving their "throw lots of dice" potential.

    Today I was playing this completed respec ... and I started seeing the Easter Egg in the Overwhelming Force Proc start going off ... at least once per mission instance. And it's HILARIOUS!



    For those who don't already know, the Overwhelming Force Proc has a miniscule (ie. less than 1%) chance to Proc a special animation ... a GIANORMOUZOID MUSHROOM CLOUD NUKETACKULAR that's bigger than my screen (and I'm running at over 2500x1600 resolution). Arbiter Hawk deliberately put this in as an Easter Egg, and I for one am highly amused that he did. The thing is, when you slot the Overwhelming Force Proc into Genin, every single attack they do has a chance to Proc the Easter Egg ... and Genin throw out LOTS of (piddly damage) attacks at a pretty good clip (see above: "chuck lots of dice" point).

    At first, I didn't even realize what the heck was going on, because all of a sudden my entire screen would be completely filled with light and smoke and I couldn't see the hostiles I'd been (and still was) fighting. And then I saw it happen "from a distance" where a single Genin threw a Shuriken at a Ghoul ... and the MushroomCloudOfNUKITTYNUKENUKENUKE! went off and I had to stop playing for over a minute because I was laughing so hard.

    My Genin are now armed with Atomic Annie Shurikens and their kick attacks can go supercritical and NUKE whatever they're up against at any time. It's so ridiculously overblown (literally) that it just brings a smile to my face every time I see it happen. It's even funnier when 2 or 3 of them Proc the Easter Egg at the same time and I can only imagine the foes I'm fighting against wondering where the air raid siren has gotten to? It's just so gloriously comic book-y!



    Again, for those who don't know ... the Easter Egg Proc in Overwhelming Force doesn't "do" anything game mechanically (no extra damage or anything like that), it just merely adds graphics ... and comedy value.
  7. Quote:
    Originally Posted by Organica View Post
    1. Nemesis. There is no Nemesis revamp. Really. You only think there is.
    Correction: the Civilian avatars "patrolling" the streets of Paragon City receive an update to include Praetorian Civilians who escaped the destruction of Tyrant's Utopia.

    Coincidence? I think not ...
  8. Redlynne

    Merc question

    Quote:
    Originally Posted by Xiang Shao View Post
    I dont mind pets running into melee, I do not see why everyone makes a big deal out of this.
    Not everyone plays Ninja/* or Beast/* ...
  9. One bit of news is that there will not be another Player Summit during 2012, so the next window of opportunity will be in 2013 ... and will probably be around Anniversary Time again (speculation) at the end of April if Zwillinger sets up another one of these.
  10. Many answers to the above questions can be found in my (old) SG Base Tours via screenshots that you can see in my sig. The original 8x8 plot base was built in the days of Raid Pathing where you couldn't imbed objects into other objects. The later tour was done after Raid Pathing was eliminated, so imbedding objects into other objects was now permitted.

    These days, I prefer to do embedded lighting and leave the Room Lighting dialed all the way down to Black (high-middle-low) so as to be able to control the lighting in rooms to the maximum extent possible.

    If you'd like a tour of my SG base as it currently exists (now on a 16x16 plot), contact me on Virtue Blueside and prepare yourself for amazement at what lighting (by using Lights) can do to the atmospherics and sense of "vastness of space" inside rooms.
  11. Here's an unusual request for you Dink ... Tie-Dye.

    I'm thinking take the existing T-Shirt (long and short), and Belly Shirts and the like, and make a Pattern for them that is ALL pre-tinted colors in a Tie-Dye rainbow swirl, and leave just the skin tone as a player pick option. Could possibly do the same for Skirts/Shorts and Pants as well.

    Why?
    Well, we've got Nature Affinity now ... and that means FLOWER POWER!
  12. Is anyone at Paragon Studios/NCSoft still working on this issue?
  13. Quote:
    Originally Posted by Kractis_Sky View Post
    3. Holds, sleep, immobs, teleport get a slower cast time and/or -dam component : use BF and/or oranges/purples to remedy. No longer on/off just longer delay to cast.
    Imagine how different the game would be if hold/sleep/stun simply added interrupt time to all of your powers as the "impairment" if you aren't completely mezzed by these powers.
  14. The primary problem with the Mez System in CoH is its Boolean nature.

    Are you Mezzed (Y/N)?

    This means that Mez effects are either "All ON" or otherwise "All OFF" and there's not a whole lot of middle ground (ie. none). The problem with this formulation is that you don't have degrees of impairment that are meaningful when targets are affected by Mez, but haven't completely succumbed to the effect. In point of fact, pretty much the only Mez effect that shows a "degrees of impairment" scale are Slows ... and even then, anything less than a 1/3rd reduction in speed/recharge is hard to detect/sense in actual gameplay.

    This sort of thing carries over into all kinds of other aspects of the game ... such as Regeneration Debuffing (where the values need to be "HUGE" to maintain the ALL or NOTHING flavor of the game) and Defense Debuffing, where even just a pair of "unimpressive" Defense Debuffs can negate an entire powerset devoted to Defense as a means of protection (hence the presence of Defense Debuff Resistance to bring Defense sets some parity with how Resistance inherently "resists" being debuffed by Resistance Debuffs "for free").

    Basically, the Mez System in use in CoH is extremely simple ... and extremely limited (and limiting) in the kinds of situations it can model and produce. Suffice it to say, if the Devs (today) had a second shot at building the Mez System for CoH from the ground up ... I sincerely doubt they'd do things exactly the same way as was done prior to game launch.
  15. So how long would it take to film these as videos?

    /em ducks
    /powexec Sprint
  16. Quote:
    Originally Posted by Iannis View Post
    Also, after trying it to muck through one of those all-contacts route guides to go through Praetoria without "missing anything" I realized any Praetorian character that went that route is even more of a schizo lunatic than Malaise is. Or maybe you just have multiple personality disorder where you're a destructive sociopath on some days and a caring human being on other days.
    Sidhe Bang would like to have a word (or few) with you ...
  17. I think Ultimus is on the right path with this one. Rather than going to the ACTUAL contacts, with Ouroboros you'd be making use of "parallel" contacts who are just cell phone contacts who give you the same rewards as the "regular" contacts, but who don't engage the Phasing system (see: Ouroboros and Time Travel) nor do they engage the Loyalist/Resistance choices (in a meaningful/permanent way) at the end of the arc. Set things up so that you can run the Flashbacks as *either* a Loyalist or a Resistance member (using a UI choice when accepting the Flashback).
  18. For a great many years, the "Rule of Star Trek" could be shown quite clearly by "correctly" numbering the Star Trek movies like so:

    TMP
    Two
    Two-and-a-half
    Four
    *Point Five*
    Six

    I still remember the days of Shatner talking up his film before it was released, with the ad campaign being "Star Trek V: why they're putting seat belts in movie theaters!" ... only to watch half the audience walk out of the movie it was so bad (presumably those "seat belts" were restraints to *prevent* people from leaving in disgust before the movie ended).
  19. Trick question: are you running on OSX 10.8 and using the Mac Client?
  20. Quote:
    Originally Posted by Vitaee View Post
    I've got it. Television is behind the Shark Week frenzy that has Mako on rampage. I've just now realized who Television is secretly working for. He, or it, is an advance scout for <wait for it, wait for it>.... The Batallion!! Think about it, if you wanted to soften up a world in preparation for invasion, what better way than to weaken the mind of it's inhabitants through TV broadcasts??
    Actually, Shark Week is being broadcast in HD meaning that The Television is innocent of this "crime against humanity" ...

    Oh yeah, you thought I wouldn't notice the clarity of the picture or the little station identification bug down there in the bottom right hand corner. Shows you who's watching who!
  21. Well, at the last two Player Summits I've "cornered" Dark Watcher (programming guy) and a couple other programmers to talk about moving beyond the legacy base editor we've had since Issue 6 ... simply because it's so dramatically unsupportable by now (and will be forever more, apparently). The legacy base editor is a Developmental Dead End and needs to be replaced. The hard part is coming up with enough Multi-Functionality for such an effort to justify the expense it would require to engage in.

    I essentially made the point to Dark Watcher (and any other Devs commiserating with him) that a "clean sheet of paper" approach to Base Editing would allow them to create tools that are applicable not only to Super Groups but also Architect Entertainment and (if done right) improve on the toolset used to create Instanced Mission Maps, potentially reducing the workload on Environment and Map teams and enabling new tips and techniques for world building that could be expanded on better than what we've got to work with. It would (of course) be an utterly massive undertaking ... but the payoff would be realized in multiple parts of the game, and Players wouldn't be the only ones to benefit, since the Devs would too!

    Likewise, I take the "we can't talk about that" response about Bases to be a positive development that is very much preferable to "we aren't doing anything in that area" we've heard for a long time now.
  22. Global Handle: @Redlynne

    Costume code data is given for each and every submission so that the judges of this contest (should they wish) can view these costume designs in-game, from any angle, performing any desired activity on their own computers. Several designs have elements which animate that do not translate all that well into stills and screenshots. All screenshots and costume designs were taken and edited on the Beta Test server while standing next to the current NPC costume design for ease of reference, and some use elements which are currently only available there on Beta (such as the Tech Knight costume pack).

    =====

    Vindicator: Aurora Borealis

    Front View
    Side View
    Back View

    Why: Aurora Borealis is now manifesting her powers visibly in the immediate vicinity of her person. She has also traded in her former body paint/body stocking costume for actual cloth, leather and metal to update her look. Note that the NPC wears a tiara with a (now) suspiciously familiar looking emblem on it, which is not available to players.

    Artistic Note: The "aurora aura" is the Rainbow Path Aura.

    Costume code:
    Code:
    {
    Scale -0.02727
    BoneScale -0.006471
    ShoulderScale 0.259
    ChestScale 0.3535
    WaistScale -0.6523
    HipScale 0.1705
    LegScale 0.02
    HeadScales  -1.454e-005,  -1.454e-005,  -1.454e-005
    BrowScales  -1.454e-005,  -1.454e-005,  -1.454e-005
    CheekScales  -1.454e-005,  -1.454e-005,  -1.454e-005
    ChinScales  -1.454e-005,  -1.454e-005,  -1.454e-005
    CraniumScales  -1.454e-005,  -1.454e-005,  -1.454e-005
    JawScales  -1.454e-005,  -1.454e-005,  -1.454e-005
    NoseScales  -1.454e-005,  -1.454e-005,  -1.454e-005
    SkinColor  155,  99,  63
    NumParts 28
    BodyType 1
    CostumePart ""
    {
    	Geometry Tight
    	Texture1 !X_Fem_Hips_Skin_Imperial_Dynasty_01
    	Texture2 none
    	DisplayName P1525729866
    	RegionName "Lower Body"
    	BodySetName Tights/Skin
    	Color1  227,  227,  227
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Tight
    	Texture1 !X_Fem_Shirt_Skin_Imperial_Dynasty_01
    	Texture2 none
    	DisplayName P566009771
    	RegionName "Upper Body"
    	BodySetName Tights/Skin
    	Color1  227,  227,  227
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
    	Texture1 !v_sf_face_skin_head_10
    	Texture2 !V_Sf_Face_Makeup_5
    	DisplayName P687117166
    	RegionName Head
    	BodySetName standard
    	Color1  255,  255,  255
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Loose
    	Texture1 skin_bare
    	Texture2 Sleeve
    	DisplayName P3937616722
    	RegionName "Upper Body"
    	BodySetName Tights/Skin
    	Color1  227,  227,  227
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Hi_Heels
    	Texture1 smooth_01
    	Texture2 !BOOT_Blend
    	DisplayName P2104750136
    	RegionName "Lower Body"
    	BodySetName Tights/Skin
    	Color1  227,  227,  227
    	Color2  255,  255,  255
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx Capes/N_Characters/T9i24_01/CapeFemT9i24_01.fx
    	Geometry N_Fem_T9i24_01.GEO/GEO_Belt_T9i24_01
    	Texture1 !X_Belt_T9i24_01
    	Texture2 none
    	DisplayName P177456852
    	RegionName "Upper Body"
    	BodySetName Tights/Skin
    	Color1  227,  227,  227
    	Color2  241,  238,  126
    	Color3  227,  227,  227
    	Color4  241,  238,  126
    }
    
    
    CostumePart ""
    {
    	Geometry Ponytail
    	Texture1 Long_01a
    	Texture2 Long_01b
    	DisplayName P2681220175
    	RegionName Head
    	BodySetName standard
    	Color1  199,  199,  199
    	Color2  126,  204,  241
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry Tiara_04
    	Texture1 Tiara_01a
    	Texture2 Tiara_01b
    	DisplayName P2793026233
    	RegionName Head
    	BodySetName standard
    	Color1  227,  227,  227
    	Color2  77,  255,  76
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P2281134661
    	RegionName "Upper Body"
    	BodySetName Tights/Skin
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry N_Fem_Barbarian_SpadR.geo/GEO_SpadR_Barbarian_Ring_01
    	Texture1 !X_Top_Fem_Barbarian_01
    	Texture2 !Barbarian_Fem_Emblem_01_Mask
    	DisplayName P772741860
    	RegionName "Upper Body"
    	BodySetName Tights/Skin
    	Color1  255,  255,  255
    	Color2  255,  255,  255
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry n_fem_steampunk_01.geo/geo_n_neck_collar_vic_steampunk_02
    	Texture1 !X_N_Fem_Neck_Vic_Steampunk_01
    	Texture2 none
    	DisplayName P2371314042
    	RegionName Head
    	BodySetName standard
    	Color1  241,  238,  126
    	Color2  255,  255,  255
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx AurasPath/RainbowTrail/RainbowTrail.fx
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P3636920680
    	RegionName Special
    	BodySetName "Path Auras"
    	Color1  227,  227,  227
    	Color2  241,  238,  126
    	Color3  227,  227,  227
    	Color4  241,  238,  126
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P1848153390
    	RegionName Head
    	BodySetName standard
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P546439883
    	RegionName "Lower Body"
    	BodySetName Tights/Skin
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    }
    =====

    Vindicator: Infernal

    Front View
    Side View
    Back View

    Why: Infernal ditched his "Sir Clanks-a-lot" armor in favor of a polished black chain mail after acquiring his Wings Of Fire and a stogie that he never has a problem with lighting up. His new armor incorporates some elements of the Circle of Thorns update, to better reflect is origins and ties (in another world) to the demonic forces at his command.

    Costume code:
    Code:
    {
    Scale 19.89
    BoneScale 1
    ShoulderScale 0.4907
    ChestScale 1
    WaistScale 1
    HipScale 1
    HeadScales  0,  0,  0
    BrowScales  0,  0,  0
    CheekScales  0,  0,  0
    ChinScales  0,  0,  0
    CraniumScales  0,  0,  0
    JawScales  0,  0,  0
    NoseScales  0,  0,  0
    SkinColor  234,  160,  137
    NumParts 28
    BodyType 4
    CostumePart ""
    {
    	Geometry Tight
    	Texture1 !X_Hips_BKUA_01
    	Texture2 none
    	DisplayName P887196332
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  0,  0,  0
    	Color2  170,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry N_Huge_BlackKnights_Underarmor_01.geo/GEO_Chest_Tight_BK_01
    	Texture1 !X_Chest_BKUA_01
    	Texture2 none
    	DisplayName P566009771
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  0,  0,  0
    	Color2  170,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_HUGE_HEAD.GEO/GEO_Head_V_Asym_Standard
    	Texture1 !v_face_skin_head_08
    	Texture2 none
    	DisplayName P687117166
    	RegionName Head
    	BodySetName HalfHelmets
    	Color1  0,  0,  0
    	Color2  170,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry N_Huge_Imperial_Dynasty_01.geo/GEO_N_Larm*_Imperial_Dynasty_01
    	Texture1 !X_Gloves_Imperial_Dynasty_01
    	Texture2 none
    	DisplayName P3937616722
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  0,  0,  0
    	Color2  212,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_HUGE_BOOT.GEO/GEO_LlegR_Flat_Toe_01
    	Texture1 !Boot_V_Magic_02
    	Texture2 !Boot_V_Magic_02_Mask
    	DisplayName P2104750136
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  0,  0,  0
    	Color2  212,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry N_HUGE_Barbarian_Belt.GEO/GEO_Belt_Barbarian_01
    	Texture1 !X_Glove_Barbarian_01
    	Texture2 !Barbarian_Glove_01_Mask
    	DisplayName P177456852
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  0,  0,  0
    	Color2  212,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_HUGE_HAIR.GEO/GEO_Hair_Warrior_01
    	Texture1 !Hair_V_Warrior_Helm_02
    	Texture2 !Hair_V_Warrior_Helm_02_Mask
    	DisplayName P4179547168
    	RegionName Head
    	BodySetName HalfHelmets
    	Color1  0,  0,  0
    	Color2  212,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry V_HUGE_EYES.GEO/GEO_Eyes_Cyborg_01
    	Texture1 !X_Cyborg_Head_01
    	Texture2 none
    	DisplayName P2793026233
    	RegionName Head
    	BodySetName HalfHelmets
    	Color1  0,  0,  0
    	Color2  212,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry N_huge_Imperial_Dynasty_01.geo/GEO_N_Emblem_Imperial_Dynasty_01
    	Texture1 !X_Emblem_Imperial_Dynasty_01
    	Texture2 none
    	DisplayName P2281134661
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  0,  0,  0
    	Color2  212,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_HUGE_SPADR.GEO/GEO_SpadR_CoThorns_02B
    	Texture1 !X_SpadR_CoThorns_01B
    	Texture2 !Spadr_CoThorns_01B_Mask
    	DisplayName P772741860
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  0,  0,  0
    	Color2  212,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry Cigar
    	Texture1 Cigar_01
    	Texture2 none
    	DisplayName P2371314042
    	RegionName Head
    	BodySetName HalfHelmets
    	Color1  0,  0,  0
    	Color2  212,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx GENERIC/FX_Wings_Phoenix_Huge.fx
    	Geometry none
    	Texture1 !X_FX_Wings_Fire_02
    	Texture2 none
    	DisplayName P2318333026
    	RegionName Capes
    	BodySetName Wings
    	Color1  255,  0,  0
    	Color2  255,  253,  0
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx AurasPath/Fire/Fire_Trail.fx
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P3636920680
    	RegionName Special
    	BodySetName "Path Auras"
    	Color1  255,  85,  0
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry V_HUGE_CRANIUM.GEO/GEO_Cranium_Warrior_01
    	Texture1 !Cranium_Warrior_02
    	Texture2 !Cranium_Warrior_02_Mask
    	DisplayName P1331484130
    	RegionName Head
    	BodySetName HalfHelmets
    	Color1  0,  0,  0
    	Color2  212,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_HUGE_JAW.GEO/GEO_Jaw_V_Roman_02
    	Texture1 !eyes_V_Roman_01
    	Texture2 !eyes_V_Roman_01_Mask
    	DisplayName P1685161505
    	RegionName Head
    	BodySetName HalfHelmets
    	Color1  0,  0,  0
    	Color2  212,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx Costumes/AnimatedTails/AnimatedTail_Demon01_Huge.fx
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P546439883
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  0,  0,  0
    	Color2  170,  0,  0
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    }
    =====

    Vindicator: Luminary

    Front View
    Side View
    Back View

    Why: Luminary has received hardware and software upgrades, dramatically increasing her processing power, but with a side effect of making her actually "luminous" in the optical spectrum.

    Costume code:
    Code:
    {
    Scale -0.02727
    BoneScale -0.5429
    ShoulderScale -0.1357
    ChestScale -1
    WaistScale -0.84
    HipScale 0.2286
    LegScale 0.02
    HeadScales  0,  0,  0
    BrowScales  0,  0,  0
    CheekScales  0,  0,  0
    ChinScales  0,  0,  0
    CraniumScales  0,  0,  0
    JawScales  0,  0,  0
    NoseScales  0,  0,  0
    SkinColor  254,  167,  0
    NumParts 28
    BodyType 1
    CostumePart ""
    {
    	Geometry Tight
    	Texture1 Electron_01
    	Texture2 !Hips_Circuitry
    	DisplayName P1525729866
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  255,  169,  0
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Tight
    	Texture1 Electron_01
    	Texture2 !Chest_Circuitry
    	DisplayName P566009771
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  255,  169,  0
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_FEM_Head.GEO/GEO_Head_No_Ears_01
    	Texture1 !X_Clockwork_Head_12
    	Texture2 !V_Face_Circuitry
    	DisplayName P687117166
    	RegionName Head
    	BodySetName "Full Masks"
    	Color1  255,  190,  63
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Smooth
    	Texture1 Electron_01
    	Texture2 !GLOVE_Circuitry
    	DisplayName P3937616722
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  255,  169,  0
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Smooth
    	Texture1 Electron_01
    	Texture2 !BOOT_Circuitry
    	DisplayName P2104750136
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  255,  169,  0
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P177456852
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P2793026233
    	RegionName Head
    	BodySetName "Full Masks"
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry V_FEM_EYES.GEO/GEO_Eyes_Alpha_01
    	Texture1 !X_Alpha_Eyes
    	Texture2 !Hair_V_Alpha_01_Mask
    	DisplayName P2371314042
    	RegionName Head
    	BodySetName "Full Masks"
    	Color1  255,  169,  0
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P2281134661
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P772741860
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry CoL_Mask_01_player.GEO/GEO_Neck_CoL_Mask_01
    	Texture1 !X_Eye_CoL_FaceMask_01
    	Texture2 none
    	DisplayName P2488029243
    	RegionName Head
    	BodySetName "Full Masks"
    	Color1  255,  190,  63
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx Auras/Female/Glow/GlowBody.fx
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P3636920680
    	RegionName Special
    	BodySetName Glow
    	Color1  97,  97,  49
    	Color2  241,  238,  126
    	Color3  255,  169,  0
    	Color4  241,  238,  126
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P1848153390
    	RegionName Head
    	BodySetName "Full Masks"
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P546439883
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    }
    =====

    Vindicator: Ms. Liberty

    Front View
    Side View
    Back View

    Why: Forced by circumstances beyond her control to step up and fill the very large shoes of both her mother and grandfather after their untimely deaths, and confronted with the "reality" of her Praetorian counterpart, Ms. Liberty prevailed upon Serge of ICON in nearby Steel Canyon to design her a new costume in all the "copious free time" he's had since ICON opened a new branch in Atlas Park. The result is a departure from the "armed cheerleader" look Ms. Liberty has sported in years past and is an attempt on her part to be taken more seriously as the last surviving blood relative of both Marcus Cole and Stefan Richter, and the leader of Longbow.

    Costume code:
    Code:
    {
    Scale -3.244
    BoneScale -1
    ShoulderScale -0.25
    WaistScale -1
    LegScale 0.02
    HeadScales  0,  0,  0
    BrowScales  0,  0,  0
    CheekScales  0,  0,  0
    ChinScales  0,  0,  0
    CraniumScales  0,  0,  0
    JawScales  0,  0,  0
    NoseScales  0,  0,  0
    SkinColor  234,  160,  137
    NumParts 28
    BodyType 1
    CostumePart ""
    {
    	Geometry Tight
    	Texture1 !X_Hips_Retro_SciFi_02_GLOW
    	Texture2 none
    	DisplayName P1525729866
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  2,  0,  153
    	Color2  255,  255,  255
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Tight
    	Texture1 !X_Fem_Shirt_Imperial_Dynasty_01
    	Texture2 none
    	DisplayName P566009771
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  2,  0,  153
    	Color2  255,  255,  255
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
    	Texture1 !v_sf_face_skin_head_10
    	Texture2 !V_Face_Small_Mask_4
    	DisplayName P687117166
    	RegionName Head
    	BodySetName standard
    	Color1  212,  0,  0
    	Color2  255,  190,  63
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Folded
    	Texture1 !glove_V_Skin_Wedding_01
    	Texture2 !glove_V_Skin_Wedding_01_Mask
    	DisplayName P3937616722
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  255,  255,  255
    	Color2  255,  190,  63
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Folded
    	Texture1 smooth_01
    	Texture2 none
    	DisplayName P2104750136
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  255,  255,  255
    	Color2  255,  255,  255
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx Capes/N_Characters/T9i24_01/CapeFemT9i24_01.fx
    	Geometry N_Fem_T9i24_01.GEO/GEO_Belt_T9i24_01
    	Texture1 !X_Belt_T9i24_01
    	Texture2 none
    	DisplayName P177456852
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  2,  0,  153
    	Color2  255,  190,  63
    	Color3  2,  0,  153
    	Color4  255,  190,  63
    }
    
    
    CostumePart ""
    {
    	Geometry Long_05
    	Texture1 Long_01a
    	Texture2 Long_01b
    	DisplayName P2681220175
    	RegionName Head
    	BodySetName standard
    	Color1  255,  169,  0
    	Color2  204,  202,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P2793026233
    	RegionName Head
    	BodySetName standard
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry V_FEM_EMBLEM.GEO/GEO_Emblem_Roman_02
    	Texture1 !Emblem_V_Roman_02
    	Texture2 !Emblem_V_Roman_02_Mask
    	DisplayName P2281134661
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  212,  0,  0
    	Color2  255,  190,  63
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_FEM_SPADR.GEO/GEO_SpadR_Justice01
    	Texture1 !x_male_spadr_eagle_armor_mask
    	Texture2 !spadr_v_eagle01_dual
    	DisplayName P772741860
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  212,  0,  0
    	Color2  255,  169,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P2371314042
    	RegionName Head
    	BodySetName standard
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx Auras/Female/Sparkle/SparkleBodyLight.fx
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P3636920680
    	RegionName Special
    	BodySetName Sparkles
    	Color1  255,  255,  255
    	Color2  255,  190,  63
    	Color3  2,  0,  153
    	Color4  255,  190,  63
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P1848153390
    	RegionName Head
    	BodySetName standard
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P546439883
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    }
    =====

    Vindicator: Mynx

    Front View
    Side View
    Back View

    Why: Mynx has always been the most comfortable with her costume and wasn't willing to go "hog wild" redesigning it. She did however switch to using a new bodysuit (to better show off her physique) and added a mini vest as a nod towards "putting on some clothes" (and partially in defiance of her Praetorian counterpart's fashion sense).

    Costume code:
    Code:
    {
    Scale -20.43
    BoneScale -1
    ShoulderScale -0.25
    WaistScale -1
    LegScale 0.02
    HeadScales  0,  0,  0
    BrowScales  0,  0,  0
    CheekScales  0,  0,  0
    ChinScales  0,  0,  0
    CraniumScales  0,  0,  0
    JawScales  0,  0,  0
    NoseScales  0,  0,  0
    SkinColor  255,  255,  255
    NumParts 28
    BodyType 1
    CostumePart ""
    {
    	Geometry Tight
    	Texture1 !X_N_Fem_Hips_Bodysuit_01
    	Texture2 !HIPS_Tiger
    	DisplayName P1525729866
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  0,  0,  102
    	Color2  255,  255,  255
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Jackets
    	Texture1 !X_N_Fem_Chest_Bodysuit_01
    	Texture2 !CHEST_Tiger
    	DisplayName P566009771
    	RegionName "Upper Body"
    	BodySetName "Sleeveless Jackets"
    	Color1  0,  0,  102
    	Color2  255,  255,  255
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
    	Texture1 !v_sf_face_skin_head_10
    	Texture2 !V_Face_Spots
    	DisplayName P687117166
    	RegionName Head
    	BodySetName standard
    	Color1  0,  0,  102
    	Color2  31,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Smooth
    	Texture1 !X_N_Fem_Larm_Bodysuit_SHINY_01
    	Texture2 !glove_Tiger
    	DisplayName P3937616722
    	RegionName "Upper Body"
    	BodySetName "Sleeveless Jackets"
    	Color1  0,  0,  102
    	Color2  255,  255,  255
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Hi_Heels
    	Texture1 !sf_boot_tights_Sleek
    	Texture2 !BOOT_Tiger
    	DisplayName P2104750136
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  0,  0,  102
    	Color2  255,  255,  255
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P177456852
    	RegionName "Upper Body"
    	BodySetName "Sleeveless Jackets"
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry A_line
    	Texture1 Long_01a
    	Texture2 Long_01b
    	DisplayName P2681220175
    	RegionName Head
    	BodySetName standard
    	Color1  85,  0,  0
    	Color2  170,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P2793026233
    	RegionName Head
    	BodySetName standard
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P2281134661
    	RegionName "Upper Body"
    	BodySetName "Sleeveless Jackets"
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P772741860
    	RegionName "Upper Body"
    	BodySetName "Sleeveless Jackets"
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P2371314042
    	RegionName Head
    	BodySetName standard
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx auras/female/sparkle/sparkleeyeslight.fx
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P3636920680
    	RegionName Special
    	BodySetName Sparkles
    	Color1  255,  255,  255
    	Color2  31,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry Korean_Vest_01
    	Texture1 Korea_01a
    	Texture2 Korea_01b
    	DisplayName P828551227
    	RegionName "Upper Body"
    	BodySetName "Sleeveless Jackets"
    	Color1  0,  0,  102
    	Color2  255,  255,  255
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry V_FEM_CRANIUM.GEO/GEO_Cranium_Wild_Cat_Ears
    	Texture1 !eyes_V_Animal_Ears_01
    	Texture2 !eyes_V_Animal_Ears_01_Mask
    	DisplayName P1848153390
    	RegionName Head
    	BodySetName standard
    	Color1  0,  0,  102
    	Color2  255,  255,  255
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx Costumes/AnimatedTails/AnimatedTail_Feline01_Female.fx
    	Geometry none
    	Texture1 !X_belt_tail_02a
    	Texture2 none
    	DisplayName P546439883
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  255,  255,  255
    	Color2  2,  0,  153
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    }
    =====

    Vindicator: Swan

    Front View
    Side View
    Back View

    Why: No longer comfortable with the catcalls of the 5th Column and Freakshow in her part of Brickstown, Swan decided it was about time she started to "dress for success" and went to Lauren at ICON in Independence Port for help. Now with actual swan wings (as opposed to a feather shawl) and no longer shivering in Megasilk in winter, Swan hopes she's heard the last of jokes from escaped Ziggursky Prisoners that she's the "ugly duckling" of the Vindicators.

    Costume code:
    Code:
    {
    Scale 22.27
    BoneScale -2.997e-006
    ShoulderScale -2.98e-006
    ChestScale -2.98e-006
    WaistScale -0.65
    HipScale 0.5
    LegScale 0.02
    HeadScales  0,  0,  0
    BrowScales  0,  0,  0
    CheekScales  0,  0,  0
    ChinScales  0,  0,  0
    CraniumScales  0,  0,  0
    JawScales  0,  0,  0
    NoseScales  0,  0,  0
    SkinColor  255,  214,  201
    NumParts 28
    BodyType 1
    CostumePart ""
    {
    	Geometry Tight
    	Texture1 !X_Fem_Hips_Imperial_Dynasty_01
    	Texture2 none
    	DisplayName P1525729866
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  255,  255,  255
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Tight
    	Texture1 !X_Fem_Shirt_Imperial_Dynasty_01
    	Texture2 none
    	DisplayName P566009771
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  255,  255,  255
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
    	Texture1 !v_sf_face_skin_head_10
    	Texture2 !v_sf_face_Lips
    	DisplayName P687117166
    	RegionName Head
    	BodySetName standard
    	Color1  204,  0,  69
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Bracer_01
    	Texture1 Skin_Bracer_01a
    	Texture2 Skin_Bracer_01b
    	DisplayName P3937616722
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  255,  255,  255
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Hi_Heels
    	Texture1 smooth_01
    	Texture2 !Boot_V_Heart_01
    	DisplayName P2104750136
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  255,  255,  255
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P177456852
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry Ponytail
    	Texture1 Long_01a
    	Texture2 Long_01b
    	DisplayName P2681220175
    	RegionName Head
    	BodySetName standard
    	Color1  255,  255,  255
    	Color2  255,  255,  255
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx EnemyFX/Carnival_Of_Light/Female_FaceMask_02.fx
    	Geometry CoL_Mask_01_player.GEO/GEO_Eye_CoL_MaskDeco_02
    	Texture1 !X_Jaw_CoL_FaceMask_Deco_02
    	Texture2 none
    	DisplayName P2793026233
    	RegionName Head
    	BodySetName standard
    	Color1  227,  227,  227
    	Color2  255,  255,  255
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P2281134661
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry V_FEM_SPADR.GEO/GEO_SpadR_Magic_Robe_01
    	Texture1 !spadr_v_Witch_01
    	Texture2 !spadr_v_Witch_01_Mask
    	DisplayName P772741860
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P2371314042
    	RegionName Head
    	BodySetName standard
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
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    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx GENERIC/FX_wings_Female_ANGEL.fx
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    	Texture2 none
    	DisplayName P2318333026
    	RegionName Capes
    	BodySetName Wings
    	Color1  255,  255,  255
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    	Color3  255,  255,  255
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx auras/female/sparkle/sparkleeyeslight.fx
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P3636920680
    	RegionName Special
    	BodySetName Sparkles
    	Color1  255,  255,  255
    	Color2  0,  0,  0
    	Color3  255,  255,  255
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
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    	Color1  31,  31,  31
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    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
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    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Geometry none
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    	BodySetName standard
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    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
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    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
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    CostumePart ""
    {
    	Fx none
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    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
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    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P546439883
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    }
    =====

    Vindicator: Valkyrie

    Front View
    Side View
    Back View

    Why: With the assistance of her mentor, Positron, Valkyrie has been able to replace her former "garage tech" kitbashed armor made from spare parts with a "living liquid metal" controlled by her nanites in a much more high tech and personalized symbiosis than previously possible. The resulting mirror quality sleek chic look has a number of advantages over her previous work, thanks to the real time custom fit and finish of the final product giving Valkyrie a freer range of motion and thus an improvement in her combat mobility.

    Artistic Note: The "white gold" portions of the Metallic armor pieces turn silvery at night, because of how the lighting engine interacts with the specific colors chosen.

    Side Note: David "Noble Savage" Nakayama volunteered that he very much liked this redesign of Valkyrie of mine during the Dinner With The Devs at the Fall 2011 Player Summit. I was absolutely floored that he remembered the first time I posted this, since my original posting of this design had taken place months before! Original postings (from a year ago now!) can be found here and here, although the submission offered here for this contest has had a little bit more tweaking done to it.

    Costume code:
    Code:
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    Scale 22.88
    BoneScale -0.00065
    ShoulderScale -0.0001646
    ChestScale -2.801e-006
    WaistScale -0.0002294
    HipScale 0.4997
    LegScale 0.02
    HeadScales  4.768e-007,  4.768e-007,  4.768e-007
    BrowScales  4.768e-007,  4.768e-007,  4.768e-007
    CheekScales  4.768e-007,  4.768e-007,  4.768e-007
    ChinScales  4.768e-007,  4.768e-007,  4.768e-007
    CraniumScales  4.768e-007,  4.768e-007,  4.768e-007
    JawScales  4.768e-007,  4.768e-007,  4.768e-007
    NoseScales  4.768e-007,  4.768e-007,  4.768e-007
    SkinColor  246,  187,  170
    NumParts 28
    BodyType 1
    CostumePart ""
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    	Texture2 !HIPS_Blend
    	DisplayName P1525729866
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  255,  190,  63
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry Tight
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    	DisplayName P566009771
    	RegionName "Upper Body"
    	BodySetName Tight
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    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
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    CostumePart ""
    {
    	Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
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    	Texture2 none
    	DisplayName P687117166
    	RegionName Head
    	BodySetName standard
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    	Color2  255,  255,  255
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
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    	DisplayName P3937616722
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  255,  190,  63
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
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    	Texture2 !boot_eaglearmor_01_dual
    	DisplayName P2104750136
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  255,  190,  63
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
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    CostumePart ""
    {
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    	Texture2 !belt_V_Valkyrie_01_Mask
    	DisplayName P177456852
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  255,  190,  63
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
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    CostumePart ""
    {
    	Geometry Long_04
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    	Texture2 Long_01b
    	DisplayName P2681220175
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    	BodySetName standard
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    CostumePart ""
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    	Fx none
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    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Geometry V_FEM_EYES.GEO/GEO_Eyes_Valkyrie_02b
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    	Texture2 !Eyes_V_Valkyrie_02_Mask
    	DisplayName P2793026233
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    	Color2  255,  190,  63
    	Color3  0,  0,  0
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    CostumePart ""
    {
    	Geometry V_FEM_EMBLEM.GEO/GEO_Emblem_Enforcer_02
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    	Texture2 !Emblem_v_Enforcer_01_Mask
    	DisplayName P2281134661
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  255,  190,  63
    	Color2  241,  238,  126
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
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    	DisplayName P772741860
    	RegionName "Upper Body"
    	BodySetName Tight
    	Color1  255,  190,  63
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    	Color3  0,  0,  0
    	Color4  0,  0,  0
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    CostumePart ""
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    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
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    CostumePart ""
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    	Fx none
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    	Color2  227,  227,  227
    	Color3  31,  31,  31
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    CostumePart ""
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    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P2371314042
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    	BodySetName standard
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
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    	Fx none
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    	Color1  31,  31,  31
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    	Color3  31,  31,  31
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    CostumePart ""
    {
    	Fx none
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    	Texture1 none
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    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
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    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
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    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
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    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
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    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P1848153390
    	RegionName Head
    	BodySetName standard
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
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    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
    	Geometry none
    	Texture1 none
    	Texture2 none
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry none
    	Texture1 none
    	Texture2 none
    	DisplayName P546439883
    	RegionName "Lower Body"
    	BodySetName Tight
    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Color1  0,  0,  0
    	Color2  0,  0,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    }
    =====

    Vindicator: Woodsman

    Front View
    Side View
    Back View

    Why: Everyone always told him that if he stood in one place too long, he'd start to put down roots. Looks like those Heroes weren't joking after all ... even if the Woodsman "is a part of the landscape" of Eden.

    Costume code:
    Code:
    {
    Scale 25
    LegScale 0.02
    HeadScales  0,  0,  0
    BrowScales  0,  0,  0
    CheekScales  0,  0,  0
    ChinScales  0,  0,  0
    CraniumScales  0,  0,  0
    JawScales  0,  0,  0
    NoseScales  0,  0,  0
    SkinColor  155,  99,  63
    NumParts 28
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    {
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    	Texture1 !Hips_V_Skin_Bare_01
    	Texture2 !Hips_V_Skin_Bare_01_Dual
    	DisplayName P4139188627
    	RegionName "Lower Body"
    	BodySetName Kilts
    	Color1  0,  31,  0
    	Color2  85,  56,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
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    	Texture1 skin_bare
    	Texture2 !chest_v_pattern_vines
    	DisplayName P566009771
    	RegionName "Upper Body"
    	BodySetName Unique
    	Color1  0,  31,  0
    	Color2  85,  56,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard
    	Texture1 Skin_V_Head_06
    	Texture2 none
    	DisplayName P687117166
    	RegionName Head
    	BodySetName HalfHelmets
    	Color1  0,  31,  0
    	Color2  85,  56,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_MALE_GLOVE.GEO/GEO_Larm*_OrganicArmor_02
    	Texture1 !X_Organic_Armor_Fem_Glove_01
    	Texture2 !Glove_V_OrganicArmor_01_Mask
    	DisplayName P3937616722
    	RegionName "Upper Body"
    	BodySetName Unique
    	Color1  38,  26,  0
    	Color2  85,  56,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
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    CostumePart ""
    {
    	Geometry V_MALE_BOOT.GEO/GEO_LlegR_OrganicArmor_02
    	Texture1 !X_Organic_Armor_Boot_02
    	Texture2 !Boot_V_Fem_OrganicArmor_02_Mask
    	DisplayName P2104750136
    	RegionName "Lower Body"
    	BodySetName Kilts
    	Color1  0,  31,  0
    	Color2  85,  56,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry n_male_clubwear_shirts.geo/geo_studded_belt_03
    	Texture1 !X_Clubwear_Studded_Belt
    	Texture2 none
    	DisplayName P177456852
    	RegionName "Upper Body"
    	BodySetName Unique
    	Color1  0,  31,  0
    	Color2  212,  140,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_MALE_HAIR.GEO/GEO_Hair_V_Samurai_01
    	Texture1 !Hair_V_Samurai_03
    	Texture2 !Hair_V_Samurai_03_Mask
    	DisplayName P4179547168
    	RegionName Head
    	BodySetName HalfHelmets
    	Color1  0,  31,  0
    	Color2  127,  84,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
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    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
    }
    
    
    CostumePart ""
    {
    	Geometry V_MALE_Eyes.GEO/GEO_Eyes_OrganicArmor_01
    	Texture1 !X_Organic_Armor_Fem_Boot_02
    	Texture2 !Boot_V_Fem_OrganicArmor_02_Mask
    	DisplayName P2793026233
    	RegionName Head
    	BodySetName HalfHelmets
    	Color1  0,  31,  0
    	Color2  127,  84,  0
    	Color3  0,  0,  0
    	Color4  0,  0,  0
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    CostumePart ""
    {
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    	Texture1 Base
    	Texture2 v_hart
    	DisplayName P2281134661
    	RegionName "Upper Body"
    	BodySetName Unique
    	Color1  85,  56,  0
    	Color2  171,  171,  171
    	Color3  0,  0,  0
    	Color4  0,  0,  0
    }
    
    
    CostumePart ""
    {
    	Geometry V_MALE_SPADR.GEO/GEO_SpadR_OrganicArmor_01
    	Texture1 !X_Organic_Armor_Fem_SpadR_01
    	Texture2 !spadr_v_OrganicArmor_01_Mask
    	DisplayName P772741860
    	RegionName "Upper Body"
    	BodySetName Unique
    	Color1  0,  31,  0
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    	Color4  0,  0,  0
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    CostumePart ""
    {
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    	Color1  31,  31,  31
    	Color2  227,  227,  227
    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Fx none
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    	Color3  31,  31,  31
    	Color4  227,  227,  227
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    CostumePart ""
    {
    	Geometry Beard_Clean
    	Texture1 Beard_01a
    	Texture2 Beard_01b
    	DisplayName P2371314042
    	RegionName Head
    	BodySetName HalfHelmets
    	Color1  85,  56,  0
    	Color2  31,  0,  11
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    CostumePart ""
    {
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    	Color3  31,  31,  31
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    CostumePart ""
    {
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    	Texture2 none
    	DisplayName P1987928225
    	RegionName Capes
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  23. Quote:
    Originally Posted by Rajani Isa View Post
    To be fair, by scale, some/most of the 5th ARE 9' tall.
    I talked to Positron about this at the last player summit. You know the look that people get when they're about to tell you a dirty, horrible secret that no one seems to know about and it's shameful to talk about it? That's the look Positron got on his face when I brought this up.

    Apparently ... "back in the day" ... the Dev responsible for the 5th Column did something that gave them a RANDOM height, which would be anywhere from 6-10 ft tall. Apparently they got that all cleaned up in Issue 3 with the Council taking over the models and everything. Still, it made for funny looking mis-matchups when dealing with shorter PCs.

    Quote:
    Originally Posted by Athena Six View Post
    Huh.. this is actually pretty darn cool too , Must be the Devs like some of us are finding it hard to keep up with the cursor in our older years :P
    Actually, this (the cursor slider) got done because I personally appealed to Neon Walker (Head "in a jar" of Engineering) and another Programmer Dev (who doesn't have a red name, but is great to talk to) and explained how playing the game at over 2500x1600 resolution makes the mouse cursor "vanish" on screen ... so could something be done to scale up the mouse cursor in game? Both of them gave me "I hate you" looks for having a 27" flat screen monitor on my iMac capable of playing at that resolution ... but then admitted that doing something like this for a UI element such as the mouse cursor would be "very easy" (always good!) and really hadn't been something on ANYBODY'S radar as something to put into the "need to do" pile. They just simply hadn't encountered the problem themselves ... but once it was explained, it not only became obvious but the solution the problem was also obvious. So as you can imagine, I'm very pleased with them for getting this QoL update into the game so "quickly" (from a Development Cycle standpoint).
  24. Quote:
    Originally Posted by Aggelakis View Post
    Maybe YOU played it at that resolution, but I haven't seen 640 since mid-90s.
    Yes I did (originally) play at that resolution ... as you can see here. Even told Positron about this screenshot at the last Player Summit, as an example of how back in Issue 2 the 5th Column seemed like they were "9 feet tall" (Redlynne is 5 ft nothing!).

    Back during Issue 2, I didn't even have my own computer to play on and was using the computers at the university to play ... meaning every day/time I wanted to go play City of Heroes, I had to bring in my install discs, install on a university computer and *patch* ... and about an hour later, I could start playing CoH. Eventually, a friend took pity on me and gave me the use of a windows shuttle box computer he had no more use for so I was able to start playing CoH at home.

    /em looks at 640x480 screenshot

    Man those boots were ugly back in the day. I'm so glad that Issue 4 brought us Tight Pants and Sneakers!

    And amazingly enough, I've still got the "basic idea" of that costume as my #1 costume slot, even today. Nice to know that it has withstood the test of time as a costume design (in part because it was pretty simple).