Character Creation Guide

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Character Creation Guide

Post  Admin on Fri Feb 24, 2012 12:24 am

((I recommend that any player make a character for both the Marvel and DC Universe as doing that will give you access to both sides of the story.))

REQUIREMENTS!!!:

Real Name: Your characters real name ex Tony Stark or Kal-El or Bruce Wayne. (if the character has none or does not remember write None)

Fake Name: if your character has a fake name then that goes here ex Clark Kent or Joe Ker or Logan. (if the character has none write None)

Current Alias: This is a characters superhero name ex Captain America or Superman or Wonder Woman. (if the character has none write None)

Real Age: Your characters age

Apparent Age: how old your character looks

Race: Since there are many races in the Marvel and DC universes Please state what race you are even if you are all going to be human.
Please place races in order from least recent to most recent Ex (Human/Mutant/Zombie)

Gender: Your characters gender

Height: Your characters height

Weight: Your characters weight

Alignment: This determines whether your character is a Hero, Villain, or Anti Hero

Hero = A Hero is the epitomy of justice and good. Doing what he can to help the citizens and protect them from harm. They try to uphold law and justice and imprison the criminals that try to break it in whatever way. However when the law is corrupt ex when Luthor was president of the United States then the Hero will either continue to protect the law or rise against it for the betterment of humanity. ex of these people are Superman, Batman, Wonder Woman, Captain America, Iron Man, and Thor

Villain = Unlike a Hero a Villain is the Epitomy of tyranny, chaos and evil. Doing whatever they can to gain more money and power, or just to cause chaos whereever possible. The Heroes that stand in thier way are nothing but a nuicsence to these individuals. Many think the world would be better if they were running it like Doctor Doom but they still use underhanded or tyrannical ways to achive thier goals. However on many times they will work with the Heroes when it benefits them ex when Superman released Lex Luthor to stop the evil Superman. Ex of these people are Lex Luthor, The Joker, Circe, Red Skull, Mandarin, and Loki

Anti Hero = An Anti Hero is in between the other 2. They represent the loner, the mercenary, the indecicive and the vigilante. They are generally someone who would non heroic things for a somewhat heroic cause, or someone who do heroic things for a selfish cause. They can help the Hero one day and in the next they will stand against the Hero the next and the same with Villains. They care only for themselves and their goals whether it be to survive, to avenge a loved one, or to just hunt down Villains they stand alone and walk on the line between good and evil. ex of these are Black Adam, Cat Woman, Deathstroke, Deadpool, The Hulk, and Ghost Rider

Class: The class that is selected. (if the character has none write None)

Universe: state what universe your character hails from. The DC Universe or the Marvel Universe

Nationality: state your characters nationality here. If you are from another planet write the planets name in here.

Base Of Operations: This is where you write the name of your hideout, base, your place of buisiness, or even your home in some cases like the X-Men with Utopia ex Batcave, S.H.I.L.D. Helicarrier, Stark Enterprises or Utopia. (if the character has none write None)

Occupation: Some heroes and villains get jobs to pay the bills ex Peter Parker at the Daily Bugle or Clark Kent at the Daily Planet. A villain innately has the job Criminal. (if the character has none write None)

Languages: What languages your character possesses (get your races or your nations language plus 1 extra language for every 3 points of intelligence you put onto your character)

Appearance: Use an image or a description to describe how your character looks (costume, hair color, skin color, etc)

Background: your characters history and background (make it as long as you want but it needs to explain how your character got his powers.)

Personality: The personality of your character

Weapons and Fighting Skill: If using any state what they are please. If using none please write it as none. (this includes magical tools)

Stats

you will be given 52 stat points to be placed in the following stats below. you may put up to 12 points onto one stat but bear in mind the more you spend on one stat the less you can put on the other stats

If your race is human and you do not use classes you gain a +2 in 2 stats or a +1 in four stats.

Your Characters race and class can give you bonuses to your stats. (Ex: a human Green Lantern gains +2 to 2 stats from their human heritage but gain a +2 in willpower, a +1 in personality and a +1 in durability.)

Race bonuses do not stack and you only receive the bonus of the most recent race of your character

Ex (a human/mutant/zombie would only receive the bonuses to stats from the zombie race which is Durability +2, Willpower +2, Strength +2, Speed -1, Intelligence -1)

Class bonuses do not stack the stats but the powers given do stack as you can be of several classes in your hero career. In essence having 2 classes is beneficial but cannot be broken so easily as your class stats change based on the most recent class.

(The green lanterns being a good example of this as guy gardener was both a green lantern and a red lantern at the same time and may have stayed that way if he was not cured my mogo. thus if he had stayed he would of had the stats of a green lantern and he would have changed his class stats bonus to a red lantern as that was the most recent but still would have had both powers gained from both classes.)

As you gain more skill you gain more points as given by the admin. (to be precise you gain +2 points each main mission and after 10 missions you gain no more points)

Strength = Strength represents a characters physical strength. Their ability to lift objects and deal strong punches. Melee characters bebefit the most from this as a ranged character feels they would not need to use melee strikes if they are doing their job right. strength focuses on 3 aspects. your lifting power, grapple power, and your melee damage

Lifting

1 = get - 3 on lifting

2 = get - 2 on lifting

3 = get - 2 on lifting

4 = get - 1 on lifting

5 = get - 1 on lifting

6 - 7 = get + 0 on lifting

8 = get + 1 on lifting

9 = get + 1 on lifting

10 = get + 2 on lifting

11 = get + 2 on lifting

12 = get + 3 on lifting

Grapple

lower than enemys Strength = Gets - 1 in a test of strength grapple

equal to enemys Strength = Gets + 0 in a test of strength grapple

higher than enemys Strength = Gets + 1 in a test of strength grapple

Damage

lower than enemys Durability = does 1/2 damage on melee strikes

equal to enemys Durability = does 1 damage on melee strikes

higher than enemys Durability = does 2 damage on melee strikes

((Notes: a character starts at a 50/50 chance in lifting and it can go to a minimum of a 2/10 chance and a maximum of a 8/10 chance. Grapple users lose in a grapple with someone with Superhuman strength unless they have superhuman strength to which grapple runs as normal))

Speed = Speed represents a characters movement and attack speed. With this stat a character can attack faster and run away quickly should things go pair shaped. Speed is good for both melee and ranged characters as they both can benefit from the attack speed and the running speed. speed focuses on 3 aspects. number of attacks, attack speed, and movement speed

Number Of Attacks

1 = get - 6 on number of attacks

2 = get - 4 on number of attacks

3 = get - 4 on number of attacks

4 = get - 2 on number of attacks
 
5 = get - 2 on number of attacks
 
6 - 7 = get + 0 on number of attacks

8 = get + 2 on number of attacks
 
9 = get + 2 on number of attacks
 
10 = get + 4 on number of attacks

11 = get + 4 on number of attacks

12 = get + 6 on number of attacks

Attack Speed

lower than enemys Dexterity = + 1 on enemys dodge

equal to enemys Dexterity = + 0 on enemys dodge

higher than enemys Dexterity = - 1 on enemys dodge

Movement Speed

lower than enemys Speed = - 1 on chases and escapes

equal to enemys Speed = + 0 on chases and escapes

higher than enemys Speed = + 1 on chases and escapes

((Notes: A character starts with 8 attacks and can get a minimum of 2 attacks or a maximum of 14 attacks. When chasing or escaping someone a character starts with a 50/50 chance of bieng successful but it can go to a minumum of a 2/6 chance or a maximum of a 4/6 chance of bieng successful. With superhuman speed a character gets a 5/6 chance of bieng successful in chasing or escaping.))

Dexterity = Dexterity represents a persons ability to dodge and their aim with ranged weapons. With this stat a character is more nimble and agile able to tumble away from an attack that comes at them or place a precise shot that deals more damage than a normal ranged attack. Ranged characters benefit the most from this as the ranged benefits provide more use for them along with the ability to dodge and get out of the way from a dangerous attack. dexterity focuses on 3 aspects. Agility (acrobatics and balance), dodge, and ranged damage

Acrobatics/Balance/Jumping

1 = get - 3 on acrobatics/balance/jumping

2 = get - 2 on acrobatics/balance/jumping

3 = get - 2 on acrobatics/balance/jumping

4 = get - 1 on acrobatics/balance/jumping
 
5 = get - 1 on acrobatics/balance/jumping
 
6 - 7 = get + 0 on acrobatics/balance/jumping

8 = get + 1 on acrobatics/balance/jumping
 
9 = get + 1 on acrobatics/balance/jumping
 
10 = get + 2 on acrobatics/balance/jumping

11 = get + 2 on acrobatics/balance/jumping

12 = get + 3 on acrobatics/balance/jumping

Dodge

lower than enemys Speed = - 1 on dodge

equal to enemys Speed = + 0 on dodge

higher than enemys Speed = + 1 on dodge

Ranged Damage

lower than enemys Durability = does 1/2 damage on ranged strikes

equal to enemys Durability = does 1 damage on ranged strikes

higher than enemys Durability = does 2 damage on ranged strikes

((Notes: a character starts at a 50/50 chance in agility (which is for keeping balance and leaping over gaps etc) and it can go to a minimum of a 2/10 chance and a maximum of a 8/10 chance. When dodging attacks a character starts with a 50/50 chance of bieng successful but it can go to a minumum of a 2/6 chance or a maximum of a 4/6 chance of bieng successful. With superhuman agility a character gets a 5/6 chance of bieng successful in chasing or escaping.))

Durability = Durability represents a persons ability to endure enemy attacks. This stat provides protection from all melee, ranged, and magical attacks that would try to harm you and possibly lower the damage that they inflict. Melee character benefit more from this ability as they are more likely to be in the middle of the action and recieving many attacks against them. durability focuses on 3 aspects. melee resistance, ranged resistance, magic resistance

Melee Resistance

lower than enemys Strength = enemys melee strikes does 2 damage

equal to enemys Strength = enemys melee strikes does 1 damage

higher than enemys Strength = enemys melee strikes does 1/2 damage

Ranged Resistance

lower than enemys Strength = enemys ranged strikes does 2 damage

equal to enemys Strength = enemys ranged strikes does 1 damage

higher than enemys Strength = enemys ranged strikes does 1/2 damage

Magic Resistance

lower than enemys Strength = enemys magic strikes does 2 damage

equal to enemys Strength = enemys magic strikes does 1 damage

higher than enemys Strength = enemys magic strikes does 1/2 damage

Constitution = Constitution represents a persons overall good health and stamina. This stat provides the character with more health and health regeneration to last longer without rest, and the ability to use more exhausting moves with less risk of exhausting the character should he use said moves. constitution focuses on 5 aspects. hit points, health regeneration (out of battle), stamina, stamina regeneration (out of battle), poison/disease resistance

Health Points

1 = get - 5 on health points

2 = get - 4 on health points

3 = get - 3 on health points

4 = get - 2 on health points
 
5 = get - 1 on health points
 
6 - 7 = get + 0 on health points

8 = get + 1 on health points
 
9 = get + 2 on health points
 
10 = get + 3 on health points

11 = get + 4 on health points

12 = get + 5 on health points

Health Point Regeneration

1 - 2 = get + 0 on health point regeneration

3 - 4 = get + 1 on health point regeneration

5 - 6 = get + 1 on health point regeneration

7 - 8 = get + 2 on health point regeneration

9 - 10 = get + 2 on health point regeneration

11 - 12 = get + 3 on health regeneration

Stamina

1 = get - 3 on exhaustion

2 = get - 2 on exhaustion

3 = get - 2 on exhaustion

4 = get - 1 on exhaustion
 
5 = get - 1 on exhaustion
 
6 - 7 = get + 0 on exhaustion

8 = get + 1 on exhaustion
 
9 = get + 1 on exhaustion
 
10 = get + 2 on exhaustion

11 = get + 2 on exhaustion

12 = get + 3 on exhaustion

Stamina Recover

1 = get - 3 on stamina recover

2 = get - 2 on stamina recover

3 = get - 2 on stamina recover

4 = get - 1 on stamina recover
 
5 = get - 1 on stamina recover
 
6 - 7 = get + 0 on stamina recover

8 = get + 1 on stamina recover
 
9 = get + 1 on stamina recover
 
10 = get + 2 on stamina recover

11 = get + 2 on stamina recover

12 = get + 3 on stamina recover

Poison/Disease Resistance

1 = get - 3 on poison/disease resistance

2 = get - 2 on poison/disease resistance

3 = get - 2 on poison/disease resistance

4 = get - 1 on poison/disease resistance
 
5 = get - 1 on poison/disease resistance
 
6 - 7 = get + 0 on poison/disease resistance

8 = get + 1 on poison/disease resistance
 
9 = get + 1 on poison/disease resistance
 
10 = get + 2 on poison/disease resistance

11 = get + 2 on poison/disease resistance

12 = get + 3 on poison/disease resistance

((Notes: A persons hp starts at 5 + their constitution and can go at a minimum of 2 hp to a maximum of 20 hp. health regeneration starts at 1 hp per round while out of battle. a character starts at a 50/50 chance in getting exhausted when using a massive attack and it can go to a minimum of a 2/10 chance and a maximum of a 8/10 chance of getting exhausted however every successful save against exhaustion causes a -1 on any subsequent save for the encounter unless under the effects of health regeneration. Under those conditions the character also recovers the save removing a -1 each round. a character starts at a 50/50 chance in recovering from exhaustion and it can go to a minimum of a 2/10 chance and a maximum of a 8/10 chance of recovering from exhaustion. a character starts at a 50/50 chance in getting poisoned or diseased and it can go to a minimum of a 2/10 chance and a maximum of a 8/10 chance of getting poisoned or diseased when attacked by poisons or diseases however every successful save against poisons or disease causes a -1 on any subsequent save for the encounter unless under the effects of health regeneration. Under those conditions the character also recovers the save removing a -1 each round.))

Intelligence = Intelligence represents a persons knowledge and skill in the ways of the mind. This skill provides the character with more power in their spells should they use them, better ability to hack and protect from hacking for those who use technology and overall knowledge allowing them to know more and remember more as well as improve their ability to focus and multitask. Ranged characters benefit more from this stat especially mages and technological characters. intelligence focuses on 7 aspects. memory/knowledge (any), focus/multitasking, detective skills/predicting enemy skills, spell damage, mind altering, hacking (for created robots, cyborgs, turrets, mech suits, cameras etc.), hacking defence (for created robots, cyborgs, turrets, mech suits, cameras etc.)

Memory/Knowledge (any)

1 = get - 3 on memory/knowledge

2 = get - 2 on memory/knowledge

3 = get - 2 on memory/knowledge

4 = get - 1 on memory/knowledge
 
5 = get - 1 on memory/knowledge
 
6 - 7 = get + 0 on memory/knowledge

8 = get + 1 on memory/knowledge
 
9 = get + 1 on memory/knowledge
 
10 = get + 2 on memory/knowledge

11 = get + 2 on memory/knowledge

12 = get + 3 on memory/knowledge

Focus/Multitasking

1 = get - 3 on focus/multitasking

2 = get - 2 on focus/multitasking

3 = get - 2 on focus/multitasking

4 = get - 1 on focus/multitasking
 
5 = get - 1 on focus/multitasking
 
6 - 7 = get + 0 on focus/multitasking

8 = get + 1 on focus/multitasking
 
9 = get + 1 on focus/multitasking
 
10 = get + 2 on focus/multitasking

11 = get + 2 on focus/multitasking

12 = get + 3 on focus/multitasking

Detective Skills/Predicting Enemy Skills

1 = get - 3 on detective skills/predicting enemy skills

2 = get - 2 on detective skills/predicting enemy skills

3 = get - 2 on detective skills/predicting enemy skills

4 = get - 1 on detective skills/predicting enemy skills
 
5 = get - 1 on detective skills/predicting enemy skills
 
6 - 7 = get + 0 on detective skills/predicting enemy skills

8 = get + 1 on detective skills/predicting enemy skills
 
9 = get + 1 on detective skills/predicting enemy skills
 
10 = get + 2 on detective skills/predicting enemy skills

11 = get + 2 on detective skills/predicting enemy skills

12 = get + 3 on detective skills/predicting enemy skills

Spell Power

lower than enemys Durability = magic strikes does 1/2 damage

equal to enemys Durability = magic strikes does 1 damage

higher than enemys Durability = magic strikes does 2 damage

Mind Altering

lower than enemys Wisdom = - 1 on mind altering spells

equal to enemys Wisdom = + 0 on mind altering spells

higher than enemys Wisdom = + 1 on mind altering spells

Hacking

lower than enemys Intelligence = - 1 on hacking

equal to enemys Intelligence = + 0 on hacking

higher than enemys Intelligence = + 1 on hacking

Hacking Defence

lower than enemys Intelligence = + 1 on enemys hacking

equal to enemys Intelligence = + 0 on enemys hacking

higher than enemys Intelligence = - 1 on enemys hacking

((Notes: a character starts at a 50/50 chance in knowledge it can go to a minimum of a 2/10 chance and a maximum of a 8/10 chance. When using a mind altering spell a character starts with a 50/50 chance of bieng successful but it can go to a minumum of a 2/6 chance or a maximum of a 4/6 chance of bieng successful. When hacking a character starts with a 50/50 chance of bieng successful but it can go to a minumum of a 2/6 chance or a maximum of a 4/6 chance of bieng successful.))

Wisdom = Wisdom represents a persons common sense and overallk willpower. With this stat a character can endure for a time even when thier body has already been pushed to its breaking point and sense when someone is lieing to them. both melee and ranged characters benefit from this ability as it provides an extra bit of tenacity to a character as they push thier body beyond its limits. wisdom focuses on 7 aspects. will points, will point Regeneration, willpower, sense motive, and the ability to treat injuries/poisons/diseases etc

Will Points

1 = get - 5 on will points

2 = get - 4 on will points

3 = get - 3 on will points

4 = get - 2 on will points
 
5 = get - 1 on will points
 
6 - 7 = get + 0 on will points

8 = get + 1 on will points
 
9 = get + 2 on will points
 
10 = get + 3 on will points

11 = get + 4 on will points

12 = get + 5 on will points

Will Point Regeneration

1 - 2 = get + 0 on Will Point regeneration

3 - 4 = get + 1 on Will Point regeneration

5 - 6 = get + 1 on Will Point regeneration

7 - 8 = get + 2 on Will Point regeneration

9 - 10 = get + 2 on Will Point regeneration

11 - 12 = get + 3 on Will Point regeneration

Perception

1 = get - 3 on perception

2 = get - 2 on perception

3 = get - 2 on perception

4 = get - 1 on perception
 
5 = get - 1 on perception
 
6 - 7 = get + 0 on perception

8 = get + 1 on perception
 
9 = get + 1 on perception
 
10 = get + 2 on perception

11 = get + 2 on perception

12 = get + 3 on perception

Treat Injuries/Poisons/Diseases

1 = get - 3 on treat injuries/poisons/diseases

2 = get - 2 on treat injuries/poisons/diseases

3 = get - 2 on treat injuries/poisons/diseases

4 = get - 1 on treat injuries/poisons/diseases
 
5 = get - 1 on treat injuries/poisons/diseases
 
6 - 7 = get + 0 on treat injuries/poisons/diseases

8 = get + 1 on treat injuries/poisons/diseases
 
9 = get + 1 on treat injuries/poisons/diseases
 
10 = get + 2 on treat injuries/poisons/diseases

11 = get + 2 on treat injuries/poisons/diseases

12 = get + 3 on treat injuries/poisons/diseases

Fear Recover

1 = get - 3 on fear recover

2 = get - 2 on fear recover

3 = get - 2 on fear recover

4 = get - 1 on fear recover
 
5 = get - 1 on fear recover
 
6 - 7 = get + 0 on fear recover

8 = get + 1 on fear recover
 
9 = get + 1 on fear recover
 
10 = get + 2 on fear recover

11 = get + 2 on fear recover

12 = get + 3 on fear recover

Willpower

lower than enemys Intelligence/Charisma = + 1 on mind altering spells/charm/intimidate/fear

equal to enemys Intelligence/Charisma = + 0 on mind altering spells/charm/intimidate/fear

higher than enemys Intelligence/Charisma = - 1 on mind altering spells/charm/intimidate/fear

Sense Motive

lower than enemys Charisma = + 1 on lies/persuade

equal to enemys Charisma = + 0 on lies/intimidation

higher than enemys Charisma = - 1 on lies/intimidation

((Notes: A persons wp starts at 5 + their wisdom and can go at a minimum of 2 wp to a maximum of 20 wp. will point regeneration starts at 1 wp per round while out of battle. a character starts at a 50/50 chance in injuries/poisons/diseases it can go to a minimum of a 2/10 chance and a maximum of a 8/10 chance.))

Charisma = Charisma represents a persons personality and charm and their ability to lie on the spot. With this stat a person can Intimidate, lie, charm and persuade an enemy to either stop attacking or even surrender to you should things look bad for them. Both melee and ranged characters benefit from this stat as it provides them with the ability to stall an enemy while the character thinks of a plan of action or an escape plan while the enemy is distracted with a ruse. It can even be used to stop someone from killing a hostage. charisma focuses on 5 aspects. force of personality/ability to lead (for villains, sidekics count as 2 minions), lies/intimidation, charm/persuade

Force Of Personality

1 - 2 = get + 4 on minions

3 - 4 = get + 8 on minions

5 - 6 = get + 12 on minions

7 - 8 = get + 16 on minions

9 - 10 = get + 20 on minions

11 - 12 = get + 24 on minions

Lies

lower than enemys Wisdom = - 1 on lies

equal to enemys Wisdom = + 0 on lies

higher than enemys Wisdom = + 1 on lies

Intimidation/Fear

lower than enemys Wisdom = - 1 on intimidation/fear

equal to enemys Wisdom = + 0 on intimidation/fear

higher than enemys Wisdom = + 1 on intimidation/fear

Charm

lower than enemys Wisdom = - 1 on charm

equal to enemys Wisdom = + 0 on charm

higher than enemys Wisdom = + 1 on charm

Persuade/Bribe

lower than enemys Wisdom = - 1 on persuade/bribe

equal to enemys Wisdom = + 0 on persuade/bribe

higher than enemys Wisdom = + 1 on persuade/bribe

((Notes: When hiring minions there are many ways, finding them on the internet or posting posters for people for hire or even creating them are some of them. When using lies/intimidation a character starts with a 50/50 chance of bieng successful but it can go to a minumum of a 2/6 chance or a maximum of a 4/6 chance of bieng successful. When using charm/persuade a character starts with a 50/50 chance of bieng successful but it can go to a minumum of a 2/6 chance or a maximum of a 4/6 chance of bieng successful.))

Powers: I will now allow up to 3 different powers to be placed on your character unless you pick a class listed below EX: Gravity, Magnetism. weapons and fighting moves do not count onto this. The following powers can be used for free and do not count on the two different powers, however a character can only use a maximum of 4 of these thus making a character able to gain a maximum of 7 powers altogether with racial powers.

Bonus Powers: Each of the following give specific bonuses that can proove beneficial to your character as they will affect your stats and or give your characters benefits that may aid in certain stat rolls. They are listed as

Enhanced Strength, Enhanced Speed, Enhanced Agility, Enhanced Dexterity, Enhanced Accuracy, Enhanced Durability, Enhanced Endurance, Enhanced Regeneration, Enhanced Stamina, Poison Immunity, Disease Immunity, Enhanced Intelligence, Indomitable Will, Lie Detection, Enhanced Charisma, Enhanced Hearing, Enhanced Smell, Enhanced Taste, Enhanced Touch, Enhanced Vision, Flight (by any means), Prehensile Tail, Prehensile Tongue, Enhanced Markmenship, Enhanced Athleticism, Enhanced Markmenship, Enhanced Combat, Enhanced Memory, Enhanced Balance, Enhanced Reflexes, Enhanced Lung Capacity, Aquatic Respiration, Enhanced Flexibility, Teleportation (by any means including portals)

I will post what benefets these will do in future posts

No powers can be accepted for tech based heroes/ villains. however they can emulate powers using tecnology or even use powers using tecnology (see Steel from DC Comics)

Weaknesses: List any weaknesses your character may probably have.

Mentor: what superhero do you want to guide you on your journey this is important for some side quests.

NPC's/SideKicks: any NPC's or SideKicks you may have you can list here but sidekicks I will only allow after you become more well known. NPC's means pets, robots, people etc that help out weather they are super or not. If not using any please write it as none.

RP Sample: An example of how your character will play.

Explanation of certain things

Number Of Attacks: a person starts with 9 attacks but at 1 - 2 speed they only have 4 attacks. When dodging an attack slot must be sacrificed for the round so ex a person with 2 attacks can only do 1 and still be able to defend or dodge incoming attacks. This makes the player have to plan his attacks carefully and strategically.

Constitution Fail: when constitution is taken to 0 a characters body has reached its peak and any more damage will harm his/her body severely ex broken bones or torn muscles however a persons willpower allows them to continue fighting at a 1/2 to all damage (does not stack with an enemys durability bonus) and suffers 2 x damage from any physical attack until thier willpower reaches 0 as well to which when both are at 0 the character either dies or managing to survive is unconscious or berely conscious and can no longer fight.

Willpower Fail: when willpower is taken to 0 a characters spirit has reached its peak and they will feel thier confidence weaken. Any more attacks will cause his/her to feel more dispair however a persons constitution allows them to continue fighting at a 1/2 to all damage (does not stack with an enemys durability bonus) and suffers 2 x damage from any mental or spiritual attack until thier durability reaches 0 as well to which when both are at 0 the character either dies or managing to survive is unconscious or berely conscious and can no longer fight.

Exhaustion: when a character gets Exhausted from doing a major attack they can only attack with 1/2 the number of attacks as normal (can't go below 1) and cannot move much making them atomatically recieve a -1 to dodging until they recover from it and the enemys recieve +1 for any dodge rolls they make. Recovering from exhaustion requires the character to not make any action but to focus on recovering however dodging is permitted.

Fear/Intimidation: when a character is in effect of Fear/Intimidation they cannot attack the person who they fear or who casted the ability that made them fear them until they recover from it, they also get a -1 to all dodges against the person who affected them with fear/intimidation and finally if will is below the enemy stat that caused the fear/intimidation the character may and easily will flee away from the person who affects them (though this is limited to villains and more villainous anti heroes)

Poisons/Diseases: these cause a character to suffer 1 damage to constitution per round until they are treated with medicine or by a medic. this includes toxic attacks, burns, radiation, diseases, and poisons and many more. Once thier constitution is at 0 it damages willpower 1 damage/round until that goes to 0 as well causing unconsciousness or barely consciousness and making them unable to fight anymore.

Hope to see your Characters real soon Very Happy

using a template below adds the effects of the class to your character.


Last edited by Admin on Wed Feb 19, 2014 9:44 pm; edited 20 times in total
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Re: Character Creation Guide

Post  Admin on Fri Feb 24, 2012 12:30 am

Templates #1 Lanterns

lanterns are only allowed their lantern powers at the start and normal characters cannot start with lantern powers unless that gain them later EX: Superman gaining a White Lantern Ring. A ring needs recharging by reciting the Lantern Oath while holding your lantern

Green Lantern Corps



Willpower +2, Personality +1, Strength +1

The Green Lantern Corps are an inter-galactic police force dedicated to protecting sentient life in every form, established thousands of years ago by the Guardians. Officers are chosen for their ability to overcome great fear and given a power ring fueled by the strength of their willpower, the mightiest weapon in the universe. They have two representatives for all of the 3600 sectors in the known universe, their headquarters located centrally on the planet Oa.

Powers

Their rings have great power that grant them special abilities.

Energy Projection: The ring can be used to fire blasts of Oan energy or create weapons such as projectiles of them. The ring can project beams of force powered by the will of the user. The ring can be used to produce kryptonite and kryptonite radiation.[2] Kyle generally used fanciful constructs in the shape of advanced technology. Their appearance does not indicate the power of the weapon. The weapon's power is more an indication of the will of the user. Certain users (i.e. Hal Jordan) have been powerful enough to stagger even Superman. If the user wishes, they can alter the form of the blasts such as Kilowog's "booms."

Force Field: The ring can create various force fields of various sizes and shapes to protect the wearer and others around him. With the cosmic scope of a Green Lantern's duties, it is only natural that the power ring is designed for operation in space. The ring creates a force field around the wearer, protecting him/her/it from the hazards of the void including filtration of stellar radiation and microscopic particulate matter which would ordinarily be fatal should the space debris strike the ring wielder at high speeds. An atmosphere appropriate to the ring wielder's biology is created inside the force-field while body temperature is maintained and waste products are removed. Gravitational stresses which could cause injury are stabilized for the ring wielder. Theoretically, a ring wielder could use the ring as his/her/its sole source of life support. The force field seems to be created instantaneously whether this is due to programming or an instinctive reaction from intensive training has not been established. It could be considered as a subroutine of the ring's automatic defensive system, but as of yet this theory has not been proven. The only exception to that was attacks based on the color yellow. The newer version of the ring is not limited by the color yellow.

Energy Constructs: The ring can form constructs of Oan energy. The primary function of the Power Ring is to provide a weapon capable of transforming the wearer's thoughts into physical constructs through the wearer's strength of willpower. A Green Lantern can create any particular items or construct that they can imagine as long as they have the willpower necessary to will it into existence. The constructs are made out of bright green energy, which is a tangible form of pure willpower, and they exist only as long as a Green Lantern is fueling it with their willpower. Items created by the rings are not indestructible and are only as powerful as the willpower of the Green Lantern creating them. The types of constructs usually reflects the ring wearer's personality. For example, Kyle Rayner was an artist, so his constructs reflect his strong imagination. John Stewart is an architect so his constructs often appear mechanical as if he designed them in his mind before making them a reality.

Phasing: The Power Ring allows the wearer to pass through certain solid objects such as walls. Which objects that are not penetrable are not known, but it may depend upon the strength of the wearer's willpower and the density of the object's molecular structure.

Environmental Playback: Upon request, the power ring can recreate a holographic environment based on data in its memory banks. The ring wielder can observe events in a ghostlike state, but the ring wielder cannot alter the outcome of the playback. All objects in the playback will appear in the full spectrum of colors, regardless of the wielder's level of expertise creating simulacra. The power ring will automatically end the playback if outside interference warrants the ring wielder's undivided attention.

Invisibility & Light Refraction: A ring wielder can render him/her/itself invisible by willing the ring to bend light waves around his/her/its form, as well as that of the power ring. Presumably, a similar action allows an experienced ring wielder to create objects of colors other than green. As Hal Jordan's experience grew, he was able to create power ring illusions of people and objects. It can be assumed the ring wielder would not risk the extra time and effort to create other colors in a combat situation. An invisibility shield was used by Hal Jordan to hide his power ring, which would only become visible when he changed to Green Lantern.

Energy Twin: The power ring allows the wearer to create an "energy twin" of his/her/itself that can travel at far greater speeds than that of the ring wielder's physical form. While the energy twin is active the ring wielder remains motionless, his/her/its life force is needed to guide the energy twin. The energy twin can not alter its surroundings and may only be perceived by the Guardians or another ring wielder as a green, ghostlike image. Any knowledge gained by the energy twin is transferred back to the ring wielder's physical form upon recontact with the body. The Guardians frequently used energy twins as a means of contacting a Green Lantern. As a rule, a ring wielder can not create actual, independent duplicates of him/her/itself, as the power ring cannot create life.

Energy Absorption: The ring can absorb and store other energies. Doing so does NOT replenish the normal store of energy the ring has. A ring that needs recharging but contained a store of electricity could only discharge that electricity, for example.

Flight: By the manipulation of anti-gravitons and directed molecular movement, the ring allows the user to fly at incredible speeds. In atmosphere, a Green Lantern has been known to fly as fast as Mach 10 in atmosphere by creating an aerodynamic envelope around his body. Towing others, usually within a bubble, his speed is limited to the twice the speed of sound or 1440 mph. In space, Green Lantern's speed can be significantly greater and has been known to approach 99% of light speed in normal space. Flight has been shown to be velocities far exceeding light speed. In atmospheres, air friction is not a hindrance since heat is either absorbed or reflected by the ring's field.

Superhuman Strength: While not superstrength of the conventional sense, a Lantern while using constructs created by the ring becomes capable of lifting/moving tremendous weights far heavier than 100 tons with little effort.

Wormholes & Spacial Warps: The power ring grants its wearer access to wormholes in space, enabling the ring wielder to rapidly cut time and distance needed for transport. The Guardians established at least one known wormhole to Oa, which required the use of a power ring to enter. Black holes can be navigated by experienced ring wielders. During a battle with Sinestro and his ally, MadGod Sector 3600, members of the Green Lantern Corps of Earth and the Green Lantern Corps of the Klyminade traveled through a black hole to be deposited outside a white hole in Space Sector 872. The power ring cannot generate a Boom Tube as it needs a Mother Box and a sample of the highly unstable X-Element. There is no known way to duplicate either item even with the power ring. Should a Green Lantern make his/her/its way to the other-dimensional worlds of Apokolips or New Genesis through a Boom Tube, the ring will function as it does in the rest of the universe. John Stewart encountered no ring related difficulties during his stay on New Genesis, despite the loss of the Central Power Battery. The ring wielder would still need a Boom Tube to return to his/her/its dimension.

Time Travel: Time travel is possible with the power ring, though the further forward in time a ring wielder travels, the more willpower it takes. As Green Lantern, Hal Jordan once explored as far as the 70th century. Jordan had also traveled to the 58th century as Pol Manning, a role later adopted by Salakk of Slyggia.

Limited Cellular Regeneration: The ring has an ability to heal physical injuries; this seems to be a feature held over from the previous incarnations of the ring. Green Lantern can use the ring to repair injuries in himself or others. Speculation has been rendered that if Kyle actually had medical knowledge he would be able to cure a wider variety of dysfunctions beyond normal physical injuries.

Electromagnetic Scanning: The ring has a wide range of detection abilities based on the imagination of the user. If one can conceive of it, he can probably detect it. Magical effects like clairvoyance seem to be beyond the scope of the ring. Most normal electromagnetic phenomena are within the range of the ring, including radio, radar, television, infrared, ultraviolet, microwave, and high frequency band communications.

Galactic Encyclopedia: The earlier rings worn by the Corps functioned as references for their users. Having the vast knowledge of the Book of Oa to draw upon, each ring functioned as a ready reference on most peoples, stellar events and conditions that may have been seen by other rings or other Green Lanterns. The rings also served as a repository of adventures had by the Green Lantern and these mission reports were stored in the Prime Battery on Oa for review and training.

Universal Translator: Keeping in mind the myriad of worlds, life forms, and cultures throughout the cosmos, it is understandable why the Guardians added a translation system to the power ring. The power ring can translate virtually any language in the universe, facilitating diplomatic encounters rather than violent confrontations. Complications arise when a frame of reference for translation is not available, as evidenced during Katma Tui's induction of Rot Lop Fan into the Green Lantern Corps. Katma Tui had the difficult assignment of explaining the concepts of "light" and "color" to the sightless Rot Lop Fan. She overcame this barrier by using sound rather than light as the basis of the ring's power. Some Green Lanterns, such as the planet form known as Mogo, have used the ring to create an intermediary "being" to expedite communication. However, this ability seems less effective since the restoration; it is possible that not all the data was recovered.

Material Alteration: The Green Lantern's uniform is not made out of fabric. It is created by the Power Ring whenever the wearer wills to wear it. It automatically appears over the wearer's normal clothing, and vanishes when the wearer wills to return to their civilian attire. Most Green Lanterns wear similar uniforms that are programmed into the ring by default such as Hal Jordan's uniform. However, each Green Lantern is able to adjust their uniform to fit their own needs, personalities and whims. For example, Kyle Rayner was unsatisfied with the traditional Green Lantern uniform and created several of his own designs. John Stewart's uniform is similar to Hal Jordan's, but lacks a mask to hide his identity. Jack Chance is the most extreme example, refusing to wear a uniform save for a Lantern badge on his trench coat. The green parts of the wearer's uniform are usually very warm or hot to those who touch it, while the black parts are very cold. The uniform also produces a "siren" taking on the form of the Green Lantern Corps' symbol, circling the Green Lantern when active. The symbol, or badge, will not appear on the uniform until after a newly inducted Lantern has completed training on Oa, leading to the term "White-circle" to describe a rookie Lantern.

Ring Duplication: Most Power Rings are capable of automatically duplicating themselves. Each duplicate typically shares the qualities and capabilities of the original ring. While the thought of an unauthorized person getting a hold of a power ring and making duplicates for nefarious purposes, their ability to inflict damage is limited because each duplicate still requires to be recharged by a personal power battery.

Emergency Beacon: A Green Lantern in distress can use his/her/its power ring as an emergency beacon. The alert can be directed to a Green Lantern's neighboring sector, or it can be a Corps-wide alert.

Homing Beacon: A homing beacon in the power ring can lead one Green Lantern to another. This was one of the recent power ring upgrade features added by the Guardians of the Universe. The power ring can be ordered to disguise itself to elude power ring wielding trackers. Guy Gardner successfully escaped the Green Lantern Corps of Earth by willing the power ring to keep his location a secret. Most often ring wielders will allow the beacon to signal their location to others. The Green Lantern Corps of Earth found the remnants of the Green Lantern Corps of The Klyminade by tracking them through their power rings.

Mind Alteration: Though the ethics of mind tampering may be debatable, sometimes it is necessary. As the power ring relies on thought and will to operate, mind tampering is not impossible. The real difficulty lies in properly applying the power. There lies a risk of catastrophic damage to the mind should mistakes be made. A ring wielder can use the power ring to erase portions of an individual's memories. To protect his secret identity as Hal Jordan, Green Lantern created a mental block in the mind of Major Disaster. Green Lanterns have used mind techniques as part of training. New recruits may be subjected to mind scans by other Green Lanterns or the Guardians of the Universe. They are taught to build mental defenses to protect themselves from psionic attack. The power ring can also be used to beam information from the ring wielder to another being. Green Lanterns have used this technique to share information regarding their enemies during combat situations.

Pocket Dimension: Within the ring exists the possibility of an entire world. When Green Lantern Abin Sur of Ungara defeated the evil sorcerer Myrwhydden, he reduced the magician to submicroscopic size and imprisoned him inside the power ring within a world created by the Green Lantern's will. This undefined space may be a tesseract or a virtual reality created by the power ring. Whether or not this area exists in all rings has yet to be proven. Years after Abin Sur's death, Myrwhydden's power grew, allowing him to alter his environment and escape to battle the next Green Lantern, Hal Jordan. The power ring's interior appeared as a barren wasteland, dotted with dead trees and sea shells which Myrwhydden used during an escape attempt. A few years ago, Mywhydden was removed from the power ring to be sentenced to an Oan Sciencell.

Security Protocol: The rings can be programmed. They are coded to the wearer to make them unusable if stolen. The ring will refuse to take an action that would kill a being unless they are on Oa or with permission. The Guardians recently removed the lethal force prohibition, first to allow lethal force against members of the Sinestro Corps, then against all enemies of the Green Lantern Corps.

Preset Conditions: Commands can be stored in the ring to be executed at a later date even if the bearer is not wearing the ring. This ability was demonstrated by Ch'p, who surrendered his ring but ordered it to restrain his enemy after a few moments had passed.

Thought Relay: otherwise known as a telepathic link

Levitation: Levitates objects.

Weakness

Mental Instability Protocol: Drug use, neural interference, vertigo or other forms of mental incapacitation can render the wearer unable to use their ring.

Yellow Impurity: Formerly, the rings were unable to directly affect yellow. Now, a wearer can bypass this if they can 'accept fear', which is personified by the color yellow. Rookie lanterns are more susceptible to fear and thus vulnerable to the color yellow.

Recharge Protocol: Formerly, the rings needed to be charged after a period of one planetary axial rotation (dependent on each ring's location), regardless of how often it was used. Currently, the rings retain a charge until they run out of power. This variability ensures that the wearer takes great effort to keep it charged. This weakness do not is applied with the ION's host

Vibrational Interference: If a vibration from a device is set to a certain speed, it causes the ring to function only in miniature, so that if the user wanted to make hands to grab something, the hands would be too small to grab it. A clock has been seen to do this.

Red Power Rings: Red Power Rings can dissolve the energy from a Green Power Ring.


The Sinestro Corps





Strength +1, Durability +1, Personality +2

With the Green Lantern Corps restarted with the return of Hal Jordan, Sinestro has founded the Sinestro Corps and has been actively recruiting members, offering Yellow Power Rings and a role in the Corps to those who can "instill great fear". Members of the Corps are immediately taken to Qward to "...be subjected to psychological and physical reconditioning". The Sinestro Corps works in sectors, much like the Green Lantern Corps. Qward now has a huge Yellow Lantern Central Power Battery on it, like the one used on Oa.

Powers

They have Yellow rings that give them powers

Energy Blasts: The ring can be used to fire blasts of yellow energy or create weapons such as projectiles of them. The ring can project beams of force powered by the will of the user. The weapons power is more an indication of the will of the user.

Force-Field Generation: The ring can create various forcefields of various sizes and shapes to protect the wearer and others around him. With the cosmic scope of a Sinestro corpsman's duties, it is only natural that the power ring is designed for operation in space. The ring creates a force-field around the wearer, protecting him/her/it from the hazards of the void including filtration of stellar radiation and microscopic particulate matter which would ordinarily be fatal should the space debris strike the ring wielder at high speeds. An atmosphere appropriate to the ring wielder's biology is created inside the force-field, body temperature is maintained and waste products are removed. Gravitational stresses which could cause injury are stabilized for the ring wielder. Theoretically, a ring wielder could use the ring as his/her/its sole source of life support. The force-field seems to be created instantaneously, whether this is due to programming or an instinctive reaction from intensive training has not been established. It could be considered as a subroutine of the ring's automatic defensive system, but as of yet, this theory has not been proven.

Energy Constructs: The ring can form constructs of yellow energy. The primary function of the Power Ring is to provide a weapon capable of transforming the wearer's thoughts into physical constructs through the wearer's mastery of Fear. A Sinestro Corpsman can create any particular items or construct that they can imagine as long as they have the mastery of fear necessary to will it into existence. The constructs are made out of yellow energy, which is a tangible form of pure fear, and they exist only as long as a Sinesteo Corpsman is fueling it with their mastery of fear. Items created by the rings are not indestructible and are only as powerful as the inspired fear of the Sinestro Corpsman creating them. The types of constructs usually reflects the ring wearer's personality.

Instill Fear: the Power Ring is unique in that its base of power, fear, can be manipulated by the ring user. An opponent's fears can be laid bare by delving into their minds. The power only works on the direct emotion of fear. This allows them to create the energy constructs of a opponent's worst nightmare. Also, once that fear is exposed, the ring's ability allows the wielder to amplify the fear to the point of irrationality and true horror on the part of victim and conversely empowering the ring wielder.

Phasing: The Power Ring allows the wearer to pass through certain solid objects, such as walls. Which objects that are not penetrable are not known, but it may depend upon the strength of the wearer's mastery of fear and the density of the object's molecular structure.

Kryptonian Charging: Similar to how the light of a Green Power Ring can be used to create artifical Kryptonite energy to harm a Kryptonian, the yellow energy from a Yellow Power Ring can charge the powers of a Kryptonian or Daxamite.

Environmental Playback: Upon request, the power ring can recreate a holographic environment based on data in its memory banks. The ring wielder can observe events in a ghostlike state, but the ring wielder cannot alter the outcome of the playback. All objects in the playback will appear in the full spectrum of colors, regardless of the wielder's level of expertise creating simulacrum's. The power ring will automatically end the playback if outside interference warrants the ring wielder's undivided attention.

Invisibility & Light Refraction: A ring wielder can render him/her/itself invisible by willing the ring to bend light waves around his/her/its form, as well as that of the power ring. Presumably, a similar action allows an experienced ring wielder to create objects of colors other than green. As Hal Jordan's experience grew, he was able to create power ring illusions of people and objects. It can be assumed the ring wielder would not risk the extra time and effort to create other colors in a combat situation.

Energy Twin: The power ring allows the wearer to create an "energy twin" of his/her/itself that can travel at far greater speeds than that of the ring wielder's physical form. While the energy twin is active the ring wielder remains motionless, his/her/its life force is needed to guide the energy twin. The energy twin can not alter its surroundings, and may only be perceived by another ring wielder as a yellow, ghostlike image. Any knowledge gained by the energy twin is transferred back to the ring wielder's physical form upon recontact with the body.

Energy Absorption: The ring can absorb and store most other energies. Unlike the Green Lantern power rings, a yellow power ring can replenish the normal store of energy the ring has. A ring that needs recharging, but contained a store of electricity could only discharge that electricity, for example.

Flight: By the manipulation of anti-gravitons and directed molecular movement, the ring allows the user to fly at incredible speeds. In atmosphere, a Sinestro Corpsmen has been known to fly as fast as Mach 10 in atmosphere by creating an aerodynamic envelope around his body. Towing others, usually within a bubble, his speed is limited to the twice the speed of sound or 1440 mph. In space, Sinestro Corpsman's speed can be significantly greater and has been known to approach 80% of lightspeed in normal space. Flight is possible at velocities exceeding light speed. In atmospheres, air friction is not a hindrance, since heat is either absorbed or reflected by the ring's field.

Wormholes & Spacial Warps: The power ring grants its wearer access to wormholes in space, enabling the ring wielder to rapidly cut time and distance needed for transport. Black holes can be navigated by experienced ring wielders.

Time Travel: Time travel is possible with the power ring, though the further forward in time a ring wielder travels, the more mastery of fear it takes.

Limited Cellular Regeneration: This ring has a limited ability to heal physical injuries and this seems to be a feature held over from the previous incarnations of the ring. Sinestro Corpsman can use the ring to repair minor injuries in himself or others.

Electromagnetic Scanning: The ring has a wide range of detection abilities based on the imagination of the user. If one can conceive of it, he can probably detect it. Magical effects like clairvoyance, seem to be beyond the scope of the ring. Most normal electromagnetic phenomena are within the range of the ring, including radio, television, infrared, ultraviolet, and high frequency band communications.

Universal Translator: Keeping in mind the myriad of worlds, life forms, and cultures throughout the cosmos, it is understandable why Sinestro added a translation system to the power ring. The power ring can translate virtually any language in the universe, facilitating diplomatic encounters rather than violent confrontations.

Material Alteration: The Sinestro Corpsman's uniform is not made out of fabric. It is created by the Power Ring whenever the wearer wills to wear it. It automatically appears over the wearer's normal clothing, and vanishes when the wearer wills to return to their civilian attire. Most Sinestro Corpsmen wear similar uniforms that are programmed into the ring by default. However, each Sinestro Corpsman is able to adjust their uniform to fit their own needs, personalities and whims. The yellow parts of the wearer's uniform are usually very warm or hot to those who touch it, while the black parts are very cold.

Ring Duplication: Most Power Rings are capable of automatically duplicating themselves. Each duplicate typically shares the qualities and capabilities of the original ring. While the thought of an unauthorized person getting a hold of a power ring and making duplicates for nefarious purposes, their ability to inflict damage is limited because each duplicate still requires to be recharged by a personal power battery.

Emergency Beacon: A Sinestro Corpsman in distress can use his/her/its power ring as an emergency beacon. The alert can be directed to a Sinestro Soldier's neighboring sector, or it can be a Corps-wide alert.

Homing Beacon: A homing beacon in the power ring can lead one Sinestro Corpsman to another. The power ring can be ordered to disguise itself to elude power ring wielding trackers. Most often ring wielders will allow the beacon to signal their location to others.

Mind Alteration: As the power ring relies on thought and will to operate, mind tampering is not impossible, the real difficulty lies in properly applying the power. There lies a risk of catastrophic damage to the mind should mistakes be made. A ring wielder can use the power ring to erase portions of an individual's memories. Sinestro Corpsmen have used mind techniques as part of training. New recruits may be subjected to mind scans by other Sinestro Corpsmen. They are taught to build mental defenses to protect themselves from psionic attack. The power ring can also be used to beam information from the ring wielder to another being. Sinestro Corpsmen have used this technique to share information regarding their enemies during combat situations.

Security Protocol: The rings can be programmed. They can be coded to the wearer so as to make them unusable if stolen.

Preset Conditions: Commands can be stored in the ring to be executed at a later date, even if the bearer is not wearing the ring.

Weaknesses

Recharge Protocol: Formerly, the rings needed to be charged after a period of 24 hours, regardless of how often it was used. Currently the rings retain a charge until they run out of power. This variability ensures that the wearer takes greater effort to keep it charged. Sinestro's ring was originally charged by attacking Green Lanterns, presumably to tap into the yellow light of fear provided by Parallax who was trapped in the Green Lantern's Central Battery for eons. With the construction of the Sinestro Corps' Central Power Battery, a Yellow Power Ring has the same power limitations as a Green Lantern Ring.

Hope Weakness: the transmission and power of one of Sinestro's rings can be greatly disrupted by the presence of a Blue Lantern Ring.


Red Lantern Corps



Strength +2, Durability +2

The Red Lantern Corps was formed by Atrocitus of the Five Inversions, one of the five survivors of the Massacre of Sector 666. Using the blood magics of the Five Inversions, Atrocitus harnessed the red spectrum of light, allowing him to empower the rage within him. The Red Lantern Ring was born out of anger and crystalized the blood of the Inversions. From then on people across the universe began receiving the red ring of rage.

Powers

Rage Plasma: The Red Lantern can vomit plasma, which has been described as napalm and acid mixed together, it burns away at anything. It can be surmised that is the internal rages effect on the blood. These flames burn even in space. The effect it has on living beings allows it to ignite the flames of rage in a victims' blood and has the effect of burning through an energy aura of an opponent as well as corrupting other power rings depleting them at an accelerated rate and greatly weakening the structures they create.

Energy Projection: The ring can be used to fire blasts of Rage energy. This power is unique as it takes the form of rage-energized blood. The ring can project this blood as a blast that has the effect of a concussive blast with high destructive capability. The weapon's power is more an indication of the Rage of the user, rather then their willpower.

Energy Constructs: The ring can form constructs of Rage energy. The primary function of the Power Ring is to provide a weapon capable of transforming the wearer's thoughts into physical constructs through the wearer's rage. A Red Lantern can create any particular items or construct that they can imagine as long as they have the appropriate amount of rage necessary to will it into existence. The constructs are made out of red energy, which is a tangible form of pure rage, and they exist only as long as a Red Lantern is fueling it with their rage. Items created by the rings are not indestructible and are only as powerful as the rage of the Red Lantern creating them. The types of constructs usually reflects the ring wearer's personality.

Force-Field: The ring can create various force-fields of various sizes and shapes to protect the wearer and others around him. With the cosmic duties of the ring wielder, it is only natural that the power ring is designed for operation in space. The ring creates a force-field around the wearer, protecting him/her/it from the hazards of the void including filtration of stellar radiation and microscopic particulate matter which would ordinarily be fatal should the space debris strike the ring wielder at high speeds. An atmosphere appropriate to the ring wielder's biology is created inside the force-field, body temperature is maintained and waste products are removed. Gravitational stresses which could cause injury are stabilized for the ring wielder. Theoretically, a ring wielder could use the ring as his/her/its sole source of life support. The force-field seems to be created instantaneously, whether this is due to programming or an instinctive reaction from intensive training has not been established.

Flight: By the manipulation of anti-gravitons and directed molecular movement, the ring allows the user to fly at incredible speeds.

Rage Infection: The Red Power Ring is capable of infecting others with the rage of the Red Lantern, which can lead to them being converted to the the Red Lantern Cause.

Rage Empowerment: the Red Lantern ring is unique in that its base of power, Rage, can be manipulated by the ring user. A Red Lantern can detect the rage in the heart of others and by connection the heart that pumps that blood. The rage and hatred of a individual red lantern empowers their abilities as well as the rage and hatred of others.

Black Lantern Resistance: As the Black Lanterns favor attacking and killing their victims by ripping their hearts out, the Red Lanterns can survive the attack for as long as their wrath burns bright.

Weaknesses

Life-Support Dependency: As the Red Power Ring assumes the functions of the heart, a Red Lantern cannot remove his ring without risking death.

Uncontrollable Rage: Because red is on the farthest edges of the emotional spectrum, Red Lanterns are unable to think clearly or be reasoned with. They rarely speak, save for their leader Atrocitus, and often attack without distinction.

Hope Influence: The Blue light of hope is seemingly the only power that can extinguish the red flame.

Star Sapphire Corps

((Only for female characters))



Personality +2, Intelligence +2

Carol Ferris reveals to Hal Jordan that during the most recent time the gem possessed her, she gained knowledge of the Star Sapphire: they come from Sector 1416 and comprise a Star Sapphire Corps whose purpose is to spread love throughout all 3600 sectors of the universe. The leaders of the Corps are Oans who, after migrating to Zamaron, found a parasitic crystal which they shaped into several Star Sapphires. These were used to empower females who had been loved and spurned, providing them the opportunity for revenge.

After realizing the power of the Star Sapphire was too great for them to control, the Zamarons forged a Violet Power Battery and power ring out of the Star Sapphire gem. Violet power rings are fueled by the emotion of love, one of the two emotions, with the other being rage, that most influence their user.

Powers

Energy Blasts: The ring can be used to fire blasts of violet energy or create weapons such as projectiles of them. The ring can project beams of force powered by the love of the user. The weapons power is more an indication of the love of the user.

Force-Field: The ring can create various force fields of various sizes and shapes to protect the wearer and others around him or her. With the cosmic scope of a Star Sapphire's duties, it is only natural that the power ring is designed for operation in space. The ring creates a force-field around the wearer, protecting her from the hazards of the void including filtration of stellar radiation and microscopic particulate matter which would ordinarily be fatal should the space debris strike the ring wielder at high speeds. An atmosphere appropriate to the ring wielder's biology is created inside the force-field, body temperature is maintained and waste products are removed. Gravitational stresses which could cause injury are stabilized for the ring wielder. Theoretically, a ring wielder could use the ring as his/her/its sole source of life support.

Energy Constructs: The ring can form constructs of violet energy. The primary function of the Power Ring is to provide a weapon capable of transforming the wearer's thoughts into physical constructs through the wearer's mastery of love. A Star Sapphire can create any particular items or construct that they can imagine as long as they have the mastery of love necessary to will it into existence. The constructs are made out of violet energy, which is a tangible form of pure love, and they exist only as long as a Star Sapphire is fueling it with their mastery of love. Items created by the rings are not indestructible and are only as powerful as the inspired love of the Star Sapphire creating them. The types of constructs usually reflects the ring wearer's personality.

Crystallization: A Star Sapphire has the unique power to crystallize others with the power of love. This power is not fully understood but they apparently put the victim in a form of suspended animation. The power is great enough to crystallize a entire planet in a limited amount of time.

Flight: By the manipulation of anti-gravitons and directed molecular movement, the ring allows the user to fly at incredible speeds.

Limited Cellular Regeneration: This ring has a limited ability to heal physical injuries and this seems to be a feature held over from the previous incarnations of the ring. Star Sapphire can use the ring to repair minor injuries in herself or others.

Electromagnetic Scanning: The ring has a wide range of detection abilities based on the imagination of the user. If one can conceive of it, he can probably detect it. Magical effects like clairvoyance, seem to be beyond the scope of the ring. Most normal electromagnetic phenomena are within the range of the ring, including radio, television, infrared, ultraviolet, and high frequency band communications.

Universal Translator: Keeping in mind the myriad of worlds, life forms, and cultures throughout the cosmos, it is understandable why Star Sapphire added a translation system to the power ring. The power ring can translate virtually any language in the universe, facilitating diplomatic encounters rather than violent confrontations.

Material Alteration: The Star Sapphire's uniform is not made out of fabric. It is created by the Power Ring whenever the wearer wills to wear it. It automatically appears over the wearer's normal clothing, and vanishes when the wearer wills to return to their civilian attire. Most Star Sapphire's wear similar uniforms that are programmed into the ring by default. However, each Star Sapphire is able to adjust their uniform to fit their own needs, personalities and whims.

True Love Sight: ability to ignite the glow of a star sapphire crystal on her person. Those who gaze at it can see their hearts desire, the love they are missing. Only those who gaze into the light of the crystal can know what they see.

Love Attunement: a unique ability to sense when eternal love is in jeopardy. When a heart is being attack anywhere in the galaxy. By attuning the heart of the victim to the heart of the Star Sapphire, a tether is created connecting them across vast tracks of space. The tether pulls the Star Sapphire across vast tracks of space to the victim so that she may save love. This attunement allows a Star Sapphire to also tell when others are in need of love and the state of love in their hearts, providing great insight into the personal lives of others.

Mind Alteration: As the power ring relies on thought and will to operate, mind tampering is not impossible, the real difficulty lies in properly applying the power. There lies a risk of catastrophic damage to the mind should mistakes be made. A Star Sapphire can induce a form of mind alteration, by presumably filling a hole in ones heart with the power of love. The subject is slowly over time altered mentally and emotionally to except the power of love. Thus transforming their minds and personalities to fit the perimeters of the Star Sapphire Corp code.

Levitation: uses light to lift objects.

Avarice Immunity: Star Sapphire Rings are immune to the Orange Light of Avarice as Fatality once demonstrated.

Weaknesses

Recharge Protocol: Formerly, the rings needed to be charged after a period of 24 hours, regardless of how often it was used.



Last edited by Admin on Sat Mar 03, 2012 1:13 am; edited 7 times in total
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Re: Character Creation Guide

Post  Admin on Fri Feb 24, 2012 3:10 am

These overwrite all racial stat bonuses

Blue Lanterns Corps



Intelligence +2, Speed +1, Personality +1

At the end of the war with the Sinestro Corps and after being exiled from the Guardians of the Universe for their individuality, Ganthet and Sayd started the Blue Lantern Corps by creating a Blue Power Ring out of their hope for the future. The Blue Lantern Power Rings are powered by the emotion of Hope. While an entirely separate corps they are meant to aid other benevolent wielders of the emotional spectrum rather then replace them.

Powers

Blue Energy Blasts: The ring can be used to fire blasts of blue energy or create weapons such as projectiles of them. The ring can project beams of force powered by the will of the user. The weapons power is more an indication of the hope of the user.

Force-Field: The ring can create various forcefields of various sizes and shapes to protect the wearer and others around him. With the cosmic scope of a Blue Lantern's abilities, it is only natural that the power ring is designed for operation in space. The ring creates a force-field around the wearer, protecting him/her/it from the hazards of the void including filtration of stellar radiation and microscopic particulate matter which would ordinarily be fatal should the space debris strike the ring wielder at high speeds. An atmosphere appropriate to the ring wielder's biology is created inside the force-field, body temperature is maintained and waste products are removed. Gravitational stresses which could cause injury are stabilized for the ring wielder. Theoretically, a ring wielder could use the ring as his/her/its sole source of life support.

Energy Constructs: The ring can form constructs of blue energy. Unlike a Green Lantern Power Ring, the primary function of the Blue Power Ring will manifest its constructs in response to the target's specific psychosis. The power literally soothes its target based on that target's hopes. In this way, the ring can remove the corruptible influence of the red flame of rage by infusing hope. Otherwise, the ring is a weapon capable of transforming the wearer's thoughts into physical constructs through the wearer's mastery of hope. A Blue Lantern can create any particular items or construct that they can imagine as long as they have the mastery of hope necessary to conjure it into existence. The constructs are made out of blue energy, which is a tangible form of pure hope, and they exist only as long as a Blue Lantern is fueling it with their mastery of hope. Items created by the rings are not indestructible and are only as powerful as the inspired hope of the Blue Lantern creating them. The types of constructs usually reflects the ring wearer's personality.

Hope Empowerment: The Blue Lantern ring is unique in that its base of power, Hope, can be manipulated by the ring user. Being in direct range of the emotional aura of a Blue Lantern allows them to charge an outer power reserve; by the sheer hope of the Lantern, its power will remain constant. The empowerment extends to even the stellar reactions of stars, allowing one to reverse the age of a dying star to that of a relatively newborn star. Solely empowered by the hope of the population that relied on it, in turn empowering the Blue Lantern who then collects and uses it for the purpose of transformation. The ability bypasses the need for ring energy expenditure.

Fear Depletion: As fear is the belief of imminent demise, hope is the belief of imminent success. As such, Blue Lantern Rings are capable of depleting the energy of Qwardian Power Rings.

Avarice Immunity: A blue ring is not vulnerable to the Orange Lantern Corps' favored tactic of draining energy from other Corps' rings. The reason of this is that while Avarice erodes Will, it can't consume Hope, thus rendering Avarice useless against Hope.

Rage Removal: If a subject has been infected with the red light of rage, a Blue Power Ring can create a vision of the subject's greatest hope to calm and heal them. In the case of John Stewart, it showed him a vision of being reunited with his dead wife Katma Tui. The process behind the removal is part spiritual and part medical. The infected goes through a cellular cleansing while the spiritual levels are analyzed and antitoxins are then administrated. When the spiritual connection is connected the blood production begins to increase. The end result releases those infected.

Flight: By the manipulation of anti-gravitons and directed molecular movement, the ring allows the user to fly at incredible speeds.

Wormholes & Spacial Warps: The power ring grants its wearer access to wormholes in space, enabling the ring wielder to rapidly cut time and distance needed for transport. Black holes can be navigated by experienced ring wielders.

Limited Cellular Regeneration: This ring has an ability to heal physical injuries. Blue Lanterns can use the ring to repair injuries in themselves or others.

Electromagnetic Scanning: The ring has a wide range of detection abilities based on the imagination of the user. If one can conceive of it, they can detect it. Magical effects like clairvoyance, seem to be the most difficult for the ring. All electromagnetic phenomena are within the range of the ring, including radio, television, infrared, ultraviolet, and high frequency band communications.

Universal Translator: Keeping in mind the myriad of worlds, life forms, and cultures throughout the cosmos, it is understandable why Guardians of Hope added a translation system to the power ring.

Material Alteration: The Blue Lantern's uniform is not made out of fabric. It is created by the Power Ring whenever the wearer wills to wear it. It automatically appears over the wearer's normal clothing, and vanishes when the wearer wills to return to their civilian attire. Most Blue Lantern wear similar uniforms that are programmed into the ring by default. However, each Blue Lantern is able to adjust their uniform to fit their own needs, personalities and whims.

Precognition: Upon receiving the ring, Blue Lanterns will experience a moment of the future by the Blue Light, directly related to the wielder and with the express purpose of lifting their hopes.

Weaknesses

Energy Interference: As the continuing power of the ring's connection of "universal hope", it has a tendency to cause a form of interference to other power sources.

Willpower Symbiosis: Hope is the most powerful emotion in the emotional spectrum, but is nothing without willpower to enact it. In order for the blue power ring to function, it needs the aura of green willpower, supplied by a Green Lantern Ring to be in proximity to it; otherwise, the ring will only allow limited flight, limited energy projection and protection from the vacuum of space.


orange lantern corps



Speed +2, Strength +1, Personality +1

Many years ago (too long ago even for ancient beings to remember), the Guardians of the Universe hid the fact that they made a treaty to stay out of the the Vega System with Larfleeze, covering it with a peace treaty with the Spider Guild. The extent of this treaty seems for Larfleeze, the keeper of the power of avarice, to be left in peace and isolation and the Green Lantern Corps to be forbidden to enter the vega system.

The Orange Lantern Power Ring is powered by avarice, or greed. The wielders of the Orange Power Rings are, in fact, constructs created by the sole member of the Corps, Agent Orange, which is why members appear to be covered in an orange aura entirely. According to Ganthet, "the orange light of avarice will be discovered and manipulated by a being whose greed knows no bounds", Larfleeze. The Controllers, an off-shoot of the Oan race, were searching the Vega star-system for the orange light in order to create their own Corps.

Powers

Orange Energy Blasts: The ring can be used to fire blasts of orange energy or create weapons such as projectiles of them. The ring can project beams of force powered by the user's greed.

Force-Field: The ring can create various forcefields of various sizes and shapes to protect the wearer and others around him. With the cosmic scope of a Orange Lantern's abilities, it is only natural that the power ring is designed for operation in space. The ring creates a force-field around the wearer, protecting him/her/it from the hazards of the void including filtration of stellar radiation and microscopic particulate matter which would ordinarily be fatal should the space debris strike the ring wielder at high speeds. An atmosphere appropriate to the ring wielder's biology is created inside the force-field, body temperature is maintained and waste products are removed. Gravitational stresses which could cause injury are stabilized for the ring wielder. Theoretically, a ring wielder could use the ring as his/her/its sole source of life support.

Energy Constructs: The ring can form constructs of Orange energy. Much like a Green Lantern Ring, the ring is a weapon capable of transforming the wielder's thoughts into physical constructs through the wielder's desire of avarice. A Orange Lantern can create any particular items or constructs that they can imagine as long as they have the desire of avarice necessary to conjure it into existence. The constructs are made out of orange energy, which is a tangible form of pure greed, and they exist only as long as a orange Lantern is fueling it with their desire of avarice. Items created by the rings are not indestructible and are only as powerful as the desire of the Orange Lantern creating them. The types of constructs usually reflects the ring wearer's personality.

Energy Absorption: The Orange rings have the unique ability to absorb the constructs of other ring wielders. The power is so great that even constructs made by the likes of the Guardians of the Universe can be absorbed. It seems as though no form of energy is exempt from this ability as they also can absorb magic.

Identity Usurpation: Identity theft acts as the sole "recruitment method" of the Orange Lantern Corps. If a Orange lantern consumes the body of another or ring of another lantern they in turn steal the identity.

Energy Avatar: Agent Orange is capable of creating avatar Orange Lanterns of the beings he kills, literally stealing their identity postmortem. This avatar is avarice corrupted version of its former self, possessing no thought pattern besides the insatiable greed. In all other circumstances they act as individual but collective soldiers to Agent Orange, as they are an extension of his power.

Security Protocol: The rings can be programmed. They are coded to the wearer to make them unusable if stolen.

Weaknesses

Insatiable Greed: Those who are recruited into the corps are infected with greed like a disease. They are incapable of in decreeable thought or action other than to take whatever they want from another.

Blue Energy: Avarice can erode will, but it cannot consume hope. Therefore Orange Lantern Power Rings cannot absorb the energy from a Blue Lantern Ring.

Violet Energy: Orange Lantern Power Rings are ineffective against the energy of a Star Sapphire Ring as Fatality demonstrated when she used her ring against Orange Energy Constructs.


Indigo Tribe



Speed +2, Willpower +1, Intelligence +1

The Indigo Tribe is one of the seven Corps of the emotional spectrum The bearers of the Indigo light wield the power of compassion. The Indigo Tribe plays a pivital role within the Blackest Night.

All members of the Indigo Tribe abandon everything they own and devote themselves to compassion. As such, their uniforms have a simple, hand-made appearance, their bodies are adorned with the Indigo Lantern symbol written in body paint, and they carry carved, lantern-like staffs with them. The Indigo Tribe is led by the mysterious alien, Indigo-1. Indigo-1 has stated that her Tribe exists to spread goodwill throughout the universe. However their true motives and intentions have yet to be revealed, and there may be a dark side to their actions; one of their most recent new recruits, William Hand, appears to been coerced into accepting his staff and ring.

"Nok" - May compassion guide you

The indigo light of compassion is the most elusive light within the emotional spectrum. Very few can wield the indigo light because it requires the user to give themselves over completely to the universe and be able to feel of every living creature in the universe. The Indigo Tribe possess a power unique only to their Corps members.

Powers

Emotional Spectrum Emulation: A power unique to the Tribe, the Indigo can emulate the other energies of the emotional spectrum when they are in close proximity to them and use those energies for their own use.

Energy Blasts: They can fire energy blasts.

Force Field Generation: The Indigo can create various forcefields of various sizes and shapes to protect themselves and others around him/her.The people create a force-field around them, protecting him/her from the hazards of the void including filtration of stellar radiation and microscopic particulate matter which would ordinarily be fatal should the space debris strike the ring wielder at high speeds. An atmosphere appropriate to the person's biology is created inside the force-field, body temperature is maintained and waste products are removed. Gravitational stresses which could cause injury are stabilized for the tribal. Theoretically, an indigo tribal could use the ring as his/her/its sole source of life support.

Energy Constructs: The tribe can form constructs of indigo energy. The primary function of the Power Ring is to provide a weapon capable of transforming the wearer's thoughts into physical constructs through the wearer's mastery of compassion.A indigo lantern can create any particular items or construct that they can imagine as long as they have the mastery of compassion necessary to will it into existence. The constructs are made out of indigo energy, which is a tangible form of pure compassion, and they exist only as long as a indigo lantern is fueling it with their mastery of compassion. Items created by the rings are not indestructible and are only as powerful as the inspired compassion of the indigo lantern creating them.

Phasing: Indigo's power allows the wielder to pass through certain solid objects, such as walls. Which objects that are not penetrable are not known, but it may depend upon the strength of the Indigo and the density of the object's molecular structure.

Environmental Playback: Upon their will, the Indigo can recreate a holographic environment based on data in its memory banks. The tribe can observe events in a ghostlike state, but they cannot alter the outcome of the playback. All objects in the playback will appear in the full spectrum of colors, regardless of the wielder's level of expertise creating simulacrums.

Invisibility & Light Refraction: An Indigo can render him/her/itself invisible by willing themselves to bend light waves around his/her/its form. Presumably, a similar action allows an experienced wielder to create objects of colors other than indigo.

Energy Twin: The power they wield allows them to create an "energy twin" of his/her/itself that can travel at far greater speeds than that of the wielder's physical form. While the energy twin is active the wielder remains motionless, his/her/its life force is needed to guide the energy twin. The energy twin can not alter its surroundings, and may only be perceived by the a ring wielder as a indigo, ghostlike image. Any knowledge gained by the energy twin is transferred back to the wielder's physical form upon recontact with the body.As a rule, a wielder can not create actual, independent duplicates of him/her/itself, as they seemingly cannot create life that way.

Energy Absorption: The tribe can absorb and store most other energies. Doing so does NOT replenish the normal store of energy they have.They can reflect it back especially ring energy as they showed when a Sinestro Corps member attacks them just to have his worst fear shown to him.

Flight: By the manipulation of anti-gravitons and directed molecular movement, they can fly at incredible speeds. In atmosphere, an indigo tribal has been known to fly as fast as Mach 10 in atmosphere by creating an aerodynamic envelope around his body. Towing others, usually within a bubble, his/her speed is limited to the twice the speed of sound or 1440 mph. In space,an indigo tribal speed can be significantly greater and has been known to approach 80% of lightspeed in normal space. Flight is possible at velocities exceeding light speed. In atmospheres, air friction is not a hindrance, since heat is either absorbed or reflected by the ring's field.

Wormholes & Spacial Warps: Their power grants its wearer access to wormholes in space, enabling the them to rapidly cut time and distance needed for transport.

Time Travel: Time travel is possible with the powers of the lanterns and Indigo tribe, though the further forward in time they travels, the more willpower it takes.

Limited Cellular Regeneration: They have a limited ability to heal physical injuries.

Inability to be translated: The power ring can translate virtually any language in the universe, facilitating diplomatic encounters rather than violent confrontations, however the indigo speak in a language not recognized by the lantern rings making them an enigma.

Inability to be traced: As the most elusive light in the emotional spectrum, the Indigo Lanterns cannot be easily traced by any means. Scar comments on her difficulty in finding the Indigo Tribe during the opening phases of Blackest Night, and Saint Walker assures Hal Jordan that the Justice League will be incapable of tracking down the whereabouts of the New Guardians since Indigo-1 teleported them away from Earth.

Healing: The Indigo Power Rings have the ability to heal others during or after they feel great compassion. The compassion has to be genuine and the healing is only to the extent of the grief and minor aesthetics, major injuries have not been seen to be healed by any Indigo Lantern yet. It is unknown if the Indigo Tribe can heal itself or if they must feel compassion to do so.

Levitation: They can levitate objects.

Weaknesses

Willpower Subversion: While the Indigo Rings prevent the lights that they channel from influencing them (e.g. to prevent the red light from consuming them once it's no longer in use) is a strength, it is also a weakness as it subverts their wills to the influence of the Indigo light.

Recharge Protocol: Formerly, the Rings needed to be charged after a period of 24 hours, regardless of how often it was used.


Black Lantern Corps



((Gain the Race Undead with previous race))

Durability +2, Strength +1, Personality +1

After the battle with the Sinestro Corps, Superman-Prime hurled the Anti-Monitor into space, who then crashed on an unknown planet and was encased within a Black Central Battery by an unknown being.

After the female Guardian was scarred by the Anti-Monitor she became connected to the Guardian of Death - Nekron, Lord of the Unliving, as the poison of the wound spread and slowly killed her, making her vulnerable to the machinations of the Black. This Guardian would later become known as Scar. Scar from this point on would dedicate herself to death and the darkness. It began by tearing the Guardians apart from the inside out. Deep beneath Oa's surface Scar prophesied the coming of the Blackest Night with her Book of the Black. Meanwhile Nekron released a massive number of Black Lantern Rings into the universe headed for Earth and Oa. Both Scar and this Guardian then guided Black Hand in the murder of his family and his own suicide. After that Black Hand would be reborn as the Herald of the Black Lanterns and the Blackest Night began.

Black Lantern Rings are wielded by the deceased. The symbol on Black Power Rings is the same symbol used by Green Lantern super-villain Black Hand (a triangle pointing downwards, with five lines radiating upward from the base). The black rings also symbolize a total absence of emotion and life. Black Lantern Ring-possessed sentients are driven by a need to take the hearts of those who will be most emotionally affected by their return, to use the power of the emotions of those hearts to bring about the return of Nekron.

Powers

Black Energy constructs: Black Lantern Rings can create constructs, but they are seldom created, except when the Black Lantern was used to wield such abilities or certain weapons. Arnold Wesker created a construct of Scarface upon his receiving a ring, and the Black Lanterns created from former Lanterns of other colors also can use them in this fashion.

Flight: Black Lantern Rings can allow their users to fly.

Reanimation: Upon latching onto a corpse, the Black Lantern ring will reanimate the body. The ring animating the person within downloads all the memories and superhuman abilities (if they had any) of their previous life, but not their souls. Instead, they are malevolent beings who seek to murder even those they considered friends.

Regeneration: Black Lantern Rings will regenerate destroyed limbs to complete the appearance of the corpse. It is possible for the rings to fully regenerate the host to the point that they appear alive, but the rings usually settle for a decayed appearance to terrify the target.

Emotional reading: The Black Lantern rings are capable of scanning a being's current emotional state and where it falls onto the Emotional Spectrum. They then attack the beings and attempt to remove their hearts. When facing beings with warped mental states, or otherwise addled minds (such as Bizarro), the correlation between the emotion detected and the actual color that the Black Lanterns see is inverted. Once removed, the hearts are converted to energy. A single heart equals 0.01% of the power needed to fully charge the Black Lantern battery, and this is apparently shared throughout the rings of the entire Black Lantern Corps. When the power levels finally reached 100.00%, it enabled the Black Central Battery to teleport to Coast City and allow Nekron to move from his dimension into this plane of existence.

Life Extinguishing: The Black Lantern rings are capable of taking hold of a person who had been killed and resurrected, putting them under their control, effectively killing them again. This was shown when a group of resurrected heroes, including Superman, Superboy, Ice and Kid Flash, were possessed by the rings when they latched on and were commanded to "Die". One of those affected, Superboy-Prime, is an interesting case - while he has never technically died, Prime was still affected by it, though he was still in control.

Emotional Spectrum Mimicry: Somehow, the Black Lantern rings can mimic the Emotional Spectrum of the other rings. This was shown when, upon taking a Black Lantern ring, Superboy-Prime attacked other Black Lanterns, lashing out with most of the spectrum, save Hope, which was used by Prime's girlfriend.

Weaknesses

White light of creation: As expressions of darkness, the Black Lantern rings are vulnerable to the white light that represents life. Eons ago, the darkness splintered the white light into the seven lights of the Emotional Electromagnetic Spectrum. Individually, the seven lights are unable to harm the Black Lanterns, but the green light of willpower, representing all sentient life, working with one or more of the other six, can render the Black Lantern rings inert and leave the Black Lanterns vulnerable to conventional attacks. The black rings can also have their connections severed by the white power contained within Dawn Granger. Black Lantern Holly Granger was visibly hurt when she attempted to rip out her heart, and the ensuing blast of light severed the connections of an attacking group of Black Lanterns.

Emotion: As beings whose entire power is concentrated around the idea of lacking all emotions, they are extremely vulnerable to potent artifacts intended to force emotions upon the victim, such as the Medusa Mask. It is also possible that living beings, or at least ones filled with virtually every emotion can take control of the Black Lantern ring, as Superboy-Prime was still in control of himself when he lashed out at other Black Lanterns.

Time Travel: Oddly, Black Lantern Rings, though shown to follow even the Flash, cannot follow anyone fast enough to travel through time, as Barry Allen demonstrated, shifting himself and Hal Jordan a few seconds ahead into the future and causing the ring to lose them.

The black rings could not raise Don Hall, or get near his body. Whenever they tried to they would say "Don Hall of Earth, Ri--" before saying "Don Hall of Earth, at peace." It is unknown whether this is because of the same white light Dawn Granger possessed, or if the rings cannot resurrect someone who died a truely peaceful death.


White Lantern Corps





Willpower +2, Personality +1, Durability +1

In Blackest Night, Hal Jordan, in order to defeat the Black Lantern Corps, severed the connection between the Black Lantern Ring and Superman, and transformed Wonder Woman, Superboy, The Flash, Green Arrow, Animal Man, Donna Troy, Kid Flash,Superman and Ice into White Lanterns, having all attack Black Hand. Later, the White Light resurrected Deadman, Aquaman, Firestorm, Martian Manhunter, Hawk, Maxwell Lord, Captain Boomerang, Professor Zoom, Jade, Hawkman, Hawkgirl and Osiris. Currently, only Deadman possess a White Power Ring, but all momentarily inducted White Lanterns are still considered members, as the White Light still has some degree of control over them.

Powers

White Energy Blasts: The ring can be used to fire blasts of white energy or create weapons such as projectiles of them. The ring can project beams of force powered by the will of the user. The weapons power is more an indication of the user's will to live.

Force-Field Generation: The ring can create force fields to protect the wearer and others around him/her. With the cosmic scope of a White Lantern's abilities, it is only natural that the power ring is designed for operation in space. The ring creates a force-field around the wearer, protecting him/her/it from the hazards of the void, including filtration of stellar radiation and microscopic particulate matter which would ordinarily be fatal should the space debris strike the ring wielder at high speeds. An atmosphere appropriate to the ring wielder's biology is created inside the force-field, body temperature is maintained and waste products are removed. Gravitational stresses which could cause injury are stabilized for the ring wielder.

Energy Constructs: The ring can form constructs of white energy. The ring is a weapon capable of transforming the wearer's thoughts into physical constructs through the wearer's mastery of the will to live. A White Lantern can create any particular items or construct that they can imagine as long as they have the mastery of the will to live necessary to conjure it into existence. The constructs are made out of white energy, which is a tangible form of pure life, and they exist only as long as a White Lantern is fueling it with their mastery of the will to live. Items created by the rings are not indestructible and are only as powerful as the will of the Lantern creating them.

Environmental Playback: Upon request, the ring can recreate a holographic environment based on data in its memory banks. The ring wielder can observe events, but the wielder cannot alter the outcome of the playback. Objects in the playback will appear in the full spectrum of colors, regardless of the wielder's level of expertise creating simulacrums. The ring will automatically end the playback if outside interference warrants the wielder's undivided attention.

Flight: By the manipulation of anti-gravitons and directed molecular movement, the ring allows the user to fly at incredible speeds. In space, a White Lantern's speed can be significantly greater and can approach 80% of lightspeed in normal space. Flight is possible at velocities exceeding light-speed. In atmospheres, air friction is not a hindrance, since heat is either absorbed or reflected by the ring's field.

Energy Twin: The ring allows the wearer to create an "energy twin" of his/her/itself that can travel far faster than the wielder's physical form. While the energy twin is active, the ring wielder remains motionless, his/her/its life force is needed to guide the twin. The twin can not alter its surroundings, and may only be perceived by Guardians or another ring wielder as a ghostlike image. Any knowledge gained by the twin is transferred back to the wielder's physical form upon recontact with the body. As a rule, a wielder can not create actual, independent duplicates of him/her/itself.

Ring Duplication: Most rings are capable of duplicating themselves. Each duplicate typically shares the capabilities of the original ring. Each duplicate still needs to be recharged by a power battery. All rings, as being based upon the green ring templates created by the Guardians of the Universe, are all programmed to be able to duplicate themselves on a specialised command known apparently only by the Guardians.

Mind Alteration: Though the ethics of mind tampering may be debatable, sometimes it is necessary. As the power ring relies on thought and will to operate, mind tampering is not impossible. The difficulty lies in properly applying the power. There lies a risk of catastrophic damage to the mind should mistakes be made. A ring wielder can use the power ring to erase portions of an individual's memories. The ring can also be used to beam information from the ring wielder to another. Lanterns have used this technique to share information during combat situations.

Energy Absorption: The ring can absorb and store most other energies. Doing so does not replenish the normal store of energy the ring has. A ring that needs recharging but contained a store of electricity could only discharge that electricity.

Wormholes & Spacial Warps: The ring grants its wearer access to wormholes in space, enabling the ring wielder to rapidly cut time and distance needed for transport. Black holes can be navigated by experienced ring wielders.

Limited Cellular Regeneration: This ring has an ability to heal physical injuries.

Electromagnetic Scanning: The ring has a wide range of detection abilities based on the imagination of the user. If one can conceive of it, he/she can probably detect it. Magical effects like clairvoyance, seem to be beyond the scope of the ring. Most normal electromagnetic phenomena are within the range of the ring, including radio, television, infrared, ultraviolet, and high frequency band communications.

Universal Translator: The power ring acts a unuiversal translator.

Material Alteration: A White Lantern's uniform is not made out of fabric. It is created by the Ring whenever the wearer wills to wear it. It automatically appears over the wearer's normal clothing, and vanishes when the wearer wills to return to their civilian attire. Most White Lanterns wear similar uniforms that are programmed into the ring by default. However, each White Lantern is able to adjust their uniform to fit their own needs, personalities and whims.

Emergency Beacon: A White Lantern in distress can use his/her/its power ring as an emergency beacon. The alert can be directed to a another Lantern's neighboring sector, or it can be a Corps-wide alert.

Homing Beacon: A homing beacon in the power ring can lead one White Lantern to another. The ring can be ordered to disguise itself to elude power ring wielding trackers. Most often ring wielders will allow the beacon to signal their location to others.

Invisibility & Light Refraction: A ring wielder can render him/her/itself invisible by willing the ring to bend light waves around his/her/its form, as well as that of the power ring. Presumably, a similar action allows an experienced ring wielder to create objects of colors other than green.

Time Travel: Time travel is possible with the power ring, though the further forward in time a ring wielder travels, the more will it takes.

Phasing: The ring allows its wearer to pass through solid objects. Which objects not penetrable are not known, but it may depend upon the strength of the wearer's will to live and the density of the object's molecular structure. The wielder can pass through the fourth dimensional gap or dissemble their own molecular structure.

Pocket Dimension: Within the ring exists the possibility of an entire world.

Security Protocol: The rings can be programmed. They are coded to the wearer to make them unusable if stolen.

Preset Conditions: Commands can be stored in the ring to be executed at a later date, even if the bearer is not wearing the ring.

Thought Relay: Otherwise known as a telepathic link.

Levitation: Can levitate objects.

Overriding: White Power Rings can "override" rings of other colors, temporarily turning them into White Power Rings also.

Resurrection: White Power Rings also have the notable power to bring deceased beings back from the dead.

Other: The full extent of the White Power Rings is unknown. Presumably, they have the standard powers and functions as rings of other colors.

Weaknesses

The White Lanterns weakness is death and if they have no will to live they are weak


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Re: Character Creation Guide

Post  Admin on Wed Feb 29, 2012 10:17 pm

Templates #2 Nova Corps





Durability +2, Strength +1, Willpower +1

Originally, the Nova Corps was Xandar's space militia and exploration division. It consisted of 500 soldiers ranging in rank from Corpsman up to Centurion and its leader, Centurion Nova Prime. The Corps also had a regiment of Syfon Warriors, of which Powerhouse was one. After the reformation of Xandar, the Nova Corps expanded its protective range to include the entire Andromeda Galaxy and Earth. They are also known as the Xandarian StarCorps. Queen Adora (in the role of Prime Commandant) has ultimate authority of the Nova Corps.

The source the Corps' power is called the Nova Force. This is a nearly limitless energy field generated by the a living supercomputer called the Xandarian Worldmind. The energy is then transmitted into the centurions at varying levels depending on their rank. The Worldmind contains the entire record of Xandarian history and civilization.

A number of notable individuals were once members of the Corp such as former heralds of Galactus Firelord and the Air-Walker to name two.

Recently the Nova Corps and Xandar was destroyed by the Annihilation Wave and the warships of Annihilus. To save itself the Worldmind now resides in Richard Rider until it can find a new world for it to inhabit.

During the Secret Invasion, a new Nova Corps appeared to assist Richard Rider in his defense of the Project Pegasus facility. The Worldmind had recruited them, having taken control of Rider's body while he was sleeping. Unfortunately, Worldmind began a mass recruiting drive, which Rider opposed, fearing of what could happen if they send untrained Novas into battle. Also, he had lobotomized Ego the Living Planet as a base for Nu-Xandar. When the Worldmind asked that Rider download the Nova Force into Nu Xandar, he hesitated. Worldmind, claiming that the Nova Force has taken its toll on Richards sanity, ordered the Corps to restrain him. Forcefully removing the Nova Force, Worldmind "deselects" Richard and returns him to Earth without his powers. Rider, with the help of Project P.E.G.A.S.U.S., learn that Worldmind was using a form of mind control, through use of subliminal messages and endorphins, to control the Corps and make them not want to leave.

When a war ignites between the Kree-led Inhumans and the Shi'ar, the Nova Corps stepped in to stop it. Unfortunately, they take massive casualties and the new Nova Prime, Malik Tarcel, was captured by the Shi'ar Imperial Guard. Richard Rider, who was stripped of his status by Worldmind, reclaimed the title of Nova Prime and decided to train the Corps as a probationary group.

Powers/Rank



Rank: Centurion
Affiliation: Nova Corps
Powers: Centurions are the top tier of the Nova Corps. It is from the Centurions that the Centurion Nova Prime is normally selected. Extreme circumstances allow the Prime to circumvent the standard procedure. Their powers are the same as a Centurion Nova Prime with the exception of energy absorption, the gravimetric pulse and the electromagnetic static burst. Centurions can command standard starships and are trained to be exceptional fighters and pilots. A Centurion can lift approximately 20 tons.



Rank: Denarian
Affiliation: Nova Corps
Powers: Denarians are the middle tier of the Nova Corps. Denarians have access to approximately 75% of the Nova Force compared to a Centurion. They are limited to flight, speed, strength and invulnerability. A Denarian can lift approximately 15 tons.



Rank: Millennian
Affiliation: Nova Corps
Powers: Millennians have access to approximately 50% of the Nova Force compared to a Centurion. They cannot fly on their own but can use the Corps' one-man sky flyers. Millennians can lift approximately 10 tons and have limited invulnerability. They also have small photon blasters in the armbands of their uniform.



Rank: Corpsman
Affiliation: Nova Corps
Powers: Corpsman is the entry level to the Nova Corps. Graduates from the Space Academy apply to the Corps upon graduation. They have access to approximately 25% of the Nova Force compared to a Centurion. They can lift approximately 5 tons with very limited invulnerability. They also have small photon blasters in the armbands of their uniform.



((Mostly for villains))

Rank: Syfon Warrior
Affiliation: Nova Corps - Syfon Warrior Division
Powers: Syfon Warriors have limited access to the Nova Force. They are limited to super strength (lifting capability of 1 ton) and energy absorption. Their strength can be magnified fifty fold by siphoning a great deal of energy from any power souce, including other living beings. Syfons are extremely gifted and highly trained pilots. Syfon training is mandatory to becoming a Centurion Nova Prime.

Equipment

Uniforms: Made of unidentified materials that were highly resistant to damage, heat and cold including the extremes of outer space. The helmets contain advanced circuitry which enables Centurions to monitor and make radio transmissions. The helmets also include a malleable Xandarian alloy which could lower to cover the face by cybernetic command or via sensors in the uniform which could sense changes in pressure and atmosphere and activate automatically. Once activated, the uniform becomes airtight and the helmet connects to an oxygen supply concealed within the uniform which could last up to 6 hours. A centurions helmet also provides access to the Nova Prime spaceship and could see through its cloaking shield. When removed, the helmet would collapse into a cloth-like material.

Weapons: As mentioned above lower ranked Centurions have photon blasters in the armbands of their uniform. Other Xandarian weapons as needed.

Transportation: Flight under own power. Xandarian Starcruisers. Also one-man sky flyers.

Other Devices: Xandarian equipment as needed.

Source of Paraphernalia: All equipment and vehicles are of Xandarian design and manufacture.

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Re: Character Creation Guide

Post  Admin on Fri Mar 02, 2012 2:13 pm

Valkyrior

((only for female characters))

((must be an Asgardian))



Speed +2, Willpower +2

The Valkyrior are warrior goddesses of Asgard who ride winged horses. Originally, under the leadership of Brunnhilde, they took mortally wounded human heroes from German and Scandinavian battlegrounds and brought them to Valhalla, an area of the Asgardian dimension where the astral forms of the dead Asgardians and human heroes eternally feast and compete in friendly battles. The Valkyries were no longer able to perform this task when Odin, ruler of Asgard, vowed to the Celestials a millennium ago that he would severely restrict Asgardian contact with Earth.

In later years, Brunnhilde became a member of Earth's Defenders. The remaining Valkyries were killed in a war between Odin and Hela over rule of Valhalla. Odin restored the Valkyries to life after he regained possession of Valhalla, but these Valkyries only have physical form within Valhalla; outside it, they exist only in astral form. Valtrauta has taken Brunnhilde's place as ruler of the Valkyrior, and Hildegarde's sister Krista (aka Mist) has filled the role of the ninth Valkyrie, left open since Brunnhilde's departure.

Powers

See Asgardians

Weakness

See Asgardians
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Re: Character Creation Guide

Post  Admin on Sat Mar 03, 2012 5:52 pm

Batman Family/ Batman Incorporated

((recommend using no powers in joining this group.))

((recommend using a human character in joining this group.))

Reccomendations mean that it will be easier to accept you into this template if you follow the recommendations. those who do not follow the recommendations will need some evaluation before being accepted. (Ex: a Kryptonian = bad, Human with powers = needs to not be already overpowered and use little to no utilities, a human with no powers = good)





((Mentor becomes Batman))

Speed +1, Intelligence +1, Personality +1, Willpower +1

"Batman Family," is the informal name for a group of characters closely associated with Batman, generally costumed vigilantes who either have been trained by Batman or operate in Gotham City with his tacit approval. The group functions like a tactical unit of similarly-minded superheroes who operate in and around Gotham, with Batman as its team leader and, in many cases, its dispatch. Various members of the group are usually seen interacting with one another and assisting in each other's cases, even within their respective series. Although some members occasionally resent Batman’s intrusion into their lives, all respect him as a legend within the superhero community and rarely dare to challenge his authority. Most of the members also have a strong rapport with the Dark Knight due to their long and close relationships with him over the years, and consider him a close friend and ally, and acknowledge that he most likely shares that sentiment, no matter how averse he is to actually showing it. In a incident in which Bruce Wayne is accused of murder, Batman's friends gather to prove his innocence. It has also been implied through Batman's history that this network serves as a surrogate family for Batman and keeps him from slipping too far into his ruthless vigilante persona.

Powers/ Abilities/ Resources

Most of the Batman family have no inherent superhuman powers. To compensate for this they rely on their own scientific knowledge, detective skills, and athletic prowess. Common Batman Family Equipment is listed below. Not all members use them and are permitted to use their own Equipment. Most of them have a Bat or a bird logo on their attire and/or equipment.

The Batrope (or Bat-line) is a length of monofilament wire attached to a spool, and concealed within a special compartment on Batman's utility belt. It is used primarily for scaling the sides of buildings and ensnaring targets. Although not the most glamorous item in Batman's crime-fighting arsenal, it is doubtless one of his more useful tools, and comes in handy when rooftop patrolling is more expeditious than conveyance via Batmobile. Batman has upgraded the Batrope in recent years to include a spring-loaded delivery system, and a grappling hook attachment. Many of Batman's allies also use versions of the Batrope including Batgirl, Nightwing and Robin. Although the Batrope is highly durable, certain items have been capable of slicing through it, including Batarangs.



The Bat-signal is a large projection lamp that casts the silhouetted shape of a bat across the sky of Gotham City. Batman gave this device to Commissioner Jim Gordon as a means of contacting him. The Bat-signal is located on the roof of police headquarters. As Batman's existence is not officially recognised by the Gotham City authorities, the batsignal is explained as a method of using the "urban legend" around Batman to terrify the criminal class of Gotham.

As official proven police interaction with the Bat-Signal and Batman himself can lead to cases against criminals arrested by Batman being dismissed, it is up to the civilian employees of the Gotham police department – including the Major Case Squad's civilian attache, Stacy – to operate the signal officially.



Although seemingly unremarkable in appearance, the utility belt remains as one of Batman's most important tools in fighting crime. Composed of a leather strap and a solid steel buckle, the utility belt houses ten cylinder cartridges, which vertically clip onto the outside of the belt. The buckle itself contains a miniature camera and two-way radio. A secondary compartment behind the length of the belt houses Batman's supply of collapsible batarangs.

Each of the ten cylinders contains various tools integral to Batman's war on crime. Through the years, Batman has modified, updated and improved the contents of his utility belt to accommodate various needs. The following list is a sample of some of the items that can regularly be found in the utility belt, but does not represent the complete definitive arsenal of Batman's equipment.

Contents

. Infrared flashlight
. Infrared ordnance
. Smoke capsules
. Fingerprint analysis kit
. Forensic analysis kit
. First aid kit
. Lockpicking tools
. Kryptonite ring
. Tear gas pellets
. Micro-processor power source
. Micro-recorder (updated regularly)
. Batline spool + grappling gun
. Miniature Laser torch
. Bat-shaped handcuffs
. Various incendiary capsules (including plastique and thermite)
. Rebreather and gas mask
. Tracker
. Cryo capsule
. Sedatives
. Toxin illusion of death
. Mini explosives
. Light Grenades
. Anti fire foam
. Grenades iron filings
. Silver nitrate
. Ultrasonic transmitter (to attract bats)



Transportation

The Batboat is the generic term used to refer to any of the many watercraft used by Batman and the Batman Family over the years. From the very first, provided on a trip to England and dubbed the H.M.S. Batboat, through the current custom models, the Batboat has been an important part of Batman's crime fighting arsenal. Although the Batboats are commonly moored at Sublevel 6 in the Batcave, Bruce also maintains several others at dockside locations throughout Gotham City. All of the remote storage locations are warehouses owned by Wayne Enterprises. During the time that Bruce Wayne was forced to retire his Batman identity due to a broken back, his replacement, Jean Paul Valley took possession of all of the Batman's vehicles, including the Batboat. Since then however, Bruce has resumed the mantle of the Bat, and taken control of all of his possessions. On occasion, Bruce has been known to allow Nightwing and Robin the use of the Batboat. In recent years, Batman used the Batboat (as well as the Batplane) to kidnap LexCorp CEO Talia Head in order to question her about her father.

Capabilities

To submerge, the Batboat's foils retract to reduce parasitic drag. Its aluminum propellers are drivin by sealed AH electrolyte batteries. Environment systems include CO2-scrubbers and air-conditioning units in the Bat-Submersible's stern. Oxygen tanks provide up to six hours of breathable air. There are also emergency tanks that allow an added twelve hours of life-support. The life-support includes oxygen/helium mixes for deep-water submersion.

Weapons

Batboat armaments include a pneumatic harpoon with a high-tensile titanium cable, a launching grapnel that doubles as an anchor, variable-setting depth changes, and a small supply of active-homing torpedoes with heat/motion/vibration target-acquisition. An original version of the Batboat included an over-sized Batarang ejection system.

Onboard Equipment

The Batboat displays include state-of-the-art navigation and communication links, an accent-rate alarm, a dive-time clock, and a safe-ceiling depth meter.



The Batcycle is a street vehicle that is used by Batman on numerous occasions. The Batcycle is used by Batman in such cases when his Batmobile will not be suitable for a mission.



The Batmobile is the automobile of Batman. Kept in the Batcave, which it accesses through a hidden entrance, the Batmobile is a gadget-laden vehicle used by Batman in his crime-fighting activities.

Capabilities

Modern versions of the Batmobile are coated with titanium and the car still has the reactive armor, jet engine, onboard computer (which is capable of connecting the Batcave and Wayne businesses for multiple functions). The car is heavier than a tank and has the ability to absorb impact. The car can be triggered by a button on Batman's utility belt or in his gloves.

Weapons

The Batmobile contain various projectiles and missiles, although rarely does Batman use this feature. Batman can also make the Batmobile self-destruct by remote control, in the event criminals capture the vehicle.

Onboard Equipment

Modern versions of the Batmobile include an onboard computer located on the dashboard with a direct feed to the mainframe computer located in the Batcave.



Taking advantage of the resources of WayneTech's various divisions, notably Wayne Aerospace, Bruce Wayne was able to design modified versions of commercial products for use in his crime-fighting career as Batman. Over the course of several years, there have been numerous versions of the Batplane model.

An early model Batplane was a hybrid fighter jet and helicopter (often referred to as Batplane II). When it became necessary to achieve a higher rate of climb, the helicopter assembly folded down into the fuselage of the craft. Like other versions of the Batplane, Batplane II was equipped with a fully-functioning crime lab, and magnesium flares encased inside of the cone.

The current Batplane is a modified Wayne Aviation SlipStream ($46 million sans "extras"). It's detailed to resemble a standard mid-size corporate jet during take-offs and landings. Some of its features and capabilities are as follows:

At cruising altitude (35,000-45,0000 ft.), telescoping wings retract. Exterior sections of tail and nose-cone envelop cockpit and cabin fuselage for higher altitude pressurization.

Gaining further altitude (45,000-55,000 ft.) delta fins in the tail and snub winglets elongate to increase efficiency and stability as speeds approach supersonic.

At ceiling altitudes (55,000-60,000 ft.) "smart" paint on exterior radar-shielding ceramics responds to dropping air pressure and temperature, thus camouflaging the Batplane's exterior to stealthy black.

Avionics include ergonomic "at-a-glance" viewing levels for all electronics and multifunction displays. The breakaway canopy allows for pilot/co-pilot emergency ejection. The reinforced acrylic glass canopy windows polarize at stealth altitude.

Characteristics

Dimensions:

Height: 14.5 ft.
Length: 57.7 ft.
Wingspan: 47.6 ft. - The wings are protected by a bleed-air anti-icing system.

Weight (unloaded, including fuel): xxx lbs (xxx kg)
Weight (at maximum capacity): xxx lbs (xxx kg)
Maximum Cargo: xxx lbs (xxx kg)
Miscellaneous

The following specifications apply to the current model, the Wayne Aviation SlipStream.[1]

Altitude Ceiling: 60,000 ft.
Maximum Speed: 4,400 mph
Range: 2,486 n m
Take-Off Distance: 5,230 ft.
Landing Distance: 2,984 ft.
Payload: 2,670 lb.
Refueling Time: 7.8 minutes
On-Board Equipment: No known on-board equipment.
On-Board Weaponry: The original Earth-Two version of the Batplane, as well as the Batwing version from the Batman movie were equipped with machine guns.





Weapons

A batarang is a roughly bat-shaped throwing weapon used by the Gotham City vigilante Batman as a non-lethal ranged attack alternative to firearms, which he rejects outright due to the circumstances of his parents' murder. The name is a portmanteau of bat and boomerang, and are sometimes referred to as baterangs.

Though they are named after boomerangs, batarangs have become more and more like shuriken with time. The earliest depictions were of scalloped, metal boomerangs which were used to attack opponents and returned to the thrower. Variations of batarangs include those which are able to be opened and closed (presumably so they can fit into Batman's utility belt), those which can be explosively charged and those which are electrified. A grappling hook made out of a batarang and a rope was common until Batman began using an upgraded grappling hook device.

Nightwing uses his own modified version of a Batarang, which he often refers to as "Wing-Dings", shaped after a bird. Batgirl (both Barbara Gordon and Cassandra Cain) and the current Robin also use Batman's batarangs, but the latter also possesses his own 'R'-shaped shuriken. Robin has also referred to his weapons as "Birdarangs" on occasion.



Robin's Battle Staff

Robin (Tim Drake) employs a collapsable Chinese fighting gun, given to him by the assassin known as Lady Shiva. The original staff was approximately 1.5 meters in length and constructed of sturdy bamboo reeds. Robin modified the weapon by carving small holes on each end, enabling the staff to generate a distractive whistling sound whenever it is put to use. Robin has found this extremely effective in keeping opponents off guard, allowing him to gain an upper hand in fights where he would otherwise be outnumbered.

Tim still uses this staff even after his change of costumed identity to Red Robin.



Huntress' Crossbow



The player is allowed to create other weapons, utilities, etc to create a new persona and make their own versions of the items shown Ex: a new crossbow, a new motorcycle, etc


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Re: Character Creation Guide

Post  Admin on Sun Mar 04, 2012 7:10 pm

The Accursed









Strength +1, Durability +1, Personality +2

Demonic Possession is the supposed violation of the human body and soul by evil forces, normally labelled as demons under Christian faith - though almost all religions (even those outwith Christianity) have similiar belief in "unclean spirits".

Demonic Possession was once believed to be the main cause of all misery in the world and healers, priests and other holy men and women were tasked with the unenviable job of exorcising the often violent spirits out of the body and mind of the afflicted.

Those who are possessed by a demon may look normal when the demon does not break through. The demon only makes his appearance at times specified in the curse Ex: "The story goes he made a deal to save someone he loved. He'd be normal during the day, but at night, in the presence of evil, the Rider takes over." (Ghost Rider 2007) This can be dealt with eventually and the power can be controlled if the demon does not take over fully before then.

Those who are cursed by an angry demon on the other hand are often forever disfigured by the event and left either looking like the kind of creature that cursed them or just a horrifyingly ugly figure. there have been times that the cursed individual can look normal but suffer greatly inside due to the curse affecting them in another way. This is all up to the player.

Those who suffer from possession must constantly deal with the possibility of being overcome by the demonic influence, or in the case of those who are cursed must deal with the issues that the curse implies forever and constantly have to deal with the constant threat of demons seeking out said individual.

often times the individual one is forever marked as tainted and will be fated to end up in hell when they die if they do not cure their ailment.

In either case it is still considered a curse and requires much work and possibly the death of the demonic immortal that cursed them to be finally freed from it.

in some cases the victim sells their soul to a demon for whatever purpose they need.

Powers

Common powers for these characters are:

Superhuman Strength

Superhuman Durability

Superhuman Stamina

Invulnerability to heat and flame

Ability to project regular, mystical and ethereal flame

however some do not gain the invulnerability nor the projection of fire. These powers unlike with other classes allow the character to select his powers as well. The powers the character has are based off of the demon that cursed them as many demons are different.

Weaknesses

none
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Re: Character Creation Guide

Post  Admin on Mon Mar 05, 2012 5:17 am

Demon Hunters

DC


Marvel


Intelligence +1, Willpower +1, Personality +2

When there are those who propagate hate and spread pain, there are people who will oppose them. For demons those people are the Demon Hunters. There are not many of them out there, but they work dilligently to exile any evil demonic entity and put them back in their place.

Powers

They use a combination of magic and weapon skill to get the job done and will use their intelligence to deal with many if not most of their opponents. they are skilled in hand to hand some times. Very skilled at ancient and modern weapons. Their magical skill is great but not above that of a sorcerers and the like.

Common powers are:

Cunning
Hypnosis
Mind control
Magical adept
Arcane knowledge
Intimidation
Sixth Sense

((Magic has to at least have some skill in exorcisms.))

Weaknesses

none
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Re: Character Creation Guide

Post  Admin on Mon Mar 05, 2012 8:28 pm

Sorcerers/ Wizards

DC






Marvel






Intelligence +4

Magic is the art of purportedly manipulating aspects of reality either by supernatural means or through knowledge of occult laws unknown to Classical Mechanics. Magic has been practiced in many cultures, and utilizes ways of understanding, experiencing and influencing the world somewhat akin to those offered by religion, though it is sometimes regarded as more focused on achieving results than religious worship. Magic is often viewed with suspicion by the wider community, and is commonly practiced in isolation and secrecy.

Modern Western magicians generally state magic's primary purpose to be personal spiritual growth. Modern perspectives on the theory of magic broadly follow two views, which also correspond closely to ancient views. The first sees magic as a result of a universal sympathy within the universe, where if something is done here a result happens somewhere else. The other view sees magic as a collaboration with spirits who cause the effect.

These characters are highly skilled in the arcane arts and may or may not have many arcane items on them.

There are two types of mages one uses all kinds of magic while others focus on a specific kind of magic but can have 2 super powers and weapons.

Powers

Magic (though this sounds like a bad thing the vast capabilities of magic is good enough)
ability to understand magical curses and artifacts
ability to use magical artifacts

Weaknesses

not as strong physically.
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Re: Character Creation Guide

Post  Admin on Thu Mar 08, 2012 12:32 am

Gamma Ray Heroes/ Villains





Strength +2, Durability +2, Speed +2, Willpower+2, Intelligence -4

Gamma rays are an electromagnetic radiation known to have mutagenic properties for some individuals.

This high-energy electromagnetic radiation can in large doses be lethal to most living beings. Gamma radiation is what created the Hulk, and his gamma-irradiated blood led to Jennifer Walters becoming the She-Hulk after a blood transfusion. The Abomination and Doc Samson also owe their powers to gamma radiation.

A individual who is mutated by this type of radiation gains much strength and durability but becomes less intelligent as proven by Bruce Banner when he transforms into the hulk.

Powers

Gamma Radiation Enhancements: They possesses great superhuman strength, endurance, and resistance to injury. The gamma radiation that transformed them fortified their cellular structure, adds roughly two hundred pounds of enhanced muscle, bone, and connecting tissue to their body, and makes them less susceptible to fatigue.

Retain Intelligence: Some can retain their intelligence but only get a bonus of Strength +1, Durability+1, Speed +1, Willpower +1

They also can gain the 2 super powers that all characters get but sacrifice the ability to gain superhuman strength, flight and the like unless it is a racial power.

Weaknesses

None


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Re: Character Creation Guide

Post  Admin on Thu Mar 08, 2012 1:09 am

Bang Babies

((Needs to originate from Dakota))



Gets a +2 in 2 stats or a +1 in 4 stats

A Bang Baby is a metahuman whose powers were triggered by the Quantum Vapor

The Big Bang is a significant event in the fictional history of Milestone Comics, in which many of the superheroes and supervillains of Dakota - including Static and the Blood Syndicate - got their powers.

The event took place on Paris Island, which had long suffered from heated gang wars. In 1993, the leaders of each gang decided to settle their grievances once and for all in a massive "gang bang" confrontation dubbed the "Big Bang." Word of the confrontation eventually reached Dakota's police department. Mayor Jefferson ordered them to spray every gang member present with an experimental tear gas laced with a radioactive marker that would allow the police to track the participants down later. The mayor was hoping that this would boost her reputation for being "tough on crime."

However, the gas also contained a mutagenic compound called "quantum juice" (or "Q-juice"). Most of those exposed to it - police included - died on the spot. The rest mutated, some being deformed, some gaining unusual abilities in the process. Others not personally involved in the conflict also became mutated as well. The survivors were dubbed "bang babies." The mayor disavowed any involvement. The survivors went on to become superheroes and supervillains that continued to roam the city of Dakota for years to come. The survivors of two gangs - the Paris Bloods and Force Syndicate - formed the core of the Blood Syndicate, a gang of bang babies which claimed Paris Island as their turf.

Powers

Their powers are done the same way as the character creation guide

Weaknessess

Their weaknesses are done the same way as the character creation guide
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Re: Character Creation Guide

Post  Admin on Wed Mar 14, 2012 12:20 pm

Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.)



S.H.I.E.L.D. logo


Personality +1, Intelligence +2, Willpower +1

Founded to combat technologically advanced threats on world security (specifically the menace of HYDRA), S.H.I.E.L.D. has, throughout the years, remained on the frontlines fighting terrorism and extraterrestrial menaces working as an international intelligence agency.

In its original incarnation, S.H.I.E.L.D. stood for "Supreme Headquarters, International Espionage, Law-enforcement Division," and the organization was a branch of the United States government. Veteran spy and soldier Col. Nick Fury had created the blueprints for the idea some time after World War II, but decided not to act upon them, since he felt the U.S. government would deny such a request. A United Nations-based international group somehow obtained the plans, and presented them to the U.S. government as a viable countermeasure against the nascent threat of HYDRA.

Fury first realized that his brainchild had been made reality when he was approached by the founders of the group to act as its second Public Director, as his predecessor Rick Stoner had met an untimely end. While Fury acted as the operational head of the agency, he answered to these founders, the Executive Board, whose identities were hidden even from him. Otherwise, Fury was the highest ranking agent in an eight-rank tier. Some suspect that Tony Stark, billionaire playboy and the superheroic Iron Man, may have been one of the Board.

As director, Colonel Fury took a very active hand in SHIELD operations, often going into the field himself on their most important missions. Supporting him, aside from the thousands of rank-and-file SHIELD agents around the world, were a core group of capable officers. Fury's aide-de-camp was the man who had filled the same function for his Howling Commandos in World War II, the boisterous Timothy "Dum Dum" Dugan. Another ex-Howler joined SHIELD in the person of Gabe Jones, whose presence had made the Howlers the Army's first integrated unit. There was also the by-the-books Jasper Sitwell, who balanced and sometimes clashed with the more emotional members of the command staff. The brilliant Sidney "The Gaffer" Levine acted as head of Research & Development, designing many high-tech specialty gadgets to supplement the weapons and vehicles provided by Stark Enterprises. Later, Laura Brown, the daughter of the Imperial Hydra, defected from HYDRA to join SHIELD. Jimmy Woo, hero of clashes with the villainous Yellow Claw, served as the liaison agent to SHIELD from the FBI. Clay Quartermain was a resident "pretty boy" super-agent. La Contessa Valentina Allegra de Fontaine ("Val" to her friends), a member of the European jet-set, proved to be equally skilled, as well as one of Fury's lovers. Another prominent member is Sharon Carter (Agent 13), a frequent partner and eventual lover of Captain America.

The equipment of SHIELD has always been at least as distinctive as its membership. A series of flying fortresses invariably known as the SHIELD Helicarrier served as the mobile headquarters of the organization. Other vehicles such as hoverfliers, flying cars and tunneling vehicles rounded out the less massive transports. Agents carried a variety of personal gear as well. Fury's weapon of choice was a 300-round .15 caliber pistol specially designed to fire explosive-tipped needles. Tear gas boutonnieres, explosive shirts, rear-view periscope hats, camera-phone watches, jetpacks, cigars laced with various chemical compounds (including flash bombs), and other tools of the spy trade insured that SHIELD agents always had access to the right equipment. One of the most distinctive inventions of The Gaffer was the Life-Model Decoy (LMD), an extremely lifelike android designed to emulate the behavior of a specific individual, usually used to replace someone in danger of being killed. Meanwhile, during the Cold War SHIELD maintained a large headquarters in New York City, as well as other bases in every major city in the Western world, and hidden outposts in many Communist countries.

Various specialized teams of agents have been utilized, such as the Psi Division and Super Agents. At one time, SHIELD had command over an incarnation of the Hulkbusters. Throughout the years, SHIELD agents have left the service to perform acts both heroic and villainous. Some went rogue, such as Mentallo, becoming threats to society. Others, like Quasar, joined the superhero community. And since the early days, SHIELD, through Fury, has maintained close ties to groups like the Avengers and Fantastic Four, and with individuals like Captain America, Black Widow (Natasha Romanoff), and Wolverine, meant that a capable and varied pool of special operatives were readily available. That said, SHIELD often came into conflict with members of the superhero community who worked through less-than-legal means or against government aims. Fury's friendships with many superheroes conflicted with his duties in these cases.

Equipment

Various including: Beta-cloth, kevlar body armor, jetpacks, teleporter, psi-blocker, Hover Discs

Transportation: SHIELD Helicarrier, various flying cars, hoverfliers conventional automobiles, boats and aircraft.

Weapons: Plasma pistols, needler pistols, conventional firearms (.30 caliber machine pistol standard issue.)



Jetpack (SHIELD Flight Pack) = A SHIELD flight pack was a common item used by agents of S.H.I.E.L.D.. The pack was attached to a harness, and worn across the back, enabling agents limited flight capability within atmospheric environments. The original flight packs incorporated twin rocket thruster engines, but later, more advanced models used a wing assembly that attached to an agent's body armor. S.H.I.E.L.D. agents used these flight packs during assault drops from the S.H.I.E.L.D. Helicarrier and they became particularly useful during S.H.I.E.L.D.s numerous battles against the terrorist organization known as HYDRA. A special S.H.I.E.L.D. detachment known as the Godzilla Squad also used flight packs in their mission to safeguard American interests from the threat of the giant monster Godzilla. Following the "Civil War", the flight packs were incorporated into an agent's body armor and were first deployed over Kirikhstan in an effort to stop the rogue S.H.I.E.L.D. scientist Nicolas Weir and the mutated Overkill Horn. These models were first used by the impromptu flight unit dubbed "Tim Dugan's Flying Commandos".

S.H.I.E.L.D. Helicarrier = The Helicarrier, an aircraft carrier specifically designed to be itself capable of independent powered flight in addition to the standard functions of aircraft carriers, is the world headquarters and signature capital ship of the extragovernmental intelligence/defense agency S.H.I.E.L.D..

Built by Stark Industries and designed by Tony Stark, Dr. Reed Richards, and former X-Man Forge. In addition to housing a wing of fighters and other aircraft, the Helicarrier bristles with advanced weaponry, including an intercontinental ballistic missile.

The first Helicarrier was proposed by Stark Industries as a political compromise among the signatories of the treaty in response to fears that any nation hosting the Directorate's main headquarters would be subject to attack by organizations such as HYDRA with domestic political fallout sure to follow immediately thereafter.

Constructed in secret there are at least eight Helicarriers have been built over the decades, and at least two have been in simultaneous service in the last decade on several occasions. Also, at least six Helicarriers have been named over the years:

Luxor (not yet seen - a class prototype)
Behemoth (smaller version used by SHIELD's Godzilla Squad)
Hermes (allegedly scuttled after being hi-jacked by the Red Skull)
Argus (a Luxor-class Helicarrier)
Black Hawk (destroyed in action against HYDRA-Hand alliance)
Alpha
Pericles V (infiltrated by the vampiric Order of Tyrana and scuttled by Blade)

It is not yet known what criteria S.H.I.E.L.D. has used to name the Helicarriers.

When Tony Stark himself became Director of SHIELD, he ordered construction of a red-and-gold Helicarrier in the motif of his Iron Man Armor. This helicarrier was destroyed by the Red Hulk.

The main S.H.I.E.L.D. Helicarrier is disabled by a computer virus unleashed by a Skrull agent posing as Edwin Jarvis as part of the Secret Invasion. When the Invasion was over and Norman Osborn the new director of S.H.I.E.L.D. (now called H.A.M.M.E.R, he soon ordered to dismantle it, to build his own H.A.M.M.E.R. Hellicarrier.

SHIELD Hoverflier = A S.H.I.E.L.D. Hoverflier is a small two-man hover craft capable of low-level atmospheric flight. Designed for manueverability, it's functions are similar to that of an Avengers Quinjet. The Hoverfliers are based on designs originally developed by Stark Industries. Each Hoverflier is equipped with VTOL capability, turbojet engines and twin cannons mounted beneath the front of the undercarriage. S.H.I.E.L.D. maintains a supply of these vehicles in a special hangar bay on the S.H.I.E.L.D. Helicarrier. The Hoverfliers were often used during the numerous instances when the Hulk was seen attacking major population centers. They were also deployed when the mutated monster known as Godzilla attacked New York City. Hoverfliers are not to be confused with hover-cars, such as the type routinely used by Special Agent Jimmy Woo.
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Re: Character Creation Guide

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Men In Black (MIB)

((Yes this was a comic before it became a blockbuster movie.))





Intelligence +2, Personality +2

Men in Black (MIB) are men dressed in black suits who claim to be government agents who harass or threaten UFO witnesses to keep them quiet about what they have seen. It is sometimes implied that they may be aliens themselves. The term is also frequently used to describe mysterious men working for unknown organizations, as well as to various branches of government allegedly designed to protect secrets or perform other strange activities. The term is generic, used for any unusual, threatening or strangely behaved individual whose appearance on the scene can be linked in some fashion with a UFO sighting.

According to the accounts of those reporting encountering them, Men in Black always seem to have detailed information on the persons they contact, as if the individual had been under surveillance for a long period of time. They have been described as seeming confused by the nature of everyday items such as pens, eating utensils or food, as well as using outdated slang, though accounts on the behavior of Men in Black vary widely. Accounts indicate that they often claim to be from an agency collecting information on the unexplained phenomenon their subject has encountered. In other accounts, they seem to be trying to suppress information by, for instance, trying to convince their subject the phenomenon never existed. They have been described as behaving in either an exceedingly furtive manner or a completely outgoing one, with wide grins and disconcerting giggles. This behavior suggests that the "gigglers" were pranksters, or perhaps people just having a joke around. Conspiracies about groups of people, like MiB here, are often preyed upon to use as pranks, just like sometimes people impersonate others for either scandal or enjoyment.

Equipment

Weapons

Weapons in the Men in Black are often depicted as compact, energy spitting, and silver colored. Most of their weapons are made concealable for civilians not to see. Many of their technology are sold and patented to fund their organization.

In the comics, their main weapons are the same weapons used in the 20th and 21st century, as opposed to the futuristic weapons appeared in the film series.

By means of concealability, many of their weapons are small. Throughout the movie there is an insistence that small is unimportant, bad, wimpy. For example, this belief can be seen in Jay's reaction to the noisy cricket, sickly underestimating it and even joking that he may break the "damn thing". Yet, as later found out, the cricket is very dangerous, the kick-back, hurling Jay into the display case behind him the first time he shoots it. Despite Jay's skepticism, this was a powerful weapon, just in a small package.

Adorian crossbow - a burst firing crossbow-like weapon. A weapon used by Peter Delacoeur that fires shafts of plasma-charged energy up to fifty meters. It is described as powerful but mediocre accuracy.

Carbonizer – are universal weapons used by aliens and MiB Agents. There are two known versions of carbonizers: Reverbrating with mutate capacity, and the other is Fission. A Reverberating Carbonizer is the weapon used by the unnamed alien chased by James Edwards. He attempted to use the weapon, but it fell and evaporated upon impact. Later, Edwards pointed the gun out at Jeebs' pawnshop, which Kay punished Jeebs for trying to sell it. The weapon was said to have a mutate capacity, however it was not shown.

Cosmic Integrator – The Cosmic Integrator is an alien device that can meld beings together. In the past, Alpha kills some Verulians, when Kay comes in. Alpha then shows Kay the Cosmic Integrator. Alpha tells Kay how great this device is, and Kay warns Alpha that the device is against MiB rules. Alpha asks Kay to join him in destroying the MiB, but Kay refuses and is shot. Over the next 20 years, Alpha uses the Cosmic Integrator to meld body parts of the best aliens onto his own body. The result is an extremely powerful Alpha, who uses it to add more pieces to take down the MiB.

De-Atomizer – The De-Atomizer is a commonly used weapon at MiB. They come in different sizes and models but mostly as a pistol size. A Series 4 De-Atomizer is a large variant selected by Agent K before heading to Rosenberg's jewellery store. History of the weapon is explained, saying that the weapon has been the staple of agents starting from the 80s but it existed since the beginning of the Agency. It is described as "shotgun size" and powerful.

De-Molecularhazard Excell 12 – is a flat, handheld, book-like weapon with a pistol grip and a sight. It fires concentrated energy unto an enemy. Agent K and Buzzard used these in their stand-off, but both only fired one shot at each other before their weapons were destroyed by each others respective blasts.

Field Generator – is a small, pen in size with a tripod device used by Agent K and the worms. It is a environment-warping weapon that simulates and turns any environment into the desired home world or atmosphere by putting two opponents unto a fighting field. The user who steps into the field will have an equal strength, speed and power, of that of his opponent no matter what species or physiology he/she is. Agent K used it to help Jay and let the worms fight the intergalactic slave-trader to a beat down. Although all of them were equal in power, the worms outnumbered the slave-trader and won. Proud of their victory, the worms gained self-confidence and bravery, but still cowardice.

Icer – is a weapon that Agent K and Agent J used. It is a small freeze pistol having no barrel but has a slit where a bolt of green electricity-like energy shoots out that can freeze, or "ice", enemies. They used it in their fight with the Skraaldians and Alpha, but is later seen much more later. It can also unfreeze those who were frozen and be used as a force field against heat-omitting weapons. A different version of the icer appears as a weapon attachment, used to freeze enemies before firing at them.

Ionhibitor – is the weapon Agent K and the mercenary Buzzard used against each other. It is a handheld weapon that fires orbs of energy that Buzzard describes can vaporize enemies. Buzzard uses a Model 5 while Agent K braggingly said he uses a Model 6. Though described as different, physically they are both the same. It later became one of Agent K's signature weapons.

Noisy Cricket – is a very tiny gun with a lot of power. Despite its small size, it launches a large orb of energy. Jay is given the Noisy Cricket as his beginning weapon. He reluctantly carries it, believing he is going to break it. It is not until Edgar the Bug drives away that it is first fired. Here, Jay flies back from the powerful recoil, and a large green ball of energy is released (it also makes a sound similar to a cricket, given its name). Despite its power, he does not use it in the final battle. A spin-off book, the MIB Agent's Handbook, explains that Noisy Crickets are deliberatley given to rookies, and bets taken on how far the rookie will fly as a result of the gun's recoil (a practice discouraged under MIB's 'No Hazing' policy). Jay still uses the Noisy cricket with the same avail. However, he eventually gives it a suppressor so it no longers kicks. Later Jay gives the neuralyzed Kay the Noisy Cricket just as the opposite had happened before. Jay also tells Kay that he always loved the Cricket, which Kay felt is false. After Kay gets his memory of MiB back, he shoots Jeebs' head off with the Noisy Cricket, but it didn't launch a large orb of energy, nor did the recoil launched him.

Tri Barrel Plasma gun - Nicknamed the "The Jackhammer", and unlike the other weapon in the franchise the gun appears to be a projectile weapon, as it has a box magazine filled with rounds. This is further described later, where Agent J described it as a "three foot long, with a pump-action reloader and a storage magazine looked like it would hold a dozen of extra rounds of ammo", and the ammo "looked like shotgun shells made out of stainless steel". It is used by the agents in their subsequent fight against Edgar the Bug. It is also used in the fight against Serleena.

Pump-action shotgun – is one of a few contemporary weapons that appeared. Mainly used by Agent K and J, It appears in many adventures. Edgar the Bug used a Winchester Model 1912, whom he calls as "Projectile Weapon", while several sheriffs has with them Mossberg 500s.

Revolver – a main sidearm. A Ruger Super Redhawk appeared when the bug is searching New York City for "the galaxy", a tow truck driver begins preparing to tow a pest exterminator van stolen by the bug. When the bug confronts the driver with Edgar's shotgun, the driver pulls out a Ruger Super Redhawk, thinking the sight of the revolver would intimidate him, though is fatally mistaken when the bug kills him and takes both his gun and his tow truck. A revolver is seen later, where a younger Agent K gives it to Agent J as a substitute weapon because of trust issues between the two. Agent J uses it with his first fight against Boris.

Semi-Automatic Pistol – is a sidearm used by MiB agents. Seen in the cover of issue The Ravening and Con Sequences. Detective James Edwards can be seen carrying a Smith & Wesson 3913NL as his weapon of choice, drawing it several times while pursuing a disguised alien on foot, using it to shoot open the door of the Guggenheim the alien had jumped onto the roof of. He then pulls it on Agent K when K shoots off one of Jack Jeebs' heads, thinking K had just murdered Jeebs, though is shocked to see Jeebs' head grow back before his eyes. During the agent selection process at MiB headquarters, the candidates, consisting of several elite U.S. military personnel and Detective Edwards, are placed on a firing range and tasked with engaging a series of targets in a "Hogan's Alley"-esque scenario using "Non Gun" replicas of SIG-Sauer P220-series pistols. The military personnel begin firing numerous rounds at all the alien targets, while Edwards fires only one round into a target made to look like a little girl. When asked why he shot that target, he pointed out how the alien targets appeared not to be posing a threat, while the target he shot was holding science textbooks for subjects far too advanced for her age.

Standard-issue sidearm (The 'J2') - this is the standard MIB sidearm carried by all agents. It was used by Agents D and K, and by Agent K throughout. An updated version of the gun (sporting an extra barrel) was seen during Agent J's pursuit of Geoff the Worm. It is named the Agent Pistol, where it is described as a "rechargeable" weapon and has been a standard issue since 1995. It has two distinct firing method, normal and Alkali rounds, the latter being more power but less conventional.

Void Density Core – is a weapon that acts as a miniature black hole. It is a baseball size grenade-like weapon that can suck anything within a three-mile radius. Buttons are place on the surface and can be activated by pushing it, and either throwing it or stacking it on like a grenade launcher. Created by aliens for waste management, it has been outlawed because of its terrorist potentials. the Men in Black apparently keeps one as to show rookies and others about its lethality.

Gadgets

Oftentimes, the Men in Black utilizes special gadgets that aids them in battle and investigation. Many of them are made to look like ordinary technology we used to day for means of conceilability. The first gadget ever used in the franchise was the Neuralyzer, and many soon followed.

Anti-Gravity Shoes – are gadgets used by the MiB. Like what the name says, these shoes allows the wearer to hover at any given height. If not in use, it reverts to its casual form as an ordinary black office leather shoes. Agent K first used it to save himself and Agent J from falling.

Communicaters – are items used by MiB agents to communicate with each other. Its appearance has been changed over the course of the franchise and many variants has appeared. In the series, the communicaters looks more like a cellphone but has a folding mechanism and allows the agents to see each other via video call. Agent K gives Frank a miniature variant attached to Frank's collar which he used during the set-up. It later became a more practical earpiece-looking.

Gotbot - is a robot used by the MIB both for conventional usages and as a weapon. It is a small limbless robot with a smooth surface and has a similar appearance to that of R2-D2. It is first seen being reprogrammed by Serleena to defend her from the agent's counter-attack. It is covered in multiple arrays of guns with low caliber rounds that spins and releases waves of bullets in a symmetrical rotating firing position. It is destroyed by Agent K with a grenade.

Flush – is a escape route that Agent J and Agent K used to escape when MiB's Code 101 Lockdown breach protocol was initiated when Serleena took over MiB. Though not really a gadget, it is more of a comedy-made technology employed.

Neuralyzer – is a top secret device used by the MiB. It has the ability to wipe the mind of anybody who sees the flash. Once Neuralyzed, the "victim" will be given a new memory, to explain what they saw or what has happened. A De-Neuralyzer is a special device that reverses the effects of a Neuralyzer. Although a neuralyzer is operated by a small flash of light, a de-neuralyzer is much more complicated.

Quick Clone – is a type of MiB technology. As its name suggests, it is a auto-clone maker, but there is a catch. The catch is that the clone lasts short. When its time is up, it starts to babble, and then it melts to a pile of goo. They are used to form a distraction, extra hands, temporary field replacements, or a way to secretly escape. It is also shown items can be placed in Quick Clones, as Jay put a bomb in one to destroy Alpha. These clones has all the similar traits of the original, and their fighting skills too are the same, but clones tend to be more damage resistant in field missions and are more obedient that the originals.

Shrink Ray – is an MiB technology used in undercover purposes. it is a shrinking machine shrinks the volunteers to proportional size. It operates by placing the selected volunteer into a containment capsule-looking hatch, and by surrounding him with neon like rays and gas, it shinks him/her, but the clothes remains as it were. When shrunk, the only way to get bigger is using another ray that reverses the effect.

Spectral Trail Scanner – are devices used by the MiB to scan if any alien "trail" on the scene. It first appeared where Agent K used it to discover that a monstrous bug has landed on Earth. It has the same size as a Neuralyzer but with a scoop and multiple lights and screens. Many scanners appeared in the series but differs from the Spectral Trail. Much of this scanners has an X-Ray ability and metal detector-like usage. Another variant of the scanner appeared used to scan people and distinguish a human from an alien via X-ray and heat signatures. It can also list down that organism's components, ailments, and species.

Outfits

MiB agents wear suits as their primary uniform. All their clothes including the jacket, pants, and leather shoes are all black, hence the name Men in Black. This suits are worn so that when they "neuralyze" a victim, they won't leave any lasting impression or image. These suits were described as "the last suit [an MiB agent] will ever wear", these suits are always worn and the agents are all seen wearing them at all times. MiB agents also wear specialized Predator 2 Ray-Ban sunglasses to protect them from their own neuralyzer flash. These sunglasses became popular in the franchise, and sales of these glasses in the market increased over time.

In the films and T.V. series, the MiB has a wide array of disguises that they, and visiting aliens, wear either for their undercover purposes, or for the aliens be hidden in the city. Their main purpose though is too make sure that no civilians will every know aliens are "walking among them", and for aliens not to spook any civilians.

There are specialized suit that MiB agents use in field missions and investigations. Hazmat suits are seen where the agents wore them when investigating Serleena's spacecraft.

Disguise Suit – is a specially made suit employed by the MiB. Unlike other disguises which are bulky, big, and immobile, this suit was made to create a faster and quicker desired disguise with a push of a button. Agent J used this once. With a push of a button in his tie, an alien disguise engulfs Jay and hid his true form from the aliens.

Heat-Resistant Suits – are the suits that the MiB agents used. these suits were worn for the purpose of protecting the agents from any heat-omitting weapons and environment. The first suit worn were more like traditional disguises aliens and agents wore. Agent K and Agent J later used a more concealed suit, where they are seen as a transparent tight suit. the alien Drekk didn't know that the protagonist were wearing these suits until he dipped them in a big container of molten metal. The suits protected the agents from Drekk's heat-ray powers, without letting Drekk know they were wearing them.

Stealth Suit – is a cloaking device. Like what the name says, it is an invisibility suit, resembling a wetsuit, capable of making its wearer invisible, be undetected both by senses and radar, and emit no signatures. The wearer can also adjust the way it is cloaked so that some he intended to can detect and communicate to him. It was first worn by the assassin, but although invisible, Agent K soon detected him. Agent J managed to score a direct hit on its wearer but found too late that there was no one in the suit and it was merely a decoy. It was soon put into the MiB possessions and first worn by Agent K.

Vehicles

Vehicles in the Men in Black franchise are also black, simple, and concealable, like other MiB technology for not attracting attention. These vehicles are often weaponized, and many variants has the ability to fly.

"Unlimited technology from the whole universe, and we cruise around in a Ford P.O.S."

– Agent J describing Agent K's car

1987 Ford LTD Crown Victoria – called "Ford P.O.S." by Agent J. With a push of a red button, the car unleashes its more aerodynamic design and two jet engine-like engines. It can swidle, fly inverted, and run on walls.

1964 Ford Galaxie - used by a younger Agent K. It was destroyed by Boris The Animal during their chase.

2003 E-500 Mercedes – called "New Hotness" by Agent J. This is the car that replaced Agent K's Ford. It has been specially modified to fly, fire weapons, and have a built-in neuralyzer to neuralyze spectating civilians. It also has a PS2-like manual drive.

2012 Ford Taurus SHO - Used in the contemporary times.

Agent L's Motorcycle – commenting that "Nancy Drew never had one of these", unlike other bikes, L's has no wheels, and it hovers above the ground with two vertical jet-like engine at the back. But like other bikes, its engine is started in a similar way by pulling the choke and squeezing the clutch lever.

Agent K's Motorcycle - an alien vehicle used by Agent K and Agent J in their chase with Boris when Agent K's Ford Galaxie was destroyed. It is an extra-terrestrial vehicle with a motorcycle seat and a gyroscope like wheel that helps in steering the vehicle while steadying the driver's seat.

Black Track – called "the MiB Choo Choo" by Agent J, is a train-like transport that runs on tracks used by the MiB to transport personnel underground seen in the series. The vehicle looks more like a bullet train, but has a more conical bullet design and is colored black.

Intergalactic Prison Transfer – is a spacecraft used by the Intergalactic Police in transferring their pisoners. It looks just like Halo's Banshee, or vice versa. The MiB also used this in getting rid of the scums of the universe.

Jet Pack - a flying vehicle used by the agents to travel to Cape Canaveral. It is a jet pack with a seat and a jet engine. The vehicle can fly long distances in a shorten amount of time in contrast to other flying vehicles, but said to be dangerous and prone to blowing up by Griffin.
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