A New Day Evolution - Poll
Page 1 of 1
Should i keep the gameplay the way it is or use the new gameplay for the new missions and onward
A New Day Evolution - Poll
Ok after such a long wait I have finally completed the new evolution of Marvel/DC A New Day below are the new additions to gameplay I plan to use to make the game more strategic. If you decide to go with this gamaplay change I will allow each of you to alter your characters to fit the new style and any powers that are added will either be powers that your character did not use yet or powers that they do not have yet and will gain in the story. I look forward to seeing how you guys vote and am perfectly willing to just leave it the way it is.
Here are the new gameplay changes and additions
New Character Sheet
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.)
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 36 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)
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 - 2 = get - 4 on lifting
3 - 4 = get + 0 on lifting
5 - 6 = get + 1 on lifting
7 - 8 = get + 2 on lifting
9 - 10 = get + 3 on lifting
11 - 12 = get + 4 on lifting
Grapple
lower than enemys Strength = loses in a test of strength grapple
equal to enemys Strength = check for winner in a test of strength grapple
higher than enemys Strength = wins 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 1/10 chance and a maximum of a 9/10 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 - 2 = get - 4 on number of attacks
3 - 4 = get + 0 on number of attacks
5 - 6 = get + 1 on number of attacks
7 - 8 = get + 2 on number of attacks
9 - 10 = get + 3 on number of attacks
11 - 12 = get + 4 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 6 attacks and can get a minimum of 2 attacks or a maximum of 10 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 - 2 = get - 4 on acrobatics/balance/jumping
3 - 4 = get + 0 on acrobatics/balance/jumping
5 - 6 = get + 1 on acrobatics/balance/jumping
7 - 8 = get + 2 on acrobatics/balance/jumping
9 - 10 = get + 3 on acrobatics/balance/jumping
11 - 12 = get + 4 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 1/10 chance and a maximum of a 9/10 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 - 2 = get - 4 on health points
3 - 4 = get + 0 on health points
5 - 6 = get + 1 on health points
7 - 8 = get + 2 on health points
9 - 10 = get + 3 on health points
11 - 12 = get + 4 on health points
Health Point Regeneration
1 - 2 = get + 0 on health point regeneration
3 - 4 = get + 0 on health point regeneration
5 - 6 = get + 1 on health point regeneration
7 - 8 = get + 1 on health point regeneration
9 - 10 = get + 2 on health point regeneration
11 - 12 = get + 3 on health regeneration
Stamina
1 - 2 = get - 4 vs exhaustion
3 - 4 = get + 0 vs exhaustion
5 - 6 = get + 1 vs exhaustion
7 - 8 = get + 2 vs exhaustion
9 - 10 = get + 3 vs exhaustion
11 - 12 = get + 4 vs exhaustion
Stamina Recover
1 - 2 = get - 4 on stamina recover
3 - 4 = get + 0 on stamina recover
5 - 6 = get + 1 on stamina recover
7 - 8 = get + 2 on stamina recover
9 - 10 = get + 3 on stamina recover
11 - 12 = get + 4 on stamina recover
Poison/Disease Resistance
1 - 2 = get - 4 vs poison/disease
3 - 4 = get + 0 vs poison/disease
5 - 6 = get + 1 vs poison/disease
7 - 8 = get + 2 vs poison/disease
9 - 10 = get + 3 vs poison/disease
11 - 12 = get + 4 vs poison/disease
((Notes: A persons hp starts at 4 + their constitution and can go at a minimum of 1 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 1/10 chance and a maximum of a 9/10 chance of getting exhausted. a character starts at a 50/50 chance in recovering from exhaustion and it can go to a minimum of a 1/10 chance and a maximum of a 9/10 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 1/10 chance and a maximum of a 9/10 chance of getting poisoned or diseased when attacked by poisons or diseases.))
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. Ranged characters benefit more from this stat especially mages and technological characters. intelligence focuses on 7 aspects. knowledge (any), 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.)
Knowledge (any)
1 - 2 = get - 4 on knowledge
3 - 4 = get + 0 on knowledge
5 - 6 = get + 1 on knowledge
7 - 8 = get + 2 on knowledge
9 - 10 = get + 3 on knowledge
11 - 12 = get + 4 on knowledge
Memory
1 - 2 = get - 4 on memory
3 - 4 = get + 0 on memory
5 - 6 = get + 1 on memory
7 - 8 = get + 2 on memory
9 - 10 = get + 3 on memory
11 - 12 = get + 4 on memory
Enemy Prediction
1 - 2 = get - 4 on enemy prediction
3 - 4 = get + 0 on enemy prediction
5 - 6 = get + 1 on enemy prediction
7 - 8 = get + 2 on enemy prediction
9 - 10 = get + 3 on enemy prediction
11 - 12 = get + 4 on enemy prediction
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 1/10 chance and a maximum of a 9/10 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 - 2 = get - 4 on will points
3 - 4 = get + 0 on will points
5 - 6 = get + 1 on will points
7 - 8 = get + 2 on will points
9 - 10 = get + 3 on will points
11 - 12 = get + 4 on will points
Will Point Regeneration
1 - 2 = get + 0 on Will Point regeneration
3 - 4 = get + 0 on Will Point regeneration
5 - 6 = get + 1 on Will Point regeneration
7 - 8 = get + 1 on Will Point regeneration
9 - 10 = get + 2 on Will Point regeneration
11 - 12 = get + 3 on Will Point regeneration
Perception
1 - 2 = get - 4 vs perception
3 - 4 = get + 0 vs perception
5 - 6 = get + 1 vs perception
7 - 8 = get + 2 vs perception
9 - 10 = get + 3 vs perception
11 - 12 = get + 4 vs perception
Treat Injuries/Poisons/Diseases
1 - 2 = get - 4 on treat injuries/poisons/diseases
3 - 4 = get + 0 on treat injuries/poisons/diseases
5 - 6 = get + 1 on treat injuries/poisons/diseases
7 - 8 = get + 2 on treat injuries/poisons/diseases
9 - 10 = get + 3 on treat injuries/poisons/diseases
11 - 12 = get + 4 on treat injuries/poisons/diseases
Fear Recover
1 - 2 = get - 4 on fear recover
3 - 4 = get + 0 on fear recover
5 - 6 = get + 1 on fear recover
7 - 8 = get + 2 on fear recover
9 - 10 = get + 3 on fear recover
11 - 12 = get + 4 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 4 + their wisdom and can go at a minimum of 1 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 1/10 chance and a maximum of a 9/10 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 + 2 on minions
3 - 4 = get + 4 on minions
5 - 6 = get + 6 on minions
7 - 8 = get + 8 on minions
9 - 10 = get + 10 on minions
11 - 12 = get + 12 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, Enhanced Markmenship, Enhanced Athleticism, Enhanced Markmenship, Enhanced Combat, Enhanced Memory, Enhanced Balance, Enhanced Reflexes, Enhanced Lung Capacity, 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 6 attacks but at 1 - 2 speed they only have 2 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.
Here are the new gameplay changes and additions
New Character Sheet
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.)
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 36 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)
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 - 2 = get - 4 on lifting
3 - 4 = get + 0 on lifting
5 - 6 = get + 1 on lifting
7 - 8 = get + 2 on lifting
9 - 10 = get + 3 on lifting
11 - 12 = get + 4 on lifting
Grapple
lower than enemys Strength = loses in a test of strength grapple
equal to enemys Strength = check for winner in a test of strength grapple
higher than enemys Strength = wins 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 1/10 chance and a maximum of a 9/10 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 - 2 = get - 4 on number of attacks
3 - 4 = get + 0 on number of attacks
5 - 6 = get + 1 on number of attacks
7 - 8 = get + 2 on number of attacks
9 - 10 = get + 3 on number of attacks
11 - 12 = get + 4 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 6 attacks and can get a minimum of 2 attacks or a maximum of 10 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 - 2 = get - 4 on acrobatics/balance/jumping
3 - 4 = get + 0 on acrobatics/balance/jumping
5 - 6 = get + 1 on acrobatics/balance/jumping
7 - 8 = get + 2 on acrobatics/balance/jumping
9 - 10 = get + 3 on acrobatics/balance/jumping
11 - 12 = get + 4 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 1/10 chance and a maximum of a 9/10 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 - 2 = get - 4 on health points
3 - 4 = get + 0 on health points
5 - 6 = get + 1 on health points
7 - 8 = get + 2 on health points
9 - 10 = get + 3 on health points
11 - 12 = get + 4 on health points
Health Point Regeneration
1 - 2 = get + 0 on health point regeneration
3 - 4 = get + 0 on health point regeneration
5 - 6 = get + 1 on health point regeneration
7 - 8 = get + 1 on health point regeneration
9 - 10 = get + 2 on health point regeneration
11 - 12 = get + 3 on health regeneration
Stamina
1 - 2 = get - 4 vs exhaustion
3 - 4 = get + 0 vs exhaustion
5 - 6 = get + 1 vs exhaustion
7 - 8 = get + 2 vs exhaustion
9 - 10 = get + 3 vs exhaustion
11 - 12 = get + 4 vs exhaustion
Stamina Recover
1 - 2 = get - 4 on stamina recover
3 - 4 = get + 0 on stamina recover
5 - 6 = get + 1 on stamina recover
7 - 8 = get + 2 on stamina recover
9 - 10 = get + 3 on stamina recover
11 - 12 = get + 4 on stamina recover
Poison/Disease Resistance
1 - 2 = get - 4 vs poison/disease
3 - 4 = get + 0 vs poison/disease
5 - 6 = get + 1 vs poison/disease
7 - 8 = get + 2 vs poison/disease
9 - 10 = get + 3 vs poison/disease
11 - 12 = get + 4 vs poison/disease
((Notes: A persons hp starts at 4 + their constitution and can go at a minimum of 1 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 1/10 chance and a maximum of a 9/10 chance of getting exhausted. a character starts at a 50/50 chance in recovering from exhaustion and it can go to a minimum of a 1/10 chance and a maximum of a 9/10 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 1/10 chance and a maximum of a 9/10 chance of getting poisoned or diseased when attacked by poisons or diseases.))
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. Ranged characters benefit more from this stat especially mages and technological characters. intelligence focuses on 7 aspects. knowledge (any), 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.)
Knowledge (any)
1 - 2 = get - 4 on knowledge
3 - 4 = get + 0 on knowledge
5 - 6 = get + 1 on knowledge
7 - 8 = get + 2 on knowledge
9 - 10 = get + 3 on knowledge
11 - 12 = get + 4 on knowledge
Memory
1 - 2 = get - 4 on memory
3 - 4 = get + 0 on memory
5 - 6 = get + 1 on memory
7 - 8 = get + 2 on memory
9 - 10 = get + 3 on memory
11 - 12 = get + 4 on memory
Enemy Prediction
1 - 2 = get - 4 on enemy prediction
3 - 4 = get + 0 on enemy prediction
5 - 6 = get + 1 on enemy prediction
7 - 8 = get + 2 on enemy prediction
9 - 10 = get + 3 on enemy prediction
11 - 12 = get + 4 on enemy prediction
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 1/10 chance and a maximum of a 9/10 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 - 2 = get - 4 on will points
3 - 4 = get + 0 on will points
5 - 6 = get + 1 on will points
7 - 8 = get + 2 on will points
9 - 10 = get + 3 on will points
11 - 12 = get + 4 on will points
Will Point Regeneration
1 - 2 = get + 0 on Will Point regeneration
3 - 4 = get + 0 on Will Point regeneration
5 - 6 = get + 1 on Will Point regeneration
7 - 8 = get + 1 on Will Point regeneration
9 - 10 = get + 2 on Will Point regeneration
11 - 12 = get + 3 on Will Point regeneration
Perception
1 - 2 = get - 4 vs perception
3 - 4 = get + 0 vs perception
5 - 6 = get + 1 vs perception
7 - 8 = get + 2 vs perception
9 - 10 = get + 3 vs perception
11 - 12 = get + 4 vs perception
Treat Injuries/Poisons/Diseases
1 - 2 = get - 4 on treat injuries/poisons/diseases
3 - 4 = get + 0 on treat injuries/poisons/diseases
5 - 6 = get + 1 on treat injuries/poisons/diseases
7 - 8 = get + 2 on treat injuries/poisons/diseases
9 - 10 = get + 3 on treat injuries/poisons/diseases
11 - 12 = get + 4 on treat injuries/poisons/diseases
Fear Recover
1 - 2 = get - 4 on fear recover
3 - 4 = get + 0 on fear recover
5 - 6 = get + 1 on fear recover
7 - 8 = get + 2 on fear recover
9 - 10 = get + 3 on fear recover
11 - 12 = get + 4 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 4 + their wisdom and can go at a minimum of 1 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 1/10 chance and a maximum of a 9/10 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 + 2 on minions
3 - 4 = get + 4 on minions
5 - 6 = get + 6 on minions
7 - 8 = get + 8 on minions
9 - 10 = get + 10 on minions
11 - 12 = get + 12 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, Enhanced Markmenship, Enhanced Athleticism, Enhanced Markmenship, Enhanced Combat, Enhanced Memory, Enhanced Balance, Enhanced Reflexes, Enhanced Lung Capacity, 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 6 attacks but at 1 - 2 speed they only have 2 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.
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|