Difference between revisions of "Detective Shade"
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[[Image: Detective Shade Logo 2.png|center]] | [[Image: Detective Shade Logo 2.png|center]] | ||
− | [[Category:Ghost]][[Category:Hero]][[Category:Character]][[Category:Detective]][[Category: | + | |
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+ | [[Category:Ghost]][[Category:Hero]][[Category:Character]][[Category:Detective]][[Category:Supernatural]][[Category:Darkness]] | ||
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|Level=40 | |Level=40 | ||
− | |AlignmentIcon= | + | |AlignmentIcon=Mystery Symbol.png |
|Title= | |Title= | ||
|Name=Detective Shade | |Name=Detective Shade | ||
|Badge=The Ghost Detective of Vibora Bay | |Badge=The Ghost Detective of Vibora Bay | ||
− | |Player=[[@Hope1]] | + | |Player=[[File:Hope1 Logo.png|185px|link=http://www.primusdatabase.com/index.php?title=@Hope1]] |
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='''''<div style="color:#000000; background-color: #ADD8E6">Powers</div>'''''= | ='''''<div style="color:#000000; background-color: #ADD8E6">Powers</div>'''''= | ||
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+ | =='''''<div style="color:#000000; background-color: #ADD8E6">Ghost Physiology (Strengths and Weaknesses)</div>'''''== | ||
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+ | '''Undeath:''' Shade, after his death became a ghost. This state of undeath provides a unique advantage over others. He can't die, plain and simple. However, being undead has it's cons too. Michael can't access areas that are protected by wards and can be exorcised from a location. Holy Ground isn't off limits as long as Shade has good intentions. He is also susceptible to capture and harm by magical means. | ||
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+ | '''Darkness Manipulation:''' A side effect of his return to the mortal world, Shade can effectively command shadows and darkness to do a wide range of things. He often uses Darkness ammunition in his handguns and can even fire pure blasts of darkness from his hands. | ||
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+ | '''Ectoplasam:''' As all ghosts can, Michael can generate, form and control ectoplasam. Ectoplasam is the otherworldly substance ghosts are made out of. Shade has a higher control of the substance than most spirits would. In effect. Shade uses this power to form weapons out of spectral energy and ectoplasam. Preferring dual pistols. | ||
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+ | '''Teleporting:''' Detective Shade can teleport long distances through the Astral Realm. Able to cross from Vibora to Millennium City instantly. However, the farther Shade goes the more energy it costs him. He also finds it difficult to materialize in an area without viable electro magnetic energy to feed on. | ||
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+ | '''A-Porting:''' A-porting is a high level ghost power that enables Shade to teleport objects or people to different locations without being in direct contact with them. This also costs energy depending on how big the target is. | ||
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+ | '''Intangibility:''' Another generic Ghost Power. Shade can phase through any solid object and ignore most non mystical attacks. He can't phase through magic shields however. | ||
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+ | '''Invisibility:''' Shade can turn invisible to all through concentration. Anyone without mystical or supernatural sight are unable to see him. | ||
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+ | '''Phantasm Manipulation:''' While being a ghost, Shade can easily talk to or combat other ghostly entities. | ||
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+ | '''Possession:''' An ability shared by all spiritual entities, Shade can enter and control bodies of weak minded individuals. Along with this, he can plant fake memories to in directly control those he comes in contact with. High Level mentalists and mystics are immune to this unless they give Shade their consent. | ||
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+ | '''Telekinesis:''' Michael can move objects with his mind and produce "Psychic Waves" that can hurl most enemies a few feet away. | ||
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+ | '''Psychometry:''' This power gives Shade the ability to tap into the history of a location or object and read that history. This is especially useful in solving crimes throughout Vibora Bay and detecting hidden details that others may overlook. | ||
='''''<div style="color:#000000; background-color: #ADD8E6">Allies and Enemies</div>'''''= | ='''''<div style="color:#000000; background-color: #ADD8E6">Allies and Enemies</div>'''''= | ||
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='''''<div style="color:#000000; background-color: #ADD8E6">Trivia</div>'''''= | ='''''<div style="color:#000000; background-color: #ADD8E6">Trivia</div>'''''= | ||
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Latest revision as of 06:36, 23 April 2014
Contents
History
Powers
Ghost Physiology (Strengths and Weaknesses)
Undeath: Shade, after his death became a ghost. This state of undeath provides a unique advantage over others. He can't die, plain and simple. However, being undead has it's cons too. Michael can't access areas that are protected by wards and can be exorcised from a location. Holy Ground isn't off limits as long as Shade has good intentions. He is also susceptible to capture and harm by magical means.
Darkness Manipulation: A side effect of his return to the mortal world, Shade can effectively command shadows and darkness to do a wide range of things. He often uses Darkness ammunition in his handguns and can even fire pure blasts of darkness from his hands.
Ectoplasam: As all ghosts can, Michael can generate, form and control ectoplasam. Ectoplasam is the otherworldly substance ghosts are made out of. Shade has a higher control of the substance than most spirits would. In effect. Shade uses this power to form weapons out of spectral energy and ectoplasam. Preferring dual pistols.
Teleporting: Detective Shade can teleport long distances through the Astral Realm. Able to cross from Vibora to Millennium City instantly. However, the farther Shade goes the more energy it costs him. He also finds it difficult to materialize in an area without viable electro magnetic energy to feed on.
A-Porting: A-porting is a high level ghost power that enables Shade to teleport objects or people to different locations without being in direct contact with them. This also costs energy depending on how big the target is.
Intangibility: Another generic Ghost Power. Shade can phase through any solid object and ignore most non mystical attacks. He can't phase through magic shields however.
Invisibility: Shade can turn invisible to all through concentration. Anyone without mystical or supernatural sight are unable to see him.
Phantasm Manipulation: While being a ghost, Shade can easily talk to or combat other ghostly entities.
Possession: An ability shared by all spiritual entities, Shade can enter and control bodies of weak minded individuals. Along with this, he can plant fake memories to in directly control those he comes in contact with. High Level mentalists and mystics are immune to this unless they give Shade their consent.
Telekinesis: Michael can move objects with his mind and produce "Psychic Waves" that can hurl most enemies a few feet away.
Psychometry: This power gives Shade the ability to tap into the history of a location or object and read that history. This is especially useful in solving crimes throughout Vibora Bay and detecting hidden details that others may overlook.
Allies and Enemies
Rumors
Trivia