Difference between revisions of "Template:HeroCard"

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Copy the following onto your PDB page and fill out the appropriate information:
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To use the HeroCard template, copy the following onto your PDB page and fill out the appropriate information:
  
 
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Revision as of 01:12, 5 September 2016

CHARACTER NAME
ALTER EGO
C O N F I D E N T I A L
POWERS/ SKILLS
C O N F I D E N T I A L
SUPER GROUP
C O N F I D E N T I A L
QUESTIONSPAR.png
BIOGRAPHY
C O N F I D E N T I A L
ATTRIBUTES
INTELLECT
DURABILITY
AGILITY
CHARISMA
SORCERY
PSIONICS
ALIGNMENT REDACTED
STRENGTH
COMBAT
SPEED
DEXTERITY
WEAPONRY
ENERGY PRO.
FAME REDACTED



HeroCardlogo.png


To use the HeroCard template, copy the following onto your PDB page and fill out the appropriate information:


{{HeroCard
| profileimage =
| character =
| alterego =
| powers/skills =
| supergroup = 
| link =
| biography =
| str =
| int=
| com =
| dur =
| spd =
| ref =
| agi =
| dex =
| sta =
| reg=
| cha =
| wea =
| sor =
| ene =
| psi =
| fame =
| aln =
| backcolor =
| bordercolor =
| spacer =
|}}

Profile Image
Character image. Should preferably be square. If it's too wide (or too small) it will be automatically shrunken (or expanded) to the appropriate size. If you have no image, don't include this parameter and it will default to a placeholder image instead.


Character
Your character's preferred name (note this does not need to be exactly the same as your character page title, for example if you wished to exclude a suffix required to make your page unique e.g "My Character" rather than "My Character (@handle)"). This will appear in big bold letters next to your image. If your character name is too large for the space you can adjust it using CSS e.g character = <span style="font-size:95%;">Character Name</span>.


Alter Ego
Your character's civilian identity. Defaults to 'Confidential' if not further specified.


Powers/Skills
A brief summary of your character's main power and skill sets.


Supergroup
Your character's current Supergroup Name. Defaults to 'Confidential' if not further specified. You can add a link to your supergroup as follows: [[Supergroup]]


Biography
A short biography or introduction for your character


POWERS:
All powers fall between a scale of 1 to 10, with 10 being a god-like entity. PLEASE be responsible in the score you select for your respective character as VERY few individuals should have scores of 9 or 10, especially. Below is a list of the stats and their respective power level.


Strength (STR)
This is how physically strong your character is, can be by natural means or aided (such as power armor).

  1. Feeble - Able to press up to 50 lbs.
  2. Poor - Able to press 100 lbs (standard human).
  3. Typical - Able to press up to 400 lbs. This would be those who engage in intensive exercise.
  4. Good - Able to press up to 800 lbs. Maximum human strength. Weight lifters and power lifters fall here.
  5. Excellent - Able to press up to 1 ton.
  6. Remarkable - Able to press up to 10 tons.
  7. Incredible - Able to press up to 50 tons.
  8. Amazing - Able to press up to 100 tons.
  9. Monstrous - Able to press up to 200 tons.
  10. Unearthly - The ability to press in excess of 200 tons or cannot be accurately measured.


Intellect (INT)
This rates your character's IQ and overall deductive reasoning.

  1. Feeble - Uneducated or non thinking entities.
  2. Poor - Slightly lower than average intelligence.
  3. Typical - Average human intelligence and reasoning skills.
  4. Good - Above average intelligence and reasoning skills.
  5. Excellent - Superior intellect. Can tinker on small scale tech devices.
  6. Remarkable - Genius intellect. Can create and devise minor advanced tech.
  7. Incredible - Super Genius. Can create and devise major advanced tech.
  8. Amazing - Alien Super Genius. Possesses ability to create world shaping tech not known to most.
  9. Monstrous - Your intellect is based on a standard beyond this Earth.
  10. Unearthly - Your IQ cannot be ascertained by any means.


Combat Skill (COM)
This refers to your character's fighting ability. The examples given are guidelines, and martial arts can mean any form of trained fighting or equivalent untrained fighting ability.

  1. Feeble- No combat training or ability to fight.
  2. Poor - Most individuals with little to no actual combat training.
  3. Typical - Minimal training in combat or some natural talent to fight.
  4. Good - Formal training in fighting techniques. Most soldiers and agents in agencies like UNTIL, VIPER, etc.
  5. Excellent - Proficiency in several forms of combat.
  6. Remarkable - Mastery over one form and combat and high proficiency in several others.
  7. Incredible - Mastery over several forms of martial arts. May have some practical use of chi.
  8. Amazing - Extensive experience which encompasses mastery over skills unknown to most. May have more extended abilities in chi.
  9. Monstrous - You possess mastery over most earthly forms of combat and can fully utilize chi.
  10. Unearthly - You are a master in all forms of combat which encompasses knowledge across time and space.


Durability (DUR)
This determines your overall protection from damage. This includes natural or man made armor (excluding force fields).

  1. Feeble - Reduced durability or physically impaired in some manner.
  2. Poor - Not as durable as most humans, can be cut or harmed easily.
  3. Typical - Where most humans fall. Typical human in regular clothing.
  4. Good - Leather armor/ hide or some sort of minor protection.
  5. Excellent - Your skin or armor will provide defense against small caliber bullets, knives and other damage.
  6. Remarkable - You are bulletproof and resistant to cuts from normal blades. Can possibly withstand small explosives.
  7. Incredible - Higher grade weaponry and such will hardly touch you. Can possibly withstand medium grade explosives.
  8. Amazing - High level tech or major explosives will prove difficult to breach your defenses.
  9. Monstrous - Most items are impervious to your armor/ skin. Can survive a nuclear explosion at ground zero.
  10. Unearthly - A level of cosmic durability not found on this plane.


Speed (SPD)
This notes your characters overall movement. May come from running, flight or other forms of travel.

  1. Feeble - Your movement is impaired in some form or fashion.
  2. Poor - You move at the speed of an average human.
  3. Typical - You move as quickly as someone who engages in regular exercise.
  4. Good - You move at Olympic level speed (up to 30 mph).
  5. Excellent - You move faster than a regular human (up to 100 mph).
  6. Remarkable - You move at low level super human speeds, right below the sound barrier (up to 700 mph).
  7. Incredible - You can move at speeds in excess of the sound barrier (up to Mach 2).
  8. Amazing - You can move up to hyper sonic speeds (up to Mach 5).
  9. Monstrous - You can in excess of hyper sonic speeds (up to Mach 10)
  10. Unearthly - You can reach the speed of light... or even beyond.


Agility (AGI)
This is a measure of a person's flexibility, coordination and overall reflexes.

  1. Feeble - Uncoordinated or impaired in some fashion.
  2. Poor - You have normal balance and jumping capabilities for an average healthy human being.
  3. Typical - A natural ability or very minor training. Fairly coordinated.
  4. Good - Natural ability and/ or formal training. Can dodge a few oncoming attacks.
  5. Excellent - You can perform gymnastic stunts. Can dodge some oncoming attacks.
  6. Remarkable - Olympic level skills in gymnastics. Can dodge several oncoming attacks. Maximum human skill ability.
  7. Incredible - Inhuman talent surpassing the greatest athletes. Can dodge most oncoming attacks.
  8. Amazing - Able to perform highly extensive maneuvers that defy logic. Will hardly be touched in combat.
  9. Monstrous - High level super human abilities with added intensive training. It is incredibly rare they can be touched in combat (if at all).
  10. Unearthly - Cosmic entities with superhuman training, knowledge and/ or abilities.


Dexterity (DEX)
This measures general hand-eye coordination in using things like energy projection, firearms, thrown weaponry and the like.

  1. Feeble - You are extremely uncoordinated or impaired in some way.
  2. Poor - Clumsy to slightly below average. You have a difficult time hitting anything, even from short distances.
  3. Typical - You can hit targets nearby with some aim.
  4. Good - You are trained in your skill or power and can hit targets up to 50 ft. away.
  5. Excellent - You have been well trained in your skill or power allowing you to hot 4 square-foot moving target up to 100 ft. away.
  6. Remarkable - Maximum human level skill. With your abilities you can hit a 2 square-foot moving target 200 ft. away.
  7. Incredible - You have inhuman level abilities, allowing you to hit a 2 square-foot moving target at up to 300 ft. away.
  8. Amazing - You have super human hand- eye coordination enabling you to hit a 1 square-foot moving target at up to 500 ft. away.
  9. Monstrous - You have well honed super human aim and are capable of hitting 1 square-foot moving targets 1,000 ft.
  10. Unearthly - Cosmic entities with access to a target and a weapon or ability to reach it can hit it.


Charisma (CHA)
This is a gauge by how others perceive a person or their general influence to others.

  1. Feeble - Zero social skills.
  2. Poor - Average social skills. One of the crowd.
  3. Typical - You tend to engage others in social situations.
  4. Good - Outgoing. You can sway others from time to time and are considered somewhat popular.
  5. Excellent - A public speaker. Others may take things from the words you speak.
  6. Remarkable - A leader. You can influence others with your words and natural charisma.
  7. Incredible - A natural born leader who can influence a multitude of people.
  8. Amazing - Someone whose words can influence an entire country.
  9. Monstrous - A minor deity of sorts or someone who can influence an entire planet.
  10. Unearthly - Someone who possesses the power/ influence of a major deity.


Weaponry (WEA)
This details the level of weaponry or offense technology you use, be it guns, power armor or whatever.

  1. Feeble - Carry no weapons on you.
  2. Poor - Small items. Regular brass knuckles, small knives and other mundane instruments fall into this category.
  3. Typical - Small caliber handguns, martial arts weaponry and standard bolts/ arrows
  4. Good - High caliber weaponry and arrows/ bolts made of upgraded materials.
  5. Excellent - Small charge energy weapons such as pistols or daggers.
  6. Remarkable - Energy weapons. Small explosives. Kendrium weaponry.
  7. Incredible - High level energy weapons. Large scale explosive devices. Advanced tech. Questionite weaponry.
  8. Amazing - Large scale destructive items or tech that could potentially level a city block.
  9. Monstrous - Nuclear or Thermonuclear bombs or equally-powered weapons that could level an entire city.
  10. Unearthly - World-devastating weapons.


Sorcery (SOR)
The level of skill that your character wields in the arcane arts.

  1. Feeble - Zero ability and even highly susceptible to magical effects.
  2. Poor - Most humans with no magical ability. Standard magical defenses.
  3. Typical - The ability to perform minor spells, rituals and/ or cantrips. Novice.
  4. Good - You have a decent grasp to perform a variety of magical effects.
  5. Excellent - You are well versed in one study of magic and practice several others. Can understand most rituals.
  6. Remarkable - Several fields of magic can be performed and you have a high level understanding of rituals and magic.
  7. Incredible - You have mastered one or two fields of magic and can perform complex rituals.
  8. Amazing - Master level sorcerer or sorceress with a mastery over most forms of magic and extensive knowledge of the arcane.
  9. Monstrous - Someone whose skill level is on par to what would be the Trismegistus Council's Archmage.
  10. Unearthly - You are a cosmic entity who is actually magic incarnate with a deep beyond the universe understanding of the arcane.


Energy Projection/Manipulation (ENE)
The ability to project one or more forms of energy form your body, such as fire, electricity, etc.

  1. Feeble - No innate abilities. Highly susceptible to energy effects,
  2. Poor - Most humans with no ability to project energy.
  3. Typical - Energy projection with little damage output (ie a small shock or bonfire).
  4. Good - Energy projection at some damage output (ie a taser like effect or small fireball).
  5. Excellent - Energy projection with moderate damage output
  6. Remarkable - Energy projection with high level damage (ie a lightning bolt)
  7. Incredible - Very high energy projection which could destroy a structure such as a home.
  8. Amazing - Immense energy projection abilities that could level a city block.
  9. Monstrous - Energy projection powers which could level a city.
  10. Unearthly - You control vast energy manipulation powers which cannot be registered to normal means.


Psionics (PSI)
This is the level of ability and training in mental powers such as telekinesis, telepathy and the like.

  1. Feeble - You not only lack mental powers, your mind either does not exist or is undetectable.
  2. Poor - You have no degree of telepathic or empathic ability. Most baseline humans.
  3. Typical - You have minor telepathic or telekinetic prowess. Read some thoughts or lift minor items to around 400 lbs with your mind.
  4. Good - You can read thoughts within eyesight or lift up to 800 lbs.
  5. Excellent - You can read someone's thoughts from a short distance and/ or lift heavy items up to 1 ton.
  6. Remarkable - At a short range you can possibly dominate someone's mind and/ or lift up to 10 tons.
  7. Incredible - At a medium range you can possibly dominate someone's mind and/ or can lift up to 50 tons.
  8. Amazing - At a far distance you can possibly dominate a person's mind and/or can lift up to 100 tons with telekinesis.
  9. Monstrous - Can dominate most minds across very long distances, even those with great willpower. It is possible to be able to lift up to 200 tons with your mind.
  10. Unearthly - You can do all of the above possibly at any distance. Able to lift in excess of 200 tons with your mind.


Fame (FAME)
Your character's fame / how widely known your character would be.

  1. Feeble - Completely unknown. Could also be a person who works exclusively in a covert fashion.
  2. Poor - Few know of you, if any.
  3. Typical - A not well established hero or a novice.
  4. Good - You are known by others within your neighborhood.
  5. Excellent - You are known throughout the city by reputation.
  6. Remarkable - You are known throughout the state you reside in for your exploits.
  7. Incredible - You are a well recognized hero/ine within your country.
  8. Amazing - Your reputation/ name is known throughout the world.
  9. Monstrous - People know who you are even on planets aside from Earth.
  10. Unearthly - Your name is known through the cosmos.


Alignment (ALN)
Your character's alignment, good, bad or neutral.

  1. Lawful Good: A Lawful Good character typically acts with compassion, and always with honor and a sense of duty.
  2. Neutral Good: A Neutral Good character is guided by his conscience and typically acts altruistically, without regard for or against Lawful precepts such as rules or tradition.
  3. Chaotic Good: A Chaotic Good character favors change for a greater good, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom, not only for oneself, but for others as well.
  4. Lawful Neutral: A Lawful Neutral character typically believes strongly in Lawful concepts such as honor, order, rules and tradition, and often follows a personal code.
  5. Neutral: A Neutral character doesn't choose sides. They typically do what feels beneficial for themselves and those close to them.
  6. Neutral: A Neutral character doesn't choose sides. They typically do what feels beneficial for themselves and those close to them.
  7. Chaotic Neutral: A character of this alignment is an individualist who follows his or her own heart, and generally shirks rules and traditions.
  8. Lawful Evil: Characters of this alignment see a well-ordered system as being easier to exploit, and show a combination of desirable and undesirable traits; while they usually obey their superiors and keep their word, they care nothing for the rights and freedoms of other individuals and are not averse to twisting the rules to work in their favor.
  9. Neutral Evil: Characters of this alignment are typically selfish and have no qualms about turning on their allies-of-the-moment.
  10. Chaotic Evil: Characters of this alignment tend to have no respect for rules, other people's lives, or anything but their own desires, which are typically selfish and cruel.


  • This is a modified version of GameStatBox originally created by TheMightyDork with some additional stat box assistance utilizing guidelines from MaekadaBox designed by Maekada. It also is roughly based on the FASERIP RPG system for providing tiered abilities and powers. I wanted to design an attribute box that provided a variety of statistics to detail a character while not being too cumbersome.