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==<div valign="bottom" style="background: #006999; color: #FFFFFF; text-align: center; margin:0 auto 0 auto; font-size:125%; height:25px; border: solid 5px #003969;">'''Background and Origin'''</div>== | ==<div valign="bottom" style="background: #006999; color: #FFFFFF; text-align: center; margin:0 auto 0 auto; font-size:125%; height:25px; border: solid 5px #003969;">'''Background and Origin'''</div>== |
Revision as of 15:32, 30 July 2017
[[Image:|300px|]] | |
: | |
/ / PLAYER |
: BIOGRAPHICAL DATA | |
/ / Real Name | |
/ / Known Aliases | |
/ / Gender | |
/ / Species | |
/ / Ethnicity | |
/ / Place of Birth | |
/ / Current Location | |
/ / Relatives |
: DESCRIPTION | |
/ / Age | |
/ / Height | |
/ / Weight | |
/ / Eyes | |
/ / Hair | |
/ / Complexion | |
/ / Build | |
/ / Notable Features |
: LEGAL STATUS | |
/ / Identity | |
/ / Citizenship | |
/ / Married | |
/ / Occupation | |
/ / Education | |
/ / Years of Activity | |
/ / Married | |
/ / Notoriety |
: POWERS & ABILITIES | |
: GEAR & EQUIPMENT | |
: PHYSICAL ABILITIES | |||||||||
Strength | Template:TechboxRating | Agility | Template:TechboxRating | ||||||
---|---|---|---|---|---|---|---|---|---|
Endurance | Template:TechboxRating | Speed | Template:TechboxRating | ||||||
Durability | Template:TechboxRating | Reflexes | Template:TechboxRating | ||||||
: MENTAL ABILITIES | |||||||||
Intelligence | Template:TechboxRating | Psionics | Template:TechboxRating | ||||||
Willpower | Template:TechboxRating | Magic | Template:TechboxRating | ||||||
Charisma | Template:TechboxRating | Intuition | Template:TechboxRating | ||||||
: COMBAT RATINGS | |||||||||
Resistance | Template:TechboxRating | Combat | Template:TechboxRating | ||||||
Regeneration | Template:TechboxRating | Weapons | Template:TechboxRating | ||||||
Energy | Template:TechboxRating | Accuracy | Template:TechboxRating |
Contents
Background and Origin
General Background
On August 27th, 1996 (John's seventeenth birthday) he enlisted in the Marine Corps MOS of 0231 Intel Specialist. Three years through his contract with 1st Marine Division, 1st Intel, Counterintelligence/Human Intelligence Company (where he quickly excelled in his job), he picked up the rank of Corporal. He later on went through a screening in order to become a Marine Corps Raider based on high marks from a Chief Warrant Officer Hauberk. He excelled in the two years of training and later on became a top operator with 1st MSOB running multiple missions around the world that still remain highly classified to this day. He went on to be enlisted for a total of thirteen years when he decided to retire as a Gunnery Sergeant and took up work with the Defense Intelligence Agency.
In 2013, after four years worth of operations in the DIA, John led the security convoy for the American ambassador to China. Upon heading back to the embassy, his convoy was ambushed by a group of mercenaries. There were no casualties; however, upon further inspection, the head of their security detail was missing in-action. The mercenary in question had kidnapped John and returned him to their base of operations - a remote cell operating in Tibet. It was broadcast that terrorists had an American operative in captivity and planned to execute him on live television. He was there for four months, held for ransom and interrogated - to no avail. When they grew tired of a futile ransom attempt, they finally attempted to execute him. When the cameras went on and the gun pointed to his head, latent metahuman abilities came forth, allowing John to eliminate his captors. Fashioning a makeshift rescue beacon using their broadcasting technology, he was eventually rescued by SFF (Special Frontier Force) commandos, eventually transferred back into American hands.
Officially overqualified, John traded his career with the DIA for unemployment, immediately heading for the pinnacle of superhuman activity -- Millenium City, Michigan. He spent roughly a year here before receiving an opportunity to work with a team of DOD-sanctioned prior-military heroes known as Alpha Group. Alpha was on call for the next World War and would be one of the several American superteams to be deployed first. As such, John spent his tenure with Alpha Group training, attending ceremonies, and shows of force. He worked with them for three years until early 2017, he hit his twenty years of service to the nation and opted to retire to return to Millenium City.
Personality
John is a reserved leader, as charismatic as he may be. He finds he can handle most situations solo, and doesn't necessarily need another person tagging along. He can be very happy alone, enjoying his own thoughts and ideas. As such, this classifies him as an introvert. In his experience, other people aren't always completely dependable, so he generally relies on himself and a few close others. Despite this sense of independence, though, he isn't a close-minded person who makes hasty judgements about others. He knows it isn't easy to walk in other people's shoes.
John's vision of the world is complex - his values aren't set in stone. Instead, he's able to change his beliefs based on new information. At times other people's feelings are puzzling to him, and he wishes that people were more rational. He finds it difficult to understand why some people get so emotional and tell everyone else their problems. His solid grounding in the practicalities of life, along with his self-assuredness and willingness to appreciate new things makes him a leader. He's in touch with what is going on around him and adept at remaining down-to-earth and logical.
Although he's detail-oriented, this doesn't mean that he loses the big picture. He tends to find beauty in form and efficiency, as opposed to finding it in broad-based, abstract concepts. Never one to pass on an adventure, he's consistently seeking and finding new things, even in his immediate surroundings. Because of this eagerness to pursue new experiences, he's learned a lot; his attention to detail means that he gains a great deal from his adventures.
The intellectual curiosity that drives him leads him to seek out causes of and reasons behind things. John's confidence gives him the potential to take his general awareness and channel it into leadership. He's not set on one way of doing things, and he often has the skills and persistence to find innovative ways of facing challenges. He is well-attuned to his talents, and can deal with most problems that he faces. He's not afraid to let his emotions guide him, and he's generally considerate of others' feelings as well.
Powers, Skills, and Attributes
Powers
Regokinesis - John's abilities are a combination of kinetic and spatial manipulation, the potential of which limited by his understanding of the concept he's trying to manipulate. This essentially allows him to tweak the kinetic energy of an object in motion, allowing him to redirect it so long as the object itself already has some kinetic energy behind it. Likewise, if the object is at rest, he must impart some kinetic energy from his own body into the object to get it moving.
John's abilities work on both a micro and macro scale, allowing him to operate more surgically (i.e. curve a bullet, give himself tactile telekinesis, force choke, etc.) or a little larger (i.e. lift a bus, redirect wind currents, etc.)
This ability is limited by his understanding of a concept and his own energy reserves. If he's not given ample time to react or utilizes the aforementioned abilities for too long, he'll fail.
Power 2 - Not every hero HAS powers, of course, in which case the powers section can be deleted.
Power 3 - Just take everything from the HR tag above the Skills section, up to the "Powers" sub-header, and delete it. You can also edit the Main Header to take the word 'Powers' out of it as well.
Skills
Skill 1 - Skills are the things your character has learned to do, or has an innate talent at doing.
Skill 2 - These skills can be as mundane as painting, to more fantastical things such as enchanting items.
Skill 3 - If your character has no particular skills worth noting, feel free to follow the same directions as shown for the 'Powers' sub-header on how to remove this section.
Attributes
Attribute 1 - Attributes are physical or mental traits, separate from powers in most cases, though possibly enhanced by them.
Attribute 2 - Attributes can be things such as flexibility, or being naturally acrobatic, or good eye-hand coordination perhaps.
Attribute 3 - Again, like the last two, if you have no use for it, delete this section. You can also ALTER the section if there is something missing that you would find more fitting.
Gear and Equipment
Gear
Weapon - Gear and equipment are the things your character carries around and uses. These can be things like weapons and armor.
Armor - Feel free to use this section to name and describe the gear that your character uses, if any. Be, again, as lengthy as you like.
Gadget - If this section does not apply to your character, feel free to delete it. Also feel free to add more sub-headers as they apply, such as for a vehicle, perhaps, and that vehicle's statistics.
Relationships
Lover
This section is specifically for a spouse, lover, or some other form of paramour. Feel free to use any of the formatting from 'Friends/Allies' below.
Friends/Allies
Put any friends or allies your character may have in here. You may give them descriptions or simply list them. To make a numbered list, simply place a # at the beginning of each new line:
- This guy
- That guy
- Some chick
For a non-numbered list, put an asterisk instead (the lines are optional. Simply remove the HR tags if you wish to remove them):
- This guy
- That guy
- Some chick
Or, you could even use a smaller sub-header for each person, effectively creating a small section on them, like this:
That Guy I Know
Put info on the friend here.
That Chick I Met
And here.
Some Dude at the Bar
Don't forget this one.
Enemies
Put any rivals or enemies here. You can give descriptions, or simply list them. Same idea as the Allies and Friends.
General Perception
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