Difference between revisions of "Template:HeroCard"

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Revision as of 21:29, 3 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
Statistics
INT
DUR
REF
DEX
REG
WEA
ENE
PSI
ALN REDACTED
STR
COM
SPD
AGI
STA
CHA
SOR
WIL
FAME REDACTED



Copy the following onto your PDB page and fill out the appropriate information:

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

profileimage
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>.


alterego
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]]


link
A link to your character's page. This should be filled in exactly as your page is titles


biography
A short biography or introduction for your character


Strength (STR)
This is how physically strong your character is, aided or unaided.

  1. Weak - Weaker than the average healthy human (Cannot lift an object of their own weight)
  2. Human - At average strength for a healthy human (Able to lift roughly their own weight)
  3. Strong - At strength equal to that of a human who is physically fit and works out regularly (Can lift roughly twice their own weight)
  4. Body-builder - At strength equal to a human who engages in regular body-building (roughly 300-500 lbs)
  5. Olympic - At strength equal to a human at peak potential (roughly 700-1000 lbs.)
  6. Inhuman - Able to lift objects from 1-5 tons.
  7. Superhuman - Able to lift objects from 5-10 tons.
  8. Ultrahuman - Able to lift objects from 10-30 tons.
  9. Titan - Able to lift objects from 30-100 tons.
  10. Godlike - Able to lift 100 or more tons.


Intelligence (INT)
This rates your characters IQ and overall deductive reasoning.

  1. - You are artificially intelligent and not fully self-aware or independent.
  2. Minimal - You have minimal to no intelligence (IQ below 50)
  3. Low - You are below the average human intelligence level (IQ of 70 or lower)
  4. Average - You have the intelligence level of the average human being (IQ of 80-120)
  5. Above Average - You are above the average human in intelligence (IQ of 120-135)
  6. Superior - You have superior intellect to the average human (IQ of 135-150)
  7. Near Genius - You are just below the level of a genius (IQ of 150-170)
  8. Genius - You are a genius (IQ of 170- 250)
  9. Super Genius - You are a super-genius (IQ of 250-400)
  10. Godlike - You have an intelligence that cannot be properly measured.


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. None- You have no hand-to-hand combat training or experience, nor natural fighting talent.
  2. Minor - You have no real training but you have some experience or natural talent.
  3. Basic - You have been through Basic Training in the normal military or have equivalent hand-to-hand combat training.
  4. Trained - You have been specifically trained in some form of martial arts, though you only have the basics.
  5. Disciple - You are being taught under a master of martial arts and have a fair degree of skill, or are equally capable with a melee weapon of your choice.
  6. Martial Arist - You are well-trained in one or two forms of martial arts, or are equally capable with a melee weapon of your choice.
  7. Master - You have mastered one, maybe two forms of martial arts, or are equally capable with a melee weapon of your choice.
  8. Grand Master - You are a master of several forms of martial arts, or are equally capable with a melee weapon of your choice.
  9. Chi Master - In addition to being a master of martial arts, you are capable of attaining amazing strength and speed by channeling your spiritual energy.
  10. Godlike - You know every, or almost every, form of martial arts and have full control of your body, mind, and chi.


Durability (DUR)
This is how tough your character's body is, may include armor but generally not forcefields.

  1. Fragile - You are especially brittle like glass.
  2. Weak - Less physically durable than the average human. Highly susceptible to cuts and bruising.
  3. Average - As physically durable as the average human. Susceptible to normal cuts and bruising.
  4. Tough - More physically durable than the average human due to physiology or physical fitness. Susceptible to cuts and bruising.
  5. Resilient - As tough as a human can get. Cuts don't bother you as much, and you only bruise when hit hard enough.
  6. Inhuman - You are nearly bulletproof, and bullets may not exit your body. You are resistant to cuts from normal blades and almost never bruise.
  7. Superhuman - Most smaller bullets will bounce off of your skin, possibly leaving bruises, normal blades barely bother you.
  8. Bulletproof - Almost all bullets will bounce off your skin, possibly leaving a mark. High-frequency kendrium blades and better can harm you.
  9. Titan - You are nigh-invulnerable to most foes. Only questionite and stronger weapons can harm you, and even then only when enough force is applied.
  10. Godlike - You are all but indestructible to all forms of physical damage.


Speed (SPD)
This is how fast your character can move, run, fly, or however else they travel.

  1. Slow - You run, fly, or move slower than running speed of the average healthy human.
  2. Average - You run, fly, or move at the running speed of the average healthy human.
  3. Athlete - You run, fly, or move at the running speed of an athelete who excercises regularly.
  4. Olympic - You run, fly, or move at the running speed of an olympic runner (20-25 MPH)
  5. Inhuman - You can run, fly, or move faster than any normal human (30-100 MPH)
  6. Superhuman - You can run, fly, or move at superhuman speeds (100-600 MPH)
  7. Sonic - You can hit the sound barrier or slightly beyond (Mach 1)
  8. Supersonic - You can reach supersonic speeds (Mach 2-5)
  9. Hypersonic - You can reach hypersonic (Mach 5-10)
  10. High-Hypersonic and Beyond - You can reach high-hypersonic speeds or more (Mach 10-25 or faster)


Reflexes (REF)
This is how fast your character reacts to things.

  1. Slow - You have a very poor reaction time, less than that of the average human.
  2. Normal - You react at the speed of the average human.
  3. Quick - You have the reflexes of a quick human.
  4. Honed - You have honed reflexes similar to those of a highly-trained human.
  5. Inhuman - Your reflexes are inhuman, allowing you to react almost instantly.
  6. Superhuman - Your reflexes are superior to any human's, giving an instantaneous reaction time.
  7. 6th Sense - Your reflexes take in all stimuli of the world around you and provide reactions to things you do not consciously notice.
  8. Sub-ESP - Your reflexes take in all stimuli of the world around you and give reactions before things happen, based on the environment.
  9. Slow-mo - Your perception of time is altered to some degree to the point where time moves slower for you, allowing you to react and adapt much faster to situations.
  10. ESP - You literally see a few moments into the future, allowing you to react to things just before they happen.


Agility (AGI)
This is how agile and how acrobatic your character is, including their ability to jump without the aid of super-strong legs (however, super-strong legs are not absolutely excluded).

  1. Clumsy - When it comes to keeping your balance and jumping, or even running, you tend to stumble more often than not.
  2. Normal - You have normal balance and jumping capabilities for an average healthy human being.
  3. Athlete - You have a better sense of balance and jumping capability than the average human and can do normal flips and other minor acrobatic feats.
  4. Gymnast - You have a fairly good sense of balance in comparison to most humans. You are able to do somewhat impressive feats of acrobatics like multiple flips, back flips, and jump much higher than the average human. You may incorporate fighting into your acrobatics if trained.
  5. Olympic - You are an amazing acrobat for a human and can do impressive acrobatic feats and/or jump impressively high and/or far. You are able to fight fairly well with the inclusion of your acrobatic skill (Able to jump 25-35 ft. in distance, and 7.5-8 ft. in height)
  6. Cat-like - You have acrobatic skill and possibly flexibility beyond a normal human. You can jump high and far and perform complex acrobatic feats and rarely lose your balance. (Able to jump 40-50 ft. in distance, able to jump 9-12 feet in height)
  7. Inhuman - You are well beyond the balance and acrobatics skill of a human (Able to jump 50-70 ft. in distance, 15-25 feet in height)
  8. Superhuman - You are amazingly acrobatic and able to do complex aerobatics while jumping and doing amazing acrobatic feats (Able to jump 70-100 ft. in distance, 30-40 ft. in height)
  9. Titan - You are beyond superhuman into the uncanny. Your acrobatics and jumping capabilities are decidedly amazing (able to jump 100-500 ft. in distance, 50-100 ft. in height)
  10. Godlike - Through pure knowledge of acrobatics and the physics of jumping, you are as capable in the middle of a jump as on the ground, and can fall from any distance without harming yourself (Able to jump farther than 500 ft. and higher than 100 ft.)


Dexterity (DEX)
This refers to your character's eye-hand coordination and general 'aim'. This does not necessarily indicate firearms experience or training, however, just general capability.

  1. Clumsy - Your eye-hand coordination and aim are very poor. You cannot shoot a pistol and hit a target more than 20 ft. away.
  2. Average - Your eye-hand coordination and aim are average for a human being with no special experience or training, and can fire a pistol and hit a target up to 30 ft. away.
  3. Good - You have good eye-hand coordination and can possibly use a bow and arrow, and hit a target with a pistol at a specific area up to 30 ft. away.
  4. Practiced - You regularly practice shooting either firearms or bows and can hit a target at a specific point up to 50 ft. away unaided by vision-enhancing items.
  5. Crack Shot - You have amazing eye-hand coordination and/or aim with your ranged weapon of choice and can hit a 4 square-foot moving target up to 100 ft. away unaided.
  6. Uncanny - Your eye-hand coordination and aim are incredible and you can hit a 2 square-foot moving target 200 ft. away with your ranged weapon of choice.
  7. Inhuman - Your eye-hand coordination and aim are beyond human capability. You can hit a 2 square-foot moving target at up to 300 ft. away.
  8. Superhuman - You have almost unerring aim and hand-eye coordination, and can hit a 1 square-foot moving target at up to 500 ft. away.
  9. Ultrahuman - Your aim and hand-eye coordination make you capable of hitting 1 square-foot moving targets 1,000 ft.
  10. Godlike - You are capable of hitting targets that are very far away so long as they are within the range of your weapon, unaided.


Stamina (STA)
This is how long your character can last in a fight or other activities before requiring rest.

  1. Low - You can only fight or engage in vigorous activities for a couple minutes before requiring rest.
  2. Normal - You can fight or engage in vigorous activities for about 20-30 minutes before requiring rest.
  3. Fit - You are equal to a fit human being and are capable of fighting or engaging in vigorous activities for an hour or so before requiring rest.
  4. Olympic - You are equal to a human at maximum potential and can fight or engage in vigorous activites for a few hours without resting.
  5. Inhuman - You can fight or engage in vigorous activities for several hours without resting
  6. Superhuman - You can fight or engage in vigorous activities for whole a day or almost a whole day without rest.
  7. Extreme - You can fight or engage in vigorous activities for a few days without rest.
  8. Ultrahuman - You can fight or engage in vigorous activities for a whole week without resting.
  9. Hyperhuman - You can fight or engage in vigorous activities for a couple weeks without resting.
  10. Godlike - You never require rest.


Regeneration (REG)
This is how fast your character heals, whether normal or super.

  1. Slow - You heal slower than the average human being.
  2. Normal - You heal at the rate of the average human being.
  3. Fast - You heal at the rate of a human being who seems to heal quicker than most humans (roughly 1.5-2 times as fast)
  4. Enhanced - You heal faster than a human being and may not develop scars (roughly 2-5 times as fast)
  5. Inhuman - Your ability to regenerate from wounds is beyond human, and you rarely if ever scar (Heal most wounds within a week)
  6. Superhuman - You heal quickly and may regenerate lost limbs (Heal most wounds within a few days, limbs maybe a bit longer)
  7. Regenerator - You heal rapidly enough to heal most wounds in a day, severe wounds and limbs in a couple days.
  8. Super-Regen - You heal very rapidly, even on the spot. Limbs and severe wounds may take hours, minor wounds take from seconds to minutes.
  9. Hyper-Regen - You heal fast enough that minor wounds heal nearly instantly, severe wounds and limbs within a few minutes or less.
  10. Ultra-Regen - You regenerate back completely from any wounds. You also heal rapidly, limbs regrow within a minute or less.


Charisma (CHA)
How well your character does with people or how they tend to react to your character. This is only a general guideline, please choose responsibly.

  1. Anti Social - You are quite shy or anti-social and/or people simply do not like you.
  2. Average - You have an average amount of personal charisma and/or people neither particularly like nor dislike you.
  3. Outgoing - You are fairly outgoing and make friends easily and/or people tend to like you and try to be your friend.
  4. Social Butterfly - You are very outgoing and friendly and/or even some strangers will like you right away.
  5. Engaging - You are very good in front of crowds and/or people love to watch and listen to you speak.
  6. Inspiring - You inspire people.
  7. Leader - You tend to take command of situations and/or people look to you for guidance and leadership.
  8. Nation Leader - A whole nation looks to you for guidance and leadership.
  9. World Leader - An entire planet looks to you for guidance and leadership.
  10. Deified - People literally worship you.


Weaponry (WEA)
This is to state the overall power of the weaponry that you use. Overall estimate, please select responsibly.

  1. - No weapon; Hands and feet
  2. - Knives; brass knuckles; various makeshift melee weapons
  3. - Normal melee weapons or bow missiles of average material and quality; small firearms
  4. - Larger firearms such as rifles; melee weapons or bow missiles made of kendrium; lightly enchanted weapons
  5. - Enchanted melee weapons or bow missiles; heavy-caliber firearms;
  6. - High-tech energy weapons; explosives; melee weapons or bow missiles made of Questionite
  7. - Advanced alien weapons; Heavily enchanted weapons
  8. - Devastating weapons such as bombs.
  9. - Nuclear or Thermonuclear bombs or equally-powered weapons. (Please avoid this unless it truly is a part of the character)
  10. - World-devastating weapons. (Please avoid this unless it truly is a part of the character)'


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

  1. None - You do not know any form of sorcery.
  2. Minimal - You may know a few cantrips or minor spells.
  3. Novice - You may perform small spells, or rituals for bigger spells.
  4. Apprentice - You perform average spells in one or two forms of sorcery.
  5. Mage - You perform some strong spells and mostly average spells in a few forms of sorcery.
  6. Sorcerer - You perform strong spells in one or two forms of sorcery.
  7. Master - You are a master of one or two forms of sorcery
  8. Arch Mage- You are a master of a few forms of sorcery, and perform some very powerful spells.
  9. Arcane - You are practically sorcery incarnate and are very powerful with one or two forms of sorcery.
  10. Godlike - You are able to perform any spells from any form of sorcery.


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

  1. None - You have no form of energy-projection or manipulation.
  2. Contact - You can emanate minor amounts energy from your body and possibly up to short distances, or control/manipulate energy in close proximity.
  3. Minimal - You can project and/or control some form of energy to a fair degree within a short range.
  4. Minor - You can project and/or control more than one form of energy to a fair degree within a short range.
  5. Major - You can project and/or control some form of energy to a great degree within a medium range.
  6. Blaster - You can project and/or control more than one form of energy to a great degree within a medium range.
  7. Cannon - You can project and/or control some form of energy to a great degree at long ranges.
  8. Powerhouse - You can project and/or control more than one form of energy to a great degree at long ranges.
  9. Incarnate - You can project and/or control one or more forms of energy completely at short, medium, or long ranges.
  10. Godlike - You can project and/or control any form of energy at any range.


Willpower (WIL)
This is how well your character can fight beyond pain and exhaustion, and/or their resistance to mind-affecting things such as telepathy and corruption.

  1. Putty - You are easily swayed or convinced by others even without the use of telepathy.
  2. Weak - Your ability to fight past pain/exhaustion and/or resist telepathy and corruption is weak or non-existent.
  3. Normal - You have the willpower of the average human being, and/or have no particular weakness or strength against telepathy and corruption.
  4. Strong Willed - You are stronger-willed than the average human being and/or can continue fighting past minor injuries and exhaustion as well as resist weaker telepathy and corruption.
  5. Mental Brick - Your mind is as solid as a brick wall. You can continue fighting through small amounts of pain/exhaustion and/or resist medium-powered telepathy and corruption.
  6. Stubborn - You can continue fighting through fair amounts of pain/exhaustion, and/or are resistant against fairly strong telepaths and corruption.
  7. Disciplined - Your mind is disciplined. You can shut out pain/exhaustion for a fair bit of time and/or are resistant to strong telepaths and corruption.
  8. Indomitable - You are able to ignore pain and exhaustion to a point, and/or you are resistant against all but the most powerful telepaths and corruption.
  9. Mental Fortess - You can ignore pain and exhaustion for a great deal of time and/or are able to resist even the most powerful telepaths and corruption.
  10. Godlike - You can ignore pain and exhaustion indefinitely and/or are mentally impenetrable.


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

  1. Empty - You not only have no mental powers, your mind either does not exist or is undetectable.
  2. None - You have no degree of telepathic or empathic ability. Most baseline humans.
  3. Novice - You have minor telepathic or telekinetic prowess. Read some thoughts or lift minor items to around 100 lbs (45 kilos).
  4. Minor - You can read thoughts within eyesight or lift up to 1 ton (226 kilos).
  5. Adept - At a mid-long range, you can read someone's thoughts from a short distance and/ or lift heavy items up to 5 tons (4535 kilos).
  6. Major - At a short-mid range you affect someone's mind and/ or lift up to 10 tons (9071 kilos).
  7. Skilled - At a long range you can affect someone's mind and/ or can lift up to 20 tons (1814 kilos).
  8. Mentalist - You can do all of the previous as well as dominate their mind or form an empathic link and/or can lift up to 30 tons telekinetically (27215 kilos).
  9. Absolute - You can do all of the previous as well as see someone's future. Able to lift 30-100 tons with your mind.
  10. Godlike - You can do all of the above at any distance. Able to lift in excess of 100 tons with your mind.


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

  1. Redacted - All reference to your existence has been redacted.
  2. Recluse - You avoid fame and attention as best you can.
  3. Unknown - You are either new to the scene or don't make yourself known.
  4. Local - You are a known of across the town or city you reside/work in.
  5. State - You are known across the state that you reside or work in.
  6. National - The nation you reside in, as a whole, knows of you and your reputation.
  7. Global - The entire world knows of you and you may be asked to participate in international situations, good or bad.
  8. Renowned - You are well known by the world, and most people have heard of you.
  9. Legendary - Almost everyone in the world has at least heard of you and even some people on other planets have.
  10. Intergalactic - You are known throughout the galaxy to some degree or another.


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 an altered GameStatBox originally created by TheMightyDork with some additional stat box assistance utilizing MaekadaBox from Maekada.