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Profile Template; Template that will be used for all character profiles
Topic Started: Dec 27 2012, 05:35 AM (54 Views)
KillerOfKings98
Administrator
== = TITLE IN ALL-CAPS, BOLD = ==

NAME: Full, real name/alias
AGE: List age in years
WEIGHT: something lbs (kg also if desired)
HEIGHT: 5’8” (five feet, eight inches)
GRADE: Level 1 (as per 'Posting OC Characters')
CLASS: Regular Joe Blow (Specific classification of character)

BIO:
List a short biography of the character here. Should be roughly a large paragraph, no more than three. Can also list a number of enemies and feats to give us a good idea of what they’re capable off. All crossovers are considered [relatively] canon.


LONG RANGE: First Weapon / Second Weapon (if any)
Range: List Range | Type: Prepared | Effect: Take from the list | Usage:
Describe the power or weapon, how it is used, its effects, and some of the best canonical examples. Leave this paragraph only for the first, primary power listing and try not to use any other fictional known characters or powers and stick to real-world setting as much as possible. If the character has nothing but they do have incredible strength, utilize “Throw Things”, in which you represent them picking up big, heavy things and throwing them at targets.

Range: List Range | Type: Prepared | Effect: Take from the list | Usage:
Describe the secondary power as stated above.


MID RANGE: First Weapon / Second Weapon (if any)
Range: List Range | Type: Prepared | Effect: Take from the list | Usage:
Repeat everything as above.


SHORT RANGE: First Weapon / Second Weapon (if any)
Type: Prepared | Effect: Take from the list | Usage:
If there are no weapons, you may list martial arts or their bare fists. Most often you will not need to list a Range for this.


SPECIAL: First Weapon / Second Weapon (if any)
Type: Prepared | Effect: Take from the list | Usage:



SPECIAL 2: First Weapon / Second Weapon (if any)
Type: Prepared | Effect: Take from the list | Usage:



== DEFENSES ==
Armor: List the defenses in a set if there are multiples, in bold with a colon followed by its description. If not, just type a paragraph on some of the toughest things and events they have survived.



== X-FACTORS ==
Try to list any particular events surrounding your reasoning to this factor, or if it is particularly large or curiously small. Try to separate large sections with more spacing. You do not need to list an example or explanation for each and every single one.

The X-Factors for a very average, typical male from modern society in his late 20s with no special or remarkable traits of any kind. This person has played one or two team sports and fared decently well in academics back in high school and can function in general social circles. The last fight he was in came in middle school when he confronted a bully.


Accuracy: /100 – How good is the character at shooting weapons, throwing objects, and with hand-eye coordination? 100 means the character is incapable of missing his mark. Think of this as how many times would they score a hit out of 100 under normal circumstances.


Combat: /100 – Hand-to-hand combat experience and capabilities. 100 means the character knows every single martial art possible in the world and their fictional universe, and fought every kind of foe possible. They might have even been as soon as they could move their limbs, and are impossible to match against a being exactly like them. Very skilled human martial artists reach about the 50 mark, such as black belts in two or three single combat styles. 0 represents a character that has never fought someone in hand-to-hand combat, having not even seen a brawl!


Physicality: /100 – While 5 represents average human strength, 10 is the world championship weight-lifter, 100 represents infinite or near infinite strength or the capability for it. They could bench-press or punch the earth with strength that is near incalculable, with no known peak strength limits. (i.e. Hulk and Superman, who have no exact stated limits; it is doubtful they even have any). 99 is a character who technically has no limits, but cannot compete with 100-level strength.


Damage Intake: /100 – How much damage can the character take before dying? 100 represents a character that is completely immortal to damage, period. They can be banished, sent to a different dimension and possibly severed or broken apart but cannot be destroyed. Otherwise, this is where you would account for rate of regeneration. Also representing the amount of pain someone can withstand, peak human toughness reaches about 10. Wolverine scores roughly a 47.


Damage Resistance: /100 – This represents how well protected the character is from taking damage in the first place. It includes any armor or items they wear. It does not include the ability to dodge, but does include telekinetic powers and force fields. 100 represents a character that cannot take physical damage. A human wearing some denim clothing has a damage resistance of 1, with full-plate steel armor and Dragonskin body armor provides roughly a 12 on the scale. Having an adamantium suit of armor grants a person roughly a 30 for damage resistance. This disregards very specific types of rare damage, but includes common ones, such as weakness to fire or sound waves that can lower the score.


Stealth: /100 – Quite simply, the overall mindset and success in alluding enemies. 100 represents one who is completely invisible, with almost no known presence in the area, even to telepaths (most “cloaked” character upgrades only go up to 80). 0 represents one who can’t even stand still without making a great deal of noise heard dozens of meters away. Average human light-step is about 35. Insect-sized characters would probably fall into a 60-70 zone.


Sensory: /100 – The overall ability of the character to detect others and obstacles. A telepath with a range of dozens of miles to know the very existence of all in his path (even in pocket dimensions) would be about 100. Average humans with all of their physical sensory organs in good condition reach a good 40. This can be compared to an opposing character’s Stealth to see how well they could detect the hidden foe, and how quickly.


Initiative: /100 – How fast is the character able to predict and react to get off an attack. 100 means the character will always strike first, no matter what. Most humans reach about 20, with a peak human initiative at 40.


Stamina: /100 – The physical energy level a character possesses before fainting or needing rest. 100 represents a character that cannot ever tire or lose energy completely. Healthy humans reach a max of 40 (similar bar to Initiative).


Finesse: /100 – The delicate, accuracy of hand, sense of balance, and ability for the body to bend and weave. This can determine how light-stepped the character is in setting off traps or moving quickly through a hailstorm of enemy fire. 100 represents a character who is quick and careful, able to move about with a single finger in-between areas as narrow as their very mass. 0 is a character who can’t even move without falling over; wheelchair-confined characters reach a good 10-15. Finesse relies directly upon their personal ability to move their body size, but even flexible humans can only achieve a max score of 80.


Energy Potential: /100 – The amount of psychic/magic/power energies outside of physical stamina available to use for spells and powers. 100 represents a near limitless amount, at least able to max out for several decades. Humans without special powers or technology sit at 0. A fuel-efficient sedan reaches roughly 30 in energy potential.


Adaptive Creativity: /100 – Use of immediately available resources, making traps, combining elements in the moment, and using the battlefield around them. This also grades how surprised they would be to changes in their opponent. 100 represents someone who can mold and react to anything and are never surprised. 0 is someone who cannot adapt at all, with 15 representing the average human fleeing in chaos at the sign of most threats or problem-solving skills in such situations.


Raw Speed: /100 – How fast is the character including rate of acceleration and max speed. 100 is several times over the speed of light (faster than Flash), with 15 as average human speed, and 38 breaking the sound barrier. Note, the rate of speed increases lightly with each grade. Mach 50 reaches roughly a 50 mark.


Reflexes: /100 – Reaction time, ability to dodge. A character with low reaction time would be blinded by their own movements with a high raw speed. For most, reflexes and raw speed go hand-in-hand as one and the same, but not in every case. Some can see things coming and simply not physically move fast enough. 100 represents a character that can track objects moving at 100 grade raw speed (see above). Most humans reach about 10, with a human peak of 40.


Experience: /100 – Mostly related to fighting experience that isn’t related to training. 100 represents far over 10,000 years of constant experience or equivalent, against hundreds of different kinds of foes and situations. This varies depending on a balance of years of experience, and multiplied by the variation of experiences. Batman for example would score fairly high because of the sheer number of variations and experiences he’s fought, despite his relative short life compared to other superheroes reaching a good 50. Normal special forces members attain a lowly 25, with the average human uninterested in fighting reaching nearly 1 to possibly 5.


Discipline: /100 – How focused one is at keeping up his training, keeping his cool, and how coordinated they are with allies and minions. 100 represents someone more rigid and unbending and works well with any strategy or person. Common military combatants sit at around 40.


Intelligence: /100 – The overall raw brain power and problem-solving, tactic-figuring wits of the character. 100 represents one who is nearly omnipotent (similar to Dr. Manhattan), while 40 represents good, academic intelligence of a normal competent human. Foreseeing the future and remembering the past also factor into this. Peak, specially gifted humans in real life cannot possibly reach any higher than 65.


Training: /100 – 40 is a good medium for general military or combat training, and excludes experience. 0 of course is virtually no training at all, in that the person has learned nothing about any battles of any kind. Average human without any military experience at all reach roughly a 15. 100 means they have been taught how to fight or achieve victory as soon as they were able to understand the concept, all the way up for many hundreds of years, including strength and endurance building. This excludes any actual personal experience and only simulated, controlled


Audacity: /100 – How bold and daring is the character? Brave into the unknown, and risky? 100 is someone with no fear and cannot be psychologically bent in that area, while 0 is a person who always runs away regardless of odds in their favor. 50 is average bravery; someone who will face anyone they think challenges them equally, but nobody that can beat them.


Intimidation: /100 – This is how overpowering and brutal the character appears through actions, words, strength of reputation, or mere morbid sight. 100 represents something that will mind-rape a human to permanent hospitalization just from beholding the entity. 0 represents something that looks so cute and innocent and also extremely weak. Average masculine human reaches 15.

[This can sometimes be troublesome to guess for well-designed characters, as some characters react differently depending on the situation but this is initial, first contact.]



Tactics: /100 – How good is the character at coming up with plans to win battles? How often do they work? 100 represents a character whose plans are always perfect in the moment they forge them. Good Military students reach a mark of 35, with average humans coming up with a 15.


Intuition: /100 – “I’ve got a bad feeling about this.” Intuition cannot be explained through normal study or means, and often represents the ability to predict short-ranged success or failure in particular actions. 100 represents the ability to perceive and direct the future almost limitlessly. This one is hard to attribute to people as well as gauge, but typically comes from seeing events unfolding and predicting how they might end up. But a 0 represents someone who has a hard time even expecting when someone will speak or respond to anything, and 100 representing near-perfect or perfect ability to predict the short and distant future.


Psychological Warfare: /100 – How keen is the character at fighting the will of his opponent to fight; to bring them down through words, terror, and trickery rather than brutal, direct damage. 100 represents someone who can win battles without even fighting. Average humans, depending on their nature, can reach pretty impressive, but also very low, levels but for most I would see 15-40, with 25 a decent medium for those with good people skills.


Strength of Mind: /100 – This represents the resistance a character has to psychic attacks, mind reading, mind tricks, and ability to see through hallucinations. 100 represents a character’s sensory cannot be tricked or tapped into. All normal humans sit at a comfortable 30-55. A good way to determine this is to consider who is susceptible to the Jedi mind trick. 60 is someone highly resistant and 50 represents required concentration from most Jedi, and 30 is very easy. Most animals sit at 10 or less.


Killer Instinct: /100 – This is more to a violence gauge to show how willing or automated at killing a character is. 100 represents on-site, nonstop killing with no hesitation. 0 is a character who refuses to kill anything ever regardless of situation or cannot kill (a Genie for example rates at 0). Most humans (you would be surprised) would kill in only the most extreme circumstances and do not stand up and fight for themselves.


Psychology: /100 – More about the psychological health of the character and their sound of mind, with an average human scoring 70. Very psychologically disturbed people with gibberish violence score low, with 1 representing someone who needs constant attention, on the verge or about to commit suicide. A 100 is complete and total peace of mind, perfect Zen but without a drop of imagination and a general lack for extreme emotion.


Inner Torment: /100 – How much inside torments the character? Characters with psychic powers that can read minds can get a good psychological edge off of this. Characters like Spawn before reconciliation (70/100) suffer heavily from this and would score very high, with a destructive past and memories full of regret and visions of hell. Someone with 100 is so full of torment they are barely capable of functioning at the mere mention of any insult, while 0 is the embodiment of purity of mind.


Corruption: /100 – If a character is pure evil, they will score very low. Certain powers can have better affect on how corruptible the character is, and shows how they can be bent in a combat through offers and bribes, but most often represents the pure evil and intent of the character. 50 is a good neutral, with 0 being the purest of unconditional love. 100 is evil in the very flesh, looking at even torturous death as petty mercies. The Devil from the original Fantasia is thought to be 100.

TOTAL: /2800

== STRENGTHS AND WEAKNESSES ==
List any particular specific weaknesses the character has, nothing general. This can be related to their psychology such as giving in to blind rage, weakness to the mind or magic, a specific element (like Kryptonite or sunlight), or other major advantage-builders. This is also where you list any pre-battle help the character might receive.
Edited by KillerOfKings98, Dec 27 2012, 05:39 AM.
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