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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 =
| reg=
| cha =
| wea =
| sor =
| ene =
| wil =
| psi =
| 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. Feeble - Able to press up to 50 lbs.
  2. Poor - Able to press 100 lbs (standard human).
  3. Typical - Able to press up to 200 lbs. This would be those who engage in intensive exercise.
  4. Good - Able to press around 400 lbs. This would be weight and power lifters.
  5. Excellent - Able to press around 800 lbs. This would be the maximum of human capacity/ peak human.
  6. Remarkable - Able to press up to one ton/ 2000 lbs.
  7. Incredible - Able to press up to 10 tons.
  8. Amazing - Able to press up to 50 tons.
  9. Monstrous - Able to press up to 100 tons.
  10. Unearthly - The ability to press in excess of 200 tons.


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 - Some formal training in fighting techniques.
  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.
  8. Amazing - Extensive experience which encompasses mastery over skills unknown to most.
  9. Monstrous - You possess mastery over most earthly forms of combat and can focus and 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 may provide defense against small caliber bullets, knives and other damage.
  6. Remarkable - You are nearly bulletproof, and bullets may not exit your body. You are resistant to cuts from normal blades and almost never bruise.
  7. Incredible - You are bullet proof and most mundane items cannot harm you.
  8. Amazing - You are invulnerable to higher grade weaponry and the like (rockets, missiles, etc.).
  9. Monstrous - Most items are impervious to your armor/ skin.
  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 run, fly, or move at the running speed of the average healthy human.
  3. Typical - You run, fly, or move at a rate of someone who exercises with regularity.
  4. Good - You run, fly, or move at the running speed of an Olympic runner (20-25 MPH)
  5. Excellent - You can run, fly, or move faster than any normal human (30-100 MPH)
  6. Remarkable - You can run, fly, or move at superhuman speeds (100-600 MPH)
  7. Incredible - You can hit the sound barrier or slightly beyond (Mach 1)
  8. Amazing - You can reach supersonic speeds (Mach 2-5)
  9. Monstrous - You can reach hypersonic (Mach 5-10)
  10. Unearthly - You can reach high-hypersonic speeds or more (Mach 10-25 or faster)


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 at close range.
  6. Remarkable - Olympic level skills in gymnastics. Can dodge several oncoming attacks at close range. Maxiumum human potential.
  7. Incredible - Superior talent surpassing even the most well trained humans. Can dodge most oncoming attacks at close range.
  8. Amazing - Able to perform extensive maneuvers that defy logic. Superhuman abilities.
  9. Monstrous - You are beyond superhuman into the uncanny. Superhuman abilities with intense training.
  10. Unearthly - Cosmic entities with superhuman training, knowledge and/ or abilities.


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. Feeble - Your eye-hand coordination and aim are very poor. You cannot shoot a pistol and hit a target more than 20 ft. away.
  2. Poor - 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. Typical - 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. Good - 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. Excellent - 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. Remarkable - 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. Incredible - 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. Amazing - 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. Monstrous - Your aim and hand-eye coordination make you capable of hitting 1 square-foot moving targets 1,000 ft.
  10. Unearthly - You are capable of hitting targets that are very far away so long as they are within the range of your weapon, unaided.


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. Remarkable - 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. (This rating should be utilized responsibly)
  10. Unearthly - World-devastating weapons. (This rating should be utilized responsibly)


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.