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Post by DC Dystopia Council on Aug 9, 2010 14:02:33 GMT -5
This is a template for creating a created character in DC Dystopia that we would like for you to use. Thanks! ***** Contact Info: ( not required, but suggested) MSN: E-mail: Name: Age: Height: Weight: Hair color: Eye color: Birthplace: Nationality: Species: Marital Status: Distinguishing Features: Known Relatives: Group Affiliations: Fighting: Agility: Strength: Endurance: Reason: Intuition: Psyche: Health: Resources: Popularity: Known powers and strengths: Talents/Abilities: Equipment: Weaknesses: History: ***** If you would like more information on what kinds of statistics and levels to include for your character, please see below.
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Post by DC Dystopia Council on Aug 9, 2010 20:50:54 GMT -5
Power Chart Shift-0= 0 Feeble= 2 Poor= 4 Typical= 6 Good= 10 Excellent= 20 Remarkable= 30 Incredible= 40 Amazing= 50 Monstrous= 75 Unearthly= 100
Benchmarks[/u]
Fighting[/u] Feeble: No Training or ability Poor: Normal Human ability Typical: Minimal training or Natural ability Good: Some Formal Training Excellent: Regular Formal Training Remarkable: Superior talent Incredible: Superior talent with Training Amazing: Maximum Human potential Monstrous: Super-Human maximum potential Unearthly: Super Human with intensive training
Agility[/u] Feeble: Physically limited Poor: Clumsy/Inaccurate Typical: Normal Human reactions Good: Some training in dexterity and/or accuracy Excellent: Intensive training in dexterity and/or accuracy Remarkable: Olympic Athlete Incredible: Olympic Gymnast Amazing: Super-human sense of dexterity and/or accuracy Monstrous: Super-human sense of dexterity and/or accuracy with training Unearthly: Movement and reactions in a flash. Rarely misses
Strength[/u] Feeble: Able to press up to 50 lb Poor: Able to press up to 100 lb Typical: Able to press up to 200 lb Good: Able to press up to 400 lb Excellent: Able to press up to 800lb (maximum human ability) Remarkable: Able to press up to 2000lb (1 ton) Incredible: Able to press up to 10 tons Amazing: Able to press up to 50 tons Monstrous: Able to press up to 80 tons Unearthly: Able to Press up to 100 tons Shift X: Able to press over 100 tons
Endurance[/u] Feeble: Reduced or impaired ability Poor: Minimal Ability or exercise Typical: Occasional exercise Good: Moderate exercise Excellent: Regular exercise Remarkable: Intensive exercise Incredible: Enhanced Abilities Amazing: Enhanced and Trained Abilities Monstrous: Rarely tires, great fortitude Unearthly: Never tires
Reason[/u] Feeble: Couch potato; uneducated Poor: Primary school education Typical: Secondary school education Good: Bachelor’s degree equivalent Excellent: Master’s degree equivalent Remarkable: Doctorate equivalent Incredible: Level 1 Genius (one focus); understands alien tech. Amazing: Level 2 Genius (Multifocus); creates leading tech. Monstrous: Alien genius; improves & modifies alien tech. Unearthly: Knows all human & alien tech.
Intuition[/u] Feeble: Unaware of surroundings/Impaired or limited senses Poor: A little slow on the uptake Typical: Normal human levels Good: Above average intuition Excellent: Fine eye for detail Remarkable: Detective skills or background Incredible: Strong empathic sense, gut feeling Amazing: In tune with surroundings/strong hunches in regards to subjects. Monstrous: Senses beyond all normal limitations. Unearthly: In touch with the universe. Can not be blind sided.
Psyche[/u] Feeble: Easily dominated or programmed. Poor: Young untrained or hampered in sense of will. Typical: Normal human will power. Good: Resistant to ordinary mesmerism. Excellent: Some expertise with resisting mental control and/or mystic forces. Remarkable: Trained in resisting outside will dominating forces. Incredible: Highly trained or possessing great strength of will. Amazing: Indomitable willpower. Monstrous: Intense training in mental powers and experience in wielding those powers. Unearthly: A closed mind. Practically uncontrollable by outside means.
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Post by DC Dystopia Council on Aug 9, 2010 20:51:57 GMT -5
Material Strength of common objects[/u]
Feeble: Cloth, paper, brush, glass Poor: Plastic, crystal, wood Typical: Rubber, soft metal, ice, interior walls Good: Brick, aluminum, asphalt, high-strength plastic, light machinery Excellent: Concrete, iron, bullet-proof glass, exterior walls, kevlar Remarkable: Steel, reinforced concrete Incredible: Stone, vibranium, volcanic rock Amazing: High strength steel, granite Monstrous: Diamonds, super-heavy alloys Unearthly: Adamantium, some mystic elements Class 1000: Virtually indestructible materials (Thor's Hammer and Captian America's Shield)
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Post by DC Dystopia Council on Aug 9, 2010 20:53:25 GMT -5
Resources
| Feeble | Little to no income | Poor | Lower class | Typical | Average middle class | Good | Upper middle class | Excellent | Upper class/Profitable family business | Remarkable | Up and coming genius/Small family fortune | Incredible | Genius/Large family fortune | Amazing | CL100 genius/Small corporation/Immense fortune | Monstrous | CL200 genius/Alien/Large corporation/Government power | Unearthly | CL300 Genius/Advanced alien/World power |
Popularity
| Feeble | Reclusive/little known (Archangel) | Poor | Know to law enforcement (Banshee) | Typical | Know to local populace (Cyclops) | Good | Liked by law enforcement (Dare Devil) | Excellent | Known to mass media (Beast) | Remarkable | Liked by general public (Spider-Man) | Incredible | Liked by mass media (Captain Britain) | Amazing | Household name (Hercules) | Monstrous | Worldwide fame and acclaim (Thor) | Unearthly | Living legend (Captain America) |
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Post by DC Dystopia Council on Aug 9, 2010 21:00:22 GMT -5
Movement Table
| | Land/Water | | Air | | Space | Rank | Areas/turn | Mph | Areas/turn | Mph | Mph | Feeble | 1 | 15 | 2 | 30 | 300 | Poor | 2 | 30 | 4 | 60 | 600 | Typical | 3 | 45 | 6 | 90 | 1 000 | Good | 4 | 60 | 8 | 120 | 1 500 | Excellent | 5 | 75 | 10 | 150 | 2 000 | Remarkable | 6 | 90 | 15 | 225 | 4 000 | Incredible | 7 | 105 | 20 | 300 | 6 000 | Amazing | 8 | 120 | 25 | 375 | 10 000 | Monstrous | 9 | 135 | 30 | 450 | 20 000 | Unearthly | 10 | 150 | 40 | 600 | 40 000 | Shift X | 12 | 180 | 50 | 750 | 80 000 | Shift Y | 14 | 210 | 100 | 1 500 | 150 000 | Shift Z | 16 | 240 | 200 | 3 750 | 300 000 | CL1000 | 32 | 480 | - | 10 000 | 1 million | CL3000 | 50 | 750 | - | lightspeed | lightspeed | CL5000 | 100 | 1500 | - | 100xlightspeed | 100xlightspeed |
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Post by DC Dystopia Council on Aug 9, 2010 21:01:18 GMT -5
Area of Effect
| Rank | Radius(in feet) |
[/u] [/td][td] Area[/td][td] Volume[/td][/tr] [tr][td]Feeble[/td][td]1[/td][td]3sq.ft[/td][td]3cu.ft[/td][/tr] [tr][td]Poor[/td][td]2[/td][td]12sq.ft[/td][td] 25cu.ft[/td][/tr] [tr][td]Typical[/td][td]4[/td][td]200sq.ft[/td][td] 200cu.ft[/td][/tr] [tr][td]Good[/td][td]10[/td][td]314sq.ft[/td][td]3140cu.ft[/td][/tr] [tr][td]Excellent[/td][td]15[/td][td]707sq.ft[/td][td]10,600cu.ft[/td][/tr] [tr][td]Remarkable[/td][td]20[/td][td]1256sq.ft[/td][td]25,120cu.ft[/td][/tr] [tr][td]Incredible[/td][td]30[/td][td]2856sq.ft[/td][td]85,000cu.ft[/td][/tr] [tr][td]Amazing[/td][td]50[/td][td]7850sq.ft[/td][td]392,000cu.ft[/td][/tr] [tr][td]Monstrous[/td][td]100[/td][td]31,400sq.ft[/td][td]3,140,000cu.ft[/td][/tr] [tr][td]Unearthly[/td][td]200[/td][td]125,600sq.ft[/td][td] 25,120,000cu.ft[/td][/tr] [tr][td]Shift X[/td][td]500[/td][td]785,000sq.ft[/td][td]392,500,000cu.ft[/td][/tr] [tr][td]Shift Y[/td][td]1000[/td][td]3,140,000sq.ft[/td][td]3,140,00cu.ft[/td][/tr] [tr][td]Shift Z[/td][td]2000[/td][td]12,560,000sq.ft [/td][td]25,120,000,000cu.ft[/td][/tr] [tr][td]CL1000[/td][td]1 mile[/td][td]3sq.miles[/td][td]1.3cu.miles[/td][/tr] [tr][td]CL3000[/td][td]2 miles[/td][td]12sq.miles[/td][td]25cu.miles[/td][/tr] [tr][td]CL5000[/td][td]5 miles[/td][td]78sq.miles[/td][td]392cu.miles[/td][/tr] [/table]
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Post by DC Dystopia Council on Aug 9, 2010 21:02:42 GMT -5
Guns
Standard Handgun (Standard weapon for police forces, security guards, some criminals.) Price: 7 r Range: 3 areas Normal Damage: Typical Material Strength: Excellent Rate of Fire: 1 shot/round Number of Shots: 6, 8, or 9 Design Notes: • May be fired with one hand. • May be modified to take some kinds of specialized ammo.
Target Pistol (Professional target shooters, hitmen. A finely balanced, very accurate gun.) Price: 10 r Range: 5 areas Normal Damage: Good Material Strength: Excellent Rate of Fire: 1 shot/round Number of Shots: 1 Design Notes: • Raises Agility (hit accuracy) +1CS when fired with two hands. • May be modified (twice cost) to take specialized ammo.
Laser Pistol (Used by legal and para-legal authorities, some alien force. Private ownership illegal) Price: 30r Range: 10 Areas Normal Damage: Good Material Strength: Because of delicate nature of weapon, rated at Poor Rate of Fire: 1 shot/round Number of Shots: 10 shots/power pack Design Notes: • May be fired one-handed. • No ammunition, is charged with power pack only
Plasma Beam Handgun (Used by SHIELD/military forces, some alien force. Private ownership illegal) Price: 50 r Range: 7 Areas Normal Damage: Excellent Material Strength: Excellent Rate of Fire: 1 shot/round Number of Shots: 10 shots/power pack Design Notes: • May be fired with one hand • Energy damage • No ammunition, is charged with power pack only
Machine Pistol (Military, SHIELD, stolen items on black market.) Price: 35 r Range: 3 areas Normal Damage: Excellent Material Strength: Excellent Rate of Fire: 1 burst Number of Shots: 6 bursts/clip Design Notes: • May be fired with one hand
Rifles
Hunting Rifle (Standard rifle for hobby hunter, common in rural area) Price: 12 r Range: 10 areas Normal Damage: Good Material Strength: Good Rate of Fire: 1/round Number of Shots: 6, 7, or 8 Design Notes: • Requires two hands to fire.
Sniper Rifle (Military and criminal. Privat ownership not legal.) Price: 20 r Range: 10 areas Normal Damage: Excellent Material Strength: Good Rate of Fire: 1/round Number of Shots: 4 Design Notes: • Must be fired with two hands.
Laser Rifle (Military, organized subversive criminals. Private ownership not legal.) Price: 50 r Range: 4 areas Normal Damage: Excellent Material Strength: Typical Rate of Fire: 1 shots/round Number of Shots: 20/power pack Design Notes: • Requires two hands to fire.
Automatic Rifle (Military forces etc) Price: 30r Range: 5 areas Normal damage: Excellent Material Strength: Good Rate of Fire: 1 burst/round Number of Shots: 20 bursts/clip Design Notes: • Requires two hands to fire. • A burst may hit up to three adjacent targets on a yellow FEAT roll.
Standard Shotgun (Common rural gun, criminals) Price: 20r Range: 3 areas Normal Damage: Excellent Material Strength: Good Rate of Fire: 1 or 2 per round Number of Rounds: 2 Design Notes: • Requires two hands to fire. • May use specialized ammo without modification. • May hit up to three adjacent targets in the same area upon Agility FEAT
Machine Gun (Military, terrorists, uncommon) Price: NA/150r Range: 10 Areas Normal Damage: Remarkable Material Strenght: Good Rate of Fire: 1 burst/round Number of Shots: 20 bursts/clip Design Notes: • Must be stationary to fire. • If mounted on vehicle • Bursts from a machine gun hit all targets in a single area, roll Agility FEAT for each target. • May not use specialized ammo
Bows
Standard Bow Price: 10r Range: 5 areas Normal Damage: Typical Material Strength: Poor Rate of Fire: 1/round Design Notes: • Requires two hands to fire.
Longbow Price: 15 r Range: 6 areas Normal Damage: Good Material Strength: Typical Rate of Fire: 1/round Design Notes: • Requires Typical Strength or above to use.
Sporting Bow (this is the modern kind of bow, in glassfiber, with stabilisers, sight aid etc) Price: 30r Range: 7 areas Normal Damage: Excellent Material Strength: Good Rate of Fire: 1/round Design Notes: • Two-meter double recurved, compound longbow. • Reinforced fiberglass, Good strength material. • Requires Good strength to use properly • Requires two hands to fire.
Crossbow Price: 30r Normal Damage: Good Material Strength: Typical Rate of Fire: 1 every 2 rounds Design Notes: • Requires two hands to fire. -2CS Agility (accuracy) if fired with one hand.
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Post by DC Dystopia Council on Aug 9, 2010 21:04:20 GMT -5
Knife • In game terms, a knife is any blade up to 12 inches long. • Damage: Good • Material Strenght: Excellent • Can be wielded with one hand.
Sword • Any of a number of weapons with a blade longer than 12 inches, including cutlasses, rapiers, sabers, sais, and scimitars. • Damage: Good • Material Strength: Excellent • Can be wielded with one hand. • If used with the flat of the blade, damage is Slugfest. Damage rank is then Strength raised by one rank to a maximum of Remarkable.
Great Sword • Sword designed to be wielded with two hands. • Damage: Excellent • Material Strength: Excellent • May not be thrown. • May be used with flat of the blade as a normal sword.
Axe • Chopping blade with handle 1 to 3 feet long. • Damage: Typical when wielded with one hand • Damage: Good when thrown • Damage: Excellent when wielded with two hands • Material Strength: Good • Used with flat of blade raises damage by one rank, to a maximum of Excellent
Spear • Any thrusting blade with handle over 1 foot long. • Damage: Good when wielded with two hands or thrown • Material Strength: Good
Club • Any one-handed blunt weapon of wood. • Damage: Good when thrown • Damage: Strength rank +1 CS as blunt force, with a maximum of Excellent. • Good strength material.
Shurikens • Small circular disks with sharpened edges or spike-Iike teeth, used in the Orient. • Damage: Good • Material Strength: Excellent • Thrown for maximum range of 3 areas • Cost:
********** Thrown items are dependent on Strength of the thrower for range, but Agility to hit a target.
FEEBLE to TYPICAL Strength throws 1 Area GOOD Strength throws 2 Areas EXCELLENT Strength throws 3 Areas REMARKABLE Strength throws 4 Areas INCREDIBLE Strength throws 5 Areas AMAZING Strength throws 6 Areas MONSTROUS Strength throws 7 Areas UNEARTHLY Strength throws 8 Areas **********
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