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Post by Chloe/Mystique on Jul 19, 2005 1:27:12 GMT -5
For A Movie Character:You do not have to make a profile for this character as everyone already knows about their powers and such. Try and play them as close as you can to how the character is. As we would not want Storm going around blowing random things up because she wants to. Which she would not do so... For Created Characters:You must use the bio form we provide for you, we made it simple and easy. It can be found in the second post of this thread, and if you have any questions on it please let Rogue or Chloe, or one our G-mods know. Remember this take place about 2 or so years after X-Men3, so if you're character is the daughter/son of a main character they must say somewhere in the bio that they from the future and also check with the other characters, as we don't want one female having all these kids with two or three guys. When you make up your powers remember to be creative and don't come too close to those who may have it or make a duplicate of a cannon character. But it is OK to have the same basic form such as Fire, or Plants as another Character, for they may control things differently and have different outcomes. So it is a good Idea to put Detail into each of your powers and work them so they are not exactly the same as another persons character. Over All Character Rules:You are allowed to have Two(2) Characters per an Account. Doesn't matter if it is two Cannon Characters or two Made up Characters or a Made Up and a Cannon Character. For a more Detailed list of Rules Please Read the Forum Rules Found Here if you have not done so yet. Okay recently while trying to read profiles it seems as if people have tried to create little chats in them. Please don't. The profile is just for those who had created it and for the Admins to approve of it. You wish to tell them you like their profile please pm them privately. When looking for character look be sure to check THIS THREAD to make sure that celebrity has not been claimed already. Updates in RedPost Order--------------- Updated--------------- Updated 06/20/07 by Chloe Updated 01/07/08 by Rogue Updated 02/12/08 by Rogue Updated 09/10/08 by Rogue Updated 02/27/09 by Rogue Updated 03/28/09 by Rogue Updated 04/04/09 by Rogue Updated 04/16/09 by Rogue Updated 05/03/09 by Rogue Updated 05/04/09 by Rogue Updated 05/20/09 by Rogue (Just removed the red coloring) Updated 06/03/09 by Rogue (Updated the Bio Template) Updated 06/11/09 by Rogue (Added to Banned Powers) Updated 06/13/09 by Rogue (Added to Banned Powers, and removed coloring)
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Post by Rogue Ω Wanda on Apr 3, 2009 22:30:42 GMT -5
You Must Use This Bio Form Copy and paste this form into your own thread. Titled like this: Character Name (Codename)[b]Name:[/b]
[b]Age:[/b] *actual age*
[b]Apparent Age:[/b] *age u look*
[b]Gender:[/b]
[b]Hair:[/b]
[b]Eyes:[/b]
[b]Appearance:[/b] *Be Detailed or show an image*
[b]Celebrity Appearance:[/b] *If you are using one* (Note Do Not make a claim till character is approved)
[b]Code Name:[/b]
[b]Powers:[/b]
[b]Background:[/b] *Be Detailed*
[b]Anything else you'd like to add:[/b]
[b]Sample RP:[/b] *No less then two paragraphs. This is a MUST!*
[b]Affiliate:[/b] *X-Men/Brotherhood/Neutral/Avenger* Failing to use this form will result in your application not being approved. You may add info to it, but you must not remove anything.
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Post by Rogue Ω Wanda on Jul 8, 2009 11:07:52 GMT -5
Prohibited Mutant Powers These Powers should not be used as your Abilities from here on, as we have more then enough of them. Energy Absorption Characters with the ability to physically absorb one or more types of energy, be it kinetic, psionic, electromagnetic, thermal, magical, as well as " life energy" will be Prohibited of any kind is now off the list of new Mutants unless pre-approved by Admin. Telepathy As main power, only allowing as a, low level power (3 or under) and that will be restricted, but some abilities will be allowed to be bit stronger. Telepathy is the ability to transfer information from one mind to another and to read mind and thoughts to humans and animals without the aid of physical communication (noise or movement). Telepathy can be utilized in a number of way, including, but certainly not limited to, the following, only those listed will be limited or banned. - Telepathic Defense:
Telepathy can manifest in a number of defensive ways.
- Cloak Mind:
The ability to rearrange the mental engrams of mutants so their distinctive mutant thought patterns cannot be detected by Cerebro-type devises or by other telepaths.
- Psionic Shield:
The ability to erect a psychic shield for protection of himself and other minds.
- Psychic Shadow:
The ability to mask oneself, and other peoples' presence, from those within a certain are. A telepath can also disguise themself, making their appearance similar to that of a shadow.
- Telepathic Cloak:
The ability to telepathically mask one's presence and the use of his/her abilities from being detected by other mutants and psychic entities. These defenses can be extended to others around them as well. Cloaking via telepathy is not perfect and powerful telepathic mutants may notice and 'see' through this ability.
- Telepathic Illusions:
The ability to create realistic telepathic illusions and cause people to experience events which are not actually occurring.
- Telepathic Camouflage:
The ability to alter the apparent physical appearance of oneself and others by altering the perceptions of those around them. This can go so far as to make other people believe that the camouflaged people are not there (invisible). The only limit to this ability, if one exists, is only imposed by the number of people a telepath is trying to fool, not the number of people a telepath is actually camouflaging.
- Telepathic Manipulation:
The ability to manipulate other people's minds easily, achieving a variety of effects.
- Absorb Information:
The ability to quickly process and store information, by mental transference.
- Dark Psyche:
The ability to release the dark side of a person's personality, and make them evil.
- Dilate Power:
The ability to place “psychic inhibitors” in the minds of mutant adversaries to prevent them from using their powers.
- Download Information:
The ability to place large amounts of information in another's mind.
- Heal Trauma:
The ability to erase a person’s memories and to heal mental trauma through “psychic surgery,” the power to stimulate or deaden the pain and pleasure centers in a person's brain.
- Induce Pain:
The ability to induce mental pain merely by touching the brow of the victim.
- Intuitive Multilingual:
The ability to intuitively translating new languages.
- Mass Manipulation:
The ability to subtly use deep influence upon multiple people, allowing a telepath to manipulate their perceptions, better judgment, wills and common sense.
- Mental Amnesia:
The ability to erase any awareness of particular memories or cause total amnesia.
- Mental Detection:
The ability to sense the presence of another superhuman mutant within a small but as yet undefined radius of oneself by perceiving the distinctive mental radiations emitted by such a being.
- Mental Paralysis:
The ability to induce temporary mental or physical paralysis.
- Mental Sedating:
The ability to telepathically "sedate" one's victims so that, if already rendered unconscious, they remain so for as long as a telepath continues to "sedate" them.
- Mind Alteration:
The ability to alter the minds of others by sheer force of will, permanently changing their personality either partially or entirely.
- Mind Control:
The ability to control the thoughts and actions of others.
- Mind Link:
The ability to develop a mental link with any person, which remains as a connection to that individual long after the link itself is broken.
- Mind Transferal:
The ability to transfer both the mind and powers of the user into other host bodies should their own physical body somehow be killed.
- Neural Jumpstart:
The ability to increase the speed of neural signals in the brain, allowing him to increase another mutant's powers to incredible levels, but the effect is only temporary.
- Possession:
The ability to possess the mind of another, and use that being's body, and any powers it may possess, as one's own.
- Psionic Blasts:
The ability to project psionic force bolts which have no physical effects but which can affect a victim's mind so as to cause the victim pain or unconsciousness and can even kill an adversary.
- Psionic Siphoning:
The ability to siphon the psychic energies from other psionic mutants. The stolen psychic energy can be used to either boost one's own powers or channel the energy into someone else to temporarily increase their psionic abilities.
- Telepathic Tracking:
Enhanced psionic senses enable a telepath to detect and track other sentient beings by their unique psionic emanations (thought patterns contained in the psionic portion of the spectrum), especially if they pose a threat to one's well-being in their immediate vicinity.
Mimicry, will not be allowed as a new characters powers, unless a very minor aspect, or is a Cannon character. Fire, any and all forms of use are hereby not longer allowed in new characters. Animal Manipulation, you may not call up animals or change into them unless you are a specific kind of Feral Mutant, like Rahne/Wolfsbane. Reality Warping, any and all forms of use are hereby not longer allowed in new characters. Four Elements, from here on you have to pick one or two of the elements, though given now fire is on this same list that leaves three.. Complete and Absolute Control, no character should have this, not even cannon characters have such claim. So no more of that from made ups.. Future Kids, getting so many now... Only allowing with permission from here on, for if all the kids from the Future come to the past, who is going to keep fighting in the future? Healing Factors, will be restricted here on to Minor injuries, such as scratches and mild cuts. Nothing major. Healers, we currently have more then enough Healing Mutants, and any future mutants will only be allowed to heal Minor injuries, such as cuts and scrapes. Telekinesis Only going to allow mild to low powered TK. Psychokinesis (more commonly known as telekinesis) is the ability to manipulate and control objects with the mind without physically touching them, especially over long distances. Depending on the user's skill, they may be able to levitate themselves and other objects (including heavy objects), and form protective shields. Psychokenetic powers often take more exotic and specific forms, allowing their wielders to specialize in fantastic feats. Rearranging the quantum structure of matter, controlling fire, and bending light are examples of these abilities. Many psychokenetics are unable to manifest their powers beyond their specialty. Throughout the history of mutants, several creative ways have been discovered to utilize this power: - Bio-Blasts:
The ability to fire enormously powerful energy blasts which are generated from the body's extrasensory potential.
- Biophysical Control:
The ability to control living organic tissue, causing muscles to cramp, skin to break, or blood vessels to burst or contract.
- Concussive Blasts:
The ability to project telekinetic energies as powerful blast beams directed from the brain that could apparently affect matter with concussive force.
- Dimensional Teleportation:
Some have learned that they could use telekinesis to transport themselves into other dimensions by mentally bending the dimensional barriers that separate one reality from another.
- Electromagnetic Pulses:
The ability to use telekinesis to channel the Earth's magnetic field through the electro-current of the brain and generate devastating electromagnetic pulses.
- Enhance Physical Traits:
The ability to use telekinesis to enhance speed, strength and fighting skills to super-human levels.
- Ensnare Opponent:
The ability to constrict a foe using their own clothing and hair, or even control their gross movements, providing their clothes are durable enough.
- Flight:
By levitating themselves, users can “fly” for very long distances and at varying speeds.
- Force Fields:
The ability to create protective force shields that could detect even the most powerful of attacks (even filter bacteria from the air). There does not appear to be any correlation between field strength and the thickness of the telekinetic fields.
- Inanimate Disintegration:
The ability to cause inanimate objects in their presence to disintegrate.
- Intangibility:
The ability to phase through solid matter by mentally shifting the molecules of the body around another object's as the user moves forward.
- Invisibility:
The ability to mentally bend light-waves around oneself and others, rendering them invisible.
- Matter Alteration:
The ability to alter molecular and atomic structures in such substances
- Psionic Spikes:
The ability to create destructive psionic spikes that destroy the physical objects that the spikes come into contact with.
- Reality Warping:
The ability to mentally bend the quantum strings that make up reality within a localized area.
- Telekinetic Animation:
The ability to cause inanimate objects to move according to will by projecting part of their mental into them.
- Telekinetic Holograms:
If the user's fine motor skills are incredibly acute, then it is possible to mentally manipulate dust particles and water vapor to refract lightwaves and create holograms.
- Telekinetic Katana:
The ability to manifest a telekinetic katana blade composed of raw psi-energy, which at its lowest intensity, functions to disrupt neural pathways and sever the bonds between molecules, and at its highest level can slice an armored opponent and cut through the armor, but leave the attacker physically unharmed. This can also be used to shatter telepathic power-inhibitors imposed on others.
- Telekinetic Sensitivity:
The ability to feel the texture of objects the user has a telekinetic hold on, feel when other objects come into contact with them, and probe them at a molecular level to identify if they contain alien materials or feel when two things which he/she has a telekinetic “hold” upon are similarly composed.
- X-Factor Activation/Negation:
Some can use their telekinesis at a molecular level to activate latent mutant genes in an individual, granting them active mutant powers. It has also implied that, once given in this way, these abilities can be taken away, presumably by returning the appropriate genes to their latent states.
Matter Absorber Meaning able to absorb organic and/or inorganic material and turn it into something else... Depending on use may allow. Superhuman Strength Max amount can lift is 100 ton MAX, though should have another power such as TK to help boost to that amount, but really do not need to lift more then say 50 ton. The different Strength Levels, the classes below mean Tons they can lift over their heads. - Strength Class 5
- Strength Class 10
- Strength Class 15
- Strength Class 20
- Strength Class 25
- Strength Class 30
- Strength Class 35
- Strength Class 40
- Strength Class 50
- Strength Class 60
- Strength Class 70
- Strength Class 75
- Strength Class 80
- Strength Class 85
- Strength Class 90
- Strength Class 100
Gestalt Are Characters that have combined into one being. Only going to be allowing Gestalt characters from here on if they have been pre-approved by staff... Magnetokinesis Characters who can manipulate magnetic or electromagnetic fields. We have enough of them at the moment, and it is a rare power. Gravity Manipulation A Rare gift Which touches on many other powers, This strange power is restricted due to its obscurity. Spatial Manipulation The ability to control Space is restricted though its off shoots of teleportation Clair voyasnce, and the like are not Updates in Red
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