Post by STAFF on Dec 23, 2013 22:55:16 GMT -7
Original Character RPG Rules to Follow
- No gods or cosmic powered OCs allowed. If the Canon isn't playable, neither is an OC version of them, or anyone related to them. This includes OC Asgardians, Olympians, Hell Lords, or other cosmic gods, demi-gods or entities like Heralds for Galactus.
- Adamantium, Vibranium and Carbonadium in any form or variant is restricted for use by OCs without playing it out through the role play to obtain it. This also requires pre-approval from staff before it is gained. Understand that if canons can not get their hands on it easily then OCs can't either.
- Likewise, weapons will not be of the same strength as admantium or vibranium. It's rare! It's unique! We don't want it abused.
- No more OC Weapon X projects. (Weapon XXX or Weapon DCLXVI either!) Seriously, just no.
- Super Soldier serum success is rare. Therefore using it or a derivative in an OC will be scrutinized closely and not automatically approved.
- OC children or other relatives of canon characters will not be allowed. Allowing this can seriously alter the story line for the canon and when it passes from one player to another in the RPG. It is hard to keep track of. Keep relations canon, but explore "relationships" all you like.
- If you want to link your OC to a canon, please check with the player of the canon and the staff to ensure the association will be permitted. Don't write a history of interaction or association with any canon without prior permission. Please note, an OC cannot be affiliated with a canon team initially. They may join in play if they otherwise qualify for the team.
- Limitations will be made to strength levels with a maximum of 10 tons for any OC whose main superhuman power is not super strength. Like Hulk, whose main power is his strength and his character depends on it for its specialty, if your OC is highly dependent on super strength then exceptions can be made. Note that if your main ability is strength, we expect there to be much fewer and less "powerful" abilities listed with it.
- No clones. Period.
- We will not permit power matching of OCs to canons. For example: An OC with a healing factor will not be as strong as Wolverine's; an OC with energy absorption will not be as powerful as Bishop; or, an OC with magic will not be as powerful as Doctor Strange.
- The more powers an OC has, the weaker they each become. You can incorporate one incredibly awesome power, a few great ones, or a bunch of lower powered ones. A "jack of all trades is master of none" mentality is imposed.
- No time traveling. Time or dimensional travel via an outside source to arrive in this universe is plausible, but time travel messes everything up so don't apply for it as power because, honestly, we won't approve it.
- Just like the powers, the feats that can be accomplished with magic need to be CLEARLY DEFINED. Instead of saying "Can harness mystical energies", say "Can harness magical energy to form a shield, a portal, and a moderately powerful blast that is about as strong as a standard repulsor ray." Between one and five moderate magical tricks are optimal.
- Items and technology should be limited to arsenals that are feasible for the character. Items must be as well-defined and explained as powers if they aren't normal things. (Ex. A machine gun is a normal thing.)
- If it's not written down (and approved) in your application, you cannot utilize it in the game.
- If your OC is a genius inventor then invent it! Write up technology inventions or weapons upgrades using the template on the Upgrades board. Get it approved and then you can use it in a thread.
- Dimensional travel is limited and based on staff discretion. Basically, if you travel in dimensions to teleport (like Nightcrawler), sure. If you go to unknown dimensions on a regular basis and pull unknown items from them to use in the game (thus making your character unpredictable or all powerful) then no.
- To know what makes an OC powered, see this thread .
- Generally speaking, most images to represent your OC are fine with some exceptions. The image cannot violate Proboards TOS (so, no nudity, drug use, etc.). If you use a character image from another comics company, do not use any big names (From DC, Crimson Fox would be fine; Robin is definitely not). You may use an image of an existing Marvel character at mod discretion, but again no big names (no Thor, no Cyclops). If you are using an image of a Marvel character and somebody actually gets accepted as that character, you will need to find another image even though you were using it first. We also ask that real life 'face claims' not be of actors from Marvel movies (MCU or otherwise) in case the canon's player wants to use them (e.g. Hugh Jackman for any character who isn't Wolverine).
The idea of the above Custom (or Original) Character Guidelines are to minimize the possibility of creating too much ambiguity in an application and thus allowing for "loopholes" during game play. Also, many players have tried to copycat canons or otherwise play as if they are more powerful than the gods of the Universe. It is why we have created this guide and why the moderators will refer to it in OC applications. This is a Marvel Universe. We love creative freedom, but we dislike unoriginal characters, vagueness around powers, tech or limits, and players using loopholes from their original character applications while writing in the game simply because the character is not established in comics and therefore there were no pre-defined boundaries.
Martyr's Custom Character Check List
Most of the canon characters in the Marvel Universe were created for a purpose. They exist because previous characters just did not work as well for that particular story, for various reasons. Instead, a brand new character is required to make it work. In this way, you should ask if your character is needed or if his niche, her reason for existence, isn’t filled by another character. Consider: Do you want to make a hero with lots of firepower? Try the Iron Man or the Punisher. Do you want mastery over fire? Try Pyro or the Human Torch.
It may be necessary to point out that simply being similar in one aspect to another character does not too similar to be included in the story. Take for instance the X-men who have both Cyclops and Gambit. Both are energy projectors with Scott’s projections coming in the form of optic blasts and Gambit’s coming from exploding cards. However, their relatively similar powers are not the only thing which defines them. Cyclops is a natural leader who seeks to place the burdens of the entire team on his shoulders, whereas, Gambit started out as a thief in it only for himself. The two characters are vastly different in history and personality but still have similar powers. It is their differences rather than their similarities which define the niche they play on their team.
Power Overwhelming, or the folly of the Titan:
Okay, you have a character who won’t be stepping on someone else’s toes. Now it’s time to define your hero or villain’s powers or abilities. Characters can range from a walking brick like Rogue to a normal human being like Hawkeye. The trouble comes when you try to be too much. Many new players go overboard with their powers creating a laundry list of everything they could possibly need for any situation. Do not do this. First, such a character won’t be accepted for the very reason that for all the powers they have, they lose whatever could make them interesting. Nothing can challenge a character like that. Furthermore, part of being on a team, which most of us, heroes or villains are, is being aided by our teammates. While we might not be able to fly, or teammate can cover it. While we might not be able to provide the brains, we certainly can provide the brawn.
A good rule of thumb is to look over your powers and see if they are all thematically similar. If you’re a super-strong, flying shape-shifter who can shoot energy blasts and walk through walls, there’s a problem. While you can certainly point to canon characters who are not thematically similar, like Rogue, her powers were originally limited to absorption and she only later gained her other abilities later. Likewise with Emma Frost and her diamond skin.
Feet of Clay, or what makes Marvel, Marvel?:
What defines Marvel and its characters more than anything is humanity. That despite all their power, heroes and villains alike are not two-dimensional carbon copies but fully realized characters. To borrow Uncle Ben’s words, “With great power comes great responsibility”.
Let’s say you want to be a jet setting billionaire who uses powered armor to fight for justice? Okay, Tony Stark but your greatest enemy will not be in the form of flesh and blood but in the form of a bottle. You will fight your demons day in and day out all the while trapped inside the shell of your own creation to do anything physical lest your weak heart give out.
As such you should consider giving your character flaws that go beyond an ice-based character being vulnerable to fire. This makes the character more in line with the mainstream Marvel universe and more interesting of a character to boot.
Motive, or why am I in Spandex?:
Gone are the days when most heroes who can get away with gaining powers and immediately saying “I will use these gifts for good!” or the villain who spreads evil for evil’s sake (although some still do exist). Most have a reason for doing what they do and your character should have one as well. Considering your character’s past is a good way of figuring out their future, what they are likely to do in other situations.
Is your character following in someone else’s footsteps like Havok following his brother Cyclops? Is your character motivated by revenge to go out and right the wrongs of the world like the Punisher? Is your character motivated by guilt over their own inaction like Spider-Man? Is your character lashing out at a world that belittled and mocked them like the Blob? The more you think about these sort of things the better your character will become.
Fitting in, or adapting a character to the Marvel Universe:
Some original characters are inspired by existing characters. Inspired is all well and good but, as the core rules state, they should be adapted to their new environment.
To give an example of adaptation, let's assume you want to make a Marvel version of "Hiro" from the anime "Super Ninja Squad". In the world of "Super Ninja Squad", all super-human abilities come from qi and "Hiro" has a few such abilities. He comes from the "Alpha Clan" which is at war with the "Beta Clan".
Furthermore, "Hiro" as a "Grade 20 Qi-Master" has the following powers due to qi manipulation: he can shoot fireballs, he can fly, he can become completely invulnerable at will, he can stop other characters from using their qi and he can shapeshift.
The first thing that would need to be modified would be the war between the "Alpha Clan" and the "Beta Clan", as neither exist in the Marvel Universe. Consider substituting them for an in-universe organizational rivalry like SHIELD versus Hydra, and have the character try and join SHIELD after his application. Secondly, you should not describe your character as a "Grade 20 Qi-Master" as such a phrase means absolutely nothing within the universe. Simply saying that he or she is skilled in martial arts to the point that they can perform superhuman feats is fine as it has happened in the Marvel Universe (Iron Fist for example).
As for their powers, projectiles do exist and are indeed quite frequent in the Marvel Universe as is flight. The problem comes with his other powers, complete invulnerability, qi blocking and shapeshifting. The invulnerability may not mesh well with the universe as true invulnerable characters do not exist (as PC’s anyway) and near-invulnerable characters are rare. Consider changing him a bit where the invulnerability is of a lower magnitude or a temporary condition or some other modification. Secondly, the qi blocking does not work well as qi is not the primary justification for powers in the Marvel Universe. Consider dropping this power entirely or explicitly stating that it can only be used on other characters who ARE qi practitioners (Iron Fist again). The shape-shifting likewise causes problems. This buffet-style power may be common to another fictional universe as each power is merely a special move, no different from playing two different instruments. However, in the Marvel Universe powers are generally internally consistent. Either use only the shape-shifting or drop it entirely to make a better adapted character.
Hopefully these thought experiments will provide you with the tools needed to create a custom character which is fully intrigue to the Marvel Universe.
MARY SUE (or GARY STU) TEST
After all of this, you can also try the Mary Sue test. Click HERE!
Niche protection, or is this character necessary:
Most of the canon characters in the Marvel Universe were created for a purpose. They exist because previous characters just did not work as well for that particular story, for various reasons. Instead, a brand new character is required to make it work. In this way, you should ask if your character is needed or if his niche, her reason for existence, isn’t filled by another character. Consider: Do you want to make a hero with lots of firepower? Try the Iron Man or the Punisher. Do you want mastery over fire? Try Pyro or the Human Torch.
It may be necessary to point out that simply being similar in one aspect to another character does not too similar to be included in the story. Take for instance the X-men who have both Cyclops and Gambit. Both are energy projectors with Scott’s projections coming in the form of optic blasts and Gambit’s coming from exploding cards. However, their relatively similar powers are not the only thing which defines them. Cyclops is a natural leader who seeks to place the burdens of the entire team on his shoulders, whereas, Gambit started out as a thief in it only for himself. The two characters are vastly different in history and personality but still have similar powers. It is their differences rather than their similarities which define the niche they play on their team.
Power Overwhelming, or the folly of the Titan:
Okay, you have a character who won’t be stepping on someone else’s toes. Now it’s time to define your hero or villain’s powers or abilities. Characters can range from a walking brick like Rogue to a normal human being like Hawkeye. The trouble comes when you try to be too much. Many new players go overboard with their powers creating a laundry list of everything they could possibly need for any situation. Do not do this. First, such a character won’t be accepted for the very reason that for all the powers they have, they lose whatever could make them interesting. Nothing can challenge a character like that. Furthermore, part of being on a team, which most of us, heroes or villains are, is being aided by our teammates. While we might not be able to fly, or teammate can cover it. While we might not be able to provide the brains, we certainly can provide the brawn.
A good rule of thumb is to look over your powers and see if they are all thematically similar. If you’re a super-strong, flying shape-shifter who can shoot energy blasts and walk through walls, there’s a problem. While you can certainly point to canon characters who are not thematically similar, like Rogue, her powers were originally limited to absorption and she only later gained her other abilities later. Likewise with Emma Frost and her diamond skin.
Feet of Clay, or what makes Marvel, Marvel?:
What defines Marvel and its characters more than anything is humanity. That despite all their power, heroes and villains alike are not two-dimensional carbon copies but fully realized characters. To borrow Uncle Ben’s words, “With great power comes great responsibility”.
Let’s say you want to be a jet setting billionaire who uses powered armor to fight for justice? Okay, Tony Stark but your greatest enemy will not be in the form of flesh and blood but in the form of a bottle. You will fight your demons day in and day out all the while trapped inside the shell of your own creation to do anything physical lest your weak heart give out.
As such you should consider giving your character flaws that go beyond an ice-based character being vulnerable to fire. This makes the character more in line with the mainstream Marvel universe and more interesting of a character to boot.
Motive, or why am I in Spandex?:
Gone are the days when most heroes who can get away with gaining powers and immediately saying “I will use these gifts for good!” or the villain who spreads evil for evil’s sake (although some still do exist). Most have a reason for doing what they do and your character should have one as well. Considering your character’s past is a good way of figuring out their future, what they are likely to do in other situations.
Is your character following in someone else’s footsteps like Havok following his brother Cyclops? Is your character motivated by revenge to go out and right the wrongs of the world like the Punisher? Is your character motivated by guilt over their own inaction like Spider-Man? Is your character lashing out at a world that belittled and mocked them like the Blob? The more you think about these sort of things the better your character will become.
Fitting in, or adapting a character to the Marvel Universe:
Some original characters are inspired by existing characters. Inspired is all well and good but, as the core rules state, they should be adapted to their new environment.
To give an example of adaptation, let's assume you want to make a Marvel version of "Hiro" from the anime "Super Ninja Squad". In the world of "Super Ninja Squad", all super-human abilities come from qi and "Hiro" has a few such abilities. He comes from the "Alpha Clan" which is at war with the "Beta Clan".
Furthermore, "Hiro" as a "Grade 20 Qi-Master" has the following powers due to qi manipulation: he can shoot fireballs, he can fly, he can become completely invulnerable at will, he can stop other characters from using their qi and he can shapeshift.
The first thing that would need to be modified would be the war between the "Alpha Clan" and the "Beta Clan", as neither exist in the Marvel Universe. Consider substituting them for an in-universe organizational rivalry like SHIELD versus Hydra, and have the character try and join SHIELD after his application. Secondly, you should not describe your character as a "Grade 20 Qi-Master" as such a phrase means absolutely nothing within the universe. Simply saying that he or she is skilled in martial arts to the point that they can perform superhuman feats is fine as it has happened in the Marvel Universe (Iron Fist for example).
As for their powers, projectiles do exist and are indeed quite frequent in the Marvel Universe as is flight. The problem comes with his other powers, complete invulnerability, qi blocking and shapeshifting. The invulnerability may not mesh well with the universe as true invulnerable characters do not exist (as PC’s anyway) and near-invulnerable characters are rare. Consider changing him a bit where the invulnerability is of a lower magnitude or a temporary condition or some other modification. Secondly, the qi blocking does not work well as qi is not the primary justification for powers in the Marvel Universe. Consider dropping this power entirely or explicitly stating that it can only be used on other characters who ARE qi practitioners (Iron Fist again). The shape-shifting likewise causes problems. This buffet-style power may be common to another fictional universe as each power is merely a special move, no different from playing two different instruments. However, in the Marvel Universe powers are generally internally consistent. Either use only the shape-shifting or drop it entirely to make a better adapted character.
Hopefully these thought experiments will provide you with the tools needed to create a custom character which is fully intrigue to the Marvel Universe.
MARY SUE (or GARY STU) TEST
After all of this, you can also try the Mary Sue test. Click HERE!