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SGPA - Template Wizard Help Form

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By Meibatsu
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Template Wizard Help Form


PLEASE WRITE IN ALL CAPS - MAKES COPY-PASTING EASIER!


MAIN DATA

Hero, Villain, or NPC?:
(Choose ONE. If they mainly help the established heroes, mainly get in the way as rogues and villains, or is a minor background character that may support either side.)

Season 1 or Season 2?:
(Is this a timeskip profile for a character you already made? Are they only around after the timeskip?
SGPA Year 03 is when the group starts [Young Justice Season 1 = 2010]
SGPA Year 09 is the group's timeskip [Young Justice Season 2 = 2016]
SGPA Year 14 is when more future and beyond stuff starts [2021]
FOR EXAMPLE:
SEASON 1 CHARACTER


SOLAR CAT IS 15 IN 2010: WHEN THE SGPA STARTS AND WHEN YOUNG JUSTICE SEASON 1 TAKES PLACE
SOLAR CAT IS 21 IN 2016: WHEN THE SGPA'S TIMESKIP PERIOD STARTS
SOLAR CAT IS 26 IN 2021: WHEN THE SGPA'S BEYOND & FUTURE SEASON STARTS

Because Solar Cat is introduced as a 15 Year old during 2010, she is a Season 1 Character.
)

Alias:
(Hero or Villain name that they go by
FOR EXAMPLE:
SOLAR CAT )

Civ Photo:
(include link to a face to shoulder photo of how the character looks in everyday clothing)

Hero/Villain/NPC Photo:
(Include link to an image of the character in their costume or uniform if they have one)

ID#:
(This number will be assigned when a character is accepted. It can be left blank and updated later. It comes in the form of GA### (hero/Galactic Ally), GR### (villain/Galactic Rogue), GN### (NPC/Galactic Neutral), or GX### (joke character/Galactic Xeno).
For example, Solar Cat is "GA001".)

Secret Identity:
(The character's real name. Write "UNKNOWN" if it actually is not known.)

Team#:
(This number is assigned as a character joins a team. It can be left blank and updated later. It comes in the form of ###. Villains at this time do not have formal teams, but they will in the future.
For example, Solar Cat has the team number "001".)

Team Name:
(The title of the team they are part of. It can be left blank and updated later.
For example, Solar Cat is part of the "THE FOUNDERS".)

Age:
(The character's age. If they are actually much younger or older, then list their apparent age.
For example, Black Seiren is ancient, but is posing as a 17-year-old, so his age is listed as 17.)

Birth Date:
(If the birth date is known, write the month and day. If it is not known, write "UNKNOWN". We used to not put the years in profiles because we didn't know when the years were, but since time skips are involved, we have decided to allow them in.
For reference:
Young Justice Season 1 = Year 2010 (SGPA Year 03)
Young Justice Season 2 = Year 2016 (SGPA Year 09)

FOR EXAMPLE: JULY 28, 1995 (FOR SOLAR CAT)
THIS MEANS
SOLAR CAT IS 15 IN 2010: WHEN THE SGPA STARTS AND WHEN YOUNG JUSTICE SEASON 1 TAKES PLACE
SOLAR CAT IS 21 IN 2016: WHEN THE SGPA'S TIMESKIP STARTS AND WHEN YOUNG JUSTICE SEASON 2 TAKES PLACE
SOLAR CAT IS 26 IN 2021: WHEN THE SGPA'S BEYOND AND SEASON 3 STARTS)

Height:
(The character's height in feet and inches. You can write in brackets metric measurements.
FOR EXAMPLE: 5' 3" (160 CM) )

Weight:
(The character's weight in pounds. You can write in brackets metric measurements.
FOR EXAMPLE: 130 LBS (51.9 KG) )

Affiliation:
(What organization the character is a part of. Please try to just stick with ONE main organization. It could be the JUSTICE LEAGUE, LEAGUE OF EVIL, SUPER GALAXY PRINCESS ALLIANCE, or something else. If it changes all the time, you can write "VARIES" or "NO LASTING ALLEGIANCES")

STATS
All stats are from 1 to 9 ONLY. Do not try to go to 0 or 10.
Please do not go over the maximum allowable for their age. Look in the description for more details.

Strength: #/9
(Obvious. It's physical power. How strong their overall punch, kick, or grip is.)

Defense: #/9
(Obvious. How much physical punishment they can take. Does not include defense to magic or mental attacks.)

Speed: #/9
(How fast they can move in one direction or with one action.)

Agility: #/9
(How fast they can switch between actions (changing directions, changing body positions, reflexes).)

Dexterity: #/9
(Hand-eye coordination and control over fine motor abilities (being gentle as needed, keeping steady, good balance, exact movements).)

Stamina: #/9
(How much energy they have for their skills. THIS INCLUDES MAGIC SUPPLY. If a character runs out of stamina and keep pushing, they begin damaging themselves. Think of this as an HP/HIT POINTS/LIFE POINTS stat.)

Willpower: #/9
(If they have a natural ability or magic, it's how strong that skill is. If they are purely a physical fighter, it's added to their stamina pool as emergency stamina for "that one last skill".)

Fortitude: #/9
(This is also how resistant they are to magic and direct attacks to their psyche (like from telekinetic attacks). For mana-users and telepaths (and other metaphysical-ability users), this is also extra resistance to their own element/skill. If they are purely physical fighters, this stats is added to their stamina pool as emergency HP.)

Recovery: #/9
(How fast they recover/refresh their stamina and heal from injury)

Intelligence: #/9
(How quick they are at learning, recalling information, and using information creatively. Not JUST book smarts, but also not JUST intuition and common sense.)

TOTAL:
(Do some math and ADD up all your points together! Hopefully you are well within the age limit for the character. And no, it does not matter if your character is 25 but pretends to be 13. You can't have the 25-year-old maximum. You have to stick with the apparent age.)

BRIEF DESCRIPTION
(A short blurb about the character, like their personality, and what their main motivation is.
THREE SENTENCES MAX. TYPE IT IN ALL CAPITAL LETTERS PLEASE.)


ROLES
(These are the main and sub roles they play when on a team or while on a mission
Please see the POWER AND CLASSIFICATION list for more information about the roles.
Each character may have ONE main, and ONE sub role.
The character might be able to do other things in battle but it is RARE so it's not considered in the profile.

PLEASE CHOOSE ONE MAIN ROLE AND ONE SUB ROLE FROM THE FOLLOWING LIST:
     MELEE (PHYSICAL)
These are fighters that are most effective using their bodies or weapons in order to attack an enemy that is close to them or a few meters away from them at most. Physical abilities generally obey the physical laws of the universe, although it can include advanced technology. For example, they may mainly use martial arts, swords, clubs, claws, whips, and/or armor.

     LONG RANGE (PHYSICAL)
These are fighters that are most effective using their bodies or weapons in order to attack an enemy that is at least a few meters away from from them or further. Physical abilities generally obey the physical laws of the universe, although it can include advanced technology. For example, they may use throwing knives, guns, arrows, or bombs.

     MELEE (NATURAL ABILITY)
These are fighters that are most effective using their unique non-magical skills in order to attack an enemy that is close to them or a few meters away from them at most. Natural abilities can seem like magic, but they generally obey the laws of physics or are part of the physical world. For example, they may have infectious touch, venomous bite, electrocuting touch, or a concussive force.

     LONG RANGE (NATURAL ABILITY)
These are fighters that are most effective using their unique non-magical skills in order to attack an enemy that is at least a few meters away from from them or further. Natural abilities can seem like magic, but they generally obey the laws of physics or are part of the physical world. For example, they may be able to elongate their limbs, shoot spines, spit acid, create shockwaves, or telekinetic abilities.

     MELEE (MAGICAL)
These are fighters that are most effective using their magic-based skills in order to attack an enemy that is close to them or a few meters away from them at most. Magic-based skills are not considered physical and they mainly attack a person on a metaphysical level. For example, they may have fiery punches, places hexes by touch, create bursts of magic around the body, or drain energy through touch.

     LONG RANGE (MAGICAL)
These are fighters that are most effective using their magic-based skills in order to attack an enemy that is at least a few meters away from from them or further. Magic-based skills are not considered physical and they mainly attack a person on a metaphysical level. For example, they may be able to summon creatures, shoot bolts of lightning, conjure weather effects, or cast spells and curses from a distance.

     DEFENSE SUPPORT (PHYSICAL or NATURAL ABILITY or MAGICAL)
These are support units that mainly use their skills or magic to aid in their own defence and the defense of allies. For example, they may be able to create shield and forcefields, hide or cloak allies, weaken an enemy's strength, increase an ally's speed, or take damage in place of an ally.

     DISTRACTION SUPPORT (PHYSICAL or NATURAL ABILITY or MAGICAL)
These are support units that mainly use their skills or magic to distract or confuse an enemy instead of hurting or damaging them. For example, they may be able to cast illusions, slow down or trap an enemy, create confusing sounds, or telepathically muddle an enemy's mind.

     HEALING SUPPORT (PHYSICAL or NATURAL ABILITY or MAGICAL)
These are support units that mainly use their skills or magic to heal themselves and allies from injury or sickness. For example, they may be able to patch up an ally's wounds, revive an ally from unconsciousness, resurrect a person from death, or cure an ally's sickness.

     OTHER SUPPORT
These are support units that mainly use their skills or magic to aid their allies in other ways. For example, they may be able to transport their allies through teleportation, allow allies to levitate or fly with them, communicate with allies telepathically, scout the battlefield beforehand, deal with technology, or spy and gather information.


SKILLS AND ABILITIES
1. SPECIALIST or MAJOR or MINOR:
2. MAJOR or MINOR:
3. MINOR:
4. MINOR:
(This includes elemental class and other specializations.
There is an allowable maximum of 4 minors OR 2 majors (or 2 minors, 1 major) OR 1 specialist [or 4 minors].
It's easier if I explain it in points.
You get to spend 4 points in your skills.
Specialist = 4 points (amazingly gifted at using the skill)
Major = 2 points (expertly-trained at using the skill)
Minor = 1 point (trained in using the skill)

These are TEENS for the most part. When they are 25+, they MAY gain more minors or majors or specializations with extensive TRAINING.)

SOME SKILLS YOUR MIGHT USE:
    - Fire, Air, Earth, Water ETC. You must choose if they are major/minor/specialist in EACH element you give if you want the character to control more than 1. You cannot specialize in more than 1. Choose wisely.
    - Summon/spell conjuration
    - other natural ability (duplication, voice mimicry, acid spit, etc.)
    - telekensis/telepathy
    - hacking/technology
    - weapon skills (e.g. sword, bow, or gun skills)
    - acrobatic/bodily skills

EXAMPLE OF HOW IT SHOULD LOOK:
    - MAJOR: FIRE MANIPULATION (MAGIC)
    - MINOR: MARTIAL ARTS TRAINING
    - MINOR: GUN HANDLING


INVENTORY:
1.
2.
3.
4.
(Up to 4 things can be listed. This is their weapons arsenal and what is on the body at all times. If there are too many (5 swords, bombs, boomerangs, first aid kit, survival gear, computers, shield, arrows, AND MORE!), they are considered ENCUMBERED so even if they are both super strong and super fast, they will be ramming into things and dropping stuff everywhere.

FOR EXAMPLE:
    - important uniform equipment (example: BULLET PROOF VEST)
    - weapon (example: SHORT SWORD)
    - first aid kits (example: BANDAIDS)
    - communicators (example: WALKIE TALKIE)
    - Magic bag - If you have a magic bag that carries unlimited everything you want and is weightless and you are not an NPC, it will get lost and stolen.)


WEAKNESSES
1.
2.
3.
4.
(These are weaknesses that the character has in battle and may lead to their defeat. "Not as fast as Kidflash but still very fast" or "not as strong as Superboy" or "can't fly like Miss Martian" or "can't hack as good as Robin" or "is ruder than Artemis" are NOT weaknesses but are useless comparisons.
If you don't list real weaknesses, WE WILL AUTOMATICALLY ASSUME THE WEAKNESS IS STUPIDITY/SENILITY).


OTHER DATA
1.
2.
3.
4.
(Other notes or fun trivia about the character that may be relevant. 4 slots to list stuff.)


COPYRIGHTS
(What you would like the copyright to say. The character creator/artist and if a base was used, credit to the dollmaker/base maker. I like including character creation dates.

FOR EXAMPLE:
SOLAR CAT. COPYRIGHT JANUARY 1, 2012. MEIBATSU @ DEVIANATART.COM / P.N. @ STRAWBERRYINK.CA )

PLEASE WRITE IN ALL CAPS - MAKES COPY-PASTING EASIER!

You say you want to join :iconsgpa: or update your character profile but...

You don't have Photoshop (it MUST be Photoshop, NO SUBSTITUTIONS) or Photoshop skills?



Please fill this form in and submit it to the SGPA ( to the Profiles and Refs Folder) where the Template Wizard, such as ~merit will be able to help you fill one out for you!

PLEASE WRITE IN ALL CAPS. IT WILL MAKE COPY-PASTING EASIER!



Try to figure out the character's birth year according to how old they are and when they are introduced.
For example:
Solar Cat is 15 or turns 15 in 2010 (when Young Justice and SGPA officially starts), so she was born in 1995.

There are stat minimums and maximums.
:bulletblack: Individual stat minimums are 1/10.
:bulletblack: Individual stat maximums are 9/10.
:bulletblack: Character "perfection" in a stat is not appreciated because this group is generally for newbie characters, not gods and other supernatural deities. Plus, we don't want DBZ levels of posturing going on!
:bulletblack: There generally is 65 points max to spend, MINUS 2 points per year below age 19 -- e.g. 13-year-olds get 53 points to spend! You get more points as you age, up to 75 points at age 24. HOWEVER, the characters we are focusing on are all ages 13-19.
:bulletblack: 75 points is the hard, absolute maximum. However, we GREATLY RECOMMEND that you do not go over 70 points or put 9/10 in more than four areas.
:bulletblack: Equipment and what the character is wearing (power suits, armor, magic enhancement jewels) are not considered in the stats.
:bulletblack: IF YOUR CHARACTER IS NOT AT THE PEAK OF FITNESS AND TRAINING FOR THEIR AGE, THEIR STATS SHOULD REFLECT THAT (e.g. do not go to the stat maximum if your character is not the pinnacle for their age group! 3 = AVERAGE ADULT! Pinnacle HUMAN = 7!)

FOR EXAMPLE: The AVERAGE HUMAN ADULT has a total of 30 points (3 in each stat). Solar Cat is a 15-year-old, so her max points to distribute in her stats is actually 57, but she only uses 38 of them! This is because she is a fairly average and slightly unfit girl that happens to have intelligence and spunk. She doesn't reach her full potential as a 15-year-old!


Here are comparison guides so you can decide where your character falls:

MAX/MIN TOTAL POINTS ACCORDING TO AGE
(SGPA is focused on characters between 13 and 19)

Age 25 = 75 points max; 10 points min
Age 24 = 75 points max; 10 points min
Age 23 = 73 points max; 10 points min
Age 22 = 71 points max; 10 points min
Age 21 = 69 points max; 10 points min
Age 20 = 67 points max; 10 points min

Age 19 = 65 points max; 10 points min
Age 18 = 63 points max; 10 points min
Age 17 = 61 points max; 10 points min
Age 16 = 59 points max; 10 points min
Age 15 = 57 points max; 10 points min
Age 14 = 55 points max; 10 points min
Age 13 = 53 points max; 10 points min

Age 12 = 51 points max; 10 points min
Age 11 = 49 points max; 10 points min
Age 10 = 47 points max; 10 points min


TOTAL OVERALL POINTS GUIDE

10 pts total - comatose/very debilitated human adult
20 pts total - sickly or disabled human adult
30 pts total - average human adult
40 pts total - physically fit and healthy human adult
50 pts total - pro athlete or trained human adult soldier
60 pts total - elite human adult soldier (extensive training and experience)
70 pts total - peak human adult specimen (likely enhanced or blessed)
80 pts total - definitely supernatural/deity blessed (considered non-human)
90 pts total - deity level being / is a god


INDIVIDUAL STAT GUIDE

1/10 - severely limited / disabled human adult
2/10 - limited / below average for a human adult
3/10 - average for a human adult
4/10 - level of a physically fit / mentally healthy human
5/10 - specific training in the area / above average for a human adult
6/10 - professional level training in the area / gifted human adult
7/10 - elite level of training and experience
8/10 - extreme elite training / metaphysically blessed
9/10 - definite metaphysical influence/supernatural skill


FOR ROLES, PLEASE CHOOSE ONE MAIN ROLE AND ONE SUB ROLE FROM THE FOLLOWING LIST:
MELEE (PHYSICAL)
These are fighters that are most effective using their bodies or weapons in order to attack an enemy that is close to them or a few meters away from them at most. Physical abilities generally obey the physical laws of the universe, although it can include advanced technology. For example, they may mainly use martial arts, swords, clubs, claws, whips, and/or armor.

LONG RANGE (PHYSICAL)
These are fighters that are most effective using their bodies or weapons in order to attack an enemy that is at least a few meters away from from them or further. Physical abilities generally obey the physical laws of the universe, although it can include advanced technology. For example, they may use throwing knives, guns, arrows, or bombs.

MELEE (NATURAL ABILITY)
These are fighters that are most effective using their unique non-magical skills in order to attack an enemy that is close to them or a few meters away from them at most. Natural abilities can seem like magic, but they generally obey the laws of physics or are part of the physical world. For example, they may have infectious touch, venomous bite, electrocuting touch, or a concussive force.

LONG RANGE (NATURAL ABILITY)
These are fighters that are most effective using their unique non-magical skills in order to attack an enemy that is at least a few meters away from from them or further. Natural abilities can seem like magic, but they generally obey the laws of physics or are part of the physical world. For example, they may be able to elongate their limbs, shoot spines, spit acid, create shockwaves, or telekinetic abilities.

MELEE (MAGICAL)
These are fighters that are most effective using their magic-based skills in order to attack an enemy that is close to them or a few meters away from them at most. Magic-based skills are not considered physical and they mainly attack a person on a metaphysical level. For example, they may have fiery punches, places hexes by touch, create bursts of magic around the body, or drain energy through touch.

LONG RANGE (MAGICAL)
These are fighters that are most effective using their magic-based skills in order to attack an enemy that is at least a few meters away from from them or further. Magic-based skills are not considered physical and they mainly attack a person on a metaphysical level. For example, they may be able to summon creatures, shoot bolts of lightning, conjure weather effects, or cast spells and curses from a distance.

DEFENSE SUPPORT (PHYSICAL or NATURAL ABILITY or MAGICAL)
These are support units that mainly use their skills or magic to aid in their own defense and the defense of allies. For example, they may be able to create shield and forcefields, hide or cloak allies, weaken an enemy's strength, increase an ally's speed, or take damage in place of an ally.

DISTRACTION SUPPORT (PHYSICAL or NATURAL ABILITY or MAGICAL)
These are support units that mainly use their skills or magic mainly to distract or confuse an enemy instead of hurting or damaging them. For example, they may be able to cast illusions, slow down or trap an enemy, create confusing sounds, or telepathically muddle an enemy's mind.

HEALING SUPPORT (PHYSICAL or NATURAL ABILITY or MAGICAL)
These are support units that mainly use their skills or magic to heal themselves and allies from injury or sickness. For example, they may be able to patch up an ally's wounds, revive an ally from unconsciousness, resurrect a person from death, or cure an ally's sickness.

OTHER SUPPORT
These are support units that mainly use their skills or magic to aid their allies in other ways. For example, they may be able to transport their allies through teleportation, allow allies to levitate or fly with them, communicate with allies telepathically, scout the battlefield beforehand, deal with technology, or spy and gather information.


For more information about the profile and how to fill it in, please look at:

:star: => SGPA Templates

Comments131
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SevenObessed77's avatar
Can anyone tell me HOW I'm supposed to submit a completed one of these with DA's new BS thing regarding documents?! 
Meibatsu's avatar
You would need to just copy-paste them and link them normally to your stash or something? I don't know. lol
SevenObessed77's avatar
Yea, I managed to get in three that way, but it's refusing to let me put in one of them, even those I'm using the same trick. SUCH A PAAAAAIN.
A-p-p-l-e-j-u-i-c-e's avatar
Sorry to bug you, but I was filling this out and for an archer, in the inventory, would I have to say bow and aroows separately. Also, what would be an arrow limit for a character.
SevenObessed77's avatar
I hate to bombard you with so many questions, but I have a character who is of normal size in her civilian form, but when she transforms to her hero form, she becomes 25 feet tall and 300 pounds. On her profile, what do I put?
Meibatsu's avatar
Hhmmm! I guess put in her normal size for the stats, and then add in the skills & abilities her hero weight and height, since she has tarnsformation powers.
SevenObessed77's avatar
Okay. I needed to know because of the radical size difference. 
SevenObessed77's avatar
So, let's say I have a character who is 25 in Season One. For her timeskip profile, what should I do?
Meibatsu's avatar
Then she's 31 in the timeskip. xD That's all. If she already has max stats, then they don't go any higher.
SevenObessed77's avatar
Well... what if she was close, but not at max? 
Meibatsu's avatar
Well, the max is the max no matter what her age.
I think I set the max to 75 when people are 25? So by 31, her max is still 75. But i prefer people to stay below 70 because it gets too ridiculous if the character isn't created well. xD
SevenObessed77's avatar
I think being a demigoddess means something though, doesn't it? 
Meibatsu's avatar
Unless she's an NPC or joke character, nope. lol
The group doesn't accept higher stats than that for normal main characters.
SevenObessed77's avatar
Forgive me as I ask yet ANOTHER question... two characters are Special Agents within NCIS and the FBI, respectively. Do I put the Special Agent title in their secret identities, or just their names? 
Meibatsu's avatar
Just their names. Their secret identities should be their real names without titles.
SevenObessed77's avatar
Ummm... I have a question. A character I am making is in an interesting situation-her hero self is actually a powerful ancient spirit who cannot be killed and draws power from the moon, but her civilian self is just like any other girl. For her age and birth date, should I just say "unknown" because of the spirit, or should I go with the human's age and birth date? This would affect other things as well, as she is smaller in human form than her hero self, etc.
Meibatsu's avatar
Whichever one she spends more time as, I guess!
But if she's only in spirit form while fighting and stays like that a long time, then you should use spirit stats.
SevenObessed77's avatar
SevenObessed77's avatar
Also... I'm making a team of characters, and their profiles are set in 2014. Does that means that they'd be considered Season 1 characters? 
Meibatsu's avatar
Yep, they would still be considered season 1 characters at that point!
SevenObessed77's avatar
Just making sure. 
SevenObessed77's avatar
Can I ask you a slightly-awkward question? 
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