Clash of the Titans
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: Creation :

- Creation
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: Powers :

- A - D
- E - K
- L - P
- Q - Z
- Martial Arts
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: Items :

- Armour
- Equipment
- Inhibitors
- Vehicles
- Weapons


: Affiliates :

- AbD
- The Asylum

Inhibitors
Inhibitor Bands
Inhibitor Bands weaken the natural abilities of mutants and altered humans. The wearer suffers a -5CS penalty on all physical abilities and a -7CS penalty on all power ranks. Talents and mental abilities (not powers) remain unchanged. No ability or power rank can drop below Feeble. The bands have no effect on magical or technological powers.

Inhibitor Field Generators
These generators come in packages of four. They can cover up to 1 area in a field bound in four corners by the generators. The generators are each the size of a football, are easily camouflaged, and are activated by remote. The normal intensity of the field generated is Remarkable (all superhuman abilities excluding magic, and all superhuman attributes are reduced by 30 pts.) but they can be purchased in intensities up to Amazing. The generators are within the field when activated so are not vulnerable as much to mutant powers (standard munitions will still destroy them though - each has 40 Health). The field effect will last 8 hours before the generators need recharging.

Neuro-Neutralizer
This yoke-shaped device emits a low-frequency wave which neutralizes brain activity with Amazing ability. The being neutralized must first be subdued and placed into the yoke.

Restraint Harness
Made of an Unearthly material, this harness was designed to hold the Hulk upright and automatically emits a Monstrous stunning shock when he tries to break out. One defect is that it is incapable of altering its size and is unable to hold the Hulk when he reverts to Bruce Banner.

Neutro-Chamber
This cage is designed to reduce a character’s natural abilities and powers, weakening him from escaping. A neutro-chamber looks like a rectangular glass and steel reinforced tank, just large enough for a tall character to stand comfortably. A separate panel controls the cage’s functions.

# Power Dampening Gas:
An invisible gas within the cage lowers all of the character’s physical statistics (FASE) by -5CS after two rounds. Additionally, a character’s power ranks are reduced by -7CS. No ability or power rank may drop below Feeble. Talents, mental abilities (not mental powers), and technological and magical powers remain unaffected. The control panel can be used to remove the gas and to open the cage.

Force Cage
It consists of a round metal pedestal and a separate control panel. When the captive is placed in the pedestal, and switches on the control panel are thrown, shimmering bars of force spring into existance, forming a sphere around the prisoner.

# Force Bars:
The Incredible rank bars of force are attuned precisely to the mental energy frequencies of the captive. If they should try to escape, the mental feedback causes IN damage, and the bars remain in place. Physically breaking out of the cage requires a successful Incredible Strength FEAT. The control panel can also be used to deactivate the cage. The panel has Good material strength.

Forges Neutralizer
This hand held device is in the shape of a hand gun. When it strikes a mutant character, it strips him od some or all of his powers, either temporarily or permanently, depending on the setting. The gun can be set for a removal time of 1-10 rounds, 1-10 hours, 1-10 weeks, 1-10 months or permanently.

Electronic Shackle
This small metal band is covered with electronic circutry. When placed around a characters wrist, the pain shackle prevents the focussing or use of nautral powers, by intense impulses fired directly into the nerves. The character must attempt and incredible psyche FEAT roll to overcome the pain and use the power. If missed the character surrenders to the pain and must stop trying to use his power.

# Body Restraints Handcuffs: These are conventional handcuffs of the type carried by police officers. They are available in two types: The first type is made from secondary admantium and has Unearthly material strength # The second type is made from true admantium (Class 1000 material strength)

Body Restraints :
As above, but are designed to render a subject totally immobile. The ones made of true admantium can even hold the Hulk captive, no matter how angry he gets.

The handcuffs made of secondary admantium cost 1,000 resource points. The body restraints are larger and cost twice as much..

The cuffs and restraints made of true adamantium cost ten times as much.


Copyright 2006/7
Template Designed by Quickness. Modifications & Content added by Calix & Danse
All Rights Reserved.
: Timeline :

- 1990's
- 2000 Onwards


: X-Men :

- History
- The Grounds
- First Floor
- Second Floor & Attic - Basements
- Danger Room
- Hanger Complex
- Cerebro
- Security
- Muir Island


: Avengers :

- History
- Charter
- By-Laws

- Buildings

- Grounds and Main Floor
- Second Floor
- Third Floor
- Basements
- Compound
- Identicards
- Vehicles


: Fantastic 4 :

- Headquarters
- Four Freedom Plaza
- Vehicles


: Factions & Places :

- Factions
- Brotherhood
- Generation X
- The New Mutants
- S.H.I.E.L.D
- X-Factor
- X-Force
- X.S.E
- Hellfire
- Green Lantern Corps
- HYDRA
- Alpha Flight
- Asgardians
- Captain America
- Defenders
- Eternals
- Excalibur
- Imperial Guard
- Knights Pendragon
- Mutant Liberation Front
- Reavers
- Savage Land Races
- Serpent Society
- Star Jammers
- Thunderbolts
- Winter Guard
- Young Avengers

- Places

- The Batcave
- Arkham Asylum
- The Daily Bugle
- Doc Strange's Sanctum
- The Vault
- Wundagore
- Genosha
- Castle Doom
- Madripoor