S
Schradinger
Guest
Original poster
Greetings one and all! Welcome to my City and thank you for stopping by.
The premise of this RP will be simple, while the rules and guidelines will be less so. The premise is this: A powerful entity of indeterminate motives has descended upon the unlucky city and taken control of its legal, political, and economic systems in order to gain total control of its populace. Once that was done, this individual set about turning the city into a battleground for warriors from across the multiverse, inviting them to come and prove their worth in battles with like-minded beings in order to gain his favor.
While the motives of the entity remain a mystery, it is known that he is in possession of a vast horde of artifacts from all across the multiverse, and that these artifacts will be gifted to those warriors that prove themselves in this Arena City. This may not sound like much of a prize, but chances are, if you want something, one of his artifacts can get it for you.
Luckily for those of you who may fail in your quest, one of the artifacts in question is a device of great power and unknown workings, which allows any slain hero or villain within the city or its surrounding countryside to transcend the limitations of death and return to the mortal coil to start their quest anew, though even this modern marvel has its limits. While it can indeed revive and restore you from any wound you may suffer, it will leave you in a weakened state for a period of twenty-four in-character hours as your abilities are slowly returned to you. The reasons for this drawback are currently unknown, but most consider it a small price to pay for the ability to cheat death.
All that said, it's time for some housekeeping.
The premise of this RP will be simple, while the rules and guidelines will be less so. The premise is this: A powerful entity of indeterminate motives has descended upon the unlucky city and taken control of its legal, political, and economic systems in order to gain total control of its populace. Once that was done, this individual set about turning the city into a battleground for warriors from across the multiverse, inviting them to come and prove their worth in battles with like-minded beings in order to gain his favor.
While the motives of the entity remain a mystery, it is known that he is in possession of a vast horde of artifacts from all across the multiverse, and that these artifacts will be gifted to those warriors that prove themselves in this Arena City. This may not sound like much of a prize, but chances are, if you want something, one of his artifacts can get it for you.
Luckily for those of you who may fail in your quest, one of the artifacts in question is a device of great power and unknown workings, which allows any slain hero or villain within the city or its surrounding countryside to transcend the limitations of death and return to the mortal coil to start their quest anew, though even this modern marvel has its limits. While it can indeed revive and restore you from any wound you may suffer, it will leave you in a weakened state for a period of twenty-four in-character hours as your abilities are slowly returned to you. The reasons for this drawback are currently unknown, but most consider it a small price to pay for the ability to cheat death.
All that said, it's time for some housekeeping.
Type 1 [T1] combat is a type of textual combat designed with logic, precision and detail in mind. It's a turn-based style, allowing every player involved equal time and space to post their character's move. There are four types of 'turn' that a player can make in a T1 fight: Prep, Attack, Defense and Connection. The fight is split in to 'tiers' which often consist of some/all of the aforementioned turns. A tier begins when a prep or attack is posted and ends when either a successful defense or connect is posted.
Prepping
A 'prep' is a turn in which the character prepares to launch their attack. Some special abilities require a certain amount of prep's before an attack can be successfully launched. As a player, it is your responsibility to be aware of which abilities require preps and then to adhere to these rules. Missing a single required prep will probably result in Eden's combat judges voiding the applicable tier of the fight.
A prepping move should state clearly what ability is being prepared for use and provide some imaginative description of this process, whether it be an elaborate ritual or a intense concentration etc.
Special abilities that do not require maintained focus/concentration can be combined with another turn. For instance, whilst a mage is launching a non-magical attack with his sword, he might be muttering an incantation in preparation for using a special ability later. Specifics must still be provided.
If the character receives damage between the preparation and the attack, the most recent prep will be cancelled.
Attacking
An attacking move should be a detailed account of everything vital to the attack: the stance of the attacker, the momentum or direction of the attack, the method of the attack, and it should hint at the desired outcome.
An attacking move must be comprised of one main action, or series of synchronized actions [within the realms of logic please].
Example:
Elario_Chinglove braces his right foot against the ground in front of him, screeching like a particularly irritated banshee as he sends his staff sailing down vertically for Crispian_Nohamar's cranium, relying on the weight of the sturdy oaken staff in addition to his own strength for the momentum needed to crack Crispian_Nohamar's skull.
The above move, although containing information about smaller movements of the attacker's body is centered on one central movement, that of the downward swing of his staff.
Defending
Like an attack, a defensive move must allow for the defender's stance, method, and desired outcome. It's no good simply stating that the character miraculously dodges the attack – it must be a detailed account of how this daring escape is achieved.
The defender must be consistent with the position they were in before the attack took place. For instance, if our defender [Crispian_Nohamar] was standing directly in front of Elario_Chinglove with his hands behind his back and his eyes on the ground when Elario swung his staff, that is the stance he must attempt to defend from. However, before he defends he must be seen to somehow acknowledge the attack. After all, he wouldn't know to defend if he didn't know of the threat to begin with.
Example:
Crispian_Nohamar instantly distracted from his train of thought by Elario_Chinglove's strangely effeminate screeching, he catches a glimpse of the attacker just in time to save his own bacon. His head and upper body reflexively tilt to the left, causing what may have been a fatal blow to the head to land painfully but not mortally upon his leather-armor clad shoulder.
In the above example, Crispian's player acknowledges that his character was not in the best defensive stance to begin with, and as such appreciates that his character cannot completely evade the attack. Considering Crispian wasn't expecting the attack, it would be unrealistic of him to come out of it without taking a blow of some sort.
If Crispian had managed to completely evade the attack, the player of Elario would not be allowed to perform a connecting move and would instead have to RP the resultant events.
Example:
Elario_Chinglove bends his knees in a last ditch attempt at keeping his balance as his staff strikes air and continues towards the ground under its own powerful momentum, the fine polished oak smacking impotently against the flagstones.
However, as Crispian did not completely evade the attack, Elario's player gets to perform a connecting move:
Connecting
A connecting move is a move that confirms the attacker's success. If the defender was unable to completely evade the attack, the attacker is expected to spend a turn describing the results of their attack.
A connection must describe the initial results of the connection and nothing more about it's effects upon the defending character. For example, Elario's player could not state that the staff whacked Crispian's shoulder and then bounced up into the side of his head, as that would be two separate attacks [albeit maybe not both intentional].
It is very important not to 'auto' in a connection. Although you can state where the blow landed based on the information offered in the preceding attack and defense moves, you cannot state the exact amount of damage dealt upon another character. Such details are reliant upon the information in the previous moves. For instance, a powerful downward thrust of Elario's staff would obviously cause some bruising and internal injuries when it hits Crispian's shoulder [although if Crispian is wearing armor of some sort the damage may be decreased], whereas a sword would have cut the flesh and caused bleeding. A connection may also contain preparation for the next attack, such as a change in stance. Usual Prep rules apply.
Example:
Elario_Chinglove tenses his shoulders to absorb the shock of his staff striking down heavily upon Crispian_Nohamar's right shoulder. He lets the staff glance off the shoulder after hitting and swings it back up over his head in readiness for another attack, a victorious smirk mocking Crispian_Nohamar's misfortune.
In the above post, Elario's attack clearly connects, but it is never stated the exact level of damage that is caused. From this point on Crispian's player is expected to RP the character according to the damage which he believes would have occurred. In this instance Crispian is wearing leather armour which may just save his shoulder from being dislocated, but there would still realistically be heavy bruising. As such, Crispian should have less use of his right arm until the wound his healed.
There is another type of move that is often used in T1, and it is a variation on the Defensive move:
Counter-Attack
Rather than simply evade an attack, the defendant may block or counter it with one similarly fluent move.
Example:
Crispian_Nohamar had been expecting an attack, and had his trusty dagger ready behind his back the entire time. Upon the thrust of Elario's foot, he bends at the knees, his left arm flying up to catch the blow on its bronze bracer whilst his right arm swings round -- dagger in hand -- to swipe horizontally at Elario's stomach.
The above move would require great skill on the part of the defendant, and therefore only a character who has an established history of combat prowess could realistically pull it off. Most counter-attacks require a similar level of combat skill, as the combatant is performing different simultaneous actions. As long as those actions can be realistically performed at the same time [i.e. one arm can't realistically be in two places at the same time], the move is valid.
It is then up to Elario to decide whether he will defend, counter-attack or simply take the hit. Considering his staff was already sailing down towards Crispian with some momentum, it will probably still cause some damage to Crispian's arm, but a move of that ferocity on Elario's part will have left his midriff defenceless [aside from any armor he might be wearing] as his arms are engaged in holding the staff. As such, Crispian's dagger would most likely strike as intended.
It's not uncommon for both parties of a fight to take some damage, and it is often considered the honourable thing to accept at least some of your opponents hits [if they're realistic].
As you can see, a tier does not necessarily only consist of three moves. Tiers may overlap or extend beyond the original three basic moves. A T1 combat session ends when there are no more attacks to be made, either because one or more sides of the fight have died, one or more sides of the fight have escaped, one or more sides of the fight have been incapacitated or both parties have reached a non-violent conclusion.
Prepping
A 'prep' is a turn in which the character prepares to launch their attack. Some special abilities require a certain amount of prep's before an attack can be successfully launched. As a player, it is your responsibility to be aware of which abilities require preps and then to adhere to these rules. Missing a single required prep will probably result in Eden's combat judges voiding the applicable tier of the fight.
A prepping move should state clearly what ability is being prepared for use and provide some imaginative description of this process, whether it be an elaborate ritual or a intense concentration etc.
Special abilities that do not require maintained focus/concentration can be combined with another turn. For instance, whilst a mage is launching a non-magical attack with his sword, he might be muttering an incantation in preparation for using a special ability later. Specifics must still be provided.
If the character receives damage between the preparation and the attack, the most recent prep will be cancelled.
Attacking
An attacking move should be a detailed account of everything vital to the attack: the stance of the attacker, the momentum or direction of the attack, the method of the attack, and it should hint at the desired outcome.
An attacking move must be comprised of one main action, or series of synchronized actions [within the realms of logic please].
Example:
Elario_Chinglove braces his right foot against the ground in front of him, screeching like a particularly irritated banshee as he sends his staff sailing down vertically for Crispian_Nohamar's cranium, relying on the weight of the sturdy oaken staff in addition to his own strength for the momentum needed to crack Crispian_Nohamar's skull.
The above move, although containing information about smaller movements of the attacker's body is centered on one central movement, that of the downward swing of his staff.
Defending
Like an attack, a defensive move must allow for the defender's stance, method, and desired outcome. It's no good simply stating that the character miraculously dodges the attack – it must be a detailed account of how this daring escape is achieved.
The defender must be consistent with the position they were in before the attack took place. For instance, if our defender [Crispian_Nohamar] was standing directly in front of Elario_Chinglove with his hands behind his back and his eyes on the ground when Elario swung his staff, that is the stance he must attempt to defend from. However, before he defends he must be seen to somehow acknowledge the attack. After all, he wouldn't know to defend if he didn't know of the threat to begin with.
Example:
Crispian_Nohamar instantly distracted from his train of thought by Elario_Chinglove's strangely effeminate screeching, he catches a glimpse of the attacker just in time to save his own bacon. His head and upper body reflexively tilt to the left, causing what may have been a fatal blow to the head to land painfully but not mortally upon his leather-armor clad shoulder.
In the above example, Crispian's player acknowledges that his character was not in the best defensive stance to begin with, and as such appreciates that his character cannot completely evade the attack. Considering Crispian wasn't expecting the attack, it would be unrealistic of him to come out of it without taking a blow of some sort.
If Crispian had managed to completely evade the attack, the player of Elario would not be allowed to perform a connecting move and would instead have to RP the resultant events.
Example:
Elario_Chinglove bends his knees in a last ditch attempt at keeping his balance as his staff strikes air and continues towards the ground under its own powerful momentum, the fine polished oak smacking impotently against the flagstones.
However, as Crispian did not completely evade the attack, Elario's player gets to perform a connecting move:
Connecting
A connecting move is a move that confirms the attacker's success. If the defender was unable to completely evade the attack, the attacker is expected to spend a turn describing the results of their attack.
A connection must describe the initial results of the connection and nothing more about it's effects upon the defending character. For example, Elario's player could not state that the staff whacked Crispian's shoulder and then bounced up into the side of his head, as that would be two separate attacks [albeit maybe not both intentional].
It is very important not to 'auto' in a connection. Although you can state where the blow landed based on the information offered in the preceding attack and defense moves, you cannot state the exact amount of damage dealt upon another character. Such details are reliant upon the information in the previous moves. For instance, a powerful downward thrust of Elario's staff would obviously cause some bruising and internal injuries when it hits Crispian's shoulder [although if Crispian is wearing armor of some sort the damage may be decreased], whereas a sword would have cut the flesh and caused bleeding. A connection may also contain preparation for the next attack, such as a change in stance. Usual Prep rules apply.
Example:
Elario_Chinglove tenses his shoulders to absorb the shock of his staff striking down heavily upon Crispian_Nohamar's right shoulder. He lets the staff glance off the shoulder after hitting and swings it back up over his head in readiness for another attack, a victorious smirk mocking Crispian_Nohamar's misfortune.
In the above post, Elario's attack clearly connects, but it is never stated the exact level of damage that is caused. From this point on Crispian's player is expected to RP the character according to the damage which he believes would have occurred. In this instance Crispian is wearing leather armour which may just save his shoulder from being dislocated, but there would still realistically be heavy bruising. As such, Crispian should have less use of his right arm until the wound his healed.
There is another type of move that is often used in T1, and it is a variation on the Defensive move:
Counter-Attack
Rather than simply evade an attack, the defendant may block or counter it with one similarly fluent move.
Example:
Crispian_Nohamar had been expecting an attack, and had his trusty dagger ready behind his back the entire time. Upon the thrust of Elario's foot, he bends at the knees, his left arm flying up to catch the blow on its bronze bracer whilst his right arm swings round -- dagger in hand -- to swipe horizontally at Elario's stomach.
The above move would require great skill on the part of the defendant, and therefore only a character who has an established history of combat prowess could realistically pull it off. Most counter-attacks require a similar level of combat skill, as the combatant is performing different simultaneous actions. As long as those actions can be realistically performed at the same time [i.e. one arm can't realistically be in two places at the same time], the move is valid.
It is then up to Elario to decide whether he will defend, counter-attack or simply take the hit. Considering his staff was already sailing down towards Crispian with some momentum, it will probably still cause some damage to Crispian's arm, but a move of that ferocity on Elario's part will have left his midriff defenceless [aside from any armor he might be wearing] as his arms are engaged in holding the staff. As such, Crispian's dagger would most likely strike as intended.
It's not uncommon for both parties of a fight to take some damage, and it is often considered the honourable thing to accept at least some of your opponents hits [if they're realistic].
As you can see, a tier does not necessarily only consist of three moves. Tiers may overlap or extend beyond the original three basic moves. A T1 combat session ends when there are no more attacks to be made, either because one or more sides of the fight have died, one or more sides of the fight have escaped, one or more sides of the fight have been incapacitated or both parties have reached a non-violent conclusion.
Rule 1: All characters, no matter how high or low quality, are equal in this roleplay. A generic rank and file soldier is considered just as good a character as General Freedom, the Light of America. Insulting another player's character, simply because you deem it either childish or low quality is not permitted.
Rule 2: This is a mature setting, not to say immaturity isn't allowed, but forewarning. Violence is certain to occur, and is in fact encouraged. Some folks prefer to write more grotesquely violent injuries than others, be prepared to read about blood.
Rule 3: Disagreements among players will be presented to me and appointed Co-GMs to resolve the problem. We will read over the posts, analyze the discrepancy, and come to a democratic ruling on the matter.
Rule 4: There are multiple ranks in this arena, however, no rank is immune to the effects of a lesser ranked character. General Freedom can be punched in the jaw by Rank and File soldier, and he would in fact feel it. He may be able to shrug it off, but he is not entirely immune to the assault. Just because you're a certain rank does not mean you are a higher level than others. The sum total of your powers places you in that tier.
Rule 5: Posts must be logical and within the boundaries of your character's abilities. An ability that is pulled from thin air in the middle of combat will be frowned upon. A variation of an ability, using creative writing however, is well within your limitations.
Rule 6: All actions presented must allow for a response from your opponent, an enclosed action that prevents them from responding in any way is not allowed. We're all experienced enough to know that: "I throw a punch at his head and send his skull flying off into the distance." Is ridiculous, and generally frowned upon. The exception to this rule lies in finishing moves. Once your opponent has been defeated, the last attack you made to them can follow through. Say, you're swinging your blade at his head, and he dies from this. You can follow through, saying that your blade cuts him clean in half down the center.
Rule 7: Respawning. Whenever your character dies, they may re-spawn immediately to begin RP in a de-powered state, slowly regaining their abilities over the course of a 24-hour in-character time period (this is to prevent an immediate attempt at revenge, while you're fresh from reincarnation and your opponent is still weary from battle). If your corpse is looted by your opponent, whatever was taken will not be on you when you respawn. You may lock important items, but you must have at least one loot-able item on you. You may only loot one item at a time.
Rule 8: On the issue of being absent without notice during a fight, there will be a three day waiting period, after which your opponent may conclude their previous attack successfully (though non-fatally) and continue the fight with their next move. After seven days, your opponent may conclude the entire fight with a fatal attack that will result in a win for them while your character is forced to re-spawn. Exceptions can be made if you give notice of your absence beforehand.
Special thanks to LeeRoy for creating such a marvelous rule template, and to Skallagrim for creating the character of General Freedom, whom I hope will join us in this RP.
Rule 2: This is a mature setting, not to say immaturity isn't allowed, but forewarning. Violence is certain to occur, and is in fact encouraged. Some folks prefer to write more grotesquely violent injuries than others, be prepared to read about blood.
Rule 3: Disagreements among players will be presented to me and appointed Co-GMs to resolve the problem. We will read over the posts, analyze the discrepancy, and come to a democratic ruling on the matter.
Rule 4: There are multiple ranks in this arena, however, no rank is immune to the effects of a lesser ranked character. General Freedom can be punched in the jaw by Rank and File soldier, and he would in fact feel it. He may be able to shrug it off, but he is not entirely immune to the assault. Just because you're a certain rank does not mean you are a higher level than others. The sum total of your powers places you in that tier.
Rule 5: Posts must be logical and within the boundaries of your character's abilities. An ability that is pulled from thin air in the middle of combat will be frowned upon. A variation of an ability, using creative writing however, is well within your limitations.
Rule 6: All actions presented must allow for a response from your opponent, an enclosed action that prevents them from responding in any way is not allowed. We're all experienced enough to know that: "I throw a punch at his head and send his skull flying off into the distance." Is ridiculous, and generally frowned upon. The exception to this rule lies in finishing moves. Once your opponent has been defeated, the last attack you made to them can follow through. Say, you're swinging your blade at his head, and he dies from this. You can follow through, saying that your blade cuts him clean in half down the center.
Rule 7: Respawning. Whenever your character dies, they may re-spawn immediately to begin RP in a de-powered state, slowly regaining their abilities over the course of a 24-hour in-character time period (this is to prevent an immediate attempt at revenge, while you're fresh from reincarnation and your opponent is still weary from battle). If your corpse is looted by your opponent, whatever was taken will not be on you when you respawn. You may lock important items, but you must have at least one loot-able item on you. You may only loot one item at a time.
Rule 8: On the issue of being absent without notice during a fight, there will be a three day waiting period, after which your opponent may conclude their previous attack successfully (though non-fatally) and continue the fight with their next move. After seven days, your opponent may conclude the entire fight with a fatal attack that will result in a win for them while your character is forced to re-spawn. Exceptions can be made if you give notice of your absence beforehand.
Special thanks to LeeRoy for creating such a marvelous rule template, and to Skallagrim for creating the character of General Freedom, whom I hope will join us in this RP.
The Mainland:
Generally considered to be the city proper, the mainland was once all that existed of the city, prior to the arrival of the tyrant and his many modifications to the metropolis' social, economic, and physical structures, including the construction of the Hub. This portion of the city, much larger than the Hub, is laid out in a more traditional grid pattern, with main street running from the end of the Hub bridge through the entire city before becoming a major highway as it continues on through the forest to the west. The sprawling concrete jungle extends for dozens of kilometers in every direction, before giving way to rolling hills and farmland to the south, forest to the west, and mountains to the north. The great bay to the east holds the Hub, as well as the city's various harbors and shipping ports.
The Hub:
A ten kilometer wide circular artificial island situated in the bay, this district is comprised of streets arranged in concentric circles around the new capitol building and police headquarters. It is assumed that this is where the tyrant resides, as security is heaviest here and provided both by the city's police and those superhumans who see fit to join the tyrant. This is also the location where all deceased heroes will be resurrected before receiving an escort back to the city proper. It is protected from airborne intruders by a shield dome capable of repelling a nuclear assault, and the only known entrances are through the primary gate and bridge to the mainland or the hub's harbor.
Generally considered to be the city proper, the mainland was once all that existed of the city, prior to the arrival of the tyrant and his many modifications to the metropolis' social, economic, and physical structures, including the construction of the Hub. This portion of the city, much larger than the Hub, is laid out in a more traditional grid pattern, with main street running from the end of the Hub bridge through the entire city before becoming a major highway as it continues on through the forest to the west. The sprawling concrete jungle extends for dozens of kilometers in every direction, before giving way to rolling hills and farmland to the south, forest to the west, and mountains to the north. The great bay to the east holds the Hub, as well as the city's various harbors and shipping ports.
The Hub:
A ten kilometer wide circular artificial island situated in the bay, this district is comprised of streets arranged in concentric circles around the new capitol building and police headquarters. It is assumed that this is where the tyrant resides, as security is heaviest here and provided both by the city's police and those superhumans who see fit to join the tyrant. This is also the location where all deceased heroes will be resurrected before receiving an escort back to the city proper. It is protected from airborne intruders by a shield dome capable of repelling a nuclear assault, and the only known entrances are through the primary gate and bridge to the mainland or the hub's harbor.
These will be the ratings applied to your character at the end of the acceptance process, in order to determine where they stand in relation to the other characters in the RP. You can use the rating descriptions to help determine where you want your character to stand and describe your abilities accordingly, but the ratings are not to be used in place of actually describing your powers, abilities, and limitations. Once your character sheet is complete and the individual power ratings filled in, the totals will be added together in order to determine the overall level of your character. Currently, any level 7 abilities will not be allowed for characters that will be participating in combat (barring special permission and circumstances). It may also help to keep in mind the Overall power ratings of the other characters in the roleplay, as no one will be forced to participate in any fight and a character that is significantly more powerful than the others could have a hard time finding matches. In order to have a character with abilities that place them at level 7 in any category, no other category (except synergy) may exceed level 3.
The ratings are as follows:
Intelligence: Your ability to think and process information.
Level 0. Slow/Impaired
Level 1. Normal
Level 2. Learned
Level 3. Gifted
Level 4. Genius
Level 5. Polymath
Level 6. Super-Genius
Level 7. Prescient
Strength: Your Ability to lift weight.
Level 0. Weak: cannot lift own body weight
Level 1. Normal: able to lift own body weight
Level 2. Peak human: able to lift three times own body weight
Level 3. Superhuman: 800 lbs-25 ton range
Level 4. Superhuman: 25-75 ton range
Level 5. Superhuman: 75-250 ton range
Level 6. Superhuman: 250-500 ton range
Level 7. Superhuman: More than 500 tons.
Speed: Your ability to move over land by running or flight.
Level 0. Below normal
Level 1. Normal
Level 2. Peak Human: Up to 65 kph/40 mph
Level 3. Superhuman: Up to 320 kph/200 mph
Level 4. Superhuman: Up to 650 kph/400 mph
Level 5. Supersonic: Up to 1300 kph/800 mph
Level 6. Supersonic: Up to 2600 kph/1600 mph
Level 7. Supersonic: Up to 5200 kph/3200 mph
Durability: Your ability to resist or recover from bodily injury.
Level 0. Weak
Level 1. Normal
Level 2. Enhanced
Level 3. Regenerative
Level 4. Bulletproof
Level 5. Superhuman
Level 6. Virtually indestructible
Level 7. Immortal
Energy Projection: Your ability to discharge energy.
Level 0. None
Level 1. Ability to discharge/control energy on contact
Level 2. Short range, short duration, single energy type
Level 3. Medium range, duration, single energy type
Level 4. Long range, long duration, single energy type
Level 5. Able to discharge/control multiple forms of energy, short range
Level 6. Able to discharge/control multiple forms of energy, long range
Level 7. Virtually unlimited command of multiple forms of energy
Fighting Ability: Your proficiency in hand-to-hand combat.
Level 0. Poor
Level 1. Normal
Level 2. Some training
Level 3. Experienced fighter
Level 4. Master of a single form of combat
Level 5. Master of several forms of combat
Level 6. Master of most forms of combat
Level 7. Creator of an all-encompassing form of combat
Synergy: How well your powers work together.
Level 0. Little to no combat application at all.
Level 1. You can defeat a single skilled human opponent.
Level 2. You're capable of defeating a dozen human opponents of varying skill
Level 3. You Can defeat a hundred human opponents.
Level 4. You're able to destroy a single fully-staffed military base.
Level 5. Whole armies crumble before your might.
Level 6. Entire nations cannot stand against you and hope to win.
Level 7. Your power is enough to defeat an entire world.
The ratings are as follows:
Intelligence: Your ability to think and process information.
Level 0. Slow/Impaired
Level 1. Normal
Level 2. Learned
Level 3. Gifted
Level 4. Genius
Level 5. Polymath
Level 6. Super-Genius
Level 7. Prescient
Strength: Your Ability to lift weight.
Level 0. Weak: cannot lift own body weight
Level 1. Normal: able to lift own body weight
Level 2. Peak human: able to lift three times own body weight
Level 3. Superhuman: 800 lbs-25 ton range
Level 4. Superhuman: 25-75 ton range
Level 5. Superhuman: 75-250 ton range
Level 6. Superhuman: 250-500 ton range
Level 7. Superhuman: More than 500 tons.
Speed: Your ability to move over land by running or flight.
Level 0. Below normal
Level 1. Normal
Level 2. Peak Human: Up to 65 kph/40 mph
Level 3. Superhuman: Up to 320 kph/200 mph
Level 4. Superhuman: Up to 650 kph/400 mph
Level 5. Supersonic: Up to 1300 kph/800 mph
Level 6. Supersonic: Up to 2600 kph/1600 mph
Level 7. Supersonic: Up to 5200 kph/3200 mph
Durability: Your ability to resist or recover from bodily injury.
Level 0. Weak
Level 1. Normal
Level 2. Enhanced
Level 3. Regenerative
Level 4. Bulletproof
Level 5. Superhuman
Level 6. Virtually indestructible
Level 7. Immortal
Energy Projection: Your ability to discharge energy.
Level 0. None
Level 1. Ability to discharge/control energy on contact
Level 2. Short range, short duration, single energy type
Level 3. Medium range, duration, single energy type
Level 4. Long range, long duration, single energy type
Level 5. Able to discharge/control multiple forms of energy, short range
Level 6. Able to discharge/control multiple forms of energy, long range
Level 7. Virtually unlimited command of multiple forms of energy
Fighting Ability: Your proficiency in hand-to-hand combat.
Level 0. Poor
Level 1. Normal
Level 2. Some training
Level 3. Experienced fighter
Level 4. Master of a single form of combat
Level 5. Master of several forms of combat
Level 6. Master of most forms of combat
Level 7. Creator of an all-encompassing form of combat
Synergy: How well your powers work together.
Level 0. Little to no combat application at all.
Level 1. You can defeat a single skilled human opponent.
Level 2. You're capable of defeating a dozen human opponents of varying skill
Level 3. You Can defeat a hundred human opponents.
Level 4. You're able to destroy a single fully-staffed military base.
Level 5. Whole armies crumble before your might.
Level 6. Entire nations cannot stand against you and hope to win.
Level 7. Your power is enough to defeat an entire world.
Name:
Age:
Sex:
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