A New RPG, Arc 1: Endbringer

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An Overview of the World

The year is late 2014, and life on Earth is more or less as you would expect it to be, except for the fact that there are also people possessing special talents and abilities that go well beyond what is humanly possible. Overall, society has developed not much differently than the real world, even with these exceptional individuals.

While generally, these beings are referred to as superhumans, many different terminologies are also commonly used (sometimes interchangeably, sometimes incorrectly,) such as meta-humans, supers, extraordinaries, inhumans, mutants, magi, the empowered, supernaturals, demigods, mythicals, etc., What you want your characters to be defined as is really up to you, so long as it makes sense.

For much of human history, these beings have been either a persecuted minority, or treated as only rumours of folklore, who lacked the numbers needed to exist publicly. This lasted until the dawn of the 20th Century. While beings of explicitly supernatural, mythological, or magical nature had become rare and tend to remain less visible to the public, new sciences and various inexplicable phenomena across the world gave rise to a new era of superhumans possessing other sorts of powers that defy explanation

By real-world standards at least, these sort of things are kind of just accepted in this setting if you recall. We are aiming for a comic book-like feel to the world. Fleshing out the really supernatural things like ancient vampires and demons and stuff can wait a just until we get settled in with the human perspective.

By the 21st Century, most modern countries have reached a point of legally permitting superhumans of all kinds the right to assist in upholding the law and being permitted to maintain anonymous identities for their own privacy and the safety of those around them, so long as they affiliate themselves with a superhero team that legally registers itself and the aliases of its members.

Meaning, that superheroes who go through legal channels to to register their aliases are typically given permission to fight crime without being arrested for vigilantism.

Many governments possess some sort of branch to manage the legality of these civilian-superheroes, handling super/non-super relations, as well as possessing their own government-funded superhero teams to deal with matters of national security.

Not all nations are on the same page as this, but admit it, almost all of our characters are going to be living in First-World countries.

Civilian and government superhero teams occasionally butt heads, but both serve as checks to the other, so that the government cannot oppress superhumans (forcing them to work for the state) and superhumans can't oppress the general public (or undermine the rule of law in general.) And both exist to fight villains and criminals who occasionally cause problems by using their powers for illegal or evil purposes.

Operating as a part of a recognized team tends to be of much benefit given that not everyone with powers is automatically able to afford being a "solo act," seeing as collateral damage tends to have to come out of someone's pocket, and expecting the general public to foot the bill would not be good for supers in general.

Discussing various kinds of superpowers themselves

Some people are born with the potential for these gifts, some acquire them after specific empowering incidents, some simply possessing objects that grant power, but all are generally classified as some variant of the blanket-term superhuman. The possible origins of how any individual can have possibly obtained their superpowers are incredibly broad. We have the standard Superhumans (Wonder Woman, Superman, Hulk, Aquaman, Flash, etc.) but we also have different types supers besides the standard one. They follow as:

  • The Spellcasters: Actual magic is typically rarer than other forms of superpowers, and is possibly the most diverse in actual function, but is by no means all-powerful and is almost always with its own rules attached to whatever specific way it manifests itself. Many forms of actual magic, due to loose similarities in the energies they use, are rumored to be ultimately derived from a common origin point that manifests itself in countless different ways by the time that its influence reaches those affected by it. However, whatever this may be, it is so foreign to comprehension that virtually all attempts to track it back to its source are futile. Loki, Zatanna, Dr. Strange, Shazam, etc.
  • The Enchanted: Magically enchanted or otherwise similarly superpowered objects, frequently referred to as artifacts, exist that can sometimes grant those in possession of them powers. The exact nature of these artifacts is as broad as the many kinds of powers themselves, and are frequently each unique objects that each operate on their own specific rules. However, what is consistent is that those who make use of these artifacts are reliant on these artifacts remaining in their possession either physically, or at least existing in some way that they can draw power from, and are therefore potentially at risk of being lost under unfortunate circumstances. As an upside, artifacts tend to be very reliable to those who possess them and tend to be incredibly difficult to damage, serving as easily accessible means to have superpowers at all. Thor, the Lantern Corps, Dr. Fate, Juggernaut, etc.
  • The Tinkers: The existence of superhumans has also accelerated certain technological fields. By the year 2014, advanced science and technology in certain fields have been invented that are able to compete on an even footing with true superhumans, though such powerful tech is typically very expensive and therefore only reserved for those wealthy enough to afford obtaining it, or the resources (and knowledge/skill) needed to create it. Iron Man, Lex Luthor, Dr. Octopus, Cyborg, etc.
  • Specializers: Neither superpowers, magic, artifacts, technology, or any other form of superhuman advantage is superior to any other, all having their own strengths and weaknesses, both in general and individually. Though some individuals are capable of blending aspects of multiple forms of powers. Something, something Dr. Doom, etc.

Submitting a character for the RPG

Name or Aliases: What is the character's actual name, what do they go by, what aliases do they use if they don't want the public to know their identity, etc.

Age: Self explanatory, yes?

Physical Description: A basic visual description of the character, so that other people can have an idea what the people that their own characters are interacting with look like, which is very important seeing as most characters should be able to know this much about another on sight. A picture can suffice, though an actually written description would be preferred, as simply practicing will improve your overall quality of writing.

Personality: At least a brief description of how the character thinks, can be expected to behave in certain situations, particular quirks or mannerisms that they possess, etc. This is important so that, when being approved, the mods can judge how a character will make use of their powers and assets. This is not set in stone, and is absolutely able to develop into something different over the course of their in-character experiences.

Personal Assets: A summary of what sort of their approximate financial situation, any notable possessions that would be important to mention, what sort of home they live in, etc. This is so that characters can be held to act more or less within their means, support whatever lifestyle they live, and will be evaluated to see if it can be justified. These can be subject to change over the course of their in-character experiences.

Backstory: At least a brief overview of the character's past, describing any important details as to how they became the person they are. Anything notable that shaped their personality or word-view, how they obtained any powers they possess, what sort of consequences led them to have their assets, etc.. If in-character experiences justify major character growth to the point of the character being resubmitted to reflect those changes, a brief overview of the events in question and a link to their old profile page would be appreciated here.

Powers: Describe their powers! Fairly simple, no? Try not to go overboard, as I haven't made a list of banned powers yet. Be creative, though! This is of course the main attraction after all.

Stats (add this below your character submission, below powers)

Strength

To encompass the uppermost limits of one's own physical body, generally measuring the weight of that which they could move using their full strength and in perfect health, without being exhausted or suffering from damage that would limit the body. Whether or not modified by technology, magic, or some other means so long as it involves "strength" (so things like TK would be applicable here). A higher strength score will allow for a character to not only carry heavier objects, but also generally hit harder with their direct attacks and can factor into their overall Danger score.

  • 0 None; Reserved for cases of a marked absence of strength. There is virtually nothing that exists which a character this weak is able to physically overpower.
  • 1 Very low/impaired; This accounts for children, small animals, and adults with some sort of injury or other impairment that limits the strength they can exert.
  • 2 Normal; used for humans of no markedly above average strength as opposed to any other regular human.
  • 3 Athletic; used for humans who are stronger than the average human, able to lift usually around twice or three times their own body weight, up to around 600 lbs
  • 4 Peak Human; upwards of 1000 lbs, give or take. This is around the highest world records set for professional weightlifters.
  • 5 Enhanced Human; reserved for characters able to lift upwards of 10 tons as their upper limit. To put this into perspective, a fully grown African bush elephant can weigh up to 7 tons, so a 5 in strength might be able to lift an elephant over one's head. A loaded bus on the other hand can weigh around 20 tons.
  • 6 Superhuman; able to move upwards of 100 tons. A modern main battle tank can weigh in the range of 40-60 tons.
  • 7 Peak Superhuman; able to move objects up to 500 tons in weight. To put this into perspective, a blue whale weighs around 170 tons, and the largest cruise liners in the world when fully loaded can weigh upwards of 200 tons.
  • 8 Enhanced Superhuman; able to move objects up to 1000 tons in size. To put this into perspective, the largest cargo transports in the world, fully loaded, weigh around 600 tons.
  • 9 Otherworldly; so strong that this character is able to move things in excess of 100000 tons, but smaller than a planet.
  • 10 Functionally Limitless; The amount of strength this character possesses is so high that there are no known limits to what they can move using their physical body, being able to move planet-sized objects and larger.
  • 11 Truly Limitless; Purely theoretical in scope, this is strength that supersedes all measure, being able to exert strength on such a scale that so long as something exists in some sort of physical form, then this character is strong enough to move it without fail. Strength of this degree will not ever be approved for canon use by any character for any reason whatsoever no matter who you are or how much you promise to not to abuse it, and we will all think less of you for it if you seriously try.

Movement Speed

How fast a character can move at their top speed. Also, please make a note on how quickly it takes in order to reach this speed, and for how long they can maintain top speed. Characters who can teleport should explain the range, cooldown and other relevant details, as a note next to the power that enables teleportation.

  • 0 None; Reserved for cases of a marked absence of speed, who are truly immobile under their own power.
  • 1 Very low/impaired; For beings who are very slow, who at full speed are incapable of exceeding 5 kilometers/3 miles per hour
  • 2 Normal; used for humans of no markedly above average speed as opposed to any other regular human.
  • 3 Athletic; used for humans who are faster than the average human, able to consistently move at speeds around that of a trained athlete, in the range of around 32 kmh/20 mph
  • 4 Peak Human; upwards of around 50 km/h or 30 mph, just pushing the current world records for human sprinting speed. Also, around the speed of a galloping horse.
  • 5 Enhanced Human; up to around 100 km/h or 60 mph
  • 6 Superhuman; several hundred kilometers an hour, about half the speed of sound
  • 7 Peak Superhuman; up to the speed of sound
  • 8 Enhanced Superhuman; supersonic, moving faster than the speed of sound
  • 9 Otherworldly; approaching light speed
  • 10 Functionally Limitless; transcending light speed
  • 11 Truly Limitless; literally no distance within the entire universe is too far away to travel to instantly.

Reflex Speed

How fast can a character perceive and respond to actions as they happen, though it may require conscious effort to focus on and avoid being harmed by fast moving attacks. Please try to be specific as to where exceptionally fast persons fall within their stat number, especially at the Superhuman level (6) and above.

  • 0 None; Unable to perceive or react to any attack, no matter how slow.
  • 1 Poor; Slow or impaired. Only able to react to very slow attacks.
  • 2 Normal; Average human reaction time. Able to dodge some melee attacks and thrown projectiles.
  • 3 Athletic; Swift human reaction speed. Able to reliably dodge melee attacks from unskilled fighters, and swift thrown projectiles from a distance
  • 4 Peak Human; Able to reliably dodge melee attacks from skilled fighters, and avoid most thrown projectiles from a distance, if concentrating on doing so
  • 5 Enhanced Human; Able to casually avoid being touched by normal humans without effort, and most subsonic projectiles, but not bullets.
  • 6 Superhuman; Can react to attacks moving at transonic speeds, just under the speed of sound. Possible to dodge some bullets, if making a conscious effort to do so
  • 7 Peak Superhuman; Can react to attacks moving at the speed of sound, or just over
  • 8 Enhanced Superhuman; Can react to attacks moving at supersonic speeds, but no faster than Mach 5
  • 9 Otherworldly; Can react to attacks moving at hypersonic speeds, between Mach 5 and Mach 10.
  • 10 Functionally Limitless; Includes Fighters who can react to attacks approaching the speed of light or are otherwise near-instant
  • 11 Truly Limitless; Reserved for exceptional cases where a character can react to anything around them no matter how fast

Attack Speed

In a period of time, how quickly a character can throw attacks at an opponent in either melee combat, or ranged combat (though not including the use of fully automatic firearms, as they only require that the trigger be held down and is not an accurate gauge of the combatant's skill. Fully automatic firearms should just be listed under the Weaponry section of the chart.)

  • 0 None; Incapable of attacking ever
  • 1 Impaired; Requiring at least a second or more in order to throw any attack
  • 2 Normal; Able to attack twice per second
  • 3 Athletic; Able to attack three times per second
  • 4 Peak Human; Able to attack up to five times per second
  • 5 Enhanced Human; Able to attack up to ten times per second
  • 6 Superhuman; Able to attack up to fifteen times per second
  • 7 Peak Superhuman; Able to attack up to twenty times per second
  • 8 Enhanced Superhuman; Able to attack up to thirty times per second
  • 9 Otherworldly; Able to attack up to forty times per second
  • 10 Functionally Limitless; Able to attack fifty or more times per second
  • 11 Truly Limitless; A literal constant flow of attacks that cannot be measured

Intelligence

A rough approximation as to how intelligent a character is, measuring how much information they can store and process.

  • 0 None; Unable to think at all, lacking any form of intelligence.
  • 1 Poor; Stupid. To encompass animals, or slow/impaired persons.
  • 2 Normal; Average human. May have some specific knowledge, but unlikely to have a full knowledge on any aspect of specific fields.
  • 3 Lowly-Educated; Having specific knowledge on a few broad subjects or possibly having full knowledge on a certain aspect of a certain field.
  • 4 Highly-Educated; Having specific knowledge on several broad subjects or having full knowledge on a couple aspects of a certain field.
  • 5 Lowly-Gifted; Knowing specific things about many broad subjects or fully knowing several aspects of a certain field.
  • 6 Highly-Gifted; Knowing specific information about many broad subjects with some focus on a certain field, or knowing many aspects of certain field.
  • 7 Near-Genius; Knowing many things on many subjects with some focusing on several fields, or knowing nearly everything there is to know about a certain field.
  • 8 Genius; Knowing a great deal about several fields, or knowing a subject to perfection.
  • 9 Super Genius; Knowing vast amounts about several fields, or knowing a few subjects to perfection.
  • 10 Supernatural Knowledge; Knowing much on most known fields, knowing several subjects to perfection, or having knowledge that no one else ever has.
  • 11 Infinite Knowledge; Knowing everything about everything, above all forms of ignorance, including why no character will likely ever be approved with an listed 10 or higher in any given stat.

Wisdom

A rough measure of how easily a character is able to assess a situation, and the people they meet, in order to come to decisions

  • 0 None; Having absolutely no wisdom, unable to judge anything.
  • 1 Dim-Witted; Easily fooled, not showing good judgement.
  • 2 Sensible; Not easily fooled nor able to easily plan things out.
  • 3 Quick-Witted; Able to react and plan somewhat better than the average person.
  • 4 Clever; Able to quickly understand a situation and plan accordingly. Generally a quality of a good leader.
  • 5 Cunning; Able to understand and plan a situation while also misdirecting those looking from the outside in.
  • 6 Tactical; Able to plan for various outcomes to a situation beforehand.
  • 7 Strategic; Able to plan for many outcomes to a situation before it arises.
  • 8 Calculating; Able to create plans for many outcomes, as well as change plans on the spot if need be.
  • 9 Ingenious; Able to turn most situations into their own favor without planning.
  • 10 Sagacious; Able help other plan for other possible situations and understand many complex plans.
  • 11 Omnicompetent; Able to be fully prepared for literally any situation no matter how contrived.

Mental Willpower

A combination of durability and stamina, but applied to the mind's ability to ignore pain or stress. What would it take to break his, or her, or its will to continue? Also, powers that might potentially attempt to influence a character's mind or emotions can be resisted with this stat.

  • 0 None; Unable to summon the energy to act in the first place, let alone with pain or stress added on top
  • 1 Poor; Unable to continue acting after less than 3 minutes of stressful conditions
  • 2 Normal; Able to resist up to 10 minutes of nonstop stressful conditions
  • 3 Tough; Able to resist up to 30 minutes of nonstop stressful conditions
  • 4 Peak Human; Able to resist up to 1 hour of nonstop stressful conditions
  • 5 Enhanced Human; Able to resist up to 6 hours of nonstop stressful conditions
  • 6 Superhuman; Able to resist up to 12 hours of nonstop stressful conditions
  • 7 Peak Superhuman; Able to resist up to an entire day of nonstop stressful conditions
  • 8 Enhanced Superhuman; Able to resist up to an entire week of nonstop stressful conditions
  • 9 Otherworldly; Able to resist up to an entire month of nonstop stressful conditions
  • 10 Functionally Limitless; No amount of mental stress seems to be able to break this character, but it is possible somehow.
  • 11 Truly Limitless; Possesses an infinite willpower that cannot be broken under any circumstances.

Physical Willpower

Upon being injured, this applies to the ability to temporarily ignore the adverse effects of damage to their body, for a duration similar to their stamina. This can also be used to measure one's body's resistance to toxins, contaminants, and other harmful elements not necessarily measured in raw damage output.

  • 0 None; Unable to summon the energy to act in the first place, let alone with pain or stress added on top.
  • 1 Poor; Unable to keep going after minor injuries.
  • 2 Normal; Able to keep acting after minor injuries.
  • 3 Tough; Able to keep acting temporarily after getting a broken bone, or similar damage.
  • 4 Peak Human; Able to keep acting temporarily after breaking several bones, or being shot or stabbed somewhere non-fatal.
  • 5 Enhanced Human; Can keep going temporarily after being shot or stabbed in non-fatal areas more than once, or having open bone fractures, or having damaged non-vital organs.
  • 6 Superhuman; Can keep going temporarily after sustaining multiple injuries that when added up will probably be fatal without immediate medical intervention.
  • 7 Peak Superhuman; Can keep acting temporarily after suffering an injury that on it's own will be fatal without immediate medical intervention.
  • 8 Enhanced Superhuman; Can keep acting temporarily after suffering two potentially mortal injuries without immediate medical intervention.
  • 9 Otherworldly; Can keep acting temporarily after suffering at least three potentially mortal injuries without immediate medical intervention.
  • 10 Functionally Limitless; Can keep going after they should be already dead from their injuries, until they run out of stamina.
  • 11 Truly Limitless; Possesses an infinite willpower that cannot be broken under any circumstances.

Durability

Ability to withstand damage, or what sort of forces would be required to inflict harm to this character. Is measured directly against Danger when two characters fight. Please remember that it can be possible to be killed in other ways not directly associated with direct, raw damage.

  • 0 None; Merely existing is a miracle for this character, as even the most gentle of forces is enough to be considered harmful, even ones that nobody would normally associate with being dangerous, like standing upright, or breathing.
  • 1 Poor; Characters who have an unnatural susceptibility to physical harm. Going grocery shopping might be risky.
  • 2 Normal; Able to resist serious harm from a danger score of 1. Characters who have no notable durability above the norm for the average human.
  • 3 Above Average; Able to resist serious harm from a danger score of 2. Slightly higher resilience than normal, still within human abilities. Typically a who is tougher than the general human population but still fully susceptible to harm from things that would injure other humans.
  • 4 Peak Human; Highly resistant to harm from danger scores of 2, able to potentially avoid serious harm from a danger score of 3. Able to resist harm that would otherwise easily injure the average human, but still vulnerable to bullets, bladed weapons, blunt trauma, etc.
  • 5 Enhanced Human; Able to resist harm from a danger score of 3. Notably more durable than the average human, able to resist harm from some bladed weapons, blunt trauma, or low calibre firearms.
  • 6 Superhuman; Able to resist harm from a danger score of 4. Able to resist considerable amounts of harm, requiring high caliber or armor piercing firearms, small explosives, or melee attacks by notably strong combatants in order to reliably harm.
  • 7 Peak Superhuman; Able to resist harm from a danger score of 5. High-end military ordinance or enhanced strength are required in order to reliably harm this character.
  • 8 Enhanced Superhuman; Able to resist danger scores of 6. Damage outputs that could level cities or truly superhuman strength are around the amount needed to reliably harm.
  • 9 Otherworldly; Able to resist harm from danger levels of 7. Nuclear weaponry, or it's equivalent in terms of damage output, are needed in order to reliably harm this character.
  • 10 Functionally Limitless; Able to resist harm from danger levels of 8. This character is durable enough to resist the damage equivalent of a nuclear weapon.
  • 11 Truly Limitless; Nothing is capable of causing this character any sort of bodily harm under any circumstances at all.

Weakness

Does your character have any notable weaknesses, or vulnerabilities to any particular kind of attack? What would be the most effective way for another character to fight this one? This is especially important, if not mandatory, for characters who possess notably high Durability. Remember, not only is there ALWAYS someone who is able to hurt you or exploit your weakness in some way, but there should also ideally be some way that ANYONE with enough time to legitimately prepare can do so.

Recovery

The ability to naturally recover from damage after it has been dealt, how quickly can regular injuries be considered to be healed. Please note that, even characters who are notable fast at healing will likely have to deal with the consequences of being injured mid-battle, and will most likely require rest in order to properly heal.

  • 0 None; Incapable of healing from damage once sustained, barring outside influence
  • 1 Very low/impaired; has difficulty healing, doing so at a rate slower than that of an average human would for a comparable injury
  • 2 Normal; Heals at a regular human pace.
  • 3 Athletic; Heals faster than an average human, still requiring actual medical aid but is able to be released from a hospital considerably sooner, recovering from injuries in a span of weeks that would otherwise take months.
  • 4 Peak Human; Able to heal from minor injuries at a rate noticeably faster than a normal human, such that deep cuts and broken bones can be fully healed in under a week.
  • 5 Enhanced Human; Able to reattach severed limbs and fully recover from destroyed organs in under a week, provided that they don't die before the have a chance to begin healing.
  • 6 Superhuman; able to regenerate lost limbs, organs, and large sections of body mass within the span of a single day, provided that they don't die outright before they have a chance to begin healing.
  • 7 Peak Superhuman; able to regenerate lost limbs, organs, and large sections of body mass within the span of 6 hours, provided that they don't die outright before they have a chance to begin healing.
  • 8 Enhanced Superhuman; Able to make a full bodily recovery, even from would-be fatal injuries in less than an hour, so long as they still are still clinically alive to do so.
  • 9 Otherworldly; Able to fully recover from damage that should otherwise kill a person within moments.
  • 10 Functionally Limitless; So long as any amount of this character still remains, it can make a full recovery.
  • 11 Truly Limitless; Able to recover from complete bodily annihilation.

Fighting Stamina

The duration of which a character can fight before they need to rest for an extended duration. Please note how long this duration is. Characters who are exhausted are incapable of using their other stats to their full potential, especially willpower (which can only ignore injuries as long as they have stamina,) and Recovery (the body's ability to heal itself is already a highly taxing process, to do so at superhuman speeds is not something to take lightly.)

  • 0 None; cannot fight.
  • 1 Poor; can fight for up to 3 minutes without resting.
  • 2 Normal; can fight for up to 10 minutes without resting.
  • 3 Athletic; can fight for up to 30 minutes without resting.
  • 4 Peak Human; can fight for up to 1 hour without resting.
  • 5 Enhanced Human; can fight for up to 6 hours without resting.
  • 6 Superhuman; can fight for 12 hours without resting.
  • 7 Peak Superhuman; can fight nonstop for an entire day with no need to rest.
  • 8 Enhanced Superhuman; can fight nonstop for up to 1 week with no need to rest.
  • 9 Otherworldly; Can fight nonstop for almost month without needing to stop to eat, sleep, or rest.
  • 10 Functionally Limitless; can fight seemingly indefinitely without rest, but does have limits.
  • 11 Truly Limitless; Has no need to stop to rest ever under any circumstances.

Melee Skill

How skilled or experienced is a combatant in battle, when fighting at close range using their body or weapons designed for direct contact.

  • 0 None; Incapable of combat, or refuses to fight
  • 1 Poor; Incompetent at combat, but capable of attempting it.
  • 2 Normal; No training, fully capable of combat.
  • 3 Some Training; May not have as much field experience, but knows more about the basics of combat than the average person.
  • 4 Experienced; Has been fighting long enough to be considered skilled in various fighting styles.
  • 5 Fully Trained; Mastery with one specific style of melee combat, though at the expense of being unskilled in others.
  • 6 Well Trained; Mastery with one specific style of melee combat, as well as being skilled in others.
  • 7 Expert; Mastery of multiple styles of melee combat, though still being markedly unskilled in certain others
  • 8 Master; Mastery of multiple styles of melee combat, as well as being highly skilled in others
  • 9 Grandmaster; Mastery of many styles of melee combat, to the point of standing above and beyond the skills of other masters.
  • 10 Legendary; Complete mastery of most forms of melee combat, in that the only styles they have not mastered are ones that probably don't exist yet.
  • 11 Supreme; A true master of all forms of melee combat ever

Ranged Skill

How skilled or experienced is a combatant in battle, when fighting at medium-to-long range, using projectiles of any sort to fight at distance.

  • 0 None; Incapable of fighting at range, or refusal to do so.
  • 1 Poor; very poor aim/throwing ability.
  • 2 Normal; No training, fully capable of ranged combat.
  • 3 Some Training; May not have as much field experience, but knows more about the basics of ranged combat than the average person.
  • 4 Experienced; Has been fighting long enough to be considered skilled in various forms of ranged combat.
  • 5 Fully Trained; Mastery with one specific style of ranged combat, though at the expense of being unskilled in others.
  • 6 Well Trained; Mastery with one specific style of ranged combat, as well as being skilled in others.
  • 7 Expert; Mastery of multiple styles of ranged combat, though still being markedly unskilled in certain others
  • 8 Master; Mastery of multiple styles of ranged combat, as well as being highly skilled in others
  • 9 Grandmaster; Mastery of many styles of ranged combat, to the point of standing above and beyond the skills of other masters.
  • 10 Legendary; Complete mastery of most forms of ranged combat, in that the only styles they have not mastered are ones that probably don't exist yet.
  • 11 Supreme; A true master of all forms of ranged combat ever

Power Usage - Variety

The amount of ways a character can make use of their superpowers, how versatile a character is with the powers they have.

In an out-of-character context, this is a rough gauge on how many applications, or maybe even variations/associations you can draw from your rolled powers before we will call you out on it. What's important is that you explain why/how you think you should be able to pull off what it is you're attempting to get from your powers.

  • 0 None; Cannot use superpowers in any way, probably due to not having any to begin with.
  • 1 Poor; Requires to spend a great deal of time and effort in order to produce a single effect with their superpowers, likely just learning about having said power.
  • 2 Normal; Able to create a single effect with each of their total superpowers (up to three total,) usually with some effort
  • 3 Trained; able to cause a single effect without difficulty for each of their powers, or find multiple effects with individual powers with some difficulty
  • 4 Experienced; Has enough knowledge of their superpowers to find multiple basic applications for them without difficulty
  • 5 Skilled; Able to use their powers in a variety of ways, even finding utility for powers others would dismiss as being useless
  • 6 Highly Skilled; Able to use their powers to create a variety of effects that would impress others for their creativity
  • 7 Expert; Known to be able to use their powers for a wide variety of ways, so that people can expect inventive applications from them
  • 8 Master; Able to use their powers in most ways that other creative people could probably think of.
  • 9 Otherworldly; Ability to use one's superpowers to their fullest potential, if it seems possible to do with their powers, they can.
  • 10 Functionally Limitless; There seems to be nothing this character cannot do with the powers they have at their disposal, able to use their powers to do things that would make anyone question if that's even possible with the powers the powers in question
  • 11 Truly Limitless; Literally able to cause anything to happen at all without any restrictions.

Power Usage - Range

The maximum area a character can affect at a single time using their superpowers, connected very closely to Secondary Strength, Energy Projection, Danger, and obviously Power Usage - Variety.

  • 0 None; incapable of influencing the world around them with one's abilities, or lack thereof.
  • 1 Poor; Requires to spend a great deal of time and effort in order to affect a single target, likely just learning how about one's own potential to have superpowers.
  • 2 Normal; able to affect a single nearby target with one's powers at a time, usually with some effort
  • 3 Trained; able to a single nearby target without difficulty, or affect multiple targets with some effort
  • 4 Experienced; large nearby targets such as vehicles or buildings, or groups of dozens of human targets, can be easily affected by one's powers
  • 5 Skilled; entire city blocks, or hundreds of people, can be affected by this character's powers at a time.
  • 6 Highly Skilled; entire cities or tens of thousands of people can be affected by one's powers at once
  • 7 Expert; areas up to 100 square kilometres, or upwards of a million people can be affected by one's powers.
  • 8 Master; areas covering up to 1000 square kilometres, or tens of millions of targets, can be affected instantly
  • 9 Otherworldly; an entire continent, or up to one billion people, can be affected by this character's powers.
  • 10 Functionally Limitless; powers can affect entire planets or more.
  • 11 Truly Limitless; the whole of existence can be influenced the power at this character's disposal

Weaponry

Instead of using some sort of complicated weapon grading system to calculate a numerical stat value, simply describe what sort of weapons this character has ready access to and uses frequently in combat

Danger

A way to show the destructive force behind a character. This is a modifier intended to be used with the other stats, particularly Strength, Power Usage, and Weaponry, in order to accurately portray the level of threat this character poses when pushed to their absolute limits.

  • 0 None; incapable of causing direct harm
  • 1 Very low/impaired; requires to spend some time and effort in order to inflict harmful damage to a healthy human being.
  • 2 Normal; with the right knowledge and weapons, is able to kill a human being without much effort
  • 3 Athletic; able to kill a regular human being in a single well placed attack, or pose a risk to a an enhanced human (durability 5) with serious effort
  • 4 Peak Human; vehicles can be rendered completely inoperable in a single attack, as well as being able to kill crowds of regular people easily, or a low-level superhuman (durabilty 6)with some effort.
  • 5 Enhanced Human; entire city blocks can be demolished in a very short period of time. Able to harm mid-level superhumans (durability 7) with some effort.
  • 6 Superhuman; entire cities can be ruined in a short period of time, causing damage to large areas up to ten square kilometres. Able to harm high-level superhumans (durability 8)
  • 7 Peak Superhuman; areas up to 100 square kilometres can be devastated. Able to harm people with an otherworldly amount of durability (9)
  • 8 Enhanced Superhuman; areas covering up to 1000 square kilometres can be devastated.
  • 9 Otherworldly; able to cause damage that can put an entire continent at risk.
  • 10 Functionally Limitless; can cause harm on a scale that puts an entire planet or more at risk
  • 11 Truly Limitless; the whole of existence can be undone should this character wish it without any effort.

Special / Other

Any other additional details you feel are relevant, but don't quite fit anywhere else.

Total

A combined count of all your other numeric scores combined, for the sake of creating a rough ballpark estimate as to what the character's weight-class is as a superhuman.

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Arquitenens

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Upon cursory scanning, this looks pretty interesting. I'll have to remember to look it over more thoroughly sometime after I get back.

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AttackOnShahbaz

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#3  Edited By AttackOnShahbaz

Character Example

Basic Biographical Information

Name or Aliases: Jason Ventus. Does not go by any superhuman alias, does not engage himself in superhero affairs.

Age: 56

Physical Description: A middle aged white man, pale blue eyes with dark grey hair that always appears to be windswept. Stands at 5'6''/168cm. Usually wearing a well-tailored business suit, though often going for a more laid back look, almost always the most casual looking businessman in the boardroom without a jacket or tie, rolled up sleeves, an extra button or two undone, etc.

Personality: An honest, upstanding businessman who tends to look out for the little guy, who tries to never get his hands dirty when his company is involved. A fairly liberal individual, he is a strong advocate for equality and social freedom, while also promoting legislation to responsibly limit the powerful for the common good of society as a whole and encouraging whatever can be done to make the future a better place for everyone. While he is incredibly charitable with most of his personal wealth, he is also by no means a pushover, using whatever legal means at his disposal to get what he wants, and being more than willing to go to extreme measures in order to achieve personal goals, such as finding a way to track down and destroy the demonic being who murdered his family, which drove him to obtaining the powers he possesses and creating his company, even if in the years since, he's backed off from involving business and personal affairs. He obtaining the powers he did, has led to him being an expert concerning many things related to wind, air, and the atmosphere.

Personal Assets: Jason is notably wealthy, being the founder and CEO of Aero-Boreas International (ABI,) a Canadian-based company that deals in atmospheric science, aerospace engineering, and renewable energy, all fields that they excel in thanks to Jason's understanding of such wind-related things. While ABI is a multi-billion dollar company thanks to its devellopment public and private aircraft, research into climate change, and investments into clean infrastructure, it also has a strong policy against any attempts to privatize and intends to always be publicly traded. Jason himself lives very modestly given his net worth, donating most of his salary and private investment income to charitable causes. He lives in a penthouse apartment in downtown Calgary, does not own a car (but does have access to a company limo) and does have a collection of airplanes he builds himself as a hobby.

Backstory: Immigrated to Canada in the early sixties from Greece, Jason came from humble, hard-working immigrant stock in a time of social liberation. He was always a hard working child who managed to balance the immigrant expectations that he always put family first, and still be able to fit into the radically changing trends of other young people his age, thanks to having dormant superhuman potential that allowed him to be incredibly flexible in his commitments without being overwhelmed. He and his girlfriend got pregnant and had a daughter at a very young age of 15, and for the next decade wife Jennifer and their daughter Abigail was his entire life, between working and going to college, is was all for his family. Abigail was a bright, loving girl who always tried putting others before herself, encouraging her dad to do no less. And then tragedy happened. Days before her 11th birthday, Jason's daughter and wife were both assaulted by a most heinous demon named Xarkan who gave most incubi a bad name. Jennifer was killed, and Abigail was left hospitalized just living long enough to turn 11.

Suffice to say, the only things that kept Jason from committing suicide was his daughters last words, to not give up, to make the world a better place, and to deny Xarkan the satisfaction of the lives that Jason's death would not be able to improve. Jason finished his schooling, obtaining degrees in business and physics, and began working for a small research firm for 5 years that dealt in studying superhuman sciences. One thing led to another, and eventually Jason found himself volunteering in an experiment that awoke his dormant powers, giving him the power to turn into air and control wind. This new state of being radically improved his understanding of atmospheric sciences, and enabled him to found his own company dealing in weather research.

Over the next 25 years, Jason had grown his company into a worldwide leader in atmospheric science, aerospace engineering, and more recently, renewable energy, all in order to try to help people and invest in the future as he promised his daughter he would.

Superpower Type: Superhuman, potentially spellcaster.

Powers

  • Evaporation
    • Can convert his body into a foggy vapour and back in order to move at high speeds and avoid harm from mundane means
    • Supernatural means, such any super power is not entirely physical, can potentially harm him should enough of his evaporated mass be targeted.
  • Air Attacks
    • Can shoot busts of air, strong enough to knock most people off their feet
    • Not very damaging against superpowered beings, but could potentially kill a regular human if they were to get thrown hard enough to have a nasty fall.
  • Atmospheric Adaptation
    • Can breathe in virtually any environment, so long as there is an atmosphere of air for him to breathe.
    • Filters out microscopic debris, and harmful particles.

Stats

  • Strength: 3
  • Movement Speed: 8, when fully evaporated, max flight speed of 700 meters/second, just under Mach 2, incapable of combat and takes time to build up speed. He can fly at an effective combat speed of around 50 km/hour when partially evaporated
  • Reflex Speed: 7, he can dodge like the wind.
  • Attack Speed: 4, his speed flying and dodging doesn't mean that he is faster in all areas
  • Intelligence: 7, incredibly well versed in most things having to do with wind, flight, and the atmosphere.
  • Wisdom: 5, experienced with years of running a successful business
  • Mental Willpower: 5
  • Physical Willpower: 5
  • Durability: 4, able to turn his body intangible, making it immune to most conventional weapons, though most superpowers shouldn't have too much of a problem provided they aren't just trying to hit him really hard.
  • Weaknesses: Non-physical attacks can bypass the intangibility of his evaporated form, and anyone who can control wind or air can easily cause him problems.
  • Recovery: 3
  • Stamina: 8, being able to breathe in practically any environment and the ability to turn into a cloud prevents him from tiring easily.
  • Melee Skill: 3, some skill in self-defense against the average person, but not exceptionally trained compared to most super-beings.
  • Ranged Skill: 8, extensive knowledge of ballistic trajectories and atmospheric conditions that could influence projectiles.
  • Power Usage - Variety: 6
  • Power Usage - Area: 3
  • Weaponry: Owns and is proficient in the use of many high-end civilian-grade weapons for hunting and marksmanship; various bows, crossbows, rifles, shotguns, handguns. All legally registered.
  • Danger: 3, either by bullet or arrow, or by pushing a person to land on their head or from a great height.

TOTAL: 82

@arquitenens, thanks man!

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Vivide

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Just_an_average_man

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This would be something pretty cool to do on the side actually.

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AttackOnShahbaz

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#8  Edited By AttackOnShahbaz

@just_an_average_man: @vivide: Thanks! I still need people to play right now though lol.

The Endbringer arc is basically this:

This is an arc about the destruction of an alternate Earth, designated Earth-Omega. Earth-Ω is reaching out to Earth-Α for help against the Endbringers, who threaten to tear their world apart, literally. With the help of a few omega natives, notably a planeswalker named Virgil, hopefully the alpha heroes can stop the destruction, or save people from the apocalypse.

Unless you're looking to force feed your character to these monsters, the PC death toll will not be too large, however these things are still not going easy, and you are invited to test the full strength of your characters against them.

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Vivide

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@attackonshahbaz: would play,

have you started/finished reading Pact and what do you feel about Twig?

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AttackOnShahbaz

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@vivide: I've finished Pact (poor Blake). Need to start reading Twig.

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Vivide

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@attackonshahbaz: cool, finished worm a while ago now listening to the ebooks. Then I will start on Pact, then Twig.

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AttackOnShahbaz

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@vivide: Pact isn't as good as Worm, just know that.

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#13  Edited By Vivide
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Rexorr

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#14  Edited By Rexorr

I'm interested

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Rexorr

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I might do all the bio stuff later but for now I'll cotend in ranking my guy. I'll also rank his potential.

Strength- 4 Pot- 5

Speed- 4 Pot- 5

Reflex- 6 Pot- 7

Att. Speed- 5 Pot- 7

Intelligence- 7 Pot- 9

Wisdom- 5 Pot- 5

Mental WP- 5 Pot- 7

Physical WP- 5 Pot- 5

Durability- 5 Pot- 5

Weakness- Daemon is especially vulnerable when kicked in the chest, particularily the left side where his ribs were broken multiple times.

Recovery- 4 Pot- 4

Fighting Sta.- 3 Pot - 4

Melee Skill- 6 Pot- 9

Range Skill- N/A, only power is ranged

Power Variety- 6 Pot- 9

Power Range- 4 Pot- 5

Weapon- Dual lightsabers, used frequently in fights against droids and thugs. Also against Sith.

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weARElegion

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weARElegion

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updated character Lucypher, for consideration.

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#19 TheVivas  Online

Hmm bump. Looks interesting.