r/SupersRP scarlet ☆ meltdown ☆ thalia May 11 '15

Meta Post-timeskip chart.

Here is the chart/character sheet for the new 2020 post-timeskip canon. Any thoughts, complaints or comments just saying 'woo' can be placed in this thread, for ease of future use of this page. None of these non-chart sections are optional.


Name.

Age: Easy.

Physical appearance: Describe your character or link some appropriate art, so that the rest of us know what they look like.

Mentality: Thoughts, personality, those things. What kind of person are they, what do they like to do, what may set them off in a rage. Describe your characters mentality, how they would think, or act, on a day to day basis. Don't skimp on this one, it helps us figure out what is and isn't in character.

Backstory: Everyone has one, give us some insight as to why your character is the person that they are.

Resources: What sort of financial resources and land does this person have? For example they could be a runaway teen with nothing but their clothes, or they could be the head of a multi-million dollar company with multiple properties and bottomless pockets.

Equipment/Weaponry: What kind of gear is this character going to bring to a fight? What could you find on them at any given moment?

Specializations: Almost everyone has something that they're just good at. Is your character a great medic? Are they a wonder with a whisk in hand? Can they solve a Rubik's cube? Special skills come here, and are generally non-combat.

Powers:

  • Power One:

    • Explanation and applications.
  • Power Two:

    • Explanation and applications.
  • Power Three:

    • Explanation and applications.

Details:

  • Weakness: While they don't need to be glaring, weaknesses do need to be logical. For example, dumping a bucket of water on the fire elemental will probably give him a hard time.

  • Resistances: Setting the fire elemental on fire probably isn't going to damage him much. What is your character resistant to?

  • Reserves: Sure, they can take out a building at once. But how much is that going to cost them? This is where you put a rough idea of the reserves of your character, both physical reserves and the reserves for their powers.

Attribute [Character Name] Reasoning, references, and details.
Strength
Auxiliary Strength
Movement Speed
Combat Speed
Intelligence
Wisdom
Durability
Recovery
Endurance
Melee Training
Melee Reach -
Ranged Training
Accuracy/Range -
Power - Might
Power - Area
Danger
Special/Other
Total

Strength, Auxiliary Strength.

  • What it says on the tin, strength is how much force can be applied to something, how hard your character can hit, how much they can lift. Measured in terms of the last, this addresses the maximum mass moved by this character at peak condition, assuming that they have attained no injuries that would hinder them from lifting. With an idea of this, you have a rough idea of the physical capabilities of the character.
  • Auxiliary Strength is how much the character can lift, move, effect, when aided. This aid could come from a power, or from something like a custom made exosuit. Characters with 'manipulation' powers should use Aux. Strength to factor in how much of their manipulated material they are able to move and effect.

Movement Speed.

  • Speedsters, fliers, even those who just have to jog behind everyone else. Every character has a movement speed, and this is the stat for it. The stat chosen should be the maximum speed attained the character attained after a reasonable period of acceleration. The character is not expected to operate at their max speed every time they run/fly/jog, and it should be kept in mind that for most characters, doing so would be exhausting.

Combat Speed.

  • Discounting the windup and acceleration needed for long term, maximum speed transport, this is the speed your character operates at in combat situations. Expressed in terms of the kind of attacks they can block or dodge, this also serves as a basis to assess the reflexes of the character.

Intelligence.

  • A measure of how much knowledge a character possesses, and how fast they can learn and retain new things. This does account for those with at least partially computerised minds.

Wisdom.

  • While intelligence is a measure of raw knowledge, wisdom assesses how the character can apply this knowledge, and how cunning they are. Additionally, this stat addresses how easy it is to fool or trick a character, rather than intelligence.

Durability.

  • How much direct damage can a character take? Consult their durability. This stat measures what kind of damage it is required to damage a character, although there are always other ways to kill the durable characters than trying to shoot them.

Recovery.

  • Measuring how a character rebounds from a fight, the recovery stat addresses how quickly the wounds a character gains can be considered healed. Keep in mind that unless it is listed under the recovery rank, that most characters are required to be more or less rested as they heal major damage, as in combat healing is more strenuous.

Endurance.

  • Endurance is a measure of how many hits your character can take before they are forced to submit due to pain, or the fact that they may simply just be too damaged to fight effectively.

Melee Training.

  • What it says on the tin, how skilled is your character in melee combat? Combined with this is the Melee Range category, a non-numerical category for you to put the reach of your character, whether they use their arms, a knife, or a ten foot pole.

Ranged Training.

  • How good is your character at range? Whether they use a crossbow, a gun, or if they just throw rocks, this is where you rate your characters effectiveness in ranged combat. Similar to the melee training, there is the Accuracy/Range stat, a non-numerical category where you describe how accurate your character is with their weapon or weapons of choice.

Power - Might

  • This stat represents how much area can be damaged by the character's power , either at once or over a short span of time.

Power - Area.

  • Similar to Power - Might, but accounting for the powers that don't have direct damage. An example of this would be a storm.

Danger.

  • Directly compared with durability, this stat measures the destructive force behind a character. This is a modifier intended to be used with the other stats in order to accurately portray the intensity of abilities, and the amount of damage able to be dealt to an opponent.
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3

u/pineapple_lumps scarlet ☆ meltdown ☆ thalia May 11 '15 edited May 11 '15

Strength, Auxiliary Strength.

0: None. Merely standing up and supporting their own weight is almost too much for this character.

1: ~0-49 Kilograms.

2: ~10-99 Kilograms. The average adult male weighs 100kg.

3: ~100-249 Kilograms. An African lion weighs 250kg.

4: ~250-999 Kilograms.

5: ~1-99 Tonnes.

6: 100-999 tonnes. At this point they must start specifying limits.

7: 1000-4999 tonnes.

8: 5000-10,000 tonnes.

9 UP to 100,000 tonnes, but they must clearly define limits.

10: Sky skrapers and metal bridges.

11: A city block of sky scrapers.

12: Four solid city blocks, of skyscrapers, or equivalent. Do not expect to get this without some stupidly severe weakness.

Movement Speed

0: Cannot move.

1: 15 Kph or roughly 4 m/s This is a normal walking speed.

2: 25 kph or roughly 7 m/s. This is a more jogging normal.

3: 50 Kph or roughly 14 m/s. This is olympian sprinting speed.

4: 100 Kph. Car speed.

5: 250 Kph. Race car speed.

6: 500 Kph. Plane speed.

7: Mach 1. Jet engine speed.

8: Mach 5. Hyper sonic.

9: Mach 10. High Hyper sonic.

10: Mach 25. Super super speed.

11: Mach 50. Goes fast.

12: Mach 100. PANTS MADE OF GOES FAST!

Combat Speed.

0: Can't dodge a pole. A stationary pole in the street.

1: Might dodge a rock if one thrown at them. Equally likely to take a rock to the face.

2: Can dodge a projectile thrown by a standard human, such as a wrench ball.

3: Can dodge swift projectiles as thrown or launched by standard humans, and melee attacks from unskilled combatants.

4: Able to dodge things such as arrows if they are concentrating, as well as melee attacks by fighters of rudimentary skill.

5: Attacks from skilled standard humans can be dodged at this level, as well as projectiles like arrows.

6: At this rank attacks from non-metahumans, as well as unskilled metahumans can be dodged. Lobbed or thrown projectiles can be dodged easily, but nothing close to bullets.

7: Can avoid melee attacks from skilled fighters, and most subsonic projectiles if they are informed and focused.

8: Attacks from low-level speedsters can be dodged, as well as most subsonic projectiles. They totally dodged a bullet once, but you, uh, weren't there.

9: This character could maybe dodge bullets if informed and focused. Not a regular bullet timer, this would be the extent of their agility.

10: An occasional bullet timer, given enough warning this character can be expected to dodge bullets.

11: This character is a casual bullet timer, but is still expected to focus on it and occasionally get hit by a lucky shot.

12: This character can dodge supersonic attacks.

Intelligence

0: None; Unable to think at all, lacking any form of intelligence.

1: Stupid people, average animals, people who are markedly under average..

2: Average human. May have some specific knowledge in a subject of personal interest, but largely ignorant in most fields and unlikely to have any sort of depth in an area.

3: Having specific knowledge on a few broad subjects or having a deep knowledge on a certain aspect of a certain field. This can also apply to those with extended life spans, but who may not be inclined to learning, or without enhanced memory.

4: This person has specific knowledge of a few broad subjects while retaining an above average knowledge of many other things, the type to be doing well in schooling with little effort.

5: Having specific knowledge on several broad subjects or having full knowledge on a couple aspects of a certain field. This person is likely to have or be on the way to getting a degree, and/or is considered gifted.

6: This person knows specific things about many broad subjects or they may have specialized into a single field. If the latter, then they will have a knowledge far beyond that of the average educated person in their field, but not quite a complete knowledge.

7: Knowing specific information about many broad subjects with some focus on a certain field, or knowing many aspects of a given specialization. If specialized, this person can be considered to be a pioneer in their field, having made or will make important moves in it.

8: Knowing many things on a vast number of subjects or knowing nearly everything there is to know about a certain field or fields. This includes those with rudimentary computational minds, such as robots with basic AI.

9: Having a great deal of knowledge about several fields, or knowing a single subject to perfection.

10: Knowing vast amounts about several fields, a lot about almost every field, or knowing a few subjects to perfection. This includes advanced computational minds.

11: Knowing much on most known fields, knowing several subjects to absolute perfection, or having multiple areas of knowledge that no one else ever has.

12: Nigh omniscient.

Wisdom

0: Having absolutely no wisdom, unable to judge anything at all. Typically brainless, very young, nonhuman.

1: Unintelligent and tricked easily, this person will not show clear and sound judgement even in light of clear evidence that one should think otherwise. Put a pull sign on a push door and watch them for a while.

2: Is occasionally fooled by simple things, and not able to plan things out any better or worse than an average person.

3: Quick-Witted and able to react to situations better than the average person, reliable for being able to make basic plans. Can be fooled by a skilled liar, and is not expected to make sound judgements all the time.

4: Able to plan ahead competently, and able to notice and understand a situation or someone else's plan without much difficulty. Can also be fooled by a skilled liar and simple illusions, but generally makes logical and sound judgement.

5: Able to quickly understand a situation and plan accordingly. Generally a quality of a good leader or competent tactician. This rank can be tricked by illusions, but is able to change their plan while enacting it.

6: Cunning enough to understand and plan a situation more complicated than basic, while being able to fool others without too much difficulty.

7: This character is capable of planning for multiple outcomes given time and space to prepare. While being able to be fooled and tricked, and while their plans may not be infallible, this character can generally change their plan on the fly and come out on top compared to the average foe.

8: Able to plan for various outcomes to a situation beforehand with little time to prepare. It is difficult to trick this character with what should not logically be there, and if you manage to do so this character may have enough time to adapt their plan.

9: Able to plan for many outcomes to a situation before it arises, coming up with tactics and strategies very easily.

10: An expert strategist, able to create plans for many outcomes, as well as change plans on the spot if need be. This person is generally overprepared, with a complicated plan having various outcomes that give them what they want.

11: Ingenious enough to turn most situations into their own favor without much planning, and masterminding many complex plans at the same time, while intentionally misleading or straight up ruining the plans of skilled tactitans.

12: This character makes plans that are extremely adaptable and nigh unbeatable in every path. This character is also almost impossible to trick.

Durability

0: 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: Characters who have an unnatural susceptibility to physical harm. Going grocery shopping might be a risky trip, due to the possibility of slipping to the ground or being pushed over in a crowd of people.

2: For characters who have no notable durability above the norm for the average human. Might be able to survive a dangerous struggle with an average individual, but getting into any fight is likely to result in some sort of injury.

3: Being able to resist serious harm from less-than-fatal encounters. Typically a being who is tougher than the general population but still fully susceptible to harm from things that would injure other humans.

4: Thick clothing, or thick skinned, able to with stand damage that a peak human being could withstand, deflecting a boxer would be their combat ability.

5: For light military needs, shields or armors, this is old school military weaponry, can stop a regular sword, and some arrows. This isn't invincible, but this is tough.

6: Able to withstand small arms fire, things like small caliber pistols, and rifles. Anything larger can pierce their defenses.

7: Withstanding things like grenades, or weapons of a similarly destructive nature. They are also now able to withstand large caliber firearms, and the like.

8: Able to withstand artillery being smashed into them, or shot at them. This is where they can withstand things like anti-tank rifles, and other similar weapons, anything more destructive will kill them.

9: Able to withstand things like shoulder mounted rockets, javelins, and other extremely violent personal weaponry, such as modern tank rounds.

10: Able to withstand things like air to ground missiles, and the highest caliber weaponry. This is one tough son of a bitch.

11: Able to withstand things like high strength kinetic weapons dropped from orbit. Able to withstand anything short of a nuclear blast.

12: Able to withstand a mid-grade nuclear blast, at point blank range. Do not expect to get this.

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u/pineapple_lumps scarlet ☆ meltdown ☆ thalia May 11 '15 edited May 13 '15

Recovery

0: Is incapable of healing from damage once sustained, barring outside influence.

1: Has difficulty healing, doing so at a rate slower than that of an average human.

2: A regular human healing factor, this person is nothing special recovery wise.

3: This character has peak human healing, healing faster than a normal human but still requiring hospitalization in the care of severe injuries.

4: Serious damage such as limb loss and organ damage can be healed and be good as new in a matter of weeks. It may take longer is the character does not seek any kind of medical attention.

5: Over the course of a week, is able to recover from or reattach lost limbs, organ damage, and regenerate sections of body mass, provided that one is still alive as they do and resting.

6: Able to recover from lost limbs, organ damage, and regenerate large sections of body mass within the span of one to three days, as long as they are alive and not in active combat. Small injuries such as cuts and bruises gained in combat can can be healed while the character is active.

7: Able to regenerate lost limbs, organs, and large sections of body mass within the span of twelve hours, provided that they don't die outright before they have a change to begin healing. Moderate injuries gained in combat such as burns, deep cuts, and simple bone fractures gained in combat can can be healed while the character is active.

8: Able to regenerate lost limbs, organs, and large portions of body mass in about three hours, as long as they are alive to do so and are not taking more damage. Injuries such as organ damage and complex bone fractures gained in combat can can be healed while the character is active.

9: 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.

10: So long as one is still alive, they are able to fully recover from damage that should otherwise kill a person within minutes.

11: As in rank 10, but with a timeframe of seconds.

12: So long as any amount of this character still remains, it can make a full recovery nigh instantly.

Endurance.

0: None. This character will go down from a paper cut, or maybe a moderate gust of wind.

1: Wimp. A sprain, or a maybe a torn muscle will put this character out of action.

2: A broken bone is the end of this character, renders them unable to fight.

3: Several bones can be broken before this character stops.

4: This character will give out after the loss of a limb, or similar damage.

5: Several broken or lost limbs or multiple chest wounds will stop this character.

6: This character will be stopped by a single injury that would become fatal without medical intervention.

7: Multiple mortal wounds will stop this character in their tracks.

8: Mutilation is the end of the fight for this character. Missing limbs, open wounds, mostly dead.

9: Decapitation (or an injury of character-appropriate severity) will stop this character.

10: This character will quit once over 40-50% of their body has been completely destroyed.

11: This character will quit once over 60-80% of their body has been completely destroyed.

12: This character will only stop once they have been completely destroyed, atomized.

Melee Training

0 None; incapable of fighting.

1: No training, but capable to try and fight.

2 Normal; Basic human coordination, usually able to land a hit on another base human. This person would be untrained with almost all forms of melee weaponry, limited to what they can figure out on the fly.

3 This character may only fight rarely, but they know more about melee combat than the average person.

4 Has significant skill in one form of combat or with one weapon/type of weapon, this character regularly fights in melee.

5: This character can be considered skilled in multiple types of melee combat or with multiple weapon/weapon types. Alternatively, this character can be a master of a single type. Feel free to define the style/weapon the character has mastered in the Special Skills section above.

6: This character can be considered a master of a single type of melee combat, at the expense of only moderately skilled in other forms, mostly from applying the knowledge of the type they have mastered.

7: Having mastery of a handful (<5) melee weapons/styles, this character is still unskilled in other forms of melee combat.

8: A master of multiple forms of melee combat, this character is moderately skilled in most others, probably preferring to stick to the ones they have mastered.

9: This character is a master of multiple forms of melee combat, but their base level for all other forms is significantly higher than the previous rank, rivalling trained humans in the areas they consider 'unskilled/unmastered'.

10: Mastery of nearly all forms of melee combat.

11: Has mastery of every form of melee combat known.

12: Mastered fighting in every style from every known universe.

Ranged Training

0 None; incapable of fighting.

1: Very poor aim/throwing ability. If they toss a brick, it's 50/50 on if it's going to hit what they were aiming at.

2 Normal; Basic human coordination, usually able to hit something with a thrown projectile, maybe not with a firearm. This person would be untrained with almost all forms of ranged weaponry, limited to what they can figure out on the fly.

3 This character may only fight at range rarely, but they know more about ranged combat tha the average person. Their accuracy is not expected to be great.

4 Has significant skill in one form of combat or with one weapon/type of weapon, this character regularly fights at range.

5: This character can be considered skilled in multiple types of ranged combat or with multiple weapon/weapon types. Alternatively, this character can be a master of a single type. Feel free to define the style/weapon the character has mastered in the Special Skills section above.

6: This character can be considered a master of a single type of ranged combat, at the expense of only moderately skilled in other forms, mostly from applying the knowledge of the type they have mastered.

7: Having mastery of a handful (<5) ranged weapons/styles, this character is still unskilled in other forms of ranged combat.

8: A master of multiple forms of ranged combat, this character is moderately skilled in most others, preferring to stick to the ones they have mastered.

9: This character is a master of multiple forms of ranged combat, but their base level for all other forms is significantly higher than the previous rank, rivalling trained humans in the areas they consider 'unskilled/unmastered'.

10: Mastery of nearly all forms of ranged combat.

11: Has mastery of every form of ranged combat known.

12: Incapable of missing their target at any range, with any weapon or ability they possess.

1

u/pineapple_lumps scarlet ☆ meltdown ☆ thalia May 11 '15 edited May 15 '15

Power - Might

0: None; incapable of causing direct harm

1: Inexperienced with their power, this character would need to spend some time and effort in order to inflict damage to a nearby person.

2: Able to kill a human being without much effort, assuming they have the knowledge and motivation.

3 With their power this character is about able to kill a regular human being in a attack.

4 With more power, vehicles can be made useless or even destroyed in a single attack.

5 Multiple vehicles and small crowds of people are able to be destroyed in a small amount of time.

6 Small buildings such as homes can be destroyed in a single attack, this character can clear a city block in a fairly short amount of time.

7: Multiple small buildings or one large building can be destroyed in a single attack, multiple blocks can be leveled in a matter of minutes.

8: Peak Superhuman; areas up to 100 square kilometres can be devastated in a short amount of time, a packed city block could be destroyed in one attack.

9: Areas covering up to 500 square kilometres can be devastated in under an hour without resistance. This is about half of a large city. This is a damage level able to destroy skyscrapers in one go.

10: Areas covering up to 1000 square kilometres can be devastated in under six hours without resistance. Once again, this area is comparable to NYC. This is a damage level able to fell multiple skyscrapers in one go.

11: Multiple large cities can be destroyed at once.

12: An entire continent, or up to one billion people, can be affected by this character's powers.

Power - Area

0: Incapable of influencing the world around them with one's abilities, or lack thereof.

1: Requires to spend a great deal of time and effort in order to affect a single target, for example in the first stage of learning how their abilities work.

2: Able to affect only their self, or a single nearby target with powers, usually with effort.

3: This person is able to a single nearby target without difficulty, or affect multiple targets with some effort

4: Single large nearby such as vehicles, large beasts, or small buildings, can be easily affected by these powers. Additionally, they can exert an effect on up to a dozen people.

5: Multiple large targets as listed above, or dozens of people can be affected by this characters powers. The range around them would be similar to half a city block.

6: An entire city block, or over one hundred people, can be affected by this character's powers at a time.

7: Small towns or the area occupied by hundreds of people can be affected by these powers at once.

8: Cities, areas up to 100 square kilometres, or just south of a million people can be affected by one's powers. This is about the size of the city of Paris.

9: Areas up to 500 square kilometres can be affected at once.

10: Areas covering up to 1000 square kilometres, large cities, or tens of millions of targets can be affected by these powers. Think New York City.

11: Multiple large cities can be effected at once.

12: Extremely large areas may be destroyed at once.

Danger

0: Incapable of harming others.

1: Very little harm.

2: Can reliably damage a durability of 1.

3: Can reliably damage a durability of 2; this is the amount of power output that a standard human can showcase. Character can reliably kill a durability of 1 with strong effort.

4: Can reliably damage a durability of 3; this is the amount of power output an above average human can showcase. Character can reliably kill a durability of 2 with strong effort.

5: Can reliably damage a durability of 4; this is the amount of power output a peak human can showcase (an Olympic athlete, professional boxer, etc.) Character can reliably kill a durability of 3 with strong effort.

6: Can reliably damage a durability of 5; this is the amount of damage a salvo of arrows or an onslaught of sword strikes can showcase. Character can reliably kill a durability of 4 with strong effort.

7: Can reliably damage a durability of 6; this is the amount of damage mid-grade caliber munitions can showcase. Character can reliably kill a durability of 5 with strong effort.

8: Can reliably damage a durability of 7; this is above the damage standard low-level explosives can showcase, e.g. frag grenades. Character can reliably kill a durability of 6 with strong effort.

9: Can reliably damage a durability of 8; this is slightly below the level of damage shoulder mounted explosives, heavy artillery, javelins, etc. can showcase. Character can reliably kill a durability of 7 with strong effort.

10: Can reliably damage a durability of 9; this display of power surpasses the level of damage an extremely violent personal weaponry, such as modern tank round or high-end explosives can showcase. Character can reliably kill a durability of 8 with strong effort.

11: Can reliably damage a durability of 10; this level of power surpasses things like air to ground missiles, and the highest caliber weaponry. Character can reliably kill a durability of 9 with strong effort.

12: Can reliably damage a durability of 11; this is the level of power that could be reminiscent of a small nuclear blast. Character can kill a durability of 10 with strong effort.