X-Men: Legacy Reborn

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X-Men: Legacy Reborn

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X-Men: Legacy Reborn

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A play-by-post roleplaying game set after the 3rd X-Men movie, using the Movieverse and reborn canon characters.

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Affiliates

Warlands RPG

Avenger's Academy


    Stats

    Poll

    Which stat system appeals to you?

    [ 0 ]
    Stats I_vote_lcap0%Stats I_vote_rcap [0%] 
    [ 1 ]
    Stats I_vote_lcap100%Stats I_vote_rcap [100%] 

    Total Votes: 1
    Clark
    Clark
    Class 5


    Posts : 610
    Join date : 2011-10-12

    Stats Empty Stats

    Post by Clark Tue Apr 15, 2014 1:16 am

    A
    Scale of 1-7, static mostly, with room for improvement based on post (Quality, quantity, length, and subject)
     
    Intelligence
    The ability to learn facts and skills while at the same time knowing how to apply acquired knowledge.
     
    1 – Someone who cannot process information and/or cannot think for themselves. This is one who is easily manipulated.
    2 – A character with perhaps a learning disability or someone who could has the ability to process information and such but has grown too lazy to attain their potential.
    3 – One with average intelligence. They grasp low-level concepts in math, science, Literature, etc.
    4 - These have begun to grasp mid-level concepts in math, science, literature, etc.
    5 – One such as these have been able to get a good understanding of complex concepts in math, science, literature, etc.
    6 – One with the ability to grasp things far beyond the reach of others. Many can process and/or store large amounts of data, run their brains like a computer, etc.
    7 – Someone who is able to grasp interdimensional concepts. For these characters, the limitations of their mind are possibly endless.
     
     
    Strength
    The physical power to carry out demanding tasks.
     
    1 – Lacking any/most strength, perhaps with a degradation of muscle tone or a paralytic.
    2 – Someone with very little strength, someone who does not work out at all and has very little muscle tone.
    3 – Someone with average strength, they work out now and again.
    4 – Above average strength, someone who has a deal of built muscle and either works out regularly or builds it through laboring.
    5 – At this point we are getting into the superhuman levels of strength. This person is either a substantially unique individually who works out every day or their strength is based on a mutation. This one can lift buses and break down walls, etc.
    6 – Definitely superhuman strength, this character can demolish buildings all on their own. They are akin to a human wrecking ball.
    7 – Supernatural strength, there is nothing that they cannot lift, move, or break. This type of character cannot be contained.
     
     
    Durability
    The ability to last for a long time without sustaining damage or wear.
     
    1 – Completely vulnerable to any attack without even the ability to take a punch without a trip to the hospital.
    2 – They are just not that durable, they get struck and they topple with significant damage done.
    3 – This is the pinnacle of human durability, they can take a punch but sooner rather than later they go down.
    4 – Either the character is an exceptional grade (perhaps a professional boxer), or we are getting into some mutations. This person can sustain a heavy beating before they go down, but not necessarily without injury.
    5 – Could be hit by a semi-truck and come out okay but anything bigger than that would probably crush them.
    6 – Could have a whole building fall on them and they would still come out okay.
    7 – Is pretty much invulnerable to attack (whether to physical blows or energy assault). Mental/telepathic assault may still be an optional disadvantage.
     
     
    Speed
    The quickness of one’s movements.
     
    1 – One who is unable to move, perhaps through paralysis or age.
    2 – One who either has restricted movement or is just not all that fast. In a race, they are usually at the back of the pack.
    3 – This person is of average speed. They win some races and they lose some races, but they are at the pinnacle of normal human ability. If in shape they can run around the speed of 7 miles per hour.
    4 – Either an exceptional specimen of human adaptation or we begin to get into the mutation section of the stats. This person will beat the pants off those in the races (unless of course up against a 5, 6, or 7). These can run about 10 miles per hour or higher and if getting into mutations can run up to 500 miles per hour (but not necessarily!! They do not have to run this fast to be at this rank).
    5 – Can move at the speed of sound (less than Mach 1, or about 770 miles per hour).
    6 – Can move at speeds between transonic and sonic speeds (Mach 0.8 to 1.2, or about 850 miles per hour)
    7 – Can move at supersonic speeds and above (hypersonic and high-hypersonic). (Mach 2 – 10, or about 1,522 miles per hour to 7610 miles per hour).
     
     
    Agility
    The gracefulness and nimbleness of one’s actions. Often combined with speed.
     
    1 – Has impaired motion, perhaps someone in a wheelchair, or equilibrium issues, etc.
    2 – Can’t get out of their own way (even if they are fast on the straightaway).
    3 – Average agility. They are no Olympic competitor but they can do a decent zigzag pattern without killing themselves.
    4 – The pinnacle of human capability or the effect of a mutation.
    5 – Feline agility and grace, 'always lands on their feet' and always has a good grasp on their surroundings so as to make a fluid movement from one place to another.
    6 – Could probably dodge bullets
    7 – Pretty much untouchable.
     
     
     
    Stamina
    The power for one’s strength and energy to withstand exertion and/or hardship or stress.
     
    1 – They have next to no endurance to do anything. To hold their arm up is bad enough, but they run up the steps and they’re winded to the point of doubling over.
    2 – To run back and forth from one end of the house to the other is a marathon for this one,
    3 – This character is no marathon runner, but they are the average for most people.
    4 – The pinnacle of human endurance. These are the types of people who swim the English channel or run marathons.
    5 – This is where we start to take into account mutations. This character can go for hours without having to stop for a breath.
    6 – A person at this level can go for days without a break.
    7 – There is no need for rest for this one. They can keep going forever if they want or need to.
     
     
    Balance
    The ability to hold or carry on equilibrium.
     
    1 – Someone who cannot walk at all, either crippled (confined to wheelchair) or, perhaps, an infant/baby.
    2 – Klutzy and accident prone, always tripping over everything (including their own feet) or the equivalent of a toddler or someone learning how to walk again.
    3 – Average balance, trips every so often.
    4 – Superb balance, rarely trips and can walk heal to toe with their arms behind their back without any problem.
    5 – Excellent balance, rarely trips up or stumbles or staggers. Someone who could walk on their hands.
    6 – Perfect balance. They could walk the high wire with no net because it is just impossible for them to be tripped up. They can hold their balance in possibly any position that can be thought up for as long as their strength will allow
    7 – Supernatural balance. The character’s balance is not based off of strength, balance, etc. It is by a supernatural force that keeps the person balanced constantly no matter what comes their way.
     
     
    Dexterity & Coordination
    The skill of performance when using one’s hands/the skill and effectiveness of the interaction of one’s movements.
     
    1 – Someone with a paralysis or movement issue, etc. Takes a great deal of concentration and frustration to do simple things.
    2 – Things take time to do and concentration, but can be accomplished if the effort is put forth.
    3 – This is average human ability, they can do everyday things, but are troubled with more complex actions.
    4 – This would be the pinnacle of human ability, someone who is skilled with their hands (professionally) or dabbling in mutations.
    5 – This would be the pinnacle of human ability (with the exception of type of ability). This would be those in the performance arts (for example, jugglers or those who perform acrobatic type feats) or dabbling in mutations.
    6 – Superhuman dexterity and coordination. Cannot go wrong, the slim chance of making a mistake is severely minimized due to being the effect of definite mutation.
    7 – Supernatural dexterity and coordination. This character’s performance in this area can be unmatched by anyone on earth (save those with this level of skill).
     
     
    Energy Projection
    The energy that is used/projected when a non-physical mutant ability is used.
     
    1 – The character is either a human or only has completely physical (ex: claws, blue skin, etc) mutations.
    2 – Only deals with a small area and the effect/damage dealt is minimum.
    3 – The character has limited ability to expel energy to do very small things, such as lighting a light bulb or levitating something small for a few seconds.
    4 – Allows the ability to harness a decent amount of energy, but utilizing this power offensively is rare or difficult.
    5 – Can levitate heavy objects or blast through steel.
    6 – Superhuman. Can level a building with little effort.
    7 – Supernatural. Their ability is all about energy. If it could be harnessed for power it probably could light a whole city. Damage dealt is devastating.
     
     
     
    Fighting Skills
    The ability to fight successfully.
     
    1 – The character has no fighting experience, training, or background. They are completely untrained!
    2 – Someone who has had a few lessons or thrown a few and taken a few punches. Still untrained.
    3 – A character with average fighting skills. This one has been taught a style(s) and has developed a background in fighting. Only somewhat skilled.
    4 – Has spent some years learning how to handle themselves in combat, yet with a long way to go. This person is skilled.
    5 – This character has devoted their entire life to fighting. These might be some who could be found fighting in the ring, yet they have not learned the strategy of battle. Very skilled.
    6 – This person has racked up thousands of hours every year to train in every aspect of battle: offense, defense, strategy, you name it. Highly trained.
    7 – The equivalent of someone who has spent their life kicking butt and taking names. Their fighting prowess is profession grade.
    Clark
    Clark
    Class 5


    Posts : 610
    Join date : 2011-10-12

    Stats Empty Re: Stats

    Post by Clark Tue Apr 15, 2014 1:18 am

    B

    Continuous scale, with levelling system, depending upon the character, OC's start as level one, and advance based upon posts (quality, quantity, length, and subject), starting with 100 points to split as you see fit (canons will be deliberated with the admins). 0 can go into energy projection only, if the character has no such capability. The higher the score, the more capable in that category. Each new level gained grants 5 new points to place wherever you see fit. Level 1 can only have a minimum of 5, or maximum of 25 in a category.

    Intelligence
    The ability to learn facts and skills while at the same time knowing how to apply acquired knowledge.

    5-10 – Someone who cannot process information and/or cannot think for themselves. This is one who is easily manipulated.
    11-20 – A character with perhaps a learning disability or someone who could has the ability to process information and such but has grown too lazy to attain their potential.
    21-30 – One with average intelligence. They grasp low-level concepts in math, science, Literature, etc.
    31-40 - These have begun to grasp mid-level concepts in math, science, literature, etc.
    41-50 – One such as these have been able to get a good understanding of complex concepts in math, science, literature, etc.
    51-60 – One with the ability to grasp things far beyond the reach of others. Many can process and/or store large amounts of data, run their brains like a computer, etc.
    61-70 – Someone who is able to grasp interdimensional concepts. For these characters, the limitations of their mind are possibly endless.

    Strength
    The physical power to carry out demanding tasks.

    5-10 – Lacking any/most strength, perhaps with a degradation of muscle tone or a paralytic.
    11-20 – Someone with very little strength, someone who does not work out at all and has very little muscle tone.
    21-30 – Someone with average strength, they work out now and again.
    31-40 – Above average strength, someone who has a deal of built muscle and either works out regularly or builds it through laboring.
    41-50 – At this point we are getting into the superhuman levels of strength. This person is either a substantially unique individually who works out every day or their strength is based on a mutation. This one can lift buses and break down walls, etc.
    51-60 – Definitely superhuman strength, this character can demolish buildings all on their own. They are akin to a human wrecking ball.
    61-70 – Supernatural strength, there is nothing that they cannot lift, move, or break. This type of character cannot be contained.

    Durability
    The ability to last for a long time without sustaining damage or wear.

    5-10 – Completely vulnerable to any attack without even the ability to take a punch without a trip to the hospital.
    11-20 – They are just not that durable, they get struck and they topple with significant damage done.
    21-30 – This is the pinnacle of human durability, they can take a punch but sooner rather than later they go down.
    31-40 – Either the character is an exceptional grade (perhaps a professional boxer), or we are getting into some mutations. This person can sustain a heavy beating before they go down, but not necessarily without injury.
    41-50 – Could be hit by a semi-truck and come out okay but anything bigger than that would probably crush them.
    51-60 – Could have a whole building fall on them and they would still come out okay.
    61-70 – Is pretty much invulnerable to attack (whether to physical blows or energy assault). Mental/telepathic assault may still be an optional disadvantage.

    Speed
    The quickness of one’s movements.

    5-10 – One who is unable to move, perhaps through paralysis or age.
    11-20 – One who either has restricted movement or is just not all that fast. In a race, they are usually at the back of the pack.
    21-30 – This person is of average speed. They win some races and they lose some races, but they are at the pinnacle of normal human ability. If in shape they can run around the speed of 7 miles per hour.
    31-40 – Either an exceptional specimen of human adaptation or we begin to get into the mutation section of the stats. This person will beat the pants off those in the races (unless of course up against a 5, 6, or 7). These can run about 10 miles per hour or higher and if getting into mutations can run up to 500 miles per hour (but not necessarily!! They do not have to run this fast to be at this rank).
    41-50 – Can move at the speed of sound (less than Mach 1, or about 770 miles per hour).
    51-60 – Can move at speeds between transonic and sonic speeds (Mach 0.8 to 1.2, or about 850 miles per hour)
    61-70 – Can move at supersonic speeds and above (hypersonic and high-hypersonic). (Mach 2 – 10, or about 1,522 miles per hour to 7610 miles per hour).

    Agility
    The gracefulness and nimbleness of one’s actions. Often combined with speed.

    5-10 – Has impaired motion, perhaps someone in a wheelchair, or equilibrium issues, etc.
    11-20 – Can’t get out of their own way (even if they are fast on the straightaway).
    21-30 – Average agility. They are no Olympic competitor but they can do a decent zigzag pattern without killing themselves.
    31-40 – The pinnacle of human capability or the effect of a mutation.
    41-50 – Feline agility and grace, 'always lands on their feet' and always has a good grasp on their surroundings so as to make a fluid movement from one place to another.
    51-60 – Could probably dodge bullets
    61-70 – Pretty much untouchable.

    Stamina
    The power for one’s strength and energy to withstand exertion and/or hardship or stress.

    5-10 – They have next to no endurance to do anything. To hold their arm up is bad enough, but they run up the steps and they’re winded to the point of doubling over.
    11-20 – To run back and forth from one end of the house to the other is a marathon for this one,
    21-30 – This character is no marathon runner, but they are the average for most people.
    31-40 – The pinnacle of human endurance. These are the types of people who swim the English channel or run marathons.
    41-50 – This is where we start to take into account mutations. This character can go for hours without having to stop for a breath.
    51-60 – A person at this level can go for days without a break.
    61-70 – There is no need for rest for this one. They can keep going forever if they want or need to.

    Balance
    The ability to hold or carry on equilibrium.

    5-10 – Someone who cannot walk at all, either crippled (confined to wheelchair) or, perhaps, an infant/baby.
    11-20 – Klutzy and accident prone, always tripping over everything (including their own feet) or the equivalent of a toddler or someone learning how to walk again.
    21-30 – Average balance, trips every so often.
    31-40 – Superb balance, rarely trips and can walk heal to toe with their arms behind their back without any problem.
    41-50 – Excellent balance, rarely trips up or stumbles or staggers. Someone who could walk on their hands.
    51-60 – Perfect balance. They could walk the high wire with no net because it is just impossible for them to be tripped up. They can hold their balance in possibly any position that can be thought up for as long as their strength will allow
    61-70 – Supernatural balance. The character’s balance is not based off of strength, balance, etc. It is by a supernatural force that keeps the person balanced constantly no matter what comes their way.

    Dexterity & Coordination
    The skill of performance when using one’s hands/the skill and effectiveness of the interaction of one’s movements.

    5-10 – Someone with a paralysis or movement issue, etc. Takes a great deal of concentration and frustration to do simple things.
    11-20 – Things take time to do and concentration, but can be accomplished if the effort is put forth.
    21-30 – This is average human ability, they can do everyday things, but are troubled with more complex actions.
    31-40 – This would be the pinnacle of human ability, someone who is skilled with their hands (professionally) or dabbling in mutations.
    41-50 – This would be the pinnacle of human ability (with the exception of type of ability). This would be those in the performance arts (for example, jugglers or those who perform acrobatic type feats) or dabbling in mutations.
    51-60 – Superhuman dexterity and coordination. Cannot go wrong, the slim chance of making a mistake is severely minimized due to being the effect of definite mutation.
    61-70 – Supernatural dexterity and coordination. This character’s performance in this area can be unmatched by anyone on earth (save those with this level of skill).

    Energy Projection
    The energy that is used/projected when a non-physical mutant ability is used.

    0 – The character is either a human or only has completely physical (ex: claws, blue skin, etc) mutations.
    5-10 – Only deals with a small area and the effect/damage dealt is minimum.
    11-20 – The character has limited ability to expel energy to do very small things, such as lighting a light bulb or levitating something small for a few seconds.
    21-30 – Allows the ability to harness a decent amount of energy, but utilizing this power offensively is rare or difficult.
    31-40 – Can levitate heavy objects or blast through steel.
    41-60 – Superhuman. Can level a building with little effort.
    61-70 – Supernatural. Their ability is all about energy. If it could be harnessed for power it probably could light a whole city. Damage dealt is devastating.


    Fighting Skills
    The ability to fight successfully.

    5-10 – The character has no fighting experience, training, or background. They are completely untrained!
    11-20 – Someone who has had a few lessons or thrown a few and taken a few punches. Still untrained.
    21-30 – A character with average fighting skills. This one has been taught a style(s) and has developed a background in fighting. Only somewhat skilled.
    31-40 – Has spent some years learning how to handle themselves in combat, yet with a long way to go. This person is skilled.
    41-50 – This character has devoted their entire life to fighting. These might be some who could be found fighting in the ring, yet they have not learned the strategy of battle. Very skilled.
    51-60 – This person has racked up thousands of hours every year to train in every aspect of battle: offense, defense, strategy, you name it. Highly trained.
    61-70 – The equivalent of someone who has spent their life kicking butt and taking names. Their fighting prowess is profession grade.

      Current date/time is Thu May 02, 2024 1:51 pm