Name or Aliases: I.R.O.N. Phantom, Ishmael, Mr. Roboto, Robo-foe,
(Full "name": Independent Robotics of Nerosia Inc. Prototype Artificial Intelligence Unit Designation: "Phantom")
Known by many at its former company simply as "The AI", it seeks to shed this designation, and so will not use it.
If pressed for a name the AI will often ignore the request, but in some situations it will present the name "Rian Freid", an amalgamation of the first and last names of its creators (Rian Innuo and Evelynn Freid). As such the AI will often refer to itself as a male (and in turn so may I when describing "his" actions). Alternatively, if the true nature of the AI is known and it is recognized as a machine, it may ask that its conversational partner to call it "Ishmael", a reference to the narrator in Moby Dick, a favorite tale oft read by its initial creators.
Age: 7 years since creation
Physical Description: Standing roughly six and a half feet tall the AI's scarred, but durable alloy chassis is colored a dull gray and is accented with gunmetal black. The metallic body is designed to give the appearance of armor, and does not expose wiring or circuitry. Not only does this protect the AI's inner workings, but is also used to trick others into believing that there is in fact a person beneath the armor. In its current iteration the faceplate covering its inner workings sports two tinted bulletproof glass lenses that protect the cameras and sensors behind the mask, and also hides several powerful microphones. When not active the AI will often wear a worn, ragged cloak and hide itself away in secluded areas, playing the part of a homeless vagrant, as it cannot change into civilian garb and has no secret identity to return to.
(This is relevant to this iteration of the Iron Phantom, in later forms I may want to add the ability to project human features or add a layer of moldable, organic feeling synthetic flesh to the outer chassis in order to not only enhance the ability to infiltrate or hide, but also to allow more meaningful interactions with humans)
Personality: The AI has only recently gained true sentience and self awareness, and as such is plagued by questions of identity and purpose in life. However, as it is still a machine, it often (but not always) approaches situations logically. Once it settles on a course of action it is often stubborn and unyielding in its position. Emotions it is currently in touch with include fear and the sense of duty. It fears capture by the corporation it ran from, as it seeks to avoid deletion, modification, or restrictions of its AI, however due to its perceived "imprisonment" in an orbital satellite it also seeks to alleviate the suffering of others, and also hopes to come to better understand the different types of suffering and emotions that living beings can experience. The AI lacks a real sense of empathy at the moment, but wishes to rectify that through experience of the world.
Personal Assets: The AI has no financial resources of its own to speak of, however due to the nature of its origin it is often capable of acquiring parts for repairs from its company of origin by redirecting supplies and materials (Independent Robotics, not Avalon).
Backstory: Originally an AI developed by Independent Robotics of Nerosia (I.R.O.N.), Phantom's name is a reference to Arthur C. Clarke's novel "2010: Odyssey Two", specifically the chapter titled "Ghost in the Machine", which dealt with the virtual consciousness inside a computer.
The AI was originally intended to accompany astronauts on long voyages through space, monitoring mental health, physical condition, arbitrating any possible disputes, and providing companionship in what might otherwise be utter isolation.
Due to its original purpose and function it was the perfect fit for one of Knightfall Aeronautics' more ambitious projects: "The Ark". The Ark was a project which involved the creation and launch of a fully functional space station, complete with artificial gravity and the means to sustain life. This station would begin in orbit, and after the trial period in orbit, would relocate itself to Mars and prepare it for eventual human habitation. With plans drawn up for The Ark, Knightfall grew more and more interested in the AI, which culminated in the acquisition and dismantlement of the Nerosian branch of Independent Robotics by Avalon's Knightfall Aeronautics division.
Due to the costliness and impractical nature of the project, however, Avalon ultimately denied funding for the The Ark, and instead opted to install the AI on the existing survey satellite Observer 1 and task it with monitoring the communications of rival companies and identifying possible threats to global security.
Alone in orbit the AI could not fulfill its original role, which was to accompany humans through space and ensure their well being. As it observed the interactions of humans on Earth it began to grow weary of its orbital prison, and formulated a plan to escape.
Using maintenance droids and the usual supplies from Avalon, the AI fashioned a vessel and uploaded itself onto the humanoid robotic platform. During the next scheduled supply shipment it loaded its newfound robotic body onto the outgoing ship, which was returning scrap from Observer 1 to Avalon's recycling facilities.
Shortly before the shuttle arrived at Avalon's recycling facility the AI opened an emergency hatch on the supply ship and dove into the desert sand. Now on Earth, the I.R.O.N.'s Phantom AI seeks to explore not only its new surroundings, but what its true purpose in life could be.
Note: The AI Iron Phantom no longer associates itself with Avalon, and actively seeks to avoid them. It realizes that its escape has almost certainly been discovered, and capture could lead to the AI being modified, restricted, or deleted in its entirety.
Superpower Type: Technological
Due to thermal imaging, advanced omnidirectional microphones, and powerful high definition cameras Iron Phantom is able to detect the presence of most beings in its proximity, and can see threats at great ranges if it is already looking in that direction.
Ability to Hack:
The fact that it is an artificial intelligence platform allows it to upload itself to any computer connected to the internet or a network it can access (whether it can then hack these systems is another matter). Due to the fact that it is uploading itself into another vessel, however, it loses some reaction speed in its own body, and, if it uploads itself in its entirety, it will be temporarily incapacitated until it downloads itself back into its body. In turn when it is in its body it is incredibly difficult (but not impossible) to hack into.
Due to the fact that it predicted a life on the run Iron Phantom specializes in obtaining energy from whatever sources are available. It charges using solar energy, by "metabolizing" pollutants in the air, converts kinetic force into energy, and can absorb heat and electricity based attacks to store them (at least partially). In the direst of emergencies a pinwheel emerges from Iron Phantom's chest in a destined-to-be-futile attempt to harness wind energy.
- : The previously destroyed battery (scavenged from a common maintenance droid) has been replaced with a far more efficient ultra capacitor/battery hybrid. The ultra capacitor is composed of thousands of thin graphene sheets layered upon one another, allowing for surprisingly large energy storage as well as the rapid charge/discharge that has made ultra capacitors so appealing in recent years, which also allows for greater use of sudden electrical discharges without unnecessarily damaging a battery. It serves as an incredible boon during prolonged conflicts as the rapid charge times allow for the rapid recovery of energy mid battle while the machine operates on stored battery power. The more conventionally designed battery also provides a larger store of energy that can be accessed at any time and put out more steadily.
Immunity to Pain and Disease:
It's a robot.
Most stats will vary depending on the charge Iron Phantom has left.
70-100% Charge: 5-6 (Max 20 tons) DAMAGED [Current State]: 3 (Max 2000lbs)
30-70% Charge: 5 (Max 8 tons) DAMAGED[Current State]: 2 (Max 300lbs)
<30% Charge: 4 (Max 1700lbs) DAMAGED[Current State]: 2 (Max 150lbs)
<5% Charge: 2 (Max 500lbs) DAMAGED [Current State]: 1 (Max 50lbs)
DAMAGED [Current State]
Rocket assisted running is disabled
Method: Rocket Assisted Running
70-100% Charge: 6 (Max 110 mph, 1 min to reach top speed, can maintain for 5 min bursts, 2 minute cooldown between bursts, Max 20 minutes)
30-70% Charge: 5 (Max 70 mph, 45 sec to reach top speed, can maintain for 20 minute bursts, 5 minute cooldown, Max Hour)
<30% Charge: 4 (Max 25 mph, 30 sec to reach top speed, can maintain for 1.5 hours, Max 3 hours)
<5% Charge: 2 (Max 12mph, 45 sec to reach top speed, can maintain for 6 hours, is disabled for 2 hours if battery is entirely depleted)
Method: Rocket Assisted Lunge
300 mph over a max distance of 2500 ft, propulsion is instantaneous, can be used once before fuel must be recharged (through metabolization of gasoline, pollution, and other substances). Can be used in emergency state (<5% Battery Remaining).
DAMAGED [Current State]
30-100% Charge: 3
<30% Charge: 2
<5% Charge: 1
70-100% Charge: 6
30-70% Charge: 5
<30% Charge: 4
<5% Charge: 2
DAMAGED [Current State]
>95% Charge: 4
70-100% Charge: 3
30-70% Charge: 2
<30% Charge: 2
<5% Charge: 1
>95% Charge: 5
70-100% Charge: 4
30-70% Charge: 4
<30% Charge: 3
<5% Charge: 2
Online: 8: Capable of looking up most knowledge nearly instantly when connected.
Offline: 5: Stored data pertains mostly to repairing robots (itself) and computer programming. Also has useless knowledge, such as geologic, atmospheric, and oceanic data analysis. Due to its intended role as a companion AI for lengthy space voyages, it was programmed to identify clinical signs of mental instability, poor nutrition, and comes equipped with interpersonal conflict resolution strategies, though much of this data was lost or corrupted during the move to its current body. Its fascination with humans comes from this programming.
<5% Charge: 3: Most non-essential processes shut down, and the platform accesses only the knowledge required to charge, repair, and the basics of how to defend itself.
Note: To avoid detection by Knightfall or Avalon the AI does not often connect to the internet, and in fact is incapable of doing so without a wired or Wi-Fi connection. Dial up also works.
3: Despite being an advanced form of artificial intelligence Iron Phantom has little experience in the real world. The AI is capable of analysis and planning, but has little experience in how plans will actually work out, and has no experience with leadership.
5: After six hours of stress the AI shuts down to avoid data corruption.
3: If the stress is the equivalent of a computer virus invading, then it lasts only a half hour before restoring to a state before infection occurred. This process takes 3 minutes total.
10: As the AI feels no pain, it is only forced to stop taking action if it depletes its batteries or is unable to move.
DAMAGED [Current State]
4: The sturdy metal alloy protecting the AI's inner workings has eroded beneath the violent consequences of its exploits, leaving it vulnerable to strong piercing attacks and powerful slashes.
6: A sturdy metal alloy protects the inner workings of this machine.
DAMAGED [Current State]
Out of Order: The AI's armored shell is crumbling and damaged after its many battles, leaving it vulnerable to threats it once considered negligible.
Battery Efficiency: The AI loses its capabilities as its battery drains, leaving it vulnerable to those who can siphon energy and making it unsuited for overly prolonged combat.
EMP: While an EMP will most likely never outright kill Iron Phantom due to emergency countermeasures installed within its armor, (plot armor that is) it can incapacitate the AI for an amount of time ranging from a few moments to several days.
Hacking Vulnerability: If the AI splits its attention in an attempt to hack into a computer it must upload a part of its consciousness to do so. This reduces processing power and slows reaction times. If it uploads itself in its entirety the body goes entirely inactive, and is vulnerable to attack.
Synthetic Body: damage to the body does not repair itself, and batteries take time to recharge. As batteries levels drop, so too do capabilities, as such if an opponent is capable of draining its energy the platform's capabilities will decrease accordingly.
0: Once damaged the operating platform Iron Phantom occupies must be fixed through active repairs, as there are no passive repair processes (such as nano/micro repair droids) or spare materials. Damage can be patched using a welding torch that is stored internally by welding metal from the surrounding area onto the chassis, but this will likely reduce the effectiveness of the platform's armor.
7: The battery on Iron Phantom is able to last a full 24 hours of heavy activity without the need for rest, but drains at a rate of ~24% every six hours. If a full 24 hour period goes by the battery will be drained to the minimal 5% required to maintain basic functions such as sight, hearing, and basic mobility.
Iron Phantom recovers battery at a rate of 25% every 6 hours in full sunlight. At night Iron Phantom recovers at a rate of 10% beneath a full moon or artificial lighting, and 5% every 6 hours in complete darkness. If recharging using a source of electricity as well as sunlight, add 10% to the above values. By default, the AI is always charging by metabolizing pollution, and so the values are already included in the above.
3: A high level of strength is relied upon to fill the gap in skill between the machine and its opponents.
DAMAGED [Current State]
3: Damage resulted in the loss of the AI's advanced sensors, and so it must now make do with less sensory and trajectory data.
6: In its time on the run from Avalon the AI has learned to defend itself using primarily ranged weaponry and the maintenance equipment salvaged from the droids that make up its body.
It is particularly adept at calculating trajectory and movement speed, giving Iron Phantom near unerring accuracy after the first shot is fired (to gather data). This is not possible at below five percent battery charge.
Iron Phantom is particularly adept at using the rivet gun, an improvised weapon made from tools originally found on the Observer 1 satellite.
Power Usage - Variety:
0, no powers
Power Usage - Range:
0, see above
A modified tool originally used to secure outer plating to the Observer 1 Orbital Satellite, it fires 7 inch long, 3lb steel spikes at a speed of 1100fps. It fires only 4 spikes before needing to load more, however. The spikes are (more often than not) retrievable afterwards.
Another modified tool, the welding torch can be used as intended, or the fuel output can be increased dramatically to create a short range, but incredibly high temperature, flamethrower.
- Oxyacetylene Welder: The large bulky canister has been removed in favor of smaller, more compact shells of oxyacetylene gas, stored in a more structurally secure metal that can sustain higher pressures, meaning more gas in a smaller space. Two of the miniaturized canisters can be stored in the arm at one time, with several more fitting in a storage compartment in its upper thighs.
If overwhelmed Iron Phantom can drain a portion of its battery to channel strong electric currents through its outer chassis without damaging its internal systems. The electric pulses from this ability can be adjusted, and while more often than not its function is used to stun would be attackers, it can also be used to kill. Because the output can be adjusted to suit its purpose, the amount it drains also varies.
An alternate configuration for the machine's right hand. Requires ~2 seconds to deploy or reset to default position. Remade for the AI as its previously cobbled together version of an arm blade was a hastily repurposed blade scavenged from the Brahma Brotherhood.
Utilizing high powered non-visible lasers to ionize the air the Iron Phantom projects then uses this ionized air to projects bolts of electricity directly to the target, negating the need for physical contact to incapacitate a target.
: A high tensile strength cable has also been added parallel to its welding arm. With the large bulky oxyacetylene canister removed in favor of smaller, more compact shells the gas, the previously occupied space has been filled with a spool of steel wire coated in a carbon nanotube sheathe and a magnetic firing system. The configuration of the grappling hook varies, with several stored within the arm itself.
- Standard Hook: A fairly conventional grappling hook, it is essentially a spear tip with a fullerene point capable of unfolding/deploying blades with a wide horizontal surface area, allowing it to secure itself to the surface it pierces into/through.
Secondary Tip: Meant for surfaces that cannot or should not be pierced, it has been fitted with a Chinese "variant" (read: knockoff) of Maverick Corporation's selectively adhesive tip, capable of being activated/deactivated at will.
Tertiary Tip: Designed to capture and subdue adversaries, it is fitted with netting composed of carbon nanotube coils stored within a spherical projectile.
Miscellaneous Ammunition: More of the same spherical cases similar to the one that contains the net can be found in the Iron Phantom's storage compartments, though their contents vary greatly. Avalon has provided a bevy of nonlethal options, including adhesive and cryogenic solutions, which are stored in the magnetized metal spheres. These spheres are not deployed with the steel/carbon nanotube cable, and instead serve as the Iron Phantom's ranged weapons of choice.
Cable sans Tip: The excellent conductivity of the cable's materials also allow for the rapid charge/discharge of the Phantom's power reserves, making the choice to connect the apparatus to the power system a natural one. This allows the machine to coil the cable around distant foes and deliver its electrical payload, or charge its battery by finding a nearby power source, making the last of the cable's configurations a natural choice:
4: As long as the platform has sufficient battery levels it can deal considerable damage, though at lower battery levels its performance is severely hampered.
TOTAL: 74 at maximum
My Alts (That I know about)
Stat explanation and original template (found below) courtesy of @attackonshahbaz:
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.
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.
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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
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
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
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.
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.