[LoT] Bio Rules

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Lord of Kaos

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The official Template for bios is below and explained as well:

Name: This is where your Hero/Villain name goes.
Alignment: Here you place your alignment: Hero, Villain, or Neutral
Alias(es): This is where your aliases are given. These generally are other names your Hero is called, such as Caped Crusader, or Scarlet Speedster.
Secret Identity: This is your actual and real name, your government name basically.

Looks: Self explanatory, you describe your looks.
Personality: Describe your personality.

Rank // History

Rank: This is your Bio's rank, listed below in more detail.
Origin Type: This describes the type of power your bio has and what type of origin it has.
Origin Story: Here is where you describe the origin of your abilities.
History: Here you write your bio's history outside of abilities. One cannot mention other bios without permission of the bio holder. One can mention bios not created already though.

Abilities // Equipment

In this section, you detail your attributes in numerical form.

  • Strength:
  • Intelligence:
  • Speed:
  • Durability:
  • Energy:
  • Technology:

Power/Ability: Here is a short, one or few word response for your ability. This can be things such as SuperSpeed, or Solar Energy Transmutation or even no ability.
Description of Powers: Here is possibly the most important part; you detail clearly what your power is and how you can use it and to what extent.
Weakness: Here you must any and all weaknesses your ability may come with. If you have no ability and are a natural, this may be left blank.
Equipment: Here you list what basic equipment you have; keep in note this means very basic and anything advanced has to be created.

Other Information

Allies: Here you write any allies you have. With another's permission, you can write that you are allied to them and vice versa for enemies.
Enemies: Here you write any villains you have.
Other:

PHP:
[B]Name[/b]: 
[B]Alignment: [/B]
[B]Alias(es):[/B] 
[B]Secret Identity: [/B]

[B]Looks:[/B]
[B]Personality:[/B] 

[B][u][size=4]Rank // History [/size][/u][/b]

[B]Rank: [/B]
[B]Origin Type:[/B]  
[B]Origin Story: [/B]
[B]History: [/B]

[B][u][size=4]Abilities // Equipment [/size][/u][/b]

[List]
[*][B]Strength: [/B]
[*][B]Intelligence: [/B] 
[*][B]Speed: [/B]  
[*][B]Durability: [/B]
[*][B]Energy:[/B] 
[*][B]Technology: [/B]
[/list]

[B]Power/Ability: [/B]
[B]Description of Powers:[/B]
[B]Weakness:[/b]
[B]Equipment: [/B]

[U][b][size=4]Other Information[/size][/b][/u]

[B]Allies:[/B]
[B]Enemies:[/B] 
[B]Other:[/B]


Biography Ranks

There are 10 Bio Ranks. Because there are three different alignments, that means that not everyone will have the same rank name despite being of the same rank. This chart is shown below for simplification. When Rank is mentioned universally, the Rank number and not name will be used.





Alignment


Hero
Neutral
Villain
1Goody Two Shoes
Observer
Troublemaker
2Boy Scout
Wanderer
Bully
3White Knight
Opportunist
Thug
4Sidekick
Renegade
Henchmen
5 Vigilante
Hunter
Minion
6Guardian
Warrior
Mobster
7Hero
Mercenary
Villain
8Legend
Legionnaire
Crime Lord
9Demigod
Hitman
Nemesis
10God
Apex Predator
Arch-Nemesis



In order to progress through each rank, one has to have completed a certain number of missions and won a certain number of fights as well. Shown below, these numbers steadily increase as one rises in rank. Alternative ways to raise rank include special events.


  • In order to progress from Rank 1 to 2, you must complete 2 missions and win the same amount of battles against foes your rank or higher.
  • In order to progress from Rank 2 to 3, you must complete 2 missions and win the same amount of battles against foes your rank or higher.
  • In order to progress from Rank 3 to 4, you must complete 2 missions and win the same amount of battles against foes your rank or higher.
  • In order to progress from Rank 4 to 5, you must complete 3 missions and win the same amount of battles against foes your rank or higher.
  • In order to progress from Rank 5 to 6, you must complete 3 missions and win the same amount of battles against foes your rank or higher.
  • In order to progress from Rank 6 to 7, you must complete 3 missions and win the same amount of battles against foes your rank or higher.
  • In order to progress from Rank 7 to 8, you must complete 4 missions and win the same amount of battles against foes your rank or higher.
  • In order to progress from Rank 8 to 9, you must complete 4 missions and win the same amount of battles against foes your rank or higher.
  • In order to progress from Rank 9 to 10, you must complete 4 missions and win the same amount of battles against foes your rank or higher.
 
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Lord of Kaos

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[LoT] Mentors and Groups

Mentors and Groups

Mentors

At certain ranks, members can become Mentors to other lower ranked members, with the lower ranking member acting as their Sidekick, or Henchmen. Sidekicks are able to gain doubled EXP gain when completing missions alongside their Hero or Villain. Mentors are also able to loan their equipment and gadgets to their sidekicks at no cost to them, or have the option to teach and learn Techniques of each other's if they share similar abilities/are able to learn them. Example being two Heroes with super strength as an ability sharing the ability to create earthquakes by striking the ground.

In order to become a Sidekick, one must be at least Rank 4 and the person who will act as their Mentor must be at least Rank 6 and up. Mentors can only have up to 2 Sidekicks at any time. While this sounds more beneficial to the Sidekick, this allows Heroes to gain half the amount of EXP a sidekick gains for every mission the sidekick completes alone, starting at C rank and up to S rank. Meaning if a Sidekick completes a C rank mission, a Mentor will gain 5 EXP without having to join the mission.

Organizations and Leagues

Various members are able to band together to form different organizations and groups.These groups are divided into two tiers, or types: Clubs and Leagues.

Clubs are small groups designed for ranks 1-5. Often dubbed "sidekick groups", these groups tend to be weaker than Leagues collectively and often house sidekicks and henchmen as part of their members. Leagues are for the more elite members, with ranks ranging from ranks 6 and higher. These groups often contain the mentors for sidekicks and are generally more powerful than the lower tiered Clubs are.

The rules for Clubs as well as Leagues can be found below.

Clubs:

  • Must have at least 3 members, including the leader, and up to 5 in total
  • Must be ranks 1 - 5
  • Leader must be Rank 4 minimal
  • Can only be in two clubs max
  • Completing fights or missions with those in the Club will grant a .5x EXP boost for each member.
  • Upon reaching rank 6, one is considered out of the group

Leagues:

  • Must have at least 4 members, including the leader and up to 5
  • Must be ranks 6 - 10
  • Leader must be Rank 7 minimal
  • Can only be in two leagues max
  • Completing fights or missions with those in the Club will grant a 1x EXP boost for each member
 
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[LoT] Power Grid

Power Grid​


The Power Grid is an attribute system that determines how strong, fast, intelligent and more a character is. With 6 possible fields, this allows one to customize a biography with more detail than otherwise if the PG didn't exist. While seemingly complex, this system is easy to utilize. With each rank you raise, you gain more Attribute Points, or AP, to spread among the fields. By spreading these points, you increase your ability in that field. For example, a rating of 24 in the Strength attribute would mean that your attacks deal minimal damage and you're considered slightly stronger than the average human while a rating of 80 Strength is strength strong enough to level entire buildings and cause truly spectacular blows. By spreading these stats, you allow your character to become as strong as you allow him to be. Whether it's focusing on speed related abilities or solar energy manipulation, it's all your choice.

One is allocated thirty five ( 35 ) points for every rank they are, equating 350 at rank ten. That means that at Rank 4, one would have 140 points to split up. The only restrictions and limitations are listed below:
  • Every stat must have a minimum of five ( 5 ) by Rank 4.
  • Only two ( 2 ) individual stats will be allowed to max at 100. In addition to this, only one other field can reach 90.


Intelligence, or the ability to think and process information, is the representation of how intelligent your character is and what things he can accurately research and plan. The higher one's Intelligence the more gifted he is and the more skilled items he is able to create on his own and the higher his accuracy becomes. One with an Intelligence of 85 can track someone moving at 85 Speed; this doesn't mean he can react to their actions though. You would need a speed of at least 80 to be able to react accordingly to their actions. Your Intelligence just determines if you are able to see what they have done/how fast they are moving. One can still keep up to one's speed if it is within five ( 5 ) points within them ( for example, 68 intelligence can track up to 73 speed properly ).


  1. [ 0 - 10 ] Child
  2. [ 11 - 20 ] Normal
  3. [ 21 - 30 ] Scholar
  4. [ 31 - 40 ] Advanced
  5. [ 41 - 50 ] Valedictorian
  6. [ 51 - 60 ] Prodigy
  7. [ 61 - 70 ] Genious
  8. [ 71 - 80 ] Brainiac
  9. [ 81 - 90 ] Athena
  10. [ 91 - 100 ] Near-Omniscient

1: [ 0 - 10 ] Child
This level of cognition runs on par with that of a toddler between the ages of 6 and 12. At this level the user is able to track speed based opponents of his Tier (1) but of course nothing higher and/or objects faster than a speeding vehicle.

2: [ 11 - 20 ] Normal
The regular perceptiveness seen in day to day people. This level of intelligence boasts the average IQ of about 110. The user is able to solve trivial puzzles and slightly complex small machines while tracking people of "Normal" (between 11-20) speeds and lower as well.

3: [ 21 - 30 ] Scholar
With an IQ of over 120, this level of cognition is on par with that of a well studied genius. At this level the user is able to map out complex maneuvers mentally and solve above average puzzles. While being able to track people of this Tier and lower, a Scholar level user is also able to resist some form of mind tricks that can be played via either sorcery, magic, technology, etc.

4: [ 31 - 40 ] Advanced
With an IQ of over 150 these users are considered savants; gifted people who excel at cognitive abilities deemed otherwise impossible for the mundane. People of this tier are able to plan several moves ahead of their opponents and can even change mental plans in real time on the fly. Information is able to be processed very quickly, where just a glance at a face or object can be registered and evaluated immediately. They are able to track people of Tier 4 and lower.

5: [ 41 - 50 ] Valedictorian
This level of mental fortitude is near inhuman. With an IQ roughly at 180 these people are unnatural in both processing speed and cognition. Similar to Tier 4 Intelligence, Valedictorians are able to read multiple books, identify the individual faces of an entire crowd, and even calculate complex phenomenon such as atomic physics without missing a single detail.

6: [ 51 - 60 ] Prodigy
The big bad "200'ers". This tier of Intelligence sees people with an IQ passing 200. They are considered extraordinary and boast a variety of abilities such as immaculate memory: both Eidetic and Autobiographical, and can recall even events as early as creeping toddler stages. In the right conditions, Prodigies can plan up to years ahead of an event--as well as alternate outcomes--with almost spot on accuracy. Speed type attacks and enemies of Tier 6 and down cannot escape their minds.

7: [ 61 - 70 ] Genius
A once in a lifetime occurrence, Geniuses are usually imitated but very few are actually believed to exist. These people are almost godlike, with the cognitive capabilities of several super computer chips working in tandem. Geniuses are the only set of people known to be able to create 'paper brains', that is, map out the synapse pathways of their own brains in the form of mathematical equations in order to identify any errors/inconsistencies. They are also able to identify such errors in the thinking of others with ease. Geniuses are able to predict, with the supply of relevant data, for otherwise "unpredictable" events such as quantum mechanics. They are able to track speedsters and like attacks of Tier 7 and lower.

8: [ 71 - 80 ] Brainiac
A complete exponential level above that of Geniuses, if Braniacs could be actually gauged they would have an IQ passing 300--a whopping 3x more that of a Normal (Tier 2) person. This level of Intelligence allows the user plan, execute, and anticipate multiple plans simultaneously on a bad day and command entire nations/civilizations with nothing but flawlessness. Very few things pass the eyes and mind of a Braniac and as such they've been considered as beings no less than demi-gods. They are also able to track Tier 8 and lower as well as resist mind altering attacks/techniques of the same Tier and lower.

9: [ 81 - 90 ] Athena
At this level, nothing is impossible. A mind that is capable of this level of Intelligence is called a 'nexus' and if that mind is hosted by a body that person is deemed as an 'entity' rather than anything of this world. Bordering on divine, Athena level entities are absolute, and to outsmart something at this tier would be equally impressive--and frightening. They are able to scrutinize data spanning across multiple dimensions and realities with frightening accuracy. Also able to track abilities and people of Tier 9 and lower.

10: [ 91 - 100 ] Near-Omniscient
If the nexus holding entities bordered on divine then these beings surpass it. At this level the user becomes a paragon of knowledge and mental fortitude. Nearly omnipotent, nearly all forms of data can be perceived and processed by these minds. Information can be assimilated and made functional in a manner only describable as 'faster than instantaneous'. All levels of speed, even nigh omniscient ones, can be perceived by these beings as well as impossible events like that of the Space/Time category. No exceptions.


Strength
, or the ability to lift weight, determines how strong a Bio can be. Varying from average strength to being able to lift several tons, this determines how much damage attacks have the capability of doing. Small attacks of 5 deal virtually no damage while attacks by one with 93 Strength is enough to cause devastating earthquakes and raze cities.


  1. [ 0 - 10 ] Child
  2. [ 11 - 20 ] Normal
  3. [ 21 - 30 ] Wrestler
  4. [ 31 - 40 ] Advanced
  5. [ 41 - 50 ] Bodybuilder
  6. [ 51 - 60 ] Prodigy
  7. [ 61 - 70 ] Powerhouse
  8. [ 71 - 80 ] Herculean
  9. [ 81 - 90 ] Apollo
  10. [ 91 - 100 ] Near-Omnipotent

  • Note: Techniques related to direct hand to hand combat utilizes this attribute. These include some martial arts, sword attacks and brute force strikes. Thrown projectiles will also utilize this stat unless highly electronic or energized.

[ 0 - 10 ] Child
Boasting very little strength, the user is able to leave slight bruises and scratches on those they attack.

[ 11 - 20 ] Normal
Becoming stronger, the user is able to at least break through a wooden like a martial artist.

[ 21 - 30 ] Wrestler
Refining their skills, the user is able to at least break through a cement stone with enough focus.

[ 31 - 40 ] Advanced
Undergoing intensive work, the user manages to break through large brick walls from buildings, creating an opening as large as themselves.

[ 41 - 50 ] Bodybuilder
At this level, beyond the norm, the user is able to level a small house with limited structural integrity. People at this level truly can begin to consider themselves “super”.

[ 51 - 60 ] Prodigy
Reaching clearly unnatural levels, the user is now able to level a large house that was built with exceptional integrity. It’s not uncommon for people at this level to posses some mutagenic ability, magical prowess, or cybernetic enhancements.

[ 61 - 70 ] Powerhouse
Furthering their already monstrous levels of strength, at this level, the user can destroy significantly larger structures and small buildings.

[ 71 - 80 ] Herculean
Reaching this level begins to defy all understanding of strength. At this level, the user can easily destroy large buildings and city structures. The mere wind force generated from punches making contact can break glass windows and shatter the like.

[ 81 - 90 ] Apollo
Users can in no way be viewed as mere “people” any longer, but Gods. At this level, the user can demolish buildings and destroy some of the most fortified buildings, large scale monuments, and even military grade defenses.

[ 91 - 100 ] Near-Omnipotent
Becoming synonymous with power itself. At this level, the user is no longer bound by the same limitations they previously had. With the stomp of their feet, they can generate quakes. Clapping their hands releases sonic booms. With enough focus, they could level entire cities.

Speed, or the ability to move through Running or Flight, is what allows one to know exactly how fast one can move. Ranging from Average speed to near omnipresent speeds. The faster one moves, the harder it becomes to keep up with them and move your own body to keep up. You would need to be within the same Speed tier, or within 5 AP of someone more specifically, in order to be able to move your body fast enough to counter or keep up with actions they perform. However, this alone doesn't mean you are able to see their actions. That is based upon your Intelligence.


  1. [ 0 - 10 ] Child
  2. [ 11 - 20 ] Normal
  3. [ 21 - 30 ] Athlete
  4. [ 31 - 40 ] Advanced
  5. [ 41 - 50 ] Olympian
  6. [ 51 - 60 ] Prodigy
  7. [ 61 - 70 ] Sonic Speed
  8. [ 71 - 80 ] Lightning Speed
  9. [ 81 - 90 ] Hermes
  10. [ 91 - 100 ] Near-Omnipresent

  • Note: Techniques related to the use of speed to accomplish acts will utilize this attribute. These include speed enhanced strikes, use of superspeed and most of it's applications.

1: [ 0 - 10 ] Child
At this stage the user is barely faster than a pre-school toddler. Vehicles and other simple machinery easily outrun them. Even snails.

2: [ 11 - 20 ] Normal
The average running/moving speed of a being this level is around 22 mph (35. 40 kmh) at the peak of physical/mechanical prowess.

3: [ 21 - 30 ] Athlete
This level comes as a reward for years of body conditioning. The user is slightly faster than a regular person and can clock in as fast as 30 mph (48.28 kph) but can be easily fatigued/worn out if not careful.

4: [ 31 - 40 ] Advanced
An Advanced person is much faster than the regular athlete, and can be considered inhuman. This level of speed becomes frightening as not many people can witness/understand objects and beings moving in this category. If it were to be tracked and recorded, the average being at this level moves around 50-60 mph (80.46 - 96.56 kmh).

5: [ 41 - 50 ] Olympian
An Olympian level user can clock in at speeding vehicle levels, i.e. around 70-80 mph. Faster than the fastest land animal, the cheetah, Olympians can appear like blurs to onlookers and are generally slim built people, with otherwise thin limbs to minimize drag.

6: [ 51 - 60 ] Prodigy
Prodigies bridge a massive gap between Olympians and Supersonic. As such speedsters of this level can attain speeds faster than most sports cars, and can even contest some forms of small planes at top speed. While no true value can be stuck to their speed, Prodigies can move fast enough to run on water, speeding at high levels.

7: [ 61 - 70 ] Supersonic
The destination reached after crossing the 'Prodigy Bridge', at Supersonic level the user is able to move at speeds true to the tier's namesake. Moving fast enough to break the sound barrier at top speed, just starting from rest can produce a sonic boom if intended. A 'nigh simultaneous' status can be achieved where the user is able to perform multiple tasks seemingly at the same time.

8: [ 71 - 80 ] Lightning Speed
At this level, the user is almost 2-3x faster than a Supersonic speedster. Although not literally moving at the speed of a lightning bolt , the user is incredible fast and can outrun bullets and similarly fast projectiles with ease, leaving after images in their wake.

9: [ 81 - 90 ] Hermes
At this near godlike level, Tier 9 speedsters are known to move at speeds fast enough to be rendered invisible. That is, traditional lenses of both machines and the human eye become obsolete when tracking a Hermes level user. However, Intelligence of an equal level is able to spot them.

10: [ 91 - 100 ] Near-Omnipresent
At this the final tier, the user achieves speeds close to light. The user is able to move between various locations with such speed that they can be perceived to be in multiple places at once. This level of speed is almost entirely inconceivable--and can often times be confused with teleportation.

Durability, or the ability to resist or recover from bodily injury, determines just how much damage one can receive before of few being unable to fight. This means, that one can range from as frail as paper to as resilient as adamantium. For every 1 Durability points, one gains 5 Health Points.


  1. [ 0 - 10 ] Child
  2. [ 11 - 20 ] Normal
  3. [ 21 - 30 ] Tough
  4. [ 31 - 40 ] Advanced
  5. [ 41 - 50 ] Tank
  6. [ 51 - 60 ] Prodigy
  7. [ 61 - 70 ] Bulletproof
  8. [ 71 - 80 ] Diamond
  9. [ 81 - 90 ] Dionysus
  10. [ 91 - 100 ] Near Indestructible

1: [ 0 - 10 ] Child
A weak, fragile frame. You call this a body? A simple slap will leave your skin reddened for weeks. The durability of a child spans between 0 and 50 HP.

2: [ 11 - 20 ] Normal
Now this is a regular body, able to trade a few blows here and there. Be mindful to protect your soft giblets though. Average people are considered "Normals" with an HP number between 55 and 100.

3: [ 21 - 30 ] Tough
So you've trained harder than the average, huh? You're slightly more hardened than the average person. A kick to the groin is but a tickle--but don't over do it. You're able to resist attacks that would break the bones of Normal person. HP lies between 105 and 150.

4: [ 31 - 40 ] Stone Cold
At this level the user garners the resilience needed to survive otherwise crippling blows, like getting hit by a car moving at top speed, or even a knife stab directly to the gut. With an HP factor lying between 155 and 200 points, Stone Cold level personnel are scarily durable.

5: [ 41 - 50 ] Tank
At this level the user rests on a thin line between inhuman and unreal. Tanks can survive small caliber gunshots and similar attacks such as amateur explosives and falling from medium distanced heights. If measured, the user's HP can fall anywhere between 205 and 250.

6: [ 51 - 60 ] Bulletproof
At Tier 6 the user begins crossing into demi-god levels of durability. Bladed weapons bend against their conditioned bodies as if they wore armoring under their skins. High caliber rounds, grenades, small arms, even falling from corporate sized building means little to their 255-300 HP levels. If all else fails, aim for the head. Good luck.

7: [ 61 - 70 ] Titanium
At this level one should pretty much give up on conventional means. Tanker rounds, missiles, canons, the whole damn army, you'll need to get creative if you really want this kill. Try your nuclear options. Don't have the clearance? Hire someone who does. HP levels go from 305 to 350.

8: [ 71 - 80 ] Diamond
This is getting ridiculous. NBVille News has reported Diamond Tier users reportedly bungee jumping from orbit--without the bungee cord. At this point physical, projectile type weapons feel like mosquito pinches and small nukes like strong gusts of wind. You are unfair, embrace it. HP levels fetch anywhere between 355 and 400.

9: [ 81 - 90 ] Dionysus
Tier 9 Durability users have attained a level of absolution that is godlike. They are able to survive full blown nuclear weaponry and thrive in conditions where all other life seems not to--like the utmost bottom of the ocean. HP levels between 405 and 450.

10: [ 91 - 100 ] Near Indestructible
Way past the point of divination, Tier 10 users are the epitome of "undying". These people are so few and often mythologized that the true extent of the ability is skewed. The vacuum of space or the absolute pull of a black hole means nothing, for Tier 10 is everything. HP: 455-500.

Technology, or the level of equipment one is able to hold, varies depending on the rating. This means at the lowest level, minor things like knives and bats can be equipped with small enhancements while higher levels allow items like Death Rays, Batmobiles, etc.


  1. [ 0 - 10 ] Child
  2. [ 11 - 20 ] Normal
  3. [ 21 - 30 ] Mechanic
  4. [ 31 - 40 ] Advanced
  5. [ 41 - 50 ] Engineer
  6. [ 51 - 60 ] Prodigy
  7. [ 61 - 70 ] Robonic
  8. [ 71 - 80 ] Cyborg
  9. [ 81 - 90 ] Hephaestus
  10. [ 91 - 100 ] Near Cybernetic

  • Note: Techniques related to the use of technology and created weaponry/cybernetics, and related sciences will utilize this attribute. This includes bullets, arrows/bolts, gadgets, super suits, vehicles and more.

1: [ 0 - 10 ] Child
So you made a paper plane? That's cute. I'll put it on the refrigerator next to your other measly creations, child.

2: [ 11 - 20 ] Normal
Basic level engineering. At most these people can create rudimentary joints, levels, and gears for their creations. Nothing too eye popping, though, the most you can dream of to create as a Normal is a maybe a home made gun or a shiny cutlass.

3: [ 21 - 30 ] Mechanic
Just graduated NBVU with a Masters in engineering? Congrats, you're a cut above the rest. At this level look for semi complex creations like a hand drill or crude jet pack. No guarantees though, and remember to wear safety goggles at all times.

4: [ 31 - 40 ] Advanced
If Tier 3 users held master level degrees then Tier 4 users are the PhD level experts. Small robots are no longer a childhood dream. Look for impressive creations as well, like vehicles such as cars, bikes, and other small crafts. At this point you can start messing around with other factors like gems, chemicals, and artifacts to put in your creations. Again, keep those goggles on.

5: [ 41 - 50 ] Tinkerer
Now you're heading into reverence; you're turning a few heads and raising some eyebrows. Blueprints for complex machinery like helicopters, planes, and even submarines are seen strung all over your little cave. You make tiny robotic slaves helpers just for the fun of it. One to rub your achy back, another to comb your hair...

6: [ 51 - 60 ] Gifted Engineer
At Tier 6 users can start looking forward to semi-autonomous machines. Your creations are able to record and experience for themselves, but are still generally dumb. Stay with them to relay instructions.

7: [ 61 - 70 ] Scientist
Fully autonomous creations are now a reality. With the right Intelligence factor you'll also be able to create synthetic minds, or 'paper brains' for your creations. These AI's will be able to learn, behave, and react like any human. In a sense you've started creating lives--just in another form. At this level you can start harvesting dangerous elements for your creations, like that of the nuclear kind.

8: [ 71 - 80 ] Cybernetic
Tier 8, where you're able to meld technology with biology. Physical augmentation though machinery is now possible. This is the future. Your creations are almighty and can not only act on their own volition, but in some cases even outsmart you, their own creator! Be sure to make kill-switches in every one of them. Every single one.

9: [ 81 - 90 ] Hephaestus
You're a master of the forge now. There isn't much that you haven't created already, and traditional technology has now bored you. Tier 9 sees monumental creations like space stations and maybe even time machines, who knows.

10: [ 91 - 100 ] All-Creator
At this point you're no less than a god littering a blank canvas with beautiful and equally horrifying creations. These same constructs can even blur the line between what is considered organic and what is mechanical. Nothing, no matter how complex, escapes your gifted hands. You can engineer anything.

Energy, much as the name suggests, is the measurement of how much energy a bio is capable of outputting. Energy can take various forms, such as heat, lasers, cosmic rays, electricity, etc. The higher the level of Energy in your power grid, the higher the strength such abilities possess.


  1. [ 0 - 10 ] Child
  2. [ 11 - 20 ] Normal
  3. [ 21 - 30 ] Charmer
  4. [ 31 - 40 ] Advanced
  5. [ 41 - 50 ] Mage
  6. [ 51 - 60 ] Prodigy
  7. [ 61 - 70 ] Sage
  8. [ 71 - 80 ] Force of Nature
  9. [ 81 - 90 ] Zeus
  10. [ 91 - 100 ] Near Singularity

  • Note: Techniques related to the use of magic and magical abilities, energy and mystic arts, dark/light arts, ki, chakra and related fields will utilize this attribute. These include but aren't limited to the fields named above.

1: [ 0 - 10 ] Child
Haha, don't make me laugh. Those little energy darts couldn't even pop your own birthday balloons, brat.

2: [ 11 - 20 ] Normal
Your energy just matured with your body. As such your attacks can cause great discomfort to targets, such as minor burns. Aim for the soft regions.

3: [ 21 - 30 ] Charmer
All that practice is finally paying off, carrying you up the ladder one rung above the mundane. Your attacks are worthy of notice now, and can even kill if used properly. Energy type abilities in this level range between rudimentary heat/ice rays, lasers, concussive/kinetic blasts, electricity, etc.

4: [ 31 - 40 ] Mage
Tier 4 Energy types can start looking for more advanced abilities like powerful magic and potent energy beams. At this level the user can look forward to altering the terrain around them with their frightening abilities. Tier 4 users can also start looking for cosmic and atomic related abilities coming to light at this level.

5: [ 41 - 50 ] Sorcerer
You're no longer a novice at the arts. Your attacks are lethal, and your abilities are rightfully recognized as either too dangerous or righteously powerful, no in between. Abilities like intangibility and high level conjuration are possible at this stage.

6: [ 51 - 60 ] Prodigy
Several cuts above the rest, Tier 6 users are now considered power houses. Ice beams are freezing entire lakes while heat rays are evaporating them. Abilities like particle dissimulation and immutability are no longer myths at this level.

7: [ 61 - 70 ] Sage
You've grown even more powerful since the last time they saw you. At this stage you start bending the laws of nature with conceptual abilities like subjective reality manipulation (making a dream reality and vice versa) and even causality manipulation (dictating events and having them come true). You're starting to be worshiped now.

8: [ 71 - 80 ] Force of Nature
Tier 8 is where your powers start affecting entire landmarks and small cities. Users gain the ability to raise storms, shatter skyscrapers, and even reach into powers of absolution, such as total nullity and void manipulation.

9: [ 81 - 90 ] Zeus
Where this get really serious, Tier 9 users are now considered phenomena. With mind boggling powers like absolute existence and dimensional rifting/manipulation, these people are nearly limitless. Even traditional, 'regular', abilities like heat rays gain the power to raze entire small towns.

10: [ 91 - 100 ] Near Singularity
At this stage the user becomes the apotheosis--the utmost limitation--of power. Divine abilities await Tier 10 Energy users without limit (excepting for time altering abilities). Not much can even be described of Tier 10 users. Just know that they are unlimited, and almighty.
 
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Re: [LoT] Bio Template Rules

Origins, Alignments, and Abilities



Origin Types

There are four types of Origin Types for bios to start from. These types are Science, Natural, Mutant, and Magic. Each type is inherently different and explain how your abilities are either formed or limited.


  • Mutant Origins are Origins in where the person has been born with a mutation to their DNA, such as people born with the ability to alter their appearances or other abilities.
  • Science Origins generally have abilities that utilize advanced technology or modified their bodies from experiments or accidents.
  • Magic Origins are perhaps among the most varied as there can be several different explanations for how power's are gained, such as wizardry, and even relics.
  • Natural Origins are for those Heroes or Villains who have no true abilities yet rely on physical and mental prowess and simple gadgets to enhance their abilities.

It should be noted that while both Science and Natural Origins offer technology based gadgets, advanced applications fall under Science. An example would be Cyborg for this. Batman and his utility belt would be an example of Natural while Ironman an example of Science.

Alignments​


In addition to the Four Origin Types, there are three alignments to have, which are easy to understand. The first is Good which is generally reserved for our Heroes and Heroines. Evil is for our nefarious villains and crime lords, and Neutral is for all those who choose to walk their own path, helping and hunting who they want. These three types determine the path one can take when advancing the ranks. Depending on the path, one can become an official Sidekick, Henchmen or Renegade and gain various boosts due to this.

Core Ability

A Core Ability is the main ability of your bio. You can only have one Core Ability from which all lesser abilities derive and are related to. An example of this would be Flash. Although he has lesser abilities of enhanced speed, lightning generation and molecular vibration traveling, his Core Ability is access to the Speed Force, which then allows all of these smaller things. Superman would have Solar Energy Transmutation, absorbing solar energy to enhance his Kryptinian physiology. This allows you to link all of your abilities and customs to one core trait.

Banned Abilities ( note this list may expand ):

  • Time Travel: Moving forward and backwards in time, freezing time, slowing, etc
  • Reality Warping: creating new realities/dimensions
  • Omniscience/Omnipresent/Omnipotent/etc - All knowing/powerful/existing/etc - God tier abilities
  • Death Touch: The power or ability to kill with one touch or one look
  • Power Transmutation: Creating abilities at will

Restricted Abilities ( note this list may expand ):

  • Matter Manipulation/Transmutation: this ability is highly restricted and monitored on a case by case basis. These abilities cannot extend to deity level creations or extremely large scale manipulations and must have specific transmutations oebmanipulation and not broad ones unless noted.
  • Power Negation/Dampening/Stealing: Limited initially by range and contact, this can never be permanent.
  • Power Mimicry/Replication: Can only have a limited amount of abilities copied at a time and only a small portion of those at mastery level. This cannot be permanent
  • Telekinesis/Telepathy/Mental Abilities: Due to their very nature, these are closely monitored and can never allow complete control of the target and use of the user's body at the same time

 
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