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MUTANT REVOLUTION ONLINE

Mutation. Adaptation. Equality, superiority, and order. Darwin dreams darkly in a world where change outpaces the norm day by day.

The school that Charles Xavier dreamed of as a safe haven has overflowed; now, all students are referred on to Xavier’s Sister School for Gifted Youngsters, a mansion complete with its own team of X-Men who strive to maintain the balance in New York.

Others have sneered at the Mansion’s naive ideals, and gone through the Sanctuary’s Golden Doors to claim their proper title of
Homo Superior.

Still others look beyond these petty squabbles to the world’s rotting roots; war, suffering, chaos. At Mondragon Labs Medical, there is a healer who will cure them all.

The Mutant Factions grow in strength and number day by day; their threat and promise hangs heavy over the human world.
Homo sapiens have always been the favored child of Adaptation, however. In the minds of a few rare men and women, a force is rising up to silence these challengers to the throne.

Fear and hatred are the lot of all things new. In this volatile world, what will you swear to protect?

Where Will You Stand?
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The X-men are an idealistic group of mutants whose goal is to maintain a peaceful balance between humans and mutants and to protect the weak, even if it means facing off against fellow mutants to protect humans that may hate them anyway. They offer a safe shelter and an education to young mutants at Xavier's Sister School.
The Order

The Order is a group of radical mutants who have gathered in an effort to have their voices heard and demands met to gain an uppance in society, by any means necessary. They are led by a mutant and a fiercely vicious woman named Lori who houses the members at the Sanctuary. Join them and find your proper place in the world.
The Kabal

The world is full of distasteful chaos. It seethes with pointless hatred and cruelty. Let the X's and O's bicker like lovers in the streets of New York City; Slate's Kabal will bring the world itself to the worst degree of peace. Current takeover: Romania.

Mutant Revolution Online :: Points System :: Rules and Regulations :: The Attribute Profile System
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 AuthorTopic: The Attribute Profile System (Read 2,389 times)
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 The Attribute Profile System
« Thread Started on Nov 2, 2007, 2:42pm »

Mutant Revolution Online utilises something know as attribute profiles. These are profiles that display your abilities in a numerical fashion in order to give a basic idea of how strong your character is in certain areas, such as strength and speed.

New characters start with up to 50 points to distribute. You get 50 points, but you do not have to use them all. More points can be earned through posting or winning contests.

The maximum number of attribute points per character is 100.


Awarding points:

There are four ways to earn points; through post count, winning contests, participating in the main plots, and high quality writing.

Post count:
    Reaching 100 posts = 2 attribute points
    Reaching 350 posts = 3 attribute points
    Reaching 700 posts = 5 attribute points
    Reaching 1000 posts = 8 attribute points
    Every 500 posts beyond a 1000 = 5 attribute points

Contests:
    Winning Mutant of the Month contest = 5 attribute points

Participation in main plots:
    (The number of points will be decided by mods after a plot is finished.)

Quality writing:
    The number of points will be determined by one of the attribute profile mods. The rules for submitting posts/threads/arcs to be considered for attribute points are as follows:

    1) Please send all posts /threads/ arcs that have to do with the development of a single ability to be considered together.
    2) Posts/ threads/ arcs should show development over time. (Not all in one training room session.)
    3) Posts/ threads/ arcs should be well written. Your best work. Posts that you feel stand out from your normal posts for their high quality.
    4) Please send posts/ threads/ arcs having to do with a single ability only once every 3 months for a maximum of four times per year.
    5) There is a maximum of 2 points awarded per ability that is developed over time with well written posts.

Email MutantRevolver@gmail.com with any questions, with updates to your profile, or to submit high quality posts/ threads/ arcs for review.



The list of stats:

Physical Strength (How strong and tough your character is, including mutations)
Agility (How fast and agile your character is, including mutations)
Mental Strength (How strong your psychic abilities are (if any) and how well you can resist psychic attacks. This is not how smart you are.)
Stealth (How well you can conceal yourself, including mutations)
Senses (How well you can detect concealed opponents, including mutations)
Mutated Strength (How strong your powers are that do not fall into the above categories)
Mutated Control (How well you can control your powers)

(see below for the scale)



Email MutantRevolver@gmail.com with any questions, with updates to your profile, or to submit high quality posts/ threads/ arcs for review.



« Last Edit: Aug 20, 2009, 5:32am by Historian »Link to Post - Back to Top  IP: Logged

An engineer, a physicist, and a statistician were hunting. After a short walk they spotted a moose. The engineer raised his gun and fired. The bullet landed 3 metres to the right of the moose. The physicist, realizing that the engineer did not account for the wind, aimed to the left and fired. The bullet landed 3 metres to the left of the moose. The statistician screamed "We got him! We got him!"
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 Re: The Attribute Profile System
« Reply #1 on Jul 28, 2008, 12:17am »

Here is the scale for attribute profiles:

* Without it being part of a mutant ability, the maximum attribute in physical strength, agility, mental strength, stealth, and senses is 10.
* Any attribute 20 and above is considered “supermutant” and requires mod permission.
* 50 is the maximum amount in any one category.

Physical Strength
1-3 Below average human
4-6 Average human
7-10 Above average human (Maximum 10, unless it is part of a mutation.)
11-15 Beyond human (Olympic weight lifting champ)
16-19 Superhuman (Able to move cars - 16: with effort; 19: easily, and throw them too)
20 Super mutant (Able to move elephants)
30 Super mutant (Able to move houses)
40 Super mutant (Able to move skyscrapers)
50 Super mutant (Able to move mountains)

Agility
1-3 Below average human
4-6 Average human (Average = 10 minute mile or 6 mph)
7-10 Above average human (Maximum 10, unless it is part of a mutation.)
11-15 Beyond human (Olympic champion-9 times normal human speed)
16-19 Superhuman (10-49 times normal human speed)
20-29 Super mutant (50-100 times normal human speed)
30 Super mutant (Speed of sound, ~340 m/s)
40 Super mutant (Once around the globe in 1 min, ~670,000 m/s)
50 Super mutant (Speed of light, ~300,000,000 m/s)

Mental Strength
Mental Strength (Effects on other people)
(Includes psychic attacks, mind control, force fields, etc., as well as resistance to the aforementioned)
1-3 Below average human
4-6 Average human
7-10 Above average human (Maximum 10, unless it is part of a mutation.)
15 Beyond human (Scale: house)
20 Super mutant (Scale: apartment building)
30 Super mutant (Scale: office building)
40 Super mutant (Scale: city block)
50 Super mutant (Scale: entire cities)

Mental Strength (Communication range)
(Includes telepathic communication, mind reading, mental barriers, etc., as well as resistance to the aforementioned)
1-3 Below average human (touching)
4-6 Average human (within hearing distance)
7-10 Above average human (within sight)
15 Beyond human (across a city block) (Maximum 10, unless it is part of a mutation.)
20 Super mutant (Across a city)
30 Super mutant (50 miles)
40 Super mutant (100 miles)
50 Super mutant (Across the world)

Mental Strength (Telekinesis)
Requires the same level of mental strength as the physical strength it takes to move the same objects

Stealth
1-3 Below average human (You couldn't even sneak up on Helen Keller)
4-6 Average human
7-10 Above average human (Maximum 10, unless it is part of a mutation.)
11-15 Beyond human (Think ninja)
16-19 Superhuman (Undetectable to at least one sense)
20 Super mutant (Undetectable to the 5 senses)
30 Super mutant (Undetectable to all organic senses)
40 Super mutant (Undetectable to all organic senses, and either inorganic or psychic senses)
50 Super mutant (Perfectly Invisible to all methods of detection, organic, inorganic, and psychic)

Note:
Organic includes and senses found in the animal kingdom, including enhanced mutant senses
Inorganic includes any technology related sensing devices

Senses
1-3 Below average human
4-6 Normal human
7-10 Above average human (Maximum 10, unless it is part of a mutation.)
11-14 Beyond human
15 Superhuman (Detection of sensory input= normal human x 4) (Ex: Cat's smell)
20 Super mutant (Detection of sensory input= normal human x 8) (Ex: Hawk's vision)
30 Super mutant (Detection of sensory input= normal human x 16) (Ex: Dolphin's hearing)
40 Super mutant (Detection of sensory input= normal human x 24)
50 Super mutant (Detection of sensory input= normal human x 32)

Mutated Strength
Mutated Strength (Area of effect powers: range in which people or elements are effected)
(Includes elementals, light/sound/gravity/density/technology/molecular manipulation, explosions, emotions/pheromones/dreams/illusions, etc.)
1-3 Weak (Range: touching)
4-6 Average (Range: nearby)
7-10 Strong (Range: same room)
15 Exceptional (Range: house)
20 Super mutant (Range: apartment building)
30 Super mutant (Range: office building)
40 Super mutant (Range: city block)
50 Super mutant (Range: entire city)

Mutated Strength (Single target effect powers: range in which a target can be effected)
(Includes emotions/illusions/dreams, teleporting, etc.)
1-4 Weak (touching)
5-9 Average (within hearing distance)
10-14 Strong (within sight)
15 Exceptional (across a city block)
20 Super mutant (Across a city)
30 Super mutant (50 miles)
40 Super mutant (100 miles)
50 Super mutant (Across the world)

* Note: teleporting alone requires ten less mutated strength points than teleporting with another person. So, it requires 50 to teleport with another person to the other side of the world, but only 40 to do it alone.

Mutated Strength (Body manipulation, healing, breaking, shifting)
1-9 Weak/ Average (Healing/ inflicting/ control of: superficial injuries, skin, flesh)
10 Strong (Healing/ inflicting/ control of: internal injuries, bones, organs, nerves, blood)
15 Exceptional (Healing/ inflicting/ control of: poison, infectious diseases)
25 Super mutant (Healing/ inflicting/ control of: cancer, generative diseases, illnesses stemming from within the body itself)
35 Super mutant (Healing/ inflicting/ control of: genetic diseases, birth defects) (being a mutant is not a genetic disease)
50 Super mutant (Healing/ inflicting/ control of: death)

Mutated Control
1-4 Weak (Lacking some control)
5-9 Average (Gaining control over the basic abilities)
10-15 Strong (Practiced, working the kinks out of all abilities)
16-19 Exceptional (Well practiced, almost all the kinks are worked out)
20 Super mutant (Nearly perfect control of all abilities)
30 Super mutant (Brain surgeon's precision)
40 Super mutant (Brain surgeon's precision at rocket scientist's distance)



Special Notes:
* Shifters: Shifting to another form requires 10 mutated strength, mutated control is also highly recommended
* Animal shifters: Animal shifters may have different sets of attributes depending on the animal they become.
* Technomancers: controlling/manipulating machines requires mutated strength, while inventing machines requires mental strength
* Teleporters: teleporting alone requires ten less mutated strength points than teleporting with another person. So, it requires 50 to teleport with another person to the other side of the world, but only 40 to do it alone.
* Molecular manipulators: Both mutated strength and mutated control are required. Mutated strength determines the range within which molecules may be used, mutated control is necessary to manipulate small molecules accurately.
* Ability copiers/ absorbers: The ability to use a mutation depends on the attribute points of the mutant using the ability as well as the original strength of the mutation. If an absorber with strength 10 borrows an ability from a mutant with strength 30, the absorber would then have a strength of 20 while they were using that ability.
« Last Edit: Jul 16, 2009, 5:14pm by Calliope »Link to Post - Back to Top  IP: Logged

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 Re: The Attribute Profile System
« Reply #2 on Jul 28, 2008, 12:24am »

Examples:


A balanced profile: earth elemental example
    Physical Strength: 5 (Average human)
    Agility: 5 (Average human)
    Mental Strength: 10 (Above average human)
    Stealth: 5 (Average human)
    Senses: 5 (Average human)
    Mutated Strength: 10 (Strong: ability to control rocks within a room sized area.)
    Mutated Control: 10 (Practiced: working the kinks out of all abilities)

    Total = 50 points

A highly specialized profile: super strength example
    Physical Strength: 25 (Super mutant: able to move elephants/ small buildings)
    Agility: 5 (Average human)
    Mental Strength: 5 (Average human)
    Stealth: 5 (Average human)
    Senses: 5 (Average human)
    Mutated Strength: 0 (Mutation is covered in the other areas.)
    Mutated Control: 5 (Average: gaining control over his/her strength)

    Total = 50


A split profile: horse shifter example
    (Human form/ horse form)

    Physical Strength: 5/ 10 (Average human/ horse's strength)
    Agility: 5/ 10 (Average human/ horse's speed)
    Mental Strength: 0 (Psychics read this character like an open book with large font)
    Stealth: 5/ 0 (Average human/ a little hard to tiptoe with hooves)
    Senses: 5/ 10 (Average human/ horse's senses)
    Mutated Strength: 10 (Strong: shifting from human to horse and back manipulates internal organs, bones, etc.)
    Mutated Control: 10 (Practiced: working the kinks out of all abilities) (He/she probably won't get stuck halfway through shifting, but may accidentally shift when startled or asleep, for example.)

    Total = 40/ 50 points



The last attribute:

The good / evil scale:
    -10 = evil
    -5 = bad
    0 = neutral
    +5 = good
    +10 = saintly

These points don't get figured into your total attribute points. It wouldn't be quite fair if all the baddies got to add extra points to their other stats because the subtracted them from their goodness stat.

To find out where your character fits on the scale, take The good / evil quiz!

Email results of the good / evil quiz, or any other changes to MutantRevolver@gmail.com.
« Last Edit: Aug 20, 2009, 5:33am by Historian »Link to Post - Back to Top  IP: Logged

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Get well soon, Iris <3
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 Re: The Attribute Profile System
« Reply #3 on Aug 1, 2008, 1:36am »

To have your profile posted or updated, please email MutantRevolver@gmail.com. Also send questions to the same email address.




Please also visit the Newb Guide Series!
« Last Edit: Aug 20, 2009, 5:34am by Historian »Link to Post - Back to Top  IP: Logged

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Inspiration comes in many forms.
Get well soon, Iris <3
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