Attribute Profile Categories
Physical Strength (How strong your character is, including physical mutations)
Speed (How fast your character is, including physical 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 physical mutations)
Senses (How well you can detect concealed opponents, including physical mutations)
Mutated Strength (How strong your non-physical powers are)
Mutated Control (How well you can control your physical/non-physical/mental powers)
Good/Evil (How good/evil your character is. This doesn't count towards your point total. Take the quiz:
here.)
Determining Your Stats
Physical Strength1-3 Below average human
4-6 Average human
7-10 Above average human
(Maximum 10, unless it is part of a physical mutation.)11-15 Beyond human (Able to beat an Olympic champ at arm wrestling)
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)
Speed1-3 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 physical mutation)11-15 Beyond human (Showing up Olympic runners; 15 = 28 mph)
16-19 Superhuman (land animal speed; 16 = cat, 30 mph; 19 = cheetah, 70 mph)
20-29 Super mutant (bird speed; 75 – 200 mph)
30-39 Super mutant (plane speed; 210 – 550 mph)
40-49 Super mutant (jet plane/rocket speed; 560 mph – 4550 mph)
50 Super mutant (around the world in 1.5 hours/race an orbiting shuttle; 17,000 mph)
Note: Speed should only reflect physical mutations (ie, supped up leg muscles). If your character can move fast through a non-physical mutation (ie, turning to light or air), see "Special Notes."
Mental StrengthMental 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 mental 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)
(Maximum 10, unless it is part of a mental mutation.)15 Beyond human (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)
Mental Strength (Telekinesis)
Requires the same level of mental strength as the physical strength it takes to move the same objects
Stealth1-3 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 physical 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 any sense found in the animal kingdom, including enhanced mutant senses. "Inorganic" includes any technology-related sensing devices.
Senses1-3 Below average human
4-6 Normal human
7-10 Above average human
(Maximum 10, unless it is part of a physical 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)
Note: These scales are for humanoids, not animal shifters. Shifters—see “Special Notes.”
Mutated StrengthMutated 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.)
0 Not applicable (Your character's mutation is entirely physical or mental)
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.)
0 Not applicable (Your character's mutation is entirely physical or mental)
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)
Mutated Strength (Body manipulation, healing, breaking, shifting)
0 Not applicable (Your character's mutation is entirely physical or mental)
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 Control1-4 Weak (Lacking some control, or control is involuntary)
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)
Good/Evil-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!
Special Notes:* Adapted Humans: On Adapted profiles, "Mutated Strength" and "Mutation Control" are replaced with a single "Adaptation Strength" stat. The scale can be found
here.
* Shifters: Shifting to another form requires 10 Mutated Strength; Mutated Control indicates your control over your shifted form and the ease of changing in and out. With regards to animal shifters and the Sense stat: assume 11 is “average” for your species; 15 is above average; beyond that is more-than-animal levels (max of 15 without having a more-than-animal animal form). Exception: if you turn into something that's generally considered to have human or below-human levels of senses. Like a slug. Then, use the 1-10 scale as appropriate for your form. (Slugs, you would probably be a 1. *pats slug shifters consolingly*)
* Light-shifters: If your character can turn into light, use the Mutated Strength scale as if you were a teleporter to determine what score your range would qualify for. Speed is just your speed in human form; in light form, you’re obviously moving at the speed of light.
* Non-Physical Mutations: If your character uses their non-physical mutation to travel (ie: wind elementals), to discern what score to put for their Mental/Mutated Strength, compare your Character Profile's speed limit against the Speed scale; put this number for your Mental/Mutated Strength, as appropriate. Example: Betty Jo Flier can make it through a school zone without alerting the police; that would be a 13 on the Speed scale, so she puts 13 for her Mutated Strength. In the same way, weight limits can be found by comparison with the Physical Strength scale, stealth with the Stealth, etc. When all is said and done, put down the highest score for your character as their Mutated/Mental Strength. Their Character Profile is the ultimate source for truth; their attribute profile is just for quick comparisons.