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Post by V.Carnage on Tue Dec 18, 2018 6:12 pm

This is a system currently in testing.  In the future if this is found lacking, involved powers will be retconned.  Those involved will be notified and a discussion will be had about what will happen with their power to fix it.  

The idea of this system is to allow a more qualitative description of certain powers to increase each level instead of just the quantitative stats.  In other words, the power and heat of a fireball which we don’t value at certain temperature, but just abstractly define as “hot as a bonfire” or similar.  Upon request or situation, you may PM me to request a similar system for a related ability that I don’t already have here.  How this system will work is each point invested will allow for the effectiveness to go up by one level, as opposed to the doubling system for numbered values. In other words, if the effectiveness of your fire is Level 2 and you invest an upgrade into your fire power, the effectiveness will become Level 3, similar to the doubling for numbered values.  Note that any amounts such as “bonfire” refer only to their fuel potential and how much heat the thing in question would generate and is not indicative of size.  The size or amount is a separate specified value.  Additionally, unlike other levels, anything that is Level 0 does not increase per point like at other levels.  To get out of Level 0, it must be bought.

Fire/Heat:
(Note: basic fire abilities are by default Level 5 or higher unless specifically purely aesthetic)

Level 0: Aesthetic - Zero effectiveness in that it generates no heat and minimal light and is purely for show.  
Level 1: Warm - Able to generate a small amount of heat only enough to make someone comfortably warm.
Level 2: Hot - Able to generate a moderate amount of heat enough to make someone uncomfortably hot.
Level 3: Burning - Able to generate sufficient heat to cause a sunburn or light burns on objects.
Level 4: Damaging - Able to generate sufficient heat to cause significant burn damage to flesh or objects.
Level 5: Flaring - Able to generate sufficient heat roughly equivalent to that of a small campfire.
Level 6: Flaming - Able to generate sufficient heat roughly equal to that of a large bonfire.
Level 7: Blazing - Able to generate sufficient heat roughly equal to that of a small house fire.
Level 8: Destructive - Able to generate sufficient heat roughly equal to that of a large house fire.
Level 9: Incinerator - Able to generate roughly enough heat to instantly turn most organic matter to ash.
Level 10: Melter - Able to roughly generate enough heat to melt most metals.
Level 11: Vaporizer - Able to generate enough heat to vaporize most non-metal objects.
Level 12: Cataclysmic - Able to generate enough heat to semi-permanently change the weather/climate of a large city.
Level 13: Apocalyptic - Able to generate enough heat to semi-permanently change the weather/climate of a sizable country.
Level 14: Star - Able to generate heat up to the level of a star.
Level 15: Supernova - Able to generate heat equal to that of a supernova.
Level Cap - Any increase beyond this point is negligible.  At this point there is nothing in the universe you can’t vaporize unless another power specifically inhibits it.

Ice/Cold:
(Note: basic ice abilities are by default Level 5 or higher unless specifically purely aesthetic)

Level 0: Aesthetic - Zero effectiveness in that it generates no cold and is purely for show.  
Level 1: Chill - Able to steal a small amount of heat only enough to make someone comfortably cool.
Level 2: Cold - Able to steal a moderate amount of heat enough to make someone uncomfortably cold.
Level 3: Frosty - Able to steal sufficient heat to cause a mild frostbite or frost on objects.
Level 4: Biting - Able to steal sufficient heat to cause significant frostbite to flesh or thick frost on objects.
Level 5: Icy - Able to steal sufficient heat roughly equivalent to that of a large ice cube.
Level 6: Freezing - Able to steal sufficient heat roughly equal to that of a large block of ice.
Level 7: Numbing - Able to steal sufficient heat to cause a person’s whole body to become stiffer from feeling numb.
Level 8: Stiffening - Able to steal sufficient heat to cause a group of people to have limited movement from numbing.
Level 9: Frigid - Able to steal roughly enough heat to slowly freeze a human sized object solid.
Level 10: Winter - Able to steal enough heat to instantly freeze a human sized object solid.
Level 11: Arctic - Able to steal enough heat to instantly freeze a large object solid.
Level 12: Cataclysmic - Able to steal enough heat to semi-permanently change the weather/climate of a large city.
Level 13: Apocalyptic - Able to steal enough heat to semi-permanently change the weather/climate of a sizable country.
Level 14: Star Killer - Able to steal heat to the point of extinguishing the exterior of a star.
Level 15: Absolute Zero - Able to steal heat enough to bring a large star to absolute zero.
Level Cap - Any increase beyond this point is negligible.  At this point there is nothing in the universe your cold can’t extinguish unless another power specifically inhibits it.

Electricity:
Level 0: Aesthetic - Zero effectiveness in that it has no physical effect and is purely for show.  
Level 1: Shock - Able to generate electricity roughly equivalent to a static shock.
Level 2: Jolt - Able to generate electricity strong enough to cause noticeable pain.
Level 3: Zap - Able to generate electricity strong enough to cause lasting pain.
Level 4: Spasm - Able to generate strong enough electricity to induce muscle spasms.
Level 5: Stunning - Able to generate strong enough electricity to induce the effects of a taser.
Level 6: Paralyzing - Able to generate strong enough electricity to cause lasting paralysis.
Level 7: Arcing - Able to generate strong enough electricity to cause burning.
Level 8: Electrocuting - Able to generate enough electricity to cause major tissue damage.
Level 9: Bolt - Able to generate enough electricity to cause severe external and internal bodily damage.
Level 10: Lightning - Able to generate enough electricity roughly equal to that of a lightning bolt.
Level 11: Storming - Able to generate enough electricity roughly equal to that of a thunderstorm..
Level 12: Cataclysmic - Able to generate enough electricity to semi-permanently change the weather/climate of a large city via magnetic fields.
Level 13: Apocalyptic - Able to generate enough electricity to semi-permanently change the weather/climate of a sizable country via magnetic fields.
Level 14: Plasmoid - Able to generate enough electricity to create a star via ionizing lightning and magnetic fields.
Level 15: Quasar - Able to generate enough electricity to cause deathly levels of wide range radiation.
Level Cap - Any increase beyond this point is negligible.  At this point you are able to wield enough electricity to disrupt clusters of galaxies unless something specifically inhibits it.

Sound:
(Note: For the purposes of balance, offensive sonic attacks are not omnidirectional.  They are either specifically directed such as through physical contact or in a narrow cone)

Level 0: Aesthetic - Any level of non harmful sounds that's only purpose is for show.
Level 1: Whisper - Able to generate sound waves equivalent to that of a soft whisper.
Level 2: Vocal - Able to generate sound waves equivalent to that of moderate voice level.
Level 3: Sonorous - Able to generate sound waves equivalent to that of noticeable voice level.
Level 4: Shout - Able to generate sound waves equivalent to that of a loud shout.
Level 5: Scream - Able to generate sound waves capable of causing moderate pain to someone's ear drums.  
Level 6: Screech - Able to generate sound waves capable of causing severe pain to someone’s ear drums including bleeding.
Level 7: Supersonic - Able to generate sound waves capable of leaving someone temporarily deaf.
Level 8: Hypersonic - Able to generate sound waves capable of leaving someone permanently deaf.
Level 9: Resonant - Able to generate sound waves capable of causing damage to internal organs.
Level 10: Rupture - Able to generate sound waves capable of instantly rupturing internal organs.
Level 11: Collapse - Able to generate sound waves capable of damaging the structural integrity of a building.
Level 12: Cataclysmic - Able to generate sound waves capable of damaging the stability of the ground, causing small scale earthquakes.
Level 13: Apocalyptic - Able to generate sound waves capable of disrupting plate tectonics, causing large scale earthquakes.
Level 14: Thunderclap - Able to generate sound waves capable of leveling a country just from the impact.
Level 15: Omniclap - Able to generate sound waves capable of destroying an Earth sized object.
Level Cap - Any increase beyond this point is negligible.  At this point as long as there is a medium, your sound waves can break it apart unless something specifically inhibits it.


Note that other powers could be added to this in the future as needed.
V.Carnage
V.Carnage

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Join date : 2016-07-05

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