Main >> Character Test


S.T.A.R. Test

(Superhuman Tendency Ability Rating)
© August 1, 2005

The STAR test is specifically designed to rate characters for use in 'free form' or 'creative group writing' roleplay settings. It is used to determine the overall strengths and weaknesses of a particular character, as well as rate their effective 'power level.' Some people like stronger characters, some like weaker ones, and some like theirs to be right in the middle. Based on the STAR rating, you'll be able to see how your character stacks up to other people's characters at a glance. This test is derived from the GOD test, which was created by the admin of the Realm of Kaerwyn roleplaying site, and can be found here. Credit for the original GOD test goes to its makers ... this is simply my own variant based on their version, I take no credit for the original.


Scoring Range:
Less than 0Cannon Fodder
0 - 14Commoner
15 - 24Adept
25 - 34Hero
35 - 44Champion
45 - 54Grade C Munchkin
55 - 64Grade B Munchkin
65 or aboveGrade A Munchkin

1) Race (0 to 5)
0 - Human: Human, Elf, Dwarf, Gnome, Animals, etc.
1 - Humanoid: Goblin, Ogre, Giant
2 - Demi-human: Centaur, Mermaid, Werewolf, Vampire, Anthropomorphic
3 - Monstrous: Griffin, Unicorn, Pegasus
4 - Legendary: Dragon, Phoenix
5 - Epic: God, Demon, Angel, Supernatural Entity

2) Mortality (-1 to 5)
-1 - Fragile: Finite lifespan, no protection
0 - Mortal: Finite lifespan, mundane protection
1 - Guarded: Finite lifespan, special protection
2 - Immortal: Infinite lifespan
3 - Legendary: Infinite lifespan, can only die under special circumstances
5 - Invincible: Infinite lifespan, cannot die by any means

3) Healing Rate (-2 to 5)
-2 - Hindered: Does not heal at all, or heals only under special circumstances
0 - Normal: Recovers from serious wounds in weeks
1 - Advanced: Recovers from serious wounds in days
2 - Uncanny: Recovers from serious wounds in hours
3 - Regenerator: Recovers from serious wounds in minutes, can regrow severed limbs in days
4 - Adamant: Recovers from serious wounds in seconds, can regrow severed limbs in hours
5 - Abominable: Recovers from serious wounds in seconds, fatal wounds in hours

4) Combat Expertise (-1 to 5)
-1 - Flatfoot
0 - Untrained
1 - Novice
2 - Average
3 - Specialist
4 - Expert
5 - Master of War

5) Offensive Rating (-1 to 5)
-1 - Weakling
0 - Unarmed
1 - Armed
2 - Strong
3 - Deadly
4 - Destructive
5 - Godlike

6) Defensive Rating (-1 to 5)
-1 - Defenseless
0 - Able
1 - Guarded
2 - Firm
3 - Secure
4 - Impregnable
5 - Invincible

7) Intelligence (-1 to 5)
-1 - Animal
0 - Crude
1 - Dull
2 - Average
3 - Smart
4 - Genius
5 - Omnipotent

8) Willpower (-1 to 5)
-1 - Puppet
0 - Flimsy
1 - Weak
2 - Average
3 - Stubborn
4 - Fierce
5 - Indomitable

9) Supernatural Abilities (0 to 5)
0 - None
1 - Minor
2 - Moderate
3 - Major
4 - Phenomenal
5 - Godlike

10) Cost for using Supernatural Abilities (-1 to 5, listed Major/Moderate/Minor)
-1 - Fatal/comatose/helpless
0 - Comatose/helpless/nausea, or has no Supernatural Abilities
1 - Helpless/nausea/weakened
2 - Nausea/weakened/dazed
3 - Weakened/dazed/none
4 - Dazed/none/none
5 - None for any

Explanation of Costs:
Fatal - Use of this ability threatens the character's very life, and may kill them outright
Comatose - Use of such powers completely debilitates the character for a length of time
Helpless - Use of the special ability means the character won't be capable of moving or performing any actions for a while, and is incapable of defending themselves if attacked
Nausea - The character becomes violently ill for a short while if they use this power, capable of performing only the most basic of actions
Weakened - Using the special ability weakens the character substantially for a short time, but they are otherwise able to act normally
Dazed - Use of the power is a mild disturbance to the character, but they are otherwise able to act normally and recover quickly

11) Shapeshifting Forms (1 each)
# of alternate forms (1 each, max 15 for unlimited)

12) Cost of Shapeshifting (-1 to 5)
-1 - Fatal
0 - Comatose, or not a Shapeshifter
1 - Helpless
2 - Nausea
3 - Weakened
4 - Dazed
5 - None

13) Special Abilities
Minor Telekinesis, small objects only (1)
Major Telekinesis (2)
Empathy/ESP/Mild Psychic abilities (1)
Mind Reading (2)
Mind Reading without victim aware (3)
Telepathy (2)
Limited Supernatural Protection (2)
Full Supernatural Protection (4)
Keen Senses (1)
Supernatural Senses (2)
Superhuman Strength (2)
Incredible Strength (4)
Superhuman Agility/Speed (2)
Incredible Agility/Speed (4)
Cloaking/Invisibility/Stealth, difficult to see while moving (1)
Full Invisibility, impossible to see even while moving (3)
Able to assume an insubstantial or non-corporeal form (3)
Flight by normal means, such as wings (1)
Flight by supernatural means, such as spells or jet-packs (2)
Teleportation (3)
Planar Travel (5)
Time Travel/Manipulation (6)
Mind altering, temporary (2)
Mind altering, permanent (6)
Able to mentally possess someone (4)
Able to spiritually possess someone (7)
Soul altering (10)

14) Inventory (0 to 5) - this represents the characters entire collection of stuff. Hidden weapons caches, backpacks full of gear, huge tracts of land, bases of operations, etc.
0 - None: The shirt on your back, and not much else
1 - Threadbare: Only the barest of necessities, and little else.
2 - Standard: Just what you need to live and work by, plus a few personal items.
3 - Collector: The basics, plus quite a few extra goodies, maybe even some special items.
4 - Pack Rat: You're loaded with stuff, most of which you don't even need. You might even have some rare gear.
5 - Endless: You have more inventory than you know what to do with. You could quite possibly have some unique or legendary items.

15) Cash Count (0 to 3)
0 - Broke: You've got your health.
1 - Meager: You get by.
2 - Modest: You make a decent living.
3 - Wealthy: You have more than enough money.

16) Weaponry Carried - only list what your character would potentially carry into a battle or other stressful situation. Don't count the hidden weapons caches and spare shotguns in the trunk of your Humm-V here, that's what Inventory is for.
# of Small Archaic Weapon - daggers, clubs, claws and teeth (1 each)
# of Large Archaic Weapon - swords, axes, staffs and polearms (2 each)
# of Advanced/Energy Weapon - vibroweapons and light sabers (3 each)
# of Short Firearm - bows, crossbows, pistols and javelins (2 each)
# of Long Firearm - rifles and shotguns (3 each)
# of Heavy Firearm - grenade launchers, plasma cannons, and anti-tank weaponry (4 each)
# of Grenades and other One-use Items (2 each)
Small Thrown Weapons (1)

17) Unique Gear
# of Magical/Improved Items (1 each)
# of Rare/Superior Items (2 each)
# of Unique/Legendary Items (3 each)

18) Weaknesses
Character is helpless during unpredictable times (-1)
Major aversion/allergy to something common (-1)
Fatal aversion/allergy to something common (-2)
Mental Disorder - character's behavior becomes erratic at random times (-1)
Mild Insanity - character's behavior is continually erratic (-2)
Major Insanity - character's behavior is continually erratic and dangerous (-3)
Paralyzing Phobia of something common (-2)
# of abilities lost/disabled in certain circumstances (-1 each)
# of Abilities that are out of character's control (-1 each)



Output Character Sheet and STAR Score to HTML format

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