Statistic Descriptions

## Superhero Statistical Analysis Handbook

These books are annually released in the world of The Burdens of a Blessing by the Superhero International Defense Organization and were first published in the 80s. It houses background information, origin stories, and all sorts of data about the hero. More specifically, their biological information, hero analysis stats conducted by Stat Track, and the rankings of the top 500 heroes in the organization.

### How Ranking Works:

Heroes are ranked by their feats, quotas, public popularity, and personal stat scores. To be in the top 50 means to be the best heroes in the registry, especially in the modern era where hundreds of thousands of heroes are registered in the Superhero Registry, formerly known as the NeoHuman Registry. All other hero data must be looked up on the SHIDO's website.

The top 50 and the rest of the heroes are then broken into groups listed:

* Diamond Class- Top Heroes can stop or stall Omega-level threats. This class only has 50 spots, and the Transcendent Ten make up the first seats.
* Platinum Class- High Experience heroes can stall or stop Alphas and defeat Betas and below. Platinum class heroes often have high-ranked abilities and are commonly on high-ranking super teams.
* Gold Class- Experienced Heroes can stall Alphas or Betas and beat Gammas and below alone. They have weaker level abilities and often are in teams that support each others' abilities.
* Silver Class- City Level heroes. Can stall or stop Gammas and beat Zetas and Thetas alone. Have higher tech and standard-level abilities. Might work with teams and law enforcement agencies.
* Bronze Class- Street Level/Small Town heroes. Typically, they work alone and deal with lower-level criminals (Zetas and Thetas) work with law enforcement agencies. And have weaker or no abilities.
* Unranked- Typically reserved for retired heroes and hero trainees until they make a name for themselves.

## Statistics in Detail

### Intelligence

There is no reliable way to test intelligence as there are too many types of intelligence, and tests like IQ are controversial and deemed not inclusive of other varieties. So, we shall chalk it up to these generalized categories.

* (0) Mindless: Mindless are beings with no capacity for intelligence.
* (1-10) Instinctual: Instinctual beings that are incapable or virtually incapable of conscious thought, and merely carry out simple pre-programmed behaviour patterns.
* (11-20) Animalistic: Beings, such as most animals, that only possess very basic reasoning, awareness, and problem-solving skills.
* (21-30) High Animalistic: Highly intelligent animals that can use tools or have comparable problem-solving feats. For example, dolphins, chimpanzees, and certain crows and octopi.
* (31-40) Below Average: Characters of below average intellects and unremarkable skills. Characters of average intelligence. While they have more developed intelligence in certain subjects, in many cases, their overall intelligence remains average.
* (41-50) Average: Characters of average intelligence. While they have more developed intelligence in certain subjects, in many cases, their overall intelligence remains average.
* (51-60) Above Average: Characters that show greater cognitive ability than the norm, but do not particularly stand out in any intellectual or academic fields.
* (61-70) Gifted: Characters who demonstrate high reasoning ability, can master difficult concepts with few repetitions, and display high performance capability or notable mastery in intellectual or specific academic fields, which makes them equivalent to real-world experts in these areas.
* (71-99) Genius: Individuals with an exceptional capacity for knowledge and intelligence, usually in one area of varying depth. This level of intellect is the level of real-world geniuses, polymaths, and genuinely extremely prominent intellectuals, and, in the absence of better feats, should be the default intelligence category for fictional characters with exceptional or superhuman intelligence.
* (100) Extraordinary Genius: Individuals whose knowledge spreads over multiple fields of science and who vastly surpass the real world's upper human limits. At this level, many are capable of creating extremely advanced futuristic technology, executing complex strategies even under high pressure, outperforming supercomputers, and even accurately predicting the future through sheer mental calculations.
* (300-400) Supergenius to Supergenius+
* (500) Cybernetically Enhanced Brains/Cyber Mind

### Speed

The Speed statistic measures the top running speed at which a hero travels on foot. It's measured in meters per sec. Most Neo-Humans are able to run faster than humans.

* (0-5) Immobile to Below Average Human
* (6-10) Avg to Athletic Human
* (11-34) Peak to Superhuman
* (35-171) Up to Subsonic Faster than The Eye
* (172-377) Subsonic+ to Transonic (speed of sound)
* (378-1715) Supersonic to Supersonic+
* (1715-3430) Hypersonic

### Durability

The Durability statistic is measured by numerical categories since we cannot test the durability of heroes without risking injury most of the stats are collected by their in-field assessments.

* (0-20) Weak Durability: Below Average Pain Tolerance and Durability
* (21-35) Average Durability: Average Pain Tolerance & Durability
* (36-50) Peak Human: Can Survive Things Your Average Human May Die To
* (51-65) Enhanced Durability I: Heightened Durability and Pain Tolerance (May Survive Traumatic Injuries)
* (66-80) Enhanced Durability II: Can survive things that would normally be fatal to Humans beginning of minor damage immunities and resistances.
* (81-100) Bullet Proof/Low Regeneration: Can tank bullets, explosives, and other high energy weapons with no damage to skin or can self regenerate slowly
* (101-300) Superhuman Durability: Body can be damaged and wounded, but would take a high power. (Multiple Resistances/Immunities)
* (400) Healing Factor and Nigh Invulnerability: Body heals from all forms of wounds or is almost indestructible. (All forms of resistances/immunities)
* (500) Invulnerable: Cannot Take Damage/Indestructible/Intangible

### Energy Projection

The EP statistic calculates the range and types of energy output certain heroes can project. This covers most forms of blasts discharged either physically or through gadgets.

* (0)- Does Not Project Energy
* (1-10) Energy Output is relatively close or short range output, i.e Indominus' unstoppable force energy that surrounds his body.
* (11-30) Mid Range Output: Can exert one form of energy at a mid range level accurately
* (31-60) Long Range Output: Can exert one form of energy at a long range level accurately
* (61-80) Multiform Energy Output at varying range
* (81-100) Multform Energy Output at highest range and accuracy level
* (500) All Forms of Energy Output (Chamber's level at his peak as he can blast all forms of energy)

### Combat

The Combat statistic calculates one's in combat fighting level. It ranges from the least combat capable to the highest martial art savant.

* (0) Cannot Fight
* (1-10) Below Average Fighter
* (11-20) Animalistic/Instinctual Fighters
* (21-40) Normal Levels of Fighting
* (41-50) Street Fighters (Criminal/Police/Soldiers)
* (51-60) Experienced Fighters (Bar Brawl Champs/Low-Level Pros/Special Forces)
* (61-75) Action Hero Type (Assassins/Hitmen/Spy/etc)
* (76-100) Grandmaster to Best Fighter in Verse (Batman/Daredevil to Shang Chi/Lady Shiva) Mastery of Multiple Forms
* (500) All Forms Mastery/Photographic Reflexes

### Strength

The Strength statistic is a holistic sum of all forms of strength, whether striking and kicking force, lifting strength, attack power, etc.

* (0-10) No Strength/Cannot Lift One's Body Weight/less than 45kgs (100 lbs)/ Below Human.
* (11-20) Average Human Strength/up to 90kgs (200lbs)/ Human
* (21-30) Athletic Human Strength/ up to 181kgs (400lbs)/ Athlete
* (31-50) Peak Human Strength/up to 362 kgs (800lbs)/ Street
* (51-200) Enhanced Strength/ up to 4 tons (8818lbs)/ Wall to Small City
* (201-299) Super Strength I/ up to 10 tons (22046lbs)/Building to City Block
* (300-399) Super Strength II/ up to 40 tons (88184lbs)/ Multi-City Block to Town
* (400-499) Super Strength III/ up to 100 tons (220462lbs)/Large town to City
* (500) Super Strength IV/ 200 tons (440925lbs)/Mountain-Large Mountain

### Flight/Jump

The Jump/Flight Statistic measures one's leaping ability distance and height measured in cms (for those who can't fly) and max flying speed measured in m/s.

#### Jump Distance

* (0-10) Immobile to Average Standing Jump Distance (0-205cm/0-6ft) & Jump Height (0-45cm/0-1.5ft)
* (11-30) Above average to Peak Human Level Standing Jump Distance (206-365cm/6-12ft) and jump Height (46-240cm/1.5-8ft)
* (31-60) Above Peak to Enhanced Jump Distance 2x Peak Human Level: & Jump Height (366-731cm/12-24ft ) & (241-488cm/8-16 ft)
* (61-99) Enhanced Jump to 4x Peak Human Level Jump Distance: (732-1460cm/24ft-48ft) & (488-975cm/16ft-32ft)
* (100) Supernatural Jump Distance II (241401.5cm) & Height (9144cm)
* (300) Supernatural Jump Distance III (482803cm/3miles) & Height (18288cm/600ft)
* (500) Teleportation/Jumping Immeasurable Distance

#### Flight Speed

* (0-5) Immobile to Levitation
* (6-10) Levitation to Slow Insect
* (11-34) Avg Insect to Bird Speed
* (35-171) Up to Subsonic Faster than The Eye
* (172-377) Subsonic to Transonic (speed of sound)
* (378-1715) Supersonic to Hypersonic
* (1715-3430) Hypersonic

### Movement

The Movement stat focuses on one's coordination, agility, reflexes, balance, and stamina in unison. Each statistic is added up and contributes to the movement stat. Each stat can be described as such:

1. **Coordination:** A person can use different body parts together smoothly and efficiently.
2. **Agility:** A person can move quickly and easily.
3. **Reflexes:** A person can respond to stimuli without action or thought.
4. **Balance:** A person can evenly distribute their weight, allowing them to be upright and steady.
5. **Stamina:** A person can sustain prolonged physical or mental effort.

* (0-10) Sluggish/Slow/Uncoordinated: These people are clumsy, uncoordinated, etc.
* (11-30) Normal Range
* (31-50) Athletic Range
* (51-65) Peak Human Range
* (66-80) Superhuman CARBS: These characters are more advanced in their CARBS than normal humans.
* (81-100) Superhuman II CARBS: These characters have super advanced CARBS that make their movements very precise.
* (140) Stop/Slow Time Reflexes/SH III CARBS: Usually reserved for those who move at superhuman speeds.

### Weapons/Suit

The Weapons/Suit statistic focuses on the power level of one's gadgetry and max proficiency with one's equipment.

* (0) No Weapons (Strictly Fists)
* (1-5) Natural Weapons: (Claws, Tail, Horns, and Teeth.)
* (6-10) Short Melee Weapons: (Knives, Nunchucks, axes)
* (11-20) Ranged Melee Weapons: (Swords to Polearms, lance, spears)
* (21-40) Elastic Propelled Ranged Weapons: (Bows, crossbows, slingshots)
* (41-60) Short Range to Mid Range Firearms: (Pistols, Shotguns, SMGs, and Flamethrowers)
* (61-80) Long/Longer Ranged Firearms: (ARs, Snipers, LMGs, Explosive Launchers)
* (81-100) Super Gadgetry
* (300) Power Armor
* (500) Magic Relics/Ancient Weapons/High Destruction Weapons

### Power

The Power Stat measures one's ability and the destructive ability it poses. Regular heroes with no powers are at 0, so it's mainly to focus on Neos and Order of the Occult Mystics. People with multiple skills are placed higher than the base stat.

* (0-5) Powerless/Physical Mutations no Real Abilities
* (6-15) Skill-Based Abilities & Powers (Fighting, Weapons, Accuracy, Intelligence)
* (16-30) Physical Abilities (Strength, Armored Skin, Animal Attributes)
* (31-50) Transportation Abilities (Teleportation, Super Speed, Flight, Jump)
* (51-70) Weak Manipulations/Generations and Lower Forms of Magic (control kinetics to Generator Kinetics)
* (71-89) Stronger Manipulations/Generations/Low-Level Kinetics (Generator Kinetics to Manipulator Kinetics)
* (90-100) Higher Level Magic/Higher Levels of -kinetics (Manipulator Kinetics)
* (500) Control Universal Aspects (Matter, Reality, Space, Time, Life, Death)/ Universal Kinetics

### Technique

The Technique statistic focuses on one's prowess with their abilities. It can range from one's control to one's ability to teach others. I.e. Student can control their own power, but their teacher can teach many people how to control their powers.

* (0) No Control over Abilities
* (1-30) Some Control over Abilities
* (31-50) Basic Control over Abilities
* (51-70) Advanced Control over Abilities
* (71-100) Mastery of Powers
* (500) Expert of Their Type of Powers/Teach Others