Methodology · SPI RS v1.1
Six attributes. Twelve components. One formula.
Each attribute is the average of two equally weighted components, each scored from 1.0 to 10.0 in 0.1 steps. OVERALL is the plain average of the six attributes, with no hidden weights.
01Strength & Destructive Power
- Physical Strength50%
- Destructive Power50%
02Speed & Reaction
- Reaction & Perception50%
- Combat Movement Speed50%
03Durability & Regeneration
- Bodily Durability50%
- Regeneration50%
04Range & Control
- Range50%
- Precision & Control50%
05Special Abilities
- Potential of Abilities50%
- Reliability & Limitations50%
06Versatility & Tactics
- Versatility50%
- Tactical Adaptation & Decisions50%
BASE
The representative, standard combat-ready form. Established powers and usual personal equipment, without exceptional temporary boosts.
PEAK
The strongest demonstrated on-screen combat form. Exceptional weapons, transformations or temporary boosts count only when shown and documented.
What a 2, a 5.5 or a 9 means.
Every component uses the same scale from 1.0 to 10.0. Each whole number is an anchor with a fixed meaning, and every score has to be justified by on-screen evidence against these anchors.
1.0MinimalNo meaningful advantage, or very serious limitations.
2.0LowOrdinary human level, or a small edge over it.
3.0LimitedIt works, but gives no clear edge against strong opponents.
4.0ModerateA visible advantage over the baseline, with important limitations.
5.0SolidA useful, reliable ability without an exceptional edge.
6.0Above averageEffective in typical conditions. The limitations still matter.
7.0HighA clear advantage, backed by strong on-screen feats.
8.0Very highVery strong capabilities with few equals, shown more than once.
9.0ExceptionalVery strong evidence, exceptional effectiveness, few gaps.
10.0Top of the scaleThe top of the defined range, with exceptionally strong and direct evidence. It does not mean all-powerful.
- Scores move in 0.1 steps. A score between two anchors means the character clearly passes one description but does not reach the next.
- A score of 9.0 or higher needs documented direct evidence, or several consistent supported scenes. Without that, a score stays at 8.9 or below.
- What characters say about someone's power is context, not proof. On its own it cannot lift a score above 8.0.
- One spectacular feat does not prove consistency, precision or reliability. Each of those is scored separately, and one 10.0 never implies another.
- An artifact or outside power source can raise Destructive Power, Range or Potential, but not the body's strength, toughness, healing, speed, precision or reliability.
The twelve components, one by one.
What each component measures, what it deliberately leaves out, and where the anchors sit. Open any component to see its scale.
Strength & Destructive Power
Physical Strength
Measures: The strength of the body itself: lifting, grip, punching power, overpowering an opponent.
Leaves out: Spells, energy, technology and artifact effects.
- 1 to 2: human
- 3 to 4: trained human or slightly superhuman
- 5 to 6: clearly superhuman, regularly useful
- 7 to 8: enormous, dominates many strong opponents
- 9: extreme, confirmed repeatedly
- 10: the physical peak of the universe
Destructive Power
Measures: The scale of damage from attacks and offensive effects, including magic, energy and artifacts that belong to the scored form.
Leaves out: An artifact's effect never raises the body's own strength or durability.
- 1 to 2: minor local damage
- 3 to 4: objects or a small area
- 5 to 6: buildings or a larger space
- 7 to 8: very large scale, shown on screen
- 9: extreme, wide-area
- 10: cosmic or equivalent, with a named source of power
Speed & Reaction
Reaction & Perception
Measures: Spotting threats, reaction time, tracking targets, reading a fight.
Leaves out: Running, flying or travel speed. Time manipulation is a special ability, not reflexes.
- 1 to 2: human reactions
- 3 to 4: good reflexes and training
- 5 to 6: very fast reactions to typical threats
- 7 to 8: superhuman or exceptionally reliable
- 9: extreme, confirmed repeatedly
- 10: the highest level shown
Combat Movement Speed
Measures: Closing in, dodging, repositioning and controlling distance during a fight.
Leaves out: Travel (portals, long-range teleportation) and the speed of a magic attack itself.
- 1 to 2: slow movement
- 3 to 4: agile human movement
- 5 to 6: fast and efficient
- 7 to 8: very fast, hard to intercept
- 9: extreme
- 10: the peak of the range
Durability & Regeneration
Bodily Durability
Measures: How well the body itself takes hits, weapons and explosions, and keeps fighting while hurt.
Leaves out: Shields, magical barriers, armour and avoiding hits. A human body with no proven superhuman toughness scores 2.0.
- 1 to 2: an ordinary human body
- 3 to 4: tougher, but serious wounds are still easy to inflict
- 5 to 6: very resistant to typical attacks
- 7 to 8: very hard to hurt, but proven ways exist
- 9: serious wounds only by exceptional means
- 10: no meaningful weakness within the range
Regeneration
Measures: How fast and how far the body heals, rebuilds tissue and returns to fighting shape.
Leaves out: Resistance to damage, or simply being hard to beat.
- 1 to 2: no healing factor
- 3 to 4: minor wounds heal faster
- 5 to 6: serious wounds heal in a useful time
- 7 to 8: fast regeneration of heavy damage
- 9: rebuilds from extreme damage
- 10: almost instant, with no meaningful limits
Range & Control
Range
Measures: The distance and area over which the character can act effectively in a fight.
Leaves out: Reach that is never used to real effect on screen.
- 1 to 2: contact
- 3 to 4: short
- 5 to 6: medium, useful in typical fights
- 7 to 8: long, allows control of distance
- 9: very long, used in practice
- 10: global, cosmic or another peak, only with a useful demonstration
Precision & Control
Measures: Accuracy, choice of target, dosing power and keeping side effects under control under pressure.
Leaves out: Raw power. Big destruction does not mean high precision, and shown collateral damage lowers this score.
- 1 to 2: chaotic effects
- 3 to 4: basic control, frequent side effects
- 5 to 6: stable in typical conditions
- 7 to 8: precise and flexible
- 9: remarkably precise in hard situations
- 10: practically flawless
Special Abilities
Potential of Abilities
Measures: The range and maximum scale of special abilities in favourable conditions. Special abilities go beyond the body, training and ordinary weapons: magic, telekinesis, energy, mutant powers, artifacts or technology.
Leaves out: Everyday reliability. A character with no special abilities scores 1.0 here and in Reliability.
- 1 to 2: a narrow ability with little impact
- 3 to 4: a useful but limited function
- 5 to 6: several practical uses
- 7 to 8: wide range or high scale
- 9: potential that changes the course of a fight
- 10: the peak of demonstrated potential
Reliability & Limitations
Measures: How consistently the character's special abilities work. Higher means more reliable, with fewer important limits: cost, preparation, focus, conditions, interruptions, side effects.
Leaves out: How many abilities there are. A narrow but dependable power can still score high. No special abilities means 1.0.
- 1 to 2: unreliable, highly situational
- 3 to 4: frequent, important limitations
- 5: limitations regularly affect the outcome
- 6: works in typical conditions, cost or conditions matter
- 7 to 8: usually reliable, limits can matter
- 9: very reliable, limits rare or hard to exploit
- 10: no meaningful limitations within the range
Versatility & Tactics
Versatility
Measures: How many practical uses the character has: attack, defence, mobility, battlefield control, support, situational answers.
Leaves out: Raw power of any single use.
- 1 to 2: one narrow function
- 3 to 4: a few inflexible uses
- 5 to 6: a toolkit for different situations
- 7 to 8: a wide, effective repertoire
- 9: very wide, combined fluidly
- 10: no meaningful gaps
Tactical Adaptation & Decisions
Measures: Reading the situation, exploiting weaknesses, planning, learning mid-fight and deciding under pressure.
Leaves out: The number of abilities. Shown mistakes such as impulsiveness or overconfidence lower this score.
- 1 to 2: repeated mistakes
- 3 to 4: basic decisions
- 5 to 6: solid tactics, visible mistakes
- 7 to 8: good planning and adaptation
- 9: exceptional analysis, occasional mistakes possible
- 10: almost flawless across many documented situations
The tier is automatic.
Tier follows OVERALL using fixed thresholds. Nobody is upgraded because they feel stronger. Thresholds change only through a documented system version.
S+98.00 to 100.00%Exceptionally rare top-end screen capabilities, reserved for the extreme upper end of the roster.
S93.00 to 97.99%Elite overall capability with very high demonstrated power.
A+85.00 to 92.99%Very high overall capability; directly below S.
A70.00 to 84.99%Highly capable and dangerous across the wider roster.
B55.00 to 69.99%Strong, with clearer limitations against upper tiers.
C40.00 to 54.99%Competent or situationally effective, with substantial wider-scale limits.
D10.00 to 39.99%Lower demonstrated combat capability within the roster scope.
Evidence confidence
- ADirect: a clear, directly shown feat.
- BSupported inference: a reasonable conclusion from scenes.
- CUncertain: ambiguous, disputed or assumption-heavy.
Ground rules
- Film, TV and animation only; medium and continuity always labelled.
- No comic-book feats imported into screen profiles.
- Continuities, adaptations and forms are never mixed.
- Missing evidence means uncertainty, not weakness.
- Travel speed and teleportation are not reaction speed.
- Personal equipment counts; strategic assets (fleets, armies, superweapons) are kept separate.
Model versions
RS v1.1CurrentTwelve components, two per attribute, weighted 50/50. Used from Wanda Maximoff onward.
RS v1.0, earlier attribute-level modelFirst modelSix attributes scored directly. Used for the first profile (Thor). Published scores stand as recorded; updates are released as new, labelled versions.
OVERALL places a character in the index. It is not a win probability. A lower-scoring character can have the advantage in a specific matchup. That is a separate question, answered in SPI Showdown.