As of right now these are not mandatory and are being tested out.

We have created a benchmarking system for the game. Keyword here: Benchmarking. These are not stats, meaning they are not meant to beat each other with. These are to give an estimate on ranges and make an at-a-glance comparable level, as well as make our char gen a bit easier to go through when it comes to weights and measure, as well as overall game balance.

Please feel free to use them in your wiki and mark them in your char gen process to get used to them yourselves as well as help us, as staff, see where things may need adjusted.

*Note: We as staff can and may adjust these as we see necessary and fit throughout this trial phase to suit our games thematic balance.

Benchmarking your PC (suggested but optional - do know, we still often use these as guidelines even if benchmarks are not used on your sheet)

*Player-Created Characters without extensive background or earned upgrades will not have any Benchmark Stats over 10 (for attributes/abilities) 5 (for skills/talents) (*Human Ranges do not exceed 6).
Skillwise only areas a person focuses on and excels should exceed 3 also (note the years required).

*Peak Abilities and Skills for New Characters; All beginning characters cap out at 4 for skills and 9 for abilities. PCs may choose ONE peak ability (10 Benchmark) and ONE peak skill (5 benchmark).
This encourages actual growth to be RP'd out and progressed towards, which, we fully endorse. Age, experience, profession, background are all very important and to be considered.

*Benchmark (12) is the absolute hard limit for (veteran) PCs and many MCs.
If your Marvel, DC or 'other' comic abilities put you beyond that, they are subject to being dropped to fit a balanced theme. Anything beyond 12 is for push purposes only and special instances; Speed Force speedsters, Thor's Hammer, some characters Flight Capabilities, Lantern Rings, etc. *No Player-Created characters can start out beyond a millionaire in wealth.

*Character's Magical Abilities & Spells:
Description and detail is generally not necessary but acceptance of the benchmarking system is required if this route is chosen, if one does not go with benchmarking then you will NEED to detail your abilities and what to expect spell-wise.

Meaning you give a list and state the benchmark they cap out at or you can go in depth. One or the other.

For PCs it is mandatory that spell abilities are written out. If they are not on your list, you do not possess them.


At the bottom of the page in Footnotes you will find easy rules for benchmarking your PC.

Value Duration Speed Range Resistance/Recovery Power Agility / Prowess / General Level / Skill
1 Instant 1+ MPH < 1' Physical: Cloth, paper, brush or glass.

Mental: Animal levels of mental resistance and or hardening. Little to no resistance to coercion, a lack of focus and discipline.
Strength: Lift 50+ lbs (above ones head).

Damage: Force of a slap or shove.

Magical: Low Personal Magic (Ex: Human Mage)

Below Average: Poor physical shape, clumsy, unintelligent, dull or abrasive personality.

Unskilled / Learning: Can point out the obvious, lacks extensive knowledge and experience in particular subject, area or field. New student or in training. Junior X-Men. Less than a year of dedicated experience in particular field. Problem solving capabilities of an average high school graduate. Wealth: (Up to $1000 USD available at any given time)
2 1 second 5+ MPH 1 meter Physical: Toughness of plastics, crystals, wood.

Mental: Standard mental resistance. Hosts the will to face the day to day rigors of normal life.
Strength: Lift 100+ lbs (above ones head).

Damage: Punches, kicks, a small fall.
Average ranges (the broad range low, moderate to high mediums), moderate physical conditioning, not overly intelligent but not slow, personable but not unmemorable, could withstand tear gas, understands the basics of machinery quite easily. Susceptible to normal pain stimulus. Problem solving capabilities of a bright high school graduate and most college students.

Basic: Some self-defense or combat training, been in a few street fights, entry level martial artist, most security professionals and police officers, understands the essentials, competent enough to skirt by in chosen field. Majority of the X-Men. 1-3 years dedicated experience in particular field. Wealth: (Up to $5,000 USD available at any given time)
3 30 seconds 10+ MPH 2 meters Physical: Toughness Interior walls, meat and bone.

Mental: Hard to control when affects own attachments (like life, loved ones, assets, survival, integrity). Dedicated will and has the courage to risk ones life.
Strength: Lift 200+ lbs (above head).

Damage: A solid punch or kick, a body slam.
Above Average Good physical conditioning, actively works out or or it stands as a requirement. This individuals agility is on par with those who are practiced and expected to be physical (police officers, dancers, firemen, performers). Problem solving abilities of an industrius and very bright college student or new(ish) academic professional.

Novice: Limited experience yet knowledgeable. Has run scenarios, classroom experience, simulations or is ON THE JOB CAPABLE. A firm grasp of a singular martial arts form, some police officers, street toughs that stand out, amateur competitor. Experienced, Physical oriented or Combat focused X-Men. At least 5-6 years dedicated experience in a particular field. Wealth: (Up to $25,000 USD available at any given time).
4 1 minute 20+ MPH 30 yards Physical: Toughness of rubber, ice.

Mental: Stubborn or strong-willed. Can resist hypnosis, a bit more difficult to read or control mentally. A mentally trained an exceptionally disciplined individual. Possesses the resolve to conquer any human, rational threat or fear, save death.
Strength: Lift 400+ lbs. (above head).

Damage: A knife, short sword, axe, brass knuckles, weighted punches and kicks.
Well-honed, in excellent shape, athletic to amateur professional or minor leagues, smart or talented, amiable, can easily walk a balance beam; (agility expected of gymnasts, stuntmen and aerialists), has an innate understanding of electronics. Conditioned to withstand great amount of physical damage or pain. Intellect capacity that can rival a professional who is one of ten authorities in a particular field of study if focused.

Intermediate: Competent with practiced application. Experienced, advanced CQB, Spec Ops, low to mid tier professional fighters, impressive scrappers and street fighters, reliable in their field of expertise, highly skilled in one or two martial arts forms, possibly a certified or 'new master' in a singular form, base expectancy of a "Robin". At least 8-9 years of dedicated experience in a particular field. Wealth: (Up to $100,000 to several hundred thousand USD available at any given time)
5 30 minutes 30+ MPH A football field Physical: Toughness of leather.

Mental: Iron will, highly disciplined and driven. Hard to mentally control. The resolve and willpower to over-ride self preservation and enter an obviously un-survivable battle.
Strength: Lift 600+ lbs (above head).

Damage: A spear, sword, heavy melee weapons.
Outstanding, extremely bright, natural genius, gifted intellect, in top physical shape, high tier professional athlete ranges, extraordinarily popular, can walk a tightrope or catch a very fast thrown objects with relative ease (if prepared), they could be medal-winning Olympians, has a good chance of surviving most venom or poisons if treated, has an amazing memory for detail, polymaths, Guinness record holders. Exceptional pain tolerance and has been weathered to resist physical punishment.

Advanced: Very adept. Applied theory, application and knowledge. One of three world authorities on a subject. Could win a Nobel Prize if dedicated enough to their focus, prize fighter, a competent and knowledgeable master of a martial arts form and experienced in several others, a celebrity competitor, a go-to-person in their field of proficiency, immediate organization or localized recognition as an expert. At the very least 10-12 years of dedicated experience in a particular field. Wealth: Millionaire.
6 1 hour 45+ MPH A city block Physical: Toughness of chain or scale mail.

Mental: An indomitable personality. Rigorous mental training, extremely disciplined individual with incredible amounts of focus. Very hard to control and resistant to most forms of mental deception. A fanatical unyielding determination that allows a person to confront the bounds of sanity and beyond with no loss of resolve.

Quickened Healing: Not quite regeneration but illness, bends, wounds, tears and breaks recover at a faster than normal pace this could be due to mystical abilities, martial arts techniques or unnatural genetics.
Strength: Lift 800+ lbs. (above head).

Damage: A crossbow, longbow, 22., matchlocks, flintlocks, archaic firearms.
Peak Human Ranges: MAXIMUM natural human limits, Exceptional, the best a human could possibly be, easily gold medal record setting Olympic athletes, an extraordinarily gifted genius (the smartest people on Earth) could focus or get lucky and catch an arrow in flight, exceptional polymaths, 8th level Intellects. Majority of individuals capable of breaking scientific standards through invention in their focused field(s). Near inhuman levels of pain tolerance and resistance to fatigue. These individuals can withstand the highest amount of physical damage as humanly possible.

Expert: A recognized authority, famous for their skill, world-renowned expert in their field, the authority on a particular subject for the world, a master of multiple forms of martial arts and skilled in a handful more, top tier fighters, world championship athletes and contenders. At the very least 13-15 years worth of experience in a particular field. Wealth: Billionaire
7 12 hours 60+ MPH A kilometer Physical: Toughness of a brick, high strength plastic.

Mental: Nigh-unbreakable will, practically immune to mind control. An almost inhuman sense of purpose and drive. Can even withstand situations outside of the scope of human comprehension.

Augmented Healing: Bends, breaks, tears and blood clots faster. Wounds that would last weeks are recovered from in days; minor wounds are recovered from in days moderate wounds in weeks, critical wounds possibly in months. Lacerations can knit closed on their own or with very little help and skin seals over, bones over time actually mend and repair if they remain undisturbed during the healing process. Very high resilience to natural diseases and some very limited resistance to unnatural ailments.
Strength: Lift 1000+ lbs (above head) ( Ex: Amazons).

Damage: Most conventional firearms, the impact of C4.

Magical: Low Universal Magic (Ex: Homo Magi)
A step beyond human 'maximum' capabilities, a master of masters, could invent such things as star drives and other incredible scientific advancements beyond the technical medium of their century multiple times and/or in various fields throughout their lifetime, 9-10th Level Intellects.

Master: A master of countless forms of martial arts. True or ancient masters, an 11 on the scale of 1 to 10, borderline inhuman talent, even the best of the best seek this person for guidance and instruction - these are your Shiva class martial artists. A lifetime of dedicated study. Intellect beyond what is expected of Earth and has the ability to conceive concepts years beyond current conventions. Agility-wise they are superhuman athletics capable of dodging high velocity projectiles with moderate or strained effort if prepared. Wealth: So rich it is a superpower. (Billionaire on a grand scale, on the rise to being one of the world's first trillionaires. These people tend to run their own country or can afford one).
8 1 day 120+ MPH A mile Physical: Toughness of plate mail, Kevlar, concrete, iron, bullet-proof glass, Kryptonite.

Mental: Fanatical sense of purpose, unwavering in their conviction to the point of self-sacrifice and beyond. Willpower is unbreakable and unbending only the most powerful of minds could contend with this beings will.
Strength: Lift 1+ ton (Ex: Atlanteans).

Damage: Composite Longbow and most high caliber sidearms such as a 44 MAG or Desert Eagle, (L1) future-tech sidearms/personal weapons.
Enhanced Human Ranges: 11th Level Intellects. Can close range dodge, sight and catch slower moving projectiles like arrows with ease and if pressed even bullets. Laser fire and high velocity objects can even be evaded with moderate effort.

Advanced Master: Far beyond normal human capabilities, every form or technique of applicable subject known to man or alien of their world.
9 3 days Subsonic Speeds 10s of miles Physical: Toughness of steel, re-enforced concrete, a thick tree.

Low Tier Regeneration: Minor to moderate wounds seal within days possibly hours, critical wounds in weeks, severed fingers, ears, minor appendages can possibly be re-attached if kept against the injury, limbs and the like-cannot. Near-immunity to natural diseases and ailments a minor resistance to unnatural afflictions and ailments.
Strength: Lift 4+ tons (above ones head).

Damage: Frag grenades, most assault rifles, (L1) future-tech rifles and (L2) future-tech sidearms/personal weapons, Atlantean, Promethium or Vibranium weaponry.
Metahuman Ranges: Catching and deflecting bullets becomes almost effortless as their reactions make most things appear in slow motion (even swift laser fire), 12th Level Intellects (Brainiac 5).

Omniscience: Possesses the ability to know anything that they choose to know or that can be known spanning an entire galaxy. Godlike and incomprehensible.
10 1 week Transonic Speeds Several hundred miles Physical: Essentially "bulletproof", toughness of solid stone, Carbonadium, Nth metal, Vibranium, volcanic rock, Uru, most magical metals and alloys.

Regeneration: Minor to moderate wounds seal up within hours, critical wounds in days, limbs can be re-attached, severed fingers, ears, toes, teeth will regrow without requirement of detached object(s) within weeks to months. Immunity to natural diseases and some mediocre resistance to unnatural afflictions and ailments.
Strength: Lift 25+ tons, (Ex: Asgardians).

Damage: LAW rockets, RPGs, up to and around 25mm canons, heavy (L1) future-tech weapons or explosives, (L2) future-tech rifles, (L3) future-tech sidearms/personal weapons, Nth metal weaponry.
High Superhuman Ranges: Agility and Prowess: Reaction time and thoughts are simultaneous. Steel-hard skin that can withstand high impact explosives.
11 2 weeks Supersonic Speeds The length of Great Britain Physical: Toughness of high strength Osmium steel, granite, gemstones, Depleted and "Mystic" Promethium, enchanted Uru metal, some 'mystical' elements.

Enhanced Regeneration: An extended lifespan, minor wounds seal in seconds, moderate wounds in minutes and critical wounds in hours, limbs will regrow in weeks, slight chance of surviving decapitation if head or organs are re-attached quick enough. Immunity to all natural diseases and a healthy resistance to unnatural afflictions and ailments.
Strength: Lift 60+ tons.

Damage: 30mm canons to 105mm Howitzers, heavy (L2) future-tech weapons or explosives, (L3) future-tech rifles, and some 'magical' weaponry.

Magical: Low Dimensional Magic
Near-Cosmic Ranges: This individuals actions happen before the human brain can process thought. Nearly invulnerable and can easily withstand anti-tank fire. Can perceive invisible objects or persons.
12 1 month Hypersonic Speeds NYC to LA Physical: Toughness of diamond, super-heavy alloys and rare 'mystical' elements. Strength: Lift 100+ tons (Ex: Kryptonians).

Damage: MK48 Torpedo to Nuclear Weaponry, Majestic Class Superhumans, heavy (L3) future-tech weapons or explosives, Adamantium metal weaponry.
Cosmic Being Ranges: Even energy is motionless to this individual and their actions occur as though they are clairvoyant. Virtually indestructible can survive charged plasma blasts and even direct hits from bombs.
13 1 year Beyond Hypersonic, capable of re-entry London to Tokyo Physical: Toughness of True Adamantium, Inerton, extremely rare 'mystical' elements.

Near Immortality: Lifespan incalculable, minor wounds seal instantly, moderate wounds in seconds, critical wounds in minutes, limbs will regrow in days. Head or organs can be detached and life may return if they are re-attached. Immune to all diseases and near immunity to unnatural afflictions and ailments.
Strength: Lift 500+ tons.

Damage: (L4) future-tech weapons or explosives.
14 1 century Speed of Light Circumference of Earth Physical: Toughness of virtually indestructible materials (example; Mjolnir, Cap's shield), refined and alchemical treated Adamantium, etc. Strength: Lift 1k+ tons

Magical: (Ex: Hell Lords)
15 Millennia Warp Speed, transcends light, instantaneous travel Circumference of the Sun True Immortal: Lifespan no longer a factor, minor wounds are shrugged off, moderate wounds seal instantly, critical wounds in seconds. Limbs regrow in hours and even a head and major organs will regrow within days on their own. Immunity to all natural and unnatural diseases, ailments and afflictions. Death is hard to come by. Strength: Incalculable.

A note on the use of benchmarks in game play. Numbers are cool aren't they? Benchmarks exist to help quantify things that your character is good at and bad it for your own use, staffs and your fellow players. They are intended to be a guide and an aid in writing. They are not the following things:

1. Hard and fast limits on your character. Benchmarks represent your characters' average ability, not his maximum. Under duress or with sufficient motivation to push him or herself a characters' abilities can exceed their benchmarks by as much as a step.

2.A tool to beat your fellow players with. Numbers are fun and of course everyone likes to see their favorite character be awesome but we do not ask our players to benchmark their abilities in order to 'determine who would win' or otherwise inhibit the flow of roleplay. Again, the numbers exist to serve as guides for what characters might be capable of (as well as what might be a bit beyond them), not so that you can say 'well my strength of ten trumps your toughness of eight.' There are plenty of good games for that. This isn't one of them.


The three techniques of magic: Personal Magic is derived from ones soul, mind and body. A beings own energies fuel their spells. These are generally coined "quiet spells" that require little to no gesture or action. They are not as powerful as universal or dimensional incantations but beyond threat to self are generally much safer. Universal Magic is harnessed by tapping in to ambient energy and the forces of the actual Universe of Earth-626. Dimensional Magic is harnessed by tapping in to other dimensional beings, objects or actual realms outside of our own. These are generally the most powerful spells and operate outside of the magical users own energies making them easier yet the danger is far greater.

There are three capable realms of magic in the 6A universe:
Personal Magic which is derived from ones soul, mind and body. A beings own energies fuel their spells.
They are not as powerful as Dimensional or Universal incantations but the threat to self is generally much much less. These are also the only magics without outside aid that are available to 'normal' magicians or casters. They can mimic, create, or make effects between the power set ranges of 1 to 7.

Universal Magic is harness by tapping in to the ambient energy and forces of the actual Universe of 6A.
Being able to do this requires beyond normal potential such as that possessed by Homo-Magi. A non-Homo-Magi without outside aid cannot attain these levels of power. Universal spell power ranges can mimic, create or make effects between the power set ranges of 1 to 11.

Dimensional Magic is harnessed by tapping in to other dimensional beings, objects or actual realms outside our own.
These are generally the most powerful spells and operate outside the magic users own energies, making them far more dangerous. These are the most likely to lose control and capable only through predetermined elements. These spells can mimic, create or make effects between the power set ranges of 1 to 14 (and possibly beyond).

Ley Lines and Mana
All magic in the universe of 626 is drawn from some source. Self, the universe around them or another dimension what exists in all of these things is mana which has gone by many names throughout man's history. For the sake of simplicity it will simply be referred to as mana. Man courses throughout the universe along veins of invisible energy like rivers or streams that connect to everything organic and inorganic.
Though it has been observed magic and science work on opposing scales mana flows less freely where hi-technology and science are concerned.
However, magic is also extremely potent in certain areas of the world and universe in such locations as Stone Henge, the Parliament of Trees in Brazil, the Pyramids of ancient Egypt, Mount Olympus and other landmarks where nexus points are created. These nexus points are created when multiple ley lines of magical energy intersect. Often creating regional anomalies that only mystics, shamans and witches know the secrets of.
Just as mana flows strongly in regions and areas of the world it also intensifies in individuals and sometimes physical objects. This is where supernatural oddities begin (such as the Homo Magi). Mana itself flows through people in waves, there are the shallow with little potential to the peaks where their magical essence or wavelength is so powerful it even manifests as a change in luck or presence to outright magical abilities. Even for those incapable of tapping in to the magical well of the universe they can sometimes utilize incantations to draw forth a boon or acquire themselves relics or artifacts strong in mystical energies to compensate. Quite simply magic or mana flows through EVERYTHING at some varying degree. Ley lines are the most promising delivery system and nexus points are the culmination or hubs of all that massive energy transit.

Typical use of Universal Magic is essentially calling on outside forces like ley lines and ambient energy.
Personal Magic is that collected wavelength inside ones self.
Dimensional Magic is actually pulling mystical force or energy from another out of this universe source all together and can sometimes be a catastrophe (as it is not of this realm and the amount is never known. You could unleash a maelstrom.). It is usually frowned upon by most magi to go to these levels of casting. Not even the Sorcerer Supreme calls upon such forces lightly.

Synchronicity Energy

Mana energy is not the only source of mystical power that magic wielders can tap in to and manipulate, it is just the most common. Whenever there is a mystical crisis, waves of a mysterious force known as synchronicity energy emanates from the crisis point and can travel outwards in wild unspecified patterns. The true source of this energy is unknown but most believe it is bound to the fabric of the dimension itself when tears, rips, impact or alterations upon it happen it causes synchronicity energy to expel.
Occultists and arcane experts theorize that this response is when the mystical veil surrounding all things is damaged or some chaotic event causes it to be disrupted. Perhaps it is just coincidence when too much magical energy from differing origins converge on one location.
Synchronicity is available in very limited quantities and eventually bleeds back from whence it came. However, when large enough reserves of it are present opportunistic mages, homo-magi, shamans and other mystics can capitalize on this synchronicity energy and perform feats that are normally beyond their means. Any individual tapping in to synchronicity finds themselves experiencing massive and terrifying increases in their mystical potency.
Synchronicity anomalies are very rare and have never been intentionally produced. Attempting to do so has always ended badly.
*One documented source of a Synchronicity Event was use of too much Dimensional Magic in one location. Which adds credibility to theories that synchronicity is tied to the fabric of reality and the dimensional veil itself.


*These are generic bases that cover 'across the board' racial types.

Unless otherwise noted all are 'typical human ranges'
Endurance, Strength (6-7)
Dexterity (4)
Fighting Skill (4)
Willpower (4)

Unless otherwise noted all are 'typical human ranges'
Strength (8-9)
Endurance (8-9)
Toughness (7)
Fighting Skill (4)

Unless otherwise noted all are 'typical human ranges'
Strength, Endurance, Toughness (7-8)
Speed (underwater) 5

Unless otherwise noted all are 'typical human ranges'
Strength, Endurance, Toughness (4-7)
Speed (underwater) 3-5

Inhumans / Nuhumans
All physical attributes are a step beyond peak human.
Strength, Endurance (5-7)
Agility, Speed, Reflexes, Stamina (5-6)
Increased Longevity (2x that of a human being)

Unless otherwise noted all are 'typical human ranges'
Strength, Endurance (4-5)

Life-Model Decoy
Unless otherwise noted all are 'typical human ranges'
Physical Attributes (7)

Mutant Template
Mutants tend to have a boost of one 'endurance (stamina/toughness)' rating above their base race.

Unless otherwise noted all are 'typical human ranges'
Strength (8)
Endurance (7)
Toughness (6)

Unless otherwise noted all are 'typical human ranges'
Strength (5-6)

See Also:

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-NonCommercial-NoDerivs 3.0 License