The Superhero Database Classification number, or SHDB Class, is a number that represents the overall 'power' of a character. All traits of a character are used for calculating the Classification.
What it DOESN'T mean
This doesn't mean that a higher class would always beat a lower class character. But the bigger the difference in Class is, the more obvious it is who'll win in a fight.
How is this calculated
( INT^1.3 + (STR*0.5 )^2 + (SPE*0.5)^2 + DUR^1.6 + (POW + (SPS*SPL))^2 + COM^1.8 ) ^ TIER
Super Power Score and Level
Every Super Power has a score (SPS) that is used to calculate the Class. Each Super Power also has 3 levels (SPL). The level is set when connecting that Super Power to a character. The level determines the final score, of the Super Power, being used in the calculation.
They contain a concept of infinity above aleph sets
They are made of platonic archetypes
this work of the world of forms, about 2 realms, the realm of forms and the realm of good, they are basically separated and each is the opposite of the other
basically the things we see are shadows who exist as immutable concepts
some forms are more divine the others, the more stronger the truth, the more divine is the form
the world of forms allows to exist an infinite complexity of objects to exist and on top of all them the form of good that is an emanation of all lower forms and physical aspirations
The earth where humans resides Is metaphysical and so are other planets also each Planet contain their own set of umbras
"Although the Astral Umbra may appear differently to all
who enter it, seemingly comprised of billions of separate,
mutually contradictory realities, the work of the Mercurian
Cosmologists centuries ago showed that, where some ac-
counts agreed, a roughly continuous ideospheric geography
could be stitched together and posited with some degree of
certainty. The lowest level of Astral Space, which is adjacent
to, and corresponds most closely to, the Penumbra, is the
Vulgate. This is the idea of the world, and mimics physical
reality in general look and behavior, if not in the specifics of
place and time."- the infinite tapestry Page 39
Anything's possible.
The Infinite Tapestry of creation encompasses everything – all that is, all that was, and all that can be imagined. For a frame of reference, mages place the Earth at the center of all creation, if only to understand the mysteries around it. Call this reality the physical world, if you like, or the real world, if you eschew all alternatives. We call it Earth. Mages are human, first and foremost, and thus, they live and die in this world, the sphere inhabited by ordinary humans. When referring to the Tapestry, most rely on the same terms, ideas, and frames of reference they used before the Reckoning. Whether all these ideas hold true remains to be seen. Their planet is no longer the center of creation, and once safe Realms now deceive and destroy the unwary.
Above, below, and around — these are the cardinal directions for places that don't exist. All around us is a spirit world we cannot see, a reflection of the physical world. Everything in our world casts a "shadow" of sorts into that dimension; thus, mages often use the Latin word for shadow – the Umbra – to describe it. Ephemeral spirits inhabit a realm where nearly everything is alive. Its closest dimension, the Penumbra, mirrors our own. For almost every building and person existing in our world, something forged from ephemeral spirits exists in the Penumbra to represent it.
In ages past, mages found it easier to enter the Penumbra than any other alternate dimensions. Learned Verbena speak of the Paths of Wyck that once stretched through it to other parts of the planet, forming roads between continents. These were some of the first pathways used to navigate spiritual wilderness. The few trods, airts, and passageways that remain are crafted by spirits, and guarded by them as well. Older will workers learned to pass through the Penumbra on their way to other dimensions, places above, below, and around it. These three Umbrae — High, Low and Middle collectively form the Near Umbra; the boundaries of all three extend to the limits of Earth's atmosphere.
Above us is a dimension of intellect, a realm where ideas and concept exist in strange forms and living images. Perhaps the word "above" is appropriate because of the lofty concepts that dwell there. For untold ages, the High Umbra was only attainable by Masters of the Mind Sphere, elitists who could isolate their intellectual essence in Astral Space. Projecting their minds into astral bodies, they once thought themselves superior to lesser creatures unaware of the Astral Plane's existence. Now, they encounter ancient forces that humble them with impersonal and omnipotent power: courts of Umbrood, alien infestations, and far stranger things only the mightiest minds can survive.
Below us are the realms of the dead, the forgotten, and the victims of entropy. The Low Umbra has always been a bleak and violent dimension. Just as the Penumbra reflects life in the physical world, this underworld holds the shadow of death. Where dynamic, living energy thrives in the Middle Umbra, entropic forces conquer and corrupt in its dark shadow. As the Avatar Storm lashed spirits in the Middle and High Umbrae it tortured souls in the Low Umbra. Whether a mage defines it as the Dark Umbra, the Shadowlands, the Underworld, or even Contrarian depends largely on his philosophy. Whatever you call it, a massive roiling Maelstrom makes it nearly impossible for living mages to enter that dimension at the turn of the 21st century.
~ The Infinite Tapestry – Page 10
Despite resistance to using a popular Traditionalists term, Void Engineers call the strange dimensions attached to Earth Umbrae because they’re “mathematical shadows” of Conventional Space. In modern Tychoidian cosmology, these dimensions consist of phenomena that could not be fully instantiated within the conventional universe because they lacked completeness or contradicted “fitter” aspects of reality