I thought of a neat idea. Just as a general guide, not a hard-set rule, I thought of a system to classify the abilities of the cast. Again, to emphasize: they do not live in an RPG world. These are not hard-set rules, hard-set facts. They can, and will, break from these at will. They're merely simple guidelines, to show the general capabilities of them, what they're generally like compared to others in the world, not anything more.
So with that very strong message against classifying them by their stats...let's classify the stats! I developed 20, divided into 5 categories. The ratings are on a scale of 1 to 10, with 10 being universally "above ability to measure". Generally, unless specified otherwise, 1 = much lower than an average human, 2 = slightly lower than an average human, 3 = average human levels, 4 = above your normal human, but not remarkably so, 5 = peak human, e.g. Olympian athlete level, 6 = lower superhuman, and then the ratings get a little more quadratic.
Now, let's define what the categories are.
The first category is The Mind:
Intelligence is exactly what it sounds like: it is the theoretical brain power of the individual, how smart they are in general, how fast they think, basically the all-around processing capability of the individual in a single moment.
Wisdom is also exactly what it sounds like, often gained through experience, but is basically knowing the best applications of possessed knowledge.
"Smarts", basically, Instincts, are how good a person is at instantly grasping and understanding things. It's basically street-smarts, a know-how of things, and in combat mostly translates to the typical shonen protagonist's ability to "read" an opponent, understand where they are coming from, both in the nature of their attack and motivation. In short, the ability to pick up on subtle clues and without much effort, discern what they really mean.
Mental Endurance is exactly what it sounds like: the ability to maintain all other aspects of the mind over a prolonged, extended period of time. It's one thing to stay lucid for five minutes; it's another to stay lucid for five hours. (Almost) everyone can do the former; very few are capable of the latter (no matter how much we deny it). Even if the body is physically capable of performing the task, mental exhaustion can keep them from acting.
Emotional Stability is similar to mental endurance: it's the ability to retain control even given emotions flaring up of all kinds. This one uses a slightly different scale: 1 is almost no ability, 2 is very poor ability, 3 is only loosely controlling, 4 is controlling them about as well as an average human, 5 is controlling them better than most humans, 6 is controlling them perfectly, and 7+ are superhuman ability to maintain emotional control.
Sanity is also on a different, yet similar, scale. It's the ability to stay rational in general. Note that different moral standards does not mean insane; a character can be a psychopathic serial killer and still be sane, because they can remain rational and retain their consistency and control over their own actions. 1 is completely and utterly insane. 2 is unhinged. 3 is unstable. 4 is troubled. 5 is average human. 6 is a more stable human. 7 is perfect sanity. 8+ is superhuman.
Then, there's The Supernatural:
Magic Defense is exactly what it sounds like: skill at defending against magical attacks, be it armor, negation, shielding, redirecting, or something else.
Magical Strength is the offense counterpart: skill at using magical attacks, and general ability to use magic.
Elemental Defense is similar to magic defense, but it's tuned to the elements, which are relevant to Red Hood Rider in particular thanks to the elemental eight. (The eight elements are, obviously, dominant and important, but elsewhere in the Rubyverse, they're not quite as important as they are in Earth Ridge.)
Elemental Strength is their ability to use at least one element's specialties, be it magical or practical.
Magical Fatigue is, basically, magical endurance: how much magic they can use before reaching their absolute limit.
The Practical:
Physical Strength is exactly what it sounds like: their raw physical power, how hard they can hit.
Physical Defense is the defensive counterpart, how well they can defend through various methods against physical attacks.
Physical Endurance is both how far they can push their body and how much punishment they can take before succumbing to their wounds.
Physical Rate of Recovery is how fast they recover from battle damage.
Magical Rate of Recovery is how fast their magic recuperates.
The Speedy:
Speed is exactly what it sounds like: how fast someone is.
Nimbleness is how skilled someone can move: it's one thing to clumsily move at high speed and run through a bullet, it's quite another to use that raw speed to evade all obstacles.
Dexterity is how skilled someone is at moving their upper body, mostly in regards to blocking, deflecting, and redirecting.
Reaction is basically how fast they, when they see an attack, can process it. If they are slow and get hit, this is also a gauge of how rapidly they can recover from getting the wind knocked out of them and getting back in the fight.
Now that wasn't so bad, was it?
Well...what I wanted to do was make the stats for every major combatant I have.
All 10 usual members of the Ruby Gang, and all their frequent Rogues. This will give you a good preview of their characters, too. For most characters, I will not list power ups or super modes, but I'll list two sets of stats.
RUBY:
Intelligence: 6/7
Wisdom: 6/6
Instincts: 7/8
Mental: 6/6
Stability: 6/6
Sanity: 5/3
MIND AVERAGE: 6/6
Magic Defense: 6/7
Magic Strength: 6/8
Elemental Defense: 3/5
Elemental Strength: 4/6
Magical Fatigue: 7/6
SUPERNATURAL AVERAGE: 5/6+
Physical Strength: 6/8
Physical Defense: 5/6
Physical Endurance: 6/6
Physical Rate: 6/9
Magical Rate: 5/8
PRACTICAL AVERAGE: 6/7+
Speed: 5/7
Nimbleness: 5/7
Dexterity: 6/8
Reaction: 5/6
RAPID AVERAGE: 5+/6
OVERALL AVERAGE: 6/7
All averages round up; + marks not high enough to round up but of notably higher amount than just the base number.
The first represents Ruby in her default combat form; the second represents Ruby in her Dark Ruby form.
For all other Riders, the stats I give will instead be "untransformed" (and therefore, just above human), and "transformed". So for them, you're going to see the second be more in line with Ruby's first. (Hey, she is the protagonist.)
SALLY:
Intelligence: 4/5
Wisdom: 2/4
Instincts: 5/7
Mental: 7/10
Stability: 2/3
Sanity: 5/5
MIND AVERAGE: 4/6
Magic Defense: 3/6
Magic Strength: 3/7
Elemental Defense: 6/7
Elemental Strength: 4/6
Magical Fatigue: 6/10
SUPERNATURAL AVERAGE: 4+/7+
Physical Strength: 5/7
Physical Defense: 5/9
Physical Endurance: 6/10
Physical Rate: 5/8
Magical Rate: 6/8
PRACTICAL AVERAGE: 5+/8+
Speed: 4/6
Nimbleness: 4/7
Dexterity: 5/7
Reaction: 4/7
RAPID AVERAGE: 4+/7
OVERALL AVERAGE: 5/7
GARY:
Intelligence: 6/8
Wisdom: 3/5
Instincts: 5/8
Mental: 5/8
Stability: 6/9
Sanity: 5/8
MIND AVERAGE: 5/8
Magic Defense: 3/6
Magic Strength: 3/6
Elemental Defense: 5/6
Elemental Strength: 5/9
Magical Fatigue: 4/7
SUPERNATURAL AVERAGE: 4/6
Physical Strength: 3/6
Physical Defense: 4/6
Physical Endurance: 4/5
Physical Rate: 5/7
Magical Rate: 5/7
PRACTICAL AVERAGE: 4+/6+
Speed: 3/5
Nimbleness: 3/5
Dexterity: 5/8
Reaction: 6/8
RAPID AVERAGE: 4+/7
OVERALL AVERAGE: 4+/7
HERALD:
Intelligence: 5/5
Wisdom: 5/5
Instincts: 5/6
Mental: 6/7
Stability: 6/7
Sanity: 6/7
MIND AVERAGE: 6/6
Magic Defense: 5/6
Magic Strength: 4/5
Elemental Defense: 5/6
Elemental Strength: 3/5
Magical Fatigue: 3/3
SUPERNATURAL AVERAGE: 4/5
Physical Strength: 5/6
Physical Defense: 5/6
Physical Endurance: 5/6
Physical Rate: 5/6
Magical Rate: 3/3
PRACTICAL AVERAGE: 5/5+
Speed: 5/6
Nimbleness: 5/6
Dexterity: 5/6
Reaction: 5/7
RAPID AVERAGE: 5/6+
OVERALL AVERAGE: 5/6
Yes, Herald has a second listing. This is because he does get a notable, one-time, power-up. Speaking of which...
DALE:
Intelligence: 9/9
Wisdom: 8/8
Instincts: 8/8
Mental: 6/8
Stability: 5/6
Sanity: 4/7
MIND AVERAGE: 7/8
Magic Defense: 6/7
Magic Strength: 6/8
Elemental Defense: 5/8
Elemental Strength: 5/6
Magical Fatigue: 7/9
SUPERNATURAL AVERAGE: 6/8
Physical Strength: 7/8
Physical Defense: 6/8
Physical Endurance: 6/8
Physical Rate: 8/10
Magical Rate: 7/8
PRACTICAL AVERAGE: 7/8+
Speed: 8/9
Nimbleness: 8/8
Dexterity: 8/8
Reaction: 7/8
RAPID AVERAGE: 8/8+
OVERALL AVERAGE: 7/8
Ahg.
I'm a quitter. It's 10:00, and no way am I getting 30 entries done before midnight. I'd be up until...well, way too late to get them all. This is also proving to be more tedious than I imagined it would be. Furthermore, I originally envisioned giving a short description of why they're assigned each stat as they are, which is absent, but that'd have taken even longer than this did, and getting half way through the Ruby Gang alone, JUST the Ruby Gang (the Rogues Gallery is...how many characters? I believe exactly 20, double that), with the bare minimum, took me two hours.
So, I guess this blog post won't be as long as I was originally envisioning with my ambitions. (Heck, I still owe you an explanation on magic, too.) Ah, well. You get the idea of what I'm going for here, at least. It gives you a loose idea of what each character specializes in: Ruby as a JOAT, Sally in endurance, Gary in strategic precision, Herald is a Badass Normal, Dale is a vampire. Not listed, Hannah in magic; D.D. in raw power; Vili in speed; Whitney in technical precision; Amy as a second JOAT. Also not pictured: Black Lightning, the Professor (two very different forms), Damon (stats near-identical to Dale), Paul Tristan Reagan Geist, Marcus (stats near-identical to Herald), Saul, Aora, Mac (human with good defenses), Edna, Master Azev (magic), Jonathan, Endless (his stats are interesting in just how scary they are), Ophelia, Gabrielle, James, Agon, Emmet, Scotty, Olaf, or Brigand.
Also, final reminder: these are basically just stats relevant to their combat ability. They don't reflect other aspects of their life like, say, charisma, morality, or whatever. And the stats are just estimates. Very rough estimates. Not absolute rules. A 6 can beat an 8. These can't be used to measure, "oh, that person would definitely win in a fight".
Maybe I can finish it when I have more energy.
Sorry for bailing half-way through. (Well...1/6th of the way through, anyway.)
To think. This was going to just be the major characters who frequently fight.
Woulda been SO impressive if I coulda actually done it, but I bit off more than I could chew.