Ranks classify beings, awakened humans, and anomalies based on combat potential, skill versatility, battlefield adaptability, and raw destructive capability. Force Core Capacity (FCC) represents the amount of energy available per engagement for abilities, manipulation, or attacks.
Rank Scale
Normal
Power Level: 1–10 FCC
G – Weak (Stronger than a ordinary Human comparable to highly train soldier or athlete. )
Power Level: 11–50 FCC
Capabilities: Minimal abilities; small object manipulation, minor localized effects.
Combat Potential: Nearly ineffective solo; can perform minor defensive or utility functions.
F – Low
Power Level: 50–150 FCC
Capabilities: Basic control of a single power; can attempt offense or defense.
Combat Potential: Vulnerable to moderate threats; can handle 1–2 low-level enemies.
E – Moderate
Power Level: 150–500 FCC
Capabilities: Can fight multiple low-rank enemies, sustain minor injuries.
Combat Potential: Skills are reliable but limited versatility; can manage small skirmishes.
D – High Moderate
Power Level: 500–1,200 FCC
Capabilities: Manipulate 2–3 elements/powers simultaneously; can coordinate small groups.
Combat Potential: Limited against highly specialized or elite threats; battlefield support effective.
C – Competent
Power Level: 1,200–3,000 FCC
Capabilities: Adaptable; can handle moderate battlefield scenarios, recover quickly.
Combat Potential: Can perform structured attacks, defend multiple targets, some terrain
manipulation.
B – Advanced
Power Level: 3,000–10,000 FCC
Capabilities: Strong individual combatants; maintain barriers, affect dozens of enemies at once.
Combat Potential: Can sustain severe injuries; battlefield dominance against mid-tier threats.
A – Elite
Power Level: 10,000–50,000 FCC
Capabilities: Near-human-limit manipulation; reshape terrain, control groups, affect hundreds of targets.
Combat Potential: Very few weaknesses; effective in structured or chaotic scenarios.
S – Superior
Power Level: 50,000–250,000 FCC
Capabilities: Exceptional awakenings; can manipulate semi-cosmic scale threats, large groups, rivers, vehicles.
Combat Potential: Approaches semi-cosmic feats; still limited by scale—cannot destroy planets.
SS – Maverick / Anomaly
Power Level: 250,000–1,000,000+ FCC
Capabilities: Near-cosmic manipulation; massive structures, planetary-level terrain.
Combat Potential: Must self-limit to avoid attention or breaking universal laws; like Magnus.
SS+ / Beyond Agency
Power Level: 1,000,000+ FCC
Capabilities: Multi-planetary or multiversal abilities; extreme anomalies.
Magnus Zhou – Earth Manifestation
Operational Limitation
Self-Limit: S+ → SS
Reason: Maintain tension for human cleaners; prevent High Imperial detection. Avoid alerting multi-planetary authorities.
Active FCC: 50,000 – 250,000
Abilities Active at This Limit:
Teleportation: terrain-level only; instant repositioning but cannot affect planetary scale.
FCC Usage: 1,500 per teleport
Kinetic Manipulation: army-scale, can redirect forces of dozens of enemies or large objects.
FCC Usage: 2,000 per large-scale maneuver
Telekinesis: large objects, battlefield terrain; fine manipulation limited to small structures.
FCC Usage: 1,000–2,500 per object depending on mass
Elemental Control: battlefield manipulation only; terrain shaping, localized storms, or fire bursts.
FCC Usage: 2,000 per large effect
Healing & Regeneration: only to sustain critical injuries on humans or himself; cannot fully restore bodies beyond battlefield scope.
FCC Usage: 1,000 per major heal
Defensive Constructs: barriers or minor lifeforms for combat support; cannot create universal-scale entities.
FCC Usage: 1,200 per barrier or minor lifeform
Notes:
Magnus is extraordinarily strong but restrained to a scale comprehensible to humans.
Limitations ensure humans still face danger, fear, and the challenge of survival.
Force Core Capacity (FCC) reflects the enormous but controlled energy output he can use without breaking operational limits.
Key Note:Magnus' true power is restrained to let humans act meaningfully. The FCC system shows why his presence is awe-inspiring, even without unleashing full cosmic power. that is endless.
Sample Awakened Humans
1. Alexa – Rank B / Advanced
Personality: Determined, protective, tactical
Powers:
Barrier Field – creates protective shields around allies or self.
FCC Usage: 500–1,000 per barrier layer
Force Dampening – reduces impact of attacks on structures or allies
FCC Usage: 300 per target
Tactical Awareness – predicts enemy movements briefly
FCC Usage: 100 per prediction
Current FCC: 7,000 / Max FCC 10,000
2. Mira Holt – Rank C / Competent
Personality: Nervous but precise, fast reflexes
Powers:
Electro-Blades – generates energy blades from her hands
FCC Usage: 200 per blade strike
Heel Tap Reflex – boosts reaction speed, temporarily enhances coordination
FCC Usage: 50 per second active
Current FCC: 2,500 / Max FCC 3,000
3. Tomas Reed – Rank C / Competent
Personality: Calm, stoic, protective
Powers:
Kinetic Shield Generator – deploys a shield to absorb damage
FCC Usage: 400 per shield deployment
Strength Amplification – temporarily boosts physical force
FCC Usage: 300 per activation
Current FCC: 2,800 / Max FCC 3,000
4. Ilya Voren – Rank B / Advanced
Personality: Patient, strategic, long-range focus
Powers:
Thermal Vision Sniping – detects and locks enemies through terrain
FCC Usage: 150 per target
Gravity-Assisted Rounds – bullets curve or accelerate unnaturally
FCC Usage: 500 per shot
Current FCC: 6,500 / Max FCC 10,000
5. Nara Quin – Rank C / Competent
Personality: Calm, analytical, careful
Powers:
Wind Manipulation – controls microcurrents to protect allies or control debris
FCC Usage: 250 per manipulation
Environmental Awareness – senses hazards in real-time
FCC Usage: 100 per check
Current FCC: 2,900 / Max FCC 3,000
6. Owen Park – Rank D / High Moderate
Personality: Paranoid, careful, precise
Powers:
Explosives Mastery – precise detonation of explosives remotely
FCC Usage: 400 per detonation
Containment Field – limits blast radius temporarily
FCC Usage: 200 per field
Current FCC: 1,100 / Max FCC 1,200
7. Selik Juno – Rank C / Competent
Personality: Nervous, quick, cautious
Powers:
Short-Range Teleportation – instant repositioning
FCC Usage: 300 per blink
Phantom Echo – leaves a decoy after blinking
FCC Usage: 150 per decoy
Current FCC: 2,700 / Max FCC 3,000
8. Kaelin Navaro – Rank B / Advanced
Personality: Aggressive, bold, confident
Powers:
Combat Fervor – boosts attack power temporarily
FCC Usage: 400 per burst
Shockwave Strike – punches create area shockwaves
FCC Usage: 500 per strike
Current FCC: 6,800 / Max FCC 10,000
9. Lyca Rodollf – Rank C / Competent
Personality: Tactical, resilient, adaptable
Powers:
Adaptive Armor – temporarily hardens skin and clothing
FCC Usage: 200 per layer
Tracking Sense – detects movement in a radius
FCC Usage: 100 per scan
Current FCC: 2,900 / Max FCC 3,000
10. Rhea Calder – Rank B / Advanced
Personality: Analytical, composed, protective
Powers:
Precision Strike – enhances aim and control for long-range attacks
FCC Usage: 300 per shot
Energy Dampening – reduces enemy attack efficiency temporarily
FCC Usage: 400 per effect
Current FCC: 7,000 / Max FCC 10,000
