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Power System

⚔️ Power System

🌟 Overview:

In this world, children are expected to awaken at age 13. But before they can awaken, they must fulfill one crucial requirement: the ability to perceive energy—either Mana or Force.

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🧿 1. Pre-Awakening: Vision of Energy

Every child must first be able to see one of the two energies:

🌀 Mana – the energy of magic and external manipulation.

🔥 Force – the energy of physical reinforcement and inner force.

Most children begin developing minor control over the energy they can see by age 12.

Only those with a clear vision of at least one energy may proceed to the Awakening Ceremony.

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🔗 2. The Tether: Source of Power

Power comes with price—to awaken, one must form a Tether.

Tethers are tattoos that appear once formed and represent a powerful emotional anchor tied to a specific ideal.

(Eg: You can swear to protect your best friend, and he becomes your tether—if he dies, you die. If the world is merciful to your goal, you would earn a penalty and lose your ability)

A Tether is required to access your energy and affinity.

⚠️ Tether Conditions:

Power depends entirely on the tether's strength.

If the tether dies or is abandoned, the user loses their power—and may even die.

Tethers are forged during clan-specific trials, which vary between regions and families.

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💠 3. The Awakening Trial

After forging the tether through a trial, the candidate enters a sacred sphere known as the Awakening Room (The Ball).

There, the system evaluates worthiness, and if successful, bestows four things:

1. Energy Type – Mana or Force

2. Affinity

3. Authority

4. Trait

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🔥 4. Energy Types

Mana – Used by Mages. Affects the world externally (e.g., spells) and slightly internally.

Force – Used by Knights. Enhances the body and senses, affects the world internally, and allows limited external force.

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🌪️ 5. Affinity

Represents the elemental nature of one's power.

Standard Affinities:

Fire, Water, Wind, Earth, Ice, Thunder, Light, Darkness, Metal, Space, Time

Some awaken one or more, but two is very rare.

Affinity enables basic spellcasting (Mana users) or augmentation (Force users).

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👑 6. Authority

A unique application of one's affinity—personal and exclusive.

Only one authority per person, often surreal or abstract.

Examples:

A Space Mage who can devour memories through spatial voids

A Fire Knight whose body combusts when afraid, increasing speed

An Ice Mage who can freeze emotions, not just matter

Authorities are most influenced by the user's Tether.

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🧬 7. Traits

Special, often passive abilities unrelated to core combat.

Traits may be:

"Can't be poisoned more than twice per day"

Utility-based: "Always knows north"

Broken: "Always dodges the first attack in every battle"

Traits appear during awakening randomly, and are not guaranteed.

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📊 8. Talent Grades (Aspirant Ranks)

Everyone begins at the lowest stage, but their Awakening Rank determines their maximum potential.

『SSS-rank talent – Genius』

— Limit: White Core / Supreme

『SS-rank talent – Prodigy』

— Limit: Silver Core / Monarch

『S-rank talent – Insane Talent』

— Limit: Blue Core / Elite

『A-rank talent – Exceptional Talent』

— Limit: Golden Core / Master

『B-rank talent – Excellent』

— Limit: Yellow Core / Graduator

『C-rank talent – Average』

— Limit: Orange Core / Expert

『D-rank talent – Failures』

— Limit: Red Core / Apprentice

『E-rank – Trash』

— Limit – Black/Novice

Talent Grade = Maximum Limit, not current strength.

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🧙 9. Mage Progression (Cores)

Black Core

Red Core

Orange Core

Yellow Core

Golden Core

Blue Core

Silver Core

White Core

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🛡️ 10. Knight Progression (Ranks)

Novice

Apprentice

Expert

Graduator

Master

Elite

Monarch

Supreme

Note: An Orange Core Mage is usually the same strength as an Expert Rank Knight

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