Every ability, power, and intensity in FASERIP is described with a rank — a word like "Good" or "Remarkable" — and a corresponding rank number. The rank word names the column on the Universal Table; the rank number is used for math (damage, weight lifted, healing, etc.).
The 1984 Basic Set uses 13 ranks, from Shift 0 (no ability) up to Class 1000 (effectively unlimited).
| Rank | Number | What it means |
|---|---|---|
| Shift 0 | 0 | Absent — the ability does not exist at all. |
| Feeble | 2 | A baby, a sick old person — the weakest end of human ability. |
| Poor | 4 | Below average human capability. |
| Typical | 6 | Average human capability. |
| Good | 10 | Above average — competent. |
| Excellent | 20 | Strong, capable — top of the human bell curve. |
| Remarkable | 30 | Olympic-class human peak. |
| Incredible | 40 | Beyond peak human; into super-powered territory. |
| Amazing | 50 | Powerful super-hero level. |
| Monstrous | 75 | Top-tier super-power. |
| Unearthly | 100 | Beyond mortal — godlike. |
| Shift X | 150 | Cosmic-tier — the upper bound of measured power. |
| Class 1000 | 1000 | Effectively unlimited — the highest rank in the 1984 set. |
A character's ability might be written as "Excellent (20)" — that's the rank word followed by its number. Either form is enough; the other can be looked up.
When the rules say "shift a rank up one column," move one step right on this ladder. "Shift two columns to the right" means two steps. Shifts can push you past Class 1000 in some cases — see the Advanced Set if that comes up.
These two ranks describe cosmic-tier power. In the 1984 Basic Set, Class 1000 is the highest you go. The 1986 Advanced Set extends the ladder upward with Shift Y (200), Shift Z (500), Class 3000, and Class 5000 — but those ranks don't exist in this edition.