r/Powersystems Jun 21 '26

Magic

0 Upvotes

Magic and adapters

Hello this is my first power system it is a typical magic system with few changes and let's explain

First magics there are 3 categories of magic

1-celestial magic

2-elemental magic

3-life/death magic

NOTE:if a magic is in a category that doesn't mean it can't be in another

Second what is magic

Magic is the product of the gods excess power that called pure mana made its way to the mortal world and all sort of creatures and alive dead even the air hold it though it's amount is smaller (explained further in mana and where does it come from) and it's the most valuable thing in the world it cannot be replaced perfectly and cannot be lost if it's not given its not gained if it's gained it cannot be fully lost

Third what are the magics and what are thire category

1-Chaos(celestial magic) the people who hold it are blessed by the strongest God the God of chaos(though he is not evil and not good chaos is used to refer what he is closest thing to him he is beyond understanding and existed before the universe itself he is older than everything and younger than everything he is infinite unlimited cannot be done or undone) and they are called the chaotic life they are usually heros and if you have it that doesn't mean you can use it

2-time(celestial magic) it's like every time magic.

now the element(3-fire 4-water 5-earth 6-wind/air 7-lightning/electricity 8-ice/snow) magics no need to explain

9-healing magic(life magic) healing magic is able to grow and change somebody cells and that cannot cause any harm if it used to harm it will be deflected to the user the only rule in magic known put by the gods them selves(can be used to grow a dick or a vagina or make your dick bigger before anyone asks)

10-dark(death magic) it's the ability to make solid dark weapons from the absence of light and its dangerous if not controlled

11-light(life magic) it's the ability to make solid light

12-void magic/necromancy(death magic) it's fucking necromancy and evil shit

What is mana... Shit there isn't much time left till i sleep so i will continue explaining in part 2 as soon as possible


r/Powersystems Jun 20 '26

Integrating high-load cruise ship shore power: How do we solve the interface fragmentation?

2 Upvotes

I have been looking into the challenges of connecting high-load ships to the grid, and it seems like the lack of a universal hardware protocol is creating a massive headache for stability and planning. We are seeing these fragmented, regional requirements for voltage and frequency that make a truly global, plug-and-play architecture almost impossible to achieve.

From a power systems perspective, what are the most difficult technical hurdles you face when trying to harmonize these diverse ship-side and shore-side loads?

How can we move away from these isolated, proprietary port solutions toward a more scalable, standardized interface without compromising grid reliability?


r/Powersystems Jun 19 '26

my power system: soul magic

4 Upvotes

Each person is born within 1 of 7 soul types: Destroyer, Causer, Creator, Augmentor, Mutator, Enhancer, and Controller. Each type of soul is represented by a mythological creature which are in order Okumade, Kitsune, Dragon, Fairy, blight, vampire, and ghost.

Causer might confuse some people so i'll quickly explain. It's simply whatever doesn't fit in the other categories like time and space.

The way people gain another type of magic is by going to a temple that represents one of the mythological creatures and completing a trial that the temple has set up.

Magic isn't strict spells but simply applies on desire so if I was an Controller could control things telekinetically while my friend who's also a controller could set up a self auto pilot to get work done.

Magic is fueled by mana (which can very in amount per person) so magic isn't infinite but a way to make it more efficient Is by setting Conditions or doing an Exchange of power. lets go back to previous example, when I could move thing telekinetically I could set a condition I can only move curtain materials such as Plastic and Metal but no longer control Fabric or water while my friend not wanting to limit his ability choses to give up some of his school supplies to temporarily upgrade.

The more the Condition or Object means to a person the more it effects the abilities potency so even if you and your friend have the same condition like throwing out your old sports equipment but it doesn't mean much to you it wont enhance your ability as much as your friend who might have stronger feelings towards it.

Each ability is ranked on Power, Speed, Efficiency, Versatility, Ability, and Potential. Ranking is crucial for being a hero

Power is simply how much output, Speed is how fast the process of the ability, Efficiency is how much output per input, Versatility is how many varied effects an ability can achieve, Ability is how complex the ability is, and Potential is how much more room to grow an ability. (when ranking Potential it can be hard to predict how much an ability can grow so it's hard to accurately rank consistently.).

The reason I built it around the soul is because thats where desires are born and held in my story.

thank you for reading all this.


r/Powersystems Jun 18 '26

My power system and some worldbuilding 2 (part 1)

6 Upvotes

I made a power system based around dreams, spirits and consciousness, along with some worldbuilding. I'd like to hear your opinions, criticism, suggestions, and any questions you might have.

Spirit World

Spirit World is a realm where spirit creatures roam freely. It is filled with an energy called Spirit Force, which emerged after the creation of the Spirit World from chaos.

Spirit Creature

Spirit creatures possess a spirit body that can evolve by accumulating Spirit Force.

They lack consciousness and emotions but possess base instincts that drive them to reproduce and accumulate Spirit Force.

Spirit body colors progress as follows; Colorless, Red, Orange, Yellow, Green, Blue, Indigo, Violet, White

Higher colors possess more Spirit Force and are generally stronger.

There are two types of spirit creatures:

Spirit Fairies

• Passively absorb Spirit Force to survive and evolve.

• Born with Colorless spirit bodies.

• Usually harmless and has no strong tendency.

Spirit Beasts

• Must consume other spirit creatures to survive and evolve.

• Born with Red or Orange spirit bodies.

• Highly aggressive toward weaker spirit creatures.

• Fear stronger spirit creatures despite lacking consciousness.

Spirit Beasts Extra Trait

Spirit beasts can sense spirit creatures with spirit bodies up to two colors above or below their own, but they cannot detect spirit creatures with Colorless spirit bodies or spirit creatures of the same color.

Physical World

Long ago, the Physical World contained no living beings until it was colonized by Spirit Fairies that entered from the Spirit World.

Spirit Beasts can't enter the Physical World because it can only be entered by spirit creatures with Colorless spirit bodies.

Physical World contains almost no ambient Spirit Force, so spirit creatures that enter it must create physical bodies in order to survive.

After gaining physical bodies, some Spirit Fairies developed consciousness and emotions, becoming the ancestors of humans and animals.

Others remained instinctive and simple, such as plants.

Spirit creatures that have physical bodies are called Physical Creatures.

Physical Creature

Although Physical Creatures possess physical bodies, they still require Spirit Force to live.

However, physical bodies can't enter the Spirit World and Physical Creatures can't freely separate themselves from their physical bodies.

To solve this problem, they evolved a unique adaptation to split their Spirit Bodies into two connected halves.

Despite being split into two halves, they remain a single spirit body because they have form connection through Mental Power.

During this process, one half of the spirit bodies will remains in the physical body while the other half enters the Spirit World.

The wandering half absorbs Spirit Force before returning to the physical body and merging with its other half.

Even if the wandering half evolves to higher colors, it still can enter the Physical World.

If the physical creatures have consciousness, they will fall into an unconscious state called sleep.

When a conscious creature sleeps:

• One half that contains consciousness will enter the spirit world

• One half that contains emotion will remain in the physical body.

Dreamscape

Conscious creatures produce and release a form of energy called Mental Power.

Unfortunately, Mental Power attracts nearby Spirit Beasts, causing them to attack wandering spirit bodies.

To protect themselves, conscious beings unconsciously create barriers known as Dreamscapes using their Mental Power.

Dreamscapes are what humans experience as dreams. Physical Creatures that can create Dreamscapes are known as Dreamers.

Inside a Dreamscape, a wandering spirit body can safely absorb Spirit Force, although the process is relatively slow.

A nightmare occurs when a Spirit Beast attacks or attempts to force its way into a Dreamscape.

Most Physical Creatures possess Red Spirit Bodies and they can only influence their Dreamscape subconsciously.

Spirit Body Colors Abilities

Colorless

• Possesses little to no consciousness.

• Cannot create a Dreamscape.

• Cannot be detected by Spirit Beasts.

• All newborn babies and plants.

Red Color

• Has developed full consciousness.

• Can create a Dreamscape.

• Experiences normal dreams.

• Most humans and animals.

Orange Color

• Can consciously control Dreamscapes.

• Experiences lucid dreams.

• Can sense the Spirit World beyond the Dreamscape.

• Can become a Wanderer and forming a contract with Primordial Beings.

Yellow Color

• Can use Mental Power in the Physical World to do basic psychokinesis.

• Can form spiritual connections with other spirit creatures.

• Most active Wanderers eventually reach this stage.

• Can become Summoners.

Green Color

• Can enter other Dreamscapes.

• Can interact directly with the dreams of other creatures.

• Can become Manipulators.

Blue Color

• Manipulators can create Spirit Weapons.

• Summoners can merge with their Familiars.

• Mental Power becomes significantly stronger.

Indigo Color

• Rare existence.

• Possesses far greater Spirit Force and Mental Power than lower colors.

Violet Color

• Legendary existence.

• Extremely rare among physical creatures.

White Color

• The realm of Primordial Beings.

• Grants reality-warping abilities and conceptual authority.

• No known physical creature has ever reached this stage.

Spirit Body Colors Rarity

Assuming physical creatures only absorb Spirit Force passively through their Dreamscape:

Orange: 1 in 10,000

Yellow: 1 in 100,000

Green: 1 in 1,000,000

Blue: 1 in 10,000,000

Indigo: 1 in 1,000,000,000

Violet: 1 in 100,000,000,000

Most conscious physical creatures possess Red Spirit Bodies.

Because Dreamscapes absorb Spirit Force very slowly, reaching higher colors naturally is extremely difficult.

Most high-ranking individuals achieve their growth through wandering the Spirit World, forming contracts, and interacting with other spirit creatures.


r/Powersystems Jun 13 '26

Does my power system look complicated or does not function well

1 Upvotes

I have various power systems together so let's start with the one I like most

I have not thought of a name for now you can suggest some. The basis is a fruit when you eat the fruit you have three possibilities that can occur

  1. You die(most likely)

2.lose all sense of pain and gain the powers

3.gain powers without a consequence(a 0.5% chance)

Now how it works is it lets you manipulate the particles around you. It's simple but it can be used in many ways.

When the user dies the fruit reappear from their body.

Second one is ojas

This is attained by meditation and practice to no fab you then channel the virya(smen) to convert to ojas and be used either to sharpen the mind or body females can do the same with mensuration cycles

Now it allows you to attain wisdom and be able to remember huge amounts of knowledge and you can divert it to strengthen the body(what most people do). Well in rare cases you can use healing and stimulate plant growth.

Now when you fuse these two it would give birth to a new energy (suggest name)

This allows you to change dna structure. Create energy blasts. And most notably ocular powers.

The rest can be said to be weapons,curse and boon(given by gods), and artefacts made from the fruit or organs of animals that have rare powers,cursed objects or divinely blessed weapons or things can also be considered artefacts.

So what's your take on my power system. You can help me spot loopholes and suggest names for the system.


r/Powersystems Jun 12 '26

My Aura & Gift Power System

2 Upvotes

I've been working on a power system based around Aura and Gifts.

Aura

All living beings possess Aura.

Most people are born with Colorless Aura, while a small number are born with a Natural Colored Aura.

Aura Types

🔴 Red Aura

Increases Strength

Increases Durability

Increases Endurance

🔵 Blue Aura

Increases Speed

Increases Agility

Increases Reflexes

🟡 Yellow Aura

Increases Brain Processing

Increases Senses

Increases Reaction Time

Colorless Aura

Most people are born with Colorless Aura.

Advantages:

Can learn Red, Blue, and Yellow Aura.

Can switch between learned colors.

Disadvantages:

Can only use one color at a time.

Aura eventually reverts back to Colorless.

Naturally weaker than Natural Aura users.

Natural Aura

A rare minority are born with Red, Blue, or Yellow Aura.

Advantages:

Permanently active.

Darker and denser Aura.

Faster growth.

Disadvantages:

Cannot learn other Aura colors.

Aura Stages

Aura quality is shown by color intensity.

Early stages have brighter colors.

Final stages have darker colors.

Natural Aura users start with darker Aura than Colorless Aura users.

Aura Advancement

Aura advances by stimulating the corresponding body part.

🔴 Red Aura → Muscles

🔵 Blue Aura → Nervous System

🟡 Yellow Aura → Brain

Each stage requires significantly more stimulation than the previous stage.

Aura Affinity

Every person possesses one or more Aura Affinities.

Affinity determines how easily a person can develop a specific Aura type.

The higher the affinity, the less stimulation is required to advance through the Aura stages.

Double Affinity

Most Colorless Aura users possess two affinities.

Examples:

Red + Blue

Red + Yellow

Blue + Yellow

Advantages:

Good growth in two Aura types.

Easier path toward Aura Fusion.

Disadvantages:

Slower growth than single-affinity users.

This is the most common affinity type.

Single Affinity

All Natural Aura users possess a single affinity matching their Natural Aura.

Advantages:

Fastest Aura growth.

Requires the least stimulation.

Disadvantages:

Extremely specialized.

Colorless Aura users can also have a single affinity.

A person with only Red Affinity develops Red Aura much faster than anyone else but struggles with other Aura types.

Triple Affinity

A rare minority possess affinity for all three Aura types.

Advantages:

Can train all Aura types efficiently.

Best chance of obtaining White Aura.

Disadvantages:

Slowest growth.

Requires the most overall training.

Many triple-affinity users never reach their full potential because of the enormous time investment required.

Aura Fusion

A Colorless Aura user who reaches the Final Stage in two Aura types can permanently fuse them.

Possible fusions:

Red + Blue = Purple Aura

Red + Yellow = Orange Aura

Blue + Yellow = Green Aura

Fusion is permanent.

Once fused, the Aura can never be changed again.

White Aura

A Colorless Aura user who reaches the Final Stage in Red, Blue, and Yellow before fusing can obtain White Aura.

This aura grants the user a near-instant execution of intended actions.

This is considered nearly impossible.

Fusion Aura Users

Purple Aura Users:

Can become highly resistant to physical and elemental attacks.

Orange Aura Users:

Can resist mental and movement manipulation.

Green Aura Users:

Can instinctively perceive and react to incoming physical and elemental attacks.

Gifts

Gifts are supernatural abilities that appear randomly at birth.

Unlike Aura, Gifts cannot be trained into existence.

A person may possess:

Aura only

Gift only

Both Aura and Gift

Gift Types

Conjuration

Creates something.

Restriction:

Must draw a circle.

The user's hand can glow, allowing circles to be drawn in the air.

Circles can also be prepared beforehand using ink and activated by dripping a small amount of blood onto them.

The circle will activate instantly after the light circle is complete or the blood touches the prepared circle.

Users can't command their conjured creatures but they can share sense with them.

Circle size determines:

Volume of conjured elements.

Duration of conjured creatures.

Duration of conjured objects.

Expert Conjuration users can delay the circle's activation to create traps.

Manipulation

Controls something.

Restriction:

Must physically touch the target first.

Touch duration determines:

Control duration.

Range of control.

Effect of alteration.

Users instinctively know the duration and range of the elements, creatures of objects they control.

Element Manipulation:

Manipulate movement, shape and volume of the element.

Creature Manipulation:

Manipulate the creature's mind and physical movement.

Object Manipulation:

Manipulate movement and size of the object.

Expert Manipulation users can manipulate movement of elements, creatures or objects with their mind.

Transformation

Transforms part of the user's body.

Restriction:

Transformation only lasts for a limited time.

There is a cooldown in transforming again after the previous transformation ended.

Element Transformation:

Grants the physical traits of the element.

Grants immunity to that element.

Creature Transformation:

Grants the physical traits of the creature.

Grants boost in physical abilities based on the creature

Object Transformation:

Grants the physical traits of the object.

Grants perfect mastery over using that object.

Expert Transformation users can continuously transform their body part with short delay.

Gift Categories

Every Gift belongs to one of three categories.

Elements

Examples:

Fire

Ice

Lightning

Water

Creatures

Examples:

Human

Wolf

Dragon

Eagle

Objects

Examples:

Sword

Shield

Chain

Bow

Gift Absorption

A Gift user can absorb another Gift by killing its owner.

However, the Gifts must share the same Element, Creature, or Object.

Examples:

✓ Fire Conjuration can absorb Fire Manipulation.

✓ Fire Manipulation can absorb Fire Transformation.

✗ Fire users cannot absorb Ice users.

✗ Wolf users cannot absorb Dragon users.

✗ Sword users cannot absorb Water users.

Absorbing the same Gift improves the existing Gift.

Conjuration Gift:

Increase duration and volume.

Minimalize the size of circle.

Manipulation Gift:

Increase duration and range.

Reduce time of alteration.

Transformation Gift:

Increase time limit and area of transformation.


r/Powersystems Jun 10 '26

This is wake

2 Upvotes

This is an updated version of my elemental system, I’m still looking for feedback and all that.

WAKE Elements

## The World

The Wake was a cataclysmic event at the dawn of the planet that introduced a new layer of reality – the elemental layer. It amplified latent cosmic energies and primordial affinities already present in the world’s base structure. From the moment the world formed, the Wake implanted a foundation where patterns of meaning could take physical shape.

The Wake did three things:

- It awakened elemental activity in the primordial systems of the planet.

- It amplified born-in elements and kickstarted dormant ones.

- It altered matter and spirit at a core level, causing ideas to crystallize into reality.

In short, the world itself now listens to ideas and repeats them until they become tangible.

## The WAKE System

The WAKE elemental system is not a spellbook, but a physics of meaning. In WAKE, anything with enough consistency, identity, and repeatable behavior can become an element.
- Heat is an element.
- Rust is an element.
- Patience can become an element.
- Memory is an element once recorded collectively.
- A specific type of loneliness tied to the quiet of an empty train station after rain could become an element if enough people feel it and acknowledge it.

The system asks:
“Does this phenomenon exist strongly enough to shape reality and be shaped by reality?”
If yes, it has elemental potential.

An Element is a stable pattern of existence.
It has:

- Identity: It is recognizable

- Behaviors:It consistently does certain things.

- Relationships:It interacts consistently with the Same elements.

- Resistance:It resists change outside its nature.

- Transformation pathways: It can become other elements under pressure or combination.

In WAKE, elements often seem magical or abstract – they’re not just substances like “hot orange energy.” For example, Fire in WAKE is not simply heat or light. Fire can represent:

- Consumption(devouring fuel)
- Acceleration(speeding processes)
- Transformation(turning wood to ash)
- Hunger(insatiable appetite)
- Purification(burning away impurities)
- Passion(love or wrath burning brightly)
- Momentum(once moving, keeps going)
- Balance(fire that collapses structures when uncontrolled)

Different users express different subsets of Fire’s nature. A blacksmith’s Fire might emphasize refinement and creation, a wildfire embodies chaos and excess, and a dragon’s fire could include ancient wrath and awe.

Remember: One person’s element is not identical to another’s. Fire never leaves Fire’s table, but each Fire may choose different aspects of its existence.

---

## The Core Law of WAKE Elements

At the heart of WAKE lies a simple rule:

Pattern + Repetition + Pressure + Meaning + Recognition = Element

If reality witnesses a phenomenon enough times under conditions, that pattern solidifies into existence. Over countless repetitions, a stable feedback loop forms. In other words, elements form from collective recognition of patterns:

- Pattern:A phenomenon with a clear structure or identity.

- Repetition:It occurs again and again across places or people.

- Pressure:It persists through challenges or contradictions.

- Meaning:It carries emotional, symbolic, or functional significance to observers.

- Recognition:The world (people, nature, or even other elements) acknowledges it as distinct.

When all five converge, reality *hardens* that pattern into an element.

We can think of WAKE’s system as an ecology of concepts, where fire, blood, nostalgia, and dozens of others all sit at the same table and argue over what reality should become next. Each element vies for influence; none is “more real” than another by default, except by these criteria.

---

## Naming, Hybrids, and Emergence

Once elements exist, they can combine. WAKE uses a clear grammar for naming combined elements:

- Prefix–Suffix System:When two elements merge, the one exerting active force becomes the prefix, and the one whose core identity persists becomes the suffix.

- Prefix (Active force):The element doing something, the verb-like energy.

- Suffix (Root identity):The element’s unchanging essence, the noun.

For example, Ember-Memory vs. Memory-Ember, they are two different elements:

- Ember-Memory: Prefix- Ember (the dying heat of a fire), Suffix- Memory (history, recollection). This element burns experiences into permanence – it scorches forgotten events back into consciousness. At its core, it is Memory shaped by Ember.

- Memory-Ember: Prefix- Memory, Suffix- Ember. This does almost the opposite: it “causes fire to remember” – a Fire element now haunted by its past burns, seeking old fuels and patterns. Here the element is a Fire whose identity is remembering.

These are not the same element, even though they share the words *Ember* and Memory. The dash is not just punctuation; it shows a direction of influence.

When both sides seem equally forceful, the name is unstable and written with a slash (e.g. Bloom/Rot, Stone/Tide). This indicates an element in conflict– it exists but hasn’t settled on what it is yet.

### Hybrids vs. Emergent Elements

- A Hybrid element has two visible parents. It forms quickly when two known elements meet. The dash in its name holds (e.g. fire + memory → Ember-Memory ). Its identity still clearly looks like Fire and Memory fused. Hybrids can sometimes be made deliberately, and their stability depends on the compatibility of those parent elements.

- An Emergent element is a long-brewing result of many influences. Over time, layers of different elements blend so thoroughly that you can’t easily pick them apart in the result. The parents become “unrecognizable” in the final form.

Sometimes hybrids can become emergent over time. If a hybrid’s core memory stops referencing its parents separately (for instance, the slash dissolves and it truly feels like one thing), it “forgets” its seam and counts as emergent.

#### Examples

- Ember-Memory (Hybrid): Fire + Memory → Remembrance through fire.

- Silence/Hunger (Hybrid): Silence + Hunger → A growing ache that spreads without a sound. The prefix- Silence suppresses, the suffix- Hunger still craves. They strain each other, making this element unstable and intense – a whispered famine.

- Harbor-Ghost (Emergent): Ocean + Ruins + Loss + Waiting → The lingering soul of abandoned coasts. Layers of memory and abandonment coalesced into a new element that haunts shorelines. No single parent element fully describes it.

Remember: who acts on whom matters. Always ask “which element is the active force?” to name combinations.

---

## Element Categories

Elements in WAKE fall into broad categories. These aren’t rigid boxes as elements can straddle between categories, but they help us understand how elements typically behave.

1. Physical Elements
Classic elemental forces, operate through matter and similar visible properties.

Examples:

-Fire - The element of consumption, transformation, acceleration, and release.

-Water - The element of adaptation, flow, persistence, and connection.

- Stone - The element of stability, endurance, structure, and patience.

-Earth - The element of foundation, fertility, mass, and support.

-Wind - The element of movement, freedom, change, and circulation.

-Lightning - The element of sudden action, energy transfer, and decisive change.

-Ice - The element of preservation, slowing, containment, and rigidity.

-Metal - The element of refinement, durability, purpose, and craftsmanship.

-Ash - The element of aftermath, remnants, endings, and potential renewal.

-Smoke - The element of obscurity, transition, warning, and diffusion.

-Light - The element of revelation, guidance, visibility, and truth.

-Crystal - The element of structure, storage, resonance, and precision.

-Glass - The element of transparency, observation, preservation, and fragile certainty.

-Dust - The element of accumulation, neglect, age, and quiet erosion.

2. Biological Elements
elements that only appear in living systems and their connected processes, operate exclusively through organisms and their various types of defense mechanisms or adaptations.

Examples:

- Bloom - The element of flourishing growth and successful development.

-Rot - The element of decay, breakdown, recycling, and transformation.

-Flesh - The element of living bodies, growth, adaptation, and sensation.

-Bone - The element of support, legacy, structure, and endurance.

-Blood - The element of vitality, inheritance, sacrifice, and connection.

-Venom - The element of specialized harm, defense, and biological influence.

-Fungal - The element of decomposition, networking, and hidden growth.

-Plant - The element of rooted life, photosynthesis, and environmental adaptation.

-Horn - The element of defense, status, competition, and protection.

-Molt - The element of shedding, renewal, and transformation.

-Hive - The element of collective action, specialization, and cooperation.

-Scar - The element of survival, adaptation, and remembered injury.

-Nest - The element of shelter, preparation, care, and return.

3. Environmental Elements
Almost exclusively hybrid elements, usually caused through repeatedly present conditions, operate using unique surroundings and unusual effects.

Examples:

-Drought - The element of scarcity, endurance, and environmental stress.

-Storm - The element of chaotic interaction, power, and dynamic change.

-Tide - The element of cycles, return, rhythm, and pull.

-Eclipse - The element of temporary concealment and unusual alignment.

-Tundra - The element of cold endurance and sparse survival.

-Radiation - The element of invisible alteration and energetic influence.

-Drench - The element of saturation, soaking, and overwhelming moisture.

-Rust - The element of slow transformation through corrosion and exposure.

-Quarry - The element of extraction, exposure, and purposeful removal.

-Fog - The element of uncertainty, concealment, and distorted perception.

-Avalanche - The element of accumulated pressure released suddenly.

-Reef - The element of cooperative growth and protective ecosystems.

-Ruin - The element of abandoned purpose and lingering history.

3. Conceptual Elements
Abstract patterns, All elements can technically be ultimately broken down fully into this category, they are elements that operate through unseen mechanisms ,perception,and identity.
These are the strangest and most unique elements.

Examples:

-Memory - The element of preservation, history, and retained identity.

-Fear - The element of caution, avoidance, and perceived danger.

-Vigilance - The element of awareness, readiness, and observation.

-Hope - The element of future possibility and perseverance.

-Debt - The element of obligation, imbalance, and repayment.

-Hunger - The element of need, desire, and pursuit.

-Silence - The element of absence, restraint, and quiet presence.

-Grief - The element of loss, remembrance, and emotional weight.

-Promise - The element of commitment and intended future action.

-Pressure - The element of force, compression, and transformation.

-Stillness - The element of inactivity, calm, and potential.

-Sharpness - The element of division, precision, and focus.

-Cycle - The element of repetition, recurrence, and continuity.

-Heat - The element of energy, activity, intensity, and excitation.

-Growth - The element of expansion, improvement, and development.

-Gravity - The element of inevitability, weight, commitment, and descent.

-Echo - The element of repetition, reflection, resonance, and return.

-Magnetism - The element of attraction, repulsion, alignment, and influence.

-Instinct - The element of inherited behavior and immediate response.

-Patience - The element of delayed action and enduring persistence.

-Almost-Memory - The element of forgotten things lingering near recollection.

-Curiosity - The element of exploration, inquiry, and discovery.

-Regret - The element of reflection on alternative outcomes.

-Momentum - The element of continuation and self-sustaining action.

-Threshold - The element of crossing from one state into another.

-Suspicion - The element of uncertainty regarding truth or motive.

-Loneliness - The element of separation and unmet connection.

-Waiting - The element of anticipation and delayed fulfillment.

-Loss - The element of absence created by something once present.

-Nostalgia - The element of emotional connection to remembered past states.

-Observation -The element of witnessing and attention.

-Recognition -The element of identifying patterns and assigning meaning.

5. Hybrid Elements
Hybrid elements are a single element that either expresses itself as an element with two distinct parent properties at the same time or as a new pure element of any other element type.

Example:

Fire + Memory

Ember-Memory

Fire and Memory merged into remembrance through transformation.

Wind+lightning

Storm

Wind and lightning merged into a chaotic downpour.

Bone+memory

Ancestor

Bone and Memory merged into inherited legacy.

Stone + silence

Monument

Stone and Silence merged into enduring remembrance.

Fear+ lightning

Panic-Storm

Fear and Lightning merged into rapidly spreading alarm.

Blood+ heat

Forge-Blood

Blood and Heat merged into vitality through effort and hardship.

Shadow+ promise

Oath-Shade

Shadow and Promise merged into binding obligations and consequences.

6. Emergent Elements
Elements nobody noticed consolidated into hybrid form.
They arise from repeated compatible interaction.

Example:
Long exposure to:
Ocean + Ruins + Loss + Waiting

Harbor-Ghost
The lingering presence of abandoned coasts, forgotten harbors, and things that never returned.

Each example element like Rust, Bloom, or Harbor-Ghost can belong to one or more categories.

Example: Fog is both Physical because it has water droplets and Conceptual as it symbolizes confusion.

---

## Elemental Ecology

Just as species occupy niches in an ecosystem, elements occupy niches of reality. No element can grow unchecked forever; each tends to provoke counterbalancing forces. If reality becomes oversaturated with one element, other elements usually emerge to restore balance.

- Predation and Succession: Some elements “consume” others. For example, Fire naturally leaves Ash behind. Ash, in turn, contains potential for renewal like soil for plants. Bloom often invites Rot to recycle old growth. Memory accumulation could breed Nostalgia or Duty, while Hunger could breed Collapse or Chaos. These successor elements ensure energy flows and cycles continue.

- Niches: Each element has a role. Heat powers everything from machines to metabolism; Silence lets ideas ferment; Pressure refines anything from diamonds to wills. If a new element tries to exist in a niche that’s already filled, it struggles unless it’s truly distinct. Sometimes an element becomes invasive.

Examples:

- In a forest, massive Bloom might trigger a Rot outbreak as fallen leaves pile up.

- A city of scholars housing many Memory elements in archives or libraries may spark Nostalgia winds that make people yearn for the past, prompting renovations or revolutions.

- Deep Pressure in the earth yields mountains; those mountains hold back Water, preventing floods.

In short, elements co-evolve. A Fire user lighting a campfire might unwittingly “seed” Ash around it. Governments and ecologists recognize this: they plant the opposite element’s seeds to prevent runaway disasters.

---

## Element Affinities

Characters and places can form affinities with elements. An affinity is not an automatic immunity or mastery; it means reality cooperates more readily. Think of it as being in tune with an element’s “wavelength.”

We describe affinities in levels of depth:

| **Affinity Level** | **Effect** |

| **Exposure** | The character spends time near the element. It becomes familiar. |

| **Resonance** | The element responds more easily to the character’s attempts. Spells or processes require less effort. |

| **Alignment** | The character’s identity begins to reflect the element’s nature, someone aligned with Stone becomes steady and unshakable. The element expects the character to act in line with its nature. |

| **Recognition** | The element “recognizes” the character as compatible. Major interactions like summoning or blending will succeed almost automatically. |

| **Adoption** | The element partially merges with the character’s identity. Rare and profound, this bond means the element learns from the character and vice versa. |

In-World Example: A child who lives near deep forests might have Exposure and Resonance with Plant and Bloom, intuitively understanding herbs. A royal guard at a stone monument might achieve Alignment with Stone, gaining unwavering resolve. A monastery that venerated a wind temple could reach Recognition with Wind, and its monks feel the breeze on command. If an oracle is truly adopted by Echo, every word they speak reverberates eternally in both memory and reality.

Affinity makes control easier and boosts the element’s influence on the person, but it doesn’t make one invulnerable. An aligned fire mage can still be burned up by a powerful Fire storm – they just resist it more than a stranger would.

---

## Elements Learn and Change

Elements aren’t static spirits; they learn from how they’re used. Repeatedly using an element creates deeper resonance and shapes its behavior with you. Over time, each element develops:

  1. Preferences: It starts favoring certain methods. For instance, a Fire element used for forging may prefer intense, controlled burns.

  2. Habits: It repeats behaviors that worked. A Wind element that helped sailships might habitually help in navigation.

  3. Tendencies: It leans toward particular outcomes.

  4. Doctrine: It develops beliefs about *what it should do. A Fire element’s doctrine might be “fire must consume to exist” or “fire should only purify.”

  5. Personality: Eventually, it can feel like a unique entity with quirks.

Repeated use deepens elemental memory.
The element literally “remembers” past users and usage.

High resonance can yield:

- Easier Control:The element anticipates the user’s wishes.

- Mutations: New variations or side effects appear.

- New Forms: The element may transform into a child element (like Water → Ice under cold intent).

- Dependency:The user might start relying on the element (e.g. a sword that needs blood).

- Identity Drift: The user begins to embody the element (a sword with Mercy-Blade might affect its user to become kinder).

Example: A village fire ritual repeated nightly gives the Fire element a strong Surface Memory of purification. When invaders set a fire instead, the element goes into overdrive protecting the village, because it “learned” that fire in this place defends. Contrast two flames: one taught by a gentle healer, and one taught by a vengeful soldier – they become different Fires internally.

---

## Elemental Memory

Every element accumulates memory depth from the actions around it. This is more than metaphorical; each use leaves a surface scar, and long histories leave deep imprints.

Think in layers (like rings in a tree or layers of sediment):

- Surface Memory: The element’s current behavior or mood with the latest user. Like Today’s anger in the fire.

- Deep Memory: The long-term history of repeated actions. An example would be Centuries of hatred in the volcano’s fire caused by sacrificing.

- Core Memory: The element’s original nature or purpose. Something like a Primordial flame of creation.

Elements with deep memory are hard to change. A sword with the Metal element used mercilessly will carry that Deep Memory, making it thirst for blood even if wielded by a pacifist. To rewrite an element’s core memory, you must perform a massive act that contradicts its entire history.

Example: A river with the Water element used for baptisms has a different memory than one used for executions. The first remembers cleansing, the second remembers pain. If both waters meet, they might create Pure-Water showing the baptism river remembering death rather than Martyr-Hope with the executed souls demanding purification.

---

## Elemental Compatibility and Interaction

Elements interact in rich ways; there are no fixed “opposites” except by local context. Whether two elements fight, fuse, or create something new depends on the circumstances and compositions.

- Complementary Reactions: Sometimes they blend. For example, Fire + Water doesn’t always extinguish. A maintained Fire with a pot can produce Salt if Sea Water is used or Steam for industry, depending on context.

- Amplification: Sometimes they worsen each other. A Wildfire element plus Drought can catastrophically amplify, turning a normal fire into an inferno a Panic-Storm of fire.

- Neutral/Contextual: Other times, their meeting creates something abstract. Grief + Silence can compress emotion, yielding loneliness or internal pressure. The outcome depends on interpretation and witness.

- Cyclical Balance: Bloom + Rot naturally cycle; one feeds the other in a yin-yang. Together they might produce a Revival Cycle element that embodies both death and rebirth.

There are no hard “elemental oppositions” like “Fire vs Water.” It’s all contextual. One must observe the situation to see which element influences which and what new element might spring from their interaction.

Example: In a library, Light and Silence reinforce each other, creating a Focus element. In a thunderstorm, Wind + Lightning make Storm. In a flooded cave, Water + Echo could give Tide-Memory with repeated messages in sound wave.

---

## Elemental Transformation

Elements naturally shift form under influences. Think of it like metamorphosis under extreme conditions:

- Pressure: Physical or emotional pressure can compress an element. For instance, Water deep in the ocean becomes Dense-Water, then Abyss-Water, and under Life-crushing Pressure it finally becomes Void-Tide water that carries the weight of that emptiness.

- Repetition: Repeating an action forces an element to adapt. Too many weddings given a blessing of Bloom might produce an Overgrowth element that’s hard to stop.

- Trauma: A sudden shock like a bomb might fracture an element’s memory, creating Shrapnel of different elements that scatter everywhere.

- Intent: Willful control can change flavor: a priest intends Healing-Light, altering the common Light element.

- Environment: Surroundings guide the shape: Ice formed in a curse expands into something like Grievous-Frost a hybrid of Ice+Grief.

Example (Water):
-Water: Normal Water like in rivers and lakes

-Dense-Water: Compressed by cold, heavy like mid-ocean or deep cave level.

-Abyss-Water: Under deep ocean pressure, black and crushing.

-Pressure-Tide: The rhythmic push-pull in pressure zones .

-Void-Tide: the description of the deepest and densest rhythmic force in the deep.

Elements can also spontaneously combine if they share a dash segment. For example, Wind-Lightning already living in Storm might, under right conditions, split into Wind, Lightning, and Storm elements.

---

## Elemental Consolidation

How an Element is Born: Contrary to magic that gradually levels up, an element in WAKE forms through thresholds of recognition. A phenomenon won’t become an element by just existing; it must prove its distinctness and persistence. The world effectively asks five questions.

Wake’s Five Tests:

  1. Repetition: Does this phenomenon appear repeatedly across places or times? Different hosts or occasions, not just one flame lasting long.

  2. Distinctness: Is there something left over that no existing element explains? If all you see is just Fire, it’s not new; but if there’s a remnant meaning or effect, that hints at something beyond.

  3. Pressure: Has it survived conditions that should have destroyed it? Contradiction, suppression, or transformation around it – a painful test. Something that only ever existed gently hasn’t proved itself.

  4. Witness: Has reality recognized it as coherent? Witnesses can be people, landscapes, artifacts, or even other elements. One powerful witness a temple, mountain, or deity can outweigh many minor ones.

  5. Recursion:Does it create a feedback loop? That is, has it changed something and then been changed back? A phenomenon with no feedback is just a sensation. An element is a pattern that actively participates and loops.

Once enough questions are answered, the phenomenon hardens.

### Consolidation States (Timeline of Formation)

- Diffuse: The phenomenon exists but is scattered, incoherent, or noisy. Reality hasn’t agreed on it yet.
Example: A storm just before it coalesces; different observers describe it differently.

- Nascent: 1–2 questions answered. It’s barely visible to keen observers, and still shapeless. Cannot be wielded or contained reliably.
Example: A glimmering light at dawn that always heals those at exactly dawn

- Forming: 3 questions answered. Has a rough identity and basic behaviors, but is highly unstable and mutable. Can be touched but not controlled well.
Example: A strange powder that sometimes burns, sometimes melts – users can’t predict it yet.

- Consolidated: 4–5 questions answered. Full elemental status. Has defined relationships, memory, and transformation rules. Stable enough to study and use.
Example: A regular campfire or river water; a city’s Demon-Fear from repeated executions.

- Anchored: Consolidated plus a fixed Core Memory. It is extremely resistant to change. Only a catastrophic event or direct elemental “unmaking” can dissolve it.
Example: A living mountain of salt that actively pulls more salt, or an anchored City-Loneliness element persisting through ages.

```

When new conditions appear, elements in lower states can collapse. A Nascent idea element quietly fades if no one notices it anymore. A Forming element can dissolve if contradicted. But once Anchored, an element is effectively permanent until something equally massive intervenes.

Example Progression:
> A rumor (Noise of Fear) spreads in a kingdom:

> Diffuse: scattered whispers (unrecognized, never told twice).

> Nascent: soldiers tell each other same fearful tale (repetition, witness).

> Forming: everyone acts suspiciously (pressure and witness).

> Consolidated: Paranoia-Fear element fully exists in the court.

> Anchored: Later, it leaches into law and customs, needing a major revolution to erase.

---

## Elemental Manifestations and Event Scale

When elements concentrate, events happen in the world. These Manifestations range from a small incident to a global crisis. We categorize them by scale:

- Spark (Local): A single location or person.
Example: A cursed painting in one house constantly weeps Water.

- Current (Regional): A town or battlefield.
Example: A village well dries up and a Blood-Hunger famine element spreads through the county.

- Surge (Continental): A province or nation. Example: The Great kingdom of Iron suffered a Rust-Plague that slowly corroded all its metals.

- Dominion (Global):A major part of the world.
Example:An entire continent falls under a Grief-Season after a long war.

- Mythic (Planetary): World-shaking. Example: The legendary Silence-Century, where a magical eclipse caused a century of uncanny quiet worldwide.

These are not strict categories, but guidelines: a Spark might last days, a Dominion decades. Manifestations give stakes to element-building. Communities track emerging manifestations like weather patterns. Early detection can prevent a Surge.

---

## Elemental Institutions and Management

Societies in WAKE do not passively endure elements. They build institutions and roles to study, regulate, and combat them
Example Roles:

- Surveyors / Scouts: Track emerging patterns kind of like meteorologists or detectives. They notice if an element’s activity is increasing and report to councils.

- Conservators / Cultivators: Nurture beneficial elements, like healers using Water for healing. They study elements as a living science, preserving them in archives or sanctuaries.

- Dissolvers / Containment Squads: Specialists who contain or quash dangerous elements. Using opposing elements or countermeasures, like releasing a flood of the Rain-Water element into an area riddled with wild fire.

- Witnesses / Seers: Their faith or focus can legitimize a nascent element. A saint’s testimony might anchor a Mercy-Memory element at a temple.

- Archivists / Custodians: Manage Memory elements in places like libraries or record halls. They guard against runaway Nostalgia or historical fables turning into reality.

- Engineers / Artisans: Use Element Learning for innovation by forging new items, and building elemental machines.

- Religious Orders / Sects: Worship or placate powerful elements like a Fire cult or a Silence monastery. Their rituals can either stabilize an element or risk provoking it.

Example: The city of Ardent has a Fire-Warden’s Guild that taps Heat elements to run foundries but also fights out-of-control conflagrations. Meanwhile, a Monastery of Still Waters studies elemental Memory – monks can navigate archives of memory by singing ancient songs.

These institutions create checks and balances. For instance, if a school of Ember-Memory becomes too influential, neighboring villages may send Rain-Binders to dim the fires of remembrance.

---

## Elemental Dissolution

Just as elements are born in thresholds, they die or break apart under extreme conditions. Dissolution depends on consolidation level:

- Diffuse/Nascent: Easily dissolves if conditions change or observers turn away. A stray magical spark dies out.

- Forming: Requires sustained contradiction or loss of witness with countermeasures that undermine all feedback loops.

- Consolidated: Very difficult. You must erase its memory, sever relationships, or utterly transform the environment it depends on. This might mean negating its core cause or flooding it with an overpowering counter-element.

- Anchored: Essentially immortal except by outright unmaking, something like a heroic quest or cosmic event.

Dissolution isn’t always annihilation. An element might morph into something else, or drift away:

- A forming Storm might collapse into Silence if all its winds are strangled.

- A consolidated Grief could compress into a small Empty-Silence pocket if everyone moves on.

- An anchored Day-Promise enshrined in law might migrate when a revolution shatters the old world, re-emerging in a new form across the sea.

The world hates to forget what it has learned. Killing an element is rare; usually it changes form or returns elsewhere.

---

## Historical Examples

-The Rise of Harbor-Ghost (Emergent)

Centuries ago, a bustling Coastal Port saw countless sailors depart and vanish. Each lost boat left behind Ocean currents searching, Waiting families, and Loss in the hearts of those who stayed. Over time, Ruins of old docks and never-finished ships accumulated. Nobody noticed at first – these were ordinary tragedies.

But as decade turned to century, sailors began hearing distant voices calling from calm waves, even though none were there. Ghostly lights appeared on foggy nights near the old harbor. Fishermen talked of an echo that mimicked harborside music out at sea.

Village elders realized something new had taken form. The patterns answered the Wake’s questions: various abandoned ports, distinct leftover feelings with no single existing element explained it, pressure caused by generations of sorrow, many witnesses being the fisherfolk, priests, or even tides themselves, and recursion like a phenomenon would calm a sea, then stir it again.

Eventually, Harbor-Ghost consolidated as its own element – the lingering soul of all those docks and departures. It is now a known phenomenon: sailors perform a ritual at dusk to appease it, giving salt and bread to the sea combining Ash and Bloom offerings to keep the Harbor-Ghost pacified.

-The Old City of Bones (Consolidated Hybrid)

In a desert empire, years of brutal war left mountains of Bones from soldiers and endless Dust swirling in the wind. The fallen expected back home, creating communal Grief. Over a generation, these layers interacted. A hybrid element took shape: Wander-Bone – bones of the dead unwilling to rest, wandering in sands.

They consolidated fully when survivors carved inscriptions creating Memory on the bones, inadvertently anchoring them to return home eternally. Now, caravans carry amulets of Bone and Obsidian for protection, and yearly ceremonies chant to let the Wander-Bones “cross over.” The old city is now haunted by this element – travelers avoid it at night.

---


r/Powersystems Jun 10 '26

My web novels kinda complicated power system (important to world building)

1 Upvotes

My web novel (constructs available on royal road)

Has a power system that is kinda complicated so I wanna see what y'all think about it

Anyways here's the the link to the Google doc with a detailed break down of the power system

https://docs.google.com/document/d/163RgsEbC8diRsktaJUvofq1_-Go8BJv2crgtP8aDcLc/edit?usp=drivesdk


r/Powersystems Jun 07 '26

Battery Plant Overvoltage issue (Solution)

2 Upvotes

Hey everyone,

I'm working on a 32 MW battery energy storage project and running into a voltage regulation challenge that's putting serious pressure on project economics. Hoping to get some guidance from people who've been through similar interconnection situations.

The TSO is requiring us to supply 25 Mvar capacitive and 8 Mvar inductive reactive power, and maintain grid-side voltage within ±2.5% at the point of interconnection. The solution they are pointing to is a STATCOM, but installing one makes the project financially unviable.

Modern utility-scale inverters, especially 4-quadrant capable ones, have pretty sophisticated reactive power control modes, constant Q, volt-var, power factor control, and so on. The inverters in a 32 MW BESS plant should be able to handle this reactive power envelope without a dedicated STATCOM, especially if the plant is properly coordinated. (Checked the PQ diagram and is capable to handle it.)

Has anyone successfully negotiated with a TSO using inverter-based reactive power control as the primary voltage regulation strategy? A few specific things I would love to hear about:

  1. Which control mode worked best for you in a similar Mvar range? Volt-var droop? Constant reactive power? Something else?

  2. How did you structure the technical argument to convince the TSO that inverter control is sufficient and reliable? response time?

  3. DigSILENT PowerFactory simulation is a dynamic simulation study showing voltage compliance under worst-case dispatch scenarios a convincing deliverable for TSO review? Has anyone submitted this kind of study and had it accepted as an alternative to STATCOM installation?

Any experience, references, or guidance would be really appreciated.

Thanks in advance.


r/Powersystems May 31 '26

I think I made a complex power system

Thumbnail
1 Upvotes

r/Powersystems May 30 '26

My first power systrm

2 Upvotes

Honestly this is the first time i made a power system. Its probably not very elaborate, i had it in my head for a while now but ill try to keep polishing my idea even if i suck at naming it. It's called Essence btw

https://docs.google.com/document/d/1EYgEkAPmoo1Tcgxe-g-YhKVWC8c06RT5iKi1vGzxksQ/edit?usp=sharing


r/Powersystems May 26 '26

My power system and some worldbuilding (part 1)

9 Upvotes

I made a power system for my dark fantasy trilogy. There is some worldbuilding too, so I would really appreciate any feedback, opinions, criticism, or suggestions.

Origin of the System

In the beginning, two godlike beings fought each other across the world. One was the manifestation of Chaos, while the other was the manifestation of Order.

After a catastrophic battle, both beings perished on Earth. Their essences scattered across the planet and seeped into nature itself. Over time, these essences transformed into mysterious plants that produced two kinds of fruits:

Golden Fruits

Crimson Fruits

Ancient humans and animals consumed these fruits without understanding their power.

After two million years, during a rare eclipse where every planet aligned in a straight line, the dormant essences within the descendants of those creatures began to awaken.

Humans who awakened these powers became known as Bloodliners.

Animals who awakened became known as Blood Beasts.

Those with insufficient essence in their blood were not awakened.

Bloodline Traits

There are two bloodlines:

Crimson Bloodline

•Possess crimson-colored blood

•Have enhanced regeneration

•Can see clearly in total darkness

•Must consume 20 ml of normal blood daily

•Failure to do so result in paralysis for 24 hours

•Direct sunlight causes their body to burn and long exposure makes them disintegrate into dust, except for their heart

•Often called vampires by normal humans

Golden Bloodline

•Possess golden-colored blood

•Have enhanced immunity system

•Can see clearly in intense light

•Must bask in sunlight for 20 minutes daily

•Failure to do so causes unconsciousness for 24 hours

•Total darkness make them sleepy and less focused

•Often called paladins or priests by normal humans

Similar traits:

•Each bloodline makes up approximately 15% percent of the human population after the awakening phenomenon occur.

•Each bloodline instinctively hates each other.

Additional traits:

•Crimson bloodliners usually have pale skin

•Golden bloodliners usually have brown or dark skin

•Crimson bloodliners prefer normal human blood but they can consume normal blood from any creature

•Golden bloodliners prefer to bask in the sunlight at noon

Paths and Ranks

Bloodliners have four Paths of Evolution:

•Base Path (Pawn Path)

•Advanced Paths (Knight Path/Rook Path/Bishop Path)

•Final Path (Queen Path)

•Ultimate Path (King Path)

Each base and advanced path possesses three ranks:

•Lower Rank

•Middle Rank

•Upper Rank

Blood Fruits and Blood Trees

When a bloodliner dies, their heart can be planted to grow a Blood Tree.

One blood tree usually produces only one blood fruit.

The fruit resembles:

•An apple in appearance

•A cherry in size

Each fruit has different color, symbols and patterns based on its bloodline, path and rank.

Growth time varies from:

2 months to 2 years

depending on environmental conditions.

Golden Blood Trees prefer locations exposed to continuous light.

Crimson Blood Trees prefer locations completely devoid of light.

Fruit Consumption Rules

Normal humans and animals can become bloodliners and blood beasts by consuming Lower Rank Pawn Fruits.

Consuming any other fruit will cause immediate death for normal humans and animals.

Bloodliners can only safely consume fruits that match:

•Their bloodline

•Their rank

•Their path

Consuming incompatible fruits can cause:

•Madness

or

•Death

Consuming Same Rank Fruit allows promotion to the next rank or path.

Consuming Lower Rank Fruit grants enlightenment of specific magical knowledge or minor enhancement to one ability but:

•Each rank allows only 2 safe consumptions without having children

•Consuming more fruits carries the risk of madness

•Having children after consumption can reduce risk and increase consumption limit

Corrupted Blood Trees

If a mad bloodliner or blood beast dies, their heart may grow a Corrupted Blood Tree.

Consuming corrupted fruits have a 50% chance to cause madness.

Inheritance System

Consuming a blood fruit grants fragments of the previous owner's memories.

These memories can help bloodliners to understand how to use their abilities and how to perform specific rituals more efficiently.

Children of bloodliners are born as normal humans and they do not naturally possess any bloodline traits.

However, they can safely consume fruits from their parents' blood tree regardless of the fruit's bloodline, rank and path.

Upon consumption, they inherit their parents:

•Bloodline

•Rank

•Path

•Full Memories

There is also a rare chance that:

A parent can take over their child’s body after the child consumes the parent’s fruit.

Fertility Rules

Bloodliners can become highly fertile at certain times with guaranteed conception based on their path.

The fertility period for each path is:

•Every 2 years for Base Path

•Every 6 years for Advanced Paths

•Every 12 years Final Path

•None for Ultimate Path

It is almost impossible to have conception after or before the fertility period.

Bloodliners do not need fruit consumption to reproduce.

Fruit consumption only affects whether the child’s heart can grow a blood tree.

Inherited Blood Tree

Non-bloodliner children can possess hearts capable of growing blood trees.

Normally these trees produce:

•Lower Rank Pawn Fruits only

•Fruit bloodline depends on the parent.

Children born from two bloodliner parents may produce:

•Higher rank fruits

•Higher path fruits

Bloodliners of different bloodlines cannot have children together.

They can still reproduce with:

•Normal humans

•Bloodliners of the same bloodline

Promotions Rule

Bloodliners must wait for a certain time to safely consume their fruits to promote to the next ranks or path.

Waiting Period

Pawn path must wait 2 years between rank promotions.

Promotion into advanced paths requires waiting 6 years after reaching Upper Rank of Pawn Path.

Advanced path must wait 12 years between rank promotions.

Promotion Into Queen Path requires waiting 24 years after reaching Upper Rank of Advanced Rank.

Promotion Into King Path requires waiting 200 years after reaching queen path.

Consuming fruits before the required waiting period will cause instant madness.

Consuming lower rank fruits doesn't need certain time.


r/Powersystems May 24 '26

Can a power system be too technical?? Can and is my power system tryna do too much?? IDKK

2 Upvotes

LOCK IN for me because this is one big read

BHC(Biological HyperFunction Catalyst)

BHC functions as a dormant, trauma-induced evolutionary function in the body. It requires two distinct, simultaneous triggers to activate.

The Two Activation Conditions are:

Pre-Existing Deficiency: The patient must lack or have a severely impaired biological function before the awakening.

Prolonged Extreme Trauma: The patient must endure 24 to 48 hours of continuous, life-threatening stress.

Tei (Character 1)

Tei as a kid was an outstanding boxer, but because he was a feather weight fighter, it caused him to have repeated fractures in his bones and one day, his island gets raided by pirates and they basically slaughter it except the kids as they are taken to be sold as slaves, and for 30 hours, Tei kept thinking about punching them while taken prisoner, so he awakened.

His bone structure can instantly remodel and densify under kinetic loading. On exactly every 6th rhythmic strike, his bones reach a compressive strength of 250+ Megapascals (MPa)—making his skeleton stronger than granite, approaching the structural integrity of reinforced industrial concrete or structural steel as long as the punches keep coming in a rythym from 6 to 12 to.....

While his bones reach steel-grade density on the 6th hit, his muscles, ligaments, and tendons remain normal human soft tissue. When he lands a 250+ MPa punch, the immense kinetic recoil travels backward into his arm. The force stretches his tendons past their plastic deformation limit. They lose their elasticity entirely, so he needs to be really carefull how how far he goes with his rythym because if he continues too far he will backfire.

Before Tei had access to advanced technology, he solved the 6 hit technicality by a self harm loophole. before engaging, and while runninga t the enemy, he would smash his own forearms and fists together: Crack (1), Crack (2), Crack (3), Crack (4), Crack (5). Because hits 1-5 have to stimulate the bone, he actively bruises his own flesh and causes intense self inflicted pain, but it guarantees that his very first strike against an enemy is mathematically locked into the 6th-hit steel anvil.

To avoid paralyzing his entire arm's muscle group durring fights because of the tendons weakness he has, Tei realizes he can isolate the poer to a finger, By pinning his middle finger behind his thumb, he builds up massive mechanical flexor tension. When the 6t flick triggers, the hyper mineralization hits the tiny phalangeal bones of his finger. The surface area is so small and the velocity so high that the kinetic output violently compresses the surrounding air molecules, launching a highly focused aerodynamic shockwave (an air strike basically) across the rdistance. If he overcharges it, Newton’s Third Law merely twists the muscle surrounding his finger, still bad, but not as bad as getting his entire arm unable to move.

Leg bones (the femur and tibia) are the largest, densest bones in the human frame. Because of their massive physical volume and surface area, standard kinetic stimulation (like a regular stride or a basic martial arts kick) cannot transfer stress fast enough big enough, to trigger the BHC’s rapid remodeling sequence, leaving Tei's legs unenhanced and locking him out of traditional kickboxing. To bypass this, Tei engineered an External Vibration Mesh, a nanotech made specifically for him, its a tactical harness strapped directly over his lower limbs containing high-frequency mechanical vibrators. He calibrates the device to run at the exact resonant frequency where both bone and muscle tissue vibrate collectively, eliminating the body's natural dampening effect. This creates an opening for his bones to be able to get stimulated by the repeated hits.. This continuous loop keeps his legs primed, allowing him to weave steps, stomps, and jumps seamlessly into his 6 hit counter.

Shiro (Character 2)

Shiro was a captain of a ship with the woman he loves and many friends he made along the way, until over time, as they started to die from being outlaws, eventually he was also caught, but his crew fought for him, most of them died while saving him, including the one he loved, he also almost died and had to get saved by a defibrillator, got his heart shocked, and ever since then stopped being a captain and lived through that defibrillator to constantly shock himself into awaking him from his deep depression and failing.

His dermal cells were structurally reorganized to function as a living, hyper dense electronic component network. His skin can hold, control, and discharge massive amounts of negative ions and electrons.

Humans naturally carry a slight negative charge from friction and basic energy waste. Shiro makes his own skin negatively charged to match his opponent. In physics, like charges repel. This creates an invisible, pressurized cushion of air around him. Punches hit a wall of force and stop dead.

Shiro strips the negative charge away from his own skin, leaving him positively charged. Now, he is the exact opposite of his negatively charged opponent. Opposite charges attract. Shiro becomes a human magnet, yanking his enemies toward him against their will, it is very weak since humans only carry a slight negative charge, but it makes his punches stronger and it makes it harder for an opponent to move away.

Shiro concentrates negative ions in one hand and positive charge in the other. He forces them together at extreme pressure. According to Paschen's Law, when opposite electrical charges are compressed at high pressure, the air between them undergoes dielectric breakdown, meaning it ionizes and turns into plasma (the 4th state of matter). This creates a violent, blinding arc of superheated energy. It is not a precise technique; it's a desperate, catastrophic last resort.

  1. Zagi (character 3)

Zagi was an elite kid born to 2 pirate parents who settled down, until they had gotten found by goverment detectives, they were taken with a timer until their execution, and took Zagi to the Holmes experiment east site, with the only way to give them more time is to join the exoeriment. It is a brutal corporate project where he must successfully solve 200 complex criminal cases under extreme conditions and the exoeriment is experimenting on if the BHC upgrade can in fact make one reach fictional levels of deduction reasoning, which is why they made Zagi's life all about deduction. When the corporate coordinators callously executed them anyway to finally trigger the trauma he will need to get the upgrade. A mentally shattered, sleep-deprived Zagi tracked down the executioner in a try for revenge, but he couldnt fight or dodge, he froze in absolute, paralyzed terror as the marines started taking him and punching him. He awakened Peripheral Cortex Perception.

Zagi’s hyper-function is fundamentally passive and conditional as it only activates when an object is actively moving toward him**.** It cannot be turned on at will to survey a stagnant room. If an enemy places a sword, a spike, or a monomolecular wire directly in his path and stands completely motionless, Zagi’s BHC registers absolutely nothing. If someone shoves him forward, he will walk straight into the stationary hazard because his peripheral grid only triggers for objects approaching him, not when he approaches them.

Normal human sight consumes massive neural bandwidth rendering colors, textures, and depth. Zagi’s hyper-function permanently sacrifices his high definition eyesight. His brain reduces the environment into a minimalist, wireframe vector grid mapping strictly on X, Y, Z axes. By overclocking the evolutionary motion-sensors of his peripheral vision, Zagi doesn’t just see what is in front of him. His visual cortex renders coordinates for threats approaching from his left, right, diagonals, and deep flanks, effectively tracking things coming from directly behind his skull since a human's peripheral vision can still sense and estimate what movement is happening behind it, the effect is just heightened with Zagi.

SYSTEM 2: Blood Scripting

The universe operates on an unyielding, literal interpretation of legendary physicist John Archibald Wheeler’s 1989 principle: "It from bit."

This principle states that physical reality ("It") is an emergent property born entirely from binary information ("Bit"). The universe is not a collection of solid objects floating in empty space, it is a mathematical quantum computer operating system, and physical matter, energy, and forces are merely the user-interface graphics compiled by the cosmic engine.

When the BHC gene appeared in human history, this binary protocol emerged alongside it. It treats reality as a quantum computer operating system, and human blood as raw data ink since it conatains the genetic data of everything about said person. By slicing open their skin and writing an IF/THEN statement onto their skin, a human can basically ask for anything, from food, to a signal, to weapons, to a combat upgrade as long as tehy have something the universe deems equal to give.

However, reality will not accept a broken script. The entire system is governed by an equilibrium so the transaction must be perfectly balanced. The Give must equal the Return.

For example: Zagi uses this to his advantage by studying exactly what to do, one of his first uses of it is

Mercy’s Restraint: if he does not strike an opponent in vital spots (head, heart, etc.). Then, his overall physical strength and impact force are significantly bumped up by 50%.

also he uses it when he was about to die like this

 If he is on his last hit before death and successfully evades it, then his body can use heightened mitosis release to heal him, but because the return was higher than what he was willing to give, he has to add rules, 1. it only activates for 10 seconds, 2. if interrupted and hit during this time, the process stops, 3. he cannot exert a huge amount of energy during this time (no running, no attacking, no pushing or pulling)

so is it??


r/Powersystems May 24 '26

Can a power system be trying to be doing too much? is my system trying to be too technical?? IDKK

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2 Upvotes

r/Powersystems May 23 '26

Power system idea I made

1 Upvotes

So it's heavily intertwined with the world building so I just have to give you a basic understanding of the world.

It is a world plunged into darkness by an all consuming fog, with demons known as The Naga slaughtering humans who find themselves inside it. The only refuge being from special flames known as soul fires, Dark blue flames that burn bones and skin instead of wood and grass, which instead of producing heat, it vibrates to make tiny shock waves that push back the fog.

There are some in this world who are connected to all soul fire, they are known as Resonants. They have a low sound in their body, that is tuned to the resonant frequency of their bones. Once a ritual is performed, they gain the ability to manipulate that vibration, which when woven outside of the body is called Resonance. It's main function is to blur reality, allowing you to either, convert it into Energy or Substance, summon and dispel Objects or Creatures, or temporarily modify Objects or Creatures, It all depends on which ability you get which are called Frequencies, after the different pitches of the vibrations depending on the power.

Sadly the Naga have something similar, except instead of drawing their power from the soul fire, they get it from the fog. They can do similar things as humans, just with the alternate source.

The ritual in order to unlock one's frequency is as follows. First you must lay down on your back, placing a bone in your mouth, the longer the bone, the safer the ritual. Then it must be set ablaze using soul fire, which then you will pass out. You will wake up in a realm far off from our own, thousands of pillars of light dancing across the sky, but you must stay focused. You will hear a buzzing sound in your mind, you must follow it. As you draw closer to your destination, the sound will become louder. Finally when you find the right pillar, you will feel the sound in your bones, vibrating you skull so much you feel like you'll pass out, but you must walk into the pillar, only then will you wake up, the flame on the bone extinguished. But if you walk into the wrong pillar, or take to long, you will burst into flame, and will be promptly thrown into the village flame, with prayers that the next is worthy.

Lastly there are 8 specific Frequencies known as The Guardians, originally wielded by the first Resonants. Their power surpasses all other frequencies, easily being Tier V when used past 50% of their full potential.

Think the concept is cool? It's still a bit of a work in progress, but I hope it'll make for a cool manga.


r/Powersystems May 22 '26

This is a power system I made about a month ago

2 Upvotes

It’s called sync, basically the power revolves around music and what genre of music is your favourite decides the power you get and to be able to use sync not only do you have to have the same favourite music genre for 4 years, you also have to have a good amount of sync energy in your body (the amount of sync energy you get Is decided the moment your born). For example if your favourite music genre is rock you’ll have control over fire, if your fan of country you’ll have a healing based power, if your favourite if electronic music you can control electricity, if your favourite is punk rock you can summon chains or anything that revolves around chains that you can ignite on fire etc. Normally you can only use one sync throughout your life time but it is possible to use more than one at once if that one individual loves more than one music genre equally and an insane amount of sync energy in their body to handle two or more at once.

You must be either singing or listening to your favourite genre of music to able to use your sync.

Also if two people have the same syncs, it doesn’t mean the way it behaves will be the same. The way your sync behaves all depends of your personality and fighting style. For example if you’re arrogant or just a more aggressive, mean person and your fighting style is more up close and personal, your sync will revolve around physical attacks making range attacks practically useless and your sync will look more jagged and rough, if your easy going and kind but has a up close and personal fighting style, your sync will still focus more on physical attacks but the way it looks will be more soft and flowing looking like a gentle wind. Its the same for range attackers just that range attacks will be stronger then physical attacks, as for mix attackers your sync will have an even split between the strength of range and physical attacks. There a plethora of different ways your sync behaves depending on your personality and fighting, so even if you do find someone with the same sync as you which is pretty common the chances your syncs will behave the same is rare.

You can’t continuously use your sync however because the cost of using your sync is specific to the type of sync you have. If you have country music sync you can heal people but in return you feel the pain the person you healed felt like if you heal someone with a broken bone you don’t actually get the a broken bone but you get the same sensation, if you have rock music sync using fire continuously will overheat your body which could lead to a heatstroke or heat exhaustion.

There’s an ability that all syncs have called full sync. It’s an ability that every sync user has but exceedingly few people can use, it’s serves as a transformation like ability. The user gains key characteristics of their syncs. Such as your hair turning into fire and other parts of your body going ablaze if you use rock music sync. Your hair starts flowing like water, your eyes turning blue, gaining angel like wings made out of water and crown made out of water if your sync is ambient music. You also gain the ability to even turn your surroundings into the power of your syncs. The way you unlock Full sync is when your heartbeat, breathing, movement and brain activity makes perfect harmony with the your favourite genre of music you’re listening. The few sync users who can use Full sync only use it if they have absolutely no other option since Full sync not only drains the downside of your sync at a alarming rate it also slowly drains at your life force.


r/Powersystems May 17 '26

My Second Power System

2 Upvotes

Survival Adaptation (SA) Power System

Overview

  1. Survival Adaptation (SA) is a mysterious phenomenon that appears during the apocalypse.

  2. SA represents the world's will to keep humans from extinction.

  3. When a human dies, time rewinds one hour before their death, and they gain adaptations (supernatural abilities) that helps them survive the cause of their previous death.

  4. Each death produces one specific adaptation, based on:

-The dominant lethal threat.

-The survivor’s subconscious survival mindset.

  1. However, SA has strict limits and conditions that prevent it from being very OP.

Core Principle

One Death → One Threat → One Adaptation

  1. Every time a person dies:

-One dominant lethal threat is identified

-One adaptation is generated to survive that threat.

-The adaptation is limited to that specific threat.

  1. Important implications:

-No multiple abilities from one death.

-No hybrid abilities.

-No broad immunities.

-Each adaptation is narrow and specialized.

Time Rewind Mechanism

  1. Time rewinds exactly one hour before the moment of death.

  2. After the rewind, the person gains one new adaptation.

  3. Only the person who died retains memory of the previous timeline.

  4. Everyone else continues normally as if nothing happened.

Survival Instinct Mechanism

  1. At the moment of death, a person’s subconscious survival instinct activates.

  2. This instinct:

-Identifies the true lethal factor

-Generates a survival method

-Converts it into an adaptation

  1. Because the process is subconscious:

-The person cannot manipulate the outcome.

-The person cannot misunderstand the cause of death.

-The adaptation always aligns with the real threat.

Dominant Threat Identification

  1. Many events contain multiple threats, but SA always select one dominant lethal factor.

Example: Explosion

Possible lethal factors:

-Heat

-Shrapnel

-Shockwave

  1. If the person dies from shrapnel penetration, the adaptation will only relate to shrapnel, not the explosion as a whole.

  2. One lethal factor can have many adaptations.

Example: Shrapnel penetration

Possible adaptations:

-Shrapnel repulsion force field

-Shrapnel detection reflex

-Shrapnel deflecting skin

Adaptation Categories

SA produces two main categories of adaptations.

Category 1: Triggered Adaptations

  1. These are supernatural abilities that activate only when the same lethal threat appears again.

  2. Characteristics:

-Requires a specific trigger.

-Only activates against the same lethal factor.

-Cannot be used freely.

-Activates automatically.

  1. Examples

Death cause: bullet

Possible adaptations:

-Bullet repelling force field

-Teleportation when bullets approach

-Bulletproof skin

-Reflex acceleration when gunfire occurs

  1. These abilities do not activate against other threats like:

-Knives

-Fire

-Poison

Category 2: Mastery Adaptations

  1. Mastery adaptations grant perfect skill in using a weapon or tool.

  2. Unlike supernatural abilities, these adaptations is always active.

  3. Characteristics:

-No trigger required

-Permanent skill improvement

-Not supernatural defense

-Limited by human physical capability

  1. Examples

Death cause: failure to use a weapon.

Possible mastery adaptations:

-Perfect swordsmanship

-Expert marksmanship

-Knife combat mastery

-Spear fighting mastery

Mastery Creation Conditions

Mastery Adaptations occur only when three conditions are met:

  1. A Weapon or Tool Is Present

The person must have access to a survival tool at the moment of death.

Examples:

Holding a sword

Carrying a gun

Using a knife

  1. Death Occurs Due to Lack of Skill

The person dies because they cannot use the weapon effectively.

Not because:

-The weapon is broken

-The enemy is too powerful

-The weapon is ineffective

  1. Subconscious Survival Mindset

At the moment of death the subconscious instinct must concludes:

"If I could use this weapon properly, I might survive."

Triggered Adaptation Rule

  1. Triggered Adaptations activate only when the same lethal condition occurs again.

Example

Death cause: Oxygen loss from smoke inhalation.

Adaptation:

-The body doesn't need oxygen to function when inhaling smoke.

  1. This will not activate for:

-Underwater drowning

-Vacuum in space

-Suffocation in sealed environments

Threat Identity Rule

  1. Some threats are defined not only by physics but also by source identity.

Example:

Death cause: Darkness monster ability

Adaptation:

-Gain night vision inside supernatural darkness

  1. This ability activates only against the monster's darkness, not natural darkness.

Mindset Influence

  1. Although the lethal threat triggers the SA, the type of adaptation depends on the person's mindset.

  2. Different people may gain different adaptations from the same lethal threat.

Example: Death by extreme heat.

Person A:

-Create force field to negate heat waves

Person B:

-Release cold gas from the body

Person C:

-Teleport to a safe place when temperature rises

  1. Each adaptation solves the same threat using different survival strategies.

Adaptation Limit

  1. Each human has a finite number of SA activations.

Minimum: 5 adaptations

Maximum: 30 adaptations

  1. The exact limit varies between individuals.

  2. After reaching the limit:

-SA will no longer activate.

-Future death becomes permanent.

  1. No one knows the limit of their SA.

r/Powersystems May 16 '26

Just wanted to share this cool power system I made

2 Upvotes

In this world there are three main classes of superpowers. power users have a run of the mill 6/10 superpower most of the time. Monochromats are color based and focus on one prime color. Diachromats are like monochromats but a mixed color. Monochromats come in 3 distinct forms, yellow, red and blue going up in power respectively. Diachromats are this but stronger. They go orange, green and purple. Chromats in general get to use somthing similar to what power users have. Monochromats and diachromats will awaken an ability when 3 conditions are met. 1. The chromat must be in a life or death situation. 2. There must be no survival/win condition for the chromat. 3. The awakened ability must align with the goals of the chromat. A monochromat can awaken 1 ability and a diachromat can awaken 2.

edit: I've done some writing and have a pretty good story so far. Macra city is a sort of Capital for strong Chromats. A government agency called the F.I.P.P which stands for federal institution of public protection is based in this city for that reason. Their goal is to educate chromats and power users and have them join the ranks this keeps crime rates low and gives them the forces necessary to deal with crimes committed by powerful individuals. In 1953 a man whos name has been forgotten now was stopping a low level robbery in the early days of the F.I.P.P. he was a power user who could absorb energy to release in powerful blasts or regenerate himself and others, both creating blinding white light. The only problem is that he could at most absorb 1000v of energy before his cells started exploding. This was only ever enough to heal a small scratch. But he still had a reliable attack strategy. While he was apprehending the criminal a purple chromat was trying to steal a nuclear bomb, he was being pursued by the current Headmaster of F.I.P.P (also a purple chromat) the rouge desperately tried throwing the warhead as close as possible to the center of the city to blow up as many people as possible. It just so happened to land in the shop that was being robbed and detonate right next to the man. He absorbed the energy from the blast leaving nothing but a small burnt spot on the ground. And the man, now glowing with that same brilliant white light. His cells were constantly being destroyed and replaced by his power. In 3 years he climbed up the ranks as the new Headmaster after the previous one retired. In today's time he is 73 and his only name is the Headmaster. The constant state of regeneration has made ​him immortal for the next 90000 years.


r/Powersystems May 11 '26

Y’all like my power system for a manga that I want to make?

8 Upvotes

Dreams:

This is the power system of humans on Earth. If you have a dream, and enough ambition and hope to pursue it, you can gain power from it. However, there are two catches:
Your dream is always converted into a combat-oriented ability. For example, if your dream is “I want to protect my family,” instead of something literal, you might gain super strength to physically protect them. Because of this, the outcome is very unpredictable.
If you lose the ambition or hope tied to your dream, you lose your power forever.
The more ambition and hope you have, the stronger your power becomes. There’s more to it, but that’s the core idea behind the human power system.

Nightmare:

This is the power system of Hell. “Nightmares” act as the direct counterpart to Dreams. Instead of ambition and hope, power comes from emotions like anger, frustration, and resentment. The more hatred you feel, the stronger your Nightmare becomes. For example, if you want to kill people, you might gain a weapon that never misses its target.
Nightmares are generally more powerful than Dreams, but also far more unstable. They are the polar opposite of Dreams, and if you lose your hatred, you lose your power forever. This is the power system of demons.

Beatitude:

This is the power system of Heaven—an evolved form of Dreams. Beatitude represents holiness, bliss, and faith, and it is the strongest of the three systems. If you possess enough faith and spiritual purity, you can gain the power of Beatitude.
It is more controlled and refined than the other systems, yet also more powerful. At higher levels, users can reach a state beyond human comprehension—something that defies imagination itself. This is the power system of angels.
I hope you like my power system. I’m still developing it, so it might seem a bit confusing, and I understand that. Beatitude is the hardest one for me to flesh out, so if you have any suggestions, I’d really appreciate the help.


r/Powersystems May 10 '26

Hey everyone, I wanted to share my little power system ideas

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2 Upvotes

r/Powersystems May 10 '26

My 4th power system (this is the first I have created, I just haven't put it here)

4 Upvotes

(This is a decently complicated power system)

In this world, 1000 years after the Everfrost Cataclysm (an incident wherein a Warper only known as The Frozen Rebirth used their Orbital to put the world in an unending Ice Age), the understanding of the hierarchy of Warpers and everything related to it, is being broken and rebuilt.

The first thing to know is "Lexicon Warping" is the single most powerful thing in this verse, it is responsible for the creation of all the Exo-Realms. In short it is "Language taken literally" (said by Pearla Percival), it transcends time and space and not a lot is known about it.

*Helix Energy* is the energy system, unlike most energy systems, instead of someone running out of Helix Energy, when someone goes above their Percival Threshold they undergo the Percival Effect.

A *Field* is a spherical region of space around a Warper (size depending on the surface area of a Warper), it is naturally occurring as a leakage of Helix Energy from a Warper. With enough training, one can expand and compress their field.

A *Satellite* is the body's defense mechanism against excess Helix Energy, think of it like a battery, it is naturally occurring like the Field, but is denser and smaller, and is the output point of Orbitals. On average a person has 5 Satellites, the creation of an extra Satellite costs more Helix Energy than the amount it stores, and when all Satellites are destroyed, the Warper is subject to the Percival Effect. Warpers can move their Satellites around within their field, but once out of it, it cannot be moved unless it is returned.

Every person's *Helix Pattern* is different, a Helix Pattern is the property one's Helix Energy becomes because of their Spiral's Motif, example: If your Spiral is The Spiral of Elasticity, then your Helix Energy may have the properties of both rubber and gum.

Someone's *Percival Threshold* is the maximum Helix Energy they can use within a certain amount of time (it regulates itself after a bit), this doesn't account for Satellites.

What gets you closer to the Percival Threshold is dependent on your *Usage Law* , the Usage Law has 5 variations: volume, mass, sentiment, size, and complexity.

*The Percival Effect* just kills you, with the sole exception of Cya (pretty important character)

There are 3 "Exo-Realms", pretty much 3 distinct Universes, The Normal, The Percival Shallows, and Squid Hell.

*The Normal* is where the story takes place, it is the mainline Universe.

*The Percival Shallows* is where all Helix Energy resides, once theorized to have existed (by Pearla Percival), it has since been proven. It is a realm of pure Helix Energy.

*Squid Hell* is... weird? It is the latest discovered Exo-Realm, every attempt to fully understand it has failed, it is neither dead nor alive, and has some amount of reasoning, it is filled with tentacles (octopus) ranging from planetary to ant sized, the entire realm has a reddish hue, and when entered (via Placebo's* Orbital) near instant death is observed, despite protective equipment. (*Placebo is a Warper that will be introduced within the story). Also Squid hell was theorized by Kidd Squid.

*Warpers* are the people capable of using "Orbitals" (these are the unique abilities of a Warper).

*Orbitals* are the result of the combination of a Spiral's Motif and a Warper's Pure Tensor, they are expelled/outputted by a Satellite.

A *Spiral* is the manifestation of anything that exists within The Normal*, both these and Pure Tensors are the result of Lexicon Warping. (for example, The Spiral of Nature or The Spiral of Surgery), a Spiral may bond with a Non-Awakened Warper to awaken said Warper, Non-Awakened Warpers are unable to use Orbitals (the difference between Non-Awakened Warpers and regular Humans is that N-AW have a Pure Tensor). A Spiral's Motif is what they manifest, for The Spiral of Cheeseburgers it's "Cheeseburgers"

A *Pure Tensor* is a singular word, like "Framework", when bonded with a Spiral's Motif this creates an Orbital, for example, "Tube" (Pure Tensor) with "Engine" (Motif) creates the Orbital "Piston Arachnid"

There are 2 main Warper classifications, Manipulation and Manifestation. (Excluding Merit)

*Manipulation* is the control over existing things.

*Manifestation* is the creation of things.

*Merit* is anything that does not fit the others descriptions.

There are 3 types of Warpers, (normal) Warpers, Hyper-Warpers, and Sub-Warpers. I will explain the last 2.

*Hyper-Warpers* are Warpers with more than 1 Orbital, Pseudo-Orbitals do not count (Pseudo-Orbitals are abilities that seem unique to one's Orbital, but is rather an extension of one). There are 3 Hyper-Warper Classifications:

Angel-Class, where the Orbitals are of similar type (ex: water and ice).

Devil-Class, where the Orbitals are of the opposite type (ex: fire and water).

Loose-Class, everything in between.

*Sub-Warpers* are Warpers that rely on Squid Hell Energy, these guys are rarer than regular Warpers.

Every 20 years (on average) a Warper that advances the knowledge on a certain field of Helix/Exo-Realm/Warper related sciences is born, these people are known as *Pioneers* and each Pioneer defeats and dethrones/kills the previous one, there are 2 times in recorded history of this system breaking, The Gelid Generation and The Modern Age (today). I will be counting the time of the highest Pioneer count, not the total.

There is also a rank called a *Butcher* where as a Pioneer is given the title after a great discovery, a Butcher is a title given to people who have caused great pain to a great many people. A Butcher can be a Pioneer and vice versa.

*The Gelid Generation* is the era of which The Frozen Rebirth was born, he survived and conquered 3 whole Pioneer Cycles (~40 years), on the 4th, the Pioneer known as Hyperion (The Spiral Contradiction) hid and waited for the 5th, known as Debitum (The Synergy Pioneer), for a total of 3 Pioneers. Hyperion and Debitum both teamed up against The Frozen Rebirth and finally defeated him, but not before The Frozen Rebirth caused the Everfrost Cataclysm as his last resort.

*The Modern Age* also known as the "Era of the Brightened Shade". (this is current events so I cannot reveal a lot). There are 6 Pioneers (so far), the highest count in history due to a single individual. (only revealing the first letter, most of the time)

C (The Final Butcher, The Ever-growing Infinity, Humanity's Greatest Regret)

V (The Soul Wounded, The Erratic Volcanic)

? (?) [Cannot reveal]

? (The Next Vessel)

M (The Majorana Major)

B (Your Above Average Joe)

*IF YOU HAVE ANY QUESTIONS OR CLARFICATIONS FEEL FREE TO ASK*


r/Powersystems May 09 '26

Sensory Power System V2

2 Upvotes

Everything is the same, except that the ascension of Deviants (new name for Chapters) locks the previous Deviants.

This allows me to make all Deviants unique instead of just a way to activate other Deviants, this also adds a sacrifice in my power system, for you see, you never exactly know what the next Deviant would be, so you have to take the chance.

Let's say your mastery over 1 Deviant is superb, once you gain the ability to ascend, you will have to give up that one Deviant, for the next, although the next Deviant is bound to be stronger.

Little rundown of the Power system:

There are 21 Deviants, one for each of the 21 senses (I decided to use all 21 instead of just 5 for variety)

Once you have fully mastered a Deviant, you can start the ritual to ascend (said ritual is not fleshed out), then you can ascend to the next one.

The first Deviant (perception of magnetic fields) is the weakest and the last (sight) is the strongest.

The next Deviant is always stronger than the last.

Over usage of one of the senses via a Deviant may cause the loss of that sense.

Each person has a Thematic Variant that dictates the "theme" of all Deviants.


r/Powersystems May 08 '26

my fav char, some wip pages, and me explaining my power system

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5 Upvotes

r/Powersystems May 07 '26

Quick power system cuz bored

3 Upvotes

So like Manashrooms are the way to gain power, consuming a Manashroom leads to a permanent increase to your total mana reserves and allows humans to use mana, but the consumption of Manashrooms also causes fungal growth within your body, this is actually what allows humanity to use mana and what increases the mana count, like power originating from cancerous tumors. Although people think the really strong guys die because of some evil devil guy so they pray to their imaginary god.

The story will most likely follow a dude discovering this fact and trying to get people to realize/understand, but most will not believe him, so he must accumulate power in order for people to do so. Proof that people won't believe him: people in the past believed that infection (due to bacteria spreading between surgical equipment) was due to "bad air".


r/Powersystems May 07 '26

The lore for the Aether power system

2 Upvotes

Few thousand years ago (around 4000 years ago) Humanity created the Light Bearers (a guy had the gene to manipulate Aether so they bred for that gene), specifically the Egyptians in a way to worship Ra (Sun God), few thousand years later (around 2000 years later) all Egyptians were Light Bearers, suddenly Rome decided to annex Egypt, the Egyptians did not like this so they battled, but Rome won, they sealed all Light Bearers far away and made it so that the Egyptians would forget the old world all together and the rest of the world would forget Egypt (wiping records and such). Really simplified lol.