Forsen
Forsen (ENG: The Forces) is the magic system of the Tirtenverse. An individual division of forsen is referred to as "fors" in Tirnuk. Tirnuk names are WIP, so they're referred to by their translated/English ones in this guide.
Vi Colors
Vi colors are based on a character's personality and motivations. This means that their color can change based on arcs and development. It is the color of their flares when using forsen and any projections they may create.
- Red - creating/giving, lightheartedness, joy. Reds are typically creatives of some sort.
- Orange - seeking safety for oneself, fear, docility. Oranges may not always be outwardly fearful (sometimes they're the one causing the fear instead), but fear is what drives them.
- Yellow - curiosity, seeking knowledge, improving skills, energy. Yellows all have one thing in common: a need to learn.
- Green - adaptability, change, calmness. Greens find change easier than most, and tend to be easygoing, though some may be seeking it, rather than rolling with it.
- Blue - greed, showing/seeking superiority, seeking revenge, jealousy. Blues are looking for something they lack, typically something that was taken from them or that others have.
- Purple - seeking perfection, ego, determination. Purples are deeply driven toward success in any form.
- Pink - having a connection to others/love, protecting others, dedication, devotion. Pinks keep personal connections at their core, even if particular characters may only have a handful of them. Alternatively, they may be deeply dedicated to a cause, action, or group.
- White - logic, lack of emotion, apathy. White vi characters operate on logic or at the very least seek to minimize the presence of emotion in their lives.
- Black - emotion, compassion, forgiveness, repentance. Black vi characters operate heavily on emotion, or may be seeking to ease the emotions of others.
Vi colors aren't completely locked to specific personality types or motivations, but they should be kept in mind when designing characters, since some are intentional subversions of typical color associations. There are no "evil" vi colors—they do not imply morality. A red vi person could create weapons for mass murder, while a blue vi person might want to be the most skilled surgeon in the world.
Character designs also take this color coding into account. Primary and secondary colors should reflect a character's traits based on the coding outlined here.
Instinct (The Mind)
Allows the user to establish mind links as well as manipulate minds to a degree.
Rather than taking energy to hold, mind links take energy to destroy and create. Once opened, a mind link can exist for any distance and any amount of time. This makes establishing them risky because if a member of the mind link dies, they likely won't be able to shut it off during their death, so there is a chance that the other member(s) of the link will feel it as well.
Users can also place effects on people and items similar to the way they place links. For example, they can place an aura on an item that causes people to forget ever seeing anyone who happens to be wearing that item. These auras are "charged" with a certain amount of energy and need to be replenished or they will fade. Auras placed on living things will typically be fueled by the thing they're placed on.
Associated with the color black.
Creation (The Body)
Allows the user to manipulate their own form and the forms of others. This ranges from speeding up the healing process to shapeshifting. It's easier to shapeshift oneself, and easier to heal others.
When shifted, injuries stay with the body that was injured. So, if a user shifts into a dog and is hurt in that form, then shifts into something else, they won't be injured, but if they go back into dog form, they will be. Rather than just changing form, shapeshifting with creation fors is more along the lines of creating and maintaining multiple bodies. However, these bodies only progress while in use. If a user is hungry in one form and they don't eat, then they will still be hungry if they shift into it again. But if they weren't hungry when they shifted out of it, then they won't be hungry when they shift into that form again. This also extends to injuries--they won't heal unless the user is in the body long enough for them to.
- This makes healing using forsen especially useful to those who shapeshift often or as part of their fighting technique.
- Nebulisae and other beings composed entirely of forsen are exceptions to this rule–they may shapeshift/alter their forms freely without the need to create multiple bodies, because they are modifying their own bodies directly.
Healing using forsen is not perfect. Its effectiveness will be based on the user's knowledge of anatomy and physiology. Less proficient users may just speed up the body's natural healing process, while more proficient users may actively stitch someone back together using their knowledge.
- This means injuries that would normally scar will still scar if healed with forsen, unless the user has the biological knowledge to prevent that.
Associated with the color red.
Destruction (The Environment)
Allows the user to manipulate their environment. Different targets are easier to learn to control after other targets are learned.
- Fire
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Electricity
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Temperature
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Wind
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Light
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- Water
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Fog
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Ice
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- Rock
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Mud (also requires water control)
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Metals
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Magma
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It's basically just advanced telekinesis. Some users can manipulate things on the subatomic level, but most just move things they can see.
Associated with the color green.
Justice (Interpersonal)
Allows the user to create projections and attacks using their willpower. The more they feel a target deserves to be hurt, the more dangerous an attack will be, and the more they feel a target should be protected, the stronger a projection will be. The user chooses how their projections appear.
Associated with the color blue.
Combinations
Individual users must practice combining forss before they can use combo abilities effectively. However, it is easier–or even required in some cases–to have multiple users each using a different fors.
Creation and instinct
Resurrection: Can bring back the recently deceased. In order for it to work, the body must be mostly intact. Most who have been brought back still need intensive care for a period of time afterwards.
Destruction and instinct
Teleportation: It's basically editing a person or object's location data, so the person can go anywhere instantly (at their own risk). This includes other universes, though that typically requires a lot of practice and intention.
- This ability is noiseless and doesn't create any sort of visual effect aside from the user's flares/users' flares, but users may intentionally, accidentally, or habitually create one, typically for dramatic effect or to avoid startling others. (Example: Tee is partial to static pops, while YTIY likes glitchy VFX.)
- Nebulisae are naturally born with this ability. It's like a reflex for them.
Creation, instinct, and destruction
Possession: Easier on calm or consenting targets because there is less mental noise. Multiple users can possess a single person. Not typically used because it requires constant vigilance to maintain.
Memory modification: Typically used instead of possession, as it achieves a similar effect for much less effort. Unless the user(s) are particularly unskilled, unaltered memories cannot be recovered and the victim will not know their memories have been altered.
- Memories from others can be implanted into a victim. If enough memories are implanted (especially involuntarily), this may result in the victim developing a secondary personality. This can be mistaken for a body swap or a form of resurrection, but this is not the case. True body swaps are not possible using forsen.
Justice and instinct
Vi drain: The user(s) can drain energy from others. Must be from a point of physical contact. Projections count as points of contact.
Creation, instinct, and justice
Genesis: Has the capacity to create life, but it takes an immense amount of energy–enough so that at least one of the users involved typically dies unless they are already made from forsen. If an individual attempts this, they will die if they succeed, and have a good chance of dying during failure as well. The larger and more developed the being they create, the more dangerous the process is.
- Think about it–offspring are born after germinating over the course of months, and the bearer provides resources for them the entire time. This ability is doing all of that in a split second while the user has to manually ensure that the creature they're creating is actually viable.
- This is the process through which nebulisae reproduce.
Rules for Fight Scenes (And Other Such Things)
Raw power does not lead to success. It's strategy and speed that are essential. Raw power may make up for a dearth of those two aspects in earlier levels, but true skill relies on them.
There are no exclusive abilities, only ones that have yet to become widespread. Anyone can learn anything.
Avoid lasers and blasts. They lead to boring, repetitive choreography and don't make sense to use because they cause unnecessary destruction.
Characters can absorb energy, but they cannot become super-durable. There's no "so powerful that punches don't impact them anymore" level here. Because of this, dodging, blocking, and strategizing are essential for any fight scene involving forahen.
Compared to characters from many other series, every fora can be considered a glass cannon: very powerful, but very fragile. Most fights should be quick because they can't just take hit after hit forever.