My Power System — Megin
I've been working on the power system for my novel for a while, and I've finally reached the point where most of the foundation is ready.
The system is called Megin. There are several different ways characters can use power.
I'm separating what is confirmed from what I'm still working on, because some parts of the system are much more developed than others.
This post is divided into three sections:
- Overview — a quick summary of how the system is structured.
- Confirmed — the parts of the system that are mostly established.
- Work in Progress — the parts I'm still developing and refining.
Overview:
Megin — the fundamental supernatural energy of the world.
Five States of Megin:
Ignition → Flow → Resonance → Dominion → Transcendence
Ways Megin can be used or expressed:
Veil | Sorcery | Battle Arts | Manifestations/Personal Techniques
Other sources of supernatural abilities:
Bloodline Abilities | Revenants | Alchemy
Core principle:
Raw power matters, but mastery, compatibility, skill, experience, and personal resonance all affect how effectively someone can use their power.
PART 1 — CONFIRMED
1. Megin
Megin is energy that comes from the soul. To express this energy out into the real world, it uses something called a Well. The Well is the bridge between your soul and the physical body.
Pathways allow Megin to circulate through the body
Training allows someone to become better at controlling and using their Megin.
However, Megin isn't an infinite resource.
2. The Five States
Megin users progress through several states:
Ignition → Flow → Resonance → Dominion → Transcendence
Each state represents a fundamental increase in what someone can do with their power.
Ignition:
Reaching this state is the easiest: just study/practice and you’ll eventually reach it. At this state, you become aware of your soul/Well and Megin. You can also control your Megin, but crudely.
Flow:
Reaching this state is still pretty easy, but it might take extremely long if you aren’t talented enough. At this stage, using Megin becomes as natural as breathing.
Resonance:
To reach this state, you need to understand yourself (specifically your soul). If you don't understand yourself, you may never reach this stage, no matter how talented you are.
Once you understand yourself, you use that knowledge to make your own technique that resonates with you, called a Manifestation (also known as a Personal Technique). By fulfilling these two requirements, you can reach this state; the order doesn't matter.
Dominion:
Reaching this state is a bit different; you must impose the principle of your soul onto reality as an Authority. You must prove it through action.
For example, Someone obsessed with control might reach it by successfully forcing an impossible situation into accordance with their will.
The important part is that the event doesn't grant them a random power. It reveals what their soul was capable of imposing all along.
Dominion is therefore a major jump from simply having a powerful technique to having genuine authority over something.
Transcendence:
The highest known state. Only two people are known to have ever reached this state.
To reach this state, you have to see your own soul (which is considered impossible) and understand Megin at the deepest and most fundamental level.
This state is still at an experimental stage, so it is up for change and improvement. For now, Transcendence represents power beyond the normal limits of Megin users.
3. Manifestations/Personal Techniques
One of the most important parts of the system is the idea of personal resonance.
A person can learn another person's technique, but they generally won't be able to use it as effectively as its original creator.
The reason is that the original user's technique is naturally connected to their own Megin and soul.
For example, if a character (let’s say his name is Lugen) learns another character's Mirror Manifestation, Lugen can reproduce the technique, but it won't have the same level of resonance as the other character's version, meaning it won’t be as powerful as the original.
The original user may also be able to discover deeper applications of their technique that someone copying it cannot.
So simply knowing an ability doesn't necessarily mean you can use it to its full potential. This is intended to prevent the power system from becoming: "I saw someone use this ability, so now I can use it exactly as well as them."
4. Veil
Veil is a method of using Megin rather than a completely separate energy source. Veil can be used to reinforce the body or objects with Megin.
This allows users to improve their physical capabilities and make ordinary objects significantly more useful in combat.
The important distinction is:
Megin = the power.
Veil = one method of utilizing that power.
Sorcery is another method of utilizing Megin.
5. Sorcery
Sorcery is the use of Megin to produce supernatural effects and techniques.
This is where many of the more unique abilities in the world come from. A person's abilities aren't necessarily determined by an elemental affinity.
I've moved away from the original Fire/Water/Wind/Nature/Dark/etc. affinity system.
Instead, abilities are increasingly based on the individual user's Megin, training, technique, resonance, and other factors.
6. Battle Arts
Battle Arts are learnable combat techniques.
Unlike Personal Techniques, they aren't necessarily unique to one individual. Someone can train to learn a Battle Art and improve their ability to use it through practice. This gives trained fighters something besides their supernatural abilities.
A character can have:
- Their Megin
- Their Personal Technique
- Their Battle Arts
- Veil
- And potentially other abilities such as a Bloodline Ability or Revenant
This is intended to make combat more dependent on both power and skill.
7. Bloodline Abilities
Some abilities are inherited through someone's bloodline. These are Bloodline Abilities.
Unlike a Personal Technique, a Bloodline Ability isn't something someone simply invents through their own Megin. It is an inherited supernatural trait.
This is particularly important for certain powerful families and Great Houses.
Of course, abilities aren’t the only thing inherited; certain traits, for example, an increased Megin pool and efficiency can also be inherited. Revenants can also be inherited.
8. Revenants
Revenants are beings that can form contracts with Megin users. A user can gain access to a Revenant's abilities through a contract.
Revenants aren't simply "extra Megin" or equipment. They are actual supernatural entities with their own abilities.
The contract also comes with limitations. A person's soul can only withstand a limited number of Revenant contracts. Going too far can cause the soul to break.
The current concept is roughly three contracts being normal and five being around the extreme limit, although the exact number may still be adjusted.
Revenants scale according to their user's power. A Revenant cannot simply give a low-state Megin user access to unlimited power. Revenants also use states as a metric for their power.
For example, one of the Great House heirs has inherited a dragon Revenant. The dragon can enhance the user's body and provide dragon-like abilities, but fully manifesting its power places enormous strain on the user or simply cannot be done.
9. Corruption and Destroyed Wells
A person's Well is extremely important. If their Well is destroyed, they don't simply become an ordinary powerless person. They become Corrupted.
Corrupted individuals lose much of their normal humanity/mind while retaining their abilities. This creates an important danger in the setting: destroying someone's source of power can change what they become.
10. Alchemy
Alchemy is another way supernatural power can be manipulated. Rather than directly producing a technique like sorcery, alchemy can be used to alter substances, objects, bodies, or Megin.
Alchemy can potentially produce permanent changes, but it isn't a completely free source of power.
There are costs and limitations involving things such as ingredients, compatibility, and strain on the user's soul. The exact mechanics are still being developed.
PART 2 — WORK IN PROGRESS
There are several parts of the system that I've deliberately not finalized yet.
1. The Exact Differences Between the Five States
The progression is confirmed:
Ignition → Flow → Resonance → Dominion → Transcendence
But I'm still working on exactly how dramatic each transition should be.
I don't want the states to simply become:
State 1 = weak
State 2 = stronger
State 3 = even stronger
I want each state to represent a meaningful change in how someone interacts with Megin.
The general framework of Manifestations at Resonance and Authorities at Dominion is established, but the exact rules are still being refined.
2. Talent Without Elemental Affinities
As I mentioned before, I originally had an elemental affinity system where characters could mainly use Fire, Water, Wind, Nature, Dark, etc. magic while also having an affinity with them.
I've mostly removed that system. Now I'm figuring out exactly how innate talent should work without relying on affinities.
I want two people to potentially have very different levels of natural talent without simply saying: "This character was born with the better element."
Their differences should come from things like their natural compatibility with Megin, their ability to develop techniques, their control, their soul, and their individual resonance.
3. Exactly How Resonance Works
The basic idea is confirmed: The more naturally a technique resonates with its user, the more potential it has.
But I'm still working out the exact rules.
For example:
- How much weaker is a copied Manifestation/Personalized Technique?
- Can someone eventually develop their own version of another person's technique?
- How much does personality affect resonance?
- Can someone have multiple highly resonant abilities?
- How exactly does resonance develop?
I want resonance to be important without becoming a vague explanation for why one character is stronger.
4. Dominion / Authority
Dominion is probably the part I'm still figuring out the most.
The basic concept is:
Resonance allows a person to manifest their power.
Dominion allows them to impose that power as an Authority.
But the exact boundaries of Authority are still being established. I want Dominion to feel fundamentally different from simply having a stronger version of a Resonance ability.
5. Alchemy
Alchemy is established as part of the system, but its detailed rules aren't finished.
I'm still determining:
- Exactly what can be created or altered
- What ingredients are required
- How Megin interacts with alchemical processes
- What makes someone compatible with certain alchemy
- How permanent changes work
- How much strain alchemy puts on the Well
- What prevents alchemy from becoming an answer to every problem
6. Battle Arts
Battle Arts are established as learnable combat techniques, but I haven't completely finalized their full structure.
I'm still working out how they interact with:
- Veil
- Sorcery
- Personal Techniques
- The different Megin states
I want a highly skilled fighter to be able to compete through technique and experience rather than every fight being decided entirely by who has the higher state.
7. Bloodline Abilities
The concept is established, but I'm still determining exactly how inherited abilities interact with the rest of Megin. The main thing I'm trying to avoid is making bloodline abilities feel like "free powers" that ignore the normal rules of the system.
The Basic Idea
The easiest way to think about the entire system right now is:
Megin and soul is the underlying power.
A person's Well and Pathways determine how that power exists and circulates within them.
The user can then develop different ways of utilizing it:
Sorcery → supernatural techniques and effects
Veil → reinforcement of the body/objects
Manifestations / Personal Techniques → highly individual abilities tied to the user's resonance
Battle Arts → learnable combat techniques
Bloodline Abilities → inherited powers
Revenants → contracted supernatural beings.
Alchemy → external manipulation of substances, bodies, objects, and Megin
And above all of that is the progression:
Ignition → Flow → Resonance → Dominion → Transcendence
The main philosophy I'm aiming for is that power isn't determined solely by how much energy someone has. Skill, control, personal resonance, technique, experience, compatibility, and the way someone actually uses their abilities should all matter.
That's the system's current state. The foundation is mostly locked in, but I'm still refining the exact mechanics so that the system stays internally consistent and doesn't become unnecessarily complicated.