The Seven Hues System
by @vrhvnn
"Hues scatter and resonate with a sound aura and sound mind."
Note: Definitions may lack and not be well defined because I have the memory of a goldfish–forgetful.
Another note: In here, metaphysical means liquid-gaseous and sound means in good condition.


Wielder

(N.) The term is used to refer to an unidentified or anonymous person that is perhaps a Heir, Myst, or Augur capable of using one, two, or all.


< Vim >

Rewritten on the 28th of November, 2022.
Revamped [1] on the 3rd of November, 2023.
Revamped [2] on the 1st of July, 2024.

Vim is fundamentally the power to surge or use a metaphysical pale energy to enhance a particular part of the body–the result of converted Aura. It is the source of pure supernormal abilities that grant individuals to perform actions and tasks that the ordinary cannot carry out. Amplified central nervous system, sturdy bones, and strong muscles are a few of its effects as it can crack stone, send shockwaves and energy ball projectiles, and act like soft armor.

Vim is comprised of multiple fundamentals and complexes that is flawed by a hair. Vim surpasses Vew in versatility, potential, and possibility. Unlike Vew, Vim directly branches off Aura without the chemical reaction process of Vew, making it more efficient for quick decisions.

[ Harter Triangle ]

The triangle that emphasizes the extremities or opposite ends of the three Vim abilities: Zenith, Nadir, and Climax.

Zenith is at the left point, Nadir at the right, and Climax at the peak, representing their dynamic interplay.

• Zenith

A sound ability of reproducable successions of balanced concentrations of Vim at scales ranging from boxing gloves to basketballs. Compared to Nadirs, it is weaker but allows one to last longer as it focuses on accuracy and endurance.

• Climax [Future invention]

The peak of the Three-act Triangle, is an ability gambling with the chances of survival. It strictly requires the user to gather and unleashe all of their Vim–with little to no aura–enough to keep them alive.

• Nadir

An unsound ability of inconsistent successions of high concentrations of Vim at scales ranging from weather balloons and ships to small woodlands. Compared to Zeniths, it is worse in terms of damage but depletes one's Vim faster as it focuses more on colossal attacks and casts aside stamina.

Techniques

  • Accumulation
  • Cascade: The sudden and powerful mobile discharge of Vim from a particular part of the body, especially the legs (True Dash, Force Leap, etc.)
  • Hurl: The action of throwing a metaphysical concentration of solidified Vim.
  • Mass Hardening: Reinforcing the muscles with Vim and enhancing the muscle mass of a particular part of the body, thus increased durability and strength. Enhanced muscle mass can lead to impossible biological capabilities such as pushing boulders and parrying iron like it was nothing.
  • Infusion: The influence of Vim on foreign objects or matter, especially swords, bows, and arrows.


Vim is not only found in everyone but also within Energy Stones. The energy confined in minerals is the first known source of power for operating energetic devices and vice versa. This type is classified as power rather than strength and it has been around since the earliest times of Fallentin. Mythe was first believed to be where energy stones were first discovered. However, it was eventually proven otherwise.

According to a team of researchers, the foundation and first usage of energy were in Nōd near Huetrail. It was first employed through the invention of Energy Lanterns. Interestingly, energy stones can be a fuel and fire source, significantly lasting longer for approximately eight hours. In order to effectively produce fire with it, a stone of strong friction is required for spark generation, like basalt rocks.

[ Heir ]

Revamped on the 3rd to 4th of November, 2023.

Heirs and Heiresses are individuals capable of manipulating their Vim to enhance the power of specific body parts. However, this does not increase the durability of their bones. One particular species can bypass this limitation with an ability called Neclint, which allows them to coagulate their Vim into metal stronger than iron, cladding a body part without expending a great amount of Vim. While Vim flows within everyone, not all have the willpower to harness it. Those unable to perform Vew might find their specialty in mastering Vim.


< Vew >

Finalized [1] on the 16th of November, 2022.
Finalized [2] on the 23rd of May, 2023.
Finalized [3] on the 14th of October, 2023.

Vew is the practice of invoking and manipulating natural elements and employing them in combat or other tasks. It is also, by definition, the power to use elements such as gusts of air, sprays of water, and bursts of flame inherited from the aura existing within everyone. Simply the outcome of the conversion of aura to a particular element.

There are impressive elements that one can control, and it is all branded into four kinds of Vew: Ether, Tide, Earth, and Sun.

  • Ether Vew comprises air, lightning, and steam.
  • Tide Vew comprises water, ice, and boil.
  • Earth Vew comprises earth, nature, metal, and lava.
  • Sun Vew comprises fire, light, and dark.

The levels of Vew can be classified into two classes: Prime & High.

Prime Vews can be simply identified by mere elements such as air, water, earth, fire, lightning, nature, and light. While steam, ice, boil, metal, lava, and darkness for High Vews.

Vew doesn't just require aura for it to be demonstrated and then nothing else, it also provides self-immunity from one's own Vew. Take the element of fire as an example, even though it's flaming on the body, it doesn't inflict any burns at all despite the properties of a natural fire. Essentially, specific Vew elements have their own distinct effects on the wielder. The following are simpler examples of side effects:

  • Air - Panting and potentially heavy or difficulty in breathing.
  • Water - Increase in thirst.
  • Earth - Gradual weakening of the muscles of the body.
  • Fire - Increase of thirst in exchange for immunity from the heat and harm of the flames.
  • Lightning - Increase of thirst and brief gradual weakening of the muscles of the body, in exchange for immunity from self-electrocution and severe burns.
  • Nature - Negligible increase of thirst.
  • Light - Gradual increase in thirst.

There are two common practices in Vew:

A Synthesis is a reproducable sequence of Vew skills, generally a characteristic or signature pattern–it is basically a combo in any game; compared to Climax from Vim.

Heeds are techniques for using Vew, involving the senses of sight, touch, smell, and hearing:

  • Amassment (Somatic): A fundamental technique of gathering Vew into a part of the body.
  • Compression (Somatic): An intermediate technique of compressing Vew to create a reaction that pushes itself back and forth—or how light accelerates when reflected repeatedly in a fixed path—resulting in wider, heavier, or denser attacks.
  • Supression (Somatic): Deliberate sly compression of the body's emission of Vew against the Sense of Vew.
  • Innation (Somatic): Enables a skill innate and active like a vital organ.
  • Sense of Vew (Visual, Somatic): An unfamiliar sense–not necessarily seen but felt–achieved by only a talented few. When sensing Vew, it is described as being poked in your consciousness as if needed to turn the direction of the source–not exactly, but precisely.
  • Scent Chasm (Olfactory): Enhanced sense of smell to perceive and differentiate the scent emitted by the chemical reaction of Vew changing into elements.
  • Sound Chasm (Auditory): Refined sense of hearing to precisely differentiate and identify a Vew's sound, subconsciously used by most Mysts but it weaker. It helps improve wariness, increase reaction (countermeasure), and retain spatial awareness.

Though everyone inherits Vew, they may not be as immune to it compared to adept practitioners. This quality is called the Individual Immune System—a separate immune system that grants immunity to one's own emissions of Vew. However, it comes with bodily side effects such as rapid dehydration, increased hunger, burning sensations, and dry skin.

Any individual can use Vew with only practice, whether self-taught or professional, as a requirement. Generally, Mysts are only proficient with one brand, therefore 1 in 50 individuals are unable to learn two or more brands. Careless use of Vew without underlying priniciples nor experience is hazardous to nearby subjects, and does not secure personal, mutual, and environmental safety.

[ Myst ]

Mysts are people who are capable of converting their Aura into Vew and manipulating it. They are most likely seen everywhere in Fallentin, similar to Heirs, as generally, anyone can perform Vew. Mysts have a distinct, amusing attribute called a Vew Chain, generally known as a combo, which is an asynchronous chain of Vew moves -- with a minimum of two -- without any limitation to the number of moves that can be appended.

Classifications

There are different varieties of mages; they can be identified by their notable skill(s) with a particular Vew element.

  • Ae'hera | Air or Steam
  • Hy'hera | Water or Ice
  • Ge'hera | Earth or Metal
  • Py'hera | Fire, Lava, or Boil
  • Ce'hera | Lightning
  • Phy'hera | Nature
  • Pho'hera | Light
  • Sc'hera | Dark
  • Chr'hera | Space
  • Elemental | Air, Water, Earth, Fire, Lightning, and Nature.


< Infix >

Revamped on the 8th of July, 2024.

An Infix, also known as a Catastrophic Infix, Divine Reincarnation, or Divine Infix, is a divine oath limited to the Deities bestowed to a mortal for their spiritual reincarnation that manifests on either of their arms during their earlier stages in life. It appears as a long cryptic pattern of curls and ends with an arrow's head, tinted with the color of either the "sun" or the "moon". It is renowned for its biological and spiritual enhancements, significantly augmenting Vim and Vew capacities, heightening senses, instincts, and spiritual connectivity. However, these enhancements require a strong body to keep up with the augmented Vim and Vew levels, as well as intense dreams featuring unfamiliar yet familiar memories and disjointed emotions. Additionally, an erratic personality characterized by frequent mood swings is also part of the package. These effects may vary depending on the symbol shown on the palm or across the infixed arm. Either losing one or obtaining another effect on the body. Possessing an Infix means there is another stage in life the incarnation must face called the Awakening.


< Aura >

Aura is the obscure, invisible energy that exists within everyone, the key and source of irregular abilities, and the controller that grants compatible foreign supernatural properties capable of enhancing the body's abilities and senses. Simply put, aura is the energy of life of one.

Aura is the foundation of the Seven Hues:

  1. Vim
  2. Vew
  3. Acuere
  4. Cens
  5. Neclint
  6. Hex
  7. Aether

On top of that, aura is only the prism of these colors or the instrument holding the strings of symphony. It is the invisible energy that animates our mind and body and what defines us, and thus, life. Aura is ultimately life energy, so if one has no aura, it means they entered the afterlife. Utterly running out of aura also results to death.

An example of irregular ability is Nature Observation. While Vim diminishes, auras don't. Harps are the ones who've learned about aura as they've been studying meditation ever since the beginning of the Severance Era in Nōd. However, there is not a single explanation about "compatible foreign abilities" as it is been long unprecedented in Fallentin.


[ Nodes ]

Nodes are abstract points in your aura, soul, and body that differs in wavelengths. Balance and tranquility within the mind allows oneself to focus and transform into a more sound state.

  1. Crown: The node of nature and circle. It is where we attain purity so pure we connect our sound aura with nature, granting us a sense of aura and everything.
  2. Crest: The node of mind and coherence. It is all about spiritual connection and transformation. It lifts and inspires you, connecting you to the divine. You will start to see the aura of your own and others.
  3. Heart: The node of love and empathy. It serves as our center of love for oneself and others, compassion, empathy and forgiveness.
  4. Root: The node of anger and trauma. It serves as our center of security for ourself, alongside the reasons and logic for our negativity, hatred, and regrets.

Zo-Téktou (Art of life/Téchni tis zois)

  • Nature Téktou (Crown)
  • Absorb Téktou (Crest)
  • Observe Téktou (Crest)
  • Accord Téktou (Crest)
  • Infuse Téktou (Heart): Swords. Disrupt the flow of foreign aura. This Téktou was used as a countermeasure for Aether.
  • Siphon Téktou (Heart): Drain the aura of others to weaken them and replenish oneself's aura.
  • Color Téktou (Root): Change one's color of aura or mimic another's aura structure.

[ Augur ]

Revamped on the 2nd of December, 2023.

Augurs are people who can control and manipulate the irreproducible divine energy in the sacred streams of the jarring body. Simply awakening a Sacred Technique is consequently habitually unavoidable to use. They can effortlessly switch from a noncombatant to combatant state in the face of danger. Augurs typically gain the high ground in battles, be it a person or against nature, and would partially use an irregular ability to temporarily enhance their capabilities for its benefits. Of course, irregular abilities have limitations and downsides -- except Nature Observation -- and would generally, temporarily wear out for an indefinite period depending on the abilities of the user.