Guidelines for Spirits

Description: Information and rules for playing spirits

Categories: Characters, Supernatural Guidelines


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[url=https://www.nevernm.com/app.php/kb/viewarticle?a=12&sid=bd23532ebc33e5a85ba23df3096c7301]Almanac - Guidelines for Spirits[/url]

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[Almanac - Guidelines for Spirits](https://www.nevernm.com/app.php/kb/viewarticle?a=12&sid=bd23532ebc33e5a85ba23df3096c7301)
Spirits may exist wherever a powerful emotional impact combines with an usually permeable boundary. With fewer-than-average barriers between worlds and realities, Never makes an ideal location. Plenty of spirits have made their homes within its limits–even if Never wasn’t their place of death. As added incentive, the high concentration of magical and spiritual power around the town allows spirits to become temporarily corporeal. Between the hours of dusk until dawn, spirits are solid and able to interact with the living world and all its inhabitants.

Spirits were always once human and mortal. They are tied to a particular location (not necessarily where they died) or person (someone to whom they have or had an emotional bond).

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PowersTypesWeaknesses

Powers

The powers of a spirit depend on the type (see below) and can be used even when the spirit is non-corporeal. The full list of possible powers are:
  • Telekinesis and Ventriloquism
  • Prophecy (forcing someone to speak the truth)
  • Possession (absorbs the memories OR skills of the target; the effect lasts 30 to 60 minutes and the target will be incapacitated during that time)
  • Frighten/Intimidate (causes a growing sense of dread or a sudden feeling of terror; the effect is localized to a small area like a single room or person)
Additional powers from this list can be purchased from the Shop.

Types

A spirit’s type is influenced by their primary motivation.
  • Poltergeist: Driven by an overwhelming desire to continue influencing the physical world, poltergeists tend to be meddlesome, even when well-intentioned. Their common power is:
    • Telekinesis and Ventriloquism
  • Wraith: Spurred by a longing to reach people or other beings from beyond death, wraiths offer advice, wisdom, and warnings to those under their protection. The actual value of their largesse tends to vary. Their common power is:
    • Prophecy
  • Revenant: Fueled by vengeance due to an unjust death (**please be sure to specifically discuss this in the character’s profile!), revenants maintain stronger ties to the living world than other spirits. Their common power is:
    • Frighten/Intimidate

Weaknesses

Perhaps unsurprisingly, the hereafter is no easier to navigate than the mortal plane. Spirits are particularly vulnerable to angels (with their powers of salvation) and demons (with their powers of damnation). Either being potentially has the power to push a spirit fully into one of two versions of the afterlife.

A priest or shaman, or any human with a truly fanatical faith in their ability to lay a soul to rest, could also pose a serious threat.