Tiers by Power Level (Weakest to Strongest)
White (1–9) – Flickers of the Dead
White-1 to 3: Cold spots, whispers, shadows. Harmless.
White-4 to 6: Mild possession, illusions.
White-7 to 9: Weak poltergeists. Can cause minor harm.
Common Forms: Lost souls, haunted echoes.
Weakness: Light, salt, spiritual tokens.
Red (1–9) – Bloodstained Vengeance
Red-1 to 3: Emotional trackers. Feed on grief, anger.
Red-4 to 6: Replay violent events, cause fear loops.
Red-7 to 9: Physical manifestations. Can kill.
Common Forms: Vengeful spirits, minor demons.
Weakness: Fire, iron, closure rituals.
Dark Red (1–9) – Twisted Consciousness
Dark Red-1 to 3: Illusionists. Use mimicry.
Dark Red-4 to 6: Enter minds, alter memories.
Dark Red-7 to 9: Command small domains. Strategic.
Common Forms: Skin-walkers, former humans.
Weakness: Named weapons, blood rites.
Black (1–9) – Unnatural Sovereigns
Black-1 to 3: Warp reality in enclosed spaces.
Black-4 to 6: Demand rituals or deals.
Black-7 to 9: Dominate regions. Create legions.
Common Forms: Eldritch kings, void parasites.
Weakness: Binding pacts, paradoxes.
Gray (1–9) – Conceptual Anomalies
Gray-1 to 3: Exist outside perception.
Gray-4 to 6: Break time, space, identity.
Gray-7 to 9: Consume worlds. Few exist.
Common Forms: Forgotten gods, abstract fears.
Weakness: Theoretical or sacrificial.
Mini-Levels (1–9)
Represent control, intelligence, and stability.
Level 1 = raw and unstable; Level 9 = mastery.
Entities evolve through feeding, ritual, or spiritual challenge.
Human Interactions with the System
Spiritual Afflicted
Survivors of encounters develop reactive abilities.
Transcendent Vessels
Rare humans can absorb spiritual cores. Risk madness or power gain.
Totemization
Spiritual power channeled via cursed items (totems).
Breaking a totem unleashes raw spiritual force.
Mystery Mechanics
Power levels can be disguised.
Enemies may evolve mid-encounter.
Locations reflect dominant spiritual tier (e.g., Red Forest, Black Citadel).
Gray beings may exist in overlapping realities.
Worldbuilding Notes
Power Contamination Zones: Color-coded by tier.
Cults align with tiers; Gray-worshippers seek apocalypse.
Advancement requires facing internal traumas made manifest.
Soul Cores = risk/reward evolution items.