đ§ą 1. Core Power Tiers (Color-Based)
Each tier represents both spiritual strength and influence over reality. The higher the tier, the more the entity can manipulate fear, space, perception, and life itself.
đď¸ White (1â9) â Flickers of the Dead
White-1 to White-3: Minor apparitions. Cold spots, whispers, shadowy forms. Cannot directly harm but cause psychological stress.
White-4 to White-6: Capable of possession of weak-minded or emotionally broken people.
White-7 to White-9: Low-tier poltergeists. Can injure or distract. Fragile if confronted.
Common Forms: Lost souls, tragic ghosts, haunted memories.
Weakness: Light, salt, spiritual tokens.
đ´ Red (1â9) â Bloodstained Vengeance
Red-1 to Red-3: Revenants, hungry ghosts. They follow emotional scents like grief or guilt.
Red-4 to Red-6: Can create localized reality distortions (e.g. replaying a murder scene).
Red-7 to Red-9: Capable of forming semi-physical bodies and hunting.
Common Forms: Tortured victims, hate-bound spirits, demon-born scavengers.
Weakness: Fire, iron, mantras of closure.
𩸠Dark Red (1â9) â Twisted Consciousness
Dark Red-1 to Dark Red-3: Strategists among horrors. Use mimicry, illusions.
Dark Red-4 to Dark Red-6: Capable of mental invasion and turning memories against the victim.
Dark Red-7 to Dark Red-9: Powerful lieutenants of hellish domains; maintain small "domains of influence."
Common Forms: Eldritch hybrids, skin-walkers, former humans turned horrific.
Weakness: Named weapons, sacrifice rituals.
⍠Black (1â9) â Unnatural Sovereigns
Black-1 to Black-3: Reality manipulators on a local scale (a house, forest, etc.).
Black-4 to Black-6: Entities bound by ancient covenants; need riddles, bargains, or blood rituals.
Black-7 to Black-9: City-wide threats. Can convert others into lesser monsters.
Common Forms: Forgotten gods, ancient kings, void parasites.
Weakness: Binding pacts, soul exchange, banishment through paradox.
âď¸ Gray (1â9) â Conceptual Anomalies
Gray-1 to Gray-3: Cannot be seen unless acknowledged; their presence erodes sanity.
Gray-4 to Gray-6: Warp time, identity, memory. Known to rewrite natural laws temporarily.
Gray-7 to Gray-9: Cosmic entities. Can absorb lesser beings to grow. Few in number.
Common Forms: Living concepts, imprisoned primordials, reflections of human fear itself.
Weakness: Unknown or theorized to require sacrifice of the self.
đ 2. Mini-Levels (1â9)
Function like stages of mastery or stability.
An entity or person can ascend mini-levels through:
Feeding on emotion
Absorbing other beings
Solving spiritual puzzles (mystery integration)
Ritual combat
Level 1 is unstable; Level 9 is near-complete control over their tier abilities.
đ§ââď¸ 3. Human Interaction with the Power System
Humans are usually powerless, but exceptions exist:
A. Spiritual Afflicted
Survivors of spiritual attacks may carry residue from encounters.
They develop reactive powers tied to trauma (e.g. a survivor of a burning Red-7 may gain fire-based wards).
B. Transcendent Vessels
Rare humans (like Elias) can absorb power cores from defeated entities and integrate their essence.
This comes with side effects:
Memory bleeding
Ghost possession risks
Mental disintegration at higher tiers
C. Totemization
Human wielders channel their power through totems (masks, coins, cursed knives, etc.).
The totems are made of condensed fear, sin, or ancestral power.
Breaking a totem unleashes uncontrolled force.
đ§Š 4. Power Mystery Mechanics
Some entities disguise their tier.
Ranks can "lie" through illusions, symbols, or possession of multiple forms.
Killing a higher-tier entity often releases a "Soul Core," which can corrupt or bless the user depending on their resolve.
The Color Tier of a place (White Room, Red Forest, Black Citadel, etc.) determines encounter levels and warp logic.