Player's Handbook · Chapter 11

Souls, Spirits and the Veil

You carry a soul — the Animus — the thread that ties your mind to your body and lets you exist in the physical world. Without it, you are an object: inert, lifeless, forgotten. Understanding your soul is the first step to mastering the spiritual forces that shape the world around you.

Your Soul Density

Every soul has a strength, measured on a scale from 1 to 30. This is your Soul Density — the measure of how firmly you exist in the physical plane. Most living beings sit between 8 and 12 (Average). Powerful mages and legendary warriors push into the 13–16 range (Strong). Beyond 20, you enter territory reserved for ancient beings, liches, and entities that predate memory.

Your Soul Density isn't something you choose at character creation — it grows with you. As you gain levels, your spirit strengthens. By level 50, you're pushing into Dense territory. By level 300, you've hit the Saturation Point: the absolute limit of what a mortal soul can contain. Beyond 30, the soul tears through the membrane of reality.

Key thresholds to remember:

  • Average (9–12): Where most people live. You can sense spirits nearby if you know how to listen.
  • Strong (13–16): You're beginning to affect the spiritual plane. Spirits notice you.
  • Dense (17–20): You're a beacon. Spirits are drawn to you whether you want them or not.
  • Nether (21–25): Alien consciousness. You're no longer entirely human in spirit.
  • Superior (26–30): Godhood. The Saturation Point is the ceiling.

Your Body Attunement

Your body is a vessel. Body Attunement measures how well it holds your soul. The scale runs from 1 to 20. Most people sit between 7 and 9. Athletes and warriors push into 10–14. The Flesh Limit at 20 is the absolute ceiling — no mortal body has ever exceeded it.

When your Soul Density outpaces your Body Attunement, strain builds. The body can't contain the spirit within it. This manifests as spiritual bleed: whispers, visions, involuntary spirit contact. Managing the gap between your soul's strength and your body's capacity is one of the great tensions of high-level play.

The Veil

Between the physical world and the spiritual planes lies the Veil — an omnipresent membrane that separates the living from the dead. It's always there, always exerting pressure. Beings near its limits feel it: a tightness in the chest, a ringing in the ears.

The Veil is thinnest at Places of Power — locations where spiritual energy concentrates. It's thickest in areas of strong Creation energy: holy ground, blessed places, sites of ancient worship. When the Veil tears, spirits pour through. When it's reinforced, the boundary holds.

Spirit Encounters

Spirits are disembodied souls seeking vessels to interact with the physical world. They range from faint echoes (Minor, Density 1–4) to cosmic entities (Superior, Density 26–30). Every spirit has a CE alignment on the Spirit CE Scale:

  • Benevolent: Creation-leaning. Willing to leave when asked. Easiest to exorcise.
  • Neutral: Balanced. May resist but won't cause deliberate harm.
  • Dark: Entropy-leaning. Aggressive. Causes harm to host and bystanders.
  • Malicious: Extreme Entropy. Wants to destroy the host. Will fight to the death.

When you encounter a spirit, you have three paths: communication (Spirit Speech at Soul Attunement +3), exorcism (at +5), or combat (Spiritual Damage bypasses HP entirely). The right path depends on the spirit's density, alignment, and your own capabilities.

Exorcism Basics

Exorcism is an extended Action Roll. You channel spiritual energy through a focus object — a holy symbol, ancestral relic, or sacred blade — and attempt to sever the spirit's connection to the physical plane.

The difficulty scales with the spirit's density: Minor spirits are trivial (Tier 2), Dense spirits require mastery (Tier 4), and Nether spirits demand heroism (Tier 5). A Malicious spirit adds +2 tiers to the difficulty. A Benevolent spirit makes it -1 tier easier.

Failure has consequences. On a failed exorcism, you take Spiritual Damage — bypassing your HP entirely and striking your Soul Density directly. Critical failure gives the spirit temporary control and leaves you Spirit-Touched.

Places of Power

Places of Power are locations where spiritual energy concentrates. They come in five power levels:

  • Faint: Minor spirits gather. Low danger. Good for beginner exorcists.
  • Moderate: Average spirits. Standard danger. The barrow outside Thornhaven.
  • Strong: Dense spirits. Hard danger. The Ashwood Heart — a sanctuary, not a threat.
  • Dense: Nether spirits. Very Hard. The Shattered Veil of Neo-Shinjuku.
  • Nether: Alien entities. Catastrophic. The deepest spiritual rifts.

Each Place has ambient effects, spirit populations, and resolution methods. Some can be sealed. Some should never be disturbed. Knowing the difference is the mark of a true spiritual practitioner.

What You Need to Know

As a player, you don't need to memorize every density classification. You need to know:

  1. Your Soul Density — it grows with you, and it determines what you can sense and control.
  2. The Spirit CE Scale — Benevolent, Neutral, Dark, Malicious. It determines how hard exorcism is and what happens if you fail.
  3. Spiritual Damage — it bypasses HP. If your Soul Density hits 0, you're gone. No resurrection without divine intervention.
  4. The Veil — it's always there, and it can tear. When it does, the consequences are catastrophic.

The spiritual world is not a sideshow. It's the foundation of everything. Master it, and you master the game.

Manual updated Aug 29, 2026.