Spirits

In the World of Light, spirits are characters devoured by the light of Galeem. In his new world, they drift about as in a dream in a desperate search for some anchor to cling to in the hopes of restoring their being. While some attached themselves to specific places, many found refuge in puppets created for them by Galeem—'perfected' version of their old forms, husks with skin scorched black by the light and inlaid with brilliant prismatic lines, and bearing eyes that glow red like the setting sun. These puppets inhabit Galeem's world, often broiled in endless conflict, the spirits locked in a violent trance.

If these puppets are defeated, however, the spirits can be freed. Most will disappear to wait for the end in peace, but if a bond can be struck up between one and your character, that spirit's power can be channeled into your character. This will grant your character a new boon, whether a power, a strength, a 'striker', or strong equipment, without having to level, but it will come at a price. Your character will be changed in some way, taking part of the spirit in and being altered physically, mentally, or both. This may include a new weakness, but in the World of Light, you need whatever power you can get, right?

As mentioned above, there are four ways you can choose to incorporate a spirit, each with its own plus and minus of varying severity. In descending order, they are: Power, Strength, Striker, and Equipment. If you have your character bond with a spirit, you can choose which category you want and request something specific, but I'll decide the boon, change, and bane. Rest assured they'll be appropriate and expected to the spirit, though. These changes are permanent, unless you find someone capable of exorcism to undo the bond. The number of spirits you can have is limitless, but the number of strikers you can have is equal to your level, since they demand spiritual power.

**Example:** Pikachu

1. Power: Pikachu's Electricity - grants potent electrical power. As a result, the host acquires Pikachu's red cheek pouches, ears, and tail, the last of which might manifest as a lightning bolt-shaped ponytail. However, the host is more vulnerable to earth, including mud, tremors, dust, sand, and stone.

2. Strength: Pikachu's Mastery - grants great understanding of electricity, friendship and animals. As a result, the host acquire's Pikachu's black eyes and ears. However, the host is a touch more scatterbrained and carefree.

3. Striker: Pikachu - grants the host the ability to summon Pikachu corporeally. It can interact with or provide support to the host, increasing the host's speed while decreasing defense, or attack until it's exhausted and returns to spirit form.

4. Item: Electric Mouse Flamberge - a golden sword with a bolt-shaped blade and rubbery red orbs in the handle. It boasts innate electrical attack.

**Free Spirits**

If your character has reached level three, it gains the ability to manifest a Friend Heart (by touching its own heart and then lifting up its arms, at which point a bright pink Friend Heart appears. It can then be tossed or given, and as long as the recipient is weakened somewhat (rather like catching a Pokemon) it will be freed from Galeem's influence. However, making a Friend Heart costs EXP; the cost follows the formula (level - 2). If your character bonds with the freed one, you can choose to play as that character too, increasing your character count up to a maximum of 4. If you wish, you can release characters in your roster to make room for new ones. I would not recommend trying to rack up so many characters that your posting ability is hindered.

**Galeem's Influence**

The story's progressed to a point where it's important for players to know how Galeem's influence works. It's not control, as one might expect, but instead a sort of brainwashing that mandates certain stipulations. Spirits under Galeem's influence experiences weaker self-control and restrictions, must fully engage anyone who attacks them in combat, and must follow absolutely any commands/programming given to them by a Higher Being, like Master Hand. Otherwise, they act and behave very much like themselves, including speech and nonviolent activities. No amount of persuasion will convince them to switch sides, however; only a Friend Heart or Keyblade can do that. Nobody under the influence has any knowledge to share about Galeem or its workings, either. They're not even self-aware

**Fading Spirits**

Most things in the World of Light possess a spirit, and that includes even the lowliest beings that one might not expect to have one at all. The spirits of weak monsters and animals will probably give materials (or weak equipment, if any) if broken, but their very weakness makes fusion with them interesting. These weak spirits can be absorbed like any other, but rather than a real fusion they're mostly overwritten by the much stronger spirit, leaving small fundamental changes with few drawbacks. At least 10 would have to be absorbed to achieve an Essence Conversion, a new state of being with comparatively slight changes to one's mental state, and more boons than banes.

* Sparking Spirits - the spirits of machines without wills. Essence Conversion: inorganic machine body, somewhat less emotional mind.
* Rotting Spirits - the spirits of undead. Essence Conversion: 'immortal' unliving body, somewhat less restrained mind.
* See-through Spirits - the spirits of ghosts. Essence Conversion: incorporeal body, somewhat less willful mind.
* Hungry Spirits - the spirits of animals. Essence Conversion: variable high-vitality body, somewhat more wild mind.
* Horned Spirits - the spirits of weak unholy or dark monsters. Essence Conversion: tough demonic body, somewhat more chaotic mind.
* Haloed Spirits - the spirits of weak holy or light monsters. Essence Conversion: protected pure body, somewhat more ordered mind.
* Deep Spirits - the spirits of weak eldritch or water monsters. Essence Conversion: extraordinary aquatic body, somewhat crazed mind.