Knowing the Game > What is Spirit Guide? Spirit Guide is a pick-up-and-play TTRPG set in the real world, mostly. The game takes at minimum two players, with no hard upper limit for the maximum number of players. In Spirit Guide, players explore the mystical Spirit World usually hidden from everyday perception. In the Spirit World, players may encounter wayward souls, spirits, demons, and any assortment of monsters both malevolent and benevolent. > Reading this Handbook This handbook describes all of the mechanics of Spirit Guide. Many specific aspects of the game are Bolded when they are first defined, to make recognizing important information and finding definitions easier. Playing the Game > Roles In a campaign of Spirit Guide, players are assigned one of two roles. > The Seer is the game’s facilitator, referee, and the one in charge of designing the world the other group experiences. The Seer ‘sees’ into the Spirit World and describes the goings on to the other group, granting them the ability to do the same temporarily. > The Mages are the game’s explorers and heroes, they are the sole humans able to interact with the Spirit World from the Material World. Mages follow guidance from the Seer to achieve their goals, usually encouraging peace amongst spirits. > Picking a Deck All Mages’ Resonance Deck has an Affinity, determined by the Suit of the cards in the deck. Your Affinity determines which Aspect you’re best at and which Aspect troubles you. A deck’s Affinity is elemental, aligning to Fire, Earth, Water, or Air. > Fire decks have the Hearts suit. The Fire Affinity means you are best at Anchorage and are troubled by Balance. You are powerful and unpredictable. > Earth decks have the Spades suit. The Earth Affinity means you are best at Resonance and are troubled by Attunement. You are knowledgeable and grounded. > Air decks have the Diamonds suit. The Air Affinity means you are best at Attunement and are troubled by Resonance. You are present and collected. > Water decks have the Clubs suit. The Water Affinity means you are best at Balance and are troubled by Anchorage. You are true and untethered. > Spiritual Aspects > The Spirit World Everything in the Spirit world has many traits that make up how it behaves and what it is capable of. Having an The Spirit World is an entire universe that occupies the affinity in one of these Aspects makes one especially same space as the Material World that everyone lives significant. A Mage’s Aspects determine the degree to in outside of the game, without directly interacting with what they can or cannot accomplish. The four Aspects it. The Spirit World is the realm in which all flavors of are souls, spirits, and other mystical creatures not found in the Material world exist and live. > Anchorage - How strongly one holds on to the Spirit World, how they can change it. Someone with an affinity for Anchorage may be able to easily move a large boulder. > Attunement - How much control one has of themselves, what limits of the reality they can circumvent. Someone with an affinity for Attunement may be able to effortlessly fly. > Balance - How well one can maintain or promote equilibrium, what ways they can evade conflict. Someone with an affinity for Balance may be able to talk an old spirit out of an ancient grudge. > Resonance - How well linked one is to their perceptions, how they understand and intuit the world around them. Someone with an affinity for Resonance may know who is standing in a river just by hearing the water’s flow. > Exploring > Uncertainty and Resonance It is the job of the Mages to experience the Spirit World, Any time the outcome of an event is uncertain, the Seer but must do so through the help of the Seer. When the Seer is present, they may describe anything they observe in the Spirit World. They reveal what deviations there are from the Material World and what goings-on populate the Mages’ surroundings. From this point, Mages are capable of interacting with the Spirit World for as long as the Seer is there to describe. If the Seer isn’t present, they are still capable of revealing aspects of the Spirit World to a Mage. A Mage may supply a Seer with a photograph or video for the Seer to describe, revealing a snapshot of the Spirit World in the moment the photo or video was taken. Digital communication like this is useful for finding unique spiritual locations, quests, and items. This approach is limited, though, and isn’t conducive to more complicated activities like conversing with spirits or starting quests. The most effective method of play is for the Mages to find unique locations, share them with the Seer to learn what lives in the Spirit World in that place, and then convene in person to explore them more in depth. and a Mage may attempt a Resonance, or the attempted alignment of spiritual wavelengths to influence something in the Spirit World, done by drawing cards from a deck. When a Resonance is done, all players involved in the check draw a card from their Resonance Deck. The players then find their Degree of Resonance. A Degree of Resonance is the numerical distance between the players’ cards. To find the Degree of Resonance, start with a drawn cardand count either up or down to the card the other player drew, incrementing your Degree of Resonance by 1 for each step. For most checks, a Degree of Resonance of 3 or less is considered successful, with higher degrees causing complications. > Face Cards have unique values for counting Degrees of Resonance. Jacks count as 11, Queens count as 12, and Kings count as 13. Aces count as both 1 or 14 and may cause the count of resonance to “wrap around” the range of numbers by counting from two to Ace to king or the other way around. Jokers cause a special event, to be discovered by the Seer.