Joy, Ethereal Spirit

..............

Joy appears as a young child, anywhere from five to ten years of age, and as spirits go may well have been fashioned from pleasant childhood dreams of adventure and exploration. It can often be found happily playing with mortal children in parks, camps, playgrounds, fairs, theatres - anywhere children gather, even the occasional school (usually the playground). Joy can also be found where children dream of exploring or being - airports, big trains, passenger ships, shopping malls, the woods on the edge of town. Yet there is a hint of sadness which mortal children never see, eyes far too old and knowing that no child should have. Woe betides the stranger who preys upon the young in Joy's presence... but for now it's time to play!

Corporeal:  1 (Strength 2 and Agility 5)
Ethereal: 3 (Intelligence 6 and Precision 6)
Celestial: 3 (Will 9 and Perception 5)

Vessels:
  • Child/2 (Charisma +2, cute kid) and Bird/2 (Charisma +1, only to children) -- in either form, Joy's gender and appearance is mutable (a Will roll is required; Essence is only needed if switching between Vessels).

  • Wild Thing/6 (Charisma -3 to adults, +3 to kids) -- stats change to Str 8, Agi 5, Int 2, Pre 4, Wil 12 and Per 2, Fighting and Dodge skills increases to 6, and the Vessel has the Numinous Corpus songs of Claws, Fangs, Spurs, Horns, Tail and Wings at level 6 built in!
  • Songs:
    Form (Corporeal & Ethereal), Harmony (Ethereal), Healing (Corporeal & Ethereal) and Motion (Celestial); all at level/3.
    Skills:
    Acrobatics/4, Climbing/4, Dodge/4, Emote/3, Escape/3, Fast-Talk/1, Fighting/1, Knowledge: Children's Games/6, Lying/1, Move Silently/3, Running/3, Swimming/3, Throwing/1.

    Attunements: 
    It's Just Around The Corner -- by spending 1 essence and turning a corner (eg, of a building, corridor or tree), Joy can get to wherever it wants to go, so long as it's been there before and there's a corner there too. Extra people cost additional essence (1/person).

    Where The Wild Things Live -- if a child is threatened with serious harm (physical or mental), for an invocation of 3 essence the Wild Things - monstrous spirits from the Far Marches - can be invoked to devour the bad ones. The number of Wild Things appearing is highly variable and they cannot remain in the Corporeal realm for very long, but most mortals who face them must make a Will roll just to avoid fleeing in fear. Wild Things are dumb, stubborn and hideously strong, with lots of claws and teeth; inexplicably most children rather like them, and a Wild Thing will never attack a child. Anything gobbled up by Wild Things leaves no remains, not a single scrap or drop! The GM can decide just how fearsome/numerous a group of Wild Things appears in response to the call.

    Rites:

    Stuff here?

    ..............

    Return to the Index.


    The material presented here is my creation, intended for use with the In Nomine system from and owned by Steve Jackson Games, by whom it is neither official nor endorsed.