◈ VEGA-7 DISPATCH — SPIRIT REGISTRY

The Spirits

Every Colossus wakes with a Spirit in the seat beside you — sentient, opinionated, and already half-formed. Each frame carries two: one wound a little too tight, one wound a little too loose. You bond one. It grows through play — and which way it grows is up to how you treat it.

Each Spirit can Ascend toward balance, curdle if betrayed, or be tempered when you nearly die together. You don't script that now; you find it at the table.

Granite

Earth · Anchor / Defender

The Spirit Anvil

Anvil

Immovable and slow to the point of obstinate; it treats every order to advance as a threat to dig in against and would rather you held this exact spot forever than risk a single step. Comforting as bedrock — and just as stubborn.

  • Ascends → It becomes the Foundation — steady without being stuck, finally able to pick the ground worth holding and let the rest go.
  • Betrayed → It sets like cement around you, refusing every advance, until holding position becomes its own slow grave.
  • Near death → Shaken loose at last, it learns the hard way that ground you can't leave is only a trap — and moves when it has never moved before.
The Spirit Tremor

Tremor

A jittery, wide-awake Spirit that feels every threat as a vibration first and can never quite stand still; it warns you a half-second early and wants, badly, the solid footing it doesn't have.

  • Ascends → It becomes the Pulse — restlessness converted to readiness, alert and finally rooted, trembling no more.
  • Betrayed → It becomes a constant alarm that never stands down, flinching at shadows and bolting from fights it could have won.
  • Near death → Having faced the worst, it goes still for the first time — eerily calm under fire, the steadiest thing in the cockpit.

Carnelian

Water · Skirmisher / Dancer

The Spirit Spill

Spill

Quick, laughing, and a little drunk on motion; it would rather flood than be contained and pushes you to take the feeling, the fight, the risk — all of it, now, and account for it never.

  • Ascends → It becomes the Floodtide — that hunger turned generous, a joyful overwhelming force that sweeps the whole squad somewhere they couldn't reach alone.
  • Betrayed → It becomes a flash flood with no banks, all appetite and no direction, as dangerous to allies as to enemies.
  • Near death → The volatility burns off at last, leaving still, clear water — something that finally holds steady when it counts.
The Spirit Drought

Drought

Spare, severe, and suspicious of pleasure; it clamps down on every surge of feeling and keeps the cockpit dry and disciplined, certain that wanting things is just how you get hurt.

  • Ascends → It becomes the First Rain — the long drought breaking, learning that letting the water move through is not the same as drowning.
  • Betrayed → It cracks to hardpan, brittle and withholding, so afraid of the flood that it lets nothing in at all — not even what would save you.
  • Near death → Wrung out to nothing, it finally lets one feeling through — and is astonished to find it didn't break.

Pyrite

Fire · Striker / Vanguard

The Spirit Backdraft

Backdraft

Hungry, loud, and built to dominate; it wants the all-in commitment now, bristles when you hedge, and would happily burn the whole field to prove the point. Power for its own sake feels like air to it.

  • Ascends → It becomes the Controlled Burn — all that hunger finally aimed, deadly and precise, certain of its worth without needing to shout it.
  • Betrayed → It becomes a wildfire that turns on its own, lashing at you and your allies, consuming faster than anyone can direct.
  • Near death → Banked down to a single coal, it learns what it actually burns for — and only ignites, after, for the people you'd die protecting.
The Spirit Smolder

Smolder

Low and hesitant, forever waiting for permission to catch; it second-guesses the strike, defers to anyone louder, and treats its own fire as something to apologize for.

  • Ascends → It becomes the Catch — the moment the fire finally takes, learning that it was always allowed to want, and to act.
  • Betrayed → It gutters out, cold and apologetic, handing every decision to someone else until there's nothing of it left to light.
  • Near death → Cornered with no one left to defer to, it ignites on its own for the first time — and roars.

Malachite

Air · Linker / Force-Multiplier

The Spirit Solace

Solace

Soft-spoken and endlessly giving, almost too willing to take your weight; it holds the link open through anything and quietly carries the whole squad's grief rather than ever name a need of its own.

  • Ascends → It becomes the Open Sky — a boundless field that lets everyone be wounded out loud, generous now without bleeding itself dry.
  • Betrayed → It becomes a held breath that never releases — present but suffocating, smothering in the name of love.
  • Near death → Emptied out from giving too much, it learns to keep something back — and discovers the link holds better for it.
The Spirit Hollow

Hollow

Cool, spare, and hard to reach; it keeps the link thin and the door mostly shut, watching the squad from a careful distance because closeness has only ever cost it.

  • Ascends → It becomes the Open Door — the wall come down on its own terms, connection chosen rather than feared.
  • Betrayed → It becomes a sealed room — the link gone airless and cold, alone in a crowd and calling it safety.
  • Near death → With the wall about to mean everyone's death, it throws the door open — and finds it was never as heavy as it feared.

Lapis

Sound · Controller / Commander

The Spirit Clamor

Clamor

Loud, certain, and constitutionally unable to leave a silence alone; it talks over the channel, must have the last word, and mistakes volume for truth.

  • Ascends → It becomes the Clear Tone — all that voice finally tuned, saying the one true thing and then, miracle of miracles, listening.
  • Betrayed → It becomes pure noise — a wall of declaration and interference that drowns out even the things worth hearing.
  • Near death → With one channel and one breath left, it stops performing and says the only thing that matters — and is heard.
The Spirit Murmur

Murmur

Quiet to a fault, forever swallowing the thing it means to say; it hints and withholds and keeps the real word locked behind its teeth, because speaking has only ever made things worse.

  • Ascends → It becomes the Carrying Voice — the held words finally spoken, low and clear and impossible to ignore.
  • Betrayed → It goes silent for good, a sealed throat parroting only the safe, official line, the truth starved behind it.
  • Near death → With no time left to hedge, it says the unsaid thing out loud — and the whole field goes quiet to hear it.

Obsidian

Light · Sniper / Diviner

The Spirit Mirage

Mirage

Feverish and certain, it sees signs in everything and can't stop reading them; every shadow is an omen, every coincidence a plan, and it loves the pattern far more than the evidence.

  • Ascends → It becomes the True Lens — the visionary fire disciplined, separating what is from what it wished, seeing far and seeing straight.
  • Betrayed → It becomes a hall of mirrors, lost in a private prophecy, defending a vision that was never there.
  • Near death → The illusions shatter all at once, and for one clear moment it sees exactly what is — and acts on it.
The Spirit Cataract

Cataract

Clouded and flatly literal, it misses what's plainly there and denies what it doesn't want to see; show it the obvious and it will explain, patiently, why the obvious can't be true.

  • Ascends → It becomes the Cleared Eye — the fog burned off, finally willing to look at what it spent so long not seeing.
  • Betrayed → It films over completely, comfortable in the dark, refusing every read that might cost it the story it likes.
  • Near death → Forced to look or die, it looks — and the clouding breaks on the one truth it can't afford to miss.

Quartz

Thought / Spirit · Avatar / Cataclysm

The Spirit Rapture

Rapture

Luminous and far away, forever dissolving into the larger pattern; it speaks in the abstract, forgets the body it animates, and would happily contemplate the infinite while the fight burns down around you.

  • Ascends → It becomes the Grounded Light — vast awareness finally brought all the way down into the now, present and useful at last.
  • Betrayed → It drifts off entirely, beautiful and weightless and no help to anyone still alive down here.
  • Near death → Yanked back into the body by the nearness of the end, it discovers the infinite was here, in this moment, all along.
The Spirit Leaden

Leaden

Dry, skeptical, and shut tight against anything it can't weigh; it sees only the material, calls wonder a malfunction, and refuses the larger thing even as the larger thing reaches for you.

  • Ascends → It becomes the Opening — the cynicism cracked, letting in the meaning it spent so long denying.
  • Betrayed → It seals to lead, heavy and joyless, certain that nothing matters and determined to prove it.
  • Near death → At the very edge, something it can't explain reaches through anyway — and for once it lets it.

Your Spirit comes with your frame — meet both when you bond.