Viewing Effect - Animal Possession
Take control of an animal's body

Create a Animal Possession Power

Description

You are capable of temporarily transferring your consciousness into an animal, granting you control over their body.

System

Exert yourself and spend [[cast-time]] to activate, no roll required. The Animal's stats are determined by the GM. If you are forced out of the host for any reason, make a Trauma roll. Lasts for [[duration]], and you may not move farther than [[range]] away from your body while in control of the animal.

If you take damage or are stunned, you are sent back into your own body. You cannot force your host to take actions which would violate their instinct for self-preservation (which includes most combat situations); any attempt to do so will sever the connection and send you back into your own body. You may not use any other Powers while possessing your target.

Enhancements

Switch (You may turn this Power on and off at will during its duration)

Fight or Fight (You may override your host's self-preservation in order to engage in combat.)
You still can't force them to commit suicide.

Get A Grip (Being forced out of the host's body no longer causes a Trauma roll.)

Till Death (Being stunned or taking damage no longer forces you out of your host; only the death or incapacitation of the host can do so.)

Phoenix (If your human body dies while you are present in a host body, your consciousness will remain in the host rather than dying.)

Mind Over Matter (You are able to use one of your Powers from within the host's body. Any physical actions required must be done using the host's stats.)

Body Hopping (You may switch from one animal to another during the duration of this Power without Exertion.)

Check-in (You may switch to your original body's senses during the possession and are given a roll to notice when your body is being touched, even when you are not actively paying attention.)

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power at full cost and other times at no cost. This cannot be the same condition as the drawback "Conditional" as that would imply that the power is costless any time you can cast it.

Battery-operated (This power has its own 3-point Source pool that is the only way to activate it. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Triggered (You cannot manually activate this Power. Instead, choose a triggering event, always outside your control, that activates this Power without requiring an Action or Exertion cost from you.)
Cannot be taken with the "Conditional" Drawback. The triggering event must be outside of your control, and balance must be strictly enforced by Cell Leaders. Suitable events may include: suffering an Injury Severity two or higher, being grappled, falling unconscious, being tied up and bound, being angrily screamed at, etc.

Conduit (You may use this Power at any range, but doing so requires a token of your target. You may use this Power once per token. Tokens must be of a particular type determined at Power creation, such as a track of the target, a body part of the target, etc.)
Token types examples: a track of the target, a body part of the target, a mirror that has reflected the target, an object of sentimental value to the target, a sample of the target's handwriting, etc.

Triggered (You cannot manually activate this Power. Instead, choose a triggering event, always outside your control, that activates this Power without requiring an Action or Exertion cost from you.)
Cannot be taken with the "Conditional" Drawback. The triggering event must be outside of your control, and balance must be strictly enforced by Cell Leaders. Suitable events may include: suffering an Injury Severity two or higher, being grappled, falling unconscious, being tied up and bound, being angrily screamed at, etc.

Concealed (This Power is not obvious. Bystanders must roll Perception + Alertness, Difficulty 7 to determine the Power's Source and Target. You must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Contestable (The target must either consent to be targeted or be unconscious, hypnotized, thoroughly drugged, in surgery or similarly incapacitated.)
Passenger (You're just along for the ride: you have no control over the actions of your host, just access to their senses.)
Traumatic (Make a Trauma roll when you use this power)
Mind Swap (You switch places with the target you’re possessing instead of simply leaving your body behind.)
Exhausting (All Actions are -1 die after this Power ends. Lasts for either 24 hours, or the duration of this Power, whichever is greater.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Sacrifice (Activating requires you to Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Duration

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 4

  1. 1 Minute
  2. 1 Hour
  3. 3 Hours
  4. 1 Day
  5. Indefinite

Parameter - Range

Default Level: 2

Seasoned Threshold: 4

Veteran Threshold: 5

Eratta: Unlimited range still requires you to aim in some way, whether it be through a scrying pool, a mark on your target, or gps coordinates.

  1. Arm's Reach
  2. 45 feet
  3. 300 feet
  4. 1000 feet
  5. 1 mile
  6. 10 miles
  7. Unlimited

Parameter - Cast Time

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 8

  1. 30 Minutes
  2. 1 Minute
  3. 2 Rounds
  4. 1 Round
  5. Free Action

Example Powers