Viewing Effect - Possession
Take over another's body

Requires: Seasoned

Create a Possession Power

Description

You are able to temporarily transfer your consciousness into someone, possessing them. They remain aware but helpless during the ordeal.

Forcing them to perform actions that violate their most deeply-held convictions makes it easier for them to force you out.

If the body you are possessing or the body you left behind dies, you die.

System

Spend an Action, Exert your Mind, and roll [[attack-roll]] against a Living Sapient target no farther than [[range]], which they can resist by rolling [[resistance]] as a Free Action. Targets that are Incapacitated from Mind damage cannot resist. If you succeed, you possess the target for [[duration]].

You may end the effect with a committed Action as long as you are within [[range]] of your body.

During the possession, any rolls that use Brawn or Dexterity use the target's instead of your own. Likewise you assume their physical Assets and Liabilities instead of your own. You do not gain access to the target's Active Powers, memories or skills. You retain access to your Active Powers but not any Passive ones.

If the body you are possessing dies, you die immediately. If the the body you left behind dies, you die when your possession ends.

While possessing if you take an action that violates the target's Limits or attempt self-harm, the target must make a Trauma roll. If they succeed, you are evicted from their body. Even if the roll fails, they may Exert their Mind to evict you.

Enhancements

Open Book (You may access the knowledge and memories of the creature you are possessing)

Demonic Possession (You have access to the target's Powers while possessing them.)

Black-Out (The target has no recollection of what happened while Possessed. Any Traumas they acquired during the affair remain.)

Climb In (You do not leave behind a body when you use this Power.)

Hitchhiker (If you would die because the possession ends and your original body was destroyed, make a contested Mind roll against the target. The loser becomes a helpless observer as long as you both inhabit their body.)
If you are a helpless observer, you cannot activate any Powers, including this one, with one exception: If a co-inhabited body is possessed, a helpless observer may cast Possession on the new inhabitant's original body.

Muscle Memory (Your Ability ratings are your own or those of the creature you are possessing, whichever is higher.)

Emergency Recall (If the possessed body dies during the duration, if you are within cast range, you are returned to your body instead of dying.)

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.)

Empowered Soul (You have access to your Passive Powers while possessing the target.)

Immortal Spirit (If you die from the destruction of your body, your disembodied spirit remains "alive" for one hour, fixed to the location of your corpse. During this time, the only Action you can take is to activate this Power on a target in range.)

Concealed (This power is not obvious, and it is hard for others to notice its use. Choose a Tell that occurs only when you use the Power; if someone suspects that a Power was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
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. Your Tell should be something small that would not otherwise frequently occur, such as a slight nosebleed, fiddling with an object, an intense stare.

Ghost In The Machine (You may now possess any Sapient target.)

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Tunnel Vision (While this power is active, you are at -2 dice to all Actions, and cannot Concentrate.)
This means you cannot perform any actions which require your full attention, such as Committed Actions, as well as a number of Powers.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Traumatic (Make a Trauma roll when you use this power)
Consensual (Can only be used on consenting targets.)
Long Cast (This Power takes one minute to activate.)
Teather (If you leave the [[range]] during the duration of the power, the effect ends)
Sympathetic Pain (If the possessed body takes any damage, you do as well.)
Mind Swap (You switch places with the target you’re possessing instead of simply leaving your body behind.)
What's Wrong (Your inhabited body undergoes a physical and/or behavioral change for the duration of your possession that makes it obvious that something is seriously amiss.)
Get Out! (There is some common occurrence (flash of light, splashed by water, etc) that causes you to be ejected from your inhabited body.)
Critical Failure (Roll a single D10 when you activate this Power. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a mutilating Battle Scar, or some other terrible consequence.)
Contest of Will (The possessed creature may Exert their Mind to kick you out of their body. You may Exert your Mind to counteract being kicked out.)
This process is repeatable as many times as needed. But the Target may believe they have kicked you out after the first time.
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 take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Draining (After this Power ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. 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.
Power Struggle (The target may Exert their Mind at any time. If they do, they may choose the next Action they take.)
This Action is taken instead of your own. If in combat, the target may Exert their Mind at any time, regardless of imitative. This cannot be used to "cancel" an Action the possessor has already declared.
Left Behind (You do not have access to your Active Powers while possessing.)

Parameter - Duration

Default Level: 1

Seasoned Threshold: -1

Veteran Threshold: 4

  1. 1 round
  2. Outcome in rounds
  3. Outcome in minutes
  4. Outcome in days
  5. Outcome in months

Parameter - Range

Default Level: 1

Seasoned Threshold: -1

Veteran Threshold: 3

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Example Powers

No Example Powers Yet