When Possessed, receive 2 strife at the end of every scene you ignore the possessing spirits goal. It is a Meditation (Void) check with TN = the possessing Spirit's focus to remove.
Details
Description: Willingly or unwillingly, the character has come under the power of a supernatural being, which now exerts a certain influence over their actions.
Effects: When the character becomes Possessed, the possessing spirit states its goal. The character can ignore that goal, but they receive 2 strife at the end of each scene in which they fully disregarded it. When the character becomes Compromised, they must unmask and then attempt to pursue the goal until the end of the scene. When the character makes a check while Possessed, they can use the spirit’s skill ranks in place of their own. Additionally, if the spirit knows any invocations or other techniques, the character can use each of these techniques once per scene.
Removed When: After the character spends a scene pursuing the spirit’s goal, they can make a Meditation (Void) check to attempt to expel the spirit. The TN for this check is equal to the spirit’s focus. If the character succeeds, the Possession ends, as the spirit is cast out. Possession can also be broken when a character achieves the Dispel Possession social objective (see Otherworldly Encounters on page 125). Alternately, the spirit can choose to end the possession at any time. After this condition is removed, the spirit might physically manifest or might flee into a Spirit Realm, at the GM’s discretion
Effects: When the character becomes Possessed, the possessing spirit states its goal. The character can ignore that goal, but they receive 2 strife at the end of each scene in which they fully disregarded it. When the character becomes Compromised, they must unmask and then attempt to pursue the goal until the end of the scene. When the character makes a check while Possessed, they can use the spirit’s skill ranks in place of their own. Additionally, if the spirit knows any invocations or other techniques, the character can use each of these techniques once per scene.
Removed When: After the character spends a scene pursuing the spirit’s goal, they can make a Meditation (Void) check to attempt to expel the spirit. The TN for this check is equal to the spirit’s focus. If the character succeeds, the Possession ends, as the spirit is cast out. Possession can also be broken when a character achieves the Dispel Possession social objective (see Otherworldly Encounters on page 125). Alternately, the spirit can choose to end the possession at any time. After this condition is removed, the spirit might physically manifest or might flee into a Spirit Realm, at the GM’s discretion
Opportunity Uses |
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* |
If you failed, determine the easiest way to accomplish the task you were attempting (skill and approach). |
*+ |
Remove 1 strife you gained from this check per * spent this way. |
* |
Choose a ring other than Void. Reduce the TN of your next check by 1 if it uses that ring. |
*+ |
Feel a chill down your spine, notice a sudden silence, or detect another sign of the supernatural if there is a spiritual disturbance in the scene. Extra * gives an increasingly precise location for the supernatural occurrence. |
** |
Gain spiritual insight into the nature of the universe or your own heart. At the GM’s discretion, you may establish a fact about your character that has not been previously revealed but relates to the situation. |
Special Circumstance Opportunities
In Shadowlands
** Though Jigoku’s power weighs heavily upon them, you are undeterred. By drawing on memories of the un-Tainted lands north of the wall, you can keep yourself focused and ignore all Strife results on your next check.
Against Tainted Threats
** or *** If the character spends**, they discern that the kami have fled, as well as the type of disturbance (mahō, kansen, or similar). If the character spends ***, they can also determine the total combat Military threat rating of all Tainted beings that caused the kami to flee.
While Tainted
**+ The unnatural insights of the kansen voice themselves wordlessly to you, granting knowledge you could not possibly have known otherwise. You learn something relevant to the current situation, appropriate in scope to the number of * spent. For each * spent in this way, you receive 1 strife due to the unnatural means by which you gained this knowledge.