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Three On A Match - The Possessed Path

The Possessed Path

Introduction

There is something within you that isn't you. It haunts your mind and your body, and it displaces your soul. You are possessed.

The possessed are those unfortunate humans who've become infested with another entity. As luck would have it, only humans can become possessed. Something in the magic of the undead, half-blood, and shifters repels otherworldly entities and prevents them from taking root. Lucky them, you suppose.

Note: When a human becomes possessed, they are frozen on their primary advancement path. Instead, they move over to the possessed advancement path until they have their new denizen exorcised

The Basics

The possessor (hereafter known as the "Passenger") can be a variety of otherworldly or extradimensional creatures, from the spirits of the dead to creatures like angels, demons, and furies. This list is non-exhaustive, but your selection is subject to admin approval, so run it by us if you're not sure. No deities are permitted.

Physical

While the experience of a Passenger in a Vessel can differ, it is universally true that should a Vessel have a Passenger dominate them and take over many times, it has a myriad of physical consequences. Symptoms can include, but are not limited to, insomnia, restlessness, and lethargy. The human body is not designed for what the Passenger is doing to it, but if a Vessel maintains their physical fitness this can help mitigate the worst of these effects.

Mental

Hand in hand with the physical toll is the mental weight of having an otherworldly entity inhabiting your mind. If a Vessel is not careful, extended periods out of control of their own minds can lead to mental difficulties, such as loss of concentration, mood swings, and loss of memory. Like the body, the mind must be maintained as well as given reprieve from their constant Passenger.

Codes of Conduct

The possessed are fully human and as such the Vessel is not bound by the Codes of Conduct. However, the entity itself is and if direct communication is established, they are fully bound by the Codes. Should the entity be uninvited from a home after sneaking in through their human form, both will be ejected beyond the threshold.

Traits & Abilities

Traits

Salt of the Earth

While it may not harm the entity, the connection between Passenger and Vessel can be dampened or muted altogether should the Vessel step within a circle of salt.

That Which Follows

The Passenger's presence is unseen but unmistakable. Glimpses in mirrors or pools of water. Inhabiting shadows. Your Passenger can step from your body and manifest before you and others. They can assume any form they see fit and manipulate physical objects around them to a small degree. A Spirit can see the Passenger no matter their form, and vice versa, allowing the two metaphysical beings to interact.

Abilities

Cantrip (Dissonant)

Create a minor ability from one of your chosen keywords. This is something you can do with little to no effort.

Third Eye (Host)

With the help of your Passenger you are able to see magic around you (auras, leylines, enchantments). Although it is simple to activate, it can be difficult to understand, taking time and energy to piece together what you're looking at.

Quid Pro Quo (Imposter)

Your passenger has developed vested interest in keeping you alive, safe, sane, and maybe even get you a little further in life. In situations you're unfamiliar with, it might take over and grant you a skill you might not otherwise have that's in its wheelhouse. This could be anything from combat to public speaking.


Perfect Sync (Steward)

The divide between your two minds is non-existent. You are the perfect Vessel and your entity becomes the perfect passenger, allowing you both to share the body without strain or argument. Your goals are the same. You may roll up to the total number of die in your Cinder pool, before becoming Unchained.

Ascension (Covenant)

There is always an end to any great story. When it is time to go, some who have become one with their Passenger choose to accompany them into whatever lies beyond the material realm. If they do, their body dies and they are off on the next great adventure.

A Parting Gift (Covenant)

... And others choose to stay. Although you are now alone, your passenger leaves a gift. If you were human, you may choose to become a Half-Blood or Cursed, beginning anew on your path.

Impulse

Impulse describes the otherworldly entity's effect on your mind and who is more in control at any given moment. It can be utilized to describe how well you are able to utilize your Passenger's magic, how well you can communicate with it, or how you keep it under control. However you flavor this is up to you, but it is meant to be a struggle.

A critical failure yields complete control to your Passenger, triggering Unchained.

When utilizing the Passenger's magic, a Vessel can do this a number of times up to half the number of dice in their Cinder pool, rounded up. Both successes and failed rolls with a Magic Keyword counts towards the limit. After this limit, a Vessel must roll an extraordinary success on their next Impulse roll or they become Unchained.

Should you decide to forego the dice in favor of flavor, that is acceptable. Just know that, eventually, after a great deal of magic use, the Passenger will assume control.

Unchained

An Unchained possessed is when the Passenger has assumed direct control of the Vessel's physical body, shunting the Vessel to the back. It is up to the player if their character is blacked out, semi-conscious, or fully conscious. The Vessel also displays physical characteristics of being Unchained, making this state unmistakable.

In this state, the Passenger continues to use the Impulse ability and is able to use magic. However, it takes a huge physical toll on the body of the Vessel and they will be feeling the consequences of it for some time. Each use of a Magic Keyword when Unchained reduces their Luck by one (1). This is the mechanical representation of the physical toll.

Combination Keywords

Alongside their Magic Keywords, the Possessed also have something we call Combination Keywords. At the Host (Dabbler) and Invoker (Apprentice) ranks, a Possessed can gain a combination keyword. These keywords can only be used in combination with a keyword from the Magic Keywords the Possessed have, as something needs to channel the effect of the combination keyword. These have various mechanical effects, but they can also have purely flavour effects, based on how a player wants to interpret the combination keyword with the Magic Keyword it was combined with and the nature of the Passenger of the Vessel.

These combination keywords can only be applied to the Possessed themselves, not to people around them. To get a successful use of a combination keyword, you must succeed in a Cinder roll for a magic keyword of your choosing and a Cinder roll for a combination keyword.

  • Bolster: Add 1d6 to your Strike pool.
  • Resilience: Add 1d6 to your Cinder pool.
  • Heal: Add to your Luck. It cannot exceed the target’s maximum Luck.
  • Bastion: Add 1 to your DC.
Duration and Impact

A Possessed can use the Combination Keywords a number of times up to half the number of dice in their Cinder pool, rounded up, but if they exceed this number a Cinder roll must be made. If the roll is a Partial Failure, they become Unchained. If they succeed and do not go Unchained, any new use of magic must be followed with another Cinder roll. When Unchained, they cannot use combination keywords.

Creating a Human Possessed

Only humans can become possessed. Something in the magic of the undead, half-blood, and shifters repels otherworldly entities and prevents them from taking root. When a human becomes possessed, they are frozen on their primary advancement path. Instead, they move over to the possessed advancement path until they have their new denizen exorcised.

The possessor can be a variety of otherworldly or extradimensional creatures, from the spirits of the dead to creatures like angels, demons, and furies. This list is non-exhaustive, but your selection is subject to admin approval, so run it by us if you're not sure. No deities are permitted.

Quick Reference Creation

Starting at Dissonant (Untrained)
  • You have two (2) keyword slots, which you may fill with a keyword from the Magic Keywords list, ignoring portfolios. This should be defined by your passenger.
  • You may create a cantrip based on one of your chosen keywords.
  • You must describe the physical toll possession has on your body.
Strike
4d6
Cinder
5d6
Starting at Host (Dabbler)
  • You have three (3) keyword slots, which you may fill with a keyword from the Magic Keywords list, ignoring portfolios. This should be defined by your passenger.
  • You can select one (1) Combination Keyword.
  • You may create a cantrip based on one of your chosen keywords.
  • You must also describe the physical toll possession has on your body.
  • You have the Third Eye ability.
Strike
4d6
Cinder
6d6

Keyword Pool

Magic Keywords

The Possessed can select any Magic Keywords at creation, with no limitations on which portfolio they come from.


Mundane Keywords

As a Possessed you can choose to stay at the Dissonant rank and select one (1) Mundane Keyword, instead of starting at Host.

Additional Notes

Character Questions

  • How did this happen?
  • When did this happen and how long have you been like this?
  • Do you know who or what your Passenger is?
  • How have you been coping and has anyone been able to help you? Have you sought help?
  • What does your Passenger do when it has control?

Growth & Advancement

Rank
Abilities
Strike and Cinder Dice Pools
Dissonant
  • +2 Magic Keywords
  • Cantrip
Strike
4d6
Cinder
5d6
Host
  • +1 Magic Keyword
  • +1 Combination Keyword
  • Third Eye
Cinder
+1d6
Imposter
  • +1 Magic Keyword
  • Quid Pro Quo
Cinder
+1d6
Invoker
  • +2 Magic Keyword
  • +1 Combination Keyword
  • Cantrip
Cinder
+1d6
Steward
  • +1 Magic Keyword
  • Perfect Sync
Cinder
+1d6
Covenant
  • +1 Magic Keyword
  • Ascension
  • A Parting Gift
Cinder
+1d6

Rank Descriptions

Dissonant
Untrained
There is something inside you and there are thoughts that aren't your own.
Host
Dabbler
You have a better sense of your new world and know what you're sharing it with. It's not comfortable, but you're learning to live with it.
Imposter
Novice
You've come to some kind of agreement with this new mind inside your head. You seem to have the same goal. At least, that's what you think.
Invoker
Apprentice
Do these thoughts sound like your own sometimes? It's not so alien anymore--the human brain is so adaptable, isn't it?
Steward
Master
You are comfortable with the Other inside your own mind. You move as one, and hold the same things sacrosanct.
Covenant
Legendary
Were you ever a separate entity? You and your Passenger have melded so completely that the flow of thoughts flickers between.