Possessed Abilities

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Revision as of 10:50, 12 April 2024 by Third on the Match (talk | contribs) (Created page with "The abilities of the Possessed shared between the Vessel and their Passenger. == 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. They can assume any form they see fit and manipulate physical obj...")
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The abilities of the Possessed shared between the Vessel and their Passenger.

Traits[edit | edit source]

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. 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[edit | edit source]

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 and a successful Cinder roll, you are able to see magic around you (auras, leylines, enchantments) for a split second. 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 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. In non-Encounter scenarios, this allows players to play with the dice, to add or subtract from dice pools. This cannot be used versus PCs, where the target is a DC, as it must use the success range.

MONOPHYSITE (STEWARD)

Pick either Perfect Sync or One Mind, both impart the same bonus but offer different flavours for roleplaying purposes.

Perfect Sync

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.

One Mind

The divide between your two minds is non-existent. Your passenger is taking over and your sense of self is fading. The possession is painful and overwhelming, the human often unable to resist the will of the passenger. 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 can choose or are forced to accompany them into whatever lies beyond the material realm. If they do, their body dies and they are off on the next phase of their existence.

A PARTING GIFT (COVENANT)

... And others choose or find a way to stay. Although you are now alone, your passenger leaves a gift or a remnant of themselves. You may choose to become a Half-Blood, Undying, or Cursed, beginning anew on your path.

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