Nevernever+Powers

Powers that have to do with spirits, demons, and controlling areas of the Nevernever.    **SPIRIT FORM** [-3] //Insubstantial. // You are invisible, inaudible, and incorporeal. This means that you can neither affect nor be affected by physical things, except as dictated under Vulnerabilities. Any magic that you cast is also incorporeal, and useless against anything physical. However, you can perceive the physical world normally, and under some circumstances it may be possible for physical characters to perceive and communicate with you. Characters with this power may affect each other freely. //Shaped By Belief. // Your very existence is defined by belief. As a result, you are not closely bound by physical reality. You do not need to eat or sleep or breathe. Furthermore, you do not excrete wastes and you do not age. You are immune to both poison and disease. You may make maneuvers and Declarations with Conviction to define your physical form and the nature of your interactions with the world. //No Real Body. // You don't have a real body. Powers that allow characters to enter the bodies of others, like Possession, cannot be used on you. //Vulnerabilities. // Certain physical things can harm you despite your intangibility. These things include ghost dust and fire. What's more, you cannot cross thresholds at all. //Unrealistic Spirit Form [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> The laws of physics only affect you if you think they should. Teleportation is possible for you. You may substitute your Conviction skill for your Might skill when exerting force, your Athletics skill when moving, or for any other physical skill as the GM feels is appropriate. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Spiritual Body [-0]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your body and your mind are the same thing. You have one stress track that is used for both mental and physical stress. Its length is determined by your Conviction skill. Size, Toughness, and Stoicism powers apply to this track, but mental stress bypasses physical Powers and vice versa. Consequences taken on this track do not recover naturally unless you provide some form of special justification, generally involving the absorption of memories. More severe consequences require more elaborate justifications. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Quasi-Solid Spirit Form [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can exert a tiny amount of force on the material world. Normally this does nothing of importance, but when machinery is around you can often interfere with it. You may use Conviction to make maneuvers disrupting physical machinery and moving small objects. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Optional Spirit Form [-2]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may suppress or reactivate this Power whenever you please. Doing so takes an action if you are engaged in a conflict. Using this trapping is an insane act for a ghost, and as such this trapping may not be possessed by sane ghosts. (Other forms of spirit might not have this limitation, and physical creatures that can become ethereal almost certainly don't.) //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Projected Spirit Form [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You are a physical creature, but you can leave your body when you feel inclined. You normally do not have access to this power, but you may gain access to it any time by taking a supplemental action. When you do so, your physical body is unconscious and immobile. You may return to your physical body at any time by physically entering it with a supplemental action. This upgrade is not compatible with Optional Spirit Form. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Involuntary Spirit Form [+1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> (Requires Optional Spirit Form or Projected Spirit Form) You have no control over whether or not you are corporeal at any given time. Choose a condition in collaboration with the GM. This condition determines whether or not this power is active at any given time.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You are an incorporeal spirit form, able to pass through walls and other barriers in the mortal world. Thresholds still have an almost physical reality to you, however.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Many, especially Conviction.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Note: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> This power may not normally be attached to Human Form, Feeding Dependency, an Item Of Power, Magical Self-Enhancement, or any other power that can "turn off" the powers it is attached to. The Astral Projection and Manifestation upgrades, if taken, entirely remove this restriction except with regards to Human Form.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**INHABIT** [-2] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Inhabitation. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Once per scene, you may enter and control an inanimate object. While you are inside an object, you may control it as though it were your body. If your object-body is Taken Out, you may be ejected during Take-Out narration. Otherwise you may stay as long as you wish. Use your own skills and Powers to represent the abilities of your object-body. Spirit Form is an exception to this; if you have it, it's suppressed while you inhabit an object. If your object-body should logically have a Size Power that you don't have, you can't inhabit it. If it should logically lack a Size Power that you have, you lose your Size Power while inhabiting it. If you have a Size Power that is effectively a greater version of the one you need, you may reduce it; for example, a character with Titanic Size could inhabit an object with Hulking Size. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Semi-Animate. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> While inhabiting an object, you have the Semi-Animate Power. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Abandoned Body. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> While you are inside an object, you are entirely subsumed into the object until you leave into the area surrounding the object. You can act only through that object. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Inhabit Specific Type Of Thing [+1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can only inhabit a specific type of object, like cars or corpses or clouds. The type of object should be specific enough that one won't always be available to inhabit. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Improved Inhabitation [-varies]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> For every point of Refresh invested in this upgrade, you can copy one Refresh worth of Powers or one Stunt from an object whenever you inhabit that object. Select the Powers that you copy when entering the object. Inhabiting the corpse of a swordsman might grant a sword-related stunt, while inhabiting an iron statue might grant Toughness. This may be used to purchase Size Powers, allowing you to possess objects that would normally be too big or too small for you.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can enter inanimate objects, which you can then use as though they were physical bodies.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You must have an Aspect referring to the objects you inhabit, which can be invoked or compelled to reflect the abilities and limitations of your object-bodies.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Many.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**SPIRITUAL PARASITE** [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Spiritual Parasitism. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may attempt to enter the bodies of other characters, willing or otherwise. Entering an unwilling character requires you to win a mental conflict, which uses the same timeframe and initiative as a physical fight. Discipline is used to attack and defend in that conflict. During the conflict, you are treated as though you were inside your target's body for the purposes of the //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Abandoned Body //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> and //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">You're Not Hurting Me //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Trappings. Taking an action in that conflict takes a character's full attention. If you win the conflict, you may enter the target's body. If you lose, then you fail to do so and may not try again until the next session. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Sponsor. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> While you are inside a character, that character has a temporary Aspect that indicates your presence. In addition, you may allow them to spend your Fate Points. For each Fate Point they spend this way, they acquire a point of sponsor debt. The debt is to you, and you may choose to use it for a Compel whenever you please. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Corrupting Influence. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> While you are inside another character, both you and your host gain a new stress track called the control track. The control track's length is determined by Conviction, and stress and consequences inflicted to it do not heal normally. At the end of each scene, you and your host may make a control attack against each other. Use Discipline to attack and to defend. If your host takes you out, you must leave their body. If you take them out, clear both your control track and theirs. Also you may either inflict a Compel upon them as though they had taken a point of sponsor debt to you or change one of their permanent Aspects. The extent of an Aspect change caused by this Power is roughly equal to the extent of an extreme consequence. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">You're Not Hurting Me. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You cannot be targeted with physical or mental attacks while in another character's body, barring special Powers or unusual circumstances. Social attacks can target you normally, though, and you may not transfer backlash or stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Abandoned Body. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> While you are in another character's body, you are entirely subsumed into your host until you leave into the surrounding area. You cannot take physical actions. Nobody save your host can perceive you unless they have The Sight or another such effect. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Helpful Spiritual Parasite [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> While you are in another character's body, you may attempt grant that character a +1 bonus whenever they use any skill. If they accept the bonus, you get a stackable +2 bonus to the control attack that you make at the end of that scene. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Benevolent Spiritual Parasite [+1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> (Requires Helpful Spiritual Parasite) You may not make a control attack at the end of a scene unless your host accepted a bonus that scene. And even if they did accept a bonus, your attack skill is automatically Mediocre (+0) before bonuses. Whenever your host goes a full session without using a bonus, they may clear their control stress track and begin to recover control consequences normally. On the upside, your host can no longer make control attacks against you at the end of each scene. Barring some sort of exorcism, you're there until you decide to leave.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can invade the minds of others. You can't take over completely, but you can influence your hosts pretty strongly.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Discipline, others.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**SPIRITUAL SYMBIOTE** [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Integration. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may enter the bodies of willing characters. Entering or leaving a body in a conflict takes your action, and you can stay until you decide to leave or are kicked out by your host. While you are in a character's body, that character has access to your stunts, skills, and Powers. Size Powers and Spirit Form are exceptions to this. Other exceptions should be handled through Compels or through the Limitation Power. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Abandoned Body. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> While you are in another character's body, you are entirely subsumed into your host until you leave into the surrounding area. The only things you can do are look through your host's senses and talk to your host. Nobody save your host can perceive you unless they have The Sight or another such effect. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">You're Not Hurting Me. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You cannot be targeted with physical attacks while in another character's body, barring special Powers or unusual circumstances. Characters looking to take you down violently will probably have to settle for knocking the person whose body you're using unconscious. Mental and social attacks can target you normally, though, and you may not transfer backlash or physical stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You're a spiritual symbiote of sorts; you enter the bodies of other people and make them stronger.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You must have an Aspect reflecting this Power.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Many.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**POSSESSION** [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Possession. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may enter the bodies of willing characters. Entering or leaving a body in a conflict takes your action, and you can stay until you decide to leave or are kicked out by your host. While you are in a character's body, you may control that body as though it were your own. Use your own skills and Powers when doing so. Size Powers and Spirit Form are an exception to this: use your host's Size Powers in place of your own, and if you have Spirit Form it is suppressed while you're in someone else's body. You may also use certain other Stunts and Powers possessed by your host, generally those relating to raw physical ability or the reactions of other characters to your host's body. Some of the host's skills may also modify your own, generally along the same guidelines as Powers and Stunts. The GM is the final judge of which of the host's Powers and Skills and Stunts apply to you. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">You're Not Hurting Me. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You cannot be targeted with physical attacks while in another character's body, barring special Powers or unusual circumstances. Characters looking to take you down violently will probably have to settle for knocking the person whose body you're using unconscious. Mental and social attacks can target you normally, though, and you may not transfer backlash or physical stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Spiritual Eviction. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> If you end up controlling a host who wants you out, that host may engage you in an opposed Discipline roll. If they win, you are forced out of their body. If you entered their body with their consent, your host may attempt one such roll as soon as they decide to kick you out. Regardless, they may attempt one such roll every time you control their body for another continuous day and every time you use their body to damage them or something they care about. In extreme situations, such as forced suicide, your host may benefit from a circumstantial bonus to the opposed Discipline roll. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Abandoned Body. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> While you are in another character's body, you are entirely subsumed into your host until you leave into the surrounding area. You can act only through your host's body. Nobody save your host can perceive you unless they have The Sight or another such effect. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Hostile Possession [-2]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may attempt to possess unwilling victims. This requires you to win a mental conflict, which uses the same timeframe and initiative as a physical fight. Discipline is used to attack and defend in that conflict. During the conflict, you are treated as though you were inside your target's body for the purposes of the //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Abandoned Body //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> and //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">You're Not Hurting Me //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Trappings. Taking an action in that conflict takes a character's full attention. If you lose the conflict, you fail to possess the target and can't try again until the next session. If you win, you possess the target normally. If a character is possessed by multiple characters with this Power, the most recent possession takes precedence.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can take over the bodies of others. Maybe only if they consent, maybe even if they don't.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Discipline, others.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**DUAL NATURE** [-0] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Dual Nature. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your body is solid to both material and immaterial objects. You may interact normally with characters that have the Spirit Form power and other incorporeal things. This also allows such things to interact normally with you, so be careful around violently-inclined spirits.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You are solid to both ghosts and men, like a cat.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> A character must possess the Ghost Speaker power in order to use this one. This power is not compatible with Spirit Form.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Many.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**SPIRITUAL CO-PILOT** [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Spiritual Power. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Whenever you use a skill, you may choose to treat it as though it were one point higher. Do this before rolling. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">The Struggle For Control. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You have an additional stress track, called the control track. The length of this track is determined by your Conviction. Stress and consequences taken on this track do not begin to heal until you go a full session without using Spiritual Power. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">The Price Of Power. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> At the end of any scene in which you use the Spiritual Power trapping, you suffer a control attack. The accuracy of this control attack is twice the number of times you used Spiritual Power in that scene, and has no weapon rating. Defend with your Discipline skill. If this attack takes you out, you receive a Compel as though you had taken a point of Sponsor Debt. Alternately, the GM may choose to alter one of your permanent Aspects.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> A spirit dwells inside you, granting you power in exchange for control over you. Draw upon it too heavily, and you may become its puppet.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You must have an Aspect reflecting your spiritual partner. If you act against your Co-Pilot's agenda, a Compel may deny you access to this Power.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Note: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> This Power is usually taken alongside the Sponsor Power. It is not compatible with Immunity to the stress that it inflicts.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Discipline, others.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

Demonic Co-Pilot [-0] You have a demonic co-pilot in your head. Ask your GM to stat out your co-pilot disembodied skills these should proportional to your refresh. Your co-pilot can maneuver to help or hinder your actions (say it decided to give you the berserk rage aspect which could be tagged for a +2 to attacking someone but could be invoked against you in heavy negotiations) according to it's agenda. Fight for control: Every so often your demonic co-pilot might stop trying to influence you and directly fight you for control of your body (a discipline conflict) this shouldn't happen more than once a session and only when the gm deems appropriate and should be played out in character. <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"><span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Bound Spiritual Entity [+3] Description: You are a spiritual entity imprisoned in a physical object, you have no body, and cannot act in the physical world without a bearer. Effect: Unbodied. You cannot take physical skills, you cannot move yourself, and you cannot communicate verbally and other neat things. You do not have a physical stress track, and your prison can not be destroyed by any means. Any physical stress you would take is instead converted to mental stress. Communicate with Bearer. You are able to telepathically speak with the bearer of the object you are tied to. License to Possession. You may take the possession upgrade of Domination in order to possess your bearer. For the purposes of the Possession upgrade you are considered to be constantly "insubstantial". License to Item of Power. You may act as an item of power for the bearer of your prison. You are allowed a Item of Power rebate equal to the size of your prison but you must purchase the powers you are able to grant as well. Normal restrictions to the refresh rebate apply. Called to Bearer [-1]. You have the ability to tie yourself to the bearer of your physical prison, and you can teach them to call your prison to their hand.

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**REALITY MARBLE** [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Personal Universe. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You have a personal universe called a Reality Marble. Design it when you take this Power. You may give it an Aspect of your choice, and as long as it has at least one zone you may give it any number of zones you want and arrange them as you please. You must designate one zone as the "entry zone" which characters arrive in when you use this Power. Your Reality Marble cannot be inhabited, and its design cannot include anything that gives you a significant advantage. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Reality Marble. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> As an action, you may spend a Fate Point to enter your Reality Marble. If you wish to bring other people with you, you may roll your Conviction skill. Then every other character in your zone is forced to enter your Reality Marble with you unless they beat your roll with a defense roll using Conviction or Athletics. People drawn into the Marble remain there until you decide to send everyone back or lose consciousness. You can't send people back one by one; it's all or nothing. And you can't keep people longer than the time indicated by adding your Conviction roll to "half a minute" on the time chart. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Different Rules [-varies]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your Reality Marble has a special rule. Negotiate the effects and costs of this upgrade with your GM. You can only purchase this upgrade once. Here are some examples of possible special rules, with appropriate costs: [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Peaceful World. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Inside your Marble, all attempts at physical violence face a block with strength equal to your Conviction. In addition, all characters in your Marble have armour 4 against all physical attacks. [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Random Entry. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Instead of entering the Marble through the entry zone, characters are randomly scattered among the zones of the Marble. If the Marble is large enough, this may prevent them from seeing each other when they enter. [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Clinging Marsh. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> The soft and sticky ground of the Marble imposes a border value of 1 on every zone. [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Heavy Gravity. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Might restricts all physical skills inside the Marble. [-2] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Anti-Technology Field. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Anything rated 8 or lower on the hexing table fails to function inside the Marble. [-2] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Killing Heat. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Everyone faces an accuracy 6 weapon 2 attack against their Endurance each exchange from the extreme heat of the Marble. [-2] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">King Of The Hill. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You enter your Marble in a different zone than everyone else. A zone border equal to your Conviction blocks entry to your zone, and its fortifications add 3 to whatever armour value its occupants have against attacks coming from outside of it. [-3] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Ocean Depths. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> The entire Marble is underwater.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can travel to a magical sub-universe of your own creation and drag other people with you.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Note: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Many characters are more powerful inside their Reality Marble than they are outside of it. Such characters should attach an appropriate version of the Limitation Power to whatever Powers they have while inside the Marble.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Conviction, others.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

//<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">: A reality marble is placing your own inner world materialized and projected onto reality. You have the ability to project a limited world of your design into reality. Skills Affected: Conviction, others. <span class="bbc_u" style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">__Effects__ <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">: //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Personal Battleground //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">: The created location appears as you choose, it defines your nature, and can take any form. This form cannot change after creation. Additionally, create a pair of Location Aspects that are always in place. (Some canon examples are "Field of Swords," "Overwhelming Forces," "Memory Suppression," and "Desert Wasteland"). These aspects are important for "Projection," below. These scene aspects cannot be removed, and new scene aspects cannot be created within the Reality Marble. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Projection //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">: As an action, spend a Fate Point and roll your Conviction vs. the highest Discipline of your targets (can name multiple targets within the same zone). If you succeed, you are given a number of free tags to any of your Scene Aspects equal to the margin of success, and only you can access the Aspects. If you tie, you are only given one free tag, but only you can access the Aspects. If you fail, you must spend Fate Points to access your Scene Aspects, and ALL within the Marble may access the Aspects. Regardless of success, all targets are brought within the Marble, and are removed from any current conflict that was not with you. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Trapped //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">: All who enter the Reality Marble are trapped until the Marble is broken, you are Taken Out, or an amount of time equal to your margin of success after "half of minute" on the time table has passed. Extra amount of time can be acquired by taking a Mental Stress for each additional turn. If you choose to end the effect of the power, you may place your victims at any location up to a zone away. A Reality Marble can be destroyed by a powerful attack targeting it. The Reality Marble automatically has a defense skill of your Conviction + your Margin of Success on the Conviction roll. When the Marble is destroyed or you are Taken Out, everyone returns to where they were when this power activated. <span class="bbc_u" style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">__Unlocked Potential__ <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">As the Reality Marble follows the rules governed by the creator, the creator often has an ability that is inaccessible to them in the "real world." While within the Reality Marble, you are able to use that special ability. Purchase a single or multiple powers with +1 point refund due to the limitation of being accessible within the Marble.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Reality Marble **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> [-2, plus powers from "Unlocked Potential"]

SPIRIT VESSEL [–1] Description: Through training, natural inclination, or ritualistic treatment of your body, you've come to be an optimal vessel for a supernatural entity to inhabit, capable of inviting them in (or firmly showing them the door) as the mood takes you. Musts: You must have some Aspect referencing your ability to act as a host, which is replaced by a more specific one whenever you actually serve as a vessel, detailing your current “passenger”. Generally, characters with this power have some other ability to interact with spirits, whether through the Ghost Speaker power or Thaumaturgy, but this is not a requirement. Skills Affected: Any skills appropriate to whatever you are hosting. Effects: Medium. While in physical contact with an insubstantial creature, or one who could become insubstantial, you may attempt to become a vessel for their consciousness as a free action. The creature feels a slight tug on its form, and (if it is willing) will be drawn into your body, where you can telepathically communicate (this includes sharing memories, etc, and largely ignores normal time constraints on conversations). They may also speak through you, with your permission, and are protected from thresholds and running water as though they were possessing you (see Our World, page 35). You may only act as a vessel to a single creature at once in this manner. The creature may leave whenever it pleases, and you may forcibly eject it by taking one point of mental stress (though it gains the sticky aspect Been Inside Your Head for the remainder of the scene, which will aid it in any further mental assault). A creature that is aware you possess this power (through assessment of your related aspect or previous experience) may make contact itself (ignoring any usual limits of perception), though you must still willingly invite them into your form for this power to take effect. Distant Medium [-1]. You may attempt to become a vessel for creatures up to one zone away, drawing them in without the need to touch them. Willing Steed [-1]. You benefit from the effects of the Demonic Co-Pilot power (page 175), but instead of it applying only when you are shapeshifted, it applies only when you are acting as a vessel for an insubstantial creature, granting you +1 to all rolls that are in line with the nature or agenda of your spiritual passenger in exchange for the usual mental stresses. You may ignore the effects of this power by convincing your passenger to back off and let you work, or by suffering one point of mental stress to suppress it for that exchange. Note that consequences incurred from suppressing a passenger will not be in line with the passenger’s agenda, as is the norm with Demonic Co-Pilot; forcing a vessel into a mental wrestling match is more likely to result in brain damage than a pliable host. Horse Power [-Varies]. The Willing Steed upgrade is a prerequisite for this one. You benefit from the effects of the Mimic Abilities power (page 176), but rather than acquiring your powers by defeating and diminishing (or outright killing) an opponent, you get them “on loan”, from your passenger. In essence, for as long as you have a passenger that is willing to offer aid, you may assign your mimic points to powers or stunts it possesses. At the end of any scene in which these abilities were used, you must roll Discipline against the total refresh cost of the used abilities, as if you were being attacked, with the results described in Demonic Co-Pilot. Your passenger cannot avoid this; even if they are not attempting to twist your mind, mental contamination will still occur. Since your powers rely on the continued co-operation and presence of a suitable passenger, the refresh that you must allocate to this power is reduced by two; in other words, you can acquire two “free” points of abilities from your passenger, in addition to any purchased with mimic points. You must still assign at least one point of refresh to this upgrade. Reverse Possession [-3]. You no longer need a creature’s permission to become (or continue being) a vessel for it. If a valid target refuses your offer of possession, you may roll Discipline as a psychic attack against them, inflicting stress and consequences until they concede and become your passenger, or are broken and forced into you as a result of being taken out. If a passenger attempts to leave your body without your permission (or you simply decide to torment them) you may roll Discipline against their Conviction, with a success preventing them from taking any action and inflicting a single point of mental stress; this is effectively a mental grapple. Spirit Eater [-1]. The Horse Power and Reverse Possession upgrades are prerequisites for this one. If you use the mental grapple provided by Reverse Possession to take out a passenger, you may utterly destroy them, and thereby indefinitely retain any of the powers they could have granted you through Horse Power, just as described in Mimic Powers. Alternatively, you may permanently acquire those powers at the normal refresh cost, as part of a sheet-rewrite, as consuming the spirit works deep changes on your body and soul. Legion [-1, -2 or -3]. You may have more than passenger at once; the one-point version of this power allows a maximum of three passengers, while the two-point version allows up to seven passengers, and the three-point version allows an unlimited number of distinct passengers. This does not increase the bonuses provided by Willing Steed or Horse Power, but does increase their breadth. Specific Vessel [+1]. You can only serve as a vessel for one specific kind of creature (i.e. demons, spirits, ghosts, loa, angels, Outsiders, etc), a restriction which should flavour the mandatory aspect listed in “Musts” accordingly. Note that this upgrade cannot provide more refresh than the overall cost of the Spirit Vessel power.