Possession Spell in Shadowrun | World Anvil

Possession

POSSESSION
Type: P Action: Complex
Range: Touch Duration: Special  

Some spirits are incapable of materializing, so they must possess vessels in order to interact with meat space. During a possession attempt, the spirit uses the vessel’s aura as a temporary conduit to the physical plane. The spirit makes an Opposed Test by rolling its Force x 2 against the vessel’s Intuition + Willpower for living vessels or the Object Resistance dice pool of an inanimate vessel. A prepared vessel (p. 135, SG) gives the spirit a +6 dice pool modifier. If the spirit fails, it is forced back to the astral plane. If the spirit succeeds, both spirit and vessel are considered a single dual-natured entity (p. 395, CRB) for the possession’s duration.

A possessing spirit may be forced back to the astral plane with a Banishing Test (p. 301, CRB). If the possession attempt fails or the spirit is banished, that spirit cannot attempt to possess that vessel again until the next sunrise or sunset.
The following rules govern Possession spirits:

Living Vessels: While possessing a living vessel, the spirit allows the vessel to reduce the Wound Modifier (p. 169, CRB) by 1 die for every point of the spirit’s Force, to a maximum Wound Modifier of 0. Also, for any Physical attributes where the spirit’s Force is higher than the vessel’s Physical attributes, the vessel’s Physical attributes are increased by half the spirit’s Force (rounded down). While possessed, the spirit’s Mental and Special attributes are used (which means a possessed technomancer cannot access Resonance), with Initiative modified accordingly (use the spirit’s Initiative Dice). The spirit also uses its skills, as it cannot access the knowledge and skills of the host. Possession does not allow the spirit to operate AR or cybernetic interfaces, and the spirit cannot gain benefits from any augmentations that would require active control.

Dead/Inanimate Vessels: While possessing a nonliving vessel, the spirit adds half of its Force to the vessel’s Structure and Armor Ratings (p. 197, CRB), Object Resistance Table dice pool (p. 295, CRB), or Physical attributes, depending on the situation and/or vessel type. The combined entity uses its enhanced attributes (or the spirit’s, if the vessel lacks attributes) to calculate Initiative, and it uses the spirit’s Initiative dice. The spirit can use any of its powers through the vessel itself, but it can only move the vessel in ways the vessel can normally perform. For example, a spirit possessing a gun can fire the gun but cannot move the gun or access any smartgun functions. Generally, spirits can only control mechanical functions, not anything that requires complex electronic, DNI, or wireless control.

Possession and Services: Like Materialization, Possession itself doesn’t use any of the services a spirit owes its conjurer, but once the spirit completes its services, it abandons the vessel and returns to astral space. The vessel reverts to its prior state but keeps any damage incurred. The spirit also abandons the vessel and returns to astral space on the summoner’s command, even if the spirit still owes services.

Roleplaying Possession: A magician possessed by a spirit she conjured is fully aware of what the spirit is doing and is still able to give it commands and direction. To prevent a player feeling sidelined, gamemasters are encouraged to allow a player of a possessed magician to roleplay the spirit that she commands and is controlling her body. Gamemasters may also consider extending this to characters who are possessed by a “friendly” spirit. This still does not give the spirit direct access to the host’s knowledge or skills.

Damage: If the spirit or the vessel has already sustained damage, that damage sticks around upon successful possession, but only the greater set of the combined Wound Modifiers applies (modified by the spirit’s Force, for living vessels). Physical damage incurred during possession is recorded as a single track, and both vessel and spirit retain the full amount of this damage when possession ends, which is cumulative with any previous damage. When possession ends, the vessel’s Physical attributes return to normal while the damage stays in place, so this damage can have potentially lethal side effects.


(p197 SG)