Possession
The Possession Attack
The entity must be within a few metres of its intended victim and use a Full Action. The creature and target make Opposed Willpower Tests each Round until either the entity or the victim achieve a total of five degrees of success over the other—this is cumulative over several Rounds. If the entity wins, it successfully possesses its victim. If its victim wins, he has repelled the entity who may not attempt to possess him again for 24 hours. A repelled entity also takes 1d10 points of Damage.The Effects of Possession
A possessing entity takes control utterly, binding itself to its victim, and is capable of commanding the body to function regardless of pain and injury (and indeed might delight in damaging or altering it to suit its whims). The victim increases his Strength and Toughness Characteristics by 10 and gains 1d10 Wounds. The victim uses the possessing entity’s Intelligence, Perception, Willpower and Fellowship, and uses the entity’s Psy Rating and Psychic Powers in place of its own (if any). Likewise, the possessed creature uses any mind-related Skills and Talents had by the entity and loses its own.The entity may also attempt to recall memories and skills from its victim with a successful Intelligence Test. In the case of possession by a Daemon, the victim has a good chance of becoming immediately mutated and likely to become further mutated the longer the possession continues.
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