Spirit Control, a Venture City power

Spirit Control

The spirits of the hidden realms speak with you, do your bidding, and fight alongside you.

 

Basic Spirit Control: Choose a type of spirit (natural, elemental, animal, ghost, etc.). You may communicate with these spirits as if they were human NPCs, although in some cases their understanding may be limited or alien to your own. You gain a +2 to Rapport when making requests of this spirit type to do something on your behalf.

“Type” is left as a broad category. The main reason for this is balance as different spirits have different capabilities depending on their nature and areas of influence. Another consideration is how often that type of spirit will come into play, the more common and useful it is, the smaller the definition of type should be.

 

Enhancements

 

Master Spirit Control: You have an understanding with the spirits you commune with. Gain an additional +2 to Rapport when making requests.

Spiritual Conduit: You may communicate with any spirit as if they were human NPCs, but you do not get to use your bonus for your favorite spirit type.

Synaptic Bond: Your mind touches those of the spirit realm, allowing you to freely share information between you and your interlocutors. You are aware when your chosen spirit type is in the area, even if you are not interacting with any of them.

 

Common Power Synergies

 

Super Senses: You can also see the entities you interact with and their world.

Arcane Power: You don’t cast spells at targets, you use magic that binds spirits to do your bidding.

 

Drawbacks

 

  • You’re a born medium even if you don’t want to be. No, seriously, you don’t want to be and They Never Leave You Alone.
  • Having such intimate contact with spirits proves that there’s an afterlife. So much so, You Don’t Fear Death in an unhealthy way.

 

Collateral Damage Effects

 

Psychic Barrage: One of the most frightening effects in your repertoire isn’t how you can communicate with spirits but rather how you can turn others in your zone into mediums against their will. Nameless NPCs pass out under the strain while named NPCs and PCs make a Will roll against a Fair (+2) obstacle or take a moderate mental consequence from the assault of spirits invading their minds and vying to control their bodies.

Soul Wrench: You can make someone literally be beside themselves as you momentarily remove the soul from the body. This effect is debilitating and prevents everyone in the zone from acting. Nameless NPCs become permanently untethered from their bodies, leaving behind empty living husks while named NPCs and PCs make a Will roll against a Fair (+2) obstacle to rejoin their body. This effect lasts until you end it or the scene is over. Affected characters who recover after the fact take a moderate physical consequence from the trauma the body suffers without its attendant spirit.

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