Possession

Possession is an ability demonstrated by spirits and demons. Possession is the act of a foreign organism (i.e. a spirit or a demon) taking possession and controlling a living entity. 
The oldest references to possession are beliefs that all diseases of the body and mind were caused by demons. 
== Spiritual and Demonic Possession ==
While possession is the general term, alternate terms such as spiritual possession and demonic possession are used, though mechanically, spiritual possession is identical to demonic possession. 
Spiritual possession is the act of an incorporeal form taking control of an entity. 
Demonic possession is the act of Saccharomyces demonica infecting and taking control of an entity. 
== Viral Possession ==
Possession isn’t the same as viral possession. Viral possession simply cores out the host's mind, effectively "killing" the original personality of the host immediately.
== Mechanics ==
Possessors do not require consent for possession, although at least some can only gain access if the target is psychologically vulnerable. 
Symptoms of possessions often include erased memories or personalities, convulsions, “fits” and fainting as if dying. Possession in and of itself can harm a person if the entity remains within the body for too long. 
While possessed, the target may sustain injuries or even be killed, but possession will continue to animate the body until the entity leaves it.
Unlike in channeling or other forms of possession, the subject has no control over the possessing entity and so it will persist until forced to leave the victim, usually through exorcism. The other race cultures all contain some concept of possession, but the details vary considerably. 
Strong willed entity’s tend to be harder to possess, and will fight against the possessor.
Possession can be forcibly ended by an exorcism or prevented using an anti-possession symbol. 
== Seize ==
Main article: Seize
There exists a forbidden technology, Seize which grants the ability to control machinery and turn foes into allies. It works by forcibly expelling a spirit animi from the body, into a target. The expelled animi is technically a Tau specter, a mix of a soul and a spirit with the ability to possess lifeforms and objects. The technology only allows the Tau specter to exist for a limited time. The tau specter is barely conscious, only able to carry out the possession and provide support for the user. This technology is a weaponization of Soul flight. 
Seize works as a harness that converts Harm Preventer into a temporary ability to expel a Tau Specter from the user. Despite similarities to Soul Flight, the user remains conscious while using Seize.When using Seize, the player sends out a tau specter which travels out to the target the user aimed at. The animi will home in on the target and can be used to possess moving enemies over long distances. The Tau specter will possess whatever it hits first if it hits something else before reaching the target. 
Using Seize anywhere in the empire will count as a hostile act.
Developments in this technology added the grim upgrade of forcing the target to commit suicide before the Tau Specter returns to the user. 
=== Mechanics ===
Only a single enemy/object of any type can be possessed at a time. One must choose the victim carefully due to the move’s relatively high HP usage cost.
The duration of Seize is highly variable: 
Automatons will generally remain possessed for the full duration of Seize’s effects.
Other races and beasts will be possessed for half the above time and will commit suicide at the end of the effect.
Strong minded individuals are even more difficult to Seize, and will resist kill themselves at the end of Seize's effects.
Incorporeal and corporeal undead are completely immune to the effect.
=== Recommended Gear ===
Blood to Salt allows users will use the blood shed by their Seized target to refill their HP using a Blood to Salt tool, to amortize the initially exorbitant HP cost.
Soul Posse will let the user instantly summon a group of weapon allies if multiple enemies are caught by a single Seize trap.
Overkill will give the user a chance to shock enemies with their Seized target, especially when possessing heavier units. The resulting bursts of electricity will also either infuse the Seized foe with the effects or electrify them, making it easier to finish them off.
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