Road of Possession

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## Overview

* **Possession-** Possess and controll an area
* **Assume Shell-** Take controll over a mobile vessel

* **Transfer Possession-** Travel long distances through possession
* **Nethergate-** Teleport yourself to prepared locations

* **Bound Object-** Imbue an object with your Essence
* **Inner Voice-** Take hold within anothers mind

* **Manifest Aspect-** Manifest yourself in your enviroment
* **Pocket Dimension-** Create your own Realm in the material world

## Evocations

* **Possession**
	+ ***Description:*** *Loosening themselves from their mortal Host the Evocator may transfer their possession to something new, joining in it spiritually and gaining controll over it. Nature-bound Neverborn may possess a Forest and controll its growth, movement and local climate; modern ones may possess a house and alter its floorplan or its appereance; a Voxx may possess the electrical grid to manipulate its flow and voltage.*
	+ ***Effect:*** Allows the Evocator to possess a [type of area] after Long Preperation and two successful Evoction Rolls. Afterwards they have full controll over it, aswell as anything contained within. Certain actions may require a given Roll.
	+ ***Level Bonus***: Create an additional [association] for every level beyond the first
	+ *Example:* The Evocator, a Voxx, is trying to capture a suspect that has hid inside their base. They cast 2nd level Possession, hoping into the electrical grid (which they chose as their [association]. Inside of it they start making the lights flicker and the screens turn on and off to intimidate their victim. As this does not work they make a Willpower + Technology Roll to cut off power to the area, making the lights go dark and disabling the electric locks.
* **Assume Shell**
	+ ***Description:*** *The Earthbound can transfer their possession to something more temporary and mobile associated with their concept and that which they a personal connection to. They have full controll over their mobile host, and can sometimes possess several at the same time. An Old Fey may possess a group of birds that nests inside a forest they are familiar with; a Fey may possess a human from a neighborhood they have lived in or possessed, a Voxx may possess a car connected to a loading station.*
	+ ***Effect:*** The Evocator may choose an [associated Vessel] and possess them after establishing physical contact and make a successful Evocation Roll. Optionally they must make a contested Willpower + Passion Roll to take over their target. The effect lasts for up to an hour.
	+ ***Level Bonus***: Choose an additional [associated Vessel] for every level beyond the first
	+ *Example:* The Evocator has spotted a human from a neighborhood they have possessed before. They walk up to them and establish physical contact and make a contested Roll. After succeeding they possess the human, leaving behind their old body. They can freely move inside their new host for an hour before they need to possess something new or return into their body.
* **Transfer Possession**
	+ ***Description:*** *After reducing their mortal host and joining into them, the Earth Bound uses their enviroment to project themselves and transfer their possession to something else; moving across great distances.*
	+ ***Effect:*** After Preperation and a successful Evocation roll the Evocator may establish contact with a means to [transport] themselves. They and their mortal host will dissolve and travel great distances. They can try to reappear, which requires a Full Round, or directly transfer themselves to an area using **Possession** (should they have access to it).
	+ ***Level Bonus***: An additional [transport] for every level beyond the first
	+ *Example:* The Evocator, a Voxx, has possessed the local electrical grid but wishes to leave their surroundings. They have chosen Wifi as their transport and move into the local rooter, using it to transfer themselves onto a phone that is connected to the internet. They wait inside the phone as the person holding it leaves the house. Inside it they may now choose to reappear at any time or wait until the phone is connected to another Wifi so they can continue their journey.
* **Nethergate**
	+ ***Description:*** *Allows the Evocator to bind part of their Essence to a location- creating a magial Sigil which can be used to open a Gate to any other such mark that was already created. These magical marks can vary highly in design and subtleness; but all of them are connected.*
	+ ***Effect:*** The Evocator must make two successful Evocation Rolls to create a near invisible mark at a surface of choice. Anyone touching such a mark will be transported to a different mark chosen by the Evocator after making a successful Evocation Roll. They may place two marks at the same time.
	+ ***Level Bonus***: +1 Mark per additional level beyond the first
	+ *Example:* The Evocator and their group are on the run across the city. Luckily they know a location of a nearby Mark, which can be used to open a Nethergate. The Evocator has this Evocation on level 3, meaning after activating the sigil they have two other locations they can teleport to should they have already used up all their Mark.
* **Bound Object**
	+ ***Description:*** *Allows the Evocator to imbue an object with a part of themselves, allowing them to manifest an aspect of their powers throug the object.*
	+ ***Effect:*** After Long Preparation the Evocator may imbue a single chosen object with the effect of a chosen Evocation, binding it to themselves. Anyone besides the objects wielder will have its effects automatically casted on them when coming in contact with it (Without requiring any Evocation Roll).
	+ ***Level Bonus***: +1 Bound Object per level beyond the first
	+ *Example:* The Evocator has created a knife that is imbued with *Mind Razor*, causing additional *Mental Damage* on anyone hit by it. After striking their target with 3 margin successes the blade will cause 5 points of *Physical Damage*, after the successive Roll for the 3rd level *Mind Razor* with a single success, it causes additional 5 points of *Mental Damage.* Since the Evocator only has this Evocation on a level 1 slot they can not create any further Bound Objects.
* **Inner Voice**
	+ ***Description:** Allows the Evocator to shed an aspect of themselves and burry it deep within anothers mind, allowing them to speak telephatically and cast their powers from afar.*
	+ ***Effect:*** After a successful Evocation Roll the Evocator must choose a target they have eye contact to; which might require a contested Confidence + Willpower Roll to establish the connection. They may speak inside infested mind and hear the answers given directly; and may target them directly with any of their Evocation.s
	+ ***Level Bonus:*** Double the amount of targets that can be infested simultaneously for every level beyond the first
	+ *Example:* The Evocator sits atop a skyscraper and observes a building the player group is about to attack. Since they placed Inner Voice on a level 3 slot they can communicate with all four 4 of the players group without requiring communications. Should they require support they can simply heal or shield them without needing to be physically present.
* **Manifest Aspect**
	+ ***Description:*** *Allows the Evocator to project themselves into the area around them, manifesting an aspect of themelves and combining it with their material surroundings to reshape reality.*
	+ ***Effect:*** After two successful Evocation Roll and a Full Round of *Absolute Focus*. Afterwards they may manifest an Aspect of themselves in their surroundings; allowing them to freely project visual effects while retaining *Intense Focus*. In addition anyone making a [chosen action] may add an automatic success onto its Roll. Should can also cast **Possess** on their enviroment as long as this effect is active.
	+ ***Level Bonus***: + 1 Automatic Success for every level beyond the first
	+ *Example:* The Evocator, a swamp-bound Fey, is engaging in a fight in the crowded streets of a major city. Seeing themselves desperatly outnumbered the Evocator casts 3rd level Manifest Aspect. Suddenly the streets become flooded with muddy waters, the sharp roots of mangroves and cypress trees pierce the asphalt and insects swarm the air. While anyone within the reach of their Aspect gets +3 Automatic Successes on any Stealth action (the one they chose), the Evocator casts **Possession** on the area to freely controll the swamp they have manifested.
* **Pocket Dimension**
	+ ***Description:*** *Allows the Evocator to temporarily or permanently bind themselves to the material realm, weaving their Substance into the earth to create their own Realm on Earth; where they can be reborn.*
	+ ***Effect:*** Once per story the Evocator may choose a location and make it into their own earth-realm. They may make material and supernatural changes to the location when entering a state of *Absolute Focus*. Inside their Pocket Dimension they may assume their Archform without the exepense of Might. Should they be destroyed inside their Host they will be reborn in their Pocket Dimension (which takes roughly a month). Outsiders changing or damaging the Pocket Dimension will cause great pain/harm to the Evocator.
	+ ***Level Bonus***: Reestablish your Pocket Dimension once per Story for every level beyond the first.
	+ *Example:* The Evocator has found a beautiful old city park that is protected by law, and decides to make it their Realm. After long preperation they can permanently bind themselves to the location, taking their hold in an illuminated cavern they create underneath the park, using the trees roots as attire and rooms. Since they have a 3rd level Pocket Dimension they can remove it and plant it at a different location twice per Story should it be endangered.

## References

* The Road of Possession is unique as all [choices] can be changed once per story
* With the exception of **Transfer Possession** the players Host will always be in a comatose state unable to act as long as they are possessing something
* In order to establish an [association] for **Possession** the character may possess anything (that is local and not directly sentient). For the rest of the Story they will mark this as their [association] and can possess it again. When starting a new Story this can be done again. Examples of this include:
	+ **Houses**
	+ **Plazas**
	+ **Swamps**
	+ **Forests**
	+ **Fields**
	+ **Wifi Networks**
	+ **Electrical Grid**
	+ **Bluetooth Connections**
* In order to gain an [associated Vessel] for **Possession** the character may possess something mobile or sentient. For the rest of the Story they will mark this as their [associated Vesse] and can possess anything like it again. When starting a new Story this can be done again. Examples of this include:
	+ **Humans**
	+ **Statues**
	+ **Animals** (of a chosen species)
	+ **Corpses**
	+ **Wind**
	+ **Cars**
	+ **Planes**
	+ **Drones**
	+ **Androids**
* When choosing a transport for **Transfer Possession** consult the list below (while making sure it sticks to the theme of the character/Possession)
	+ **Weather** (Wind, Mist, Clouds...)
	+ **Waterflow** (Rivers, Tides, Groundwater)
	+ **Oceans**
	+ **Soil**
	+ **Roots**
	+ **Architecture (Style)** (Move through all buildings with a similar architecture)
	+ **Streetlines**
	+ **Emotions**
	+ **Sound**
	+ **Power Lines**
	+ **Wifi** (and other networks)
	+ **Links and Websites**
* **Pocket Dimension** functions different as a Halfblood. Inside they may freely assume their Ancestral State; and while they can not be reborn they may use it to directly commune with their Patron Evocator.