Road of Possession

## 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 Artefact-** Imbue an object with your Powers
* **Inner Voice-** Take hold within anothers mind

* **Manifest Aspect-** Manifest yourself in your enviroment
* **Animate Servant**- Turn an object into a servant after your image

## 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. A Fae 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.*
	+ ***Casting Time*:** 3 Rounds
	+ ***Effect:*** Allows the Evocator to possess an [association] after Long Preperation and two successful Evoction Rolls. Afterwards they have full controll over it, aswell as anything contained within. More complex 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 Evocator 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 Fea may possess a human from a neighborhood they have lived in or possessed, a Voxx may possess a car connected to a loading station.*
	+ ***Casting Time*:** Instant
	+ ***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 Evocator uses their enviroment to project themselves and transfer their possession to something else; moving across great distances. This allows them to transfer both their Host and self, split or joined.*
	+ ***Casting Time*:** Instant
	+ ***Effect:*** After a successful Evocation roll the Evocator may use a [mode of transferance]. They can travel great distances, either in their mortal host or by themselves. They can try to reappear, which requires a Full Round, or directly transfer themselves to an area using **Possession** or a target using **Assume Shell** (should they have access to it).
	+ ***Level Bonus***: An additional [mode of transferance] 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.*
	+ ***Casting Time*:** 2 Rounds
	+ ***Effect:*** After a successful Evocation Roll and preperation the Evocator may create an invisible sigil on a surface of choice. Anyone touching the a sigil will be transported to a different mark chosen by the Evocator after making a successful Evocation Roll. They may place two connected sigils at the same time.
	+ ***Level Bonus***: +1 Sigil 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 Sigil, 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 Sigil.
* **Bound Artefact**
	+ ***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.*
	+ ***Casting Time*:** 10 Rounds
	+ ***Effect:*** After a successful Evocation Roll and 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 cast on them when coming in contact with the Artifact (Without requiring an Evocation Roll).
	+ ***Level Bonus***: +1 Bound Artefact 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 Artefacts.
* **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.*
	+ ***Casting Time*:** 2 Rounds
	+ ***Effect:*** After a successful Evocation Roll and preperation the Evocator must choose a target they have eye contact to; which might require a contested 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.*
	+ ***Casting Time*:** 1 Round
	+ ***Effect:*** After a successful Evocation Roll and preperation the Evocator may manifest an Aspect of themselves in their surroundings; allowing them to freely project visual effects while retaining *Intense Focus*. In addition anyone, friend or foe, making a [chosen action] may add an automatic success onto their Roll.
	+ ***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.

* **Animate Servant**
	+ ***Description:** Allows the Evocator to infuse a lifeless target with their Essence, animating it with a reflection of their conciousness. They will follow the Evocators will and can act independantly, as though they where a hollow version of their creator. A Fae may animate trees, a Voxx a machine and an Inferi a group of corpses.*
	+ ***Casting Time*:** 1 Round
	+ ***Effect:*** After a successful Evocation Roll and preperation the Evocator may make physical contact with an appropriate lifeless target they wish to animate. Afterwards it will rise as their single servant and heed their commands. Rolls made by such a servant use their creators Mental Attributes and their own physical ones to form a dicepool. No matter where they are located other Evocations from this Road can be cast directly on it.
	+ ***Level Bonus:*** Controll an additional servant for every level beyond the first
	+ *Example:* The Evocator, an Inferi, has begun to raise a group of corpses to do their biding. They have a 3rd level Animate Servant, allowing them to controll 3 corpses simultaneously. Since they also have access to Assume Shell they can leave their Host in an instant and possess any of these corpses no matter how far they are.

## 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**
* Examples for [Vessels] for **Assume Shell** include:
	+ **Humans**
	+ **Statues**
	+ **Animals**
	+ **Corpses**
	+ **Wind**
	+ **Cars**
	+ **Planes**
	+ **Drones**
	+ **Androids**
* When choosing a [method of tranferance] 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**