ANother World of Darkness - Alpha Network
Prerequisite: Wits 3
Your character knows how to relax and let a spirit or ghost possess her.
She forgoes any contesting roll or Resistance trait, and the possession takes place as long as the spirit rolls a single success.
Possessing spirits gain full, penalty-free control over the character’s faculties immediately, without any muss or fuss.
She remains aware of what is going on during the possession and has a couple of extra options.
She may allow the spirit to continue controlling her body for longer than a scene, if she likes.
If displeased as the possession progresses, she may try to eject the spirit. She and the spirit make the normal contested roll they would normally have made during the original possession. Success on the spirit’s part allows it to remain for the rest of the scene, and ties must be rerolled the next turn. The character may only try this once per scene.
Drawback: As a well-trod soul, the character suffers a -2 dice penalty to any contesting rolls or Resistance traits applied to prevent (or end, as above) a possession. She also earns a reputation as “easy” among local spirits, who may seek her out when they need a quick body for something, even if she’s not likely to go willingly.