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Possessed Civilian

Possessed Civilian

AX.GHW.13.04.01

Type: Cursed/Possessed, Minion

Power Package: Minion (3D), entity's contribution; host adds their own base stats

Exorcism Priority: High, host is an innocent victim

Size: Medium
Attributes: Body 2D · Speed 2D · Wit 2D (host average; GM may vary)
Entity Talents: Deceive 1D · Intimidate 1D · Resonance 1D
Health: 32 (20 + 2 + 5, Minion modifier; tracked for host survival purposes)
Defense: 2 (1 + (2+0)÷3)
Saves: Body 3D · Speed 3D · Wit 3D (entity resists exorcism at Wit 3D)

Note: Entity Talents are added on top of whatever the host could already do. A possessed mechanic retains mechanical knowledge; a possessed police officer retains firearms proficiency.

Attacks

  • Improvised Strike (Primary Action): Body + Athletics vs Defense, 2 damage; the entity uses whatever the host has at hand
  • Unsettling Voice (Free Action): Wit + Deceive vs Wit Save, target has -1D on their next roll against this entity (wrong-footing, impossible knowledge, speaking in multiple voices)

Special Abilities

  • Host Knowledge: The entity has full access to the host's memories and skills. It knows who the host knows, what the host fears, what the host loves. It will use this information to manipulate investigators, mentioning family members by name, referencing private history, making characters doubt whether the host is actually possessed.
  • Entity Detection: The possession is detectable by Mediumship (Liminal Sight ability, Threshold 2) or Faeborn True Seeing. To uninvolved parties, the host appears stressed, confused, or unwell, not obviously supernatural. Glamourist practitioners cannot pierce possession concealment; it is not a glamour.
  • Suppressed Host: The host's consciousness is suppressed but not absent. Under significant emotional pressure (mention of loved ones, confrontation with key relationships), the host may surface briefly, their voice changes, their expression shifts, they may communicate distress or try to provide information. This is a roleplay cue, not a mechanical action; the entity will reassert control within 1 round.

Tactics

Minor possessing entities are opportunistic; they take weak-willed hosts, pursue whatever compulsion drove the possession (usually hunger, revenge or Shadow entity direction), and avoid direct confrontation with anyone who seems capable of exorcism. They use the host's social cover as long as possible. When cornered, they escalate: threatening to injure the host themselves if characters approach, claiming the host will die if exorcism is attempted, using Host Knowledge to manipulate.

Exorcism

Standard exorcism (Mediumship or Sacred Fire vs Threshold 2, or Ritual Exorcism Threshold 3). A successful exorcism expels the entity; it dissipates or retreats to the Liminal, and the host collapses, disoriented. Minor possessing entities rarely survive exorcism; they are too small to maintain coherent existence outside a host.

Scene Materials

Investigation: behavioral changes noted by family/colleagues, impossible knowledge, insomnia and appetite disruption, unexplained minor physical injuries (possession stresses the host body). Host identity: establish who the person is before the encounter, names, relationships, job. This makes exorcism feel meaningful rather than mechanical.