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Possessed Operative

Possessed Operative

AX.GHW.13.04.02

Type: Cursed/Possessed, Standard

Power Package: Standard (5D), entity only; host adds their own trained capabilities

Exorcism Priority: High, but entity is more capable and resistant

Size: Medium
Attributes: Body 3D · Speed 3D · Wit 2D (trained professional host)
Entity Talents: Athletics 1D · Deceive 2D · Intimidate 1D · Resonance 2D
Health: 33 (20 + 3 + 10)
Defense: 2 (1 + (3+0)÷3)
Saves: Body 4D · Speed 5D · Wit 4D (entity resists exorcism at Wit 4D)

Design note: "Operative" means the host is a trained individual, law enforcement, military, security professional, hunter. The entity is driving a body with combat training and equipment access.

Attacks

  • Armed Strike (Primary Action): Speed + Athletics vs Defense, 4 damage (host's training + entity's enhancement)
  • Tactical Threat (Primary Action): Speed + Intimidate vs Wit Save, target is Shaken until they succeed on a Wit Save at the start of their turn. Entity uses host's tactical knowledge to create maximum psychological pressure.
  • Entity Surge (Primary Action, 1×/scene): The entity pushes the host body beyond normal limits. +2D to Body for one action; the host takes 3 damage from physical strain regardless of whether the action succeeds.

Special Abilities

  • Professional Access: The host's credentials, equipment, and institutional access remain available. A possessed BUA Agent can access BUA databases. A possessed Vanguard Operator knows their team's patrol patterns. A possessed Network Hunter knows other hunters' identities. The entity will use all of this.
  • Resilient Entity: This entity is strong enough to partially resist mid-combat exorcism, any exorcism attempt during active combat takes -1D (the entity focuses resources on resistance when threatened). Pre-combat or out-of-combat exorcism attempts are at normal difficulty.
  • Mimicry Threshold: The entity is skilled enough at mimicking the host that casual observers cannot detect the possession without a specific check. Close friends and colleagues who interact normally: Wit + Notice vs Threshold 3 to detect something wrong.

Tactics

A possessed operative is a crisis, it is an insider threat with full professional capability and institutional knowledge. The entity will not fight openly if it can avoid it; it continues operating in the host's role, gathering information, creating positioned advantages. When it must fight, it fights with the host's training and the entity's willingness to push the body past human limits. The Entity Surge is used at a tactically decisive moment, usually when an exorcism is about to be attempted.

Exorcism

Sacred Fire or Mediumship vs Threshold 3 (in combat: Threshold 4 due to Resilient Entity). Ritual Exorcism (out of combat, 10 minutes, Threshold 3). True name reduces Threshold by 2. After exorcism, the host requires medical attention, Entity Surge damage plus any combat damage. Memory gaps covering the possession period.

Scene Materials

Investigation: subtle mission pattern inconsistencies, unexplained intelligence leaks, the possessed individual accessing systems or locations that don't match their assignment. Combat: the operative's full equipment loadout plus entity capabilities, treat as a skilled opponent, not a confused civilian.