Surviving possession (Tattered fates spoiler)

By antony131073, in Dark Heresy Gamemasters

Currently running Tattered fates. I originally decided to ignore The Beloved's dagger attempting to possess the bearer because I thought it might derail the plot close to the climax. However, the last session ended with the fight between Beloved and Widower ending abruptly because the Widower was destroyed (keystone removal) with the widowers face landing at the feet of the closest player who happens to be the dagger bearer. This player is a fast assassin who is probably going to attempt to kill Beloved quickly (he won't succeed this round at least as Beloved has two fate points to burn). Beloved will act next and will say, "I see you still have my gift". There is slightly more that fifty fifty chance that the player will be possessed. If this happens I hope that the encounter will end with the possessed PC unconcious and being taken back to be exorcised. I will apply the standard penalties (page 331) but intend on balancing with some bonuses. Forbidden knowledge (daemon) is an obvious one. Anyone else been through this and had some good ideas?

Ant

Well, I am also thinking about ignoring it or to change its effect somehow (to the effect of the Curse sorcery (from DotDG) for example). Possession is a bit dull in my opinion, especially fort the affected player, as he is out of the game for (at least) its duration. In a situation like the one you mentioned though, I would try for the possession anyway maybe just to keep the climax interesting and dangerous. I think the Radicals Handbook has some more rules regarding the effects of possession and getting rid of it.

I wouldn't give the player Forbidden Lore (Daemons). Those Lore skills come after years of study and reading in forbidden texts, not through a sudden flash of intuitive understanding after being possessed. Maybe you could give him Jaded, Paranaoia or something along those lines.

In my game, the assassin just made all his rolls with good margin and never knew of the danger he was in carrying the dagger.

And well is that since surviving possession has some really horrible penalties to your stats that can really destroy a character's playability. -2d10 Toughness is really bad for any fighting type for example.

A much better way to handle it is to ignore these penalties or make them temporary, while plaguing the character withv recurrent dreams of warp, flasbacks, insanities etc. that makes the character more interesting instead.

My players went through TF recently and the assassin ended up getting possessed. I just let him keep playing and made rp an even more distant character, quite callous in fact (leaving one of them stuck in a mono-wire spider-web trap). He had good fun having a boosted combat char (he's always been the glass cannon so the Toughness hit wasn't a big deal) as well as playing around with some minor powers for a while till he got rumbled and exorcised.