I am looking at it from a group perspective, and From there it makes the spirit player play a different game than the rest of the group, which (to me) would be counter productive. From the perspective of the other players characters and probably most of the non player characters, the spirit will interact with them through his host.
I could see you having extra rules if you use them to play out the interaction between the spirit and the host. In a group consisting only of "possessors", I can actually see that work. In a mixed group however, it would create a game within the game, every time the player of the possessed object wants to make his host do something. From the perspective of everyone else, that doesn't really happen, they only see what the host is doing as the outcome of this internal conflict.
And if that's the case, I don't really see a reason to have this internal conflict fleshed out all that much. You can stat a "possessed mortal", and just turn the logic around. Instead of compels being for the spirit having its way, it's the mortal overpowering the spirit for a moment.
Which does not mean that there should not be internal conflict at all. Every character is entitled to his very own adventures, those could be part of his.
I wanted to avoid this derail, but...such issues are not the Power writer's problem. Each Power is appropriate for a different situation, and you have to trust groups to use them sensibly.
Either by using these Powers for NPCs only, or by using them in PbP, or by using them in solo games, or by using a non-possessive variant (if you've read Soul Eater, you'll know what I mean), or by some other trick.
I was proposing mimic ability, because you could change part of your powers/stunts/skills according to the person you are possessing. Granted, this will only work if your type of possession allows part of the host to come through, but it is a common enough trope that I would use it.
It also only works if the possession totally overrides the host, letting you use your own skills. That's only appropriate in some circumstances.
Having a sword walk is kind of silly, and you know it. Apart from having to behead any player who actually attempted to do such a thing, I would make that part of a compel that leaves the possessing object without a host. Also, you can easily justify spending a fate point to have a host come along, even if it is just a raccoon that will drag the object to a location where it will be found by humans.
Exactly. Eventually, the number of convenient raccoons becomes a bit absurd.
Especially when they come along while you're locked inside a prison.
Aspects can do anything if you're willing to push them far enough. But at some point it just gets stupid. If you're going to toss out a Compel every single time a character attempts to move, you should probably start looking at another approach.
Wasn't that Harry using his connection to demonreach?
IIRC Harry asked Demonreach to do it. Regardless, effect needs mechanics and maneuver + invoke is pretty thin stuff.
I would probably just slap a few aspects around and call it a day, but I see why some people might want to have powers for things like that.
Good, you're making progress.
On a related note; have you read Soul Eater?
Been meaning to, just haven't gotten around to it.
This might be presumptive of me, but I'm pretty sure it'd be well worth your time.
That is...really not how compels work. Buying off a compel should never let you do something that should be literally impossible--it just means that whatever bit of your nature is brought up isn't inconveniencing you. Any player who buys off a compel of their disability by saying, "Okay, I get up out of the wheelchair and walk up the stairs," should be smacked on the head, and so should any GM that agrees to it. It's not the fault of the powers or the system, it's a fault of someone not understanding compels.
A disabled person buying off the compel just means there's a way for him up the stairs, be that a ramp or whatever. An ensouled sword buying off a compel means someone is there to wield him.
I know. I've given you similar speeches.
That's what I meant when I talked about narrating away the ridiculousness of that. You need to come up with some kind of contrivance that allows the character to perform mechanically normal human actions for X amount of time without actually doing anything they're narratively incapable of doing.
At some point it just gets silly.
Really, I'd rather handle Mythic Strength purely by invoking Aspects then handle being a sword purely by Compelling Aspects. Less hassle, more elegant, and more likely to encourage an entertaining game.