You fight an island by damaging its environment or by beating up its avatar. In order to do that, you need some mechanics.You can fight the avatar, but you can only damage the environment. It is not actually fighting back. The avatar is fighting back, and you can stat the avatar.
Demonreach isn't just a person, it's an environment. If you leave that distinction out of its stats, those stats will not reflect it well.Avatar + various free tags on environment aspects should do the trick. I still see no reason to have an "island power". It just doesn't make sense to me.
As for your suggestions on how to stat a possessing object...they're bad. Being an item that tells other people what to do is in no way the same as copying other people's abilities. It's not even similar, really.It can use the possessed might skill for example, instead of its own, which it will probably not have anyway. That is best represented with mimic abilities, as far as I am concerned.
I can tell you right away, any suggestion which turns your user into window dressing is a bad one.Again: tell me how you think a campaign like that would work. A player character has to have a way to interact with the outside world. In the case of a spirit being, that will most likely be the host it is possessing. Unless you want to have a game within the game, where the spirit character only interacts with the person it possesses, you only need stats for the possessed person. Maybe enhanced by some powers the spirit carries with it.
You can fight the avatar, but you can only damage the environment. It is not actually fighting back. The avatar is fighting back, and you can stat the avatar.
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Avatar + various free tags on environment aspects should do the trick. I still see no reason to have an "island power". It just doesn't make sense to me.
It can use the possessed might skill for example, instead of its own, which it will probably not have anyway. That is best represented with mimic abilities, as far as I am concerned.
Again: tell me how you think a campaign like that would work. A player character has to have a way to interact with the outside world. In the case of a spirit being, that will most likely be the host it is possessing. Unless you want to have a game within the game, where the spirit character only interacts with the person it possesses, you only need stats for the possessed person. Maybe enhanced by some powers the spirit carries with it.
It's not about appeal, it's about the fact that I don't really see a game unfold if you can only directly interact with someone you are possessing, and everything else has to be done by convincing/forcing your host to do what you want. Like I said above, that seems like a game within a game, which can be fun, sure, but only on a 1on1 basis, I don't really see this as compatible with a group.
I think it boils down to the fact, that I don't understand what kind of game you want to play with a power like this. I'm all for the premise, but as far as I am concerned, it is well doable with the existing powers.
The point of being an object is to interact with the world through another character. If you mechanically are that character, that doesn't work.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.
By the existing Powers, an ensouled sword can walk around and punch people if it just buys off a Compel. Narrating away the ridiculousness of that, the way you do when a disabled person buys off a similar Compel, is ridiculously hard sometimes.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.
You have an island Power because the first part of your post is untrue. The island is fighting back. IIRC Turn Coat has Demonreach wipe out a bunch of baddies by collapsing part of itself at the end.Wasn't that Harry using his connection to demonreach?
Also because intellectus, inability to leave the area, vulnerability to geographical damage, ability to project an avatar, etc.
PS: You should check out my Domination and Possession rewrites. Much less overpriced, and much easier to understand.Been meaning to, just haven't gotten around to it.
By the existing Powers, an ensouled sword can walk around and punch people if it just buys off a Compel. Narrating away the ridiculousness of that, the way you do when a disabled person buys off a similar Compel, is ridiculously hard sometimes.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.
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 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.
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.
Wasn't that Harry using his connection to demonreach?
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.
Been meaning to, just haven't gotten around to it.
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.