Can anyone help with spirits and possession?

From: Matt <mattb360_at_...>
Date: Thu, 24 May 2007 19:05:41 -0000


A group of theist Heortlings set out on the Chasing Kites adventure in the HQ rulebook. They get to the Madman's Table (p244). There are a load of ghosts there.

Can anyone help explain how these theists are going to interact with the ghosts...
Can they see the ghosts? Hear them?
Does Mykka have to possess someone in order to speak with them? What does a theist resist 'dominant possession' with? I don't see any explanation in the rules, examples of that as a contest or any even remotely sensible skills for theists. Are my players meant to dream up 'resist malevolant spirit' by total fluke in the narrative method?
The rules give examples of all kinds of hostile spirits (disease spirits etc) and virtually no clue as to how they attack and how you resist.
The section on personal resistance (p99) says people resist magic with their best 'relevant ability'. What is relevant to stopping possession? The same section says Resist Disease or Healthy could be used to defend against a disease spirit? Why?
Surely those abilities should be used to defend against Brain Fever 5w after the possession has already happened.

Sorry if I'd repeated a regular question, but I'm really confused here.

Cheers,
Matt

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