Mnemonic Parasite - Deceit Spirit - Large

(Generated 6 times)
Namelist None
Tags
Spirit
Rank Veteran
Race Spirit
Cult rank None
Notes While in control, it performs a single, carefully chosen deceit each week—preferably one that ripples outward into maximum disruption—then withdraws, feeding on the confusion and consequences echoing in the host’s mind. The host retains no memory of the act and instinctively fills the void with invented explanations, growing increasingly certain of things that never happened. Over time, these false recollections tangle with reality, creating contradictions, misplaced blame, and quiet paranoia. The spirit remains perfectly Covert, leaving no trace unless actively sought and successfully opposed against its stealth.
Creatorhkokko
Stats
INT 3d6
POW 18+1d6
CHA 3d6
D20Hit locationArmor
Attributes
Movement 6
Natural armor No

Non-random features

ListFeature
Spirit Ability Possession - Fetch gains the ability to Possess others – normally an animal of the cult’s totem or the shaman’s body whilst he is discorporate, protecting it from harm.
Spirit Ability Passion - The spirit can invoke an overwhelmingly strong passion or state of mind in those it possesses. Although in a few cases they can be used beneficently, most are used in a hostile manner. See page 144
Passion Spirit Intensity 1 ***Deceit*** Makes the possessed lie,cheat and steal. Can try to cover it up with other skills for example Deceit or Conceal
Passion Spirit ***Amnesia*** Cannot remember anything that happens during the possession
Spirit Ability Covert - Spirit gains the Stealth skill at 50%+INT+CHA. It can hide from active magical or spiritual observation, by opposing the Perception skill of the observer.

Standard skills

Spectral combat POW+CHA+2d10+50 Stealth INT+CHA+4d10+50 Willpower POW+POW+50