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(L7) Forced Reincarnation (- 35 -) The
hero can capture disembodied spirits and merge them into new bodies. The spirits
can be the newly-dead, ghosts, or Free Spirits. The bodies can be anything,
newborn infants, clones, androids, robots, animals, or plants. Because of the
Power's interference, the reincarnated person retains his full memories and
Mental Powers. The spirit is permanently bonded to the new body for as long as
that body lives, unless the bond is deliberately broken by the spirit (a red
Psyche FEAT) or by a hero with Exorcism Power (L5). The
hero can indefinitely hold the spirit in stasis (one Typical Intensity FEAT per
day should be sufficient) while seeking a suitable body into which he can
transplant the soul. If the hero fails a FEAT, he has 10 turns in which to
implant the spirit or lose it forever. The
hero cannot transplant the spirit into a living, intelligent being-with two
notable exceptions. As noted earlier, spirits can be placed within newborn
infants. The hero can also accept the spirit into himself; the result is the
hero now has a complete second person living in his head. The player now has to
redo his character sheet to reflect the secondary set of characteristics for
Reason, Intuition, and Psyche. When
a character is reincarnated into a body, he retains his abilities of Reason,
Intuition, and Psyche, and any Mental Talents and Powers. Physical abilities,
secondary characteristics, Physical Powers and Talents, and Contacts are all
lost. Contacts can be quickly regained by convincing the Contacts of who he
really is (a Remarkable Intensity FEAT). |