A new circle: Circles of Soul Transference

This little item was used by a couple of my NPCs, to confuse the hell out of some of the other characters. You see, they were a mother and a daughter (No, I had completely forgotten Freaky Friday when I wrote this) who had an interesting problem. The mother (Beth) was a LGSA N-level psi, physical age in her early 20s, while the daughter (Belle) appeared to be physically 15, and was a demigod that resulted from Hermes being too handy at the party celebrating the rescue of Freya by a combined team featureing 6 PCs, Frey, Hermes and Artemis. (The daughter was actually around 2 1/2, due to her LGSA psi maturation rate combined with her demigoddess status). The Problem: while the mother was deeply in love with another character (and vice versa), their relationship was illegal, due to their close blood relationship. However, Belle, being one generation more removed, would be legal. Also, the daughter wanted to venture out into the megaverse (as god-like beings are wont to do), and couldn't do it for a few years without running away, unless....

The two had the mountain's librarian (a sphinx diabolist with knowledge of circle magic) createthe Circles of Soul Transference, so they could both have their wishes.

Circles of Soul Transference

Cost: 300 P.P.E.

Discription: Two touching circles, sharing mystic seals on the sides that touch. Sort of like this.....

 @       @       @
  \ *** / \ *** /  
  * \a/ * * \b/ * 
 * c X d * d X c *
  * /b\ * * /a\ *
  / *** \ / *** \
 @       @       @

The symbols in the circle quadrants are as follows:

a: Butterfly (representing the soul)
b: Knowledge
c: Directed Power
d: The two subjects' true names (both, in each circle, written in runes)

The circles themselves must be drawn with green pigments, while symbols a.-c. must be done in silver (making them permanent). The true names must be drawn using a pint of blood taken from each recipient (if possible), mixed together. If one of or both the subjects lack blood of their own, then blood of a dragon (must be given willingly by the dragon) kept in a talisman silver jar for 1 week, with the jar in personal contact (no more than 1 meter separation at any time whatsoever) with the subject, may be substituted. It is not understood why that blood taken by force does not work, but it may be that in giving the blood willingly, the dragon charges it slightly with its own magical essence.

Using the "dragon blood" method, interesting interchanges can occur that would not otherwise be possible. Entities (including fully AI robots, and machine entities like the machine people, Archie Three, my Haydonite race for Robotech), rune weapons, and beings with no analogue to blood can be affected this way. Other strange interactions have been noted when at least one subject is a demigod (or higher), vampire, or other supernatural being, or if the two subjects are closely related (parent/child or siblings).

The effects of the circle are permanent, and have only a 5% chance of ever being reversed by this method, or any other, barring intervention by a full "god", alien intelligence or similar being (Gods: 70% [90% if the god is Thoth], intelligences[including vampire intelligences, but not Zyllphan or splugorth]: 30%). Both the swap and any reversal must be of both subject's own free will.

Items/persons with no developed consciousness (such as a clone not yet programmed with thought patterns, or someone who has been completely, utterly mind wiped) are considered automatically to give their free will. However, there is ALWAYS a chance that using a mind wiped victim as a subject will cause immediate insanity (20%), and the victim's memories will (incredibly) begin to resurface, despite further attempts to mind wipe, and cause 1D4 new insanities per year in ALL such cases (whether immediate insanity occurred or not).

Odd types of transfer ("X" = any legal transfer; these can be combined)

What is transferred:

IQ, ME, MA: Stays with soul

PS, PP, PE, PB, Spd, Hit Points/SDC/MDC: Stay with body (but may be modified by special circumstances above, or the ones below)

Perception: Depending on version used, average the two scores (Protoculture Addicts or my variant on it), or restart both bodies's bonuses as if the characters were first level (Nightbane version).

Skills: Stay with soul, but see notes for physical skills below.

Physical skills the old resident soul knew come easier to a body's new inhabitant (can be learned at 1/2 cost; at the end of skill purchases, if a 1/2 slot left over, it can be used to acquire literacy in language currently only spoken by the character, or for a civilian ground vehicle piloting skill, including basic Horsemanship or Teamster).

Bonuses to attributes from physical skills: If only one person involved in the switch possessed a particular skill (such as boxing, wrestling, gymnastics, etc.), the possessor must practice for 4D6 weeks to regain the skill's bonuses in the new body, and the other person must take that skill within the next 6 months after the switch in order to keep from losing the bonuses (determined as normal, but subtracted instead of added; this could result in some retention of attribute bonuses, but the former maximums are the best a later taking of the skill can raise them).

Psychic Powers: Usually transfer with soul. If both were psychic, and had different non-R.C.C.-specific powers, the powers that the previous resident had can be acquired at half-cost with level advancement, provided new powers are learnable with said adancement. This can result in a psychic having more than the standard number of powers for his/her/its level.

Magic: Stays with soul, if a learned or granted type. Innate types (from race), Tattoo magic and line/rune magic placed permanently on a body stay with the body. Note: If a body has a tattoo that prevents transformations, it cannot use this circle, unless Thoth is the drawer and invoker of it (after all, as Xy he created shit that even HE was subject to!).

More sophisticated interactions: