The character can capture and indefinitely hold within himself any number of disembodied spirits. Such spirits find themselves within a pocket dimension of the character’s creation; while within it, they retain a semblance to their original forms. This pocket dimension can have any appearance. The one within Adam Warlock’s Soulgem was a rather pleasant park. The character can freely communicate with any spirits held within. He is immune to any attempts they might make to possess his body. A spirit can escape on a red Psyche FEAT, provided its Psyche rank is higher than the Power rank. This Power can be used in conjunction with L6/Forced Reincarnation to find new homes for vagrant spirits. This Power can be mechanically simulated to provide a “holding tank” for disruptive spirits like poltergeists or particularly malevolent Free Spirits. In this case, the Power lasts as long as the device is supplied with energy. Capturing a spirit requires a FEAT Compare the Power rank with the Psyche of the intended target. If the Power rank is higher, a green FEAT will do. Equal ranks require a yellow FEAT. A Psyche rank higher than the Power rank means the character must make a red FEAT.