In SR4 the possession ability is a global replace for spirits called up by summoners from a possession tradition. So if you're a Houngan, a golem crafter, a sailor scout, or a hedge witch then all of your spirits have possession
instead of materialization.
There are traditions that do the same with Inhabitation, and the only one listed is Insect. It's normally presented as a threat tradition. But if you're willing to put up with the crazy, that tradition is playable as well.
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In either case, the suggestion to familiarize yoursel well with the rules in question are best not ignored. Possession traditions play by different rules than materialization traditions and ae strong and weak in some surprising ways. Putting a big fire spirit into a cerberus hound or cockatrice is a
really scary melee combatant. But possession traditions are themselves short in total actions per combat, and really short in the mobility department (a possessed vessel has less movement options than a materialization spirit because it is stuck in a body and less mobility options than a regular human because it is dual natured).
Inhabitation traditions ar even more different than the materialization traditions. Each spirit you get needs to be "paid for" with a sacrficed critter, so you often have to adventure for each one if you don't want the cops coming knocking on your door. Furthermore, you get an ass-whupping posse of spirits who will all fight for you and use their cool powers and everything. But you give up having the normal reserve of 1 standard disposable summoned spirit to do that. So your spirit lynch mob is
way more powerful than other conjurers, but losing spirits sets you back days,
, and several felonies instead of 3 seconds of concentration the way it does for a materialization tradition.
It's a scaling trade-off of gains vs. potential losses: materialization traditions have the weakest potential spirit army in straight up combat, but they also lose the least when their spirits go down (conjuring up a replacement takes a complex action). Possession traditions have a better spirit army but they lose real stuff when their spirits are disrupted (like prepared vessels and even friends), and inhabitation traditions have the most bad ass spirit army of all and they get kicked in the nuts when their spirits get disrupted.
In the open-ended campaign, I wouldn't really put my money on any of them as "the best", though in any circumstance where you aren't going to have another adventure (the last episode of the campaign, a one-shot adventure, whatever), the Insect Hive is pretty bad ass. The trade off of having a private army of hardcore loyal spirits against having to care about each of your spirits individually only is a balancing factor if there's actually going to be a tomorrow where you do care what happened to each spirit.
Insect Traditions: Take Care of the Hive and the Hive will take care of You. The ultimate eusocial shadowrunner.
-Frank