Conduits
"I think...I swallowed a bit of ectoplasm..."
Not all mediums live passive lives where ghosts and spirits are nothing more than neighbours, visitors, or others just existing. Some, for better or worse, become the vehicles for spirits to finish their leftover business. Conduits, then, are those mediums used to being possessed by souls and minds very much not their own. To cope, many conduits resort to recreational drug usage, spell work, or other means to feel a modicum of control as well as to wash away the feelings and memories that remain when a spirit leaves.
Moves

Two's a crowd
Innate
You’re a mouthpiece for the dead. Roll Fawn and add your Fate modifier to try and channel the spirit of a deceased, sentient being into yourself to let it speak or act through your physical body. This can also be done to a willing host instead of yourself.
fortitude
Innate
You're immune to the terror that some supernatural
entities inflict on sight. When you take Mental damage from the supernatural, take 1 less.
vengeful spirit
Innate
You wanna hit someone, the spirits need to let off some steam - it’s a win win. Roll Fox to channel a nearby vengeful spirit, making you deal 1 extra physical damage this combat.
get 'em boys
Innate
Just a little help from your friends. Roll Fawn to convince one or more nearby spirits to manifest and deal 2 physical damage to an enemy.
faith healer
Innate
While it’s usually a trick for false prophets, sometimes they might be telling the truth. Lay hands on a character and roll Fawn to heal 1 mental and 1 physical damage.