Hmm, now this is an interesting ask! I donāt know necessarily about powers, but I can tell you how such a player might act or contribute in a session. Well, letās break it down by aspect, shall we? Iām assuming some good is meant to come of the Puppet being controlled, so letās assume thereās a certain amount of serendipity involved in the process.
Puppet of Breath: A player blown about, literally or figuratively, by the winds of chance, likely to stumble onto shortcuts and things that will motivate them to be more active.
Puppet of Light: The player who lets themselves get wrapped up in what they know (or think they know) about everything. A know-it-all who only cares about facts, but tends to be right, even when they sound wrong.
Puppet of Time: The player manipulated by the timestream, perhaps thrown randomly around into the past and future against their will, keeping things running only by happenstance. Definitely a dangerous combination for any session.
Puppet of Space: The player controlled by Space. How this manifests is hard to say, aside from the Puppet simply feeling consumed by their all-important Quest. Still, if the Medium is in control, it knows better than anyone how to do the job.
Puppet of Life: The player manipulated by the forces of Life. Maybe they listen to the consorts too much and take a backseat to others? Not sure how this one is supposed to play out...
Puppet of Void: Most likely a player controlled by the whispers of the horrorterrors out in the Void. Voted most likely to do strange things with no explanation that may or may not be ultimately helpful.
Puppet of Heart: The player controlled by emotions. The love-sick, the heart-broken, the poor unfortunate soul. Their pining for affection might seem pathetic, but if it means they will work extremely well with anybody, I suppose it's fine.
Puppet of Mind: The player who lets others come up with ideas and just goes with the flow. Probably casts their lot in with the majority vote. They donāt come up with the plans, but whatever option they end up feeling obligated to take is likely to be the right one.
Puppet of Hope: The player who believes, almost fanatically, in something or someone. Their zealotry might just be the edge you need on the front lines; you wonāt hear them complaining.
Puppet of Doom: The player controlled by fate. They will resign themselves early to whatever the game has planned, letting Paradox Space whisk them off into whatever end it has, be it for the greater good or not. Definitely a downer kind of player, at a glance.
Puppet of Blood: Sort of like the Puppet of Heart, this is the player starved for attention and acceptance. They want to be in your clique, no matter what it is, and will do any fool thing to get on peopleās god side.
Puppet of Rage: Also similar to the Puppet of Heart, only controlled by blind passions. They wonāt stop and listen to your shooshes and will deny even the most heartfelt pap. Maybe just let them go and pave the way for the rest of the Team...?
Gotta be honest, without some obvious benefit to the Puppetās nature, thereās little good to be found with them. Also, itās generally the Mageās wheelhouse to be manipulated by their aspect, but thatās speculation. As a side note, itās been stated that all true Sburb classes have a single syllable in their name. Not to force that restriction on you if Puppetās what you want to stick with for your own reasons, but maybe Thrall would be a good alternative name? Regardless, it was interesting contemplating this, and I hope my rundown helped!