Post by Manah on Jul 14, 2016 23:53:01 GMT -5
Manah
Former Ghost, turned Cosmic Entity
Former Ghost, turned Cosmic Entity
QUOTE: "I can see forever... and believe me, it's even more beautiful than you could possibly imagine. Or better yet... I could show you. Take my hand."
Full Name: Jessie Hogue
Age: 29 (Actually Immortal; will always look in her early twenties unless she alters her appearance)
Other aliases: Jess
Occupation: Writer, Vigilante
Height: Varies (Usually 5'7")
Weight: Varies (Usually weightless)
Eye color: Varies (Usually Dark Brown)
Hair color: Varies (Usually Dark Brown)
Species: Cosmic Entity (Used to be a Phantasm, a unique kind of Ghost, until she was infused with the entire energies of a Cosmic Cube)
ABILITIES
Int: 25
Str: 22
Agl: 22
Spd: 21
Dur: 22
HEALTH: 22 P.L: 12
ENERGY: 102 (+60 from Cosmic Power) P.L: 36
REGEN: 45 P.L: 21
SKILLS: 7 (Regenerates 3 per panel)
LIMIT GAUGE: 0/30
ACTIONS
Combat: 10
(Str.bonus and Wpn.modifier)
-Super-Efficient
-Skill Points System (Also usable with Weapons)
-Martial arts
-Grappling
-Swords
-Firearms
-Thrown objects
-Break/rip off limbs
-Inhuman Might
-Using powers in combat
-Fighting larger/multiple opponents
-Destruction
Cosmic Power: 30
(Int.bonus)
-Super-Efficient
-Mastery of Cosmic Energy/Matter/Energy (Unlimited Create/Manipulate, Created objects are permanent if she so wishes, Force Blast (Various Advantages based on element), Transform into element Mastery is of Extraordinary Power and scope)
-Transmute Reality (Stones VS Resistance or Appropriate defenses if applicable to alter the world around oneself at an Area effect of up to AN, with a Permanent duration until reversed, or cancelled via similarly cosmic or god-like powers of an higher powered effect.)
-Cosmic Blast (Any element; Use any, some or none of the following advantages depending on the type of blast: 2x damage, 3x damage, AP (Ignores up to 10 Toughness even when No AP, Area Attack, Area Effect around point of impact, Normal and Stun damage, Disables if any damage occurs, Attack VS Enemy ability, Draining, After Effect, Kamikaze)
-Omnifarious (As Shapeshifting/Growth (Also increases Toughness by 1 per increment)/Shrink/Stretching (Retains Strength)/Metamorphosis/Manipulate Body Density (Phase Attack/Phase Stun). Needs not maintain, and effects may stack between them as long as it makes sense)
-Telepathy (Read Minds, Telepathic Communications (Broadcast), Subtle Commands (Broadcast), Project thoughts/Control others (Broadcast), Illusions (Broadcast), Edit Memories (Broadcast), Create links with others, Mental Bolts, Repair Minds, Empathy, Empathic Projection (Any Emotion, Broadcast), Generate pain by touch, Psychometry (May also read thoughts of people before handling the object), Read recent memories by touching subject, Hear the voices of spirits and the dead, Swap minds, Possess Others (Body vanishes for the duration), Mental Block, Reflects Mental attacks back to attacker)
-Telekinesis (Wpn.modifier; Fine control - Can perform fine control over even large areas of effects, ignoring anything the wielder doesn't want to affect.)
-Cosmic Field (As Force Field; Also usable VS Magical and Mental attacks)
-Invisiblity/Create Illusions (Up to AN)
-Magical Healing (Up to AN; May heal up to 2x AN White stone per day)
-Improved Energy Drain (Range 2)
-Energy Absorption/Reflection (Up to AN)
-Animate objects (Allows her to make inanimate objects come to life to do as she pleases. Functions like Summoning, but based on objects.)
-Voice mimicry (As Ventriloquism, can imitate people's voices perfectly)
-Flight/Astral Projection (With the 'Silent Flight' option for the former, and 'Body travels with her' and 'May take others with her astrally' options for the latter)
-Teleportation (Up to AN, May Teleport Interstellar distances, May travel to other dimensions, May see through portals, Does not have to travel to send others, May open portals for others to return, Time Travel)
-Power Boost (As the Action)
-Clairvoyance (May perceive through time regardless of physical proximity)
-Reality Warping (As Power Cosmic/Phoenix Force/God-like powers (Imbuements may be made permanent if 1w of regular or PL Health is sacrificed; sacrificed white stones of Health must be recovered normally and are unaffected by Healing Factors)
-Area Effect up to AN
-Combine with Close/Ranged Combat
-Accumulate Energy for greater effect (Not tired afterwards)
Black Speech: 12
(Int.bonus)
-Efficient
-The Black Speech is an eons old, ancient and forbidden language formed entirely of vile, dark words of power, malice, hatred and oppression. It is the secret language of the Old Ones and long-forgotten gods of Evil and Darkness, a language so potent that even demons and undead usually refrain from using due to the power it holds. Needless to say, very few and far between are the mortals who know even a few words of the Black Speech, as a language capable of such pure evil was never meant to be spoken by mortals in the first place, and those who do would do well to only use them if absolutely necessary if even that much. Only very powerful entities can speak or hear it without fear for their life, and more importantly, for their soul. Its effects are as follows:
- Communication (At its very core, the Black Speech is still pretty much a language, and thus could theoretically be used to speak between two knowledgeable and powerful users. The Black Speech is a very complex language, which has no words for concepts such as kindness, mercy, purity or forgiveness. However, one may speak about misery, anguish, hate, betrayal and vengeance, for example, with a degree of accuracy and detail completely beyond the reach of any normal language. The Black Speech has no written form. While it could technically be translated in another language, doing so strips the translation of the power and full meaning of the original words. To simply communicate, both users spend stones in this action up to AN. If one of them has a too low AN - or played fewer stones - compared to the other, they either don't fully understand, or may still spend stones in Intelligence to try to get a general understanding, although they might miss some of the original meaning.)
- Inspire Awe/Dread (The Black Speech can cause fear, loathing and dread in good and neutral-natured beings who hear it, or awe, servitude or respect in those with evil hearts. Anyone who hear a speaker of Black Speech is subjected to an Atk VS Intelligence + Mental Defense of stones played in its use. If the attack is successful, they are effected as follows: For good or neutral beings, they will suffer a -2 to all Actions and attempt to flee the speaker by any means necessary if much weaker, -1 to all Actions and be shaken and fearful of the speaker if slightly weaker, and despise the speaker and react to their use of the language with hostility if wielding comparable power. For evil beings, much weaker beings will be subservient and obedient to the speaker for a day, slightly weaker beings will gain a +1 bonus to all actions if they act in the speaker's interests, and beings of comparable power will see the speaker with more respect and admiration, granting the latter a +2 bonus to interract with them socially. Beings who also know Black Speech receive a modifier to resist these effects equal to half their Black Speech AN due to their familiarity with the language. NOTE: This effect is active whether the user wants it to be or not. It is caused merely by hearing the Black Speech, not by speaking specific words in it.)
- Words of Power (Each and every word of the Black Speech holds power, and that power may be used for multiple purposes. For every 3 stones used, 1 stone can be added to another action from the General Pool... although said stone also counts towards beating Difficulty, if one's AN isn't normally high enough, thus allowing one to exceed their normal limits. Speaking Words of Power for this use, however, is even more tiresome than regular Black Speech, and will cause a -1 sitmod to all actions for 1 panel/per additional stone on the action.)
- Suppress Light/Worsen Weather (This effect may either be used on its own or as part of any other. Black Speech words might lower the lighting in an Area of AN, by 10% per stone played, as darkness is strengthened as it is spoken. Alternately, stones may be used to worsen the weather and cause black clouds to gather in the sky, thunder to rumble in the distance, possibly cause rain and a chilling wind.)
- Weaken Matter (Black Speech may be used to corrupt and weaken physical objects and inorganic matter, lowering the Hardness of objects by up to AN as per stones played, potentially allowing a powerful speaker to tear steel apart like paper after speaking but a few words. This power is considerably less effective on near indestructible matter, in which case it only lowers Hardness by 1 per 2 stones played. Indestructible objects are unaffected by Black Speech.)
- Primal Torment (Mortals with no significant connection to evil or its power who attempt to use the Black Speech do so at great risk. The stones played in this action by such a person will be checked against their Durability and Magical Defense, dealing 2x damage to the hapless speaker and killing them outright in many cases, as such normal beings' bodies cannot handle the power of its words, causing internal bleeding and organ failures. Even truly evil mortals, weak immortals or supernatural beings can only speak it once before needing 5 minutes of rest per stone played or they would suffer the same fate. Only immortal beings and/or supernatural entities of sufficient power can speak it frequently without ill effect.)
Omniscience: 25
(Int.bonus)
-Super-Efficient
-As General Knowledge, Technology, Inventing, Vehicle Operations, Business, Medical Healing, Genetic Engineering, Computer
-All Sciences
-Mathemathics
-Metaphysics
-Physics/Quantum physics
-Cosmology
-Chemistry
-Astronomy
-Geology
-Biology
-Genetics
-Engineering
-Architecture
-Artificial Intelligence
-Robotics/Cybernetics
-Forensics
-Philosophy
-Sociology
-Statistics
-Tactical lore
-Occult lore
-Marvel/DCU
-Myths and legends
-Games/videogames
-Pop culture
-RPGs/GMing
-Transference (Without the A.I or machine-based Intelligence only limitation); May occupy multiple machines at once
Biocomputing: 15
Concentration: 15
(Int.bonus)
Thieving: 3
(Agl.bonus)
-Stealth
-Search room/area
-Blend in
Iron Will: 15
-Efficient
-Leadership
Psychiatry: 15
-Diagnosis
-Diagnosis
-Psychotherapy
-Neurology
-Psychiatric Treatments
-Life and death
-The Human Mind
-Introspection
-Philosophy
-Mental Disorders
-Personality disorders
-Fear and phobias
-Research/experimentation
-Artificial Intelligence
-Manipulate others
Social Skills: 8
-Beautiful
-Persuade
-Serious
-Popularization
-Humor/Sarcasm
-Intimidate
-Manipulate others
-Cosmic Entity
MODIFIERS
Immortal
Self-Contained Lifeform
Power Level 12
-Power Level Regeneration
-Tireless +3
Acute Senses +5
Cosmic Vortex +10
-Adds to uses of Cosmic Power
P.C.P.T +10
Superior Healing Factor
-Heals 2w of Health per panel
-Limb Regrowth, Instant
Cosmic Core +12
-As Energy Battery and Deep Reserves
Reflexive Dodge +20
Toughness +20
-No 2x damage
-No AP
Energy Defense +20
Mental Invulnerability
Magical Defense +12
Immunities
-To Reality Distortion, Poison and Diseases
Targeting +5
Transform Self by Touch
Duplicate Self
Enhanced Vision 6
-See in darkness, Phased objects, See into other dimensions, Microscopic, Telescopic, X-Ray Vision, See Auras and magical forces, See Energy patterns and forces
Radar Senses 10
Sonar Senses 10
Sense Power 18
Prescience
Universal Translation
Photographic Memory
Cosmic Awareness
Precognitive Flashes
Wealth: 20
-Gains $100 quintillion per issue/month
-Currently has: $100,000,000,000,000,000,000
Limit Break
- Cosmic Incarnation (+10 to Cosmic Power. Reaching out to the very extents of the Universe for all the excess Cosmic energy she can gather, Manah greatly exceeds her usual level of power to alter the world around her as she sees fit.)
Instant Reconstitute Self
-If she "dies", Jessie's form simply disperses and gathers anew within moments, reforming without harm.)
CHALLENGES
-Looks non-human (-3; in her 'true' form, appears as a semi-translucent, bluish-white energy woman with a humanoid body, long hair flowing in an unfelt and silent wind. However, she can alter her appearance as she please, therefore reducing the challenge's value.)
-Psychological (-3; code of honor. Jessie does not lie, doesn't cheat, keeps her promises, doesn't betray the trust of anyone willingly, nor will she use unfair advantages external to her own abilities to succeed.)
-Psychological (-2; mild inhumanity. While she is rational, caring and empathic enough not to lose her humanity, Jessie still suffers a minor disconnection from normal humans due to the extent of her new powers and nature. It's difficult to feel sorry for minor problems when one can see and feel the entire universe and beyond.)
-Psychological (-2; showoff. While she is no longer a ghost, her powers are nowhere less incredible, quite the opposite in fact. And as such, she still enjoys going above and beyond expectations when using them.)
-Psychological (-3; curious, and eager to learn/see/experience new things. Since becoming a Cosmic Entity, there are essentially no locations she can't visit, and her freedom has basically exploded exponentially, even beyond what being a ghost originally allowed for. In turn, her curiosity and interest in everything she doesn't know has increased as well.)
-C.T.S.U.F.U (-3; Jessie is a lot less a goody two shoes heroine than she was before, except the scale of her potential as such a good guy has sky-rocketed.)
-Minority (-1; is now essentially pansexual, as she doesn't consider gender or sex to be a factor at all in her relationships.)
EQUIPMENT (Usually manifests whatever she needs via ectoplasm)
-Outfit: Spaghetti straps, navy blue knee-length sundress with white flats; all manifested via cosmic energy
-Filled Pokéballs (Lvl 5 ♂ Fennekin, Lvl 7 Deerling (Spring), Lvl 8 Stantler, Lvl 26 Oranguru, Lvl 68 ♂ van-sized Palossand, Lvl 48 Lanturn)
-7x Pokéballs (+1 Weapon, Deals no damage, Atk VS Int+Remaining Health to capture Pokémon, and possibly other creatures as well.)
-Glasses (Also made out of cosmic energy. She no longer needs them, but not wearing them feels like something's missing.)
-The Crown of Evil (The first artifact in a legendary trio known as the Regalia of Evil, used eons ago by chosen Champions of the forces of darkness against a similarly chosen Champion of the forces of light. This iron crown is crude and rough, designed to look like black flames wreathing the bearer's head. Stones are free except for Ability bonuses when applicable. It has the following powers:
- +2 Strength, Durability and Toughness
- Hellfire Mastery (AN 7, Int.bonus; Create/Manipulate, Force Blast (2x damage, 3x damage VS Sinners/Spiritual beings, Area Attack, Sets flammable objects on fire, May only be extinguished by holy water, blood or another use of this power; Combine with Close/Ranged Combat, Accumulate Energy for greater effect. NOTE: Hellfire is not regular Fire and is supernaturally imbued with Hellish power. Regular Fire Resistance and immunities are useless unless specifically effective against Hellfire.)
- Wall of Fire (AN 10, Int.bonus; Creates a wall of fire up to 20' long per AN and 20' high. Anyone passing through it suffers an Inferno - as Electrification, but Fire element, 2x damage and Sets flammable objects on fire - effect of up to AN, with additional stones being usable for either Duration, or extending the wall another 20' long per stone played. This spell is usable 3 times per day.)
- Unnerving Gaze (AN 6, Int.bonus, Atk VS Intelligence + Mental Defense; Usable at will. If successful, victim takes -2 to all actions for up to 1 panel/red stone of 'damage'. This dreadful effect allows the wearer to appear as a deceased loved one or hated enemy of the victim, causing them severe stress in battle at the sight.)
- Create Undead (An 7, Int.bonus; as Summoning, only to create an undead being among the following possible choices: Skeleton, Zombie, Ghoul, Wight, Mummy, Dullahan, Ghost, Vampire, Lich, Spectre, Revenant, Shadow or Banshee.)
- Magical Sovereignty (The wearer is immune to the effects of any hostile or harmful Spell/Magical effect cast with an AN of 7 or less. Such a spell, if cast at her, will dissolve into nothingness with the wearer feeling nothing but a pleasant shiver.)
- Lichloved (For all intents and purposes, the wearer of the crown is perceived by both undead and magic spells as an undead themselves. For example, the wearer would be ignored by a horde of zombies even if they walked right through them, and a typical vampire would not sense them as a potential meal. In the same manner, spells of undead detection would sense the wearer as such. Also, like an undead, the wearer has no need to eat, sleep, drink or breathe, and is immune to natural diseases and poisons.)
- Immunity to Fire/Heat/Hellfire
- Fiery Shadow (At will, the crown may emit reddish-black flames to engulf the head of its wearer, while unnatural darkness covers their body. The result is a 12 stones Resistance effect to being recognized through the effect, concealing the wearer's identity.)
- Crown of Lies (When the crown is worn, the wearer may only speak lies. For that reason, most wearers do not speak. However, the use of telepathy or other communication means remains unhindered, making those a good alternative when possible.)
- Vile Nature (If a holy/light/angelic being even holds any of the Regalia of Evil artifacts, they will suffer 1w of damage per panel until they let go of it, as its very evil burns them from within. This effect is cumulative if they hold more than one artifact. Only already evil, or neutral - and thus potentially corruptible - beings can touch them without harm.)
-The Scepter of Evil (The second artifact of the Regalia of Evil, this dark rod is made of iron and draped in chains. One of its ends is always lit at one end with a dark red flame, but it gives off no heat. Stones are free except for Ability bonuses when applicable. It has the following powers:
- Melee Weapon (+4, 2x damage, 3x damage VS Sinners/Spiritual beings, Normal and stun damage weapon when used in melee.)
- +2 to Dexterity and Speed
- Spell Focus (Adds +4 to any Spells or powers used by the wielder with the Scepter in hand.)
- Dark Presence (Simply holding the Scepter grants +2 to all uses of Social Skills, and +2 to all uses of Leadership. The bonus increases to +4 for Intimidate attempts. The magic of the Scepter will subtly manipulate its surroundings to make its wielder more impressive, or terrifying, for example causing a distant rumble of thunder as they make a threat, or making them appear scarier than they are when staring down a foe.)
- Power Leech (AN 9, Atk VS Intelligence or Durability, whichever is higher; if successful, drains up to 1 Ability AN of the wielder's choice/red stone of damage, adding them to the wielder's own for 1 hour/red stone of damage. The unlucky victim, meanwhile, cannot be healed while the wielder still benefits from it, and even afterwards, may only recover their lost Ability ANs via Magical Healing of equal AN or higher, or a similar effect. A victim may fall to 0 in Intelligence, Strength, Agility, or Speed, which would result in a temporary coma, paralysis or lost of strength in the legs, but their Durability may not go lower than 1, so this spell cannot kill. This frightening power may be used 3 times per day and its effects stack.)
- Terrify (AN 8, Int.bonus; As Improved Fear, Area Effect of Half AN. User may spare up to AN potential victims despite being within the Area when the spell is cast. This power conjures in their minds the worst fears of those present within the area, leaving them shaken and confused. It may be used 3 times per day.)
- Bestow Curse (AN 8; May only affect one specific target per casting. Similar to Hex Spheres, this power is effectively a powerful curse whose nature and effects will vary depending on whom it is cast on, how badly the wielder wants them to suffer, and the GM's call. Undoing such a curse is usually possible but difficult, although this too is subject to the GM's will. This power may be used up to 3 times per day.)
- Red Fester (AN 7, Int.bonus; Atk VS Durability + Magical Defense. If successful, the victims loses 1 Strength - up to a minimum of 1 - and suffers a -1 to all uses of Social Skills/white stone of 'damage' for up to 1 week/red stone of 'damage', or until cured via Magical Healing of at least equal AN or a similar effect. Alternately, the wielder may end the effect earlier if they so please, making this power excellent to force a victim to either obey or reveal their secrets. This mystical disease saps the strength of the victim, reddening their skin and covering them in unsightly, oozing blisters. This spell is usable 3 times per day.)
- Verminfriend (Insects, arachnids, rats, bats, snakes and other reputedly creepy and vile creatures find the wielder's presence pleasant and enjoyable, and as such will never attack them wilfully. In addition, the user gains an AN 8, Int.bonus, Summon and Contol Vermin swarms, allowing them to summon tens of bats, rats, snakes and similar small animals, or hundreds of insects, arachnids and other tiny vermins per stone played, and command them. Maintaining control requires 1 stone per panel.)
- Infernal Pride (The wielder of the Scepter of Evil slowly becomes more arrogant and prideful over time, which given the power they wield over others is not surprising. This effect is significantly less strong - though still somewhat noticeable - on beings with a total of at least 20 from Intelligence, Mental Defense and Iron Will, but others gain a Psychological '-1; mild pride and arrogance' challenge after a week, increasing to a 'severe' -2 version after another week, and a 'deranged' -3 version after a month.)
- Vile Nature (If a holy/light/angelic being even holds any of the Regalia of Evil artifacts, they will suffer 1w of damage per panel until they let go of it, as its very evil burns them from within. This effect is cumulative if they hold more than one artifact. Only already evil, or neutral - and thus potentially corruptible - beings can touch them without harm.)
-The Orb of Evil (The last artifact of the Regalia of Evil, the orb is a 6 inches diameter sphere made of pitted and scarred iron, and red sparks fly from it at the slightest touch. Stones are free except for Ability bonuses when applicable. It has the following powers:
- +2 to Intelligence
- +2 to Mental and Magical Defense
- Undeath Lorship (The bearer may brandish the Orb with two effects against undead. One, as an AN 8, Int.bonus, Atk VS Intelligence + Mental Defense effect to impose one's authority on them, effectively enslaving them to the will of the bearer for one day per AN. Two, as an Atk VS Durability + Magical Defense, dealing 2x damage, to destroy an undead outright. Both effects are usable at will, and the former may be used to maintain control when previous control is about to come to an end.)
- Spell Absorption (The Orb can absorb hostile spells aimed at the bearer as per an AN 10 Energy Absorption effect which only works against Magical effects and spells. It can absorb up to 3x its AN in stones, negating the hostile spells as it did, and allowing its bearer to use the absorbed stones for their own spells and powers, suffering no ill effects other than absorption not working until some energy is used if the Orb is filled with absorbed energy.)
- Black Speech (The bearer gains the Black Speech action at AN 1 after one day, increasing it by 1 per day until it reaches AN 10, after which the bearer may keep increasing it on their own with LoEs if they please, or keep it as is.)
- Vile Power (All of the bearer's attacks, powers and spells become imbued with pure evil power, making them inflict 'Vile' damage; Vile damage does not deal more damage than usual, but may only be healed via magic in a consecrated, sacred or blessed location, such as a holy church, a known burial ground of a saint, or a similarly pure/holy location.)
- Infernal Greed (The wielder of the Orb of Evil slowly becomes more greedy and covetous over time, seeking money and power alike. This effect is significantly less strong - though still somewhat noticeable - on beings with a total of at least 20 from Intelligence, Mental Defense and Iron Will, but others gain a Psychological '-1; mild greed and ambition' challenge after a week, increasing to a 'severe' -2 version after another week, and a 'deranged' -3 version after a month.)
- Evil Brand (After Durability AN days in the bearer's possession, the Orb will manifest a runic mark shaped like a bleeding, horned half-closed eye, on the bearer's body, usually on the forehead, the bottom of the neck, the back of the hand, or another similarly visible area, branding the bearer as a champion of evil and a force not to be trifled with. This symbol is supernatural and recognizable on sight by potent evil beings, be they undead, demons, evil warlocks and witches, and so on, and will grant a +2 bonus to most actions when interracting with them, from socializing to slaughtering them. It is equally recognizable to holy, good entities such as angels, saints and so on, but the brand bears no power over those, as it is meant to make one a stronger leader of the forces of Darkness.)
- Vile Nature (If a holy/light/angelic being even holds any of the Regalia of Evil artifacts, they will suffer 1w of damage per panel until they let go of it, as its very evil burns them from within. This effect is cumulative if they hold more than one artifact. Only already evil, or neutral - and thus potentially corruptible - beings can touch them without harm.)
-The Soul Gem (One of the six Infinity Gems, arguably some of the most powerful artifacts in existence. This green gemstone seems animated by a will of its own, its wielder often feeling like the stone is whispering to them... its power over life, death and souls only increasing in conjunction with that of its sister gems... and even more when set on the Infinity Gauntlet with all five other gems. Using any of those powers does require an Action and Energy. If the wielder also has the Power Gem, all uses are Efficient. If the wielder has all gems set on the Infinity Gauntlet, all uses are Super-Efficient, and are Area Effect/Broadcast. The gems' powers do not stack with the user's unless noted otherwise, so if they already have an Action or Modifier given by a gem, whichever is best may be used.
- Soul Blast (The Soul Gem may unleash a 10 stones (Int.bonus, Atk VS Intelligence or Durability, Attacker's choice) blast against its wielder's foes, having several potential results. First, it may act as a Mental Bolt (2x damage, Normal or Stun damage, OR Stun for 1 panel per stone of damage). Alternately, the user may willingly dealign a victim's soul, causing a permanent Psychological (-1 to -5) challenge of some kind, usually an Insanity, Phobia, or other mental disorder of some kind, such as schizophrenia, bipolarity, anxiety, amnesia, multiple personalities, and so on, causing a -1 worth of Challenge per white stone of damage. Alternately, if the Soul Gem defeats the victim's Intelligence + Durability, it is possible to entirely and completely destroy the soul of the victim, leaving their body a helpless, soulless and mindless husk, unable to survive on its own nor having any drive to. Such a being is essentially as good as dead, unless a being more powerful than the Infinity Gems undoes the effect, or the wielder of the Soul Gem itself restores the soul, see below.)
- Soul Reading (AN 10 (Int.bonus) effect to overcome a target's Intelligence or Durability, attacker's choice; if even a single stone gets through, the user can learn the past, the nature, the skills, the memories, the dreams, the goals and essentially anything related to the target that they know, suspect, or can imagine.)
- Soul Trap (AN 10 (Int.bonus) VS a target's Intelligence or Durability, attacker's choice; if even a single stone gets through, the victim's soul is trapped within an idyllic 'pocket dimension' within the gem itself, making their body collapse to the ground in the real world. A user may leave them there forever if they please, or free them whenever, but if their body require nutrients or water, leaving it without care might cause it to die, leaving no body to return to.)
- Soul Empowerment (The user can access any memories, skills and powers at the same AN and with the same options as anyone trapped within the Soul Gem via Soul Trap. Not unlike Copy A/A/M.)
- True Self (AN 10 Effect VS the AN of any action used to transform/curse/poison/sicken/etcetera a given victim; if said AN is beaten, the victim is turned back to their real, true form as said effect is permanently broken. NOTE: The GM might rule that some people's original forms were actually misaligned with their 'actual' true self. For example, while a transgender person was born in a given body, their new gender might seem truer to their true self, and as such, a gender alteration via magic might remain unaffected in such cases.)
- Soul Authority (As Telepathy's Project Thoughts/Control others, but as an AN 10 VS Int or Dur, Attacker's choice. Works against all forms of life, sentient or not.)
- Life Giver (The Soul Gem has the ability to create life, actual life, by downright creating a soul to form a new being. As an AN 10 (Int.bonus) effect, for each stone played, the user gets 10 stones to create the new being, deciding on its nature, capabilities, powers if any, form, and so on. The user gains 5 more stones per stone played, per other Infinity Gem owned at the time. Said creation is permanent. Like all other uses of the Soul Gem, if all gems are owned at once, the user can actually create countless creatures at once if they please.)
- Astral Sovereignty (The Soul Gem allows its user to use Astral Projection as the action (Body travels along with soul) at AN 10, to use Dimensional Travel to enter and exit the Astral Plane at will, and to be essentially a God in the Astral Plane, being able to use Astral Warp (As Power Cosmic/God-like Powers/Phoenix Force) at AN 10 (Int.bonus) when within the plane, allowing the user to do basically as they please in it.)
- Soul Protect (The Soul Gem grants +10 Soul Defense VS all attacks which can affect the user's own soul, except from those of the Gem itself, should it be out of control due to a weak Souled user.)
- Soul Restoration (If a victim suffered any sort of trauma caused by some affliction to their soul, including the ones caused by the Soul Gem itself, the user may activate this power to heal the victim completely, restoring them as though nothing ever happened. This acts as a 10 stones effect VS the AN of the original attack, undoing all effects if equal or higher - and as such undoing any effects of the Soul Gem itself if its wielder wills it.)
- Sentience (The Soul Gem actually has the strongest, sentient mind of its own of all the Infinity Gems, and as such can only be controlled by a strong-willed enough being. Usually, a combination of Intelligence, Iron Will and Mental Defense of at least 20 in total will be sufficient, although the GM may decide to allow less powerful minds to retain control. If in control, the Soul Gem will have a tendency to try and steal souls as it goes.)
- Infinity Synergy (For each additional gem the wielder has with them, all ANs/MNs of this gem gain +1, up to +5 for all gems at once. Additionally, if all set on the Infinity Gauntlet, all gems gain an additional +5 to all ANs/MNs, to a total of 20.)
- Can't be improved by LoEs, White stones or any normal means)
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STORY: Jessie Hogue (née Jimmy) was a Trans woman unlucky enough to not understand the condition she was in for years, before finally learning about it in her mid-twenties. After a long coming-out process that took a couple more years, she began undergoing hormonal treatments, then went through an operation to 'get the finishing touches done'. Things went fine, but they were not, as it turned out, meant to last.
As she was finally beginning to feel happy with her new life and body, she had further misfortune befalling her as she ended up caught in a heist, as an hostage. She would have gotten out fine, if one of the criminals hadn't fired his weapon by accident due to stress.
Her death was sudden, but fairly quick as well. She lost consciousness only to awaken to a strange voice calling out to her. It explained how she had died before her time, and how it was unfair that she had to go right after beginning to feel happy with her new body of hers. The voice said she was a good person, and that she had the potential to do more good if she returned. And it gave her a choice.
She doesn't remember the details, but she knows she chose her fate of her own free will. When she 'woke up', she freaked out her family a bit. Mostly because she 'woke up' in her room after she had been buried, and because she was now a ghost. It took several days of more subtle hints and explanations to even manage to appear before them without scaring the heck out of them, but she managed to do so, explaining the situation. Her family somehow accepted her, but not without a lot of emotional moments.
She eventually began to learn her new... 'skills', as a 'Phantasm'. The voice had told her about her new state... that of a superior, powerful ghost. A ghost with untold potential, that wasn't bound to an object, a person or a place. She learned her new powers, practiced them, and eventually, mastered them.
Later, as she traveled new worlds alongside her friend Travis and one young Wendy Marvel, she came across a Cosmic Cube. Upon contact with it, the Cube transformed her from a spirit into a Cosmic Entity of immeasurable power.