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Post by Manah on Oct 9, 2018 23:52:43 GMT -5
MIRIA Immortal Wielder of the Infinity Gems QUOTE: "Smile, and laugh, love and play. That's what true immortality, the immortality of the heart, is all about!♥"Full Name: Miria Harvent Age: 101 (Became immortal at the age of 23 in November 1930) Occupation: Thief, Adventuress Marital Status: Intimate Relationship (Isaac Dian/Travis Howlet) Height: 5'6" Weight: 126 lbs Eye color: Brown Hair color: Blonde Species: Human? (Complete Immortal, Wielder of the Infinity Gems) ABILITIESInt: 5/20 (From Mind Gem) Str: 3/18 (From Power Gem) Agl: 4/19 (From Space Gem) Spd: 2/17 (From Space Gem) Dur: 3/18 (From Power Gem) HEALTH: 3/18 ENERGY: 16(i)/99 REGEN: 10/51 ACTIONSClose Combat: 3 (Agl.bonus and Wpn.modifier) -Brawling -Baseball Bats -Improvised WeaponsRanged Combat: 3 (Agl.bonus and Wpn.modifier) -Handguns -SMGs -Thrown objectsAcrobatics: 2 (Agl.bonus) Thieving: 7 (Agl.bonus) -Efficient -Stealth -Search room/area -Lockpicking -Pickpocket -Safecracking -Disguise -Escape artistTechnology: 3 (Int.bonus) Vehicle operations: 2 -Light vehicles -MotorcyclesGeneral Knowledge: 6 (Int.bonus) -Efficient -History & geography -North American Folklore -Pop culture -Obscure knowledge/references -The Martillos/The Gandors -Multiple jobs skillsMedical Healing: 3 Perform: 5 (Agl.bonus) -Singing -Dancing -Calligraphy -Piano -ViolinIron Will: 3 -LeadershipSocial Skills: 6 -Beautiful -Socialize -Kind and cheerful -Overly cheerful -Etiquette -IntimidateMODIFIERSTrue Immortality -Having unknowingly drunk from the Cure-All Elixir created by Szilard Quates, Miria became a Complete Immortal alongside Isaac, their friend Firo, the Gandor brothers and the rest of the Martillo family, granting her several special abilities:- Immortal (Miria does not age physically, nor will she die of old age.)
- Instant Healing Factor (Miria will heal from most wounds in mere moments, although more severe wounds - like getting slashed in half, run over by a train or blown to bits - might take a couple of minutes to heal from. The more she heals from a given wound, the least it hurts, and the faster she heals. Visually, any severed parts or drops of blood will fly right back at her to reform her body.)
- Instant Regrow Limbs (Except she doesn't regrow them as much as they re-attach themselves and heal. If a limb was blown to bits, for example, said bits would float back to her wounded body, returning to where they belong and reform the missing limb as it merges with its other parts.)
- Instant Reconstitute Self (Even wounds that would literally kill her - bullet shot to the head, beheaded, blown to bits, etcetera - will heal in mere moments as explained above, with more grievous deaths requiring up to a few minutes to heal from.)
- Immunity to Diseases (Miria's body also naturally heals any disease/illness she might get infected with within mere moments, although more serious ones might take several minutes to heal from and leave her dizzy and/or feverish for a while.)
- Immunity to Poisons Similarly, she is totally and entirely immune to any poisons and venoms. Again, like for illnesses, she might feel dizzy or feverish if the poison is exceptionally lethal.)
- Transmit Knowledge (By pressing their left hand onto the forehead of another person, they can Project thoughts as per the Telepathy option, minus the Control others part. Since the receiver has to be willing, there is no stones VS Stones going on.)
- Devour Immortals (Miria has the ability to devour other Immortals created with either the Grand Panacea, Szilard Quates' Cure-All Elixir, or an incomplete version of either. All she needs to do to accomplish this is beat an opponent's defense - minus Toughness or Armor, but with a 2 stones sitmod of additional difficulty as she needs to press her right hand on their forehead - and think 'I want to eat', which will essentially 'suck up' the victim inside the devouring Immortal, leaving no trace other than their clothes and whatever items they had on them. This is the only way to kill immortals permanently, and also allows the devourer to absorb all of the victim's knowledge, memories, feelings and even skills (gaining such actions at the same AN, with the same advantages and the same specialties). Whether she could absorb superhuman powers other than skills is unknown, as there are no other powers aside from Immortality in her own universe.)
- Photographic Memory (For an unclear reason, Immortals gain the ability to retain formidable amounts of information. Possibly due to having to be around for potentially all eternity and remember a lot more.)
Energy Battery 2/15 -From Power GemDeep Reserves +3/+15 -From Power GemReflexive Dodge +2/+15 -From Space GemToughness +0/+15 -No AP -No 2x damage from firearms -From Power GemEnergy Defense +15 -From Power GemMental Defense +4/+15 -From Mind GemSoul Defense +0/+15 -From Soul GemImmunities -Poisons, DiseasesGood Luck +3 Immovability -From Power GemSense Power: 15 -As Sense Mutants -From Mind GemPrescience -From Time GemObserve Other Realities -As Cosmic Awareness, but may extend to other realities -From Reality GemPrecognitive Flashes/Dreams -From Mind GemPhotographic Memory Translation, Universal -From Mind GemWealth: 2 CHALLENGES-Psychological (-3; moderate insanity. While surprisingly smart and observant, Miria, just like Isaac, is strongly disconnected from reality on various subjects. She is able to function in society and generally live a trouble-free life if she so pleases, but she's certainly not normal. She is heavily emotional, extremely happy most of the time, or extremely sad when something bad happens to Isaac or one of their friends. She is reckless and impulsive, often acting without thinking, or coming to ridiculous conclusions such as 'stealing the front door of a bank to keep people from entering it', or 'stealing clocks in order to steal time itself'. Still, for all of her quirks, she remains very lovable and pleasant to interact with.) -Psychological (-2; selfless. Miria lives for others, always trying to brighten the lives of those around her. Whether it be Isaac, Firo, another of their friends, or a complete stranger, she always strive to brighten the lives of others around her. Even when Isaac ended up incarcerated and away from her for a long while, she pretended to be happy and unaffected in order to not make her own friends sad, while she was actually devastated on the inside.) -C.T.S.U.F.U (-3; Miria will go out of her way without hesitation to help anyone in need, regardless of any risk for her own safety.) -Haunted past (-2; while it is left very vague - and she highly dislikes talking, or even thinking, about it - Miria has spoken about 'that day' in the past. Whatever happened 'that day', it was so traumatizing and horrible that she thought she would never laugh or smile again, until she met Isaac. In addition to it, Miria had a poor relationship with her family, who are since all dead of old age.) -Dependent (-2; towards Isaac Dian. Isaac essentially saved Miria from the darkest time in her life, becoming her best and most constant friend and literal partner in crime from then onwards. If they are separated, if something bad happens to him - or worse, if he were to be devoured by another Immortal - Miria would be crushed inside, until reunited if possible... or until she receives psychological help otherwise. Isaac and Miria are each other's pillar of happiness in the world at the moment, and she would definitely need help if she lost him.) -Inexperienced at love (-1; while she is now actually in love with Isaac/Travis, she is still pretty naive and lacking in knowledge of both love and sex.) -True Name Compulsion (-3; Immortals are incapable of writing down a false name on documents, nor are they physically capable of using a false name when speaking to another Immortal, or within earshot of one. Naturally, this can be used to know of the presence of another Immortal, but the same will be true for them as well.) -Special Vulnerability (-4; just like other Immortals, Miria's only weakness is for another Immortal to perform the 'Devour Immortals' action mentioned above, and devour her by pressing their right hand onto her forehead, thinking 'I want to eat'. If this happens before she can free herself from said hand, Miria will die instantly and permanently and be absorbed, memories, feelings, knowledge and skills along with her. A weakness which, like most of her powers, she is completely unaware of.) EQUIPMENT-Currently worn: Pink blouse, blue denim jeans, white tennis -The Infinity Gems: Power, Mind, Space, Soul, Time, Reality RESERVE EQUIPMENT (Kept in the car)-Khaki shorts, Blue Short-sleeved blouse, Light blue flats -Light blue nightgown -Combat Knife (+2 weapon; kept in a thigh holster under her dress' skirt) -Blacktail 9mm Semi-Automatic Handgun (+2, 2x damage, Range 4 weapon. Holds 15 bullets plus 1 in the chamber, and equipped with a laser pointer. Miria also carries a silencer which can be installed on it.) -2 magazines of 9mm ammo for the Blacktail Handgun -AMT Hardballer (+4, 2x damage, Limited AP, Range 4 weapon. A .45 ACP Magnum handgun packing a formidable punch. Holds 7 rounds per magazine plus 1 in the chamber.) -TMP 9mm Machine Pistol (+3, 2x damage, Area attack, Range 4 weapon. Fully automatic. Holds 30 bullets in its magazine, and comes with a stock and a strap to be worn around the shoulder.) -.223 Semi-Automatic Rifle (+5, 2x damage, Limited AP, Range 6 rifle with a Scope (Enhanced Vision 5, Farsight, Infrared). Holds 10 bullets plus 1 in the chamber.) -2 boxes/magazines for each gun and appropriate holsters, sides for the handguns, back for the sniper rifle, thigh holster for the knife. ______________________________________________________________ STORY: A young woman born in 1917 in San Francisco, Miria Harvent's past is mostly unknown as she doesn't like to talk about it. It is likely, given her manners, education and general behavior, that she was born in a noble family. It is also likely that she didn't get along with them too well, as she doesn't like talking about them either, seemingly annoyed when they are even brought up. At some point, a highly traumatizing, horrible event happened which she only remembers as 'that day', during which she 'should have died', according to her. Isaac Dian, who would become her lifetime - so far anyway - best friend and partner in crime, saved her life, and took her away from that life she couldn't stand anymore. Together, the duo became thieves, not unlike Bonnie and Clyde, and performing countless thefts and robberies, being surprisingly successful at it, even though they had a tendency to steal ridiculous things from the strangest of places, hinting at their unusual mindsets right from the start. They kept performing said actions until they crossed paths with Jacuzzi Splot, Firo Prochainezo, the Martillo Family, the Gandor brothers and many others in 1930 during the events revolving around the crisis on the Flying Pussyfoot transcontinental express. Unbeknownst to them, at the time they boarded the train, they were now Immortals... having shared a drink of Cure-All Elixir created by the Immortal Szilard Quates alongside the Gandors and the Martillos, and making them just as beyond mortal as any of them. Amusingly enough, they never realized that fact. Later, the duo were encouraged by their friends to seek out more honorable jobs and leave their life of crime behind, and the two happily proceeded to do so. They performed multiple jobs all across the United States, Miria working as a secretary, a security specialist, a locks expert, a call centre customer service agent, a nurse, etcetera. It took the duo 50 years to even realize they had not aged a day, and that they had no idea whether or not it was supposed to be like that or not. Fast forward to today, after the duo's latest jobs came to an end, thus freeing them to seek out new interests...
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Post by Manah on May 19, 2019 8:18:59 GMT -5
THE INFINITY GEMS -The Power Gem (One of the six Infinity Gems, arguably some of the most powerful artifacts in existence. This red gemstone provides its wielder with immeasurable physical might and resilience, along with incredible power over energy, its power 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, although the Power Gem makes all of its own powers, and those of other gems, Efficient. If the wielder has all gems set on the Infinity Gauntlet, all uses are Super-Efficient. 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. - Increase Strength by +10
- Increases Durability by +10
- Mastery of Matter and Energy AN 10 (Int.bonus, Unlimited Create/Manipulate, All Elements, Force Blast (Various Advantages based on element), Transform into element, Combine with Close/Ranged Combat)
- Energy Absorption/Reflection AN 10 (Int.bonus, Same Advantages as original attacks)
- Unstoppable AN 10 (Str.bonus, 2x damage, Can burst through walls, etc; Movement action (Moves at 1 Speed per stone played up to base Speed AN)
- Power Boost AN 10
- Energy Battery 10
- Deep Reserves +10
- Toughness +10 (No AP, No 2x damage)
- Energy Defense +10
- Immovability
- Power Supply (Can power any device, machine, vehicle or whatnot, forever.)
- 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)
-The Mind Gem (One of the six Infinity Gems, arguably some of the most powerful artifacts in existence. This blue gemstone provides its wielder with fantastic mental and psychic powers, its power 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. 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. - Increase Intelligence by +10
- Telepathy AN 10 (Int.bonus, Read minds, Illusions (Broadcast), Subtle commands (Broadcast), Project thoughts/control others (Broadcast), Create Links with others, Telepathic communications (Broadcast), Mental Bolts (2x damage), Repair minds, Empathy, Empathic Projection (Broadcast, All emotions), Generate pain by touch, Edit Memories, Psychometry, Read recent memories by touch, Swap minds, Possess others, Mental Block, Astral Projection, Reflect Mental Attacks back to attacker up to AN)
- Telekinesis AN 10 (Int.bonus, Wpn.modifier, Area Effect at AN, Fine control (Can perform fine control over even large areas of effects, ignoring anything the wielder doesn't want to affect.)
- Levitation AN 10 (Flight, via Telekinesis)
- Force Field AN 10 (Also works VS Mental Attacks)
- Mental Defense +10
- Concentration AN 10 (Int.bonus)
- Sense Mutants MN 10
- Precognitive Flashes/Dreams
- Photographic Memory
- Translation, Universal
- 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)
-The Space Gem (One of the six Infinity Gems, arguably some of the most powerful artifacts in existence. This purple gemstone radiates with cosmic and spatial power, said power 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. 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. - Teleportation (AN 10, Interstellar Distances, Travel to other dimensions, Can see through portals before entering, Does not have to travel to send others, May open portals for others to return, Teleport unwilling targets (Atk VS Agility), Fine Manipulation (May only teleport part of the target objects/beings, such as leaving items behind but teleporting living beings, or as an Atk VS Durability to only telepart part of their bodies). Additionally, naturally ignores 10 stones of Resistance from possible countermeasures from outside forces against such a teleportation, making spells, powers and other effects meant to stop teleporters much less useful if not downright useless against the Space Gem. Effects become Area Effect if he possesses all 6 stones.)
- Unlimited Manipulate Space (As an AN 10 (Int.bonus) option of a Mastery of Space. May cause a multitude of effects with a bit of imagination, possibly duplicating Force Blasts - with countless possible advantages, Telekinesis, Force Field, Flight, Gravity Control, and so on. Very few effective limits to a skilled user. Effects are automatically Area effect if he owns all 6 gems.)
- Increases Agility by +10
- Increases Speed by +10
- Reflexive Dodge +10
- Duplicate Self AN 10 (May manifest one duplicate of the user per stone spent, each able to sense, act and speak through the others, and each under the control of the original user, since they are all the original user, simply appearing in different areas at once.)
- Hammerspace AN 10
- Dimensional Creation (AN 10 power, Area effect, to create a Pocket Dimension with up to AN factors (factors, for example, including things such as 'ten times stronger gravity than Earth', or 'All grass and trees are purple', etcetera). If the user also has the Reality Gem, they may alter said dimension's laws of physics and general rules of existence in it. If the user also has the Soul Gem, they may create lifeforms to live in it. If the user has all the Gems, not only can the factors be literally anything, but there is no limit to the size of the so-called 'pocket' dimension, allowing the creation of an entire, new Universe.)
- Omnipresence (When all six Infinity Gems are gathered, the Duplicate Self power above is amplified to infinity, allowing the user to literally appear everywhere, at anytime, all at the same time, at once. There is no defense agaisnt this; the user may manifest in dreams, in other dimensions, in people's minds, in existing recorded materials, in literally anything.)
- 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.)
-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)
-The Time Gem (One of the six Infinity Gems, arguably some of the most powerful artifacts in existence. This orange gemstone provides its wielder with mastery over time, its power 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. 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. - Clairvoyance AN 10 (Int.bonus, Can perceive through time regardless of physical proximity, May perceive possible futures or pasts from possible actions)
- Time Travel AN 10 (Can travel both in the past and in the future as far in the past or future as the D&R chart indicates. Can send others through time without traveling themself.)
- Time Stop AN 10 (Literally freezes time in place for everyone else but beings immune to such effects, sufficiently powerful cosmic beings, or sufficiently powerful Divine beings; in an Area of up to AN. Duration of up to AN. Harming anyone in said stasis will bring them out of the time stop effect... except if user has all six gems mounted on the Gauntlet, in which case nothing stops the user from messing others up bad without any ill effect.)
- Time Manipulation AN 10 (Area effect of up to AN. May make time move faster, slower, or even in reverse. The way it works is as follows: time can accelerate or decelerate by up to a factor of 1 per stone played, per Infinity Gem in one's possession; for example, a person with only the Time Gem spending 5 stones can make time go 5 times slower for everyone else in the area, so for every second/minute/hour/panel/and so on everyone else experiences, the user experiences 5 times as many, or if used to make time flow faster, the user will feel like they're waiting five times less than everyone else. As for reversing time, one needs to spend 3 stones to activate the effect and make time begins passing in reverse, making everyone do everything they did in reverse unless somehow interrupted by the user or immune individuals, and undoing events that happened in the area. After that base cost is paid, additional stones may be paid to make time go back even faster as mentioned above, by a factor of 1 per stone played per Infinity Gem owned, possibly undoing even major events in said area. While the Time Gem can't 'resurrect the dead' per se, it can allow one to orchestrate events so that a death never happens in the first place, or undo the effects of time on physical matter.)
- Age Manipulation AN 10 (Int.bonus; Atk VS Durability; if even a stone gets through, user can increase or diminish the target (living being or physical matter)'s age by up to AN Duration on the D&R chart. May not make one younger than a newborn, but can kill from old age by sending one beyond their natural lifespan. Essentially allows one to act as a living, walking Fountain of Youth, among other uses.)
- Time Loop AN 10 (Area effect of up to AN; Can create a time loop with up to AN specific 'rules' if the user so wills it. Duration of the loop can be up to AN Duration on the D&R chart. Some 'rules' examples include, 'this person will die over and over and over again in all the loops', or 'the loop will end if this person performs that action', or even 'this person is aware of the loop'. Basically not so different than a time stop, but can be played with a lot more for many different purposes.)
- Temporal Healing AN 10 (Int.bonus; As Magical Healing; may heal 2x White Stones of Health per day, from either reversing a wound to its pre-wound state, or accelerating time around the wound to make it heal faster.)
- Prescience (As the Modifier, with the following change to work in a play-by-post board like this one: in a single player game, works as normal, the GM informing the user of the attack before hand. In a multiplayer game, the player can inform the GM on each panel whether they would shift stones into an action for defense or something if attacked.)
- Temporal Presence (Only possible with all Infinity Gems at once set on the Infinity Gauntlet; allows user to exist in all moments in time at once.)
- Immortality (As the Modifier, applies to user. May use as an AN 10 Atk VS Durability to make others Immortal as well.)
- 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.)
-The Reality Gem (One of the six Infinity Gems, arguably some of the most powerful artifacts in existence. This yellow gemstone is arguably the most powerful of the six, as it grants its wielder formidable power over no less than reality itself not unlike a Cosmic Cube (only stronger), its power 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. 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. - False Reality (As Create Illusions AN 10, Area effect of up to AN)
- Transmute Reality (AN 10, Int.bonus, 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. Some of the following effects can be considered possible side-uses of this general ability.)
- Reality Warp (As Power Cosmic, God-like powers and Phoenix Force at AN 10 (Int.bonus); but does not provide user with a separate Flight action (though one can still fly using it), does not give 2x AN Energy stones nor makes one immune to Energy.)
- Distort Reality (As Hex Spheres AN 10, Power out of control; essentially, this power represents the wielder willfully messing up reality in an area without care as to what exactly will happen. Of course, such a use of so much power is not to be used if the wielder cares about the affected area; anything could happen, and it most likely won't be pretty.)
- Mess with Physics (AN 10 (Int.bonus), Stones VS Resistance for an Area effect of up to AN to change the laws of the Universe in said area. For example, one could decide that from now on, 2+2 = Fish, and now it would. One could decide that gravity works in reverse. One could state that any use of force does not create an equal and opposite reaction anymore, or that there is no such thing as a limit to acceleration. One should use this with care, however; those laws exist for a reason, and messing with them could seriously mess up the world.)
- Warp Self/Warp Others (As a permanent AN 10 (Int.bonus) Metamorphosis, Shape shifting, Imbuement, Growth, Shrink, Manipulate Body Density, Stretching, Genetic Engineering (Instant and Risk-free), and/or so on. Alternately usable as Atk VS Durability or Stones VS Area effect, whichever is higher, to transform others. Can change essentially anything, including but not limited to species, gender, hair/skin/eye/whatever color, etcetera. NOTE: While all of those effects could possibly be applied together at once on a single target, one given specific use does not stack with an identical use. For example, while a user with Int 5 could use a Metamorphosis-like effect to increase a person's Strength by 15, he could not use it again on the same person for the same effect to make it +30. That is, however, the only limitation, the rest being limited to one's imagination.)
- Adds Accelerated Healing Factor or increases existing Healing Factor by 2 ranks, whichever is better; along with Instant Regrow Limbs and Reconstitute Self (5 minutes)
- Observe Other Realities (As Cosmic Awareness, but may extend to other realities)
- Communicate with Other Realities' Reality Gem Wielders
- Alternate/Pocket Reality Creation (AN 10, May create an Alternate version of the Gem's original reality, or a Pocket dimension of the wielder's choosing of an Area effect of up to AN, paying for Area or the number of altered factors, whichever is higher - altered factors being, for example, 'same as the original world but with no humans having ever existed', or 'same as original, but every single person alive is a woman', or any other specific changes one wants in it.)
- Resurrection (AN 10 (Int.bonus), Stones VS the strongest resurrected being's Durability, the Area or Duration since the oldest death, whichever is higher, to bring one or more being(s) back to life.)
- 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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