Oversoul

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Oversoul Category by Stone Gargoyle

In the study of the paranormal, an oversoul is a cluster of souls linked together by one common energy, sort of one larger soul made up of smaller ones, and a soul being the energy linking the minds of many people thoughout space/time into one larger consciousness. The goal of any soul is to collect experiences and interact with the world via the individuals who are its expression. Game purposes require that this interlinked network be simplified. For the purpose of this category, an oversoul is an energy consciousness acting as an overseer of the individual consciousnesses which are a part of it. Therefore, multiple people serve the oversoul's interests, having the oversoul express through them and achieve its goals through them. This controlling entity can be seen as the provider of powers from an HU2 perspective, with the people serving it being its vessels, so they will hereafter be referred to as such. It is logical that an oversoul so defined would be capable of empowering these vessels as a god does its avatar. It is with that in mind that this power category is being created.

In real life, an oversoul could be thought of as controlling multitudes, thousands of vessels, but for the purposes of this game the number must be considerably lower.

Due to its vast number of vessels, an oversoul is better used as a tool for the GM or as a background premise for a simgle player character which is a vessel for one such oversoul. Individual GMS should make up their own minds on how to apply it.

Controlling Entity': An Oversoul views the world through many eyes, the beings who serve it as vessels. A hero generated by an oversoul is but one of the many vessels it inhabits and utilizes. The powers an Oversoul grants may be given to any of its vesels.

Number of Vessels: The Oversoul views the world through 1d4X100 vessels(other ways of calculating are 1d20X20, 1d10X40, 1d8X50) Create each such vessel as a normal human(only becomes hero if activiated as such and empowered).

Range: Unlimited. Can control and activate any vessels it is linked to.

Hero Powers Activation Duration: 1d4 hours, +1 hour per level, unless severely injured(see below)

Active Heroes: Those empowered by the Oversoul are the focus of this power. The oversoul can empower one vessel, making it into a superbeing, at level 1, plus one additional simultaneous activation at levels 4,8, and 12. Create each as a Mega-Hero with the set of powers selected(all vessels will be given the same set of powers) upon activation.

Attribute Bonuses: The vessel gains attribute bonuses upon being activated into hero mode.

MA +2d6(minimum 18 )
PS +2d6(minimum 20 ) Considered Supernatural due to being a Mega-Hero
PP +1d6 (minimum 18 )
Speed: Multiply X5(minimum 24 )
SDC: Hero starts with 40, +1 for each additional vessel controlled by the Oversoul, plus any gained through powers and skills. This SDC level is only while activated as a hero. If more than one is activated, the SDC bonus from the collective vessels is split evenly between the active heroes.

Any injuries and imperfections will be healed instantly upon transformation of a vessel into an active hero.

Skill Bonuses: The active hero gains +10% to any skills shared with at lest 10 other vessels controlled by the Oversoul.

Special Mega-Powers: While the active hero possesses powers, he is Immortal(uses power description under Special Mega-Powers HU2 p. 181-82). The hero will retain this power until regenerated if severely injured.

The relevant achilles heel is the limited time period and control by the Oversoul.

Powers: Roll for number and category of superabilities on page 226 HU2. Atomatically gets Impervious to mind control and psionics.

Bonuses: +1 initiative for each additional vessel within 100 foot radius, +10feet per level of the active hero.

Vessel Transfer: If the current emergency has not passed and the hero gets to below 30% total SDc, the Oversoul can choose to activate a new hero within 1d4 melee rounds. If only one hero can be active, then the powers will be stripped from the injured vessel.

Knowledge and Memories: The Oversoul can feed information about anything it has witnessed via the vessels to the active hero, who has a 70% chance of knowing about world events even if not directly informed of them.

Oversoul Age: The oversoul itself is 1d20X1000 years old. A 1% skill bonus should be given to the active hero for each 1000 years of the Oversoul's age beyond 2000 years.

Experience Calculation and Advancement: As per Immortals, the Oversoul starts at 1d4+1 levels. Use the Mega-Hero experience table found on page 352 of HU2 for the Oversoul's level of advancement. It should also be noted that the Oversoul and its vessels gain experience seperately. This is important because power levels are determined by the level of the Oversoul, not that of the vessel when becoming the active hero. Skils, however, will be performed at the level of the individual vessel when becoming the active hero.

Oversouls and their vessels share experiences. Oversouls gain 1% of their vessel's experience when it is not an active hero. Experience gained from the active hero, however, is split to give the bulk of the experience to the Oversoul, which gains 90% of the experience, leaving its vessel with a mere 10% of the experience gained as an active hero. Vessels will have only a vague memory of their experience as a hero, which is why their share is so low. Experience for the Oversoul and its vessels should be kept seperate.

Oversoul experience determines only the active hero's power level and the number of active heroes.

Final Note: While the Oversoul is outside time and space, the available vessels are always of the same time location for the purposes of hero activation. This is for simplicity in gaming and to have set limits on activations.