The Soul Gem is the strangest and most dangerous of the six. It touches identity, spirit, life-force, death, judgment, reincarnation, and the hidden world inside the Gem itself.
Soul Manipulation d12, Life-Force Control d12, Mystic Senses d12, Spirit Travel d10, Healing d10, Necromancy d10
SFX: The Soul Knows: When identifying a being’s true nature, detecting possession, seeing through disguises, judging moral corruption, or sensing the dead, add Mystic Senses d12 and step up the effect die.
SFX: Soul Trap: When you inflict emotional or mental stress, spend 1 PP to convert it into a Soul-Trapped Complication. At d12+, the target may be drawn into the Soul World rather than simply defeated.
SFX: Life and Death Are Doors: Spend 1 PP to recover your own or another character’s physical, emotional, or mental stress by rolling Life-Force Control d12 against the Doom Pool.
SFX: Speak with the Lost: You may communicate with the dead, imprisoned souls, psychic remnants, or spiritual echoes. Spend 1 PP to make one of them appear as a d10 Asset for a scene.
SFX: Cosmic Mastery Spend 1 PP to use any Soul Gem power to create a d12 Asset or inflict a d12 Complication if the fiction supports it.
SFX: Godlike Scale: Against ordinary mortals, soldiers, mobs, vehicles, or buildings, step up or double one Soul Gem power die.
Limit: Hunger of the Gem: The Soul Gem wants souls. When you use Soul Manipulation to defeat a target, the Watcher may offer you 1 PP to have the Gem claim more than you intended.
Limit: Coveted by the Cosmos: Shut down the Soul Gem power set when the Gem is taken, hidden from the wielder, psychically severed, or placed beyond reach. Gain 1 PP. Activate an opportunity to recover the Gem.
Limit: Unfit Vessel: When you use more than one Soul Gem power in a single roll, step up the lowest die in the Doom Pool or take d10 mental or physical stress, Watcher’s choice.