Here's another day to "Sharing my OCs" series!
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Comment, give an opinion, a recommendation, a question, etc!
Please, don't steal my OCs.
As in sometime I always edit or change something, this kind of posts may be outdated in some days.
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Today's character(s) is Cardgame.
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"Good night, ladies and gentleman! Tonight, we have a great show to see! By who, you guys are asking? By the most fantastic magician alive (or dead, I guess?), Cardgame!"
Carol Norman, also known as Cardgame, is a ghost-girl who for some reason has an obsession with the World Security League, and often tends to torment them.
Name: Carol Norman
Alias: Cardgame; Annoying Ghost-Girl (by the WSL); The Most Fantastic Magician Ever (self-proclaimed)
Gender: Female
Species: Ghost; Human (formerly)
Alignment: Chaotic Neutral
Age: + than 30 years old (chronologically); 18 years old (appearance)
Birthday: January 30th, between 1985-1989
Height: 1m69cm
Weight: Weightless (is a ghost)
Birthplace: New York City, New York, USA
Affiliation: None
Occupation: Ghostly Magician
Family: Ashley Norman (mother); Michael Norman (father); Jake Norman (younger brother)
Base of Operation: Abandoned Mansion, USA
Power-Level: High 6-C, 4-B with Magic, higher with Summoning
Appearance
Carol was a good-looking human girl while alive, having a long and wavy blonde hair, shiny blue eyes, white skin, and an average physical shape. As she died, she became a ghost, and as such, her whole body became spectral white, while her whole lower body became an unique ghostly "tail".
Her outfit (yes, she has one even though she is a ghost) consists on a simple magician outfit, it being a "black" tuxedo with "blue" details, and a topper with the same color.
Personality
Before her untimely demise, Carol was renowned among her peers for her carefree demeanor and effortlessly cool vibes. She exuded an air of tranquility that seemed to shrug off any worries, portraying an almost carefree attitude towards life's challenges. Unlike the typical high-school crowd of her time, Carol was remarkably drawn to physical activities and sports, emanating boundless energy and enthusiasm for engaging in sports and reveling in the joy of vibrant parties with her circle of friends.
Yet, even in her vibrant tapestry of traits, Carol wasn't immune to imperfections. Upon reaching the legal drinking age, she spiraled into the depths of alcoholism, a struggle that ultimately led to her tragic demise during one of her countless raucous gatherings, claimed by the relentless grip of alcohol poisoning.
Upon her ethereal awakening, Carol swiftly grasped her newfound existence as a ghost, ushering in an entirely novel life purpose, one that revolved around the pursuit of her every whim and desire. This transformation saw her embrace an ego-driven persona, replete with selfish inclinations, a formidable pride, and the kind of impulsiveness that stems from believing herself to be an unparalleled force.
Highly inquisitive, Carol's curiosity knew no bounds. She swiftly delved into the arcane arts, mastering magic with remarkable alacrity, a skill she would often wield to toy with unsuspecting souls that crossed her spectral path. Her attention soon turned towards the World Security League, an organization whose purpose she found delight in tormenting. A strange connection to their leader, Chris, whom she believed to bear a striking resemblance to her own younger brother, further fueled her mischief.
Powers and Abilities
Mystic Ghost Physiology: Carol died, but she didn't "stay" dead. Her willpower was so great that her soul left her body, thus turning into a ghost. When she became a ghost, she realized that she had gained special abilities and could fly, and, when she noticed this, she became extremely proud and selfish, using her capabilities to mess up in the physical world; while sometime later developing magical capabilities.
Ectoplasm Manipulation: Carol can manipulate, create, shape, and control ectoplasm, a type of extra-planetary matter-energy that comes from a location beyond the physical. She can use ectoplasm for a variety of things, such as creating ectoplasmic constructs, projecting energy as attacks, and much more. She is proficient enough on this ability to the point not even those with non-physical interaction are able to interact with her (as her ectoplasm has conceptual properties that makes harder to do something about it).
Regenerative Healing Factor: Thanks to her connection to ectoplasmic energy, Carol possesses an incredible regenerative healing factor. She can regrow any lost body part of her ghost form with ease, simply by manipulating the ectoplasmic energy in her surroundings. Even if she is injured or incapacitated, she can recover from most injuries almost instantly.
Malleable Anatomy: While she can't completely shapeshift, Carol can mold her body and face to a limited extent. This power allows her to alter her appearance, including her facial features and body shape, allowing her to deceive others.
Telekinesis: Another power that Carol developed after her death is telekinesis, which enables her to move objects and people with her mind. Her control over this ability is impressive, and she can manipulate even the heaviest objects with ease.
Flight/Levitation: As a ghost, Carol can fly and levitate at will, with no physical limitations. Because she doesn't have legs, she is always floating. Her ability to fly allows her to move quickly and easily through the air, making her an elusive and hard-to-catch opponent.
Possession: One of her most notable powers, she can possess the bodies of objects, animals, and other people. She uses this ability from time to time to feel the sensation of having a physical body again. For some reason, regardless of who she possesses, the target becomes completely white-eyed (that glows throughout the entire possession).
Card Magic: Carol's mystical arts enable her to perform magic using cards. She can manipulate the cards in various ways to produce different effects, from conjuring objects to summoning mystical beings. Her magical powers are fueled by spectral and ectoplasmic energies, and therefore cannot be negated by any form of Anti-Magic.
Magical Attacks: Using her magician wand and magical cards, Carol can unleash devastating magical attacks on her enemies. She can project magical energy in various forms to deal damage to her opponents.
Conjuration: She has the ability to magically conjure objects or creatures out of thin air. She can generate matter at will, and her conjurations can take on a variety of forms, from weapons to living beings.
Summoning: With her magical cards, Carol is able to summon anything she desires, from mystical beings to objects and other supernatural entities. She can control these beings and use them to do her bidding.
Creation: Carol is able to generate matter at will through her conjurations. She can create objects or even living beings with her magical powers.
Animation: By channeling ectoplasmic forces into inanimate objects, Carol can bring them to life and animate them. She can use this ability to create terrifying apparitions and scare people. Carol often uses this ability to scare people, as she wanted to make the things that happens on horror movies true.
Kinetic Energy Manipulation: She's also able to accelerate the kinetic activity of her magical cards, granting enormous destructive power. One example of this power, is that once a time she infused one of her cards with kinetic energy and threw it away very fast, and, in the process, sliced an entire mountain in half.
Intangibility: Being a ghost, Carol can pass through any physical matter, making her immune to physical attacks. She can move through walls and other solid objects without being hindered.
Immortality: As a ghost, Carol is completely free from any mortal needs and can live forever without any kind of support. She is immune to aging, disease, and death.
Teleportation: Carol can instantly teleport between any two places she desires. She can travel great distances instantly and can use this power to escape from danger or to reach her destination quickly.
Abilities
Trickster: Carol is known for being a skilled and mischievous trickster, constantly pulling pranks and making life difficult for those around her. She uses her cunning and quick thinking to come up with creative solutions to problems.
Peak Human Intellect: Carol is known for being a skilled and mischievous trickster, constantly pulling pranks and making life difficult for those around her. She uses her cunning and quick thinking to come up with creative solutions to problems.
Magic Mastery: Despite having no prior experience with magic before her death, Carol has developed an impressive natural talent for it. She has an intuitive understanding of magical concepts and a deep connection to the spectral energies that fuel her powers. Through trial and error, she has become a skilled and knowledgeable magic user, able to cast complex spells and harness the power of magic to achieve her goals.
Weaknesses
Other than that, none notable (yeah, she doesn't have those common ghost weakness you see in other settings).
Weapons & Paraphernalia
Magic Wand: Carol uses an spectral version of those black and white wands used by illusionists. However, unlike them, she can actually use it to channel her magic.
Mystical Cards: A set of various and different cards that she can use her magic into. Due to each card having a different thing, each one is used for one specific thing and else.
Spells & Techniques
Phantom Possession Type: Support Technique Description: This spell allows Carol to possess an object or creature and remain undetected, while manipulating it from afar. She can control the target's movements and actions as if it were her own body, without anyone realizing that she's the one behind it.
Ectoplasmatic Mirage Type: Support Technique Description: By manipulating the ectoplasm in her environment, Carol can create a mirage of herself that confuses and disorients her opponents. The mirage is nearly indistinguishable from the real Carol and can be used to lure enemies into traps or to distract them while she prepares an attack.
Conjurer's Delight Type: Support Technique Description: This spell allows Carol to conjure up a feast of ectoplasmic delicacies to share with her friends (or to taunt her enemies). The food is completely edible, but also completely insubstantial and has no real nutritional value.
Kinetic Cardstorm Type: Attack Technique Description: Carol imbues her deck of cards with kinetic energy, causing them to fly at high speeds and strike her enemies with great force. The cards can slice through almost anything, making them incredibly deadly weapons.
Ectoplasmic Barrier Type: Defense Technique Description: Carol creates a barrier of ectoplasmic energy that can protect her from physical attacks. The barrier is invisible and can be moved at will, making it a versatile tool in battle.
Phantasmal Horror Type: Summoning/Attack Technique Description: Using her animation abilities, Carol can bring inanimate objects to life and turn them into terrifying monsters that attack her enemies. The creatures are made entirely of ectoplasm and are immune to physical attacks.
Mystical Summoning Type: Summoning/Support Technique Description: Carol can summon a variety of creatures and objects from other realms by using her magical cards. The summons are temporary but can be used to provide temporary allies or to create distractions.
Quotes
"Why you and only you? Let's say that, for some reason, you resemble my long-lost little brother. It's incredible how much similar you are to him!"
"So you do Magic as well, huh? This kind of thing is very cool, isn't it?!"
"Ohohohohohoho!! I have NO respect for those who doesn't respect life! Yes, you hearing THAT from a ghost! Life is precious, you shouldn't waste your efforts to badmouth it! Even if you think it doesn't, there will always be someone for you! Enjoy your life, as much as you can. Don't give up."
Trivia
She's slightly based on Zatanna (DC Comics), Gambit (Marvel Comics), Hisoka Morow (Hunter x Hunter), and Hu Tao (Genshin Impact).
As stated a bit of her backstory in the Personality part, Carol died of alcohol poisoning at a party.
While she likes to trick others, she hates being tricked. As shown when, someday, after the WSL members were done with her bullshit, they tricked her to cast a spell that teleported her back to her former house. And as such, she was enraged and found this event outrageous.
During certain phases of the moon's cycle, Carol gains the ability to enter and influence the dreams of the living, shaping their subconscious experiences with her mischievous inclinations.
Like said as well, the very reason of why she became so obsessed with the WSL in particular, is because their leader (Chris), resembles her young brother, when she was alive.
Not only she tricks the WSL, but occasionally the TGZ as well. But, they are always prepared (due to them constantly meeting with another almighty fella that is a trickster as well), and so, completely ignores her.
She uses her Malleable Anatomy to resemble some monsters and jumpscare some people, finding it very funny and laughing her ass off every time someone screams in fear.
Before dying, her favorite food was pasta with sauce.
Carol has a mischievous side, often playing pranks on both the living and the deceased. Her spectral existence hasn't dampened her love for trickery, and she takes great delight in watching the reactions of those she manages to surprise.
When Carol is particularly delighted, her ethereal presence leaves behind a radiant luminescence that fades with her passing, leaving a trace of her joy in the air.
Carol has a spectral pet cat named "Shadow", a ghostly feline companion that shares her ethereal existence.
Despite her initial carefree attitude, Carol harbors a deep resentment for those who disrespect or mistreat life.
Unbeknownst to many, Carol occasionally visits the TGZ Mansion, intrigued by the team's dynamic and the mysterious aura surrounding their activities. While she doesn't directly interact with them, she observes their actions with a mischievous curiosity.
She has an ongoing, playful feud with Morgan Kimora from DEMON, who sometimes tries to analyze her ghostly abilities. Carol, in turn, enjoys eluding Morgan's attempts, finding the scientist's frustration amusing.
She made a random abandoned mansion in the USA to be her "ghostly paradise". Every time someone tries to demolish the mansion to build something else, she scares them all away.
One of her favorite pastimes is participating in ghostly game nights with other supernatural entities. The games range from chess to poker.
Living in Carol's ghostly mansion is an obnoxious and cruel lolita ghost named Lurabelle, known for her eccentric fashion sense and demeanor. Carol and Lurabelle share a peculiar friendship, bonded by their love for ghostly tricks and their ability to find amusement in the misfortune of the living.An ongoing rivalry exists between Lurabelle and Shadow, Carol's spectral cat. Lurabelle has a collection of vintage porcelain dolls, each with its own ghostly backstory. She claims that the dolls house the spirits of long-forgotten souls.