Powers: Incarnum, Part 1 - Meldshaping
Magic of Incarnum was released quite late during the lifetime of D&D 3.5 and contained a whole new "magic" subsystem with three new classes, tons of options. The wielders of incarnum (raw stuff of souls) create semi-permanent magic items on their bodies and bind them to their chakras to gain additional benefits. In addition, incarnum bears a moral flavor, and this fact makes this power more appropriate for settings where good, evil, chaos, and order powers are clearly defined. I liked everything about this book - the mechanics (eve though some options were quite bad), the lore, the flavor, the art, and I can't recommend it enough even if you don't play D&D. While converting this subsystem to GURPS I've encountered many problems. In this state it doesn't look like an exact mechanical duplicate of the original subsystem, but it still looks quite unique and different from all other powers.
A GCS library with all soulmelds can be downloaded here.
A GCS library with all soulmelds can be downloaded here.
I will have to leave out all the flavor text, so I recommend you to check out Magic of Incarnum, it's worth it.
How Incarnum Works
A soulmeld is a semi-permanent supernatural
effect crafted from raw incarnum. Soulmelds are “worn” much like magic items.
Once shaped, a soulmeld lasts as long as its creator wants it to. All soulmelds are Switchable, even if the enhancement makes no sense for the
advantage in question - the soulmeld’s effects and display are suppressed when
it is not “on”. To shape or dismiss a soulmeld (switch it “on” or “off”), you must concentrate for 1 minute. This way you can’t switch between the alternative abilities in a single second or as a free action.
Essentia is a character’s personal
store of incarnum. A character’s essentia pool is represented with ER
(Incarnum) [3/point]. Essentia can be invested into soulmelds in order to
enhance their effects and to use their abilities. Normally, a meldshaper can only invest essentia only in a single soulmeld with a Concentrate maneuver, but if he makes a successful Body Control roll, he can invest essentia into any number of shaped soulmelds. Note that the soulmelds can only be powered by essentia – a
meldshaper cannot spend FP or HP to use abilities granted by the soulmelds.
Every soulmeld occupies a chakra, which
cuts off the corresponding body slot from magic item (or psionic item, and so
on) use—binding a soulmeld to your feet chakra means you can’t wear magic
boots, for example. When a soulmeld occupies a chakra, the meldshaper can still
wear a magic item that occupies the corresponding body slot, but cannot get any
supernatural benefits from it. The soulmeld appears floating in the air around
that part of the body or simply superimposed over it and any other gear the
character might wear on that part of the body. You cannot shape two soulmelds that
occupy the same chakra. For example, if you have a crystal helm occupying your crown chakra, the crystal helm appears floating over your head, encompassing your
head as well as any helmet (even a magic helmet) you might wear. You cannot
also shape an enigma helm soulmeld,
because it would also occupy your crown chakra. Some soulmelds can occupy one
of two or more different chakras. For example, the mauling gauntlets soulmeld can occupy your hands or your arms
chakra. You choose when you shape a meld which chakra you want it to occupy.
The chakras correspond to body slots
as follows:
Crown:
Headband, hat, helmet, or phylactery.
Feet: Boots
or shoes.
Hands:
Gloves or gauntlets. A soulmeld bound to the hands chakra does not suppress magical rings.
Arms:
Bracers, bracelets, or arms armor.
Brow: Eye
lenses, goggles, or mask.
Shoulders:
Cloak, cape, or mantle.
Throat:
Amulet, brooch, medallion, necklace, periapt, or scarab.
Waist: Belt.
Heart: Torso
armor, shirt, vest.
Soul: All armor, or robe.
You buy soulmelds that belong to a
single chakra as Alternative Abilities, paying full cost for the most expensive
one, and only 1/5 for all others. For example, a meldshaper spends 34 points to
gain the ability to shape airstep sandals,
but spends only 3 points to gain the ability to shape acrobat boots (full cost of 14/5=3). The same meldshaper would have
to spend full 20 points to gain the ability to shape adamant pauldrons, because this soulmeld does not correspond to the
feet chakra. Some soulmelds have multiple versions that correspond to different
chakras. Such versions are bought separately. If effect, they are completely
different soulmelds that use similar soul energies.
There are two ways to gain the
ability to shape incarnum – by adhering to a strict moral code (see Meldshaping below) or by channeling wild
energies of nature (see Totemism in the next post).
MELDSHAPING
Power Modifier: Every incarnum ability
the limitation Meldshaping, -30% (Anti-Powers, -5%; Moral Code, -15%; Must be
powered by essentia, -5%; Nuisance Effect, Interferes with magic items, -5%).
This reflects that it is part of the meldshaping power, and that it uses the rules
under How Incarnum Works and specific
rules detailed below. Some specialized magical effects can suppress the
meldshaper’s powers. The meldshaper’s ability to tap the power of incarnum
comes from his dedication to a moral principle – Chaos, Evil, Good, or Law.
This makes the meldshaper detectable with abilities and spells that allow
detecting moral auras. Every meldshaper must adhere to a moral code at all
times. This is a -15-point disadvantage, usually Fanaticism – although Honesty
(9) or Sense of Duty (Humanity) is just as likely for Good. If the meldshaper
falters, even for a moment, he loses his power instantly. To get it back
requires an extreme demonstration of commitment that costs at least 2d days of
lost time or earnings. Details are up to the GM, who should pick something appropriate
to your power; e.g., a large donation to charity, for Good. Some soulmelds have
additional requirements usually based on the chosen moral code.
Meldshaping Talent – 10 points/level
This advantage is the power Talent
for meldshaping. Meldshaping Talent adds to every roll made to use an ability
granted by a soulmeld or to use that soulmeld well. For example, it adds to
Innate Attack (Projectile) skill to hit with the acid spit granted by the dissolving spittle soulmeld, to IQ rolls
to open planar gates with the planar
chasuble soulmeld, and so on. It even adds to Occultism or Thaumatology
when rolling to answer questions about incarnum.
The GM must determine the maximum level of Meldshaping
Talent in the campaign. For most games, four levels is a reasonable limit. In a
cinematic or over-the-top setting, the GM may wish to raise this to six levels,
10 levels, or no limits at all! See GURPS Powers for much more on power Talents
in general.
SOULMELDS
Acrobat Boots
Chakra: Feet.
Full Cost: 14 points.
While wearing acrobat boots, you gain a +1 bonus to Acrobatics, Dancing,
Escape, Jumping skills and a bonus of +1 on all DX rolls made to retain balance
(for example, after being affected by knockback).
You can double these bonuses for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia.
You subtract five yards from a fall automatically (treat this as an
automatic Acrobatics success – don’t check again for it). In addition, a
successful DX roll halves damage from any fall. To enjoy these benefits, your
limbs must be unbound and your body free to twist as you fall. The bonus from
this soulmeld applies to this DX roll.
Statistics: Talent 1 (Acrobatics, Dancing,
Escape, Jumping; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + Talent 1
(Acrobatics, Dancing, Escape, Jumping; Accessibility, Only when the soulmeld is
“on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [3] + Catfall (Accessibility,
Only when the soulmeld is “on”, -5%; Meldshaping, -30%) [7].
Adamant Pauldrons
Chakra: Shoulders.
Full Cost: 20 points.
When this soulmeld
is active, you treat hits to the “vitals” or “groin” as torso hits. You take
reduced damage from piercing and impaling attacks as if you were an Unliving
being; see Injury to Unliving, Homogenous, and Diffuse Targets (B380).
You can extend this
benefit to your brain for 1 minute by taking a Concentrate maneuver and
spending 1 point of essentia. While this extension is active, any blow to your
skull or eye is treated no differently than a blow to the face (except that an
eye injury can still cripple that eye).
Statistics: Injury Tolerance (No Vitals; Meldshaping,
-30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + Injury Tolerance (No Brain; Accessibility, Only
when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [3] +
Injury Tolerance (Unliving; Accessibility, Only when the soulmeld is “on”, -5%;
Meldshaping, -30%) [13].
Airstep Sandals
Chakra: Feet.
Full Cost: 33 points.
While worn, the
airstep sandals allow you to treat air, smoke, and other gases are as solid
ground beneath your feet, allowing you to walk up and down “invisible stairs”
at your ground Move. This won’t work in a vacuum – there has to be some kind of
air present. If you get knocked down or slip, you fall! You may attempt one DX
roll per second of falling. If you succeed, you stop in thin air, unharmed. Otherwise,
you hit the ground for normal falling damage (see Falling, B431).
You can’t walk very
high off the ground. You have a height limit of 5 feet, but you can remove this
limit for 1 minute by taking a Concentrate maneuver and spending 1 point of
essentia.
You can gain the ability to fly for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia. This works at any altitude where
there is still significant atmosphere – but in the upper atmosphere, you’ll
need a way to survive in very thin, cold air (e.g., Doesn’t Breathe and
Temperature Tolerance). You cannot fly in a trace atmosphere or vacuum.
Your flight Move is Basic Speed x 2 (drop all fractions). You can also
“fly” at half-speed underwater. Flight does not confer the ability to do
complex acrobatics and tight turns; for that, buy Aerobatics skill (B174).
Flight skill (B195) improves endurance.
You cannot hover. You must always move at least 1/4 your top airspeed (round
up) when flying.
Statistics: Walk on Air (Either/Or (Maximum
Height, 5-feet, -25% or Costs 1 ER,
-5%;), -2%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [15] + Flight (Accessibility,
Only when the soulmeld is “on”, -5%; Cannot Hover, -15%; Costs 1 ER, -5%; Meldshaping,
-30%) [18].
Apparition Ribbon
Chakra: Throat.
Full Cost: 27 points.
By taking a Concentrate maneuver and spending 1 point of essentia you
can grant any weapon you wield the ability to harm incorporeal beings for 1
minute. In effect, it gains the Affects Insubstantial modifier. In an over-the-top
campaign, the GM may even allow this effect to extend to vehicular weaponry!
You gain the ability to become incorporeal for brief periods of time. Every
activation of this ability costs you 1 point of essentia and lasts up to 10
seconds. After that, it shuts down without warning and you can’t reactivate it
for five minutes. You can carry objects weighing up to your light encumbrance
while insubstantial.
Statistics: Blessed (Ghost Weapon; Costs 1 ER,
-5%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [11] + Insubstantiality
(Accessibility, Only when the soulmeld is “on”, -5%; Can Carry Objects, Light,
+20%; Costs 1 ER, -5%; Meldshaping, -30%; Maximum Duration, 10 seconds, -75%)
[16].
Arcane Focus
Chakra: Throat.
Full Cost: 20 points.
You
gain Sorcery Talent 1, which makes your arcane spells more potent. You can
double this benefit for 1 minute by taking a Concentrate maneuver and spending
1 point of essentia.
You
can reroll spellcasting rolls, potentially turning failure into success. You may use this
ability immediately after any such roll you make. Every use of this ability
costs 1 point of essentia. This lets you reroll your roll twice, taking
the best result of the three. You may not “share” your luck with anyone. Once
you use this ability, you must wait for a day of game world time before using
it again.
Statistics: Sorcery Talent 1 (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [8] + Sorcery Talent 1
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping,
-30%) [6] + Luck (Accessibility, Only when the soulmeld is “on”, -5%; Aspected,
Quick Contests on Resisted Spells, -20%; Costs 1 ER, -5%; Game Time, +0%; Meldshaping,
-30%) [6]. Notes: This soulmeld assumes that Sorcery is the default magic
system in the game world. If it is not true, substitute Sorcery Talent for a
similar advantage (for example, Magery).
Armguards of Disruption
Chakra: Arms.
Full Cost: 19 points.
Requirements: The
meldshaper must not adhere to a moral code of evil.
Your touch is
harmful to undead. While wearing armguards of disruption, you can deal 1d toxic
damage to an undead creature with a touch. This attack costs 1 point of
essentia and ignores DR.
You gain DR 2 against attacks made by undead creatures. This DR takes
the form of a field projected a short distance from your body. This protects your
body – including the eyes – as well as anything you are carrying, and reduces
the damage from attacks before armor DR.
You get a +3 bonus to HT and Will
rolls made to resist abilities used by undead creatures.
Statistics: Crushing Attack
1d (Accessibility, Only on undead, -30%; Cosmic, Irresistible attack, +300%; Costs
1 ER, -5%; Melee Attack, Reach C, Cannot Parry, -35%; Meldshaping, -30%; No Blunt Trauma, -20%; No Knockback, -10%; Switchable (Immediate Preparation Required, -30%), +7%) [13] + DR 2 (Accessibility,
Only when the soulmeld is “on”, -5%; Force Field, +20%; Limited, Undead Creatures, -60%; Meldshaping, -30%)
[3] + Resistant to Undead Abilities (+3) (Accessibility,
Only when the soulmeld is “on”, -5%; Meldshaping, -30%) [3].
Astral Vambraces
Chakra: Arms.
Full Cost: 12 points.
Your astral vambraces infuse you with the fortitude of an astral
construct, granting you DR 2. This DR does not work against magical attacks.
You can double this
DR for 1 minute by taking a Concentrate maneuver and spending 1 point of
essentia.
Statistics: DR 2
(Accessibility, Not against magic, -15%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [7]
+ DR 2 (Accessibility, Not against magic, -15%; Accessibility, Only when
the soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [5].
Bloodwar Gauntlets
Chakra: Hands.
Full Cost: 23 points (see notes).
Requirements: The
meldshaper must not adhere to a moral code of good.
Your bloodwar
gauntlets grants your hands DR 3. The nature of this soulmeld allows you to
wear normal gauntlets as well.
While you wear your
bloodwar gauntlets, you add +2 to your base ST solely for the purpose of
calculating thrust and swing damage (see Damage Table, B16). You can double
this bonus for 1 minute by taking a Concentrate maneuver and spending 1 point
of essentia.
Change the damage you inflict with a punch
from crushing to cutting.
Statistics: DR 3 (Meldshaping, -30%; Hands Only, -40%; Switchable (Immediate Preparation Required, -30%), +7%) [6] +
Striking ST +2 (Accessibility, Only when the soulmeld is "on", -5%; Meldshaping, -30%) [7] + Striking ST +2
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping,
-30%) [6] + Sharp Claws (Accessibility, Only when the soulmeld is “on”, -5%; Meldshaping,
-30%) [4]. Notes: If you bought your ST with the No Fine Manipulators or Size
limitation, apply the same limitation(s) to Striking ST.
Knowing
Your Own Strength [14]
Statistics: DR 3
(Meldshaping, -30%; Hands Only, -40%; Switchable (Immediate Preparation
Required, -30%), +7%) [6] + Striking ST +2 (Accessibility, Only when the soulmeld is "on", -5%; Meldshaping, -30%) [2] + Striking ST +2
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping,
-30%) [2] + Sharp Claws (Accessibility, Only when the soulmeld is “on”, -5%; Meldshaping,
-30%) [4].
|
Bluesteel Bracers
Chakra: Arms.
Full Cost: 31 points.
Your bluesteel
bracers enhance your reactions and keep your mind in a state of constant battle
readiness, granting you combat reflexes. You get +1 to all active defense rolls,
+1 to Fast-Draw skill, and +2 to Fright Checks (see Fright Checks, B360). You never
“freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to
recover from surprise or mental “stun.” Your side gets +1 on initiative rolls
to avoid a surprise attack – +2 if you are the leader. For details, see Surprise
Attacks and Initiative (B393).
You can further
increase your Dodge by 1 for 1 minute by spending 1 point of essentia and
taking a Concentrate maneuver.
You can’t depend on
it, but sometimes you get this prickly feeling right at the back of your neck,
and you know something’s wrong . . . The GM rolls once against your Perception,
secretly, in any situation involving an ambush, impending disaster, or similar
hazard. On a success, you get enough of a warning that you can take action. A
roll of 3 or 4 means you get a little detail as to the nature of the danger.
Statistics: Combat Reflexes (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [12] + Enhanced
Dodge 1 (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping,
-30%) [9] + Danger Sense (Accessibility, Only when the soulmeld is “on”, -5%; Meldshaping,
-30%) [10].
Cerulean Sandals
Chakra: Feet.
Full Cost: 46 points.
You can walk on the
surface of any liquid as if it were solid ground. You move at your usual ground
Move. This doesn’t protect you from any damage that you would take from coming
into contact with the liquid, however. You can’t traverse volcanic lava or
boiling acid without taking damage!
In addition, by
taking a Concentrate maneuver and spending 1 point of essentia, you can
increase your Basic Move by 3 for 1 minute.
You gain the
ability to teleport. You can teleport yourself (and equipment up to your No
Encumbrance limit) to anywhere within 10 yards. To do so, make an IQ roll, using
Teleportation Modifiers (see Psionic Powers, pg. 68) for how far away you want
to travel and how much time you spend concentrating first. If the combined
penalty is too great, you can expend essentia – every 2 points of essentia
spent remove -1 point of penalties.
If you succeed, you
immediately vanish and appear at the new destination. On a failure, you go
nowhere and strain your power: you are at -5 to use it again in the next 10
minutes. On a critical failure, in addition to any other effects, you teleport
to the wrong place (GM’s call).
You can avoid one
attack on your turn with this ability. Roll against your IQ, with no penalty
for distance and -5 for no preparation time. If successful, you disappear
before the attack can hit and reappear somewhere random within your range, or
within 10 yards. If there is no safe place to reappear, your roll fails
automatically.
Statistics: Walk on Liquid (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [12] + Basic Move +3 (Accessibility, Only when the soulmeld
is “on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [9] + Warp (Accessibility,
Only when the soulmeld is “on”, -5%; Blind Only, -50%; Gyroscopic, +10%; Meldshaping,
-30%; Range Limit, 10 yards, -50%; Reliable 10, +50%)
[25].
Charming Veil
Chakra: Brow.
Full Cost: 8 points.
You can reroll rolls when you use a mind-affecting psionic ability, potentially turning
failure into success. You may use this ability immediately after any such roll
you make. Every use of this ability costs 1 point of essentia. This lets you
reroll your roll twice, taking the best result of the three. You may not
“share” your luck with anyone. Once you use this ability, you must wait for a day
of game world time before using it again.
Statistics: Luck (Aspected, Quick Contests on
Mind-Affecting Psionic Abilities, -20%; Costs 1 ER, -5%; Game Time, +0%;
Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [8].
Claws of the Wyrm
Chakra: Hands.
Full Cost: 7 points.
Requirements: Only
creatures with dragon blood can shape this soulmeld. The source of the
meldshaper’s draconic blood doesn’t matter. Draconic incarnum cares only that the
meldshaper shares some small bit of definable heritage with the dragons of old.
Change the damage you inflict with a punch from crushing to cutting. You can spend 1
point of essentia to infuse your claws with fire for a single attack. When you
do so, you deal additional 1d burning damage with your claw attack.
Statistics: Sharp
Claws (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + Burning
Attack 1d (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%;
Follow-Up, Claws, +0%; Meldshaping, -30%) [3].
Crystal Helm
Chakra: Crown.
Full Cost: 26 points.
This soulmeld grants you a +3 bonus to Will rolls made to resist mind-affecting
abilities.
In addition, you can grant yourself DR 2 for 1 minute by taking a
Concentrate maneuver and spending 1 point of essentia. This DR takes the form
of a field projected a short distance from your body. This protects your body –
including the eyes – as well as anything you are carrying, and reduces the
damage from attacks before armor DR.
Any weapons you wield have the ability to harm
incorporeal beings. In effect, they gain the Affects Insubstantial modifier. In
an over-the-top campaign, the GM may even allow this effect to extend to
vehicular weaponry!
Statistics: Resistant to Mind-Affecting Effects
(+3) (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [8] + DR 2 (Accessibility, Only when
the soulmeld is “on”, -5%; Costs 1 ER, -5%; Force Field, +20%; Meldshaping, -30%)
[8] + Blessed (Ghost Weapon; Accessibility, Only when the soulmeld is “on”,
-5%; Meldshaping, -30%) [10].
Diadem of Purelight
Chakra: Crown.
Full Cost: 10 points.
Your circlet emits light. This is equivalent to a torch (lights a 2-yard
radius).
You can summon light equivalent to full daylight by making an IQ roll
and spending 1 point of essentia; you may make this light manifest anywhere
within 100 yards. The light is bright enough to eliminate all darkness
penalties in a 10-yard radius. By concentrating, you can move this “zone of light”
at up to 1 yard per second. This light lasts for 1 minute.
Statistics: Illumination (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [1] + Create Visible Light 1 (Accessibility, Limited to lighting
a 10-yard radius for one minute, -40%; Accessibility, Only when the soulmeld is
“on”, -5%; Meldshaping, -30%; Ranged, +40%; Reduced Fatigue Cost 1, +20%) [9].
Dissolving Spittle
Chakra: Throat.
Full Cost: 6 points.
You can spit a glob of acid at your enemies. Use Innate Attack (Breath)
to hit.
This is a ranged attack with 1/2D 5, Max 50, Acc 3, RoF 1, Shots N/A,
and Recoil 1. This attack costs 1 point of essentia, deals 1d corrosion damage,
and can be blocked, but not parried.
Statistics: Corrosion
Attack 1d (Blockable, -5%; Costs 1 ER, -5%; Meldshaping, -30%; Reduced Range,
x1/2, -10%; Switchable (Immediate Preparation Required, -30%), +7%) [6].
Dragon Mantle
Chakra: Heart, Shoulders.
Full Cost: 39 points (heart) or 28 points (shoulders).
Requirements: Only
creatures with dragon blood can shape this soulmeld. The source of the
meldshaper’s draconic blood doesn’t matter. Draconic incarnum cares only that the
meldshaper shares some small bit of definable heritage with the dragons of old.
Chakra Bind (Heart): You recover 1 HP
per minute.
Chakra Bind (Shoulders): You gain DR 4
against energy attacks. This DR takes the form of a field projected a short
distance from your body. This protects your body – including the eyes – as well
as anything you are carrying, and reduces the damage from attacks before armor
DR.
You can double this
DR for 1 minute by taking a Concentrate maneuver and spending 1 point of
essentia.
Statistics (Heart): Regeneration (Fast; Meldshaping,
-30%; Switchable (Immediate Preparation Required, -30%), +7%) [39].
Statistics (Shoulders): DR 4
(Force Field, +20%; Limited, Energy, -20%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%)
[16] + DR 4 (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1
ER, -5%; Force
Field, +20%; Limited, Energy, -20%; Meldshaping, -30%) [12].
Dragon Tail
Chakra: Waist.
Full Cost: 6 points.
Requirements: Only
creatures with dragon blood can shape this soulmeld. The source of the
meldshaper’s draconic blood doesn’t matter. Draconic incarnum cares only that the
meldshaper shares some small bit of definable heritage with the dragons of old.
You gain a draconic
tail that you can use to strike, but not to manipulate objects. The tail
can attack at reach C (but see the text below), inflicting thrust crushing
damage at +1 per die. Your tail is clumsy, roll against DX-1 or Brawling-1 to
hit with it. You cannot use it to parry.
Your tail is long
relative to your body. This increases your effective SM by 1 for the purpose of
calculating the tail’s reach (see Size Modifier and Reach, p. B402).
Statistics: Striker (Crushing; Cannot Parry, -40%; Clumsy 1, -20%; Long 1, +100%;
Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [6].
Elder Spirit
Chakra: Crown, Soul.
Full Cost: 14 points (crown) or 18 points (soul).
Requirements: Only
creatures with dragon blood can shape this soulmeld. The source of the
meldshaper’s draconic blood doesn’t matter. Draconic incarnum cares only that the
meldshaper shares some small bit of definable heritage with the dragons of old.
Chakra Bind (Crown): You gain a +1 bonus Archaeology, Expert Skill, Geography, Heraldry,
Hidden Lore, History, Law, Literature, Occultism, Philosophy, Research, and
Theology skills, a +1 bonus to all IQ-based default
rolls (as for Jack of All Trades, Power-Ups 3 – Talents, p. 11) made to recall
general knowledge that falls outside your skills – not for practical feats.
You can double these bonuses for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia.
Chakra Bind (Soul): You can take a Concentrate maneuver and spend 1 point of essentia to
grant yourself Dark Vision for 1 minute. You become able to see in absolute
darkness using some means other than light, radar, or sonar. You suffer no
skill penalties for darkness, no matter what its origin. However, you cannot
see colors in the dark.
Statistics (Crown): Sage 1 (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [8] + Sage 1 (Accessibility, Only when the soulmeld is “on”,
-5%; Costs 1 ER, -5%; Meldshaping, -30%) [6].
Statistics (Soul): Dark Vision (Costs 1 ER, -5%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [18].
Enigma Helm
Chakra: Crown.
Full Cost: 56 points.
You become nearly impossible to detect, see, or divine with any
Information spells, regardless of the magic system used to cast them. Enigma
helm reduces the diviner’s effective margin of success by 10 for these purposes
– so a spell that succeeded by 0-9 completely fails to find the subject, while
one that succeeded by 10+ provides less information than normal and is at a
huge disadvantage if it’s resisted.
By spending 1 point of essentia and taking a Concentrate maneuver, you
can gain a “shield” that warns you of and defends against mental attacks for 1
minute. Add 4 to IQ or Will whenever you resist an advantage with the
Telepathic limitation (see Basic Set, Chapter 6) and whenever you resist a spell
listed under Communication and Empathy Spells (B245) or Mind Control Spells (B250).
Your shield also resists attempts to locate your mind using magic or psionics.
Such abilities must win a Quick Contest against your Will+4 to find you. You
may voluntarily lower your mind shield during its duration if you wish – for
instance, to let a friend read your mind. Lowering or raising your shield is a free
action, but it must take place at the start of your turn. Enigma helm does
protect you while you are asleep or unconscious, unless you fell asleep or were
knocked out while your shield was voluntarily lowered.
Statistics: Obscure
10 (Information Spells; Defensive, +50%; Meldshaping, -30%; Stealthy, +100%; Switchable (Immediate Preparation Required, -30%), +7%) [46] + Mind Shield 4 (Accessibility,
Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [10].
Fearsome Mask
Chakra: Brow.
Full Cost: 22 points.
You can fill your foes’ hearts with terror. All creatures who can see
you must roll an immediate Fright Check (see Fright Checks, B360). Your victims
get +1 per Fright Check after the first within 24 hours. If a victim succeeds
at his Fright Check, he will be unaffected by your fear-inducing visage for one
hour. Using this ability costs 1 point of essentia.
Statistics: Terror 1 (Vision; Costs 1 ER, -5%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%)
[22].
Fellmist Robe
Chakra: Soul.
Full Cost: 20 points.
This robe of mist masks your true location, protecting
you from attacks.
This reaches to a
two-yard radius around you. With care, you can include a few friends as well. Subtract
2 from any attempts to see you using normal vision or Infravision; there is no
resistance roll. Even if someone does manage to see you, subtract 2 from any attack
roll against you that relies on vision to hit. You can see perfectly while
using this ability. You can double these penalties for 1 minute by taking a
Concentrate maneuver and spending 1 point of essentia.
Statistics: Obscure 2 (Vision; Defensive, +50%;
Extended, Infravision, +20%; Meldshaping, -30%; Stealthy, +100%; Switchable (Immediate Preparation Required, -30%), +7%) [10] + Obscure 2 (Vision; Accessibility, Only when the soulmeld is “on”,
-5%; Costs 1 ER, -5%; Defensive, +50%; Extended, Infravision, +20%; Meldshaping,
-30%; Stealthy, +100%) [10].
Flame Cincture
Chakra: Waist.
Full Cost: 24 points.
You gain DR 8 against fire attacks.
This DR takes the form of a field projected a short distance from your body.
This protects your body – including the eyes – as well as anything you are
carrying, and reduces the damage from attacks before armor DR.
This soulmeld emits light. This is equivalent to a torch (lights a
2-yard radius).
Statistics: DR 8
(Force Field, +20%; Limited, Fire, -40%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%)
[23] + Illumination (Accessibility, Only when the soulmeld is
“on”, -5%; Meldshaping, -30%) [1].
Gloves of the Poisoned Soul
Chakra: Hands.
Full Cost: 18 points.
Requirements: The
meldshaper must not adhere to a moral code of good.
You can spend 1
point of essentia and touch your victim, and if you win a Quick Contest of your
Will versus the victim’s HT, the victim suffers a temporary -2 penalty to IQ
and ST. Lower all skills based on reduced attributes by a like amount. ST
penalties also reduce BL and damage, while IQ reductions also apply to Will and
Perception. Secondary characteristics are not otherwise affected. These
penalties last for 3 minutes.
Statistics: Affliction 1 (HT; Attribute
Penalty, ST-2, IQ-2, +30%; Costs 1 ER, -5%; Fixed Duration, +0%; Melee Attack,
Reach C, -30%; Malediction 1, +100%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [18].
Hunter’s Circlet
Chakra: Crown.
Full Cost: 7 points.
While wearing hunter’s circlet, you gain a +1 bonus to Camouflage,
Hiking, Navigation (Land), Stealth, and Tracking skills and a bonus of +1 to Per
rolls to keep track of a specific quarry you’ve already spotted using ither skills.
You can double these bonuses for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia.
Statistics: Stalker 1 (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + Stalker 1 (Accessibility, Only when the soulmeld is
“on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [3].
Illusion Veil
Chakra: Brow.
Full Cost: 18 points.
You can see objects
or individuals that are normally invisible. This only applies to magical
invisibility. By taking a Concentrate maneuver and spending 1 point of
essentia, you can extend this effect to cover all other forms of invisibility
for 1 minute.
Additionally, this
soulmeld gives you +1 on all mundane Will rolls to disbelieve magical
illusions, on illusion-initiated Fright Checks, and on your IQ + Magery (or
other magical Talent) roll to sense the magic of permanent illusions.
Statistics: See Invisible (Magic; Cosmic
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%;
Meldshaping, -30%), +30%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [17] + Intuitive
Illusionist (Accessibility, Only when the soulmeld is “on”, -5%; Meldshaping,
-30%) [1].
Impulse Boots
Chakra: Feet.
Full Cost: 21 points.
You gain a +1 bonus
on Dodge rolls.
You can double this bonus for 1 minute by taking a Concentrate maneuver
and spending 1 point of essentia.
Statistics: Enhanced Dodge 1 (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [12] + Enhanced Dodge 1 (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [9].
Incarnate Avatar
Chakra: Soul.
Full Cost: 14 points (chaos) or 26 points (evil; see notes) or 28 points (good) or
22 points (law).
Requirements: The
meldshaper must adhere to a moral code appropriate to the chosen version of the
soulmeld. For example, the meldshaper must adhere to a moral code of good to
shape the good version of this soulmeld.
You gain an ability
based on your moral code.
Chaos: Your Basic Move is
increased by 2. You can double this bonus for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia.
Evil: You add +2 to your base
ST solely for the purpose of calculating thrust and swing damage (see Damage
Table, B16). You can gain the ability to fly for 1 minute by taking
a Concentrate maneuver and spending 1 point of essentia. This works at any
altitude where there is still significant atmosphere – but in the upper atmosphere,
you’ll need a way to survive in very thin, cold air (e.g., Doesn’t Breathe and
Temperature Tolerance). You cannot fly in a trace atmosphere or vacuum.
Your flight Move is Basic Speed x 2 (drop all fractions). You can also
“fly” at half-speed underwater. Flight does not confer the ability to do
complex acrobatics and tight turns; for that, buy Aerobatics skill (B174).
Flight skill (B195) improves endurance.
You cannot hover. You must always move at least 1/4 your top airspeed (round
up) when flying.
Good: You
have DR 2. This DR takes the form of a field projected a short distance from
your body. This protects your body – including the eyes – as well as anything
you are carrying, and reduces the damage from attacks before armor DR.
You can gain the ability to fly for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia. This works at any altitude where
there is still significant atmosphere – but in the upper atmosphere, you’ll
need a way to survive in very thin, cold air (e.g., Doesn’t Breathe and
Temperature Tolerance). You cannot fly in a trace atmosphere or vacuum.
Your flight Move is Basic Speed x 2 (drop all fractions). You can also
“fly” at half-speed underwater. Flight does not confer the ability to do complex
acrobatics and tight turns; for that, buy Aerobatics skill (B174). Flight skill
(B195) improves endurance.
You cannot hover. You must always move at least 1/4 your top airspeed (round
up) when flying.
Law: You are immune to
paralysis. By taking a Concentrate maneuver and spending 1 point of essentia
you can make yourself immune to pain for 1 minute. Immunity to pain lets you
ignore shock, knockdown, physical stun, physical torture, and painful or
stunning afflictions.
Statistics (Chaos): Basic Move +2
(Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [8] + Basic Move +2 (Accessibility, Only
when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [6].
Statistics (Evil): Striking
ST +2 (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [8] + Flight (Accessibility, Only
when the soulmeld is “on”, -5%; Cannot Hover, -15%; Costs 1 ER, -5%;
Meldshaping, -30%) [18]. Notes: If you bought your ST with the No Fine Manipulators
or Size limitation, apply the same limitation(s) to Striking ST.
Statistics (Good): DR 2
(Force Field, +20%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [10] + Flight (Accessibility, Only when
the soulmeld is “on”, -5%; Cannot Hover, -15%; Costs 1 ER, -5%; Meldshaping,
-30%) [18].
Statistics (Law): Immunity to Paralysis
(Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + Immunity to Pain (Accessibility,
Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [18].
Knowing
Your Own Strength [20]
Statistics (Evil): Striking ST +2 (Meldshaping, -30%; Switchable (Immediate Preparation
Required, -30%), +7%) [2] + Flight (Accessibility, Only when the soulmeld is
“on”, -5%; Cannot Hover, -15%; Costs 1 ER, -5%; Meldshaping, -30%) [18].
|
Incarnate Weapon
Chakra: Arms.
Full Cost: 8 points (chaos, evil, or law) or
19 points (good).
Requirements: The
meldshaper must adhere to a moral code appropriate to the chosen version of the
soulmeld. For example, the meldshaper must adhere to a moral code of good to
shape the good version of this soulmeld.
You shape incarnum
into a melee weapon (sized normally for you despite its overlarge appearance)
that is particularly harmful to creatures of the opposing alignment. These
weapons weigh nothing, and are not unbalanced, despite their shapes. They
cannot break other weapons, and are themselves unbreakable.
You get a bonus to
your weapon skill equal to your Meldshaping Talent.
The weapon’s form
is based on your moral code.
Chaos: You can manifest an
axe, one-handed but with a head big enough for a two-handed weapon. It deals
sw+2 cut damage. It has Reach 1, and uses your Axe/Mace skill to attack and
parry. It counts as an anarchic weapon, which is useful when combating lawful
outsiders.
Evil: You can manifest a
massive and vicious-looking one-handed mace. It deals sw+3 cr damage, has reach
1, and uses your Axe/Mace skill to attack and parry. It counts as an unholy
weapon, which is useful when combating good outsiders.
Good: You can manifest a huge
maul, its head bigger than your head. It deals sw+7 cr damage. It has Reach 1,
2, and uses your Two-Handed Axe/Mace skill to attack and parry. It always
requires two hands, regardless of your ST. It counts as a holy weapon, which is
useful when combating evil outsiders.
Law: You can manifest a
sword, broad as the palm of your hand, and impossibly thin. It deals sw+2 cut
damage, or thr+1 imp damage. It has Reach 1, and uses your Broadsword skill to attack
and parry. It counts as an axiomatic weapon, which is useful when combating
chaotic outsiders.
Statistics (Chaos): Cutting Attack 2 points
(Cosmic, Counts as anarchic, +50%; Meldshaping, -30%; Melee Attack, Reach 1,
-25%; ST-Based, +100%; Switchable (Immediate Preparation Required, -30%), +7%) [8].
Statistics (Evil): Crushing
Attack 3 points (Cosmic, Counts as unholy, +50%; Meldshaping, -30%; Melee Attack,
Reach 1, -25%; ST-Based, +100%; Switchable (Immediate Preparation Required, -30%), +7%) [8].
Statistics (Good): Crushing
Attack 7 points (Cosmic, Counts as holy, +50%; Meldshaping, -30%; Melee Attack,
Reach 1, 2, -20%; ST-Based, +100%; Switchable (Immediate Preparation Required, -30%), +7%) [19]. Feature: Two-Handed.
Statistics (Law): Cutting Attack 2 points
(Cosmic, Counts as axiomatic, +50%; Meldshaping, -30%; Melee Attack, Reach 1,
-25%; ST-Based, +100%; Switchable (Immediate Preparation Required, -30%), +7%; Thrusting Blade, +15%) [8].
Keeneye Lenses
Chakra: Brow.
Full Cost: 21 points.
You gain a +2 bonus
on Vision rolls.
In addition, by
spending 1 point of essentia and taking a Concentrate maneuver you can grant
yourself true sight for 1 minute. You can see objects or individuals that are
normally invisible. This only applies to magical invisibility. Your vision can
penetrate all deceptions related to magic, including camouflage, disguises, and
illusions.
Statistics: Acute Vision 2 (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + See Invisible (Magic; Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%; True Sight, +50%)
[17].
Lammasu Mantle
Chakra: Arms, Shoulders.
Full Cost: 4 points (arms) or 37 points (shoulders).
Requirements: The
meldshaper must not adhere to a moral code of evil.
Chakra Bind (Arms): Your lammasu mantle
protects you against the attacks of evil creatures. You gain DR 2 against
attacks made by evil creatures. This DR takes the form of a field projected a
short distance your body. This protects your body – including the eyes – as
well as anything you are carrying, and reduces the damage from attacks before
armor DR.
In addition, by
taking a Concentrate maneuver and spending 1 point of essentia, you can grant
yourself a +3 bonus to HT and Will rolls made to resist abilities used by evil
creatures for 1 minute.
Chakra Bind (Shoulders): By taking a
Concentrate maneuver and spending 1 point of essentia you can project an aura
of good for 5 minutes. Non-good summoned creatures become unwilling to enter
the area of 2-yard radius around you; any already within the area leave
immediately and do not return for 3 minutes. This spell is resisted by each
creature in a Quick Contest of your Will against the creature’s IQ. Victory
allows the creature to remain within the area for three minutes, after which it
must roll again.
Statistics (Arms): DR 2 (Force Field, +20%; Limited, Evil Creatures, -60%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + Resistant to Evil Abilities (+3) (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%;
Meldshaping, -30%) [3].
Statistics (Shoulders): Affliction 1 (IQ; Accessibility,
Non-Good Summoned Creatures Only, ‑60%; Area
Effect, 2 yards, +50%; Based on IQ, +20%; Costs 1 ER, -5%; Disadvantage, Dread,
+30%; Emanation, -20%; Extended Duration on Persistent, 30x, +60%; Fixed
Duration, +0%; Malediction 2, +150%; Meldshaping, -30%; No Signature, +20%; Persistent, +40%; Switchable (Immediate Preparation Required, -30%), +7%) [37].
Lifebond Vestments
Chakra: Heart.
Full Cost: 52 points.
By making physical
contact with a subject, spending 1 point of essentia, and making a successful
IQ roll, you may immediately heal him 1d HP. This also automatically stops any
bleeding.
Your IQ roll is at
-2 if the subject is unconscious. In addition, if used more than once per day
on a given subject, you are at a cumulative -3 per successful healing. Failure
costs you 1d FP in addition to the usual 1 point of essentia!
Statistics: Healing (Affects Self,
+50%; Cannot restore crippled limbs, -10%; Capped, 2 FP, -25%; Injuries Only,
-20%; Meldshaping, -30%; Reduced Fatigue Cost 1, +20%; Switchable (Immediate Preparation Required, -30%), +7%; Xenohealing,
Anything Alive, +80%) [52]. Note: The 4 HP of healing has been converted to
dice per p. B269.
Lightning Gauntlets
Chakra: Hands.
Full Cost: 8 points.
You can spend 1
point of essentia to infuse any weapon your wield or any natural weapon with
electricity for a single attack. When you do so, you deal additional 1d burning
surge damage with your attack.
Statistics: Burning Attack 1d (Costs 1 ER, -5%; Follow-Up, Universal, +50%;
Meldshaping, -30%; Surge, +20%; Switchable (Immediate Preparation Required, -30%), +7%) [8].
Lucky Dice
Chakra: Hands.
Full Cost: 11 points.
Once per day of
game time of play, you may spend 1 point of essentia, reroll a single bad die
roll twice, and take the best of the three rolls! You must declare that you are
using this ability immediately after you roll the dice. Once you or anyone else
has made another die roll, it is too late to use this ability. If the GM is
rolling in secret (e.g., to see if you notice something), you may tell him you
are using this ability ahead of time, and he must roll three times and give you
the best result.
This ability only
applies to your own success, damage, or reaction rolls, or on outside events
that affect you or your whole party, or when you are being attacked (in which
case you may make the attacker roll three times and take the worst roll!).
You cannot share this
ability. If Strong Sam is trying to kick open a door, Lucky Lou can’t stand
behind him and transfer his luck. He’ll have to kick that door himself.
Once you use this
ability, you must wait a day of game time before using it again.
Statistics: Luck (Costs 1 ER, -5%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [11].
Mage’s Spectacles
Chakra: Brow.
Full Cost: 10 points.
You can determine
whether the subject (person, object, or area) is under the effects of magic;
enchanted items definitely count. The GM will secretly roll against your IQ minus
range penalties (p. B550) to the subject, which you must be able to see or
touch. If you are familiar with the spells in question, this will reveal them.
Otherwise, the GM will use the margin of success to determine how much
information to give you.
You can take a
Concentrate maneuver and spend 1 point of essentia you can make this ability
use the Long-Distance Modifiers (p. B241) instead of normal range penalties for
1 minute.
Statistics: Detect (Magic; Long-Range 1 (Accessibility, Only when the soulmeld is
“on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%), +30%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%; Touch- or Vision-Based, -15%) [10].
Mantle of Flame
Chakra: Shoulders.
Full Cost: 8 points.
You are sheathed in
fire that deals 1d burning damage to enemies who touch your body.
This soulmeld emits light. This is equivalent to a torch (lights a
2-yard radius).
Statistics: Burning Attack 1d (Aura,
+80%; Meldshaping, -30%; Melee Attack, Reach C, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [7] + Illumination (Accessibility, Only when the soulmeld is “on”, -5%;
Meldshaping, -30%) [1].
Mauling Gauntlets
Chakra: Hands.
Full Cost: 27 points.
Your exceptional
talent means you have half the usual penalty to make a Rapid Strike (see
Melee Attack Options, B370), or to parry more than once per turn (see Parrying,
B376). These benefits apply to all your unarmed combat skills (Judo, Karate,
etc.) and Melee Weapon skills.
Furthermore, you
can focus your inner strength (often called “chi”) to perform amazing feats!
This permits you to learn Flying Leap, Invisibility Art, Power Blow, and many other
skills – anything that requires the Trained by a Master advantage as a
prerequisite (see Chapter 4 of Basic Set). You can use these skills only when
this soulmeld is “on”.
By taking a
Concentrate maneuver and spending 1 point of essentia, you can solidify this
soulmeld and grant your hands DR 3 for 1 minute. This is useful when fighting
unarmed against armed combatants.
Statistics: Trained by a Master
(Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [24] + DR 3 (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER, -5%; Hands Only, -40%; Meldshaping, -30%)
[3].
Necrocarnum Circlet
Chakra: Crown.
Full Cost: 12 points.
Requirements: The
meldshaper must not adhere to a moral code of good.
You can determine
whether the subject is an undead creature. The GM will secretly roll against your
IQ minus range penalties (p. B550) to the subject, which you must be able to
see or touch. If you are familiar with the undead creature in question, this
will reveal it. Otherwise, the GM will use the margin of success to determine
how much information to give you.
You can touch a corpse, spend 1 point of essentia, and animate it as a necrocarnum zombie by making a successful IQ + Meldshaping Talent roll. If you succeed, the necrocarnum zombie rises, ready to obey your orders. The necrocarnum zombie lasts for 10 minutes and becomes inert when the duration ends. You need to wait at least 5 minutes before you can animate a new one. If it is killed, the you must wait a full day to call replacements. Dismissing the necrocarnum zombie is a free action, but you may only dismiss it if it is physically present. You can use this ability only if your character’s point total is at least 2 times bigger than the necrocarnum zombie’s. The stats for the necrocarnum zombie’s template can be seen below, but the actual statistics depend on the corpse in question.
Statistics: Detect (Undead; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%; Touch- or
Vision-Based, -15%) [4] + Ally (Necrocarnum Zombie; Built on 50%; No roll required; Accessibility,
Only when the soulmeld is “on”, -5%; Accessibility, Requires a corpse, -10%; Conjured,
+100%; Costs 1 ER, -5%; Minion, +0%, Maximum Duration, 10 minutes, -50%;
Meldshaping, -30%; Requires IQ Roll, -10%) [8].
Necrocarnum Mantle
Chakra: Throat.
Full Cost: 17 points.
Requirements: The
meldshaper must not adhere to a moral code of good.
While your
necrocarnum mantle is shaped, you are immune to disease. In addition, you can
take a Concentrate maneuver and spend 1 point of essentia to grant yourself
immunity to poison for 1 minute.
Statistics: Immunity to Disease (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [8] +
Immunity to Poison (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1
ER, -5%; Meldshaping, -30%) [9].
Necrocarnum Shroud
Chakra: Soul.
Full Cost: 16 points.
Requirements: The
meldshaper must not adhere to a moral code of good.
You force
necrocarnum to shape a life-draining field around you. You can steal HP from a
victim to replenish your own. There is no resistance roll, but the subject must
be either willing or completely helpless. You must touch him constantly while
stealing vitality. Every two seconds, he loses 1 HP; for every full 3 HP he
loses, you recover 1 HP. Every minute if draining costs 1 point of essentia.
Statistics: Leech 1 (Costs 1 ER,
-5%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%; Takes Extra Time 1, -10%) [16].
Necrocarnum Touch
Chakra: Arms.
Full Cost: 23 points.
Requirements: The
meldshaper must not adhere to a moral code of good.
Your fingertips or
equivalent organs are extremely sensitive, allowing you to sense residual heat
in a chair, faint vibrations in the floor as someone approaches, etc. You get
+4 (in addition to any Acute Touch bonuses) on any task that utilizes the sense
of touch; e.g., a Forensics roll to note the similarities or differences between
two pieces of fabric, or a Search roll to feel out tiny concealed objects.
Your touch is
harmful to living creatures. While this soulmeld is shaped, you can deal 1d
toxic damage to a living creature with a touch. In addition, you can spend 1
point of essentia to use this ability at range! Treat it as a ranged attack with
1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. Both versions ignore
DR.
Statistics: Sensitive Touch (Meldshaping,
-30%; Switchable (Immediate Preparation Required, -30%), +7%) [8] + Toxic Attack
1d (Accessibility,
Only when the soulmeld is “on”, -5%; Cosmic,
Irresistible attack, +300%; Either/Or (Melee Attack, Reach C, Cannot Parry,
-35% or Costs 1 ER, -5%), -2%; Meldshaping, -30%) [15].
Necrocarnum Vestments
Chakra: Heart, Waist.
Full Cost: 15 points (heart) or 18 points (waist).
Requirements: The
meldshaper must not adhere to a moral code of good.
Chakra Bind (Heart): You gain DR 4 against cold attacks. This DR takes the form of a field
projected a short distance from your body. This protects your body – including
the eyes – as well as anything you are carrying, and reduces the damage from
attacks before armor DR.
In addition, by
taking a Concentrate maneuver and spending 1 point of essentia, you can grant
yourself a +3 bonus to HT and Will rolls made to resist necromantic spells and
abilities for 1 minute.
Chakra Bind (Waist): You are sheathed in
necrocarnum energy that deals 1d toxic damage to living creatures who touch your
body. This attack ignores DR.
Statistics (Heart): DR 4 (Force Field, +20%;
Limited, Cold, -40%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [12] + Resistant to Necromantic Abilities
(+3) (Accessibility, Only when the soulmeld is “on”, -5%;
Costs 1 ER, -5%; Meldshaping, -30%) [3].
Statistics (Waist): Toxic Attack 1d
(Aura, +80%; Cosmic,
Irresistible Attack, +300%; Meldshaping, -30%; Melee Attack, Reach C, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [18].
Necrocarnum Weapon
Chakra: Hands.
Full Cost: 5 points.
Requirements: The
meldshaper must not adhere to a moral code of good.
By spending 1 point
of essentia, you can infuse any melee weapon you wield with necrocarnum energy
for a single attack. If this attack hits a living creature, it deals additional
1d toxic damage.
Statistics: Toxic Attack 1d (Costs 1 ER, -5%; Follow-Up, Universal, Melee Weapons,
+50%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [5].
Pauldrons of Health
Chakra: Shoulders.
Full Cost: 22 points.
Whenever you roll
to recover lost HP or to see if you can get over a crippling injury, you get +5
to your effective HT.
In addition, by
taking a Concentrate maneuver and spending 1 point of essentia, you can grant
yourself immunity to metabolic hazards (all threats that only affect the
living, including all disease and poison, plus such syndromes as altitude
sickness, bends, seasickness, and jet lag) for 1 minute.
Statistics: Rapid Healing (Meldshaping,
-30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + Immunity to Metabolic Hazards (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [18].
Planar Chasuble
Chakra: Brow or Soul.
Full Cost: 20 points (brow) or 107 points (soul).
Requirements: The
meldshaper must adhere to a moral code appropriate to the chosen version of the
soulmeld. For example, the meldshaper must adhere to a moral code of good to
shape the good version of this soulmeld.
Chakra Bind (Brow): When you wear the chasuble, you are considered a native on any plane
with an alignment trait matching your chosen moral code (and you are considered
to be an extraplanar creature while on the Material Plane). While on such a
plane, you ignore the effect of any harmful effects of that plane’s
environment.
For example, a
lawful incarnate who shapes this soulmeld would be considered native to any
plane with the lawful trait, including the Seven Mounting Heavens of Celestia
and the Nine Hells of Baator.
You also can take a
Concentrate maneuver and spend 1 point of essentia to gain DR 8 to a specific
energy type, based on your moral code, for 1 minute. This protects your body –
including the eyes – as well as anything you are carrying, and reduces the
damage from attacks before armor DR.
Chaos: You gain DR 8 against
electrical attacks.
Evil: You gain DR 8 against
acid attacks.
Good: You gain DR 8 against
cold attacks.
Law: You gain DR 8 against
fire attacks.
Chakra Bind (Soul): Once per day you
can open a temporary gate to any plane to any plane with an alignment trait
matching your chosen moral code or back to the Material Plane. To initiate a
jump, you must visualize your destination, concentrate for 10 seconds, spend 1
point of essentia, and make an IQ roll. You may hurry the jump, but your roll
will be at -1 per second of concentration omitted (-10 to jump with no
preparation at all). On a success, you appear at your target destination. On a
failure, you go nowhere. On a critical failure, you arrive at the wrong
destination, which can be any place the GM wishes!
You appear at your
destination at exactly the same place you left your previous plane – or as close
as possible. This means the same place, but on a parallel world. If there is no
corresponding “safe” location within 100 yards of your destination – for
instance, if you jump while on an airplane to a destination with no plane at
your location, or from a half-mile deep mine to a destination with no corresponding
mine – the jump will fail and you will know why it failed. This does not prevent
you from jumping into other types of danger, such as radiation, gunfire, or
wild animals. If you have Danger Sense, the GM should roll before you make a
hazardous jump; on a success, you get a warning.
You can carry up to
your Heavy Load when you travel.
You always create a
portal (of about your size) when you jump. Others may pass through it, even if
they can’t jump. The portal lingers for 3d seconds, which can be good or bad –
it means enemies can follow you!
Statistics (Brow, Chaos): Immunity to
Planar Effects of Chaotic Planes (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + DR
8 (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Force
Field, +20%; Limited, Electricity, -40%; Meldshaping, -30%) [16].
Statistics (Brow, Evil): Immunity to
Planar Effects of Evil Planes (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + DR 8
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Force
Field, +20%; Limited, Acid, -40%; Meldshaping, -30%) [16].
Statistics (Brow, Good): Immunity to
Planar Effects of Good Planes (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + DR 8
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Force
Field, +20%; Limited, Cold, -40%; Meldshaping, -30%) [16].
Statistics (Brow, Law): Immunity to
Planar Effects of Lawful Planes (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + DR
8 (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Force
Field, +20%; Limited, Fire, -40%; Meldshaping, -30%) [16].
Statistics (Soul): Jumper (Interplanar; Extra Carrying Capacity, Heavy, +30%; Improved,
+10%; Limited Access, -10%; Limited Use, 1/day, -40%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%; Tunnel, +40%) [107].
Planar Ward
Chakra: Throat.
Full Cost: 27 points.
You become immune
to external control, which includes mind control, control by magic or psionics,
mental influence, and possession.
In addition, you can take a
Concentrate maneuver and spend 1 point of essentia to grant yourself a +3 bonus
to HT and Will rolls made to resist abilities used by extraplanar creatures for
1 minute.
Statistics: Immunity to External Control (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [24] +
Resistant to Abilities
of Extraplanar Creatures (+3) (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [3].
Psion’s Eyes
Chakra: Brow.
Full Cost: 12 points.
You can sense
nearby psionic activity. This is a passive sense, though it can also be used
actively, if you suspect you may have missed something. The GM rolls against
your Per (minus range penalties, p. B550) whenever anyone near you uses or is
the target of psi. On a success, you are aware of it. Note that this ability
does not allow you to follow up with a psionic ability of your own; it is not a
“targeting sense.” Successful use of this ability gives you the direction to
the nearest use of psi and allows you to follow-up with an IQ roll to determine
which ability is in use.
Statistics: Detect (Psionic Activity; Meldshaping, -30%; Reflexive, +40%; Switchable (Immediate Preparation Required, -30%), +7%) [12].
Psychic Focus
Chakra: Throat.
Full Cost: 20 points.
While wearing psychic focus, you gain a +1 bonus Electronics Operation
(Medical, Psychotronics, and Scientific), Expert Skill (Psionics), Hypnotism,
Occultism, Physics (Paraphysics), and Psychology skills, a +1 bonus to resist
the supernatural abilities of any psi you’ve already successfully examined using
skills this Talent affects. The GM decides what time and equipment such
preparation demands.
You can double these bonuses for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia.
Statistics: Parapsychologist 1 (Meldshaping,
-30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + Parapsychologist 1 (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [3].
Riding Bracers
Chakra: Arms.
Full Cost: 7 points.
While wearing riding bracers, you gain a +1 bonus to Animal Handling,
Falconry, Packing, Riding, Teamster, and Veterinary skills and a +1 bonus on
all reaction rolls made by ordinary animals.
You can double these bonuses for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia.
Statistics: Animal Friend 1 (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + Animal Friend 1 (Accessibility, Only when the soulmeld
is “on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [3].
Sailor’s Bracers
Chakra: Arms.
Full Cost: 7 points.
While wearing sailor’s bracers, you gain a +1 bonus Boating, Knot-Tying,
Meteorology (or Weather Sense), Navigation (Sea), Seamanship, and Shiphandling skills,
a +1 bonus to HT rolls to avoid seasickness (B436), and -1 less-severe
penalties from Familiarity (B169)
when dealing with unfamiliar systems of any kind installed in a boat or a ship
covered by this soulmeld’s skills.
You can double these bonuses for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia.
Statistics: Born Sailor 1 (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + Born Sailor 1 (Accessibility, Only when the soulmeld is
“on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [3].
Sighting Gloves
Chakra: Hands.
Full Cost: 16 points.
You can “zoom in” with your eyes as if using binoculars. This lets you
ignore -1 in range penalties to Vision rolls at all times, or -2 in range penalties
if you take an Aim maneuver to zoom in on a particular target. This ability can
also function as a telescopic sight, giving up to +1 Accuracy per level with
ranged attacks provided you take an Aim maneuver for seconds equal to the bonus
(see Scopes under Firearm Accessories, B411). The benefits of this trait are
not cumulative with those of technological aids such as binoculars or scopes. If
you have both, you must opt to use one or the other.
In addition, you can drastically improve your archery for 1 minute by
taking a Concentrate maneuver and spending 1 point of essentia. You can draw
and shoot a bow quickly. To do so, take a Ready maneuver to get an arrow. On
your next turn, make a Bow roll at -3 to ready your bow in no time. Failure
means you can only ready, but success lets you attack at -3 on the same turn!
Both penalties are only -1 if you have Weapon Master (Bow). This trick shaves a
second off the usual two-second ready time, letting you shoot every other turn.
By making a Fast-Draw (Arrow) roll to ready an arrow instantly before either
roll above, you can shoot every turn! You’re also a “natural” with the bow in
general. Whenever you Attack or All-Out Attack, add your bow’s Accuracy bonus
without taking an Aim maneuver (if you Aim, add another +1 after one second, or
+2 after two). When you Move and Attack or are in close combat, ignore your
bow’s Bulk penalty instead of adding Acc. Finally, ignore penalties for crazy
positions or acrobatics while shooting, and halve similar penalties to
Fast-Draw (Arrow).
Statistics: Telescopic Vision 1 (Meldshaping,
-30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + Heroic Archer (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [12].
Silvertongue Mask
Chakra: Brow, Throat.
Full Cost: 7 points (brow) or 8 points (throat).
Chakra Bind (Brow): While wearing silvertongue mask, you gain a +1 bonus Body Language,
Detect Lies, Diplomacy, Fortune-Telling, and Psychology skills. In addition, you
can use the special IQ roll described for Empathy (p. B51), but in this case,
the roll is at IQ-3 (IQ-2, if you double the bonuses by spending essentia).
You can double these bonuses for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia.
Chakra Bind (Throat): You have a naturally clear, resonant, and attractive voice. This gives you
+2 with the following skills: Diplomacy, Fast-Talk, Mimicry, Performance,
Politics, Public Speaking, Sex Appeal, and Singing. You also get +2 on any
reaction roll made by someone who can hear your voice.
Statistics (Brow): Empath 1 (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + Empath 1 (Accessibility, Only when the soulmeld is “on”, -5%; Costs
1 ER, -5%; Meldshaping, -30%) [3].
Statistics (Throat): Voice (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [8].
Soulspark Familiar
Chakra: Crown.
Full Cost: 15 points.
You can shape a
small mote of soul energy called a least soulspark, which accompanies you. f it
is killed, the you must wait a full day to call replacements. Dismissing the least
soulspark is a free action, but you may only dismiss it if it is physically
present. You can use this ability only if your character’s point total is at
least 2 times bigger than the least soulspark’s. The stats for the least
soulspark’s basic form can be seen below.
The least soulspark gains a subtype based on your moral code: chaotic, evil, good, or lawful.
Statistics: Ally (Least Soulspark;
Built on 50%; No roll required; Conjured, +100%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [15].
Soulspeaker Circlet
Chakra: Crown, Throat.
Full Cost: 7 points (crown) or 52 points (throat).
Chakra Bind (Crown): While wearing soulspeaker circlet, you can speak and understand one
spoken language, chosen when you first shape this soulmeld. To change the
language take a Concentrate maneuver and spend 1 point of essentia. You do not
have to speak the language – in fact, this is an excellent way to get around that
problem! However, the GM is within rights to declare certain languages “secret”
or “lost” and thus unavailable unless you first learn the language (to at least
Broken) legitimately.
Chakra Bind (Throat): You can hold a
two-way telepathic conversation with another person. Make an IQ roll, minus any
range penalty to the subject, to do so. This is one of the few telepathic
abilities you can use “blind”; if you cannot see the subject, your IQ roll is
at -1 for family, lovers, or close friends; -3 for casual friends and acquaintances;
and -5 for someone you met only briefly. If successful, the subject hears your
voice and may immediately respond. If he does not wish to speak with you, it’s
a free action for him to mute your voice to a whisper. You may maintain a
connection with that subject for as long as you’d like. No further rolls are
normally required unless the range penalty worsens. Each attempt to establish
connection costs 1 point of essentia.
Statistics (Crown): Cosmic Power 3 (Costs 1 ER, -5%; Limited, One Spoken Language, -50%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [7].
Statistics (Throat): Mind Reading (Accessibility, Projected thoughts only, -20%; Link,
+10%; Long-Range 1, +50%; Meldshaping, -30%; Telecommunication, -20%) [27] +
Telesend (Costs 1 ER, -5%; Link, +10%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%)
[25].
Spellward Shirt
Chakra: Heart.
Full Cost: 19 points.
While spellward shirt is bound to the heart chakra, you are less likely
to be affected by magic. Subtract 2 from the skill of anyone casting a spell on
you, and add 2 to your roll to resist any spell that offers a resistance roll.
In addition, you may roll against HT + 2 to resist the effects of magical
elixirs.
You cannot “turn off” this ability to let friendly wizards cast spells
on you (e.g., to heal you) or to benefit from helpful elixirs (but you still
can unbind the soulmeld from this chakra)! This ability only interferes with
spells cast directly on you. It provides no benefit against Missile spells
(which are cast on the wizard’s hand and hurled at you), attacks by magic
weapons, or information-gathering spells that aren’t cast directly on you. It
also has no effect on supernatural powers other than magic; e.g., divine
miracles, psionics, or the innate powers of spirits.
This ability, and its level, can be recognized by any mage who looks at
your aura, or by anyone who casts a spell on you.
You can double this
bonus for 1 minute by taking a Concentrate maneuver and spending 1 point of
essentia.
Statistics: Magic Resistance 2 (Improved, +150%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [10] + Magic Resistance 2 (Accessibility, Only when the soulmeld is “on”,
-5%; Costs 1 ER, -5%; Improved, +150%; Meldshaping, -30%) [9].
Strongheart Vest
Chakra: Heart.
Full Cost: 11 points.
You become immune
to afflictions that impose penalties on your primary attributes (ST, DX, IQ,
HT). In addition, by taking a Concentrate maneuver and spending 1 point of
essentia, you can grant yourself immunity to attribute drain from the Leech
advantage for 1 minute.
Statistics: Immunity to Attribute
Penalty Afflictions (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [8] + Immunity
to Attribute Drain (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1
ER, -5%; Meldshaping, -30%) [3].
Theft Gloves
Chakra: Hands.
Full Cost: 7 points.
You borrow the talents of burglars throughout history to grant yourself
a semblance of their ability. You have remarkably fine motor skills. This
soulmeld gives you +1 to DX for tasks that require a delicate touch. This
includes all DX-based rolls against Artist, Jeweler, Knot-Tying,
Leatherworking, Lockpicking, Pickpocket, Sewing, Sleight of Hand, and Surgery,
as well as DX-based rolls to do fine work with Machinist or Mechanic (e.g., on
clockwork). This bonus doesn’t apply to IQ-based tasks or large-scale DX-based tasks,
nor does it apply to combat-related die rolls of any kind.
You can double these bonuses for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia.
Statistics: High Manual Dexterity 1
(Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + High Manual Dexterity 1
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%;
Meldshaping, -30%) [3].
Therapeutic Mantle
Chakra: Shoulders.
Full Cost: 21 points.
You recover 1 HP every 12 hours, in addition to normal healing.
While wearing therapeutic mantle, you gain a +1 bonus Diagnosis,
Esoteric Medicine, First Aid, Pharmacy, Physician, Physiology, Psychology,
Surgery, and Veterinary skills, and a +1 bonus to HT rolls made by your patient
to recover from one specific complaint if you treat him full-time for that
problem, to the exclusion of other patients and ailments.
You can double these bonuses (but not the regeneration) for 1 minute by
taking a Concentrate maneuver and spending 1 point of essentia.
Statistics: Healer 1 (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [8] + Healer 1 (Accessibility, Only when the soulmeld is
“on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [6] + Regeneration (Slow;
Accessibility, Only when the soulmeld is “on”, -5%; Meldshaping, -30%) [7].
Thunderstep Boots
Chakra: Feet.
Full Cost: 10 points.
You can declare a thunderous charge attack against any opponent. You pay
1 point of essentia, take a Move and Attack maneuver while traveling at least
at half Move, and if the attack is successful, then it deals additional 2d
points of burning damage with no incendiary effect (the damage comes from sonic
vibrations, not fire).
Statistics: Burning Attack 2d (Accessibility, Must travel at half Move, -20%;
Costs 1 ER, -5%; Follow-Up, Any melee weapon, +50%; Meldshaping, -30%; No
Incendiary Effect, -10%; Switchable (Immediate Preparation Required, -30%), +7%; Must be declared before rolling for
the attack) [10].
Truthseeker Goggles
Chakra: Brow.
Full Cost: 7 points.
While wearing truthseeker goggles, you gain a +1 bonus Detect Lies,
Expert Skill (Conspiracy Theory), Hidden Lore (Conspiracies), Intelligence
Analysis, Interrogation, and Research skills, a +1 bonus in Contests against
attempts to perpetrate a cover-up. This aids Vision vs. Filch or Sleight of Hand
if someone tries to hide or swap documents on you, Hearing vs. Electronics
Operation to hear voices deliberately hidden in static, etc.
You can double these bonuses for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia.
Statistics: Truth-Seeker 1 (Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [4] + Truth-Seeker 1 (Accessibility, Only when the soulmeld
is “on”, -5%; Costs 1 ER, -5%; Meldshaping, -30%) [3].
Vitality Belt
Chakra: Waist.
Full Cost: 26 points.
You recover 1 HP per hour. In addition, by spending 1 point of essentia
and taking a Concentrate maneuver, you can grant yourself a +3 bonus on HT
rolls against metabolic hazards (all threats that only affect the living, including
all disease and poison, plus such syndromes as altitude sickness, bends,
seasickness, and jet lag) for 1 minute.
Statistics: Regeneration (Regular; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [20] + Resistant to Metabolic Hazards (+3)
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%;
Meldshaping, -30%) [6].
Wind Cloak
Chakra: Shoulders.
Full Cost: 9 points.
You gain a +1 bonus on Dodge rolls to defend against projectile attacks.
You can double this bonus for 1 minute by taking a Concentrate maneuver and
spending 1 point of essentia.
Statistics: Enhanced Dodge 1 (Limited, Projectiles, -40%; Meldshaping, -30%; Switchable (Immediate Preparation Required, -30%), +7%) [6] + Enhanced Dodge 1 (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Limited, Projectiles, -40%; Meldshaping, -30%) [3].
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