Powers: Incarnum, Part 2 - Totemism
Here's the second and last part of the incarnum power. This one deals with magical beasts instead of moral principles and forces. Totemist provides an additional special chakra - the totem chakra. Almost every soulmeld grants the character a natural attack when bound to the totem chakra. The totemist class in D&D was essentially a build-your-own-monster class, and was quite fun to play. Let's see my attempt at converting it!
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. Additionally, I'll insert the How Incarnum Works section from the previous post here for convenience.
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 in the previous post) or by channeling wild energies of nature (see Totemism below).
TOTEMISM
Power Modifier: Every incarnum ability
the limitation Totemism, -35% (Anti-Powers, -5%; Channeled Energies, -10%;
Mundane Countermeasures, -10%; Must be powered by essentia, -5%; Nuisance
Effect, Interferes with magic items, -5%). This reflects that it is part of the
totemism power, and that it uses the rules under How Incarnum Works and the rules detailed below. Some specialized
magical effects can suppress the totemist’s powers. The totemist’s power to
shape incarnum comes from the vital energy that surrounds all living things. This
exists even in the driest deserts and on the most barren peaks, but the ravages
of civilization interfere with it, acting as a mundane insulator against your
power. The totemist is at -1 to use his abilities in a despoiled wild place such
as a clear-cut forest, -3 in a city, -5 amidst ordinary pollution, and -10 in a
poisoned wasteland.
Technology – not technological countermeasures,
but any technology – also impairs the totemist’s power. In effect, it’s a
mundane countermeasure. He is at a penalty equal to half the TL (round up) of
the most advanced manufactured item he is carrying, wearing, or riding in or
on. Use the full TL of implants. Thus, a TL3 sword gives -2, while a TL8
pacemaker gives -8. An ability that requires no die roll loses 10% of its
effectiveness (bonus to reactions or skills, DR, etc.) per -1 instead. If the
penalties total -10 or worse, the totemist is powerless.
The totem chakra is unusual in
several respects. It does not correspond to any body slot, so soulmelds bound
to it do not interfere with magic items. The soulmelds that correspond to the
totem chakra have the special Does not interfere with magic items, +5%
enhancement.
Totemism Talent – 10 points/level
This advantage is the power Talent
for totemism. Totemism 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 ankheg breastplate soulmeld, to IQ rolls
to jump to the Ethereal Plane with the phase
cloak 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 Totemism 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
Ankheg Breastplate
Chakra: Throat, Totem.
Full Cost: 17 points (throat) or 14 points (totem).
Your ankheg
breastplate grants your torso DR 3. Its rigid structure prevents you from
wearing armor over it.
Chakra Bind (Throat): Your neck gains DR 3, and you gain an
ability to spit acid. 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 2d corrosion damage, and can be blocked, but
not parried.
Chakra Bind (Totem): Your neck gains DR 3, and you
gain a set of sharp mandibles.
Your bite inflicts
thrust-1 cutting damage. You can spend 1 point of essentia to infuse your
mandibles with acid for a single attack. When you do so, you deal additional
1d-1 corrosion damage with your bite attack.
Statistics (Throat): DR 3 (Can’t Wear Armor, -40%; Switchable (Immediate Preparation Required, -30%), +7%; Torso Only, -10%; Totemism, -30%) [5] + DR 3 (Accessibility,
Only when the soulmeld is “on”, -5%; Can’t Wear Armor, -40%; Neck Only, -50%;
Totemism, -30%) [3] + Corrosion Attack 2d (Accessibility, Only when the
soulmeld is “on”, -5%; Blockable, -5%; Costs 1 ER, -5%; Reduced Range, x1/2,
-10%; Totemism, -30%) [9].
Statistics (Totem): DR 3 (Can’t Wear Armor, -40%; Does
not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Torso Only, -10%;
Totemism, -30%) [5] + DR 3 (Accessibility, Only when the soulmeld is “on”, -5%;
Can’t Wear Armor, -40%; Does not interfere with magic items, +5%; Neck Only,
-50%; Totemism, -30%) [3] + Sharp Teeth (Accessibility, Only when the soulmeld
is “on”, -5%; Does not interfere with magic items, +5%; Totemism, -30%) [1] +
Corrosion Attack 1d-1 (Accessibility, Only when the soulmeld is “on”, -5%;
Costs 1 ER, -5%; Does not interfere with magic items, +5%; Follow-Up, Teeth,
+0%; Totemism, -30%) [5].
Basilisk Mask
Chakra: Brow, Totem.
Full Cost: 10 points (brow) or 31 points (totem).
Chakra Bind (Brow): Your basilisk mask grants you Night Vision 5, which allows
you to ignore -5 in combat or vision penalties due to darkness, provided there
is at least some light.
You can gain
Infravision for 1 minute by taking a Concentrate maneuver and spending 1 point
of essentia.
Chakra Bind (Totem): By directing
your gaze on a creature who can see you, you can temporarily turn that creature
to stone. Roll a Quick Contest of your Will versus the victim’s HT, applying a
-1 penalty to your Will for every yard between you and the victim. If you win,
the victim is petrified for a number of minutes equal to the margin of failure
on this Quick Contest. After that, he is stunned until he can make a HT roll
(roll once per second). Each use of this ability costs you 1 point of essentia.
Statistics (Brow): Night Vision 5 (Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [4] + Infravision (Accessibility, Only when the soulmeld is
“on”, -5%; Costs 1 ER, -5%; Totemism, -30%) [6].
Statistics (Totem): Affliction 1 (Costs 1 ER, -5%; Does not interfere with magic items,
+5%; Malediction 1, +100%; Paralysis, Variant, +150%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism,
-30%; Vision-Based, -20%) [31].
Beast Tamer Circlet
Chakra: Crown, Totem.
Full Cost: 18 points (crown) or 5 points (totem).
Chakra Bind (Crown): You can converse
with animals. Every minute of conversation costs you 1 point of essentia. The
quality of information you receive depends on the beast’s IQ and the GM’s decision
on what the animal has to say. Insects and other tiny creatures might only be
able to convey emotions such as hunger and fear, while a chimp or a cat might
be able to engage in a reasonably intelligent discussion. It takes one minute
to ask one question and get the answer – if the animal decides to speak at all.
The GM may require a reaction roll (+2 to reactions if you offer food).
The GM is free to
rule that alien, unnatural, or mythical beasts don’t count as “animals” for the
purpose of this advantage.
Chakra Bind (Totem): You become
unusually talented at reading the motivations of animals. When you meet an
animal, the GM rolls against your IQ + Meldshaping Talent and tells you what
you “feel.” This reveals the beast’s emotional state – friendly, frightened,
hostile, hungry, etc. – and whether it is under supernatural control. You may also
use your Influence skills (see B359) on animals just as you would on sapient
beings, which usually ensures a positive reaction.
Statistics (Crown): Speak with Animals (Costs 1 ER, -5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [18].
Statistics (Totem): Animal Empathy (Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%),
+7%; Totemism, -30%) [5].
Behir Gorget
Chakra: Throat, Totem.
Full Cost: 10 points (throat) or 13 points (totem).
Your behir gorget
grants your neck DR 3. Its rigid structure prevents you from wearing armor over
it.
Chakra Bind (Throat): You gain the ability to spew lightning bolts. 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 2d burning surge damage, and can be blocked,
but not parried.
Chakra Bind (Totem): Your skull and face gain DR 3, and you gain a set of sharp teeth.
Your bite inflicts
thrust-1 cutting damage. You can spend 1 point of essentia to infuse your
mandibles with electricity for a single attack. When you do so, you deal
additional 1d-1 burning surge damage with your bite attack.
Statistics (Throat): DR 3 (Can’t Wear Armor, -40%; Neck
Only, -50%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [3] + Burning Attack 2d
(Accessibility, Only when the soulmeld is “on”, -5%; Blockable, -5%; Costs 1
ER, -5%; Reduced Range, x1/2, -10%; Surge, +20%; Totemism, -30%) [7].
Statistics (Totem): DR 3 (Can’t Wear Armor, -40%; Does not interfere with magic items,
+5%; Neck Only, -50%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [3] + DR 3
(Accessibility, Only when the soulmeld is “on”, -5%; Can’t Wear Armor, -40%; Does
not interfere with magic items, +5%; Skull Only, -70%; Totemism, -30%) [3] + DR
3 (Accessibility, Only when the soulmeld is “on”, -5%; Can’t Wear Armor, -40%; Does
not interfere with magic items, +5%; Face Only, -50%; Totemism, -30%) [3] +
Sharp Teeth (Accessibility, Only when the soulmeld is “on”, -5%; Does not
interfere with magic items, +5%; Totemism, -30%) [1] + Burning Attack 1d-1
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Does not
interfere with magic items, +5%; Follow-Up, Teeth, +0%; Surge, +20%; Totemism,
-30%) [3].
Blink Shirt
Chakra: Heart, Totem.
Full Cost: 52 points (heart) or 62 points (totem).
By shaping incarnum
into a shirt resembling blink dog fur, 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.
Chakra Bind (Heart): Binding this
soulmeld to the heart chakra removes the -5 “no preparation” penalty
specifically when you are teleporting randomly to avoid an attack. It does not
remove the -5 penalty if you just need to jump somewhere in a hurry.
Chakra Bind (Totem): Binding this
soulmeld to the totem chakra allows you to carry equipment up to your Medium,
Encumbrance when teleporting.
Statistics (Heart): Warp (Blind Only, -50%; Blink, +25%;
Gyroscopic, +10%; Range Limit, 10 yards, -50%; Reliable 10, +50%; Reliable is
halved when blinking, -10%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [52].
Statistics (Totem): Warp (Blind Only, -50%; Does not
interfere with magic items, +5%; Extra Carrying Capacity, Medium, +20%; Gyroscopic,
+10%; Range Limit, 10 yards, -50%; Reliable 10, +50%; Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [62].
Bloodtalons
Chakra: Hands, Totem.
Full Cost: 10 points (hands) or 7 points (totem).
Chakra Bind (Hands): You become hard to
knock out. You gain +2 to any HT roll to avoid unconsciousness – whether as a
result of injury, drugs, or ultra-tech weapons – and to resist supernatural
abilities that cause unconsciousness.
You are incredibly
difficult to kill. This ability gives you +2 to HT rolls made for survival at
-HP or below, and on any HT roll where failure means instant death (due to
heart failure, poison, etc.). If this bonus makes the difference between
success and failure, you collapse, apparently dead (or disabled), but come to
in the usual amount of time – see Recovering from Unconsciousness (B423). A
successful Diagnosis roll (or a Mechanic roll, for machines) reveals the truth.
In addition, by
taking a Concentrate maneuver and spending 1 point of essentia, you can grant
yourself a +2 bonus on Vision rolls for 1 minute.
Chakra Bind (Totem): Change the damage you inflict with a punch from crushing to your
choice of cutting or impaling (choose before you roll to hit).
Statistics (Hands): Hard to Kill 2 (Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [4] + Acute Vision 2
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Totemism,
-30%) [3] + Hard to Subdue 2 (Accessibility, Only when the soulmeld is “on”,
-5%; Totemism, -30%) [3].
Statistics (Totem): Talons (Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism,
-30%) [7].
Brass Mane
Chakra: Throat, Totem.
Full Cost: 22 points (throat) or 2 points (totem).
Chakra Bind (Throat): While you wear your
brass mane, you can loose a devastating roar. All creatures except dragonnes who
can hear 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 terrifying roar for
one hour. Using this ability costs 1 point of essentia.
Chakra Bind (Totem): Your bite inflicts
thrust-1 impaling damage.
Statistics (Throat): Terror 1 (Hearing; Not against dragonnes; Costs 1 ER, -5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [22].
Statistics (Totem): Fangs (Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [2].
Brood Keeper’s Heart
Chakra: Heart, Totem.
Full Cost: 72 points (heart) or 12 points (totem).
Chakra Bind (Heart): By taking a
Concentrate maneuver and spending 1 point of essentia, you become diffuse for 1
minute. This makes you immune to crippling injuries and reduces the damage you
suffer from most physical blows; see Injury to Unliving, Homogenous, and
Diffuse Targets (B380). Most foes (GM’s decision) cannot slam or grapple you!
Diffuse includes all the benefits of No Blood, No Brain, and No Vitals.
Chakra Bind (Totem): By taking a
Concentrate maneuver and spending 1 point of essentia, you can solidify your
incarnum carapace. You gain DR 3 for 1 minute.
Statistics (Heart): Injury Tolerance (Diffuse; Costs 1 ER, -5%; Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [72].
Statistics (Totem): DR 3 (Costs 1 ER, -5%; Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [12].
Chaos Roc’s Span
Chakra: Shoulders, Totem.
Full Cost: 18 points (shoulders) or 51 points (totem).
Chakra Bind (Shoulders): You can use you
wings to strike, but not to manipulate objects. Each wing can attack at
reach C (but see the text below), inflicting thrust crushing damage at +1 per
die. Roll against DX or Brawling to hit with your wing. You can also use it to
parry as if you had a weapon. Use the higher of (DX/2) + 3 or your Brawling
parry.
Your wings are long
relative to your body. This increases your effective SM by 1 for the purpose of
calculating the wings’ reach (see Size Modifier and Reach, p. B402).
Chakra Bind (Totem): You can breathe a radiant
fan of colors that deals 2d damage of a random type. Your attack spreads to affect
everyone in a cone-shaped area. The cone’s maximum width is 5 yards at the
attack’s maximum range. Each use costs 1 point of essentia. Roll on the
following table to determine the damage type each time you use this ability.
2d
|
Color
|
Damage Type
|
1, 1-2
|
Red
|
Burning (fire)
|
1, 3-4
|
Orange
|
Corrosion (acid)
|
1, 5-6
|
Yellow
|
Burning (electricity,
surge modifier)
|
2, 1-2
|
Green
|
Piercing
|
2, 3
|
Blue
|
Burning (cold, no
incendiary effect)
|
2, 4
|
Indigo
|
Burning (sonic, no incendiary
effect)
|
2, 5-6
|
Violet
|
Crushing
|
Statistics (Shoulders): Striker (Crushing; Long 1, +100%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [9] + Striker (Crushing; Long 1, +100%;
Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [9].
Statistics (Totem): Alternative Abilities: Burning Attack 2d (Cone, 5 yards, +100%; Costs
1 ER, -5%; Does not interfere with magic items, +5%; No Incendiary Effect,
-10%; Random, -10%; Reduced Range, 1/2, -10%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%)
[15/5=3] + Corrosion Attack 2d (Cone, 5 yards, +100%; Costs 1 ER, -5%; Does not
interfere with magic items, +5%; Random, -10%; Reduced Range, 1/2, -10%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [32] + Burning Attack 2d (Cone, 5 yards,
+100%; Costs 1 ER, -5%; Does not interfere with magic items, +5%; Random, -10%;
Reduced Range, 1/2, -10%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [16/5=4] + Burning
Attack 2d (Cone, 5 yards, +100%; Costs 1 ER, -5%; Does not interfere with magic
items, +5%; Random, -10%; Reduced Range, 1/2, -10%; Surge, +20%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [18/5=4] + Piercing Attack 2d (Cone, 5 yards, +100%; Costs
1 ER, -5%; Does not interfere with magic items, +5%; Random, -10%; Reduced
Range, 1/2, -10%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [16/5=4] + Crushing Attack
2d (Cone, 5 yards, +100%; Costs 1 ER, -5%; Does not interfere with magic items,
+5%; Random, -10%; Reduced Range, 1/2, -10%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%)
[16/5=4].
Claws of the Wyrm
Chakra: Hands, Totem.
Full Cost: 7 points (hands) or 9 points (totem).
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 (Hands): 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.
Chakra Bind (Totem): Change the damage you inflict with a punch from crushing to cutting.
In addition, by
taking a Concentrate maneuver and spending 1 point of essentia, you can give
yourself +2 Move when climbing or using Clinging advantage for 1 minute.
Statistics (Hands): Sharp Claws (Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [4] + Burning Attack 1d (Accessibility, Only when the soulmeld is “on”, -5%;
Costs 1 ER, -5%; Follow-Up, Claws, +0%; Totemism, -30%) [3].
Statistics (Totem): Sharp Claws
(Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%)
[5] + Super Climbing 2 (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER, -5%; Does not interfere with magic items,
+5%; Totemism, -30%) [4].
Disenchanter Mask
Chakra: Brow, Totem.
Full Cost: 10 points (brow) or 41 points (totem).
Chakra Bind (Brow): 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.
Chakra Bind (Totem): This attack lets
you neutralize all of your victim’s magical powers. To use this ability, you
must touch the subject. This requires an Attack maneuver in melee combat. On a
hit, roll a Quick Contest of Will. Your victim gets a bonus equal to his best Talent
with any of the powers affected. If you win, you neutralize your victim’s magical
powers for minutes equal to your margin of victory. If you lose or tie, there’s
no effect – but critical failure on your Will roll cripples this ability for 1d
hours.
Once you’ve
neutralized a given subject, you can’t affect him again until his magical powers
recover. Multiple attackers can use this ability on the same target. Use only
the longest duration; their abilities don’t “add” in any way. This ability only
deprives the subject of the abilities of the negated powers. It doesn’t affect
Talent, powers that don’t originate from magic, or advantages that don’t belong
to powers (but see Neutralize and Static vs. Non-Powers, p. 97 of Powers).
Statistics (Brow): Detect (Magic; Long-Range 1 (Accessibility, Only when the soulmeld is
“on”, -5%; Costs 1 ER, -5%; Totemism, -30%), +30%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism,
-30%; Touch- or Vision-Based, -15%) [10].
Statistics (Totem): Neutralize (Magic; Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [41].
Displacer Mantle
Chakra: Shoulders, Totem.
Full Cost: 10 points (shoulders) or 20 points (totem).
Chakra Bind (Shoulders): You can warp light
in your immediate vicinity, causing it to wrap around you. 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 activate this ability by taking a Concentrate maneuver
and spending 1 point of essentia. Each activation lasts for 1 minute.
Chakra Bind (Totem): You gain two
tentacles that you can use to strike, but not to manipulate objects.
Each tentacle can attack at reach C (but see the text below), inflicting thrust
crushing damage at +1 per die. Roll against DX or Brawling to hit with your tentacle.
You can also use it to parry as if you had a weapon. Use the higher of
(DX/2) + 3 or your Brawling parry.
Your tentacles are
long relative to your body. This increases your effective SM by 1 for the
purpose of calculating the tentacles’ reach (see Size Modifier and Reach, p. B402).
Statistics (Shoulders): Obscure 2 (Vision; Costs 1 ER, -5%; Defensive,
+50%; Extended, Infravision, +20%; Stealthy, +100%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism,
-30%) [10].
Statistics (Totem): Striker (Crushing; Does not interfere with
magic items, +5%; Long 1, +100%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [10] +
Striker (Crushing; Does not interfere with magic items, +5%; Long 1, +100%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [10].
Dragon Mantle
Chakra: Heart, Shoulders, Totem.
Full Cost: 39 points (heart) or 28 points (shoulders) or 15 points (totem).
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.
Chakra Bind (Totem): 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.
You use large wings to fly. Wingspan is at twice your height. In order
to take off, land, or maneuver, you must have an open area with a radius equal
to your wingspan in all directions. If your wings are bound, or if a wing is
crippled (more than 1/3 of your wings, if you have more than two), you cannot fly.
Treat wings as arms for the purpose of targeting and crippling.
Statistics (Heart): Regeneration (Fast; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [39].
Statistics (Shoulders): DR 4
(Force Field, +20%; Limited, Energy, -20%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [16]
+ DR 4 (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER,
-5%; Force
Field, +20%; Limited, Energy, -20%; Totemism, -30%) [12].
Statistics (Totem): Flight (Cannot Hover, -15%; Costs 1 ER, -5%; Does not interfere with
magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%; Winged, -25%) [15].
Dragon Tail
Chakra: Waist, Totem.
Full Cost: 6 points (waist) or 13 points (totem).
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 (Waist): 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).
Chakra Bind (Totem): You can always keep your footing, no matter how narrow the walking surface,
under normal conditions. This lets you walk along a tightrope, ledge, tree
limb, or other anchored surface without having to make a die roll. If the
surface is wet, slippery, or unstable, you get +6 on all rolls to keep your
feet. In combat, you get +4 to DX and DX-based skill rolls to keep your feet or
avoid being knocked down. Finally, you get +1 to Acrobatics, Climbing, and Piloting
skills.
Statistics (Waist): Striker (Crushing; Cannot Parry, -40%; Clumsy 1, -20%; Long 1, +100%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [6].
Statistics (Totem): Perfect Balance (Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [13].
Dragonfire Mask
Chakra: Brow, Throat, Totem.
Full Cost: 18 points (brow) or 25 points (throat) or 31 points (totem).
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 (Brow): 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.
Chakra Bind (Throat): You can breathe a cone
of fire that deals 3d burning damage. Your attack spreads to affect everyone in
a cone-shaped area. The cone’s maximum width is 5 yards at the attack’s maximum
range. Each use costs 1 point of essentia.
Chakra Bind (Totem): While your dragonfire
mask is bound to the totem chakra, you can activate your frightful presence.
All creatures within 10 yards from 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 frightful presence for one hour. Using this ability costs 1
point of essentia.
Statistics (Brow): Dark Vision (Costs 1 ER, -5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [18].
Statistics (Throat): Burning Attack 3d (Cone, 5 yards,
+100%; Costs 1 ER, -5%; Reduced Range, 1/2, -10%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%)
[25].
Statistics (Totem): Terror 1 (Costs 1 ER, -5%; Does not interfere with magic items, +5%;
Presence, +25%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [31].
Dread Carapace
Chakra: Arms, Feet, Heart, Totem.
Full Cost: 14 points (arm or feet; see notes) or 19 points (heart) or 24 points
(totem).
Chakra Bind (Arms): While your dread
carapace is bound to the arms chakra, 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.
Chakra Bind (Feet): While your dread
carapace is bound to your feet chakra, 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.
Chakra Bind (Heart): While your dread carapace 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.
Chakra Bind (Totem): While your dread carapace is bound to the totem chakra, 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 (Arms): Striking ST +2 (Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [8] + Striking ST +2
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Totemism,
-30%) [6]. Notes: If you bought your ST with the No Fine Manipulators or Size
limitation, apply the same limitation(s) to Striking ST.
Statistics (Feet): Basic Move +2 (Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [8] + Basic Move +2 (Accessibility,
Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Totemism, -30%) [6].
Statistics (Heart): Magic Resistance 2 (Improved, +150%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%)
[10] + Magic Resistance 2 (Accessibility, Only when the soulmeld is “on”, -5%;
Costs 1 ER, -5%; Improved, +150%; Totemism, -30%) [9].
Statistics (Totem): Terror 1 (Vision; Costs 1 ER, -5%; Does not interfere with magic
items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [24].
Knowing
Your Own Strength [4]
Statistics (Arms): Striking ST +2 (Switchable (Immediate Preparation Required, -30%),
+7%; Totemism, -30%) [2] + Striking ST +2 (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER, -5%; Totemism, -30%) [2].
|
Frost Helm
Chakra: Crown, Totem.
Full Cost: 10 points (crown) or 28 points (totem).
Frost helm adds 2xHT degrees to your cold comfort zone. It confers no special
resistance to attacks by cold or ice unless the only damage is a result of a
rise or fall in the ambient temperature. In particular, it cannot help you if
your body temperature is being manipulated.
Chakra Bind (Crown): You gain the ability to project rays of frost.
Use Innate Attack (Gaze) to hit.
This is a ranged
attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. This
attack costs 1 point of essentia, deals 1d fatigue damage, and can be blocked,
but not parried. Treat FP lost to the attack identically to FP lost to extreme
cold.
Chakra Bind (Totem): You can produce a
trilling sound that can stun an enemy. The subject must be able to hear you to
be affected. Frost worms are unaffected by this ability. Roll a Quick Contest
of Will with your subject, applying normal distance penalties. If the subject
fails to resist, he is stunned until he can make a HT roll (roll once per
second). Each use of this ability costs 1 point of essentia.
Statistics (Crown): Temperature Tolerance 2 (Cold; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [2] + Fatigue Attack 1d (Accessibility, Only when the
soulmeld is “on”, -5%; Blockable, -5%; Costs 1 ER, -5%; Freezing, +20%;
Totemism, -30%) [8].
Statistics (Totem): Temperature Tolerance 2 (Cold; Does not interfere with magic items,
+5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [2] + Affliction 1 (Will; Not on frost
worms; Accessibility, Only when the soulmeld is “on”, -5%; Based on Will, +20%;
Costs 1 ER, -5%; Does not interfere with magic items, +5%; Malediction 2,
+150%; No Signature, +20%; Totemism, -30%) [26].
Girallon Arms
Chakra: Arms, Totem.
Full Cost: 8 points (arms) or 21 points (totem).
Chakra Bind (Arms): You can travel by
swinging on vines, tree branches, ropes, chandeliers, etc. You get +2 to
Climbing skill, and can move at half your Basic Move while brachiating.
In addition, by
taking a Concentrate maneuver and spending 1 point of essentia, you can give
yourself +2 Move when climbing or using Clinging advantage for 1 minute.
Chakra Bind (Totem): You gain two additional arms.
You can use extra
arms freely for multiple noncombat tasks. For instance, with three arms,
you could perform a one-handed task (e.g., use a computer mouse) and a
two-handed task (e.g., type) simultaneously. You need Enhanced Tracking (B53)
to perform tasks that require attention to events in more than one place at a time,
however.
You can also use
all of your arms in concert for a single combat maneuver where extra arms would
be helpful; e.g., grappling in close combat. And if you have at least three
arms, you can use a shield normally with one arm and still wield a two-handed
weapon, just as a normal human fighter can use a shield and one-handed weapon at
the same time.
No matter how many
arms you have, though, you do not get additional attacks (or other extra
maneuvers) in combat unless you buy Extra Attacks (B53).
Extra arms give a
huge advantage in close combat. You cannot punch with more than one arm at a
time unless you have Extra Attack, but you may grapple with all of your arms at
once. Each extra arm of regular length or longer, over and above the generic set
of two, gives +2 to any attempt to grapple or break free from a grapple. Having
more arms than your opponent also gives +3 on any attempt to pin or resist a
pin.
In addition, all
your hands grow sharp claws. Change the damage you inflict with a punch from
crushing to cutting.
Statistics (Arms): Brachiator (Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [4] + Super Climbing 2 (Accessibility, Only when the soulmeld
is “on”, -5%; Costs 1 ER, -5%; Totemism, -30%) [4].
Statistics (Totem): Extra Arms 2 (Does not interfere
with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [17] + Sharp Claws
(Accessibility, Only when the soulmeld is “on”, -5%; Does not interfere with
magic items, +5%; Totemism, -30%) [4].
Gorgon Mask
Chakra: Throat, Totem.
Full Cost: 35 points (throat) or 3 points (totem).
Chakra Bind (Throat): You gain the
ability to breathe a cloud of petrifying gas. This cloud is a ranged attack
with 1/2D 10, Max 10, Acc 3, RoF 1, Shots N/A, and Recoil 1. Use Innate Attack
(Breath) to hit. The cloud covers a 2-yard radius area, persists for 10
seconds, and drifts from the initial point with the wind. You have to wait for
15 seconds before use can use this ability again. Using this ability costs 1
point of essentia.
The gas must be
inhaled to have any effect, but it ignores all DR. Only Doesn’t Breathe and
Filter Lungs protect completely – although a victim who makes a Sense roll to
notice the attack in time may hold his breath (see Holding Your Breath, B351).
Each victim resists with a HT roll. If he fails, he is petrified for a number
of minutes equal to his margin of failure. After that, he is stunned until he
can make a HT roll (roll once per second).
Chakra Bind (Totem): Your feet grow
hooves, like those of a horse. Add +1 per die to the damage you inflict with a
kick, and give your feet +1 DR.
Statistics (Throat): Affliction 1 (Area Effect, 2 yards,
+50%; Costs 1 ER, -5%; Drifting, +20%; Increased 1/2D, x10, +15%; Paralysis,
Variant, +150%; Persistent, +40%; Reduced Range, 1/10, -30%; Respiratory Agent,
+50%; Switchable (Immediate Preparation Required, -30%), +7%; Takes Recharge, 15 seconds, -20%; Totemism, -30%) [35].
Statistics (Totem): Hooves (Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [3].
Gravorg Tail
Chakra: Waist, Totem.
Full Cost: 17 points (waist) or 11 points (totem).
Chakra Bind (Waist): 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.
In addition, you can grant yourself a perfect sense of balance for 1
minute by spending 1 point of essentia and taking a Concentrate maneuver. You
can always keep your footing, no matter how narrow the walking surface, under
normal conditions. This lets you walk along a tightrope, ledge, tree limb, or
other anchored surface without having to make a die roll. If the surface is
wet, slippery, or unstable, you get +6 on all rolls to keep your feet. In
combat, you get +4 to DX and DX-based skill rolls to keep your feet or avoid
being knocked down. Finally, you get +1 to Acrobatics, Climbing, and Piloting
skills.
Chakra Bind (Totem): If you take a
Concentrate maneuver and spend 1 point of essentia, the gravorg tail allows 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 fro 1
minute. 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 only climb straight
up, as if using a ladder made of air. You can’t move laterally at all.
Statistics (Waist): Catfall (Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [8] + Perfect Balance
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Totemism,
-30%) [9].
Statistics (Totem): Walk on Air (Costs 1 ER, -5%; Does not interfere with magic items,
+5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%; Vertical Only, -25%) [11].
Great Raptor Mask
Chakra: Brow, Totem.
Full Cost: 10 points (brow) or 11 points (totem).
Chakra Bind (Brow): Your great raptor mask grants you Night Vision 9, which allows you to
ignore -9 in combat or vision penalties due to darkness, provided there is at
least some light.
In addition, you can take a Concentrate maneuver and spend 1 point of
essentia to grant yourself a +2 bonus on Vision rolls for 1 minute.
Chakra Bind (Totem): You bite inflicts thrust-1 large piercing damage.
In addition, you can take a Concentrate maneuver and spend 1 point of
essentia to grant yourself a +1 bonus on Dodge rolls for 1 minute.
Statistics (Brow): Night Vision 9 (Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [7] + Acute Vision 2 (Accessibility, Only when the soulmeld is
“on”, -5%; Costs 1 ER, -5%; Totemism, -30%) [3].
Statistics (Totem): Sharp Beak (Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [1] + Enhanced Dodge 1 (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER, -5%; Does not interfere with magic items,
+5%; Totemism, -30%) [10].
Heart of Fire
Chakra: Waist, Totem.
Full Cost: 18 points (waist) or 8 points (totem).
Chakra Bind (Waist): Heart of fire adds 2xHT degrees to your cold comfort zone. It confers no
special resistance to attacks by cold or ice unless the only damage is a result
of a rise or fall in the ambient temperature. In particular, it cannot help you
if your body temperature is being manipulated.
In addition, you can take a Concentrate maneuver and spend 1 point of
essentia to gain DR 8 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.
Chakra Bind (Totem): 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 (Waist): Temperature Tolerance 2 (Cold; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [2] + DR 8 (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER,
-5%; Force Field, +20%; Limited, Cold, -40%; Totemism, -30%) [16].
Statistics (Totem): Burning
Attack 1d (Aura, +80%; Does not interfere with magic items, +5%; Melee Attack,
Reach C, -30%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [7] + Illumination
(Accessibility, Only when the soulmeld is “on”, -5%; Does not interfere with
magic items, +5%; Totemism, -30%) [1].
Hunter’s Circlet
Chakra: Crown, Totem.
Full Cost: 7 points (crown or totem).
Chakra Bind (Crown): 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 other skills.
You can double these bonuses for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia.
Chakra Bind (Totem): You gain a +2 bonus on Taste and Smell rolls. You can double these
bonuses for 1 minute by taking a Concentrate maneuver and spending 1 point of
essentia.
Statistics (Crown): Stalker 1 (Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [4] + Stalker 1 (Accessibility, Only when the soulmeld is “on”,
-5%; Costs 1 ER, -5%; Totemism, -30%) [3].
Statistics (Totem): Acute Taste and Smell 2 (Does not
interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [4] + Acute
Taste and Smell 2 (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1
ER, -5%; Does not interfere with magic items, +5%; Totemism, -30%) [3].
Kraken Mantle
Chakra: Arms, Totem.
Full Cost: 16 points (arms; see notes) or 13 points (totem).
Chakra Bind (Arms): You are well-adapted to movement in the water. You do not suffer skill penalties
for working underwater, and you can swim at your full Basic Move. You still
require air (but see Doesn’t Breathe, B49).
By taking a Concentrate maneuver and spending 1 point of essentia you
can increase your lifting capacity for 1 minute. Add 4 to your ordinary ST when
you determine Basic Lift (B15) for the purposes of carrying, lifting, pushing, and
pulling. This also adds to ST in situations where you can apply slow, steady
pressure (grappling, choking, etc.). This does not boost ST (or Basic Lift) for
the purpose of determining HP, throwing distance, or damage inflicted by melee
attacks or thrown weapons.
Chakra Bind (Totem): You can extract oxygen from water, allowing you to remain submerged
indefinitely. You suffocate if the water contains no dissolved oxygen. You are
immune to strangulation and “the bends.”
In addition, by taking a Concentrate maneuver and spending 1 point of
essentia you can grant yourself the ability to speak underwater for 1 minute. You
can talk normally while submerged, and you can understand what others say while
underwater. You can talk to those outside of the water while submerged, and can
understand people on the surface talking to you.
Statistics (Arms): Amphibious (Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [8] + Lifting ST +4 (Accessibility, Only when the soulmeld is
“on”, -5%; Costs 1 ER, -5%; Totemism, -30%) [8]. Notes: If you bought your ST
with the Size limitation, apply the same limitation to Lifting ST. The No Fine Manipulators
limitation does not give a discount, however.
Statistics (Totem): Doesn’t Breathe (Does not interfere
with magic items, +5%; Gills, -50%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [7] + Speak
Underwater (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER,
-5%; Does not interfere with magic items, +5%; Interface Crossing, +50%; Totemism,
-30%) [6].
Knowing
Your Own Strength [25]
Statistics (Arms): Amphibious (Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [8] + Lifting ST +4 (Accessibility, Only when the soulmeld is
“on”, -5%; Costs 1 ER, -5%; Totemism, -30%) [17].
|
Krenshar Mask
Chakra: Brow, Totem.
Full Cost: 7 points (brow) or 18 points (totem).
Chakra Bind (Brow): You can move and
breathe noiselessly. You get +2 to Stealth skill when you are perfectly
motionless, or +1 if moving (even in armor, etc.). These bonuses help only in
the dark, or against listening devices, blind creatures, and others who must rely
on hearing to find you. You can double these bonuses for 1 minute by taking a
Concentrate maneuver and spending 1 point of essentia.
Chakra Bind (Totem): While you wear your
krenshar mask, you can loose a loud screech. All creatures who can hear and 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 loud screech for one hour.
Using this ability costs 1 point of essentia.
Statistics (Brow): Silence 1 (Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [4] + Silence 1
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Totemism,
-30%) [3].
Statistics (Totem): Terror 1 (Hearing; Costs 1 ER, -5%; Does not interfere with magic
items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%; Vision-Based, -20%) [18].
Kruthik Claws
Chakra: Hands, Shoulders, Totem.
Full Cost: 4 points (hands) or 20 points (shoulders) or 12 points (totem).
Chakra Bind (Hands): You can fight or
otherwise act equally well with either hand, and never suffer the -4 DX penalty
for using the “off” hand (see B14). Note that this does not allow you to take extra
actions in combat – that’s Extra Attack (B53). Should some accident befall one
of your arms or hands, assume it is the left one.
Chakra Bind (Shoulders): You gain DR 4
against acid 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.
Chakra Bind (Totem): Change the damage
you inflict with a punch from crushing to your choice of cutting or impaling
(choose before you roll to hit). You can spend 1 point of essentia to infuse
your talons with acid for a single attack. When you do so, you deal additional
1d-1 corrosion damage with your talon attack.
Statistics (Hands): Ambidexterity (Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [4].
Statistics (Shoulders): DR 4
(Force Field, +20%; Limited, Acid, -40%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [12]
+ DR 4 (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER,
-5%; Force
Field, +20%; Limited, Acid, -40%; Totemism, -30%) [8].
Statistics (Totem): Talons (Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [7] + Corrosion Attack 1d-1 (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER, -5%; Does not interfere with magic items,
+5%; Follow-Up, Talons, +0%; Totemism, -30%) [5].
Lamia Belt
Chakra: Waist, Totem.
Full Cost: 7 points (waist) or 22 points (totem).
Chakra Bind (Waist): While wearing lamia belt, you gain a +1 bonus to Detect Lies,
Diplomacy, Fast-Talk, Psychology, and Savoir-Faire skills and a bonus of +1 to resist
verbal Influence roll attempts.
You can double these bonuses for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia.
Chakra Bind (Totem): You gain two additional legs.
If you lose a leg, you can continue to move at half Move (round down).
Loss of a second leg causes you to fall. Change the damage you inflict with a
kick from crushing to cutting.
In addition, by spending 1 point of essentia and taking a Concentrate
maneuver you can enhance your running speed for 1 minute. This doubles your top
running speed. This ability does not affect Basic Speed, Basic Move, or Dodge. Its
benefits apply only when moving along a relatively straight, smooth course (see
Sprinting, B354). It does have some defensive value, however: those who attack
you with ranged attacks must take your speed into account when calculating
speed/range modifiers (see B550).
Statistics (Waist): Talker 1 (Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [4] + Talker 1 (Accessibility, Only when the soulmeld is “on”,
-5%; Costs 1 ER, -5%; Totemism, -30%) [3].
Statistics (Totem): Extra Legs (Four Legs; Does not
interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [5] + Sharp
Claws (Feet only; Accessibility, Only when the soulmeld is “on”, -5%; Does not
interfere with magic items, +5%; Totemism, -30%) [4] + Enhanced Move 1
(Running; Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%;
Does not interfere with magic items, +5%; Totemism, -30%) [13].
Lammasu Mantle
Chakra: Arms, Shoulders, Totem.
Full Cost: 4 points (arms) or 37 points (shoulders) or 17 points (totem).
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.
Chakra Bind (Totem): You can breathe a cone
of fire that deals 2d burning damage. Your attack spreads to affect everyone in
a cone-shaped area. The cone’s maximum width is 5 yards at the attack’s maximum
range. Each use costs 1 point of essentia.
Statistics (Arms): DR 2 (Force Field, +20%; Limited, Evil Creatures, -60%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [4] + Resistant to Evil Abilities (+3) (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%;
Totemism, -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%; No Signature, +20%; Persistent, +40%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, ‑30%) [37].
Statistics (Totem): Burning Attack 2d (Cone, 5 yards,
+100%; Costs 1 ER, -5%; Does not interfere with magic items, +5%; Reduced
Range, 1/2, -10%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [17].
Landshark Boots
Chakra: Feet, Totem.
Full Cost: 7 points (feet) or 18 points (totem).
Chakra Bind (Feet): As long as you are touching the ground, you can detect the location and size
of creatures that also are touching ground by sensing vibrations.
This ability is not a substitute for vision. You can locate an opponent in
the dark, but you cannot detect details (e.g., whether he is armed). To use this
ability, make a Sense roll. Consult the Size and Speed/Range Table (B550) and
apply separate bonuses for the target’s size and speed, and a penalty for the
range to the target.
A successful roll reveals the rough size, location, speed, and direction
of movement of the target. It does not provide any information about the
target’s shape, color, etc. Once you have detected something, you may target it
with an attack. The modifiers that applied to your Sense roll also apply to
your attack roll, but can never give you a bonus to hit.
Chakra Bind (Totem): Change the damage you inflict with a punch from crushing to cutting.
In addition, by spending 1 point of essentia, you can make a great leap.
Quadruple the distance and height you can achieve when jumping (see Jumping, B352).
Your Move while jumping is the greater of your normal ground Move and
1/5 your maximum long jump distance (thus, your maximum jump never takes more
than five seconds). For instance, if your long jump were 100 yards, your
jumping Move would be the greater of 20 and your normal ground Move.
You can jump at a foe in order to slam him. Figure the slam at your maximum
jumping Move! You don’t need to make a separate roll to jump accurately.
Finally, if you fall a distance less than or equal to your maximum high jump,
you take no damage. You can increase this distance by five yards with a
successful Acrobatics roll.
Statistics (Feet): Vibration Sense (Environmental, Ground, -10%; Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [7].
Statistics (Totem): Sharp Claws (Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [5] + Super Jump 2 (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER, -5%; Does not interfere with magic items,
+5%; Totemism, -30%)
[13].
Manticore Belt
Chakra: Waist, Totem.
Full Cost: 13 points (waist) or 8 points (totem).
Chakra Bind (Waist): 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.
You use large wings to fly. Wingspan is at twice your height. In order
to take off, land, or maneuver, you must have an open area with a radius equal
to your wingspan in all directions. If your wings are bound, or if a wing is
crippled (more than 1/3 of your wings, if you have more than two), you cannot fly.
Treat wings as arms for the purpose of targeting and crippling.
Chakra Bind (Totem): Like a
manticore, you can propel spikes at your foes.
This is a ranged
attack with 1/2D 10, Max 100, Acc 3, RoF 5, Shots N/A, and Recoil 1. This
attack costs 1 point of essentia, deals 1d piercing damage, and can be blocked,
but not parried.
Statistics (Waist): Flight (Cannot Hover, -15%; Costs 1 ER, -5%; Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%; Winged, -25%) [13].
Statistics (Totem): Piercing Attack 1d (Blockable, -5%; Costs 1 ER, -5%; Does not
interfere with magic items, +5%; Rapid Fire, RoF 5, +70%; Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [8].
Pegasus Cloak
Chakra: Shoulders, Totem.
Full Cost: 14 points (shoulders) or 15 points (totem).
Chakra Bind (Shoulders): You can make great leaps. Double the distance and height you can achieve
when jumping (see Jumping, B352).
Your Move while jumping is the greater of your normal ground Move and
1/5 your maximum long jump distance (thus, your maximum jump never takes more
than five seconds). For instance, if your long jump were 100 yards, your
jumping Move would be the greater of 20 and your normal ground Move.
You can jump at a foe in order to slam him. Figure the slam at your maximum
jumping Move! You don’t need to make a separate roll to jump accurately.
Finally, if you fall a distance less than or equal to your maximum high jump,
you take no damage. You can increase this distance by five yards with a
successful Acrobatics roll.
In addition, by spending 1 point of essentia you can double the power of
this leap, quadrupling the distance and height you can achieve when jumping.
Chakra Bind (Totem): 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.
You use large wings to fly. Wingspan is at twice your height. In order
to take off, land, or maneuver, you must have an open area with a radius equal
to your wingspan in all directions. If your wings are bound, or if a wing is
crippled (more than 1/3 of your wings, if you have more than two), you cannot fly.
Treat wings as arms for the purpose of targeting and crippling.
Statistics (Shoulders): Super Jump 1 (Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [8] + Super Jump 1 (Accessibility,
Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Totemism, -30%) [6].
Statistics (Totem): Flight (Cannot Hover, -15%; Costs 1 ER, -5%; Does not interfere with
magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%; Winged, -25%) [15].
Phase Cloak
Chakra: Shoulders, Totem.
Full Cost: 67 points (shoulders) or 3 points (totem).
Chakra Bind (Shoulders): This soulmeld allows you to travel between the Ethereal Plane and 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 Basic Lift when you travel.
Chakra Bind (Totem): Your bite inflicts
thrust-1 cutting damage. You can spend 1 point of essentia to infuse your
mandibles with poison for a single attack. When you do so, you deal additional
1d toxic damage with your bite attack, if the victim fail to resist with a HT
roll.
Statistics (Shoulders): Jumper (Interplanar; Improved, +10%; Limited Access, ‑20%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, ‑30%) [67].
Statistics (Totem): Sharp Teeth (Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [1] + Toxic Attack 1d (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER, -5%; Does not interfere with magic items,
+5%; Follow-Up, Teeth, +0%; Resistible, HT, -30%; Totemism, -30%) [2].
Phoenix Belt
Chakra: Waist, Totem.
Full Cost: 18 points (waist) or 6 points (totem).
Chakra Bind (Waist): Phoenix belt adds 2xHT degrees to your hot comfort zone. It confers no
special resistance to attacks by heat or fire unless the only damage is a
result of a rise or fall in the ambient temperature. In particular, it cannot
help you if your body temperature is being manipulated.
In addition, you can take a Concentrate maneuver and spend 1 point of
essentia to 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.
Chakra Bind (Totem): You can take a Concentrate maneuver and spend 1 point of essentia to
fill the 2-yard radius area around you with fire that deals 1d burning damage.
Statistics (Waist): Temperature Tolerance 2 (Hot; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [2] + DR 8 (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER,
-5%; Force Field, +20%; Limited, Fire, -40%; Totemism, -30%) [16].
Statistics (Totem): Burning
Attack 1d (Area Effect, 2 yards, +50%; Costs 1 ER, -5%; Does not interfere with
magic items, +5%; Emanation, -20%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [6].
Psion-Killer Mask
Chakra: Brow, Totem.
Full Cost: 10 points (brow) or 41 points (totem).
Chakra Bind (Brow): You can determine
whether the subject (person, object, or area) is under the effects of psionics
or has psionic abilities; psionic 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 abilities 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.
Chakra Bind (Totem): This attack lets
you neutralize all of your victim’s psionic powers. To use this ability, you
must touch the subject. This requires an Attack maneuver in melee combat. On a
hit, roll a Quick Contest of Will. Your victim gets a bonus equal to his best Talent
with any of the powers affected. If you win, you neutralize your victim’s psionic
powers for minutes equal to your margin of victory. If you lose or tie, there’s
no effect – but critical failure on your Will roll cripples this ability for 1d
hours.
Once you’ve
neutralized a given subject, you can’t affect him again until his psionic powers
recover. Multiple attackers can use this ability on the same target. Use only
the longest duration; their abilities don’t “add” in any way. This ability only
deprives the subject of the abilities of the negated powers. It doesn’t affect
Talent, powers that don’t originate from psionics, or advantages that don’t belong
to powers (but see Neutralize and Static vs. Non-Powers, p. 97 of Powers).
Statistics (Brow): Detect (Psionics; Long-Range 1 (Accessibility, Only when the soulmeld
is “on”, -5%; Costs 1 ER, -5%; Totemism, -30%), +30%; Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%; Touch- or Vision-Based, -15%) [10].
Statistics (Totem): Neutralize (Psi; Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [41].
Rageclaws
Chakra: Hands, Totem.
Full Cost: 11 points (hands) or 12 points (totem).
Chakra Bind (Hands): You are as
susceptible to injury as anyone else, but you don’t feel it as much. You never
suffer a shock penalty when you are injured. In addition, you get +3 on all HT
rolls to avoid knockdown and stunning – and if you are tortured physically, you
get +3 to resist. The GM may let you roll at Will+3 to ignore pain in other
situations.
In addition, by
taking a Concentrate maneuver and spending 1 point of essentia, you can make
yourself resistant to fear for 1 minute. Add 2 to your Will whenever you make a
Fright Check or must resist the Intimidation skill (B202) or a supernatural
power that induces fear. You also subtract 2 from all Intimidation rolls made
against you.
Chakra Bind (Totem): Change the damage you inflict with a punch from crushing to cutting.
You recover from
unconsciousness very quickly. When determining the length of time you remain
unconscious for any reason, divide by all times by 60: hours become minutes, minutes
become seconds . . . even a month-long coma becomes a mere 12-hour sleep.
Statistics (Hands): High Pain Threshold (Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [8] + Fearlessness
2 (Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%;
Totemism, -30%) [3].
Statistics (Totem): Sharp Claws (Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [5] + Recovery (Accessibility, Only when the soulmeld is
“on”, -5%; Does not interfere with magic items, +5%; Totemism, -30%) [7].
Riding Bracers
Chakra: Arms, Totem.
Full Cost: 7 points (arms) or 5 points (totem).
Chakra Bind (Arms): 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.
Chakra Bind (Totem): You can converse
with horses. Every minute of conversation costs you 1 point of essentia. The
quality of information you receive depends on the beast’s IQ and the GM’s decision
on what the animal has to say. It takes one minute to ask one question and get the
answer – if the animal decides to speak at all. The GM may require a reaction
roll (+2 to reactions if you offer food).
Statistics (Arms): Animal Friend 1 (Switchable (Immediate Preparation Required, -30%), +7%;
Totemism, -30%) [4] + Animal Friend 1 (Accessibility, Only when the soulmeld is
“on”, -5%; Costs 1 ER, -5%; Totemism, -30%) [3].
Statistics (Totem): Speak with Animals (Costs 1 ER, -5%;
Does not interfere with magic items, +5%; Specialized, Horses, -60%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [5].
Shadow Mantle
Chakra: Shoulders, Totem.
Full Cost: 21 points (shoulders) or 11 points (totem).
Chakra Bind (Shoulders): You can detect the
location and size of objects by sensing vibrations in the air with your skin.
This ability is not a substitute for vision. You can locate an opponent in the
dark, but you cannot detect details (e.g., whether he is armed). In a perfectly
still, dark chamber, you would have only a vague notion of the size of the
area, but you would be able to sense a barrier before you ran into it, and
could find openings by sensing the flow of air or water.
To use this ability,
make a Sense roll. Consult the Size and Speed/Range Table (B550) and apply separate
bonuses for the target’s size and speed, and a penalty for the range to the
target. Wind (in air) will generate “noise” that interferes with your sense. Find
the speed of the wind on the table and assess the relevant speed penalty.
A successful roll reveals
the rough size, location, speed, and direction of movement of the target. It
does not provide any information about the object’s shape, color, etc. Once you
have detected something, you may target it with an attack. The modifiers that
applied to your Sense roll also apply to your attack roll, but can never give
you a bonus to hit.
Note that if you
are outside the element (air, in this case) where your ability functions, or if
you are wearing a sealed suit, this ability does not work at all!
In addition, you
can create a zone of darkness in your immediate vicinity. This reaches to a
two-yard radius around you. With care, you can include a few friends as well. Subtract
8 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 8 from any attack
roll against you that relies on vision to hit. You are affected by this
ability. The boundaries of the zone are easily detected by the affected senses;
roll at +8. You activate this ability by taking a Concentrate maneuver and
spending 1 point of essentia. Each activation lasts for 1 minute.
Chakra Bind (Totem): You can change your surface pattern to blend into your surroundings. In
any situation where being seen is a factor, you get +2 to Stealth skill when
perfectly still, or +1 if moving. Clothing reduces this bonus to +1 when you
are motionless, with no bonus if you are moving (unless the clothing is, in the
GM’s opinion, camouflaged relative to your current environment).
This ability does not normally help in the dark or against someone
relying upon senses other than sight, but it does affect Infravision.
You can double these bonuses for 1 minute by taking a Concentrate
maneuver and spending 1 point of essentia.
Statistics (Shoulders): Vibration
Sense (Air; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [8] + Obscure 8 (Vision; Accessibility,
Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Extended, Infravision,
+20%; Totemism, -30%) [13].
Statistics (Totem): Chameleon
1 (Does not interfere with magic items, +5%; Extended, Infravision, +20%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [6] + Chameleon 1 (Accessibility, Only when
the soulmeld is “on”, -5%; Costs 1 ER, -5%; Does not interfere with magic
items, +5%; Extended, Infravision, +20%; Totemism, -30%) [5].
Shedu Crown
Chakra: Crown, Totem.
Full Cost: 52 points (crown) or 72 points (totem).
Chakra Bind (Crown): 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.
Chakra Bind (Totem): This soulmeld allows you to travel between the Ethereal Plane and 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 Basic Lift when you travel.
Statistics (Crown): Mind Reading (Accessibility, Projected thoughts only, -20%; Link,
+10%; Long-Range 1, +50%; Telecommunication, -20%; Totemism, -30%) [27] +
Telesend (Costs 1 ER, -5%; Link, +10%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [25].
Statistics (Totem): Jumper (Interplanar; Does not interfere with magic items, +5%; Improved,
+10%; Limited Access, ‑20%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, ‑30%) [72].
Sphinx Claws
Chakra: Hands, Totem.
Full Cost: 18 points (hands) or 10 points (totem).
Chakra Bind (Hands): You can attack an additional time per turn. Each such additional attack
costs you 1 point of essentia. You may not have more attacks than you have
limbs (arms, legs, etc.), natural weapons (Strikers, Teeth, etc.), and attack
powers (Afflictions, Bindings, and Innate Attacks) with which to attack. The
GM’s word on what constitutes an “attack” is final.
This extra attack is exactly that: an extra Attack maneuver on your turn
in combat. It does not eliminate the -4 penalty for an “off” hand (see Ambidexterity,
B39) or let you take multiple Aim maneuvers (see Enhanced Tracking, B53). You
may use some of your attacks for Feint maneuvers, but you many not take multiple
actions of other kinds – that requires Altered Time Rate (B38).
When you make an All-Out Attack, you must select one type of bonus for
all your attacks that turn. You could not, for instance, take All-Out Attack (Determined)
with one attack and All-Out Attack (Strong) with another. If you choose All-Out
Attack (Double) to increase his number of attacks, you get one additional
attack.
You may use one of your melee attacks to make a Rapid Strike (see B370)
on your turn, at the usual penalty. Your remaining attacks are in addition to
this Rapid Strike, and receive no penalty. You may not use Rapid Strike with
two or more attacks in one turn.
Chakra Bind (Totem): Change the damage
you inflict with a punch from crushing to your choice of cutting or impaling
(choose before you roll to hit) and add +1 per die.
Statistics (Hands): Extra Attack 1 (Costs 1 ER, -5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [18].
Statistics (Totem): Long Talons (Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [10].
Threefold Mask of the Chimera
Chakra: Crown, Soul, Totem.
Full Cost: 28 points (crown) or 33 points (soul) or 26 points (totem).
Chakra Bind (Crown): You have a 360°
field of vision. You have no penalty to defend against attacks from the sides
or rear. You can attack foes to your sides or rear without making a Wild Swing,
but you are at -2 to hit due to the clumsy angle of attack (note that some
Karate techniques do not suffer this penalty).
You can see all
around you without turning your head and without the need for extra eyes. You
still need eyes, though. If you’re blindfolded, dazzled, blinded by injuries,
etc., you cannot see.
Finally, you are at
+5 to detect Shadowing attempts, and are never surprised by a danger that comes
from behind, unless it also is concealed from sight.
In addition, you
can take a Concentrate maneuver and spend 1 point of essentia to grant yourself
a +2 bonus on Vision rolls for 1 minute.
Chakra Bind (Soul): By taking a
Concentrate maneuver and spending 1 point of essentia, you can increase your
speed of thought for 1 minute. You can receive and process information
dramatically faster than the human norm. This improves your mental speed –
notably your reaction time – but not how fast you physically move once you
react. This has several game benefits.
First, this ability
includes Combat Reflexes (B43), and provides all the benefits of that
advantage. You cannot buy Combat Reflexes if you have this ability; the two
advantages are not cumulative.
In combat, you
automatically act before those without Enhanced Time Sense, regardless of Basic
Speed. If more than one combatant has Enhanced Time Sense, they act in order of
Basic Speed, and they all get to act before those who lack Enhanced Time Sense.
You can perceive
things that happen too fast for most people to discern. For example, you cannot
be fooled by a projected image, because you can see the individual frames of the
film. If secret information is being sent as a high-speed “burst,” you can detect
it if you’re monitoring the transmission (you cannot necessarily decipher it,
but you know it’s there). At the GM’s discretion, you get a Sense roll to spot
objects moving so fast that they are effectively invisible; for instance,
bullets in flight. This ability is extremely valuable if you possess magical or
psionic defenses that work at the speed of thought.
Your rapid thought
processes always allow you to ponder a problem thoroughly and respond in the
manner you think best. You never suffer skill penalties for being mentally
“rushed” – although you still need the usual amount of time to complete a
physical task, and suffer the usual penalties for hasty work. The GM can almost
never tell you to make up your mind right now. (But don’t abuse this privilege
by taking half an hour to decide what to do in each turn in combat!)
The exception is
when something happens so fast that most people can’t perceive it at all. In
that case, the GM is justified in asking you for an immediate response, since
those without Enhanced Time Sense get no response.
This ability does
not “slow down” the world from your viewpoint. You can still enjoy a movie by
simply ignoring the frames, much as a literate person can choose whether or not
to notice the individual letters in the words he’s reading. This ability also
does not let you violate the laws of physics. Some things (e.g., laser beams)
simply travel too fast for you to react.
Chakra Bind (Totem): You have two
additional heads, each with fully functional ears, eyes, mouth, etc. Each extra
head gives you one Extra Mouth (B55) and one level of Enhanced Tracking (B53)
at no extra charge. Each head also contains an extra brain with a complete copy
of your memories, personality, and skills. These extra brains are “backups,”
however, and do not grant additional mental actions – for that, take
Compartmentalized Mind (B43).
You cannot suffer
more than 2 x (your HP/number of heads) points of injury from any single attack
to your head or neck. Any head blow that causes unconsciousness only knocks out
that one head; the others continue to function! A critical head blow that would
normally kill you simply destroys that head, inflicting the maximum injury
noted above and crushing, severing, or exploding the head (GM’s option).
You bite inflicts
thrust-1 cutting damage.
Statistics (Crown): 360° Vision (Panoptic 1, +20%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%)
[25] + Acute Vision 2 (Accessibility, Only when the soulmeld is “on”,
-5%; Costs 1 ER, -5%; Totemism, -30%) [3].
Statistics (Soul): Enhanced Time Sense (Costs 1 ER, -5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%)
[33].
Statistics (Totem): Extra Head 2 (Does not interfere with magic
items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [25] + Sharp Teeth (Accessibility,
Only when the soulmeld is “on”, -5%; Does not interfere with magic items, +5%; Totemism, -30%) [1].
Totem Avatar
Chakra: Arms, Feet, Heart, Shoulders,
Totem.
Full Cost: 12 points (arms or feet) or 38 points (heart) or 4 points (shoulders; see
notes) or 5 points (totem; see notes).
Chakra Bind (Arms): Your musculature is optimized for crushing your opponents by “hugging”
like a bear. To use this ability, you must first successfully grapple your intended
victim, whose Size Modifier cannot exceed your own. On your next turn, and each
successive turn, roll a Quick Contest: your ST vs. your victim’s ST or HT,
whichever is higher. If you win, your victim takes damage equal to your margin
of victory; otherwise, he takes no damage.
Chakra Bind (Feet): You gain immunity to knockback.
Chakra Bind (Heart): You divide the injury you suffer from physical attacks by 2 after
subtracting DR from damage and applying wounding modifiers. By spending 1 point
of essentia and taking a Concentrate maneuver, you can extend this ability to
cover all types of injury for 1 minute.
Chakra Bind (Shoulders): While you this
soulmeld, you add +2 to your base ST solely for the purpose of calculating your
punch damage (see Damage Table, B16). You can double this bonus for 1 minute by
taking a Concentrate maneuver and spending 1 point of essentia.
Chakra Bind (Totem): While you this
soulmeld, you add +2 to your base ST solely for the purpose of calculating your
bite damage (see Damage Table, B16). You can double this bonus for 1 minute by
taking a Concentrate maneuver and spending 1 point of essentia.
Statistics (Arms): Constriction Attack (Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [12].
Statistics (Feet): Immunity to Knockback (Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [12].
Statistics (Heart): Injury Tolerance (Damage Reduction, ½; Either/Or (Limited, Physical
Attacks, -20% or Costs 1 ER, -5%),
-1%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [38].
Statistics (Shoulders): Striking ST +2 (One Attack, Punch, -60%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism,
-30%) [2] + Striking ST +2 (Accessibility, Only when the soulmeld is “on”, -5%;
Costs 1 ER, -5%; One Attack, Punch, -60%; Totemism, -30%) [2]. Notes: If you
bought your ST with the No Fine Manipulators or Size limitation, apply the same
limitation(s) to Striking ST.
Statistics (Totem): Striking ST +2 (Does not interfere with magic items, +5%; One Attack,
Bite, -60%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [3] + Striking ST +2
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Does not
interfere with magic items, +5%; One Attack, Punch, -60%; Totemism, -30%) [2].
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 [2]
Statistics (Shoulders): Striking ST +2 (One Attack, Punch, -60%; Switchable (Immediate
Preparation Required, -30%), +7%; Totemism, -30%) [1] + Striking ST +2
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; One
Attack, Punch, -60%; Totemism, -30%) [1].
Statistics (Totem): Striking ST +2 (Does not interfere with magic items, +5%; One Attack,
Bite, -60%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism,
-30%) [1] + Striking ST +2 (Accessibility, Only when the soulmeld is “on”,
-5%; Costs 1 ER, -5%; Does not interfere with magic items, +5%; One Attack,
Punch, -60%; Totemism, -30%) [1].
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Unicorn Horn
Chakra: Brow, Totem.
Full Cost: 10 points (brow) or 3 points (totem).
Chakra Bind (Brow): You gain the ability to detect evil by spending 1 point of essentia and
taking a Concentrate maneuver. After you use this ability, the GM rolls against
your Per, with a penalty based on the distance to the nearest evil creature,
object, or aura. As a rule, creatures with the evil subtype (evil outsiders,
for example), priests of evil deities, and magic items and effects created by
such creatures have an evil aura. This ability takes standard range penalties.
If successful, you know the exact distance and direction to the evil aura, and
may make a follow-up IQ roll (at no penalty) to learn basic details about it
(e.g., “it’s a demon” or “it’s a priest of an evil deity”). You may, at the
time of using the ability, limit it to a specific type of entity, or exclude a
given type or any known evil auras.
Chakra Bind (Totem): You gain a horn
that you can use to strike an aimed blow. The horn attack at reach C,
inflicting thrust impaling damage at +1 per die. Roll against DX or Brawling to
hit with your horn. You cannot use it to parry and you can only attack
opponents with your horn in front of you.
By spending 1 point
of essentia, you can infuse your horn with holy energy for a single attack. If
this attack hits an undead creature, it deals additional 1d crushing damage with no blunt trauma or knockback.
Statistics (Brow): Detect Evil (Costs
1 ER, -5%; Precise, +100%; Selective Effect, +20%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism,
-30%) [10].
Statistics (Totem): Striker (Impaling; Cannot Parry, -40%; Does not interfere with magic
items, +5%; Limited Arc, Front, -40%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [2] + Crushing Attack 1d (Accessibility, Only on
undead, -30%; Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Does not interfere with
magic items, +5%; Follow-Up, Horn, +0%; No Blunt Trauma, -20%; No Knockback, -10%; Totemism, -30%) [1].
Urskan Greaves
Chakra: Feet, Totem.
Full Cost: 7 points (feet) or 5 points (totem).
Chakra Bind (Feet): You do not suffer DX or Move penalties for moving through snow. By
taking a Concentrate maneuver and spending 1 point of essentia, you can extend
this ability to cover ice as well as snow for 1 minute.
Chakra Bind (Totem): Add 5 to your HP when you calculate damage from your slams (B371). You can double
this bonus for 1 minute by taking a Concentrate maneuver and spending 1 point
of essentia.
Statistics (Feet): Terrain Adaptation (Snow; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [4] + Terrain Adaptation (Ice; Accessibility,
Only when the soulmeld is “on”, -5%; Costs
1 ER, -5%; Totemism, -30%) [3].
Statistics (Totem): HP +5 (Accessibility, Only for slams, -60%; Does not interfere with
magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [3] + HP +5 (Accessibility,
Only for slams, -60%; Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Does not interfere
with magic items, +5%; Totemism, -30%) [2].
Winter Mask
Chakra: Throat, Totem.
Full Cost: 16 points (throat) or 3 points (totem).
Chakra Bind (Throat): You can breathe a cone
of cold that deals 2d burning damage with no incendiary effect. Your attack
spreads to affect everyone in a cone-shaped area. The cone’s maximum width is 5
yards at the attack’s maximum range. Each use costs 1 point of essentia.
Chakra Bind (Totem): Your bite inflicts
thrust-1 cutting damage. You can spend 1 point of essentia to infuse your teeth
with cold for a single attack. When you do so, you deal additional 1d-1 burning
damage (no incendiary effect, the damage comes from extreme cold) with your
bite attack.
Statistics (Throat): Burning Attack 2d (Cone, 5 yards, +100%; Costs 1 ER, -5%; No Incendiary
Effect, -10%; Reduced Range, 1/2, -10%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [16].
Statistics (Totem): Sharp Teeth (Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [1] + Burning Attack 1d-1 (Accessibility, Only when the
soulmeld is “on”, -5%; Costs 1 ER, -5%; Does not interfere with magic items,
+5%; Follow-Up, Teeth, +0%; No Incendiary Effect, -10%; Totemism, -30%) [2].
Worg Pelt
Chakra: Feet, Totem.
Full Cost: 7 points (feet) or 12 points (totem).
Chakra Bind (Feet): You can move and
breathe noiselessly. You get +2 to Stealth skill when you are perfectly
motionless, or +1 if moving (even in armor, etc.). These bonuses help only in
the dark, or against listening devices, blind creatures, and others who must rely
on hearing to find you. You can double these bonuses for 1 minute by taking a
Concentrate maneuver and spending 1 point of essentia.
Chakra Bind (Totem): Your bite inflicts
thrust-1 cutting damage.
Your sense of smell
is far beyond the human norm, and can register distinctive odors for
practically everything you may encounter. This allows you to recognize people,
places, and things by scent. You may memorize a scent by sniffing it for at
least one minute and making a successful IQ roll. On a failure, you must wait
at least one full day before making a repeated attempt.
You get +4 (in
addition to any Acute Taste and Smell bonuses) on any task that utilizes the
sense of smell, and receive +4 to Tracking skill.
Statistics (Feet): Silence 1 (Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [4] + Silence 1
(Accessibility, Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Totemism,
-30%) [3].
Statistics (Totem): Sharp Teeth (Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [1] + Discriminatory Smell (Accessibility, Only when the
soulmeld is “on”, -5%; Does not interfere with magic items, +5%; Totemism,
-30%) [11].
Wormtail Belt
Chakra: Waist, Totem.
Full Cost: 7 points (waist) or 9 points (totem).
Chakra Bind (Waist): By taking a
Concentrate maneuver and spending 1 point of essentia, you can thicken your
skin. You gain DR 4 with the Tough Skin limitation for 1 minute.
Chakra Bind (Totem): You gain a stinger
that you can use to strike an aimed blow. The stinger attack at reach C,
inflicting thrust impaling damage at +1 per die. Roll against DX or Brawling to
hit with your stinger. You can also use it to parry as if you had a weapon. Use
the higher of (DX/2) + 3 or your Brawling parry.
You can spend 1
point of essentia to infuse your stinger with poison for a single attack. When
you do so, you deal additional 1d toxic damage with your stinger attack, if the
victim fail to resist with a HT roll.
Statistics (Waist): DR 4 (Costs 1 ER, -5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%; Tough Skin,
-40%) [7].
Statistics (Totem): Striker (Impaling; Does not interfere with magic items, +5%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [7] + Toxic Attack 1d (Accessibility, Only
when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Does not interfere with magic
items, +5%; Follow-Up, Stinger, +0%; Resistible, HT, -30%; Totemism, -30%) [2].
Yrthak Mask
Chakra: Brow, Totem.
Full Cost: 11 points (brow) or 7 points (totem).
Chakra Bind (Brow): You can detect the
location and size of objects by sensing vibrations in the air with your skin.
This ability is not a substitute for vision. You can locate an opponent in the
dark, but you cannot detect details (e.g., whether he is armed). In a perfectly
still, dark chamber, you would have only a vague notion of the size of the
area, but you would be able to sense a barrier before you ran into it, and
could find openings by sensing the flow of air or water.
To use this ability,
make a Sense roll. Consult the Size and Speed/Range Table (B550) and apply separate
bonuses for the target’s size and speed, and a penalty for the range to the
target. Wind (in air) will generate “noise” that interferes with your sense. Find
the speed of the wind on the table and assess the relevant speed penalty.
A successful roll
reveals the rough size, location, speed, and direction of movement of the
target. It does not provide any information about the object’s shape, color,
etc. Once you have detected something, you may target it with an attack. The
modifiers that applied to your Sense roll also apply to your attack roll, but
can never give you a bonus to hit.
Note that if you
are outside the element (air, in this case) where your ability functions, or if
you are wearing a sealed suit, this ability does not work at all!
In addition, you
can take a Concentrate maneuver and spend 1 point of essentia to grant yourself
a +2 bonus on Hearing rolls for 1 minute.
Chakra Bind (Totem): You gain the
ability to project rays of sound. Use Innate Attack (Gaze) to hit.
This is a ranged
attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. This
attack costs 1 point of essentia, deals 2d burning damage with no incendiary
effect (the damage comes from sonic vibrations), and can be blocked, but not
parried.
Statistics (Brow): Vibration
Sense (Air; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [8] + Acute Hearing 2 (Accessibility,
Only when the soulmeld is “on”, -5%; Costs 1 ER, -5%; Totemism, -30%) [3].
Statistics (Totem): Burning Attack 2d (Blockable, -5%; Costs 1 ER, -5%; Does not interfere with magic items, +5%; No Incendiary
Effect, -10%; Switchable (Immediate Preparation Required, -30%), +7%; Totemism, -30%) [7].
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