Tuesday, 23 March 2021

Powers: Incarnum Abilities

Powers: Incarnum Abilities

Here's a new batch of abilities. All these ones are based on incarnum feats, but most of them can be taken by non-meldshapers, if they have ER (Incarnum). You may notice that the limitation value of the power modifier is different in some places. When it is Meldshaping, -25%, the character must possess a -15-point moral code, just like a normal meldshaper. But, unlike soulmelds, these abilities do not interfere with magic items. When it is Incarnum, -10%, the character is not limited by the moral code, and just needs to have a pool of essentia and has his incarnum powers vulnerable to anti-powers.

 
Azure Toughness [9]
The meldshaper can use incarnum to boost his physical vigor. When the character is injured enough to get a shock penalty, he may spend 1 point of essentia to ignore these shock penalties.
Statistics: High Pain Threshold (Costs 1 ER, -5%; Incarnum, -10%) [9].
 
Azure Turning [22]
The meldshaper can blast undead with incarnum-purified positive energy. When this ability is used (a Ready maneuver that costs 1 point of essentia), every undead being within four yards immediately takes 1d crushing damage, regardless of DR, insubstantiality, etc. This damage does not cause knockback.
Statistics: Crushing Attack 1d (Accessibility, Undead Only, -50%; Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Cosmic, Irresistible Attack, +300%; Costs 1 ER, -5%; Emanation, -20%; Incarnum, -10%; No Knockback, -10%) [22].
 
Cerulean Fortitude [9]
The meldshaper can use incarnum to boost his ability to resist effect that would adversely affect his health. When exposed to a metabolic hazard, the character may spend 1 point of essentia to get a +3 to his HT roll to resist.
Statistics: Resistant to Metabolic Hazards (+3) (Costs 1 ER, -5%; Incarnum, -10%) [9].
 
Cerulean Reflexes [13]
The meldshaper can use incarnum to boost his ability to avoid harm. When a character with this ability dodges an attack, he may spend 1 point of essentia to gain a +1 bonus to Dodge.
Statistics: Enhanced Dodge 1 (Costs 1 ER, -5%; Incarnum, -10%) [13].
 
Cerulean Will [4]
The meldshaper can use incarnum to boost his willpower. A meldshaper with this ability can spend 1 point of essentia to grant himself a +1 bonus to Will for 1 minute.
Statistics: Will+1 (Costs 1 ER, -5%; Incarnum, -10%) [4].
 
Cobalt Power [13]
By channeling the soul energy of brutal warriors of the past, present, and future, the meldshaper becomes more capable of overcoming his enemies through sheer strength. A meldshaper with this ability may spend 1 point of essentia to grant himself a +2 bonus to ST for 1 minute. This does not increase HP.
Statistics: ST+2 (Costs 1 ER, -5%; Doesn’t increase HP, -20%; Incarnum, -10%) [13].
 
Detect Opposition [10]
You have the ability to detect the presence of creatures whose alignment is opposite your own. After using, the GM rolls against your Per, with a penalty based on the distance to the nearest creature, object, or aura or an opposite alignment. As a rule, creatures with the alignment subtypes (outsiders, for example), priests, and magic items and effects created by such creatures have an alignment aura. This ability takes standard range penalties. If successful, you know the exact distance and direction to the alignment 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 an evil incarnate”).
You may, at the time of casting, limit the spell to a specific type of entity, or exclude a given type or any known alignment auras.
Statistics: Detect Opposite Alignment (Costs 1 ER, -5%; Incarnum, -25%; Precise, +100%; Selective Effect, +20%) [10].
 
Incarnum Radiance [35 points for level 1 + 5 points/additional level]
The meldshaper can tap into his incarnum-fused soul to activate a visible radiant aura of power. The meldshaper must take a Concentrate maneuver, spend 1 point of essentia, and make a Will roll to bring up the aura. If he fails, he may try again on later turns, but each successive attempt costs 1 additional point of essentia. If successful, then the aura is active for the next minute.
The meldshaper may roll Will (as a free action) when someone he wants to bless enters his area of effect. Success means that person is blessed; note the margin of success. On a failure, he may continue to roll once per second (again, as a free action) with no penalty or cost, until successful in blessing that subject. Those blessed stay that way until they leave the area or the aura ends, in which case the effects of the aura linger for seconds equal to the user’s original margin of success for that person.
The meldshaper must make a new Will roll each minute to keep his aura up. If he fails, the aura drops; on any subsequent turn, he may pay 1 point of essentia, take a Concentrate maneuver, and make a Will roll to bring it back up. He may also turn it off voluntarily at the beginning of his turn (as a free action); if so, there is no essentia cost to switch it back on.
The aura covers a two-yard radius around the user. Each additional level doubles that radius, cumulatively. The effect of the aura depends on the meldshaper’s moral code.
    Good: The meldshaper’s body shines with silvery light. The aura grants a +1 bonus to HT to all affected creatures.
    Evil: An ash-gray aura surrounds the meldshaper. The aura grants a +1 bonus to ST to all affected creatures.
    Law: The meldshaper’s glows with a blood-red corona. The aura grants a +2 bonus to Will to all affected creatures.
    Chaos: A faint green nimbus surrounds the meldshaper’s body. The aura grants a +2 bonus to Basic Move to all affected creatures.
Statistics: Affliction 1 (HT; Advantage, Increased Attributes, +100%; Area Effect, 2 yards, +50%; Aura, +80%; Costs 1 ER, -5%; Incarnum, -25%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Requires Will Roll, -5%; Selective Area, +20%; Takes Extra Time 1, -10%) [35]. Each additional level adds more Area Effect, +50% [+5].
 
Necrocarnum Acolyte [1]
You have experienced the power of necrocarnum, a dark and twisted form of incarnum. The power gained from this source can be great, but many decry its origins as evil. A meldshaper with this perk can shape the necrocarnum soulmelds regardless of his moral code.
Statistics: Necrocarnum Acolyte [1].
 
Sapphire Sprint [9]
The meldshaper can use incarnum to boost his speed. A meldshaper with this ability can take a Concentrate maneuver and spend 1 point of essentia to grant himself a +2 bonus to Basic Move for 1 minute.
Statistics: Basic Move+2 (Costs 1 ER, -5%; Incarnum, -10%) [9].
 
Smite Opposition [7]
You can channel the power of your incarnum-fueled convictions to attempt to smite a foe with a melee attack. This works only against beings of opposed moral alignment. You pay 1 point of essentia, and if the attack is successful, then it deals additional 2d points of crushing damage.
Statistics: Crushing Attack 2d (Accessibility, Only against beings of opposed alignment, -50%; Costs 1 ER, -5%; Follow-Up, Any melee weapon, +50%; Incarnum, -25%) [7].
 
Soulsight [62]
You have the ability to detect the presence of souls. After using, the GM rolls against your Per, with a penalty based on the distance to the nearest soul. This ability takes standard range penalties. If successful, you know the exact distance and direction to the soul, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s a soul of a living human” or “it’s a soul of a man that died of old age”).
You may, at the time of casting, limit the spell to a specific type of soul, or exclude a given type or any known souls.
Statistics: Detect Soul (Costs 1 ER, -5%; Incarnum, -10%; Precise, +100%; Selective Effect, +20%) [62].
 

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