Friday, 28 July 2023

Powers: Incarnum Revisited

Powers: Incarnum Revisited

I wanted to write this post for years. My incarnum conversion from D&D 3.5 was one of my earliest big projects and... it wasn't very good. Despite not staying too close to the original, it retained a lot of clunkiness of the original. So, now I decided to rewrite it by focusing more on the moral concepts behind incarnum, no restriction to predefined soulmelds (maybe I'm just lazy), and more emphasis on life-force - you can now spend HP instead of essentia, making ER (Incarnum) much less "mandatory." I think it's better now.

Incarnum is an amorphous magical substance made up of the soul energies of all sentient creatures—living, dead, and, it is theorized, those even not yet born. In its pure form, incarnum resembles a radiant mist, deep blue in color. Those trained or gifted in manipulating incarnum can shape it into physical objects (called soulmelds) or simply use it to imbue themselves with power.
Shaping incarnum has no ill effect on the soul energy used. Incarnum is not consumed when it is manipulated by a meldshaper or other character—it is merely “borrowed” from the nigh-infinite supply in the multiverse. That said, the wielders of incarnum recognize that the substance is more than mere magic. It is, very literally, the essence of all creatures. Talented wielders of incarnum learn to harness specific qualities of incarnum (and by extension, properties of the souls tapped for this power), including particular alignments, insights, experiences, and the like. In fact, most wielders of incarnum have strong moral and ethical outlooks inextricably linked to their use of the substance.
 
How Incarnum Works
A soulmeld is a semi-permanent supernatural effect crafted from raw incarnum. Soulmelds are “worn” much like normal items. However, most of them do not act like physical objects, but like insubstantial images that cannot be interacted with. Even those soulmelds that have physical substance, such as those that are used as melee weapons or armor, cannot be removed from the meldshaper’s body. Soulmelds take different shapes – some look like pieces of armor or clothing, some take form of weapons, some look like jewelry, and some are transparent auras.
Once shaped, a soulmeld lasts as long as its creator wants it to. All soulmelds are clearly visible, and they can be identified with a successful Expert Skill (Incarnum) roll. A meldshaper can turn any one soulmeld “on” or “off” with a Ready maneuver. When a soulmeld is suppressed this way, it stops providing its passive benefits, and it cannot be used actively, but it lets the character conceal his powers.
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 actively. If the character does not have any ER (Incarnum) left or doesn’t want to use it for some other reason, he can use HP for the same purpose, but not FP or ER of any other kind. Using HP this way does not impose a shock penalty. Thus, most active uses of soulmelds have Costs Hit Points, 1 HP, -10%. Essentia is ER instead of VR because it cannot be depleted by normal injury, unlike VR that acts as HP in all other aspects.
In terms of mechanics, the soulmelds are advantage-based abilities that have an appropriate power modifier (see below), Switchable, +10%, and Visible, -10%. There is no predefined list of soulmelds – each meldshaper can harness incarnum in their own way. In terms of effects, a typical soulmeld has a passive effect and an active effect. The passive effect does not require expenditure of any resources or any rolls, but active effect should require spending essential or HP. There will be examples below, after the power modifiers are explained.
There are two main ways to gain the ability to shape incarnum – by adhering to a strict moral code (see Meldshaping below) or by channeling wild energies of nature (see Totemism below).
 
MELDSHAPING
 
Incarnum is a tool you can use to manipulate the physical manifestations of moral and ethical forces and wield them in righteous pursuit of an ideal. Whether you are holy and righteous or corrupt and evil, you literally come to embody one cause or alignment, adding the distilled essence of good, evil, law, or chaos into your soulmelds.
 
Power Modifier: Every incarnum ability has the Meldshaping, -20% limitation (Anti-Powers, -5%; Moral Code, -15%, and Switchable, +10% and Visible, -10% that were mentioned before). This reflects that it is part of the meldshaping power, and that it uses the rules under How Incarnum Works and specific rules detailed below. Some specialized magical effects can suppress the meldshaper’s powers. The meldshaper’s ability to tap the power of incarnum comes from his dedication to a moral principle – Chaos, Evil, Good, or Law. This makes the meldshaper detectable with abilities and spells that allow detecting moral auras. Every meldshaper must adhere to a moral code at all times. This is a -15-point disadvantage, usually Fanaticism – although Honesty (9) or Sense of Duty (Humanity) is just as likely for Good. If the meldshaper falters, even for a moment, he loses his power instantly. To get it back requires an extreme demonstration of commitment that costs at least 2d days of lost time or earnings. Details are up to the GM, who should pick something appropriate to your power; e.g., a large donation to charity, for Good.
 

Moral and Divine Powers
There is an overlap between the moral powers provided by incarnum and divine powers provided by deities aligned with cosmic moral principles. In some aspects, they are treated identically, but in others differently. An ability based on Detect Good would detect an aura of a meldshaper devoted to the cosmic good and a cleric of a good deity. Resistant to Good Powers (+3) would provide a bonus to resist incarnum abilities of a good meldshaper and divine abilities of a cleric of a good deity. However, Resistant to Divine Powers (+3) would only help against the cleric and now the meldshaper, and Resistant to Incarnum Abilities (+3) would only help against the meldshaper.

 
Meldshaping Talent – 5 points/level
This advantage is the power Talent for meldshaping. It only applies to a single moral principle – Chaos, Evil, Good, or Law. Thus, Meldshaping Talent (Chaos) does not provide any bonuses to soulmelds of Good. Meldshaping Talent adds to every roll made to use an ability granted by a soulmeld or to use that soulmeld well.
 
In effect, meldshaping is a collection of four powers – Chaos (GURPS Powers, p. 124), Evil (GURPS Powers, p. 127), Good (GURPS Powers, p. 128), Order (GURPS Powers, p. 132). However, don’t be too restrained by the selection of advantages presented on these lists, there are many other abilities that could fit the flavor of these moral concepts. For example, the Chaos power could contain abilities that make it more difficult to catch the user – Enhanced Dodge, Slippery, etc.; Order could have abilities to see through deceptions, be they normal lies, illusions, or invisibility. Get creative, but consult with your GM! SJGames has GURPS Powers: Good and Evil on their wishlist, but I really doubt that it will ever see the light of day. Alas.
Let me come up with a couple of examples. One of them will have passive and active components, and another one will only have a passive effect. Both are valid!
 
Chaos Avatar
Full Cost: 21 points.
 
You gather incarnum around you to form a transparent second body encasing your own, a physical form superimposed over your body, clothing, and armor. In form, it resembles one of the most powerful champions of chaos - a blue slaad. Its movements—even its facial expressions—are in perfect synchronization with your own, so that in every way you appear to be the imposing avatar of your alignment’s ideals.
You get +8 to rolls to resist powers of order/law. All your natural weapons are considered to be anarchic for the purpose of Vulnerabilities and DR with Bane. In addition, you can give yourself a +4 bonus to Basic Move for one minute by taking a Ready maneuver and spending 1 point of essential or 1 HP.
Statistics: Anarchic Touch (Meldshaping, -20%) [1] + Basic Move +4 (Costs Hit Points, 1 HP, -10%; Meldshaping, -20%) [14] + Resistant to Order Powers (+8) (Meldshaping, -20%) [6].
 
Circlet of Chaos
Full Cost: 20 points.
 
Incarnum forms an ornate circlet around your head. While this soulmeld is active, you can see auras of chaos and order, provided you can see the source with your own eyes.
Statistics: Detect Chaos (Cannot Analyze, -10%; Meldshaping, -20%; Reflexive, +40%; Vision-Based, -20%) [10] + Detect Order (Cannot Analyze, -10%; Meldshaping, -20%; Reflexive, +40%; Vision-Based, -20%) [10].
 

TOTEMISM
 
A mask representing a basilisk, a mantle of the displacer beast, boots of the landshark—these are the hallmarks of the totemist. The totemist channels the soul energy of magical beasts to make his soulmelds and claim them as his totems to acquire a share in their power.
 
Power Modifier: Every incarnum ability the limitation Totemism, -25% (Anti-Powers, -5%; Channeled Energies, -10%; Mundane Countermeasures, -10%, and Switchable, +10% and Visible, -10% that were mentioned before). 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.
If you do not like the default penalties that the nature powers get, consider the alternative ones from the Nature’s Strength Revisited box on page 31 of Pyramid #3-68.
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.
 
Totemism Talent – 5 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.
 
In effect, totemism is a nature power fueled by incarnum. Totemism is considered a single power, but its abilities can be very varied. Just like when creating meldshaper soulmelds, consider giving totemic soulmelds a passive effect that is active all the time and an active effect that costs essentia or HP to use. Magic of Incarnum has many totemic soulmelds that you can use as an inspiration. If you find that list lacking, check the various bestiaries – almost anything you can find on a magical beast statblock can be made into a totemic soulmeld with some adjustments.
Let me come up with a couple of examples. One of them will have passive and active components, and another one will only have a passive effect. Both are valid!
 
Basilisk Mask
Full Cost: 34 points.
 
A hideous mask with red-brown scales forms around and over your face, actually floating about an inch in front of your nose. The visage is reptilian, with a protruding lower jaw and teeth jutting upward. Bony spines stick up from the top of the mask, completing the portrait of a basilisk.
While the basilisk is feared primarily for its petrifying gaze, totemists also revere it as a patron of vision. 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.
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 essential or HP.
Statistics: Affliction 1 (HT; Costs Hit Points, 1 HP, -10%; Malediction 1, +100%; Paralysis, Variant, +150%; Totemism, -25%; Vision-Based, -20%) [30] + Night Vision 5 (Totemism, -25%) [4].
 
Brood Keeper’s Heart
Full Cost: 12 points.
 
Armored plates seem to hover over your torso, calling to mind the shell of a great insect. Although insubstantial, they seem to pulse with inner life.
Brood keepers are massive, beetlelike beasts that keep a swarm of their larva with them at all times. Even totemists fear to approach these brood keepers, but they venerate the massive magical beasts from afar as patrons of all things verminous and crawling.
While this soulmeld is active, you have DR 3.
Statistics: DR 3 (Totemism, -25%) [12].
 
OTHER INCARNUM ABILITIES
 
While meldshaping and totemism are two ways of shaping soulmelds, they are not the only ways to use incarnum. Certain creatures might have innate abilities that are powered by incarnum, and some similar abilities may be learned. In D&D, such incarnum abilities usually played a support role in your character concept – they allow the character to improve existing abilities instead of granting something new. However, since these abilities are not soulmelds, moral or nature powers, their power modifier will be different.
Power Modifier: All non-soulmeld incarnum abilities have the Incarnum, -5% power modifier that represents vulnerability to specialized anti-incarnum spells and abilities.
 
Such abilities still should require expenditure of essentia or HP, so do not forget to give them Costs Hit Points, 1 HP, -10% (or more, if you are particularly masochistic). Here are some examples:
 
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 or HP), 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 Hit Points, 1 HP, -10%; Emanation, -20%; Incarnum, -5%; 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 or HP to get a +3 to his HT roll to resist.
Statistics: Resistant to Metabolic Hazards (+3) (Costs Hit Points, 1 HP, -10%; Incarnum, -5%) [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 or HP to gain a +1 bonus to Dodge.
Statistics: Enhanced Dodge 1 (Costs Hit Points, 1 HP, -10%; Incarnum, -5%) [13].
 
Cerulean Will [4]
The meldshaper can use incarnum to boost his willpower. A meldshaper with this ability can spend 1 point of essentia or HP to grant himself a +1 bonus to Will for 1 minute.
Statistics: Will+1 (Costs Hit Points, 1 HP, -10%; Incarnum, -5%) [4].
 
Incarnum also worked well to supplement powers of other magic systems. In GURPS, if you happen to have ER (Incarnum), or you simply would like to make life more complicate for yourself, you could modify existing abilities to give them additional effects that require expenditure of HP or essentia and have this additional power modifier. For example, here’s a sorcery spell that was given a new feature.
 
Flame Strike (Incarnum-Laced)
Keywords: Missile.
Full Cost: 26.2 points/level*.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: Instantaneous.
 
When outdoors, you can cause a pillar of flame to strike your target, dealing 2d burning damage per level. The target takes damage normally; anything nearby receives “collateral damage” equal to basic damage divided by the distance in yards from the blast. This spell bypasses any cover that does not provide overhead protection, and negates attack penalties to hit crouching, kneeling, sitting, or prone targets. (If you are already above or below your target, adjust this appropriately.)
Optionally, you may elect to spend an additional 1 point of essentia or HP when casting this spell to lace it with incarnum. When modified this way, this spell becomes able to harm insubstantial beings.
Statistics: Burning Attack 2d (Affects Insubstantial (Costs Hit Points, 1 HP, -10%; Incarnum, -5%), +17%; Environmental, Outdoors, -20%; Explosion 3, +150%; Overhead, +30%; Sorcery, -15%) [26.2/level*].
* Calculate the total cost, then round up.
 
Well, and that’s it. In my opinion, now this system is much more simple, flexible, streamlined, and not as dependent on ER (Incarnum) as it was before. I think that it looks better, but who knows? I’ve never had anyone play an incarnum-wielding character before despite that always being an option.
 



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