Incarnate Powers
NOTE: Incarnate Powers should be bought as Soul skills. Newly-forged
Incarnate gain 100 skill points to be spent in this manner. Seepage
Points are not used.
Mask
A successful skill roll (or an automatic but limited trigger – eg,
werewolves that can 'transform' only at the full moon) causes a
Telepathic Illusion of unusual power to close around the character.
Attempts to penetrate the illusion require successful Notice rolls
higher than the Mask roll. (Treat automatic illusions as having a flat
roll of 50). Mask does not, of course, effect Voids or Psinks.
Phantasm
System-wise, this skill is identical to Mask; however, see the details
in Conspiracy X, page 208.
Pyrokinesis
This acts as the Lesser Psychokinesis power Thermokinesis. When the
skill crosses the 75% threshold, it becomes Greater Thermokinesis.
Telekinesis
Acts as the Lesser Psychokinesis powers Jinx, Levitation, and Micro-PK.
When the skill crosses the 75% threshold, it becomes Greater
Psychokinesis for these powers.
Form Body
A successful skill roll creates a body for the disembodied Incarnate.
This body looks as the Incarnate did in life, but has Body and Speed
stats equal to the roll made to create it. Skills are reduced by the
stat cap as usual.
Frenzy
A successful skill roll sends the Incarnate into a killing frenzy. This
lasts D10 rounds. During the Frenzy, the Incarnate is treated as if
under the influence of the Significant Work Mars Dust (UA2, p.143).
Regeneration
Any wounds suffered by the Incarnate short of outright death will be
healed within 24 hours on a successful roll. An unsuccessful roll heals
a number of wounds equal to the units die. It is assumed that this
power works too slowly to be useful in combat.
Thrall
The Incarnate selects one emotion when taking this skill, which can be
taken multiple times for multiple emotions. A successful roll induces
the emotional state in anyone nearby who fails a Soul test. This
emotion lasts D10 rounds.
Animal Control
As with the Thrall power, but effective on animals only. It also
instils a certain awareness of the Incarnate's wishes.
Mesmerism
As with the Greater Telepathic power Domination, but requires only one
roll. The target has a Mind test to resist.
Healing
As with Regeneration, except of others rather than the Incarnate.
Levitation
As the Greater Psychokinetic power Levitation.
Divination
As the Lesser Psychic Discipline of Precognition.
Telepathy
As the Greater Psychic Discipline of Telepathy, but without the
Influence power.
Possession
As the Ritual Possession.
Teleportation
As the Greater Psychokinetic power of Teleportation.
Invulnerability
Must be bought at 50, cannot be raised or lowered. Applies to all
demons and ascended ghosts who have the Form Body Incarnate power.
Grants invulnerability to all but the archetype's Banes.