Incarna Worlds

Incarna Worlds
Incarna Worlds

Converting Key Traits tand Skills to DnD 5th


Acquiring: See the notes on Experience Points and leveling. Awarding these is up to the players and GM - based on trying to roleplaying these and failing, study and time. Generally in-between levels. There is no hard and fast method for this.

this is not the definitive list
Shade Sense
Senses the power of being using radiant energy for damage, and sources of radiant energy.

Combat Discipline:
+1 saves cs fear, negate 1 level of exhaustion (2 with inspiting preseneve).

Military Lore:
proficiency bonus in +1s can be added; if 4+ profciency w/Combat Disciplinne then target gainds additional +1 to make use of. If strategist and target is lawful can get a free it can use it to negate  the effects of 1 level of exhaustion for 1 round/series of attacks. If Leadership and strategist lehave 4+ ads personally expending a measure of ki they get to reduce all damage from opponent by 1 and add 1 their for one encounter, Long rest before using again
Allows character ___ dice, or a single point to be used for maneuvers. Battlemaster gets to add a bonus = the CP level on all attacks in a single normal, bonus, or reaction. All other characters are on a single normal attack action. Fighters are on a normal or bonus.

Group Leadership
combat leadership allows military lore to be used by others.
non compbat leadership allows added bonus on any lore a character has some measure of leanring in already.
OLD = Characters treat their CHA as a pool of points which can be leveraged to impart benefits to characters which are Group Bound. Each benefit has a cost. CHA used this way returns 1 per Short Rest or all after a Long Rest. Leadership can be used at any time, instantly. Leadership familiarity must be gained in order of their cost. Acclaimed: Automatically counter a Compulsion effect (cost 1); Revered: A use of Good Luck (cost 2) or A weapon becomes a Preferred Weapon for 1 round (cost 1); Exalted: A use of Iron Will (cost 3) or A target is treated as if they were proficient with the tool, weapon or armor they are using for a round (cost 1).
NEW =
The character gains a number of ___ Points equal to their current CHA which are used to enhance the performance of group members; a group may only have a single designated Group Leader. These points return 1/short rest and all after a long rest. The character may spend a number of points at a time equal to the CP they put towards this trait, to a maximum of half their CHA.
CP > 4 = Accomplished
Accomplished Group Leader can enhance Lore: Military in combat so that all gorup members are treated as fighters.

Soul Gem

Reduces WIS requirement by 1 for multi-classing. - for bonded only
-1 cost FeyWild Glimpse - Sense FeyWild Crossings Insight
- unbonded it gives disadvantage to the check.
Essence bond (portal to Soul Tree)

Chi Pool

With no monk in Incarna, but we did have chi powers.
Give yourself 1 Ki if you have a Chi Pool > 25+
Chi is a kinetic bond

Mana Pool

Give yourself 1 Sorcery Point if you have a Mana Pool > 25+
Mana is an occult bond

Synergy Pool

Give yourself 1 use Channel Divinity if you have a Synergy Pool > 25+
Synergy is a bond of faith

Conviction

Per point, 1 Piety

Traits = Core Feats

Core Feats are applied by species and/or locale or awarded to characters who take the time and energy to learn something either by repeatedly doing without immediate benefit or through study. They are awarded in-between class level rewards. There is no limit.

Leadership

Requires CHA > 9; 



Preferred Weapon

It can be unslung/made ready for use as a reaction Action. It gains an initiative bonus of +1 per +2 proficiency bonus; User may resist any attempt to disarm or drop the weapon with a +4 bonus. 

Group Bond

Group: The group perspective thats so cool about incarna can be leveraged through plot points (DMG) and inspiration (as in bardic) - this would offset some of the dangerous attempts by low level characters and hopefully less death saves. Must have a Bond and Ideal that are all the same and beyond merely “we kick ass together”.


Lackey

Dominant Species

Starts with one use of Inspiration

OATHs...

Oath: Code of Silence


Shared Litany

This allows a character awarded with a Blessing from the deity or power of the litany to use a prayer which can convert the Blessing from a Inspiration into the spell of Bless upon themselves. It takes 3 rounds of prayer. There is also a chance that a Bless spell cast upon them may be shared with a fellow worshiper with Shared Litany; a DC 10 CHA check allows the Bless to affect such a target within 1m.

Good Luck

This allows the character to spend 1 point of Essence once during a game session to be used as Inspiration.

Quick Temper

The victim sees sleights to their honor everywhere, a challenge in people's tone, and in general has a short fuse and is angry and quick to act out on any perceived threat. Often they are fine alone - it is only the presence of others and a feeling of being challenged that cause the violent outbursts. Fights are typically grapple and punches - not deadly; the behavior is not self destructive, usually its just socially destructive. Those with a quick temper suffer -2 skills relying on control of emotions (Persuade, etc.) check - so blinded are they by their own emotions. If forced to "act nice" through an encounter (failing their compulsion check but voluntarily violating it to preserve the peace), they will suffer Anxiety during that time and 3 rounds thereafter.

Shadow Bond (minor)

Full damage resistance to Necrotic damage/resistance to non magical cold damage, +1 on any SAN saves, +1 Deception skill, and -1 HP on any healing effects. Shade Sense: Senses the power of being using necrotic or cold energy for damage, and sources of necrotic or cold energy on a DC 15 Insight check.

Radiance Bond (minor)

Full damage resistance to Radiant damage/resistance to non magical psychic damage, +1 on any CHA saves, +1 Persuade skill, and +1 HP on any healing effects. Bright Sense: Senses the power of being using radiant or psychic energy for damage, and sources of radiant or psychic energy on a DC 15 Insight check.

Proficient Linguist

The character has studied and practiced the language of choice (applies to a single language) in all manner of social situations. They have an above average command of vocabulary and use it appropriately to their audience. 
This gives them a +1 on all Persuade attempts using the language.
> This takes the place of language skill.

Proficient Writer

The character has studied and practiced the language of choice (applies to a single language) in all manner of literary contexts. They have an above average command of vocabulary, vernacular, and linguistic patterns and use it appropriately in reading and writing. 
This gives them a +1 on all Investigation attempts using the written language or subterfuge in skills (Persuade, Deceit, etc.) when using correspondence as the means.

Wyldling Tied

The character rejects much of the notions of modern, crowded living. They prefer natural places and a balance of resources and dwellers. Movement instead of stasis, and unspoiled natural beauty. They dislike large cities; noise, stench and crowds of such cause them Anxiety (SAN check to resist for a # hours equal to their CHA).

  • Never gain Skilled Linguist
  • Never gain Skilled Writer
  • Never gain Persuade above a proficiency bonus.
  • Never acquire Streetwise
  • Never acquire Occult related essence or levels
  • Never hold the law of others above the laws and bonds of family/tribe/clan, etc.
  • Rarely, if ever, wear modern dress - prefering tradition
  • Not wear heavy/encumbering armor
  • Not accumulate much more than you or you and a single small mount or vehicle can carry

2 comments:

Unknown said...

First look at the beginning of translating Incarna Traits to DnD Feats. So outside of race and locale, is there a hard mechanic for gaining these, or will it be much determined what happens in session and GM discretion, like do we need to attain a certain level to gain another, or is it more organic.

Like Preferred Weapon, over time we use a specific weapon, and then after a session, one is granted the preferred weapon, GM discretion, or do we need to wait until we advance a level?

Incarna has good traits and skills, and I hope we can keep most of them or figure out what their equivalents are in 5e.

Such as Radiance and Shadow Bond. You have left out the Incarna benefit of Radiance Sense with Radiance Bond, so I was wondering if there is not a corresponding skill/ability in 5e, or are you dropping that with 5e. Shadow (Shade) Sense was cool to be able to sense those of the darkness and the darkness itself. I am not familiar enough with DnD to know if there are things that would take the place of this, or if it doesn't convert at all.

I will keep giving my feedback as this goes along

Unknown said...

The list is by no means complete - i've updated based on your comments. Its all a work in progress, updating each day with an hour or so i have to spend. Most things in Incarna have no direct correspondence and have to be adapted.