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Incarnum in Pathfinder
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<blockquote data-quote="paradox42" data-source="post: 6233044" data-attributes="member: 29746"><p><strong>Kingdom Buildings</strong></p><p></p><p>Another reason to post the Bluesmith was that, of course, it shows up in the Kingdom-building rules set as something to add to your Settlements. In fact, I have three Incarnum buildings, which I've copied below.</p><p></p><p><strong>Bluesmith: 10 BP, 1 Lot</strong> A Bluesmith is a mass-market Incarnum specialist who helps other workers and laborers complete their jobs.</p><p> <strong>Kingdom:</strong> Economy +1, Loyalty +1; <strong>Limit:</strong> Adjacent to 1 House; <strong>Special:</strong> Reduce cost for all Buildings in same Settlement by 1 BP (minimum cost 1 BP, only once per Settlement no matter how many Bluesmiths are built); <strong>Settlement:</strong> Lore +1, Society +1.</p><p></p><p><strong>Meldshaping Academy: 40 BP, 2 Lots</strong> An institution that trains meldshapers, such as Incarnates or Foundationists.</p><p> <strong>Kingdom:</strong> Economy +2, Loyalty +3; <strong>Discount:</strong> Bluesmith; <strong>Special:</strong> Reduce cost for all Buildings in same Settlement by 1 BP (minimum cost 1 BP, only once per Settlement no matter how many Meldshaping Academies are built); <strong>Settlement:</strong> Lore +2, Society +1, Increase Lore bonus by 2 for questions relating to Knowledge (Planes).</p><p></p><p><strong>True Necrocarnate Guild: 60 BP, 2 Lots</strong> The headquarters of a guild of True Necrocarnates.</p><p> <strong>Kingdom:</strong> Loyalty +2, Stability +2, Unrest +1; <strong>Discount:</strong> Dance Hall, Black Market; <strong>Special:</strong> Base value +1,000 gp. During the Upkeep Phase, you may reduce Unrest by 1 (this is not affected by having the Leadership feat); if you do so, you must succeed at a Loyalty check or Loyalty decreases by 1. You may only do this once per kingdom turn no matter how many True Necrocarnate Guilds you build, but if you have the Royal Enforcer leadership role filled, then you may use both this benefit and that one (potentially decreasing Unrest by 2 and requiring two Loyalty checks to avoid decreasing Loyalty); <strong>Settlement:</strong> Corruption +2, Crime +2, Lore +2.</p><p></p><p>There are lots of other Kingdom additions in my own setting, but none that can be ported to other games (except perhaps the Gunsmith, but I suspect most GMs who run games with guns and Kingdom-building have already figured out how to interface those two things to their own satisfaction- and in any case this thread is supposed to be about Incarnum).</p><p></p><p>For Mass Combat, I haven't worked out rules yet, but I'm leaning towards Incarnum being treated as a Resource somehow. Obviously, you won't be able to get it for your Armies without having a Meldshaping Academy in your Settlement(s) first. But beyond those points, it's all vague and hasn't had anything figured out at this point.</p></blockquote><p></p>
[QUOTE="paradox42, post: 6233044, member: 29746"] [b]Kingdom Buildings[/b] Another reason to post the Bluesmith was that, of course, it shows up in the Kingdom-building rules set as something to add to your Settlements. In fact, I have three Incarnum buildings, which I've copied below. [B]Bluesmith: 10 BP, 1 Lot[/B] A Bluesmith is a mass-market Incarnum specialist who helps other workers and laborers complete their jobs. [B]Kingdom:[/B] Economy +1, Loyalty +1; [B]Limit:[/B] Adjacent to 1 House; [B]Special:[/B] Reduce cost for all Buildings in same Settlement by 1 BP (minimum cost 1 BP, only once per Settlement no matter how many Bluesmiths are built); [B]Settlement:[/B] Lore +1, Society +1. [B]Meldshaping Academy: 40 BP, 2 Lots[/B] An institution that trains meldshapers, such as Incarnates or Foundationists. [B]Kingdom:[/B] Economy +2, Loyalty +3; [B]Discount:[/B] Bluesmith; [B]Special:[/B] Reduce cost for all Buildings in same Settlement by 1 BP (minimum cost 1 BP, only once per Settlement no matter how many Meldshaping Academies are built); [B]Settlement:[/B] Lore +2, Society +1, Increase Lore bonus by 2 for questions relating to Knowledge (Planes). [B]True Necrocarnate Guild: 60 BP, 2 Lots[/B] The headquarters of a guild of True Necrocarnates. [B]Kingdom:[/B] Loyalty +2, Stability +2, Unrest +1; [B]Discount:[/B] Dance Hall, Black Market; [B]Special:[/B] Base value +1,000 gp. During the Upkeep Phase, you may reduce Unrest by 1 (this is not affected by having the Leadership feat); if you do so, you must succeed at a Loyalty check or Loyalty decreases by 1. You may only do this once per kingdom turn no matter how many True Necrocarnate Guilds you build, but if you have the Royal Enforcer leadership role filled, then you may use both this benefit and that one (potentially decreasing Unrest by 2 and requiring two Loyalty checks to avoid decreasing Loyalty); [B]Settlement:[/B] Corruption +2, Crime +2, Lore +2. There are lots of other Kingdom additions in my own setting, but none that can be ported to other games (except perhaps the Gunsmith, but I suspect most GMs who run games with guns and Kingdom-building have already figured out how to interface those two things to their own satisfaction- and in any case this thread is supposed to be about Incarnum). For Mass Combat, I haven't worked out rules yet, but I'm leaning towards Incarnum being treated as a Resource somehow. Obviously, you won't be able to get it for your Armies without having a Meldshaping Academy in your Settlement(s) first. But beyond those points, it's all vague and hasn't had anything figured out at this point. [/QUOTE]
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