Basic Concepts & Mechanics
Incarna is a role-playing game (RPG) system that can embody any time period, place, technology, or knowledge in any setting.
Milieus (an instance of the game rules applied to a specific setting) may extend the rules and add to them, though the core mechanics are all that is needed to create characters and plan & resolve encounters.
Participants assume the role of a character with their own persona and goals, responding to the events in the game as the action unfolds -
this is the heart of the gaming experience.
Multiverse: Spheres, dimensions, patterns, and energies.
Character: Basics | Abilities | Attributes | Traits | Skills
Resolving: Activity | Combat
Powers: Faith | Kinetic | Magic | Technology
Items: Basic Equipment
Game Play

Above ALL else, good story overrules mechanics - always. You may see this [linked] reminder in a lot of places!
Also uniting all the materials is a common set of terms which is important to be familair with.
Game participants take the role of Game Master
(GM) or Player. Game Master
and Player are common concepts in RPG's.
Players control their own characters (known as Player Characters, or PC's) and decide what they will do in-game.
The GM controls the milieu, non-player characters (NPC's; characters not under direct control by a player), and all that ultimately happens - including rewards of
character points and actions points with which characters are developed.
As the players decide their character’s actions in response to the scenarios the GM places them in,
the GM will determine how the milieu changes and other characters react to them. Each role uses the same set of rules to resolve outcomes. The unique instance of a specific GM controling a milieu and the play scenarios within it
is referred to as a campaign. Although all outcomes can be resolved using the normal rules, a set of
challenge rules exist for different scenarios as well. These provide additional rules for resolving outcomes with more granular detail, reflecting more realism, and usually more interaction between the GM and player.
A play scenario is a related series of encounters explaining how they relate and how to use them to create a single story. This often includes maps, media, action details, characters, and explanation of repercussions.
It has a complete story line and all the information needed for a GM to resolve all outcomes normally possible within it.
Character Points (CP's)
All characters have a set amount of CP at the time of creation, after which development is done using CP awarded by the GM. These are used to increase or gain various facets reflecting the goals and drives of the character - attributes, traits, powers, etc. - just like experience and learning allows real individuals to grow and survive. Ultimately, CP may be used in any way that the game rules and GM allow.
Some CP costs are noted as "deferred". This means they are to be paid for with CP gained later; healf of each reward thereafter must go towards paying off the deferred cost.
CP totals are used as a general guideline to determine character experience in order to match appropriate levels of a challenge to their ability.
Starting character points are determined by which progression framework is used - see
getting started for a core walk through.
Action Points (AP's)
Action points allow characters to affect specific actions that they are performing, increasing their impact or efficacy. These are awarded at the GM's discretion, like character points, and can be accumulated by a character with no limit. Action points may be used at instantly at any moment without added time. When used, they represent a character drawing on all their experience, prowess and luck.
CP may be exchanged for AP by players as well, at a 1:2 ratio. This can be done any time, instantly. AP cannot be exchanged for CP. Expanded AP uses can be found in the
Game Master Guide.
Action Point Effects
| Point Cost | Effect |
| 1 | Bonus: The character gains a +4 CS on their next action or check. |
| 1 | Re-Check: Character may re-check their last resolution for a different result. The best result of the two is used. |
| 1 | Simple Success: Prior to a check, a specified resolution automatically achieves a simple result. |
What do you need to play?
Only the Incarna Core Rules Guide is needed, a GM and a player. The most
important for the gaming experience though, is is your imagination and the ability to visualize your
character in in-game situations. More than just checks and rules is the drama of a good tale, a drama is best developed with multiple players.
- Character Record: In order to keep track of your character, and their progress, you will also need
a method of recording all the information about your character. This allows you to track their history, changes and status as it changes through game
play.
- Resolution Means: You will need some means of generating a result check. In
table-top
games this is done through dice rolling, while console and computer games do this for you.
Latest News About Core Features
(12/6/2009 9:42:00 AM)
Summary: Archetype kits complete ...
The first official version of Archetype kits is complete. Academic, generalist, magus, warrior, rogue, and follower are done. This is the first pass for complete kits, all reference links have been provided and a review of material complete. The kits are good on their own with best practice rules, but are also a spring board for paths.