Challenge Running
Challenges can be easily woven into normal play with a minimal amount of effort. This is how the challenge rules are
distinguished from the seperate guides and supplemental materials found elsewhere in the site. They are intended to be
a small addition to allow characters slightly more opportunities to navigate difficult scenarios that the core mechanics
do not explicitly provide for. They can easily be dropped or added into any single scenario without destroying the flow or
balance of the game, and then removed to once again ease the game progress.
Challenge Concept Overview
Game Masters can design any number of simple dramatic encounters. Most encounters and actions are resolved
with either obvious outcomes, or use of some power, attribute, or skill check. Normally, the most complexity the GM or players must face
is an opposed result. Real challenges will tax
GM's in their creative use of thematic, style and mechanic mixes, and the players in thir use of
the character's facets and resources to survive and prosper from them. Scripted encounters are used to tell simple stories, and
can greatly enhance the feel of a campaign, but to really super-charge the players with a feeling of risk, danger, and
suspense, GM's should consider using the mechanics from one of the challenge scenarios. People want to be able to use the rules to run scenarios in more
"interesting" ways that the core mechanics may not directly cover. While the mechanics present the properties and fundamentals of what each of the rules are for, they do not go over how to use them.
Any scenario can be run with the core mechanics, using simple dialog and the basics to resolve situations and letting the GM fill in the dramatic parts.
Challenges provide more in-depth mechanics where the players are more participatory, where they are given
more of an element of of control and which is intended to provide a heightened sense of thrill
and adventure. Challenge mechanics can be easily woven into normal play with a minimal amount of effort. This is how the challenge rules are
distinguished from the seperate guides and supplemental materials found elsewhere in the site. They are intended to be
a small addition to allow characters slightly more opportunities to navigate difficult scenarios that the core mechanics
do not explicitly provide for. They can easily be dropped or added into any single scenario without destroying the flow or
balance of the game, and then removed to once again ease the game progress.
Determining Challenge Use
A encounter participants range from active (such as characters), or passive (such as a trap, a marsh, a lock, etc.). The most common challenge is combat, but
include survival, operation, vehicle, and more, though the game is certainly not limited to these.
Its very important to note that most encounters VERY much depend on the technology, condition, items, and specific access
to skills, traits, and powers available to a character in a setting. The Challenge Mechanics provided are meant to serve as a guideline; GM's should feel free to construct
or enhance additional rules of their own as appropriate. The Incarna game system's normal level of lethality can easily prove deadly -
be careful when using Challenge rules as they may make intensify this.
How Ready are the Characters?
The more complex the challenge within an encounter, generally the more ready the Game Master assumes the player characters are.
This means that the scenario was designed around specific parameters of participating characters
capability and general skill levels. If the characters that participate in the challenge do not meet this,
you must make a decision as a GM to either adjust the parameters as you go, or possibly give a greater reward for the increased (or decreased!) risk.
A good GM will be able to adjust the dangers invisibly, the players will not be able to tell that anything is other than "according to plan".
But you need to remember players do not have the vision of the play scenario that you do, cannot always be expected to operate in perfect accord with plot needs,
and the randomness of result checks means things wont go always as planned. Be flexible as a GM, be fair, and be fun.
The Perfect Result
Never forget that the perfect result trumps all. Everything that the opposition has done, be it player or GM,
falls to pieces under the perfect result. Of course it can still be countered, but players and GM's alike thoulf never be afraid to insist that a perfect result account
for something, some dramatic effect, special treatment, a lucky break next round or action. It represents the ultimate convergence of opportunity, proficiency and luck.
Challenge Components
Challenge components are an extra layer of granularity to assist in resolving actions via mechanics which can provide for a way to describe more finely detailed actions, reflecting a more intense encounter, and hopefully a more vivid memory for everyone involved.
In addition to the challenge mechanics for different scenarios, there are some global challenge components which, when called out in the rules, should be noted that they refer to challenge scenarios and are not necessarily to be used in all scenarios.
These represent a level of minutae that can slow the game down to a crawl. Each each involved combatant
must pick from an ever increasing set of options and reference them every time they perform an actions, the extended lookup and assessment can easily drag the pace down.
It is strongly suggested that these be used sparingly, in situations where the PC's need every last edge they can get.
Challenge components consist of multiple facets and diverse effects. The GM is the final arbiter as to when and where they can be used in their game.
Maneuvers
An immediate action governed by specific parameters & requirements to achieve a specific outcome.
Where maneuvers accomplish wound effects, they target a vital and/or vulnerable area
and must do enough damage to go through armor or employ the armor piercing maneuver along with it to be effective.
Normally, all maneuvers must be accomplished in the round they start or are considered interrupted.
Multiple maneuvers can be attempted in a single action - all penalties are cumulative.
Expertise
Expertise represents the pinnacle of achievement and refinement, acumen and acuity which the character’s unending pursuit has brought them to over the skill or power.
True experts are few within each of their areas, lacking the patience and desire to study their obsession from all tactical and strategic angles and form such a deep understanding.
Expertise is based around familiarity areas.
> All "simple" success results are treated as "average".
= 10 CP / 5th or higher level
Mastery > All "simple" success results are treated as "average", "average" success results are treated as "major".
= 20 CP / 9th or higher level
Limitations: No advantages granted by this can be practiced without proficiency.
A character's natural capability must meet or exceed all the minimum requirements.
Artificial adjustments to attributes and aptitude from drugs, faith, magic, or other sources have no affect on whether or not the benefits
of apply.
Specialization
Specialization is with an individual item or type of item when performing a specific type of action. It allows the specialist to reduce penalties for difficult maneuvers and conditions.
Precision > Real precise actions can be made using specialization with items that are totally attuned to the character, ‘favorite’ items that they have had for many years.
Limitations: No advantages granted by this can be practiced without proficiency.
A character's natural capability must meet or exceed all the minimum requirements.
Artificial adjustments to attributes and aptitude from drugs, faith, magic, or other sources have no affect on whether or not the benefits
of apply.
Style
Styles represent a integrated body of knowledge which can be leveraged around a specific set of conditions being met when performing an action. It is a skill based approach and very specific; At each level some additional power, knowledge, or advantage is gained but can only be used within a set of specific circumstances.
Sometimes to use an advantage a style grants, a check must be made against the style level itself. Some style advantages can be resisted as well.
There are many examples of combat styles.
Limitations: Styles cannot easily be intermingled. Mixing and integrating styles is not possible
without a practiced ability to do so. Normally, only a single style's benefits can be applied to a action.
No advantages granted by this can be practiced without proficiency.
A character's natural capability must meet or exceed all the minimum requirements.
Artificial adjustments to attributes and aptitude from drugs, faith, magic, or other sources have no affect on whether or not the benefits
of apply.
See the Combat Guide for examples and information on combat styles.
Technique
Unique activity requiring specific understanding and possibly requiring specific materials or items. It is a skill based approach and very specific; At each level some additional power, knowledge, maneuver, or advantage is gained. It is based on one or more skills, though not learned as part of a normal progression of them. Techniques are so highly specialized, that they are learned separately and may have minimum levels of ability, attribute, and proficiency.
Limitations: No advantages granted by this can be practiced without proficiency.
A character's natural capability must meet or exceed all the minimum requirements.
Artificial adjustments to attributes and aptitude from drugs, faith, magic, or other sources have no affect on whether or not the benefits
of apply.
See the Combat Guide for examples and information on combat techniques.