Getting Started

Incarna Game Network Help > Help Main

Incarna is a role-playing game (RPG) system that leverages a set of mechanics, approaches, and content to create a unified system which can represent any time period, place, technology, or knowledge level. The system is used as a basis for creating settings - referred to as a milieu - and encounters within them. A milieu is an instance of the game system applied to a unique time and place. The system users then have characters that interact in this milieu, producing the story as the drama unfolds.

Read through the platform notes.

Key Concepts: Make sure you read the mechanics completely to familiarize yourself with the complete set of terms and concepts.

A Note About the Rules >

The Most Important Thing to Know About The Rules:   The Incarna mechanics are meant as a guideline. They support a system which can be implemented on many platforms, and is easier to use on some more than others. If rules slow down play, figure out what works better for you and your play group. Do not let strict mechanics get in the way of enjoying the play. - [KJB signature]

Resolving Actions > At first glance, the chart may seem daunting. Like any other thing though, it gets much easier with practice.

Generation of facets: (1-100 check)

You must create a character to play the game. See the Character Creation Quickstart for a walk through of the process OR use one of the free templates. These templates are based on typical archetypes from the Havaernian Archipelago (a sample setting provided with the core mechanics). Make sure to ask your GM and/or read all milieu and campaign materials to familiarize yourself with the facet items available to your character.

Character Concept

Mechanics are just that - mechanics. The path of character creation and development have no absolute parameters other than what the GM requires and enforces. The mechanics put forward a idea of normal progression using 30 CP.

The player should have an image in their mind of what their character is like. Character concept will, in part, determine which character facets are given highest priority. It shapes the entire outlook and function of the character within the game. What affectations and behaviors of a species or culture does the character embrace? How do they act, dress, speak, and conduct themselves? What are their habits and motivations - wealth, fame, power, or pleasure? Are they a strong warrior, a skulking cat burglar, a hardened soldier, or perhaps a witty debutant?

New players are suggested (not required) to take human characters and pursue frameworks which are easiest initially if they feel awkward with role-playing. This means strongly kinetic oriented characters.

Personality

All characters will have basic personality elements. This includes such things as name, sex, age, mannerisms, outlook, a code, etc. There is no strict methodology for determining such things. Personality is unique to each character and it is part of the player's role to define these elements for their character. Some of it will emerge during play as the player gets more comfortable and their experience begins to show, just as it would in real life. Some guidelines for these characteristics can be found in the species profile for the race of the character to be. Many of the characteristics will be limited by how the species has evolved within the particular milieu you are playing in.

Character Archetypes

Archetypes are dominant character types. They are based on a commitment to a pathway of development based on the ability of the character; those characters choosing to maximize their aptitude in a single direction can acheive the most and excel the farthest within their archetypal powers. For optimal character development, archetypes kits/paths present the most productive use of CP given the character concepts they represent.

Creating Characters

Characters can be created in many ways. There is no strict method of creating a character, only rules defining character facets at time of creation and during play. One way to approach character creation is to follow the standard character map.

Character Map:

Carefully consult the milieu guide you will be playing in to determine species, location or other potential variables. Physical features, powers, capability, experience, and behavior should all fit together meaningfully. Consult your GM if something seems out of place on your character, and remember that the GM can disallow any facet of your character. Make sure the concept will go with the species perspectives.

  1. Concept: What culture is the character part of? How do they act, dress, speak, and conduct themselves? What are their habits and motivations? Fit the concept in with the species and it will determine which other facets are given priority.
  2. Species: The species available to characters are determined by the milieu. Species and culture may determine or direct much of the character - outlook, beliefs, tendencies, taboos, limits and requirements. Some are advantageous while others may serve to limit options or behaviors in certain situations. Make sure the species and concept go together.
  3. Description: With concept and species in mind, create an image; name, sex, age, hair color, eye color, voice, posture and mannerisms. Characters, like players, will change and new mannerisms will emerge during play as the player gets more comfortable and their experience begins to show - just as it would in real life.
  4. Ability: Ability represents a character’s predisposition towards certain aspects of life – solutions to problems and what set of abilities they will naturally gravitate towards. Aptitudes also measure a character's potential in various aspects of the game. Species can limit this.

    Starting characters have four total levels of core ability they may choose. Each species has its own min. and max. values that must be observed, and a character can only ever have one Ascendant ability.

    • Followers must choose which faith (determined by their milieu and/or species) they are to be a follower of. Starting followers will begin play with an appropriate holy symbol or other materials necessary for worship of their faith. Followers meeting ability, conviction, and other expectations can attain higher states of grace (confirmed through an appropriate rite of passage).

  5. Attributes: Attributes will serve as a baseline to represent the character in terms of characteristics that tend to define most beings. Attributes have a great impact on a character’s chosen abilities and impact how they resolve many aspects of the game. Species will be a determining factor in arranging the attributes.

    There are six (6) general pairs of attributes. Unless noted, generation is done using the Std. Attribute Generation method. Attribute levels have no theoretical limits except those min. and max. ratings imposed by species and setting/milieu which represent the limits if what can be achieved using normal adjustment methods. Attributes can be improved with CP. The cost of increasing an attribute is equal to twice the value the character is trying to achieve (2 x New Level).

    Size is set by species, having minimum, maximum, and averages that must be observed for characters; these determine general weight and form. All characters can assume to be average size for their species, or work with the GM to determine a size based on their species range. Once set, a character's size becomes their normal value and normally cannot be permanently changed.

  6. Calculate Starting Character Points: 30 + CHA; at this point, calculate the remaining character points the character has after paying any costs for species or anything special required by the GM.
  7. Traits: Individualize your character using quirks of biology, personality and background that make every character unique. Traits can be either advantageous and grant the character something or harm them by penalizing them in some way. Species will have automatic (no cost or gain) and optional traits available to them.

    Unless specified within the Trait description, no character may take a Trait more than once. Unless noted, traits can only be acquired with CP during character creation. Traits measured in levels can be improved, either as an ability (CP = 1 x Next Level) or as an attribute (CP = 2 x Next Level).

  8. Skills: Skills represent a specific body of knowledge and experience, both practical and/or academic of the skills possessed by characters. Ability is measured in proficiency levels and is used to resolve actions. Many species will have automatic (no cost) abilities.

    Skills are measured in levels of proficiency and adjusted by attribute ratings and circumstances. Native: All characters have some native form of communication (language, etc.) and movement (walking, flying, etc.); This will vary by species and setting. Language (4; primary), Mobility [Type] (native at +X) Improving: CP are used to increase proficiency. The cost in CP is equal to the level being gained. This effect is cumulative with each new level purchased. (CP = 1 x Level Gained).

  9. Additional Calculations
    1. Resilience = (VIT x Size) + Toughness
    2. Encumbrance Capacity (EC) = MUS x Size
    3. Damage Modifier = MUS + Size Factor
  10. Combat:

    Characters have a resilience total equal to their (Size * Vitality) + Toughness adjustments from which all damage done to them is taken; when they reach zero or less of real damage, they are dead. Characters choose maneuvers and powers to use during combat, spending from their available Action Measures per round until they reach 0 AM and can do no further combat that round.

The Multiverse: Most characters will be unaware of the multiverse concepts. Player characters generally will be limited to First Order beings for maximum flexibility within the game.

 Std. Technology Guidelines: Characters have familiarity with a single item for any skill they possess proficiency in. An amount of currency will be granted to new characters in a milieu with which to purchase equipment. The Equipment trait may also be used.

Incarna Game System by Kelly Berger is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. ; 1998 - 2012 (see Our Facebook page for more info)

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