Activity

Actions are how characters and effects interact. All activity has a start, end & outcome and is resolved using skills & maneuvers, attributes, traits, or powers to assess resolution. Many things may grant a bonus or penalty to the chance and/or degree of the outcome. Direct actions (ex: attacking) have a direct effect on a target, while Indirect actions (ex: loading) do not.

The GM must assess the success of character's actions. The capability of the performer is assessed and an action performed. This is then modified by any situational modifers.


Obvious Result

> Given that some circumstances prohibit any real chance of success and many actions can be completed automatically with the right time, materials, & capability, a GM may rule that an action has an obvious outcome as success or failure without any check. Obvious results may bypass strict rule mechanics in favor of a reasoned outcome; i.e. a target asleep may be killed by a dagger, though the weapon would not warrant such a result based solely on the damage it does in combat.

Result Check

> Where the outcome is not obvious, a check is required to resolve the action. Many things preclude obvious outcomes - difficulty, opposition, lack of proper capability, materials or requisite time can all factor in. Sometimes a character may want to achieve a result better than the degree of success granted by an obvious result. A check is the generation of a number between 1 and 100, matched against a relevant skill or attribute level on the standard resolution matrix; The lower the number, the better the result and degree of success.

Standard Resolution Matrix
Level-X -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 +X
Result
Check
0 0 0 1 2 3 4 5 6 7 9 11 13 15 17 19 22 25 28 32 36 41
0 0 1 3 5 7 9 11 13 15 18 21 24 28 32 36 40 44 48 52 56 60
0 1 2 5 7 10 13 16 19 23 28 33 38 43 48 53 58 63 68 72 76 80
0 2 4 7 10 14 18 22 26 31 37 44 51 58 64 70 76 82 88 93 97 100
Higher Checks Indicate Failure; success is measured in Result Degrees:
Full Result Major Result Average Result Simple Result

Column Shift (CS) - chance of success: Shifts the adjusted level of use left (neg.) or right (pos.).

Result Shift (RS) - quality of success: Shifts the result degree up (pos.) or down (neg.).

Interpreting Result Checks
DegreeOutcome Description
(5) PerfectA natural 01 check
(4) FullOptimal
(3) MajorBetter than average
(2) AverageAverage/most common
(1) SimpleBarely successful
(0) FailNo measurable success
(-1) Fumble(100 failure) mishap - possible fatigue or RS adj.

Scale: The scale presents a range from impossible (-X) to automatic (+X); penalties or bonuses beyond which only offset their opposite in ever diminishing returns. Most values (attributes, proficiency, etc.) are rated from 1 and up, but penalties can drop them to negative values.

Level of Use

> The base level of something is unaltered by effects, items, or situation (such as base proficiency from CP used). An adjusted level refers to a value after all adjustments, such as attribute modifiers and difficulty, have been applied.

Degree of Success

> A value indicating the number of degrees of success, starting at 1 for simple and 5 for perfect. Higher ones often set a modifier for values resulting in a simple or base result.

Resisting

Many effects allow resistance checks. This may be a passive action against a static value such as an attribute, with no tme cycle employed to reduce or negate a result or outcome. The specific facet used and results of successful resistance is determined by the source. Unless noted, successful resistance by a target in an area affect applies only to that target. A target may also directly counter an action; this is referred to as an "Opposed Result": The degree of one result is subtracted from another. Any final degree of zero or less results in failure, not fumble. Targets may voluntarily NOT resist at any time.

Capability

Capability is the simply a measure of the potential to accomplish something. There are multiple aspects to capability, including proficiency and familiarity in a skill, perception, and comprehension. Various game facets require a minimum level of capability; If not met, attempting an assciated action is penalized. Those automatically granted by species do not have to meet these requirements; they are part of their biological and/or physiological composition and are considered naturally capable.

Exerted

> Subject is must be unfettered by undue physical or mental burden, such as encumbrance or other effects. If unmet, the penalty to actions is 1 cumulative cycle subtracted from those (AM) available for a round or added to complete extended ones.

Encumbrance Degrees
DegreeLoadExertion
Trivial> EC1 cycle
Mild> EC x 22 cycle
Moderate> EC x 33 cycle
Major> EC x 44 cycle
Severe> EC x 55 cycle
Crippling> EC x 66 cycle
Disabling> EC x 7No Movement

Encumbrance

> Encumbrance (ENC) measures the impact of load and restraint on a target. Target's may carry loads based on their Encumbrance Capacity (EC). The baseline is EC = (MUS x Size). Encumbered targets (where ENC > EC) suffer increasing penalties from exertion.

Non-Encumbered: Subject is mobile & ENC is naturaly no greater than half their EC; i.e. regardless of adjustments. If unmet, the penalty is -2 CS, -1 RS, +1 Cycle to associated actions.

Unencumbered: Subject is mobile & ENC total is less than their capacity, including adjustments. If unmet, the penalty is -2 CS to associated actions.


Focussed: Requires total concentration, accuracy, and drive; Possessing fine perception and manipulation. Any interruptions automatically fail resistance.

Rational: Subject must be sane (SAN > 2) and not under any of the effects of confusion or the like. If unmet, the penalty is -2 CS to associated actions, focussed actions not possible.

Supported: Subject is supported by a minimum level of ability, attribute, or skill to use effectively.

Time & Progress

All activity has a cycle set by action, circumstances & items, indicating how long it takes under normal conditions. Loss of activity cycles greater than what is available indicates zn inability for gross movement; they can only perform minute motions in place - turn their head, move digits, etc.

Extended Activity Results
ResultCycles to Complete
Perfect1/2
Full1
Major2
Average3
Simple4
Failed4; incomplete
Fumbled4; -1 RS further attempts

Extended Actions

> Cycles processed in longer than a round, using standard time units.

Processing: A check is made and the result acts as a multiplier of the time it takes for the normal cycle. Many actions (like crafting items or research) take place over an extended period of time where it is a matter of when (not if) the task is accomplished. The outcome of such actions has an activity cycle associated with them and the result of the check dictates the number of cycles it takes to complete.



Immediate Actions

> Cycles normally processed in a round, using action measures, phases and initiative.

Processing: At the start of a round, subjects assess their available Action Measures (AM). Ongoing effects (such as encumbrance) reduce available AM at the start of the round and as actions resolve, AM used are subtracted from the subject's available ones. Normally, no immediate action may take less than 1 AM. Actions which take longer than 6 AM resolve in succeeding rounds based on their total AM. Intent is declared at the start of the round in order of initiative. The order in which actions resolve is based on the phase in which it resolves; adding the cycle (# measures) value to the last phase in which the subject resolved an action, starting at zero and progressing as used; actions going in the same phase resolve in order of initiative. Targets may counter actions; this does not move phase forward.

Interruption

Interruption breaks the continuous follow-through required to achieve some action's outcome. All associated time and power are expended, but with no effect. Conditions such as unconsciousness and knock back causes automatic physical interruption; other effects may break thought processes, resulting in interruption. Typically this can be resisted with a simple result on a WPR check. Otherwise, the appropriate requirements will be noted. Wounds do not usually require a check against interruption, but where necessary, it must do more damage than a target’s constitution to require a check. Normally, multiple conditions are cumulative, requiring only a single check. Constant distraction such as encumbrance, disorientation, confusion, or adverse environmental conditions can require some check at the outset of an action; such will be noted in the activity description or assessed by the GM.

Timed Activity

Action Time Adjustment
AdjustmentExtendedImmediate
-4 CS ("snap")1/21/2
+1 CSx2+1 AM
+2 CSx5+2 AM
+3 CSx10+3 AM
+4 CS (max.)x20+4 AM

Under most circumstances activies can be timed faster (disregarding safety or accuracy) or slower (with additional attention or planning). Time is increased based on the activity type; any benefits gained require the time to be uninterrupted. All prolonged immediate actions are the result of careful aim.

Waiting: The amount of AM spent in waiting is equal to the difference between the phase in which waiting is declared and the phase of the action or condition which triggers the response.


Handedness

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Creatures normally have a dominant limb/hand - not necessarily in exclusion of all others, but used in habit. All others are considered "off" handed. Item statistics assume use with the single dominant hand. Skill requirements (such as min. MUS and CRD), may require using more than one hand. Skills are learned with the dominant hand unless the intent (such as a shield) is otherwise. Proficiency may be gained for off-hand use. Advanced combat maneuvers exist which leverage handedness.

Combining Actions & Knowledge

Combining: When two or more skills are used at the same time in a single activity (such as stealth and camouflage). A single check is made and compared against all; the result can indicate that one failed and others succeeded.

Synthesis: When multiple skills are combined to represent a fused body of knowledge to search for answers, a single check is made with the lowest of all the levels used to determine success. Failure indicates what is sought is not comprehensible.

Simultaneous Activities

> Multiple direct actions done at the same time. All actions must be with a different limb and all targets must be within reach at the same moment. Unless otherwise noted, items which total no more than 5 AM can be used together - else they are too unwieldy. Handedness and aim requirements always apply.

Movement

Movement occurs as a concurrent part of immediate activity or as travel to cross distances. For travel, the specific physical conditions and the familiarity of characters moving through it have will play a factor in the rate at which they move over (or through) it. Machines, beasts of burden and other less mundane means can make movement over any terrain easier and faster. Speeds are determined by species but may be modified by form, size and the mobility skill.

Movement Overview
ImmediateTravelAdj.Immediate Movement Description
ImmoblieNone+4 CSParalyzed, unconcious, bound, etc.
FineBase
(Walk)
NonePrecision movement (straight line; balancing on an edge, precision coordination - picking a lock, working small devices, etc.). Actions directed at a target less than 10% of the size/form.
GrossFast
(Run)
-2 CSImprecise movement, directing actions at targets at least 10% of your size/form. Some overall direction is maintained, roughly 2 AM of immediate distance can assume to be covered.
ErraticRush
(Sprint)
-4 CSSwift, random directional or extreme movements, control is minimal. Some overall direction is maintained, roughly 2 AM of immediate distance can assume to be covered.

Motion Adjustment: For combat and other immediate concurrent activity, the degree of the movement impairs the movers actions and makes it more difficult to target them. This is imposed when the mover attempts to perform other actions along with motion of this type, or when others attempt to target something engaged in that type of motion. Ranged actions double the penalties and halve any bonuses.

Travel Rates

Movement rates largely depend on an individual's species physical ability to propel themselves. An average rate of movement will be listed for each species for the equivalents of walking, running, swimming, and any other special movement types that the species may have. Unless noted, no time is tracked for accelerating to achieve a movement rate.


Human Movement Rate Examples
Type Mode Rate Sustain
Base Walking 80m /min. 4.8km /hr
Fast Running 400m /min. 24.0km /hr
Rush Sprinting m /min.
Swimming 100 6.0km /hr

Immediate

> A character can be assumed to move a total distance each AM equal to 1/10th their base move, divided by 6 (1 for each AM in a round). For modern humans, this is about 1.3m.

Sustained

> A character can sustain a movement rate equal to their STA; for base in hours, fast in minutes, and rush in rounds. After that, a Mobility check is required. A failed check imposes a degree of exhaustion, with further failed checks imposing additional degrees.

Environment

Base Environmental Physical Conditions
ClimateTerrainGround
ArcticAquaticBarren
AridCoastalForest
TemperateLowlandGrassland
TropicalMountainJungle
Steppe
Bog

Physical conditions of an environment have an effect on many aspects of the game. A character's familiarity with the three facets making up the base physical conditions can impact any ability which relies on them (ex: Botany, Meteorology, Mobility [Type], Survival, Zoology.). The sheer diversity of these indicates a broad spectrum of familiarity.

Familiarity: In addition to basic non-proficiency, environments of these conditions may warrant additional adjustments to any relevant checks. For proficient characters, a penalty of -1 CS per category lacking familiarity is acceptable.

Mystic Actions & Using Powers

Mystic denotes an effect or influence outside of the natural order or progress of things. Effects coming from faith, magic, and psychic powers and items are examples of mystical ability and nature. Unless otherwise stated, mystical effects have no regard for source and do not resist or interfere with each other in any uniform way other than the rules of stacking.

Mystic Strength

> All mystical effects have a measureable degree of power known as the mystic strength. Basic, natural levels are 1-5; when effects are compared to each other to determine which is stronger, this measure is used first, then the power or skill of the source as compared to the challenging power. Magical elements like Sorcery use the Sorcery skill ALU (or appropriate methodology); faith elements use the adjurer's Conviction x 2; and psychic elements use the psychic's Opening skill ALU. Where any denotation of an effects mystic strength is absent, GM's should use their best judgement.

Stacking

> Stacking is when the same specified effect is applied multiple times having a cumulative impact. Unless stated in descriptions, effects do not stack. Effects are still successful and present at the same time, but the target can only gain the benefit of the most powerful at any given moment. Those with multiple outcomes only consider the specific outcome for stacking; i.e. if an effect grants +1 CS to any attribute, the same effect could be used as long as the attribute was different. Inherent permanent properties of an items will normally stack with effects; i.e. A weapon granting +1 CS bonus to anyone using it would stack with an effect granting a +1 CS. This is a general principle and should be applied in most places; effects which do the same though have different labels should be considered the same for this purpose. The GM has the final assessment on this.

Effect Facets

Mystic powers will be described, in addition to their specific effects, using the power facets. The facets are common attributes - distance, duration, etc. Each power may be different in how it operates, and which facets it employs, but all use the common power facet model.

Effect Facet Explanation
Effect FacetDescription/Explanation
Cost The amount of fuel (synergy, mana, etc.) expended in evincing the effect.
Time The amount of time required to evince the effect.
Accordance Any physical objects, usually symbolic to the effect, that are required to evince the effect.
Power The strength of the effect; where variable, this is the maximum possible value.
Distance The maximum (*M) range at which the effect can be evinced.
Duration The maximum (*M) length of time for the effect. Where an effect has a impact that repeats, the impact is assessed at the start of the noted time interval.
  • Instant: These simply occur once and are then over.
  • Discrete: New resistance checks are required at specified intervals for the duration.
  • Continuous: Resistance is checked initially, on failure the effect runs the duration.
Volume The maximum (*M) area of effect. 'Target' indicates a single being or object, otherwise the shape of the area will be noted in the effect. Most volume effects are omni-directional.
  • Directional: The effect starts at a point and extends out as appropriate.
  • Omni-Directional: The effect is dispersed uniformly from the center.
Target Note All effects follow general tageting guidelines - even if the target is the source and automatic.
*M: Some facets are maximums, allowing a character to choose some value up to the listed maximum. This choice must be made when the power is evinced and is unalterable once made.
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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