Version 3 Developer Change Log
Incarna 2.5 has been scraped; a full update to a 3.0 rule set is under way!
This document is a developer document - some terms and phrases may not
have a reference for users, especially core-only rule knowledge. In addition to dealing directly with the version 2.x
feedback items, there are specific issues that were
adressed for the 3.0 release. And don't forget, Incarna is registered on RPG.NET at
http://index.rpg.net/display-entry.phtml?mainid=11323 - add your feedback there as well.
- Introduced the Leadership trait based on play test and conversatins with Kelly Royal; part of character services.
- Complete design definition of specialization; attunement, technique, accomplishment
- Complete design and reference information for combat syles and tactics; run as skills
- Add 2 sample styles (dirty fighting, non-encumbered), 2 sample tactics (personal, team), and 2 sample techniques (blind fight, multi weapon) to combat guide
- Unified fame, infamy, reputation, and pedigree through a common notoriety effect.
- Added non-core simple social standing mechanics.
- Added non-core concept of 'fortune'.
- Characer Points - added reference to 'deferred' cost.
- Creation of single unified 'ease' scale for activities
- Capability/skill requirements - labeled as capability; updated to a more simple approach using common ease values; added 'absolute' aptitude requirement
- Exertion - removed and simplified as a strict root mechanic and placed into ease gradient
- ENC - uses exertion loss instead of exhaustion degrees; ties to ease mechanics
- Unencumbered - uses common labels and linked from ENC; added 'encumbered' label
- Balance Offset (advanced ENC rules) - unified with ease mechanic; moved to kinecism as kinetic ability rather than universal
- Non-proficiency - simplified; uses common ease values/effects of familiarity only now
- Difficulty - moved to central 'ease' mechanic
- Familiarity concept as degrees - moved to central 'ease' mechanic
- sanity/disorientation - uses common ease labels (should have full review)
- Marked strikes - uses expert and masterful labels
- Exhaustion - removed as a sep. mechanic completely, rolled into 'ease'; can now be used as a label for a power
- Disease (physical) - uses common 'ease' values
- Focus - Part of 'ease' mechanic now w/some old exertion values
- surprise - uses common 'ease' values and full impact scale
- attack results - critical is 5x damage and no more AP; reflects RS is a full adjustment
- Incapacitation - no longer a scale, just a measure thats cumulative and uses the 'ease' affects
- medical aid = rehab 1 level incapacitation; this ties the mechanic together
- medical treatment = rehab 2 levels incapacitation; this ties the mechanic together
- wound types (severity) - removed as sep. mechanic; rolled into strikes
- Damage prevention rules - added 'damage sink' mechanic as opposed to strait RS adjustment (under 'ease' now); failures not fumbles
- weapon facet 'power' and 'quality' switched to bring 'power' term into alignment with other uses of it refering to +1 CS
- sinking chi power replaced with 'drive' term and unified with masterful strike 'drive' for a +1 RS (failures are not success)
- new chi power 'sink' mimics 'damage sink' (DS) property of damage prevention rules
- Indirect combat actions: careful aim, drawing a weapon, drop prone - all titled with exertion labels
- confusion (some) - AM and RS references converted to 'ease' labels/mechanics
- stun (some) - switched to use 'focus' effect of 'ease' mechanic
- tumble - moved to combat guide; removed from core or GMS, synced with exertion and prone rules now.
- Iron Will - tied to aggravated and incapacitation mechanics (stave off); reviewed and updated all text
- Countering and opposition mechanics collapsed; difficulty moved out of countering to 'ease'
- Fend skill - brought inline with familiarity rules and updated to reflect melee connection
- movement in combat (GMS) - updated using measures (close = meters) and ease mechanic labels
- Marked strike - refined definition to align with other changes
- 'hasty and prolonged' changed to 'timed' actions; text updated and new ease mechanic text reflects change as opposed to just 'prolonged'
- Bring KB in line with ease mechanics and references
- Expert and Masterful Strikes - E = Agg/1 incap)/Force(count size as muscle+inter), M = Uncon, AP, 2 incap, BA (ballistic stike; all damage double for KB determination)
- Force - Reduce from major indirect action to minor and unify force, charge and weapon mechanics
- Result scale - fumble and perfect aligned completely with ease and countering mechanics
- Old 'avenues of focus' (quasi-specialization) = Areas of Interest: Area within a skill representing closely related knowledge. Each grants a single familiarity within it.
- Create learning cycles; trivial/minor/major/trade - each with base day and complexity check for learning
- Assign all skills a learning cycle (initial pass - this may change)
- provide views of all core skills by learning cycle base - linked from learning
- Bring learning back into core rules
- Non-Proficiency - NEW rules are minor gradient of ease loss (all). If the character possesses a skill in the same skill group (like 'athletics'), then only the focus and difficulty penalties apply, and if they have an area of interest in the same skill, only the difficulty penalties apply.
- computer skills - fine perception to interact; leverages the label/mechanic
- What is 'familiarity'? Review the familiarity trait (rewrite to use learning and proficiency/ease) and home familiarity of best practice.
- bring damage form in line - 'ballistic' = 'high velocity', 'force' = 'ballistic' (link) [effects]
- Denoted with '*' absolute aptitude requirements for skills; linked 'Apt' and 'Attrib' labels in skills output
- mana sense should be absolute magic 1; first to use this clear labeling
- security id + 'evade' - change name from 'disarm' to evade to more closely unify naming conventions + familiarity = bypass and disarm
- lores - add historical and current as familiarity areas
- streetwise - familiarities are information, bureaucracy, travel/way-finding
- stealth - same familiarity labels as camouflage
- fit - lack of familiarity does not prevent fit
- change dodge so that +1 rs is only for unencumbered; remove unenc from base evade skill
- code of conduct - tie to ease, lack of focus
- present half suit armor option (same PV, half PR+ENC, 2/3 price); have half suit armor halve the AP penalty.
- fine actions - actions requiring fine perception and fine control) - expert and masterful degrees of fine
- turn 'marked strikes' into 'combat strikes' = fine actions
- fine perception - reference fine actions not marked strikes
- Weapon Properties display - linked to strike effects [mostly]
- Munitions display - linked to strike effects [completely]
- Change AV and AR headings in armor to PV and PR; link to core scitech
- 'closure' = tightness of armor; expert = AP must > avg, masterful = AP > major = Incarnations #9 first
- All natural weapons are automatically familiar (not proficient)
- natural weapons - familiarity under fend and melee; add 'melee' to fend paths
- med aid - familiarities are damage forms?
- persuade - familiarity = fast talking and influence/counsel
- meditation = transcendental vs introspective/reflective
- learning - reduced by a number of days equal to rsn / add to Incarnations #9 about using MOD stat instead
- bring combat results in line with general result scale/effects
- add 'deep familiarity' as mechanic (+1 CS for 10 CP = old area of focus)
- add 'deep familiarity' as an iText reference
- 'place familiarity' = deep familiarity (update familiarity trait text)
- specialization = starts with deep familiarity (reference under deep famlr to GMS player guide)
- update studious trait to reflect learning, deep familiarity + align with familiarity/ease
- weapon properties display - min crd and mus to use the 'capability requirements'
- add bash as a new maneuver; uses > 15 ENC (GMS)
- Environment - move towards unified familiarity and with survival skill
- Clarify familiarity lack if base skill is possessed
- Trait requirements differ from skill - unify trait and skill requirements under capability
- embed/link indicators for 'absolute' min values for skills and traits in skill/trait list + desc
- learning - how many # hours per day; learn time is 24 hour blocks; 1/3 max in a real day used in learning
- re-link ballistic in damage form summary w/new combat strike
- Add relevant skills to combat guide
- Change chi 'focus' power to 'rooted' to not confuse with ease mechanic
- re-link 'kinetic' in the double click context help
- kinetic faculty - bring into line with learning rules in that there is no cycle per se
- link the word study as itext to learning
- kinetic faculty shows up twice in gms
- Remove 'exertions' reference from recovering mana - may be confusing with exertion mechanic
- add speed as a weapon facet = + to init (this for those with same avg all stats can have an edge against others) x2 value
- Remove 'heft' limit for for specific person
- poise switch with balance for item labels
- sleight of hand - familiarities are external/deft + palming, juggle
- Introduce concept of 'avoidance' - using the entire round to avoid getting hit (GMS action)
- Add personal tactics skill to combat guide; substitute avoidance for tumble from the original rules
- Add advanced personal tactics to combat guide; warrior archetype only
- add 'crossing' actions to combat guide
- add 'intruding' actions to combat guide
- change current 'cross' (hands) in combat guide to 'intercrossed' maneuver
- Team tactics - timing; hit at same time for KB
- Add reference (half penalty) for expert + masterful to weapon specialization in combat guide
- Specialization - use of weapon facets for weapons come into play naturally
- Create equipment reference guide for core
- Expert and masterful reflected in challenge ratings; added 1 degree "peerless" @600+ CP
- Fix skill and action headings for better search results
- Fix trait list display in GMS mode - columns collapsing, losing data
- base weapon difficulty - some should have gain and loss based on ease
- update 'level of use' with skill attribute modifier reference
- Rewrite the 'proficiency' capability requirement so it flows better
- Rewrite the studious trait to bring it in line with new learning rules
- change fine actions to 'refined'
- add precise below expert type refined activity
- specialization - no abilities granted by specialization can be practiced without proficiency
- change trade time to extensive time in learning
- re-craft attunement text and submit for review + update
- rebuild specialization into accomplishment, attunement, and technique
- Add 20 pt chi cornerstone example of restrained energy
- Submit 'bond' guidelines for review [incarnations]
- Draft master-apprentice bonds [incarnations]
- Draft mystic transfer and mystic exhortation text [incarnations]
- Connect chi restrained energy to pre-planned actions in combat guide
- Draft article on 'The Tradition of Mystic Transfer' [incarnations]
- Add Quigong in GMS and begin to flesh out the powers
- Draft 'ceremonial mysticism' article for incarnations
- Add munition caliber guidelines
- Add archetype rules for psychics and better attunement
- Note Expert -4 to accomplish or +4 if providing aid / Masterful -8/+8 - same labels
- Draft 'Lack of Focus and Interruption' article [incarnations]
- Concentration idea options [incarnations]
- Add 'intense' activity under refined actions
- Add designer notes, unify references, and context help for "X affects Y" text
- interruption (general) and sorcery interruption - unify
- Draft article on interruption for other formulae types [incarnations]
- Reword encumbrance so as to not tie it 100% to physical items
- Equipment comprehension - should be switch to familiarity and use 'ease' references; reduce in scitech
- simplify 'fit'
- Draft article on armor fit and how the calculations were made
- Add 'intense action' as a iText entry
- Change fit scale to 'tailoring' and align with refined action labels
- what does 'easy fit' for armor mean? no reference... add to fit section and link from armor display
- Add expert and masterful (GMS) to fit scale
- Clean up 'power sources' text
- Rewrite 'armor use' skill to fit with tailoring and fit values
- Add the 'Take-Down Strike' to combat strikes (leg shot)
- Add hard take down strike in combat guide
- Add feint to combat guide
- Create general accomplishment guidelines for specialization (applies to all skills); players guide
- Define all the parameters for the 'natural' traits and post in design effects
- Alter the 'further info' link processing for traits to put in uniform reference for all 'natural' traits to design notes
- Draft [incarnations] article: exertion - trivial cycles are INIT modifiers for immediate and/or extended?
- Add 'primary skill' (link to archetype guidelines) in iText list
- Add 'Accomplishment' (link to specialization/player guide) in iText list
- Align all existing natural traits with new guidelines
- add 'trivial learning path' as iText reference
- add 'skill groups' as iText reference
- Add learning path to occult reserve
- Sorcery should be a 4 on learning scale
- Add using reference materials to general learning guidelines
- learning formulae - bring into line with learning path rules + link
- change synergy gain to use grace factor, not aptitude for CP
- Add meditation to learning rituals
- learning rituals - bring into line with learning rules
- overconfident trait - all ref to non-prof, skill groups and other compulsions
- specialization option - drive; convert +8 CS into +1 RS for masterful
- Bring fabrication inline with refined activity
- Link weapon facets back to fabrication
- Settled learning rules for use of single approach (academic/reading & practical) impact + using quality ref matl.
- Remove knowing [magic] formulaes - no other knowledge is subjected to this; place in incarnations as draft for future article
- Add occult modes (school of thought) for learning methodologies
- Add mode areas of familiarity to sorcery method
- Add mode areas to occult lore reference and familiarities
- With added stress of learning, compile all teaching references into [incarnations] article for post 3.0
- Add occult mode to magic starting guidelines
- Create kinetic Best Practices references
- Enable GM, player, GMS, character services, combat guide skill group and list filters for skill list and descriptions
- Enable GM, player, GMS, character services, combat guide skill group and list filters for trait list and descriptions
- Add back in the engineering skills (placeholders only; complete text later)
- Correct the skill grouping lables in trade skill note for best practice
- Update best practice intro text
- Add modes (3) into Steel Realm magic
- Add some advanced ideas into learning and teaching articles for [incarnations]
- Rewrite 'uneducated' trait
- Rewrite of Tactics: Personal and Tactics: Team skills
- Add 'facing', 'crossing actions', 'unrestrained activity' and 'intruding actions' to iText
- Refine the skill and trait DB/code elements
- Combat Guide: finish 'crossing action'.
- Combat Guide: finish 'intruding action'
- Added concept + mechanic of 'unrestrained' actions - actions which span rounds using AM in both.
- Added 3 traits - martial magus, martial pssychic, martial follower + entered into Combat Guide trait list
- Enhanced martial traits for psy, mage, fol in the archetype paths to use prof level, not ALU
- Added chi cornerstone path of power after first presenting to PlayTest1 group
- Add background Apprenticed Magus Arrangement 3 = 9CP; assumes Sponsored Upbringing
- Added grouping to milieu upbriniging assignments
- Reformatted milieu background list/description + added to SRLM character guide
- Added several 'weak' backgrounds for the archetype guides
- Added incapacitation reference in Iron Will
- Added 'dirty fighting' to combat guide
- Added 'unencumbered fighting' to combat guide
- Added occultist and arcanist supplements
Conversion to "Free" Changes
- Announcement on home page + core features page 5/1/2010
- Change of the 3 status for products
- Enable the catalog link in the menu
- Update the product catalog page stylings
- Remove all the play scenarios from active catalog display
- Complete catalog display