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.

  1. Introduced the Leadership trait based on play test and conversatins with Kelly Royal; part of character services.
  2. Complete design definition of specialization; attunement, technique, accomplishment
  3. Complete design and reference information for combat syles and tactics; run as skills
  4. Add 2 sample styles (dirty fighting, non-encumbered), 2 sample tactics (personal, team), and 2 sample techniques (blind fight, multi weapon) to combat guide
  5. Unified fame, infamy, reputation, and pedigree through a common notoriety effect.
  6. Added non-core simple social standing mechanics.
  7. Added non-core concept of 'fortune'.
  8. Characer Points - added reference to 'deferred' cost.
  9. Creation of single unified 'ease' scale for activities
  10. Capability/skill requirements - labeled as capability; updated to a more simple approach using common ease values; added 'absolute' aptitude requirement
  11. Exertion - removed and simplified as a strict root mechanic and placed into ease gradient
  12. ENC - uses exertion loss instead of exhaustion degrees; ties to ease mechanics
  13. Unencumbered - uses common labels and linked from ENC; added 'encumbered' label
  14. Balance Offset (advanced ENC rules) - unified with ease mechanic; moved to kinecism as kinetic ability rather than universal
  15. Non-proficiency - simplified; uses common ease values/effects of familiarity only now
  16. Difficulty - moved to central 'ease' mechanic
  17. Familiarity concept as degrees - moved to central 'ease' mechanic
  18. sanity/disorientation - uses common ease labels (should have full review)
  19. Marked strikes - uses expert and masterful labels
  20. Exhaustion - removed as a sep. mechanic completely, rolled into 'ease'; can now be used as a label for a power
  21. Disease (physical) - uses common 'ease' values
  22. Focus - Part of 'ease' mechanic now w/some old exertion values
  23. surprise - uses common 'ease' values and full impact scale
  24. attack results - critical is 5x damage and no more AP; reflects RS is a full adjustment
  25. Incapacitation - no longer a scale, just a measure thats cumulative and uses the 'ease' affects
  26. medical aid = rehab 1 level incapacitation; this ties the mechanic together
  27. medical treatment = rehab 2 levels incapacitation; this ties the mechanic together
  28. wound types (severity) - removed as sep. mechanic; rolled into strikes
  29. Damage prevention rules - added 'damage sink' mechanic as opposed to strait RS adjustment (under 'ease' now); failures not fumbles
  30. weapon facet 'power' and 'quality' switched to bring 'power' term into alignment with other uses of it refering to +1 CS
  31. sinking chi power replaced with 'drive' term and unified with masterful strike 'drive' for a +1 RS (failures are not success)
  32. new chi power 'sink' mimics 'damage sink' (DS) property of damage prevention rules
  33. Indirect combat actions: careful aim, drawing a weapon, drop prone - all titled with exertion labels
  34. confusion (some) - AM and RS references converted to 'ease' labels/mechanics
  35. stun (some) - switched to use 'focus' effect of 'ease' mechanic
  36. tumble - moved to combat guide; removed from core or GMS, synced with exertion and prone rules now.
  37. Iron Will - tied to aggravated and incapacitation mechanics (stave off); reviewed and updated all text
  38. Countering and opposition mechanics collapsed; difficulty moved out of countering to 'ease'
  39. Fend skill - brought inline with familiarity rules and updated to reflect melee connection
  40. movement in combat (GMS) - updated using measures (close = meters) and ease mechanic labels
  41. Marked strike - refined definition to align with other changes
  42. 'hasty and prolonged' changed to 'timed' actions; text updated and new ease mechanic text reflects change as opposed to just 'prolonged'
  43. Bring KB in line with ease mechanics and references
  44. 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)
  45. Force - Reduce from major indirect action to minor and unify force, charge and weapon mechanics
  46. Result scale - fumble and perfect aligned completely with ease and countering mechanics
  47. Old 'avenues of focus' (quasi-specialization) = Areas of Interest: Area within a skill representing closely related knowledge. Each grants a single familiarity within it.
  48. Create learning cycles; trivial/minor/major/trade - each with base day and complexity check for learning
  49. Assign all skills a learning cycle (initial pass - this may change)
  50. provide views of all core skills by learning cycle base - linked from learning
  51. Bring learning back into core rules
  52. 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.
  53. computer skills - fine perception to interact; leverages the label/mechanic
  54. What is 'familiarity'? Review the familiarity trait (rewrite to use learning and proficiency/ease) and home familiarity of best practice.
  55. bring damage form in line - 'ballistic' = 'high velocity', 'force' = 'ballistic' (link) [effects]
  56. Denoted with '*' absolute aptitude requirements for skills; linked 'Apt' and 'Attrib' labels in skills output
  57. mana sense should be absolute magic 1; first to use this clear labeling
  58. security id + 'evade' - change name from 'disarm' to evade to more closely unify naming conventions + familiarity = bypass and disarm
  59. lores - add historical and current as familiarity areas
  60. streetwise - familiarities are information, bureaucracy, travel/way-finding
  61. stealth - same familiarity labels as camouflage
  62. fit - lack of familiarity does not prevent fit
  63. change dodge so that +1 rs is only for unencumbered; remove unenc from base evade skill
  64. code of conduct - tie to ease, lack of focus
  65. present half suit armor option (same PV, half PR+ENC, 2/3 price); have half suit armor halve the AP penalty.
  66. fine actions - actions requiring fine perception and fine control) - expert and masterful degrees of fine
  67. turn 'marked strikes' into 'combat strikes' = fine actions
  68. fine perception - reference fine actions not marked strikes
  69. Weapon Properties display - linked to strike effects [mostly]
  70. Munitions display - linked to strike effects [completely]
  71. Change AV and AR headings in armor to PV and PR; link to core scitech
  72. 'closure' = tightness of armor; expert = AP must > avg, masterful = AP > major = Incarnations #9 first
  73. All natural weapons are automatically familiar (not proficient)
  74. natural weapons - familiarity under fend and melee; add 'melee' to fend paths
  75. med aid - familiarities are damage forms?
  76. persuade - familiarity = fast talking and influence/counsel
  77. meditation = transcendental vs introspective/reflective
  78. learning - reduced by a number of days equal to rsn / add to Incarnations #9 about using MOD stat instead
  79. bring combat results in line with general result scale/effects
  80. add 'deep familiarity' as mechanic (+1 CS for 10 CP = old area of focus)
  81. add 'deep familiarity' as an iText reference
  82. 'place familiarity' = deep familiarity (update familiarity trait text)
  83. specialization = starts with deep familiarity (reference under deep famlr to GMS player guide)
  84. update studious trait to reflect learning, deep familiarity + align with familiarity/ease
  85. weapon properties display - min crd and mus to use the 'capability requirements'
  86. add bash as a new maneuver; uses > 15 ENC (GMS)
  87. Environment - move towards unified familiarity and with survival skill
  88. Clarify familiarity lack if base skill is possessed
  89. Trait requirements differ from skill - unify trait and skill requirements under capability
  90. embed/link indicators for 'absolute' min values for skills and traits in skill/trait list + desc
  91. learning - how many # hours per day; learn time is 24 hour blocks; 1/3 max in a real day used in learning
  92. re-link ballistic in damage form summary w/new combat strike
  93. Add relevant skills to combat guide
  94. Change chi 'focus' power to 'rooted' to not confuse with ease mechanic
  95. re-link 'kinetic' in the double click context help
  96. kinetic faculty - bring into line with learning rules in that there is no cycle per se
  97. link the word study as itext to learning
  98. kinetic faculty shows up twice in gms
  99. Remove 'exertions' reference from recovering mana - may be confusing with exertion mechanic
  100. add speed as a weapon facet = + to init (this for those with same avg all stats can have an edge against others) x2 value
  101. Remove 'heft' limit for for specific person
  102. poise switch with balance for item labels
  103. sleight of hand - familiarities are external/deft + palming, juggle
  104. Introduce concept of 'avoidance' - using the entire round to avoid getting hit (GMS action)
  105. Add personal tactics skill to combat guide; substitute avoidance for tumble from the original rules
  106. Add advanced personal tactics to combat guide; warrior archetype only
  107. add 'crossing' actions to combat guide
  108. add 'intruding' actions to combat guide
  109. change current 'cross' (hands) in combat guide to 'intercrossed' maneuver
  110. Team tactics - timing; hit at same time for KB
  111. Add reference (half penalty) for expert + masterful to weapon specialization in combat guide
  112. Specialization - use of weapon facets for weapons come into play naturally
  113. Create equipment reference guide for core
  114. Expert and masterful reflected in challenge ratings; added 1 degree "peerless" @600+ CP
  115. Fix skill and action headings for better search results
  116. Fix trait list display in GMS mode - columns collapsing, losing data
  117. base weapon difficulty - some should have gain and loss based on ease
  118. update 'level of use' with skill attribute modifier reference
  119. Rewrite the 'proficiency' capability requirement so it flows better
  120. Rewrite the studious trait to bring it in line with new learning rules
  121. change fine actions to 'refined'
  122. add precise below expert type refined activity
  123. specialization - no abilities granted by specialization can be practiced without proficiency
  124. change trade time to extensive time in learning
  125. re-craft attunement text and submit for review + update
  126. rebuild specialization into accomplishment, attunement, and technique
  127. Add 20 pt chi cornerstone example of restrained energy
  128. Submit 'bond' guidelines for review [incarnations]
  129. Draft master-apprentice bonds [incarnations]
  130. Draft mystic transfer and mystic exhortation text [incarnations]
  131. Connect chi restrained energy to pre-planned actions in combat guide
  132. Draft article on 'The Tradition of Mystic Transfer' [incarnations]
  133. Add Quigong in GMS and begin to flesh out the powers
  134. Draft 'ceremonial mysticism' article for incarnations
  135. Add munition caliber guidelines
  136. Add archetype rules for psychics and better attunement
  137. Note Expert -4 to accomplish or +4 if providing aid / Masterful -8/+8 - same labels
  138. Draft 'Lack of Focus and Interruption' article [incarnations]
  139. Concentration idea options [incarnations]
  140. Add 'intense' activity under refined actions
  141. Add designer notes, unify references, and context help for "X affects Y" text
  142. interruption (general) and sorcery interruption - unify
  143. Draft article on interruption for other formulae types [incarnations]
  144. Reword encumbrance so as to not tie it 100% to physical items
  145. Equipment comprehension - should be switch to familiarity and use 'ease' references; reduce in scitech
  146. simplify 'fit'
  147. Draft article on armor fit and how the calculations were made
  148. Add 'intense action' as a iText entry
  149. Change fit scale to 'tailoring' and align with refined action labels
  150. what does 'easy fit' for armor mean? no reference... add to fit section and link from armor display
  151. Add expert and masterful (GMS) to fit scale
  152. Clean up 'power sources' text
  153. Rewrite 'armor use' skill to fit with tailoring and fit values
  154. Add the 'Take-Down Strike' to combat strikes (leg shot)
  155. Add hard take down strike in combat guide
  156. Add feint to combat guide
  157. Create general accomplishment guidelines for specialization (applies to all skills); players guide
  158. Define all the parameters for the 'natural' traits and post in design effects
  159. Alter the 'further info' link processing for traits to put in uniform reference for all 'natural' traits to design notes
  160. Draft [incarnations] article: exertion - trivial cycles are INIT modifiers for immediate and/or extended?
  161. Add 'primary skill' (link to archetype guidelines) in iText list
  162. Add 'Accomplishment' (link to specialization/player guide) in iText list
  163. Align all existing natural traits with new guidelines
  164. add 'trivial learning path' as iText reference
  165. add 'skill groups' as iText reference
  166. Add learning path to occult reserve
  167. Sorcery should be a 4 on learning scale
  168. Add using reference materials to general learning guidelines
  169. learning formulae - bring into line with learning path rules + link
  170. change synergy gain to use grace factor, not aptitude for CP
  171. Add meditation to learning rituals
  172. learning rituals - bring into line with learning rules
  173. overconfident trait - all ref to non-prof, skill groups and other compulsions
  174. specialization option - drive; convert +8 CS into +1 RS for masterful
  175. Bring fabrication inline with refined activity
  176. Link weapon facets back to fabrication
  177. Settled learning rules for use of single approach (academic/reading & practical) impact + using quality ref matl.
  178. Remove knowing [magic] formulaes - no other knowledge is subjected to this; place in incarnations as draft for future article
  179. Add occult modes (school of thought) for learning methodologies
  180. Add mode areas of familiarity to sorcery method
  181. Add mode areas to occult lore reference and familiarities
  182. With added stress of learning, compile all teaching references into [incarnations] article for post 3.0
  183. Add occult mode to magic starting guidelines
  184. Create kinetic Best Practices references
  185. Enable GM, player, GMS, character services, combat guide skill group and list filters for skill list and descriptions
  186. Enable GM, player, GMS, character services, combat guide skill group and list filters for trait list and descriptions
  187. Add back in the engineering skills (placeholders only; complete text later)
  188. Correct the skill grouping lables in trade skill note for best practice
  189. Update best practice intro text
  190. Add modes (3) into Steel Realm magic
  191. Add some advanced ideas into learning and teaching articles for [incarnations]
  192. Rewrite 'uneducated' trait
  193. Rewrite of Tactics: Personal and Tactics: Team skills
  194. Add 'facing', 'crossing actions', 'unrestrained activity' and 'intruding actions' to iText
  195. Refine the skill and trait DB/code elements
  196. Combat Guide: finish 'crossing action'.
  197. Combat Guide: finish 'intruding action'
  198. Added concept + mechanic of 'unrestrained' actions - actions which span rounds using AM in both.
  199. Added 3 traits - martial magus, martial pssychic, martial follower + entered into Combat Guide trait list
  200. Enhanced martial traits for psy, mage, fol in the archetype paths to use prof level, not ALU
  201. Added chi cornerstone path of power after first presenting to PlayTest1 group
  202. Add background Apprenticed Magus Arrangement 3 = 9CP; assumes Sponsored Upbringing
  203. Added grouping to milieu upbriniging assignments
  204. Reformatted milieu background list/description + added to SRLM character guide
  205. Added several 'weak' backgrounds for the archetype guides
  206. Added incapacitation reference in Iron Will
  207. Added 'dirty fighting' to combat guide
  208. Added 'unencumbered fighting' to combat guide
  209. Added occultist and arcanist supplements

Conversion to "Free" Changes

  1. Announcement on home page + core features page 5/1/2010
  2. Change of the 3 status for products
  3. Enable the catalog link in the menu
  4. Update the product catalog page stylings
  5. Remove all the play scenarios from active catalog display
  6. Complete catalog display
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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