Winged

Infinite Incarnations

Staff: Except where noted, all production roles done by Kelly Berger.

Welcome to 'INFINITE INCARNATIONS' - a periodic publication for Incarna materials. Inside you will find news, optional rules, commentary, and even milieu and setting companion materilas.

Contents

Content herein is NOT covered under the creative commons license of the Core Rules.

This issue: Vol. 1, Issue 1; September 22, 2009

A note about rules presented in this publication: No rules presented herein are considered 'official' until they get published as part of an official suppliement or added to an existing one. The new information and rules are purely optional for Incarna users.

Letters and Questions

Main Content

Perspective: Calculating Risk in Combat

From a out of character conversation with the Incarna Ancient Blood play scenario testers in 2009. Marc Chapman was asking how to best equip a character against some bandits. I drew on my initial assessment of the core rules and some common sense and put forward an answer. Kelly's [email] answer:

The way i figure it out is a short sword/spear is about your average professional weapon, club the low end of what we are working with. So high end = 8 + (low end) 6 = 14; average it out and i get 7 being your average dangerous weapon. An 'average; hit = base x 2, or 7 x 2 = 14... with no muscle or size bonus yet. So 14 is more than i have in a bad wounded state, so i'm in real danger. Now a broadsword does a base of 12 + bonus, so a simple from some badazz holding one of those will do me in. As a player, i usually calculate that to be somewhat aggressive in combat, i need to be able to survive an average hit against my opponent (bandits in this case - not real soldiers). In this case, about 14 + 5 (4 being average muscle + 1 for 10 size) = 19. So, if I can get more than 19 resilience (5 more points), i can enter into combat and take some risk. A shield is nice, because to block (as opposed to parrying with a weapon) all it takes is a simple success and all the damage goes to the shield... but that still takes a check whereas armor takes nothing (though does not block as much in the case of the light armor the characters use). Ultimately, if encumbrance allows, light armor and light shield would be best for my character - but both will be too much encumbrance (I am soooo average)... so higher quality leather (helll-lo expensive) is my best option - that would REALLY make me useful as a warrior. Alternately i do have just enough points saved to increase my muscle from 4 to 5, that gets me more encumbrance capacity and may do the trick as well. On the other hand, i can spend those point on increasing some skills for ranged attacks like propel and shoot and stay out of direct combat. It really depends on how cautious you are.. hope that helps add some perspective on how things work all together.

Game play contract

Why is a contract required? Players and game masters have always had differences in both style and outlook. In order to make their job easier, many a game master has laid the law out for a gaming group. Outlining the behaviors that are unacceptable, and detailing exactly what they expect from each player and the group as a whole has been an effective method of making play run smoother. This assumes that a game master can be forward enough with the players. In many cases, the players perceive this as being picked on, and read into it accusations. In fact, this innuendo may even be based in fact, but the game master is really (assuming they are doing their job right) just trying to treat everyone equally. Players that disrupt the normal flow of play, for whatever reason, automatically demand more attention by the game master. Their style may be funny most of the time, but say they just go overboard a lot. A player may try and obfuscate resolution checks, be over competitive, or present any number of small challenges. And they all may still be worth having the player be part of the game – however it means that the game master must spend more time dealing with and trying to mitigate that players actions in order to keep the game balanced and on track. Using a game play contract levels the playing field. It clearly spells out the rules that all players must follow. If you institute a game play contract right at the start, no one feels picked on or targeted by its introduction later. And it gives game masters recourse in dealing with said players.

What is in a contract? A game play contract is a set of behaviors and standards governing a play group. This is obviously heavily weighted towards a table top group, where behavior can be monitored and players can be held accountable. It can also be used to specify settings and configuration in a game group – in essence an enforced AI script. In an electronic game platform, much of this game play contract is built in to the interface. There will likely be more content in governing group interaction than specific player activity. Typical game play contract topics are:

Is it behavior modification? A game play contract could be seen as some sort of behavior modification technique - which approaches the relatinship between GM and Players in a nagative view. Really, all it is, assuming it is introduced prior to starting a campaign or group, is a communication tool. If you are willing to put in more work as a game master, you actually may be able to demonstrate how different behavior is more effective, but this is not a tool to punish. Game play contracts should never govern anything outside of the in-game play and is not something to be used by a game master just to see what he can make the player do.

See Kelly Berger's Game Contract (current)...

Traits

New Trait: Vice-Ridden

Submitted by: Mario Kundzins 2/2009

The character has the 'trifecta' of vices – typically gambling, drinking, and over-sexed (typical for the iconic male character). All-told they represent about 30% of the victim's income in their attempt to pursue their vices. It can also be drug use, vanity (clothing, etc.), clubbing or others. This is not a compulsion, it is a chosen lifestyle with negative effects. The victim will be seen as weak and untrustworthy – their behaviors will erode good will over time and land them in compromising and embarrassing positions. A certain amount of time must be dedicated towards achieving this lifestyle – frequenting the appropriate places and people at the appropriate times. There is no benefit allowed, direct or perihperally, to come from the expenditure of income due to this trait - otherwise it would negate any character point benefits.

CP Value: With the trait of tithe for 10% being valued at 1 CP, vice-ridden should garner a bit more. Although the % of income is 3x that of tithe, the trait of tithe and its specific institutional hooks make it more difficult to let go of comepltely, and has impacts if halted altogether. The final CP value for this trait is +2 CP.

Roleplaying this: Its easy to simply cut 30% of all gained income and allot it towards the cost of the trait, but the victim should be difficult to find sometimes, stuck in some smokey gambling den just when the party may need them, or arrive late from a rendezvous with a paramour, or simply late from a hangover (idea: HLT check or suffer -1 on all checks until recovered). GM's can easily use this as a plot device to drain money from a group or character in order to cover up embarrassments, pull their friend from jail, and pay for damages of bad behavior.

New Trait: Twist of Fate

Submitted by: Mario Kundzins 4/2009

How many times have you missed a check by one percent? Forgetting about it being critical to your character's survival (and therefore possibly covered under good luck), i can't count the number of failed checks made by this slimmest of margins. How about a something that will take all those missed opportunities and make them work to my advantage? Enter: A Twist of Fate! TOF allows all such checks failed by that single 1% to be converted into successes. Is this appropriate for all characters? Probably not. GM's should be very judicious in allowing players to use this trait - in fact, it may be more for NPC's of note than any other character.

CP Value: Its not the impact during a gaming session that's its biggest bonus, its an overall camapign/lifetime impact that important here. It can save characters from death (as good luck can as well, if the GM wishes), but it also provides a measure of luck and opportunity just above others - making their success in all endeavors that much more likely. TOF is worth more than good luck overall, though its not as spectacular in an individual scenario. If a character is allowed to take this trait, it should cost -3 CP.

Chi Power: An Early Look

Chi is going to be added to Incarna 2.0 rules. Although the full information on kineticism and chi are not finished, you can preview the chi power basics that will be release dhere.

Chi Cornerstones

Cornerstone powers are the fundamentals of chi. They are enacted spending chi. Each use spends 5 chi. Cornerstone powers take no AM to enact. They apply only to a single check that must be declared when the power is used.

Chi Cornerstone Powers
PowerCostDescription/Explanation
Bending5+1 to sleight of hand, persuade, camouflage, stealth
Centering5+1 to orienteering, meditation, survival
Connecting5+1 to [mobility], swim, jump, climb
Fixate5Impervious to interruption and reduces extended activity to its minimum time, regardless of usccess degree.
Free10Ignore ENC penalties and +4 on any attempt to free themselves from restraint
Motion5Concurrent action no penalty
Power10+1 RS self/-1 RS to opponent; grapple, fend or melee maneuvers only
Pull5Lag a target - only immediate and direct within 5m
Push10Snap Action without the penalty - only immediate and direct

Human Sizing in Age and Gender

Author: William Altman 10/2007

Data Based upon http://www.halls.md/chart/height-weight.htm

Size Values (KG Range per SIZE = 7)
AGE MALE LOW MALE AVE MALE HIGH FEMALE LOW FEMALE AVE FEMALE HIGH
1 1 2 2 2 2 2
2 2 2 3 2 2 3
3 2 3 3 2 2 3
4 2 3 3 2 3 3
5 3 3 4 3 3 4
6 3 3 4 3 3 5
7 3 4 5 3 4 5
8 3 4 6 3 4 6
9 4 5 7 4 5 7
10 4 5 8 4 5 8
11 5 6 9 4 6 9
12 5 7 10 5 7 10
13 6 8 12 6 8 12
14 7 8 13 6 8 12
15 7 9 14 7 8 13
16 8 10 15 7 9 13
17 8 10 15 7 9 14
20 8 11 15 7 9 14
25 9 11 16 7 9 15
30 9 12 16 7 9 15
35 9 12 17 7 10 15
40 9 12 17 8 10 15
45 10 12 17 8 10 16
50 10 12 17 8 10 15
55 9 12 17 8 10 15
60 9 12 16 8 10 15
65 9 12 16 8 10 15
70 9 12 16 8 10 15
75 9 12 15 7 10 14
80 9 11 15 7 9 14
Mass Values
AGE MALE LOW MALE AVE MALE HIGH FEMALE LOW FEMALE AVE FEMALE HIGH
1 7 10 12 7.5 9.5 12
2 10 13 15 10 12 15
3 12 15 18 12 14 18
4 14 17 21 14 16 21
5 15 19 24 15 18 24
6 17 21 28 16 20 29
7 18 24 33 18 23 35
8 20 27 38 20 25 41
9 23 30 46 22 29 48
10 26 35 52 25 34 55
11 29 40 61 28 38 62
12 34 45 70 32 46 69
13 38 51 80 37 52 78
14 43 56 88 41 55 84
15 47 61 96 44 56 88
16 51 66 101 46 57 90
17 54 69 104 47 58 92
20 56 72 105 47 59 96
25 60 76 109 47 61 100
30 62 78 112 48 63 102
35 63 80 114 49 65 104
40 63 82 115 50 67 105
45 64 83 116 50 68 106
50 64 83 116 51 69 105
55 63 83 115 52 70 104
60 63 82 112 51 70 103
65 63 82 109 50 69 102
70 62 81 106 50 68 100
75 61 79 103 49 66 98
80 59 76 100 48 63 95

Open Mic: PC's Making Their Own Items

By Keigan Craig and Kelly Berger

[Keigan] I'm playing a pure warrior archetype. Half-Orc. Huzzah, right? I was considering giving him some blacksmithing skillz. A warrior needs weapons, and I consider a warrior who can make his own to be... well... clever. So I was wondering about how you intended player characters to use the blacksmithery ability. Construction of items, enhancements, etc.

[Kelly] Well, there's 2 factors at play: Coolness and reality. A blacksmith is taught (in fantasy settings) as an apprentice. In the steel realms, that would never happen - not a half orc - so, assuming your world allows for the training of such, then you have the issue of why adventure. Smiths are not weapon smiths - keep in mind that black smiths work with iron - it takes many years of trial, error, training, and experimentation with materials and heat to become a good weapon smith. Also, making weapons typically requires a forge, apprentices, and is very, very expensive (but very lucrative - smiths are a premier trade and good ones live WELL. Village smiths make nails, shoe horses, make and fix plows and tools and have a important social standing - the locales livelihood rests with a smith. In short - why is someone trained as a smith adventuring - they could live safely and well not matter where they go. Also, how are you going to craft weapons - you can't really rent a smithy and it would take massive loads of money to get one started. And what about failure? Assuming you are trained, if its just a level or two, thats not enough to ensure success - that requires base level of 4. It really throws game balance out of wack when one of the single most balanced features - the real cost of goods - is removed from a game. If you can pound out broadswords so easy - why are so many not doing it? So, all that aside, assuming theres a background tangled enough to weave it all together into a plausible story with some chance of success making it worthwhile... then there you have it. As a GM, i would say because you are not a business, and making one-off items, the cost is the exact same to hire the help, small amount of materials, maintain the location and tools. In short, when not doing it as a business, you would not be saving any money. And, a real weapon smith will have much better chances of making better items. If you fail, i would say its junk and you are out the cost. Making good items takes a lot of extra time and care. Thats time adventurers rarely have - the rest of the group wont wait weeks while you craft a sword. So, if you take out the reality factors, and just go for coolness, then its a fun and cool way to augment your stuff - especially if cost is not an issue - essentially its a free check to make good items. See the new weapon facets for the penalties to a crafting check for specific facets. These are cumulative when attempting to combine multiple facets into a weapon.

Rules Clarifications

Familiarity - Putting it all together

A lot of people have asked me about the new familiarity concept in the 1.1 and 2.0 rules. It's nothing new really, it used to fall under the broad idea of 'frame of reference'. Instead of operating completely loose with the explanation of that and 'understanding', the rules have been formalized so that familiarity has a real place in the system.

In addressing this topic, each combat skill should be reviewed. For the 2.0 rules some modifications were made as the skill text was contradictory about natural weaponry and was not inclusive about familiarity granted starting characters. Beyond combat skills, the idea of familiarity is mostly a technology level issue. Locks were another issue in a fantasy setting that varied by exposure based on technology. The frame of reference concept still serves as a logical approach to all gaming - if your character is not used to it, you are not likely to be effective with it or against it as the case may be. The main point here is that each skills grants familiarity with common tools or items used in learning it. Its up to the character to really enforce the familiarity limits as the minutae would be lost to many GM's trying to keep the overall game running. A good GM though will make sure these limits are played out - and can easily keep a tab on familiarity for characters. Losing weapons and being placed in situations where their typical ones are not usable can drive characters to spend CP on the familiarity trait itself to ensure that they are covered for many circumstances.

In the News

As this is issue #1, I'm just going to display all the news items we have had so far. You will find each one of these through the RSS news feed as well.

Version 3.5 Web Site released3/1/2007 5:31:00 AM - The new web site has a updated home page and new navigation. Many new content management functions under the hood, and updated user information management pages have been completed.
Web Site 3.5.1 released to production3/7/2007 6:53:00 AM - This version works with the new startcom SSL certificate. There may be some legacy issues with page level redirects, but all login/out functionality works correctly.
Web Site 3.5.1 released to production3/6/2007 6:53:00 AM - This version works with the new startcom SSL certificate. There may be some legacy issues with page level redirects, but all login/out functionality works correctly.
3.7.0 Web Site version into production3/15/2007 8:33:00 PM - This corrects many errors. It also enhances admin management capabilities, has new milieu equipment listing, reworks some of the hosted content and has a new core features interface.
User Milieu Interest Tracker Added3/16/2007 10:00:00 PM - Allows users to provide a direct feedback loop to communicate what platforms and what types of game worlds are of interest to them. This is accessible (linked) from the User Services home page.
Site ver 3.7.1 released3/17/2007 11:18:00 AM - Includes ability to track business dev items (to be connected to feedback mechanism directly later), fixed milieu linkings, added new hosted area for Wulf.
Revised core actions completed3/26/2007 12:09:00 PM - The action model has had some terminology updates and tweaks to some mechanics to unify how they are used and make them more in line with skill and combat changes.
Revised core skills completed3/25/2007 12:09:00 PM - The skill model has had some terminology updates and tweaks to some mechanics to unify how they are used and make them more in line with actions and combat changes.
Revised core combat completed3/24/2007 12:09:00 PM - The combat system has had some terminology updates and tweaks to some mechanics to unify how they are used and make them more in line with skills and action changes.
Core Sections Pages Update3/28/2007 7:03:00 AM - The notice on using content and online materials has been removed from the top of all core sections. Instead, a link for "using..." has been added to the TOC Page Menu area. This gets rid of annoying text regular users will have to see while preserving the immediate link through the TOC and footer policy links.
3.8.7 Core Rules Released6/24/2007 9:16:00 PM - Brand new slant on the combat skills. There are fewer overall skills for combat related actions and they are based on the type of area used in an attack instead of specific weapons themselves. This allows multiple uses for weapons (example: an axe with a spiked tip can be used as a piercing weapon and edged weapon). Also implemented were 2 base attack maneuvers, like there are 2 base defensive maneuvers for item (parry and block); these are the surge and the swipe. From these all other maneuvers for the Global Material Set will be derived.
Combat ver 3.9.0 complete7/5/2007 8:21:00 AM - Brand new combat skills approach is tested and complete. The new system uses fewer skills and relies more heavily on familiarity with weapons. Some things were previously maneuvers are now actual skills. The rest of combat stays the same, only the skill/maneuver combinations have changed. There is also a clear distinction now in emphasized attributes with ranged and hand-to-hand.
Convergence of ver 4 materials nears7/6/2007 8:26:00 AM - Magic, faith and combat have all been updated to their v4 levels. Final text editing is underway.
Version 3.9.1 in production7/23/2007 10:12:00 PM - Size scale changed to make many calculations easier - multipliers kept in resilience and damage to keep flavor, flexibility and precision. SciTech updates for items complete. Vehicle skills re-written more cohesively. Armor and Weapons reviewed; full review and updates to all stats completed. Updated intro text and minor updates to Faith and Magic power facets.
Astro-charting and world mapping product reviews7/24/2007 10:16:00 PM - Products are being considered for star charting and world mapping. Chosen products will be featured on the web site. Maps for Core Milieu and the Steel Realms begin.
Human Profile Working7/30/2007 2:06:00 PM - The human profile now loads all base data correctly. The base data is under review for accuracy and presentation.
Character Template Working7/29/2007 2:06:00 PM - Five basic character templates have been chosen for inclusion in the core material set. The simple template viewer has been completed and is under review by play testers. The templates were based on the highest level archetypes warrior, rogue, thief, priest, magus) and mostly from a fantasy milieu perspective.
Species Profile Temaplte reviewed and working7/28/2007 2:06:00 PM - The base profile elements are now updated and working. The same template has been applied to the core/sample milieu for play test feedback.
Paradox and Void final submission8/5/2007 9:16:00 AM - The rules for Paradox and void have been updated with the final submission text. This ties together paradox, void, and damage negation mechanics into a single perspective. Also beta 1 versions of traits related to these have been entered - this all replaces the older simple Void Wash power.
Tech section, actions, resilience and effects updated9/11/2007 10:48:00 PM - Many small text updates made. Grammar and spelling checks to many core sections.
Paradox and void sections completed9/10/2007 10:48:00 PM - Final draft of mechanics for these. Also included many traits based around both as well as better definitions for shadow and nightmare realms
Equipment section updated + desc updates9/12/2007 10:50:00 PM - Lots of new draft materials for the game world, as well as equipment display for armor, weapons (melee only do far). A final place template based on feature testing and input from external sources has been created. A implementation has been created for the core milieu and linked for the incarna designers.
Web site going through style changes10/9/2007 5:56:00 AM - Updates to the look and feel of the web site and content. New color schemes are being tried out, as well as some more improved navigation.
Rules cleanup1/9/2008 11:02:00 AM - Duplicate references resolved, comprehension approach re-formulated and now mostly under activity. Faith and magic both updated; faith re-balanced against magic with Devotions for core only. All core section pages tagged with free use link and note re: GMS material integration.
New content added1/8/2008 11:02:00 AM - Agent added + new rituals
Core features new interface1/7/2008 11:02:00 AM - Menus and panels no longer have overlap problems
Challenge Rating Evaluation1/6/2008 11:02:00 AM - Elementals evaluating for incorporation into new challenge rating system
Temp Access Fixed1/5/2008 11:02:00 AM - The system granting temp access to play testers is complete and tested. Test groups can be completed, user assignments made and product assignments made; access will be granted for duration of the assignment.
Login https persist fixed1/19/2008 11:31:00 AM - fix https persist when logging in certain ways; pass-through always switching back to https. Users should not have entire site experience this way, it slows things down.
Core faith updated1/11/2008 11:55:00 AM - Play test results for core-scope devotions complete. Devotional recharge time doubled and devotion use restricted to one at a time.
Armor Use, Enc, and Fit all merged into cohesive mechanic1/13/2008 5:47:00 PM - Previously the levels of item fit diverged from the ability Armor Use and hot it impacted work armor. Now the emphasis is on the ability, adding advantages to the warrior though not over balancing the rest of the archetypes. The use of the Armor Use ability now falls more in line with how other abilities are used and scales better.
New touch maneuver added1/14/2008 6:29:00 PM - Touch maneuver added for easy incorporation of touch range powers/effects. The power (faith, magic, etc.) now all employ the touch maneuver of the melee ability (was grapple previously) and the AM cost of the maneuver is built into the AM cost of the power.
Stacking rules updated1/15/2008 9:27:00 AM - Stacking rules reduced and clarified; all items and powers follow these rules unless noted. Greater items will explicitly permit stacking in their description.
Movement synced up1/16/2008 1:02:00 PM - Update movement to include erratic movement, sync magic interruption rules and match base, fast and rush movement rules to three states of movement (fine, gross, erratic).
Updated Web Site Text + Login Change3/29/2008 6:30:00 AM - Many updates were made in this round of edits. The home page fits on a single screen without scrolling and the text is more focussed. An entire section was added how how to promote the community from many perspectives. The site security was switched to OpenID.
Updates to places and faith3/28/2008 6:30:00 AM - Added some place markers for the north and updated text for both Aerna and Elancil faiths.
RSS Service Launched1/1/2007 12:00:00 AM - The RSS information feed for the Incarna Gaming Network has been launched.
RC1 of Full Core Mechanics launched into production1/12/2008 12:00:00 AM - The Release Candidate 1 version of the full core mechanics is ready for use. Minor issues such as link validation, performance, grammar, spelling, and general editorial issues remain. Business content for the web site and policy/legal content is not yet complete but has become high priority. Enabling business features is becoming a top priority. IGN is looking at adopting Open ID as the sole source authentication provider as well.
Incarna.Net Adopts Open ID4/2/2008 12:00:00 AM - The Incarna Gaming Network has completely embraced Open ID for all authentication. Used downloadable components we have implemented Open ID for accessing all subscription content.
Full action review8/24/2008 7:42:00 PM - Major updates to activity section; revised encumbrance, difficulty, familiarity and disability.
Business page updates8/24/2008 7:42:00 PM - The business pages were reviewed and updated with business relationship motes and new platform-centric notes from the designers.
Public Release1/11/2009 12:00:00 AM - Version 1.0 of the core mechanics, encompassing all aspects except psychic (TBD release date) are published to the web site. A full set of details and press release can be found at http://www.incarna.net/iWeb/Biz/BizPlan/PublicRelease.aspx.
Core Intro Section Completed11/12/2008 12:00:00 AM - the introduction for the core rule set 1.0 is published to the web site.
Core Character Section Published12/23/2008 12:00:00 AM - The character section of the core rules 1.0 is published.
CoreActivity Section Published12/4/2008 12:00:00 AM - The core activities section of the 1.0 rule set is published.
Core Aptitude Section Published12/8/2008 12:00:00 AM - The core aptitude section of the 1.0 rule set is published.
Core Attribute Section Published12/13/2008 12:00:00 AM - The core attribute section of the 1.0 rule set is published.
Core Trait Section Published12/6/2008 12:00:00 AM - The core traits section of the 1.0 rule set is published.
Core Ability Section Published12/29/2008 12:00:00 AM - The core abilities section of the 1.0 rule set is published.
Core Resilience Section Published12/13/2008 12:00:00 AM - The core resilience section of the 1.0 rule set is published.
Core Combat Section Published12/30/2008 12:00:00 AM - The core combat section of the 1.0 rule set is published.
Core Effects Section Published1/1/2009 12:00:00 AM - The core effects section of the 1.0 rule set is published.
Core Technology Section Published12/31/2008 12:00:00 AM - The core technology section of the 1.0 rule set is published. Final inclusion of weapons and items to include as examples remains, date TBD.
Core Faith Section Published12/22/2008 12:00:00 AM - The core faith section of the 1.0 rule set is published. Final list of faith powers has not been decided.
Core Magic Section Published1/10/2009 12:00:00 AM - The core magic section of the 1.0 rule set is published. This is a re-write of the 1.0 version produced by William Altman in 2008; using the same concepts but re-worded and presentation completely changed.
Slightly new look and feel1/17/2009 1:16:00 PM - The web site templates have been updated with a more lean layout. The HTML is cleaner and the layout looks better in IE. The site is still standards compliant, and Firefox and Opera look best. The site works in Chrome, but neither Chrome nor IE render the menu controls well. There has been a few page name changes, and we have been improving the site for search engine indexing as well.
Compulsion based traits1/18/2009 9:57:00 AM - All compulsion based traits had their text updated; the word *avoid* was replaced with the word *resist*. This creates continuity in the scaled non core version of these traits, and the specific label aligns the trait better with the effect of compulsion.
Incarna psychic power final review2/16/2009 5:38:00 PM - Psychic power had a complete review for in/out of scope and conceptual overviews on the weekend of the 14th. All final decision on non power text, approach, perspective, and flow are complete and being worked on this week. A newly revamped core psychic section should be complete by mid-March.
Psychic Opening ability added to core rules2/18/2009 5:58:00 PM - The Opening ability, a core feature of the psychic rules, has been added to the core ability display list. The ability was rewritten to conform to the upcoming release of the core psychic rule set.
Technology [weapon] updates4/23/2009 9:08:00 PM - Weapon facets were added - allowing for the creation and use of weapons and items granting bonuses or being easier to use. The weapon properties text was cleaned up for better presentation.
Traits shifted to character services subscription4/23/2009 9:10:00 PM - In order to add value to the subscription beyond the planned character storing and sharing, traits were moved out of the Global Material Set and into a set related to the subscription. Some abilities may follow suit later on - being very character oriented and not necessary specifically for the Global Material Set (GMS).
Version 2.0 Edits Underway6/19/2009 6:52:00 AM - The scope for version 2.0 changes has been finalized. Editing has begun to produce a leaner, easier to understand 2.0 set of rules. Version 1.0 has been archived for continued use at: http://www.incarna.net/iweb/cf/v1/
Updates for version 2.0 about 1/3rd done7/9/2009 7:45:00 PM - The most recent set up updates is posted, character, intro, attribute, skills, and actions sections all had some edits.

Product Announcements

Any products which just had status changed