Incarnations of Worlds and Characters

Content for running and playing the game to make challenging scenarios in a framework of gritty realism. Customized characters the way you want, in the deadly situations you always envisioned.

Characters (also referred to as “toons” or “avatars”) controlled by players are called “Player Characters” (PC’s); Game Masters control “Non-Player Characters” (NPC’s) actions through narration. Characters are the vehicles for interaction in settings and encounters in the game’s Multiverse using role-playing techniques. All characters have a set amount of CP at the time of character creation, after which development is done using GM’s Experience Fiat and by players using Character Points (CP). The GM handles rewarding characters. How much reward should be in relation to the frequency of play, the duration of the game, and any criteria set out ahead of time. These are used to improve or gain various character aspects reflecting the goals and drives of the character – improving their stats, traits, powers, etc. – just like experience and learning allows real individuals to grow and survive. Ultimately, CP may be used in any way that the game rules and GM allow. Other rewards may be given out which will allow characters to improve their chances of success at critical junctures or take risks they would not normally take.

Make a Character!

Player/adventuring groups should check out the group options for cooperative bonuses and incentives.

Form a Group!

The ©Players Handbook is the best reference work for players, otherwise use the linked paged content reference materials – many sections have specific callouts for helping players role-play and use the rules to their advantage. Also, check out the periodic Infinite Incarnations publication for updates and musings.

For select players, some content is hosted on the web site.

The ©Dungeon Master Guide is the best reference for Game Masters (GM’s); They create and/or use settings, building encounters with creatures, and decide the outcome of actions within the game, describing them through narration. They must also decide what rewards are appropriate for the character (based on player interaction). The job of game master can be a complex and difficult task, depending on the story, style, and expectations of the gaming group. If you have ever been in the role of game master and/or are already comfortable with the responsibilities involved, then you probably do not need to be advised on how to handle game play or group issues. Good GMing is more than just a mastery of the mechanics. It involves aspects of human behavior, creativity, story-telling, material knowledge and many other things. You must be able to both plan well, and adapt to any situation. GM Guidelines and tools are available for assisting in building encounters and resolving actions, as well as advisory materials on running groups and building group dynamics.

Resolve a scripted or published play encounter, or plan your own!

We believe gaming should be a social event. If all you want to use is your imagination, you can read any number of books. However, when people get together and share the gaming experience, it is often far more rich, memorable, and interesting than any single person’s imagination. The gaming experience is going to be different for everyone. Expectations will vary as well as different reactions to situations that come up during the play. The nature of most people is to be competitive and to want to succeed at their endeavors. Most gaming scenarios reflect a principle of collaboration – in order for one to succeed, all must work to achieve a common goal. If a group works together, their ends are (most often) to everyone’s advantage and the experience is positive. Ultimately, the purpose of the game is the same as any other – to have fun. While different players will have different expectations, we have found that players who challenge themselves – choosing to play within limitations, who see risk and character death seriously, will have the most fulfilling time. Knowing your character cannot die tends to promote power-gaming and cheapens the satisfaction of solving puzzles and surviving the scenarios the GM provides.

Who We Are

Kelly Berger Picture Incarna is primarily the brain-child of ! Thanks everyone for all their support over the years. Especially those assisting with development, testing, and opportunities.

Wulf Design: See my hosted page for more information.

Arabus Grenier: See my hosted page for more information.

Tom Potter: I hope I can bring fresh eyes to how a system and world should look to new comers to be welcoming and fun and easy to delve into! See my hosted page for more information.

See a list of credits for contributors, developers, and testers.

Incarna is organized out of Seattle WA, USA (98126). News can be found on Facebook.

Whats Happening

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A Problem with the Living
DnD 5 adventure for min. 5 characters.

The Mission:
The Narcosa Guild of Salt Marsh, along the edge of Lake Caolite, has just discovered that one of their newly graduated brothers - brethren Ajact - is not what he appears. They have found a plot that indicates he is going to use his skills to exact revenge on a village in Meargensdale Vale in the south of the forest of Rhyl - many a day north and west. They have put together a party to try and stop him; they must track him down and capture him if possible. A bard of the realms has been added in the event a question of legal proceedings is needed, and to represent the guild and direness of the situation to outsiders.

Necromancer (Human)
Swore to save his sister dying from an ailment; he exchanged her life for a life of service to the Narcosa Guild of Salt Marsh (Necromancers “Exploring the Mysteries of the Body”). Now his is sent on a mission to track down a renegade brother from his own guild from using his powers to exact revenge on a past he hid for years.

Fighter (Ducateon/Dwarf)
A dark past haunts him and he has fled his people and given himself over to the god of death and the Narcosa guild for penance. He must make right the horrible wrong he caused, and has been given the charge to protect one of the guild brothers on a quest to prevent a great wrong.

Bard (Elf)
Amiable and well read, the bard is seeking to ensure justice is done. His stop at the Narcosa guild has involved him in a plot to prevent a renegade guild brother from reaping a horrible revenge. The elf harbors a dark violent streak of resentment against racists who judge, and struggles to not serve as judge, jury, and executioner against those opposed to equality.

Thief (Human)
Good hearted and seductive, the thief is a predator using their gender and allure to swindle the gullible. A dark streak of violence against child abusers follows them… they mark the number of ‘actions’ that has stopped a child predator from gaining another victim on a belt worn under their clothes. Jailed under the suspicion of murder, the thief defended the half elf when they too were jailed after being left alone by the bard, and could not prove their ownership of the horse. The thief was given a good character reference by the bard, who forced the law’s hand and quickly understood that the victim was a child abuser… the thief now travels with the bard, owing a debt they want to repay.

Fighter (Half-Elf)
Small and full of energy, the half-elf was rescued from an abusive circus by the bard. They escaped with the fighters real love Gwendolyn - the white horse that was their partner in the acrobatic performance. The fighter has a dark secret of an unnatural love of his partner and is a secret adrenaline junky. They owe the bard their lives and service and travel with the bard for now until the debt can be repaid.
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So, affinity gives a starting potential range of 15-18 before racial adjustment (this is WAY better than the 27 points recommended by the players handbook). Making 3D6 rolls for the rest may seem to open the character to extreme weakness, but i've not seen it. If you can name one time when it was a problem, i'll change the approach to ability generation. It may not provide a concentrated character for min/maxing, but considering the scale works to give bonuses even with middling ability score (as 12 to get +1) it seems to work out just fine. The ability to jump one ability to 11 is alse huge and great use of Essence. I personally do not like the idea of "everyone created equal". I also feel like theres less of a challenge in that. Statistically, this new Essence power and re-rolling the lowest should provide a means against a terrible ability score. Its not that i dont want people to think of their characters in terms of abilities, but more in terms of how they have played and shaped the character. I've seen plenty of characters with 8's make it just fine. There's the challenge - to succeed in spite of the ability penalties. The introduction of Lores also offsets this from a skill perspective (though not from a saving throw). It also helps people see their characters in terms of what they should not do - i.e. theres a need to look outside of the self and combine with other characters. This is where the typical power gamer's vision stops - they want their character to be able to do it all. They miss one of the key challenges and one the best things about role-playing... the socialization aspect. Interdependence and a reliance on the group rather than individual. As characters get more powerful, their avenues of focus get stronger and they feel less and less inclined to be interdependent - their own abilities are powerful enough now to make up for deficiencies. The trick is to make sure the adventures continue to present scenarios that require more than brute force, and more than something that requires expertise from several perspectives. Its not that brute force wont suffice, but that a group's abilities reduce risk and create opportunities. ... See MoreSee Less

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For iDnD - Warlock eldritch incantations do NOT use spell slots - Warlocks get too few already and that penalizes them more than empowers them. ... See MoreSee Less

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I am thinking of changing how we implement the Law of Averages:
1) HD can be average or rolled
2) All effects can be average or rolled
3) damage: roll; attack = 5 or more greater than needed = max automatically; crit = x2 max.

basically let people roll or not, except crit - its x2 max damage (the chance of rolling low is too ridiculous)

what do you think?

I know it slows the game down, but its already slow compared to Incarna, so whats a little more?
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Envision a new approach – Incarnations of Worlds and Characters. Incarna is a site which delivers new possibilities for gaming. It is centered around the traditional social (table-top) role-playing experience, where interactive and immersive story are stressed over pure game mechanics. It offers a set of guidelines in its own terms (“iCore“) and a ©Dungeons and Dragons™ v5 variant (“iDnD“). Incarna materials are free of charge.
Infinite Incarnations by Kelly Berger is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Based on work at Permissions beyond the scope of this license may be available at Creative Commons License
– Thats nice, what the heck does it mean!?