The character Quickstart provides assistance with creating the basics of a character in a step-by-step manner.
Creating New Features/Effects: All users (especially GMs) are encouraged to develop other creation options and methods for use in their own games. All materials should be built with the documented Incarna Game Design elements.Group Perspective: Players should be aware of the other PCs in the group and their outlooks and codes in order to make a character that best fits in with them and to reduce overlap in character abilities so each PC has a better chance to display their unique characteristics. Participating in guidelines used in a Game Group for character creation can be very effective.
It is not up to GM to make your character fit in the group. The GM can help with the back story and to get them into the game. If your character does not fit with the rest of the group or clashes with ideas in the setting and you built them that way, then it’s not up to the other players or game master to accommodate you by contriving reasons why your character would not be negatively impacted. If you want to play a character that is going to force other players’ characters to look the other way, or compromise their own ideals, then you should expect to have to justify it, and or live with the consequences. That might be that your character is very short lived.
Anchoring the Weave: The measure of its strength is its connectedness to other strands of knowledge, power, other beings, places and items. The greater its strength, the greater its measure of control in its passage through The Pattern. The depth of it is part of an awareness that allows Bonds to form, and allows projection of its strength over and through time and space.
Aptitude will absolutely determine the limits of many Incarna powers; A low measure indicates less potential in working with associated capability. It may exclude the acquisition or effective use as such require special understanding or insight which only a higher level of aptitude grants. Aptitudes allow characters to sacrifice versatility (ex: d20 multiclassing requirements become more difficult) for flavor (increasing the uniqueness of each) and early survivability (individualized powers and traits requiring aptitude). It requires a great deal of attention to ensure the player knows all the powers available to them. Aptitude adds a lot of minute dimensions and adjustments that can be hard to track. The experience of using aptitudes may have some impact on the perception of advancement. Overall, it will emphasize story and flavor over strict level based challenge ratings. Characters will begin more powerful and the arc of advancement is shallower as foes and challenges stay within a more narrow band until much higher levels. Chasing Aptitude power focuses a character on themselves. It leaves significantly less Essence for bonds with groups, entities (ex: deity or Patron), and items. Ultimately it is the responsibility of the player to monitor and maintain these various complex aspects.
+ Strengths: Open to characters with zero aptitude; follower group oriented (those of the same faith can enhance each other), focus on empowering followers, promotion of the wellness of followers (healing, bolstering), and sharing of essence. Groups which have multiple followers of the same faith will do much better than a group who all follow different faiths and creeds. Powers can be made stronger with collaborating followers. There are more starting character options, ability development options and ancillary powers as they have fewer direct powers. It is deeply connected to Principal Sparks (+1 all checks).
– Weaknesses: Fewer singular boosts (mostly group based), most followers tend to be weak at lower ranks, lower rank followers very similar between faiths, less of a range of direct powers (limited by faith; powers are based on outlook/type of faith) that execute slower (usually).
elemental Sparks are only distantly connected (-1 on all checks).
+ Strengths: The focused mostly on the self and relationships to the self; metabolic control, movement, and power (warmth, light) in organic life; most easily accessed by the common individual, use of many take 0 AM. Many physical traits (esp. useful for combat) and use of items rely kinetic aptitude. It has the most impact in a day-to-day sense.
– Weaknesses: Almost no effects on others – powers are least ‘spectacular’ of all aptitudes; mostly survival and combat based, least understood – advanced kinetic ability (Qigong) is mostly unknown in lower technology cultures.
+ Strengths: Transforming – it is the greatest utility, manipulation, creation and destruction; power of the cosmos; the sheer diversity of effects.
– Weaknesses: Powers are mostly knowledge based and must be sought out and learned; within a given setting such knowledge is codified in one or more understood ‘approaches’ (discovered knowledge may not be in an understood approach). Advancement requires a lot of skill improvements. Real usefulness requires an aptitude of 2. Characters must get a Mana Pool to use most occult items.
+ Strengths: Changing the limitations of the self, imposing will and dominating others, knowing, changing probabilities, one of the fastest of all powers to evince – most powers take little time. At higher ranks can extend effects of powers for a dramatically long time.
– Weaknesses: There are few psychic powers which effect anyone but the mentalist themselves. They tend to burn through power fast. They are often feared and hunted. Psychic aptitude makes the possessor vulnerable to psychic attacks.