Game Design: Acuteness Scale (6) / Impact Scale (3 sub)

This material is not meant for Players or GMs; This is part of design, development and testing and is intended for that audience to assist in creating and assessing Incarna materials.

This is a scale in which adjustments are negative (moving the outcome towards Failure) and positive (moving the outcome towards Success). The [positive] elements of the scale are referred to as the “Impact Scale”.

Zero Representation? Elements using the game scale, but having no representation/expression, have no label other than “Normal”, but are not displayed by default.

Singular Representation? None – singular representations are dealt with external to the scale.

Acuteness: Negative

Negative Representation? Mirror Scale:

  1. Feeble (typically -4) The least level of representation on the [negative side of the] scale.
  2. Weak (typically -2)
  3. Dull (typically -1) The most common level of representation on the [negative side of the] scale.

Full Acuteness Scale Implementations

Sensory Impact


Acuteness: Positive (“Impact Scale”)

Many, many elements will use the Positive Acuteness Scale (also referred to as the Impact Scale), having an expression of the three [positive] values that are doubling or near-so impact.

  1. Minor: (typically +1) The most common level of representation on the [positive side of the] scale; a sharpened level.
  2. Major (typically +2); a strong level.
  3. Significant: (typically +4) The least level of representation on the [positive side of the] scale; an acute level.

Positive Acuteness Scale Implementations

Item Ease (of use)

Character Weaves

Feature Costs

Includes the non-scaled value measure of “Flat” (one time) costs.

Knowledge Reference Forms