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.
Outcome scales represent both basic SUCCESS/FAILURE determination as well as a measure of Quality of Success. It replaces the iCore Resolution Scale used in Incarna alpha – v5.5 (and start of 6). The Resolution Scale is a variant of the 6 level Acuteness Scale in which negative adjustments represent degrees of Failure and positive adjustments degrees of Success.
Negative Representation? None – penalizing mechanisms are dealt with external to the scale, though all levels will show equivalency if negative values are used.
Zero Representation? Elements using the game scale, but having no representation/expression, are labeled as “Failure“.
Disastrous: Worst possible outcome; critical non-success. Equivalent to -3 Measures in most cases. Classically a “Fumble” outcome.
Dire: An outcome wherein a failure’s outcome is maximized to its normal limits. Equivalent to -2 Measures in most cases.
Failure: The most common level of representation of NON-SUCCESS on the scale. Equivalent to -1 Measures in most cases.
Simple: An “Average” success; Equivalent to +1 Measures in most cases.
Major: Equivalent to +2 Measures in most cases.
Extraordinary: The least level of representation of SUCCESS on the scale. Equivalent to +3 Measures in most cases. Classically a “Critical” outcome.
Singular Representation? If an element exist of which there is only a single representation/expression, it is dealt with external to the scale.
Extraordinary: 200% Result – Equivalent to +4 Measures
This chart was altered from the original Incarna roll chart by removing the Major result and Increasing the chance for a Full result.
The Major result was removed to make Incarna easier to translate between other systems and simplify rules.
The full result was increased to speed up combat and to account for the lack of the Major result.
The Full result was increased from the original results by a percentage equal to the skill level ( IE: lvl 1 increased by 1 changing 6% chance to 7% chance and Lvl 5 increased by 5 changing 15% chance to 20% chance.
Adjusted levels below 0 were not changed. No need.
With this change critical results will be altered slightly, allowing for a Critical Factor to be applied if the roll is equal to or lower than the characters base skill level ( No modifiers applied from circumstance, attribute scores or other effects)
A 01 is still treated as a full critical applying damage and effects.
Critical factors will need to be created for weapons, and possibly for tool kits and crafting kits.