Feature

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A Feature is an aspect of an entity or item which makes it unique, reflected in a specific set of rules governing it. All Features have a Type. Most Features fit into two categories: Skills and Traits.

The Setting, story elements, and Game Master adjust what Features are relevant and/or appropriate as well as ongoing upkeep/refresher time or costs.

Feature Cost Requirements (Impact)

Flat Cost: The Essence or CP cost is a one time adjustment, done at the time the Feature is acquired.
> Inherent by Species: The Feature is gained as part of a species profile (any initial cost is built into that cost).

Minor Cost: Minor Cost is scaled, typically a simple cost equal to the difference in value between measures (e.g. a 4 levels/measures = 1+1+1+1 = 4).

Major Cost: Major Cost is scaled, typically an exponential cost equal to the difference in value between measures (e.g. 4 levels/measures = 1+2+3+4 = 10).

Significant Cost: This is a scaled cost, typically an exponential cost equal to the difference in value between measures that is usually double the major cost scale (e.g. 4 levels/measures = 2+4+6+8 = 20).


Feature Moment Requirements

The moment (time) in character development in which it can be taken.

  1. Any – Any time in the character’s development, including Character Inception.
  2. Inception – Only at the TIME OF Character Inception.
  3. Experience – Only AFTER Character Inception.
  4. Actuated – A qualifier that requires circumstances triggering a moment of Actuated Awareness.

Time to Acquire: Time covered @Character Inception; Expression # Day Cycles = _x_ (example)/Ongoing: # Cycles/Cycle them.

Charge to Acquire: Cost covered @Character Inception; Expression # {Cost Portions} = _x_ (example)/Ongoing: # Vale/Cycle

Feature Capability Requirements

  1. Physiology: Acquiring is limited to a specific species and/or physical restriction.
  2. Minimum Aptitude measure.
  3. Minimum Attribute/ Ability score.
  4. [Skill]/Lore Rank, Trait, Archetype, Background, Cultural Experience, or Class and/or Level.
  5. Tool, kit, workstation and/or materials.

All Game materials are built with the documented Incarna Game Design elements > Feature Dev