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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.
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).
The moment (time) in character development in which it can be taken.
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
All Game materials are built with the documented Incarna Game Design elements > Feature Dev