v5.5 iCore [Archive]

  • More items – especially ENC values.> Precious stones done.
  • base ENC vs. adj ENC (vs KB, etc)
  • fit = max = half,min 1
  • ablative
  • reflective
  • reactive armors
  • electromag reactive
  • compositing materials
  • flexibility (+1 armor use; reduce pen for movement, etc.)
  • repairing?
  • treatments: (palladium?)
    = color, spikes,
  • boots: hobnails + ENC / bonus vs. kb and footing adj – 4 stealth
  • boots: soft/low: slowing blow in an action pool?
  • weapon add: lanyard (adds 1 AM to drop/-4 disarm attempts); adv vs disarm/x2 move pen to drop
  • What about a 3×5 card “armor loadout” defender mode and casual mode
  • boots: high, hard = ENC but 1 pt armor add in legs
  • Making sure access to the knowledge/abilities of higher level for progression of characters – we never get to play high level campaigns, so we don’t see it. Are 5 levels of rank ability enough of a progression? Yes.
  • Tactics: Personal – personal maneuvers like the quick draw. each one has a level min.
  • feint, disarm, riposte, sweep,
  • Make sure magic/occult methodology = trade skill; limit 2 starting levels.
    > The text for academic discipline and trade skill have been added, along with the word link parser for skills and trait text. Skills have been reviewed and updated.
  • Crafting of any items.
    – add into the setting notes the normal AM (craft 4 + familiarity + time and materials)
    – cost link by availability as well
  • Mystic item making. Magic- fetish = counts? Use ceremonial treatment? What about multiple participants to boost power? Blood sacrifice/offering count? Faith – holy symbol? Psychic – ?
  • Making a new spell + research existing ones if not learned.
  • There is a body of knowledge accumulated, based on each approach, within a setting. That body is covered under the Lore: Occult – the names and scarcity of the various spells and the hints, legends, and tales of their effects. If a character is unable to find the knowledge they seek to increase their spell knowledge, they must sometimes seek it out themselves. A magus must have access to a safe, and non-interrupted workspace. They must purchase a study library (level 4 min. + rank of spells to be researched), small lab (full cost portion x rank of spell researching – replaced for each spell), and a “visioners kit”. Making the area safe for practice will require materials equal to a full setting (cost portion x the highest rank power to contain it) x the character’s Size Factor+1
  • Researching Existing Spells:Considering that a magus has a starting point, and a rough idea of the requirements, unmasking existing knowledge is much easier.
  • Researching New Spells:
  • Incarna should have nice paths of development that facilitate certain character concepts. Archetypes have possible CP reduction in learning certain things? Like a
  • learning check for a spell? Natural traits – have possible CP reduction in learning = supposed to be a natural path and promote development in that direction = fast learner with that skill? Maybe a natural trait for each archetype = IS that archetype? They are traits, not something unto themselves? What differentiates them?
  • Put a section under trait development. Then these would work like “experience” (used to be upbringings).
  • Onus = curse (can only be used directly in witchcraft or as a gift?
  • How do I create a Sanctuary? Can empathy or lore: religion detect the effects?
  • With dissonant presence, as enemies penetrate further, they suffer greater levels? Is there a way to resist with Conviction? Or any way to negate twistings/dissonance?
  • Are the meta-power effects part of the core elements? We’ve talked about them but I don’t see them on the site. meta power aspect – Good examples are that facets can be tweaked, making each practitioner a bit unique (i.e. not all uses of a power will be exactly alike – speeding up, larger area effect with points + rank. > This is doubling only, not complex calc. to avoid any slow downs. Does it need more? The occult action pool will take over this mechanic.
    I don’t see a new simultaneous action section – dual wield style actually – does allow more attacks? > No, but it might reduce snap attacks to -3 with enhanced opportunity. grants bonus to init? Not overlapping knowledge. Probably applied by familiarity?
  • There used to be a deep explanation of the Natural based traits – where is that? > http://www.incarna.net/iweb/game/design/eff/nat.aspx = old; These might move to skill challenges… is there anything that opposes natural skill abilities? Expand “natural” traits – include computer hackers, engineers, etc. Have a technophiles trait, and a Pro and anti-gadget/computer/machine! Any checks to learn or discover get +1, no penalties for unfamiliar = 4cp.
  • Are offerings for a faith (or witchcraft) static? Is it just blessings and that’s it? > offering 1 = blessings / offering 2 = synergy (temp) / offering 3 = synergy (perm)? Grace determines how much
  • Sacrifice of art, jewelry, or valuables
  • Feast or festival day for the god
  • rites of passage
  • holy symbol of enemy god (1 per rank)
  • Sacrifice of money
  • Sacred item protected/secured
  • Protecting relic
  • Protecting holy ground
  • Can a psychic character have the ability of energy sense – SEU within range? IS there a psychic ability for energy drain? Aura Sense: must be able to see or touch the target.
  • Aptitude 1: not size and type, just pool or SEU source
    2: type
    3: type + rating/size
  • What are spirits’ principal powers? Do they have a weak aura? Do spirits sense aura natively?
  • How do i bind an elemental? > In 5.0, essence to form bonds. The cha attribute = binding limit for normal characters, summoners/binder specialists can use the entire aura/essence.
  • How do they use their essence to twist chance, twist absolutes, and befoul The Pattern of the multiverse? animism?
    paradox!
  • essence tied to ghostly presence/phantasmal? Psychic can do
    > psychic esp. Yes, mystic power is the edge of essence – take 1 essence to be able to strike phantasmal for a round, 2 essence for ghostly using only hand held. Also note that these creatures have less presence themselves. Summoners can do this? Bonding, essence tangle? Wraith = /// wight = revenant night after 24 hours goes by unless remove curse on the killer
  • Psychic can alter/hide their aura with focus, apt and meditation skill

Archive of 5.5 Materials