Feature

All Game materials are built with the documented Incarna Game Design elements.

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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 can be divided into two categories: Skills and Traits. Game Masters, Setting, and/or story elements may determine what is relevant and/or appropriate; The GM must approve ALL Features for a character.

Feature Aspects

Feature Cost Requirements (Impact)

Flat Cost: The Essence or CP cost is a one time adjustment, done at the time the Feature is acquired. Most often used for Traits.

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). Most often used for Skills and Traits.

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). Most often used for Skills.

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). Most often used for special Skills and powers.


i20™ Costs Details

Unless noted, the scale has the Skill Standard value range of 1 to 5.

  • Minor: No change from the standard.
  • Major: The total is double (2x) that of the standard Major cost.
  • Significant: The total is five (5x) that of the standard Major cost (instead of 2x).

iCore™ Costs Details

Unless noted, the scale has the Skill Standard value range of 1 to +X.

Minor/Major/Significant: No change from the standard.


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: If at Character Inception, it’s costs are covered; Expression # Day Cycles = _x_ (example)/Ongoing: # Cycles/Cycle – The GM may determine there is ongoing upkeep/refresher time required outside of the rules, the specifics are up to them.

Charge to Acquire: If at Character Inception, it’s costs are covered; Expression # {Cost Portions} = _x_ (example)/Ongoing: # Vale/Cycle – The GM may determine there is ongoing upkeep/refresher costs outside the rules, the specifics are up to them.

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.