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.
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: This is a scaled cost, 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: This is a scaled cost, 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.
Unless noted, the scale has the Skill Standard value range of 1 to 5.
Unless noted, the scale has the Skill Standard value range of 1 to +X.
Minor/Major/Significant: No change from the standard.
The moment (time) in character development in which it can be taken.
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.