Making Characters – The Player

Creating New Features/Effects: All users (especially GMs) are encouraged to develop other creation options and methods for use in their own games. All materials should be built with the documented Incarna Game Design elements.

Group Perspective: Players should be aware of the other PCs in the group and their outlooks and codes in order to make a character that best fits in with them and to reduce overlap in character abilities so each PC has a better chance to display their unique characteristics. Participating in guidelines used in a Game Group for character creation can be very effective.

It is not up to GM to make your character fit in the group. The GM can help with the back story and to get them into the game. If your character does not fit with the rest of the group or clashes with ideas in the setting and you built them that way, then it’s not up to the other players or game master to accommodate you by contriving reasons why your character would not be negatively impacted. If you want to play a character that is going to force other players’ characters to look the other way, or compromise their own ideals, then you should expect to have to justify it, and or live with the consequences. That might be that your character is very short lived.

Aptitudes

Divine Aptitude

+ Strengths: Open to characters with zero aptitude; follower group oriented (those of the same faith can enhance each other), focus on empowering followers, promotion of the wellness of followers (healing, bolstering), and sharing of essence. Groups which have multiple followers of the same faith will do much better than a group who all follow different faiths and creeds. Powers can be made stronger with collaborating followers. There are more starting character options, ability development options and ancillary powers as they have fewer direct powers. It is deeply connected to Principal Sparks (+1 all checks).

– Weaknesses: Fewer singular boosts (mostly group based), most followers tend to be weak at lower ranks, lower rank followers very similar between faiths, less of a range of direct powers (limited by faith; powers are based on outlook/type of faith) that execute slower (usually).
elemental Sparks are only distantly connected (-1 on all checks).

Kinetic Aptitude

+ Strengths: The focused mostly on the self and relationships to the self; metabolic control, movement, and power (warmth, light) in organic life; most easily accessed by the common individual, use of many take 0 AM. Many physical traits (esp. useful for combat) and use of items rely kinetic aptitude. It has the most impact in a day-to-day sense.

– Weaknesses: Almost no effects on others – powers are least ‘spectacular’ of all aptitudes; mostly survival and combat based, least understood – advanced kinetic ability (Qigong) is mostly unknown in lower technology cultures.

Occult Aptitude

+ Strengths: Transforming – it is the greatest utility, manipulation, creation and destruction; power of the cosmos; the sheer diversity of effects.

– Weaknesses: Powers are mostly knowledge based and must be sought out and learned; within a given setting such knowledge is codified in one or more understood ‘approaches’ (discovered knowledge may not be in an understood approach). Advancement requires a lot of skill improvements. Real usefulness requires an aptitude of 2. Characters must get a Mana Pool to use most occult items.

Psychic Aptitude

+ Strengths: Changing the limitations of the self, imposing will and dominating others, knowing, changing probabilities, one of the fastest of all powers to evince – most powers take little time. At higher ranks can extend effects of powers for a dramatically long time.

– Weaknesses: There are few psychic powers which effect anyone but the mentalist themselves. They tend to burn through power fast. They are often feared and hunted. Psychic aptitude makes the possessor vulnerable to psychic attacks.

Character ‘Experiences’ in Play

Experiences are a great way to fill in and round out character concepts. Obviously some of these could impose some significant hindrances to play. Its very questionable if any of the negative offsets are worth the playing set-backs. It very much depends on the style and nature of the game play and the specific negative Experience. Some can really be ignored of the group does not pay attention to details, some can compensated, healed or overcome by technology and/or money depending on the setting.