Icrpg Hacks.pdf

  • Uploaded by: chak07
  • 0
  • 0
  • February 2021
  • PDF

This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA


Overview

Download & View Icrpg Hacks.pdf as PDF for free.

More details

  • Words: 12,862
  • Pages: 49
Loading documents preview...
Lonfiction's ICRPG Hacks Customizing a great game to fit my table HOW TO USE THESE HACKS 1.​ Cut and paste into your word program. 2.​ Edit as needed to suit your tastes and needs. 3.​ Have fun! 4. [OPTIONAL]​ Drop me a line on G+ or Hangouts if you have feedback about your experiences using these hacks. I'd love to hear how they worked for you. 5. [VERY OPTIONAL]​ If you like and use this stuff enough that you're thinking "Man, if Lon had a tip jar, I'd totally put a buck or two into it" please consider instead supporting the creator of ICRPG, Hankerin Ferinale, by becoming a ​RUNEHAMMER Patreon Supporter​ or buying one of the other outstanding, totally worth it ​official ICRPG products available at DTRPG.

Table of Hacks: SOME PLAYABLE BIOFORMS FOR ICRPG FANTASY GAMING USING FUMBLES & CRITS AS XP TO LEVEL UP ALTERNATE HERO COINS TABLETOP SIGN HOLDER INSERT FINDING, LEARNING, SOLVING: SPECTRUM OF EFFORT (updated 7/22/18) DELTA GREEN HACKS Backgrounds as LOOT Modern Weapons LOOT Modern Equipment LOOT DELTA GREEN FLAVORED HP AND SANITY RULES GOING INSANE TREATING INSANITY GHOST MTN. CHAR. CREATION (4pg) When Death Comes a Callin' Stars Ghost Mountain Class: Wandering Shaolin Monk Ghost Mountain Class: Prospector “Your breath comes short and quick, you are feverish with excitement; the dinner-bell may ring its clapper off, you pay no attention; friends may die, weddings transpire, houses burn down, they are nothing to you; you sweat and dig and delve with a frantic interest—and all at once you strike it! Up comes a spadeful of earth and quartz that is all lovely with soiled lumps and leaves and sprays of gold. Sometimes.” ― Mark Twain, Roughing It Recommended Gear: 20 Silver Bullets (MAGIC EFFORT Ammo) Miner’s Gear Rope & Hook

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

Coffee Outfit Bowie Knife Six Shooter Starter Reward: Top Notch Pick Axe - +1 STR, +1 CON Birch & Coca’s Health Tonic - (5 doses) Make EASY CON check to recover from sickness, poison, hunger pangs Milestone Rewards: Help from the Tommyknockers – (WIS POWER) On successful WIS check when underground, roll d4 and reduce Target Difficulty for yourself by that number for that number rounds (i.e. -1 for 1 round, -2 for 2 rounds, etc.). Shared Claim to a Sure Thing – A map and part ownership of the Sure Thing Mine, which is nearly played out. May withdraw $100 from an unrobbed bank one session, $75 the next time, $56 the next time, and d20 each time after that. Bite the Soul Coin – (WIS POWER) On successful WIS check, learn something useful from the poor soul trapped in a coin. Gold Pan and Screen – +1 ARMOR. When rolling for Loot, may choose between the rolled number or its reverse (i.e. 47 or 74). May be sacrificed (destroyed) to absorb ALL of a single firearm’s damage to you. Bonanza! – (Always On) Whenever you do ULTIMATE EFFORT, double the d12 result. CHARACTER-BASED LOOT Making Basic Starting Characters Making Seasoned Characters Character-Based Milestone Loot Group A: Traits (Always On) Group B: Aptitudes, Always On Group C: Advantages, Once per Session Group D: Combat Edge, Always On Group E: Combat Stunt, Once per Session Group F: Dedicated Chunks [Under Construction] LOOT DETAIL SHEET DYNAMIC FIGHTING STYLES BRACED CARDS AWESOME CARDS (aka Hero Coins) DAYS/HOURS/MOMENTS Aid Simplified DAYS/HOURS/MOMENTS Aid COMBAT CRITS & BLUNDERS

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

PRIEST POWERS THE RULE OF THREE FIRE STONE MAGIC THE RULE OF THREE

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

SOME PLAYABLE BIOFORMS FOR ICRPG FANTASY GAMING   Remixed from:​ ICRPG CORE 2E​ and ​D&D 5E Classes, Races, and Spells Converted to ICRPG,​Version 1.01​ by Luke Larson, with permission

  HUMANS   ● Commoner:​ STR +1, BASIC EFFORT +1  ● Tradesman: ​INT +1, WEAPON EFFORT +1  ● A Person of [your Homeland]:​ Any single Trait +1   ○ AND +2 to Any single EFFORT (BASIC, WEAPON, MAGIC, or  ULTIMATE)  ○ AND one of the following types of check is always EASY   ■ Animal Handling & Riding  ■ Shiphandling & Fishing  ■ Tracking & Wilderness Survival  ■ Stonemasonry  ■ Lumber & Leathercraft  ■ Herbalism & Medicine  ● Highborn:​ Roll twice when rolling random loot. Choose the result you  prefer.    HALF-ELVES  ● From your Human side:​ Either +1 CHA ​or ​Choose one additional item  from Starting Loot  ● From your Elven side:​ Either DEX +1 ​or​ immune to sleep magic ​or  immune to charm magic    

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

ELVES  ● High Elf:​ DEX +1, INT +1  ● Wild Elf:​ DEX +1, immune to charm & sleep magics  ● The Drow:​ DEX +1, immune to charm and sleep magic, Darkvision, WIS  checks in sunlight are HARD.    DWARVES  ● Hill Dwarf:​ CON +1, CHA +1  ● Mountain Dwarf:​ CON +1, Darkvision    HALFLINGS  ● Smallfolk: ​WIS +1, MAGIC EFFORT +1   ● Hobbits: ​BASIC EFFORT +1, Reroll any 1 on D20 for self or CLOSE ally, once  per session. (Do not get XP for the 1 if rerolled)    GIANTFOLK  ● Hillfolk: ​STR +1, BASIC EFFORT +3  ● Saltheart: ​STR +1, WIS +1, Equip 12 items, Carry 12 items. Physical checks  are HARD in tightly enclosed spaces (i.e. less than 12' clearance).    GNOMES  ● Gnome:​ INT+1, Create or understand small clockworks/machinery with an  INT check.  ● Deep Gnome:​ INT+1, Understand small clockworks/machinery with an INT  check, Darkvision, WIS checks in sunlight are HARD.    DRAGONBORN  ● Dragonborn:​ ARMOR +1, Breath Attack (MAGIC DAMAGE to NEAR enemy  if they fail DEX check, once per session. Damage type based on heredity of  dragon you choose below.)  ○ Chromatic Dragons​ are generally considered "evil" by humanoids.  ■ Black (Boggy Swamps): Line of Acid  ■ Blue (Sandy Deserts, Coastal Areas): Line of Lightning  

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

Red (Mountains, Hilly Plains): Line of Flames  ■ White (Arctic Mountains): Line of Cold  Metallic Dragons​ are generally considered "good" by humanoids.  ■ Brass (Desert, Plains): Ball of Flames   ■ Bronze (Aquatic, Tropics): Ball of Lightning   ■ Copper (Dry, Rocky Mountains, Desert): Ball of Acid  ■ Gold (Anywhere, Secluded): Line of Flames  ■ Silver (Cold High Mountains): Ball of Cold  ■



  HALF-ORCS  ● Orc Mother:​ STR+1, ULTIMATE EFFORT +3, CHA checks always HARD  ● Orc Father:​ STR +2, ULTIMATE EFFORT +2, INT checks always HARD    TIEFLING  ● Infernal: ​INT+1​, ​Start with 1 Infernal Spell (Ghost Mountain)  ● Abyssal: ​MAGICAL EFFORT +1, Reroll 1 or 2 when doing Fire Damage of  any type.    BEASTFOLK  ● Hawkfolk: ​DEX+1, Fly for 1 ROUND (FAR), at the end of your turn make a  CON check, on a fail you must land for 1d4 ROUNDS  ● Catfolk: ​DEX +1, Dash double FAR once per session.  ● Lizardfolk: ​ARMOR +1, Unarmed attacks deal WEAPON DAMAGE, Slither  up to FAR along any surface once per session.  ● Dogfolk (Kobolds)​: CHA +1, Stat of choice +1 (based on breed), Plus   ● EITHER: +3 damage once per session when you have put yourself  between an ally and their attacker,   ● OR: +3 to find things, track people, or detect danger by scent.     TORTON  ● Torton: ​CON +1, ARMOR +1, WIS +1, Can only move NEAR on a normal  move  ○ TURTLE MODE:  

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

■ Retract into shell for +4 ARMOR,   ■ Immune to Fire Damage,  ■ Cannot Move.    CLOCKWORK  ● Mechanical Golem: ​ARMOR +1, 2 Hearts at creation, Immune to Diseases  and Venoms, Food and Potions have no effect. (Must heal via magic or  repairs.)  ● Clockwork Being: ​ WEAPON EFFORT +2, Can be rebuilt if killed, Immune  to Diseases and Venoms, Foods and Potions have half effect. 

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

USING FUMBLES & CRITS AS XP TO LEVEL UP ________________________________'s​ ​XP TRACK. CHECK A BOX EACH TIME YOU ROLL A NATURAL 1 or 20 ON A d20 CHECK OR ATTEMPT. EARN MILESTONES AS INDICATED. (YOU MAY ALSO CHECK BOXES AS DIRECTED BY GM WHEN ACCOMPLISHING CHARACTER SPECIFIC GOALS.) NOVICE: 🔲🔲 [CLASS/LOOT] ________________________________________ ADVENTURER: 🔲🔲🔲 [PATH/TIER/LOOT] ________________________________________ 🔲🔲🔲

[CLASS/LOOT] ___________________________________________

🔲🔲🔲

[PATH/TIER/LOOT] ________________________________________

JOURNEYMAN: 🔲🔲🔲🔲 [CLASS/LOOT] ___________________________________________ 🔲🔲🔲🔲

[PATH/TIER/LOOT] ________________________________________

🔲🔲🔲🔲

[CLASS/LOOT] ___________________________________________

🔲🔲🔲🔲

[PATH/TIER/LOOT] ________________________________________

HERO: 🔲🔲🔲🔲🔲

[CLASS/LOOT] ___________________________________________

🔲🔲🔲🔲🔲

[PATH/TIER/LOOT] ________________________________________

[UNLOCK YOUR CLASS QUEST] ___________________________________________ 🔲🔲🔲🔲🔲

VETERAN: 🔲🔲🔲🔲🔲🔲

[PATH/TIER/LOOT] ________________________________________

🔲🔲🔲🔲🔲🔲

[PATH/TIER/LOOT] ________________________________________

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

🔲🔲🔲🔲🔲🔲

[PATH/TIER/LOOT] ________________________________________

LIVING LEGEND: 🔲🔲🔲🔲🔲🔲🔲

● ● ●

[RETIRED...for now]

CLASS and PATH LOOT is ​attuned​ to you. Mark it with a *STAR* on your sheet. ○ Attuned​ means it only works for you. (Loses all benefits or bonuses when given away, etc.) You may change your CLASS after gaining CLASS LOOT, or your PATH after gaining PATH LOOT To gain a higher TIER of PATH Loot, you must have 2 Loot from the same PATH's Tier below it. ○ Example: Two PATH OF OAK Tier 1s to will unlock PATH OF OAK Tier 2. ■ But a Tier 1 PATH OF OAK and a Tier 1 PATH OF AMBER would not unlock Tier 2 of anything.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

ALTERNATE HERO COINS [YOUR ART HERE - These are set up to be A-Frame tents printed on bright paper. When a player does something deserving of a hero coin, give them one of these either by choice, or by rolling d6 and using the number at the bottom right of each standee. Each of these gives a solid non-combat and combat bonus guaranteed to give the table a little more variety than the same ol' same ol']

[YOUR ART HERE - These are set up to be A-Frame tents printed on bright paper. When a player does something deserving of a hero coin, give them one of these either by choice, or by rolling d6 and using the number at the bottom right of each standee. Each of these gives a solid non-combat and combat bonus guaranteed to give the table a little more variety than the same ol' same ol']

FOCUSED PRODUCTIVE Before the roll,​ gain Advantage on After the roll,​ reset a ​non-combat a ​non-combat​ INT/WIS/CHA roll EFFORT dice to its maximum. .

[YOUR ART HERE - These are set up to be A-Frame tents printed on bright paper. When a player does something deserving of a hero coin, give them one of these either by choice, or by rolling d6 and using the number at the bottom right of each standee. Each of these gives a solid non-combat and combat bonus guaranteed to give the table a little more variety than the same ol' same ol']

INTREPID Between any two turns,​ you may take an additional turn.

---OR---

---OR---

---OR---

ON GUARD Before the roll,​ you may cause an Attack against you or a CLOSE ally to gain Disadvantage.

ACCURATE Before the roll,​ gain Advantage on an attack you are making.

READY FOR IT After the roll, y​ou may reset a Damage dice rolled against you or an ally CLOSE to you to 1.

RETURN TO GM AT END OF SESSION IF NOT USED

RETURN TO GM AT END OF SESSION IF NOT USED

RETURN TO GM AT END OF SESSION IF NOT USED

1

2

3

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

[YOUR ART HERE - These are set up to be A-Frame tents printed on bright paper. When a player does something deserving of a hero coin, give them one of these either by choice, or by rolling d6 and using the number at the bottom right of each standee. Each of these gives a solid non-combat and combat bonus guaranteed to give the table a little more variety than the same ol' same ol']

[YOUR ART HERE - These are set up to be A-Frame tents printed on bright paper. When a player does something deserving of a hero coin, give them one of these either by choice, or by rolling d6 and using the number at the bottom right of each standee. Each of these gives a solid non-combat and combat bonus guaranteed to give the table a little more variety than the same ol' same ol']

RESOLVED FAVORED Before the roll,​ gain Advantage on Before the roll, ​gain Advantage on a ​non-combat​ STR/DEX/CON ANY ​non-combat​ roll this check. session.

[YOUR ART HERE - These are set up to be A-Frame tents printed on bright paper. When a player does something deserving of a hero coin, give them one of these either by choice, or by rolling d6 and using the number at the bottom right of each standee. Each of these gives a solid non-combat and combat bonus guaranteed to give the table a little more variety than the same ol' same ol']

QUICK Between any two turns, ​you may make an additional FAR move. ---OR---

---OR---

---OR---

ON GUARD Before the roll,​ you may cause an Attack against you or a CLOSE ally to gain Disadvantage.

INTENSE After the roll, ​you may pick a Damage dice and double its result.

EFFECTIVE After you or an ally roll damage vs. an enemy CLOSE to you, ​you may reset a Damage dice to its maximum.

RETURN TO GM AT END OF SESSION IF NOT USED

RETURN TO GM AT END OF SESSION IF NOT USED

RETURN TO GM AT END OF SESSION IF NOT USED

4

5

6

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

TABLETOP SIGN HOLDER INSERT Just plug into a clear plastic sign holder stand and update with dry erase on the fly.

    ______ ​___________​ ​______  ​EASY    TARGET   ​HARD  ________________________________  TIME IS IN:​ ​KEY DETAILS:    DAYS     HOURS     MOMENTS 

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

FINDING, LEARNING, SOLVING: SPECTRUM OF EFFORT ​(updated 7/22/18) A thing I like about GUMSHOE's philosophy is that it goes out of its way to prevent roadblocks due to Players not being able to find clues or figure out important things. (Though the "just give it away if they have the right skill" mechanic seems like throwing the baby out with the bathwater, to me.) One of my favorite parts of the earliest ICRPG builds was the attention given to learning how to use new and complex spells or weapons. All of that was rolling around in my head as I was already using the "exert a heart of effort to unlock the metaphorical chest" for occasional spells or clues. Then GM Grizzly posted about ​using chunks to build mysteries​, which is a solid and interesting way to look at it, but I'm still a little leery of confusing myself or players by inconsistently applying the double effort part of chunks any more than necessary. Later, I realized as we played that I like to have a little more flexibility with these sort of issues because of how pacing the action at table affects engagement/fun. The sliver of simulationist left in me also quibbled that how long it takes for someone to learn something really depends on ​the​ ​someone, ​the ​something, and how they are trying to learn​. So I started playtesting this idea more and more as I went along. I began to realize that Finding important clues was just as crucial to pacing, and rolled that into this spectrum. Now you're looking at the hack as currently using it in my ICRPG games. Astute GMs will note how this spectrum concept is easily convertible to many other common situations, such as persuading NPCs, figuring out which Mona Lisa is not a fake, defusing nuclear warheads, etc.

USING THE SPECTRUM OF EFFORT FOR FINDING, LEARNING & SOLVING GM decides the appropriate level of effort required for this PC in this situation to find, learn, or solve the objective using the spectrum below. Then, narrate the result of the PC's roll as indicated: ● If PC would succeed, narrate that success (EFFORT LEVEL 0-2) or roll effort (LEVEL 3-5) ● OPTIONAL: If the PC fails to find, learn, or solve on their very first try, this is a little tougher for them than it is the others: either increase the Effort required for this task by one level for them, or make the Target Difficulty HARD. ● Critical failure/natural 1: increase the Effort level of this task by one level ​for everyone in the party​. ● Critical success/natural 20: grant immediate, advantageous success on the task. EFFORT LEVEL 0: ​Most people can find, learn, or solve this immediately, but certain individuals may be required to apply a higher level of effort due to their own unique background or situation.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

EFFORT LEVEL 1: ​People with a highly specialized or pertinent backstory may accomplish this task immediately. Those who lack an advantageous background must apply a higher level of effort. EFFORT LEVEL 2: ​Well within the abilities of most people, but there's an unignorable chance of delays and failure. Succeed at a CHECK to immediately find, learn, or solve what's needed. EFFORT LEVEL 3: ​An achievable thing, but it does take a little time to accomplish. Succeed at two ATTEMPTS (i.e. SIMPLE EFFORT REDUX from p77 of CORE 2e) EFFORT LEVEL 4: ​This is a moderate challenge, and it could take a while. Requires ATTEMPTS as necessary to accrue a ​♡ ​of effort. Consider allowing a relevant free action immediately upon filling the ​♡​. EFFORT LEVEL 5: ​Quite complex or time consuming. Requires more than one ​♡​ of effort, or a heart of very specific effort (such as HARD attempts, on DAYS time, BASIC EFFORT Only, etc.) IMPORTANT! EFFORT REQUIRED IS NOT ABOUT HOW DIFFICULT SOMETHING IS TO DO... IT'S ABOUT HOW LONG IT TAKES TO DO IT. (I.E. CONTROLLING PACING, CREATING A SENSE OF DILEMMA AND OPPORTUNITY COST WHEN PCs CHOOSE HOW TO SPEND THEIR TURN.) TO MAKE FINDING, LEARNING, OR SOLVING MORE DIFFICULT (RATHER THAN MORE TIME CONSUMING) USE THE EASY/HARD TARGET MODIFIERS.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

DELTA GREEN HACKS So in our Ghost Mountain campaign, it turns out the High Horse Riders are DELTA GREEN agents who have been robbing the top quality red gemstones from the bank vaults in order to hopefully get back to that blasted hillside Starry Wisdom ritual they were trying to stop in 1997. Here are some of the hacks and tweaks I set up to give the characters and their loot a more "Delta Green Lost in the Weird West" vibe.

Backgrounds as LOOT BACKGROUND: ​[PROFESSION/AREAS OF KNOWLEDGE] When you draw upon non-combat knowledge or skill acquired through study, training, or life experience, the Check  or Attempt is automatically EASY.   ●

● ● ● ● ●

FOREIGN SERVICE OFFICER / LANGUAGES, SPYCRAFT, HISTORY  PARARESCUE OPERATOR / MEDICINE, OUTDOORSMANSHIP, STEALTH  DEEP COVER POLICE / CRIME/UNDERWORLD, SAFECRACKING, ELECTRICAL ENG.  FEDERAL AGENT / SURVEILLANCE, INTERROGATION, LAW, OCCULT  PARAPSYCHOLOGIST - RESEARCH, WEIRD SCIENCE, PSYCHOLOGY, OCCULT  SWAT / DEMOLITIONS, HEAVY MACHINERY, ARCHITECTURE  

Modern Weapons LOOT Modern Pistol w/Laser Targeting  Aimed Shot: ​Fire 1 shot up to FAR​, ​EASY, WEAPON damage  Multi-fire: ​Up to 3 NEAR shots, each WEAPON DAMAGE.   CLIP: 8 AMMO: 12   ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖  ☖ ☖ ☖ ☖ ​(Note: They have limited modern ammo in Ghost Mountain...)    Modern Pistol w/Silencer  QUIET. FAR shots are HARD.   CLIP: 8 AMMO: 16 ​WEAPON damage.  ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖  ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖    Modern Heavy Pistol 

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

FAR, CLIP: 8,  Hollow Points: ​FAR, ​MAGIC DAMAGE, reroll 1s  Double Tap:​ ​Fire twice at CLOSE target. Targets human sized or smaller must pass CON or dropped to 1 HP, may  not Move or Attack next turn.  AMMO: 13   ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖  ☖ ☖ ☖ ☖ ☖    Modern Submachine Gun on sling  Single Shot: ​WEAPON damage  Burst Fire: ​d12+3 Shots fired. Does ULTIMATE damage plus #Shots fired.  FAR, MAG 30  AMMO 25  ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖  ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖  ☖ ☖ ☖ ☖ ☖     Backup Revolver in Ankle Holster   FAR, CHAMBER 6, WEAPON damage  AMMO 5   ☖ ☖ ☖ ☖ ☖      Modern Pump Shotgun  CLOSE: ​Automatically hits, ULTIMATE damage.  NEAR: ​WEAPON damage   SHOT, Not SLUGS:​ After CLOSE attack or NEAR attack with 15+ roll, may fire second shot at an adjacent NEAR  target in the same line of fire.  MAG 5  ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖ ☖       Piano Wire Garrote   First successful opposed STR attack vs. unsuspecting target causes BASIC damage. Second success in a row, choose  whether target takes WEAPON damage or goes unconscious for d4 Hours.      Twin Sai   WEAPON damage, EXPLODES ON NAT. 6    Switchblade  Normally: CLOSE, WEAPON damage.  Unexpected/surprise attack: CLOSE or NEAR, MAGICAL damage.    Pepper Spray   CLOSE, ​Blinds Opponent for d4 Hours  ☖ ☖ ☖ 

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

 

    Flash/Bang Grenade   All NEAR (INSIDE) or CLOSE (OUTSIDE) at detonation must pass HARD CHA or STUNNED d4 MOMENTS turns   ☖    Smoke Grenade   Cover all NEAR detonation with heavy smoke for d4 MOMENTS turns, All Checks HARD within smoke area.   ☖  

Modern Equipment LOOT  

 

SECURE COMM LINK ​- 2 mile range.    Kevlar Vest - ​+2 Armor    Tradecraft Powder ​-   As Truth Serum:​ 2 doses remaining, Victim must pass HARD CHA Check or answer questions truthfully for d4  MOMENTS turns.  As Sedative:​ 1 dose remaining, Victim must pass CON Check or unconscious for d4 hours.  Modern First Aid Kit​ - During combat, make an INT Roll to stabilize Dying AND heal 1 HP with a touch.    Safecracking/Electrical Toolkit ​+3 EFFORT on related Attempts    Tactical Flashlight -   ● WIS Checks at night or in darkness are EASY  ● Red Mode: HARD for those at FAR range to notice  ● Bright Light: HARD DEX to blind NEAR Target for d4 MOMENTS turns.   ● If d20 or d6 is a natural 1, Flashlight batteries dead     EVP Recorder/Playback Device - ​ Broken? Too many ghosts or technical difficulties... Hmmm....     Family Heirloom Amulet - (1x/SESSION) ​Pass WIS Check to gain Advantage (Keep best of 2d20) on checks and  attempts for d4 MOMENTS turns.   

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

DELTA GREEN FLAVORED HP AND SANITY RULES To give this session more of an highly trained action hero flavor, I started these characters off with 2 ​♡ ​of HP/Durability/Tenacity, whatever you want to call that quality that keeps them viable in the game and not assuming room temperature or incoherently babbling in a corner somewhere. I gave each character 3 Relationships that are used to regain Sanity tick boxes between missions, and 3 tick boxes each of Reason, Hope, and Willpower; the third box of each of those, if ever ticked off on an adventure, may never be restored. This allows for a gradual decline in sanity over several missions of play. To randomize and simulate each character's first encounter with the Unnatural, that got them into Delta Green in the first place, I rolled a d6 and struck out the respective relationship, if 1-3, or the last box of Reason/Hope/Willpower of 4-6. SANITY CHECKS should be rolled against INT, WIS, or CHA depending on the situation. They are required whenever a PC's HP reaches 11 and 20 for the first time in a session, and whenever they experience something potentially maddening. If the experience is: ● Physically Traumatic: ○ Lose 1 point Sanity on failed check. ● Horrifying or Emotionally Traumatic: ○ Lose d3 Sanity on failed check, ​or lose 1 point Sanity on successful check. ● Beyond Mortal Understanding: ○ Lose d6 Sanity on failed check ​or lose d3 Sanity on successful check. NOTE: Critical Successes result in minimum possible Sanity Loss. Critical Failures result in maximum possible sanity loss.

AGENT DURABILITY   ⛀ ⛀ ⛀ ⛀ ⛀ ⛀ ⛀ ⛀ ⛀ ⛀>>>​EASY SANITY​>>⛀ ⛀ ⛀ ⛀ ⛀ ⛀ ⛀ ⛀ ⛀>>>​HARD SANITY>>>​⛀ DYING d6:__________  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20    SANITY and STABILIZING RELATIONSHIPS:   When required to Check Sanity, whether as a result of Durability losses or traumatic events, roll INT, WIS, or CHA as  directed. If you fail, you will deduct points from Sanity by ticking off boxes OF YOUR CHOICE below. The last box in each  category, once lost, may never be retrieved. Remaining boxes may be recovered between missions, 1 point per Intact  Relationship.    ⛀ Relationship: DELTA GREEN Provided Therapist (+1 SAN recovered between missions. Permanently Lost when checked.)  ⛀ Relationship: Grandparent (+1 SAN recovered between missions. Permanently Lost when checked.)  🁢 ​Relationship: Spouse and children, as a group (+1 SAN recovered between missions. Permanently Lost when checked.)  ⛀ ⛀ ⛀ Reason/Focus (INT) (When all boxes checked, Sanity is debilitated. See GM for Details).  

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

⛀ ⛀ ⛀ Hope/Faith (WIS) (When all boxes checked, Sanity is debilitated. See GM for Details).  ⛀ ⛀ 🁢 Willpower/Ego (CHA) (When all boxes checked, Sanity is debilitated. See GM for Details).  For characters who were veteran Delta Green Agents, I added a background perk related to the Unnatural, but also struck off a second random Sanity tick box.

  Exposure to the Occult/Mythos: ​Once per session, may mark off 1 SANITY to make a roll one step easier  (HARD>>>STANDARD>>>EASY) when trying to learn more about the Unnatural, or apply something you have already learned  about it.        COMBAT Exposure to the Occult/Mythos:​ ​Once per session, may mark off 1 SANITY to make an attack against  something unnatural one step easier, i.e. HARD>>>STANDARD>>>EASY       GOING INSANE   A Character who has ticked off all 9 boxes for Reason, Hope, and Willpower becomes insane. Roll or pick the most appropriate form of Insanity from the list below, or develop your own based on the particulars of the situation. EXPLOSIVE ANGER:​ Start a d20 timer. When it reaches zero, the character will lash out at whoever is closest for d4 rounds. COMPULSIONS/FIXATIONS/ADDICTIONS:​ Compulsive behaviors, obsessional fixations, or substance use. Rolls to resist satisfying the compulsion or attending to the fixation require a HARD CHA when opportunities to do so become available. If the Character does not satisfy the compulsion/fixation/addiction at least daily, or has failed to resist an available opportunity, ALL Rolls are HARD until the addiction has been satisfied. MANIC EPISODE:​ An exaggerated sense of own importance, relevance, and abilities; inappropriately optimistic upbeat mood beyond the realities of the situation; extremely busy or productive with little need for sleep; poor judgment regarding limitations of own abilities or the results of own efforts. For next 2d6 days, anytime you roll 3 or more EFFORT in any task, consider it complete and move on to a completely unrelated task. PARANOIA: ​Must make a HARD INT or WIS check to trust or rely on anyone. ANXIETY:​ Ongoing worry that sometimes prevents you from acting when you should. Start a d12 Timer. When it reaches 1, lose your next turn to anxious dithering. PHOBIA:​ Fearful avoidance of a specific thing. HARD INT or CHA required to observe, approach, interact, or do anything other than avoid and create distance/safety from the phobic target. EXAGGERATED STARTLE RESPONSE:​ Unexpected loud noises/physical contact or unknown persons rapidly approaching caused your character to make a WIS check. If failed, lose next turn reacting to flashbacks.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

DEPRESSION EPISODE:​ Loss of interest or energy to pursue goals, overwhelming sense of sadness or hopelessness. ALL ROLLS are HARD for d20 days. INSOMNIA:​ When your character would try to sleep, make a HARD CON check. If it fails, all rolls are HARD and you may not recover HP by resting until you have accrued 1 ​♡​ of CON effort. DELUSIONS/PSYCHOSIS: ​Your character must adhere to an irrational belief or behavior regardless of all evidence to the contrary. Whenever the character acts (or is forced to act) against their irrational focus or as if their their irrational focus was not true, they must either fabricate a bizarre reason that their irrational focus is still true or automatically lose a Sanity tick box. LOSS OF SELF: ​Whenever you fail a SANITY CHECK in the future, you will suddenly become lost in yourself somehow for d20 random time increments [d4: 1= MOMENTS, 2= HOURS, 3= DAYS, 4= YEARS]. Examples of Loss of Self: Depersonalized; Catatonic; Fugue State; Psychosomatically Blind, Deaf, & Paralyzed; Controlled by an alternate personality that may or may not be human or real; Amnesia.

 

TREATING INSANITY A person trained in psychology, psychiatry or medicine may devote a ​♡ ​of HARD INT effort over DAYS time to uncheck a single Sanity Tickbox from another character (with the exception of the last box of each Sanity category, which may never be unchecked once it has been lost). A person trained in psychology, psychiatry or medicine may make an INT or CHA roll to reduce the symptoms of the insanity for d4 MOMENTS, as deemed appropriate to the situation.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

GHOST MTN. CHAR. CREATION (4pg) NOTE: The Next 4 pages are what we used to build PCs for session 0 of Ghost Mountain, so there are some non-standard things mixed in, like the ammo/supply and soul coin stuff. The form was set up to allow either standard ICRPG character creation, my Character Based Loot hack, or whatever crazy mix you feel like. My group really got into this kind of character sheet, so I'm likely to adapt it later to suit particular games or one shots. You'll note on the 3rd page of this sheet that I've tagged two minor hacks as well in the Table of Contents: ● DYING: ​I allow PCs to add +CON to their d20 rolls to avoid death. This non-standard hack is described on the sheet. Also, I love what GM Grizzly did in his post on ​Dying as a Hero​ and so riffed on that here for Ghost Mountain and probably most future games. ○ [NOTE: In addition to all his great blog content, GM Grizzly has some really ​great ICRPG supplements on DTRPG​ also. You should check them out.] ● STARS: ​For Ghost Mountain, instead of the standard hero Coins, I'm using pretty powerful ​Stars​, which give your d20 roll an Advantage mechanic when used, and also add Ultimate Effort. Aiming to balance out the lethality of guns with a bit of swingy, heroic fun for the PCs. ○ [NOTE: Found a pack of 8 silver plastic Sheriff stars for a couple bucks in Party City. Easy to remove the pin from back. They have some fun coin options and $ bank bags too...]    

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

WHAT’S YOUR NAME, STRANGER? 

WHEREABOUTS YOU FROM? 

__________________________________________________________________________________________________ TELL ME MORE ABOUT YOURSELF…  GENDER:________________________HERITAGE:______________________  CLASS:_________________________TYPE:_________________________ _  WHAT KIND OF THINGS COME NATURAL TO YOU?  Distribute 6 ​ ​ points among the top sections of the yellow boxes below to indicate your inherent trait-based bonuses to  rolls . If LOOT gives you additional bonuses, note it in the lower section of respective yellow box. 

_​DOING STUFF_

_DOING HARD STUFF WELL_

+ ____ +

STRENGTH​ is used to for things like: making forceful attacks (unarmed or with handheld melee weapons), moving heavy things, and holding your ground when something wants to force you to move.

+ ____ +

BASIC EFFORT​ For when you are doing something difficult and have no special tool or technology, you’ll roll D4 for effort or damage. Put points here to be better at finishing things with your bare hands.

+ ____ +

DEXTERITY ​is used for things like: moving quickly, quietly, and with grace. Also helps when precise hand/eye coordination is needed, like firing a ranged weapon.

+ ____ +

WEAPONS EFFORT​ For when you are using a standard type of tool or weapon that would make the job go faster or get better results than just your bare hands. Put points here to be better with tools and weapons of all kinds.

+ ____ +

CONSTITUTION​ is used for things like resisting the unhealthy effects of an enemy attack or environmental hazard (like radiation or disease), healing quickly when damaged, and hanging on to life when you’re at death’s door.

+ ____ +

MAGIC EFFORT ​Arthur C. Clarke said: “Any sufficiently advanced technology is indistinguishable from magic.” This type of damage/effort is for those things that are a step above standard issue tools and weapons. Put points here to be better with spells, kicked up tech, and “weird stuff”.

+ ____ +

INTELLIGENCE​ is used for things like mental problem solving. Applying your memory, education or specialized training (like forensic science or casting an occult spells).

+ ____ +

ULTIMATE EFFORT​ When you roll natural 20 or use a Hero Token, you get to add D12 to whatever type of effort or damage you are doing. Put points here to be even better when you’re at your best.

+ ____ +

WISDOM​ is used for things like noticing important details and following your hunches. It helps you use powers that arise from your faith, intuition, and nature.

_NOT GETTING HIT OR HURT_

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

____ +

CHARISMA​ is used for things like acts of willpower, navigating social situations, and persuading people to see things your way.

+ ____ +

ARMOR​ Enemies have to roll 10 or higher to harm you. Put points in ARMOR to make that number go up.

____​ OR HIGHER.

ENEMIES HIT ME ON ​

WHAT ELSE YOU GOT GOING ON THERE? L ​ ist non-item LOOT as indicated here.  TRAITS (Define Stats, Always on)

APTITUDE (Always on)

ADVANTAGE (1 time per session)

COMBAT EDGE (Always on)

COMBAT STUNTS (1 time per session)

[These come from Character Based Loot Hack, elsewhere in this document.]

[These come from Character Based Loot Hack, elsewhere in this document.]

[These come from Character Based Loot Hack, elsewhere in this document.]

[These come from Character Based Loot Hack, elsewhere in this document.]

[These come from Character Based Loot Hack, elsewhere in this document.]

   WHAT’S THAT YOU’RE CARRYING? STARTER LOOT 1 pc. UNIVERSAL STARTING EQUIPMENT up to 3 pc WEAPONS up to 3 pc.

CLASS STARTING LOOT MILESTONE LOOT

OTHER LOOT

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

WHAT ARE YOU KEEPING TRACK OF? HEALTH 1 HEART = 10 HP BEFORE YOU’RE DYIN’ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑

If you get additional hearts, write in your HP boxes above.

When Death Comes a Callin' The moment your HP drops to 0 or less, Roll D6 and choose one of the following: OPTION #1: In d6 ______ Turns,​ ​you're PROBABLY DYIN’ The number you rolled is how many turns you have left to live, unconscious and unable to move or act. On each of your turns, roll a D20 and add your CON. If the result is 20+, you jump up alive and with 1 HP. Otherwise, an Ally can try to Stabilize you with a successful INT or WIS check to keep you from taking that dirt nap. You'll still be out cold, but the countdown to death has stopped. (Unless you get to -20 HP; see Note at bottom.) OPTION #2: In d6+1_____Turns,​ ​you're GOING OUT LIKE A BIG DAMN HERO​. You have that many turns (or until HP reaches -20, whichever is sooner) to keep on fighting, despite mortal wounds that would have dropped a lesser soul instantly. Your wounds are resistant to healing and if you choose this option, nothing can stop your imminent demise. At the end of your last turn, you permanently die a hero’s death. IMPORTANT! IF YOUR HP EVER DROPS TO -20

SUPPLIES: ​Write down how many Supply you have and use tally marks to count it down. ________ 1 Supply usually costs $10. You lose 1 supply by: ● Living off of it for 4 days ​ ​ ​ ​ ● Firing 6 regular ammunition ❑ ❑ ❑ ❑ ❑ ❑ SPECIAL AMMO:​ List any non-standard Ammunition you have and how much of it. Use tally marks to track how much you’ve used.

MONEY:​ Count your folding money and coins and keep a ledger right here.

SOULS: ​Oftentimes found as odd ​coins​ near the site of a recent true death. There’s bound to be a good reason to keep them, but if you want, you can cash them in as follows: ● 3 Souls for a Milestone Loot. (one time per PC) ● Pay an unpayable debt. ● In some cases, they may heal a condition. ● Maybe set them free, if you can figure out a way?

Stars Given for moments of awesomeness. Can only have 1 star

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

You are unsavably dead. I mean Kaput. Not enough of you left to bury, much less try and heal.

at a time usually. When used, gives the following benefits: On Checks and Attempts, R ​ oll TWO D20 and keep whichever you prefer. ​If you succeeded and need to roll Effort, ​Add a D12 of ULTIMATE EFFORT.

WHAT WERE YOU DOING IN THESE PARTS WHEN THE MAELSTROM TORE GHOST MOUNTAIN UP  FROM THE EARTH?        WHAT’S HAPPENED TO YOU IN THE TIME SINCE?              HOW HAVE YOU BEEN MAKING ENDS MEET?              HOW DO YOU KNOW THESE OTHER RASCALS? L ​ ist any history with (or predisposition towards) the  other PCs.                 ANYTHING IMPORTANT YOU’RE TRYING TO REMEMBER?   

 

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

Ghost Mountain Class: Wandering Shaolin Monk Will your kung fu and code of justice serve you in this strange land of gunfire, devils, and vice? Or will it only hasten your death? “Avoid, rather than check. Check, rather than hurt. Hurt, rather than maim. Maim, rather than kill. For all life is precious, nor can any be replaced.”

Recommended Gear: ● ● ● ●

Meditation Beads​ (+1 WIS)

Shaolin short robe and pants​ (+1 Armor),

Pouch of Tea Herbs​ (+3 to attempts to create healthful and restorative hot drinks) Supplies Pack

Starter Reward: ● ●

Kung Fu Sash​ (Always roll WEAPON DAMAGE when attacking with bare hands or feet.)

Monk’s Staff​ (+​1 ARMOR, May be sacrificed to absorb ALL of one attack's damage. Can be replaced by

spending a turn seeking one out on HOURS time next session.) Milestone Rewards: ● ● ● ●

Rubber Sole Slippers​ (Climbing rolls and Acrobatic maneuvers are EASY)

Gunpowder Smoke Bomb​ (5 count, throw to conceal ally movements or distract enemies.)

Kiss of the Dragon (​ WIS Power, On successful cast, incapacitate a target you touch for d4 turns.)

Scales of the Dragon​ (WIS Power, Once per session on successful cast, Roll d6 and begin counting down at the

beginning of your next turn. While in effect, add the current countdown value to your ARMOR.) ●

Claws of the Dragon​ (WIS Power, Once per session on successful cast, Roll d6 and begin counting down at the

beginning of your next turn. While in effect, add the current countdown value to DAMAGE you deal with kung fu attacks.) ●

Incense Blessing Ritual (​ One Time Use, on HOURS or DAYS Time, Grant a temporary second heart of HP to

self and d4 participants.)

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

Ghost Mountain Class: Prospector “​Your breath comes short and quick, you are feverish with excitement; the dinner-bell may ring its clapper off, you pay no attention; friends may die, weddings transpire, houses burn down, they are nothing to you; you sweat and dig and delve with a frantic interest—and all at once you strike it! Up comes a spadeful of earth and quartz that is all lovely with soiled lumps and leaves and sprays of gold. Sometimes.”​ ― ​Mark Twain, Roughing It Recommended Gear: ● ● ● ● ● ●

20 Silver Bullets (MAGIC EFFORT Ammo) Miner’s Gear Rope & Hook Coffee Outfit Bowie Knife Six Shooter

Starter Reward: ● Top Notch Pick Axe - + ​ 1 STR, +1 CON ● Birch & Coca’s Health Tonic ​ - (5 doses) Make EASY CON check to recover from sickness, poison, hunger pangs

Milestone Rewards: ● Help from the Tommyknockers – (​ WIS POWER) On successful WIS check when underground, roll d4 and reduce Target Difficulty for yourself by that number for that number rounds (i.e. -1 for 1 round, -2 for 2 rounds, etc.). ● Shared Claim to a Sure Thing​ – A map and part ownership of the Sure Thing Mine, which is nearly played out. May withdraw $100 from an unrobbed bank one session, $75 the next time, $56 the next time, and d20 each time after that. ● Bite the Soul Coin​ – (WIS POWER) On successful WIS check, learn something useful from the poor soul trapped in a coin. ● Gold Pan and Screen – + ​ 1 ARMOR.​ W ​ hen rolling for Loot, may choose between the rolled number or its reverse (i.e. 47 or 74). May be sacrificed (destroyed) to absorb ALL of a single firearm’s damage to you. ● Bon​ anza!​ – (Always On) Whenever you do ULTIMATE EFFORT, double the d12 result.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

CHARACTER-BASED LOOT What’s this for?

● An adjunct to ICRPG designed to add loot options more inherent in the character, fostering a more robust sense of the character’s unique talents, background and development over time. ● In some modern settings, spell- or item-based loot doesn’t always feel like a good fit—but skills, abilities, and idiosyncratic options rarely raise an eyebrow. ● Prescriptive race-based character building can be problematic for some tables, as can restrictive class-based frameworks. ● Sometimes you just want that old school feel of “rolling up” a character or NPC and not knowing what you’re going to get. ● One-shots where you just want to get things going, and quick! IMPORTANT NOTE TO READERS:​ I’m not making any kind of global judgments here about how you should play. If race-, class-, spell-, and item-based loot is working for you 100% that’s totally cool. I expect I’ll always use plenty of item-loot, etc. But my tastes lean toward making it balance better with what the characters themselves bring to the mission. At the end of the day, if something here works for you—Awesome! Make it your own. I hope it adds ULTIMATE EFFORT to your game!

Making Basic Starting Characters A Basic Starting PC will roll or choose 6 points from Group A (Traits), and may substitute Character-Based Loot for bioform, starter, class rewards, etc. depending on GM and setting requirements. In a predominantly humanoid setting, a good starting point to ensure interesting, diverse characters is to have each Basic Starting PC forgo bioform based bonuses, starter reward, and some starting equipment, selecting or rolling for 3 Character-Based loot from the following categories instead: ● B: Non-Combat Aptitudes (Always On) ● C: Non-Combat Advantages (Once per Session) ● D: Combat Edges (Always On) ● E: Combat Stunts (Once per Session) With GM approval, a PC may start with the stacked version of an Aptitude or Combat Edge. The stacked version takes the place of 2 of the character’s 3 starting character-based loot.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

Making Seasoned Characters To upgrade a starting character from Basic to Seasoned (reflecting significantly higher starting power level), roll or choose the character’s upgrade template from the following list. Then roll or choose specific upgrades from the indicated categories. 1. +4 Trait OR Second Heart* OR 1 ​Dedicated Chunk [Under Construction] 2. 2 Combat Edge (may stack) 3. +3 Trait, Advantage 4. +2 Trait, Aptitude 5. +2 Trait, Advantage, Combat Edge 6. +2 Trait, 2 Combat Stunts 7. Advantage, Combat Edge 8. Aptitude, Advantage 9. +1 Trait, Aptitude, Advantage 10. +1 Trait, Advantage, Combat Edge 11. +1 Trait, Aptitude, Combat Stunt 12. +1 Trait, Combat Edge, Combat Stunt 13. Combat Edge, Combat Stunt 14. Aptitude, Combat Stunt 15. +2 Trait, 2 Advantages 16. +2 Trait, Aptitude, Combat Stunt 17. +2 Trait, Combat Edge 18. +3 Trait, Combat Stunt 19. 2 Aptitude (may stack) 20. +2 Trait AND Second Heart* OR 2 ​Dedicated Chunks [Under Construction] Notes: ● A PC may always choose to stack an existing Aptitude or Combat Edge rather than gaining a new one. ● A PC may not have more than a total of 5 unique Character-Based Loot. ● A PC may not have more than 3 unique entries from any one category (i.e. Aptitudes, Advantages, Combat Edges, or Combat Stunts.) ● Stacks do not count as a unique entry. *Second Hearts generally only given at GM discretion—1 per 4-5 players goes a long way.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

Character-Based Milestone Loot Character-Based Loot can be substituted for milestone or path loot. To do this, choose or roll d6 on the table below. 1. 2. 3. 4. 5. 6.

+1 Trait (random) +1 Trait (choice) Advantage Combat Stunt Aptitude Combat Edge

At GM discretion, a PC may also gain one of the following at major milestones: 1. Dedicated Chunk [Under Construction] 2. Second Heart*

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

Group A: Traits (Always On) Roll or assign your allowed points to Traits. NOTE: Rolling allows the opportunity to gain free ULTIMATE Effort bonuses and roll again. ● ● ● ●

1 point in a Trait is written as indicated. 2 points in a Trait is ​“Very” 3 points in a Trait is ​“Extremely” 4 points in a Trait is​ “Supremely” ○ No Trait may be assigned more than 4 creation points without prior GM Approval.

Remember: ● STR, DEX, CON, INT, WIS, CHA bonuses help answer the question ​"Can I do it?" ● BASIC, WEAPON, MAGICAL, and ULTIMATE bonuses help answer the question ​"How ​well​ did I do it?" ● ARMOR bonuses help answer the question "​Can I avoid getting hit or hurt when attacked?" 1. Strong: ​+1 STR 2. Capable: ​+1 BASIC EFFORT 3. Graceful: ​+1 DEX 4. Competent: ​+1 WEAPON EFFORT 5. Healthy: ​+1 CON 6. Smart: ​+1 INT 7. Gifted: ​+1 MAGICAL EFFORT 8. Wise: ​+1 WIS 9. Spirited: ​+1 CHA 10. Good Reflexes:​ +1 ARMOR 11. Pain Tolerance:​ +1 ARMOR 12. Remarkable: ​+1 ULTIMATE EFFORT (If this result was ROLLED, you get ​Remarkable​, plus another roll.) Example:. With 6 points to spend, you decide to roll 2 Traits and assign 4 other Trait points. You roll a 5 and write ​Healthy, +1 CON​. Then you roll a 12 and write ​Remarkable, +1 ULTIMATE,​ and roll again. This time you roll an 7, so write down ​Gifted, +1 MAGICAL.​ Now add 4 points as you see fit: You decide to put 2 points in STR, 1 point in ARMOR (Reflexes), and 1 points in WIS. So on your character sheet LOOT, you'll write: TRAITS: Very Strong, +2 STR Healthy, +1 CON Wise, +1 WIS Good Reflexes, +1 ARMOR Gifted, +1 MAGIC

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

Remarkable, +1 ULTIMATE You will also list these bonuses under the BASE section beside each Stat.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

Group B: Aptitudes, Always On Note: Aptitudes may be duplicated or “stacked” one time per character for the upgraded effect listed. 1. Marked by Fate: ​When you roll a natural 1 on any non-combat Check or Attempt, you may lose 1 HP to treat the Check or Attempt as a success. ​(Stacks to rolls of 1, 2, 3) 2. High Standards:​ When you get a 1 for any non-damage Effort roll, double it.​ (Stacks to rolls of 1, 2) 3. Tenacious:​ When you roll Death Dice, add +1 round of Dying. When you roll to recover from Dying, the Check or Attempt is always EASY. ​(Stacks to +2) 4. Subtle: ​When you try to conceal or hide yourself, the truth, or an item from others, the Check or Attempt is always EASY. ​(Stacks to allow a bonus hidden action if successfully subtle) 5. Perceptive​: When you try to detect important details about an item or place, the Check or Attempt is always EASY. ​(Stacks to allow making the Check during a CLOSE PC’s turn instead of your own) 6. People Skills: ​When you try to read a person, influence someone, or navigate a social situation, the Check or Attempt is always EASY. ​(Stacks to allow making the Check during a CLOSE PC’s turn instead of your own) 7. Handy: ​When you try to repair a damaged item, the Check or Attempt is always EASY. ​(Stacks to include when upgrading items) 8. Driver: ​You may declare a common mode of transportation of your era that you are especially skilled in driving/operating.​ ​Checks and Attempts related to maneuvering this vehicle/mount are always EASY. ​(Stacks to 3 modes of transportation. Keep a list as you declare them.) 9. Resilient:​ When you roll CON to resist harmful conditions, the check or attempt is always EASY. ​(Stacks to gain 1 HP on successful resistance Check or Attempt) 10. Fast:​ On your turn, you may act, move NEAR, and then act again. ​(Stacks to allow move FAR between the two Actions) 11. Helpful: ​When you spend your action assisting an ally in a non-combat endeavor, the ally’s Check/Attempt is automatically EASY. ​(Stacks to add your BASIC EFFORT to the ally’s on success) 12. Hidden Stash: ​When you spend your entire turn scrounging, you may automatically find d4 coin, supplies, or ammo. ​(Stacks to d6) Example: You roll a 6 and write in your Loot section. People Skills: When you try to read a person, influence someone, or navigate a social situation, the Check or Attempt is always EASY.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

This isn’t one you want to stack, so move on to next category. You want this character to not be a Fighty type but maybe a Face. Time to grab an Advantage.

Group C: Advantages, Once per Session 1. Expertise​: When you draw upon non-combat knowledge or skill acquired through study, training, or life experience, the Check or Attempt is automatically EASY, and you gain +3 Effort. Keep a list of up to 3 knowledge areas as you declare them. 2. At Home in the Wild​: Once per session in the wilderness, pick one of the following: ● Find a useful plant, animal or water source. ● Automatically succeed on a roll to personally avoid a natural hazard ● Find your way when lost. 3. Citizen of the World​ - Once per session in a town or settlement, pick one of the following. ● You happen upon a helpful old ally NPC or make a new NPC friend. ● You hear rumors of an opportunity, emerging threat, or other useful information. ● You find someone willing to sell the product or service you need (though it might be rare or costly). 4. Seasoned Traveler: ​Once per session when traveling over DAYS of time, you may pick one of the following: ● Make one roll related to travel and its hazards EASY for yourself ● Reduce the traveling party’s total supply usage or fare by half. ● Arrive at the destination sooner than expected. 5. Productive Downtime​: Once per session, when spending HOURS or DAYS of time in an appropriate locale, pick one: ● Make one EASY attempt to learn, improve, or build something for yourself. ● Assist another PC by doubling the result of their effort roll. ● Reset any Effort dice you roll for yourself to its maximum. 6. Adaptable: ​Once per session, may shift up to 2 points from one Trait to another, as long as no Trait goes lower than 0 or higher than 3 (“Extremely”). 7. Just the Thing:​ Once per session, you are able to produce from your pockets or find nearby exactly the small hand-sized item that will help you in a non-combat endeavor. Using the item gives a single guaranteed success and +3 effort. 8. Exit Strategy: ​Once per session, make an ​unmodified ​EASY check. If you succeed, you find a safe hiding place, escape route, or conveyance for you and your allies. If you fail, you still find the safe hiding spot, route, or conveyance, but you must pick one of the following complications: ● An important ally or item gets lost, broken, or left behind ● The exit strategy comes with an unexpected negative consequence, such as its cost, hazards, or actual destination.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

● The hiding spot or route comes under immediate attack (although it does provide some protection). 9. ​Access to Cash:​ Whether this is a rich uncle, an expense account, or just some hidden assets, once per session you may make one of the following checks to produce the funds, barter, or credit needed to make a large purchase. ● ● ● ●

Automatic Success to pay an expense of up to 25 coins. EASY Target Check to pay an expense of up to 50 coins Standard Target Check to pay an expense of up to 100 coins. HARD Target Check to pay an expense of up to 500 coins.

10. ​Strange Oracle:​ Once per session, the GM will answer 3 yes/no questions about plot events that the character would not have an in-game reason to know the answer to. 11. ​Many Talents:​ Once per session (at the beginning of each session) roll a random Aptitude (B) and Advantage (C). Choose one to keep for the remainder of this session and discard the other. 12. ​Momentum: ​Once per session on HOURS or DAYS time, take an additional turn immediately before or after the GM.

Example: You roll a 12 and write down: Momentum: Once per session on HOURS or DAYS time, take an additional turn immediately before or after the GM. Well maybe an Always On Combat Edge will keep you safer around rough trade. So let’s give that a shot as the final Character-Based Loot.

Group D: Combat Edge, Always On Note: Combat Edges may be duplicated or “stacked” one time per character for the upgraded effect listed. Scrappy:​ When attacking a foe in melee combat, +1 to hit ​(Stacks to +2) Hard Target: ​+1 ARMOR ​(Stacks to +2) Accurate: ​When attacking a foe with a ranged weapon, +1 to hit​ (Stacks to +2) Tough:​ When a foe’s attack succeeds, -1 from every damage dice rolled. ​(Stacks to -2) Effective:​ When you hit a foe in melee combat, +1 DAMAGE ​(Stacks to +2) Hardy:​ When you heal or recover, regain an extra +1 HP​ (Stacks to +2) Deadly Aim: ​When you hit a foe with a natural 17+ with a ranged weapon, double the damage rolled. (Stacks to 15+) 8. Deadly Force: ​When you hit a foe with a natural 17+ with a melee attack, double the damage rolled. (Stacks to 15+) 9. Feints: ​When you miss a foe with a melee attack roll of natural 2,3,4, or 5, you may make a second attack this turn. ​(Stacks to include stunning the target if second attack succeeds) 1. 2. 3. 4. 5. 6. 7.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

10. Survivor:​ When calculating your HP, each heart is worth 12 HP instead of 10. ​(Stacks to 15) 11. Marksman​: ​When you make a successful ranged attack at FAR distance, add +1 to damage. ​(Stacks to +2) 12. Showoff​: You may choose to deliberately make an EASY or standard attack HARD. If you succeed, add ULTIMATE EFFORT. Example: You roll a 9 and write in your Loot section: Feints: When you miss a foe with a melee attack roll of natural 2,3,4,or 5, you may make a second attack this turn. Excellent! Stacking is not an option, so we’re done with this part of the Character. And now we have a neat set of options that should make this character feel pretty unique at game time. There’s no more available Loot Slots available, so we’ll do a wrap up after the Combat Stunts section.

Group E: Combat Stunt, Once per Session 1. “​Give it a Name” Signature Attack: ​Once per session, when attacking a foe with your signature attack, the attack does BASIC Damage even if you miss, and ULTIMATE Damage if you hit. 2. Swift Retribution: ​Once per session, when a foe within range damages you, immediately succeed in a single return attack doing WEAPON Damage back to that foe. 3. Pre-emptive Strike​: Once per session, when a foe is about to attack you, you may interrupt their attack (before GM rolls the dice) by making an out-of-turn attack against them first. If you succeed, their attack is prevented or has no effect. 4. Protective:​ Once per session, declare a CLOSE ally you will be protecting for the next d4 Rounds. While under your protection, all attacks against the protected are HARD. You may both attack and move normally on your turns, but if either of you move out of CLOSE range of each other, the protective effect ends. 5. Undaunted​: Once per session, When your HP would fall to 0 or below, immediately reset to d4 HP. 6. Teamwork: ​Once per session, When you spend your turn setting up a combo attack for an ally, the ally’s attack is EASY. If the ally succeeds, roll WEAPON damage and add it to the damage done by the ally. 7. Battlecry: ​Once per session, When you give your battlecry before attacking, your attack this turn is EASY, and all successful PC attacks within earshot (including your own) do +1 damage until the start of your next turn. 8. Disabling Attack: ​Once per session​, ​When you succeed on an attack you may add one of the following conditions to your target: ​Stun: ​foe may not move or act next turn. ​Wound:​ foe takes an additional 1HP damage at start of next d4 turns. ​Disarm: ​ Foe must pass a HARD check before they may use a specific attack again. 9. Close Call​: Once per session, When you or a CLOSE ally (pick one) would take 3+ damage from a ranged attack, avoid all damage. 10. Redirect​: Once per session, When​ ​you would take damage from a melee attack, you may redirect up to 3 points of that damage to a single foe or setting feature and avoid the rest.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

11. Superior Tactics: ​Once per session, When you or a single NEAR ally (pick one) roll damage, reset each die to its maximum. 12. Not as Bad as it Looks: ​Once per session, When a single NEAR or CLOSE foe rolls damage against you, reset each damage die to 1 and ignore bonuses. Here is the completed Example Character: Traits: Very Strong, +2 STR Healthy, +1 CON Wise, +1 WIS Reflexes, +1 ARMOR Gifted, +1 MAGIC Remarkable, +1 ULTIMATE People Skills: When you try to read a person, influence someone, or navigate a social situation, the Check or Attempt is always EASY. Momentum: Once per session on HOURS or DAYS time, take an additional turn immediately before or after the GM. Feints: When you miss a foe with a melee attack roll of natural 2,3,4,or 5, you may make a second attack this turn. All that’s left is to pick a few weapons, maybe a signature piece of gear, and get playing!

Group F: Dedicated Chunks [Under ​Construction] 1. Dedicated Supportive Organization 2. Dedicated Supportive Ally 3. Personalized offensive gear 4. Personalized defensive gear 5. Personalized active skill gear 6. Personalized passive skill gear 7. Personalized transportation mode 8. Special power/ability 9. ? 10. ? 11. ? 12. Personalized Headquarters/Lair

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

LOOT DETAIL SHEET Copy-paste and customize the table below as needed to help keep everyone on the same page regarding rules and rulings for items and other Loot. Update your file and reprint as needed for each character. LOOT DETAILS FOR: ​PC NAME WEAPONS & COMBAT Name: ​Important Details.

ARMOR & CLOTHING Name:​ Important Details.

ITEMS

ABILITIES BIOFORM:​ Important Details.

Name:​ Important Details. ▢ ​Single Use Item:​Important Details. Consumable Item: ​Important Details. 3 USES: ▢ ▢ ▢ Item Requiring Effort to Unlock: ​What kind of effort must be accrued and what will be the expected outcome. ▢▢▢▢▢▢▢▢▢▢

Other Abilities: ​Important Details. FIRESTONE: ​+1 MAGIC EFFORT ▢▢▢▢▢▢▢▢▢▢ Deplete 1 box every time you fail when casting a spell from your spellbook.

SPELLBOOK:​ MAGIC effort explodes on 8 for spells. Holds 5 spells. Roll INT for spells. 1. Name:​ Important Details. 2. Name:​ Important Details. 3. Name:​ Important Details. PRIEST POWERS: ​Roll WIS for powers. 1. Name:​ Important Details. 2. Name:​ Important Details. 3. Name:​ Important Details.

NOTES

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

DYNAMIC FIGHTING STYLES Whether it's an open palm or a pair of Colt revolvers, the effectiveness of any weapon often depends on the way it is used. Fighting Styles don't represent specific techniques or tactics so much as trained and practiced approaches to combat. Martial classes may learn 2 Fighting Styles. Other classes may learn only 1, and only after they have accrued 2 or more Class Milestone or Path Loot. To learn a fighting style, the PC must declare the intent to train in that style and then accrue the ​(COST)​ in the order listed over DAYS time. In some cases, the GM may allow characters to start with a Fighting Style, or to earn it as milestone loot. A Fighting Style takes up a Carried Slot, but may always be used as if it were equipped, so long as it makes narrative sense/GM approves. Deadly Focus (COST: ❤CHA ❤WIS) - ​ Each time you miss an enemy, add 1 to your Deadly Focus (track with a single d6). Add your Deadly Focus to your d20 attack rolls until you hit something, then reset Deadly Focus to zero. ​[Pretty much "Battle Fury" as found in ICRPG Core, p. 69, with a new name and a cost] Dog Pile (COST: ❤CON, ❤STR) - ​Each time you take damage on consecutive turns, increase your Dog Pile by 1 (track with a single d4). When the Dog Pile die reaches 4, make a CON check to heal 4 hit points.​ ​[Modified from ICRPG Core, p. 69] [Specify] Marksman​ ​(COST: ❤DEX, ❤WIS) -​ Pick a single type of ranged weapon. You may aim and delay taking a single shot for up to d6 PC/GM turns. When you fire, add the number of turns you aimed to both your attempt and effort. Dual Wield​ ​[Specify]​ ​(COST: ❤DEX, ❤INT) -​ Pick a specific pair of one handed weapons. Once per session, you may attack enemies (Close for melee weapons, Near for pistols, etc.) with both weapons on your turn for d6 sequential rounds. Heavy Melee [Specify] (COST: ❤STR, ❤DEX) -​ Pick a specific type of two handed melee weapon. Once per session during combat, you may roll a d8 and begin counting down each round. For that many rounds, each of your modified attempt rolls of 20+ gruesomely kills off a single one heart (non-PC) enemy. (Normal damage to two-heart enemies and higher.) Brawler (COST: ❤STR, ❤CON) - ​When fighting barehanded or with blunt melee weapons, you will stun your enemy (they lose next turn) on a modified attempt of 20+, in addition to any other damage you do. Martial Arts (COST: ❤WIS, ❤DEX) -​ Once per session during combat, you may roll d6 and begin counting down each round. Each round, you may add the current countdown value to either your Damage dice (if you hit) or your Armor Class (if you don't).

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

BRACED CARDS An action I allow on HOURS or DAYS time is to Practice combat or Maintain fighting gear, which offers protection from the first Combat Natural 1. Copy-paste onto card stock and keep on hand for players who take advantage of it.

You may ignore your next Blunder from a Natural 1 rolled in combat this session.

You may ignore your next Blunder from a Natural 1 rolled in combat this session.

You may ignore your next Blunder from a Natural 1 rolled in combat this session.

You may ignore your next Blunder from a Natural 1 rolled in combat this session.

AWESOME CARDS (aka Hero Coins) Copy-paste onto cardstock and keep on hand to give to players for awesomeness. Back REDEEM BEFORE ROLLING ADDS EITHER 1D6 TO ATTEMPT OR 1D12 TO EFFORT PLAYER CAN ONLY HAVE ONE AWESOME CARD AT A TIME [Insert your art here. I use the Ultimate Effort Podcast Logo, because awesome.]

Front

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

DAYS/HOURS/MOMENTS Aid Copy-paste, customize as desired, and print onto cardstock. Fold the card along horizontal lines and secure into a triangular tube. Post it on table with the appropriate time unit facing the PCs. {OR: print double sided and cut along horizontal lines to stand each Time unit up like an open book to double as a GM aid if needed.}

​This Round is happening in

DAYS

(Generally 1-5 each Round) Remember to spend daily Supplies, if required.

This Round is happening in

HOURS (Generally 1-3 each Round)

This Round is happening in

If you are in a suitable situation, use your turn to: ● RECOVER:​ In complete safety, ​recover all hearts and spellburn​, no roll. You may still get an INJURY… ● REPAIR​ or ​BUILD​ gear ● MAINTAIN​ gear/​PRACTICE​ for Combat (ignore next combat Blunder this session) ● SHOP​ for gear ● SEEK INFO​ about something or someone ● DEVELOP​ new skills (BASIC effort) ● Improve ​RAPPORT​ with NPCs ● APPLY​ existing skills ● LEARN​ spells or skills ● SOMETHING​ ​ELSE​? Ask the GM. If you are in a suitable situation, use your turn to: ● RECOVER​: ​Between battles and ○ In complete safety​—​recover 1 heart and spellburn​, no roll. You may still get an INJURY… ○ Not safe—r​ ecover 1HP + CON​, no roll ● MAINTAIN​ gear/​PRACTICE​ for Combat (ignore next combat Blunder this session) ● SHOP​ for gear ● SEEK INFO​ about something or someone ● APPLY​ existing skills ● LEARN​ spells or skills ● SOMETHING ELSE​? Ask the GM. If you are in a suitable situation, use your turn to: ● RECOVER​: Pass CON vs Target check recover 1HP + CON ● MOVE FAR ​(about 50 feet usually) ● MOVE NEAR​ ​(a few steps)​ or STAY PUT and: ○ EXAMINE​ something ○ USE​ an item, ​APPLY​ a skill, ​CAST​ a

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

MERE MOMENTS (a few seconds in combat; otherwise up to 5 minutes)

○ ○ ○ ○ ○

spell ATTACK​ or ​PREPARE​ an attack DEFEND​ yourself from being​ hit:​ All attacks against you are HARD DEFEND​ yourself from being ​hurt:​ Reduce damage from each hit you take by ARMOR bonus PROTECT​ or ​INTERACT WITH someone SOMETHING ELSE​? Ask the GM.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

Simplified DAYS/HOURS/MOMENTS Aid

EACH TURN IS HAPPENING IN

MOMENTS As long as you are not Dying,​ you may use a turn to make a CON check. If you pass, recover 1 HP + your CON bonus. EACH TURN IS HAPPENING IN

~1-3 HOURS As long as you are in c​ omplete safety​,​ you may use 1 turn to recover 1 Heart of HP. EACH TURN IS HAPPENING IN

~1-5 DAYS As long as you are in c​ omplete safety​,​ you may use 1 turn to recover ALL Hearts of HP.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

COMBAT CRITS & BLUNDERS COMBAT CRITICAL HITS​ - Use the following effects ONLY when a natural 20 is rolled during an attempt to harm a foe in combat (i.e. not for Hero Coins or Loot effects that let you roll Ultimate Effort). Compare the unmodified d12 Ultimate Effort result to the table below and apply additional effects.

1. Disarmed​ (Foe loses next attack; may have to retrieve weapon) 2. Off-guard​ (Next attack on that foe is EASY) 3. Disadvantaged​ (That foe's next attempt is HARD) 4. Stunned​ (Lose next turn) 5. Wounded ​(Lose 1HP at beginning of each turn until Healed, Stabilized or Pass CON) 6. Armor Failing​ (If <1 Heart remaining: Attacks on foe are EASY till end of combat) 7. Foe vs. Foe​ (Foe does Weapon Damage to its nearest ally, if possible) 8. Weapon Breaks​ (One of foe's equipped weapons is damaged beyond repair) 9. Retreat! (​d4 Close or Near 1 Heart foes must move away from threats next turn) 10. Incapacitated ​(Foes with 5hp or less remaining after this hit go unconscious) 11. Furious Momentum ​(May take a second turn at the end of round) 12. Epic Maneuver ​(GM Choice: Instant Kill, Extra Loot, or any result listed above, but extra.) COMBAT BLUNDERS​ - Use the following d6 table to determine the effect of a blunder rolled in combat. [Note: For my table a natural 1 rolled on an attempt in combat is a blunder. Outside of combat, a second 1 must be rolled to confirm a blunder.]

1. 2. 3. 4. 5. 6.

​ isarmed​ (A vital equipped attack is temporarily unusable or out of reach; On next turn, may move D and act, but not attack) ​Off-Guard​ (Next Attack on Blunderer is EASY) ​Disadvantaged​ (Next Attempt made by Blunderer is HARD) ​Stunned​ (Lose next turn) ​Item Lost​ (An equipped weapon or Item is permanently damaged/lost) ​Armor Failed​ (An armor Item is permanently damaged/lost)

OTHER NEGATIVE STATUSES 1. Ailing ​(ALL rolls are HARD) 2. Unwell​ (STR/DEX/CON rolls are HARD) 3. Out Of It​ (INT/WIS/CHA rolls are HARD)

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

Print and cut out these status cards to help track Crit/Blunder Effects.

DISARMED You may move/act, but not attack on your next turn

OFF-GUARD The next attack against you is EASY

DISADVANTAGED Your next Attempt is HARD

STUNNED Lose Next Turn

RETREATING RETREATING RETREATING RETREATING Must move away Must move away Must move away Must move away from threats next turn from threats next turn from threats next turn from threats next turn WOUNDED Lose 1 HP start of every turn until Healed, Stabilized, or Pass CON

ARMOR FAILING Attacks on you are EASY till end of combat

FURIOUS MOMENTUM Take another turn at end of round

ALSO AFFECTED You share a Crit effect that is already in play

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

PRIEST POWERS The Priest class rolls WIS ATTEMPTS when using POWERS. Priests may choose only one of the following sources of power. Divine Magic: ​Your powers are prayers channeling aid from one or more divine beings. Spell effects vary based on the god, the spell, and the situation. Divine spells are always EQUIPPED, but do not take up a Loot Slot. You cannot use SPELL BOOKS. When you roll a 1 on a power ATTEMPT, roll d4 and apply the DIVINE BACKFIRE below. 1. Doubt/Crisis of Faith: ​1d4 Powers are forgotten until you get a night's sleep. (Must include the Power attempted with a 1.) 2. You Angered the God(s):​ Accelerate all GM Timers to 1. GM may apply effects instantly or wait for GM turn. 3. Evil Bolsters Your Foe:​ HEAL one enemy for 1 Heart. 4. Sense of Impending Doom:​ Escalate current Target by 1 for rest of encounter. Natural Magic:​ Your powers are contained in the form of natural items and charms that take up CARRIED SLOTS. Spell effects must always employ a natural theme (plants, animals, weather, landscape features). You cannot use SPELL BOOKS. Your magic never backfires, but you do incur spell burn. The Way/Order of the Scales: ​Your powers come from lifelong pursuit of Oneness with the Great Balance as well as a devotion to a rigorous code of conduct. When learning new powers, you tend to seek a balance between supportive/neutral powers and destructive powers. You have only 7 CARRIED slots, and 6 of them may only be used for powers. You cannot use SPELL BOOKS. When you roll a 1 on a power ATTEMPT, you have lost connection with the Great Balance: You may not use any powers again until you exert 1 Heart of WIS effort in contemplative trance or spend a turn in DAYS time. You may use Carried Powers as if they were Equipped.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

THE RULE OF THREE Both Mages and Natural Magic Priests are subject to "The Rule of Three" and may suffer spell burn or spiritual exhaustion after every third attempt to use a spell/power. After the third attempt is complete, make a successful check (WIS for Priests, INT for Runic Mages, CHA for Wild Mages) against the current Target or lose the ability to use spells/powers for 1d4 rounds.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

FIRE STONE MAGIC Fire Stone​ (also called ​Iä Crystal)​ are a form of living crystal that serves as a conduit to the arcane forces which surround us. Mages start with 1 HEART of Fire Stone fragments. On any failed spell cast, some of the crystals burn away (lose 1 HP of Fire Stone). Replenish crystal supply, or lose casting ability at 0. Non-Mages with Fire Stone equipped simply gain +1 Magic Effort. Spells as Loot:​ When spells are found as Loot, they are often written or drawn in materials enriched with ​Iä Crystal. A ​ s such, they can usually be sold, traded, equipped, or carried. ● Any character (even Non-Mages) who pass an INT attempt in MOMENTS time may use an equipped loot item spell a single time, but this will permanently destroy the unlearned spell, whether the attempt is successful or not. Learning Spells:​ Mages who pass an EASY INT attempt in DAYS time or an INT attempt in HOURS time may learn an equipped or carried loot item spell. Learning a spell permanently destroys the unlearned loot item. Failing the attempt to learn a spell with a natural 1 will permanently destroy the loot item spell. Once learned, a learned spell ​may only be cast while equipped​. Once channeled, Mages may harness and control the magical energies to create equipped SPELL effects using one of the following methods: Rune Magic: ​You study deeply "the shadow language which wrote the world" and memorize numerous incantations and gestures which allow you to shape the arcane energies channeled by ​Iä Crystal​. You use INT on attempts to cast spells. Learned spells are copied into a Spell Book. A spell book takes up one inventory slot and can hold up to 5 spells. When you roll a 1 on a spell ATTEMPT, roll d6 and apply the BACKFIRE! below: 1. Inverted Rune:​ The spell has the opposite of intended effect. (GM determines.) 2. Arcane Spark:​ You take d4 damage. 3. Iä Crystals Flare: Y ​ our Fire Stone loses d4 hp.

Lonfiction's ICRPG Hacks Customizing a great game to fit my table

4. Arcane Interference: ​No one within NEAR range may use spells for d4 rounds 5. Runes Aflame: ​A random spell in your possession is lost permanently. 6. Arcane Arc: ​do d6 damage to yourself and everyone in NEAR range. Wild Magic:​ You have an innate but fickle connection to ​Iä Crystals​ which allows you to manipulate the energies they channel in limited ways. You make CHA attempts to cast spells. You may learn up to 5 spells which always occupy an equipped slot. You may not use a spell book, but may equip a focus item which allows Wild Magical effort to explode when an 8 is rolled for effort. Because of the fickleness of your connection, interpret any Natural d20 result you roll as follows (even when you are not casting a spell: ● Natural 1:​ You cast an unintended spell instead, and in the most problematic way possible. Randomly determine the spell effect from all other spells carried/equipped. If the spell cast was learned, it is forgotten. If the spell lost was unlearned, it is destroyed. ● Natural 20:​ You cast an unintended spell instead, and in the most helpful way possible. Randomly determine the spell effect from all other spells carried/equipped. Apply Ultimate Effort as appropriate.

THE RULE OF THREE Both Mages and Priests are subject to "The Rule of Three" and may suffer spell burn or spiritual exhaustion after every third attempt to use a spell/power. After the third attempt is complete, make a successful check (WIS for Priests, INT for Runic Mages, CHA for Wild Mages) against the current Target or lose the ability to use spells/powers for 1d4 rounds.

Related Documents

Icrpg Worlds.pdf
February 2021 0
Icrpg Hacks.pdf
February 2021 0
Icrpg Magic V1
February 2021 2
Icrpg Volume 2
February 2021 0

More Documents from "chak07"

Icrpg Magic V1
February 2021 2
Icrpg Hacks.pdf
February 2021 0