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Table of Hacks:
SOME PLAYABLE BIOFORMS FOR ICRPG FANTASY GAMING
“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:
Miner’s Gear
Coffee Outfit
Bowie Knife
Six Shooter
Starter Reward:
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]
BRACED CARDS
DAYS/HOURS/MOMENTS Aid
Simplified DAYS/HOURS/MOMENTS Aid
PRIEST POWERS
THE RULE OF THREE
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
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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
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TORTON
● Torton: CON +1, ARMOR +1, WIS +1, Can only move NEAR on a normal
move
○ TURTLE MODE:
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NOVICE:
🔲🔲 [CLASS/LOOT] ________________________________________
ADVENTURER:
🔲🔲🔲 [PATH/TIER/LOOT] ________________________________________
JOURNEYMAN:
🔲🔲🔲🔲 [CLASS/LOOT] ___________________________________________
HERO:
🔲🔲🔲🔲🔲 [CLASS/LOOT] ___________________________________________
VETERAN:
🔲🔲🔲🔲🔲🔲 [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.
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[YOUR ART HERE - These are [YOUR ART HERE - These are [YOUR ART HERE - These are
set up to be A-Frame tents set up to be A-Frame tents set up to be A-Frame tents
printed on bright paper. When a printed on bright paper. When a printed on bright paper. When a
player does something player does something player does something
deserving of a hero coin, give deserving of a hero coin, give deserving of a hero coin, give
them one of these either by them one of these either by them one of these either by
choice, or by rolling d6 and choice, or by rolling d6 and choice, or by rolling d6 and
using the number at the bottom using the number at the bottom using the number at the bottom
right of each standee. Each of right of each standee. Each of right of each standee. Each of
these gives a solid non-combat these gives a solid non-combat these gives a solid non-combat
and combat bonus guaranteed and combat bonus guaranteed and combat bonus guaranteed
to give the table a little more to give the table a little more to give the table a little more
variety than the same ol' same variety than the same ol' same variety than the same ol' same
ol'] ol'] ol']
4 5 6
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______ ___________ ______
EASY TARGET HARD
________________________________
TIME IS IN: KEY DETAILS:
DAYS
HOURS
MOMENTS
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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.
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.
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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.)
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
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 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.
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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).
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⛀ ⛀ ⛀ 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.
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.
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.
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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...]
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__________________________________________________________________________________________________
GENDER:________________________HERITAGE:______________________
CLASS:_________________________TYPE:_________________________
_
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.
+ STRENGTH is used to for things like: making forceful + BASIC EFFORT For when you are doing something
____ attacks (unarmed or with handheld melee weapons), ____ difficult and have no special tool or technology, you’ll
+ moving heavy things, and holding your ground when + roll D4 for effort or damage. Put points here to be
something wants to force you to move. better at finishing things with your bare hands.
+ DEXTERITY is used for things like: moving quickly, + WEAPONS EFFORT For when you are using a
____ quietly, and with grace. Also helps when precise ____ standard type of tool or weapon that would make the
+ hand/eye coordination is needed, like firing a ranged + job go faster or get better results than just your bare
weapon. hands. Put points here to be better with tools and
weapons of all kinds.
+ CONSTITUTION is used for things like resisting the + MAGIC EFFORT Arthur C. Clarke said: “Any
____ unhealthy effects of an enemy attack or environmental ____ sufficiently advanced technology is indistinguishable
+ hazard (like radiation or disease), healing quickly when + from magic.” This type of damage/effort is for those
damaged, and hanging on to life when you’re at death’s things that are a step above standard issue tools and
door. weapons. Put points here to be better with spells,
kicked up tech, and “weird stuff”.
+ INTELLIGENCE is used for things like mental + ULTIMATE EFFORT When you roll natural 20 or
____ problem solving. Applying your memory, education or ____ use a Hero Token, you get to add D12 to whatever
+ specialized training (like forensic science or casting an + type of effort or damage you are doing. Put points here
occult spells). to be even better when you’re at your best.
CHARISMA is used for things like acts of willpower, + ARMOR Enemies have to roll 10 or higher to harm
____ navigating social situations, and persuading people to ____ you. Put points in ARMOR to make that number go
+ see things your way. + up.
[These come from [These come from [These come from [These come from [These come from
Character Based Loot Character Based Loot Character Based Loot Character Based Loot Character Based Loot
Hack, elsewhere in this Hack, elsewhere in this Hack, elsewhere in this Hack, elsewhere in this Hack, elsewhere in this
document.] document.] document.] document.] document.]
STARTER LOOT
1 pc.
UNIVERSAL
STARTING
EQUIPMENT
up to 3 pc
WEAPONS
up to 3 pc.
CLASS STARTING
LOOT
MILESTONE LOOT
OTHER LOOT
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HEALTH SUPPLIES: Write down how many Supply you have and
1 HEART = 10 HP BEFORE YOU’RE DYIN’ use tally marks to count it down.
❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ________
IMPORTANT!
Stars
IF YOUR HP EVER DROPS TO -20 Given for moments of awesomeness. Can only have 1 star
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You are unsavably dead. I mean Kaput. Not enough of at a time usually. When used, gives the following benefits:
you left to bury, much less try and heal. 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?
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“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:
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.)
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Recommended Gear:
● 20 Silver Bullets (MAGIC EFFORT Ammo)
● Miner’s Gear
● Rope & Hook
● Coffee Outfit
● Bowie Knife
● Six Shooter
Starter Reward:
● 1 STR, +1 CON
Top Notch Pick Axe - +
● 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.
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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!
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.
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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.
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Character-Based Loot can be substituted for milestone or path loot. To do this, choose or roll d6 on the table
below.
1. +1 Trait (random)
2. +1 Trait (choice)
3. Advantage
4. Combat Stunt
5. Aptitude
6. Combat Edge
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?"
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
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Remarkable, +1 ULTIMATE
You will also list these bonuses under the BASE section beside each Stat.
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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.
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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.
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.
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● 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.
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.
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.
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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.
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!
ITEMS ABILITIES
BIOFORM: Important Details.
Name: Important Details.
Other Abilities: Important Details.
▢ Single Use Item:Important Details.
FIRESTONE: +1 MAGIC EFFORT
Consumable Item: Important Details. ▢▢▢▢▢▢▢▢▢▢
3 USES: ▢ ▢ ▢ Deplete 1 box every time you fail when casting a spell from your
spellbook.
NOTES
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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).
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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 You may ignore your You may ignore your You may ignore your
next Blunder from a next Blunder from a next Blunder from a next Blunder from a
Natural 1 rolled in Natural 1 rolled in Natural 1 rolled in Natural 1 rolled in
combat this session. combat this session. combat this session. combat this session.
Back Front
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.}
DAYS
● REPAIR or BUILD gear
● MAINTAIN gear/PRACTICE for Combat
(ignore next combat Blunder this session)
● SHOP for gear
● SEEK INFO about something or someone
(Generally 1-5 each Round) ● DEVELOP new skills (BASIC effort)
Remember to spend daily Supplies, ● Improve RAPPORT with NPCs
if required. ● APPLY existing skills
● LEARN spells or skills
● SOMETHING ELSE? Ask the GM.
HOURS
○ Not safe—r ecover 1HP + CON, no
roll
● MAINTAIN gear/PRACTICE for Combat
(ignore next combat Blunder this session)
● SHOP for gear
(Generally 1-3 each Round) ● SEEK INFO about something or someone
● APPLY existing skills
● LEARN spells or skills
● SOMETHING ELSE? Ask the GM.
spell
MERE ○
○
○
ATTACK or PREPARE an attack
DEFEND yourself from being hit: All
attacks against you are HARD
DEFEND yourself from being hurt:
MOMENTS ○
Reduce damage from each hit you take
by ARMOR bonus
PROTECT or INTERACT WITH
someone
(a few seconds in combat; ○ SOMETHING ELSE? Ask the GM.
otherwise up to 5 minutes)
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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.
~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.
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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. isarmed (A vital equipped attack is temporarily unusable or out of reach; On next turn, may move
D
and act, but not attack)
2. Off-Guard (Next Attack on Blunderer is EASY)
3. Disadvantaged (Next Attempt made by Blunderer is HARD)
4. Stunned (Lose next turn)
5. Item Lost (An equipped weapon or Item is permanently damaged/lost)
6. Armor Failed (An armor Item is permanently damaged/lost)
Print and cut out these status cards to help track Crit/Blunder Effects.
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.
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Spells as Loot: When spells are found as Loot, they are often written or drawn in materials enriched with Iä
s such, they can usually be sold, traded, equipped, or carried.
Crystal. A
● 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.
our Fire Stone loses d4 hp.
3. Iä Crystals Flare: Y
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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.