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Lonfiction's ICRPG Hacks

Customizing a great game to fit my table

PLAYABLE BIOFORMS FOR 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.
Lonfiction's ICRPG Hacks
Customizing a great game to fit my table

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

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:
■ 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.

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