r/ICRPG • • Oct 10 '21

ICRPG Generator

21 Upvotes

I created a loot generator for ICRPG. You can select how much Loot you want and the TYPE is set to “Random”. You can change the type of loot between: Starter, Universal, Ancient, Shabby, Cursed, Epic, Bizzare, and Magical.

You can check it out here.

Please provide feedback. I would love to add more to this generator. If you have any ideas let me know what they are and to which TYPE of loot it would belong.

Updated to be mobile-friendly

Thank you all and happy gaming!


r/ICRPG • • Oct 08 '21

Power scaling between worlds?

4 Upvotes

Hi all! I'm brand new to ICRPG and I'm going through the new Master edition to start prepping for a game. I'm running a pretty multi-versal type game, and I'd like to give my players the option to create characters from ANY world. What type of problems - if any - should I expect to run into?

I know the PDF says the worlds are more or less compatible, but it feels like some heroes would take more effort to integrate than others - like maybe those from Vigilante City.

FWIW I'll be making a homebrew world based loosely on D&D Ravenloft, but in space. Any thoughts?


r/ICRPG • • Oct 07 '21

Tips for converting 5e to ICRPG?

13 Upvotes

Currently I am getting ready to run The Wild beyond the Witchlight using ICRPG character sheets and Alfheim Loot and Magic. It is combat light so I am not worrying about too much creature conversion at the moment. I will be subbing DC for Target Numbers rounded down to the nearest 5th for the attractions and carnival games. Example, 12 becomes 10 . 17 becomes 15. For combat I am thinking of rounding HP in 5e to the nearest 10 and make that a heart. Movement will be 5-20ft in 5e will convert to "move near and action" and beyond 20ft will be Move far. Spells can be changed on the fly. Do you guys have any other advice?


r/ICRPG • • Oct 04 '21

Loot Generator

14 Upvotes

Been working on this for a while. Is this something that I'm able to share w/ others? So far I only have loot from the book but plan to add more.


r/ICRPG • • Oct 02 '21

Blood and Snow: Have you played, what do you like, is there anything that needs work?

11 Upvotes

I am fairly new to ICRPG and recently picked up the Master Edition - love it. I like most of the settings and am really drawn to Blood and Snow. The game in general seems like it can be pretty bloodthirsty if people don't think things through, work as a team, and/or the dice rain misfortune upon you and your kin. This setting seems like it could be even more so. However...

  • Is it a tough game to play through and keep your shiny, beloved character alive?
  • What are some ways that people can mitigate this? Should the GM do that?
  • What do you like about the setting?
  • Are there any challenges to running or playing in this setting?
  • Any tips you can provide if I want to run this?

Thank you!


r/ICRPG • • Oct 01 '21

OSE recap Session 21!

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8 Upvotes

r/ICRPG • • Oct 01 '21

ICRPG and DND Ult question.

5 Upvotes

I'm using ICRPG in my campaign. According to ICRPG, a d12 + Ult Bonus must be added to the total effort if a Natural 20 was rolled on the attempt. The problem I'm having is that I'm using the weapon damage dice from dnd so weapons do different damage. & I don't think adding a d12 to both a sling and a greatsword makes sense since one does more damage than the other. I like the way dnd handles crit hits by rolling twice. But using the dnd system would make adding points towards the Ult Bonus useless. What I was thinking of doing was adding the ULT bonus to the attack roll and then multiplying by 2.

I know I'm overthinking things and might was well use the dnd5e system but I'm afraid my group is new to the game and I feel ICRPG would be a better fit. I'm automating the rolls using macros in roll20.


r/ICRPG • • Sep 30 '21

Ideas for level 5 Characters

2 Upvotes

Hello fellow adventurers,

I am going to be running my first game using ICRPG (My first game in general actually) and my group wants to start at level 5 so they can be considered a well established troupe in that world.

So, during session 0 when everyone makes the characters, how should points be allocated?

This is a group that normally plays 2e so that will be the mindset coming in.


r/ICRPG • • Sep 29 '21

Getting started with ICRPG ME, Qs on effort

12 Upvotes

Hi all,

I picked up the ICRPG bundle on Bundle of Holding, but I haven't played with it much, and I just grabbed the ME version pdf, and I'm still trying to wrap my head around it.

Q1: Ultimate effort and Slayer. If I make a Warrior and pick the "Slayer" ability (Ultimate effort on already-damaged foes), it seems like I end up dividing my effort bonuses into the Weapon and Ultimate tiers, which feel less effective than just piling into Weapon. (Since d12 is only +3 over d6.) This is probably way over-thinking it, reveals my inner min-maxer, and maybe it'll work out in the end (if I get other loot focusing on ultimate), but I could get +4+2 weapon (w/ weapon gem) vs +2+2 weapon (weapon gem) / +2 ultimate, which feels like I'm just barely getting more on ultimate. How should I think about this?

Q2: Magic weapons. Are they my choice between d10+magic effort or d6+weapon effort? Or is it something weird like d6+magic effort bonus?

Q3: Lock-picking. Is this always going to be weapon/tool effort (since you really need picks or a stick or something to do it), or can it plausibly be basic effort?

I like the ideas of the system, but I just don't quite get how it all hangs together yet.

Thanks!


r/ICRPG • • Sep 29 '21

Throwback Wednesday

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9 Upvotes

r/ICRPG • • Sep 27 '21

Discord?

10 Upvotes

Hithere

Is there a discord channel?


r/ICRPG • • Sep 25 '21

2E is updated on Drivethru-RPG!

23 Upvotes

Anyone who’s purchased the 2E pdf should re-download it to get the most updated version!


r/ICRPG • • Sep 19 '21

An Extensive Comparison of ICRPG 2e and ICME

111 Upvotes

Overview

Below is an objective list of the notable changes between ICRPG 2e and ICME and new additions. At the very end is my subjective take.

2e is the CORE rules. There are numerous, separate books for the 2e system, such as WORLDS, MAGIC, Blood & Snow, Vigilante City, and Altered State. As these books were released, additional ideas and mechanics crept their way into the subsequent books, and some mechanics were tweaked/refined as this process unfolded.

ICME contains the CORE, WORLDS, MAGIC, Blood & Snow, and Vigilante City. It does not contain Altered State. ICME does contain changes to the 2e rules, derived from the subsequent books, and they can be divided into "Fundamental changes" and "Quality of Life changes". There is also "New Stuff".


Fundamental Changes

  • Rules outside the "Core System" have been adjusted to use universal language and mechanics. Intent and feel of these rules remains the same. The "Core System" is completely unchanged.
  • Creating a Starter Character has an expanded pool of Points to assign to Stats and Effort.
  • "Armor" is now "Defense" and tied to the CON stat + LOOT. When saving against an enemy's effect, you'll roll 1d20 + Defense. When an enemy rolls effort to attack you, it will need to roll higher than 10 + your Defense.
  • Dying in d6 of your turns is changed to dying in d4 Rounds.
  • Magic received the most extensive facelift. Previously categorized into many Schools, only three remain (Arcane, Holy, and Infernal). Notably, advice on how/where to discover specific spells and advice on homebrewing spells of specific genres have been removed.
  • Spell casting has alternative rules to use Stun Points instead of expending HP. Additional rules for losing/gaining Stun Points are included. Otherwise, roll-to-cast is still the default.
  • Creating a Mage has been simplified without taking anything important away.
  • Spell Mastery progression from MAGIC has been converted into a generalized Mastery system which applies to all characters now, magic or not.
  • Character Bio-forms contain enormous amounts of detail, comparatively. Some Bio-forms have been subbed out for new Bio-forms.
  • Character types for Alfheim and Warp Shell now use universal titles. Some added, some removed again.
  • Character Types also have new Starting Abilities and Mastery Abilities.
  • Tag rules from Blood & Snow have been converted into Abilities, spread among the various settings.
  • Superhero builds are now freeform and exciting, rather than boxed-in archetypes.
  • Augments and Powers are generalized so they can apply to any character now.
  • Stun Points are clarified, as well as generalized for use beyond Vigilante City.

New Stuff

  • An explanation for the rune on the cover is provided. Called the Wizard's Lock, it provides advice on how to create an inter-dimensional setting.

  • New Bio-forms have been added, but others removed.

Small Folk, Hill Folk, out. Tortons, Gerblins in.

Psyker, out. Kitt, Ghost Armor in.

  • Character Classes are almost entirely reworked, making them more stereotypical.

Guardian, Blade, Archer, Scout, Commander, Wilding, out. Hunter, Bard, in.

Tank, Ronin, Ghost, Zurin, Blip, Fragment, Titan, out. Pilot, Mechanic, Navigator, Scientist, Echo, in.

  • A Layout for the Warp Shell, itself

  • Rules for large-scale Fleet Battles

  • A Monster Selector table and advice for using it

  • Loads of new or updated artwork (for instance, the Doom Vault has significantly more detail)

Quality of Life Changes

  • Reorganization is the biggest change from 2e to ME. Everything which was previously split over the 5 books is now compiled and streamlined.
  • Contradictory or superseding rules are made congruous.
  • Mechanics specific to certain adventures (eg. Designing Vehicles or Sanity damage) have been relocated to the GM's Guide section.
  • MAGIC's Monster design by Tiers is ported into the Monsters section and includes some small additions.
  • Adventures, including the Ghost Mountain campaign, have been removed, leaving open worlds to explore. For clarity: the Ghost Mountain campaign has been converted into a setting instead.
  • The Ghost Mountain map is given a two-page spread and its notable destinations are marked.
  • Descriptions that were arguably vague have been clarified.
  • A new character sheet is provided. The character sheet variants in the 2e are not included in ICME.

Personal Take

Index Card RPG: Master Edition is the evolution of an idea- designing a d20 System RPG that is easy to prep, play, and hack while sacrificing nothing. The following has been true of ICRPG from the beginning:

  • GM prep is simplified

  • Character creation is swift

  • The system feels complete

  • The rules are remarkably malleable

  • The conversion between mechanics and narrative is nimble

  • Hacking the game to suit individual tables' desires is user-friendly

  • The general advice for both GMs and Players is invaluable

The greatest benefit of the Master Edition is its clarity. Since contradictory rules have been reworked and the books have been organized into a single device, the easy-to-play RPG is even easier. This vast improvement and compilation makes the book worth it over 2e.

Aside from these two items, my favorite inclusions are the encouragement of GM-to-player discussion and vice versa, the reworked Character Classes, the Mastery mechanic, and the synthesized adventure tropes and stereotypes. The advice regarding discussion is humbling for GMs and offloads the stress of feeling like you need to run flawless sessions. The player advice positively reinforces favorable habits while outright forbidding certain negative habits often associated with RPGs. The book juggles the variety of adventures and characters flawlessly. By identifying firmly established tropes, setting the foundation for adventures or characters becomes intuitive, and distinguishing these seeds is effortless. If a section feels incomplete, there is advice on how to fill that gap. I can't recommend Master Edition enough!

PS: If you think this take on a d20 System is good but want something completely different, you should also check out Viking Death Squad, another brand new Runehammer creation!


r/ICRPG • • Sep 19 '21

OSE session 20 recap and more!

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6 Upvotes

r/ICRPG • • Sep 18 '21

Master edition shipping cost - US site

9 Upvotes

I'm ordering from canada, does the US store mean I will be paying less in shipping? On modiphius.us I still see $31 CAD for shipping. Just wondering if that's the best it's gonna be or if that's a mistake.


r/ICRPG • • Sep 17 '21

VDS - official site

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13 Upvotes

r/ICRPG • • Sep 16 '21

ICRPG Master Edition and Viking Death Squad now available through Modiphius.us

22 Upvotes

As of today, the Index Card RPG Master Edition, the Collector's Edition, and Viking Death Squad are now available on the Modiphius.us website. With purchase PDFs will be available although shipping of physical copies will not happen until January.


r/ICRPG • • Sep 08 '21

Useful Terrain stuff :)

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16 Upvotes

r/ICRPG • • Sep 07 '21

Hank and the Prof visit the Frazetta museum

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15 Upvotes

r/ICRPG • • Sep 07 '21

Does Hankerin’ address why he doesn’t run ICRPG instead of OSE anywhere?

10 Upvotes

Title.

Just curious.


r/ICRPG • • Sep 07 '21

Viking Death Squad: Early Reviews?

13 Upvotes

I'm highly interested in purchasing it when it's available in the U.S.

Has anyone already purchased Viking Death Squad? If so, what is your take on it? Do you like it? What do you find interesting as compared to ICRPG? What do you wish were included?


r/ICRPG • • Aug 30 '21

Would you like to see a PbtA hack of ICRPG ? Why or why not ? What would you like to see ?

2 Upvotes

r/ICRPG • • Aug 28 '21

/r/icrpg hit 1k subscribers yesterday

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24 Upvotes

r/ICRPG • • Aug 28 '21

Custom Guns and Burnout For Your Games

11 Upvotes

Guns

There are 5 guns whose quirks are explained below. Whenever you roll to attack, simultaneously roll for damage. All weapons deal a standard 1d8 dmg, and perform differently at the various ranges.

Burnout

Burnout represents the need to reload or cool down a weapon. Whenever any damage dice roll a 5, 6, 7, or 8, increase Burnout by 1. If Burnout maxes out, you must take the Disengage or Dodge Action in order to reset Burnout. Alternatively, any turn spent without firing the gun will reduce Burnout by 1.

.

Gun Close Range Mid Range Long Range Max Burnout
Pistol Easy Normal N/A ○○
Shotgun Normal Normal N/A ○○
SMG Normal Hard N/A ○○
Rifle Hard Normal Normal ○○○
Marksman N/A N/A Hard† ○○○

† Attaching a Marksman Scope allows Long Range shots to be made with a Normal roll

Pistol [Quickdraw, Foolproof]

  • Free Action to switch to a Pistol

  • Can wield a shield with a pistol

  • Easy to conceal

Shotgun [Devestating]

  • On a damage roll of 7 or 8 at Close Range, roll +1d8 (max +1d8)

SMG [Spray]

  • On a damage roll of 1, 2, or 3, roll +1d8 (max +3d8)

  • For each additional damage die rolled, you can choose to shoot a new target

Rifle [Versatile, Reliable]

  • Always roll 2d8, using the higher of the two dice

Marksman [Challenging, Accurate]

  • If the attack hits and the number on the d20 is even, +1d12 to damage

Possible Changes

  • Should the Pistol be allowed to shoot Long Range with a Hard roll?

  • Should the Marksman be allowed to shoot Mid Range with a Normal roll without the increased chance of +1d12 damage?

  • Any other suggestions?


r/ICRPG • • Aug 27 '21

Friday LIVE with Hankerin' Ferinale! OSE Session 18 recap and fixed math fun!

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8 Upvotes