Icrpg Master Edition Digital AP 1.4
Icrpg Master Edition Digital AP 1.4
PDF 1.6
RUNEHAMMER GAMES presents:
INDEX CARD RPG MASTER EDITION
CORE SYSTEM
How to Use This Book . . . . . . 5
Adventures in Turns . . . . . . . . . . 6
The Target . . . . . . . . . . . . 10
Roll for Effort . . . . . . . . . . 12
Movement and Time . . . . . . 14
Death and Recovery . . . . . 16
The Hero Coin . . . . . . . . 18
Trial: Grey Hill Inferno . . . . . . 19
MONSTERS
Monster Lis�ngs . . . . . . . . . 119
Other Monsters and Tiers . . 144
Monster Maker . . . . . . . . 146
Durathrax . . . . 150
contents
WORLDS MAGIC
The Big Five . . . . . . . . . 155 Alternate Spell Cas�ng . . . 318
Mercurial Mishaps . . . . . . 320
Alfheim . . . . . . . . 156 Crea�ng Spells . . . . 321
Lis�ng of Kingdoms . . . . 158 Mage Crea�on . . . . . 322
World Map . . . . . . . . 198 Mage Loot and Equipment . . 324
Spells as Po�ons . . . . 328
WARP SHELL . . . . . . . . . 200 Sanctum Sanctorum . . . . 330
Chosen by the Shell . . . . . . . 203 The Dimensions . . . . 333
Ship Maps . . . . . . . . 204 Spells Lis�ngs and Index . . . 336
Adventures and Planets . . . . . . . 208 Arcane Spells . . . . . . 338
Warships and Fighters . . . 220 Holy Spells . . . . . 348
Infernal Spells . . . . 358
Ghost Mountain . . . . . . . . . 222
World Map . . . . . . . 224 TABLES
Hero Types . . . . . . . 232 Loca�ons and Obstacles . . . . 372
Equipment . . . . . . . 236 Hero Essen�als . . . . . . 376
Spells . . . . . . . . 238 Monster Selector . . . . . 380
Firearm Rules . . . . . . . 239 Monster Maker . . . . . . 382
Ancient Loot . . . . . . 384
Vigilante City . . . . . . . . . 244 Shabby Loot . . . . . . . 386
The City and Situa�ons . . . . . 246 Cursed Loot . . . . . . . 388
Superhero Crea�on . . . . . 254 Sci Fi Loot . . . . . . . . 390
Equipment . . . . . . 255 Epic Loot . . . . . . . 392
Your Past and Future . . . . . 256 Bizarre Loot . . . . . . . 394
Using Stun . . . . . . . 258 Ghost Mountain Loot . . . . 396
Super Powers . . . . . . . . 260 Magic Loot . . . . . . . 398
Proper�es . . . . . . . . . 270
Weaknesses . . . . . . 274 Character Sheet . . . . . 400
Villains . . . . . . 275
Be a Super GM . . . . . 283
Fast forward a few decades, a few thousand index cards, a few hundred note-
books, and a life�me not unlike that of a wizard buried in dusty old books and
parchment maps... the adventures con�nue.
Index Card RPG (ICRPG) represents the accidental, intui�ve, inevitable result
of countless game sessions and legendary tales. It wasn’t invented so much as
discovered. It was hiding right there all along, in sheafs of paper, wobbly draw-
ings and bags of dice. I am more its documentarian than its creator.
Since its first release as a series of silly Sharpie drawings in 2016, ICRPG has
become an unstoppable best-seller and served as a rallying point for a vibrant,
crea�ve community of players and creators in several countries, digital plat-
forms and languages. It has helped to unlock the poten�al of gamemasters and
clumsy dreamers. That was always my hope; to push people ‘over the edge’ of
their doubts and hesita�ons; to remind them of the endless landscapes in their
own imagina�on, and send them tumbling in with reckless enthusiasm.
1
INTRODUCTION
A D20 SYSTEM YOU COMMAND
Whether it’s a dead starship in the cold depths of space, the brimstone citadels
of the netherrealms, the frozen tombs of a primordial past, or the great stone
towers of the noblest ages, adventure is everywhere and everywhen. There
you are: front and center, ready to save the world. ICRPG provides a role-play-
ing framework, a crea�ve mindset, and heaps of LOOT players will need to get
the job done. This book combines all the biggest pieces of the ICRPG puzzle,
with revised rules, �ghter wri�ng, and art from all over the mul�verse.
Here’s what you’ll find in these pages. Grab your notebook. It’s on.
• ICRPG CORE SYSTEM: Rolling a D20 to attack a monster is just too good
to change, but lots of other things in tabletop gaming are ready for an up-
grade. All the familiar you need with all the new you’ll learn to love. Play
as written, or cherry pick for your current game.
• PLAYER’S GUIDE: This sec�on includes character crea�on info for the fan-
tasy world of Al�eim and the cosmos of WARP SHELL. It’s all right here,
including milestones for progression, gear, and story teasers.
• GM’s GUIDE: ICRPG has been around the block a few �mes, and all those
hours of play have bubbled up with some small but crucial tweaks that can
supercharge your game. Here’s a few of the latest key thinks.
• MONSTERS: There are plenty listed here for all kinds of games, but they
are just a guidepost for your own terrible crea�ons to challenge players.
• WORLDS: The five biggest ICRPG world settings are included here.
• MAGIC: This sec�on of the book details a far more in-depth spell cas�ng
system for players seeking detail and craziness in their arcane characters.
2
INTRODUCTION
THE TABLETOP CAMPFIRE
How awkward is it for a group of adventurers to just sit in the woods, no mu-
sic playing, staring off into space? Terribly awkward. A role playing session is
no different. One of the most exci�ng elements of the RPG hobby is crea�ng
things for the game table. These things are the ‘campfire’ of your gathering!
There are as many styles and materials for tabletop crea�ons as there are
players. From fully painted metal miniatures to styrofoam terrain to cardboard
scraps and, yes, the almighty index card. No matter what kind of crea�ons you
prefer, use whatever gets that silly excitement to play s�rring. The basics:
• Pencil and Pen: The ul�mate weapons of imagina�on. The pencil is for HP,
the pen for everything else. Make a mess!
• The Inevitable Notebook: This journal will be your new best friend, keeper
of secrets. Even if your notes are incomplete, a journal is the only book you
really need.
• The Noble Polyhedrals: This book uses typical dice nota�on for polyhe-
drals: D4, D6, D8, D10, D12, and the D20! Know ye well your new, ambiva-
lent gods, your fate will be in their hands!
• Friends: Reach out! Be the weird enthusias�c one. Experience, prepara-
�on, and ‘cool ideas’ be damned. Just start a conversa�on.
• Maps and Minis: Visualizing who is where is central to playing a fun ses-
sion. It doesn’t matter what materials or style you prefer, do what feels
comfortable.
• Food and Drink: Deny not the body lest the mind wither!
GOODIES
Don’t miss these handy little notes
and tips! It’s on an index card, so
it’s got to be important!
3
IF A MYSTERY ARISES, GO WITH YOUR GUT
4
CORE SYSTEM
Many RPG books and products include an implicit premise: follow what is writ-
ten in this book, and you will be playing properly. It is implied that if a Rock
Giant is listed as having a +4 strength, then that is official fact, canon truth. Not
here. How to use the ICRPG rules? Short answer: don’t.
Index Card RPG is a way of thinking. Your players invested in another system?
No problem. The mindset is what will supercharge your GM style, not some
specific rule or system written on a dead tree. Take what is useful for you, and
toss the rest! This book represents countless hours of gameplay and GM feed-
back, all condensed into a resource to bring more ICRPG players to the table.
It’s just an intro! Just the latest mod in a hobby of mods! Here’s a preview of
ICRPG’s key system innova�ons.
• Playing in Clockwise Turns: This has been a staple in board and card games
for genera�ons. You and your group will rejoice as this simple founda�on
of play streamlines numerous aspects of any session.
• Effort Dice: The wild variety of things that get players rolling dice are com-
pressed here into simple categories of EFFORT, each using its own die type.
• Targets: ICRPG combines all roll targets into a single number at the table.
Furthermore, there are just a few numbers that even need be considered.
This will vastly speed up and simplify any game, and give players a clear
vision of challenge.
• Clean STATS: There are no skills, deriva�ve number formulae, feats or tal-
ents here. This game system just uses a character’s six core STATS to call for
rolls, make ATTEMPTS, CHECKS, and generally be awesome.
5
CORE SYSTEM
ADVENTURES IN TURNS
We’re ready to begin. Your GM gathers you all at the table, introducing the ba-
sic premise of the game ahead. “We begin on the deck of a mighty ship...” You
have your characters ready, some dice scattered about, and a squiggly map on
some index cards. “One day while sailing the open ocean, the ship is attacked
by a squad of spear-wielding fish men! They’re climbing all over the ship, intent
on killing all aboard! Let’s get started.”
The GM looks over to you and says the words that have launched a thousand
epic tales: “It’s your turn, what will you do?”
All tabletop role-playing games find common roots at this moment. When it’s
your turn, you don’t simply choose a button to push. The scene, as it stands,
becomes yours to change, yours to explore, and yours to embellish. This could
be as simple as asking “How many fishmen are attacking us?” or as complex as
“I will draw my saber, grab hold of a mast-rope, and kick loose the reel-crank,
sending me flying into the fish men, steel blazing!”
No matter how you choose to use your TURN, the ‘game’ occurs when the GM
helps you resolve your effect on the scene, and then passes the spotlight to the
next player. In �me, you’ll see how fast and simple, or complex and me�culous
this process can be.
This sec�on describes how ICRPG handles the turn-by-turn process of crea�ng,
changing, and resolving scenes in your unique story. Mind your feet, adven-
turer, once you begin down this wide-open road of collabora�ve storytelling,
there’s no telling where you might end up.
ALWAYS TUR
N S?
Turns give a session structure and
an energetic pace, but if it feels
weird to play in turns, maybe during
role play, just go freeform!
ST?
WHO GOES FIR
When a new action scene begins,
everyone at the table rolls a D20.
The highest roll goes first, then
clockwise. Pray the GM doesn’t win!
6
CORE SYSTEM
WHEN THE DICE START ROLLIN’
Some�mes during play, things are feeling loose and narra�ve. Story is being
told, silly accents are being used, or maybe you and your chums are arguing
how best to dispatch a hill giant. The GM may be leaning back, ea�ng chips and
grinning with sinister pa�ence, or s�ll using turns to keep everyone sharing the
spotlight. When this happens, dice don’t have much to contribute.
Then, all hell breaks loose. Fish men attack your boat. The hill giant comes
crashing into town. Cosmic rays bombard the space sta�on. Time becomes ter-
ribly limited, danger is everywhere, and no mere words are getting you out of
this alive. It’s �me for ac�on on your turn, and roll dice to see what happens.
DESCRIBE IT
Most turns you make start with a descrip�on of
something you’re trying to do, curious about, or
want to affect in some way. If you’re stumped, just
ask for details about what’s going on.
• “I’m going to attack that skeleton!”
• “I’ll leap over the chasm!”
• “I’ll force the airlock open!”
GET RESULTS
Based on the outcome of your roll, you and the GM
will both describe how things change, according to
your success or failure.
“Boom! You smash the skeleton!”
“I made it! I go flying over the gap!”
“Oh no, a 1? The airlock is jammed shut.”
7
CORE SYSTEM
THREE KINDS OF TURNS
Unless you spend your TURN just talking, or looking good, it will take one of
these three forms every single �me. Not only will you get used to this formula,
you will learn to master it, to exploit it, and to push it to the limit to survive.
Better yet, to triumph. Here are the three types of TURNS in ICRPG.
ION
ACT MOVE NEAR + ACTION
Y
ONL
L!
ROL
!
ROLL
MOVE FAR
MOVE NEAR + ACTION: Usually, you’ll need to move just a bit to get where
you’re needed, then make a roll to do something. You might...
• Dash down a corridor and smash a hole in the wall
• Hurry to a friend and heal her injuries
• Move through a battlefield to block incoming arrows
MOVE FAR: Use your en�re TURN just to move twice as far as normal. If you
just need to move as far as you can, you might...
• Sprint down a dusty street to escape an explosion
• Run to reach your grav bike before the bad guys steal it
• Dash and slide under a slowly-closing stone doorway
8
CORE SYSTEM
THREE KINDS OF ACTIONS
In two of the three TURN types, you’re rolling dice. That means you’re taking
an ACTION on your TURN. ACTIONS are where most of the ICRPG system takes
hold of the game, and makes itself known! There are three types of ACTIONS,
differen�ated by how much work they take to succeed.
SIMPLE ACTIONS
O
AUT CESS
SUC
CHECKS NO
ROLL
NEED
MEET
or
ED
BEAT
the
TARGE
T
ATTEMPTS
or
MEET e
th
+ ROL
for
L
BEAT T EFF
E
TARG ORT
CHECKS: Instantaneous but uncertain ACTIONS require a single die roll. They
either succeed or fail in a split second. When making a CHECK you might...
• Use your dexterity STAT to leap over a fissure in the ice
• Use your strength STAT to shove a wooden crate aside
• Use lock-picks (and a little elbow grease) to jimmy a locked door
ATTEMPTS: Larger tasks can take �me to complete. ATTEMPTS involve a D20
roll, and rolling EFFORT to complete a task or destroy a foe. You might...
• Destroy a security droid with mul�ple blaster shots
• Translate a tablet covered in mysterious old runes
• Cut your way through a barricade with your battle axe
9
CORE SYSTEM
THE TARGET
Time for the nuts and bolts of making successful CHECKS and
ATTEMPTS. In ICRPG, all the rolls in a scene are rolled against a
single, all-powerful number: The TARGET. Whether it’s to hit an
enemy, the difficulty of scou�ng in heavy fog, or the cryp�c sym-
bols of a dead language. In one scene, there is only one TARGET,
and all rolls must meet or beat that number to succeed. bol
This sym ene
his sc
means t
The TARGET is usually somewhere between 10 and 18. GMs can TARGET
has a 12
find out more about setting and modifying TARGETS on page 103.
No matter what roll you’re trying, you’ll need a few pieces of info. Usually,
you’ll know these answers right away, based on what you’re trying to do, but
your GM is always there to help.
10
CORE SYSTEM
Most rolls you make will be against the TARGET as it is shown. If a 14 is in view,
you’re rolling to meet or beat a 14 with a D20 plus one of your STATS. In the
numerous possible situa�ons of play, though, you will encounter rolls that are
HARD and EASY. This a tool ICRPG uses to add detail to the game.
WHEN A ROLL IS
+3
HARD
Meet or Beat
TARGET +3 EASY -3
Meet or Beat
TARGET -3
Once you have made a successful ATTEMPT, it’s �me to roll for EFFORT!
BASIC
If you are only using your bare hands or your wits, roll a D4
a�er a successful ATTEMPT to do damage with a punch, bend
bars with raw muscle, or take �me to decipher a block of cod-
ed wri�ng.
GUNS
Firearms are deadly. Any �me you’re using a gun to attack an
enemy and do damage, roll a D8. Guns also come in many
forms, with special ways to deal devasta�ng damage.
ULTIMATE
Ah, the almighty D12. When you roll a cri�cal success on your
ATTEMPT, a natural 20 on the D20 roll, you’ll roll the type of
EFFORT above that fits, and add a D12 on top of that roll! You
have excelled at your ATTEMPT with ULTIMATE results!
12
CORE SYSTEM
HEARTS AND EFFORT
As you just no�ced reading about EFFORT dice, you will be rolling against all
kinds of tasks with EFFORT, not just rolling damage! Anything that can’t be
accomplished in an instant will need EFFORT to complete. Once you get your
head around this, you’ll see how versa�le the system really is, and how it en-
courages all kinds of play beyond just doing damage.
How much EFFORT do you need to complete a task or destroy an enemy? That
is where HEARTS come in!
ROLLING EFFORT...
Just like the classic video games of yesteryear, ICRPG uses HEARTS to show how
many HIT POINTS (HP) an enemy has, or how much EFFORT is needed to over-
come a task. One HEART is equal to 10 points of EFFORT or damage needed.
It’s an arbitrary symbol to make the numbers dis�nct and easy to look at.
The GM will have all kinds of detail to offer with how many HEARTS a task or
enemy has to overcome. Your job is to make those ATTEMPTS and roll as much
EFFORT as you can. For more about building your character to boost EFFORT
rolls, see the PLAYER’S GUIDE sec�on on page 26.
13
CORE SYSTEM
MOVEMENT AND DISTANCE
Countless hours, mechanics, and ques�ons are spent in RPGs about who is
how far from what. Can I reach that wall? Is the ogre too far away to attack?
ICRPG solves all this unnecessary detail with a simpler treatment of distance.
Whatever it may be, it’s either CLOSE, NEAR, FAR, or OUT OF RANGE.
CLOSE
If you can reach it with your fingers, just standing there, it’s CLOSE. This is toe-
to-toe range, sword-figh�ng distance, and no move is needed to use or interact
with CLOSE things.
NEAR
A few hurried steps get you to NEAR things. Imagine NEAR as being a few sec-
onds away, things within reach of long spears, the distance of a quick-draw,
or how far you can move in a TURN and s�ll have �me for an ACTION. On the
average tabletop, it’s about 6 inches or so, about the length of a banana. Keep
it loose. The real focus is on �me, not exact distance.
FAR
Well beyond NEAR, FAR takes you several seconds to run. The distance of a
basic bowshot, as far as throwing a baseball, or a very challenging pistol shot.
If you want to move FAR on your TURN, it will take the en�re TURN to do so. An
explosion with a FAR radius would be a huge blast! Look out!
OUT OF RANGE
Beyond FAR, as you play out a scene, is a distance you can’t reach in one TURN
of movement, and none of your effects can reach. OUT OF RANGE defines the
area in which most of the current ac�on is happening, or you might want to
move OUT OF RANGE of enemy fire! Even your allies cannot help you if you are
OUT OF RANGE, so be careful splitting the group!
During play, your GM will help describe and answer ques�ons about whether
something is CLOSE, NEAR or FAR. It isn’t about exact measurements, it’s about
what is thema�cally within reach of your character! Keep it loose and keep
things moving, rather than getting out the ruler.
14
CORE SYSTEM
TIME CAN BE SIMPLE, TOO
As you read onward, thinking about cool ideas for characters, monsters, en-
counters or even full adventures, you’ll see �me referred to in a few precise
ways. As always, ICRPG keeps it simple.
TURN
When a player takes the stage for a few brief moments, moving and doing a
few rolls, that is 1 TURN. A TURN is 10-20 seconds of ac�on.
ROUND
When every player at the table, including the GM, has taken a TURN, that is 1
ROUND. ROUNDS are o�en used to measure las�ng effects, countdowns, or
other things that last more than a few seconds. A ROUND is something like a
minute in the game world, even if it takes longer to play.
FREEFORM
When something takes several minutes, hours, or even days to play out, there
is less and less reason to sweat the details, or firmly enforce playing in TURNS.
It’s s�ll smart to keep moving around your table, addressing each player’s deci-
sions during this stretch of �me, but you won’t be accurately measuring move-
ment or damage output. Things get more descrip�ve, and your GM will be
introducing more ways to use dice to keep the story moving.
15
CORE SYSTEM
IT’S A MIRACLE!
On each of your TURNS while you’re DYING, you get a very narrow chance to
miraculously regain consciousness. Roll a D20. If it’s a natural 20, some miracle
of anatomy has brought you back awake with 1 HP. It’s a MIRACLE!
BLOWN TO BITS
One last thing. If you take so much damage in one cataclysmic instant to reduce
your character to -20 HP, you are BLOWN TO BITS. You’re just mist and memo-
ries. There isn’t even a body to bury.
16
CORE SYSTEM
RECOVERY
I don’t want to die! I want to live! There are a few ways to recover HP and avoid
becoming a skeleton, besides hoping to roll a MIRACLE a�er you’ve been pum-
meled to pulp.
RECOVER
At any �me during play, sacrifice your TURN to pause, regain your breath, bind
a few cuts, and RECOVER your gusto. To do so, roll a D20 + your CON STAT, and
meet or beat the current TARGET. If you can do so, regain your CON STAT + 1 in
HP instantly. Now get back in the fight!
RECOVER
Meet or bea
t the curren
TARGET wit t
to RECOVE
h D20 + CO
N DON’T DIE ON ME, MAN!
R CON + 1 H uching
P
abiliz e a fa llen ally by to
St WIS
ing an INT or
them and mak
s their DYING
roll. This stop
timer
17
CORE SYSTEM
THE LEGENDARY HERO COIN
Ok, you have all the roots of the game system now, you’re ready to start bend-
ing rules. That’s what they’re made for, anyway. As you go deeper into things,
you’ll get all kinds of abili�es and LOOT that will make things get crazy. Before
those days come, though, it’s �me to learn of ICRPG’s final feature: the HERO
COIN.
We haven’t talked about it much yet, but a great session of tabletop play owes
itself to exci�ng, sincere, inven�ve role-play by players. This elusive element of
the hobby is the topic of much discussion. Is it talking in character? Sacrificing
self for others? Is it taking the game in new direc�ons? Is it making the table
more fun for everyone? It’s all these things.
When the GM sees this kind of excitement in play, the HERO COIN is the way
that moment is celebrated. “That was brilliant, take a HERO COIN!”
18
CORE SYSTEM
THE GREY HILL INFERNO
Below is a trial scenario to get you warmed up and rolling dice. No amount of
reading teaches as much as a few dice rolls. Let’s dive right in.
DEFEAT WEAPON 13
In the courtyard, an abomina�on has been deployed to detain you. There’s
no avoiding it. Time to fight, jagged steel in your hand. You have 1 HEART HP,
Weapon 13 also has 1 HEART HP. You attack with WEAPON EFFORT, it fights
back with two BASIC EFFORT attacks per TURN. Kill or be killed.
Did you escape the Grey Hill Inferno? If so, take a HERO COIN. You’ve earned it.
19
WHEN A CHOICE FEELS OBVIOUS, THAT’S INSTINCT
20
PLAYER’S GUIDE
WE CAN BE HEROES
If you’ve flipped right to this page, you’re here to play ICRPG. Crack those
knuckles and settle in; there’s no limit to what’s ahead. Crea�ng and playing an
RPG character can be sublime, if you let yourself get into it. This is the realm of
imagina�on! What use have we for hesita�on, or doing what is expected? We
can be heroes, especially here where anything is possible! Here’s what you’ll
find in this sec�on.
• Character Basics: Let’s get started with getting to know an ICRPG character
sheet, all the STATS, and how you’ll be using the whole mess to kick butt.
• Life Forms: Ah, the myriad forms heroes can take. Bend your STATS a bit
here, and build to fit whatever world you’re playing in.
• STATS and Abili�es: All you need to know about what you can and can’t do
are in 6 core STATS and a small group of Abili�es. You’ll be earning more
for both as you evolve.
• Glorious Gear: Now that you are you, you need to gear up for what’s
ahead. Don’t forget the rope.
• Magic: Secret, arcane forces are hidden just beneath our percep�on of
reality. Master the many dimensions, conjure the power of the elements,
or harness cosmic energy at will.
• Mastery: No matter what your world, specializa�on, or role in your group,
the MASTERY system lets you diversify or focus your capability as you grow
and, most importantly, roll 20s.
21
PLAYER’S GUIDE
CHARACTER BASICS: THE SHEET
Take a look ahead. Here’s the sheet you’ll be filling out (or just doodle your
own) for each ICRPG character you create.
1
2
3 4
6
5
7
9 8
1: What WORLD is this? Start with your character WORLD, NAME (make it
cool), LIFE FORM, TYPE and STORY. This is who and what you are, and how
you wound up outside ordinary life, on the road to adventure.
2: These 6 STATS should feel familiar. You’ll be spending points to boost these
core STATS, and your LIFE FORM and LOOT will top them off. Build your STATS
to fit a concept of who the character is and what they’re best at.
3: Here is where you’ll record your EFFORT bonuses. Think of it as your training.
4: This is a cluster of cri�cal STATUS info. Track your HIT POINTS. DEFENSE is
used to track your armor and toughness. Mark an X when you have a HERO
COIN, and record a DYING roll here when you make one.
5: LOOT! Keep track of the equipment you carry and use.
6: As you progress, you’ll unlock ABILITIES, star�ng with 1 and a max 5.
7: POWERS are more rare than abili�es, and will set you apart.
8: AUGMENTS in some WORLDS, heroes are boosted by cyberne�cs.
9: MASTERY is a way to track natural 20s and gain more ABILITIES.
22
PLAYER’S GUIDE
WHAT WORLD IS THIS?
ICRPG takes place in one of 5 WORLDS, or a WORLD of your own making. The
WORLD is a sense of overall theme, of technology, of scope and era. It defines
every decision a�erwards, from how characters are built to what each session
will be. The WORLD is the root from which all the adventures ahead flow, what
the obstacles and enemies will be like, and more.
Here is a brief summary of the WORLDS in this book. To get started building a
character, finish reading through the basic steps in the next few pages. If you’re
hungry for more, and your GM doesn’t mind, find out more in the WORLDS
sec�on later in the book.
ALFHEIM
A con�nent of spells and steel, crumbling old castles and sleeping dragons.
Adventurers here face violent seas, lost tombs, and treacherous kings.
WARP SHELL
A breed of living starships is driven by mysterious purpose to save a doomed
universe. You and your allies are the crew on one such vessel, and �me is run-
ning out, if there is such a thing.
GHOST MOUNTAIN
The inhabitants of a remote western landscape are caught in a battle between
heaven and hell. If the sun ever sets, it will never rise again. This is a WORLD of
pistols and ghosts, demons and dust.
VIGILANTE CITY
A�er the Mutant Crisis of 2035, chaos has gripped the world’s biggest city, and
you’re at ground zero. Super-powered heroes and villains are popping up all
over, and no one is safe in the crossfire. Found in ICRPG VIGILANTE CITY.
23
PLAYER’S GUIDE
STEP 1: WHO AND WHAT YOU ARE
Before we get into the mechanical aspects of building a character comes the
most important step: the CONCEPT. The best way to formulate a CONCEPT is to
find a visual anchor for your character. Draw your own portrait, or find artwork
that inspires you! Let yourself get into it. Devise a cool NAME. Keep your mind
on that visual anchor, and start filling out all the bits on your sheet to fit.
As you lean further into the WORLD your character will live in, and start to feel
it, you can see your place in that world as a hero. Nothing will affect your STATS
and role in your group more than your TYPE, so choose with care. TYPES are
listed with the WORLD they are from.
Before you start figuring out how the STATS add up, take a moment to explain
one key fact about your character. This isn’t a backstory, or a past. This is what
is happening right now to this character. What has changed in your life that
has pushed you from the humdrum to a life of adventure? How does it involve
the other players’ characters? If you’re drawing a blank, look deeper into the
WORLD you’re playing in, and chat with your GM.
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PLAYER’S GUIDE
STEP 2: CORE STATS
Almost every �me you’re rolling a D20 to do something in play, you’ll be adding
1 of 6 STATS to the result. These classic 6 STATS describe your special�es, your
prowess, and help define your role in a group. The idea is to stack whatever
STAT fits your heroic CONCEPT best, using STAT POINTS, a bonus from your LIFE
FORM, and all the bonuses from LOOT you will eventually acquire.
For every character you create in ICRPG, start by assigning 6 STAT POINTS, in
any array, to these 6 core STATS. Enter the points assigned in the ‘BASE’ line
next to each die box. You could put 1 point in each, crea�ng a generalist, or
place all 6 in one STAT for the ul�mate specialized hero. It’s your call. Now is
the moment to remember your CONCEPT and emphasize STATS that fit!
STRENGTH (STR)
Put points into STR to create a melee fighter, a crusher, a bar-bending, boul-
der-throwing behemoth who smashes his way through problems.
DEXTERITY (DEX)
You’ll be using DEX to make ranged attacks, like guns and bows. DEX is also
a measure of how nimble you are, so you’ll roll with that STAT when you are
trying to move silently, do back flips, or de�ly run along crumbling roo�ops.
CONSTITUTION (CON)
CON measures how stout or tough you are. This STAT is used when recovering
HP, bracing for impact, or figh�ng to survive poison or terrible cold.
INTELLIGENCE (INT)
Some heroes use wits over fists. Their key STAT is INT, which is used to cast
SPELLS, inves�gate mysteries, recall details, or operate complex machinery.
WISDOM (WIS)
This STAT measures an intui�ve, organic kind of smarts. It isn’t so much know-
ing as it is feeling. How keen is your sixth sense? Place points here to be a scout,
to be in tune with nature, or to feel danger coming.
CHARISMA (CHA)
Your strength of will is measured by CHARISMA. You’ll be using this to roll for
persuasive ac�ons, to resist fear, or drive enemies back with a battle cry.
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PLAYER’S GUIDE
CALCULATING DEFENSE
Once you have your CON STAT, add all DEFENSE gained from LOOT you have,
such as armor. That’s your total DEFENSE. A helmet may be +2 DEF, you have +2
CON, this makes your DEFENSE +4. When the GM unleashes effects or monster
abili�es, she’ll call ‘roll DEFENSE!’ Roll D20 + DEFENSE, and meet or beat the
current TARGET to resist the danger! When enemies roll ATTEMPTS against
you, they don’t roll on the TARGET, they roll to meet or beat 10 + your DE-
FENSE! No character, by any means, can exceed +10 DEFENSE no matter the
total of CON and DEFENSE gained from LOOT.
AX
STAT M
ome your
No matter how awes
me, no
character may beco
ed
STAT can ever exce
+10
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PLAYER’S GUIDE
STEP 4: LOCATE STATUS INFO
Below your character portrait artwork, and at the sheet bottom, you’ll find
spots to track STATUS. Take a second to get familiar, as you’ll be making a mess
here during play.
HEARTS & HP
All characters start with 1 HEART, or 10 Hit Points. Circle addi�onal HEARTS as
your character grows. You can acquire HEARTS several ways as you play.
HERO COIN
A big, hard-to-miss spot to record a HERO COIN. See page 18.
DYING
Don’t die. Read up on the DYING rules back on page 16. Track it here.
MASTERY
The highest form of progression for a character is called MASTERY. Each �me
you roll a natural 20 on a D20 roll, mark one point of mastery on your sheet.
When you have 20 mastery points, you’ve made it! You have now mastered an
element of your character!
Here’s the best part: once you’ve reached MASTERY, clear out all your MAS-
TERY points and choose any MASTERY ABILITY for your TYPE! If that ABILITY
calls for a specific STARTING LOOT, gain it instantly! Yes, MASTERY is huge.
This process can be done 3 �mes per character. How long will it take you to roll
60 natural 20s? You’re about to find out.
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PLAYER’S GUIDE
STEP 5: RECORD ABILITIES
ABILITY is a term ICRPG uses to describe a feature of your character that is
intrinsic. It can never be lost or removed. You’ll gain a few ABILITIES when
the character is created, and when you reach a MILESTONE. It’s important to
peruse character ABILITIES, because they greatly impact your specializa�on,
areas to outshine others, and value to a group. Some ABILITIES interact with
others in powerful ways... when this happens it is called ‘synergy,’ and it’s cool.
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PLAYER’S GUIDE
STEP 7: GET LOOT!
Here is where ICRPG really finds its iden�ty, besides the ever-useful index cards
themselves: LOOT! The majority of your character’s progression and power will
be in what LOOT you have and use. LOOT can be found, awarded, created,
traded, lost, and destroyed. Even SPELLS are kept on scrolls or in books. Gems,
chains, and counterweights enhance weapons. From the magical to the digital,
what you CARRY versus what you keep EQUIPPED will let you tune and adjust
your character for all kinds of special capability. Complete your new character
by choosing 4 BASIC LOOT, then follow the two key rules below as you grow and
gather more goodies.
STARTING/MILESTONE
Always feel free
to choose ABIL
or LOOT for yo ITIES
ur TYPE either
as
STARTING or
MILESTONE re
ward!
More possibiliti
es is always go
od!
INVENTORY IS LIMITED TO
10 CARRIED ITEMS AND 10 EQUIPPED ITEMS
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PLAYER’S GUIDE
ALFHEIM: AN AGE OF KINGDOMS
The largest con�nent here is Al�eim. Somewhere between the quiet of the
primordial days and the smoke of the machine age it rests. Magic and mystery
s�ll hold this place, but it is a vast, diverse landscape of cultures and places.
Many great stories have come to pass on Al�eim, none more important than
now. The arrival of the starfaring TORTONS has brought this world into the
cosmic conflict. The peoples here are beginning to realize that before they can
take their place in the struggle of the stars, they must survive a war that could
destroy them all. Onto this landscape you arrive, and heroic deeds need doing.
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PLAYER’S GUIDE
6 THINGS YOUR CHARACTER KNOWS
These 6 facts are known across all the realms of Al�eim and should, in some
way, affect the origin story of every character you create. Troubled �mes...
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PLAYER’S GUIDE
LIFE FORMS OF ALFHEIM
Since the armies of Sett were defeated by Snow Orcs, the powers have shi�ed.
The woodling folk of old have vanished, subsumed by their elder kin the elves.
Gerblins have ended their epoch of evil. The turtle-like Tortons have arrived
from distant shores, bringing new magical insights. Dwarves grow in number
a�er the destruc�on of their home. Where do you fit in this ever-changing
tapestry... Choose one:
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PLAYER’S GUIDE
DWARF >> +1 STR, +1 CON
The durable ‘stout folk’ have flourished in this new age. The destruc�on of
Iradrum, and disappearance of their ancient enemy Durathrax, have bolstered
their resolve. They stand as a vast, unified force in Ramthas and Duradin, set to
make war with the overtaken lands of Skar. When you choose to play a DWARF
in Al�eim, your core mo�va�on is... Choose one:
• EXPANSION: You and your allies are sent by King Rom to press DWARVISH
borders outward. Either by garrison, or skirmishing, or explora�on, you
are part of a larger effort to occupy all the East lands of Al�eim.
• SERVICE: An iron-clad code of honor rules DWARF life. Yours is consumed
by a single, unshaking vow or blood oath you cannot break. This could be
to a task or an individual, to a town or a governor. Either way, you will die
for this oath, it is only a matter of �me.
• PLUNDER: Emboldened by their day in the sun, some DWARVES take to
thievery, seeking out powerful relics or glimmering treasures to win King
Rom’s favor and bring glory to Dur Moro’s vaults. You may even have many
treasure caches across Al�eim, stacking coin and jewels for the rainy days
of war.
• ENVOY: Only with the help of all good folk will the DWARVES be victorious
against the elven incursion from the North. You have been deployed to
befriend men, GERBLINS, ELFISH dissidents, and even the TORTONS to see
it done. You are a peacemaker, a representa�ve of the throne, or simply
one driven to end the killing in Skar.
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PLAYER’S GUIDE
ELF >> +1 DEX, +1 CHA
Once confined to Aphos and beyond, the ELVES have become an invading force
of terrible power in the North of Al�eim. To claim a new kingdom, they have
chosen to decimate the nomadic peoples of Skar, and eradicate Wildlings, Hill
people and Small Folk as ‘degenerates.’ Not all of them are tyrants though.
Their dissidents are growing in number, and betraying their misguided leaders
to join the resistance. When you play an ELF in Al�eim, your story will be dark
and troubled... Choose one:
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PLAYER’S GUIDE
TORTON >> +1 CON, +1 MAGIC EFFORT
In recent years, a stream of TORTON refugees has been arriving at Xenos, Kath,
and Duradin. They come by sea, and some seem to simply appear from thin air.
Their fate is bound to the vanishing WARP SHELLS, and rebuilding their lost cul-
ture. TORTONS also possess an intui�ve sense for magic, having traversed vast
dimensions of space to build a home here. If you play a TORTON in Al�eim, you
will be a mysterious figure... Choose one:
• THE WAY: The pa�ent TORTON mind is attuned to forces of intui�on and
magical energy. You are a student of this ‘quiet path,’ and work to use your
powers for good at every turn.
• STARGAZER: You know that TORTONS came from the stars, but how, when
and why remain a mystery. Your purpose is to find out what has befallen
your lost folk, and you will go to the end of ends to do so.
• APPRENTICE: TORTON society is built on a master-and-student tradi�on.
You have found your master, and sworn to serve. At �mes, this means
simply training your body and mind. At others, it means embarking on
impossible quests to accomplish the unthinkable.
• PROTECTOR: Knowing what it means to lose everything, to have no home,
you are sworn never to let others experience such terrible loss. You fight to
protect the weak, stand up to bullies at every turn, and become entangled
in all kinds of do-gooder causes and village plights. One of these days, you
may find yourself in over your head.
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PLAYER’S GUIDE
GERBLIN >> +1 DEX, +1 GUN EFFORT
The newest warrior queen of Thushum has shi�ed the GERBLIN way of life to
one of nobility and good. Part of this shi� is a newfound code of honor that
each vows a blood oath to uphold. In their newfound role as a force of good,
GERBLINS face many challenges, and never back down from evil. Inven�ve and
adept, they stand at the forefront of Al�emic technology and a looming war
with the elves of Skar... Choose one:
• KNIGHT: Heavily armored and empowered by a writ of law and order, you
are charged with living a nomadic life, and bringing the power of righteous
strength to those in need. You break no law and harm no innocent, always
ready to serve.
• GUN PRIEST: Advances in flintlock technology have had a profound effect
on GERBLIN kind. The scales of warfare are shi�ing, and as a GUN PRIEST,
you are on the forefront of cra�ing, modifying, and using firearms to great
effect.
• ROYAL ERRAND: The warrior queen of Thushum, Azra, has charged you
with a very specific, almost impossible task. You’ll need answers to achieve
this mighty goal, and your life gladly given to see it done.
• WAR SCHOLAR: As several folk brace for the elven invasion, GERBLINS
have proven invaluable as advisers and strategists, having long held their
own assailed realm. You are such a scholar of military history, war magic,
firearms, tac�cs and for�fica�ons. Your services are needed more than
ever. The ques�on is who to help to ensure the ELVES are driven back.
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PLAYER’S GUIDE
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PLAYER’S GUIDE
CHARACTER TYPES IN ALFHEIM
MASTERY
SLAYER: Any �me you destroy an enemy, hit
another enemy within CLOSE range, with no
limit on the chain reac�on
DEFENDER: Any �me an enemy fails to hit
you because of DEFENSE, gain 1D4 HP
PIT FIGHTER: With any type of WEAPON, roll
STR to hit and add STR to your EFFORT roll
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PLAYER’S GUIDE
HUNTER >> A marksman with a knack for survival
MASTERY
QUICK DRAW: Your Quick Draw ABILITY triggers on
a modified attack roll of 12+
DEAD EYE: Any �me you use a TURN to aim, you
employ a silencer. Your next shot is undetected
TRAP EXPERT: Place or launch a trap instantly, use
none of your TURN �me to do so
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PLAYER’S GUIDE
SHADOW >> A master of stealth and subterfuge
MASTERY
ASSASSIN: When you attack a target who
doesn’t detect you, do max damage
THIEF: Foes make a WIS roll to detect
you, even a�er being attacked
SCOUT: When using CHA to lie, deceive,
or trick foes into revealing cri�cal infor-
ma�on, roll EASY
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PLAYER’S GUIDE
BARD >> An inspiring and devious tale-teller
MASTERY
BATTLE HYMN: Your Battle Hymns
heal all allies the same amount
they reduce the TARGET
PROVOKER: You can now provoke
groups of enemies, up to 5
THESPIAN: Your leged precedes
you. NPC’s always react favorably
to you, even in bad circumstances,
you are invited to royal premises
and events without ques�on
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PLAYER’S GUIDE
MAGE >> A collector and conduit of arcane secrets
MASTERY
SPELL SCHOLAR: INT SPELLS occupy no inventory
spaces, even if they are scrolls or books
WILD POWER: When any die is added to your
Memory Ring, it becomes a 6
DARK PACT: Your Master’s Skull holds 20 HP
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PLAYER’S GUIDE
PRIEST >> A righteous avatar of divine might
MASTERY
ELEMENTAL: Place any 1 WIS SPELL you
know into a stone or s�ck by rolling to cast.
Anyone can use this SPELL by destroying
the object
HEALER: To be within CLOSE range of you,
truly evil creatures must roll CON or take
MAGIC and be pushed away
MONK: Extend your touch, presence, and
percep�ve self up to FAR range, interac�ng
with people and things as if you were in
that loca�on
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PLAYER’S GUIDE
ALFHEIM BASIC LOOT (Choose any 4)