CLASSIC ICRPG - Original and Updated Stuff from the OLD FORUM

Hello, friends!

I have been away for quite some time, since the last days of the old forum. I just recently found out about this new place and I was thinking about sharing the old stuff with anyone who might have missed it. Most of it is still 2E but I’m writing and updating everything to Master Edition when necessary.

As per standard guidelines, I’m posting only my work or things I’m directly authorized to manage, but I invite others to share their stuff too. I’m looking at you specifically, @KaneDriscol @jdstirling and @KindredOath (seriously, love your stuff, guys)

Most of the following is abandonware, stuff that I started and didn’t finish because I’m kinda sick like that. Some are almost complete, most are playable with some work. Leaving it here because someone may find something useful somewhere.

And as I recover more stuff I’ll try to keep adding more useful stuff to this post instead of making several.

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Glad to have you back!! I also took a bit to find this new forum LoL.

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Some good stuff here. I do really like the Middle Earth hacks especially.

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Thanks, Kyzer

I really want to go back to it and expand the ideas there sometime soon.

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Most of the material I have was written for 2E, so I’ve been updating stuff for Master Edition. Adding some more random stuff here.

LOOT: WHEN and How TO ROLL
If you want a more randomized yet still very ICRPGesque LOOT distribution, here’s an idea: roll 1D20 once for each HEART of challenges defeated – these can be creatures or environmental challenges. Check below what the Players get. If you like your games neat and organized, you can even roll these beforehand, preparing appropriate descriptions. Also, the item table is geared towards a more fantasy-like setting, change it if you’re playing something else.

Summary

1: IT’S A TRAP!
2-10: NO TREASURE THIS TIME :frowning:
11-12: HEALING OR ENERGY ITEM (food, consumable)
13-17: COINS (see below) or SHABBY (ICRPG, p. 386-387)
18-20: ITEM (see below)

For Items, roll 1D20 on the table below, then 1D100 on the specific Master Edition table.
1: STRANGE (see below)
2-3: CURSED (ICRPG, p. 388-389)
4-10: ANCIENT (ICRPG, p. 384-386)
11-17: EPIC (ICRPG, p. 392-393)
18-19: MAGIC (ICRPG, p. 398-399)
20: STRANGE (see below)

For COINS, drop (HEARTS x HEARTS) x (10 COIN for each 13-17 rolled); for example, in a treasure where a 13-17 result is rolled four times, give out (HEARTS x HEARTS) x 40 COIN.
For STRANGE LOOT, roll 1D6: 1-2=BIZARRE, p. 394-395; 3-5=SCI FI, p. 390-391; 6=GHOST MOUNTAIN, p. 396-397)

Trenchoats & Katanas – Dudes of Legend Loot
“Dudes of Legend” was a joke sourcebook for the Chronicles of Darkness RPG (using the Storytelling system). It contained various hacks and mechanic changes for absurd and over-the-top gameplay in a chronicle. Some of them were ICRPG levels of awsome so they became LOOT.

Summary

1: Trenchcoat of Hotness and Holding (Black): Black trenchcoats are the trenchcoats of bad-asses. Gain +3 on Checks and Attempts to intimidate. Also, it counts as an accessory with DEFENSE +1.
2: Trenchcoat of Hotness and Holding (Brown): Brown trenchcoats are the trenchcoats of detectives. It’s true. Look it up. Gain +3 on Checks and Attempts to find clues, investigate or gather information. Also, it counts as an accessory with DEFENSE +1.
3: Trenchcoat of Hotness and Holding (Grey): Gray trenchcoats are the trenchcoats of artists and writers and other weirdos. Gain +3 on Checks and Attempts to express yourself, perform, and produce art. Also, it counts as an accessory with DEFENSE +1.
4: Trenchcoat of Hotness and Holding (White): Listen, anybody who wears a white trenchcoat is probably some kind of evil wizard—or maybe the Devil hisself. Gain +3 on Checks and Attempts to understand spells, know about the occult, or perform rituals (but not directly cast spells or use powers). Also, it counts as an accessory with DEFENSE +1.
5: Trenchcoat of Hotness and Holding (any vibrant color): Trenchcoats of other colors—pink, lime green, mauve—are pretty dang freakshow. In fact, such a trenchcoat provides no added bonus, but instead offers the wearer a curse: a temporary derangement (mild) that affects the character while the coat is worn. What is that? I don’t know, but the ICRPG MASTER EDITION (p. 113) might have some ideas. “Mild” means that once per scene you roll a d20 and treat 11+ as “safe” and anything 10 and under as a result on the table you may or may not find on that page. Also, it counts as an accessory with DEFENSE +1, because yes.
6: The Mythical Katana: MELEE Weapon [Deadly, EXOTIC, FINESSE, MARTIAL]. Katanas are fucking cool as shit. All kinds of weapon upgrades will be available for your katana, because the GM is a cool mofo. These upgrades can be on this table or maybe somewhere else in the ICRPG books and tables. You can use STR or DEX to attack with your katana. It also deals +2 WEAPON EFFORT damage and starts with +1 on Checks and Attempts and scores a critical hit on a natural 19+, because fuck yeah.
7: Armor Ain’t Got Shit Against This Blade: [Katana Upgrade]. You know those pesky monsters and items that “ignore any damage below X”? Not against this blade, no they don’t.
8: The Blade of Bulletproofness: [Katana Upgrade]. A character wielding such a katana might get shot at, because people always shoot at sexy dudes or hot chicks with katanas—duh, because they want that katana. But if the blade has this feature, then the player can negate one hit made with a ranged weapon per Round.
9: The Myth of the Magical Katana Is No Myth at All: [Katana Upgrade]. The katana obviously deals Magical Effort damage, duh. Add either your WEAPON bonus or MAGIC bonus to damage (whichever is higher). Also, if you get this upgrade but no others, increase your katana’s bonus on Checks and Attempts from +1 to +2: your weapon is “pure”.
10: The Katana of Narcissus: [Katana Upgrade]. Anybody wielding a katana with this super-slick feature can hold up the weapon not to attack, but as a reflection in which an opponent can get totally lost, for the opponent sees a perfect version of himself in the mirrored blade. Roll CHA, if successful the foe is hypnotized by his sweet-ass reflection in the sweet-ass katana for 1D4 ROUNDS. If the target is attacked at that time, that’ll fuck this whole thing up. So don’t do that.
11: The Sexy Katana: [Katana Upgrade]. Anybody wielding a katana looks super-hot, am I right? The person holding the katana becomes the vortex of lust. Assume that someone holding a katana +3 on all Checks and Attempts to seduce or impress anyone who would be attraced by their gender.
12: The Super Slicey-Slice Machine: [Katana Upgrade]. The biggest, coolest thing a katana should be able to do is cut the unmerciful hell out of everything it meets. This weapon does Ultimate Damage when it hits. Not Weapon damage, not Magic damage, but a shiny, sexy D12 of damage, and you also get to add either your WEAPON, MAGIC, or ULTIMATE bonus to the total, whichever is higher. Also, if you roll a modified 18+ on any attack, you crit to do Ultimate Damage again. That’s the katana’s Ultimate plus another Ultimate. Are you following this? That’s like, double Ultimate. Wow. Oh, and you also chop off something of your victim (a head, arm, leg, tentacle, some coin, piece of LOOT… the GM will think about something cool).

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Here’s the original WEAPON TAG RULES recovered recently from an old file.

Summary

ALL weapons cause WEAPON EFFORT damage, with the modifiers below.

MELEE: Basic TAG. This weapon can only attack CLOSE enemies and usually causes only WEAPON EFFORT damage.

RANGED: Basic TAG. This weapon can attack NEAR enemies without penalty, but it’s a HARD roll against CLOSE or FAR enemies.

AMMUNITION: Only applies to RANGED weapons. On an attack roll of 1 your clip or quiver is empty and you need to take a TURN to recharge this weapon (provided you carry extra ammunition). The weapon occupies one extra inventory space (one for the weapon and one for a quiver or case for arrows, bolts, or bullets). Each extra quiver or case occupies one extra inventory space.

BLUNT: On a modified 18+ the victim is stunned for a ROUND (actions against a stunned target are EASY). Opponents that are not alive ignore this effect. This weapon can’t be FAST or PIERCING.

ENERGY: This weapon is highly advanced or magical and uses MAGIC & ENERGY EFFORT instead of WEAPON EFFORT. Any dice bonuses added to this weapon use a D10 instead of a D8.

EXOTIC: This weapon requires a specific requisite, training, or background to be used correctly; on the hands of anyone without the required traits it either doesn’t work or make all checks HARD.

FAST: On a modified 18+, attack again. This weapon can’t be BLUNT or HEAVY.

FINESSE: Use either STR or DEX (whichever you prefer) to make melee attacks with this weapon. This weapon can’t be HEAVY, LARGE, or VERSATILE.

GUN: This weapon is a gun and uses GUN & TECH EFFORT instead of WEAPON EFFORT. Any dice bonuses added to this weapon use a D8 instead of a D6.

HEAVY: Takes up one more inventory space than normal and requires two hands to use. If a weapon is both HEAVY and LARGE it deals +1D6 damage and takes up three inventory spaces. This weapon can’t be FAST.

LARGE: Takes up one more inventory space than normal and requires two hands to use. If a weapon is both LARGE and HEAVY it deals +1D6 damage and takes up three inventory spaces. This weapon can’t be FAST.

LIGHT: Causes -2 damage and can be used off-hand in two-weapon melee fighting without penalty. This weapon can’t be HEAVY or MARTIAL.

LOADING: Only applies to ranged weapons. This weapon needs to be reloaded after each shot. You need to give up your MOVE to reload it.

MARTIAL: Causes +2 damage. This weapon can’t be HEAVY or LIGHT. If the character is not a fighter-type or doesn’t have at least +1 STR or +1 DEX, all attacks with this weapon are HARD.

PIERCING: On a modified 18+, cause +1 bleeding damage per HEART of the target. Opponents that are not alive or don’t bleed ignore this effect. This weapon can’t be BLUNT.

REACH: A melee weapon with this quality can attack NEAR enemies without penalty, but it’s a HARD roll against CLOSE enemies.

SIMPLE: Attack rolls with this weapon are never HARD. This weapon can never be FAST, HEAVY, LARGE, MARTIAL or VERSATILE.

TECH: Only applies to MELEE weapons. This weapon is built with highly advanced and technological and uses GUNS & TECH EFFORT instead of WEAPON EFFORT to cause damage. Any dice bonuses added to this weapon use a D10 instead of a D8.

THROWN: Can be thrown up to NEAR range without penalty.

VERSATILE: Can be used one or two-handed without penalties. Additionally, special effects attacks with this weapon (causing a different type of damage, disarming, sweeping, hitting a specific target, etc.) are never HARD.

And here’s some WEAPONS created with the TAGS above.

Summary

BOW, SHORT: Ranged Weapon [Ammunition, Fast, Large]. A combatant with this weapon causes 1D6 damage and can attack again on a modified 18+ attack roll. The weapon and its ammunition take up two inventory spaces.

BOW, LONG: Ranged Weapon [Ammunition, Large, Martial, Piercing]. A combatant with this weapon causes 1D6+2 damage and +1D4 bleeding damage on a modified 18+ attack roll. The weapon and its ammunition take up three inventory spaces.

CROSSBOW, HEAVY: Ranged Weapon [Ammunition, Heavy, Large, Martial, Piercing]. A combatant with this weapon causes 2D6-2 damage and +1D4 bleeding damage on a modified 18+ attack roll. The weapon and its ammunition take up four inventory spaces.

DAGGER: Melee Weapon [Fast, Finesse, Light, Thrown]. A combatant with this weapon causes 1D6-2 damage, can attack again on a modified 18+ attack roll, can equip the weapon off-hand, and can use either STR or DEX to make attack rolls with it.

GUN, SUBMACHINE. Ranged Weapon [Ammunition, Gun, Fast, Piercing]. This weapon causes 1D8 damage and on a modified 18+ attack roll you cause +1 bleeding damage per Heart of the target and can also attack again. The weapon and its ammunition take up two inventory spaces.

LIGHTSABER: Melee Weapon [Energy, Exotic, Finesse]. A combatant with this weapon causes 1D10 damage and can use either STR or DEX to make attack rolls with it. Only characters with special training (at GM’s discretion) can use it correctly.

MACE: Melee Weapon [Blunt, Simple]. A combatant with this weapon causes 1D6 damage and stuns the target for one ROUND on a modified 18+ attack roll. Attack rolls with this weapon are never HARD.

MORNINGSTAR: Melee Weapon [Blunt, Martial]. A combatant with this weapon causes 1D6+2 damage and stuns the target for one ROUND on a modified 18+ attack roll.

SPEAR: Melee Weapon [Simple, Thrown]. A combatant with this weapon causes 1D6 damage. This weapon can be thrown up to NEAR range and attack rolls with it are never HARD.

SWORD, BROAD: Melee Weapon [Finesse, Martial]. A combatant with this weapon causes 1D6+2 damage and can use either STR or DEX to make attack rolls with it.

SWORD, LONG: Melee Weapon [Martial, Versatile]. A combatant with this weapon causes 1D6+2 damage and attempts or try special maneuvers with this weapon (causing a different type of damage, disarming, sweeping, hitting a specific target, etc.) are never HARD.

WAND, STANDARD: Ranged Weapon [Blunt, Exotic]. A combatant with this weapon causes 1D6 damage and stuns the target for one ROUND on a modified 18+ attack roll. Only characters trained in magic (e.g., with at least one MAGE ABILITY) can use it correctly; for others, all attacks are HARD.

WHIP, MONOFILAMENT. Melee Weapon [Exotic, Finesse, Tech, Reach]. A combatant with this weapon causes 1D8 damage, can use either STR or DEX to make attack rolls with it, and can attack NEAR enemies without penalty (but it’s a HARD roll against CLOSE enemies). Only characters with special training (at GM’s discretion) can use it correctly.

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