Many moons ago, I had the idea of using ICRPG for running Diablo. In the middle of one hack, I decided to return back to the Diablo Hack, albeit expanded to encompass a greater range of Action RPGs, CRPGs, MMORPGs, and other roleplaying games: e.g., Diablo 1-3, Shadow of the Demon Lord, Divinity: Original Sin 1 & 2, Torchlight 1 & 2, Path of Exile, Grim Dawn, etc.
So time to sketch out what I have so far…
Character Basics
Core Stats
Strength (STR): physical power, might, stamina
Agility (AGI): dexterity, precision, nimbleness, speed
Mind (MND): wits, cunning, memory, trickery, senses
Spirit (SPI): willpower, courage, discipline, charisma
Standard Array: 2, 1, 1, 0 in any order + 1 in STAT of player’s choice
Effort
Players have 4 points that they can assign to their EFFORT scores.
Basic (d4): No Weapons or Tools
Light (d6): Light Weapons and Tools
Heavy (d8): Heavy Weapons and Tools
Magic (d10): Magic and Energy
Ultimate (d12): Critical Hits
Other Stats
Hearts: 10 Hit Points (HP)
Flasks: 10 Mana Points (MP)
Defense: Your DEFENSE score is equal to 10 + AGI + your LOOT bonus
HP Recovery: d20 + STR STAT ≥ TARGET, regain STR STAT + 1 in HP
MP Recovery: d20 + SPI STAT ≥ TARGET, regain SPI STAT + 1 in MP
Other Stats
Hearts: 10 Hit Points (HP)
Flasks: 10 Mana Points (MP)
Defense: Your DEFENSE score is equal to 10 + AGI + your LOOT bonus
HP Recovery: d20 + STR STAT ≥ TARGET
MP Recovery: d20 + SPI STAT ≥ TARGET
Corruption: In some games where it is appropriate, CORRUPTION exists as an optional tool for the game. (See Shadow of the Demon Lord.)
NOTE: Although anyone can find and cast spells, I am still thinking about some ways to make MP useful for non-magical characters.
Character Tags
Tags represent the salient aspects of a character’s background, origins, ancestry, and life experiences. Players can also use TAGS to express a character’s ancestry, people, or land of origin: e.g., Elf, Dwarf, Saurian, Ambrian, Northman, etc. Players can pick up to two TAGS for their character. A player can switch one of their character’s TAGS when their character reaches a MILESTONE.
Once per scene, a tag can make the TARGET of a non-combat roll EASIER if the table agrees that it is pertinent. Depending on the fiction in a scene, the GM may alternatively decide that a character’s TAG makes the TARGET of a roll HARDER, though this should only be done a maximum of once per session per character. For example, the GM may decide that the PC’s ‘Outlaw’ TAG makes it difficult to persuade the local lord.
Sample Tags
- Background Tags: Noble, Soldier, Outlaw, Scholar, Priest, etc.
- Origin Tags: Elf, Dwarf, Halfling, Orc, Goblin, Northman, Lowlander, etc.
Mastery & Milestones
MASTERY and MILESTONES are pacing mechanics a GM can employ for character advancement. The GM can decide how fast or slow they want this to be.
MASTERY ADVANCEMENT: Some possible methods a GM may choose for PC advancement of their MASTERY track.
- Critical Mastery: A PC gains a MASTERY point for every Nat 20 they roll.
- Scenario Mastery: A PC gains a MASTERY point for every scenario their character survives and acquires new LOOT.
MILESTONE ADVANCEMENT: The PC may gain a MILESTONE ADVANCEMENT after [ X ] number of MASTERY points, as determined by the GM. Additionally, the PCs may gain a MILESTONE after defeating a BOSS with at least [ Y ] HEARTs.
At every 5th MASTERY point or at certain SHRINES, a player can reallocate 1 Point between their CORE STATS or 1 Point between their EFFORT.
Magic and Spells
NOTE: I am probably breaking up spells into three categories following the Beyond the Wall/Through Sunken Lands model: (1) Cantrips, (2) Spells, and (3) Rituals. Cantrips are lesser magical abilities that don’t cost LOOT spots. Spells are more potent and cost LOOT spots. And I’m thinking that Rituals are powerful sorceries that can only be cast out of combat, as they may take hours and have greater material costs. A Ritual Manual can take up a LOOT slot if you are carrying it on you in the dungeon or wilds.
Spell Casting
Casting a cantrip or spell costs MP and making a successful MND roll. If a spellcaster is running low or out of MP, they can choose to cast using HP. Additionally, casters can “Roll or Burn.”
Cantrips
Every mage starts knowing a handful of basic spells called CANTRIPS. Magical CANTRIPS are often the first thing that a mage learns. Each magical tradition has their own CANTRIPS. CANTRIPS cost 1 MP to cast and take one ACTION. Unlike other magic spells, CANTRIPS do not count as LOOT or use INVENTORY slots.
Spells
Spells cost 2 MP to cast, take one ACTION, and take up LOOT slots. Spells are organized by Magical Traditions but one need not know be a mage to cast spells.
Rituals
Rituals are potent magical effects that need EFFORT to overcome before they can be cast. Rituals often require hours of time and additional spell components (e.g., arcane ingredients, HP/MP, etc.) or even places of power (e.g., Shrines, Temples, Groves, etc.) to perform.
- Examples: Summoning, Resurrection, Divination, etc.
Magical Traditions
There are five major magical traditions, though there may be others.
Elementalism: Elementalism shapes the potent magics of the Elemental Chaos: air, earth, fire, and water.
Mysticism: Mysticism is a magical discipline that uses willpower to tap into the inner light of the body, mind, and soul.
Necromancy: Necromancy is a magical art concerned with the balance of life and death as well as light and darkness. Its oft-maligned practitioners delve into the magic of death, blood, and shadows.
Witchcraft: Witchcraft is a more ancient magic of the Old Ways that draws upon the natural world and its spirits. Its magic focuses on the hidden power of nature, spirits, and the stars.
Wizardry: Wizardry is devoted to understanding mana and the fundamental magical forces of the cosmos through complex arcane incantations, sigils, and runes. Wizardry warps space, time, and energy.
Power Shrines
Finding shrines is an awesome trope in video games, and I want to bring that to the Action Card RPG. Shrines are places of power that can provide power-ups and player character utility. Shrines are dedicated to different forces of the world.
Lesser Shrine: May provide basic character boosts (e.g., HP/MP Recovery, Mastery Track, temporary boons, modify stats, etc.).
Greater Shrine: Give the Shrine a name. Make the adventure about finding it, trekking the wilds and fighting monsters to get there, and then delving the Shrine as a mini-dungeon to uncover its lost secret: MILESTONE Reward! Or even you get there to discover the Shrine has been defiled and you have to go on another quest so you can purify it.