So, I’ve made a custom ICRPG mod with a few rules from other systems while keeping it quite streamlined. It looks like this on Excel character sheets: https://1drv.ms/u/s!AlyK6ROGmb0PrSRrlMbGp78Z9l9b?e=wEoLSb
And I have contacted @KaneDriscol to make some prettier sheets, which I can’t wait to see! He did an amazing job for another project of mine which I’m eager to present at some point, later… when I’m done with version 2.0.
Anyway, in the meantime, I ran a game of that custom ICRPG mod and will be running a second one next Saturday! God willing, of course!
Recap of the session
It was a very generic adventure: the Odin Foundation ordered the PCs to discretly go to some ancient temple we think is there, pick-up the macguffin and come back alive. It was set in my own version of Warp Shell, on a tropical jungle planet.
The players encountered the local life, frog men. Fought with the Snakemen soldiers and stole their spacebarge to fly to their destination. That was not too discret but we didn’t have enough time at the end of the session for that decision to matter. Which is fine.
They arrived at the ancient Snakemen temple, fought some more frog men who had made their nest in the temple’s reservoir, and that unti the snakemen golem rose to challenge them. Lots of fighting, they got a Warp Shell, punched in the coordinates to go back at HQ the moment that they had left… and decided to promptly deliver the sentient vessel to the Odin Foundation because when she spoke they did not trust her. Bwahaha! What a twist, I kinda found it funny. Then again, I made it a big deal that this was a Snakemen tool to accomplish a prophecy about controlling space & time. So, now I find myself excited to have my players go against the O.F. but not as bad guys, but just as people who want to keep them from messing up~ it’s kinda cool.
Okay? What am I looking at?
Well, definitely at some sort of frankenstein system of multiple “D20 mechanics”. The goal of splitting a lot of things was to allow players to feel less restricted? So that their abilities are more prescriptive? I don’t know, it’s hard to explain: I just wanted the system to encourage them to tell me what they wanted to do and how rather than refer to a rule.
For example, Physical abilities are now Might, Dexterity & Speed. And instead of tying weapons to a specific ability, I made it that how you use them is what will determine the ability you must test: want to shiv someone with your daggers, thief? Make a Speed check. Want to slice the throat of someone? That’s Dexterity! Want to peel off the scale of a Dragon from his shoulder? That could be a Might thing.
While it all makes sense to me, I found myself having difficulties expalining it properly to my players. So… let me plug in that I’ll GM a game next Saturday on Cthulhu’s List Gaming Board if you wanna try it and give me some feed back!
Or maybe you’d like to run it yourself, in which case I encourage you a lot to do! As long as you give me feedback, after!
Protection & Defenses
And while you may see something that resemble AC under the box named Protection, let me tell you that we did not use it except the Damage Reduction. In fact, my goal was to make it a roll to defend system. You can see those modifiers under Defenses.
I had a document that explained the difference between those defenses, but I can’t find it right now. So, here goes:
• Reflex was for blocking attacks, catching fast-moving objects and moving your head out of the way really fast!
• Evasion was for throwing yourself out of the way, moving quickly through a dangerous area or escaping.
• Fortitude was for resistance to poison, drowning, etc. I mean, we all know what this does.
• Spirit was for courage, your resistance to mind control and some effects of magic.
As you can see they’re not exactly tied to rules, I just think that with a couple of guidelines the GMs can make judgement call pretty easily.
Directly ripped from Prof. Dungeonmaster: he’ll explain it better than I can. But, in short, if you go beyond 3 Evil from making grave and terrible things, your character is revoked and becomes a villain that I command. Sometimes, if I feel like it, good and bad Ethos can be used as a modifier for spells or whatever else. I’ll leave that to the GM to do as he wish.
Changes to Effort
That’s just my favorite part: I changed the Basic Effort to Help or First Aid. I always found Aid to be a confusing action in most TRPG: do I have to beat 10 so my ally can get +2 on his own roll, or do I roll my own skill with his and we see who succeed which could potentially rob him of a success on the action he initiated? Blah, too complicated, in my system, you just roll D4 when you help and add the result to your ally’s D20 or Effort total. Isn’t that cool?
The Fray Effort die is pretty cool and comes from Godbound. In my game I made it that players still had to roll a D20 to beat the AC of the Lesser Foes, but in Godbound you simply roll your Fray die and deal the damage without a care. It’s a free action to immerse you in your status of godlike superhuman. I found it cool, and decided to add it.
Well, I don’t know, I might remove the D20 requirement to deal damage with your fray die because having players roll for both a normal action and a fray die was kind of slower. So, let’s say there’ll be a little change. Just something I’ve observed during gameplay.
Oh yeah, also: no more Ultimate Effort. It’s a GM’s tool for big explosions, now! Mwuahaha!
I changed it to rolling a D6 plus your modifier. Just a simple but fun change to me.
In the second tab of the excel pregens, you can see a bunch of lists that could look like skill lists. But they aren’t. Merely things the PC know at various degrees. From 1 dot to 3, 1 being the regular dealing within such domains and 3 being a professional or expert that trained or learned for most of their lives. I never felt like knowledge checks were required or even fun. So I made them passive and easier to read. And it flows much better!
I just don’t quite know where to put the Pilot Knowledge skill since… pilot skill checks might be required? I dunno, what do you guys think?
As for the Miskatonic Studies skill… well… Using it might make your character mad or crazy, it is a dangerous skill to use in a world of entities like Cthulhu and whatever~ mwuahaha.
To wrap it up
I definitely had a lot of fun, My players told me they had fun, so I can’t wait to continue testing this. Can’t wait to keep you all updated, maybe in smaller posts however, haha!
Keep up the good work, good luck with your projects and TTYL guys!