ICRPG and Year Zero Engine + character sheet

homebrew

#1

Finally got to a good point where I feel comfortable with the way this plays, would like some feedback and questions about it. Mostly aimed towards mini-campaign play in trad-fantasy style, not a whole lot of room for progression.

PDF Rules: https://drive.google.com/file/d/1M7ehTmJvMf5_2ciJxrDCtBN1hoQOpF0w/view?usp=sharing
Character Sheet: (make a copy) https://docs.google.com/spreadsheets/d/1ZyLr56uHwU64JQlTN33cLgGS7OWknIM-e9f_07SCsqc/edit?usp=sharing

Pulls elements from narrative games, as well as dice pool and effort dice to make a streamlined YZE/ICRPG abomination. No skills - you get 2 backgrounds to start; if your character has it in their background to be skilled at a task, you get +1 or +2 D6.

Effort dice from ICRPG add step dice to your pool depending on what type of gear or activity you are doing. Travel and Gear durability from YZE. Stress from YZE, inspired by Alien, with different stress tables for different action.

Very much a WIP, but it is mostly rules-complete, just filling in details and tweaks. Would love feedback!

At a Glance

This game combines D6 dice pool and step dice mechanics from the Year Zero Engine (YZE) with effort dice from Index Card RPG (ICRPG.) It pulls many mechanics from Year Zero Engine, such as travel, with a focus on streamlining gameplay.

Add your stat, gear, effort and stress dice to build a pool – roll them all and on a 6 or better, you succeed.

4 Attributes represent your character – Body, Coordination, Intellect, and Empathy. These add to the D6 pool.

Skills are gone, replaced by backgrounds. If your character should be good at it because of a past lifestyle, then they are. These also add to your D6 pool.

Effort Dice add step-dice to the pool depending on what action you take. Higher rewards do pose higher risks… Gear can break, but so can you. Adds 2d6 for basic or skilled effort up to 1d12+1d8 for an ultimate-effort effect, like a bomb, to the pool.

Augments and Utility gear types increase Stats and Effort dice, respectively.

A Stress mechanic like the one in YZE Alien RPG was included. Using talents or spells costs Stress, and facing stressful situations adds to your stress level. A little stress helps focus the character, but too much can lead to devastation for the whole party. Stress tables from reddit user u/stenlis – link to reddit post

A daily stamina + long-term effect tracker for damage system. Conditions reduce your effectiveness and can lead to injuries, while Injuries bring you closer to death.

Combat has a preparation phase to taunt your foes and learn their weaknesses. Also, players can shuffle initiative.

Store your combat successes as a metacurrency called Momentum – any ally can use stored successes, but they only last a short time.

Level up your character by gaining experience (XP) by fulfilling certain gameplay triggers, then spending it Stats, Talents, and Spells.

Abstracted wealth and shopping systems reduce bookkeeping while providing procedural tools to determine if shops would have the item.