Greetings! This is my first post on this forum. I have played only 2 sessions of ICRPG and I love it! Especially the timers really add tension and risk to my table, which is something I struggled with before. Anyway, here are some Type options I came up with to expand those in the master edition rulebook. I don’t really have that much experience with this game so please don’t judge too harshly. Also: English isn’t my native language so forgive any grammar mistakes. Of course, feedback is always welcome! I really liked coming up with these!
WARRIOR
Starting abilities
- Barbarian: Anytime you paint your face with the blood of your enemies you gain an extra +3 weapon effort.
- Commander: You can give an epic speech to your allies: Make an CHA check and you and your allies add 1d10 to your next attack.
- Street fighter: You don’t play well with rules. Make a DEX roll to use dirty tricks on your enemies are always EASY
- Battle smith: You’ve made your own unique weapon with MAGIC EFFORT, Choose a damage type: fire, ice, earth, air and envision your weapon.
- Storm 's Herald: You’re a servant of the winds, a knight of the storms. Conjure up a local thunderstorm and push enemies FAR with a HARD STR check
- Animal spirit: You have an animal spirit as a companion during battle. (1 HEART, magic effort, +2 STATS)
Starting Loot
- Book of Warfare: This tome contains ancient knowledge on strategic warfare and enemy tactics. Roll an INT check to gain a read on enemies & gain + 3 on your next roll
- Wolfskull-helmet: Intimidating enemies is EASY
- War horn: Use it 1/fight to inspire your allies and double their next damage rolls
- Ancestral armor: You wear your ancestor’s old but reliable armor: +3 DEF
Milestone abilities
- Two weapon fighting style: Attack 2 enemies with 1 attack roll
- Shield Bash: Use your shield as a weapon with 1d8 EFFORT
- Warcry: Shout at enemies to inflict ULTIMATE damage once per fight
Mastery
- Commander: When you defeat an enemy in combat, you may direct an ally to make an additional attack.
- Street fighter: You fight fast and furious. You are immune to all harm for 1D4 ROUNDS
- Battle smith: Your unique weapon is now sentient and can contains 3 WIS SPELLS
HUNTER
Starting abilities
- Bounty hunter: EASY WIS rolls to find humanoids out in civilized settlements
- Arrow maker: infuse an arrow with 1 WIS spell each session
- Beastheart: Gain a wild animal companion. (1 HEART, WEAPON effort, +3 STATS)
- Wild Soul: You’re attuned to the inner workings of the world and its fate. Use a TURN and gain insight on nearby danger
Starting Loot
- Hunting Knife: when this knife tastes someone’s blood you’ll know their general direction
- Poison spear: enemies take 1d6 poison damage for 1d4 rounds after hit by this spear
- Animal whistle: a bone whistle made to lure nearby animals
Milestone abilities
- Bone-smith: Create armor and weapons from the bones of beast-type enemies: +2 defense/MAGIC EFFORT (your weapons might have other powers, specific to the animal whose bones you’ve used. Talk about it with your GM)
- Master Chef: Prepare a stew of meat and vegetables. Everyone gains 5 HP.
- Tree Speaker: You can now talk with plants, trees and other nature elements.
Mastery
- Bounty hunter: EASY rolls to track humans and monsters in all locations, including wilderness.
- Arrow maker: Infuse 4 arrows with a WIS spell each session.
- Beastheart: For 1d4 hours you can count on the help of all the animals nearby.
- Wild Soul: Roll WIS to gaze 1d4 hours or days into the past.
SHADOW Starting abilities
- Spy: You have access to a big network of spies, whispers & rumors. Never roll HARD to gain knowledge on other people.
- Poisoner: Once per session, craft a poison that does one of the following things: kill a person at once/Let someone speak the truth/Scare someone with illusionary visions. (The GM should decide how long it takes to make the poison, depending on the necessary ingredients and the nature of the poison.)
- Saboteur: You have a talent for breaking and smashing. Gain + 3 BASIC EFFORT to tinker with enemy constructions or weapons.
Starting Loot
- 5 sleep arrows: When hit, enemies fall asleep.
- Arcane explosive: 5 small, portable clockwork devices which deal MAGIC damage when set off.
- Swift sable: uses DEX instead of STR to make attack rolls
Milestone abilities
- Friends in low places: 1/session you can use your contacts in the underworld to do something for you. (But: everyone has a price…)
- Jump for joy: making attacks from higher places are always EASY
- Selfmade surgeon: use your nimble hands to set bones straight and heal wounds: roll a HARD DEX check heal 1 HEART during an action.
Mastery
- Spy: Roll INT to gain useful information about your current location.
- Poisoner: Roll a D12 on the Magical plants and fungi table (p328) to get a random poison. (The player could work with the GM and come up with her own poison effects)
- Saboteur: You can now make your own explosives. You can make 1d4 explosives each session which deal GUNS EFFORT
BARD
Starting abilities
- Kingsman: You’re a loyal agent and you do as your king commands. Always roll EASY whenever using your special alliance with his majesty in your favor.
- Storyteller: Roll CHA when telling stories about your adventures. When successful, you gain popularity & influence.
- Swashbuckler: Roll EASY DEX checks when using the environment in your favor whilst fighting or fleeing.
Starting Loot
- Voice gem: Little device which lets you talk with someone else’s voice
- Trusty steed: A horse and your best friend. You’re able to talk to each other.
- Mist dagger: You can use this dagger to conjure a smoke curtain and create tiny illusionary visuals.
Milestone abilities
- Friends in high places: Other Kingsmen always come to your aid when you need them. You can count on certain services such as shelter, spycraft and the aid of a royal knight.
- Master of memories: look in a persons’ eyes and make an EASY roll to unlock their deepest secrets, memories & desires.
- Power chords: deal MAGIC damage with your instrument
Mastery
- Kingsman: You now can directly contact his majesty the king whenever necessary.
- Storyteller: EASY INT check when trying to recall a story, myth or legend from long ago.
- Swashbuckler: Your notorious reputation advances you. Roll CHA to gain favours in a new place.
MAGE
Starting abilities
- Arcane warrior: The best of both worlds. Use your INT stat to make melee attacks.
- Academic: Roll EASY whenever trying to discover some magical lore.
- Necromancer: You have 1 undead servant. (Uses the skeleton statblock p140)
Starting Loot
- Spell sword: A two handed sword which contains 3 INT spells.
- Grey Staff: Make EASY CHA rolls to talk with ghosts.
- Iron Mage Armor: +2 DEFENSE & 2 INT spells.
Milestone abilities
- Master of the house: Roll INT to create a big mansion for 1d4 days .
- Searcher: Make ASY INT rolls to know the location of nearby spell books, mage academies and hidden libraries
- Rune carver: Make an INT check to draw runes on objects and constructions to change their texture or shape.
Mastery
- Arcane warrior: Create your own magical weapon which does +3 WEAPON EFFORT and holds 1 INT spell
- Academic: You’re able to create your own INT spells.
- Necromancer: Death is your slave. The first time you gain 0 HP, roll 1d4 HP and come back to life. It’s the second death that counts.
PRIEST
Starting abilities
- Druid: Choose 1 animal form. Make WIS checks to transform into that animal.
- Traveler: You’re a wanderer between worlds. You can make a HARD attempt at creating a portal to a random dimension.
- Warlock: 1/session: Roll a WIS check to do an audience with your otherworldly patron.
Starting Loot
- Gemstone crown: You gain 3 WIS spells. You can conjure a gemstone guardian once per day for 1d4 hours.
- Bearmantle: You gain 1 WIS spell and can transform into a bear at will.
- Bone knife: Each time you kill an enemy, this knife collects their soul. It can collect up to 5 souls. You can use a soul to power your attacks and use MAGIC instead of WEAPON effort.
Milestone abilities
- Lord of the spirits: On a WIS roll you gather an army of 1d10 1HP nature spirits to come to your aid.
- Fury: Once/fight you can wake your inner beast and attack 3 enemies during 1 action.
- The Brotherhood: Call upon the winds and the birds to gather the other priests of your order.
Mastery
- Druid: EASY WIS rolls to shapeshift into any animal
- Traveler: You’ve learned every language of the Multiverse. EASY CHA checks when talking with beings from other dimensions.
- Warlock: You gain a book which holds INFERNAL SPELLS. Each session you learn a new spell.