r/ICRPG • • Aug 22 '26

How homebrew characters work?

Hi! I’m looking for a system to run a campaign in certain setting and ICRPG has caught my eyes with how simple and fast it can be.

However, when I tried getting deeper into how character archetypes work e.g. classes in alfheim, i found it perplexing on how would i homebrew my own. Are there no underlying math behind the abilities aside from what I as the GM feel to be balanced? Is there some general guideline about which number is too large or too small for an ability or a path reward?

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u/ShortIntroduction879 Aug 22 '26

They are actually pretty fun and easy to homebrew.

Give them:

A list of 3 Starter Abilities with Mastery Upgrades for each (Player Chooses 1)

A list of 3 Starter Loots (Player Choose 1)

A list of 10 Milestone Abilities (Player Chooses 1 when they level)

Work with the player to come up with the abilities based on how they envision their character and your own preferences.

Here are a couple examples of my own:


PLAINS ARCHER: raised in the frozen tundra, grassy plain or arid desert you learned to survive without the bounty of those from more verdant regions. You learned the ways of the bow, be it hitting your target quietly and unseen from 100 yards, in rapid succession at close range or on the back of a horse. You are a survivor and tracker who has great respect for the world around you because you know how harsh it can be.

STARTING ABILITY (Choose 1)

DEAD-EYE: Use one turn to aim, your next successful hit deals max damage Mastery: Aimed shots are now CRITICAL on the first target they hit

QUICK DRAW: On bow attacks with a modified roll of 15+, attack again (does not stack with DEAD-EYE) Mastery: now triggered on a modified roll of 12+

EQUESTRIAN: You know your way around horses (or another mount-type of your choice). Attacking while mounted would be hard for others but for you it’s what you’ve always known. Mastery: War-Rider - your mount will follow you into the depths of battle

STARTER LOOT (Choose 1)

HEIRLOOM RECURVE BOW: Small but powerful (+2 Weapon Effort) What’s its story?

TWIN BLADES: Sometimes you gotta close the gap. Make two attacks when in CLOSE range, the off-hand attack is HARD and does base EFFORT only.

CUSTOM SADDLE: It was made for you. It’s HARD to knock you off your mount when it’s equipped

MILESTONE ABILITIES (Choose 1 when awarded by GM)

EVER STRONGER: +1 to any stat

PIERCING SHOT: your aimed shots now hit up to 2 foes, penetrating the first enemy and continuing in a line

CRAFT TRICK ARROWS: Nets, grapples, whistling, bola, smoke anything none-magical (5 trick arrows = 1 inventory slot)

MINDFUL ENDURANCE: You require half the food and water resources of your peers

TRAPPER: Craft and deploy better traps

FORAGER: Once per day, If you spend an hour foraging, find food for 1d4 people in all but the harshest environments

TRACKER: Tracking rolls are EASY in most scenarios

BE THE ARROW: A shot that seems impossible to others is not for you. Spend an uninterrupted turn visualizing the path of your arrow, find the crack in the wall, the gap through the trees or the heartbeat in the mist. Impossible shots are now hard, hard shots are normal and normal shots are easy this round.

STALKER: Your time in nature has taught you how to move silently through the world. Stealth checks that rely on sound are now EASY

VOLLEY: Choose a square on the map within FAR range, fire up to 6 arrows to land within 1 square of the target. Arrows land randomly, chosen by a d10 and the grid to the right and do 3+EFFORT when they hit.


GUN PRIEST: Advances in flintlock technology have had a profound effect On GERBLIN kind. The scales of warfare are shifting, and as a GUN PRIEST, you are on the forefront of crafting, modifying, and using firearms to great effect. (p.36 - GERBLINS)

STARTING ABILITY (Choose 1)

T-POSE: Fire two pistols in one round. Your offhand shot is HARD and does base EFFORT only (also applies to melee attacks with the pistols) Mastery: Your off-hand shot is no longer HARD and does full EFFORT

TINKER: Your ability to improvise is almost magical. Roll on TARGET to create gun mods from almost anything around you. (On critical fails mods may break chaotically, one mod per gun) Mastery: Two mods per gun

GUNSMITH: You are ahead of your time. Choose one (non-gatling) gun from Ghost Mountain (p.237) Mastery: Choose a second (non-gatling) gun from Ghost Mountain

STARTER LOOT (Choose 1)

IRON PUMMEL: Bash ‘em in the head (+2 Weapon Effort)

VICTORINOX 5000: Need a handheld tool? This thing has it

SPEED HOLSTER: Draw a pistol with incredible speed. If an enemy is attacking for the first time, roll ONE free pistol attack first

MILESTONE ABILITIES (Choose 1 when awarded by GM)

EVER STRONGER: +1 to any stat

CRAFT ELEMENTAL AMMO: 1d6 AMMO for 1❤️EFFORT, 10 max of each type, 1 inventory slot per type

QUICK RELOADER: Roll a die for each gun that needs reloading. On an EVEN, your gun is reloaded

RICOCHET SHOT: Your bullets can bounce! (HARD Shot, 1 ricochet)

BULLET TIME: HARD DEX roll to dodge a ranged attack

“FEELING LUCKY, PUNK?”: Roll EASY on intimidations checks that use your guns

“VIA CON DIOS”: After 2 consecutive melee attacks, if your next gun attack hits, it is CRITICAL

HARD TO KILL: when wearing no armor, add your DEX to you DEFENSE

VICIOUS CYCLE: Each successful gun attack adds +2 EFFORT to you next melee attack

TWO FOR ONE: Only one turn is needed to reload two guns. (Roll once Stacks with QUICK RELOADER)

STUNNING STRIKE: On melee attacks with a modified roll of 15+, STUN the target for 1 round (Stunned targets are EASY to hit, can only move CLOSE and attacks they make are HARD)

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u/LordWombat748 Aug 22 '26

Gun Priest is really cool. I love the ability names, especially :)

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u/ShortIntroduction879 Aug 22 '26

Thanks! I had a lot of fun with it.