Actual Play ICRPG: Four Characters for the Alfheim Setting

I plan to do a solo run of the Index Card RPG Core (aff). So I made four characters from the fantasy setting.

The form-fillable mini character sheets were made by Victor Diaz. You can find the link at the ICRPG Resources page in the menu.

Ruuk, Dwarven Mage

Bonuses:
+1 DEX, +1 CON (Dwarf), +1 INT, +1 CHA (Dwarf), +1 Armor, +1 Weapons Damage, +2 Magic Effect

Starter Reward for Mage:

Arcane Missile (INT Attempt on target in sight)

Equipped Gear (max. 10):

  • Staff (Light, Simple, Useful, Everywhere)
  • Short Bow (Far, Small, Light, Short Range)
  • Dagger (Concealed, Fast, Piercing, Thrown)
  • Fire Stone (+1 Magic Effort)
  • Spell Book (+1 INT when casting spells)
  • Supplies Pack: Food, Flint, 3 Flares
  • Miner’s Gear: Lantern, Pick, Spikes

Carried Gear (max. 10):

FINAL STATS:

STR 0, DEX +1, CON +1, INT +1/+2 (when casting), WIS 0, CHA +1
Armor: 11
HP: 1 Heart (10 HP)
Basic Work: d4
Weapons Damage: d6+1
Magic Effect: d8+3
Ultimate: d12

Silverless, Small Folks Priest

Bonuses:
+1 STR, +1 CON, +2 WIS (1 is from SF), +2 Magic (1 is from SF), +1 Weapons Damage, +1 Basic Work

Starter Reward for Priest:

WIS Power: Healing Touch (Touch an ally with WIS, heal with Magical Effort)

Equipped Gear (max. 10):

  • Hammer (Useful, Indestructible, Thrown)
  • Sling (Far, Invisible, Free, Merciful)
  • Dagger (Concealed, Fast, Piercing, Thrown)
  • Fire Stone, +1 Magic Effect
  • Common Shield, +2 Armor
  • Rope & Hook, +3 DEX when climbing
  • Medicine Pack, +3 WIS when mending wounds

Carried Gear (max. 10):

FINAL STATS:

STR +1, DEX 0, CON +1, INT 0, WIS +2 (+5 with Medicine Kit), CHA 0
Armor: 12
HP: 1 Heart (10 HP)
Basic Work: d4+1
Weapons Damage: d6+1
Magic Effect: d8+4
Ultimate: d12

Grml, Hill Folk Guardian

Bonuses:
+2 STR (1 is from Hill Folk), +2 CON, +3 Basic Effort (from Hill Folk), +1 Armor, +1 Weapons Effort, +1 Ultimate Effort

Starter Reward for Guardian:

Shield Glove (Shields give you an additional +1 Armor)

Equipped Gear (max. 10):

  • Mace (Heavy, Smashes Armor, Merciful)
  • Dagger (Concealed, Fast, Piercing, Throw)
  • Crossbow (Far, Expensive, Rapid Fire, Military)
  • Armor Kit (+1 Armor)
  • Common Shield, +2 Armor
  • Pouch of 50 Coin
  • Supplies Pack: Food, Flint, 3 Flares

Carried Gear (max. 10):

FINAL STATS:

STR +2, DEX 0, CON +2, INT 0, WIS 0, CHA 0
Armor: 15
HP: 1 Heart (10 HP)
Basic Work: d4+3
Weapons Damage: d6+1
Magic Effect: d8
Ultimate: d12+1

Aranderel, Elf Kind Scout

Bonuses:
+2 DEX (1 from Elf), +1 INT (Elf), +2 Wisdom, +1 CHA, +2 Weapons Damage

Starter Reward for Scout:

Winged Boots (Move, perform any non-Attack action, and Move again)

Equipped Gear (max. 10):

  • Long Bow (Far, Immense Range, Piercing, Large)
  • Short Sword (Fast, Light, Sturdy)
  • Dagger (Concealed, Fast, Piercing, Thrown)
  • Spyglass, +3 WIS when scouting
  • Rope & Hook, +3 DEX when climbing
  • Common Armor, +1 Armor
  • Trapper Gear: Snares, Tackle, Tent

Carried Gear (max. 10):

FINAL STATS:

STR 0, DEX +2, CON 0, INT +1, WIS +2, CHA +1
Armor: 11
HP: 1 Heart (10 HP)
Basic Work: d4
Weapons Damage: d6+2
Magic Effect: d8
Ultimate: d12