Showing posts with label The Black Hack. Show all posts
Showing posts with label The Black Hack. Show all posts

Thursday, November 3, 2016

Two Fantasy Races for The Black Hack

In my effort to create more races for The Black Hack, I present Goblins and Fishfolk.

To make Goblins a more suitable race for cosmopolitan fantasy cities, I present the reimagined Goblin. I was inspired by the goblins from GURPS Fantasy Folk fantasy race creation rules.

Goblin

Goblins are a magical race that is attracted to magic, magic items, and wizards. They often take service with mages and wizards. There are few great goblin magic users, but each goblin has a couple spells they know, and many become hedge mages. They cannot lie, though hiding the truth is certainly possible. They often become merchants and traders, especially of magic items and potions.

RACIAL FEATURES

Attribute Modifiers: DEX +1, INT +1, STR -2

Hedge Magic: At first level, roll for 2 random 1st or 2nd levels spells. They get spell slots for the spells they have (i.e. if they get two 1st level spells, they have two 1st level spell slots; if they have a 1st level and a 2nd level spell, they get a 1st level slot and a 2nd level slot). Reroll spells when leveling up.

Darkvision: Goblins can see in very low light conditions.

Slow Advancement: It takes 1 additional major event to level up.

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Because I want to run undersea adventures eventually, I made the Fishfolk.

Fishfolk

These creatures under the sea and swim in schools, looking for prey. They are chaotic creatures that hate the surface dwellers. They don't build structures underwater, but live in sea caves and kelp forests. They use simple weapons and tools. Their favorite food is sea mammals. Fishfolk are the natural enemies of Merfolk.

RACIAL FEATURES

Attribute Modifiers: STR +1, CON +1, CHA -2

Amphibious: Can breathe and see underwater, and can swim at normal speed (anywhere Nearby in one move).

Speak with Fish: Can communicate with fish. On passing a CHA test, the fish will follow orders.

Darkvision: Fishfolk can see in very low light conditions underwater.

Water Dependence: Must be immersed in water for an hour a day. They take d6 damage every day they are unable to immerse.

Slow Advancement: It takes 1 additional major event to level up.



Enjoy!













Friday, October 28, 2016

Project Update: The Narcosa Stashbox, a psychedelic hack of The Black Hack

So the new title of this project is The Narcosa Stashbox. I'm leaving off 'Hack' from most of my titles now.

I've finished class design and now I'm working on a point crawl for Hashishastan. Each class has a special Narcosan feature that involves sex, drugs, or rock and roll. Here are a few classes to satisfy your cravings.

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DRUNKEN MASTER

The Drunken Master is a martial artist whose fighting ability increases as they get more drunk.

Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: Any and none.
Attack Damage: 1d6 Unarmed or Improvising/1d4 Weapons

SPECIAL FEATURES
Drunken-style Kung Fu: As part of their action or move, a Drunken Master can drink one mug of beer, a glass of wine, or a shot of liquor, and receive a +2 to the physical stat of their choice (STR, DEX, or CON), while taking a -2 penalty on a random mental stat (INT, WIS, or CHA). Two drinks counts as Advantage. A Drunken Master can drink a maximum of one drink for every odd level for this effect. This effect lasts for one hour per drink consumed.

Stumble-Drunk: When drunk, the Drunken Master gains 2 AP per drink to a maximum of 2 AP for every odd level for this effect. Only usable when wearing no armor.

Recuperating Coma: If the Drunken Master has stat drain, disease, poison, or damage, as an action they may enter a Recuperating Coma. They immediately fall down and pass out until all their drinks have worn off (one hour per drink). In each hour, they can cure a disease or a poison. If they are still in the Coma after curing all diseases and poison, they can heal d8 + the Drunken Master's Level of stat damage or HP in the remaining time.

LEVELING UP
Roll to see if attributes increase, roll twice for CON or DEX.

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ILLUSIONIST

Illusionists are makers of fantastical dreamscapes both pleasant and horrific.

Starting HP: d4 + 4
HP Per Level/Resting: 1d4
Weapons & Armor: 1-Handed Swords and Staff.
Attack Damage: 1d4 / 1 Unarmed or Improvising.

SPECIAL FEATURES
Illusion Spellcasting: Beginning at first level, Illusionists can cast a number of Illusionist Spells per day, see the Spellcasting section, and they use the Daily Conjurers Spells table.

Disbelieve: Rolls with Advantage to disbelieve illusions and avoid damage or the effects of illusions.

Out of their HeadsWhile under the influence of psychedelic drugs, an Illusionist can make their hallucinations become illusions once per day per level. They can do damage (1d8) if believed (test WIS).

LEVELING UP
Roll to see if attributes increase, roll twice for INT or WIS.

SPELLBOOK
Illusionists start with a large spellbook containing a total of 1d4+2 spells from the Level 1 and 2 Illusionist Spell lists.

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WARRIOR

Starting HP: d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: Any and All
Attack Damage: 1d8 / 1d6 Unarmed or Improvising

SPECIAL FEATURES
Shake It Off: Once per hour, whilst in combat, a Warrior can regain d8 lost HP.

Fighting Machine: As part of their action a Warrior can make 1 attack per level.

Monster Phage: A warrior can eat the heart or other organ of a monster to acquire a skill, ability, or an immunity from an ability of that monster. The warrior starts able to keep one ability at a time. The next monster ability taken erases the previous. At 4th, 7th, and 10th levels, the warrior can keep an additional ability. Make a CON test after eating; on a fail the warrior is nauseated for 1d4 turns – all physical tests are at +1.

LEVELING UP

Roll to see if attributes increase, roll twice for STR or DEX.

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Monster Phage was inspired by the Strong class from the excellent Whitehack. Thank you, Jackie Chan, for bringing the Drunken Master to life. I came up with "Out of their Heads" in my own drug-fueled haze. #Narcosa

Tuesday, October 18, 2016

New version of The Petal Hack released

I've created a new version of The Petal Hack (v1.1). This version is revised and expanded. With this version, you now have everything you need to start adventuring in Tékumel.

New material:
  • Language acquisition and language lists
  • 4 more race drawings. All 8 nonhuman aliens have drawings.
  • Legions 
  • Equipment packs to speed equipment purchasing
  • Names: human and nonhuman
  • Encounter charts
  • Pronunciation Guide
  • Character sheet
All that in only 72 pages. 

Nice things people have to say about The Petal Hack:


Awesome! - I am totally impressed. The Empire of the Petal Throne in 64 pages. There have been thousands of pages written about EPT. ... Your Petal Hack covers all the essentials needed to play a game of EPT and it is Free. Pure genius. -- Dale B

If you do not have The Petal Hack, go get it. It is the easiest way I have found to get into Tekumel. 
-- John Payne

Have fun storming the Sakbe road!

Thursday, August 25, 2016

The Arcane Warrior: A Warrior/Conjuror for Elves in The Black Hack

So I wrote The Zebra Hack (Zero Edition), which closely emulates Swords & Wizardry Whitebox as its inspiration. One thing I neglected include was the Elvish blended magic user with fighting ability from White Box. Here is my take, along with another alternate class for Elves that might intrigue some people.

ARCANE WARRIOR

Requirement: Elf

Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: Any Weapons, Gambeson, Leather, Chain Mail, All Shields but not during spellcasting.
Attack Damage: 1d8 / 1d6 Unarmed or Improvising.

SPECIAL FEATURES

Swordsman: As part of their action an Arcane Warrior can make 1 Melee attack per odd level.

Wilderness Survival: In a natural environment, rolls with Advantage when tracking, moving silently, navigating, finding food, or calming wild animals.

Arcane Spellcasting: Beginning at second level, an Arcane Warrior can cast a number of Arcane Spells per day, see the Spellcasting section.

LEVELING UP

Roll to see if attributes increase, roll twice for STR or INT.

SPELLBOOK

Arcane Warriors start with a large spellbook containing a total of 1d4 spells from the Level 1 and 2 Arcane Spell lists.
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Legolas in the movies displayed an amazing skill with the bow. Here is something a little more along his style.


ARCANE FORESTER

Requirement: Elf

Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons & Armor: Any Weapons, Gambeson, Leather, Chain Mail, All Shields but not during spellcasting.
Attack Damage: 1d6 / 1d4 Unarmed or Improvising.

SPECIAL FEATURES

Archer: As part of their action an Arcane Forester can make 1 Ranged attack per odd level.

Wilderness Survival: In a natural environment, rolls with Advantage when tracking, moving silently, navigating, finding food, or calming wild animals.

Arcane Spellcasting: Beginning at second level, an Arcane Forester can cast a number of Arcane Spells per day, see the Spellcasting section.

LEVELING UP

Roll to see if attributes increase, roll twice for DEX or INT.

SPELLBOOK

Arcane Foresters start with a large spellbook containing a total of 1d4 spells from the Level 1 and 2 Arcane Spell lists.



DAILY ARCANE WARRIOR and ARCANE FORESTER SPELLS


PC Level
Spell Level
1
2
3
4
5
1
-
-
-
-
-
2
1
-
-
-
-
3
2
-
-
-
-
4
2
1
-
-
-
5
3
2
-
-
-
6
4
2

-
-
7
4
2
1
-
-
8
4
2
2
-
-
9
4
3
2
1
-
10
4
4
3
2
-

My Ranger in A Hack of Class does not cast spells. If you really want spellcasting Rangers for humans, the Arcane Forester is a perfect fit.