Tagged black hack


The Tinker


This Tinker is a variant on the Wizard class for Black Hack 2nd Edition. What if instead of spells you had items? Am I backdooring into the Artefact system from Into the Odd? It seems like it. Tinker STARTING STATS Starting Hit Points (HP): 1d6 Starting Hit Die (HD): 1d4 Usable Weapons & Armor: All one-handed: axes, hammers, daggers; staff, cloth, leather Attack Damage: 1d4 or 1 if unarmed

D6 PRIZED POSSESSION 1 Crystalline magnifying glass 2 Fireproof beaker 3 Giant’s tweezers 4 Hourglass pendant 5 Dragon’s tooth spike 6 Self-reflling canteen of ice water

EQUIPMENT Every Tinker starts with a Schematic Book containing 1d4+2 schematics of your choosing from level 1 & 2. Also choose to start the game with either A or B: A - lab smocks (AV1), one-handed dwarven steel hammer, 2d8 coins & purse, glowing tuning fork. B - cloth robes (AV1), gnarled elm staff, 3d6 coins & purse, leather tool belt. ONE PERSON’S TRASH When a Tinker purchases an item they always roll the cost of items with Advantage. A Tinker also gets more usage of items, the Usage die of the purchased item is increased one tier upon purchase. TRY THIS WIRE Roll with Advantage when a Tinker attempts to disarm a trap of mechanical design. AS GOOD AS NEW Once per Day select one gizmo’s Usage Die to roll. If you roll a value equal or greater than half of the die’s maximum value then the gizmo’s Usage die is increased one size. CRAFTING GIZMOS Once a Day a Tinker can spend an Hour to craft a number of gizmos equal to their Level from loose schematics or books. A Tinker can only create gizmos of levels up to and equal to their current Level. See the next page for a list of gizmos. Feel free to collaborate with your GM to create new ones. These gizmos have a usage dice equal to their gizmo level times 2 with the minimum being Ud4. Each gizmo takes up one inventory slot. OPERATING GIZMOS A Tinker can spend an Action on their Turn to use a gizmo. Once the effects are resolved, the Tinker should roll the gizmo’s Usage Die. The full Usage Die rules can be found on p. 14 of the 2nd edition of the Black Hack rulebook. GAINING A NEW LEVEL Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level: Roll a d20 once for each Attribute - if you roll over, it goes up one point. Make an extra roll for either Intelligence or Charisma. Gain 1HD - Roll 1d4 - gain that many additional maximum HP. lvl Gizmo 1 Personal Shield Generator: Gives the caster Arcane Mail (AV2) Creates a buzzing sound and a scent of burnt hair. Cloth Parachute: The wearer can fall at a very slow pace for Ud4 Minutes. Burning Gloves: The wearer can ignite the gloves and grab a Close target which takes 1d6 damage for each of the wearer’s Levels. Sleeping Gas Grenade: Roll the Tinker’s HD, Nearby Creatures with fewer HP than rolled fall asleep - lasts Ud6 Minutes. 2 Target Dummy: Create a 1d4 HD Creature that is Stuck, but makes it the target of 1d4 Nearby Creatures. Skeleton Key: Use to unlock a door or lock. Doesn’t work on magically sealed doors or locks. Spider’s Boots: The Wearer can walk on walls, ceilings, and cliffs. Works for Ud6 Minutes before running out of power. Bag of Wind: When opened spews forth a strong blast of wind. Extinguish unprotected light sources, fan large fres, sends objects flying backwards. 3 Personal Darkness Generator: Once powered on, pure darkness covers the Nearby area around the wearer and blocks all types of vision - lasts Ud6 Minutes. Magic Nullifcation Pendant: Removes or reverses the effects of an Arcane spell targeted directly at the wearer. The wearer’s flesh grows cold to the touch when this occurs. Pendant must be touching flesh to work. Icy Breath Mints: After chewing, the user can breathe a cloud of frost at 1d4 Nearby for 1d4 damage. Struck Creatures are Stuck. Giant’s Clap: All Nearby Creatures are deafened for Ud4 Minutes. 4 Invisibility Cloak: A Creature wearing this is made invisible until it Attacks or Ud12 Minutes has past. Hermes’s Sandals: The wearer is granted magical speed. Can perform two actions per Turn for Ud6 Minutes. Needs to rest at least one Hour afterwards or suffers Ongoing Damage. Darkvision Goggles: A Creature wearing these can see in absolute darkness - lasts Ud6 Minutes. Rocket Punch: Hits a single Nearby or Faraway target and does 1d4+1 for each of the user’s Levels. 5 Lightning Rod: Summons a bolt of lightning down when it strikes a target. Deals 1d6 for each of User’s Levels to the struck Creature. Deals 1 damage per User’s Levels to all Creatures Close to the target. Telekinesis Headband: As an Action, the Wearer may Move a Nearby object - lasts Ud10 Minutes. Headband glows when in use. Repair Bot: Repairs up to 1d4 Broken Armour Die per use. Antidote: Instantly removes the effects of poisons or venom. Everything tastes like strawberries for Ud4 Days. 6 Reanimator Device: Reanimate 2d4 Nearby corpses. Each has half the User’s HD and is under the effects of Charm. Golden Gun: Fire a single shot at a Nearby Creature, and make a DEX Test. If passed the target is OofA. Robohound: Create a robotic dog (1d4 HD). It is under the effect of Charm. Shrink/Embiggen Raygun: Shrinks Creature to half their size / Enlarges Creature to double their size for 1 Hour. 7 Autocrossbow: Shoots 4 bolts at Nearby targets dealing 1d4 each. MedKit: Allows the user to regenerate at the rate of 3 HP each Moment for Ud4 Moments. Flamethrower: Creates a cone of fre that deals 1d6 + 1 damage per user’s Level to all Nearby Creatures in a 45 degree arc in front of the user. Megingjörð: Doubles the wearer’s Strength for Ud6 Minutes. Wearer is ravenous afterwards. 8 Death Ray: 2d4 Nearby targets with 7HD or fewer are taken OofA. RoboSquire: Creates a bipedal Robot (1d8 HD) with 30 inventory slots. Lasts Ud4 Days. Can repair up to 1d4 Broken Armour Die per Day. It is under the effect of Charm. Jumper Cables: Can be used to revive a OofA Character. The revived Character doesn’t roll on the OofA table. Energy Barrier: Creates a barrier of pure energy around a Close area. Any Creature that touches it takes damage equal to its HD+2. 9 Earthquake Generator: After it is set, it generates an earthquake within Ud6 Moments, dealing 7d6 damage to all Nearby Creatures on the ground. Portal Box: When a symbol on the stone is tapped it opens a portal to a specifed location. Up to 6 locations can be saved. Angel Wings: Wearer gains the ability to fly for Ud8 Hours. Dynamite Crossbow: Fires 4 bolts a Turn. Each bolt does 5d6 damage to all Close Creatures at the impact point. 10 Death Ray 9000: A Nearby Creature with 50HP or less dies and cannot be resurrected. Stopwatch: Stops time completely in a Nearby area - lasts Ud4 Moments. RoboDragon: Create a robotic Dragon up to your HD. Use the Black Hack Classic Monster’s Volume for stats. It is under the effects of Charm. MedBot XL: Heals up to 1d6 Characters for 6d8+5 HP, removes poisons and paralysis.

You can download the Tinker and my other homebrew Black Hack classes for on itch.


The Ninja


This Ninja is a variant on the Thief class for Black Hack 2nd Edition.

Ninja STARTING STATS

Starting Hit Points (HP): 1d6+2 Starting Hit Die (HD): 1d6 Usable Weapons & Armor: All one-handed swords, daggers, kami, darts, shurikens, blowgun, cloth Attack Damage: 1d8 or 1d6 if unarmed

D6 PAYMENT FOR LAST JOB 1 Sack of blood stained coins 2 Secret name of a demon 3 Jade dragon pendant 4 Basilisk's eyeball in a box 5 Deed to a ramshackle farm 6 Location of your rival clan’s lair

EQUIPMENT Every Ninja starts with a Badge bearing their Clan Symbol. Also choose to start the game with either A or B: A - Black gi (AV1), one-handed sword, kunai, 3d4 coins & purse, climbing tools B - Peasant garb (AV1), straw hat (+1 Armor Die), kyoketsu-shoge, blowgun & darts, 2d8 coins & purse, a bamboo snorkel TRICKS OF THE TRADE Roll Attribute Tests with Advantage when performing the following Actions: Climbing Disguises Eavesdropping Hiding Lockpicking Moving silently and unseen Poisoning HARD TARGET Roll with Advantage when testing Dexterity to avoid damage or effects from traps or Attacks. SILENT BUT DEADLY If a Ninja has Moved silently to get behind a Creature, and they are unaware of the Ninja ’s presence, the Ninja may make an Attack that automatically hits and deals 2d8 + the Ninja ’s Level damage. SMOKE BOMB A Ninja can spend an Action to throw a smoke bomb Nearby. All normal vision is hindered within the Nearby area for 1d4 + 1 Rounds. STAR CHILD Regardless of what the Ninja is carrying, they can produce a shuriken from somewhere about their person. GAINING A NEW LEVEL Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level: Roll a d20 once for each Attribute - if you roll over, it goes up one point. Make an extra roll for either Strength or Dexterity. Gain 1HD - Roll 1d6 - gain that many additional maximum HP.

You can download the Ninja and my other homebrew Black Hack classes for on itch.


The Frog Knight


I have long been a fan of Chrono Trigger, and in particular the character Frog. I had to jump at the chance to create a reasonable facsimile of his play style in the Black Hack. So if you're feeling froggy try this class on for size. Let me know what you think.

Frog Knight STARTING STATS Starting Hit Points (HP): 1d4 + 4 Starting Hit Die (HD): 1d8 Usable Weapons & Armor: Any weapons & armor Attack Damage: 1d6+2 or 1d4 if unarmed

D6 Prized Possession 1 Bejeweled signet ring 1 Golden livery collar 1 Lover’s handkerchief 1 Military order’s sash 1 Perfumed love letters 1 Pet falcon

EQUIPMENT Every Frog Knight starts with a Decorative Pennant displaying their heraldic device. Also choose to start the game with either A or B: A - Golden iron breastplate (AV2), green cape, a golden target (+1 Armour Die), one-handed sword, 2d6 coins & purse, a golden medallion B - Scale hide (AV2), a metal helmet (+1 Armour Die), two-handed spear, 3d6 coins & purse, a fishing net IT'S GOOD TO BE GREEN A Frog Knight has several natural advantages. A Frog Knight can breathe indefinitely underwater. A Frog Knight can leap up to Faraway distances while not Encumbered. A Frog Knight has natural resistances to poison. Roll with Advantage when making a CON Attribute Test to resist poisons. HOPPING GOOD TIME A Frog Knight may spend a Turn to hop on top of a Nearby or Faraway Creature by testing Dexterity. If Frog Knight lands on top of a Creature, the Frog Knight may make an Attack that automatically hits and deals 2d6 + the Frog Knight’s Level damage. The Frog Knight cannot move the following Turn. VALOROUS DEFENSE A Frog Knight may come to the defense of a Nearby ally by making a STR Attribute Test. The Frog Knight defends against the attack aimed at the ally, but at a Disadvantage. SLURP & SLASH A Frog Knight may spend an Action to pull a Nearby Creature to Close range with their tongue and perform a normal attack as one Action. A Frog Knight may then Move if they have not yet this Turn. GAINING A NEW LEVEL Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level: Roll a d20 once for each Attribute - if you roll over, it goes up one point. Make an extra roll for either Strength or Dexterity. Gain 1HD - Roll 1d6 - gain that many additional maximum HP.

You can download the Frog Knight and my other homebrew Black Hack classes for on itch.


The Champion


Borrowing from the rulebook and taking inspiration from the community, I created the Champion. A warrior for a holy order. Good or evil, I don't care. It is your game if you want a member of a chaotic order of divine avengers who worship eldritch beings. Champion STARTING STATS Starting Hit Points (HP): roll 1d4 + 6 Starting Hit Die (HD): 1d8 Usable Weapons & Armor: All weapons, cloth, leather, mail, all helmets, all shields Attack Damage: 1d6+1 or 1d4 if unarmed

D6 Holy Item 1 Book of scriptures 2 Broken sword hilt 3 Gnarled tree branch 4 Ornate golden key 5 Saint’s shinbone 6 Scrap of ancient cloth

EQUIPMENT Every Champion starts with the Symbol of their Order on their clothing or shield. Also choose to start the game with either A or B: A - Shining metal cuirass (AV2), a large shield (+1 Armour Die), one-handed hammer, 2d4 coins & purse, secret orders from the Abbot B - Dark iron breastplate (AV2), black cape, dark iron helmet (+1 Armour Die), two-handed sword, 3d6 coins & purse, a ring of thorns BANISH UNHOLY A Champion may spend an Action to Banish all Nearby unholy Creatures by testing their WIS and adding the Creatures’ HD to the roll. For full Banish Unholy rules see Banish Undead p.15 of the Black Hack 2ed rulebook. Determine with your GM which Creatures are unholy to your order. LAY ON HANDS A Champion may spend an Action to touch a Close Creature flesh to flesh and heal them for 1d8 + the Champion’s Level HP by testing their WIS. If they have already performed Lay on Hands this day then this Attribute Test is made with Disadvantage. If they fail, they may no longer Lay on Hands until the holy time of their order the next day. If the Champion is of a more vile nature this may be damage instead. SMITE A Champion when Attacking they may verbally invoke their deity’s power. If the Attack hits the Creature the damage is normal damage + 1d4 + the Champion's Level damage. If the Attack misses the Champion has lost their deity’s favor and cannot invoke Smite until the holy time of their order the next day. TOUCH OF GOD A Champion may spend an Action to bless/corrupt a Nearby spot or object. This has the same effects as the Bless prayer on p.27 of the Black Hack 2ed rulebook and its inverse Corrupt/Curse, but to a location instead of a target. Any Creatures within the area experience the effects. SACRED OATH A Champion may swear a sacred oath to bind them closer to their Holy Order. When sworn the Oath grants a Champion access to a new Holy Aura of player's choosing. HOLY AURA A Champion may spend an Action to invoke a blessing from their deity. The aura surrounds the Champion for Ud6 Minutes and grants them a blessing. However a Champion cannot invoke their holy aura if they have fallen out of favor with their deity. Only one aura can be active at a time and lasts only an hour. Calm: +1 to Intelligence Courage: +1 to Wisdom Might: +1 to damage rolls Precision: -1 to hit rolls Shield: -1 to Defense rolls Vigor: +1 to Dexterity FATE’S PLAYTHING When a Champion assumes a sacred mission they cannot die until they have accomplished the sacred mission or their deity has forsaken them. On all OofA rolls, reroll any result of a 6 twice, ignoring any further results of a 6. When the mission has completed or the deity has forsaken the Champion, immediately make an OofA roll to determine the Champion's fate. GAINING A NEW LEVEL Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level: Roll a d20 once for each Attribute - if you roll over, it goes up one point, make an extra roll for either Strength or Wisdom. Gain 1HD - Roll 1d8 - gain that many additional maximum HP. If the Level is even then swear a new Sacred Oath and select a Holy Aura.

You can download the Champion and my other homebrew Black Hack classes for on itch.