The Rad-Hack

The Rad-Hack is a fully illustrated, tabletop role-playing game, based on the highly popular OSR game "The Black Ha

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THE RAD-HACK

“Så vände vinden sig och mitt i natten den fruktansvärda svarta hettan kom.” - Aniara

Developed and illustrated by Karl Stjernberg Based on The Black Hack by David Black

Thanks to Harriet, Kennerth & Linnéa KJ O’Brien, Ray Otus & the creative people in the OSR community who make this the best hobby in the world & You The Reader!

WELCOME TO THE APOCALYPSE!

The Rad-Hack is a traditional tabletop roleplaying game, set in an atomic wasteland where mutants, machines and marauders roam the charred earth trying to survive. It is played with paper, pencils, some dice and a hefty dose of imagination.

THE CORE MECHANIC

Whenever a character tries to do something that is risky and could result in a failure, you test against the character’s most relevant attribute stat: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), or Charisma (CHA). To make a test, you must roll below the attribute on a d20. Enemies don’t make tests - a character must avoid their attacks or harmful effects by making a test. The only time the Game Master (GM) rolls for an enemy is for damage.

ADVANTAGE & DISADVANTAGE

The Game Master may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with advantage the lower result is used and with disadvantage, the higher.

CHOOSE A CLASS

There are 4 classes to play as and choose from: Human, Mutant, Robot and Psionic. Your class determines how much damage you do, your Hit Points and unique abilities.

ROLLING STATS

Stats are generated differently depending on which class the player character belongs to: Humans roll 4d6 and drop the lowest die for each attribute. If you get a result of 15+, roll the next stat with a straight 3d6 (don’t drop a die), then continue with 4d6 until the end or another 15+ is rolled. Once the stats are generated they may all be swapped around freely. Mutants roll a single d20 for each stat. Reroll all results of 1 and 20. Robots don’t get to roll, but instead generate their attribute stats with a point-buy system. Their starting stats begin at 8, and they have 27 points to spend to increase them. Raising a stat above 13 costs 2 points, above 14 costs 3 points, above 15 costs 4 points, and so on. Robots cannot raise a single stat above 18. Psionics roll 2d6+2 for STR, DEX and CON and roll 4d6 and drop the lowest die for INT, WIS and CHA. Once all stats are generated, two may be swapped around.

BUY EQUIPMENT

Every new character starts with Slugs with which to buy their equipment, but depending on their class they might start with more or less. Humans start with 4d6 x 10 Slugs, Mutants and Psionics start with 2d6 x 10. Robots start with 1d6 x 10. Slugs are also used as ammunition for most standard firearms. Characters also start with a set of dirty clothes of their own description and other equipment listed in their class description.

HUMAN

Starting HP: d8+4 HP Per Level/Resting: 1d8 Radiation die: d8 Weapons & Armor: Up to Heavy Melee and up to Medium Ranged Weapons, or the other way around. Any Armor and any Shield. Attack Damage: 1d8 if Armed, 1d6 if Unarmed or Improvising.

PROFESSION

Humans start the game with one randomly selected Profession that represents what the character did for a living before she started adventuring, as well as starting equipment. Any tests made by a human player that falls under her Profession have Advantage (GM’s discretion).

SPECIAL FEATURES

Elitist: Humans always have advantage on CHA tests against Mutants in places dominated by humans. Control Robot: A Human can spend an action to attempt to Control a Nearby Robot by testing their CHA and adding the target’s HD to the roll.

LEVELING UP

Roll to see if attributes increase. Roll twice for STR and DEX. If a Human character has the opportunity to change her Profession, as established in the fiction of the game, she may do so the next time she levels up.

MUTANT

Starting HP: d6+4 HP Per Level/Resting: 1d6 Radiation die: d10 Weapons & Armor: All Ranged and up to Medium Melee if DEX is the highest stat, the other way around if its STR. Choose which if tied. Up to Medium Armor, Small Shields. Attack Damage: 1d6 if armed, 1d4 if Unarmed or Improvising.

MUTATIONS

Mutants start the game with 2 randomly selected Mutations and an Ability Die of d4. This die is refreshed after a long rest. To use a Mutation, first test the attribute that corresponds with what you are attempting to do, then roll the Ability Die to check if it decreases a step. Reactive Mutations (R) can be triggered even when it isn’t the targeted player’s turn, and counts as a free action. Players are encouraged to be creative with how they use their Mutations by making them stronger, altering their effects, etc. Depending on the power of the effect, such tests can be at a Disadvantage. If a roll of 20 is made while using a Mutation, the Mutation permanently alters the Mutant’s appearance, has the opposite effect, targets an ally, etc.

SPECIAL FEATURES

Adaptive: Upon leveling up, a Mutant can swap two attributes around. Used to the Glow: Mutants exposed to Radiation roll their Radiation Die with Advantage.

LEVELING UP

Roll to see if attributes increase. Roll 1d6 to determine what attribute to roll twice for. Increase the Ability Die one step on even levels. Gain a random Mutation on uneven levels, to a max of five. When gaining a sixth Mutation, that one replaces an old one.

ROBOT

Starting HP: d10+4 HP Per Level/Repair: 1d10 (Robots use Scrap to perform self-repair instead of resting) Weapons & Armor: Any pre-apocalypse era Weapons, Armor and Shields. Attack Damage: 1d6 if Armed, 1d4 if Unarmed or Improvising.

MODULES

Robots start the game with two Modules of their choice and an Ability Die of d4. This die is renewed after running a thorough database diagnosis routine (rest). To use a Module, first test the attribute that corresponds with what you are attempting to do, then roll the Ability Die to check if it decreases a step. Reactive Modules (R) can be triggered even when it isn’t the targeted player’s turn, and counts as a free action. Players are encouraged to be creative with how they use their Modules by making them stronger, altering their effects, etc. Depending on the power of the effect, such tests can be at a Disadvantage. If a roll of 20 is made while using a Module, the module shuts down temporarily, has the opposite effect, targets an ally, etc.

SPECIAL FEATURES

Mechanical: Robots are immune to all poisons and radiation. They don’t require air, food, water or sleep. Metal Skin: Robots have 2 AP.

LEVELING UP

Roll to see if attributes increase. Decide what attribute to roll twice for, then spend one Scrap + level to either increase the Ability Die one step or gain a Module of choice to a maximum of four. When gaining a fifth module, that one replaces an old one.

PSIONIC Starting HP: d4+4 HP Per Level/Resting: 1d4 Radiation die: d10 Weapons & Armor: Light Melee and Ranged Weapons and Light Armor. Attack Damage: 1d4 if Armed, 1 if Unarmed or Improvising.

PSIONIC POWERS

Psionics start the game with two randomly selected Psionic Powers and an Ability Die of d4. This die is refreshed after a long meditation (rest). To use these, first test the attribute that corresponds with what you are attempting to do, then roll the Ability Die to check if it decreases a step. Reactive Psionic Powers (R) can be triggered even when it isn’t the targeted player’s turn, and counts as a free action. Players are encouraged to be creative with how they use their Psionic Powers by making them stronger, altering their effects, etc. Depending on the power of the effect, such tests can be at a Disadvantage. If a roll of 20 is made while using a Psionic Power, the user blacks out, targets an ally, the Psionic Power has the opposite effect, etc. Robots or other constructs are immune to Psionic Powers, unless otherwise stated.

SPECIAL FEATURES

Mental Fortitude: Roll with Advantage when testing to avoid damage or effects from Psionic sources. Precognition: Psionics can choose to reroll one roll per session and will do so with Advantage.

LEVELING UP

Roll to see if attributes increase. Roll twice for INT and WIS. Increase the Ability Die one step on uneven levels. Gain a random Psionic Power on even levels, to a max of five. When gaining a sixth Psionic Power, that one replaces an old one.

PROFESSIONS

EQUIPMENT

2. Caravan Guard

Light Armor, List of nearby settlements.

3. Raider

d4 doses of combat-related Drug of choice.

4. Mechanic

Big Wrench (Medium Melee).

5. Survivalist

Water Canteen (d6), Hunting Knife (Light Melee).

6. Shaman

Medical Herbs (d6), Pipe for smoking.

7. Sniper

One half of a pair of Binoculars.

8. Cage Fighter

Brass Knuckles (Light Melee).

9. Hunter

A small but vicious Hyena (d4+2 HP).

10. Farmer

Waste Pig named “Betty”.

11. Scavenger

d6 Scrap.

12. Drug Dealer

d4 Drugs of choice and a debt to someone unpleasant.

13. Smuggler

2d6 x 10 extra Slugs and a debt to someone powerful.

14. Entertainer

Make-up set (d6) and a Musical Instrument.

15. Archivist

Collection of old Books and a pair of Glasses.

16. Surgeon

Scalpel (Light Melee).

17. Butcher

Meat Cleaver (Medium Melee).

18. Driver

Keys to a Vehicle you lost during a bet.

19. RAD-Cultist

Glowing Water (d6) and Holy Symbol (Describe it).

20. Pickpocket

2d6 extra Slugs.

1. Water Merchant

Water Container (d10), Map to the location of a source of clean water.

MUTATIONS

EFFECT

2. Winged

Gain ability to fly up to far-away range.

3. Poison Gland

Unarmed attack poisons target. Mutant player chooses poison.

4. Extendable Claws

Unarmed attack deals d8+level damage. Concealable at will.

5. Spines

Ranged attack shoots spines up to far-away range for 1d6+level damage.

6. Sonar

Instant sound-based echolocation up to far-away.

7. Magnetism

Attract/repel small, metallic object from/to up to nearby distance. Ranged attack with object does unarmed+level damage.

8. Photosynthesis

Sunlight replaces food.

9. Climber

Advantage on Climbing test.

10. Adrenal Gland (R)

Act first in Combat Initiative.

11. Web

Ranged attack snares prey.

12. Exoskeleton (R)

Gain 2 Armor Points for the next minute.

13. Acid Saliva

Unarmed attack causes level acid damage and coats target in corrosive slime.

14. Parasite

Unarmed attack deals d6+level damage and heals the Mutant with half the amount.

15. Long Tail

Advantage on Balance test. Ability to grab small objects within close range.

16. Pheromone Glands

Advantage on test to influence target.

17. Regeneration

Pass CON test to heal d6+level hit points.

18. Spore Cloud (R)

Advantage on defensive test.

19. Fire Breath

Ranged attacks that breathes fire for d6+level damage up to nearby.

20. Amphibian

Breathe underwater for 10 minutes. Advantage on test for moving in water.

1. Chameleon

Blend into environment to gain advantage on stealth test.

MODULES

EFFECT

2. Jet Booster

Gain ability to fly up to nearby range.

3. Toxin Injector

Unarmed attack poisons target. Robot player chooses poison.

4. Double Processors

Advantage on INT/WIS check.

5. Multiple Limbs

Ability to attack twice.

6. Laser Beam

Shoot energy beam up to far-away range for D6+level damage.

7. Electric Pulse Discharge

Lower the Ability Die one step to cause d6+level damage to everyone nearby.

8. First Aid Procedure

Test INT to heal d6+level damage to organic target.

9. Reactive Armor Plating (R)

Gain 2 Armor Points for the next minute.

10. Night Vision Optics

See in the dark for 10 minutes.

11. Loudspeaker

Shout short command with booming voice, can be heard for miles.

12. Drone Bay

Release and control small flying drone: 10 STR, 10 DEX, 10 HP and does d4 damage. All commands require rolling the Ability Die.

13. Auto-Repair Prompt

Repairs self for d6+level health.

14. Laser Targeting Systems

Gain Advantage against one enemy until it is defeated. Only one enemy at a time.

15. Energy Shield

All nearby allies gains 2 AP until end of the turn.

16. Temperature Adjustment Device

Set fire to/freeze an object. Deal d6+level fire/freezing damage to organic target.

17. Decontaminate

Refresh target’s Radiation Die by one step.

18. Anti EMP Padding (R)

Advantage against EMP-based attacks.

19. Plasma Cannon

Deals 3d6+level damage, and lowers Ability Die by two steps.

20. Satellite Uplink

Contact orbiting satellite for cryptic information on one subject. Limited to one use per day.

1. Optical Holoflage

Mimic surroundings to gain Advantage on stealth test.

PSIONIC POWERS

EFFECT

2. Healing Energy

Heal nearby target for d6+level HP.

3. Nightmare Visions

Nearby target panics and tries to run away and/or hide.

4. Cryokinesis

Nearby target takes 1d6+level cold damage and risks paralyzation.

5. Pyrokinesis

Nearby target takes 1d6+level fire damage.

6. Empathy

Influence nearby target's mood.

7. Telepathy

Read nearby target's mind.

8. Telekinetic

Manipulate nearby small to medium size object.

9. Psi-Blast

Target takes d10+level damage. Up to faraway range.

10. Sleep

Nearby target falls asleep.

11. Force Field

All nearby allies gain 2 Armor Points for one minute.

12. Illusion

Influence what nearby target sees.

13. Sound Imitation

Influence what nearby target hears and from where.

14. Life Leech

Nearby target takes d6+level damage. User heals same amount.

15. Directional Sense

Psionic knows which way is north, where the closest exit is and cannot get lost.

16. Clairvoyance

Get a brief glimpse of a place the Psionic has been before.

17. Levitation

Levitate up to nearby distance.

18. Control Light

Bend light to gain Advantage on stealth test.

19. Teleportation

Teleport up to nearby distance.

20. Weather Control

Change local weather from cloudy to rain, rain to thunder, etc.

1. Mental Domination

Target that is close must obey one simple command.

USAGE DIE

Any item listed in the equipment section that has a Usage Die is considered a consumable, limited item. When that item is used the next Minute (turn) its Usage Die is rolled. If the roll is 1-2 then the Usage Die is downgraded to the next lower die in the following chain: d20 > d12 > d10 > d8 > d6 > d4. When you roll a 1-2 on a d4 the item is expended and the character has no more of it left. The same thing goes for any Ability Die, Radiation Die, Quality Die, etc.

ARMOR POINTS

Armor provides protection by reducing all incoming damage and comes in 4 different kinds: Light, Medium, Heavy and Tech. Each Armor Point (AP) will reduce damage by a limited amount. Once the player or enemy has used armor to absorb its maximum amount, they are too tired or wounded to make effective use of it again - they then begin taking full damage. Armor Points are regained after a character rests. The players are encouraged to describe the kind of armor the characters are wearing and what it’s made of.

ARMOR PROFICIENCY

If a character wears armor that is not listed in their class, they add their total Armor Points (despite how many they have used) to any rolls to Attack or Avoid Damage.

TYPE

AP DESC.

Light

2

Dirty rags, pre-war work clothes, animal hides.

Medium

4

Leather Jacket, Metal cans bolted together, Pieces of Plastic.

Heavy

6

Riot Gear, Tires, Metal Sheets.

Tech

*

HAZMAT suit, Power Armor, Jet-Pack.

Small Shield

2

Traffic Sign, Corrugated Metal.

Large Shield

4

Car Door, Sewer Lid.

Enemies usually have 1 point of armor for every HD above 1. To figure this out quickly, simply -1 from their HD. For example: A 3 HD enemy has an armor value of 2. Humanoid enemies can also carry shields. (All to a maximum of 10 AP) *Read more about Tech equipment in the Tech section.

ITEM

COST 100

USAGE DIE

NOTES

Heavy Armor

350

-

6 Armor points.

Tech Armor

*

-

*

Shield Small/Large

50/100

-

2/4 Armor points.

Backpack

5

-

Carry +2 extra.

Can of Gasoline

25

d6

Fuel for Vehicles.

Work Tools

5

-

-

Glowing Water

10

d6

Religious item.

Rusty Spikes

1

-

-

Flashlight

15

-

-

Batteries

10

d8

-

Handheld Mirror

5

-

-

Canned Food

15

d8

-

Fresh Food

5

d4

-

Fresh Water

15

d8

-

50' Rope

1

-

-

Small Sack

1

-

-

Large Sack

2

-

-

Scrap

10

-

Repair component.

Lighter

5

d6

-

Torches (6)

1

d6

Each Torch has a Usage Die.

Booze

10

d4

Can be used as fuel.

Tub Wine

5

-

-

Assorted Herbs

10

d8

-

10' Pole

1

-

-

Pack of Arrows / Bolts

5

-

10 Arrows per quiver.

Light Armor Medium Armor

50

-

2 Armor points. 4 Armor points.

WEAPON

COST EXAMPLE

Light Melee

NOTES

15

Knife, Shiv, Iron Pipe

25

Junk-Sword, Baseball Bat, Nearby range. Machete

Heavy Melee

20

Two-Handed Sword, Fire Axe, Sledgehammer

Tech Melee

*

Vibro Dagger, Energy Axe, * Stun Whip

Light Ranged

25

Slingshot, Bow and Arrow, Ammo is plentiful and easy Crossbow to come by. Nearby range.

Medium Ranged

50

Medium Melee

Handgun, Rifle, SMG**

Close range.

Exploding damage.

Uses Slugs as ammo. Up to Far-away range. Deals exploding damage. Ranges from Nearby (Shotgun) to Distant (Sniper Rifle).

Heavy Ranged

150

Machine Gun**, Sniper Rifle, Shotgun

Tech Ranged

*

Riot Pistol, Needler, Laser * Rifle

* Read more about Tech equipment in the Tech section. ** Read more about Full Auto Fire below.

HEAVY WEAPONS

Larger, more deadly weapons are handled by having them deal Exploding Damage - if the damage die rolled shows the highest possible result, reroll that die and add the result to the damage total. A die might explode again and again dealing more damage. Don’t forget that this is also the case for enemies wielding powerful weapons.

FULL AUTO FIRE

Fully automated guns, such as SMGs and machine guns give the player the option to use Full Auto Fire. First roll the quality die for the weapon and note its result - you can make that many attacks with this weapon in a row until it jams and you have to stop shooting. Fixing a gun that is jammed when in combat takes a moment. Don’t forget that Full Auto Fire uses one Slug per attack made.

EQUIPMENT QUALITY & DEGRADATION

Whenever weapons and armor is found or about to be bought, roll a d8 on the table below to see what its Quality Die is. The GM will increase or decrease the cost of equipment by around 5-25 Slugs, depending on its quality. When rolling an attack roll of 20 or when dealing maximum damage with a Melee Weapon, test the corresponding Quality Die to see if the weapon breaks. When rolling an attack roll of 20 with a Ranged Weapon, test the corresponding Quality Die to see if the weapon breaks. When rolling a 20 on a defensive roll, test the corresponding Quality Die to see if the armor breaks. Equipment can be repaired by using Scrap and testing INT. A successful test increases the Quality Die by one step, to a maximum of d8. Whenever equipment is used in ways that could harm it, test the Quality Die.

RESULT 1-3

4-5 6-7 8

QUALITY DIE

CONVERTING SAVES

The Rad-Hack ignores saves and instead asks the player to roll attribute tests when any environmental hazard, trap or potentially harmful effect would impact them - using the table below as a guide.

STR

DEX

INT

WIN

Physical Harm Physical Harm that cannot be that can be dodged. dodged.

Psionic abilities.

Deception and Illusions.

CON

Poison, Disease, Radiation, Death.

CHA

Charming Effects.

d4

d6

d8

d10

PLAYER’S TURN

During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, disarm a trap - interacting with the world is an action. Often they will test their attributes to determine the outcome.

TIME & TURNS

There are 2 important types of tracked time: Moments (rounds) and Minutes (turns). Moments are used during combat and fast paced scenes of danger and Minutes are used when exploring and adventuring. A GM may advance the clock as needed, substituting Minutes for Hours, Days or even Months should the adventure require it.

ATTACKING, DEFENDING & DAMAGE

When a character attacks an enemy they must roll below their STR stat for a Melee Attack or DEX for a Ranged Attack. Likewise, when an enemy attacks, the character must roll below her STR against a Melee Attack and DEX against a Ranged Attack to avoid taking damage. The GM will often give the stat required for the test. The damage an attack deals is based on the character’s class or the number of HD an enemy has. To make a Melee Attack an opponent must be Close. Ranged Attacks against Close opponents are possible, but the attacker suffers a Disadvantage. Enemies deal damage based on their HD - refer to the table opposite, but if you’d prefer to use the damage stats listed in a module that you are playing, you can certainly do that instead.

CRITICAL DAMAGE

If a player rolls a 1 when making an attack roll, the attack counts as a critical hit, which doubles the result of the damage dice they roll. If they roll a 20 when avoiding an attack, they instead take double damage as the enemy just landed a critical hit. Armor Points are used normally. Don’t forget to check the Weapon and Armor Quality Die.

ENEMY HD DAMAGE

INITIATIVE

When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their DEX. Those that succeed take their turn before their opponents. They must then act as a group - deciding their own order for actions. Those that fail their DEX tests go after their opponents.

1

d4 (2)

2

d6 (3)

3

2d4 (4)

4

d10 (5)

5

d12 (6)

6

d6 + d8 (7)

7

2d8 (8)

8

3d6 (9)

9

2d10 (10)

10

d10 + d12 (11)

HD represents an enemy’s level and the number of d8 rolled to determine its HP.

CLASS WEAPONS

When using a weapon not listed in their class, combat tests have Disadvantage.

DEATH & DYING

When a character is reduced to zero Hit Points (HP), they are taken Out of Action (OofA). They are unconscious and cannot make any actions. When the fight is over and/or the characters are out of danger, a character that is taken OofA rolls a d8 on the OofA table to see what happens to them. If they survive they gain 1d4 HP immediately. That character is now back on their feet and no longer OofA. If the characters lose the fight or are unable to recover the body of a character, that character is lost forever!

POWERFUL OPPONENTS

For every HD above the character’s level, add +1 to every roll the player makes for any attribute test that would determine the outcome of a conflict between them and the powerful opponent. - A level 3 character defending against an HD 5 enemy attack would add +2 to their roll.

1 2

OUT OF ACTION KO! - Knocked out cold.

Bump on the Head - Disadvantage on all tests for the next 1d4 minutes.

3

Fractured Bones - STR, DEX and CON are temp. -2 for the next 1d6 days.

4

Cracked Skull - INT and WIS are temp. -2 for the next 1d6 days.

5

Crippled - STR or DEX is permanently reduced by 2.

6

Disfigured - CHA is permanently reduced by 2. All CHA tests have Disadvantage, apart from CHA tests to threaten and intimidate.

7

Limb Loss - Roll a d6 - 1. Hand, 2. Foot, 3. Arm, 4. Leg, 5, Face (Decrease CHA to 4), 6. Head (and you’re probably dead).

8

Dead - Spectacularly eviscerated, blown up, melted, smashed into jelly, etc.

HEALING

Characters can regain lost Hit Points from Herbs, Drugs, Abilities and in the case of Robot characters, by being repaired. They can never gain more than their maximum - and can never go below zero.

RESTING

When characters rest for about an hour, they regain the use of all their Armor points. Also once per day, after a 6 hour rest, their Ability Die is completely refreshed and they may roll a Hit Die associated with their class and regain that many HP.

DEADLIER COMBAT

If you want deadlier combat (and who doesn’t), use this following rule: When a character (PC or NPC) takes critical damage, roll on the OofA table. A character that reaches 0 HP dies straight away.

MOVEMENT & DISTANCE

Rather than track precise numbers, The RadHack uses 4 abstract ranges for measuring distances. Close, Nearby, Far-Away and Distant. On their turn every character can move somewhere Nearby as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere Far-Away instead. Anything beyond Far-Away can be classified as Distant and would take 3 moves to get to. If you want to use existing modules, new and old, with more defined movement rates or measures, use the following table as a guide:

EXPERIENCE

Adventurers learn through defeating and overcoming obstacles. Killing another Raider won’t bring a revelation of learning to someone. Surviving a bunker expedition, completing a mission or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.

FAR CLOSE NEARBY AWAY 0 - 5ft

5 - 60ft

60 - 120ft

0 - 1,5m

1,5 - 20m

20 - 40m

ENCUMBRANCE

A character can carry a number of items equal to their STR with no issues. Carrying more than this amount means they are encumbered and all attribute tests are taken with Disadvantage - you can also only ever move to somewhere Nearby. A character simply cannot carry more than double their STR.

GAINING LEVELS

For every session, bunker level, dangerous mission and/or major event the character survives they gain a level. The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are. When a character levels up, their maximum Hit Points increase by rolling the Hit Die for the class. A player should also roll a d20 for each Stat. If the result is higher - that Stat increases by 1.

DRUGS & ADDICTION

All drugs take effect immediately after they have been used and last for d6 blissful minutes. When the effect wears off, you get Disadvantage to all INT and WIS tests for the following hour. If any one drug is used more than once per day, a CON test must be passed or the user becomes addicted. An addict must take one hit every 8 hours, or get disadvantage to all INT, WIS and CHA tests. Drugs are normally easy to come by, and the pricing depends entirely on the supply and demand, but normally cost between 20-50 Slugs/dose.

NAME EFFECT Aggro

Gain 2 AP and get Advantage to all STR tests.

Brainz

Advantage to all INT/WIS tests and against Psionic Attacks.

Speed

Act first and get Advantage to all DEX tests.

Sweet

Advantage to all CHA tests.

Stimpack

Instantly heals 2d6 damage.

Cleaner

Induces terrible vomiting while curing all addiction. Pass CON test or lose d6 HP

Rad-Off

Refreshes Radiation Die by one step, up to its maximum.

Rad-Screen

Gain Advantage when rolling Radiation Die for 1 hour.

RADIATION

When you approach a zone that is glowing from radiation, roll your Radiation Die. Depending on how close you are to the source of the glow and the level of radiation, roll more or less often - Low, 1/day, Moderate 1/ hour, High 1/minute, Extreme 1/moment. Reduce CON and Max HP by 2 for each step the radiation die has decreased from its original size. If you roll 1-2 on a radiation die the size of a d4, roll a d6 on the table below. The radiation die never goes below d4, but a roll on 1-2 still counts as if it was reduced. Certain Tech and drugs mitigate the effects of radiation.

RESULT EFFECT 1

Glowing - 1-in-6 chance to gain a random mutation.

2

Skin peel - Disadvantage on all CHA tests for 1 day.

3

Headache - Disadvantage on all INT tests for 1 day and d6 damage.

4

It stings! - Take d8 damage.

5

It burns! - Take d12 damage.

6

“I’m melting!“ - You melt into a glowing, horrible mess (and die).

POISONS

Poisons come in many different forms and and can cause a wide variety of effects on the victim. Most poisons will require a passed CON test to resist and/or neutralize. See table below for examples of poisons:

TYPE

EFFECT

Hallucinogenic

Victim hallucinates for 1 hour.

Sleep

Victim is knocked out for 8 hours. Can be awakened.

Paralyzing

Lose ability to move.

Venom

CONTROLLING ROBOTS

Humans can attempt to give a nearby robot an order as an action. They must successfully test their CHA for each robot they are attempting to control, adding the Robots’s HD to the roll. The GM can also give further modifications, Advantage/Disadvantage to the roll depending on the complexity of the order. Robots that are Controlled by Humans must spend all their actions and movement to obey the command of the Human for 2d4 Moments after being Controlled. After that, their software reboots and they go back to their original command. Robots will normally not obey orders to attack another human being.

Victim takes d6 damage every Minute.

ORDER

“Give information about...”

MODIFICATION -

“Protect...”

+1

“Unlock/Lock...”

+2

“Attack...”

+3

“Shut down...”

+4

RANDOM ENCOUNTERS

The GM should roll a d4 every 15 minutes of real world play, or whenever it makes sense in the fiction (when the player characters are being loud). A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following Minutes (turn).

CREATURE REACTIONS

TECH

Tech is a collective term for highly advanced, pre-apocalypse equipment that give its owner a variety of beneficial effects and abilities. Tech Weapons might add +2 to any attribute being tested while using it, ignore armor, sets enemies on fire, etc. Tech Armor can double the amount of AP the armor type would normally have, protect its user from radiation, refresh spent AP after every combat, or other beneficial effects. Most (if not all) Tech rely on a steady supply of Energy Packs, a rare and expensive power supply. An Energy Pack has a d6 Usage Die, but more powerful variations are rumored to exist. Without these, most tech items simply will not work. When creating your own Tech, try to make the items unique from each other. They are supposed to be powerful, one-of-akind equipment that give its owner an edge. When rolling to see the Quality of Tech, roll a d6 instead of the normal d8.

Some creatures and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a d8 Reaction roll on the following table:

RESULT REACTION 1

Flee then roll again.

2

Avoid the PCs entirely.

3

Trade with PCs.

4

Give the PCs aid.

5

Mistake the PCs for friends.

6

Trick the PCs (roll again).

7

Call for Reinforcements.

8

Capture/Kill/Eat the PCs.

UNDERSTANDING TECH

To effectively use Tech, you must first understand how it works. Normally it is enough that the player describes how her character experiments with the Tech, but some highly advanced Tech requires a successful INT test to fully understand and make use of. Such a roll is often made with Disadvantage.

EXAMPLE

NAME

EFFECT

Melee Weapon

Stun Whip

Nearby range. Ensnares target on critical hit, dealing damage each moment. Non-lethal.

Ranged Weapon

Riot Pistol

Far-Away range. KOs target on a critical hit. Non-lethal.

Ranged Weapon

Needler

Can be loaded with different kinds of poisons. Currently loaded with venomous or paralyzing ammo (50%) and 1d12 rounds.

Ranged Weapon

Laser Rifle

Roll damage dice twice, pick the highest. Distant range.

Armor

Jet-Pack

User can jump up to Far-Away distance and fly for a short time. Highly unstable. Can be worn over armor.

Armor

Power Armor

+2 STR, -2 DEX, +2 CON. 12 AP. Very loud.

Armor

HAZMAT Suit

Protects user from radiation.

Item

EMP Grenade

Causes double damage. Ignores armor. Affects all machines within Nearby range.

Item

Energy Cloak

Blend into environment to gain Advantage on stealth test.

Item

Quantum Communicator

Sender and Receiver. Can send short messages one way. Unlimited range. Everyone Nearby rolls their Radiation Die.

Melee Weapon Melee Weapon

Vibro Dagger

Energy Axe

Ignores armor. +2 Damage. Roll damage dice twice, pick the highest. Exploding Damage.

VEHICLES & DRIVING

Everyone can drive a Vehicle, but it takes skill and a successful DEX check to pull off a crazy or daring maneuver behind the wheel. Vehicles have Hit Points and Armor Points. These can only be repaired if Scrap is used and an INT test is passed. Attack rolls made while in a moving vehicle have Disadvantage, while Defence Rolls have Advantage. When a vehicle reaches 0 Hit Points, roll a d6 on the table on the opposite page.

MODEL

DESCRIPTION

COST

Moped (S)

Fits two people. Slow, but cheap. Beats running. 5 HP. 1AP. d4 ramming damage against smaller targets.

30 Slugs

Dirt Bike (S)

Fits two people. Advantage in rough terrain. 8 HP, 1 AP. d6 ramming damage against smaller targets.

70 Slugs

Junker Car (M)

Fits 4-5 people. 20 HP, 2 AP. d8 ramming damage against 150 Slugs smaller targets.

Pickup Truck (M)

Fits 4 people, one in the back. Space for mounted machine gun etc. 40 HP, 8 AP. 2d6 ramming damage against 750 Slugs smaller targets.

Armored Van (M)

Fits 6-8 people. 40 HP, 15 AP. d12 ramming damage against smaller targets.

350 Slugs

Bigfoot (L)

Fits four people. Can safely drive over most other vehicles. 30 HP. 5 AP. 3d6 ramming damage against smaller targets.

900 Slugs

Truck (XL)

80 HP. 25 AP. Fits four people. 2d10 ramming damage against smaller targets. Slow but nigh unstoppable.

1300 Slugs

Semi-Trailer (XL)

Needs a vehicle to drive it. Fits 25+ people or a huge amount of cargo. 40 HP. 15 AP.

700 Slugs

CAR CRASH

1-2

“Come on!” - Can be repaired if d4 Scrap is used.

3-5

“Let’s gut it!” - The wreck is good for 2d6 Scrap.

6

*BOOM!* - Everyone Nearby takes 1d8 damage.

CREATURE Animal Mutant

HD ACTIONS AND SPECIALS 1-10

Walking, talking animal. 2 Random mutations, medium ranged or melee weapon.

Ravenous Roach

1

Goes straight for the food, and will eat 1d4 rations of food on a succesful attack, instead of dealing damage.

Mind Leeches

1

Swaps minds with target on a 1-in-6 on a successful attack.

Siamese Vulture

1

Targets the lonely, sick and weak. Attacks twice.

Vermin Swarm

1

Crawls all over target and keeps on biting and scratching. Takes double damage from fire based attacks.

Buzz-Drone

1

Attacks from the air with saw-like blades. Has an 3 Armor Points.

RAD-Head

1

Humanoid whose brain is half melted away by radiation causing madness. Attacks on sight.

Sludge Slaver

2

Aims to enslave and attacks with nets first, then spears.

Raider

2

Can enter drug fueled rage that gives Disadvantage on defence rolls.

Raider Poisoner

2

Sneaks up on lone targets and attacks with poison tipped blades 1d6 + CON test or take d6 damage each moment until treated.

Corpse Worm

2

Explodes out of dead bodies and tries to burrow through target with drill-like mouth. Pass STR test or get burrowed through for 1d8 CON damage. Roll on OofA table if CON reaches zero.

Cannibal

2

Pale, lumbering mutants that attack with Light Melee, Ranged and 1 random Mutation.

Cannibal Berzerker

2

As above, but attacks in a blood fueled rage (1 moment to activate) with two war axes (d6), Defence Rolls are at a Disadvantage.

Cannibal Blood Priest

3

Attacks by channeling mutant blood powers, causing blood to flow out of mouth, eyes and ears of target (d6). CON test or all rolls are at a Disadvantage for 1d4 moments.

Cryo Wasp

3

Normal attacks are at Disadvantage. Area and fire-based attacks deal double damage. Stinger (d4) freezes target until it passes CON test.

Mushroom’d Man

3

Inhale its spores to communicate with it mentally. It can cause linked target to experience hallucinations at will.

CREATURE

HD ACTIONS AND SPECIALS 4

Swarms in the thousands, eats all organic matter. Causes radiation to increase in the area up to Far-Away.

Spitting Lizard

4

Spits corrosive acid that deals d6 each turn until cleaned off.

Jetpack Ravager

4

Attacks with melee as if ranged by sweeping through the air. Blows up for 3d4 damage to everyone Nearby on defeat.

Horror Crab

5

Has 8 Armor Points. Emits nightmare rays hitting d4 Nearby targets when encountered. Pass INT test or get paralyzed from fear until the next combat round.

Gene Cultist

5

Armed with Cell Blaster (d8) that mutates target on full damage. (-2 CON + 1 Random Mutation). Targets humans first.

Gene Brute

6

4 random mutations. Ability to use 2 at the same time.

Pterodactyl

6

Silent hunter. Makes a great mount.

Croaking Pike

7

Half fish, half toad. Hides in dark waters. Loud croaking causes nausea. WIS test or vomit for one moment.

Brain Jelly

7

Tentacular blob that floats in the air. Catches intelligent prey for Mind Merge (+1 INT, -2 STR). Easily bored, drops prey from high up.

Desert Whale

8

Crashes through the sand in search of sand-krill. Territorial.

Void Traveller

8

Dormant Cell (d12+2) + Dark Vacuum (No Damage) DEX test or be pulled Close to the Void Traveller for 3d6 Void damage.

Lumbering Tusk

9

Tusk Fire Breath, hits d4 Nearby targets (d10, sets target on fire). Protective of its young.

T-Rex

9

Bite and will swallow prey whole on full damage. Would make an awesome mount, but honesly, good luck with that!

Gargantuan Defender X-81

10

Attacks with Laser Blaster (d10) and Melting Ray (d12 and melts target on max damage).

A New You

11

Almost perfect, albino clone of random member of party. Will appear better than original in every way. Will eventually try to consume original, replacing it completely.

12

Distant, loud tremor is heard a day before arrival. Cracks through the earth causing damage to d4+2 nearby targets. Breathes in and swallows d4+2 nearby targets next round for 1d8 damage. Carries immense wealth inside of its belly.

Glowing Locust Swarm

Titanic SlugWorm

RAD-WORLD

Jungle Waste Swamp Fungi Mountains Craters

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