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The Black Hack: Whack Classes
The Black Hack: Whack Classes
whack classes
by
vance atkins
(leicestersramble.blogspot.com)
table of contents
alchemist
p. 2
bard
p.4
monk
p.5
ninja
p.6
plague doctor
p.7
ranger
p.8
tiefling
p.9
warlock
p.10
d6 curiosities
1 Philosopher's stone (probably fake)
2 Yeast and a coil of copper tubing
3 Bag of gall and kidney stones
4 Leyden jar and a dead frog
Parchments covered in geometric
5
studies
Jeshields
6 Lump of ambergris
poison resistance
equipment Roll with Advantage on CON saves vs poisons
Every Alchemist begins with a selection of or paralysis.
mysterious reagents. Also choose to start the
game with either A or B:
avid reader
Decipher an unknown written language with
• A - Long leather coat & bandoleer of
an INT Attribute Check. At 7HD, an
vials (AV2), 2 daggers, 3d6 coins &
Alchemist may read and use magic scrolls
purse, astrology text
with an INT Attribute Check.
• B – Wool greatcoat with myriads of
pockets (AV1), rapier, 5d4 coins & gaining a new level
purse, pouch of “fools gold” Acquire and share a number of Experiences
equal to your current HD to advance a Level.
alchemy kit When you gain a Level:
An Alchemist carries reagents and vessels for
synthesizing potions. The Alchemist may cook • Roll a D20 once for each Attribute - if
up one or more potions equivalent to their you roll over, it goes up one point, and
HD per day (i.e. two 1st level potions or one 2nd make an extra roll for either
level potion at 2HD) with an INT Attribute Intelligence or Constitution.
Check + 10 coins x potion level worth of • Gain 1HD - Roll 1d6 - gain that many
reagents. See potion table, below. additional HP.
d6 instrument
1 Lute https://www.deviantart.com/xinclord
2 Bagpipe
musical
3 Pan flute performance
4 Lyre Through instrumental and/or vocal
5 Hurdy-gurdy performance, a Bard may support allies or
affect opponents by the following means with
6 Kazoo a successful Charisma Attribute Test:
• Inspiration: Nearby allies gain
equipment Advantage on Attribute Tests.
Every Bard begins with a fabulous hat. Also • Charm: One opponent falls under the
choose to start the game with either A or B: Bard's influence consistent with the
spell
• A – Velvet frock coat (AV1), rapier, 4d4 • Bane: 1d6 Nearby opponents take
coins & purse, pages to an unfinished Disadvantage on Attribute Tests.
musical The effect lasts as long as the Bard is
• B – Rebellious black leather jacket performing, and they may not take any other
(AV2), wicked stiletto, 5d4 coins & actions. Being attacked by any means ends a
purse, packet of love letters performance.
d6 sneaky shit
1 Smoke bombs (Ud6) (see Alchemist)
2 Silken knotted rope and grapple
3 Bag of caltrops (Ud6)
4 Sleep powder (Ud4) (see Alchemist)
Breathing tube and turtle shell with
5
chinstrap
https://www.deviantart.com/zipdraw
6 Disguise kit
artful dodger
equipment Roll with Advantage on the first defending roll
of any combat.
Every Ninja begins with a set of black
pajamas (AV1). Also choose to start the game killing blow
with either A or B:
The Ninja may Sneak Attack like a Thief. A
• A – Amigasa straw hat (+1 Armour Ninja has a 50% chance of instantly killing a
Die), ninjato sword, 2d8 coins & purse, Creature of the same HD, adjusted +/- 5% per
jar of 'strict secret medicine' HD below/above the Ninja's HD.
• B – Two Kunai (daggers), throwing
stars (Ud6), 3d6 coins & purse, book of gaining a new level
haiku Acquire and share a number of Experiences
equal to your current HD to advance a Level.
creeping around When you gain a Level:
Roll Attribute Tests with Advantage when
• Roll a D20 once for each Attribute - if
performing the following actions:
you roll over, it goes up one point, and
• Climbing make an extra roll for Dexterity or
• Listening and eavesdropping Strength.
• Moving silently and unseen • Gain 1HD - Roll 1d6 - gain that many
additional HP.
d6 medical supplies
1 Jar of leeches
2 Odorous poultice
3 Flask of mercury
4 “Healing” crystals
d6 outdoor gear
1 Animal trap
2 Tent and groundcloth
d6 infernal mark
1 Horns
2 Cat eyes
3 Barbed tail
4 Cloven hooves
www.deviantart.com/kieronogorman
5 Red skin
6 Pick two demonic gift
The Tiefling may cast the following spells up
to their HD times per day with a successful
equipment Charisma Attribute Test :
Every Tiefling begins with a bag of chalk and
several black candles. Also choose to start the • Charm
game with either A or B: • Darkness
• Detect Magic
• A – Dragon-hide vest (AV2), wicked • Read Languages/Magic
scimitar, 2d6 coins & purse, lump of
sulphur demonic curse
• B – Elaborately embroidered waistcoat
Roll with Disadvantage on CHA Attribute
and studded cloak (AV2), pitchfork,
Tests for NPC reactions and parlay.
3d6 coins & purse, onyx puzzle box
that whispers demonically gaining a new level
hellish heritage Acquire and share a number of Experiences
equal to your current HD to advance a Level.
Roll with Advantage on CON saves vs fire- When you gain a Level:
based damage. A Tiefling may produce flame
once per day per HD. At 3HD, a Tiefling may • Roll a D20 once for each Attribute - if
cast a small (1d4 damage per HD) fireball you roll over, it goes up one point, and
once per day. make an extra roll for Constitution or
Charisma.
• Gain 1HD - Roll 1d6 - gain that many
additional HP.
d6 arcane patron
1 The Raven God source unknown, found on interwebs
10
11
11. Use of Contributor Credits: You may not market or Open Game License v 1.0 Copyright 2000, Wizards of
advertise the Open Game Content using the name of the Coast, Inc.
any Contributor unless You have written permission
from the Contributor to do so. THE BLACK HACK, Copyright 2016, Gold Piece
Publications; Authors: David Black.
12 Inability to Comply: If it is impossible for You to
comply with any of the terms of this License with THE BLACK HACK SECOND EDITION, Copyright
2018, Gold Piece Publications; Authors: David Black.