Professional Documents
Culture Documents
DarkBlood
Hack
By
Casey Ludwig
V. 1
A Big thank you to Hidetaka Miyazaki for his games of which this is but a humble attempt to
emulate and to My friends in no particular order Wyatt, Rob, Zachary, Zachariah, Sky Curse. If
not for you guys I think I would have been lost to the madness.
Also a Big thanks to David Black’s Black Hack whose engine made this possible.
Rolling Stats: Stats are generated with 4d6 and tossing the lowest number in the following order
Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS),
Charisma (CHA). If a stat of 15+ is rolled the next must be rolled with 2d6 + 2, then continue
with 3d6 until the end or another 15+ is rolled. Once all stats are generated 2 may be swapped
around.
Usage Die: Instead of tracking individual items or uses for many items and other things a Usage
die is used. Whenever the item or what have you is used it’s die is rolled and if the result is a 1
or 2 it is downgraded to the next die down and if a 1 or 2 is rolled on the d4 the item is used up.
Resolve Die: Due to the inspirations of this Hack, death is a big thing but here it may not be the
end of a character. Whenever a hero dies so long as their is one party member left standing at
the end of combat they roll their resolve die and so long as their die is not lower than a D4 they
come back to life but till they rest in a haven their max hit points are halved and they make all
rolls with a disadvantage. If their die is a D4 and it would go lower than they are now
permanently crazed and are a npc under the GM’s control. Base resolve Die for all classes is a
D10.
Safe Havens: These are places that are more than just a quiet place for characters to rest, be it
by sacred wards, incense or what have you this place is also safe from the monsters and
demons of the world and thus can let a character be fully restored after a death and even let
them sacrifice a Vitae crystal to increase their resolve Die. The Gm has finally say on whether a
place is or is not a safe haven.
Physical Harm that Physical Harm that Can be Poison, Disease and/or
Cannot be dodged. dodged. Death.
Resisting Spells and Magic. Deception and illusions Charms and Wiles
Resistance and Weakness: Certain armors effects and creatures may have in their description
the words Weakness or Resistance what this means in game terms is that if they have a
weakness they take double damage from the source and if they have resistance to it they take
half damage.
Advantages and Disadvantages: At times due to any number of circumstance you may have an
advantage or disadvantage on a roll and this is a simple mechanic if you have an advantage
you roll 2 d20s and take the better roll and for a disadvantage you do the inverse.
Advancement: Characters advance as the GM feels they’ve made enough progress towards
their goal or conquered a great foe.
Times and 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 they need substituting
Minutes for Hours, Days or even Months should the adventure require it.
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.
Monster Hd: HD represents a monster's level and the number of d8 rolled to determine its HP.
Powerful Enemies: 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 an NPC. - A level 3 character defending against a HD 5 monsters attack would add +2
to their roll.
And the last rule is this, The GM has final say on rule interpretation but fun and a grand tale
should always be a goal in a session.
Classes
Annals Keeper
Through careful meditation on and recitation of the epics of the Gods, one may borrow some of
their power to affect the world around them by channeling the memory of their divinity.
Starting HP: D6+4
HP per Level/Rest: 1d6
Weapons and Armor: Simple, Martial / Light and Medium and Shields
Special Features:
Arcanist
Through knowledge and skill, the occultic energies of the world can be shaped and altered to
change the world in rather dramatic ways. A select group have taken advantage of this.
Starting HP: D4+4
HP per Level/Rest: 1d4
Weapons and Armor: Simple Weapons and No armor
Special Features:
Knight-Errant
Many wish to gain renown and fame; according to some the best way to accomplish this feat is
by traveling the lands and helping those in need.
Starting HP: D10+4
HP per Level/Rest: 1d10
Weapons and Armor: Simple and Martial /All Armor and Shields
Special Features:
Starts with an extra 2d20 Gold.
Battle Vigor: Once a day after a rest a Knight-Errant may regain 1d8 HP per Lvl.
Battle Trained: If STR is 17 or more can wield 2 handed weapons one handed.
Vitae Scholar
Vitae is the very essence of life itself, the fires of the soul. So why not master its power to create
things and beings never dreamed of?
Starting HP: D6+4
HP per Level/Rest: 1d6
Weapons and Armor: Simple and Exotic/ Light Armor and No shields
Special Features:
After a rest so long as the Scholar has a vitae shard they may create a watcher tool with a
usage die of D4. Note that if they use this to create a new tool while they still have an old one
the old one is automatically destroyed.
These scholars are no strangers to blades and blood and as such can be rather vicious with
their attacks. If they attack an enemy from the back they gain an advantage and deal an
additional 1d4 plus level in damage and if this was a death blow on a creature of at least 3HD
roll a D4 and on a 3-4 they gain one Vitae Shard.
Can summon one lost shade at the cost of two vitae shards that fights on their behalf for 1d6
+lvl rounds or till dead.
Watcher
Doesn't matter who stared too long into the darkness - be it a cleric of dead gods, the arcanist
who dabbled in the void stuff, the scholar who wanted fresh vitae with his knight errand boy or
even another watcher who loves the hunt and blood too much. All will meet their end.
Starting HP: D8+4
HP per Level/Rest: 1d8
Weapons and Armor: Simple and Trick/ No Armor
Special Features:
At level 1 has 2 Armor Points and gains one additional armor point every odd Level. These do
not stack with normal Armor.
Simple Weapons
Mace 8 1D6
Staff 5 1D6
Martial Weapons
Flail 25 1D8
Exotic Weapons
Trick Weapons
Name Cost Damage Useage Die Notes
Quickening 25 D6 Allows
Charm teleportation up
to 5 feet in one
open direction.
Useable every
other turn.
Beggar’s 30 D6 Gives an
Blindfold advantage to
blend into the
surroundings
anywhere.
Leather 25 Light 2
Chain 30 Medium 3
Buckler 10 Light 1
Shot/Powder 20
Bed Rolls 10
Flint/Steel 1
Torch 1 D4
Magic
Arcane 1 2 3 4 5
Spells per
LVL
1 1
2 2
3 2 1
4 3 2
5 3 2 1
6 4 3 2
7 4 3 2 1
8 4 2 3 2
9 5 4 3 2 1
10 5 4 3 2 2
Divine Spells 1 2 3 4 5
per LVL
1 2
2 3
3 3 1
4 4 2
5 4 2 1
6 5 3 2
7 5 3 3 1
8 5 4 3 2
9 6 4 4 2 1
10 6 5 4 3 2
Arcane
The Arcane spells by default deal just arcane damage but if the caster wishes and the GM
approves he may instead learn an elemental version of said spell as a separate spell.
Level 1
Aegis: Caster gains 1/AP per Lvl. Lasts 10 mins per Lvl.
Arcane Bolt: Can strike one target up to far range. Deals 1d4 + Lvl
Arcane Strike: Touch attack, Deals 1d6 + Lvl.
Arcane Vision: Sees anything magical within nearby distance, 1/min Lvl.
Bar: Seals 1 door or chest for 1 hr.
Slumber: Can put 1d6 HD of enemies to sleep.
Starlight: Creates a dim light that shines out to nearby range. Last for 1hr.
Level 2
Arcane Weapon: Infuse a held weapon that the caster is proficient with to have an advantage to
hit and deal an extra 1d4 damage.
Floating Disk: Can carry half the caster's Strength score’s worth of Items for 1 hr/Lvl.
Quagmire: Creates an area in nearby range that slows enemies to half movement.
Shadows: Darkens an area of 20 ft for 10 mins.
Sunder: Destroy a nearby lock on a door or chest or the like.
Level 3
Arcane Blast: 1d6 enemies in far range take 1d6/ Lvl in damage.
Poison Mist: Creates an area of 10 ft square and all inside this area takes 1d4/ Lvl damage.
Read/Speak Language: Allows the caster or target to read/speak any language he sees/hears
for 1 hr.
Void Eyes: See in absolute darkness. 10 mins/Lvl.
Wall of Force: A wall covers/blocks a nearby area, 1 hr.
Level 4
Level 5
Divine
Level 1
Heaven’s Light: Creates a Light that not only shines but causes evil creatures and magic to be
visible. 1 Hr.
Lesser Tears of Mercy: Heals 1d8 hp to a nearby target.
Render the Impure, Pure: Removes disease and poison from nearby food and drink.
Saint’s Ward: Grants an advantage on all defensive tests caused by an evil source. 1hr.
Thieve’s Bane: Makes the caster see all nearby traps. 10 mins.
Level 2
Battle Hymn:Nearby Allies get a + 1 for making attacks and saves, 10 min.
Bless Blade: Grants a weapon an advantage and an extra 2 damage.
Hold the Guilty: Paralyzed 1d4 nearby targets, test Wis each turn to see if it lasts.
Nature Commune: Can understand and speak with animals, 1 hr.
Silence: Magical silence covering everything nearby to a target, 1 hr.
Level 3
Aegis of Divinity: Grants nearby allies 6 extra AP to protect from evil creatures.
Ask those Past:Ask a nearby corpse 3 questions.
Glorious Dawn: Fills a nearby area with Sunlight, 1 hr.
Heaven’s Banquet: Creates enough food and drink for all those nearby for the day.
Smite the Viper: Remove/immunise poison from a nearby target, 10 mins.
Tears of Mercy: Cures 3d8 hp to a nearby target.
Level 4
Beseech the Heavens: Ask the gods 3 questions that they must answer.
Guiding Light: Know the way to a chosen location. 1hr.
Heavenly Blades: Creates a wall in a nearby area Use Wis to attack, Causes 3d8 dam, 10 mins.
Homeward Prayer: Grants the ability to return to a location set up when this spell is first cast. 1
year.
Retribution: Test Wis for all nearby targets, they take 2d8 hp for 1d6 turns.
Level 5
Call forth Heavenly Aid: Summons a celestial being with a HD equal to the caster's Lvl, 1hr.
Greater Tears of Mercy: Restores all levels lost to monsters with level drain.
Heaven’s Voice: Causes creatures with less than 5 Hd to flee while 6-10 are paralyzed for 1d4
turns.
Shape the Heavens: Control the nearby weather to all extremes, 10 mins.
The following spells are dangerous not only to the enemy but to the caster as well and as such
when they are learnt a Resolve check is needed and many Npcs will react negatively if they find
out that a Player knows these rites.
Level 1
Wraith’s Grasp: cause 1d4 +Lvl damage with a touch attack and heal the caster by half of the
damage caused.
Level 2
Abyssal Surge: Causes 3d4 dark damage in a cone shape of 15’. Causes fear check.
Level 3
Animate Dead: Create 2d6 HD worth of undead.
Level 4
Void’s Embrace: Make an Intelligence check for all nearby and those who fail welcome
nothingness into themselves and fight those who haven't, for 1d6 rounds
Level 5
Twisted Rebirth: Once cast the caster can reallocate his attribute points as he wishes but a D4
is rolled if it comes up as 4 the caster is instead transformed permanently into a Wretched Grub.
a Plus 1 is added to this roll for every cast after the first.
Vitae Infusion
Certain enemies in The DarkBlood Hack such as dungeon bosses, learned magi and the like
have more power in their bodies than normal and as such once they are defeated they may
drop a Vitae crystal.
Vitae Crystals are used to create unique arms,armor and spells as well as increase one’s
resolve or to gain proficiency in weapons or armor or tactics that their class normally doesn't
know. Now by default this system treats all Vitae Crystals as the same for creating weapons
and such but if the GM wishes he may have it that only certain types of Crystals can be made
into certain things.
Sample Infusions:
1 Crystal
3 Crystals
Bestiary
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THE BLACK HACK, Copyright 2016, Gold Piece Publications; Author: David Black
THE DARKBLOOD HACK, Copyright 2018, Crzay Old Man Games; Author: Casey Ludwig