You are on page 1of 22

The

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.

D20> D12> D10> D8> D6> D4

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.

Close Near Far Distant

0-5 Ft 5-20 Ft 20-60 Ft 60-120 Ft


Converting Saves: The DarkBlood Hack ignores saves and instead asks the player to roll
attribute tests when any spell, trap or effect would impact them - using the below as a guide.
Remember the advice in the Powerful Opponents section.

STR DEX CON

Physical Harm that Physical Harm that ​Can​ be Poison, Disease and/or
Cannot​ be dodged. dodged. Death.

INT WIS CHA

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.

All Classes have a Starting Purse of CHA X 10

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:

Has an advantage when resisting fear, madness and corruption.

Has a tome containing 1d4+2 Lvl 1 and 2 Divine spells.

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:

Has an advantage when resisting illusions and charms.

Has a tome containing 1d4+2 Lvl 1 and 2 Arcane spells.

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:

Has an advantage when doing any athletic or aerobics style checks.

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

Weapon Name Cost Damage Usage Die if Notes


applicable

Dagger 5 1D4 Can be thrown


up too nearby
range with a
disadvantage

Short Sword 8 1D6

Mace 8 1D6

Staff 5 1D6

Bow 14 1D6 D12 Has a range of


Far but user has
a disadvantage
to to hit a target
of near or closer

Throwing Knives 10 1D6 D6 Range of Near


but can be used
to Hit targets of
Far Range but
with a
disadvantage

Martial Weapons

Name Cost Damage Useage Die Notes

Flail 25 1D8

Long Sword 20 1D8

Great Mace 18 1D8 Two-Handed


weapon

War Hammer 30 1D10 Two-Handed

Claymore 30 1D10 Two-Handed


Whip 25 1D6 Range of Near.
Dex Check with
a disadvantage
to trip enemy

CrossBow 28 1D8 D8 Range of Far

Pistol 55 1D6 Ignores 2 D4, 1 turn to Range of Near


AP reload

Rifle 75 1D8 Ignores 3 D4,1 turn to Two-Handed,


AP reload Range of Far

Blunderbuss 85 2D6 Ignores 4 D4,1 turn to Two-Handed,


AP reload Range of Near.
After each blast
user must make
a Dex roll to
resist be
knocked down

Exotic Weapons

Name Cost Damage Useage Die Notes

Curved Blade 75 1D8 If wielder Rolls a


20, Roll STR
with a
disadvantage if
passed the
enemy is
beheaded

Crescent Stuff 35 1D8 Two-Handed

Silk Hammer 35 1D8 Two-Handed,


Can tie up an
enemy

Great Bow 40 1D12, Ignores 2 D6 Takes one round


AP to set up/take
down and Is
immobile while
set up

Trick Weapons
Name Cost Damage Useage Die Notes

Whip Cane 45 1D6 Close/1D4 Spend one


Near action to switch

Great Blade 45 1D6 /1D8 Great Blade that


Two-Handed can switch to a
polearm

Gun Gauntlets 55 2D4, range of D4, 1 turn to Heavily armored


close /2D6 reload gauntlets that
range of near cause a
disadvantage to
dodge.

Soul Lute 45 1D6/1D6 D6 as Lute As a Lute it has


a range of Near.

Bow Blade 55 1D8/1D6 as Bow D6 as Bow

Watcher’s Tools Cost Damage Usage Die Notes

Moon Stone 3 -- D8 Illuminates an


area in 15’
radius. Can clip
to self.

Thunder Rod 15 2d6 D6

Quickening 25 D6 Allows
Charm teleportation up
to 5 feet in one
open direction.
Useable every
other turn.

Soothing Bell 50 D6 Heals 1d4+2 Hp.


usable once
every three turns

Beggar’s 30 D6 Gives an
Blindfold advantage to
blend into the
surroundings
anywhere.

Screecher Box 5 D4 Use to distract


and confuse 1d4
enemies. May
cause fear.

Purification 25 D8 Purifies unclean


Stone water and food.

Feast Charm 75 D6 Counts as food


but doesn't take
up an inventory
space.

Armor Cost Type Armor Points Notes

Heavy Cloth 15 Light 1

Leather 25 Light 2

Chain 30 Medium 3

Scale Mail 50 Medium 5

Half Plate 75 Heavy 6

Plate 100 Heavy 8

Buckler 10 Light 1

Heater Shield 25 Medium 2

Tower Shield 60 Heavy 3

Item Cost Usage Die Notes

Vitae Shard 50 -- Used as fuel for


certain watcher’s
tools.

Backpack 10 -- Grant an extra two


inventory slots
Water Skin 8 D10

Rations 15 D8 Die is rolled per week


of use

Rope and Grapple 6

Shot/Powder 20

Bed Rolls 10

Flint/Steel 1

Torch 1 D4

Caltrops 1 Slows pursuers for


1D4 rounds

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

Anti Magic Ward: Creates a nearby area where no magic is possible.


Conjure Sprites: Creates up to 2d4 HD of Sprites per Lvl. Requires Vitae Shards.
Shimmer Shift: Teleports a target to a far location.
Telekinesis: Move nearby items with your will. Can move up to your Str score, 10 min.
Universal Commune: Ask the universe one question. Usable once a week.

Level 5

Arcane Storm: Same as arcane blast but cast four times.


Crystal Knight: Summons a Crystal Knight to serve the caster for 1 hr.
Dissipation: Turn one item or being of 50 hp or less into a fine powder.
Petrification: Turn a nearby target into stone or reverse it.

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 Banned Grimoire and Black Heresies

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

Increase Resolve by 1 Step


Forge a simple magic weapon
Become trained in a class of weapons or armor
2 Crystals

Gain 1 level of Spellcasting ability (arcane or Divine)


Forge magical armor

3 Crystals

Gain Resistance to one kind of damage


Forge an item that can cast spells

Bestiary

Creature HD Actions and Specials Creature Type

Toxic Beetle 1 If hit player takes 1 Animal


damage for 1d4
rounds

Lost Husk 1 Only has 1d6 hp Undead

Crazed Hound 1 Animal

Blood Crow 1 1d4 damage next Animal


moment after attack

Lost Shade 1 Takes half damage Undead


from non magic
sources

Wretched Grub 1 Casts a dark magic Void


blast that deals 1d4
damage

Peasant Husk 2 Undead

Lost Soldier 2 1 point armor Undead

Shadows 2 Can move through Void


non magical items

Minor Sprite 2 Can daze one enemy Celestial


for 1d3 rounds

Crazed Cleric 3 Knows 1d6+2 Spells Mortal


and can pick from
black heresies

Crazed Arcanist 3 Knows 1d6+4 Spells Mortal


and can pick from
Banned Grimoire

Crazed Scholar 3 Has 1d4+1 Tools Mortal


and/or trick weapons

Crazed Watcher 3 Has two trick Mortal


weapons and can
dash up to close
distance as a free
action

Great Boar 3 Can dash up to 30 ft Animal


every 3 turns, 2 point
hide armor

Crystal Knight 4 Can have a sword Arcane


1d10 or bow 1d8
range far

Crystal Golem 4 Does 1d12 damage Arcane


every other turn

Sprite 4 Has magic attack that Celestial


deals 1d8 damage
and can heal one ally
for 1d6 hp once per
battle

Sinner 4 Resistance to Void


non-divine source of
damage

Giant Husk 4 Undead

Grand Butterfly 4 Can poson all those Animal


around it for 1d6
damage for 1d8 turns

Giant Lord 5 Has 4 point plate Mortal


armor and a
Greatsword

Giant Judge 5 Knows 1d10 +4 Mortal


spells from ether
arcane or divine lists

Heavenly Envoy 5 Celestial

Dragon Acolyte 5 3 points armor Arcane

Void Knight 6 Immune to all non Void


magic damage

Void Cleric 6 Knows 1d10+6 Void


Spells,Immune to all
non magic damage

Void Watcher 6 Immune to all non Void


magic damage, Can
dash up to close
range through objects
as a free action.
Wields two trick
weapons with an
advantage

Void Scholar 6 Immune to all non Void


magic damage,
wields a trick weapon

Void Arcanist 6 Knows 1d10+6 Void


Spells,Immune to all
non magic damage

Grand Envoy 6 Celestial

Dragon 6 2d20 breath attack Arcane


every three turns.
Resistance to all
damage types except
void.
DESIGNATION OF OPEN GAME CONTENT All text and tables are open game content.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All
Rights Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;
(b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means
any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product
Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts;
creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs,
depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities;
places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity,
and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that
are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may
only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be
applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that
Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open
Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product
Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing
are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of
this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless
You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the
Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so
affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

THE BLACK HACK, Copyright 2016, Gold Piece Publications; Author: David Black
THE DARKBLOOD HACK, Copyright 2018, Crzay Old Man Games; Author: Casey Ludwig

You might also like