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• Whitehack is an streamlined update to the original ‘white box’ edition of Dungeons & Dragons.
• The main engine of Whitehack is a “roll under” die mechanic, where you need to match or roll under a target number and above an
armor class or action complexity (AC) number.
• Who you are is ‘how’ you are: strong, deft or wise. You might assume this maps to the traditional Fighter, Thief and Wizard, but
there is nothing stopping you from creating a Deft Wizard or Wise Swordsman.
• Two things modify your base Class: Groups and Slots. Groups come in three categories: Species*, Vocation and Affiliations. You
apply Groups to your Attribute stats for mechanic and narrative benefit. (If you’ve played FATE it’s similar to attaching an Aspect to
an Attribute.) Species are special groups, if chosen they are applied to two Attributes at the begining.
• Slots are special abilities available to your class. Characters start by selecting 1 slot to specialize their character. (Similar to Moves
available to charaters in PBTA games).
Let’s Begin: Roll the classic six Attributes (3d6) in line, may swap two. Stats may receive Class bonuses: +1 at 13; +2 at 16. Now, choose your Class.
Hit Points (HP): d6 +2, +Con bonus Hit Points (HP): d6 Hit Points (HP): d6 +1
Saving Throw (ST): 5 , +1 Poison/Death, Saving Throw (ST): 7 Saving Throw (ST): 6 , +2 Magic/Mind
and +4 vs. Special Attacks (Charge, Trick, Attack Value (AV): 10 Attack Value (AV): 10
Offensively,Defensively, Grapple, Protect, Press). Initiative: +Dex bonus Initiative: +Dex bonus
Attack Value (AV): 11, +Str Bonus Groups [choose 2] Species, Vocation, Affiliation Groups [choose 2] Species, Vocation, Affiliation,
Initiative: +Dex bonus *One must be a Vocation, and applies to all Stats. If any Stat is 5 or less +1 Group.
Groups [choose 2] Species, Vocation, Affiliation, If any Stat is 5 or less +1 Group. Slots - Miracles: Miracles are an analog
If any Stat is 5 or less add +1 Group. Slots - Attune: Deft are attuned to objects, to “magic” but could also include anything
Slots - More Combat Options [choose 1] people and things for incredible feats. 1/day. wondrous, such as: songs, science, prayers,
Protect Ally. Full round action to draw fire. May use the attuned item for miraclulous spells, math etc.
Push. Drive back enemy as bonus to attack. results, negotiated with the DM. Examples: Miracles cost 1-14hp to cast, as negotiated
Mount beast. Enjoy a little dragon riding? object, weapon, charm, pets, mentors, old gods. between Player - DM: 1, 2, d6, d6+1, d6+2,
Battle Frenzy. +2 AV/Dam;-3AC and crazed. Combat: 2d6 etc. The cost can be reduced through
Tactician. +4AV bonus to one ally. If your Vocation grants Combat Advantage, may preparation, ritual, componants.
Bolster. +1AV and ST to allies, or minus to foes. substitute Double Positive for double damage. For each Slot you can choose 2 Miracles:
Melee+Ranged attack. Full round; 1-handed. -2AV to non-attuned two-handed weapons. one active; one inactive. You may swap/daily.
Parry. +2AC this round, Double Combat +1AC and damage from off-handed weapon if
Advantage following (+4AV and damage). Vocation is appropriate. Additional Miracles: +Wis bonus for
Combat: Armor+Weapons: Competant with shield additional inactive miracles per slot.
When your foe is reduced to zero hp you receive and Studded Leather. Anything further Combat: -2AV to two-handed and missile
a free attack to an adjacent foe. encumbered and forfeit your slot abilities weapons, except for quarterstaff, crossbow
May aquire a single power from a fallen enemy. and double damage option. or musket.
Limited use: 1/level. (special attack, trick, substance) Languages: 1 +Int bonus Armor+Weapons: Anything more than
Damage: +Str Bonus Starting Gold: 3d6 x 10 Leather armor increases Miracle costs by x2.
Free attacks of opportunity / level Languages: 1 +Int bonus
Armor+Weapons: Any Starting Gold: 3d6 x 10
Languages: 1 +Int bonus
Starting Gold: 3d6 x 10
SYSTEM
ROLL PROGRESSION: Double Negative | Fumble | Fail | Success | Critical | Double Positive
S K I L L S + TA S K S : Roll over AC through AV. Add Action Complexity to increse difficulty. Attached Groups for Double Positive. Highly specialized
tasks are Trained rolls: relevant Group anywhere (d20), attached (Double Positive), absent (Double Negative).
AU C T I O NS : Hidden d6 roll. Each Bid. Resolve: Stat+d6 vs. Bid as AC. Final bid at 1. Highest bid resolves first, if all fail Bid 1 succeeds.
P LUS - 20: Any check against a Stat modified to above twenty takes the overage (plus-20) and adds to the quality of the die roll.
MIRACLE COSTS: 1, 2, d6, d6+1, d6+2, 2d6, 2d6+1, 2d6+2. MIRACLES are: target + range + scale + duration + resistance - preparation.
ENCOUNTER S
S C E N E : Scenes are connected by time and space: Monster, Treasure, Special Rooms, Tricks, Traps or Empty (the Gygax 6).
S ET T I N G : Location + Conditions: weather, lighting, scale, footing, engage all senses. Imply consequences to inquiries.
C O M BAT: Surprise (establish range + mobility) | Reaction | Initiative | Combat Advantage | Conflict (to hit: roll over AC through AV)
Morale (1st loss; half resources - bargain, flee, surrender) | Death? (ghosting or *deal with the devil) | Post-Conflict Resource Admin
SPECIAL ATTACKS: Charge (gain CA, lose AC-3); Offensively (-2AC for +1AV+1Damage); Defensively (-2 to AV or Damage for +1AC); Grapple (unarmed
attack); Trick (push, disarm, trip); Protect (Task vs AV for redirect targeting/ST); Press (-AV and enemy ST for Special Attacks.)
SPECIAL DEFENSES: Defy (ST or Con) 1/conflict for -d6 damage - fail out 2 rounds; *Sunder sacrifice shield for damage.
- Fantasy gear: If you want to get going as quickly as possible, forego Starting Gold and use this starter pack below: Weapon: [pick one] short sword or staff (each
1d6-1 damage); Leather armor (AC2); week’s rations, lantern and oil, backpack, 2 utility items as needed, large sack and 50 gold .