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The Stellar Hack

Written by Chris Di Donna


Edited by Matthew Stuart
and Tim Dedopulos
Logo​ By Melissa Zachariadis
Interior Art by Dai-Wei Dagon

Thanks go to David Black for making such a tight and adaptable


set of rules and my playtesters Matt Stuart, Melissa Zachariadis
and Matthew Worthley

For use with The Black Hack


WHAT IS THIS?
The Stellar Hack (TSH) is a supplement for use with that most excellent traditional tabletop roleplaying game, The Black
Hack. It adds elements for spaceships, alien races, space adventures and high tech. You need prior knowledge of
RPG-type games in order to make any sense of this supplement.

WHAT KIND OF SCI FI THEN?


Life is a mess of ideas and so is this. There’s some transhumanism. There’s some grim future. There’s some space opera.
There’s some utopian ideals. There’s a lot of big people stepping on little people. Like this messy life, everybody gets by
while staying out from under the boots of powers that kick their pieces around the board.

So what does the board look like?

Known space is fractious and populous and too big to be held by one authority. Unknown space dots it, surrounds it and
twists through it. Unknown space is bursting with opportunity, freedom and risk. The many multisystem governments
and ultrastellar corporations are constantly trying to expand into unknown space rather than squabbling over what is
already in the hands of allies and rivals.

This means a lot of opportunity for adventure with high risk and higher rewards. Unknown space is rife with rag-tag
crews of desperate and mildly psychotic opportunists, seeking to turn new discoveries into cash. Who could help but be
one of them? Opportunists both aid and plague the worlds of known and unknown space.

Or perhaps you don’t need a master? Why not simply strike out among the stars to where the solar winds blow free?
Whether you’re taking an expedition for the sake of fascination, exploring amazing new worlds, plumbing the depths of
a nebula or meeting interesting new fauna, you should have everything you need here to meet, party with, fight, rob,
exploit, and/or eat all of it.

This supplement is intended to be used with The Black Hack, Additional Things and Guns & Ammo.

ROLLING STATS
One stat is added in this hack, Flavour (FLV). When you meet a new species, you probably won’t be able to coast by on
charisma alone and should stat-check your FLV. How your cultures get along on first contact and interact thereafter
depends in large part on whether they want to eat you or not. Some encounters might even require an immediate FLV
roll if a familiar species is really starving right now. The higher your FLV, the more tasty you are. You actually want to
fail your FLV rolls.

MOVEMENT AND DISTANCE IN SPACE


Spaceship distance is larger than personal distance. Assuming a spaceship has landed on a planet, Close is within visual
range, Nearby is in high atmosphere, Far-Away is within orbit and Distant is anything beyond orbit. Spaceships use
subluminal speeds to travel up to Far-Away distance, and superluminal (faster than light) speeds to travel between
Distant locations.

For a spaceship interacting at the personal scale, all distances are considered Close. Any ship-based weapons damage is
an instant kill, but stat checks to hit are made with disadvantage. Be careful not to blow a new crater in any small
moons.

CURRENCY AND EQUIPMENT


Currency is nominally measured in credits. A thousand credits is one Megagredit. You start with 5d6x10 Megagredits to
spend on equipment. Significant tech of the sort that blasts large holes in things costs Megagredits. The simple things
cost mere credits. A single Megagredit is enough to run a small starship and pay the cost of living for a crew of 10 for a
month. This includes things like fuel, food, water, booze, oxygen, Stellarflix subscription and air-conditioning.

1
GEAR
Name Cost in mG Thing it does

Omnoculars 20 Sees in ultraviolet, infrared, low light, harmful radiation, radio,


windspeed and direction. Your cousin knows how to hack them to see
through clothes.

Movement Tracker 20 These are goggles with motion detection sensors. They can
distinguish creature movement from environmental movement and
give a false image overlay. Different goggles are required for different
EM wavelengths.

Zip Line 2 This thing is mad fun. Uses a gauss driven launcher and spool release
that prevents tangles. The well-advertised risk of de-anchoring and
line breakage is just part of the thrill. Has an effective range of 200
metres. Can be used as a one-shot harpoon if you want. Of course you
want.

Grav Shoes/Belt/Harness 2 When activated, will slow your fall by 3 metres a second until you
come to a stop.

Grav Backpack 50 Allows flight at the normal movement rate. Has a d8 Usage Die. Roll
Usage every minute.

Broadcast Tracer 10 Specialises in locating sources of comms transmission, including


remote controls. Detects the the whole EM spectrum, so can be used
for ‘scanning’ in general, in a pinch.

Decoy Drone 10 Small, fast moving drone that jams sensors, scanners and
communicators. Can carry a pre-recorded message to transmit,
usually a salty insult.

Wibbler Drone 10 Throw it at someone and it will buzz around them in a most
distracting manner for a minute. Everyone gets Advantage on rolls to
hit them. Has a d6 Usage Die, rolled once per moment.

Vacc Suit 1 Stops you from dying in space. The oxygen supply has a d10 Usage
Die. Roll once per hour. Comes with compressed air thrusters for
emergencies, d8 Usage Die per moment of thrust. Made of
commercial grade fabrock, counts as 2 AP.

Communicators 1 A box of 10 communicators with a 100km range. They can be operated


using voice recognition, switched to location beacon mode, and
support encryption. The signal from the location beacon can reach
orbit. The battery has a d8 Usage Die, roll once per hour of use or
twice if the beacon is active.

Hazard Pod 20 A quickset airtight fabrock tent that provides protection from heat,
cold, radiation, acid and poison. Can filter in oxygen and nitrogen
from the surrounding atmosphere if available. If in a vacuum, has a
small 1 hour oxygen supply.

Space Pen 1 A writing implement that works in zero gravity. Looks really stylish.
Great flow and handling. Self-healing nib. A mark of prestige and
symbol of status.

Food Bricker 5 Organics go in. Detoxified, masticatable rations come out. Great
range of sauces available because the taste won’t leave your mouth
otherwise.

2
WEAPONS
Guns use the supplemental Guns & Ammo rules. Base guns use bullets with an oxygen-enriched, long-burning,
flight-stabilising propellant. Guns suffixed with (various) have versions that can use different ammo types. Guns that
use special ammo have a multiplier applied to the base cost of the gun.

When a gun’s Usage Die is depleted, it cannot fire. When a powered melee weapon’s Usage Die is depleted, it loses its
associated special ability. A weapon reload costs one tenth of the weapon’s price.

Name Cost in mG Thing it does

Pistol (various) 1 Nearby range, d8 Usage Die

Assault Rifle (various) 10 Far Away range, d20 Usage Die

Sniper Rifle (various) 15 Distant range, d8 Usage Die

Cannon (various) 15 Nearby range. Full damage. Has a d8 Usage Die.

Grenade (various) 1 Nearby Range. Bomb.

Mine (various) 5 Close Range. Takes an action to set. WIS save to take half damage.
Bomb. Stopping Power.

Remote Platform (various) 3 times base Has a d20 Usage Die. This is a fixed point weapon that requires a
weapon cost minute to set up. It can be directed remotely by a manual console
or a cybernetic link that counts as a device.

Crazy Ammo, Stopping Power 3 times base


Weapon weapon cost

Blunderbollocks Weapon 2 times base


weapon cost

Magnetic Guidance Assisted - 60 Crazy Ammo, Sniper, Bomb. Distant range. Has a d6 Usage Die.
Frag Charge Kinesis
(MGA-FCK)

Drone swarm 30 Use an action to mark a target. The swarm attacks from Nearby
range as a 4HD creature.

Ion Caster 30 Nearby range. Swiss Cheese. Has a d10 Usage Die. Target can’t
move or take an action for a moment.

Spasm Ray 30 Nearby range. Bomb. Prevents the target from taking their next
action.

Power Blade 10 Close range, d8 Usage Die/add your level to the damage.

Electro Whip 10 Close range, d8 Usage Die/Blunderbollocks.

Phase Knife 5 Close range, d6 Usage Die/ignores armour.

Slaymore 20 Close range, d6 Usage Die/Stopping Power. Two handed.

Grav Maul 20 Close range, d6 Usage Die/moves target back a step of range. Two
Handed

3
ARMOUR AND BARRIER POINTS
Physical armour uses the standard Armour Points rule. Personal energy barriers and energy shields use the
supplemental Usage Dice armour rule. People say personal energy barriers render you impotent, but I don’t believe
them.

Name Cost in mG Thing it does

Fabrock 50 4 Armour Points. Impact-ablative and rip-resistant cloth. Popular


for utility and industrial outfits as well as vacuum suits.

Shell 100 6 Armour Points. Hard polymer plates attached to fabrock.


Non-interlocking.

Hard 350 9 Armour Points. Interlocking hard polymer and ceramic shell
armour.

Powered 2000 15 Armour Points. All STR checks have Advantage. Machine
actuated armoured suit. Air, water, environmental hazard and
vacuum tight. Hard to find, harder to buy.

Shield Drone 350 15 Armour Points. An automated drone that intercepts incoming
attacks. Armour Points are not recovered after combat. Once the
Armour Points are depleted, the drone is destroyed.

Nano-Ablative Cyberskin 1000 9 Armour Points. Restores 1AP every other moment in combat.
Requires a cybernetic controller which counts as one cybernetic
device.

Kinetic Shield 100 Has a d6 Armour Usage Die. Small personal barrier device. Only
effective against melee attacks.

Kinetic Barrier 350 Has a d10 Armour Usage Die. Personal barrier device. Effective
against ranged and melee attacks.

Stasis Barrier 2000 Has a d12 Armour Usage Die. Large personal barrier. Effective
against all attacks as well as gas, radiation and fluid.

Battlefield Barrier 5000 Has a d20 Armour Usage Die. Fixed-position squad-sized barrier.
Carried as a separate, backpack-sized device that requires
activation. Covers an area in a dome-shaped shield, large enough
for 6 humanoids to take cover. Cannot be moved when active.

Barrier Drone 350 Has a d12 Armour Usage Die. An automated drone that intercepts
incoming attacks. The Usage Die does not reset after combat. Once
the Usage Die is depleted the drone is destroyed.

Nano-Emitter Cyberbarrier 1000 Has a d10 Armour Usage Die. Regains a Usage step on max roll of
the Usage Die. Requires a cybernetic controller which counts as one
cybernetic device.

Smart Armour 10000 Combines powered armour with a stasis barrier and includes grav
discs (allows flight), drone swarm, shoulder-mounted AI-controlled
assault rifle, extendable slaymore with no Usage Die, and AI
recovery mode (Automated life support and retreat if the occupant
is incapacitated). Rich people don’t like handing these out to the
populace at all.

4
CYBERNETICS
Cybernetics are cheapish enhancements that break down regularly and require batteries. There are dumps overflowing
with parts. One can generally scrounge what is needed on a known world if a distributor can’t be found.

Characters can fit half their level rounded down in cybernetic devices and batteries. Devices will state if they require a
roll of the battery’s Usage Die, but even if not, they still need one present to function.

Name Cost in mG Thing it does

Tendomusc MX 30 +2 STR for a moment, roll Usage Die per use.

Cerenerves Express GTX 30 +2 DEX for a moment, roll Usage Die per use.

Corticex Socket-N 50 + 5 per Pick a specific area of knowledge. Buy a chip for it and plug it in. You get
chip an INT test to know something about that area of knowledge when
required.

Glaston Precision 30 You filter pathogens and toxins very efficiently. You have Advantage to
Circulation saving throws against contracting diseases and suffering their effects, as
well as against poisons. Roll the Usage Die when you need this.

Ocutron Explorer 1151 10 You see in infrared, ultraviolet and full darkness. You totally don’t get
occasional ghost visions of your own death. Nope, not at all. Roll Usage Die
per hour.

Synidia Synapse Accel 10 You can instantly numerate. You get advantage on data resolution tasks
XPT such as stellar cartography, battlefield assessments and doing your tax.
Also, when you shoot with sniper guns, you do full damage.

Matrix Intertron C79 20 You can hack computers with your mind. Subtract your level from all
computer usage stat checks.

Nano Cellular 30 You can regenerate 1HP per moment. Roll the Usage Die per HP.
Automation

Peripherial Sync 7 30 You cannot be surprised. You can scan for living creatures that are
obscured by terrain, vegetation or other obstacles to a range of Nearby. Roll
the Usage Die when you scan.

Web Claw Z 30 You have an electro-animate monofilament cluster weapon installed in one
arm. It allows you to make melee attacks at Nearby range and grapple with
advantage at close range. Roll the Usage Die per attack.

Animus Grid 50 This is a device stored in your abdomen that you can exude via the navel
onto a corpse to reanimate it. Acts as a 1HD creature for a minute and
automatically drains a step of the Usage Die when deployed. The grid must
be recovered from each install. Not as self cleaning as you would hope.

Universal Remote 30 You can control your level in remote control equipment with thoughts
alone and do not need a separate controller. Control all linked equipment
with a single action.

Basic Battery 10 Provides a d6 Usage Die

Improved Battery 30 Provides a d10 Usage Die

Superior Battery 50 Provides a d20 Usage Die

5
BIOTECH
Biotech implants are expensively-sculpted flesh made for power and capability. They are considered to be reliable, and
do not need a power source. The sculptors do struggle with the issue of tissue rejection –
​ ​ not that you’d read about it.
Biotech is out of reach for most start-up opportunists, but some can get sponsored biotech implants in return for
contracted allegiance, usually to an ultrastellar.

You can get half your level rounded down in biotech implants. You will need to eat twice as much as usual. Conveniently
enough, you find you’re not so picky about raw, bloody meat anymore.

Name Cost in mG Thing it does

Muscles by Juequon 100 You receive grown Cordical muscle implants. The muscle fibres are
visible through the skin. +1 STR

Artemis Reflex 100 You receive Cordical tendon replacements. They thrum when you move
fast, especially during melee combat. +1 DEX

Jol Dorel presents 1000 You are implanted with sympathetic cells that can consume your own
Synergenetics damaged tissue and grow replacements at a spectacular rate. You
regenerate at a rate of 3 HP per minute.

Alpha Dominatio 100 RNA is implanted, and key anatomic structures enhanced, to create a
reflex melee attack with devastating power. You can choose to make a
melee attack into an automatic critical hit once per combat.

Pure Unbroken 200 Once per combat you can trigger an accelerated battle sense. Your teeth
glow for the duration. Your attacks have Advantage. The effect ends
when you miss an attack.

Jol Dorel presents 1000 Requires Synergenetics. Your blood can be used to heal others. You can
Synergestalt exude it from your palms to be absorbed on contact with others. You can
transfer up to 3 HP per minute. Transfer takes an action.

Jue Jue Popera! 200 Your vocal cords and throat are enhanced with Cordical muscle grafts
that grant you a sonic attack with 20 feet knockback. Use as a free action
with any melee attack. Has a d6 Usage Die. You can also talk like you are
using a megaphone.

Beuford Go 100 A Cordical tendon lattice in the legs to reserve, enhance and return
energy to your movement. You get double movement speed. You can
move to Far Away in one action.

The Knowing 200 You have heightened social instincts to detect the motivations of
creatures. You can tell if something close is hostile, peaceful, curious or
ambivalent towards you. You can make a WIS check to sense lies.

Opoidian Prodigy 200 You can exude combat stimulants into the air that affect you and your
comrades. You can give advantage to rolls to avoid getting hit or avoid
succumbing to fear. The effect takes an action to enact and lasts for a
minute.

Jol Dorel presents 300 You can extend fibres from your ears that painlessly puncture the skulls
Synerlimbic of other creatures and allow you to read their thoughts. You can recover
the last few minutes of memories from recently dead creatures as well.

6
ARCHAEOLOGICAL ITEMS
You can’t seem to land your ship anywhere without tripping over another civilisation’s remains. Weird geometric cities,
degenerate descendants, robot hives and thinking weapons litter the galaxy. Most ancient technology appears
inoperable and unfathomable, but that doesn’t mean you can’t give it a good old try! Are you sure which end is the one
to point away from your crew?

You need to pass an INT roll to use Archaeological Items. Consider adding a random disaster to an item to provoke
chaos, hilarity and an early lunch.

Looks like What it does

A glowing crystal pyramid When shattered, all Nearby power sources instantly recycle to full Usage Dice. Any
already at full Usage explode, doing their Usage Die in Bomb damage.

A glassy globe containing Can’t be broken. Shares all Close beings’ thoughts between them, but only when
something bright, pasty, red dreaming. Waking hours are twitchy because the red, red things will get you, soon.
and wet, which seethes against Your biotech itches.
the shell

A ceramic jar containing sticky Delicious! Though you swear you heard a quiet scream inside your mouth just now.
black tar with bits in

A loop of unbreakable bronze Disables any wieldable tech you wrap it around.
and copper variegated wire

A wicker basket When exposed to water it will start to grow into a bastard bloody bramble that gets
into every nook and cranny. Fireproof.

A thick rubber loop About waist high. While it is in sunlight it is a 5HD creature that will stay upright
and roll about independently. Attacks any creature it encounters with a 1d6 damage
sonic attack that automatically hits, ignoring armour. It likes this one girl, though.

Abstract images of alien Can actually be touched, spun, tasted, smelt and heard. Cannot be moved from this
landscapes in midair location. You just don’t get it.

Sizeable foam spheres They don’t register any mass, and moving them feels like pushing against wind.
Indestructible. Do double damage and range when used as ammunition in a
starship mass driver.

Ossified tentacles They speak to you and you alone. You feel it in your spleen. They want to understand
emotions. They urge you into highly energetic and irrational action. They aren’t
actually psychically compelling or anything, just very, very needy. If you comply, roll
with advantage on ability checks.

A ten foot pole Made from an unrecognisable element. Anything you push with it will not move.

A very tall monolith It is waiting… Oh you’re here then. Ok, it explodes but does no damage. Your
non-cybernetic equipment and clothes, however, slowly start to vanish in situ. You
literally watched your gun fade away just now. Dip things in water or fire to reverse
the process.

A thin spire of crystal trailing This is an ancient planetary weapon system with no power source. It cannot be
two thick gold wires removed from the surface. If you connect a power source, no matter how small, it
will immediately activate and open fire on any starships in orbit of the current
planet with a 4HD attack.

A fist-sized dodecahedron of Emits light. Makes any single container it is put in also emit light. A spaceship
pure light counts as a container.

7
CHARACTERS
Choose a species and a career. Add the abilities of your species and your career to your character sheet.

SPECIES
You might want to build your own species with your GM or use an existing species with a different name and
appearance, which is fine. Or perhaps you’re a robotic candlestick with free will and a flame thrower. That’s cool too, I
suppose.

HUMAN
These indomitable chancers practically infest known space.
They form odd aggregations of societies, affiliations and
corporations due to their extremely social nature. They tend
not to act effectively as a whole species due to a nasty streak of
envy. Their flesh is considered the most luxurious and
succulent available.

Advantage to CHA rolls with friendly or neutral non-humans,


Advantage to FLV for unfriendly ones.

You have a social, professional or family association you can


call on for aid (and vice-versa).

BLEEKERS
The Bleekers are bioluminescent ambush predators evolved
from beetles. They form small packs out of social necessity,
and for hunting purposes. They readily change packs and can
integrate with other intelligent species well enough. Never
accept their dinner invitations. They tend to be rather
impulsive in favour of violence when on expeditions. They
have learned that getting along with other species can get
them meals as effectively as volunteering at the crematorium.

Your bioluminescence comes from spots on your elytra that


shed dim light to 20 feet.

If you gain first initiative in combat you do full damage that


moment.

8
TIKEETS
Tikeets are a gestalt organism of small wood-eating grubs that
get about in artisanal mechanical hives no larger than a
humanoid. They are often mistaken for robots. They are
gregarious to a fault, and separate hives can mix members to
share experiences and replenish losses. They are simply
delicious when candied, and an excellent source of protein.
They are not compatible with conventional biotech. Always
refer to themselves in the plural.

You have advantage on INT rolls to do with tech.

Your robotic home grants a base 2 Armour Points in addition


to any armour you are wearing.

SKRITS
Originally considered a pest species, Skrits are small but
remarkably well-adapted to survive in the environs of space.
They initially spread throughout known space by clinging to
spacecraft exteriors. Eventually they were adopted as pets
and quickly demonstrated their intelligence. They are still
inclined to fling their poo in times of stress.

You can survive and function in space and related


environments without technological protection for a day.
After that you need to enter a hibernation state or you will
die.

You get Disadvantage to your FLV rolls. Too gamey.

FEMERIANS
A large quadrupedal herd species. Literal knuckle draggers,
they are hardy and hairy herbivores given to bouts of rage.
Both males and females fight for mating rights, which is
spectacular to watch. They tend to favour biotech but can
operate regular equipment well enough. They are fascinated
by the intricacies of small things that they themselves cannot
create.

You have Advantage to CON and STR checks related to


exertion.

You can feed on just about any vegetation you encounter​.

9
SKELDS
Skelds are hexapod reptilians that just want to be near you,
because you are warm. They swallow their food whole, and aren’t
the best conversationalists. They’ve got that thousand mile stare
that looks right through you. They are unflappable in combat and
bulk out many mercenary armies. Bonsai enthusiasts.

You automatically pass any combat based Panic! check.

You can cover an extra step of distance in your move.

NUTHERIC
The Nutheric exist in multiple quantum states. They appear to
vacillate between moral stances because they take into
account things that don’t exist for other beings. Their forms
are roughly humanoid and blurred, and the number of limbs
varies. Their settlements only exist in orbit, never planetside.
Still got to make a living though.

You are not quite there – take half damage from every other
physical attack.

Once per combat you can pass through solid matter.

QUIRILLIONS
Quirillions are tall, slender humanoid beings with extremely
long necks and no heads. A Quirillion's brain runs up the stem
of its neck. The end of the neck is metamorphic. They tend to
use their neck ends to mimic the facial form of whatever they
are communicating with. They are nonchalant about the
suffering of others, while also being keenly interested in
exploration and meeting new species. They are masters of
language and culture. They have no overarching society,
territory or resources.

You get advantage on INT checks for alien lore and culture.

You get advantage on social WIS checks.

10
ROUGHNECK / MERC / TROUBLE
You are very good at hitting things, and also at shooting them. You are not a
savage however, and have an icy calm, with leadership nous to spare. Also, you
can improvise a mean gumbo from just about anything.

Starting HP​: 1d10 + 4


HP Per Level/Resting​: 1d10
Weapons and Armour​: Any and all
Attack Damage​: 1d8 / 1d6 Unarmed or Improvising

Special Features
A Roughneck gets an extra attack per level.

If a Roughneck has no personal energy barrier and fails a STR or DEX test to
avoid damage from an attack, they can opt to destroy a handheld item to
ignore the damage, once per combat.

A Roughneck can use their action to rally their companions and allies, once per
combat. Allies immediately heal 1d6 HP and for the next two moments they get
advantage on all Panic! tests.

Leveling Up
Roll to see if attributes increase, and roll twice for STR and DEX.

11
KNACKER / ENGINEER / FIXER
You’ve a knack for gadgets and you thrill to learn the secrets of technology.
No-one is as smart as you and fools should be relieved of equipment they
aren’t able to use properly. Clearly that’s everyone that isn’t you.

Starting HP​: 1d6 + 4


HP Per Level / Resting​: 1d6
Weapons and Armour​: All Pistols, Rifles and Platforms. Fabrock and Shell
Armour. All Energy Barriers.
Attack Damage:​ 1d6 / 1d4 Unarmed or Improvising.

Special Features
Any roll for technology out of combat is done with Advantage. Even alien
technology and archaeological artifacts get this bonus.

You can spot weaknesses in your opponent's defences. Once per combat you
can make a INT test as an attack against one opponent. If you succeed, you
gain advantage to all attacks against that opponent for the rest of the combat.

Once per rest you can push a piece of tech to exceed one of its performance
boundaries. Sensors or weapons get an extra step of distance to their range. A
weapon automatically does full damage. You get a second attempt to open a
lock. You ignore a Usage Die result of 1 or 2.

Leveling Up
Roll to see if attributes increase, and roll twice for INT and WIS.

12
AVOWED / INTERRED / LIFER
In return for your eternal devotion to an ultrastellar you have been remade
into a moving, talking advertisement for the bold future they offer. You
have one assigned task – go forth and multiply the customer base.

Starting HP​: 1d8 + 4


HP Per Level / Resting​: 1d8
Weapons and Armour​: All Handheld, Pistols and Rifles. All Fabrock, Shell
and Hard armour.
Attack Damage​: 1d6 / 1d4 Unarmed or Improvising.

Special Features
Roll Advantage when testing CON to avoid damage from environmental
and biological toxins and radiation.

You have a contact in your sponsor ultrastellar who you can tap for intel,
opportunities and implants at a tenth of the usual cost. You must
consistently demonstrate your contributions to the company though.

You can fit one Biotech per level, but no cyber devices.

Leveling Up
Roll to see if attributes increase, and roll twice for CON and CHA.

13
SPLICER / TECHY / NERD
You’ve got a body that readily integrates with cyber enhancement. You’re a bit
of a dumpster diver, but that comes with the hobby. You literally couldn’t stay
functional without it. You smell of oil and funk.

Starting HP​: 1d4 + 4


HP Per Level / Resting​: 1d4
Weapons and Armour​: 1d4 / 1 Unarmed or Improvising. All Fabrock and Shell.

Special Features
All non-combat cyber stat checks have Advantage.

Your obsessive optimisation of your devices means your battery usage die only
depletes on a roll of 1.

You can fit one cyber device per level, but no Biotech.

Leveling Up
Roll to see if attributes increase, and roll twice for DEX and INT.

14
SPACESHIPS
Spaceships are complicated vehicles, requiring a crew to operate. Finding a cheap ship that can take you places is easy,
keeping it flying is a whole other matter. Not to mention that there’s always someone trying to steal your stuff. Or
something trying eat you. Usually both.

COMBAT
Ship combat works like regular combat, with two key exceptions. In regular combat, each player makes stat checks as an
individual to resolve attack, defence and damage. In ship combat, all players make a stat checks as a crew to resolve the
ships attack, defense and damage. Also, damage can be used to degrade an opponent's ships systems as well as reduce a
ship's Hit Points.

SHIPS SYSTEMS
All Ships systems are rated using HD which are represented as d6s. Hull is represented as Hit Points.
Total HD - ​A ship's total HD value is the sum of its Helm and Speed.
Speed - ​If Speed HD is reduced to zero, you cannot move or avoid attacks.
Helm - ​If Helm HD is reduced to zero, you cannot maneuver or avoid obstacles.
Shields - ​If Shields HD is reduced to zero, your ship’s Hull and other systems can be damaged.
Guns - ​If a Gun’s HD is reduced to zero, you can no longer make attacks with that gun.
Hull - ​If Hull HP is reduced to zero, disaster! See the ship damage section below.

THINGS TO DO FOR THE CREW


Each crew member chooses a thing to do.

Pilot - ​The pilot is responsible for rolling DEX or WIS to avoid incoming attacks. They also decide how the ship should
move and how fast. If there is no pilot, the ship cannot avoid incoming attacks.
Operate Guns - ​Gunners are responsible for rolling STR or DEX to attack opponents. If a gun is not crewed, it cannot
attack.
Do Engineering - ​Engineers operate a ship’s special abilities and modules, or perform repairs. To perform repairs, pass
an INT then a STR stat check. Repairs restore 1HD to a system, or roll the HD to restore HP to the Hull.
Command - ​The commander directs the crew's actions. They can also assist any other crew member and bestow
Advantage to one crew member for one stat check per moment.

INITIATIVE AND ACTIONS


Each ship rolls for initiative by commander or pilot. Resolve initiative order for ships the usual way.

Each moment, a ship may move and each crew member may take an action. Attacking, repairing, and operating ship
abilities / modules all take an action. If the pilot takes an action, they cannot also avoid incoming attacks.

SHIP SIZE
Small ships allow the pilot to avoid attacks AND use their action to attack. Ship size also affects what kinds of equipment
may be fitted.

STRONG OPPONENTS RULE


Rolls to attack and avoid attacks use the Strong Opponents rule. Use total HD of the opposing ships to determine the
value.

MOVEMENT
Ship movement is governed by a ship's Speed HD. If players wish to pursue or evade another ship, the pilot will make a
DEX test using Speed HD with the Strong Opponents rule. If they pass the test, they may move their ship one step of
distance in the direction of their choice. If they fail, the opposite will occur.

15
SHIP DAMAGE
When a ship is damaged by an attack, it first loses the attack’s HD value from its Shields HD. Once Shields are reduced
to zero HD, you can choose to deal the attack HD value to a particular system’s HD, or roll the HD as damage to the
Hull.

When Hull is reduced to zero, immediately roll 1d4 on the Out Of Commision table. Remember the result. If the ship
continues to take damage when the Hull is at zero, sum following rolls with all previous rolls.

OUT OF COMMISSION TABLE


Roll Effect

1-2 Power offline. Ship’s HP is at 1. All systems drop to 0HD. Pass an Engineering roll to get back online in
the next moment.

2-5 Shaken and stirred. Ship’s HP is at 1 and everyone onboard take 1d4 damage.

5-6 Major Hull breach. The ship is venting air and losing inertial stability. All attack and avoid stat checks
are at disadvantage until the breach is sealed. Perform 1d4 repairs in a single moment to seal it.

7-8 System-wide Failure. You are adrift in space with no life support or power. Repairs are ineffectual.

9 Core Breach. You have 1d4 moments to get off the ship before it explodes.

10 Obliterated. The ship has been torn apart and everything is exploding all at once. Probably no
survivors.

OTHER SHIP SYSTEMS


There are other vital ships’ systems that aren’t used during combat but are worth noting.

Drives - ​There are many means of attaining superluminal speed. You might jump or fold space to move from point to
point, warp or quantum shift in a straight line, pass through a gate or accelerator network, pass in and out of another
dimension, or will yourself to be elsewhere. A superluminal journey usually ends within Nearby distance of the
destination.

Emergency Stop - ​All ships have gravity brakes installed. These allow ships to decelerate at a rate relative to how close
they are to a gravity well, which solves the problem of having to decelerate as much as you accelerate. Everyone flies
everywhere at top speed all the time. This does not cause inertial trauma to the ship or its occupants.

Sensors - ​All sensors have broad detection capabilities, and can find the following things at these ranges:
Close – spacesuits, corpses and debris.
Nearby – ships, meteors and asteroids.
Far Away – Transmissions, moons and comets.
Distant – Planets, gas giants and suns.

More powerful sensors can detect these groups of objects at further ranges.

Plant - ​Most ships run on a power plant that does not require constant refueling.

Modules - ​Every ship has a limited amount of space for extra modules or other equipment.

16
SHIP COMBAT EXAMPLE
Seems like just another day of hauling contraband in a rented Galoxy when a pirate Tarok drops in for an easy score.

Joneses: A Tarok has entered sensor range, Captain. It is approaching us at port.


Captain: Everyone get on the job. Burg, I want you on the port guns.
Burg: Human, I will man the helm, as is my inclination!
Captain: You have your orders, Burg! You’re the only one with jacked senses, and we’ll need them to be able to hit a
Tarok with this tub.
Burg: Very well, then.
Harmel: Helm checking in.
Reeeee: Engines are up to speed.
Joneses: Shields are at full capacity. We are taking fire.

Using the Strong Opponents rule, The Tarok’s total HD of 9 vs the Galoxy’s total HD of 5HD imposes penalties of +4 to
Attack and Avoid.
The crew rolls stat checks and passes both Avoid and Attack.
The Galoxy’s Cannon does 2HD damage to the Tarok. The Tarok only has 1 HD of Shields. It’s shields are down! The
other 1HD is applied to the Tarok’s thrusters, reducing Helm by 1HD.

Burg: Solid hit on its ventral stabiliser.


Captain: Harmel, try to keep that bastard in Burg’s field of fire. Reeeee, it’s moving fast. I need more power to the
engines, let’s close the distance.

The 1HD damage to the Helm means the Tarok now only imposes a +3 penalty.
The crew rolls stat checks and passes Attack but fails to Avoid.
The Tarok does 1HD damage to Shields, reducing them to 2HD. The crew decide to roll their own 2HD attack as hull
damage and the result is 8.

Burg: Direct hit along their starboard hull! They are venting fuel, I have nearly defeated them!
Reeeee: Shields are martini
Captain: Shaken but not stirred, good! Looks like she’s making a break for it.

The Tarok uses its evade boosters, giving 8HD for Speed. It will move to Nearby range in 1 moment and be out of range
of the Galoxy’s Cannon.
The crew fails checks to Attack.

Burg: Shot wide. Curse this weak tin can!


Captain: I’m blaming you for this, Burg.

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SHIP EQUIPMENT

MODULES
Name Cost in Thing it does
mG

Escape Pods 100 For escaping a ship that is breaking up. Your crew will love these.

Sensor Boost 200 Add one range step to the ship’s sensors per purchase.

Silent Running 500 Switches off all active systems (combat systems to 0HD, sensors only to Close). Masks
engine heat and comms signals. Other ships’ sensors can’t detect your ship. You’re only
visible to the naked eye.

Yellcaster 100 Multiband, multiwave communications. Any ship or space creature up to Far Away range
WILL hear you.

Chaff Pods 300 Prevents missiles from striking, and gives Advantage to defensive stat rolls for one
round. Triggered as an action by the commander, helm or engineering crew.

Encounter 100 Large exterior viewscreen with built in animated iconography for basic communication.
Board Advantage to first encounter and rave-hosting CHA stat checks.

Boosters 100 Add 1HD to speed per booster, for up to a minute.

Party Cannon 300 Shoots a glittering nanite cloud used to obscure weapons targeting and mask engine
wake. Use once per combat. Takes up a gun slot. Effects last for two moments. Subtracts
2 from rolls to avoid being hit in combat or being detected out of combat.

Tagger 100 Close range. Does no damage. Fires a self-guided EM tag at target. All subsequent
weapons Attack checks done with advantage.

WEAPONS
Name Cost in mG HD What it does

Gatling (Various) 100 1HD Close range, d8 Usage Die. Advantage to stat check.

Cannon (Various) 150 2HD Close range, d10 Usage Die.

Proximity Cannon(Various) 200 2HD Close range. Fires every other moment when active.
Automated, hits with a stat check of 10. Has a d8 Usage Die.

Chassis Cannon (Various) 500 10HD Nearby range. Fires once per combat.

Crazy Ammo Weapon 3 times base


weapon cost

Stopping Power Weapon 3 times base


weapon cost

Missiles 200 4HD Nearby range. Bomb. HD applied a Moment after they are
fired. Has a d10 Usage Die. Max damage to hull.

Neutron Ram 300 0HD Close range. Allows Shield HD to be used for Attack. Can
only do Hull damage

Grapple 100 oHD Allows your ship to attach to any other ship. Ship combat
becomes impossible until the grapple is broken. The grapple
must be crewed for the duration.

18
PLAYER SHIPS

Galoxy
Galoxy Pty Ltd is a now-defunct ultrastellar that made a wide range of small utility carriers, trawlers and tugs. They
were soundly built, functionally outfitted and available at a reasonable price. Second hand Galoxies are popular with
startups due to their low cost and ongoing reliability.

Crew ​10 Sensors ​Nearby Speed ​3HD Helm ​2HD Shields ​3HD

Modules ​4 Drive ​Superluminal Gunnery ​2 180 degree slots, base Cannon. Hull ​20

Tarok
The Tikeet are known for making the best fighter craft due to their mastery of miniaturized technical systems. The
Tarok model provides a great range of fighters for all your vaporizing needs

Crew ​2 Sensors ​Close Speed ​5HD Helm ​4HD Shields ​1HD

Modules ​0 Drive ​Subluminal Gunnery ​1 forward facing slot, base Gatling Hull ​10

Intercept/Evade Boosters​: Can transfer HD from Helm to Speed.

Knapper
Femerians love tearing about known space looking for weak opponents to shake down. They carve ships from
asteroids which prove to be very durable. Most are heirlooms. The Knappers are the smallest of such craft and so
named for their hastily-knapped design. A clan will pour their youngest adult members into these and send them off
to raise hell with all due speed.

Crew ​20 Sensors ​Close Speed ​3HD Helm ​2HD Shields​ ​8​HD

Modules ​8 Drive ​Superluminal Gunnery ​2 forward facing slots, 2 180 degree Hull ​40
slots(base Gatling )

Ambusher​: Can lay a sensor net across a Distant area and detect all ship movement.

Warbor
A class of large frigate especially good at harassing smaller ships. Popular with authoritarians of every stripe as well
as high profile ultrastellar troubleshooter teams.

Crew ​100 Sensors ​Far Away Speed ​5HD Helm ​1HD Shields ​20HD

Modules ​20 Drive ​Superluminal Gunnery ​ 10 x 180 degree slots (base Hull ​80
Cannon). 1 forward facing Chassis Cannon.

Interdictor​: All Cannons can dual fit a Tagger. Can switch between the Tagger and the Cannon once per moment.

19
SOME OTHER SHIPS OUT THERE

What is it? Speed Helm Shields Gunnery Hull

A swarm of crystal things. 4HD 2HD 1HD 2HD ramming that destroys them. d8 x 20

A sizable derelict that just lit up. 2HD 3HD 5HD 4HD x 4 turrets, Close range 15

A saucer-shaped ship that isn’t 10HD 5HD 10HD 0HD so far… oh dear. It’s 10HD at Far ?
attacking but won’t stop buzzing Away range.
around.

A space whale. Majestic. Rare. 2HD 2HD 0HD 2HD ramming at Close range. 50
Contains complex biological
compounds. Territorial. It can jump
at superluminal speed to any far away
location at will, d4 Usage Die.

A large robot probe. Needs input for 3HD 3HD 3HD 3HD. Enhanced energy field sensors, 30
deconstructive analysis. You look like always hits if shields are up
good input.

A free roaming plasma cloud. 5HD 5HD 10HD Pass Helm and Speed tests to avoid 0
Immune to kinetic ammo. It has no being engulfed. If engulfed, cloud does
hull to target. Dissipates at 0HD 2HD system damage per round until all
Shields. systems dropped to 0HD. The cloud
then moves on. The target vessel is now
powerless and adrift.

Space pirates! They want all your 3HD 2HD 4HD 1 x 2HD forward facing Crazy Ammo, 2 20
booze and orifices. x 3HD turrets. 1 x Tagger turret.

Smugglers. If you aren’t the law they 3HD 2HD 3HD 2 x 2HD turrets. 1 x forward facing 15
may be willing to trade. missile launcher.

Sentient asteroids. Magnetically 4HD 4HD 0HD EM pulse attacks at Nearby range that 100
propelled. Might need to grind up effect Helm and Shields, 2HD. Ram
your ship for food. Might try to mate attack at Close range that only affects
with your ship. Might try to figure Hull, 4HD.
you out. Might ignore you. Deeply
philosophical. Accomplished
astronomers.

A rather large battlecruiser 5HD 1HD 10HD 16 x 2HD turret. 1 x port facing missile 200
rack with 8 tubes. 4 x grapples

Some fool calling himself the Knight 5HD 6HD 1HD 2 forward facing 3HD Stopping Power. 10
of the Splendiferous Void in a late
model Tarok is challenging you to a
‘duel’. Spoiler – he’s really good!

20
ALIEN ALMANAC
After picking an opponent, you can choose to pick an additional trait for interest. If it doesn’t have a name, feel free to
name it.

HD Thing they are and do... But also...

1HD Swarm of small creatures that sting. +1 HP damage. Totally venomous, 1d6 poison for 2 moments.

2HD Elderly creature. Knows where an ancient thing is CON test to avoid them burrowing into your skin.
buried. It’s just a broken ceramic pot though. They hit automatically and do full damage per
moment until removed.

2HD Small eight legged mammalian creature that leaps and Whistle while they work.
glides. And has fangs. No wait, it’s just a large furry
spider. That flys. That’s not worse at all.

3HD Hungry degenerate humans. Impose Advantage to your They are ideologically opposed to not eating you.
FLV rolls. Add two steps to their Creature Reaction roll.

4HD Wild Bleekers. If they ambush you they do full damage. Can’t whistle. Suffers a lack of joy because of this.
and characters must pass a STR test or be grappled.

4HD Tikeet mercenaries. Have automated laser pistols They never sleep. They have erratic reactions. Die
installed which fire as a free action. drop rather than roll on the Creature Reaction
table. Do it every other minute.

4HD Human Opportunists. Armed with assault rifles. Human They are psychic mythomaniacs. Pass an INT or
exclusive groups are never a good thing. WIS test to avoid believing their lies as gospel.

4HD A lone predator that has lost it’s pack. Amenable to being They work with you until they can overwhelm you
fed. and get you in a cooking pot. It’s over a fire, with a
slow winch to lower you in and everything.

4HD Automated laser drone. Attacks. Stop Attacking and flies They are your rivals, on the same mission you are.
in a 1d8 random direction. If everyone stands still it
won’t attack again.

5HD A digressive activist working to stop the exploitation of Milk white and sightless eyes, deep philosophical
yet another virgin world. Won’t admit it likes bacon. insights. Vegan. Disadvantage to FLV rolls.

5HD Fixed position, anti-personnel laser turret. Can’t fire up They think it’s brown and blue, seriously.
or down, only on the level.

5HD Gelatinous, I don’t know, thing, ooze? Takes half Has sonar senses, so moving undetected through
damage. Favours Skrits. murk and ambushing are their thing.

5HD They’re round, they’re black, they fly and they have a Maybe they’re friendly. Maybe they can’t decide if
little red glowing eye. you’d be too chewy.

5HD Quantum form that can manifest and move along lit Anaesthetic teeth. Loves dinner conversation with
areas. Unaffected by laser or phaser weapons. helpless prey. If it does HP damage, pass a CON
Undetectable by sensors. test or be paralyzed by the venom.

5HD Immobile psychic data bank that desperately wants to Has hypothermia but it’s 31 degrees celcius and
run a backup on the first available source. Always Be sunny.
Grappling vs WIS.

6HD Rival Opportunists. Equipped exactly the same as the Will only converse through pictograms scrawled
party. in the dirt.

21
6HD Ancient Tikreet scout probe on defensive autopilot. Flies Has no concept of time. How the hell does that
and has two plasma cannons. The crew are dead and work anyway?
dessicated. Go well with dip.

6HD Herd of large herbivores. Anti-territorial but emotionally Burdened with a terrible purpose. Also have
clingy. cookies but no milk. Will negotiate for milk or
assistance.

6HD This horror that rolls before you is pretty much a ball of All about manners. Will prosecute swearers to the
hooked tentacles. If it scores a hit it does automatic full extent of their power.
damage next round as the hooks retract.

7HD Security Automaton. Made from ceramic. Makes a Don’t mention the war!
constant alarm noise in combat. Leaky. Only capable of
melee. Double the usual AP.

7HD A robot made of fist-sized spherical modules. Imposes Currently singing.


disadvantage to ranged attacks. Grapples also do
damage as the balls start pulling away.

7HD A band of Tikeet merchants. Armed to the teeth. Even Believes clowns will eat it.
you might be for sale.

7HD Femerian corporate raisers. Impeccable formality. Don’t negotiate with terrorists. Think you are
Impressive biotech. Implaccable negotiation skills. terrorists. Are also terrorists.

8HD Something unseeable is running, fast, in the shadows. Evil-doers. Lame.


Its body is photon-phobic (it disappears in shadow and
appears faint in full light).

8HD Feral Skrit swarm. They’re massing. They’re armed. Actually rather nice.
They’re flinging poo.

8HD A silicoid life form that’s all dagger fingers, needle fur Has a weak spot. Its eyes.
and sheet steel skin. Partial to a bit of cheese.

8HD Squad of professional soldiers of various races. Hugs for everyone!


Stranded, in need of help. Pushy and needy.

9HD Abandoned scientist. He’s got some wacky tech. Will try Looking for porters.
to capture you one by one for testing.

10HD A warbot. Only steel is worthy. Infected with an unknown plague. The plague
makes you forget you are sick.

10HD A giant spider crustacean who is a genius that doesn’t Has the goods.
age. Eats batteries for dessert. Can phase out at will.

10HD There are those that call him The Dealer? Has access to This is actually who hired you all along. They
any weapons, armour, barrier, or gear known. might need you dead now.

11HD Brutorz Gamma, cybernetic human, has claimed this Many are their secret ways. Actually there’s just
world. Even if you think you have defeated him, he will one. They are a quantum hologram.
stalk you. You’ll have to leave the planet.

12HD The Doom Bringer of the final crash of civilisation. Really just trying to get along in this universe.
Looks like a floating pyramid that bleeds. Doesn’t attack Then everyone gets all hostile and its
if you have no armour and no weapons. vaporisations all round.

22
WHAT HAPPENS IN SPACE…
When travelling through space, you might like to pick a random space encounter or location. You should roll this when
getting Close to a planet or exiting superluminal speed.

Roll The Thing

1 Mineable asteroids. Infested with feral Skrits.

2 Space junk. Roll 1d6. On 1 or 2, it contains a salvageable ship module.

3 Cosmic radiation. Actually an energy being that can subsume carbon.

4 A Galoxy, adrift. Only 2 crew. They need repairs or a tow. Roll 1d6, on 1 or 2, they are bait for an ambush.

5 1d10 Taroks on patrol. Insist on boarding to search for contraband. Will actually plant contraband and then
inform their customer, who is waiting at the characters’ destination.

6 Collision with a single grain of a supernova core. Roll 1d4. 1 - Knocked off course by a light year. 2 - It is
sentient and inhabits the ship’s computer. 3 - Its altered quantum state lets it pass through the ship
unimpeded. Deeply uplifting. Everyone passes their next stat check automatically. 4 - It disperses into the
hull. The ship gains 20 HP but loses a HD in Speed.

7 Frigging Knapper pirates off the port starboard aft bow thingy thing.

8 An armada of Femerian territorian forces is approaching. This is actually a sensor glitch that goes away.

9 The thrusters aren’t responding and there’s a comet on a collision course. Of course.

10 A space village in an asteroid or a comet, or on a moon or a derelict hulk of a warship. They are friendly and
eager to trade. Roll 1d6, on 1 or 2 they have a limited stock of ship modules at unbelievable prices.

11 A rogue moon occupied by 1d10 + 1 different alien communities, all in various states of feud. They have no
ships. LOTS of opportunity.

12 Plasma beings. Great source of scientific study. Not at all co-operative.

13 The Opportunists’ Ball. 1d20 + 1 ships all locked together for the weekend. Great place to make contacts, trade
war stories, get loaded, swap genomes, and catch diseases.

14 Ultrastellar interference. It’s what they’re good at. A Warbor force-docks. The Captain of Operations makes
you an offer you can’t refuse. The Captain of Tolerance makes a side offer. The Captain of Publicity puts a
black market spin on it. None of them give you the right paperwork. The ticket number isn’t in the system.

15 Space whales! A lot of space whales. Wow, even more space whales! Now you are surrounded...

16 A huge conglomeration of derelict space ships! The hull is intact. Time to bang about for salvage. But is
there trouble hiding on board ? Will you be the one in need of salvage?

17 A life pod on its last gasp. No one recognises the alien inside it. Everyone is sexually attracted to it on sight.
Could it be dinner, death, or a date?

18 Refugees in a convoy. Their planet got exploded. The ultrastellar responsible is chasing them for back rent on
the reverse sovereignty contract. The refugees lost their copy of the contract. It’s down the back of a sofa.

19 An actual sovereign empire controls this system. Many different species living harmoniously under a
representative system of government with a lot of community outreach and cooperation. This is because of
the cyber-inhibitors they have had installed in their brain stems. They have no knowledge of this. Their
earnest and upbeat interactions are belied by their deadened grey eyes.

20 Space asylum. Weird experiments. Brooding facility Director that is obviously evil. Altruistic functionaries.
Corrupt officials. Uncommon insights. Impossible tech. The door just locked behind you. Have fun!

23
Reference No: 27B-6

Name Species Career

STR

DEX HP Armour Shield



CON

HD Damage /
WIS
Ability Notes

INT

CHA

FLV

Cybernetics Biotech

Battery ​ ⍜

Gear

24
DESIGNATION OF PRODUCT IDENTITY
The names The Black Hack, The Stellar Hack, and all logos, artwork and layout are product identity. The Black Hack logos and name belong to David Black.
The Stellar Hack name belongs to Chris Di Donna.
The Stellar Hack logo belongs to Melissa Zachariadis and all other art belongs to Dai-Wei Dagon under CC BY 3.0 license:
https://creativecommons.org/licenses/by/3.0
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
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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
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

25

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