Professional Documents
Culture Documents
version 1.0
developed by A supplement for use with
Kevin Chenevert, THE BLACK HACK,
Red Kobold Games by David Black
1
WHAT’S THIS?
The No Class Hack is a supplement for use with THE BLACK HACK
(TBH), by David Black and its variants to replace broader Classes
with specific abilities and enhancements called Edges. The beauty
of TBH is its succinct nature and modular adaptability. You can
easily remove or add portions to customize the game to fit your
playing style, new ideas, or desires of the players. This is my
attempt to maintain that spirit and provide you with something
that, at a minimum, is useful and, at best, inspirational for you to
create your own adaptations for THE BLACK HACK or get others
excited about playing Tabletop Roleplaying Games. Enjoy.
CHARACTER CREATION
Roll up your character as per TBH but do not CHOOSE A CLASS.
TBH does not include rules for races therefore these are optional
and may only be implemented with the approval of the GM. If the
GM does not allow Races, use No Race.
SPECIAL FEATURES
Edges: Select 3 Edges at 1st Level
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for any two
attributes of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.
STARTING GEAR
One set of clothes and boots. Sack containing bedroll, 10’ of twine,
& rations (d6). Water skin (d6). Pouch with 2d6x10 coins. Choose
Club or Dagger.
SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Under Sense – You receive Advantage on INT and WIS tests to
determine direction and depth underground as well as to identify
natural or dangerous subterranean structures.
Pack Mule – You are not encumbered unless carrying more than
1.5 times your STR.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CON
and one other attribute of your choice.
HD/HP Per Level: 1d8
Edges: Select an Edge at every new Level.
STARTING GEAR
One set of clothes, boots, and a hat. Sack containing a leather work
apron, a dozen iron nails and a small hammer, & rations (d6).
Water skin (d6). Pouch with 2d6x10 coins. Choose Hand Axe &
Small Shield or War Hammer*.
*
Heavy Weapon
SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Sylvan Step – You have Advantage on tests to track, hide and move
stealthily in sylvan environments.
Elven Accuracy – You can add your level to the damage of a single,
successful, ranged attack once per turn.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for INT
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.
STARTING GEAR
One set of clothes, boots, and a cloak. Sack containing three
crystals, a wax wrapped honeycomb, & rations (d4). Wine skin (d4).
Pouch with 2d6x10 coins. Dagger and choose Short Bow with
Arrows (d8) or Short Sword.
SPECIAL FEATURES
Day Vision – In darkness you have Disadvantage on attacks &
tests beyond Close (over 5’).
Fey Blood – You may substitute CHA for spell casting and have
Advantage on all tests against Sleep & Charm spells.
Tinker – Gnomes receive Advantage to detect, operate and disarm
mundane mechanisms like locks and traps as well as those that also
employ magic such as automata and clockwork devices.
Small Stature – You cannot use Heavy Weapons
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CHA
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.
STARTING GEAR
One set of clothes, boots, and a cloak. Sack containing a music box,
small hand tools, & rations (d6). Wine skin (d6). Pouch with 2d6x10
coins. Dagger and Spear.
SPECIAL FEATURES
Day Vision – In darkness you have Disadvantage on attacks &
tests beyond Close (over 5’).
Sneaky – You have Advantage to hide & move stealthily.
Durable – When reduced to 0 Hit Points, roll twice on the Out of
Action table taking the better result.
Small Stature – You cannot use Heavy Weapons
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for DEX
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.
STARTING GEAR
One set of clothes, boots, and a cloak. Sack containing a clay pipe,
pouch of tobacco (d4), pocket handkerchief, & rations (d4). Water
bottle (d4). Pouch with 2d6x10 coins. Staff, Dagger and egg sized
Throwing Stones (d6) (as Improvised).
SPECIAL FEATURES
Day Vision – In darkness you have Disadvantage on attacks &
tests beyond Close (over 5’).
Edges: Select 3 Edges at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for any two
attributes of your choice.
HD/HP Per Level: 1d8
Edges: Select an Edge at every new Level.
STARTING GEAR
One set of clothes, boots, and a cloak. Sack containing a pair of
dice, a dozen glass beads, & rations (d6). Water Skin (d6). Pouch
with 2d6x10 coins. Dagger, Sword & Spear.
SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Orc Savagery – You may add your level to the damage of a single,
successful, melee attack, once per turn.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for STR
and one other attribute of your choice.
HD/HP Per Level: 1d8
Edges: Select an Edge at every new Level.
STARTING GEAR
Gambeson, belt, & boots. Sack containing a shard of obsidian, a
whetstone, & rations (d6). Water skin (d6). Pouch with 2d6x10
coins. Dagger and Greatsword* or Battle Axe*.
*
Heavy Weapon
RANGED WEAPONS
Short Bow & Sling attacks at Close & Far Away are at Disadvantage.
Long Bows are Heavy Weapons and attacks at Close & Far Away are at
Disadvantage. Attacks at Far Away are normal if you forgo your Move.
Light Crossbow attacks at Close and Far Away are at Disadvantage but
ignore the target’s first 2 AP (of armor, hide, shield spell, etc.) You must
forgo your Move to reload a Light Crossbow.
Heavy Crossbows are Heavy Weapons and attacks at Close & Far Away
are at Disadvantage but cause ignore the target’s first 4 AP (armor, hide,
shield spells). You must forgo your Move to reload a Heavy Crossbow.
Hand Thrown weapons like axes, daggers, spears, and hammers can be
thrown at Close opponents without Disadvantage. Attacks with Hand
Thrown weapons at Far Away targets are made at Disadvantage.
RETAKING EDGES
Unless noted otherwise in the Edge’s description, it can only be
selected once. Other Edges, followed by “X” such as “Multiattack X”,
can be taken up to five times. On the character sheet replace the “X”
with the number of times that Edge has been taken such as
“Multiattack 5”, “Brawler 2”, “Sorcery 3” etc.
RACIAL EDGES
There are some Edges which and are only available to the race
indicated and will be noted accordingly.
CUSTOM EDGES
GMs and Players can work together to create their own Edges using
the following are guidelines.
EDGES 12
QUICKSTART “ARCHETYPE” EDGES
One of the best features of TBH is swift character generation.
Following are Edges which are archetypical abilities that the GM may
request players choose from to facilitate quick character creation.
EDGES – ABILITY
Burglar – You have Advantage on tests related to delicate tasks like
climbing, picking locks, hearing sounds, & disarming traps when not
wearing Heavy Armor.
Catnap – Once per 24-hour period you can take a 30 minute rest to
achieve the results of a full 8 hour rest.
Diplomat – With a successful CHA test you improve the attitude of
NPCs or the GM rolls a second time on the NPC/Creature Reactions
Table taking the more favorable result.
Engineer – You have Advantage on identifying, operating, and
repairing non-magical mechanisms, vehicles, and structures.
Evasion – You roll with Advantage on DEX tests to avoid damage or
effects from traps, magical devices and cone or area effects.
Fearless – You receive Advantage on tests to resist fear and similar
effects, even if magical or supernatural.
Fence – You have Advantage on appraising & selling equipment.
Filcher – You have Advantage on DEX tests to pick pockets, cut purses,
conceal and other acts of legerdemain when not wearing Heavy Armor.
Healer – Once per day you can heal yourself or another 1d4 HP or you can
aid them to roll with Advantage on the Out of Action Table.
Lucky – Once per day, you can reroll any one dice result.
Observant – You have Advantage INT and WIS tests for searching,
guarding, noticing something out of the ordinary, or recalling a detail
that everyone else missed.
Scholar X – You learn a language or specialized lore each time you
select this Edge. Lore gives you Advantage on discovering information.
Scout – You have Advantage on Attribute tests to track & forage.
Scribe – You can write, translate, and forge documents in languages
you know and have Advantage on related tests. With time and
resources, you are also able to decipher documents coded or in
languages in which you are not fluent.
Sentinel – You are always alert and may make your Move or Attack
before others on the first turn even if you did not win Initiative.
Resolve your remaining Action in proper sequence.
Sneaky – You have Advantage on DEX tests to hide & move stealthily
when not wearing Heavy Armor.
ABILITY EDGES 14
ABILITY EDGES 15
COMBAT EDGES
These Edges are acquired, improved, learned, or natural skills
related to combat and martial fields of study.
EDGES – COMBAT
Advance – If your melee attack drops an opponent, you gain a free
Move to a Nearby opponent and can make another melee attack Action.
Ambush – If you successfully attack a surprised, unprepared, or
unaware target, you do Critical Damage + your level.
Armaments – You are proficient with Heavy Armors & Heavy Weapons.
Bellator – Damage from your Unarmed & Improvised melee attacks
ignore Armor Points (such as armor, hide, and shield spells).
Berserk – Forgo your Move and make 1 melee attack on all opponents
who are Close; up to 8 smaller, 6 similar, or 4 larger sized foes.
Brawler X – Each time you take this Edge, increase your Unarmed &
Improvised Damage die one step to 1d12 maximum.
Brute X – Each time you take this Edge, increasing your Hit Die one
step for your current and subsequent levels and increase your Hit
Points +1 for each previous Level.
Charge – If you Move in a straight line to a Nearby foe and make a
successful melee attack you will do Critical Damage + your level.
Commander – With a successful CHA test, once per day you can enable
an ally who is Nearby to take a free Move or attack Action.
Disarm – If you have a minimum STR 12 and roll a 4 or below on a
melee attack, you can choose to disarm the opponent rather than inflict
damage.
Feint – If you have a minimum STR of 12 and roll 1-4 on a melee attack,
that enemy loses its next turn (Move and Action).
Flanker – When an ally is Close to an opponent, you receive Advantage
on melee attacks against that opponent..
Martial Artist – If you have the Bellator Edge, you will can add your
level to damage caused by Unarmed & Improvised melee attacks.
Multiattack X – Each time you select this Edge, you can make an
additional melee attack as part of your action.
COMBAT EDGES 16
EDGES – COMBAT (continued)
Quickshot X – Each time you select this Edge, you can make an
additional ranged attack as part of your action.
Second Wind – Once per hour, whilst in combat, you can regain 1 HD
of hit points.
Sniper – Your ranged attacks cause Critical Damage on a 1-2.
Sunder – If you fail a STR or DEX test and would be dealt damage from
an attack, you can opt to sunder (destroy) your shield (if you have one
equipped) and ignore the damage.
Vindictive – When reduced to 0 Hit Points, you gain one immediate
attack before becoming unconscious.
Weapon Mastery X – If you are already proficient, the range to cause
Critical Damage with a specific weapon type (swords, bows, axes, etc.)
increases by 1 each time you select this Edge.
COMBAT EDGES 17
RACIAL EDGES
Some Edges that have a cultural or genetic predisposition that may
only be acquired by a member of a specific race.
EDGES – RACIAL
Animal Kinship – As a special Gnome ability, you receive Advantage on
CHA tests when dealing with animals and can communicate with them
regarding simple concepts and questions that can be answered with a “yes” or
“no”.
Cave Fighting – As a special Dwarf ability, you receive Advantage on all
DEX and STR test to attack and avoid damage while in crowded dark
conditions.
Dark Vision* – Some Dwarves and Orcs can see in complete, utter
darkness with no hindrance but have Disadvantage on tests and attacks
involving sight, done in daylight (or similar lighting levels), that are
further away than Close (over 5’).
Durable – As a special Halfling ability, when reduced to 0 Hit Points,
roll twice on the Out of Action Table and take the more favorable result.
Elven Accuracy – As a special Elf ability, you can add you level to the
damage of a single, ranged attack, once per turn.
Fey Blood – As a special ability, Gnomes and some Elves may substitute
CHA for spell casting and receive Advantage on all tests against Charm,
Sleep and mind affecting magic.
Glamer – As a special ability, Gnomes and some Halflings can make
themselves invisible once per day though the invisibility ends if they move or
attack.
Iron Gut – Some Orcs can survive eating carrion and typically inedible
items, receiving Advantage on any tests against ingested poisons or diseases
and can reroll their Ration Usage Die with Advantage.
Orc Savagery – As a special Orc ability, you may add your level to
damage from a single, melee attack, once per turn.
Pack Mule – As a special Dwarf ability, you are not encumbered unless
carrying more than 1.5 times your STR.
Second Breakfast – As a special Halfling ability, you can gain Advantage on
one dice roll per day after you have had an extra meal. Roll Ration Usage Die
with Disadvantage on the day this ability is used.
RACIAL EDGES 18
EDGES – RACIAL (continued)
Stone Sense – As a special, once per day, some Dwarves can
empathetically sense emotions from unworked stone and ask a single
simple question that will be answered with a one-word response on a
successful CHA test.
Sylvan Step – As a special ability Elves have Advantage on tests to
track, hide and move stealthily in sylvan environments
Tinker – As a special Gnome ability, you receive Advantage to detect,
operate and disarm mundane mechanisms like locks and traps as well as
those that also employ magic such as automata and clockwork devices.
Under Sense – Dwarves receive Advantage on INT and WIS tests to
determine direction and depth underground as well as to identify
natural or dangerous subterranean structures.
Whisper Wood – As a special ability, some Elves and Gnomes can
empathetically sense emotions from nature once a day and ask a single
simple question that will be answered with a one – word response on a
successful CHA test.
*
The GM may choose to only allow a character to have this Edge if
selected at 1st level or allow those with Low-Light Vision to obtain this
Edge after spending months in darkness.
RACIAL EDGES 19
SPELL CASTING EDGES
These Edges are acquired, improved, learned, or natural skills
related to spell casting and associated fields of study.
Spellcasters can cast any known spell, even when not memorized, directly
from their spellbook or holy manuscripts but casting time is one minute.
Upon reaching “0”, roll on the Depleted Table. Similarly, employ the
Corruption Drop Table dice for each negative step reached.
By using a spell that is too powerful, or when the caster is too weak,
the Spell Casting Die can sink below d4 which can harm the caster
or those nearby whether friend or foe. A caster may continue
casting spells at their peril until their Spell Casting Die reaches -6.
Lose all hair Eyes glow red Weeping sores Sweaty skin
DRAWBACKS
Addiction – You have a dependency on: 1- alcohol, 2-tobacco, 3-mind
altering substances, 4-gambling, 5-lighting fires, 6-overeating. If not
addressed once per day, you receive Disadvantage on INT and WIS tests until
sated.
Allergy – You are allergic to: 1-pollen, 2-animal dander, 3-mold, 4-
shellfish, 5-nuts, 6-insect bite. If you fail a CON test when exposed, you
experience the following for 1d6 hours: 1-uncontrolled sneezing, 2-body
rash, 3-severe headache, 4-dizziness, 5-nausea, 6-coma. Effects
determined by your GM.
Anxiety – If you fail a WIS test at the beginning of an encounter you
will have Disadvantage on all tests until you rest.
Corruption – Drop 1d6 on the Corruption Table and repeat if it bounces off.
Cursed – When the GM rolls to see who is attacked or hit by that arrow,
your chances are doubled.
Insomnia – With a failed CON test, you do not receive any benefit from
a rest (healing, AP, etc.).
Kleptomania – You must steal one object a day or be unable to
concentrate receiving Disadvantage on INT and WIS tests.
Moon Fever – You have a mild form of lycanthropy and on a full moon
your nails and incisors lengthen slightly, your eyes yellow, you sprout
hair, and Nearby animals are skittish.
Paranoia – At least once every session the GM will ask you to roll
Initiative for no reason. The GM may also provide you with misleading
insights into the behavior of others even if your attribute test was successful.
Scars – Marks on your hands and face from an illness or injury gives
you a disturbing appearance and you have Disadvantage on CHA tests
with those who do not know you personally.
Sleepwalker – Every time you sleep there is a 1 in 6 chance you will
sleepwalk and wake up in a strange location. You will make 1 unarmed
attack on anyone who wakes you while sleepwalking.
DRAWBACKS 28
DRAWBACKS (continued)
Small Stature* – Your frame is either too short or too slight for you to
employ Heavy Weapons.
Spendthrift – You are loose with your money and when you sell items
you get no more than 25% of the list value and items you purchase cost
you 200% of their list value.
Strong Odor - Your body exudes an offensive odor that is hard to
mask. You have Disadvantage on CHA tests. Any roll on the NPC
Reactions Table is also made with Disadvantage. You have
Disadvantage when attempting to avoid being tracked by creatures that
use scent to track.
Superstitious – There is a 1 in 6 chance each day that you experience a
bad omen and receive Disadvantage on all tests for the next 24 hours on
the following attribute: 1-STR, 2-DEX, 3-CON, 4-WIS, 5-INT, 6-CHA .
Vocal Tic – You make noises, mumble, and talk incessantly. A
successful WIS test is required to remain silent for up to 5 minutes at
critical times.
Wanted – You, or someone who looks just like you, has committed a
serious crime and eluded punishment or owes someone important a
substantial sum of money. Debt collectors or bounty hunters seem to
always show up at inopportune moments.
* This Drawback can only be selected at character creation
DRAWBACKS 29
FOLLOWERS
Powerful, rich, and/or famous character will attract followers.
These are not the same as paid staff, guards or mercenaries that a
character may employ. Followers can be gained by a character at
4th level and every even level afterward. When a character qualifies
to attain followers, roll 1d6 on the Followers Table. The GM may
also require the character to spend money, time, and make it
known that they are looking to take someone into service.
FOLLOWERS
1 Familiar – Animal or creature, such as a dog, cat, raven, owl,
rat that is unusually intelligent (INT 2d6+1) that can follow
simple commands and answer “yes” and “no” questions.
2 Padwan – Youth who is rather naive and impressionable that
wants to apprentice (0 Level, 4hp).
3 Novices – First level novices (1d4) of the same race and/or
similar Edges as the character.
4 Sordid – A 2nd level/2HD sneaky and/or violent type (possibly
a creature) is attracted to the character’s fame and power but
is loyal if treated well.
5 Idealistic – A 2nd level/2HD impulsive and/or protective type
(possibly a creature) is attracted to the character’s fame and
purpose and is loyal if treated well.
6 Roll twice for two results, ignoring results of 6.
The character may dismiss a specific follower and after 30 days and
then roll a successful CHA Test to attract a new follower after
spending some time effort and resources to seek new henchmen.
The character may have no more followers than their Level x2.
The maximum HD or Level of an individual follower can be no more
than ½ of the character’s level.
FOLLOWERS 30
FOLLOWER MAINTENANCE
The new follower will have minimal or no quality gear and must be
outfitted at the character’s expense. Afterwards, the character will
need to maintain expenses for the follower at a minimum cost of 5
coins a week per Level or HD of the follower.
CONFLICTED FOLLOWERS
1 Whatever! – Do nothing and just avoid the current conflict
2 Surly – As above but leave service at the next opportunity
3 Renounce – Immediately flee and leave service
4 Retribution – Immediately flee, leaving service but seeking
afterward to become follower of a nemesis
5 Challenge – Attack the character then flee seeking out service to
become follower of a nemesis
6 Unacceptable! – Attack the character and fight until slain or
subdued
FOLLOWERS 31
UNCOMMON FANTASY RACES
The following races are for popular humanoid creatures along with
additional Edges for flavor. These races can be used for NPCs or for
player characters if approved in advance by the GM. The additional
Edges can be applied to other creatures to buff them up or make a boss.
SPECIAL FEATURES
Dark Vision – You can see in complete, utter darkness with no
hindrance. You have Disadvantage on tests and attacks involving
sight, done in daylight (or similar levels), that are further away than
Close (over 5’).
Shroud of Darkness – You have Advantage on tests to hide and
move stealthily in subterranean environments.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for INT
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.
STARTING GEAR
One set of clothes, boots, and a fulgin cloak. Sack containing a jar
of spider caviar, fungi rations (d4) and a 50’ of fine spider silk rope.
Wine skin (d4). Pouch with 2d6x10 coins. Dagger and Short Bow
with Arrows (d8) or Short Sword.
SPECIAL FEATURES
Dark Vision – You can see in complete, utter darkness with no
hindrance. You have Disadvantage on tests and attacks involving
sight, done in daylight (or similar levels), that are further away than
Close (over 5’).
Under Sense – You receive Advantage on INT and WIS tests to
determine direction and depth underground as well as to identify
natural or dangerous subterranean structures.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CON
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.
STARTING GEAR
One set of clothes, boots, and a hat. Sack containing a leather work
apron, a dozen iron nails and a small hammer, & rations (d6).
Water skin (d6). Pouch with 2d6x10 coins. Choose Hand Axe &
Small Shield or War Hammer*.
*
Heavy Weapon
SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Rabid Attack – You may add your level to your Attack Roll for a
single melee attack once per turn.
Scent – Your strong sense of smell allows you to detect even
invisible foes who are Nearby and to receive Advantage on Ability
tests to track. If an invisible foe is Close, you can pinpoint their
location and can attack with no penalty.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for STR
and one other attribute of your choice.
HD/HP Per Level: 1d8
Edges: Select an Edge at every new Level.
STARTING GEAR
Gambeson, belt, & boots. Sack containing chew bones, & rations
(d6). Water skin (d6). Pouch with 2d6x10 coins. Dagger and Flail.
*
Heavy Weapon
SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Sneaky – You have Advantage to hide & move stealthily.
Elusive – Once per day you can avoid taking damage from a single
hit but instead must take an additional free Move away from the
attacker.
Small Stature – You cannot use Heavy Weapons
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for DEX
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.
STARTING GEAR
One set of ragged clothes, sandals and a makeshift hat. Sack
containing a pair of bone dice, flavorful chewing root, rations (d4)
& water skin (d4). Pouch with 2d6x10 coins. Dagger and Short Bow
with Arrows (d8) or Short Sword.
SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Swift Response – In the first round of combat you may make free
ranged attack in addition to a melee attack.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CON
and one other attribute of your choice.
HD/HP Per Level: 1d8
Edges: Select an Edge at every new Level.
STARTING GEAR
Gambeson, boots, and a cloak. Sack containing a whetstone, a
dozen 24” leather cords, & rations (d4). Water skin (d4). Pouch
with 2d6x10 coins. Dagger, Crossbow with Bolts (d8) and Halberd*.
*
Heavy Weapon
*
Dowsing Rod can be used to locate water, buries metals &
gemstone, graves, hollows, and secret doors/compartments that are
Nearby with a successful CHA test.
*
Advantage on rolls against opponent who is wounded with poison
**
Hit with net causes no damage but opponent loses Move until net
removed which takes one action.
SPECIAL FEATURES
Low Light Vision – In darkness you have Disadvantage on attacks
& tests beyond Nearby (over 60’).
Bull Charge – If you Move in a straight line to a Nearby foe and
make a successfully melee attack you will do Critical Damage + your
level and the opponent is knocked down losing their Move & Action
until your next turn.
Pyrophobia – You are afraid of fire and can only move toward or
attack a fire breathing/wielding/casting enemy with a successful
WIS test. Only one Test per opponent per encounter is required.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for STR
and WIS.
HD/HP Per Level: 1d10
Edges: Select an Edge at every new Level.
STARTING GEAR
Loincloth & belt. Sack containing an iron file (for horn, tooth &
hoof maintenance) links of black pudding sausage rations (d6),
Water skin (d6). Pouch with 2d6x10 coins. Battleaxe*.
*
Heavy Weapon
SPECIAL FEATURES
Ogre’s Fury – You can add your level to damage from a single melee
attack once per turn.
Slam – On a Melee attack roll of 1-4, the opponent is knocked down
losing Move and Action until your next turn.
Stupefied – If you roll a Critical Failure (20) on any attack or Ability
Test you become confused and lose your Move and Action until the
start of your next turn.
Dimwit – You have Disadvantage on CHA, INT & WIS tests.
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for STR
and CON.
HD/HP Per Level: 1d12
Edges: Select an Edge at every new Level.
STARTING GEAR
Haversack with gnawed bones and a sparkly nodule of opal, smelly
pelts, belt, & boots. Sack containing a dead wild pig/rations (d6).
Water skin (d6). Pouch with 2d6x10 coins. Great Club*.
*
Heavy Weapon
SPECIAL FEATURES
Dark Vision – You can see in darkness with no hindrance but have
Disadvantage on tests and attacks involving sight, done in daylight,
that are further away than Close (over 5’).
Deep Mind – You may substitute WIS for spell casting and have
Advantage on all tests against Sleep & Charm spells.
Glamer – You can make yourself invisible once per day though the
invisibility ends if you move or attack.
Small Stature – You cannot use Heavy Weapons
Edges: Select 1 Edge at 1st Level.
LEVELING UP
Attributes: Roll to see if attributes increase, roll twice for CHA
and one other attribute of your choice.
HD/HP Per Level: 1d6
Edges: Select an Edge at every new Level.
STARTING GEAR
One set of clothes, boots, and a cloak. Haversack containing a
jeweler’s eye loupe, small hand tools, & rations (d6). Wine skin (d6).
Pouch with 2d6 tiny gemstones worth 1 coin each. Dagger and Pick.
*
Heavy Weapon
Credits (alphabetically):
David Black – creator of THE BLACK HACK & suggestions
Bob Bersch – analysis & feedback
Kai Chenevert – proofreading & playtesting
Leo Chenevert – playtesting
Brett Slocum – proofreading
Karl Stjenberg – inspiration for Fungoid
The Black Hack G+ Community – feedback
THE BLACK HACK and Logo are product identity of David Black
RED KOBOLD GAMES and Logo are product identity of Kevin Chenevert
– Kevin Chenevert: Tully p.17, Trap p. 33, Dragonkin p.35, Svirneblin p.59
– Leo Chenevert: Kobold Warrior p. 51, Tengu p.71
– Michael Desing: Rand cover, Uh Oh p. 2, Stealth p.10, Deep Caster p.21, Level 1
p.31, Champion p.37, Darwyn p.39, Shadow p.63
– E. M. Kann: Thief p.15
– David Lewis Johnson: Lizard Man p.53
– Todd McGowan: Cleric p.21, Summoning p.25, Minotaur p.55
– Ella Michna: Kitsune p.49 Copyright 2017 Ella Michna, used with permission
– Karl Stjernberg: Fungoid p.41 Copyright 2016 Karl Stjernberg, used with
permission
CREDITS 64
DESIGNATION OF PRODUCT IDENTITY: The name “THE NO CLASS HACK” and “The Black Hack”, all logos and
layout are product identity No illustrations in this document are Open Content, see Illustration Credits for attribution
LEGAL 65