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Shadow
Hack By Nate Treme
Resting
When characters rest for about an hour, they regain the use of all their Armor points. Also once per day, after
resting, they may roll a Hit Die associated with their class and regain that many HP.
Experience
Adventurers learn through defeating and overcoming obstacles. For every session / dungeon level / quest /
major event the character survives they gain a level. The GM will decide which, and it’s recommended that this
decision remains more or less a constant throughout the campaign.
Gaining Levels
When a character levels up, their maximum Hit Points increase by rolling the Hit Die for the class. Also a player
should roll a d20 for each Stat, if the result is higher - that Stat increases by 1.
Encumbrance
A character can carry a number of items equal to their STR with no issues. Carrying over this amount means
they are encumbered and all attribute tests are taken with Disadvantage - you can also only ever move to
somewhere Nearby. They simply cannot carry more than double their STR.
Usage Die
Any item listed in the equipment section that has a Usage die is considered a consumable, limited item. When
that item is used the next turn its Usage die is rolled. If the roll is 1-2 then the usage die is downgraded to the
next lower die in the following chain: d20 > d12 > d10 > d8 > d6 > d4
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.
Sanity
Each player character has a sanity usage die defined by their class. When they experience unfathomable horror,
forbidden knowledge or an event that is too much for the human mind to bear, the player rolls their sanity die.
Everytime they roll the sanity die they must also roll on the Minor Madness Table.
Minor Madness (Lasts for 1d4 days)
1.Alcoholism: You drink constantly to calm your nerves.
2.Phobia: You are irrationally afraid of 1)cats 2)left-handed people 3)children 4)rain. (Roll 1d4)
3.Amnesia: You are constantly forgetting both recent events and old memories.
4.Compulsive: You can’t help but repeating the same action or phrase over and over.
5.Paranoia: You are sure you’re being followed and watched at all times.
6.Mute: You can’t speak, you must find other means to communicate.
Once a sanity die is depleted the player must roll on the Major Madness table. Strong medicine paired with a
succesful INT roll is the only way to cure major madness. Curing major madness restores the sanity completely.
Madness effects disregard any advantages given by class or special abilities.
Major Madness
1. Hallucinations: Otherworldly visions and sounds cause disadvantage on all WIS rolls.
2. Tremors: Nervous spasms give you disadvantage on all STR and DEX rolls.
3. Delusions: Your wild thoughts and inane babbling cause disadvantage on all INT and CHA rolls.
4. Night Terrors: Your are unable to rest, you can’t regain AP or HP from resting.
5. Obsession: You only care about one object in your inventory, discard all others.
6. Catatonic: Roll new character.
Character Creation
Roll Stats:
Stats are generated with 3d6 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. Alternately you may assign this array to your stats instead of rolling: 13, 12, 11, 10, 9, 8.
Choose Class
TOUGH QUICK BRIGHT
Starting HP: d8 + 4 Starting HP: d6 + 4 Starting HP: d6 + 2
Hit Die: 1d8 Hit Die: 1d6 Hit Die: 1d4
Damage: 1d10 / 1d6 Unarmed or Damage: 1d8 / 1d4 Unarmed or Damage: 1d6 / 1d4 Unarmed or
Improvised Improvised Improvised
Sanity Die: 1d8 Sanity Die: 1d10 Sanity Die: 1d12
Choose Background
Backgrounds are professions or areas of study your character has experience with.
You have advantage on INT rolls related to your background. Choose a background from the
following list or create your own (with gamemaster’s approval) and come up with a backstory
for your character.
LEVEL 2 LEVEL 5
All Ears: Advantage on WIS tests to hear quiet noises. Combat Experience: You’re critical hit range is now
Climber: Advantage on STR tests to climb. 1-2.
Freerunner: Advantage on DEX tests to travel quickly Death Rattle: When an attack drops your HP to 0
on foot. or below you can make one final melee attack with
Grappler: Advantage on STR tests to pin or hold an advantage before falling unconscious.
opponent. Eagle Eye: Advantage on WIS tests to see things at a
Pacify: Advantage on CHA tests to calm a fearful or distance or in the dark.
angry creature that is not hostile to you. Merchant: Advantage on CHA tests when haggling.
Strong Lungs: Advantage on CON tests to hold LEVEL 6
breathe. Battle Hardened: +4 HP
LEVEL 3 Command: Advantage on CHA tests when giving
Alert: You always roll with advantage on initiative. orders to people not hostile to you.
Brawler: Increase your Unarmed damage by one die Catch Your Breath: In battle, you can take no action
level. for a turn and restore 1 HP.
Disguise: Advantage on CHA tests to pass yourself off Marked Target: Once per battle, choose a
as someone you’re not. single enemy as your target and gain advantage
Dodge: Once per battle you get advantage on a on all combat rolls against that enemy but have
defense roll. disadvantage on all combat rolls against other
Empath: Advantage on WIS tests to discern a enemies.
person’s intentions or feelings. Silver-Tongue: Advantage on all speech related CHA
Hunter: Advantage on WIS checks for tracking a tests on people not hostile to you.
creature. Trash Talk: As a bonus action in battle you can
Lockbreaker: Advantage on DEX tests to pick locks. attempt a CHA test to draw the attention of an enemy
Observant: Advantage on WIS tests when searching nearby or closer to yourself, causing them to attack
for hidden doors, objects, creature, etc. only you on their next turn.
Parley: Roll with advantage on CHA tests for debating Sure Shot: Once per battle you can make a ranged
and arguing. attack at advantage with a critical hit range of 1-6.
Sleight Of Hand: Advantage on DEX tests involving LEVEL 7
manual trickery, such as pickpocketing and card tricks. Cheat Death: When you roll on the Out of Action
Trapper: Advantage on DEX tests to disarm or set table, roll two die and pick the result you prefer.
traps. Nomad: You can carry STR + 7 items without facing
Tumble: Advantage on DEX tests to land safely after a disadvantage
fall or jump.
LEVEL 8
LEVEL 4 Veteran: You’re critical hit range is now 1-4.
Ambush: On a successful surprise attack, you do Armor Expert: You get double the AP value from any
critical damage + your level. armor you wear.
Lucky: Once per day, you can reroll any one dice
result. LEVEL 9
Meditate: Once per day you can attempt an INT test Noble Confidence: Advantage on all CHA tests on
to restore your Sanity Die by one level. intelligent creatures your level or lower, even those
Pack Mule: You can carry STR + 4 items without hostile to you.
facing disadvantage. Guided by Fate: Except for surprise attacks, you
Protector: Once per battle you can choose to take always have initiative over your enemies.
damage that would otherwise be dealt to another LEVEL 10
character in close range to you. Blessed: You can reroll up to 3 failed rolls a day.
Thick Skin: Your abnormally high tolerance for pain
gives you +2 Armor Points.
Wild Attack: Gain advantage on a melee attack in
exchange for disadvantage on your next defensive roll.
Enemies:
ENEMY HD ACTIONS AND SPECIALS
Nutria 1 1d4 hp, 1d4 DMG
Street Dog 1 1d6 hp, 1d4 DMG. Disadvantage on defense rolls when fighting more than 1 dog.
Urchin 1 Can double attack once per battle.
Ruffian 1 Can grapple and hold a PC instead of attacking. STR to avoid or break free.
Cultist 1 CON test to avoid +1d6 poison DMG on cultists knife attacks.
Hooligan 2 Advantage on attacks, disadvantage on defense against Hooligans.
Gun Slinger 2 +1 DMG on ranged attacks.
Black Eyed Kid 2 Disadvantage on players attack rolls.
Ghoul 2 CON test or Paralyzed when a Ghoul lands an attack.
Gator 3 STR test to avoid grapple, 3d6 DMG from death roll when grappled by gator.
Crimeboss 3 Critical hit range 18-20 on defense rolls.
Shadow Person 3 Only gold or silver weapons hit. Repelled by light.
Shadow Hound 4 CON test or Paralyzed when Hound roars.
Thrall 4 Disadvantage on all rolls when fighting a Thrall in the Dark.
Corpse Golem 5 A powerful monstrosity made from the body parts of multiple corpses.
Vampire 6 Bite attack does 2d8 DMG to player and heals the vampire for the same.
Wolf Demon 10 Players must make a Sanity Roll each round they see the Hound Demon.
THE Shadow Hack
Name: Background:
Class: Sanity Die:
Level: Hit Die:
HEALTH POINTS ARMOR POINTS DAMAGE
Current Total Current Total Armed Unarmed
STATS
STR DEX CON WIS INT CHA
INVENTORY
1. 8. 15.
2. 9. 16.
3. 10. 17.
4. 11. 18.
5. 12. 19.
6. 13. 20.
7. 14. $:
NOTES
SAMPLE DUNGEON:
The Sunken Temple of the Leech
Mother
This is a simple adventure location for low level charac-
ters to explore. You can drop it into the sewers of any
city location. The temple is an ancient structure that
sunk into the earth long before the city was bullt. It can
be accessed from the city’s sewers.
Magic Items
The Mirrors of Binah
A pair of handheld mirrors. When
looking into one by the light of the
moon, the viewer can see out of
the other mirror as if looking out a
window. Some have speculated that
unknown intelligences may also be
peering through the mirrors.
Worth $500 to the right collector.
King’s Ink
This dark blue ink bridges the gap
between the material and spiritual
worlds. When applied to an incorporeal being it makes the inked portion physical.
D10 usage die. Worth $200 to the right collector.
1.
2.
5.
4.
3.
6.
7.
The Shadow Hack is inspired by and made with The Black
Hack, a tabletop rpg system by David Black