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The Crying Hack (v1.5)
The Crying Hack (v1.5)
Crying
Hack
THE CRYING HACK
V. 1.5
DAVID BLACK’S
INSPIRED BY
WWW.DAIMONGAMES.COM
2
ARMOR WEAPONS
All characters start with Armor All weapons have a damage die, to
Class equal to 0 (zero). It’s roll when the attack is successful.
explained later, trust me. Armor Weapons marked with this
adds to the Armor Class. All symbol inflict a -1 cumulative
characters can use any armor. penalty to non-fighter Classes.
Armor marked with this symbol (2) Two handed weapons exclude
inflicts a -1 cumulative penalty to the use of a shield.
any action, incl. combat, to non-
fighter classes and takes 2 slots. Weapon Damage Cost
Pike (2) d10 30
Armor AC Cost Staff (2) d4 10
Padded +1 20 Spear d8 20
Leather +2 50 Longsword (2) d8 50
Mail +4 100 Mace, axe, sword d6 30
Plate +6 1,000 Dagger d4 10
Shield (S) +1 25 Bow d6 35
Shield (L) +2 50 Crossbow d8 55
EQUIPMENT
All equipment takes one slot. Carry a number of items equal to
Gear marked with , two slots. Strength score with no penalties.
3
SAVES GIFT SCORE
Since Saves are not described by Burn Gift points (that are never
type (i.e. “magic”), they are rolled recovered) during the game to re-
on the most appropriate attribute. roll for the given Attribute. For
Use the following as guidelines: example burn one Constitution
Gift point to re-roll a failed Save
CHA: vs. charming and possession vs. poison.
effects, including spells. Burn Gift points when you level-
CON: vs. physical damage already up if you want to multiclass. To
inflicted (like poison or being hit multiclass, burn one Gift point of
by a trap). Includes ultimate Saves the primary Attribute of the
against sudden death. secondary Class (i.e. a rogue burns
DEX: vs. danger to dodge or avoid a STR Gift point to multiclass as
(including area effects like certain fighter).
spells and most traps).
INT: resisting spells and spell-like SPACE
effects (most magic, including Divide space in Zones. A Zone is a
magic items) that are not purely small enough but meaningful area.
elemental (for example Save vs. a It is close enough that all those
curse, but not vs. petrification or within can be in melee.
vs. a fireball). A room is a Zone, a corridor is a
STR: vs. physical damage that Zone. A large room can be split,
cannot be avoided, but just and so does a long corridor. Split
resisted or endured (like burning, for size, but also for physical
drowning, freezing and similar), barriers (“down here” one Zone,
and also spells or powers like “up there” another Zone).
petrification or paralysis. Moving within the Zone is a
WIS: vs. deception and illusions, minor action (you can attack in
and against all cleric-like abilities the same round). Moving to
or spells, including most undead another Zone is a major action.
magic, and dark-clerics magic.
ROUNDS
TALENTS Combat is typically the only
Each Class offers some Talents by moment when you measure time
default (all active) and some to in Rounds (a handful of seconds).
unlock. At chargen, unlock a Do one major action (attack, cast,
number of random Talents equal or move to another Zone) per
to the Gift score of the primary round, and one minor (prepare
attribute of your Class (STR for something, talk, move within the
fighter, DEX for rogue, WIS for Zone).
cleric, INT for sorcerer).
4
TURNS ROLL RESOLUTION
A Turn is a longer unit of time. It To hit the opponent, the
takes a Turn to search a room or a character should roll equal or
corridor, or more precisely, to higher than the monster’s AC.
search a Zone. Apply modifiers where
At the beginning of every Turn, in appropriate.
dungeons or dangerous areas, roll The monster hits, with the same
the Hazard Dice as instructed in roll, on a raw (no modifier) roll
the appropriate section. higher than character’s AC, but
equal or lower than monster’s
INITIATIVE Attack Rating (HD + 10).
Initiative is usually useful only in
the 1st round of combat. All of the EXAMPLES
characters check DEX: on success A fighter (AC 4, melee bonus +2)
they act before the opponents, on vs. a monster (AC 15, HD 2+1).
failure they act after. The player rolls a d20: the fighter
hits the monster on 15 (monster’s
In melee, in the 1st round only the AC) or more but with +2 melee
side with the initiative can hit. bonus, 13 would be enough.
After the 1st round, all attacks The same roll (raw, without the
resolve at the same time. +2) is used for the monster. The
If one side cannot attack the other, monster hits on a 12 or lower
roll normally but apply only (monsters’ Attack Rating is 12,
meaningful results. HD + 10), but the character is
protected by armor on 4 or below
COMBAT ROLL (character’s AC 4). The math
To attack and defend, a character works, trust me (one point in
rolls a single d20. The character favor of the characters; use attack
rolls vs. the monster’s AC (as by rating of HD + 11 to be precise).
your monsters manual or module).
The same roll determines if the A rogue with a bow vs. a monster
character hits the monster and if (AC 12) hits with 12 or more. This
the character defends successfully. monster has no ranged weapon so
it cannot return the attack.
The monster HD + 10 is the
monster’s Attack Rating, to CRITICAL DAMAGE
determine if the character is hit. A natural roll of 20 when the
The monster loves it when the character is attacking is treated as
player rolls below HD + 10 but Critical Damage: roll double
higher than character’s AC. damage against the monster.
5
MONSTERS’ CRITICAL RESTING & HEALING
If the roll is exactly the monster’s One short and one long rest per
Attack Rating (HD + 10), the day allow to regain HP; more are
monster hits for Critical and rolls allowed but grant no HP.
double damage against the When making a Short Rest (1
character. Turn), all characters regain 1 HP.
1 HP more is granted if eating a
(DIS)ADVANTAGE ration, and 1 HP more (3 max) is
Do not give yourself an headache regained with a Save on CON.
over this. If there is a significant A Long Rest with camp and all,
advantage, roll twice and keep grants the same. If the long rest is
the best result; if there is a skipped, all take 1 HP damage and
significant disadvantage, roll -1 penalty (cumulative).
twice and keep the worst result. In civilization, characters regain
For an advantage or disadvantage an additional 1 HD (as per their
to be significant, there must be class) Hit Points per day.
some very clear description, clever
maneuver, some investment, some EXPERIENCE
risk taken to get to that position, Gain 1 XP for every 1 coin of
or some very smart thinking. treasure you squander when
you’re back to civilization.
ENCUMBRANCE Investing, banking and buying
You can carry a number of slots/ gear gives no XP.
items equal to your STR score. Monsters grant HD x 25 XP
Any item takes one slot (even when killed or defeated.
lighter ones; it’s a generic
encumbrance system), 100 coins LEVELS
one slot, some large or heavy To get to the new Level, spend
items two slots. When you used XP equal to your current Level x
all slots by the STR score, take a 1,000. A Level 2 character needs
cumulative -1 to everything for to spend 2,000 XP to get to Level
each additional slot you use. 3. Since XP is spent, you begin
counting near zero after you level-
DEATH up. At level-up, decide:
At zero Hit Points a character is Roll the Class HD and increase
6
MULTICLASS SPELLS & BLESSINGS
When multiclassing, burn one Sorcerers cast spells, clerics cast
Gift point of the primary blessings, but often in the rules
Attribute of the secondary Class. both are referred to as spells.
As advancement, you can roll the Every day, a caster can cast any of
secondary Class HD, or take one the spells they know (spells are
random Talent of that class. not prepared and forgotten).
There is daily limit of spells: a
Your secondary Class Levels add caster can cast a number of spells
up with your normal Level, for the in a day equal to their Level + the
XP required to level-up. INT mod for sorcerers, or + WIS
A rogue/fighter of 4/1 Level mod for clerics.
needs 5,000 XP (4+1) to level-up. Casting requires passing an
Attribute Check on INT for
HAZARD DICE sorcerers or WIS for clerics.
Every Turn, roll together a d6 The time required for a spell is
and a d12 for encounters and decided by the caster: a Round or
resources. a Turn (so it’s possible to cast
during combat).
On the d6: Failing the Attribute Check
1) Kill one light (torches first, means that the spell either fails or
then candles, then lamps) produces unwanted results. The
2) Kill an active spell spell is still counted towards the
3) Environmental threat daily limit also when it fails.
4) Fatigue: rest 1 Turn or take -1 The caster needs to roll on the
5-6) Safe break table below to determine the
effects of a failure. Always roll
On the d12: 2d6: if casting took a Turn (slow
1) Hostile encounter: roll initiative and careful) then the caster
2) Neutral encounter: roll reaction decides which die to keep, if the
(use Charisma, right!) casting took only a Round, it’s the
3) Kill two lights GM that decides which to apply,
4) Kill a spell and a light or if to propose another effect.
5) Hunger: eat a ration or take -1
6) Ruling: lights, spells, rations, Roll Result
any other possible consequence of 1-2 Energy drain: spell costs
exploring, as the GM rules double (as 2 daily spells)
7-12) Safe break 3-4 Spell backfires: suffer
1d6 damage
If both roll the same number, 5-6 Spell unstable: cannot be
you have a twist or opportunity. used again today
7
Fighter
Hit Dice: d8 Score Mod Gift Save
Starting HP: d8+2
Level-up HP: +1d8 CHA
HP max/current:
AC: CON
1) Bastion: +1 AC
2) Blood-drive: regain 1 HP x Coins:
Level after a kill (per combat) (100=1 slot)
3) Steel trained: all armors and
weapons count 1 slot Inventory
4) Defend: give up the attack, take Carry up to STR score. More and each
all hits directed to a nearby ally slot is a cumulative -1
5) Merciless: add Level to all
damage rolls 1 10
6) Veteran: make 1 attack x Level 2 11
x round 3 12
4 13
Other talents 5 14
Roll here only at level-up; if you 6 15
choose to do so, roll a d8 instead. 7 16
7) Critical: hit for double damage 8 17
on 19-20 and not just 20 9 18
8) Disarm: give up damage roll to
artwork by Maciej Zagorski - The Forge Studios
try to disarm with STR check
8
Rogue
Hit Dice: d6 Score Mod Gift Save
Starting HP: d6+2
Level-up HP: +1d6 CHA
HP max/current:
AC: CON
9
Cleric
Hit Dice: d6 Score Mod Gift Save
Starting HP: d6+2
Level-up HP: +1d6 CHA
HP max/current:
AC: CON
10
CLERIC’S BLESSINGS
Start with random blessings equal Add random blessings at Level-up:
to the WIS Gift score. Duplicates pay 100 xp x blessing level you
are lost at chargen, rerolled when add, no more than 100 x new Level.
buying new blessings at level-up. Roll to see which ones you get.
Level Blessings
1 1 Light Cure: heal 1d6+1 HP with touch
2 Detect Evil: anything evil glows of a dim red light
3 Detect Magic (cleric): anything magical sounds like a bell at touch
4 Light: cast a dim candle-like light from an object or body part
5 Protection from Evil: +2 AC and Saves against Evil
6 Turn Undead (minor): turn 1d6+Level HD worth of undead
2 1 Bless: +1 to-hit and damage rolls of touched target, plus morale
2 Cure Poison: neutralize a poison or roll next Save w/advantage
3 Find Traps: nearby traps glow in purple dim light
4 Silence: the zone around the cleric falls into magic silence
5 Purify Food: purify food and water for 1d8 worth of rations
6 Remove Fear: cancel Fear effects or roll next Save w/advantage
3 1 Continual Light: cast bright light, restart after first kill spell
2 Cure Disease: neutralize a disease or roll next Save w/advantage
3 Hold (cleric): paralyze 1d8 HD of creatures, 1d10 HD of humans
4 Holy Water: bless water; 1d4 damage against undead
5 Sanctuary: enemy must pass a Save to attack cleric
6 Turn Undead: turn 1d10+Level HD worth of undead
4 1 Bless (advanced): target gains 1d6+Level points to spend for rolls
2 Speak w/Animals: understand and speak with animals and monsters
3 Locate object: know where to find a specific object
4 Read Magic: decipher magic (as Detect Magic of the sorcerer)
5 Resist: better resist to an element (like cold or fire); +2 all Saves
6 Sacrifice: remove x HP to heal x HP to a companion
5 1 Create Food: make rations (incl. water) in number of 1d4+Level
2 Critical Cure: heal 4d6 HP with touch, or a single mutilation
3 Dispel Magic: neutralize a spell
4 Remove Curse: end a curse; remove prev. effects w/Critical Cure
5 Speak with Dead: speak with a dead corpse (not older 1y/Level)
6 Turn Undead (major): turn 2d8+Level HD worth of undead
11
Sorcerer
Hit Dice: d4 Score Mod Gift Save
Starting HP: d4+2
Level-up HP: +1d4 CHA
HP max/current:
AC: CON
12
SORCERER’S SPELLS
Start with random spells equal to Add random spells at Level-up:
the INT Gift score. Duplicates are pay 100 xp x spell level you add,
rerolled at chargen, and at level- no more than 200 x new Level.
up. Sorcerer beats cleric. Roll to see which ones you get.
Level Spells
1 1 Charm: befriend1d6 HD worth of humanoids
2 Detect Magic: detect and decipher (read magic) any magic nearby
3 Hold Portal: magically lock a door or lock
4 Light: cast a dim candle-like light from an object or body part
5 Magic Missile: strike for 1d6 damage or 1d8 if roll to-hit
6 Shield: gain +1 AC in melee and +2 AC vs ranged attacks
2 1 Darkness: magic darkness that blinds all creatures except you
2 Hold (sorcerer): paralyze 1d6 HD worth of creatures
3 Knock: open one door or lock by touch
4 Levitate: stop a fall or levitate slowly around
5 Mending: fix any mundane object or similar
6 Sleep: put 2d6 HD worth of creatures to sleep, wake if attacked
3 1 Cause Fear: save w/Wisdom or run in fear for Level/HD rounds
2 Drain Force: drain 1 HD from target; -2 all Saves. Just once/target
3 Illusion (I): copy sorcerer or other target; AC 16, disappears when hit
4 Invisible Carrier: invisible servant that carries up to 10 slots
5 Message: speak in a target mind w/your own voice, at any distance
6 Web: holds (but cannot be attacked) 2d8 HD creatures then breaks
4 1 Animate Dead: raise up to 1d8 HD worth of dead creatures
2 Detect Illusions: illusions and invisibility and the like become visible
3 Dispel Magic: neutralize a spell
4 Invisibility: target becomes invisible as long as it moves slowly
5 Wall: evoke a 5 zones wall of selected material
6 Water Breathing: be able to breathe in water or other fluids
5 1 Arcane Eye: detach an eye and send it flying and spying max 4 zones
2 Dimensional Door: teleport one target to a known place
3 Fly: not just levitate; really fly at double speed than normal humans
4 Fury: target resists all curses/magic w/+4 and attacks once/enemy
5 Polymorph: change the appearance of a target, at will (no skills)
6 Read Mind: read the mind of a selected creature, even non-human
The above are the “standard” spells of the known magic schools and known books.
Sorcerers will find other spells, besides by leveling-up, in their adventures.
13
CREATURES
All creatures, by default, have the Attacks: how many attacks, and
following scores: for which damage each
AC: roll equal or higher to hit Notes: any special attack, special
them in combat feature or power is listed in the
HD: roll this number of d8 to white line below each monster’s
determine their Hit Points row of scores
Save: by default, all monsters Save
with a roll under 5+HD; other Remember that monsters grant
bonus or penalties are listed in XP when killed or defeated equal
this section to their HD x 25.
14
UNDEAD
Oh so common in crypts, tombs That’s why you have a cleric in
and dungeons. your group, don’t you?
As in all OSR manuals, these are just examples. Make your own monsters!
And fuck balance!
15
HOUSERULES loot. They can carry up to STR 12
In the spirit of OSR, feel free to and cost you 1 coin per session,
tune the game to your needs and plus a 2% of your cut of treasure.
liking with the appropriate They have 4 HP and a d6 loyalty.
houserules. The Crying Blades is
actually named “houserules” Better hirelings are mercenaries:
material rather than a game. they can fight for you, they give
Below are some examples of you (your choice every round)
possible optional rules. either +2 to hit or +2 to the
damage roll, and absorb half of the
damage directed to you.
USAGE DIE They have 6 HP and d8 loyalty.
The original The Black Hack They can carry up to STR 12 (their
contains the Usage Die rule as one own gear is heavier than the one
of its cornerstones. In this hack, of hirelings).
the Hazard Dice ends magic, They cost 3 coins per session, and
lights and like, but you can use a demand a 5% cut of your treasure.
Usage Die instead. This price must be paid to their
Give a Usage Die to everything: corporation; failure to do so might
light sources and equipment, of incur in serious trouble.
course, and also spells duration
but even chance of encounters, When a hireling has done
hunger, fatigue, and so on. something dangerous for you, and
after every fight, roll the loyalty
Use the original rule: roll every die. Drop the die size as any
turn and when you get a 1-2 Usage Die; until they leave your
result, reduce the die size. A 1-2 service.
on a d4 means the resource is Improve the loyalty die with
exhausted, somehow. houserules for CHA and with
When reducing the die size, increased pay.
proceed as follows:
d20 > d12 > d10 > d8 > d6 > d4
HIRELINGS
Simple hirelings do not really
fight; they just carry torches, and
16
THE CRYING BLADES THE ETERNAL CITY
The Crying Blades are probably One of my favorite settings is the
just a legend: they’re named after so called “Eternal City” or Infinite
their magic swords that cry after City” - I change the name
they’ve slain an enemy. depending on the mood. Often the
According to the rumors, the two names refer to the same place;
Crying Blades are a gang of perhaps according to different
adventurers, acting as mercenaries cultures, or different legends.
on the pay-book of nobles and The Eternal City might be Rome,
merchants, of priests and or what is left of it after the
commoners. They are often Empire was destroyed by the
greedy bastards, and their rich merciless tides of history... and an
employers always have to pay invasion of monsters and demons
more than they’d like for their with no precedents. The Eternal
services. On the other hand, it’s City is now surrounded by an
common knowledge that immense wall, higher than a castle
commoners and regular folks tower and with no gates.
usually enjoy a better treatment. The wall is huge, so long and so
When they deal with the Crying thick it must have been built by
Blades, customers pay according someone, something, with far better
to their own wealth, not just for skills than the simple men now
the service they require or the left to garrison it. It makes you
skills of the adventurers they hire. wonder if stories about dwarves,
If you ask around, you’ll hear elves and giants might be true.
different opinions about the Standing guard on the wall are
Crying Blades: some say they act countless soldiers of every
for the greater good, for the glory kingdom, every duchy, every city-
of God; other say they protect state of the continent.
regular people from monsters and It’s literally an army, by size and
abominations, from demons and complexity of operations, and
demi-humans. Several priests everyone is involved in
accuse them of making use of maintaining the wall’s security.
sorcery and blasphemous rituals; Everyone is trying to make sure
others swear that there are that what’s inside the city will
Christian clerics among their remain inside. Of course, together
ranks. with monsters, the city must
There are clear reports indicating contain so, so many treasures.
that the Crying Blades, when not
in service, have a tendency to go
tombraiding and show no remorse
to plunder recent Christian graves
as well as ancient loot.
17
SAMPLE ADVENTURE 6. Stairs again: another corpse
This is a short presentation of the where there is the dot; but step
OSR dungeon The Tukram’s where there is the number 6 tiles
Tomb. The pdf of the adventure is downwards and failing a Dex
available for free, so download Save, the character falls onto the
that if you want more details pressure plate (same as 3)
about the tomb and its perils.
7. Scale Chamber: a scale on an
altar with a dagger on one side, a
LOCATIONS
red stone, a little eagle carving
1. Entrance: stale and humid and some black powder on the
other plate. The dagger is +1, +3
2. Offering chamber: a corpse on against undead; the red stone is
the floor, a bear in the corner (it’s worth 100 sp but if crushed grants
actually dead). A skull carved in a +1 bonus for an entire fight, the
the far corner of the south wall. eagle carving is rotten and
Drop a coin in its mouth and gain useless, the black powder makes
a free reroll an impenetrable barrier for
undead or inflicts 1d6+4 damage
3. Stairs: getting dark, slippery. is thrown against an undead.
The dot is a pressure plate, and Touching the scale and taking any
there’s a corpse there: 1d6 spears treasure awakens a necromancer
from the ceiling for 1d6 damage in room 9 and unlocks the door to
each. Easy to bypass room 9
4. Treasure Chamber: all coins 8. Skulls’ Chamber: two plates
from 2 fall here. Every turn spent with 100 sp each on an altar;
digging reveals 1d10 sp. A hundreds of skulls carved into the
barbarian tribe depicted on the walls, some with holes in their
wall slaughtering peasants mouth. Drop one coin in each of
the 22 skulls with the open mouth
5. Warriors’ Chamber: three and the secret door to room 10
statues of a barbarians. One is a opens. Otherwise it must be
naked man, one a woman, the detected by searching and opened
third is covered in furs. A by force
poisoned needle is behind the furs
for 2 HP damage, Save for half 9. Burial Chamber: Tukram’s
damage. The statues are magical corpse is not here, but Zygar the
but do not move. Stone coffin in necromancer is: 3 HD, 13 AC,
the other room; the skeleton of a Save roll under 12, Claws 1d4
horse is inside, with a 100 sp ruby damage + rusty sword 1d6. Every
in its mouth round also roll 1d6: on 1-2 the
18
necromancer casts Pain Circle Save roll under 10, 2 attacks for
(near characters take 1d6 damage 1d6 damage with stone fists). The
unless Save vs Magic), on 3-4 statue takes 2 rounds to join
evokes 1d4-1 ghosts (see the combat from room 5 and freezes
Undead page) that vanish when when the necromancer is killed
the necromancer is killed, on 5-6
animates one statue from room 5 Download the full Tukram’s tomb
(Animated Statue: 4 HD, 12 AC, dungeon for free if you want more.
19
LICENSE
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte
Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
System Reference Document © 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax
and Dave Arneson.
Modern System Reference Document © 2002–2004, Wizards of the Coast, Inc.; Authors Bill
Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher
Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip
Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Product Identity
Swords & Wizardry Core Rules, © 2008,Matthew J. Finch.
Lamentations of the Flame Princess: Weird Fantasy Role-Playing Player Core Book: Rules & Magic
© 2013 LotFP, author James Edward Raggi IV.
BlackHack, © 2016, David Black.
WhiteHack 2nd Edition, © 2015, Christian Mehrstam.
The Crying Hack design and The Crying Blades, Eternal City and Infinite City names and concepts.
The Crying Hack © 2016, Davide Pignedoli
Open Content: All text not specified as Product Identity.
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