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    THE RAT HACK(ALPHA)

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     A rendition of the 1974 “0e” Editionof the World’s Most Famous Fantasy

     Roleplaying Game ~ created by ~ 

    DUSTIN RATLIFF

    ‡ ‡ ‡ 

    ~ based on THE BLACK HACK  by ~ 

    DAVID BLACK~ and the DYING IN A TOMB by ~ 

    LUKE GEARING‡ ‡ ‡ 

    With elements borrowed from ‘original’ era 

     RPG gaming and modern d20 theory. 

    THANKS TO

     Erin Ratli, Brian Ruiz, Britni Ruiz, Ethan Moore, NickOrtega, and all the giants of this hobby that we love. 

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    WHAT’S THIS?The Rat Hack is a traditional tabletop roleplayinggame hack, played with paper, pencils and dice - ituses the 1970’s Original Roleplaying Game as a base.It adds and removes elements to make it a distinctstreamlined avor of the original game. 

    ROLLING STATSStats are generated using 3d6 in the following order:Strength (STR ), Dexterity (DEX), Wisdom ( WIS),Intelligence (INT), Constitution (CON), andCharisma (CHA ). Once all stats are generated anytwo may be swapped around.

    THE CORE MECHANICEverything a character might possibly attempt thatcould result in failure is resolved by testing attributestats, in order to successfully test a stat - a player

    must roll below it. 

     Monsters don’t make tests - a character must avoidtheir attacks, the only time a monster would roll is

     for damage. 

    ADVANTAGE &

    DISADVANTAGE A DM may decide that a particular course of actionor task has a higher or lower chance of success. They

     will ask a player to roll an additional d20 whenmaking a test - with advantage the lower result isused and with disadvantage, the higher. 

    SAVING THROWSThis game ignores these and has the player rollattribute tests when a creature must make a save ora spell, trap or eect would invoke a save - using the

     below as a guide. Remember the advice in thePowerful Creatures section. 

    STR  DEX  CON 

    Physical Harmthat cannot  be

    dodged. 

    Physical Harmthat can be

    dodged. 

    Poison,Disease, or

    Death. INT  WIS  CHA 

    ResistingSpells and

    Magic. 

    Deception andIllusions. 

    Charmingeects. 

    CHOOSE A RACEThere are 4 choices. Human, Dwarf, Elf, andHaling - they determine what class you can takeand how many levels you can reach. Most also havespecial abilities. 

    There is no reason that a player couldn’t play virtually any other type of creature that they choose

    provided the character starts out rather weak and getstronger over time, subject to DM approval. 

    Humans can be any class, with a maximum level of12. 

    Dwarves  can be Fighters or Clerics with amaximum level of 8, or Thieves with a maximumlevel of 12. 

     Special Abilities: +4 bonus to saving throws

     versus magic; able to intuitively noticeunusual stonework, traps, and newconstruction in underground settings; speaklanguages of dwarves, gnomes, kobolds andgoblins; infravision (ability to see in the dark

     based on heat). 

    Elves can be Fighter/Magic-Users with a maximumlevel of 6, or Thieves with a maximum level of 12. 

     Special Abilities:  May choose to advancesimultaneously as a Fighter and a Magic-Users and increase in level for both classes at

    the same time, needing the combinedExperience Points for each to advance inlevel (e.g. 5000 to reach level 2); +2 to hitand damage goblins and orcs; can alwaysnotice secret/hidden doors; speak languagesof elves, orcs, hobgoblins, and gnolls. 

    Halings can be Fighters with a maximum level of6 or Thieves with a maximum level of 12. 

     Special Abilities: +4 bonus to saving throws versus magic; +2 to hit and damage with

    slings and light bows; can nearly-completely blend into background with a Stealth check–this is an extraordinary ability above and

     beyond simply hiding in cover, which anyonecan attempt to do. 

    CHOOSE A CLASSThere are again 4 choices. Fighter, Thief, ClericMagic-User - they determine how much damage youdo and your Hit Points. 

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    FIGHTERBase Hit Die: d10 

     Weapons & Armor: Any and All  Attack Damage: 1d8 (1d6 Unarmed or Improvising) 

    SPECIAL FEATURESOnce per hour, whilst in combat a Fighter can regain

    d8 lost HP. 

     As part of their action a Fighter can make 1  attackper level (every additional attack must be on  anequal or lower HD creature than the last ) up to amaximum of 5 attacks per action. 

    Fighters have a 40% Literacy rate. 

    LEVEL TITLE HD EXPERIENCE

    1   Warrior  1d10+1  - 2  Soldier  2d10  2,000 3   Veteran  3d10  4,000 

    4  Sergeant  4d10  8,000 5  Marauder  5d10  16,000 6  Captain  5d10+1  48,000 7  Legionnaire  5d10+2  80,000 8  Champion  5d10+3  112,000 9  Lord/Lady   5d10+4  144,000 

    10  Lord/Lady, 10th  5d10+5  176000 11  Lord/Lady, 11th  5d10+6  208,000 12  Lord/Lady, 12th  5d10+7  240,000 

    THIEFBase Hit Die: d6 

     Weapons & Armor: One-Handed Swords, AlBows, Daggers, Gambeson, Leather, Small Shields 

     Attack Damage: 1d6 (1d4 Unarmed orImprovising) 

    SPECIAL FEATURESUse their full DEX score for their Stealth 

    Rolls with advantage when attacking from stealthand deals 2 dice of damage. 

    Rolls with advantage when performing delicate

    tasks, climbing, hearing sounds, deciphering writtenlanguages (if literate), and opening locks. 

    Thieves have a 30% Literacy rate. 

    LEVEL TITLE HD EXPERIENCE

    1  Helper  1d6+1  - 2   Apprentice  2d6  1,200 3  Knave  3d6  2,400 4  Pickpocket  4d6  4,800 5  Robber  5d6  9,600 6  Burglar  5d6+1  28,800 7  Cutpurse  5d6+2  48,000 

    8  Pilferer  5d6+3  67,200 9  Thief   5d6+4  86,400 

    10  Master Thief   5d6+5  105,600 11  Master Thief, 11th  5d6+6  124,800 12  Master Thief, 12th  5d6+7  144,000 

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    CLERIC

    Base Hit Die: d6  Weapons & Armor: All Blunt WeaponsGambeson, Leather, Chainmail, All Shields. 

     Attack Damage: 1d6 (1d4 Unarmed or

    Improvising) 

    SPECIAL FEATURESRoll with advantage when testing Constitution toavoid damage from poison or being paralyzed. 

     A Cleric can spend an action to banish all Nearbyundead by testing their Wisdom and adding thecreatures Hit Dice as a penalty to the roll. 

    DIVINE SPELLCASTINGThey can remember a certain number of spells per

    day based on level. Does not need to choose whichspells they cast that day, and may cast any spell theyare able to at any time. 

    Clerics have a 60% Literacy rate. 

    LEVEL TITLE HD  EXPERIENCESPELLS BY LEVEL

    1 2 3 4 5

    1  Page  1d6+1  -  -  -  -  -  - 2   Acolyte  2d6  2,500  1  -  -  -  - 3  Petitioner  3d6  5,000  2  -  -  -  - 4  Diviner  4d6  10,000  2  1  -  -  - 5  Minister  5d6  20,000  2  2  -  -  - 

    6  Prelate  5d6+1  60,000  2  2  1  1  - 7  Hierophant  5d6+2  100,000  2  2  2  1  1 8  Ecclesiast  5d6+3  140,000  2  2  2  2  2 9  Priest / Priestess  5d6+4  180,000   3   3   3  2  2 

    10  High Priest / Priestess  5d6+5  220,000   3   3   3   3   3 11  High Priest / Priestess, 11th  5d6+6  260,000  4  4  4   3   3 12  High Priest / Priestess, 12th  5d6+7  300,000  4  4  4  4  4 

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    MAGIC-USERBase Hit Die: d4  Weapons & Armor: Gambeson, Light One-Handed Weapons, and Stas. 

     Attack Damage: 1d4 (1 point Unarmed or Improvising) 

    SPECIAL FEATURESRoll with advantage when testing Intelligence toavoid damage or eects from spells or magicaldevices. 

    ARCANE SPELLCASTINGThey can remember a certain number of spells perday based on level. Magic users must choose whichspells they are going to cast each day by studying forone hour. They may only choose from the spells intheir spellbook. 

    Magic-Users have an 80% Literacy rate. 

    LEVEL TITLE HD  EXPERIENCESPELLS BY LEVEL

    1 2 3 4 5 6

    1   Adept  1d4+1  -  1  -  -  -  -  - 2   Augur  2d4  3,000  2  -  -  -  -  - 3  Conjurer  3d4  6,000   3  1  -  -  -  - 4  Beguiler  4d4  12000  4  2  -  -  -  - 5  Invoker  5d4  24,000  4  2  1  -  -  - 6  Theurgist  5d4+1  72,000  4  2  2  -  -  - 7   Warlock   5d4+2  120,000  4   3  2  1  -  - 

    8  Magister  5d4+3  168,000  4   3   3  2  -  - 9  Mage  5d4+4  216,000  4   3   3  2  1  - 

    10   Archmage  5d4+5  264,000  4  4   3   3  2  - 11   Archmage, 11th  5d4+6  312,000  4  4  4   3   3  - 12   Archmage, 12th  5d4+7  360,000  4  4  4  4  4  1 

    BUY EQUIPMENTEvery new character starts with 3d6 x 10 silver coinsto buy their equipment with. They also start with aset of poor-quality clothes and a one handed weaponallowed by their class. Magic-Users also get a book

    of spells, and Clerics get a holy symbol of their faith. 

    ARMOR Armor acts as a damage soak. The die size listed isthe amount of damage absorbed by the armor. Everytime armor absorbs a full die of damage, roll under10 on a d20 or it degrades, protecting at one levelless. 

    TYPE RESISTANCE

    Gambeson  1d4 Leather  1d6 

    Chain Mail  1d8 Plate & Mail  1d10 Small Shield  +1 

    Large Shield  +2 

    Magical Armor adds a point for every +1 it has. SoChainmail +2 would give a character 1d8+2 points ofresistance. 

    Monsters have 1 point of armor for every  HD above1, to gure this out quickly  simply -1 from their HD -They can also carry shields (All to a maximum of 10)

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    EQUIPMENT LISTTOOLS PRICE

    Spade/Shovel ¼ silverHammer 2 silverPickaxe 1 silverNet 2 silverPole, 10 ft 1 silver

    Crowbar 1 ½ silver

    HORSES PRICE

    Draft Horse 15 silverRiding Horse 100 silver

     War Horse 600 silver

    FOOD & DRINK USAGE DIE PRICE

     Ale, per gallon d6 ½ silver Wine, per gallon d6 2 silverDry Fruit, per pound d6 1 silverDried Meat, per pound d6 2 silver

    Bread, per 2 loaves d6 ¼ silverEggs, 2 dozen d6 ¼ silverCheese, per pound d6 ¼ silver

    Unpreserved food spoils in d6 days

    LIGHT & FUEL USAGE DIE PRICE

    Pint of Oil d8 1 silverLantern - 12 silver

     Windproof Lantern +1 to roll 18 silverTorch d6 ½ silverCandle, 1 pound d4 ¼ silver

    ANIMALS HD PRICEDog 1d6 5 silver, 0r moreCow 1d10 7 silverGoat 1d4 4 silverSheep 1d4 2 silverPig 1d4 3 silverChicken 0 (1 hp) ¼ silverGoose 0 (1 hp) 1 ½ silver

    CLOTHES PRICE

    Landless Serf’s Clothes  1 ½ silverLanded Yeoman’s Clothes  4 silver

    Noble’s Clothes  15 silver, 0r more

    ARMOR PRICE RESISTANCE

    Gambeson  15s  1d4 Leather  100s  1d6 Chain Mail  150s  1d8 Plate & Mail  300s  1d10 Small Shield  30s  +1 Large Shield  60s  +2 

    WEAPON PRICE NOTES

    Dagger  ½ silver shortLong Sword  1 silver -Great Sword  20 silver long, halfswordHatchet  3 silver shortBattle Axe  11 silver -

    Great Axe  30 silver  longClub  ¼ silver short, always poor Mace  5 silver  - 

     Warhammer  15 silver  -1 to enemy armor 

    Spear  1 silver  long, set, reach Billhook   3 silver  long, set Halberd  6 silver  long, reach 

    Sling  1 silver always poor Bullets, 12  ¼ silver - 

    Bow   10 silver  -  Arrow, 1  1 silver  - 

    Crossbow   20 silver  -1 to enemy armor 

    Quarrel, 1  2 silver  1 round to reload  Silver Weapon  x10  counts as magical 

    MISCELLANEOUS PRICE NOTES

    Inn Room /night 1 silver -Tent, 1 person 5 silver -Backpack 2 silver carry 3 moreSack ¼ silver carry 1 more

     Water Skin ½ silver -Tinder & Flint 1 silver -Chain, 50 feet 50 silver -Rope, 50 feet 15 silver -

    Iron Spike 1 silver -Barrel ½ silver -

    Chest 5 silver5 encumbrance,carry 1000 coins

    Brass Pot 3 silver -

    Caltrops, sack 6 silverslows movement,

    1 damageLockpick 1 silver -Meat Hook 2 silver -Mirror 5 silver -Chalk, ½ pound ¼ silver -Holy Symbol 25 silver +2 to banishing

    Holy Water 1 silver d10 vs undead

    HIRED HELP PRICE

    Mercenary 1 silver / dayGuide ½ silver / nightFerry Ride ½ silver / horse & rider per dayHireling ½ share of treasureLaborer ½ silver / day, does not fightTorchbearer ¼ silver / day

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    ARMOR & WEAPON QUALITY Armor and weapons come in 3 varieties: Poor,Normal, and Good. Poor equipment rerolls anymaximum rolls. Normal equipment just rolls once.Good equipment rerolls minimum rolls. 

    The prices listed assume poor equipment. 1.5x for

     Normal, 3x for Good. 

    ARMOR PROFICIENCYIf a character wears armor that is not listed in theirclass, they add their total Armor points (despite howmany they have used) as a penalty to any rolls to

     Attack or Avoid Damage. 

    WEAPON TYPES Short   weapons are, at most, slightly longer than your forearm. They are excellent for ghting in tightspaces, and grant a +1 stat bonus on initiative rolls. 

     Long  weapons attack at disadvantage in closequarters. Spear-like weapons do not suer thispenalty, and can be set   to receive a charge,automatically dealing damage to an enemy chargingsomeone in such a stance.

     Weapons with reach can be used to attack withoutengaging in direct combat, such as from the secondrank.

     Weapons with halfsword   can be wielded in ashortened form, dealing one die-size less damage but can be used in awkward conditions. 

    “GOOD-AT” SKILL SYSTEM At character creation, roll 1d4+1 for the number ofskills your character starts with. These are specicskills or trades your character is particularlyknowledgeable in. They can be anything your DMallows, but make sure they are specic, i.e. carpentryor religious lore. Skills should not be useful in

    combat; use stat checks for that. Roll with advantage when attempting tasks relevant to these skills. 

    ALIGNMENTLawful folk believe the universe is governed byorderly purpose, and that justice is among the mostimportant values. Chaotic individuals believe thatthe universe is guided by blind entropy andrandomness. 99% of normal people fall betweenthese extremes and are Neutral. 

    STEALTHStealth works like a stat in that characters roll underit do perform stealthy actions, like sneaking up on anenemy. Stealth for every character, except Thieves,is equal to one-half their DEX score. 

    LANGUAGES All character races speak the Common tongue. Eachclass also has a chance of being literate. Otherintelligent beings  speak their own languages (20%chance of also speaking Common). Beings with anINT over 10 may speak one additional language perpoint of INT over 10. They have a chance of beingliterate in these languages also. 

    TIMEThere are 2 important types of tracked time -

    Moments  (rounds)  and Minutes (turns)Moments are used during combat and scenes ofdanger and Minutes are used when exploring oradventuring. 

    PLAYERS TURNDuring a players turn a character may move andperform an action. They could attack, look for a cluetalk with an NPC, cast a spell - anything thecharacter does to interact with the world is an action

    INITIATIVE & SURPRISE When combat breaks out, everyone must be sortedinto an order so they each get to act and react in turnFirst the DM will determine which sides, if any, aresurprised. At the beginning of an encounter, roll 1d6for each side. On a roll of 1 or 2 a side is surprisedand may not act at all in the rst round. 

    For initiative order, every character tests their WISthose that succeed take their turn before theiropponents, and they must then act as a group –deciding their own order for actions. Those that failtheir WIS tests go after their opponents. 

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    MOVEMENT & DISTANCEThis game uses 4 abstract ranges for measuringdistances. Close, Nearby, Far-Away, and Distant. Ontheir turn every character can move into Nearbyrange as part of an action, performing that action atany stage of the move. They can forgo their actionand move somewhere Far-Away instead. Anything

     beyond Far-Away can be classied as Distant. 

    Use the following as a guide: 

    CLOSE NEARBY FAR AWAY

    0 – 5ft  5 – 60ft  60 – 120ft 

    ATTACKING & DEFENDING When a character attacks a creature they must roll below their STR  stat for a Melee Attack  or DEX for a Ranged attack . Likewise when a creature

    attacks, the character must roll below its DEX  toavoid taking damage 

    The damage an attack deals is based on theadventurer’s class or the number of HD a monsterhas. 

    Fighters deal 1d8 if they have a weapon, 1d6 if theyare improvising or unarmed. 

    Thieves  and Clerics  deal 1d6 if they have a weapon, 1d4 if they are improvising or unarmed. 

    Magic-Users deal 1d4 if they have a weapon, and 1point if they are improvising or unarmed. 

    Monsters deal damage based on their HD (referto the table below ). 

    MONSTER HD DAMAGE

    1  d4 2  d6 3  2d4 4  d10 5  d12 6  2d6 + 1 

    7  2d8 8  2d8 + 1 9  3d6 

    10  3d6 + 1 

    POWERFUL MONSTERSFor every HD above the characters level, add +1 toevery roll the player makes for attacks, defense, andspells - any attribute test that would impact themonster in any way. 

     A level 3 character defending against a HD 5monsters attack would add +2 to their roll.  

    DEATH & DYING Avoid ghts. They're messy and people die. Alsogetting hurt makes adventuring a lot harder.

     At ½ HP, you take a -2 on all actions from pain, and-1 to damage rolls. 

     At 0 HP, you are unconscious and dying. One bodypart has been severely damaged or destroyed, and

     you will require medical attention to stabilize. Ifunattended for 5 rounds, you die. If you recover, rolon the table below. 

     At -3 HP you are completely dead. 

    ROLL DAMAGED BODY PART

    1  Foot - Lose 1 Dexterity  

    2  Knee - Lose 1 Dexterity  3  Thigh - Lose 1 Strength 

    4  Groin - Lose 1 Charisma 

    5  Stomach - Lose 1 Constitution 

    6  Chest - Lose 1 Constitution 

    7  Hand - Lose 1 Dexterity  

    8   Arm - Lose 1 Strength 

    9  Shoulder - Lose 1 Strength 

    10  Throat - Lose 1 Constitution 

    11  Face - Lose 1 Charisma 

    12  Skull - Lose 1 Intelligence 

    Recovering the corpse of an ally allows their XP to bepurchased in a silver-for-XP conversion. Money isspent on a funeral for the character. This XP isdivided among surviving characters. 

    CRITICAL HITSIf a player making an attack rolls a 1, they double theresult of the damage dice they roll. If they roll a 20

     when avoiding an attack, they take double damage Armor is used as per normal. 

    HEALINGCharacters can gain Hit Points from Spells, Potionsand Abilities. They can never gain more than theirmaximum - and can never go below zero either

     When healing a character who is out-of-action, juststart at zero and count up. That character is now

     back on their feet and no-longer out-of-action. 

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    RESTINGOnce per day whilst resting a character may also rolla Hit Die associated with their class and regain thatmany Hit Points. 

    EXPERIENCE

    The only XP gain for characters is from treasure andExpenditure (covered below). Use the value of alltreasure recovered from dangerous locations andreturned to civilization to determine total XP value,and then divide this between all survivingcharacters. 

    TREASURECharacters gain 1 experience point for every silvercoin-worth of loot extracted from tombs and suchand brought back to civilization.

    EXPENDITURE After gain experience from bringing in treasure,characters can risk their hard-earned coinattempting to gain more. Expenditure is spendinglots of money on activities not immediately useful.There are two varieties - Carousing and Research.

    Carousing is a big night on the town. The playersshould describe what they plan to get up to(drinking, whores, tattoos, drugs, etc.).

    In a village, you can spend d8 x 100 silver, and gain

    that much XP. Roll under your Constitution +2 toavoid consequences.

    In a town, you can spend d10 x100 silver, and gainthat much XP. Roll under constitution to avoidconsequences.

    In a city, you can spend d20 x100 silver, and gainthat much XP. You'll always suffer consequences.

    Research is a less effective manner of gaining XP, but lacks consequences and has a small chance of being useful. It requires the character have access to

    a library.

    Spend d10 x 100 silver, and gain ½ of this amountspent as XP. Every 100 silver spent is a 5% chance tolearn something useful. Before the next delve, roll

     below the total percentage to gain a question to beasked the DM. This question must be answeredtruthfully, but must also be something reasonablylearnt whilst researching.

    GAINING LEVELS When a character levels up, they may increase theirmaximum Hit Points  by rolling all of their HitDice as indicated on the table for their class. If theresult is higher than their previous total, they maykeep it, otherwise they keep their old total. 

     Also, a player will pick any one stat and add a singlepoint to it, not to exceed a total of 20 in any stat. Ifthey choose, they may also take a new skill instead ofa stat point, though they must have some way oflearning the skill, which requires taking time awayfrom adventuring. 

    RANDOM ENCOUNTERSThe DM should roll a d4 every 10 minutes of real

     world play (you are paying attention, right? ) If theresult is a 1-2 then the players will encounter a

    randomly generated creature or distraction thefollowing turn. 

    CREATURE REACTIONSSome monsters and NPC’s will have predeterminedpersonalities and goals that will guide a DM whenchoosing their actions and feeling towards thecharacters. Those that do not, such as randomlyencountered creatures should roll 2d6 on thefollowing: 

    ROLL REACTION

    2  Hostile. Will attempt to destroy the PC’s. 3  Hostile. Call for Reinforcements. 4  Hostile. Capture the PC’s. 5  Hostile. Trick the PC’s (roll again). 6  Uncertain. Avoid the PC’s entirely. 7  Uncertain. Avoid eye contact. 8  Uncertain. Beasts will ee then roll again. 9  Friendly. Mistake the PC’s for friends. 

    10  Friendly. Trade with the PC’s. 11  Friendly. Give the PC’s aid. 12  Friendly. Enthusiastic loyalty to the PC’s. 

    BANISHING UNDEADClerics can attempt to banish all Nearby undead asan action. They must successfully test their

     Wisdom  for each creature they are attempting to banish, adding the creatures HD as a penalty to theroll. Undead monsters that are banished by Clericsmust spend all their movement (and convert actionsto movement) to move away from the Cleric for 2d4Moments after being banished. 

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    USAGE DICE Any item listed in the equipment section that has ausage die is considered a consumable, limited item.

     When that item is used the next turn its usage die isrolled. If the roll is 1-2 then the die is downgradedthe 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 andthe character has no more of it left. 

    ENCUMBRANCE A character can carry a number of items equal totheir STR  with no issues. Carrying over this amountmeans they are encumbered and all attribute testsare taken with disadvantage - you can also only evermove to somewhere Nearby. They simply cannotcarry more than their STR  plus their CON. 

    No item drops below its base weight of 1. Gambesonsand small shields weigh 1, leather and large shields

     weigh 2, chain mail weighs 3, and plate and mai weighs 4. 

    SPELL LISTS

    ARCANE (MAGIC-USER) SPELLSUnless stated otherwise in the spell description,spells have duration of the caster’s level in minutes

    and a range of “Nearby”. 1ST LEVEL 

    Detect Magic: Detects spells and magic items within Nearby distance. 

    Protection from Evil (Reversible): +2 to Armorand saves, counter mind control, repels evil spellsand enchanted creatures. Aects one target. 

    Hold Portal:  Holds door shut. STR check atdisadvantage to open. Permanent until dispelled. 

    Read Magic: Read scrolls and spellbooks withoutactivating spell. 

    Read Languages: Read any written language. 

    Light: Object lights up all Nearby radius, but dimly. 

    Charm Person: Puts one living humanoid totallyunder your inuence. Target makes a save every fewdays equal to caster’s level or when asked to dosomething very obviously against the person'sinterest. 

    Sleep: Puts 4d6 HD of beings into magical slumber.Creatures with more than 4 hit dice are not aected.Duration is caster’s level x 10 minutes. 

    2ND LEVEL 

    Detect Invisible: Detect invisible items and beingsNearby. 

    Levitate:  Subject moves up and down at yourdiscretion at about walking speed. 

    Phantasmal Forces:  Vivid illusions of nearlyanything the caster envisions, lasts as long at thecaster concentrates (WIS check each minute)Damage caused is real if target believes illusion(target gets WIS save). 

    Locate Object:  Sense the direction toward anobject (specic or type of object) Duration is caster’slevel x 10 minutes. Range is caster’s level in miles. 

    Invisibility:  Subject is invisible until broken bycaster, some outside force, or until the subjectattacks. 

     Wizard Lock:  Locks door like Hold PortalPermanent until dispelled. Knock opens withoutdispelling. Caster can pass through without liftingspell. 

    ESP:  Allows Caster to read surfaces thoughts oftarget. Target gets a WIS save. 

    Continual Light:  Object lights circle with a far-away radius until dispelled, but dimly. 

    Knock: Opens locked or magically sealed door orother door-like barrier. 

    3RD LEVEL 

    Fly:  Subject can y slowly at a speed of Nearby-range each minute. 

    Hold Person: Paralyzes up to 4 close targets for 1minute/level. If cast at single target, they save at -2and take double the duration. 

    Dispel Magic:  Cancels magic eects and spellsCaster makes an INT check. Duration is instant buteects permanent. Range is close. (Any preparedspell can be turned into Dispel Magic and cast as areaction to enemy magic.) 

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    Clairvoyance: See at a distance of caster’s level x10miles away for 1 minute per level. 

    Clairaudience: Hear at a distance of caster’s levelx10 miles away for 1 minute per level. 

    Fire Ball: 1d6 per level of re damage to one targetand anything in close range. Range is far away, andDuration is instant. In conned spaces, damages

    everything in Nearby range. 

    Lightning Bolt:  1d6 per level electrical damage,Range is very far, Duration is instant. 

    Invisibility, Greater:  As Invisibility, but aectssubject and those within 10”. 

    Infravision: See in the dark. 

    Slow Spell: Subjects (up 24 beings Nearby) slowed by 50%. (Counters Haste) 

    Haste Spell:  Subjects (up 24 beings Nearby)

    double in speed, taking two actions at a time.(Counters Slow) 

    Protection from Normal Missiles:  Non-magical thrown and missile weapons automaticallymiss. 

     Water Breathing: Subject can breathe water for10 minutes per caster’s level 

    4TH LEVEL 

    Polymorph Self:  Change self to form of another

     being, does not get special powers but retains ownintelligence. Lasts 60 minutes, +10 minutes perlevel. 

    Polymorph Others: Change another into another being. Change is complete and includes gainingspecial abilities and mind of creature. Lasts untildispelled. 

    Remove Curse:  Frees subject from a curse.Duration is instant but eects permanent. 

     Wall of Fire: 60ft long and 3ft wide. Deals 2d4 re

    damage to those in 10ft of it. Passing through walldeals 2d6 damage +1 per caster’s level. Wall lasts aslong as caster concentrates on it (WIS check eachminute). 

     Wall of Ice: Creates wall of ice with 15 HP +1 percaster’s level. Wall lasts as long as casterconcentrates on it (WIS check each minute). 

    Confusion: Subjects (up to 2d6 hit dice, only 4+HD get to make a WIS save) behave oddly and

    cannot act eectively for 6 minutes +1 minute percaster level. 

    Charm Monster:  Makes one monster of 3+ hitdice (or 3d6 monsters of less than 3 hit dice) believethey are the caster's strong ally. Monsters make WISSave again every few days equal to caster’s level or

     when asked to do something obviously against the being's interest. 

    Plant Growth: Plants in the Nearby area becomeovergrown and nearly impassable (STR check tomove more than a few feet). Lasts until dispelled orplants killed. 

    Dimension Door:  Teleports subject a shortdistance (20 feet per caster’s level). Duration isinstant. 

     Wizard Eye: Allows sending an invisible eye up to250 feet away which relays all it sees to the casterMoves up to 10 feet/level each minute. Duration is 5minutes/level. 

    Massmorph: Makes large body of humanoidsappear to be trees until dispelled or negated bycaster. Creatures may move and still appear to betrees. 

    Hallucinatory Terrain: Makes one type of terrainappear like another type until dispelled or areaentered by an opponent. 

    5TH LEVEL 

    Teleport:  Instantly transports subject up to 100miles per caster’s level. Caster must know targetlocation exactly. 

    Hold Monster: As Hold Person, but any creature.

    Conjure Elemental: Conjures one elemental who will serve the caster for up to 10 minutes per level. 

    Telekinesis: Moves object by mental power. Up tocaster’s level squared in pounds. 

    Transmute Rock to Mud: Transforms a 10 foot

    cube per caster’s level. Duration is permanent. 

     Wall of Stone: Creates a wall of stone in any shapeNearby length, and about 2 feet thick per caster levelLasts until destroyed or dispelled. 1d100hp per footof thickness. 

     Wall of Iron: creates a thin wall of iron, about ½inch thick per caster level. Lasts 10 minutes per level1d100hp per inch of thickness. 

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     Animate Dead:  Create undead skeletons orzombies from dead bodies. 1 per level. 

    Magic Jar:  Moves cast's spirit/mind to a xedobject from which caster can try to possess others(INT check). Subject gets new save (WIS) every fewdays (caster’s level). Duration is until dispelled orcaster ends spell. 

    Contact Higher Plane:  Lets Caster ask yes/noquestion of other planar entity, 1 question per casterlevel. Chance of correct answer 5% per level,maximum 95%. 

    Pass-Wall: Creates a passage up to 10 + 1 per levelfeet long through a wood or stone wall. 

    Cloudkill:  creates a moving, poisonous cloud of vapor which is deadly to all creatures with less thanve hit dice. 30 feet in diameter. Moves with wind. 

    Feeblemind: Subject's INT drops to 1. 

     Animal Growth: One animal per two levels growsto giant size. Lasts 1 minute/level. 

    6TH LEVEL 

    Stone to Flesh: Turns subject into a stone statue(or vice versa). Duration is permanent. 

    Reincarnation: Restores dead person to life in arandom (usually humanoid) form. 

    Invisible Stalker: Summons an invisible stalkeran extra-dimensional monster, under the control ofthe Magic-User who may give it a single mission

     which it will carry out until it is nished. 

    Lower Water: Lowers bodies of water 50%. 

    Part Water: Parts bodies of water up to 5 feet/levedeep. 

    Projected Image: Project an image of yourself thatcan sense and talk as if you were the image. Range is240 feet. Lasts 10 minutes/level. Other spells castcome from the image. 

     Anti-Magic Shell: Negates magic within 10 ft. 

    Death Spell: Kills 2d8 beings with less than 7 hitdice in the Nearby area. Duration is instant but eectpermanent. 

    Geas: Force a creature to obey one long-term order

    Duration is until order completed or level monthspass, whichever comes rst. 

    Disintegrate: Makes one creature or non-magicalobject vanish, turning it to ne dust. 

    Move Earth:  Move small hills, dig ditches andmoats, etc. 

    Control Weather: Caster can adjust weather. 

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    DIVINE (CLERIC) SPELLSUnless stated otherwise in the spell description,spells have duration of the caster’s level in minutesand a range of “Nearby”. 

    1ST LEVEL 

    Cure Light Wounds (Reversible): Heal 1d6 hitpoints, +1 per caster level. Duration is instant but

    eects permanent. 

    Purify Food & Water (Reversible):  Puries 3meals-worth of food and drink per level, free ofpoison or disease. Duration is instant but eectspermanent. 

    Detect Magic: Detects spells and magic itemsNearby. 

    Detect Demons (Reversible):  Reveals demonicpresence or items. 

    Protection from Evil (Reversible): +2 to Armorand saves, counter mind control, repels evil spellsand enchanted creatures. Aects one target. 

    Light (Reversible): Object lights circle with 30ftradius, full daylight. 

    2ND LEVEL 

    Find Traps: Notice traps within 5ft/level. 

    Hold Person: Paralyzes up to 4 close targets for 1minute/level. If cast at single target, they save at -2

    and take double the duration. Bless (Reversible):  Allies gain advantage onattack rolls, saves against fear, and morale checks. 

    Speak with Animals: Can understand and speak with animals. 

    3RD LEVEL 

    Remove Curse (Reversible): Frees subject froma curse. Duration is instant but eects permanent. 

    Cure Disease (Reversible):  Cures any disease.

    Duration is instant but eects permanent. 

    Locate Object: Sense the direction toward anobject (specic or type of object) Duration is caster’slevel x 10 minutes. Range is caster’s level in miles. 

    Continual Light (Reversible):  Object lightscircle with very far radius, full daylight. 

    4TH LEVEL 

    Neutralize Poison (Reversible): Immunizessubject against poison (normal duration) ORdetoxies venom in or on subject (instant but eectspermanent). 

    Cure Serious Wounds (Reversible): Cures 2d6hit points, +2 per caster level. Duration is instant buteects permanent. 

    Protection from Evil, Greater (Reversible): As Protection from Evil, but within 10 foot circlearound subject. 

    Turn Sticks to Snakes: Turns up to caster’s levelin sticks into venomous serpents. (Bite: points ofdamage equal to caster’s level. Attack: as a monsterof ½ the caster’s HD). 

    Speak with Plants:  Can understand and speak with plants. 

    Create Water: Creates water, enough for up to 12people and their horses for one day. Duration isinstant but eects permanent. 

    5TH LEVEL 

    Dispel Evil (Reversible):  Works like DispelMagic, but aects any evil sending or spell. Durationis instant but eects permanent. 

    Raise Dead (Reversible): Restores life to subject who died as long as one day per caster’s level agoDuration is instant but eects permanent. 

    Commune: Cleric's deity truthfully answers one yes-or-no question per level. 

    Quest: See Geas. 

    Insect Plague: Locust swarms attack creatures. 

    Create Food:  Creates food, enough for up to 12people and their horses for one day. Duration is

    instant but eects permanent. 

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    MAGIC-USER SPELLS

    FIRST LEVEL SPELLS SECOND LEVEL SPELLS THIRD LEVEL SPELLS

    1  Charm Person  Continual Light  Clairaudience 2  Detect Magic  Detect Evil*  Clairvoyance 3  Hold Portal  Detect Invisible  Dispel magic 4  Light  ESP  Fire Ball 5  Protection from Evil*  Invisibility   Fly  6  Read Languages  Knock   Haste Spell 7  Read Magic  Levitate  Hold Person 8  Sleep  Locate Object  Infravision 9  Phantasmal Forces  Invisibility, Close Radius 

    10   Wizard Lock   Lightning Bolt 11  Protection from Evil, Greater 12  Protection from Normal Missiles 13  Slow Spell 

     Water Breathing FOURTH LEVEL SPELLS FIFTH LEVEL SPELLS SIXTH LEVEL SPELLS

    1  Charm Monster   Animal Growth   Anti-Magic Shell 2  Confusion   Animate Dead  Control Weather 3  Dimension Door  Cloudkill  Death Spell 

    4  Hallucinatory Terrain  Conjure Elemental  Disintegrate 5  Massmorph  Contact Higher Plane  Geas 6  Plant Growth  Feeblemind  Invisible Stalker 7  Polymorph Others  Hold Monster  Lower Water 8  Polymorph Self   Magic Jar  Move Earth 9  Remove Curse  Pass-Wall  Part Water 

    10   Wall of Fire  Telekinesis  Projected Image 11   Wall of Ice  Teleport  Reincarnation 12   Wizard Eye  Transmute Rock to Mud  Stone to Flesh* 13   Wall of Iron 14   Wall of Stone 

    CLERIC SPELLSFIRST LEVEL SPELLS SECOND LEVEL SPELLS THIRD LEVEL SPELLS

    1  Cure Light Wounds*  Bless*  Continual Light* 2  Purify Food & Water*  Find Traps  Cure Disease* 3  Detect Magic  Hold Person  Locate Object 4  Detect Evil*  Speak with Animals  Remove Curse* 5  Protection from Evil* 6  Light* 

    FOURTH LEVEL SPELLS FIFTH LEVEL SPELLS

    1  Create Water  Commune 2  Cure Serious Wounds*  Create Food 3  Neutralize Poison*  Dispel Evil* 4  Protection From Chaos, Greater  Insect Plague 5  Speak with Plants  Quest 6  Turn Sticks to Snakes  Raise Dead* 

    *Spell is reversible

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    CAROUSING TABLEROLL  EVENT 

    1 Roll d6: 1-4 lose your mount to thievery, gambling, or negligence, 5 gain a horse, 6 gain an exoticmount, such as a camel or riding bird. 

    2  Shanghaied. Wake up on a pirate ship that's already set sail, or in the back of a slaver's wagon. 

    3  You saved someone’s life, or they were really impressed with your toasts! Roll a 1d6 to see howrelatively important your new friend is. 

    4   You insulted a noble, or hit on the wrong girl. Roll a 1d6 to see how important your new enemy is.

    5   You gain 1d6 x 100 silver in a risky venture.

    6  You lose 1d6 x 100 silver in a risky venture. If you do not have enough money on you, the debt isdoubled and you may face jail time.

    7  Wake up in bed with someone. Roll d6: 1 servant, 2 dead prostitute, 3 someone very attractive, 4random other PC, 5 important local NPC, 6 1d4 halflings.

    8  Public Fool. You'll be mocked as long as you stay here. Maybe you kissed a donkey or something.

    9   Arrested. Facing 1d6 weeks of jail time, unless a bribe is paid (~1d6 x 100g, discreetly).

    10   Wounded in an accident. Roll on the Damaged Body Part table.

    11  Unusual gift! d6: 1 baby, 2 taxidermied horse, 3 slave, 4 pet cat, 5 obviously cursed item, 6 tavern.

    12 Good reputation. You'll be welcomed in most places around here. People seem to know you, eventhough you have no memory of them

    13   Wanted for crimes. 50% chance you were framed. Penalties as Arrested entry (above).

    14  Fall in love. Describe them to the DM. If you make a Charisma check, it's mutual.

    15 Combat. D3: 1 barfight vs 1d6 drunkards in a free-for-all, 2 1d4 thieves in a dark alley, 3 illegal cagefight vs level 1d6 opponent.

    16  Robbery. Lose all carried money.

    17 Disease. Probably unprotected sex. Roll a Con check to avoid it, and roll a d6 to see how severe it is.1 = cold, 6 = plague.

    18   You seem to have joined some sort of secret society and/or cult. Roll a 1d6 to see how evil they are.

    19  New Tattoo. Exact design is decided by a random player around the table (including the DM).

    20 Fire. You accidentally burn down either the tavern or the most important building in town (50%each). 50% chance everyone knows you did it, 50& chance only you know.

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    F I R S T E D I T I O N C H A R A C T E R R E C O R D S H E E T

    NAME

    CLASS

    LEVEL

    STRENGTH

    DEXTERITY

    WISDOM

    INTELLIGENCE

    CONSTITUTION

    CHARISMA

    RACE

    ALIGNMENT

    ARMOR

    EXPERIENCE

    NEXT LEVEL

    ATTACK DAMAGE /

    STEALTH

    MAX HP (Half)  ( )

    CURRENT HP

    SKILLS

    LANGUAGES

    EQUIPMENT (Location) 

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    10. 

    11. 

    12. 

    13. 

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    15. 16. 

    17. 

    18. 

    19. 

    20. 

    EQUIPMENT (Location) 

    21. 

    22. 

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    40. 

    SPELLS/ABILITIES

    1  2   3  4   5   6 

    TREASURE