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The Gate Hack

The Gate Hack (TGH) is a tabletop RPG that modifies The Black Hack system, allowing players to create characters who are part of a secret government project exploring alien worlds. Players choose from various classes and utilize a unique mechanic for resolving actions based on attribute tests, with a focus on fast-paced gameplay. The game includes detailed equipment options, combat mechanics, and rules for healing and character progression.

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Olivier Leogage
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
478 views20 pages

The Gate Hack

The Gate Hack (TGH) is a tabletop RPG that modifies The Black Hack system, allowing players to create characters who are part of a secret government project exploring alien worlds. Players choose from various classes and utilize a unique mechanic for resolving actions based on attribute tests, with a focus on fast-paced gameplay. The game includes detailed equipment options, combat mechanics, and rules for healing and character progression.

Uploaded by

Olivier Leogage
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Olivier Leogage (Order #46772101)

The Gate Hack


developed by
MARK STOUT

Based on The Black Hack


An ‘OSR’ First Edition Hack
developed by
DAVID BLACK
With elements borrowed from ‘original’ era
rpg gaming and modern d20 theory.

Cover Image: A digital modification of "Wormhole" from pixabay.com.


Interior Images: Digital modifications of images from pixabay.com.
All images licensed under the Creative Commons Zero license.

Thanks To
David Black, Peter Regan, and Jen Stout.

Olivier Leogage (Order #46772101)


CHOOSE A CLASS
WHAT IS THIS?
There are 6 choices: Military (Assault
The Gate Hack (TGH) is a tabletop Specialist, Aviator, Recon, Scientist),
roleplaying game based on The Black Civilian Expert, or Renegade Alien
Hack, which uses that Original 1970s Warrior. Your class determines how much
Fantasy Roleplaying Game as a base, but damage you do, your Hit Points, and your
modifies it into a fast-playing system. unique abilities.
Your characters are soldiers or civilian BUY EQUIPMENT
experts that are part of a secret
government project that sends exploration Every new character starts with 3d6 x 100
teams to distant worlds through an alien dollars (or equivalent), issued equipment,
wormhole gate. Your characters will go on and accommodations on and off base with
missions to make first contact with new the usual amenities (clothing,
human and alien races, discover entertainment, etc).
technology to help defend Earth, and fight
a race of alien parasites and their slave
soldiers bent on galactic domination! ARMOR POINTS
Armor provides protection by reducing
incoming damage, but only reduces
THE CORE MECHANIC
damage by a limited amount. Once the
Everything a character might possibly player or NPC has used up their Armor
attempt that could result in failure is Points, they are too tired or wounded to
resolved by testing attribute stats. In order make effective use of it. Armor Points are
to successfully test a stat, a player must regained after a character takes a brief rest.
roll below it on a d20. Non-player
characters (NPC) don’t make tests. A An NPC has 1 point of armor for every
character must avoid their attacks by HD above 1. To figure this out quickly,
making a test. The only time an NPC simply subtract 1 from their HD. An alien
would roll dice is to determine damage. NPC may also have an energy shield.

ARMOR AND WEAPON


ROLLING STATS PROFICIENCY
Stats are generated with 3d6 in the
following order: Strength (STR), If a character wears armor that is not listed
Dexterity (DEX), Constitution (CON), in their class, they add their total Armor
Intelligence (INT), Wisdom (WIS), Points to all rolls made to Attack or Avoid
Charisma (CHA). If a stat of 15+ is rolled Damage. If they use a weapon not listed in
the next must be rolled with 2d6 + 2, then their class description, they roll attacks
continue with 3d6 until the end or another with disadvantage.
15+ is rolled. Once all stats are generated
2 may be swapped around.

Olivier Leogage (Order #46772101)


EQUIPMENT & USAGE DIE • Knockback: On a hit the target
must test STR or be knocked prone,
Any item listed in the equipment section and if Close is thrown back to
that has a Usage die is considered a Nearby.
consumable or a limited use one. When
that item is used the next Minute (turn) its • Spray: You can choose to
Usage die is rolled. If the roll is 1-2, then automatically hit one target instead
the usage die is downgraded to the next of attacking normally, but you roll
lower die in the following chain: the gun's Usage die immediately.

d20 > d12 > d10 > d8 > d6 > d4 • Spread: You can attack 2 targets
with one roll if both are Nearby. If
When you roll a 1-2 on a d4 the item is you hit, roll one damage die for both
expended and the character has no more of targets.
it left, or it needs recharged.
• Stun: The target takes half damage
With a gun, roll its Usage die when
and must test CON or be stunned
combat is over. When the d4 runs down,
1d4 rounds. A stunned target attacks
the gun is out of ammunition.
with disadvantage (or is defended
If the character has a Reload, they may use against with advantage), and is
it to reset their gun Usage die back to attacked with advantage (or defends
maximum, but then lose the Reload. with disadvantage). If a stunned
Some weapons have special qualities that target gets hit with another stun
set them apart. These qualities are: effect, it must test Con or be taken
OofA. When rolling on the OofA
• Anti-vehicle: The weapon can table, roll 1d6 and halve the result
damage a vehicle. (rounding fractions up).

• Explosion: The weapon attacks 1d4 • Two-handed: The weapon does +2


targets Nearby for one extra die of damage, but is +2 on the attack roll.
damage, but is single use. The extra It does more damage, but is harder
damage die isn't used if the attacker to wield.
already rolls 2 or more damage dice
for an attack, or if the weapon also
has the Stun quality. ENCUMBRANCE
A character can carry a number of items
• High Power: The weapon rolls equal to their STR. Carrying more
damage with advantage, but rolls the encumbers them, which forces them to
Usage die with disadvantage. make all rolls with disadvantage and
reduces movement to Nearby. A character
• Keyed: The item can only be used
can't carry more than double their STR.
by people who are, or used to be,
alien parasite hosts.

Olivier Leogage (Order #46772101)


ITEM COST / USAGE DIE NOTES
REQ DIE
Kevlar Vest Auto - 2 Armor points
Kevlar with plate inserts d10 - 4 Armor points
Alien Battle Armor - - 6 Armor points
Helmet Auto - 2 Armor points
Alien Energy Shield - d12 Keyed
Backpack/Duffel bag 20 - Carry 2 more items
Flashlight 5 d10 -
Mechanical Tools 100 - -
Electronic Tools 200 - -
Fresh Food 10 d4 -
Preserved Food 25 d8 -
Rope - 50 ft. 25 - -
Cell Phone 100 d12 -
Laptop Computer 500 - -
One-handed Melee wpn Auto - -
Two-handed Melee wpn d4 - Two-handed
Bow/Crossbow d6 d8 Range-Distant
Semi-auto Pistol Auto d8 Range-Nearby
Submachine Gun Auto d8 Range-Far-Away, Spray
Shotgun d6 d6 Range-Nearby, Spread
Assault Rifle d8 d8 Range-Distant, Spray
Taser d6 d6 Range-Nearby, Stun
Grenade d8 (1d6) Single use Range-Nearby, Explosion
Grenade Launcher d10 - Fires grenades Far-Away
Rocket Launcher d12 Single use Range-Distant, Explosion, Anti-vehicle
Plastic Explosives d12 Single use Explosion, Anti-vehicle
Zap Gun d12 d8 Range-Nearby, Stun
Energy Pistol d12 d8 Range-Nearby
Energy Staff d12 d12 Range-Distant, High Power, Two-handed
Hand Blaster d20 d10 Range-Nearby, Knockback, Keyed
Alien Stun Grenade d12 Single use Range-Nearby, Explosion, Stun
Alien Healing Device d20 d10 Range-Close, Keyed

Olivier Leogage (Order #46772101)


THE REQUISITION DIE Hand Blaster: This delicate-appearing
device is worn on the hand and has an
This equipment can't be bought, but can be energy projector in the palm. It has the
requisitioned by rolling a 1-3 on the listed ability to throw a target back many meters,
die. A character gets one roll per level at and can be used at Close range to overload
the start of a mission. "Auto" means the a foe's nervous system.
character automatically starts with one of
Zap Gun: This pistol-like weapon fires an
that piece of equipment at the beginning of
electrical discharge that stuns targets, and
each mission, along with one Reload (if
can knock them OofA. It can also short-
applicable). Certain missions may provide
out electronic equipment.
equipment without requiring a requisition
roll.
TESTING ATTRIBUTES
ALIEN EQUIPMENT Attribute tests are rolled when something
would impact a character. Resisting harm,
Alien Energy Shield: This device projects
poison, and psychic power; sensing a lie,
a shield around a person that deflects all
or winning an argument are all determined
energy weapons and high speed projectiles
by attribute tests. Tests can be affected by
(like bullets), making the user immune to
Powerful Opponents.
ranged weapons of those kinds. The shield
doesn't stop low speed projectiles like STR DEX CON
thrown weapons, or melee attacks. Physical harm Physical harm Poison,
Alien Healing Device: This device is that cannot be that can be Disease, or
dodged. dodged. Radiation.
worn on the hand and passed over the
body. It can be used on a person once a INT WIS CHA
day to cure poisoning, disease, non- Psychic Deception, Social Effects.
terminal radiation exposure, or heal Powers. Lies, and
wounds, restoring a person to full HP at a Illusion.
rate of 1d4 HP per moment.
TIME AND TURNS
Alien Stun Grenade: Used to capture
enemies, the grenade emits bright light and There are two measures of time in the
ear-splitting sound to incapacitate targets game: Moments and Minutes. Moments
non-lethally. are used during combat and fast paced
scenes of danger. Minutes are used when
Energy Pistol: This pistol-like weapon
talking, exploring, or even relaxing. The
fires a lethal pulse of energy.
GM may advance the clock as needed, by
Energy Staff: This weapon is an energy using Hours, Days, or Weeks as the
rifle built into a reinforced staff that is adventure demands.
suitable for close combat.

Olivier Leogage (Order #46772101)


ATTACKING, DEFENDING,
MOVEMENT AND DISTANCE AND DAMAGE
Rather than track precise numbers, TGH When a character attacks an NPC, the
uses these abstract ranges for measuring player must roll below the character's STR
distances: Close, Nearby, Far-Away, and stat for a melee attack, or DEX for a
Distant. On their turns, each character can ranged attack. When an NPC attacks a
move somewhere Nearby as part of an character, the player must roll below STR
action, performing that action at any stage against a melee attack, and DEX against a
of the move. They can also forgo their ranged attack to avoid taking damage.
action and move somewhere Far-Away
instead. Anything beyond Far-Away is The damage an attack deals is based on the
Distant and takes three moves to get to. character’s class, or on the number of Hit
Dice (HD) an NPC has (refer to the table
This system is designed to support the below). HD represents an NPC's level and
narrative ‘theater of the mind’ style of the number of d8 dice rolled to determine
play, and is unconcerned about tracking its Hit Points (HP).
distances. For measuring distance, use the
following guide: To make a melee attack, an opponent must
be Close. Ranged Attacks against Close
Close: 0-5 feet, Nearby: 5-60 feet, Far- opponents are possible, but the attacker
Away: 60-120 feet, Distant: 120+ feet. rolls with disadvantage.
If a player making an attack rolls a 1, they
PLAYER TURNS
score a critical hit and double the number
During a player’s turn, their character may of damage dice they roll. If they roll a 20
move and perform an action. They could when avoiding an attack, they suffer a
attack, look for a clue, talk with an NPC, critical failure and take double damage.
or interact with the world in some way. If Armor Points are used normally.
the outcome has a significant consequence,
then they will test their attributes to NPC HD DAMAGE
determine success or failure. 1 d4
2 d6
INITIATIVE 3 2d4
When combat breaks out, every character 4 d10
tests their DEX. Those that succeed take 5 d12
their turns before their opponents. They 6 d6 + d8
must act as a group, deciding their own
7 2d8
order for actions. Those that fail their DEX
tests go after their opponents. 8 3d6
8 2d10
10 d10 + d12

Olivier Leogage (Order #46772101)


HEALING AND RESTING
POWERFUL OPPONENTS
Characters can gain Hit Points from
For every HD above the character’s level, resting, medical treatment, or psychic
add +1 to every roll the player makes for powers. They can never gain more than
attribute tests that would determine the their maximum or go below zero. When
outcome of a conflict between them and an healing a character who is OofA, start at
NPC. A level 3 character defending against zero and count up. That character is now
a 5 HD NPC's attack would add +2 to their back on their feet and no longer OofA. A
roll. character that is healed from OofA before
DEATH AND DYING combat is over doesn't need to roll on the
OofA table.
When a character is reduced to zero Hit
Points, they are taken Out of Action When characters rest for about 10 minutes,
(OofA). They are unconscious and cannot they regain the use of all their Armor
take any actions. When the fight is over points. Also once per day, after resting,
and they are out of danger, a character that they may roll a Hit Die associated with
is OofA can roll on the table below to see their class and regain that many HP.
what happens to them. If they survive they
gain 1d4 HP. If the characters lose the ADVANTAGE AND
fight or are unable to recover the body of DISADVANTAGE
the character, they are lost forever!
A GM may decide that a particular action
Some things that take a character OofA has a higher or lower chance of success.
aren't necessarily lethal, such as knockout They will ask a player to roll an additional
drugs or weak poisons. In these cases, the d20 when making a test. With advantage
GM will give you a negative modifier on the player keeps the lower of the two rolls,
the OofA roll. This modifier will usually with disadvantage they keep the higher
be -1 to -3, and can't reduce a roll below 1. roll.

EXPERIENCE
ROLL OUT OF ACTION RESULT
1 KO'd - Just knocked out. Characters learn through overcoming
obstacles and defeating foes. Facing down
2 Fat Head - Disadvantage on all tests
for one hour.
one enemy soldier won’t bring a
revelation. Surviving a desperate battle,
3 Cracked Bones - STR, DEX, and
stopping a plot to attack Earth, or
CON are reduced by 2 for one day.
capturing an alien overlord are things that
4 Crippled - STR or DEX permanently bring perspective and growth.
reduced by 2.
5 Disfigured - CHA permanently For every mission or major event the
reduced by 2. character works through, they gain a level.
6 Dead - No longer alive.

Olivier Leogage (Order #46772101)


The GM will decide which, and it’s these creatures makes their INT tests with
recommended that this decision remains disadvantage.
more or less a constant throughout the Some of the most common psychic powers
campaign. The GM should be clear and include the following.
upfront with the players so they know
where the ‘goalposts’ are. Heal: Instantly heal someone for 1d4 HP
per level, but you can't heal yourself.
When a character levels up, their
maximum Hit Points increase by rolling Telepathy: Communicate 1 hour per level.
the Hit Die for the class. The player also Everyone can understand you.
rolls a d20 for each Stat. If the result is Telekinesis: Move an object of 100
higher, that Stat increases by 1. pounds per level, or strike for 1d4 damage
per level.
LUCK Mind Control: Control a target and tell
Each character is created with one point of them what to do for 1 Moment per level.
Luck. They can trade this in at any time You must test INT every Moment to
and get a re-roll on any one die, or create maintain this power, but you only pay the
one fact of story fiction that does not HP cost once. You must have the
invoke direct mechanical benefits. The Telepathy power before you can learn this
only way to get more Luck points is to be power.
awarded them by the GM. It's Invisibility: Make others think you're
recommended to give them out to the invisible for 1 Moment per level.
players when they fail badly, as a sort of
karma. Read Mind: Learn one secret per
Moment, lasts 1 Moment per level. You
must test INT every Moment to maintain
PSYCHIC POWERS this power, but you only pay the HP cost
Some aliens have psychic powers once. You must have the Telepathy power
naturally. These powers can be used as the before you can learn this power.
person desires, but the power has a cost. Illusions: Make target see what you want
Each power has a level of effect. A for 1 Moment per level.
character can use anywhere from level 1 to Mind Static: You can stun a target for 1
a maximum level equal to their character Moment for every 3 levels you use this
level. Each time they use a psychic power, power at (1 Moment at level 3, 2 Moments
they lose a number of HP equal to the at level 6, 3 Moments at level 9). You must
level used, regardless if the use of the have the Telepathy power before you can
power succeeds or fails. The character learn this power.
must test against INT to successfully use
a power. Clairvoyance: You pick a place within
100 feet per level, and can see and hear
Some aliens have psychic resistance. A what is happening there as if you were
character using psychic powers against there, for 1 minute per level.

Olivier Leogage (Order #46772101)


Levitate: You can lift yourself off the Alien Space Fighter
ground and float up to 6 feet in the air. You This one-man fighter is the basic attack
can only move up or down, but can pull craft of the alien parasite forces.
yourself along a wall or have someone
push or pull you along. It lasts for 10 2 HD, 10 HP, fast speed, energy cannons
minutes per level. (2d6).
Shield: You gain 2 AP per level. You must Alien Cargo Ship
have the Telekinesis power before you can This vessel can carry a small amount of
learn this power. cargo and up to 20 people.
4 HD, 20 HP, average speed.
VEHICLES
Alien Assault Ship
While most missions through the
wormhole are conducted on foot, This ship carries about 100 troops and
sometimes vehicles will be available for modest armament.
the characters (or their foes) to use. 5 HD, 25 HP, average speed, energy
Vehicles follow the same rules in combat cannons (2d6), energy bombs (3d6, ground
as characters, except they have their own targets only), energy shield (10).
HD, HP, weapons, and defenses. They may Alien Mothership
have energy shields which act just like This huge vessel carries many troops,
Armor Points. assault ships, and fighters.
Vehicles can be harmed by other vehicle 10 HD, 50 HP, slow speed, 6 energy
weapons, or personal weapons with the cannon emplacements (3d6), energy shield
Anti-vehicle quality, but are immune to all (40).
other personal weapons. Anti-vehicle
weapons are only effective against smaller Gray Alien Mothership
ships (1-3 HD). This huge ship belongs to the Grays, a race
Vehicles move much faster than characters of aliens that oppose the alien parasites.
on foot. They still use the same range 12 HD, 60 HP, slow speed, 6 high energy
categories, but the ranges are 10 times cannon emplacements (5d6), energy shield
longer than personal. Each vehicle has a (60).
speed rating: fast, average, or slow.
Earth Space Fighter
Average moves just like a character. Fast
moves up to Far-away as a single move, Created from captured alien fighters, it
and makes Distant in 2 moves. Slow combines technology from both.
moves Nearby only, needs an extra move 2 HD, 10 HP, fast speed, railguns (1d8), 4
to Far-away, and makes Distant in 4 missiles (2d6).
moves.
Vehicles with weapons can fire each
weapon once per moment.

Olivier Leogage (Order #46772101)


Earth Space Cruiser Earth Battle Cruiser
Earth's first FTL space ship, created from A newer version of the original cruiser,
reverse-engineered alien tech. It carries a with improved weapons and systems
squad of fighters. provided by the Grays.
7 HD, 35 HP, slow speed, 4 railgun 10 HD, 50 HP, average speed, 4 railgun
emplacements (1d8), 4 missile tubes (2d6), emplacements (1d8), 2 missile tubes (2d6),
energy shield (20). 2 Gray high energy cannon emplacements
(5d6), energy shield (50).

Olivier Leogage (Order #46772101)


Assault Specialist
Starting HP: d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: Kevlar armor, helmet, all weapons
Attack Damage: 1d8 / 1d6 Unarmed or Improvised

SPECIAL FEATURES
Once per hour, while in combat, they can regain d8 lost hit points.

As part of their action, they can make up to 1 attack per level. Each attack must be
directed at a different opponent.

If they fail a STR or DEX test and would be dealt damage from an attack, they can opt
to destroy a weapon or piece of armor and ignore the damage. They can do this once in a
combat.

LEVELING UP
When rolling to see if attributes increase, roll twice for STR or DEX.

Olivier Leogage (Order #46772101)


Aviator
Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: Kevlar armor, helmet, one-handed melee weapons, all guns,
grenades
Attack Damage: 1d8 / 1d6 Unarmed or Improvised

SPECIAL FEATURES
They roll with advantage when testing DEX or INT to fly aircraft, attack with aircraft
weapons, and defend against attacks in aircraft.

As part of their action, they can make up to 1 attack per level. Each attack must be
directed at a different opponent.

If they fail a STR or DEX test and would be dealt damage from an attack, they can opt
to destroy a weapon or piece of armor and ignore the damage. They can do this once in a
combat.

LEVELING UP
When rolling to see if attributes increase, roll twice for DEX or INT.

Olivier Leogage (Order #46772101)


Recon
Starting HP: d10 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: Kevlar armor, helmet, all weapons
Attack Damage: 1d8 / 1d6 Unarmed or Improvised

SPECIAL FEATURES
They roll with advantage when testing DEX to perform activities such as hiding, moving
quietly, sneaking up on enemies, climbing, and swimming.

As part of their action, they can make up to 1 attack per level. Each attack must be
directed at a different opponent.

Once per day (twice at 5th level) they can declare they have a piece of equipment that
they don't have written down. The equipment can't be a weapon or piece of armor.

LEVELING UP
When rolling to see if attributes increase, roll twice for STR or DEX.

Olivier Leogage (Order #46772101)


Scientist
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Weapons & Armor: Kevlar armor, helmet, one-handed melee weapons, all guns,
grenades
Attack Damage: 1d6 / 1d4 Unarmed or Improvised

SPECIAL FEATURES
They can take an action to heal another character. They must test INT, healing another
character for 1d6 HP on a success. At 4th level they heal 2d6 HP, at 8th level they heal
3d6 HP. They can do this a number of times per day equal to 1 + level.

They roll with advantage when testing INT to perform scientific tasks like hack
computers, and to build, repair, or modify technological devices.

Using their extensive scientific knowledge, they can create a single use item once per
day (twice per day at 5th level). Examples include: disease curative, poison antidote,
electronic lock bypass, computer security decryptor, and so on.

LEVELING UP
When rolling to see if attributes increase, roll twice for INT or WIS.

Olivier Leogage (Order #46772101)


Civilian Expert
Starting HP: d4 + 4
HP Per Level/Resting: 1d4
Weapons & Armor: Kevlar vest, helmet, one-handed melee weapons; choice of pistol,
rifle, or shotgun
Attack Damage: 1d4 / 1d4 Unarmed or Improvised

SPECIAL FEATURES
They pick one specialty field from: Life Science (biology, medicine), Physical Science
(chemistry, physics), or Social Science (cultures, languages). They roll with advantage
when testing INT to use the knowledge of their field to solve a problem or figure
something out.

They roll with advantage when testing WIS to notice things that are out of the ordinary.

Once per day (twice at 5th level) when they are attacked and fail to evade or resist , they
can automatically succeed and ignore the damage.

LEVELING UP
When rolling to see if attributes increase, roll twice for INT or WIS.

Olivier Leogage (Order #46772101)


Renegade Alien Warrior
Starting HP: d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: All armor and weapons, including alien tech
Attack Damage: 1d8 / 1d6 Unarmed or Improvised

SPECIAL FEATURES
At the start of any mission, they may choose to use Alien Battle Armor and/or an Energy
Staff, instead of the standard-issue armor and weapon.

As part of their action, they can make up to 1 attack per level. Each attack must be
directed at a different opponent.

If they fail a STR or DEX test and would be dealt damage from an attack, they can opt
to destroy a weapon or piece of armor and ignore the damage. They can do this once in a
combat.

LEVELING UP
When rolling to see if attributes increase, roll twice for STR or DEX.

Olivier Leogage (Order #46772101)


NPC TYPE HD ACTIONS AND SPECIALS
Normal Human 1 Usually not armed
Dog 1 1d6 HP, Bite (1d4)
Poisonous Snake 1 1-2 HP, Bite (0) with poison (test CON or OofA)
Alien Parasite (outside of a 1 1-2 HP, Bite (1) and test CON or parasite burrows into body and
body) mind controls target with no test needed
Alien Civilian 1 Usually not armed
Police 2 Baton, taser, pistol
Soldier 2 Knife, pistol, assault rifle, 2 grenades
Alien Warrior 2 Energy staff
Primitive Human Warrior 2 Sword or spear, bow
Small Alien Critter 3 Bite (1d6), carry disease or poison (test CON or OofA)
Alien Gun Drone 3 Laser pistol, flies
Veteran Police 4 Baton, taser, pistol, submachine gun
Veteran Soldier 4 Knife, pistol, assault rifle, 2 grenades
Veteran Alien Warrior 4 Energy staff
Veteran Primitive Warrior 4 Sword or spear, bow
Fierce Alien Critter 5 Bite (1d8), 2 claws (1d4)
Alien Combat Drone 5 Laser pistol, flies
Minor Alien Lord 5 Hand blaster
Elite Police 6 Baton, taser, pistol, submachine gun
Elite Soldier 6 Knife, pistol, assault rifle, 2 grenades
Elite Alien Warrior 6 Energy staff, alien stun grenade
Elite Primitive Warrior 6 Sword or spear, bow
"Gray" alien 6 Energy pistol
Alien Lord 7 Hand blaster, alien healing device
Big Alien Critter 8 Bite (1d10), 2 claws (1d6)
Champion Police 8 Baton, taser, pistol, submachine gun
Champion Soldier 8 Knife, pistol, assault rifle, 2 grenades
Champion Alien Warrior 8 Energy staff, alien stun grenade
Champion Primitive 8 Sword or spear, bow
Warrior
Alien Overlord 9 Hand blaster, alien healing device

Olivier Leogage (Order #46772101)


Making New NPCs
When running games, it may seem daunting to come up with opponents that aren't plain.
Just use this simple level naming system to quickly make new NPCs.
A human NPC with no level name may only be 1-3 HD. A Veteran NPC is +2 HD, an
Elite NPC is +4 HD, and a Champion NPC is +6 HD.
So a Primitive Human Warrior, an average specimen, is 2 HD. That same warrior as a
Veteran Primitive Warrior would be 4 HD, as an Elite Primitive Warrior would be 6
HD, and as a Champion Primitive Warrior would be 8 HD.
You can also give your major NPCs a feature or two from the character classes to give
them a truly unique touch.
You can also easily rename monsters from The Black Hack, or other TBH-related
games and supplements to use them as alien creatures.

Olivier Leogage (Order #46772101)


DESIGNATION OF PRODUCT IDENTITY
The name The Black Hack, The Gate Hack, and all artwork, logos, and layout are product identity.
DESIGNATION OF OPEN GAME CONTENT
All text and tables are open game content.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means
copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition,
extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute”
means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game
mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified
as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law,
but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses,
formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity
by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this agreement.
The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License
except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contribu- tions are
Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE
of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copy- right holder’s name to
the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-ad- aptability with any
Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest
in and to that Product Identity.
Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game
Content.
Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License
to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content
due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it
enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
The original roleplaying game "The Black Hack" text, tables, all artwork, logos and layout are Copyright 2016, David Black.
The derivative roleplaying game "The Gate Hack", Stouthearted Games logo, and layout are Copyright 2018, Mark Stout.

Olivier Leogage (Order #46772101)

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