Thursday, September 29, 2016

Iron Falcon RPG - First thoughts

I've read Iron Falcon briefly awhile ago, I stumbled upon it while surfing basicfantasy.org site.  Due to a recent discussion with +Tony Bravo I decided to take another look at it last night.

First off I'd like to say that its a well presented RPG, similar to the way that Basic Fantasy looks. And in all honesty I don't know why its not talked about more?  There are some obvious differences between Labyrinth Lord & Iron Falcon, but in the end they are both old school systems.

During a discussion on the OSR community there are a few differences
This via JohnnyNormal

Some of the obvious differences are:
No race as class
slightly diff mods on stats
racial mods for thief abilities
damage vs. size
weapon vs. armour type

IronF has no spell at first.
Also the cleric spell lists are only 6 spells, levels 1-6 with 11 at lvl. 7. In comparison there are 8 spells per level for LL.
Turning is a little different, turns by type (e.g. ghoul) rather than HD.


Here are a few more blog posts detailing Iron Falcon.

Dorkland

Semper Initiativus Unum

Realms Of Chirak.

What I really liked about the system is the ease of grabbing everything you need on the site.  (I know its kind of a stupid thing to be excited about but...)

There's a nice download of the GM Screen, Rules, and some adventures right on the main page.  Print all that and bam your good to go! (Coincidentally Tony worked on the GM screen)

Another thing that struck me as awesome, and I plan to print out and use in my current campaign is the campaign checklist.

Now here is why its cool, going thru the one page checklist and checking things off before you start grounds all of those little rules in your head right away.  Rather than having to wait for something to come up and then make a decision, for example

Dealing With Death (page 135): 
☐ Dead at 0 Hit Points
 ☐ Dead at –10 Hit Points
☐ Dead at –Constitution Hit Points
 ☐ Other, See Below

The adventures pdf contains 4 adventures, and if you go on over to donjon you can create yourself a nice little town and a hexmap, toss those dungeons in there, and your off and running for a few sessions, with honestly no actual prep haha.

Which BTW is exactly what I'm going to do, once I finish up our current old school campaign.

Oh and since we are talking about Iron stuff, here's some Iron Maiden!



Wednesday, September 28, 2016

Bit of a epiphany

As per usual walking to work this morning and my mind wanders to all things D&D.  Just a note, its getting cold! I can see my breath already in the morning.  And the Geese are making their way south already.

Anyhow I was thinking about "The Lizardmen Of Illzathatch" that I wrote.  What if the shields of Atreu didn't actually deal with her?


The description of the adventure is the following:

The green dragon Illzathatch has been dispatched by local heroes “The Shields of Atreu”, thus ending his reign of terror across the countryside.  Only one problem remains, the adventuring party left to raid the lair of the dragon, they have not been seen since. 


Obviously the rest of this post may contain some spoilers from that adventure.  Warning. 


If you've ran or read the adventure, you know that the Shields of Atreu were murdered, you will also know that Illzathatch had a daughter Hazathatch.  As to what happened to her, well that really depends on your players.  The question that came to my mind is, what if the Shields never dispatched her?  What if they just told everyone that?  Maybe they made a deal with her?  Then they went off to go and loot her lair, and were by happenstance killed off.  


If I write something, I will definitely leave Ms Hazathatch out of it at this point.  I'm thinking about part 2, the return of Illzathatch. 



The other thing I've been thinking about is "The Tomb Of Gardag The Strange", and doing something similar with that module.  A good possibility that I can amalgamate the both of these ideas.  As you may know Gardag had this bad assed cult of followers that died off after he was killed.  (Most of which drank some purple koolaid).  That said, what if Hamona's brother kept the cult going secretly? In my current old school game the players ran thru the Tomb after being sent on the quest by Hamona (just as the module was written), however the twist was that Hamona was a thief as well!  So she patiently waited outside of the tomb for the PC's to bring her fathers dagger, but also all of the gold and treasure! 

Tonight, I'll probably start working on some dungeons, drawing them up. 


As well I should really try and do another Free Map Friday, that was fun and I thought about trying to do it every other week as I'm not as prolific as I could be. 


EDIT:  Try as I might, the fonts are all fuckey, I should really type blog posts up in word then copy and paste em, sorry.



Monday, September 26, 2016

D100 Minor Magical Items


D100 Minor Magical Items
*All items are one shots (one charge)
*This table is for Old School Games

1.    Fishing Hook & Pole - When the hook is dipped in any water, a large fish magically appears.
2.    Ring of Redemption - Allows a player to re-roll any dice once.
3.    Gambling Dice - When rolled this set of six sided dice will always roll 6’s.
4.    Vial of Snake venom - This fast acting poison causes 1d12 damage.
5.    Hair Tie - This intricately designed hair tie allows a character to have night vision for an hour.
6.    Wooden Stick - This stick will cast mirror self for 1d6 rounds, when held up.
7.    Tunic Of Suaveness - When worn this tunic changes the character's charisma to 18 for one hour.
8.    Monster Map - This map when unfolded will show all monsters in general area, for up to one hour.
9.    Ale of Epicness - When drank this ale will allow players a +4 on all saving throws for one hour.  The player will not be drunk.
10.Moldy Barrel - This barrel contains a liquid, if anyone bathes in the barrel, they will receive 1d10 temporary hit points until they rest.
11.Purple Candle - When light the candle casts a darkness spell for 1d4 rounds.
12.Orc Tooth - If the tooth is put in a pocket it automatically casts Invisibility for 1d4 rounds.
13.Censer Of Wisdom -When worn the PC’s Wisdom is 18 for one hour.
14.Tome OfR emembering - Allows a magic user or cleric to remember 4 extra spells lasts one day.
15.Wooden Stake - When placed into the ground, the stake creates a force field that nothing can penetrate for one day.
16.Pocket Lint Of Bless - This pocket lint when carried will add +2 to all saving throws for the balance of the day.
17.Slime of polymorph self - when this slime is applied to someone's legs, they will automatically polymorph self.  Lasts 1d4 rounds.
18.Torch Of Web - When this torch is lit, it casts the spell web.  Lasts 1d4 rounds.
19.Rusted Key Of Detect Evil - This key will glow a very faint orange when evil is near.  One use only.
20.Miniscule Missiles Of Magical Mages Mysterious Mind - One small dart, when thrown casts magic missile spell, however there are 1d12 magic missiles that do 1d4 damage each.  
21.Blue Cheese Of Cure Disease - When eaten this cheese will cure any disease.
22.Stew Of Haste - As spell, lasts 1d2rounds.
23.Slippers Of Sneakiness - When worn this slippers reduce armour class by 1, and add 15% to any sneaking.  Lasts one day.
24.Holy Flint - When carried on person, allows characters to turn undead at 1 higher level than they currently are.  Lasts for one day.
25.Frog Leg Of Resist Fire - When eaten this frog leg will casts resist fire on the PC.  Lasts for 1d4 rounds.
26.Alchemical Notepad - When this notepad is read it will allow any character to identify a potion just by looking at it.  Lasts one day.
27.Goblin Artwork - This strange drawing was done by a goblin using his opposite hand.  When the artwork is laid on the ground it summons 1d6 goblins to the PC’s aide.  When the goblins die of natural causes (or violent), the spell is broken, or one day whichever comes first.
28.Henchmen Mirror - When a PC looks into this mirror, 1d4 henchmen will appear out of thin air.  Lasts one day.
29.Hobgoblin Toe jam - When spread on a player's hands or toes, this toe jam will cast protection from normal missiles for 1d4 rounds.
30.Axe handle Of Door Ajar - If this axe handle is whacked against a door, it will automatically break it down.  Then explode into a gazillion pieces causing no damage to anyone.
31.Backpack Of Loud Mouth - More of a curiosity than anything, when the back pack is worn anything that the players says is repeated VERY LOUDLY! Lasts one day.
32.Giant FingerNail Clippings - A large sack containing Giant toenail clippings, adds a +1 to attack and damage rolls for a day.
33.Old Paper Bookmark - When carried this bookmark will increase a player's Dexterity to 18 for the day.  
34.Cotton Earplugs - When worn these earplugs will automatically resist any charm spells, lasts for one day.  
35.Holey Tent - When setup this tent will protect a PC or 2 from the elements, it is naturally warm, and has a small pool of water within, as well as rations for one day.  The tent disappears after use.
36.Sweet Treats - When digested these treats will allow a player to re-roll any dice results once.  
37.Lock Of Medusa Hair - When this lock is shown to a monster, it will have to make a save against paralysis.  Has no effect on PC’s.  One use.
38.Dragons Tooth - While not incredibly valuable (it has extremely bad cavities!) This tooth will increase a player's constitution for day to 18.  
39.Leather Barf Bag - this bag contains exactly what you think it does.  When the contents is poured out, it will allow a character to fly for 1d4 rounds.
40.Fingerless Gloves - When worn these gloves will increase pick pocketing skill + 10% for the rest of the day.
41.Scarf Of Confusion -When worn this scarf will change the appearance of the player to whatever he/she likes.   Lasts 1d4 rounds.  (It just changes appearance,no extra game mechanic bonuses).
42.Jar of hot sauce - When digested the hot sauce will burn the esophagus of the player (1d4 internaldamage), however it will allow the player to breath fire once.  2d6 damage.  
43.Rigged Relocation Nail - When dropped on the ground this nail will relocate all of the players to a safe room/place.
44.Re-roll twice - the players get 2 items,if you get this number on one of the rolls the players get a whole lot of nothing.  Sorry eh!
45.Bat Of Random Death - This bat will add +1 to attack and damage rolls for 1d4 rounds.  It also has a 25% chance of creating a small fireball 1d6 damage every time it is used.
46.Pitchfork Of Plenty - This pitchfork will create 1 day of rations for all the players, when it is placed on the ground.
47.2 Faced Coin - This copper piece will cast the spell Charm when thrown at an opponent.
48.Pebble Of Power - When this pebble is rolled on the ground it will become a large boulder rolling out of control.  Causes 2d6 damage to anything in the way.
49.Well this is awkward - This small piece of paper when shown to a monster will have them re-roll their reaction roll. The note contains a breakup letter.
50.Dancing Dust - When this dust is flung at a monster they will have to dance uncontrollably for 1d4 rounds.  (I’m sorry games master but you are going to have to do the running man, and still roll dice for any other monsters).
51.Stack of old pancakes on a plate - Any PC’s who eat this will regain 2 hit points, but will be forced to switch characters with another player for a half hour of game time. (To be determined by the games master).
52.Incredibly stinky sausage - This sausage smells terrible, but when digested the players receives a +1 to all saving throws for the rest of the day.
53.Ring of true intention - This ring will allow a player to know the true intentions of one NPC for the duration of the day.  (Take player aside and tell them the nefarious plot).  The ring disappears the next morning leaving a strange tattoo on the player's hand.  
54.Cracked Crystal Ball - This crystal ball is cracked, when thrown at an opponent, it will transport them to a random location.
55.Insightful Tankard - When any liquid is drank from this tankard, the player will automatically know about the next trap the players will come across.
56.Wooden Cube - This hand carved wooden cube, will open a dimensional door allowing for a quick escape.
57.Toothpick of incredible accuracy - This tooth pick will allow a onetime ranged attacked at +4 to attack & damage rolls.
58.Helpful Gauze - These blood stained gauze, when wrapped on a PC’s leg or arm, will increase their armour class as of plate mail for the remainder of the day.
59.Black Monocle - When a player gazes thru this monocle they will be able to see any secret doors for 1d4 rounds.  They will however not be able to see much of anything else.
60.Elixir Of Spell Smoothness - When digested, this will allow a magic user or cleric to cast a spell they have memorized twice, without penalty.
61.Belt Of The Deceased - When worn this belt will turn undead at cleric level 6, regardless of player level.
62.Dog Bone - This bone will automatically let a player know where treasure is buried, hidden, etc. Works once.
63.Liniment of Gold - When this liniment is poured on a silver piece, it will turn it into 50 gold pieces. It can only be used on 1 silver piece.  No returns, no exceptions, no shirt, no shoes, no service.  
64.Battered Shield - This shield acts as a regular shield, despite the fact that it looks terrible and almost unusable, it automatically adds 50 XPs to the characters total.
65.Dagger Of Ghostly Tidings - This dagger on a successful attack will create a ghost from the past of the monster.  Allow a saving throw at -2 , if failed the monster flees in terror.  (Could be a relative come back to haunt them).  
66.Metal Flute - When this flute is played, it will automatically play the heaviest metal music ever heard.  Any monster in the vicinity must saves vs spell, or be rendered charmed for 1d2 rounds.
67.Wino Pail - This old pail fills itself with wine, any player drinking it will regain 1 lost hit point (can only be used once per player).  All players must dance around for a minute after drinking from the pail.  (no exceptions)
68.Stone of polymorph other - When this stone is thrown at a monster, it will automatically turn it into a ½ HD Rodent.
69.Plate Of Haggis - When digested the player receives a kilt which acts as plate mail for 1d4 rounds.  
70.Pixie Finger - When carried in a pocket, the player will receive a +5% bonus to experience for the rest of the day.
71.Cow Tongue - When placed in a player's shoe, this tongue will allow the player to understand, speak and read any language for a day.   
72.Sheet Music - This demented sheet music will play a very odd pop hit, when the sheet music is unrolled.  Any monster in the area must saving throw vs spell at a -2 penalty.  If they fail they will run wildly from the room for 1d4 rounds.
73.Apple Pie - This apple pie tastes wonderful, and is still warm somehow? Any player ingesting this will receive +2 to all ranged attack damage rolls. (only once)
74.Rusted Straight Razor - If a player shaves their legs with this, it will allow them to swim and breathe underwater for an hour.
75.Polka dot accordion- when played this accordion will not only make your toes tap, it will cure one person of poisoning.
76.Purple Gorgon Nerple - if this nipple is put in a player's pocket the player receives an ability to remove curse. (once only)
77.Writing ink - using this ink you can copy one spell from a spell book onto your hand for safe keeping (don't wash your hands), and can use the spell once, after which it disappears. There is no extra roll required.
78.Scroll case - when opened the scroll will spit out a map showing a safe Haven within walking distance.
79.Venus fly trap leaf - this leaf will allow a player to speak with animals or plants for 1d4 rounds.
80.2 string banjo - non-musical instrument, however has a onetime fireball charge 1d6 damage.
81.Weird gypsy plate - when placed on the ground it enlarges into a floating disc, which can carry two characters. It lasts for 1d4 rounds.
82.Jade thieves tools - these tools have the ability to let a thief know what person in a room carries the most gold on their person. Other than that they are worthless as tools, and not worth much money.
83.Wooden toy dragon - when thrown this toy will create a illusion of a large pissed off dragon,-2 on saving throw to any creatures in the room.
84.Bag o’ beasties - when you dump the bag out, 1d8 beasties appear.  They are 1d4 hit dice creatures that do 1d2 damage.
85.Icing for a cake - unfortunately there is no cake, however if this is ingested it will cure blindness.
86.Berserker’s Axe - This rather old looking hand axe is quite remarkable magically speaking.  It does 1d12 damage for 1d6 rounds.  After that it becomes an everyday hand axe most appropriately used for chopping kindling.
87.Eldritch Sundial -When held up to the sun (or just up if you find yourself in a dungeon) it will cast “locate object” once.  Appearing on the face of the sundial is the correct direction you need to travel.
88.Ice Pick - When placed into the ground the Ice pick will cast Wall Of Ice.  Creating a large ice shield in front of the character.
89.Witches Wart - This fairly odd wart has managed to stand the test of time, instead of deteriorating like most pieces of skin.  If applied to the skin it will magically seal itself to the character, increases their constitution to 16 for a day.  The wart must then be magically removed using a remove curse spell.  It has no untoward side effects.
90.Scroll of Random Silliness - This scroll is completely illegible, however if a entertaining saying is said aloud in pig Latin the scroll will cast cure light wounds on the bearer. (GM discretion on the silly pig Latin statement)
91.Bowl Of Fermented Cherries - If these cherries are consumed, the player will receive 1 hit point as well as a - 2 Reaction Adjustment on the next encounter.
92.Old Coin With Hole In It -If a thief holds onto this, Hide in the Shadows is increased to 67% for the rest of the day.
93.Inheritance Letter - This letter contains the last will and testament of Hugo Underbrush, when read aloud 16 CP’s, a small jewel worth 5 SP’s and one sock show up out of the blue.
94.Leather Hide Blanket - When a player uses this sleeping, he will receive +5% on all experience gained the following day.
95.Pick Axe Of Telling - When this pick ax is held up, it will cast “speak to stones/stone tell” once, right at that very moment!
96.Keying - This key ring has no keys on it, it may have at one time.  If any keys are added to the key ring it will cast “project image”.
97.Elixir Of Barbarism -This yellowish liquid will increase a player's strength to 14 for the next 1d6 rounds.  (With all the extra added bonuses for attack & damage)
98.Lucky Cap - When worn this cap will allow a player to reroll any saving throw once.  After that, it's just a very nice looking cap.
99.Large Doll - This doll looks like an almost exact duplicate of the person that picks it up!  When a hand is placed in the back of the doll it will cast ventriloquism once.
100.                  It’s Raining Silver! - One hundred silver pieces fall from the ceiling for absolutely no reason!

You can grab this title on drivethrurpg.com

Wednesday, September 21, 2016

The Hack Attack

If you haven't heard of "The Black Hack" by David Black, then you have probably been living under a toadstool.  From what I gather Black Hack was not only spawned by the love of the OSR, but also by the Fifth Edition SRD (to a degree, at least some mechanics).  I have to say its cool.  

Here's the description:  The Black Hack is a super-streamlined roleplaying game that uses the Original 1970s Fantasy Roleplaying Game as a base, and could well be the most straightforward modern OSR compatible clone available. If speed of play and character creation, compatibility, and simple - yet elegant rules are what you yearn for. Look no further!

Black Hack alone has spawned numerous adventures and even a Zine! But not only that, Black Hack has spawned a whole bunch of Hacks of the Hack! (If I was witty I'd have some word for a hack of a hack, but I don't).  

I've read thru Black Hack and I quite like it.  I've always been drawn to the idea of rules lite systems.  At some point I'd like to give it a run, atleast as a one off.  And the fact that it doesn't clock in at a ton of pages, that's always nice as well.  That way I can print out a few copies for the table and myself.  I've really been a fan of the "rulings not rules" and this system seems to be right up that alley.  I mean there's rules, but obviously you can HACK em and do whatever you'd like. 

Here's a list of Black Hack specific products that I found. 

(Obviously there's a bunch, and its quite easy to find over at drivethru, I'm making this document for myself, I find it easy for myself to make decisions by doing the research, however I digress, here's the list!).  

This is by far not a complete list, and I am guessing that as I type this there maybe another hack making its way into the digital world, or quite possible being created in the back of a mad scientists brain.  I really adore that one little hack has started this huge thing that everyone is getting involved in.  There is more than enough here to appeal to most players as far as settings and concepts go.  (at least as far as players who like rules lite games)


The Hex Hack

Goblin Gambit - A black hack adventure

Librarians Of Doom - Adventure

Cyber.net.ica - A twist on the hack with some cyberpunk







Clever Title Using Hack & Class - Had a giggle at the title, NEW character classes for Black Hack. 

The Hunter Hack:   The Hunter Hack is a collection of magic weapons, monsters, and rules for running a Black Hack game about tracking and hunting giant monsters in the wilderness.

The Unearthed Hack: A collection of rules variants.  

The Class Hack: THE CLASS HACK presents 10 additional Classes inspired by the Original 1970's Fantasy Roleplaying game for the THE BLACK HACK OSR compatible clone.

The Race Hack - Extra races

The Drac Hack:  A creature list for Black Hack

A Hack Of Class:  More classes!

The Beast Hack: The Beast Hack is a bestiary containing over 60 monsters designed for use with David Black's fantastic Black Hack RPG. Old fantasy favorites as well as many originals are included in this book. So prepare yourself for a battle against some deadly beasts!  



Here's a list of HACKS!  Publisher's own twist on the idea of Black Hack, with their own little idiosyncrasies & coolness. 

The Pirate HackAhoy me matey's This ere be The Pirate Hack based on that Awesome and popular The Black Hack.  In The Pirate Hack you can choose your background, your class and even your Race! Yes that's right Race, why is it only Humans get to be Pirates? So you can choose from the Dwarfs, Elves or Half Orc Pirates, each with their own special abilities... oh and of Course Humans.

The Indie Hack: The Indie Hack (TIH) is a minimalist fantasy roleplaying game, build up from the ideas in The Black Hack, that is played with pencils, paper, dice, and imagination. It takes old-school gaming and gives it an indie edge: you get heroes, magic, traps, and monsters but the players get more control over the richness of the story.

The Blue Hack:   If you know about The White Hack, The Red Hack, and The Black Hack, you know where this is headed. BLUEHACK™ is a traditional tabletop role-playing game, played with paper, pencils and dice – it uses the Holmes Basic edition of that Original 1970s Fantasy Roleplaying Game as an inspiration, but it aims to create a distinct, streamlined flavour all of its own. - 

Great so now I have to go and look up White & Red As well! Oh and it`s a wild good chase, alright back the HACKS of the HACKS! 

Cyber-Hacked!The Black Hack: Cyber-Hacked! takes the awesome OSR rules created by David Black for The Black Hack and uses them to create a OSR-style cyberpunk system.  Simple rules for hacking, cyberware, car chases, drugs, and guns are included.

The Bikini Hack: The Bikini Hack is a mash-up of Bikini, Boards, & Bongos from Rarr! I'm a Monster Publishing and The Black Hack OGL rules by David Black. The game is based on all of the fun beach and surfing movies of the 60's where the kids just worried about when the next wave, or next kiss, was happening.  NOTE:  I recorded a band a few years ago called `The Thrashers`they would love this version.  

The Solo Hack:  The Solo Hack contains 11 solo adventures for use with David Black's The Black Hack. Each adventure is separate and independent from each other and can be played in any order. NOTE:  This would probably be a good way to learn how to play Black Hack. 

The Cthulhu Hack: You guessed it! All hail the great old one. 

The Jack Hack:  The Jack Hack is a game of trying to beat the odds in the depravity of late Victorian London. It has particular focus on the Whitechapel area just before, and around the time of the infamous Jack the Ripper murders.

The Pulp Hack:  A mad scientist has used old schematics from Nikola Tesla and a Peruvian demon stone to create an army of Rasputin clones. A group of robots from the far reaches of the galaxy have landed on Earth to study the brains of prominent composers. A fascist group has uncovered the lost scroll of the deathweaver in the Amazon forest and plans to hold the United States to ransom. These are the deliciously insane plots that you will be dealing with when you play The Pulp Hack.

The Powers Hack:  The Powers Hack puts the power into your hands, and when we say power we mean Super Powers, yes thats right using the power of The Black Hack we bring you a super Heroes Rpg in the tradition of the 1970's Roleplaying games.

The WasteLand Hack: The Wasteland Hack is Post Apocalyptic Roleplay powered by The Black Hack OSR. We have used all the rules of The Black Hack with a few tweaks and added some new ones. 

The Gene Hack:  The Gene Hack is intended to provide a framework for a setting that can be adapted to your liking, or created as you play. Your game can be set in a gamma irradiated post-apocalyptic earth; among masters of a universe far away; navigating space dungeons; or even a classic dungeon crawl—just flavor the details to your liking and the mechanics shouldn’t get in the way of your imagination.

The Space Hack:The Space Hack adds Starship Combat rules to The Black Hack without slowing down its streamlined core, launching the original 1970s fantasy role-playing game INTO THE STATOSPHERE and BEYOND!

The Rad-Hack:  The Rad-Hack is a fully illustrated, tabletop role-playing game, based on the highly popular OSR game "The Black Hack". The Rad-Hack is set in a weird, post apocalyptic future where Mutants, Robots, Psionics and Humans team up against the dangers of the wasteland in search of Tech, Slugs and Adventure!

The Cat Hack: The Cat Hack takes the OSR rules of The Black Hack and modifies it to work with a minimalist setting where the player characters are all cats!

The Anime Hack: The Anime Hack brings the frantic energy of Japanese animation to the tabletop in an easy to play multi-genre role playing game based on the fantastic Black Hack RPG. Based on the original 1970s fantasy role-playing game the rules are easy to follow and playable right out of the box. Character creation takes a few minutes and you'll be playing in no time. 

The Zero Edition (Zebra Hack!): goes back to a great emulation of The Original Game, Swords & Wizardry: White Box. It adjusts the classes to White Box standards, adds the three original demi-human races, and brings the spells and monsters from the White Box edition into the mix. You should be able to run 0E/WB characters straight out of the box.

The Stellar Hack:  The Stellar Hack. A sci-fi hack in space! A supplement you can use for your own space games or to add to your other space games. For Use withThe Black Hack, Additional Things and Guns & Ammo.

The Kid Hack: The Kid Hack takes the minimalist and simple rules of The Black Hack where the characters are all children in a battle with the supernatural world that only they can see!

The Super Hack: The Super Hack is a hyper-streamlined roleplaying game that uses the original 1970's Roleplaying Game and the wonderful THE BLACK HACK as a base. If you're looking for high octane Superhero action with a system that feels as familiar as an old glove - look no further!