Who indeed? |
I'm back again, and as promised, here's more "Vigilante Hack" love for everyone. What follows are the alternate rules that I've compiled for TVH. For the most part, they're all drawn from the original "Black Hack", or from David Black's own Additional Things. I know I did tweak a few minor things to my liking, but here is the gist of what I've added:
- Brought in NPC Reactions, straight from TBH
- Did a hard reset on the Usage Die and when to check it back to the default from TBH.
- Did a hard reset on Encumbrance back to TBH standard of each item =1.
- Did a hard reset on Ranges back to TBH standard of "Close, Near By, Far Away, Distant."
- Brought in Random Encounters, Morale, 'Better Armor', and Luck from "Additional Things"
- Added my own Alternate Advancement
- Added the Usage Die back in for Ammo as per TBH.
- Did minor tweaking and tinkering on some of the ranged and thrown weapons. Added a few new ones in as well.
There are a few things I'd like to borrow from The Blood Hack, namely its Firearm rules, its Vehicle system, & its list of Weapons and Equipment. I'd also like to integrate the "No-Class Hack" and The Knack Hack as well. But I'll save discussion on those for another time.
If you'd like a copy of what follows, click HERE to get the PDF
ALTERNATE RULES FOR THE VIGILANTE HACK
RANDOM ENCOUNTERS
The GM should roll a d4 every time the players make a loud noise or stay in a
potentially dangerous area longer than 5 Minutes (turns). Results of 1
indicate a random encounter.
NPC REACTIONS
Some Villains and NPCs will have predetermined personalities and
goals that will guide a GM when choosing their actions and feelings towards the
characters. Those that do not, such as those randomly encountered, make a Reaction
roll on the following table:
ROLL
|
REACTION
|
1
|
Flee then roll again.
|
2
|
Avoid the PCs entirely.
|
3
|
Bargain with PCs.
|
4
|
Give the PCs aid
|
5
|
Mistake the PCs for friends.
|
6
|
Trick the PCs (roll again).
|
7
|
Call for Reinforcements.
|
8
|
Capture/Kill the PCs.
|
USAGE DIE
Any
item listed in the equipment section that can normally be used up or expended and that has a Usage die is
considered a consumable, limited item. When that item is used the next Minute
(turn) its Usage die is rolled. If the roll is 1-2 then the usage
die is downgraded to the next lower die in the following chain:
d20 > d12 > d10 > d8 > d6
> d4
When
you roll a 1-2 on a d4 the item is expended and the character has no more of it
left.
Any
other items only check a Usage Die if there is a chance of them being broken,
damaged, etc.
MORALE
If the number of opponents engaged in combat with the players
drops by 50% they are 'broken' and a Reaction roll should be made to
determine their new attitude.
If a character can make a successful CHA test the broken
opponents will attempt to flee the combat as quickly as possible. If they have
a leader fighting amongst them, the CHA test is taken with Disadvantage.
LUCK
Each character is created with one point of Luck - they can trade
this in at any time and get a re-roll on any one die. Their Luck Point renews
at the end of each session.
ALTERNATE ADVANCEMENT
After
each session in which the character interacts, participates, or contributes in
a significant way, roll 1d10. If the number is higher than the characters
current level, the character advances to the next level.
ENCUMBRANCE
A
character can carry a number of ITEMS equal to their STR with
no issues. Carrying over this amount means they are encumbered and all
attribute tests are taken with Disadvantage – you can also only ever
move to somewhere Nearby. They simply cannot carry more than double
their STR. As per the original “Black Hack” rules, there is no carry
weight associated with each item. An item is an item.
ARMOR ALTERNATIVE SYSTEM
Armor Points (AP) reduce damage in the same way, however they
don't run out - so each hit is reduced by the Armor points amount. Every piece
of Armor now has a Usage Die (UD)- see the table below.
Immediately after a fight where armor has been used to reduce
damage, its Usage Die must be rolled. If the roll is a 1 or 2 the Usage Die
reduces as per normal, and the Armor then has the AP of the armor above it in
the table. For example, failing a UD
roll for Kevlar Weave Uniform would reduce it to having 1 AP (Spandex).
If the UD is a d4 and fails, it's considered destroyed and should
be removed from a player’s inventory. Armor can be repaired however- roll its
current Usage Die and multiply the amount by 10, this is the cost to upgrade
the Usage Die to the next die up in the chain.
ARMOR
|
AP
|
UD
|
COST
|
Leather
Jacket/Spandex Costume (Ultra-Light)
|
1
|
d4
|
50
|
Leather
Bodysuit/Kevlar Weave Uniform/Bulletproof Vest (Light)
|
2
|
d6
|
100
|
Kevlar Vest (Medium)
|
3
|
d8
|
500
|
Ballistic Armor/Full Riot Armor/Full Tactical Combat Armor (Heavy)
|
4
|
d10
|
5000
|
Helmet
|
1
|
d4
|
150
|
Shield
|
1
|
D6
|
150
|
ALTERNATE FIREARM AND RANGED WEAPONS
AMMO
All ranged and thrown weapons have ammo, represented by the
usage die. You roll your Ammo Die at the end of a combat and follow all normal
Usage Die rules. Each additional Ammo Die purchased refills one weapon to its
full Usage Die. Ammo Die for all weapons listed in “The Vigilante Hack” core
rules as well as “A City Full of Sinners” are as follows on the chart below:
OTHER
WEAPONS
|
DAMAGE
|
ROF
|
RANGE
|
AMMO
|
COST
|
Bow
|
1d6
|
2
|
Nearby
|
D10
|
250
|
Crossbow
|
1d6+1
|
1 or 2
|
Far Away
|
D8
|
400
|
Pepper Spray
|
Stun
|
1
|
Close
|
D6
|
20
|
Stun Gun
|
Stun
|
1
|
Close
|
D8
|
35
|
Shuriken
|
1d6-1
|
2
|
Nearby
|
D8
|
25
|
Taser
|
Stun
|
1
|
Close
|
D6
|
300
|
Throwing Knives
|
1d6-1
|
1
|
Close
|
D6
|
50
|
Quiver of arrows/bolts
|
Ammo
|
-
|
-
|
By type
|
10
|
FIREARMS
|
DAMAGE
|
ROF
|
RANGE
|
AMMO
|
COST
|
Revolver
|
1d6+1
|
1
|
Nearby
|
D8
|
500
|
Semi-automatic
Pistol
|
1d6
|
2
|
Far Away
|
D8
|
600
|
Submachine Gun*
|
1d6+1
|
2
|
Nearby
|
D12
|
900
|
Semi-automatic Rifle
|
1d6+2
|
2
|
Distant
|
D10
|
800
|
Shotgun
|
1d6+3
|
1
|
Nearby
|
D6
|
500
|
Automatic Rifle*
|
1d6+2
|
2
|
Distant
|
D12
|
2,000
|
Sniper Rifle
|
2d6
|
1
|
Distant
|
D10
|
3,000
|
Light Machine Gun*
|
1d6+2
|
2
|
Distant
|
D20
|
6,000
|
Heavy Machine Gun*
|
1d6+3
|
2
|
Distant
|
D20
|
12,000
|
Flamethrower**
|
1d6/turn
|
1
|
Nearby
|
D8
|
400
|
Ammo
|
Ammo
|
-
|
-
|
By type
|
10
|
EXPLOSIVES
|
DAMAGE
|
ROF
|
RANGE
|
AMMO
|
COST
|
Fragmentation
Grenade***
|
3d6
|
1
|
Nearby
|
D6
|
50
|
Flash-Bang**
|
Stun
|
1
|
Nearby
|
D6
|
25
|
Smoke
|
Smoke
|
1
|
Nearby
|
D6
|
25
|
Incendiary***
|
2d6
|
1
|
Nearby
|
D6
|
40
|
Plastic
Explosives**
|
1d6/charge
|
1
|
Close
|
D8
|
200
|
Rocket
Propelled Grenade***
|
4d6
|
1
|
Distant
|
D4
|
2,000
|
Light
Antitank Weapon***
|
5d6
|
1
|
Distant
|
D4
|
1,500
|
Grenades for
RPG Launcher
|
Ammo
|
-
|
-
|
D4
|
500
|
*
Can fire a 5-bullet bursts as one attack, +2 to-hit, x2 damage. Check Ammo Die
immediately.
**
Catches targets on fire (unless a Saving Throw is made) for 1d6 damage per turn
until put out.
***
Explosive damage affects all in Close range and half damage to all Nearby. Half
damage with Saving Throw.
No comments:
Post a Comment