Snowhack v1
Snowhack v1
eldritch fantasy
CREATED BY
Snow
COVER ART
Charlotte
SPECIAL THANKS
Clayton Notestine’s
layout template.
STATS
HP. You begin with 6 + PHY. Or you can roll a d12 for a chance
at more and risk getting less. When HP is reduced to 0, you are
Risky Roles unconscious and must roll a save every round. Fail and mark a death
box. When all three are marked, you die. Rolling a 20 on a death
There’s a few times save means you resuscitate with 1hp. Rolling a 1 means you mark 2.
where you can take
a static number or Recovery: Characters naturally recover 1hp per day. Other methods
roll for a chance at can recover it quicker, such as medicine, magic, or really good food.
something move. Death boxes recover at a rate of 1 per session.
1-60 DEAD
61-94 MESSY DEATH
95 DISMEMBERED!
96 GLIMPSE THE CAVE
97 BEAUTIFUL SCAR
98 SPLIT EYE
99 VESSEL
100 BLUE SHIFT
Messy Death
Your body is horribly mangled by the damage. The brutality of it is
sudden and seared into the minds of those around you. All survivors
must save or become horrified. There is nothing left of your body to
Survivors take back and all items are destroyed.
Beautiful Scar
The damage scars you, but in a sexy way. When people see this
Psychic Powers? scar, they know you’ve seen some shit. Raise your CHA by 1.
DV DIFFICULTY
6 SIMPLE
8 ROUTINE
10 EASY
12 1NORMAL
14 HARD
16 HEROIC
18 IMPOSSIBLE
20 LOL, LMAO
Advantage/Disadvantage
Roll 2d20 and take the higher (advantage) or the lowers
(disadvantage).
Critical/Fumble
When you roll a 20, that counts as a critical dealing double damage.
When you roll a 1, that counts as a fumble, giving all attacks against
you advantage until your next turn.
SKILLS
Ambiguity Choose three skills at character creation. These are your past
trainings, natural talents, and learned trades.
Skills are left vague
enough to be Physique
interpreted a number Athletics - general physical actions, strength, and power.
of ways. Every Constitution - your iron gut (or lack thereof).
character has every Medicine - familiarity with the body and its many injuries.
skill, they just aren’t Melee - training in martial arts or weapon combat.
profecient in all of Vibes - instinct, animal-brain, reading people and places.
them.
Reflex
Accuracy - aiming, precision, attacking from range.
Acrobatics - dexterity, flexibility, and balance.
Mischief - sneaky actions and devious tools.
Perception - the little things give you away.
Touch - you’ve got the touch (good with your hands).
Lore
Arcanum - knowledge of magic, scrolls, ancient tongues.
Beasts - knowledge of monsters, where they live, what they do.
Dream - knowledge of the unknown and the weird.
Dungeons - knowledge of architectural flow, traps, treasures.
Nature - knowledge of navigation, plants, animals.
Charisma
Anima - your connection to the spirits, how bright your soul is.
Authority - politics, intimidation and relation to authority.
Drama - acting, lying, performing, and controlling your emotions.
Kinship - connection to those closest to you and other Songbirds.
Passion - your oration, rhetoric, and animal magnetism.
SKILL CHALLENGE
RED
The Riddle of Steel - You are forever practicing this particular riddle,
Whitehack searching for an answer. You can hold a single power acquired from
killing an enemy, like a special attack or trick, a substance extracted
Red is stolen from from a monster’s body or even a supernatural ability somehow
Whitehack. It’s transferred through the act of killing.
such an evocative
class and, to me, BLUE
makes the fighter
into something more Wonder & Wickedness - You can cast spells using the rules from
like The Witcher or w&w. Let me know if you need help buying a copy.
Conan.
GREEN
WHITE
Weirdo - Roll for two additional traits and start with 2 potions.
BLACK
Fallen Star - You caught a fallen star. Now you have a single wish.
You can choose one trait if you really want it. Otherwise roll 3 and
keep 2. Or you can choose 2 and lie about it. Who’s going to know?
D100 TRAITS
THE TWINS - THE GODS DISAGREE ON YOU SO THERE IS ANOTHER YOU TO MATCH THEIR
23 VISION. [OTHERWORLDLY PACT]
THE SONG OF THE SEA - YOU HEAR HER SING AT NIGHTS, FROM LAKES, RIVERS, AND THE
26 PLACE WE SHALL ALL RETURN. [OTHERWORLDLY PACT]
27 THE DARK ONE - WHEN YOU KILL A FOE, GAIN TEMPORARY HP EQUAL TO YOUR CHA
PORTENT - AT THE BEGINNING OF EACH SESSION ROLL 2D20’S AND RECORD THE NUMBERS.
28 YOU CAN REPLACE ANY CHECK OR SAVE WITH THOSE NUMBERS 1/SESSION.
29 GHOUL GAOL - YOU CAN ACCESS THE CHTHONIC NETWORK BETWEEN WORLDS 1/SESSION
30 TIEFLYRE - YOU HAVE A SET OF HORNS TO MATCH YOUR FATE. [OTHERWORLDLY PACT]
31 DREAMER - YOU CAN ENTER OTHER PEOPLE’S DREAMS AND ALLOW THEM INTO YOURS
LIP SERVICE - YOU CAN STEAL A SINGLE HEART AND PLACE IT IN YOUR INVENTORY. WHILE
32 YOU HOLD A HEART, ITS OWNER IS DEVOTED TO YOU, BUT YOU ARE RESPONSIBLE FOR IT.
33 MOON POOLS - YOU CAN HYPNOTIZE PEOPLE WITH YOUR EYES. SAVE ENDS.
BLACK DOG - WHEN YOU SLEEP, YOUR SHADOW ROAMS FREELY AS THE BLACK DOG. YOU
34 EXPERIENCE IT AS A WEIRD DREAM. [OTHERWORLDLY PACT]
35 INARI - YOU ARE A VESSEL FOR A SHARD OF THE FOX GOD. [OTHERWORLDLY PACT]
MAGNUM OPUS - ONCE, IF YOU SPEND A MONTH OF YOUR LIFE, YOU CAN CREATE AN AMAZ-
36 ING AND WELL-LOVED PIECE OF ART THAT CAN SELL FOR A LOT OF MONEY, START YOUR
CAREER, OR GRANT YOU SOME OTHER BENEFIT.
37 LIP READER - YOU CAN ACCURATELY READ LIPS
RECKLESS - YOU CAN MAKE ALL ATTACKS WITH ADVANTAGE IN EXCHANGE FOR ALL ATTACKS
40 GETTING ADVANTAGE AGAINST YOU. LASTS FOR THE ENCOUNTER. CAN BE USED 1/SESSION.
TURN UNDEAD - PRESENT YOUR HOLY SYMBOL AND FORCE ALL UNDEAD TO MAKE A SAVING
44 THROW OR BE TURNED
MOON CHILD - YOU HAVE AN ANIMAL FORM. IT MUST BE A HARE, FOX, DEER, CAT OR OWL.
48 YOU CAN TURN INTO IT 2/SESSION.
SUPERNATURAL SENSE - YOU CAN DETECT SUPERNATURAL EVIL (DEMONS, VAMPIRES, ETC)
59 WITHIN 60FT OF YOU.
FAVORED ENEMY - CHOOSE YOUR ENEMY (GOBLINS, DRAGONS, DEMONS, ETC.) AND GAIN
61 ADVANTAGE ON ALL CHECKS RELATED TO THEM.
HOME TURF- CHOOSE A FAVORITE BIOME. YOU CANNOT GET LOST WHILE IN THAT BIOME AND
62 DO NOT NEED TO EXPEND RATIONS.
63 VOLFE - YOU HAVE A WOLF COMPANION
64 SNEAK ATTACK - IF YOU HAVE ADVANTAGE ON AN ATTACK, IT DEALS AN EXTRA D12 DAMAGE.
65 THIEVES’ CANT - YOU KNOW THE SECRET LANGUAGE OF ROGUES.
66 CAT PAWS - CLIMBING NO LONGER TAKES HALF YOUR MOVEMENT
67 DRACONIC ANCESTRY - YOU HAVE RESISTANCE TO FIRE OR ACID
68 DEVIL’S SIGHT - YOU CAN SEE 30FT INTO TOTAL DARKNESS.
69 ELDRITCH SIGHT - YOU CAN SEE THE REMNANTS OF RECENT SPELLS, RITUALS, OR TRICKS.
70 RUNIC EYES - YOU CAN READ MAGIC WRITING AND CODES.
71 TWO MINDS - YOU CAN TOUCH A CREATURE AND PERCEIVE THEIR SENSES FOR A MINUTE.
72 MASK OF FACES - YOU CAN ALTER YOUR FACE (EYE COLOR, HAIR COLOR, FACIAL SHAPE, ETC.)
73 JINX - 1/ENCOUNTER JINX A TARGET, FORCING THEM TO SUBTRACT A D4 FROM THEIR ROLLS.
74 IMP - A DIMINUTIVE IMP LIVES IN YOUR SHADOW AND CAN PERFORM BASIC TASKS FOR YOU
75 LUCKY - YOUR SAVE IS NOW A 9. ROLL A 9 OR A ABOVE TO SAVE.
76 COMMANDER - 1/ENCOUNTER, GIVE YOUR ALLIES ADVANTAGE ON THEIR NEXT ATTACK
ELFEN LIED - YOU HAVE A ETHEREAL HAND THAT CAN EXTEND UP TO 30FT. FROM YOU AND
77 LIFT UP TO 10LBS.
UNSEELIE - YOU CAN COMMUNICATE SIMPLE IDEAS WITH ANIMALS, INCLUDING EMOTIONS.
92 ANIMALS SPEAK WITH EMOTIONS IN RETURN.
93 FAIRY BLOOD - YOU HAVE ADVANTAGE ON SAVES AGAINST CHARMS AND SLEEP.
94 WILD MAGIC - YOU CAN TAP INTO WILD MAGIC 1/ENCOUNTER (SEE WILD MAGIC TABLE)
95 ENDURANCE - 1/SESSION, WHEN REDUCED TO 0HP, DROP TO 1HP INSTEAD.
WAR HERO - YOU FOUGHT IN THE WAR AND CAN FIND REFUGE, SAFETY, AND HOUSING WITH
96 OTHER COMMON FOLK.
ACTOR - YOU CAN MIMIC THE VOICE OF A PERSON OR SOUNDS OF A CREATURE YOU’VE
97 STUDIED FOR 1 MINUTE. SAVE REVEALS.
AKIMBO - YOU CAN USE YOUR BONUS ACTION TO ATTACK WITH A SECONDARY WEAPON ON
98 YOUR TURN.
[Otherworldly Pact] - what’s that, you ask? Well wouldn’t you like to know.
Advancement
When it’s time to level up, take 3 hp or roll d6 for a chance at more. Then
increase a Stat by 1.
Use your rolled items 3 YOUR EX’S HOODIE 31 TINY MECHANICAL CRAB
Everyone starts with one weapon of their choosing. All else must be
bought.
Accuracy. RANGED D6 50
QUIVER -- 2
Simple Weapons
Axes - slashing, thrown
Clubs - bludgeoning
Javelin s- piercing, thrown
Staves- bludgeoning
Swords - slashing
Heavy Weapons
Battle Axe - slashing, two handed
Halberd - slashing, reach, two handed
Pike - piercing, reach, two handed
Zweihander - slashing, two handed
Quiver
Gives ammo for a single ranged weapon. Need replinished at the end
of each session.
Damage Types
Slashing, bludgeoning, and piercing. Different opponents will have
resistances and vulnerabilites to different damage types.
Reach
Weapon can attack opponents that are a little further away.
Thrown
Can throw it as a ranged attack.
Two handed
Can’t hold a shield. Sorry <3
ARMOR AC COST
LIGHT 12 20
MEDIUM 13 50
HEAVY 15 150
FULL PLATE 18 500
SHIELD +2 50
HELMET -- 10
Shield
Can be sacrificed to ignore damage of a melee attack
Helmet
Can be sacrificed to ignore damage of a ranged attack
VEHICLES
VEHICLE COST CREW PASS. AC HP
Technology? ROWBOAT 50 1 3 11 50
SAIL BOAT 10,000 20 20 15 300
INITAITVE
SOME ACTIONS
Damage Types
Acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing,
poison, psychic, radiant, slashing, and thunder.
When you spend a night on the town and carouse, roll a d10 and
send that much coin. If it’s equal to or lower than your PHY, it’s a
rousing good time. Recover a death box. If it’s higher than your PHY,
do the same but roll d10 below to see what horrible circumstances
your partying got you into.
D10 OH NO...
NEW TATTOO! ROLL A SAVE. SUCCESS AND IT'S SUPER COOL, FAIL-
2 URE AND IT'S REALLY EMBARRASSING.
INVEST ALL YOUR SPARE COINS IN A SCHEME. ROLL A SAVE.
3 SUCCESS AND YOUR MONEY IS DOUBLED. FAILURE AND YOU LOSE
IT ALL.
DRANK TOO MUCH. ROLL A SAVE OR BEGIN THE SESSION INTOXI-
4 CATED (-2 TO ALL ROLLS AND NO PROFICIENCY/EXPERTISE).
WENT FOR A WALK. YOU WAKE UP FAR, FAR AWAY FROM YOUR
5 PLACE. PAY D10 COINS TO GET HOME.
CONTACT
To make new contacts or maintain old contacts, start a clock for the
contact and fill in a segment. When the clock is full, the contact will
trust you enough to do a favor for you. This could be anything from
lending you coins, going traveling with you, or giving you protected
information. The more important the contact, the harder the clock.
To craft items, pay d10 coins for materials, start a clock for it and roll
a check using whatever skill is applicable. The difficulty is determined
based on what is being crafted. Success means you mark a
segment.
CREATING
SIMPLE 6 1
WEAK 8 2
LACKING 10 D10
AVERAGE 12 2D10
ABOVE AVERAGE 14 2D20
COMPLEX 16 D100
EXPERT 18 D100 * D20
IT’S A VERY AWKWARD DATE. YOU SAID A JOKE AND THEY TOOK IT
2 VERY PERSONALLY. -1HP.
YOU HAVE A NICE TIME AND MAKE A GOOD FRIEND. THERE WON’T
4 BE ANY FURTHER ROMANTIC DATES. +1HP.
YOU KNOW THIS PERSON! YOU’VE DATED BEFORE AND IT DIDN’T
5 WORK. YOU CATCH UP OVER DRINKS AND GO HOME EARLY FOR
SOME ALONE TIME. +1HP.
IT’S NOT ACTUALLY A DATE. THEY’RE WITH THEIR FRIENDS AND
6 YOU ALL HANG OUT. ROLL AN EASY CHA CHECK. FAIL AND YOU
WERE A “THIRD WHEEL”, -1HP. SUCCESS MEANS YOU FIT IN WELL,
THEY BAIL ON YOU HALFWAY THROUGH THE DATE WITH A WEIRD
7 EXCUSE. -2HP.
THEY ARE ACTIVELY CRUEL TO YOU AND THE STAFF AT YOUR DATE
8 SPOT. IT FEELS GOOD TO THROW A DRINK IN SOMEONE’S FACE.
+2HP.
YOU FIND SOMEONE YOU WANT TO GET INTIMATE WITH BUT THEY
9 AREN’T READY. THEY SEEM MORE THAN WORTH A SECOND DATE.
MAYBE A THIRD. +D6HP.
DOCTOR
When you want to make some quick cash, place a bet and roll d10.
1 LOSS! YOU LOSE NOT ONLY YOUR BET BUT HALF OF YOUR COINS.
YOU LOSE SO BADLY. ROLL LUCK FOR EACH MAGIC ITEM YOU HAVE
2 TO DETERMINE IF YOU HAD TO TRADE THEM TO PAY YOUR DEBT.
6 STRING OF BAD LUCK WITH THE DICE. LOSE HALF YOUR BET.
NOTHING BUT NET! YOU JUST KEPT WINNING. YOU EARN YOUR BET
9 X10.
MAIDEN VISIT
When you hire a maiden, they read your future using tarot.
MOON POOL
When you want to have lots of sex, roll d10. If it’s equal to or lower
than your CHA, it’s a good time. Recover d6hp. If it’s higher than your
CHA, recover d6hp but roll d10 below to see what happens.
YOU START CRYING. I DON’T KNOW WHY. BUT THE CRYING FEELS
10 GOOD. ROLL A SAVE TO SEE IF SOMEONE NOTICED/CARED.
RESEARCH
True Names
Finding a True Name is always a hard clock and requires unique
methods of research for every segment. These are hardly ever
recorded, and when they are, their sources are obscure, untranslated,
and ancient.
You can spend time purchasing items and other things from the
equipment section. If you’re looking for something specific, the GM
can call for a save or a more specific skill check to determine if the
item is nearby.
TRAINING
RANDOM ENCOUNTERS
REACTIONS
2 IMMEDIATELY VIOLENT.
3-8 CAUTIOUS AND AVOIDANT.
9-14 NDIFFERENT.
15-19 CAUTIOUS BUT CURIOUS.
20 FRIENDLY
DIRE JELLY-
1 TREMOR GRYPHON BEAR BONEFISH BANDIT DIRE SLUG ELEMENTAL
FISH
DEATH- DIRE
2 ELK CATFISH BASILISK GHOUL HARPY MUTANT
STALKER WOLF
TRAPDOOR GIANT
3 BOAR GHOUL DWARF TOAD DEMON SIREN TROLL
SPIDER SPIDER
4 SKELETON GIANT ANT OOZE ZOMBIE EYE LORD AUTOMATON HYDRA GIANT OWL
FLAIL SKELE-
6 GIANT OWL BANDIT SKELETON ELEMENTAL LAPRAS ZOMBIE
SNAIL TON
PURPLE GIANT
7 GIANT BAT TIGER ZOMBIE FLAIL SNAIL FORTLE WRAITH
WORM SNAKE
BLUE
8 ROC TROLL STIRGE GIANT OWL MUTANT GREAT WHITE DRAGON
LIZARDS
PURPLE
10 WYVERN PERYTON BUGBEAR MOTH SKELETON ELEMENTAL GIANT BAT
WORM
27
SETTLEMENTS
1 DELICIOUS CUISINE
2 ARTISTS AND WRITERS
3 GREAT HERO
4 FLOWERS
5 DARK MAGIC
6 EDUCATION
7 WINES
8 HIGH FASHION
9 POLITICAL INTRIGUE
10 STRONG DRINK
1 VAMPIRE
2 CULT SEEKS CONVERTS
3 RECENT MURDER
4 PLAGUE
5 CORRUPT OFFICIALS
6 POWERFUL WIZARD
7 ECONOMIC DEPRESSION
8 FLOODING
9 UNDEAD STIR
10 YOJIMBO
ENCOUNTERS
During delves, the GM rolls 2d10 and records the number. They tick
it down for each dungeon turn that passes. When it reaches zero
there’s a random encounter. Different nightmares may have their own
random encounter tables, but here is the default.
1 ZOMBIE
2 SKELETON
3 MIMIC
4 RUG OF SMOTHERING
5 ANIMATE SUIT OF ARMOR
6 MIDOZER
7 LIVING STATUES
8 DOPPELGANGERS
9 WALL OF FLESH
10 DRAGON
REACTIONS
2 IMMEDIATELY VIOLENT.
3-8 CAUTIOUS AND AVOIDANT.
9-14 NDIFFERENT.
15-19 CAUTIOUS BUT CURIOUS.
20 FRIENDLY
HAZARDS
TREASURES
BONUS TO HIT
+2 - most things
+4 - dangerous opponents
+5 - even more dangerous
+10 - fuck off
DAMAGE
Easy Beasties - d6
Medium Beasties - 2d6
Hard Beasties - 3d6
Legendary Beasties - 5d6
AC
So, like, a goblin would have 1hp, d6 damage, +2 to hit and damage, and 12 AC.
A bear would have 3d6 hp, d12 damage, +5 to hit and damage, and 15 AC
A rival adventurer would have 3d6 hp, d10 damage, +4 to hit and damage, and 18 AC
Bleeding
-1hp at the start of each of your turns until the bleeding is stopped.
Blinded
All navigation or targeting requires a normal Ref check.
Burning
Take d6 damage at the start of your turn.
Charmed
Act on the charmer’s turn and work with them to accomplish their
goal.
Confused
All rolls that don’t succeed are considered fumbles.
Drowning
Mark a death box at the start of your turn.
Frightened
You must use your turn to move as far away from the thing that
frightened you.
Grappled
You are unable to move but can still take your action.
Invisible
Make a normal perception roll to be able to spot an invisible target.
Paralyzed
You can’t move or take an action on your turn.
Poisoned
If no special effect is listed with the poison, make all rolls with -2.
Rage
You must attack the person or creature nearest you.
Sickened
You have disadvantage on all rolls, including saves. Medicine and
magical healing automatically cures.
Silenced
Cannot cast spells or speak.
Sleeping
All attacks against a sleeping target auto-hit and count as crits.
Slowed
You can only move or only take an action on your turn.
Stunned
You can’t act on your turn
• Into the Odd - this was the first OSR-related project I read
that really opened my mind. My first game was a hack of it.
It’s also where I got the idea to put bi-planes in my games.
• Wonder & Wickedness - still my favorite arcane supplement.
Best magic-related thing. My go-to.
• Whitehack - clean layout and a few great ideas that are well
worth the read.
• kill puppies for satan - Vincent really put his whole bussy
into this one. One of the best written game texts.
• Alchemy & Ooze - this PDF has d100 potions in it that are a
blast to use. Never failed me in my games.
• Disco Elysium - the skill system has been a constant source
of inspiration for me.
• Fallout New Vegas - the perks are genius and are a major
inspiration when it comes to character creation.
• Persona 5 - made me rethink the fun and enjoyment in
downtime activities., and the dungeon-to-life balance.
• Blades in the Dark - clocks are super useful when tracking
random things. I like to use them for character growth outside
of leveling, which has become a staple of my games over the
last few years.
B: ADDITIONAL TEXTS
There are a few other things you need to play Snow Hack. You can
easily replace them with your own favorites. These are just what I
use to run my game.