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Snowhack v1

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67% found this document useful (3 votes)
1K views

Snowhack v1

Uploaded by

Galvinist
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
You are on page 1/ 44

Snow Hack my rules for playing

eldritch fantasy

CREATED BY

Snow

COVER ART

Charlotte

SPECIAL THANKS

Clayton Notestine’s
layout template.

This work is released under Creative Commons (CC BY-SA 4.0)


www.nerves.games
I CHARACTER CREATION

STATS

Your character is measured using four broad categories. Assign 9


points across them on your character sheet. Add your Stat to your
d20 roll when making a check.

Physique (PHY) - Power of the body and the knowledge/control of it.


Reflex (REF) - Finesse, balance, agility, and reaction time.
Lore (LOR) - What you know about the world and how it works.
Charisma (CHA) - Your will and spirit interfacing with the world.
Lore vs. Int
Inventory: Songbirds can carry 8 + PHY items. Carry more and mark
I kept asking a death box.
mysef “what is
an adventurer?” Languages: Everyone can speak common, also known as “the
And I came to the Queen’s Tongue,” and their own, local language. If your Lore is 3 or
conclusion that higher you get another language. Some cool ones include: french,
Intelligence from draconic, or communist.
other dungeon
crawlers misses the SAVE
point. And is a bit
weird tbh. It’s more Characters make Saving Throws (Saves) when triggering traps,
about what you know. shaking off status effects, and avoiding surprising dangers. Whenever
Which is where Lore the game calls for you to “make a save” or “save against” something,
came from. roll a d20. Getting a 10 or higher is a success. Rolling a 20 on a save
means you get to take another action.
The way this works is: most things just work. Most magic
and supernatural abilities. Grappling and other combat maneuvers.
They just work. Save ends.

4 Snow Hack | Character Creation


HIT POINTS

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.

Masive Damage: When you take an amount of damage equal to


double your HP at once, or lose all of your remaining death boxes at
one time, roll below:

D100 MASSIVE DAMAGE

1-60 DEAD
61-94 MESSY DEATH
95 DISMEMBERED!
96 GLIMPSE THE CAVE
97 BEAUTIFUL SCAR
98 SPLIT EYE
99 VESSEL
100 BLUE SHIFT

Snow Hack | Character Creation 5


MASSIVE DAMAGE

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.

Elder adventurers Dismembered!


are few and far The damage mangles or removes a body part. You get to decide
between. And those based on the attack. This gives you a -2 to all rolls involving that body
that survive wear their part for a week. There are special doctors in the City that specialize
history. in body modification. They operate on dismembered Songbirds
for a very reduced rate, opening up your character to specialized
augments.

Glimpse the Cave


You saw the afterlife. An endless cave swallowed by a living
darkness. You are alone. Forever. This is what comes after. And then
you wake up.

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.

The idea behind Split Eye


some of these is to You have seen more and known more than is natural. Your iris pulls
hint at more character slightly apart, like a cell reproducing. It stays like that, in a budding
options. A way for state. You can see beyond magical illusions.
your character to
grow strange and Vessel/Share Body
beautiful. But they For a brief moment, your spirit was shoved aside. You now share
don’t exist yet. You’ll your body with another spirit.
have to fill in those
blanks. Blue Shift
For a moment your brain exists in tandem with the Moon’s dreams. If
they open your skull and look inside, your brain will be blue. You can
now spend your Mind to use Psychic Abilities.

6 Snow Hack | Character Creation


CHECKS

Characters roll d20 + Stat against a Difficulty to succeed a check. A


check is called for whenever the outcome of a particular action is in
question, to mediate success outside of yourself, or to move things
along. When in doubt, roll the dice and carry on.

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.

Snow Hack | Character Creation 7


II BACKSTORY

SKILLS

What I’ve deemed as the necessary skills for an adventurer.


Proficiency in a skill means you get +2 to rolls with it. Expertise
means you get +4.

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.

8 Snow Hack | Backstory


CLOCKS

A clock is divided into segments based on how difficult or long-form


the task is. Easy clocks are four segments, medium clocks are six
segments, and hard clocks are eight segments. Different downtime
actions will say when to make a clock and when to fill in a segment.
When a clock is full, the task is complete and you can claim your
BITD reward.
Whenever a player has a goal, such as learning a new skill
Clocks are stolen or whatever, I make a clock for it. And whenever they spend time
from BITD. I started working on that thing, during downtime or during an adventure, I mark
using them a few the clock. When they do the same thing repeatedly, I limit filling it to
years ago and at least one in-game day, or once per session. If they come up with
haven’t looked back. cool and interesting ways to work towards the goal, I fill in more per
in-game day or session.

SKILL CHALLENGE

Skill challenges are like montages. Characters make a series of


checks using skills that they believe can help with the task at hand,
aiming to get a number of successes before a number of failures.

Easy Skill Challenges:


3 Successes before 2 Failures

Medium Skill Challenges:


3 Successes before 1 Failure.

Hard Skill Challenges:


5 Successes before 1 Failure.

Snow Hack | Backstory 9


III CLASS
Roll d6 to see which class you get. 6 means you don’t get a class!

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

Scar Secrets - Flesh speaks to you in bruises, scars, and wounds


telling you their secrets. When you heal a deathbox for the session,
you can choose to make it a scar by putting it into your inventory.
Scars can be used (remembered) 1/session to add d6 for any roll.
You can take on other’s death boxes through your own ritual, and
gain a bonus to all rolls equal to your marked death boxes.

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.

10 Snow Hack | Class


TRAITS

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

1-10 DRAGON’S BLOOD - GAIN 6 EXTRA HP


11-19 SKILL TRAINING - CHOOSE TWO MORE SKILL PROFICIENCIES
20 EXPERTISE - CHOOSE A SKILL YOU’RE PROFICIENT WITH AND GAIN EXPERTISE WITH IT.
21 BERSERK - ADD D6 TO ALL DAMAGE FOR THE REST OF THE ENCOUNTER. 1/SESSION.
22 CONTORTIONIST - YOUR BODY CAN FIT WHERE IT DOES NOT BELONG.

THE TWINS - THE GODS DISAGREE ON YOU SO THERE IS ANOTHER YOU TO MATCH THEIR
23 VISION. [OTHERWORLDLY PACT]

24 WARLORD - 1/ENCOUNTER YOU CAN MAKE AN ADDITIONAL ATTACK AS A BONUS ACTION.


25 PARRY - 1/ENCOUNTER REDUCE THE DAMAGE OF AN ATTACK AGAINST YOU BY D6

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

FALSE IDENTITY - YOU HAVE A SECOND IDENTITY, INCLUDING DOCUMENTS, ACQUAINTANCES,


38 AND DISGUISES.

39 CRIMINAL - YOU HAVE A RELIABLE CONTACT TO THE LOCAL UNDERBELLY

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.

41 DANGER SENSE - GAIN ADVANTAGE ON SAVING THROWS AGAINST TRAPS.


42 INSPIRE - 1/ENCOUNTER YOU CAN GRANT SOMEONE A D6 TO ADD TO ANY CHECK OR SAVE.
43 SONG OF REST - 1/SESSION SING AND HEAL EVERYONE FOR D6.

TURN UNDEAD - PRESENT YOUR HOLY SYMBOL AND FORCE ALL UNDEAD TO MAKE A SAVING
44 THROW OR BE TURNED

Snow Hacks | Class 11


D100 TRAITS

45 HEALER - ALL HEALING YOU DO AND RECEIVE IS INCREASED BY +2


46 PRESERVE LIFE - 1/SESSION YOU CAN HEAL A TARGET FOR UP TO 12HP.
47 DRUIDIC - YOU KNOW THE SECRET LANGUAGE OF THE DRUIDS AND CAN SPEAK WITH TREES.

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.

49 ARCHER - GAIN A +2 BONUS TO ALL ROLLS WITH BOWS


50 DEFENDER - GAIN +1 TO AC WHILE WEARING ARMOR
51 GREAT FIGHTER - REROLL DAMAGE IF IT’S A 1 OR A 2

PROTECTOR - YOU CAN USE YOUR SHIELD TO IMPOSE DISADVANTAGE TO AN ATTACK


52 AGAINST A NEARBY ALLY

53 DIG DEEP - MARK A DEATH BOX TO RECOVER D12HP


54 GORE - 1/ENCOUNTER, TAKE A SECOND TURN AFTER YOUR FIRST.
55 UNARMORED - YOUR AC IS EQUAL TO 10 + REF WHEN NOT WEARING ARMOR.
56 MARTIAL ARTS - UNARMED STRIKES DO D4 + PHY OR REF.
57 QUICK STEP - YOU CAN USE A BONUS ACTION TO DISENGAGE OR DASH
58 UNARMORED MOVEMENT - YOUR SPEED IS DOUBLED WHILE NOT WEARING ARMOR

SUPERNATURAL SENSE - YOU CAN DETECT SUPERNATURAL EVIL (DEMONS, VAMPIRES, ETC)
59 WITHIN 60FT OF YOU.

60 SMITE - 1/ENCOUNTER YOU CAN DEAL AN EXTRA D12 DAMAGE TO A TARGET.

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.

78 CRITICAL ROLE - YOUR CRIT RANGE INCREASES TO 19-20


79 LUCKY NUMBER - ROLLING A 7 COUNTS AS A CRITICAL FOR CHECKS AND SAVES

12 Snow Hack | Class


D100 TRAITS

80 HEAVY METAL - YOU DO TRIPLE DAMAGE ON A CRIT


81 SIXTH SENSE - YOU CAN SMELL EMOTIONS.
82 NOW YOU SEE IT… - IF YOU EAT SOMETHING, YOU CAN MAKE SOMEONE ELSE THROW IT UP.
83 RAN’S CURSE - YOU HAVE A SNAKE COMPANION (CUDDLY)
84 SPLIT TONGUE - YOU CAN SPEAK WITH SERPENTS AND GET A +2 TO TELLING LIES
85 MARTIAN - YOU CAN TURN INTO A WOLF 2/SESSION. WOLVES DEAL HEAVY WEAPON DAMAGE
86 SECRET SECRETS - 1/SESSION YOU CAN DETECT ANY NEARBY SECRET OR ILLUSORY DOORS
87 MARS - THE RED CORPSE SMILES UPON YOU. [OTHERWORLDLY PACT]
88 JACKIE CHAN - YOU CAN TREAT ANY OBJECT AS A SIMPLE WEAPON.
89 DEUS EX - YOU MAY ESCAPE DEATH JUST ONCE. ERASE THIS ABILITY AFTERWARDS.
90 NOUVEAU RICHE - YOU BEGIN PLAY WITH 200 EXTRA COINS.
91 FEATHER FALL - 1/SESSION YOU TAKE NO FALL DAMAGE UP TO 60FT.

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.

PHOTOGRAPHIC MEMORY - YOU CAN ACCURATELY RECALL ANYTHING YOU’VE SEEN OR


99 HEARD OVER THE LAST MONTH.

100 STAT INCREASE - INCREASE A STAT BY 1

[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.

Snow Hacks | Class 13


IV STARTING GEAR
Everyone begins the game with 10 coins, a weapon of their choosing,
three days of rations, and common clothes. Plus two trinkets:

D100 TRINKETS D100 TRINKETS

Inspiration 1 DAD’S POCKET KNIFE 29 BANK DEPOSIT SLIP


2 GRANDAD’S SWORD 30 VIAL OF DRAGON BLOOD

Use your rolled items 3 YOUR EX’S HOODIE 31 TINY MECHANICAL CRAB

as inspiration for your 4 FAVORITE BASEBALL CAP 32 POCKET URN, FILLED

character. Or stuff em 5 BEST FRIEND’S BEANIE 33 DREAM JOURNAL

in a sack and forget 6 AN UNWILLING TATTOO 34 FAMILY CRYPT KEY

about them. You 7 TRICK COIN 35 CHILDHOOD STUFFY

never know when 8 STRANGE KEY 36 OLD PIRATE FLAG

they might come in 9 PHOTO OF A STRANGE LAND 37 BOOK OF PRE-WAR SONGS

handy. 10 SPINNING TOP W/ FOUR 38 CHILDHOOD DRAWIN OF AN


CARVED FACES ON IT IMAGINARY FRIEND

UNOPENED LETTER FROM A DIAGRAM OF COMPLEX DE-


11 FRIEND THAT PASSED AWAY 39 MON RITUAL CIRCLE

12 UNHOLY MARS TOTEM 40 YOUR FAVORITE ALBUM


13 CLOAK W/ HIDDEN POCKET 41 RAT PENTACLE EARRINGS
14 ANCIENT SPYGLASS 42 ORNATE SCABBARD
15 RANDOM POTION (D100) 43 SIBLING’S NECKLACE
16 LETTER FROM AN ADMIRER 44 BOTTLE OF INVISIBLE INK
17 FAIRY BLOOD NECKLACE 45 HALLUCINOGENIC HERBS
18 10 COINS FROM MOM <3 46 TINY, CLAY FIGURE OF FRIEND
19 FANCY TIME SPINNER 47 ELABORATE POCKET MIRROR

CONCH THAT HOLDS THE DIARY WRITTEN IN THE


20 SOUNDS OF THE SEA 48 QUEEN’S LANGUAGE

TOP, WON’T SPIN NEAR BOTTLE WITH GALLONS OF


21 ILLUSIONS 49 SEA WATER

22 PARCEL OF LAND, FAR AWAY 50 NIGHTMARE TOTEM

DIVINATION CARD WITH BOOK, HIDES WHAT’S


23 YOUR LIKENESS 51 WRITTEN INSIDE

24 DRAGON BONE NECKLACE 52 EROTICA NOVEL


25 PILOT’S RANK INSIGNIA 53 ULTRA-RARE TRADING CARD
26 TINY, DOORLESS CAGE 54 SHELL-CASING NECKLACE

PRE-WAR PAMPHLET: PRE-WAR PAMPHLET: SIGNS


27 AGAINST SIMULACRUM 55 OF PARASITE INFECTION

28 CRYSTALIZED TEARDROP 56 UNFINISHED SONG TAB

14 Snow Hack | Gear


D100 TRINKETS D100 TRINKETS

57 DOG TAGS FROM THE WAR 79 CAT, FOLLOWED YOU HOME

PRE-WAR PAMPLHET: THE BEAUTIFUL BOOK OF


58 INDIFFERENT STARS 80 ROAMING FORTRESSES

59 ORNATE SWITCHBLADE 81 SHOT BOW, 8 ARROWS


60 PAIR OF SHOT GLASSES 82 SUSSURRO PRAYERS
61 MINI-CHESS SET, GLASS 83 GOLD SIGNET RING
62 BOOK OF ELVEN ANATOMY 84 TEN STICKS OF CHALK
63 TWO WEDDING RINGS 85 12 HOUR-LONG CANDLES
64 JOURNAL OF GAY POETRY 86 PIPE AND POUCH OF WEED
65 FALLEN STAR NECKLACE 87 ORNATE MASK

MOM’S HEALING OINTMENT: HALF-EMPTY PACK OF


66 HEALS 2HP, 3 USES 88 CANARY REDS

TWO STONES, EMIT A WEAK PILL, KEEPS YOU AWAKE FOR


67 PULSE WHEN APART 89 72 HOURS

68 10 D6, MARBLE AND BONE 90 CANARY IN A CAGE


69 BAG OF SLEEPING POWDER 91 MAGNET FIDGET TOY
70 BAG OF BALL BEARINGS 92 EXPLOSIVE WRIST WATCH
71 VIAL OF GOLD DUST 93 BOTTLE OF GASOLINE
72 THREE, WELL-MADE WIGS 94 PORTABLE TYPEWRITER
73 MOONLIGHT CRYSTAL 95 PAIR OF COMFY SOCKS

CLOTH DOLL, SKEWERED GLASS ORB, FILLED WITH


74 WITH NEEDLES 96 MOVING SMOKE

75 SEQUINED GLOVES 97 WEIGHTLESS STONE BLOCK

SKETCH OF YOUR DREAM FOUR LEAF CLOVER PRESSED


76 HOUSE 98 IN YOUR FAVORITE BOOK

77 GOLDFISH IN A JAR 99 PETRIFIED SCARAB


78 PIECE OF TREASURE MAP 100 CAN OF SODA POP

Snow Hacks | Gear 15


WEAPONS

Everyone starts with one weapon of their choosing. All else must be
bought.

Attacking! WEAPON DAMAGE COST

Attacking with melee UNARMED 1 FREE :>

is d20 + PHY + DAGGERS D4 2

Melee. Attacking at SIMPLE D6 15

range is d20 + REF + HEAVY D12 50

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

16 Snow Hack | Gear


ARMOR

Your armor class is equal to 8 + REF, unless you’re wearing armor.

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

My games tend to BI-PLANE 1,000 2 0 15 100

exist in a late 1800’s AIRSHIP 20,000 10 20 13 300

to WWI era of tech.


But I’ve been inspired Owning Vehicles
by BotW and TotK Crew expect to be paid 2 coins per day
and their way of Passengers are expected to pay 1 coin per day
doing magi-tech. My Repairing 1hp requires 1 day and 20 coins of materials
point is, technology is
cool. Need more of it.
OTHER STUFF
I use this list: https://members.tripod.com/Lord_Eadric/netequip.html

Also, goblin punch’s d100 potions.

Snow Hacks | Gear 17


V TAKING YOUR TURN
I like to take things in turns, whether it’s downtime activities, combat,
or just whatever. I’ll call for an initiative roll when the order of things
feels important, but mostly I just bounce around between everyone,
see what they do, roll some dice, do some roleplay, and move on to
the next person.

INITAITVE

Roll d20 + Ref. Highest goes first.

During a turn a player can take a movement, an action, and a minor


action.

Action - Interacting with an object, activating an item, swinging a


sword, or interrogating a foe.
Minor Action - Taking out an item, changing weapons, or talking
amongst the party.
Bonus Action - An ability, spell, or item will denote if it is a bonus
action. Most people will not use a bonus action on their turn.
Movement - You can move 30ft. Each round. Climbing costs double
your movement, as does getting up from prone and swimming.

SOME ACTIONS

Attack - swinging a sword or firing a bow or whatever.


Cast a Spell - unless the spell specifies a longer casting time.
Dash - gain an extra movement for the current turn.
Disengage - your movement doesn’t provoke opportunity attacks.
Dodge - attacks against you have disadvantage until your next turn.
Help - gives advantage to an ally for their turn.
Ready - you can ready an action, like an attack, and use it later in the
initiative order.
Search - you can take your turn to search the area for whatever.
Use an Object - you can take your action to down a potion or use
some other object.

18 Snow Hack | Actions


Opportunity Attacks
You can make an opportunity attack when a hostile creature moves
out of your reach (out of melee range of you). Make a melee attack
against the hostile creature. You can only do this once per round.

Damage Types
Acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing,
poison, psychic, radiant, slashing, and thunder.

Damage Resistance and Vulnerability


Resistance means you take half damage. Vulnerability means you
take double.

Temporary Hit Points


These are a buffer against damage.
When attacked, temporary hit points are lost first.
Since they are separate from HP, they can exceed your hit point
maximum.
Healing doesn’t restore temporary hit points.
If you have 0 hit points, temporary hit points don’t restore you to
consciousness or stabilize you.

Snow Hacks | Actions 19


VI DOWNTIME
CAVORTING

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...

1 RANDOM BAR BRAWL! ROLL A PHY CHECK OR LOSE 1HP.

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.

ROBBED! ROLL D10. YOU LOSE WHATEVER ITEM IS IN THAT SLOT OF


6 YOUR BAG.

IMPRISONMENT! LOCKED UP UNTIL D10 X 10 COINS ARE PAID IN


7 FINES.

YOU SAID SOMETHING TO THE WRONG MAGICIAN AND NOW YOU'RE


8 UNDER A GEAS TO ACCOMPLISH SOME SILLY QUEST.

WHAT DID YOU DRINK? YOU'RE UNDER THE EFFECTS OF A RANDOM


9 POTION.

WHO’S THAT? WAKE UP IN BED NEXT TO SOMEONE YOU DON’T


10 RECOGNIZE. ROLL A SAVE TO SEE IF THEY’RE COOL OR NOT.

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.

20 Snow Hack | Downtime


CRAFTING

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

Taking an action to create something, whether artistic or practical, but


not a piece of gear or equipment, means you have to pay d10 coins
for materials. Then roll a check against a DV below and fill in a clock
for it.

DIFFICULTY DV SELLING PRICE

SIMPLE 6 1
WEAK 8 2
LACKING 10 D10
AVERAGE 12 2D10
ABOVE AVERAGE 14 2D20
COMPLEX 16 D100
EXPERT 18 D100 * D20

Snow Hacks | Downtime 21


DATING

When you go on a date, roll d10.

D10 HOW WAS IT?

THE WORST DATE OF YOUR LIFE. YOU NEVER WANT TO TALK TO


1 THAT PERSON AGAIN. -2HP

IT’S A VERY AWKWARD DATE. YOU SAID A JOKE AND THEY TOOK IT
2 VERY PERSONALLY. -1HP.

THE DATE GOES ALRIGHT. THERE’S NO CHEMISTRY AND NO SPARK,


3 BUT THEY’RE AN ALRIGHT PERSON.

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.

SPARKS! CHEMISTRY! IT’S WEIRDLY LIKE A ROMANTIC MOVIE. ROLL


A SAVE. SUCCESS MEANS YOU FOUND LOVE, OR SOMEONE WHO
10 WOULD BE NICE TO LOVE. REGAIN +6HP AND THEY’LL RETURN.
FAILURE MEANS IT WAS JUST SOME PLAYER WHO KNEW THE
RIGHT THINGS TO SAY. +2HP FOR THE GOOD SEX.

DOCTOR

Doctors can heal 1hp per 10 coins spent.

22 Snow Hack | Downtime


GAMBLING

When you want to make some quick cash, place a bet and roll d10.

D10 BIG MONEY, BIG MONEY, BIG MONEY...

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.

3 PENNY SLOTS. +10 COINS.

4 WEIGHTED SPORTS BET. DOUBLE YOUR COINS.

5 DOMINATED AT THE CARDS TABLES. DOUBLE YOUR COINS + 50

6 STRING OF BAD LUCK WITH THE DICE. LOSE HALF YOUR BET.

DOUBLE OR NOTHING. DOUBLE YOUR BET AND ROLL AGAIN, OR


7 LOSE IT ALL NOW.

THE BIG FIGHT! YOU WON BY BETTING ON THE UNDERDOG. +100


8 COINS TO YOUR BET AND THEN DOUBLE YOUR BET.

NOTHING BUT NET! YOU JUST KEPT WINNING. YOU EARN YOUR BET
9 X10.

10 JACKPOT! YOU EARN YOUR BET X100!

MAIDEN VISIT

When you hire a maiden, they read your future using tarot.

MOON POOL

When you visit a moon pool, recover d6hp.

Snow Hacks | Downtime 23


ORGY

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.

D10 WHAT HAPPENED?

YOUR EX WAS THERE. ROLL A SAVE. FAILURE MEANS THEY MADE


1 IT AWKWARD. SUCCESS MEANS YOU TWO GET ALONG.

YOU FINISHED EARLY AND MADE AN AWKWARD IRISH EXIT. -1HP


2 FROM EMBARRASSMENT.

PERFORMANCE ANXIETY! YOU DIP OUT TO COLLECT YOUR


3 THOUGHTS. DON’T RECOVER ANY HP.
THE DRUGS HIT HARDER THAN EXPECTED AND YOU THROW UP ON
4 SOMEONE WHILE THEY ARE ENJOYING YOU. YOU WON’T BE ASKED
BACK.
SOME DUDE IS MAKING A SCENE AND YOU HELP KICK HIM OUT.
5 -1HP FROM THE ALTERCATION.
SOMEONE HAS A BAD TRIP AND YOU SPEND THE EVENING HELP-
6 ING THEM COME DOWN. ROLL A SAVE TO SEE IF YOU BECOME
FRIENDS.
AN OLD SCHOOLMATE IS THERE AND KEEPS CALLING YOU BY
7 YOUR OLD NICKNAME (MAKE IT FUNNY). -1HP FROM EMBARRASS-
MENT.
YOU REALIZE YOU’RE NOT IN THE MOOD BUT STICK AROUND FOR
8 THE DRUGS AND THE NUDITY. RECOVER HALF AS MUCH HP.

IT’S ACTUALLY A SWINGERS PARTY. IF YOU DIDN’T ARRIVE WITH


9 SOMEONE, PEOPLE ARE UPSET. -1HP FROM MISUNDERSTANDING.

YOU START CRYING. I DON’T KNOW WHY. BUT THE CRYING FEELS
10 GOOD. ROLL A SAVE TO SEE IF SOMEONE NOTICED/CARED.

RESEARCH

To look up information, roll a Lore check with a difficulty determined


by the GM based on how obscure the information is.

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.

24 Snow Hack | Downtime


SHOPPING

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.

Quick Magic Shop


When the players want a magic shop, ask them what items they
would buy if they could. If they list stuff in the book, write it down. If
they come up with something new, write it down. Make a list. Then
show them the “default magic shop.” Everything inside costs 1,000
coins, or you can trade enough interesting items to the shop owner.
They have the following:
• +1 Sword, +3 against a favored enemy. Sword has a place to
write its cool name.
• Animated shield - floats near the owner and grants 1 Armor.
• Slaying Arrow - it has a spot to write a true name. Hitting that
target with this arrow kills them.
• Immovable Rod - a rod that becomes stationary in space
when activated.
• Sovereign Glue - one use, can and will stick to anything its
applied to forever.
• Invisibility Cloak - makes the wearer invisible.
Whenever they buy something, replace it with one of the items you
wrote down before.

TRAINING

To train at a skill requires someone to train you with it. To fill in a


piece of the clock, a training scene must be discussed/role-played
between the trainer and trainee. Then the trainee rolls a check with
the Stat the Skill falls under. Normal difficulty.
Gaining proficiency is a simple clock. And gaining expertise
is a difficult one.

Snow Hacks | Downtime 25


VII TRAVEL
• Characters must sleep every day or they mark a death box.
• Characters must eat (at least a ration) a day or they mark a
death box. Eating includes water.
• Characters can travel 1 hex on foot in a day.
• 2 hexes on horseback.
• 3 if ridden to death. Save every hex to see if the horse drops
dead.

RANDOM ENCOUNTERS

For every hex, roll d12. On 10-12 there’s a random encounter. At


night, it’s 7-12.

REACTIONS

When an NPC’s or creature’s reaction isn’t obvious, roll below:

2D10 HOW DO THEY REACT?

2 IMMEDIATELY VIOLENT.
3-8 CAUTIOUS AND AVOIDANT.
9-14 NDIFFERENT.
15-19 CAUTIOUS BUT CURIOUS.
20 FRIENDLY

26 Snow Hack | Travel


D10 DESERT PLAINS FOREST SWAMP HILLS WASTES SEA MOUNTAIN

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

5 LION BANDIT SKELETON WERE- GIANT RAT BANDIT KRAKEN SKELETON


WOLF

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

Snow Hacks | Travel


9 KIT FOX WOLF ZOMBIE MIDOZER WOLF WRAITH PIRATE DWARF

PURPLE
10 WYVERN PERYTON BUGBEAR MOTH SKELETON ELEMENTAL GIANT BAT
WORM

27
SETTLEMENTS

D10 NOTABLE TRAITS

1 CANALS IN PLACE OF STREETS


2 MASSIVE STATUE OR MONUMENT
3 VERDANT PARTS AND ORCHARDS
4 SITE OF MANY BATTLES
5 SITE OF A MYTHIC STORY
6 IMPORTANT LIBRARY OR ARCHIVE
7 WORSHIP OF ALL GODS BANNED
8 NOTABLE ACADEMY
9 SITE OF IMPORTANT TOMB
10 BUILT ATOP ANCIENT RUINS

D10 KNOWN FOR ITS...

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

D10 WITH A PROBLEM

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

28 Snow Hack | Travel


Snow Hacks | Travel 29
D10 RANDOM QUESTS

1 LOCATE A DUNGEON OR OTHER SITE OF INTEREST.


2 ASSESS THE SCOPE OF A NATURAL OR UNNATURAL DISASTER.
3 ESCORT AN NPC TO A FAR AWAY HEX.
4 TRAVEL TO A RANDOM HEX WITHOUT BEING SEEN.
5 PROTECT A FARM FROM A RAID.
6 PROTECT A CARAVAN TRAVELING TO A DISTANT TOWN.
7 MAP A NEW TERRITORY FOR THE EMPIRE.
8 HUNT A SPECIFIC MONSTER DESTABILIZING THE FOOD WEB.
9 OBTAIN INFORMATION FROM A RECLUSIVE HERMIT.
10 FIND AN OBJECT LOST IN THE WILDERNESS.
11 DISCOVER THE FATE OF A MISSING GROUP OF EXPLORERS.
12 SEIZE CONTROL OF A LOCAL FORTRESS.
13 SALVAGE A LOST CARAVAN OR AIRSHIP.
14 BREAK A PRISONER OUT OF JAIL.
15 DETERMINE THE IDENTITY OF A LOCAL CRIMINAL.
16 DESTROY A MAGICAL ARTIFACT IN A DUNGEON.
17 SLAY A DRAGON.
18 CLEAR A RUIN OF CREATURES SO IT CAN BE REBUILT.
19 COMPLETE A RITE OF PASSAGE BY SURVIVING A DUNGEON.
20 MAKE SURE A WEDDING GOES OFF WITHOUT A HITCH.

D10 SPECIAL EVENTS

1 FEAST OF THE MOON - LUNAR ECLIPSE


2 THE DRAWING CHAMBER
3 SOMMERSTIDE - PROCESSION OF GHOSTS
4 NIGHTAL
5 ARRIVAL OF AN AIRSHIP
6 BIG ARTISTIC PERFORMANCE
7 BIRTH OF A HOLY OR ROYAL CHILD
8 BIRTHDAY FOR AN IMPORTANT FRIEND
9 COMET FESTIVAL
10 EMPIRE EXECUTION
11 FULL MOON - UNDEAD RISE
12 FUNERAL FOR A LOCAL HERO
13 ACADEMY GRADUATION
14 HARVEST FESTIVAL
15 MIGRATION OF ROCS
16 PARDONING OF A WRONGLY IMPRISONED HERO
17 REMEMBRANCE FOR SOLDIERS LOST IN THE WAR
18 PLANETARY ALIGNMENT (MARS)
19 SOLAR ECLIPSE
20 THE LEVIATHAN - TOURNAMENT

30 Snow Hack | Travel


D10 WORLD CHANGING EVENTS

1 A NEW JORDAN-LEVEL STAR RISES TO PROMINENCE.


2 EARTHQUAKE WHERE THERE SHOULDN’T BE ONE.
3 A COMMON CROP IS BLIGHTED WITHOUT OBVIOUS REASON.
4 FOREST FIRE THAT WON’T STOP/SEEMS SENTIENT.
5 METEOR.
6 A MYSTERIOUS PLAGUE SPREADS.
7 VOLCANO ERUPTS.
8 BLEED BETWEEN PLANES GROWS.
9 DRAGON MOVES TO A NEW HUNTING GROWN, TERRORIZES CITY.
10 LOCAL FISH DISAPPEAR.
11 ALL LIVESTOCK DISAPPEAR IN BLOODY MESS.
12 ZOMBIES.
13 SQUID FALL FROM THE SKY, STILL ALIVE.
14 METALS RUST OVERNIGHT.
15 MAGIC USERS START DYING MYSTERIOUSLY.
16 RIVER DRIES UP OVERNIGHT.
17 LOST CIVILIZATION DISCOVERED.
18 ANCIENT LANGUAGE DECODED.
19 STRANGE ISLAND APPEARS OVERNIGHT.
20 ANCIENT CASTLES FALL FROM THE SKY.

Snow Hacks | Travel 31


VIII DUNGEONS
DUNGEON TURNS

When delving into a Nightmare, time is tracked in Dungeon Turns.


These are roughly ten minutes each and cover the time it takes to
search a room, have a conversation, or interact with an object or trap.

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.

D10 YOU ENCOUNTER A...

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

When a Songbird meets new people or creatures, roll 2d20 to


determine their reaction.

2D10 HOW DO THEY REACT?

2 IMMEDIATELY VIOLENT.
3-8 CAUTIOUS AND AVOIDANT.
9-14 NDIFFERENT.
15-19 CAUTIOUS BUT CURIOUS.
20 FRIENDLY

32 Snow Hack | Dungeons


Snow Hacks | Dungeons 33
CREATING A NIGHTMARE

D20 WHERE IS THE DUNGEON?

1 CATACOMBS BENEATH THE CITY


2 BENEATH A FARMHOUSE
3 BENEATH THE GRAVEYARD
4 SEA CAVE
5 MOUNTAIN PEAK
6 ISLAND
7 GIANT TREE
8 BEHIND A WATERFALL
9 BURIED IN A SANDSTORM
10 SUNKEN CASTLE IN A SWAMP
11 FLOATING ON THE SEA
12 IN A METEORITE
13 POCKET DIMENSION
14 ON A CLOUD
15 ISLAND IN AN UNDERGROUND SEA
16 IN A VOLCANO

ON THE BACK OF A GARGANTUAN


17 LIVING CREATURE

18 SEALED INSIDE A MAGIC DOME


19 INSIDE A SNOWGLOBE.
20 DIORAMA

34 Snow Hack | Dungeons


D100 ROOMS D100 ROOMS

1-25 TRAP 62 GAME ROOM


26 PRISONER ROOM 63 LOUNGE ROOM
27 FORTIFIED GUARDROOM 64 STABLE FOR HORSES
28 SECRET VAULT DOOR 65 WRITING ROOM
29 LODE WHERE ORE IS MINED 66 CREATOR’S CRYPT

OBSERVATION ROOM, FOR WORKSHOP FOR REPAIRS TO


30 DUNGEON MOVEMENTS 67 DUNGEON AMENITIES

31 ARMORY 68 MOON ROOM


32 BANQUET ROOM 69 RITUAL TEMPLE
33 FURNISHED BEDROOM 70 DOG KENNEL

CHAPEL FOR WORSHIPING DRESSING CHAMBERS


34 OTHERWORLDLY ENTITY 71 (FANCY)

35 WELL (DRY) 72 CAT CHAMBERS


36 WELL (FULL) 73 FALSE CRYPT (TRAPPED)
37 HOLDING ROOM 74 DUPLICATE ROOM
38 THRONE ROOM 75 NECROMANCY ROOM
39 TORTURE CHAMBER 76 SPY ROOM
40 TRAINING CHAMBER 77 DRAGON OBSERVATORY
41 TROPHY ROOM 78 SALON
42 DUNGEON MUSEUM 79 SEALED BURIAL MOUND
43 BATH HOUSE 80 FACES CARVED INTO WALL
44 TRAP WORKSHOP 81 GIANT STATUES (WEIRD)
45 SUMMONING ROOM 82 ETCHED WARNING
46 TRAPPED STORAGE ROOM 83 STATUE OF A DEITY
47 PRAYER ROOM 84 GREAT MARBLE ARCH
48 BARRACKS 85 STANDING STONES
49 LABORATORY 86 DEAD MAGIC ZONE
50 ELEVATOR 87 TALKING GARGOYLES
51 DECORATED FOYER 88 CRYSTAL GROWTH ROOM
52 CLASSROOM 89 SPIRIT TREE (ANCIENT)
53 CRYPT 90 PORTAL TO HELL
54 DINING ROOM 91 WISHING WELL
55 DIVINATION ROOM 92 HAUNTED HALL
56 EXIT 93 RIVER
57 GALLERY OF PAINTINGS 94 PETRIFIED ADVENTURERS
58 LIBRARY 95 DEAD DRAGON
59 PLANAR GATE ROOM 96 DESERT
60 AVIARY 97 LAKE
61 ZOO 98-00 MUSHROOM FIELD

Snow Hacks | Dungeons 35


TRAPS

To make a trap just come up with something and decide if it’s a


setback, dangerous, or deadly.

Setback - d10 dmg


Dangerous - 2d10 dmg
Deadly - 4d10 dmg

D20 TRAPS D20 HAZARDS

1 COLLAPSING ROOF 1 STUCK DOOR


2 FALLING NET 2 BARRED DOOR
3 FIRE-BREATHING STATUE 3 LOCKED DOOR
4 SPIKE PIT 4 SECRET DOOR
5 ACID PIT 5 PORTCULLISES
6 LOCKING PIT 6 DARKNESS
7 POISON DARTS 7 UNBREATHABLE AIR
8 POISON NEEDLE 8 DEAFENING SOUNDS
9 ROLLING SPHERE 9 BROWN MOLD
10 SPHERE OF ANNIHILATION 10 GREEN SLIME
11 KILL HOLES + SPEARS 11 YELLOW MOLD
12 CEILING LOWERS 12 CAVE-IN
13 CHUTE OPENS IN FLOOR 13 CHASM

OBJECT TRIGGERS 14 FLOODING


14 DISINTEGRATE BEAM 15 LAVA

DOOR COATED IN 16 MUSHROOMS


15 CONTACT POISON 17 REVERSE GRAVITY
16 ELECTRIFIED FLOOR TILES 18 WALL OF FIRE
19 POISONOUS GAS
17 STORM CEILING
20 SPIDERWEBS
18 PENDULUM BLADES
19 WALLS SLIDE TOGETHER

LOCKED ROOM FLOODS


20 WITH WATER

HAZARDS

Roll d10. On a 9-10 there’s a hazard. Throw them in with random


encounters too, just to spice things up.

36 Snow Hack | Dungeons


TRICK OBJECTS

D20 OBJECT D20 TRICK

1 BOOK 1 AGES ANYONE WHO TOUCHES IT


2 BRAIN IN JAR 2 ASKS THREE QUESTIONS
3 BURNING FIRE 3 BESTOWS RESISTANCE TO FIRE
4 CRACKED GEM 4 CREATES A FORCE FIELD
5 DOOR 5 SHRINKS/ENLARGES CHARACTER
6 FRESCO 6 GIVES DIRECTIONS, TRUE AND FALSE
7 FURNITURE 7 FLIES ABOUT
8 SCULPTURE 8 CONTAINS AN IMPRISONED CREATURE
9 FUNGUS 9 LOCKS ALL DOORS
10 PAINTING 10 PLAYS GAME OF CHANCE FOR PRIZE
11 PLANT 11 TURNS CHARACTER INTO A MOUSE
12 POOL OF WATER 12 TURNS INTO A MONSTER
13 RUNES ON WALL 13 WAILS LOUDLY WHEN TOUCHED
14 SKULL 14 TALKS, IS P CHILL
15 ENERGY SPHERE 15 TELEPORTS CHARACTER AWAY
16 STATUE 16 SWAPS TWO CHARACTERS’ MINDS
17 STONE OBELISK 17 UNLOCKS ALL EXITS TO DUNGEON
18 SUIT OF ARMOR 18 INDUCES GREED
19 TAPESTRY 19 INCREASES OR REDUCES GRAVITY
20 TARGET DUMMY 20 MIDAS TOUCH

TREASURES

I use Luke Gearing’s &Treasure.

Snow Hacks | Dungeons 37


IX BEASTIES
HEALTH

1hp - smaller animals, weak monsters, fodder


d6 - most humans, animals, and smaller monsters
3d6 - bigger animals, unique humanoids, monsters
6d6 - big beasties
10d6 - the biggest and baddest critters

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

8 - big, slow animals


10 - the average person
12 - armored people, normal monsters
15 - most animals, skilled warriors, quick monster
18 - dangerous warriors, armored monsters, supernatural speed
20 - dragons

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

38 Snow Hack | Beasties


QUALIFIERS

Burrow - free move action to burrow


Climb - free move action to climb
Fly - free move action through the air
Swim - free move action in the water
Vulnerable - double damage from that damage type
Resistant - half damage from that damage type
Immune - can’t be damaged by that damage type
Blindsight - doesn’t need to see
Darkvision - sees in the dark
Truesight - sees through illusions
Multiattack - two attacks (or more)
Legendary Action - two turns
Dodge - avoids one attack per round
Status - monster does a status effect
Uncommon - max health
Rare - max health +d6
Unique - double health
Deadly - has an ability that marks death boxes

So a medusa would be 3d6hp, d10 damage, +4 to hit and damage,


12 AC, and “Petrify - if you look directly at a medusa, mark a death
box. If this marks your final death box, you turn to stone.”

Snow Hacks | Beasties 39


STATUS EFFECTS

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.

40 Snow Hack | Beasties


Prone
Melee attacks against you count as crits if they hit. Ranged attacks
treat you as partial cover.

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

Snow Hacks | Beasties 41


X APPENDIX
A: INSPIRATIONS & STOLEN VALOR

• 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.

• Wonder & Wickedness, Strejeck


• & Treasure, Gearing
• Bastards Book of Monsters, Anderson
• Alchemy & Ooze, Kemp
• On the Shoulders of Colossus, Battle

42 Snow Hack | Appendix


Snow Hacks | Appendix 43

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