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Developed and illustrated by Kark Stjernberg. Based on The Black Hack by David Black.
Enemies don’t make tests - a character must avoid their attacks or harmful effects by making a test.
The only time a Game Master (GM) would roll is for damage.
Choose a class
There are 4 classes to play as and choose from: Human, Mutant, Robot and Psionic. Your class
determines how much damage you do, your Hit Points and unique abilities.
Rolling stats
Stats are generated differently depending on which class the player character belongs to: Humans
roll 4d6 and drop the lowest die for each attribute. If you get a result of 15+, roll the next stat with a
straight 3d6 (don't drop a die), then continue with 4d6 until the end or another 15+ is rolled. Once
the stats are generated they may all be swapped around freely. Mutants roll a single d20 for each
stat. Reroll all results of 1 and 20. Robots don’t get to roll, but instead generate their attribute stats
with a point-buy system. Their starting stats begin at 8, and they have 27 points to spend to
increase them. Raising a stat above 13 costs 2 points, Above 14 costs 3 points, above 15 cost 4
points, and so on. Robots cannot raise a single stat above 18. Psionics roll 2d6+2 for STR, DEX and
CON and roll 4d6 and drop the lowest die for INT, WIS and CHA. Once all stats are generated 2 may
be swapped around.
Buy equipment
Every new character starts with Slugs with which to buy their equipment, but depending on their
class they might start with more or less. Humans start with 4d6 x 10 Slugs, Mutants and Psionics
start with 2d6 x 10. Robots start with 1d6 x 10. Slugs are also used as ammunition for most
standard firearms. Characters also start with a set of dirty clothes or their own description and
other equipment listed in their class description.
Human
Starting HP: d8+4 HP Per Level/Resting: 1d8 Radiation die: d8 Weapons & Armor: Up to Heavy
Melee and up to Medium Ranged Weapons, or the other way around. Any Armor and any shield.
Attack Damage: 1d8 if Armed, 1d6 if Unarmed or Improvising.
Profession
Humans start the game with one randomly selected Profession that represents what the character
did for a living before she started adventuring, as well as starting equipment. Any tests made by a
human player that falls under her Profession have Advantage (GM’s discretion).
Special Features
Elitist: Humans always have advantage on CHA tests against Mutants in places dominated by
humans. Control Robot: A Human can spend an action to attempt to Control a Nearby Robot by
testing their CHA and adding the targets HD to the roll.
Leveling up
Roll to see if attributes increase. Roll twice for STR and DEX. If a Human has the opportunity to
change her Profession, as established in the fiction of the game, she may do so the next time she
levels up.
Mutant
Starting HP: d6+4 HP Per Level/Resting: 1d6 Radiation die: d10 Weapons & Armor: All Ranged and
up to Medium Melee if DEX is highest stat, the other way around if STR. Choose which is tied. Up to
Medium Armor, Small Shields. Attack Damage: 1d6 if Armed, 1d4 if Unarmed or Improvising.
Mutations
Mutants start the game with 2 randomly chosen Mutations and an Ability Die of d4. This die is
refreshed after a long rest. To use a Mutation, first test the attributes that corresponds with what
you are attempting to do, then roll the Ability Die to check if it decreases a step. Reactive
Mutations (R) can be triggered even when it isn’t the targeted player's turn, and counts as a free
action. Players are encouraged to be creative with how they use their Mutations by making them
stronger, altering their effects etc. Depending on the power of the effect, such tests can be at a
Disadvantage. If a roll of 20 is made while using a Mutation, the Mutation permanently alters the
Mutant's appearance, has the opposite effect, targets an ally etc.
Special features
Adaptive: Upon leveling up, a Mutant can swap two attributes around. Used to the Glow: Mutants
exposed to Radiation roll their Radiation Die with Advantage.
Leveling Up
Roll to see if attributes increase. Roll 1d6 to determine what attribute to roll twice for. Increase the
Ability Die one step on even levels. Gain a random Mutation on uneven levels, to a max of five.
When gaining a sixth Mutation, that one replaces the old one.
Robot
Starting HP: d10 + 4 HP Per Level/Repair: 1d10 (Robots use Scrap to perform self-repair instead of
resting) Weapons & Armor: Any pre-apocalypse era weapons, Armor and Shields. Attack Damage:
1d6 if Armed, 1d4 Unarmed or Improvising.
Modules
Robots start the game with two Modules of their choice and an Ability Die of d4. This die is
renewed after running a thorough database diagnosis routine (rest). To use a Module, first test the
attribute that corresponds with what you are attempting to do, then roll the Ability Die to check if it
decreases a step. Reactive Modules (R) can be triggered even when it isn’t the targeted player's
turn, and counts as a free action. Players are encouraged to be creative with how they use their
Modules by making them stronger, altering their effects etc. Depending on the power of the effect,
such tests can be at a Disadvantage. If a roll of 20 is made while using a Module, the module shuts
down temporarily, has the opposite effect, targets an ally, etc.
Special features
Mechanical: Robots are immune to all poisons and radiation. They don’t require air, food, water or
sleep. Metal skin: Robots have 2 AP.
Leveling up
Roll to see if attributes increase. Decide what attribute to roll twice for, then spend one Scrap+level
to either increase the Ability Die one step or gain a Module of choice to a maximum of four. When
gaining a fifth module, that one replaces an old one.
Psionic
Starting HP: d4+4 HP Per Level/Resting: 1d4 Radiation die: d10 Weapons & Armor: Light Melee
and Ranged Weapons and Light Armor. Attack Damage: 1d4 if Armed, 1 if Unarmed or Improvising.
Psionic powers
Psionics start the game with two randomly selected Psionic Powers and an Ability Die of d4. This
die is refreshed after a long meditation (rest). To use these, first test the attribute that corresponds
with what you are attempting to do, then roll the Ability Die to check if it decreases a step. Reactive
Psionic Powers (R) can be triggered even when it isn’t the targeted player's turn, and counts as a
free action. Players are encouraged to be creative with how they use their Psionic Powers by
making them stronger, altering their effects etc. Depending on the power of the effect, such tests
can be at a Disadvantage. If a roll of 20 is made while using a Psionic Power, the user blacks out,
targets an ally, the Psionic Power has the opposite effect etc. Robots or other constructs are
immune to Psionic Powers, unless otherwise stated.
Special features
Mental Fortitude: Roll with Advantage when testing to avoid damage or effects from Psionic
sources. Precognition: Psionics can choose to reroll one roll per session and will do so with
Advantage.
Leveling up
Roll to see if attributes increase. Roll twice for INT and WIS. Increase the Ability die one step on
uneven levels. Gain a random Psionic Power on even levels, to a max of five. When gaining a sixth
Psionic Power, that one replaces an old one.
Mutations Effect
1. Chameleon Blend into environment to gain advantage on stealth test.
2. Winged Gain ability to fly up to far-away range.
3. Poison Gland Unarmed attack poisons target. Mutant player chooses poison.
4. Extendable Claws Unarmed attack deals d8+level damage. Concealable at will.
5. Spines Ranged attack shoots spines up to nearby range for 1d6+level damage.
6. Sonar Instant sound-based echolocation up to far-away.
Attract/repel small, metallic object from/to up to nearby distance. Ranged
7. Magnetism
attack with object does unarmed+level damage.
8. Photosynthesis Sunlight replaces food.
9. Climber Advantage on Climbing test.
10. Adrenal Gland (R) Act first in Combat Initiative.
11. Web Ranged attack snares prey.
12. Exoskeleton (R) Gain 2 Armor Points for the next minute.
Unarmed attack causes level acid damage and coats target in corrosive
13. Acid Saliva
slime.
Unarmed attack deals d6+level damage and heals the Mutant with half the
14. Parasite
amount.
15. Long Tail Advantage on Balance test. Ability to grab small objects within close range.
16. Pheromone Glands Advantage on test to influence target.
17. Regeneration Pass CON test to heal d6+level hit points.
18. Spore Cloud (R) Advantage on defensive test.
19. Fire Breath Ranged attacks that breathes fire for d6+level damage up to nearby.
20. Amphibian Breathe underwater for 10 minutes. Advantage on test for moving in water.
Modules Effect
1. Optical Holoflage Mimic surroundings to gain advantage on stealth test.
2. Jet Booster Gain ability to fly up to nearby range.
3. Toxin Injector Unarmed attack poisons target. Robot player chooses poison.
4. Double Processors Advantage on INT/WIS check.
5. Multiple Limbs Ability to attack twice.
6. Laser Beam Shoot energy beam up to far-away range for D6+level damage.
Modules Effect
Lowers the Ability Die one step to cause d6+level damage to
7. Electric Pulse Discharge
everyone nearby.
8. First Aid Procedure Test INT to heal d6+level damage to organic target.
9. Reactive Armor Plating (R) Gain 2 Armor Points for the next minute.
10. Night Vision Optics See in the dark for 10 minutes.
Shout short command with booming voice, can be heard for
11. Loudspeaker
miles.
Release and control small flying drone: 10 STR, 10 DEX, 10 HP
12. Drone Bay and does d4 damage. All commands requires rolling the Ability
Die.
13. Auto-Repair Prompt Repairs self for d6+level health.
Gain Advantage against one enemy until it is defeated. Only
14. Laser Targeting Systems
one enemy at a time.
15. Energy Shield All nearby allies gains 2 AP until end of the turn.
16. Temperature Adjustment Set fire to/freeze an object. Deal d6+level fire/freezing damage
Device to organic target.
17. Decontaminate Refresh target's Radiation Die by one step.
18. Anti EMP Padding (R) Advantage against EMP-based attacks.
19. Plasma Cannon Deals 3d6+level damage, and lowers Ability Die by two steps.
Contact satellite in orbit for cryptic information on one subject.
20. Satellite Uplink
Limited to one use per day.
Armor points
Armor provides protection by reducing all incoming damage and comes in 4 different kinds: Light,
Medium, Heavy and Tech. Each Armor Point (AP) will reduce damage by a limited amount. Once
the player or enemy has used armor to absorb its maximum amount, they are too tired or
wounded to make effective use of it again - they then begin taking full damage. Armor Points are
regained after a character rests. The players are encouraged to describe the kind of armor the
characters are wearing and what it's made of.
Armor proficiency
If a character wears armor that is not listed in their class, they add their total Armor Points (despite
how many they have used) to any rolls to Attack or Avoid Damage.
Type AP Desc.
Light 2 Dirty rags, pre-war work clothes, animal hides.
Medium 4 Leather Jacket, Metal cans bolted together, Pieces of Plastic.
Heavy 6 Riot Gear, Tires, Metal Sheets.
Tech * HAZMAT suit, Power Armor, Jet-Pack.
Small shield 2 Traffic Sign, Corrugated Metal.
Large shield 4 Car Door, Sewer Lid.
Enemies usually have 1 point of armor for every HD above 1. To figure this out quickly simply -1
from their HD. For example: A 3 HD enemy has an armor value of 2. Humanoid enemies can also
carry shields. (All to a maximum of 10 AP) *Read more about Tech equipment in the Tech section.
* Read more about Tech equipment in the Tech section. ** Read more about Full Auto Fire below.
Heavy weapons
Larger, more deadly weapons are handled by having them deal Exploding Damage - if the damage
roll shows the highest possible result, reroll that die and add the result to the damage total. A die
might explode again and again dealing more damage. Don’t forget that this is also the case for
enemies wielding powerful weapons.
Full auto fire
Fully automated guns, such as SMGs and machine guns give the player the option to use Full Auto
Fire. First roll the quality die for the weapon and note its result - you can make that many attacks
with this weapon in a row, until it jams and you have to stop shooting. Fixing a gun that is jammed
when in combat takes a moment. Don’t forget that Full Auto Fire uses one Slug per attack made.
Converting saves
The Rad-Hack ignores saves and instead asks the player to roll attribute tests when any
environment hazard, trap or potentially harmful effect would impact them - using the table below
as a guide.
Player's turn
During a player’s turn a character may move and perform an action. They could attack, look for a
clue, talk with an NPC, disarm a trap - interacting with the world is an action. Often they will test
their attributes to determine the outcome.
Time & turns
There are 2 important types of tracked time: Moments (rounds) and Minutes (turns). Moments are
used during combat and fast paced scenes of danger and Minutes are used when exploring and
adventuring. A GM may advance the clock as needed, substituting Minutes for Hours, Days or even
Months should the adventure require it.
Initiative
When combat breaks out, everyone must be sorted into an order so they each get to act and react
in turn. Every character tests their DEX, those that succeed, take their turn before their opponents.
They must then act as a group - deciding their own order for actions. Those that fail their DEX tests,
go after their opponents.
Critical damage
If a player rolls a 1 when making an attack roll, the attack counts as a critical hit which doubles the
result of the damage dice they roll. If they roll a 20 when avoiding an attack, they instead take
double damage as the enemy just landed a critical hit. Armor Points are used normally. Don’t
forget to check the Weapon and Armor Quality Die.
Monster HD Damage
1 d4 (2)
2 d6 (3)
3 2d4 (4)
4 d10 (5)
5 d12 (6)
6 d6 + d8 (7)
7 2d8 (8)
8 3d6 (9)
9 2d10 (10)
10 d10 + d12 (11)
HD represents an enemy’s level and the number of d8 rolled to determine its HP.
Class weapons
When using a weapon not listed in their class, combat tests have Disadvantage.
If the characters lose the fight or are unable to recover the body of a character, their character is
lost forever!
Powerful opponents
For every HD above the character’s level, add +1 to every roll the player makes for any attribute test
that would determine the outcome of a conflict between them and the powerful opponent. - A level
3 character defending against a HD 5 enemy attack would add +2 to their roll.
Deadlier combat
If you want deadlier combat (and who doesn’t), use this following rule: When a character (PC or NPC)
takes critical damage, roll on the OofA table. A character that reaches 0 HP dies straight away.
OUT OF ACTION
1 KO’d - Knocked out cold.
2 Bump on the Head - Disadvantage on all tests for the next 1d4 minutes.
3 Fractured Bones - STR, DEX and CON are temp. -2 for the next 1d6 days.
4 Cracked Skull - INT and WIS are temp. -2 for the next 1d6 days.
5 Crippled - STR or DEX is permanently reduced by 2.
Disfigured - CHA is permanently reduced by 2. All CHA tests have Disadvantage, apart from
6
CHA tests to threaten or intimidate.
Limb loss - Roll a d6 - 1. Hand, 2. Foot, 3. Arm, 4. Leg, 5. Face (Decrease CHA to 4), 6. Head
7
(and you're probably dead).
8 Dead - Spectacularly eviscerated, blown up, melted, smashed into jelly, etc.
Healing
Characters can regain lost Hit Points from Herbs, Drugs, Abilities and in the case of Robot
characters, by being repaired. They can never gain more than their maximum - and can never go
below zero.
Resting
When characters rest for about an hour, they regain the use of all their Armor points. Also once per
day, after a 6 hour rest, their Ability Die is completely refreshed and they may roll a Hit Die
associated with their class and regain that many HP.
If you want to use existing modules, new and old, with more defined movement rates or measures,
use the following table as a guide:
Encumbrance
A character can carry a number of items equal to their STR with no issues. Carrying more than this
amount means they are encumbered and all attribute tests are taken with Disadvantage - you can
also only ever move to somewhere Nearby. A character simply cannot carry more than double their
STR.
Experience
Adventurers learn through defeating and overcoming obstacles. Killing another Raider won’t bring a
revelation of learning to someone. Surviving a bunker expedition, completing a mission or simply
living to tell the tale are the things that bring perspective and growth. The old experience system
has been completely discarded.
Gaining levels
For every session, bunker level, dangerous mission and/or major event the character survives they
gain a level. The GM will decide which, and it’s recommended that this decision remains more or
less a constant throughout the campaign - and a GM should be clear and upfront with the players
so they know where the ‘goalposts’ are. When a character levels up, their maximum Hit Points
increase by rolling the Hit Die for the class. A player should also roll a d20 for each Stat. If the result
is higher - that Stat increases by 1.
Drugs & addiction
All drugs take effect immediately after they have been used and last for d6 blissful minutes. When
the effect wears off, you get Disadvantage to all INT and WIS tests for the following hour. If any one
drug is used more than once per day, a CON test must be passed or the user becomes addicted. An
addict must take one hit every 8 hours, or get disadvantage to all INT, WIS and CHA tests. Drugs are
normally easy to come by, and the pricing depends entirely on the supply and demand, but
normally cost between 20-50 Slugs/dose.
NAME EFFECT
Aggro Gain 2 AP and get Advantage to all STR tests.
Brainz Advantage to all INT/WIS tests and against Psionic Attacks.
Speed Act first and get Advantage to all DEX tests.
Sweet Advantage to all CHA tests.
Stimpack Instantly heals 2d6 damage.
Cleaner Induces terrible vomiting while curing all addiction. Pass CON test or lose d6 HP.
Rad-Off Refreshes Radiation Die by one step, up to its maximum.
Rad-Screen Gain Advantage when rolling Radiation Die for 1 hour.
Radiation
When you approach a zone that is glowing from radiation, roll your Radiation Die.
Depending on how close you are to the source of the glow and the level of radiation, roll more or
less often - Low, 1/day, Moderate 1/hour, High 1/minute, Extreme 1/moment. Reduce CON and
Max HP by 2 for each step the radiation die has decreased from its original size. If you roll 1-2 on a
radiation die the size of a d4, roll a d6 on the table below.
The radiation die never goes below d4, but a roll on 1-2 still counts as if it was reduced. Certain
Tech and drugs mitigate the effects of radiation.
RESULT EFFECT
1 Glowing - 1-in-6 chance to gain a random mutation.
2 Skin peel - Disadvantage on all CHA tests for 1 day.
3 Headache - Disadvantage on all INT tests for 1 day and d6 damage.
4 It stings! - Take d8 damage.
5 It burns! - Take d12 damage.
6 “I’m melting!“ - You melt into a glowing, horrible mess (and die).
Poisons
Poisons come in many different forms and can cause a wide variety of effects on the victim. Most
poisons will require a passed CON test to resist and/or neutralize. See table below for examples of
poisons:
TYPE EFFECT
Venom Victim takes d6 damage every Minute.
Hallucinogenic Victim hallucinates for 1 hour.
Sleep Victim is knocked out for 8 hours. Can be awakened.
Paralyzing Lose ability to move.
Controlling robots
Humans can attempt to give a nearby robot an order as an action. They must successfully test their
CHA for each robot they are attempting to control, adding the Robots’s HD to the roll. The GM can
also give further modifications, Advantage/Disadvantage to the roll depending on the complexity of
the order. Robots that are Controlled by Humans must spend all their actions and movement to
obey the command of the Human for 2d4
Moments after being Controlled. After that, their software reboots and they go back to their original
command. Robots will normally not obey orders to attack another human being.
ORDER MODIFICATION
“Give information about...” -
“Protect...” +1
“Unlock/Lock...” +2
“Attack...” +3
“Shut down...” +4
Random encounters
The GM should roll a d4 every 15 minutes of real world play, or whenever it makes sense in the
fiction (when the player characters are being loud). A result of 1-2 means the players will encounter
a randomly generated creature or distraction in the following Minutes (turn).
Creature reactions
Some creatures 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
randomly encountered creatures, make a d8 Reaction roll on the following table:
RESULT REACTION
1 Flee then roll again.
2 Avoid the PCs entirely.
3 Trade 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/Eat the PCs.
Tech
Tech is a collective term for highly advanced, pre-apocalypse equipment that give its owner a
variety of beneficial effects and abilities. Tech Weapons might add +2 to any attribute being tested
while using it, ignore armor, sets enemies on fire, etc. Tech Armor can double the amount of AP the
armor type would normally have, protect its user from radiation, refresh spent AP after every
combat, or other beneficial effects. Most (if not all) Tech rely on a steady supply of Energy Packs, a
rare and expensive power supply. An Energy Pack has a d6 Usage Die, but more powerful variations
are rumored to exist.
Without these, most tech items simply will not work. When creating your own Tech, try to make the
items unique from each other. They are supposed to be powerful, one-of-a-kind equipment that
give its owner an edge.
When rolling to see the Quality of Tech, roll a d6 instead of the normal d8.
Understanding tech
To effectively use Tech, you must first understand how it works. Normally it is enough that the
player describes how her character experiments with the Tech, but some highly advanced Tech
requires a successful INT test to fully understand and make use of. Such a roll is often made with
Disadvantage.
These can only be repaired if Scrap is used and an INT test is passed. Attack rolls made while in a
moving vehicle have Disadvantage, while Defence Rolls have Advantage. When a vehicle reaches 0
Hit Points, roll a d6 on the table on the opposite page.