Hack100 Rulebook
Hack100 Rulebook
Release 1.02
January 2022
Cover artwork © 2021 Joaquin Guerra, used with permission. All rights reserved.
Artwork on pages 12, 15, 17, 19, 22, 23 & 26 © 2015 Dean Spencer, used with permission.
All rights reserved.
Contents
Introduction ........................................4 Example Specialisms ........................... 9
Author’s Introduction .............................. 4 Equipment.................................................... 9
Hang On … What’s a Role-Playing Random Starting Equipment........... 9
Game? ............................................................. 4 Weapons and Armour ........................ 9
Dice ................................................................. 5 Encumbrance......................................... 9
Game Genres................................................ 5 Tasks....................................................10
hack100rpg.com ......................................... 5
Task Rolls .................................................. 10
Acknowledgements ................................... 5
Performing a Task Roll ................... 10
Player Characters ...............................6 Difficulty Modifiers ............................... 10
Character Creation .................................... 6 Criticals and Fumbles............................ 11
Background and Motivation ............ 6 Criticals................................................. 11
Abilities ................................................... 6 Fumbles ................................................ 11
Specialism ............................................... 6 Effects of Criticals and Fumbles .. 11
Health ....................................................... 6 Opposed Tasks ......................................... 11
Equipment .............................................. 6 Resolving an Opposed Task ........... 11
Name......................................................... 6 Combat ................................................ 12
Backgrounds and Motivations .............. 7
Combat Overview ................................... 12
Random Examples ............................... 7 Combat Sequence .................................... 12
Group Motivations .............................. 7
Initiative ............................................... 12
Abilities ......................................................... 8
Movement and Actions................... 12
Starting Abilities .................................. 8 Ranged Attacks .................................. 13
Ability Bonus ......................................... 8
Melee Attacks ..................................... 13
Specialisms ................................................... 9 Calculate Damage.............................. 13
Choosing Specialisms .......................... 9
Apply Damage .................................... 13
Starting Specialisms ............................ 9
Repeat .................................................... 13 Specialisms (Optional)...................... 25
Weapons ..................................................... 13 Innate Characteristics (Optional) . 25
Armour........................................................ 14 Health .................................................... 25
Movement .................................................. 14 Movement ............................................ 25
Engaging and Disengaging ................... 15 Equipment (Optional) ...................... 25
Subduing ............................................... 15 Notes (Optional) ................................. 25
Tactical Withdrawal ......................... 15 Example NPCs .......................................... 26
Running Away .................................... 15 Goblin [20%] ........................................ 26
Criticals and Fumbles in Combat ...... 15 Wolf [30%] ............................................ 26
Health.................................................. 17 Optional Rules .................................. 28
Zero and Negative Health ............... 17 Player Characters ..................................... 28
Recovering Health ............................. 17 Non-Human Characters .................. 28
Powers ................................................ 18 Tasks ............................................................ 29
How Powers Work ............................. 18 Advantage and Disadvantage ........ 29
Using Powers ....................................... 18 Luck Points .......................................... 29
Powers Example: Spellcasting ........ 20 Health .......................................................... 30
Powers Example: Shapeshifting .... 21 Insanity and Corruption ................. 30
Powers Example: Berserking .......... 21 Effects of Insanity .............................. 30
Improvement.................................... 22 Effects of Corruption ........................ 30
4
Dice Game Genres
Hack100 uses ten-sided dice. These are Hack100 has not been written with a
either rolled individually to generate a particular genre of game in mind. It is
number between 1 and 10 (a roll of zero intended to be a generic system.
is a 10) or in pairs with one die
designated as the “tens” and the other as There is sufficient flexibility in its
the “units” to generate a number between approach to aspects such as character
1 and 100. creation, skills, powers, equipment and
monsters that it should be possible to run
So, for example, if the “tens” die rolls an 8 most traditional genres without too much
and the units die rolls a 2, then the trouble, including fantasy, sci-fi and
overall result is 82. Zeroes on both dice is cosmic horror.
a roll of 100. For greater clarity, ten-sided
dice are available that label the "tens" die
in multiples of 10.
hack100rpg.com
In describing dice rolls, the usual For more resources relating to Hack100,
conventions are followed: including a blog that provides a
commentary on the development of the
d10 is shorthand for a ten-sided die. game, visit hack100rpg.com.
5
Player Characters
Character Creation Specialism
Specialisms (page 9) are abilities that
Player character creation in Hack100 is require a level of innate talent, training
quick and easy. The following six steps or expert knowledge. Starting characters
summarise the process. Further details have a free choice of one Specialism at
are provided on the pages that follow. 2d10+30%.
A character sheet is available for “Supernatural” Specialisms, such as
download at hack100rpg.com. magic, are known as Powers (page 18).
7
Abilities Starting Abilities
For a starting character, each Ability has
The relative strengths and weaknesses of a base value of 2d10+20%. However, to
a character are described by ten Abilities. reflect individual aptitudes, 20% may be
These represent common attributes, added to any one Ability, and 10% to one
characteristics, skills and knowledge other. A character’s Abilities will increase
possessed, to varying degrees, by all. as they become more experienced.
Each Ability has an associated percentage
value. The higher the value, the more Ability Bonus
likely a character is to succeed when Each Ability has an associated Bonus
undertaking a task related to that Ability. equal to its “tens” value. For example, if a
character’s Strength is 32, then their
Strength Bonus is 3.
Summary of Abilities
8
Specialisms Equipment
In addition to their ten Abilities, which In Hack100, there is no "shopping list" of
are common to everyone, characters also standard goods for new characters.
have a small number of Specialisms. Rather, the player and the Referee agree
upon the equipment a given character
Specialisms are abilities that require a might reasonably expect to own based
certain amount of innate talent, training, upon the campaign setting and the
or expert knowledge. They are an aspect character's Specialism, Background and
of the character that differentiates them Motivation.
from the majority of other people in their
world. Random Starting Equipment
Choosing Specialisms If there is a preference for introducing a
random element to starting equipment,
There is no fixed list of Specialisms in then assume that each new character has
Hack100. Rather, they are agreed between the travelling clothes they are wearing,
the Referee and the player. They might together with 1d10 other items (including
relate to a character's vocation. Or they any weapons or armour) and 5d10 units
might derive from some prior teaching or of currency.
training.
Weapons and Armour
In the same way as Abilities, a character's
relative competence in a given Specialism The effectiveness of different types of
is expressed as a percentile number. weapons and armour is described in the
Combat chapter on pages 13 and 14
Extraordinary or supernatural respectively.
Specialisms, such as magic, are known as
Powers (page 18). Note that wearing armour imposes an
Agility penalty (page 14).
Starting Specialisms
Encumbrance
New characters begin with one Specialism
(or Power) at a starting percentage of There is no quantitative encumbrance
2d10+30%. system in Hack100. Instead, each
character must specify, on their character
Example Specialisms sheet, where each item of equipment is
stored about their person.
Archaeology, Bushcraft, Demonology,
Divination, Engineering, Fire Magic, IT, By requiring characters to declare how
Languages, Locksmithing, Medicine, they are carrying each item of equipment,
Musicianship, Occult, Pickpocketing, it immediately makes it obvious as to
Piloting, Telekinesis, Theology, etc., etc. whether this seems plausible. It also helps
to visualise the character.
9
Tasks
Task Rolls Difficulty Modifiers
Whenever a character’s action has a non- Sometimes the Referee may decide that a
negligible chance and consequence of certain Task Roll is either easier or more
failure, the Referee should call for a Task difficult than usual. This could be for a
Roll. variety of reasons including the
prevailing local conditions, the specialist
Performing a Task Roll nature or complexity of the task, or the
fact that someone (or something) is
1. Select the Ability or Specialism that is actively trying to disrupt the
most relevant to the task at hand. undertaking.
This provides the base Target
Percentage. In such cases, a Difficulty Modifier is
applied to the Target Percentage.
2. The Referee may then adjust the base
Target Percentage by a Difficulty Difficulty Modifier
Modifier.
Difficulty Modifier
3. Roll 1d100. If the roll is less than or Trivial Automatic Success
equal to the Modified Target Easy +20%
Percentage, the task is successful.
Normal -
Otherwise, the task fails.
Hard -20%
4. A roll of 01-05 is always successful. A Very Hard -40%
roll of 96-00 is always a failure (except
with Opposed Tasks – see page 11). Where multiple factors are in play, the
Difficulty Modifier represents the net
5. A roll that is a success and a double is effect of those factors. For example, the
a Critical (e.g. 11, 22) and brings extra Referee may decide that the net effect of
benefits. A roll that is a failure and a trying to shoot a large, but distant, target
double (e.g. 99, 00) is a Fumble and is a zero modifier.
there will be additional consequences.
10
Criticals and Opposed Tasks
Fumbles Situations will arise in which there is a
need to pit an Ability of a character
Sometimes things will go better or worse against an Ability of an adversary. For
than usual. example:
An Opposed Melee Task Roll is used to They then act in Initiative order, highest
resolve close-quarters combat. first. Tied Initiatives act simultaneously.
In addition to these Task Rolls, it is also A combatant may decide to delay their
necessary to introduce: activity until later in the round.
12
Ranged Attacks Weapons
Missile attacks are made using a Ranged
Task Roll. Every weapon has a Damage Modifier – a
value that is added to the “tens” die of a
successful attack roll when determining
Melee Attacks
Damage.
Close-quarters attacks are made using an
Opposed Melee Task Roll. The table below lists some typical
Damage Modifiers that Referees can use
The defender may oppose using either as the basis for the weapons in their
their Melee Ability (an attempt to parry) game. These values can be adjusted or
or their Agility Ability (an attempt to expanded accordingly to suit particular
dodge). preferences.
Repeat
When all combatants have acted, a new
round starts.
13
Armour However, armour is also, to varying
degrees, cumbersome. It therefore reduces
Agility and Movement when worn.
Armour provides the wearer with a Characters may not wear armour that
negative Damage Modifier, reducing the takes their modified Agility below zero.
effect of any hits received. A shield can
also be used to further reduce Damage. Again, Referees should feel free to amend
Details are provided in the table below. or expand the armour table to suit their
own game setting
Armour
Damage Agility Movement
Armour
Modifier Penalty Penalty
None 0 0 0
Leather -1 -10% -1
Chain Mail -2 -20% -2
Plate -3 -30% -3
Shield -1 -10% -
Modern Body Armour -4 -10% -1
Futuristic Power Armour -6 -20% -2
Movement
Standard unarmoured characters may Movement is reduced by any armour a
move up to 8 squares in each combat character is wearing as indicated in the
round in addition to taking one Action. table above. Armour also provides a
negative Difficulty Modifier to any
A “square” is the space occupied by an Agility Task Rolls whilst worn.
average-sized character, e.g. 5 x 5 feet, 1.5
x 1.5 metres, 2 x 2 yards, or whatever the Referees should feel free to modify
Referee decides. Movement rates accordingly. Some
creatures may be naturally faster or
Characters may move before their Action, slower. Terrain may also affect
or after their Action, or they may split Movement, e.g. wading through water,
their Movement on either side of their climbing steep stairs, clambering over a
Action. They may also forego their Action wall, or traversing a crowded room.
and take a second move (i.e. up to a total
of 16 squares for a standard unarmoured
character).
14
Engaging and Criticals and
Disengaging Fumbles in Combat
As soon as one combatant makes a Melee As discussed in the chapter on Tasks,
Task Roll against an opponent, the two there are no pre-defined benefits or
are said to be Engaged in combat. Once penalties attached to Criticals and
Engaged, there are three main ways in Fumbles. The Referee, with input from
which a combatant can Disengage. the players, is free to decide, on a case-by-
case basis, the additional consequences of
Subduing Criticals and Fumbles as befitting the
narrative of the game.
A combatant is free to disengage if they
are able to subdue their opponent, even if However, because combat is likely to be a
only temporarily. For example, by relatively frequent source of Criticals and
knocking them over, rendering them Fumbles, some suggested outcomes are
unconscious, or otherwise incapacitating offered in the table overleaf. These are
them. just examples. There are many more
possibilities depending upon the exact
Tactical Withdrawal situation within a game. For example, if a
character is standing on a table whilst
The combatant may make a controlled fighting and rolls a Fumble, then perhaps
tactical withdrawal by moving up to half the table collapses from underneath
of their Movement allowance directly them.
away from their opponent(s). This counts
as both their Movement AND their Remember, only the winner of an
Action for the round. The disengaging Opposed Task receives the extra benefits
combatant may still oppose any attacks of a Critical. Similarly, only the loser
upon them during that round by suffers the penalties of a Fumble.
attempting to parry or dodge.
In general, the intention is that whilst
Running Away Criticals and Fumbles should tip the
balance of a fight in favour of one
The combatant may simply turn and flee combatant or another, they shouldn't
at up to twice their Movement allowance necessarily be decisive in determining the
directly away from their opponent(s), eventual outcome of an encounter.
foregoing any Action that round. Each
Engaged opponent gets an Easy (+20%)
free attack that the disengaging
combatant may NOT oppose.
15
Example Criticals as an Attacker
In melee, the attacker adds their Strength Bonus to the calculated
Mighty blow!
Damage.
Finds the gap! The defender's armour is ignored when calculating Damage.
Driven back! The attacker is pushed back, disengaging them from combat.
16
Health
Health is a measure of the general well- Recovering Health
being of a character. In Hack100, there
are two main ways in which a character Characters recover Health naturally at a
can lose Health: rate of 2 Health per day, 4 if resting fully.
From physical damage, e.g. through Health may also be replenished through
combat, falling, or some other the use of a relevant Specialism, such as
mishap. medicine or magic. It is left to the Referee
to determine the effectiveness of such
Through the draining effects of using interventions. A “heroic" game will
an unusual, “supernatural", typically be more generous than a “gritty"
Specialism, e.g. magic, psionics, game when it comes to Health recovery.
shapeshifting, etc. Such Specialisms
are referred to as Powers. As a guide, it is suggested that everyday
Specialisms such as First Aid should be
Powers are discussed in more detail in the limited to one application per character
next chapter (page 18). For now, it is per day, with each successful application
enough to know that the loss and restoring 1-5 Health (in addition to any
recovery of Health from using Powers natural recovery). This will require a
works in the same way as it does for successful Task Roll. A Critical
physical damage. automatically recovers 5 Health, whilst a
Fumble causes 2 points of further
Zero and Negative Health damage, negating any natural recovery.
17
Powers
A Power is any form of extraordinary or Using Powers
supernatural Specialism.
In Hack100, there are no predefined lists
It might be the ability to cast spells or of Powers. Instead, a flexible approach is
perform miracles. However, it could also adopted based on an open-ended
encompass a wide range of other special collaboration between the players and the
abilities such as shapeshifting, psionics, Referee.
berserking, prophesying, etc.
The exact effects of a Power, in terms of
As with all Specialisms, Powers are its effect, intensity and duration, along
Abilities that differentiate an individual with the associated Health cost, are
from the vast majority. Unlike regular agreed upon at the point of use, with the
Specialisms, Powers go beyond rational Referee always having the final say.
everyday understanding.
The procedure for using a Power is as
How Powers Work follows:
18
4. Steps 1-3 are repeated until the player 7. The Health cost applies only AFTER
and the Referee reach a negotiated the effects of the Power have been
agreement on the balance between the applied in full. For temporary Powers
effect of the Power, the corresponding with a fixed duration, this means the
Health cost and any Difficulty point at which the Power’s effects
Modifier. This isn't intended to be a expire. For Powers that have a
prolonged bargaining exercise. Rather permanent effect, this means the
it is the Referee and the player point at which the effect is applied.
reaching an agreement on the use of
the Power. The Referee ultimately 8. A Critical means that the Power only
makes the final ruling. costs 1 Health. A Fumble means that
the Power consumes the full Health
5. The character makes a Task Roll cost, but nothing happens.
against the relevant Power.
It is recommended that the Referee keeps
6. If the Task Roll is successful, the a record of negotiated Power uses. This
Power takes effect. Otherwise, nothing will save time when the Power is used in a
happens. similar way again. It also provides a
benchmark or precedent for future Power
usage.
19
Powers Example: Spellcasting 5. Perform a magical attack (e.g. fireball,
lightning bolt). Normal Difficulty.
A common application of Powers in Costs 1 Health per point of Damage
fantasy games will be the casting of spells. (ignores the target's armour).
Instantaneous.
With regards to the specific wording of a
given spell caster's Power, it is 6. Magically influence someone to do
recommended that very broad definitions something. Normal Difficulty.
(e.g. “Magic") are avoided in favour of Opposed Task Roll: caster's Power vs
narrower areas of focus (e.g. “Fire Magic", target's Willpower. Cost 2 Health.
“Illusionism", “Necromancy", etc.). This Each additional 1 Health provides a
will help to keep the range of a given spell +5% Difficulty Modifier to the caster's
caster's ability within well-defined Task Roll. Lasts for one encounter.
boundaries, and also ensure that their
magic use has a distinctive flavour. All of the above are just illustrative
examples. Players and Referees should
Below are some examples of typical negotiate their own spell effects and their
magical effects. For each, suggestions are associated costs as they occur in the game.
provided as to how they might be
handled in Hack100, particularly Overall, the Difficulty and Health cost
concerning their Difficulty and Health should be proportional to the effect
cost. All, of course, require a successful whilst remaining consistent with the
Task Roll against the relevant Power. Referee's approach to magic within their
game. High fantasy settings in which
1. Create a magical light equivalent to a magic is commonplace should be more
torch or lantern. Easy (+20%) generous when it comes to Health costs
Difficulty. Costs 1 Health per hour. than low fantasy worlds where magic is
rare.
2. Magically move an object. Easy (+20%)
Difficulty. Costs 1 Health per kg per Optionally, a Referee might decide that
minute. there are additional requirements for
successful spell casting - wands, staves,
3. Magically increase a weapon's damage spell books, ingredients, the ability to
or armour's protection. Normal voice or gesticulate, etc. The presence or
Difficulty. Costs 2 Health per absence of such factors would probably
additional point of affect the Difficulty Modifier of the
damage/protection. Lasts for one associated Task Roll.
encounter.
A similar approach can be taken with
4. Restore Health to someone else. other abilities that manipulate the world
Normal Difficulty. Costs 1 Health per around a character such as miracles
2 points of Health restored. bestowed by deities, psionics, etc.
Instantaneous. A caster cannot heal
themselves in this way.
20
Powers Example: Shapeshifting Powers Example: Berserking
In the same way as for player characters, Our goblin is a guard, so we raise their
write a single sentence that describes the Melee and Toughness Abilities to 30%.
NPC's Background and Motivation. This
provides the Referee with a rationale for
24
Specialisms (Optional) Movement
Again, based on the NPC's Background As described in the combat chapter (page
and Motivation, add any Specialisms (or 14), standard characters can normally
Powers) that meaningfully differentiate move up to 8 squares in a given round in
them from others in the world. Assign addition to taking one action. If the NPC
whatever percentage value to that is significantly faster or slower than this,
Specialism that seems reasonable. update their Movement value
accordingly.
We give our goblin a "Wolf Handling"
Specialism at a value of 60%. This Movement is not only relevant to
represents the goblin's ability to combat. The relative speed of an NPC will
successfully control a wolf that has been also be important in pursuits or races.
trained to respond to simple commands.
We leave our goblin's Movement as 8.
Innate Characteristics (Optional)
Equipment (Optional)
Some creatures and monsters will have
Innate Characteristics - instinctive List any equipment or possessions the
actions they are naturally capable of NPC is carrying about their person.
performing without the need for a Task Include armour, weapons, money and any
Roll. Sharks can swim, pterodactyls can personal effects of interest. For ease of in-
fly, cobras have venomous bites, etc. List game reference, include the Damage
any such innate characteristics that are Modifiers of any armour and weapons.
likely to be relevant to the game.
We give our goblin leather armour, a
Our goblin can see in the dark so we list spear, 1d5 coins, a wolf-tooth necklace
"Night Vision" as an Innate Characteristic. and a stolen silver broach. It will also
have a wolf companion, but that will be a
Health separate NPC.
Our goblin has a Toughness of 30% and a This might include relevant information
Willpower of 20%, giving it a Health of the NPC possesses, their recent activity
(3 + 2) x 2 = 10. within the context of the adventure, or
particular loyalties, phobias, prejudices or
weaknesses.
25
Example NPCs
As examples, here are the full descriptions of our goblin wolf handler and its trusty hound.
Abilities & Specialisms: Melee 30%; Abilities & Specialisms: Bite 40% [+3]
Toughness 30%; Wolf Handling 60%
Innate Characteristics: Acute sense of
Innate Characteristics: Night vision smell
Health: 10 Health: 12
Movement: 8 Movement: 12
26
Appendix
Optional Rules
Others are rules or concepts that are commonly found in tabletop roleplaying games but
which don’t necessarily align with the author’s vision for Hack100. However, some
Referees may wish to incorporate them.
27
Optional Rules
Player Characters Dwarfs are strong and tough but not
particularly agile or stealthy.
The easiest way to accommodate non- Innate Characteristics (page 25) can be
human characters is by employing the used to capture other non-human traits.
same Modified Abilities and Innate For example, Dwarfs and Elves typically
Characteristics used for Non-Player have Night Vision.
Characters (pages 24 - 25).
Generous Referees might also allow
As examples, the table below presents
additional non-human innate
Modified Starting Abilities for the classic
Specialisms at a suitable percentage, e.g.
fantasy non-humans. The modifications
accentuate their archetypes, so: Forest Lore for Elves, Stone Lore for
Dwarfs, etc.
In both cases, the choice of “tens” die may Luck Points may only be spent by the
be influenced by Criticals and Fumbles character performing the Task Roll.
(Page 11) and combat damage (Page 13).
Any unspent Luck Points at the end
For extremely easy or difficult tasks the of each session are lost. A character's
Referee could even award a second Luck Points are re-rolled at the start
Advantage or Disadvantage Die, with the of the next session.
best/worst of the three “tens” dice used.
Improvement
At the end of the month, the trained
Training Ability or Specialism is increased by
At the Referee’s discretion, characters 1d5%.
may also train up their existing Abilities
No Ability or Specialism may be
and Specialisms in the downtime between
increased to more than 70% through
adventures. However, if this is allowed, it
training.
is recommended that the following
restrictions are imposed: Training is not intended to be the
primary route for character development.
All training requires a teacher. The
Certainly, it should never get in the way
more specialised the training, the
of adventuring. Rather, it is something to
harder it will be to find suitable
be done between adventures. If necessary,
tuition. Locating the provider of any
the Referee can control access to training
training might form the basis of an
through the non-availability of teachers -
adventure in its own right.
they might be busy with other students,
Each block of training lasts 1 month. sick, away, or otherwise preoccupied.
31
Index
Abilities ............................................................. 8 Experience Checks .......................................22
Agility ........................................................... 8 Experience Rolls...........................................22
Improving Abilities .............................. 22 Fumbles...........................................................11
Influence ...................................................... 8 in Combat .................................................15
Melee............................................................. 8 Game Genres ................................................... 5
Perception ................................................... 8 Health ..............................................................17
Ranged .......................................................... 8 Recovering Health .................................17
Reasoning .................................................... 8 Zero and Negative Health....................17
Stealth ........................................................... 8 Initiative .........................................................12
Strength........................................................ 8 Innate Characteristics ................................25
Toughness ................................................... 8 Insanity and Corruption ...........................30
Willpower.................................................... 8 Effects on Health ....................................31
Ability Bonus .................................................. 8 Recovery ....................................................31
Actions............................................................ 12 Luck Points ....................................................29
Advantage ..................................................... 29 Melee Attacks ................................................13
Armour ........................................................... 14 Motivations ..................................................... 7
Backgrounds .................................................... 7 Movement ......................................................14
Base Ability Value ...................................... 24 Non-Human Characters ............................28
Berzerking ..................................................... 21 Non-Player Characters ...............................24
Combat ........................................................... 12 Opposed Tasks ..............................................11
Criticals .......................................................... 11 Parrying ..........................................................13
in Combat ................................................. 15 Powers ..............................................................18
d10 ...................................................................... 5 Ranged Attacks.............................................13
d100.................................................................... 5 Running Away ..............................................15
Damage........................................................... 13 Shapeshifting ................................................21
Damage Modifiers Specialisms ....................................................... 9
Armour...................................................... 14 Improving Specialisms .........................22
Weapons ................................................... 13 New Specialisms ......................................22
Dice ..................................................................... 5 Spellcasting ....................................................20
Difficulty Modifiers ................................... 10 Subduing .........................................................15
Disadvantage ................................................ 29 Tactical Withdrawal ...................................15
Dodging .......................................................... 13 Task Rolls .......................................................10
Encumbrance .................................................. 9 Training ..........................................................31
Engaging and Disengaging ...................... 15 Weapons .........................................................13
Equipment ....................................................... 9
32
Hack100
Simple, Flexible d100 Gaming
hack100rpg.com