Hackmaster Basic, the Kenzer and Company Logo, the Hackmaster Logo and the Hard 8 Enterprises Logo Are Trademarks of Kenzer and Company
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Sample file Questions, Comments, Product Orders? In association with: Phone: (847) 662-6600 Kenzer and Company Fax: (847) 680-8950 511 W. Greenwood Avenue email: [email protected] Waukegan, IL 60087 Visit our website at www.kenzerco.com This book is protected under international treaties and copyright laws of the PUBLISHER’S NOTE: United States of America. No part of this book may be reproduced, without the express written consent of Kenzer and Company. Permission is granted to the pur- This is a work of fiction. Names, characters, places and incidents either are the prod- chaser of this product to reproduce sections of this book for personal use only. Sale uct of the authors’ imaginations or are used fictitiously, and any resemblance to actual or trade of such reproductions is strictly prohibited. persons, living or dead, events or locales is entirely coincidental. With respect to trademarks: HackMaster and Knights of the Dinner Table are registered trademarks of Kenzer and Company. HackMaster Basic, the Kenzer and Company logo, the HackMaster logo and the Hard 8 Enterprises logo are trademarks of Kenzer and Company. © Copyright 2010 Kenzer & Company, Inc. All Rights Reserved. REVISED EDITION Designers’ Foreword Welcome to HackMaster Basic (some purists might prefer to call it “5th Edition”). If you’re reading this you might be thinking, “My god — yet another fantasy role-playing game? Why bother?” This is the part of the book where we make our pitch. HackMaster Basic has truly been a labor of love. We have a passion for fantasy role-playing at Kenzer and Company. All of us here first picked up the dice and created our first characters in the late 1970’s. And we’ve spent the last 17 years working on role-playing products professionally. You might say it’s in our blood. HackMaster Basic takes the passion, know-how and attitude (more on that attitude in a moment) from the last edition along with years of experience garnered along the way and takes the game to the next level. So why another fantasy role-playing game in an already crowded market? Because not all games are created equal. And neither are gamers. We all come to the table with our own likes and dislikes as far as game style and play. No single game can be all things to all players. We created HackMaster Basic with one goal in mind — to be the game we ourselves would want to buy and play with our friends. This is the same approach to game design that earned us Best Game of the Year (for HackMaster 4th Edition) and Best RPG of the Year (Aces & Eights). We happen to think there are others out there like us. So far we’ve been right. Now a few things about HackMaster Basic you should know before we turn you loose. First off what does “HackMaster Basic” mean…? This book provides just that — the basics. Everything the GM/Players need to run and play HackMaster for 1st through 5th level characters. All between two covers. And when you’re ready to take the next step? Advanced HackMaster picks up where HMb leaves off. No need for conversions or changes to your characters or campaigns, just keep on playing. If you’re new to the HackMaster experience we welcome you. The adventure is just beginning. And if you’re a HackMaster 4th Edition fan coming to HMb with some concerns…? Let’s just say that we feel HackMaster Basic is the rightful heir to the game(s) we all cut our teeth on. We wouldn’t have put the HackMaster logo on the cover if we didn’t feel we had met that challenge. Okay, a brief word on HackMaster’s unique style and a bit of back history. When HackMaster 4th Edition came out it earned something of a reputation among some gamersSample as being a ‘silly’file or ‘joke’ game. A few quickly dismissed it as being such. A pity. Fortunately tens of thousands of gamers were able to look beyond the veneer and recognize that there was a truly fun and unique game underneath and quickly embraced HackMaster as their game of choice. Just to clarify, our previous license required that HackMaster 4th Edition be a ‘parody’ and approval for HM product required a certain bit of ‘silliness’ to be sprinkled about. HackMaster Basic (and its upcoming successor, Advanced HackMaster) are free of any such licensing requirements. So how has that affected the new game? We reeled in and scrubbed the game of much of the over-the-top “silly factor”. But… we decided to keep the fun. And most importantly, the attitude. So while game play takes itself very serious and is as rock solid as we could possibly make it — the rules are presented with the notion, “This is a game, it should be fun. It shouldn’t read like a text book”. Finally, you can run your HackMaster campaign with as much humor or even silliness as you want. Or… you can run it deadly serious. It’s all up to you. HackMaster Basic has been developed to support both styles of play. So pick up those dice and have fun. Jolly R. Blackburn, David S. Kenzer and Steve Johansson The HackMaster Design Team 2 Credits Authors: Jolly R. Blackburn, Steve Johansson, David Kenzer, Mark Plemmons Proofreader: Jennifer Kenzer Graphic Design: Steve Johansson Art Director: Mark Plemmons Cover Artist: Erol Otus Interior Artists: Jolly R. Blackburn, Anthony Carpenter, Caleb Cleveland, Storn Cook, Keith DeCesare, Thomas Denmark, Allan Ditzig, Stacy Drum, Brendon Fraim, Brian Fraim, Mark Kidwell, Russell Lingo, Rich Longmore, Manoel Magalhaes, Thomas Manning, Travis Moore, Eric Olson, Mark Pennington, Brian Schomburg, Carlo Soriano, Ruth Thompson, George Vrbanic Playtesters: Roger Abbott, Allen Antoine, Tim Anton, Frank Armstrong, Shari Armstrong, Mat Bosch, Austin Byers, James Colletti, David Cowan, Nick Cyronek, Darren Dunlap, Sara Duty, Will Duty, James Everritt, Olivia Everritt, Adam Flenar, Mark Furr, Bryan Gann, Nathaniel Garth, Travis Harvey, Mike Hensley, Jeff Hric, Brian Jelke, Shabnam Kaderi, Daria Kaval, Topher Kersting, Aaron Kinder, Arik Kinder, Eric Lewandowski, Johnny Lowery, Michael Lyons, Bryon McCague, Scott Meredith, Jan Monk, Don Morgan, Sam Nastari, Susan Nastari, Randall Nelson, Adam Niepomnik, John O’Neil, Brian Olive, Kenneth Osborne, Derek Plote, Jason Riddell, Jim Scoggins, Benjamin Sharef, Matthew Sheehe, Nate Sims, Brian Spurling, Gearl Stephens, Carolyn Stogdill, Christopher Stogdill, Ben Sundell, John Turner III, James Vaughan, Adam White, John Whittingham, David York Sample file Fame Rub Signatures Have game designers and other “lucky” notables sign their autographs here. That way they’ll always be handy for emergency dice purgings and luck charging. Note: To charge a die to roll higher numbers you should stroke the die left to right. For lower numbers stroke right to left. Fame rubs can be used to prime new dice and many game designers at conventions and store signings are more than glad to oblige fans. As a rule of thumb you should do a minimum of six swipes of the die across the signature (but no more than ten as that can sometimes have the opposite effect of what is desired). To get you started we’ve added two facsimile signatures of Jo Jo Zeke and Gary Jackson. They’ll only be 32% as effective as an original signature but they could come in handy in an emergency.. 3 Greetings friend, For whatever reason this book has found its way into your hands and here you sit (or stand as the case may be) reading these words. I call this a fortuitous meeting. As you read on, I want you take a moment and consider something. Consider that the volume you now hold in your hands is no common book. That it isn’t by mere chance you are now reading it and that what I’m about to convey to you was meant to happen. Be it by fate, destiny, a touch of magic or the beckoning call of strange forces unknown to you, consider the possibility that with a purpose this document wound its way through the torrents of time and history to seek you out and land in your path. You are holding it now and reading these words because it was meant to be. You are being summoned. The heart of a true hero beats in your chest. For years you’ve sensed it. You’ve been quietly waiting for the call. That tap on the shoulder by fate that bids you, “Come!” And now that summons has arrived — it’s time for you set aside the life of a mundane and to step up and stand face to face with your destiny. Embrace it. Savor it, come what may. Sound crazy? Yeah, maybe. But as you’re about to find out, this is no ordinary tome. It is a magical key — one that unlocks the heretofore impenetrable gates to your imagination and swings them open wide — their creaky hinges threatening to buckle from the sheer force of your years of pent-up desire to get past them. For up until this moment you have only been able to press against those gates. Helpless as you clutched at its iron bars and peered through them with the sad realization that you could go no further, garnering only little glimpses and promises of all the awe-inspiring things that lay just beyond your reach. Well hero, it’s time to strap on your armor, lace up your boots, ready your blade and step through… if you’re willing to accept the challenge, that is. This is HackMaster and, in addition to this book being the means to unlocking your imagination, it is your guide.