<<

By This Axe I Hack!

A SWORD & SORCERY ROLEPLAYING GAME MADE USING THE BLACK HACK By This Axe I Hack!

WELCOME TO A WORLD OF SWORD & SORCERY

Before the dawn of recorded history, our world was a primeval landscape dotted with pockets of civilization; kingdoms, nations, and city-states surrounded by a vast and unforgiving wilderness teaming with danger and littered with the fallen ruins of an ancient empire of mighty sorcerer-lords and the remnants of older, darker civilizations.

Based on David Black’s game-changing The Black Hack, By This Axe I Hack takes its cues from Robert E. Howard’s and Kull of Atlantis, Roy Thomas and Barry Windsor Smith’s Red Sonja, Michael Moorcock’s Elric of Melnibone, and Fritz Leiber’s Fafhrd and the Gray Mouser.

By This Axe I Hack includes 18 unique Character Classes (6 warriors, 6 rogues, and 6 magicians), a system with 120 spells tailored to the genre, over 70 special features to customize your Characters, rules for modifying existing Character Classes or creating your own, a huge assortment of men and to throw at your Players, a number of optional rules to help you fine tune the game to exactly your liking, and a variety of random tables to help Gamemasters create their own Lost Age.

By This Axe I Hack!

Writing & Layout Leonard A. Pimentel

Artwork Max Dunbar Dan Smith

Special Thanks David Black Peter Regan Mike Evans

Playtesting & Advice Josh Hoade Samuel Khan Dave Nicolette Jeff Oberg Shane Simmons Dwayne Wallace

Dedication This game is dedicated to my two barbarians, Christopher and Nicolas

© 2021 Leonard A. Pimentel. The names By This Axe I Hack! and LakeSide Games and all layout are copyright © Leonard A. Pimentel 2021. All related marks and logos are trademarks of Leonard A. Pimentel. Cover art is copyright © Max Dunbar 2021. Interior art is copyright © Dan Smith 2021. All rights reserved. Inspiration

Inspired by the works of Robert E. Howard, Fritz Leiber, Michael Moorcock, Roy Thomas, Clark Ashton Smith, and Edgar Rice Burroughs, and by the iconic artwork of the great Frank Frazetta.

Based on the works of Gary Gygax and Dave Arneson, especially as distilled by Tom Moldvay and Dave Cook, and illuminated by Jeff Dee, David S. LaForce, Erol Otus, James Rosolf, and Bill Willingham.

This game was made using The Black Hack by David Black. It also owes quite a lot to the following games and/or supplements…

Astonishing Swordsmen & Sorcerers of Hyperboria by Jeffrey P. Talanian Atlantis: The Second Age by K. Scott Agnew Barbarians of Lemuria by Simon Washbourne Barbarians of the Ruined Earth by Mike Evans Basic Role-Playing Game by Chris Gonnerman Beasts & Barbarians by Umberto Pignatelli The Black Sword Hack and Extinction by Kobayashi Classic Monsters by Peter Regan Conan, Adventures in an Age Undreamed Of by Modiphius Entertainment Conan Role-Playing Game by David Cook Conan the Roleplaying Game by Ian Sturrock and Gareth Hanrahan Crypts & Things by Newt Newport The Dark Sun Boxed Set by Troy Denning, Timothy B. Brown, and Brom Elric! Roleplaying by Lynn Willis, Richard Watts, et al. Five Torches Deep by Ben Dutter and Jessica Dutter The Hercules & Xena Roleplaying Game by George Strayton Heroes of Hellas by Chris Harper The ’s Journey by James M. Spahn Hollow Earth Expedition by Jeff Combos, et al. Gaming by Stephen J. Grodzicki Mazes & Minotaurs by Olivier Legrand The Hack by Matt Click, Michael Barker, et al. Old-School Essentials Classic Fantasy Rules Tome by Gavin Norman Player’s Guide to the World of Xoth by Morten Braten Sharp Swords & Sinister Spells by Diogo Nogueira Stars Without Number and Worlds Without Number by Kevin Crawford Stormbringer by Ken St. Andre and Steve Perrin Survive This!! Vigilante City by Eric Bloat and Josh Palmer Through Sunken Lands by John Cocking and Peter S. Williams Warriors of the Red Planet by Al Krombach and Thomas Denmark The Wasted Hack by Aaron Frost Zenobia by Paul Elliott

2.

Table of Contents

BY THIS AXE!...... 5 Shaman ...... 29 What’s This? ...... 5 Sorcerer ...... 30 Core Mechanic ...... 5 Warlock ...... 31 Advantage & Disadvantage ... 5 The Price of Power ...... 32 Powerful Opponents ...... 5 Runeblades ...... 32 Opposed Tests ...... 6 EQUIPMENT ...... 33 Extended Tests ...... 6 Wealth...... 33 Group Tests ...... 6 Encumbrance ...... 33 Search Tests ...... 6 Usage Die ...... 34 Failing Forward ...... 6 Relics & Artifacts ...... 34 Of Dice & Men...... 6 COMBAT ...... 35 CHARACTERS ...... 7 Actions ...... 35 Roll Stats ...... 7 Rounds ...... 35 Choose a Class...... 7 Surprise ...... 35 Saves ...... 7 Movement & Distance ...... 35 Flaws ...... 8 Initiative ...... 36 Resolve ...... 8 Hit Dice ...... 36 Experience ...... 9 Attack & Defense ...... 36 Gaining Levels ...... 9 Damage ...... 37 Class Entries ...... 10 Critical Results ...... 37 Archer ...... 12 Two-Fisted Fighting ...... 37 Barbarian ...... 13 Armor ...... 38 Captain ...... 14 Extra Attacks ...... 38 Knight ...... 15 All-Out Attacks ...... 38 Nomad ...... 16 Full Defenses ...... 38 Soldier ...... 17 Ongoing Damage ...... 39 Assassin ...... 19 Defeats ...... 39 Bravo ...... 20 Combat Maneuvers ...... 39 Native ...... 21 Creative Descriptions ...... 39 Pirate ...... 22 Mobs ...... 40 Scout ...... 23 Morale ...... 40 Thief ...... 24 Healing ...... 40 Beast Lord ...... 26 Resting ...... 40 Druid ...... 27 Mounts & Vehicles ...... 41 Mystic ...... 28 Mass Combat ...... 42

3.

ADVENTURING ...... 43 THE LOST AGE ...... 85 Random Encounters ...... 43 Primer ...... 85 Reactions ...... 43 Locations...... 85 Falls ...... 43 Adventures ...... 89 Fear ...... 44 Menagerie...... 93 Fire ...... 44 Backstories ...... 94 Languages ...... 44 HACKS ...... 103 Luck ...... 44 It’s Your Game ...... 103 Poisons ...... 45 Rolling High ...... 103 Traps & Hazards ...... 46 Both Sides Roll ...... 103 SORCERY ...... 47 Variable Resolve ...... 103 Practices ...... 47 Wealth Options...... 103 Sorcery Tests ...... 47 Enhanced Lethality ...... 104 Spell Effects ...... 48 Lower Hit Dice ...... 104 Minions...... 48 Powerful Opponents ...... 104 Rituals ...... 48 Small Weapons ...... 104 Alchemy ...... 49 Optional Advancement ..... 105 ...... 50 Slower Advancement ...... 105 Force ...... 51 Past Level 10 ...... 105 Herbalism ...... 52 New Classes ...... 106 Mesmerism ...... 53 Special Features ...... 107 Natural Magic ...... 54 OTHER GAMES ...... 115 ...... 55 Resources...... 115 Physical Laws ...... 56 Ancient History ...... 115 Summoning ...... 57 Gonzo Weirdness ...... 115 Telepathy ...... 58 Greek to Me ...... 115 Transformation ...... 59 Out of the Shadows ...... 115 Transmutation ...... 60 Sword & Planet...... 116 ENEMIES ...... 61 Sword & Sorcery ...... 116 Enemy Entries ...... 61 Honorable Mention ...... 116 Extended Damage Table ..... 62 Fear Tests ...... 62

Men ...... 63 Monsters ...... 66

4.

BY THIS AXE!

What’s This? By This Axe I Hack (BTA) is a tabletop roleplaying game inspired by classic pulp-era tales of sword and sorcery and their contemporary spinoffs. Based on David Black’s game-changing The Black Hack, BTA takes its cues from Robert E. Howard’s Conan the Barbarian and Kull of Atlantis, Roy Thomas and Barry Windsor Smith’s Red Sonja, Michael Moorcock’s Elric of Melnibone, and Fritz Leiber’s Fafhrd and the Gray Mouser.

Core Mechanic Whenever a player character (a Character) tries to perform a tricky action, they test one of their Stats. To successfully test a Stat, the player must roll under the Stat on a twenty-sided die (a d20).

Critical results are the exception. Rolling a 1 is a Critical Failure. Rolling a 20 is a Critical Success. When testing a Stat of 15 or more, rolling a 10 is also a Critical Success. Critical results aren’t relevant to every test, but gamemasters (GMs) and players are encouraged to describe spectacular results when someone rolls a critical.

Non-player characters (NPCs) don’t usually make tests. When NPC opponents (Enemies) attack Characters or act against them, Characters test to avoid or resist their efforts. Enemies may roll for damage, however.

Advantage & Disadvantage If a Character has Advantage on a test or roll, they roll twice and use the better result. If a Character has Disadvantage on a test or roll, they roll twice and use the worse result. There’s usually no difference between having Advantage from one source or multiple sources. You either have it or you don’t. The same applies to Disadvantage. Advantage and Disadvantage cancel each other out on a one-for-one basis. The GM can rule that an action with Disadvantage from 3 or more sources is effectively impossible.

Powerful Opponents Tests are harder when acting against a powerful opponent. Characters suffer Disadvantage on tests against Enemies whose Hit Dice exceeds their Level by 2 or more. When dealing with especially difficult actions that don’t involve an opponent, the GM can assign these actions an effective Hit Dice rating that represents their difficulty for purposes of this rule.

5.

Opposed Tests When handling Character vs Character conflict, both Characters test to perform or resist the action. If one succeeds and the other fails, the winner has their way. If both fail, the action fails. If both succeed, the one who rolls higher has their way. If they roll the same number, the one with the higher Stat wins. If their Stats are the same, the GM decides what happens.

Extended Tests When engaged in a protracted activity like a chase, a Character must make 3 successful tests before they fail 3 tests to accomplish the overall action. The number of failures rolled before succeeding or successes rolled before failing can sometimes indicate how close things were.

Group Tests When a group of Characters does something together, if at least half of them succeed, the entire group succeeds. This only applies to cases where one failure would otherwise doom the whole group, like sneaking into an enemy camp or climbing a mountain while roped together.

Search Tests When a group of Characters searches an area, they automatically find any clues, concealed or secret doors, hidden compartments, and so on. GMs may ask players to specify where they are searching, but players don’t roll search tests in cases like these unless the Characters are in a hurry or you need to know who finds the thing first. This doesn’t apply to hidden dangers like traps or foes waiting to spring an ambush.

Failing Forward Failing a test usually means the Character fails to accomplish the action attempted, but not always. GMs are free to decide that a failed test means the action succeeds with an unintended complication or consequence. For example, a Character who fails a test to pick a lock might open the lock but ruin their lock picks. This is always the GM’s call.

Of Dice & Men From here on out, dice are identified as dx where x is the number of sides on the die. For example, a six-sided die is a d6, a twenty-sided die is a d20, and so on. A number before the dx means that many dice are rolled and added together unless the rules say otherwise. For example, 2d6 means 2 six-sided dice are rolled and added. Last, a d3 is simply a d6 halved, and a d2 is simply a d4 halved—or flip a coin if you prefer.

6.

CHARACTERS

Roll Stats Characters have six Stats: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). The Stats represent what they always have in their venerable gaming history. Roll 2d6+4 six times and assign the totals to whichever Stats you wish. For a more “old school” feel, assign the totals to the Stats in the order rolled and swap one pair if you wish. If you prefer a more balanced “point buy” method, start with an 8 in each Stat and spend 18 points to increase your scores as desired, adding no more than 6 points to any one Stat.

Choose a Class BTA gives players 18 classes to choose from. Pick your class.

CLASSES Warriors Rogues Magicians Archer Assassin Beast Lord Barbarian Bravo Druid Captain Native Mystic Knight Pirate Shaman Nomad Scout Sorcerer Soldier Thief Warlock

Your class determines your Hit Die, which is used to calculate your Hit Points, the amount of damage you can sustain before succumbing to your injuries. It also determines what kind of armor you can wear and how much damage you deal with weapons or your bare fists. Last, your class provides you with special abilities and starting equipment.

Saves BTA classes don’t have saves. Instead, Characters test their Stats to avoid the effects of hazards, traps, spells, and other adversities. The Stat used depends on the save being made, as explained below. Be mindful of the Powerful Opponents rule when making saves.

• FORTITUDE SAVE: Test the lesser of STR or CON to resist diseases, drugs, poisons, and physical harm that cannot be dodged. • REFLEX SAVE: Test the lesser of DEX or INT to resist physical harm that can be dodged or avoided if sensed in time. • WILL SAVE: Test the lesser of WIS or CHA to resist charms, illusions, and purely mental or magical effects.

7.

Flaws Sword and sorcery heroes are far from perfect. If they wish, players can roll a d20 on the Flaws table or simply pick or make up a flaw for their Character. This is entirely optional and only to encourage roleplay.

FLAWS d20 Flaw 1 Aloof. Stand-offish or generally unfriendly. 2 Amorous. Trouble resisting men, women, or both. 3 Bad Temper. Easy to anger or offend. 4 Carouser. Trouble resisting good times and revelry. 5 Curious. Too inquisitive for their own good. 6 Fear of. Fire, heights, magic, snakes, spiders, water, etc. 7 Foppish/Vain. Too concerned about their appearance. 8 Gambler. Trouble resisting the urge to test their luck. 9 Greedy. Obsessed with making and hoarding wealth. 10 Headstrong. Stubborn to the point of folly. 11 Honorable. Noble, honest, and trustworthy to a fault. 12 Moody. Has dramatic or violent mood swings. 13 Naïve: Has much to learn about the world. 14 Old Injury: Missing an eye, hand, lower leg, etc. 15 Overconfident. Thinks too highly of their abilities. 16 Personal Code. Lives by a rough code of chivalry. 17 Rash. Acts or speaks without thinking things through. 18 Superstitious. Burdened by absurd superstitions. 19 Taciturn. Often hesitant or reluctant to speak. 20 Uncouth. Displays barbaric manners that can offend.

Resolve Pulp sword and sorcery heroes bend the world to their will. To support this idea, Characters begin every adventure with 3 points of Resolve. Players can spend Resolve at any time to do any of the following:

• Reroll a test or roll. • Recover from being defeated. • Recover from failing a Fear test. • Cast an expended spell (roll normally). • Recover 1 Hit Die of Hit Points (roll with Advantage). • Attempt a nigh-impossible feat (roll with Disadvantage).

Once per game session, a Character who performs an especially cool, heroic, or otherwise thematically appropriate action can recover 1 point of spent Resolve. This has no effect if the Character hasn’t spent Resolve.

8.

Resolve is an optional mechanic that reflects the fact that pulp sword and sorcery heroes tend to be luckier and more competent than anyone has a right to be. However, nothing in the game hinges on Resolve, so feel free to ignore it if it doesn’t suit your group’s preferred style of play.

Experience Adventurers learn in different ways: crushing their enemies, discovering lost treasures, exploring distant lands, learning secrets man was not meant to know, etc. Thus the traditional experience system is completely discarded. Instead, Characters gain a Level after each game session, adventure, or narrative milestone. The GM determines which of these options applies to their game, and can vary their selection over the course of a campaign so that advancement happens more quickly at the early Levels and slows as the Characters become more powerful. Whatever the case, this should be communicated to the players at the outset.

Gaining Levels Characters typically begin play at Level 1 and over time can advance up to Level 10. When a Character gains a Level, the player rolls their Hit Die and increases their maximum Hit Points by the amount rolled. If you want sturdier Characters, roll extra Hit Points with Advantage. If you don’t like rolling for Hit Points, use the average for the Character’s Hit Die.

Additionally, at each new Level, the player also tests each Stat. A failed test increases the corresponding score by 1, up to a maximum of 18. Players are allowed to reroll one unsuccessful attempt each time. Stats with a score of 15 or more cannot be increased until Level 6; ignore them until then.

Raven the Barbarian just turned Level 2, so she tests each of her Stats. She fails her DEX, INT, and WIS tests, so those Stats each increase by 1. She makes her STR, CON, and CHA tests, so those Stats remain the same. She rerolls her STR test, but makes it again, so it remains unchanged.

If you don’t like rolling for Stat increases, select one of the following options at each new Level: (a) increase 3 Stats with a score of 9 or less by 1, (b) increase 2 Stats with a score of 12 or less by 1, or (c) increase 1 Stat with a score of 13 or more by 1, up to a maximum of 18. As before, Stats with a score of 15 or more cannot be increased until Level 6.

If you want Characters to develop more special features over time, use the Optional Advancement rules in the Hacks section. These rules allow Characters to select new special features at Levels 3, 5, 7, and 9.

9.

Class Entries The classes are grouped by archetype. Each entry includes a brief description of the class and provides the following information:

STARTING HIT POINTS Starting Hit Points are based on CON. Groups that prefer a more traditional game can instead use the maximum value for each class’s Hit Die (listed in parentheses). Those who want to go really “old school” can roll their Hit Die and take whatever they get; even so, roll with Advantage at Level 1.

HIT DIE This is the die used to determine Hit Points gained per Level or recovered through healing. The number in parentheses is the average value, rounded down. GMs may want to use this value as Hit Points gained per Level to keep these increases consistent but not overpowering.

USABLE ARMOR This indicates the types of armor the Character can use. A Character wearing armor or wielding a buckler or shield they can’t use has Disadvantage on STR tests, DEX tests, and sorcery tests (see Sorcery). Regardless of their armor proficiency, however, a Character wearing medium or heavy armor always has Disadvantage on tests to move quietly or swim.

ATTACK DAMAGE This is how much damage the Character deals in ordinary physical combat. Some classes have special abilities that alter these numbers.

SPECIAL FEATURES The class’s special features are described next. Some features are static, while others develop as the Character’s Level increases. Unless otherwise noted, a starting Character has access to all their special features. As noted earlier, if you want to let Characters to develop more special features over time, use the Optional Advancement rules in the Hacks section.

STARTING EQUIPMENT This provides options for starting equipment. Players are free to swap out equipment as desired, subject to the GM’s approval, but new Characters shouldn’t be allowed to trade up for better armor.

10.

Warriors

11.

Archer

Archers are expert sharpshooters who have trained with their chosen weapon since childhood. Their skills are always in high demand.

Starting Hit Points: CON + 2 (10) Hit Die: d10 (5) Usable Armor: Light, Medium, Bucklers, Shields Attack Damage: d8 or d4 if unarmed

SPECIAL FEATURES

Hawkeye Archers have Advantage when testing WIS to see things over long distances or concealed by fog, smoke, camouflage, etc.

Marksmanship Archers deal +1 damage with bows and crossbows. This bonus stacks with that provided by Ranged Specialist. This doesn’t apply to one-handed crossbows if such weapons exist in the game world.

Multiple Attacks Archers can perform one attack per Round per odd Level (1 at Level 1, 2 at Level 3, 3 at Level 5, 4 at Level 7, and 5 at Level 9).

Ranged Specialist Archers deal +1 damage with ranged weapons.

Trick Shot Archers can fire trick shots that allow them to perform combat maneuvers in ranged combat. Players should get creative with this ability.

STARTING EQUIPMENT Archers begin play with ● bow or crossbow ● arrows or crossbow bolts (d8 Usage) ● light sword or sword ● dagger or shield ● leather armor or padded armor ● flint and steel ● rations (d6 Usage) ● torches (d6 Usage) ● waterskin.

12.

Barbarian

Known for their ferocity, Barbarians are savage warriors who typically hail from some untamed northern hinterland or the red wastes of the south.

Starting Hit Points: CON + 2 (10) Hit Die: d10 (5) Usable Armor: Light, Medium, Bucklers, Shields Attack Damage: d8 or d4 if unarmed

SPECIAL FEATURES

Berserker Barbarians step up their melee damage by one die type (to d10/d6).

Multiple Attacks Barbarians can perform one attack per Round per odd Level (1 at Level 1, 2 at Level 3, 3 at Level 5, 4 at Level 7, and 5 at Level 9).

Second Wind Once per day, Barbarians can instantly recover 1 Hit Die of Hit Points, rolled with Advantage. They can do this at any time, even in combat. This goes up to 2 Hit Dice at Level 4 and 3 Hit Dice at Level 8.

Vitality Barbarians have Advantage when rolling for natural healing and when testing CON to determine if they are Wounded after a defeat.

Woodcraft Barbarians have Advantage on all tests involving foraging, hunting, stalking, tracking, outdoor survival, and alertness in the wild.

STARTING EQUIPMENT Barbarians begin play with ● axe or battle axe or sword or great sword ● hand axe or shield ● hand axe or dagger ● helmet or hide armor ● flint and steel ● rations (d6 Usage) ● torches (d6 Usage) ● waterskin.

13.

Rogues

18.

Assassin

Assassins are stealthy killers who slay for coin, country, or both. They are masters of subterfuge and skilled in the poisoner’s art.

Starting Hit Points: CON (8) Hit Die: d8 (4) Usable Armor: Light, Bucklers Attack Damage: d6 or d3 if unarmed

SPECIAL FEATURES

Extra Attacks Assassins can perform extra attacks as they gain Levels. They can perform 2 attacks per Round at Level 4 and 3 attacks per Round at Level 8.

Finesse Fighter Assassins armed with light melee weapons may test DEX instead of STR when making melee attacks and defenses.

Poisons Assassins begin every adventure with d6 Usage of 2d6 damage poison. This goes up to 4d6 damage poison at Level 4 and 6d6 damage poison at Level 8. They also have Advantage on INT tests involving poisons.

Skullduggery Assassins have Advantage when testing CHA to deceive others, whether through simple lies or complex deceptions, disguises, and/or forgeries.

Stealth Assassins have Advantage on DEX tests to avoid notice, hide, move quietly, etc. If they sneak up on an opponent, they can make a sneak attack that automatically hits and deals 1d6+1 points of damage per Level.

Thievery Assassins can find and disarm traps, climb sheer surfaces, pick locks, pick pockets, detect faint noises, eavesdrop on nearby conversations, etc., and they have Advantage on all tests involving delicate tasks like these.

STARTING EQUIPMENT Assassins begin play with ● dagger or light sword ● dagger or throwing knives (d6 Usage) ● leather armor or padded armor ● lock picks ● flint and steel ● rations (d6 Usage) ● torches (d6 Usage) ● waterskin.

19.

Thief

Thieves are experts at breaking into places and stealing things. Most are outlaws, but a few are canny explorers or heroes to the downtrodden.

Starting Hit Points: CON (8) Hit Die: d8 (4) Usable Armor: Light, Bucklers Attack Damage: d6 or d3 if unarmed

SPECIAL FEATURES

Clever Once per day, a Thief can automatically declare that they know some obscure bit of information, like how to read an ancient language, where to find the ruins of an antediluvian city, the answer to a riddle, etc.

Extra Attacks Thieves can perform extra attacks as they gain Levels. They can perform 2 attacks per Round at Level 4 and 3 attacks per Round at Level 8.

Finesse Fighter Thieves armed with light melee weapons may test DEX instead of STR when making melee attacks and defenses.

Nimble Thieves have Advantage when testing DEX to perform acrobatics and when making Reflex Saves against traps, hazards, or falling damage.

Stealth Thieves have Advantage on DEX tests to avoid notice, hide, move quietly, etc. If they sneak up on an opponent, they can make a sneak attack that automatically hits and deals 1d6+1 points of damage per Level.

Thievery Thieves can find and disarm traps, climb sheer surfaces, pick locks, pick pockets, detect faint noises, eavesdrop on nearby conversations, etc., and they have Advantage on all tests involving delicate tasks like these.

STARTING EQUIPMENT Thieves begin play with ● dagger or light sword ● dagger or throwing knives (d6 Usage) ● leather armor or padded armor ● lock picks ● flint and steel ● rations (d6 Usage) ● torches (d6 Usage) ● waterskin.

24.

Magicians

25.

Sorcerer

Sorcerers go by many names, but all are powerful magicians who have devoted themselves to studying the dark arts and mastering its secrets.

Starting Hit Points: CON - 2 (6) Hit Die: d6 (3) Usable Armor: None Attack Damage: d4 or d2 if unarmed

SPECIAL FEATURES

Arcane Lore Sorcerers can read ancient and arcane languages and have Advantage on INT tests involving sorcery (but not on sorcery tests or saves).

Corruption Sorcerers must roll or select a flaw from the Price of Power table.

Empower Spell Sorcerers may suffer 1d6 damage before making a sorcery test to gain Advantage on the roll.

Iron Will Sorcerers have Advantage on Will Saves to resist magic spells and effects and fear of the supernatural.

Sense Magic Sorcerers can test WIS to sense the presence and power of magical beings, places, and items, including unseen spirits.

True Sorcery Sorcerers learn 1 magical Practice per Level. They also learn 2 spells per Level, chosen from among their Practices. Thus, a Level 10 Sorcerer will know 20 spells chosen from among up to 10 Practices.

STARTING EQUIPMENT Sorcerers begin play with ● club or dagger or light sword or staff ● leather scroll case ● writing implements (d10 Usage) ● flint and steel ● rations (d6 Usage) ● torches (d6 Usage) ● waterskin.

30.

Warlock

Pale dispossessed sorcerer-lords schooled in war and magic, Warlocks are all that remains of a once mighty empire long-since fallen into decay.

Starting Hit Points: CON - 2 (6) Hit Die: d6 (3) Usable Armor: Light, Medium, Heavy, Bucklers, Shields Attack Damage: d6 or d3 if unarmed

SPECIAL FEATURES

Ancient Pacts Warlocks have Advantage on all tests involving their knowledge of and/or ability to interact with , devils, spirits, lords, or demigods. This does not, however, apply to sorcery tests.

Corruption Warlocks must roll or select a flaw from the Price of Power table.

Lesser Sorcery Warlocks learn 1 magical Practice at Level 1, a second at Level 4, and a third at Level 8. They also learn 1 spell per odd Level, chosen from their Practices. Thus, a Level 10 Warlock will know 5 spells from up to 3 Practices.

Multiple Attacks Warlocks can perform one attack per Round per odd Level (1 at Level 1, 2 at Level 3, 3 at Level 5, 4 at Level 7, and 5 at Level 9).

Runeblade Warlocks carry runeblades, ancient daggers, swords, or great swords (pick one) with demons bound into their blades. They may even begin with a matched pair of runeblades, although these paired weapons share one power accessible only when used together. See Runeblades below.

STARTING EQUIPMENT Warlocks begin play with ● runeblade (or a matched pair of runeblades) ● dagger or sword ● dagger or shield ● breastplate or mail armor ● flint and steel ● rations (d6 Usage) ● torches (d6 Usage) ● waterskin.

31.

EQUIPMENT

Wealth Sword and sorcery heroes rarely amass wealth, and when they do they’re quick to lose every coin. Thus, Characters are assumed to regularly go from rags to riches and back again. Rather than tracking coins, BTA classifies things as Common, Expensive, or Lavish items.

Unless they’re broke, Characters usually have enough to acquire 2d6-2 Common items and 1d3-1 Expensive items per adventure, assuming they can find what they want for sale. Roll with Advantage if the last adventure was lucrative or with Disadvantage if things have been tough. Lavish items are different. Characters can try to acquire 1 Lavish item after each profitable adventure by testing INT. Roll with Disadvantage if the Character acquired a Lavish item after the last profitable adventure. A major windfall may grant Advantage or even an automatic success on this roll.

COMMON ITEMS include ● armor repair (1 item per point of Protection repaired) ● arrows, blowgun darts, crossbow bolts, or sling stones (d8 Usage) ● backpacks, pouches, or sacks ● bucklers ● candles (d6 Usage) ● crowbars ● flasks, jars, or vials ● flint and steel ● hammer ● hand wraps ● hurled weapons (d4 Usage) ● iron spikes (d6 Usage) ● leather scroll cases ● light armor ● melee weapons ● rations (d6 Usage) ● rope ● round of cheap drinks ● shields ● stay at a dingy inn ● thrown weapons (d6 Usage) ● torches (d6 Usage) ● waterskins ● writing implements (d10 Usage)

EXPENSIVE ITEMS include ● barding ● camels ● donkeys ● drugs or poisons ● grappling hooks ● horses ● lock picks ● manacles ● medium armor ● musical instruments ● stay at a good inn ● wine ● wooden scroll cases

LAVISH ITEMS include ● armor repair for relics or artifacts (1 item per point of Protection repaired) ● chariots ● coursers ● exotic pets ● expensive wine ● finery ● heavy armor ● heavy barding ● hunting dogs ● potent drugs or poisons ● stay at a fancy inn ● telescopes ● trained falcons ● warhorses

Encumbrance Characters can carry a number of items equal to their STR without difficulty. Light armor counts as 1 item, medium armor counts as 2 items, and heavy armor counts as 3 items. Shields and two-handed weapons (including bows and crossbows) count as 2 items each. Objects like arrows, rations, and torches come in bundles; each bundle is 1 item. A Character carrying more than this is encumbered and has Disadvantage on all tests. Carrying more than double this many items is impossible, although a strong Character may be able to lift more than this much weight for a short while.

33.

COMBAT

Actions A Character can move and perform one action during a player’s turn to act (their turn). Actions include making one or more attacks, looking for a clue, talking with an NPC, casting a spell, etc. Often, a Character will test against one of their Stats to resolve their action.

Rounds In combat, time is tracked in Rounds. A Round represents a few seconds of time in the game world. During each Round, every combatant gets to take their turn, as described above. Once everyone takes their turn, the current Round ends and the next one begins. Rounds are only used when called for by the GM. During ordinary exploration and adventuring, the passage of time is handled abstractly and left to the GM.

Surprise Anyone caught by surprise can’t move or perform actions on the first Round of combat. On that Round, surprised Characters have Disadvantage on defense tests and surprised Enemies grant Advantage on attack tests.

Movement & Distance BTA uses five abstract ranges to measure distance: Melee, Closing, Throwing, Shooting, and Viewing. On their turn, a Character can move anywhere within Closing Range and perform one action. They can perform their action at any stage of the move. Alternatively, a Character can instead forego their action and move anywhere within Throwing Range. Mounted Characters can move farther, traveling up to Throwing Range if they also perform an action or up to Shooting Range if they don’t.

This system is designed to support a narrative “theater of the mind” style of play. Use the Distances table as a guide when converting existing movement rates and measures or judging spell ranges and areas.

DISTANCES Range Distance Melee 5’ Closing 30’ Throwing 60’ Shooting 120’ Viewing Beyond 120’

35.

Initiative When combat breaks out, all Characters test initiative by making a Reflex Save. For that battle, those who succeed act before their Enemies, and those who fail act after their Enemies. Within each group, Characters act in any order they wish (or from high to low roll if necessary). Despite these rules, combatants using ranged weapons can attack before melee combatants who have to move because they aren’t within Melee Range of their targets.

Characters who roll a Critical Success act before everyone else and have Advantage on their first test. Characters who roll a Critical Failure act after everyone else and have Disadvantage on their first test.

Hit Dice NPCs have Hit Dice that represent how powerful they are. An Enemy’s Hit Dice is the number of d8s rolled to determine their Hit Points. Optionally, the GM can simply assign weak Enemies 2 Hit Points per Hit Die, average Enemies 4 Hit Points per Hit Die, strong Enemies 6 Hit Points per Hit Die, and elite Enemies 8 Hit Points per Hit Die. An Enemy’s Hit Dice also determines how much damage it deals in combat (see Damage below).

Attack & Defense When a Character attacks an Enemy, they make an attack test. Test STR for melee attacks or DEX for ranged attacks. When a Character is attacked by an Enemy, they make a defense test. Again, test STR for melee attacks or DEX for ranged attacks. The GM may alter the Stat used for a particular attack or defense test, depending on the circumstances. Remember the Powerful Opponents rule when making these tests.

Melee attacks can only be made against opponents within Melee Range. Ranged attacks can also target more distant opponents, but they have Disadvantage when used against targets within Melee Range.

Thrown weapons can reach targets within Throwing Range. Hurled weapons are heavier thrown weapons, like axes and javelins. Characters may test STR rather than DEX when making ranged attacks with hurled weapons.

Projectile weapons like bows, crossbows, and slings can reach targets within Shooting Range. Bows and crossbows can shoot twice as far as Shooting Range outdoors, but with Disadvantage to attack (or Advantage to defend).

Fighting multiple opponents is difficult. Characters suffer Disadvantage on the second and all subsequent defense tests made per Round. Characters using bucklers or shields may hold off using them until after the first defense test of the Round when fighting multiple opponents (see Armor below).

36.

ADVENTURING

Random Encounters The GM should roll a d6 for every 30 minutes of time that passes in the real world. A roll of 1-2 means the Characters have a random encounter, typically a group of NPCs (often but not always Enemies), an unexpected hazard, an unusual occurrence, etc. If the Characters are lingering or making a lot of noise, this occurs on a 1-4 instead. The GM may delay or disregard random encounters, depending on the needs of the adventure.

Reactions Some NPCs have predetermined personalities and goals that can guide a GM when deciding their actions and feelings towards the Characters. For those that do not, such as those encountered randomly, the GM can roll on the Reactions table. Roll with Advantage in less hostile locations or with Disadvantage in more hostile locations.

REACTIONS 2d6 Reaction 2 Attack immediately. 3 Follow to attack at a later time. 4 Make demands; may attack or flee. 5 Mislead or trick; may attack or flee. 6 Hide or attempt to pass undetected. 7 Remain at a safe distance. 8 Approach or pass with caution. 9 Approach or pass without regard. 10 Approach or pass with empty pleasantries. 11 Engage in conversation or trade. 12 Offer or request assistance.

Falls Falls inflict damage as follows: 1d6 at 10 feet, 3d6 at 20 feet, 6d6 at 30 feet, 10d6 at 40 feet, and instantly fatal at 50 feet or more. A successful Reflex Save halves the damage suffered (or allows defeat-but-survival at 50 feet or more if the GM approves). Landing on jagged rocks or spikes deals 1d6 extra damage and prevents Characters from attempting the Reflex Save. When landing on a forgiving surface like deep water, dense foliage, or packed snow, a successful Reflex Save completely negates the damage.

43.

SORCERY

Practices There are 12 kinds of sorcery or Practices: Alchemy, Divination, Force, Herbalism, Mesmerism, Natural Magic, Necromancy, Physical Laws, Summoning, Telepathy, Transformation, and Transmutation. Magicians can only cast and learn spells from Practices they know. A ’s class and Level determine how many Practices and spells they know.

Sorcery Tests When a Magician casts a spell, they must test one of their Stats. This is a sorcery test. The spell’s Practice determines which Stat to test, as shown on the Sorcery table. Remember the Powerful Opponents rule when casting spells that damage, summon, or inflict unwanted effects on others. If the test succeeds, the spell takes effect. If not, the spell fails or is resisted. A Critical Success doubles a spell’s effect (damage, duration, etc.). A Critical Failure has varying effects, depending on the spell’s Practice.

Magicians can cast any spell they know as often as they wish. For each spell they know, the first casting per day is rolled with Advantage / resisted with Disadvantage, the second is rolled normally, and the rest are rolled with Disadvantage / resisted with Advantage. Once a Magician fails a sorcery test (or a Character resists a spell), the Magician can’t cast that spell again until they get a full night of rest (roughly 6 hours or so).

Magicians can also cast spells they don’t know, provided those spells fall under their Practices. They can cast 1 such spell per day per Level. The sorcery test for an unknown spell is always rolled with Disadvantage.

SORCERY Practice Sorcery Test Save Alchemy INT Reflex Divination INT n/a Force CHA Reflex Herbalism WIS Fortitude Mesmerism CHA Will Natural Magic WIS Reflex Necromancy INT Will Physical Laws WIS Reflex Summoning CHA Will Telepathy CHA Will Transformation WIS n/a Transmutation INT Fortitude

47.

ENEMIES

Enemy Entries Enemies are grouped into Men and Monsters. Men include ordinary men and women. Monsters include everything else: animals and animals, demons and devils, inhuman and subhuman beings, magical constructs, true monsters, and undead abominations.

Each entry provides the following information:

NAME & HIT DICE This is the Enemy’s name and Hit Dice. Tougher or more experienced Enemies usually have more Hit Points per Hit Die. Leaders, champions, and lieutenants, on the other hand, usually have more Hit Dice. As a general rule, Enemies inflict +1 damage per extra Hit Die.

Some Enemies have 0 Hit Dice. This means they have 1-4 Hit Points. The GM can roll a d4 or simply assign a value. For all other purposes, however, 0 Hit Die Enemies are treated as having 1 Hit Die.

ATTACKS An Enemy’s basic attacks are listed first. Each attack has a name and indicates the damage it deals, how many opponents it targets, its maximum range, and any special features like a Usage Die or Recharge (see below).

SPECIAL If the Enemy has any special abilities or features, they will be listed below their attacks, along with any notes or special rules.

ARMOR To make the GM’s job easier, armor (including bucklers and shields) simply grants Enemies extra Hit Points per Hit Die.

RECHARGE Some attacks and abilities have the Recharge feature. This means the GM needs to roll a 5 or 6 on a d6 at the start of the Enemy’s turn for that attack or ability to be available or usable that Round.

NATURAL ADVANTAGES While not addressed in these entries, many animals, giant animals, and bestial monsters are bigger, faster, and/or stronger than ordinary people, they often have more endurance, their senses are usually sharper, etc. GMs can account for these factors by applying Disadvantage to tests against these creatures or declaring that certain actions just won’t work against them.

61.

Extended Damage Table The following Extended Damage table provides default damage values for Enemies ranging from 0 to 20 Hit Dice. Enemies with more than 20 Hit Dice inflict +1 damage per Hit Die over 20. As noted before, these damage values are only defaults, and GMs are encouraged to create Enemies that inflict different amounts of damage and/or other unique effects.

EXTENDED DAMAGE Hit Dice Damage 0 1d3 (1) 1 1d4 (2) 2 1d6 (3) 3 1d8 (4) 4 1d10 (5) 5 1d12 (6) 6 2d6 (7) 7 2d6+1 (8) 8 2d8 (9) 9 2d8+1 (10) 10 2d10 (11) 11 2d10+1 (12) 12 2d12 (13) 13 3d8 (14) 14 3d8+1 (15) 15 3d8+2 (16) 16 3d10 (17) 17 3d10+1 (18) 18 3d10+2 (19) 19 3d12 (20) 20 2d20 (21)

Fear Tests As a reminder, Characters need to make a Fear test the first time they encounter a supernatural horror. For these purposes, supernatural horrors include demons, devils, otherworldly beings, the undead, and whatever other monsters the GM considers horrific enough to trigger this reaction. Certain creatures like demons in human form or humanoid won’t trigger a Fear test until they attack or reveal their true natures.

62.

Men Ordinary men and women are probably the most common adversary the Characters will face. The information below is only a guide. Specific individuals may be more or less powerful or have other abilities.

COMMONER HIT DICE 0 Sticks & Stones: 1d3 (1) vs 1 target, Melee or Throwing Range • Cowardly! Tests morale with Disadvantage.

ACOLYTE HIT DICE 1 Dagger: 1d4 (2) vs 1 target, Melee or Throwing Range • Spells! Can cast 2 spells (selected as needed during play).

ARCHER HIT DICE 1 Heavy Bow: 1d6 (3) vs 1 target, Shooting Range Short Sword: 1d4 (2) vs 1 target, Melee Range • Armor, Light! +1 Hit Point per Hit Die. • Aim! Disadvantage against their ranged attacks (Recharge).

BARBARIAN HIT DICE 1 Axe: 1d6 (3) vs 1 target, Melee Range • Armor, Light! +1 Hit Point per Hit Die.

CULTIST HIT DICE 1 Dagger: 1d4 (2) vs 1 target, Melee or Throwing Range • Fanatic! Never needs to test morale.

DERVISH HIT DICE 1 Whirling Scimitars: 1d4 (2) vs 3 targets, Melee Range • Ambusher! Disadvantage to detect and test initiative against them.

PIRATE HIT DICE 1 Cutlass or Hook: 1d6 (3) vs 1 target, Melee Range • Gang Up! Roll damage with Advantage if 2+ attack same target.

SAVAGE HIT DICE 1 Spear: 1d4 (2) vs 1 target, Melee or Throwing Range • Ambusher! Disadvantage to detect and test initiative against them. • Blowgun! If this Enemy acts before its opponent at the start of combat, it can make a ranged Blowgun attack; a hit requires a Fortitude Save or the target suffers Disadvantage on all tests for 1 minute.

63.

THE LOST AGE

Primer The Lost Age is a primitive time lost to modern history. Trapped between ice ages, the world of the Lost Age is an almost primeval landscape dotted with pockets of civilization; kingdoms, nations, and city-states, all trying to carve out a place for themselves and their peoples. Surrounding them is a vast and unforgiving wilderness teaming with danger and littered with the fallen ruins of an ancient empire of mighty sorcerer-lords and the remnants of older and darker civilizations inimical to mankind and best left forgotten.

Locations The following tables may be used to generate random locations in the ancient world. Feel free to use them as is or modify them to fit your Lost Age.

MAJOR CITIES d12 City The mighty city of thrones, capitol of the greatest and most 1 populous kingdom in the west, ever hungry to expand The weathered city of scholars, capitol of a western kingdom 2 in decline, once a vassal state of the fallen empire The gilded city, capitol of a small kingdom on the great trade 3 road blessed with seemingly boundless mineral wealth The wicked city, degenerate capitol of decadence, depravity, 4 and darkest sorcery, once part of the fallen empire The bustling city of gold, cosmopolitan capitol of overland 5 trade between east and west; also called the city of thieves The seaport city-state on the arid southern coast, western 6 hub of maritime trade between north and south The city of pyramids on the great desert river, capitol of the 7 serpent nation, once part of the fallen empire The feathered city, sprawling jungle city of barbaric splendor, 8 the center of overland trade to and from the south The impossibly large city of marvels, cosmopolitan capitol of 9 the great sultanate on the shores of the inland sea The city of elephants, capitol of a semi-mythical nation in the 10 southeast known for its mystics, scholars, and warriors The majestic imperial city, capitol of the massive pagoda 11 kingdom and its vassal states, all powerful in the distant east The city of spires, island capitol of the fallen empire, now home 12 to the decadent descendants of the once-great sorcerer-lords

85.

HACKS

It’s Your Game BTA is now your game. In the tradition of the OSR (the Old School Revival), feel free to hack this game to suit your fancy and your group’s preferred style of play. To that end, here are some options for you to consider.

Rolling High If you prefer a game where high rolls are better, use this rule: To successfully test a Stat, the player must roll its test value or more on a d20. A Stat’s test value equals 22 minus the Stat. For example, a Stat of 12 has a 10 test value. This gives you the same odds as trying to roll under the Stat.

Both Sides Roll If you don’t want a player-facing game where players make most of the rolls, use the Opposed Tests rule for all contested actions. Or you can save this for especially dangerous NPC adversaries. Either way, keep it simple; assume NPC Stats equal 10 plus half their Hit Dice unless otherwise noted.

Variable Resolve Resolve doesn’t suit everyone’s style of play. Ignore it if you prefer a more “old school” game where the dice simply fall where they may. But if you do like using Resolve, you may want it tied to a Character’s Level. If so, use the starting Resolve on the Variable Resolve table.

VARIABLE RESOLVE Level Resolve 1-3 1 4-6 2 7-9 3 10+ 4

Wealth Options If you don’t want to handle wealth abstractly, you can track how much money Characters acquire and let them spend it however they wish. To maintain the feel of an ancient world where prices and availability vary by location, stick with The Black Hack’s approach of rolling to determine prices as and when items are sought out. As a general rule, Common items should cost 1d8 coins, Expensive items should cost 2d8 x 10 coins, and Lavish items should cost 4d8 x 100 coins or more.

103.

Optional Advancement If you want to allow for the fact that sword and sorcery heroes tend to collect random skills in their travels, use this optional rule. In addition to the usual benefits of gaining a Level, Characters earn 1 Character point at Levels 3, 5, 7, and 9. These points can be spent between adventures to acquire new special features using the costs in the Special Features section below.

If the GM wants to let Characters develop their core abilities, then you can also spend Character points to improve these abilities as shown below (the cost for each of these options is listed in parentheses).

Attack Damage Bump (2) The Character steps up their Attack Damage by one die type (both weapon damage and unarmed damage), up to a maximum of d8/d4.

Hit Die Bump (1) The Character steps up their Hit Die (and their corresponding Starting Hit Points, whether based on Hit Die or CON) by one die type, up to a maximum of d10 (5). This changes the Character’s Hit Points retroactively.

Usable Armor Bump (1) The Character steps up their Usable Armor by one category along this track: none > light armor and bucklers > light armor, medium armor, bucklers, and shields > all armor, bucklers, and shields.

Slower Advancement Characters can become too powerful (and less fun to play) if their Stats get out of control as they gain Levels. GMs who want to make this less likely can rule that Characters only check to raise their Stats at Levels 2, 4, 6, 8, and 10. This works especially well with the Optional Advancement rules above because it gives Characters something to look forward to at every Level: Stat increases at even Levels and special features at odd Levels.

Past Level 10 BTA only allows Characters to reach Level 10. By that time, most Characters have become rather powerful if not borderline superhuman. However, if you wish, there’s nothing stopping you from continuing the same progression past Level 10 all the way up to Level 20, Level 36, etc. Even so, you may want to cap the Level at which Characters gain extra Hit Points, Stat increases, additional special features, etc. Or maybe you don’t!

105.

New Classes If you want to create your own classes, the ones in BTA were created using 14 Character points. These points were spent on Hit Die, Usable Armor, Attack Damage, and Special Features according to these guidelines:

HIT DIE You pay 0 points for a d6 (3) Hit Die and CON - 2 (6) Starting Hit Points, 1 point for a d8 (4) Hit Die and CON (8) Starting Hit Points, or 2 points for a d10 (5) Hit Die and CON + 2 (10) Starting Hit Points.

USABLE ARMOR You pay 0 points for no armor, 1 point for light armor and bucklers, 2 points for light armor, medium armor, bucklers, and shields, or 3 points for light armor, medium armor, heavy armor, bucklers, and shields.

ATTACK DAMAGE You pay 0 points for d4/d2 damage, 2 points for d6/d3 damage, or 4 points for d8/d4 damage, the maximum possible without special features.

SPECIAL FEATURES You pay for special features using the costs provided in the Special Features section below. For example, the Multiple Attacks special feature costs 2 points. It’s not hard to create a broken Character with the right combination of special features; try to resist the urge to do so.

EXAMPLE 1: THE GLADIATOR Let’s create a sample sword and sorcery class, the Gladiator, a reasonable if somewhat one-dimensional combat .

• Hit Die: d10 (5). Cost 2. • Usable Armor: Light and Bucklers. Cost 1. • Attack Damage: d8/d4. Cost 4. • Special Features: Elusive (1), Melee Specialist (1), Multiple Attacks (2), Power (1), Second Wind (1), Vitality (1). Total cost 7.

EXAMPLE 2: THE SKALD Now let’s create a second class, the Skald, a lore master and storyteller found among the northern barbarian clans.

• Hit Die: d8 (4). Cost 1. • Usable Armor: Light, Medium, Bucklers, and Shields. Cost 2. • Attack Damage: d8/d4. Cost 4. • Special Features: Appeal (1), Entertainer (1), Inspire (1), Lore Master (1), Multiple Attacks (2), Rally (1). Total cost 7.

106.

Special Features All special features used in BTA are listed below. Many of these abilities don’t appear in any of the core classes. Each feature’s cost is listed in parentheses. Use these costs to keep the classes balanced if you want to mix and match special features or create your own classes. Special features with similar effects (like Melee Specialist and Versatile Fighter) don’t stack.

Ancient Pacts (1) The Character has Advantage on all tests involving their knowledge of and/or ability to interact with demons, devils, spirits, elemental lords, or demigods. This does not, however, apply to sorcery tests.

Appeal (1) Whether through appearance, charm, or sheer magnetism, the Character has Advantage when testing CHA to get others to like them.

Arcane Lore (1) The Character can read ancient and arcane languages and has Advantage on INT tests involving sorcery (but not on sorcery tests or saves).

Beast Link (1) The Character has a mystical connection to one specific type of animal such as bears or wolves. They can sense if animals of that type are within 1 mile and can tell if they are in distress. The animals can also sense the Character, and will assist a Character in distress if they can. Animals of this type will not usually attack or harm the Character except in self-defense.

Blind Fighting (1) The Character can target Enemies they can’t see with melee attacks and suffers no penalty to their attack or defense tests when doing so.

Brachiation (1) The Character can swing from tree limb to tree limb like some kind of ape man, moving as fast as someone on horseback without ever touching the ground. They also have Advantage on tests to climb anything. This special feature can’t be used while wearing armor of any kind.

Brawling (1) The Character deals armed damage even when unarmed. If wearing cestus or spiked gloves, the Character deals +1 damage per “unarmed” attack. The damage bonus for cestus and spiked gloves does not apply if the Character uses a special feature that lets them test DEX to perform melee attacks.

107.