The Vigilante Hack
The Vigilante Hack
The Vigilante Hack
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This one’s for Jonna, a vigilante for animals
and mop-headed teenagers everywhere
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TABLE OF CONTENTS
Vigilante Defined 4
What’s This? 6
The Core Mechanic 6
Rolling Stats 6
Choose A Class 6
Equipment & Armor 6
Money & Starting Equipment 7
Armor Points 7
Weapons & Equipment 8
Usage Die 9
Converting Saves 10
Vigilante’s Turn 10
Time & Turns 10
Movement & Distance 11
Initiative 11
Villain Hit Dice (HD) 12
Attacking, Defending & Damage 12
Villain HD Damage 12
Critical Damage 13
Death & Dying 13
Out of Action 13
Healing 13
Rest 13
Powerful Opponents 13
Advantage & Disadvantage 14
Experience 14
While Gaining Levels 14
Encumbrance 14
Class Weapons & Armor 14
Vigilante Classes 15
Archer 16
Dark Avenger 17
Martial Artist 18
Mercenary 19
Protégé 20
True Vigilante 21
Sample Characters 22
Villains 24
Goons, Mooks, Thugs & More 25
Villains – HD 5 (Prince Puzzler, The White Rabbit) 26
Villains – HD 6 (The Jester, The Day Prowler) 27
Villains – HD 7 (Toxin, Orca) 28
Villains – HD 8 (Roid Rage) 29
Villains – HD 9 (The Immortal) 30
Villains – HD 10 (The Mud Man) 31
Character Sheet 33
Legal Page (OGL) 34
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VIGILANTE (plural Vigilantes)
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What’s this?
Inspired by television’s recent obsession with vigilante based
superhero tv shows and following in the tradition of the highly
popular Black Hack comes The Vigilante Hack, a tabletop
roleplaying game that uses the Original 1970s Fantasy
Roleplaying game rules but transforms it into this exciting,
sleek, fast and fun game you see before you!
Rolling Stats
Attribute Stats are decided by rolling 3d6 (or three six-sided
dice) and coming up with a total for each of the following
Attributes: Strength (STR), Dexterity (DEX), Constitution
(CON), Intelligence (INT), Wisdom (WIS) and Charisma (CHA).
Once all stats are determined, you may swap any 2 Attribute
scores. This can be done only once.
Choose A Class
There are six Vigilante Classes to choose from: Archer, Dark
Avenger, Martial Artist, Mercenary, Protégé & True Vigilante.
Your Vigilante Class determines how much damage you do,
your Hit Points and Unique Abilities.
Armor Points
Armor reduces all incoming damage to a Vigilante. Each
different type of Armor (Light, Medium, Heavy, Helmet &
Shield) has a different damage point reduction value. For
example, Light Armor can reduce incoming damage by 2
points while Heavy Armor can reduce incoming damage by 6
points.
Note: A Vigilante must roll usage die each time she repairs
her damaged armor that reduced the armor to 0 Armor Points.
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WEAPONS & EQUIPMENT
Nothing lasts forever. Even things once forged from the
hardest material can break or fail on you, often at the most
inopportune times. Therefore, all items unless otherwise
noted below starts with a d10 Usage Dice. SEE USAGE DICE
section below for more details.
NOTE about ATTACK DAMAGE. In the Black Hack, damage
was based on Class. This is still true in The Vigilante Hack.
However, if the Game Master so chooses, she can instead use
the Optional Weapon Damage listed on the charts below for
each weapon.
NOTE about STUN DAMAGE: Stun Weapons listed below do
1 HP of damage and the target who is then stunned for 1d4
turns. Being Stunned means the target cannot attack and is
at disadvantage on all rolls until they are no longer stunned.
OTHER WEAPONS DAMAGE ROF RANGE AMMO WEIGHT COST
Bow 1D6 2 60 20 10 250
Axe 1D6+1 1 4 -- 6 50
Brass Knuckles 1D6 1 -- -- 1 10
Club 1d6 1 -- -- 3 10
Crossbow 1d6+1 1 or 2 80 20 15 400
Knife 1d6-1 1 4 -- 1 50
Nightstick 1d6 1 -- -- 3 25
Pepper Spray Stun 1 -- 3 1 20
Spear 1d6 1 10 -- 5 75
Staff 1d6 1 -- -- 5 30
Stun Gun Stun 1 -- 10 1 35
Sword 1d6+1 1 -- -- 3 150
Taser Stun 1 3 3 2 300
Whip 1d6-1 1 4 -- 2 15
Screwdriver 1d6-1 1 -- -- 1 4
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EXPLOSIVES DAMAGE ROF RANGE AMMO WEIGHT COST
Fragmentation*** 3d6 1 25 -- 1 50
Flash-Bang** Stun 1 25 -- 1 25
Smoke Smoke 1 25 -- 1 25
Incendiary*** 2d6 1 25 -- 1 40
Plastic Explosives** 1d6/charge 1 -- 10 1 200
* Can fire a 5-bullet bursts as one attack, +2 to-hit, x2 damage.
** Catches targets on fire (unless a Saving Throw is made) for 1d6 damage per turn until
put out.
*** Explosive damage affects all in a 5’ square and 1d6 less to adjacent 5’ squares too, and
so on until there are no more damage dice left. Half damage with Saving Throw.
Usage Die
Any item listed in the equipment section is considered frail,
consumable or limited item. When that item is used the next
Minute (turn) it’s Usage die is rolled.
If the roll is 1-3 then the usage die is downgraded to the next
lower die in the following chain:
Vigilante’s Turn
During a Vigilante’s turn, she may move and perform an
action. She could Attack a Villain, talk to a PC or NPC, load
a weapon, glance at something – interacting with the world is
an action. Often, Vigilantes will test their Attributes to
determine an outcome.
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Movement & Distance
Theatre of the Mind style, should suffice for play and
movement and distance should be thought of in relative terms
and not set Distances with stringent rules for Movement.
Initiative
At the beginning of combat, all Vigilantes roll vs their DEX
Attribute. Those who successfully rolled under their DEX go
before the Villains while those who failed go after the Villains.
The Vigilante with the highest DEX that passed their DEX
check, then goes first and so on.
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Villain Hit Dice (HD)
Represents a Villain’s level and number of d8 rolled to
determine their Hit Points (HP).
Villain HD DAMAGE
1 d4 (2)
2 d6 (3)
3 2d4 (4)
4 d10 (5)
5 d12 (6)
6 d6 + d8 (7)
7 2d8 (8)
8 3d6 (9)
9 2d10 (10)
10 d10 + d12 (11)
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Critical Damage
If a player making an attack rolls a 1, they double the result
of the damage dice they roll. If they roll a 20 when avoiding an
attack, they take double damage. Armor Points apply.
Out of Action
1 – KO’d Just knocked out.
2 – Concussed Disadvantage on all tests for the next hour.
3 – Cracked Bones STR, DEX and CON are temporary -2 for
the next day.
4 – Crippled STR or DEX is permanently reduced by 2.
5 – Disfigured CHA reduced to 4, permanently.
6 Dead Not alive anymore.
Healing
A Vigilante can regain Hit Points from rest and medicine. They
can never regain more than their maximum HP.
Rest
When Vigilantes rest for about an hour, they regain the use of
all their Armor points. Also, once per day, after resting, they
may roll a Hit Die associated with their class and regain that
many HP.
Powerful Opponents
For every HD above the Vigilante’s level, add +1 to every roll
the player makes for any attribute test that would determine
the outcome of a conflict between them and an NPC.
Example: A level 3 Vigilante defending against a HD 5 Villain
attack would add +2 to their roll.
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Advantage & Disadvantage
A Game Master may decide that a particular course of action
or task has a higher or lower chance of success. They will ask
a player to roll an additional d20 when making a test - with
Advantage the lower result is used and with Disadvantage, the
higher.
HOUSE RULE: Game Masters may choose to have Advantage
and Disadvantage stack in certain situations by having
players roll multiple d20s and pick the highest number rolled
for Advantage and the lowest number rolled for Disadvantage.
Experience
For every session, the Vigilante completes for levels 1-4, the
Vigilante goes up 1 level.
For every 3 sessions, the Vigilante completes for levels 5-8,
the Vigilante goes up 1 level.
For every 10 sessions, the Vigilante completes for levels 9 &
10, the Vigilante goes up 1 level.
Encumbrance
A Vigilante can carry a number of items equal to their STR
Attribute without issue. Carrying over this amount means
they are encumbered and all Attribute tests are taken with
Disadvantage. The Vigilante can also only move to somewhere
Nearby. Also, they simply cannot carry more than double their
STR.
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Vigilante Classes
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ARCHER
Like the fabled Robin
Hood of old, the Archer
is a highly skilled
bowman who is deadly
accurate over great
distances. Employing a
wide variety of arrow
tips, the Archer always
seems to have to perfect
tip for the job. Archers
prefer to fight from a
distance and rely on
their mobility to get
them in the ideal spot to
take the best shot.
STARTING HP: d6 + 4
HP PER LEVEL/RESTING: 1d6
ATTACK DAMAGE: 1d6/1d4 Unarmed
WEAPONS & ARMOR: Can use Light, Medium & Heavy Armor
and All Ranged, Firearm & Explosive Weapons.
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Usually a victim of crime themselves (or a crime done to a
loved one), Dark Avengers are out to make sure criminals
suffer. It’s not just enough to get revenge on those who
wronged them but the Dark Avenger wants to punish all
criminals. Unlike the Crime Fighter, the Dark Avenger,
worries not about upholding the law and civil liberties, she is
rage and revenge, and crime must pay.
STARTING HP: d8 + 4
HP PER LEVEL/RESTING: 1d6
ATTACK DAMAGE: 1d8/1d6 Unarmed
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Mercenary
Often former Elite Military
and Special Ops, Gorilla
Rebel or just Gun for Hire,
Mercenaries are highly
trained in combat tactics
and warfare. These
Soldiers of Fortune often
serve as criminal bounty
hunters and asset recovery
specialist for the highest
bidder.
STARTING HP: d8 + 4
HP PER LEVEL/RESTING: 1d6
ATTACK DAMAGE: 1d8/1d6 Unarmed
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Protégé
No longer referred to as “Side-
kicks”, Protégés are heroes in
training. Usually under the
tutelage of an experienced
hero, the training Protégé are
often younger, some as young
as middle school age, but not
always.
STARTING HP: d6 + 4
HP PER LEVEL/RESTING: 1d6
ATTACK DAMAGE: 1d6/1d4 Unarmed
WEAPONS & ARMOR: Light & Medium Armor. All Ranged &
Melee weapons.
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True Vigilante
“The crime in this city is
getting out of hand and
the problem isn’t going to
fix itself. If City Hall and
the Police Force is too
crooked or too scared to
do something about it
then I’ll just do it myself!”
STARTING HP: d4 + 4
HP PER LEVEL/RESTING: 1d6
ATTACK DAMAGE: 1d6/1d4 Unarmed
WEAPONS & ARMOR: Can use any Armor. All Ranged &
Melee Weapons but will never use Firearms.
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Sample Characters
Name: Jonna Palmer STR: 12
Alias: Sureshot DEX: 16
Class: Archer CON: 9
Level: 1 INT: 10
XP: 0 WIS: 14
CHA: 13
HP: 9
ARMOR: Medium (4 Points)
ATTACK DMG: 1d6/1d4 Unarmed
SPECIAL FEATURES: Archer can create 3 arrow tips per night,
when not on a mission. The Archer can stockpile 30 tips total.
WEAPONS & EQUIP: Crossbow, Taser, 50’ Rope, Backpack, Quiver
of Bolts
MONEY: $394
Name: Joshua P. Pierre STR: 16
Alias: The Mothman DEX: 12
Class: Dark Avenger CON: 10
Level: 1 INT: 15
XP: 0 WIS: 9
CHA: 9
HP: 8
ARMOR: Heavy (6 Points)
ATTACK DMG: 1d8/1d6 Unarmed
SPECIAL FEATURES: +2 to Saving Throws vs Willpower.
WEAPONS & EQUIP: Nightstick, Brass Knuckles, Backpack
MONEY: $460
Name: Marlon Darby STR: 13
Alias: Kung-Fu Katt DEX: 8
Class: Martial Artist CON: 11
Level: 1 INT: 12
XP: 0 WIS: 14
CHA: 11
HP: 6
ARMOR: Light (2 Points)
ATTACK DMG: 1d8/1d6 Unarmed
SPECIAL FEATURES: +1 on all Melee combat rolls.
WEAPONS & EQUIP: Sword, Staff
MONEY: $675
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Name: Jeff Cape STR: 12
Alias: Overkill DEX: 15
Class: Mercenary CON: 10
Level: 1 INT: 13
XP: 0 WIS: 8
CHA: 14
HP: 7
ARMOR: Heavy (6 Points)
ATTACK DMG: 1d8/1d6 Unarmed
SPECIAL FEATURES: +1 Bonus when using medium to heavy rifles
and when setting or detonating explosives of any kind, including
Grenades.
WEAPONS & EQUIP: Semi-Automatic Pistol, Plastic Explosives,
Thieves Tools
MONEY: $775
Name: Kathy Taylor STR: 10
Alias: Kid-Kick DEX: 14
Class: Protégé CON: 9
Level: 1 INT: 14
XP: 0 WIS: 12
CHA: 16
HP: 7
ARMOR: Light (2 Points)
ATTACK DMG: 1d6/1d4 Unarmed
SPECIAL FEATURES: +1 to all acrobatic actions and to all
technology checks.
WEAPONS & EQUIP: Brass Knuckles, Pepper Spray, Taser
MONEY: $170
_________________________________________________________________
Name: Erik Ash STR: 12
Alias: Slick DEX: 11
Class: True Vigilante CON: 6
Level: 1 INT: 13
XP: 0 WIS: 8
CHA: 13
HP: 5
ARMOR: Heavy (6 Points)
ATTACK DMG: 1d6/1d4 Unarmed
SPECIAL FEATURES: The gift of Morality: The True Vigilantes
gains a +1 to all combat and damage rolls against Villains.
WEAPONS & EQUIP: Whip, Knife
MONEY: $1235
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VILLAINS
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Goons, Mooks, Thugs & More
PRINCESS PUZZLER
Princess Puzzler, aka Tara Tamara, is both a genius and
criminally insane. She likes to taunt her nemesis with puzzles
and riddles that often have life or death consequences. She
can fight very well but mostly will let her four Goons:
Hasbroh, Galube, Mattell & Phunko, do the dirty work for her.
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VILLAINS – HD 6
THE JESTER
Jessica “Jessie” Nashville was comedically gifted and everyone
considered her the class clown growing up in Redbank, New
Jersey. She always seemed like such a happy girl. No one
would have guessed the monster she would become.
Now she has set up residence in your city. With two murders
already, it’s up to you do something to stop her!
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VILLAINS – HD 7
TOXIN
Patrick S. Blair a botanical scientist/plant rights activist,
dedicated his entire life to the protection of the world’s most
under represented and overly abused inhabitants: plants. He
had been doing research in the jungles of Brazil for years,
trying to develop a pheromone based poison that could be
injected into seedlings, to protect them from bugs and other
predators. However, while mixing the incorrect poisons and
pheromones together, Blair, poisoned his own mind, driving
him to the brink of insanity and then beyond.
Blair decided that the only way to truly protect plant life was
to end human life, beginning with the largest threat to plants:
The City. He’s now come to your city, armed with hundreds
of plant-bombs with grand plans of terror. He aims to disperse
these bombs in public places. Coming in contacted with a
detonated plant-bomb requires a CON save +4. A failed roll
requires a roll on the OofA table. No negative effects for a
successful roll.
ORCA
Orca (aka Stephanie Smith) is a mover and shaker and
scumlord of the underworld. She runs a black market out of
her upscale jazz bar. Orca is surrounded by a small army of
Goons, Mooks, Generals and Enforcers and has many a
member of the police force on her payroll. Taking her down
will be near impossible and getting it to stick may be even
harder.
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VILLAINS – HD 8
ROID RAGE
Adam Acer, aka Backbreaker, is a
former pro wrestler. After being forced
out of his profession for multiple
Wellness Policy infractions for
“juicing” and with no one to watch over
him, his steroid addiction escalated to
near fatal proportions. To maintain
the significant cost of his injections,
Adam turned to life of crime.
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