The Vigilante Hack

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The game focuses on playing vigilantes who punish criminals without superpowers. They have trained hard but are still vulnerable.

The core mechanic uses a d20 roll under a target number based on a character's stats and skills.

Players can choose from classes like Archer, Dark Avenger, Martial Artist, Mercenary, Protégé and True Vigilante.

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The Vigilante hack


The Roleplaying game
An ‘osr’ first edition hack
Based on
THE BLACK HACK
By David Black

Written by Eric Bloat

Cover Art by Jeshields

Interior Art by Bradley K. McDevitt & Jeshields

Bloat Games Logo by Jeff Jones

Copyright 2017 – bloat games


Additional artwork credits and license info can be found in the legal page.
COMPATIBLE WITH

1
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)

1. An outlaw who punishes lawbreakers personally and


illegally instead of relying on the appointed law
enforcers of society.

The Vigilante Hack is not a superhero game. While yes, some


vigilantes in The Vigilante Hack are considered heroes and
some wear costumes, including capes and masks, there is
nothing “super” about them. They have no X-ray vision. They
cannot run faster than cars. They cannot leap buildings in a
single bound and they most definitely are not bullet proof.

The vigilantes in The Vigilante Hack are normal people, the


same as you and I, who have become fed up with the lawless
individuals, thugs, organized crime and villains and have
decided to do something about it! They have trained hard,
sometimes to the point of obsession, and have struck back at
those very people who are ruining their city. Think Batman,
not Superman. Think The Punisher, not Spider-Man. Think
Hit Girl not Wonder Woman.

Being a vigilante can be a thankless and even deadly calling.


You may get arrested. You may pick a fight that you can’t
win. You may find yourself looking down the barrel of a
villain’s gun or you may even cross the line of right and wrong
and become the exact thing that you started out trying to stop.

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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!

The Core Mechanic


Anything a ‘Vigilante’ attempts has a consequence. A
consequence may result in the Vigilante needing to make a
Difficulty Check (DC). This is accomplished by testing a
Vigilante’s Attribute stats. In order to be successful, the
player must roll under the stat on a Twenty-sided die (or d20).
NOTE: When dealing with Modifiers to a given situation,
ADDING to the ROLL makes it HARDER. ADDING to the STAT
makes it EASIER. Always ADD. Never Subtract.

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.

Equipment & Armor


Equipment & Armor are Class specific. See each Class for a
list of prohibited weapons & armor.
If a Vigilante uses armor that their class prohibits, the
Vigilante can still use the armor but suffers Disadvantage on
all movement and combat based checks. When using a
weapon that is not listed in their Vigilante Class, combat tests
have Disadvantage.
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Money & Starting Equipment
Each Vigilante rolls 3d6x100 to determine their starting cash.

The Vigilante can then purchase any 1 Armor and any


weapons/equipment that is not prohibited by their Class that
they can afford with their Starting Cash.

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.

Once the Vigilante has used the Armor to absorb it’s


Maximum Amount, the Armor is no longer effective and will
not reduce anymore incoming damage until the Vigilante has
had to time to rest and repair it.

Note: A Vigilante must roll usage die each time she repairs
her damaged armor that reduced the armor to 0 Armor Points.

ARMOR POINTS COST


Light 2 100
Medium 4 500
Heavy 6 1000
Helmet or Shield 1 150
NO ARMOR 0 0

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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

FIREARMS DAMAGE ROF RANGE AMMO WEIGHT COST


Revolver 1d6+1 1 50 6 2 500
Semi-Auto Pistol 1d6 2 75 10 3 600
Submachine Gun* 1d6+1 2 60 20 4 900
Semi-Auto Rifle 1d6+2 2 150 10 5 800
Shotgun 1d6+3 1 30 5 6 500
Automatic Rifle* 1d6+2 2 150 30 7 2000
Sniper Rifle 2d6 1 500 15 10 3000
Flamethrower** 1d6/turn 1 30 10 13 400

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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.

Other Useful Items


ITEM VALUE USAGE NOTES
Backpack 5 Carry +2
Lantern 10
Flask of oil 2 D6
Fresh Rations 5 D4
50’ Rope 1
Small Sack 1
Large Sack 2
Thieves’ Tools 25
Flint & Steel 3
Torches (6) 1 D6
Canteen 1 D6
10’ Pole 1
Quiver of 10 D8
Arrow/Bolts

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:

d20 > d12 > d10 > d8 > d6 > d4

When you roll a 1-2 on a d4 the item no longer works or the


character has no more of the item left.
9
Converting Saves
The Vigilante Hack has 6 types of Savings Throws that
Vigilantes may need to roll. The Vigilante will roll a DC versus
the Vigilante’s corresponding Attribute stat, attempting to roll
under to save.

STR DEX CON INT WIS CHA


Physical Physical Poison, Horror Recognize Intimidation
Harm that Harm that Disease or Factor. Deception. checks.
cannot be can be Death.
dodged. dodged.

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.

Time & Turns


There are 2 units of measurement to track time in The
Vigilante Hack:
1. Moments
2. Minutes

Moments, often referred to as rounds are used during combat


and times of danger. Minutes, often referred to as turns are
used during non-time sensitive times of adventuring and
roleplaying.

Understand the Game Master may speed up or slowdown in-


game time as she deems necessary for the story of the
adventure she is running.

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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.

The Vigilante Hack has 4 units of distance: Close, Nearby,


Far-Away and Distant. For Melee combat a Vigilante that is
Close can attack this round, a Vigilante that is Nearby could
move forward and attack next round. Far Away Vigilantes
could move forward and attack in 2 rounds and Distant
Vigilantes need at least 3 rounds before attacking in Melee
Combat.

As for Ranged combat, use the chart below as guideline for


distance:

Close Nearby Far Away Distant


0-5 ft 5-60ft 60-120ft 120ft+

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).

Attacking, Defending & Damage


When a Vigilante attacks a Villain, they must roll below their
STR stat for a Melee Attack or DEX for a Ranged Attack.
Likewise, when a Villain attacks, the Vigilante must roll below
its STR against a Melee Attack and DEX against a Ranged
Attack to avoid taking damage. A GM will often give the stat
required for the test.

The damage an attack deals is based on the character’s class


or the number of HD a Villain has unless the variant damage
from weapons rule is used. See Weapons & Equipment
section for more details.

To make a Melee Attack an opponent must be Close. Ranged


Attacks against Close opponents are possible, but the attacker
suffers a Disadvantage.

Villains deal damage based on their HD - refer to the table


below, but if you’d prefer to use the damage stats listed in a
module that you are playing, you can certainly do that
instead.
Note: If a Vigilante falls below ¼ of her maximum HP, she
suffers Disadvantage on all rolls.

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.

Death & Dying


When a Vigilante is reduced to zero Hit Points (HP) they are
taken Out of Action (OofA), they are unconscious and cannot
make any actions. When the fight is over/are out of danger, a
Vigilante that is taken OofA can roll on the table below to see
what happens to them. If they survive they gain 1d4 HP. If
the characters lose the fight or are unable to recover the body
of the character, they are lost forever!

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.

While Gaining Levels


When a Vigilante levels up, their maximum Hit Points increase
by rolling the Hit Die for the class. Also, a player should roll a
d20 for each Stat, if the result is higher, that Stat increases
by 1.

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.

Class Weapons & ARMOR


When using a weapon that not listed in their Vigilante Class,
combat tests have Disadvantage. If a Vigilante uses armor
that their class prohibits, the Vigilante can still use the armor
but suffers Disadvantage on all movement and combat based
checks.

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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.

SPECIAL FEATURES: Masters when it comes to poison gas


and low-level explosives, an Archer can create 3 arrow tips per
night, when not on a mission. The Archer can stockpile 30
tips total.

CLASS BONUS: Upon selecting the Archer Class, the Archer


gains a one-time bonus of +1 to DEX and INT and a -1 to
CHA.

16
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: d10 + 4


HP PER LEVEL/RESTING: 1d6
ATTACK DAMAGE: 1d8/1d6 Unarmed
WEAPONS & ARMOR: Can use Medium & Heavy Armor and
All Ranged & Melee weapons.
SPECIAL FEATURES: Dark Avengers are determined to make
crime feel the pain and are not be easily deterred and as such
receive +2 to Saving Throws vs Willpower.
CLASS BONUS: Upon selecting the Dark Avenger Class, the
Dark Avenger gains a one-time bonus of +1 to STR and DEX
and a -1 to CON and INT.
17
Martial Artist
Ranging from silent Shaolin
Monks to loud mouthed
MMA Fighters to Samurai,
to Ninjas and everything in
between, Martial Artists
come in all styles and
disciplines. Dedicated,
trained and focused, these
masters of martial combat
are not to be taken lightly in
any combat situation.

STARTING HP: d8 + 4
HP PER LEVEL/RESTING: 1d6
ATTACK DAMAGE: 1d8/1d6 Unarmed

WEAPONS & ARMOR: Can use Light or Medium Armor and


All Ranged & Melee weapons but prefers to fight unarmed.

SPECIAL FEATURES: Marital Artists receive a +1 on all Melee


combat rolls.

CLASS BONUS: Upon selecting the Martial Artist Class, the


Martial Artist gains a one-time bonus of +1 to WIS and a -1 to
CHA.

18
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

WEAPONS & ARMOR: Medium & Heavy Armor. All Ranged,


Melee, Firearm and Explosive Weapons.

SPECIAL FEATURES: Mercenaries receive +1 Bonus when


using medium to heavy rifles and when setting or detonating
explosives of any kind, including Grenades.

CLASS BONUS: Upon selecting the Mercenary Class, the


Mercenary gains a one-time bonus of +1 to CON and STR and
-2 to CHA.

19
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.

There is no age restriction.


The only requirement is a
desire to be a hero and a
willingness to learn.

STARTING HP: d6 + 4
HP PER LEVEL/RESTING: 1d6
ATTACK DAMAGE: 1d6/1d4 Unarmed

WEAPONS & ARMOR: Light & Medium Armor. All Ranged &
Melee weapons.

SPECIAL FEATURES: Protégé receive a +1 to all acrobatic


actions and to all technology checks.

CLASS BONUS: Upon selecting the Protégé Class, the Protégé


gains a one-time bonus of +1 to DEX and CHR and -1 to STR
and WIS.

20
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!”

True Vigilante are citizens


who have become fed up
with all the crime and
their city and have
decided to do something
about it! They have no
real training, no
background in law
enforcement, just a
strong belief in of what is
right.

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.

SPECIAL FEATURES: The gift of Morality: The True Vigilante


gains a +1 to all combat and damage rolls against Villains.

CLASS BONUS: Upon selecting the True Vigilante Class, the


True Vigilante gains a one-time bonus of +1 to DEX and -1 to
CON and CHA.

21
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

22
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
23
VILLAINS

24
Goons, Mooks, Thugs & More

Villain type HD NOTES


Fencer 0+1 Easy to Intimidate
Hustler 0+2 Easy to Intimidate
Crook 1 HD 2 w/gun, HD 1 w/o
Thief 1 HD 2 w/gun, HD 1 w/o
Drug Dealer 1+1 Has 1d6X100 “dirty” cash
Burglar 1+2 Extra fast
Thug 1+2 Never alone, 1d4 present
Mook 2 Works for crime boss/Villain
Goon 2 Works for crime boss/Villain
General 3 Oversees Mooks/Goons
Bouncer 3 Can be bribed
Security 3 HD 3 w/gun, HD 2 w/o gun
Enforcer 3+1 Baseball Bat
Crooked Cop 3+1 Can be bribed
Muscle 3+2 Brass Knuckles
Organized Crime Boss 4 Usually has Mooks/Goons
Ninja 4 Can work for Villains
Assassin 4 Works alone, Work for hire
25
VILLAINS – HD 5

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.

Her costume is pink and glittery with a large Rubix Cube on


her chest. She often a metal staff with a large metal Rubix
Cube attached to one end that she likes to whack her enemies
with.

THE WHITE RABBIT


One evening while tinkering around in his workshop and
listening to his favorite book on tape, Alice In Wonderland by
Lewis Carroll, electrical engineer Chuck Dodgson accidently
electrocuted himself. The massive shock left Dodgson
unconscious and triggered a change in his brain. When he
awoke, he believed that he was magically transformed into The
White Rabbit, a character from Alice In Wonderland. He is
fully convinced of this and even sees The White Rabbit when
he looks in the mirror.

To make matters worse, he also believes that the only way to


transform back into Chuck Dodgson is to force everyone to be
“on time”. He attempts to do this by creating a small electrical
device that when attached to the base of the skull, causes the
victim of the device to begin running at their top speed. The
victims can’t remove their own device, another person has to
do that. If not assisted in the removal of the attached device,
the victim will simply continue running until their heart gives
out and they die.

26
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.

After graduating high school, Jessie, now going by The Jester


has went on to become one of America’s deadliest serial
killers. In a period of nearly 10 years, she was killed randomly
without discretion from coast to coast and back again. Never
leaving any clues, except for a simple picture of her dressed
in a classic Jester’s costume at the crime scene, the police are
baffled.

Now she has set up residence in your city. With two murders
already, it’s up to you do something to stop her!

Weapon of choice: Knife, Jester Bombs (grenades w/ smiley


faces).

THE DAY PROWLER


The Day Prowler, aka Isaac Ainsworth, earned his title
because of his inexplicable ability to perform even the most
difficult of heists in the broad daylight. Not much is known
about him as no one has actually seen him but he does like
to leave hand written “Thank You” notes in the safes of his
victims.

GM Note: Isaac Ainsworth is a highly skilled martial artist


and is more than capable of taking care of himself. Single
vigilantes will find it very difficult to take down The Day
Prowler.

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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.

Toxin also has developed another threat, a pheromone


cologne. Anyone coming in skin contact with Toxin’s cologne
must make a CON save +2 or fall under the complete control
(and in love with) Toxin for 1d6 hours. Only being submerged
in cold water will break the mind control.

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.

Adam has also left behind his persona


of Backbreaker and goes by the alias
Roid Rage. The chemicals flowing
through his veins have caused him to
become unhinged mentally. He has no
concern for human life, including his
own.

Sadly, former fans of Backbreaker


have joined Roid Rage and follow him
as a cult like leader. These thugs and
crooks have juiced themselves up to
Enforcer level threats. However, many
have overdosed trying to follow in Roid
Rages footsteps but that does not stop
more from standing up to take their
place.

At any given time, Roid Rage is


surrounded by 1d6-3d6 followers. All
of which are heavily armed. They have
become their own militia and wreak
havoc everywhere they go. The police
seem to be helpless in stopping them
and ending the carnage.
29
VILLAINS – HD 9
THE IMMORTAL
No one knows for sure
where she comes from,
but she claims to the
last surviving member
of the first tribe on
Earth. She answers to
the name Nala. She is
fluent in almost every
known language and
she speaks English
with a strong African
accident. She is never
without her prized
sword which she has
name “Arumba”. And
yes, she claims to be
immortal.

If approached Nala is cordial and curteous. And if challenged


to a fight or dual she will give her challenger every chance to
back out but once combat has begun she will fight to the
death. While her origins are unknown, one thing that is for
sure: she is very well trained in the martial arts. NOTE:
During combat, The Immortal always rolls with Advantage
unless she finds herself in a situation that would normally
cause a combatant to roll with Disadvantage, in this case, she
rolls normal (no Advantage or Disadvantage).

Nala is the leader of an Elite group of Ninjas called The


Balance. Nala and The Balance have determined that your
city, and the people in it, are the worst of mankind and
therefor need to be eliminated from existence. They have
traveled from lands far away to perform acts of terror the size
of which mankind has never seen. Nala can be found at any
given time to be in direct lead of 10d10 Ninjas.
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VILLAINS – HD 10
THE MUD MAN
Terry Griffin was once a D.A. before making his run for Mayor.
He was often referred to as a snake, a liar, two-face and a
camelion because of his ever changing stances in politics and
sleazy tabloid-like escapades.

One day while on the campaign trail he decided to renig on a


promise he had made to The Orca. Big mistake. Orcas goons
caught up to Griffin, plunged him head first into a vat of toxic
waste and held him there until he drown. Shortly afterwards,
the goons barried Griffin in an unmarked grave in the woods.

This should be where Griffin’s story end, however it is not.


The toxic waste infused in Griffin’s lung and blood stream and
mutated his cells and as he his body slowly melted in the dirt
he was barried in. Then it all some how reconfigured. Griffin
rose three days later as The Mud Man; a shapeshifting mass
of liquid mud and can become solid only in short amounts of
time. Since then he has attacked innocent people on the
street, doctors and nurses at the hospital and several police
officers!

The Mud Man fights by flinging large heavy chunks of himself


at his opponents. He can also shape his fist in to large items
and strike with them like large melee weapons.

NOTE: The Mud Man’s half-liquid/half-solid form allows him


to ignore the first 3 points of damage he takes each round!

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DESIGNATION OF PRODUCT IDENTITY The name “The Vigilante Hack” and all artwork,
logos and layout are product identity.

DESIGNATION OF OPEN GAME CONTENT All text and tables are open game content.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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2. The License: This License applies to any Open Game Content that contains a notice
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an
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15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the
Coast, Inc. •The original roleplaying game "The Black Hack" text, tables, all artwork,
logos and layout are Copyright 2016, David Black.

This artwork is copyright (C)2016 Bradley K McDevitt. You can use this image in
commercial or fan projects, however you may not publish it as clip art. Any company
that uses images from 'Clip Art Critters' is required to place the artist's name amongst
the credits. This artwork is copyright (C)2006-2014 Bradley K McDevitt. You can use
this image in commercial or fan projects, however you may not publish it as clip art.
Any company that uses images from 'Clip Art Critters' is required to place the artist's
name amongst the credits. For more artwork or to contact this artist please
visit...www.bradleykmcdevitt.net Sold by
PostmortemStudios...www.postmort.demon.co.uk Roleplaying games to DIE for. The
purchaser of this Stock Art Collection is licensed to use any of these images in their
own commercial projects as long as the tag byline appears in the credits: “

SURVIVE THIS!! and SURVIVE THIS!! – Zombies, Copyright 2016 Bloat


Games and Eric Bloat. The Zombie Hack & The Vigilante Hack Property
of Bloat Games and Eric Bloat End of License.

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