Category Archives: Black Hack

The Vek Race as Class for Barbarians of the Ruined Earth (Black Hack)

Continuing in posting more on my Barbarians of the Ruined Earth  game that uses the Black Hack rules, here is the Vek (race as ) class.


Vek (Raptorfolk)


The Vek are highly intelligent anthropomorphic raptors that have obsessions with Stupendous Science and Ancient Earth technology.  Their scaly flesh ranges from vibrant red to bile yellow or forest green.  They are a stubborn race with a proud heritage, and often consider themselves far more evolved and advanced than any other on the Ruined Earth.  Vek live closely together in a hierarchical community called a Collective.  Many Vek have been subjugated and enslaved by powerful Sorcerers, so naturally the Vek have become mistrusting of magic and those with the ability to wield it.  Vek proudly trace their ancestry to the long-dead Ancient Earth dinosaurs, the Deinonychus.

“Mine is a proud people; descendants of the most powerful and ancient of Earth’s creatures.  Our minds are keen, and technology is ours to mold and shape.  Our flesh is strong and our teeth and claws are sharp… were it not for the vile powers of Sorcerers, we would be the rulers the Ruined Earth.”

Starting HP: 1d8+4

Hit Points Per Level/Resting: 1d8 HP/lvl

Weapon and Armor: Gambeson, Leather, Small Shields, All bows, Claws and Bite, All technological weapons, Spears, Maces, and Short swords

Weapon Damage: 1d6/1d4 Improvised




Art by Predaguy (not part of BotRE project)

Highly Intelligent: Veks have a sharp mind.  They have Advantage on Intelligence rolls and saves against mind-altering effects.  They are also literate (for normal literacy rules, see pg XX).

Dinosaur!: Veks have thick hides and are treated as having 2 AP (this stacks with armor, but the AP is reduced to 1 while wearing armor).  Their claws and teeth are razor sharp and they can attack for class damage.  Finally, Veks are agile and able to jump long distances (roughly 15-20ft), effectively launching themselves at a target.

If a Vek launches themselves at a target they can either make a single bite attack at a target with Advantage or attack with both clawed feet and a bite attack, but suffer Disadvantage to all three rolls.

More Juice: If an advanced technology contraption has a Usage Die and finally runs out of “juice” the Vek can coax a little more back into it, returning the Usage Die to a d4.  This can be done once per hour.

Leveling Up:

Roll all Attributes to see if they increase, roll twice for DEX or INT.



WEAPON: Spear and short sword

ARMOR: Leather Armor 4 AP (2 AP/d6 Usage Die)

ADDITIONAL: Rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).

INTERESTING TRINKET (roll 1d6): 1) a book of Ancient Earth history; 2) a laser pistol (d10 Usage Die on battery pack); 3) a headdress of bone, leather, and feather; 4) a city map of the Ancient Earth city, “Los Angeles”; 5) a ruby necklace; 6) an Ancient Earth Sea Captain’s hat and jacket.

LIFE EVENT (roll 1d8): 1) you were a slave and escaped; 2) your father was a brilliant mind and created many helpful Stupendous Science gadgets.  Eventually he wronged a Sorcerer and was killed in front of you; 3) your mother is your Collective’s leader and you have served the tribe with distinction; 4) you messed with your Collective’s super computer and broke it.  You have been exiled by your people; 5) you banded together with a Barbarian and defended your Collective from Pig Raiders; 6) you traveled with a Scavenger for a few years.  You and he discovered many interesting Ancient Earth ruins during your travels; 7) your seven sisters and five brothers were transformed into statues by a Sorcerer after you angered him; 8) you discovered a sentient robot during your travels and are still friends.

The Hyper Light Drifter Class for The Black Hack

I recently bought Hyper Light Drifter (albeit for PS4) the other day and man- what a fucking beautiful game.  The graphics and colors are gorgeous and the game play is challenging (sometimes frustrating) and rewarding.

This AM I decided the create a class inspired for it for The Black Hack.  Enjoy.

Hyper Light Drifter

 Hyper Light 1

The Hyper Light Drifter is a guardian.  They are a sentient AI in a bio-engineered body.  The body is constructed of living matter, so like any living thing it requires rest, sustenance, and can feel pain.  Legends believe that the Hyper Light Drifters were created to combat a great super AI that was terrorizing their world.  The Super AI created terrible monstrosities called Titans.  These huge creatures laid waste to anything they came across.  The Hyper Light Drifters were able to defeat the Titans and the Super AI, but at a great cost: their world was left in ruin and most of the Hyper Light Drifters were destroyed in the grand battle. 

The remaining Hyper Light Drifters wander the galaxy, landing on planets to explore and look for a cause they can rally behind.  Where there is darkness, oppression, and evil you will find a Hyper Light Drifter to bring illumination to the world and push the vile forces back.


Starting HP: 1d8+4

Hit Points Per Level/Resting: 1d8 HP/lvl

Weapon and Armor: Light Weapon, grenades, pistols, shotguns, rail gun, padded, leather, and studded leather armor.

Weapon Damage: 1d8/1d6 Unarmed or Improvised



Light Weapon: The Hyper Light Drifter’s weapon is made of pure energy that is powered by their own systems.  The weapon resembles a short sword (roughly 18” in length).  The Hyper Light Drifter can also transform the weapon into another form.  For form roll on table below.  This weapon is treated as a +1 for the purpose of overcoming damage reductions, etc.

Hyper Light 3

Energy Reserves: The Hyper Light Drifter has stores of energy that allows them to do fantastic abilities.  A Hyper Light Drifter’s Energy Reserve is equal to half their level. Using each ability reduces the reserve by one.


Energy Abilities

  • Enhance Weapon: Energy runs through the Light Weapon causing it to grow brighter. The Light Weapon now does 1d10 damage.  This effect lasts for a number of rounds equal to the Hyper Light Drifter’s level.
  • Deflection: The Hyper Light Drifter encases themselves in energy that will deflect any attack (even magical). If the attack is ranged (or ranged magical- but the Hyper Light Drifter must be the sole focus of the attack), roll 1d6.  If the result is a 5-6, the attack is rebounded at the attacker and hits.  This can be done as a reaction.  Lasts for one attack.
  • Hyper Light Dash: The Hyper Light Drifter can phase slightly out of reality and travel a distance the blink of an eye. The Hyper Light Drifter can travel up to Not So Nearby (roughly 60ft) in a round.  The Hyper Light Drifter can use this to travel over a cliff, river, etc.  There must be sturdy ground on the other side for this to work.  This can be used as a reaction to avoid an attack.
  • Heal: The Hyper Light Drifter uses their Energy Reserve to heal themselves for 1d8 HP.
  • Multiple Attacks: The Hyper Light Drifter uses their Energy Reserve to enhance their attacking speed, allowing them multiple attacks in a single round. The Hyper Light Drifter gains 1d4 additional attacks.  At 5th level this is increased to 1d6 attacks.
Hyper Light 4

An example of the Dash ability

Inner Strength: Once per day, after all reserves have been depleted, a Hyper Light Drifter can attempt to pull more energy from their body.  Roll 1d6: if the result is a 4-6, the Hyper Light Drifter is successful and regains 1 Energy Reserve.

Understand Advanced Technology: Being a sentient AI gives the Hyper Light Drifter knowledge of technology.  They are able to use (or figure out) technology, even if it is advanced and beyond the scope of the planet they are on, without suffering Disadvantage.  This means they can hack into computers, unlock doors with a keypad, etc. with a normal Intelligence roll.

Hyper Light 2

Leveling Up:

Roll all Attributes to see if they increase, roll twice for STR or DEX



Weapon: Light Weapon

ARMOR: Padded Armor

ADDITIONAL: Rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).


What is your Light Weapon?
Roll 1d10 Result
1 Long Sword
2 Two Daggers*^
3 Hand Axe^
4 Spiked Chain*
5 Polearm**
6 Short Spear^
7 Mace
8 Club
9 Two-handed Axe*
10 Two-handed Sword*

*= Uses Dual Wield/Two-handed Weapon rules.

^= Can be thrown at a target up to 10’ away, but disappears after target is hit.  The sword reappears in the Hyper Light Drifter’s hand at the beginning of the next round.



0 – 5ft 5 – 30 ft 30 – 60 ft 60 – 120 ft 120 – 300 ft BEYOND 300 FT


The Scavenger Class for Barbarians of the Ruined Earth (Black Hack)

Continuing in posting more on my Barbarians of the Ruined Earth  game that uses the Black Hack rules, here is the Scavenger class.



 Scavenger 1

Scavengers are humans that live on the fringes of the remnants of human society, or wander the Ruined Earth alone, looking for trinkets, bits and baubles, Ancient Earth tech, or simply shiny junk to tinker with or sell for some coins.  They prefer to be sneaky, shying away from conflict when possible, but when they strike, they know how to make it count. 


“You call that junk…?  I call it a treasure.  Add some wires, strap on a clock, and maybe some spikes- now you’ve got something useful.  If you don’t want it, give it to me: I’ll make something useful out of it- make some money off the damned thing at least.”


Starting HP: d8+4

HP Per Level/Resting: 1d8

Weapons & Armor: All Swords, All Bows, Daggers, Energy Weapons, Ancient Earth Firearms, Gambeson, Leather, Small Shields

Attack Damage: 1d6/1d4 Unarmed or Improvising
Agile: Roll with Advantage when testing DEX to avoid damage or effects from traps and magical devices.


Sneaky Bastard: Rolls with Advantage when attacking from behind and deals 2d6/2d4+the Scavenger’s level damage.


Skilled: Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently understanding written languages and opening locks.


Keen Eye: Once per hour a Scavenger can look through junk piles and make a Luck roll, if the result is 4-6 they find something mundane of use.  This could be a waterskin, some rations, an energy cell for a laser weapon (1d6 usage die), etc.  The GM has final arbitration on what is acceptable or not.


Fixer: A Scavenger knows how to repair technology.  Must succeed on an INT test to repair a machine (vehicle, robot, etc.). If successful heal 1d6+Scavenger level HP back and replenish the target’s AP (if applicable). Repairing an object takes 1d6 hours.
Roll to see if attributes increase, roll twice for DEX or WIS.



Scavanger 2

WEAPON: Dagger and crossbow

ARMOR: Cloth armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for ranged weapon, rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).


INTERESTING TRINKET (roll 1d6): 1) an Ancient World “HAM” radio- still functional; 2) a blowtorch; 3) a metal detector; 4) a collection of pretty glass bottles; 5) a tattered, but beautiful wedding dress; 6) a “football” helmet.


LIFE EVENT (roll 1d8): 1) you were a slave and escaped; 2) you were exiled from your village after it was discovered you were stealing much needed food and other goods; 3) you stumbled across an Ancient Earth factory filled with robots and gadgets- you were happy there until you accidentally blew it up; 4) You found a Stupendous Science device that emitted a freeze beam.  You used it to thwart Pig Raiders who attacked your village; you’re a hero; 5) you lived in a cave for many years with a crazed and ancient Sorcerer; the stories he told made you uncomfortable- but were entertaining; 6) your penchant for tinkering with things you shouldn’t got you into trouble.  You accidentally vaporized your father and two of his drinking buddies; 7) you were delirious while wandering the wastes and fell into a hole and discovered a lake of shimmering golden water.  You emerged from the cave and vowed to return, but don’t the whereabouts; 8) you were zapped by a piece of Stupendous Science that transported you to the year 1994.  You were there for several days before being returned to your time.

Barbarians of the Ruined Earth- Session One- Getting Their Kicks… On Route 66

On Sunday we kicked off our Barbarians of the Ruined Earth campaign (we’ll be bouncing back and forth between this and our Star Wars game).

BotRE is inspired by Thundarr the Barbarian (largely), He-Man, Transformers, Mad Max, etc.


Over two thousand years ago the world was torn asunder when an alien planet crashed into our moon, utterly shattering it.  Destruction rained down from the sky, nearly annihilating all life on Earth.  Humankind persevered, but the Earth was forever changed as alien matter mixed with our own and a new, bizarre world has risen from the ashes of the old; a world of depravity, stupendous science, and nefarious sorcery!

Not content with a life of mundane toil, you have cast off the chains of oppression and travel with companions, brave and bold, pitting your cunning, bravery, and talents against the forces of darkness and tyranny! 

We created characters and jumped right in to the action.  Each class has starting equipment, and a d8 table to generate an interesting trinket and life event that the player can quickly build off.


Chad– Medical Robot (named Marko Tron), rides a Giant Snailbadger.  Life Event: Has trouble understanding why humans whine so much, has mouthed off about it and been chased out of several villages. Trinket: World War II army helmet.

JohnBarbarian (named Dagor)- rides on a Giant Snailbear. Life Event: Mother was killed by croc-men when he was a child. Now he fights for the underdog!  Trinket: Silver dagger given by his father.

LiamSorcerer (named Fulgur Tenebris) Crazy Sorcerer appearance- grey skin, grey hair, cat eyes, jagged nails, yellow teeth, body changes color with emotion (50 shades of grey), has a metalic staff with spider web etching. Power manifestation black orbs with grey lightning. Life Event: Family was pushed out of village because of your birth.  Trinket: Golden necklace given to denote remarkable birth.  Rides one of the last Ancient Earth elephants (also has grey skin and yellowing tusks). Rules for Spellcasting here.

Nate– Vek (Anthropomorphic dinosaur- raptor- pretty feathers. Named Valeran the Vek).  He thinks humans are savages.  Life Event: Father was a brilliant Vek who understood Stupendous Science. Father was eventually killed by a Sorcerer. Trinket: Headdress of bone, wood, and feathers.  Rides a camel.

FletchUrchin class (wasn’t able to play today).  More on this character later.

After characters were rolled I used a table from my Starrunner Kit that allows the player to roll on a chart and create a memory.  The categories are tragedy, life is easy, make a friend, something went wrong, etc. I took a page from Beyond the Wall and told the group that their story would involve another player and that is how they met and bonded.  The players rolled and I gave them a few minutes to figure out what happened.  We told our stories and then moved on.

Team!  The Sounds of Battle!

We started the session with the group wandering through the wastes of southern California (near modern day Santa Monica), looking for a nearby settlement called Route 66.  It was named after an Ancient Earth route system (upon which the group was currently traveling).

The group came up over a hill and saw Route 66 in the distance.  Dilapidated, wrecked cars were stacked 3-4 high and formed a wall to protect the city.  Ancient Earth storage containers were stacked inside the wall and looked as if they were being used as housing.

The sounds of battle met the characters ears and an explosion went off, and a tower of six cars toppled inside the wall.  Nate found an Ancient Earth lighting pole, climbed up and saw robots attacking the villagers.  The Vek jumped down and shouted this information to his compatriots, but John was already riding hard on his giant snailbear towards the settlement.


The group charged into Route 66 to aid the humans and faced off against five robots, and a group of 10 smaller, twitchy-looking robots.

When combat broke out, I decided to try a variant for Initiative inspired by Drunkens and Dragons.

When combat breaks out, the GM rolls a die.  If the result is even, initiative favors the players.  If the result is odd, initiative favors the enemies and act before the players.  Once favor has been determined, every player rolls a 1d20 and the player with the lowest roll goes first.  Once that player has taken their turn, initiative continues in a clockwise fashion.

When initiative favors the enemy, if a player critically succeeds on their roll (rolling a 1), they get the drop on the enemy and can act before them.  After players that have critically succeed have taken their turn, initiative returns to normal with the enemies attacking, then the remaining players.

Initiative is rolled once per combat.

We all really liked this initiative order.  It was easy to shout out the order people went and it freed me up from having to remember shit and avoided zig zagging, etc.

For the robots I used mook and horde rules, see below:

Mooks are foes that are there to be mowed through and make the heroes feel epic and powerful!  Mooks should die in one hit, as long as they take 1 point of damage (they may be wearing armor, have protective shielding, etc.).  Give mooks HD, as it will determine their damage die against the heroes.


When there are several mooks banding together to attack their foe (attacking as one), their overwhelming numbers make it hard to move out of harm’s way.  The defender rolls with Disadvantage to avoid a hordes attack.  The mooks, if the attack is successfully, roll damage with Advantage.  A horde can have up to 20 different members in it.  Each HP of damage is a number of minions killed in the horde.  When it is down to 3 HP or less, the horde is now treated as individual mooks (see above).

The battle went pretty quickly (probably 20-30 minutes), and the group took some good knocks before dropping all the robots.

After the fight, the leader of the village, named Chad 2.0 (I basically described Chad, one of my players, and named him Chad 2.0).  Chad 2.0 thanked them profusely for saving them and the rest of his Highwaymen.  He offered them shelter in one of their buildings, which was five storage containers fused together.

The group was given food, water, and told that Route 66 had recently found a strange device in an abandoned Ancient Earth warehouse.  It pulsed with energy.  One of the villagers tried messing with it and was vaporized.  Chad 2.0 felt this was too dangerous to leave alone.

Somehow the witch Grenzel found out about this device and begun attacking Route 66.  Her first several attacks were repelled by the Highwaymen.  And she retreated to her stronghold.  Two weeks ago a strange object fell from the sky and crashed into her stronghold.  The Highwaymen hoped that this was the end of Grenzel, but she showed up today with an army of robots and took the object from Route 66.

The group agreed to go to her stronghold and defeat her and retrieve the artifact.  The old wise woman said that Grenzel’s lair was located four miles to the south east and was an Ancient Earth structure where people used to go to worship a great powerful being called “Consumerism.” The old wise woman called the place a “ShopING Ma-all.”


The group rested for the night and left in the early morning for Grenzel’s lair.

About quarter mile from the lair, the group found a cultist guard station.  They attempted to sneak up on it, but found only a tiny fire and no guards. Arrows began peppering them as cutlists that were hidden on the ridge began shooting at them.  The group sprung into action.


A Worshiper of the Dark.  Cultist of the Witch Grenzel

The battle was quick, and the cultists didn’t stand much of a chance.  However, one of the cultists pulled out a glass vial and held it over his head, “May the darkness take us all!” and smashed it on the ground.  A billowy black substance surrounded the cultist and Nate.  The group heard a sickening gurgling noise from both of them.  When the smoke cleared the cultist was a mummified husk and Nate was sick and panting on the ground (he suffered 1d6 points of Constitution damage).

The group collected themselves and decided to take a rest.  They could see the shopping mall in the distance and a strange saucer-shaped object smashed into the western building.

Shopping Mall Map



The saucer destroyed all of the Dakota Purses store.

We ended here for the night and will hopefully do another session at the end of March.

The Urchin- Barbarians of the Ruined Earth Class for the Black Hack

I haven’t done a post for Barbarians of the Ruined Earth in awhile and figured I damned well better.  I’m rewatching Thundarr the Barbarian and decided that I wanted to do an Urchin class for the book.



You are a forgotten child, surviving on your own in the wilds.  You distrust adults and civilization, preferring your own company and those of a few select people or creatures that you feel are worthy of your time.  You are quick-witted and fast acting.  Adults constantly underestimate your abilities, which usually leads to their downfall.  You are plucky, bossy, and master of your domain!


“Someday I’ll build my own empire!  I mean, I don’t want to be an urchin ALL of my life.”


Starting HP: d4+4

HP Per Level/Resting: 1d4

Weapons & Armor: Short Swords, Daggers, Short Bows, Blow Gun, Sling, Cloth, Leather, Small Shields

Attack Damage: 1d4/1 Unarmed or Improvising
Small: Urchins are roughly 4’ tall (tallest among them are 5’) and quick on their feet.  Urchins have Advantage to tests to avoid melee attacks from any target that is taller than them.  Urchins suffer Disadvantage to Strength checks when attempting to grapple or wrestle with someone larger than them or lift heavy objects.


Unexpected Adversary: Most people underestimate Urchins.  When making their first attack the Urchin rolls with Advantage.  If the attack is successful they deal 2d4+Urchin level in damage.


Bossy: Urchins are spoiled brats that live by their own code.  They are bossy and demanding.  Once per day they can boss their way through a situation and automatically succeed on a Charisma test.  This is applicable to bartering, getting someone to do a favor, etc.  The GM has final arbitration on what is acceptable or not.


Environment: Urchins know how to survive in their environment.  Roll on Type of Urchin table, pg XX.
Roll to see if attributes increase, roll twice for DEX or other (the second stat is determined by type of Urchin, pg XX).



WEAPON: Dagger and blowgun or sling

ARMOR: Cloth armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for ranged weapon, rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).


INTERESTING TRINKET (roll 1d6): 1) a necklace made of a railroad spike from ancient earth; 2) a snow globe; 3) a miner hardhat.  The headlamp still works; 4) an ancient Earth police officer’s hat; 5) a pair of whacky eyeball glasses; 6) a tattered, yet adorable teddy bear


LIFE EVENT (roll 1d8): 1) you were a slave and escaped; 2) you were abandoned by your parents in this environment; 3) your parents were killed by raiders and you’ve had to raise yourself; 4) You ran away from your village and decided to raise yourself; 5) You were a servant to a Sorcerer and managed to escape their lair; 6) You were chased out of your village after causing too much trouble with your childish pranks; 7) You are child of your village’s leader.  You and your family were exiled after your father sold several of the villagers to raiders; 8) Years ago you had a dream of flying on a magical bed and traveling through a fun and strange Slumberland.  You awoke in a cave in the environment that you now live.


Type of Urchin

1) SwampYou know how to survive in the swamps.  You have Advantage on all knowledge tests when identifying plants and animals of the swamp.  You also have Advantage on tests for survival in this environment.  Secondary Ability Score: Wisdom.


2) DesertYou know how to survive in deserts.  You have developed a resistance to poisons because of all the hostile creatures in the desert.  You roll Advantage on saves against poisons.  You also have Advantage on tests for survival in this environment.  Secondary Ability Score: Constitution.


3) SewerYou have survived in the remaining sewer system of a once great city.  You have a keen sense of direction underground and can never get lost.  Your eyes have become accustomed to the dim light of the sewers and you can see in low-light as if it were normal up to Nearby.  You also have Advantage on tests for survival in this environment.  Secondary Ability Score: Constitution.


4) UrbanYou know how to survive in the crumbled ruins of a once great city.  You have Advantage on tests for climbing, detecting hazards in ruins, and determining what is structurally sound.  You also have Advantage on tests for survival in this environment.  Secondary Ability Score: Wisdom.


5) ForestYou know how to survive in wooded forests.  You have gained the friendship of an animal that is your loyal companion.  If the animal companion dies, you can return to the forest and attract another one.  Doing so takes one week of establishing a rapport.  Roll 1d10 for companion- 1-2) fox; 3-4) hawk; 5-6) badger; 7-8) lynx; 9) snake, poisonous (not deadly); 10) wolf.  You also have Advantage on tests for survival in this environment.  Secondary Ability Score: Wisdom.


6) BadlandsYou have survived in one of the harshest environments.  You can survive an extra two days without food or water as a normal person.  You’ve had to learn to become strong in order to survive.  You’ve learned to fight with short spears, no longer suffer Disadvantage to Strength checks for your size (see Small ability) and your attack damage is increased to 1d6/1d4 for Unarmed/Improvising.  Secondary Ability Score: Strength.

Adult Urchins

When an Urchin becomes an adult they lose the following abilities: Small and Unexpected Adversary.  Instead they gain the following:


Dirty Fighting: Adult Urchins know how to fight dirty.  Once per combat they can attempt to throw off their foe by kicking mud in their eye, feinting, spitting on them, etc.  The Adult Urchin must make a Charisma test to successfully trick their adversary.  A tricked target is thrown off granting Advantage to the Adult Urchin’s next 1d3 defensive rolls.


Small Frame: Adult Urchins never get big or bulky.  They are still skinny and spry.  They can fit through small spaces that a normal-sized adult would not be able to. They also have Advantage on saves against traps and explosion.


Star Wars- Black Hack’d: Adventures in the Phynol System- Session Two- Enter the Free Roamers, Part II

After more than a months since the last time we played, my players and I were finally able to get together to continue our adventures in our Star Wars game using the Black Hack rules.  Aside: For the classes I used a mix of ones from my Black Hack: Cyber-Hacked and I converted classes from my Starrunner Kit as well.

Part I here.

The Players

John- Rodian Assassin 

Liam- Twi’lek Bionic Soldier

Gene- Human Scoundrel

Nate- Human Tech Specialist

Omar- Bothan Mercenary

Not Present

Fletch Mon Calamari Scout

Nalgraph Processing Station


The crew of the Eye of the Storm arrived on the small and dilapidated space station after a six hour journey through the Phynol Sector. The station hallways were full of clutter, junk, and the smell of grease and sweat permeates the air.

Not desiring to linger much, the group made their way to The Cantina to obtain the recording.  The bar was a little rustbucket hole-in-the-wall with uncomfortable hard metal seats and tables, mismatched bar stools, and a bar made of fiberplast, corrugated metal, and pallet wood.  Ten humans, an aqualish, a devorian, and an ithorian were in the place,  all look worse for wear.  Most of the customers are blue collar spacers who risk their lives daily collecting the gases from the nebula or maintenance crews who service the station.

The group approached the bar, taking in the gruff-looking human with his cybernetic left eye and a nasty scar from cheek to forehead.


Zin, the bartender contact

John walked up to the bar and ordered an Overdone Squid.  After the code was given, Zin punched in a code on the bartop and opened a hidden compartment, which was completely empty.  Zin let out a curse in Huttese and pulled out his communicator, “Rags!  Come in Rags!  You little Space Vermin, I know you took my stuff from the safe!  It’s not for you!  Come in!”

A young voice came over the com, “Forget it Zin!  I’m tired of being your flunky on this dead end space station!  I’m outta here!  I can get a fair price for this piece!”  A loud hiss, a squeal, and a noise of pain issues over the comm.  “I’m- uhh- already gone!  Don’t try to find me!”  The comm goes dead.


Rags, the little space vermin

Zin gritted his teeth and wiped his brow, “That idiot!  He must have a buy lined up.  Listen, it’s gonna be bad news for all involved if those plans fall into anyone else’s hands than my buyer’s.  Judging by the noises we heard, he’s down in the processing core.  His communicator is station issue, so that’s its range!  You gotta get down there and get those plans before he sells them”  Here’s the elevator key that will get you down to the processing core.  You’ll recognize Rags by his stupid green bandanna he wears!  It was his mothers and he’s worn it since she died.”

The group took the lift down to the processing core and walked out in to the humid environment.  Huge machines lined both sides of the grated walkway, whirring and humming and occasionally releasing a huge blast of steam.

The group made their way down the walkway, single file, carefully checking out the alcoves in between machines to make sure they were clear of anyone.  Eventually they can hear voices.  There is a gravely voice and a scared young voice.

The group moved up closer and could see the back of the youth, Rags.  He was facing a ragged-looking man with grey hair and a handlebar mustache.  Rags was protesting, “This isn’t the price that was promised!  I was offered more than this!”  The man with the mustache replied in a gravely voice, “it’s better than a blaster to the face, but take your pick, kid.”

The group started quietly attempting to hatch a plan.  However, before the group could launch into action the sound of a blaster discharge and a squeal filled their ears.  The group stared at one another surprised (actually all the player’s faces were surprised when I announced that Rags had been shot, was quite entertaining).  The group turned around to see Rags face down on the ground, “Captain Mustache” standing over him, rifling through the youth’s pockets, “Oh well.  It’s easier this way, kid.”

“Captain Mustache” looked up and saw Omar.  He let out a cry of surprise and pointed his blaster at his new opponent.

Aside: While the group was deciding how to handle the situation with Rags and “Captain Mustache”, I decided to time it and add a fuse to the situation.  I gave Rags’ life a d6 Usage Die (Usage Die rules are in Black Hack).  Every 30 seconds, I would roll the die.  At 30 seconds, I rolled the d6 and got a 2, thus Rags time was running out and the d6 now became a d4.  At 1 minute, I rolled the d4 and got a 1… bye bye Rags.

The fight took a while due to Disadvantage rolls for fighting single file and attempting to get around the big machinery.  There were two other thugs hiding in the shadows.  One was dropped by John, and Gene dropped “Captain Mustache”.  The third thug then surrendered quickly.

The group debated what to do with their hostage, but ultimately let him live after he offered to go on a run as a hired gun for them in the future, free of charge.

John took the record stick off “Captain Mustache” and then took the ragged bandanna and found a picture of a young boy and an attractive woman from his pocket.

The group made their way back to The Cantina and broke the news to Zin with John handing him the youth’s bandanna and picture. Zin sighed, “stupid boy…” Zin thumbed open his hidden compartment and place the items within. “Never had an ounce of sense.  These belong in here now.”  He collected himself, “that not important at the moment.  Did you get the record stick.”  Once that was confirmed by the group, he thanked them for their troubles and waved them away.


The group made their way back to the Eye while Ty’ven radioed his contact for the designated drop location.  Once back on board the group were told they were to meet a light transport ship, called “The Spacer”, in orbit around Phynol Prime.

After another six hour flight, the crew found themselves standing in a space tube latched together between the two ships.  Facing them was a humanoid in a set of heavy armor and a combat helmet with a blast shield.  When the individual spoke, his voice was disguised by a modulator.  “Thanks for retrieving this.  Hopefully there is something interesting on it.”  He then handed a credstick over to Ty’ven as payment.

The group asked him a few more questions, but he didn’t really answer, instead he handed Liam a small storage tube, “We may have need of skills like yours.  We’ll be in touch.”  Without another word, the humanoid turned and walked back into “The Spacer.”

The group filed back onto the Eye and headed to the bridge.  Once on the bridge Elliana (human pilot and daughter of Ty’ven) was reading her data panel.  “Dad… I’m reading a report of a large temporal disturbance off our starboard side.”  A few seconds later a Star Destroyer dropped out of hyperspace.


The Star Destroyer “Ravager” appears in the Phynol Sector

The massive starship filled their few screen.  The crew stared sadly at this behemoth with the realization that the first true strong presence of the Empire had just arrived.

Liam looked down at the small storage tube in his hands and opened it, finding a tightly rolled piece of paper inside.  Pulling it out, he unrolled it and peered at the imprinted picture.



This was a great session and really helped to solidify the groups sense of the Phynol Sector.  We are excited to continue playing and I’m looking forward to seeing their next decisions.

At the end of the session I asked them what type of mission they’d like to do next time: transport, smuggling, bounty hunting, or treasure hunting.  After a vote, the group decided on some bounty hunting.

I used one of my charts and tables to create four possible targets (see below) for the group to chase after.  I’m waiting to hear back from everyone on which they’ll start chasing.  I decided to make it fun, and did a little layout to make it look like an actual communication from Ty’ven rather than just an email from me.




Star Wars- Black Hack’d: Adventures in the Phynol System- Session Two- Enter the Free Roamers, Part I

After more than a months since the last time we played, my players and I were finally able to get together to continue our adventures in our Star Wars game using the Black Hack rules.  Aside: For the classes I used a mix of ones from my Black Hack: Cyber-Hacked and I converted classes from my Starrunner Kit as well.

The Players

John- Rodian Assassin 

Liam- Twi’lek Bionic Soldier

Gene- Human Scoundrel

Nate- Human Tech Specialist

Omar- Bothan Mercenary

Not Present

Fletch Mon Calamari Scout

A Little Down Time

We kicked off the session with the group getting a little R&R in their favorite watering hole, the Fried Mon Cal, which lies in Undertown and getting their share of the bounty job they completed last session.

Omar and Liam decided to stay at the bar with their captain, Ty’ven (human), and their Fencer and owner of the Fried Mon Cal, Gr’ack Vin (Mon Calamari) while John, Gene, and Nate went to explore a little of Undertown.  John took a beating last session, so he needed some new Medstims.

Undertown is in a near constant state of twilight, built in the ancient ruins of the capital city of Phynol Prime, Phynol.  During the day, sunlight only comes in through gas vents, sewage grates, and areas where the duracrete ceiling has been damage to allow more light to pour in.

The capital city was constructed around the capital spire in a circular pattern.  Much of the under area is occupied by rubble, ruins, machinery and public works systems, and, of course, Undertown.


Farpoint Station from ST:TNG was the inspiration for Phynol Prime



The group walked across the way to Dotty’s Healing and found Dotty and “Doc” hanging out in the front area, taking inventory of a newly acquired shipment of goods and medicines.  After some quick banter, John obtained 1 medstim at discount (and promising he would help Dotty with a favor in the future).  As they were leaving, “Doc” turned to John, “John- do not die.  It is not a desirable condition for humanoids.”

John: Ummm.  Yeah- thanks “Doc”.


The group made it to the bazaar in Undertown and took in the sights and smells when a scream rang out nearby.  A man staggered out from between two kiosks, a vibroblade in his stomach, and fell face down into the dirt, dead.

The group took a quick scan of the area, but didn’t see anything out of the ordinary.  Nate patted down the man, found an ident card for a “Beeboo Morganson” of Courscant, a credstick with 40 credits, and an encoded message stick.  Nate and Gene deliberated what to do with the body while John took another look around the area.  Peering from where the man came, John saw a young woman clutching ripped clothing hiding in the darkness of an alley.  When she noticed John watching her, she turned and fled deeper into the twilight.  John let her go.  Eventually Undertown inhabitants got tired of the group milling around the body and made their way over and began taking anything left of value from the body.

The groups communicators went off.  Answering they heard Ty’ven’s voice, “I just got a message from my contact.  We have a job.  Get your asses back to the Fried Mon Cal.”

With nothing left to do, the group headed back.

A Mysterious Message


Here is the Phynol Sector space map I created

When everyone was back at the Fried Mon Cal, Ty’ven explained just he received a hail from an old contact on Hyssia.  “My contact just told me that a ship was lost in the nebula while farming the gasses.  Got in too far and took heavy damage from those damned lightning storms.  Apparently, they radioed something right before their ship was destroyed, something of interest.  Their signal didn’t go too far, only to the Nalgraph Processing Station near the nebula, and not many people know about it.  My contact has offered us a bit of money (and he’s calling in a favor I owe him) to retrieve the communication from the station.  Our point of contact there is the bartender of the cleverly named drinking hole, ‘The Cantina’, by the name of Zin.  We are to an Overdone Squid, so we’ll know its us and give us the recording.   After that, I’ll radio my contact and we’ll get delivery coordinates.  Simple snatch and deliver.”

Nate: I’m totally all about this!  This is one of those missions that NOTHING will go wrong!  Let’s do it!

The group started discussing plans and deciding if they needed any supplies before heading to the spaceport.  As the group are talking, the bartender Gr’ack Vin, who was mindlessly watching the holovid, points at the screen, “guys… Look.”  He unmutes the holovid, and the sound of a female voice is heard.

Playing on the screen was the wreckage of an AT-ST on its side, laying on a single story metallic building.  Smoke issuing from the head and one of its legs blown off.  “This just in.  Terrorist attacks against the Imperial Garrison.  Explosions detonated on an Imperial All Terrain Scout Transport.  The vehicle was badly damage and landed atop the Imperial Garrison.  Both pilots were killed and several Imperial officers inside the garrison were injured.  These vehicles are used in defense against enemies of the Empire and to protect its citizens.  Again- a terrorist attack against the Empire—“

The group all looked at another, processing the news of actions against the Empire, when a commotion erupted outside.  The group rushed out of the Fried Mon Cal and saw several hover droids carrying small rectangular containers whizzing high high overhead.  The containers burst open and leaflets flutter to the ground.  The leaflet shows a burnt and dinged up Storm Trooper helmet.  The words, “Roam Free” written in red spray paint.