Rune Magic System for The Black Hack

A very rough draft of a Rune Magic system for The Black Hack

Every rune belongs to a clan of three runes. In this example, the Abrogation rune belongs to the Shield clan.

The image in the top left is the rune itself.

Each rune provides 10 to 14 spells. To cast a spell, roll d12. Compare the roll to the chart: a white box means success, a black box means failure.

For example, casting Dispel Magic, roll d12. A roll of 6 or 7 and the spell will fail, otherwise, it will be a success.

Eggs are magic items specific to Rune Mages. An egg can either guarantee success with a spell or a specific roll. Looking at the chart, a Rune Mage using this rune would be very interested in an egg that makes rolls of 6 and 7 successes.

Whether an egg affects a spell or roll is determined when it is discovered as the egg attunes to the Rune Mage. In other words, you can't go to a magic shop to find a 6 Egg or a Spell Resistance egg. If your world has magic shops, they wouldn't sell unattuned ones because once a Rune Mage touches one, the egg would be useless.

This rune chart is completely filled out. Usually, a player would begin with the Rune, Clan, Name, and all 1st level spells. The rest of the spells become available as the character levels.

The roll to add a new spell could add a spell from the same rune or for a spell from the same clan of runes. It could add one spell, two spells, or replace an existing spell.

More to come. Thoughts welcome.

RPG Class Generator

Chaoticshiny has two new generators out. A Rune Generator and an RPG Class Generator.

I love the idea of a Rune generator, even though I do not draw very well. I may use it to inspire the psionic combat chart...

Of great interest, though is the RPG Class Generator. In a sense, it reminds me of the Pars Fortuna rules. I don't know how flexible the ACKS system would be to this kind of treatment, but it makes some great results. Here's the first generated results I got. (Yes, I chose 4 classes.)

This class predominantly features exploring skills, aiding allies, offensive fighting and rituals. They are poor at cultural skills, crafting skills and agility. This class is associated with those from a specific background.

This class is best at speedy movement, cultural skills, battlefield control and a specific nature skill and is also capable with heavy weapons. They have no talent for magical melee combat, healing, physical ranged combat and wisdom. They draw power from the elements. They have one of several signature weapons.

This class is best at cultural skills, defensive fighting, charisma and exploring skills. They are especially bad at stealth, magical melee combat and physical strength. The class is restricted by philosophy.

This class is best at stealth. They are weak at a specific physical skill and cultural skills. They are better known for their non-combat skills.

Nothing hits me strongly about these first four. The first one makes me think of a spell-wielding Ranger. The third makes me think of a cross between a warlord and an invoker and thus more interesting. Let's try another roll:

This class is good at healing. They are weak at rituals, magical area effects, battlefield control and physical strength. They are best known for a specific skill. Certain subclasses are associated with certain philosophies.

A healer class. I guess you could say that this would be the exact opposite of a necromancer. (Vivamancer?)

This class is good at dealing with metaphysical entities. They are especially bad at mechanical skills, exploring skills and heavy weapons. They have a signature weapon. The class is associated with a particular race.

Metaphysical entities, eh? I think of metaphysical entities as things like Entropy, Chaos, Order, Life, Death, etc. It could be a specific type of mage or a meta-cleric. Meta-cleric meaning that no specific gods are invoked, but more of a metaphysical reality. Very Hindi in flavor...

This class is best at cultural skills. They are especially bad at a specific social skill, exotic weapons and rituals. The class has subclasses which can vary widely in their abilities based on region of origin.

Cultural skills. I have to figure out what that would mean.

This class is good at a specific nature skill, a specific physical skill and defensive fighting and is also capable with speedy movement and physical skills. They are not very capable with fighting multiple opponents, battlefield control and intelligence. Progression beyond a certain point requires an ordeal. They have a signature fighting style.

I don't know why this makes me think of a monk, but with an animal companion or totem of some sort.

Happy rolling!