Categories
Powers

Spell Casting as a “Power”

Here we expand upon the use of Hack100’s “Powers” (i.e. Specialities that are extraordinary or supernatural in some way) by looking at a particular set of examples: spell casting.

Firstly, with regards to the specific wording of a spell caster’s Power, it is recommended that very broad definitions (e.g. “Magic”) are avoided in favour of narrower areas of focus (e.g. “Fire Magic”, “Illusionism”, “Necromancy”, etc.). This will help to keep the range of a given spell caster’s ability within well-defined boundaries, and also ensure that their magic use has a distinctive flavour.

Categories
Powers

Powers

In the previous blog on Health, we touched briefly upon the concept of “Powers“. Here we look at Powers in Hack100 in more detail.

Power is any form of extraordinary or supernatural Specialism. Most obviously, a Power might be the ability to cast spells or perform miracles. However, Powers could also encompass a wide range of other special abilities – shapeshifting, psionics, berserking, or whatever. As with all Specialisms, Powers are Abilities that differentiate an individual from the vast majority. Unlike Specialisms, Powers go beyond rational everyday understanding. 

Categories
Releases

Hack100 Rules Summary

In Release 0.03 of Hack100, I removed the rules summaries from the end of each chapter and collated them into a single document. I figured this would be more useful as a quick reference during play. Here’s a link to the new summary document:

Categories
Releases

Hack100 – Release 0.03

It’s been a little while since the last release, but here’s the latest version of the Hack100 rules.

This includes two new Chapters – “Combat” and “Health” – based on recent blog posts, as well as some general tidying-up.

Categories
Health

Health: Loss, Recovery & Death

Loss of Health

In Hack100, there are two main ways in which a character can lose Health:

  • From physical damage, e.g. through combat, falling, or some other mishap.
  • Through the draining effects of using an unusual, “supernatural”, Specialism, e.g. magic, berzerking, shapeshifting, etc. For clarity, we will refer to these unusual Specialisms as “Powers“.
Categories
Combat

Major Successes & Failures (Criticals & Fumbles) in Combat

A Terminology Update

In a previous post, we discussed “Criticals” and “Fumbles“. A successful roll that is also a double (e.g. 11, 22) was said to be a “Critical”, leading to additional benefits. Conversely, a failed roll that is also a double (e.g. 99, 00) was designated a “Fumble” and something had gone badly wrong. 

Whilst drafting the Hack100 rules, I’ve attempted to keep the terminology as simple, clear and jargon-free as possible. Therefore, with this in mind, I’ve decided to rename Criticals as “Major Successes” and Fumbles as “Major Failures“. I’ll use these terms moving forward, and update the compiled rules for the next release. 

Categories
Combat

Movement in Combat

For those that prefer tactical combat using figures and floorplans, it’s important to have a robust set of movement rules. Hack100 offers nothing innovative in this regard. It adopts entirely standard approaches to defining how far a combatant can move each round, and how combatants engage and disengage from hand-to-hand combat.

Categories
Combat

Damage Modifiers in Hack100’s Combat

Let’s continue our development of Hack100’s combat system by looking at how we will accommodate the effects of different weapon and armour types.

Previously, we’ve established the fundamental mechanics behind combat in Hack100 and how they build upon the game’s wider task resolution system. Missile attacks are made using a Ranged Task Roll. Close combat is resolved using an Opposed Hand-to-Hand Task Roll versus either the defender’s Hand-to-Hand Ability (an attempt to parry) or their Agility Ability (an attempt to dodge). If an attack is successful, the basic damage inflicted is equal to the tens die of the task roll. 

Categories
Other Games

Maelstrom

In one of my earlier blogs, I looked at a selection of existing d100 systems  – RuneQuest, Warhammer Fantasy Roleplay, OpenQuest, GORE and the BareBones Fantasy Role-Playing Game – in terms of the number of “characteristics” (e.g. Strength, Intelligence, etc.) and “skills” (e.g. Climb, Dodge, etc.) that they employ. In some cases, the answer was “a lot”. For example, the most recent version of RuneQuest has over 70 skills. A tendency for skill-inflation between successive versions of a game was also noted.

Categories
Combat

Testing the Hack100 Combat System Through Simulation

To demonstrate and test Hack100’s combat system, I wrote a simple script that runs through the combat sequence described in the previous blog for a fight between two characters. Within the script, the relevant Abilities of the two combatants can be defined. The script then loops through the combat sequence until the Health of one (or both) of them is reduced to zero.  A given match-up can be repeated any number of times to build up a profile of wins, losses and average fight length.