Showing posts with label Call of Cthulhu. Show all posts
Showing posts with label Call of Cthulhu. Show all posts

Wednesday, September 14, 2016

Deep Space 13 (2nd Grim Hack one-shot) play report finale.

Yog-Sothoth is the Gate and the Key, well, of the Engineering Deck anyway...

Deep Space 13 (2nd Grim Hack one-shot) play report finale.

Sorry about the lack of posts for a while, but real-life tends to intrude on our gaming excursions, so we were finally able to get together last night to complete this one-shot.

Players:
Bob-Security Officer
Dave-Medical Officer
Doug-Engineering Officer
John-Science Officer

Our intrepid team, fresh from their assault on the Bridge, now believed they needed to get more power to the Station so they could both power up the various control panels around Deep Space 13 and to spread the anti-virus through its systems. Brimming with confidence, they girded their loins for an elevator trip down to the engineering level.

Ready for anything, the team had their Phasers set on ‘char-broil’ as the elevator doors opened. What they weren’t prepared for was the quivering mass of sentient tentacles, wires, mouths, and pus-filled sacks the size of a human head that had wrapped itself around the power core. Despite having a layer of clear, nigh-impenetrable glass between them and it, both the Security Officer and the Engineering officer were shaken to their core y Fear, and refused to exit the elevator.

Discussing their options, the Science Officer and the Med Officer decided to cautiously check the surrounding rooms for anything that may help against the thing that was syphoning off all the power. John went to check the door to the left, Dave to the right. Dave got close enough for the automatic door to open where he caught a glimpse of some prisoners in cells and the edge of a couple of the bio-mechanical spider-dogs (with lasers!), when he quickly backed up to allow the door to close without alerting the vicious little enemies.

John, however, was not quite so lucky, and the Borg in the Engineering Lab became aware of him as soon the door open. After a quick exchange of weapons fire, the Borg was wounded, but the Science Officer lay on the deck, victim of a Phaser on stun.

Dave sprinted over and burst into the Engineering lab. After a second to assess the situation, he burned down the Borg. Having shaken off his fear at the sounds of Phaser fire, Bob grabbed his Phaser rifle and ran into the Brig, causing one of the Spider-Dogs to explode, damaging it’s fellow which returned fire burning a hole deep into the Security Officer’s arm.

Doug remained frozen in Fear.

Finishing off the still-moving, still-burning, Borg with a disintegrating flash, Dave sprinted over to the brig after hearing a scream for ‘Medic!’

Despite his wounds, Bob was able to finish off the last of his opponents. A short time later, he felt much better as the Medical Officer was able to tend his wounds.

Finally, both the Science Officer and the Engineering Officer shook off their various maladies, and the party went to free the prisoners. After a quick Med-scan and some first-aid, they were able to communicate with the three prisoners, one male, two female.

“They tortured us,” said one of the women. “Over and over again. Borg don’t do that. I don’t understand…”

“I didn’t think anyone was left that wasn’t assimilated in all of Starfleet,” said the male. “We were the last outpost that we knew of.”

Finding the Security Station on this level, the team armed the three freed prisoners. The Science Officer ‘critically’ delved into the Engineering Controls and figured out a way to cause a power feedback into the creature on the power core and maybe damage it. On his advice, he had the team don the white contamination coveralls just in case containment was breached.

With a stroke of Science wizardry, the lights went out and the team felt a screech and heard the words “YOG-SOTHOTH IS THE GATE AND THE KEY!” in their brains.

The thing then unwrapped its scorched and smoking tentacles from the core and started making it’s way out of the containment chamber.

The rest of the party and prisoners greeted it with a fusillade of Phaser fire. Shrugging off most of the damage, the creature attacked, leaving the male prisoner crawling on the deck, gasping to breathe. The Security Officer dropped his Phaser rifle as it malfunctioned and drew his hand Phaser. Rejoining the team, Join added his Phaser fire to it. Suddenly, the weakened monster exploded, heavily damaging the team and killing the male prisoner outright. As the Medical Officer tended their wounds, the power core began glowing brighter and brighter, and the hum of long sleeping systems rose louder and louder. Pops and sizzles soon followed as the bio-mechanical infection was slowly purged as the anti-virus spread.

Now that the Security Station’s consoles were powered up, the Security Officer was able to find and isolate the last Borg in the Science Lab on the main deck. Unfortunately, he was unable to bring up any of the more ‘drastic’ of the security options. What he was ale to find, was that the Science Lab was drawing an extreme amount of power.

Piling into the elevator, the team quickly checked their weapons, then sprinted towards the lab. As the door shwooshed open, the found a Borg frantically working on something. The la was filled with body parts, tentacles, and head-sized bags of pus, all melded together. Luckily, the team was able to put their opponent down before he could finish its nefarious work (animating another creature similar to what they just dealt with on the Engineering Deck.

After investigating Deep Space 13 thoroughly and talking with the survivors, they discovered that the station was recently infected in comparison to the rest of the Federation. Some of the records that the team found spoke of what the results of the anti-virus would likely be. The Borg virus would have merged deeply with the higher technologies first, so when the anti-virus strikes, all the wondrous technology that made the Federation would be destroyed. No more transporters, anti-gravity, faster-than-light communications, warp drives, and even computer systems would be all gone, effectively devolving civilization centuries into the past. The team had no idea how far the original virus had spread, the alpha quadrant assuredly, but what of their enemies in the deeper reaches of space? A functional starship could wreak havoc over multiple systems and worlds. But, in the end, there wasn’t really a choice.

 They broadcast the anti-virus out into what remained of the Federation.

After a couple adventures, I’ve made some changes to the Grim Hack rules that I will post shortly. Primarily related to crafting/knowledge/artistic skills. Basically, when a character learns one of these skills, not only can he use it, he gets a 10% onus on the attribute roll when using them.

Also, thinking of posting the map and the adventure for this one-shot. Let me know if anyone is interested in seeing it. It may give you an idea on how I go about making adventures.

Tuesday, August 30, 2016

Deep Space 13 play report, part one.

So, maybe uploading the Necronomicon into the Collective might not have been the greatest idea...


Players:
Bob-Security Officer
Dave-Medical Officer
Doug-Engineering Officer
John-Science Officer


After requisitioning extra supplies, the team headed off on the runabout for their rendezvous with Deep Space 13.



After coming out of warp, the team discovered the base to be shut down, only life support and minimal energy signatures detected. Failing their scanning attempt, the team was only able to discover there were lifeforms aboard the station but not their exact nature and location.



After docking they entered through the airlock, finding desiccated bodies of Starfleet members. Dave discovered they’d been exposed to vacuum, but not ejected out into space. As they walked further into the docking section they heard a calm, comforting voice say “Welcome to Deep Space 13. Please prepare to be assimilated. Resistance is futile.”



The team immediately pulled out their Phasers, ensured they were set to “kill” and investigated a second runabout that was docked there. The interior was covered in Borg, and other strange dripping and seeping modifications. The warp core was dead, the power oddly ran dry. This is when Doug heard through his communicator, that the ship was being attacked by a virus. Running back to the ship, the screens were already flickering and odd symbols and mathematical formula was streaming across them. Bob immediately shot the communication node that Doug pointed out, successfully terminating contact with the station. As they left they heard the computer whisper “Yog-Sothoth is the key and the gate.”



They encountered a strange dog like creature heavily modified with mechanical spider legs and an energy weapon. After a couple of volleys of Phaser fire, complete disintegration of the creature was attained without damage to the party (other than their pride at having missed so thoroughly and consistently).



John used his tri-corder and discerned there were multiple small bogies towards the center of this main level of the station. Creeping around the corridors they assaulted the mess hall, but were met by three more of the strange puppy/spider Borgs. After a swift and brutal combat that saw the little creatures explode and shower each other with shrapnel, Dave the medic injected himself with desperately needed healing meds.



Inside the mess hall they also found their first survivor, badly beaten, burned, and possibly tortured in a deep catatonic state, mumbling something about keys and gates... They took the survivor back to the ship, strapped them down, and headed back into the station.



Finding the elevator, they had two options, Engineering Deck or the Bridge. Being the cautious and careful exemplars of Starfleet Academy, the piled into the Bridge, Phasers blazing as they encountered the Borg Commander and two of his assimilated buddies. Finally, surprise was with them, and after a couple of fusillades, the Commander and one of his compatriots were exploded messes, and the other a burning pyre of stinking refuse.



Finding the Communications station inoperable, they went to the other stations to learn what they could. Alas, the Borg corruption was too much for their meagre technical skills. The Engineering console was actually destroyed in their panicked attempts. Only a lone log entry was found at the science station. It seems the Science Officer for the station had written an anti-virus that could combat the insidious Borg machinations, but deleted it as he turned himself in to be assimilated, having discovered through his research that, indeed, Yog-Sothoth WAS the gate AND the key.



The entire party did what they could to find the deleted file, but they were stymied at every turn. Surprisingly, the Security officer looked over their shoulders and said, “Hey, why don’t you just look in the Deleted Folder?” (Bob was the only one to make his intelligence check). Shamed, John the blood-thirsty Science Officer was able to upload the virus into the system. After some time passed, they could see the anti-virus was working as tubes sprayed gore as they were expelled from the systems.



But, still, not enough power to do anything with the re-booted systems. So, next stop: Engineering.

Monday, August 1, 2016

Mission Briefing (1st one-shot:1947)

‘Alright, men. Smoke ‘em if you got ‘em. Charlie, fire up the slide show.

‘As you know, the war’s taken a disastrous turn. D-day two years ago, there were too many surprises. Too many we in the intelligence community failed to uncover. Fish-men, fucking fish-men!, sabotaging our ships, walking Panzers, SS in jet-packs, and the abomination of their so-called “Resuscitated Soldier Program.” Ah Christ-

‘Now half of England is in enemy hands.

‘We think we know where they’re getting this new fuel from. Underwater sub-base in Antarctica in a place they call “New Schwabenland.”

‘You’re going to be inserted by one of our brand new Nautilus Subs equipped with an experimental sonic weapon that really screws with the fish-men. It doesn’t kill ‘em, but it sure knocks them on their ass for a while. The lab boys estimates you’ll have a couple hours, three at the most. That’ll give you time to get in, blow up the facility, and get back out. Preferably alive. Any intelligence you can get would be invaluable, but your priority is to Destroy. That. Base.

‘God bless you and the United States of America. Dismissed.’



Here is the background table and archetypes that will be available for the new Grim Hack rules. Feel free to let me know if there's something you think should be added as another archetype, or key skill missing for a Weird War II/Delta Green type mission.

Roll
Career
+d10
Skill
1
Academic
Int
History
2
Artist
Cn
Art, Musicianship, or Sing
3
Athlete
S
Acrobatics
4
Carpenter
Dex
Carpentry
5
Chef
Cn
Cook
6
Construction Worker
T
Engineering
7
Electrician
Int
Repair Electronics
8
Farmer
T
Agriculture
9
Geologist
Int
Metallurgy
10
Jeweler
Dex
Gem cutting
11
Line Worker
T
Consume Alcohol
12
Mechanic
Cn
Repair mechanisms
13
Merchant
Fel
Haggle
14
Miner
S
Mining
15
Preacher
WP
Public Speaking
16
Rancher
WP
Animal Handling
17
Sportsman
Agi

18
Tailor
Dex
Tailor
19
Traveler
Fel
Additional language
20
Diverse background

Roll twice, ignore any duplicates including this result.


Common equipment: Black combat fatigues, Duffel bag, Flak jacket, Harness, Insulated wetsuit, Thick soft-soled combat boots (+10% Silent move urban), White winter Parka.

Suggested party make-up, at least 1 Intelligence officer, and 2 commandos.

Soldier: Commando Specialist
Skills: Demolitions, Concealment rural, First aid, SCUBA, Silent move rural, Specialty weapon – SMG, Specialty weapon – firearms.
Equipment: Commando Knife, Silenced .45 1947 Thompson SMG w/ 90 rounds (3 magazines) silencer only good for first magazine, C4 charge and detonator, 3 frag grenades

Soldier: Heavy Weapons Specialist
Skills: First aid, Mechanics, SCUBA, Specialty weapon - Flamethrower, Specialty weapon – firearms,
Equipment: Compact Flamethrower w/15 ‘fwooshes” (3 canisters), .45 1911A1 w/ 21 rounds (3 mags)

Soldier: Sniper Specialist
Skills: Concealment rural, First aid, Marksmanship, SCUBA, Silent move rural, Silent move urban, Specialty weapon – firearms
Equipment: 1946 Winchester model 70-S sniper rifle w/ scope and 15 rounds (3 clips), .45 1911A1 w/ 21 rounds

Intelligence Officer
Skills: Communications, Concealment urban, Cryptography, Occult lore, Other language: German, SCUBA, Silent move urban, Specialty weapon – firearms
Equipment: Commando Knife, Silenced .45 1911AS w/ 21 rounds (3 mags) silencer only good for first magazine, code book


Weapons in brief:
.45 Silenced Thompsons S:4 Rate of Fire:1 or d3. Only the first 30 rounds are considered noise suppressed.
.45 Silenced 1911 Pistol S:4 Rate of Fire:1. First 10 rounds considered noise suppressed.
Winchester Bolt-action w/ Scope S:5 Rate of Fire:1 +10% to RS when using the scope.
Mk7 Compact Flamethrower. Area of Effect Weapon.



Tuesday, July 26, 2016

Grim Hack Expanded - Alpha Build.

What does this post have to do with Cthulhu? Everything's better with Cthulhu!

Getting ready to try out these rules in a series of one-shot adventures with my regular gaming group. They'll be using these as written other than a more genre-appropriate background table and archetypes which I hope i'll have ready for the game tonight..

This is the Grim Hack Expanded. Its basic premise is that these are rules-lite and career-less rules for adventuring in any roleplaying genre. This includes character creation, skill use, combat rules, and character advancement. Complete magic and non-human rules will come at a future date.
These rules will cover adventuring genres from very beginnings of mankind to its far future. Middle-ages, western, modern combat, science fiction, and investigative adventures are all covered here. What isn’t are the more fantasy areas such as magic and psionics, but as these rules are compatible with Warhammer Fantasy Roleplay 1st edition, these subjects can be covered there, and with minor adjustments, 2nd edition, and even the newer Warhammer 40000 rules by Fantasy Flight Games (maybe with not-quite-so-minor adjustments). Magic rules for my Crown’s Hold campaign may be found here.
This current iteration of the Grim Hack uses skills and spells as written in WFRP 1st edition unless otherwise noted. A skills re-haul is forthcoming.
In time, I also want to alter some things so players only need d6s and d10/%s.
Character Creation:
Attributes:
Attributes are what you role against to see if you are successful with their related tasks and skills. A characters attributes are represented thusly:
Mv
MS
RS
S
T
W
Agi
Dex
Cn
Int
WP
Fel
FP
-
-
-
-
-
-
-
-
-
-
-
-
-

Movement (Mv): This determines how far a character may move in an appointed time. In a combat round, this roughly translates to how many 5 foot squares may be traversed at a non-running pace. At a run or a charge, the amount of squares moved is doubled.
Melee Skill (MS): This attribute represents the characters ability in melee combat. This covers activities and skills such as sword fighting, fisticuffs, wrestling, and disarming opponents.
Ranged Skill (RS): This attribute represents the characters ability in fighting with ranged weapons. This covers activities and skills such as shooting with firearms, bows, crossbows and throwing things.
Strength (S): This attribute represents the characters physical strength and the amount of damage inflicted in melee combat. This covers activities and skills such as tests involving physical power, athletics, climbing, swimming, lifting and carrying.  A high strength can also help to intimidate others.
Toughness (T): This attribute represents the characters physical resilience and endurance, as well as damage mitigation. This covers activities and skills such Poison and Disease tests, consuming alcohol, and how long one can hold their breath, or do strenuous activities such rowing and carrying heavy loads.
Wounds (W): This attribute represents the amount of damage you can take and depends upon the Strength and Toughness attributes.
Agility (Agi): This attribute represents the characters ability in controlling their own bodies and their swiftness in action. This covers activities and skills such as dodging incoming attacks, combat turn order, acrobatics, dancing, riding, and many stealth activities.
Dexterity (Dx): This attribute represents the characters ability in their fine motor skills. This covers activities and skills such as picking locks, disarming traps, creating and repairing items, forgery, piloting, and performing sleight of hand tricks.
Cunning (Cn): This attribute represents the characters ability in thinking on their feet and how quickly they can do it. This covers activities and skills such as noticing hidden items, disguising or hiding themselves or objects, tracking, orientation and navigation, gambling, wilderness survival and street smarts, and most artistic activities.
Intelligence (Int): This attribute represents the characters ability in learning and recalling academic knowledge. This covers activities and skills such as knowledge and lore skills, languages, literacy, history, various technological skills, demolitions, science and research, , first aid and medicine, animal care, evaluate, learning magical spells, cryptography, cartography, and similar skills that require serious brain power to accomplish.
Will Power (WP): This attribute represents the characters ability in exerting their will through strength of mind and keeping calm in stressful situations. This covers activities and skills such as Fear or Terror tests, spell casting and using psionic abilities, spell resistance, sensing magical items or activity, riding animals, sailing, and other activities that require a steady hand.
Fellowship (Fel): This attribute represents the characters ability in dealing with other sentient beings. This covers activities and skills such as how non player characters (NPCs) react to you, bartering, singing or acting, influencing others actions, seducing or interrogation, handling animals, information gathering, and success in politics.
Fate Points (FP): Fate points represent your characters ability to escape the consequences of your actions. When a character feels the need to alter their destiny, say when a critical result comes up with the something unpleasant such as decapitation or long fall with a sudden and fatal landing, a Fate Point may be spent to somewhat allay these. The main caveat is that the player must describe convincingly what could have happened instead of what the dice rolled. Being knocked unconscious and sporting a disfiguring scar may be more desirable than a cold, unmarked grave or dinner for wandering scavengers.

Rolling for attributes:
Movement (Mv): Roll d3+2
Wounds (W): Is the first digit sum of the of Strength plus Toughness attributes. For example: a Strength of 23 and a Toughness of 37 would result in a Wound score of 6 (23+37=60).
Fate Points (FP): d2+2
All other skills: Roll 2d10 + 20
Strength Bonus (SB): The amount of damage you inflict in melee combat is equal to the first digit of your Strength attribute. For example: with a Strength of 34, you would add 3 to your damage roll.
Toughness Bonus (TB): The amount of incoming damage you can absorb without taking off of your Wounds score is equal to the first digit of your Toughness score. For example: with a Toughness score of 40, you would subtract 4 from an incoming attack damage of 7, thereby only subtracting 3 from your total wounds.

Attribute flip (optional): Now that you have a characters attributes rolled up, they may be a little scattered in areas of expertise, so if you have an idea of the type of adventurer you want to play, the scores of two attributes may be switched with one another. This may only be done once per character.

Note: A ‘Free Raise’ is included in the career archetypes which gives you a choice to add +10% to one of 3 attributes.

Roll for Natural talents:
Natural talents are inherent abilities that are the result of ones upbringing or just the luck of good genetics. These are only available at character creation! If the rolled talent effects an attribute, it does not count against the attribute’s maximum value when it comes to character advancement detailed later. Roll once on this table to find your character’s natural talent. A second roll may be attempted at the cost of one Fate point. This trade may only be done once, and a duplicated result is ignored with the Fate point still being lost.
Roll d12
1
Acute hearing
You gain +20% to your Cunning in regards to Listening.
2
Ambidextrous
No disadvantage when using your off-hand. You gain +20% to your Dexterity in regards to activities needing two hands.
3
Excellent vision
You gain +20% to your Cunning in regards to Searching or Noticing.
4
Fleet footed
Your Movement becomes 5, unless it was already 5, then it becomes 6.
5
Hardy
Add +3 to your Wounds attribute.
6
Indomitable Will
You gain +20% to your Will Power in regards to resisting Charm, Fear, and Terror.
7
Resistance to Disease
You gain +20% to your Toughness in regards to resisting Diseases.
8
Resistance to Poison
You gain +20% to your Toughness in regards to resisting Poisons.
9
Lightning reflexes
You gain +20% to your Agility in regards to Turn Order.
10
Luck
Once per adventure, the GM secretly rolls a d6. You can adjust any roll by 1 or 10% this amount of times.
11
Very resilient
Your Toughness becomes 40, unless it was already 40, then it becomes 50.
12
Very strong
Your Strength becomes 40, unless it was already 40, then it becomes 50.

Note: This table may change in the future, particularly in regards to the needs of the campaign or genre.

Roll for Character’s Background
This table represents what the character did before they decided to become and adventurer. Each background has a random bonus of 1d10 addition to one attribute, a skill, some starting money, and an item or two for the character. The additional points gained on the attribute does count against its maximum value.
Roll d20
Roll
Career
+d10
Skill
Equipment
Gp
1
Artist
Cn
Art, Musicianship, or Sing
Paints & Brushes, Lute, or throat lozenges
3d6
2
Beggar
Fel
Begging
Tin cup, crutches
2d6
3
Boat Builder
Int
Boat Building
Saw, planer
3d6
4
Brewer
Int
Brewing
Keg of ale
2d6
5
Busker
Fel
A performance skill*
Tin cup, colorful but ragged clothing
2d6
6
Carpenter
Dex
Carpentry
Hammer, nails, saw
3d6
7
Chef
Cn
Cook
Kettle, spices
2d6
8
Farmer
T
Agriculture
Rake or hoe
2d6
9
Fisherman
WP
Fish
Fishing pole, bait (x5)
2d6
10
Fortune Teller
Fel
Fortune telling
Crystal ball, carved bones, or tarot deck
2d6
11
Geologist
Int
Metallurgy
Shovel
3d6
12
Jeweler
Dex
Gem cutting
Loupe, fine chisel
4d6
13
Mapmaker
Cn
Cartography
Compass
2d6
14
Mason
Int
Stone working
Hammer and sturdy chisel
3d6
15
Merchant
Fel
Haggle
Hand cart
4d6
16
Miner
S
Mining
Pick axe
2d6
17
Rancher
WP
Animal Handling
Shepherd’s crook
2d6
18
Smith
Int
Smithing
Sturdy hammer
3d6
19
Tailor
Dex
Tailor
Sewing kit
2d6
20
Diverse background


Roll twice on this table, ignoring any duplicates, including this result.

* Performance refers to skills used in busking. These are: acting, clown, comedian, fire eating, jest, juggle, and mime.

Adventurer Archetypes
The following is a list of the more common adventuring archetypes found in fiction, history, and gaming. These can easily be added to depending on the campaign. These archetypes start with the skills and equipment found on a typical character that demonstrates a basic competence in their field.
The archetypes also allow for a one time choice to add 10% to one of three attributes important to the character’s play type.
These are merely examples, archetypes may be added or ignored as needed. To make new archetypes, the only real guideline suggested is a fairly even amount of skills between the archetypes offered.
Warrior
Description: This is a character made for close-in melee combat and getting splattered with gore. Examples include medieval knights and thugs, modern martial artists, mob enforcers, and futuristic space assault troops.
Free Raise: Melee Skill, Strength, or Toughness.
Skills: Disarm, Dodge blow, Ride – horse, Specialty weapon - two-handed, Strike mighty blow.
Starting equipment: Genre appropriate ranged weapon, Genre appropriate medium armor, horse w/ saddle and bridle, shield, two-handed weapon,
Soldier
Description:  Troopers used to fighting with their fellows, and doing so smartly, as the politicians who sent them to fight just don’t give a shit about cannon fodder.
Free Raise:  Ranged Skill, Toughness, or Will Power.
Skills:  Consume alcohol, Dodge Blow, First aid, Specialty weapon – firearms, street fighting
Starting equipment:  Genre appropriate ranged weapon, Genre appropriate light armor, Heavy Boots, Helm, Uniform or tabard
Hunter/Ranger
Description:  Stalkers of the woods, big game hunters, they sneak and kill whatever they can damn well find.
Free Raise:  Ranged Skill, Agility, or Cunning.
Skills:  Silent move rural, concealment rural, marksmanship, ride – horse, set traps, tracking
Starting equipment:  Compass, Genre appropriate long ranged weapon, heavy boots, horse w/ saddle and bridle,  and salt lick.
Thief/Spy
Description:  From James Bond to the Grey Mouser, these sneaky bastards get by with a combination of skills, smarts, and complete untrustworthiness.
Free Raise:  Agility, Dexterity, or Cunning.
Skills:  Silent move urban, concealment urban, streetwise, street fighting, pick lock, disarm traps
Starting equipment:  Genre appropriate short ranged weapon, concealable melee weapon, Genre appropriate thieves’ tools, soft soled shoes, and dark, non-descript clothing.
Diplomat/Leader
Description:  The face of any adventuring party, able to manipulate people with a wink or knowing nod. He negotiates, haggles, investigates, and gets all the romance.
Free Raise: Intelligence, Will Power, or Fellowship.
Skills:  Charm, etiquette, flee, public speaking, seduction
Starting equipment:  Fancy clothes, horse w/ saddle and bridle
Mystic/Wizard
Description:  Wizards, warlocks, sorcerers, cultists and all types of nefarious supernatural prestidigitators. How can they do what they do? “Magic, m****** f******!
Free Raise:  Agility, Intelligence, or Will Power
Skills:  Arcane Language – magic, cast petty magic, cast battle magic level 1, magic sense, read/write.
Starting equipment:  Robes, staff, spell-book or equivalent, writing implements, 6d4 Magic Points.

Skills:
Skill use: Things a character can attempt to do without specialized training is the prevue of the Game Master. Depending on whether the GM desires a gritty, realistic campaign, or a heroic one wherein the characters can perform difficult feats easily, the GM has last word on which actions require an attribute roll, or specialized training. A character from the equivalent of a medieval society, would surely need some sort of training to use a computer found in a crashed spacecraft, while one from a 21st century level of technology would be hard pressed to know how to tan a hide or load and use a matchlock firearm.
Critical successes and failures: Critical successes and failures occur whenever doubles are rolled on a skill check. If the roll is successful, the doubles are a critical success, meaning the skill was performed spectacularly and the GM will decide what the result is depending on the particular circumstances. Conversely, if doubles are rolled on a failed check, something disastrous happens. Again, the GM decides exactly what this entails.

Combat changes:
Number of Attacks: There is no Attack attribute in the Grim Hack, characters get a single attack per round. However, an extra melee attack can be attempted at -30% Melee Skill, a third can be attempted at -60% skill. Multiple ranged attacks can only occur when the ranged weapon has a rate of fire higher than once a round. A single roll is made, and a die is rolled to see how many rounds actually hit, damage being rolled separately for each. For example, most automatic weapons have a rate of fire of either one or d3.
Critical successes and failures: Doubles rolled on a successful Melee Attack nets you a second attack, if the second attack is also rolled doubles, a third attack may be attempted. A critical failure you lose your next attack.
 A crit on a parry, you do not lose your next attack, while on a fumble you drop the parrying weapon/shield and must spend a round to pick it up.
A crit on a ranged attack, a second d6 of damage is added, while on a fumble you lose your next attack due to dropping the weapon, a jammed round, etc.
Exploding damage: on a maximum roll of “6” damage on a parry, an additional die may be rolled after a second successful parry roll (as one would for an attack). Damage beyond what has been thrown at you, is inflicted upon the attacker.


Character advancement:
While adventuring, make note of any meaningful successes (i.e. rolls that actually have negative repercussions if they are failed) made from rolls off of characteristics, only a single success counts for any particular statistic. Multiple successes only count for one advancement attempt. At the end of the session or adventure, roll d100 for each of these noted characteristics. If the roll is higher than the characteristic’s current value, add d6 points to it, up to the max value allowed.

Maximum characteristics: The maximum and particular characteristic can be raised is +40% over the starting score. Any attribute bonuses from Natural Talents or acquired skills do not count against these maximums.  In the future, these values will be changed for non-human races as they are added.

Wounds: A Wound point is gained whenever a character gets knocked down to zero wounds and survives the encounter. The maximum value for Wounds is 10.

Learning Skills: To learn a new skill, one must pay whatever fee the instructor requires or spend an amount of time studying, etc., then roll against the related attribute of the desired skill. If successful, the skill is learned, if unsuccessful, learning it may be attempted again after investing again in time and money, however, each additional attempt a +10% cumulative bonus is applied. For example, Erik the Reaver spends a month’s study time with “Bentley’s Lock Picking Primer, Revised Edition” and spent money on lockpicks and furnishing his Inn room door with multiple locks to practice on and he fails his Dexterity check, he can try again after more study time and investment in better (or simpler) locks, but this time he gets a +10% bonus to his target number. His Dexterity is 33, so he needs, after the first failure, to roll below 43 to learn Lockpicking successfully. If he fails again, his target number will be 53.
Acquiring Magic Points: 2d4 MPs are gained when learning the Petty Magic skill, and 4d4 MPs each when first learning a casting skill at levels 1-4. To clarify, magic points are gained when Cast Spells: n Magic level x skills are gained, only counting at the first level power level they are received. So Cast Spells: Battle Magic level 1, 4d4 MPs are gained, but when a character later gets Demonology level 1, they do not receive any more MPs until the first time they reach a second level tier of spellcasting. On face value, it may look like spell-casters will advance in power/spells more rapidly than in WFRP, but it is dependent on whomever is teaching them these skills, whether they will teach them or not. Good reason for earning favor with people.