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The Anthropomorphic Fighting Animal Hack

By Matthew Orwig (Made with the Black Hack)


Anthropomorphic Fighting Animal Hack

By Matthew Orwig
Cover art by Vikie Straw
Interior Art by Jacob Veltkamp
'Made using The Black Hack'

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Table Of Contents
Basic Rules 3

Character Creation 11
Class 12
Animal Types 18

Animal Specific Examples 21

Fighting Styles 28
Traits 29

Combat Details 33

Gear 41
Encounters 47

2
Basic Rules
What is This?
The Anthropomorphic Fighting Animal Hack is a roleplaying game that is based on
ideas first presented in David Black’s The Black Hack, and I recommend it if
you want to go play fantasy, now! This book contains a game of Humanoid
Animals battling each other or Human or Alien Villains. Your origin could be
the result of anything you want it to be, from ooze, to radiation to random
unrealistic rapid evolution.

There are two main ways to alter this game in terms of styles: gritty and
cinematic. The default rules are a combination of the two, and optional rules
peppered throughout the book will allow one to make it more cinematic as
wanted. This way you can make your game as dark or as cartoony as wanted.
If you need it grittier then play the rules as is with none of the cinematic
options, and if anything would give you advantage do it as a -2 if a low roll is
desired and a +2 if a high one is instead of advantage!

The core mechanic


Everything a Player might possibly attempt that could result in failure is
resolved by testing attribute Stats. In order to successfully test a stat, a player
must roll below it on a d20. Non-Player Creatures (NPCs) don't make tests; a
Player Character (PC) must avoid their attacks by making a test.

Advantage and Disadvantage


Circumstances may decide that a roll has a higher or lower chance of success
than usual. In this case a player will roll an additional d20 when making the
test.

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With Advantage the lower result is used and with Disadvantage, the higher.
These modifiers do not stack and equal amounts of Advantage and
Disadvantage cancel each other out.

Player vs Player
Sometimes you may have player characters’ contest each other, or fight. This
won’t be often, but when it does happen see below:

Initiative - everyone rolls initiative. Lowest successful initiative rolled goes


first, followed by other successful rolls in ascending order. Next is the lowest
rolled failed initiative, followed by other failed rolls in ascending order.

No Defense roll is made in Player vs. Player, only Attacks. If you normally
have a modifier to Defense, apply it in inverse to any Player that attacks you.
(If you have Advantage to Defense and a +2 to your Defense Attribute, when another player
attacks you they would have Disadvantage and -2.)

Tests - apply the Powerful Opponents rule using Levels instead of HD for all
Tests, including Attacks.

Usage die
Any item listed in the equipment section that has Usage Die is considered a
consumable, limited item. When that item is used its Usage Die is rolled. If
the roll is 1-2 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 is expended and the character has no
more of it left.

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Exploding Dice
If a condition allows a dice to explode, that means if a die reaches its highest
number you roll again, and add the result to the total. You would continue to
do this until you no longer roll the highest amount this. Since low rolls are
wanted, this is only useful in this game with damage.

Example : Aryn rolls a 1d6 for damage with a Lethal source and gets a 6, so she rolls
again and gets a 6 again. She rolls again and gets a 3. Her total for that die is 15 (6+6+3)

Converting saves
If you're used to a system that uses saving throws, you should know that The
Anthropomorphic Fighting Animal Hack ignores saves and instead asks the player
to roll Stat tests when any spell, trap, situation or effect would impact them,
using the table below as a guide.

Note also the advice in the Powerful Opponents section later.

Save Categories
STR Physical Harm that cannot be dodged.

DEX Physical Harm that can be dodged.

CON Poison, Disease or Death.

INT Resisting Spells and Magic.

WIS Deception and Illusions.

CHA Charming effects.

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Tests
Here are some examples when trying to achieve things with a stat.

STR Physical feats of strength or destruction,


climbing, swimming, and athletics

DEX Speed, dodging, coordination, acrobatics, tool


manipulation

CON Endurance, pushing on when fatigued

INT Logic, book knowledge, concepts needing


formal training, computers

WIS Empathy, insight, perception, healing, common


sense, awareness

CHA Bargaining, rapport, command, convince, make


reactions better

Encumbrance
A character can carry a number of item equal to their STR with no issues.
Carrying over this amount means they are encumbered and all Stat Tests are
taken with Disadvantage – you can also only ever move to somewhere
Nearby. They simply cannot carry more than double their STR.

If an item has a Usage Die it still only takes up one slot of for the sake of
Encumbrance.

Gadgets and Accessories do use up available slots for Encumbrance.

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Armor Points
Armor provides protection by reducing all incoming damage. Each type will
reduce damage by a limited amount.

Armor Points (AP) are regained after a character rests. Once the player or
monster has used armor to absorb its maximum amount, they are too tired or
wounded to make effective use of it again – they begin taking full damage until
they rest. If they had a total of 6AP and then they were hit for 4 damage, they would take
no damage, and be down to 2AP until they rested.

Light 2 AP

Medium 4 AP

Heavy 6 AP

Super High Tech 8 AP

Optional Cinematic Armor Rule


Armor only loses one AP after every hit, and still comes back after a rest. So If you have a
total of 6 AP, and you are hit for 5 damage, none gets through you armor, and now the
armor is 5AP until you rest. If had been hit with 8 AP when you had 6AP, then 2 damage
would go through to your hit points, and you would now be at 5 AP until you rest.

Opponents generally have 1 point of armor for every HD above 1, to figure this out quickly
simply -1 from their HD.

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Time and turns
There are 2 important types of tracked time: Moments (rounds) and Minutes
(turns). Moments are used during combat and fast paces scenes of danger and
Minutes are used when exploring and adventuring. A GM may advance the
clock as they need, substituting Hours, Days, or even Months for Minutes
should the adventure require it.

Movement and distance


Rather than track precise numbers, we use 4 abstract ranges for measuring
distances: Close, Nearby, Far-Away and Distant. On their round (Moment)
every PC and NPC can move somewhere Nearby as part of an action,
performing that action at any stage of the move. They can forgo their action
and move somewhere Far-Away instead or use Leap (see under Combat
Options). Anything beyond Far-Away can be classified as Distant and
would take 3 moments to get to. (And a Con save after not to lose a round
recovering).

For converting existing movement rates or measures from other games (for
abilities or areas of effects) use the following guide:

Distances
Close 0 – 5 ft.

Nearby 6 – 60 ft.

Far-Away 60 – 120 ft.

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NPC reactions
Some NPCs will have predetermined personalities and goals that will guide a
GM when choosing their actions and feelings towards the characters. For
those that do not, such as randomly encountered NPCs, make a Reaction roll
on the following table.

Characters may attempt a CHA test (modified by circumstance) to change


reactions to a more favorable one. This second roll is on advantage (character
chooses favorite result.

Reaction Table

d8 Reaction

1 Give the PC’s aid.

2 Avoid the PC entirely.

3 Trade with PCs.

4 Be completely neutral with the PC

5 Avoid the PC’s

6 Flee.

7 Call for reinforcements.

8 Capture/attack the PCs.

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Optional Cinematic Rule: Rad Points
Sometimes the results of a rule matter, and when they do you can spend a Rad Point to re
roll if you fail the first time. If you fail again you have to accept the new roll. All characters
start with two Rad points per session, and they get a new one whenever the GM considers
what they do is rad (creative idea, in character action or dialogue that makes everyone laugh
or be amazed, act in character but put themselves in trouble by doing so, etc).

Gaining levels
It is best to level at a steady progression, Normally at the end of each
adventure. If you play often you might want to lengthen that to once every
two adventures instead.

When a character levels up, their maximum Hit Points increase by rolling the
Hit Die for the class. Also, a player should roll d20 for each Stat mentioned
under its Class. If the result is higher than the current Stat, that Stat increases
by one.

Optional Cinematic Rule: Hobby


Each character can have a Hobby, which is skill they have Advantage on. This can be as
broad or as focused as a GM allows. So if a character has a Cars hobby they get
advantage to fixing and driving cars, and identifying them. You can allow players to have
new Hobbies every other level.

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Character Creation
1)Stats

2)Choose Class

3)Choose Animal

4)Choose Fighting Style

5)Choose Gear

Stats
Stats are generated with 3d6 in the following order: Dexterity (DEX), Strength
(STR), Constitution (CON), Intelligence (INT), Charisma (CHA), and
Wisdom (WIS). If a stat of 15+ is rolled, the next must be rolled with 2d6+2,
then continue with 3d6 until the end or another 15+ is rolled. Once all Stats
are generated 2 may be swapped around.

Optional Cinematic Stats Rule:


When generating Stats instead of the above method roll 3d6 Seven times, drop the lowest,
and then place the other six results where you wish. This makes a powerful and customized
character, but you may not have challenges nearly as often.

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Class
There are five (5) class choices for PCs; Brutes which are damage dealing
tanks, Brains who are the thinkers and inventors, Blitzes who are the speed
fighters, Bosses who are good with Strategy and in Charge, and Bozos whose
antics entertain and yet the Character is still effective in the fight.

Your class determines your role in the group, as well as how much damage you
do in combat, your Hit Points (HP) and your unique abilities.

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Brute
Anything you do, you do with force, be it fight or have a conversation. Your
hit hard with your fists and words, and can take it just as well as you dish it
out. Subtlety however, is not one of your strengths.

Starting HP: 1d10 + 4 HP Per Level/Resting : 1d10

Weapons and Armor: Any and all

Attack Damage : 1d10 / 1d8 Unarmed or Improvising

Special Features
A Brute Starts with one attack, and gains one every other three levels after (so
4, 7, and 10).

A Brute has a Fighting Usage Dice (1d6) at the beginning of every combat that
can be rolled and added to Damage or AP. When Used up this will not
regenerate until the next combat.

A Brute has 2AP x Level even when not in any other armor. All other armors
stack with this.

A Brute has advantage to CHA when provoking or intimidating

Leveling Up

Roll to see if attributes increase, and roll twice for STR and CON.

Inventory

2 Melee Weapons, any size category. 1d6 x 100 dollars, 1 Accessory, 1 Set of
Armor or a Gadget

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Brain
Even if you are swinging your weapon, you are still analyzing the situation and
thinking outside the box. You can throw down with the rest of the warriors
due to being adaptable.

Starting HP: 1d6 + 4 HP Per Level/Resting : 1d6

Weapons and Armor: No Heavy Weapons

Attack Damage: 1d8 / 1d6 Unarmed or Improvising

Special Features

A Brain Starts with one attack, and gains one every other level after (starting
at level 3 for the bonus attacks).

A Brain starts with no Fighting Usage Dice, but can spend a turn using the
Adapt maneuver, and when successful the Fight Usage Dice is larger than most
classes at 1d8. That can be rolled and added to attack, defense, damage, or AP.

The Brain gets advantage on all Int rolls outside of combat

A Brain can spend 1 round altering any Weapon, and can give it any other Trait
in this book. Now when this weapon is used a 1d6 Trait usage die is rolled,
and the Trait disappears when the die does.

Leveling Up

Roll to see if attributes increase, and roll twice for INT and DEX.

Inventory

2 Melee or Ranged Weapons, No Heavy Weapons. 2d6 x 100 dollars, 2


Accessories, 2 Gadgets

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Blitzer
You approach all of life fast. You assessing a situation quickly, which is good
because you are always reacting first. Strike first, strike fast, strike often.

Starting HP: 1d8 + 4 HP Per Level/Resting: 1d8

Weapons and Armor: No Heavy Weapons , Light Armor only

Attack Damage: 1d8 / 1d6 Unarmed or Improvising

Special Features

A Blitzer Starts with two attacks, and has an extra attack every level.

A Blitzer has a Fighting Usage Dice (1d6) That can be rolled and added to
initiative, attack, or defense. When Used up this will not regenerate until the
next combat.

A Blitzer has advantage on all Dex rolls out of combat and on Wis checks
versus an ambush.

A Blitzer can move two zones in an action.

Leveling Up

Roll to see if attributes increase, and roll twice for DEX and WIS.

Inventory

3 Melee or ranged Weapons. Not heavy. 1d6 x 100 dollars, 1 Accessory, 1


Gadget

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Boss
You are in charge for a reason. You have a head for strategy and a voice for
leading. More than anything, you lead by doing.

Starting HP: 1d8 + 4 HP Per Level/Resting : 1d8

Weapons and Armor: Any and all Weapons and Armor

Attack Damage: 1d8 / 1d6 Unarmed or Improvising

Special Features

A Boss starts with one Attack, and gets one every other level after, starting
with level three.

Using Strategy, a Boss can use Adapt as a free action once per moment for
themselves or an ally without a Fighting Usage Die. That die can be used for
any use that Class has for a Fighting Usage Die.

A Boss can use Fighting Usage dice to give themselves advantage in any one
roll per moment, including damage. Unlike other Fighting Usage dice they
cannot use it multiple times a round.

A Boss has advantage to WIS rolls for understanding people, CHA for
Persuading, an INT for planning and strategy outside of combat

Leveling Up

Roll to see if attributes increase, and roll twice for INT and CHA.

Inventory

2 Melee or ranged Weapons. Not heavy. 1d6 x 100 dollars, 2 Accessories, 1


Gadget

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Bozo
You are the class clown, and the heart of the team. You should not be
underestimated however, as your cleverness means you have an instinctual
ability to help your team mates or yourself when the going gets tough.

Starting HP: 1d8 + 4 HP Per Level/Resting : 1d8

Weapons and Armor: Any and all Weapons and Armor

Attack Damage: 1d8 / 1d6 Unarmed or Improvising

Special Features

A Bozo starts with one Attack, and gets one every other level after, starting
with level three.

A Bozo starts each fight with a Fighting Usage Dice (1d6) That can be added
to any attribute of themselves or an ally after the roll (so it does not help
damage or AP, but it does attacks and defense for example).

A Bozo can take a turn to Cheer Allies with a Cha roll, which steps up all of
their Allies fighting die by 1 step, but they still have to have the die present.

A Bozo has advantage to Cha rolls outside of combat.

Leveling Up

Roll to see if attributes increase, and roll twice for CHA and WIS.

Inventory

2 Melee or ranged Weapons. Not heavy. 1d6 x 100 dollars, 1 Accessory, 2


Gadgets

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Animal Types
Your animal form can be any type, and they are not limited to the tables below.
The tables are meant for fast generation, or random generation for fun! If you
wish simply choose a type instead, as the abilities given fall into categories and
traits seen after this table. If you do choose using this table then use The
Animal Type table first, then go to the appropriate sub table.

Animal Type Semi Aquatic Aquatic


1 Semi Aquatic 1 Seal 1 Goldfish
2 Aquatic 2 Frog 2 Catfish
3 Land Small 3 Walrus 3 Starfish
4 Land Medium 4 Turtle 4 Swordfish
5 Land Big 5 Otter 5 Shark
6 Aerial 6 Platypus 6 Whale
7 Bug 7 Beaver 7 Sturgeon
8 Lizard 8 Crab 8 Tuna

9 Penguin 9 Cuttlefish

10 Crawfish 10 Lobster

11 Dolphin

12 Octopus/Squid

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Small Animal Medium Animal Big Animal
1 Mouse 1 Wolf 1 Boar
2 Hermit 2 Badger 2 Horse
Crab
3 Skunk 3 Rhino
3 Ferret
4 Cat 4 Deer
4 Rabbit
5 Mongoose 5 Lion/Tiger
5 Mole
6 Pig 6 Hippo
6 Porcupine
7 Dog 7 Ostrich
7 Prairie Dog
8 Racoon 8 Bear
8 Woodchuck
9 Fox 9 Cheetah
9 Weasel
10 Coyote 10 Moose
10 Hamster
11 Kangaroo 11 Elephant
11 Squirrel
12 Wolverine 12 Giraffe
12 Rat

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Aerial Bug Lizard

1 Parrot 1 Beetle 1 Chameleon

2 Hawk 2 Fly 2 Gecko


3 Bat 3 Spider 3 Iguana
4 Pigeon 4 Ant 4 Crocodile/Alligator
5 Eagle 5 Centipede 5 Gila Monster
6 Owl 6 Bee

7 Falcon 7 Scorpion 6 Constrictor

8 Crow 8 Butterfly 7 Salamander

9 Dove 9 Mantis 8 Tortoise

10 Raven 10 Wasp 9 Viper

11 Crane 11 Dragonfly 10 Komodo Dragon

12 Chicken 12 Snail

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For ease of use all Traits, from those Animals use, to Weapons, to Fighting
styles, are all grouped together in the Combat section.

Animal Specific Examples


Taking the above examples from the random roller, here are some example
animals with traits. There is not a precise system to balance them, so they can
be broken (especially if paired with a fighting style that shores up their
weakness.) Make sure any combination of Animal and Fighting style is GM
approved, and change either of them appropriately if needed to balance versus
other characters

It is suggested to have at least one negative trait for each two positive traits,
and of course if the GM opinion is different than what is in the book, you can
change anything we are suggesting below.

Semi Aquatic
All of the animal below should have the Semi Aquatic trait in addition to the
other suggestions.

Seal – Advantage on Charisma, Playful, Exposed

Frog – Advantage on Leaps. Can get Poisonous 1d4, but if so has Flashy.

Walrus – Big, Gore, Obvious

Turtle – Armor, Storage, Slow

Otter – Advantage on actions with gadgets or tools, Playful, Exposed

Platypus – Poisonous 1d6, Quill, Fragile

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Beaver – Advantage on Building Bite, Exaggerated

Crab – Armor, Slashing, Storage, Powerful, Exposed, Slow

Penguin – Fragile, Advantage on Charisma and Footwork

Crawfish – Regeneration, Slashing, Armor, Storage, Small, Slow

Aquatic
All of the animals below should have the Aquatic trait in addition to other
suggestions.

Goldfish – Flashy, Advantage on Charisma, Fast

Catfish – Poisonous 1d4, Exaggerated, Advantage on Digging

Starfish – Regeneration, Multi-Attack, Pliable, Weak, Exposed

Swordfish – Gore, Striking, Flashy

Shark – Big, Brutal, Bite, Fast, Exposed, Flashy, Angry

Whale – Big, Powerful, Exposed

Sturgeon – Armor, Powerful, Advantage on Leaping, Large, Exposed, Slow

Tuna – Fast, Big, Exposed

Cuttlefish – Pliable, Advantage on Hiding, Weak

Lobster – Armor, Slashing, Slow

Dolphin – Playful, Advantage on CHA or INT (choose at creation), Flashy,


Exposed

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Octopus/Squid – Pliable, Reach, Advantage on Hiding, Escape, Multi-
Attack, Reach, Exaggerated, Disadvantage on Cha, Clumsy, Disadvantage
on CON, Fragile

Land Small
All of the animals below should have the Land and Small traits in addition to
the other suggestions.

Mouse – Bite, Passive, Escape

Hermit Crab – Storage, Semi Aquatic, Slashing, Armor, Slow, Angry

Ferret – Playful, Pliable, Bite, Disadvantage on WIS not Perception

Rabbit – Advantage on Leap, Bite, Fast, Passive, Skittish

Mole – Intrude, Slashing, Slow

Hedgehog – Piercing, Defensive, Obvious

Prairie Dog – Bite, Intrude, Angry

Woodchuck – Bite, Escape, Exposed

Weasel – Bite, Intrude, Fast, Flashy

Hamster – Bite, Playful, Weak

Squirrel – Bite, Advantage on Climb, Storage, Exposed

Rat – Bite, Advantage on Int, Pack, Advantage on OOFA roll

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Land Medium
All of the animals below should have the Land trait in addition to the other
suggestions.

Wolf – Pack, Bite, Powerful, Exposed

Badger – Powerful, Rugged, Obvious

Skunk – Escape, Obvious, Bite

Cat – Slashing, Bite, Lethal, Advantage on Dex, Flashy, Angry

Porcupine – Piercing, Ranged, Powerful, Angry, Clumsy

Pig – Advantage on CON, Rugged, Flashy, Exposed

Dog – Bite, Powerful, Exposed

Racoon – Advantage on INT, Bite, Intrude, Exaggerated, Exposed

Fox – Advantage on Wisdom and Stealth, Flashy

Coyote – Advantage on Wisdom, Bite, Escape, Skittish

Kangaroo – Advantage on Leap, Powerful, Storage, Obvious, Flashy

Wolverine – Slashing, Brutal, Angry

Land Big
All of the animals below should have the Land and Big traits in addition to
the other suggestions.

Boar – Gore, Brutal, Powerful, Rugged, Angry, Obvious, Clumsy

Horse – Powerful, Fast, Obvious

Rhino – Gore, Brutal, Armor, Angry, Obvious


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Deer – Gore, Fast, Skittish

Lion/Tiger – Bite, Slashing, Lethal, Angry, Exposed

Hippo – Bite, Semi Aquatic, Brutal, Obvious, Exposed

Ostrich – Fast, Powerful, Angry, Obvious, Exposed

Bear – Slashing, Bite, Brutal, Advantage on Climbing, Exposed, Angry,


Clumsy

Cheetah – Fast, Bite, Lethal, Exposed

Moose – Gore, Powerful, Angry, Exposed

Elephant – Rugged, Powerful, Gore, Armored, Exposed, Obvious

Giraffe – Reach, Powerful, Obvious, Exposed

Aerial
All of the animals below should have the Aerial trait in addition to the other
suggestions.

Parrot – Obvious, Playful, Advantage on Cha

Hawk –Striking, Advantage on Perception, Exposed

Bat – Advantage on Wisdom, Exaggerated, Bite

Pigeon – Advantage in Urban Environments, Escape, Weak

Eagle – Striking, Powerful, Obvious

Owl – Striking, Advantage on Night Attack Rolls, Disadvantage on Day


Attack Rolls.

Falcon – Striking, Lethal, Fragile

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Crow – Playful, Striking, Skittish

Dove – Passive, Advantage on Charisma, Defensive

Raven – Advantage on Wisdom, Playful, Exposed

Crane – Advantage on Charisma, Striking, Flashy

Chicken – Angry, Fast, Bite, Fragile, Obvious

Bug
All of the animals below should have Disadvantage on Charisma in addition
to the other suggestions.

Beetle – Aerial, Armor

Fly – Aerial, Striking, Fragile

Spider – Poisonous 1d6, Advantage on Climbing, Multi Attack, Entangle


on Range, Exaggerated

Ant – Advantage on STR, Pack, Weak

Centipede – Fast, Multi-attack, Flashy

Bee – Aerial, Pack, Piercing, Exposed

Scorpion -Piercing, Poisonous, Striking, Exposed

Butterfly – Aerial, Advantage on Charisma (instead of disadvantage), Flashy,


Fragile

Mantis – Lethal, Slashing, Flashy

Wasp – Aerial, Piercing, Brutal, Fast, Angry

Dragonfly – Aerial, No Disadvantage on Charisma, Flashy

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Snail – Storage, Slow, Fragile, Armored

Lizard
All of the animals below should have the Regeneration trait and are Cold
Blooded in addition to the other suggestions.

Chameleon – Advantage on Hiding/Stealth, Reach, Weak

Gecko – Advantage on Perception checks and Climbing, Fragile

Iguana – Bite, Fast, Obvious

Crocodile/Alligator – Bite, Lethal, Semi-Aquatic, Clumsy, Exposed

Gila Monster – Bite, Poisonous 1d8, Exposed

Constrictor – Powerful, Entangle as Free action, Advantage to non Attack


Roll STR, Pliable, Exposed, Clumsy, Slow

Salamander – Semi Aquatic, Fragile, Escape, Skittish

Tortoise – Armor, Storage, Powerful, Slow

Viper – Pliable, Poisonous 1d6, Bite, Striking, Exposed

Komodo Dragon – Bite, Lethal, Poisonous 1d6, Exposed, Obvious

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Fighting Styles
Each Style gives certain advantages and disadvantages. Below are several traits
that can be applied, and a normal style should have two positive traits and one
negative, and one type of skill. Example styles are then given below showing
what traits they categorize, and you can either use the sample styles given, or
create your own style and give it two positive traits and one negative, and
advantage on one skill. Each character knows one fighting style.

Optional Cinematic Rules: Changing Your Style


If the GM allows, you can change your style either as story dictates, or when acquiring a new
level. If using only this optional rule, and not the next, then you still only ever know one
style and lose the old one you had.

Optional Cinematic Rules: Multiple Fighting Styles


Besides the one style you know, you gain a new style every odd level (so starting with level
three).

Whenever using a style you can have either or both positive traits apply but if you know
more than one style then you have to switch styles at the beginning of the turn if you want use
traits from it.

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Traits
These traits are all the ones in the book, including Animal Traits,
Fighting Style Traits, and Weapon Traits.
Aerial – Can Fly, Advantage attacking non aerial opponents when attacking
from above (not normally indoors)

Armored –1 AP per level

Angry – Disadvantage on being the target of Goad

Aquatic – Advantage in Water, Disadvantage on Land

Big – +2 to attack and damage roll

Bite – Can use Light attack without weapon

Brutal – Advantage on Damage

Clumsy – Disadvantage on Footwork

Cold Blooded – Disadvantage on all Rolls if a cold temperature.

Defensive – Advantage on Defense

Escape – Ink cloud or Smell, let’s user leave scene on successful Dex or Wis
roll

Exposed – Disadvantage on Maneuver Defense

Exaggerated – Double opponents AP

Flashy – Disadvantage on Attack

Fragile – Step up damage die used against them

Gore – Damage Step up if moving same turn and using this attack.
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Fast – +1 Attack per turn

Intrude – Advantage to Access as a free Action

Land – Disadvantage in Water, Normal on Land

Lethal – Damage explodes

Light – Can use DEX for attack (not defense), steps down weapon

Multi-Attack – Paired attack with no Disadvantage, can use any special attack
type 2 x in a round

Obvious – Disadvantage on Maneuver Attack

Pack – Can Forgo Attack in a turn to give advantage to Ally for Attack,
Defense, or Damage. Must succeed on an Attribute Roll relevant to action
taken to help Ally.

Passive – Disadvantage on Damage

Piercing – Opponent has -2AP

Playful – Advantage on Adapting

Pliable –Advantage on Maneuver Defense

Poisonous – Damage done with Poison gives victim a Poison Usage die of
the type mentioned on the animal. The die is rolled and the damage amount
is done to the target, if 1 or 2 step down the die or remove if the die is a 1d4
when you roll a 1 or 2.

Powerful - Base Damage up one Step of Dice

Precise – Advantage on Attack

Ranged – Can attack nearby, if weapon must be retrieved before used again

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Reach – Free extra attack (but with disadvantage) when opponent moves
from Near to Close

Regeneration – Every round 1 HP per level is restored.

Rugged – Full AP can be restored once per combat as an action

Semi Aquatic – no Advantage or Disadvantage on Land or in Water

Skittish – Disadvantage on Frightened

Slashing – -2 attack roll, Opponent has -2AP

Slow – -1 attacks per turn (1 minimum)

Small – +2 to Defense Attribute

Storage – Doubles Items can be carried.

Strategic – Advantage on Maneuver Attack

Striking – Ignore AP equal to level

Weak – Step down damage Dice

Example Styles
Ninjitsu- Lethal, Precise: Exposed: Advantage on Stealth

Wrestling- Rugged, Brutal: Flashy: Advantage on Grappling

Boxing- Powerful, Rugged: Obvious: Advantage on Footwork

Karate- Powerful, Defensive: Exaggerated: Advantage on Discipline

Kickboxing- Brutal, Fast: Obvious: Advantage on Leaping

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Aikido: Defensive, Strategic: Flashy : Advantage on Healing

Tai Chi: Defensive, Pliable: Weak : Advantage on Dancing

Every Kung Fu Style has different focuses, so it’s best to come up with your
own.

32
33
Combat Details
NPC hit dice
Hit Dice(HD) represents an NPC's level and the number of d6 rolled to
determine their Hit Points (HP). If you wish for damage you can just use the
average in parenthesis and not roll.

NPC HD DAMAGE

1 d4 (2)

2 d6 (3)

3 d8 (4)

4 d10 (5)

5 d12 (6)

6 d6 + d8 (7)

7 2d8 (8)

8 3d6 (9)

9 2d10 (10)

10 d10 + d12 (11)

34
Initiative
When combat happens, an order is established so they each character gets to
act and react in turn. Every character tests their DEX, those that succeed, take
their turn before their opponents. They must then act as a group, deciding
their own order for actions. Those that fail their DEX test, go after their
opponents.

Players turn
During a player's turn a character may move and perform an action. They
could attack, adapt to the environment, use a maneuver, talk with a NPC, move
to a different location and so on.

Normal Attacks
Interacting with the world is an action. Often they will test their Stats to
determine the outcome. Many circumstances or classes provide extra actions.

When a character attacks a NPC in melee, they must roll below their STR.
When they attack a target at range, they must roll below their DEX. When a
NPC attacks, the character must roll below their 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 NPC has. To
make a Melee Attack an opponent must be Close. Ranged Attacks against
Close opponents are possible, but the defender gains Advantage, as per the
Advantage and Disadvantage section.

NPC’s deal damage based on their HD, see NPC Hit Dice. You can either
roll damage or use the average damage amount for the dice given.

35
Optional Cinematic Rule: Boss Fights
If the GM wishes a Boss can roll just like a PC to attack, in which case they are attempting
to roll over the PC’s defense attribute that applies. They add to this roll any difference they
have higher in level than the PC, so if the boss if Fifth level and the PC is Second, they
would add Three to their roll. They do not subtract from this if they are lower than the PC.

They also add this difference to their damage, and from initiative results to see if they go after
or before the characters (if a character passes their Initiate roll but would fail it when the
Level Difference of the Boss is added, then the Boss goes before the character. Also see the
Player vs. Player rules for how to handle Traits or abilities if you give them to the Boss.)

Firearms
Most characters will only fire one effective shot from a firearm per round.

If the character fires a weapon that is not listed in their Class, all tests will be
made at a Disadvantage. It is possible to fire multiple shots with bows, pistols
and rifles. This full round action adds +2 to any dice rolled. More damage is
dealt, but it's harder to hit a target when you are rushing.

Some ranged weapons such as submachine guns, assault rifles, and machine
guns may fire single shot, Short Burst, and Full Auto.

Short bursts are relatively accurate, firing 3-5 bullets at the target. A short burst
adds 2 to the DEX Stat (making it easier to hit the target) and if the target is
at Close Range, they take an additional 1d8 damage from the attack. When
shooting a Short Burst, two usage die rolls are rolled.

Full Auto covers a Nearby area with a spray of bullets. This full-round action
does an extra d6 damage for every Ammo Usage Die remaining in the chain,
and all Ammo Usage Dice are used for that gun.

A Submachine Gun with d8 Ammo Usage Die ammo left in the clip will do
an additional 3d6 damage on full auto, but empty the clip. Characters in the

36
hosed down area must make a DEX Save to avoid taking damage, they can
move one action to cover, but give up their next action and are considered
pinned down.

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.

Healing, Death and OOFA


Hit Points return from Medical Attention, Rest, Traits and Abilities. Characters
can never gain more than their maximum Hit Points. There are no negative
Hit Points, but you should pay attention if the character ever drops to a
negative number greater than their level.

When a character that is OofA (Out of Action) begins to heal start with zero
and count up. Once the fight is over if they get Medical attention (WIS roll
from another Character or Hospital visit) they can roll one of their Hit Dice
worth of Healing immediately. The character is now back on their feet and no
longer OofA. When the character is OofA and was down to a negative number
less than their level roll 1d4 and refer to the OofA Table below. If they
dropped to a negative number greater than their level roll 1d6. Hit Points also
return from resting based off of class, typically one Die worth per rest, and
never past the Maximum.

(see below).

Out Of Action Table

1 KO’D - Just knocked out.

2 Fat Head - Disadvantage on all tests for the next hour.

37
3 Cracked Bones - STR, DEX and CON are temporarily -2 for the
next day.

4 Crippled - STR or DEX is permanently reduced by 2.

5 Disfigured - CHA reduced to 4.

6 Dead - Not alive Anymore

Optional Cinematic Rule: No Character Death


A result of a 6 instead is CRUNCH - -1 to all Attributes, it’s amazing you are alive.

Powerful Opponents
For every HD above the character's level, add +1 to every roll the player makes
for any tests that would determine the outcome of a conflict between them
and that opponent

For example: A level 2 character defending against a HD 5 NPC attack would


add +3 to their roll.

Optional Cinematic Rule: Mobs


Opponents will often attack as a mob, seeking to surround and overwhelm opponents with
numbers. When acting as a mob you can simplify this and minimize die rolls by following
the below.

Sort Mobs by HD.

Now adjust the Mob’s HD +1 per additional opponent in Mob. So if a Mob of Opponents
who are normally at 3 HD attack with four people, treat it as a 7 HD threat and use the
Powerful Opponents Rule.
38
Make one Defense roll for the whole Mob with this adjusted HD and use the adjusted
damage.

To attack a mob treat it as one target (still using the Powerful Opponents Rule) but for every
unadjusted HD level of damage done, reduce the Mob’s adjusted HD size. In the example
above of a 4 person mob of normally 3 HD opponents, every 3 points of damage after armor
lowers the HD level (as those extra people are destroyed). 6 points of damage after armor
would reduce the four person mob by two, and now it has an adjusted HD of 5.

Optional Cinematic Rule: Opponents with Traits


Normally HD provides all you need to know about Opponents (HP, damage, and level for
AP and other effects). If you want to add more, you can give them an any of the traits in
the books. If so, invert the effect if the Character is making the roll (so if the Opponent has
the Defensive trait it would mean the Player Character has Disadvantage on the attack
roll of the Opponent, or if the Opponent had Skittish the Player would get Advantage on
trying to Frighten it.

Opponent Armor
Opponents are considered to have one Armor Point for every HD above one.
A quick way to figure this out is to subtract 1 from their HD. Opponent Armor
Points generally max out at 10, but more powerful opponents can go past that.

Special Attacks

Maneuvers
A Maneuver is an attack whose focus is not to do damage, but to an effect.
Depending upon the maneuver an attribute other than STR or DEX might be
used, all details are in the maneuver description.

Opponents can use Maneuvers. If so the Player Character that is the target
does not have to make a Defense roll that turn, and instead saves against the

39
appropriate attribute for the Maneuver. A Modifier appropriate to the HD
Level difference as per the Powerful Opponents rule is applied.

For Example , an Enemy Soldier tries to Trip a Hero. That turn the Hero does not
need to roll Defense for the Soldier’s attack, and instead she has to make a Dex save not to
be Tripped. If they fail, they have a Disadvantage on Damage until they succeed on
Footwork or take one turn to get up instead of attacking.

Adapting – Int roll to make a 1d4 Fighting Usage Die that can be given to any
one that does not currently have a Fighting Die. It can be used in any way that
a class can use a Fighting Die and follows all normal usage rules.

Footwork – Dex to Have opponent have disadvantage on Defense next 1d4


rounds

Entangle –Dex to Paralyze opponent (they can’t attack), no damage, must be


Grappled

Grapple -Str, opponent can’t leave and can only attack you.

Trip–Str to Trip opponent, Tripped Opponent has Disadvantage on damage


until they take one full turn to get up (or uses Footwork successfully)

Goad- Cha to force target to attack you instead of another target the next
opportunity it gets. You will have advantage on defense and they cannot attack
anyone else until you are OOFA

Frighten – Charisma to give an opponent a 1d6 Morale usage die. Roll the
usage die each time that opponent takes damage that combat. Normal usage
die rules apply, when it is zero that opponent leaves the scene if not a Major
Villain and has been hit (if it is a Major Villain instead of leaving it now has
disadvantage on all attacks for the rest of the combat).

Combat Options

40
Paired Weapons - Anyone can fight with paired weapons, they use
unarmed/improvised damage instead and -2 to attack and defense attribute.
Double attacks per turn. Only useable on light weapons.

Leap - Anyone can choose to move to far away and still act, if they make a
successful Leap roll (Str or Dex your choice) first. If they don’t succeed on
Leap and attack anyway then they are at Disadvantage on the attack.

Access – Wis roll to show up in the scene even if there are barriers to being
there (other than just being Far-Away) (uses up one attack).

41
Gear
1)Accessory
Accessories are signature items that a character always has on them. This can
give them Advantage on one type of role as notated when the Accessory is
decided. These are not normally ever changed, but if a Player decides
something monumental has happened they can change their accessory and
start with it being that way the next game they play, with GM approval.

E xample:

Mel decides she wants her character to have a “Skeleton” key that gives her advantage on
lock picking. Six games in she notices they play a lot of games around islands, and asks to
switch it with water wings to help swim instead. The next game she trades in those lock
picks for the water wings.

2)Gadget
Gadgets are cool little things that gets jobs done. Unlike accessories, they are
often different every time you play. A gadget is not determined until it needs
to be used. Then, for the rest of the episode it is whatever you said it is. It
gives an advantage for one specific type of task, and will remain that way for
the rest of that session, but refreshes the next time you play. They come into
play with a 1d6 Gadget usage die that refreshes the next game.

Example:
Bethany realizes she wants to dig a tunnel, but has no great powers to do so and she does not
the best strength either. She decides her gadget this session was pocket shovel, and it will give
her advantage to Digging the rest of the game. If the GM agrees it might be useful for other
tasks too (like advantage on prying open doors) but can overrule if need be. Next game
however, she could find she had that grappling hook on her instead.

42
3)Non Weapon General Items

Item Cost Notes


Nice Outfit $150 Advantage on Cha

Backpack/Bag $80 +4 Items to Carry

Bolt Cutter $100 Dex roll to snap Lock

Burner Phone $75 Won't be traced

Crow Bar $100 Advantage to Access, Also a Weapon

Smartphone $500 Advantage to anything an app can do

Dedicated SLR Camera $500 Allows Professional Grade Photos

Camping Supplies $300 Tent, sleeping bag, canteen, lantern,


Advantage on Survival

Binoculars $50 Can see Far Away or Distant with Ad

Lock picking Tools $70 Advantage on Lock picking, d8 Usage


Dice

First Aid Kit $100 Allows 1 HD worth of healing on Wis


check

Matches $5 1d6 usage dice

Tactical Flashlight $50 1d8 usage die

Extra Ammo $100 Another usage die

Rope $50 50ft, Advantage to whatever you can


convince the GM it can be used for

43
Duck Tape $10 Be Creative

Epoxy $15 Adhesive and Repair

Compass $15 Advantage on Hiking

Hospital Visit $200 per Roll Hit die per level to heal
hit die

Travel $2 per 10 Successful Cha halves cost


miles

Motorcycle $1500 Advantage on Losing tails

Car $8000 Advantage on Chasing

SUV $8000 Advantage Off Road

Armor

Type Cost Effect


Light $200 2 AP

Medium $400 4 AP

Heavy $600 6AP

Super-Hi Tech $1000 8AP

Shield $300 +2 Defense Roll

44
Guns
All Guns have the Lethal trait.

Weapon Cost Usage Effect


Die

Revolver $300 1d6 Can shoot Close or Nearby


Normally, Far Away With
Disadvantage

Rifle $500 1d6 Can Shoot Nearby or Far Away


normally, Close or Distant with
Disadvantage

Scope $100 Can shoot Distant on Guns that


normally can not

Sub Machine $1000 1d8 can shoot Nearby or Far Away


Gun normally, Close with Disadvantage,
Fast but must roll usage die each
time if so

Assault Rifle $1200 1d8 can shoot Nearby or Far Away


normally, Close with Disadvantage,
Brutal

Grenade $100 - Dex to hit all opponents Nearby

45
Melee Weapons
Since there are so many possible Weapon Types the costs are a base of $200
and $100 more, per trait given. Some examples are given below, but you can
make any you want with this system, so cost is not given.

Axe Slashing, Thrown

Broadsword Pierce or Slashing

Dagger Light, Slashing, Thrown

Great Axe Big, Slashing

Halberd Reach, Trip on Advantage, Slashing, Piercing

Mace Light, Powerful

Maul Big, Powerful

Net Advantage on Entangle, Thrown

Morningstar Powerful or Piercing or Advantage on Trip

Pickaxe Powerful, Piercing

Rapier Light, Stab

Shuriken Light, Stab, Ranged 1d6 Usage Die

Spear Ranged, Piercing, Reach

Two Handed Sword Big, Piercing, Slashing

Warhammer Powerful

46
Nunchaku Free Action on Trip or Entangle

Bo Staff Reach

Sai Defensive, Piercing

Katana Lethal, Slashing

Tonfa Defensive

Poison Darts Poisonous 1d6, Ranged, 1d6 Useage Die

Tiger Claws Slashing

Bow Ranged, Piercing, 1d8 Useage

Kusari-Gama Slashing, Trip

Nagateppo Escape 1d4 Usage Die

Naginata Reach, Slashing, Defensive

Kama Slashing, Light

47
Encounters
Your Anthropomorphic Fighting Animals can encounter opposition in
multiple places, but the ones we concentrate on will be Urban and Post
Apocalyptic backgrounds. If you want to have your heroes fight more than
just crime, rival organizations and post apocalyptic baddies try one of the other
amazing Black Hack compatible products you can find online.

These tools can be used to generate your heroes’ origins, allies and base of
operations if desired too, or the group or GM can decide it before or during
play.

Origin
1 Radiation

2 Ooze

3 Alien Origins

4 Crazy Evolution

5 Weird Reincarnation

6 Undetermined Science!

7 Magic

8 Unknown

48
Locations
Here you will find location tools for your Heroes and Villains, from where they
can have lairs, to where they can confront. Then there are generators for types
of enemies. Finally, there are builders for encounters and scenarios.

Lair (urban)

1 Sewer

2 Abandoned
Building

3 Fallout Shelter

4 Corporate Building

5 Storefront

6 Suburban Home

Lair (Post Apoc)

1 Park

2 Building covered in Vines

3 Highway intersection

4 Side of a Mountain/Cliff

5 Forest buildings

6 Caverns

49
Random Encounter
1 Alley

2 Store

3 Restaurant

4 Travel Hub

5 Park

6 Hills/Mountains

7 Rivers/Lakes

8 Mall

9 Tall Buildings

10 Factory

11 Docks

12 Police Stations

13 Fire Station

14 Hospital

15 Military Installation

16 Crossroads

17 Convenience Store

18 Arcade

19 Bank

20 Crazy MacGuffin Site

50
General Encounters
Whenever an encounter is need you can roll to see who the opponents are,
how many of them are present, what the level of intensity is, and how armed
they are. Determine HD based on how much challenge you want to give
(typically within a few levels of the characters, unless you purposely want a
powerful opponent).

Opponents

1 Ongoing Villain

2 Random Muggers (same level or lower then Characters)

3 Street Gang (mix of ranged weapons and melee)

4 Militia Unit (give ranged weapons and armor)

5 Bank Robber

6 Random Other Evolved Animal (use animal table)

7 Motorcycle Gang

8 Rampaging Animals (use animal table if desired)

9 Evil Martial Artists (give a fighting style)

10 Evil Evolved Martial Art Master and Minions (give a fighting style)

11 Idealists with Bad Method

12 Government

51
How many Opponents?

1 One

2 1d4

3 Equal to Party Members

4 Party Members +1d4

5 Twice Party Members

6 Twice Party Members and roll Again on Opponent Table

Civilians

1 Ongoing NPC

2 Elderly

3 Journalist

4 Martial Artist

5 Other Evolved Animal

6 Military/Law Enforcement

7 Scientist

8 Local Employee

9 Teacher

10 Child

52
Level of Attack Intensity

1 Ambush (Free attack on Characters who don’t made WIS check)

2 Complete Devastation (Step up damage dice from normal for HD)

3 Violence

4 Robbery (If all items given might end combat based off NPC
reaction table)

5 Intimidation/Protection Scheme (can end with Cha check)

6 Light Hearted Shenanigans (only violent if fail Cha check)

Organization

1 Ninjas

2 Other Nefarious Martial Artists

3 Local Gang

4 Mafia

5 Nomadic Gang

6 Military Organization

7 Criminals

8 Spy Organization

9 Otherworldly

10 Rich Conspiracy

53
Level of Armament

1 Melee Weapons only

2 Ranged Only

3 Mixed Melee and Ranged

4 High Tech

MacGuffin
1 Magic Item

2 Computer File

3 Expensive Thing

4 Weapon of Mass Destruction

5 High Technology

6 Key to Power

7 Special Person

8 Secret Plans

9 Devastating Virus

10 Ancient Power

11 Mutates Animals

12 Mind Control Device

54
Additional Scenario Advice
To create a Scenario either start your heroes off in their Lair or with a random
Encounter. It often helps to have a MacGuffin your villain needs, and roll
locations to find out how the hero learns of it (through civilians or villains),
where they hear it, and where it is. After the first session if you know the
Villains and their Organization you can normally figure out the rest from there,
keeping in mind what the heroes enjoyed doing.

Examples
1)The Heroes must stop Opponents from stealing a MacGuffin from another
Villain Organization in their Lair. Then the Heroes must decide what to do
with it if they get the MacGuffin themselves.

2) While fighting in a Random Encounter Heroes see another Opponent


watching them, who then uses their MacGuffin on local Civilians, turning
them into mindless Beasts who attack. The Heroes learn the only way to turn
them back involves another MacGuffin at another Random Encounter
Location.

3)Opponents hold the City for Ransom. While allies of the Heroes stall, the
heroes must go to three Random Encounters to disarm the MacGuffin threats.

4)A former Opponent feels remorse and joins the heroes in stopping the
Opponents who will use their latest MacGuffin to destroy the world. The
Villain helps the heroes break into the Villain Lair and only betrays them after
the MacGuffin is destroyed.

55
Anthropomorphic Fighting Animal Hack

Name: Class: LVL:

STR
DEX
CON HP HD AP
INT Weapon/Unarmed
WIS Improvised
CHA Rad Points

Animal Type/Traits Fighting Type/Traits

Weapons /Traits Gadgets/Accessories

56
DESIGNATION OF PRODUCT IDENTITY The name Amazar Void
Productions and Anthropomorphic Fighting Animal Hack and all artwork,
logos and layout are product identity. DESIGNATION OF OPEN GAME
CONTENT All text and tables are open game content. DESIGNATION OF
OPEN CONTENT All other content not designated as Product Identity is
Open Game Content under the OGL. 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. 1.
Definitions: (a) "Contributors" means the copyright and/or trademark owners
who have contributed Open Game Content; (b) "Derivative Material" means
copyrighted material including derivative works and translations (including
into other computer languages), potation, modification, correction, addition,
extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) "Distribute"
means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d) "Open Game Content" means the game
mechanic and includes the methods, procedures, processes and routines to the
extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) "Product Identity" means product
and product line names, logos and identifying marks including trade dress;
artifacts, creatures, characters, stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses,
formats, poses, concepts, themes and graphic, photographic and other visual
or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special abilities;
places, locations, environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs; and any other trademark
or registered trademark clearly identified as Product identity by the owner of
the Product Identity, and which specifically excludes the Open Game Content;
(f) "Trademark" means the logos, names, mark, sign, motto, designs that are
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used by a Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor (g) "Use",
"Used" or "Using" means to use, Distribute, copy, edit, format, modify,
translate and otherwise create Derivative Material of Open Game Content. (h)
"You" or "Your" means the licensee in terms of this agreement. 2. The License:
This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms
of this License. You must affix such a notice to any Open Game Content that
you Use. No terms may be added to or subtracted from this License except as
described by the License itself. No other terms or conditions may be applied
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Acceptance: By Using the Open Game Content You indicate Your acceptance
of the terms of this License. 4. Grant and Consideration: In consideration for
agreeing to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact terms of this
License to Use, the Open Game Content. 5. Representation of Authority to
Contribute: If You are contributing original material as Open Game Content,
You represent that Your Contributions are Your original creation and/or You
have sufficient rights to grant the rights conveyed by this License. 6. Notice of
License Copyright: You must update the COPYRIGHT NOTICE portion of
this License to include the exact text of the COPYRIGHT NOTICE of any
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must add the title, the copyright date, and the copyright holder's name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
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with any Trademark or Registered Trademark in conjunction with a work
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any Product Identity used in Open Game Content shall retain all rights, title
and interest in and to that Product Identity. 8. Identification: If you distribute
Open Game Content You must clearly indicate which portions of the work
that you are distributing are Open Game Content. 9. Updating the License:
Wizards or its designated Agents may publish updated versions of this License.
You may use any authorized version of this License to copy, modify and
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permission from the Contributor to do so. 12. Inability to Comply: If it is
impossible for You to comply with any of the terms of this License with
respect to some or all of the Open Game Content due to statute, judicial order,
or governmental regulation then You may not Use any Open Game Material
so affected. 13. Termination: This License will terminate automatically if You
fail to comply with all terms herein and fail to cure such breach within 30 days
of becoming aware of the breach. All sublicenses shall survive the termination
of this License. 14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent necessary
to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v
1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document.
Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards
of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards
of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary
Gygax and Dave Arneson. The Black Hack, Copyright 2016 Gold Piece
Publications, Author: David Black Anthropomorphic Fighting Animal Hack,
Copyright 2017 Amazar Void Productions; Author Matthew Orwig

59

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