So, everybody probably knows about The Black Hack by David Black. It's pretty rad.
A dude named Matthew Skail hacked The Black Hack into The Blood Hack, which is a dope little modern vampire game in the vein (ha!) of Vampire: the Masquerade but without all the baggage and like 1/5th the page count.
I wrote a patch for The Blood Hack called The Witch Hack. It presently exists as a 16 page Word document on my laptop. The first draft is complete and (hopefully) playable. It's only 16 pages because I didn't reiterate any general rules from the Blood Hack. (Weapon charts, profession rules, basic game play stuff, etc.) I may have been primarily motivated to do this because my significant other wanted to play a witch in a game full of vampires. Love makes people do silly things.
Now, I just need to figure out if I should actually add the rest of the rule stuff and throw it on DriveThru (I wouldn't ask any money for it, since it's a patch of a hack of a hack of a game) or host it on MediaFire or make it a series of blog posts or just leave it on my laptop and use it with my semi-theoretical home group.
I also started working on a Werewolf Hack. I'm completely and utterly stuck. Matthew Skail commented on DriveThru that he was also working on a wolfy supplement and was kind of stuck on it.
As I said, the draft is complete, but here are the basic mechanics:
-Witches are a lot easier to kill than vampires, basically the same level of survivability that normal Black Hack characters have.
-Witches have Circles, which fill the exact same role as Houses in The Blood Hack. Rather than trace their lineage to a mythical Progenitor, Circles represent broad traditions that recognize a patroness, usually a goddess of yore. Circle determines HP, damage, special abilities, and some starting spells.
-Witches get spells, pretty much like Black Hack magic-users/clerics, but they can learn/cast spells above their level at risk to themselves.
-Witches have Gifts, kind of like Blood Hack's Blood Gifts, that represent witchly powers that aren't explicitly spells. (Brewing potions, sixth sense, etc)
-Witches have Power instead of Blood, which lets witches cast above their level, fuel certain Gifts, etc.
-Witches have to worry about Corruption, similar to the vampire struggle with Morality.
Finally, I offer a brief overview of the four major Circles:
*The Circle of Cerridwen- healers, sages, protectors.
*The Circle of Circe- purveyors of illusion, seducers, shapeshifters.
*The Circle of Hekate- Makers of potions and dealers with spirits.
*The Circle of the Norns- Diviners and manipulators of Fate.
I had a fifth Circle I was working on, the Circle of Oya, with control over winds, thunder, and lightning. I haven't finished it and ultimately cut it from the complete draft.
...really no idea how to come up with different classes of wolves. I definitely do not want to go the Werewolf: the Apocalypse route.