So What IS Hubris…?

hubris-cover

 

Hubris has been out for a few weeks now as a PDF release and a few people have messaged me about what the book is about, what’s in it, etc.  So I figured now would be a great time to answer a few of those questions

Aside: For those who have nabbed Hubris, thanks!  I would love to hear your thoughts and reactions to the book!

Will Hubris be out on POD?

Yes it will.  I am awaiting my proofs of the softcover versions of the book.  They should arrive in the mail in the next week or so.  Alex is finishing the last bits of formatting for the hardcover version and then I’ll get proofs for that as well.

Those that purchase the PDF now will receive a discount on the POD as if they purchased the bundle version.

What is Hubris about?

Hubris a weird fantasy setting that uses the Dungeon Crawl Classics rules.  The book takes a rules-neutral approach to many aspects in the game (particularly the meat of the book which is the territories and the GM tables and charts).

The setting is grim, dark, gonzo, and often-times silly.  I wrote the book to be hacked apart and used as a GM wants.  The goal in mind was not to create a concrete setting full of tons of lore (that to me is often unimportant and not usable), but give the GM tools to make each Hubris unique and crazy.  Or hell- just need a strange desert territory, a deadly jungle, or a blighted land?  Well these are all ready made and easy to use from the get go!

What’s in Hubris?

labeled-map

Inside Hubris you’ll find the following:

*A brand new list of d100 Hubris occupations for level zero characters

*Four new classes- the Alchemist, the Blood Witch, the Druid, and the Shadowdancer.

*Five new races (as classes per DCC)- The Avarian (anthropomorphic bird person), the Ekrask (anthropomorphic lizard person), the Half Demon, the Murder Machine (a human that has been  magically fused with a set of armor), and the Mutant (a being with several tables for cosmetic, power, and calamitous mutations).

*Three new spells- Furnishings of the Mad Wizard, Necrotic Mass, and Summon From the Void.

*Four Patrons (each with Invoke Patron and three spells):

           The Charred Maiden– Spells- Lullaby, Souls of the Consumed, and Demonic Embrace

           The Floating Island of Terror– Spells- Consume Nightmare, The Terrible Sanctuary, and The Corruption

           The Spider Goddess– Spells- Summon Spider, Warrior of the Goddess, and Idol of the Spider

           The Twisted One– Spells- Warts, Madness, and Shape Flesh

10 Territories (each with a d100 encounter and d100 lay of the land generator- You can see a sample of the layout of one from an old blog post here): The Blighted Sands, Bogwood Swamp, Canyons of the Howling Red Rock, Frozen Wastes, Great Plains of Unbidden Sorrow, Land of Perpetual Stone and Mire, Mountains That Crawl, Sea That Runs Red, Unsettled Expanse, and Weeping Forest of Forgotten Memories

*12 Strange and Terrible Deities (each with a new DCC mechanic for Clerics- Invoke the Name- calling upon the power of their god by speaking Its name).

          Bailey– God of Trickery and Deceit

          Corpulent One– God of Excess and Want

          Digradia– Goddess of Shadows and Assassins

          Drallic– Flayer of the Flesh and Deity of Eisenbar

          God of the Terrible Whisper– God of knowledge and secrets

          Great Slumbering Monolith– God of sleep and dreams

          The Heathen Below– God of death, decay, and corruption

          Set– the Serpentine god of the Klind- revels in depravity, degradation, and sexual deviance

          The Stillborn Unwanted Child– Deity of kindness and healing

          Vralkar– God to Ingvar and battle and bravery

          Yelsa-Goddess of Sex and Violence

          The Great Behemoth, Zxyldon– Monster god of the sea, lakes, and rivers

*2 adventures- a level zero funnel, It Came… FROM OUTER SPACE!!! and a level 1 adventure In Her Realm.

*51 new monsters of Hubris including several tables to generate random and unique Orcs, Metalphage, Fey, and Fallen Angels.  And a table of objects to loot of their corpses and a table of Contamination From Demonic Contamination.

*28 New Magical Items

*14 Tables and Charts for a GM to use on the fly- generate towns and villages, inns and taverns, planes of existence, plants and herbs, and much more!

*Not to mention a bunch of great art by talented mofos: Alex Mayo, David Lewis Johnson, Jeremy Duncan, Angie G., Wayne Snyder, Jason Sholtis, and Doug Kovacs!

Is there expected to be further releases for Hubris?

Yes- I am nearly finished with the first draft of a 3rd level Hubris adventure and have notes for a Hubris supplement (all of which will follow my mantra of keeping fluff light and usable at the table and fun and random).  I’m also working on the possibility of a comic book!

Other People’s Thoughts

Here are reviews I’ve posted previously:

Hubris is quite possibly the best D&D book ever. It is just so inspiring, but most importantly it’s usable, it’s hackable, it’s fast, it’s fun. It’s exactly the kind of stuff I want when I sit down to do a session prep and I don’t have a lot of time. Basically it’s what all D&D books should be and now that I have it I can’t imagine not using it.

Randal A.:

This is by far the best value out of any DCC product that I have ever bought. The setting is great, and very dark. There are TONS of charts in here that can be used to populate the settings or even just drop into your own campaign. The bestiary even includes a ton of charts so you can make all your monsters uniquie. Very highly recomended book. I’ve never reviewed anything on DriveThru before because I’ve never found anything this good.

Buy it, you won’t regret it!

(As soon as POD comes out I’ll be buying that too!)

Anders Hedenbjörk Lager Shared:

Just downloaded my Kickstarter PDF of HUBRIS. Dang. This might be the one that pushes me into DCC-land. My players have been mightily resilient when I have suggested some DCC, but this might do it. Otherwise, the material will sneak its way into my Blood & Treasure or Castles & Crusades game. Well done, man with the mighty finger! +Mike Evans

 shared:

Even if you don’t play Dungeon Crawl Classics, this is a fun setting book by +Mike Evans. Dozens of random tables to use or just give you inspiration. Not just boring text about gods and wars and people from 3000 years ago – actual stuff a GM may want to put into their game.


Assassin and Scout Sci-Fi (or Star Wars) Classes for Black Hack

The other day I posted that I kicked off my Star Wars game using the Black Hack rules.  The classes I used are taken from my The Black Hack: Cyber-hacked! and my OSR/White Star Sci-Fi Toolkit, The Starrunner Kit.  I then posted my Bionic Soldier, Mercenary, and Scoundrel classes on the blog.

Today I’m putting up the Assassin and Scout classes.

Assassin

assassin-1 

Starting HP: 1d8+4

Hit Points Per Level/Resting: 1d8 HP/lvl

Weapon and Armor: light armor and all weapon

Weapon Damage: 1d8/1d6 Improvised

 

SPECIAL FEATURES

DEADLY AIM: If the Assassin has a sniper rifle (laser or ballistic) and does nothing but aim at a target for three rounds, their shot is deadly accurate. If the Assassin attack lands, the target is killed instantly.  If the attack misses, the Assassin’s attack is still considered a success and deals 2d6+the Assassin’s level damage.

 

DEADLY STRIKE: If the Assassin has a small blade (either a dagger or mono-dagger), studies a target for three rounds, and successfully sneaks up on a target their attack is deadly accurate. If the Assassin attack lands, the target is killed instantly.  If the attack misses, the Assassin’s attack is still considered a success and deals 2d6+the Assassin’s level damage.

 

HAND-TO-HAND COMBAT: Assassins are highly trained in hand-to-hand combat and deal weapon damage with their fists.

 

STEALTH: Assassins live in the shadows. Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently understanding written languages and opening locks.

 

Network (4th): The Assassin is part of a complex network of Spies, Informants, and Fences. Once per session an Assassin can contact a person for a piece of information, attempt to find supplies, find a job (or kill contract), etc. The GM will determine the availability of such things.

 

Leveling Up:

Roll all Attributes to see if they increase, roll twice for DEX or WIS

 

STARTING EQUIPMENT

Weapons: Blaster pistol, Blaster rifle, and vibro-knife

ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for blaster pistol and blaster rifle, communicator, smokebomb (usage die d4), rope (20ft) and grappling hook, and Medstim (1 Hit Dice of HP restored).

 

Scout

 scout-1

Starting HP: 1d8+4

Hit Points Per Level/Resting: 1d8 HP/lvl

Weapon and Armor: Light and medium armor and their weapons are limited to clubs, daggers, spear, staff, sword, bows, crossbows, vibro-knives, vibro-swords, firearms, blaster pistols, carbines, and blaster rifles.

Weapon Damage: 1d6/1d4 Unarmed or Improvised

 

SPECIAL FEATURES

DEADLY AIM: If the Scout has a laser rifle (laser or ballistic) and does nothing but aim at a target for 2 rounds their shot is extremely accurate. The Scout automatically hits and deals 2d6+the Scout’s level damage.

 

RUGGED SURVIVALIST: A Scout knows how to survive and fight in nature. Any type of task that is nature related falls into the realm of the Scout. This can be from climbing impossible looking cliffs, building, finding, or disabling simple natural traps, camouflaging and hiding in the brush, moving silently, being able to survive and find food and shelter, and knowledge of herbs and fauna to use to treat most natural poisons and toxins. Depending on what activity the Scout is attempting will determine which Attribute is being rolled, which will be made with Advantage.  When finding food a Scout can find it in half the time a normal individual would take.

 

KEEN OBSERVER:  Scouts roll WIS tests with Advantage when attempting to spot a creature in hiding or on saves to discover a creature/enemy attempting to sneak up on them.

 

UNHINDERED MOVEMENT: Scouts have learned how to maneuver in natural obstructions like craggy hills, thick underbrush, etc. A Scout’s movement is unimpeded when moving in any of these type of terrains.

 

SCOUT MASTER (4th): When a Scout reaches 4th level they have established a company of fellow scouts that are exploring or infiltrating other worlds. These scouts can be called for aid at any time (although how long it will take them to arrive is up to the GM). The scouts can also give information to the PC about a world the characters are traveling to, giving them intimate knowledge about the place. The scouts may contact their leader from time to time with interesting locations and plot hooks that have come their way.

 

Leveling Up:

Roll all Attributes to see if they increase, roll twice for DEX or WIS

 

STARTING EQUIPMENT

Weapons: Blaster pistol, Blaster rifle, and knife

ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for blaster pistol and blaster rifle, communicator, bandoleer, tent, sleeping bag, headlamp, breath mask, and Medstim (1 Hit Dice of HP restored).


Bionic Soldier, Mercenary, and Scoundrel Sci-Fi (or Star Wars) Classes for Black Hack

Yesterday I posted that I kicked off my Star Wars game using the Black Hack rules.  The classes I used are taken from my The Black Hack: Cyber-hacked! and my OSR/White Star Sci-Fi Toolkit, The Starrunner Kit.

Today I’m posting the Bionic Soldier, The Mercenary, and The Scoundrel classes.

Bionic Soldier (Cyber-Hacked Street Meat altered)

bionic-soldier-1 

Starting HP: 1d8+4

Hit Points Per Level/Resting: 1d8 HP/lvl

Weapon and Armor: Any and All

Weapon Damage: 1d8/1d6 Unarmed or Improvised

 

SPECIAL FEATURES

 

ONLY A SCRATCH: Once per combat a Bionic Soldier can state that an attack just glanced off their cyberware, doing no damage.  This ability cannot be used in the case of an enemy scoring a critical attack.

 

COMBAT READY: As part of their action a Bionic Soldier can make one attack per every third level.

 

MORE MACHINE NOW THAN MAN: A Bionic can have a max of five pieces of cyberware instead of the normal 4. Start with three pieces of Cyberware at 1st level.  One piece of cyberware is cybernetic arms.

 

CYBER-DOC (4th): The Bionic Soldier has established a rapport with a doctor that specializes in cybernetic medicine (probably because of all the credits the Bionic Soldier has thrown at the doctor).  The Cyber-Doc is treated as a level 3 contact and once per session the Bionic Soldier can call on the Cyber-Doc (if they are nearby) for needed healing or cybernetic repair. If the Cyber-Doc is able to reach the Bionic Soldier in a realistic amount of time, they will do so. The Cyber-Doc is able to heal 3d6 HP and fix one broken piece of cyberware in an 8 hour period or heal 2d6 HP and fix no cyberware in a 2 hour period (player’s choice).

 

Leveling Up:

Roll all Attributes to see if they increase, roll twice for STR and DEX

 

STARTING EQUIPMENT

CHOOSE THREE: Blaster pistol, Carbine, Blaster Rifle, vibro-axe, vibro-knife, or grenade (d4 usage die)

ARMOR: Medium armor- 4 AP (2 AP/d6 Usage Die)

ADDITIONAL: Ammo for each ranged weapon if one is taken, communicator, Medstim (1 Hit Dice of HP restored).

 

Mercenary (mix of Black Hack fighter and Cyber-Hacked Street Meat classes)

 merc

Starting HP: 1d10+4

Hit Points Per Level/Resting: 1d10 HP/lvl

Weapon and Armor: Any and All

Weapon Damage: 1d10/1d8 Unarmed or Improvised

 

SPECIAL FEATURES

 

RESERVES: Once per hour, while in combat, a Mercenary can regain 1d10 HP.

 

ROCK ‘N ROLL: As part of their action a Mercenary may make 1 attack per odd level.  Additionally a Mercenary does not suffer the +2 to their attack roll when using two handed weapons, but still gains the +2 to damage.

 

STOUT: A Mercenary has Advantage on tests against Poisons and Fear Effects.

 

ESTABLISH STRONGHOLD (9th): At 9th level, a Mercenary character who chooses to build a planetary stronghold or space station may attract a body of loyal soldiers who will serve as her personal strike force or specialized commando team.

 

Leveling Up:

Roll all Attributes to see if they increase, roll twice for STR and DEX

 

STARTING EQUIPMENT

CHOOSE THREE: Blaster pistol, Carbine, Blaster Rifle, plasma pistol, vibro-axe, vibro-knife, flash grenade (d4 usage die) or grenade (d4 usage die)

ARMOR: Medium armor- 4 AP (2 AP/d6 Usage Die)

ADDITIONAL: Ammo for each ranged weapon if one is taken, communicator, Medstim (1 Hit Dice of HP restored).

 

Scoundrel (hacked from Starrunner Kit)

scoundrel 

Starting HP: 1d6+4

Hit Points Per Level/Resting: 1d6 HP/lvl

Weapon and Armor: light armor and their weapons are limited to clubs, daggers, vibro-daggers, vibro-swords, firearms, grenades, blaster pistols, plasma pistols, and carbines

Weapon Damage: 1d6/1d4 Unarmed or Improvised

 

SPECIAL FEATURES

I SHOT FIRST: Right before combat begins the Scoundrel makes a Luck roll. If the result favors the Scoundrel they are able to get off a free shot at a target before initiative is rolled (only with a one-handed firearm or laser pistol).

 

I CALL IT LUCK: Once per session a Scoundrel can test their luck. A Scoundrel can turn a failed roll into a success.

 

UNTRUSTWORTHY: If a Scoundrel attempts a sneak attack they make the roll with Advantage.  If the attack is successful it deals 2d6/2d4+the Scoundrel’s level damage.

 

CRIME LORD (4th): When a Scoundrel reaches 4th level they are able to establish their own crime ring. The crime lord attracts unsavory cohorts who will follow his lead and serve loyally (if the price and rewards are right) as shakedown artists, smugglers, confidence men, etc. Each month of in game time, roll 3d6 x 25- this is the amount of credits the Scoundrel receives from their crime ring.

 

Leveling Up:

Roll all Attributes to see if they increase, roll twice for DEX or CHR

 

STARTING EQUIPMENT

Weapons: Blaster pistol x2, and vibro-knife, and flash grenade (d4 usage die)

ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for blaster pistols, communicator, bandoleer, Medstim (1 Hit Dice of HP restored).

 

UP NEXT: The Scout and the Assassin


Star Wars- Adventures in the Phynol System- Session 1

Yesterday we kicked off my Star Wars game using the Black Hack rules.  We had made our character prior to starting so we could jump right into the action.  For the classes I used a mix of ones from my Black Hack: Cyber-Hacked and I converted classes from my Starrunner Kit as well.

(Aside: I also used the Starrunner Kit to generate this whole sector of space and the planets and got to try my Cyber-Hacked hacking rules again and still really am pleased with them.)

Premise

The game starts roughly 5 months after the destruction of the first Death Star.  The empire has placed blame on the destruction of Alderaan on the Rebel Alliance and has begun clamping down on all systems, justifying it as “protection from the terrorists and their kind.”  Aliens are treated even more harshly and civil liberties and planetary government control are being stripped away.

The group is a band of smugglers/treasure hunters/bounty hunters.  They travel throughout the galaxy and Phynol Sector taking jobs as they can.

At the start of the campaign the Empire does not have a strong presence in the Phynol Sector.  The head of the House of Stars on Phynol Prime, who is a supporter of the Empire and its presence, has allowed a base of operations to be built near the capital.  The Empire arrived in the sector roughly over a year ago.  There are two cruisers in the sector (roughly 10 Tie Fighters), two AT-STs, about 100 Storm Troopers, a few officers, and an Admiral Valeese, who oversees it all.

The Phynol Sector is an area of space that is difficult to get to due to a dense asteroid field that requires patience and meticulous hyperspace coordinates.  There are six worlds, five of which are ruled by a House and a space station owned by Obsidian Industries that guards its corporate interests and harvests the asteroids for minerals.

At the end of this sector is a dense nebula that emits electrical discharges- very few are foolish enough to use it for cover, etc.  Harvesting the gases of the nebula are profitable and the Houses and Obsidian Industries send in droid collectors as well as small manned expeditions to gather the gases.

The group run on a ship called The Eye of the Storm or “The Eye” for short. The players had voted they’d rather have a NPC captain rather than one of them taking on the role, so the ship is owned by a grizzled, old human merc by the name of Ty’ven Ross and his daughter Elliana, who pilots the ship.

dark-matter-ship

The Eye of the Storm (actually the Ezra from Dark Matter)

 

The Players

John- Rodian Assassin 

Liam- Twi’lek Bionic Soldier

Gene- Human Scoundrel

Nate- Human Tech Specialist

Trouble From the Start

The group had been hired to find wanted bandit named Volnick Anders, a human that stole thousands of credits from a bank on Phynol Prime and killed several P-Sec officers (P-Sec is the official law of the Phynol Sector.  The mark had been able to escape and was hiding out near Hutt Space, picking up smuggling jobs.

Clues and rumors had lead the crew to a small moon around an uninhabited planet, where a band of pirates had set up a base to stage runs.  The band was ran by a thuggish Rodian smuggler named Tesna.

The session started with the group going through the front door (what could go wrong with that, right?!).  Liam’s character nearly had his had blasted off by one of two thugs that were relaxing on the first floor.  An alarm began ringing through the small prefabricated and fiber-plastic structure.

Liam moved into the room, and John quickly followed, blasting at the two thugs, and Gene shooting from partial cover of the doorway.  Liam took down one thug, but the other caught John in the chest, the bolt burning through his armor and searing his flesh.

After the two thugs were dealt with, Gene dressed in the clothes of one of them and ran upstairs, and headed north, opening a door right in front of him.  He found himself staring into the barrels of two blaster pistols.  He shouted, “there are men down there!  They killed one of us!  I barely got away!”

His ruse worked and the two men made for the stairwell.  Gene shot one of the thugs in the back with a critical success, burning a huge hole in his chest.  The other thugs wheeled around and got a pot shot off at Gene, but missed.  John, Liam, and Nate ran up the stairs and fired at the thug, hitting, but not dropping him.  Another door in the hallway opened and a thug wielding a blaster rifle opened fire on John, nicking him.  The fight lasted a few more rounds before the thugs were dropped and looted.

Gene decides to try his luck again with the ruse on the next floor, but this time the bandits didn’t buy it.  Two droids and a human thug fired at Gene, two of them hitting him, lighting him up like a Christmas Tree, and sent him tumbling back down the stairs.  Liam threw a frag grenade up the stairs.  The explosion shook the house and killed the thug and one of the droids.  The fight between the last droid and the group took some time and John took a few more unlucky shots, but eventually the droid was dropped.

star-wars-map

The Pirate Thugs lair.  I found the map online and just threw this together

 

For the fourth and final floor, Gene decided to attempt his ruse one more time (especially as they saw that whoever was upstairs had barricaded the stairwell and two human thugs with carbines were positioned as guards).  Gene started running up the stairs with John shooting at him (to sell the ruse, of course).  The thugs let Gene through the barricade while returning fire at John, but missing.  Gene looked around the room and saw a harassed Rodian and next to him, another battle droid.

Gene walked over to Tesna and then attempted to grab the blaster out of the droid’s hand, however the droid’s strength proved to be too great and Gene merely tugged ineffectually at it.  The droid’s voice cracked, “Intruder!  Intruder!”  Tesna swore in Huttese and took a shot at Gene, seriously injuring him.

Liam charged up the stairs and used the enhanced strength of his cybernetic arms to push the table barricading the stairs back against the wall, knocking the two thugs prone.  John and Nate followed and then began shooting at the droid and Tesna.

Ty’ven’s voice came in on their communicators, “What the hell is going on down there?!  A shuttle just blasted off from the roof and I’m guessing our mark is in it!   The Eye will be there in one minute.  Get your asses up there or we’re leaving without you!”

Liam hopped over the battered barricade and throat stomped a stunned thug, instantly killing him.  The concentrated attacks from John and Gene took out the overwhelmed Rodian and battle droid, while Nate slung his blaster rifle over the table and fragged the other prone thug.

The group quickly looted the room and made their way to the roof.

Chasin’ Through Space!

The group hoped into The Eye of the Storm and blasted off into space after the shuttle craft with their mark on board.

Ty’ven’s voice issued over the loud speaker, “Alright!  We need to take this guy ALIVE.  I need two of you to man the guns.  Nate, see if you can hack into the shuttle’s life support system and shut it down.”

John and Liam manned the guns while Gene went to the med bay to see if you could find a medstim and Nate began running his program to hack the shuttle’s system.

During the fight, I had Gene rolling for Elliana, the NPC pilot, and he was able to keep up with the shuttle’s evasive maneuvers.  Liam scored a direct hit on the shuttle’s weapons, and John scored a hit on the shuttle’s engines.  The ship drifted lazily as the Eye came upon it, pulling it into the cargo bay with its tractor beam.

Nate then hacked the shuttle’s life support system and I got to use the hacking rules I came up with in Cyber-hacked.  It was great quick fun and Nate enjoyed it.  He nearly was ejected from the system as his hacking usage die had gone from a d10 to a d4.

img_2373

Here is the hacking map.  Drop dice and consult the book for the results.  Each round the hacker must make an Int test to successfully move on to the next “node.”  Each round, roll a Usage Die.  This represents the computer firewall defending against the hacker.

Eventually Nate was able to hack into the life support and shut it down.  The crew waiting for the mark to pass out due to lack of oxygen.  They rounded up their mark and threw him in the holding cell.

With the nav-coordinates set, the ship entered light speed for the 9 hour journey to the Phynol Sector.  Most of the crew used the time to sleep and regain some HP.

We fast-forwarded the group turning in the mark to on the P-Sec space station and getting their reward (100 credits each (10% of the 1,000 credit take).

The End of the Session

We ended with The Eye docking at the spaceport on Phynol Prime and heading to Undertown, which exists in the catacombs of the city capital.  It is where all the downtrodden and poor go on this lush and beautiful world.

The group went to their old haunt, a rundown bar called The Fried Mon Cal run by an old Mon Calamari smuggler named, Gr’ack Vin.  Vin greeted the group with a smile as they sidled up to the bar, ready for some drinks and putting their ear to the ground for more work.

We leveled up to 2nd level and will pick up in two weeks with the group exploring Undertown and going where the wind blows them.


Hubris POD, More Hubris Stuff, and a Few Reviews!

 

hubris-cover

It’s been just over a week since Hubris came out!  And it’s been awesome hearing people’s responses about the book!  The POD formatting for the softcover has been submitted to Drivethru and I’m just waiting to hear when I can order my proof of the book.  Alex Mayo is still tweaking the formatting for the hardcover version, but I should have that by Sunday for submission.

Secondly, I’m nearly done with a first draft of a module for Hubris.  It’ll be a 3rd level adventure.  It’ll have orcs!  It’ll have Skeletal Gun Runners!  It’ll have Abominations!  It’ll have a new playable class!  And a few new Alchemical Tinkering creations!  That should be in the near(ish) future!

Here’s a few more reviews that have popped up for Hubris!

Noah Stevens posted on G+:

Suffering from post-food poisoning malaise, so I am not able to muster the strength to blog properly. Made it all the way through my backer’s PDF of +Mike Evans‘ HUBRIS setting for DCC

So much good stuff in here – it’s nuts! I think he surpasses his aim of ‘making something as useful as Vornheim’ (loose quote) in that this book and it’s implicit and explicit setting will allow you endless hours of gaming right from the opening. It’s better in many ways. It’s imaginative, existentially taxing, slightly-but-not-overmuch ‘gonzo’ (more on this issue, later), and very well put together – I think the layout was done beautifully by +Alex Mayo IIRC. There’s lots of sex, blood, mutants, robots, blood, stillborn babies, blood, and sex cults. Not to mention a wide range of diseases, scary spells, a fun funnel and great lower-level adventure. If you have a set of dice, all you gotta do is pick a page, roll some, and whatever turns up ought to set your group in the path of Hilarious Calamity. I can attest that the funnel included (dubbed IT CAME FROM OUTER SPACE) will make for some terrifically weird PCs, assuming they ‘graduate’. I segued it right into ASE a couple of months ago since I didn’t want to leak too much of Mike’s content and it was a good excuse, but I consider now it’s ‘out’ to give it a spin and build a world based on what he’s set out. It’s got some ‘edgy’ sexuality and blood-spillage but not in the way that I’ve come to find puerile and titty-lating in other works

It’s got Fairies, Robots, Mutants, Blood Witches, Bio-Power-Armored Shocktroopers, Metal-morphing Diseased hellspawn, ghosts, planar travel of all kinds and more pseudorandom goodness than you can shake a stick at. Art by +Jeremy Duncan and other greats (including Mike’s wife!) a map by +Doug Kovacs. A bunch of classes and new custome occupations for 0-level schmucks

Lastly, although Mike’s hair smells terrific, I will never hug him quite so close again since what lies in the recesses of his noggin is maybe not so horrifying as Carcosa, say, but I get the sense that he must have HELD BACK SOME. I’d include a suitably cheery and (now, to me) terrifying picture of him casually drinking a beer but the fever dreams fueled by his work last night have sapped me of all my strength…

GET YOU SOME HUBRIS, MENDICANTS! (Image below not included in Hubris, it’s actually Mike Evans on vacation in Hawaii recently).

drink

Trey Causey, the sexy beast, over at From the Sorcerer’s Skull did a review of Hubris:

Mike subtitles his work “a world of visceral adventure” and everything in here works to support that tone. It is, after all, a world made from the “fetid corpse of a dead god.” Mike uses the Dungeon Crawl Classics ruleset which (to my mind) is sort of blacklight poster/70s comic sword & sorcery. It’s a good fit, but Mike twists it into a “90s comic by Danzig with art by Simon Bisley” sort of direction. Mike’s world-building is aided and abetted in this regard by the art work which includes stuff by Jeremy Duncan and Doug Kovacs, among several other worthies. This group knows how to draw weird shit and monsters.

Dan Domme said:

“I love what I’m reading so far…  I think we need a big paradigm shift in how we think about settings in general, and Hubris is a big step in a new direction.”

 


Black Hack- Deadlier Dying

A few months ago I was running my Barbarians of the Ruined Earth game (using The Black Hack rules) and one of the PC’s fell 3 times in various combats in the dungeon, rolling a 1 each time on the Out of Action table.  It got me thinking that it may be a little too forgiving for numerous drops to zero HP in a single day, so I decided to come up with an optional rule.  I haven’t toyed with it yet to see how well it works though.

fantasy-art

 

DEATH & DYING
When a character is reduced to zero HP, they are taken Out of Action (OofA), they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken OofA rolls 1d20 and consults the table below to see what happens to them. If they survive, they gain 1d4 HP.  If the characters lose the fight or are unable to recover the body of the character, they are lost forever!

MORE DEADLY (Optional Rule): If a character falls repeatedly in during a day before they rest for 8 hours, the risk of permanent injury and death becomes greater.  The first time a character falls in battle, roll 1d20.  The second time, roll 1d20+1d10, and the third time roll 5d4.  There is no fourth time; if you fall that many times in a day, you’ve taxed your body to the limit and are dead.

Out of Action
1-4 KO’d: Just knocked out.
5-6 Fat Head: Disadvantage on all tests for the next hour.
7-9 Cracked Bones: STR, DEX and CON are temp -2 for the next day.
10-11 Cracked Skull: INT and WIS are temp -2 for the next day.
12-13 Crippled – STR or DEX is

permanently reduced by 2.

14-15 Brain Damage: INT or WIS permanently reduced by 2.
16-17 Disfigured: CHA reduced to 4.
18-19 Limb Lost: Need a prosthetic.
20 Dead: Not alive anymore.

Hubris Has Gone Copper on Drivethru and What Peeps are Saying About it!

Hubris has been out since Wednesday and it has gone Copper on Drivethru and as of publishing this post, the number one selling title on RPGnow (and 5th on Drivethru)!  I am thrilled at people’s reaction and support!

Here is a few things other people are saying about Hubris:

Łukasz Krupiński Shared:

That Hubris book… I’ve only skimmed it after buying it like half an hour ago, but I already can tell that it is the best D&D supplement I’ve read possibly ever. Definitely gonna print and bind it tomorrow.

And after reading through the book more, he later stated: 

Hubris is quite possibly the best D&D book ever. It is just so inspiring, but most importantly it’s usable, it’s hackable, it’s fast, it’s fun. It’s exactly the kind of stuff I want when I sit down to do a session prep and I don’t have a lot of time. Basically it’s what all D&D books should be and now that I have it I can’t imagine not using it.

Anders Hedenbjörk Lager Shared:

Just downloaded my Kickstarter PDF of HUBRIS. Dang. This might be the one that pushes me into DCC-land. My players have been mightily resilient when I have suggested some DCC, but this might do it. Otherwise, the material will sneak its way into my Blood & Treasure or Castles & Crusades game. Well done, man with the mighty finger! +Mike Evans

Zak Smith posted over at Playing D&D With Porn Stars:

A needle-eating dog with one ear and steel fangs

They need Hubris! A meatgrinder gonzo hatefuck murdering setting for Dungeon Crawl Classics. It’s the new hot thing!

 shared:

Even if you don’t play Dungeon Crawl Classics, this is a fun setting book by +Mike Evans. Dozens of random tables to use or just give you inspiration. Not just boring text about gods and wars and people from 3000 years ago – actual stuff a GM may want to put into their game.

Chuck over at They Might Be Gazebos did a blog post about his various projects he’s got going on and a tidbit about Hubris:

There’s not much I can add in the way glowing reviews for this bad boy. It’s an in-your-face, rip-your-guts-out, and defile-the-corpse kind of setting. Yes, it is for Dungeon Crawl Classics and if that game ain’t your thing, it would make an awesome alien setting for Lamentations of the Flame Princess.