Death is the New Pink Update- Character Sheet- and Quick Reviews!

So the Death is the New Pink POD is still coming.  I got the proof, but for some reason two of the pictures backgrounds were screwy and the color on two other pictures came out red instead of pink… sooooo those need to be fixed.  Angie needs to fiddle with her pieces, but she’s out visiting family back in MT.

Hopefully by the end of July, I’ll have a new POD proof in my hands that’ll be gorgeous and right- then I’ll put it up for sale.

Character Sheet

Death is the New Pink Character SheetsHere is a picture of the character sheet- here’s the PDF- Death is the New Pink Character Sheets.

Feel free to use em for some DitNP action.

Lastly here are two reviews of DitNP!

Based on the Into the Odd rules system, Death is the New Pink is a rules-light RPG that focuses on playing the game and creating the atmosphere rather than complex mechanics and convoluted background fluff. I’m always looking for a game that is good for getting a one-shot to the table that is immediately fun for the players – Death is the New Pink fulfills that desire with fully flavored character creation in minutes and rules that are grokked by everyone just as quickly. The book sites a number of pop culture post-apocalypse influences, but I think the most apt reference is Tank Girl. It paints a wasteland background, but throws out the oppressive/depressing feel and instead opts for a campy fun environment of violent abandon. The artwork and the tone is excellent throughout the book as well. Highly recommended!




A fun and colorful post-apocalyptic game, based on the elegant Into The Odd rules. Character generation is fast and throws you a few curveballs, getting you ready to play within minutes.

I hope to have a printed version some day, as the art really deserves it.


A Megadungeon Storm is Brewing and Hubris is up for an ENnie!

So first off, very excited to say that Hubris has been nominated for a Best Electronic Book ENnie!  Thanks to everyone for the support and love towards Hubris!  It is greatly appreciated!

Anyways on to the megadungeon…

Challenges on the Game Front

For nearly a year I’ve been running a Hubris game for my RL group here in Rochester, NY and Barbarians of the Ruined Earth for my online group (many of them I’ve been playing with for about 15 years).

However, challenges are coming up that are causing me to reevaluate the current campaigns and how I run the sessions.  My players in both groups, and myself, have busy lives.  Jobs, drinking, school, drinking, hiking, drinking, significant others that aren’t gamers, drinking, concerts, and drinking are all reasons that make it a challenge for us to get together.

So needless-to-say that people making the sessions is a challenge.  While I don’t hold anyone at fault for not being able to attend, having too few players can be problematic, making fights super hard, etc. but by and large not TOO HORRIBLE.

The issue that I’ve been noticing the most (in both games) with the attendance piece is in the sandbox-style play I’ve been running is the constant hand-waiving away the people who can’t make it, or when they are following a chosen plot hook (i.e., let’s rescue the winged-monkey people of the Shattered Sun from Megarobotron 3000) only to have one (or all) of the original people who decided for that mission to not be present.

I then have to explain the WHOLE plot over again to the new people so there is some understanding as to what is going on…  While it’s good to refresh even the regular players, this takes time away from the game.

The constant bouncing of players makes story lines, major plot hooks, etc. extremely difficult to keep consistent or to have any emotional depth.

The other challenge is time; my Rochester group meets once a month.  We are supposed to start at 6, but usually don’t start until 6:30pm (and if peeps are really late, 7ish).  We finish around 8 to 9 (maybe 9:30), depending on people’s schedules.  My online group meets (hopefully) every two weeks and starts at 4 (but we usually don’t get going until 5) and we play until between 8 to 9ish.

So time is really short on both games (again- problems of busy life styles).  This makes it difficult for a languid session or two- things need to happen as to maximize our time together.

I’ve noticed that with the length of time between sessions and the roaming rotation of players, it’s hard for them to remember the various NPCs, actions taken in previous sessions, etc. and where to move forward…  Then with floundering in trying to figure it out, mixed with short time to play, can equal feeling like not much gets done during a session, etc.

Anyways- this got me thinking about how to handle this for both groups and what can be done…  And it hit me… especially since Jeff Rients is running an awesome dungeon dive!

The megadungeon would be an ideal style of play for both my groups.  The goals are clear cut, player driven, and easily identifiable.  There is still exploration and player agency, and the rotating cast of characters is more easily mitigated in a dungeon with hirelings and etc.  Recapping is easier, “You’re still in a dungeon.  You remember that torch boy we hired last session…?  Yeah he done got eaten…  Now we’ve hired two more!”  Move on!

The other benefit is I could run Flailsnail games in it as well!

The Megadungeon


Not actually my megadugeon, but a cool map. 


I’ve never run a megadungeon (so I’m excited to learn how to run one and try it out).  Barrowmaze comes highly recommended, so I bought it to give it a read through and see what it’s about.  As I’ve gotten older my desire to run gonzo/weird fantasy style shit is ever present (hence Hubris, Barbarians of the Ruined Earth, and Death is the New Pink), so I also nabbed Anomalous Subsurface Environment (my copy should arrive in the mail today- very excited to read this one) to draw inspiration from.

I’ve also been scoping the Rusty Battle Axe’s posts (and helpful collection of links) about megadungeons- part 1 here and part 2 here.  One post I liked in particular was about building the dungeon as needed.  With my busy schedule and constant writing, etc. for DIY RPG Production and RL stuff, this greatly appeals to me.


The Premise and System

My idea is that the dungeon is a living creature (inspired by Guardians of the Galaxy and David Lewis Johnson’s Gathox Vertical Slum).  It stretches across multiverses, snatching creatures, people, objects, etc. that come across its every wiggling tendrils.  In the center of the maze is a huge city, akin to Vornheim, Gathox, or Sigil.  It will be a weird, eccentric place that I can put whatever the hell I want in there (including Dubstep Wizards).  Another boon of having a big city is that I can do an urban crawl if the players want a break from the dungeon- so the ability is there.

I plan to kick off the campaign in a similar vein as the Dungeons and Dragons Animated Series with the players taking on four level 0 humans from Earth that are transported to the dungeon.  I created a occupation list for it.

Each session will be a romp through the dungeon with roughly a week or so taking place since the last one.  All characters will be at full health and ready to go.  When we reach the end of our time together we end with the group “just getting back to the city with no trouble.”  They’ll get XP, level up if need be, divide treasure, carouse if they so desire, and wrap up.  This makes sessions manageable and avoid the aforementioned problems I listed above.

System-wise I’m thinking of mixing a blend of Death is the New Pink/Into the Odd with The Black Hack so that it’s rules-light, quick to roll up a character (oh there will be lots of death) and will allow me to easily roll some flailsnails games.

I’ll post more as I develop everything.

The Dubstep Wizard Class

This idea came to me while shopping…  I tried to keep it as system neutral as possible.  Feel free to have fun with this.

Oh and if you haven’t seen the Key and Peele Dubstep skit (above), I HIGHLY recommend it!

Dubstep Wizard


Dubstep Wizard art by Angie G.

The Dubstep Wizard channels the high energies, pounding bass, and piercing shrieks of Dubstep music to fuel their spells.  Each round the Dubstep Wizard calls upon the power of the bass, causing strange effects to occur and warp the very reality around them.


Dubstep Wizards do not dress in flowing robes like their wizard counterparts, but instead wear skinny jeans, a flannel with some decorative t-shirt underneath, high top shoes, large headphones, and a stylish hat of some sort.


Dubstep Wizards love showmanship, performance, and gathering a crowd.  They are usually very gregarious and love having a good time.  Not one to be stuck up in a dark tower, studying musty old tomes, a Dubstep Wizard is the life of the party!

HP: As Wizard

Saves: As Wizard

Armor and Weapon Proficiency: As Wizard

Attack Bonuses: As Wizard

Damage (Optional Rule): As Wizard

Skills (If applicable): As Wizard, but add performance


Spell Progression: As Wizard.  A Dubstep Wizard learns spells by studying a scroll while listening to their awesome Dubstep beats.  Resolve learning spells in same manner as Wizard studying scrolls/learning from mentor.


Wizard’s Converting to Dubstep Wizards: The awesome bass is addicting and who can blame a wizard for wanting to drop their must old tomes in exchange for some kicking beats.  A wizard can turn their character into a Dubstep Wizard, but are now two levels lower (i.e., a 3rd level Wizard would become a 1st level Dubstep Wizard, etc.).


Dupstep Casting

First round the Dubstep Wizard begins chanting and dancing, they mimic the sound effects of dubstep music with their mouths.  It is off-putting and sounds strange, but the effect is felt by those in the indicated area.  If the Dubstep Wizard continues their Dubstep Casting a second round, the sound of true dubstep begins to overlay with their chanting, filling the ears of those in a 120’ area.  If the Dubstep Wizard continues their Dubstep Casting for a third round, dubstep overpowers the area, its intense beats and synthetic sounds filling everyone’s ears.


To cast any spell the Dubstep Wizard must at least channel the power of dubstep for one round.  They can continue to channel each round, building on the debilitating effects of dubstep.  When a Dubstep Wizard begins Dubstep Casting, they roll a d8 and consult the chart below.  Each round the casting effect builds (up to three).  The Dubstep Wizard can switch to a different effect each round by rolling 1d8 should they desire.  If the Dubstep Wizard channels all three rounds on a single effect, but wishes to using Dubstep Casting, they roll 1d8 again.


When the Dubstep Wizard desires to finally release the energies of their Dubstep Casting and cast the spell, this is called The Drop. When the Dubstep Wizard brings on the Drop another effect happens (consult the chart below).



Dubstep Casting Effects
Roll 1d8 Name Effect
1 Time Jostled Reality shifts slightly, causing all in a 30’ radius to be effected.  Everyone rerolls initiative at the start of the round.  One the second round, the last action prior to the Dubstep Wizard’s reoccurs.  Movement resets to where it began at in the previous action (but only for those involved in that action).  If there was any rolling (i.e., to attack and damage, to see if a spell works, disable a trap, etc.) it is redone.  Damage sustained in the previous action (i.e., from an attack) does not disappear when the reoccurrence happens (that means a person could potentially be attacked twice, healed twice, gain two buffs from a spell, etc.).  On the third round, the last two actions prior to the Dubstep Wizard’s reoccur.


When the Dubstep Wizard does The Drop, time returns to normal.

2 Dizzy Those in a 10’ radius of the Dubstep Wizard must make a Wisdom based save or become loopy form the sonic beats blasting in their eardrums, suffering -2 to all rolls.  On the second round, the sonic vibrations reach targets up to 15’ away become too much.  Targets must succeed a Wisdom based save or suffers-4 (or Disadvantage) to all rolls and stumbles around (movement reduced by half).  On the third round, the epic pulsing beat reaches targets 20’ away.  The pounding bass is too much.  Target’s must make a Wisdom based save (-2 to the roll) or ears bleed and they suffer 1d4+1 damage and suffer -4 (or Disadvantage) to rolls and stumbles around (movement reduced by half).


This effect lasts for 1d4 rounds after the Dubstep Wizard performs The Drop.

3 Mimicry The undulations and hypnotic beats of the Dubstep Wizard are intoxicating.  Targets that are in a 15’ radius of the Dubstep Wizard must succeed a Wisdom based save or begin dancing and chanting identically to the Dubstep Wizard.  On the second round, the radius is increased to 20’ and all suffer -2 to their Wisdom based save.  On the third round, the radius is increased to 30’ and targets become fatigued after the Dubstep Wizard performs The Drop.


This effect ends when the Dubstep Wizard performs The Drop.

4 Gravity Reversal The Dubstep Wizard’s hypnotic dance, gyrating, and rhythmic beats cause the very gravitational forces around them to alter.  Gravitational forces in a 30’ sphere around the Dubstep Wizard becomes less strong, causing targets to half to hop around (like on the moon).  Movement is reduced by half.  On the second round, the sphere is increased to 40’ and things float roughly 10’ above the ground.  Spells function normally, but ranged attacks have a 75% chance of missing and melee attacks have a 50% chance of missing.  To move must have a surface to push off from.  On the third round, the sphere is increased to 60’ and things turn upside down and all targets float to the “top” of the sphere and land and can move and fight as normal (but suffer -2 for being disorientated).


There is no saving throw to avoid this effect.  The Dubstep Wizard is immune to the gravity changes.  This effect lasts until the Dubstep Wizard Drops the Base. If the third result has occurred when the Dubstep Wizard performs The Drop, targets fall from 60’ and suffer falling damage (5d6).

5 Shuffling Feet The Dubstep Wizard gets caught in the flow of the beat and they begin to dance around in circles, their feet moving as if they are being repulsed by magnets.  As the Dubstep Wizard moves, they start to pop and lock, making it harder to hit (granting +2 to AC).  On the second round, the movement becomes faster and even more fluid and unpredictable.  The Dubstep Wizard gains +2 to AC and even if an attack successfully lands, melee attacks have a 20% chance to miss and ranged attacks have a 35% chance to miss.  On the third round, percentage is increased to 35% for melee attacks and 50% for ranged attacks.


This effect lasts for 1d4 rounds after the Dubstep Wizard performs The Drop.

6 Doing the Robot The Dubstep Wizard begins making strange almost computerized sounding noises and begins to pop and lock.  Their skin takes on a metallic sheen and they ignore 1 point of damage from physical attacks.  On the second round, the Dubstep Wizard’s skin becomes metal and they ignore 2 points of damage from all sources.  On the third round, the Dubstep Wizard gains Resistance (half damage) from all sources.


This lasts for a number of rounds equal to the Dubstep Wizard’s level after they perform The Drop.

7 Sonic Harm The intensity and fury of Dubstep permeates the beats of the Dubstep Wizard.  They channel that energy into one target.  The chosen target is blasted by the sonic energy, being thrown to the ground (prone) and suffering 1d6 damage (Constitution based save for half damage).  On the second round, the chosen target is lifted from the ground and torn up by sonic vibrations, suffering 1d6 damage per round for 1d4 rounds (Constitution based save for half damage).  On the third round, the Dubstep Wizard can choose a second target to be effected by Sonic Harm at the second round effect (Constitution based save for half damage).  If there are no other targets, the first target is blasted with an additional 1d6 damage (Constitution based save for half damage).


When the Dubstep Wizard performs The Drop, affected targets suffer an additional 1d6 damage.

8 Physical Warping The powers of Dubstep physically alter those who listen.  Targets in a 30’ radius must succeed a Constitution based save to avoid these effects (this is each round of chanting).  On the first round the fingers of the effected begin to stretch in time with the pulsing beat, making it difficult to hold items or perform delicate tasks.  Attacks suffer -2 and doing things like pick pocketing or picking a lock are impossible.  On the second round the eyes of the affected begin shifting up and down, side to side, and blinking alternatively with the beat.  This is very distracting, causing all targets to suffer -4 (or Disadvantage) to all notice or spot checks and -4 to attacks.  On the third round the skin covers the eyes and mouth of the affected targets.  Attacks are hindered (with -4 or Disadvantage) and they cannot shout warnings or cast spells.


This effect lasts 1d4 rounds after the Dubstep Wizard performs The Drop.


The Drop

The energies of Dubstep are not to be trifled with… their very intensity ensnares the senses, hiccups time, and warps the physical world.  When a Dubstep Wizard releases the energies of Dubstep to cast their spell, this is called The Drop.


When the Dubstep Wizard performs The Drop, a deep baseline fills the ears of all in the affected area, the spell goes off per normal rules and the Dubstep Wizard rolls on the chart below.



The Drop Table
Roll 1d6 Name Effect
1 Ground Break The ground underneath the Dubstep Wizard in a 30’ becomes superheated and cracks, breaks, and becomes rumble.  Dust flies all around, covering all in the area.  Movement in the area is reduced by half.
2 Sonic Scream The Dubstep Wizard lets out a reverberating, high pitched shriek, their eyes turn black and blood leaks from their nose.  Targets in a 30’ radius must make a Constitution based save or be deafened for 1d4 rounds.
3 Reality Splinter The Dubstep Wizard moves their hands around in time with the beat.  The moment The Drop occurs the Dubstep Wizard opens their hands in time with the base, as though they are dropping a microphone.  Reality shatters as though it is made of glass.  All in a 60’ area are absorbed in darkness and have visions of falling through nothingness.  The effect lasts for 1 round (these figures disappear from combat).  On the next round all return, but are in different locations than when they started.  All must roll a Wisdom based save or be disorientated, suffering -2 to all rolls until they make a successful save.
4 Epicness The Dubstep Wizard is not to be trifled with.  They impress all those around them, in spite of themselves.  The Dubstep Wizard gains +4 (or Advantage) to one roll in the next 24 hours.  The Dubstep Wizard can only have one level of epicness saved.  If they have not used the roll and this effect is rolled again, it does not stack.
5 Aweness The Dubstep Wizard glows with a bright electric halo, inspiring awe in all those around him.  The Dubstep Wizard gains +4 to Charisma and enemies must make a Wisdom based save to attack them (a GM can rule that powerful/epic enemies are immune to this effect).  This effect lasts for 1 hour.
6 Dance-o-matic Like Mimicry, the fevered intensity of Dubstep is too much for those in a 60’ area.  When the Dubstep Wizard performs the Drop, a flash mob is created.  All targets begin to dance (-2 Wisdom based save to resist) and move about in epic, crazed unison (including the Dubstep Wizard as the lead- they must participate).


This lasts for 1d4 minutes.  At the end targets in the area must succeed a Constitution based save or become fatigued.

7 Energize The Dubstep Wizard invigorates all allies in the affected Dubstep Casting radius with vigor.  Allies in the area regain 1d4/every odd Dubstep Wizard level in Hit Points.  Additionally, allies roll a 1d6.  If the result is even, they gain +4 (Advantage) on their next roll.
8 Mutation The crazy beats of Dubstep have taken a toll on the Dubstep Wizard.  They must succeed on a Constitution based save or gain a mutation (choose from favorite source).  If the save succeeds the Dubstep Wizard is fatigued.






Real World Occupations for DCC

I plan to start running a megadungeon in the near future that is inspired by Dungeons and Dragons the Animated Series.  I knew I wanted the first session to be a funnel and have the real world “characters” have to figure out the horror that they are encountering and attempt to survive…


big customer service team

Let’s go on a team building exercise!  We can camp in those creepy woods!  What’s the worst that can happen?


Photo 5


Really Real World Occupations
Roll 1d100 Occupation Trained Weapon Trade Good
1 Academic1 Heavy text book (as club) Item that makes sense for rolled academic
2 Accountant Expensive golden pen (as dagger/knife) Hand calculator and money clip
3 Actor Award trophy (as club) Current screenplay and a copy of Stanislavski’s “An Actor Prepares”
4 Animal Trainer Taser (as sling) Yipping poodle, dog food, carrying bag, and whistle
5 Antique Dealer Bust of Beethoven (as club) History of furniture book, jug of wood polish
6 Artist2 Item that makes sense for rolled artist Item that makes sense for rolled artist
7 Athlete3 Item that makes sense for rolled athlete Item that makes sense for rolled athlete
8 Baker Rolling pin (as club) Christmas cookie cutters and mixing bowl
9 Barista Thick metal carafe (as club) 5 lb bag of dark coffee, can of non-dairy creamer
10 Bartender Knife (as dagger) Flask full of whisky, two books of matches
11 Bee Keeper Walking stick (as staff) Three jars of honey
12 Brewer Heavy mug (as club) Three growlers of beer
13 Butcher Cleaver (as axe) Thick leather apron (+1 AC)
14 Butler Leather hardback limited edition of War and Peace (as club) Tanning mirror
15 Carpenter Hammer (as club) Level and dust mask
16 Casino Dealer Brass knuckles Deck of cards and 1d100 extra dollars
17 Chef Tenderizing mallet (as club) Rack of 50 spices and recipe book
18 Clockmaker Screwdriver (as knife) Baggie of sprockets, gears, and cogs
19 College Student4 Large text book (as club) Item that makes sense for rolled student
20 Con Artist Small pistol (1d6 damage) 10 bullets, “snake oil”- make up what the next big thing is
21 Conservationist5 Survival knife and walking stick (as club) Book on history of rolled environment and challenges it faces.  All weather bedroll.
22 Construction Worker Battery operated nail gun (as sling) 100 nails, hard hat and utility belt
23 Corrections Officer Standard pistol (1d6 damage) 25 bullets, handcuffs and flashlight
24 Criminal Element6 Pistol (1d6 damage) and brass knuckles Item that makes sense for rolled criminal
25 Cyclist Old bike chain (as flail) Bicycle and helmet
26 Deep Sea Diver Harpoon gun (as bow) Diving mask, snorkel, and flippers
27 Dietician Walking stick (as staff) 10 days’ worth of healthy snacks and water packets
28 Delivery Driver Baseball bat (as club) Trucker hat and traveling dog
29 Demolitions Expert Hammer  (as club) Blasting caps, spool of copper wire
30 Dentist Scalpel (as knife) Pliers and small tin filled with teeth
31 Distiller Three small cutting knives (as dart) Bottle of strong alcohol, lighter, pack of smokes
32 Dog Walker Thick leash (as whip) Medium-sized dog
33 Doorperson Doorstop (as knife) Ball of string, whistle
34 Drag Racer Switch blade (as knife) Racing helmet, Thick leather jacket (+1 AC)
35 Electrician Utility Knife (as knife) Tool belt with pliers, hammer, and wrench
36 Emergency Medical Technician Scalpel (as knife) First aid kit (two uses- restores 1d4 HP)
37 Exterminator Crowbar (as club) Canister of toxic gas and sprayer
38 Farmer Pitchfork Pack of seeds and a hen
39 Fireman Fire axe (two-handed) Fire hat and protective suit (ignore 1 point of fire damage)
40 Fisherman Butchering knife Fishing pole and three fish hooks
41 Florist Large scissors (as knife) Glass vase and bouquet of fake flowers
42 Fry Cook Frying pan (as club) Can of cooking oil, bottle of ketchup and mustard
43 Gem Cutter Chisel (as knife) Fine gem
44 Golf Caddy 1d4 Golf clubs (as club) Caddy cart and 10 golf balls
45 Grocery Store Checker Pocket knife Backpack, box of granola bars
46 Health Inspector Heavy briefcase (as two-handed club) Clip board with notes
47 Herbalist Trowel (as knife) Packet of chamomile and packet of sage
48 High School Student4 Large text book (as club) Item that makes sense for rolled student
49 Hiker Staff Backpack, 1d4 MREs, 1 canteen
50 Home Décor Designer Rubber mallet (as club) Book of wall paper and carpet samples and measuring tape
51 Housekeeper Thick scrubbing brush with wrist-tie handle (as flail) Cleaning uniform and bottle of disinfectant
52 Hunter Hunting rifle (1d8 damage) 50 bullets, bear spray
53 IT Specialist Limited Edition “Rambo” knife Laptop with loads of porn
54 Judge Gavel (as club) Book of history of the French Revolution, impressive black “JUDGE” robes
55 Lab Tech 2d4+1 samples of gross stuff (random effects) Large clump of dry ice, small cooler
56 Lawyer Cane (as club) Lighter, fancy watch, and designer suit
57 Leatherworker Large tongs (as club) Leather armor made for Ren Fair (+2 AC)
58 Loan Shark Brass knuckles 1d100 + 20 dollars and a flashy cell phone
59 Mason Pointing trowel (as knife) Bag of 1d6 artisan crafted bricks
60 Mechanic Large monkey wrench (as club) Spark plugs, liter of 40W motor oil
61 Medium Ceremonial blade Book of spiritual signs and book of current year’s horoscopes
62 Metal Worker Thick metal tongs (as club) Large chunk of metal
63 Meteorologist Rock collection (10 rocks- as sling) A collection of “moon” rocks and “Forecasting Weather for Dummies”
64 Military Personnel Assault rifle (1d10 damage) 50 bullets, army fatigues
65 Model Small pistol (1d4 damage) 8 bullets, super sexy outfit, fancy shoes
66 Mortician Hacksaw (as knife) Embalming fluid sample, measuring tape, blood-resistant apron
67 Motel Clerk Shotgun (1d8 damage) 6 shots, book of strange occurrences across USA, flask with vodka
68 Musician7 Knife Musical instrument of rolled musician
69 Optician Iron (as club) Great pair of designer glasses, traveling eye exam kit
70 Performer8 Item that makes sense for rolled performer Item that makes sense for rolled performer
71 Photographer Tripod (as club) Camera and camera bag
72 Physician Expensive stethoscope (as garrote- 1d4 damage) Pain killers and booze
73 Pilot Flare gun (4 shots, 1d4 damage) Aviator sunglasses, pilots cap
74 Plumber Large monkey wrench (as club) Galoshes and water-resistant pants
75 Police Officer Pistol (1d6 damage) Handcuffs and badge
76 Post Person (Mail) Taser (as sling) Binder of undelivered love letters
77 Private Investigator Revolver (1d6 damage) Cool trench coat, pack of smokes, lighter
78 Psychologist Briefcase (as club) Hawaiian shirt and swimming trunks
79 Radio DJ Book of cds (1d100 cds- as sling) Headphones and old discman
80 Registered Nurse Taser (as sling) First aid kit (two uses- restores 1d4 HP)
81 Religious Leader/Occultist Silver dagger Religious symbol and holy book
82 Restaurant Owner Pizza cutter (as knife) 1d100 dollars golden ring with tiny diamonds
83 Sailor Butcher hook (as knife) Compass and HAM
84 Salesperson Heavy, large sales catalog (as club) Large suitcase with fine jewelry
85 Salvager Shotgun (1d8 damage) Map to location of lost WWII plane, compass
86 Secretary Letter opener (as knife) Fun summer clothing, nice watch
87 Security Guard Collapsible baton Pepper spray
88 Singer9 Knife 3d20 dollars and a book of new songs based on rolled genre
89 Social Worker Keychain self-defense weapon (1d4 damage) Professional clothing, comfortable shoes
90 Store Stocker Canvas bag filled with canned goods (as club) 10+1d10 canned goods and a roll of quarters ($10- for laundry)
91 Tailor Scissors (as knife) Sewing kit, 3 sets of clothing
92 Teacher10 Collapsible baton Text book on rolled subject and a stress ball
93 Train Conductor Crudgel Pocket watch and whistle
94 Treasure Hunter Pistol (1d6 damage) 25 bullets and tent and map
95 Tree Trimmer Pruning sheers (as knife) Book on tree identification and cultivation
96 Vagrant Swiss Army knife Candy bar,
97 Valet Keychain self-defense weapon (1d4 damage) Nice cell phone, designer sneakers
98 Veterinarian Scalpel (as knife) Pain killers, medium sized dog
99 Waiter Taser (as sling) Nice clothing and fanny pack
100 Writer11 Bottle of booze (as club) Laptop and carrying case


  • Academic (roll 1d8): 1) Biologist; 2) Chemist; 3) Physicist; 4) Philosophy; 5) Mythology/theology; 6) Historian; 7) Political science; 8) Geology
  • Artist (roll 1d6): 1) Jeweler; 2) Potter; 3) Painter; 4) Sculpture; 5) Illustrator; 6) Architecture
  • Athlete (roll 1d8): 1) Mountain Climbing; 2) Boxing; 3) Wrestling; 4) Track and Field; 5) Hockey; 6) Football; 7) Baseball; 8) Basketball
  • College/High School StudentMain area of study/interest– (roll 1d10): 1) Drama; 2) History; 3) Mathematics; 4) Political Science; 5) Culinary Arts; 7) Being Popular; 8) Computers; Chemistry; 9) Astronomy; 10) Band/Choir
  • Conservationisttype of environment interested in– (roll 1d8): 1) Wetlands; 2) Farmlands; 3) Desert; 4) Arctic; 5) Forests; 6) Tundra; 7) Ocean; 8) Prairie
  • Criminal Element (roll 1d8): 1) Thug; 2) Gangbanger; 3) Debt Collector; 4) Body Guard; 5) Fence; 6) Counterfeiter; 7) Information Extractor; 8) Prostitute
  • Musician (roll 1d8): 1) Guitar; 2) Drums; 3) Tuba; 4) Trumpet; 5) Bass; 6) Flute; 7) Clarinet; 8) Cow Bell
  • Performer (roll 1d8): 1) Spoken Word; 2) Mime; 3) Puppetry; 4) Freak Show; 5) Dancer (i.e., jazz/tap, ballet, swing, break, interpretive, stripper, etc.); 6) Magician; 7) Juggler; 8) Hula Hooper
  • Singer (roll 1d8): 1) Country; 2) Jazz; 3) Rock; 4) Metal; 5) Rap; 6) Pop; 7) New Wave; 8) Lounge singer
  • Teacher (roll 1d8): 1) English; 2) History; 3) Social Studies; 4) Mathematics; 5) Earth Science; 6) Physical Education; 7) Band; 8) Cooking and Home Economics
  • Writer (roll 1d8): 1) Horror; 2) Poetry; 3) Plays; 4) Fantasy/Sci-Fi; 5) Reference Manuals; 6) Children’s Books; 7) Mysteries; 8) Magazine Editorials/Journalist
Photo 6

Only the most badass survive and make it to 1st level!

Weird Creature Generator

Weird Creature Generator

Animal 6

Sometimes when a group is exploring a dungeon or bit of untamed wilderness, they come across various animals and insects.  Sometimes the creatures are bizarre and even creepy.


If you need just a single natural creature, roll 1d100.  If you desire a weird creature, roll 1d100 twice and combine the two creatures in a way that is entertaining.

Animal 4

If you desire to add a Strange Feature to either creature, roll 1d20 and consult the table below.


Four examples are given below.

Animal 2


Weird Creature Generator
Roll 1d100 Creature Roll 1d100 Creature
1 Hairless Cat 51 Panda
2 Basset Hound 52 Millipede
3 Butterfly 53 Fire Ant
4 Centipede 54 Jelly Fish
5 Alligator 55 Manta Ray
6 Polar Bear 56 Deer
7 Cobra 57 Elk
8 Armadillo 58 Moose
9 Spider 59 Wolverine
10 Grizzly Bear 60 Kangaroo
11 Bat 61 Weasel
12 Moth 62 Chicken
13 Hawk 63 Rooster
14 Eagle 64 Lightning Bug
15 Woodpecker 65 Fly
16 Lion 66 Vulture
17 Tiger 67 Swan
18 Elephant 68 Hammerhead Shark
19 Hippo 69 Great White Shark
20 Beetle 70 Blue Whale
21 Earwig 71 Orca
22 Seal 72 Gecko
23 Walrus 73 Iguana
24 Penguin 74 Tortoise
25 Rhino 75 Skunk
26 Zebra 76 Dolphin
27 Cow 77 Donkey
28 House Cat 78 Hedgehog
29 Great Dane 79 Earthworm
30 Wolf 80 Flatworm
31 Squirrel 81 Piranha
32 Fox 82 Catfish
33 Rabbit 83 Flamingo
34 Mouse 84 Koala
35 Rat 85 Pig
36 Mole 86 Sheep
37 Slug 87 Parrot
38 Snail 88 Platypus
39 Crab 89 Boar
40 Lobster 90 Gorilla
41 Sea Horse 91 Giraffe
42 Horse 92 Hyena
43 Coyote 93 Spider Monkey
44 Octopus 94 Chimp
45 Hummingbird 95 Toad
46 Bumblebee 96 Capuchin Monkey
47 Wasp 97 Snow Leopard
48 Tarantula 98 Red Panda
49 Amoeba 99 Raccoon
50 Python 100 Owl

Animal 3


Strange Feature
Roll 1d20 Result
2 1d10 Eyes
3 2d10 Human Fingers
4 2d10 Human Toes
5 2d10 Teeth
6 Gems for Eyes
7 Glows in the Dark
8 Human Hands
9 Human Feet
10 Can Speak Common
11 Tube-like Tongue
12 Horns
13 Bark-like Skin
14 Human Mouth
15 Rubbery Flesh
16 Body Made of Fruit (roll 1d8- 1) Pineapple; 2) Strawberry; 3) Banana; 4) blueberry; 5) Apple; 6) Mango; 7) Blackberry; 8) Kiwi
17 Covered in Wiggling Pseudopods
18 Smokes as if on Fire
19 Translucent Flesh- Can See Innards
20 Two Heads

Animal 1


Example OneStandard Creature (without Strange Feature)– An elk


Example TwoWeird Creature (without Strange Feature)– Kangaroo-slug.  Creature has the body of a kangaroo, but the neck and head are that of a slimy slug.


Example ThreeStandard Creature (with Strange Feature)– A rat with bark-like skin.


Example FourWeird Creature (with Strange Feature)– Polar Bear-Tortoise.  This massive white bear’s body is covered in a thick protective shell.  The creature can pull itself in the shell to protect itself from attacks.  Oftentimes the bear will charge at a creature and pull itself in its shell and spin at its prey, slamming into them before coming out and attacking.  The bear has 9 wiggling human fingers growing on its face.

Animal 2

New Hubris Class- The Klind Exile (Race as Class) and a New Hubris Video Review


A New Video

Ben Milton has just released a video review of Hubris for those who are curious about it and want more info!  A very heartfelt thanks to Ben (and all others) for the kind words and praise for Hubris!

DriveThru link here!

A New Class

It’s been awhile since I’ve done a Hubris specific class post.  When I was writing the Klind enemies, I had envisioned an exile type class, but cut it due to the book already being fucking huge and I wanted to move it forward.

Here it is!

The Klind Exile

KlindClassesfinal (1)

Behold the hideous Klind (art by Jeremy Duncan)

Here’s the PDF: The Klind Exile

You hail from the Blighted Sands (Hubris, pg 60) from the Klind Empire.  Your people worship the Serpentine God of Depravity, Set (Hubris, pg 211) and you hail from his lineage.  You are no priest of Set (Hubris, pg 304), but your face is snake-like, your body sculpted and lithe, your long arms end in slender lengthened fingers, almost like spider legs.

You are considered unnatural by your people.  You were born with the ability to use a gift that is not yours, rivaling those of the Sex Prophets or the Flesh Weavers.  You are feared and shunned by your people, hated and persecuted.

You have struggled for years, living in brutal conditions, surviving off the scraps you can find.  Well no more.  You have killed one considered your “better” and stolen their Bio-Organic Armor (Hubris, pg 304) and have left Klind to forge a better life.

Servants of the Empire hunt you, wishing to wipe your existence from the world of Hubris.  You can never stop; you can never rest.  You have no people you can call your own. You are forever alone; forever exiled.



Hit Points: 1d8


Weapon Training: A Klind Exile is trained in the use of bolas*, crossbow, dagger, dart, hand crossbow*, kukri, shortbow, short sword, throwing knives, and spiked chain*. Klind Exiles tend to wear light or no armor as it impedes their ability to invoke passion or weave flesh (see below).  Their bio-organic armor does not affect their roll.
*Weapons in the Hubris campaign setting (see equipment, pg 54).


Alignment: The very essence of the Klind and of Set is suffused with chaos.  While you may be exiled from your people, the chaos courses through your veins.


Lithe and Agile: Klind are lithe and agile creatures, full of grace and ease.  All Agility-based tests (not attacks) and Reflex saves are rolled one step higher on the die ladder.  Klind Exiles also have the Move Silently and Backstab skill of a Thief (DCC, pg 38) of equal level and alignment.


Ample Survivor: A Klind Exile has learned to survive on their wits and ability to be quick with a blade.  When fighting with simple blades (i.e., throwing blades, daggers, and the kukri), the Klind Exile is treated as if they have a 16 in Agility for the purpose of two-weapon fighting (DCC, pg 94).  The Klind is quick to act, when fighting with this type of weapon they add their Luck modifier (if positive) to their Initiative roll).


Claws: A Klind retractable razor-sharp claws that deal 1d6 damage. A Klind is never considered unarmed.


Abhorrent Creature: You have somehow have been blessed, or cursed, depending on your point of view, with a small amount of ability to use the alluring abilities of the Sex Prophet (Hubris, pg 302) or weave the flesh of others, same as the Klind Flesh Weavers (Hubris, pg 303).  This is seen as an affront to the will of Set and the hierarchy of the Klind themselves.


A player makes this choice at first level.  Once made it cannot be undone.


The Prophet: A Klind Exile that has the ability of the Prophet can summon forth intense emotions of passion and lust in those around them.  The Klind Exile must roll a 1d20+Personality Modifier+Klind Exile level and consult the able below.


Waves of Passion
1 Lost, failure, and gain a haggard, disgusting appearance (i.e., moles, lanky, fragile hair, liver spots, hunched over, etc.) for 24 hours.  All Personality rolls are made two steps lower on the die ladder for the duration.
2-11 Lost.  Failure.
12-13 A touched target must succeed a Will save (DC 8+ Klind Exile level) or become overcome with emotions of passion and lust.  They are unable to concentrate and suffer -2 to all attacks and save rolls for 1d3 rounds.  Those that critically fail their save fall to the ground and are helpless for double the duration.
14-15 A touched target must succeed a Will save (DC 8+ Klind Exile level) or become overcome with emotions of passion and lust.  They are unable to concentrate and make all attacks and save rolls one step lower on the die ladder for 1d6 rounds.  Those that critically fail their save fall to the ground and are helpless for double the duration.
16-17 You release a wave of passion and lust in a 5’ radius.  Any in the area must succeed a Will save (DC 8+ Klind Exile level) or become overcome by the emotions.  They are unable to concentrate and make all attacks and save rolls one step lower on the die ladder for 1d6 rounds.   Those that critically fail their save fall to the ground and are helpless for double the duration.
18-19 You release a wave of passion and lust in a 10’ radius.  Any in the area must succeed a Will save (DC 8+ Klind Exile level) or become overcome by the emotions.  They are unable to concentrate and make all attacks and save rolls one step lower on the die ladder for 1d6 rounds.  Each target affected heals you for 1 HP.  You cannot go over your maximum hit points.  Those that critically fail their save fall to the ground and are helpless for double the duration.
20-21 You release a wave of passion and lust in a 15’ radius.  Any in the area must succeed a Will save (DC 8+ Klind Exile level) or become overcome by the emotions.  They are unable to concentrate and make all attacks and save rolls one step lower on the die ladder for 2d8 rounds.  Each target affected heals you for 1 HP.  You cannot go over your maximum.   Those that critically fail their save fall to the ground and are helpless for double the duration and heal you for 2 HP.
22+ You release a wave of passion and lust in a 30’ radius.  Any in the area must succeed a Will save (DC 8+ Klind Exile level) or become overcome by the emotions.  They are unable to concentrate and make all attacks and save rolls one step lower on the die ladder for 2d8 rounds.  Each target affected heals you for 1 HP.  You cannot go over your maximum.   Those that critically fail their save fall to the ground and are helpless for double the duration and heal you for 2 HP.



The Weaver: A Klind Exile that has the ability of the Weaver is able to manipulate the flesh of others to horrifying effect.   The Klind Exile must roll a 1d20+Personality Modifier+Klind Exile level and consult the able below.


Flesh Meld
1 Lost, failure, your flesh melts, taking on a waxy, plagued appearance (as if you’ve been scarred from a bad burn).  You suffer a permanent -1 to Personality for each occurrence.
2-11 Lost.  Failure.
12-13 You can touch a target causing their eyes and mouth to stretch, making it extremely difficult to see or speak.  They suffer -2 to notice rolls, ranged attacks, and persuasion rolls.  This lasts for 1d3 rounds.  The target is allowed a Fort save (DC 8+Klind Exile’s level) to avoid this.
14-15 You can touch a target, causing their flesh to become rubbery and painful, often forming bubbling boils, and hanging off the body. On a failed save the target suffers –3 to all rolls.   This effect lasts for 1d4 rounds.  The target is allowed a Fort save (DC 8+Klind Exile’s level) to avoid this.
16-17 You can cause the flesh of up to two targets in a 10’ radius to become rubbery and painful, often forming bubbling boils, and hanging off the body. On a failed save the target rolls all physical rolls one step lower on the die ladder. This lasts for a number of rounds equal to your level.  The targets are allowed a Fort save (DC 8+Klind Exile’s level) to avoid this.
18-19 You are able to cause the flesh of one target within 15’ to meld together. Their legs fuse together and their hands become large balls of blistered flesh. They must make a DC 12 Agility test or fall prone. Their movement is reduced to 10’. They drop whatever items they are holding and are unable to use their hands. This lasts a number of rounds equal to your level.  The target is allowed a Fort save (DC 8+Klind Exile’s level) to avoid this.
20-21 You are able to cause the flesh of two targets to meld together.  The targets can be no further than 20’ away from you.  Their legs fuse together and their hands become large balls of blistered flesh. They must make a DC 14 Agility test or fall prone. Their movement is reduced to 10’. They drop whatever items they are holding and are unable to use their hands. This lasts for a number of rounds equal to your level.  The targets are allowed a Fort save (DC 8+Klind Exile’s level) to avoid this.
22+ You can touch the target and shape their flesh in minute detail.  You can cause the target’s
eyeballs to seal, nose and mouth to become covered with skin growth, etc. A target can last a number of rounds equal to their Stamina score before needing to make a DC 16 Fort save. A failed save means the target has died from suffocation. The player can come up with other amusing situations and the Judge and the player can discuss the outcome.  This last for a number of rounds equal to your level.  The target is allowed a Fort save (DC 8+Klind Exile’s level) to avoid this.



Damaged Bio-Organic Armor (Type I): You stole another Klinds bio-organic armor before fleeing your homeland.  In the scuffle to relieve the Klind of their armor, it was damaged and cannot be repaired.  The armor grants +3 to AC, suffers -0 to check penalty and has a d8 Fumble Die.


When taking damage, make a Luck roll.  If successful, you ignore 1 point of damage (even magical).  At night when sleeping in your armor, make a Luck roll.  If successful, the armor heals you, restoring 1 HP per hour.  While in the suit you do not need to consume more than 2 cups of water every 8 hours.  You can see in low-light in a 30’ radius, and can breathe in a sandstorm up to 1 hour.


Hunted: You are a mistake that should be cleansed from Hubris.  A small detachment of Klind is attempting to track you to bring you back to Klind, so you may be sacrificed on the altar to Set.  Even if you kill the ones after you, you know there will always be more.  This is your curse to bare.




Klind Exile Table
Level Attack Crit Die/Table Action Die Ref Fort Will
1 +0 1d10/II 1d20 +1 +1 +0
2 +1 1d12/II 1d20 +1 +1 +0
3 +2 1d14/II 1d20 +2 +1 +1
4 +2 1d16/II 1d20 +2 +2 +1
5 +3 1d20/II 1d20 +3 +2 +1
6 +4 1d24/II 1d20+1d14 +4 +2 +2
7 +4 1d30/II 1d20+1d16 +4 +3 +2
8 +5 1d30+2/II 1d20+1d20 +5 +3 +2
9 +5 1d30+4/II 1d20+1d20 +5 +3 +3
10 +6 D130+6/II 1d20+1d20 +6 +4 +3




Starting Gold
2d12 3d12+500 3d12+2,000




Class Damage


This is the damage a Klind Exile does if the group is using the optional damage rules outlined in Hubris, pg 50.


Klind Exile Class Damage
Light Medium Heavy
1d4 1d6 1d6




Info on the Klind


Taken from Hubris, pg 66.


The Klind are a race of humanoids devoted to their serpentine god, Set. They seek to dominate Hubris and bring all into Set’s fold, either through conquest, corruption, or as a suitable sacrifice.
For over 300 years the Klind have schemed, fought, and plagued Hubris. Most people of Hubris have only heard of the Klind whispered as frightening tales, from the safety of their homes or taverns. The true visage of a Klind, armored in their bio-organic suits, with bizarre and dangerous weapons, marching ceaselessly across the territories of Hubris in search of slaves and sacrifices is not something that can be accurately captured in story.
The capital of the empire is built around the Great Ziggurat of Depravity where sacrifices of the pitiful and unworthy are made to satiate the hunger of Set. The Venomous Red Scales are the elite guard to the High Priest of Set. These terrifying warriors police the streets, gather those suitable for sacrifice, and carry out the High Priest’s wishes. While risky and dangerous, outsiders still come to Klind to trade or search for treasures in the Blighted Sands.


Death is the New Pink Out Now!!


Death is the New Pink was released last week on Drivethru/RPG Now in PDF format (here’s the link)!  The POD version will be coming out soon.  I’m waiting to get approved by OBS for formatting.  Once I get my proof, and if it looks good, I’ll put it up for sale.

Anyone who buys the PDF of DitNP will get an email with a discount to get the POD as if they purchased the bundle.

Here is other things I’ve posted about Death is the New Pink on the blog.

If you’ve purchased DitNP and enjoy it, please feel free to leave a review on Drivethru/RPG Now

Here’s the summary of DitNP

This bizarre, crazed, post-apocalyptic setting uses the fun Into the Odd rules by Chris McDowall and is inspired by Tank Girl, Judge Dredd, the Fallout and Borderlands video game series, and Mad Max.

Players take on the roles of Meat Bags that wander the packed and filthy streets of Scratchtown, or buzz through the wasteland on souped-up hot rods.  Their goal: to find Doodads, obtain materials for trade, or to cause mayhem, death and destruction just for the sake of it.  Meat Bags feel they’ve seen and done it all, so the prospect of death is one of the only exciting “unknown” things left in the world.  Death is the New Pink is brutal, bloody, and chaotic.  Things should be kept fast-paced and it’s more than fine if it doesn’t make sense!  Character death is fairly common and should be embraced; a particularly blood death should be applauded and celebrated!


Doodads, mutants, bullets, dead bodies, and some booze and pizza are all in a day’s adventure in the Wasted World.

Strap on your ass-kicking boots and grab your big guns, Meat Bag!

It’s time to get your killin’ (or dyin’) on!

Burn rubber and enjoy spreading chaos in the Wasted Worldin this scrappy RPG!

What’s In the Book


Death is the New Pink is rules-lite and keeping with the rules designed by Chris McDowall, characters can be made in 2-5 minutes!  There are rules for vehicles, new equipment, rules for Doodads (strange and powerful scientific devices), Muscle Ups! (perks that give special abilities to the Meat Bag), bunches of Nefarios (bad enemies that want to hurt your squishy bits!), info on the expansive city called Scratchtown, an adventure called “A Bloody Romp Through the Catacombs,” and a Point Crawl through the the Wasted Earth near Scratchtown (including map). The book comes in at 90 pages!