One race I always really enjoyed from the 3.5 era of D&D was the Warforged. They were a new race that had a huge amount of potential. The other day I was looking over Jack Shear’s Planet Motherfucker and was inspired by his moxy and awesome idea, and thought it would be fitting to create a race inspired by the Warforged for Hubris with that same Planet Motherfucker philosophy.
I took the DCCified Warforged I created a while back and altered it for Hubris.
Floating Island of Terror- (Possibly a living patron that the Queen serves) This metallic monstrosity hovers high above Land of Perpetual Stone and Mire, belching out soot, pollution, and smoke as it produces wheellock firearms, gunpowder, and other strange devices. The Black Queen, a powerful sorcereress, sits high on her throne of bones and steam in her floating metal city, satiating her hunger on the nightmares of her subjects. The Black Queen governs and commands all who enter here; with the help of The Black Guard of Abhorrent Action, a group of devote followers of the Black Queen, it isn’t difficult.
The Floating Island of Terror is responsible for the invention and distribution for most of the firearms throughout the Hubris region. The Black Queen’s Skeletal Gun Runners are devoted enough and crazy enough to run caravans all over Hubris.
Whether you were a criminal, beggar, or an invalid just trying to get by you managed to anger the Black Queen and were “volunteered” into her service.
You were strapped into a suit of specially crafted armor and dumped into a vat full of boiling, swirling alchemical substances and sealed in a chamber for three days. The intense heat and pressure of the chamber caused your flesh to melt and meld with the suit of armor. While the Black Guard of Abhorrent Action watched in stoic silence, your screams of pain still ring in your ears.
You emerged from the vat as one of the Black Queen’s terrifying Murder Machines. Through her bizarre technology and sorcery she has created a living construct which she uses to mercilessly destroy her enemies. You killed, labored, destroyed, and terrified all in her name.
While most murder machines are utterly loyal and obedient to the Black Queen, you are different. The alchemical substances did not manage to destroy your consciousness and personality. Eventually you were able to break free of her control completely. You bided your time, and when able you made your escape.
Now you are on the run from agents of the Black Queen while attempting to etch out a life for yourself in the strange and grim world of Hubris.
Hit Points: A murder machine gains 1d10 HP per level.
Weapon Training: A murder machine is trained in all manner of weaponry. They cannot wear any armor (see below).
Alignment: A murder machine is free to decide their code of ethics. However one thing always rings true, the call to battle and desire to kill fleshy things is always constant.
Attack Modifier: Murder machine do not receive a fixed attack modifier at each level. Instead they receive a deed die, like the Warrior. The deed die is rolled each round to generate the attack modifier. See the chart below to see the deed die advancement. The bonus of the deed die is also a modifier for damage.
Mighty Deeds: You were constructed for battle. A murder machine can perform Mighty Deeds as a Warrior.
Construct: As a bizarre living construct a murder machine does not require sleep, food, or air. They are also immune to diseases and poisons. Due to being a construct normal magical means of healing are not as effective on you, only giving you half the amount (minimum of 1HP back).
Natural Armor: The body of a murder machine is made of tough metal and wood and gives natural armor protection. Treat the armor class of a Murder machine as being equipped with scale mail (+4). Due to this natural construction a murder machine suffers no check penalties on skill checks. The construction of their body makes it so they cannot wear any other armor. Your body is so heavy that you cannot swim, but sink to the bottom and must walk along the sea floor.
Punch Them in the Face: A murder machine’s fist is hard metal and wood and does 1d4 damage.
Swiss-Army Hand– A murder machine is built to kill, and as such is outfitted with a hand that can rotate and become one of three weapons. At level one a player chooses three weapns from the following list: hand crossbow*, dagger, flail, hand axe, mace, short sword, wheellock pistol*†
* Weapon must be reloaded per standard DCC rules.
† Weapon is from the Hubris setting.
Tinkering: Choose one at level 1
- Dual Swiss-Army Hands– Same as above, but both hands.
- Thick Plating– The natural armor of the murder machine is increased by +2, as though they are wearing banded mail.
- Shoulder Cannon– Small cannon that sits atop your shoulder. Loud explosions and lots of painful damage. Roll 2d12 and take the higher of the two. The attack roll is made at one step lower on the die ladder. The shoulder cannon takes 3 rounds to reload.
- Shrapnel Explosion– You were designed to do as much damage as possible should you be deactivated. When you fall unconscious bits of metal and pellet burst from you in a 10ft radius. All in that zone take 2d8 damage (Ref Save DC 12 for half damage).
Outsider: People tend to be uncomfortable in your presence. Any personality check you make is reduced one step on the die ladder.
Hunted: The Black Queen is furious that you have somehow resisted her control. Agents of The Black Guard of Abhorrent Action are hunting you, eager to please their queen.
Nuts and Bolts: You are able to create a salve that you can apply to your damaged body, healing you for 1d6+1HP. The parts cost 250gp and take 2 hours to create.
Languages: A murder machine knows common.
|Level||Attack (Deed Die)||Crit Die/Table||Action Die||Ref||Fort||Will|
Murder Machine Titles