Monthly Archives: February 2017

Death is the New Pink- COMING SOON (April, 2017)

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The Death is the New Pink cover by Jeremy Duncan

Death is the New Pink is a new silly, high energy post-apocalyptic setting I’ve written that uses the fun Into the Odd rules by Chris McDowall.

 

What is Death is the New Pink?

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!  Enjoy spreading chaos in the Wasted World!

How’d the World Fall?

No one gives a fuck!!  Bombs, disease, aliens, mutants, zombies, killer robot overlords wearing bad toupees: it doesn’t matter.  This craptastic Wasted World is filled with raiders, mutants, scumbags, and giant creatures that want to kill you and lay eggs in your chest cavity; it’s kill or be killed.  Who cares about the little details like how it got this way?!  Just enjoy it!

 

Muscle UP!

A Meat Bag may gain a Muscle UP! at character creation if described in their starter package.  Otherwise a Meat Bag gains a Muscle UP! ability at Quarter Pounder With Cheese and Grand Poobah Meat Bag levels (pg XX).

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A Meat Bag getting Muscled Up! (perk system) for DitNP!- Art by Jeremy Duncan

Here’s some sample Muscle UPs!

I Have a Friend!: You’ve attracted the attention of someone. When you are drop to 5 or fewer HP, make a Luck roll. If it favors you, this friend shows up, fully loaded with a .44 Magnum and a kick-ass attitude, to save your sorry butt.  Roll Friend’s ability scores.  They start at level 2, give them a Muscle UP! (only has one ever), starting package except substitute one weapon for Revolver.  The Friend levels when player’s Meat Bag does.  If your Friend dies, you attract another after one month (they start at level 2).  It’s because you are THAT cool.

One Tough Mother: Once per combat, if an attack drops you to 0 HP there is a 50% chance you remain at 1HP.

Psychic: You can use psychic abilities.  You know three powers (roll randomly, pg XX).  These are all you’ll ever know unless you spend later Muscle UPs! gained later to learn an additional 2 abilities.  You can use your psychic ability three times per day before needing to rest.

Scrounger: You know how to find stuff.  In a room, roll a Luck check, if it favors you, you discover something interesting.  Name what it is, but GM has final decision.

Shotgun Wedding: Increase shotgun damage by 1 die (i.e., a d6 is now a d8, a d10 becomes 1d6+1d4).

Doodads

Meat Bags love Doodads!  They ride on fuel-injected death machines, romping through the wastes to find these things!  They are powerful bits of old technology, or new ones created by mad scientists!

Here’s some Sample Doodads

Christmas Lights and Steel Armor: You bring cheer and happiness as you bring death.  3 Armor.  The lights let you see in the dark, but unfortunately your enemies can see your jolly ass too.

Clean Water-o-Matic: Every morning flip the switch on the side of this metal rectangular box to start the Clean Water-o-Matic to gathering moisture from the air.  After 24 hours, simply hand crank the winch on the back for a mere hour to process the collected water!  Once the cranking is done you have enough clean water for a 32oz jug!  Huzzah!

Energy Rifle: This weapon shoots lasers (1d8 damage)!  This weapon ignores armor.  Targets that take critical damage are vaporized.

Flesh Sack: Sack made of genetically-altered flesh.  Soft as a baby’s bottom and reduces weight of carried items by half.

Four-barreled Shotgun: Four powerful blasts at once (1d12 damage)! Targets that take critical damage are blown apart in an explosion of blood and bone.

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Lot’s of cool Doodads in the Wasted Earth- like the Energy Rifle.

The Bad Guys Who Want to Fuck Your Face With Bullets!  A.K.A. Nefarios

Nefarios: The Wasted World is a terrible, screwed up place filled with terrible, screwed up creatures.  There are normal animals and people that get by out in the wastes, but there are also horrors that can steal the breath out of even the most badass bandit.  Many Nefarios have powers and special abilities that lie outside the scope of their ability scores and rely on these to win battles and carry out their objectives.  Feel free to create awesome and unique powers.  A few examples of Nefarios are on page XX.

Here are some sample Nefarios.

Bomber Slugs

BAD 7, DSS 6, MOXY 6, HP 5

DRIVEN TO BLOW STUFF UP; LIKE A MOTH TO A FLAME.

When agitated, Bomber Slugs will approach a target and explode for 1d12 damage in a 5’ radius.  Raiders like to raise the slugs like herd animals and throw them at enemies.  Raiders also like to play a game where they throw the slugs at each other.  The one who catches the slug when it becomes agitated and goes off is the winner, but somehow they still lose…

Four Armed, Knuckle-Pounding Ape

BAD 12, DSS 12, MOXY 6, HP 7, AP 1

DRIVEN TO CRACK KNUCKLES AND POUND FLESH.

Highly aggressive creature that lurks in abandoned buildings, lush overgrowth, etc.  Attacks with four fists, 1d6 damage each.  If a target takes critical damage from an attack they must succeed a DSS test or be thrown to the ground and struck repeatedly and viciously until they are a bloody pulp.  Careful, this ape throws poo!

Fuck You Worm

BAD 16, DSS 12, MOXY 4, HP 12, AP 2

DRIVEN TO EAT, EAT, EAT!

The Fuck You Worm got its name because this is what is most frequently heard from raiders screaming as they shoot at these big bastards.  These massive worms burrow beneath the earth and sense the vibrations of cars and footfalls.  Treat these creatures as Bundles o’ Meat (pg XX). Worms thrash and bash (1d12 damage). Anyone that takes critical damage is swallowed whole, suffering 1d6 BAD damage per round from stomach acids until they are pulled or cut out.

 

Shade Wolf

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BAD 14, DSS 14, MOXY 10, HP 10

DRIVEN TO HUNT SHADOWS.

Created after being blasted with negative light, the Shade Wolf is stuck as a shadow on the wall.  The creature attacks other creatures’ shadows and deals 1d8 damage with its bite.  A target that takes critical damage must make a BAD save or have their shadow ripped away, reducing the target to a comatose state.  Shade Wolves can only be harmed by bright lights such as flashlights (which deal 1d6 damage) or floodlights (which deal 1d10 damage).  A weak source of light such as a dim flashlight or torch can stun a shade wolf or keep them at bay for a few minutes, but dealing no damage.  A shade wolf exposed to sunlight is killed instantly.

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The Urchin- Barbarians of the Ruined Earth Class for the Black Hack

I haven’t done a post for Barbarians of the Ruined Earth in awhile and figured I damned well better.  I’m rewatching Thundarr the Barbarian and decided that I wanted to do an Urchin class for the book.

Urchin

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You are a forgotten child, surviving on your own in the wilds.  You distrust adults and civilization, preferring your own company and those of a few select people or creatures that you feel are worthy of your time.  You are quick-witted and fast acting.  Adults constantly underestimate your abilities, which usually leads to their downfall.  You are plucky, bossy, and master of your domain!

 

“Someday I’ll build my own empire!  I mean, I don’t want to be an urchin ALL of my life.”

 

Starting HP: d4+4

HP Per Level/Resting: 1d4

Weapons & Armor: Short Swords, Daggers, Short Bows, Blow Gun, Sling, Cloth, Leather, Small Shields

Attack Damage: 1d4/1 Unarmed or Improvising
SPECIAL FEATURES
Small: Urchins are roughly 4’ tall (tallest among them are 5’) and quick on their feet.  Urchins have Advantage to tests to avoid melee attacks from any target that is taller than them.  Urchins suffer Disadvantage to Strength checks when attempting to grapple or wrestle with someone larger than them or lift heavy objects.

 

Unexpected Adversary: Most people underestimate Urchins.  When making their first attack the Urchin rolls with Advantage.  If the attack is successful they deal 2d4+Urchin level in damage.

 

Bossy: Urchins are spoiled brats that live by their own code.  They are bossy and demanding.  Once per day they can boss their way through a situation and automatically succeed on a Charisma test.  This is applicable to bartering, getting someone to do a favor, etc.  The GM has final arbitration on what is acceptable or not.

 

Environment: Urchins know how to survive in their environment.  Roll on Type of Urchin table, pg XX.
LEVELING UP
Roll to see if attributes increase, roll twice for DEX or other (the second stat is determined by type of Urchin, pg XX).

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STARTING EQUIPMENT

WEAPON: Dagger and blowgun or sling

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

ADDITIONAL: Ammo for ranged weapon, rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).

 

INTERESTING TRINKET (roll 1d6): 1) a necklace made of a railroad spike from ancient earth; 2) a snow globe; 3) a miner hardhat.  The headlamp still works; 4) an ancient Earth police officer’s hat; 5) a pair of whacky eyeball glasses; 6) a tattered, yet adorable teddy bear

 

LIFE EVENT (roll 1d8): 1) you were a slave and escaped; 2) you were abandoned by your parents in this environment; 3) your parents were killed by raiders and you’ve had to raise yourself; 4) You ran away from your village and decided to raise yourself; 5) You were a servant to a Sorcerer and managed to escape their lair; 6) You were chased out of your village after causing too much trouble with your childish pranks; 7) You are child of your village’s leader.  You and your family were exiled after your father sold several of the villagers to raiders; 8) Years ago you had a dream of flying on a magical bed and traveling through a fun and strange Slumberland.  You awoke in a cave in the environment that you now live.

 

Type of Urchin

1) SwampYou know how to survive in the swamps.  You have Advantage on all knowledge tests when identifying plants and animals of the swamp.  You also have Advantage on tests for survival in this environment.  Secondary Ability Score: Wisdom.

 

2) DesertYou know how to survive in deserts.  You have developed a resistance to poisons because of all the hostile creatures in the desert.  You roll Advantage on saves against poisons.  You also have Advantage on tests for survival in this environment.  Secondary Ability Score: Constitution.

 

3) SewerYou have survived in the remaining sewer system of a once great city.  You have a keen sense of direction underground and can never get lost.  Your eyes have become accustomed to the dim light of the sewers and you can see in low-light as if it were normal up to Nearby.  You also have Advantage on tests for survival in this environment.  Secondary Ability Score: Constitution.

 

4) UrbanYou know how to survive in the crumbled ruins of a once great city.  You have Advantage on tests for climbing, detecting hazards in ruins, and determining what is structurally sound.  You also have Advantage on tests for survival in this environment.  Secondary Ability Score: Wisdom.

 

5) ForestYou know how to survive in wooded forests.  You have gained the friendship of an animal that is your loyal companion.  If the animal companion dies, you can return to the forest and attract another one.  Doing so takes one week of establishing a rapport.  Roll 1d10 for companion- 1-2) fox; 3-4) hawk; 5-6) badger; 7-8) lynx; 9) snake, poisonous (not deadly); 10) wolf.  You also have Advantage on tests for survival in this environment.  Secondary Ability Score: Wisdom.

 

6) BadlandsYou have survived in one of the harshest environments.  You can survive an extra two days without food or water as a normal person.  You’ve had to learn to become strong in order to survive.  You’ve learned to fight with short spears, no longer suffer Disadvantage to Strength checks for your size (see Small ability) and your attack damage is increased to 1d6/1d4 for Unarmed/Improvising.  Secondary Ability Score: Strength.

Adult Urchins

When an Urchin becomes an adult they lose the following abilities: Small and Unexpected Adversary.  Instead they gain the following:

 

Dirty Fighting: Adult Urchins know how to fight dirty.  Once per combat they can attempt to throw off their foe by kicking mud in their eye, feinting, spitting on them, etc.  The Adult Urchin must make a Charisma test to successfully trick their adversary.  A tricked target is thrown off granting Advantage to the Adult Urchin’s next 1d3 defensive rolls.

 

Small Frame: Adult Urchins never get big or bulky.  They are still skinny and spry.  They can fit through small spaces that a normal-sized adult would not be able to. They also have Advantage on saves against traps and explosion.

 


Hubris Print on Demand is Now Available! As is New DIY RPG Productions Apparel Page

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HUUUUBRRIIIIISSSSSS!

Hubris is FINALLY out on POD on both Drivethru and Lulu (although Lulu is softcover only)!  I am thrilled the Hubris is finally out and done!

I want to thank everyone for their excitement, support, and interest in my book!  This project has taken six years of my life to write, but it was a fun challenge and I’ve learned quite a large amount about creating RPG books, project managing, etc.

This isn’t the end for Hubris by any means.  I currently have a 3rd level adventure in playtesting that will be released this year (hopefully) as well as a supplement in the future.  Also, there are other DIY RPG Productions works coming out this year and next.

I’ve also created a DIY RPG Productions Apparel page if anyone wants to buy a t-shirt, coffee mug, etc.!


Cthulhu- Invoke the Name Mechanics for Hubris and DCC

The other day I did a blog post about Illithids and how I would run them in my Hubris campaign (or DCC in general).

I wanted to create Invoke the Name rules (found in Hubris: A Visceral World of Adventure).  The basic jist is once per day a cleric can speak the name of their god, channeling immense power with just that one word.  The cleric rolls 1d20+Personality Modifier+level and consults the table.

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Behold the Great Cthulhu

 

Here’s the PDF version: cthulhu-invoke-the-name

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A person loses their mind from the terrible corrupting power of Cthulhu

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The holy symbol for a Cleric of Cthulhu