Monthly Archives: March 2017

The Vek Race as Class for Barbarians of the Ruined Earth (Black Hack)

Continuing in posting more on my Barbarians of the Ruined Earth  game that uses the Black Hack rules, here is the Vek (race as ) class.

 

Vek (Raptorfolk)

deinonychus_antirrhopus 

The Vek are highly intelligent anthropomorphic raptors that have obsessions with Stupendous Science and Ancient Earth technology.  Their scaly flesh ranges from vibrant red to bile yellow or forest green.  They are a stubborn race with a proud heritage, and often consider themselves far more evolved and advanced than any other on the Ruined Earth.  Vek live closely together in a hierarchical community called a Collective.  Many Vek have been subjugated and enslaved by powerful Sorcerers, so naturally the Vek have become mistrusting of magic and those with the ability to wield it.  Vek proudly trace their ancestry to the long-dead Ancient Earth dinosaurs, the Deinonychus.

“Mine is a proud people; descendants of the most powerful and ancient of Earth’s creatures.  Our minds are keen, and technology is ours to mold and shape.  Our flesh is strong and our teeth and claws are sharp… were it not for the vile powers of Sorcerers, we would be the rulers the Ruined Earth.”

Starting HP: 1d8+4

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

Weapon and Armor: Gambeson, Leather, Small Shields, All bows, Claws and Bite, All technological weapons, Spears, Maces, and Short swords

Weapon Damage: 1d6/1d4 Improvised

 

SPECIAL FEATURES

raptor_warrior_by_predaguy

Art by Predaguy (not part of BotRE project)

Highly Intelligent: Veks have a sharp mind.  They have Advantage on Intelligence rolls and saves against mind-altering effects.  They are also literate (for normal literacy rules, see pg XX).

Dinosaur!: Veks have thick hides and are treated as having 2 AP (this stacks with armor, but the AP is reduced to 1 while wearing armor).  Their claws and teeth are razor sharp and they can attack for class damage.  Finally, Veks are agile and able to jump long distances (roughly 15-20ft), effectively launching themselves at a target.

If a Vek launches themselves at a target they can either make a single bite attack at a target with Advantage or attack with both clawed feet and a bite attack, but suffer Disadvantage to all three rolls.

More Juice: If an advanced technology contraption has a Usage Die and finally runs out of “juice” the Vek can coax a little more back into it, returning the Usage Die to a d4.  This can be done once per hour.

Leveling Up:

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

 

STARTING EQUIPMENT

WEAPON: Spear and short sword

ARMOR: Leather Armor 4 AP (2 AP/d6 Usage Die)

ADDITIONAL: Rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).

INTERESTING TRINKET (roll 1d6): 1) a book of Ancient Earth history; 2) a laser pistol (d10 Usage Die on battery pack); 3) a headdress of bone, leather, and feather; 4) a city map of the Ancient Earth city, “Los Angeles”; 5) a ruby necklace; 6) an Ancient Earth Sea Captain’s hat and jacket.

LIFE EVENT (roll 1d8): 1) you were a slave and escaped; 2) your father was a brilliant mind and created many helpful Stupendous Science gadgets.  Eventually he wronged a Sorcerer and was killed in front of you; 3) your mother is your Collective’s leader and you have served the tribe with distinction; 4) you messed with your Collective’s super computer and broke it.  You have been exiled by your people; 5) you banded together with a Barbarian and defended your Collective from Pig Raiders; 6) you traveled with a Scavenger for a few years.  You and he discovered many interesting Ancient Earth ruins during your travels; 7) your seven sisters and five brothers were transformed into statues by a Sorcerer after you angered him; 8) you discovered a sentient robot during your travels and are still friends.

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The Hyper Light Drifter Class for The Black Hack

I recently bought Hyper Light Drifter (albeit for PS4) the other day and man- what a fucking beautiful game.  The graphics and colors are gorgeous and the game play is challenging (sometimes frustrating) and rewarding.

This AM I decided the create a class inspired for it for The Black Hack.  Enjoy.

Hyper Light Drifter

 Hyper Light 1

The Hyper Light Drifter is a guardian.  They are a sentient AI in a bio-engineered body.  The body is constructed of living matter, so like any living thing it requires rest, sustenance, and can feel pain.  Legends believe that the Hyper Light Drifters were created to combat a great super AI that was terrorizing their world.  The Super AI created terrible monstrosities called Titans.  These huge creatures laid waste to anything they came across.  The Hyper Light Drifters were able to defeat the Titans and the Super AI, but at a great cost: their world was left in ruin and most of the Hyper Light Drifters were destroyed in the grand battle. 

The remaining Hyper Light Drifters wander the galaxy, landing on planets to explore and look for a cause they can rally behind.  Where there is darkness, oppression, and evil you will find a Hyper Light Drifter to bring illumination to the world and push the vile forces back.

 

Starting HP: 1d8+4

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

Weapon and Armor: Light Weapon, grenades, pistols, shotguns, rail gun, padded, leather, and studded leather armor.

Weapon Damage: 1d8/1d6 Unarmed or Improvised

 

SPECIAL FEATURES

Light Weapon: The Hyper Light Drifter’s weapon is made of pure energy that is powered by their own systems.  The weapon resembles a short sword (roughly 18” in length).  The Hyper Light Drifter can also transform the weapon into another form.  For form roll on table below.  This weapon is treated as a +1 for the purpose of overcoming damage reductions, etc.

Hyper Light 3

Energy Reserves: The Hyper Light Drifter has stores of energy that allows them to do fantastic abilities.  A Hyper Light Drifter’s Energy Reserve is equal to half their level. Using each ability reduces the reserve by one.

 

Energy Abilities

  • Enhance Weapon: Energy runs through the Light Weapon causing it to grow brighter. The Light Weapon now does 1d10 damage.  This effect lasts for a number of rounds equal to the Hyper Light Drifter’s level.
  • Deflection: The Hyper Light Drifter encases themselves in energy that will deflect any attack (even magical). If the attack is ranged (or ranged magical- but the Hyper Light Drifter must be the sole focus of the attack), roll 1d6.  If the result is a 5-6, the attack is rebounded at the attacker and hits.  This can be done as a reaction.  Lasts for one attack.
  • Hyper Light Dash: The Hyper Light Drifter can phase slightly out of reality and travel a distance the blink of an eye. The Hyper Light Drifter can travel up to Not So Nearby (roughly 60ft) in a round.  The Hyper Light Drifter can use this to travel over a cliff, river, etc.  There must be sturdy ground on the other side for this to work.  This can be used as a reaction to avoid an attack.
  • Heal: The Hyper Light Drifter uses their Energy Reserve to heal themselves for 1d8 HP.
  • Multiple Attacks: The Hyper Light Drifter uses their Energy Reserve to enhance their attacking speed, allowing them multiple attacks in a single round. The Hyper Light Drifter gains 1d4 additional attacks.  At 5th level this is increased to 1d6 attacks.
Hyper Light 4

An example of the Dash ability

Inner Strength: Once per day, after all reserves have been depleted, a Hyper Light Drifter can attempt to pull more energy from their body.  Roll 1d6: if the result is a 4-6, the Hyper Light Drifter is successful and regains 1 Energy Reserve.

Understand Advanced Technology: Being a sentient AI gives the Hyper Light Drifter knowledge of technology.  They are able to use (or figure out) technology, even if it is advanced and beyond the scope of the planet they are on, without suffering Disadvantage.  This means they can hack into computers, unlock doors with a keypad, etc. with a normal Intelligence roll.

Hyper Light 2

Leveling Up:

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

 

STARTING EQUIPMENT

Weapon: Light Weapon

ARMOR: Padded Armor

ADDITIONAL: Rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).

 

What is your Light Weapon?
Roll 1d10 Result
1 Long Sword
2 Two Daggers*^
3 Hand Axe^
4 Spiked Chain*
5 Polearm**
6 Short Spear^
7 Mace
8 Club
9 Two-handed Axe*
10 Two-handed Sword*

*= Uses Dual Wield/Two-handed Weapon rules.

^= Can be thrown at a target up to 10’ away, but disappears after target is hit.  The sword reappears in the Hyper Light Drifter’s hand at the beginning of the next round.

 

 

CLOSE NEARBY NOT SO NEARBY FAR AWAY DISTANT WAY FAR AWAY
0 – 5ft 5 – 30 ft 30 – 60 ft 60 – 120 ft 120 – 300 ft BEYOND 300 FT

 


The Scavenger Class for Barbarians of the Ruined Earth (Black Hack)

Continuing in posting more on my Barbarians of the Ruined Earth  game that uses the Black Hack rules, here is the Scavenger class.

 

Scavenger

 Scavenger 1

Scavengers are humans that live on the fringes of the remnants of human society, or wander the Ruined Earth alone, looking for trinkets, bits and baubles, Ancient Earth tech, or simply shiny junk to tinker with or sell for some coins.  They prefer to be sneaky, shying away from conflict when possible, but when they strike, they know how to make it count. 

 

“You call that junk…?  I call it a treasure.  Add some wires, strap on a clock, and maybe some spikes- now you’ve got something useful.  If you don’t want it, give it to me: I’ll make something useful out of it- make some money off the damned thing at least.”

 

Starting HP: d8+4

HP Per Level/Resting: 1d8

Weapons & Armor: All Swords, All Bows, Daggers, Energy Weapons, Ancient Earth Firearms, Gambeson, Leather, Small Shields

Attack Damage: 1d6/1d4 Unarmed or Improvising
SPECIAL FEATURES
Agile: Roll with Advantage when testing DEX to avoid damage or effects from traps and magical devices.

 

Sneaky Bastard: Rolls with Advantage when attacking from behind and deals 2d6/2d4+the Scavenger’s level damage.

 

Skilled: Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently understanding written languages and opening locks.

 

Keen Eye: Once per hour a Scavenger can look through junk piles and make a Luck roll, if the result is 4-6 they find something mundane of use.  This could be a waterskin, some rations, an energy cell for a laser weapon (1d6 usage die), etc.  The GM has final arbitration on what is acceptable or not.

Scavanger

Fixer: A Scavenger knows how to repair technology.  Must succeed on an INT test to repair a machine (vehicle, robot, etc.). If successful heal 1d6+Scavenger level HP back and replenish the target’s AP (if applicable). Repairing an object takes 1d6 hours.
LEVELING UP
Roll to see if attributes increase, roll twice for DEX or WIS.

 

STARTING EQUIPMENT

Scavanger 2

WEAPON: Dagger and crossbow

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) an Ancient World “HAM” radio- still functional; 2) a blowtorch; 3) a metal detector; 4) a collection of pretty glass bottles; 5) a tattered, but beautiful wedding dress; 6) a “football” helmet.

 

LIFE EVENT (roll 1d8): 1) you were a slave and escaped; 2) you were exiled from your village after it was discovered you were stealing much needed food and other goods; 3) you stumbled across an Ancient Earth factory filled with robots and gadgets- you were happy there until you accidentally blew it up; 4) You found a Stupendous Science device that emitted a freeze beam.  You used it to thwart Pig Raiders who attacked your village; you’re a hero; 5) you lived in a cave for many years with a crazed and ancient Sorcerer; the stories he told made you uncomfortable- but were entertaining; 6) your penchant for tinkering with things you shouldn’t got you into trouble.  You accidentally vaporized your father and two of his drinking buddies; 7) you were delirious while wandering the wastes and fell into a hole and discovered a lake of shimmering golden water.  You emerged from the cave and vowed to return, but don’t the whereabouts; 8) you were zapped by a piece of Stupendous Science that transported you to the year 1994.  You were there for several days before being returned to your time.


Barbarians of the Ruined Earth- Session One- Getting Their Kicks… On Route 66

On Sunday we kicked off our Barbarians of the Ruined Earth campaign (we’ll be bouncing back and forth between this and our Star Wars game).

BotRE is inspired by Thundarr the Barbarian (largely), He-Man, Transformers, Mad Max, etc.

Introduction:

Over two thousand years ago the world was torn asunder when an alien planet crashed into our moon, utterly shattering it.  Destruction rained down from the sky, nearly annihilating all life on Earth.  Humankind persevered, but the Earth was forever changed as alien matter mixed with our own and a new, bizarre world has risen from the ashes of the old; a world of depravity, stupendous science, and nefarious sorcery!

Not content with a life of mundane toil, you have cast off the chains of oppression and travel with companions, brave and bold, pitting your cunning, bravery, and talents against the forces of darkness and tyranny! 

We created characters and jumped right in to the action.  Each class has starting equipment, and a d8 table to generate an interesting trinket and life event that the player can quickly build off.

Players:

Chad– Medical Robot (named Marko Tron), rides a Giant Snailbadger.  Life Event: Has trouble understanding why humans whine so much, has mouthed off about it and been chased out of several villages. Trinket: World War II army helmet.

JohnBarbarian (named Dagor)- rides on a Giant Snailbear. Life Event: Mother was killed by croc-men when he was a child. Now he fights for the underdog!  Trinket: Silver dagger given by his father.

LiamSorcerer (named Fulgur Tenebris) Crazy Sorcerer appearance- grey skin, grey hair, cat eyes, jagged nails, yellow teeth, body changes color with emotion (50 shades of grey), has a metalic staff with spider web etching. Power manifestation black orbs with grey lightning. Life Event: Family was pushed out of village because of your birth.  Trinket: Golden necklace given to denote remarkable birth.  Rides one of the last Ancient Earth elephants (also has grey skin and yellowing tusks). Rules for Spellcasting here.

Nate– Vek (Anthropomorphic dinosaur- raptor- pretty feathers. Named Valeran the Vek).  He thinks humans are savages.  Life Event: Father was a brilliant Vek who understood Stupendous Science. Father was eventually killed by a Sorcerer. Trinket: Headdress of bone, wood, and feathers.  Rides a camel.

FletchUrchin class (wasn’t able to play today).  More on this character later.

After characters were rolled I used a table from my Starrunner Kit that allows the player to roll on a chart and create a memory.  The categories are tragedy, life is easy, make a friend, something went wrong, etc. I took a page from Beyond the Wall and told the group that their story would involve another player and that is how they met and bonded.  The players rolled and I gave them a few minutes to figure out what happened.  We told our stories and then moved on.

Team!  The Sounds of Battle!

We started the session with the group wandering through the wastes of southern California (near modern day Santa Monica), looking for a nearby settlement called Route 66.  It was named after an Ancient Earth route system (upon which the group was currently traveling).

The group came up over a hill and saw Route 66 in the distance.  Dilapidated, wrecked cars were stacked 3-4 high and formed a wall to protect the city.  Ancient Earth storage containers were stacked inside the wall and looked as if they were being used as housing.

The sounds of battle met the characters ears and an explosion went off, and a tower of six cars toppled inside the wall.  Nate found an Ancient Earth lighting pole, climbed up and saw robots attacking the villagers.  The Vek jumped down and shouted this information to his compatriots, but John was already riding hard on his giant snailbear towards the settlement.

Robot

The group charged into Route 66 to aid the humans and faced off against five robots, and a group of 10 smaller, twitchy-looking robots.

When combat broke out, I decided to try a variant for Initiative inspired by Drunkens and Dragons.

INITIATIVE
When combat breaks out, the GM rolls a die.  If the result is even, initiative favors the players.  If the result is odd, initiative favors the enemies and act before the players.  Once favor has been determined, every player rolls a 1d20 and the player with the lowest roll goes first.  Once that player has taken their turn, initiative continues in a clockwise fashion.

When initiative favors the enemy, if a player critically succeeds on their roll (rolling a 1), they get the drop on the enemy and can act before them.  After players that have critically succeed have taken their turn, initiative returns to normal with the enemies attacking, then the remaining players.

Initiative is rolled once per combat.

We all really liked this initiative order.  It was easy to shout out the order people went and it freed me up from having to remember shit and avoided zig zagging, etc.

For the robots I used mook and horde rules, see below:

MOOKS
Mooks are foes that are there to be mowed through and make the heroes feel epic and powerful!  Mooks should die in one hit, as long as they take 1 point of damage (they may be wearing armor, have protective shielding, etc.).  Give mooks HD, as it will determine their damage die against the heroes.

HORDES

When there are several mooks banding together to attack their foe (attacking as one), their overwhelming numbers make it hard to move out of harm’s way.  The defender rolls with Disadvantage to avoid a hordes attack.  The mooks, if the attack is successfully, roll damage with Advantage.  A horde can have up to 20 different members in it.  Each HP of damage is a number of minions killed in the horde.  When it is down to 3 HP or less, the horde is now treated as individual mooks (see above).

The battle went pretty quickly (probably 20-30 minutes), and the group took some good knocks before dropping all the robots.

After the fight, the leader of the village, named Chad 2.0 (I basically described Chad, one of my players, and named him Chad 2.0).  Chad 2.0 thanked them profusely for saving them and the rest of his Highwaymen.  He offered them shelter in one of their buildings, which was five storage containers fused together.

The group was given food, water, and told that Route 66 had recently found a strange device in an abandoned Ancient Earth warehouse.  It pulsed with energy.  One of the villagers tried messing with it and was vaporized.  Chad 2.0 felt this was too dangerous to leave alone.

Somehow the witch Grenzel found out about this device and begun attacking Route 66.  Her first several attacks were repelled by the Highwaymen.  And she retreated to her stronghold.  Two weeks ago a strange object fell from the sky and crashed into her stronghold.  The Highwaymen hoped that this was the end of Grenzel, but she showed up today with an army of robots and took the object from Route 66.

The group agreed to go to her stronghold and defeat her and retrieve the artifact.  The old wise woman said that Grenzel’s lair was located four miles to the south east and was an Ancient Earth structure where people used to go to worship a great powerful being called “Consumerism.” The old wise woman called the place a “ShopING Ma-all.”

 

The group rested for the night and left in the early morning for Grenzel’s lair.

About quarter mile from the lair, the group found a cultist guard station.  They attempted to sneak up on it, but found only a tiny fire and no guards. Arrows began peppering them as cutlists that were hidden on the ridge began shooting at them.  The group sprung into action.

Cultist

A Worshiper of the Dark.  Cultist of the Witch Grenzel

The battle was quick, and the cultists didn’t stand much of a chance.  However, one of the cultists pulled out a glass vial and held it over his head, “May the darkness take us all!” and smashed it on the ground.  A billowy black substance surrounded the cultist and Nate.  The group heard a sickening gurgling noise from both of them.  When the smoke cleared the cultist was a mummified husk and Nate was sick and panting on the ground (he suffered 1d6 points of Constitution damage).

The group collected themselves and decided to take a rest.  They could see the shopping mall in the distance and a strange saucer-shaped object smashed into the western building.

Shopping Mall Map

 

Crashed_UFO_at_night

The saucer destroyed all of the Dakota Purses store.

We ended here for the night and will hopefully do another session at the end of March.


More Death is the New Pink Art (by Kelvin Green)!

Kelvin Green has pulled out all the stops and given me some tasty artwork for Death is the New Pink!

Butcher

death is the new pink butcher 300dpi

BAD 18, DSS 8, MOXY 8, HP 20, AP 3

DRIVEN TO CUT PEOPLE INTO TINY PIECES.

He is a thing of myth and legend; his booming, eager laugh echoes across the wasteland, causing even the bravest raider to shit their pants.  This behemoth is said to have drunk from a radioactive river which caused him to grow in size and strength.  He carries a huge cleaver (1d10 damage) around, which he uses to rend flesh and meat from bone.  Damage is enhanced against unarmored targets.  If a target takes critical damage from the cleaver they lose a body part: Roll 1d8- 1) left foot; 2) right foot; 3) left leg; 4) right leg; 5) left hand; 6) right hand; 7) left arm; 8) right arm.

Mother Puss Bucket

death is the new pink mother pus bucket 300dpi

BAD 15, DSS 10, MOXY 15, HP 30, AP 3

DRIVEN TO DO WHATEVER THE FUCK IT WANTS! CONVERSE, CORRUPT THINGS, BE AN OVERLORD, WHATEVER.

Some call them gods of the wasteland; others terrifying monstrosities.  Mother Puss Buckets are horrible pulsating mounds of flesh that are found throughout the ruined world.  They are super intelligent (usually) and patient.  They like to snack on humans or mutated cows, but sometimes like to use humans as pawns in grander schemes.  There are always 2d4 Flesh Vines that the Mother Puss Bucket uses in combat as well as their psychic abilities.  Mother Puss Buckets know the following abilities (see page XX for descriptions): Brain Dead, Brain ‘Splode, Mind Control, Mind Bullets, Psi-Shield, Telekinesis.  They can use their powers seven times per day before needing to rest.

 

Strange Mother Puss Bucket Feature- Roll 1d6: 1) Head of a beautiful woman attached to flesh mound; 2) Head that looks exactly like one of the characters attached to flesh mound; 3) Giant brain on a sick-looking stem attached to flesh mound; 4) Mound covered in thousands of eyes; 5) Massive single eye and mouth in center of flesh mound; 6) Bodies of dead humans form mouth, nose, and eyes.

Flesh Vines

BAD 10, DSS 7, MOXY NA, HP 3

DRIVEN TO SNATCH THINGS AND TAKE THEM BACK TO THE MOTHER PUSS BUCKET.

Tendrils of pulpy, pulsating flesh that snag victims and drag them back to the main body, the horrible Mother Puss Bucket.  Targets take 1d6 damage from the tendrils and must succeed on a DSS test to avoid becoming snagged.

 

Robo-killer

death is the new pink robot B 300dpi

BAD 10, DSS 12, MOXY 14, HP 14, AP 2

DRIVEN TO MAKE FLESHY THINGS SCREAM AND BLEED.

Robo-killers were designed to be assassins and murder machines (duh). A Robo-killer can sneak up on unaware targets. Make a Luck roll; if the result is 1-4 the robot has successfully snuck up on a target and damage with the first attack is enhanced.  Robo-killers have laser beam eyes that deal 1d8 damage and ignores armor).  Targets that take critical damage are vaporized.  Motorized saw-hands deal 1d10 damage.