Author Archives: wrathofzombie

About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn.

Star Wars- Adventures in the Phynol System- Session 1

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

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


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

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

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

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

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

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


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


The Players

John- Rodian Assassin 

Liam- Twi’lek Bionic Soldier

Gene- Human Scoundrel

Nate- Human Tech Specialist

Trouble From the Start

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

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

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

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

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

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

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


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


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

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

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

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

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

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

Chasin’ Through Space!

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

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

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

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

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


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

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

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

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

The End of the Session

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

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

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

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



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

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

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

Noah Stevens posted on G+:

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

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

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

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

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


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

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

Dan Domme said:

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


Black Hack- Deadlier Dying

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



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

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

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

permanently reduced by 2.

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

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

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

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

Łukasz Krupiński Shared:

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

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

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

Anders Hedenbjörk Lager Shared:

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

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

A needle-eating dog with one ear and steel fangs

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


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

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

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

Hubris Has ARRIVED


On Wednesday I released Hubris upon the world.  You can buy this baby right here on Drivethru RPG.  The POD version is coming very soon!  Alex Mayo is formatting it and I’ll have to wait for proofs to be delivered to me for a look through.  Anyone who purchases the PDF now will receive a small discount on the POD version.

I have been really floored by the support for Hubris over the past few years by many in the RPG community (and my friends and family).  So  very heartfelt thank you to everyone who was interested and pushed me to make Hubris.  Also, I was really overwhelmed on Wednesday at the amount of support, likes, shares, and passing along the message that Hubris had released!  Thanks to all of you for the support!

I also want to give a huge thank you to those who worked on Hubris or volunteered their insight and time: Alex Mayo (layout and art- he’s bad ass.  Seriously, hire this dude), David Lewis Johnson (did amazing art for the book), Jeremy Duncan (talented motherfucking artist), Jason Sholtis (did a couple pieces for Hubris and grats on his MAJORLY successful Kickstarter for Operation Unfathomable!), Doug Kovacs (did some art and the map for the Hubris adventure: It came… FROM OUTER SPACE!) Jez Gordon (did font design for the title and motivation and suggestions), Harley Stroh (input, advice and support), Donn Stroud (good conversations and support), Adam Muszkiewicz (one sexy man and great conversations and support), Kelvin Green (what a swell dude!  He contributed much advice and support), James Raggi (great conversations about the industry, being a freelance designer, and how to do a successful KS), Bryan Mullins (always positive and excited!  Great conversations and support), Wayne Snyder (Wayne pulled me into the amazing DCC fold (not that it was hard), did art for Hubris, and was amazingly supportive), Chuck Thorin (one of my first playtesters for Hubris, was supportive, and great conversations), Ian Richmond (he volunteered his time to edit Hubris and has been majorly supportive of the book!), Joseph Goodman (for being supportive and letting me use his awesome DCC rules and his general enthusiasm over the project), and my wife Angie (she kicked my ass into gear if it was slacking, listens to my prattling about RPGs for HOURS, spent countless hours proofing and editing, logistics, etc. generally was the most AMAZING PERSON ON THE WHOLE PLANET, and did so many awesome and amazing pieces for Hubris- seriously, I’m a lucky man!)


The Vampire by Jeremy Duncan

What is Hubris? 

Hubris is a weird fantasy setting that uses the Dungeon Crawl Classics rules.  In Hubris you’ll find 10 territories filled with tables and charts to generate interesting locations and encounters, new occupations, 4 new classes, 5 new playable races, 3 new spells, 4 new patrons, including 3 patrons spells for each, 11 new and terrible gods, 14 tables and charts for a GM to use to aid them in their game or create interesting/fun situations, two new adventures to kick off a campaign, and 51 new enemies (including enemies that are unique thanks to random generation).  Hubris is hackable!  Each territory can be used as the GM wills!  Need a desert, swamp, or frozen tundra for your game?  Use what’s in Hubris!

Hubris- Bog Witch

Bog Witch by Jason Sholtis

Campaign Summary

Legend states that Hubris was created from the fetid corpse of a long-dead god. Hubris is a land of terrible creatures, grand inequality, strange and cruel gods, dangerous magic, opulent nobility, destitute commoners, people that have become corrupted and turned to savage beasts, constant wars, and worse.

Half Demon

Half Demon Race/Class art by David Louis Johnson

The kingdoms are not kind or benevolent: In the Blighted Sands the Klind are slavers and openly practice sorcery, offering sacrifices to their depraved serpentine god, Set. Across the continent the Fairweather kingdom is governed by a corrupt and inbred royal family with the nobility following suit. Esenbar is ruled by a staunch xenophobic theocracy that tolerates little outside of their strict doctrine. The barbaric Ingvar of the Frozen Wastes wage vicious battles against the savage frost giants of The Crag, and care little about the goings on of the world; their life is cut from battle with an axe or sword. The Black Queen rules the citizens of the Floating Island of Terror from her throne of bones and dreams terrible machinations for Hubris. Shadowfall, built in the remains of the burrow of a gigantic worm, is ran by vampires and their thralls, and they welcome all who are devious, vicious and cunning.


There are no easily recognizable heroes in the world. You wander the wilderness or delve into ancient ruins: out of desperation, some crazed need for adventure, or for some bizarre belief that the world can actually be made a better place. Though civilization offers you security and comfort, you shirk those in the hopes of gaining riches and power. But when you die, no one will sing songs of your deeds. You will die a horribly bloody death at the hands of some twisted abomination or by the knife of an assassin sent by some fat, scheming noble.


Your epic tale will be forgotten in days as the dangerous world continues on without you and the apathetic masses stay complacent to dogmatic control of their government.


This is not a fairy tale or an epic ballad. This is a savage world. This is Hubris.

Water Bear

Water Bear of the Blighted Sands by Angie Groves

I’m also very happy that a review has already appeared on Drivethru RPG by Randal A:

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

Buy it, you won’t regret it!

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

 Anyways, I hope you enjoy using Hubris as you see fit!  Please feel free to like it, review it, and spread the word!  It is much appreciated!

Death is the New Pink Coming Soon- Sample Artwork, Character Starter Packages, and Scratchtown

With Hubris getting closer and closer to release, I have slightly more time to direct at other projects.

Awhile back I was inspired by Tank Girl, Borderlands, Judge Dredd, Mad Max, and other comics and music fitting of that genre and wanted to do something with it.  I decided to write a game called Death is the New Pink that is a zany, tongue-in-cheek post-apocalyptic setting that uses the awesome and fun Into the Odd rules.  I’m hoping to have Death is the New Pink out in by late winter/early spring!


Meat Bag Mug Shots by Jeremy Duncan

Players take on the roles of Meat Bags, squishy characters who go out into the Wasteslands of the Dead Earth in search of powerful Doodads, gear, or just to kill Nefarios! (bad guys).  Meat Bags live in the last bastion of humanity, Scratchtown.


You live in Scratchtown. Many say it is the last safe bastion of humanity in the blasted wasteland of earth. You know it’s bullshit; the streets stink and are filled with garbage, blood, excrement, drugs, and people; so many people.  Humans breed like fucking rats.  Filthy beggar brats and ruffian child gangs harass and pester all who wander the alleys of this stinking city.  The breeding farms don’t help either; no one knows what goes on there, but they pump out kids at an alarming rate. The quicker we die, the tighter humanity holds on and fights the inevitable.

Scratchtown is steel girders stretching towards the sky, building resting upon building, perched precariously, leaning, twisting, jagged and ominous. It is canyons of metal, sludge, and grime.  It is racer gangs, petty thugs, addicts, and begging hands. It is oppression, hopelessness, flashing lights, dizzying sounds, distractions of flesh and the bizarre, and the broken. It is a city without a night sky. It is fetid, crazed, and hungry. And it is home.

In Scratchtown

Scratchtown stretches on for miles and reaches up to dizzying heights in the sky. Pollution, chemicals and human waste waft upon the stagnant, humid air.  Grime, scrap, and other hazards lie in piles on the streets. Dilapidated cars and trucks putter streets and byways while the buzzer trains rattle around the city, taking people to their destinations. Drugs, chop shops, slave trade, and other illicit activities are made in back alley dealings. There are no politicians or government; the law of the district is dictated by the strongest, most cunning gang, crime lord or corporation.

Tinkerers and collectors hunger for lost technology, called Doodads, from ancient eras hoping it will make life easier, make them powerful, or nab them a hefty sum of gold bits.

Cults, gangs, ravagers, psychos, Nefarios! and mundane folks make up the population of Scratchtown; all trying to pull one over on someone else, etch out a living, and get some fun in before they say fuck it and sail into the oblivion of a glorious death.


“Hug Life” by Jeremy Duncan

Starter Package

Here is the Starter Packages in PDF: starter-package


The Dog- Adventure Time Class/Race DCCified

Haven’t done a DCC post in awhile!  I’ve been meaning to write this one up for a bit, but kept pushing it to the back burner.

The Dog


You are loyal to your friends, swift to protect them against harm and manipulation.  You are vicious against your enemies, using your abilities to harm and hinder them.  Your ability to manipulate your flesh into new forms gives you many an edge, not only in battle, but in everyday life and adventures.  Your love for food, groovy music, and sleep also makes you hard to motivate and keep moving, but eventually you’ll succumb to the thought of adventure and the possibility of acquiring treasures, power, or perhaps just a tasty looking strawberry donut.


Hit Points: Dogs are a stout lot and gain 1d10 HP per level.


Weapon Training: Dogs prefer to use their fists, which deal 1d6.  Dogs can transform their hands into other weapons that deal weapon damage (see Stretchy Powers).  Dogs are not fans of using real weapons, but will in a pinch.  They are familiar with short swords, hand axes, and blow guns.  Dogs are proficient with any armor, but can use a shield.


Alignment: The Dogs are mischievous and enjoy pranks, fighting, and leading a hedonistic lifestyle.  They are Chaotic by nature.


Small size: While in their normal state Dogs stand roughly 3 to 4 feet tall, and weigh roughly 50-75 pounds. This small size allows them to crawl into narrow passages and through tiny holes.


Rubbery Skinned: The Dogs skin is rubbery and squishy, allowing them to ignore 2 points of damage from any source.  A Dog can increase their damage reduction to +4 through the use of their Stretchy Powers (see below).  Also a Dog is able to rearrange their internal organs at will, making them immune to Critical Hits.


Stretchy Powers: The Stretchy Powers mechanic allows the Dog to transform their body in special and unique ways.  The This could be transforming their hands into claws, a scythe, stretching their body to attempt to constrict and hold an opponent (this would still require an attack roll), grow wings to fly, or whatever creative ideas the player can come up with.  A Dog can grow and shrink in size as well.  A Dog can grow to Large, Huge, and Gargantuan.  Each one increases the damage done with their weapons by one step on the Die Ladder, decreases their AC by 1.  A Dog can also shrink to Small, Tiny, and Diminutive as well.  Each one decreases the damage done with their weapons by one step on the Die Ladder and increases their AC by +1.


To use a Stretchy Power, the player describes the desired effect and rolls their Stretchy Die.  If the result is a 3 or higher, it is a success.  The Dog can only have two Stretchy Powers going at the same time (I.E. transforming eyes into Compound Eyes and grow wings out of back to fly).  Many of the creative solutions the player creates may have a mechanical impact, it should be deliberated with the GM on exactly how this functions.  In the end, the GM has final decision.


Language: Common and Caninese















The Dog
Level Attack Stretchy Powers Die Crit Die/Table Action Die Ref Fort Will
1 +0 d3 1d10/II 1d20 +1 +1 +0
2 +1 d4 1d12/II 1d20 +1 +1 +0
3 +2 d4 1d14/II 1d20 +1 +2 +1
4 +2 d5 1d16/II 1d20 +2 +2 +1
5 +3 d6 1d20/II 1d20 +2 +3 +1
6 +4 d6 1d24/II 1d20+1d14 +2 +4 +2
7 +5 d7 1d24+2/III 1d20+1d16 +3 +4 +2
8 +5 d8 1d30+2/III 1d20+1d20 +3 +5 +2
9 +6 d10 1d30+4/III 1d20+1d20 +3 +5 +3
10 +7 d12 1d30+6/III 1d20+1d20 +4 +6 +3