Category Archives: Dungeon Crawl Classics

Inspirational Images for Hubris: Downpour

I am continuing my delve into getting in the “mood” to write my next Hubris book, Hubris: Downpour.  Thus far I’ve released the Lupine (Race as Class) and the Blood Acolyte class.

The new supplement will have new races as class, organizations, territories, at least one new patron, new monsters, magic items, spells, etc. and will be heavily inspired by Evil Dead, The Mist, Exorcist, The Thing, Marilyn Manson music videos (mostly from Antichrist Superstar), and the like.  I’m also taking a little inspiration from Warhammer and a taste of Ravenloft.

Here is some art, pics, gifs, and music videos that I’m using for inspiration.

demonface final

This is a piece for Hubris: Downpour by David Lewis Johnson

Enjoy!


Advertisements

The Blood Acolyte Class for Hubris (and DCC)

Now that I’ve finished the first draft of my new Death is the New Pink project, Going Medieval on Yo’ Ass!, it’s time to jump back into other projects, including GMoYA: The Forever Dungeon and some good ol’ Hubris writing!

The new supplement will have new races as class, organizations, territories, at least one new patron, new monsters, magic items, spells, etc. and will be heavily inspired by Evil Dead, The Mist, Exorcist, The Thing, and the like.  I’m also taking a little inspiration from Warhammer and a taste of Ravenloft.

I started writing notes about a year ago, but not much beyond that has been done.  Previously I posted the first race as class, the Lupine.  Now it’s time to look at the class, Blood Acolyte.

Blood Acolyte

Blood Acolyte 2

 Art is not for Hubris- artist found here.

For years you trained for countless hours in the practices of Blood Combat, the mystic arts of using the blood of your foes to fuel your rage and destroy them.  These arts have been taught to mortals by the God-king himself and you sacrificed your freedom to serve the Him, acting as emissary of His will, brutal enforcer of His punishments, and as a deadly weapon in His army.

You understand the irony of using a creature’s own blood to subjugate and slaughter them, but you have been taught to not let this cloud your judgement, for showing any pride can weaken one’s position, allowing a foe to gain an upper hand.

And now, whether you heed the call of the God-king, serving loyally as He commands, or you are an exile, banished from His glory and cast aside, you use your abilities to survive in the sodden, fog-choked lands of Downpour.

Hit Points: A blood acolyte gains 1d8 HP per level.

Weapon Training: A blood acolyte is trained in the following weapons: blowgun, bolas*, club, dagger, dart, garrote, polearm, shortbow, sickle*, spear, spiked chain*, and staff.  Blood acolytes tend to wear no armor or nothing heavier than studded leather as it impacts their abilities.

*Weapons in the Hubris campaign setting (see equipment- Hubris, pg 54).

Alignment: While the use of Blood Combat is a violent and invasive act, blood acolytes must keep calm and focused, keeping their fury in check until the moment of violence arises.  This practice makes most blood acolytes Neutral.  However, there are extremists in the order with elevated devotion to the God-king and they could be considered Lawful or Chaotic.

Combatant: Blood acolytes have been trained to use their fists as deadly weapons.  A blood acolyte’s fists deal 1d6 damage.

Blood Combat

Blood Acolyte

Art is not for Hubris- artist found here.

A blood acolyte uses the blood from their foes to power special abilities, called Blood Combat.  When a blood acolyte uses a melee weapon, they generate a number of Blood Points equal to half the damage done (only that listed on the dice, no modifiers).  If the blood acolyte is using their fists, they generate Blood Points equal to the full amount of damage done (only that listed on the dice, no modifiers).  A blood acolyte uses Blood Points to power their Blood Combat abilities.  Blood Points reset to zero after a night’s rest.

Blood Combat abilities are divided into four categories: Tier I through Tier IV.  Each tier’s is stronger than the previous and costs more in Blood Points.  To use an ability the blood acolyte must succeed a test (DCs are marked with each tier).  The blood acolyte rolls 1d20 + blood acolyte level + Stamina modifier and attempts to beat the DC.  If the blood acolyte critically fails, they cannot use Blood Combat for 24 hours, lose all blood points, and suffer the effects of Hemorrhage (pg XX) appropriate to their level.

Accumulated Blood Points are consumed when the ability is successfully cast.

 

Blood Combat Abilities

Tier I Abilities (10 Blood Points)- DC 12

Cat-like Reflexes: Your reflexes become heightened.  You roll all Initiative and Ref saves one step higher on the die ladder for a number of turns equal to your level.
Fists of Fury: Your attacks are swifter.  You gain an additional attack at 1d20 for a number of turns equal to your level.
Healing: You use the energy of the blood to heal yourself for 2d6 HP.
Hyper Movement: Your movement is swift.  You increase your movement speed by 10’ for a number of hours equal to your level.

Tier II Abilities (15 Blood Points)- DC 14

Agile: Your body becomes lithe.  You gain Sneak Silently, Hide in Shadows, Climb Sheer Surfaces as a Thief (DCC, pg 38) of equal level for a number of hours equal to your level.
Focused Mind: Your mind becomes calm.  You roll all saves against mind-altering effects one step higher on the die ladder for a number of turns equal to level.
Healing Touch: You use the energy of the blood to heal an ally for 2d6 HP.
Hemorrhage: Your attacks hurt, rupturing internal organs.  The next target hit by you must succeed a Fort save (DC equal to 10 + Blood Acolyte level) or suffer an additional 1d6 damage per round for 1d6 rounds.  At 6th level increase damage to 2d4 and duration to 2d4.
Iron Fists: Your weapon (or fists) become encased in blood energy, increasing damage one step on the die ladder.  Lasts for a number of turns equal to Blood Acolyte’s level.
Stun: You channel blood energy into your weapon (or fist).  The next target that is hit by you must succeed a Fort save (DC equal to 10 + Blood Acolyte level) or become stunned and unable to act or truly defend self (lose AC bonus).  Lasts until the affected target makes another successful save + 1 round.
Thickened Skin: You absorb the blood energy into your flesh, causing it to harden.  If you are wearing no armor, gain +8 AC.  If you are wearing armor that grants an AC bonus of +4 to +1, gain +4 AC.  Anything with an AC of 5 or higher gains no benefit from this ability.  This effect lasts a number of hours equal to your level.

Tier III Abilities (20 Blood Points)- DC 16

Block Energy: You channel blood energy into a target that is capable of wizard spells, effectively blocking their ability to do so*.  The target must succeed a Will save (DC equal to 10 + Blood Acolyte level) or be unable to cast wizard-type spells for one day.  *A Judge is more than within their right to say a creature is too powerful or magical to be affected by this ability. 
Confuse: You use the energies from blood to encompasses weapon (or fist).  The weapon is considered magic for the purposes of dealing with monsters who can only be harmed by magical weapon.  The next target hit by you must succeed a Will save (DC equal to 10 + Blood Acolyte level) or become confused.  Each round, on the affected targets action roll 1d5: 1) do nothing; 2) act as normal; 3) attack ally; 4) stumble and fall prone (lose next action to stand up); 5) flee from Blood Acolyte at standard movement.  Lasts a number of round equal to your level.
Feast: You consume the blood energy and are immediately satiated as if having had food, water, and 8 hours rest (although your blood points reset as if you have rested).  You do not gain an HP associated with resting (DCC, pg 94), but do not suffer adverse effects of fatigue.  You can only do this once per day.
Greater Healing: You use the energy of the blood to heal yourself for 4d6 HP.

Tier IV Abilities (25 Blood Points)- DC 18

Greater Healing Touch: You use the energy of the blood to heal an ally for 4d6 HP.
Purity: You use the blood energy to cure any disease, poison, or mutation (only mutations gained within the last hour).  You can only use this ability once per day on self.  If you use this ability on another target, cannot use this ability for one week.
Toxic Wave: You release a purpleish-black cloud of miasma in a 5’ radius around you.  All targets in the cloud must make a Fort save (DC 10 + blood acolyte level) or become sickened, making all rolls one step lower on the die ladder and suffer 1d6 damage per round in the area.  On the second round, the cloud extends to a 10’ radius.  On the third round, the cloud extends to a 15’ radius.  It dissipates on the fourth round.  Targets are sickened until after they are out of the miasma and one round after.  Targets that succeed on the Fort save cannot be affected by this again for 24 hours.
Vicious Attack: Blood Acolyte Levels 1-6: Increase your critical threat range to 19-20 and roll current Crit Die on Table IV.  Blood Acolyte Levels 7-10: Increase critical threat range to 18-20 and roll current Crit die on Table V.  This effect lasts a number of rounds equal to your level.

Self-Mutilation: A blood acolyte can cut on themselves, draining their own Stamina to power their abilities.  Each point of Stamina sacrificed equals double that in Blood Points + 1d6.  Lost Stamina recovers at a rate of 1 per day.

Luck: A blood acolyte’s Luck modifier factors into their roll when rolling their save for Blood Combat.

Languages: At 1st level a blood acolyte automatically speaks common.

 

Blood Acolyte 3

Art not for Hubris- I found it here.

 

Table X-XX: Blood Acolyte

Level Crit Die/Table* Action Die Ref Fort Will
1 1d10/III 1d20 +1 +1 +0
2 1d12/III 1d20 +1 +1 +0
3 1d14/III 1d20 +2 +1 +1
4 1d16/IV 1d20 +2 +2 +1
5 1d20/IV 1d20+1d14 +3 +2 +1
6 1d24/IV 1d20+1d16 +3 +3 +2
7 1d30/IV 1d20+1d16 +4 +3 +2
8 1d30/IV 1d20+1d20 +4 +4 +2
9 2d20/IV 1d20+1d20 +5 +4 +3
10 2d20/IV 1d20+1d20+1d14 +5 +5 +3

* The critical success tables can be found in DCC, pg 82-83.

Table 1-14: Blood Acolyte Titles
Level Title by Alignment
1 Servant
2 Disciple
3 Breaker
4 Rupturer
5 Devastator

The Lupine Race as Class for Hubris (and DCC)

Now that I’ve finished the first draft of my new Death is the New Pink project, Going Medieval on Yo’ Ass!, it’s time to jump back in to some good ol’ Hubris writing!

The new supplement will have new races as class, organizations, territories, at least one new patron, new monsters, magic items, spells, etc. and will be heavily inspired by Evil Dead, The Mist, Exorcist, The Thing, and the like.  I’m also taking a little inspiration from Warhammer and a taste of Ravenloft.

I started writing notes about a year ago, but not much beyond that has been done.  Here is the first race as class, the Lupine.

The lupine was inspired by Wolfsbane art (the Marvel character) and the Shifter race from Eberron.

The Lupine

Lupine 1

Monsters, cursed beings, savages, and werewolf are all names venomously shouted at you as you walk down the street.  People do not understand you.  They are uncomfortable with your savagery, fear your appearance, and hate you for your ferocity.

Lupines have not been on Downpour for more than a few centuries, and the origins of your people are unknown.  Some claim a powerful curse was placed on your people, forcing you to live as the very beasts your clan hunted mercilessly, while others claim lupines are what happens when a werewolf is allowed to breed.  Most don’t care to ponder, choosing instead to label you as a monster and putting your kind to the sword or pyre.

You consider very few people friends as you know most people will never understand you.  They will never feel the excitement of catching the scent of prey, the exhilaration of the hunt, or thrill of the taste of blood as you devour your kill.  Only during these times do you truly feel alive.

You are wild.  You are untamed.  You are both the hunter and the hunted.  And you are free.

Hit Points: A Lupine gains 1d10 HP per level.

 

Weapon Training: A lupine is trained in these weapons: crossbow, dagger, dart, handaxe, javelin, longsword, short sword, sling, spear, and staff. Lupines tend to not wear any armor heavier than studded leather, as it hinders their ability to sneak and hide silently and channel the Aspect of the Wolf.

 

*Weapons in the Hubris campaign setting (see equipment, pg XX).

 

Alignment: Lupines are savage and fierce fighters and tend to be shunned by civilized societies.  A lupine lives for the hunt and ability to be free and wild.  Lupines tend to be neutral, however those that have issue with how their race is treated or viewed are chaotic.

 

Low-light Vison: A lupine can see in the dark up to 60’.

 

Natural Weapons: Lupines have sharp claws that deal 1d6 damage and strong jaws and can deal a bite attack that deals 1d4 damage.  A lupine is never considered unarmed.

 

Scent– The lupine has an extremely sharp sense of smell and able to detect the smell of blood, smoke, approaching creatures, track foes, or detect familiar odors.  Strong scents such as smoke, rotting bodies, offal, etc. can be detected 60’ away.  Stronger scents can be detected 90’ away.

Lupine 2

If the source of the smell is upwind, the range is doubled, however if it is downwind it is halved (Judge decides).

To track a scent the lupine must succeed at Stamina save (DC determined by the Judge).

Two-claw Fighting: Lupines are savage fighters who prefer to use their claws instead of weapons when able.  Lupines use the following two-weapon fighting rules (DCC, pg 95) as follows:

  • A lupine is always considered to have a minimum Agility of 16 when fighting with both their claws (meaning they roll 1d16 for each attack). If the lupine has an Agility score higher of 16, use that instead and consult Table 4-3 in the DCC rule book, pg 94.
  • A lupine scores critical success and automatic hits on any roll of a natural 16.
  • When fighting with their claws, a lupine fumbles only when both dice come up a 1.

 

Natural Predator: A lupine can move silently and hide.  A lupine has the skills Move Sneakily and Hide in Shadows as a Thief of the same alignment (DCC, pg 38).

 

Aspect of the Wolf: A lupine is able to tap in to their bloodline and enhance their natural abilities.  To utilize the Aspect of the Wolf, a lupine must roll a Stamina roll (see below) plus their level; if they are successful they select which power they desire (see Table X-XX). A lupine can only have one power active at a time, unless stated differently in the Aspect of the Wolf table.

 

Languages: At 1st level A Lupine automatically speaks and reads Common.

 

 

Werewolf art

Piece by Chrisscalf– not for Hubris

 

 

Table 1-13: Lupine
Level Attack Crit Die/Table* Action Die Ref Fort Will
1 +1 1d10/III 1d20 +1 +1 +0
2 +2 1d12/III 1d20 +1 +1 +0
3 +2 1d14/III 1d20 +2 +1 +1
4 +3 1d16/IV 1d20 +2 +2 +1
5 +4 1d20/IV 1d20 +3 +2 +1
6 +4 1d24/IV 1d20+1d8 +3 +3 +2
7 +5 1d30/IV 1d20+1d12 +4 +3 +2
8 +6 1d30/IV 1d20+1d16 +4 +4 +2
9 +7 2d20/IV 1d20+1d20 +5 +4 +3
10 +8 2d20/IV 1d20+1d20+1d10 +5 +5 +3

* The critical success tables can be found in DCC, pg 82-83.

 

 

Table 1-14: RACE NAME HERE Titles
Level Title by Alignment
  Neutral Chaotic
1 Pup Whelp
2 Tracker Stalker
3 Strider Reaper
4 Seeker Savage
5 Hunter Big Bad

Aspect of the Wolf (Personality Check)

1- Lost and Humanity Loss.

2-11- Lost.  Failure.

12-13- Failure, but ability is not lost.

14-15- The lupine gains an Aspect of the Wolf for 1d2 rounds.

16-17- The lupine gains an Aspect of the Wolf for a number of rounds equal to their level + 1.

18-19- The lupine gains an Aspect of the Wolf for a number of turns equal to ½ their level.

20-21- The lupine gains an Aspect of the Wolf for a number of turns equal to their level.

22+- Gain an Aspect of the Wolf for a number of turns equal to double the lupine’s level or 2 Aspect of the Wolf abilities for a number of rounds equal to the lupine’s level +1.

 

Table 1-15: Demonic Powers
Power Effect
Agile The lupine becomes more lithe and agile.  Their climbing and jumping checks are made one step higher on the die ladder (with either Strength or Agility).
Elongate Claws and Fangs The lupine’s claws and fangs grow and become stronger.  Increase claw damage to 1d8 and bite attack to 1d6.
Heightened Hunter The lupine moves as though they are made of smoke.  All tests for Move Stealthily or Hide in Shadows are made one step higher on the die ladder.
Howl The lupine channels the wolf and issues a glorious howl to bolster allies and rattle foes.  Allies within 60’ can reroll one failed save roll within 1 hour.  Enemies must succeed a Will save (DC equal to lupine’s roll) or make their next two rolls one step lower on the die ladder.
Keen Nose The lupine rolls all attempts to scent (and track) a target one step higher on the die ladder and all ranges are doubled for the duration (see Scent, pg XX).
Rend When the lupine successfully attacks a single creature with both claws, they pull their arms away, shredding the target and deal an extra 1d6 damage.
Thickened Hide The lupine’s hide becomes thicker and tougher.  They ignore 2 points of damage per attack.
True Wolf The lupine can transform into a large wolf.  Increase Initiative by +3, MV by 10’ and instantly heal 1d8 HP when they transform into the wolf and back into normal form.  In True Wolf form, the lupine loses their claw attack, but their bite attack is increased to 1d6.
Unbridled Life The lupine summons forth extra vitality that keeps them fighting when normal creatures fall beneath their foes.  When a lupine is dropped to zero HP, they are revitalized to 1d4 HP and can keep fighting.  This effect must occur within the duration of the Aspect of the Wolf ability.
Vengeful Wrath Wolves become savage creatures when backed into a corner and the lupine is no exception to this.  The lupine becomes filled with savage fury and gains a free attack on any target that successfully makes a melee attack on them.

 

Humanity Loss: Rolling a 1 represents a loss of humanity for the lupine.  While already bestial-looking, each time the lupine loses humanity, their animalistic features become more pronounced (i.e., thicker whiskers, nose looking more like a wolfs, voice becoming more like a growl/bark, thicker fur, etc.) This has no mechanical benefit except when interacting with the civilized world (up to the Judge).   When the lupine suffers humanity loss, they lose 1d4 Personality.  This signifies their slipping further into their animalistic nature.  When a lupine is reduced to 3 or less Personality, they become a savage beast creature.

 

Additionally, when a lupine suffers humanity loss, they must succeed on a DC 14 Will save or fly into a blind rage, attacking any target within reach for 1d4 rounds.  After that time, the lupine can roll a new Will save each round to regain their sense of self.


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

OH MY GOD!!  WHY DID WE GO CAMPING IN THE CREEPY FOREST!!?

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!


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

hubris-cover

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.

 


Hubris Session 3- Exploring Undra the Great Spire

It’s been awhile since we’ve continued our monthly Hubris game as we took three sessions to playtest the first draft of my first Hubris module.   The playtest was quite a bit of fun and the group had a great time fighting orcs on a train!

Aside: Hubris PDF and POD here.

Players

Angie- Human Thistle Druid- level 1.  Named Ageo.

Nate- Avarian Trickster- level 1.  Named Crimshaw of the 7th Clutch.

Tyler- Mutant (squishy, oddly-shaped body, flamingo legs, and ant colony in his veins that he can release once per day as an attack)- level 1.  Named “Ant” Squishy.

Jamie- Human Cleric  (follower of Set)- level 1.  Named Spike.

Not Present This Session

Kevin- Human Thief- level 1.  Named Herr Schmierkase (means cottage cheese in German)

Emma- Half Demon- level 1

Sammi- Human Blood Witch- level 1.  Named Willow

Strolling Through the Grand Bazaar

I decided to draw a picture of how I saw Undra in my mind to help orient the players.  I have MAD art skillz.

IMG_3160

We kicked off our session this session with the group standing on the first level of the Grand Bazaar, taking in all the sights, sounds, and smells.  The group decided that the first priority was to figure out what the scroll found on the body of the beastmen they killed last session said.  They debated just going to the top level of Undra and turning over the piece of paper to the Royal Guard of the Setting Sun, but figured they wouldn’t be able to find out what it means.

They decided to mill around the bazaar and see if anyone could translate the document, or at least recommend someone who could.

IMG_3159

Example layout of the Grand Bazaar

Spike, cleric of Set, noticed an ancient looking woman in drab clothing making exquisite sculptures.  He recognized her necklace (that of an open book) as the holy symbol of the God of the Terrible Whisper.  Spike approached the old woman and struck up a conversation with her.

Mama

“I’m actually only 40 years old!”

Spike and the old woman talked about the fickle love of their gods- Spire referring to the serpentine-like scars over his eyes for gaining Set’s disapproval.  The old woman laughed and showed him the start of a clubbed/deformed hand and said, “I have angered my god many times…  I am actually only 40 years old!”

Spike began inquiring about a sculpture on a shelf behind the old woman; it was of the Four Gorgons of Desire- four female humanoid bodies all merging together onto one serpentine body.  Spike noticed the same elegant script as found on the letter.

The woman looked at a piece of paper and read the translation, “Beware the serpents, for all wait in the dark, ready to strike.”

Spike asked if she was able to translate the language.

“No.  I do not know it.”

“Where might we get something translated?”

She coughed and spat a large phlegm ball, “Go to Junk Town.  Top level.  You’ll find a dilapidated library for the God of the Terrible Whisper.  Inside you’ll find The Watcher.  You’ll know him when you see him.  He can help you.”

The group thanked her for her time, tipped her some copper pieces and went on their way.

Ageo, the Thistle Druid, tried to haggle with an old hag for some healing potions, but instead was offered a thick bubbling black liquid that the woman claimed to be rejuvenating potions.  Ageo asked what they did.

“Why they keep you alive silly girl!  Would you believe that I am 190 years old?!  And I’m a HUMAN!”

Witch

Ageo got the hell out of dodge and the group decided it was time to venture down into Junk Town.

The group took the elevators down to the top level of Junk Town and were amazed by the amount of clutter, refuse, and junk piled in the area.  Large tubes poked through the ceiling, dumping garbage at a steady stream.  Some tubes went through the level, disappearing into the floor to drop their contents on another level of Junk Town.

Ant Squishy used his hound dog ability to see if he could detect any nearby mutants.  After a few seconds he felt four mutants nearby.  He walked up to the first one- a lithe cloaked female and attempted to strike up a conversation.

“Do you know where the Watcher is?”

“Wwwhhhat do you want with meeeee?”

The woman turned and revealed a slender serpentine face, extremely long arms with spider leg-like fingers.  She was filthy and looked hungry.

The group talked to her for a few minutes, eventually she said they needed to go on a sky bridge to another district.  There they would find the library they were seeking.

Serpent

Ageo gave her four copper pieces for the info and the group turned to leave.  I had Angie make a Luck roll- she failed.  Unfortunately, other hungry scavengers in the area noticed Ageo’s generosity and decided to take the coins from the woman.

The group turned and told the group of men to leave the woman be.  The braggarts, no doubt bolstered by their numbers, decided it would be a good idea to mug the party instead.  With the distraction, the woman disappeared into the junk piles.

Crimshaw decided to transform from his Avarian form into a human one.  Bones snapped and popped, poking through his flesh, as mucus-like fluid oozed from his flesh.  All the bandits were horrified and nauseated at this sight.  Ageo pulled out her bone spear and gutted the first thug while Ant Squishy released his ant horde on a thug.  Spike channeled the wrath of Set and bellowed “Bow!” and pointed his finger down.  Three of the four remaining thugs did so.  The fourth made a run for it, disappearing around a large pile of junk.  With a final shriek, the man being attacked by Ant Squishy’s ants died.  The group made their way towards the land bridge, while Ageo stayed behind to completely castrate all the other men so they would think twice about their actions against women.

IMG_3158

Sample map for Junk Town

Aside: I’m taking a page of Vornheim’s book on generating city territory as needed.  I wanted to have a sample floor ready for my players to explore Junk Town.  What I decided for Undra is that some floors wouldn’t be completely delved out into a cavernous hollow.  Instead they would be delved into large “rooms.”  So I created a chart (see below) that would tell me what the shape of the room is.  Then simply connect them via passages or sky bridges.  

District Shape
Roll 1d6 Result
1 Triangle
2 Square
3 Circle
4 Rectangle
5 Diamond
6 Pentagon

The group made their way into the next district and found the library in the distance.  The group entered the old building, which was a large pillar of rocked connecting the floor to the ceiling of the district.  Inside was a monk of the God of the Terrible Whisper, sorting through books that were still in decent conditions from those that needed repair and replacement.

Spike asked after the Watcher.  The monk was hesitant to give out such info, but a few coins for the cause of repairing such important books, loosened his tongue.  “Go through this archway to the central chamber.  There you’ll find many of my order repairing these books.  The Watcher is in there.”

I then asked each of the group to create a quick story based on an emotional aspect (I used my Bonds thinger).  I gave them a few minutes and then asked them for their story.

The group made their way into a large central room, torches in brackets with eeirie cool blue light illuminating the area.  Several monks bent over desks scribbling away, repairing books.  In the far end of the room, the light faded, but a large shape could be seen.

The group entered the room and then the sound of heavy pages being flipped filled the room.  A soft, but strong voice began speaking.  It summarized a challenging time for Ant Squishy, where is arrogance nearly cost him everything… Then it spoke of the alienating feeling Ageo has with others, not sure they understand the importance of nature and its balance… Crimshaw caused the death of a comrade due to his greed and (at the time) lack of skills… and finally Spike was worried about not being worth of Set and that his god would abandon him, or worse, punish him…  All the while, the pages kept flipping.  The figure stood, massive, and covered in shadow.  The figure began walking towards the group, the sound of heavy bare feet slapping against the rock floor.

Coming into the light was The Watcher.

Monster 11

“All these stories are in the annuals of time… One simply has to know where to read.  What do you need of me?”

And that’s where we left off.  It was a fun (albeit short) session.  We will be playing again at the end of May.  I’m looking forward to seeing how the players interact with The Watcher and more delving into Junk Town.

The group is torn between staying in Undra and finding work and coins (i.e., hunting beastmen, picking up other odd jobs, etc), getting the scroll translated by The Watcher (or someone else), or saying screw all and packing up and heading to Razar in the Unsettled Expanse (because several in the group wants to go hunt fucking dinosaurs!).


Hubris Review Round Up!

Occupations

Entrails Reader and Conspiracy Theorist Occupations by David Lewis Johnson

For older review click here, here, and here.

Aside: If you’re interested in DIY RPG Productions apparel, you can find that here!

Hubris has been out for a couple months now, both PDF and POD and a few more reviews have come out in that time.  If you’re still on the fence about nabbing Hubris, these may answer some of your questions about the setting.  Here are a few questions answered here.

Edit: I’m a total jerk and forgot to include Christopher Helton’s great review of Hubris!  I am a bad person.

Murder Machine 1

Murder Machine Action shot by Jeremy Duncan

Erik Tenkar has done a piece on the book.  Here’s a snippet, “I’ve reviewed part of this book and it is simply amazing. Solid 5 star reviews on RPGNow”.

Sophia Brandt did a great review of the book not too long ago.

Noism did a mini review of the book over at Monsters and Manuals.

Canyons of the Howling Red Rock

Canyons of the Howling Red Rock with a Red Colossus by Angie Groves

And finally two new reviews have popped up on Drivethru/RPG Now.

One be a Derek H

In addition to all the previous reviews there is one high point for Hubris- it may have the best section on gods found within all Dungeon Crawl Classics supplements. Other sources provide plenty of wizard patrons and few have paid any attention to clerics and their gods. Hubris not only provides some new examples of the divine, it adds a new spell-like mechanic for calling directly upon them for a miracle. Another high point is the few pages devoted to wizard spell books and how they reflect their master and their master’s patron, if any.

This setting skeleton is just about perfect for a DIY Judge who wants ideas and generators rather than concrete examples. It isn’t a six star product, but it does deserve a five.

And here is another review by an anonymous reviewer:

I suck at writing reviews. I keep trying to start and other than saying “This book is amazing” I struggle to put the words together to express my opinions. Usually because I don’t think I’m critical enough of a product. There’s no way, for example, that a book can be this good…no offense intended to Mike Evans, but nothing is perfect, there are always areas to improve…especially when you’re talking about a monster tome the size of Hubris, and also a company’s first product release? Come on. I’m sure there was tons that could have been done better with Santa is Dead, but I have the luxury of that product not getting scrutinized year round and being viewed through the lens of a christmas farce (although it’s truly anything but, thanks to the amazing talents of Evey Lockhart and team).

But there is nothing bad I can say about Hubris, other than maybe I want more out of it, but I’ve no time to play it. That’s not Mike’s fault though, that’s my own…so even that isn’t a problem with the product in any way, shape, or form.

This is a hefty book that you need to physically have at the table. Not because you need to flip back and forth and reference it constantly, but because you’ll want to. You’ll want to turn to a random page and pull out a detail and use it. You’ll want to throw your players into the middle of this world and set them loose upon a place that yearns to destroy them…no, to change them, to warp them until they are as twisted and infected by the cruelty that permeates this massive landscape.

There are terrible things here, wonderful in their awfulness, and this place begs to be explored in its entirety. Which may be an impossible task; but you’ll find yourself coming back to it again and again, as I have, looking for inspiration.

I just wish I had something critical to say. Maybe when I’ve finally run it, and finished it, and can say “There wasn’t enough in this book”, but I honestly doubt that will happen.

Which is a shame, because if the bar is set this high by Mike Evans, what hope do I have of putting out something better?

Impheadfinal

Even the demon imps that kill your character and eat eyeballs have a good time in Hubris!  Art by Wayne Snyder