Category Archives: Hubris Campaign Setting

Hubris GM Section Generator Now Available

This is a pretty cool thing to see happen! A few weeks ago Max from Weird and Wonderful Worlds contacted me and asked if I’d be cool if he did a auto-generator for Hubris: A World of Visceral Adventure’s GM Section and damned if he didn’t knock it right out of the fucking park!

Thanks so much, Max for all the hard work on this. It is absolutely fantastic and has made my damned week!

Here it is! There are 14 tables for you to use right right away!

Max also has a RPG out called Pixels and Platformers. It’s a cool rules-lite RPG that weighs in at 4 pages and is inspired by 2d platformers from days of old! Be sure to check it out!

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Been Bloggin’ For 10 Years, Hubris Went Platinum and Here’s More Barbarians Art!

I got a notification from WordPress this AM- “Congratulations! You’ve been blogging for 10 years!” That is crazy! I can’t believe I’ve been blogging for that long! It’s been a wonderful (albeit sometimes stressful) experience.

Because of blogging and communities like RPG Bloggers and the now deader than a door nail G+ community, I’ve gotten to meet some really kick ass people! I’ve become close friends with several of them and am so thankful for all of this.

Meeting many of you at Gen Con has been a thrill and a great time and I look forward to this coming Gen Con to reconnect, cuddle, and toss back a few pints of beer!

Because of blogging I was encouraged (and able) to start a publishing company with works that people enjoy, support, and are excited about.

Because of blogging I was able to rekindle a love for a hobby that I was on the way to MAJOR burnout and getting ready to shelve it…

Thanks to everyone for the support and reading! Whether you are new to my blog or have been with me the whole time. I appreciate you.

Ok- enough gushing.

Hubris: A World of Visceral Adventure

I went on to Drivethru the other day to look at new books and decided to scan through my publishing catalogue to see if there were any new reviews or comments and lo and behold! I discovered that Hubris: A World of Visceral Adventure has gone Platinum! Blew my mind! I am fucking thrilled that so many people dig this book!

On the Hubris front, Jez Gordon has finished preliminary layout on the first Hubris module- Orcs! A High Octane Adventure! for 3rd level characters. Once Barbarians of the Ruined Earth Kickstarter is complete (that’ll launch in June, I’m thinking), I’ll be able to focus more of my attention on getting art and stuff for that!

Barbarians of the Ruined Earth

Speaking of Barbarians– I’ve got some new art to share! These are two new pieces by JV West!

Aside: If you are interested in seeing sample spreads of the book, click here. If you want to see all art I’ve shared from the book, click here.

Hirelings found in the Ruined Earth- Art by JV West


Zora the Barbarian gets bashed by a Car Golem while Rathu the Sorcerer and Atook the Beastman are lost in the creature’s toxic smog.

Guest Post- Review of Hubris by James Maliszewski

Hubris: A World of Visceral Adventure is available on Drivethrurpg and Lulu.)

I’ve known Mike Evans for a long time, starting with reading his blog, way back in the mists of 2009. In the years since, we’ve exchanged emails, commented on one another’s posts on G+, and generally moved in the same circles. In that time, I’ve come to admire his creativity, his industry, and, above all, his perseverance in pursuit of his dreams, perhaps the greatest of which is his Hubris campaign setting, published in 2016.

Being an (increasingly) old and out-of-touch person, I didn’t get around to seeing a copy of Hubris: A World of Visceral Adventure until a few weeks ago, thanks to the generosity of Mike. I mention this both to thank Mike and to be upfront about our connections to one another. In my experience, many people expect a certain degree of detachment and objectivity from something purporting to be a review. If so, what follows most certainly isn’t a review so much as a collection of thoughts occasioned by reading Hubris. Even so, I hope these thoughts will nevertheless prove useful.

Hubris is an original setting for use with Goodman Games’s Dungeon Crawl Classics Roleplaying Game, presented in a large 348-page book. Like so many third-party DCC RPG materials, Hubris is weird. I don’t mean that negatively. What I mean is that it goes off in unexpected directions, mixing and matching stuff that generally isn’t put together (or at least that I wouldn’t put together), and then cranking it up to 11. You only need take a look at Mike’s version of Appendix N to get a sense of what I’m talking about: a stew of Lewis Carroll, Robert E. Howard, Army of Darkness, Princess Mononoke, and Metallica – just to name a few of its eclectic “literary” sources. To call it “a sword and sorcery campaign setting,” as the cover blurb does isn’t to do it justice, but then I’m not entirely sure what would do so.

For me, whose own tastes in fantasy tend toward the prosaic, what really sets Hubris apart is its wild creativity, starting with its additions and changes to the DCC RPG rules. There is, for example, a new table of occupations for starting characters. Simply reading the table gives you a good idea of what the setting of Hubris is like. There are alien abductees, chimney sweep children, flimflam artists, nosey neighbors, pig wrestlers, and snake handlers, to name but a few. There are also five new races, each with their own table of occupations. It’s amazing how much flavor is packed into this single table, except that this isn’t the only table like this. Hubris is positively packed with imaginative tables, which both efficiently present the setting without the need for lots of encylcopedia-style exposition and inspire players and judges alike.

There are four new classes, too, such as the Dr. Jekyll-like alchemist, fiendish blood witch, bestial druid, and stealthy shadowdancer. These are in addition to the aforementioned five new races, which function as classes like those in the DCC RPG rulebook. Wizards get four new patrons (in addition to freakish, living spellbooks), while clerics get twelve new gods. And, of course, both classes get new spells and other game mechanical goodies. This is all good stuff, but it’s the kind of material you’d find in almost any RPG setting book.

But the real glory of Hubris is its presentation of the setting itself. Instead of long, faux-academic entries on the Great Plains of Unbidden Sorrow or the Land of Perpetual Stone and Mire, we’re treated to short overviews of the setting’s regions, followed by tables, tables, and more tables. Some present rumors and adventure hooks, while others typical encounters, “the lay of the land” (that is, unique locales within a region), or even more specific content (such as the effects of bathing in the Black Pool of Inexplicable Ecstasy or your opponents in the Arena of Blood). It’s frankly a brilliant way of presenting a setting, one that gives judges lots of leeway to mold it to their needs while still providing plenty of details to hang their hat on.

Hubris also offers many more tables for the judge, all of which combine utility with flavor. There are tables for ancient and forgotten demigods, bandits, grave diggin’, herbs, taverns – just about anything you’d need in the course of play. That’s another aspect of Hubris that comes through in reading it: Mike has clearly used this setting extensively. Its content is geared toward play rather than simply being an exercise in creativity. Hubris is a big book, yes, but it’s filled with very practical material. This includes the magic items, monsters, and, above all, starter adventures (one of which is a funnel). Reading through this, I found myself wanting to run my own Hubris campaign and, because of the material included in its page, I felt like I could.

If I have a complaint about Hubris, it’s that it’s pretty gonzo. It’s a kitchen sink setting filled with mutants, bird-men, half-demons, steam-mechs, sex prophets, and dinosaurs, among many, many other things. At times, it’s a little too much. I occasionally felt overwhelmed by it all. But, as I noted above, one of the glories of Hubris is its presentation, which is highly customizable. Don’t like some aspect of the setting? Change it or get rid of it entirely. Want to add something to it that you think is missing? Go right ahead. There’s no One True Hubris, except perhaps the one you’re using at your own table and the book makes it extremely easy to turn it into the setting you want it to be.

Ultimately, that’s why I was so inspired by Hubris. There’s no doubt that some of the material included in its pages is terrifically imaginative, but it’s the presentation that really grabbed me. Mike Evans has done a remarkable thing here, providing us with a toolkit that is simply packed with tools of every conceivable shape and size. Even if you’re not interested in using a single thing directly from Hubris – and I’d be amazed if anyone could read it and not want to swipe at least a couple of things for their own campaigns – you’ll have your eyes opened about how to introduce a setting and its details.

Hubris is terrific. I cannot recommend it highly enough.


The Gunslinger Class for Hubris (and DCC)

This class will be released with the Orcs! A High Octane Adventure (3rd level module) for Hubris.

The Gunslinger

 

wallup.net

Art is from Darkest Dungeon- Not for Hubris.

Fighters are brutes that hack away at their enemies with swords, axes, and maces.  Thieves prefer small blades and like to strike from the shadows.  Neither fully appreciate the sleek feel and cold efficiency of firearms, but you do.  The heft and weight, the acidic smell of the lit powder, the feel of the kick as a bullet flies from the barrel and lodges itself into the head of your target, blowing out the back of their skull.

No mark is safe from your sights.  They can attempt to run, but they’ll feel the stinging pain of your shot, and the horrible realization of death will greet them as they bleed out, slumped against a wall, the light fades from their eyes.

Your ability to make impossible shots and take out targets with ease makes you highly sought after.  Whether you swear loyalty to a king or army, or pay heed to no one and make your own way killing for coin or just simply the joy of it, your path is what you make it.  And no one will tell you otherwise.

 

Hit Points: A gunslinger gains 1d8 hit points each level.

 

Weapon Training: A gunslinger is trained in the following weapons: bolas*, club, crossbow*, dagger, handaxe, short sword, wheellock pistol, and wheellock rifle.  Gunslingers can wear any armor up to chain without suffering accuracy to their shots.  Bulkier armor interferes with their ability to hold and fire a wheellock weapon properly and they suffer the armor’s check penalty to their attacks.

 

Alignment: Gunslingers tend to be a cocky lot, assured in their use and mastery of wheellock weaponry.  Gunslingers that are loyal to a cause, military organization, or lord tend to be lawful, while those who sell themselves as guns for hire, glory-seekers, or assassins tend to be chaotic.  Very few gunslingers gravitate towards a neutral alignment.

 

Quick Loader: The gunslinger can reload a wheellock weapon in two rounds instead of the normal three.

 

Point Blank Shot: A gunslinger can shoot targets with a wheellock pistol without suffering negative modifiers (DCC, pg XX).

 

Rifle-butt Attack: A gunslinger receives a free attack at a d16 against any creature that comes into melee range if they have a wheellock rifle in their hands.

 

Sharpshooter: When a gunslinger spends a full round aiming and doing nothing else, their attack is more devastating. If their attack is successful, it deals an additional 1d10 damage.  The threat range for a critical success is increased from 20 to 19-20 when sharpshooting.

 

Trick Shot: Gunslingers train tirelessly with wheellock weaponry.  They can perform tricky shots that function similarly to a warriors Mighty Deeds ability (DCC, pg 42) ONLY when using wheellock weaponry.  Prior to a shot, a gunslinger can declare a Trick Shot.  The gunslinger’s Trick Shot die determines whether this was successful.  If the Trick Shot Die is a 3 or higher, and the attack lands, the Trick Shot is successful.  If the Trick Shot Die is a 2 or less, or the overall attack fails, the Trick Shot fails as well.  Similar to a Warrior’s Mighty Deeds, the Trick Shot die does factor into a gunslinger’s attack modifier and damage.

 

Examples of Trick Shots include feats such as:

 

  • Calling a shot to blast away an object held in an opponent’s hand.
  • Using a shot to snuff out the light of a candle.
  • Shooting a bullet and having it ricochet off a wall and hit a target around the corner.
  • Sliding down a staircase banister and shooting at a target.
  • When fighting enemies that are single-file, shooting a wheellock weapon and having the bullet pass through all of them, dealing damage.

skeleguns

Skeletal Gunrunners from  Hubris- art by David Lewis Johnson

 

Level Attack Trick Shot Die Crit Die/Table* Action Die Ref Fort Will
1 +1 +d3 1d10/II 1d20 +1 +1 +0
2 +2 +d4 1d12/II 1d20 +1 +1 +0
3 +3 +d4 1d14/II 1d20 +2 +1 +1
4 +4 +d5 1d16/II 1d20 +2 +2 +1
5 +5 +d6 1d20/II 1d20 +3 +2 +1
6 +6 +d6 1d24/II 1d20+1d14 +4 +2 +2
7 +7 +d8 1d30/II 1d20+1d16 +4 +3 +2
8 +8 +d10 1d30+2/II 1d20+1d20 +5 +3 +2
9 +9 +d10+1 1d30+4/II 1d20+1d20 +5 +3 +3
10 +10 +d10+2 1d30+6/II 1d20+1d20 +6 +4 +3
*The critical success tables can be found in DCC, pg 82-83.

 

 

Gunslinger Titles
Level Title
1 Marksman
2 Sharpshooter
3 Sniper
4 Deadeye
5 Master Blaster

 

 

Weapon Damage By Class
Class Light Weapon Medium Weapon Heavy Weapon
Gunslinger 1d4 1d6 1d8
This is an optional rule found in Hubris, pg XX.

 

Gunslinger Starting Equipment

Adventurer gear:

  • Backpack
  • Bedroll
  • Torches x2
  • Rations x5
  • Waterskin
  • Flint and Steel
  • 1 healing potion (1d6+1 HP)
  • Hemp rope (50ft)
  • Adventurer’s Clothing

 

Gunslingers also start with the following- Studded leather armor, 1 dagger or short sword, a wheellock pistol or rifle (20 shots), and a Black Power with pouch and fuse (Hubris, pg XX).

 

Starting Gold

As stated in DCC (pg 70) all level 0 characters start with 5d12 copper pieces and the weapon and trade good of their profession.

 

Class Level 1 Level 2 Level 3
Gunslinger 3d10 3d10 +(1d6x100) 3d10 +(3d6x100)

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!



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.