Category Archives: Hubris Campaign Setting

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.

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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.


Back From Gen Con (flashing some pics)! Hubris Won an ENNIE and Demon City Joins DIY RPG Productions!

This is the first time I’ve had a breather since returning from Gen Con!  What a fucking blast!  I got to meet so many cool peeps while I was there!  It was a hell of a treat!  Snuggling with Jez Gordon was tops (he only cried for 20 minutes or so)!

Two pieces of big pieces of awesome came from Gen Con for DIY RPG Productions!  First- Hubris won a Silver ENNIE for Best Electronic Book!  Thanks to EVERYONE for the support and excitement for Hubris over the years and for voting for it in the ENNIES.

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I guess there was a little stink because I threw my logo up at the Steaming video, but whatever:)

Here’s a link to that for anyone interested.  Should start at the point for best electronic book (if not, it’s time point 49+:47).

The SECOND piece of Awesome is that Zak Sabbath is teaming up with DIY RPG Productions to publish his awesome Demon City setting book!  This is gonna be delicious, sexy, and epic!  I am really excited about this opportunity and it’ll be a great book!  More on this coming soon!

If you haven’t heard of Hubris or need more info- here’s a great review!

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Me getting ready for the ENNIES and practicing my acceptance speech

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Awesome ENNIE pose with Jez, Zak, James, and Patrick!

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Me rocking some delicious Jez Gordon Feral apparel (hey that rhymes!)

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I did way too much of this at the con

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Played in some RPGage a couple times run by Zak

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Ran Hubris at the Con- It Came From… OUTER SPACE!!!  A level zero funnel!

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19 poor souls got themselves perished in the funnel!

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Ran Orcs: A High Octane Adventure (3rd level Hubris module- coming eventually)

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Two pitiful souls died in this adventure- I was too soft 😛


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

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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

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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.