Category Archives: Hubris Campaign Setting

Quick Summary of Hubris Sessions 1-3 and Sketch for Orcs! A High-Octane Adventure Cover!

First I wanted to share the kick ass sketch cover for Orcs! A High-Octane Adventure! Mike Faille is doing awesome on this!


Now on to the Session Notes

During Christmas I kicked off my new Hubris: A World of Visceral Adventure campaign. For this campaign I am not utilizing DCC but playtesting my own rules. We’ve had three sessions thus far so I thought it’d be a good time to update all my notes and pop em up on the blog.

First Session: Meat Grinder

Group investigated a thorp that hadn’t sent trade to Fairweather in several days.  Found the community and it was abandoned.  Thick fog clung to the air.  Signs of violence everywhere.  Group saw some terrible shit like cut off fingers, dried vomit, blood, graves.  Oh and a woman sticking a spoon behind her eye and popping it out while giggling, “I see you.”  Yeah that.  Oh and when a dude was stabbed with a pitch fork and started oozing oatmeal out of the wound- then grabbed the pitchfork and kept plunging it into himself shouting, “fuck my holes. Fuck me!  Fuck me!”…  Necroids… fucking Necroids.  Vile gross disgusting bastards that linger in the Void.  The final one was a father burst from the floor with his dead baby on his hand like a puppet and he talked to it and with it.  That was a fun fight.  Some of the group survived but not many.

Necroids are inspired by Deadites:)

Second Session: The Silverfish

The group took a train to the Floating Island of Terror and arrived safely (no Orcs this time) in Outer City, the permanent grounded ring in the Land of Perpetual Stone and Mire with the main area floating above it, rails built to connect the two for travel.  The group was greeted by Onyx, an Officiant of The Black Queen, with two guards holding strange weapons (basically machine guns like in Wizards, 1977).  Slaves, under watch of Skeletal Gun Runners and Murder Machines were loading heavy box into a small black metal train car across the platform.  Slaves dropped the box and it opened, revealing a large bluish glowing rock.  Box tipped and a small fragment broke off and landed at characters feet.  Onyx gave his blessing to keep the fragment, explained it’s called Morphite and is what creates the amazing technology in Floating Island of Terror; it can also be used to create a powerful hallucinogenic drug.  Morphheads run rampant through Outer City.  Group found a small shoddy townhome in Ashtown to rent from a blading stooped human, Clovis.  Went to Onyx for work and was hired to find the culprit of a string of murders in The Slops.  Group followed clues and the trail and eventually went hunting in an abandoned sewer.  Met a crazy mutant with gecko-like powers who was lonely.  They talked.  Life was good.  Then they left to explore more and found a dire silverfish that had become crazed on Morphite.  Fight was cool- fun moments.  Then they killed it, took its head and went galloping back to Onyx.  Got paid and went to the local pup, The White Queen, ran and owned by Ami, an exiled drag queen from Fairweather.

Machine guns…. ooooooooo
My group was rather disgusted by this monster.

Third Session: The Murderous Chesspeople and the fae Thrape

Group took another job from Onyx, an Officiant of The Black Queen because why not…?  They were driven in a truck-like vehicle two days across the Land of Perpetual Stone and Mire, eventually reaching Mining Camp #7.  Group starts scouting and spots pale buff humanoid creatures with weird helmets.  A man in rags is being beaten by two and a screaming woman is dragged into the mine by one.  Group tries to sneak up and spring a surprise but the Avarian squawks alerting the creatures, because why not…? 

Creatures rush group in three waves.  They resemble humans but their heads are chess pieces.  Fun fight.  Most of the group went after the Queen but pawns kept appearing in front of her, taking the blow and dying like good little pawns.  A couple went after Rooks that kept headbutting them with their massive rooky noggins! 

Group saved the man explained that a giant crystal was found in the mine and they went to harvest it.  Next day he and his wife woke up and the creatures were all over the place and no one was left.  He and his wife have been hiding for 4 days and were sneaking around tents for food.  Group decides to go into the mine. 

It’s weird down there with giant plants growing on the wall, one had a human face and wanted to talk.  One of the members decided NOPE! Lit a torch and burned the fucker off the wall.  Furniture was sticking out of the rock face.  Group finds giant crystal.  Woman on the ground sobbing.  Two slimly mushroom people standing over her.  A humanoid figure with stumpy emaciated arms with the head and hooves for feet and hands of a horse twitching and ready greeted the group. 

Crazy fight.  Avarian got mutated- now has mandibles and a beak.  The hostage was mutated as well- has suction cups on her skin and a consistent wet hair.  She cried.  One of the characters pulled a suction cup off the woman’s hand to see if it was real… eeewwwww.

Group attacked the crystal and broke it, releasing the captive fae, Thrape.  Thrape has a skull for a head that is hollow and filled with goop. The top of his skull is open like a mug and slops out strange yellowish goop (can make potions!).  Glowing yellow eyes and a grin.  He is a master at illusion and transformation. 

Thrape game them the following rewards:

Each player choose a potion to boost one of their attributes for a limited time and rolled for an attack potion.  

Helpful Potion: Select Attribute of choice, you will row with Advantage for 1 hour on all test.  Body- grow big muscles; Agility- become lithe and limber; Rapport- get shiny white teeth and a sexy gleam in your eye; Focus- Perpetual scowl and annoyed look as if someone is talking about shit they don’t know. 

Attack Potion: Roll 1d4- 1) Smoky firecracker- deals damage and Body save or blinds target for 1 round; 2) Pigglet Bomb- throw at a target and small little liquid piglets form from the droplets and stab the creature.  1d4 damage per round for 3 rounds.  Ignores armor; 3) The Ol’ Switcheroo- The targets butt cheeks and face switch places.  Disadvantage on all rolls and can only move or attack in the round.  Lasts 1 hour; 4) Transforms the target into a flutter of moths that skitter and flutter about.  Lasts 1 hour.

The Thrape Whistle: Ivory whistle to a member of the party.  If the group is in trouble, blow on it and Thrape may come in a poof of magical smoke to help.  Use it too much or annoy Thrape and he’ll take it back but not before transforming everyone into something nasty!

Thrape was inspired by this enemy from Night of the Full Moon card game. Yeah I play it, wanna fight about it?:P

Is This a Bloody Sign of Something Violent Coming? Hubris: A World of Visceral Adventure! Celebrating Three Years in Release!

Good day everyone! Four years ago I launched the Hubris: A World of Visceral Adventure Kickstarter and what a fucking fantastic ride it has been since then! In the three years since the book was released it has gone Platinum on Drivethru RPG, won a Silver ENnie for Best Electronic Book, has had several kind reviews (here’s a couple: here and here and here), and I even babbled about it on the Drink Spin Run podcast!

Additionally the awesome Ben Milton did a video review on his Questing Beast Youtube Channel.

So needless-to-say, I’ve been extremely proud of this book! And while I have not been solely focused on Hubris for the last two years, I have been releasing a bunch of other books and have Barbarians of the Ruined Earth coming soonish; so I have not been idle either.

In September I released images showing the spreads for Orcs! A High-Octane Adventure– a 3rd level module for Hubris- art commissions will begin soon- and in August Max from Weird and Wonderful Worlds created a random generator for the GM section of the book. On my blog I have released several new races and classes for the setting: The Lupine, The Blood Acolyte, and The Klind Exile. So there is new stuff to enjoy.

With the three year anniversary here, I wanted to share some news on new project(s) and DIY RPG Productions as as whole!

So without much further palaver…


Art by Mike Faille, font and poster design my Matt Hildebrand.

Current Projects

First up is Orcs! The layout is generally complete and I’ll be commissioning art soon! Then I’ll send it off to Joseph for final approval and then release, hoping not more than a few months from now! I have run Orcs for several groups and at three consecutive Gen Cons and everyone has had a blast. Artists that are lined up for Orcs are none other than: Alex Mayo, Carmin Vance, David Lewis Johnson, and Jason Sholstis! Layout has been done by the awesome Jez Gordon.

Donn Stroud (of Mothership and Lesser Key to the Celestial Legion) is working on a Hubris module and that will be out at some point- I don’t have a firm date on the module’s first draft being completed, so we’ll just say, you know, somewhere in futuretime.

Both of these modules will use the awesome Dungeon Crawl Classics rules.

Side Note: I also have notes for a dungeon that is set in the Junk Town of Undra The Great Spire, but have not moved forward into fully flushing this one out yet.

The New Hubris

Wait, what…? Not only is the above image a fun promotional piece (it is pretty exquisite, isn’t it?!) it is also a glimpse at the new things to come. The first part to talk about is for the past year I have started working on my own rules that are quick, lite, deadly (most likely, yeah), and OSR-inspired with some modern game design worked in. I’ll be touching more on these in future posts in a kinda Developer’s Blog-type shit but, yeah, more soon.

My plan is to take Hubris and moving that needle from 11 to 12 (I’m hoping to do that, anyways). In 2018, I did a post showing inspirational images for a new territory/land in Hubris, called Downpour, and that location will still make an appearance, but the thing is… all of those images, music and music videos, movies, etc. constantly inspire me and I wanted to channel that to Hubris in general, not just a new territory- specially Evil Dead, Hellraiser, Mad Max: Fury Road, and the imagery from Marilyn Manson music videos from Antichrist Superstar.

I want to push the bloated dead corpse of medieval fantasy through a meat grinder and play in the bloody meaty bits. My desire is to pump up the grindhouse, horror, and slapstick even further in this new book, clearly pushing it into “Mature Viewing Territory” (as if it wasn’t already) and enhance some of the weird aspects of the world, like the Floating Island of Terror, locomotives and automobiles, wheellock weaponry, mechs, etc.; basically I want to make a grindhouse version of Final Fantasy VI, because why the fuck not!

I’m looking at this new Hubris as a retelling of the same story. Don’t like where I take it? That’s cool, there’s still the original version and adventures. And if you do like it, you’ll be able to use the territories and info with the existing one. The art from the original Hubris will be in the new book as well as new images. While new version of Hubris will still be predominantly black and white images, I will be working with Mike Faille to add a splash of horrific color to each chapter!

As I said in the introduction of the book, I wrote Hubris for me and just hoped people liked it… in the years since I’ve written the book, I’ve learned new tricks, new ways to run games, and delved deeper into what I want from a setting/gaming book at the table, and I hope to show that in the new version.

I’ll be releasing more info on this in the future and hope you enjoy it.

Other Tidbits

Oh yeah… It’s gonna be a shirt

The DIY RPG Productions Shopfy store will be opening soonish. Unique merchandise I can’t sell via Drivethru will be found there. Shirts, maps and posters, signed books, buttons, dice bags, jewelry, and much more! Preorders for the DIY RPG Productions t-shirts will be available when the shop goes live!

Oh yeah… I’ll be selling Hubris stamps to celebrate when characters get themselves perished.
See how pretty it’ll look on a character sheet?!

I look forward to dropping more info on Hubris and DIY RPG Productions in the near future! Be well everyone!

Layout Samples for Orcs! A High-Octane Adventure!

With only three days left in the Barbarians of the Ruined Earth Kickstarter, I wanted to take a moment to show off some samples of the sexy layout of Orcs! A High-Octane Adventure! A third level adventure for Hubris: A Visceral World of Adventure! The layout has been done by none other than the amazing and talented Jez Gordon. Hubris uses Dungeon Crawl Classics as its ruleset.

Orcs is the fourth stretch goal ($4k away from it as of writing this) for the Barbarians of the Ruined Earth Kickstarter (I talked about the second and third stretch goal in a post the other day)! I’ve ran this adventure at Gen Con for three years now and every time, everyone has a deadly, but fun time.:)

Orcs does not use a map and instead took inspiration from Zzarchov’s Scenic Dunnsmouth (published by Lamentations of the Flame Princess) and uses a deck of playing cards to generate the map. Many of the rooms have random events that occur after the group enters it, keeping the players on their toes because the unexpected could always happen 🙂

The adventure also features a new class for Hubris and DCC: The Gunslinger! The last two sample spreads have all the class information, for those who are interested.

Here is a snippet from the intro of the book:


Orc! A High Octane Adventure! is inspired by Mad Max: Fury Road and Snowpiercer movies and the Gears of War video games.  The adventure is designed for four to six 3rd-level characters set in the Hubris: A World of Visceral Adventure campaign setting but can be used with other DCC settings (or OSR campaigns) as well with some tweaking of the locations and names.  The adventure is fast paced, with deadly combat encounters with orcs and their alchemically altered abominations. 

There is no set map.  Instead the Judge will draw a set number of playing cards and consult the card description contained in the adventure to determine the order of cars and events (and create their map). 


The Black Queen rests upon her throne of bones in her fortress on the Floating Island of Terror.  As she satiates herself on the nightmares of her subjects, her desire for power grows.  As the Hubris becomes increasingly reliant on her marvelous technology, her ability to weave herself deeper into a kingdom’s local politics, extending her network of spies, assassins, manipulating pawns, and demanding higher prices for her goods. 

Over time a railway between the kingdoms of Hubris and the Kelisk in the Land of Perpetual Stone and Mire has been constructed, allowing for goods to quickly reach their destinations and people to travel between kingdoms easily and with less danger (usually).  This adventure begins with the train traveling from Fairweather (Hubris, pg 102) in the Great Plains of Unbidden Sorrow to Kelisk (Hubris, pg 120) in the Land of Perpetual Stone and Mire.  The promise of efficiency and safety which is constantly touted as a sure thing due to this technological wonder is quickly shattered when a large orc raiding band attacks the train, turning the leisurely ride into a savage blood bath.  This is not an adventure where the party can hunker down, create a defensive position, and wait it out.  Attempting to do that will surely result in their capture or death.  There is no rest.  There is no reprieve.  There is only the surety of battle, the onslaught of the enemy, and the taste of blood. 

Winning the Adventure

Are there really any winners in Hubris…?  Well, that’s for each Judge to decide!  However, the goal of completing this adventure is to get to the front of the train, take over the engine car and defeat the Big Bad Monster. 

Other Bits and Bauble

At the end of the adventure there is a small section to generate random events throughout the adventure, a table to generate events should the group decide to clamber onto the roof of the cars, and suggestions on what to do should the group abandon the train (and the adventure) and attempt to escape on foot.

There is a list of special new bullets for wheellock weaponry that can be created by an Alchemist through Alchemical Tinkering (Hubris, pg 15) and finally a new class for DCC and Hubris: The Gunslinger! 

And Now the Spreads!

Hope you all enjoy!

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!

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

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.


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)