Traps for Barbarians of the Ruined Earth (and the Black Hack)

Here are a few example traps in Barbarians of the Ruined Earth (BotRE).  The book is nearly done (it WAS done, but I decided it wasn’t and wanted to add more content to it because I enjoy  punishing myself).  I prefer traps that have clues to their existence instead of just “ah ha!  Got you guys!  Now die!”

Barbarians of the Ruined Earth uses the awesome Black Hack rules.


Traps are devices set up to deter intruders from advancing into a location, warn defenders of hostiles, or guard valuable objects and locations.

Trap 3

Unless expertly crafted, traps always have telltale signs of being present.  Whether it’s the holes lining the wall that will release poison darts, the slightly raised spot on the floor that is a pressure plate to trigger a spike trap, or the off-color section of the floor that will fall away, revealing a pit trap, all are noticeable if the player characters are taking their time and examining their surroundings.  If the group is running blindly down a hall, then they must succeed an Intelligence check to notice the trap.


Player characters should be encouraged to come up with clever solutions to disarm a trap, but if tinkering is desired characters can disarm a trap with a successful Intelligence check (those who are not technologically inclined suffer Disadvantage on this roll).


Assign traps a HD amount. This will be used to highlight the trap’s complexity (don’t forget to use the Powerful Opponent rules here, pg XX) and determine damage.


Sample Traps

Trap 2

Rudimentary Snare Trap

HD: 1

Signs: Piles of leaves or rubbish hide the noose while a thick rope is nestled against a tree or pillar.

Deactivate: Cut cord or throw something onto noose to spring trap.

Effect: Target must succeed a Dexterity check to avoid having the noose tighten around their ankle and become hoisted upside down.


Rudimentary Floor Pit

HD: 1

Signs: Part of floor is slightly off-color than the rest. Looking closely will reveals a square seam around floor.

Deactivate: Throw something onto floor to spring trap.

Effect: Target must succeed a Dexterity check to avoid falling down pit.

Damage: 1d6 (+1d6 for each additional 10’ fall).


Wall Dart Trap

HD: 2

Signs: Holes dot both sides of the hallway walls. Slightly raised tile on the floor could be pressure plate.

Deactivate: Throw something onto the pressure plate to set off trap.

Effect: Target must succeed a Dexterity check to avoid being hit with a dart. There are 5 pressure plates in hallway.

Damage: 1d8.


Poisoned Wall Dart Trap

HD: 4

Signs: Holes dot both sides of the hallway walls. Slightly raised tile on the floor could be pressure plate.

Deactivate: Throw something onto the pressure plate to set off trap.

Effect: Target must succeed a Dexterity check to avoid being hit with a dart. There are 5 pressure plates in hallway. If a target is hit, the must succeed a Constitution test or become sluggish and suffer Disadvantage to Dexterity tests for 1d4 hours.

Damage: 1d12.


Magical Whistle Trap

HD: 2

Signs: Faintly glowing violet runes where spell has been cast.

Deactivate: A Sorcerer can dispel the trap or characters can risk setting it off.

Effect: A high pitched whistle goes off, alerting enemies of character’s presence.


Magical Disorientating Blast Trap

HD: 6

Signs: Faintly glowing green runes where spell has been cast.

Deactivate: A Sorcerer can dispel the trap or characters can risk setting it off.

Effect: A sonic blast fills a Nearby radius, deafening and disorientating everyone unless they succeed a Constitution test (made with Disadvantage). Target’s that fail their test are stunned and stumble around for 1d3 minutes (roll for random encounters every turn).  While Disorientated, characters suffer Disadvantage to all rolls and cannot do tasks that require concentration (i.e., cast spells, use Miracles, etc.).


Magical Buzzing Bee Door Trap

HD: 6

Signs: The door handle vibrates when held.

Deactivate: A Sorcerer can dispel the trap or insecticide can be sprayed into the key hole.

Effect: When fiddling with the lock of the door, a swarm of mutated angry bees spews forth from the key hole.  These bees sting anyone in a Nearby radius.  All targets in the area must make a Constitution save or swell up and suffer additional damage from the bee’s venom each round until each target succeeds three Constitution checks.

Damage: 2d8 initial (1d8 each additional round).

Trap `

Starrunner Kit: The Black Hole Edition Announcement and Alien Race Archetypes

Starrunner Kit- The Black Hole Edition Announcement

I am pleased to announce that a new edition of the Starrunner Kit will be released soon(ish)!  I really haven’t posted anything about it except a few classes that I have Black Hackified.

At first I was just using my Starrunner Kit and Black Hacking the classes for my players (my players and I really enjoy the Black Hack- it’s become our preferred system- well that and DCC).

Starrunner Kit is inspired by stuff like Star Wars, Mass Effect, Star Trek, Traveller, White Star, etc.

Starrunner Kit: The Black Hole Edition

It’s time to set a course through the stars! The Starrunner Kit- The Black Hole Edition uses the awesome Black Hack rules and is inspired by White Star and the original Starrunner Kit to provide rules and suggestions for sci-fi space adventure!

What’ll you find in this book?

Eleven space-faring classes including rules to generate a wealth of alien cultures.

A bunch of blasters, explosives, advanced technology, black market goods, and cyberware for your players to buy, sell, and use to blow stuff up!

Rules for the Black Hack for vehicles, Mechs, and Starships including rules to modify them to make the faster, stronger, and able to take a beating.

A chapter of thirty one new adversaries/enemies to pit against your group as well as a table to generate new alien culturs and strange and interesting creatures!

And finally twenty awesome charts and tables to help you generate adventures, planets, cargo, NPCs, merchants, etc. all on the fly!

The galaxy is your backyard; It’s time to adventure…

What is Different in This Book From the Original Starrunner Kit?

The GM charts and tables have been reworded to fit the current version and stripped of White Star references. There are also two new tables included.

The classes that were in the original book are included here and fit The Black Hack mechancis and feel.

As does the Advanced Technology and Cyberware included in the original book.

The original book was 78 pages, while the Black Hole Edition is 138 pages (including a character sheet).

Alien Archetypes

When I started writing the book, I didn’t want to create a bunch of alien races that wouldn’t fit the GM’s theme/vision.  Instead I created archetypes that can be pieced together to create a theme desired by the player or GM.

For example: if the player wants to play a Mon Calamari in Star Wars they would select the Aquatic Physical Attribute and the Smart Mental Attribute.

To play a Rodian, a player might choose Agile Physical Attribute and the Violent Mental Attribute.

Here are the pages from the book.

Starrunner for Black Hack- Alien Archetypes Page 1

Starrunner for Black Hack- Alien Archetypes Page 2

The Abhorrent Creature- The Witch/Warlock! An Enemy For Barbarians of the Ruined Earth

I was rewatching Thundarr the Barbarian for more inspiration on Barbarians of the Ruined Earth.

In one episode (first one, I think), an enemy calls Ariel a witch and she shouts back, “I am NOT a witch! I am a Sorceress!”

It got me thinking- why did she sound angry? Why was this an insult? Building on my thoughts that a Sorcerer isn’t a human, but something else, I got to thinking- what if a Witch (or Warlock) is an abnormality that occurs when a Sorcerer is in the womb?  What if a Sorcerer(ess) considers them lesser, disgusting beings?  What kind of jealousy and bitterness would that create on the part of the Witch/Warlock?

I figured it’d be a good enemy to add to BotRE for groups to clash against.


HD 1-5; Reduction Points 0 (None); Claws or Staff (1d6-1d6+1d8)
Description: Witches and Warlocks are the result of a defect or abnormality that occurs to a Sorcerer fetus in utero. Calling a Sorcerer a Witch or Warlock will quickly earn their ire, as they view these beings as lesser pathetic creatures. Warlocks/Witches are malformed, hideous, and abhorrent. Their ability to use magic is extremely limited, but are adept at casting rituals (pg XX). Warlocks and Witches are devious and cunning, but extremely petty and vicious. They are jealous of Sorcerers and often seek to undermine or overthrow them.
Special: Spells: A Warlock/Witch is not a strong magic user and can only cast first and second level Sorcerer spells (or Power of the Sun level if using alternate casting rules, pg XX). They also can use any of the Death Priest Miracles (pg XX) a number of times equal to their HD.
Rituals: A Warlock/Witch always has one ritual that has been cast and ready to use. A 3 HD Warlock/Witch has two rituals ready to use and a 5 HD Warlock/Witch has three rituals ready to use. Warlocks/Witches are not beholden to the normal rules of one item being linked to a ritual at a time (pg XX).



Barbarians of the Ruined Earth- Session Two- Trouble in Cosmetics Department

Last session we left off with the group defeating a group of cultists just outside the abandoned Ancient Earth shopping mall, known as the lair of Grentzel the Witch.


Chad– Medical Robot (named Marko Tron), rides a Giant Snailbadger.  Life Event: Has trouble understanding why humans whine so much, has mouthed off about it and been chased out of several villages. Trinket: World War II army helmet.

JohnBarbarian (named Dagor)- rides on a Giant Snailbear. Life Event: Mother was killed by croc-men when he was a child. Now he fights for the underdog!  Trinket: Silver dagger given by his father.

LiamSorcerer (named Fulgur Tenebris) Crazy Sorcerer appearance- grey skin, grey hair, cat eyes, jagged nails, yellow teeth, body changes color with emotion (50 shades of grey), has a metalic staff with spider web etching. Power manifestation black orbs with grey lightning. Life Event: Family was pushed out of village because of your birth.  Trinket: Golden necklace given to denote remarkable birth.  Rides one of the last Ancient Earth elephants (also has grey skin and yellowing tusks). Rules for Spellcasting here.

NateVek (Anthropomorphic dinosaur- raptor- pretty feathers. Named Valeran the Vek).  He thinks humans are savages.  Life Event: Father was a brilliant Vek who understood Stupendous Science. Father was eventually killed by a Sorcerer. Trinket: Headdress of bone, wood, and feathers.  Rides a camel.

FletchUrchin class (wasn’t able to play today).  More on this character later.

OmarDeath Priest (named Morg).  Wears totally Gothic stuff and has bone shoulder plates, a bone mace, and a Trump-like demeanor.  He was once the ruler of a village of humans, but was chased out and exiled.

Strange Meetings

The group decided to enter the  mall through the Cosmetics Department Store (see map below).  They began to sneak around when they heard muffled screams and a weird noise, like a frog caught in a person’s throat.

The crept quietly up around a crumbled display case and saw a human man, suspended upside down in a net.  Standing below him, making the noise were horrific-looking humanoids.  At these creature’s feet were the bodies of some of the cultists.


One of the beings from the flying ship that crashed into the shopping mall.

The group fired at the creatures, killing one.  The other two turned around and fired at the group with their laser pistols.  After a quick fight, the two were killed and the group looted their bodies, and those of the cultists, and finally cut Omar’s character down.

The group exchanged pleasantries and decided to move on through the mall.

Nate saw a dilapidated fountain in the center of the walkway and decided to prance towards it, excitedly.  He didn’t notice the cultist guard staring right at him, confused as fuck as to what a Vek was doing in his domain.  So he did what any good cultist would do- tried to kill his dinosaur ass and raise the alarm.


A robot and and several cultists came out of various Ancient Earth mall stores and began setting up cover.  Two cultists wheeled out a ballista which fired super-heated globs of green acid.  John let out a might barbarian roar and shot his bow at the acid pot, destroying it and killing the two cultists.

The battle was hard and nearly everyone took a bit of damage, and Chad (the Robot) was dropped.  The group revived Chad with a Robot Repair Kit, looted the bodies, and took refuge in a store for an hour to patch their wounds and gather themselves.

Shopping Mall Map

While they rested they heard a chanting coming from the large department store near them to the East.  The chanting grew in volume and intensity for roughly an hour.  Finally a bright flash of neon pink energy filled the hallway and the chanting stopped.

“What was that?” asked John.

“A ritual has been completed.  We are too late.” Said Liam.

The group decided to go into the department store to see what had been done.  When the entered they found a moldy, tattered bed with a young girl tied and gagged to it.  The group cut her free.  She explained that she was the daughter of Lloyd Greaser of Route 66 and she had been kidnapped by the cultists.  The witch Genzel was inside.  She was told Kit that she had taken something from Route 66 (the Ancient Earth weapon) and would use it in some horribly vile ritual.

Me: So what do you guys do?

John: Let’s go inside and fight and kill them all!

Everyone else: We got the kid- let’s get out of here.

The group turned tail and ran from the mall.  They made it back to Route 66 safely and reunited Kit with her father.

The village celebrated their return and thanked them for saving Kit and defeating the evil witch.

Omar: Oh- yeah- we didn’t do that.

Chad 2.0 (NPC Mayor): What do you mean?

Omar: Well we found the kid and didn’t go any further.

Chad 2.0: So the witch still lives?

Omar: Well we don’t know since we never saw her.

The villagers seemed distraught that the group didn’t deal with the problem.  However they were thankful for what the group had done and offered them a place to sleep, food, and drink.

The group did various things in the village, including Chad having an EMP cannon attached to his shoulder, however a corrupting influence of the previous robot invaded Chad’s personality and he permanently lost 1 Wisdom.

Liam met the bartender, Ursula of the Yellow and drank some Mustard Seed Whisky and had some Spicy Slop Noodles.

Omar and John got new gear and Omar agreed to do a burial service in the morning for those that died in the initial attack (session 1) for a car door shield.

The Next Morning

The Highwaymen of Route 66 gathered outside the walls of the village at the graveyard while Omar pulled a ceremony out of his ass and did some chanting.  As the group walked back toward Route 66, the local healer Kylynn of the Earth thanked him for putting the spirits of their loved ones to rest and helping them to the afterlife.

Omar then explained to her that he did nothing of the sort.  He just made sure they wouldn’t rise from the dead.  There is no heaven or hell… there is no afterlife.  Just a ever expansive gray limbo.

As the group neared the gate to Route 66, the ground exploded in front of them.  They heard a roaring in the air and looked up.  Riding on an Ancient Earth Santa’s sleigh that was fitted with rockets was the hideous old hag, Grenzel.  Three robots, flying around her.

Grenzel: “You fools!  You think you can enter my domain and live!  I will burn you all to the ground!”


Grenzel the Witch!  A piece by the awesome Matthew Adams– not part of BotRE

The group drew their weapons and prepared for battle.

This is where we ended it for the night.  We play again at the end of the month!  Excited to see how this goes.

Aside: I emailed my players the map of the local area I created with the awesome Hex Kit by Cecil Howe.  I have not given them any information on the areas, but the names will be things the group could have heard in passing at Route 66 or hear about in the aftermath of the fight with Grenzel (assuming it isn’t a TPK).  They can then delve for more information about a location and decide where to go.

I will be including this area (not the map) in the BotRE book as a point crawl. BotRE Map

Hubris Review Round Up!


Entrails Reader and Conspiracy Theorist Occupations by David Lewis Johnson

For older review click here, here, and here.

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

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

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

Murder Machine 1

Murder Machine Action shot by Jeremy Duncan

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

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

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

Canyons of the Howling Red Rock

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

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

One be a Derek H

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

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

And here is another review by an anonymous reviewer:

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

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

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

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

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

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


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

The Vek Race as Class for Barbarians of the Ruined Earth (Black Hack)

Continuing in posting more on my Barbarians of the Ruined Earth  game that uses the Black Hack rules, here is the Vek (race as ) class.


Vek (Raptorfolk)


The Vek are highly intelligent anthropomorphic raptors that have obsessions with Stupendous Science and Ancient Earth technology.  Their scaly flesh ranges from vibrant red to bile yellow or forest green.  They are a stubborn race with a proud heritage, and often consider themselves far more evolved and advanced than any other on the Ruined Earth.  Vek live closely together in a hierarchical community called a Collective.  Many Vek have been subjugated and enslaved by powerful Sorcerers, so naturally the Vek have become mistrusting of magic and those with the ability to wield it.  Vek proudly trace their ancestry to the long-dead Ancient Earth dinosaurs, the Deinonychus.

“Mine is a proud people; descendants of the most powerful and ancient of Earth’s creatures.  Our minds are keen, and technology is ours to mold and shape.  Our flesh is strong and our teeth and claws are sharp… were it not for the vile powers of Sorcerers, we would be the rulers the Ruined Earth.”

Starting HP: 1d8+4

Hit Points Per Level/Resting: 1d8 HP/lvl

Weapon and Armor: Gambeson, Leather, Small Shields, All bows, Claws and Bite, All technological weapons, Spears, Maces, and Short swords

Weapon Damage: 1d6/1d4 Improvised




Art by Predaguy (not part of BotRE project)

Highly Intelligent: Veks have a sharp mind.  They have Advantage on Intelligence rolls and saves against mind-altering effects.  They are also literate (for normal literacy rules, see pg XX).

Dinosaur!: Veks have thick hides and are treated as having 2 AP (this stacks with armor, but the AP is reduced to 1 while wearing armor).  Their claws and teeth are razor sharp and they can attack for class damage.  Finally, Veks are agile and able to jump long distances (roughly 15-20ft), effectively launching themselves at a target.

If a Vek launches themselves at a target they can either make a single bite attack at a target with Advantage or attack with both clawed feet and a bite attack, but suffer Disadvantage to all three rolls.

More Juice: If an advanced technology contraption has a Usage Die and finally runs out of “juice” the Vek can coax a little more back into it, returning the Usage Die to a d4.  This can be done once per hour.

Leveling Up:

Roll all Attributes to see if they increase, roll twice for DEX or INT.



WEAPON: Spear and short sword

ARMOR: Leather Armor 4 AP (2 AP/d6 Usage Die)

ADDITIONAL: Rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).

INTERESTING TRINKET (roll 1d6): 1) a book of Ancient Earth history; 2) a laser pistol (d10 Usage Die on battery pack); 3) a headdress of bone, leather, and feather; 4) a city map of the Ancient Earth city, “Los Angeles”; 5) a ruby necklace; 6) an Ancient Earth Sea Captain’s hat and jacket.

LIFE EVENT (roll 1d8): 1) you were a slave and escaped; 2) your father was a brilliant mind and created many helpful Stupendous Science gadgets.  Eventually he wronged a Sorcerer and was killed in front of you; 3) your mother is your Collective’s leader and you have served the tribe with distinction; 4) you messed with your Collective’s super computer and broke it.  You have been exiled by your people; 5) you banded together with a Barbarian and defended your Collective from Pig Raiders; 6) you traveled with a Scavenger for a few years.  You and he discovered many interesting Ancient Earth ruins during your travels; 7) your seven sisters and five brothers were transformed into statues by a Sorcerer after you angered him; 8) you discovered a sentient robot during your travels and are still friends.

The Hyper Light Drifter Class for The Black Hack

I recently bought Hyper Light Drifter (albeit for PS4) the other day and man- what a fucking beautiful game.  The graphics and colors are gorgeous and the game play is challenging (sometimes frustrating) and rewarding.

This AM I decided the create a class inspired for it for The Black Hack.  Enjoy.

Hyper Light Drifter

 Hyper Light 1

The Hyper Light Drifter is a guardian.  They are a sentient AI in a bio-engineered body.  The body is constructed of living matter, so like any living thing it requires rest, sustenance, and can feel pain.  Legends believe that the Hyper Light Drifters were created to combat a great super AI that was terrorizing their world.  The Super AI created terrible monstrosities called Titans.  These huge creatures laid waste to anything they came across.  The Hyper Light Drifters were able to defeat the Titans and the Super AI, but at a great cost: their world was left in ruin and most of the Hyper Light Drifters were destroyed in the grand battle. 

The remaining Hyper Light Drifters wander the galaxy, landing on planets to explore and look for a cause they can rally behind.  Where there is darkness, oppression, and evil you will find a Hyper Light Drifter to bring illumination to the world and push the vile forces back.


Starting HP: 1d8+4

Hit Points Per Level/Resting: 1d8 HP/lvl

Weapon and Armor: Light Weapon, grenades, pistols, shotguns, rail gun, padded, leather, and studded leather armor.

Weapon Damage: 1d8/1d6 Unarmed or Improvised



Light Weapon: The Hyper Light Drifter’s weapon is made of pure energy that is powered by their own systems.  The weapon resembles a short sword (roughly 18” in length).  The Hyper Light Drifter can also transform the weapon into another form.  For form roll on table below.  This weapon is treated as a +1 for the purpose of overcoming damage reductions, etc.

Hyper Light 3

Energy Reserves: The Hyper Light Drifter has stores of energy that allows them to do fantastic abilities.  A Hyper Light Drifter’s Energy Reserve is equal to half their level. Using each ability reduces the reserve by one.


Energy Abilities

  • Enhance Weapon: Energy runs through the Light Weapon causing it to grow brighter. The Light Weapon now does 1d10 damage.  This effect lasts for a number of rounds equal to the Hyper Light Drifter’s level.
  • Deflection: The Hyper Light Drifter encases themselves in energy that will deflect any attack (even magical). If the attack is ranged (or ranged magical- but the Hyper Light Drifter must be the sole focus of the attack), roll 1d6.  If the result is a 5-6, the attack is rebounded at the attacker and hits.  This can be done as a reaction.  Lasts for one attack.
  • Hyper Light Dash: The Hyper Light Drifter can phase slightly out of reality and travel a distance the blink of an eye. The Hyper Light Drifter can travel up to Not So Nearby (roughly 60ft) in a round.  The Hyper Light Drifter can use this to travel over a cliff, river, etc.  There must be sturdy ground on the other side for this to work.  This can be used as a reaction to avoid an attack.
  • Heal: The Hyper Light Drifter uses their Energy Reserve to heal themselves for 1d8 HP.
  • Multiple Attacks: The Hyper Light Drifter uses their Energy Reserve to enhance their attacking speed, allowing them multiple attacks in a single round. The Hyper Light Drifter gains 1d4 additional attacks.  At 5th level this is increased to 1d6 attacks.
Hyper Light 4

An example of the Dash ability

Inner Strength: Once per day, after all reserves have been depleted, a Hyper Light Drifter can attempt to pull more energy from their body.  Roll 1d6: if the result is a 4-6, the Hyper Light Drifter is successful and regains 1 Energy Reserve.

Understand Advanced Technology: Being a sentient AI gives the Hyper Light Drifter knowledge of technology.  They are able to use (or figure out) technology, even if it is advanced and beyond the scope of the planet they are on, without suffering Disadvantage.  This means they can hack into computers, unlock doors with a keypad, etc. with a normal Intelligence roll.

Hyper Light 2

Leveling Up:

Roll all Attributes to see if they increase, roll twice for STR or DEX



Weapon: Light Weapon

ARMOR: Padded Armor

ADDITIONAL: Rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).


What is your Light Weapon?
Roll 1d10 Result
1 Long Sword
2 Two Daggers*^
3 Hand Axe^
4 Spiked Chain*
5 Polearm**
6 Short Spear^
7 Mace
8 Club
9 Two-handed Axe*
10 Two-handed Sword*

*= Uses Dual Wield/Two-handed Weapon rules.

^= Can be thrown at a target up to 10’ away, but disappears after target is hit.  The sword reappears in the Hyper Light Drifter’s hand at the beginning of the next round.



0 – 5ft 5 – 30 ft 30 – 60 ft 60 – 120 ft 120 – 300 ft BEYOND 300 FT