Hubris Avarian- Black Hack’d

So Black Hack is a damned cool version of D&D!  It’s right up there for me with Into the Odd, White Box, and DCC.  I thought it would be fun to Black Hack my Hubris races (and maybe the classes) with Hubris so close to being done (Alex is kicking butt on layout!).

So today here is the Avarian!

Hubris- Avarian Action Shot

The Avarian by David Lewis Johnson

You are an enigmatic and elusive humanoid that closely resembles a crow or raven, ranging 4’5” to 5’5” in height.  Your culture is bizarre to outsiders, as your race tends to be secretive and exhibit a magpie mentality for hording items and mementos- even if they may seem like junk to others.  Many of the other races tend to distrust you as yours is a race of consummate tricksters.  Some avarians have a natural ability to cast illusion spells, while others have a bizarre ability to cause people to become unlucky, and often delve into crime, using their various skills as spies, thieves, or assassins.

Your people’s homeland is the Realm of the Echo Forest, located in the Razorback Mountains of the Frozen Wastes pg XX).

Weapon Training: Avarians are thieves by natures and know how to get out of trouble.  Avarians are proficient with blackjacks, bolas, and hand crossbows.

Flight: The arms of an avarian are also his wings.  An avarian can fly at a rate of Far-Away. While flying, an Avarian cannot attack or cast spells.  An Avarian cannot fly if they are wearing any armor (other than padded) or while having an abundance of items and weapons, or large weapons (half their Strength score in items).

Low-Light Vision: An Avarian can see in near dark conditions normally in a Nearby radius.

Magpie: Avarians collect things that others find useless or mundane; it’s a compulsion.  Once per session an Avarian can find a “useful” mundane item hiding in their pockets.  The item could be a hairpin, a few coins, a shiny button, an ancient skeleton key, etc.  The idea should be fun and clever to the situation.  The Judge has final arbitration.

Mocking Bird: An Avarian is able to mimic the voice or sound of any creature that they have heard in the past (Judge has final say).  Sneaky Avarians use this ability to lure a mark into a dark alley, or to distract a guard.  The Avarian must roll under their Charisma to determine if they successfully pull off the sound.  If they fail, whoever they are attempting to trick knows the sound is not genuine.

Hubris Ekrask- Black Hack’d

So Black Hack is a damned cool version of D&D!  It’s right up there for me with Into the Odd, White Box, and DCC.  I thought it would be fun to Black Hack my Hubris races (and maybe the classes) with Hubris so close to being done (Alex is kicking butt on layout!).

So today here is the Ekrask!


The Ekrask by Jeremy Duncan


You are so much more than your dim-witted lesser-kin, the lizardman, and you bask in your superiority.  You are proud, agile, muscular and savage.  Your people stand as tall or taller as any of the puny humans, reaching 5’8”-7’5” in height.  Long ago Klind sorcerer-slavers invaded the Bogwood Swamp and subjugated your people, turning your proud race into slaves and things to be sacrificed to their dark god, Set.  Eventually your people resisted the Klind, and expelled them from the Bogwood, and now most are free.  However, many of your kind are still slaves in Klind lands and the battle drums beat as ekrask warriors seek to liberate their brethren.


Infrasion: An Ekrask can see in the dark up to 60’.

Natural Weapons: An ekrask has a nasty bite attack and razor sharp claws that deal class damage.  An Ekrask is never considered unarmed.

Blood Spout: Once per day an Ekrask can shoot blood out of its eyes.  The Ekrask must succeed a ranged attack (roll under Dex); if the attack is successful, the target is stunned for 1d3 rounds.  The smell of the blood makes target easier to track by scent; an Ekrask has Advantage on Wisdom rolls for tracking.

Rage: An ekrask is a savage fighter that is able to tap into their ferocious nature and attack with reckless abandon.   For 1 minute the Ekrask gains Advantage to attacks, +2 damage and Advantage on saves against mild-altering and fear effects.  After combat the character is exhausted and suffers Disadvantage to all rolls until they rest fully for one hour.  This ability can be used once per day.

Hubris Half Demon Black Hack’d

So Black Hack is a damned cool version of D&D!  It’s right up there for me with Into the Odd, White Box, and DCC.  I thought it would be fun to Black Hack my Hubris races (and maybe the classes) with Hubris so close to being done (Alex is kicking butt on layout!).

So today here is the Half Demon!

Half Demon

The Half Demon by David Lewis Johnson

As sure as there is evil and corruption in Hubris, there are demons and devils scheming nefarious deeds and plans.  Some demons take men and women as mates; sometimes through trickery or force and other times simply out of boredom.  Myths tell of demons falling in love with a damsel or knight; this is a lie.  Demons do not love.   Demons do not care about mortals, their feelings, or their ambitions, unless it furthers their own ends.

You are the unfortunate result of such a union.  You wander Hubris shying away from temples and churches that warn of your unnatural evilness.  While there are those who accept you, most are wary and distant at best.

You can’t blame them, you feel the constant struggle going on within your heart; the battle for your soul.  Half demons can be found all over Hubris.  Most attempt to etch out a life for themselves, either by gaining power and forcibly bending the knee of those who would persecute them, or by living on the fringes, making ends meet by taking the odd job, using sword and spell.


Low-Light Vision: A half demon can see Nearby in low-light conditions as if it were day time.

Infernal Resistance: A half demon has Advantage on saves against one of the following: Roll 1d3- 1) Fire; 2) Cold; 3) Electric.

Demonic Vulnerabilities: A half demon suffers Disadvantage on saves if being turned by a cleric who’s deity has demons and devils as unholy creatures.

Demonic Powers:  A half demon can tap into their demonic nature once per day.  Choose which ability you wish to use.  This effect lasts for a number of minutes equal to the half demon’s level.

  • Increased Speed– Increased speed.  A half demon can move Far-Away as their movement action.
  • Increased Armor- Gain +4 armor points as if wearing leather.  Once consumed this effect ends.
  • Claws– Grow claws that do class damage.
  • Immunity– Become immune to damage based on resistance you rolled.
  • Regeneration– Regain 2 HP a round.
  • Wings- Grow wings and fly at a Far-Away rate.

Hubris Murder Machine Black Hack’d

So Black Hack is a damned cool version of D&D!  It’s right up there for me with Into the Odd, White Box, and DCC.  I thought it would be fun to Black Hack my Hubris races (and maybe the classes) with Hubris so close to being done (Alex is kicking butt on layout!).


So today here is the Murder Machine!

Murder Machine

The Murder Machine by Jeremy Duncan


Whether you were a criminal, beggar, or an invalid just trying to get by you managed to anger the Black Queen and were “volunteered” into her service.

You were strapped into a suit of specially crafted armor and dumped into a vat full of boiling, swirling alchemical substances and sealed in a chamber for three days.  The intense heat and pressure of the chamber caused your flesh to melt and meld with the suit of armor.  While the Black Guard of Abhorrent Action watched in stoic silence, your screams of pain still ring in your ears.

You emerged from the vat as one of the Black Queen’s terrifying Murder Machines.  Through her bizarre technology and sorcery she has created a living construct which she uses to mercilessly destroy her enemies.  You killed, labored, destroyed, and terrified all in her name.

While most murder machines are utterly loyal and obedient to the Black Queen, you are different.  The alchemical substances did not manage to destroy your consciousness and personality.  Eventually you were able to break free of her control completely.  You bided your time, and when able you made your escape.

Now you are on the run from agents of the Black Queen while attempting to etch out a life for yourself in the strange and grim world of Hubris.


Construct: As a bizarre living construct a murder machine does not require sleep, food, or air.  They are also immune to diseases and poisons.  Due to being a construct normal magical means of healing are not as effective on you, only giving you half the amount (minimum of 1HP back).

Natural Armor: The body of a murder machine is made of tough metal and wood and gives natural armor protection.  Murder Machines are treated as though they are wearing chain mail.  This follows the normal Black Hack rules (pg 3).

Punch Them in the Face: A Murder Machine’s fist is hard metal and wood and does class weapon damage.

Swiss-Army Hand: A Murder Machine is built to kill, and as such is outfitted with a hand that can rotate and become one of three weapons.  At character creation a player chooses three weapons from the following list: hand crossbow, dagger, flail, hand axe, mace, short sword, wheellock pistol

Shut Down: A Murder Machine is able to shut down for eight hours and repair their body.  They repair a number of hit dice equal to half their level.

Hunted: The Black Queen is furious that you have somehow resisted her control.  Agents of The Black Guard of Abhorrent Action are hunting you, eager to please their queen.

You Know You Wanna Ride This Horse! Infinitas DM Kickstarter! 11 More Days

I am really excited about the Infinitas DM Kickstarter!  This is something I’ve been dreaming about for over a decade and really hope it comes to fruition!  I love the idea of being able to use my iPad and have the map reveal on my TV!  This is cool!  I also dig that I can sit and doodle up maps on my iPad using this program!




There is 11 days left and the project needs $13k to fund!  It can be done!

The Hubris Vampire

Jeremy Duncan has just sent me the final (and amazing) art for the Hubris vampire.  VAMPIREfinal

One vampire is in its true form attacking a helpless victim, while one in the background is in human guise, watching with glee.



The first vampire appeared in Hubris thousands of years ago when an elk leapt over the body of a dying human.  Somehow their souls became intertwined creating a bestial, immortal creature that thirsts for blood.  Over the millennia the original vampire has spread His curse throughout the lands.  No one is sure what happened to the father of vampirism, or what will happen should He return.


Vampires can be found throughout Hubris, although they prefer to lurk in the civilized lands where they have ample source of humanoids to feed upon.  Vampires that have fed on the blood of the living within 24 hours looks just like the lesser and weak mortal races, save that they cast no reflection and are unable to enter private dwellings without permission.  A vampire that has consumed the blood of an elk is able to walk in the sunlight as if they were mortal.  The longer a vampire goes without feeding, the more bestial and horrific their visage becomes.  The true horrific visage of a vampire is revealed if the creature has not consumed humanoid blood for a number of days equal to half their HD.  The true vampire has the skeleton head of an elk with pinprick red light glowing from the sockets.  The antlers range in size and points, but are covered in moss, flaps of skin, and throbbing veins.  The body of a vampire is humanoid and lanky, covered in baby-fine brownish black hair with grayish or alabaster skin.  Their arms are over-long and end in blackened claws.


Vampires are cunning and prefer subterfuge and manipulation to outright violence and hostility.  Often they manipulate mortals, using them like pawns in chess.  As a vampire becomes older they become more powerful and conniving.  One does not survive for over 800 years without becoming a great manipulator and strategist.


The highest concentration of vampires is found in Shadowfall (pg XX), where Depraved Geneva and the Court of the Withered Hand rules in coexistence with their food.


Vampire Age

Fledgling 0-99

Mature 100-199

Old 200-399

Very Old 400-599

Ancient 600-799

Master 800+



Vampire Statistics by Age
  Fledgling Mature Old Very Old Ancient Master
HD 8d8 9d8 10d8 12d8 14d8 16d8
Attack +8 +9 +10 +12 +14 +16
Initiative +4 +5 +6 +7 +8 +10
AC +16 +17 +18 +19 +20 +21
Attack Die 1d20 1d24 2d20 2d24 3d20 3d24
Fort +8 +9 +9 +10 +11 +13
Reflex +6 +7 +7 +8 +9 +11
Will +7 +8 +8 +9 +10 +12
Fast Healing 2 HP/rnd 3 HP/rnd 3 HP/rnd 3 HP/rnd 4 HP/rnd 5 HP/rnd
Horns and claws (natural form) 1d4 damage 1d6 damage 1d8 damage 2d6 damage 2d8 damage 3d8 damage
Claws (humanoid form) 1d3 damage 1d4 damage 1d6 damage 1d8 damage 2d8 damage 2d10 damage



Animal Control- Once per day a vampire can summon forth animals of the night to aid them.  Roll 1d4: 1) 1d100 +50 bats*, duration 2d8 rounds; 2) 1d100 + 25 rats*, duration 2d6 rounds; 3) 2d6 wolves** (DCC, pg 431)- duration 2d4 rounds; 4) 1 dire wolf** (DCC, pg 431), duration 1d4 rounds.


* bat and rat swarms occupy a 20’ foot radius.  Any creature caught in the swarm suffers -4 to all rolls and movement is reduced by half.

** wolves and the dire wolf will follow the vampire’s instructions for the duration and then disappear back into the wild, but linger in the area in the hopes for fresh prey.


Shape Change- A vampire can transform into gaseous vapors, a bat (DCC, pg 396), or a wolf (DCC, pg 431) at will.  Transforming is instantaneous and incurs no penalty.  Master vampires are also able to transform into a bat or rat swarm (listed effects above), or a dire wolf (DCC, pg 431).


While in gaseous form a vampire cannot be harmed by any means, although extremely strong winds will dissipate the vampire, reducing their HP to zero; the vampire will reform in their coffin in 24 hours and begin heal (through fast healing).  This form has a movement of 10’/rnd.  When the vampire is brought to 0 HP it will instantly become gaseous vapors and flees to its coffin to heal.


Blood Drain- A person that is successfully pinned by a vampire can be bitten and drained of blood.  A vampire can drain 1d4 Stamina (temporary) per round.  Those that are drained to zero can be transformed into a thrall by the vampire by sharing just one drop of their blood.  A thrall is completely loyal and devout to the vampire.  A vampire can also transform a drained target into a vampire by letting them feed on their blood for several minutes.  The drained target must have 5HD or more.  The newly created vampire rises from their coffin in 1d4 days.


Spider Climb- A vampire can cast the Spider Climb spell (DCC, pg 156) with a bonus modifier equal to its HD.  A vampire suffers no adverse effects for rolling a 1-11.


Charm Person- A vampire can cast the Charm Person spell (DCC, pg 131) with a bonus modifier equal to its HD.  A vampire suffers no adverse effects for rolling a 1-11.


Immunity- A vampire suffers no damage from normal weapons that are not made of silver or from natural attacks of creatures of 7HD or less.  Vampires are immune to mind-altering effects, poisons,



Vampires recoil from the smell of strong garlic, mirrors, and the holy symbols of deities that consider them unholy creatures.  This in no way injures the vampire, but keeps them at bay and at a distance of 5’.  After the first round a vampire can make a DC 23 Will save to overcome this and attempt to move past the obstruction.


A vampire cannot enter any private home or dwelling without the express permission of the owner.  At any time the owner can revoke this permission, at which point the vampire is expelled violently from the dwelling.


A vampire cannot cross running water, and can only be transported across running water in a coffin.  A vampire that is submerged in running water takes 2d12 damage per round, and if reduced to 0 HP in this manner is destroyed.


Driving a stake through the heart of a vampire renders the creature immobile.  Placing the still- beating heart of an elk atop the vampire’s will kill it immediately.


Vampires are terrified of elk and will flee from one should it appear before them (no save).


Vampires abhor sunlight and cannot be in it without suffering intense amount of pain.  The first round a vampire is exposed to sunlight they are staggered and unable to act, on the next round they burst into flames and take 3d10 damage per round until out of the sunlight.  There are rumors that master vampires are immune to the effects of the sun, but whether that is true or not is up to you, Judge.

Land of the Spirits, Available Races and Session 1 Recap

Yesterday we kicked off our Land of the Spirits game.  I went over the races and classes with my players yesterday.

First the races

Tribe of Fang


Claws: Class damage.

Scent: treat as background ability

Keen Eyes: Can see in the dark 30ft and lowlight 60ft.

Agile: Change Dex to 16 if anything less was rolled.

Language: Can speak with other Tribe of Fang or animal lynx is a series of growls and yowls.


Tribe of Tusk

Clan of the Tusk

Tusks: Class damage.

Hearty: Increase HP by 2d3 at level 1.

Rage: For 1 minute the character gains Advantage to Strength, +2 to attack and damage and Advantage on saves against mild-altering and fear effects but suffers +2 [-2] to AC.  The character also has resistance to bludgeoning, piercing, and slashing damage.  After combat the character is exhausted and suffers Disadvantage to all rolls and +2 [-2] to AC until they rest fully for one hour.  This ability can be used once per day.

Language: Can speak with other Tribe of Tusk or animal boars in a series of squeals, grunts, and snorts.


Barnlig (means “Childlike” in Norwegian)


The Asura from Guild Wars 2 played inspiration for this race

Strong Mind: Have Advantage on any Savings Throw against Illusions.

Connection to Spirits: Can cast communicate with spirits twice per day.

Iron Will: Change Wisdom to 16 if anything less was rolled.

Session Recap

After I described the races and classes (Fighter and Magic User), the players began rolling attributes.  After an hour we were ready to play.

Here’s what we ended up with:

Angie: Clan of the Fang- Fighter- Vagabond Specialization

Amelia: Barnlig- Magic User- Druid Specialization

Chad: Barnlig- Fighter- Ravager Specialization

Emma (1st time role-playing): Clan of the Fang- Fighter- Warrior Specialization

Nate: Human- Toad Animal Spirit- Fighter- Ranger Specialization

Tyler: Clan of Tusk- Fighter- Shielded Warrior Specialization

Kevin: Clan of the Tusk- Fighter- Duelist Specialization




The session started with the characters running through the mist-shrouded Riverlands, the ground squishing underfoot, the chilly morning air filling their lungs.  Accompanying them was an old friend, and mentor to Tyler, Hurgen- a shielded warrior- and their friend Yssil- a bald cowardly page who the group has known for awhile.

The group stops in a clearing, water rushing around them, when a large portion of the ground rips open and 20ft long centipede emerges from a sodden hole.


The fight was fast and furious, only Ameila took any damage from the giant insect.  Tyler and Chad bashed into the creature with their weapons, and Kevin scored two hits with his short swords, finishing it off.

The group began tearing the creature apart.  Hurgen congratulated them on a job well done.  “This beast will make a fine meal at the Festival of the Sun!”  Angie cut off one of the beasts poisoned mandibles with the desire to make a shiv out of it.

After a few hours of butchering and cooking some breakfast the group began to hear a croaking noise.  Looking around they saw savage frogmen emerging from one of the nearby streams.  “I smell meeeeeeeaaaaat.” One of them croaked.

The group debated for a moment on whether to fuck some more shit up, let the frogmen have a slice, or tell them to piss off.  In the end Amelia shouted at them, “Get out of here unless you want to end up like the beast!  You can scavenge the leftovers when we are done!”  The frogmen croaked threateningly, but disappeared back into the water, “we won’t forget this, Barnlig…”


With the butchering done the group headed back to the only human city on Náttúraheim (meaing home of the spirits), Ny Berjastad (meaning New Fighting Place).  They saw the longhouses in the distance on the rolling hills.  In the center of the city, on the Mudflats, is a massive colosseum type structure and the only keep in the city, where High Chieftainess Vynn and the Council of the Wyrm reside.

The group saw others from the Clan of the Tusk and Clan of the Fang milling about, excited for the festivities.  When sun fell, the Festival of the Sun was well underway.  Spirits could be seen appearing out of thin air, some translucent, others fully solid.  These creatures hail from their home plane- able to manifest when they so choose.  Some are a whole race of people, while others are unique; a single, solitary creature.


Tyler, Emma, and Kevin competed in gladiatorial events- with Kevin coming in second- being defeated by the reigning champion, a Clan of the Tusk Ravager named Hogmaster 3000.

Angie performed and hula hooped around the crowd, pick pocketing those she could.  Chad went to a bar and picked up some plot hooks, and Nate shot apples off of people’s heads, but accidentally killed a man- but no one paid any mind- so he looted the body- finding a few gold, silver, and copper bits and a dagger.

The Next Morning

In the early hours there the Warning Horn was blown, sounding the alarm.  The group made their way to the center of town and saw Chieftainness Vynn standing on platform.  “My son has been switched out of his bed by a changeling!  I have slain the beast, but he confessed under torture of cold iron, that he serves a dark master named Meolgh, who is seeking a human to become his proper heir.




A changeling

One of the queen’s guards tossed the changeling’s severed head onto the muddy ground.  The queen stiffened, “all we were able to get out of the changeling is that my child was taken to west into the Twilight Forest.  You know what is at stake!  We have a week to find my child, return him to his bed, and break the curse of the changeling.  If we fail, my child will be transformed into whatever the Meolgh desires… Gather what you need.  Find my son!”

And with that we ended for the evening.

When we play next time the group will dive into the enchanted woods of the Twilight Forest and attempt to find the son of Vynn.


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