Not every dungeon crawl has to take place in medieval
fantasy ruins…Hulks & Horrors: Basic
Black Edition takes the classic roleplaying structure and transplants it
into a sci-fi setting.
WHAT YOU SHOULD KNOW: Hulks& Horrors: Basic Black Edition is a retroclone that takes D&D and
places in space, with the PCs playing space travelers exploring the ruins left
behind in the galaxy by a horrible Virus. Hulks
& Horrors is available in PDF for $10 and print for $20 at RPGNow. This
review is based off of the PDF version, which was provided to me for review
purposes, and the affiliate link provided may provide this blog with a portion
of all sales through it.
Hulks & Horrors
keeps to simplistic layout reminiscent of early roleplaying books, which – I would
imagine – is both cost effective and evocative.
You are probably familiar with character generation: Roll
3d6 six times, once each for Strength, Dexterity, Constitution, Intelligence,
Wisdom and Charisma. From there, you pick a class. There are four Human classes
(Pilot, Scientist, Soldier and Syker), as well as three alien classes (Hovering
Squid, Omega Reticulan and Bearman). Interestingly, the last one is the only of
the three that is human, as the Reticulans are amoeba and the squids are, well,
squids.
The classes only go to level 6, and each class has a
requirement. Pilots are built on Dexterity, and have a decent weapon and armor
selection. They also get bonuses for using computers and attacking with ranged
vehicle weapons, as well as getting to roll two 20 sided dice when making
piloting maneuvers and taking the best of them. Scientists use a Multitool that
allows them to perform extraordinary feats, and are Intelligence based.
Soldiers use Strength and Dexterity and are the all purpose combat monsters,
but get a bonus to stealth checks as well. Psykers use Wisdom and have Psychic
abilities. Hovering Squids have a Dexterity requirement and a Strength
*maximum*, can survive in water and have multiple arms that they can bring to
bear on their opponents. Omega Reticulans are akin to Scientists, but with better
weapon and armor options. Bearmen are a lot like Wookies...with psychic powers.
Scary, huh? If you somehow don’t manage to qualify for any of the classes? You
can be a Redshirt.
As mentioned, a couple of classes have Science! powers and a
couple have Psychic powers. Science powers include Skin Graft (your basic
healing power), Targeting Display (a bonus to hit), Smart Drone (think “moving
landmine”), Create Nutrient Pill (so your whole party doesn’t starve while out
exploring), Micro Wormhole (short range teleportation) and Neural Disruptor
(which can KO opponents without harming them). Science uses Charges based on
the level of the effect used.
Psychic Powers use a pool called Psi, and include abilities
like Mind Trick (“These aren’t the droids you’re looking for”), Pyrokinetic
Assault (“Burn!”), Levitation Leap and Mind Blank (which makes you invisible to
organic foes).
Equipment runs the gamut of “basic” weapons like slug
throwers and shivs, on up to laser swords and particle beams. Armor uses the
descending armor class of older editions of D&D, and the various suits of
armor serve to protect your PC from the environment as much as from damage. Other
equipment includes shields, grenades, motion trackers, wrist computers…as well
as synthetic rope, 10 ft. collapsible poles, backpacks and electric torches.
The basic mechanic is a d20 roll under stat check. Penalties
are applied to the stat, not the roll. A Natural 20 is an automatic failure and
a Natural 1 is an automatic success. Opposed checks go to the person that rolls
the highest while still rolling under the relevant stat. Saving Throws are
based on Dexterity, Constitution and Wisdom. Environmental effects like Temperature,
Radiation and Gravity take on a larger role here than in the games Hulks & Horrors was based on. When
leveling up, at levels 3 and 6 you can
increase a stat, gain more hit points, apply your new attack bonus and (if
applicable) pick new Psychic or Science powers.
Combat is handled along the lines of pre-d20 D&D,
complete with “To Attack Armor Class 0” (or TAACO) numbers and charts. Morale
rules are also included.
Spaceships are important here, with Spaceships divided
between Landers and Orbiters, with the smaller Landers able to enter the
atmosphere, while Orbiters remain in space. The three methods of acquiring a
ship are mortgaging one (which gives you more options, before is more
expensive), buying used (cheaper than mortgaging, but you’re not always getting
what you expect) and inheriting a ship (it’s yours, clean and clear…you just
may not get what you want, and you may find the upkeep to be outside of your
budget). Ships are defined by Hulls, Armor, Main Engines, Weapons, Thrusters
and Additional Systems (waste recyclers, fighter bays, cloaking devices, Ground-Penetrating
Radar, Sickbay, Gaming Room, Microbar, etc). If you buy new, just pick what you
want and pay for it. With Used, you take the best of random rolls and with an inherited
ship, you completely roll the ship randomly. A selection of sample ships is
included. Ship to ship combat is included, but it seems like it would leave
non-pilots on the outside looking in.
The chapter on space exploration wins points for a
Hitchhiker’s Guide to the Galaxy reference (when traveling through subspace,
things may go wrong…like making a sperm whale or bowl of petunias appear out of
nowhere).
I’m a big fan of random charts, and there’s an extensive
section that allows you to randomly generate star systems, on down to a
planetary level…complete with what kind of civilization exists (or existed)
there. A helpful worksheet is provided for this. Of course, once you have
detailed the solar systems and the planets, you have to decide what kinds of
structures are present to be explored, from Pod Colonies to Urban Ruins to
Hulks, which are giant ships left floating in space. Random charts are provided
to add “flavor” to the exploration, as well as loot tables. Random tables for
the weapons can provide beneficial, and humorous, special abilities…from
bonuses to damage against vertebrate life forms to built-in MP3 players. Extra
special armor might have Cloaking Fields…or it might… “vibrate”. Some of the higher
end items include The Meatpuppet (a suit of armor made from flesh) and The Axe –
part guitar, part weapon.
The bestiary includes four random encounter charts,
depending on the environment the PCs are exploring. Monsters include Blind
Trolls (who are difficult to battle in melee, due to the cloud of diseased
filth that surrounds them), Centipods (12 foot spider-centipedes), Gorilloids
(purple apes with poisonous horns), Living Weapons (who are every bit as
terrifying as they sound), Seeker Drones (dropped onto the planet to destroy
anything that moves), Skinless (who will try to strangle you with their own
intestines), Space Whales, Toxic Ooze and more.
The GMing chapter has a lot of common stuff in it, but it
also reminds the reader that no room should ever be “empty”, even if there is
no monster or loot (remember, you are exploring the dead remnants of
intergalactic society…these places had reasons for existing). A little
information is given on gearing the game towards a different type of space game
over exploration, as well as alternate character generation rules and rules for
extrapolating the character classes above and beyond level 6. There are also
rules for converting from older editions of D&D (which is awesome, because
I LOVE using monsters “out of genre”), as well as non-Psyker and Scientist
players learning Science! and Psionic abilities as well.
WHAT WORKS: I love the random charts. I *always* love the
random charts. The Redshirt option for characters that don’t qualify for a
character class is great as well. I do like how the classes have been balanced
for the game, instead of just doing a straight renaming of the D&D Classes.
Some of the tongue in cheek effects for various pieces of loot are also great
as well.
WHAT DOESN’T WORK: I’d prefer a d20 chart over a d12 chart
every time. Less chance of repeating an option. The space combat rules seem
like they would leave non-pilots in the cold…moreso than non-Pilots will be
left out on the ground. Contested checks are just clunky (rolling higher than
the opponent but under your stat).
CONCLUSION: I’m not a big fan of the older school D&Ds,
and I think that’s where I wind up displeased with some of the mechanics here.
That said, I actually like the premise of exploring space hulks and dead
planets more than I do straight up dungeon crawls. The extensive use of random
charts is always a plus, and I do like that there are multiple options for
acquiring a ship. If you’re a fan of old school D&D and you want something
more than a different coat of paint on it, then definitely check this out.