HUSK by Stanley R Barnes is a roleplaying game in a unique post-apocalyptic
setting. Eons ago, a worldwide pestilence in the form of giant wasps consumed
nearly everything. The resulting ecological collapse left behind a largely
barren landscape plagued by powerful windstorms, toxic rain, and scorching heat.
Humanity survived by finding shelter within the desiccated remains of the
colossal insects, converting the husks’ innards into habitable (and sometimes
mobile) habitats.
The player-characters are small crews and families struggling
to survive not only the unforgiving elements but also the machinations of
rivals and the constant threat of the living dead that emerge at night. The
game emphasizes that humanity may never resolve its dire situation, but must
endure the consequences of past generations. The primary currency is water,
with bronze, silver, gold, and gems valued in terms of gallons of water.
HUSK uses a dice-based attribute system. Attributes
are compared to a target number or opposed dice rolls to determine success. Characters
are defined by six attributes: Might, Endurance, Nimbleness, Deftness,
Fortitude, and Reasoning. Character creation involves assigning dice types
(1d4, 1d6, 1d8) to these attributes, with no more than two of the same die type.
Success is determined by rolling the appropriate attribute die against a target
number which ranges from 1 (no effort) to 10 (Herculean). Modifiers from Guild
Affiliations, Mastery Levels, or Special Abilities can influence the roll.
The game features various guilds such as Raiders, Roamers,
Bounty Hunters, Tinkerers, Explorers, and Families, each granting a +1 modifier
to a specific attribute. Mastery levels (Unskilled, Apprentice, Journeyman,
Master) are gained through experience and training.
Combat is procedural and deadly, with attacks involving
rolls that factor in attributes, weapon modifiers, and armour. The mechanics
include Armour Bypass Rolls and Armour/Weapon Durability Rolls, simulating the
wear and tear of conflict.
But the thing that most distinguishes HUSK is its setting, a far future that at the same time has resonances of ancient times. It’s far from being yet another twist on a familiar
trope. The unsettling, hallucinatory atmosphere draws inspiration from multiple
sources and takes its substance from various features of the world:
- The emphasis on a gritty, survivalist approach , dangerous combat, and the importance of resource management (eg water as a medium of exchange).
- The
focus on deep world-building and a desire to provide a truly novel
experience rather than relying on familiar tropes.
- The constant threat from merciless elements, ravenous night creatures, and the aftershocks of a catastrophic past, combined with the grim outlook that humanity may never resolve its situation, positions the game firmly within the survival horror subgenre.
- The
barren wasteland, the struggle for survival against nature and other human
factions, and the use of scavenged or repurposed structures (giant wasp
husks as homes ) strongly evoke works like the Mad Max film series –
and, for me, the unsentimental travails of the characters in Survivors.
- The
game abounds in mystery and discovery, exploring the grotesque and the
wondrous in the tradition of weird fiction authors like H.P. Lovecraft or
Jeff VanderMeer (Annihilation, etc), where the horror comes from
the unknown and environments that defy conventional understanding.
- Beyond
the broad post-apocalyptic genre, specific elements like the constant need
for water, the threat of disease, and the emphasis on resourcefulness are
reminiscent of stories where characters must meticulously manage supplies
and face persistent environmental threats.
HUSK presents a bleak yet intriguing world that eschews conventional fantasy/SF tropes for a unique blend of post-apocalyptic survival, weird horror, and a gritty, old-school roleplaying sensibility. An old friend of mine borrowed one of my copies of HUSK and got back to me that very night to supply a rave review, containing amongst other sentiments that he was powerfully reminded of quality RPGs of the Golden Age -- exercises in classic imaginative world building that hooked him into gaming since the '70s and ever since. If that sounds appealing, you can get the game now on DriveThruRPG or Amazon.
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