Editing Barbarians of Lemuria: The Breath Of A Demon God

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== Player Characters ==
 
== Player Characters ==
  
* [[Eadwin of Oomis]], played by Dorsai
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* [[Neave of Valgard]], played by scorch
  
* [[Enok of Shamballah]], played by Zolock
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* [[Tambourlane of Parsool]], played by Tophocles
  
* [[Oohlot of Zalut|Oohlat of Zalut]], played by JeStor
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* Talathlan of Shamballah, played by Space Cowboy
  
* [[Talathlan of Shamballah]], played by Space Cowboy
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* Oohlot of Zalut, played by JeStor
  
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* Eadwin of Oomis, played by Dorsai
  
=== Past Player Characters ===
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* Enok of Shamballah, played by Zolock
 
 
* [[Tambourlane of Parsool]], played by Tophocles
 
 
 
* [[Neave of Valgard]], played by scorch
 
 
 
* [[Torm of the Axos Mountains]], played by Stattick
 
  
  
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When you do most things, you roll 2d6+relevant attribute+relevant career (if any)+situational modifiers (if any). If you roll 9 or higher, you succeed. If you roll a natural 12, you always succeed, and if you roll a 12 and the roll would have succeeded even without that rule, you've rolled a Mighty Success. If you roll a natural 2, you always fail, and if you roll a 2 and the roll would have been a failure anyway, you've rolled a Calamitous Failure. Both of those are, obviously, fancy barbarian-talk for critical successes and botches. You can spend a Hero Point to transform a Mighty Success into a Legendary Success - see below for rules on Hero Points.
 
When you do most things, you roll 2d6+relevant attribute+relevant career (if any)+situational modifiers (if any). If you roll 9 or higher, you succeed. If you roll a natural 12, you always succeed, and if you roll a 12 and the roll would have succeeded even without that rule, you've rolled a Mighty Success. If you roll a natural 2, you always fail, and if you roll a 2 and the roll would have been a failure anyway, you've rolled a Calamitous Failure. Both of those are, obviously, fancy barbarian-talk for critical successes and botches. You can spend a Hero Point to transform a Mighty Success into a Legendary Success - see below for rules on Hero Points.
 
  
 
=== Calculating points ===
 
=== Calculating points ===
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=== Sorcery ===
 
=== Sorcery ===
  
Briefly, there are two kinds of magic you need to worry about - cantrips and spells of the First Magnitude. There are spells of greater Magnitudes, but those require extensive preparation, so you don't need to worry about those just yet.
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Briefly, there are two kinds of magic you need to worry about - cantrips and spells of the First Magnitude. There are spells of great Magnitudes, but those require extensive preparation, so you don't need to worry about those just yet.
  
 
Cantrips are minor special effects - flickering lights, phantom sounds, levitating coins, that sort of thing. If you have the Magician career, you are assumed to be carrying around a bunch of amulets and trinkets that you can use to cast cantrips, and they have no other Requirements. They generally cost 1 point of Arcane Power to use and do not usually require a roll. If you are trying to use a cantrip to directly affect someone else (like creating a noise in the other direction that you hope a guard will go and investigate), or you are for some reason trying to cast a cantrip without having your equipment handy, they require a roll of 2d6+Mind+Magician and cost 2 points of Arcane Power. A roll of 8 or 9 will generally be a success.
 
Cantrips are minor special effects - flickering lights, phantom sounds, levitating coins, that sort of thing. If you have the Magician career, you are assumed to be carrying around a bunch of amulets and trinkets that you can use to cast cantrips, and they have no other Requirements. They generally cost 1 point of Arcane Power to use and do not usually require a roll. If you are trying to use a cantrip to directly affect someone else (like creating a noise in the other direction that you hope a guard will go and investigate), or you are for some reason trying to cast a cantrip without having your equipment handy, they require a roll of 2d6+Mind+Magician and cost 2 points of Arcane Power. A roll of 8 or 9 will generally be a success.
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Any cantrip or spell that tries to mess with someone's mind or perception, directly or indirectly, takes the target's Mind stat as a penalty to the Mind+Magician roll.
 
Any cantrip or spell that tries to mess with someone's mind or perception, directly or indirectly, takes the target's Mind stat as a penalty to the Mind+Magician roll.
 
 
=== Character Advancement ===
 
 
Heroes receive Advancement Points after each completed adventure. The default amount is 2, but it may be raised to 3 to reward roleplaying. Advancement Points can be spent to improve character statistics as follows:
 
 
* Raise an Attribute by 1 point: {current value of Attribute + 3} Advancement points. ''This has been altered from the RAW.''
 
 
* Raise an Ability by 1 point: {current value of Ability + 2} Advancement points.
 
 
* Raise a Career by 1 point: {current value of Career + 1} Advancement points.
 
 
* Get a new Career at a value of 0: 1 Advancement Point. An explanation of how the new Career was acquired is appreciated but not necessary.
 
 
* Get a new Boon that is offered by your origin: 2 Advancement Points. An explanation of how the new Boon was acquired is appreciated but not necessary.
 
 
* Get a new Boon that is not offered by your origin: 3 Advancement Points. An explanation of how the new Boon was acquired is appreciated but not necessary. ''This has been altered from the RAW.''
 
 
* Remove a Flaw: 5 Advancement Points. ''This has been altered from the RAW.''
 
 
 
== House Rules ==
 
 
=== Improvised Weapons ===
 
 
An improvised weapon is something like a rock, a chair, a bottle or a stick - something that you can snatch up from the environment but which isn't a real weapon. An improvised weapon can be wielded either with Brawl or Melee (the wielder decides). In either case, it bestows a -1 penalty on the roll and does 1d2 + 1 damage.
 
 
 
=== Entanglement ===
 
 
Certain weapons - whips, nets, bolas - can be used to entangle an opponent. An entanglement attack is made with Melee or Ranged, depending on the type of weapon, and has a -1 penalty. If successful, the attack does no damage but the target becomes entangled. While entangled, the target has a -3 penalty to all actions that require the free use of his or her limbs, except for rolls to break free of the entanglement. Such a roll takes one action, unless it achieves a Mighty Success, in which case the target may act normally in the same round as breaking free. The roll to break free can be made with Strength+Barbarian (in which case it breaks the weapon upon success), Agility+Dancer or Agility+Gladiator. The target is considered to have a Defense score of -1 while entangled.
 
 
An entanglement must be actively maintained by the attacker, or the target gets loose without the need for a roll. The attacker can perform attacks on the target or on other enemies while still maintaining the entanglement, but his or her damage die is capped at 1d3. The attacker can of course not use the weapon used for the entanglement in any way while still maintaining the entanglement.
 

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