Editing Barbarians of Lemuria: The Breath Of A Demon God
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== Player Characters == | == Player Characters == | ||
− | * [[ | + | * [[Neave of Valgard]], played by scorch |
− | * [[ | + | * [[Tambourlane of Parsool]], played by Tophocles |
− | * | + | * Talathlan of Shamballah, played by Space Cowboy |
− | * | + | * Oohlot of Zalut, played by JeStor |
+ | * Eadwin of Oomis, played by Dorsai | ||
− | + | * Enok of Shamballah, played by Zolock | |
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=== The basic system === | === The basic system === | ||
− | 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 - | + | 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 - below for rules on Hero 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 | + | 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. | ||
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