barbariansoflemuriahouserules.doc
TRANSCRIPT
7/18/2019 BarbariansofLemuriahouserules.doc
http://slidepdf.com/reader/full/barbariansoflemuriahouserulesdoc 1/14
BARBARIANS OF LEMURIA HOUSE RULES
*Degrees of Success/Failure (Optional)
Success: The effect or intention of the roll went as planned: the sword struck the soldier’s chest;
the lie was convincing; the fingers found the pouch on the belt, the ancient scroll was deciphered
Success, But: The intention took place but an unforeseen, unwanted complication also occurred:
You ran past the guard but his partner might have saw you; you cut through the armor but your
blade is now wedged in it; you survived the fall from the balcony but landed in a cesspit; you
survived the poison attempt but are incapacitated for days; you climbed the cliff but it took twice
as long.
Success, And:
2d6 Result
2-3 Failure, And
4-7 Failure
8 Failure, But
9 Success, But
10-11 Success
12+ Success, And
2d10 Result
1-2 Failure, And
3-9 Failure
10-11 Failure, But
12-13 Success, But
14-18 Success19-20 Success, And
CAREERS
1. Actor/Performer
2. Alchemist/Scientist
3. Assassin/Slayer
4. Bandit/Marauder
5. Barbarian/Savage
6. Beast Master/Animal -Trainer
7. Craftsman/Tradesman*8. Dancer/Acrobat
9. Duelist/Swashbuckler
10. Farmer/Herder
11. Gladiator/Pit-Fighter
12. Hunter/Tracker
13. Mercenary/Warrior
14. Minstrel/Poet/Bard
15. Merchant/Trader
7/18/2019 BarbariansofLemuriahouserules.doc
http://slidepdf.com/reader/full/barbariansoflemuriahouserulesdoc 2/14
16. Nomad/Raider
17. Noble/Courtier
18. Physician/Healer
19. Pirate/Corsair
20. Priest/Cultist/Shaman
21. Prostitute/Courtesan22. Sailor/Mariner
23. Scribe/Scholar
24. Slave/Prisoner
25. Soldier/Guard
26. Sorcerer/Magician
27. Thief/Rogue
28. Torturer/Executioner
29. Vagabond/Beggar
30. Worker/Laborer
*Choose: artist, architect, bronze-smith, cobbler, glassworker, leatherworker, mason, potter,
sculptor, tanner, etc.
WEALTH LEVELS
Normally items and services included in the description can be obtained without issue, however
when the players have been living off their wealth for some time, or perhaps when a particularly
rare or expensive item or service is sought, a roll may be required to see if they maintain their
Wealth Level.
Make a task resolution roll adding the current Wealth Level (Merchants, Nobles and the like may
add their careers to the roll to simulate lines of credit, prestige, monetary savvy, etc.) vs. how
rare/expensive the item or service is. If the roll succeeds, the transaction is successful and no loss of Wealth Level occurs. If it fails then the Wealth level is lowered one level. On a Calamitous
Failure
all
wealth is lost and the character is now
Deep in Debt . On a Mighty Success, they gain a
little more in the bargain, or have some kind of good luck imparted than originally expected.
Note: the items/services purchased must be under the purview of the type indicated by the wealth
level and not above it, or else they lose all their wealth on the item in question and are reduced to
0: Empty Purse. They still roll normally but only to see if they avoid being in Deep Debt .
-1: Deep in Debt
You need to pay off some bills and fast! Lawyers, tax collectors and leg breakers are hounding
you daily.
0: Empty Purse
You don't have two coins to rub together. You don't know where your next meal is coming from.
You'll need to do some sort of work soon else you'll starve to death.
1: A Full Purse (10-90 Drachma)
This is the petty sort of stuff a lucky thief or thrifty workman might have. For our heroes it will
allow one person to live comfortably for a week, or perhaps stretch as far as a month. You can
7/18/2019 BarbariansofLemuriahouserules.doc
http://slidepdf.com/reader/full/barbariansoflemuriahouserulesdoc 3/14
buy common goods and equipment, maybe repair your gear or buy a questionable treasure map at
the bazaar. Blowing it on a few ‘rounds for the house’ may gain you a friend that will give you a
clue to some real treasure. A magician or alchemist will be able to replenish some of their more
important common items.
2: Bag of Gold (100-900 Drachma)This is the sort of thing that raises eyebrows but once the drinks start flowing, most people are
content with your temporary windfall. Petty thieves may try to take a share of your good fortune.
Wenches and debauchery are the order of the day, and several days thereafter. A person could
buy all new gear and add a few extras besides. A mount and harness is easily obtainable. A
wagon and draft animal could be bought and maybe a driver to handle it. Alchemists and
magicians can get those special consumable items that are common to their trade.
3: A Chest of Treasure (1,000-9,000 Drachma)
Robbers and tax collectors tend to take notice of this amount of cash. So do folks in need of
successful adventures. This kind of cash is sure evidence that you can get the job done, just sleep
with one eye open. You could rent a villa for a month and stock it with supplies for you and your
friends, perhaps a party several times during the month is in order. You could also rent a private
boat and the crew to sail it or, buy your own craft...but who would man the thing? Hiring a wagon
and the teamsters to handle it is a good idea.
Magicians and alchemists will be able to outfit a decent ritual chamber or laboratory.
4: A Hoard of Loot (10,000-90,000 Drachma)
Someone has been piling things up for a while and it is just unfair. The nobles themselves will sit
up and take notice when you spread this sort of wealth around. Whether they will be impressed,
insulted or threatened by it is uncertain. Now that you have liberated it you can buy that small
galley and hire a few hands, not that they will be exactly trustworthy but if you can keep the pay
coming they should be all right. Alchemists and magicians will have an easy time paying for the
rare items they consume during their mysterious practices.
5: King’s Ransom (100,000+ Drachma)
Enough to be kings yourselves, for a while. Hiring professional craftsmen or mercenary soldiers
is possible. Outfitting a long term expedition or buying a grant of land from the ruling sovereign,
are real possibilities. Purchasing a keep, tower, palace, library etc. are also feasible. Keeping
these things is another problem, however.
ADVANCEMENT PATHS
Characters may earn Advance Points from gaining treasure and spending it lavishly as per the
rulebook or they may opt instead to choose a specific path or two for the saga. These are optional
of course, and if a character wishes to pursue their own motivations then AP can be given for those instead.
In order for a player to receive an experience award for a character following a path, doing so
must involve risk, loss or harm to the character.
Paths that require a subject must have a
reasonably specific subject ("my brother" or "the guild of thieves").
Path of the Barbarian
* 1 AP: Defy local law or custom.
7/18/2019 BarbariansofLemuriahouserules.doc
http://slidepdf.com/reader/full/barbariansoflemuriahouserulesdoc 4/14
* 2 AP: Overthrow a local law or custom.
Path of Bloody Knives
* 1 AP: Defeat a threat by killing someone, or several someones.
* 2 AP: Slay a man or beast mightier than you.
Path of the Conqueror * 1 AP: Increase in power or prominence.
* 2 AP: Rise to a position of significant leadership.
Path of the Deceiver
* 1 AP: Deceive another character.
* 2 AP: Deceive another character against substantial evidence.
Path of the Devoted
When you choose this path, pick someone or something your character devotes themselves to.
* 1 AP: Protect something other than yourself.
* 2 AP: Risk your life to protect something other than yourself.
Path of the First Footstep * 1 AP: Find a place that has never been found before, abandoned for a long time, or kept concealed.
* 2 AP: Find a place that has never been found before, abandoned for a long time, or kept concealed, and
find a great treasure there.
Path of Giving Hands
* 1 AP: Help someone who cannot help themselves.
* 2 AP: Save someone from a threat as bad, or worse, than death.
Path of Jeweled Thrones
* 1 AP: Obtain great wealth over the course of an adventure.
* 2 AP: Spend your wealth in extravagant fashion.
Path of Lamentation
* 1 AP: Commemorate something or someone great and lost.
* 2 AP: Leave a glorious monument to someone or something great and lost.
Path of the Legendary
* 1 AP: Do something extraordinary which spreads your reputation.
* 2 AP: Risk death or worse to spread your reputation.
Path of the Night-Thief
* 1 AP: Take something valuable which does not belong to you.
* 2 AP: Risk your life or something greater to take something which does not belong to you.
Path of Promises Kept When you choose this path, pick a specific vow for your character to make.
* 1 AP: The vow is kept.
* 2 AP: The vow is kept in the face of death or worse.
Path of the Rat
* 1 AP: Escape danger by running from it.
* 2 AP: Escape danger by running from it and endangering another character.
Path of the Snake
7/18/2019 BarbariansofLemuriahouserules.doc
http://slidepdf.com/reader/full/barbariansoflemuriahouserulesdoc 5/14
*1 AP: Obtain a position of power or influence by undermining a rival.
* 2 AP: Obtain a position or influence by secretly eliminating, ruining, or humiliating a rival.
Path of Undying Hate
When you choose this path, pick someone or something your character hate above all others.
* 1 AP: Inconvenience the subject of your hatred.
* 2 AP: Seriously hurt the subject of your hatred.
FAME AND REPUTATION
Fame refers to exploits, adventures, feats, etc. and how well they (and you) are known, spoken of,
and or recognized.
Accumulated Advancement Points
01: Talk of the month
02-03: Local phenomenon
04-08: Famous in a city
09-15: Famous in a few cities
16-18: Famous in the region
19-24: Famous across the sea, beyond the mountains, or throughout the desert
25-33: Name is known in many cities, though rumors and misattributions abound
34-42: Has come to the attention of a kingdom or small empire.
43-48: A legend well-known throughout an empire or continent
49+: Mythic-figure, rival to heroes of myth and legend.
After a few (1d6) months reputation goes down 1-2 points.
Another, far simpler way of measuring fame is by the number of Sagas completed. These would
accumulate and be used as a bonus or penalty to Appeal rolls in certain situations, such as seeking
an audience with a king, gathering mercenaries for a rag-tag army, receiving proper hospitality,
recruiting followers for a cult, seeking patronage.
COMBAT _
Maneuvers
Arrows Penetrate Armor: When using ranged weapons such as a Bow or thrown
weapon like a Javelin or Throwing Axe, armor is reduced one category. So for instance
successfully shooting an arrow into a warrior with Heavy (1d6) protection reduces it to
Medium (1d6-1) for damage reduction purposes.
Attack and Parry: The player needs to announce this option at the beginning of the round. He
can make one attack and one parry in the same round, but both attempts are at -2. He does notneed to have a weapon/shield in his other hand to attempt this maneuver, though if he does the
penalties are only -1.
Cleave: If the hero does enough damage to kill an enemy classed as Rabble, he may choose to
attack another at a -1 penalty to attack. If he also does enough damage to dispatch this one, he
may attack an additional one at -2 and so on. The number of times the hero may attack is limited
by his highest combat-career’s level.
7/18/2019 BarbariansofLemuriahouserules.doc
http://slidepdf.com/reader/full/barbariansoflemuriahouserulesdoc 6/14
Defensive Fighting:
Subtract points from Melee and add to Defense on a 1:1 basis. The max
amount of points he may add to his Defense is based on the character’s Combat Career level.
Dodge:
A character does nothing else in the round but evade attacks directed at them. Heroes get
a +2 to Defense but can’t perform any other action this round.
Disarm* (or other Stunts):
Sometimes heroes use unorthodox techniques in battle such as
disarming a gladiator wielding two blades, feinting an attack and striking the opponent from his
blindside, rolling into a melee and slashing at the unarmored legs of a soldier, kicking the savage
off a short ledge to fall onto the swarming horde, or swinging from a rope and cleaving the
enemy’s skull. In cases such as these the hero is attempting to either perform a particular “stunt”
such as disarming, a knockback, or a trip, or is trying to use his expertise in combat to deal more
damage.
In these cases make a Task roll, adding any appropriate combat-career and modify the roll by the
enemy’s own combat career (if any). (*If attempting a Disarm instead, opponent rolls an opposed
attack roll + Combat-Career to prevent it). If successful, the stunt occurs, or the hero has the
combat career added to damage (this can only be used a number of times equal to Career level in
a single combat). If failed, the stunt fails and no damage occurs. Only an attack roll is required to
perform a stunt on Rabble, with an additional stunt roll required only for when adding extra
damage from careers. *Consider making Disarm a Might Success option.
Dual-Wielding:
When fighting with two-weapons a -1 penalty is subtracted from your attack roll
but you gain a bonus die to damage (keeping the high die as the damage) adding Strength and
boons (if any) as normal.
Offensive Fighting:
Subtract points from Defense and add to Melee on a 1:1 basis. The max
amount of points he may add to his Melee is based on the character’s highest Combat Career.
Parry: Before an opponent attacks you, on your turn, you may declare that will you parry the
blow (giving up your chance at attack). You roll Melee + Agility and compare it to the
opponent’s roll. If the result is equal or above his roll you parry the attack. If you plan to attack
and parry, you must declare so at the beginning of the round (see above).
Power-Strike: The attacker gives up accuracy in exchange for a more powerful blow. Subtract
points from Melee and add to Damage on a 1:1 basis. The max amount of points he may subtract
and add is based on his Combat Career.
Reflexive Parry (optional):
When a duel is taking place between a Hero and a Villain (or even a Named NPC) each is allowed to make a free Parry per round. These reflexive parries may be
limited if the GM wishes by the highest rank in a combat career per battle. For instance, a Hero
who has 2 ranks in Barbarian may use his reflexive parries twice in that particular combat. After
that he may attack and parry in one round incurring the penalties as per the normal rules.
Splinter Sword or Shield: If a Hero is a hit by an opponent’s attack he may opt to sacrifice his
weapon or shield, destroying it in the process but soaking 1d6 damage from the blow (or
receiving no damage if a Hero Point is spent).
7/18/2019 BarbariansofLemuriahouserules.doc
http://slidepdf.com/reader/full/barbariansoflemuriahouserulesdoc 7/14
Taunt:
Demoralizing, insulting, toying with your opponent, etc. can cause them to lose their composure
and become sloppy in a fight. Roll Appeal + Combat Career vs. Opponent’s Combat Career (if
any) + 9. If successful choose to impart a -2 penalty to Opponent’s Attack, Damage,
or
Defense
for the next round or attack.
Wild-Attack:
The attacker throws caution to the wind and attacks in a frenzy. He can roll a
bonus die for either damage
or
initiative. The attacker's Defense score drops to '0' for this round.
If his Defense is already at '0', he becomes Easy (+1) for others to hit.
New Mighty Success Options:
Disarm: Your opponent’s weapon is flung 1d6 feet away, or you take it from them!
Knockdown: You can knock down any opponent that is your size or up to 2 sizes larger. Your
opponent loses his/its next action.
Sunder: You destroy your opponent’s held weapon or shield.
Bloody Slash/Crushing Blow: You add +6 to the damage caused
Carnage: You may make another attack immediately following this one. It can be against the
same or a different opponent. No further Hero Points can be spent on this second attack though.
Disarm: If your opponent is wielding a weapon, you can disarm your opponent, rather than cause
any damage
Knockdown: You can knock down any opponent that is less than or equal to your size or up to
one size larger and he/it is thrown back several paces too (not good if near a cliffledge!). If under attack whilst regaining your feet, you take a flaw on your next action.
Precision Strike: You can hit your enemy in a specific location with the intention of maiming
them and affecting their capabilities. You cause damage as normal but Precision Strike also
allows you to give your opponent a flaw to specific Task Rolls - mostly you’d want to affect their
Attack Rolls, but this isn’t absolutely necessary - a stab through the eyeball would apply a flaw to
any Task Roll that involves your opponent’s vision, for example (which may or may not include
Attack Rolls). Some other options would be to specify a strike point to chop off a tentacle or
stinger, slice open a section of thick hide to create a weak point (reducing the creature’s
protection rating to the next lower one). Some effects will need to be worked out with the GM at
the time, but should be similar to the above.
Rabble Slayer: If fighting rabble, the damage result becomes the number of opponents taken out
of the fight. They aren’t necessarily dead, but they are certainly not coming back any time soon.
ARMOR
Type Bonus
Helm +1
Bracers +1
7/18/2019 BarbariansofLemuriahouserules.doc
http://slidepdf.com/reader/full/barbariansoflemuriahouserulesdoc 8/14
Greaves +1
Battle Harness +1
Leather Vest +1
Light-Corselet +1
Hide +2
Heavy Corselet +2Ring Mail +2
Chain Shirt +2
Scale Shirt +2
Linothorax +2
Chain Hauberk +3
Lamellar Cuirass +3
Breastplate +3
Shield +1 Defense against one opponent (or two opponents if Large Shield)
At default, Protection is variable as indicated by die type and modifier. However the static value
in the parenthesis or the bonus total maybe chosen for the Protection value instead, but choosing
to do so gives the opposing attacker a bonus to attack (representing the defender giving up some
maneuvering and dodging in exchange for consistent protection). Note: max Protection value is 6.
Static Protection Penalties
Very Light: 1d3-1 (1)
Helm
Bracers
Greaves
Battle-Harness
Light: 1d6-2 (2); Max Def 3
Helm+ Greaves/Bracers
Greaves+Bracers
Battle Harness + Helm
Leather Vest +Helm
Light Corselet + Helm
Medium: 1d6-1 (3); -1 Agility, Max Def 3
Heavy Corselet + Helm
Ring mail + Helm
Chain/Scale Shirt + HelmLinothorax/Laminated Armor +Helm
Studded/Boiled Leather +Helm
Heavy: 1d6 (4); -1 Agility, Max Def 2
Breastplate + Helm
Chain Hauberk + Helm
Scale Cuirass (Lamellar) + Helm
7/18/2019 BarbariansofLemuriahouserules.doc
http://slidepdf.com/reader/full/barbariansoflemuriahouserulesdoc 9/14
Very heavy: 1d6+1 (5); -2 Agility, Max Def 1
Chain Hauberk + Bracers + Greaves + Helm
Scale Cuirass + Helm + Bracers + Greaves
*Or Scale-Panoply
Breastplate + Greaves + Bracers + Helm
*or Bronze Panoply
TERROR OF THE UNKOWN
All aliens, demons, monsters, and supernatural creatures have a Terror rating. The rating is the
difficulty modifier for MIND rolls called Fear checks which the Heroes need in order to keep
their composure. Careers are occasionally useful for Fear checks against giant animals and the
like, but they do not apply for totally alien beings and strange, unexplainable phenomena on the
edge of sanity.
If the check is failed then the character either flees from the creature (wherever the player wishes)
as far he can or suffers -1 to all Task Resolution rolls. Every subsequent round he gets an
additional -1 penalty to all actions (up to -3) until he flees or succeeds at a Fear Check.
Once the character has encountered the creature, they do not have to roll another Fear check if
they come across it again.
Heroes can spend a Hero Point to grit their teeth, ignore their Fear Check, and fight back against
the Terror of the Unknown.
MAGIC
There is no true magic as an innate force within the “caster” that he draws upon. Most of
what the great majority of people call magic is actually the clever use of illusion, hypnotism,
weird inventions and mesmerism to capitalize on fear and superstition. True magic is an alien
force normally utterly outside the human domain, granted either by demons and other unnamable things, such as forbidden knowledge sealed in lost and ancient scrolls, or through potent artifacts
imbued with the cosmic taint of past ages.
Each time true magic is utilized the sorcerer irrevocably loses some humanity and sanity
in opening himself and becoming a vessel for unknown forces of the void. Many so-called
sorcerers are content with playing the magician and using charlatanry, parlor tricks, and their
deviousness to hold power over kings and their ignorant masses.
However there are those obsessed beyond the threshold of sanity, which desire more
power and knowledge than that which has been allotted for man, and seek every means to find
them. For these lost madmen, dead spirits may be raised for consultation in horrific places
shunned by normal folk, outsiders may be summoned and bargained with, and tomes made of
human skin, printed in the blood of infants and innocents, may be perused to find the clues for the rituals that lend untold power upon the sorcerer.
Spell Types and typical requirements:
1. You need 1 requisite per magnitude. So a 2nd magnitude spell requires 2 requisites
to work. A 3rd magnitude spell would have 3 requirements.
7/18/2019 BarbariansofLemuriahouserules.doc
http://slidepdf.com/reader/full/barbariansoflemuriahouserulesdoc 10/14
2. Once passed the point of required requisites, you can pile on extra requisites.
Each extra requirement allows you to drop the cost by 1 AP or reduce the
difficulty level by 1.
A magician’s career level determines their knowledge and their sorcerous domain. These are the
type of spells he may cast. At 0 the Sorcerer is a neophyte and knows only 1 Domain. At Sorcerer 1 has knowledge of 2 domains, say Illusion and Curses. For every career rank above 1 the
Sorcerer gains knowledge of 1 domain, though he must take a flaw. This entails that the sorcerer
must find a way to acquire this knowledge and art, either from moldy and forgotten tomes, a
sorcerous master (who will exact a heavy price for this service), or through a dark pact with an
outsider or spirit.
Curses: Intimate Materials, Spoken Malediction, Intricate effigy, deadly promise, sacrifice
Charm/Domination: Maintain eye contact, enunciated commandment, suggestions,
Divination: Metaphysical link, diamond mirror, lotus-daze, concentrated focus, objects of power,
what dreams may come
Illusions: Source of light and shadow, suggestion, smoke and mirrors, talisman, hypnotize
Nature:
Animal calls, ancestral link, symbols of the earth, sunlight or moonlight, consult the
spirits
Necromancy: Burial Ground, blood sacrifice, sacred stone, talisman of spiritual warding, life for
life, lost knowledge, relic
Physical: Manipulate present object/element, transformation of properties, rare materials,
Prestditigiation/Telepathy: Audience, concentration, meditation, object of focus
Summoning: Binding circle, True Name, blood for blood, ritual sacrifice, abysmal coordinates,
celestial alignment, artifact or object of power, contract,
Warding: glyphs and sigils, specific knowledge
Third Magnitude Casting Requirements
Casting Time: The spell will take at least 2d6 days of dancing, chanting, and bizarre observances
and rituals.
Group Ritual: The spell requires a group of acolytes to simultaneous prepare, incant, spill blood
and flesh, call on the Old Ones, etc. while the sorcerer casts his spell. For every extra acolyte
beyond the first, the sorcerer lowers the AP cost by 1. Alternatively he may choose to lower the
difficulty by 1 as well.
Backlash of the Void
7/18/2019 BarbariansofLemuriahouserules.doc
http://slidepdf.com/reader/full/barbariansoflemuriahouserulesdoc 11/14
When attempting to cast magic, if a sorcerer rolls snake eyes (two 1s on the d6) then he has
momentarily caused a rift to open between worlds and the void manifests in the earthly plane
accordingly. Consult the following table depending on the magnitude of the spell.
Minor Void Manifestation – Magnitude 1 Spells
Roll Result
1-10
Witchery: You fuck up all food stuff in a 100ft radius. It goes bad and is
unusable. Now the poor village folk are going to starve... Actually you look
pretty good to eat.
11-20 Rupture : Blood spurts from your eyes, nose, and ears until you make a
successful Strength check. People run from you! Surely you have the plague!
21-30
Breath of Chaos : A cold and unnatural gust of strong wind blows through the
area. This causes fires to extinguish, water to get ice crystals, small things (like
Halflings) to be blown over.
31-40 Chaos Surge : Your eyes change color, your teeth yellow, and your hair falls
out. This lasts for 1d3+1 days.
41-50
Chaos Saturation: You glow with a strange light. It is impossible to hide.
You are a great big flashlight and see perfectly, as do others, in the dark. This
lasts for 1d10 minutes.
51-60
Unnatural Aura: Animals within 100ft radius of you don’t just get spooked,
but go batshit crazy! They bite, they claw, they scratch, and go agro on your
ass! Dogs and cats live together! It’s mass hysteria!
61-70 Spirits : Ghostly voices fill the area. Glimpses of strange figures can be seen.
Normal folk in the area must make a Mind save or be driven insane.
71-80 Magical Shock : Magic blasts arcs through you and you take 1d6 points of
damage.
81-90 Magical Lancing
: Magical energy lances through your body. Reduce yourMagic skill by 1 for 2d6 minutes.
91-95
It’s a Monster!: You are driven insane, briefly, by the touch of magic and
think one of your compatriots is an evil, foul bastard. You attempt to attack
them and smite them from the earth for 1d6 rounds.
96-00 Unlucky: Roll on Major Void Manifestation Table instead.
Major Void Manifestation – Magnitude 2 Spells
Roll Result
1-10 Witch Eyes: Your pupils turn bright red. You can see people’s auras. This
lasts 1d4 days.11-20 Silenced: You lose the ability to speak for 2d6 rounds. Thank fuck.
21-30 Overload: You are overloaded by Magical Energy which explodes out of you,
throwing you back 3d6 feet. You are prone and stunned for 1 round.
7/18/2019 BarbariansofLemuriahouserules.doc
http://slidepdf.com/reader/full/barbariansoflemuriahouserulesdoc 12/14
31-40
Hellborne Imp: A small Imp is awakened and summoned from the pit and will
attack you next round. Only you can see and fight this creature. Sucks to be
you.
41-50
Chaos Foreseen: You catch a glimpse of Chaos and the great beyond and lose
1 Mind permanently. From this point on however you get a +2 to rolls on
Chaos Knowledge.
51-60
Magical Plague: Strange boils grow on your skin and burst in 1d3+1 rounds
causing 2d6 damage to you. Anyone in a 5 ft radius must make a Strength save
or have the same thing happen to them as well. Entire villages have been
wiped out this way. Way to go.
61-70 Aged: You must make a Strength save or age 3d6 years. If this puts you at the
70 year mark make another Con save or die while losing bladder control.
71-80 Braindead: Magic lances through your brain and fries it. Roll a Mind check or
lose one point of Mind permanently.
81-90
Demonic Possession: A fucking demon takes possession of you for 1 day.
During this time it does terrible stuff while wearing your body like a party suit.
You have no memory of this time and no control over your body. You wake
up in the morning with your various orifices sore and tender.
91-95
Are You My Mommy?: You are filled with visions of your past; you cry,
scream, and throw a hissy fit because your parents didn’t buy you ice cream or
love you. You run around doing this like a crazy person for 3d6 minutes or
until put down for nap time.
96-00 Trick of Fate: Roll on Catastrophic Void Manifestation table.
Catastrophic Void Manifestation – Magnitude 3 Spells
Roll Result
1-10 Wild Magic: Magic blasts out of you and eats the flesh of those within a 50
foot radius in the most gory and bloody fashion possible. All targets must
make a Strength save or take 3d6 damage. Way to be a mass murderer.
11-20 The Withering Eye: Your eyes become mummified, dry, and crumbly for 2d6
minutes. Any target that looks at you must make a Strength save or dry up into
a mummified husk. Don’t look in the mirror stupid.
21-30 Brainblank: Searing pain hits your brain and knocks you out for 2d6 minutes.
31-40 Chaos Critical: Magic blasts through your body creating a very ouchie effect.Roll 1d6+1 and double the damage.
41-50 Demonic Corruption: A Demon reaches into your mind and bestows you of a
vision of the Void. You lose 1d3 permanent Mind. After this event you gain
+2 on Chaos Knowledge.
51-60 Magical Feast: Strange Shadow Leeches appear from beyond and feast on the
magic of your body. No one else can see these disgusting slimy horrible little
bastards. Your Magic Skill is reduced to zero in a matter of seconds as you run
7/18/2019 BarbariansofLemuriahouserules.doc
http://slidepdf.com/reader/full/barbariansoflemuriahouserulesdoc 13/14
around flailing your arms uselessly and screaming like a terrified child. You
cannot cast magic again for 1d6+1 days.
61-70 Demonic Swarm: The ground opens up and a swarm of imps surge forward to
bring havoc and death to all. Roll a number of dice equal to your magic skill to
determine number of imps.
71-80 Demonic Contract: You feel a burning pain (and take 2d6 wounds) as astrange glowing rune burns into your skin. Should you collect 5 of these your
soul is forfeit and a demon gets to have its way with you in some horrible and
perverse manner. This brings back memories of prom.
81-90 I Don’t Know How to Tell You This… But…: You’re a monster. Yep!
Void corrupted you so badly you’ve transformed into a big stinky, hair, scaly
fucked up thing of nightmares.. Have fun being hit with sharp things and spit
on
91-95 Called to the Void: Space and time rip open and show you everything all at
once. It is too much to bear and you relinquish your body and soul to the void
and are sucked away… We know, much like the rest of your life, this isn’t
how you wanted to end up.
96-00 Unbelievably Fucked: There are no words for how bad this is.. Except roll
twice.
Catastrophic Summoning - If the sorcerer rolls snake eyes when summoning a demonic
or outer-cosmic entity, then extremely bad shit happens. Messing with the powers of the
cosmos does not go unnoticed by those beings long forgotten in space and time.
Generally casting powerful spells do little more than barely disturb these strange
creatures sleep. However every so often they stir and seek to destroy that which has
gained their ire. Roll on the Catastrophic Void Manifestation Table and roll a d6 and
consult below:
Roll 1d6-
1. The being is not interested in the movement of ants and goes back to sleep.
However a second catastrophic failure at a spell will immediately reawaken this
being and will immediately manifest at the casters location and destroy all within
in its grasp.
2. The creature stirs and moves in its sleep. An earthquake centered on the caster
and affects a 10 mile radius rocks the area.
3. The being is annoyed at the interruption and sends something fucking awful from
the void to kill the Sorcerer. A monstrosity of terrible description appearsimmediately and attacks the caster and all those nearby.
4. The creatures brief moment of consciousness causes the weather to be completely
opposite for the season. This lasts for 1d3 weeks.
5. The being perverts the caster who now becomes a devoted servant seeking to
bring his master into the world.
7/18/2019 BarbariansofLemuriahouserules.doc
http://slidepdf.com/reader/full/barbariansoflemuriahouserulesdoc 14/14
6. Like swatting a gnat on the wall the creature simply wills the caster out of
existence.
Wilderness Movement
Each hex equals 12 miles across.
Overland (no road) on foot:1 hr = 1.5 miles
1 day = 12 miles/8 hrs (1 hex per day on foot/ 2 hexes mounted)
Roads, Easy terrain = 2x Rate (2 hexes on foot / 3 hexes on mount)
Arduous terrain = ½ Rate (1 hex every two days on foot/ 1 hex a day on mount)
Days are divided into 8 hours of travelling, 8 hours of sleep, 4 hours of rest/camp, and 4 hours of
preparing and eating food throughout the day
For every two hours of travel (or 3 miles) a rest stop of 1hr is required. Camp is optional, but at
least once a day is needed.
Horses travel double human speed (24 miles/ 2 hexes a day) if unencumbered by gear; if they are,
then they travel 18 miles/ 1.5 hexes a day.
Hexes: In every hex the players traverse roll two dice. One is to see if the keyed encounter (if
any) is found by the PCs. This occurs on a 5-6 on a d6. The other is to see if a random encounter
occurs (generally 1-2 on a d6 in the Wilderness and 1 on a d6 for Settled Areas).
Getting Lost:
Following a trail, road, river, landmark, or guide will generally ensure that the characters will not
get lost. However, if traversing trackless wastes and unknown, unmapped wilderness there is a
chance that the characters will lose their way. Roll a
Tricky (-1) Task Resolution check modified
by Mind and appropriate Careers (Hunter, Barbarian, Nomad, Vagabond, etc) to see if you get
lost, with each additional day lost incurring a -1 penalty. Certain types terrain of terrain are more
difficult, for instance, a desert, forest, or hills might be
Hard (-2) whilst dune-deserts, open sea
and lightless jungle may be considered Tough (-4).
If lost, roll a d10 and let the result tell you which direction they are actually going:
1 – Completely left of intended direction;
2,3,4 –Slightly to the left of intended direction;
5-6 – Intended direction;
7,8,9 – Slightly to the right of intended direction10 – Completely to the right of intended direction