House-Rules to the BoL System

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    House-Rules & changes to the Barbarians of Lemuria system

    CareersSomeone on RPG.net had ideas for adding a unique ability to each career. X represents your

    career rank in the abilities listed below.

    Alchemist/Apothecary - Poison Resistance (+X to all strength avoidance rolls against poisons) Assassin/Killer - Silent Attack (+X damage when unseen and unheard) Barbarian/Berserker - Berserk Rage (+2X to damage or an extra attack X times per day) Blacksmith - Strong Arm (X times per day, +X/2 dmg when wielding a one-handed weapon) Farmer/Farmhand - Strong Back (When lifting, pulling, or pushing something +X to your

    strength roll) Gladiator/Fighter - Resist Pain (You ignore X damage that is done to you X times per day) Hunter/Archer - Deadly Shot (You can shoot a deadly shot X times per day that adds +X to the

    ranged attack roll) Mercenary/Sell-sword - Quick (+X to all initiative rolls to determine order in the round) Merchant/Tradesman* Guild Member (You are a member of the merchant guild and have

    benefits because of it such as access to raw materials, shops, training, and a license to practice) Minstrel/Bard - Good Song (You play a song that gives a +1 to all of the party's dice rolls in the

    hearing area. This effect lasts X rounds and you can play this song X times per day. Roll 2d6 +Appeal + X. A failure results in the song being off key, and no one gets the bonus of this ability.A failure counts towards the maximum number of times you can use this ability per day)

    Noble/Aristocrat* - Estate Home & Noble Title Pact Born - granting boons based on patrons portfolio Physician/Doctor - Medical Healing (See recovering lost hit points in the rules) Pirate/Sailor - Dirty Fighting (X times per day and your next melee attack ignores half their

    defense rank; if they are dodging or parrying this round, add +X to the difficulty of doing such)

    Scribe/Calligrapher* - Language Master (You know X additional languages) Slave/Indentured Servant - Tough Skin (You gain X additional hit points) Soldier/Guard - Who Needs Sleep? (You only need 8 - X hours of rest per night. You can also

    sleep in heavy armor or on rough ground without any penalty) Sorcerer* - No change from core, Spell Casting is powerful enough Thief/Rogue - Lucky (You can re-roll any dice roll X times per day) Torturer/Executioner - Deathtouched (Instead of dying at -1 hit points, you die at -X hit points) Wench/Maid - Tankard of Doom (+X to your ranged attack roll with throwing weapons X/day)

    *These careers are literate.

    BoonsI like the idea of differentiating the fighting styles a bit with boons. This can expand a chatacters

    fighting capabilities in particular fashions. Arobilan Fencing

    Seize the Initiative: Gain a boon to attack rolls when using an Arobilan longsword onfoes with lower initiative.

    Mitannian Charioteer Seize the Reins: Gain a boon to controlling the chariot and bow shots from a chariot.

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    supernatural beings, binding apprenticeships to a master sorcerer, taboos observed to maintain their magic, or any other flaw (see the boons & flaws sheet).

    Cantrips : Cantrips (spells lower than first magnitude) do not cost mana. Theyre limited to veryminor effects (such as non-game-breaking effects of prestidigitation from D&D) and generally only serveto show your mighty magical mastery over those inferior peasants.

    Hanging Spells : Sorcerers can cast spells and save them to be used later at a moments notice. A1st or 2nd magnitude spell is cast (paying mana and all ordinary requirements), and then the sorcerer paysan additional point of mana to seal the spell in their mind. At any time in the future, the sorcerer mayrelease the spells effects, all of which are chosen when the spell was originally cast.

    A sorcerer can have a number of hanging spells equal to their Sorcerer rank.The presence of barely active spells in a sorcerers body, however, can interfere with the finer

    workings of powerful spells. Apply the number of hanging spells as a penalty to any rolls involved withcasting second and third magnitude spells.

    Furthermore, if a character is brought to near death (0 hit points or below), the sorcerers hangingspells immediately dissipate (either harmlessly or recklessly according to the GM).

    Counter-spelling : Sorcerers may attempt to counter an enemys spell as it is being cast. Thisrequires having a higher initiative and casting a spell of equal or higher magnitude as the enemys spell.So if Balthos the Blue is casting a 2nd magnitude death of the North spell at you, youll need to cast a 2ndmagnitude spell (perhaps shield of the phoenix ?) to counter the spell. Whoever gets a higher check oncasting wins.