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2d6 + Agility (Strength at GM's discretion in some cases, e.g.

brawling) + Melee/Ranged -
target's Defence (+ Modifiers* inc. Range), 9+

* Maneuver may provide Career bonus to Attack Roll or Damage (never both) at GM's discretion.

2d6 + Mind + Initiative + Modifiers, 9+

* Apply Tough’s/Villain’s Initiative score as a penalty.


* Career may provide a bonus at the GM’s discretion.

2d6 + Attribute + Career + Modifiers, 9+

(e.g. from Boon) – roll 3 dice, drop lowest


(e.g. from Flaw) – roll 3 dice, drop highest

- - - Cantrip -
- Heroes Surprise NPCs - Cantrip +2
Point Blank - Common- Cantrip +1
Close - Common First Magnitude 0
Medium Heroes Surprised Uncommon First Magnitude -1
Long - Legendary Second Magnitude -2
Distant - Mythic Second Magnitude -4
Extreme - Mythic+ Third Magnitude -6
Utmost - - Third Magnitude -8

- hero at disadvantage in some way for at least a full


round, but gets bonus Hero Point

- do brilliantly - choose benefit from list below in combat


- do brilliantly - choose benefit from list below in combat
- do brilliantly and get extra info./bonus/advantage, e.g.
choose two benefits from below in combat

* +6 damage.
* Make an immediate extra attack (no Hero points on the second attack though).
* Cause no damage, but disarms foe's weapon.
* Knock down foe of no larger than one size larger, lands several paces away. Penalty Die
on next action if attacked while regaining feet.
* Hit enemy in specific location. Damage as normal but inflicts penalty die on specific
Task Rolls. Or chops off tentacle/stinger or reduces Protection Rating to next lower step.
* Take out number of rabble equal to damage result.
You can spend a Hero Point to…
At -1 to -5 Lifeblood, may restore to 0 Lifeblood but still unconscious. At -6 or lower
Lifeblood, may stabilize wounds but still unconscious and needs several days' rest.
If you have higher Priority, may delay action and spend Hero Point to interrupt
someone else's action later in round.
Turn natural Mighty Success. In combat, may use two Mighty Success list results.
Reroll a Task/Attack Roll in its entirety, but must use results of second roll.
If at 0 Lifeblood, may use action to ignore being stunned, regain half Lifeblood
(round up) and return to fray next round.
Spend an action and Hero Point to instantly regain d6 Lifeblood.
Absorb all damage from a single blow, but has shield or weapon
destroyed in the process.
Suggest something reasonable that becomes fact at GM's discretion, e.g. find loose brick
in cell wall to use to bash guard over the head. Magicians can use this to waive a single spell
requirement, e.g. "Ah, the hour is perfect for this conjuration!"

Heroes with Legendary Success +1 to all attack rolls for encounter


Toughs and Rabble dumbfounded - cannot act in 1st round
Heroes with Mighty Success Toughs and Rabble dumbfounded - cannot act in 1st round
Heroes with Success
Villains
Toughs No actions in 1st round vs. Hero Legendary/Mighty Success
Heroes with Failure
Rabble No actions in 1st round vs. Hero Legendary/Mighty Success
Heroes with Calamitous Failure

* Tied Heroes act in Agility order.


** If you chose to delay an action, you can spend a Hero Point to interrupt
someone else's action. Otherwise you act at end of round.

Cannot use shield/off-hand parrying and -2 Defence but +2 Attack Roll.


Take static Armour Rating as penalty to Attack Roll but then ignore armour reduction
to damage for that attack. GM’s discretion if works on beasts.
+1 Defence but -1 to Attack Roll.
No attacks but +2 Defence vs. all attacks.
+1 Attack Roll but -1 Defence.
+1 Defence vs. one attack but -1 to Attack Roll (using second
weapon to parry) -1 to Attack Roll but shift Damage category up, e.g. two light weapons do single
attack at Medium damage.

Barbarians of Lemuria: Mythic Edition © Simon Washbourne. These unofficial cheat sheets by Jargogle Bamboozle.
All artwork used under Creative Commons from Tazio Bettin http://taziobettin.deviantart.com bettin.tazio@gmail.com
Fall over stunned. Next round can a) pass out and wake at end of combat with half Lifeblood (round
up) b) spend a Hero Point to
Unconscious, dying. -1 Lifeblood/rd until dead, treated, or spends Hero Point to
Dead unless spends Hero Point to

Moderate Task Roll of Mind + appropriate Career Rank. Difficulty is one level tougher for each negative
Lifeblood below -1, e.g. at -2 Lifeblood it becomes a Tough Task Roll (-4 modifier).

At 0 and above, 10-15 minutes’ rest recovers half (round up). Brawl damage fully recovered. Then heals
1 Lifeblood per day of light activity.
Physicians and equipped Alchemists can immediately heal 1 Lifeblood per Career Rank. A Moderate
Task (no modifier) each day lets them double a character's normal healing rate.

Advancement Points (AP) may be spent to:

Current value + new value (max. 5 for humans without appropriate Boon)
New value + 1 (max. 5 for humans)
New rank (max. 5). 1 AP to gain new career at 0.
2AP
2 AP
10 Rabble (1 Lifeblood each) for 1 AP; 1 Tough for 1 AP
Brawling d3 - Add Str/2, rounded down, to damage
Improvised d3 - Add Str to Damage

Axe d6 10’ Can be thrown


Club d6 10’ Can be thrown
Cudgel d6L - Non-lethal option
Dagger d6L 10’ Can be thrown, Concealable
Flail d6 - -1 to attack roll; Attack ignores shields
Foil d6L - Fashionable
Great Sword d6H Two-handed
Mace d6 5’ Can be thrown
Morning Star d6H - Two-handed
Polearm d6H - Two-handed
Quarterstaff d6 - Two-handed
Spear d6 20’ Can be thrown
Sword d6 - -

Arbalest d6H 150’ 2 combat rounds to load


Bow d6 75’ Two-handed
Crossbow d6 100’ Two-handed
Dart/Javelin d6L 20’ Thrown
Sling/Staff Sling d6L 30’/60’ One-handed/Two-handed

No Armour 0 - -
Light Armour d6-3 (1) Social if not concealed +1 AP
Medium Armour d6-2 (2) Social/-1 agility +2 AP
Heavy Armour d6-1 (3) Social/-2 agility +3 AP
Helmet +1 to armour Protection Social/-1 initiative -
Small Shield -1 to be hit on one - -
attack/round
Large Shield -1 to be hit on all -1 agility -
attacks/round
Heroes gain CP equal to career rank in Alchemist between each adventure
(max. 5 CP). Points can be saved for ongoing projects. When enough CP are accrued, the alchemist must
make a Mind + Alchemist Task Roll modified by the Preparation’s Difficulty.

1 CP Lose all invested CP -


2 CP Lose all invested CP -
4 CP Lose all invested CP (only 2 CP Create max. of 1 Legendary preparation or
if Preparation was a potion) device/adventure
8 CP Lose all invested CP (only 4 CP Create max. of 1 Mythic preparation or
if Preparation was a potion) device/two adventures

* Increase Difficulty one level if analyzing an unknown object or potion


* Repairing objects and refreshing potions reduces Difficulty one level for Common and Uncommon
preparations only

Priests/druids gain 1 Fate Point/hour of devotion. Max. FP is Priest/Druid


career rank. They are expected to perform duties depending on how long they spend in devotion.
Pray and meditate
As above plus perform small service or minister the faithful
As above plus assist at a major ceremony
As above plus hold a special service and carry out an appropriate sacrifice
Fate Points are spent to grant one-off Boons (or Flaws) to the priest/druid or any other individual within
line of sight, for one short activity or task, as suits the deity and their domains. This is automatically
successful and cannot be resisted.
Magicians find it difficult to cast even cantrips if deprived of focus objects.
Requires a Mind + Magician career rank task roll, modified by spell
Magnitude (+/- victim’s Mind rating vs. spells that interfere with the subject’s psyche or perceptions).
Spells also have an Arcane Power (AP) cost to cast.
Sorcery cannot heal injuries of any sort but may repair inanimate objects.
Arcane Power for magicians is 10 + Magician Career Rank.
Armour increases the AP cost of spells.
Extra Casting Requirements beyond those needed to cast the spell at all, reduce
the AP cost by 1 each.

* AP spent on cantrips is recovered both at noon and midnight.


* 4 AP spent on First Magnitude spells is recovered at noon OR midnight, as set by the magician at the
start of their career.
* 4 AP spent on Second and Third Magnitude spells is recovered each lunar month at the full moon (or
other set phase as selected by the magician at the start of their career).

Clumsiness (drops 1-2 AP/1 AP Damaging spells: 1 Lifeblood.


item), Foul Food, Only requires task roll if directly
Illusory Sounds, Light, affecting sapient target or
Pain (1 Lifeblood) deprived of focus.
Fear, Illusion, Recent 5 AP/2 AP Damaging spells: 1d6 Lifeblood.
Vision, Summon Minor MUST select at least one Casting
Demon Requirement to cast at all.
Extended Suggestion, 10 AP/6 AP -
Instant Hypnotism,
Visions of a Lifetime
Cause Disaster, Create 15 AP/11 AP Magician loses 1 AP
Mental Slaves, Visions 1 Attribute point of choice!
of Ancient Past,
Summon Great Demon

d6 x 30 mins d6 x 2 hours 3d6 hours


d3 Lifeblood d6+1 Lifeblood 2d6+1 Lifeblood
d6 Magician 2d6 Magician 3d6 Magician
assistants assistants assistants

Easy to obtain Difficult to obtain


At least one Sapient being
lamb-sized animal
2d6 day fast Ritual scarring
and mutilation

d6 weeks and -
at least one purse of gold
- -
2d6 + Army’s Rating – Opposing Army’s Rating. Subtract 7 from the result and the number
(even if negative) is the number of Victory Points (VP) the hero’s side achieves that round. Keep a
running total: +10 VP is Victory (enemy retreats or surrenders), -10 VP is defeat (unless a Heroic Action
saves them)

Mod. Better +1 Moderate Larger +1 Good +1 Better +1 -


Much Better +2 Much Larger +2 Exc. +2 Much Better +2 +2 2nd Mag. cast Soldier career
Satarlans with rank as
Sky-Boats +2 bonus
- Overwhelming +4 Overw. +4 - +4 3rd Mag. cast

These are missions/actions, up to one per battlefield round, the heroes can undertake if appropriate.

May modify Army Rating +1 to +2 VP

+2 to +3 VP Cancels Sorcerer bonus


of opposing army
+2 VP +2 or +3 VP if retrieves
captured VIP
+2 VP +2 VP
+1 VP if holds/defends +1 to +3 VP
per 3 combat rounds
Bonus Die on next Battle Roll if makes Appeal + Career roll and 2-3 rounds
of combat
+1 per 20 Crew (rounded)
2d6 + Mind + Initiative – Villain’s Mind. 9+

Heroes with Legendary Success +1 to all attack rolls for encounter


1st round, only opposing ships containing Villains can act
Heroes with Mighty Success 1st round, only opposing ships containing Villains can act
Heroes with Success
Opposing Ships No actions in 1st round vs. Hero Legendary/Mighty Success
unless Villain is aboard
Heroes with Failure -
Heroes with Calamitous Failure Ship cannot act in 1st round due to disorder and inaction

Each round is broken into three phases and the ships takes an action in each.
Ship Manoeuvres Run/Close, Ram, Rake, Grapple, Break Free
Ship Attack Missile, Catapult, Fire Machine, Boarding
Ship Repairs Repair Hull, Save Crew, Stop Fires

2d6 + Hero Career Rank + Ship Resources allocated + Modifiers (Range, Target Defence), 9+

- move two range brackets away


move two range brackets closer
: move bracket closer
Manoeuvre Task Roll for
each ship. Both succeed/fail, unchanged. One succeeds/other
fails, move one range bracket closer or further appropriately (two
with Mighty Success, three with Legendary Success).
Close or Medium Rammer makes Manoeuvre Task Roll. Defender can use some of
the ship’s Resources to avoid. Attack causes damage to rammed
ship’s Hull and ships locked together (Break Free to move apart).
Close or Point Blank Raker makes Manoeuvre Task Roll. Defender can use some of the
ship’s Resources to avoid. Does d6 damage to raked ship’s Hull.
+6 Hull damage; give Penalty Die to
choice of enemy ship’s Task Rolls; damage to Hull is also done to
crew; enemy ship loses next round of actions.
Choose two Mighty or double one.
Close or Point Blank Makes Manoeuvre Task Roll. Defender can use some of the ship’s
Resources to avoid. Grappled ship immobile until Breaks Free.
enemy ship loses next round of
actions; Bonus Die on Boarding action.
Choose two Mighty or double one.
Point Blank Manoeuvre Roll to escape Ram/Grapple, moving to Close Range.
2d6 + Hero Career Rank + Ship Resources allocated + Modifiers (Range, Target Defence), 9+

d6 Crew Long Bows, slings, javelins, etc.


+6 Crew Damage;
give Penalty Die to choice of enemy ship’s
Task Rolls.
Choose two
Mighty Success options or double one result.
d6 Hull & d3 Crew Extreme
d3 Hull & d3 Crew Fire damage*
d6 Hull & d3 Crew Long Fire damage*
+6 Crew Damage;
+6 Hull Damage; give Penalty Die to choice of
enemy ship’s Task Rolls; enemy ship loses
next round of actions.
Choose two
Mighty Success options or double one result.
d6 Crew Locked Can add Resources to attack. Can allow
Heroic Actions at sea.
+6 Crew Damage;
enemy ship loses next round of actions.
Choose two
Mighty Success options or double one result.

* Fire causes its damage to Hull and Crew at the start of every turn until a successful Repair roll is used
to put it out.

Sinks Crew dead


2d6 + Career Rank + Resources allocated. 9+
Restores d6 Crew OR d6 Hull OR puts out fires
Chose two results (or apply one twice).
Apply all three results (or apply fewer results multiple times).
0 0 0-1 1-3 1 or d3 (armed) Horde
0-2 0-2 2 5-8 by weapon -
0-4 0-4 4+ 10+ by weapon Villain Points

* Make a single attack with +1 to the Attack Roll per rabble. The attack does d6L damage.
Larger force does d6L damage to smaller. Smaller force does d3 damage.
have 1 Arcane Power. Rabble Acolytes have 1 Fate Point per 6 of them.
* Villains have 5-6 Villain Points. These can be used as Hero Points, plus two extra options:
a) , b) (can use Rabble to absorb damage from a single attack)

Rabble 1 1 -3 15’
Rabble d3 2 -2 20’
Tough d6L 5 -1 25’
Tough d6 10 0 25’
Villain d6H 20 4 30’
Villain d6H 30 6 30’
Villain d6 x 2 40 8 35’
Villain d6 x 2 50 10 35’
Villain d6 x 2 60 12 40’
Villain d6 x 3 70 14 40’
Villain d6 x 3 85 16 45’
Villain d6 x 4 100 18 45’

* Strength is already factored into damage

for tracking
to Attack Roll
to Attack Roll
Rabble 2 2 1 10 + Str d6L + Str
Tough 6 (max. 4) 6 (max. 4) 2 20 + Str d6 + Str
Villain 12 (max. 6) 12 (max. 6) 4 30 + Str d6H + Str

d6-2 (2) Paralyze Capable of


Damage as next higher medium or smaller. human speech
level on Creature table Tough Strength Task
Roll to resist. Death
after hour and another
Tough Strength Task
Roll to avoid.
d6 Escape Regain 1 Implant
(4), Costs 2 Powers shackles/prisons Lifeblood/rd. Remove messages and
Precision Strike effects suggestions, read
in 2 rds. minds
Take Only Make d6+6
human form. Morphs harmed by magic and Rabble obey. Seduce One career at rank 6
back if injured or some alchemy Heroes (resist with
forced to fight Mind-based Task Roll)
d6 Minor Gain
Bonus Die to Attacks Rabble/week (then Demons: 2 AP, Lesser extra Power but takes
Minor/week, then Demons: 5 AP, Greater double damage from
Lesser/week), Max. Demons: 10 AP particular source or
level below sire normal damage from
source not normally
harmful to humans

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