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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.
- - - 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
* +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!"
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.
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
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.
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)
These are missions/actions, up to one per battlefield round, the heroes can undertake if appropriate.
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+
* 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.
* 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’
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