Category Archives: Home Brew Hacks

Just some house rules that I made up.

Barbaric! for Lemuria

Any time there’s a discussion about what’s the best Sword & Sorcery RPG, Barbarians of Lemuria (BoL) comes up. With good reason, it’s a great and simple game.

There three versions/editions of Barbarians of Lemuria; the original free version, Legendary Edition, and Mythic Edition. All three versions are very much the same at the basic level. Careers instead of hard skills, mysterious magic, and a 2d6 task resolution system. Hey wait? Isn’t there another sword & sorcery game with a 2d6 task resolution. Yep, Barbaric! for Cepheus Quantum.

While both games have different design philosophies, the underlying game mechanics are quite similar and thus making them perfect for kit bashing and home brewing. Now there a few big differences. First, come to damage. An average character in Barbaric! could take about 21 points of damage (END 7+Lifeblood 14). While in BoL, an average character could take 10 points. In Barbaric!, a sword does 3d6. In BoL, 1d6+Strength. Second, Skills (in Barbaric!) versus Careers (in BoL). The Skills in Barbaric are broad but the Careers in BoL are even broader and a bit more narrative about when you can gain a benefit. And lastly, magic is different but still uses a 2D6 resolution system.

Taking those differences into account, it makes very easy to add a few bits of one game and add or replace it with the bits of the other. Maybe add a little more detail to player characters using a character generation system more like BoL but monsters and NPC’s simple like in Barbaric! Maybe just switch out the magic systems with a little tweak here or there.

Now, this idea just popped into my head and I haven’t come up exactly what I would do but hopefully, this little post might inspire someone out there to take two great games and with a little home brewing make them something special and cool for your gaming group.

How’d The Weekend Gaming Go?

Well, it went pretty good. Our little group kicked off the 5E Sword & Sorcery game. As I said before I took a lot of the rules from Xoth.

The party consists of a barbarian, monk, druid, and courtier. The courtier player couldn’t make it so an NPC (Fighter/Rogue) stepped in to keep them from totally getting their butts kicked.

This was combo of Session 0 and intro adventure. Actually, we did a lot of the Session 0 stuff before hand via a Facebook Group. It was pretty simple at the beginning. Guard a merchant caravan through the desert. What could go wrong? At first, not much. Some bandits tried to sneak into the caravan at night and steal some stuff. No problem for our group of adventurers.

Then I did a little railroading. OK, a lot of railroading. I wanted to create an event that would give the characters a reason to bond even if it was against a common enemy. So the player characters (+another guard) got drugged and wake up in chains. They had been handed over to a bunch of slavers. Since I pulled this little nasty narrative trick on them, I did give them each an Inspiration Point.

Of course, the barbarian rages and breaks his chains and the fight begins (without a real plan by the party). It was bloody and tough fight for the PC’s who didn’t have any armor or weapons. The NPC who really saved their bacon was the no-name, no-class, lowly NPC guard. With just damned lucky rolls, he was able to wrestle the Slaver Boss to ground and keep him occupied for half the fight. Ah, when the dice decide that they want the story to in an odd direction, that’s a cool thing about gaming.

The party frees the other slaves and quickly realize that the slavers weren’t nice folks and that they only had about half the water they needed to make it out of the desert. It was a tough trip and a couple of the NPC’s died along the way but they made it to the big city and new they are looking for that bastard merchant who double crossed them.

And on a final, I’ve already had a couple of folks inquire about starting a second game. But more on that later.

Getting The Band Back Together

Well, it’s been a year of almost no gaming at all. Sure there have been little tiny blasts of playtesting something or a little one shot but nothing solid.

Finally, I just made the time to do some gaming. Half the players are from the Thursday Night Crew and the other half are pretty much brand new. Of course, the extra challenge is that half the group has never gamed with the other half. So we’ll see how that goes. There was a very early no politics rule right up front.

So what are we playing? Well, the newbies have only been exposed to 5E so I thought that was the best way to start before throwing them into an old school game (which IMHO would be easier to run online). Plus it’s the only books that everyone has access to. Now I did cut down on choices and options and our campaign is going to be mostly based around Xoth with some extras thrown in to make it have a bit of the weird tone and inspiration from Hyperborea.

I have high hopes that this will be a fun one. I’ll do some random posts about the antics and few things that I feel are just neat. So if you’ll excuse me, I have to finish up planning their first adventure.

Clerics for Barbaric!

Yes, things are crazy and I’m way behind especially on writing up some stuff for Barbaric! I’ve got an adventure, a setting and another little surprise in the works. But for this post I want to talk a little about Clerics.

Barbaric! is a solid sword & sorcery game. But since many come from the world of d20’s, they’ll notice there’s no equivalent to clerics. There’s just magic. Sure it does the same things but it’s all cast into the same bucket. This is perfectly fine depending on your setting and what tone the GM wants in the game.

There’s a couple of ways that I’ve thought of that you could do this. First, there’s the easy way. Just divide up to the spell list. These spells are for clerics and the others for sorcerers/magic-users. How exactly you break that list down once again will depend on the specific world.

The second method that I thought is via “Blessings”. “Blessings” are just traits. The GM will still make a list dependent on the setting/gods/pantheon. Each “spell” is a separate Blessing, for example, there would be a Respite Blessing and a Convalescence Blessing and so on through the spell list. Each Blessing retains the same TN to cast as the respective spell but the caster/cleric would make a Lore Check. To give this idea an even more different feel, don’t use the Spell Mishaps. Instead, each failure incurs a cumulative – 1 DM on further attempts until the character’s total roll is a 2 or less. Then the character cannot cast/pray for any further Blessings that day. The character’s casting DM is reset after 8 hours of rest+1 hour of prayer/meditation per -1 DM. So a -2 DM would take two hours of prayer.

Yes, I know this a bare bones post. It’s an idea for GM’s to run with use how they see fit for their campaign and setting. Of course, you can also use a similar system for cultists or druids. Enjoy!

Alternate Wound System for Cepheus Quantum

You know me, I have to play around with rules. I know I just put out Death Stalkers of Antediluvia but there’s some ideas that didn’t’ end up in the book but I still think are kind of cool.

I wanted to do something with the wounds that would make it easier for folks who aren’t used to the traditional Cepheus mechanics and wanted to do something that could be a little more cinematic. Of course, it had to simple and roughly compatible with existing material too.

Start off by rolling 6D for Lifeblood. (Hang on it will make sense in a second.)

Divide the total by three. Do NOT round and keep the remainder handy.

Each third is a “level” of wounds. First is Endurance just like the core rules. ADD that remainder, if any, to Endurance. Then you would have Wounds. Then finally Mortal Wounds.

Penalties follow roughly the same pattern as the regular core rules. When Endurance reaches 0 then -1 DM. When Wounds reach 0 then the character is out of action. When Mortal Wounds reach 0 then it’s time to make that Death Save.

Healing occurs at the same rate as the core rules.

When a character advances, roll 1D for Lifeblood and recalculate.

I know this isn’t any ground breaking sort of rule. But hope some folks find it handy.