Category Archives: Homebrew

BoL Character: Tyrnon Vran

Wherein your humble scribe presents yet another Barbarians of Lemuria character he put together as an NPC for use in his own (highly-derivative) Kaalmuria setting. More will follow at highly irregular intervals.

As moody as his misty homeland of Kel, Tyrnon Vran stalks Kaalmuria with his one true companion – his trusted bow – close at hand. He sleeps with one eye open, for he has been exiled and his enemies are everywhere. Despite this particular misfortune, the Kellic gods still smile upon the archer, helping his arrows fly straight and true when most needed.

Essences
Lifeblood 12
Hero Points 6

Attributes
Strength 2
Agility 2
Mind 0
Appeal 0

Combat
Brawl 0
Melee 0
Ranged 3
Defense 1

Careers
Mercenary 1
Blacksmith 1
Hunter 1
Vagabond 1

Boons
Longbow Master
Marked By The Gods

Flaws
Feels The Heat

Languages
Kellic

Equipment
Kellic Long Bow, d6+3
Kellic Broadsword, d6+2

BoL Character: Astrid Hriedall

I grew up playing Metagaming’s The Fantasy Trip far, far more than I played just about any other RPG (yes, even more than D&D). I’ve always thought that this is part of what lead to me being the particular flavor of freak that I am. I blame it on the spirit of Cidri, the default setting for TFT that warped me into my current shape. Rather than try to explain that, I’ll just quote from In The Labyrinth, the “player’s handbook” for TFT (which is also the source of the illustration):

IN THE LABYRINTH, and most of the FANTASY TRIP material to follow, will be set in Cidri. This enormous polyglot world was chosen as a background for two very good and totally opposite reasons. The first is variety. Cidri is big enough to hold thousands of Earths; it has room for the world of every Game Master who’ll ever put pencil to hex-paper. There’s room here for every sort of fantasy adventure to co- exist — in a logical manner. And it provides a workable rationale for the weird melange of legend, historical fact, pre- history, science fiction, and sheer wild imagination that characterizes the work of the best fantasy gamers.

The second reason is the opposite one… consistency. THE FANTASY TRIP is an attempt to set up a rule system that is complete without being overwhelmingly technical — so the gamers can spend their time playing, rather than re-writing the rules. Hopefully, this will mean that everyone who plays this game can consider themselves part of the same gigantic cam- paign, playing out the destinies of a whole world. Whatever strange lands you map, there’s room for them in Cidri, just across that pirate-infested sea or trackless desert. No matter
how powerful the dictator’s legions may be on one continent, or how mad and mighty the sorceror-kings may be on another, there’s always room for peaceful lands or beast-haunted forests — somewhere. And, if you like, it can all happen at once.

Not that other worlds aren’t possible. The FANTASY TRIP system will work for historical adventures on Earth itself, or for excursions into the past or future of your favorite author. But parts of all these are to be found on Cidri as well — that was why it was created. Enjoy.

A Lovely Sorceress

Sorceress, from TFT's In The Labyrinth

I took that passage very deeply to heart. And because of it, I’ve never felt the need to adhere to any official setting. And other than the fact that my worlds (and those of my friends) might have been part of Cidri (they probably weren’t, though) and the incredibly loose (or perhaps non-existent) links that some of the subsectors I wandered through in Classic Traveller might have had to the Third Imperium, I never really spent much time in an official setting.

Anyway, that’s neither here nor there. What matters is that I take the inspiration where I find it and throw back some nice new RPG content your way. So looking at the lovely Swords & Sorcery enchantress to the right – straight from In The Labyrinth – I present to you a new Barbarians of Lemuria character…

Astrid Hriedall

Once the slave and consort of The Wolfmage, Astrid Hriedall took every opportunity to learn the magical arts from the canny old wizard, and eventually she won her freedom by besting her master in a game of chess. Now she travels Kaalmuria seeking out sources of arcane wisdom wherever they can be found.

Essences
Lifeblood 8
Arcane Power 13
Hero Points 5

Attributes
Strength 0
Agility 1
Mind 2
Appeal 1

Combat
Brawl 0
Melee 1
Ranged 0
Defense 3

Careers
Barbarian 1
Sorcerer 3
Hunter 0
Slave 0

Boons
Magic of the Sorcerer Kings

Flaws
Arrogant
Unsettling
Delicate

Languages
Geiric, Sorceric, Lirian

Equipment
Dagger, d3

BoL Bestiary: Kappa

Ronin vs. Kappa

Ronin versus Kappa, from Bushido

I love old RPG black & white line art. A lot. And this one is so evocative of the Fantasy Nippon that is the central setting for the FGU classic Bushido. I’ve never actually played it, sadly. But damn if the art doesn’t make me want to.

Of course, Bushido’s system is, like much from FGU, a bit thick, so I don’t think I’d be likely to use it to scratch my samurai itch. In fact, I’ve been tinkering (well, I was tinkering, I’ve mostly stopped now) with a Barbarians of Lemuria-powered semi-Bushido. BoL seems like a good system for some chanbara action (really, of course, it’s a great system for any action), after all.

So, sticking with the finding inspiration thing I’m rocking right now, here’s a quick writeup for the Kappa as a BoL critter.

Kappa

Kappa are malign water spirits who resemble ugly little men covered in scales, often (though not always) with turtle-like shells covering their backs. They have a small, bowl-shaped depression on their heads that holds a small amount of water from their home lake, pond or river. If the Kappa can be tricked into spilling this water it will flee immediately to return to its lair. A waterless Kappa’s attributes are reduced to -1 and it will die within 3 days if it cannot return to its home to refill its head basin.

Kappas are masters of Koppo, a bone-breaking technique. If they score a Mighty Success when brawling they may elect to afflict their target with a broken bone. Damage done as a result of this injury may not be “shaken off” (BoL LE p. 39) nor may it be included in the 1/2 LB recovery after a combat (BoL LE p. 10). However, the damage done by a Koppo attack does not receive the normal +1d6 associate with a Mighty Success, though it is still set at the maximum damage for the attack (i.e., the attack does 5 points rather than 5 +1d6).

Kappa are minor magicians, but any spells they cast must relate in a significant way to water. As spirit beings they are also able to draw upon their connection to the water to use Fate Points to grant water-themed boons or flaws.

All Kappa love cucumbers and an offering of such will go a long way towards easing any encounter with them.

Essences
Lifeblood: 15
Arcane Power: 11
Villain Points: 5

Attributes
Strength 3
Agility 1 (5 in water)
Mind 0
Appeal -1

Combat Abilities
Brawl 3
Melee 0
Ranged 0
Defense 1

Careers
Magician 1
Druid 2
Hunter 1

Boons
Hard-to-Kill
Strength Feat

Flaws
Unsettling

Protection
1d3 (scaly skin) or 1d6 (shell), depending on where the attack strikes the Kappa

Attacks
Fists, 1d2+3

BoL Bestiary: Stone Goblins

Goblin by Trampier

This is the definitive image of a goblin to me. It’s too bad that outside of this depiction, by Trampier in the AD&D Monster Manual, goblins really never looked like this in any other art.

I really like the fact that this guy looks more like a classical gargoyle in the face than he does some green, pointy-nosed thing. Heck, I can almost imagine him carved out of stone rather than being flesh.

So, in the spirit of running with inspiration wherever it crops up, here’s a quick Barbarians of Lemuria monster writeup based on this crazy idea…

Stone Goblins

Stone Goblins are small (3’ to 4’ tall) ugly humanoids made of living stone. They are frequently found infesting quarries and mines, where it is rumored that the earth itself spawns them in order to drive away those who do not say the appropriate blessings or pay proper respect as they hew into the rock in the name their own profit.

Attributes
Strength 2
Agility 1
Mind 0

Combat Abilities
Attack with stone mace +2; damage 1d6
Defense: 1
Protection: d6 (stony skin + shields)
Lifeblood: 8

The Demons Of Adad Untash: Iszirisur

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

“Why does it smell like cinnamon out here?” Dusz asked no one in particular. “I hate cinnamon.”

The Champion of Dnaniri stood on a tower high above the city of Muuru, looking out on its lights with a wonder that spoke more to his boyhood on his family’s farm than it did to his role as defender of Umaab. It wasn’t so very long ago, really, that he was just a boy on his grandfather’s knee, listening intently as the old man spoke of battles and treasures and things that once seemed impossible. Now, though, they were all too familiar. He was tired, and he wanted nothing more than to hang his axe – the same one his grandfather used – over the mantle and tell his own children tales to amaze them.

Dusz started briefly as a hand caressed his shoulder. He relaxed just as quickly, for it was a cool and smooth hand of his mate, the enchantress Giszeah. Her touch, despite its familiarity, still filled him with awe and wonder as much as it did the fist time they had embraced.

“Sweet Dusz,” Giszeah spoke softly. “Why do you linger out here in the darkness? Our room is warm and the bed is lonely without you…”

“I am sorry, my love. Something tugs at my mind, yet I know not what. I only know that there is no reason for it to smell like cinnamon out here.”

Suddenly, a strange trumpeting shriek pierced the night and a malign whiteness streaked across the sky, headed directly for the two lovers on their balcony high above the city. Riding upon the back of the strange bat-like beast was a foe long thought lost – Shaalath Akis!

“I have traveled many worlds to find this moment,” the mad sorceress cried out above the howling of the wind and the beating of her bizarre mount’s giant wings. “The two of you cost me much. And now you shall repay me with your very souls!”

The notes of insanity in her laughter would have unsettled even the bravest of warriors, but Dusz and Giszeah had fought this fight before. He would deal with the creature Shaalath Akis had summoned from some hell or another while Giszeah would handle the sorceress herself. A set piece before bedtime, almost as comforting as a glass of kiga beetle tea and a game of szarrat.

And yet, there was something in the way the lights of Muuru played off the ivory tusks of the thing, some malign intelligence that gleamed in its eyes as it drew near. Something that suggested that perhaps it, rather than the deranged sorceress upon its back, was the true threat here…

Iszirisur (Higher Order Demon)
No. Enc.: 1d3 (1d3)
Alignment: Chaotic (evil)
Movement: 30’ (10’)
Fly: 150’ (50’)
Armor Class: -2
Hit Dice: 11
Attacks: 2 (tusks) or 1 (wing slash)
Damage: 2d8/2d8 or 3d10
Save: F11
Morale:11
Hoard Class: XXI
XP: 6,000

Smelling strangely of cinnamon, Iszirisur resemble giant bone-white bats with the head, trunk and tusks of elephants. They peer out at the world from dull amber eyes that slowly weep streams of pus and blood that stain their chalky faces in bizarre ways.

Normally Iszirisur attack with their stout ivory tusks – and will, like normal elephants, charge to increase their damage if circumstances allow. They may also choose to slash at a victim with their bony wings as they fly by, thus avoiding melee engagement with any target whose initiative score is more than two points lower than their own. Finally, an individual Iszirisur may buffet a group of opponents by beating its wings violently. Victims of this attack must save vs. Breath Attacks or have their spirits blowing into the Astral Plane (treat as being a recipient of the Astral Projection spell). Each turn that a character is in the Astral Plane he may make a new saving thrown to fight his way back to his body. Dangers abound in the Astral Plane, of course, so characters will have their hands full even as they struggle to return to the physical world.

In addition to these attacks, Iszirisur have the following spell-like abilities, useable at will: Blink, Charm (Animal or Person), Cloudkill, Darkness 10’ Radius, Fear, Gaseous Form, Maze, Polymorph Self, Sleep, Speak with Dead, Telekinesis (600 lbs.), and Time Stop (1/day). Further, these dread creatures are very hard to kill, regenerating 3 hp per round so long as they are not in contact with the ground.

Additionally, they possess all of the abilities of a typical Higher Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)
  • Teleport without error

Iszirisur can only be damaged by +2 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Iszirisur may Gate (40% probability of success) 1d6 Agara Muun (25%) or 2d4 Uszu Anang Kal (75%).

Iszirisur freely roam the Astral Plane in search of unwary victims and are only encountered in the physical world when summoned by foul rituals or sent forth by their demonic masters.

The Tablets of Adad Untash tell the faithful that Iszirisur are the souls of officers who ordered their soldiers to violate the laws of Kurraszu and murder women, children or elders.

BotA Character: Vandraj Takesh

Wherein your humble scribe presents a Barbarians of the Aftermath character he put together as an NPC for use in his own Narakam setting. More will follow at highly irregular intervals.

Vandraj Takesh is a young Varna noble who makes his home in the city of Bai. Like his father before him, Vandraj serves as a physician to the wealthiest families in the city, but this is only a means to an end. Vandraj seeks to understand as much as he can about the world outside of the safety of civilization – both about the people who live in the Wilds as well as about the history of the time before.

Young, brave, and foolhardy, Vandraj has ventured into the Wilds on more than one occasion in an effort to find material to study. On one of these trips he glimpsed the beautiful Pariah warrior Na’ilah Baras as she single-handedly fought off more than a dozen Varna soldiers sent by his uncle, Karjesh Jit, to bring back subjects for vivisection. Ever since that day – when no one noticed the stray light pistol shot that felled the soldier who almost got his net about the savage woman – Vandraj has been scheming on how to make the untamed and enthralling creature his own.

Genotype
Varna (Standard Human)

Essences
Lifeblood 10
Hero Points 5

Attributes
Strength 0
Agility 1
Mind 3
Appeal 0

Combat
Brawl -1
Melee 0
Ranged 2
Defense 3

Careers
Noble 1
Medic 1
Scholar 2
Chemist 0

Boons
Determined
Passionate (about Na’ilah Baras)

Flaws
Debilitation: Arrogant

Languages
Varna, Deva, Buddha, Hanumani, Pariah, Naga

Equipment
Light Pistol, d6
Very Light Armor, d3-1

BotA Character: Na’ilah Baras

Wherein your humble scribe presents a Barbarians of the Aftermath character he put together as an NPC for use in his own Narakam setting. More will follow at highly irregular intervals.

Born in the Wilds of Narakam, Na’ilah Baras is a pure-blooded barbarian badass who would just as happily slit your throat as seduce you, depending upon her mood and needs at the time you happened across her. She is as untamed as the wind and woe be unto the man or mutant who tries to claim her as his or its own.

To the people of her village, though, Na’ilah is nothing less than a savior. Single-handedly, or leading the few brave enough to join her, she has defended her people from numerous attacks by other tribes of pariah as well as raids by unscrupulous Varna scientists searching for research subjects.

One particular Varna, the young noble Vandraj Takesh, has developed a particular interest in Na’ilah and is willing to pay handsomely for her capture. The trouble is, no one foolish enough to undertake the endeavor is still alive…

Barbarian Woman

Consider this friendly lady from p. 52 of the BotA rulebook a good representation of Na'ilah.

Genotype
Pariah (Wastelander Human)

Essences
Lifeblood 14
Hero Points 5

Attributes
Strength 2
Agility 2
Mind 0
Appeal 1

Combat
Brawl 0
Melee 2
Ranged 1
Defense 1

Careers
Barbarian 2
Assassin 1
Courtesan 1
Beast Master 0

Boons
The Strong Survive
Hard-To-Kill

Flaws
Savage

Languages
Pariah

Equipment
Sword, d6+2
Dagger, d3+2
Bow, d6+1
Very Light Armor (Chainmail Bikini), d3-1

BRP Bestiary: Tsu’ojian Pterodactyl

These giant predators are powerful fliers, and are often far more intelligent than expected. They terrorize the lands surrounding the lava fields of Tsu’oj. Only the Sky Knights of Roheisia are able to keep these beasts at bay.

Tsu’ojian Pterodactyls attack with their powerful jaws and, less frequently, by raking with their claws as they swoop down upon their prey.

Giant Pterodactyl, Primitive Predator

STR 4d6+12 (26)
CON 4d6+6 (20)
SIZ 6d6+12 (33)
INT 1d6+3 (6-7)
POW 2d6 (7)
DEX 3d6+3 (13-14)
MOV run-2, fly-12

Average HP: 27
Average Damage Bonus: +3d6

Armor: 1d8, Leathery Hide

Attacks: Bite 60%, damage 2d6 +db
Claws 30%, 1d8 + db

Skills: Dodge 65% (in air), 20% (on ground), Fly 100%, Grapple 50%, Listen 55%, Sense 45%, Spot 70%, Track 40%

The Demons Of Adad Untash: Dgaan

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

Lugul the Elder despised sitting in the opulence of King Asirsz’s palace. The excess and waste of the nobility were too much to bear for a man whose sole purpose in the eyes of Marduk was to provide surcease to the common people of Umaab. Just watching fat Prince Husze gorging himself on a plate of boar-and-oat that would feed a normal family for a week made Lugul’s blood boil. That his companion, Dusz, sought to out eat the prince only made it worse.

“Calm thyself, priest. Your consternation plays across your face like the sun upon black glass,” the enchantress Giszeah whispered beside him. “Dusz only does what he must to secure the king’s attention. Now that he is Champion of Dnaniri he must needs behave a certain way. At least at times.”

“I understand, my friend, but I do not have to like what I see. And believe me when I say that this behavior is not viewed well by the gods.”

“Damn the gods, then,” Dusz bellowed, bits of boar-and-oat spraying from his mouth as he spoke. “Do not think I cannot hear you two, whispering your whispers. Men must eat!”

Prince Husze laughed uproariously at this, his own repast spilling out onto his plate, which was quickly taken away by servants and replaced with a new one, causing Lugul no end of irritation.

“When my father sought to fill the Champion’s place after Ullabas was killed, you know it was I who suggested you, friend Dusz. Your name and deeds spoke for themselves, despite your dubious ac-c-cquaint-an-”

Prince Husze’s voice caught in his throat as he began to choke, a bone caught in his windpipe. Three servants rushed forward to assist the prince, his face rapidly changing from its soft pink tones to a red that bordered on purple.

Even as the men strove to save the prince from his own gluttony, he struck at them and shoved them away, attempting to defend his plate from them as though they were out to steal his food. Lashing out so violently, he drove the men back, while at the same time sealing his fate. In short order, the gluttonous prince lay dead, splayed across the table, face down in the food he cared for more than he did his own people.

Moments later, in the Halls of Dust and Darkness, a new beast was born to one of the Demon Empresses’ handmaidens. Its birth cries sounded oddly like a man choking to death while laboring to protect something he held precious.

Dgaan (Higher Order Demon)
No. Enc.: 1d3 (1d3)
Alignment: Chaotic (evil)
Movement: 120’ (40’)
Armor Class: -1
Hit Dice: 9
Attacks: 4 (2 claws, 1 bite, 1 tail sting)
Damage: 1d12/1d12/3d8/2d4 + poison
Save: F9
Morale: 10
Hoard Class: XX
XP: 4,500

Birthed in the Halls of Dust and Darkness by the handmaidens of Shalma Shalmallah, Dgaan come forth into the world with the body of the lion, the head of the crocodile, and the terrible stinging tail of the scorpion. These demons are as cruel as they are clever and live only to sow chaos in wherever they may be sent by their mothers’ mistress.

Dgaan attack by rending with their claws and biting with their ever-dripping jaws. Further, they strike with the poison-filled barbs atop their their segmented tails. The poison from these creatures is both strong and deadly – saving thrown made against this poison suffer a -3 penalty and a failed save results in instant death, while those whose saves are successful are drained of 1d4 each of Strength and Constitution due to the wasting effects of the poison. Characters who are killed by Dgaan poison may not be resurrected or reincarnated.

In addition to these attacks, Dgaan have the following spell-like abilities, useable at will: Detect Invisible, Hypnotism, Illusion, Invisibility, Levitate, Mind Blank (1/day), Mirror Image, Polymorph Other, Polymorph Self, Read Language, Suggestion, Symbol of Insanity, Vanish, and Ventriloquism.

Additionally, they possess all of the abilities of a typical Higher Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)
  • Teleport without error

Dgaan can only be damaged by +2 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Dgaan may Gate (30% probability of success) 3d6 Lum Anang Kul (25%) or 2d4 Badag Gul (75%).

Dgaan are occasionally found wandering the plains or deserts of Umaab; more frequently, though, they are encountered traveling on a mission for Shalma Shalmallah.

The Tablets of Adad Untash tell the faithful that Dgaan are the souls of nobles who mistreat their servants and wantonly waste resources that could make their people’s lives better.

BRP Character: Python Dyel, Sky Knight

Wherein your humble scribe presents an NPC for use with Basic RolePlaying.

Python Dyel is a Sky Knight in service to King Foucaut of Roheisia. On the back of his faithful airstrich Leuruna he patrols the skies over the kingdom, defending the crown’s possessions against the buzzaird-riding Shadow Lords and the giant pterodactyls that raid from their aeries in the floating islands above the lava fields of Tsu’oj.

Dyel is known among the Sky Knights as a loyal companion with a dry sense of humor and an almost telepathic link with his airstrich. Though most of his order find him a bit aloof, they all know they can count on him when trouble strikes in the deadly skies.

STR 17 CON 14 SIZ 16 INT 11 POW 10 DEX 13 APP 11
Hit Points 15 Major Wound 8 Power Points 10

Damage Bonus: +1d6
Weapons: Lance 75%, 1d8+1 +1d6
Long Sword 55%, damage 1d8 +1d6
Light Crossbow 50%, damage 1d6+2
Armor: Half Plate & Heavy Helmet, 1d8+2
Skills: Brawl 45%, Climb 55%, Command 25%, Dodge 45%, First Aid 25%, Navigate 35%, Ride: Airstrich 75%