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BoL Mythic Houserules

COMBAT SPECIALIZATIONS
Select Specializations for Melee and Ranged; one for each level in Combat...
Melee:
Axe
Blunt/Mass Weapon (includes Shield training and use of mace and hammer)
Brawl (includes Pugilism & Wrestling)
Cut & Thrust (includes Foil, Shield training and use of off-hand weapons)
Exotic (such as nunchaku, javelin; each is separate)
Flail
Greatsword/Longsword
Improvised
Polearm/Lance/Spear (** includes use of Bayonet when affixed to Long Gun)
Short Blade (includes dagger, knife etc)
Stave
Ranged:
Bow
Crossbow (include Arbalest)
Sling (includes Staff-Sling)
** Handgun
** Long Gun (Rifle, Musket, Shotgun)
* Assault Rifle (machine gun / long gun proficiency allows untrained assault rifle at -1
rather then -2)
* Machine Gun (Sub-Machine Gun, Hvy Machine Gun)
Exotic (Bolas, Atlatl, Net, Lasso; each is separate)
Spear/Javelin
Throw (Knife, Axe, Dart, Grenade, irregular shaped object, etc)
* Modern settings only
** Blackpowder and Modern settings only
When using a weapon without the necessary Specialization the Difficulty becomes
Tough (-2 modifier to the attack/parry roll).
Same Specialization may be taken more than once - each additional selection (after the
first) grants a +1 (max +2).
CAREER SPECIALIZATIONS
Each level in a Career allows one Specialization.
Each Career Specialization grants an additional +1 modifier to relevant Task Rolls.
The same specialization may be taken more than once (but only in the same Career).

HOBBIES
One hobby is allowed per point of Mind.
Each Hobby is a specific skill (cooking, photography etc) and grants +1 modifier to
relevant checks.
Careers do not stack with Hobby bonuses; use the highest only
COMBAT
Mounted Advantage +1 defence vs unmounted opponents. For charge attacks, permit a
bonus die on damage rolls. Just limit the charging; at best it can just be done at the
scene start as an opening attack.
Damage/Initiative determined using attack roll.
D6L Use lower die for damage and higher die for next round initiative.
D6
Choose before rolling attack which die (L/H) will be damage/initiative.
D6H Use higher die for damage and lower die for next round initiative.
Weapon Length
1. Hand
2. Short
3. Medium
4. Long
5. V. Long
6. E. Long

H
S
M
L
VL
EL

< 1' reach


< 2' reach
< 4' reach
< 6' reach
< 8' reach
> 8' reach

fists, daggers, knee-strikes, grappling


hatchets, short swords, long knives
arming swords, flails
greatswords, bastard swords, spears
long spears, polearms
pikes, lances

Attacks against longer weapons are made at -1 to hit (weapons separated by two or
more steps suffer a -2 penalty to hit) until a shorter weapon makes a damaging strike. At
that point the penalty transfers to the longer weapon until it scores a hit, etc etc.
MAGIC
1. You need 1 requisite per magnitude. So a 2nd magnitude spell requires 2
requisites to work.
2. Beyond the point of required requisites, you can pile on extra requisites. Each
extra requisite allows you to drop the cost 1 AC or diminish the difficulty roll by 1.
3. 3rd magnitude spells give you an automatic flaw (on top of permanent loss of 1AP).
The sacrifice of a nubile virgin allows you to EITHER bypass the flaw or reduce the
AP or reduce the Difficulty (loss of 1AP still remains).
Possible Magic Specializations (to be compared with ZeFRS):
Alchemy

Diabolism

Elementalism

Nature

Runic

Cabala

Divination

Gnostic

Necromancy

Solomonic

Theomancy

And/But Dice for BOL


Use doubles instead of a wild die.
Double 1 and 6 works as normal as per rules in BoL.
Double 2 and 4 means something happens that gives a minor advantage, regardless if
the action succeeded or not.
Double 3 and 5 means something happens that gives a minor disadvantage, regardless
if the action succeeded or not.
When doubles appear roll a D6 and check the chart, which reads something like:
1.
2.
3.
4.
5.
6.

Somebody falls, slips, gets out of balance etc


Something falls, gets dropped etc
Something appears (a witness, a creature, an opportunity to attack with your off
hand, rain etc.)
Somebody/something gets stuck, entangled etc
Somebody gets hurt
Something breaks, gets damaged

If you, for example, roll two 4s and succeed, you hit your opponent as usual. Then say
the GM rolls 1 on the D6, it probably means your opponent is off balance and gets a
negative modifier on his next action.
If on the two 4s is a failure you missed, but with a 1 on the D6 your opponent still loses
his balance.
Two 5s and a following 1 means that you get the disadvantage, regardless if you hit
your opponent or not.
The modifiers should be kept at +/- 1 or maximum 2.
Only use this during combat as with single actions (jumping a pit, lockpicking etc) its
very easy to come up with something bad (like you rip your clothes) but hard to think of
something good thats actually an advantage.
This should work well with BoLs freeform magic system! Of course you will have to wing
it for the magical effect, as the chart would be very stupid!
Double
1
2
3
4
5
6

Result
No/And
No/But or Yes/And
No/And or Yes/But
No/But or Yes/And
No/And or Yes/But
Yes/And

NEW EXPERIENCE RULES


This is meant to make longer campaigns possible without characters being maxed out
after a dozen of games.
Attributes
advance from -1 to 0
advance from 0 to 1
advance from 1 to 2

3XP
2XP
4XP

then present level times the next


Value
XP to Advance to

-1

12

20

30

Combat Abilities
advance from -1 to 0
advance from 0 to 1
advance from 1 to 2

2XP
1XP
2XP

then present level times itself


Value
XP to Advance to

-1

16

25

Careers
advance from -1 to 0
advance from 0 to 1
advance from 1 to 2
advance from 2 to 3

2XP
1XP
2XP
3XP

then present level x previous level


Value
XP to Advance to

-1

12

20

Misc
new boon
remove a flaw
hero point

4XP
4XP
2XP

GUEST STAR

Variety can be added by the occasional introduction of a colorful npc guest star. This
can work well during Sagas with fewer players, and even better if the guest star is an
NPC who has interacted with the adventurers before in a different context (for instance,
an old enemy now so desperate for help that he must ally with the player characters).

The Guest Star Is:

1-3
1
A former ally
2
An old friend
3
A friendly rival
4
A famous expert
5
An old enemy
6
A relative

4-6
1
An old lover
2
A fan
3
An aging hero
4
A young and promising hero
5
A former mentor
6
Sent to Krongar by an old contact, or the Gods themselves.

Characteristics

A guest star wont be interesting unless they have an engaging personality. Their
personality should encourage role-playing among the rest of the adventuring group.
Here are a few example characteristics. Roll up to 3 times:

1-2
1
Witty
2
Rapacious
3
Cowardly
4
Foolishly brave
5
Constantly in over his or her head
6
A flirt

3-4
1
Extremely wise
2
Incredibly competent
3
Desperate to prove himself
4
Naively idealistic
5
Constantly practicing strange, harmless superstitions
6
Impossibly lucky

5-6
1
Comically inept
2
A bad luck charm
3
Honorable
4
A compulsive liar
5
Obsessive
6
Full of proverbs

Guest Star Goal

Generally the guest star will already be involved thickly in the Saga, and the Saga
Generator may already have suggested his or her reasons for being part of the plot (for
example, the guest star is to be Transported or Protected).

If not, then the guest star can be connected to the Task rolled during the Saga
generation. For example, if Krongar needs to destroy a certain object, only THIS guest
star, a wizard, knows how to do it. If he needs to explore a certain location, maybe THIS
guest star, the only warrior who ever escaped from the Valley of Skulls, knows the
secret way in.

Or perhaps Krongar gets involved in the Saga in the first place BECAUSE the guest star
seeks his help.

Sometimes, of course, the guest star isnt being truthful about his or her agenda.

The Guest Star:

1-2
Is Telling the Truth About What They Want

3-4
Has a Hidden Motive (1)
1-2
3
4
5
6

5-6
1-3
4
5
6

Unknowingly part of the villains plan (has hidden knowledge, owns a ring with
part of a treasure map, etc.)
A willing part of villains plan
Out to best Krongar (to show he or she is stronger, faster, or more capable during
the Saga)
Secretly in love with player character
Loyal to Krongar despite appearances
Has a Hidden Motive (2)
Plans to run with the profit/object
Is part of a third faction who wants the object/person/information
Is leader of a third faction who wants the object/person/information
Set upon vengeance no matter if Krongar and his allies go down as well

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