{ "label": "Game Aid", "mapping": { "name": "name", "description": "content", "categories": { "path": "categories", "converter": "nameCollection" }, "pages": { "path": "pages", "converter": "pages" } }, "entries": { "Aide du Jeu": "Game Aid", "8ihDiCxC47fcdKVA": { "name": "Game Aid", "pages": { "8agBoLYo99u530d1": { "name": "Credits", "text": "

This system was started by Zigmund, then taken over, completed and maintained by LeRatierBretonnien.

You can contact me on the French Foundry Discord: LeRatierBretonnien#2065

The git repository is available here: https://www.uberwald.me/gitea/public/bol

Barbarians of Lemuria is a game by Simon Washbourne (Beyond Belief Games), translated into French by Ludospherik.

The full range is available on this page: http://www.ludospherik.fr/content/14-barbarians-of-lemuria

" }, "NAcpMm6NlyhwvWRA": { "name": "Features", "text": "

The BoL system under Foundry allows you to:

" }, "hdQixhZGfAytdbSg": { "name": "Compendiums", "text": "

The system comes with a series of compendiums providing quick access to careers, boons, and equipment.

The official cards are available, with the kind permission of Ludospherik.

To use content from a compendium, simply drag and drop the item into the world. For example: open the armours compendium, select Light Armour, and drag it onto a character sheet.

" }, "UfvTY80U49k6YFwe": { "name": "Dice Rolls (Attributes/Aptitudes)", "text": "

When a player clicks an attribute or aptitude, the following window appears:

  1. Attribute the player clicked on. It can be changed with this drop-down menu.

  2. Career to apply if needed. Left-click to select, CTRL+left-click to deselect. When selected, the career rank is applied.

  3. Available boons (i.e. those that grant a bonus die). Selection mode is identical to careers. When selected, the bonus die is applied to the roll.

  4. Available flaws (i.e. those that impose a penalty die). Selection mode is identical to careers. When selected, the penalty die is applied to the roll.

  5. Effects. Effects are permanent modifiers that affect certain rolls. See the corresponding chapter.

  6. Manual addition of penalty or bonus dice.

  7. Manual modifiers, according to the GM's ruling.

  8. Reminder of the number of dice, based on the choices made in the dialog.

  9. Complete list of modifiers applied to the roll.

" }, "4CLyyt3dtpG6YNMi": { "name": "Dice Rolls (Weapon)", "text": "

To make an attack with a weapon, go to the Actions tab and click the weapon's name. Targeting an opponent is recommended in order to take advantage of the system automations.

  1. Default weapon attribute. It can be changed with this drop-down menu.

  2. Default weapon aptitude. It can be changed with this drop-down menu.

  3. Possible weapon bonus on the attack roll.

  4. Target defence, when an opponent is targeted.

  5. Career to apply if needed. Left-click to select, CTRL+left-click to deselect. When selected, the career rank is applied.

  6. Available boons (i.e. those that grant a bonus die). Selection mode is identical to careers. When selected, the bonus die is applied to the roll.

  7. Available flaws (i.e. those that impose a penalty die). Selection mode is identical to careers. When selected, the penalty die is applied to the roll.

  8. Effects. Effects are permanent modifiers that affect certain rolls. See the corresponding chapter.

  9. Manual addition of penalty or bonus dice.

  10. Information area if the weapon has the Bonus Die option enabled.

  11. Agility penalty from armour and shield.

  12. Manual modifiers, according to the GM's ruling.

  13. Reminder of the number of dice, based on the choices made in the dialog.

  14. Complete list of modifiers applied to the roll.

" }, "r003R5yIaiKxThOc": { "name": "Character Sheet", "text": "

Attributes

  1. Name + Experience area.

  2. Tab bar for moving between sections.

  3. Attributes area. Clicking a name opens the roll dialog, clicking a number allows editing.

  4. Aptitudes area, same idea as attributes.

  5. Counters area. The red value is the current one, the black value underneath is the maximum.

Actions

  1. Weapons. Clicking the name opens the attack dialog for that weapon.

  2. Damage. Clicking the damage formula rolls it.

  3. List of protections.

  4. Clicking the protection formula rolls it.

  5. List of shields.

  6. Combat options the character knows. Once activated, they appear in the weapon attack dialog.

Traits

  1. List of careers. Left-click a career for details.

  2. Career rank helper.

  3. List of origins. Left-click for details.

  4. List of boons. Left-click for details.

  5. List of flaws. Left-click for details.

  6. List of spoken languages. Left-click for details.

  7. List of known combat options. Left-click for details.

  8. List of beliefs. Left-click for details.

  9. List of active effects. Left-click for details.

Equipment

  1. Quick equipment creation controls.

  2. Purse state (optional rule, system setting).

  3. Weapons, with quantity management.

  4. Shield equip / unequip control.

  5. List of protections.

  6. Armour equip / unequip control.

Spells & Alchemy

This tab is only available if the character has the Alchemist or Sorcerer career.

  1. List of spells. Left-click the name to open the dedicated roll dialog.

  2. Reminder of circle and difficulty.

  3. The square button opens the spell details.

  4. List of known alchemical preparations.

  5. Crafting progress management.

  6. The square button opens the preparation details.

Description

The description area contains free-form fields for customising the character.

" }, "eRbEqbCW4AhU0cpm": { "name": "Effects", "text": "

Effects allow permanent modifiers to be applied as long as they are present on the character sheet.

Example: a character is poisoned, and the poison causes mental fatigue. In game terms, they suffer a -2 penalty to all Mind rolls. To represent this, create an Effect like this:

  1. Create a Trait, and in the Details tab select the subtype Effect.

  2. Select Mind.

  3. Set a -2 modifier.

Once placed on a character, the penalty is automatically applied whenever a Mind roll is requested. Remove the effect from the character sheet (Traits tab) to remove both the effect and its penalty.
A compendium of basic effects is available in the system.

" }, "QmNF6p0lJf3pJoAy": { "name": "Commands", "text": "

The system provides commands (currently just one) for a few automated tasks.

This command is only available if the BoL-rulebook module is installed.

/adventure command

  1. Type /adventure in the chat input area (or trigger it from a macro).

  2. The system generates an adventure from the core rulebook tables and posts the result in chat.

" }, "MOWru5Dbvs4iozXm": { "name": "Macros", "text": "

The system exposes macros through game.bol.macros. They provide quick access to the most common rolls from a Foundry macro.

Automatic actor selection:

Available rolls

Attributes (internal keys):

game.bol.macros.rollAttribute(\"vigor\")\ngame.bol.macros.rollAttribute(\"agility\")\ngame.bol.macros.rollAttribute(\"mind\")\ngame.bol.macros.rollAttribute(\"appeal\")

Aptitudes:

game.bol.macros.rollAptitude(\"init\")\ngame.bol.macros.rollAptitude(\"melee\")\ngame.bol.macros.rollAptitude(\"ranged\")\ngame.bol.macros.rollAptitude(\"def\")

Weapons, spells, and alchemy:

game.bol.macros.rollWeapon(\"Spear\")\ngame.bol.macros.rollWeapon(0)\n\ngame.bol.macros.rollSpell(\"Javelin\")\ngame.bol.macros.rollSpell(0)\n\ngame.bol.macros.rollAlchemy(\"Fire\")\ngame.bol.macros.rollAlchemy(0)

For weapons, spells, and alchemical preparations, name lookup is partial and case-insensitive. You may also use a numeric index.

Horoscope:

game.bol.macros.rollHoroscope(\"minor\")\ngame.bol.macros.rollHoroscope(\"major\")

Generic macro

game.bol.macros.roll(\"attribute\", \"vigor\")\ngame.bol.macros.roll(\"aptitude\", \"melee\")\ngame.bol.macros.roll(\"weapon\", \"Spear\")\ngame.bol.macros.roll(\"spell\", \"Javelin\")\ngame.bol.macros.roll(\"alchemy\", 0)\ngame.bol.macros.roll(\"horoscope\", \"minor\")

Compatibility

The legacy entry point game.bol.macros.rollMacro(type, key) is still available for existing macros.

" }, "rERizrPxSAsvsZY2": { "name": "Initiative", "text": "

In BoL, initiative is rolled once at the start of combat.

You can request it automatically through the Combat Tracker, or roll Initiative manually and tick the corresponding box in the dialog:

According to the roll result, an initiative rank from 10 to 3 is assigned as follows:

10 - PC: Legendary Success
9 - PC: Heroic Success
8 - PC: Normal Success
7 - NPC: Opponents or creatures larger than medium size
6 - NPC: Toughs or creatures of medium size or smaller
5 - PC: Normal Failure
4 - NPC: Minions
3 - PC: Critical Failure

" } } } } }