PDA

View Full Version : Conan Roleplaying game information/discussion.



Pox
20th May 2009, 13:22
ok had this book sitting on my shelf for over 2 years now, on and off sporadic attempts to use it - but lack of people willing to play kinda hindered the efforts.

after the success of several other roleplaying games on the forum, willing to give it a go (and perhaps give other gamesmasters a chance to play in a game rather then run it) several mechanics and ideas borrowed from playing in Baragash's fantasy roleplaying game - and will add to this topic as i get more time (note some options might be removed to help gameplay) This topic is not finished yet, but will be amended over the next couple of days, but race and class is done - so that is a start.

Background:
Conan the Hyborian age is set in a time of high fantasy - wizards, monsters, deamons and all sorts of exotica but does not contain any other races apart from human (or at least not in any real cultural setting, a few dying remnants might still be around) magic is pretty much always deamonic in essence, and in most ways Conan is more "realistic" then most other fantasy settings. (no ressurections for example, and the supernatural is scarce and therfore scary!) As such it is a world where the sword rules and the theif can prosper but the authorities are just as grim and forbodeing with their punishments. As such the party does not need to be "balanced" per se, you do not NEED a wizard, rogue, warrior, priest etc in your party like AD&D 5 soliders will likely succeed just as well as any "balanced" group.

Gameplay

Players: 4-10

Generally 48 hours for players to submit actions, non-group actions will be resolved immediately. In "free-play" (ie where players have the freedom to search a room etc) 50% or more players electing to leave is sufficient to move the group on, or me kicking the group out to move things along.

The GM (me!) is in charge of the passage of time.

Henchman or minor role-playing/NPC encounters to be fully resolved by me in one go, as per 1v1 Arenas/Factions

"Boss" and significant role-playing/NPC encounters to be resolved in sensible components, typically me resolving a couple of steps before presenting the current snap-shot for further decision making.

Maps and other documents scanned in as appropriate.

Note on roleplay: You only have the right to play you're own character, so please don't speak or take actions for other people in your text. If you feel a piece of text would be better if you did do so, write it and PM it to the other person for approval as a courtesy.

Reserve list (assuming enough people are interested) for people to replace those that die/players who wish to drop out. Players allowed to temporarily give control of their character to another player if away for a few days.

Game Text

These notes apply to PMs and Threads, and show how I will present text representing different types of gameplay text.

Documents: Will be presented like this.

Pre-written Fluff: Will be presented like this.

Ad-libbed Fluff: Will be presented like this.

General GM instructions: Will be presented like this.

RACES

though Conan does not provide any non-human races to play, their are lots of divergent cultures and traditions that shape humans in the way they grow up and think about the world. (i have removed most of the divergent race options, as i believe their is more then enough options below but might add them in at a later stage) Each race starts with the language of their country of origin and are considered well travelled enough to grasp the main language of the place of adventure (so at least they can all talk to each other)

Favoured and Prohibited classe's - if you pick a favoured class for your race you get a bonus ability picked in joint by me and you (i present you with a choice of three appropriate abilities for you to pick from) And note if you pick certain races then you are prohibited from some classes completly and can not pick them. Other classes can be taken apart from favoured but you do not gain a free ability.

MAP of HYBORIA can be found here (http://www.frpnet.net/yazilar/WindWhisperer/hyboria_880.jpg)

Cimmerian

Culture - survivalist and grim barbaric hill folk.
Racial Features:
+2STR -2 INT
+1 bonus to Will saving throws
+2 bonus to climb, -2 penalty to diplomacy and bluff skills.
+2 circumstance bonus to hide, listen, move silently and survival when in temperate or cold hills and mountains.
Background Skills:
Climb, Move Silently and Survival
Favoured Class: Barbarian
Prohibited Class:Noble, Nomad, Pirate, Scholar

Himelian Tribesman

Culture resembles Afganistan and northern India.
Racial Features:
+2 circumstance bonus to Hide, listen, move silently, survival and spot checks made in any hills and mountains.
+1 bonus to hide and move silently skills
-2 penalty to will save against hypnotism
+2 to starting hit points
Background Skills:
Climb, hide and move silently
Favoured Class: Barbarian
Prohibited Class: Noble, Pirate

Hyborian

Culture - resembles medieval europe
Racial Features:
+1 Fate Points
Greatswords count as martial weapons instead of exotic weapons
any two skills chosen by player get +2 bonus and count as class skills regardless of actual character class
Background Skills:
Any four skills as chosen by player
Favoured Class: All classes
Prohibited Class: None

Argossean

Culture cosmoplitan seaports and wary inland farming villages
Racial Features:
+2 bonus to Gather information, Balance, Use Rope and Profession (sailor) skills.
+1 Fate Points
Greatswords count as martial weapons instead of exotic weapons
Background Skills:
Gather information, Balance, Use Rope and Profession (sailor)
Favoured Class: Pirate
Prohibited Class: Nomad

Bossonian

Culture - live mainly by agriculture in large walled villages.
Racial Features:
+1 to all attack rolls with the Bossonian Longbow
+2 Bonus to defence when fighting defensively or using total defence
Exotic weapon proficency: Bossonian Longbow
Background Skills:
Craft (boyer) and any two skills chosen by player
Favoured Class: Soldier
Prohibited Class: Barbarian, Nomad, Noble, Pirate

Gunderman

Culture - Similar to that of the Bossonians above.
Racial Features: -
+1 to attack and damge rolls with the pike
Martial weapon proficiency: Pike and Greatsword
+1 bonus to Will saving throws
Background Skills:
Craft (weaponsmith) and any other two chosen by player
Favoured Class: Soldier
Prohibited Class: Nomad, Pirate

Hyperborean

Culture serf like existence in stone walled villages where they eke out a minimilistic way of life.
Racial Features:
+2 Constiturion -2 Charisma
-1 penalty to all Diplomacy, Gather information and verbal checks.
+2 bonus to intimidate
Background Skills:
Craft (stone) Intimidate - one other as picked by player
Favoured Class: Soldier
Prohibited Class: Noble, Pirate

Hyrkanian or Turanian

Culture nomadic horsemen akin to the Huns and Mongols
Racial Features:
+1 bonus to attack rolls with all bows with a further +1 to hit at long range and +2 at extreme range
Can be given "Far Shot" feat even if doesn't meat the pre-requisites.
-2 penalty against hypnotism
Treat Hyrkanian tulwars and Hykanian bows as martial weapons rather then exotic.
+2 circumstance bonus to diplomacy, gather information and intimidate checks made anywhere eat of Zamora, west of Khitai and north of Vendhya so long as a visable (even if in scabbard) martial weapon is present.
Background Skills:
Craft (bowyer), Ride, Survival
Favoured Class: Nomad
Prohibited Class: None

Khitan

Culture - resembles ancient china
Racial Features:
+1 bonus to all knowledge checks
+2 bonus to all Move silently checks
One free feat from this list "Dodge, Improved unarmed strike, weapon focus (staff), Summoner, Ritual Sacrifice or Hexer)
-2 save against hypnotism
Background Skills:
Knowledge (arcana) Knowledge (any) Move Silently
Favoured Class: Scholar
Prohibited Class: Barbarian, Nomad

Kushite

Culture resembles North African states of Mali, Ethiopia etc
Racial Features:
+1 damage with spears when used as melee weapons
proficient with all simple weapons for free
Illiterate - cannot read or write.
+2 circumstance bonus to hide, listen, move silently, survival and spot checks in hot enviroments. (deserts, jungle, hot plains)
Background Skills:
Hide, Move Silently, Survival
Favoured Class: Barbarian
Prohibited Class: Noble

Nordheimer

Culture Nordic culture - farmers and hunters
Racial Features:
+2 constitution, -2 dexterity
+1 to all damage rolls with any sword
Martial Weapon proficiency: Broadsword
Treat war swords as martial weapons instead of exotic ones.
+1 circumstance bonus to hide, listen, move silently, survival and spot checks made in cold climates.
Background Skills:
Craft (any) Profession (farmer or Sailor) Survival
Favoured Class: Barbarian
Prohibited Class: Nomad, Noble

Pict

Culture African shamanic culture of stone age technology.
Racial Features:
+2 Dexterity, -2 Intelligence
+1 bonus to all tumble and jump skill checks.
Illiterate - cannot read or write.
+2 circumstance bonus to hide, listen, move silently, survival and spot made in temperate or warm forest/jungle.
Background Skills:
Jump, Hide and Tumble
Favoured Class: Barbarian
Prohibited Class: Noble, Nomad, Pirate

Shemite

Culture Desert dwelling nomads
Racial Features:
+2 bonus to Appraise, Spot and Bluff checks
+1 bonus to attack rolls with any bow with a further bonus +1 to hit if enemy is at close range.
+1 damage when performing a coup de grace
Shemite long bows count as martial weapons not exotic ones
-1 penalty to all saving throws
+2 circumstance bonus to hide, listen, move silently, survival and spot checks made in any desert enviroment.
Background Skills:
Spot, Ride and Survival
Favoured Class: Nomad
Prohibited Class: Borderer, Pirate

Souther Islander

Culture resembles southern African tribal culture - primarily Zulu or Bantu
Racial Features:
+2 Strength, -2 Charisma
+1 bonus to attack rolls with any kind of spear or javelin
Simple Weapon proficiency: Hunting spear, club
+2 bonus to Perform (dance)
+1 bonus to Dodge defence when unarmoured
-2 penalty to Will savings against Terror
Illiterate - cannot read or write.
Background Skills: Perform (dance) Profession (Sailor) Survival
Favoured Class: Barbarian or Pirate
Prohibited Class: Noble, Nomad

Stygian

Culture theocracy culture similar to ancient egypt
Racial Features:
+2 bonus to Knowledge (arcane) Perform (ritual) Craft (alchemy)
+1 bonus to attack with the Stygian bow
Exotic weapon proficiency: Stygian bow
-2 penalty against Will checks to save against Corruption
Background Skills:
Handle Animals, Knowledge (arcane) Perform (ritual)
Favoured Class: Scholar or Noble
Prohibited Class: none

Vendhyan

Culture - resembles ancient India
Racial Features:
+2 bonus to Diplomacy, Sense motive and Knowledge (nobility)
+1 bonus to Bluff, Gather information and Knowledge (history)
Martial Weapon Proficiency: Light Lance (+1 bonus if mounted charge)
+1 bonus to Will saving throws
Treat Tulwars as martial weapons instead of exotic ones.
Background Skills:
Diplomacy, Sense motive and Knowledge (nobility)
Favoured Class: Soldier or Noble
Prohibited Class: Barbarian or Nomad

Zamorian

Culture City life - decadent and rife with vice and crime
Racial Features:
+2 Dexterity, -2 Strength
+2 bonus to Open Lock, Disable Device and Sleight of Hand checks
+1 bonus to all Craft checks
+2 bonus to Gather information checks that relate to theft, assassination, and locations of magical objects.
+1 circumstance bonus to climb, hide, move silently and spot checks in an urban environment/underground.
Background Skills: Open Lock, Disable Device and Sleight of Hand
Favoured Class: Theif
Prohibited Class: Barbarian, Pirate

Zingarian

Culture - resembles Spain in the late medieval period
Racial Features:
+2 Charisma, -2 Constitution
+1 bonus to Sense motive, Profession (Sailor), Balance and Use Rope but -1 to Diplomacy
+1 bonus to attack rolls made with the broadsword or arming sword
Martial weapon proficiency: Arming Sword
Sneak Attack: +1D6 damage to unsuspecting foe
Background Skills: Profession (Sailor) Balance, Use Rope
Favoured Class: Soldier or Pirate
Prohibited Class: Barbarian or Nomad

Charector Classes

Barbarian
Description A fast and highly versatile fighter, with excellent reflexes and wilderness survivability. Can hit hard and fast but lacks the training of a more civilised soldier.
Hit Die D10
Skill Points 4+ Int modifier
Class Skills: Bluff, Climb, Craft (herbalism), Craft (any mundane), Handle Animal, Hide, Initimidate, Jump, Listen, Move Silently, Perform, Profession, Ride, Spot, Survival and Swim
weapon proficiencies All Simple, Martial and two-weapon combat.
armour proficiencies light and medium armour and shields.
Class Features at level 1
Fearless - +2 bonus to Will.
Track - you can find and follow tracks succesfully with a good Survival check.
Versatile - only suffers a -2 penalty to using an improvised weapon, or weapon
not proficient in, including exotic weapons.

Borderer
Description Those that live on the outskirts of civilisation pushing the boundries into savage wilderness. Constantly living a life of danger from raids and animals these peoples become expert fighters, trackers and woodsmen.
Hit Die D10
Skill Points 4+ int modifier
Class Skills: Climb, Craft (herbalism), Craft (any mundane), Gather information, Handle Animal, Hide, Jump, Knowledge (geography), Knowledge (local), Listen, Move Silently, Profession, Ride, Search, Spot, Swim, Survival and Use Rope.
weapon proficiencies All Simple and Martial weapons and two-weapon combat.
armour proficiencies Light armour and shields
Class Features at level 1
Track - you can find and follow tracks succesfully with a good Survival check.
Favoured Terrain - pick one from this list: (plains, swamp, hills, forest or mountains) gain +1 to all hide, listen, move silently, spot and survival in your favoured terrain and +1 dodge defence as long as wearing no heavier then light armour.

Noble
Description Born leaders that favour brain over brawn, courteous, civilised, and flamboyant yet often trained to a high degree in the arts of war.
Hit Die D8
Skill Points 4+ int modifier
Class Skills: Appraise, Bluff, Diplomacy, Gather Information, Handle Animal, Hide, Intimidate, Knowledge (history), Knowledge (local), Knowledge (nobility), Knowledge (religion), Perform, Ride, Sense Motive, Spot and Survival.
weapon proficiencies All Simple and Martial weapons.
armour proficiencies light, medium, heavy armour and shields.
Class Features at level 1
Title - you bear a noble title (examples include, Knight, Baronet, Lord - or other unlanded noble)
Rank hath it's Privilages - you gain all the benefits and privilages of a Noble when in your native land - but also a responsability to behave in a manner befitting of their station and support the king/queen/khan etc - failure to uphold status could mean social outcast at best or execution for treason at worst.
Wealth - you be rich! in addition to starting gear (picked by me) you get 200 silver pieces + 200 extra silver pieces per positive charisma modifier you possess.


Nomad
Description Nomads live in some of the harshest climates, specialising in hit and run tactics and are some of the best animal trainers in the Hyborian age.
Hit Die D10
Skill Points 4+ Int modifier
Class Skills: Bluff, Climb, Craft (herbalism), Craft (any mundane), Gather Information, Handle Animal, Heal, Hide, Knowledge (local), Listen, Move Silently, Ride, Search, Spot and Survival.
weapon proficiencies All Simple and Martial weapons and two-handed weapon fighting
armour proficiencies Light, Medium armour and shields
Class Features at level 1
Track - you can find and follow tracks succesfully with a good Survival check.
Favoured Terrain - pick one from this list: (plains or desert) gain +1 to all hide, listen, move silently, spot and survival in your favoured terrain and +1 dodge defence as long as wearing nothing greater then light armour.
Born to the Saddle - a successful Handle animal or Ride check means the charector can discern the exact number of hit points of any camel, horse or pony within 5 feet of him.


Pirate
Description Freebooters, Buccaneers and pirates - One of the fastest and most agile combatants in the game, excellent mobility, defensive dodges and frenzied attacks - and it gets even more dangerous on board ship!
Hit Die D8
Skill Points 4+ Int modifier
Class Skills: Appraise, Balance, Bluff, Climb, Craft (any mundane), Disguise, Escape Artist, Gather Information, Intimidate, Jump, Knowledge (geography), Move Silently, Perform, Profession, Search, Spot, Survival, Swim, Tumble and Use Rope.
weapon proficiencies All Simple, Martial weapons and two-handed combat.
armour proficiencies light armour only.
Class Features at level 1
Seamanship - gain +1 bonus to all Climb, Profession (sailor), Use Rope, Balance and Defence as long as aboard a ship or boat at sea.
Ferocious Attack - On the first round of any combat he can gain a +2 bonus to his initiative check, all melee attack and damage rolls for the round but has -2 penalty to Defence.


Scholar
Description One of the most diverse classes, warrior-monks from Khitai, dark sorcerors from Stygia, Shamans from the southern islands, Alchemists and hypnotists. Only class to use Magic
Hit Die D6
Skill Points 8+ Int modifier
Class Skills: Appraise, Bluff, Concentration, Craft (alchemy), Craft (herbalism) Craft (any Mundane), Decifer Scrift, Forgery, Gather Information, Heal, Intimidate, Knowledge (any), Listen, Move Silently, Perform, Profession, Search, Sense Motive.
weapon proficiencies Simple weapons only
armour proficiencies None
Class Features at level 1
Background: must pick a background into how you gained your power:
Acolyte - member of a coven and bound to the whim of your masters - learning new powers restricted to what your masters know.
Independant - more haphazard learning but most flexible - you come by the knowledge through your own devices.
Demonic Pact - gain +1 corruption point, must choose Summoning style, and demonic pact spell at level 1 - also gain the language "deamonic" may learn new powers by either own effort (as in Independant) or consulting his demonic benefactor and gain another +1 corruption poing in the process.
lay priest - attached to a temple, priests do not usually access sorcery but more counter-sorcery and powers assosciated with their respective gods.

Sorcery style - you may pick one style from this list:
Counterspells - protection from sorcery
Curses - spells to weaken your enemies
Divination - spells to gain knowledge
Hypnotism - spells to control and dominate
Nature Magic - animal summonings
Necromancy - dark magic summoning undead, or shooting black bolts
Oriental Magic - stat increasing magic - as used by warrior-monks to deadly effect
Prestidigitation - telekinesis mainly
Summonings (if you take a demonic pact background you must take Summonings) - demon based magic to gain knowledge, training or to summon a deamon to fulfil a task - a slippery slope of corruption and damnation.
(if you become uber, uber hard and play many campaigns and have a heart of blackness then the style: Immortality becomes available)

Knowledge is Power - may take a knowledge check + bonus equal to his level and intelligence modifier to see whether knows any relelvant information about places, people, items etc.


Soldier
Description Trained, deadly and gain more combat abilities then any other class.
Hit Die D10
Skill Points 2+ intelligence modifier
Class Skills: Climb, Craft, Intimidate, Jump, Knowledge (geography), Knowledge (local), Perform, Profession, Ride and Search
weapon proficiencies All Simple and Martial weapons and two-handed combat.
armour proficiencies light, medium, heavy armour and shields.
Class Features at level 1
Bonus Feat - gain a bonus ability (picked by me in discussion with you)


Thief
Description greatest strength is the breadth and depth of his skills, though a well-planned sneak attack is worth it's weight in gold.
Hit Die D8
Skill Points 8 + intelligence modifier
Class Skills: Appraise, Balance, Bluff, Climb, Craft (herbalism), Craft (any mundane) Decifer Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (local), Knoledge (nobility), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Tumble and Use Rope.
weapon proficiencies All Simple weapons, all light weapons and one handed Martial weapons.
armour proficiencies light armour only.
Class Features at level 1
Trap Disarming - Thieves (any only thieves) can use the Search skill to locate traps with a difficulty rating higher then 20.
Sneak attack - anytime a thief's target is unable to dodge, parry or when he flanks a target he does an extra +1D6 damage. (ranged weapons must be withing 30 feet)
Sneak attack style - pick any weapon you are proficient in (can be unarmed or ranged) whenever you sneak attack with it you gain +1 bonus to your attack roll.


MAGIC
- it should be noted that magic is vastly different in Conan to most other RPG's if you want magic missile and fireball forget it. many of the great spells take hours or even days to complete, and the use of sorcery will often corrupt the user (bringing madness and damnation)

Power Points

Effectively the currency of magic greater spells require more and lesser spells less - all magic needs it. The only way to re-gain lost Power Points is by resting (1 PP per every 2 hours of rest) or by sacrificing helpless creatures/people (1PP per 8 hit points the creature had) or you can place your hands on a helpless creature/person and simply drain magical power straight out of them (gets you 1D4 power points) and deals them 2D6 damage to their Wisdom - and cannot be drained again. Some drugs/herbs can also grant power points but may become addictive.

All Magic users have a Base Power Points amout - (4+Wisdom modifier) - so Tone has 6 - this number can be increased to up to double the amount by gaining power through the above methods (except sleep) or can even go below as low as negative Base Power Points power (so -6 for Tone) if he was to cast some expecially powerful piece of magic. If your PP is higher then normal it will reduce down at -1PP per hour, and if it is in the negative numbers it will only recover at 1PP per full day of rest (or via the other methods above)

Rule of Defence
all sorcerors gain Defensive Blast:
All Creatures in 10 feet of the sorceror are dealth 1D6 damage per power point expended. Successful fortitutde save will reduce it to half damage - the sorceror themself is unafected (but companions can be hit in the blast)

Rule of Success
Sorcery thrives on success - any round of combat the wizard kills anyone (even in close combat) he gains a moral and magic attack bonus (the greater the amount killed, the bigger the bonus) which will make his attacks even more lethal in the next round of combat and any spell he cast in that turn he may re-cast at half the PP cost if he does it immediatly - creating an unstoppable chain reaction of magical death! If he is injured himself then this has no effect

Runaway Magic
Some spells are so potent and powerful that if disturbed can have catastrophic results - these spells are marked out and can be anything from "Minor Burnout" - the loss of 1D4 power points to "Fate Worse then Death" - sorceror is killed, 1D6 miles in radius from them is hit by earthquakes, storms, floods etc dealing 20D6 damage to everything in range AND a rift is opened to the outer dark and his soul is dragged off and eternally damned - whilst his body may become possessed by another demon. - So yeah sometimes it is best to think twice before stopping a coven of powerful wizards!

Spells



Calm of The Adept (basic Oriental Magic)
PP Cost - 3 points.
Components - V.S
Casting Time - 3 hours
Range - Personal
Target - Self
Duration - one hour/scholar level

By spending much of each morning in meditation you are to able to significantly enhance your mind, body and spirit for the day ahead - you gain +2 enhancement bonus to Dexterity, Wisdom and Charisma for the duration of the spell - furthermore you are completly immune to all spells and spell-like effects of the Hypnotism sorcery style for the duration of the spell.

pretty straight forward example above- the only thing that really needs explaining is the components section:
V = Verbal (must be able to speak)
S = Somatic (Must be able to move both hands freely)
M = Material (needs a spell componant pouch or a certain material to work)
F = Focus (like Material but can be re-used like a Doll for instance)
(XP) = Experience Cost (some powerful spells entail an experience cost to you, but you cannot lose enough XP to go down a level - so if you don't have enough spare you can't cast the spell - nothing can re-gain XP lost in this fashion)

other notes on Magic in Conan
Magic items are EXTREAMLY rare - you will probably never stumble across a magical sword...ever. But what magical items that do exist are usally very potent and very valuable in the right hands. Wizards due to their magic sometimes being a tad slow (like the above example) often make excellent Alchamists and rely more on potions and powders in combat then magic.


Fighting and Healing

ok fighting is pretty straight forward in Conan and a good job too, as you can expect plenty of it!

First off everyone count's as "unactivated" in the first town of combat, as in they can't dodge or parry yet until they become "active" Every combatant rolls a D20 and adds their initiative rating and the highest goes first down to the lowest. (thus why in the third round of combat, Tarion's soldier went last but in the next round of combat rolled D20 and went first)

fighting pretty much equals - attacker rolls D20 and adds any melle/ranged/finesse bonus' as appropriate and if he beats the opponents parry/dodge score then a hit is scored and damage is worked out - If the opponent can't parry/dodge (As in still "unactivated" then you hit automatically)

their is a long, long list of fighting actions/movement options - but since i'm in charge of the combats i'm not going to concern you with the details of all of that.

Armour in Conan does not make you harder to hit, but absorbs a certain level of damage instead - down to a minimum of 1 non-lethal damage (take enough non-lethal damage and you will be knocked unconscious) Armour also inhibits your skills and movement as well as being damned expensive.

Some actions provoke "attacks of oppertunity" where your opponent get's a free chance to try and hit you over and above their normal amount of attacks - such examples include, trying to wrestle your opponent, trying to smash their weapon, trying to knock them over etc. Many feats remove this problem as you become more skilled in the execution of these specialist moves.

NOTE - unless you have a Base Attack Bonus of 1+ you can't draw a weapon and move at the same time.

health and healing

ok in Conan you can forget about health potions, ressurection spells and friendly clerics boosting everyone up to happy times. It's not going to happen - you might come across a healing potion in an ancient civilisation or wizards lair but frankly it is so rare as to not really bother you. But in return people do seem to be hardier and derive more benefit from simple doctoring then other fantasy counterparts.

once you hit points drops to 0 you become disabled - you are conscious and stable, and can still do 1 action a turn. you can move without penalty but if you try to fight or do any other action you will lose 1 hit point after completing the act and will be dying. By drinking a flagon of strong wine you can move from 0 hit points to 1 (this only works if you are on EXACTLY 0 hit points)

-1 to -9 hit points = dying. Dying is bad, a dying charector looses 1 hit point every round due to blood loss and this continues until dies or becomes stable. another charecter can try to heal you with a DC15 heal check and if succesful will stop you loosing hit points each round and you will become stable but still unconscious and will heal as normal.

-10 hit points = you are dead, end of story (Use of a fate point will result in you still being left for dead, and if you receive any healing in the next hour you will become stable.)

Natural healing - you regain (3+constitution modifier+1 per charecter level) hit points per one day of rest (min1) and if you have complete bed rest and do nothing at all that day you regain double that.

optional Medical healing:

Long term care - DC15 healing - by tending constantly to a person for a day or more you can double their recovery rate (cannot do this to yourself)

Short term care - DC15 healing - by spending ten minutes to sew up wounds, applying herbal poultices etc you can heal someone (1 per charecter level+ constitution modifier in hit points) minimun of 1. (must be done just after combat.

Treat Poison/disease - DC varies on the poison/disease - cures the patient.

Morality, Corruption and Religion

The worldview of Conan is a bleak one, There are no cosmic forces for "Good", Even the supposedly good gods, such as Mitra may be no more then the creations of the priesthood. Whereas "Evil" exists in a very real and concrete way - Dark forces are always afoot, foul sorcerors conjure up demons and weild magics that are far more powerful then any defensive prayer to a supposidly "Good" counterpart - able to slaughter entire armies. As such morality in Conan is pretty much self serving, for their is no paridise in the next life, no salvation and you might as well take what you can in the here and now. Despite this their does exist some codes of honour in certain countries which acts as a basis for civilised relations (just because people are oppertunistic does not mean the entire world is lawless)

Corruption is something worse then mere "evil" it is leading towards the road of damnation. Any time a charecter comes in contact with a demon, evil god, or an unusally powerful and corrupt sorceror, artifact or cursed treasure then they are in danger of becoming corrupted (unless they are fleeing, fighting or otherwise trying to destroy said being/object) this is a Will saving throw set by me. Corruption eventually has physical effects on the person, and also can lead to insanity and eventually damnation. As such Sorcerors are often exposed to Corruption more so then most adventurer's (Especially those that summon demons to do their bidding) but are more then willing to trade sanity for power.

High Living Rule and money
It is the nature of adventures to spend money like water when they have it - those who know they might die tommorow live for today - spending their gains on gambling, good company, expensive food, fine wines and spirits in enourmous quantity. Whenever players have a large amount of cash and no definate plans for spending it then this rule may be put in place (typically at the end of an adventure) Charectors will spend 50% of their wealth above 50 silver pieces on such persuits (this includes normal expenditure) every week. Once a month Nobles may declare they are organising or networking parties and will receive +2 bonus to any check involving politics, gather information or any other Charisma based skill to do with nobility. Scholars once a month can study unusual scrolls and gains +2 bonus to all knowledge checks that week.

The normal currency for money is the silver piece (sp) - it is scored so can be broken into half pieces or quarters as desired. So can be used to buy items less then 1sp. Large quantitites of money are paid as golden luna's (or countries equivilant) with 10sp to every 1gl.

Skills and Attributes

ok on your charecter sheet you should have a complete list of skills, and though most can be used without making skill checks (rideing a horse for example - does not need a ride test, making the horse jump over a river will do though)

most of the skills are pretty self-explanitory so i will not go through each and every one here (any skills you are unsure on, PM me and i will add it here) but instead this is how skills work.

certain actions demand a skill check and here is an example of types of skills in use and relevant difficulty checks (DC)

Notice Something large in plain site (Spot skill) - 0DC (Very Easy)
Climb a knotted Rope (Climb) - 5DC (Easy)
Hear an Approaching Guard (Listen) - 10DC (Avarage)
Rig a wagon wheel to fall off (Disable Device) - 15DC (tough)
Swim in stormy water (Swim) - 20DC (Challenging)
open an avarage lock (open lock) - 25DC (Formidable)
Leap across a 30foot chasm (Jump) - 30DC (Heroic)
Track a squad of Nomads across hard ground after 24 hours of rainfall (Survival) - 40DC
(Nearly Impossible)

To make a skill check i take your overall skill ability and roll a 1D20 to see what result you get to see whether you was successful or not. If you have plenty of time and it is suitable to keep repeating the check until succesful then i will just assume 20 on the dice. (obviously things like jumping over a chasm can not be repeated so will not benefit from this etc) If you are rushed though, or otherwise in peril then it must be rolled as normal (A theif trying to pick a lock, whilst being shot at by archers is going to be a lot less level headed then a thief trying to do it in private.)

Your attributes (Stregth, Charisma, Wisdom etc) affect many things from combat to skills and all give a certain bonus/penalty as detailed below:

Attributes/Modifier

1/-5
2-3/-4
4-5/-3
6-7/-2
8-9/-1
10-11/0
12-13/+1
14-15/+2
16-17/+3
18-19/+4
20-21/+5
22-23/+6
24-25/+7
etc...

GAMES

The Amber Heart of Khitai (http://40kforums.com/phpBB3/conan-rpg-the-amber-heart-of-khitai-t63538.html)

players and class:

1 - Baragash - Zamorian Thief
2 - Grimgrimly - Zamorian Thief
3 - Tone Tran - Khitan Scholar adept.
4 - Tarion - Gunderman Soldier
5 - Le Sherrif - Argossean pirate
6 - ajrk32 - Hykanian Nomad

Baragash
20th May 2009, 13:29
Ooooh....shiny*

*The species known as Baragash Baragashii is known to use this phrase as an expression of interest.

grimgrimly
20th May 2009, 15:53
IN.

Pox
21st May 2009, 22:55
To those of you interested - just PM me a race and class and i will work out the rest when i can and send you a charecter sheet via PM. (though as usuall if you work out some background for your person, and a name - though if you need help with appropriate names i can provide that)

if you have any questions about the race/classes listed then don't hesitate to ask.

For this adventure (The Amber Heart of Khitai) I am not allowing any Zamorian Noble Charecters and ideally would not like more then 2 scholars at most.

EDIT - put up the basic map of Shadizar.

tone.tran
22nd May 2009, 14:06
Could we get a list of people already in and what they are? This way, it could be easier to coordinate the characters (no more than 2 scholars)

I'm up for a Khitan Scholar if there is still space for them.

Pox
22nd May 2009, 20:14
Could we get a list of people already in and what they are? This way, it could be easier to coordinate the characters (no more than 2 scholars)

I'm up for a Khitan Scholar if there is still space for them.

Yup was already thinking along those lines earlier - but just getting the time to come online...will start said list.

tone.tran
22nd May 2009, 20:25
Awesome, no real rush. Just wanted to know how much space is left.

Pox
22nd May 2009, 21:00
Awesome, no real rush. Just wanted to know how much space is left.

not many takers just yet, and bara/grim haven't put forward any suggested roles yet so... *twiddles thumbs and works on Tone's cool charecter*

tone.tran
22nd May 2009, 23:55
:D awesome. I get your undivided-ish attention now for a character :D I'm pretty happy with it so far. Now to get some back ground for him. I'm guessing we aren't heroes but rather just run of the mill guys to start correct? Should base my character's background on that.

Tarion'Maseth
23rd May 2009, 00:33
Could we get a list of people already in and what they are? This way, it could be easier to coordinate the characters (no more than 2 scholars)

I'm up for a Khitan Scholar if there is still space for them.
Oh damn. Was just about to request this character type. Don't want to step on your toes though.

Will rethink :)

tone.tran
23rd May 2009, 03:03
Sorry mate. It's only natural for us to want the same character ;)

Tarion'Maseth
23rd May 2009, 03:04
Sorry mate. It's only natural for us to want the same character ;)
It is getting rather creepy. You'd think it was a phase we'd have got past by now :P

Baragash
23rd May 2009, 08:04
Zamorian Thief for me (blond, female and hot plox)

Pox
23rd May 2009, 10:31
Zamorian Thief for me (blond, female and hot plox)

so you want to be my wife? (well minus the thief element)

Baragash
23rd May 2009, 10:36
Is the Forum ready for such an unholy union?*

>.>
*Where do i sign?
<.<


so you want to be my wife? (well minus the thief element)

She stole your heart didn't she?

:P :roll: :roll: :roll: :roll:

My bad

Pox
23rd May 2009, 16:08
a thief, a scholar and a soldier - shaping up to be an interesting team.

will get to work figuring some more charector stuff out - and PM'ing people to further their charecter's. (though nearly finished Tone's)

tone.tran
23rd May 2009, 21:54
Do we have a name for me yet? And background is passable?

Pox
24th May 2009, 07:06
Do we have a name for me yet? And background is passable?

Tone's and Bara's Charector's are done - and added the section on magic.

nearly done Tarions - just need some final touches/selection of feats.

working on last sections about Skills checks, Currency, Morality and Religion.

tone.tran
25th May 2009, 13:45
I'm thinking the lack of advertisement is why only 4 players are interested. I know many don't really look to discussions and info often and more just the active games.

Pox
25th May 2009, 19:04
le sherrif is in - argossean pirate - avast thar!

Le Shirrif
25th May 2009, 19:05
Yar! I be comin' along with ye landlubbers!

tone.tran
25th May 2009, 19:19
:D A good mix which will hopefully bring an interesting game. So how far has creation of other characters gone?

Baragash
25th May 2009, 19:28
Anara* runs her fingers along the scholar's shoulder.
"All in good time sweetie, a girl never reveals all her secrets".

*Pox: I think you spelt my name wrong on the sheet....(cos I may have lifted it from somewhere else)

Pox
25th May 2009, 21:01
Tarions charector is done, Baragash's is done, and so is Tone Tran's - been working lots and making charecters is actually quite time consuming but have started le-sherrif's pirate.

grim has not back to me...(but he has not opened the message yet - so perhaps he has just not been around)

added the rule for high living and a little bit about morality.

got most of the ideas for the adventure done, with several pre-written things completed, so looking to start say middle of next week (gives me a chance to recruit a few more people)

Poxy.

Pox
27th May 2009, 16:46
ack - just took more attention to the section on relgion.

Le Sherrif and Tarion - both worship Mitra (more details about that later)

Tone Tran - worhships the Khitan Pantheon

and

Baragash - Bel (the god of thieves)

more details about these specific religions later - but the important thing is that Tone Tran, Tarion (and Le - sherrif but i have already done it) get +2 to their Will saving throws (in the misc box) as their Faith strengthens them agains terror and mind control. Baragash does gain any benefit i'm afraid.

Tarion
27th May 2009, 17:56
Anything to help me against mind control has to be good. Something tells me that I'm not going to be the strongest thinker in the group.

Big Sword > Big Brain, as far as my character is concerned.

tone.tran
27th May 2009, 18:33
maybe big guy = thick skull and you won't have to worry :P

Pox
28th May 2009, 04:33
well just a note - ajrk32 has joined up as a Hykanian Nomad, and though we only have 5 people, very happy with the team so hope to start friday (assuming the last two candidates pick their feats)

Pox
28th May 2009, 15:42
ok got Grim's charector so looking good for a Friday start - (just going to write his up now) - another Zamorian Thief (but a male one this time)

so 2 thiefs, 1 scholar, 1 soldier, 1 pirate and 1 nomad - quite a mix of skilled chatecters and pure combat their.

tone.tran
28th May 2009, 16:19
Can't wait!

grimgrimly
28th May 2009, 16:38
Can't wait!

yeah this should be fun.

I thought I might go with a noble but Zamora is the land of thieves..

tone.tran
28th May 2009, 16:47
Zamorian Noble wasn't allowed anyways :P

Tarion
28th May 2009, 16:54
This is good. I have a load of people around me to solve puzzles and to deal with people. And when the fight breaks out, I just need to be pointed in the right direction and let go.

Maybe I could get some sort of blinkers for my character to stop him getting distracted by shinies on the way to the bad guys :P

Pox
28th May 2009, 17:13
This is good. I have a load of people around me to solve puzzles and to deal with people. And when the fight breaks out, I just need to be pointed in the right direction and let go.

Maybe I could get some sort of blinkers for my character to stop him getting distracted by shinies on the way to the bad guys :P

like a visored helmet? sure thing - will set you back 450 silver pieces (or 45 gold pieces) bear in mind a day's food and lodging will set you back about 2 silver pieces - best start saving.

tone.tran
28th May 2009, 17:16
Haha, just put a piece of cloth around your eyes and I'll guide you around until we need to pull it off :P

Pox
28th May 2009, 17:22
Haha, just put a piece of cloth around your eyes and I'll guide you around until we need to pull it off :P

just remember to not leave him behind anywhere :eek: (contemplates what could happen to a blindfolded man in the middle of Shadizar the wicked)

got Grims last details - now just waiting on the nomad's feats and all is good for a tommorow start.

Pox
28th May 2009, 21:15
ooops just read the section on starting thrones and seems you are all too rich:

can you please amend starting silver pieces to:

Baragash: 3 sp
Grimgrimly - Is fine as is (7)
Tone Tran - 2sp
le sherrif - is fine at 8
Tarion - down to 4sp
AJRK26 - down to 9sp

Also everyone has 3 fate points which only come into play if you "die" - run out of fate points and then die = you are truely very very dead - magical ressurection is so scarce as to be almost unatainable (and if you did come back from the dead you would probably be a zombie)

sorry about the confusion - but everyone's charecter sheet is now done, and we are ready for a friday start.

Baragash
28th May 2009, 22:14
I feel this is worthy of:

\o/

:)

ajrk32
28th May 2009, 23:44
mayby even another
\o/
nice t' meet y'all.

tone.tran
29th May 2009, 13:38
Hahah, how typical that the scholar is the poorest of the lot. I just got my first pay check as a grad student. It is depressing.

Baragash
29th May 2009, 13:44
If it makes you feel better, I'm obviously not the world's best thief!

ajrk32
29th May 2009, 13:46
I almost have one gold piece [!]
ha nomads are RICH!

Locke Carnelia
2nd June 2009, 13:11
I'd love to join this, is there any more room? :(

Pox
2nd June 2009, 13:18
I'd love to join this, is there any more room? :(

yup can fit another person in - (and the Tavern is the best place to meet new people, so easy to fit you into the story) just drop us a PM letting us know what class/race you want to be and i pretty much do the rest from their. (i find it easier to pick a class first, then just find a race that has that as "prefered class" then the other way around.)

EDIT- ok looks like another Hykanian Nomad on the way (so story might be delayed for a little bit - whilst i work on this new charecter)

tone.tran
2nd June 2009, 20:09
Welcome aboard Locke! From our last (and first) encounter, looks like another traveler be needed.

Pox
2nd June 2009, 23:10
Locke is playing as another Hykanian Nomad - so nearly done his charector and will get back to working on the story.

Locke Carnelia
3rd June 2009, 01:34
... Who's Than?

Muunokhoi, your new Hyrkanian Nomad, needs to reminisce about raiding parties in Vendhya.

ajrk32
3rd June 2009, 01:38
Hey. I'm than I'd like to grab a drink and talk about the times we spent together. You can pm me.

Pox
3rd June 2009, 01:38
... Who's Than?

Muunokhoi, your new Hyrkanian Nomad, needs to reminisce about raiding parties in Vendhya.

Sorry Than is ajrk32's charector (also a Hykanian Nomad) feel free to now act in the Tavern - welcome to the game.

tone.tran
3rd June 2009, 02:19
And the game is back on! :D

Pox
3rd June 2009, 12:22
ok added a little section about combat or more specifically healing.

Note i am not going to tell you how many hit points you are on but will have to gauge for yourself from the fight descriptions to decide if you need rest etc. (purely to maintain atmosphere and make it a less number crunching game)

grimgrimly
5th June 2009, 12:52
oh damn that didn't turn out well.

Pox
5th June 2009, 12:58
oh damn that didn't turn out well.

as one door closes, another opens...

given a days bed-rest you should be fine.

but yes - er not to plan me thinks.

grimgrimly
5th June 2009, 13:03
oh damn that didn't turn out well.

but yes - er not to plan me thinks.

but the science was so solid!

Pox
5th June 2009, 13:18
but the science was so solid!

if he was sober it probably would have worked, but A) - he didn't know you, B) - you insulted him a fair bit, C) - he was drunk, D) - he was entertaining his whores, E) - Than called him a fool (albeit a wise fool - but backhanded insults are still insults), F) - trying to rationalise with an irrational man is well er sometimes hard to achieve - oh did i say he was drunk? so over-confident of his abilities (both fighting and theiving)

insults usually lead to fights in Conan, their is no civilised understanding that you should not react violently when someone insults you (just take it, so to speak) in fact to do so is cowardly.

grimgrimly
5th June 2009, 13:20
but the science was so solid!

if he was sober it probably would have worked, but A) - he didn't know you, B) - you insulted him a fair bit, C) - he was drunk, D) - he was entertaining his whores, E) - Than called him a fool (albeit a wise fool - but backhanded insults are still insults), F) - trying to rationalise with an irrational man is well er sometimes hard to achieve - oh did i say he was drunk? so over-confident of his abilities (both fighting and theiving)

insults usually lead to fights in Conan, their is no civilised understanding that you should not react violently when someone insults you (just take it, so to speak) in fact to do so is cowardly.

eh, better luck next time. I was taking my cues from the opening scene of the tower of the elephant.

Pox
5th June 2009, 13:23
eh, better luck next time. I was taking my cues from the opening scene of the tower of the elephant.

If i remember rightl that also ended in a fight :lol:

grimgrimly
5th June 2009, 13:36
eh, better luck next time. I was taking my cues from the opening scene of the tower of the elephant.

If i remember rightl that also ended in a fight :lol:

Yeah but it took a bit more.

tone.tran
7th June 2009, 22:46
So go for the Amber Heart or not guys? It's a gamble at this point since we aren't well equipped/skilled and we don't know how hard it is to get in. Tarion seems to be out since Thursday so I guess the soldier is really just brawns for now and won't have a say in what we do.

I'm okay going for it if the rest of you think the risk is worth it. Of course, we will wait till everyone is fully healed and we should always have an escape route while we go in. Nothing worst then finding out we can't handle the situation and can't run either.

ajrk32
7th June 2009, 23:37
well, the situation may be handleled like so (i intend to go!)
a)We kill any one who knows our plans
b)one of us sets up a distraction (flares, fire, fireworks etc) See point f below
c)We scale a wall
d)steal the heart
e) the distractor who happened to find a horse and escape the guards (presumambly on foot meats us out side the city. and we all ride away together.

-or-

b) we pretend one of us is a noble
c) three or so of us (whatever seems fitting for the nobel) enter the city
d) we give the rest a rope over the wall
e) steal heart and escape over wall.

Baragash
8th June 2009, 07:51
Seems silly to play an adventure called the Amber Heart and not go after the Amber Heart no? :)

tone.tran
8th June 2009, 14:14
Go for it, it is.

Pox
8th June 2009, 15:46
so that's three votes for yes - just waiting to see what ajrk32 want's to do with the two whores since his original plan of knocking them out won't really work.

grimgrimly
8th June 2009, 23:53
I'm for it. Though my character has had a bellyfull enough of danger. Maybe we can go after the lead toenail clippings of Khitai?

Le Shirrif
9th June 2009, 08:46
When am I not dead?

Pox
9th June 2009, 08:48
When am I not dead?

sorry every one is back up to full health.

tone.tran
21st June 2009, 14:27
I'm thinking the giant man is going to be suspicious of us. May want to be pre-cautious about this. At least don't leave us in too vulnerable a spot guys.

tone.tran
24th June 2009, 20:18
Hmm, we should probably debate whether we plan to run with the Amber heart or return to this guy if we get it. Something this valuable begs to be taken, especially now that we have a good sum of money also. Just a matter of laying low afterwards and getting out of the area. I don't like our chances of getting caught and not being Verochka. I imagine if we strike pre-emptively, we have a better chance.

tone.tran
17th July 2009, 17:22
So, collectively, we need to decide what to do. I think it'll be risky no matter what we do. Either we follow along and risk the chance of getting caught as impersonators or we make a break for it with the gal and hope that 1. his master isn't as powerful as stated or 2. we can keep running faster than he can catch us.

I'm under the thought that we've committed too far and not knowing anything about this guy, he can probably be a problem. Best if we go along with it. Possibly convince him that we were only looking for work and did in fact stay true to the task if we are caught.

Baragash
17th July 2009, 19:38
I'm thinking we should at least find out where she's being taken...

I may have missed some info, but why are we after her (now we know it's a her and not a jewel, or was that me being dumb?) and if we rescue her, what happens then (or are we relying on her to tell us)?

Tarion
17th July 2009, 20:13
If this guys boss is as tough as he says, I think we're screwed. To be fair though, I suspect it'll go bad either way - I doubt we'll survive taking the girl to the master.

grimgrimly
7th August 2009, 20:04
Is this game still on?

Pox
7th August 2009, 20:41
will update - but might have to be after the weekend as i'm away.

grimgrimly
16th August 2009, 13:37
Okay guys. I've about reached the limit of dastardliness with this one. The place we are going to is a real bad scene. That kid is going to be forced into a life of S&M gimpery.

Anyone care to help me rescue her?

I thought I would be open about my plans; I don't like to go behind other players' backs.

Tarion
18th August 2009, 23:31
Yeah, I'll give a hand with that.

tone.tran
19th August 2009, 02:26
Sounds good. How about we try and go through some alley to take out the guy and make a break of it with the girl?

grimgrimly
19th August 2009, 03:09
Co conspirators! Good. I'll post my plan tomorrow.

grimgrimly
20th August 2009, 01:06
Co conspirators! Good. I'll post my plan tomorrow.

Okay, this might be a bit over the top.

I'm thinking I slip away to find some folks to pretend to jump us. I also find a chest that looks like the one the giant is carrying.

We get jumped, he gets distracted and puts the chest down, our friends run off with a chest that looks like the one he was carrying (the actual box is covered by me).

An even more elaborate ruse, would be for me and the other thief to go, have her hide in a third chest, have him find it, then have her jump out and stab his master when he opens the box.

I thought I could also just walk up behind him and backstab him, but he would probably just turn around and snap my neck.

Any other ideas?

What we basically need is a distraction.

ajrk32
21st August 2009, 15:35
lets just kill the big dude and make a dashing escape!