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20th May 2009 13:22 #1
Conan Roleplaying game information/discussion.
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
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
pretty straight forward example above- the only thing that really needs explaining is the components section: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.
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
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
Edmundblack: "Pox - you've made me happy. I mean, really happy. Really really happy.
"
Baragash: "You read my mind Pox, now I don't need to write a long post
"
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20th May 2009 13:29 #2Lord of the Pit
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Re: Conan Roleplaying game information/discussion.
Ooooh....shiny*
*The species known as Baragash Baragashii is known to use this phrase as an expression of interest.
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20th May 2009 15:53 #3
Re: Conan Roleplaying game information/discussion.
IN.
2009 Fantasy Arena Of Death (Middleweight) and Fantasy AOD (Empires) Champion
Dark Shadows 3: Havana--Black Dawn
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21st May 2009 22:55 #4
Re: Conan Roleplaying game information/discussion.
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.
Edmundblack: "Pox - you've made me happy. I mean, really happy. Really really happy.
"
Baragash: "You read my mind Pox, now I don't need to write a long post
"
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22nd May 2009 14:06 #5
Re: Conan Roleplaying game information/discussion.
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.
"insert something witty here"
Tarion ? Tone
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22nd May 2009 20:14 #6
Re: Conan Roleplaying game information/discussion.
Yup was already thinking along those lines earlier - but just getting the time to come online...will start said list.Originally Posted by tone.tran
Edmundblack: "Pox - you've made me happy. I mean, really happy. Really really happy.
"
Baragash: "You read my mind Pox, now I don't need to write a long post
"
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22nd May 2009 20:25 #7
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22nd May 2009 21:00 #8
Re: Conan Roleplaying game information/discussion.
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*Originally Posted by tone.tran
Edmundblack: "Pox - you've made me happy. I mean, really happy. Really really happy.
"
Baragash: "You read my mind Pox, now I don't need to write a long post
"
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22nd May 2009 23:55 #9
Re: Conan Roleplaying game information/discussion.
awesome. I get your undivided-ish attention now for a character
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.
"insert something witty here"
Tarion ? Tone
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23rd May 2009 00:33 #10
Re: Conan Roleplaying game information/discussion.
Oh damn. Was just about to request this character type. Don't want to step on your toes though.Originally Posted by tone.tran
Will rethink
http://i26.photobucket.com/albums/c1...rBen/21145.jpg <- Click me!
Lancewarrior: I didn't gag without my fist.
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23rd May 2009 03:03 #11
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23rd May 2009 03:04 #12
Re: Conan Roleplaying game information/discussion.
It is getting rather creepy. You'd think it was a phase we'd have got past by nowOriginally Posted by tone.tran
http://i26.photobucket.com/albums/c1...rBen/21145.jpg <- Click me!
Lancewarrior: I didn't gag without my fist.
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23rd May 2009 08:04 #13Lord of the Pit
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Re: Conan Roleplaying game information/discussion.
Zamorian Thief for me (blond, female and hot plox)
If a topic is in the wrong place or has been Necro'd use the report button, don't spam the topic.
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23rd May 2009 10:31 #14
Re: Conan Roleplaying game information/discussion.
so you want to be my wife? (well minus the thief element)Originally Posted by Baragash
Edmundblack: "Pox - you've made me happy. I mean, really happy. Really really happy.
"
Baragash: "You read my mind Pox, now I don't need to write a long post
"
-
23rd May 2009 10:36 #15Lord of the Pit
- Join Date
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Re: Conan Roleplaying game information/discussion.
Is the Forum ready for such an unholy union?*
>.>
*Where do i sign?
<.<
She stole your heart didn't she?Originally Posted by Pox
My bad
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23rd May 2009 16:08 #16
Re: Conan Roleplaying game information/discussion.
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)
Edmundblack: "Pox - you've made me happy. I mean, really happy. Really really happy.
"
Baragash: "You read my mind Pox, now I don't need to write a long post
"
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23rd May 2009 21:54 #17
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24th May 2009 07:06 #18
Re: Conan Roleplaying game information/discussion.
Tone's and Bara's Charector's are done - and added the section on magic.Originally Posted by tone.tran
nearly done Tarions - just need some final touches/selection of feats.
working on last sections about Skills checks, Currency, Morality and Religion.
Edmundblack: "Pox - you've made me happy. I mean, really happy. Really really happy.
"
Baragash: "You read my mind Pox, now I don't need to write a long post
"
-
25th May 2009 13:45 #19
Re: Conan Roleplaying game information/discussion.
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.
"insert something witty here"
Tarion ? Tone
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25th May 2009 19:04 #20
Re: Conan Roleplaying game information/discussion.
le sherrif is in - argossean pirate - avast thar!
Edmundblack: "Pox - you've made me happy. I mean, really happy. Really really happy.
"
Baragash: "You read my mind Pox, now I don't need to write a long post
"




