Conan Playtest Rules v1-3

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Updated 00:36 – 2nd May 1 Playtest Kit ALPHA v1.3 2d20 Quick Start

Transcript of Conan Playtest Rules v1-3

Page 1: Conan Playtest Rules v1-3

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Playtest Kit

ALPHA v1.3

2d20 Quick Start

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Changes of Note

Armor. This version includes a proposed change to Armor - its no longer a

dice pool. Armor now provides bonus Vigor and Injuries. Hit

locations are gone.

Dread Dread has been removed as the increase in difficulties caused by

Resolve damage replaces the mechanic. Fear will be managed

under Resolve.

Repercussions Are now called ‘Consequences’

Skills. Unarmed combat is no more. It’s now folded in with Close Combat

to create Melee combat (although we’re looking for a better name)

Melee combat is used to make attacks. Parry actions are now

made with the new skill Parry. Some of the skills have move

attribute to rebalance attributes and to make the game feel closer

to REH’s vision.

Skills  &  Effects  (by  characteristic)    

• Agility (Acrobatics, Melee Combat, Stealth) • Awareness (Observation, Insight, Thievery) – also Ranged damage bonus • Co-ordination (Ranged Weapons, Parry, Sailing) • Intelligence (Chirurgery, Craft, Healing, Lore, Linguistics, Siege craft) • Physique (Resistance) – Also Vigor • Strength (Athletics) – Also Close damage bonus • Personality (Animal handling, Command, Counsel, Persuade, Society) – also Scare

damage bonus • Willpower (Alchemy, Sorcery, Survival) – Also Resolve

We’re working on a better ‘flavoursome’ names for many things in the system so please bear with us or make suggestions! CHANGES ARE HIGHLIGHTED IN RED

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2d20 Quick Start Rules The  2d20  System  in  Brief:    

ROLL  TWO  TWENTY  SIDED  DICE:  The  2d20  system  uses  the  roll  of  2  twenty  sided  dice  to  determine  the  number  of  successes  rolled  in  combat  or  skill  tests.  Usually  just  one  success  is  required,  but  some  situations  or  environments  may  cause  the  difficult  to  increase  and  2  or  more  successes  required.    

ROLL  EQUAL  OR  UNDER  YOUR  ATTRIBUTE+SKILL:    

ach  roll  of  a  d20  is  made  versus  a  target  number  of  your  Attribute  +  Skill  Expertise.  Each  d20  that  rolls  equal  to  or  under  your  Attribute  +  Skill  is  a  success.  If  you  roll  under  your  Skill  Focus  (usually  between  1-­‐3)  you  gain  an  extra  success.    

BUY  EXTRA  D20’s  WITH  A  THREAT  POINT:  Players  can  take  a  risk  and  choose  to  roll  up  to  three  more  d20’s  at  the  cost  of  one  Threat  for  each  extra  d20.    

BUY  EXTRA  D20’s  WITH  A  LUCK  POINT  OR  DECLARE  SOMETHING:  You  have  three  Luck  points,  letting  you  declare  something  minor  or  add  a  d20  to  a  test,  which  counts  as  if  it  had  rolled  a  1.    

EXTRA  SUCCESSES  LET  YOU  DO  COOL  STUFF:  If  you  have  extra  successes  over  and  above  the  difficulty  we  call  this  Momentum.  You  can  spend  Momentum  on  extra  damage,  more  targets,  doing  something  better,  more  dramatic,  describing  a  cool  maneuver  or  something  crazy.    

THREAT  POWERS  THE  DRAMA:  ‘Threat’  points  go  in  to  the  Threat  pool  that  the  GM  uses  to  activate  NPC’s  before  player  characters,  to  activate  powers  or  special  abilities  of  NPC’s,  to  cause  unfortunate  environmental  or  situational  changes  to  the  player  characters  and  more.    

CONSEQUENCES  ON  A  20:  If  a  player  rolls  a  20  this  causes  a  Consequence,  these  are  usually  inconvenient  things  chosen  by  the  GM,  (you  cause  the  guard  to  be  suspicious  as  you  talk  your  way  past  him,  you  step  out  of  cover  to  get  the  shot  and  so  on).  If  the  player  does  not  roll  a  success  but  rolls  a  Consequence  it’s  a  Critical  failure  and  something  worse  befalls  the  character  (you  accidentally  shoot  you  friend  with  an  arrow  you  meant  for  the  mercenary  he’s  fighting).  Alternatively  in  both  cases  the  GM  can  simply  take  two  Threat  points  for  each  Consequence.    

DAMAGE  IS  ROLLED  WITH  SIX-­‐SIDED  DICE  WHERE  ONLY  THE  1,2  and  6  COUNT:  Combat  Dice  or  [CD]s  are  six-­‐sided  dice.  You  add  any  results  of  a  1  or  2  together  to  find  out  the  damage  rolled  and  ignore  any  3,  4  or  5’s.  Any  6’s  activate  weapon  abilities,  if  any.  Sometimes  a  weapon  has  a  fixed  bonus.  Why  [CD]?  Sometimes  you  might  need  to  roll  1d6  to  get  a  result  from  1-­‐6  so  this  keeps  it  clear  when  your  rolling  Combat  Dice  or  normal  dice.    

IN SUMMARY: • GM decides the Difficulty (number of successes required) to perform an action • Player chooses to spend LUCK or THREAT POINTS to get extra D20’s • Player rolls d20’s trying to roll under their Attribute + Skill Expertise on each dice • Every d20 rolled under a characters Attribute +Skill Expertise = one success • Every d20 rolled under a characters Skill Focus adds another success • If a player gets as many successes as the Difficulty they past the test. • If a player gets more successes than Difficulty these extra successes are spent as

Momentum.

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Example:  Garn  the  Gorgeous  desires  to  leap  onto  his  horse's  back.  The  GM  assigns  a  Difficulty  of  2.  Garn's  Attribute  +  Skill  Expertise  is  15.  His  Skill  Focus  is  3.  Garn  spends  2  THREAT  to  add  another  2  d20s.  He  rolls  four  d20s.  The  d20s  come  up  2,13,15,  and  18.  Garn  needed  a  15  or  less    to  succeed,  so  three  of  his  four  dice  are  successes.    One  of  those  successes  (the  2)  is  lower  than  his  Skill  Focus,  so  it  counts  as  two  successes.  Garn  has  four  successes,  two  more  than  the  Difficulty.  These  two  surplus  successes  become  Momentum.  Garn  jumps  onto  his  horse's  back  and  can  spend  two  momentum  to  do  so  really,  really  well;  perhaps  pushing  his  horse  into  a  gallop  escaping  his  would  be  pursuers…  

More  Detail:    

Risk  

While  all  players  roll  a  minimum  of  2d20  on  every  test  they  attempt,  they  have  two  resources  they  can  call  upon  to  improve  this  dice  pool.    The  first  of  these  are  LUCK  POINTS.    LUCK  POINTS  are  limited  resources.    A  character  only  has  three  they  can  use  in  any  given  session.  When  spent,  a  Luck  point  allows  a  character  to  make  minor  declarations  about  the  plot,  heal  all  vigor  damage,  or  add  one  or  two  successes  to  a  skill  test.  For  each  Luck  point  spent  to  add  successes,  the  character  gains  an  extra  d20  that  has  already  rolled  a  natural  1,  scoring  one  success,  or  two  if  the  character  has  any  ranks  of  Skill  Focus  for  that  skill.  Luck  points  must  be  spent  before  any  dice  are  rolled  for  the  test,  and  if  they  would  generate  enough  successes  by  themselves  to  succeed,  the  character  may  choose  not  to  roll  any  additional  dice,  avoiding  any  risks  of  Repercussions  (see  below).  

The  second  resource  a  character  can  use  are  THREAT  POINTS.  Each  character  has  an  unlimited  pool  of  Threat  points,  and  each  one  spent  allows  the  player  to  roll  one  extra  d20.    No  more  than  three  additional  d20s  may  be  purchased  in  this  way,  and  THREAT  POINTS  come  with  two  distinct  risks.    The  first  risk  is  Consequence,  which  are  described  in  more  depth  below,  but  in  brief:  each  natural  20  rolled  creates  additional  problems  for  the  character,  and  the  more  dice  rolled,  the  more  chance  of  these  problems  arising.    The  second  risk  is  retaliation.    When  the  player  chooses  to  pay  a  Threat  point,  the  player  hands  that  point  to  the  GM,  who  may  use  his  (limited)  pool  of  Threat  points  to  fuel  NPC  special  effects,  interrupt  the  Player  characters’  actions,  or  cause  other  problems  later.        

Consequence  

A  Consequence  is  a  negative  side  effect  caused  by  the  roll  of  a  20  on  a  d20.  Example  Consequences  include  becoming  off  balance,  drawing  unnecessary  attention,  leaving  yourself  exposed  to  retaliation,  or  some  other  incidental  problem.    The  more  Consequences  rolled  the  larger  the  effect.    If  a  GM  cannot  think  of  a  suitable  Consequence  (or  doesn’t  want  to  create  one  now),  he  may  choose  add  2  THREAT  POINTS  to  his  pool  for  every  20  rolled  and  move  on.    Example  Consequences  are  listed  in  the  attached  adventure  but  these  are  not  exhaustive.  

A  character  suffers  a  Consequence  whenever  a  20  is  rolled  on  a  skill  test.    

 

Types  of  actions  

Characters  get  three  types  of  actions:  Standard  actions,  Restricted  actions  and  Free  actions.      

1  Standard  Action  Each  Turn,  plus:  

1  Restricted  Action  and  1  Free  Action  OR  Unlimited  Free  Actions  (within  reason!)    

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A  character  can  make  one  standard  action  each  turn,  along  with  either:  one  restricted  and  one  free  action,  or  unlimited  free  actions.    Standard  actions  include  skill  tests  of  all  sorts  including  combat,  Restricted  actions  include  actions  where  some  degree  of  concentration  is  needed  such  as  moving  in  combat,  Free  actions  include  instinctive  actions  such  as  talking.  A  list  of  example  actions  is  included  in  the  adventure.  

 

Combat  

As  combat  features  heavily  in  this  adventure,  additional  focus  is  presented  on  the  Combat  rules.    Combats  are  run  using  the  rules  presented  on  page  one  but  there  are  some  important  distinctions  that  need  to  be  drawn.  

Initiative  

Player  characters  can  choose  the  order  in  which  they  act.  Each  character  completes  his  turn,  action  moves  to  the  next  player  character,  and  when  all  player  characters  have  acted  in  that  round,  then  the  NPCs  act.    The  GM  can  spend  Threat  to  make  an  NPC  act  earlier  in  a  round  if  he  wishes.  For  this  playtest,  the  number  of  Threat  points  this  costs  for  each  creature  is  listed  in  the  adventure.  

Making  an  Attack  

Under  most  circumstances,  an  attack  is  a  skill  test  with  a  basic  difficulty  of  1,  though  the  circumstances  of  the  attack  may  increase  this.  Melee  combat  attacks  use  the  Melee  combat  skill.  Ranged  attacks  use  the  Ranged  combat  skill  for  bows,  crossbows,  and  thrown  weapons,  and  Siegecraft  for  siege  weaponry.  

Parrying/Dodging/protecting  another  

A  Player  character  or  Nemesis  NPC  may  make  as  many  Defensive  actions  as  they  wish.    While  the  first  defensive  action  is  free,  It  costs  a  Threat  point  to  take  a  second  defensive  action.  This  increases  to  2  threat  points  for  a  third  and  3  threat  points  for  a  fourth.    Defensive  actions  change  the  test  from  being  a  test  against  a  set  difficulty  (usually  1)  to  being  an  opposed  test  (to  see  who  gets  the  most  successes).    ACROBATICS  is  used  to  dodge  ranged  attacks  and  PARRY  is  used  to  parry  melee  attacks.  

Sidebar/  

Opposed  test;  Both  parties  roll  their  skill  tests  and  compare  results.    The  character  with  the  best  result  may  spend  momentum  as  normal.    Any  unique  difficulties  faced  by  one  party  count  as  bonus  momentum  equal  to  the  degree  of  difficulty.  Player  characters  win  ties  –  they’re  the  protagonists,  after  all.  

/Sidebar  ends  

Sidebar/  

Bonus  momentum;  Some  talents  and  equipment  grant  bonus  momentum.    Each  bonus  momentum  acts  as  if  an  additional  regular  success  was  rolled  by  the  character.    Bonus  momentum  can  only  be  used  if  the  character  rolls  at  least  one  success  or  pays  a  Luck  point.  

/Sidebar  ends  

Damage  

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If  an  attack  is  successful  a  character  rolls  damage.    Combat  Dice  [CD]s  are  six  sided  dice  that  only  roll  damage  on  a  1  or  a  2  and  any  6’s  trigger  special  effects  the  weapon  might  have.  Damage  is  written  in  a  formula  like  1+[cd]4  this  means  that  the  character  rolls  4  combat  dice  and  adds  the  result  to  1.    Particularly  strong  or  perceptive  characters  may  have  bonus  damage  that  they  can  add  to  this.  For  example  a  Sword  with  1+[cd]4  rolling  a  result  of  1,  2,  4,  5  would  equal  1+2  rolled  damage,  plus  1  fixed  damage.  The  4  and  5  give  no  result.  The  total  is  1+2+1    =  4  damage.  

Character  may  have  a  Damage  Bonus  –  this  is  additional  Combat  Dice  rolled  alongside  the  weapon  damage.    

Cover  

Cover  is  written  in  the  same  formula  as  a  weapon.    When  a  character  has  cover  the  result  of  the  cover  roll  is  subtracted  from  the  damage  dealt.    Cover  tends  not  to  get  in  the  way  of  melee  combat  although  the  GM  may  rule  that  Cover  is  afforded  to  characters  should  they  feel  the  situation  warrants  it.  Eg  a  spear  user  fighting  from  a  parapet  

Armour    

There  are  five  main  classifications  of  Armour;  Minimal,  Light,  Medium,  Heavy  and  Ponderous.    These  types  each  have  different  rules  about  how  much  protection  they  offer  and  represent  a  wide  variety  of  armour  types.    For  example  Mails  &  Brigandine  covers  everything  from  a  light  chainmail  suit  to  a  heavy  brigandine  jacket  to  a  ladder  of  sharpened  bones  piercing  boiled  rhino  hide.    The  look  of  armour  is  entirely  down  to  player  preference  and  GM  prerogative.    Armour  does  not  include  Shields  which  are  covered  in  Weapons  

When  a  character  wearing  armour  takes  an  Injury  the  armour  is  sundered.    This  means  that  a  smith  test  equal  to  the  number  of  times  the  armour  has  been  sundered  is  required  to  return  the  armour  to  temporary  service.    When  a  character  gets  the  chance  to  ‘carouse’  this  resets  the  armour  as  a  part  of  upkeep.    Characters  will  often  replace  their  armour  with  that  of  the  enemy  when  given  the  chance.  

Siderbar/  

Optional  rule.  

For  a  more  rollicking  ride  with  more  dependence  on  armour  allow  the  injury  reset  to  occur  when  characters  make  camp.  

 /Sidebar  

Minimal  Armour  

Many  armors  are  simply  layered  cloth,  leather  or  furs.    These  heavy  fabrics  are  easy  to  don  and  seldom  weigh  a  great  deal.    It  takes  only  a  restricted  action  to  provide  full  protection.  Minimal  armour  should  be  available  most  of  the  time  to  most  characters  but  circumstances  like  imprisonment  may  limit  this.  

Examples,  Loincloth  of  Mammoth  hide,  Pauldrons  and  Greaves,  Plate  over  a  single  limb  

Light  Armour  

A  step  up  from  heavy  clothing  Light  armour  chooses  sturdier  materials  such  as  boiled  leather  breastplates  and  combines  these  with  heavy  fabrics  to  provide  a  good  practical  level  of  protection  for  very  little  cost.    Light  armour  takes  a  standard  action  to  don  although  characters  in  a  rush  can  

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spend  a  restricted  action  to  gain  the  same  degree  of  protection  that  minimal  armour  provides.    Light  armour  is  Hot  to  wear  and  in  climates  where  the  sun  bears  down  characters  may  find  the  GM  increasing  the  difficulty  of  physical  actions.    

Examples,  Padded  Jerkins,  Cuir  bouilli  Laminar,  Sleeveless  mail  vest,  Linothaurax  and  similar.  

Medium  Armour  

Medium  armour  adds  metal  protection  to  the  mix  and  covers  everything  from  Brigandine  to  chainmail.    Medium  armour  is  Hefty,  difficult  to  hide  and  tends  not  to  accommodate  carrying  a  lot  of  other  equipment.    If  entering  a  battle  carrying  much  more  than  their  weapons  the  GM  should  enforce  a  +1  difficulty  penalty  for  all  physical  actions.    It  takes  a  restricted  and  a  standard  action  to  don  Medium  armour  though  it  will  provide  protection  equal  to  minimal  armour  if  only  a  restricted  action  is  taken.    These  actions  do  not  have  to  come  from  the  same  character.  

Examples,  Mail  Haubark,  lorica  squamata,  Any  light  armour  reinforced  in  some  manner  

Heavy  Armour  

Often  Synonymous  with  Plate  armour,  Heavy  armour  includes  protection  where  the  martial  skill  of  the  wearer  is  not  taken  for  granted.    Many  times  a  character  can  barely  move  and  will  feel  confined  by  its  weight.  Heavy  armour  automatically  imposes  a  difficulty  penalty  of  1  on  all  physical  actions  except  Animal  handling,  Melee  Combat  and  Parry.    Donning  heavy  armour  takes  Two  standard  and  Two  Restricted  actions  but  these  actions  need  not  all  come  from  the  wearer.    If  only  a  restricted  action  is  taken  it  offers  the  same  protection  as  minimal  armour.  

The  advantage  of  heavy  armour  is  that  it  can  endure  2  injuries  before  being  sundered.    

Examples,  Platemail,  Cavalry  plate  

Ponderous  Armour  

Plates  Big  Brother  is  Ponderous  armour.    This  is  the  armour  of  kings  and  Generals  who  are  expected  to  lead  from  the  saddle.    Ponderous  armour  is  often  twice  as  heavy  as  Heavy  armour  and  walking  in  it  can  be  a  tiring  affair.  All  Physical  skill  tests  except  animal  handling  are  at  +2  difficulty.    Immobile  armour  takes  Four  standard  actions  and  Four  restricted  to  properly  wear.  .    If  only  a  restricted  action  is  taken  it  offers  the  same  protection  as  minimal  armour.  

 

Type   Style  Examples   Vigor  bonus  

Injuries   Wt   Don   Cost  

Minimal  Armour   Padded  Silk  Jacket  /  Conan’s  dress  loincloth  

1   1   None   1  res.   0  

Light  Armour   Boiled  Leather  Breastplate,  Grecian  Hoplite  

3   1   Hot   1  std   5  

Medium  Armour   Chainmail  Hauberk,  Full  suit  of  Brigandine    

5   1   Hefty   1  res  +1  std  

10  

Heavy  Armour   Suit  of  plate  armour,  Suit  of  Rhino  Hide  

7   2   Heavy   2  res  +  2  std  

15  

Ponderous  Armour   Heavy  suit  of  Plate  with  reinforced  plates  over  vital  areas    

9   2   Immobile   4  res  +  4  std  

20  

NPC’S  and  Armour.  

While  many  NPCs  might  wear  armour,  only  Nemesis  class  characters  gain  its  full  protection.    Elite  NPCs  gain  the  armors  vigor  bonus  and  Minions  gain  half  the  vigor  bonus  rounded  down.  

 

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Momentum  spends  

In  combat  common  momentum  spends  include  

1 Momentum Reroll any or all damage dice 1+ Momentum Add 1 to the damage roll 1+ Momentum Roll 1 extra damage dice 2 Momentum Inflict half damage to a second random location.

Armour is rolled as normal. 2 Momentum Leap on the back of an angry animal. 2 Momentum Take an additional standard action, increasing the

difficulty of that action’s test by one. 3 Momentum Change a hit location to a preferred hit location. The  GM  should  feel  free  to  encourage  their  players  to  come  up  with  their  own  momentum  spends  If  a  GM  thinks  that  a  cost  is  too  expensive  they  are  empowered  to  change  the  cost  to  better  suit  their  game.  Options  listed  above  as  costing  1+  Momentum  may  be  purchased  multiple  times  on  a  single  test.  

Out  of  combat  Momentum  spends  might  include  

1 Momentum Athletics test Save a person climbing with you from falling 1 Momentum Lore test Ask the GM one question relating to the test, which the GM must answer

truthfully. 1 Momentum Stealth test Wave a character past a sentry 3 Momentum Persuade test Convince an innkeeper to give all the PCs VIP treatment. 5 Momentum Linguistics test Identify the street that an NPC lives on from a single sentence.  

The  momentum  pool  

Just  as  the  GM  should  not  hold  up  action  for  too  long  trying  to  think  of  Consequences  players  struggling  to  think  of  a  good  way  to  use  momentum  can  place  the  momentum  in  the  momentum  bank.    It  costs  1  momentum  to  place  any  momentum  in  the  bank.    Any  player  can  spend  momentum  from  the  bank  so  long  as  that  player  scores  a  single  success  on  a  skill  roll  and  the  GM  thinks  that  other  players  could  influence  their  action.    

This  of  course  means  that  players  with  one  spare  momentum  cannot  bank  it.  What  do  you  do  in  these  situations?  Describe  the  character  leaving  the  person  they  just  ‘Persuaded’  smiling  (perhaps  they’ll  remember  them  favorably  next  time)  ,  or  you  looked  impressive  with  that  last  strike,  if  you  finished  off  an  enemy  maybe  the  other  minions  might  think  about  running?  When  you  can  give  the  player  a  little  bonus  for  getting  a  bonus  momentum  if  there’s  nothing  obvious  to  spend  it  on.  But  don’t  take  up  time  doing  this,  just  describe  their  flare  in  performing  the  action  and  move  on.    

 

Range  and  movement  

In  action  scenes,  areas  are  divided  into  zones  -­‐  simple  divisions  based  on  noteworthy  features  in  the  area.  These  zones  are  used  when  determining  how  far  a  character  can  move  or  attack,  as  well  as  for  other  purposes  where  distance  is  a  factor.  Zones  may  have  a  range  of  terrain  effects,  depending  on  what  sort  of  environments  they  represent  -­‐  a  zone  filled  with  shipping  crates  may  provide  cover,  while  one  filled  with  waist-­‐high  water  might  be  more  difficult  to  cross.  The  zone  a  character  is  currently  in  -­‐  as  well  as  all  objects  and  creatures  in  that  zone  with  him  -­‐  are  regarded  as  Close  range.  All  zones  immediately  adjacent  to  the  character's  current  zone,  and  all  creatures  and  objects  within,  

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are  considered  to  be  Medium  range.  All  zones  beyond  that  are  at  Long  range,  with  some  particularly  distant  zones  considered  Extreme  range.      

A  character  can  move  anywhere  within  Close  range  as  a  free  action,  Medium  range  as  a  Restricted  action,  or  Long  range  as  a  Standard  action.    If  a  zone  contains  some  form  of  “difficult  terrain”  the  GM  may  require  an  Athletics  skill  test  to  enter,  leave,  or  cross  that  zone.    Failure  may  mean  that  the  character  is  delayed  or  harmed  in  some  way.  

 

 

Injury  

Every  player  character  has  two  separate  trackers  for  physical  wounds,  Vigor  and  Injury.    Vigor  is  a  set  of  points  equal  to  a  character’s  Physique,  plus  any  ranks  of  Resistance  Expertise  he  possesses.    A  character  can  “heal”  vigor  quickly  and  easily.    A  character  can  make  a  HEALING  (HEALING  is  a  skill  that  lets  you  heal  simple  wounds)  test  as  a  standard  (difficulty  1)  action  to  recover  one  Vigor,  plus  one  more  for  each  Momentum  spent.    If  a  character  takes  5  or  more  damage  in  one  hit,  after  reductions  for  Soak,  then  that  character  suffers  an  Injury.    Injuries  need  the  CHIRURGERY  skill  to  recover  with  the  difficulty  equal  to  the  number  of  Injuries  the  character  is  suffering  from.    Injuries  are  much  more  serious  with  each  injury  increasing  any  Physique,  Strength,  Agility,  or  Coordination  skill  test  difficulties  by  one.  A  character  who  suffers  four  Injuries  is  dying,  and  unable  to  act,  and  will  die  if  he  takes  any  more  damage.  

For  example  a  character  with  two  injuries  now  increases  all  Physique,  Strength,  Agility,  or  Coordination  based  skill  tests  by  2  levels  of  difficulty  (meaning  their  minimum  difficult  is  now  3).    

Resolve  

Every  player  character  has  two  separate  trackers  for  mental  wounds,  Resolve  and  Trauma.    Resolve  is  a  set  of  points  equal  to  a  characters  Willpower,  plus  any  Discipline  Expertise  ranks  he  possesses.    A  character  can  “heal”  Resolve  quickly  and  easily.    A  character  can  make  a  Counsel  test  as  a  standard  (difficulty  1)  action  to  recover  one  Resolve,  plus  one  more  for  each  Momentum  spent.    If  a  character  takes  5  or  more  Resolve  in  one  hit  that  character  takes  a  Trauma.    Trauma  needs  the  Counsel  skill  to  recover  with  the  difficulty  equal  to  the  number  of  Trauma  taken.    Trauma  are  much  more  serious  with  each  Trauma  increasing  any  Awareness,  Intelligence,  Willpower  or  Personality  skill  test  difficulties  by  one.  

For  example,  a  character  with  two  traumas  now  increases  all  Awareness,  Intelligence,  Willpower,  or  Personality  based  skill  tests  by  2  levels  of  difficulty  (meaning  their  minimum  difficult  is  now  3).    

Reading  a  character  sheet.  

On the next page is an example character sheet. The notes in boxes show how the constituent parts are used in this Basic adventure. Note 1 The Target number for various skills is made up of the Attribute and expertise that character has in that skill. In brackets is the skills Focus score. Note 2: Damage bonuses are extra Combat dice added to weapons damage rolls. Presence Combat Dice Bonus will be discussed in a future playtest pack. Note 3: Vigour & Resolve. Any damage taken is subtracted from these scores. Each character has 3 Luck points to spend. Note 4: Talents, Each talent has its own rules Note 5: Weapons, Each weapon has a damage value and certain special effects

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Pregens NAME   Utha  the  thug  AGILITY   10  

Acrobatics   13(1)  Close  combat   15(2)  Unarmed  Combat   14(2)  Stealth   10  

AWARENESS   9  Observation   9  Insight   9  Thievery   11(1)  

CO-­‐ORDINATION   9  Ranged  Weapons   10(1)  Sailing   9  

INTELLIGENCE   7  Lore   8(1)  Linguistics   8(1)  Alchemy   7  Craft   9(1)  Siege  craft   7  Survival   9(1)  Healing   10(1)  Chirurgery   7  

WILLPOWER   10  Discipline   13(1)  

Sorcery   10  PERSONALITY   8  

Animal  Handling   11(1)  Society   11(1)  Persuade   9(1)  Command   8  

Counsel   8  PHYSIQUE   11  

Resistance   14(2)  

STRENGTH   12  Athletics   15(2)  

Ranged Damage Bonus +[cd]1 Melee Damage Bonus +[cd]3 Presence +[cd]0 Vigour 14 Resolve 13

Talents Leverage  1  On any test to lift or move an inanimate object where the character generates at least one success, he may immediately roll an additional number of d20s equal to his rank of Leverage. Any successes generated on these additional dice are added to the initial success total.

Rigorous  Training  1  The character generates one additional success on any Athletics test that generates at least one success.

No  Mercy  When making a Close combat attack, a character may re-roll One damage dice The new die roll must be accepted.

ARMOUR Head (1-2), Right arm (3-5), Left arm (6-8), Torso (9-14), Right Leg(15-17),Left Leg(18-20) HEAD Helm with Leather Cap [CD]2 TORSO Mail hauberk over Heavy cloth [CD]2 ARMS Mail hauberk over Heavy cloth [CD]2 LEGS Mail Leggings over Heavy cloth [CD]2 WEAPONS Spiked Maul, 1+[cd]4 Knockdown. Target must make a Diff X Athletics test where X is the number of Icons rolled Vicious 1. Every icon rolled causes 1 point of damage. Reach. Throwing Axe, 1+[cd]4 Short range. Weapon can be used at close range as a thrown weapon or in melee

Pregen 1

   

1   4  1  

2  

3  

4  

5  

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Name:  Utha  theThug  AGILITY   10  

Acrobatics   13(1)  Melee  combat   15(2)  Stealth   10  

AWARENESS   9  Observation   9  Insight   9  Thievery   11(1)  

CO-­‐ORDINATION   9  PARRY   13(2)  Ranged  Weapons   10(1)  Sailing   9  

INTELLIGENCE   7  Lore   8(1)  Linguistics   8(1)  Craft   9(1)  Siege  craft   7  Healing   10(1)  Chirurgery   7  

WILLPOWER   10  Alchemy   7  Discipline   13(1)  

Sorcery   10  Survival   12(1)  

PERSONALITY   8  Animal  Handling   11(1)  

Society   11(1)  Persuade   9(1)  

Command   8  Counsel   8  

PHYSIQUE   11  Resistance   14(2)  

STRENGTH   12  Athletics   15(2)  

Ranged Damage Bonus +[cd]1 Melee Damage Bonus +[cd]3 Presence +[cd]0 Vigour 14 Resolve 13

Talents Leverage  1  On any test to lift or move an inanimate object where the character generates at least one success, he may immediately roll one additional d20. Any successes generated on this additional dice are added to the initial success total.

Rigorous  Training  1  The character generates one additional success on any Athletics test that generates at least one success.

No  Mercy  When making a Melee combat attack, a character may re-roll One damage dice The new die roll must be accepted.

EXAMPLE WEAPONS (excluding bonus damage) Punch 1+[cd]2 Length of chain 1+[cd]3, Pick axe (2 handed) 1+[cd]3, vicious 2 Heavy rock 1+[cd]3,thrown Shovel 1+[cd]3, Hammer 1+[cd6]3

 

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Pregen 2 NAME   Maria  AGILITY   11  

Acrobatics   15(2)  Melee  combat   16(5)  Stealth   12(1)  

AWARENESS   9  Observation   12(1)  Insight   10(1)  Thievery   9  

CO-­‐ORDINATION   9  Parry   13(2)  Ranged  Weapons   10(1)  Sailing   10(1)  

INTELLIGENCE   8  Lore   9(1)  Linguistics   9(1)  Craft   9(1)  Siege  craft   8)  Healing   9(1)  Chirurgery   8  

WILLPOWER   10            Alchemy   10  

Discipline   12(1)  Sorcery   10  Survival   11(1)  

PERSONALITY   7  Animal  Handling   8(1)  

Society   8(1)  Persuade   8(1)  Command   8(1)  Counsel   7  PHYSIQUE   12  

Resistance   13(1)  STRENGTH   10  

Athletics   12(1)      

Ranged Damage Bonus +[cd]1 Melee Damage Bonus +[cd]3 Presence +[cd]0

Vigour 13 Resolve 12 Talents No  Mercy  When making a Melee combat attack, a character may re-roll One damage dice The new result must be accepted.

Deflection    Characters with this talent pay one less (to a minimum of 0) Threat point in order to take a Parry Response Action.

Riposte  After successfully executing a Parry Response Action, characters with this talent may immediately pay one Threat point to make a standard melee attack against the foe they parried. Momentum remaining from the Parry action may be carried over to this melee attack.

WEAPONS (excluding bonus damage) Punch 1+[cd]2 Length of chain 1+[cd]3, Pick axe (2 handed) 1+[cd]3, vicious 2 Heavy rock 1+[cd]3,thrown Shovel 1+[cd]3, Hammer 1+[cd6]3

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Pregen 3

NAME   Temurbek the crafty  

AGILITY   9  Acrobatics   11(1)  Melee  combat   10(1)  Stealth   10(1)  

AWARENESS   11  Observation   14(1)  Insight   12(1)  Thievery   13(1)  

CO-­‐ORDINATION   10        Parry   11(1)  

Ranged  Weapons   15(5)  Sailing   11(1)  

INTELLIGENCE   12  Lore   14(1)  Linguistics   14(1)  Craft   15(3)  Siege  craft    Healing   14(1)  Chirurgery   13(1)  

WILLPOWER   9            Alchemy   9  

Discipline   12(1)  Sorcery   9  Survival   9  

PERSONALITY   10  Animal  Handling   12(1)  Society   11(1)  Persuade   11(1)  Command   10  

Counsel   10  

PHYSIQUE   8  Resistance   8  

STRENGTH   7  Athletics   8(1)  

Ranged Damage Bonus +[cd]2 Melee Damage Bonus +[cd]0 Presence +[cd]2 Vigour 8 Resolve 12

Talents

Natural  Craftsman  The character may re-roll any dice that did not generate a success on the initial roll when making a Crafts test, but must accept the new result.

Prodigious  Designer    Any time the character chooses to design a new item or structure — or modify an existing design — he may reduce the difficulty of the Crafts test by One step. This may eliminate the need for a test.

Improvised  Tool  The character has the vision to recognise alternative uses of common items. With success on a Challenging D2 Crafts test, the character can adapt existing items at hand to solve a problem. This adaptation is only good for a single use. Any Momentum from the test can be spent to provide an additional use per point of Momentum. After the final use has been completed, the item is ruined for both the alternative use and its originally intended use.

WEAPONS (excluding bonus damage) Punch 1+[cd]2 Length of chain 1+[cd]3, Pick axe (2 handed) 1+[cd]3, vicious 2 Heavy rock 1+[cd]3,thrown Shovel 1+[cd]3, Hammer 1+[cd6]3 Prison-Crafted Sling 1+[cd]3 Medium range. Ammunition can be constructed with the Improvised tool talent.    

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Pregen 4

NAME   Makda  the  young  master  

AGILITY   10  Acrobatics   12(1)  Melee  combat   11(1)  Stealth   14(3)  

AWARENESS   12            Observation   15(3)  

Insight   14(2)  Thievery   17(5)  

CO-­‐RDINATION   9          Parry   11(1)          Ranged  Weapons   11(1)  

Sailing   10(1)  INTELLIGENCE   8            Lore   11(1)  

Linguistics   8  Craft   9(1)  Siege  craft   8  Healing   8  Chirurgery   8  

WILLPOWER   9          Alchemy   9          Discipline   10(1)  

Sorcery   9  Survival   9  

PERSONALITY   7          Animal  Handling   8(1)  

Society   7  Persuade   8(1)  Command   7  Counsel   7  

PHYSIQUE   11          Resistance   11  STRENGTH   10          Athletics   14(2)  

   Ranged Damage Bonus +[cd]1 Melee Damage Bonus +[cd]3 Presence +[cd]0 Vigour 11 Resolve 10

Talents Scout  The character may re-roll one d20 when making a Stealth test, but must accept the new result.

Life  of  Crime  When the character generates at least one success on a Persuade or Lore test to relate to or interact with the criminal element, he may immediately roll one additional d20 and add the result to the skill test.

Know  the  Risks  The character may re-roll one d20 when making a Thievery test, but must accept the new result.

WEAPONS (excluding bonus damage) Punch 1+[cd]2 Length of chain 1+[cd]3, Pick axe (2 handed) 1+[cd]3, vicious 2 Heavy rock 1+[cd]3,thrown Shovel 1+[cd]3, Hammer 1+[cd6]3

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Pregen 5 NAME   Afktagha  AGILITY   10  

Acrobatics   13(1)  Melee  combat   11(1)  Stealth   11(1)  

AWARENESS   11  Observation   14(2)  Insight   14(2)  Thievery   14(1)  

CO-­‐ORDINATION   9          Parry   12(1)  

Ranged  Weapons   12(1)  Sailing   9  

INTELLIGENCE   10  Lore   11(1)  Linguistics   11(1)  Craft   11(1)  Siege  craft    Healing   11(1)  Chirurgery    WILLPOWER   8  

Alchemy   8  Discipline   9(1)            Sorcery   8  

Survival   11(1)  PERSONALITY   12  

Animal  Handling   13(1)  Society   14(1)  Persuade   17(5)  Command   13(1)  Counsel   13(1)  PHYSIQUE   9  

Resistance   9  STRENGTH   7  

Athletics   8(1)      

Ranged Damage Bonus +[cd]2 Melee Damage Bonus +[cd]0 Presence +[cd]4 Vigour 9 Resolve 9

Talents Charismatic  The character’s Presence bonus rating is increased by +[CD]1.(this is factored in)

Naturally  Charming  The character has a warm personality and a winning smile. People trust him. A successful Persuade test yields one additional point of Momentum.

Sixth  Sense  The character may re-roll one d20 when making an Insight test, but must accept the new result.

WEAPONS (excluding bonus damage) Punch 1+[cd]2 Length of chain 1+[cd]3, Pick axe (2 handed) 1+[cd]3, vicious 2 Heavy rock 1+[cd]3,thrown Shovel 1+[cd]3, Hammer 1+[cd6]3

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Pregen 6 NAME   Aestertorius  AGILITY   11  

Acrobatics   14(2)  Melee  combat   14(2)  Stealth   12(1)  

AWARENESS   7  Observation   8(1)  Insight   8(1)  Thievery    

CO-­‐ORDINATION   12          Parry   14(2)  

Ranged  Weapons   13(1)  Sailing    

INTELLIGENCE   8  Lore   9(1)  Linguistics   9(1)  Craft   9(1)  Siege  craft    Healing   9(1)  Chirurgery   9(1)  

WILLPOWER   9            Alchemy    

Discipline   11(1)    Sorcery    

         Survival   10(1)  PERSONALITY   9            Animal  Handling   11(2)  

Society   10(1)  Persuade   14(3)  Command   14(3)  Counsel    

PHYSIQUE   10          Resistance   12(1)  STRENGTH   10          Athletics  

11(1)      

Ranged Damage Bonus +[cd]2 Melee Damage Bonus +[cd]0 Presence +[cd]4 Vigour 12 Resolve 11

Talents Professional  The character has learned to issue orders in such a way that they are clear to the recipient, with little margin for misinterpretation. The character may re-roll one d20 when making a Command test, but must accept the new result.

No  Mercy  When making a Melee combat attack, a character may re-roll One damage dice The new result must be accepted.

Specialist (Swords) When using Swords, each Threat point paid to gain additional dice provides two dice instead of one. This does not change the maximum number of dice that can be obtained from Threat.

WEAPONS (excluding bonus damage) Punch 1+[cd]2 Length of chain 1+[cd]3, Pick axe (2 handed) 1+[cd]3, vicious 2 Heavy rock 1+[cd]3,thrown Shovel 1+[cd]3, Hammer 1+[cd6]3

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