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Conan Rules Summary

This document summarizes the key rules for Conan, including: 1) Teamwork allows assistants to add their skill rolls to the leader's total if the leader succeeds. Assistants are limited to a total of +4d20. 2) Characters generate momentum on skill tests exceeding the number of successes needed. Momentum can be spent to modify tests or recover health. Unspent momentum goes into a shared group pool. 3) Combat uses zones to determine range and visibility. Movement between zones may require terrain tests. Jumping, climbing, and swimming have additional difficulty dice. 4) Falling damage increases with distance fallen and a acrobatics test can reduce damage. Environmental hazards

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Bill Paxton
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0% found this document useful (0 votes)
102 views10 pages

Conan Rules Summary

This document summarizes the key rules for Conan, including: 1) Teamwork allows assistants to add their skill rolls to the leader's total if the leader succeeds. Assistants are limited to a total of +4d20. 2) Characters generate momentum on skill tests exceeding the number of successes needed. Momentum can be spent to modify tests or recover health. Unspent momentum goes into a shared group pool. 3) Combat uses zones to determine range and visibility. Movement between zones may require terrain tests. Jumping, climbing, and swimming have additional difficulty dice. 4) Falling damage increases with distance fallen and a acrobatics test can reduce damage. Environmental hazards

Uploaded by

Bill Paxton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Conan Rules Summary

CD (1=1, 2=2, 3-4=0, 5-6=1 + Effect) • Working together: GM designates 1 person Increase Scope of Success Adds additional area of effect
In general, round up as the leader and the others as the (Often R) of the success according to
the player, with GM approval.
assistants. Assistants roll 1d20 against the
Skills Skill they are using the Assist, if the Leader Reduce Time Required Reduces the amount of time
• Basic test is 2d20. scores at least 1 Success, the Assistants’ required to complete a task.
• The maximum Expertise or Focus is 5. Momentum/Successes are added to the
• Target Number (TN) = Attribute + Leaders, these d20s do not count toward Action Scenes
Expertise. Die roll <= TN is a success, Die the limit of 5d20. The assistants are limited • If the players take a lot of time talking
Roll < = Focus is 2 successes. to a total of +4d20. about what they are going to do, the GM
• Each test is assigned a difficulty of 0-5, may take 1 Doom.
with the Difficulty = the number of Momentum • Range is determined by Zones: Reach,
successes necessary for the test to • Momentum spends can use any Close, Medium, Long, Extreme.
succeed. combination of Doom and Momentum. ◦ Reach: “arm’s reach” can take melee
• Maximum number of dice for any test is 5. • Unless the spend is marked Repeatable (R) attacks on one another.
• Any successes over those required to Any given Momentum spend is only allowed ◦ Close: Characters can converse
succeed generate momentum on a 1 for 1 by a character once in a round. Normally
basis. • Unspent Momentum may go into the group ◦ Medium: An adjacent zone. Shouting to
• A result of 20 is a Complication. A pool. converse. Observation Tests at +1D.
complication is a minor setback, that does • Immediate (I) Momentum Spends can be ◦ Long: 2 Zones away. Shout to gain
not affect the success or failure of the test. spent at any time. attention only, no conversation.
2 Doom may be paid instead of a • The Group Pool of Momentum has a limit of Observation Tests at +2D.
Complication, at the PLAYERs request. 6. At the end of each scene or each round ◦ Extreme: More than 2 Zones.
• An untrained test, when a character has no in an Action Scene the Pool is reduced by 1. Observation Tests at +3D.
Expertise, generates a Complication on a • NPCs automatically turn unspent • Smell is +0 at Reach, +1D at Close, and +1
19 or 20. Momentum into Doom for the GM. Allied more D per Zone beyond.
• Struggle: 2 characters are working in NPCs do not add to the Doom Pool, and • Zones often have a terrain effect associated
opposition to each other. Players can donate Momentum from their with it.
◦ If both succeed, the one that gets the Pool to Allied NPCs. ◦ Obstacles Make an Athletics or
most Momentum wins the Struggle. • Often Repeatable Spends are Repeatable at Acrobatics D1 or D0 to cross Zones,
◦ In the event of a Tie, the player wins, the GM’s discretion. failure halts movement.
though the GM may spend 1 Doom to ◦ Hindrances affect entire zones and
win the Struggle. General Momentum Spends provoke a Terrain Test (Athletics, or
◦ When two NPCs or 2 PCs are Create Opportunity (I, R) Add 1d20 to a skill test for Acrobatics D1+ Skill Tests).
Struggling, the winner of a tie is each Momentum. ◦ Hazards are either Hindrances or
determined randomly. Create Obstacle (I, R) +1D to any skill test for each 2 Obstacles but cause harm on a failed
• A character that voluntarily fails a D1+ test Momentum. terrain test.
can pay a point of Doom and gain a Obtain Information (R) Ask GM an additional question • Climbing: Athletics Test D2+, Climbing a
Fortune. related to the skill used. vertical slope without tools is +1D,
• Success at cost generates 1 to 3 extra Improve Quality of Success Adds an effect to a success Climbing the underside of a horizontal
complications, over and above any (Often R) according to the Player, with surface is +2D
generated by the Dice. GM approval.
Conan Rules Summary
• Jumping: Acrobatics Test: Small barrier or conditions, success heals 1 Fatigue cost of the item by 1 Gold. The price is also
small gap is D0, Jumping up is D1+, +1/Momentum spent (R). Survival or reduced by the character’s Renown, which
jumping down is Falling -1D Healing may be used to assist. may mean the price is 0 Gold. Each failure
• Swimming: water is Hindering Terrain, • Recovering Despair: D1 Discipline test after increases the D by 1. Generally, only one
Athletics Test, D1, D0 for treading water. 8 hours of rest including comfort, success purchase per Upkeep.
• Flying: creatures that can fly, bypass heals 1 Despair +1/Momentum spent (R). • Petty Theft (pick pocketing) In a crowded
ground obstacles and hindrances. Counsel and Persuade may be used to marketplace D2 Thievery test 1 Gold +1
assist. per Momentum spent (repeatable), +D for
Falling • Despair is gained on Complications from less crowded conditions.
• Close: 2CD+Stun some Discipline tests or from the effects of • Selling: Same D Society test as buying the
• Medium: 4CD+Stun some Horrors. item, Success = ½ Cost in Gold +1
• Long: 6CD+Stun+Vicious 1 • Gain 1 Fatigue per failed Resistance Test. Gold/Momentum (repeatable) up to the
• Extreme: 8CD+Stun+Vicious 1 listed price of the item. Failure = +1D on
• Attempt a D1 Acrobatics Test to reduce Cold/Heat <32F/>95F roll once per Hour, subsequent tests.
damage, 1 Armor Soak on success + <-4F/>113F roll once per 10 minutes, • Encumbrance: Characters can carry up to
←22F/>140F roll once per minute.
1/Momentum spent (R). Brawn x 2 in Encumbrance without
Resistance test D1, +1D per additional
test. difficulty. Characters receive (Brawn x n)-2
Drowning and Suffocating Thirst: ½ gallon/Day less for 24+Brawn (round up) additional Fatigue whenever
• Resistance Test/turn D1+1 per turns since Hours make a D1 Resistance Test, Fatigue is gained. After Brawn x 5 the
additional test every 4 hours. 3 times
breath, Failure inflicts Fatigue = D of test. character must make an Athletics test at
water in very hot environments. Each
• A successful Swimming test resets the D of additional test is +1D. D((Brawn x n)-4), and the character
test. receives Fatigue every scene.
Starvation After 3 days without food D1 Resistance
• Unconscious characters suffer 1 test +1D per additional test. At least one • Mounts: passengers over the Passengers
Wound/Turn until removed from water and reasonable meal per day is required. value count as 10 Stowage and add +1D to
revived with a successful D2 Healing test. Forced March Travel normal pace for Brawn hours/day,
all Animal Handling tests. Any animal
Disease twice pace for half Brawn hours. Make a without the Mount quality is also +1D to
• A common cold is a D1 Resistance Test to D1 Resistance test/additional hour Animal Handling tests when ridden.
avoid 1CD points of Fatigue. traveled. +1D per additional test. • Vehicles: using fewer animals adds +1D to
• Virulence is the D of the Resistance Test to Sleep Deprivation After 48 hours without sleep, make a D1 Animal Handling tests with the vehicle.
avoid catching the disease. Resistance test, make another test after • Kits: using a skill without the necessary Kit,
every 8 additional hours without sleep.
• Treating the disease is (Virulence+1)D Suffer 1 Fatigue AND 1 Despair for each
adds +1D to all tests. Kits generally have 3
Healing Test, the infected character may be failed test. Resources when new.
able to assist using Resistance. • Resources add +1d20
Equipment • Facilities: Adds -1D to all tests, include 10
Fatigue/Despair • Availability = Difficulty of a test to find an Resources.
• Reduce maximum Vigor by 1/Fatigue, item for sale. This can be modified by • Tools: Provide a benefit to a specific task
Resolve by 1/Despair. circumstances. Society to find an item, for a specific skill.
• At 0 Vigor/Despair you fall unconscious, at Persuade at +1D to find a legal item or
any more Fatigue you die. At -1 Despair Thievery at -1D but the item is then
you become comatose/insensate. marked as illicit, even if legal. Each
• Recovering Fatigue: D1 Resistance test Momentum spent (repeatable) reduces the
after 8 hours of rest out of all Fatiguing
Conan Rules Summary
Actions & Attacks • Dual Wielding: use a Swift Action Free Actions
• A round has no standard duration. Momentum Spend to make a different type Move Withing Close Range, including into or out of
• Each character may take a standard and a of attack (melee and ranged, melee and Reach
minor action and any number of free threaten) or use different tools (sword and Drop Item Drop something held.
actions. dagger), reduces Momentum Cost to 1. Drop Prone +2 Soak for each Effect rolled, +1D for ranged
• Normally PCs go first in a round. attacks at Medium or longer range. +2
◦ A GM may spend 1 Doom to have a Reach and Guard Momentum for Ranged attacks at Close Range
single NPC take an action before a PC. • Characters aware of an attack have Guard. or Melee attacks.
• Surprise: A struggle between the 2 sides, • Melee attack difficulty increases by +1D for Simple Task D0 tasks only.
the losers may pay 2 Doom or 1 Fortune to every point the attacker’s Reach is less Speak You fool!
gain Surprise instead. than the defender’s.
Withdraw Only when allies outnumber enemies within
• Cover: Provides conditional Soak. • If the defender loses Guard, the attacker Reach.
◦ Light cover (obscuring cover) 2CD gains +1d20 for each point of Reach the
◦ Heavy Cover (solid objects) 4CD. attacker’s Reach is less than the NO SKILL TESTS CAN BE A FREE ACTION
◦ Morale: Some locations provide Morale Defender’s.
Soak (a banner, fortification, etc.) 2- Minor Actions
4CD of Morale Soak. Damage Clear Removing a Status Effect from self or
• Harms: each one adds +1D to all others.
Making an Attack associated Skill Tests. When stress goes to Draw Item Pull out an easily accessible item.
• Melee: Uses the Melee Skill to hit a target 0 = 1 Harm, when 5 stress or more in one Movement Move within Medium Range
within Reach. Defend reaction uses the attack = 1 Harm, when stress is 0 or less, a
Regain Guard Parry Test at D(highest Reach of weapons
Parry Skill. hit that causes Stress = 1 Harm. Once per wielded within Reach).
• Ranged: Uses the Ranged Skill. Defend scene when a character suffers a Wound,
Stand up Get up!
reaction uses the Acrobatics Skill. they can sacrifice a piece of armor a shield
◦ Each range category different from the to prevent the Wound.
weapon’s optimal range increases the • Alternate Harms: some attacks cause a Standard Actions
test +1D. Using a Ranged weapon special effect rather than a normal Harm. Assist Help another character with an action.
within Reach of an Enemy increases the • Soak: reduces damage 1 for 1, conditional Attack Melee, Ranged or Threaten.
test +1D and provokes a Retaliate Soak is a CD of Soak. Brace Set an Unwieldy weapon to remove the difficulty
Action. • Recovering from Damage: A character of using the weapon.
◦ Recovering shots at the end of combat, recovers all Stress at the end of a scene,
Exploit Aim at a target, Observation Test D1, modified
the character can roll 1CD per provided they can take a brief rest. by distance and lighting, Next attack gains
shot/Load, on an Effect, the shot • Recovering a Harm: cannot be done during Piercing 2, momentum from this test can be
cannot be recovered. an adventure, but is recovered over time spent to add +1D20 and +1 CD.
◦ Reloads: +1d20 AND +1CD to the between adventures. During an adventure Pass do nothing.
attack. a D1 Skill Test can mitigate a Harm. If Ready wait for a situation to occur before taking a
• Threaten: Uses the Persuade Skill. Defend successful 1 Harm is mitigated + Standard Action. Lost before the character’s
reaction uses the Discipline Skill. 1/Momentum. When a new Harm is next turn. But the second Standard Action, must
• Basic Attacks suffered, all the mitigated Harms are use either a Fortune or Swift Action Momentum
Spend (and be at +1D).
◦ Unarmed/Improvised Strike: Melee or suffered again.
Ranged 1CD damage, Reach 1,
Improvised, Stun, Thrown
Conan Rules Summary

Recover Allows the character to recover Vigor or Resolve. Momentum Spends Conditions
Resistance or Discipline D1 Test to recover 2 Spend Cost Effect Blind Take 3CD Mental damage. Vision reliant skill
Vigor or Resolve +2 more for each Momentum tests +2D.
spent (repeatable). Character may re-roll any Bonus Damage 1R +1 damage
Cover dice until the start of the next turn. Burning X Lasts number of rounds equal to Effects. At the
Break Guard 2 Attack or Defend Reaction only,
end of the target’s turn, they take X CD
Skill Test Any other skill test. target loses Guard
Physical (Incendiary, Effects increase Burning
Sprint Move within Long Range. Called Shot 2 Choose hit location struck duration) and Mental damage Ignoring Armor
Soak. A standing character may attempt a
Treatment Use Healing or Counsel Test D(number of Harms Change Stance 1 Goes prone or stands up Clear Minor Action to end the Burning
suffered) to help an ally recover Vigor or Confidence 1R Gain 1CD Morale Soak/Momentum Condition, a prone character may use a
Resolve. Recover 3 Vigor or Resolve + up to 4CD. Standard Action to roll around and end the
3/Momentum spent (repeatable). Counsel can Burning Condition (As a Clear Action, with -
be used at range +1D per Zone, starting with Disarm 2-3 Knock weapon within Reach 2 for 2D). Adding another Burning X condition adds
Close. one hand grasp, 3 for 2 hand grasp. more duration.
Withdraw Move out of Reach of an enemy without Penetration 1R Ignores 2x Soak Dazed All skill tests are +1D.
provoking a reaction. Move to any point within
Re-roll Damage 1 Re-roll any damage dice. Deaf Take 3CD Mental damage. Hearing reliant skill
Close.
tests +2D.
Second Wind 1 I,R Regain 1 vigor or resolve
Hindered All movement requires +1 action level (Free to
Reactions Secondary Target 2 Strike a 2nd target within Reach for
Minor, etc.), all terrain tests +1D.
Defend Parry or Dodge to turn the attack attempt into a half damage.
Struggle. Poisoned Specific effects to poison + Staggered
Subdue 1 The attack gains Non-Lethal Quality
Condition.
Protect Parry attempt to turn the attack against an Ally Swift Action 2 Gain a second Standard Action at
into a Struggle, defender has D2 Test. Failed Staggered Pay 1 Doom to make a Standard Action, Pay 1
+1D
attempt, the attack hits original target, on a Fortune +1 normal Doom to make a Reaction.
success defender is new target. Withdraw 1 Leave Reach without provoking
Retaliation
Retaliate When an enemy attempts a non attack skill test Fortune
within Reach, or when an enemy attempts to Add a Bonus d20 to skill test +1d20 that rolls a 1.
move out of Reach without using the Withdraw Damage Types
action. The Retaliate goes before the skill test. Perform an additional Take a second standard
Damage Stress Soak Harm Recovery
Standard Action Action.
Type
Hit Locations Second Wind Restore stress to full (Vigor or
Physical Vigor Armor + Wound Resistance/
Resolve)
1-2 Head (Creature) Cover (Agl, Brw, Healing
Coo) Overcome a Weakness Ignore a Harm until the end of
3-5 Right Arm the scene.
Physical Structure Armor + Break Crafts
6-8 Left Arm (Object) Cover (any test) Influence the Story With GM approval, add a detail
9-14 Torso to the current scene.
Mental Resolve Courage + Trauma Discipline/
15-17 Right Leg Morale (Awa, Int, Counsel
Per, Wil)
18-20 Left Leg
Conan Rules Summary
Displays (Threaten attacks) Fearsome X Adds X Mental damage for each Effect. Unforgiving X If an Exploit was used first add Intense and
A Character may use a specific Display only once Fragile Reduce damage rating by 1CD for each
Vicious X.
per Scene until the character meets the Effect. Vicious X +X damage per Effect
requirement again. Grappling Effect means target is unable to move or Volley Can use a Load to add +1d20 and +1CD to
Display Skill Range Dam + Req. take any action except escape using attack.
Qualities Athletics or Acrobatics D(Effect). Target is -
Armor Qualities
1D to target with Exploit action. The target
A Mighty Command Close XCD Area Renown of 3+,
may be released as a Free Action. Heavy +1 Fatigue
Name or X=renown
Discipline Hidden X Observation tests to detect the weapon Noisy +1D to Stealth tests
when hidden are at DX, weapon may be
Dead Melee Close 3CD Area, Head of a Very Heavy +2 Courage Soak, minimum Reach 2, also
concealed after an attack for 2 Momentum
Man’s Vicious 1 Toughened or Heavy and Noisy.
(X=1 or 2) or 1 Momentum (X=3)
Stare Nemesis killed,
Minor Action to Improvised Does not do +1 damage on Effect. Creature Qualities
Brandish it
Incendiary X Target gains Burning Condition for Effect Brain-Dead Totally unintelligent creature. Cannot
Flaming Survival Close 3CD Stun, Large burning rounds, takes XCD physical + mental attempt Reactions, cannot suffer Mental
Brand Vicious 1 object, e.g. damage at end of turn. Ignores Soak. damage.
Torch Effects on damage increase duration. Doom Herald GM gains 1 Doom when creature enters
Impossible Athletics Med. 5CD Area, Perform a Intense Inflicts +1 Harm. scene.
Feat of Stun grand feat of
Knockdown Knocks target prone on Effect, unless target Dread Creature X Begins each scene with X Doom.
Might strength
pays 1 Doom for each Effect. Familiar X Aids a sorcerer with +xd20 to Sorcery Tests
Knife to Melee or Reach 4CD Stun, Holding a foe
the Throat Stealth Vicious 1 at knife point Non-lethal Inflicts Alternate Harm on target, if no other Fast Recovery Gain X Vigor or Resolve at the beginning of
Alternate Harm is listed it is the Dazed (Vigor or every turn.
Sorcerous Sorcery Med. 5CD Area, Cast a visible condition. Resolve) X
Might Intense spell
Parrying Reduces Doom cost of Defend or Protect Fear X Causes a Discipline test at Dx or take
Stain the Melee or Close XCD Area Personally slay reaction with Parry test by 1 Doom. Threaten attack CD Mental, All creature’s
Soil Red Ranged 3+ enemies,
Persistent X Target takes XCD damage at the start of Threaten attacks are +XCD.
Weapons X= No. slain.
each round/Effect. Can be avoided by Feed Upon Fear GM gains 1 Doom when every a character
Steely Persuade Close 2CD Stun None. paying Doom/Effect. Can be cleared by take mental damage within Medium range.
Glare Clear Action.
Flight Creature can Fly.
Piercing X Ignores X Soak for each Effect.
Qualities Incorporeal X Creature can pass through solid objects, +X
Shield X Also Parry quality, can use Parry test to Armor Soak except from supernatural
Weapon Qualities Defend against Ranged attacks. Grants attacks.
Area The attack affects all targets within Reach +XCD Cover Soak against Melee and
Ranged attacks with Guard. Can be Inhuman Adds +XCD to damage or +X Stress
and 1 additional target within Close per
sacrificed to avoid a Wound. (attribute) X depending on Attribute.
Effect. Complications may mean Allies are
affected. Spread X For each Effect roll X additional hit Inured to X Takes no damage and is not affected by X.
Backlash X Attacker takes X damage for each Effect, locations, each location takes half damage.
Keen Senses -2D to Observation tests using the sense
ignores Soak. Stun Inflicts Staggered Condition if Effects, (sense type) type.
Blinding Inflicts an Alternate Harm of the Blind unless target pays 1 Doom/Effect.
Monstrous Very big creature, +1D on tests where size
Condition, lasting the Scene or until cleared. Subtle X Observation tests to detect an attack with Creature and weight would matter. Can use
the weapon are at +XD. Unbalanced or 2-Handed weapons without
Cavalry X Adds X damage for each Effect when used
an increase in Difficulty.
with a Charge Action. Thrown Can be used as a ranged weapon with
(range) range.
Conan Rules Summary

Mount X Can handle X riders, additional riders are Craft, Healing, Lore, Linguistics, Sorcery • Carts and wagons cannot attempt Gallop or
+1D to Animal Handling tests each.
Social Any influence tasks: Command, Counsel, Charge actions, no Reactions involving
Night Vision No increase in D to Observation tests in Persuade, Society Acrobatics.
Darkness
Senses Any perception tasks: Insight, Observation,
• Carriages cannot attempt Charge, any
Patron Can be a Patron for Sorcery. Thievery failed attempt to overcome an obstacle or
move through hindrance causes the
Unliving Immune to Suffocation, Starvation, Thirst.
Resistant to environmental damage -2D to Riding Animals and Vehicles carriage to suffer a Complication.
Fortitude tests.
• When traveling long distances, the rider • Chariots behave as Mounts.
may make an Animal Handling test which
Creature Categories the animal may assist using Resistance. Attacking a Vehicle
Minions Only get 1d20 on skill tests, Half Stress, no Failure applies the Fatigue on the Animal. • Roll hit location 1-2 = Animal, 3-4 =
Reactions, 1 Harm. Cannot sacrifice armor. Cost 1 • Mounted Combat Vehicle, 5-6 Driver. Spend 1 Momentum to
Doom.
◦ When the rider would have to make an choose a target.
Toughened 2d20 on skill tests, 2 Harm. Cannot sacrifice Acrobatics or Athletics test, the rider • Attacks on a vehicle gain 1 Momentum due
armor. Cost 2 Doom
makes an Animal Handling test with the to its size.
Nemesis Exactly like PCs, 3 Doom to use a Fortune. mount assisting using its Acrobatics or
Athletics. Mounted Actions
Horror Can be summoned by using Summon a Horror
spell. Minor
◦ An attack on a mounted rider 1-10 hits
Undead Can be summoned by using Raise up the Dead, rider, 11-20 hits mount. Spending Mount/ Get on or off the mount
can be put down by Placate the Dead. Momentum to target a hit location Dismount

Group Up to 5 identical Minions, 1 action in combat, use chooses both the rider or mount and hit Trot Move within Medium range
1d20 for each creature in Group. A Harm takes location. Canter Move within Long range. Attacks by or on the
out a Minion. No Reactions. Can use Interpose to ◦ Threaten attacks automatically target rider are +1D
get in the way of an attack on an Ally within
Reach, 1 Doom. Can use Special Weaponry if a the mount, rider may Defend with Standard
single Minion has a unique weapon, 2 Doom for Animal Handling.
Charge Requires a war trained steed, move within
that Minion to attack separately. ◦ Melee and Observation tests gain Medium range. D1 Animal Handling test +1D for
Squad 1 Toughened Leader, 4 identical Minions, 1 action assistance from the mount due to each point defender’s reach is higher than
in combat, Leader gets +1d20 for each Minion. A height. Riders must use a minimum attacker’s. Success allows movement into Reach
Harm on the leader takes out a Minion. Called Reach 2 weapon when attacking. and a Melee attack, failure allows movement to
shot to target the Leader. No Reactions. Can use Close range. For each momentum spent on the
Interpose to get in the way of an attack on an Ally ◦ If the rider is knocked prone, Animal Handling test (repeatable), the character
within Reach, 1 Doom. Can use Special Weaponry staggered, or otherwise becomes may add +1d20 and +1CD to the melee attack,
if a single Minion has a unique weapon, 2 Doom incapacitated, they fall from the mount for 1 point of Momentum, add Knockback to the
for that Minion to attack separately. melee attack, for 1 point of Momentum, allow
suffering 3CD Stun, a D1 Acrobatics
the mount to attack the target as well.
test mitigates damage as falling.
Fields of Expertise for NPCs ◦ Attacking with a Ranged Weapon is Gallop D1 Animal Handling test, move within Medium
range +1 zone per Momentum spent
Movement Any movement skill tasks: Acrobatics, Athletics, +1D (repeatable). Skill checks by the rider are +2D.
Sailing, Stealth • Beasts of Burden/Teams of Animals behave
Reactions are as normal.
Combat Any combat task: Melee, Parry, Ranged Weapons, as a Mob (and make tests as a group).
Warfare • All Acrobatics tests are made by Driver at
Fortitude Any survival tasks: Discipline, Resistance, Survival +2D.
z
Knowledge Any smarts tasks: Alchemy, Animal Handling,
Conan Rules Summary
Shield Walls (From Conan the Barbarian) ◦ Make a called shot attack to legs or ◦ Withdraw: move out of combat with an
• Minimum 5 defenders, each must make a head of defender, +2D. enemy Company without provoking an
D0 Parry test at the beginning of the round. ◦ Go over, under or through: D3 Athletics attack. Mounted Companies may
• If no one succeeds, no members have test, melee attacks with Reach 1 or 2 withdraw without provoking an attack
Guard. weapons get -1D. unless they are in combat with a
• If individuals fail, they don’t have Guard, ◦ Use a Mount to break shield wall, Mounted Company.
but are +1D to attack. Movement Test and +1D Animal ◦ Fortify: Infantry Companies may fortify
• Attacks against those who succeed are +2D Handling test. their position gaining -1D on defense
+ any bonus from Guard. tests. Company may not move without
• Defenders may only use Reach 2+ or Warfare (From Conan the Mercenary) losing fortification. Unless they have
Ranged weapons to attack. • The two forces are divided into one or shields, in which case, a Shield Wall
• Anyone Parrying individually forsakes the more Companies formed of several Squads, can move while fortified until they
Wall and it will break up unless 2x and the most powerful Squad designated make an attack.
characters attacked in Doom is paid. the Vanguard, typically the Squad with the ◦ Attack: A Struggle between the
• Mobs or Squads using Shield Wall are one leader. Attacker’s Warfare skill and the
entity. • For an item, such as Heavy Armor, to be Defender’s Command skill. The
• When a defender is knocked down or slain, useful to the Company, at least half of the commander received teamwork dice for
everyone else must attempt a Minor Action members must have the item. each additional Squad in the Company.
to Regain Guard. • Command: Command Focus+1 determines Tests are base D0, modified by the
◦ Failure means they do not benefit from how many Squads can be controlled as part Warfare Modifiers table.
Wall. of a Character’s Company. Command is ▪ If the Attackers win, they inflict 1
◦ Complications means they are prone also used to rally and maintain morale of Squad of Casualties +1 per
within Wall. the Company. Momentum spent. Casualties come
◦ Up to half of the defenders in non- • Warfare: measures the combat from the weakest Squads first.
participants can be protected by the effectiveness of the Company. ▪ If the Defenders win, they can
shield wall. • Rounds: each round is several minutes of spend Momentum:
◦ Non-participants protected do not have actual time and could be up to an hour. • Slog: Lower the next attacks D
Guard. The player’s side goes first unless the GM by 1 per Momentum.
• Moving: all defenders must make a spends 1 Doom to have an enemy • Counterattack!: 3 Momentum
Hazardous Terrain Test, Failure means they Company go first. can be spent to make an Attack
do not gain benefit from Wall, • Distance: Zones in Warfare are much action.
Complications mean they are outside of larger, but otherwise the same concept. • Stratagem: save the
Wall. ◦ Range: Momentum for the future.
• Shield Press: D1 Athletics Struggle. ▪ Melee weapons can be used at ◦ Siege Weapons: Each engine is a
◦ Tie: each can decide to hold ground or Close range. Squad, the commander must have the
withdraw. ▪ Ranged Weapons can be used at Artillerist talent.
◦ Winner pushes back loser who takes Medium range. ▪ Siege weapons ignore Defender’s
1CD/Momentum spent by winner. ▪ Siege Weapons can be used at armor.
◦ If the presser loses the shield wall is Long range. ▪ Breach: Successful attacks may use
broken. ◦ Movement: A Company may move 1 Momentum to remove the target’s
• Attacking a Shield Wall: Zone per Round, 2 if mounted. fortification status or permanently
• Battle Actions:
Conan Rules Summary
remove one level of cover from the Light Cover (forest, light walls) +1
target zone.
• Heroic Actions: A PC may attempt one Heavy Cover (stone walls) +2
special action played out as a regular Light Fortifications +1
Action Scene or as a Quick Heroic Action
Scene. Heavy Fortifications +2
◦ Quick Heroic Action Scene: Make two
skill tests depending on the action
attempted. The Squad or Company
may assist if it makes narrative sense.
▪ Special NPCs that take a Heroic
Action, use Doom= Difficulty of the
Quick Heroic Action Scene test to
succeed.
◦ Challenges: The PC attacks an enemy
leader directly. The two Companies
must be in combat, if the NPC does not
wish to accept the challenge, the PC
must make a Melee, Athletics or Stealth
test with D= # of enemy squads in
Company. The fight is played out as a
regular fight.
◦ Failure: The PC escapes with their life,
but the accompanying Squad or
Company is wiped out, killed or
captured.

Warfare Modifiers
Attacker Conditions DM
Defender has shields +1
Defender has mounts, attacker does not +1
Defender has Light armor +1
Defender has Heavy Armor +2
Defender has Very Heavy Armor +3
Attacker has mounts, defender does not -1
Defense Modifiers DM
Defender has longer reach weapons -1
Conan Rules Summary

Sorcery (Includes the Book of Skelos) ◦ Gaining information from a rival’s • Ingredients can generally be made from
journals is a D3 Sorcery test. common materials with a D1 Alchemy test.
Learning Spells ◦ Recognizing a spell that is being cast is
• 1 Spell is learned from the Sorcerer Talent a D2 Sorcery test. Casting a Spell
of the Sorcery skill. ◦ Learning the dangers of a ruin results • First take a Minor Action to Focus, followed
• Additional Spells are learned from the in a D1 Sorcery test, any Momentum by a Sorcery test.
Patron and Barter your Soul talents of the goes into the pool, each Consequence • Each failed die causes a Complication.
Sorcery skill. results in 2CD Resolve damage to those • Each 20 causes 2 Complications!
prepared as they are unnerved by what • If the Sorcerer does not Focus first, a 19-20
Patrons they hear. causes 2 Complications.
• Taking the Patron talent of the Sorcery skill ◦ A Minor Action D2 Sorcery test can tell • All spells have a Resolve cost to cast, which
at character creation gains the PC a Patron. the Sorcerer if an effect has been is paid whether the spells succeeds or fails.
• Patrons that are lost, due to death or caused by real Sorcery or by fakery. A • If the Character does not have their
otherwise, cause a D5 Discipline test, 1 point Momentum spend by any PC on Sorcerous Garb and Talismans +1D to
otherwise their teachings are lost as well. If any suitable skill tests can give the tests.
the PC planned the loss, the test is D4. If same information. • Alternately, the skill test to cast a spell can
the test is failed, the PC suffers a +2D on ◦ A D0 Sorcery test can be used like an be a test of Consequences.
tests involving all Spells and Enchantments Observation test to determine what ◦ The spell test succeeds! BUT!
taught by the Patron. Consequences, offerings used and ◦ The player still rolls and every missed
• Finding a Patron requires a D3 Lore, whether the spell was cast by an Success or Momentum on the spell test
Society or Sorcery test, and an arduous inhuman Sorcerer. 2-3 Momentum results in a Complication, a failed die
trek. A Patron may be an Outer Dark entity spent can even allow tracking the roll results in 2 Complications and a 20
or a human sorcery or cult. caster for a short distance. results in 3 Complications! (?)
• A bargain must be made to a Patron and • Experimental • Offerings may give extra d20 or Momentum
then the Patron talent can be bought. The ◦ A Tome of Sorcery can be used to learn on tests.
bargain will involve a demand. new Momentum spends for a spell. D3 Sorcery Momentum Spends
• A demand costs 5CD Gold, Vigor or Resolve Sorcery test. Spend Cost Description
paid during upkeep. But it should be some ◦ Without a Tome of Sorcery, trial and
error can be used to learn a new Cast in 1R Observers must make Dx
strange, corrupting request regardless of
Momentum spend for a spell: D4 Whispered Observation test to notice
the type of patron.
Sorcery test and uses one Offering. Tones the spell. X is Momentum
spent.
Alternate uses for the Sorcery Skill
• Investigative Petty Enchantments Listening to 1R When using Sorcery to
◦ Recognizing Spells and Enchantments: • 1 Petty Enchantment is learned for each Shadows gather information each
D4, -1D for Patron, -1D is Sorcerer rank in the Alchemy skill. This grants the Momentum gains one info
knows the spell. Can use Sorcery or Simple (D0) version of the Enchantment. about caster.
Alchemy. More difficult Enchantments are learned
◦ Can be used to identify spells from the with the Master of Formulae talent or can Counter Spells
effects OR the accouterments the be figured out with the Dabbler talent. • Turns the casting into a Struggle.
Sorcerer has on them. • Each Petty Enchantment requires 1 or more • The Counter speller must be able to cast
◦ Gaining information about a rival from Ingredients. the spell.
their name D2 Sorcery test.
Conan Rules Summary
• The Counter must pay the Resolve cost for ◦ The Master makes the ultimate roll to
the spell. succeed with the spell.
• The Counter must witness the casting of ◦ Votaries act as Acolytes and add an
the spell. additional 1 Momentum each. Must also
know spell.
Ritual and Sacrifice ◦ Acolytes must know Sorcery skill, but
• Human sacrifice gains the Sorcerer 1 do not need to know spell, roll 1d20
additional Momentum, 10 sacrifices gain 2 and add their successes to the
Momentum, 100 gains 3, etc. Serious side Master’s. Failures cause Consequences
effects should be imposed, see Core book and 20s cause 2 Consequences.
pg. 171. ◦ Initiates do not know Sorcery, roll 1d20
◦ A Greater Sacrifice is defined by the GM against Willpower, Successes add to
or Sorcerer prior to finding the victim. the Master’s, Failures add
Greater Sacrifices provide 2 Momentum Consequences, 19-20 add 2
each. Consequences.
▪ Voluntary sacrifices count as ◦ Consequences can cause injury to
Greater Sacrifices and Acolytes, but Initiates or Resolve damage to any
do not need to contribute witness.
Teamwork dice.
◦ The first time a human sacrifice is Astrology, Mesmerism, and the Mummer’s
used, the Sorcerer automatically fails Arts
any Discipline test.
◦ Sacrifices regarded as less than human
provide 0 Momentum. Herbalism
◦ Momentum is only gained on a
successfully cast spell and must be
used immediately.
◦ Every 20 sacrifices require 1 Initiate to
help with. This reduces the Momentum
gained by 1.
◦ Sacrifices require a Dx Discipline test,
where x is expected Momentum gain
before the sacrifice. Failure causes 2x
Resolve damage. If no successes are
gained, the Sorcerer immediately takes
1 Trauma.
◦ After the spell is cast and the sacrifices
are dead, the Sorcerer makes another
Dx Discipline test as before the spell.
• Ritual Magic up to 2x members as the
Master has Sorcery Expertise.

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