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    Role playing in the Hyborian Age

    using Green Ronins Dragon AGE Role Playing System

    AGE of Conan

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    Chapter 1:

    Character CreationHe seemed more a part of the sun and high places of the outlands. His slightestmovement spoke of steel-spring muscles knit to a keen brain with the co-ordination of aborn fighting man. There was nothing deliberate or measured about his actions. Eitherhe was perfectly at rest still as a bronze statue or else he was in motion, not with the

    jerky quickness of over-tense nerves, but with a catlike speed that blurred the sightwhich tried to follow him.

    The Phoenix on the Sword

    Making a character in AGE of Conan is very similarto making one in Dragon Age. The main difference

    is that instead of choosing a background you mustfirst choose your characters race and country oforigin. This will determine your background,which will also influence the possible classes yourcharacter can have. The rules for buying abilitiesand background ability focuses can be used here ifpermitted by your GM.

    RacesThis section describes the various races that popu-late the Thurian continent in Conans time. Choos-

    ing a race is intimately involved with choosing acountry of origin. For example, if you want to playa Cimmerian, then that means your character hasto come from Cimmeria. It also means that, asCimmeria has a barbarian culture, your charactercan only take the warrior class.

    In many cases a single race occupies one (and onlyone) country. The Cimmerians are an example, asare the Zamorans. Other races, notably theHyborians, have spread across the continent andpopulated many countries. Some racial variants arealso described: for example, the Pelishtim Shemites

    are recognizably different from the MeadowShemites.

    When racial variants are listed under a country youmust pick which one you want to use. So choosinga Bossonian (a variant of Hyborian) means thatyour characters country of origin must be Aquilo-nia. However, choosing the more general Hybo-rian allows for a wider choice of country.

    Each race has a number of associated ability fo-cuses, weapon groups and/or talents. When creat-ing a character you gain one bonus ability focus orweapon group from those listed.

    Racial variants choose their bonuses from theirown list instead of, not in addition to, the mainraces bonuses.

    Cimmerian

    Cimmerians are descended from the ancient Atlan-teans. They are tall, powerful and fierce, with darkhair and blue or grey eyes. Cimmerians can beblunt to the point of rudeness.

    FOCUS:STRENGTH (CLIMBING).Cimmerians are re-nowned as the finest climbers in the world.

    Himelian

    The tribes of the Himelias consist of tall, strong,fierce hill-men. They disdain civilised codes of be-haviour, though many adhere to a barbaric code ofhonour. The tribes include the Afghulis, Dagozai,

    Galzai, Irakzai, Khurakzai, Wazuli and Zhaibariamong others.

    FOCUS:CONSTITUTION (STAMINA).The Himeliantribesmen seem to be continually at war withevery other tribe, as well as their neighbours.

    Wazuli

    The Wazuli are largely nocturnal and prefer to dotheir raiding during the night. Like other Hime-lians, they are a hardy and usually hospitable folk.

    FOCUS:PERCEPTION (SEEING).The Wazuli haveprobably the best night vision of any humanpeoples.

    Hyborian

    The Hyborians, descendants of worshippers of thegod Bori, have become a highly civilised and so-phisticated folk with strong nations such as Neme-dia, Ophir, Aquilonia, Hyperborea, Argos, Corin-thia, the Border Kingdoms, the Barachan Islands,Brythunia, the Bossonian Marches, Koth, Khauranand Khoraja. Generally Hyborians identify them-selves not as Hyborians per se but according to theirhomeland.

    FOCUS: Players choice of one focus. Hyboriansare one of the most adaptable races, capable ofturning their hands to almost any profession.

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    Argossean

    Originally pure blood Hyborians, the Argosseanshave mixed with many other races, particularly theZingarans and the Shemites. Most are short andstocky. They make superb sailors, traders and pi-rates. Renegade Argosseans have colonised theBarachan Islands, which is now a pirates haven.

    FOCUS:CUNNING (SEAMANSHIP).Argosseans are su-perb sailors.

    FOCUS:COMMUNICATION (INVESTIGATION).The arts offerreting out information about trading opportu-nities have been in the Argossean blood for gen-erations.

    Bossonian

    The yeomen of the Bossonian Marches are re-nowned the world over for their archery skills andstalwart, well-nigh unconquerable defence. Theyare of medium height and complexion and have brown or grey eyes. Bossonians are generallyclosely allied with Aquilonia but often serve asmercenaries throughout the world.

    WEAPON GROUP:BOWS.The Bossonians practisedaily with their powerful bows from an earlyage.

    FOCUS:DEXTERITY (BOWS).They hone that practicewith regular experience, holding off hordes ofPicts and battling in the armies of Aquilonia.

    Gunderman

    Universally tawny-haired and grey-eyed, the Gun-dermen are very nearly pure-blooded descendantsof the original Hyborian tribes. Though Gunder-land is technically a province of Aquilonia, it wasan independent kingdom for so long that the Gun-dermen do not truly consider themselves Aquiloni-ans and likely never will. However, they marchwillingly to Aquilonias wars and are regarded asthe finest heavy infantry in the known world.

    WEAPON GROUP:SPEARS.Even the least combat-oriented Gundermen have at least some trainingwith the pike.

    FOCUS:STRENGTH (SPEARS).Gunderlands regimentsof pikemen are one of the major factors in Aqui-lonias military strength.

    Hyperborean

    Many Hyperboreans are still tawny-haired andgrey-eyed like the original Hyperborean tribe.However, the influence of Nordheimer blood hasbeen strong for hundreds of years, so Hyperbore-ans can have a variety of skin, eye and hair colour-ings. All tend to be gaunt, big-boned, violent andslow of speech.

    FOCUS:STRENGTH (INTIMIDATE).Hyberboreans arerenowned for their strength and aggressive na-ture.

    Tauran

    The Tauran region of Aquilonia is a mixture of ag-ricultural lands and wilderness with no large set-tlements. Often regarded as backwards yokels incomparison to the more urban areas, they makeexcellent woodsmen.

    FOCUS:PERCEPTION (TRACKING).Tauran woodcraft isthe best of any of the civilized folk.

    Hyrkanian

    The Hyrkanians are dark and generally tall andslender. The most prominent Hyrkanian tribe isthat of the Turanians, who have carved out a king-dom for themselves.

    FOCUS:DEXTERITY (BOWS).Hyrkanians are re-nowned as the greatest archers in the East.

    WEAPON GROUP:BOWS.All Hyrkanians are notedfor their superb archery skills.

    Khitan

    The Khitans are yellow-skinned and dark-hairedand have what to Westerners is a quite unsettling,almost alien look. The majority of Khitans neverleave their home jungles; few Hyborians travel farenough to know for sure.

    FOCUS: Players choice of one CUNNING (LORE)fo-cus. Khitans are highly knowledgeable, particu-larly with regard to esoteric lore of all kinds.

    Kushite

    The Kushites are a short, dark brown-skinned racewith curly black hair. The Gallahs described hereare the lower class and the majority of the popula-tion. Members of several other Black Kingdomsshare similar characteristics to the Kushites, includ-ing the Keshani, Puntans and Zembabweans.

    FOCUS:DEXTERITY (STEALTH).Long years of practicewith the spear combine with a certain innate sav-agery to make the Kushites some of the mostdangerous spearmen around.

    WEAPON GROUP:SPEARS.Theirs is an unforgivingculture where any who do not learn to defendthemselves from an early age will simply notsurvive as anything other than slaves.

    Chaga

    The ruling caste of the Kushites, known as theChagas, are partially of Stygian descent and aretaller than the ordinary Kushites. The Chagas andGallahs exist in a constant state of tension thatcould at any time break out into open conflict.

    FOCUS:PERCEPTION (EMPATHY).The Chagas are dis-trustful of their ordinary Kushite subjects.

    FOCUS:PERCEPTION (TRACKING).The Chagas learn tosurvive and live effectively in the jungles anddeserts of Kush.

    Chapter 1 Character Creation

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    Ghanata

    Despite living in the Southern Desert, the Ghanatasare closely related to the folk of the northern BlackKingdoms but have enough differences to be con-sidered a separate race.

    FOCUS:DEXTERITY (LIGHT BLADES).Spears are un-suited to Ghanata desert warfare, so they havelearned to wield weapons that are more lethal inclose combat.

    FOCUS:DEXTERITY (RIDING).The Ghanatas are expertriders of horses and camels alike.

    Nordheimer

    The Nordheimir comprise two closely related races,the yellow-haired sir and red-haired Vanir. Allare blue-eyed and pale-skinned, with tall and pow-erful physiques. The Nordheimir in general arewelcoming to peaceful strangers, though they con-

    stantly raid foreign lands and can be vicious whenabroad on one of their forays.

    FOCUS:STRENGTH (HEAVY BLADES).The Nordheimirfavour the sword and though their technique isperhaps unsophisticated, they have a great dealof practice at delivering hard blows.

    Pict

    The Picts are a short, broad, swarthy-skinned folkwho paint various designs on their faces andbreasts to indicate to which tribe they belong andwhether they are merely out hunting or on the

    warpath. Picts are among the most unremittingsavages in the world. They are highly superstitiousand are given to barbarous forms of human sacri-fice and torture of strangers and enemies. Fortu-nately the tribes rarely co-operate but the Bossoni-ans dread the coming of a powerful shaman orstrong chieftain who could unite several tribes.

    FOCUS:DEXTERITY (ACROBATICS).Picts are highly ag-ile.

    FOCUS:PERCEPTION (TRACKING).The Picts are one ofthe few races who manage to live entirely byhunting.

    Shemite

    Most Shemites roam the uncharted deserts in theeastern half of Shem and beyond as far as the king-dom of Turan, though the typical Hyborian is farmore likely to meet a more settled MeadowShemite from one of the many pastoral settlementsto the west.

    FOCUS:COMMUNICATION (DECEPTION). Shemites arethe greatest liars in the world!

    FOCUS:CUNNING (EVALUATION). Shemites love ob-

    jects of beauty and great value, particularly gemsand jewellery.

    FOCUS:PERCEPTION (SEEING). They are noted fortheir keen sight, which is naturally good and isfurther honed by long travels in the desert.

    Meadow Shemite

    Most adventuring Shemites from the westernmeadow cities are mercenary soldiers rather than

    desert nomads. Meadow Shemites usually considerthemselves members of a particular tribe basedaround a city or region, rather than simplyMeadow Shemites and have a long-standing ri-valry with eastern Shemites.

    FOCUS:COMMUNICATION (PERSUASION).MeadowShemites have learned to apply their expertise inlying to politics as well as simple interpersonalrelationships.

    WEAPON GROUP:BOWS. Meadow Shemites arefeared throughout the civilised world for theirarchery skills and fierceness in battle.

    Pelishtim

    The ancient Pelishtia region of western Shem ishome to the Pelishtim, a race of noted warriors andsorcerers. They can be found throughout the world,for their wise men often wander far in search ofknowledge and their mercenaries will take serviceanywhere between Zingara and Turan.

    FOCUS:CUNNING (ARCANE LORE).The Pelishtim arenoted for their arcane secrets.

    Southern Tribesman

    Southern Tribesman (or Southern Islanders) arevery dark of skin, tall and well muscled. Their war-riors wear white plumes in their hair but rarely bother with armour. The black corsairs of theSouthern Islands are among the most feared piratesin the world, raiding up and down the Black Coastas far north as Stygia and even beyond.

    FOCUS:STRENGTH (SPEARS).Southern Tribesmen areexpert spearmen and rarely bother with anyother weapon.

    WEAPON GROUP:SPEARS.Even the most peaceable

    Southern Tribesmen recognise the value of atraining with the spear.

    Darfari

    Whilst regarded as one of the northern BlackKingdoms, Darfari are similar both physically andculturally to the Southern Islanders and tribes ofthe southern Black Kingdoms. They prefer bludg-eons as weaponry and are distinctive for their ex-tremely kinky hair.

    WEAPON GROUP:BLUDGEONS.The Darfaris lovenothing better than to beat their enemies to death

    or unconsciousness. They believe that this retainsthe flavour of the meat far better than allowing avictims blood to spill upon the earth.

    Chapter 1 Character Creation

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    Stygian

    The modern ruling-caste Stygians described hereare tall, broad and black-haired, with dusky skinand handsome, straight features. A few of the mostancient noble families have skin the colour of paleivory. They are hereditary warriors, though theStygia is almost as famous for its powerful sorcer-

    ers.

    FOCUS:CUNNING (ARCANE LORE).The Stygian rulingcaste is steeped in arcane lore from a very earlyage.

    WEAPON GROUP:BOWS.Stygian nobles are born tothe hunt and to war. They routinely use theheavy bow of their country to bring down desertlions and other large prey.

    Vendhyan

    Vendhyan societies are probably the most ad-

    vanced outside of the West and Khitai and featurehighly sophisticated systems of government andreligion. Vendhyans tend to have light brown tomid-brown skin, straight black hair and large darkeyes. Vendhyan adventurers are almost alwaysfrom the Kshatriya caste, the ancient warrior aris-tocracy of Vendhya.

    FOCUS:COMMUNICATION (PERSUASION).The Vendhy-ans are an ancient, cultured and well-educatedrace.

    FOCUS:WILLPOWER (SELF-DISCIPLINE).Vendhyanshave a structured and disciplined society, whichtends to breed strong-willed citizens.

    Zamorian

    Most Zamorians are black-haired and of dark com-plexion. Now regarded as an ancient and evil racethey are descended from the Zhemri, a mysteriousrace said to be one of the first human peoples.

    FOCUS:COMMUNICATION (INVESTIGATION).Zamoriansseem to know where to find the most ancient ar-tefacts, as well as the richest treasures.

    FOCUS:DEXTERITY (LOCK PICKING).Zamorians have

    the quickest and nimblest fingers in all the civi-lised lands.

    Zingaran

    Most Zingarans are black-haired and dark of com-plexion. They are lean and dangerous-looking inappearance and have fiery tempers. The warriors ofeastern Zingara sport black moustaches.

    FOCUS:CUNNING (SEAMANSHIP). The Zingarans do afair amount of trading on the sea but indulge ineven more raiding.

    FOCUS:DEXTERITY (LIGHT BLADES).Zingaranswordsmanship is taught in both formal fencing-schools and the back streets of every city, whichare no less strict.

    Country of OriginThe country where your character was born andgrew up determines his cultural background,which in turn limits his possible class, as well asstarting focuses and talents. The large number ofHyborian nations offer a wide variety of options. A

    short summary of each country is given below.

    Aquilonia

    Symbol of might in the Hyborian Age, Aquiloniawields indisputably the supreme military power ofthe Western world. More than any other kingdom,however, Aquilonia lies surrounded by grim andunrelenting enemies.

    CULTURE:Civilized

    RACE: Hyborian, Bossonian, Gunderman, Tauran

    LANGUAGE: Aquilonian

    Argos

    The major sea power of the Hyborian Age, proudArgos sweeps the western sea from Vanaheim tothe Black Kingdoms. Wealthy beyond its size, Ar-gos seldom lacks for funds either to war or toweave far reaching webs of intrigue as the situationdictates. Argosseans are the natural enemies ofZingara.

    CULTURE: Civilized

    RACE: Argossean

    LANGUAGE: Argossean

    Asgard (Nordheim)

    Reavers of the icy north, the mailed warriors of thesir are held in check only by their equally fero-cious kin the Vanir to the west, the grim Cimmeri-ans southward, and by arcane Hyperborea to theeast. Loosely organized, the clans await their forg-ing to a cause, or a great captain of men, to spurthem over the ice towards bloody conquest!

    CULTURE: Barbarian

    RACE: Nordheimr

    LANGUAGE: Nordheimr

    Barachan Isles

    The Barachan Isles house the pirates of the Westernocean. These pirates are despised by Zingaran andArgossean sailors alike. Their loyalty is not to anynation, but to their captain, their islands and tothemselves.

    CULTURE: Civilized

    RACE: Hyborian, Argossean

    LANGUAGE: Barachan

    Chapter 1 Character Creation

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    Black Kingdoms

    The Black Kingdoms are a group of nations southof Stygia, ruled by a constantly changing collectionof dominant tribes.

    CULTURE: Savage

    RACE: Kushite, Ghanata, Southern Tribesman

    LANGUAGE: Kushite, Black Kingdoms dialect

    Border Kingdom

    A buffer state between Nemedia and Brythunia andthe more savage people of the north, the BorderKingdom was the last Hyborian nation to befounded. A sad wilderness with deserted, disconso-late marshlands, this country acts as a trade routefor merchants avoiding strict Nemedian taxes.

    CULTURE: Civilized

    RACE

    : HyborianLANGUAGE: Aquilonian or Nemedian

    Brythunia

    The land of plains and horse, Brythunia is a cultureof hunters and farmers, ranging their wide, flatlands ahorse and unfettered. The Brythunian armymaintains this heritage with a large contingent ofdisciplined cavalry regiments. Still, Brythunia isscattered into small, widely dispersed fiefdoms.

    CULTURE: Civilized

    RACE: HyborianLANGUAGE: Brythunian

    Cimmeria

    A warrior race, the Cimmerians are descendants ofancient Atlantis and only slowly coming again intothe ways of civilization. In battle the Cimmeriansare unmatched in the darkly wooded hills of theirhomeland and few are the invading Aquilonians,Picts, or Nordheimr who return from that greyland. A legacy of hatred runs strong amongstCimmerians for their long time enemies, the Picts.

    CULTURE: Barbarian

    RACE: Cimmerian

    LANGUAGE: Cimmerian

    Corinthia

    Secure behind high mountain passes lie the citystates of Corinthia. Notable for their highly disci-plined battle phalanxes and fearsome weaponry,including halberd and pike. However, the fracturedcity-states all pay tribute to mighty Koth.

    CULTURE: CivilizedRACE: Hyborian

    LANGUAGE: Corinthian

    Darfar

    The sharply filed teeth of the Darfar savages hauntthe dreams of even the boldest warriors who havefaced them in screaming battle. Darfar is named forthe scattered cannibalistic grassland tribes whichprovide the drive for empire.

    CULTURE: SavageRACE: Southern Tribesman

    LANGUAGE: Darfari

    Ghulistan

    Ghulistan lies in the southwestern foothills of theHimelian Mountains. It is inhabited by warliketribes of mountaineers, who raid the northernreaches of Vendhya for spices and gold.

    CULTURE: Barbarian

    RACE

    :

    Himelian, WazuliLANGUAGE: Ghulistani

    Hyperborea

    Cold and heartless, Hyperborea is ruled by grim,gaunt, albino nobles and by the sorcerously power-ful witch-women. Safe in their high stone keeps,the Hyperboreans wield power far beyond theirmeagre resources and small army. Hyperborea is aspiteful foe to Aquilonia and quite possibly themost dangerous kingdom of the Hyborian Age.

    CULTURE: Civilized

    RACE: Hyperborean

    LANGUAGE: Hyperborean

    Hyrkania

    Savage horse tribes of the interior steppes, uncivi-lized in all but the arts of war at which they excel,the Hyrkanian tribes war constantly amongstthemselves. Trained from childhood in horse andbow, Hyrkanian cavalry has been called with goodreason the finest horse-archers in the world.

    CULTURE: NomadRACE: Hyrkanian

    LANGUAGE: Hyrkanian

    Iranistan

    The golden land south of the Ilbars mountains iswidely, albeit sparsely inhabited. Ancient and rich,Iranistan uses the Afghuli and the Ilbars hillmen as border defenses to turn back the swift horse-archers of their age-old foes, Turan and Hyrkania.

    CULTURE: Civilized

    RACE: Himelian

    LANGUAGE: Iranistani

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    Keshan

    A kingdom of barbaric splendour, the Keshans arewell led by nobles and religious leaders who claimdescent from the great people of Alkmeenon. Ke-shan also has a well drilled army. While Stygiantroops often raid into northern Keshan, Punt is Ke-shans long standing and hereditary enemy.

    CULTURE: Ancient

    RACE: Kushite

    LANGUAGE: Keshani

    Khauran

    Rich in fertile meadowlands and at the center oftrade in Hyboria, Khauran is a petty kingdom ofabundant wealth. Khauran is well ruled by noblesof Kothic descent who disdain the use of horse buthire mercenary cavalry troops as needed.

    CULTURE: Civilized

    RACE: Hyborian

    LANGUAGE: Kothic

    Khitai

    An ancient empire, stronghold of the worldsgreatest wizards and masters of the eastern world,Khitai has a powerful army and a sound leadershipbased in Paikang, Shu-Chen and Ruo-Chen. Khitaiis forever at war with Kambuja to the south, whosegod-kings vie with them for supremacy.

    CULTURE: Civilized

    RACE: Khitan

    LANGUAGE: Khitani

    Khoraja

    Blessed with excellent leadership, a highly diverseand well trained army, a fertile land, and a locationcentral to the rich southern and eastern traderoutes, Khoraja is powerful beyond its tiny size.

    CULTURE: Civilized

    RACE: Hyborian

    LANGUAGE: Kothic

    Kosala

    Kosala is an ancient land, decadent but not grownsoft. Its people are devoted to the god Yajur andtheir armies are an arm of their religion. Aided byancient magics and a fanatical if untrained popu-lace, Kosala is tied with Vendhya through inter-marriage and treaty and can expect no invasionsfrom that quarter.

    CULTURE: AncientRACE: Himelian

    LANGUAGE: Kosalan

    Koth

    Once the mainland of the forgotten empire of Ach-eron, Koth is ruled by the mad Emperor Strabonus.While Khauran and Khoraja are historical vassalsof Koth, Strabonus has also forced Ophir and Cor-inthia to pay tribute. It is whispered that the Em-peror dabbles in forbidden magicks to fulfil his

    ambition: to restore the fallen empire of Acheron.

    CULTURE: Civilized

    RACE: Hyborian

    LANGUAGE: Kothic

    Kush

    The semi-civilized Black Kingdom of most com-mon knowledge among people of the Hyboriannations is Kush. Proud Kush is seldom raided, theStygians usually preferring to take their slaves

    from weaker Darfar or Keshan.CULTURE: Ancient

    RACE: Kushite, Chaga

    LANGUAGE: Kushite

    Meru

    Meru is an isolated land in the heart of the Hime-lian Mountains, its origins known only throughlegend. The people is ruled by red-robed, slant-eyed priests of the demon-king Yama.

    CULTURE: Ancient

    RACE: As Vendhya.

    LANGUAGE: Meruvian

    Nemedia

    Nemedia, the central pillar of Hyborian culture andcivilization, stands ever in defiance to their habitualfoes, mighty Aquilonia. The gleaming Nemedianknights are rightly proud for their army which is asdiverse as it is deadly.

    CULTURE: Civilized

    RACE: Hyborian

    LANGUAGE: Nemedian

    Ophir

    A kingdom of great beauty with gilded knights andhigh towered cities, Ophir is protected by naturalboundaries of mountain and river on all sides butto the south, which the Ophirians have well forti-fied. But the kingdom lacks the will to fight domi-nant Koth and has been forced to pay tribute to itsmad Emperor.

    CULTURE: CivilizedRACE: Hyborian

    LANGUAGE: Ophirean

    Chapter 1 Character Creation

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    Pictland

    Savage, warlike, brutish, persistently resistant tocivilizing influences, the Picts inhabit the primal

    forest of the Pictish Wilderness.

    CULTURE: Savage

    RACE: Pict

    LANGUAGE: Pictish

    Punt

    The barbaric splendour of Punt is based upon the bright yellow gold washed down off the centralhills. If Keshan and Zembabwei can be kept at bay,and a trade route established to the markets of theHyborian world, then Punt may well emerge assupreme among the Black Kingdoms.

    CULTURE: Savage

    RACE: Kushite

    LANGUAGE: Puntan

    Shem

    The city states of Shem lie between the ambitions ofKoth and the malignancy of Stygia. The westernShemish states form a loose-knit nation with As-galun dominating its politics. The eastern Shemish

    states ally with each other and also with westernShem, creating a friendly eastern border. The Shem-ish Asshuri and the famous Shemish archers makeShems armies very strong. Through mercenary

    service in over a dozen kingdoms of the westernworld, the Shemish generals have learned well theart of war.

    CULTURE: Civilized

    RACE: Shemite, Meadow Shemite, Pelishtim

    LANGUAGE: Shemitish

    Stygia

    The ancient desert culture of Stygia, slumberingbeyond the Styx, is in decline, revolving in malig-nancy about itself, but it is also the source of a greatand evil sorcerous knowledge which may yet gainmastery over the Western world.

    CULTURE

    : AncientRACE: Stygian

    LANGUAGE: Stygian

    Turan

    Masters of the Vilayet Sea, Turan is perpetually bat-tling Kozak raiders and Vilayet pirates and quell-ing revolts from a hundred sources. The rulers ofTuran pass their reign in unceasing watchfulness.Turan is a natural enemy to Iranistan and Vendhya,but is in loose alliance with Hyrkania.

    CULTURE: CivilizedRACE: Hyrkanian

    LANGUAGE: Turanian

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    Vanaheim (Nordheim)

    The red-haired Vanir are isolated in the northwestand their mailed swordsmen therefore vent theirwarlike natures on their Asgardian kin to the east,the savage Picts to the south, or less often upongrim Cimmeria to the southeast. The warriors ofVanaheim are known to be utterly fearless.

    CULTURE: Barbarian

    RACE: Nordheimr

    LANGUAGE: Nordheimr

    Vendhya

    Vendhya is an ancient and proud kingdom, ruled by the Kashatriyan warrior caste. Vendhya ishemmed in the north by Ghulistan, the west byKosala and the east by Uttara Kuru. As the hugeVendhyan host swells in size, one day it must burst

    forth into empire and the day of Vendhyan glory.CULTURE: Ancient

    RACE: Vendhyan

    LANGUAGE: Vendhyan

    Zamora

    Zamora is a land of spider-haunted towers andmaster thieves. Reliant on their spies and long-lived wizards upon Zamora may indeed follow ashadowy path to world mastery with the aid ofspells long forgotten and knives which strike

    swiftly in the dark.CULTURE: Civilized or Ancient

    RACE: Zamoran

    LANGUAGE: Zamoran

    Zembabwei

    A growing power in the south-lands, vital Zem- babwei is well led and armed. The Zembabweicommand great flying reptiles found only in Zem- babwei heartland. These soaring winged mountsstrike terror into the hearts of all who behold them.

    CULTURE: Barbarian

    RACE: Kushite

    LANGUAGE: Zembabwan

    Zingara

    Powerful sea raiders, the Zingarans are active sup-porters of the Zingaran buccaneers. Zingara is aproud and rich land, though often torn by civilstrife and bitter feuds between powerful membersof its nobility.

    CULTURE: CivilizedRACE: Zingaran

    LANGUAGE: Zingaran

    EquipmentCharacters begin play with the same equipmentand money as in Dragon Age , although mages nolonger have or need wands.

    Defense and SpeedDefense and speed are calculated in the same wayas Dragon Age. However, note that nomad charac-ters receive a 2 penalty to their Speed. However,when mounted their mount receives a +2 bonus toits Speed. Also, characters with the DEXTERITY (RUN-NING) focus gain +2 to Speed.

    Backgrounds

    The Hyborean Age is home to many nations.Rather than creating separate backgrounds for each

    country they have been grouped into culturaltypes: savage, nomadic, barbarian, civilized andancient.

    Choosing a background modifies your character inseveral ways. These are spelled out in each descrip-tion, but generally include the following:

    An increase to one or more of your abilities.

    A choice from one or more ability focuses.

    Determination of your possible class.

    Sometimes (depending on class) a change to the

    weapon groups, weapon focuses or talents thatcan be learnt when starting.

    Sometimes (depending on class) an additionalability focus.

    Two additional, randomly determined benefitsfrom each backgrounds associated table. If youreceive the same benefit twice, re-roll the secondone. If you receive a weapon group you alreadyhave you receive the focus for that weapon groupinstead.

    In addition your character will start the game

    knowing one or more languages, as determined byyour country of origin. See Chapter 5.

    Savage

    The tribes of the Pictish Wilderness are the classicsavages in Conans time. They are characterized bystrange tribal customs, low levels of technologyand a belief in the supernatural.

    If you choose to play a savage, modify your charac-ter as follows:

    Add 1 to your Constitution ability. Savages mustbe tough to survive without the trappings of civi-lization.

    Pick one of the following ability focuses: CUNNING(NATURAL LORE) or DEXTERITY (STEALTH).

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    Choose a class. You can choose a rogue or amage. Savage backgrounds have not yet devel-oped a true warrior stereotype in the same veinas more civilized nations.

    Savage rogues are the tribes hunters and fight-ers. They receive the novice degree in one of thefollowing talents at level 1, instead of the usual

    rogue talents: SCOUTING, THROWN WEAPON or TRAP-MAKING. Note that races of many savage nationsusually receive the SPEARS or BLUDGEONS group.

    Savage mages are the tribes shamans and witch-doctors. They may also be priests of the local re-ligions and cults.

    The following countries have savage cultures:Darfar, Keshan, Kush, Pictland, Punt, and otherBlack Kingdoms.

    Savage2D6 Roll Benefit

    2 +1 Magic

    3 4 FOCUS:CONSTITUTION (STAMINA)

    5 FOCUS: DEXTERITY (TRAPS)

    6FOCUS: COMMUNICATION (ANIMAL

    HANDLING)

    7 8 +1 Perception

    9 FOCUS:WILLPOWER (FAITH)

    10 11 FOCUS: PERCEPTION (TRACKING)12 +1 Dexterity

    Nomadic

    The fierce raiders of Hyrkania are the stereotypicalnomadic nation. Born in the saddle, nomads roamthe empty wastes beyond the civilized cities; quickto strike and bound by no laws.

    If you choose to play a nomad, modify you charac-ter as follows:

    Add 1 to your Dexterity ability. Nomads are fastand agile.

    Pick one of the following ability focuses: COMMU-NICATION (ANIMAL HANDLING) or DEXTERITY (RIDING).

    Choose a class. You can choose a warrior or arogue. Like barbarians, nomads distrust magesand sorcerers and their cultures do not lendthemselves to such scholarly pursuits. TheHyrkanians have tribal shamans, but these arewise men and elders with no magical power.

    Nomadic rogues are the tribes hunters andscouts.

    Nomadic warriors cannot choose the TWO HANDERSTYLE talent at 1st level, but automatically gaintraining in the BOWS GROUP.

    Nomads are slower when unmounted. Nomadsreceive a 2 penalty to their base speed when onfoot, but +2 to their mounts speed whenmounted. This is in addition to any other bo-nuses from, say, the Horsemanship talent.

    The following countries have nomadic cultures:Hyrkania and the Zuagir of Shem.

    Nomad

    2D6 Roll Benefit

    2 +1 Strength

    3 4 FOCUS:PERCEPTION (SEEING)

    5 FOCUS:PERCEPTION (TRACKING)

    6 FOCUS:DEXTERITY (ACROBATICS)

    7 8 +1 Perception

    9 FOCUS:COMMUNICATION (BARGAINING)

    10 11 FOCUS: CONSTITUTION (STAMINA)

    12 +1 Constitution

    Barbarian

    The northern tribes of Cimmeria and Nordheim arethe classic barbarians of the Hyborian age, butsome similar cultures exist among the BlackKingdoms. Barbarians are tribal but independent,fiercely protective of their lands and herds. Bar- barians often look down on the soft, civilized na-

    tions but are not above exploring their comforts or raiding their treasures.

    If you choose to play a barbarian, modify yourcharacter as follows:

    Add 1 to your Strength ability. Barbarians prizephysical strength.

    Pick one of the following ability focuses: CONSTI-TUTION (STAMINA) or STRENGTH (MIGHT).

    Choose the warrior class. Barbarians distrust sor-cerers and have no priests, as they generally do

    not expect their gods to help them. The barbarianlifestyle is also not conducive to the study ofmagic. Barbarian societies are similarly harsh onthe activities of rogues. Barbarian hunters arewarriors who have specialized in tracking, trap-ping and bows.

    The following countries have barbarian cultures:Cimmeria, Nordheim, Ghulistan, Zembabwe,and some Black kingdoms.

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    Barbarian

    2D6 Roll Benefit

    2 +1 Willpower

    3 4 FOCUS: STRENGTH (INTIMIDATION)

    5 FOCUS: CONSTITUTION (DRINKING)

    6 FOCUS: DEXTERITY (BRAWLING)

    7 8 +1 Constitution

    9 FOCUS: STRENGTH (CLIMBING)

    10 11 FOCUS: WILLPOWER (COURAGE)

    12 +1 Perception

    Civilized

    The civilized nations comprise the majority of thewestern lands. Civilized nations are characterizedby a higher level of technological, military and po-

    litical organization than barbarian or nomadiccountries.

    If you choose to play a civilized character, modify itas follows:

    Add 1 to your Communication ability. Civilizednations are built on cooperation and understand-ing.

    Pick one of the following ability focuses: COMMU-NICATION (BARGAINING), or any LORE focus.

    Chose a class. You can choose a warrior, rogue or

    mage. Civilized warriors cannot choose the TWO HANDER

    STYLE or DUAL WEAPON STYLE talent at level 1.Army and militia training encourages more de-fensive tactics.

    Civilized mages receive the COMMUNICATION (LIT-ERACY) focus.

    The following countries have civilized cultures:Aquilonia, Argos, Barachan Isles, Border King-dom, Brythunia, Corinthia, Hyperborea, Irani-stan, Khauran, Khoraja, Koth, Meru, Nemedia,Ophir, Shem, Turan, and Zingara.

    Civilized

    2D6 Roll Benefit

    2 +1 Perception

    3 4 FOCUS:CUNNING (LITERACY)

    5 FOCUS:STRENGTH (DRIVING)

    6 FOCUS:CUNNING (EVALUATION)

    7 8 +1 Cunning

    9 FOCUS:CUNNING (TRADING)10 11 FOCUS:COMMUNICATION (PERSUASION)

    12 +1 Dexterity

    Ancient

    Ancient cultures are similar to civilized ones, butare much, much older. As a a result they are moredecadent and hedonistic, more bound by customand tradition and much more likely to look out forthemselves.

    If you choose to play a character from an ancientculture, modify it as follows:

    Add 1 to your Cunning ability. Ancient culturesare rife with intrigue; you will need to keep youwits about you!

    Pick one of the following ability focuses: COMMU-NICATION (DECEPTION), or any LORE focus.

    Chose a class. You can choose a warrior, rogue ormage.

    Ancient warriors cannot choose the TWO HANDERSTYLE or DUAL WEAPON STYLE talent at level 1.

    Army and militia training encourages more de-fensive tactics.

    Ancient mages receive the COMMUNICATION (LITER-ACY) focus.

    The following countries have ancient cultures:Khitai, Kosala, Stygia, Vendhya, and Zamora.

    Ancient

    2D6 Roll Benefit

    2 +1 Perception3 4 FOCUS:COMMUNICATION (PERSUASION)

    5 FOCUS:PERCEPTION (SEARCHING)

    6 FOCUS:COMMUNICATION (SEDUCTION)

    7 8 +1 Communication

    9 WEAPON GROUP:LIGHT BLADES

    10 11 FOCUS:DEXTERITY (STEALTH)

    12 +1 Dexterity

    ClassesThe warrior and rogue classes do not vary fromthose described in Dragon Age. The mage class,however, is somewhat different.

    Mage

    Typically in the Conan stories wizards and sorcer-ers are evil-doers who have gained their abilitiesthrough dark means and sacrifices to demons.However, the Conan movies certainly introducedthe idea of a good wizard, and some players will

    want to play this sort of character within an adven-turing party.

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    Hyborian magic is powerful but dangerous someplayers may not want to advance too far down thedark path of wizardry. Therefore the mage is pre-sented more as a scholar whose learning grantspotential access to dangerous spells and abilities.How far the scholar delves into ancient mysteries isup to the player

    Note that there are no priest or cleric classes in AGEof Conan as these are professions or social positionsrather than indications of divinely granted power.Most priests will be literate scholars with access tolibraries of religious texts that can allow them tostudy the magical arts.

    Even for such scholars, however, there is no formal-ised system for teaching magic and certainly nostandard book of spells. Every sorcerer studies andexperiments, often in secret, to gain his abilities.Magic is therefore improvised, with successful oruseful spell effects being recorded by the sorcerer

    as he or she desires.

    As in Dragon Age , magical effects are divided upinto a number of schools. A mage must be trainedin a school to cast spells related to that school. Forexample, training in the Warding school is neededto cast defensive spells.

    The following changes are made to the mage class:

    As magic is improvised mages do not start withany specific learned spells. However, by repeat-edly casting the same magical effect, the magecan effectively learn it and can cast it more eas-

    ily. The 3 spell slots that the mage starts with, andthe additional slots received as he levels, can beused to store these spells.

    At level 1 mages receive training in one school ofmagic of their choice from the following list: Con-juration, Curses, Divination, Domination, Illu-sion, Nature, or Warding.

    Mages receive training in an additional school ofmagic at levels 4, 8, 12, 16 and 20.

    Mages gains one additional CUNNING (LORE) focusof their choice.

    Mages retain the Arcane Lance ability, but its de-scription should be flavoured to match the set-ting. For example: a shadowy hand reaches outto your foes heart, a swarm of filthy insectsburst from your hand, you transform a snakeinto a venomous arrow, you breath out a blackcloud of death and so on.

    StatusA characters status represents his position in soci-ety. Higher status characters have more influenceand can potentially access more resources. To de-termine your characters starting status, roll 3d6 andconsult the Determining Abilities table earlier in

    the chapter. The resulting number (from 2 to +4) isyou characters starting status in his home country.The Status table below gives a basic description ofthat rank, as well as a multiplier for the amount ofstarting money the character has.

    Although status looks like an ability it can only beincreased by the GM, and then only in response tosuitable heroic, or at least significant, actions by thecharacter. It can also be decreased in the right cir-cumstances. The GM may also limit the maximumand minimum status available to starting charac-ters, or vary the description to suit the campaign.

    Your character will have a different status in differ-ent countries and regions of Hyboria. For example,an Aquilonian knight (status 4) is unlikely to wieldas much influence in Hyrkania (where his statuswould be 1, as it is a far and distant land and has adifferent culture), but would still carry someweight in Nemedia (where his effective statuswould be 3, assuming they werent currently atwar).

    The Status Modifiers table shows some typicalmodifiers. Note that most of these are negative:citizens of friendly nations will tend to treat their

    peers as equals. If multiple modifiers of the samekind apply use the highest one. Status should never be reduced to below 1 using these modifiers,though your characters actions may well makehim a criminal!

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    Status

    Rank Description Money

    2 Outlaw/Criminal

    1 Serf/Slave/Unknown Foreigner

    0 Servant/Bondsman

    1 Freeman/Commoner 1

    2 Squire/Captain/Merchant 2

    3 Burgher/Councillor/Priest 5

    4 Knight/Mayor/Great Merchant 10

    5 Minor Noble/Mercenary Captain 20

    6 Landed Nobility/Chieftain 50

    7 Baron/Count/High Priest 100

    8 Prince/Duke 500

    9 King/Ruling Priest 1000

    10 Emperor/God-king 2500

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    Status Modifier

    Circumstance Modifier

    Neighbouring country 1

    Beyond neighbouring country 2

    Far and distant land 4

    Hereditary enemies 2

    Hereditary enemies, currently at war 4

    Hereditary allies 0

    Hereditary allies, in a war together +1

    Country has a different culture 1

    Initially its not necessary to record your charac-ters status in other countries, as it can be calcu-lated from the above table. But as your characteradventures in far flung lands and becomes noticedit may be necessary to note down his status there.At that point the new status score becomes inde-pendent of your original status.

    Using Status

    Status can be used (at the GMs discretion) to re-place an ability (usually Communication) in tests.These will usually be during social interactions.Focuses may still be applicable. For example, in-stead of a COMMUNICATION (PERSUASION) test, youmight make a STATUS (PERSUASION) test instead.Conan, as King of Aquilonia, could bring a greatdeal of pressure to bear by virtue of his position,

    even if he wasnt a natural communicatorNote that a high status will incur responsibilities,and may also attract criminal attention or publicenvy. The GM may use this directly in the cam-paign, or in a more abstract sense.

    Changing Status

    A characters status may change for a variety ofreasons. These should always be part of the cam-paign, and be decided by the GM. Characters willhave to try and maintain their status in a countrywhen not adventuring by living in a manner as be-

    fits their station. Assume that a freeman (status 1)needs approximately 1 silver piece per day forfood, lodging etc. Then use the multiplier in theStatus table to work out what a character shouldspend to maintain their current effective status. Ofcourse, a king will probably spend more than a1000 silvers a day over his entire kingdom; how-ever, this would be the amount spent directly onfood, clothing, servants, luxuries etc for his per-sonal use. Spending significantly less than this willrisk a reduction in status, or reputation (see below).Likewise spending significantly above your statusmay increase it provided you can keep it up!

    ReputationReputation is similar to status, but where status isconcerned with influence and your place in societyat large, reputation is more personal.

    Reputation is also scored like an ability, and is fac-tional in the sense that you can have different repu-

    tations with different countries and organizations.The GM may use reputation as a shorthand meth-ods for tracking how popular characters are with afaction. Your starting reputation with every factionstarts at 0: a good reputation must be earned.

    Reputation can be good or bad: the self-styledking of the beggars in Shadizar may have a highreputation in Zamora because of his vicious natureand unpredictable personality. A Nemedian no-bleman may have a high reputation in the BorderKingdom for his charitable actions, and so on.

    The modifiers from the Status Modifiers table mayalso apply: a knight may have a Reputation of 4 inhis Aquilonian homeland, but in Cimmeria his no-ble reputation means little. Helping the Snowhawktribe defeat an invading Hyberborean army wouldraise his reputation with them significantly, andwould go a long way to improving his relationswith the other Cimmerian tribes.

    Note that the GM will determine the available fac-tions in his campaign; there is no pre-defined set but generally each nation and major organizationwill be a faction.

    Using ReputationReputation can also be used to replace an ability inan appropriate test. In this case, the character isrelying on his renown and good standing with thefaction in order to gain information, a discount ongoods or taxes and so on.

    Reputation may also be required to join and pro-gress within organizations (such as temples andsorcerous circles).

    Changing Reputation

    A characters reputation may change in a numberof ways. Generally the GM will award increases inreputation with a faction if the character supports itand its goals. Decreases may be awarded if thecharacter works against or obstructs the faction.

    Unless the character is actively working with a fac-tion his reputation with it will go down over time.As a rule of thumb, decrease a reputation score by 1if the character does not work with for a number ofyears equal to his current reputation. For example,a characters reputation (currently 5) with the Tem-ple of Mitra will fall to 4 after 5 years. Reputationshould not go below 0 using this method.

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    Chapter 2:

    Focuses, Talents,

    SpecializationsWits and swords are as straws against the wisdom of the Darkness...The Phoenix on the Sword

    Ability FocusesMost of the Dragon Age Set 1 and Set 2 ability fo-cuses can be used. The following have been re-moved:

    Cunning (Qun)

    Dexterity (Grenades)

    Magic (Creation, Entropy, Primal, Spirit)

    Perception (Detect Darkspawn)

    Additional focuses have been added as follows.

    Communication Focuses

    PIDGIN: Making yourself (partially) understoodeven when you dont understand the language.

    Cunning Focuses

    ALCHEMY: Understanding the secrets of alchemy.

    GEOGRAPHICAL LORE: Knowing the lay of the landthroughout Hyboria.

    LITERACY: Reading and writing, in any language youknow.

    SEAMANSHIP: Knowing how to manage and ma-noeuvre a boat or sailing ship.

    TRADING: Knowing the ways of commerce.

    Dexterity Focuses

    SLINGS: Fighting with weapons from the SLINGSGROUP.

    Magic Focuses

    CONJURATION: Understanding the secrets of the Con-juration school of magic.

    CURSES: Understanding the secrets of the Cursesschool of magic.

    DIVINATION: Understanding the secrets of the Divi-nation school of magic.

    DOMINATION: Understanding the secrets of theDomination school of magic.

    ILLUSION: Understanding the secrets of the Illusionschool of magic.

    NATURE: Understanding the secrets of the Natureschool of magic.

    NECROMANCY: Understanding the secrets of the Nec-

    romancy school of magic.SUMMONING: Understanding the secrets of theSummoning school of magic.

    WARDING: Understanding the secrets of the Wardingschool of magic.

    Strength Focuses

    LANCES: Fighting with weapons from the LANCESGROUP.

    Talents

    As might be expected, many of the Dragon Age tal-ents are suitable for AGE of Conan. The followingmagical talents have been removed:

    Creation Magic

    Entropy Magic

    Primal Magic

    Spirit Magic

    The new magic talents are listed below. In addition,the Linguistics and Poison-Making talents have

    been changed as indicated.

    Linguistics

    In addition to the abilities given in Dragon Age,when you learn a new language, you can read andwrite in it if you have the COMMUNICATION (LITERACY)focus. Characters may start knowing more than onelanguage without having to take this talent. Theavailable languages are listed in Chapter 5.

    Poison-Making

    Grenades do not exist in AGE of Conan. Thereforethe Journeyman degree of this talent awards twopoison recipes that you can make from memory.

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    Conjuration Magic

    CLASS: Mage.

    REQUIREMENT: You must have the MAGIC (CONJURA-TION) focus and training in the CONJURATION school.

    You have delved into the secrets of Conjuration.

    NOVICE: You can perform impressive tricks and featsof prestidigitation. You can create small objects,levitate them, make them vanish in a puff of smokeand so on. All effects end when the trick is over.

    JOURNEYMAN: Your knowledge of Conjuration magicis deep. When you cast a Conjuration spell, its costin mana points is reduced by 1, to a minimum of 1.

    MASTER: When taking the Defend action you cantoughen your clothes to gain +1 Armour Rating.

    Curse Magic

    CLASS

    : Mage.REQUIREMENT: You must have the MAGIC (CURSES) fo-cus and training in the CURSES school.

    You have delved into the secrets of Curses.

    NOVICE: When you wish it, people will naturallyavoid you and will look away from your activities.Combat, casting spells etc will break this effect.

    JOURNEYMAN: Your knowledge of Curses is deep.When you cast a Curse, its cost in mana points isreduced by 1, to a minimum of 1.

    MASTER: Your curses are so strong that opponentsmaking melee attacks against you suffer a 1 pen-alty to Strength.

    Divination Magic

    CLASS: Mage.

    REQUIREMENT: You must have the MAGIC (DIVINATION)focus and training in the DIVINATION school.

    You have delved into the secrets of Divination.

    NOVICE: You can detect when another being at-tempts to scry upon you, getting a rough idea of

    their location and nature.JOURNEYMAN: Your knowledge of Divination magicis deep. When you cast a Divination spell, its costin mana points is reduced by 1, to a minimum of 1.

    MASTER: Your wisdom is legendary. You gain +1 toall Lore tests.

    Domination Magic

    CLASS: Mage.

    REQUIREMENT: You must have the MAGIC (DOMINA-TION) focus and training in the DOMINATION school.

    You have delved into the secrets of Domination.

    NOVICE: With a mesmerising glance you can con-

    vince others help you. They will agree to normalrequests more readily, and will cooperate morequickly.

    JOURNEYMAN: Your knowledge of Domination magicis deep. When you cast a Domination spell, its costin mana points is reduced by 1, to a minimum of 1.

    MASTER: With the evil eye you gain +1 to STRENGTH(INTIMIDATE) and COMMUNICATION (PERSUASION) tests.

    Illusion Magic

    CLASS: Mage.

    REQUIREMENT: You must have the MAGIC (ILLUSION)focus and training in the ILLUSION school.

    You have delved into the secrets of Illusion magic.

    NOVICE: You can summon a light wisp that hoversnear your shoulder until dismissed, illuminating a10-yard radius with the brightness of a lantern.

    JOURNEYMAN: Your knowledge of Illusion magic isdeep. When you cast a Illusion spell, its cost inmana points is reduced by 1, to a minimum of 1.

    MASTER: Your mastery of illusion grants you +1 toall COMMUNICATION (DECEPTION or DISGUISE) tests.

    Nature Magic

    CLASS: Mage.

    REQUIREMENT: You must have the MAGIC (NATURE)focus and training in the NATURE school.

    You have delved into the secrets of Nature magic.NOVICE: You can create a small flame in your hand.It cant be used in combat but can set mundaneitems alight. It remains until dismissed.

    JOURNEYMAN: Your knowledge of Nature magic isdeep. When you cast a Nature spell, its cost inmana points is reduced by 1, to a minimum of 1.

    MASTER: You are one with nature, and gain +1 to allCOMMUNICATION (ANIMAL HANDLING) and CUNNING(NATURAL LORE) tests.

    Warding MagicCLASS: Mage.

    REQUIREMENT: You must have the MAGIC (WARDING)focus and training in the WARDING school.

    You have delved into the secrets of Warding magic.

    NOVICE: You can place a warding mark on an item.You will immediately know when the item hasbeen touched or moved, although not by who.

    JOURNEYMAN: Your knowledge of Warding magic isdeep. When you cast a Warding spell, its cost in

    mana points is reduced by 1, to a minimum of 1.MASTER: Warding magic flows through you, grant-ing you a +1 bonus to Defense.

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    SpecializationsMany of the specializations in Dragon Age Set 2 canbe used quite easily in AGE of Conan. However, thefollowing do not really fit the setting:

    Arcane Warrior

    Spirit Healer Templar

    A number of additional specializations for mages,rogues and warriors are given here.

    AlchemistMAge Specialization

    Alchemists have made a study of the elements andthe physical world to create powerful items. Insome lands of Hyboria alchemists might be treatedas the scientists of the age.

    Alchemy Talent

    CLASS: Mage.

    REQUIREMENT: You must have Magic and Cunning 3or higher.

    You are trained in the craft of alchemy.

    NOVICE: You know how to prepare alchemical for-mulations. Choose two novice alchemical recipesyou know how to make from memory. You can cre-ate other formulations as you find and learn theirrecipes.

    JOURNEYMAN: You have learned how to preparemore effective formulations. Choose one journeyman recipe you know how to make frommemory. You can create other journeyman formula-tions as you find and learn their recipes.

    MASTER: You have learned how to prepare the mostdemanding formulations known in Hyboria.Choose one master recipe you know how to makefrom memory. You can create other master formula-tions as you find and learn their recipes.

    ArcherWarrior Specialization

    An archer dedicates themselves to learning the artof missile combat with a bow, making them adeadly opponent from a distance.

    Archer Talent

    CLASS: Warrior.

    REQUIREMENT: You must have Dexterity and Percep-tion 3 or higher, and training in the BOWS GROUP.

    You are a master of the bow.

    NOVICE: Your training has given you keen eyes andprecise shots enabling you to pinpoint enemiesnear and far. You no longer suffer penalties forshooting into long range.

    JOURNEYMAN: Archers often become more aware ofthings about them often noticing things otherswould miss. You can re-roll any PERCEPTION (SEEING)tests, but must accept the result of the new test.

    MASTER: Your shots are deadly accurate: any timeyou take an aim action using a bow or crossbowyou gain an extra 1d6 damage (this can stack with

    stunts or spells that enhance damage).

    CorsairRogue/Warrior Specialization

    Whether pirates or privateers, on the WesternOcean or the Vilayet, corsairs are masters of theseas.

    CLASS: Rogue or Warrior.

    REQUIREMENT: You must have Dexterity 2 or higher.

    You are a dangerous raider on the high seas.

    NOVICE: You learn the CUNNING (SEAMANSHIP) orCUNNING (NAVIGATION) focus.

    JOURNEYMAN: You can understand the pirate codeused by your group or in your area. Also, you canre-roll any DEXTERITY (ACROBATICS) tests that aremade on board a ship (e.g. in the rigging, whenboarding another vessel etc) but must keep the re-sults of the second roll.

    MASTER: You can re-roll any CUNNING (SEAMANSHIP)or CUNNING (NAVIGATION) tests but must keep theresults of the second roll. When acting as the cap-

    tain of a ship you gain +1 to all COMMUNICATION(LEADERSHIP) and CUNNING (MILITARY LORE) tests.

    HunterRogue Specialization

    Hunters are skilled in tracking all manner of menand beasts. When on their home ground they arenigh on unstoppable.

    CLASS: Rogue.

    REQUIREMENT: You must have Dexterity and Percep-tion 3 or higher.

    You are a skilled hunter.

    NOVICE: You can re-roll any PERCEPTION (TRACKING)tests but must keep the results of the second roll.

    JOURNEYMAN: Choose a favoured terrain from thefollowing list: Desert, Plains, Swamp, Hills, Forestor Mountains. When in your favoured terrain youget +2 to DEXTERITY (STEALTH) and PERCEPTION (TRACK-ING) tests and +2 to your Speed.

    MASTER:You may choose another favoured terrain.Also, a number of others equal to you Communica-tion ability receive the benefits of your favoured

    terrains if you are leading the group.

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    Lancer

    Warrior Specialization

    Lancers have learnt to use spears and lances fromhorseback. They may armoured knights from thecivilized lands to the west or nomads from thesteppes.

    Lancer Talent

    CLASS: Warrior.

    REQUIREMENT: You must have Strength 2 or higher,and the DEXTERITY (RIDING) focus.

    You can use lances from horseback.

    NOVICE: You are proficient in the LANCES GROUP.Also, you can add your mounts strength to dam-age caused by lances when charging if you moveat least half your mounts speed before attacking.

    JOURNEYMAN: As a minor action, you can make your

    mount use one of its attacks (e.g. kick or bite)against an adjacent opponent. This attack can gen-erate stunt points but they must be used by themount.

    MASTER: If you can move at least half your mountsspeed when charging you can add 1d6 to the dam-age caused by a successful attack (with a lance orany other weapon).

    NecromancerMage Specialization

    Necromancers have studied dark magic to givethem the power to raise the dead. A mage can cre-ate and control a number of undead equal to hislevel, though the GM may rule that more powerfulcreatures use up some of this allowance. Creatingpermanent undead is costly, but they will live be-yond the death of their creature, carrying out theirlast command until destroyed

    Necromancy Talent

    CLASS: Mage.

    REQUIREMENT: You must have Magic and Constitu-

    tion 3 or higher.You have learnt to create, summon and control theundead.

    NOVICE: You receive training in the Necromancyschool of magic. Also, you gain deathsight. Whensomeone you can see drops to 0 Health, you can tellhow many rounds it will take them to die.

    JOURNEYMAN: Your knowledge of Necromancy isdeep. When you cast a Necromancy spell, its cost inmana points is reduced by 1, to a minimum of 1.

    MASTER: Your very touch is death. You can cause an

    extra 1d6 of penetrating damage on any successfulmelee attack by spending 1 mana point.

    Summoner

    Mage Specialization

    Summoners have studied ancient and forbiddensecrets to summon elementals and demons. TheGM may rule that research is required to determinewhich demon should be summoned, and may re-

    quire additional materials or specific circumstancesfor the summons to have any chance of success.Generally a summoner will have to restrain andbargain with a demon in order to use its powers

    Summoning Talent

    CLASS: Mage.

    REQUIREMENT: You must have Magic and Willpower3 or higher.

    You have learnt to summon demons from the OuterDarkness.

    NOVICE: You receive training in the Summoningschool of magic. In addition, you can detect if anycreature in your sight is a summoned creature,even if it is disguised.

    JOURNEYMAN: Your knowledge of Summoning magicis deep. When you cast a Summoning spell, its costin mana points is reduced by 1, to a minimum of 1.

    MASTER: Your dealings with creatures from theOuter Darkness have strengthened your resolve.You gain +1 to all tests when trying to control orotherwise interact with summoned creatures.

    TemptressRogue Specialization

    Beautiful and charming, the temptress uses sensu-ality and sexuality to influence and control others.In a world where men are often dominant, thetemptress can expertly manipulate them.

    Temptress Talent

    CLASS: Rogue.

    REQUIREMENT: You must have Communication andCunning 3 or higher, and the COMMUNICATION (SE-DUCTION

    ) focus.You can charm your way to success.

    NOVICE: You are naturally charming. You can re-rollany COMMUNICATION (PERSUASION or SEDUCTION) testsbut must keep the results of the second roll.

    JOURNEYMAN: Men easily become fascinated by you,dropping their guard. You can perform the flirtstunt for 3 SP, and gain +1 to all COMMUNICATION(INVESTIGATION and PERFORMANCE) tests.

    MASTER: You can completely enthral another, givensufficient time and contact. He must make a TN 15

    WILLPOWER (SELF-DISCIPLINE) or become enthralled.He will agree to all reasonable requests, and takes a4 penalty to all attempts to resist persuasion ifasked to betray family or country.

    Chapter 2 Focuses, Talents, Specializations

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    Chapter 3:

    EquipmentHe grunted with satisfaction. The feel of the hilt cheered him and gave him a glow ofconfidence. Whatever webs of conspiracy were drawn about him, whatever trickery andtreachery ensnared him, this knife was real. The great muscles of his right arm swelled inanticipation of murderous blows.

    The Hour of the Dragon

    The equipment lists from Dragon Age are generallyappropriate for AGE of Conan. Every nation in Hy-boria stamps their own coins, of various sizes, puri-ties and denominations. There is no standard, butfor ease of play a standard value of currency has

    been adopted using gold, silver, and copper pieceswith Dragon Age values. While each nations coinslook unique and have different names, their valueis generally assumed to be equivalent.

    Additional WeaponsThe accompanying tables shows the game statisticsfor additional weapons used in Hyboria. Theweapons and additional rules described in the Eso-terica of Thedas can also be used quite successfully.

    Weapo s

    Weapon DMG Min. Str. Cost

    Bows Group (De terity)

    Composite Bow 2d6 1 30 sp

    Lances roup (St ength)

    Lance 2d6 2 20 sp

    Slings roup (Dexterity)

    Sling 1d6+1 1 4 sp

    Missil Weap n Ran es

    Weapon Short

    Range

    Long

    Range

    Reload

    Action

    Composite Bow 30 yards 60 yards Minor

    Sling 20 yards 40 yards Minor

    Descriptions of the additional weapons follow.

    Bows Group

    COMPOSITE BOW: Used mainly by the Hyrkaniansand Shemites, this is a more powerful recurved

    version of the short bow, made with horn andsinew.

    Lances Group

    Proficiency in the LANCES GROUP is only available tothose warriors with the Lancer Specialization.

    LANCE: A long weapon for thrusting, having a

    wooden shaft and a pointed steel head, used by ahorseman in charging.

    Slings Group

    SLING: The second most basic projectile weapon one step up from throwing rocks the sling is stillhighly effective, hurling stones or lead bullets ca-pable of breaking limbs or smashing skulls.

    Masterworks &

    Superior ItemsThe masterwork and superior items described inDragon Age Set 2 are ideal rewards in AGE of Conan,given the settings general lack of magical items.

    Hyborian Materials

    The types of material available for weapons in-clude:

    Bronze is used by more primitive cultures, suchas the Picts, who have not learned the art of min-ing and forging iron. Compared to steel, bronzeis an inferior material and may break in combat.

    Obsidian weapons are made by the Antillians, asavage race living on the remnants of fabled At-lantis. Lacking mineral ore, they have resorted tochipping blades from the islands volcanic rocks.Whilst sharp these weapons are very brittle.

    Akbitanan steel weapons are the highest qualityweapons generally available.

    Weapons made from Atlantean steel are legen-dary. As the collapse of the Atlantis was over20,000 years ago such weapons are either rem-nants of a bygone age or the product of smithswho have rediscovered the ancient arts.

    The material effects are described in the followingtables.

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    Strength ratings for bows

    The composite bows used by the Hyrkanians andShemites, and the longbows used by Stygia and thesoldiers of the Bossonian Marches can be made invarious strength ratings. The minimum strengthrequirement for composite bows and longbows is 1;for every 1 point by which this is increased the bows damage is increased by the new minimumstrength, and the bows short and long ranges areincreased by 10%.

    For example, a composite bow with a minimum

    strength of 2 (1 above normal) will do 2d6+2 dam-age, and have a short range of 33 yards and a longrange of 66 yards. Note that the archers Perceptionability is still added to the damage. The cost of suchbows typically trebles for every point of additionalminimum strength applied. Such bows are highlysought after in their respective cultures and shouldbe suitably rare.

    The Art of PoisoningThe same rules for poisons described in Dragon AgeSet 2 can be used in this setting, although the poi-sons themselves will be different. Most poisons willuse a variety of the lotus. A number of alchemicalpreparations also use the lotus: the differenceadopted here is that alchemy involves magical ele-ments. Note that grenades have been removed en-tirely although similar effects can be achievedthrough various alchemical preparations.

    Hyborian poisons will be described in a later ver-sion of this document. For now, use poisons in Set 2

    The Craft of AlchemyAlchemy is the art (or science) of creating potions,tinctures and magical devices. It is only available tomages who have taken the Alchemist specializa-tion.

    Alchemy will be described in a later version of thisdocument, but will likely follow a similar set ofrules to poisons.

    Chapter 3 Equipment

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    Material Effects on Weapons

    Material Min. Str. Talent Bonus Focus Benefit Comments

    Obsidian Weapon breaks if any damage dice rolls a 6

    Bronze Weapon breaks if it does maximum damage

    Steel

    Akbitanan Steel 1 one level Best quality weapons generally available

    Atlantean Steel 1 one level yes Legendary

    Yew 1 Not appropriate for composite bows

    Material Effects n Armour

    Material Armour Penalty Armour Rating Comments

    Bronze +1 1

    Iron +1 Similar protection to steel, but bulkier

    Steel

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    Chapter 4:

    SorceryBecause blood aids great sorcery! thundered Xaltotun, in a voice that made the rocksquiver. A lurid nimbus played about his awful head. Because no wizard wastes hisstrength thoughtlessly. Because I would conserve my powers for the great days to be,rather than employ them in a hill-country brawl. But now, by Set, I shall loose them to theuttermost! Watch, dog of Asura, false priest of an outworn god, and see a sight that shallblast your reason for evermore!

    The Hour of the Dragon

    Schools of MagicAs discussed in description of mage class, there areno formal spell lists in AGE of Conan. Instead animprovised spell system is used to create magicaleffects. However, a sorcerer cannot just cast anyspell he wants. First he must be trained in theschool of magic appropriate to the effect desired.Mages start at level 1 with training in a singleschool, and gain more as they level.

    The available schools of magic are:

    CONJURATION: You can move objects through forceof will alone, create items from pure magic andeven change the very nature of reality.

    CURSES: You can cripple and harry your foes, eventurn them into beasts and monsters.

    DIVINATION: You can read the future or the past,scry on distant events and learn what is hidden.

    DOMINATION: You can entrance and dominate theminds of others, bending them to your will.

    ILLUSION: You can create and animate visual andaural illusions, deceiving and confounding yourfoes.

    NATURE: You can call wild animals to aid you,

    control the growth of plants, and even - withenough power - manipulate the weather.

    WARDING: You can protect yourself from othermagics, and even from physical damage.

    At higher levels mages can specialize into the fol-lowing, more powerful schools:

    ALCHEMY: You know the art of creating powerfulmagical items and potions.

    BLOOD MAGIC: This school offers no spell-like ef-fects, but it is invaluable for use in rituals to gainpower from eager acolytes and unwilling sacri-

    fices alike. NECROMANCY: You can speak with the spirits of

    the dead, and create, summon, bind, control and

    dismiss the undead. Creating undead is at least aMajor effect; possibly Extreme if the effect is to be

    permanent. SUMMONING: You can summon, bind, control and

    dismiss elementals and demons, in theory atleast. Summoning any of these beings is at leastan Extreme effect, and the GM may rule that ad-ditional materials are required, or that the spellcan only succeed if certain conditions apply.

    The first of these, Alchemy, is intended as a safeprogression path for mages. It is not a school assuch. See Chapter 4 for alchemy rules.

    Casting SpellsWhen a mage wants to cast a spell, he decides on aclear effect that falls within the school of magic hewishes to use and then uses the following charts toplace it into game terms.

    The GM may have to adjudicate if a school is ap-propriate to the effect. Note that although healingis included in the list of effects there are no schoolsthat include healing, as it does not fit the Hyboriansetting. However, the GM may allow the Conjura-tion or Nature schools to cover healing if appropri-ate to his campaign.

    With that final context decided, the player can casthis spell. Each component of the spell adds to thetotal Value of the improvised effect. This value isimportant in determining the TN and mana cost.

    Add up the points for each category that applies, toget the Value of the spell. All spells without a rangeare centred on the caster or have a melee range, allspells without an area affect just a single target.

    This will be a total Value of +1 or more, and canrise as high as 20 or more. The spell starts with aTN of 12 and a Mana cost of 2. For every point the

    TN is raised, you lower the Value by 2. WhateverValue is left must be paid as additional Manapoints. Note, penalties from duress and wearing

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    armour affect this type of casting as described inDragon Age Set 1.

    Having the Journeyman degree of the appropriatemagical school talent reduces mana costs as usual,

    but is applied at this point not before. Ability fo-cuses are applied to the casting roll, they do notreduce the TN.

    The GM may always rule that more powerfulspells, or spells with extremely specific outcomes,might require special circumstances or materialcomponents. Creating permanent undead, for ex-ample, will have Value of at least 36. The TN of thespell will be high and the spell will need a lot ofmana. The GM may allow Blood Mages to build uptemporary mana points as long as the main spellcasting is uninterrupted (i.e. the caster spends atleast a Minor action and 1 mana point to maintainconcentration).

    Example: Gersemi, a Hyperborean witch, wishes tocast a spell that makes her opponents believe they

    are are frozen in place. Its an Domination spell thatmesses with the mind, effectively stymying the foeand preventing them from moving. The GM agrees,and says that it is resisted by WILLPOWER (SELF-DISCIPLINE). He also decides that it is a Moderate

    effect, itd be Major if she actually froze them. Ger-semis player decides she wants to be able to affectall enemies within a radius of 6 yards of her posi-tion, she wants to cast it with a Major action, andshe wants the duration to last 1 minute.

    Casting Time: Major action (+2)

    Range: Self (+0)

    Area of Effect: 6 yard radius (+3)

    Duration: 1 minute (+2)

    Effect: Moderate, cannot take Actions (+8)

    Bonus Effect: Moderate, only affects enemies (+8)

    Those add up to a Value of 23. Gersemi has a highMagic, so her player decides on a TN of 15. Thislowers the Value to 17, so the spell costs 19 mana.

    Chapter 4 Sorcery

    j20i

    Casting Time

    +4$ Free Action+3$ Minor Action

    +2$ Major Action

    +1$ 1 Minute

    +0$ 10 Minutes

    Range+2$ Magic 2 in yards

    +1$ Magic in yards

    +4$ 30 yards

    +3$ 20 yards

    +2$ 10 yards

    +0$ Self or Melee

    Area of Effect

    +0$ Radius

    +0$ Square

    +0$ Cone (4 times as long as wide)

    +1$ Per 2 yards of measurement

    Note: A 2 yard radius effect is +1, a 6 yard Square is+3, and an 8 yard cone is +4.

    Duration

    +0$ Instant

    +1$ Dragon Die in rounds

    +2$ 1 Minute

    +3$ 10 Minutes+4$ 1 Hour

    +8$ 1 Day

    +10$

    1 Week+12$ 1 Month

    +14$ 1 Year

    +20$ Permanent

    +1$ Concentration: Caster spends a Minor ac-tion each round to keep the effect going.

    Bonuses and Penalties

    +1$ Per 2 points added/deducted from a single roll+2$ Per point added/deducted from an entire Ability

    +3$ Per point added/deducted for any broad activity

    +4$ Per point added/deducted from all actions

    +5$ Per point added or deducted from all rolls

    Note: The difference is subtle here. The first would be a bonusto Communication (Deception), the second a bonus to Com-munication, the third a bonus to all interaction tests. A bonusto all rolls includes free actions used as reactions to othercharacters tests, while the all actions level would only beMajor and Minor actions.

    Healing

    +2$ Per 1d6 of Health recovered

    +3$ Target recovers casters Magic in Health

    Damage

    +2$ Per 1d6 of Damage dealt

    +1$

    Target takes the Dragon Die in damage+2$ Target takes the casters Magic in damage

    2$ Damage is penetrating

    Note: Damage that is partially penetrating only doubles thecost for the penetrating damage code.

    Miscellaneous Effects

    +4$ Simple Effect

    +8$ Moderate Effect+12$ Major Effect

    +16$ Extreme Effect

    +20$ Implausible Effect

    Note: This requires GM adjudication, but essentially if thechange is so minor that its almost impossible to notice itsSimple, if its noticeable but not blatantly supernatural itsprobably Moderate. Blatantly supernatural but somewhat be-lievable is Major. Extremely unnatural is Extreme, and thingsthat break all the rules of nature are Implausible.

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    Spell FailureMagic is dangerous in the AGE of Conan. Whilstsorcerers may cast minor magics with impunity,more powerful spells risk catastrophe. Strongmagic can backlash against the sorcerer if he fails tocast it properly. A spell has a chance of backlashing

    against the caster if any of the following conditionsapply:

    The caster spends mana points equal to 3 timeshis Willpower or more.

    The spell uses an Extreme effect (or higher).

    The spell is from the Necromancy or Summoningschools.

    When casting any spell with these conditions, if thecasting roll fails and the dragon die result is a 1,there is a chance of the failure adversely affectingthe caster.

    The caster immediately makes a WILLPOWER (SELF-DISCIPLINE) test against the spells target number.

    A successful test means the caster is knockedprone, with the usual consequences (that is, it takesa move action to get back up and opponents gain a+1 bonus on attack rolls) and takes 1d6 penetratingdamage.

    If the Willpower test fails, the outcome of the mis-hap is based on the Willpower tests dragon die.Consult the Spell Failure table for details. Add 1 tothe dragon die result if the spell involved a Sum-

    moning.

    Learning SpellsIf a sorcerer improvises the same spell effect (in-cluding range and area of effect) over and over, itbecomes practiced, and he lowers the TN by 1. If hedoes it so often that it should really be a knownspell he lowers the TN by 2 and halves the Mana

    cost.He can also choose to learn this improvised spell.The GM should consider if other flourishes, or mi-nor bonuses apply to a fully codified spell. Magesstart at level 1 with the ability to learn threespells, and gain an extra spell slot at level 2, 4, 6etc. After a week long period of study and researchthe mage can learn the spell, using up a slot.

    Example: Gersemis player decides to learn herFreeze Foe effect as a spell. As she has two freespells slots she can start immediately, taking aweek to learn the spell. She and the GM work on

    the actual text of the spell. She decides it shouldhave a relatively high requirement, so the GMtosses in a bonus to the effect, letting her extend theduration.

    Gersemis Freeze Foe

    Magic School $ Domination

    Spell Type: $ Attack

    Mana Cost: $ 10 MP

    Casting Time:$ Major action

    Target Number:$ 13

    Test:$ $

    Willpower (Self-Discipline) vs$ $ Spellpower

    Requirement: $ Domination Magic (Journeyman)

    All enemies within 6 yards of the caster must suc-ceed at a WILLPOWER (SELF-DISCIPLINE) test versusyour Spellpower or immediately feel unnaturalcold spreading through their limbs. They believethey are frozen in place and are incapable of takingany actions for 1 minute while the effect persists. Atthe end of the 1 minute duration, you may expendan additional 2 MP to keep the spell in force foranother minute, you may spend a maximum of 10

    mana on this spell per casting, so the maximumduration is 4 minutes.

    Chapter 4 Sorcery

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    Chapter 4 Sorcery

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    Spell ailure

    Dragon

    Die

    Result

    1 MANA DRpaid (for

    AIN:The mage loses mana equal to ttotal of triple the usual cost).

    wice the spells original cost in addition to the initial cost

    2 MANA BU N: The mage loses Health equal to twice the spells original cost in mana.

    3 BACKLAS : The shock of the mishap leaves the mage unable to cast any spells for 1d6 rounds.

    4 MADNESS:flicted witIf the sorcrecover frsult) thenbe at -2 foof insanit

    The uncontrolled release of magicah a form of minor insanity, such aserer casts no magic for 1 month he com the affliction. However, if he hahis insanity will worsen. He will exr any roll that the GM decides coul

    requires a TN 15 WILLPOWER (SELF

    l energy fractures the sorcerers mind. The sorcerer is af-elusional behaviour, an irrational phobia, sleeplessness etc.

    an attempt a TN 13 WILLPOWER (SELF-DISCIPLINE) test toto consult this table again while afflicted (whatever the re-

    perience paranoia, hear voices or see hallucinations and willbe influenced by his condition. Recovery from a major form-DISCIPLINE) test.

    5 CORRUPTI The first tagain (whfinal stagmore corr

    they mayshould ac

    N: The sorcerer has become corrupime the sorcerer gets corrupted he ratever the result) he progresses furt. The GM must decide how many iupted the character, the harder it wi

    gain a bonus interacting with othert more and more irrational and craz

    ted by magic. The GM picks an effect from the list below.ceives the initial effect. Anytime he has to consult this table

    her down the path of corruption, eventually arriving at thetermediate stages there are; 3 or 4 is probably sufficient. The

    ll be for them to interact with normal people, although

    sorcerers and demonic entities. At each stage the characterd. Corruption cannot be removed.

    Initially the character In the final stages the character

    Arms becthe chara

    me a little longer than usual andter stoops slightly.

    Looks distinctly apelike; gains +2 to all STRENGTH (CLIMB-ING) tests; +2 to Speed while on all fours with free hands.

    Skin becounhealth

    es pasty and pale, giving him an, anaemic look.

    Skin glows faintly, giving a shadowy illumination to a 5radius around him. -4 to all DEXTERITY (STEALTH) tests.

    Odd, fluiters tem

    -filled cysts form on the charac-les.

    Grows horns, and can use thegore stunt for 2 SP adding 1d6+ Strength damage to the attack.

    Fingernaiup.

    ls turn purplish-black and swell Grows claws, and can use the claw stunt for 2 SP adding 1d6+ Strength damage to the attack.

    Teeth becing

    me elongated and sharply taper- Grows fangs, and can use the bite stunt for 2 SP adding 1d6+ Strength damage to the attack.

    Puts on s me weight. Becomes bloated and swollen, gaining 1d6 health but takesa 1 penalty to all Dexterity tests.

    Loses so e weight. Is little more than a skin-covered skeleton, gaining +2 toDexterity tests but 2 to Strength tests.

    Head alwand lump

    ays seems to be covered in bruisess.

    Brain swells so much his skull cracks open at the rear; gains+2 to Cunning tests, 2 to Constitution tests.

    Fish-likebelly.

    r serpentine scales appear on the Entire body is covered with small flesh-coloured scales,giving him +1 natural AR.

    Eyes are constantly swollen and bloodshot. Eyes acquire a red glow granting darkvision out to 30 feet.

    6 CATASTRO ing spellis sufferin

    PHE: A magical catastrophe rocks thas used, +1 if an Extreme effect wa

    g from any form of madness or corr

    e foundations of the universe. Roll 1d6, add +1 if a Summon-s attempted, +2 for an Implausible effect, and +1 if the casteruption. Consult the following table.

    1 - 3 MINOR IMPLOSION: The sorcerer is rhis mana is reduced to 0 and he is

    ipped apart by a magical explosion. He takes 4d6 damage,tunned (able to take only Minor actions) for 1d6 rounds.

    4 - 6 MAJOR IMPLOSION: As for Minor Imscious for 1d6 rounds, and is stunn

    plosion above, but he takes 8d6 damage, is knocked uncon-ed for 1d6 rounds after that.

    7 - 9 SHATTERED EARTH: Dabbling in forsorcerer is killed outright as an arequakes, storms, floods, lightning avery Earth itself is rent and pound

    es man was not meant to comprehend has proved fatal. Thearound him, 1d6 miles in radius, is devastated by earth-d meteorites, dealing 10d6 damage to all within it as thed.

    10 + COSMIC RUPTURE: As for Shatteredopened and a demon from that readamned and his body is either a lifof the demon. The demon, of coursagreement that limits its actions, in

    Earth, but additionally a rift into the Outer Darkness ism pulls the sorcerers soul through the rift. He is eternallyeless husk or (at the GMs discretion) inhabited by a minione, is not bound by a sorcerers will and has entered into nocluding coming through the rift

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    Chapter 5:

    LanguagesRemembering something, the Cimmerian drew forth the roll of parchment he had takenfrom the mummy and unrolled it carefully, as it seemed ready to fall to pieces with age. Hescowled over the dim characters with which it was covered. In his roaming about the worldthe giant adventurer had picked up a wide smattering of knowledge, particularly includ-ing the speaking and reading of many alien tongues. Many a sheltered scholar wouldhave been astonished at the Cimmerian's linguistic abilities, for he had experienced manyadventures where knowledge of a strange language had meant the difference betweenlife and death.

    Jewels of Gwalhur

    There are as many languages spoken in Hyboria asthere are nations more, if you count the variousregional dialects. However, there is no commontongue, a feature of Hyborian campaigns that canadd an extra dimension to roleplaying. On theother hand, the flow of play can be considerablyslowed if the PCs do not speak the language of thecountry they are adventuring in. The approachtaken in AGE of Conan is to allow characters tolearn many languages comparatively easily asConan himself mastered many tongues so thatyou can get on with the action!

    Being Understood

    Knowledge of a language is assumed to covercommunicating fluently in that language. Whentrying to communicate with another person whodoesnt speak a common language you must makeCOMMUNICATION (PIDGIN) rolls for each major conceptthat you are trying to get across. The GM deter-mines the level of difficulty using the examples inthe Communication Tasks table.

    Note that the COMMUNICATION (PIDGIN) focus has been introduced to allow characters to get onwhen in other countries without them having totake the Linguistics talent. It does not allow you toattempt ability tests that would reasonably requirefluency, such as COMMUNICATION (PERFORMANCE orBARGAINING).

    Some languages are related to others. If you arecommunicating in a language related to one youare fluent in then you can make yourself reasona- bly well understood in general conversation, andcan attempt commonplace ability tests with a pen-alty of 2. However, you cannot discuss detailedconcepts such as politics and intrigue, or any ideas

    related to the various Lore focuses.

    Communication Tasks

    Idea or Concept TN

    Rough directions to a location 7

    Buying food, drink and lodgings 7

    Gaining simple manual employment 11

    Finding and bargaining for rare goods 13

    Agreeing a contract 13

    Understanding detailed instructions 15

    Understanding complex battle plans 17Imparting detailed historical knowledge 19

    Literacy

    The vast majority of people in Hyboria are illiter-ate. Literacy can be gained by taking the COMMUNI-CATION (LITERATE) focus which allows the characterto read and write all languages that he knows (ifthe language has a written form). Given the widevariety of alphabets used throughout Hyboria thisis obviously a very broad approximation. Note thatthe Linguistic talent does not confer literacy.

    Some backgrounds allow a character to start atlevel 1 being literate. Literacy is most useful for thethe mage class and is granted freely to mages fromthe Civilized and Ancient backgrounds.

    Even characters who are literate cannot readquickly. As there is no printing press (or standard-ized spelling, in any language) the reader must ad- just himself to the handwriting, grammar andspelling of author of the document.

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    Learning Languages

    Characters begin the game knowing the main lan-guages of their country of origin. They can alsochoose a number of extra languages equal to theirCommunication ability (but all characters get atleast 1 extra language). These additional languagesmust be chosen from the languages that are either

    related to their native tongue or from the languagesspoken in neighbouring countries. A Cimmerian,therefore, may well speak Nordheimr or Aquilo-nian even if these are unrelated to the Cimmerianlanguage itself.

    Mages may also learn one additional language oftheir choice at 1st level. This can be any language,including the ancient or dead languages such asAcheronean or Zhemri. While not immediately use-ful, this may give the character the ability to readcertain sorcerous writings

    To learn a new language after 1st

    level a charactermust acquire the Linguistics talent or have spent areasonable amount of time living in the country inquestion. The time required is up to the GM, but sixmonths seems a reasonable length of time to learn anew language to the level of a related language(i.e. at 2 to ability tests), with a further six monthsto gain full fluency. The GM may adjust this de-pending on the characters Communication, Cun-ning, possession of the Linguistics talent, or simplythe demands of the campaign.

    Finally the GM may just give a character an extralanguage, simply so they can communicate withthe rest of the party!

    Language Families

    The modern languages of the Hyborian age can bedivided into several families.

    HYBORIAN: Aquilonian, Argossean, Corinthian, Ne-median, Opirean

    HYRKANIAN: Hrykanian, Turanian

    KHARI: Hyperborean, Khitan, Stygian

    BLACK KINGDOMS: Amazonian, Darfari, Keshani,

    Kushite, Puntan, Zembabwan and other dialects

    ATLANTEAN: Cimmerian, Nordheimr, Pictish

    SHEMITISH: Kothic, Shem


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