This game is tentatively set in the world of Conan the Barbarian, but can be adapted for other fantasy
worlds. It is intentionally designed to be a very simple and basic system. It depends heavily on the Game Master making quick decisions on assigning difficulty numbers to tasks the players which to attempt. A good GM running this game needs to be able to do a lot of on-the-fly improvisation in order to give the players enough freedom of action to keep things fun. CREATING A CHARACTER. All characters get 3 Luck Points (LP) There are three classes of characters: Warrior, Thief and Mage/Priest (hereafter just called Mage). There are three stats: Strength, Dexterity and Intelligence. Choose a class and roll up your stats using a d10. If you are playing in the Conan universe, choose an appropriate nationality. A Warrior automatically gets a 10 in Strength. He then rolls 2d10 for each of the other stats and applies the best results. A Thief automatically gets a 10 in Dexterity. He then rolls 2d10 for each of the other stats and applies the best results. A Mage automatically gets a 10 in Intelligence. He then rolls 2d10 for
each of the other stats and applies the best results, A player may spend 1 LP on each stat he rolls for to bring it up 1 point. No stat can be more than 10. He may opt to save his LP for use during the game itself. Players make a note of their bonuses for each stat. If you have an 8 or a 9 in a stat, your bonus is +1. If you have a 10, the bonus is +2. Then use those bonuses as described in the Character Sheet to calculate your combat ratings. (For instance, a character with a +2 in Strength and a +1 in Dexterity would have a Hand-to-Hand Combat rating of 8 and a Ranged Combat rating of 6.) Each player starts with 50 hit points. This will grow as he kills opponents. Each warrior and thief rolls twice on Special Equipment chart. A mage picks two items on the Extra Special Chart, then rolls once on either chart. (Mages may also make up their own spells rather than picking from the chart. If the GM approves, he’ll assign a Magic Point cost to it.) Each player gets a dagger and is allowed to pick one additional hand weapon and one ranged weapon (in addition to what they might have gotten by rolling on the
Special Equipment chart). Use the damage chart below to see what types of weapons are available. Use your choices to individualize your character and give him personality. Don’t just say sword. Say “Calvary saber” or “razor sharp rapier.” It may make no difference in game terms, but it helps create ambiance. Warriors have chain mail and a shield. Thieves have Leather armor. Mages have no armor. There are no class restrictions on what armor may be worn or weapons carried in the future if players acquire additional equipment. A player may choose to not take one or more of these items if he feels it doesn’t fit his character’s ambiance. Mages start with 10 Magic Points. All players are also given rations, flint & steel for making fire and 5 copper coins. SPECIAL EQUIPMENT LIST (roll 1d6: 1. Sword (or Battle Axe) of Turanian Steel- +1 damage 2. Five perfectly balanced throwing knives: +1 ranged combat when used
3. Amulet: +2 to defense or
difficulty number when magic is used against you. 4. A lucky pebble: No bonus.
5. 10 additional copper pieces
6. SPECIAL: This can be anything nifty that the player and the GM mutually agree on. For instance, a horse; or a better set of armor; or a battle axe with a rune on it that makes it work against undead; a loyal dog with sharp fangs, etc. _____________________________ EXTRA SPECIAL EQUIPMENT/SPELL LIST (roll 1d20): Except for the few spells on this list marked with an asterisk (*), all spells take at least 15 minutes prep time and are not available for use during combat. (The original Conan stories had very few battle-magic spells being thrown). This list is not comprehensive. Powerful NPC mages may be able to cause earthquakes, rip out hearts with a gesture, etc. Also, Mages are allowed to make up spells. The GM must approve the spell and has final say on MP cost.
Many spells simply require paying the MP cost. At the GM’s discretion, there may be a skill check required (using his Int. bonus). 1. Weapon Rune: Make one weapon effective against undead/spirits/demons, etc. Cost: 2 MP/weapon. Duration: 1 fight. The GM decides what “effective” means. Perhaps supernatural creatures are immune to normal weapons; perhaps magic weapons do double damage, etc.
question. May only be used once per day. Cost: 6 MP 4. Telepathy: Send a short mental message to another known person across any distance. Cost: 7 MP 5. Summon animal: Summon an animal and control it for one hour. The animal must be one that is likely to be nearby. Cost: 5 MP Animal arrives in 1d6 minutes. GM may require skill check if summoning a pack of animals. 6. Cast Illusion: Cause person or small group to see/hear something of your choosing. Cost: 4 MP GM may require skill check if you are targeting a group. 7. Start Fire: Cause a small fire to break out in a known location within 1 mile of you. Cost: 4 MP 8. Alchemy: With access to herbs/chemicals/etc., may brew potions/poisons that have any GM-approved effect. No MP coast, but GM
2. *Ward: Stop a nearby
opponent in his/its tracks, preventing him from taking an action for one round. THIS SPELL MAY BE CAST DURING YOUR OPPONENT’S ACTION. The Mage would still get to take a separate action during his own turn. Cost: 3 MP GM may assign skill check if used against more than one opponent simultaneously. 3. Cast lots: Toss sticks/stones on the ground to divine answer to one simple
decides on skill check for success and availability/cost of raw materials. 9. Track: Magically lock on to a known person/object & always know what direction he/it is in. Cost: 6 MP—must be renewed daily. 10. Summon Homunculus: Summon a small flying creature that can communicate, has opposable thumbs and will perform 1 task for you before vanishing. Cost: 7 MP 11. Summon Weather: Call up a thunderstorm or snowstorm. Cost: 9 MP 12. Mirror view: Use a mirror to view a distant known location. Cost: 5 MP—must be renewed daily. 13. Talk to Dead: Cause a corpse to talk to you for 5 minutes. Cost: Recently dead (less than 1 week)-2 MP Ancient dead (mummies, skeletons, etc)—5 MP
14. Forget: Make a SINGLE known person in a known location forget all events from the last 7 days. Cost: 9 MP 15. *Turn Weapon: Add +3 to your defense for one attack against you. Cost: 3 MP/use 16. Protection Runes: Prevent supernatural creatures from entering a small structure or a circle drawn on the ground. Cost: 7 MP Duration-1 week 17. Heal/Poison Cure: Heal adjacent person of 20 HP or neutralize effect of poison. Cost: 6 MP 18: Vision swap: See from the eyes of another known person for 1 minute Cost: 4 MP
19. Mesmerism: One intelligent
captive may be forced to tell all he knows. Or cause a single, non-active person within sight to fall asleep. Cost: 4 MP GM may allow a group to be put to sleep if a skill check is met.
20. Magic Item: a ring/belt/clock/etc. that allows the Mage to choose an above spell and cast it at -1 MP. The spell is inherent to the item, so if the item is lost/taken, the ability to use the spell is lost. (Unless the Mage has chosen it separately.) __________________________ LEARNING NEW SPELLS: The GM should introduce opportunities for Mage players to learn new spells (time to train with another Mage, find a scroll or magic book that teaches them a spell, find a magic item, etc.)
Thief: Precision Hit: Combat-3_______ (vs. target’s defense) Result: Death to human-sized or smaller opponents; Double damage to larger opponents. Thief: Lockpicking & general skullduggery (apply this to any thief-related activity, with the GM making the final decision to whether this skill should apply to a particular task. Must not be wearing chain mail or plate mail when attempting something sneaky) 5 + Dex bonus_____(vs. difficulty number assigned by GM) Mage: Read ancient script/hieroglyphics (automatic) Mage: Sense Magic 5+Int bonus______(vs. difficulty number assigned by GM)
SPECIAL SKILLS: Each class gives you access to special skills or attacks. Warrior: Beheading attack: Combat – 3_____ (vs. target’s defense Result: Death to human-sized or smaller opponents; Double damage to larger opponents. Warrior: Multi attack. The Warrior rolls a d6 along with a d10 when he attacks. If he hits AND the d6 is a six, then he gets another attack. He can earn multiple attacks in one round.
ALL CLASSES GET THIS SKILL : Stealth Kill 5 + Dex bonus ______(vs. target defense) Only used against human-sized or smaller foes. Automatic kill if successful. May not be
attempted while wearing plate armor
among his Skullduggery skills. A Mage may decide he’s particularly good at one specific skill. Alternatively, the player may pick anything else he can think of (with the GM’s approval) and assign the +5 or +3 bonus to it. This could be Animal Training, Horsemanship, Acrobatics, Diaper Changing, whatever. It is, of course, the GM’s final decision on what actions involve that particular skill.
+5 SKILL & +3 SKILL: All players pick one skill in which they get a +5 bonus instead of whatever stat bonus or bonues would normally apply. They pick a skill with a +3 bonus also. Now this CANNOT be assigned to over combat skills, but it can be something specific within those skills. For instance, a player may decide his character is particularly good with a sling. So when using a sling, he uses +5 instead of his Dex bonus to figure out his ranged combat rating. If he used any other sort of ranged weapon, his Ranged Combat rating would be calculated normally. These bonuses can be assigned to Stealth Kill or Sense Magic. They may NOT, though, be given to Beheading Attack or Precision Hit. Or the player may decide his character is particularly good with the family heirloom broadsword he carries and adjust his Hand-to-hand Combat rating accordingly when using that specific weapon, using the +5 rather than the sum of his normal stat bonuses. A thief may decide he’s particularly good at lockpicking and have a higher rating for that specific task
USING LUCK POINTS: All players have 3 LP to start with (minus any they spent to improve stats) and may earn more during play. Anytime a die roll is made when that player is present, he may spend 1 LP to add or subtract one to the roll. Only 1 LP may be spent per roll. He may spend it on his roll, an ally’s roll, or an enemy’s roll. Players may NOT combine LP to change a roll by more than 1—only one LP total per roll is allowed. ___________________________________ _ COMBAT: Players always have initiative unless surprised. Roll d10 + the appropriate combat rating. If you equal or beat your
opponent’s defense, then you hit. Roll for damage based on the weapon used. Movement: 5 squares per action on foot 10 squares per action for a mounted person or for all fourlegged combatants. All characters may attack after moving. Ranged Combat: Thrown weapons have a range of 5. Bows have a range of 20. A ranged weapon can be fired/thrown once per action. Any other details that come up during combat are adjudicated on the fly by the GM. BASIC DEFENSE 10 No Armor: Add Dex bonus Leather Armor: +3 Chain Mail +4 ( -1 to damage taken) Plate Armor +5 (-2 to damage taken) (-2 to Dex bonus while worn) (-1 movement) (may not attempt Stealth Kill) Shield +1 (shield is broken if damage roll is maximum after a successful hit) (-1 to Dex bonus while used)
Damage chart (all damage plus Str bonus unless a 1 is rolled. No bonus added in that case.) Fist: 1-4 Dagger, club: 1-6 Short sword, spear, arrow (and other missile weapons), mace: 1-8 Sword, Battle Axe, Pike: 1-10 ________________________________ DEATH AND DYING: Except for when the plot demands it, NPCs and monsters are killed when they run out of hit points. Players are unconscious. The GM might come up with a dues ex machina in order to save them, have them wake up as captives, or what-have-you. It’s up to the GM to figure out how to let the adventure continue. It’s also up to him to decide when, if ever, to let players get killed. ______________________________
GETTING HIT POINTS BACK: Players must rest for 1 hour to gain back up to 20 HP lost in a battle. They must rest 8 hours to gain back all other HP.
RANDOM SKILL CHECKS & OTHER MISCELLANEA: A player may attempt any sort of task he can think of. (Jump from a moving horse to tackle a fleeing bandit; leap across a wide chasm; change a diaper; anything) The GM assigns a difficulty number and identifies the bonus (Str, Dex, or Int) to be used. Roll a 1d10 plus the bonus to equal/beat the difficulty number to succeed. The consequences of failure and whether a second attempt may be made are up to the GM. The GM also decides travel time between locations and costs/availability of goods at marketplaces on a case-by-case basis. Most common items are priced in terms of copper pieces, which is by far the most common sort of coin available. The GM also decides on the fly when a character or group has acquired as much equipment, treasure, etc. as they can carry.
one player (though never more than one per player). He may decide to limit a player who just helped a little to kill an opponent to just a Luck Point—without the choice of taking a HP instead. It’s always the GM’s decision. When a Mage earns at least 5 HP, he may trade in 5 of them for another Magic Point. USING MAGIC: Using a spell or magic item uses up Magic Points (MP). When a Mage uses all his MPs, he can’t do anymore magic (though he can still use his special skills). A Mage must rest at least a full day to recharge to his usual level. Most spells are not available to use in combat, because it takes too much time to prepare and cast it. See the Extra Special Chart for more information. CREATING NON-PLAYER CHARACTERS: All NPCs, creatures and monsters are given a Combat rating between 6 and 10 (inclusive) & a defense rating between 10 and 16 (inclusive). Combat and Defense ratings never change (other than via acquiring armor). Players get tougher by earning more HP. Opponents are also made tough or easy to beat by
EARNING LP or HP. Every time you kill an opponent, you are awarded a Luck Point or a Hit Point. The player decides which. If players share in a kill, it is up to the GM to decide who gets a point. He may award points to more than
assigning them a few or a lot of HP. For instance, a common bandit might only have 3 HP, while a huge saber-toothed tiger stalking you through the Pictish wilderness might have 125 HP. Animal and monster defense ratings aren’t based on armor, but on the GM’s decision as to their toughness and/or speed. There’s a chart provided here on to give you a guide to creating opponents/monsters, but this is just a guide. Use your own judgment. SUGGESTED NPCS: BANDIT WITH SHORT SWORD or SPEAR: Attack: 7 Defense: 12 Damage: 1-8 HP: 3 BANDIT CHIEF WITH BATTLE AXE Attack: 8 Defense: 14 Damage: 1-10 HP: 20 GIANT SNAKE: Attack: 8 Defense: 13
Damage: 1-10 HP: 100 LEOPARD: Attack: 10 Defense: 15 Damage: 1-8 HP: 40 SABER-TOOTH TIGER: Attack: 9 Defense: 14 Damage: 1-12 HP: 125 CARNIVOROUS APE: Attack: 10 Defense: 13 Damage: 1-10 HP: 110 (The GM is always free to come up with special attacks and/or tactics for NPCs that the players must react to. For instance, the ape may try to grapple and crush a player, forcing the player to make a STR check to break loose. A snake or scorpion may poison victims, with whatever effect the GM opts for.)
+5 SKILL: _____________ _________
NAME______________ Nationality______________ Class_________________ Strength ________ bonus____ Dexterity________bonus_____ Intelligence______bonus____ Bonus: 8-9 = +1 10 = +2
+3 SKILL: _____________ ________
EQUIPMENT/WEAPONS/SPELLS: (REMINDER: All players, regardless of class, may start with a dagger, 7 days rations; flint & steel: 5 copper pieces; 1 hand weapon of choice; 1 ranged weapon of choice.)
HTH Combat=5+all bonuses ________ Ranged Combat=5+Dex bonus_______ Hit Points _________ Luck Points _________ Magic Points __________ Defense ___________
SPECIAL SKILLS: _____________ _____________ Stealth Kill____ ________ ________ _______
TIPS FOR THE GM: Improvise to give the players opportunity to do fun stuff. For instance, let’s say you have planned an adventure in which they must track down a bandit gang and recover a treasure map. You may have originally planned for the players to simply fight the bandits. But let’s say the Mage has the ability to magic up weapons to make them work against the undead. So change the adventure so that the bandits have unwisely hidden out in an ancient tomb and gotten whacked by Stygian mummies. Let there be some hieroglyphics outside the tomb to hint at what awaits the players inside. That gives the players a chance to realize that the spell the Mage has is now potentially useful. Keep doing this. Add or subtract HP to the opponents and monsters you created to either make the adventure more challenging (if the players are having too easy a time) or a little easier (if it seems they may go down early in the adventure). If players are “killed,” be ready to rule that they were just badly wounded and are now captives in need of planning an escape. Let the players attempt any task that seems reasonable and assign
a difficulty number to it that seems fair. Let them attempt on-the-fly maneuvers in combat by using the same method. If a dexterous thief wants to launch himself off the rock he’s standing on, flip over his opponent and hit him from behind, then let him try. Assign a difficulty number to the flip. If he succeeds, then give him a one-shot bonus to his next attack. Allow the players to be creative in what they want to do. Whatever it is, just mentally convert it into a difficulty number and assign whichever stat bonus seems most appropriate. Always reward player for clever tactics/plans by giving them a fair shot at success. Encourage them to be very descriptive in what they attempt. When the goal of an adventure is a treasure, it’s recommended that the treasure be a specific item (emerald-encrusted idol; jade snake; etc) rather than a huge pile of coins. That makes issues involving the weight of the swag and carrying it around easier to adjudicate. It also allows treasures to turn out to be cursed more often. (“That snake! It’s alive!”) It’s also recommended that GMs make Plate Armor very difficult to acquire, maintain or transport. Don’t deny it to players if they earn it, but remind them of how hot and heavy it is. Apply reasonable penalties for wearing it while
traveling and make sure players know it takes many minutes to put it on (so if they’re not wearing it when the fight starts, they aren’t going to be able to use it). To run this game in Conan’s world, the GM must have a good working knowledge of that world. Otherwise, choose another world or just make something up.