MUH051092 Conan - Free RPG Day - The Pit of Kutallu.pdf
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Robert E. Howard’s
ADVENTURES IN AN AGE UNDREAMED OF
System Design
Benn Graybeaton, Nathan Dowdell & Jay Little
Line Development
Jason Durall & Chris Lites
Writing
Jonathan Breese, Jason Durall,
Benn Graybeaton & Chris Lites
Approvals
Patrice Louinet & Jeffrey Shanks
Editing & Proofreading
Jason Durall
Cover Artwork
Brom
Interior Artwork
Antonio José Manzanedo Luis,
Michal E. Cross, Martin Sobr, Shen Fei,
Ricardo German Ponce Torres & Tim Truman
Art Direction
Mischa Thomas
Lead Graphic Design & Layout
Michal E. Cross
Additional Graphic Design & Layout
Dan Algstrand, Thomas Shook & Malcolm Wolter
Produced by
Chris Birch
Operations Manager
Garry Harper
Community Support
Lloyd Gyan
Publishing Assistant
Sam Webb
With Thanks To
The Robert E. Howard Foundation,
Professor John Kirowan, H.P. Lovecraft,
Fred & Jay at Cabinet Entertainment
Playtesters
The Modiphius &
Conan
Playtesters
Published by
Modiphius Entertainment Ltd.
3rd Floor, Ashbourne House,
35 Harwood Road,
London. SW6 4QP
United Kingdom
Legal
© 2017 Conan Properties International LLC (“CPI”).
Conan
,
Conan The Barbarian
,
Hyboria
and related logos,
characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of CPI.
All rights reserved.
Robert E. Howard
and related logos, characters, names, and distinctive likenesses
thereof are trademarks or registered trademarks of Robert E. Howard Properties Inc. All rights reserved.
The
2d20 system
and Modiphius Logos are copyright Modiphius Entertainment Ltd. 2015–2017.
All
2d20 system
text is copyright Modiphius Entertainment Ltd.
Some artworks use elements taken from
vecteezy.com.
Any unauthorised use of copyrighted material is illegal.
Any trademarked names are used in a fictional manner; no infringement is intended.
This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental
and unintentional except for those people and events described in an historical context.
Printed in the United Kingdom by Zenith Media, Units 9-13, Pontyfelin Ind Est, New Inn, Pontypool, NP4 0DQ.
CHAPTER 1
WELCOME TO THE WORLD OF CONAN
I
t is the Hyborian Age, a time of antiquity and renewal,
brutality and beauty. Kingdoms rise amidst the remains
of bygone lands. Forgotten secrets of sorcery, ancient
artifacts, and devices of strange science lurk undiscovered
in moldering ruins and lost cities, to be discovered by the
daring or the unwary. Gods flourish and are forgotten,
but the great black vale of eternity remains, and within
this Outer Dark loom cosmic horrors of an unimaginable
scale, evil beyond comprehension. Humankind crawls back
from savagery, and nations prepare to rage across the map,
ready to sweep civilization away in a tide of blood and iron.
It is a place of heroic adventure and triumph. Here, the
bold may prosper and history has yet to be written. So, dog
brothers and sword sisters, make ready to step into the world
of Conan! Tread the paths he has walked, or blaze new trails
across the rich and storied kingdoms, glimmering beneath
ancient stars. Drink life to its deepest, exult in the mad flame
of battle, and seize glory enough to outlast the march of time!
PLAYER
CHARACTERS
Robert E. Howard’s Conan: Adventures in an Age
Undreamed Of
features a full character creation system,
allowing you to create your own characters, ready for adven-
ture. Here, we have included four pre-generated player
characters on pages 28-31 to get you started.
ATTRIBUTES
Each player character has seven
Attributes
that indicate
inherent abilities, as well as physical and mental limitations.
They usually range from 6 to 12, with 8 as average. Higher
ratings represent greater ability.
■■
WITHIN THESE
PAGES…
The Pit of Kutallu
comes with a summarized version of the
2d20 system for
Robert E. Howard’s Conan: Adventures
in an Age Undreamed Of
, a game of dramatic pulp adven-
ture and heroic conflict. The adventure itself strands the
characters in an exotic ruin, pitted against ancient evil. The
gamemaster should read these rules beforehand, at least
once. However, the adventure introduces game concepts
as they are encountered, to help everyone start playing
Conan
as quickly as possible.
The gamemaster serves as the storyteller, narrator,
and rules referee, and the players each control a player
character. The gamemaster represents other characters
— called non-player characters — that might be people,
monsters, or even gods.
The next section address all of the rules needed to play
this adventure, beginning with a description of how player
characters are constructed, how actions are attempted and
resolved, and the results from actions, such as doing (and
taking damage) and other qualities of success.
Agility:
Physical and manual dexterity, sense of
balance, body control, and reflexes.
Awareness:
Perceptions, sensory acuity, gut feel-
ings, and instincts.
Brawn:
Strength, toughness, endurance, and the
ability to apply physical force.
■■
■■
WHAT YOU NEED TO PLAY
In addition to a gamemaster and 1–4 players, you’ll need
the following:
■■
CHARACTERS: One pre-generated character sheet
for each player, from on pages 28-31.
TWENTY-SIDED DICE (d20s): This game uses two
twenty-sided dice (2d20); however, having as many
as 6d20 is more convenient.
SIX-SIDED DICE (d6s): You’ll need a dozen or so six-
sided dice (d6s) to use as Combat Dice (see page 11).
PAPER, PENS, PENCIL, ETC.: To draw maps, keep
notes, and track conditions.
TOKENS OR BEADS: Anything convenient: poker
chips, coins, etc. You should have at least three
per player, a dozen or more for the gamemaster’s
Doom pool, and at least six to track Momentum.
There are also official CONAN Combat Dice, and
Fortune and Doom tokens.
■■
■■
■■
■■
4
■■
CHAPTER 1
Coordination:
Hand-eye coordination and spatial
awareness.
Intelligence:
Wit, intellect, cunning, reason, and the
ability to apply knowledge.
Personality:
Charisma, social manipulation, and the
ability to be threatening or charming as required.
Willpower:
Grit, determination, and mental resilience.
■■
■■
■■
SKILLS
Skills
represent training in a particular field — knowledge,
proficiency in tools, conditioning, special techniques, etc.
Each skill is tied to a particular Attribute, representing a
foundation that the Attribute provides to use of the skill.
For example, the Craft and Lore skills are based on Intelligence.
Expertise
represents mastery of the particular skill, increas-
ing the likelihood of success. Expertise is added to the relevant
Attribute to determine the chance of success. This is the
Target Number
(TN).
For example, M’tanga’s Coordination
Attribute is 10. He has Sailing Skill Expertise 2, totalling 12
(10+2). He must roll a 12 or lower to succeed on Sailing tests.
Skill Expertise
SKILL LIST
Following are all of the skills characters will use, listed
below the linked Attribute:
AGILITY
■■
Acrobatics
■■
Melee
■■
Stealth
AWARENESS
■■
Insight
■■
Observation
■■
Survival
■■
Thievery
BRAWN
■■
Athletics
■■
Resistance
COORDINATION
■■
Parry
■■
Ranged Weapons
■■
Sailing
INTELLIGENCE
■■
Alchemy
■■
Craft
■■
Healing
■■
Lore
■■
Linguistics
■■
Warfare
PERSONALITY
■■
Animal Handling
■■
Command
■■
Counsel
■■
Persuade
■■
Society
WILLPOWER
■■
Discipline
■■
Sorcery
Focus
in a skill is achieved through constant practice,
superior discipline, and deeper insight. Focus with a skill
improves the quality of success. Unlike Skill Expertise,
it is not added to the Attribute.
For example, Hypatia has
Survival Skill Focus 3. Any time she rolls 1, 2, or 3 on Survival
tests, Hypatia gets an additional success.
Skill Focus
SKILL TESTS
Whenever attempting a task where the outcome is in doubt,
make a skill test to determine if the task succeeds or fails.
Do not roll for skill tests when the outcome is obvious
or unimportant.
TARGET NUMBER (TN)
The Target Number (TN) is determined by adding the rel-
evant Attribute to Skill Expertise.
DIFFICULTY
The gamemaster determines a task’s Difficulty (rated 1–5).
In most cases, the gamemaster determines a Difficulty for a
task, and this Difficulty may be Difficulty levels and exam-
ples are described on the
Test Difficulty
table (opposite).
WELCOME TO THE WORLD OF CONAN
TEST DIFFICULTY
Name
Simple (D0)
Successes
0
Examples
Opening a slightly stuck door.
Researching a widely known subject.
Hitting a stationary archery target during practice.
Overcoming a simple lock.
Researching a specialist subject.
Shooting an enemy at optimal (medium) range.
Overcoming a complex lock.
Researching obscure information.
Shooting an enemy at optimal range in poor light.
Overcoming a complex lock in a hurry.
Researching basic historical information.
Shooting an enemy at long range in poor light
Overcoming a complex lock in a hurry, without the proper tools.
Researching esoteric historical information.
Shooting an enemy at long range, in poor light and heavy rain.
Overcoming a complex lock in a hurry, without the proper tools, and in the
middle of a battle.
Researching purposefully obscured historical information.
Shooting an enemy at extreme range in poor light and heavy rain.
5
Average (D1)
1
Challenging (D2)
2
Daunting (D3)
3
Dire (D4)
4
Epic (D5)
5
Conan sprang to meet him, and all his tigerish
strength went into the arm that swung the sword.
In a whistling arc the great blade flashed through
the air and crashed on the Bossonian’s helmet.
Blade and casque shivered together and Gromel
rolled lifeless on the floor. Conan bounded back,
still gripping the broken hilt.
— “The Phoenix on the Sword”
MOMENTUM AND DOOM
The game runs off of two main resources: MOMENTUM
and DOOM. Doom is used by the gamemaster to introduce
additional hardship on the players, to activate non-player
character abilities, and to make things more challenging
for the players. Whenever player characters wish to use
Immediate Momentum (such as to buy an extra d20 for
a test), they may do so by adding 1 to Doom instead of
spending 1 Momentum.
Similarly, any excess Momentum from non-player
character skill tests are added to the Doom pool, and
can be spent by the gamemaster as Doom.
BASIC SKILL TEST
Roll 2d20 to make a
skill test.
Do not add them together. Try
to roll as low as possible. Each d20 that rolls equal to or less
than the test’s Target Number is a
success.
Each d20 equal to
or less than the Focus in the skill generates an
extra success.
When the number of successes are equal to or higher than
the Difficulty of the test, the task is a success. Difficulties are
defined by the number of successes required, such as Average
(D1). Dice are only rolled once for a specific skill test, unless
the circumstances for the test have dramatically changed or
the test involves prolonged exertion (see
Struggles
page 6).
and come with greater risk of mishap. Complications occur
on rolls of 19 or 20 (instead of just 20) for skill tests made
without any Skill Expertise.
COMPLICATIONS
Even when things go well, player characters can face chal-
lenges and setbacks. These are called
Complications.
Complications represent inconvenient changes of circum-
stances: obstacles to progress, loss of resources, or a tempo-
rary hindrance. Any roll of 20 on a test is a Complication.
They are independent of success or failure, meaning that
it is possible to succeed at a skill test while simultaneously
suffering a Complication.
UNTRAINED TESTS
Player characters can attempt
untrained skill tests
using
skills in which they possess no Expertise. The Target
Number for the test is equal to the relevant Attribute,
unmodified. However, unskilled tests are a little sloppier,
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