Conan - Reference Player
Conan - Reference Player
TAKING ACTION
■■ The gamemaster and player determine the relevant ■■ A roll equal to or under the SKILL FOCUS is worth two
SKILL and the DIFFICULTY. successes.
■■ Difficulty determines the number of SUCCESSES ■■ Any extra successes become MOMENTUM.
required to perform the action.
■■ No more than three additional d20s may be rolled for
■■ SKILL EXPERTISE is added to the base ATTRIBUTE to one test.
determine the TARGET NUMBER (TN).
■■ Some TALENTS allow additional dice, or re-rolls,
■■ Roll 2d20, counting each die rolled separately. automatic successes, or generate additional
Momentum.
■■ Each roll equal to or less than the TN is a success.
■■ Results of 20 cause COMPLICATIONS. A skill test for an
■■ Players can roll additional d20s by generating DOOM,
untrained skill becomes a Complication on a 19 or 20.
spending MOMENTUM, or using RESOURCES.
TEST DIFFICULTY
Name Successes Examples
Opening a slightly stuck door.
Simple (D0) 0 Researching a widely known subject.
Hitting a stationary archery target during practice.
Overcoming a simple lock.
Average (D1) 1 Researching a specialist subject.
Shooting an enemy at optimal (medium) range.
Overcoming a complex lock.
Challenging (D2) 2 Researching obscure information.
Shooting an enemy at optimal range in poor light.
Overcoming a complex lock in a hurry.
Daunting (D3) 3 Researching basic historical information.
Shooting an enemy at long range in poor light
Overcoming a complex lock in a hurry, without the proper tools.
Dire (D4) 4 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, in the middle of battle.
Epic (D5) 5 Researching purposefully obscured historical information.
Shooting an enemy at extreme range in poor light and heavy rain.
■■ OVERCOME WEAKNESS: Ignore effects of c. Choose a WEAPON (for Melee and Ranged
Wounds or Trauma (choose one) until the end of attack) or a METHOD of scaring the target (for a
the current scene. Threaten attack).
■■ STORY DECLARATION: Introduce a fact or add a d. The target chooses whether or not to make a
detail to the current scene, with the gamemas- DEFENSE Reaction.
ter’s approval.
2. The attacker makes a SKILL TEST to attack. This is
an AVERAGE (D1) test, or a STRUGGLE if the target
is taking a Defense Reaction.
COMBAT DIE Treatment Treating an ally within Reach to recover Vigor or Resolve.
DAMAGE TYPES
Damage Recovery Recovery
Stress Soak Harm
Type (Self) (Other)
Physical Vigor Armor (static) + Wound
Resistance Healing
(Creature) (Brawn + Resistance) Cover (dice) (Agility, Brawn, Coordination)
Physical Armor (static) + Break
Structure — Crafts
(Object) Cover (dice) (Any test involving structure)
Trauma
Resolve Courage (static) +
Mental (Awareness, Intelligence, Discipline Counsel
(Willpower + Discipline) Morale (dice)
Personality, Willpower)
MOMENTUM SPENDS
Momentum Cost Effect
Bonus Damage 1R
Each Momentum spent adds +1 to damage (not +1
the attack type.
§ ) on a successful attack, regardless of
Break Guard 2 May only be used on an attack or a Defend Reaction. The target loses Guard.
Called Shot 2 The character can choose the hit location struck by a physical attack.
Change Stance 1 The character either goes prone or stands up.
Confidence 1R
The character gains 1
of the next turn.
§ Morale Soak per Momentum spent (maximum 4 § ) until the start
One weapon held by the target is knocked away and falls to the ground within Reach. This
Disarm 2-3 costs 2 points of Momentum if the target is holding the weapon in one hand or 3 points of
Momentum if the weapon is braced or held in two hands.
The damage inflicted by the current attack ignores an amount of Soak equal to twice the
Penetration 1R
Momentum spent.
Re-roll Damage 1 The player may re-roll any number of damage dice from the character’s current attack.
The character chooses a type of damage and recovers 1 point for each Momentum spent in
Second Wind 1 I,R
the associated capability.
A second target within Reach suffers half an attack’s damage (rounding up). A physical
Secondary Target 2
attack hits a random hit location.
Subdue 1 The attack gains the Nonlethal Quality.
The character gains an additional Standard Action, increasing the Difficulty by one step on any
Swift Action 2
skill test that action requires.
Withdraw 1 The character leaves the Reach of an enemy without triggering any Retaliate Reactions.
DISTANCES
■■ REACH: Within arm’s length. Characters can move ■■ LONG RANGE : Any point two zones away from the
within Reach of a target as part of any movement character’s current zone. Moving to a point within
action that ends in the same zone as the target. Moving Long range is a Standard Action, but the Difficulty of
out of an enemy’s Reach leaves characters open to the all tests increases by one step until the start of the
Retaliate Reaction unless they take a Withdraw Action. next turn.
■■ CLOSE RANGE: The character’s current zone. Moving ■■ EXTREME RANGE: Any point three or more zones
within Close range is a Free Action. away from the character’s current zone. A character
cannot move to Extreme range in a single action.
■■ MEDIUM RANGE: Any zone adjacent to the charac-
ter’s current zone. Moving to a point within Medium
range is a Minor Action.