Conan The Hyborian Age - Player Reference Sheet.pdf

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PLAYER REFERENCE SHEET
Combat
Initiative
Edge Stat die + Edge.
A single roll is made for all Enemy Characters, using the lowest Edge Stat. Allied Characters who are tied
for Initiative may choose the order they act in. During combat, all combatants act in descending Initiative order, with the highest
Initiative value taking their Actions first and the lowest Initiative value taking their Actions last. Optional Initiative rules and
Surprise Attacks can be found on pg. 54 of the
Core Book.
Actions
A PC may perform 2 Actions per Turn. NPCs may perform a number of Actions as specified on their profile.
Action
Move
Attack
Focused
Attack
Defend
Cast a Spell
Manipulate
# of actions
1
1
2
Details
Move to a new position (see Range and Area,
Core Book
pg. 57, for details on the distance
moved). This Action may also be used to lay down into, or stand up from, a prone position.
Make a Melee, Thrown, or Ranged Attack.
Make a Melee, Thrown, or Ranged Attack with a +2 Modifier.
Gain +2 Physical Defense until the Character’s next Turn. This Action may only be used
once per Round. A Character that Defends may not gain any bonus Actions through
Stamina Points or Skills, etc.
Cast a spell or make a Sorcery Attack. See spell details for Action cost. Some spells also
have additional costs.
Pick up, retrieve, interact with, or pass an object or physical item; ready a weapon (in
this case, a Character may both sheath/store their current weapon and draw another
weapon as a single Action).
A Free Action is anything being done by a Character that does not use up one of the
Character’s Actions for their Turn. The GM gets final discretion on what constitutes a
Free Action.
Anything else not covered by the above options and deemed suitable by the GM.
1
1 or 2
1
Free Action
Anything Else
0
1 or 2
Attacks
Relevant Stat die + Stat +/- Modifiers.
A result equal to or
greater than the relevant Defense is a success, as follows:
È
Melee
Damage
È
Melee
Attacks: Might VS Physical Defense
Attacks: Edges VS Physical Defense
Attacks: Wits VS Sorcery Defense
È
Ranged
È
Sorcery
and Thrown Damage
is determined by adding a
Character’s Might Stat to the result of the weapon’s Damage
roll. Add any Damage bonuses granted by Skills or other
rules.
Damage
is determined by the result of the Ranged
weapon’s Damage roll. Add any Damage bonuses granted by
Skills or other rules.
Damage
is determined according to the specific
spell being used. Add any Damage bonuses granted by Skills
or other rules.
È
Ranged
Minimum Damage Rule:
If a Character hits their target
with an Attack, the target will always suffer at least 1 Damage,
regardless of their Armor Rating.
È
Sorcery
If the target of an attack has an Armor Rating (AR), subtract
this value from the Damage rolled to determine the total
Damage inflicted.
Attack Modifiers
Modifier
The Rule of Three
Focused Attack
+2 to Attacks.
+1 to Melee Attacks against non-
Mounted Characters.
Mounted
Rules
-3 to +3 to Attacks.
-2 to Thrown and Ranged Attacks
(unless they have the
Born in the
Saddle
Skill).
+2 to Physical Defense.
-1 to Physical Defense vs. Melee
Attacks.
The Winds of Fate-
Rolling a 1
Whenever a Character rolls a 1 on their Stat die as
a part of a Check or Attack, that roll is immediately
failed, even if the result of their Stat +1 would usually
meet the Difficulty of the roll. A Character may use
their Stamina Points (see Core
book
pg. 70) to increase
the roll of a 1 to a 2 (or more), or trigger the
Success
Flex Die result, thus avoiding the failure. As NPCs do
not have Stamina Points, they will always fail a Check
or Attack when they roll a 1, unless they have a special
rule that states otherwise.
Defend
Prone
+1 to Physical Defense vs. Thrown and
Ranged Attacks. If Prone amongst
large or obscuring terrain, cannot
be targeted by Thrown or Ranged
Attacks.
Physical Defense counts as 0.
Immobilized
The Flex Die
Flex
Spends
Stamina
Effect
When a Character scores Flex as part of any
roll, they may immediately gain 1 Stamina
Point.
When a Character scores a Flex as part of
any Check or Attack that fails, the Check or
Attack is instead automatically passed.
When a Character scores a Flex as part of a
Wits Check related to the use of a Sorcery
Skill, or during a Sorcery Damage roll, they
may regain all of that spell’s Life Point and/or
Stamina Point cost.
When a Character scores a Flex as part of
a Damage roll, they may choose to inflict
Massive Damage.
To do this, total the Damage
roll as normal, but
also
add to the total the
maximum result that the weapon’s allotted
Damage die could roll. If the weapon has a
static Damage value instead of a die, then
double the Damage instead.
Stamina Points
A Character’s Stamina Points resets to whatever their Grit Stat is
at the start of each Tale (i.e. a Grit Stat of 4 = 4 Stamina Points).
Stamina Point Effect
Make an additional Move Action.
Increase the value rolled on the Stat die
during a Check or Attack by +1 (after the
roll), or pay 2 Stamina Points to increase
it by +2.
Increase the Damage of a single
successful Attack by 1D4 (after the roll),
or pay 2 Stamina Points to increase the
Damage by 2D4. Do not roll the Flex die
along with these additional dice.
Increase the Range of a Thrown weapon
by one additional Range Zone (i.e., from
Medium to Long) or two additional Areas.
Ignore the effects of Encumbrance for one
Round.
Spend a Character’s final Stamina Point
when rolling for Damage, to apply
the Massive Damage Flex result. The
Character should still roll the Flex die as
normal: if they roll a Flex, they may apply
Massive Damage a second time, but may
not apply any other Flex result.
Stamina
Point Cost
1
Success
1 (2)
Sorcery
1 (2)
Massive
Damage
1
1
Final Stamina
Point
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