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Conan Tools - Cheat Sheet - Draft 1.3b

The Conan Cheat Sheet provides a comprehensive overview of momentum spends, bonuses, equipment qualities, conditions, actions, displays of might, and errata for gameplay. It details various combat mechanics, including attack types, damage modifiers, and the effects of different weapon qualities. Additionally, it outlines the rules for fortune points, action types, and fighting styles to enhance player strategy in the game.

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0% found this document useful (0 votes)
23 views4 pages

Conan Tools - Cheat Sheet - Draft 1.3b

The Conan Cheat Sheet provides a comprehensive overview of momentum spends, bonuses, equipment qualities, conditions, actions, displays of might, and errata for gameplay. It details various combat mechanics, including attack types, damage modifiers, and the effects of different weapon qualities. Additionally, it outlines the rules for fortune points, action types, and fighting styles to enhance player strategy in the game.

Uploaded by

Zodiaco Oscuro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Conan Cheat Sheet

MOMENTUM SPENDS (pg. 102-104, 118) and Other BONUSES


Successes required: Simple (0) Average (1) Challenging (2) Daunting (3) Dire (4) Epic (5)
MOMENTUM
COMBAT ATTACK (i.m. = immediate momentum – can use momentum from the pool before or after completing an action)
Swift action (DW) 1 Attack twice with a different weapon, action or mount, increasing the Difficulty by 1 (pg. 115).
Create opportunity 1,2,4 i.m. Add 1d20 to an attack at increasing cost. Repeatable up to the regular maximum of 5 total d20
Called shot 2 Choose hit location of a physical attack.
Swift action (SW) 2 Attack twice with the same weapon, action or mount, increasing difficulty by 1.
Withdraw 2 Character leaves the reach of an enemy without triggering any retaliate reactions.
COMBAT DAMAGE (i.m. = immediate momentum – can use momentum from the pool before or after completing an action)
Break guard 1 Target loses guard.
Re-roll damage 1 Player may re-roll up to 3 damage dice from character’s current attack.
Subdue 1 The attack gains the non-lethal quality.
Bonus to damage 1R Increase one CD dice from a blank to a 1 or from a 1 to a 2. Or increase from a 2 to an effect.
Charge on mount 1R Animal handling test required with +1 difficulty if defending weapon is longer. Momentum from
this test can be spent, to add dice to both attack and damage, or to add knockdown.
Penetration 1R Damage inflicted by current attack ignores 1 soak for every momentum spent.
Secondary target 2R A second target within reach of the primary target is also affected by the attack, suffering half
of the attack’s damage (rounding up) to a random hit location. Effects to be distributed.
Disarm 2-3 Target’s weapon lands close. Cost is 2 against one-handed, 3 against in two-handed weapons.
SKILL/OTHER (i.m. = immediate momentum – can use momentum from the pool before or after completing an action)
Extra free actions 0R Number and length of free actions subject to the DM’s (Doom Master’s) discretion.
Change stance 1 Character either goes prone or stands up (when standing up can also choose to Regain Guard).
Confidence 1R Character gains 1CD morale soak (up to 4) for current round.
Create opportunity 1,2,4 i.m. Add 1d20 to a skill test. Repeatable up to the regular maximum of 5 total d20 (pg. 103)
Obtain information 1R For each point of momentum spent, the player can ask the DM one question about the
situation that can be determined by the skill used (ex: diagnose for healing) (pg. 103)
Second wind 1R i.m. Character chooses type of damage and recovers up to 2 points per momentum spent.
Swift action 2 Gains an additional skill action, increasing the difficulty by 1.
Create obstacle/ 2R i.m. Increase the difficulty of an enemy’s skill test by 1 rank.
Distraction Up to 3 times. Lasts for 1 attempt at skill test, regardless of success, prior to roll (pg. 103)
Other effects may include improving time required, improving quality of success, and/or improving scope of success.
It is up to the Doom Master to decide what is allowable, the momentum cost, or if it is repeatable. See Page 104.
OTHER BONUSES
Successful exploit D20R Add D20 + 1CD damage for each momentum spent, that was generated by the exploit action.
Kits and tools +1D20 Skills specific kits and certain tools can be used to boost skills and are consumed.
Talents Variable Many talents add bonuses to performing skills or how damage is applied.
Weapon qualities Variable Weapon qualities can add damage bonuses and other effects.

FORTUNE POINTS (pg. 274-275)


Bonus die Add 1d20 to Skill Test. Counts toward the maximum of 5d20. The die is treated as if it rolled a 1.
Bonus action Perform an additional Standard Action for one turn.
Second wind Recover all lost Vigor or Resolve (choose one)
Overcome weakness Ignore effects of Wounds or Trauma (choose one) until the end of the current scene.
Story declaration Introduce a fact or add a detail to the current scene, with the Game Master’s approval.
Conan Cheat Sheet
Equipment QUALITIES
Area Affects targets within reach of initial target. For each effect rolled, an additional target within close
range is affected. Targets can defend with a D2 skill test.
Backlash X Inflicts X damage to the attacker for each effect rolled. Damage ignores soak. Always active.
Blinding If the attack causes 1 or more harms, the target is blinded until the end of the scene or cleared.
Cavalry X Inflicts X additional damage for each cavalry effect rolled during a mounted charge attack.
Fearsome X Inflicts X mental damage per fearsome effect rolled, in addition to physical damage.
Fragile Reduce 1 CD after the attack. If drops to 0, the weapon is unusable until replenished. Always active.
Grappling While Grappled, Physical and Mental skills performed by the target, including any immediate acrobatics
or athletics Reaction to escape, the difficulty is increased by the number of grappling effects rolled.
Heavy armour Heavy armour on 3+ hit locations causes 1 additional fatigue whenever the character suffers fatigue.
Heavy (very) Armour treated as both heavy and noisy. Increases courage soak by 2 when worn as a full suit, and
armour grants reach 2 for close-quarters combat. Must be crafted to the wearer for maximum efficiency.
Hidden X Observation test difficulty X to find the hidden weapon. Momentum spend to conceal it quickly.
Improvised Effects rolled do not generate +1 damage. All weapons & special ammunition, +1 doom, can be used for
non-lethal attacks and are improvised. Extra damage/qualities require more doom (pg. 152 green)
Incendiary X Target gains burning for a number of rounds equal to the total effects rolled. Deals X CD physical
damage to a random hit location and mental damage at the end of each turn. Ignores soak.
Intense Inflicts 1 additional Harm if the attack causes 1 or more Harms.
Knockdown Pull, push or knock target prone if effects are rolled. Targets spend 1 doom/effect to cancel. Human
sized (larger consider brawn) are pushed/pulled 5’ per effect and when pushed is pushed out of reach.
Noisy armour Wearing noisy armour on 2+ hit locations increases the difficulty of all stealth tests by 1 step.
Non-lethal Does not cause normal harm. Inflicts a temporary condition until the target’s next turn. Always active.
Parrying Allows the player to re-roll 1D20 of the Parrying action roll.
Persistent X Target suffers X CD damage at the start of each turn for a number of rounds based on persistent effects
rolled. Additional effects rolled for persistent damage add to duration.
Piercing X Ignores X points of soak per piercing effect rolled.
Shield X Grants X CD cover soak and allows the use of the parry skill against ranged attacks.
Spread X Rolls X additional hit locations, dealing half damage to them. Extra damage for NPCs.
Stun Inflicts the staggered condition on the target if effects are rolled. Can be ignored by spending 1 doom
per stun effect. Could lead to unconsciousness (regardless of doom spent).
Subtle X Increases the difficulty of observation tests by X steps when the weapon is used.
Thrown Does not increase the difficulty when throwing a melee weapon with this quality.
Unforgiving X If the target was affected by an exploit action, the attack gains intense and vicious X even if those
qualities were not learned.
Vicious X Inflicts X additional damage per vicious effect rolled.
Volley Ranged weapon gains a bonus d20 to ranged weapons tests and +1 CD damage, if a load is spent.

CONDITIONS (pg. 126) – Conditions can stack REMOVE


Blind Character suffers 3 CD Resolve. Skill Tests requiring sight are +2 difficulty. Minor action
Burning X Number of rounds equal to number of effects rolled. Minor action,
End of each round, target suffers X CD Physical & Mental damage. Ignores Soak. Standard action if
Damage has incendiary attack quality for the duration number of effects in rounds. prone.
Dazed All skill tests increased by 1 difficulty level for the condition’s duration. Minor action
Deaf Character suffers 3 CD resolve. Skill tests requiring hearing are at +2 difficulty. Minor action
Hindered Cannot attempt any movement as a free action. Varies
Character may only move once within close range as a minor action.
Off guard A character not on guard cannot react, cannot use reach benefits of their weapon. Minor action
Poisoned While specific effects vary on toxin, the general effect is the staggered condition. Varies
Prone Melle and close ranged attack against Prone gains +1 momentum. All other ranged Minor action
attacks gain +1 Difficulty. Prone behind cover gains +2 cover dice.
Staggered Can only perform a standard action during their turn, at the cost of 1 doom. Minor action
Cannot perform a reaction unless spending a fortune in addition to normal cost.
Unaware If unaware, asleep, surprised, grants the opponent a -1 difficulty, and +1 momentum Free action, minor
(if successful), for actions against the target ( minimum difficulty of D0). action if asleep.
Unconscious Duration of unconsciousness is the number of effects rolled, in rounds. The Standard action
character is also knocked down. Character is Off guard, Prone and Unaware.
Conan Cheat Sheet
SUMMARY OF ACTIONS (pg. 113-117)
Free Minor (x0-1) Free Standard (x0-1) Free Minor (x0-1) Free || Reaction (x N)
FREE ACTIONS (Repeat by DM’s digression)
Adjust Moving in close range. Moving in or out of reach.
Drop Item Drop an item held in one or both hands.
Drop Prone Dropping prone on the ground. Loss of guard.
Simple Task Any simple test requiring no skill test or a simple (D0) test.
Speak Speaking without using a communication skill.
MINOR ACTIONS (x1)
Clear Ridding self or item from ongoing condition. Loss of guard.
Draw Item Drawing an item or weapon.
Movement Moving across 1 range category in distance.
Regain Guard Stepping back and defending, requires a D1 Parry test. Free action if no one is close.
Stand Standing from a prone position – can be combined with “Regain Guard”, but not as a free action.
Treatment Treating an ally within reach to recover from some conditions – varies, see conditions.
STANDARD ACTIONS
Assist Granting an ally an advantage, by adding 1D20 to the roll, bypassing limit of 5 dice.
Attack Attack a foe.
Brace Steady an unwieldy weapon for attack.
Exploit Observing a foe for a weakness, perform trick/deception, plus more… (pg. 115)
Pass Do nothing.
Ready Holding action to perform later with trigger. Lost if trigger does not occur. No added difficulty.
Recover D1 resistance/discipline roll to recover 3 vigour/resolve. Also, may re-roll cover dice, if any.
Skill Test Attempt a skill test. May cause loss of guard – check with DM.
Sprint Moving across 2 range categories in distance. Loss of guard.
Treatment Treating an ally within reach to recover 3 vigour, 3 resolve or from some conditions. Loss of guard.
Withdraw Withdrawing from close range, to avoid a retaliate action. Minor action if friends > foes.
REACTIONS (Repeat x times at cost of x doom (cumulative), +x level(s) of difficulty - 3rd reaction cost 3 doom, +3 difficulty)
Defend Parrying, blocking, otherwise avoiding an attack.
Protect Defending an ally from an attack.
Retaliate Attacking a nearby foe when an opportunity is presented.

DISPLAYS OF MIGHT and POWER (pg. 124-126)


NAME SKILL (could be persuade) RANGE DAMAGE QUALITIES
A Mighty Name Command or discipline Close X CD Area
Dead Man’s Stare Melee Close 2 CD Area, Vicious 1
Flaming Brand Survival Close 2 CD Stun, Vicious 1
Impossible Feat of Might Athletics Medium 4 CD Area, Stun
Knife to the Throat Melee or stealth Reach 3 CD Stun, Vicious 1
Sorcerous Might Sorcery Medium 4 CD Area, Intense
Stain the Soil Red Melee or ranged weapons Close X CD Area
Steely Glare Persuade only Close 2 CD Stun

Additional Errata 2024 Draft version 1. 1


GENERIC
1.1 Dice Costs Momentum or Doom for extra Dice for Skills tests - Dice 1 & 2 = 0 - Dice 3 & 4 = 1 - Die 5 = 2
1.2 Re-rolls All talents that allow CD to be re-rolled are limited to re-rolling a maximum of 3 CD.
1.3 Effects Weapon qualities are applied to individual dice effects if specialised (see below – 2.1)
(5’s & 6’s) If the player has multiple weapon specialisations applied to one weapon proficiency, they must choose
which weapon quality to apply to each effect that was rolled. (see below - 2.1)
Effects can only have one quality linked to it. Qualities can be applied to multiples effects.
1.4 Complications Complication will occur on a natural roll of 20, regardless of the expertise of the skill.
In place of a complication the DM can generate 1 doom or 1 momentum per complication.
1.5 Parrying The weapon quality Parrying allows the player to re-roll 1D20 when parrying instead of reducing the
Quality Doom cost. Doom cost remains 1+ cumulative Doom cost per number of reactions.
1.6 Melee Reach Shorter weapons gain +1 difficulty penalty when attacking opponents with longer weapons. This
penalty is removed if the opponent is not on guard.
Conan Cheat Sheet
is not on guard.

Additional Errata 2024 Draft version 1.1


GENERIC (Continued)
1.7 Knocking Stacking effects with stun, can knock a target unconscious. If successful, doom does not negate.
Unconscious Duration in rounds is equal to the number of total effects rolled (not just stun effects).
Nonlethal + head attack + 3 stun effects required. Adjusted as follows:
• +1 stun effect required for each armour soak the target has on their head.
• -2 stun effect required if target is unaware.
FIGHTING STYLES
2.1 Weapon Weapon categories are as listed in the core book (Skills are added for the fighting style talent):
categories • Swords – long-bladed weapons. One/two handed. Melee skill.
• Daggers & knives – short, bladed weapons. One handed. Melee/thrown. Melee skill.
• Clubs, flails & war hammers – un-bladed weapons. Melee skill.
• Axes – One or two handed. Short/long. Melee/thrown. Melee skill.
• Flexible weapons – Chain, net, whip, etc… Melee skill.
• Spears & polearms – One/two handed. Melee/thrown. Melee skill.
• Shields – Various shields used as weapons. Melee skill.
• Missile weapons – Bows, crossbows and slings, etc… Ranged weapon skill.
• Basic/Unarmed (pg. 124) – No weapons. Melee/thrown/display. Melee/Persuade skill.
• Displays – Persuade skill (alternate options may be presented to the DM)
• Siege engines – Weapons effective against masses or structures. Warfare skill.
2.2 Fighting These talents govern the ability to use weapons effectively. It applies to the weapon categories as
Style Talent listed above. Training in fighting styles gives the character different ways to improve the
effectiveness of the weapons but does not improve the character’s combat abilities.
There is no associated attribute. Associated skills vary by weapon categories, see above, to
discount XP for purchasing talents and/or ranks =200xp-25xp/focus-point of skill.

Weapon Proficiency: This talent makes the character proficient with the use of weapon categories.
Weapon proficiency can be applied as multiple ranks, once only for each weapon category that
exists. Without weapon proficiency, weapons listed in that category will be less effective. These
weapons’ qualities are reduced to: “improvised” for non-proficient wielders.
With weapon proficiency, weapons naturally without “improvised” will lose that quality.
Players do not automatically gain access to the listed weapons’ other qualities, except for
Permanent qualities.

Weapon Specialisation: This talent gives characters access to individual weapon qualities.
Weapon specialisation can be applied as multiple ranks, once for each quality. One rank in
weapon specialisation covers all levels of potency for specific qualities.
Once a character learns these specialisations, they can use them with any weapons that have the
listed qualities against their name and belong to categories the character is proficient in.
2.3 Permanent The following qualities are excluded from the fighting style talent. They are always applied to
qualities weapons when in use: - Backlash - Fragile - Improvised - Non-lethal.
CHARACTER CREATION
3.1 Shadows of During creation- normal character generation, except:
the past • Attributes start at 6.
• Attributes cannot go above 12.
• Skills cannot go above 3.
• Characters start with 4 ranks in weapon proficiency and 4 ranks in weapon specialisation from
the fighting style talent.
o One of these weapon proficiency ranks must be for basic attacks (pg. 124) and one weapon
specialisation must be for the quality: stun – this is part of surviving childhood.
o The other 3 sets of proficiencies and specialisations must be applied during the character
creation process as follows. The DM can choose the proficiencies or leave them up to the
player to choose when the character creation process applies:
 Homeland; archetype; education: +1 proficiency for each selection
 Caste; nature; war-story: +1 specialisation for each selection

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