Hyborian AGE

"Crom, count the dead." Discuss the Conan campaign setting (based on the Hyborian Age Conan the Barbarian, created by Robert E. Howard) as it relates to pen & paper RPGs, here.
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Hyborian AGE

Post by Kythkyn » Thu May 02, 2019 7:12 pm

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So, I guess I am working on an AGE conversion of Conan, because my group prefers AGE to the other Conan games and we have been playing Conan Exiles nonstop. So much so that we have gotten some friends interested in the world of Conan just from watching us and participating in the video game. I'm going to just convert a lot of previous source material from other Conan RPGs. I am aware of most of them, and I do own the Modiphius one, but we as a group don't care for it. So the task of converting it is left to me. And you will all get to reap the benefits as well!

Entirely fan work, obviously, but fun none the less!


Game Mechanics
Getting Started
· This version of Conan will be using a mixture of Fantasy and Modern AGE, both by Green Ronin.

· Character creation will largely follow Modern AGE, as Hyborian AGE is classless. However, backgrounds are replaced with race.

· The default mode of Hyborian AGE is Pulp. Those brave and bold enough to face the dangers of the world become stronger for it.

· The silver economy from Fantasy AGE replaces the Resource system from Modern AGE. No one accepts credit in the Hyborian AGE, no matter how good you are for it!

· Reputations and relationships are important in the Hyborian AGE, and largely follow the rules from Fantasy AGE Companion and Modern AGE.

· While the PCs and the majority of NPCs play by the Pulp rules, demoniac creatures and Stygian monstrosities do not. Most creatures from the Fantasy AGE Bestiary retain their full stats.

· Sorcery is strange and dangerous. Full rules on how magic will work will be added later.

· Magical items are few and far between. All magical items will be treated as artifacts!

· The secret of Steel is a jealously guarded secret. Most weapons are iron or stone, and armour reflects this as well.

Races
· Cimmerian
· Himelian Tribesman
· Hyborian
· Hyrkanian or Turanian
· Khitan
· Kushite or Northern Black Kingdom Tribesman
· Nordheimer
· Pict
· Shemite
· Southern Islander or Southern Black Kingdom Tribesman
· Stygian
· Vendhyan
· Zamorian
· Zingaran

Professions
· Archer
· Barbarian
· Courtesan
· Hedge Wizard
· Knight
· Mercenary
· Merchant
· Noble
· Nomad
· Performer
· Pirate
· Priest
· Scholar
· Scoundrel
· Scout
· Sorcerer
· Thief
· Witch

Drives
Most Drives will work as detailed in Modern AGE. Drives that have been modified will be explained below.

Skill Focuses
Skill Focuses will largely be unchanged from Fantasy AGE. Differing or new skill focuses will be detailed below.
· Accuracy
· Communication
· Constitution
· Dexterity
· Fighting
· Intelligence
· Perception
· Strength
· Willpower

Talents
The following is a list of all the Talents available in the Hyborian AGE. New or modified talents will be detailed below.

Specializations
The following is a list of all the Specializations currently available in the Hyborian AGE. New or modified specializations will be detailed below.

Sorcery
To be detailed later

Equipment
· Weapons
· Armour
· Adventuring Gear
Last edited by Kythkyn on Sat May 04, 2019 4:45 am, edited 6 times in total.
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Re: Hyborian AGE

Post by Kythkyn » Thu May 02, 2019 11:28 pm

Archer
You may have been trained alongside the legendary Bossonian archers, within one of the militaries of the great middle kingdoms, or even the skilled Hyrkanian horseback archers. You are an accomplished archer, capable of sending iron-tipped death to enemies across great distances.

Ability +1 Accuracy
Focus Accuracy (bows) or Accuracy (thrown)
Talent Archery Style or Thrown Weapon Style

Roll 2d6 Benefit
2 +1 Dexterity
3-4 Focus: Dexterity (initiative)
5 Focus: Perception (seeing)
6 Focus: Intelligence (military lore)
7-8 +1 Perception
9 Focus: Strength (climbing)
10-11 Focus: Dexterity (acrobatics)
12 +1 Strength

Barbarian
You hail from one of the untamed lands, bordering civilization. Whether from the far north, east, south or some other uncharted lands, your ways are as strange to civilized folk as their customs are inscrutable to you.

Ability +1 Strength
Focus Constitution (stamina) or Strength (might)
Talent Mighty Thews or Great Endurance

Roll 2d6 Benefit
2 +1 Perception
3-4 Focus: Strength (climbing)
5 Focus: Fighting (any one melee weapon)
6 Focus: Constitution (drinking)
7-8 +1 Fighting
9 Focus: Perception (seeing)
10-11 Focus: Strength (intimidation)
12 +1 Constitution

Courtesan
Courtesans use their bodies and their seduction techniques to further their own ends. They use their charm to get others to do their bidding; their sexuality is as honed as a weapon, as keen and deadly as any sword. Like a noble, the courtesan favours brain over brawn – and knows full well that sexuality can overcome both the minds and brawn of their enemies.

Ability +1 Communication
Focus Communication (seduction) or Constitution (stamina)
Talent Great Endurance or Inspire

Roll 2d6 Benefit
2 +1 Perception
3-4 Focus: Constitution (tolerance)
5 Focus: Intelligence (cultural lore)
6 Focus: Communication (persuasion)
7-8 +1 Constitution
9 Focus: Communication (performance)
10-11 Focus: Perception (empathy)
12 +1 Dexterity
Last edited by Kythkyn on Fri May 03, 2019 5:40 am, edited 1 time in total.
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Re: Hyborian AGE

Post by Kythkyn » Fri May 03, 2019 3:54 am

Cimmerian
Cimmerians are a race of fierce moody hill-men, dwelling as they do in a harsh, dreary and cloudy land. The Cimmerians despise weakness and the softness of Hyborian civilisation. They are feuding and war-like, and are regarded by most Hyborians as one of the most barbaric races in the world. Cimmerians tend to be direct to the point of bluntness.

Focus Perception (survival) or Willpower (self-discipline)
Talent Mighty Thews or Great Endurance
Languages Cimmerian and one other common language

Zamorian
Zamora lies to the border of the western Hyborian world, with Corinthia on its western borders and alien Turan in the east. It also shared borders with Brythunia to the north and Koth to the south. The strange and mysterious Zamorians have a reputation for deviousness and thievery. Although Zamora has a rich culture and centres of higher learning, it is the dark alleys and seedy taverns that give it its reputation.

Focus Communication (deception) or Dexterity (sleight of hand or stealth)
Talent Intrigue or Thievery
Languages Zamorian and one common language

Zingaran
Zingarans are descended from a mixture of the Pictish and Hyborian people, along with the pre-Pictish inhabitants of Zingara, who are thought to be closely related to the Shemites. Zingaran nobility are noted for their skill with swords and their chivalry. However, the reputation of the commoners, mainly the abundant sailors, is less impressive. Serfs toil in the plantations of southern Zingara under the whips of the slave-masters.

Focus Communication (etiquette) or Constitution (rowing)
Talent Intrigue or Single Weapon Style
Languages Zingaran and one common language
Last edited by Kythkyn on Fri May 03, 2019 8:25 pm, edited 1 time in total.
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Re: Hyborian AGE

Post by Kythkyn » Fri May 03, 2019 5:21 am

Mercenary
Whether drafted into a militia from a young age or an adult, or voluntarily signing on for military service, you have become a sell-sword. A paid soldier, loyal only to the coin that is provided to you for your task. You travel the Hyborian kingdoms searching for work, sometimes even fighting against former masters.

Ability +1 Fighting
Focus Constitution (stamina or tolerance) or Intelligence (military lore)
Talent Armour Training or any one melee Weapon Style

Roll 2d6 Benefit
2 +1 Constitution
3-4 Focus: Fighting (any one weapon)
5 Focus: Dexterity (riding)
6 Focus: Strength (Jumping)
7-8 +1 Strength
9 Focus: Willpower (courage)
10-11 Focus: Strength (climbing)
12 +1 Dexterity

Noble
You were born a noble and raised to believe not only that you’re naturally superior to those of lower station, but that it is your duty to take care of them as you would a child. Some may call you snooty, but doing so reveals their ignorance. You’ve enjoyed the best in life, and that’s simply how it should be.

Ability +1 Communication
Focus Intelligence (heraldry) or Communication (etiquette)
Talent Command or Intrigue

Roll 2d6 Benefit
2 +1 Willpower
3-4 Focus: Intelligence (cultural lore)
5 Focus: Communication (leadership)
6 Focus: Dexterity (riding)
7-8 +1 Intelligence
9 Focus: Intelligence (writing)
10-11 Focus: Intelligence (historical lore)
12 +1 Perception

Nomad
To the east and south, the Hyborian kingdoms are surrounded by deserts, steppes, tundra and wastelands. Inhospitable to civilized folk, but home to you and your people. You know how to survive these places, to find food and shelter and navigate to safety.

Ability +1 Dexterity
Focus Communication (animal handling) or Dexterity (riding)
Talent Animal Training or Mounted Combat Style

Roll 2d6 Benefit
2 +1 Perception
3-4 Focus: Accuracy (bows)
5 Focus: Dexterity (acrobatics)
6 Focus: Intelligence (navigation)
7-8 +1 Constitution
9 Focus: Perception (seeing)
10-11 Focus: Fighting (spears)
12 +1 Fighting
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Re: Hyborian AGE

Post by Kythkyn » Sat May 04, 2019 12:17 am

Performer
The Hyborian Age is filled with doom and gloom, demoniac monsters and moody hillmen. But be that as it may, there are still those who find joy in the art of song and dance. You are one such person. Whether you are searching the world for lost music and art, or simply out for adventure, there is a bounce in your step in a jaunty tune in your heart.

Ability +1 Communication
Focus Communication (performance) or Intelligence (musical lore)
Talent Performance or Oratory

Roll 2d6 Benefit
2 +1 Perception
3-4 Focus: Communication (deception)
5 Focus: Dexterity (acrobatics)
6 Focus: Perception (empathy)
7-8 +1 Dexterity
9 Focus: Constitution (tolerance)
10-11 Focus: Communication (persuasion)
12 +1 Intelligence

Pirate
You may have been a sailor, a merchant, or even a member of one of the great navies, but eventually you turned to piracy. More at home on the open water than land, you are none the less willing to seek fortune wherever fate guides.

Ability +1 Perception
Focus Constitution (rowing) or Dexterity (sailing)
Talent Carousing or Contacts

Roll 2d6 Benefit
2 +1 Strength
3-4 Focus: Strength (swimming)
5 Focus: Dexterity (acrobatics)
6 Focus: Communication (gambling)
7-8 +1 Dexterity
9 Focus: Perception (seeing)
10-11 Focus: Constitution (tolerance)
12 +1 Constitution

Scholar
Maybe you were raised in one of the one of the gilded halls in Shadizar, a city better known for its wickedness, or maybe you fancy yourself the next great Nemedian chronicler. Or perhaps you come from a less likely place. But no matter where you’re from, you seek knowledge in the ruins of the world. Beware, knowledge often leads to forbidden power.

Ability +1 Intelligence
Focus Intelligence (any one)
Talent Lore or Linguistics

Roll 2d6 Benefit
2 +1 Accuracy
3-4 Focus: Perception (searching)
5 Focus: Willpower (self-discipline)
6 Focus: Willpower (faith)
7-8 +1 Willpower
9 Focus: Communication (investigation)
10-11 Focus: Intelligence (any one)
12 +1 Perception
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Re: Hyborian AGE

Post by Kythkyn » Sat May 04, 2019 1:15 am

Knight
You may be a knighted noble from one of the civilized lands, such as Nemedia, Aquilonia, Zingara, Brythunia or elsewhere. Whether you hold a code of chivalry or you are simply a well-equipped warrior of fortunate birth, you fight for yourself and the causes you choose.

Ability +1 Strength
Focus Intelligence (heraldry or military lore) or Dexterity (riding)
Talent Protect or either Single Weapon Style or Weapon and Shield Style

Roll 2d6 Benefit
2 +1 Dexterity
3-4 Focus: Constitution (stamina)
5 Focus: Willpower (self-discipline)
6 Focus: Communication (leadership)
7-8 +1 Fighting
9 Focus: Communication (etiquette)
10-11 Focus: Fighting (any one)
12 +1 Constitution

Merchant
Some make their fortune delving into places humans should dare not go. Others are born by happenstance into a place of wealth and comfort. You make your fortune by travel and trade, selling goods and services from far off lands for fair or outrageous prices. Barbarians live by the blade, but you know the true strength of coin.

Ability +1 Communication
Focus Communication (bargaining) or Intelligence (evaluation)
Talent Contacts or Carousing

Roll 2d6 Benefit
2 +1 Dexterity
3-4 Focus: Communication (deception)
5 Focus: Dexterity (crafting)
6 Focus: Communication (persuasion)
7-8 +1 Perception
9 Focus: Perception (searching)
10-11 Focus: Constitution (tolerance)
12 +1 Intelligence

Priest
Born into the faith, or a late convert, you feel the call of one of the many deities of the Hyborian Age. From Holy Mitra, Accursed Set Ishtar, Derketo, Yog, Asura, Ibis and even those lesser worshipped as Ymir and Bel, or distantly worshipped such as Yun, you are either associated with a particular temple or you are an initiate who wanders the land to convert the unfaithful.

Ability +1 Willpower
Focus Willpower (faith) or Intelligence (religious lore)
Talent Chirurgy or Oratory [or one Arcane Tradition related to your deity]

Roll 2d6 Benefit
2 +1 Intelligence
3-4 Focus: Communication (persuasion)
5 Focus: Intelligence (cultural lore)
6 Focus: Intelligence (research)
7-8 +1 Communication
9 Focus: Communication (leadership)
10-11 Focus: Intelligence (healing)
12 +1 Perception
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Re: Hyborian AGE

Post by Kythkyn » Sat May 04, 2019 4:44 am

Scoundrel
You make your way by exploiting the weaknesses of others, whether through gambling, dueling or outright banditry. Survival by wits is the only life you have ever known, and you have gotten quite good at it. You trust your wits, reflexes and lack of scruples to get you out of often self-imposed danger.

Ability +1 Dexterity
Focus Communication (gambling) or Dexterity (acrobatics)
Talent Dual Weapon Style or Free Running

Roll 2d6 Benefit
2 +1 Communication
3-4 Focus: Communication (persuasion)
5 Focus: Dexterity (stealth)
6 Focus: Dexterity (initiative)
7-8 +1 Accuracy
9 Focus: Intelligence (cultural lore)
10-11 Focus: Strength (jumping)
12 +1 Fighting

Scout
Whether you’re a borderlander from Nemedia, Aquilonia or Brythunia, or a scout in one of the militaries or militias of the world, you are at home in civilized lands, but know how to survive in the harsh wilderness that is pervasive during the Hyborian Age.

Ability +1 Perception
Focus Intelligence (navigation) or Perception (tracking)
Talent Scouting or Tactical Awareness

Roll 2d6 Benefit
2 +1 Constitution
3-4 Focus: Dexterity (stealth)
5 Focus: Strength (climbing)
6 Focus: Constitution (running)
7-8 +1 Dexterity
9 Focus: Perception (searching)
10-11 Focus: Intelligence (natural lore)
12 +1 Accuracy

Thief
Scouts know the lay of the land and use stealth to avoid certain doom. Scoundrels use their wits and their words to avoid danger. But you find that the best way to stay alive is to let others do the heavy lifting, while you use your light fingers to procure what you need to get by. But when pushed into a corner, those deft digits make for a swift end to your enemies.

Ability +1 Dexterity
Focus Dexterity (stealth or lock picking) or Intelligence (evaluation)
Talent Pinpoint Attack or Thievery

Roll 2d6 Benefit
2 +1 Intelligence
3-4 Focus: Dexterity (initiative)
5 Focus: Strength (climbing)
6 Focus: Communication (deception)
7-8 +1 Perception
9 Focus: Constitution (running)
10-11 Focus: Dexterity (legerdemain)
12 +1 Accuracy
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