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The Age of COnan

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Assassins, Monks, and Sorcerers with no limits to advancement, and gain +1<br />

to Charisma. <strong>The</strong>y gain +1 to all saving throws except those that are mindaffecting,<br />

including illusions, against which they suffer -2.<br />

Zamoran: Zamora is a corrupt and decadent society marked by its tolerance,<br />

if not outright allowance, <strong>of</strong> shadowy violence and crime syndicates.<br />

Zamorans are <strong>of</strong> a Mediterranean countenance: an attractive people who are<br />

olive-skinned with dark hair and eyes. Zamoran characters may progress as<br />

Fighting-Men, Thieves, and Sorcerers, being restricted to 5th level as<br />

Fighting-Men or Sorcerers. Zamorans gain +1 to Dexterity but -1 to Strength,<br />

and when operating in urban or subterranean conditions, Zamoran thieves are<br />

treated as being one level higher than they actually are, for purposes <strong>of</strong><br />

thieving abilities.<br />

Zingaran: Zingarans are the ancestors <strong>of</strong> the modern Spanish peoples. <strong>The</strong>y<br />

have a dark olive complexion, black hair and dark eyes, and <strong>of</strong>ten dress in<br />

bright, flamboyant colors. Swashbucklers at heart, Zingaran culture is<br />

obsessed with shows <strong>of</strong> honor and face, and marked by a lust for life.<br />

Zingarans gain +1 to Charisma but -1 to Constitution, and may progress as<br />

Fighting-Men or Thieves (though even Zingaran thieves are marked by their<br />

strict codes <strong>of</strong> honor). Zingarans are noted for their florentine fighting style,<br />

which uses a rapier and main-gauche in tandem, and when they enter combat if<br />

wearing armor lighter than chain may choose to gain one benefit <strong>of</strong> the<br />

fighting style each round:<br />

Offense: Gain one additional attack die in the Troop Type System (+1<br />

to hit Man to Man or Fantasy)<br />

Defense:, defend as the next higher Troop Type (or improve AC by 1<br />

in Man-to-Man, or subtract one from opponent's roll in Fantasy).<br />

Character Classes<br />

<strong>The</strong> following pre-existing character classes are appropriate for play in a<br />

Hyborian <strong>Age</strong> game, modified as listed. Careful readers will note that the<br />

class modifications herein eliminate d20’s and d10’s from the game entirely,<br />

leaving only d6’s required for play. This is quite intentional, though if one<br />

does not have access to the requisite sources and wishes to use pre-existing<br />

classes as they stand, retaining %-based abilities and d20-based checks, this is<br />

quite feasible to do and stands as with all things in the purview <strong>of</strong> the DM.<br />

<br />

<br />

<br />

D&D: Fighting-Man only. <strong>The</strong>re are no D&D-styled Magic Users or<br />

Clerics in a Hyborian <strong>Age</strong> game.<br />

Greyhawk: Thief (using the modified rules below).<br />

Blackmoor: Assassin and Monk (Monks only exist in Vendhya, Khitai,<br />

and Lemuria). Assassins' chance to assassinate is rolled on 2d6 instead<br />

12

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