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Capítulo 1: Introducción

1.2. Valor pronóstico de la MAPA

1.2.1. Nivel de PA y pronóstico

Medium Humanoid (Nemedian/Cimmerian noble 1) (Age 7)

Hit Dice: 1d8+1 (6 hp) Initiative: +3 (+3 Dex) Speed: 30 ft.

Dodge Defence: 12 (+0 level, +2 Dex) Parry Defence: 11 (+0 level, +1 Str) DR: –

Base Attack Bonus/Grapple: +0/+1 Attack: Dagger +2 finesse melee Full Attack: Dagger +2 finesse melee Damage: Dagger 1d4+1/19-20 x2/2 AP Special Attacks: –

Special Qualities: Adaptability (Knowledge (arcana) and

Sense Motive), background skills (Gather Information, Intimidate, Knowledge (arcana), Sense Motive), weapon familiarity (greatsword), title, rank hath its privileges, wealth

Space/Reach: 5 ft./5 ft. Saves: Fort +1, Ref +2, Will +2

Abilities: Str 12, Dex 14, Con 13, Int 15, Wis 10, Cha 8 Skills: Bluff +5, Gather Information +5, Intimidate +5,

Knowledge (arcana) +8, Knowledge (history) +6, Ride +6, Search +8, Sense Motive +6

Feats: Investigator, Persuasive Reputation: 1 (Trickster) Leadership: –

Code of Honour: None Allegiances: None

Possessions: Superior red noble’s outfit, dagger Medium Humanoid (Nemedian/Cimmerian noble 3/scholar 3) (Age 14) (Changeling)

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Initiative: +4 (+2 Dex, +2 Ref) Speed: 20 ft. (goat leg and cane) Dodge Defence: 14 (+2 level, +2 Dex) Parry Defence: 13 (+2 level, +1 Str) DR: –

Base Attack Bonus/Grapple: +4/+5 Attack: Dagger +6 finesse melee Full Attack: Dagger +6 finesse melee Damage: Dagger 1d4+1/19-20 x2/2 AP Special Attacks: +1 bonus to attack rolls with

broadsword, hunting bow, heavy lance and war spear , sorcery, advanced spells

Special Qualities: Adaptability (Knowledge (arcana) and

Sense Motive), background skills (Gather Information, Intimidate, Knowledge (arcana), Sense Motive), weapon familiarity (greatsword), title, rank hath its privileges, wealth, special regional feature +1, new sorcery style x2, scholar, background (acolyte), base power points, knowledge is power, +1 power point, advanced spell, bonus spell

Space/Reach: 5 ft./5 ft. Saves: Fort +4, Ref +4, Will +6

Abilities: Str 13, Dex 15, Con 14, Int 17, Wis 11, Cha 9 Skills: Bluff +6, Craft (alchemy) +4, Craft (herbalism)

+4, Decipher Script +7, Gather Information +10, Intimidate +10, Knowledge (arcana) +14, Knowledge (history) +10, Knowledge (nobility) +8, Perform (ritual) +4, Ride +6, Search +14, Sense Motive +10, Sleight-of- hand +6

Feats: Dabbler (Summonings), Investigator, Persuasive Reputation: 5 (Trickster)

Leadership: –

Code of Honour: None

Allegiances: Mad Zandra, Thoth-Amon

Base Power Points: 5 (2 base +0 Wis +1 bonus +2

scholar base pp) (10 Maximum)

Magical Attack: +0 (+1 level, -1 Cha) Sorcery Styles: Curses, Prestidigitation

Spells Known: Burst Barrier, Conjuring, Ill-Fortune,

Lesser Ill-Fortune

Corruption: 2 Insanity: None

Possessions: Superior red noble’s outfit, dagger

Medium Humanoid (Nemedian/Cimmerian scholar 12) (Age 15) (Actual Child)

Hit Dice: 12d6+24 (66 hp) Initiative: +4 (+2 Dex, +2 Ref) Speed: 30 ft.

Dodge Defence: 17 (+4 level, +3 Dex) Parry Defence: 16 (+4 level, +2 Str) DR: –

Base Attack Bonus/Grapple: +9/+11 Attack: Dagger +12 finesse melee Full Attack: Dagger +12/+7 finesse melee Damage: Dagger 1d4+2/19-20 x2/ 3 AP Special Attacks: Sorcery, Advanced Spells

Special Qualities: Adaptability (Knowledge (arcana)

and Sleight-of-Hand), background skills (Gather Information, Intimidate, Knowledge (arcana), Sleight- of-Hand), weapon familiarity (greatsword), new sorcery style x5, scholar, background (acolyte), base power points, knowledge is power, +3 power point, advanced spell x11, bonus spell x3, increased maximum power points (triple)

Space/Reach: 5 ft./5 ft. Saves: Fort +4, Ref +4, Will +8

Abilities: Str 14, Dex 16, Con 15, Int 18, Wis 13, Cha

16

Skills: Bluff +10, Concentration +17, Craft (alchemy)

+21, Craft (bowyer) +21, Craft (herbalism) +21,

Decipher Script +19, Gather Information +7, Intimidate +10, Knowledge (arcana) +19,

Knowledge (nature) +19, Knowledge (religion) +19, Perform (ritual) +18, Search +5, Sense Motive +8, Sleight-of-Hand +18

Feats: Adept (curses), Craft Magic Item 1, Craftsman1, Foul is Fair 2, Hexer, Iron Will bonus, Noble Blood1, Ritual Sacrifice, Steely Gaze, Tortured Sacrifice

Reputation: 10 (Villain) Leadership: –

Code of Honour: None Allegiances: Priests of Set

Base Power Points: 8 (4 base +1 Wis +3 bonus) (24

maximum)

Magical Attack: +9 (+6 level, +3 Cha) (he gains an

additional +2 bonus when casting curses)

Sorcery Styles: Counterspells, Curses, Necromancy,

Prestidigitation, Summonings

Spells Known: Agonising Doom, Animate Statue1, Animate Swords1, Awful Rite of the Werebeast, Burst Barrier, Conjuring, Curse of Yizil, Death Touch, Greater Ill- Fortune, Greater Telekinesis, Greater Warding, Ill-Fortune, Lesser Ill-Fortune, Magic Builder1, Master Warding1, Master Words and Signs, Raise Corpse, Telekinesis, Warding

Corruption: 3

Insanity: Delusion (King Conan is evil and must die) Possessions: Superior green noble’s outfit, dagger

1 = feat or spell from Conan: The Scrolls of Skelos 2 = feat from Conan: The Road of Kings

Prince Taurus is the second son of King Conan the Usurper. At the default time of the campaign (a few years after

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been born yet, though individual Games Masters may have their campaign set later. Half Cimmerian-half Nemedian, he normally has black hair like his siblings, although, if the Games Master follows the comics continuity, the changeling has reddish hair. Unlike his other siblings, Taurus is relatively weak-willed and does not have the gift of Crom. He does have his father’s blunt manner and takes a -2 racial penalty to all Diplomacy and verbal-based Bluff checks because of his Cimmerian heritage. Otherwise he is Hyborian like his mother. He often dresses in a red tunic with brown boots.

As the younger son, Prince Taurus is head-strong and suffers from a constantly bruised ego from lack of attention by Conan. Believed by his father to be a snivelling, wimpy coward, Taurus has fostered a long-standing hatred for his brother, Conn. He sees himself winning his way to power and will take whatever route he can to get people’s attention. He has a strong tendency toward dabbling in the black arts. He is more bookish than any of his siblings.

The second and third columns are potential statistics for Taurus if the comic book chronology is followed for his life. If that path is averted or otherwise discarded by Players or the Games Master, he will most likely take levels in Noble or Scholar. There is a good chance that if he causes too many problems, Conan’s counsellors will advise putting the boy into the clergy. Conan’s inclination may be to send him off with a body of mercenaries to make him a man via war and strife.

Prince Taurus’ Future? Shortly after Prince Taurus was

born, he was abducted from his crib and a sorcerous changeling left in his place by Crassus, a Stygian posing as a priest of Mitra. The real Taurus (column three above) was spirited to Khemi where he was trained from infancy as a sorcerer, loyal to the priests of Set and possibly to the Black Ring. The changeling also has a sorcerous mindset and practises magic on his own, showing considerable talent. When he is 13 years old, the changeling secretly visits the home of Mad Zandra to buy supplies for some darksome spell. He invokes Set and a bird of flame carries him back to Zandra. He becomes Zandra’s apprentice. When Conan learns where he is, he tromps off to bring the boy back. Zandra turns Taurus into a goat and Taurus manages to turn himself back, mostly. He retains a single goat leg. Later he makes friends with a weird golden-haired Stygian lad who turns up at the palace. Taurus helps rescue a Shemite queen from Vendhyan assassins, but flubs it up later when she is killed by drunks on the way back to

the palace. Taurus takes the Stygian to meet Mad Zandra and she recognises Thoth-Amon’s ring on the golden- haired boy’s finger. Taurus tries to warn his father and the rest of his family but they do not believe him. This leads to Thoth-Amon’s return when Taurus tells Baron Maloric about the ring. Maloric is allied with a strange Stygian wizard who turns out to be Thoth-Amon. Thoth kills the golden-haired boy and regains his former power. Thoth- Amon offers to make Taurus his apprentice, but Taurus flees. Thoth –Amon tries again to win Taurus over but this time Taurus attacks the wizard. Taurus later agrees to be

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his apprentice if Thoth spares Zenobia and Radegund. At age 14, Taurus is now First Servant to Thoth-Amon, but he betrays his master and douses a mystical flame powering Thoth’s magic. He aids his father in killing Thoth-Amon (again) but Conan is more interested in the older son afterward. A year later, Taurus is in league with Crassus, the Stygian posing as a Mitran priest who engineered the changeling exchange years earlier. The changeling Taurus helps Crassus drug Radegund and capture her. Taurus the changeling is later executed. The real Taurus then shows up, trained in Khemi as a sorcerer and conditioned to kill Conan, his father. He crafted a Conan-bane arrow and shot his father. The real Taurus is defeated by Crassus and dies in Zenobia’s arms.

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