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Post by rabindranath72 on Jul 16, 2007 9:55:47 GMT -5
Hello all, this is my first post! I would like to say I like the idea of this project! I have been a fan of the Conan game for many years, and a fan of all things Conan (I have some credits for the d20 Conan game, too...although I do not like it very much; too many 3e-isms in there).
Anyway, I was thinking that it could be useful to add the Talents and equipment in the CN modules as additions to the basic system. If you need them, I can copy the text here (I have made OCR copies of the books).
About the typos, it is really something missing even in the original rules: there is no length for the period of study of Physical Laws magical talent. In my games I set it to 6 months.
Cheers, Antonio
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Post by artikid on Jul 16, 2007 10:36:00 GMT -5
Hello Antonio, I have been pushing -mildly- for Mark to publish an updated Talents chapter. Looking on the net I had found just the description of the Berserk talent on the internet and posted them to the forum. Personally I'd like to see more of the Talents in CN3 so I say: go ahead! Best regards Artikid
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Post by rabindranath72 on Jul 16, 2007 11:07:38 GMT -5
OK! So, these are the "new" talents (references to Conan names have been removed and the text adapted where possible):
NECROMANCY (Talent) Talent Pool: Perception Prerequisites: Arcane Languages, Lore, Medicine
Necromancy is the blackest of the magical arts. It is akin to Summoning, for its purpose is to reach out and draw upon the invisible. However, it is fundamentally different. While Summoning attempts to reach beyond the confines of this world and bring alien creatures into it, Necromancy attempts to rebind the dispersed energies of this world for the purposes of preservation, knowledge, and animation. Its practice is a heinous crime in all lands but those which routinely practice sorcery. Restraint is needed, for Necromancy is second in danger only to Summoning. The simpler spells of preservation and knowledge do not carry as much inherent risk, but the restructuring and animation of the dead is fraught with peril. The purpose of such spells is to bring back from the dead animals, monsters, or people. Unless the Necromancer exercises care, his animations may turn on him and the world. One year of study is required before a character can attempt any spells, and a character must choose a magical weakness. Necromancy is a draining art. Each time a character attempts to cast a spell he loses 1 point from his Damage Talent even if the spell is not successful. The loss is permanent. The following spells are typical of the type that may be learned:
Simple (Roll green or lower) Preserve Organic Material (50 years) History of Deceased* Animate Small Animal Body**
Moderate (Roll yellow or lower) Preserve Organic Material (1,000 years) Question Deceased* Animate Large Animal Body**
Difficult (Roll red or lower) Preserve Organic Material (5,000 years) Force True Answers from Deceased* Animate Monster Body** Animate Human Body** Prolong Life***
*A small part of the original creature or object must be obtained (feather, hair, dust) or an accurate likeness of the creature. **A large part of the original creature must be obtained. ***May be cast on self or other, but may only be attempted once per year. Success adds 10 years to the subject's life, but cuts all Endurance Talents in half immediately and permanently (although lost points may be slowly renewed through the gaining of new talent points).
Each time an animation of an animal or monster is successful, the Necromancer can control that creature for one service of limited duration. After the service is performed, the creature returns to its previous form. Animated humans also perform one service the first time they are animated, but if the same human is reanimated, he is hostile toward the Necromancer unless some form of coercion (such as mind control) is employed. A reanimated human attempts to destroy the Necromancer and escape into the world to live a new life. Animations have talent ratings equal in all respects (including spells) to those they possessed before death except that their Stamina rating is halved and they are invulnerable to poisons. Animated creatures may be dematerialized at the Necromancer's will. Human animations attempt to resist dematerialization, however, opposing the Necromancer's Will with their own. Any time a white result indicates failure for a spell of Difficult complexity, a magical fire (rating 25) engulfs the room. The Necromancer should be allowed to escape or quench the fire. His spell components may, however, be damaged. Necromancy's need for components from the original creature forces the character on quests for various tombs, should he wish to animate or question someone of ancient repute.
ARTISAN (Perception) Your character is accomplished at an artistic craft. There are four crafts, painting, sculpture, ceramics, and clothwork, and each must be developed as a separate talent. Each work of art may be rolled for on the Resolution Table to determine the quality and value of the piece. White indicates a worthless piece of junk and red indicates a masterpiece. Your character is also able to appraise the value of items in his craft.
BERSERK (Insight) Your character is able to enter a hypnotic state of fighting rage in which he attacks furiously without noticing normal wounds (Specific Wounds are handled normally). He need not check once his Damage Talent reaches zero or less to see if he remains conscious. He automatically remains conscious until his Damage Talent reaches a negative score corresponding to his Berserk Rating. For example, a character with a Berserk rating of 5 does not fall unconscious until his Damage Talent reaches -5. Once this score is reached, however, the Berserker is automatically dead. A Berserker must make a successful Resolution check in the orange range against his Berserk rating to enter a Berserk state (only one attempt per Turn). He must also make a successful check against his current Damage Talent rating to leave the Berserk state (an orange or red result indicates success). A Berserker who has not left the Berserk state must continue fighting, even if the only opponents available are friendly. If his Damage Talent is negative when he leaves the Berserk state, the Berserker automatically falls unconscious.
FORGERY (Perception) Your character may produce and detect forgeries (including writings and works of art). After the character attempts either to make or to detect a forgery, the referee should make a secret Resolution check. A white result indicates failure that is immediately apparent to your character. A green result indicates failure but your character will think it a success. Any other color equals success. Your character should not be advised of the degree of his success unless the result is white or red.
SLEIGHT OF HAND (Prowess) Your character is adept at concealing and manipulating objects with his hands. He is able to make small objects seemingly disappear, to juggle, and to cheat at games of chance. Your character's chance of successfully cheating is determined by subtracting his opponent's Observation (or General Perception) rating from his Sleight of Hand (or General Prowess) rating.
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Post by markkrawec on Jul 17, 2007 10:23:02 GMT -5
Hi all
Obfuscating as fast as I can. Will have the revised talent list including the three CN3 talents posted as soon as possible. rabindranath72 - thanks for those.
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