preferential-lite
shadow

Tenebrae

Tenebrae

Tenebrae is an anomalous Shadow (medium undead, chaotic evil) who develops nonlethal attachment towards a PC. The chosen adventurer sparks memories of someone she adored in life; and inexplicably believes said person to be. Tenebrae then stalks and assists the individual with her own unfathomable reasoning.

Tenebrae is a potential sidekick who provides aid as the DM requires. She is content to remain in a person’s shadow, quite literally, with blissful silence. The inability to communicate with Tenebrae means she acts independent of the party, though behavior that upsets her beloved is often avoided (at least when in sight), as she tries tasks to earn acceptance.

Nonetheless, one should never forget Tenebrae remains driven by undead instinct and vague memories. Her actions are borne from selfish satisfaction, not altruism, and becomes irrational when upset. Those who harm the shadow’s beloved suffer inconsolable retribution. More concerning, if Tenebrae believes someone else has acquired her beloved’s affection, the perceived rival could suffer unprovoked violence.


Armor Class 12
Hit Points 16 (3d8+3)
Speed 40 ft.


STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

Skills Acrobatics +4, Perception +2, Stealth +4
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages


Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

ACTIONS

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Level Class Bonus Features
1 Warrior +2 Bonus Proficiencies (Dexterity; Acrobatics, Perception), Martial Role (Attacker)
2 Warrior +2 Second Wind
3 Warrior +2 Improved Critical
4 Warrior +2 Feat: Skill Expert (+1 Constitution, Performance, Stealth)
5 Warrior +3
6 Warrior +3 Extra Attack
7 Warrior +3 Battle Readiness
8 Warrior +3 Ability Score Improvement: +2 Dexterity
9 Warrior +4
10 Warrior +4 Improved Defense
11 Warrior +4 Indomitable
12 Warrior +4 Ability Score Improvement: +2 Dexterity
13 Warrior +5
14 Warrior +5 Ability Score Improvement: +2 Dexterity
15 Warrior +5 Extra Attack Improvement
16 Warrior +5 Ability Score Improvement: +2 Constitution
17 Warrior +6
18 Warrior +6 Indomitable Improvement
19 Warrior +6 Ability Score Improvement: +2 Constitution
20 Warrior +6 Second Wind Improvement

Orc Horde Emissary

Orc Horde Emissary

In contrast to your kinsmen, you do not find sedentary culture contemptuous. When the Orc Horde withdrew for conquest elsewhere, you chose to remain behind as the Khan’s emissary to indulge your unslaked curiosity for civilization.

This build utilizes player options from Tasha’s Cauldron of Everything and Xanathar’s Guide to Everything. The build also uses standard array for ability scores, and acquires starting equipment via starting wealth by class (5d4 x 10 gp).

Half-Orc: Ability Score Increase: +2 Strength, Ability Score Increase: +1 Constitution, Darkvision, Language: Orc, Menacing, Relentless Endurance, Savage Attacks

Alignment: Chaotic Neutral

Background: Outlander (tribal marauder); Athletics, Language: Giant, Musical Instrument: Horn, Survival

Personality Traits I’m driven by a wanderlust that led me away from home.
I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
Ideal Might. The strongest are meant to rule.
Bond My tribe is the most important thing in my life, even when they are far from me.
Flaw Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

Starting Equipment: handaxe (4), studded leather, bukkehorn (horn), explorer’s pack, thieves’ tools, traveler’s clothes, and a pouch containing 14 gp.

Trinket: A scrap of cloth from an old banner.

Ability Scores
Strength 17 Intelligence 8
Dexterity 14 Wisdom 12
Constitution 14 Charisma 10
Level Class Damage Features
1 Rogue 13 Insight, Perception, Persuasion, Stealth, Thieves’ Tools, Expertise (Perception, Stealth), Sneak Attack 1d6, Thieves’ Cant
2 Rogue 13 Cunning Action
3 Rogue 17 Roguish Archetype: Scout, Skirmisher, Sneak Attack 2d6, Survivalist (Nature, Survival)
4 Rogue 21 Feat: Fighting Initiate (Thrown Weapon Fighting)
5 Rogue 24 Sneak Attack 3d6, Uncanny Dodge
6 Rogue 24 Expertise (Insight, Persuasion)
7 Rogue 28 Evasion, Sneak Attack 4d6
8 Rogue 28 Feat: Moderately Armored
9 Rogue 31 Sneak Attack 5d6, Superior Mobility
10 Rogue 32 Feat: Slasher (+1 Strength)
11 Rogue 36 Reliable Talent, Sneak Attack 6d6
12 Rogue 37 Ability Score Improvement: +2 Strength
13 Rogue 40 Ambush Master, Sneak Attack 7d6
14 Rogue 40 Blindsense
15 Rogue 44 Slippery Mind, Sneak Attack 8d6
16 Rogue 44 Feat: Mobile
17 Rogue 47 Sneak Attack 9d6, Sudden Strike
18 Rogue 47 Elusive
19 Rogue 51 Feat: Dual Wielder, Sneak Attack 10d6
20 Rogue 51 Stroke of Luck

Nomadic Bladesmith

Nomadic Bladesmith

You drift from battlefield to battlefield, seeking martial challenges to perfect your unique swordsmanship. Firsthand knowledge gleaned from each conflict is applied in the forge, guiding you closer to crafting a peerless blade and become immortalized as a legendary weaponsmith.

This build utilizes player options from Eberron: Rising from the Last War and Tasha’s Cauldron of Everything. The build also uses standard array for ability scores, and acquires starting equipment via starting wealth by class (5d4 x 10 gp).

Variant Human (Mark of Making): Ability Score Increase: +1 Dexterity, Ability Score Increase: +2 Intelligence, Artisan’s Gift: Woodcarver’s Tools, Artisan’s Intuition, Language: Draconic, Spellsmith (mending, magic weapon), Spells of the Mark

Alignment: Lawful Evil

Background: Guild Artisan (smiths and metal-forgers); Artisan’s Tools: Smith’s Tools, Insight, Language: Dwarvish, Persuasion

Personality Traits I believe that anything worth doing is worth doing right. I can’t help it – I’m a perfectionist.
I like to talk at length about my profession.
Ideal Aspiration. I work hard to be the best there is at my craft.
Bond One day I will return to my guild and prove that I am the greatest artisan of them all.
Flaw I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.

Starting Equipment: shikomizue (rapier), o-kote (shield), gyorin kozane (scale mail), explorer’s pack, traveler’s clothes, smith’s tools, woodcarver’s tools, and a pouch containing 15 sp.

Trinket: A hilt from a broken sword.

Ability Scores
Strength 10 Intelligence 15
Dexterity 16 Wisdom 12
Constitution 14 Charisma 8
Level Class Damage Features
1 Fighter 10 Acrobatics, Perception, Fighting Style: Dueling, Second Wind
2 Fighter 10 Action Surge
3 Fighter 15 Martial Archetype: Psi Warrior, Psionic Energy d6, Psionic Power (Protective Field, Psionic Strike, Telekinetic Movement)
4 Fighter 16 Feat: Telekinetic (+1 Intelligence)
5 Fighter 28 Extra Attack, Psionic Energy d8
6 Fighter 30 Ability Score Improvement: +2 Dexterity
7 Fighter 30 Telekinetic Adept (Psi-Powered Leap, Telekinetic Thrust)
8 Fighter 32 Ability Score Improvement: +2 Dexterity
9 Fighter 32 Indomitable
10 Fighter 32 Guarded Mind
11 Fighter 45 Extra Attack II, Psionic Energy d10
12 Fighter 46 Ability Score Improvement: +2 Intelligence
13 Fighter 46 Indomitable II
14 Fighter 47 Ability Score Improvement: +2 Intelligence
15 Fighter 47 Bulwark of Force
16 Fighter 47 Feat: Alert
17 Fighter 48 Action Surge II, Indomitable III, Psionic Energy d12
18 Fighter 60 Telekinetic Master
19 Fighter 60 Feat: Fighting Initiate (Blind Fighting)
20 Fighter 73 Extra Attack III

Trippin Mad Dawg

Trippin Mad Dawg

Trip combatant for normal mode difficulty (or lower) in Pathfinder Kingmaker. Effective from first level. Capitalizes on experience points obtained via successful Athletics, Lore (Nature), Persuasion, and Trickery skill checks. Endgame weapons of choice include Tyrant at Lonely Barrow (accessible before Troll Trouble through exploitation of dimension door) and Overthrow sold by Issili in the House at the Edge of Time. Exotic Weapon Proficiency (Fauchard) for wielding Mastery, the masterpiece of artisan Shaynih’a.

Ability Scores
Strength 18 Intelligence 13
Dexterity 15 Wisdom 10
Constitution 14 Charisma 10
Skills
Athletics 13, Lore (Nature), Perception, Persuasion, Trickery
Level Class Bonus Class Features Selected Options
1 Mad Dog +1 Barbarian Proficiency, Fast Movement Animal Companion (Wolf), Feat: Combat Expertise, Human Racial Feat: Trip
2 Mad Dog +2 Pack Tactics
3 Mad Dog +3 Danger Sense Feat: Fury’s Fall
4 Mad Dog +4 Rage +1 Dexterity, Rage Power: Animal Fury
5 Mad Dog +5 Ferocious Fetch Feat: Combat Reflexes
6 Sacred Huntsmaster +5 Detect Magic, Enlarge, Inquisitor Proficiency, Orisons, Stern Gaze Gozreh (Plant); bless, true strike
7 Sacred Huntsmaster +6 Cunning Initiative, Improved Animal Companion Feat: Greater Trip; remove fear
8 Sacred Huntsmaster +7 Solo Tactics, Hunter Tactics +1 Strength, Teamwork Feat: Tandem Trip; cure light wounds
9 Mad Dog +8 Danger Sense +2 Feat: Coordinated Maneuvers
10 Mad Dog +9
11 Mad Dog +10 Feat: Outflank, Rage Power: Lethal Stance
12 Mad Dog +11 Danger Sense +3 +1 Strength
13 Mad Dog +12 Damage Reduction 1 Feat: Power Attack
14 Mad Dog +13 Greater Rage
15 Mad Dog +14 Danger Sense +4 Feat: Exotic Weapon Proficiency (Fauchard), Rage Power: Lesser Beast Totem
16 Mad Dog +15 Damage Reduction 2 +1 Strength
17 Mad Dog +16 Throat Cutter Feat: Extra Rage Power (Beast Totem)
18 Mad Dog +17 Danger Sense +5
19 Mad Dog +18 Damage Reduction 3 Feat: Blind Fight, Rage Power: Greater Beast Totem
20 Mad Dog +19 Tireless Rage +1 Strength
Equipment
tyrant, ironclad will, mastery, overthrow, wind breath, black dragon breastplate, belt of physical perfection +8, butterfly wings, manticore skin boots, headband of inspired wisdom +6, cloak of the winter wolf, ring of circumstances, daring duelist, bracers of deflection, potion of heroism, scroll of righteous might, scroll of spell resistance, scroll of cleanse, scroll of heal, wand of greater invisibility

Elven Curve Blademaster

Elven Curve Blademaster

DPS intimidator for normal mode difficulty (or lower) in Pathfinder Kingmaker. Effective from third level. Capitalizes on experience points obtained via successful Athletics, Mobility, Persuasion, and Trickery skill checks. Acquire first elven curve blade from Oleg’s Trading Post. Endgame weapons of choice include Bane of the Living, which can be acquired after Varnhold Vanishing, and Saviour found inside House at the Edge of Time. Two-Weapon Fighting for dual wielding Allslayer, a pair of shortswords hidden within Pitax Royal Palace, against opponents who resist Bane of the Living.

Ability Scores
Strength 13 Intelligence 12
Dexterity 19 Wisdom 10
Constitution 14 Charisma 12
Skills
Athletics 10, Mobility, Perception, Persuasion, Stealth, Trickery, Use Magic Device
Level Class Bonus Class Features Selected Options
1 Thug +0 Feat: Weapon Finesse, Frightening, Rogue Proficiency, Sneak Attack +1d6 Feat: Improved Initiative, Human Racial Feat: Power Attack
2 Thug +1 Evasion Rogue Talent (Combat Trick: Exotic Weapon Proficiency (Elven Curve Blade))
3 Thug +2 Brutal Beating, Sneak Attack +2d6 Feat: Weapon Focus (Elven Curve Blade), Finesse Training (Elven Curve Blade)
4 Thug +3 Bewildering Injury, Debilitating Injury, Disorienting Injury, Hampering Injury, Uncanny Dodge +1 Dexterity, Rogue Talent (Skill Focus: Persuasion)
5 Thug +3 Sneak Attack +3d6 Feat: Iron Will
6 Thug +4 Rogue Talent (Combat Trick: Blind Fight)
7 Thug +5 Sneak Attack +4d6 Feat: Combat Reflexes
8 Thug +6 Improved Uncanny Dodge +1 Dexterity, Rogue Talent (Combat Trick: Cornugon Smash)
9 Thug +6 Sneak Attack +5d6 Feat: Dazzling Display
10 Thug +7 Rogue Advanced Talent (Crippling Strike)
11 Thug +8 Sneak Attack +6d6 Feat: Shatter Defenses, Finesse Training (Short Sword)
12 Thug +9 +1 Dexterity, Rogue Advanced Talent (Opportunist)
13 Thug +9 Sneak Attack +7d6 Feat: Improved Critical (Elven Curve Blade)
14 Thug +10 Rogue Advanced Talent (Double Debilitation)
15 Thug +11 Sneak Attack +8d6 Feat: Critical Focus
16 Thug +12 Feat: Blinding Critical +1 Dexterity, Rogue Advanced Talent (Blinding Strike)
17 Thug +12 Sneak Attack +9d6 Feat: Two-Weapon Fighting
18 Thug +13 Rogue Advanced Talent (Improved Two-Weapon Fighting)
19 Thug +14 Sneak Attack +10d6 Feat: Combat Trick: Greater Two-Weapon Fighting, Finesse Training (Dagger)
20 Thug +15 Master Strike +1 Dexterity, Rogue Advanced Talent (Dispelling Attack)
Equipment
bane of the living, allslayer (2), golden tongue, dark master’s robe, belt of physical perfection +8, royal gloves of valor, manticore skin boots, headband of inspired wisdom +6, castigator’s cloak, ring of circumstances, sentinel, bracers of armor +8, the quest electri, scroll of foresight, scroll of seamantle, scroll of legendary proportions, scroll of transformation

MDG-1T Rakshasa

MDG-1T Rakshasa

Ninety years of corporate espionage and reverse engineering led to the manufacture of the MDG-1T Rakshasa. An obsolete variation of an already inferior facsimile in the eyes of the Inner Sphere; it is a welcome addition to the militaries of the Periphery. At one-third the procurement cost of an original MDG-1A, the “Taurian Rakshasa” leverages technologies common before the Helm Memory Core revolution. Therefore compatible replacement parts are readily available. Though the obvious replication of a Federated Suns BattleMech, Taurus Territorial Industries proved successful at avoiding Taurian prejudice of all things Davion, through aggressive propaganda emphasizing the MDG-1T as a Periphery duplication of the Timber Wolf. In addition, AFFS disappointment with the Rakshasa mitigated widespread deployment or promotion, thus TDF garrisons did not encounter them to develop a negative association.

Mass: 75 tons
Chassis: GM Marauder
Power Plant: Vlar 300 Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: None
    Jump Capacity: None
Armor: Leviathon Plus
Armament:
    2 Sunglow Type 2 Large Lasers
    3 Diverse Optics Type 18 Medium Lasers
    2 Delta Dart Long Range Missile 10 Racks
Manufacturer: Taurus Territorial Industries
    Primary Factory: Taurus
Communications System: O/P 3000 COMSET
Targeting and Tracking System: O/P 1500-ARB

Tech Base: Inner Sphere
Role: Skirmisher
Battle Value: 1,379
Cost: 6,583,500 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        7.5
Engine:                               300                                  19
    Walking MP:                        4
    Running MP:                        6
    Jumping MP:                        0
Heat Sinks:                           16                                    6
Gyro:                                                                       3
Cockpit:                                                                    3
Armor Factor:                         184                                 11.5
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      23                 35
    Center Torso (rear)                                  10
    L/R Torso                         16                 17
    L/R Torso (rear)                                      8
    L/R Arm                           12                 22
    L/R Leg                           16                 18

Weapons and Ammo                   Location           Critical            Mass
Large Laser                           RA                  2                 5
Medium Laser                          RA                  1                 1
LRM 10                                RT                  2                 5
Ammo (LRM) 12                         RT                  1                 1
LRM 10                                LT                  2                 5
Ammo (LRM) 12                         LT                  1                 1
Medium Laser                          LT                  1                 1
Large Laser                           LA                  2                 5
Medium Laser                          LA                  1                 1

Minoan Tauran Brigand

Minoan Tauran Brigand

Sold to nomadic mercenaries as a child, Boreas’ developed into a hardened veteran. He fought in the throne room of the Naga King during the Battle of the Serpent Kingdoms. He served alongside Andamen soldiers to cull ghoul hordes in the Great Darkness War. Yet it was not until Boreas shipwrecked along the shore of a Mediterranean temple that he experienced freedom. Recovering from his injuries the Minotaur adventured across Europa, eventually discovering the truth behind his enslavement.

Atlantis: the Second Age, is a tabletop role-playing game published by Khepera Publishing. It falls within the same genre as Conan: Adventures in an Age Undreamed Of, published by Modiphius Entertainment. The rules in Atlantis are notably more time consuming to resolve than Conan; however that complexity facilitates player character diversity. Khepera Publishing also tackles integration of unsavory setting elements (such as drugs, incest, and slavery) more directly than Modiphius Entertainment.

INT PER WIL CHA STR DEX CON SPD CR MR
–1 +0 +0 +0 +7 +0 +5 +0 +3 –2
Hit Point Hero Points Renown WR
30 5 7 +1
Skills Athletics +2, Evade +8, Influence +5, Instinct +3, Investigate/Search +2, Language (Atlantean) +10, Language (Hellene) +10, Literacy (Hellene) +2, Lore (Navigation) +3, Lore (Theology) +2, Parry +4, Pilot (Boat) +2, Profession (Criminal) +10, Unarmed Fighting +5, Weapon (Melee) +10, Weapon (Ranged) +10
Talents Cleave, Second Wind
Starting Gear Full Suit of Heavy Armor, Dagger, Great Sword, Traveler’s Gear, Horse
Racial Abilities Blood of the Andaman, Bull Charge, Natural Weapons, Silver Allergy, Strong as a Bull

Upbringing [4]: Savage. Born a slave. +1 Language (Atlantean)

Childhood Encounter [6,3]: Met someone you believed to be a god in a grove of trees. He told you a story of your future.

Family Status [10]: Family status is on the rise but tenuous.

Previous Adventure I – The Warrior Path [16,19,11]: Sold into slavery where you toiled for years (double the time spent) and branded on your face as a slave. +1 Weapon (Ranged), +8 Years to Age

Previous Adventure II – The Warrior Path [10,20,13]: You were instrumental in the downfall of the Naga King in the Battle of the Serpent Kingdoms. +1 Weapon (Ranged), +3 Years to Age

Previous Adventure III – The Warrior Path [8,14,7]: Fought bravely during the Great Darkness War and killed many revenants. +1 Weapon (Ranged), +2 Renown, Full Suit of Heavy Armor, +4 Years to Age

Previous Adventure IV – The Warrior Path [1,12,16]: Studied at a small temple in the Mediterranean Sea for a year and learned at the feet of a wise old woman. +1 Weapon (Ranged), +4 Language (Atlantean), +3 Years to Age

Previous Adventure V – The Warrior Path [7,3,17,8]: A parent is your enemy because you foiled their insidious plot and were hailed as a Hero. They will work with your other enemies to kill you. +1 Weapon (Ranged), +4 Years to Age

Customization Points: +2 STR, +3 CON, Cleave

Disadvantages Level Notes
Relationship 2 Remains indebted to comrades from the Great Darkness War and Battle of the Serpent Kingdoms. If asked for help, he will do everything possible to assist them.
Internal 2 Experiences blood lust in battle. Inflicts excessive injuries and revels in the carnage unleashed. Enjoys the thrill of mindless combat.
External 1 Body occasionally aches from old wounds… especially those of spell origin. No amount of medicine or treatment seems to cure them.

Destiny: Control the city-states of Minoa through extortion and blackmail as Overlord of the criminal syndicates.

Fate: Castrated and sold as a eunuch slave to work the copper mines of Athens.

Renown Improvement
50 +3 Athletics, +1 Instinct (Initiative), +3 Resolve, +3 Weapon (Melee)
100 +1 CON, +3 Athletics, +1 Instinct (Initiative), +3 Resolve, +3 Weapon (Melee)
150 +3 Athletics, +1 Instinct (Initiative), +3 Resolve, +3 Weapon (Melee)
200 +1 CON, +3 Athletics, +1 Instinct (Initiative), +3 Resolve, +3 Weapon (Melee)
250 +3 Athletics, +1 Instinct (Initiative), +3 Resolve, +3 Weapon (Melee)
300 +3 Athletics, +1 Instinct (Initiative), +3 Resolve, +3 Weapon (Melee)
Great Sword (2H) WR DoD –2
Acc DR WT STR RoF AMMO Rng
12 b   9.7 kg +3
Dagger WR DoD +0
Acc DR WT STR RoF AMMO Rng
+2 6 ✓⭍† 0.9 kg +0
Heavy Full Suit WR DoD –4
PR WT STR
10 20 kg +6

Conan of Cimmeria

Conan of Cimmeria

Conan: Adventures in an Age Undreamed Of, is a tabletop role-playing game published by Modiphius Entertainment, based upon the iconic barbarian and legendary world created by Robert E. Howard. Each major sourcebook features a short section entitled, “Hihter Came Conan…“, which catalogs an evolving character sheet for the Cimmerian. Chronologically this begins with Conan the Thief and ends with Conan the King.

Interesting enough, Conan has an illegal build, even if one ignores talents not cited elsewhere in the product line (except his character sheets). In addition, Conan, as featured in Conan the Thief, is not an example of him at his earliest start. The entry has applied dozens of experience points. I made an attempt to extrapolate an inexperienced version of Conan, based on “Hihter Came Conan…” without the house rules. One who is a young man yet to begin the world spanning adventures that transform him into a timeless legend.

“Jack of all trades, master of none,” describes the Modiphius framework for their Conan. Strong an ox, multiple skills, decent swordsmanship; but lacks charisma and fails to dominate in combat.

Homeland Cimmeria Archetype Barbarian
Attributes Fast and Fit, Fast and Fit Nature Proud (CONAN the Barbarian, page 13)
Caste Barbaric (CONAN the Barbarian, page 6) Education Educated on the Battlefield
Story Born on a Battlefield War Story Defeated a Savage Beast
Trait Born to Battle Language Cimmerian, Aquilonian
Agi Awr Brw Cor Int Per Wil
10 9 13 8 8 7 8
Skill Exp Focus TN Skill Exp Focus TN
Acrobatics 2 2 12 Melee 4 4 14
Animal Handling 2 2 9 Observation 1 1 10
Athletics 1 1 14 Parry 2 2 10
Command 1 1 8 Resistance 1 1 14
Counsel 1 1 8 Society 1 1 8
Discipline 1 1 9 Stealth 1 1 11
Healing 1 1 9 Survival 2 2 11
Insight 1 1 10 Thievery 1 1 10
Lore 1 1 9
Talents
Ancient Bloodline (Atlantean): Conan is quick to anger, fierce and indomitable, and he often experiences glimpses into the vastness of time, insights at times of extreme peril or danger.
Courageous: Conan may re-roll a single d20 on any Discipline test, though the second result stands. He gains 1 Courage Soak.
Deflection: When making a Defend Reaction using the Parry skill, Conan can reduce the number of points added to Doom by 1, to a minimum of 0. This stacks with the weapon’s Parrying quality.
Hunter: When in the rural parts of Cimmeria, the number of successes required for any Survival tests Conan attempts is reduced by 1, even if this reduces the Difficulty of the test to Simple (D0).
No Mercy: When making a Melee attack, Conan may re-roll one damage dice, if desired. You must accept the results of the re-rolls.
Savage Dignity: Conan may roll an additional d20 for any test to resist being intimidated, persuaded, or impressed by a “civilized” person. This is usually a Discipline test, but can extend to Personality-based tests such as Command or Society. (CONAN the Barbarian, page 7)
Sharp Senses: Conan may re-roll one d20 when making an Observation test, but he must accept the new result.
Uncivilized: Conan suffers one step of Difficulty in Social tests when dealing with people from more civilized countries. On the other hand, his Upkeep cost is reduced by 2 Gold. (CONAN the Barbarian, page 7)
Fortune Renown Standing Gold Upkeep
2 0 1 7 2
Belongings
broadsword still stained in places with the blood of those it has slain, 2 daggers, shield, ragged furs which count as Heavy Clothing (Armor 1: Torso/Arms/Legs), deerskin leggings and a heavy hooded cloak, a solid well-crafted armband made of copper, battlefield honor
Courage Vigor Resolve
1 14 9
Attacks
Broadsword (M): Reach 2, 7D, Unbalanced, Parrying
Shield (M): Reach 2, 5D, 1H, Knockdown, Shield 2
Dagger (M): Reach 1, 6D, 1H, Hidden 1, Parrying, Thrown, Unforgiving 1
Steely Glare (T): Range C, 2D mental, Stun

RVG-5L Ravager

RVG-5L Ravager

The RVG-5L Ravager was a military thought experiment between House Liao and House Kurita defense contractors to develop a BattleMech outside the paradigm of both Successor States’ battlefield traditions. The project failed to achieve that objective. It did however, result in something best described as a miniature Marauder. Expressing disappointment, the Draconis Combine turned away from the design. Open to trial and error, the Capellan Confederation constructed prototypes for field tests. Less than half the tonnage and double the ground speed of a Marauder, the Ravager leverages the forefront of military technologies: an endo composite inner structure, five point five tons of heavy ferro-fibrous armor, and an extralight gyro. Triple light particle projector cannons, two with capacitors, give the RVG-5L an effective offense. A pair of small lasers deal with common infantry and pointblank opposition. As the verdict stands, for its weight class the Ravager hits hard and can take a beating, but suffers extralight engine fragility.

Mass: 35 tons
Chassis: GM Marauder
Power Plant: VOX 280 Extralight Fusion Engine
Cruising Speed: 86 kph
Maximum Speed: 129 kph
Jump Jets: None
    Jump Capacity: None
Armor: Hellespont Heavy Ferro-Fibrous
Armament:
    3 Lord’s Light 4 Light Particle Projector Cannons
    2 Kajuka Type 1 Small Lasers
Manufacturer: Ceres Metals Industries
    Primary Factory: Capella
Communications System: Dalban Micronics
Targeting and Tracking System: Dalban Hi-Rez

Tech Base: Inner Sphere
Role: Skirmisher
Battle Value: 1,224
Cost: 7,097,400 C-Bills

Equipment                                                                 Mass
Internal Structure:              Endo Composite                             3
Engine:                              280 XL                                 8
    Walking MP:                        8
    Running MP:                       12
    Jumping MP:                        0
Heat Sinks:                         12 [24]                                 2
Gyro (Extralight):                                                         1.5
Cockpit:                                                                    3
Armor Factor (Heavy Ferro):           109                                  5.5
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      11                 15
    Center Torso (rear)                                   5
    L/R Torso                          8                 12
    L/R Torso (rear)                                      4
    L/R Arm                            6                 12
    L/R Leg                            8                 12

Weapons and Ammo                   Location           Critical            Mass
Light PPC                             RA                  2                 3
PPC Capacitor                         RA                  1                 1
Small Laser                           RA                  1                0.5
Light PPC                             LT                  2                 3
Light PPC                             LA                  2                 3
PPC Capacitor                         LA                  1                 1
Small Laser                           LA                  1                0.5

Corvus the Sagittarii

Corvus the Sagittarii

A man of seething spite, Covus survived unbroken decades on the battlefield. The bastard son of an Aquilonian soldier, he was abandon amongst militiamen as an infant. Raised to master the Bossonian bow, Covus became an archer whose exceptional marksmanship has slain many bandits and invaders from safe distance. Even as he approaches advance age, his sharp vision and steady precision remains undiminished.

In “retirement” Corvus become an adventurer. He does so not for wealth, not to witness wonders of the world, but to find purpose. Did the gods intend him to be an inconsequential nobody history casts aside and forgets? In truth, Covus already knows the cruel answer. Yet stubborn pride refuses to accept fate. Thus he travels across distant seas and far continents, in search of immortal glory.

Conan: Adventures in an Age Undreamed Of, is a tabletop role-playing game published by Modiphius Entertainment, based upon the iconic barbarian and legendary world created by Robert E. Howard. This adventurer meets all five requirements to qualify as a Bossonian Archer (CONAN the Scout, page 28) at campaign start.

Homeland Bossonian Marches Archetype Archer
Attributes Dexterous, Eagle-eyed Nature Wrathful
Caste Garrison Soldier (CONAN the Scout, page 7) Education Life in the Garrison (CONAN the Scout, page 15)
Story Born to the Garrison (CONAN the Scout, page 11) War Story Dispossessed
Trait Common by Birth (CONAN the Scout, page 11) Language Aquilonian, Nemedian
Agi Awr Brw Cor Int Per Wil
9 10 8 12 8 7 8
Skill Exp Focus TN Skill Exp Focus TN
Acrobatics 1 1 10 Parry 3 3 15
Animal Handling 1 1 8 Ranged Weapons 5 5 17
Command 1 1 8 Resistance 2 2 10
Discipline 2 2 10 Stealth 1 1 10
Melee 3 3 12 Survival 2 2 12
Observation 3 3 13
Talents
Accurate: When making an attack with a ranged weapon, Corvus may re-roll 3 damage dice. He must accept the result of the re-rolls.
Bossonian Archer: When using a Bossonian bow, add the Fearsome Quality to Corvus’ attacks. Conversely, any other type of bow feels wrong to Corvus, and when using such a bow his Difficulty is increased by one step. (CONAN the Scout, page 17)
Hunter: When in the rural parts of the Bossonian Marches, the number of successes required for any Survival tests Corvus attempts is reduced by 1, even if this reduces the Difficulty of the test to Simple (D0).
Marksman: Corvus may spend a Minor Action before attempting a ranged attack. When he does this, Corvus gains 1 additional Momentum to use for the attack.
Regimented: Corvus may reroll any failed d20s when attempting Society or Command rolls with military non-player characters, but must accept the results of the second roll. Additionally, his Upkeep cost between adventures is halved if Corvus is quartered in a military barracks or with soldiers assigned to a garrison. (CONAN the Scout, page 8)
Sharp Senses: Corvus may re-roll one d20 when making an Observation test, but he must accept the new result.
Strife: Each day when in the Bossonian Marches, Corvus can make a free Simple (D0) Lore test. Each point of Momentum gives him a general idea as to whether there will be a major disturbance that day.
Fortune Renown Standing Gold Upkeep
3 0 1 8 4
Belongings
bossonian longbow and 2 reloads, a knight’s sword, dagger, brigandine hauberk (Armor 2: Arms/Torso), brigandine vest and trousers (Armor 2: Torso/Legs), deerskin leggings and a heavy hooded cloak, an ornate symbol of faith, battlefield honor, riding horse
Courage Vigor Resolve
0 10 10
Attacks
Bossonian Longbow (R): Range M, 7D, 2H, Fearsome, Piercing 1, Volley
Sword (M): Reach 2, 4D, 1H, Parrying
Dagger (M): Reach 1, 3D, 1H, Hidden 1, Parrying, Thrown, Unforgiving 1
Knife to the Throat (T): Range R, 4D mental, Stun, Vicious 1