Conan Of Chariots and Acheronians


12
Roleplaying in the Hyborian Age
Ian Sturrock
Of Chariots and Acheronians
ith the release of ruled much of what is now Hyboria,
Passengers
Conan the Roleplaying but that was 3,000 years ago. Now
Chariots are basically simple, three-
WGame we thought they live in anonymity, but the
sided carts with space for two or more
it might be rather nice to have an challenge for players is still there. Can
passengers. This lists how many Small
exclusive in Signs & Portents. With they begin to rebuild the glories of
or Medium-sized creatures may ride
that in mind we have liberated the Acheron? Can they follow in the tracks
in a chariot. Large creatures take the
following article which will expand the of the terrifying Xaltotun, perhaps
space of two Medium-sized ones.
game and open up some new gaming Conan s greatest antagonist? It will
Creatures of Huge size or greater may
possibilities for Hyborian gamers. take some doing.
not ride in the chariots listed below. A
chariot will always require a driver to
Presented below are full rules for using
control its movement.
Stygian and Acheronian chariots, both Chariots
for use in battle and in sporting arenas. The Stygian chariot is extremely
Speed
Howard is rather thin on detail in this lightweight and as a result is
This is the base speed of the chariot
respect, although it is fair to say that in significantly faster and more nimble
when pulled by the maximum number
various parts of Hyboria chariot racing than earlier chariots such as the
of horses. As horses are lost through
as well as other sporting events will lumbering Acheronian type. The
combat or other means, the chariot s
take place. Probably not in the western northern nations regard chariots as
base speed moves to the next number
monarchies of Aquilonia and Nemedia, essentially obsolete in any case, but
on this line, thus gradually slowing
but one can easily picture chariot the Stygian armies still use chariot
down.
racing in Zamora, Corinthia, Koth and regiments to powerful effect.
Shem. The prospect of camel racing in
Turan also springs to mind, but that s
Hardness
Chariot
for another article.
As detailed in Core Rulebook I, this is
the hardness of each chariot.
Descriptions
The final decision on where chariot
All chariots require warhorses to pull
racing might take place is with each
Hit Points
such a weight at speed but there is
individual Games Master, but it
Every chariot has a number of hit
a wide variation within the chariots
opens up the prospect of a career
points. When these are reduced to 0,
themselves. Listed below are two
as a charioteer as well as numerous
the chariot is destroyed.
designs seen on battlefields during
storylines to fold into adventures and
the Hyborian Age; each is given the
campaigns.
following characteristics:
Turn Rate
As well as chariots, we also have a
The lighter a chariot is, the faster its
brand new race for Hyboria  the Horses
driver can get it to turn at speed. The
Acheronians. This degenerate, corrupt This is how many warhorses are
first number here is the turn a chariot
and thoroughly unpleasant race once required to pull the chariot. No other
creatures may be used in their place.
13
can make, in degrees, when moving This is the standard war chariot
Movement
at normal speed. The second number of Stygia, little changed since the
Chariots move in initiative order in the
lists how much it can turn when ancestors of today s Stygian warrior
same way as any mounted combatant.
making a double move. No chariot caste modified the design from the
There are, however, some important
can turn at running speed. Acheronians thousands of years ago.
differences. A chariot may turn once
at any point in its move, up to the
Cost
amount listed as its turn rate. A light
This is the base price a chariot costs to
chariot may make this turn while
purchase; any chariot may be upgraded
making a normal or double
however (see below).
move, heavy chariots
may only make it
safely when carrying
out a normal move
and neither
can safely
Weight
turn while
This is the base
running.
weight of a
chariot, without
In addition, chariots
passengers, cargo
may  drift up to ten
and horses.
feet left or right for
every full thirty feet
Cargo
they move forwards.
All chariots
may carry
cargo instead
of, or in
addition
to, any
passengers.
This
amount is
listed in
this section.
This is performed as a free action
It is assumed that the passengers and
Acheronian War
and in no way impedes any other
their gear weigh no more than 200
movement the chariot may perform.
Chariot
pounds each  any excess above this
Horses 4
amount will reduce the amount of
A chariot driver may choose to whip
Passengers 4
other cargo that can be carried.
his horses harder as a full round action.
Speed 40 ft./40 ft./30 ft./20 ft.
If he succeeds at a Handle Animal
Hardness 5
Overrun
check at DC 10, he may increase his
Hit Points 20
This is the base damage caused by the
base speed by ten feet for that round
Turn Rate 45o/-
chariot when performing an overrun
only.
Cost 3,200 sp*
attack.
Weight 500 lb.
Cargo 300 lb.
Tight Turns
Overrun 4d6
Stygian War
The driver may also attempt to get his
chariot to make a much tighter turn
Chariot
Acheronian war chariots are rarely
than is entirely safe. A driver may
Horses 2
available to buy, since the remaining
choose to make two turns in a round
Passengers 2
Acheronians no longer build them.
instead of just one, though these must
Speed 60 ft. /50 ft.
Their game statistics are provided for
be made at the beginning and end
Hardness 5
comparison to the Stygian chariot
of the move  they may not be made
Hit Points 10
and to represent any more old-
halfway through as a normal turn may.
Turn Rate 90o/45o
fashioned chariots, such as might be
This is a full round action and requires
Cost 1,800 sp
found in ancient tombs or ridden
the driver to make a Handle Animal
Weight 250 lb.
by mysteriously resurrected Old
check at DC 12 if he is moving at base
Cargo 150 lb.
Acheronians and giant-kings.
speed and DC 15 at double speed. A
Overrun 2d8
14
single turn may be made at running to sideswipe it as a full round action.
Action DC
speed, again with a successful Handle The drivers of both chariots must make
Cutting free a dead horse before
Animal check, this time at DC 25. an opposing Handle Animal check.
chariot overturns: 10
The winner will deal damage to the
Swapping drivers whilst chariot is in
If these checks are failed, the chariot loser s chariot, as listed below:
motion: 10
will automatically overturn at the start
Hitting Medium-sized creature or
of the next turn, as covered below in
object: 15
Chariot Sideswipe
Collisions and Overturning.
Hitting Large-sized creature or
Damage Critical Type
object: 20
2d6 20/x2 Bludgeoning
Hitting an immovable object such as a
Combat
stone building: 30
All passengers on board a chariot may Against Warriors on
make their normal attacks as if they
There is a +5 bonus to this check if
Foot
were mounted (see Core Rulebook
the chariot is moving at base speed or
The passengers of a chariot may attack
I, Chapter 8). The chariot driver,
slower and a  5 penalty if it is moving
any warrior on foot as if they were
however, must always dedicate at least
at running speed.
mounted. Those on foot may fight
one hand to controlling the horses
back as if the warriors in the chariot
and so may only wield single-handed
If the Handle Animal check is
were mounted. However, the driver
weaponry. Any passenger may make
successful, the chariot neatly avoids the
of a chariot may overrun his enemies,
an attack at any point in their move,
obstacle or swerves at the last moment.
driving his horses and chariot right
such is the speed of the chariot. This
Games Masters are encouraged to use
over them.
in no way affects the number of actions
the above examples as a base should
they may perform each round.
their players ever attempt an action
Overrun attacks are detailed in The
not listed here. If the driver passes his
Player s Handbook. If successful, such
All chariots, no matter what their
check, he succeeds in the action he
an attack will cause an additional
size, are assumed to take up a space
was attempting or manages to avoid
amount of damage to the target equal
five feet wide and ten feet long, with
tragedy, as appropriate. If he fails the
to the Overrun score of the chariot, as
the horses directly ahead. Either
check by 5 points or less, the chariot
covered above.
passengers, horses or the chariot itself
must move in a completely straight
may be targeted by an attack if within
line for the next round. No turns
reach or range, though passengers will
Collisions and
or drifts may be attempted. If the
receive the benefit of cover for attacks
chariot cannot move straight ahead
to the front or sides of their chariot, Overturning
for whatever reason (an immovable
as detailed in The Player s Handbook. One of the most impressive sights on
object being directly in front of it
This is from a low wooden barrier the battlefield or racetrack is that of a
for example), then the chariot will
running round the sides and front of chariot moving at full speed then, for
automatically overturn. If he fails by
the chariot. whatever reason, overturning. Wood,
more than 5 points, the chariot will
passengers and horses all tumble and
overturn.
Passengers receive no benefit for attacks break apart as a cloud of dust and
originating from the rear of their blood veils the entire mess. Few ever
Overturning
chariot. survive such accidents and it is often
If a chariot overturns, the chariot itself,
only the skill of the charioteer that can
along with all passengers and horses,
If any horse is slain whilst pulling a avoid such disaster.
take an amount of damage equal to
chariot, it must be cut free within one
the Overrun score of the chariot.
round, as described under Collisions Handle Animal checks are used by
Passengers may make a Reflex check at
and Overturning, or the chariot will the charioteer to control his chariot
DC 20 to halve this damage.
automatically overturn. whenever he attempts an extreme
An overturned chariot, if it survives
action or when a collision looms up
intact, takes 1d6 minutes to put right
ahead. The DCs of such checks are
Sideswipes
and re-hitch any living horses. As
listed below;
Although the main use of the chariot is
battles frequently last several hours,
to provide nobles with a platform for
with brief rests between engagements,
archery and a means of getting around
this is quite commonly done on the
the battlefield, they can also be used to
battlefield. The combined Strength
directly injure enemies by driving the
required is equal to the original hit
chariot sideways into an enemy chariot.
points of the chariot.
Any chariot driver moving his vehicle
alongside another chariot may choose
15
onslaught and were assimilated into
Chariot Upgrades
New Feat the then-new Hyborian kingdoms,
All chariots may be upgraded with
particularly in Nemedia and
fittings and devices designed to
Aquilonia. Here their descendants
increase their lethality in some way for Chariot Combat
survive in scattered hill villages,
battle. The weight of these upgrades
(General)
barely noticed by the descendants of
is deducted from the cargo capacity
You are skilled in chariot combat,
the barbarian destroyers of Acheron,
of the chariot in question. Many
maximising the benefits from the
preserving dark rituals and strange
charioteers and warriors spend a
limited cover afforded you by its walls.
customs that have otherwise been
great deal of time personalising their
Prerequisite: Handle Animal skill, Base
forgotten. In these tiny hamlets the
chariots, wanting a distinctive-looking
Attack Bonus +1.
Acheronians bide their time, firmly
vehicle so as to ensure they are highly
Benefit: When you are in a chariot, you
believing that their empire of evil
visible on the battlefield.
gain double the usual cover bonus from
will one day return, overthrowing the
its low walls.
petty kingdoms of the Hyborians to
Archery Rack Special: If you have the Chariot
usher in a new reign of sorcery.
Many chariots have the cheap addition Combat feat, you may select any feats
of a simple wooden spear rack for which the Mounted Combat feat is a
Acheronians are tall, white-skinned
mounted inside, allowing crews ready prerequisite just as though you also had
and dark-haired. The men tend to
access to enough ranged weapons to Mounted Combat. These feats may
wear full beards and are cadaverously
last an entire battle. then be used when you are in a chariot,
thin, while the women are lithe yet
just as though you were mounted.
voluptuous. Some scholars believe
An archery rack holds up to two bows However, you may not use them when
the Acheronians to be closely related
of any kind, and comes with three mounted unless you also have Mounted
to the race of giant-kings that are said
oversize quivers each holding up to 40 Combat.
to have been the founders of Stygia,
arrows. 10 lb. 20 sp.
long before those now known as
Stygians conquered that land.
Metal Banding
New Race:
Culture: The culture of Acheron is
Large iron bands hammered around
now so lost in the mists of time that
Acheronian
the frame at the
many Hyborians doubt that it is
sides of the chariot,
anything other than a myth. Similar
greatly increasing
to Stygians in many ways, the
its resilience to
But while in both Aquilonia and
Acheronians were greater sorcerers,
damage. Whereas
Nemedia men talked of the madness
practising foul necromancy,
a normal chariot
of the king, in Nemedia men talked
thaumaturgy of the most evil kind,
may be susceptible
much of Xaltotun, the masked one.
and grisly magic taught to them
to strikes from
Yet few saw him in the streets of
by devils. They built towers rather
axes and heavier
Belverus. Men said he spent too much
than pyramids and used gold coin as
weapons, it will
time in the hills, in curious conclaves with
currency. The degenerate modern
take a determined
surviving remnants of an old race: dark,
Acheronian is no more than a
and accurate hit
silent folk who claimed descent from an
shadow of those ancient sorcerers.
to damage one
ancient kingdom. Men whispered of drums
reinforced with
beating far up in the dreaming hills, of
Names: Xaltotun, Baal, Chiron,
metal banding.
fires glowing in the darkness, and strange
Tothmekri, Thugra Khotan and
chantings borne on the winds, chantings
Akivasha are the only Acheronian
Metal Banding
and rituals forgotten centuries ago
names we know of for certain.
adds a bonus of
except as meaningless formulas mumbled
Contemporary Acheronians might
+1 to a chariot s
beside mountain hearths in villages whose
give their children Nemedian or
hardness score.
inhabitants differed strangely from the
Aquilonian names as a form of cover,
120 lb. 200 sp.
people of the valleys.
or, as with the examples we have of
ancient Acheronian names, their
Robert E. Howard, The Hour of the Dragon
names might be similar to those
of Stygia or derived from names
of Phoenician gods and demons.
Though the ancient empire of Acheron
Suggestions: (male) Aleyin, El,
was overrun and destroyed by the
Hadad, Hammon, Hay-Tau, Keret,
Hyborian barbarians three millennia
Mot, Ruti, Sutekh, Tsaphon; (female)
ago, many of Acheronians survived the
Anat, Asherat, Baalat, Sapas.
16
Corruption.
Acheronians are
probably the most
corrupt human race
still in existence,
if they can even
be said to be truly
human. It would
not even occur to a
typical Acheronian
to resist being
corrupted, or even
that it was possible
to become more
corrupt!
" +1 racial bonus
to all magic attack
rolls when using
curses. Acheronians
are experts in the
path of wizardry
in general, but are
particularly effective
and vindictive
when blasting
their enemies with
curses.
Background Skills:
Craft (alchemy),
Craft (herbalism),
Knowledge
(arcana).
Favoured Class:
Scholar.
Prohibited Classes:
Barbarian, Noble,
Nomad, Pirate.
Automatic
Religion: Like the Stygians, the Acheronians are powerfully Languages:
Acheronians of old were worshipers of charismatic, there is a sinister Acheronian, plus the language of
Set, the Old Serpent. They believed, and rather antisocial edge to whichever Hyborian kingdom they live
not without some justification, in their personalities that makes in.
bodily resurrection, and communed other races very wary of them.
with the creatures of the Outer Dark, " +2 racial bonus to all Craft Bonus Languages: Demonic, Old
often taking such devils as familiars. (alchemy), Craft (herbalism) Stygian, Nemedian, Aquilonian,
and Knowledge (arcana) Brythunian, Ophirean, Corinthian,
" +2 Charisma, -2 Strength. checks. Acheronians still Hyperborean.
Acheronians have very remember the old ways, the
forceful personalities, but are ways that once allowed their
far less powerful of body. ancestors to rule much of
" -1 racial penalty to all the known world by sheer
Diplomacy and Gather magical might.
Information checks that target " -2 racial penalty to all
non-Acheronians. Though saving throws against


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