TEXT: TEST DIFFICULTY
  Name
  Successes
  Examples
  Simple 
  (D0)
  0
  Opening a slightly stuck door.
  Researching a widely known subject.
  Hitting a stationary archery target during practice.
  Average 
  (D1)
  1
  Overcoming a simple lock.
  Researching a specialist subject.
  Shooting an enemy at optimal (medium) range.
  Challenging 
  (D2)
  2
  Overcoming a complex lock.
  Researching obscure information.
  Shooting an enemy at optimal range in poor light.
  Daunting 
  (D3)
  3
  Overcoming a complex lock in a hurry.
  Researching basic historical information.
  Shooting an enemy at long range in poor light
  Dire 
  (D4)
  4
  Overcoming a complex lock in a hurry, without the proper tools.
  Researching esoteric historical information.
  Shooting an enemy at long range, in poor light and heavy rain.
  Epic 
  (D5)
  5
  Overcoming a complex lock in a hurry, without the proper tools, 
  and in the middle of a battle.
  Researching purposefully obscured historical information.
  Shooting an enemy at extreme range in poor light and heavy rain.
  DIFFICULTY MODIFIERS
  Condition
  Effect
  Combinations
  If there are multiple elements that individually are not enough to warrant a penalty, the combination of conditions can collectively 
  increase Diﬃ  culty by one step.
  Lighting
  Increasingly dark conditions impose progressively higher diﬃ  culties to Observation tests and other tests reliant on sight. A bright, 
  moonlit night may increase Diﬃ  culty by one step, a cloudy night by two steps, and complete darkness by three steps. Conversely, 
  extremely bright light, or moving from an area of darkness into bright light (or vice versa) can impose increased diﬃ  culties. Bright 
  light can impose similar Diﬃ  culty increases to Stealth tests.
  Diﬃ  cult Terrain
  Slippery ﬂ oors, sheer surfaces, deep snow, dense foliage, heaps of refuse, or even dense crowds all make movement-related tests 
  more diﬃ  cult. At the gamemaster’s discretion, diﬃ  cult terrain conditions can increase the Diﬃ  culty of movement-related tests, or 
  even require a test where none would normally be required.
  Disruption or 
  Distraction
  The interference of hostile creatures or characters may impose an increased Diﬃ  culty, depending on the severity of the 
  interference.
  Distance
  If a skill is usable at a distance, every range category beyond Close increases Diﬃ  culty by one step.
  Equipment
  A character performing a task without the proper tools increases the Diﬃ  culty by one step. In some cases, performing a skill test 
  outside of a proper environment (a workshop, laboratory, archive, etc.) may increase the Diﬃ  culty by one step as well, but, if failed, 
  the test can be retried within that environment later on.
  Foreign 
  Language
  Any social test in which the character does not speak the language ﬂ uently has the Diﬃ  culty increased by one step.
  Noise
  Loud noises can hinder a character’s attempts to be heard or to hear other noises. Moderate noise (such as a crowd) increases 
  Diﬃ  culty by one step. Loud noise (an angry mob, a battle) increases Diﬃ  culty by two steps.
  Poor Weather
  A character exposed to severe weather (wind, rain, snow, fog, etc.) may face an increase in Diﬃ  culty by one step.
  Random Motion
  Being on a galloping horse, strong winds, crashing waves, and the like are often enough to hinder a test. Skills relying on 
  concentration or a controlled environment increase Diﬃ  culty by one step when used in an environment of random motion, such as 
  a ship in choppy waters.
  Social Factors
  Social tests when interacting with a character that does not trust you, who is of a rival faction, or who thinks you have committed 
  some slight or social faux pas, increase in Diﬃ  culty by one or more steps, at the gamemaster’s discretion.
  Unfamiliarity or 
  Complexity
  Performing complex or specialized tasks, or tasks in which the character has little experience, increases the Diﬃ  culty. This is 
  subject to gamemaster’s discretion and varies by situation and conditions. For example, a Cimmerian village healer may have little 
  experience with Stygian poisons, while an Aquilonian alchemist may struggle when confronted with a text from ancient Acheron.
  TAKING ACTION
   
  ■
  The gamemaster and player determine the 
  relevant SKILL and the DIFFICULTY. 
   
  ■
  Diﬃ  culty determines the number of 
  SUCCESSES required to perform the action. 
   
  ■
  SKILL EXPERTISE is added to the base 
  ATTRIBUTE to determine the TARGET 
  NUMBER (TN). 
   
  ■
  Roll 2d20, counting each die rolled separately. 
   
  ■
  Each roll equal to or less than the TN is a 
  success. 
   
  ■
  Players can roll additional d20s by generat-
  ing DOOM, spending MOMENTUM, or using 
  RESOURCES.
   
  ■
  A roll equal to or under the SKILL FOCUS is 
  worth two successes.  
   
  ■
  Any extra successes become MOMENTUM. 
   
  ■
  No more than three additional d20s may be 
  rolled for one test. 
   
  ■
  Some TALENTS allow additional dice, or 
  re-rolls, automatic successes, or generate 
  additional Momentum. 
   
  ■
  Results of 20 cause COMPLICATIONS. A 
  skill test for an untrained skill becomes a 
  Complication on a 19 or 20. 
  
  SUMMARY OF ACTIONS
  Action
  Effect
  FREE ACTIONS
  Adjust
  Moving within Close range or in and out of Reach. 
  Drop Item
  Dropping an item held in one or two hands. 
  Drop Prone
  Dropping prone to the ground. 
  Simple Task
  Any small task requiring no skill test or a Simple (D0) test.
  Speak
  Speaking without using a communication skill. 
  MINOR ACTIONS
  Clear
  Ridding self or an item from an ongoing condition. 
  Draw Item
  Drawing an item or weapon. 
  Movement
  Moving within Medium range. 
  Regain Guard
  Stepping back and defending, requiring a Parry test. 
  Stand
  Standing from prone position. 
  STANDARD ACTIONS
  Assist
  Granting an ally an advantage. 
  Attack
  Attacking a foe. 
  Brace 
  Steadying an Unwieldy weapon for an attack. 
  Exploit
  Observing foe to discover a weakness, to exploit immediately. 
  Pass
  Doing nothing. 
  Ready 
  Holding another Action to perform later. 
  Recover
  Attempting to recover lost Vigor or Resolve. 
  Skill Test
  Attempting a skill test. 
  Sprint
  Moving to any point in Long range. 
  Treatment
  Treating an ally within Reach to recover Vigor or Resolve. 
  Withdraw
  Withdrawing to Close range to avoid a Retaliate Action. 
  REACTIONS
  Defend
  Parrying, blocking, or otherwise avoiding an attack. 
  Protect
  Defending an ally from an attack. 
  Retaliate
  Attacking a nearby foe when an opportunity is presented. 
  DAMAGE TYPES
  Damage Type
  Stress
  Soak
  Harm
  Recovery 
  (Self)
  Recovery 
  (Other)
  Physical (Creature)
  Vigor
  (Brawn + Resistance)
  Armor (static) + 
  Cover (dice)
  Wound
  (Agility, Brawn, Coordination)
  Resistance
  Healing
  Physical  (Object)
  Structure
  Armor (static) + 
  Cover (dice)
  Break
  (Any test involving structure)
  —
  Crafts
  Mental
  Resolve
  (Willpower + Discipline)
  Courage (static) + 
  Morale (dice)
  Trauma
  (Awareness, Intelligence, Personality, Willpower)
  Discipline
  Counsel
  HIT LOCATION TABLE
  Roll
  Location
  1-2
  Head
  3-5
  Right arm
  6-8
  Left arm
  9-14
  Torso
  15-17
  Right leg
  18-20
  Left leg
  BONUS DAMAGE
  Attribute
  Bonus
  8 or less
  None
  9
  +1§
  10 or 11
  +2§
  12 or 13
  +3§
  14 or 15
  +4§
  16 or more
  +5§
  COMBAT DIE
  Roll
  Value
  1
  1
  2
  2
  3,4
  0
  5,6
  1, plus an Eﬀ ect
  TYPE OF DAMAGE BONUS
  Type of 
  Attack
  Associated 
  Attribute
  Melee
  Brawn
  Ranged
  Awareness
  Threaten
  Personality
  COMBAT 
  Declare the Attack
   
  ■
  Choose attack type: MELEE, RANGED, or THREATEN.
   
  ■
  Choose attack TARGET. 
   
  ■
  Choose a WEAPON (for Melee and Ranged attack) or a METHOD 
  of scaring the target (for a Threaten attack).
   
  ■
  Target chooses whether or not to make a DEFENSE Reaction.
  Make a Skill Test 
   
  ■
  Attacker makes a SKILL TEST to attack: AVERAGE (D1), or a 
  STRUGGLE if target takes a Defense Reaction.
   
  ■
  If the skill test or Struggle fails or is defeated in the Struggle, the 
  attack ends. 
   
  ■
  If the attacker succeeds, then the attacker rolls DAMAGE. 
  Roll Damage 
   
  ■
  Roll COMBAT DICE § based on the attack type and bonus 
  damage. 
   
  ■
  Each 1 or 2 rolled applies that much DAMAGE. 
   
  ■
  Each 5 or 6 rolled creates an EFFECT and deals 1 damage. Eﬀ ects 
  activate QUALITIES.
   
  ■
  Qualities might cause additional damage or other conditions. 
   
  ■
  Momentum can be spent to increase damage by +1 per point. 
   
  ■
  Total the damage. 
  Armor and Soak
   
  ■
  The defender determines SOAK when damage is determined. 
   
  ■
  Soak is a combination of ﬁ xed value (from Armor or Courage) 
  and dice (Cover and Morale). 
   
  ■
  Roll any Soak and add the total rolled to the ﬁ xed value. 
   
  ■
  Reduce Soak by any eﬀ ects rolled by the PIERCING Quality.
   
  ■
  The result is the character’s total Soak.
   
  ■
  Subtract Soak from the attack’s damage. 
  Stress and Harm
   
  ■
  Any damage remaining is removed from STRESS. 
   
  ■
  Remove physical damage from VIGOR, mental from RESOLVE. 
   
  ■
  For every 5 points of Stress, the target takes 1 HARM. 
   
  ■
  Remove physical Harm from WOUNDS, mental from TRAUMA. 
   
  ■
  If the target has 0 Vigor or Resolve, the target takes 1 Harm.
  
  MOMENTUM SPENDS
  Momentum
  Cost
  Effect
  Bonus Damage
  1 R
  Each Momentum spent adds +1 to damage (not +1§) on a successful attack, regardless of the attack type.
  Break Guard
  2
  May only be used on an attack or a Defend Reaction. The target loses Guard.
  Called Shot
  2
  The character can choose the hit location struck by a physical attack.
  Change Stance
  1
  The character either goes prone or stands up.
  Conﬁ dence
  1 R
  The character gains 1§ Morale Soak per Momentum spent (maximum 4§) until the start of the next turn.
  Disarm
  2-3
  One weapon held by the target is knocked away and falls to the ground within Reach. This costs 2 points of Momentum if the 
  target is holding the weapon in one hand or 3 points of Momentum if the weapon is braced or held in two hands.
  Penetration
  1 R
  The damage inﬂ icted by the current attack ignores an amount of Soak equal to twice the Momentum spent.
  Re-roll Damage
  1
  The player may re-roll any number of damage dice from the character’s current attack.
  Second Wind
  1 I,R
  The character chooses a type of damage and recovers 1 point for each Momentum spent in the associated capability.
  Secondary Target
  2
  A second target within Reach suﬀ ers half an attack’s damage (rounding up). A physical attack hits a random hit location.
  Subdue
  1
  The attack gains the Nonlethal Quality.
  Swift Action
  2
  The character gains an additional Standard Action, increasing the Diﬃ  culty by one step on any skill test that action requires. 
  Withdraw
  1
  The character leaves the Reach of an enemy without triggering any Retaliate Reactions.
  ENCUMBRANCE AND FATIGUE
  Encumbrance Carried
  Additional Fatigue
  Less
  —
  Above Brawn × 2
  +1
  Above Brawn × 3
  +2
  Above Brawn × 4
  +3
  Above Brawn × 5
  +4
  HAZARD DIFFICULTIES
  Test Difficulty
  Doom Cost
  Examples
  No skill test required
  —
  Instant eﬀ ects.
  Average (D1)
  Reduce overall Doom Cost by 3
  A river bank with an obvious ford.
  Challenging (D2)
  Reduce overall Doom Cost by 1
  A river bank with no ford.
  Daunting (D3) or greater
  —
  A whitewater rapid.
  HAZARDS 
  Effect 
  Doom Cost
  Examples
  2§ damage
  2
  The player character stands on a sharpened spike or takes a punch from behind. 
  3§ damage
  3
  A booby-trap constructed from small sharp blades; spears that spring from the walls. 
  4§ damage
  4
  A hidden man-trap; small rockslide.
  5§ damage
  5
  A more lethal trap; a mid-sized rockslide. 
  6§ damage
  6
  A large and deadly trap; a large rockslide. 
  Area
  2
  A complicated trap that ﬁ res multiple darts or stones.
  Incendiary X
  Equal to half X (round up)
  A ﬁ re surrounds the character; a ﬂ aming roof collapses; molten lava in close proximity.
  Intense
  2
  A massive boulder; a sharpened man-trap.
  Knockdown
  1
  A log swung at shoulder height; a small pitfall.
  Nonlethal
  Reduce overall Doom Cost by 2
  A sand dune collapsing on the player character; a fall onto soft ground.
  Piercing X
  Equal to half X (round up)
  Sharpened stakes or rocks.
  Stun
  1
  A gas stirred up by the opening of ancient doors; a trap that drops rocks. 
  Persistent X
  Equal to half X (round up)
  Long narrow blades that leave bleeding wounds. 
  Vicious X
  Equal to X
  Traps set by master trap-makers.
  TURN SEQUENCE
  A ROUND has no ﬁ xed length, and each character’s combination of actions 
  is their turn. Once per TURN, a character can make each of the following: 
   
  ■
  One STANDARD ACTION
   
  ■
  One MINOR ACTION
   
  ■
  As many FREE ACTIONS as can be reasonably accomplished.  
  A Standard Action can be exchanged for a Minor Action, and a Minor 
  Action can be exchanged for any number of Free Actions. 
  Player characters usually act ﬁ rst each round, determining who goes 
  in what order. Each character must complete the actions on their turn 
  before the next can begin. Outside a character’s turn, only REACTIONS 
  can be attempted. 
  Once all the player character can act, non-players can act, unless the 
  gamemaster spends Doom to SEIZE THE INITIATIVE. 
  The round ends when everyone has taken their turn. 
  Any shared Momentum is depleted by 1 at the end of the round.
  
  TREASURE VALUES
  Item
  Value in Gold
  Jewels
  20 per palm-full
  Silver
  ½ the value of Gold
  Slaves
  1 for chattel, 2+ for skilled or noble slaves 
  Jewelry
  2+ per item, more if bejewelled 
  Copper
  ¼ the value of Gold
  Fine Clothing
  4+ per complete set 
  Olives/Olive Oil
  2 per amphora 
  Jug of Fine Wine
  Less than 1 Gold
  Silk/Other Cloth
  2+ per bale depending on type
  Statue
  5+, depending on subject, size, and material
  Lumber
  2+ per cord, more for rarer woods
  RENOWN
  Renown
  Description
  Effect
  -2
  Shunned
  All but the lowest of the low regard the player character as beneath their consideration, and few will ever consider 
  speaking to, let alone dealing with, them.
  -1
  Distrusted
  The player character’s reputation is a poor one, and people are likely to avoid them on the street, and only deal with 
  them when absolutely necessary.
  0
  Unknown
  For good or ill, nobody recognizes the player character or their achievements. They have yet to make a name for 
  themselves, or they have thus far had a mix of positive and negative Renown that has cancelled itself out. 
  1
  Recognized
  A few may recognize the player character’s name or deeds, and will accord them with the commensurate respect.
  2
  Acknowledged
  The player character’s fame has spread, and they are recognized on the street fairly frequently. People who recognize 
  them treat the player character with respect.
  3
  Trusted
  Strangers will approach the player character seeking audience, and the authorities may seek to enlist the player 
  character’s aid in troublesome matters.
  4
  Well-known
  The player character’s name and deeds are recognized more often than not, and merchants may clamor to receive 
  their patronage. 
  5
  Famous
  The player character is oﬀ ered gifts and tributes from the wealthy and connected, seeking to gain favor. 
  The player character’s patronage alone is suﬃ  cient to bolster a business they trade with, and many will seek 
  the player character’s aid in tasks of great import. 
  DISTANCES
   
  ■
  REACH: Within arm’s length. Characters can move within 
  Reach of a target as part of any movement action that ends in 
  the same zone as the target. Moving out of an enemy’s Reach 
  leaves characters open to the Retaliate Reaction unless they 
  take a Withdraw Action. 
   
  ■
  CLOSE RANGE: The character’s current zone. Moving within 
  Close range is a Free Action.
   
  ■
  MEDIUM RANGE: Any zone adjacent to the character’s current 
  zone. Moving to a point within Medium range is a Minor Action.
   
  ■
  LONG RANGE : Any point two zones away from the charac-
  ter’s current zone. Moving to a point within Long range is a 
  Standard Action, but the Diﬃ  culty of all tests increases by one 
  step until the start of the next turn.
   
  ■
  EXTREME RANGE: Any point three or more zones away from 
  the character’s current zone. A character cannot move to 
  Extreme range in a single action.
  FORTUNE POINTS
  Player characters begin with 2 or 3 FORTUNE 
  points each session, which can be spent for any 
  of the following: 
   
  ■
  BONUS DIE: Add 1d20 to a skill test, up to the 
  maximum. The extra die counts as if it rolled a 1.
   
  ■
  BONUS ACTION: Perform an additional 
  Standard Action per turn.
   
  ■
  SECOND WIND: Recover all lost Vigor or 
  Resolve (choose one).
   
  ■
  OVERCOME WEAKNESS: Ignore eﬀ ects of 
  Wounds or Trauma (choose one) until the 
  end of the current scene.
   
  ■
  STORY DECLARATION: Introduce a fact or 
  add a detail to the current scene, with the 
  gamemaster’s approval.
  DOOM
  The gamemaster begins with 3 points of Doom per player character. Player char-
  acter actions also can generate Doom. Doom can be spent in the same manner as 
  Momentum, with the following additional uses:  
   
  ■
  NON-PLAYER CHARACTER RESOURCES: A non-player character gains 1 
  resource per point of Doom.
   
  ■
  ACTIVATING SPECIAL ABILITIES: Some abilities or equipment require 1 or more 
  points of Doom to activate. 
   
  ■
  SEIZE THE INITIATIVE: The gamemaster may spend 1 point of Doom per 
  non-player character to have them to act before the player characters. 
   
  ■
  TRIGGERING AN ENVIRONMENTAL EFFECT: The gamemaster can spend 1 
  point of Doom to trigger a minor environmental eﬀ ect, or 2 points of Doom for 
  major environmental eﬀ ects. 
   
  ■
  OTHER COMPLICATIONS: The gamemaster can spend 1 point of Doom to 
  create a complication requiring a Minor Action to ﬁ x, overcome, or circumvent, 
  or 2 points of Doom for a complication requiring a Standard Action to bypass.
  
SOURCE: textdata/thevault/Conan RPGs/Conan (2d20)/Conan 2d20 - Gamemasters Screen Back - 4 Pages Digital Release Edition (3).pdf