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This is Classic material. Some conversion will be needed to use with 4e,
some of which may have been done for you.
GURPS Conan cover

Classic: Conan (1989) is set in Robert E. Howard's Hyborian Age made famous by Conan the Barbarian.

General contents[]

  • A gazetteer describing the people, customs, laws, religion and mysteries of 34 lands of the world of Conan.
  • A complete bibliography of 73 then current (1989) published Conan stories: names, races and nationalities, places and more.
  • Maps and historical information for the entire Thurian continent, from the isles of Antillia to the coast of Khítai.
  • Spells of the Hyborian Age, including the enchantments of the mysterious Black Ring and the potent sorceries of the Book of Skelos.[note 1]
  • Rules for generating Hyborian Age characters.
  • Advice on running a Hyborian Age campaign and how to roleplay the non-human races, including Degenerate Men, Serpent People and Satyrs.
  • Complete GURPS stats for characters from the Conan saga, including Conan, Bélit and Thoth-Amon.

The Hyborian Age[]

Per Howard the Hyborian Age is set sometime after the sinking of Atlantis (c. 10,000 BCE based on Plato) and before the beginning of recorded Ancient history (c 3000 BCE for first written records). L. Sprague de Camp and Roy Thomas put the Hyborian Age closer to the 10,000 BCE end of the spectrum then the 3,000 BCE one.

Converting the Different Versions of Classic Conan to 4e[]

All the versions of Conan have Will 18 so any conversion must decide which Self-Control Number best represents the character. If high resistance rolls are constant with how Conan behaves in the novels then the disadvantages with Self-Control Numbers are at 0.5 x listed cost.

Suggestions for conversions appeared in Steve Jackson Games Forums thread "Conan for GURPS 4th Edition"

Related GURPS solo adventures[]

Based on the Chronology given in the book they are in this order:

Additional Information[]

Similar characters[]

Related works[]

Notes[]

  1. The lands are normal mana and only a subset of the GURPS Classic Magic spells are available. The 4e Ritual Magic system may work better that what is actually provided as it would eliminate the shifting around of prerequisites.
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