TEXT: 12
  Roleplaying in the Hyborian Age
       Ian Sturrock
  Solo and Duo Play
  Solo and Duo Play
  The swords-and-sorcery genre in 
  which the Conan stories so fi rmly fall 
  does not usually have quite such large 
  numbers of player characters as most 
  fantasy roleplaying games.  Rather 
  than associating with the usual ‘party’ 
  of perhaps four or fi ve adventurers, 
  Conan usually works alone, or with 
  the assistance of one other main 
  character (along with great armies of 
  henchmen on occasion).  
  For Conan the RPG groups of small 
  size, with only a Games Master and 
  one or two players, it is probably 
  a good deal more rewarding to 
  run games with only one or two 
  characters rather than having each 
  player run several characters, or using 
  Non-Player Characters to make up 
  the numbers.  
  Characters
  The Games Master and player or 
  players should work very carefully 
  together when creating characters for 
  solo or duo play.  It is recommended 
  that characters be designed as a group 
  effort, rather than generated in the 
  normal manner.  If all parties involved 
  can reach a consensus as to each 
  character’s statistics, that is probably 
  the ideal.  
  One important difference between 
  play when there is a balanced party, 
  and when there are only one or two 
  player characters, is that the party 
  of several adventurers will usually 
  be suffi ciently versatile to cope with 
  almost any situation in which they 
  fi nd themselves.  This is down to the 
  better balance of classes, and as a 
  result, of skills, in the larger party.  
  It�s a sad fact 
  of life that not 
  every gaming 
  group is lucky 
  enough to be packed 
  out to the rafters 
  with eager players.  
  Does this mean that 
  two- and three-
  player groups should 
  be denied access to 
  the wonderful world 
  of Conan?  By Ollam-
  Onga I think not!
  
  13
  There are two main ways to 
  circumvent this in a ‘party’ of only 
  one or two characters.  
  The fi rst is careful choice of classes 
  and multiclassing. Conan the RPG 
  is designed to be very forgiving of 
  multiclass characters, so combining 
  combat-capable classes with skills-
  heavy classes works quite well.  It 
  is not usually necessary to have a 
  scholar, even in a larger party; in a 
  smaller party of only one or two, it 
  is perhaps more heroic not to have a 
  scholar, though a few Counterspells 
  are useful so the Dabbler feat might 
  be a worthwhile investment.  
  The second way is the alternate skills 
  system presented over the next few 
  pages.  With this system, not only 
  do most characters advance in their 
  specialist skills every level, but all 
  characters also advance in most other 
  skills at least every couple of levels.  
  If you do use the alternate skills 
  system, you may also wish to give 
  solo characters more feats than usual, 
  again with the aim of ensuring they 
  are well rounded.  Rather than the 
  usual feats at 1st level, 3rd level and 
  every three levels thereafter (6th, 9th, 
  etc.) it is suggested that you allow 
  feats at 1st level, 3rd level, and every 
  two levels thereafter (5th, 7th, etc.).
  Note that Conan, like the other 
  characters presented in Chapter 10: 
  Adventurers and Notables of the 
  Hyborian Age, has not been created 
  using the system here.  This allows 
  him to be reasonably balanced against 
  player characters in most cases (other 
  than his truly heroic ability scores).  
  However, if you are running a solo 
  campaign, you may wish to boost his 
  skills and feats somewhat according 
  to the guidelines given here.
  Skills
  This is done by simply allotting 
  characters two ranks at fi rst level, 
  then half a rank per level thereafter, 
  in each of a wide variety of skills, 
  including all their class skills and 
  several others.  These half ranks are 
  allotted before the character spends 
  the skill points each character class 
  gains each level.  See Table 1.1: Skills 
  by Class, along with the example 
  below, for precisely how this works.
  Note that under this system, 
  the characters do not gain any 
  background skills for race.  This 
  system replaces the usual background 
  skills system.  
  This system may seem complex at 
  fi rst, as it adds an extra stage to the 
  process of determining how many 
  ranks in each skill a character has.  
  However it has several advantages 
  for gaming in the Conan genre 
  and should prove easy enough for 
  experienced d20 players to grasp.  If 
  not, see the sidebar ‘Half a What?’ for 
  a way to achieve the same effect with 
  less maths.  
  Half a What?
  For easier generation and 
  advancement of single-classed 
  characters without having to bother 
  with adding up half skill points, 
  follow these steps:
  1. 
  Work out how many 
  skill points you gain at 
  each level beyond fi rst.
  2. 
  Choose twice that many 
  class skills to specialise 
  in.
  3. 
  You have (your level 
  +3) ranks in each of 
  these skills.
  4. 
  Note down all the 
  skills which you did 
  not choose from Table 
  1.1: Skills by Class, 
  but which have either 
  a ‘C’ or a ‘1⁄2’ in the 
  appropriate column.
  5. 
  You have (your level 
  +3)/2 ranks in each of 
  these skills, rounded 
  down.
  
  14
  Skill
  Barbarian
  Commoner
  Borderer Noble
  Nomad Pirate
  Soldier
  Scholar Thief
  Key 
  Ability
  Appraise
  1⁄2
  1⁄2
  1⁄2
  C
  1⁄2
  C
  1⁄2
  C
  C
  Int
  Balance
  1⁄2
  1⁄2
  1⁄2
  1⁄2
  1⁄2
  C
  1⁄2
  1⁄2
  C
  Dex*
  Bluff
  1⁄2
  1⁄2
  1⁄2
  C
  C
  C
  1⁄2
  C
  C
  Cha
  Climb
  C
  C
  C
  1⁄2
  C
  C
  C
  1⁄2
  C
  Str*
  Concentration
  1⁄2
  1⁄2
  1⁄2
  1⁄2
  1⁄2
  1⁄2
  1⁄2
  C
  1⁄2
  Con
  Craft (alchemy) cc
  cc
  cc
  cc
  cc
  cc
  cc
  C*
  cc
  Int
  Craft 
  (herbalism)
  C*
  cc
  C*
  cc
  C*
  cc
  cc
  C*
  C*
  Int
  Craft (any 
  mundane)
  C*
  C*
  C*
  cc
  C*
  C*
  C*
  C*
  C*
  Int
  Decipher Script 1⁄2
  cc
  1⁄2
  1⁄2
  1⁄2
  1⁄2
  1⁄2
  C
  C
  Int
  Diplomacy
  cc
  cc
  cc
  C
  cc
  cc
  cc
  cc
  C
  Cha
  Disable Device
  cc
  cc
  cc
  cc
  cc
  cc
  cc
  cc
  C
  Int
  Disguise
  1⁄2
  cc
  1⁄2
  1⁄2
  1⁄2
  C
  1⁄2
  1⁄2
  C
  Cha
  Escape Artist
  1⁄2
  cc
  1⁄2
  1⁄2
  1⁄2
  C
  1⁄2
  1⁄2
  C
  Dex*
  Forgery
  cc
  cc
  cc
  cc
  cc
  cc
  cc
  C
  C
  Int
  Gather 
  Information
  1⁄2
  1⁄2
  C
  C
  C
  C
  1⁄2
  C
  C
  Cha
  Handle Animal C
  C
  C
  C
  C
  1⁄2
  1⁄2
  1⁄2
  1⁄2
  Cha
  Heal
  1⁄2
  cc
  1⁄2
  1⁄2
  C
  1⁄2
  1⁄2
  C
  1⁄2
  Wis
  Hide
  C
  1⁄2
  C
  1⁄2
  C
  1⁄2
  1⁄2
  1⁄2
  C
  Dex*
  Intimidate
  C
  1⁄2
  1⁄2
  C
  1⁄2
  C
  C
  C
  C
  Cha
  Jump
  C
  C
  C
  1⁄2
  1⁄2
  C
  1⁄2
  1⁄2
  C
  Str*
  Knowledge 
  (arcana)
  1⁄2
  cc
  1⁄2
  1⁄2
  1⁄2
  1⁄2
  1⁄2
  C
  C
  Int
  Knowledge 
  (geography)
  1⁄2
  cc
  C
  1⁄2
  1⁄2
  C
  C
  C
  1⁄2
  Int
  Knowledge 
  (history)
  1⁄2
  cc
  1⁄2
  C
  1⁄2
  1⁄2
  1⁄2
  C
  1⁄2
  Int
  Knowledge 
  (local)
  1⁄2
  1⁄2
  C
  C
  C
  1⁄2
  C
  C
  C
  Int
  Knowledge 
  (nobility)
  1⁄2
  cc
  1⁄2
  C
  1⁄2
  1⁄2
  1⁄2
  C
  C
  Int
  Knowledge 
  (religion)
  1⁄2
  1⁄2
  1⁄2
  C
  1⁄2
  1⁄2
  1⁄2
  C
  1⁄2
  Int
  Listen
  C
  C
  C
  1⁄2
  C
  1⁄2
  1⁄2
  1⁄2
  C
  Wis
  Move Silently
  C
  1⁄2
  C
  1⁄2
  C
  C
  1⁄2
  1⁄2
  C
  Dex*
  Open Lock
  cc
  cc
  cc
  cc
  cc
  cc
  cc
  cc
  C
  Dex
  Perform
  1⁄2*
  1⁄2*
  1⁄2*
  C*
  1⁄2*
  C*
  C*
  C*
  C*
  Cha
  Profession
  C*
  C
  C*
  cc
  cc
  C*
  C*
  C*
  C*
  Wis
  Ride
  C
  C
  C
  C
  C
  1⁄2
  C
  1⁄2
  1⁄2
  Dex
  Search
  1⁄2
  1⁄2
  C
  1⁄2
  C
  C
  C
  C
  C
  Int
  Sense Motive
  1⁄2
  1⁄2
  1⁄2
  C
  1⁄2
  1⁄2
  1⁄2
  C
  C
  Wis
  Sleight of Hand 1⁄2
  cc
  1⁄2
  1⁄2
  1⁄2
  1⁄2
  1⁄2
  C
  C
  Dex*
  Spot
  C
  1⁄2
  C
  C
  C
  C
  1⁄2
  1⁄2
  C
  Wis
  Survival
  C
  1⁄2
  C
  C
  C
  C
  1⁄2
  1⁄2
  1⁄2
  Wis
  Swim
  C
  C
  C
  1⁄2
  1⁄2
  C
  1⁄2
  1⁄2
  1⁄2
  Str
  Tumble
  1⁄2
  cc
  1⁄2
  1⁄2
  1⁄2
  C
  1⁄2
  1⁄2
  C
  Dex*
  Use Rope
  1⁄2
  C
  C
  1⁄2
  1⁄2
  C
  1⁄2
  1⁄2
  C
  Dex
  Table 1.1: Skills by Class for Solo and Duo Play
  
  15
  (Ability)* 
  This skill is affected by the Armour Check Penalty of any armour worn.
  C 
   
  Class skill, and you gain 2 ranks in this skill at 1st level, then 1⁄2 a rank in this skill each level 
  thereafter, always before spending any of your own skill points.  
  C* 
   
  Class skill, and you gain 2 ranks in any one sub-skill of this skill at 1st level, then 1⁄2 a rank in 
  the sub-skill each level thereafter, always before spending any of your own skill points. 
  Cc 
    
  Cross-class skill.
  1⁄2  
   
  Cross-class skill, but you gain 2 ranks in this skill at 1st level, then 1⁄2 a rank in this skill each 
  level thereafter, always before spending any of your own skill points.
  1⁄2* 
   
  Cross-class skill, and you gain 2 ranks in any one sub-skill of this skill at 1st level, then 1⁄2 
  a rank in the sub-skill each level thereafter, always before spending any of your own skill 
  points. 
  Skill Point Example: 
  Starting Character
  Jackie decides to generate a character 
  for a solo campaign.  She will be 
  Mabb, a 1st level barbarian.  Her 
  Intelligence is 13, probably more than 
  that of most barbarians, but she hopes 
  at some point to take some levels in 
  the thief class and so wants to ensure 
  she will gain a reasonable selection of 
  skills when she does so.  
  Her skill points at 1st level are (4 + Int 
  bonus) x4, or 4x5 = 20.  
  However, before spending these skill 
  points, she determines her base skill 
  points.
  As a barbarian, she gains 2 ranks in 
  each of the following skills, before 
  spending any skill points:
  Appraise, Balance, Bluff, Climb, 
  Concentration, Craft (herbalism or 
  any one mundane), Decipher Script, 
  Disguise, Escape Artist, Gather 
  Information, Heal, Hide, Intimidate, 
  Jump, Knowledge (arcana), 
  Knowledge (geography), Knowledge 
  (history), Knowledge (local), 
  Knowledge (nobility), Knowledge 
  (religion), Listen, Move Silently, 
  Perform (any one), Profession (any 
  one), Ride, Search, Sense Motive, 
  Sleight of Hand, Speak Language, 
  Spot, Survival, Swim, Tumble, and 
  Use Rope.
  She decides that her sub-skills in 
  Craft, Perform and Profession will 
  be as follows: Craft (swordsmith), 
  Perform (song), and Profession 
  (sailor).  She is the daughter of a 
  swordsmith, and has spent some time 
  aboard the riverboats of her Vanaheim 
  home – which was also where she 
  picked up some shipboard work songs.  
  At this point she spends her 16 skill 
  points as follows: 2 each on Craft 
  (swordsmith), Spot, Jump, Intimidate, 
  Profession (sailor), Perform (drum), 
  Ride, Move Silently, Listen and 
  Survival.  Note that although 
  Perform is a cross-class skill for 
  barbarians, Mabb has suffi ciently high 
  Intelligence that she can simply spend 
  her Int bonus skill points on Perform.  
  So, after spending all her skill points, 
  Mabb has the following ranks in her 
  skills:
  Appraise +2, Balance +2, Bluff +2, 
  Climb +2, Concentration +2, Craft 
  (swordsmith) +4, Decipher Script 
  +2, Disguise +2, Escape Artist +2, 
  Gather Information +2, Heal +2, 
  Hide +2, Intimidate +4, Jump +4, 
  Knowledge (arcana) +2, Knowledge 
  (geography) +2, Knowledge (history) 
  +2, Knowledge (local) +2, Knowledge 
  (nobility) +2, Knowledge (religion) 
  +2, Listen +4, Move Silently +4, 
  Perform (sing) +2, Perform (drum) +2, 
  Profession (sailor) +4, Ride +4, Search 
  +2, Sense Motive +2, Sleight of Hand 
  +2, Spot +4, Survival +4, Swim +2, 
  Tumble +2, and Use Rope +2.
  Skill Point Example: 
  Level Advancement
  When Mabb reaches 2nd level, it turns 
  out that she has spent much of her 
  time fi ghting as a mercenary in the 
  army of Koth, rather than thieving as 
  Jackie had planned.  It seems more 
  appropriate to give her a level of 
  Soldier than anything else.  
  As a soldier she gains 1⁄2 a rank in each 
  of the following skills:
  Appraise, Balance, Bluff, Climb, 
  Concentration, Craft (swordsmith), 
  Decipher Script, Disguise, Escape 
  Artist, Gather Information, Heal, 
  Hide, Intimidate, Jump, Knowledge 
  (arcana), Knowledge (geography), 
  Knowledge (history), Knowledge 
  (local), Knowledge (nobility), 
  Knowledge (religion), Listen, Move 
  Silently, Perform (any one), Profession 
  (sailor), Ride, Search, Sense Motive, 
  Sleight of Hand, Speak Language, 
  Spot, Survival, Swim, Tumble, and 
  Use Rope.
  She also gains 2 + 1 = 3 skill points.  
  She spends these as follows: 1⁄2 a point 
  on each of the following: Climb, Craft, 
  Intimidate, Knowledge (geography), 
  Profession (sailor) and Ride.
  Her skill ranks are now as follows:
  Appraise +2.5, Balance +2.5, Bluff 
  +2.5, Climb +3, Concentration +2.5, 
  Craft (swordsmith) +5, Decipher 
  Script +2.5, Disguise +2.5, Escape 
  Artist +2.5, Gather Information +2.5, 
  Heal +2.5, Hide +2.5, Intimidate 
  +5, Jump +4.5, Knowledge (arcana) 
  +2.5, Knowledge (geography) +3, 
  Knowledge (history) +2.5, Knowledge 
  (local) +2.5, Knowledge (nobility) 
  +2.5, Knowledge (religion) +2.5, 
  Listen +4.5, Move Silently +4.5, 
  Perform (sing) +2.5, Perform (drum) 
  +2.5, Profession (sailor) +5, Ride 
  +5, Search +2.5, Sense Motive +2.5, 
  Sleight of Hand +2.5, Spot +4.5, 
  Survival +4.5, Swim +2.5, Tumble 
  +2.5, and Use Rope +2.5.
  
SOURCE: textdata/thevault/Deduped  Shit/Signs & Portents/Solo And Duo Play.pdf