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	<id>http://wiki.olympusrpg.org/index.php?action=history&amp;feed=atom&amp;title=Campaign_Rules_%28Conan_Chronicles%29</id>
	<title>Campaign Rules (Conan Chronicles) - Revision history</title>
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	<updated>2026-05-15T04:38:41Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Conan_Chronicles)&amp;diff=8551&amp;oldid=prev</id>
		<title>Gigermann at 17:14, 12 April 2026</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Conan_Chronicles)&amp;diff=8551&amp;oldid=prev"/>
		<updated>2026-04-12T17:14:39Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 17:14, 12 April 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l86&quot; &gt;Line 86:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 86:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Example: The campaign Starting Wealth is $1,000. A roll of 42 means the character begins with $420.&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Example: The campaign Starting Wealth is $1,000. A roll of 42 means the character begins with $420.&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
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		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Conan_Chronicles)&amp;diff=8544&amp;oldid=prev</id>
		<title>Ronnke: Created page with &quot;= Adventure Start Rules =  These rules apply at the &#039;&#039;&#039;beginning of a new adventure&#039;&#039;&#039; only — not at the start of individual sessions. They govern how characters set up thei...&quot;</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Conan_Chronicles)&amp;diff=8544&amp;oldid=prev"/>
		<updated>2026-03-29T12:32:31Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;= Adventure Start Rules =  These rules apply at the &amp;#039;&amp;#039;&amp;#039;beginning of a new adventure&amp;#039;&amp;#039;&amp;#039; only — not at the start of individual sessions. They govern how characters set up thei...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Adventure Start Rules =&lt;br /&gt;
&lt;br /&gt;
These rules apply at the &amp;#039;&amp;#039;&amp;#039;beginning of a new adventure&amp;#039;&amp;#039;&amp;#039; only — not at the start of individual sessions. They govern how characters set up their inventory, adjust their traits, and determine starting funds before play begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Inventory ==&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Starting Gear ===&lt;br /&gt;
&lt;br /&gt;
At the start of a new adventure, each character may begin with any mundane gear that makes sense given the campaign setting and the character&amp;#039;s location and circumstances. Use good judgment — if it&amp;#039;s plausible the character would have it, they can have it.&lt;br /&gt;
&lt;br /&gt;
* All gear acquired this way is assumed to be &amp;#039;&amp;#039;Good quality&amp;#039;&amp;#039; by default (per GURPS 4e equipment quality levels: Cheap → Good → Fine → Very Fine).&lt;br /&gt;
* Rare or unusual items, or anything that might strain plausibility, require GM approval. The GM may resolve borderline cases with a &amp;#039;&amp;#039;Universe Reaction Roll&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Upgrading Gear ===&lt;br /&gt;
&lt;br /&gt;
Once your adventure inventory is established, you may attempt to upgrade any item that has applicable quality levels, features, modifiers, or options (e.g. weapons, armour, tools).&lt;br /&gt;
&lt;br /&gt;
Make a &amp;#039;&amp;#039;Universe Reaction Roll&amp;#039;&amp;#039;. The result determines the outcome:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Result !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Very Good&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Two&amp;#039;&amp;#039;&amp;#039; quality shifts, or feature improvements upward. &amp;#039;&amp;#039;Example: Good → Fine → Very Fine&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Good&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;One&amp;#039;&amp;#039;&amp;#039; quality shift upward. &amp;#039;&amp;#039;Example: Good → Fine&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Neutral&amp;#039;&amp;#039;&amp;#039; || No change. The item stays as-is.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Poor&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;One&amp;#039;&amp;#039;&amp;#039; quality shift downward. &amp;#039;&amp;#039;Example: Good → Cheap&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bad&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Two&amp;#039;&amp;#039;&amp;#039; quality shifts downward. The item may be dangerously degraded — it might break on first use, carry hidden flaws, or otherwise cause problems. GM discretion applies; have fun with it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Caveats ====&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Signature Gear:&amp;#039;&amp;#039;&amp;#039; Characters with Signature Gear must have the appropriate character points spent to cover the item&amp;#039;s cost. &amp;#039;&amp;#039;&amp;#039;Poor&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Bad&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Reaction Roll&amp;#039;&amp;#039; results have no effect on Signature Gear — the universe won&amp;#039;t trash something that central to your character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Purchased gear:&amp;#039;&amp;#039;&amp;#039; Items bought outright with money may be acquired at any quality level the character can afford, with no &amp;#039;&amp;#039;Reaction Roll&amp;#039;&amp;#039; required.&lt;br /&gt;
&lt;br /&gt;
Once inventory is finalised, it is &amp;#039;&amp;#039;&amp;#039;locked in&amp;#039;&amp;#039;&amp;#039;. Any changes after this point must occur through &amp;#039;&amp;#039;&amp;#039;in-play means&amp;#039;&amp;#039;&amp;#039; — buying, finding, trading, or crafting — and require money or other in-game resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Atrophy and Advancement ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of a new adventure, players may redistribute character points to reflect the passage of time, shifting priorities, new experiences, or fading skills. This represents what has changed for the character between adventures.&lt;br /&gt;
&lt;br /&gt;
Normal between-session point expenditure (from earned character points) proceeds as usual and is separate from these rules.&lt;br /&gt;
&lt;br /&gt;
=== Atrophy ===&lt;br /&gt;
&lt;br /&gt;
Any &amp;#039;&amp;#039;&amp;#039;skill, levelled trait, attribute, or language&amp;#039;&amp;#039;&amp;#039; may be reduced by &amp;#039;&amp;#039;&amp;#039;1 level&amp;#039;&amp;#039;&amp;#039; to reclaim the points that were spent on it.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;You cannot atrophy a trait away entirely.&amp;#039;&amp;#039;&amp;#039; A skill cannot drop below the level 1pt would place it at, and a trait cannot be removed completely through atrophy.&lt;br /&gt;
&lt;br /&gt;
=== Advancement ===&lt;br /&gt;
&lt;br /&gt;
Points recovered through atrophy may be immediately reallocated to:&lt;br /&gt;
&lt;br /&gt;
* New skills&lt;br /&gt;
* Increases to existing skills&lt;br /&gt;
* Traits&lt;br /&gt;
* Improved Attributes&lt;br /&gt;
* Languages and Cultural Familiarities&lt;br /&gt;
* Paying off disadvantages&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Skill levels may only &amp;#039;&amp;#039;&amp;#039;increase by 1&amp;#039;&amp;#039;&amp;#039; through this process (you can&amp;#039;t jump multiple levels at once).&lt;br /&gt;
* You cannot acquire traits that would not have been available to your character from the start of the campaign. &amp;#039;&amp;#039;Example: If your character did not begin with Magery, you cannot acquire it through advancement.&amp;#039;&amp;#039;&lt;br /&gt;
* Social or narrative traits — such as Reputation, Status, or Contacts — should be accompanied by a brief in-character explanation or story beat. Have fun with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting Wealth ==&lt;br /&gt;
&lt;br /&gt;
All money carried over from a previous adventure is &amp;#039;&amp;#039;&amp;#039;lost&amp;#039;&amp;#039;&amp;#039; at the start of a new one. Whether it was spent, stolen, lost in transit, or simply burned through during downtime is up to you. Any monetary loot acquired at the end of the previous adventure should be spent before the new adventure begins — it won&amp;#039;t carry over. Loot items, not sold, may be kept.&lt;br /&gt;
&lt;br /&gt;
At the start of each new adventure, every character receives:&lt;br /&gt;
&lt;br /&gt;
: &amp;#039;&amp;#039;&amp;#039;Campaign Starting Wealth × d100%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Roll d100 to determine the percentage of Starting Wealth the character has available.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Example: The campaign Starting Wealth is $1,000. A roll of 42 means the character begins with $420.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaign_Information_(Conan Chronicles)]][[Category:Rules (Conan Chronicles)]]&lt;/div&gt;</summary>
		<author><name>Ronnke</name></author>
		
	</entry>
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