pendragon - gm reference
TRANSCRIPT
Awareness 5Battle 10Boating 1Chirurgery 0Compose 1Courtesy 3Dancing 2Faerie Lore 1Falconry 3Fashion 0First Aid 10Flirting 3Folklore 2Gaming 3Heraldry 0 / 3Horsemanship 10Hunting 2Intrigue 3Law 0Orate 3Play 3Read 0Recognize 3Religion 2Romance 0 / 2Siege 2Singing 2Stewardship 2Swimming 2Tourney 0 / 2
Skills
Armour and ShieldsArmor Prot. DEX Heavy Load Avg. CostKnightly Clothing - - - £1Heavy Cloth 1 - - 10 d.Padded Armor 2 - - 7 d.Leather Armor 4 -5 - 15 d.Hard Leather 6 -5 yes 60 d.Cuirboilli 8 -5 yes £1Chainmail 10 -10 yes £2Reinforced Chainmail 12 -10 yes £5Partial Plate 14 -10 yes £10Full Plate 16 -12 yes £16Gothic Plate 18 -15 yes £24Shield, Painted +6 - - 5 d.Large Shield +8 -5 yes 5 d.
Heavy Load: -5 to Sneak Helms: Helms are included above at 1/4 Prot Visored helms are +1 Prot.
Shield Damage: Against shield bearers, one damage die should be colored. If a ‘6’ is rolled on the colored die, the shield is damaged and provides half protection. A second damaged result shatters the shield. Squires can repair damage with a Squire skill roll.
Tactic NotesDodge DEX roll will avoid damage. Failure results in a fall and damage if foe made his weapon roll.Crazy Attack Foe attacks first. Regardless of success, crazy attacker can then attack at +10, unopposed. This often checks Reckless.Defense +10 to skill, but no damage is dealtBrawl Attack with STR, DEX, or Grapple skill. Unarmed damage is -1d6 less than normal, then halved (minimum 1d6).Evasion Both combatants make a DEX check (or Horsemanship) at +5/-5 for the evader. Mounted +5/-5 for mounted (or higher ground) warriorsLance Charge Horse rider gains +5 against non lance-wielding foes. Odd damage result breaks the lance. Damage is 6d6 for a charger, 5d6 for a courser, and 4d6 for a rouncy.Grapple DEX contest to grapple. Next round, may throw (1d6 damage) or immobilize (STR +10/-10)
Situation Modifier Immobilized +10/-10High Ground +5/-5Combined Action +5/-5Surprise +5 (no defense)Fog/Darkness -10 (-5 Awareness roll)Cover -5Fatigue -5 (battle CON rnds)
Special Situations
Multiple FoesAgainst multiple foes (up to 3 on foot, 2 mounted), defenders may divide their weapon skill as they wish and make separate attacks against each. Knights may damage multiple foes this way.
Any damage equal or greater than SIZ forces a DEX (or Horseman-ship) roll. Failure indicates a fall (1d6 damage if mounted) and a +5/-5 weapon penalty.
If damage is double SIZ, knockdown is automatic.
Knockdown
Tactics
Critical Hit 1 — Foe is disarmed (sword) or weapon is smashed. 2 — Opponent knocked to the ground. 3 — Opponent’s armor is damaged by 1d6 points. 4 — 1d6 extra damage. 5 — Flurry! Immediately attack again unopposed! 6 — Double damage!
Fumble 1 — Fall down! Weapon dropped (swords) or broken. 2 — Weapon dropped (swords) or broken. 3 — Bad sprain; take 1d6 damage (armor doesn’t protect) 4 — Dehelmed. Lose 25% armor Protection. 5 — Strap breaks. -5 until you spend a round to fix it 6 — Stumble! -5/+5 to your next attack.
Chaste – pure of spirit Lustful – pleasures of the fleshEnergetic – a body in motion Lazy – rest and relaxForgiving – turn the other cheek Vengeful – eye for an eyeGenerous – giver of gifts Selfish – miserly and hoardingHonest – never tell a lie Deceitful – crafter of tall talesJust – keeper of society’s laws Arbitrary – follows own codeMerciful – kindness to the weak Cruel – might makes rightModest – never brag or boast Proud – proclaims mighty deedsPious – follow rituals of faith Worldly – holds rational beliefsPrudent – look before leaping Reckless – the devil with it!Temperate – all life in measure Indulgent – eat, drink, party!Trusting – believes others Suspicious – needs proofValorous – never flinch or flee Cowardly – fight another day
TraitsCritical Hits & Fumbles
When a knight looks deeply at his soul, he may invoke a Passion; roll against it.
Critical Success — Gain a point in the passion and you are inspired (one skill doubed, or +20 modifier, for the duration of the event). Gain an experience check. Failure to succeed results in shock. Roll on the aging table.
Success — Inspired! (+10 modifier for the duration of the event). Gain an experience check. Failure to succeed results in shock. Roll on the aging table.
Failure — Lose a point in the Passion and you are disheartened (-5 modifier for the duration of the event, followed by melancholy).
Fumble — Lose a point in the Passion and you are maddened.
Melancholy — You are overwhelmed with grief for a day. If you are disturbed by a man, you fly into a mad rage. To break someone from this state, the healer must make an unopposed Trait roll to try to engage the subject. If successful, the subject can make an opposed roll against the opposite trait to break out of it.
Madness — You flee and vanish. Roll on the Madness recovery table after six months, though gain checks in certain skills and traits.
Passions1–2: You were taken in by simple shepherds. Awareness, Folklore, Stewardship.3: The appearance of a passing knight restored your memory. Heraldry, Recognize.4–5: You wandered the forest like an animal. Aware-ness, Faerie Lore, Hunting.6: The breath of a unicorn restored your senses. Faerie Lore.7–8: You were healed by a hermit. Chirurgery, FirstAid, Religion (Christian).9: You were healed by a hermit. Chirurgery, First Aid, Religion (pagan).10–12: You fell in with robbers. Bow, Dagger, Hunting.13–14: You were taken care of by a poor knight. First Aid, Pious.15: You were taken care of by a poor knight. His death released you from his company. You receive the benefit of his largesse. (Gamemaster’s discretion.)17–18: You wandered in the nearby great city as an indigent; the poverty of your condition restored your will. Folklore, Orate, Intrigue.19–20: You wandered the forest prophesying and were restored to you true self by wandering friars. You gain 1d3 prophecies of the future. Religion (your own).
Madness Recovery
Ordinary (<2000 Glory): 50 Peasant: 1Notable (<4000 Glory): 100 Thief or Wolf: 5 Famous (<8000 Glory): 250 Bandit: 10-25Extraordinary (8000+ Glory): 500 Pict Warrior: 20Armored non-knight: 35 Saxon Raider: 35Small Giant, Huge Bear: 100 Ogre, Witch: 25
Combat Glory Rewards
Light raiding (1 week; Vengeful roll for £1d6)Pillage (1 week, Selfish roll for £1d6)Plunder (1 week, Cruel for £1d6)Scour and burn (1 week, Indulgent and Arbitary for £1d6)
Sample Raid Rewards
Skill Cost Damage Effect Fumble
Axe 25 d. normal +1d6 damage versus shield bearers (max bonus damage = Prot. of the shield) breaksBow 10 d. 3d6 1 d. per 5 arrows breaksCrossbow 140 d. varies Light crossbows do 1d6+10, medium 1d6+13 (1 turn to reload),
heavy 1d6+16 (3 turns to reload)breaks
Dagger 5 d. -1d6 Can be used while grappling breaksFlail 40 d. normal +1d6 damage versus chainmail. Bypasses shield protection. A roll of
‘1’ indicates a hit on the wielder!breaks
Great Axe 50 d. +1d6 +1d6 damage versus shield bearers (max bonus damage = Prot. of the shield) breaksGreat Spear 2 d. +1d6 Cancels the +5/-5 bonus of mounted attackers breaksGreat Sword £1 normal Breaks non great swords in a tied weapon roll droppedHalberd £1 +1d6 +5 skill modifier versus mounted foes breaksHammer 30 d. normal +1d6 damage versus plate armor breaksJavelin 1 d. -2d6 30 yard range breaksLance 2 d. varies See lance charge; breaks on odd damage breaksMace 30 d. normal +1d6 damage versus chainmail breaksMorningstar 35 d. +1d6 +1d6 damage versus chainmail breaksQuarterstaff 1 d. -2d6 +5 skill modifier versus mounted foes; counts as a 3-point shield breaksSpear 1 d. normal +5 skill modifier versus mounted foes breaksSword 75 d. normal Breaks non-swords in a tied weapon roll droppedWarflail 50 d. +1d6 +1d6 damage versus chainmail. Bypasses shield protection. A roll of
‘1’ indicates a hit on the wielder!breaks
Religious Knights
Awarded to all who maintain a 16 in each religious trait: Roman Christian: HP +6 British Christian: HP +3, +2 dmg Pagan: Healing Rate +2
SIZ 8, DEX 9, STR 12, CON 10, APP 8; Move 4; Armor 1; Unconscious 5; Major Wound 10; Knock-down 8; Hit Points 18; Healing Rate: 2; Damage 3d6.Skills: Squire Skill = Age (15-21), First Aid 6, Battle 1, Horsemanship 6, any other skill 5Passions: Duty (knight) 12
Sample Squire
SIZ 12, DEX 10, STR 12, CON 12, APP 8; Move 4; Armor 4; Unconscious 6; Major Wound 12; Knock-down 12; Hit Points 24; Healing Rate 2; Damage 4d6.Combat Skills: Bow 8 (3d6), Dagger 8, Great Spear 8.Skills: Awareness 18, Hunting 16.Traits: Cruel 13, Valorous 8, Suspicious 16.Passions: Hate (nobility) 12.
Sample Bandit
SIZ 8, DEX 14, STR 11, CON 11, APP 7; Move 4; Armor 3; Unconscious 5; Major Wound 11; Knock-down 8; Hit Points 19; Healing Rate 2; Damage 3d6.Combat Skills: Great Axe 15 (+1d6)), Great Spear 14, Javelin 18.Skills: Awareness 18, First Aid 15, Hunting 18, Faerie Lore 15.Traits: Valorous 16.
Sample Pict
SIZ 16, DEX 8, STR 14, CON 14, APP 11; Move 3; Armor 6 + shield; Unconscious 8; Major Wound 14; Knockdown 16; Hit Points 30; Healing Rate 3; Damage 5d6.Combat Skills: Axe 14, Javelin 13, Spear 13.Skills: Awareness 15, Boating 12, Swimming 10.Traits: Valorous 12. Passions: Honor 10.
Hearthguard: Increase skill to 16 [5d6 damage]Berserker: Increase skill to 20 (+10) [6d6 damage]
Sample SaxonsAging
2: 4 stats 1: SIZ3: 3 stats 2: DEX4: 2 stats 3: STR5: 1 stat 4: CON6-8: - 5: APP9: 1 stat 6: none!10: 2 stats11: 3 stats12: 4 stats Currency
£1 = 20 shillings = 12 denarius
Combat ProcedureCombat Steps
1. Declare Actions. Combatants can either move or attack.2. Resolution. Combatants each roll d20 vs. weapon skill. Highest successful roll wins! Ties break non-sword weapons. If combatants both roll critical hits, each takes 1d3 damage (armor and shields do not protect). If both fumble, they each take 1d6 damage.3. Winner’s phase. Roll damage. One die should be a colored special die. If it rolls a ‘6’, opponent’s shield is sundered.4. Loser’s phase. Shield protects if the loser successfully rolled his weapon skill, above. Check for knockdown if damage is equal or greater than SIZ. Record wounds and check for unconsciousness.5. Movement. A DEX check can increase movement by 2.
Ranged Weapons
Ranged weapon rolls are unopposed, though targets with a shield count as being under cover (-5 to hit).
Wounds & Unconsciousness (HP / 4)
Characters lose consciousness at a certain hit point level (hit points / 4) and are unhealthy.
Major Wounds (CON)
1. Characters lose consciousness unless they roll equal or under their current hit points. They are unhealthy.2. Characters roll on the aging table to see if any grievous wounds have occurred.
Mortal Wounds and Death
1. Characters at 0 hit points are unhealthy and will die by midnight unless they receive first aid that restores them positive.2. A mortal wound occurs if damage from a single blow is equal to hit points. The character will die in 1 hour unless he is restored to positive hit points. He rolls 3 times on the aging table! If he lives, he is unconscious and unhealthy.
First Aid and Natural Healing
1. Each First Aid roll heals 1d3 hit points on an individual wound (1d3+3 on a critical success). A fumbled first aid roll does 1d3 damage and the victim is now unhealthy.2. Natural healing occurs on Sunday at noon.
Unhealthy
1. Unhealthy characters require chirurgery. They take 1d6 damage every week until they receive it.2. Successful chirurgery doubles healing rate. Unhealthiness is cured with a single success (at home), two successes (com-fortable locale), or three successes (battlefield), each roll made once per week.3. Failed chirurgery does 1d3 damage.
Aggravation
1. Characters with less than half hit points and, worse, ones who are unhealthy can suffer aggravation.2. Light exertion (0/1 damage), moderate exertion (walking, riding, arguing; 0/2), and strenuous exertion (fighting, trav-eling, 1/3) will do extra damage to characters. Aggravation cannot be healed by first aid.
Version 1.1. Text in blue-gray indicates unofficial house rules