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Pendragon - Crib Sheet

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Character Creation

Personality:

A character's personality can be measured by traits (like Honest or Generous) and passions (like Hate or Loyalty). Behaving in accordance with a trait could earns a check. Sometimes, traits are rolled (for example, one's Energetic skill might be called upon to see if the character continues doing an arduous task).

Skill Resolution

Skills are ranked 0-20+

Unopposed Skill Rolls'

For skills below 0-19: Roll d20. If the number is less than your skill, you've succeeded. If the number is exactly your skill, you receive a critical success. If the number is above your skill, you've failed and if you roll a 20, your fumbled. (Example: A skill of 9 us used. A d20 roll of 2 is a success. A roll of 9 is a critical success. A roll of 10 is a failure and a roll of 20 is a fumble.)

For skills 20+: You cannot fumble and automatically pass! Roll a d20 and add any skill points over 20. If this totals 20+, you receive a critical success. (Example: A skill of 24 has a +4 bonus to the roll. A d20 roll of 7 (+4) totals 11 and is a pass while a roll of 17 (+4) totals 21 and will be critical success.)

Opposed Skill Roll

I this case, both characters roll a d20 (20+ Skills add their bonus to the die roll). A critical is counted as '20' (unless the 20+ bonus would take the die value higher!). The higher success wins. (Example: Character A has skill 14 and rolls a 5 for a success. Character B has skill 3 but rolls a 3 for a critical success. Character B wins. If however, Character B rolled 2 for a success, Character A would win. Failures on either part still count as failures.)

Combat

Combat is an opposed roll. Whoever wins gets to roll damage (usually in the order of 4d6 or 5d6). If the victim happened to score a success, he gets to block or parry part of the damage with his shield and weapon (6 Points)

Any damage that gets past the parry is reduced by the value of the character's armour, and causes a wound.

If the resulting damage is equal to or greater than the victims Constitution (CON), it is classed as a 'major wound', which effectively takes the victim out of the fight, and usually has a long-term effect. If the amount of damage (before any reductions for armour) is greater than the Character's Size (SIZ), then the victim must make a Dexterity (Below DEX) or Riding (if mounted) roll or else fall down. Standing up requires an action.

House Rule: If the loser happened to score a success, he gets to block part of the damage with his weapon (3 points) or shield and weapon (9 points).

Wounds

Wounds take a long time to heal. A wound can only be bandaged (First Aid), healed by magic, or through the use of a potion or poultice, once. First Aid will handle minor wounds, but severe wounds can take weeks to heal, and only do so under the tender ministrations of a Chirurgeon.

Winter Phase (Advancement)

During the game, a critical earns the character a 'check' next to the skill on their character sheet. The GM also assigns skill or trait checks for good RP. Over the 'winter', players roll for their character's checks. Rolling over the skill or trait means it increases by one (opposing traits automatically decrease by 1).



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