

Thus, for example, a character could increase (i) his SIZ, STR, and DEX by 1 point each and his Axe skill by up to 5 points or (ii) his Energetic trait and hisLove (family) passion by 1 point each and his Horsemanship and Hunting skills by up to 5 each. Heightening a skill (or combat skill) increases it by up to 5 points, while heightening an attribute, trait, or passion increases it by 1 point. Heighten any four unique statistics chosen from among the following: attribute scores, traits, passions, or skills. Choose any 3 non-combat skills other than First Aid. The Sword skill is a popular and useful choice.Ģ. Choose any one Knightly skill at which you excel. The process for personalizing a starting character’s skills is as follows:ġ. For instance, Hunting normally starts at 2, but at Step 3 it can be raised to 7, and then at Step 4 can receive 8 more points, to raise it to 15.

The beginning skill values for Cymric sons of knights are as follows:Īwareness 5, Boating 1, Compose 1, Courtesy 3, Dancing 2, Faerie Lore 1, Falconry 3, First Aid 10, Flirting 3, Folk Lore 2, Gaming 3, Heraldry 3, Hunting 2, Intrigue 3, Orate 3, Play 3, Read 0, Recognize 3, Religion 2, Romance 2, Singing 2, Stewardship 2, Swimming 2, Tourney 2. The character sheet has all of the skills entered, so you need merely introduce the numerical values for each ability. In standard character generation, all characters are of the Cymric culture and are the sons of an established knight. Once these determinations are complete, your character has the skills of a 21-year-old (or slightly older) squire who is ready to be knighted.Ī character’s beginning skill and combat skill values are shaped by his environment, especially his culture and his father’s social class. The values for each character’s skills are derived from three sources: his culture, his social class, and the individual choices of the player. Nonetheless, characters who have matured within the same culture show certain similarities in their abilities.

As a result of different personal experience, though, not all characters have equal ability in these skills. The numerical value of both standard skills and combat skills refl ects the chance of successfully completing any action related to that skill during the game higher numbers mean better chances of success. Skills in Pendragon define those activities which characters commonly perform during game play. Since i cannot, sleep, how about we get on to Part 4, aye? the Traits only come in effect when you, as the player wishes to roll for it, or if i as the GM thinks it prudent that you roll for it. That's not something you constantly runs into and also needs to ROLL for.

those that mete out punishment FAR too great for what the crime was, etc. Those that judge others even when innocent. However, the example i gave deals with when others are being Lying Cheating Bastards. This means that Directed traits tends to make it hard to avoid having your character tip towards certain traits if such a situation dealing with that Directed Trait keeps popping up. cuz if you Crit on your Traits, you raise that trait by one (so in case of critting on an Arbitrary roll, you raise the trait by one, and lowers Just by 1 in turn). Not if the Law itself is in agreement.īut yes, it MIGHT. Wouldn't having a directed trait making you arbitrary against certain people be arbitrary enough in and of itself to make you arbitrary in general?Arbitrary overall means you care more about if YOU think they deserve punishment.
