Pendragon Campaign - Character Generation
GURPS Pendragon Character Sheet v5 - Character generation uses the standard King Arthur Pendragon character sheet, with some modifications.
Traits
- Underline Religious Traits
- Set Religious Traits to 13
- Set Valorous to 15
- Set one Trait of your choice to 16
- Set other Traits so that opposing Traits balance out to 20 (10/10 if neither Trait has been set yet)
Religion Associated Traits
Roman Christian Chaste, Forgiving, Merciful, Modest, Temperate
British Christian Chaste, Energetic, Generous, Modest, Temperate
Pagan Generous, Energetic, Honest, Lustful, Proud
Passions
- Set starting values
- Homage: Sworn oath to a primary lord, who takes precedence above other fealties
- Fealty: Pledge of obedience to a lord, usually in return for a manor or other great gift
- Allocate three points among any Passions
Passion Starting Value
Homage (Liege) Vassal Knight = 15; Household Knight = 2d6+6; Homeless Knight = 2d6
Fealty (Lord) 3d6 + 1d3 per manor granted + 1 per 1L of annual income
Love (Family) 1st offspring = 15; others = 2d6 + 7 - (offspring number), min 2d6 for 7th or later offspring.
Hospitality 15
Honor 15
Hate (Saxons) 3d
Attributes [120 GURPS XP]
- Attributes start at 10.
- Distribute 12 Attribute Points amongst the Attributes. Maximum Attribute is 14.
- [Note: No adjustment for young characters as it's too fiddly keeping track of future Attribute Points.]
Attribute Cost
ST 1 Attribute Point
DX 2 Attribute Points
IQ 2 Attribute Points
HT 1 Attribute Point
Secondary Attributes
- Sword Damage: This is based on ST only. The table below is for sword damage. Knife does -3 compared to sword and lance does 2d+3 imp from a charger.
- Basic Move: As per table below. (DX+HT/4) x 0.15, round down.
- Hit Points: Equal to ST.
- Dodge: As per table below. (DX+HT)/4+1, round down.
- Block: Shield skill /2 + 5.
Sword Damage
ST Swing Damage ST Swing Damage ST Swing Damage
10 1d+1 cut 14 2d+1 cut 18 3d+1 cut
11 1d+2 cut 15 2d+2 cut 19 3d+2 cut
12 1d+3 cut 16 2d+3 cut 20 3d+3 cut
13 2d cut 17 3d cut 21 4d cut
Basic Move and Dodge
DX + HT Basic Move Dodge DX + HT Basic Move Dodge
40-43 6 11 28-31 4 8
36-39 5 10 24-27 3 7
32-35 4 9 20-23 3 6
Advantages [82 GURPS XP]
You don't need to write these down. These are the standard Knightly advantages which should be obvious from playing King Arthur Pendragon. Most bonuses are already figured into the rest of the rules.
- Vassal Knight is Status 3 [15] and Comfortable Wealth [10]
- Knights can Claim Hospitality (Other Knights) [10]
- Knights have Combat Reflexes [15], this gives: +1 Active Defense, +2 Fright Checks, +2 Initiative
- Cymri have Hight Pain Threshold [10], this gives: no shock penalties, +3 to avoid knockdown/stunning, +3 to resist torture and ignore pain
- Knights have Legal Enforcement Powers (Knight) [15]
- Knights have Legal Immunity (Knight + Chivalric Code) [5]
- PC Knights have Luck (Powered by Chips, Activated by Passions) [3]
- PC Knights start with 2 Chips [2]
- Knights are Illiterate [-3]
Skills [73 GURPS XP]
Natural Skills (Climb, Jump, Sneak, Throw, Running) are set at DX+0 or HT+0 and cannot be raised. [9] You don't need to write this down.
Skills are raised using Skill Points. Each skill has a Default skill level, a skill level after spending one Skill Point, and increases by one skill level for each Skill Point spent. Greatest benefit is spending the first Skill Point on a skill. See the Skills page for reference.
As a reminder, GURPS Skill 12 is 75% success rate, so equivalent to KAP Skill 15.
With the following Skill Point allocations, all skills can be raised from default to first Skill Point. No non-default level skill may be raised above skill 12.
- Set these skills to first Skill Point level: First Aid, Battle, Horsemanship, Sword, Lance, Shield [24]. Note that Shield is a new Knightly skill.
- Put 8 Skill Points into any skills [32]. Max skill level is 12 but you can always put one point into a default-level skill.
- Add two Skill Points to your Family Characteristic (KAP v5.2 p.43) skill [8]. This CAN raise your skill higher than 12.
Add a line somewhere for your Block score: Block = (Shield skill / 2, round down) + 5
Glory
Starting Glory is 1000 (for knighthood) + 1/10 best parent's Glory (or 6d6+150 if you don't know parent Glory).
Equipment
You only have to write down extra equipment. All knights have:
- Chain Mail (DR 5)
- Medium Shield (DB 2)
- Broadsword (sword damage)
- Knight (sword-3 damage)
- Lance (2d+3 imp charger damage)
- Spear for hunting (dmg: doesn't matter as you don't fight with this!)
- Bow for hunting (dmg: doesn't matter as you don't fight with this!)
- Charger, 2 rouncys, and a sumpter
- Squire
Family Heirloom
If this is the first character of a non-PC family line then he/she gets a healing potion (1d, no complications). Otherwise they get an item passed down from PC parent.
DX + HT Basic Move Dodge DX + HT Basic Move Dodge
40-43 6 11 28-31 4 8
36-39 5 10 24-27 3 7
32-35 4 9 20-23 3 6