Pendragon Campaign - Skills
Skill list is the standard King Arthur Pendragon with the addition of Shield skill. PCs will be given a number of Skill Points to increase skills. The first Skill Point for each skill has the most effect.
GURPS to KAP Skill Level Table
GURPS KAP GURPS KAP
5 1 11 12
6 2 12 15
7 3 13 17
8 5 14 18
9 7 15 19
10 10 16 20
Skill Table
Skill Default 1st Point Notes
Knightly Skills
Awareness IQ IQ+1 Each raise costs 1 Skill Point AND 1 Chip
Courtesy IQ-4 IQ+2 Influence skill
First Aid IQ-4 IQ+2 Usage: 30 minutes, heals 1d3-3 (min 1) hp
Hunting IQ-5 IQ+1 Hunting: +5 if in home territory, -5 if no hunting dogs
Knightly Combat Skills
Battle IQ-5 IQ+1
Dagger DX-4 DX+2 Dmg sw-2 cut, Reach 0 to 1, ST 6
Horsemanship DX-5 DX+1
Lance DX-5 DX+1 On charger: Dmg 2d+3 imp, Reach 4, ST 12
Shield DX-5 DX+1 Block = Shield skill / 2 + 5
Spear DX-4 DX+2 Dmg thr+2 imp, Reach 1, ST 9
Sword DX-5 DX+1 Dmg sw+1 cut, Reach 1, ST 10
Other Combat Skills
Axe DX-4 DX+2 Dmg sw+2 cut, Reach 1, ST 11
Bow DX-5 DX+1 Dmg thr+3 imp, ST 10†, Bulk -7
Crossbow DX-4 DX+2 Dmg thr+4 imp, ST 7†, Bulk -6
Great Axe DX-5 DX+1 Dmg sw+3 cut, Reach 1 to 2, ST 13‡
Great Spear DX-4 DX+2 Dmg thr+3 imp, Reach 2 to 3, ST 10†
Javelin DX-4 DX+2 Dmg thr+1 imp, ST 6, Bulk -4
Mace DX-4 DX+2 Dmg sw+3 cr, Reach 1, ST 12
Standard Skills
Boating DX-5 DX+1
Compose IQ-6 IQ
Dancing DX-5 DX+1
Faerie Lore IQ-5 IQ+1 Influence skill
Falconry IQ-5 IQ+1 Knights: Goshawk, Ladies: Merlin, Earls: Peregrine Falcon,
Kings: Gyrfalcon, High King: Eagle
Flirting HT-3 HT+1 Influence skill
Folk Lore IQ-5 IQ+1 Influence skill
Gaming IQ-5 IQ+1
Heraldry IQ-5 IQ+1 Identify: +1 for every 1k glory of target
Intrigue IQ-5 IQ+1 Influence skill
Orate IQ-5 IQ+1 Influence complementary skill
Play (Harp) IQ-6 IQ
Play (Instrument) None IQ Knights: Harp or Lute; Non-Knightly: Bagpipes, Double Pipes,
Drums, Flute, Horn, Recorder, Trumpet
Read (Writing) None Native Specialties: Glyphs, Latin, Ogham, or Runes.
(15 for Max 1 Skill Point per specialty -- this gives Native proficiency.
Glory) Each Skill Point spent also gives 1 Chip to PC.
Recognize IQ-4 IQ+2
Religion (Faith) IQ-6 IQ Specialties: British Christian, Pagan, Roman Christian
Romance IQ-4 IQ+2 Influence skill
Singing HT-4 HT+2
Stewardship IQ-5 IQ+1
Swimming HT-4 HT+2
Tourney IQ-4 IQ+2
Non-Knightly Skills
Chirurgery IQ-7 IQ Medical Care: max 10 patients, weekly skill rolls
Fashion None IQ
Industry DX-4 DX+2
- Skill: Skill Name
- Default: Default skill level (skill has not been raised). For determining default skill level, if Attribute > 20 then treat as 20.
- 1st Point: Skill level after first Skill Point, each additional Skill Point adds 1 skill level
- Notes: Miscellaneous notes
- Influence skill: skills that can change NPC's Reaction level
- Complementary skill: if skill roll made then adds +2 to target skill
- Weapon Notes
- Dmg - damage is based on ST (Strength)
- Reach - in yards; Reach weapons are melee only
- ST - minimum ST required, -1 to skill per ST point below; max ST damage = min ST * 3
- † - two hands to use; or 1 hand if ST > min ST * 1.5 and not Bow/Crossbow
- ‡ - two hands to use; or 1 hand if ST > min ST * 3 and not Bow/Crossbow
- Bulk - Penalty to skill if opponents in melee range of you; Bulk weapons are ranged only