Homebrew

Pendgragon Pass, Revised

Making a Test
Determine your modified skill/trait score by adding all augments & modifiers to the original skill/trait
If your Modified Value is above 20, the amount above 20 ADDS to your die roll to determine the Result
If the Modified Value is below 0, the amount below 0 SUBTRACTS from your die roll to determine the Result.

Example: Halhgrim has a Sword Skill of 16. He adds his SIZ attribute of 21 for +4 and his STR of 14 for +2 more, plus the fuill value of his Death Affinity magic for +3. He has no relevent combat feats, but he does have fine arms and armor for +1 each and is fighting with a Greatsword +3. His total Modifed Value is now 28 (16 plus 12). Note: he could change his augments as the combat progresses.

What is a success?
Roll a d20
If the Result is less than your Modified Value but above zero, you Succeed
If the Result is more than your Modified Value, you fail
If the Result is exactly equal to your Modified Value, you crit
If the Result is equal to 20 or higher, including Adds, you Crit !
If the Result is 1, you Fumble !

Example 1: After modifiers your Spear Skill is 18, and you rolled an 18, you crit!
Example 2: After modifiers your Sword Skill is 28, and you rolled a 19, you then add 8 to the roll so you crit!
Example 3: After darkness modifer of -10 your Dagger Skill is -4, so you Fumble on a 5 or less.

Opposing Crits cancel each other, and nothing happens
Opposing Sucesses means that the ‘highest’ success wins

Augmenting a Test
You may Augment any Test with TWO Sources plus Magic
A Source is anything on your Character Sheet other than Magic (Affinities & Feats)

Using Magic as a Skill
Sometimes, you want to fight something with just magic. When that happens, you may use your Feats as if they were skills. Initiates, Devotees, and Runelords use may use a Feat as a Skill or a Defense at 11, 14, or 21 respectively plus Augments & other Modifiers.

[This allows us to use the Pendragon System without adding a buch of rarely used Skills]

Runemagic
In general, Runemagic trumps normal magic. In addition to gaining access to special Feats, Runelords may do one of the following with their Runes …
Use a Rune to bump a Fumble to a Failure in any Test appropriate to the Rune
Use a Rune to nullify an Opponent’s Crit (if appropriate)
Use a Rune creatively as a Generic Feat

Modifiers in Pendragon Pass

Magic
Generic Feat +3 (e.g. Run over Hill and Dale)
Specific Feat +6 (e.g. Fight Trolls)
Perfect Feat +9 (e.g. Treat Poison)
Magic Affinities (add their full value if appropriate or zero)

Standard Modifiers
Every full Five Points of Augments +1
Great Weapon versus non Great Weapon +3 (Get no armor value for Shield)
Fine Quality Weapon or Armor +1
Iron weapon vs. Bronze weapon +6
Surprise +0 (Target does not get a defense roll)
Fatigued -3
Minor Wound (up to ¼) -3
Serious Wound (up to ½) -5
Major Wound (above ½) -10

Situational Modifiers
Strong Wind or Rain +/-5
Partial Darkness +/-10
Total Darkness +/-20
Cold or Snow +/-5
Target Concealed +/-3
Mounted vs. Foot +/-5
Prone or Superior Height +/ 5

Combat Maneuvers
All-out Defense +5 to Defense
All-out Attack +5 to Attack
Evade (use Dodge in lieu of a Combat Skill with Success indicating no damage taken, even if lower than the opponent’s Success)

Also, inflaming a Passion adds +/-10 per the standard Pendragon rules.

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