Random GM
03-16-2015, 07:24 PM
Pendragon seems ideally suited to playing in the Lord of the Rings universe. After some rather extensive searching online and reading through the old (and very good) Song of Arda conversion, I’ve tried to do one of my own.
My basic goal is to port the excellent Pendragon system with its passions and traits into Middle Earth. I want to allow PCs to play characters you might find in the LotR books or movies, or in the Silmarillion. This requires more character types than the standard heavily armed mounted warrior, and races other than human. Elves are particularly difficult to balance since they live forever. My solution is to start elves off at a higher level than other starting characters, but greatly slow their growth over time. In game, I’m hoping this results in an elf PC watching several generations of his human companions quickly gaining martial power and just as quickly growing old and dying. I think that would allow for some wonderful role-playing opportunities.
Skills are changed slightly. Industry is replaced by Crafting. Faerie Lore is just Lore. Swimming becomes Athletics, and covers climbing, running, jumping, etc. Falconry becomes Animal Handling. The Gaming skill includes riddles, and becomes more important. Recognize now includes heraldic symbols, such as the white hand on the standard of the orcs or the silver swan on the human banner. The following skills are removed: Heraldry, Religion, Romance, Tourney.
The Crafting skill uses the rules for casting runes/using magic from the 4th edition core book and Saxons! When a character reaches a Crafting skill of 15, he becomes a master craftsman. He selects 6 traits, and their sum is the PC’s crafting limit. If all those traits are 16 or higher, the crafting limit is doubled. The PC also gains one rune of his choice, plus two random runes. Crafting a major item requires giving up your normal Winter Phase training and checking each trait that contributes to your crafting limit. Write a sentence specifying what the item will do and which runes will be used, using the rules in the Saxons! book. Make a crafting roll for the sentence, with a -1 penalty for every two full words in the description of the item. If the crafting succeeds, you may spend up to your crafting limit on the item, or double on a critical. Any previous items crafted by the same character give a penalty to the crafting limit. Sample items:
Eolh warn of orcs, Thorn bite foes. Small sword with a -3 penalty to craft, 40 crafting points. Emits light when orcs are nearby, and deals +1 damage.
Ur ward me. Light mail vest with a -1 penalty to craft, 150 crafting points. Grants +5 armor in addition to whatever the vest would give normally.
Is hide my steps. Cape with -2 penalty to craft, 90 crafting points. Grants +3 to Hunting rolls.
Basic character creation follows the Book of Knights and Ladies, with the following exceptions:
- Humans have a cultural stat maximum of 18, and can choose one stat that maxes at 21. They begin aging at 30.
- Dwarves have a cultural stat maximum of 21 for Str and Con, and 18 for the rest. They reach maturity at age 30, and begin aging at 40. They only make aging/childbirth rolls and conduct Winter Phase training every other year. They must use ponies instead of horses, and cannot receive mounted combat bonuses (including charging). Their heavy armor grants +2 protection. Dwarves may attempt to craft a major item during Winter Phase without giving up their training. Since they do not rely on horses, they may swap their Horsemanship skill with Crafting, and their Lance skill with their choice of weapon skill. Recommended trait templates: Saxon or Danish or German, with Selfish set at 13.
- Elves never make aging rolls, and never have Winter Phase training. They only improve by rolling checks or spending Glory points. They receive 1 Glory point for every 2000 Glory accumulated. They make childbirth rolls every 20 years, and are immune to death in childbirth. When making a childbirth roll, they roll one die normally plus one additional die for every living child, and use the result that gives the fewest children. They start with 5 additional stat points (for a total of 68), but must have App and Dex of at least 12. Cultural maximums are 18 for Str and Siz, and 21 for the rest. Before assigning skill points in character creation, they set two skills at 20 (at least one must be non-combat), three at 15 (at least one must be non-combat), and four at 10. This replaces the standard practice of one skill at 15 and three at 10. Recommended trait templates: Pict, Byzantine (Manichaeist), French, Italian, or Zazamanc.
- Hobbits have a cultural maximum of 10 for Siz, 15 for Str, 18 for App, and 21 for Dex and Con. They reach maturity at 30, and start aging at 40. Like dwarves, they must use ponies instead of horses and cannot receive mounted combat bonuses. They may swap their Horsemanship skill for Sling, and their Lance skill with their choice of Stewardship, Gaming, or Folklore. After character creation is complete, increase their Valorous and their Hunting skill by 5 points each. Recommended trait template: Irish.
Training. Each PC selects a training option to reflect their upbringing. The titles vary, but should give a general idea of the type of character. Options:
- Rider of Rohan / Knight of Dol Amroth / Shield Maiden / Horseman. This is the default option from Pendragon, and these characters may use heavy armor without penalty, and use melee or ranged weapons on horseback without penalty. They may also switch weapons for free after a lance charge.
- Heavy infantry / Warrior / Dwarven Warrior. They may use heavy armor without penalty, though only on foot. Heavy armor grants them 2 additional points of protection.
- Ranger / Burglar / Ranger of Ithilian / Hunter. They may use heavy armor without penalty, though only on foot. Awareness may be used as a complementary skill for Hunting, Athletics, Boating, First Aid, Chirurgery, and Animal Handling, granting +5 to the skill on a success or critical and +0 on a failure/fumble. Receive a +5 to attacks when ambushing an unaware opponent.
- Noble / Bard / Courtier / Lord. May use heavy armor without penalty, but only on foot. App may be used as a complementary stat for Courtesy, Dancing, Flirting, Folk Lore, Intrigue, Orate, Play, Recognize, or Singing, granting +5 to the skill on a success or critical and +0 on a failure/fumble.
- Archer / Master Bowman. May only use light armor. If wearing light or no armor and using a ranged weapon, may use Dex to defend against enemy attacks (no multiple action penalties for doing so). The Dex roll may be divided as usual to defend against multiple attacks. A partial success on a Dex roll blocks damage equal to one-half Dex value.
Instead of the Chivalry ideal, PCs may achieve the Servant of the Valar ideal. The effects are the same. I also use a variant of the Pugnacious Knight ideal called Loyal Warrior, that requires 80+ points in Vengeful, Generous, Honest, Arbitrary, Proud, and Reckless. It grants +25% hit points. The Loyal Knight ideal for elves uses Suspicious instead of Generous, and the Loyal Knight for dwarves uses Selfish instead of Generous.
Valor checks are very common, and provoked by many enemy creatures. This is especially true when facing wraiths, trolls, etc. Failing a valor roll can have one of several results: cannot attack or deal damage this round (can still defend, but without the +10 bonus), lose 1d6 or 2d6 hit points, become disheartened and suffer -5 to all skills for one round, fall back in a charge and leave an ally or fellow PC to fight two enemies at once, etc. A fumble could result in a PC running/cowering in terror and unable to defend at all, making an immediate aging roll, falling unconscious, suffering a -10 to all skills, or losing points from one or more passions or traits.
Travel is difficult and fraught with danger, and traveling safely requires a group effort. The guide needs to use the Lore skill to pick the appropriate path and avoid false shortcuts and washed out river crossings. The lookout needs Awareness to spot enemies or quick weather changes. The hunter needs the Hunting skill to find food and avoid foul water (and fumbles that might indicate trying to bring down dangerous creatures). If traveling by boat or using ponies/horses to carry supplies, Boating or Animal Handling are used to maintain the means of transportation. And of course someone can always use Sing or Play to keep up the spirits of everyone in the party.
EDIT: Ranged damage depends on Dex. Ranged damage is 2d6 at Dex 4, 3d6 at Dex 8, 4d6 at Dex 12, 5d6 at Dex 16, 6d6 at Dex 20, etc.
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That’s what I have so far. It’s very much a work in progress, so I’d appreciate any feedback, ideas, suggestions, criticism, etc. you might have.
My basic goal is to port the excellent Pendragon system with its passions and traits into Middle Earth. I want to allow PCs to play characters you might find in the LotR books or movies, or in the Silmarillion. This requires more character types than the standard heavily armed mounted warrior, and races other than human. Elves are particularly difficult to balance since they live forever. My solution is to start elves off at a higher level than other starting characters, but greatly slow their growth over time. In game, I’m hoping this results in an elf PC watching several generations of his human companions quickly gaining martial power and just as quickly growing old and dying. I think that would allow for some wonderful role-playing opportunities.
Skills are changed slightly. Industry is replaced by Crafting. Faerie Lore is just Lore. Swimming becomes Athletics, and covers climbing, running, jumping, etc. Falconry becomes Animal Handling. The Gaming skill includes riddles, and becomes more important. Recognize now includes heraldic symbols, such as the white hand on the standard of the orcs or the silver swan on the human banner. The following skills are removed: Heraldry, Religion, Romance, Tourney.
The Crafting skill uses the rules for casting runes/using magic from the 4th edition core book and Saxons! When a character reaches a Crafting skill of 15, he becomes a master craftsman. He selects 6 traits, and their sum is the PC’s crafting limit. If all those traits are 16 or higher, the crafting limit is doubled. The PC also gains one rune of his choice, plus two random runes. Crafting a major item requires giving up your normal Winter Phase training and checking each trait that contributes to your crafting limit. Write a sentence specifying what the item will do and which runes will be used, using the rules in the Saxons! book. Make a crafting roll for the sentence, with a -1 penalty for every two full words in the description of the item. If the crafting succeeds, you may spend up to your crafting limit on the item, or double on a critical. Any previous items crafted by the same character give a penalty to the crafting limit. Sample items:
Eolh warn of orcs, Thorn bite foes. Small sword with a -3 penalty to craft, 40 crafting points. Emits light when orcs are nearby, and deals +1 damage.
Ur ward me. Light mail vest with a -1 penalty to craft, 150 crafting points. Grants +5 armor in addition to whatever the vest would give normally.
Is hide my steps. Cape with -2 penalty to craft, 90 crafting points. Grants +3 to Hunting rolls.
Basic character creation follows the Book of Knights and Ladies, with the following exceptions:
- Humans have a cultural stat maximum of 18, and can choose one stat that maxes at 21. They begin aging at 30.
- Dwarves have a cultural stat maximum of 21 for Str and Con, and 18 for the rest. They reach maturity at age 30, and begin aging at 40. They only make aging/childbirth rolls and conduct Winter Phase training every other year. They must use ponies instead of horses, and cannot receive mounted combat bonuses (including charging). Their heavy armor grants +2 protection. Dwarves may attempt to craft a major item during Winter Phase without giving up their training. Since they do not rely on horses, they may swap their Horsemanship skill with Crafting, and their Lance skill with their choice of weapon skill. Recommended trait templates: Saxon or Danish or German, with Selfish set at 13.
- Elves never make aging rolls, and never have Winter Phase training. They only improve by rolling checks or spending Glory points. They receive 1 Glory point for every 2000 Glory accumulated. They make childbirth rolls every 20 years, and are immune to death in childbirth. When making a childbirth roll, they roll one die normally plus one additional die for every living child, and use the result that gives the fewest children. They start with 5 additional stat points (for a total of 68), but must have App and Dex of at least 12. Cultural maximums are 18 for Str and Siz, and 21 for the rest. Before assigning skill points in character creation, they set two skills at 20 (at least one must be non-combat), three at 15 (at least one must be non-combat), and four at 10. This replaces the standard practice of one skill at 15 and three at 10. Recommended trait templates: Pict, Byzantine (Manichaeist), French, Italian, or Zazamanc.
- Hobbits have a cultural maximum of 10 for Siz, 15 for Str, 18 for App, and 21 for Dex and Con. They reach maturity at 30, and start aging at 40. Like dwarves, they must use ponies instead of horses and cannot receive mounted combat bonuses. They may swap their Horsemanship skill for Sling, and their Lance skill with their choice of Stewardship, Gaming, or Folklore. After character creation is complete, increase their Valorous and their Hunting skill by 5 points each. Recommended trait template: Irish.
Training. Each PC selects a training option to reflect their upbringing. The titles vary, but should give a general idea of the type of character. Options:
- Rider of Rohan / Knight of Dol Amroth / Shield Maiden / Horseman. This is the default option from Pendragon, and these characters may use heavy armor without penalty, and use melee or ranged weapons on horseback without penalty. They may also switch weapons for free after a lance charge.
- Heavy infantry / Warrior / Dwarven Warrior. They may use heavy armor without penalty, though only on foot. Heavy armor grants them 2 additional points of protection.
- Ranger / Burglar / Ranger of Ithilian / Hunter. They may use heavy armor without penalty, though only on foot. Awareness may be used as a complementary skill for Hunting, Athletics, Boating, First Aid, Chirurgery, and Animal Handling, granting +5 to the skill on a success or critical and +0 on a failure/fumble. Receive a +5 to attacks when ambushing an unaware opponent.
- Noble / Bard / Courtier / Lord. May use heavy armor without penalty, but only on foot. App may be used as a complementary stat for Courtesy, Dancing, Flirting, Folk Lore, Intrigue, Orate, Play, Recognize, or Singing, granting +5 to the skill on a success or critical and +0 on a failure/fumble.
- Archer / Master Bowman. May only use light armor. If wearing light or no armor and using a ranged weapon, may use Dex to defend against enemy attacks (no multiple action penalties for doing so). The Dex roll may be divided as usual to defend against multiple attacks. A partial success on a Dex roll blocks damage equal to one-half Dex value.
Instead of the Chivalry ideal, PCs may achieve the Servant of the Valar ideal. The effects are the same. I also use a variant of the Pugnacious Knight ideal called Loyal Warrior, that requires 80+ points in Vengeful, Generous, Honest, Arbitrary, Proud, and Reckless. It grants +25% hit points. The Loyal Knight ideal for elves uses Suspicious instead of Generous, and the Loyal Knight for dwarves uses Selfish instead of Generous.
Valor checks are very common, and provoked by many enemy creatures. This is especially true when facing wraiths, trolls, etc. Failing a valor roll can have one of several results: cannot attack or deal damage this round (can still defend, but without the +10 bonus), lose 1d6 or 2d6 hit points, become disheartened and suffer -5 to all skills for one round, fall back in a charge and leave an ally or fellow PC to fight two enemies at once, etc. A fumble could result in a PC running/cowering in terror and unable to defend at all, making an immediate aging roll, falling unconscious, suffering a -10 to all skills, or losing points from one or more passions or traits.
Travel is difficult and fraught with danger, and traveling safely requires a group effort. The guide needs to use the Lore skill to pick the appropriate path and avoid false shortcuts and washed out river crossings. The lookout needs Awareness to spot enemies or quick weather changes. The hunter needs the Hunting skill to find food and avoid foul water (and fumbles that might indicate trying to bring down dangerous creatures). If traveling by boat or using ponies/horses to carry supplies, Boating or Animal Handling are used to maintain the means of transportation. And of course someone can always use Sing or Play to keep up the spirits of everyone in the party.
EDIT: Ranged damage depends on Dex. Ranged damage is 2d6 at Dex 4, 3d6 at Dex 8, 4d6 at Dex 12, 5d6 at Dex 16, 6d6 at Dex 20, etc.
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That’s what I have so far. It’s very much a work in progress, so I’d appreciate any feedback, ideas, suggestions, criticism, etc. you might have.