FATE Pendragon
a FATE conversion in the spirit of the King Arthur Pendragon RPG
What is FATE Pendragon?
FATE, a roleplaying
system based on FUDGE, is
well-suited to an epic, character-driven, emotionally-charged genre like
Arthurian roleplaying.
King Arthur Pendragon
is the classic RPG in this genre. While it's a great RPG, it would also
benefit from the ability to run games in the spirit of Pendragon, without
having to use the exact Pendragon rules.
FATE Pendragon is not a one-to-one translation between Pendragon and
FATE, unlike, for instance, Andrew Martin's
FUDGE Pendragon, which tries to translate
Pendragon directly into FUDGE terms. Rather, FATE Pendragon presents
a system in the spirit of Pendragon -- trying to accomplish
the same overall goals, but through a different set of mechanics.
There are two ways to use FATE Pendragon. One of them is to use it as
a framework for running Arthurian-spirit games in general. The other
is to use it to run Pendragon without actually using the regular
Pendragon mechanics. Either way, having a copy of the fourth edition
of King Arthur Pendragon (or third edition plus Knights
Adventurous) will be extremely useful.
A Quick Pendragon Primer
King Arthur Pendragon is loosely based upon the Chaosium Basic
Roleplaying System (Chaosium BRP).
There are five Attributes in Pendragon: Size, Strength, Dexterity,
Constitution, and Appearance.
There are a large number of Skills in Pendragon:
Awareness Battle Boating
Chirurgery Compose Courtesy
Dancing Faerie Lore Falconry
First Aid Flirting Folk Lore
Gaming Heraldry Horsemanship
Hunting Industry Intrigue
Orate Play (instrument) Read (language)
Recognize Religion Romance
Singing Stewardship Swimming
Tourney
There is also a Skill for each major weapon, such as Sword, Lance,
Dagger, and Spear.
However, what makes Pendragon unique are its Personality Traits and
Passions. Pendragon emphasizes that characters are tugged by their
passions and their desires, and usually act in ways consistent with
their nature as people, regardless of whether or not this is the most
logically beneficial way to act. In 1985, when Pendragon was first
published and wargaming-style roleplaying was commonplace, this was
a new and unique idea.
There are twenty Personality Traits, grouped into ten pairs of opposite
traits. These traits are:
Chaste / Lustful Energetic / Lazy Forgiving / Vengeful
Generous / Selfish Honest / Deceitful Just / Arbitrary
Merciful / Cruel Modest / Proud Pious / Worldly
Prudent / Reckless Temperate / Indulgent Trusting / Suspicious
Valorous / Cowardly
These Traits come into play directly, in circumstances where a character
is likely to act in accordance with the general nature of his personality.
There are also Passions, which represent a character's strongest emotions,
the things that he feels deep-down and isn't likely to be rational about.
Passions include things such as Love, Loyalty, Hate, Amor (representing
courtly love), Honor, and Hospitality. Many of these are specifially
directed -- for instance, Love: Family, Amor: Guinevere, Hate: Saxons,
and Loyalty: King Arthur. Passions, when inspired, allow characters to
perform extraordinary feats -- or, if thwarted, may plummet characters
into extraordinary depression, even madness.
Pendragon in FATE
FATE's aspect rules can subsume Pendragon's Attributes, Personality
Traits, and Passions. Skills remain skills, and the same skill list
is used.
Attributes
Rather than representing significantly high or low Attributes as a number,
FATE Pendragon represents them as aspects. Examples follow.
Unusual Size: Huge, Small, Tall, Broad, Domineering, Dwarf, etc.
Unusual Strength: Strong, Weak. Also possible are aspects representing
variable strength, such as Strength at Dawn.
Unusual Dexterity: Agile, Clumsy, Graceful, Quick, etc.
Unusual Constitution: Enduring, Sickly, Hardy, Frail, etc.
Unusual Appearance: Handsome, Ugly, Beautiful, Striking, Scarred, etc.
Personality Traits
The twenty Personality Traits can be purchased as aspects. You can buy
opposing traits, but you should have a good reason to do so. For
instance, if your character has led a charmed, pampered,
everyone-loves-me life up until the age of eighteen, he might have
Trusting (Great), but if he is thereafter horribly betrayed by his
brother, he might also pick up Suspicious (Fair). On the other hand,
that could also be represented as Trusting (Great), plus a regular
aspect, Betrayed (Fair). It's a matter of taste which to choose.
Pendragon provides a Chivalric bonus if all traits related to chivalry
sum to a sufficiently high number. No such bonus exists in FATE Pendragon.
Instead, a character who values chivalry should take Chivalric as an
aspect. (Chivalric is an ordinary aspect, not a Passion.) It is up
to the GM to determine how he wishes this to be used; he may rule
that it's useful for soaking up extra damage (as is true in the
Pendragon game), or he may ignore the way Pendragon utilizes the
chivalry bonus and just treat it like any other aspect.
Passions
Passions are purchased as aspects. However, the voluntary invocation of
a Passion carries some inherent risk, because a character is reaching
deep into his most primal emotions.
When a player voluntarily invokes a Passion, he must roll 4dF. If
four plusses come up, in addition to the regular reroll for the
aspect, he also gains a +1 to every roll he makes for the
entire scene. If, however, four minuses come up, a
GM-determined bad emotional event happens, symbolizing the character's
overreaching emotionally; this is how one gets, for instance, Lancelot
running naked mad through the woods. If four minuses come up, the
character also does not get the benefit of the aspect invocation.
Because Passions are such emotional invocations, failure to accomplish
the task related to the scene during which the Passion was invoked
will cause a character to fall into doldrums. He's failed his family
honor, allowed another man to sweep off his lady, failed in his
vengeance, shamed his honor, etc. -- this should be cause for the
character to feel really bad about himself. Passions should not
be lightly invoked.
Aspect Sub-Types
For the purposes of character-generation terminology, here are some
new aspect sub-types.
Family Aspects
All characters have at least one family-related Passion aspect.
This is typically something such as Love: Family, Loyalty: Clan,
or Obligation: Eldest Son.
Religion Aspects
Pendragon awards a Religious bonus if all Personality Traits valued
by the character's religion are high enough. No such bonus exists in
FATE Pendragon. Religiously-inspired or divinely-blessed characters
should take Religion: Whatever (Christian, Wotanic, Pagan,
etc.) as an aspect.
Religion aspects are considered Passions. These aspects may be
invoked in a manner consistent with what they represent. For instance,
a player would be justified in invoking Religion: Wotanic in order to
perform a feat of strength.
Note that Religion represents something different from the Pious
Personality Trait. Religion represents supernatural favor, or the
ability to draw upon religious fervor to perform unusual feats.
Pious represents faith, piety, adherence to religious worship and
tenets, and the like. A character can be divinely favored without
being pious, and vice versa.
Allegiance Aspects
Most characters will have at least one allegiance-related Passion aspect.
This is typically a Loyalty, though it might also be a Membership or
something along those lines.
Characters can be loyal to people, places, or institutions. For
instance, Loyalty (liege lord) represents loyalty to one's liege,
regardless of who is actually holding the position. Conversely,
Loyalty (King Arthur) is specifically directed towards Arthur, and
holds no implications for loyalty towards whoever might succeed
Arthur on the throne. A place loyalty might be appropriate to the
city of one's birth, such as Loyalty: City of London. Institutional
loyalties, such as Loyalty: Church, are also appropriate.
Membership is specifically membership in an organization. For instance,
a Knight of the Round Table would have Membership: Round Table. Note
that someone affiliated with the Round Table but not actually a member
of it, but who nonetheless feels strongly about it, would have a
Loyalty instead. For instance, a knight aspiring to a seat at that
table might try to live by its ideals and act in accordance with its
goals, and thus have Loyalty: Round Table.
Reputation Aspects
Reputation aspects represent what others think of a character, which
may be positive, negative, or somewhere in-between. Reputation, in its
most generic form, can be represented by the Glory and Infamy
aspects. However, reputations may also be more specific, such as
Reputation: Cowardly, or Reputation: Cunning. Reputations may also
be related to specific events, such as Reputation: Camlann Survivor.
Note that characters can accumulate contradictory reputations. For
instance, a character may have obtained Reputation: Brave for his
courageous stand against a great wyrm, but later obtained
Reputation: Cowardly for his craven behavior in a battle.
Moreover, reputations can actually be untrue. A character may manage
to develop a reputation -- or have one foisted on him -- that reflects
varying degrees of falsehood, from slight exaggerations to outright
untruths.
Note that the GM should be careful to prevent players from abusing
invocations of reputation aspects. They are almost always applicable
only in social situations, and not directly in combat.
Character Generation
The character generation process is identical to the basic FATE
character generation process, with the addition of some "free"
aspects every phase. Free aspects do not generate skill points.
With the exception of the specified restrictions, players may buy
whatever aspect they choose, in each phase. This may be a standard
FATE aspect, or it may be a Personality Trait or Passion or other
Pendragon-specific item. The skills purchased in the phase must
be related, however. For instance, someone who chooses to purchase
Valorous as his aspect for the phase, could justify buying fighting
skills during that phase.
PHASE 1: Early Childhood (before age 7)
- The PC must buy his culture (Cymri, Roman, Pict, etc.) as his aspect
for the phase. Culture aspects reflect how deeply a character is
steeped in his cultural prejudices and affinities. For instance,
Romans are worldly and educated; a player could invoke his Culture
aspect on a roll where this is relevant.
- Skills purchased must make sense for an early childhood in that culture.
Skill points may also be invested in contacts, items (family heirlooms),
and the like.
- The GM works with the PC to determine the rest of the PC's family
circumstances, including his social class, birth order, etc. The
PC gains one free Family Aspect that reflects this background.
- Option. PCs may inherit aspects from their ancestors. If the
GM so chooses, a player may generate his family history using the
timelines provided, such as those in The Boy King.
Alternatively, if this is a multi-generational game and the PC
is the descendant of a previous character, the GM may choose to
allow aspects to be inherited from that character. If inheritance
is used, the GM may choose to grant a PC one or more free aspects
representing the family legacy, such as historical Hatreds.
Note that this should not be used to represent things of value,
like items, bloodline, and the like; this is more like "what you
might pick up from having listened to your parents and grandparents
tell stories about the family history".
PHASE 2: Late Childhood (age 7 to 12)
- During this phase, boys in training for the knighthood become pages.
Other children begin instruction in the skills they will need for
their adult lives.
- Any reasonable aspect may be bought.
- For pages, skills purchased should reflect a life of service in a
household. For others, skills purchased should reflect the late
childhood typical to the culture.
- The PC gains one free Aspect. It must be a Family Aspect, a
Religion, or a Personality Trait.
PHASE 3: Early Adolescence (age 13 to 15)
- During this phase, boys in training for the knighthood become squires.
Other boys may become apprentices, or begin their adult duties. Girls
will also begin taking on more adult roles, and may become eligible
for marriage.
- Any reasonable aspect may be bought.
- Skills purchased should reflect the preparation for adulthood.
For squires and other warriors-in-training, the skills should
reflect the beginning of instruction in the arts of war; the typical
knightly set of skills would be Sword, Lance, Horsemanship, and Battle.
- The PC gains one free Aspect. It must be Honor, Hospitality, a
Family Aspect, a Religion, a Personality Trait, or an Allegiance
Aspect (possibly related to the knight that the PC is squired to,
such as a Loyalty to him).
PHASE 4: Late Adolescence (age 16 to 18)
- During this phase, characters continue on their journey towards
adulthood. Some will take up full-fledged roles as adults, and
more girls will marry. Squires will continue their training,
and particularly exceptional squires might be knighted at the
end of the phase, especially in times of war.
- Any reasonable aspect may be bought.
- Skills purchased should reflect the aspect and activities of the phase.
- The PC gains one free Aspect. It must be Honor, Hospitality, a
Family Aspect, a Religion, a Personality Trait, or an Allegiance
Aspect.
PHASE 5: Young Adulthood (age 19 to 21)
- This phase completes a character's journey into adulthood. At the
end of this phase, squires will become knights.
- Any reasonable aspect may be bought.
- Skills purchased should reflect the finishing process for becoming an
adult. Knights, in particular, will be expected to be reasonably
competent in the arts of their profession. (Pendragon's qualification
guidelines may be used as a measure of how well characters stack up
to the expected norms.)
- The PC gains one free Aspect. It must be Honor, Hospitality, a
Family Aspect, a Religion, a Personality Trait, or an Allegiance
Aspect.
At the age of 21, squires become knights. This is the normal start to
the game -- a young, inexperienced knight. A five-phase character
with a min-maxed pyramid has one Great, two Goods, three Fairs, and
four Averages. (Those who desire weaker characters should simply
have Phase 3 represent the entirety of squire training, leaving
the PC with a min-maxed pyramid of one Good, two Fairs, five Averages.)
You may wish to mandate that characters end character generation with
certain minimums. The nature of your campaign will determine what these
might be. For instance, if your campaign centers around religious
quests, you might require that all PCs take a Religion Passion, or
at least have a Pious Personality Trait. In many campaigns, it might
also be desirable to require that all knights take an Honor Passion.
Knight characters can turn out to be very similar to one another in
terms of their skills. This is why it's particularly important to
distinguish them based on their aspects. The GM should forbid the
taking of particularly generic aspects such as "Knight" and "Lady".
FATE Pendragon characters have a lot more aspects than standard FATE
characters. However, many FATE Pendragon aspects are not broadly
applicable. Also, Arthurian campaigns are epic, heroic campaigns,
with a strong emphasis upon the emotional content of the story.
This promotes the generation of lots of Fudge points, as well as
the expenditure of lots of Fudge points, and plenty of voluntary
as well as involuntary invocation of aspects.
More Experienced Characters
If you want characters who are more experienced than the 21-year-old
wet-behind-the-ears knight, award additional Phases of
development. These phases can also be used to represent the Winter
Development advancement in Pendragon. Further phases work as follows:
PHASE X: Knightly Development
- The player must come up with a story. It must either be participation
in a battle (see The Boy King for a timeline), or it
must be a particular adventure or quest that his knight has
participated in. This need not be heroic; it is legitimate to
claim that a knight spent the phase attending to every whim of
a lady he is courting, for instance.
- The aspect bought in this phase must be related to the story.
- Skills purchased must reflect the aspect.
- The PC gains a free aspect, reflecting what is going on in his
personal life and his ties to others. This must be a Passion or a
Personality Trait. The GM may also rule that the PC's activities in
this phase do not warrant gaining a free aspect of this type.
- The PC gains a free Reputation Aspect, which must be directly
related to the story for this phase.
For development purposes, the length of a phase is up to the GM. Phases
might represent single years, or they might represent multiple years.
Shorter phases are also possible, but they are likely to result in
characters who are more competent than their Pendragon counterparts
of the same age.
The Typical Young Knight
This is a character generation example, creating a generic Cymric
Christian knight. This also provides an easy template for customization
for typical NPCs.
PHASE 1: Early childhood
- Free family aspect: Love: Family (Fair)
- Mandatory culture aspect: Culture: Cymric (Fair)
- Skills at Fair: Awareness
- Skills at Average: Courtesy, misc. skill A
PHASE 2: Late Childhood (Page)
- Previous aspects: Culture: Cymric (Fair), Love: Family (Fair)
- Free aspect: Personality A (Fair)
- Phase aspect: Whatever A (Fair)
- Skills at Fair: Horsemanship, Awareness
- Skills at Average: First Aid, Heraldry, Courtesy, misc. skill A
PHASE 3: Early Adolescence (Squire)
- Previous aspects: Culture: Cymric (Fair), Love: Family (Fair),
Personality A (Fair), Whatever A (Fair)
- Free aspect: Loyalty: Lord (Fair)
- Phase aspect: Whatever B (Fair)
- Skills at Good: Horsemanship
- Skills at Fair: Sword, Awareness
- Skills at Average: Lance, First Aid, Heraldry, Courtesy,
misc. skill A
PHASE 4: Late Adolescence (Squire)
- Previous aspects: Culture: Cymric (Fair), Love: Family (Fair),
Loyalty: Lord (Fair), Personality A (Fair), Whatever A (Fair),
Whatever B (Fair)
- Free aspect: Personality B (Fair)
- Phase aspect: Whatever C (Fair)
- Skills at Good: Sword, Horsemanship
- Skills at Fair: Lance, First Aid, Awareness
- Skills at Average: Recognize, Heraldry, Courtesy, misc. skill A
PHASE 5: Young Adulthood (Squire)
- Previous aspects: - Culture: Cymric (Fair), Love: Family (Fair),
Loyalty: Lord (Fair), Personality A (Fair), Personality B (Fair),
Whatever A (Fair), Whatever B (Fair), Whatever C (Fair)
- Free aspect: Honor (Fair)
- Phase aspect: Whatever D (Fair)
- Skills at Great: Sword
- Skills at Good: Horsemanship, Lance
- Skills at Fair: First Aid, Awareness, Courtesy
- Skills at Average: Recognize, Heraldry, misc. skill A,
misc. skill B
The end-of-phase statistics look like this:
- Aspects: Culture: Cymric (Fair), Whatever A (Fair),
Whatever B (Fair), Whatever C (Fair), Whatever D (Fair)
- Passions: Love: Family (Fair), Loyalty: Lord (Fair), Honor (Fair)
- Personality Traits: Personality A (Fair), Personality B (Fair)
- Skills at Great: Sword
- Skills at Good: Horsemanship, Lance
- Skills at Fair: First Aid, Awareness, Courtesy
- Skills at Average: Recognize, Heraldry, misc. skill A,
misc. skill B
This produces a knight character who looks something like this:
- Aspects at Fair:
-
Culture: Cymric, Love: Family, Loyalty: King Arthur, Honor,
Helpful, Steadfast, Generous, Merciful, Energetic, Valorous
- Skills:
-
Sword (Great), Horsemanship (Good), Lance (Good), Awareness (Fair),
Courtesy (Fair), First Aid (Fair), Heraldry (Average),
Recognize (Average), Tourney (Average), Romance (Average)
In-Depth Example
Here's another example FATE Pendragon character generation. This is an
experienced knight, thirty years old. It's based on a character of the
author's, from a campaign she played in about ten years ago. This is a
character that's very difficult to simulate using the traditional
Pendragon character generation mechanics -- the cross-dressing female,
raised as a female but then trained in battle. This is easy to do in
FATE, though. For comparison purposes, the original character, in
Pendragon terms, can be found in the archive for the
Turn to Stone campaign.
PHASE 1: Early Childhood (before age 7)
Darius and Dara are born, twins, eldest children of a vassal knight,
Quintus, in the year 535. Quintus is often absent from home, campaigning
for King Arthur, but he returns to tell his children stories, of his
own battles as well as those of their ancestors. They have warred
against the Saxons and Cumbrians for three generations.
- Free family aspect: Love: Family (Fair)
- Mandatory culture aspect: Culture: Roman (Fair)
- Generational inheritance: Hate: Saxons (Fair), Hate: Cumbrians
(Fair)
- Skills at Fair: Awareness
- Skills at Average: Courtesy, Intrigue
PHASE 2: Late childhood (age 7 to 12)
Both Dara and Darius remain home; Darius becomes a page in the household,
and Quintus decides that he wants his daughter tutored in the courtly arts.
Dara demonstrates a gift with animals (in the Pendragon original, this
was her Woman's Gift).
- Previous aspects: Culture: Roman (Fair), Love: Family (Fair),
Hate: Saxons (Fair), Hate: Cumbrians (Fair)
- Free aspect: Energetic (Fair)
- Phase aspect: Animal Affinity (Fair)
- Skills at Fair: Awareness, First Aid
- Skills at Average: Courtesy, Falconry, Horsemanship, Intrigue
PHASE 3: Early adolescence (age 13 to 15)
Darius is squired to his father, while Dara continues her education
at home. She participates in the running of the household, and begins
to develop a strong sense of justice. Her mother, a gifted healer,
begins instructing her in these arts.
- Previous aspects: Animal Affinity (Fair), Energetic (Fair),
Culture: Roman (Fair), Love: Family (Fair), Hate: Saxons (Fair),
Hate: Cumbrians (Fair)
- Free aspect: Just (Fair)
- Phase aspect: Adaptable (Fair)
- Skills at Good: First Aid
- Skills at Fair: Awareness, Chirurgery
- Skills at Average: Courtesy, Falconry, Horsemanship, Intrigue, Read Latin
PHASE 4: Late adolescence (age 16 to 18)
Quintus dies of the Yellow Plague at the beginning of this phase.
Darius leaves home to take up arms in Arthur's service. The family
learns, eventually, that while at Arthur's court, he learned of the
Grail Quest, and decided that he, too, would seek this holy relic.
Meanwhile, Dara and her mother try to run the household in the
absence of the menfolk. Dara becomes increasingly pious, turning
to God in this time of turmoil.
- Previous aspects: Animal Affinity (Fair), Energetic (Fair),
Just (Fair), Culture: Roman (Fair), Love: Family (Fair),
Hate: Saxons (Fair), Hate: Cumbrians (Fair)
- Free aspect: Pious (Fair)
- Phase aspect: Adaptable (Good)
- Skills at Good: Awareness, First Aid
- Skills at Fair: Horsemanship, Intrigue, Chirurgery
- Skills at Average: Stewardship, Courtesy, Falconry, Read Latin
PHASE 5: Young adulthood, knight-in-training (age 19 to 21)
Darius has disappeared, and the family must presume him dead. But
without male relatives, the family lands revert to the Crown. Dara
resorts to a desperate measure -- impersonating Darius. A conspiracy
is formed. The family will claim that Darius has returned from the
Grail Quest driven near-mad by some unknown horror, and that Dara
is tending to him full-time. This provides a good excuse for neither
of them to be seen for some time. The secret is entrusted to Quintus's
most trusted old retainer, who becomes responsible for training Dara
in the knightly arts.
- Previous aspects: Adaptable (Good), Animal Affinity (Fair),
Energetic (Fair), Just (Fair), Pious (Fair), Culture: Roman (Fair),
Love: Family (Fair), Hate: Saxons (Fair), Hate: Cumbrians (Fair)
- Free aspect: Deceitful (Fair)
- Phase aspect: Impersonator (Fair)
- Skills at Good: Awareness, First Aid
- Skills at Fair: Sword, Horsemanship, Intrigue, Chirurgery
- Skills at Average: Lance, Heraldry, Stewardship, Courtesy, Falconry,
Read Latin
PHASE 6: Recovery
Over time, "Darius" re-emerges as he "returns to health", and word is
put out that the hardship of it all has driven Dara to retire to an obscure
convent. "He" begins to more openly govern the family estates, while
"training to regain his strength".
- Previous aspects: Adaptable (Good), Animal Affinity (Fair),
Deceitful (Fair), Energetic (Fair), Just (Fair), Pious (Fair),
Culture: Roman (Fair), Love: Family (Fair), Hate: Saxons (Fair),
Hate: Cumbrians (Fair)
- Free aspect: Suspicious (Fair)
- Reputation aspect: Reputation: Hard-Working (Fair)
- Phase aspect: Impersonator (Good)
- Skills at Good: Horsemanship, Awareness, First Aid
- Skills at Fair: Lance, Sword, Intrigue, Chirurgery
- Skills at Average: Orate, Recognize, Heraldry, Stewardship, Courtesy,
Falconry, Read Latin
PHASE 7: Sir Darius
Dara settles down into her Darius role, managing the estate and
continuing to hone her knightly skills. She also becomes more involved
in the affairs of the city near the estate (Lincoln). An increasing amount
of her time is also allotted to her devotions, as if in apology to God for
the deceit in the rest of her life and for trying to rise above the station
that she was born into.
- Previous aspects: Adaptable (Good), Animal Affinity (Fair),
Impersonator (Good), Deceitful (Fair), Energetic (Fair), Just (Fair),
Suspicious (Fair), Culture: Roman (Fair), Love: Family (Fair),
Hate: Saxons (Fair), Hate: Cumbrians (Fair),
Reputation: Hard-Working (Fair)
- Free aspect: Pious (Good)
- Reputation aspect: Reputation: Fair-Minded (Fair)
- Phase aspect: Noble (Fair)
- Skills at Great: Horsemanship
- Skills at Good: Sword, Awareness, First Aid
- Skills at Fair: Lance, Courtesy, Intrigue, Chirurgery
- Skills at Average: Hunting, Orate, Recognize, Heraldry, Stewardship,
Falconry, Read Latin
PHASE 8: Blooded
When the realm is thrown into chaos by Mordred's treachery, Dara joins the
armies of the Crown. For the next several years, she fights in the war
against Lancelot, surviving the battles of Joyous Gard and Benoic,
as well as the Frankish rebellion.
- Previous aspects: Adaptable (Good), Animal Affinity (Fair),
Impersonator (Good), Noble (Fair), Deceitful (Fair), Energetic (Fair),
Just (Fair), Pious (Good), Suspicious (Fair), Culture: Roman (Fair),
Love: Family (Fair), Hate: Saxons (Fair), Hate: Cumbrians (Fair),
Reputation: Hard-Working (Fair), Reputation: Fair-Minded (Fair)
- Free aspect: Loyalty: Arthur (Fair)
- Reputation aspect: Glory (Fair)
- Phase aspect: Valorous (Fair)
- Skills at Great: Sword, Horsemanship
- Skills at Good: Lance, Awareness, First Aid
- Skills at Fair: Recognize, Courtesy, Intrigue, Chirurgery
- Skills at Average: Battle, Hunting, Orate, Heraldry, Stewardship,
Falconry, Read Latin
PHASE 9: Rebellion
Dara continues to fight for Arthur, as Mordred raises a rebellion.
She survives the battles of Kent, Barham Down, and, finally, Camlann.
- Previous aspects: Adaptable (Good), Animal Affinity (Fair),
Impersonator (Good), Noble (Fair), Deceitful (Fair), Energetic (Fair),
Just (Fair), Pious (Good), Suspicious (Fair), Valorous (Fair),
Culture: Roman (Fair), Love: Family (Fair), Loyalty: Arthur (Fair),
Hate: Saxons (Fair), Hate: Cumbrians (Fair),
Reputation: Hard-Working (Fair), Reputation: Fair-Minded (Fair)
- Free aspect: Honor (Fair)
- Reputation aspect: Glory (Good)
- Phase aspect: Survivor (Fair)
- Skills at Superb: Sword
- Skills at Great: First Aid, Horsemanship
- Skills at Good: Intrigue, Lance, Awareness
- Skills at Fair: Heraldry, Recognize, Courtesy, Chirurgery
- Skills at Average: Battle, Hunting, Orate, Stewardship, Falconry,
Read Latin
- Skills at Superb: Sword
- Skills at Great: First Aid, Horsemanship
- Skills at Good: Intrigue, Lance, Awareness
- Skills at Fair: Heraldry, Recognize, Courtesy, Chirurgery
- Skills at Average: Battle, Hunting, Orate, Stewardship, Falconry,
Read Latin
In the end, Dara looks as follows:
- Regular aspects: Culture: Roman (Fair), Adaptable (Good),
Animal Affinity (Fair), Impersonator (Good), Noble (Fair),
Survivor (Fair)
- Personality Traits: Deceitful (Fair), Energetic (Fair),
Just (Fair), Pious (Good), Suspicious (Fair), Valorous (Fair)
- Passions: Honor (Fair), Love: Family (Fair),
Loyalty: Arthur (Fair), Hate: Saxons (Fair), Hate: Cumbrians (Fair)
- Reputations: Glory (Good), Reputation: Hard-Working (Fair),
Reputation: Fair-Minded (Fair)
- Skills at Superb: Sword
- Skills at Great: First Aid, Horsemanship
- Skills at Good: Awareness, Intrigue, Lance
- Skills at Fair: Chirurgery, Courtesy, Heraldry, Recognize
- Skills at Average: Battle, Falconry, Hunting, Orate, Read Latin,
Stewardship
Combat
In Pendragon, combat rolls can represent many things -- single
blow-by-blow exchanges, a window of time in a duel, or a full day's
jousting, for instance. FATE's Combat chapter explains combat in
similar terms -- turn based, exchange based, and scene based.
Most FATE Pendragon fights will be exchange based, where a set
of combat rolls represents an exchange of several blows or
manuevers.
FATE's "simple weapons and armor" works well for Pendragon. Fists have
a rating of 0. Small weapons, such as knives, have a rating of 1.
Standard weapons, such as maces and swords, have a rating of 2.
For each additional 1d6 of damage that a special weapon does,
add 1 to its rating. Thus, a 2d6 two-handed axe has a rating of 3.
8-point leather armor has an armor rating of 1. 10-point Norman chain
and 12-point reinforced chain have an armor rating of 2. Plate armor
has an armor rating of 3, except for Gothic plate, which has an armor
rating of 4. These values assume use of a shield. Remember to apply
armor rating penalties to manuevers requiring full mobility.
Pendragon's bias towards swords is reflected in a +1 bonus to the
attack roll of a character who is using a sword, if his opponent is
not using a sword.
Use FATE's rules for superior position, flanking, etc. Otherwise,
in general, if a character would get a 1d6 bonus in Pendragon, he gets
a +1 bonus to his roll in FATE.
There are no special combat manuevers, unlike regular Pendragon. Instead,
the player describes what he wants to do, and invokes Aspects if so desired.
Aspects can be used to represent the special properties of these sorts
of manuevers.
Challenges
Pendragon's various knightly tasks fall easily into FATE's mechanic
for Challenges, both static and dynamic. While tests can be used to
resolve something, just as with a single roll in Pendragon, the GM
may also wish to have a mechanic for handling character tasks of
longer duration.
FATE's challenge ladders are used to resolve tasks that take a long
time and which require multiple rolls to succeed. The task performed
need not be continuous. This is appropriate for such tasks as staying
up all night for a vigil, cleaning out mythical dung-filled stables,
remaining chaste for a month, or competing in a tournament. If a
character ultimately fails to complete a challenge, the position on
the ladder can be used to reflect how far he managed to get -- staying
up until the middle of the night but not making it through the dawn,
for instance.
Advancement
Advancement should generally be handled through the Winter Phase, similar
to the way it's done in Pendragon. The GM should grant a phase of
development to the characters; they choose an Aspect and the skills
to go with it at their discretion.
The GM may also choose, at his discretion, to award one or more free
Aspects, especially those based on character actions in the previous
story, or on actions taken during the Winter Phase. For instance, a
character who has experienced the birth of a child may be granted a
free Aspect representing that child. Entire groups of characters may
get the same free Aspect; for instance, a party of knights who
performed a particularly notable deed may gain a suitable Reputation.
These free Aspects do not grant any skill ranks.
Colophon:
Authored by Lydia Leong.
This document is a draft. First version 02.19.03.
Last updated 08.23.04.