House Rules

This campaign uses Pendragon, 4th Edition, with a few minor local modifications and clarifications, listed below.

Combat: The optional combat tactics are being used, including combined actions (doing multiple things in the same round, at a penalty to each action).

Skills: All the standard skills, including the optional ones, are being used.

Traits and Passions: You need never roll a Trait or a Passion unless the situation specifically calls for it. There may be times when these are used to resolve certain types of situations; for example, to stay awake all night requires an Energetic roll (rather than a roll against a physical statistic). Other than that, however, you may always choose your character's actions, even if a Significant (greater than 15) Trait or Passion is involved. You can roll voluntarily; if you roll, you must play with the result of that roll. If you roll, a Critical Success grants you an Experience Check. If you do not roll, the GM may choose whether or not to give you that Check (or, in extreme cases, a direct modification of your score).

Chivalry and Religious Bonuses: These are more than just bonuses. They are a way of life for your characters, and you should behave in accordance with them. It is to be emphasized that these are deeply held beliefs, not merely fortuitous combinations of Personality Traits. If your Traits ever drop below what you need for the bonus, you lose the benefits immediately.

Luck Roll: This concept is stolen from Call of Cthulhu. It is used in situations where luck is the best resolution device -- whether or not you remembered to bring a certain object, or turned the key to the right or the left, and so forth. It is 2d6 + 6 for each character, and is treated like a physical statistic, with a minimum of 8 and a maximum of 18.


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Lydia Leong / lwl@digex.net / December 15th, 1996