Leon
Leo carcion
- Joined
- 8 Mar 2004
- Messages
- 7,062
Nu skrev jag något. Det är ganska d20/5e/OSR/Microlite. Det var inte riktigt meningen från början.
Pendragon möter OSR, typ?
You are knights, fierce warriors on noble quests, fighting for lord, faith and glory. You may battle goblins, ogres, robbers or sorcerers.
Player characters
Choose your knightly class:
Starting equipment
You have six experience points (xp) to develop your character:
Your abilities start at level 0. It costs 1 xp/level to raise them up to max 4.
For 1 xp, you can develop Mastery in a specific field. This could be heraldry, scouting, leadership, a craft. It must be specific. You gain advantage when you roll within your field of Mastery. You can also pick Weapon Mastery for a specific weapon (sword, shield, spear, lance etc). This gives you Combat Advantage when using that weapon.
Rules
Roll 1d20 + Ability level + other modifiers to succeed or hit. You need to beat a difficult rating (10, 15, 20), or an opposed roll. Parrying an attack is 1d20 + Valour + shield bonus.
If you roll a 20 on your attack roll, then only a 20 can parry and you do critical damage – i.e. 2x your damage roll, unless your opponent wears a helmet.
If you are on horseback, then you may add your horse bonus when attacking with a spear, or when racing.
Armour soaks damage:
Advantage – roll 2d20, pick the highest.
Disadvantage – roll 2d20, pick the lowest.
Combat Advantage
Death
You are knocked out when you reach 0 hp. Roll for Valour every round. If you fail, you take one more point of damage. If you succeed, you are stable and can stop rolling. Another PC or NPC can stabilise you by rolling for Wits. The Mastery Medicine can give an advantage.
If you ever reach -6 HP, you die.
Spells of the Temple:
Our Lady the Goddess is worshiped at the Temple. It is a place of mystery and holy secrets.
NPCs have Levels and HP. Some NPCs (Squires, other companions, major villains) may have separate ability scores instead. Villains have Sorcery instead of Faith. NPCs also have one or several attacks, and HP.
Disease. Roll against Faith. If you fail then you are sick, and Disadvantaged.
Sorcery:
Sorcery comes in many shapes and forms, and is often unique. Like Templars, NPC Sorcerers have a specific number of spell slots. Some typical spells:
Pendragon möter OSR, typ?
Knights
You are knights, fierce warriors on noble quests, fighting for lord, faith and glory. You may battle goblins, ogres, robbers or sorcerers.
Player characters
Choose your knightly class:
- Errant. You are an expert rider and can travel twice as fast as other Knights. You have two riding horses apart from your warhorse. You have a pavilion.
- Templar. You may cast the Spells of the Temple. You start with one spell slot but may buy additional one for 1 xp/slot. Spell slots regenerate at dawn. You have quarters at the Temple.
- Paladin. Once per combat, you may inspire your allies. They gain advantage on their next rolls. You have quarters at your Lords palace.
- Baron. Apart from your Squire, you also command a troupe of retainers that will fight for you. You start with two retainers. Retainers have HP 2 + Level. They start at Level 0, but you can raise their level with 1 xp/level.
- Man-at-arms. You may make two attacks per turn when you wield two weapons. You cannot defend with a shield at the same time. You start with an additional mace. You have a tent.
Starting equipment
- A warhorse (+4 Horse bonus)
- Chainmail shirt (soaks 4 damage)
- Helmet (protects against critical)
- A sword (1d8 damage)
- A lance (1d6 damage + Horse bonus when riding)
- A shield (+2 to Valour when parrying)
- A squire (HP 3, 2 levels in Valour, Faith or Skill), rides a mule
- 1 gold coin
You have six experience points (xp) to develop your character:
Your abilities start at level 0. It costs 1 xp/level to raise them up to max 4.
- Valour (melee, strength, athlethics)
- Faith (willpower, spells)
- Skill (ranged, dexterity)
- Wits (perception, intelligence)
For 1 xp, you can develop Mastery in a specific field. This could be heraldry, scouting, leadership, a craft. It must be specific. You gain advantage when you roll within your field of Mastery. You can also pick Weapon Mastery for a specific weapon (sword, shield, spear, lance etc). This gives you Combat Advantage when using that weapon.
Rules
Roll 1d20 + Ability level + other modifiers to succeed or hit. You need to beat a difficult rating (10, 15, 20), or an opposed roll. Parrying an attack is 1d20 + Valour + shield bonus.
If you roll a 20 on your attack roll, then only a 20 can parry and you do critical damage – i.e. 2x your damage roll, unless your opponent wears a helmet.
If you are on horseback, then you may add your horse bonus when attacking with a spear, or when racing.
Armour soaks damage:
- Leather 1 point
- Chainmail shirt 4 points
- Chainmail hauberk 6 points
Advantage – roll 2d20, pick the highest.
Disadvantage – roll 2d20, pick the lowest.
- If you are Fatigued, Poisoned or Sick, you are always Disadvantaged.
- If you are Blessed then you are always Advantaged.
- Mastery grants Advantage for ability rolls in the field of your Mastery.
- Otherwise, it depends on the situation
Combat Advantage
- When using a weapon for which you have Weapon Mastery, roll two dice for damage and pick your preferred result.
Death
You are knocked out when you reach 0 hp. Roll for Valour every round. If you fail, you take one more point of damage. If you succeed, you are stable and can stop rolling. Another PC or NPC can stabilise you by rolling for Wits. The Mastery Medicine can give an advantage.
If you ever reach -6 HP, you die.
Spells of the Temple:
Our Lady the Goddess is worshiped at the Temple. It is a place of mystery and holy secrets.
- Turn undead – Roll for Faith vs their Level. If you succeed then they retreat.
- Bless – Roll for Faith. Gives advantage.
- Scry – Roll for Faith. GM gives you information.
- Heal – Roll for Faith. Heals 1d6 HP.
- Conceal – Roll for Faith. Conceals an item.
NPCs have Levels and HP. Some NPCs (Squires, other companions, major villains) may have separate ability scores instead. Villains have Sorcery instead of Faith. NPCs also have one or several attacks, and HP.
- Goblin, Level 1 spear 1d6, HP 3.
- Hobgoblin, Level 2, scimitar 1d8, shield +1, HP 8.
- Skeleton, Level 0, mace 1d6, HP 4.
- Wood wose. Level 4, blow dart 1d4, poisoned, HP 5.
- Chimaera. Level 4, claws 1d8, bite 1d12, HP 20.
- Warlock. Level 3, Sorcery 6. Dagger 1d4. HP 8. Three slots for Sorcery.
Disease. Roll against Faith. If you fail then you are sick, and Disadvantaged.
Sorcery:
Sorcery comes in many shapes and forms, and is often unique. Like Templars, NPC Sorcerers have a specific number of spell slots. Some typical spells:
- Raise dead. Must be cast on a corpse. Creates a Skeleton.
- Snake-arrow. Requires a snake and a bow. Hits automatically. 1d12 damage.
- Fireball. Target a five meter radius circle. Targets can roll for Wits to dodge. Does 1d8 damage to anyone in the circle.
- Dagger, club: 1d4 damage
- Mace, axe, spear: 1d6 damage
- Two handed weapon. 1d12 damage. Cannot use shield or dual wield.
- Riding horse (Horse bonus +2)