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Back to Pendragon
The Winter Phase, Synopsis
Step 1: Perform Solo
If your character was not played last year, this is expecially important.
See
Step 2: Experience
Roll a d20 once for each experience check. If the number rolled is greater than the current value, then add one point to that value. If the value is at 20 or greater, a roll of 20 still boosts it by another one point.
If your primary squire has any checks, roll for each skill normally.
Step 3: Aging
Increase the character's age by one year at this time.
After 35 years of age or more, roll on the Aging Table.
Roll 2d6 and consult the Aging Table
| Aging Table |
| 2d6 | Statistics Affected |
| 2 | 4 |
| 3 | 3 |
| 4 | 2 |
| 5 | 1 |
| 6–8 | 0 |
| 9 | 1 |
| 10 | 2 |
| 11 | 3 |
| 12 | 4 |
| Statistics Lost Table |
| 1d6 | result | blamed affliction |
| 1 | SIZ | Evil Eye |
| 2 | DEX | Palsy |
| 3 | STR | Elf Stroke |
| 4 | CON | Consumption |
| 5 | APP | Pox |
| 6 | no loss | |
Step 4: Economics
If needed, to go the YOUR OWN LAND
When you know the knight’s Wealth Level, find the modifiers to his upcoming Stable, Marriage and Children events.
Impoverished Knights
-15 to Horse Survival and Child Survival; no children born, -1 to armor, make CON roll, where failure = lose 1 CON.
Poor Knights
-3 to Horse Survival and Child Survival, cumulative each poor year;
-5 to Childbirth Table rolls
Ordinary Knights
No special effects
Rich Knights
+1 to Child Survival Table rolls
+3 to Childbirth Table
Superlative Knights
+2 to Horse Survival Table
+3 to Child Survival Table
+5 to Childbirth Table
Step 5: Stable Rolls
Use for special horses. Normal ones are easily replaced.
| Horse Survival Table |
| d20 | result |
| 1-2 | Horse dies, breaks a leg, loses its wind, etc. |
| 3-20 | Horse is healthy |
Step 6: Marriage (Optional)
Marriage requires the agreement of the bride’s caretaker, whether father, brother or warden. Wealthier heiresses have less freedom than ordinary ones since their fate involves economic opportunities. The woman has no final say in the choice of her husband, save for that granted by familial affections. Love is irrelevant—this is a business agreement between two families.
Marriage below Character’s Class
Roll Loyalty (Lord). Success = permission to wed. Dowry = 1d6 £, Glory = 10
Marriage within Character’s Class
Roll Courtesy. Success = either: a. Roll on the Random Marriage Table; OR, wait a year, and get +1 on the eventual Random Marriage Table result.
| Random Marriage Table |
| d20 | Glory | dowry |
| 01-04 | 10 | no holding, 1d3+6 £. goods |
| 05-07 | 25 | 1 manor, 1d6 £. goods |
| 08-17 | 50 | 1 manor, 1d6+3 £. goods |
| 18-19 | 100 | 2 manors, 1d6+6 £. goods |
| 20 | 250 | 2 manors, 2d6+6 £. goods |
7. Children
Go to New Childbirth Tables
| Child Survival Table |
| d20 | result |
| 1-2 | Child dies |
| 3-10 | Child is sick, but lives |
| 11-20 | Child lives |
8. Family Events
| Family Events Table |
| d20 | result |
| 1-2 | death in family* |
| 3-7 | marriage in family* |
| 8-12 | birth in family |
| 13-15 | missing, may be lost |
| 16-18 | no event |
| 19-20 | scandal in family* |
* Indicates roll on Family Member Table (below) to find person affected. If the result is ridiculous, like your mother remarrying when your father is alive, reroll.
| Family Member Table |
| d20 | person |
| 1-3 | Father |
| 4-6 | Mother |
| 7-11 | Brother |
| 12-15 | Sister |
| 16 | Uncle |
| 17 | Aunt |
| 18 | Grandfather (even on d6) or Grandmother (odd on d6) |
| 19-20 | Cousin |
| Scandal Table |
| d20 | result |
| 1 | insulted their lord |
| 2-3 | cheated at a tournament |
| 4 | badly in debt |
| 5-7 | adultery accusations |
| 8 | kidnap accusation |
| 9-10 | horse stealing accusation |
| 11-16 | mess love affair almost proved |
| 17 | murder rumored |
| 18 | heresy rumored |
| 19 | necromancy rumored |
| 20 | roll again, rerolling 20s, but this time the event is proved true! |
Step 9: Training and Practice
Choose one:
- Change a Personality Trait, Statistic, or Passion
One trait, statistic or passion value may be changed by one point.
Restrictions: Traits cannot be increased over 19. Passions cannot be increased over 20. No statistics can be raised higher than its maximum cultural value, which is usually 15, 18, or 21. SIZ may not be increased after age 21 and no statistics may be increased after age 35.
- Train Skills Up to 15
Get 1d6+1 skill points.
Restrictions: Raise a skill only to a value of 15.
- Train a Skill Up to 20
Increase one skill over 15 by one point.
Restriction: a maximum value of 20.
Step 10: Glory
Glory from Play: Recorded in detail on the back of the sheet with a date attached, equal to the number in the “Glory this Game” box.
Glory from Solo Scenarios: If done.
Glory from One-time Honors: Being knighted, married, appointed to Round Table.
Conspicuous Consumption: For each £ spent last, year, add 1 Glory; for last year: Rich knight = 10 Glory, Superlative knight = 15 Glory; Tournament Sponsorship, see “In the Future” chapter.
Annual Glory: For holdings (Vassal knights get 6 Glory per manor), all Traits and Passions over 16 get Glory equal to their number; Chivalrous knights get 100 points; Religious knights get 100 points.
Step 11: Glory Bonus
If the threshold of 1000 Glory has been passed, add the Bonus Point.
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