Pendragon: Bretonnia
Posted: Mon Apr 24, 2023 8:55 am
The wonderous world of Bretonnia is based on Arthurian Legend and French Knightlihood.
"I give my body, heart and soul, to the Lady whom I seek. No plea for help shall find me wanting. No obstacle will stand before me. No evil will taint the lands bequeathed unto me. When the clarion call is sounded, I will ride out and fight in the name of Liege and Lady. That which is sacrament, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath will know no bounds. Honour is all. Chivalry is all. Rejoice, for we, the Knights of Bretonnia... will be your shield."
Perfect for a Pendragon game. I recommend reading up on the Warhammer Wiki or in WFRP2e's Knights of the Grail to get a decent understanding of them. I will, unfortunately for some, not get into that much detail here as this is mostly supposed to be a way to present Bretonnia in a Pendragon setting. The starting year for this type of campaign is expected to be 2513 with the player knights being the minimum age to be a knight-- typically 18-21.
Skills:
Faerie Lore is split up into: Fae Lore, Monster Lore, Chaos Lore, and Vampire Lore. They function about the same, but with a focus on the secretive Fae of Bretonnia, nasty monsters, insidious chaos, or the bloodsuckers. Out of these, Chaos Lore is considered to be Unknightly. While some may say it is best to know your enemy, others say it will only corrupt and change you! To clarify, knowing what a Manticore is, is different from knowing Tzeentch's signs or his multitude of other names.
Haggle - Intrigue is used for gleaming information and presenting yourself to a court of nobles. This, on the other hand, is directed towards the merchant class of Bretonnia. Although most would not care about what a peasant says, ensuring those who control the money of your town or city could proof to be valuable. This skill can also be used to lower or raise prices, be it taxes with the peasant or purchasing things from nobles or even other nobles.
Law [Knowledge] - Law is an important skill within Bretonnia, for there are frequently three sets of laws! There are the laws from the King himself, called royal laws, the laws of the dukedom, and then any laws presented by their own lord. There are laws for peasants, but nobles do not have to heed them in the slightest. Instead, they are mostly focused on ensuring those laws are properly observed by the peasants and punished when they are not.
Stealth [Non-Knightly] - The ability to walk quietly in the night, to set up an ambush. Stealth may seem easy at first, but there are plenty of small details to keep track of: ensuring you don't step on anything, watching what you wear so it doesn't clank about, and picking the best spots to set up an ambush. Although, this should only be used for the player characters instead of as an opposed tests of Awareness vs Stealth. However, the GM may say otherwise. A success with this skill indicates that you have hidden away from the enemy for the time being, they could be off for a few minutes to an hour. It could also mean successfully hiding your tracks to ensure you aren't tracked or followed or finding a good place to set up an ambush, offering a negative modifier to an opponent's Awareness roll.
A critical success will indicate a much harder to detect ambush or being able to vanish without a trace of your presence.
Combat Skills:
Blackpowder [Non-knightly] - The ability to use blackpowder guns, from blunderbusses to handguns and even pistols. This even represents the basic knowledge required to maintain and give basic repairs to said weapons. Blackpowder weapons are not allowed to be wielded by knights thanks to their chivalrous code, but also the peasants are not allowed to have them. The sheer power a blackpowder weapon brings is enough for knights to worry about their presence at all. Of course, some knights use a loophole to utilize cannons on the sea: no blackpowder weaponry is allowed on Bretonnian land, so the sea is fine! A fumble indicates that the weapon has exploded in your hands, dealing 3d6 damage to you.
Blackpowder weapons ignore 2d6 armor and give Horsemanship tests a -5 modifier as the loud noises spook them.
Pistol: 4d6+1 [Short Range: 1-20 Yards, Medium: 21-50 Yards, Long: 51-100 Yards)
Blunderbuss: 4d6+5 (Can hit up to 3 targets standing next to each other!) [Short Range: 1-20 Yards, Medium: 21-50 Yards, Long: 51-100 Yards)
Handgun: 5d6+5 [1-50 Yards, Medium: 51-100 Yards, Long: 101-200 Yards
Now, culture. In Bretonnia, to be a true knight, one must be Bretonnian and a noble. Although there are cases of non-nobles becoming knights, but these are extremely rare as most nobles do not want to upset the status quo. At most, those with a ancestors that were a Bretonnian noble may become a Bretonnian Knight. Females are also very rare with the only open one being Repanse de Lyonesse.
Bretonnians do not consider any weapon aside from the sword (and great sword) or lance as knightly. However, but the following may be seen as "knightly": Great Axes, Maces, and Morning Star.
The Seventh Commandments of Chivalry:
To serve the Lady of the Lake.
To defend the domains entrusted to him.
To protect the weak and fight for the right.
Always to fight the enemies of virtue and order.
Never to give up the fight until the foe be defeated.
Never to break faith with a friend or ally.
Always to display honour and courtesy.
Rules of Honor:
A knight may only fight hand-to-hand, with sword or lance; he may not use a missile weapon. (-6 Honor)
A knight shall always accept a challenge towards personal combat. (-2 Honor)
A knight shall not draw sword against his fellow Bretonnian knights, except in trial by combat or within a tournament. (-2 Honor)
A knight shall not allow himself to be captured alive. (-2 Honor)
A knight shall not flee from the enemy, nor retreat without proper tactical cause. (-1 Honor)
Lady of the Light Virtues:
Honest, Just, Proud, Spiritual, Valorous
Religious Bonus:
+5 HP, +2 armor
Cultures:
Cultures will be handled differently. Where Pendragon expects knights of different nations, Bretonnians are all generally the same breed. They differ from regular Pendragon knights in a few ways: First off, they are all generally handsome compared and much stronger. A Bretonnian knight truly looks like that of a picturesque knight and stands a foot or so taller than the peasants he unfortunately has to protect. This means that the stats of a Bretonnian Knight are higher than your regular Pendragon's knights. They have to be-- their land is infested with monsters of all shapes and sizes!
Standard Bretonnian Passions:
Loyalty (King) 15
Loyalty (Lady of the Lake) 15
Hospitality 13
Love (Family) 12
Honor 15
Bretonnian Attributes are the following:
Attribute | Min. Score | Max. Score
SIZ | 8 | 22
DEX | 6 | 22
STR | 6 | 22
CON | 6 | 22
APP | 8 | 21
Bretonnian Skills:
Awareness 5, Courtesy 2, Dancing 2, Faiere Lore 1, Monster Lore 1, First Aid 8, Flirting 2, Folk Lore 2, Gaming 2, Heraldry 4, Hunting 2, Intrigue 2, Orate 2, Read (Bretonnian) 1, Law 2, Recognize 2, Religion (Lady of the Lake) 3, Romance 2, Singing 2, Stewardship 3, Swimming 2, Tourney 3
Combat Skills:
Battle 10, Siege 3, Horsemanship 10, Sword 10, Spear Expertise 10, Dagger 8
(An actual spear is a commoner's weapon!)
Dukedoms:
L'Anguille
Traits:
Suspicion (Merchants) +2
Passions:
Hate (Marienburgers ) 15
Skills:
Haggle 6
Aquitaine:
Traits:
Suspicion (Aquitainians) +4
Passions:
Hate (Rival Noble House) 15
Skills:
Intrigue 6
Artois:
Traits:
Valorous (Forces of Chaos) +2
Passions:
Hate (Beastmen) 15
Skills:
Hunting 6
Bastonne:
Traits:
Proud (Bretonnians) +2
Passions:
Hate (Undead) 15
Skills:
Religion (Lady of the Lake) 6
Bordeleaux:
Traits:
Indulgent (Wine) +2
Passions:
Hate (Undead) 15
Skills:
Boat 6
Brionne:
Traits:
Lustful (Choose something fitting/Adultery) +2
Passions:
Hate (Nurgle Cultists) 15
Skills:
Compose 5, Romance 5
Carcassonne:
Traits:
Valorous (Greenskins) +1
Passions:
Hate (Greenskins) 15
Skills:
Sword 13
Couronne:
Traits:
Merciful (Horses) +2
Passions:
Hatred (Norscans) 15
Skills:
Horsemanship 13
Gisoreux:
Traits:
Trustful (Strangers) +2
Passions:
Hospitality 12
Skills:
Folklore 6
Lyonesse:
Traits:
Vengeful (Rival Nobles) +2
Passions:
Hospitality (Norscans) 12
Skills:
Intrigue 6
Montfort:
Traits:
Indulgent (Parties) +2
Passions:
Hatred (Greenskins) 12
Skills:
Battle 12
Mousillon:
Traits:
Cruel (Bretonnians) +5
Passions:
Hatred (Bretonnia) 15
Skills:
Chaos or Vampire Lore 5
Parravon:
Traits:
Energetic (Travel) +2
Passions:
Hate (Orcs) 12
Skills:
Awareness 8
Quenelles:
Traits:
Honest (Dwarfs) +3
Passions:
Hate (Greenskins) 15
Skills:
Fae Lore 5
Knighthood Status:
Knight Errant
Glory Received: 500
Unlike elsewhere in the world, once a young son of Bretonnia reaches the right age, usually of the late teens so anywhere from 16 to 19, they are considered knights. Many years of training, be it with their own family or a trusted knight, has seen that each and everyone of them are able to handle their armor and arms with finesse. Yet, to be told to go out on your own is a daunting task, even if most Knights Errant are brash and cocky. Most Knights Errant will form small bands with one another or even foreigners as they have to prove themselves to Bretonnia. They typically carry very little and have no squire.
Knight Errants are called so because they must complete an Errant of some sort. These Errands, issued out by lords and above, can range from just about anything: to slaying a dragon, capturing a griffon egg so that a Lord may raise it, occupying new land and building a caste, or even taking an enemy's banner during a war. The reckless nature of the Knights Errant mean honor and pride comes before common sense! Although, after many years of fighting, they may simply be promoted to that of a Knight of the Realm by a senior noble.
A Knight Errant holds no land, but will have the following equipment:
Reinforced chainmail and closed helm (12 points); Shield (6); Sword, lance, dagger or any other weapon of their choice; Bretonnian Charger with light barding; a few day's worth of food, personal belongings, and 2d4 Ecus.
Richer Knights Errant may have Partial Plate instead!
They also begin with the Chivalry Virtue and 1 Virtue of their choice.
Knight of the Realm
Glory Received: 1000
They make up the bulk of the nobility, being knights who have proven themselves to their lord and Bretonnia. This means that there are no knights in Bretonnia who are craven, for in order to have achieved their station they must have done some sort of honorable quest. Although, what they do afterwards is entirely up to the individual knight. Yet, now they have land and peasants to watch over along with any threats that may come across them.
Typically, a Knight of the Realm will earn his land directly from his lord or even from his father upon completing his Errand. The knight, as a Knight Errand, may have even set up a castle in Bretonnia or far away lands and held it for a number of years, fighting off besieging enemies and raiders at every chance. If there exists no land to be given to the knight, they may join a Duke's or even the King's retinue. Some Knights of the Realm even become a Questing Knight immediately.
A Knight of the Realm will typically purchase Partial Plate for themselves, but others will acquire Full Plate. He will also have one or a couple squires.
He will also have a village or town to look over. These populations range from a few dozen to thousands depending on where this land is. In villages that are only a few dozen, it is common for a Knight of the Realm to have a tower that watches of it. Yet, for everywhere else, the knight will live in a castle. He will have a private army that his senior lords can call upon, usually being nothing more than a handful of Man-At-Arms and Longbowmen.
A Knight of the Realm receives 200 glory during the Winter Phase of the year in which he is first entitled. Then, he earns annual gory of the total income of his land (in ecu) for as long as he holds it. If the knight has been granted the land as long with the title of Marquis, the glory is raised to 400 and he earns an additional 50 glory every year.
Questing Knight
Glory Received: 200
To become a Questing Knight, one most give up their land (temporarily or not) and that of the lance. They must also leave the service of their lord, as their quests will take them far away. Of course, regardless of how the lord and knight feel about one another, this is an honored tradition for Bretonnians so none would dare try to stop them. Although, how much wealth one gives up depends on the knight in particular, but they will commonly live a poor lifestyle for a knight. Yet, Questing Knights do not care for that one bit for they have one goal in mind: earn a sip from the Grail. How this is accomplished is entirely up to the Gamemaster and the knight himself, for no two quests are entirely alike. However, the knight may be given visions on where to go, running into trouble all along the way.
After the knight has accomplished his quest, which typically rewards 1,000 glory in itself, he will then be met with the Green Knight. The Green Knight is an ethereal figure, guardian of Bretonnia. He is the final obstacle before a knight may sip from the Grail. If he is successful, then he will wander a short distance into a lake and the Lady of the Lake shall raise from it, offering him a sip the Holy Grail. If the knight is not pure of heart, a terrible agony will wash over him before he perishes shortly afterwards. To become a Grail Knight does not only take martial strength, but also spiritual purity.
A Questing Knight loses any holdings he has for the time being. He also gains the Questing Virtue. They also entirely forgo their Lance, most prefer using a might great sword instead.
Grail Knight
Glory Received: 2,000
There is no mortal fighter greater than the Grail Knights. Upon sipping from the Grail, they can feel a strange power swelling in them. Then, their bodies become hardier and taller than beforehand. Their faith in The Lady shall now never falter, nor can any foe save for the mightest Blood Dragon or Chaos Champion hope to defeat him. The knight will also notice that any sign of aging is gone and so are any scars and fatigue. Furthermore, their armor and blade are encased in a strange shimmering light, sending fear into the hearts of their foes!
Grail Knights are seen as living saints by Bretonnia and the most fearsome fighters elsewhere. Peasants will crowd around a grail knight, hoping to get some sort of artifact from him no matter what it is: a button that fell off his coat or boots that have been thrown away. Fanatics of the Lady of the Lake, called Battle Pilgrims, will also crowd around the knight and slay any of his enemies they deem unworthy enough to cross blades with the Grail Knight.
Even in death, a Grail Knight is still believed to have great power. A group of pilgrims will place the knight's corpse upon a wooden steed and carry it into battle to bolster the morale of the peasants.
A Grail Knight receives the following bonuses:
+3 to SIZ, STR, and APP; +2 to DEX, +5 to CON, +5 hit points, +5 damage, +5 to healing rate, and +1 movement. Harmful magics, unless backed by an extremely powerful caster, has an 85% chance of failing against him. Furthermore, his lifespan will far exceed a normal human's, still looking about 20-30 while being in his 90s. They will start to become old and weak after hitting about 300, but some may find themselves half a century old and still spry.
He also gains 1 Grail Virtue and loses his Questing Virtue.
A Grail Knight will have the following equipment:
Blessed Sword & Lance, both never breaking and dealing +1d6 damage to the Forces of Chaos (Skaven, Beastmen, Demons, Cultists) or Undeath.
Blessed Armor with closed helm, 18 reduction, -5 DEX Modifier, increases Knockdown Value by 10, increases Appearance by 1.
Destrier, Bretonnian with Heavy Barding
Land once owned as a Knight of the Realm (if he so desires) and perhaps more.
A 12 to 160 man group of Battle Pilgrims who will follow the Grail Knight into battle and gladly die alongside him. They may also steal anything the Grail Knight has touched or misplaced.
Double any annual glory a Grail Knight receives.
Nobility Ranks:
King - The one ruler of Bretonnia, currently Louen Leoncoeur.
Duke - Those with authority over a Dukedom, there are 13 dukes for the 14 Dukedoms.
Baron - Nobles who hold land given to them by the king himself. Baronies are independent of any Dukedom Laws.
Lord - A ruler of a piece of land, given to them by a Duke, Baron, or even another Lord.
Knight - Every noble is a knight, but those who have no land and must rely on serving a fellow noble for food and lodging are only considered this rank.
Titles
Earl - Honorific, detonating those of great wealth or power, but not necessarily land.
Marquis - A job that detonates one as protecting a certain piece of land, one that is under constant assault.
Castellan - A rule of a major castle when the Lord is away.
Justiciar - An expert in Law and enforcing it on nobles.
Paladin - A pure matter of honor, detonating one that is a renowned warrior or war leader.
Family Wealth:
(Libra = Ecu, shilling = denier, denarius = penny)
Poor: 1-4
Ordinary: 5-16
Rich: 17-21
Superlative: 22-24
Spectacular: 25+
If your knight's father is a Knight-Errant: -2
If your knight's Father is from Artois: -2
If your knight's father is from L'Anguille or Bordeleaux: +1
If your knight's father is a Baron: +2
If your knight's father is an Earl: +1
if your knight's father is a Duke: +3
If your knight's father is a Marquis: -1
If your knight's father is a Paladin: +2
If your knight's father is a Grail Knight: +5
If your knight's father was a Peasant: -3
Father's Class Benefits:
Knight-Errant: +3 Horsemanship, +2 to Intrigue
Lord Knight: +2 to Courtesy, Heraldry, Intrigue, Battle
Questing Knight: +5 to Monster Lore, +2 to Great Sword
Justiciar: +4 to Law, +1 to Just
Marquis: +5 to Battle
Admiral: Seamanship 10 (Used for Boating and commanding large, sea-going vessels
Earl: +2 to haggle, 2d6+10ecu
Paladin: +1 to Folklore, +2 to a Combat Skill
Grail Knight: +3 to Folklore and Religion (Lady of the Lake), +5 to a Combat Skill
Castellan: +2 to Stewardship and Siege
Crusader: +2 to two Combat Skills, +5 to Hated (Enemy of Choice)
Knightly Virtues
The knights of Bretonnia aspire to a set of virtues, each eamplified by one of the original Companions of the Grail. In this game, Virtues will represent a unique bonus that the knight may call upon. You may only select 1 along with the Virtue of Chivalry.
Virtue of Chivalry
A Virtue all knights gain upon becoming a Knight-Errant. You may call upon the Lady of the Lake and gain her blessings. Roll your Spiritual trait, spending a few minutes in prayer. On a success, you gain one of the following benefits: Grail Draught (+2 to CON vs Poison Potency), Lady's Mantle (+2 Armor), Might of Purity (Reroll all 1's on damage dice once), Stout of Heart (+4 to Valorous vs Fear), or Ward of Light (Harmful magic may have a chance to fail targeting you). You can only have 1 Gift active at a time, lasting until combat ends or you flee. If you flee, you cannot ask for a boon from the Lady for the rest of the day. Lifelong training with armor also reduces the DEX modifier from armor by 4.
Virtue of Audacity
Agilgar of Parravon was a master of turning a foe's strength back on them. When fighting a foe with a higher Strength rating than your own, you may use their Strength in place of yours.
Virtue of Confidence
Carleond of Couronne would challenge any foe to single combat, such was his confidence in his prowess. When in combat, you may issue a Challenge to a single opponent as an action. The opponent is not obligated to accept, even if many do, except for those with the Virtue of Chivalry. For the duration of the duel, increase your damage roll by 1d6.
Virtue of Discipline
Marcus of Bordeleaux took the field against any odds, ever undaunted. When fighting against multiple foes at the same time, treat your combat skill as being +6 higher.
Virtue of Duty
Thierulf of Lyoness was the most loyal of the Companions, always fighting at the side of his liege. You may pledge loyalty to up to 3 characters, gaining the Passion Loyalty at 16 towards them. When you fight alongside these characters, increase any one of your combat skills by 1. If none of them are present in a battle, decrease it by 2.
Virtue of Empathy
Martrud of Montfort always championed the peasants and was loved by them in return. You gain the Trait Just (Peasants) +5, never lose glory or honor for interacting with them, and have your Folklore set at a minimum of 12. However, you do lose 1 honor point for taking this Virtue.
Virtue of Heroism
Gilles of Bastonne was known as the slayer of monsters, renowned for killing creatures of great size. You excel at hand-to-hand combat and your hits can prove to be especially deadly. Against foes with a Size of 20 or less, treat their Major Wound value as being 4 less. Against foes with a Size of 21 or more, treat their Major Wound value as being 8 less. You cannot use this Virtue with a magical weapon (aside from Blessed ones) or ranged weapons.
Virtue of Ideal
Landuin of Mousillon was the peerless knight, pure in heart, skilled in arm, and wise in mind. Alas, Mousillon has fallen far. Increase your damage by +1d6 when outnumbered.
Virtue of the Impetous Knight
Balduin of Brionne was always in the forefront of battle, first to engage with his enemies. When charging, increase your mount's movement by 1 and increase the damage by +1d6.
Virtue of the Joust
Folgar of Artois was unmatched in his skill with the lance. When using a lance against a target that doesn't have this Virtue, treat your Lance combat skill as being 2 points higher.
Virtue of the Knightly Temper
Beren of Gisoreux was ever swift to deal death to his foes, striking twice before they could respond. When you wound an opponent at the end of a charge, you may immediately make another free attack against the same opponent. This attack still uses your Lance combat skill, but your own damage instead of your mount's.
Virtue of Noble Disdain
Fredemund of Aquitaine never lost his contempt for those who use cowardly weapons rather than fighting face-to-face. You gain a +2 bonus to your combat skills when fighting characters who have used a missile weapon against your or your allies. You may never raise any ranged combat skill above 4 and lose double the honor if you ever do use a missile weapon in combat!
Virtue of the Pentient
Corduin of L'Angquille ever mourned the loss of his beloved to the curse of a hag, yet he fought bravely when summoned. You may not use magical items or ride steeds other than a horse. Treat your Serious Wound value as 5 higher and gain a +2 bonus to your armor score.
Virtue of Purity
Rademund of Quenelles was the most virtuous champion of the Lady, upholding her honor in every battle. Gain Love (Lady of the Lake) [Spiritual Trait value]. You do not have to take time to prayer to attempt to invoke the Gifts of the Lady. In addition, you may reroll one roll a session/day.
Virtue of Stoicism
Lambard of Carcassone stood firm in the face of fear, and his braver steeled those around him. You can reroll any Cowardly tests once.
Virtue of the Quest
This virtue is only temporary, gained when a knight decides to take on Questing Vow. You renounce the use of a lance, capping the combat skill of Lance and Spear at 10. The knight also leaves their lord's service or even their own land, losing Loyalty (Lord) passion and their manor is taken completely over by a steward. Instead, you gain the Loyalty (Lady of the Lake) at 12. You begin to receive visions that direct your quest, leading you to great danger. Finally, you may call upon your strength of purpose to give you succor. Use up your Moving Action to instead restore 2d8+Healing Rate hit points. This can be done twice a day/session.
Grail Virtues
These virtues are only available to Grail Knights, which are noticeably stronger as Grail Knights represent them to their extremes. The Knightly Virtues still apply, and a Grail Knight can only take a Grail Virtue corresponding to his Virtue of Knighthood. In order to gain a Grail Virtue, one must first do a number of things: first off, they must have taken the Questing Vow. Secondly, he must be receiving his Religious Bonus. Thirdly, he must accomplish a quest that would earn him 700-1000 glory. His final task is to defeat the Green Knight.
Grail Virtue of Audacity
Whenever you are engaged in melee with one or more foe, you increase your armor by 5. This bonus armor applies to melee attacks made by opponents engaged with you, but goes away after you deal at least 1 damage to your target or, for whatever reason, choose not to make an attack. You cannot use the Grail Virtue of Audacity once more until the next encounter.
Grail Virtue of Confidence
While you are involved in a Challenge, all other opponents take a -6 penalty to their combat skills to hit you. You also take this penalty against any other targets that aren't the one you challenged until the challenged one is defeated. You also gain +2 armor against any attacks that hit you.
Grail Virtue of Discipline
When you are outnumbered 2 to 1, you may make one attack at full combat skill and the other at half your combat skull. When outnumbered higher than 2 to 1, you may make one attack at full combat skill and then split it up as appropriate to the other attackers.
Grail Virtue of Duty
If you are fighting the the 3 you are pledged to, they gain a +2 to their combat skill and +3 to their Strength during the battle. If any of them are absent, you take a -2 penalty to your Strength and Constitution for the battle.
Grail Virtue of Empathy
When you lead Bretonnian peasants, you make any Valorous tests first. If you succeed, the peasants do not have to roll their Valorous/Cowardly. If you fail, they must. In addition, you may roll your Spiritual when praying. If you critically succeed, you can give the blessings to the peasants under your command.
Grail Virtue of Heorism
If you inflict damage on a person, this is past their armor, you deal an additional amount of damage equal to half their armor value.
Grail Virtue of the Ideal
Increase your Strength by 2 and one Combat Skill by 2.
Grail of the Impetuous Knight
You may make two Charges in a single round.
Grail Virtue of the Joust
In your hand, all lancers count as magical weapons and deal an additional +1d6 damage.
Grail Virtue of the Knightly Temper
When you make a Charge Attack, on top of being able to make a standard attack against the same target, you can also make an additional attack against one other target while using the +5 modifier from charging.
Grail Virtue of Noble Disdain
Treat the Serious Wound value of any opponent that has used missile weapons against you or your allies as 6 lower.
Grail Virtue of the Penitent
Any damage that exceeds your Serious Wound value is reduced by 2d6.
Grail Virtue of Purity
You may automatically get two Blessings of the Lady before every battle.
Grail Virtue of Stoicism
You are immune to fear and terror and are resistant to magic that affects your mind.
"I give my body, heart and soul, to the Lady whom I seek. No plea for help shall find me wanting. No obstacle will stand before me. No evil will taint the lands bequeathed unto me. When the clarion call is sounded, I will ride out and fight in the name of Liege and Lady. That which is sacrament, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath will know no bounds. Honour is all. Chivalry is all. Rejoice, for we, the Knights of Bretonnia... will be your shield."
Perfect for a Pendragon game. I recommend reading up on the Warhammer Wiki or in WFRP2e's Knights of the Grail to get a decent understanding of them. I will, unfortunately for some, not get into that much detail here as this is mostly supposed to be a way to present Bretonnia in a Pendragon setting. The starting year for this type of campaign is expected to be 2513 with the player knights being the minimum age to be a knight-- typically 18-21.
Skills:
Faerie Lore is split up into: Fae Lore, Monster Lore, Chaos Lore, and Vampire Lore. They function about the same, but with a focus on the secretive Fae of Bretonnia, nasty monsters, insidious chaos, or the bloodsuckers. Out of these, Chaos Lore is considered to be Unknightly. While some may say it is best to know your enemy, others say it will only corrupt and change you! To clarify, knowing what a Manticore is, is different from knowing Tzeentch's signs or his multitude of other names.
Haggle - Intrigue is used for gleaming information and presenting yourself to a court of nobles. This, on the other hand, is directed towards the merchant class of Bretonnia. Although most would not care about what a peasant says, ensuring those who control the money of your town or city could proof to be valuable. This skill can also be used to lower or raise prices, be it taxes with the peasant or purchasing things from nobles or even other nobles.
Law [Knowledge] - Law is an important skill within Bretonnia, for there are frequently three sets of laws! There are the laws from the King himself, called royal laws, the laws of the dukedom, and then any laws presented by their own lord. There are laws for peasants, but nobles do not have to heed them in the slightest. Instead, they are mostly focused on ensuring those laws are properly observed by the peasants and punished when they are not.
Stealth [Non-Knightly] - The ability to walk quietly in the night, to set up an ambush. Stealth may seem easy at first, but there are plenty of small details to keep track of: ensuring you don't step on anything, watching what you wear so it doesn't clank about, and picking the best spots to set up an ambush. Although, this should only be used for the player characters instead of as an opposed tests of Awareness vs Stealth. However, the GM may say otherwise. A success with this skill indicates that you have hidden away from the enemy for the time being, they could be off for a few minutes to an hour. It could also mean successfully hiding your tracks to ensure you aren't tracked or followed or finding a good place to set up an ambush, offering a negative modifier to an opponent's Awareness roll.
A critical success will indicate a much harder to detect ambush or being able to vanish without a trace of your presence.
Combat Skills:
Blackpowder [Non-knightly] - The ability to use blackpowder guns, from blunderbusses to handguns and even pistols. This even represents the basic knowledge required to maintain and give basic repairs to said weapons. Blackpowder weapons are not allowed to be wielded by knights thanks to their chivalrous code, but also the peasants are not allowed to have them. The sheer power a blackpowder weapon brings is enough for knights to worry about their presence at all. Of course, some knights use a loophole to utilize cannons on the sea: no blackpowder weaponry is allowed on Bretonnian land, so the sea is fine! A fumble indicates that the weapon has exploded in your hands, dealing 3d6 damage to you.
Blackpowder weapons ignore 2d6 armor and give Horsemanship tests a -5 modifier as the loud noises spook them.
Pistol: 4d6+1 [Short Range: 1-20 Yards, Medium: 21-50 Yards, Long: 51-100 Yards)
Blunderbuss: 4d6+5 (Can hit up to 3 targets standing next to each other!) [Short Range: 1-20 Yards, Medium: 21-50 Yards, Long: 51-100 Yards)
Handgun: 5d6+5 [1-50 Yards, Medium: 51-100 Yards, Long: 101-200 Yards
Now, culture. In Bretonnia, to be a true knight, one must be Bretonnian and a noble. Although there are cases of non-nobles becoming knights, but these are extremely rare as most nobles do not want to upset the status quo. At most, those with a ancestors that were a Bretonnian noble may become a Bretonnian Knight. Females are also very rare with the only open one being Repanse de Lyonesse.
Bretonnians do not consider any weapon aside from the sword (and great sword) or lance as knightly. However, but the following may be seen as "knightly": Great Axes, Maces, and Morning Star.
The Seventh Commandments of Chivalry:
To serve the Lady of the Lake.
To defend the domains entrusted to him.
To protect the weak and fight for the right.
Always to fight the enemies of virtue and order.
Never to give up the fight until the foe be defeated.
Never to break faith with a friend or ally.
Always to display honour and courtesy.
Rules of Honor:
A knight may only fight hand-to-hand, with sword or lance; he may not use a missile weapon. (-6 Honor)
A knight shall always accept a challenge towards personal combat. (-2 Honor)
A knight shall not draw sword against his fellow Bretonnian knights, except in trial by combat or within a tournament. (-2 Honor)
A knight shall not allow himself to be captured alive. (-2 Honor)
A knight shall not flee from the enemy, nor retreat without proper tactical cause. (-1 Honor)
Lady of the Light Virtues:
Honest, Just, Proud, Spiritual, Valorous
Religious Bonus:
+5 HP, +2 armor
Cultures:
Cultures will be handled differently. Where Pendragon expects knights of different nations, Bretonnians are all generally the same breed. They differ from regular Pendragon knights in a few ways: First off, they are all generally handsome compared and much stronger. A Bretonnian knight truly looks like that of a picturesque knight and stands a foot or so taller than the peasants he unfortunately has to protect. This means that the stats of a Bretonnian Knight are higher than your regular Pendragon's knights. They have to be-- their land is infested with monsters of all shapes and sizes!
Standard Bretonnian Passions:
Loyalty (King) 15
Loyalty (Lady of the Lake) 15
Hospitality 13
Love (Family) 12
Honor 15
Bretonnian Attributes are the following:
Attribute | Min. Score | Max. Score
SIZ | 8 | 22
DEX | 6 | 22
STR | 6 | 22
CON | 6 | 22
APP | 8 | 21
Bretonnian Skills:
Awareness 5, Courtesy 2, Dancing 2, Faiere Lore 1, Monster Lore 1, First Aid 8, Flirting 2, Folk Lore 2, Gaming 2, Heraldry 4, Hunting 2, Intrigue 2, Orate 2, Read (Bretonnian) 1, Law 2, Recognize 2, Religion (Lady of the Lake) 3, Romance 2, Singing 2, Stewardship 3, Swimming 2, Tourney 3
Combat Skills:
Battle 10, Siege 3, Horsemanship 10, Sword 10, Spear Expertise 10, Dagger 8
(An actual spear is a commoner's weapon!)
Dukedoms:
L'Anguille
Traits:
Suspicion (Merchants) +2
Passions:
Hate (Marienburgers ) 15
Skills:
Haggle 6
Aquitaine:
Traits:
Suspicion (Aquitainians) +4
Passions:
Hate (Rival Noble House) 15
Skills:
Intrigue 6
Artois:
Traits:
Valorous (Forces of Chaos) +2
Passions:
Hate (Beastmen) 15
Skills:
Hunting 6
Bastonne:
Traits:
Proud (Bretonnians) +2
Passions:
Hate (Undead) 15
Skills:
Religion (Lady of the Lake) 6
Bordeleaux:
Traits:
Indulgent (Wine) +2
Passions:
Hate (Undead) 15
Skills:
Boat 6
Brionne:
Traits:
Lustful (Choose something fitting/Adultery) +2
Passions:
Hate (Nurgle Cultists) 15
Skills:
Compose 5, Romance 5
Carcassonne:
Traits:
Valorous (Greenskins) +1
Passions:
Hate (Greenskins) 15
Skills:
Sword 13
Couronne:
Traits:
Merciful (Horses) +2
Passions:
Hatred (Norscans) 15
Skills:
Horsemanship 13
Gisoreux:
Traits:
Trustful (Strangers) +2
Passions:
Hospitality 12
Skills:
Folklore 6
Lyonesse:
Traits:
Vengeful (Rival Nobles) +2
Passions:
Hospitality (Norscans) 12
Skills:
Intrigue 6
Montfort:
Traits:
Indulgent (Parties) +2
Passions:
Hatred (Greenskins) 12
Skills:
Battle 12
Mousillon:
Traits:
Cruel (Bretonnians) +5
Passions:
Hatred (Bretonnia) 15
Skills:
Chaos or Vampire Lore 5
Parravon:
Traits:
Energetic (Travel) +2
Passions:
Hate (Orcs) 12
Skills:
Awareness 8
Quenelles:
Traits:
Honest (Dwarfs) +3
Passions:
Hate (Greenskins) 15
Skills:
Fae Lore 5
Knighthood Status:
Knight Errant
Glory Received: 500
Unlike elsewhere in the world, once a young son of Bretonnia reaches the right age, usually of the late teens so anywhere from 16 to 19, they are considered knights. Many years of training, be it with their own family or a trusted knight, has seen that each and everyone of them are able to handle their armor and arms with finesse. Yet, to be told to go out on your own is a daunting task, even if most Knights Errant are brash and cocky. Most Knights Errant will form small bands with one another or even foreigners as they have to prove themselves to Bretonnia. They typically carry very little and have no squire.
Knight Errants are called so because they must complete an Errant of some sort. These Errands, issued out by lords and above, can range from just about anything: to slaying a dragon, capturing a griffon egg so that a Lord may raise it, occupying new land and building a caste, or even taking an enemy's banner during a war. The reckless nature of the Knights Errant mean honor and pride comes before common sense! Although, after many years of fighting, they may simply be promoted to that of a Knight of the Realm by a senior noble.
A Knight Errant holds no land, but will have the following equipment:
Reinforced chainmail and closed helm (12 points); Shield (6); Sword, lance, dagger or any other weapon of their choice; Bretonnian Charger with light barding; a few day's worth of food, personal belongings, and 2d4 Ecus.
Richer Knights Errant may have Partial Plate instead!
They also begin with the Chivalry Virtue and 1 Virtue of their choice.
Knight of the Realm
Glory Received: 1000
They make up the bulk of the nobility, being knights who have proven themselves to their lord and Bretonnia. This means that there are no knights in Bretonnia who are craven, for in order to have achieved their station they must have done some sort of honorable quest. Although, what they do afterwards is entirely up to the individual knight. Yet, now they have land and peasants to watch over along with any threats that may come across them.
Typically, a Knight of the Realm will earn his land directly from his lord or even from his father upon completing his Errand. The knight, as a Knight Errand, may have even set up a castle in Bretonnia or far away lands and held it for a number of years, fighting off besieging enemies and raiders at every chance. If there exists no land to be given to the knight, they may join a Duke's or even the King's retinue. Some Knights of the Realm even become a Questing Knight immediately.
A Knight of the Realm will typically purchase Partial Plate for themselves, but others will acquire Full Plate. He will also have one or a couple squires.
He will also have a village or town to look over. These populations range from a few dozen to thousands depending on where this land is. In villages that are only a few dozen, it is common for a Knight of the Realm to have a tower that watches of it. Yet, for everywhere else, the knight will live in a castle. He will have a private army that his senior lords can call upon, usually being nothing more than a handful of Man-At-Arms and Longbowmen.
A Knight of the Realm receives 200 glory during the Winter Phase of the year in which he is first entitled. Then, he earns annual gory of the total income of his land (in ecu) for as long as he holds it. If the knight has been granted the land as long with the title of Marquis, the glory is raised to 400 and he earns an additional 50 glory every year.
Questing Knight
Glory Received: 200
To become a Questing Knight, one most give up their land (temporarily or not) and that of the lance. They must also leave the service of their lord, as their quests will take them far away. Of course, regardless of how the lord and knight feel about one another, this is an honored tradition for Bretonnians so none would dare try to stop them. Although, how much wealth one gives up depends on the knight in particular, but they will commonly live a poor lifestyle for a knight. Yet, Questing Knights do not care for that one bit for they have one goal in mind: earn a sip from the Grail. How this is accomplished is entirely up to the Gamemaster and the knight himself, for no two quests are entirely alike. However, the knight may be given visions on where to go, running into trouble all along the way.
After the knight has accomplished his quest, which typically rewards 1,000 glory in itself, he will then be met with the Green Knight. The Green Knight is an ethereal figure, guardian of Bretonnia. He is the final obstacle before a knight may sip from the Grail. If he is successful, then he will wander a short distance into a lake and the Lady of the Lake shall raise from it, offering him a sip the Holy Grail. If the knight is not pure of heart, a terrible agony will wash over him before he perishes shortly afterwards. To become a Grail Knight does not only take martial strength, but also spiritual purity.
A Questing Knight loses any holdings he has for the time being. He also gains the Questing Virtue. They also entirely forgo their Lance, most prefer using a might great sword instead.
Grail Knight
Glory Received: 2,000
There is no mortal fighter greater than the Grail Knights. Upon sipping from the Grail, they can feel a strange power swelling in them. Then, their bodies become hardier and taller than beforehand. Their faith in The Lady shall now never falter, nor can any foe save for the mightest Blood Dragon or Chaos Champion hope to defeat him. The knight will also notice that any sign of aging is gone and so are any scars and fatigue. Furthermore, their armor and blade are encased in a strange shimmering light, sending fear into the hearts of their foes!
Grail Knights are seen as living saints by Bretonnia and the most fearsome fighters elsewhere. Peasants will crowd around a grail knight, hoping to get some sort of artifact from him no matter what it is: a button that fell off his coat or boots that have been thrown away. Fanatics of the Lady of the Lake, called Battle Pilgrims, will also crowd around the knight and slay any of his enemies they deem unworthy enough to cross blades with the Grail Knight.
Even in death, a Grail Knight is still believed to have great power. A group of pilgrims will place the knight's corpse upon a wooden steed and carry it into battle to bolster the morale of the peasants.
A Grail Knight receives the following bonuses:
+3 to SIZ, STR, and APP; +2 to DEX, +5 to CON, +5 hit points, +5 damage, +5 to healing rate, and +1 movement. Harmful magics, unless backed by an extremely powerful caster, has an 85% chance of failing against him. Furthermore, his lifespan will far exceed a normal human's, still looking about 20-30 while being in his 90s. They will start to become old and weak after hitting about 300, but some may find themselves half a century old and still spry.
He also gains 1 Grail Virtue and loses his Questing Virtue.
A Grail Knight will have the following equipment:
Blessed Sword & Lance, both never breaking and dealing +1d6 damage to the Forces of Chaos (Skaven, Beastmen, Demons, Cultists) or Undeath.
Blessed Armor with closed helm, 18 reduction, -5 DEX Modifier, increases Knockdown Value by 10, increases Appearance by 1.
Destrier, Bretonnian with Heavy Barding
Land once owned as a Knight of the Realm (if he so desires) and perhaps more.
A 12 to 160 man group of Battle Pilgrims who will follow the Grail Knight into battle and gladly die alongside him. They may also steal anything the Grail Knight has touched or misplaced.
Double any annual glory a Grail Knight receives.
Nobility Ranks:
King - The one ruler of Bretonnia, currently Louen Leoncoeur.
Duke - Those with authority over a Dukedom, there are 13 dukes for the 14 Dukedoms.
Baron - Nobles who hold land given to them by the king himself. Baronies are independent of any Dukedom Laws.
Lord - A ruler of a piece of land, given to them by a Duke, Baron, or even another Lord.
Knight - Every noble is a knight, but those who have no land and must rely on serving a fellow noble for food and lodging are only considered this rank.
Titles
Earl - Honorific, detonating those of great wealth or power, but not necessarily land.
Marquis - A job that detonates one as protecting a certain piece of land, one that is under constant assault.
Castellan - A rule of a major castle when the Lord is away.
Justiciar - An expert in Law and enforcing it on nobles.
Paladin - A pure matter of honor, detonating one that is a renowned warrior or war leader.
Family Wealth:
(Libra = Ecu, shilling = denier, denarius = penny)
Poor: 1-4
Ordinary: 5-16
Rich: 17-21
Superlative: 22-24
Spectacular: 25+
If your knight's father is a Knight-Errant: -2
If your knight's Father is from Artois: -2
If your knight's father is from L'Anguille or Bordeleaux: +1
If your knight's father is a Baron: +2
If your knight's father is an Earl: +1
if your knight's father is a Duke: +3
If your knight's father is a Marquis: -1
If your knight's father is a Paladin: +2
If your knight's father is a Grail Knight: +5
If your knight's father was a Peasant: -3
Father's Class Benefits:
Knight-Errant: +3 Horsemanship, +2 to Intrigue
Lord Knight: +2 to Courtesy, Heraldry, Intrigue, Battle
Questing Knight: +5 to Monster Lore, +2 to Great Sword
Justiciar: +4 to Law, +1 to Just
Marquis: +5 to Battle
Admiral: Seamanship 10 (Used for Boating and commanding large, sea-going vessels
Earl: +2 to haggle, 2d6+10ecu
Paladin: +1 to Folklore, +2 to a Combat Skill
Grail Knight: +3 to Folklore and Religion (Lady of the Lake), +5 to a Combat Skill
Castellan: +2 to Stewardship and Siege
Crusader: +2 to two Combat Skills, +5 to Hated (Enemy of Choice)
Knightly Virtues
The knights of Bretonnia aspire to a set of virtues, each eamplified by one of the original Companions of the Grail. In this game, Virtues will represent a unique bonus that the knight may call upon. You may only select 1 along with the Virtue of Chivalry.
Virtue of Chivalry
A Virtue all knights gain upon becoming a Knight-Errant. You may call upon the Lady of the Lake and gain her blessings. Roll your Spiritual trait, spending a few minutes in prayer. On a success, you gain one of the following benefits: Grail Draught (+2 to CON vs Poison Potency), Lady's Mantle (+2 Armor), Might of Purity (Reroll all 1's on damage dice once), Stout of Heart (+4 to Valorous vs Fear), or Ward of Light (Harmful magic may have a chance to fail targeting you). You can only have 1 Gift active at a time, lasting until combat ends or you flee. If you flee, you cannot ask for a boon from the Lady for the rest of the day. Lifelong training with armor also reduces the DEX modifier from armor by 4.
Virtue of Audacity
Agilgar of Parravon was a master of turning a foe's strength back on them. When fighting a foe with a higher Strength rating than your own, you may use their Strength in place of yours.
Virtue of Confidence
Carleond of Couronne would challenge any foe to single combat, such was his confidence in his prowess. When in combat, you may issue a Challenge to a single opponent as an action. The opponent is not obligated to accept, even if many do, except for those with the Virtue of Chivalry. For the duration of the duel, increase your damage roll by 1d6.
Virtue of Discipline
Marcus of Bordeleaux took the field against any odds, ever undaunted. When fighting against multiple foes at the same time, treat your combat skill as being +6 higher.
Virtue of Duty
Thierulf of Lyoness was the most loyal of the Companions, always fighting at the side of his liege. You may pledge loyalty to up to 3 characters, gaining the Passion Loyalty at 16 towards them. When you fight alongside these characters, increase any one of your combat skills by 1. If none of them are present in a battle, decrease it by 2.
Virtue of Empathy
Martrud of Montfort always championed the peasants and was loved by them in return. You gain the Trait Just (Peasants) +5, never lose glory or honor for interacting with them, and have your Folklore set at a minimum of 12. However, you do lose 1 honor point for taking this Virtue.
Virtue of Heroism
Gilles of Bastonne was known as the slayer of monsters, renowned for killing creatures of great size. You excel at hand-to-hand combat and your hits can prove to be especially deadly. Against foes with a Size of 20 or less, treat their Major Wound value as being 4 less. Against foes with a Size of 21 or more, treat their Major Wound value as being 8 less. You cannot use this Virtue with a magical weapon (aside from Blessed ones) or ranged weapons.
Virtue of Ideal
Landuin of Mousillon was the peerless knight, pure in heart, skilled in arm, and wise in mind. Alas, Mousillon has fallen far. Increase your damage by +1d6 when outnumbered.
Virtue of the Impetous Knight
Balduin of Brionne was always in the forefront of battle, first to engage with his enemies. When charging, increase your mount's movement by 1 and increase the damage by +1d6.
Virtue of the Joust
Folgar of Artois was unmatched in his skill with the lance. When using a lance against a target that doesn't have this Virtue, treat your Lance combat skill as being 2 points higher.
Virtue of the Knightly Temper
Beren of Gisoreux was ever swift to deal death to his foes, striking twice before they could respond. When you wound an opponent at the end of a charge, you may immediately make another free attack against the same opponent. This attack still uses your Lance combat skill, but your own damage instead of your mount's.
Virtue of Noble Disdain
Fredemund of Aquitaine never lost his contempt for those who use cowardly weapons rather than fighting face-to-face. You gain a +2 bonus to your combat skills when fighting characters who have used a missile weapon against your or your allies. You may never raise any ranged combat skill above 4 and lose double the honor if you ever do use a missile weapon in combat!
Virtue of the Pentient
Corduin of L'Angquille ever mourned the loss of his beloved to the curse of a hag, yet he fought bravely when summoned. You may not use magical items or ride steeds other than a horse. Treat your Serious Wound value as 5 higher and gain a +2 bonus to your armor score.
Virtue of Purity
Rademund of Quenelles was the most virtuous champion of the Lady, upholding her honor in every battle. Gain Love (Lady of the Lake) [Spiritual Trait value]. You do not have to take time to prayer to attempt to invoke the Gifts of the Lady. In addition, you may reroll one roll a session/day.
Virtue of Stoicism
Lambard of Carcassone stood firm in the face of fear, and his braver steeled those around him. You can reroll any Cowardly tests once.
Virtue of the Quest
This virtue is only temporary, gained when a knight decides to take on Questing Vow. You renounce the use of a lance, capping the combat skill of Lance and Spear at 10. The knight also leaves their lord's service or even their own land, losing Loyalty (Lord) passion and their manor is taken completely over by a steward. Instead, you gain the Loyalty (Lady of the Lake) at 12. You begin to receive visions that direct your quest, leading you to great danger. Finally, you may call upon your strength of purpose to give you succor. Use up your Moving Action to instead restore 2d8+Healing Rate hit points. This can be done twice a day/session.
Grail Virtues
These virtues are only available to Grail Knights, which are noticeably stronger as Grail Knights represent them to their extremes. The Knightly Virtues still apply, and a Grail Knight can only take a Grail Virtue corresponding to his Virtue of Knighthood. In order to gain a Grail Virtue, one must first do a number of things: first off, they must have taken the Questing Vow. Secondly, he must be receiving his Religious Bonus. Thirdly, he must accomplish a quest that would earn him 700-1000 glory. His final task is to defeat the Green Knight.
Grail Virtue of Audacity
Whenever you are engaged in melee with one or more foe, you increase your armor by 5. This bonus armor applies to melee attacks made by opponents engaged with you, but goes away after you deal at least 1 damage to your target or, for whatever reason, choose not to make an attack. You cannot use the Grail Virtue of Audacity once more until the next encounter.
Grail Virtue of Confidence
While you are involved in a Challenge, all other opponents take a -6 penalty to their combat skills to hit you. You also take this penalty against any other targets that aren't the one you challenged until the challenged one is defeated. You also gain +2 armor against any attacks that hit you.
Grail Virtue of Discipline
When you are outnumbered 2 to 1, you may make one attack at full combat skill and the other at half your combat skull. When outnumbered higher than 2 to 1, you may make one attack at full combat skill and then split it up as appropriate to the other attackers.
Grail Virtue of Duty
If you are fighting the the 3 you are pledged to, they gain a +2 to their combat skill and +3 to their Strength during the battle. If any of them are absent, you take a -2 penalty to your Strength and Constitution for the battle.
Grail Virtue of Empathy
When you lead Bretonnian peasants, you make any Valorous tests first. If you succeed, the peasants do not have to roll their Valorous/Cowardly. If you fail, they must. In addition, you may roll your Spiritual when praying. If you critically succeed, you can give the blessings to the peasants under your command.
Grail Virtue of Heorism
If you inflict damage on a person, this is past their armor, you deal an additional amount of damage equal to half their armor value.
Grail Virtue of the Ideal
Increase your Strength by 2 and one Combat Skill by 2.
Grail of the Impetuous Knight
You may make two Charges in a single round.
Grail Virtue of the Joust
In your hand, all lancers count as magical weapons and deal an additional +1d6 damage.
Grail Virtue of the Knightly Temper
When you make a Charge Attack, on top of being able to make a standard attack against the same target, you can also make an additional attack against one other target while using the +5 modifier from charging.
Grail Virtue of Noble Disdain
Treat the Serious Wound value of any opponent that has used missile weapons against you or your allies as 6 lower.
Grail Virtue of the Penitent
Any damage that exceeds your Serious Wound value is reduced by 2d6.
Grail Virtue of Purity
You may automatically get two Blessings of the Lady before every battle.
Grail Virtue of Stoicism
You are immune to fear and terror and are resistant to magic that affects your mind.