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.
Pendragon: Bretonnia
- Knight
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- Knight
- Site Admin
- Posts: 171
- Joined: Mon Aug 09, 2021 6:24 pm
Re: Pendragon: Bretonnia
NPCs
Bretonnian Knights:
Proud and noble sons of Bretonnia.
Knights-Errant
A fledgling knight, a young nobleman who has finally acquired his armor and arms. He is ready to prove himself to Bretonnia.
SIZ 14, DEX 11, STR 11, CON 14, APP 12; Move 2; Armor 14+shield; Unconscious 7; Major Wound 14; Knockdown 14, Hit Points 28; Healing Rate 3; Damage 4d6; Glory 1,200
Combat Skill: Lance 15, Sword 16; Battle 10, Horsemanship 10
Skills: Awareness 10, Courtesy 5, First Aid 10, Heraldry 5, Hunting 5, Tourney 10, Monster Knowledge 2
Traits: Valorous 13
Passions: Loyalty (Lord) 15.
Horse: Bretonnian Large Charger with Light Barding
Virtues: Chivalry, Any 1
Knight of the Realm
A knight who has proven himself in battle, earning him land.
SIZ 14, DEX 11, STR 14, CON 14, APP 12; Move 3; Armor 14+shield; Unconscious 7; Major Wound 14; Knockdown 14, Hit Points 28; Healing Rate 3; Damage 5d6; Glory 1,800
Combat Skill: Lance 17, Sword 17; Battle 15, Horsemanship 15
Skills: Awareness 10, Courtesy 10, First Aid 10, Heraldry 10, Hunting 10, Tourney 10, Monster Knowledge 4
Traits: Valorous 13+1d6
Passions: Loyalty (Lord) 15.
Horse: Bretonnian Large Charger with Light Barding
Equipment: Castle with a few acres of land and a village typically.
Virtues: Chivalry, Any 1
Questing Knight
Having taken the Questing Vow, this knight has abandoned lance and land in order to prove himself to the Lady of the Lake.
SIZ 15, DEX 11, STR 14, CON 15, APP 12; Move 3; Armor 14+shield; Unconscious 8; Major Wound 15; Knockdown 15, Hit Points 30; Healing Rate 3; Damage 5d6; Glory 3,000
Combat Skill: Lance 10, Sword 20, Great Sword 20; Battle 16, Horsemanship 18
Skills: Awareness 12, Courtesy 10, First Aid 10, Heraldry 10, Hunting 10, Tourney 10, Monster Knowledge 6
Traits: Valorous 15, Modest (Wealth) +8
Passions: One or more at 16, Loyalty (Lady of the Lake)
Horse: Bretonnian Large Charger with Light Barding
Equipment: Great Sword or Great Axe
Virtues: Chivalry, Questing, Any 1
Grail Knight
Those who have proven themselves honorable, just, and strong to the Lady of the Lake are allowed to sup from the Holy Grail. This action imbues them with super-human power.
SIZ 23, DEX 22, STR 23, CON 25, APP 18; Move 6; Armor 20+shield; Unconscious 12; Major Wound 25; Knockdown 23, Hit Points 58; Healing Rate 10; Damage 7d6+5; Glory 18,000
Combat Skill: Lance 24, Sword 26; Battle 19, Siege 18, Horsemanship 21
Skills: Awareness 18, Courtesy 18, First Aid 16, Heraldry 16, Hunting 16, Tourney 16, Monster Knowledge 16, Religion (Lady of the Lake) 15, Fae Lore 16, Folklore 16, All Other Knightly Skills at 8
Traits: Just 16, Valorous 18
Passions: Loyalty (Lord) 16, Hatred (Forces of Chaos) 16
Horse: Charger (7d6)
Equipment: Blessed Blade & Armor, Bretonnian Destrier with Heavy Barding
Virtues: Chivalry, Any 1 and appropriate Grail Virtue
Bretonnian Combatants:
Peasant Archer
The peasant archer. While he may not be as strong or accurate as others, the longbow, which every peasant is forced to learn how to use, is particularly deadly especially when used in numbers.
SIZ 8, DEX 10, STR 10, CON 14, APP 8; Move 4; Armor 2; Unconscious 6; Major Wound 14; Knockdown 8, Hit Points 22; Healing Rate 2; Damage 3d6
Combat Skill: Longbow 15 (4d6+10)
Skills: Awareness 12, Hunting 8
Traits: Valorous 8
Bandit
There are some who claim that the knights bully and abuse the peasants, before running off into the woods to rob from the rich (or anyone else they feel like) to feed themselves.
SIZ 11, DEX 10, STR 12, CON 12, APP 8; Move 4; Armor 4; Unconscious 5; Major Wound 12; Knockdown 12, Hit Points 23; Healing Rate 2; Damage 4d6
Combat Skill: Bow 12 (3d6+8), Dagger 10, Great Spear 10
Skills: Awareness 18, Hunting 16
Traits: Cruel or Just at 13, Suspicious 16, Valorous 8
Passion: Hate (Knights) 12
Men-at-Arms
Every year does a lord call upon peasants to present themselves, choosing the strongest and least malformed to be in his personal army.
SIZ 10, DEX 10, STR 10, CON 13, APP 9; Move 3; Armor 6+shield; Unconscious 6; Major Wound 13; Knockdown 10, Hit Points 23; Healing Rate 2; Damage 3d6
Combat Skill: Sword 9, Spear 9, Great Spear 10
Skills: Awareness 10
Traits: Valorous 10
Battle Pilgrims
While other peasants may be forced to fight, Battle Pilgrims will gladly fight as long as its in the presence or for a Grail Knight. Their kleptomaniac tendencies, on the other hand...
SIZ 10, DEX 11, STR 11, CON 13, APP 9; Move 3; Armor 6+shield; Unconscious 6; Major Wound 13; Knockdown 10, Hit Points 23; Healing Rate 2; Damage 3d6
Combat Skill: Sword 10, Spear 10, Great Spear 10
Skills: Awareness 10, Heraldry 2, Recognize 4
Traits: Valorous 18
Squire
Handpicked Men-at-Arms or even bastard sons, these squires take care of a knight's equipment, horse, and any task he wishes. In return, they receive slightly higher pay and better equipment.
SIZ 12, DEX 11, STR 12, CON 14, APP 9; Move 3; Armor 10; Unconscious 6; Major Wound 14; Knockdown 12, Hit Points 26; Healing Rate 3; Damage 4d6
Combat Skill: Great Sword 14, Great Spear 13, Horsemanship 10
Skills: Awareness 12, Courtesy 2, Intrigue 2, Folklore 8
Traits: Valorous 14
Passion: Loyalty (Lord) 16
Yeomen Serjeants
Those Men-at-Arms who have shown bravery in battle are chosen to be Yeomon Serjeants, leaders of men-at-arms, militas, and frequently scouts.
SIZ 12, DEX 10, STR 11, CON 14, APP 10; Move 3; Armor 6+shield; Unconscious 6; Major Wound 12; Knockdown 14, Hit Points 25; Healing Rate 3; Damage 4d6
Combat Skill: Spear 12, Sword 12, Horsemanship 10
Skills: Awareness 10
Traits: Valorous 12
Horse: Poor Charger (5d6)
Bretonnian Peasants
Peasant Farmer
Those who work tirelessly to toil the fields, backbreaking labor with no thanks, just taxes.
SIZ 7, DEX 9, STR 11, CON 10, APP 8; Move 4; Armor 1; Unconscious 5; Major Wound 10; Knockdown 7, Hit Points 18; Healing Rate 2; Damage 3d6
Combat Skill: Spear 6 (using pitchfork, -1d6)
Skills: Fae Lore 4, First Aid 8, Folk Lore 10, Hunting 2, Industry 8, Stewardship 8
Traits: Valorous 4
Merchant, Rich
Some merchants are able to acquire a small fortune, flaunting it off by skirting by on commoner law.
SIZ 9, DEX 10, STR 10, CON 10, APP 8; Move 4; Armor 1; Unconscious 5; Major Wound 10; Knockdown 9, Hit Points 20; Healing Rate 2; Damage 3d6
Combat Skill: Dagger 7
Skills: Awareness 14, First Aid 10, Folk Lore 15, Hunting 2, Orate 12, Stewardship 8
Traits: Valorous 5, Indulgent 12, Proud 12
Bretonnian Mounts
All Bretonnian horses reduce the movement modifier from armor by 1, Destriers ignore the movement modifier.
Bretonnian Destrier
SIZ 44, DEX 16, STR 40, CON 20; Move 9; Armor 6; Unconscious 16, Major Wound 20, Knockdown 44, Hit Points 64; Healing Rate 6, Damage 7d6
Bretonnian Charger
SIZ 36, DEX 18, STR 36, CON 16; Move 8; Armor 5; Unconscious 13; Major Wound 16; Knockdown 36; Hit Points 52; Healing Rate 4; Damage 6d6
Bretonnian Courser
SIZ 32, DEX 24, STR 36, CON 18; Move 10; Armor 6; Unconscious 12; Major Wound 18; Knockdown 32; Hit Points 50; Healing Rate 4; Damage 5d6
Hippogriff
The front-half of a lion with the head of an eagle and back-half of a horse. These are savage mounts, capable of ripping apart a man with its claws and fighting to the death to do so.
Glory Won 200; SIZ 40, DEX 25, STR 30, CON 20; Move 16 (flying); Armor 10, Unconscious 10; Major Wound 20; Knockdown 40; Hit Points 60; Healing Rate 5; Damage 8d8
Combat Skills: Claws 18
Skills: Avoidance 15
Flying Attack: A hippogriff cannot hover, although it may fly past an opponent and make a single attack as it does so. In this way, it may travel up to its normal Movement Rate and still make a single attack as part of its action. A hippogriff attacking in this way imposes a -15 modifer to the opposed attack roll of whatever foe it attacks that round.
Pegasus
Stronger and faster than any warhorse, these winged equine must be raised in the mountains if one wants to make use of their wings. Only the wealthiest knights can hope to ride one.
Glory Won 100; SIZ 48, DEX 35, STR 41, CON 20; Move 18 (flying); Armor 6; Unconscious 12; Major Wound 18; Knockdown 32; Hit Points 50; Healing Rate 4; Damage 5d6
Combat Skills: Hoof 13
Skills: Avoidance 30
Flying Attack: A pegasus cannot hover, although it may fly past an opponent and make a single attack as it does so. In this way, it may travel up to its normal Movement Rate and still make a single attack as part of its action. A pegasus attacking in this way imposes a -15 modifer to the opposed attack roll of whatever foe it attacks that round.
Imperial Combatants
Empire Knight
A Bretonnian knight would shudder to think of these men from the Empire as being befitting for such a word.
SIZ 14, DEX 10, STR 14, CON 14, APP 12; Move 3; Armor 18+shield; Unconscious 7; Major Wound 14; Knockdown 14, Hit Points 28; Healing Rate 3; Damage 5d6; Glory 1,800
Combat Skill: Lance 16, Sword 16; Battle 15, Horsemanship 14
Skills: Awareness 10, Courtesy 10, First Aid 10, Heraldry 8, Hunting 10, Tourney 8, Monster Knowledge 4
Traits: Valorous 13+1d6, Just 11, Proud 14
Passions: Loyalty (Order of Knights) 15, Honor 12, Religi
Horse: Imperial Large Charger with Light Barding
Equipment: Castle with a few acres of land and a village typically.
Virtues: Chivalry, Any 1
Imperial Soldier
While Men-at-Arms do receive proper training and equipment, it's much less impressive compared to the State Armies of the Empire
SIZ 11, DEX 10, STR 12, CON 13, APP 10; Move 3; Armor 8+shield; Unconscious 6; Major Wound 13; Knockdown 11, Hit Points 24; Healing Rate 3; Damage 4d6
Combat Skill: Sword 11, Spear 11, Great Spear 111
Skills: Awareness 11
Traits: Valorous 13
Forces of Chaos
Chaos Cultist
Those in despair, rage, excess, or a want to change their lot in life. They flock to the Chaos Gods for answers to their whims. They tend to appear as nothing more than regular folk, but some have been gifted mutations by their dark gods.
SIZ 9, DEX 10, STR 10, CON 12, APP 8; Move 4; Armor 1; Unconscious 6; Major Wound 14; Knockdown 9, Hit Points 21; Healing Rate 2; Damage 3d6
Combat Skill: Sword 8, Bow 8, Dagger 8
Skills: Awareness 8, Chaos Lore 2
Traits: Dependent on Chaos God Followed: Khorne thas Valorous or Proud at 12, Slaneesh has Indulgent or Cruel at 12, Nurgle has Generous or Reckless, Tzeentch has Deceitful or Vengeful at 12.
Mutations: Chaos cultists are 'blessed' by their Dark Gods. These mutations can be purely appearance-modifying, detrimental such as the head sinking into the chest, or beneficial like hard flesh that acts like armor.
Norscan Marauder
The large, muscular people of the cold north. Most commonly, they raid upon shores of civilized society to plunder and rape as they please, offering gifts and sacrifices to their dark gods along the way.
SIZ 17, DEX 12, STR 14, CON 15, APP 10; Move 4; Armor 4; Unconscious 7; Major Wound 15; Knockdown 17, Hit Points 31; Healing Rate 3; Damage 5d6
Combat Skill: Sword 10, Spear 10, Axe 10
Skills: Awareness 10, Boating 5, Chaos Lore 2, Hunting 4, Swimming 4
Traits: Valorous 14, Hate (Southerners) 12
Dependent on Chaos God Followed (if they follow one): Khorne has Proud at 12, Slaneesh has Indulgent or Cruel at 12, Nurgle has Generous or Reckless, Tzeentch has Deceitful or Vengeful at 12.
Mutations: Like Chaos Cultists, Marauders may be blessed by their Dark Gods. Unlike the Southern Realms where mutations are looked up with disgust, they are quite literally seen as blessings from their Patron Gods.
Norscan Berserker
Some Norscans will devout themselves to ripping and tearing, losing themselves among the bloodbath in combat. With large tattoos upon their bare body, they are referred to as Berserkers.
SIZ 17, DEX 12, STR 15, CON 16, APP 10; Move 4; Armor 6*; Unconscious 8; Major Wound 15; Knockdown 17, Hit Points 33; Healing Rate 3; Damage 5d6
Combat Skill: Axe 11
Skills: Awareness 10, Chaos Lore 2, Hunting 4
Traits: Valorous 14, Reckless 18, Hate (Southerners) 12
Dependent on Chaos God Followed (if they follow one): Khorne has Valorous or Proud at 12, Slaneesh has Indulgent or Cruel at 12, Nurgle has Generous or Reckless, Tzeentch has Deceitful or Vengeful at 12.
Mutations: Like Chaos Cultists, Berserkers may be blessed by their Dark Gods. Unlike the Southern Realms where mutations are looked up with disgust, they are quite literally seen as blessings from their Patron Gods.
*Berserkers wear protective tattoos on their skin that act as armor.
Chaos Warrior (Undivided)
Warriors who have completely dedicated themselves to Chaos, being given suits of dark metal that meld to their flesh so that they may never abandoned their true purpose: slaughtering the enemy of Ruinous Powers.
Glory Won 25; SIZ 19, DEX 12, STR 16, CON 16, APP 10; Move 4; Armor 18; Unconscious 8; Major Wound 17; Knockdown 19, Hit Points 35; Healing Rate 3; Damage 5d6
Combat Skill: Sword 15, 2-Haned Weapons 15, Horsemanship 13, Battle 14, Siege 4
Skills: Awareness 14, Chaos Lore 3, Hunting 4,
Traits: Spiritual 13, Hate (Southerners) 12
Minor Mutations: The Undivided Chaos Warriors typically have a random string of mutations.
Dark Armor: The Chaos Warrior's armor will protect it from the first serious wound he endures as long as it is not double his Major Wound Value. The damage will instead be Major Wound-1. The armor's DEX penalty is only -5 and any damage it receives will be repaired automatically after the battle.
Chaos Warrior (Khorne)
Some warriors dedicate themselves entirely to the Blood God, being given enhanced abilities to rip and tear apart his foes.
Glory Won 25; SIZ 19, DEX 12, STR 17, CON 16, APP 10; Move 4; Armor 18; Unconscious 8; Major Wound 16; Knockdown 19, Hit Points 35; Healing Rate 3; Damage 6d6
Combat Skill: Sword 16, Axe 16, 2-Handed Weapons 16, Horsemanship 13, Battle 14, Siege 4
Skills: Awareness 14, Chaos Lore (Khorne) 3, Hunting 4,
Traits: Reckless 14, Hate (Southerners) 12, Valorous or Proud 14
Mark of Khorne: Khorne blesses his followers with the ability to slaughter even better. When a Chaos Warrior of Khorne is engaged in battle for 2 or more rounds, he gains a +2 modifier to his combat skills. However, if he is the loser, he instead takes a -2 as Khorne does not tolerate failure. This means that if he has a shield, he could fail to defend himself with it. They will also not fall unconscious, instead fighting until they die at -8 HP. Furthermore, the Mark of Khorne will protect him from magic 15% of the time.
Dark Armor: The Chaos Warrior's armor will protect it from the first serious wound he endures as long as it is not double his Major Wound Value. The damage will instead be Major Wound-1. The armor's DEX penalty is only -5 and any damage it receives will be repaired automatically after the battle..
Chaos Warrior (Nurgle)
Bloated and disease warriors of Nurgle. They take great joy in sharing the "gifts" of their Plague Followers with others and prove difficult to kill.
Glory Won 25; SIZ 20, DEX 12, STR 16, CON 18, APP 10; Move 3; Armor 20; Unconscious 8; Major Wound 23; Knockdown 20, Hit Points 37; Healing Rate 3; Damage 5d6
Combat Skill: Sword 14, Axe 14, Two-Handed Weapons 14, Horsemanship 13, Battle 14, Siege 4
Skills: Awareness 14, Chaos Lore 3, Hunting 4,
Traits: Spiritual 13, Generous or Reckless 14
Mark of Nurgle: The Plague Father gives his followers gifts in the form of rotting diseases that slow them down and make them numb to pain, but slowed down movements mean less powerful strikes. The threshold for a major wound is increased along with having more armor. Furthermore, once per battle, if they deal at least 1 damage to the target then they must a Poison check vs. a Potency score of 13.
Dark Armor: The Chaos Warrior's armor will protect it from the first serious wound he endures as long as it is not double his Major Wound Value. The damage will instead be Major Wound-1. The armor's DEX penalty is only -5 and any damage it receives will be repaired automatically after the battle.
Chaos Warrior (Slaanesh)
Warriors who have completely dedicated themselves to Chaos, being given suits of dark metal that meld to their flesh so that they may never abandoned their true purpose: slaughtering the enemy of Ruinous Powers.
SIZ 19, DEX 14, STR 16, CON 16, APP 10; Move 5; Armor 18; Unconscious 8; Major Wound 16; Knockdown 19, Hit Points 35; Healing Rate 3; Damage 5d6
Combat Skill: Sword 16, 2-Haned Weapons 16, Horsemanship 13, Battle 14, Siege 4
Skills: Awareness 14, Chaos Lore 3, Hunting 4,
Traits: Spiritual 13, Indulgent or Cruel 14, Reckless 16
Mark of Slaanesh: The Prince of Pleasure grants his followers far greater speed and movement. Furthermore, Slaanesh warriors have the ability to make a charge attack while on foot. However, this charge only gives the +5 modifier.
Dark Armor: The Chaos Warrior's armor will protect it from the first serious wound he endures as long as it is not double his Major Wound Value. The damage will instead be Major Wound-1. The armor's DEX penalty is only -5 and any damage it receives will be repaired automatically after the battle.
Chaos Warrior (Tzeentch)
The Changer of Ways known as Tzeentch requires his own line of heavily fortified warriors. Rumors say their Chaos God's mark lets them see the immediate future. Or perhaps they are simply knowledgeable enough to prepare for anything.
Glory Won 25; SIZ 19, DEX 12, STR 16, CON 16, APP 10; Move 4; Armor 18; Unconscious 8; Major Wound 17; Knockdown 19, Hit Points 35 (10); Healing Rate 3; Damage 5d6
Combat Skill: Sword 15, 2-Haned Weapons 15, Horsemanship 13, Battle 14, Siege 4
Skills: Awareness 14, Chaos Lore 4
Traits: Spiritual 13, Vengeful 14, Deceitful 15, Prudent 13
Minor Mutations: The Undivided Chaos Warriors typically have a random string of mutations.
Mark of Tzeentch: Tzeentch blesses his followers with a mystical barrier that wraps around them, seemingly make it look like they dodged a blow or ignored the brunt of the damage. This barrier has 10 HP and recovers after a battle immediately.
Dark Armor: The Chaos Warrior's armor will protect it from the first serious wound he endures as long as it is not double his Major Wound Value. The damage will instead be Major Wound-1. The armor's DEX penalty is only -5 and any damage it receives will be repaired automatically after the battle.
Chaos Champion (Undivided)
Few are able to have each of the Chaos God look on them favorably. Fewer still can handle the mutations that come along with it. Those that do are known as Chaos Champions, powerful mortals are are keen on ensuring the land of Order are burned to the ground.
Glory Won 25; SIZ 20, DEX 12, STR 19, CON 18, APP 10; Move 4; Armor 20; Unconscious 10; Major Wound 22; Knockdown 20, Hit Points 38 (15); Healing Rate 4; Damage 7d6+5
Combat Skill: Sword 19, 2-Handed Weapons 19, Horsemanship 18, Battle 15, Siege 8
Skills: Awareness 15, Chaos Lore 8
Traits: Spiritual 16, Hate (Order) 15, Proud 15, Cruel 14, Valorous 17
Minor Mutations: The Undivided Chaos Warriors typically have a random string of mutations.
Mark of Undivided: The Chaos Champion pledges allegiance to the 4 major chaos gods, Khorne, Nurgle, Slaanesh, and Tzeentch; he benefits from gains a 25% Magic Resistance and +5 additional damage from Khorne, +1 movement and the ability to charge on foot from Slaanesh, +2 armor and +4 Major Wound value from Nurgle, and a 15 Hit Point barrier from Tzeentch.
Dark Armor: The Chaos Warrior's armor will protect it from the first serious wound he endures as long as it is not double his Major Wound Value. The damage will instead be Major Wound-1. The armor's DEX penalty is only -5 and any damage it receives will be repaired automatically after the battle.
Chaos Spawn
When the gifts a follower of Chaos gain are far too much for their body, they turn into the gibbering mass known as Chaos Spawn.
SIZ 23-40, DEX 8, STR 18-28, CON 21-30, APP 3; Move 5; Armor 4; Unconscious -; Major Wound 21; Knockdown 23, Hit Points 21; Healing Rate 4; Damage 7d6
Combat Skill: Claws 11
Skills: Awareness 18
Traits: Reckless 20
Mass of Mutations: Chaos Spawn are a bundle of mutations. Some are able to spew acid, fly with wings, or vomit up eldritch flames. Some are as large as an ogre, others could be the size of a large house.
Ungor
Mutants or born from unholy, non-consensual matrimonies between Beastman and woman, Ungors have small, pitiful horns and are commonly bullied and killed by its larger-horned kin for amusement.
SIZ 9, DEX 16, STR 11, CON 12, APP 7; Move 5; Armor 4; Unconscious 6; Major Wound 14; Knockdown 9, Hit Points 21; Healing Rate 2; Damage 3d6
Combat Skill: Spear 10, Bow 10
Skills: Awareness 10, Monster Lore 3, Hunting 6, Chaos Lore 2, Swimming 5, Stealth 6
Traits: Cowardly 12, Cruel 15
Passions: Hates (Humans) 14
Mutations: Ungor sometimes have mutations, but they rarely prove to be helpful.
Servants of Chaos, Stalkers of the Forest: Beastmen live in nature and can survive on very little. They gain a +2 to Stealth when in nature, a +4 to CON when eating poisonous animals, and reduce any darkness modifiers by 5.
Gor
Large, muscular half-goat (or sometimes bovine), half-men with a hatred for humanity. Simple in mind and in tactics, but is ever-brutal when presented with their hated foe: Man.
SIZ 16, DEX 13, STR 14, CON 15, APP 8; Move 4; Armor 8+Shield; Unconscious 7; Major Wound 15; Knockdown 14, Hit Points 30; Healing Rate 3; Damage 5d6
Combat Skill: Axe 12, Great Axe 12, Battle 7
Skills: Awareness 12, Monster Lore 4, Hunting 8, Chaos Lore 2, Swimming 5
Traits: Cowardly 8, Cruel 14
Passions: Hates (Humans) 16
Avoidance: 10
Goring Horns: Gors can use their impressive horns in a charge, moving its full movement, gaining a +2 modifier, and dealing +1d6 more damage if it is successful.
Servants of Chaos, Stalkers of the Forest: Beastmen live in nature and can survive on very little. They gain a +2 to Stealth when in nature, a +4 to CON when eating poisonous animals, and reduce any darkness modifiers by 5.
Bestigor
Gors with the largest horns and impressive slaughter records are known as Bestigors. They frequently have the best gear for they hunt their favored prey Man best.
SIZ 17, DEX 13, STR 16, CON 17, APP 10; Move 5; Armor 10+Shield; Unconscious 9; Major Wound 17; Knockdown 17, Hit Points 34; Healing Rate 3; Damage 5d6
Combat Skill: Axe 15, Great Axe 15, Battle 10
Skills: Awareness 13, Monster Lore 4, Hunting 12, Chaos Lore 2, Swimming 5
Traits: Valorous 13, Cruel 15, Proud 16
Passions: Hates (Humans) 16
Avoidance: 12
Goring Horns: Bestigors can use their impressive horns in a charge, moving its full movement, gaining a +2 modifier, and dealing +1d6 more damage if it is successful.
Servants of Chaos, Stalkers of the Forest: Beastmen live in nature and can survive on very little. They gain a +2 to Stealth when in nature, a +4 to CON when eating poisonous animals, and reduce any darkness modifiers by 5.
Wargors
Those who are strong enough to lead tribes of beastmen are called Wargors, but may also be answering to a Beastlord.
SIZ 18, DEX 13, STR 17, CON 17, APP 10; Move 5; Armor 12+Shield; Unconscious 8; Major Wound 17; Knockdown 18, Hit Points 35; Healing Rate 3; Damage 6d6
Combat Skill: Axe 16, Great Axe 16, Battle 12
Skills: Awareness 15, Monster Lore 7, Hunting 12, Chaos Lore 3, Swimming 5
Traits: Valorous 15, Cruel 15, Proud 16
Passions: Hates (Humans) 17
Avoidance: 14
Goring Horns: Bestigors can use their impressive horns in a charge, moving its full movement, gaining a +2 modifier, and dealing +1d6 more damage if it is successful.
Servants of Chaos, Stalkers of the Forest: Beastmen live in nature and can survive on very little. They gain a +2 to Stealth when in nature, a +4 to CON when eating poisonous animals, and reduce any darkness modifiers by 5.
Undead Menace
When dhar poisons an area, usually a product of dark magics or heinous rituals, it will make the dead begin to raise from their graves and kill any living creature that enters its area. Necromancers and Vampires can summon the undead along with take control of the shambling ones.
Zombie
The dead litter just about everywhere in the Old World, for life is short and violent. Necromancers will raise whole hordes of zombies to quickly swarm milita and guards. Yet, well-trained soldiers can typically fight them off.
SIZ 10, DEX 2, STR 10, CON 10, APP 4; Move 2; Armor 1; Unconscious -; Major Wound -; Knockdown 10, Hit Points 20; Healing Rate -; Damage 3d6
Combat Skill: Boney Claws 8 (-1d6 damage), Ax 5, Sword 5
Skills: Awareness 5
Traits: None
Swarming Dead: Zombies are recently raised undead, usually in great numbers. Their real strength comes from overwhelming a foe: two zombies on a foe raise their damage by 1d6. Four zombies on a foe raises their damage by 2d6. They do not care about major wounds or falling unconscious, instead simply crumpling if they hit 0 hit points. The walking dead frighten most folk, calling for a Valorous check.
Skeleton Warriors
Soldiers, mercenaries, militiamen, all having been slain at some point in their life, but are now raised by a necromancer or naturally from dhar infusing with their body to continue to fight.
SIZ 10, DEX 13, STR 10, CON 10, APP 4; Move 4; Armor 6+shield; Unconscious -; Major Wound -; Knockdown 10, Hit Points 20; Healing Rate -; Damage 3d6
Combat Skill: Spear 10
Skills: Awareness 8
Traits: None
Boney Undead: Skeletons lack flesh to cut and rend, bladed and pointy weapons have a -3 modifier to their damage. They do not care about being unconscious or for major wounds, simply crumbling once reduced to 0 Hit Points. The walking dead frighten folk, calling for a Valorous check.
Crypt Ghoul
Once people, but have given in to desperation or depravity to consume human flesh. This sickly-looking people are constantly hunched over and ready to chase down more prey if their grave feasts are distrubed.
SIZ 12, DEX 13, STR 13, CON 12, APP 4; Move 4; Armor 3; Unconscious 6; Major Wound 16; Knockdown 12, Hit Points 24; Healing Rate -; Damage 4d6
Combat Skill: Boney Claws 8, Club 10, Bite 6 (-1d6)
Skills: Awareness 11
Traits: Indulgent (Flesh) 14
Filthy Claws: Crypt ghouls aren't truly undead, but dhar winds invigorate them all the same. A ghoul's claws are rifed with disease and toxins, prompting a poison check with a potency of 10. Dhar repairs their yellowed flesh and numbs their pain, increasing their major wound value by 4. These stooping man-monsters frighten folk, calling for a Valorous check.
Necromancer
Humans will attempt anything to escape the inevitability of death. These spellcasters have decided to study the dark arts or find a Vampire sire to assist them. They work tirelessly to raise the dead and assist their masters to one day become a Vampire themselves.
SIZ 10, DEX 12, STR 10, CON 14, APP 7; Move 4; Armor 2; Unconscious 5; Major Wound 10; Knockdown 7, Hit Points 18; Healing Rate 2; Damage 3d6
Combat Skill: Sword 8, Horsemanship 8
Skills: Awareness 10, Fae Lore 5, First Aid 12, Folk Lore 8, Vampire Lore 8
Traits: Vengeful 12, Selfish 14, Deceitful 13
Passions: Loyalty (Vampire Master) 17
Necromancy: A necromancer is able to raise the dead, a few through a moment of chanting and many through dark rituals. They may also cast a spell to repair their undead minions, one for 20 hit points or up to their Vampire Lore*2 for 8 hit points. They may also fire dark bolts of magic at foes, dealing 3d6+14 damage that ignores half of the target's armor. They may also summon spectral winds that shred through enemy formations, stealing souls as it goes. This deals 3d6+8 damage that ignores armor completely, going as far as 16 yards and being 5 yards wide from a summoned point. This is all handled by a Vampire Lore roll, gaining a +2 in an environment that has dhar in it (typically corrupted lands, graveyards, lairs of vampires). In true lands of Undeath, such as Mousillon, they instead gain a +4. If they fail, the spell fizzles out and absorbs a piece of the caster's soul, dealing 1d6 damage that ignores armor.
Greenskins
As the name implies, they are green-skinned creatures. The two biggest categories of them are the Goblins, small-statured and cunning, and the Orcs, large masses of muscle that are brutal. Some greenskins are brutal and cunning. Or cunning and brutal.
Goblin
Short, scrawny, and frequently bullied by the orcs, goblins are the meatshields of the Greenskin armies. Their lack of strength and bravery means even militas can hope to take a few goblins out. The only issue is that goblins are rarely few. One day, perhaps, a goblin will showcase its cunning nature and become a Big Boss.
SIZ 9, DEX 13, STR 9, CON 10, APP 6; Move 4; Armor 4+shield; Unconscious 5; Major Wound 10; Knockdown 9, Hit Points 19; Healing Rate 2; Damage 3d6
Combat Skill: Sword 6, Spear 6, Bow 8
Skills: Awareness 7, Hunting 2, Industry 2
Traits: Cowardly 13, Deceitful 12
Orc
The opposite of a goblin: big, mean, and slightly dumb. Orcs are considered incredibly hard to kill thanks to their physiology.
SIZ 15, DEX 10, STR 15, CON 16, APP 10; Move 4; Armor 6+shield; Unconscious 8; Major Wound 19; Knockdown 17, Hit Points 35; Healing Rate 2; Damage 5d6
Combat Skill: Sword 9, Spear 9
Skills: Awareness 8
Traits: Reckless 15, Valorous 14, Selfish 13, Proud 12
Die Hard: The Orc increases his Major Wound Value by 3, Knockdown value by 2, and his Hit Points by 4. Furthermore, whenever he would die or go unconscious, roll a 1d20. On a 4 or lesser, he springs back to life with 2d6 hit points. This can only be done once in an encounter.
Orc Big 'Un
The more an Orc fights and the longer he survives, the bigger he gets. Bigger, meaner, and just as dumb. Some of them might start knowing these "tack-tits" thing.
SIZ 19, DEX 10, STR 17, CON 18, APP 10; Move 4; Armor 8+shield; Unconscious 9; Major Wound 21; Knockdown 21, Hit Points 41; Healing Rate 2; Damage 6d6
Combat Skill: Sword 11, Spear 11, Battle 7, Siege 6
Skills: Awareness 10
Traits: Reckless 15, Valorous 16, Selfish 13, Proud 13
Die Hard: The Orc increases his Major Wound Value by 3, Knockdown value by 2, and his Hit Points by 4. Furthermore, whenever he would die or go unconscious, roll a 1d20. On a 6 or lesser, he springs back to life with 2d6 hit points. This can only be done once in an encounter.
Troll
An incredibly stupid creature that stands around 3 meters tall. With its strength and large club, it can send knights flying off of their mounts. Yet, its cowardly nature means they have to be goaded to stay fighting. Seen in Greenskin hordes and Chaos warbands.
SIZ 26, DEX 8, STR 25, CON 30, APP 4; Move 6; Armor 8; Unconscious 15; Major Wound 30; Knockdown 26, Hit Points 56; Healing Rate 16; Damage 9d6
Combat Skill: Club 12
Skills: Awareness 6
Traits: Cowardly 14, Indulgent 11, Indulgent (Food) +4
Regeneration: Trolls have incredible regeneration, increasing their base healing rate by 10. Furthermore, they regain 5 hit points every turn. Major wounds will never make them unconscious and be be healed by their natural regenerative capabilities.
Black Orc
A disciplined, well-trained orc is a scary thing. One covered in black armor is even scarier. That's exactly what Black Orcs are.
SIZ 20, DEX 12, STR 19, CON 20, APP 10; Move 3; Armor 18; Unconscious 9; Major Wound 23; Knockdown 22, Hit Points 44; Healing Rate 4; Damage 6d6
Combat Skill: Two-Handed Weapon 17
Skills: Awareness 12, Heraldry 2, Battle 14, Siege 8
Traits: Proud 15, Cruel 14
Die Hard: The Orc increases his Major Wound Value by 3, Knockdown value by 2, and his Hit Points by 4. Furthermore, whenever he would die or go unconscious, roll a 1d20. On a 8 or lesser, he springs back to life with 2d6 hit points. This can only be done once in an encounter.
Giant
Seen in Greenskin WAAGHs and Chaos Warbands, giants are humongous, stupid creatures that only care about food and alcohol. Sometimes they lust after human women.
SIZ 40, DEX 5, STR 50, CON 30, APP 3; Move 6; Armor 20; Unconscious 18; Major Wound 30; Knockdown 40, Hit Points 70; Healing Rate 8; Damage 15d6
Combat Skill: Club 15 (using clubs, no +1d6 vs chainmail)
Skills: Avoidance 3
Traits: Cowardly 14, Indulgent (Food & Drink) 15
Stomp The giant can make two separate brawling attacks per round in place of its other attacks, each using its grapple value of 10; these attacks must be directed at two different opponents. Each stomp deals brawling damage as normal. A giant cannot stomp on a creature with a SIZ value greater than half the giant's own.
Reach: Giants ignore the +5/-5 penalty for fighting against a knight making a lance charge due to their great reach.
Skaven
Some ignorantly believe Skaven to be form of beastmen, but their methods are far better than the somewhat crude ways of the Beastmen. The stealth of Clan Eshin, fleshcrafted monsters of Moulder, terrifying technology of Skyre, and then bolstered by swarms of slaves or clanrats.
Skavenslave
Malnourished and abused, skavenslaves are thrown at the enemy simply to keep them busy or distracted.
SIZ 8, DEX 14, STR 9, CON 10, APP 6; Move 6; Armor 1; Unconscious 5; Major Wound 10; Knockdown 8, Hit Points 18; Healing Rate 2; Damage 3d6
Combat Skill: Sword 3, Spear 3, Sling 4
Skills: Awareness 5, Hunting 2, Industry 2, Swimming 8
Traits: Cowardly 16, Deceitful 14, Valorous (In Groups) +5
Rat Physiology: A Skaven's beady eyes can see quite fine in the darkness, ignoring any darkness penalties. Their bodies are quite used to disease and plagues, gaining a +4 to their CON against them.
Clanrat
Every skaven belongs to a clan, who they pledge to fight for for scraps of food and other benefits.
SIZ 10, DEX 15, STR 11, CON 12, APP 6; Move 6; Armor 5; Unconscious 5; Major Wound 10; Knockdown 9, Hit Points 19; Healing Rate 2; Damage 3d6
Combat Skill: Sword 8, Spear 8
Skills: Awareness 7, Hunting 3, Industry 3, Swimming 8
Traits: Cowardly 14, Deceitful 14, Valorous (In Groups) +5
Rat Physiology: A Skaven's beady eyes can see quite fine in the darkness, ignoring any darkness penalties. Their bodies are quite used to disease and plagues, gaining a +4 to their CON against them.
Stormvermin
The elite infantry of the Skaven clans are the Storvermin, hand-picked and commonly black furred to be raised as such. They have a higher degree of loyalty than most other Skaven while also being decently brave.
SIZ 14, DEX 15, STR 12, CON 15, APP 6; Move 5; Armor 16+shield; Unconscious 7; Major Wound 15; Knockdown 14, Hit Points 29; Healing Rate 3; Damage 4d6
Combat Skill: Sword 14, Great Spear 14, Battle 10
Skills: Awareness 12, Hunting 4, Swimming 7, Heraldry 5, Recognize 6
Traits: Valorous 14, Valorous (In Groups) +2, Selfish 13, Cruel 13
Passions: Loyalty (Warlord/Grey Seer) 12
Rat Physiology: A Skaven's beady eyes can see quite fine in the darkness, ignoring any darkness penalties. Their bodies are quite used to disease and plagues, gaining a +4 to their CON against them.
Gutter Runner
Eshin's elite skirmishers and scouts, nimble enough to escape any human and stealthy enough to go on assassination missions.
SIZ 10, DEX 17, STR 11, CON 12, APP 6; Move 7; Armor 3; Unconscious 5; Major Wound 10; Knockdown 9, Hit Points 19; Healing Rate 2; Damage 3d6
Combat Skill: Dagger (usually coated in poison) 13, Sling 12
Skills: Awareness 10, Stealth 9
Traits: Valorous 11, Deceitful 14, Valorous (In Groups) +5
Rat Physiology: A Skaven's beady eyes can see quite fine in the darkness, ignoring any darkness penalties. Their bodies are quite used to disease and plagues, gaining a +4 to their CON against them. Skaven are natural climbers and can contort their bodes into impossible shapes, making it easy for them to infiltrate forts and buildings.
Tail Fighter: Some Skaven have mastered the use of using their tail in combat. This can be done as a free action, usually with a dagger, but does -1d6 damage.
Rat Ogre
A staple of any Skaven army are the 10 ft. large Rat Ogres, terrible abominations crafted by Moulder from fellow Skaven and other types of creatures.
SIZ 25, DEX 16, STR 20, CON 24, APP 6; Move 7; Armor 4; Unconscious 12; Major Wound 24; Knockdown 25, Hit Points 49; Healing Rate 4; Damage 7d6
Combat Skill: Claws 11
Skills: Awareness 6
Traits: Reckless 15
Rat Physiology: A Skaven's beady eyes can see quite fine in the darkness, ignoring any darkness penalties. Their bodies are quite used to disease and plagues, gaining a +4 to their CON against them.
Mutations: Rarely are two rat ogres the same, usually having some form of mutation.
Clan Chieftan
Warlords entrust whole sections of the clan to Chieftan, who have proven themselves and lived long enough to reach that position.
SIZ 15, DEX 15, STR 13, CON 16, APP 6; Move 5; Armor 16+shield; Unconscious 8; Major Wound 16; Knockdown 15, Hit Points 31; Healing Rate 3; Damage 5d6
Combat Skill: Sword 16, Battle 13
Skills: Awareness 13, Hunting 5, Swimming 7, Recognize 8
Traits: Valorous 15, Valorous (In Groups) +2, Selfish 14, Cruel 13
Passions: Loyalty (Warlord/Grey Seer) 12
Rat Physiology: A Skaven's beady eyes can see quite fine in the darkness, ignoring any darkness penalties. Their bodies are quite used to disease and plagues, gaining a +4 to their CON against them.
Bretonnian Knights:
Proud and noble sons of Bretonnia.
Knights-Errant
A fledgling knight, a young nobleman who has finally acquired his armor and arms. He is ready to prove himself to Bretonnia.
SIZ 14, DEX 11, STR 11, CON 14, APP 12; Move 2; Armor 14+shield; Unconscious 7; Major Wound 14; Knockdown 14, Hit Points 28; Healing Rate 3; Damage 4d6; Glory 1,200
Combat Skill: Lance 15, Sword 16; Battle 10, Horsemanship 10
Skills: Awareness 10, Courtesy 5, First Aid 10, Heraldry 5, Hunting 5, Tourney 10, Monster Knowledge 2
Traits: Valorous 13
Passions: Loyalty (Lord) 15.
Horse: Bretonnian Large Charger with Light Barding
Virtues: Chivalry, Any 1
Knight of the Realm
A knight who has proven himself in battle, earning him land.
SIZ 14, DEX 11, STR 14, CON 14, APP 12; Move 3; Armor 14+shield; Unconscious 7; Major Wound 14; Knockdown 14, Hit Points 28; Healing Rate 3; Damage 5d6; Glory 1,800
Combat Skill: Lance 17, Sword 17; Battle 15, Horsemanship 15
Skills: Awareness 10, Courtesy 10, First Aid 10, Heraldry 10, Hunting 10, Tourney 10, Monster Knowledge 4
Traits: Valorous 13+1d6
Passions: Loyalty (Lord) 15.
Horse: Bretonnian Large Charger with Light Barding
Equipment: Castle with a few acres of land and a village typically.
Virtues: Chivalry, Any 1
Questing Knight
Having taken the Questing Vow, this knight has abandoned lance and land in order to prove himself to the Lady of the Lake.
SIZ 15, DEX 11, STR 14, CON 15, APP 12; Move 3; Armor 14+shield; Unconscious 8; Major Wound 15; Knockdown 15, Hit Points 30; Healing Rate 3; Damage 5d6; Glory 3,000
Combat Skill: Lance 10, Sword 20, Great Sword 20; Battle 16, Horsemanship 18
Skills: Awareness 12, Courtesy 10, First Aid 10, Heraldry 10, Hunting 10, Tourney 10, Monster Knowledge 6
Traits: Valorous 15, Modest (Wealth) +8
Passions: One or more at 16, Loyalty (Lady of the Lake)
Horse: Bretonnian Large Charger with Light Barding
Equipment: Great Sword or Great Axe
Virtues: Chivalry, Questing, Any 1
Grail Knight
Those who have proven themselves honorable, just, and strong to the Lady of the Lake are allowed to sup from the Holy Grail. This action imbues them with super-human power.
SIZ 23, DEX 22, STR 23, CON 25, APP 18; Move 6; Armor 20+shield; Unconscious 12; Major Wound 25; Knockdown 23, Hit Points 58; Healing Rate 10; Damage 7d6+5; Glory 18,000
Combat Skill: Lance 24, Sword 26; Battle 19, Siege 18, Horsemanship 21
Skills: Awareness 18, Courtesy 18, First Aid 16, Heraldry 16, Hunting 16, Tourney 16, Monster Knowledge 16, Religion (Lady of the Lake) 15, Fae Lore 16, Folklore 16, All Other Knightly Skills at 8
Traits: Just 16, Valorous 18
Passions: Loyalty (Lord) 16, Hatred (Forces of Chaos) 16
Horse: Charger (7d6)
Equipment: Blessed Blade & Armor, Bretonnian Destrier with Heavy Barding
Virtues: Chivalry, Any 1 and appropriate Grail Virtue
Bretonnian Combatants:
Peasant Archer
The peasant archer. While he may not be as strong or accurate as others, the longbow, which every peasant is forced to learn how to use, is particularly deadly especially when used in numbers.
SIZ 8, DEX 10, STR 10, CON 14, APP 8; Move 4; Armor 2; Unconscious 6; Major Wound 14; Knockdown 8, Hit Points 22; Healing Rate 2; Damage 3d6
Combat Skill: Longbow 15 (4d6+10)
Skills: Awareness 12, Hunting 8
Traits: Valorous 8
Bandit
There are some who claim that the knights bully and abuse the peasants, before running off into the woods to rob from the rich (or anyone else they feel like) to feed themselves.
SIZ 11, DEX 10, STR 12, CON 12, APP 8; Move 4; Armor 4; Unconscious 5; Major Wound 12; Knockdown 12, Hit Points 23; Healing Rate 2; Damage 4d6
Combat Skill: Bow 12 (3d6+8), Dagger 10, Great Spear 10
Skills: Awareness 18, Hunting 16
Traits: Cruel or Just at 13, Suspicious 16, Valorous 8
Passion: Hate (Knights) 12
Men-at-Arms
Every year does a lord call upon peasants to present themselves, choosing the strongest and least malformed to be in his personal army.
SIZ 10, DEX 10, STR 10, CON 13, APP 9; Move 3; Armor 6+shield; Unconscious 6; Major Wound 13; Knockdown 10, Hit Points 23; Healing Rate 2; Damage 3d6
Combat Skill: Sword 9, Spear 9, Great Spear 10
Skills: Awareness 10
Traits: Valorous 10
Battle Pilgrims
While other peasants may be forced to fight, Battle Pilgrims will gladly fight as long as its in the presence or for a Grail Knight. Their kleptomaniac tendencies, on the other hand...
SIZ 10, DEX 11, STR 11, CON 13, APP 9; Move 3; Armor 6+shield; Unconscious 6; Major Wound 13; Knockdown 10, Hit Points 23; Healing Rate 2; Damage 3d6
Combat Skill: Sword 10, Spear 10, Great Spear 10
Skills: Awareness 10, Heraldry 2, Recognize 4
Traits: Valorous 18
Squire
Handpicked Men-at-Arms or even bastard sons, these squires take care of a knight's equipment, horse, and any task he wishes. In return, they receive slightly higher pay and better equipment.
SIZ 12, DEX 11, STR 12, CON 14, APP 9; Move 3; Armor 10; Unconscious 6; Major Wound 14; Knockdown 12, Hit Points 26; Healing Rate 3; Damage 4d6
Combat Skill: Great Sword 14, Great Spear 13, Horsemanship 10
Skills: Awareness 12, Courtesy 2, Intrigue 2, Folklore 8
Traits: Valorous 14
Passion: Loyalty (Lord) 16
Yeomen Serjeants
Those Men-at-Arms who have shown bravery in battle are chosen to be Yeomon Serjeants, leaders of men-at-arms, militas, and frequently scouts.
SIZ 12, DEX 10, STR 11, CON 14, APP 10; Move 3; Armor 6+shield; Unconscious 6; Major Wound 12; Knockdown 14, Hit Points 25; Healing Rate 3; Damage 4d6
Combat Skill: Spear 12, Sword 12, Horsemanship 10
Skills: Awareness 10
Traits: Valorous 12
Horse: Poor Charger (5d6)
Bretonnian Peasants
Peasant Farmer
Those who work tirelessly to toil the fields, backbreaking labor with no thanks, just taxes.
SIZ 7, DEX 9, STR 11, CON 10, APP 8; Move 4; Armor 1; Unconscious 5; Major Wound 10; Knockdown 7, Hit Points 18; Healing Rate 2; Damage 3d6
Combat Skill: Spear 6 (using pitchfork, -1d6)
Skills: Fae Lore 4, First Aid 8, Folk Lore 10, Hunting 2, Industry 8, Stewardship 8
Traits: Valorous 4
Merchant, Rich
Some merchants are able to acquire a small fortune, flaunting it off by skirting by on commoner law.
SIZ 9, DEX 10, STR 10, CON 10, APP 8; Move 4; Armor 1; Unconscious 5; Major Wound 10; Knockdown 9, Hit Points 20; Healing Rate 2; Damage 3d6
Combat Skill: Dagger 7
Skills: Awareness 14, First Aid 10, Folk Lore 15, Hunting 2, Orate 12, Stewardship 8
Traits: Valorous 5, Indulgent 12, Proud 12
Bretonnian Mounts
All Bretonnian horses reduce the movement modifier from armor by 1, Destriers ignore the movement modifier.
Bretonnian Destrier
SIZ 44, DEX 16, STR 40, CON 20; Move 9; Armor 6; Unconscious 16, Major Wound 20, Knockdown 44, Hit Points 64; Healing Rate 6, Damage 7d6
Bretonnian Charger
SIZ 36, DEX 18, STR 36, CON 16; Move 8; Armor 5; Unconscious 13; Major Wound 16; Knockdown 36; Hit Points 52; Healing Rate 4; Damage 6d6
Bretonnian Courser
SIZ 32, DEX 24, STR 36, CON 18; Move 10; Armor 6; Unconscious 12; Major Wound 18; Knockdown 32; Hit Points 50; Healing Rate 4; Damage 5d6
Hippogriff
The front-half of a lion with the head of an eagle and back-half of a horse. These are savage mounts, capable of ripping apart a man with its claws and fighting to the death to do so.
Glory Won 200; SIZ 40, DEX 25, STR 30, CON 20; Move 16 (flying); Armor 10, Unconscious 10; Major Wound 20; Knockdown 40; Hit Points 60; Healing Rate 5; Damage 8d8
Combat Skills: Claws 18
Skills: Avoidance 15
Flying Attack: A hippogriff cannot hover, although it may fly past an opponent and make a single attack as it does so. In this way, it may travel up to its normal Movement Rate and still make a single attack as part of its action. A hippogriff attacking in this way imposes a -15 modifer to the opposed attack roll of whatever foe it attacks that round.
Pegasus
Stronger and faster than any warhorse, these winged equine must be raised in the mountains if one wants to make use of their wings. Only the wealthiest knights can hope to ride one.
Glory Won 100; SIZ 48, DEX 35, STR 41, CON 20; Move 18 (flying); Armor 6; Unconscious 12; Major Wound 18; Knockdown 32; Hit Points 50; Healing Rate 4; Damage 5d6
Combat Skills: Hoof 13
Skills: Avoidance 30
Flying Attack: A pegasus cannot hover, although it may fly past an opponent and make a single attack as it does so. In this way, it may travel up to its normal Movement Rate and still make a single attack as part of its action. A pegasus attacking in this way imposes a -15 modifer to the opposed attack roll of whatever foe it attacks that round.
Imperial Combatants
Empire Knight
A Bretonnian knight would shudder to think of these men from the Empire as being befitting for such a word.
SIZ 14, DEX 10, STR 14, CON 14, APP 12; Move 3; Armor 18+shield; Unconscious 7; Major Wound 14; Knockdown 14, Hit Points 28; Healing Rate 3; Damage 5d6; Glory 1,800
Combat Skill: Lance 16, Sword 16; Battle 15, Horsemanship 14
Skills: Awareness 10, Courtesy 10, First Aid 10, Heraldry 8, Hunting 10, Tourney 8, Monster Knowledge 4
Traits: Valorous 13+1d6, Just 11, Proud 14
Passions: Loyalty (Order of Knights) 15, Honor 12, Religi
Horse: Imperial Large Charger with Light Barding
Equipment: Castle with a few acres of land and a village typically.
Virtues: Chivalry, Any 1
Imperial Soldier
While Men-at-Arms do receive proper training and equipment, it's much less impressive compared to the State Armies of the Empire
SIZ 11, DEX 10, STR 12, CON 13, APP 10; Move 3; Armor 8+shield; Unconscious 6; Major Wound 13; Knockdown 11, Hit Points 24; Healing Rate 3; Damage 4d6
Combat Skill: Sword 11, Spear 11, Great Spear 111
Skills: Awareness 11
Traits: Valorous 13
Forces of Chaos
Chaos Cultist
Those in despair, rage, excess, or a want to change their lot in life. They flock to the Chaos Gods for answers to their whims. They tend to appear as nothing more than regular folk, but some have been gifted mutations by their dark gods.
SIZ 9, DEX 10, STR 10, CON 12, APP 8; Move 4; Armor 1; Unconscious 6; Major Wound 14; Knockdown 9, Hit Points 21; Healing Rate 2; Damage 3d6
Combat Skill: Sword 8, Bow 8, Dagger 8
Skills: Awareness 8, Chaos Lore 2
Traits: Dependent on Chaos God Followed: Khorne thas Valorous or Proud at 12, Slaneesh has Indulgent or Cruel at 12, Nurgle has Generous or Reckless, Tzeentch has Deceitful or Vengeful at 12.
Mutations: Chaos cultists are 'blessed' by their Dark Gods. These mutations can be purely appearance-modifying, detrimental such as the head sinking into the chest, or beneficial like hard flesh that acts like armor.
Norscan Marauder
The large, muscular people of the cold north. Most commonly, they raid upon shores of civilized society to plunder and rape as they please, offering gifts and sacrifices to their dark gods along the way.
SIZ 17, DEX 12, STR 14, CON 15, APP 10; Move 4; Armor 4; Unconscious 7; Major Wound 15; Knockdown 17, Hit Points 31; Healing Rate 3; Damage 5d6
Combat Skill: Sword 10, Spear 10, Axe 10
Skills: Awareness 10, Boating 5, Chaos Lore 2, Hunting 4, Swimming 4
Traits: Valorous 14, Hate (Southerners) 12
Dependent on Chaos God Followed (if they follow one): Khorne has Proud at 12, Slaneesh has Indulgent or Cruel at 12, Nurgle has Generous or Reckless, Tzeentch has Deceitful or Vengeful at 12.
Mutations: Like Chaos Cultists, Marauders may be blessed by their Dark Gods. Unlike the Southern Realms where mutations are looked up with disgust, they are quite literally seen as blessings from their Patron Gods.
Norscan Berserker
Some Norscans will devout themselves to ripping and tearing, losing themselves among the bloodbath in combat. With large tattoos upon their bare body, they are referred to as Berserkers.
SIZ 17, DEX 12, STR 15, CON 16, APP 10; Move 4; Armor 6*; Unconscious 8; Major Wound 15; Knockdown 17, Hit Points 33; Healing Rate 3; Damage 5d6
Combat Skill: Axe 11
Skills: Awareness 10, Chaos Lore 2, Hunting 4
Traits: Valorous 14, Reckless 18, Hate (Southerners) 12
Dependent on Chaos God Followed (if they follow one): Khorne has Valorous or Proud at 12, Slaneesh has Indulgent or Cruel at 12, Nurgle has Generous or Reckless, Tzeentch has Deceitful or Vengeful at 12.
Mutations: Like Chaos Cultists, Berserkers may be blessed by their Dark Gods. Unlike the Southern Realms where mutations are looked up with disgust, they are quite literally seen as blessings from their Patron Gods.
*Berserkers wear protective tattoos on their skin that act as armor.
Chaos Warrior (Undivided)
Warriors who have completely dedicated themselves to Chaos, being given suits of dark metal that meld to their flesh so that they may never abandoned their true purpose: slaughtering the enemy of Ruinous Powers.
Glory Won 25; SIZ 19, DEX 12, STR 16, CON 16, APP 10; Move 4; Armor 18; Unconscious 8; Major Wound 17; Knockdown 19, Hit Points 35; Healing Rate 3; Damage 5d6
Combat Skill: Sword 15, 2-Haned Weapons 15, Horsemanship 13, Battle 14, Siege 4
Skills: Awareness 14, Chaos Lore 3, Hunting 4,
Traits: Spiritual 13, Hate (Southerners) 12
Minor Mutations: The Undivided Chaos Warriors typically have a random string of mutations.
Dark Armor: The Chaos Warrior's armor will protect it from the first serious wound he endures as long as it is not double his Major Wound Value. The damage will instead be Major Wound-1. The armor's DEX penalty is only -5 and any damage it receives will be repaired automatically after the battle.
Chaos Warrior (Khorne)
Some warriors dedicate themselves entirely to the Blood God, being given enhanced abilities to rip and tear apart his foes.
Glory Won 25; SIZ 19, DEX 12, STR 17, CON 16, APP 10; Move 4; Armor 18; Unconscious 8; Major Wound 16; Knockdown 19, Hit Points 35; Healing Rate 3; Damage 6d6
Combat Skill: Sword 16, Axe 16, 2-Handed Weapons 16, Horsemanship 13, Battle 14, Siege 4
Skills: Awareness 14, Chaos Lore (Khorne) 3, Hunting 4,
Traits: Reckless 14, Hate (Southerners) 12, Valorous or Proud 14
Mark of Khorne: Khorne blesses his followers with the ability to slaughter even better. When a Chaos Warrior of Khorne is engaged in battle for 2 or more rounds, he gains a +2 modifier to his combat skills. However, if he is the loser, he instead takes a -2 as Khorne does not tolerate failure. This means that if he has a shield, he could fail to defend himself with it. They will also not fall unconscious, instead fighting until they die at -8 HP. Furthermore, the Mark of Khorne will protect him from magic 15% of the time.
Dark Armor: The Chaos Warrior's armor will protect it from the first serious wound he endures as long as it is not double his Major Wound Value. The damage will instead be Major Wound-1. The armor's DEX penalty is only -5 and any damage it receives will be repaired automatically after the battle..
Chaos Warrior (Nurgle)
Bloated and disease warriors of Nurgle. They take great joy in sharing the "gifts" of their Plague Followers with others and prove difficult to kill.
Glory Won 25; SIZ 20, DEX 12, STR 16, CON 18, APP 10; Move 3; Armor 20; Unconscious 8; Major Wound 23; Knockdown 20, Hit Points 37; Healing Rate 3; Damage 5d6
Combat Skill: Sword 14, Axe 14, Two-Handed Weapons 14, Horsemanship 13, Battle 14, Siege 4
Skills: Awareness 14, Chaos Lore 3, Hunting 4,
Traits: Spiritual 13, Generous or Reckless 14
Mark of Nurgle: The Plague Father gives his followers gifts in the form of rotting diseases that slow them down and make them numb to pain, but slowed down movements mean less powerful strikes. The threshold for a major wound is increased along with having more armor. Furthermore, once per battle, if they deal at least 1 damage to the target then they must a Poison check vs. a Potency score of 13.
Dark Armor: The Chaos Warrior's armor will protect it from the first serious wound he endures as long as it is not double his Major Wound Value. The damage will instead be Major Wound-1. The armor's DEX penalty is only -5 and any damage it receives will be repaired automatically after the battle.
Chaos Warrior (Slaanesh)
Warriors who have completely dedicated themselves to Chaos, being given suits of dark metal that meld to their flesh so that they may never abandoned their true purpose: slaughtering the enemy of Ruinous Powers.
SIZ 19, DEX 14, STR 16, CON 16, APP 10; Move 5; Armor 18; Unconscious 8; Major Wound 16; Knockdown 19, Hit Points 35; Healing Rate 3; Damage 5d6
Combat Skill: Sword 16, 2-Haned Weapons 16, Horsemanship 13, Battle 14, Siege 4
Skills: Awareness 14, Chaos Lore 3, Hunting 4,
Traits: Spiritual 13, Indulgent or Cruel 14, Reckless 16
Mark of Slaanesh: The Prince of Pleasure grants his followers far greater speed and movement. Furthermore, Slaanesh warriors have the ability to make a charge attack while on foot. However, this charge only gives the +5 modifier.
Dark Armor: The Chaos Warrior's armor will protect it from the first serious wound he endures as long as it is not double his Major Wound Value. The damage will instead be Major Wound-1. The armor's DEX penalty is only -5 and any damage it receives will be repaired automatically after the battle.
Chaos Warrior (Tzeentch)
The Changer of Ways known as Tzeentch requires his own line of heavily fortified warriors. Rumors say their Chaos God's mark lets them see the immediate future. Or perhaps they are simply knowledgeable enough to prepare for anything.
Glory Won 25; SIZ 19, DEX 12, STR 16, CON 16, APP 10; Move 4; Armor 18; Unconscious 8; Major Wound 17; Knockdown 19, Hit Points 35 (10); Healing Rate 3; Damage 5d6
Combat Skill: Sword 15, 2-Haned Weapons 15, Horsemanship 13, Battle 14, Siege 4
Skills: Awareness 14, Chaos Lore 4
Traits: Spiritual 13, Vengeful 14, Deceitful 15, Prudent 13
Minor Mutations: The Undivided Chaos Warriors typically have a random string of mutations.
Mark of Tzeentch: Tzeentch blesses his followers with a mystical barrier that wraps around them, seemingly make it look like they dodged a blow or ignored the brunt of the damage. This barrier has 10 HP and recovers after a battle immediately.
Dark Armor: The Chaos Warrior's armor will protect it from the first serious wound he endures as long as it is not double his Major Wound Value. The damage will instead be Major Wound-1. The armor's DEX penalty is only -5 and any damage it receives will be repaired automatically after the battle.
Chaos Champion (Undivided)
Few are able to have each of the Chaos God look on them favorably. Fewer still can handle the mutations that come along with it. Those that do are known as Chaos Champions, powerful mortals are are keen on ensuring the land of Order are burned to the ground.
Glory Won 25; SIZ 20, DEX 12, STR 19, CON 18, APP 10; Move 4; Armor 20; Unconscious 10; Major Wound 22; Knockdown 20, Hit Points 38 (15); Healing Rate 4; Damage 7d6+5
Combat Skill: Sword 19, 2-Handed Weapons 19, Horsemanship 18, Battle 15, Siege 8
Skills: Awareness 15, Chaos Lore 8
Traits: Spiritual 16, Hate (Order) 15, Proud 15, Cruel 14, Valorous 17
Minor Mutations: The Undivided Chaos Warriors typically have a random string of mutations.
Mark of Undivided: The Chaos Champion pledges allegiance to the 4 major chaos gods, Khorne, Nurgle, Slaanesh, and Tzeentch; he benefits from gains a 25% Magic Resistance and +5 additional damage from Khorne, +1 movement and the ability to charge on foot from Slaanesh, +2 armor and +4 Major Wound value from Nurgle, and a 15 Hit Point barrier from Tzeentch.
Dark Armor: The Chaos Warrior's armor will protect it from the first serious wound he endures as long as it is not double his Major Wound Value. The damage will instead be Major Wound-1. The armor's DEX penalty is only -5 and any damage it receives will be repaired automatically after the battle.
Chaos Spawn
When the gifts a follower of Chaos gain are far too much for their body, they turn into the gibbering mass known as Chaos Spawn.
SIZ 23-40, DEX 8, STR 18-28, CON 21-30, APP 3; Move 5; Armor 4; Unconscious -; Major Wound 21; Knockdown 23, Hit Points 21; Healing Rate 4; Damage 7d6
Combat Skill: Claws 11
Skills: Awareness 18
Traits: Reckless 20
Mass of Mutations: Chaos Spawn are a bundle of mutations. Some are able to spew acid, fly with wings, or vomit up eldritch flames. Some are as large as an ogre, others could be the size of a large house.
Ungor
Mutants or born from unholy, non-consensual matrimonies between Beastman and woman, Ungors have small, pitiful horns and are commonly bullied and killed by its larger-horned kin for amusement.
SIZ 9, DEX 16, STR 11, CON 12, APP 7; Move 5; Armor 4; Unconscious 6; Major Wound 14; Knockdown 9, Hit Points 21; Healing Rate 2; Damage 3d6
Combat Skill: Spear 10, Bow 10
Skills: Awareness 10, Monster Lore 3, Hunting 6, Chaos Lore 2, Swimming 5, Stealth 6
Traits: Cowardly 12, Cruel 15
Passions: Hates (Humans) 14
Mutations: Ungor sometimes have mutations, but they rarely prove to be helpful.
Servants of Chaos, Stalkers of the Forest: Beastmen live in nature and can survive on very little. They gain a +2 to Stealth when in nature, a +4 to CON when eating poisonous animals, and reduce any darkness modifiers by 5.
Gor
Large, muscular half-goat (or sometimes bovine), half-men with a hatred for humanity. Simple in mind and in tactics, but is ever-brutal when presented with their hated foe: Man.
SIZ 16, DEX 13, STR 14, CON 15, APP 8; Move 4; Armor 8+Shield; Unconscious 7; Major Wound 15; Knockdown 14, Hit Points 30; Healing Rate 3; Damage 5d6
Combat Skill: Axe 12, Great Axe 12, Battle 7
Skills: Awareness 12, Monster Lore 4, Hunting 8, Chaos Lore 2, Swimming 5
Traits: Cowardly 8, Cruel 14
Passions: Hates (Humans) 16
Avoidance: 10
Goring Horns: Gors can use their impressive horns in a charge, moving its full movement, gaining a +2 modifier, and dealing +1d6 more damage if it is successful.
Servants of Chaos, Stalkers of the Forest: Beastmen live in nature and can survive on very little. They gain a +2 to Stealth when in nature, a +4 to CON when eating poisonous animals, and reduce any darkness modifiers by 5.
Bestigor
Gors with the largest horns and impressive slaughter records are known as Bestigors. They frequently have the best gear for they hunt their favored prey Man best.
SIZ 17, DEX 13, STR 16, CON 17, APP 10; Move 5; Armor 10+Shield; Unconscious 9; Major Wound 17; Knockdown 17, Hit Points 34; Healing Rate 3; Damage 5d6
Combat Skill: Axe 15, Great Axe 15, Battle 10
Skills: Awareness 13, Monster Lore 4, Hunting 12, Chaos Lore 2, Swimming 5
Traits: Valorous 13, Cruel 15, Proud 16
Passions: Hates (Humans) 16
Avoidance: 12
Goring Horns: Bestigors can use their impressive horns in a charge, moving its full movement, gaining a +2 modifier, and dealing +1d6 more damage if it is successful.
Servants of Chaos, Stalkers of the Forest: Beastmen live in nature and can survive on very little. They gain a +2 to Stealth when in nature, a +4 to CON when eating poisonous animals, and reduce any darkness modifiers by 5.
Wargors
Those who are strong enough to lead tribes of beastmen are called Wargors, but may also be answering to a Beastlord.
SIZ 18, DEX 13, STR 17, CON 17, APP 10; Move 5; Armor 12+Shield; Unconscious 8; Major Wound 17; Knockdown 18, Hit Points 35; Healing Rate 3; Damage 6d6
Combat Skill: Axe 16, Great Axe 16, Battle 12
Skills: Awareness 15, Monster Lore 7, Hunting 12, Chaos Lore 3, Swimming 5
Traits: Valorous 15, Cruel 15, Proud 16
Passions: Hates (Humans) 17
Avoidance: 14
Goring Horns: Bestigors can use their impressive horns in a charge, moving its full movement, gaining a +2 modifier, and dealing +1d6 more damage if it is successful.
Servants of Chaos, Stalkers of the Forest: Beastmen live in nature and can survive on very little. They gain a +2 to Stealth when in nature, a +4 to CON when eating poisonous animals, and reduce any darkness modifiers by 5.
Undead Menace
When dhar poisons an area, usually a product of dark magics or heinous rituals, it will make the dead begin to raise from their graves and kill any living creature that enters its area. Necromancers and Vampires can summon the undead along with take control of the shambling ones.
Zombie
The dead litter just about everywhere in the Old World, for life is short and violent. Necromancers will raise whole hordes of zombies to quickly swarm milita and guards. Yet, well-trained soldiers can typically fight them off.
SIZ 10, DEX 2, STR 10, CON 10, APP 4; Move 2; Armor 1; Unconscious -; Major Wound -; Knockdown 10, Hit Points 20; Healing Rate -; Damage 3d6
Combat Skill: Boney Claws 8 (-1d6 damage), Ax 5, Sword 5
Skills: Awareness 5
Traits: None
Swarming Dead: Zombies are recently raised undead, usually in great numbers. Their real strength comes from overwhelming a foe: two zombies on a foe raise their damage by 1d6. Four zombies on a foe raises their damage by 2d6. They do not care about major wounds or falling unconscious, instead simply crumpling if they hit 0 hit points. The walking dead frighten most folk, calling for a Valorous check.
Skeleton Warriors
Soldiers, mercenaries, militiamen, all having been slain at some point in their life, but are now raised by a necromancer or naturally from dhar infusing with their body to continue to fight.
SIZ 10, DEX 13, STR 10, CON 10, APP 4; Move 4; Armor 6+shield; Unconscious -; Major Wound -; Knockdown 10, Hit Points 20; Healing Rate -; Damage 3d6
Combat Skill: Spear 10
Skills: Awareness 8
Traits: None
Boney Undead: Skeletons lack flesh to cut and rend, bladed and pointy weapons have a -3 modifier to their damage. They do not care about being unconscious or for major wounds, simply crumbling once reduced to 0 Hit Points. The walking dead frighten folk, calling for a Valorous check.
Crypt Ghoul
Once people, but have given in to desperation or depravity to consume human flesh. This sickly-looking people are constantly hunched over and ready to chase down more prey if their grave feasts are distrubed.
SIZ 12, DEX 13, STR 13, CON 12, APP 4; Move 4; Armor 3; Unconscious 6; Major Wound 16; Knockdown 12, Hit Points 24; Healing Rate -; Damage 4d6
Combat Skill: Boney Claws 8, Club 10, Bite 6 (-1d6)
Skills: Awareness 11
Traits: Indulgent (Flesh) 14
Filthy Claws: Crypt ghouls aren't truly undead, but dhar winds invigorate them all the same. A ghoul's claws are rifed with disease and toxins, prompting a poison check with a potency of 10. Dhar repairs their yellowed flesh and numbs their pain, increasing their major wound value by 4. These stooping man-monsters frighten folk, calling for a Valorous check.
Necromancer
Humans will attempt anything to escape the inevitability of death. These spellcasters have decided to study the dark arts or find a Vampire sire to assist them. They work tirelessly to raise the dead and assist their masters to one day become a Vampire themselves.
SIZ 10, DEX 12, STR 10, CON 14, APP 7; Move 4; Armor 2; Unconscious 5; Major Wound 10; Knockdown 7, Hit Points 18; Healing Rate 2; Damage 3d6
Combat Skill: Sword 8, Horsemanship 8
Skills: Awareness 10, Fae Lore 5, First Aid 12, Folk Lore 8, Vampire Lore 8
Traits: Vengeful 12, Selfish 14, Deceitful 13
Passions: Loyalty (Vampire Master) 17
Necromancy: A necromancer is able to raise the dead, a few through a moment of chanting and many through dark rituals. They may also cast a spell to repair their undead minions, one for 20 hit points or up to their Vampire Lore*2 for 8 hit points. They may also fire dark bolts of magic at foes, dealing 3d6+14 damage that ignores half of the target's armor. They may also summon spectral winds that shred through enemy formations, stealing souls as it goes. This deals 3d6+8 damage that ignores armor completely, going as far as 16 yards and being 5 yards wide from a summoned point. This is all handled by a Vampire Lore roll, gaining a +2 in an environment that has dhar in it (typically corrupted lands, graveyards, lairs of vampires). In true lands of Undeath, such as Mousillon, they instead gain a +4. If they fail, the spell fizzles out and absorbs a piece of the caster's soul, dealing 1d6 damage that ignores armor.
Greenskins
As the name implies, they are green-skinned creatures. The two biggest categories of them are the Goblins, small-statured and cunning, and the Orcs, large masses of muscle that are brutal. Some greenskins are brutal and cunning. Or cunning and brutal.
Goblin
Short, scrawny, and frequently bullied by the orcs, goblins are the meatshields of the Greenskin armies. Their lack of strength and bravery means even militas can hope to take a few goblins out. The only issue is that goblins are rarely few. One day, perhaps, a goblin will showcase its cunning nature and become a Big Boss.
SIZ 9, DEX 13, STR 9, CON 10, APP 6; Move 4; Armor 4+shield; Unconscious 5; Major Wound 10; Knockdown 9, Hit Points 19; Healing Rate 2; Damage 3d6
Combat Skill: Sword 6, Spear 6, Bow 8
Skills: Awareness 7, Hunting 2, Industry 2
Traits: Cowardly 13, Deceitful 12
Orc
The opposite of a goblin: big, mean, and slightly dumb. Orcs are considered incredibly hard to kill thanks to their physiology.
SIZ 15, DEX 10, STR 15, CON 16, APP 10; Move 4; Armor 6+shield; Unconscious 8; Major Wound 19; Knockdown 17, Hit Points 35; Healing Rate 2; Damage 5d6
Combat Skill: Sword 9, Spear 9
Skills: Awareness 8
Traits: Reckless 15, Valorous 14, Selfish 13, Proud 12
Die Hard: The Orc increases his Major Wound Value by 3, Knockdown value by 2, and his Hit Points by 4. Furthermore, whenever he would die or go unconscious, roll a 1d20. On a 4 or lesser, he springs back to life with 2d6 hit points. This can only be done once in an encounter.
Orc Big 'Un
The more an Orc fights and the longer he survives, the bigger he gets. Bigger, meaner, and just as dumb. Some of them might start knowing these "tack-tits" thing.
SIZ 19, DEX 10, STR 17, CON 18, APP 10; Move 4; Armor 8+shield; Unconscious 9; Major Wound 21; Knockdown 21, Hit Points 41; Healing Rate 2; Damage 6d6
Combat Skill: Sword 11, Spear 11, Battle 7, Siege 6
Skills: Awareness 10
Traits: Reckless 15, Valorous 16, Selfish 13, Proud 13
Die Hard: The Orc increases his Major Wound Value by 3, Knockdown value by 2, and his Hit Points by 4. Furthermore, whenever he would die or go unconscious, roll a 1d20. On a 6 or lesser, he springs back to life with 2d6 hit points. This can only be done once in an encounter.
Troll
An incredibly stupid creature that stands around 3 meters tall. With its strength and large club, it can send knights flying off of their mounts. Yet, its cowardly nature means they have to be goaded to stay fighting. Seen in Greenskin hordes and Chaos warbands.
SIZ 26, DEX 8, STR 25, CON 30, APP 4; Move 6; Armor 8; Unconscious 15; Major Wound 30; Knockdown 26, Hit Points 56; Healing Rate 16; Damage 9d6
Combat Skill: Club 12
Skills: Awareness 6
Traits: Cowardly 14, Indulgent 11, Indulgent (Food) +4
Regeneration: Trolls have incredible regeneration, increasing their base healing rate by 10. Furthermore, they regain 5 hit points every turn. Major wounds will never make them unconscious and be be healed by their natural regenerative capabilities.
Black Orc
A disciplined, well-trained orc is a scary thing. One covered in black armor is even scarier. That's exactly what Black Orcs are.
SIZ 20, DEX 12, STR 19, CON 20, APP 10; Move 3; Armor 18; Unconscious 9; Major Wound 23; Knockdown 22, Hit Points 44; Healing Rate 4; Damage 6d6
Combat Skill: Two-Handed Weapon 17
Skills: Awareness 12, Heraldry 2, Battle 14, Siege 8
Traits: Proud 15, Cruel 14
Die Hard: The Orc increases his Major Wound Value by 3, Knockdown value by 2, and his Hit Points by 4. Furthermore, whenever he would die or go unconscious, roll a 1d20. On a 8 or lesser, he springs back to life with 2d6 hit points. This can only be done once in an encounter.
Giant
Seen in Greenskin WAAGHs and Chaos Warbands, giants are humongous, stupid creatures that only care about food and alcohol. Sometimes they lust after human women.
SIZ 40, DEX 5, STR 50, CON 30, APP 3; Move 6; Armor 20; Unconscious 18; Major Wound 30; Knockdown 40, Hit Points 70; Healing Rate 8; Damage 15d6
Combat Skill: Club 15 (using clubs, no +1d6 vs chainmail)
Skills: Avoidance 3
Traits: Cowardly 14, Indulgent (Food & Drink) 15
Stomp The giant can make two separate brawling attacks per round in place of its other attacks, each using its grapple value of 10; these attacks must be directed at two different opponents. Each stomp deals brawling damage as normal. A giant cannot stomp on a creature with a SIZ value greater than half the giant's own.
Reach: Giants ignore the +5/-5 penalty for fighting against a knight making a lance charge due to their great reach.
Skaven
Some ignorantly believe Skaven to be form of beastmen, but their methods are far better than the somewhat crude ways of the Beastmen. The stealth of Clan Eshin, fleshcrafted monsters of Moulder, terrifying technology of Skyre, and then bolstered by swarms of slaves or clanrats.
Skavenslave
Malnourished and abused, skavenslaves are thrown at the enemy simply to keep them busy or distracted.
SIZ 8, DEX 14, STR 9, CON 10, APP 6; Move 6; Armor 1; Unconscious 5; Major Wound 10; Knockdown 8, Hit Points 18; Healing Rate 2; Damage 3d6
Combat Skill: Sword 3, Spear 3, Sling 4
Skills: Awareness 5, Hunting 2, Industry 2, Swimming 8
Traits: Cowardly 16, Deceitful 14, Valorous (In Groups) +5
Rat Physiology: A Skaven's beady eyes can see quite fine in the darkness, ignoring any darkness penalties. Their bodies are quite used to disease and plagues, gaining a +4 to their CON against them.
Clanrat
Every skaven belongs to a clan, who they pledge to fight for for scraps of food and other benefits.
SIZ 10, DEX 15, STR 11, CON 12, APP 6; Move 6; Armor 5; Unconscious 5; Major Wound 10; Knockdown 9, Hit Points 19; Healing Rate 2; Damage 3d6
Combat Skill: Sword 8, Spear 8
Skills: Awareness 7, Hunting 3, Industry 3, Swimming 8
Traits: Cowardly 14, Deceitful 14, Valorous (In Groups) +5
Rat Physiology: A Skaven's beady eyes can see quite fine in the darkness, ignoring any darkness penalties. Their bodies are quite used to disease and plagues, gaining a +4 to their CON against them.
Stormvermin
The elite infantry of the Skaven clans are the Storvermin, hand-picked and commonly black furred to be raised as such. They have a higher degree of loyalty than most other Skaven while also being decently brave.
SIZ 14, DEX 15, STR 12, CON 15, APP 6; Move 5; Armor 16+shield; Unconscious 7; Major Wound 15; Knockdown 14, Hit Points 29; Healing Rate 3; Damage 4d6
Combat Skill: Sword 14, Great Spear 14, Battle 10
Skills: Awareness 12, Hunting 4, Swimming 7, Heraldry 5, Recognize 6
Traits: Valorous 14, Valorous (In Groups) +2, Selfish 13, Cruel 13
Passions: Loyalty (Warlord/Grey Seer) 12
Rat Physiology: A Skaven's beady eyes can see quite fine in the darkness, ignoring any darkness penalties. Their bodies are quite used to disease and plagues, gaining a +4 to their CON against them.
Gutter Runner
Eshin's elite skirmishers and scouts, nimble enough to escape any human and stealthy enough to go on assassination missions.
SIZ 10, DEX 17, STR 11, CON 12, APP 6; Move 7; Armor 3; Unconscious 5; Major Wound 10; Knockdown 9, Hit Points 19; Healing Rate 2; Damage 3d6
Combat Skill: Dagger (usually coated in poison) 13, Sling 12
Skills: Awareness 10, Stealth 9
Traits: Valorous 11, Deceitful 14, Valorous (In Groups) +5
Rat Physiology: A Skaven's beady eyes can see quite fine in the darkness, ignoring any darkness penalties. Their bodies are quite used to disease and plagues, gaining a +4 to their CON against them. Skaven are natural climbers and can contort their bodes into impossible shapes, making it easy for them to infiltrate forts and buildings.
Tail Fighter: Some Skaven have mastered the use of using their tail in combat. This can be done as a free action, usually with a dagger, but does -1d6 damage.
Rat Ogre
A staple of any Skaven army are the 10 ft. large Rat Ogres, terrible abominations crafted by Moulder from fellow Skaven and other types of creatures.
SIZ 25, DEX 16, STR 20, CON 24, APP 6; Move 7; Armor 4; Unconscious 12; Major Wound 24; Knockdown 25, Hit Points 49; Healing Rate 4; Damage 7d6
Combat Skill: Claws 11
Skills: Awareness 6
Traits: Reckless 15
Rat Physiology: A Skaven's beady eyes can see quite fine in the darkness, ignoring any darkness penalties. Their bodies are quite used to disease and plagues, gaining a +4 to their CON against them.
Mutations: Rarely are two rat ogres the same, usually having some form of mutation.
Clan Chieftan
Warlords entrust whole sections of the clan to Chieftan, who have proven themselves and lived long enough to reach that position.
SIZ 15, DEX 15, STR 13, CON 16, APP 6; Move 5; Armor 16+shield; Unconscious 8; Major Wound 16; Knockdown 15, Hit Points 31; Healing Rate 3; Damage 5d6
Combat Skill: Sword 16, Battle 13
Skills: Awareness 13, Hunting 5, Swimming 7, Recognize 8
Traits: Valorous 15, Valorous (In Groups) +2, Selfish 14, Cruel 13
Passions: Loyalty (Warlord/Grey Seer) 12
Rat Physiology: A Skaven's beady eyes can see quite fine in the darkness, ignoring any darkness penalties. Their bodies are quite used to disease and plagues, gaining a +4 to their CON against them.
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Re: Pendragon: Bretonnia
Timeline:
The current year is 2513 (or 1535 according to Bretonnia).
2402 - Lustria is discovered, the Fourth Parravon War begins. The duchy of Parravon invades the Reikland, but
1d20 Result
Add +8 if from Parravon.
1: Died (See Miscellaneous Causes of Death, Pendragon 5.2 p.58)
2-3: Served garrison duty, died to raiders. Gain 25 glory.
4-13: Served garrison duty, engaging in some combat. Gain 50 glory.
14-20: Participated in the Siege of Fort Helmgart.
Siege of Fort Helmgart under the Duke of Parravon (35 x 1d6 x 1.5)
Opponents: Empire soldiers, knights, and some artillery.
1: Died gloriously in battle. (+500 glory)
2-4: Died in Battle
5-18: Survived. Roll for Passion.
19-20: One of the first knights to have charged into Fort Helmgart despite intense gunfire, encouraging all others to follow suit. The Imperial Defenders were quickly routed and the Duke of Parravon publicly praised these brave knights. Add +10 to Siege of Helmgart Passion Table. Gain 125 Glory and two additional Belonging Rolls.
Fourth Parravon War Passion Table:
1-15: No Passions gained.
16-20: Gain Passion: Hate (Imperials) 2d6+5
2403 - The Fourth Parravon War continues, moving towards Whelburg. The defenders were caught off-guard, surprised by the speed of Bretonnian knights.
1d20 Result
Add +8 if from Parravon.
1: Died (See Miscellaneous Causes of Death, Pendragon 5.2 p.58)
2-3: Served garrison duty, died to raiders. Gain 25 glory.
4-12: Served garrison duty, engaging in some combat. Gain 50 glory.
13-20: Participated in the Battle of Whelburg
Batle of Whelburg under the Duke of Parravon (30 x 1d6 x .5)
Opponents: Empire soldiers and knights, wizards.
1: Died gloriously in battle. (+500 glory)
2-4: Died in Battle. +25 Glory.
5-18: Survived. Roll for Passion.
19-20: Noted for slaying a few Imperial Knights on his own, leaving a bloodbath beside him. Gain 100 glory. Roll for passion, add +5.
2404 - Continuing of the Fourth Parravon War, most notable battle is "The Reikwald Forest Massacre". In the battle, a three-way battle took place between Empire, Bretonnia, and Beastmen forces.
1d20 Result
Add +8 if from Parravon.
1: Died (See Miscellaneous Causes of Death, Pendragon 5.2 p.58)
2-3: Served garrison duty, died to raiders. Gain 25 glory.
4-11: Served garrison duty, engaging in some combat. Gain 50 glory.
12-20: Participated in the Reikwald Forest Massacre
Batle of Whelburg under the Duke of Parravon (15 x 2d6 x 1.5)
Opponents: Empire soldiers and knights, Beastmen ungors, gors, and minotaurs.
1: Died gloriously in battle. (+1000 glory)
2-4: Died in Battle. +50 Glory.
5-10: Survived, fighting primarily Empire forces.
11-17: Survived, fighting primarily Beastmen forces.
18-19: Survived, killing the Empire General Oswald von Alchoberg's personal bodyguards. Gain +200 glory.
20: Fought against the Bloodrend Minotaur Tribe, slaying the largest minotaur around. Others around thought him dead, crushed under the minotaur corpse, before managing to crawl out near the end of the battle. Injury, keeping the knight at home for the next 2 years. Gain +500 Glory and Directed Trait Valorous (Minotaurs) +1d6
2405 - Emperor Dietrich IV pays a heavy ransom towards the Duke of Parravon for him to leave the Empire.
2418 - The Witch King demands Bretonnia be punished for supporting Ulthuan on many different occassions, stirring up the Bestmen of Forest of Arden and Greenskins of the Massif Orcal to launch great attacks upon the kingdom. King Charlen is forced to leave many coastal fortresses with little to no forces to deal with the issue. Yet, the Dark Elves then strike, slaughtering and kidnapping many on the northern coast. The Witch King is pleased.
2420 - WAAAGH of Grom, who leads the WAAGH into the Empire. Bretonnian King Charlen announces his intention to carry the Erranty Wars east into the Border Princes and Beyond.
2422 - Most of Carcassone knights are at the Errantry Wars, leaving their dukedom undefended. Many settlements are burned as orc raids descend.
2450 - The Grail Chapel at Pied a'Cochon, largest remaining in Mousillon, is besiged by a grand amount of undead. None of the Grail Damsels are found after the battle and the chapel is never rebuilt.
2458 - The Battle of the Tides. A large host of pirate ships are dragged by freakish tides onto the coast of Mousillon, being trapped and sunk by the Bretonnian Navy. It is teh largest sea battle ever seen off Mousillon.
2468 - The Crusade of Blood. Crone Hellebron proclaims a holy war, sending a great fleet upon the shores of Bretonnia. At the Battle of Nouvionne, the army of Duke D'Bastalle is crushed and the Cauldron of Blood fills to the brim with the life essence of Damsels and Grail Knights. Hellebrone's bloodlust is quickly satited, but Tullaris Dreadbringer decides to head to Nehekhara.
2488 - The Battle of Death Pass. A Bretonnian army is defeated by Morglum Neckslammer, proclaiming that "Da east belongs to Morglum. Da east is green." The Bretonnian king declares the Erranty Wars at an end.
2491 - Heinrich Kemmler, the Lichemaster, raises the Chaos Champion Krell to unlife. With a massive undead army, he descends upon Bretonnian, burning and pillaging as he goes. Yet, Bretonnia inflicts heavy casualties on his army and force the Lichemaster to flee. Meanwhile, a monk named Bagrian has infiltrated Skavenblight to steal the Black Arc. A Grey Seer called Gnawdoom leads a force of Skaven against the monastery to retrieve it, using the help of the Lichemanter to recover the artifact.
The abbey of La Maisontal is also sacked by Heinrich Kemmler and his army, only being repelled by the efforts of Thancred, Duke of Quenelles, and his knights
2496 - Heinrich Kemmler raises an undead army to invade Athel Loran, but is defeated by Durthu and the grail knight Amalric of Gaudaron.
2500 - Loeun Leoncoeur is crowned King of Bretonnia, immediately focusing on the growing "Mousillon problem". The Cordon Sanitaire, a series of towers and small fortress that work to keep the Red Box out of the rest of Bretonnia, is strengthened and there is an increase in patrols on its border.
2512 - The spring festival of Bordeleaux is disrupted when four peasants dreed as a dragon accidentally kill the peasant playing the Grail Knight. This quickly desecends into town-wide riots as the peasants run amok, some say addled by wine supplied by Duke Alberic.
2513 - Towns and forts along both sides of the Grey Mountains begin to disappear due to Skaven attacks. The Empire and Bretonnia suspect one another, leading to border skirmishes.
In the Future:
The current year is 2513 (or 1535 according to Bretonnia).
2402 - Lustria is discovered, the Fourth Parravon War begins. The duchy of Parravon invades the Reikland, but
1d20 Result
Add +8 if from Parravon.
1: Died (See Miscellaneous Causes of Death, Pendragon 5.2 p.58)
2-3: Served garrison duty, died to raiders. Gain 25 glory.
4-13: Served garrison duty, engaging in some combat. Gain 50 glory.
14-20: Participated in the Siege of Fort Helmgart.
Siege of Fort Helmgart under the Duke of Parravon (35 x 1d6 x 1.5)
Opponents: Empire soldiers, knights, and some artillery.
1: Died gloriously in battle. (+500 glory)
2-4: Died in Battle
5-18: Survived. Roll for Passion.
19-20: One of the first knights to have charged into Fort Helmgart despite intense gunfire, encouraging all others to follow suit. The Imperial Defenders were quickly routed and the Duke of Parravon publicly praised these brave knights. Add +10 to Siege of Helmgart Passion Table. Gain 125 Glory and two additional Belonging Rolls.
Fourth Parravon War Passion Table:
1-15: No Passions gained.
16-20: Gain Passion: Hate (Imperials) 2d6+5
2403 - The Fourth Parravon War continues, moving towards Whelburg. The defenders were caught off-guard, surprised by the speed of Bretonnian knights.
1d20 Result
Add +8 if from Parravon.
1: Died (See Miscellaneous Causes of Death, Pendragon 5.2 p.58)
2-3: Served garrison duty, died to raiders. Gain 25 glory.
4-12: Served garrison duty, engaging in some combat. Gain 50 glory.
13-20: Participated in the Battle of Whelburg
Batle of Whelburg under the Duke of Parravon (30 x 1d6 x .5)
Opponents: Empire soldiers and knights, wizards.
1: Died gloriously in battle. (+500 glory)
2-4: Died in Battle. +25 Glory.
5-18: Survived. Roll for Passion.
19-20: Noted for slaying a few Imperial Knights on his own, leaving a bloodbath beside him. Gain 100 glory. Roll for passion, add +5.
2404 - Continuing of the Fourth Parravon War, most notable battle is "The Reikwald Forest Massacre". In the battle, a three-way battle took place between Empire, Bretonnia, and Beastmen forces.
1d20 Result
Add +8 if from Parravon.
1: Died (See Miscellaneous Causes of Death, Pendragon 5.2 p.58)
2-3: Served garrison duty, died to raiders. Gain 25 glory.
4-11: Served garrison duty, engaging in some combat. Gain 50 glory.
12-20: Participated in the Reikwald Forest Massacre
Batle of Whelburg under the Duke of Parravon (15 x 2d6 x 1.5)
Opponents: Empire soldiers and knights, Beastmen ungors, gors, and minotaurs.
1: Died gloriously in battle. (+1000 glory)
2-4: Died in Battle. +50 Glory.
5-10: Survived, fighting primarily Empire forces.
11-17: Survived, fighting primarily Beastmen forces.
18-19: Survived, killing the Empire General Oswald von Alchoberg's personal bodyguards. Gain +200 glory.
20: Fought against the Bloodrend Minotaur Tribe, slaying the largest minotaur around. Others around thought him dead, crushed under the minotaur corpse, before managing to crawl out near the end of the battle. Injury, keeping the knight at home for the next 2 years. Gain +500 Glory and Directed Trait Valorous (Minotaurs) +1d6
2405 - Emperor Dietrich IV pays a heavy ransom towards the Duke of Parravon for him to leave the Empire.
2418 - The Witch King demands Bretonnia be punished for supporting Ulthuan on many different occassions, stirring up the Bestmen of Forest of Arden and Greenskins of the Massif Orcal to launch great attacks upon the kingdom. King Charlen is forced to leave many coastal fortresses with little to no forces to deal with the issue. Yet, the Dark Elves then strike, slaughtering and kidnapping many on the northern coast. The Witch King is pleased.
2420 - WAAAGH of Grom, who leads the WAAGH into the Empire. Bretonnian King Charlen announces his intention to carry the Erranty Wars east into the Border Princes and Beyond.
2422 - Most of Carcassone knights are at the Errantry Wars, leaving their dukedom undefended. Many settlements are burned as orc raids descend.
2450 - The Grail Chapel at Pied a'Cochon, largest remaining in Mousillon, is besiged by a grand amount of undead. None of the Grail Damsels are found after the battle and the chapel is never rebuilt.
2458 - The Battle of the Tides. A large host of pirate ships are dragged by freakish tides onto the coast of Mousillon, being trapped and sunk by the Bretonnian Navy. It is teh largest sea battle ever seen off Mousillon.
2468 - The Crusade of Blood. Crone Hellebron proclaims a holy war, sending a great fleet upon the shores of Bretonnia. At the Battle of Nouvionne, the army of Duke D'Bastalle is crushed and the Cauldron of Blood fills to the brim with the life essence of Damsels and Grail Knights. Hellebrone's bloodlust is quickly satited, but Tullaris Dreadbringer decides to head to Nehekhara.
2488 - The Battle of Death Pass. A Bretonnian army is defeated by Morglum Neckslammer, proclaiming that "Da east belongs to Morglum. Da east is green." The Bretonnian king declares the Erranty Wars at an end.
2491 - Heinrich Kemmler, the Lichemaster, raises the Chaos Champion Krell to unlife. With a massive undead army, he descends upon Bretonnian, burning and pillaging as he goes. Yet, Bretonnia inflicts heavy casualties on his army and force the Lichemaster to flee. Meanwhile, a monk named Bagrian has infiltrated Skavenblight to steal the Black Arc. A Grey Seer called Gnawdoom leads a force of Skaven against the monastery to retrieve it, using the help of the Lichemanter to recover the artifact.
The abbey of La Maisontal is also sacked by Heinrich Kemmler and his army, only being repelled by the efforts of Thancred, Duke of Quenelles, and his knights
2496 - Heinrich Kemmler raises an undead army to invade Athel Loran, but is defeated by Durthu and the grail knight Amalric of Gaudaron.
2500 - Loeun Leoncoeur is crowned King of Bretonnia, immediately focusing on the growing "Mousillon problem". The Cordon Sanitaire, a series of towers and small fortress that work to keep the Red Box out of the rest of Bretonnia, is strengthened and there is an increase in patrols on its border.
2512 - The spring festival of Bordeleaux is disrupted when four peasants dreed as a dragon accidentally kill the peasant playing the Grail Knight. This quickly desecends into town-wide riots as the peasants run amok, some say addled by wine supplied by Duke Alberic.
2513 - Towns and forts along both sides of the Grey Mountains begin to disappear due to Skaven attacks. The Empire and Bretonnia suspect one another, leading to border skirmishes.
In the Future: