# The Game System

And Peredur proceeded towards the Castle, and the gate of the Castle was open. And when he came to the hall, the door was open, and he entered. And he beheld a chessboard in the hall, and the chessmen were playing against each other, by themselves. And the side that he favored lost the game, and thereupon the others set up a shout, as though they had been living men.

—Anonymous, The Mabinogion, “Peredur the Son of Evrawc”

Pendragon uses a single mechanic for all task resolutions, and another mechanic to determine damage given and taken.

# Concepts

Pendragon uses a single mechanic for all task resolutions, and another mechanic to determine damage given and taken.

Before discussing the rules of the game, it is necessary to discuss core concepts and terminology.

# Dice

Pendragon uses two types of dice: the six-sided and the twenty-sided ones. Six-sided dice determine damage, and generate certain randomized outcomes. A twenty-sided die determines success or failure for all Statistic tests. Both provide results on random tables. Ideally, you should roll all the necessary dice at the same time when indicated.

Here are some standard terms and notations describing dice use in the game:

D designates the number and type of dice to be rolled. The number to the left of the D tells how many individual dice are rolled; the number to the right, how many sides the die has. Thus, “5D6” indicates a roll of five six-sided dice.

1D20 indicates a single twenty-sided die.

1D3 indicates the roll of a six-sided die, where a roll of 1–2 counts as a 1, 3–4 counts as a 2, and 5–6 counts as a 3.

+x indicates a number (x) to add to the die roll result, such as +2 being added to sword damage. In this instance, a character’s Damage Characteristic with a sword becomes 5D6+2.

# Statistic

Statistics quantify the qualities of your character. Traits, Passions, Characteristics, Skills, Glory, and Armor, Parry, and Shield Protection are all Statistics. Each has a numerical value.

# Value

Any number that quantifies a Statistic is its value. For example: a knight’s Courtesy Skill has a value of 6; the sum of the values for a Trait pair is always 20. A value might go up or down over time or receive a modifier for a single die roll. Values are recorded next to each Statistic (e.g., Valorous 16, Sword 15, etc.). Values are useful to determine the outcome of opposed and unopposed rolls.

# Rounding Numbers

Values and die outcomes are always rounded to the nearest whole number.

# Roll and Check

It is important to understand the difference between the words “roll” and “check,” for they each have a distinctive meaning in the game.

To roll means to throw the designated die or dice to generate a random number.

To check means to place an experience check mark in the box next to the indicated Statistic on the character sheet. Checks serve as a reminder to test for improvement to the Statistic during the Winter Phase.

For example, the Gamemaster might say, “Roll your Chaste Trait, and if you succeed, check it.”

# Open and Secret Rolls

Characters have no script immunity. The Gamemaster and Players ought to roll their die out in the open. This is to avoid the temptation to fudge results, and to open oneself to the shock and delight of calamity and triumph.

Commitment to random results brings about a certain bracing game experience that is consistent with the danger of being a knight. The sudden death of beloved characters comes as a surprise that emphasizes human fragility, both physical and emotional—a concept upon which this game depends.

An exception to the open rolls rule is when determining the result of Skills used for inquiry purposes. The Gamemaster may, if desired, make such rolls in secret, and intentionally mislead Players who fail. The Player should not know that a failure was rolled and that the provided information is incorrect. They then get to experience the tension of not knowing if they are acting on bad information. The Gamemaster should not grant a check or Glory for a successful roll until after the encounter. To maintain the illusion of success, the Gamemaster may even tell the Player to check the Skill on a failure! After all, we learn from our mistakes too.

# Out of Game

Occasions may arise when a character’s actions require, for reasons of logic and story, that they spend some time “Out of Game.” For purposes of continuity and good storytelling, they depart from their fellow knights. The most common reason is when a character is debilitated in an emergency that requires the other characters to move on. Other reasons include going mad, being held prisoner, failing a moral test, or even being lost in Faerie. The Gamemaster should not run two separate story lines. If the departed character requires an individual storyline, then just play through it separately, later.

Departure creates a Player with no character to play. The Gamemaster and Players should work together to resolve the situation. This could be having the Player use a second, pre-generated character who suddenly shows up (as they do in the literature), or play a squire (their own or another Player’s), or play a Gamemaster character. If they prefer, the Player could also go home early or take a short break from the session. Whatever solution is reached, know that this is not a flaw or punishment, but is just part of good storytelling, and the Players ought to exercise goodwill and understanding.

# Resolving Success and Failure

A single method is used to determine the success or failure of any action in the game, whether a knight is riding a horse, fighting an enemy, seducing a lover, attempting a feat of strength, or testing their own virtues.

Most things a character does are automatically successful. The Player simply tells the Gamemaster what their character is doing, such as, “My knight walks up the aisle towards the throne,” or, “I ride out of the castle to my manor.” Likewise, Gamemaster characters may execute any number of actions without need for a roll.

However, sometimes a character attempts actions that require skill, discipline, or talent, or is acted upon by an outside force, and which therefore might not succeed. During such critical times, the Gamemaster or Players must make die rolls for their characters to determine success or failure. Rolls are also required whenever a character attempts to do something under stress, or otherwise acts without deliberate forethought.

# Unopposed Resolution

Example: Unopposed Resolution

Sir Clarion tries hard to identify the source of some rustling in the trees above. This calls for using his Awareness Skill. Sir Clarion’s Player makes an unopposed Awareness roll and gets a 12, which is higher than his Awareness value of 5, and so he fails. Without warning (since Sir Clarion failed to hear him), a bandit on a vine swings down from a tree and attempts to knock the knight off his horse.

Unopposed resolution rolls happen when a character must test their own abilities but is not contesting these abilities against anyone else. The Player or the Gamemaster rolls directly against the character’s pertinent Statistic value using a single twenty-sided die.

# Success

A success occurs when the die roll is less than the value of the Statistic being tested. In general, whenever the Gamemaster asks for a roll and the result is a success that has great significance for a character or the adventure, then the Gamemaster may grant an experience check to the Statistic being tested. A Player simply saying they are going to make a roll does not warrant an automatic check for success.

# Critical Success

# King Pellinore Strikes a Critical

So King Pellinore gave him such a stroke upon the helm that he clave the head down to the chin, that he fell to the earth dead.

—Malory, Le Morte d’Arthur, book III, chapter 12

A critical success, or “critical,” is when a die roll exactly matches the Statistic value. A roll of 17 for a character with Charge 17 is a critical success. The character has achieved the ultimate success with a critical and gets some added benefits beyond a success.

Always compare the roll against the final, modified value of the Statistic. A Skill with a value of 6, for example, receives a +5 modifier for a final value of 11; a die result of 11 now scores a critical, while a result of 6 (normally a critical) counts as a regular success.

A critical success for a Trait or Passion roll works similarly to Skill rolls, providing increased benefits. A critical Trait or Passion roll also indicates extreme, perhaps even fanatical behavior in accordance with the Trait or Passion concerned.

A critical success always warrants a check to any Trait, Passion, or Skill being tested. Sometimes a critical success roll grants additional Glory.

There is no special benefit to a critical success on a Characteristic roll and no difference between a critical and a success. Characteristics do not gain experience checks.

# Failure

A failure occurs when the die roll is greater than the value of the Statistic being tested. The intended action does not succeed, the Trait or Passion is not activated.

# Fumble

A fumble occurs whenever a character rolls a natural 20, unless the Statistic value is 20 (in which case, a result of 20 becomes a critical success). A Statistic value of 20 has no chance of a fumble.

A fumble is a disastrous stroke of bad luck resulting in such things as dropping or breaking a weapon during combat or coughing or cursing in the midst of a romantic ballad. The Gamemaster relates the specific effect of a fumbled roll, based on the guidelines provided in the following sections.

At the Gamemaster’s option, a fumble may call for a check to any Trait, Passion, or Skill being tested—sometimes our greatest failures provide the best learning opportunities. There is no special result to a fumble of a Characteristic roll and no difference between a fumble and a failure.

A fumble is not an excuse for the Gamemaster to inflict incessant grief on their Players. The Gamemaster who insists that every fumble means a major disaster will soon spoil the game for everyone.

# Opposed Resolution

Example of Opposed Resolution

To continue from the earlier example: having kept his seat, Sir Clarion sees another bandit charging on horseback and draws his sword. A fight ensues; the robber has Sword 12 and Sir Clarion has Sword 15. In the first round, the robber rolls a 13 and fails, but Sir Clarion succeeds with a roll of 1. Sir Clarion is the winner and inflicts damage on the robber. In the next round, Sir Clarion rolls a 12, the robber an 11. Both succeed this time, but Sir Clarion wins, since his roll is higher. The robber, although the loser in this round, has a partial success, and his shield grants him protection.

Opposed resolution rolls happen in the same manner as unopposed rolls but the Player must compare their roll against the outcome of another roll, either against a fixed value or an opponent’s Statistic. To win, the Player must succeed with their own roll, yet also roll a higher number than that of the opposing Player or Gamemaster. A common example of opposed resolution is melee combat.

Opposed Resolution may result in either a winner and loser, a tie, a winner and a partial success, or two losers.

# Win

If you roll equal to or less than your Statistic value, and higher than the roll of your opponent, then you are the winner of the opposed resolution. A critical success beats any other outcome in an opposed resolution and guarantees a win (or at least a tie). This is true even if a character with a Statistic of 1 rolls a 1, because all critical successes are equal and greater than a success.

# Loss

If you roll greater than your Statistic value, you are the loser of the opposed resolution. It is possible for both parties involved to lose.

# Partial Success

A partial success occurs when a roll is successful (i.e., less than the Statistic value) but also lower than the opponent’s roll. Characters usually gain some minor benefit from a partial success.

In combat, for example, a character scoring a partial success benefits from the Shield or Parry Protection value of their shield or weapon, respectively.

# Tie

A tie occurs when opponents both fail or succeed and roll exactly the same number. The value of a critical success is never counted—all criticals are equal; therefore, if both sides critical, it is a tie.

If both rolls are successful (critical or otherwise), then it is impossible to determine the winner. If both fail (or fumble), each suffers negative consequences. In any case, the opponents may roll again next round or choose other actions.

A tie result that is also a success in combat indicates that both combatants strike, with some special applications and exceptions. See Combat for more details.

# Friendly Opposed Resolution

At times, the Players may all roll the same Skill or Trait for their characters. The Player who succeeds with the highest result is then judged the winner of the contest. For instance, “Everyone, attempt an Awareness Roll… Sir Tancreus got the highest result, so he is the one that hears something.” In such a case, only the winner of the resolution receives a check. Whether or not Tancreus tells the rest of the characters what he saw is up to his Player.

# Fixed Opposition

When dealing with passive resistance, as with trying to break down a door or overcome the potency of a poison, the character must make an opposed resolution against a fixed value of opposition. For example, a door may have a fixed value of 15, requiring a successful STR roll to knock it in. The roll must therefore succeed and beat the vaule of 15 to win; perceptive readers will note that characters of STR 15 or less have no chance of knocking in the door. (See Using STR for more details on knocking in doors and Using CON for more details on resisting poison.)

# Modifiers

Modifiers are temporary bonuses or penalties to Statistic values. A bonus adjusts the values up, while a penalty brings values down. Modifiers are given to Players, or requested by them, depending on the situation in the game. The Gamemaster may grant or deny bonuses or penalties at their discretion.

Bonuses and penalties are always added or subtracted from Statistic values. The only time a resolution die roll is modified is when a critical bonus applies (see Values Greater Than 20).

# Trait and Passion Modifiers

Traits and Passions may be modified when the current situation affects a character’s normal behavior or emotional state. For example, a character who has not eaten in days may get a –10 modifier to Temperate when presented with a tempting morsel from a strange witch in the woods. Remember that all Trait modifiers are reflexive: in the preceding example, a +10 Indulgent modifier would balance the –10 Temperate modifier.

# Characteristic Modifiers

Sometimes a Characteristic value may get a modifier. Usually, this comes in the form of a penalty due to some external restriction interfering with the character.

# Damage Modifiers

Modifiers to the Damage Characteristic alter the number of points of damage done to a character by adding dice to, or subtracting dice from, the number rolled. Some examples:

  • The normal damage modifier for a critical success with a Weapon Skill is +4D6
  • A critical Brawling success has a damage modifier of +2D6
  • Two-handed weapons increase the character’s base damage by +2D6
  • Some missile weapons like a bow give a –1D6 penalty to the character’s base damage.

Many individual weapons give special damage modifiers due to their size or the opponent’s type of protection. See Weapons for more details.

# Skill Modifiers

Modifiers may adjust a character’s Skill to reflect a particular situation. Skill modifiers make actions harder or easier. Most combat modifiers are Skill modifiers based on weapon types, position of combatants, etc. Skill modifiers affect a character’s Skill value.

For example, in the same forest adventure described in previous pages, Sir Clarion is wary and again attempts to spot an ambush using his Awareness Skill of 5. This time the Player states that Sir Clarion is carefully scanning each tree near the trail for robbers before passing underneath. The Gamemaster permits Sir Clarion a +5 modifier to his Awareness value because treetops are indeed the favorite ambush spot for the local group of bandits; Sir Clarion’s Awareness value becomes 10 for this roll. The Gamemaster tells the Player that Clarion is going to have to travel slower to be so cautious.

A few moments later, the Gamemaster (instead of the Player, since this is an inquiry) rolls for Sir Clarion and gets a 10, a critical success (given the +5 modifier). Sir Clarion spots two bandits lurking in a tree about a hundred yards ahead, and quietly leaves the trail, bypassing them before they see him. The Gamemaster decides to grant a check to the knight’s Awareness Skill.

# Reflexive Modifiers

A reflexive modifier affects both values in an opposed resolution, giving a bonus to one and a penalty to the other. For example, a mounted knight gains a +5 bonus while attacking a foe on foot; the opponent in turn gets a –5 penalty for fighting versus a mounted character. This reflexive modifier is written as +5/–5.

Reflexive modifiers and other modifiers may be added together, sometimes cancelling each other out.

A note on reflexive modifiers: even though the total difference is the same, a +5/–5 reflexive modifier is not the same as granting a character a +10 modifier! The nature of the reflexive modifier affects the probability of a partial success or critical in a different manner than a single modifier.

# Values Greater Than 20

Values are never counted higher than 20. However, situational modifiers or improvement during the Winter Phase may raise the effective value of a Statistic to greater than 20.

Any points in excess of 20 become the critical bonus. This bonus is shown as “+x,” and the x-value is added to the result of any relevant die roll. A modified die roll equaling or exceeding 20 counts as a critical success.

For instance, a knight with Sword 20+4 has a +4 critical bonus. If the Player rolls a 16, the final result is modified as 16+4 = 20: a critical success. Thus, the critical bonus increases the probability of rolling a critical success since, in the above case, the knight would score a critical on any roll for that Skill that is greater than or equal to 16. The critical bonus also increases the odds of winning any given opposed roll, even if the roll is not a critical success, since it is always better to roll higher than your opponent.

Remember: all criticals are equal. Although the modified value of the die roll may be greater than 20, its result is simply a critical success. If a Player-knight’s modified roll is 21, and his opponent has a modified roll of 30, both count as criticals, and two opposed criticals are always a tie.

Statistic modifiers or Inspiration from Passions may create a temporary critical bonus. If a modifier raises a value above 20, convert the difference from 20 into a critical bonus. For example, if your Sword Skill is normally 18 and you receive a +5 Height Advantage modifier, adding 5 to 18 yields 23. The difference between 23 and 20 then becomes a +3 critical bonus for Sword as long as the Height Advantage applies.

A Statistic with a value of 20 may never fumble. Thus, a knight with Sword 16 normally fumbles on a roll of 20, but if they were mounted and fighting a footman (+5/–5 modifier), the modified Skill becomes Sword 20+1. Now it is impossible to fumble, and the knight’s Skill roll increases by one. Conversely, a knight with Sword 20+1 fighting on foot versus a mounted opponent receives a –5/+5 reflexive modifier, giving them an effective Sword 16, which makes fumbles possible again.

# Values Less Than 1

Due to negative modifiers, it is possible that a Statistic value may be temporarily reduced to 0 or less. Pendragon does not use negative values, even if a modifier would reduce the value to a negative number. Instead, the Statistic value is simply counted as 0; as usual, a roll of 20 counts as a fumble.

In such circumstances, the character must still roll. Failure is automatic. However, the range of die roll results indicating a fumble increases by one point for every point below zero.

For example, a character with a Dancing Skill of 3 receives a –5 modifier. Although mathematically the total value would be –2, their effective value is counted as 0, but their fumble range is now increased by two points, becoming 18–20.

# Experience

One of the most exciting aspects of roleplaying games is watching characters grow and develop over time. In Pendragon, characters become more powerful and adept through experience checks gained during adventures and through training during the Winter Phase.

# Experience Checks

Every Trait, Passion, and Skill has a checkbox (☐) next to it. The Player checks off the box at the Gamemaster’s discretion, or whenever the Player rolls a critical success.

The check reminds the Player to make an experience roll during the Winter Phase, to see if their character learned anything. See The Winter Phase for more details.

Experience checks are not automatic whenever a roll is successful. The ability to award or deny an experience check is one of the key powers of the Gamemaster.

However, the Player-knight should gain a check for a Statistic when:

  • They obtain a critical success. If characters do their best, learning is likely.
  • They achieve success under significant circumstances.
  • They roll a fumble. Learning from our greatest mistakes is a human characteristic.

The Gamemaster may also grant checks in response to Player actions. Not all checks are the result of a dice roll.

For example, Sir Avalloc is in love with Lady Done, and announces that he will compose a love song in her honor. Sir Avalloc’s Player writes a clever song and actually sings it to the group of Players. The Gamemaster decides that Sir Avalloc succeeds and states that the Player may check the Compose Skill. Note that no roll was necessary here, only Player creativity and Gamemaster approval.

# Checking Traits and Passions

The Gamemaster may sometimes tell the Player to check one of their character’s Traits or Passions without having made a roll. This means that the character has displayed significant behavior in accordance with the Trait or Passion. To obtain this, it is not necessary that others have seen the behavior.

For instance, Sir Avalloc’s beloved Lady Done asks him if he has ever loved any woman as deeply as he loves her. Sir Avalloc answers, “Never has my love been so deep,” choosing not to tell the woman of his recent unchaste obsession with a young maiden of his liege lady’s chamber. The Gamemaster feels that Sir Avalloc is being dishonest, given the depth of feeling he claimed in the poem he wrote a few weeks earlier, and states that Sir Avalloc gains a check to Deceitful.

# Characteristics

Custom of the Castle

But anon as Sir Tristram was within the castle they were taken prisoners; for the custom of the castle was such; who that rode by that castle and brought any lady he must needs fight with the lord, that hight Breunor. And if it were so that Breunor won the field, then should the knight stranger and his lady be put to death, what that ever they were; and if it were so that the strange knight won the field of Sir Breunor, then should he die and his lady both. This custom was used many winters, for it was called the Castle Pluere, that is to say the Weeping Castle.

—Malory, Le Morte d’Arthur, book VIII, chapter 24

Five Characteristics quantify every character’s physical qualities. A short list of Derived Characteristics are calculated from the five Characteristics.

Size (SIZ): measures a character’s relative height and weight, compared to others. It is also the threshold value for the value of the Derived Characteristic called Knockdown; see Determining Knockdown.

Dexterity (DEX): measures a character’s agility and nimbleness. DEX keeps a character upright or horsed, and is used for determining weapon Skills, throwing things, and other actions described below.

Strength (STR): measures a character’s physical power, and their ability to exert force or pressure on an object. STR helps determine the Derived Characteristics of Weapon Damage (a number of six-sided dice equal STR+SIZ divided by six) and Brawling Damage (a flat number equal to STR+SIZ divided by six), as well as Movement Rate (equal to STR+DEX divided by two, plus five).

Constitution (CON): measures health and vitality. CON is important in determining how much of a beating you can take, and how quickly you recover. The Derived Characteristic called Major Wound is equal to your CON value; your Total Hit Points are equal to CON+SIZ, and your Unconscious value is equal to Total Hit Points divided by four. Lastly, your Healing Rate is equal to your CON value divided by five.

Appeal (APP): measures the character’s natural charm, presence, and physical attractiveness. APP is used to determine some starting values for Skills that are naturally affected by native charisma and appearance, which is already factored in for the characters included in this Starter Set.

# Using Characteristics in the Game

Characteristics have many uses in the game of Pendragon, and the following sections detail them. Most often, these uses are subtle or not immediately obvious. However, from time to time characters may need to test their raw abilities. For this purpose, they roll against an appropriate Characteristic. In general, Characteristic rolls are simple unopposed resolutions, with no additional effects deriving from criticals or fumbles. Characteristic rolls sometimes include a modifier, most often due to environmental factors.

For ease of reference, below is a summary of how to use each Characteristic in the game, along with page references as appropriate.

# Using Size (SIZ)

The Gamemaster may assign a SIZ value to a narrow passage, tunnel, or other tight space through which Player-knights who are too large may not pass. Player-knights must pass an opposed SIZ roll if wishing to hurl or budge any object larger than one-quarter their SIZ.

# Using Dexterity (DEX)

Gameplay presents hazards and difficulties that challenge knights’ manual dexterity, agility, reactions, or other movement-related abilities, such as climbing, sneaking, swimming, and balancing. Many Combat Actions depend on a DEX roll for success. The Gamemaster may find other occasions to use the DEX roll as well.

# Using Strength (STR)

Feats of raw power use STR: breaking down doors, lifting heavy objects, and pulling people out from under fallen horses or other heavy objects. Often, the roll uses a Fixed Opposition representing the difficulty of the task.

# Using Constitution (CON)

Resisting poisons and diseases, holding one’s breath, and other onerous tasks require a CON roll. See [Injury and Health(/rules/injury-and-health.html#injury-health)] for more details.

# Using Appeal (APP)

Appeal is how one comes across to others through such non-verbal cues as bearing, tenor of voice, symmetry of features, and openness of manner. As such, it often provokes deep responses in people, automatic and outside of their conscious awareness. It comes into play during feasts, primarily, but Gamemasters may also roll it as a general method for gauging a character’s impression on others.

A knight with armor and closed helm has virtually no APP. Indeed, it is impossible to even tell the gender of a person so accoutered. A knight who has spent time wandering in the wilderness, or after suffering a bout of Madness, is subject to temporary disfigurement so severe that they cannot be easily recognized. Knights with such hidden features impose a –10 to the Recognize Skill of anyone who attempts to identify them; the knight’s Glory does not modify the Skill unless their coat of arms is displayed.

# The Glory Roll

At times, the Gamemaster may ask the Player-knights to make a Glory Roll. This is a roll against the character’s Glory divided by 1,000 (rounding to the nearest whole number). For example, if a character has 3,755 Glory, they must roll 4 or less (3,755/1,000 = 3.755, rounded up to 4) to succeed.

The Glory Roll features most often at feasts, but it is possible to have two knights make an opposed Glory Roll to resolve a minor social impasse at any time.

# Movement

Movement and actions are abstracted for the purposes of quick resolution and simplicity. Different situations call for different approaches to the question of movement and speed in the game. The Gamemaster must be ready to settle specific situations using the following rules as guidelines.

# Movement Rate

The average Movement Rate for humans is 16, or 1.6 yards/second or 3.2 miles per hour. For some Combat Actions, the Movement Rate value is used in an opposed resolution roll against an opponent’s action.

Characters may move faster in a Combat Round if they wish. Movement Rate multipliers are summarized on the Speed Multipliers Table. Movement Rates assume an armored knight. Adjust the rate for those without armor, as summarized on the Modifiers to Movement Rate Table.

# Speed Multipliers Table

Speed Modifiers for Bipeds Speed Modifiers for Quadrupeds
Crawl ×¼ N/A
Slow walk ×½ Saunter ×½
Walk ×1 Walk ×1
Jog ×2 Trot ×2
Run ×3 Canter ×3
N/A Gallop ×6

# Modifiers to Movement Rate Table

Encumbrance Modifier
Unencumbered +4
Weapons and shield only +3
Non-metal armor +2
Metal armor No bonus or penalty

# Squires

Pendragon allows Players to control and command minor characters in their entourage. Rich knights may command entire households of background characters and supporters, but all but the poorest of knights have one follower in common: their trusty squire!

All knights except mercenaries have squires. The Glory and cost of a squire is included in the cost of being a knight. Part of a knight’s duty is to train young nobles in skill at arms, courtesy, and the other knowledge necessary to bear the title of knight. Squires graduate from the rank of page around the age of fourteen and enter into a knight’s service.

The purpose of this servant is to do all the labor necessary to make the knight’s life easier, such as tending horses, setting up camp, polishing armor, cooking, washing and mending clothes, and to perform any odd jobs around the edges of the game, such helping to stand guard, sleeping by the door of their master’s or mistress’s bed chamber, or bearing a message someplace. A squire owns no steed of their own, and no equipment other than the clothes on their back, a knife, a bowl, a spoon to eat with, and a blanket to sleep under. Knights must provide for them. They deserve names. Give them one.

Knights are expected to train squires until they are knighted or become esquires. No noble treats squires as common servants, and few dismiss them lightly—such is a sign of a knight’s disastrous poverty or poor breeding.

Commoners can sometimes become squires, but are disadvantaged since they lack a courtly upbringing. Commoners who become squires never expect to be knighted. They generally remain in service as esquires their whole life.

# The Squire Skill

Player-knights may call upon their own squire to make a Squire Roll for normal servant-type activities (making camp, tending horses, cleaning armor, etc.) and for combat-related duties. In combat, for instance, a Squire Roll is used for the Call Squire action.

To find the Squire Skill value, start with a value of 15 and add any modifiers from the Squire Background Modifiers Table.

If the Gamemaster decides the squire needs a specific Skill value (most commonly for the Skills of Awareness, Battle, Charge, Courtesy, First Aid, Horsemanship, Hunting, Recognize, Sword, or any other Weapon Skill), it should be tallied as the squire’s current age minus 11, modified by Squire Background Modifiers (see the Squire Background Modifiers Table).

# Squire Background Modifiers Table

1D20 Roll Squire’s Background Modifier*
1–5 Son of an esquire –2/–1
6–10 Younger son of a vassal knight –1/0
11–15 Second son of a vassal knight 0/+1
16–20 Heir of a vassal knight 0/+2
  • Add the first number to the starting Squire Skill, the second to the starting Skills Squires may come from other, less usual backgrounds. If the squire is the child of a holy man, their modifiers are –4/–2; the child of a commoner has –7/–3.