# Traits & Passions

The system of Traits and Passions helps answer one of the game’s central questions: what kind of knight are you? King Arthur’s epic is a story of personality and action on a grand scale. Everyone whose name is remembered is known for both their deeds and emotions. No great character is merely a two-dimensional cutout whose history consists solely of high scores and lists of events. Everyone feels strongly about something.

Traits and Passions are the Statistics which depict personality in Pendragon. Together, these two sets of Statistics provide guidelines for playing knights who may be quite different from the Player. They also sharply distinguish characters from each other through their behaviors.

Traits and Passions may quantify, inform, and sometimes dictate character behavior. They may also make the Player’s roleplaying task easier by providing guidelines for how the character acts, has acted, and is likely to continue to act. Each has a numerical value, and the Player rolls against these values to determine behavior.

Traits are emotions that influence a character’s Honor, Glory, and behavior.

Obsessions are unreasonable emotions that negatively affect the character.

Passions are strong beliefs that inspire emotions and deeds.

Afflictions are the debilitating consequences of failed Passion rolls.

# Traits

Traits represent a character’s personality. They define a character’s feelings and govern behavior. A character may claim to believe whatever they wish, but claims have no effect on behavior. For instance, anyone can say “I am the bravest knight alive,” but if they run away from a confrontation, then they reveal their true quality—their Cowardly Trait.

All characters have thirteen opposed Trait pairs. The sum of each Trait pair must always equal 20. When one Trait increases, the opposite decreases by the same amount, in an endless tug-of-war between “virtue” and “vice” (as defined by the people of Arthur’s Britain).

# Trait Pairs

The thirteen pairs quantify the conduct that defines a character in Pendragon.

  • Chaste/Lustful
  • Energetic/Lazy
  • Forgiving/Vengeful
  • Generous/ Selfish
  • Honest/Deceitful
  • Just/Arbitrary
  • Merciful/Cruel
  • Modest/Proud
  • Prudent/Reckless
  • Spiritual/Worldly
  • Temperate/Indulgent
  • Trusting/Suspicious
  • Valorous/Cowardly

For more information on each virtue and vice, see Traits Defined.

# Trait Levels

Trait values are categorized into four levels: Unsung, Normal, Famous, and Exalted.

An Unsung Trait has a Value of 0–4. A character is never known for such a Trait, and it does not define their personality. On the contrary, the opposite Trait is Famous and important in the character’s personality.

A Normal Trait has a value of 5–15. Whichever Trait in this pair has the larger value is the dominant behavior, and the one with the smaller is subordinate. If both values of the Trait pair are 10, then neither is dominant or subordinate. The closer a value gets to 15, the more it defines a character’s personality.

A Famous Trait has a value of 16–20. A character is well-known for such a Trait, at least within their home county. When a behavior is called for, the Famous Trait is always triggered first. Thus, characters are often compelled to act according to their Famous Trait. Even when they get a chance to roll, Players must roll the Famous Trait first and act accordingly if they succeed.

An Exalted Trait has a value of 20 plus a critical bonus; for instance, 20+2. Its opposite is 0. Such a Trait completely defines a character’s personality, and the character is known everywhere for it. Troubadours undoubtedly sing songs about them! A character with an Exalted Trait can never act otherwise. They may roll against the Trait to see if they score a critical success, or as an opposed Trait roll to influence another (see below), but regardless always act in accordance with the Trait.

# Trait Rolls

Modesty Becomes Dame Lynelle

Dame Lynelle has Modest 13/Proud 7. At a banquet, someone asks her about her part in a recent battle. The Gamemaster calls for a Modest/Proud roll. Since neither Trait is Famous nor Exalted, Dame Lynelle may choose which to roll first. She chooses Modest and rolls a 12, a success. Humble Dame Lynelle diverts the conversation to the efforts of his company, sharing the praise, and the Gamemaster chooses to award a Modest check.

If Dame Lynelle had instead rolled a 17, she would have failed her Modest roll and immediately rolled against her Proud. If she then rolled a 7 or less, she would have instead boasted about her prowess and taken a Proud check. If the Proud roll was also a failure, the Player might instead have chosen how Dame Lynelle reacted, but gained no checks.

During a scenario, events may occur that cause a character to act one way or another, or the Gamemaster may ask for or mandate a roll against an appropriate Trait. Most of the time, the Player simply states what they want their character to do and they do it, possibly receiving an experience check from their Gamemaster. Sometimes, though, ingrained behavior takes precedent over conscious intent. We have all experienced doing something without thinking, and a Trait roll duplicates that behavior.

# Trait Roll Results

The Gamemaster may apply modifiers to reflect the demands or pressures of the situation. If the character has Normal Traits, they may roll them in any order they wish. On the contrary, characters must always roll Famous or Exalted Traits first, and an unmodified Exalted Trait never fails.

Result Effect
Critical The character acts strongly in accordance with the Trait and takes an experience check. The Gamemaster may grant a relevant +5 modifier to a subsequent Skill or Passion roll.
Success The character acts in accordance with the Trait. The Gamemaster awards an experience check only if the action is somehow significant to the story or the characters.
Failure The Player rolls again, this time for the Opposing Trait, adjusted by any modifiers. If this roll is also a failure, the character acts however the Player wishes.
Fumble The character acts strongly in accordance with the Opposing Trait and gains a check to it. The Gamemaster may grant a relevant +5 modifier to a subsequent Skill or Passion roll.

# Trait Modifiers

Modifiers may affect a Trait value. For instance, many large and horrifying creatures impose negative modifiers to Valorous. These modifiers may cause an Exalted Trait to fall below 20, in which case an opposed Trait roll must be made.

# Trait Rolls in Play

Traits may come into play in three basic ways, described in the following text: decision rolls, test rolls, and game hint rolls.

# Decision Rolls

Most Trait rolls help in deciding a character’s behavior. Normal Traits (5–15) offer the most freedom of action. Usually, no roll is necessary and the Player simply decides how their character feels and acts. The Gamemaster, however, may always request a Normal Trait roll to determine a character’s action. The Player chooses which side of the Trait pair to test first, and their character behaves according to the result.

A character should always follow their Famous Trait, without need for a roll. However, if a Player wishes their character to act contrary to their Famous Trait, or the Gamemaster feels the Player is doing so, the Player must attempt a Trait roll of the Famous Trait first. Only upon failure may they test the Opposing Unsung Trait, giving the Player-knight a chance to act freely. An Exalted Trait offers no choice, because the value of the Opposing Trait is 0. Characters always act in accordance with their Exalted Traits.

# Test Rolls

Arthurian adventure is full of wondrous trials that challenge knights and ladies, testing their virtues. Some circumstances, often relating to supernatural forces, require Trait rolls, because they are special tests of a moral or spiritual nature. In this case, the character must make an unopposed roll against a particular Trait. Success ensures the moral or spiritual reward; failure, the consequences of not gaining it.

Some tests are more straightforward, such as an Indulgent roll to see if a character becomes drunk at a feast. Often, as in the case of intoxication, the consequences for failure are spelled out in the rules or scenario.

# Game Hint Rolls

The Gamemaster may prompt players by having them make Trait rolls. For instance, they might say “Suspicious characters get a die roll here,” or even, “If you think something is fishy here, you may attempt a Suspicious roll.” In such circumstances a success on the Trait roll calls for an experience check. The Player should then roleplay their character appropriately. A critical success means the knight should act strongly in accordance with the Trait.

An Opposing Trait roll is always made in case of failure. In the example above, if the Suspicious roll fails, then the Trusting roll is attempted. If both rolls fail, the Player may choose how they wish to act.

# Influencing Another Character

One character may try to influence another with an opposed Trait versus Trait roll. Both Players roll their character’s desired Trait. If the character using their Trait wins, the other party takes an automatic check in the influencing Trait. If the character using their Trait loses, they must make an immediate Opposing Trait roll to see if they gain a check in that Trait. Whichever Trait wins the resolution determines the subsequent action. If the rolls are a tie, it indicates no result as usual. The attempt may be repeated, depending on the circumstances. Note that this is a feasible way to diminish another character’s Famous or even Exalted Trait.

For example, Sir Clarion and Dame Cwenhild are at a feast, and Dame Cwenhild begins to boast of her prowess. Sir Clarion knows that the lord of the feast will challenge any boaster to a contest of arms, and that he has very rarely lost. Sir Clarion wants to keep his friend from taking a drubbing, if not being killed outright.

Sir Clarion speaks to his friend to dissuade her boasting. He rolls his Modest (13) against Dame Cwenhild’s Proud (14). The possible results are:

  • Sir Clarion wins the opposed resolution: Dame Cwenhild stops boasting and takes a check to her Modest.
  • Sir Clarion loses the opposed resolution. Dame Cwenhild keeps boasting and gets a Proud check; Sir Clarion must now roll Proud and, if he succeeds, he gains a check and joins Cwenhild in her boasts!

# Traits Opposing Passions

A Trait may oppose a Passion when a knight tries to suppress another character’s Passion, or if an individual is conflicted between an Trait and a Passion of their own. If the character using their Trait loses, they must make an immediate Opposing Trait roll to see if they gain a check in that Trait and act accordingly.

For instance, Dame Lynelle learns her father’s murderer is in the hall at the feast. Normally, her Hate Passion must be rolled to see if she will attack the killer. Before her Player makes that roll, Sir Asterius may attempt to use his Famous Prudent Trait to stop the attack and save his friend from dishonor. In such a case, the Players make an opposed roll of Trait (Prudent) versus Passion (Hate). If the Trait wins, then the Hate-filled character cools down. If the Passion wins, then Sir Asterius must make a Reckless roll to see if he gets a check in that Trait. If Sir Asterius is Reckless, he may rush over to back his friend in the attack. Regardless, Lynelle should check both Hate and Reckless if Asterius does not stop her.

# Traits Defined

When looking at the following definitions, keep in mind that Trait pairs cover a spectrum of actions or feelings between them. Sometimes defining actions with Traits is misleading for characters with Normal Values. A character with a Merciful/Cruel of 8/12 is not truly Cruel, even though it the latter is their dominant Trait.

On the character sheet, Traits which are considered “virtues” by the mainstream culture of Arthur’s Britain are listed on the left, while their paired opposites on the right represent the dominant culture’s idea of “vices.” As you can see, some of the Player-knights come from cultures with quite different value systems!

# Chaste/Lustful

This Trait pair measures a range of attitudes concerning carnal pleasure and romantic fidelity. For a virgin, Chaste means a lack of desire for sex. To lovers, being Chaste means wanting monogamy, which should be the norm for married people. A knight who resists an attempted seduction is exhibiting the Chaste Trait.

To be Lustful is to experience sexual desire. The Pagan virtue of Lustful recognizes the value of this feeling in appreciating the immanence of the Goddess, but only during certain holy festivals. Excessive promiscuity may be called lechery, wantonness, or bawdiness—even by Pagans!

It is important to note that failure at a Chaste roll or success at a Lustful roll does not denote an action, but a feeling.

# Energetic/Lazy

This Trait Pair measures a range of feelings and behaviors related to activity and inactivity. A vigorous person is Energetic. The Energetic Trait is often used to see if a character can stay awake during a night watch or awaken after a too-short rest.

A slothful person is Lazy. They have the natural inclination to loaf about or be sedentary.

# Forgiving/Vengeful

Revenge is the accepted pathway to justice in the Dark Ages. King Arthur attempts to substitute lawful courts for vengeance, but this requires willing participation. Forgiving/Vengeful measures the range of these powerful emotions.

To be Forgiving is to be willing to take insults without injury. A Forgiving character is unlikely to seek revenge for injuries intended or committed against them.

Vengeful indicates a character’s propensity to seek revenge—perhaps only in petty ways, but possibly sweeping and grandiose—for wrongs done or imagined. This Trait also includes spitefulness.

# Generous/Selfish

This Trait pair measures willingness to share or not share with others.

Generosity includes the largesse of Saxon and Cymric chieftains, and also the famed Christian virtue of caritas, or charity.

Selfishness is the desire to possess, keep, and further accumulate things for oneself. Greed is a component of the Selfish Trait. This possessiveness usually exalts material property and wealth, with the character being known as a miser or hoarder, but it might also or instead apply to Glory, so that the character always wishes to take credit for the most glorious tasks and duties. Be forewarned: exceedingly Selfish people may end up on the dark path of Avarice.

# Honest/Deceitful

This Trait pair measures a person’s subjective view of the truth, and how much they are willing to bend it towards their own needs.

To be Honest is to see truth as universal and objective, and to deal truthfully with others, both in matters of import and triviality, no matter the consequences.

A Deceitful person is likely to distort truths, or to fabricate untruths, for their own ends (or on behalf of others)—or in some cases, simply for the sake of doing so. Deceitful individuals also have the gift of a silver tongue, able to spin the most outrageous falsehoods and make others believe them.

# Just/Arbitrary

# King Arthur’s Justice

…such custom was used in those days, that neither for favour, neither for love nor affinity, there should be none other but righteous judgment, as well upon a king as upon a knight, and as well upon a queen as upon another poor lady.

—Malory, Le Morte d’Arthur, book XVIII, chapter 6

This Trait pair measures a character’s subjective view of fairness.

A Just character is capable of telling what is right and wrong within the mores of their culture and is desirous of passing due judgment based on that information.

To be Arbitrary means that the character has no concern for what is right or wrong and uses other information and bases for their decision making.

# Merciful/Cruel

# The Cruelty of Torture

Torture is a widespread practice of interrogation among barons of this time; it is part of High Justice. Even Arthur’s reign does not completely end the official use of torture. Any baron can torture their prisoners and should technically gain a Just check when they do it to obtain confessions from lawbreakers, along with a Cruel check.

Knights of lesser status do not have the legal privilege of ordering torture. For them to do so warrants not just a Cruel check, but also an Arbitrary check.

This Trait pair measures a character’s innate sense (or lack) of regard for their fellows.

Merciful indicates a tendency to extend sympathy, pity, and aid to others. This includes sparing an unarmed enemy, giving money to the poor, helping the weak, and any other act that is not expected of one’s rank and station.

Cruel indicates a disregard for the feelings and needs of others, or lack of sympathy. A Famously high value in Cruel suggests that the character actually enjoys the discomforts and troubles of others.

# Modest/Proud

This Trait pair measures how much a person thinks of themselves in comparison with everyone else. To be Modest is to be quiet and reserved about one’s gifts and accomplishments, not seeking excessive attention in the recitation of one’s own deeds. A Modest character is glad simply to perform deeds, rather than bask in the repeated glory of hearing about them.

The Proud Trait measures the degree to which one derives pleasure from hearing and/or boasting of their own deeds. A Famous level of Pride implies arrogance, and likely a boastful nature.

# Prudent/Reckless

This Trait pair measures how much a person thinks before acting.

The Prudent character gives thought to what they do before they act. Such a character is called cautious, and Famously Prudent people are called shrewd, circumspect, or discerning—or “slow to act” by their detractors.

The Reckless character acts before they think things through, without concern for anything but the immediate consequences.

# Spiritual/Worldly

This Trait pair measures a character’s attitude toward, and faith in, the unseen world.

A Spiritual character dwells on supernatural matters and believes that occult forces govern the material world. This is different from the Devotion Passion, which is belief in a deity. Spiritual people pay more attention to the needs of the soul than to those of the body.

Worldly indicates a disregard or disbelief in the spiritual side of life. A Worldly character is uninterested in make-believe and prefers secular pursuits of the mind and body. Worldly might just indicate profligacy, taking great pleasure in temporal things such as fine clothes, comfortable furnishings, good music and poetry, and the best company.

Worldly should not be conflated with Indulgent; the two often go together, but they are not the same. A Worldly character need not seek excessive pleasures, instead taking a more moderate approach to life.

# Temperate/Indulgent

This Trait pair measures a character’s appetite for good food and drink.

Temperance means that a character takes only what they need for food, drink, and other temporal needs. They are frugal and abstain from excess. They may also be more concerned with the satiety and comfort of others, making sure their companions are well-fed before looking to their own needs.

An Indulgent character is a gourmand: they take pleasure in food and drink, both in quality and quantity, and tend to see to their own sensual needs first and foremost.

# Trusting/Suspicious

This Trait pair measures the level of faith a person places on the motivations and intentions of others.

One who is Trusting tends to believe information without suspicion. Trusting may be used to exempt an individual or group from a Hate Passion.

Suspicious indicates that a person is unlikely to believe what they hear unless proof is offered. (A naturally Suspicious person may still be extremely Spiritual.) Doubts about a lover’s faithfulness can lead one to Suspicion, and even down the destructive path of Jealousy.

# Valorous/Cowardly

# The Valorous Roll

A fairy or beast with a Valorous Modifier cannot be attacked without a character first making a Valorous roll, adjusted by the modifier. The character makes the roll upon sighting the creature. If they fail the roll, they hesitate for one Combat Round and may try again. A fumbled roll means the character flees the scene.

This Trait Pair measures how brave and audacious a character may be during times of extreme duress.

To be Valorous means to be brave and courageous, willing to place oneself in danger for the sake of victory, friends, or the simple love of battle. All knights must be Valorous. Valor may be exhibited not only in combat, but whenever risks to one’s health or wellbeing are involved. The Gamemaster may call for an unopposed Valorous Trait roll when the character confronts overwhelming odds or creatures.

To be Cowardly means to be fearful of pain and of harm to oneself. Particularly Cowardly knights may be stricken with Fear.

# Religious Virtues

People practice many faiths across Arthurian Britain, and each faith holds a distinct set of values central to its beliefs and teachings.

Pendragon quantifies the virtues of the different religions, and characters who have Traits of 16 or more in all six of their religious virtues gain a bonus—see Religious Knight. The various religious virtues are given here for comparison:

  • Christian: Chaste, Forgiving, Merciful, Modest, Spiritual, Temperate
  • Pagan: Energetic, Generous, Honest, Lustful, Proud, Spiritual
  • Wodanic: Generous, Indulgent, Proud, Reckless, Valorous, Worldly
  • Heathen: Arbitrary, Honest, Proud, Spiritual, Suspicious, Vengeful

# Directed Traits

Directed Traits are feelings focused on an individual or group that override a character’s general attitude. For instance, a normally Trusting knight might be Suspicious of King Mark.

Note this special focus by putting an asterisk by the primary Trait and then writing the object of the Directed Trait on one of the blank lines beneath the list of Traits. Write the value of the Directed Trait modifier after it, such as *Suspicious (King Mark) +5. Whenever the Player must make a roll of that Trait dealing with the object of the Directed Trait, the modifier is added to the Trait value. Remember that the Opposing Trait is temporarily reduced by the same amount.

For example, if our knight in question normally has a Trusting 14 / Suspicious 6, when dealing with King Mark the knight’s Trait pair reads Trusting 9 / Suspicious 11.

Directed Traits can be taken voluntarily by a Player or assigned by the Gamemaster during play. Voluntary Directed Traits usually have a value of +1D6, or whatever value both Player and Gamemaster agree upon. Gamemasters can assign a Directed Trait to a character who consistently displays specific prides or prejudices; the value of a Gamemaster-imposed Directed Trait is usually not more than +5.

If a critical success or a Gamemaster’s decision provides a check to the Directed Trait, then it can be rolled for experience during the Winter Phase. A roll higher than the Directed Trait value increases it by one. For example, a knight with a *Suspicious (King Mark) +5 must roll higher than a 5 on 1D20 to increase the Directed Trait value to +6.

# Obsessions

Obsessions are ideas or thoughts that preoccupy or intrude upon a character’s mind. They are a more powerful form of Directed Traits that always affect a character’s actions and are added to the related Trait in the same manner as all other Directed Traits.

Obsessions develop through unlucky rolls (see examples below), because of Gamemaster ruling, or by Player request to stay true to their characters. They are recorded in the same manner as Directed Traits. Each time a character encounters or even hears about the object of their Obsession, they must make an Obsession roll.

Characters can redeem themselves from their Obsessions in two ways. First, the obsessed may reduce the Directed Trait during the Winter Phase in the same manner as Passion reduction (see Change a Passion). Second, redemption can occur by being in the presence of the object of the Obsession and making an opposed resolution of Honor versus the Obsession and consulting the Obsession Resolution Results Table.

# Obsession Resolution Results Table

Honor Result Effect
Critical The Player-knight overcomes the Obsession and removes it from the character sheet.
Win The Player-knight partly overcomes the Obsession; they halve its value.
Tie Attempt another opposed resolution, or not (Player’s option).
Loss Partial Success The Player-knight reduces the Obsession by 1 point.
Loss, Fail The Obsession waxes stronger, and its value increases by half.
Fumble The Obsession is impossible to overcome at this time and doubles its value for the next roll.

Finally, in the case of overweening Obsessions, a character can choose to retire to a monastery or hermitage and do penance for their evil thoughts and deeds. They will then find peace and be Out of Game for good.

# Avarice

Avarice is the extreme manifestation of the Selfish Trait. The character cannot let go of the object they desire. They lie, cheat, and steal to get it, even enlisting their companions for help. It does not matter what the item is, who owns it, or whether it is accessible at all—the character must have it.

Avarice has a starting value of +2D6 to Selfish. Record the Obsession in the Directed Traits section of your character sheet as Avarice (Object).

There are two paths to Avarice:

  • Fumbling a Generous roll when required to make one upon seeing something valuable, and then rolling a Selfish success or critical success.
  • Attaining a critical bonus for the Selfish Trait. The Gamemaster decides where the Avarice is directed. It may be something in the game, like a precious jewel or famous sword, or something otherwise valuable or beautiful. It could even be money; a simple lust for coin.

# Effects of Avarice

There are two effects of the Avarice Obsession. Not having the object of Avarice causes the character deep Misery. They think about it whenever some other object reminds them of it (and something always does). Once per day, the Player must attempt an Avarice roll, where a critical or success causes Misery; failure or fumble, nothing. For more on the effects of Misery, see Afflictions.

The Player must roll the Avarice Obsession whenever there is an opportunity to obtain the object of Avarice. Success indicates that the obsessed party must attempt to acquire it, if possible, within a reasonable period. A critical means that the obsessed will try to get the object as quickly as possible, no matter the consequences. Morality goes out the window.

# Fear

The Fear Obsession is the extreme manifestation of the Cowardly Trait. It is an intensely unpleasant emotion caused by the belief that someone or something is disproportionately dangerous, likely to cause pain, suffering, or death. Fear saves lives, but at a cost to Honor under circumstances considered inappropriate for knights. Fear has a starting value of +1D6+5 to Cowardly. Record the Obsession in the Directed Traits section of your character sheet as Fear (Object).

There are two paths to Fear:

  • Fumbling a Valorous roll when required to make one, and then rolling a success or critical success on a Cowardly roll.
  • The Gamemaster or Player decides that the encounter deserves a Fear Obsession.

# Effects of Fear

Anytime the character is confronted by the object of Fear, the Player must make an unopposed Fear roll. Success indicates that the obsessed refuses to engage with the object of Fear, if possible, and attempts to get a safe distance away from the object. A critical means that the obsessed attempts to flee in terror, as far and as fast as possible, moving at the maximum rate and going the maximum distance until exhausted.

# Jealousy

Jealousy is the extreme manifestation of the Suspicious Trait. Jealousy is feeling or showing envy towards someone, or a feeling of fear of losing a loved one to another person.

Jealousy has a starting value of +2D6 to Suspicious. Record the Obsession in the Directed Traits section of your character sheet as Jealousy (Person).

There are three paths to Jealousy:

  • Fumbling a Trusting roll when required to make one, and then rolling a success or critical success on Suspicious.
  • Characters who are publicly rebuffed by the one they Adoration get the Jealousy Obsession automatically. The Jealousy Obsession is directed against whomever rebuffed the character. For instance, Morgan le Fay harbors a powerful Jealousy against Lancelot.
  • Characters who harbor resentment against their betters may deserve a Jealousy. Thus, Agravaine and Mordred have Jealousy for both Lancelot and Guenever.

# Effect

The person against whom the Jealousy is directed is called the Rival.

Jealousy requires that the obsessed attempt to harm the Rival whenever possible. It does not need to be a physical harm, and does not need to occur at once, and may include plotting to damage Honor, affect their social standing, shame them, or harm others’ opinion of the Rival. A Jealous lover may try to defeat their Rival using combat, or a Skill contest such as Oratory or Compose, or other manner approved by the Gamemaster.

When in the personal company of the Rival, the Jealous character temporarily gains a –5 modifier to Forgiving, Just, Merciful, Prudent, Spiritual, and Trusting rolls made towards that person.

# Passions

t is well said, said Sir Launcelot, but sithen it is so that I may have thy friendship, what knight is he that thou so hatest above all other? Faithfully, said Sir Turquine, his name is Sir Launcelot du Lake, for he slew my brother, Sir Carados, at the dolorous tower, that was one of the best knights alive; and therefore him I except of all knights, for may I once meet with him, the one of us shall make an end of other, I make mine avow.

—Malory, Le Morte d’Arthur, book VI, chapter

The Arthurian tales are full of intense emotion, much of it uncontrolled. Beautiful women drive men to incredible and outrageous acts to prove their love. Family feuds turn otherwise sane men into wild avengers. An idealistic young king vies to spread his vision of a better world against all odds.

Passions are deeply-held beliefs and strong emotions, so powerful that they can inspire characters to perform legendary feats or coerce them into acting against the interests of peers and lieges. Some Passions are universally held, while others are unique to a character’s history or circumstances.

Passions may grant temporary modifiers to Skills and Traits, but never to Characteristics or other Passions.

# Gaining a New Passion

Players may ask their Gamemaster for a new Passion any time they feel conditions call for it. The Gamemaster may also assign a new Passion when appropriate. For instance, the murder of one’s family certainly warrants a Hate Passion; rescue by monks might create a Loyalty Passion for them; a seemingly miraculous event may spark spiritual Devotion; being saved by a group of your manor’s commoners may lead to a new sense of Chivalry.

A new Passion begins with a value of 1D6+6, although the Gamemaster is free to adjust the modifier or number of dice rolled, depending on the situation and personal preference.

Be aware that too many Famous or Exalted Passions can cripple a knight as they are torn between violent emotions. The classic example is Sir Lancelot’s inner conflict between his Love for Queen Guenever and his Homage to King Arthur. More prosaically, it is entirely possible to provoke a Famous or Exalted Passion at an inopportune time, such as Hate (Saxons) during a treaty negotiation, with disastrous results!

# Passion Levels

Passions exist on a spectrum, from low to high. A Passion does not have to have a high value to be meaningful, though. A lower-value Passion still indicates strong feeling. Just like Traits, Passions have four levels as well: Unsung, Normal, Famous, and Exalted.

  • An Unsung Passion has a value between 1 and 4.
  • A Normal Passion has a value between 5 and 15.
  • A Famous Passion has a value between 16 and 20.
  • An Exalted Passion has a value of 20 plus a critical bonus.

Because a Famous Passion is triggered easily, it diminishes a character’s range of autonomy. A character with an Exalted Passion must always roll to act in accordance with their Passion, further dictating actions and choices. Exalted Passions are rare.

# Passion Courts

All Passions save Honor (which transcends the mortal coil to reach for the transcendent; see Honor) are grouped into one of the four courts.

Passions concerning faithfulness are grouped under Fidelity (fidelitas); those concerning hatred and love reside in the category of Fervor (fervor). Passions of worship, whether temporal or spiritual, belong to Adoration (adoratio), while those tied to the espousal of social ideals are put in the category of Civility (civilitas).

The human heart has limits; the humours must remain in balance. The sum of the Passion values in each court must never exceed 40. If a character has 40 points of Passion values in a court and one of the Passions goes up one point, then another Passion in the same court must go down one point. The Player chooses which to decrease. Because no value may ever be higher than 20, Passions with a critical bonus are always counted as having a value of 20, no matter the amount of their bonus. Thus, for example, a Hate (Saxons) 20+10 only counts as 20 for the purposes of the Fervor limit.

# Fidelity

Duty (Vassals)
Fealty (Liege)
Homage (Liege)
Loyalty (Companions)
Loyalty (King)

# Fervor

Hate (Person or Group)
Love (Family)
Love (Person or Group)

# Adoration

Adoration (Beloved)
Devotion (Deity)

# Civility

Chivalry
Hospitality
Station

# Universal Passions

All the peoples of Britain share certain Universal Passions: Homage (or Fealty), Love (Family), Hospitality, and Station. These are derived from the unwritten laws of loyalty, kinship, social grace, and social class. All characters believe in these laws, having learned them from childhood. They precede and underlie the bold new ideals of chivalry that King Arthur promotes. Even the most barbaric or calculating lords of Britain and even one’s own enemies accept these ancient traditions as necessary and essential for survival in a hostile world.

This is not to say that a character must always abide by the Universal Passions, or that they may assume that others always will. Players control their own characters, and handling tricky issues, such as consistency of behavior or a character’s reputation, is a matter of game rules and Gamemaster’s judgment.

# Directed Passions

Almost all Passions are directed towards individuals or groups, such as Hate (Saxons) or Love (Sir Evrain). These Passions may be invoked only in situations involving the subject of the Directed Passion, as specified in each Passion description. The name of the individual or group is written in the parentheses next to its Passion on the character sheet.

# Using Passions

Invoking a Passion is an excellent way to add excitement to a scenario, for it can result in superhuman actions. A successful Passion roll Inspires or Impassions the Player-knight, giving them a big temporary bonus to one of their Skills or Traits. However, Passion rolls can also be risky. A failure or fumble may subject a knight to several unpleasant states of mind, including Melancholy and Madness.

A character may roll to provoke a Passion each just once per day. The Gamemaster may call for a Passion roll at any time, with a modifier for the specific situation. This roll is handled as any other unopposed resolution.

At other times, the Player may request a roll, with the Gamemaster’s approval. Remember that the Gamemaster has final word on when and how to use Passions. Characters may voluntarily invoke Passions only under these circumstances:

  • The Gamemaster may present the opportunity for a Passion roll when a character encounters the subject of their Passion. The Player may choose to attempt it or not if their Passion level is Normal. If the level is Famous or Exalted, the roll Player must attempt the roll and, if they are successful, act upon it in accordance with the situation and the Passion in question.
  • A Player may request to make a Passion roll in a crisis. The Gamemaster decides if this is appropriate.
  • A Player may request to make a Passion roll when trying to impress, defend, or destroy the subject of the Passion.

Passions may also be used not for Inspiration, but to decide a course of action consistent with the Player-knight’s defined temperament or to resolve an inner conflict. See the following sections for more details. These types of rolls do not count against the once-per-day limitation.

# The Passion Roll

# For Dole and Sorrow

Passions often prove to be the source of great and lingering heartache for characters, triggering crises of belief or commitment.

A failed or fumbled roll on the Unopposed Passion Roll Results Table is one way to trigger a Passion Crisis. A Passion Crisis may also occur when a character is Inspired or Impassioned and fails spectacularly at the task at hand (your lord is killed while under your protection), or when it becomes clear that the source of the Passion is no more (Saxon raiders murder your family), or the character will never have access to the source again (your beloved banishes you from their sight). The Gamemaster must determine when such events may trigger a Passion Crisis.

Regardless of the cause, a character suffering a Passion Crisis must make an unopposed roll against the Passion that triggered the crisis, applying any of the modifiers given below, to see if the character suffers an Affliction.

# Passion Crisis Roll Table

Result Effect
Critical Madness
Success Melancholy
Failure No effect
Fumble Lose 1 point from the Passion

Modifiers to the Passion:

  • The character failed their task while Inspired: +0
  • The knight has failed their task while Impassioned: +5
  • The character is currently Inspired by the Passion: +5
  • The cause of the Passion Crisis is due to the character’s own action or inaction: +10
  • The character is currently Impassioned by the Passion: +10

The duration of a Melancholy or Madness Affliction depends on the level of the character’s unmodified Passion, as follows:

  • Unsung (1–4): Melancholy for 1D6 hours; Maddened for one week
  • Normal (5–15): Melancholy one day; Maddened for 1D6 weeks
  • Famous (16–19): Melancholy for 1D6 days; Maddened for 1D6 months
  • Exalted (20+): Melancholy for 1D6 weeks; Maddened for 1D6 years

Melancholy and Madness may be healed before their duration is up. See Affictions for more details.

Most Passion rolls are unopposed. Roll for the Passion and consult the Unopposed Passion Roll Results Table.

# Unopposed Passion Roll Results Table

Result Effect
Critical Impassioned; gain a check to Passion
Success Inspired; gain a check to Passion
Failure Passion Crisis
Fumble [Passion Crisis(/rules/traits-and-passions.html#passion-crisis-roll-table)]; Lose 1 point from the Passion

# Passion Results

Impassioned: A temporary +10 bonus to a single Skill or Trait, chosen by the Player. The duration varies, but lasts until the situation that evoked the Passion roll ends. For example, in a duel between two knights, the bonus lasts until one is dead, knocked unconscious, or surrenders. In a battle, a Weapon Skill (or other Skill) bonus lasts one Battle Turn. A Passion bonus may modify a series of successive First Aid or Chirurgery rolls resulting from a single fight or other source of trauma.

Inspired: A temporary +5 bonus to a single Skill or Trait, chosen by the Player, while the situation persists (as above).

Melancholy: The character becomes Melancholic. See Affictions.

Madness: The character goes Mad and is Out of Game. The Player must turn the character sheet over to the Gamemaster. See Afflictions.

# Gamemaster Characters Using Passions

Only Player-characters get to use Passions, at least at the beginning of a campaign. While it is unfair to Gamemaster characters to withhold this, it is one of the ways that the Gamemaster can subtly influence outcomes. In the early adventures, most nameless Gamemaster characters do not need Passions. However, if a nameless knight is protecting their own home or liege lord, then the Gamemaster should consider allowing a Passion roll, for good or ill.

The Gamemaster ought to freely use Passions against the Player-knights later in the campaign when they are much more powerful.

# The Passions

The following sections discuss each of the Passions in detail: their role in the greater world of Pendragon and their effect on the characters who hold them.

# Passions of Fidelity

The feudal system is bound together by fidelitas—personal loyalty. For knights, loyalty is particularly important because it is the foundation of military organization. Logic and self-interest are the roots of loyalty. No one would consider it fair or just to perform hostile acts against the person who supports them with food, protection, and comfort. Moreover, loyalty to a leader extends a person’s influence outside of their own family, giving them a place in the larger world.

As noted elsewhere, feudal loyalty is an agreement between two parties: a leader and a follower. Ritualized pledges called “oaths” forge links between them to ensure fidelity. Those who break their oaths are outcasts from society and never trusted again.

Fidelity is always directed to a person or a group of people. It is not possible to have a Fidelity Passion towards a place or an action, or to an animal, artifact, or ideal.

# Fealty (Lord)

Fealty is a loyalty oath. Lords, knights, and even some commoners employ fealty as a sort of “standard feudal contract.” Lords make the oath to their king, knights to their liege lords, and mercenaries and professionals, such as stewards and clerks, swear fealty to a lord. A character may swear fealty to multiple lords, whether it is in exchange for landholding, membership in an organization, or similar promises.

Fealty oaths usually have a time limit, and the oath-maker is freed from obligation at the end of it. For example, a knight swears fealty to a lord when they get a gift of land. The gift is temporary, in that the knight may hold the land only for the duration of their life, after which it returns to the lord. The oath is fulfilled upon the knight’s death, and Fealty is not required by a knight’s children or other family members.

Fealty is inferior to Homage (below) and is expected to be ignored if the two conflict. For example, if a knight has Homage to one lord and Fealty to another, the lord to whom they have given Homage gets their loyalty. A Fealty Passion may be invoked when a lord to whom fealty is owed is threatened, or when someone interferes with a deed being done on behalf of the lord.

# Homage (Lord)

Homage is the highest type of loyalty. The act of Homage is given when a knight swears their service to a lord as a member of their household, or when they receive a grant of land from their lord, which is an enormous honor. A grant is given for the life of the knight and the lives of their descendants. The vassal thus obtains tenure, which is as much of ownership as feudal custom and law allow. The heirs of a knight must also swear Homage to the lord if they wish to inherit the land grant, otherwise they give up their right to it.

Occasions of multiple homages are rare, because normally a knight must leave one liege lord for another. Since a vassal must obey their liege lord, having more than one opens the possibility of crisis if the lords become contentious—the vassal must choose which to follow, and forfeits everything gained from the other.

Violating Homage is more severely penalized than any other Loyalty Passion—refusal results in loss of Honor. See Losing Honor for examples.

An Homage Passion may be invoked when a knight’s liege lord or family is threatened, when someone interferes with a deed being done on behalf of the lord, or when the liege’s Honor is impugned.

# Loyalty (Companions)

Friends develop bonds of loyalty and affection for each other. Individuals who work together, hold the same ideals, or save each other’s lives, may develop this Passion. Sir Lancelot and Sir Tristram have it for each other, as do Tristram and Sir Dinadan.

The Passion may be directed to a group of unrelated individuals, such as a band of Player-knights. The names of the group’s constituents should be written down to document membership. The Passion may be invoked whenever one of the listed companions is threatened, in danger, or in battle by their side.

# Loyalty (King)

Knights may express loyalty to their king even if he is not their liege. Of course, if they hold land directly from a king, he is also their liege, in which case they grant him Homage or Fealty.

But in many cases the inspiration of a king attracts the followers of his followers, and this may cause conflict. The lord who receives fealty is the rightful recipient of their subjects’ primary obedience. If a vassal is more loyal to a king, even King Arthur, the proper liege lord may develop a Jealousy (see Obsessions) that leads to trouble. But even though Loyalty to King Arthur may provide an outlet for a knight disaffected with their own lord, it does not excuse a knight from duty. King Arthur upholds tradition, even for a bad lord. The only escape for the knight would be to go through the formal breaking of their oath and desert their liege. It is also possible to impress King Arthur enough to be invited to serve him directly, in which case a liege would have no choice but to release their knight to the king.

From such conflicts do stories arise.

A Loyalty (King) Passion may be invoked when a knight’s king or their family is threatened, when someone interferes with a deed being done on behalf of the king, or when the king’s Honor is impugned.

# Passions of Fervor

Love and Hate are opposites, but both are an expression of fervor, an intense, abiding feeling. Love is a deep affection for someone, while Hate is a bitter loathing. It is impossible to bear both Love and Hate Passions for the same person or group. For instance, no one can have both Love (Cornishmen) and Hate (Cornishmen). However, it is possible to have an exception for an individual or subgroup, such as Hate (Cornishmen) and Love (Tristram the Cornishman).

Modifiers from successful Love and Hate Passion rolls may only be applied to concerns affecting the subject of the Passion.

# Hate (Person or Group)

Hate is a bitter poison. Having a Hate Passion means the character despises, mistrusts, holds in contempt, and feels superior towards someone. A character gains a Hate Passion through inheritance (as a starting Passion) or by actions that affect the character during gameplay.

A character may invoke the Passion if confronted by the person or group they Hate. Direct contact is not necessary—mere awareness of proximity is sufficient. This makes Exalted Hates dangerous in non-conflict situations, potentially forcing reckless behavior with often deadly consequences. Thus, a Player needs to take great care when choosing the subject of a Hate Passion. If it is too broad, it brings constant grief to a character, while one too narrow limits its usefulness.

If a character is among those they Hate, they can try to exercise restraint with an opposed resolution of their Hate Passion versus whatever other Passion or Trait the Gamemaster deems proper. The Homage (Liege) Passion might be used if the lord has instructed his followers to restrain themselves; Chivalry, to prevent violating the Code of Chivalry. Traits that may oppose Hate include Forgiving, Just, Merciful, and Trusting.

# Love (Family)

# Defining the Family

The world is a dangerous place and people treat strangers and foreigners with suspicion. Beginning characters implicitly trust their kin, even if they act despicably, for only the bond of family ensures support during an emergency. Thus, a character considers loyalty and affection for their family as inherent to Nature. It is unthinkable to turn against them. Indeed, a character would consider a kinslayer inhuman, almost demonic. Thus, this affection is a Universal Passion present in every character.

Sometimes a knight must choose between loyalty to kin and loyalty to lord. There may be no way to resolve problems without offending someone important. Such dilemmas are what the greatest stories are made of and offer the best chances to roleplay.

Common family terms are:

  • Family: a character’s immediate blood (or adopted) relations, usually consisting of a character’s spouse, children, siblings, parents, grandparents, aunts, uncles, and cousins.
  • Kin or kindred: a character’s extended family; all blood and non-blood relations, including those from a spouse’s family. A character considers their siblings-in-law and their children to be kin.
  • Lineage: characters who can trace their bloodline to a common ancestor share this bond. It could be a recent sire, such as a great-great-grandfather, or a distant one, who lived dozens of generations ago. The ancestor may even be mythological, a deity, or an animal!
  • Clan: a group of close-knit families, usually related by blood or sharing a common lineage, that usually live close by in a shared ancestral land.

The Gamemaster and Player decide how narrowly or broadly to define the character’s family, based on the character’s history and the campaign story. A character may invoke the Love (Family) Passion whenever the family or a member is in danger, or the outcome of an event, such as an invasion or battle, would put family in harm’s way.

# Love (Person)

Love of a specific individual is quite likely. It implies a tender, physical or practical relationship, different from Adoration (see below). Characters gain Loves of this nature through gameplay. With the agreement of the affected Player, a Gamemaster may impose a Love Passion as a plot device under the theory that love is mysterious and strikes without sense or sensibility. Players may also take the Passion when the Player and Gamemaster decides it is proper to their story.

Love is also the successor of the Adoration Passion, after the Lover and Beloved have consummated their relationship. It replaces the Adoration Passion, with half the value of the old Passion.

A character invokes the Love Passion whenever the subject of the Passion is in danger. The Passion may also be invoked if the outcome of a particular battle or similar event may put the subject in the path of danger.

# Passions of Adoration

To express adoratio is to worship or show reverence for a person or deity. Adoration is an abiding belief that transcends all worldly motivations.

# Adoration (Beloved)

Adoration is the chaste Passion for fine amor (also called Romance), the dangerous and rewarding art of courtly love inspired by Queen Guenever and practiced by the nobility of Britain. The knight, as the Lover, develops overwhelming feelings of affection, admiration, and awe for the Beloved, who commands their attention, humility, and obedience. It is love for Love’s sake, pure and unadulterated by the bonds of matrimony, and an unwavering source of inspiration.

The Adoration Passion has strange requirements:

The Beloved must be unattainable, either because they are married, due to their station, or because of their disposition.

While the Lover must be utterly smitten, the Beloved’s feelings for the Lover are of no consequence, for the Lover’s goal is to be inspired by the Beloved’s mere existence. In fact, a definitive element of the ritual of Romance is that the Beloved initially rejects the Lover’s admiration.

Fulfillment of the relationship is neither needed nor expected. Adoration is sufficient. Suffering is a part of it, and the more the Lover suffers, the greater the Adoration. However, the Gamemaster may wish to keep a secret record of the Beloved’s actual reactions, because it is possible for them to develop a Love Passion for the Lover. At some point the Beloved may give themselves to the Lover entirely, even seduce them! If the relationship does transform into physical consummation, then the chaste Adoration Passion changes to the Passion of Love, moving from the Court of Adoration to Fervor.

Adoration is obviously directed at only one person. An Adoration Passion may blossom upon first seeing, hearing about, or even dreaming of the extraordinary subject of fascination. A Player may simply declare their character’s Beloved, and with the Gamemaster’s permission, roll to find its value.

The Adoration Passion has two tremendous advantages. First, Adoration grants a +10 Skill bonus, not the usual +5, for Inspiration, for such is the immense power of True Love. Second, a Lover may attempt to invoke this Passion once per day at any time and for any reason.

The Adoration Passion requires complete chastity and changes to Love if physically consummated.

# Devotion (Deity)

The Devotion (Deity) Passion is a measure of belief or faith in a supernatural being or group of beings (a spirit, a deity, or deities). It is a profound belief but does not confer knowledge about the being or group, nor does it grant miraculous powers of any sort. Devotion does not count as a Directed Passion, even if focused on a single being.

A Devotion Passion is acquired whenever a Player desires it for their character. However, it may not be invoked for inspiration purposes until the character qualifies as a Religious Knight.

Once qualified, the knight invokes the Passion when witnessing a blasphemy against their religion, when a place of worship or holy person is abused, or when they are fighting for the purpose of championing that religion.

Crusading in the Holy Land could be an example of “championing the religion,” though Pendragon strongly discourages conflict between faiths in any adventure. Participating in a crusade calls for a Cruel check, at least, if not also checks to Selfish and Worldly. Championing a religion in game should be much more light-hearted and intended to display its best qualities. More on the benefits and requirements of using the Devotion Passion can be found under Religious Knight.

# Passions of Civility

Civility refers to social obligation, the unwritten customs of civilitas which bind society together and create a functioning civilization. These Passions define the proper, accepted ways to behave toward one another.

# Chivalry

Chivalry is the belief that the strong should protect the weak, and that knights must act honorably toward ladies, commoners, and other knights. King Arthur promotes this belief early in his reign and his Round Table Knights popularize it through their many famous deeds. The Code of Chivalry one of the major civilizing influences that makes Arthur’s reign so outstanding.

Chivalry requires a knight to follow the Code of Chivalry, which, if violated, brings dishonor (see Losing Honor for examples). Thus, a Chivalrous Knight is:

  • Compassionate. They offer clemency to defeated opponents, especially those that are personal enemies or whom they Hate. A Chivalrous Knight always provides First Aid to their defeated opponent, even before having their own wounds tended to.
  • Fair. They allow a foe to rest when they request it, return a dropped weapon, and permit an opponent’s squire to replace a broken one. A Chivalrous Knight always faces their enemies in hand-to-hand combat, and never uses missile weapons against other knights.
  • Graceful. A Chivalrous Knight is a master of Courtesy, both as necessary behavior at court and as good manners towards everyone who does the same.
  • Kindhearted. They give alms to the poor, even share their own food with the hungry. When in a battle, they share all Glory gained with their comrades in arms. A Chivalrous Knight does not rest while haste is necessary and always volunteers to stand guard over exhausted companions.
  • Righteous. They always protect ladies and commoners from being manhandled, bullied, and unjustly threatened by other knights. If the bully is the knight’s liege, then this tension is resolved with an opposed resolution between Chivalry and the Passion of Fidelity they hold for their liege. The outcome decides the knight’s conduct. If the bully is a lady, then oppose Chivalry with the Station Passion (below).
  • True. A Chivalrous Knight is loyal to their lord and homeland and always keep their oaths. They uphold their Honor and good name and will not lie, even to their enemy. They may tell white lies to save another’s feelings, though to lie for another person is dishonorable.

The Player may acquire the Passion by declaring their character’s desire to be chivalrous. They may not invoke the Passion for the purposes of inspiration until the character qualifies as a Chivalrous Knight. A Chivalrous Knight may invoke this Passion to uphold the chivalric tradition and may invoke the Passion when they see ladies and commoners being roughly treated or unjustly threatened.

More on the benefits and requirements of using the Chivalry Passion can be found under Chivalrous Knight.

# Hospitality

Hospitality is a belief in the social obligation to offer food, lodgings, and safety to visitors without expectation of payment. All of Britain upholds the custom, and so every character starts with this Universal Passion. When a Player-character is invited into another’s home, then both host and guest must obey the custom of hospitality, to ensure peace, safety, and respect for all present. Thus:

  • Peace must reign in the host’s hearth, even if the host and guest discover that they are mortal enemies. They can go outside and fight for honor, or one of them can leave and then return to issue a challenge, but the peace of the hearth must remain inviolate.
  • The host may never insult or act against their guest but must honor them, according to their station. In turn, a guest must act properly, with civility, and not insult their host. Honor dictates that a guest must aid their host if the hearth is attacked from without.
  • Once the host has extended the hospitality of the hearth to a guest, it is dishonorable for the guest to leave without the host’s explicit permission.

The Hospitality Passion is invoked by the wronged party when a host or guest breaks hospitality, or when a knight witnesses a violation of hospitality. A knight cannot invoke Hospitality if someone attacks their hearth from the outside, but if a guest draws a weapon, then invoking the Passion is proper. Likewise, if a guest is attacked by a host, then the guest can invoke the Passion.

# Station

In the time of King Arthur, social classes remain, but the brutality diminishes as chivalry spreads throughout the land. Even then, commoners are not treated as equals. Nobles believe they have a natural right to rule and that a proper society must be divided into stations (ranks), with the higher stations having greater freedoms, privileges, and responsibilities than the lower ones. Each rank of society lords over those below. Society works so long as everyone attends to their station and commoners show deference to nobles. Belief in class distinction is pervasive in the feudal world, and so all beginning characters share this Universal Passion.

# Elitism

Each rank of society lords over those below. Higher ranks have increasingly greater freedoms and privileges. The king is the highest of them all. Titled nobles come next in their own hierarchy, descending from duke to count to baron. Knights are next, with esquires the most common of nobles.

Commoners must defer to knights, even if it means giving up their meal and bed. At the start of King Arthur’s reign, a cuff to the ear or a boot to the chest are a knight’s accepted responses to commoners who step out of line, whether through word or action. Almost no commoners have a choice of where to live or how to spend their time. Their labor feeds the upper class, who take their due first, and if the farmer goes hungry, then he must suffer.

The social classes remain over the course of King Arthur’s reign, but the brutality diminishes. The practice of noblesse oblige, the obligation of nobles to care for their inferiors, derived from the Chivalric Code, takes effect. Even then, however, lesser persons are not meant to be treated as equals.

If nobles fail in their duty to maintain this social order, then society descends into pure anarchy and bestial savagery. Thus, any words or deeds from commoners that disrupt their labors or give cause for offense, must be censured and put to an end. Likewise, any knight or noble who degrades their exalted position through word or deed, must be corrected and put back in the natural order.

In short, Station may be invoked to confront violations of the social system, custom, and law, either verbally or with violence.

Additionally, should a knight ever lower their standards and behave like commoners, they may lose Honor (see Losing Honor for examples). Thus, knights are forbidden to do manual labor, to hawk goods and services like a merchant, or to conduct any business other than overseeing their holdings.

Nobles are usually indifferent to commoners; indeed, the Station Passion requires it. Chivalry is usually not in conflict with Station, but adds a more gentle, refined layer to it. If actual conflict arises between Chivalry and Station, it is settled by opposed resolution.

# Afflictions

Afflictions are conditions brought on by a successful Passion Crisis roll (see For Dole and Sorrow). They can all be cured. Three common Afflictions can affect Player-knights.

# Madness

And then he knew well that he lay not by the queen; and therewith he leapt out of his bed as he had been a wood [mad] man, in his shirt, and the queen met him in the floor; and thus she said: False traitor knight that thou art, look thou never abide in my court, and avoid my chamber, and not so hardy, thou false traitor knight that thou art, that ever thou come in my sight. Alas, said Sir Launcelot; and therewith he took such an heartly sorrow at her words that he fell down to the floor in a swoon. And therewithal Queen Guenever departed. And when Sir Launcelot awoke of his swoon, he leapt out at a bay window into a garden, and there with thorns he was all to-scratched in his visage and his body; and so he ran forth he wist not whither, and was wild wood as ever was man; and so he ran two year, and never man might have grace to know him.

—Malory, Le Morte d’Arthur, book XI, chapter 8

Madness is a disorder of the mind and occurs in both men and women. It is characterized in medieval medicine as frenzy, or uncontrolled excitement; mania, or delusions and euphoria; and fatuity, or imbecility and dementia. Typical actions include a mixture of confusion, irrationality, hallucinations, murderous rage, wild abandon, speaking gibberish, gnawing upon objects, incapacitation, and seizures that feature thrashing about, eye rolling, frothing at the mouth, and incontinence.

A Maddened character is Out of Game. A knight typically throws away their weapons, tears off their armor and perhaps clothing, and then dashes into the wilderness, avoiding all human contact if possible. A lady may do the same, or simply collapse into catatonic helplessness. The Player must turn the character sheet over to the Gamemaster, who will return it at a future time. During this time, the Player must run one Madness Solo for their character each Winter Phase that the character is raving.

# Glory

A character who suffers Madness gains 100 Glory if the it lasts for a year or more. Otherwise, they gain 25 Glory.

# Curing Madness

Not just anyone can cure Madness. A madman may be healed only by someone who has a Love or Adoration for the character; anyone for whom the character holds a Loyalty, Love, or Adoration Passion of their own; someone with a Famous or Exemplary Merciful Trait; a monk, lady, or hermit whose primary profession is healing; or by the presence of the Holy Grail. The healer must first succeed at a Merciful roll to calm the madman enough to go along to a place of safety. The madman must then be sheltered from all outside influences and visited every day by their healer, who cares for them, talks soothingly, and in general treats them well.

Each month of care reduces the Madness duration by one year. When the Madness value is reduced to 0, the insanity breaks and the healed person can recognize people about them and their surroundings in general but will generally have no clear memory of what occurred during the Madness.

Madness that lasts less than a month must be left to resolve on its own.

Certain enchanted wells and springs, miracles, and sacred apparitions like the Holy Grail cure Madness instantly and automatically.

# Out-of-Game Curing

Alternatively, the Gamemaster may decide that a character is brought back at any time. They need only return the character sheet to the Player, informing them that the character has awakened from their Madness, and name the place where they regained their faculties.

The Gamemaster may change the character’s Statistics in any way they see fit to reflect what went on during the Madness. A perfect time for using this method is when the Player’s current active character is killed, put out of service, or goes Mad themselves. The formerly Mad character may re-enter play.

# Melancholy

Melancholy is a depressed emotional state. A Melancholic character is incapable of normal action, but instead mopes around mumbling, weeping, moaning, and even whimpering on occasion.

A Melancholic character suffers –5 to all Skill and Passion rolls.

# Glory

A character who falls into Melancholy gains 25 Glory.

# Falling into Melancholy

The effects of Melancholy do not strike immediately if the character is actively engaged in some activity, like fighting in a battle. It takes effect after the activity that caused it is completed.

The length of the Melancholy is usually equal to 1D6+1 days. This value indicates the number of days of Melancholy and the fixed opposition against a cure. If left alone, a victim’s Melancholy value diminishes by 1 point per day and then they return to their normal self after that many days pass.

It does not matter how many days the character is in this state, the depth of their depression is always the same until the time passes, whereupon they rise from a tormented night of sleep feeling fine.

# Curing Melancholy

Knights can be cured of Melancholy by intervention in one of two ways:

  1. Friendly Cure. A friendly intervention requires anyone for whom the victim has a Love, Loyalty, or Adoration Passion, or someone who holds one of those Passions for the character, to engage in an opposed roll of that Passion against the fixed opposition of the Melancholy value. If the would-be healer succeeds and rolls higher than the fixed opposition value, then the Melancholy is lifted immediately. If the roll is successful but less than the fixed opposition value, the value is reduced by 1 point and they may try again the next day. If the healer loses the opposed roll (i.e., if they fail and roll higher than the fixed opposition value), then the Melancholic character becomes violent and strikes out at their would-be healer. Go to Unfriendly Cure, below.
  2. Unfriendly Cure. An unfriendly cure occurs one of two ways. First, when someone attacks the Melancholic knight, they snap out of it in time to defend themselves, whereupon combat occurs until the attacker flees or dies. Second, when a Friendly Cure fails, the Melancholic knight snaps out of it and attacks whoever failed the attempt. If the knight is opposed by another knight the combat is with arms; if it is a monk or a lady, then fists. Combat continues until the would-be healer flees, whereupon the Melancholic individual breaks off and enters their passive state once again, or until the character suffers damage, in which case their Melancholic spell ends immediately.

If provoked again, the cycle repeats. One person only may attempt a cure per day, but multiple people may attempt it each day.

# Misery

So upon a day, in the dawning, Sir Palamides went into the forest by himself alone; and there he found a well, and then he looked into the well, and in the water he saw his own visage, how he was disturbed and defaded, nothing like that he was. What may this mean? said Sir Palamides, and thus he said to himself: Ah, Palamides, Palamides, why art thou defaded, thou that was wont to be called one of the fairest knights of the world? I will no more lead this life, for I love that I may never get nor recover. And therewithal he laid him down by the well. And then he began to make a rhyme of La Beale Isoud and him.

—Malory, Le Morte d’Arthur, Book X, Chapter 86

Misery is a common state for a Lover, except when Inspired in the presence of their Beloved, or the love is acknowledged by their Beloved. The knight mopes about, cursing their foolish pursuit. It may also affect characters suffering from the effects of losing a loved one.

The character suffers a –2 modifier to all Skills and Passions until the Misery is dispelled. This is in addition to any other penalties due to Melancholy, intoxication, and so forth.

# Glory

A character who becomes Miserable gains 10 Glory.

# Becoming Miserable

A Lover becomes Miserable whenever they fail an Adoration Passion roll (in addition to any other effects from the failed roll). Furthermore, if the Adoration Passion is invoked outside the presence of the Beloved, after the Inspiration passes the character automatically suffers from Misery. If the character was Impassioned from a critical success, they become Melancholic instead. These afflictions may be cured in the usual manner or by catching sight of or merely hearing the voice of their Beloved.

# Duration

Misery ends either seven days after the following Sunday or when cured through intervention.

# Curing Misery

Successful intervention requires another person to disturb the Miserable knight with a successful opposed roll of their own Skill or Passion against the knight’s Passion that caused the Misery. Appropriate Skills include Intrigue or Orate. Possible Traits include Merciful and Trusting. Possible Passions are Duty (Vassals), Homage, Loyalty (Companions), and Chivalry.

If the intervention fails, the Miserable knight flies into a rage and assaults the other person until one or the other is subdued. The knight instinctively uses Brawling against friends, and their weapon against foes or strangers. The Miserable knight or the other party are subdued upon being either pinned with a Hold (see Follow-up Actions Table) or suffering any damage.