Sie sind auf Seite 1von 3

The Queens Cavaliers

Christians House Rules


Grenades
Hitting Things: Use Black Powder against 3d6 difficulty at close range, 3d8 at medium range.
Medium range is maximum grenade range. Grenades hit one target in a given area. For each
Success Point spent, one more target is affected. More difficult throws might have higher difficulty,
at the GMs discretion.
Damage: Consult the original roll. For each Success Point spent, the grenade does one Yield
damage, three Success Points buys one Wound. The attacker rolls Black powder to determine
Yield and Wounds.
Defense: All affected targets can use their Dodge or Block skill to avoid damage, rolling against
the attackers Black powder total from the throw.
The GM can use the target(s)s success points to let the attackers allies be hit (if any are present in
the affected area), costing five Success Points (+++++) for each ally to be affected (as per
Incredibly Bad Fortune on the Standard Opposition table). Allies hit can make a Dodge or
Block roll against the attackers Black powder as any other target, no need to roll a new total.

Black Powder
(Grenades)
Time: One action
Opposition: Easy (short range),
Average (medium range)
+
Hit original target
+
Hit one more target
+
Inflict one yield (all targets)
+++
Inflict one wound (all targets)
Smoke Grenades: Cannot cause Yield or Wounds, instead fills one are with smoke pr. Success
Point spent. Affects all characters in given area(s). Smoke impose a Drop 2 penalty on all rolls that
depend on eyesight (most combat rolls) and on Aim rolls for shooting into the smoke cloud.

Initiative
Interpose: When using Interpose, a character make him/herself the target of an attack intended for
an ally. The description does not specify how the attack is resolved is an attack rolled
independently against the first target, then discarded and a new attack rolled?

My Groups Interpretation: Opponent X attacks target A. The attack hits, Wounds/Yield/other


effects allocated. If ally B wish to Interpose, ally B suffers all damage and effects intended for
target A. Target A takes no damage/effects from the blow.
This makes interposing a real sacrifice, for extra dramatic value. If the Interposing character does so
to indulge a passion, the Game Master should consider granting him/her a Style Point.
Seize the Initiative: The user jumps forward in the Initiative Order. If a character is already first in
order, Seize the Initiative effectively gets him/her an extra action at any point after the first, regular
action. Next round the initiative order goes back to normal, unless another (or the same) character
use Seize the Initiative again.
Otherwise being first in Initiative Order make a characters Seize the Initiative action redundant.

Style Points
Game Master: Starts the game with three Style Points to spend on any NPC actions. Minor and
Major Non-player Characters start the game with one and two Style Points, respectively.
Players: In combat players can earn one Style Point per round, and only one per individual skill
used in a given combat. If you win a Style Point using the Dodge skill in round one you wont be
able to but Style Points with Dodge for the rest of the combat. You will be able to win a Style
Point using the same skill in a later combat.

Pure Rolls
Sometimes no skill exactly match a given situation. In these instances, determine which Attribute,
Verve, Affinity or Guile, best match the intended solution. Then roll a combination of Attribute +
competency die, adding any relevant item dice and miscellaneous bonuses. My group refers to this
as a Pure Attribute Roll, or Pure Roll for short.
For example, The Queens Cavaliers has no precise skill for climbing a vine-covered wall. A verve
+ competency determines success, adding bonus dice as relevant. The climber may have specialized
mountaineering gear, a clockwork exoskeleton, a relevant charm-woven item or similar.
Item Bonuses: The Game Master determines item bonuses. Basic equipment grants a d6 bonus,
advanced items giving a d8 bonus. Bigger item bonuses are for specialized clockwork gear and
magical help not commonly available.

Money
Converted from a dice system to a simple currency system. My group finds it easier to keep track of
money in real values rather than the abstract dice values.
Coinage
Value
Lune (copper)
Smallest unit, 1/12 of a Sol, 1/144 of a Crown
Sol (silver)
Standard measure
Crown (gold)
Largest unit, equals 12 Sol, 144 Lune
Price pr. Dice Type and Income pr. Dice type
Equivalent real value
D0
6 Lune
D6
6 Sol (72 Lune)
D8
4 Crowns (48 Sol, 576 Lune)
D10
50 Crown (600 sol, 7200 Lune)
D12
200 Crown (2400 Sol, 28,800 Lune)
Barter Die
Amount in coin
D0
1 Lune
D6
1 Sol
D8
1 Crown
D10
10 Crown
D12
100 Crown
Reward Die
Amount in coin
D0
12 Lune
D6
6 Sol
D8
8 Crown
D10
100 Crown
D12
1200 Crown
Availability
Price increase
Very common
Price x1
Common
Price x2
Uncommon
Price x4
Rare
Price x6
Very rare
Price x10+

Das könnte Ihnen auch gefallen