house rules for 'the queen's cavaliers

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Post on 08-Jan-2016

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A bunch of collected small rules I have ruled during my 'The Queen's Cavaliers' campaign.

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The Queens Cavaliers Christians House RulesGrenadesHitting 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 actionOpposition: 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 PointsGame 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 RollsSometimes 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. CoinageValue

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 typeEquivalent real value

D06 Lune

D66 Sol (72 Lune)

D84 Crowns (48 Sol, 576 Lune)

D1050 Crown (600 sol, 7200 Lune)

D12200 Crown (2400 Sol, 28,800 Lune)

Barter Die Amount in coin

D01 Lune

D61 Sol

D81 Crown

D1010 Crown

D12100 Crown

Reward DieAmount in coin

D012 Lune

D66 Sol

D88 Crown

D10100 Crown

D121200 Crown

AvailabilityPrice increase

Very commonPrice x1

CommonPrice x2

UncommonPrice x4

RarePrice x6

Very rarePrice x10+

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