Chivalry & Sorcery House Rules

Chivalry & Sorcery 3rd Edition came out after a bit of a dearth of roleplaying games. The boom of the early to mid ’90s had settled and roleplaying games were getting less and less shelf space at our local store. I bought a copy and was entranced. This was a game with a soul; a consistent theme and solid rules that backed it up.

However no game system is perfect and here are some of the house rules I used in my games:

Fate Points
Each player starts with a pool of 3 fate points that is renewed at the start of each game session. These
Points can be spent to alter game reality in the players favour in the following ways:

  • 1 point can be spent to re-roll any dice roll made by the player, if it is a skill roll then the crit die must also be re-rolled. Points cannot be used to force any of the other players to re-roll.
  • 1 point can be spent to change a fumble to a normal failure or a critical success against the player’s character to a normal success.
  • 1 Point can be spent to stabilise an unconscious or dying character as if first aid had been performed on them.
  • Any fate points that are unspent at the end of a session do not roll over to the next session and extra fate points cannot be purchased with experience.

AP Cost Reduction

There is an AP Cost reduction for characters with high skill. When a character’s PSF (attribute bonus + rank bonus) for a skill passes 25 then the action point cost to use the skill is reduced as a reflection of their expertise. There is a second reduction when the PSF passes 50. These reductions are applied to the base AP cost of the action and are not cumulative.

AP Cost     PSF 25-49    PSF 50-74 
AP's 1-9       -1           -3 
AP's 10+       -2           -5

Two Weapon Fighting

When using two weapons in combat the first attack is made at the full AP Cost and each subsequent attack is made at 2/3’s of its AP Cost. This reverts back to normal every time the character has to move more than a foot or two, change facing or perform a defensive maneuver.

Sir Alwyd is fighting with a knight’s sword in one hand and a dagger in the other. His first attack is with the sword costing 12 AP’s, his attacks with the dagger now cost 6 AP’s and attacks with the sword cost 8 AP’s until he has to change facing, parry or dodge, or move more than a few feet.

Learning Skills in Downtime

Characters may use downtime to train in skills that they already have ranks in, providing they do not bring the number of ranks above their current character level.

Magic Weapons & Armour

When attacking with a magical weapon, the damage prevented by the armour is negated by the quality rating of the weapon. The same applies to magical armour; the quality rating of magical armour negates the weapon damage, however damage from the crit die or strength bonuses is unaffected.

Aiming Missile Weapons

Extra time can be spent aiming a missile weapon increases the chance to attack. For every 5 extra action points spent aiming the attacker gets a +10% bonus to his skill. This bonus does not affect PSF or give an increase to damage or critical chance in any way. The maximum bonus that can be gained this way is +30%. The attack can be held for longer but after the first 15 action points there is no increase in attack chance to be gained.

If struck while aiming the character must make a roll against their discipline AR minus the damage taken to see if they lose the shot. If the roll is under their Discipline AR minus the damage taken then they may make the attack as per the normal rules, all previous bonuses due to aiming are lost. If the check fails then the shot is lost.


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