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Cavaliers of Mars Quickstart
Cavaliers of Mars Quickstart
Credits
Links
Quickstart
Table
of
Contents
Introduction
Rules
Sample Characters
Adventure
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6
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Introduction
Introduction
Return now to dying Mars in its last age of glory. A planet
of flashing swords and choking sands, of winking courtesans
and lantern-lit canal cities. Mars, where fortune and death
are two sides of the same obsidian chit, where lost cities and
dry oceans stretch between the last bastions of civilization.
Where the First Martians, the monument-builders, are but a
haunted memory. Where the Red Martians become decadent
and reckless in their last days. Where the Green Martians
rule the wastes, remembering a history whose weight would
crush a lesser people.
Find yourself dashing across the towered crypts of Vance,
digging desperately for treasure in the lost tombs of Chiaro,
spitting defiance at the Roundhead priests of wild Ziggur.
Lock steel with the Princess Invincible, even as your hand
reaches towards your flintlaser for insurance.
Live, fight, and love on Mars, a world of red death and
strange mystery, a world of savagery and romance.
Welcome to the quick start for Cavaliers of Mars, a
roleplaying game of swashbuckling adventure on a dying
world. This book includes sample characters, the Wushu
rules which power the game, and an action-packed adventure
to introduce the setting.
Rules s
Rule
Cavaliers of Mars is based on the Wushu gaming system,
which rewards vivid descriptions by using them to make
characters actions more successful. By awarding more dice for
better descriptions, Wushu encourages quick back-and-forth
and high-flying stunts. This is perfect for the swashbuckling
world of Cavaliers of Mars, with its death-defying duels in
the bellies of atmosphere processors and dizzying chases
across crumbling rooftops.
Core Concepts
Description
Traits
Vitality
Applause Dice
When a player describes something particularly entertaining, whether inside or outside of a situation in which dice
are normally rolled, another player at the table may invite
them to take a die. This Applause Die can be saved until
the receiving player decides to add it to a roll. An Applause
Conflicts
A young urchin finds herself surrounded by boys demanding her water. Dema Tuzak finally catches up to Skar,
who killed her father. Conflicts blossom when characters are
in danger. Mechanically, the characters risk Vitality, which
is an abstract measure of their health, reputation, or other
ability to stay in the Conflict.
R esolution
Chance Rolls
Conflicts come in two types: Challenges, where the danger comes from many or impersonal sources, and Confrontations, where the danger comes from single foes. A mob or a
fire might be a Challenge; a showdown with an archenemy
is a Confrontation. Both Challenges and Confrontations
take place over a number of rounds.
Challenges
In each round of a Challenge, players take turns describing and collecting dice for each Detail, just as they would
in a Chance Roll. The difference is that when theyre done
describing, they split their pool into Attack and Defense dice.
Attack dice go towards resolving the Challenge; Defense
dice are used to mitigate the effects of the Danger Rating.
Difficulty Numbers
Number
Difficulty
Trivially Easy
Relatively Easy
Challenging
Difficult
Extremely Hard
The GM describes the hazards involved in the Challenge, but does not build a dice pool from the description.
Once everyone has described their characters actions,
they roll their dice. Each Defense success blocks one point
of Danger Rating; any unblocked Danger is subtracted from
the characters Vitality.
Each Attack success is subtracted from the Challenges
Threat Rating. When the Threat Rating reaches 0, the GM
describes how the Challenge ends.
Example:
The dice cap is three. Shizri is using her Expert Climber
(3) Trait. The GM declares the situation Relatively Easy (2).
Example
Skar taunts Dema: Ill cut you down like I did your
mongrel father. (1)
Dema pretends to be drawn in by the taunt, swinging
wildly for Skars head / distracting from the more deliberate
thrust she makes with her dagger. (2)
Confrontations
Skar pulls out of the way barely in time / but the sparkle
never leaves his eyes. (3)
Ganging Up
The default assumption is that one player character
will face off against one Antagonist. Other characters may
watch from the sidelines, fight their own Antagonists, or
face Challenges like hordes of henchmen. If more than one
player wishes to join in the assault, then those players should
take turns narrating, up to the established die cap. So, for
example, if Ja Li and Dema are both fighting Skar and the die
cap is 5, then their total Details should add up to no more
than 5 before rolling. They may divide these dice between
Attack and Defense as normal.
S
ample
Character s
Sample
Characters
Kseniya Malaya
Killer
of
Vitality 3
Thoughts
Sisera Ipato
Desert Cavalier
Vitality 3
Sunny Lucio
Perfect Direction 3: All cavaliers can navigate the shiftTrappings: Soldiers greatcloak, lock-picks, a charming ing sands; I have never lost my way.
smile.
Broken Home 4: The sand has ground away my feelWeapons: Stolen bastard sword of Deimos steel, forged ings for a life abandoned, but I cannot say the same for the
with a foreign familys crest.
family I left behind.
Chiaro, Tailors Son 3: I grew up in the terrible shadow
Note: Siseras Cavalier Trait enables him to navigate flawof the great Cydonian tombs.
lessly and ride any beast. It also lets him ride other unlikely
Soldier 3: I fancied that so much majesty would make things, like falling chunks of masonry or kites and airships.
me brave and strong.
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Zillah
Geira
Vitality 3
Vitality 3
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AdAdventure
venture
The City
of
Vance
The crypts in the city are in its highest towers. Soldiers refer to watching from the towers as crypt-watch, and civilians
sometimes use the term to refer to a tedious nocturnal task.
Poor or criminal dead are placed in the outgoing canals
to be swept away forever.
Festival
Plaza
in the
The Plaza
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The Action
Sisera Ipato
Enjoying
the
Theyre killing civilians; I cant stand for that. Its terrible when a man dies for no reason; worse when one dies
simply for being in the way.
Zillah
Party
Geira
Danger Rating: 1
The revelers in the Plaza are on the verge of a riot, and
the black-and-gold assassins are trying to make their escape,
killing anyone in their way.
Dangers:
Among all this color and festivity, there is a small contingent of men in black cloaks embroidered with fanciful
golden designs. They sport black-and-gold masks to match,
and have casually integrated themselves into the mob around
the Lady and the Prince.
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Searching
Dredge
the
The Dredge
The Action
Investigation Hooks
The Truth
order to somehow make his escape. They can find this out
using their own methods, such as those suggested above, or
they might find information at the following establishments.
Establishments
Barillas
When people are down on their luck, they come to
Barilla. And they bring the things they prize most. His pawn
shop is among the few buildings in the Dredge that are wellkept. In fact, its immaculate. Even most wealthy shopkeepers
cant boast a shop as clean as Barillas. The walls are lined
with objects that once meant everything to someone. Jewels,
swords, stone cameos of loved ones... its all here.
The Cavern
The Cavern is, literally, a hole in the wall. Cracked masonry between two abandoned buildings allows entrance into
a small network of cloisters. These tiny chambers, once open
to the sky, are all that are left of a star cult that flourished
in the area a hundred Princes ago.
Now the chapel and cloisters host devotees of a different sort. The Cavern is a drug den, where a tall, pudgy man
named Azanza plays host to those who find themselves in
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Cornering Ruvar
the B lue
The Crypts
As a result of these activities, as well as ongoing construction, the grand tombs are connected by ropes, narrow
bridges, and scaffolding. Traversing the tombs is quite possible, if vertigo-inducing.
Vitality 5
Trappings: A single-shot flintlaser, a rapier of the finest
Deimos steel
Master Swordsman 5: Once a man has seen my blade,
he has seen his last day.
The Action
Danger Rating: 2
Dressed as a group of common ruffians, but actually
highly trained soldiers and assassins. They fight primarily
with military-issue rapiers, with a few carrying flintlasers.
One is a Zaiu, and his ape-like physique allows him to carry
a massive, repeating projectile weapon.
Dangers:
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Each one has spent time climbing the crypts, and each
is ready to fence on narrow bridges or kick enemies down
from towers.
Even carrying his massive weapon, the Zaiu is capable
of leaping from tower to tower without using the intervening
bridges and ropes. The bullets he fires can shatter the very
stone on which the characters (or his fellow agents) stand.
R esolution
The sun rises with its eerie blue halo, and the city begins
to put itself back together. Hangovers are nursed. Masons
and other craftsmen go to work repairing the results of the
nights excesses.
The characters have thwarted a plot aimed at the very
heart of Vancian power, and they have rescued (or avenged)
the Prince of a smaller state. While the merchant houses
arent going to be throwing any parades in their honor,
the characters are likely to receive quiet offers of lucrative
employment, and not a few admiring glances.
With the traitor identified, the Lady Aldonza seems more
confident and openly grateful. She offers honorary commissions with the Hounds sponsored by her house. While these
are little more than titles now, they carry potential pensions
and property rights in the future. Shes also likely to consider
the characters trusted agents in future endeavours... including
in possible covert retaliation against Illium.
Customizing
Adventure
the
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