Chivalry and Sorcery RPG - 5th Edition
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The Medieval Role Playing Game
Chapter 1: Introduction starts out with a scope of the book and briefly covers what a role playing game is.
Chapter 2: The Medieval World covers the urban/rural divide, detailing the peoples of the countryside and towns, as well as the leading citizens of cities before rounding out the chapter with Medieval Europe.
Chapter 3: Core Game Mechanics is the nuts and bolts of the Chivalry & Sorcery 5th Edition system.
Chapter 4: Character Generation breaks down the 19 steps of the character creation process, from different creation methods to birth omens, race and gender, personal attributes and derived stats, and more….
Chapter 5: Vocations represent the way of life that characters are attracted to because of their backgrounds and natures. In C&S, 30 different vocations describe the skills that a character can learn as part of their training.
Chapter 6: Skills provides information on over 200 different skills.
Chapter 7: The Marketplace provides information on various units of measurements used in historical Medieval times, as well as detailed information on going to the market, the apothecary shoppe, and arms and armour.
Chapter 8: Movement & Time gives Gamesmasters rules for downtime, travel time, terrain effects (both in and out of combat, and even includes travel information on mythological winged creatures.
Chapter 9: Combat revolves around the 15-second Combat Round and the spending of Action Points to carry out actions. This chapter details numerous offensive and defensive actions and the results of combat.
Chapter 10:Magick covers learning spells, enchanting materials, and practicing magick.
Chapter 11: Spells are categorized in 11 different groups, from Basic Elemental Magick to Transmutation Magick and everything imaginable in-between.
Chapter 12: Religion sheds light on Christianity, Islam, and Judaism in the Middle Ages, as well as detailing Core Acts of Faith.
Chapter 13: Being a Gamemaster provides all the necessary information needed to successfully run Chivalry & Sorcery games for others.
Chapter 14: The Campaign World gives rules and advice on how to create a realistic campaign setting. A historical example is provided in the fief of William Fitzansculf, set in the very beginning of the Noman Period, in England.
Chapter 15: Non-player Characters
Chapter 16: The The Bestiary
Chapter 17: Glossary of Terms