Description
Chivalry & Sorcery 5th Edition Core Rulebook
Fifth Edition is truly is the definitive edition of Chivalry and Sorcery. Players create well-rounded characters who really feel like they belong to their world. Knights wield secular power and command the battlefield, while other warriors strive to win their spurs in combat and rise to join their ranks. Magick is deep and mysterious, drawing on real-world historical detail, while Priests utter prayers and call upon the very miracles of their gods! You decide the level of magic and fantasy for your game. Run a medieval high fantasy game filled with magic, miracles and myth, – or one of gritty, low fantasy, or even pure historical simulation. The choice is yours! From fairy-tale romance to courtly love. From religious intrigue to brutal, bloody battle. Chivalry & Sorcery lets you play in just the Middle Ages you want.
C&S is THE Medieval Role Playing Game. Here’s what’s in the book
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.
Core Game Mechanics: The nuts and bolts of the Chivalry & Sorcery 5th Edition system.
Character Generation: The detailed character creation system covers birth omens, race and gender, personal attributes, derived stats, and much more….
Vocations: 30 different vocations describe the skills a character can learn as part of their background and nature based training.
Skills: Information on over 200 different skills.
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 of course, the armourer.
Movement & Time: Rules for downtime, travel time, terrain effects (both in and out of combat), and even includes travel information on mythological winged creatures.
Combat: This chapter details numerous offensive and defensive actions and the results of combat. It also discusses the 15-second Combat Round and the spending of Action Points.
Magick: Covers learning spells, enchanting materials, and practicing magick. Spells are categorized into 11 different groups, from Basic Elemental Magick to Transmutation Magick and everything imaginable in-between.
Religion: Sheds light on Christianity, Islam, and Judaism in the Middle Ages, as well as detailing Core Acts of Faith.
Being a Gamemaster: All the necessary information needed to successfully run Chivalry & Sorcery games for others.
The Campaign World: Advice on how to create a realistic campaign setting. An historical example is provided in the fief of William Fitzansculf, set in the very beginning of the Noman Period, in England.
The Bestiary:Â 200+ Monsters and other fiends to trouble your heroes.
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