Chivalry and Sorcery 5th Edition RPG
Britannia Game Designs Ltd
With all the medieval flavour that was loved of earlier editions now back, this truly is the definitive edition of Chivalry and Sorcery.
With free PDF.
Players can 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.
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