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ویرایش: نویسندگان: Robert J. Schwalb, Malcolm Sheppard, Steve Kenson, Joseph D. Carriker Jr., Jaym Gates سری: ناشر: Green Ronin Publishing سال نشر: 2020 تعداد صفحات: [210] زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 15 Mb
در صورت تبدیل فایل کتاب Sword Chronicle: Feudal Fantasy Roleplaying به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب کرونیکل شمشیر: نقش آفرینی فئودالی فانتزی نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
بازی جنگ و دسیسه شما ماجراجو نیستید شما ممکن است پس از فرو بردن شمشیر خود در یک جانور نامقدس، خون را از روی شمشیر خود تکانده باشید، اما هیولاهای واقعی تاج و تخت جهان را تعقیب می کنند. شما ممکن است اسرار ناگفتنی جادو را مطالعه کرده باشید، اما امور دولتی رازهایی دارند که کمتر وحشتناک نیستند، زیرا می توانند یک ملت را به یک غارتگر میلیونی جنگ تبدیل کنند. شما متعلق به خاندان شریفی هستید و ثروت آن با اعمال شما بالا و پایین می شود. شما یک ارباب، یک شوالیه، یک خدمتکار در سایه، یا شاید یک جادوگر حکیم هستید، که به سلسله ای از حاکمان وابسته هستید. شرافت یک رعیت شما را ملزم به اطاعت از کسانی میکند که بالاتر از مقامتان هستند، و مسئولیتهای امتیازی شما را به خوبی آگاه میسازد که افراد کوچک شما بر اساس میل شما سعادت میکنند یا رنج میبرند – یا اگر شکست بخورید، علیرغم آن. مردم شما مال شما هستند که باید محافظت کنید، اما دنیا مال شماست که باید فتح کنید. شما خانه خود را به Sword Chronicle سپرده اید. Sword Chronicle یک نقش آفرینی فانتزی در Green Ronin’s Chronicle System است که اکنون برای شما سفارشی شده است تا دنیای فانتزی پر از دسیسه های خود را وارد کنید. در این کتاب موارد زیر را خواهید یافت: یک بازی نقشآفرینی فانتزی بیکلاس، که در آن کلمات میتوانند به اندازه سلاحها قدرتمند باشند و سلاحها کلمات شما را تقویت میکنند. خلق شخصیتی که به قهرمانان موقعیت های خاصی را در خانه ای اصیل با طراحی خودشان می دهد. قوانینی برای اجداد فانتزی الفها، کوتولهها و غولها و سیستمهای بازی بدون اصطکاک برای بازی کردن شخصیتهایی با اجداد متعدد. نبردی وحشتناک و دراماتیک که در آن مرگ یک خطر است، اما سود از باج دادن به دشمنان نجیب شما حاصل می شود. قوانین دسیسهای برای سیستم کرونیکل اصلاح و سازماندهی مجدد شد تا به شخصیتهای اجتماعیگرا قدرت واقعی بدهد. قوانین مبارزه انبوه برای محاصره و فتوحات مناسب است. جادوی ظریف و قدرتمند برای سیستم کرونیکل. معرفی تنظیمات عصر شکسته.
A Game of War and Intrigue You’re no adventurer. You may have shaken blood off your sword after plunging it into an unholy beast, but the real monsters stalk the world’s thrones. You may have studied the unspeakable secrets of magic, but affairs of state have secrets that are no less horrifying, for they can turn a nation into a million-limbed juggernaut of war. You belong to a noble house, and its fortunes rise and fall with your actions. You’re a lord, a knight, a servant in the shadows, or perhaps a sorcerer-sage, bound to a dynasty of rulers. A vassal’s honor binds you to obey those above your station, and the responsibilities of privilege make you well aware that your lessers prosper or suffer according to your will—or if you fail, in spite of it. Your people are yours to protect, but the world is yours to conquer. You’ve committed your house to the Sword Chronicle. Sword Chronicle is fantasy roleplaying in Green Ronin’s Chronicle System, now customized for you to bring in your own worlds of intrigue-laden fantasy. Within this book you’ll find the following: A classless gritty fantasy roleplaying game, where words can be as powerful as weapons—and weapons enforce your words. Character creation that gives the heroes specific positions in a noble house of their own design. Rules for the fantasy ancestries of elves, dwarves, and ogres, and frictionless game systems for playing a character of multiple ancestries. Grim, dramatic combat where death is a risk, but profit comes from ransoming your noble enemies. Revised and reorganized intrigue rules for the Chronicle System, to give socially oriented characters real power. Mass combat rules fit for sieges and conquests. Subtle, powerful magic for the Chronicle System. Introducing the Shattered Era setting.
Table of Contents Welcome to Sword Chronicle What’s Different You Belong to a Noble House You Are Not All Equal You Can Be Manipulated Play Takes Place on Multiple Scales The Basics The Game What You Need to Play The Game System What Next? Chapter 1: Game Rules The Basics The Character The Dice Using Dice Random Results Tests and Difficulties The Test Process Step 1: Player Declares the Action Step 2: The Narrator Selects the Ability Step 3: The Narrator Sets the Difficulty Step 4: The Player Rolls the Dice Step 5: The Player Sums the Dice and Applies Modifiers Step 6: The Player Compares the Result with the Difficulty Step 7: The Narrator Describes the Outcome Putting it All Together Types of Test Basic Test Extended Basic Tests Competition Test Conflict Test Modifying Tests Modifiers Assistance Taking More Time Specialties & Bonus Dice Failure Penalty Dice Injuries & Frustration Difficulty and Success Success Degrees of Success Degrees of Failure Glossary of Game Terms Chapter 2: Character Creation The Noble House Creating Characters Step 1: House & Lands Step 2: Character Concept Determine Ancestry Dwarf Elf Human Ogre Determine Age Set Status Status & House Available Positions Purchase Status Determine Role Determine Background Goal Motivation Virtue Vice Step 3: Assign Abilities Gaining More Experience Step 4: Assign Specialties Step 5: Destiny Points & Benefits Step 6: Drawbacks Step 7: Starting Possessions Step 8: Derived Statistics Intrigue Statistics Combat Statistics Step 9: Play the Game! Rewards & Improvement Coin Spending Coin Glory Spending Glory Experience Spending Experience Character Creation Summary Chapter 3: Abilities & Specialties Ability Rank Specialties Using Specialties Specialties and Passive Tests Ability and Specialty Descriptions Ability Overview Ability Uses Ability Descriptions Agility Acrobatics Balance Contortions Dodge Quickness Other Uses Animal Handling Charm Drive Ride Train Other Uses Athletics Climb Jump Run Strength Swim Throw Other Uses Awareness Empathy Notice Other Uses Cunning Decipher Logic Memory Other Uses Deception Act Bluff Cheat Disguise Other Uses Endurance Resilience Stamina Other Uses Fighting Attack Healing Diagnosis Treat Ailment Treat Injury Knowledge Education Research Streetwise Language Other Uses Marksmanship Attack Target Shooting Persuasion Persuasion without Intrigue Other Uses Status Breeding Reputation Stewardship Tournaments Other Uses Stealth Blend In Sneak Survival Forage Hunt Orientation Track Thievery Pick Lock Sleight of Hand Steal Warfare Command Strategy Tactics Other Uses Will Coordinate Courage Dedication Other Uses Chapter 4: Destiny & Qualities Destiny Points Spending Destiny Points Spending Effects Burning Destiny Points Burning Effects Gaining Destiny Points Investing Destiny Points Destiny and Qualities Qualities Quality Types Benefits Drawbacks Special Drawbacks Sorcerous Drawbacks Strictures Chapter 5: House & Lands The Role of the Noble House Creating the House Step 1: The Realm Step 2: Starting Resources Initial Modifications Step 3: House History Historical Events Putting it Together Step 4: Holdings Defense Holdings Influence Holdings Land Holdings Law Holdings Population Holdings Power Holdings Wealth Holdings Step 5: Distinctions Mottos Coat of Arms Step 6: The Household Player Characters Lord Consort Heirs House Margoth of Graylock Retainers, Servants, and Household Knights The House in Action Months and Actions House Fortunes Adventuring House Actions Begin Projects Wage War Host Tournament Chapter 6: Sorcery A Different Kind of magic Sorcery Essentials Qualities Arts and Works Initiation Traditions Resonances Price Sorcery Points Sorcery Statistics Sorcery Defense Averting Bonuses Health & Composure Sensitives & Seers Sorcery Structure Ritual-Working Step 1: Alignment Step 2: Invocation Step 3: Unleashing Ritual Assistance Interruptions and Disruption Spell-Working Paying the Price Acquiring Sorcerous Arts Learning Works Sorcerous Arts and Works The Art of Benediction Art of Divination Divination Methods Divination and the Art of Prediction Insights Art of Malediction Art of Warding Ward Rating Ward Penalty Chapter 7: Equipment Money and Barter Coinage Trade Goods Personal Equipment Clothing Food, Drink, and Lodging Weapons Weapon Quality Weapon Descriptions Armor Mounts and Domestic Animals Horses War Horses Mounts for Work and Play Barding Poisons Poison Characteristics Known Poisons Chapter 8: Intrigue Social Manipulation & Roleplaying Intrigue vs. Mind Control Player vs. Character Decisions Intrigue Statistics Abilities Intrigue Defense Composure Simple Intrigues Simple Intrigue Rules Standard Intrigues Standard Intrigue Summary Standard Intrigues, Step By Step Step 1: Scene Step 2: Objective Changing Objectives Step 3: Disposition Changing Dispositions The Seven Dispositions Player Characters and Dispositions Dispositions by Circumstances Step 4: Initiative Step 5: Technique Deception Using Techniques Divided Technique Consequence vs. Objective Techniques Defined Step 6: Actions and Tests Losing Composure and Being Influenced Frustration Step 7: Repeat Step 8: Resolution Defeat Recovering Composure Complex Intrigues Complex Intrigue Rules Victory Points Chapter 9: Combat Combat Essentials Rounds, Turns, and Actions Damage and Defeat Combat Statistics Abilities Combat Defense Size Health Movement Effects of Athletics Effects of Bulk Armor Armor Rating Armor Penalty Bulk Weapons Weapon Traits Specialty Training Damage Qualities Combat Structure Step 1: Battlefield Battlefield Qualities Step 2: Detection Surprise Step 3: Initiative Ties Delaying Step 4: Action Greater and Lesser Actions Attack Mounted Attack Other Actions Step 5: Repeat Step 6: Resolution Defeat and Consequences Damage Damage and Lesser Characters Reducing Damage Injuries Wounds Recovery Damage Injuries Wounds Healing Tournaments Archery Contests Grand Melee First Blood Jousts Resolving the Joust Duels and Battles for Honor Advanced Combat Tests Critical Hits Fumbles Initiative Interrupting Actions Battlefield Tactics Changing Initiative Attack Modifiers Higher Ground Moving Targets Unarmed Attacks Attacking Objects Break Smash Smashing Weapons Advanced Actions Advanced Reach Reach Effects of Reach Reach and Two Weapons Free Attacks Fatigue Chapter 10: Warfare Scale Time Commanders Orders Issuing Orders Activating Units No Commanders Victory and Defeat Heroes Heroes in Battle Components of Warfare Abilities Determining Abilities Defense Health Movement Equipping Units Marksmanship Attacks Equipment Upgrades Special Equipment Discipline Anatomy of a Battle Step 1: The Battlefield Scope Terrain Visibility Weather Fortifications Step 2: Unit and Leader Placement Concealed Units Step 3: Parlay and Terms Step 4: Initiative Step 5: Siege Weapons Using Siege Weapons Common Siege Weapons Step 6: First Player Actions Step 7: Orders Step 8: Second Player Actions Step 9: Resolve Standing Orders Stet 10: Repeat Step 11: Resolution and Consequences Damage and Morale Consequences of War Captured Commanders and Heroes Units and Casualties Advanced Rules Advanced Orders Facing and Formation Facing Formation Chapter 11: The Narrator Basic Concepts Time Narrative Time Strategic Time Scenes Anatomy of a Scene Rewards Story Scenes in the Story Scene Exchanges Story Rewards Chronicle Good Narrating Preparation Details Group Dynamics Managing the Rules Routine Success Passive Results Routine Success and Degrees Abilities Substitution Caveat Expanded Specialties Setting Difficulties Difficulties Defined Roll of Circumstance When in Doubt, It’s Challenging Modifiers Winging It Exploring The World Sustenance Starvation and Thirst Suffocation and Drowning Sleep Temperature Extreme Cold Extreme Heat Travel Chases Hunters and Prey Space Anatomy of a Chase Chase Options Chases between Multiple Characters Hazards Acid Disease Drunkenness Falling Fire Noble Houses Your Role Other Houses House Fortunes Adversaries & Allies Primary Characters Creating Primary Characters Primary Characters and the Game Secondary Characters Creating Secondary Characters Secondary Characters and the Game Tertiary Characters Creating Tertiary Characters Tertiary Characters and the Game Promoting Narrator Characters Improving Narrator Characters Demoting Narrator Characters Sample Narrator Characters Creatures Supernatural Creatures Play Styles Adventurers Game Modifications People of the Land Game Modifications A Thousand Intrigues Game Modifications The Shattered Era The World of Annarum Lightfall The Wall The Walled Era The Shattered Era Peoples of the Breachlands Dwarves: the Valnadh Dwarven Houses Elves: the Rekhu Elven Houses Humans The Aglam Empire Fallen Misral Yahi-Addu Ziyatul Militant Orders From the Monster Kingdoms Distant Monsters Ogres: The Kamtain Ogre Houses The Kurgulan Kurgulan Greatherds Kurgulan Characters Character Sheet