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دانلود کتاب Sword Chronicle: Feudal Fantasy Roleplaying

دانلود کتاب کرونیکل شمشیر: نقش آفرینی فئودالی فانتزی

Sword Chronicle: Feudal Fantasy Roleplaying

مشخصات کتاب

Sword Chronicle: Feudal Fantasy Roleplaying

ویرایش:  
نویسندگان: , , , ,   
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 

قیمت کتاب (تومان) : 52,000



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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.


توضیحاتی در مورد کتاب کرونیکل شمشیر: نقش آفرینی فئودالی فانتزی

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.


توضیحاتی درمورد کتاب به خارجی

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.



فهرست مطالب

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




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