ورود به حساب

نام کاربری گذرواژه

گذرواژه را فراموش کردید؟ کلیک کنید

حساب کاربری ندارید؟ ساخت حساب

ساخت حساب کاربری

نام نام کاربری ایمیل شماره موبایل گذرواژه

برای ارتباط با ما می توانید از طریق شماره موبایل زیر از طریق تماس و پیامک با ما در ارتباط باشید


09117307688
09117179751

در صورت عدم پاسخ گویی از طریق پیامک با پشتیبان در ارتباط باشید

دسترسی نامحدود

برای کاربرانی که ثبت نام کرده اند

ضمانت بازگشت وجه

درصورت عدم همخوانی توضیحات با کتاب

پشتیبانی

از ساعت 7 صبح تا 10 شب

دانلود کتاب Zweihänder Grim & Perilous RPG Revised Core Rulebook

دانلود کتاب کتاب قوانین هسته اصلاح شده Zweihänder Grim & Perilous RPG

Zweihänder Grim & Perilous RPG Revised Core Rulebook

مشخصات کتاب

Zweihänder Grim & Perilous RPG Revised Core Rulebook

ویرایش: [Second Print Edition Hardback] 
نویسندگان:   
سری:  
ISBN (شابک) : 9781524851668, 2019933508 
ناشر: Andrew McMeel Publishing 
سال نشر: 2019 
تعداد صفحات: 670
[672] 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 163 Mb 

قیمت کتاب (تومان) : 86,000



ثبت امتیاز به این کتاب

میانگین امتیاز به این کتاب :
       تعداد امتیاز دهندگان : 10


در صورت تبدیل فایل کتاب Zweihänder Grim & Perilous RPG Revised Core Rulebook 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 کتاب قوانین هسته اصلاح شده Zweihänder Grim & Perilous RPG 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 کتاب قوانین هسته اصلاح شده Zweihänder Grim & Perilous RPG

"ZWEIHÄNDER Grim & Perilous RPG نسخه خونبارتر، تیره‌تر و سخت‌تر از بازی‌های نقش‌آفرینی رومیزی کلاسیک است. این نسخه اصلاح‌شده به مناسبت انتشارات Andrews McMeel منتشر شده است و دارای طرح‌بندی تازه‌شده، آثار هنری جدید، شفاف‌سازی قوانین، صفحات رنگی توسط Dejan است. Mandic و errata ... با استفاده از موتور بازی Powered By ZWEIHÄNDER d100، شخصیت های ترسناک خلق می کنید، ماجراهای خطرناک می نویسید، و کمپین های فانتزی کم و تاریک خود را می سازید. این قوانین برای ماجراجویی های به سبک رنسانس و قرون وسطی مناسب هستند. همچنین می‌توانید از این کتاب برای ساختن جهان‌های خانگی خود استفاده کنید، خواه از آثار آندری ساپکوفسکی The Witcher، جورج آر آر مارتین، بازی تاج و تخت، شرکت سیاه گلن کوک، مایک کول The Armored Saint، Robert E. Howard's Solomon Kane، Scott Lynch's Gentlemen Bastard، یا سایر رسانه های الهام گرفته از "گریم تاریک". این بازی همه در یک شامل بسیاری از مواردی است که باید بازی کنید: راهنمای خلق شخصیت، قوانین تسلط بر بازی، و مجموعه ای پر از موجودات. هم منصفانه و هم ناپاک فقط چند دوست، مداد، و یک مشت تاس باقی مانده است."--صفحه 4 جلد.


توضیحاتی درمورد کتاب به خارجی

"ZWEIHÄNDER Grim & Perilous RPG is a bloodier, grimmer, and grittier version of classical tabletop role-playing games. This revised edition is published in celebration with Andrews McMeel Publishing and features a refreshed layout, new artwork, rules clarifications, color plates by Dejan Mandic, and errata ... Using the Powered By ZWEIHÄNDER d100 game engine, you will create grim characters, write perilous adventures, and build your own low fantasy & dark fantasy campaigns. These rules are a perfect fit for Renaissance and medieval-styled adventures, too. You can also use this book to create your own home-brewed worlds, whether inspired by the works of Andrzej Sapkowski's The Witcher, George R.R. Martin's Game of Thrones, Glen Cook's Black Company, Myke Cole's The Armored Saint, Robert E. Howard's Solomon Kane, Scott Lynch's Gentlemen Bastard series, or other 'grimdark'-inspired media. This all-in-one game includes most of what you need to play: a character creation guide, game mastery rules, and a bestiary brimming with creatures both fair & foul. All that's left are a few friends, pencils, and a handful of dice."--Page 4 of cover.



فهرست مطالب

Credits
Table of Contents
Danziger Eckhardt
Designer's Note
Chapter 1: Introduction
Chapter 2: How to Play
	Skill Test Summary
	Difficulty Rating
	Critical Success & Failure
	Automatic Success & Failure
	Some Skill Tests Take Time
	Skill Synergy
	Assisted Tests
	Opposed Tests
	Secret Tests
	Flip the Results to Succeed
	Flip the Results to Fail
		Using Common Skills
		Using Special Skills
	Fury & Chaos Dice
	Fortune Pool
	Misfortune Pool
Chapter 3: Character Creation
	Creation Overview
	Step 1: Begin Basic Tier
	Step 2: Primary Attributes
	Grim & Perilous Method
		Mercy!
	Step 3: Sex & Ancestry
	Determine Your Sex
	Determine Your Ancestry
	Human
	Dwarf
	Elf
	Gnome
	Halfling
	Ogre
	Step 4 Archetype & Profession
	Academic
	Commoner
	Knave
	Ranger
	Socialite
	Warrior
	Step 5: Secondary Attributes
		Peril Threshold
		Damage Threshold
		Encumbrance Limit
		Initiative
		Movement
	Step 6: Background
		Season of Birth
		Your Dooming
		Age Group
		Distinguishing Marks
		Complexion
		Build Type
		Height & Weight
		Hair Color
		Eye Color
		Upbringing
		Social Class
			Social Class Starting Cash
		Languages
		Drawbacks
	Step 7: Hand of Fate
	Step 8: Alignment
		Order & Chaos Alignments
		End of Session Tally
	Step 9: Build Your Profession
Chapter 4: Professions
	Buying Character Advances
	Basic Tier
	Intermediate Tier
	Advanced Tier
	Unique Advances
	Professions
		Adherent
		Anarchist
		Anchorite
		Animal Tamer
		Antiquarian
		Apothecary
		Artisan
		Astrologer
		Bailiff
		Barber Surgeon
		Beggar
		Berserker
		Boatman
		Bonepicker
		Bounty Hunter
		Bravo
		Buccaneer
		Burglar
		Camp Follower
		Charlatan
		Cheapjack
		Coachman
		Courtier
		Cultist
		Diabolist
		Doomsayer
		Dragoon
		Engineer
		Entertainer
		Envoy
		Footpad
		Fop
		Gambler
		Gamekeeper
		Graverobber
		Guttersnipe
		Hedge Knight
		Hedgewise
		Highwayman
		Informer
		Investigator
		Jailer
		Jester
		Laborer
		Man-at-Arms
		Militiaman
		Monk
		Old Believer
		Outrider
		Peasant
		Pilgrim
		Pit Fighter
		Preacher
		Prostitute
		Provocateur
		Pugilist
		Racketeer
		Raconteur
		Rake
		Rat Catcher
		Reeve
		Scribe
		Sellsword
		Servant
		Slayer
		Smuggler
		Squire
		Trapper
		Vagabond
		Valet
		Vigilante
		Watchman
	Expert Professions
		Archmage
		Assassin
		Augur
		Badlander
		Barrister
		Black Magister
		Bloodmonger
		Chattel Slaver
		Crime Boss
		Dark Disciple
		Demagogue
		Drowned One
		Druid
		Duelist
		Dungeoneer
		Elementalist
		Executioner
		Explorer
		Funerary mage
		Godsworn
		Grail Knight
		Grey Guilder
		Guildmaster
		Hermetic
		Hierophant
		High Lector
		Illusionist
		Inquisitor
		Iron Abbot
		Merchant Lord
		Military Officer
		Necromancer
		Pistolier
		Plague Doktor
		Pledged Guard
		Pyromancer
		Revered Mother
		Rune Thane
		Scholar
		Shaman
		Soothsayer
		Truthsayer
		Veteran
		War Dervish
		Warlock
		White Wolf
Chapter 5: Skills
	Skill Ranks
	Skill Descriptions
		Skill Test
	Alchemy (Intelligence)
	Althletics (Brawn)
	Awareness (Perception)
	Bargain (Fellowship)
	Charm (Fellowship)
	Coordination (Agility)
	Counterfeit (Intelligence)
	Disguise (Fellowship)
	Drive (Brawn)
	Eavesdrop (Perception)
	Education (Intelligence)
	Folklore (Intelligence)
	Gamble (Intelligence)
	Guile (Fellowship)
	Handle Animal (Fellowship)
	Heal (Intelligence)
	Incantation (Willpower)
	Interrogation (Willpower)
	Intimidate (Brawn)
	Leadership (Fellowship)
	Martial Melee (Combat)
	Martial Ranged (Combat)
	Navigation (Intelligence)
	Pilot (Agility)
	Resolve (Willpower)
	Ride (Agility)
	Rumor (Fellowship)
	Scrutinize (Perception)
	Simple Melee (Combat)
	Simple Ranged (Combat)
	Skulduggery (Agility)
	Stealth (Agility)
	Survival (Perception)
	Toughness (Brawn)
	Tradecraft (Willpower)
	Warfare (Intelligence)
Chapter 6: Talents
	How to Use Talents
	Talent Descriptions
Chapter 7: Trappings
	Brass Penny (Lowborn)
	Silver Shilling (Burgher)
	Gold Crown (Aristocrat)
	Trading
		Haggling
		Selling Scavenged Goods
	Wages
	General Services
	Weapons
		Weapon Qualities
		Miscellaneous Qualities
		Weapon Statistics
		Cone, Burst & Explosion Templates
		Melee Weapon Descriptions
		Simple Melee Weapon List
		Martial Melee Weapon List
		Simple Ranged Weapon List
		Martial Ranged Weapon List
	Armor
		Armor Qualities
		Ill-Fitted/Used Armor
		Armor Statistics
		Armor Descriptions
		Barded Animals
		Shields
		Shield Statistics
	Abstracted Encumbrance
	War Machines
	Ammunition
	Animals & Vehicles
	Black Market Goods
	Creature Pelts & Hides
	Bureaucratic Tools
	Clothing
	Commodities
	Entertainment
	Housing & Property
	Illumination
		Light Sources
	Lodging & Tavern Provender
	Medicine
		Apothocarys Cabinet
	Wilderness Needs
		Carrying Equipment
	Materials in Craftsmanship
		Quality of Services
	Crafting
Chapter 8: Combat
	Combat Terminology
	Combat Overview
	Step 1: Surprise Turn
	Step 2: Initiative Ladder
	Step 3: Take Turns
	Conditional Effects in Combat
	Actions in Combat
	Combat Actions Table
	Types of Actions
		Movement Actions
			Jump & Leap
		Whats an Engagement
		Multiple Attacks?
		Attack Actions
		Perilous Stunts
		Special Actions
		Reactions
	Using Attack Actions
		Step 1: Which Weapon
		Primary & Off-hand
		Step 2: Total Chance for Success
		Step 3: Make the Attack
		Step 4: Enemy Defends
		Step 5: Roll Damage
		Step 6: Determine Damage Condition
		Step 7: Determine Injury
			Sacrificing Fate Points
		Final Note About Combat
Chapter 9: Hazards & Healing
	Suffering Damage & Peril
	Disease
		Disease Format
	Disorder
	Extreme Weather
	Falling
	Fire
	Intoxication
	Poisons
	Deliriants
	Toxins
	Venom
	Sleep Deprivation
	Starvation
	Suffocation
	Peril & Damage
	Peril Condition Track
	Damage Condition Track
	Injuries
	Infection
	Bleeding
	Materia Medica
		Bandages
		Bottle Bomb
		Deliriants
		Gunpowder
		Laudanum
		Quicksilver
		Royal Water
		Smelling Salts
		Tincture
		Toxins
		Venoms & Antivenoms
Chapter 10: Grimoire
	Aetheric Winds
	Arcane Magick
		Arcana of Animism
		Arcana of Astromancy
		Arcana of Elementalism
		Arcana of Luminescence
		Arcana of Morticism
		Arcana of Necromancy
		Arcana of Pyromancy
		Arcana of Shadowmancy
		Arcana of Sorcery
		Arcana of Transmutation
		The Winds Intertwined
		Societal View of Arcane Magick
	Divine Magick
		The Crouching One
		The Custodian
		The Demiurge
		The God-Emperor
		The Learner
		The Leviathan
		The Martyr
		The Nightfather
		The Steward
		The Winter King
		Faith & Worship
	Four Principles of Magick
	Your Library of Spells
		Learning New Spells
	Cost of Reagents
	Cast Magick Overview
	Step 1: Select Magick Spell
		The Four Rules of Magick
	Step 2: Channel Power
	Step 3: Determine Results
		Distances & Sight
		Avoiding Magick
	Step 4: Roll Chaos Dice
	Casting Unknown Magick From a Sacred Scroll
	Step 5: Unfetter Spell
		Final Note About Casting
	Magick Format
	Generalist Magick
	Arcane Magick
		Arcana of Animism
		Arcana of Astromancy
		Arcana of Elementalism
		Arcana of Luminescence
			True Name
		Arcana of Morticism
		Arcana of Necromancy
		Arcana of Pyromancy
		Arcana of Shadowmancy
		Arcana of Sorcery
		Arcana of Transmutation
	Divine Magick
		Prayers of the Crouching One
		Prayers of the Custodian
		Prayers of the God-Emperor
		Prayers of the Learner
		Prayers of the Leviathan
		Prayers of the Martyr
		Prayers of the Nightfather
		Prayers of the Steward
		Prayers of the Winter King
	Wytchstone
		Wytchstone Essence
		Panacea
		Wytchfyre
		Elixirs
	Rituals
		Awaken the Dead
		Bind Abyssal Familiar
		Blessed Sacrament
		Call Demonic Servant
		Inscribe Magick Rune
			Rune Types
			The Rule of Three
			Learning New Runes
		Magick Circle
		Summon Aetheric Spirit
	Talismans
Color Plate by Dejan Mandic
Chapter 11: Game Mastery
	Grim & Perilous Themes
	Your Role as GM
	The Three Golden Rules
	Narrative & Structured Time
	Starting a Game Session
	Skill Tests in Play
		Fail Forward Tests
		Using Secret Tests
	People, Places & Things
	Combat Rules
		Suffering Injuries
		Flying Creatures
		Creature Size
		Character Death
		When Foes are Slain!
			Bladed Weapon Slain! Description
			Crushing Weapon Slain! Description
			Gunpowder Weapon Slain! Description
			Missle Weapon Slain! Description
		Risk Factor
			Crafting Encounters
	Combat Options
		Alternative Weapon Damage
		Multiple Attacks
		Piecemeal Armor
		Hit Locations
		Called Shots
		Alternative Encumbrance
		Morale Checks
	Chase Scene Rules
		Chase Scene Overview
		Step 1: Track the Chase
		Step 2: Determine Head Start
		Step 3: Begin Pursuit
		Step 4: Fatigue & Complications
		Step 5: Resolve Round
	Overland Exploration
		Weather
		Aetheric Phenomena
		Roads, Paths, Rivers & Seas
		Distances
	Wilderness Rules
		Wilderness Travel Overview
		Step 1: Chart the Route
		Step 2: Divide into Stretches
		Step 3: Terrain by Stretch
		Step 4: Threat Level by Stretch
		Step 5: Define Roles in the Party
			Guide
			Survivalist
			Scout
		Step 6: The Journey Begins
			Role Check: Guide
			Role Check: Survivalist
			Role Check: Scout
		Wilderness Encounters
		Concluding the Journey
	Reward Points
	Reputation Points
		Burning Reputation
		Reputation Thresholds
		Group Reputation
	Breaking Objects
		Hardness Condition Track
		Dealing Damage to Objects
		Hardness Threshold
		Repairing Structural Integrity
	Traps
		Constructing Traps
	Magickal Menagerie
		Chaos Manifestations
		Malignancies
		Divine Punishment
			The Crouching One
			The Custodian
			The Demiurge
			The God-Emperor
			The Learner
			The Leviathan
			The Martyr
			The Nightfather
			The Steward
			The Winter King
			Atonement
		Magick Items
			Artifacts
			Relics
	Non-Player Characters
	Order & Chaos Alignment
	Motivations
	Social Intrigue Rules
		Social Intrigue Overview
		Step 1: Determine Complexity
		Step2: Resolve Simple Exchange
		Step 3: Discuss Objectives
		Step 4: Social Tactic
		Step 5: Character Reputation
		Step 6: Social Class & Disposition
		Step 7: Social Tactics Check
		Step 8: Role-play Exchange
		Step 9: Resolution
	Madness
		Three Brands of Madness
			Stress
			Fear
			Terror
		Withstanding Madness
		Broken Heart Syndrome
	Corruption
		Corruptive Offenses
	Fate Points
	Disorder
	Addictions
	Insanities
	Mutations
	Optional Advancement
		Remain in the Same Profession
	Starting at a Higher Tier
	Character Stable
	Slaves to Chaos
		Aztlan
		Grendel
		Orx
		Skrzzak
		Starting Mutations
	World Building
		Alternative Faiths
		Daemons
			The Ancient Ones
			The Black Lodge
			The Gilded Pharaoh
			The Thirteen
			The Tusked One
			The Witch-Queen
			Abyssal Princes of Chaos
				Prince of Change
				Prince of Change
				Prince of Pleasure
				Prince of Violence
				The Outsider
			Worlds Beyond
				Vault of Night
				Well of Souls
				The Abyss
			Campaign Seeds
				The Thirty Years War
				Goth Moran Divided
				Gangs of Kahabro
				Lost Colony of Roanoke
Chapter 12: Bestiary
	Classifications
	Superstition & Knowledge
	Abyssal
		Fomorian
		Higher Demons
			Foul Mutations
		Lower Demons
			True Names Continued
		Hellbeasts
	Animal
		Critters
		Primevals
	Beast
	Humanoid
		Aztlan
		Chosen of Chaos
		Corrupted Souls
	Mutant
		Deadly Flora
		Goblins
		Grendel
		Orx
		Skrzzak
	Supernatural
		Aetheric Spirits
		Fey
		Mindless Undead
		Vampires
	Custom Creatures
		Underlings
		Bosses
		Magician
	Loot & Lucre
		Coin Purse Contents
		Small Treasures
			Bauble Table
			Objets DArt Table
			Heirlooms Table
		Gemstones
		Fineries
		Commodities
Chapter 13: A Bitter Harvest
	Plot Synopsis
	Dramatis Personae
	Part 1: The Wedding
	Part 2: The Journey
	Part 3: The Battlefield
	Part 4: Arrival
	Part 5: Investigation
		The Cowardly Orx
		Shrine of the God-Emperor
		The Steiger House
		Laborers Quarters
	Part 6: The Plan
	Part 7: The Sortie
	Part 8: Reconnaissance
	Part 9: Girl, Interrupter
	Part 10: Resolutions
	Epilogue
	Rewards for Completion
Appendix
	Damage Condition Tracker
	Chase Scene Tracker
	Chase Scene Complication: Decrepit Manor & Undercity
	Chase Scene Complication: Marketplace & Mountain Pass
	Wilderness Travel Tracker
	Wilderness Encounters
	Social Intrigue Tracker
	Taints of Chaos
	Actions in Combat
	Character Sheet
Index




نظرات کاربران