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Table Of Contents

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1.0 C&S: The Grand Campaign
1.1 The Feudal Setting
1.2 The Time Frame
1.3 Keeping a Calendar
2.0 PLAYER CHARACTERS
2.0.1 The Players
2.0.2 Character Prime Requisites
2.03 Other Personal Characteristics:
2.1 The Player Characters
2.1.2 Elves
2.1.4 Haeflings
2.2 Generating the Player Character
2.2.1 Determining Character Prime Requisites
2.2.2 Race
2.2.3 Age (Optional)
2.2.4 Gender (Optional)
2.2.5 Size
2.3 The Prime Characteristics
2.3.1 Dexterity [DEX]
2.3.2 Strength [STR]
2.3.3 Constitution [CON]
2.3.4 Appearance [APP]
2.3.5 Bardic Voice[BV]
2.3.6 Intelligence [INT]
2.3.7 Wisdom [WIS]
2.3.9 Alignment [ALI]
2.4 Other Personal Characteristics
2.4.1 The Characters Body
2.4.2 Fatigue Levels
2.4.3 Carrying Capacity
2.4.4 Military Ability Factor
2.4.5 Command Level
2.4.6 Personal Combat Factor [PCF]
2.4.7 Weapon Skill
2.5 Life Horoscope
2.6 Mental Health (optional)
3.1 Human Society
3.1.1 Fathers Social Class
3.1.2 Sibling Rank
3.1.3 Status In The Family
3.1.4 Rank of Family with in Social Class
3.1.5 Elves
3.1.7 Haeflings
3.2 Inheritance
3.3 Social Status
3.4.1 Determining One’s Influence
3.4.3 Exerting Influence
3.4.4 Concluding Alliances
3.5 The Royal Bureaucracy
3.5.1 Exerting Influence on the Royal Bureaucracy
3.6 Making a Living
3.6.2 Cost of Food, Shelter, and Clothing
4.1 Knighthood
4.1.1 The Fief
4.1.2 Designing the Feudal Nation
4.1.3 Feudal Holdings
4.2 Feudal Rights and Obligations
4.3 High Justice
4.3.1 Low Justice
4.3.2 Canon Law
4.4 The Warhorse
4.5 The Making of a Knight
4.6 Courtly Love
4.7 The Tournament
4.7.1 Tournaments
4.7.2 Pas Des Armes
4.7.3 The Joust
4.7.4 Jousting Matrix
4.8 Heraldic Arms
4.9 Orders
4.9.2 The Most Gentle Order of The Black Horse
4.9.4 The Most Chivalric Order of The Silver Plume
4.10 Baronial Orders
4.11 Clerical Fighting Orders
5.1 Construction of Feudal Structures
5.1.1 The Peasant Hut
5.1.2 The Yeoman’s Cottage
5.1.3 The Common Inn
5.1.4 The Rural Inn
5.1.5 The Common Villa
5.1.6 Basic Construction Costs
5.2 Fortress Construction
5.4.2 The Campaign Battle
5.5.2.Equipment
5.5.3 Movement Rates
5.5.4 Formations and Movement
5.6 Issuing Orders
5.6.1 General Orders
5.6.2 Dispatching Orders
5.6.3 Army Commanders
5.6.4 Loss of Orders
5.6.5 Limitations on Orders
5.7 Battlefield Command and Organization
5.7.2 The “BATTLES”
5.7.3 Feudal Units
5.7.4 Troop Classification
5.7.5 Social Classes
5.7.6 The Field Commanders
5.7.7 Commander’s Character
5.8.2 Missile Fire
5.8.3 Close Combat
5.8.5 Close Combat Results
5.8.7 The Competition Battle
5.9.1 Storming the Walls
5.9.2 Siege Towers
5.9.3 Missile Weapons
5.9.4 Siege Weapons
5.9.6 Protective Devices
5.9.7 Fire and Incendiaries
6.0.1 Combat Turn Sequence
6.0.3 Hit Probability
6.1 Weapons And Armour
6.1.1 Magick Weapons
6.1.4 Magick Armor
6.1.5 Defending Against Blows
6.1.6 Critical Hits
6.2.1 Tac Matrix (Optional)
6.2.3 Attack from the Rear
6.2.4 Attack from Above
6.2.5 Encumberment
6.2.6 Desperate Defense
6.2.7 The Great Blow
6.2.9 Combat Fatigue (Optional)
6.3.2 Monster Morale
6.4 Combat Charts
6.4.1 Individual Combat Movement Table
6.4.2 Tactical Manoeuver Matrix
6.4.3 Missile Fire Matrix
6.4.4 Melee Weapon Charts
6.4.5 Bare Handed Combat
6.4.6 Throwing Matrix
6.4.7 Bash Results
6.4.8 Critical Hit Results
6.5.1 Movement of cavalry in melee
6.5.2 Horse Combat
7.4 Operating a Thief
7.5 “Fencing Loot”
7.6 Guild Organization
8.2 The Monastics
8.4 The Military Orders
8.4 Clerical Powers
8.7 Miraculous Magical Effects
8.11 Sanctification
8.13 Abbots and Ordained Priests
9.1 Creating the Magus
9.1.2 The Second Requisite
9.1.3 The Personal Magick Factor
9.2 Fast Magick System
9.3.3 Magical Guilds, Orders, and Societies
9.4 Magical Resistance
9.4.1Magick Resistance Table
9.4.8 Enchanting a Magical Device
9.5.Magick Materials List
Alchemetical Materials
Alchemical Liquids
Essenses and Perfumes
Skins, Leathers, and Animal Tissue
10.1.3 Dance/Chant Magick
10.2.2 Artificers
10.2.4 Divination
10.2.5 The Hex Masters:Witchcraft
10.3 The Major Arcane
10.3.1 Conjuration
10.3.2 Enchanters
10.3.3 Necromancy
10.3.4 Thaumaturgy
10.4.2 Power Word Magick
10.4.3 Magick Square Mysticism
11.1.1 Overcoming Target Defenses
11.1.2 Area Effects
11.1.3 Necromancers
11.1.5 Effects of Obstacles
11.2 Spells of Protection
11.2.1 The Circle of Protection
11.2.4 Holy Relics
11.2.5 Monastic Chants
11.2.6 Clerical Protective Circles
11.2.8 Words of Guard
11.2.9 The Limits of Protection
11.3 Spells of Revealing
11.5.1 Basic Magick spells
11.5.4 Basic Magick: “Water”
11.5.5 Basic Magick: “Fire”
11.6 Necromatic Spells
11.7.2 Casting Spells of Command
11.8 Spells of Illusion
11.8.1 Illusionist Ranking
11.8.2 The Innermost Circle
11.8.3 Enhancement of Illusions
11.8.4 Casting Illusions
11.8.5 The Levels of Illusion Spells
11.9 Spells of Arcane Lore
11.11.2 The Summoning
11.11.3 Binding Demons
12.0.1 Time and Movement
12.1 Designing the Place of Mystery
12.1.1Underground Complexes
12.2 The Outdoors Adventure
12.2.1 Hazards on the Road
12.2.2 Encounters During Travel
13.2 Slaying and Vanquishing Enemies
13.2.1 Knights and Warriors
13.3 Thieves, Brigands and Assassins
13.4 Limitations on Advancement
13.5 Experience Levels
13.5 Experience Level Charts
13.5.1 Superhumans
13.5.4 Other Humans
13.5.6 Dwarves and Haeflings
14.0.1 Introduction
14.0.2 Non-Player Characters
14.0.3 The C&S Red Book Rules
14.1 Men, Elves, Dwarves and Haelfings
14.1.1 Knights and Superior Elves and Dwarves
14.1.1 Non B Player Character Magick Items
14.2 Dragons & Dragon Lore
14.3 Lycanthropes
14.3.1 Other Lycanthropes
14.4.1 Fey Player Characters
14.5 The Goblin Races
14.5.1 Goblin Player Characters
14.6 The Giant Races
14.8 Legendary Beasts
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Chivalry & Sorcery_1st_edition

Chivalry & Sorcery_1st_edition

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Published by Jeff Lawrence

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Published by: Jeff Lawrence on Mar 16, 2011
Copyright:Attribution Non-commercial

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