Clockwork & Chivalry 2nd Edition Core Rulebook

2012 · Core Rules (min needed to play)

Clockwork & Chivalry 2nd Edition Core Rulebook

A dark alternate 17th-century England descends into civil war, religious conflict, famine, and anarchy. Magickal pollution scars the countryside, legendary creatures return, and alchemists and inventors build dangerous machines. The king is dead, while Cromwell’s clockwork war machines battle Prince Rupert’s cavalier-alchemists for control of the country. This standalone role-playing game uses a fast D100 system. Players create adventurers such as soldiers, engineers, witches, thieves, or alchemists, then navigate political factions and fanatical causes while using muskets, swords, clockwork technology, and magick to survive the conflict.

Players
0
Complexity
3 / 5
Campaign Setting (game world)Attribute/Stat Based (STR, CON, PER, etc)Point Based (allocate points to get skills, powers, etc)Random Attribute Generation (during Character Creation)

Game facts (players, playing time, age, credits) from BoardGameGeek.