Sifrp Chronicle Starter Pdf. 1/14/2017 0 Comments. Of ice and fire roleplaying pdf download Weve uploaded a PDF preview of our upcoming Song of Ice and Fire Roleplaying Chronicle Starter book. This free download includes the. A Song of Ice and Fire RPG - Core Rulebook. Song ice fire green ronin pdf. SIFRP, and associated logos. A Song Of Fire And Ice.pdf Free Download Here A Song of Ice & Fire Chronicle Starter. Character Sheet for SIFRP (A Song of Ice and Fire Roleplaying).
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file
INTRODUCTION
Sa
m
The continent of Westeros is rich in its history, varied in its cultures, and practically overflowing in noble houses. One of the memorable qualities of the Song of Ice and Fire series is the amount of detail given to the noble families, each with unique heraldic devices and evocative mottos. From the roaring giants of House Umber in the North to the Princes of Dorne residing in Sunspear, these noble houses reside on or hold dominion over much of the land on the continent and its nearby islands. The A Song of Ice and Campaign Guide contains information about all of the houses George R.R. Martin has written about up to A Feast for Crows. What it does not contain, however, is the story that has yet to be written…the chronicle of your house.
The Chronicle Starter The A Song of Ice and Fire Chronicle Starter is designed to provide players with a way to begin forging their own path in Westeros, with a selection of noble houses scattered about the Riverlands, some additional locations within the Tully lands ready-made for exploration outside the players’ stronghold, and an adventure to both these elements together. The Chronicle Starter is also an excellent resource for the Narrator, providing ready made houses that can be used as allies or enemies of characters’ house.
One important thing to note about the Chronicle Starter is that at heart it is a big, worked example of what a group can do with the house system presented in the core rulebook. This is not a book about creating setting canon, but showing you how you can use the tools in SIFRP to get a chronicle going and doing a lot of the heavy lifting for you.
The Noble Houses Each of the six houses described in the first chapter is suitable for a group of four players to take over and run for themselves. The houses all contain a number of primary characters with pre-determined attributes, as well as write-ups of notable secondary characters, in case the players would prefer to determine their own abilities and come into glory on their own. Although each of the houses described in this chapter are aligned to a different major house, all except House Marsten are based within the Riverlands in order to maximize the potential for them to be used in conjunction with each other. Obviously this requires the Tullys to be extremely tolerant of houses on their lands aligning themselves with other families. Since the realm is still at peace in the time in which A Song of Ice and Fire Roleplaying is set (as Robert Baratheon still sits the iron throne), this forbearance is assumed. Of
3
Introduction
The Riverlands
If you’ve read previous A Song of Ice and Fire Roleplaying books, you may have noticed that the way in which character stat blocks are presented has changed somewhat. Probably the most significant change is the manner in which the Combat Defense attribute is listed. While the recent Pocket Edition notes that CD is equal to Agility + Athletics + Awareness + Defensive Bonus (from shields or parrying weapons) - Armor Penalty (pg. 69), stat blocks will no longer include the latter two equipment adjustments. This is to reflect the fact that characters need not be combat focused, and even those that are will not always be armed and equipped. Additionally, the passive Awareness target number, Movement and Sprint scores and Personal Gear listing will no longer be included in order to streamline the stat blocks further.
The Iron Plot Tying together the new houses and locations is an adventure revolving around the plans of a force of ironborn reavers to wreak havoc in the region—with the assistance of someone inside one of the region’s houses. The adventure presents two potential paths of play in case the players have selected a house being used in the plot. Although the players should be able to counter the ironborn threat, the question of what to do next is left unanswered. The adventurers could decide to rip the threat out at the root—or find a way to use it to their own advantage. The choice is entirely theirs.
Sa
m
ple
course, you should feel free to alter allegiances or shift the locations of the houses as needed to better fit your group’s chronicle. Similarly, most of the houses, and the characters who inhabit them, would be considered to be on the good side of the moral spectrum—or at least a lighter shade of grey than many of the characters who inhabit Martin’s books. Players looking for a noble family that scheme as adeptly as the Lannisters or kill as nonchalantly as The Mountain that Rides may need to make some adjustments. The Chronicle Starter attempts to make the majority of the characters at least somewhat sympathetic, but not to the point that they become boring milquetoasts to play. However, we’ve also included a section entitled “Muddying the Palette” at the end of each house section, which can help make the players’ home house a little bit darker.
This section adds a number of new locations to this region of Westeros to the ones previously established in A Song of Ice and Fire. Chief among these new locales is Market Town, a village that struggles to maintain its independence from the nearby noble houses. Esra Stone, Market Town’s mayor, has become rather adept at playing these houses against one another in order to maintain his own power. Market Town and the other locations within this chapter each contain descriptions of their history, notable features, and important personages in much the same fashion as the house section. In fact, the players could easily adopt one of these locations for their house—or view them as new areas to conquer, should they have a more acquisitive bent. This section also includes a selection of other interesting places in the region, and some suggested events that you can drop in as flavoring to your ongoing chronicle or use as a springboard to a new series of adventures.
file
A Note on Stat Blocks
The Houses at a Glance If your players have already created characters and are simply in need of a place of their own, this chart lists all of the vital statistics of each house presented in the first chapter. Numbers that appear in parentheses represent the points that have already been invested to improve the house.
4
House Name
Allegiance
Defense
Influence
Lands
Law
Population
Power
Wealth
Barnell
Stark
39 (30)
18
33 (32)
29
36
40 (39)
18 (10)
Bartheld
Baratheon
30 (30)
38 (20)
40 (40)
20
18
11 (10)
43 (30)
Dulver
Lannister
42 (40)
38 (35)
34 (34)
24
17
21 (21)
61 (55)
Kytley
Frey
25 (20)
26 (20)
31 (31)
22
35
23 (21)
31 (20)
Marsten
Arryn
42 (40)
46 (10)
30 (30)
24
32
41 (41)
33 (25)
Tullison
Tully
40 (40)
23 (10)
25 (25)
18
24
20 (17)
48 (45)
file
INTRODUCTION
Sa
m
The continent of Westeros is rich in its history, varied in its cultures, and practically overflowing in noble houses. One of the memorable qualities of the Song of Ice and Fire series is the amount of detail given to the noble families, each with unique heraldic devices and evocative mottos. From the roaring giants of House Umber in the North to the Princes of Dorne residing in Sunspear, these noble houses reside on or hold dominion over much of the land on the continent and its nearby islands. The A Song of Ice and Campaign Guide contains information about all of the houses George R.R. Martin has written about up to A Feast for Crows. What it does not contain, however, is the story that has yet to be written…the chronicle of your house.
The Chronicle Starter The A Song of Ice and Fire Chronicle Starter is designed to provide players with a way to begin forging their own path in Westeros, with a selection of noble houses scattered about the Riverlands, some additional locations within the Tully lands ready-made for exploration outside the players’ stronghold, and an adventure to both these elements together. The Chronicle Starter is also an excellent resource for the Narrator, providing ready made houses that can be used as allies or enemies of characters’ house.
One important thing to note about the Chronicle Starter is that at heart it is a big, worked example of what a group can do with the house system presented in the core rulebook. This is not a book about creating setting canon, but showing you how you can use the tools in SIFRP to get a chronicle going and doing a lot of the heavy lifting for you.
The Noble Houses Each of the six houses described in the first chapter is suitable for a group of four players to take over and run for themselves. The houses all contain a number of primary characters with pre-determined attributes, as well as write-ups of notable secondary characters, in case the players would prefer to determine their own abilities and come into glory on their own. Although each of the houses described in this chapter are aligned to a different major house, all except House Marsten are based within the Riverlands in order to maximize the potential for them to be used in conjunction with each other. Obviously this requires the Tullys to be extremely tolerant of houses on their lands aligning themselves with other families. Since the realm is still at peace in the time in which A Song of Ice and Fire Roleplaying is set (as Robert Baratheon still sits the iron throne), this forbearance is assumed. Of
3
Introduction
The Riverlands
If you’ve read previous A Song of Ice and Fire Roleplaying books, you may have noticed that the way in which character stat blocks are presented has changed somewhat. Probably the most significant change is the manner in which the Combat Defense attribute is listed. While the recent Pocket Edition notes that CD is equal to Agility + Athletics + Awareness + Defensive Bonus (from shields or parrying weapons) - Armor Penalty (pg. 69), stat blocks will no longer include the latter two equipment adjustments. This is to reflect the fact that characters need not be combat focused, and even those that are will not always be armed and equipped. Additionally, the passive Awareness target number, Movement and Sprint scores and Personal Gear listing will no longer be included in order to streamline the stat blocks further.
The Iron Plot Tying together the new houses and locations is an adventure revolving around the plans of a force of ironborn reavers to wreak havoc in the region—with the assistance of someone inside one of the region’s houses. The adventure presents two potential paths of play in case the players have selected a house being used in the plot. Although the players should be able to counter the ironborn threat, the question of what to do next is left unanswered. The adventurers could decide to rip the threat out at the root—or find a way to use it to their own advantage. The choice is entirely theirs.
Sa
m
ple
course, you should feel free to alter allegiances or shift the locations of the houses as needed to better fit your group’s chronicle. Similarly, most of the houses, and the characters who inhabit them, would be considered to be on the good side of the moral spectrum—or at least a lighter shade of grey than many of the characters who inhabit Martin’s books. Players looking for a noble family that scheme as adeptly as the Lannisters or kill as nonchalantly as The Mountain that Rides may need to make some adjustments. The Chronicle Starter attempts to make the majority of the characters at least somewhat sympathetic, but not to the point that they become boring milquetoasts to play. However, we’ve also included a section entitled “Muddying the Palette” at the end of each house section, which can help make the players’ home house a little bit darker.
This section adds a number of new locations to this region of Westeros to the ones previously established in A Song of Ice and Fire. Chief among these new locales is Market Town, a village that struggles to maintain its independence from the nearby noble houses. Esra Stone, Market Town’s mayor, has become rather adept at playing these houses against one another in order to maintain his own power. Market Town and the other locations within this chapter each contain descriptions of their history, notable features, and important personages in much the same fashion as the house section. In fact, the players could easily adopt one of these locations for their house—or view them as new areas to conquer, should they have a more acquisitive bent. This section also includes a selection of other interesting places in the region, and some suggested events that you can drop in as flavoring to your ongoing chronicle or use as a springboard to a new series of adventures.
file
A Note on Stat Blocks
The Houses at a Glance If your players have already created characters and are simply in need of a place of their own, this chart lists all of the vital statistics of each house presented in the first chapter. Numbers that appear in parentheses represent the points that have already been invested to improve the house.
4
House Name
Allegiance
Defense
Influence
Lands
Law
Population
Power
Wealth
Barnell
Stark
39 (30)
18
33 (32)
29
36
40 (39)
18 (10)
Bartheld
Baratheon
30 (30)
38 (20)
40 (40)
20
18
11 (10)
43 (30)
Dulver
Lannister
42 (40)
38 (35)
34 (34)
24
17
21 (21)
61 (55)
Kytley
Frey
25 (20)
26 (20)
31 (31)
22
35
23 (21)
31 (20)
Marsten
Arryn
42 (40)
46 (10)
30 (30)
24
32
41 (41)
33 (25)
Tullison
Tully
40 (40)
23 (10)
25 (25)
18
24
20 (17)
48 (45)
Starter’s Guide To Music Theory And Analysis: Tonal System
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Download Sifrp Chronicle Starter Pdf Free Free
This is a step by step guide for music theory and analysis for the beginners. From basics of musical notation to the principles of tonality, all of the difficult subjects of music theory are explained in detail, with demonstrations. The student is prepared for analysis studies step by step. The exercises provided at the end of each chapter (and sometimes extra exercises in the middle of a chapter) are designed for the student to develop what she/he learned by reading and prepare herself/himself for the next challenge. Music theory is generally a scary subject for musicians. This is not true for a person who is capable of developing connections between different aspects of music theory and is able to practice them in a fluid way. That is because the practice holds the analytical secrets inside and the person who opens it is awarded. For most of the students, practicing scales or practicing chords of a scale is something just very very low profile work. The fingers memorize which key on the piano to be pressed in which order when the piano is chosen as the instrument for assistive training, but the brain does not want to develop connections between different aspects of the same theoretical practice such as playing a major scale first, let’s say G major, and then playing a different one, let’s say A-flat major. The result is a temporary learning of scale practicing, but a possible failure in music theory, since the rules which are just there to see are not exercised at the same time. We observed that a long-term learning is possible by practicing and examining what is practiced to make connections. We searched a way to show these connections in this book. Analysis is another problem in academic education of music. Students from different majors are excepted to make a standard level analysis of musical works from literature. The most difficult thing for those whose major is not composition or theory, who have a strong focus on the matter, is to recognize the chords in a given texture, to eliminate the unnecessary tones, and by this way, to identify the way chord progressions are held in the piece to explain the functionality of the elements used in music. That is the main goal of musical analysis and any level of failure, which also includes composition and theory majors sometimes, becomes a huge headache for both student and the teacher. This book suggests a path to quickly train the lower level students in a class in basics and then to train the medium level and upper level students (along with the trained lower levels) in a different manner than the conventional music theory training does so that even the higher levels will re-consider their knowledge on the facts which will allow them go in the details deeper, and even inspire the way think music and musical analysis. Analysis is expected to be a quiet easy skill that student uses in a fluent way. The book provides exercises at the end of every chapter. The study of these exercises should be sufficient for a basic level learning. The exercises usually cover more than one aspect of a goal in separate questions. Among the other powerful features of this book, we can mention the chapters on musical design. The music student usually learns only one dimension of identification of chords in music which lacks of concerning the textural differences. We find it essential to mention main textural differences and demonstrate how to approach them in order to make a good analysis at the beginner level. We think the basic music theory training should include such an unpronounced aspect of analysis. We also explain the effect of instrumental choice in the work and what to expect to see as well as how to approach different setups for analysis by demonstrations, including orchestral writing.