By Ethan Skemp, Richard Dansky, Phil Brucato, Deena McKinney, Kathleen Ryan, Brian Cambell
"Wow! Cool Game" Mage: The Ascension occurs in an epic international loaded with hazards, intrigues and contradictions, an international the place not anything is ever what it sort of feels to be. in the unique realm of the woke up, wizards plot, demons upward thrust and truth itself shudders in discomfort and rapture. "Now How Do I Run It?" interesting because it might be, Mage deals the would-be Storyteller a number of demanding situations. thankfully, assistance is now to hand. This crucial but casual tome contains Storytelling suggestion, a developer's F.A.Q., secrets and techniques of the Ascension struggle, and lots of different enlightening candies, like... A step by step chronicle background; A cotnprehensive index to Mage books, ideas and magicks; structures and recommendations for animals, shapeshifting, exchange settings and extra.
Read Online or Download Book of Mirrors: Mage Storytellers Handbook (Mage: The Ascension) PDF
Best role-playing games books
Inscrutable masters from hidden temples. designated Forces infantrymen. Swashbuckling pirates. Bare-chested brawlers.
GURPS Martial Arts brings combating types from all through background to Fourth variation. From well known Asian bare-handed recommendations to eu wrestle arts to incredible non-human education, this e-book balances life like historic colleges with cinematic feats from Hong Kong, Tokyo, and Hollywood. Recreate the best combatants on the earth, or create a mode to slot a brand new crusade, Martial Arts has the options and directions you would like.
no longer all wrestle strategies map to recommendations and types, even though. Many require extensions to the strive against process itself, so Martial Arts expands at the strive against and damage ideas from GURPS easy Set. a few of these additions are hugely real looking, whereas others are tremendous cinematic - yet they're all non-compulsory, permitting the GM to make a decision which principles practice. Customizing the GURPS wrestle process hasn't ever been more straightforward.
This e-book replaces and expands at the info and principles from the former version of GURPS Martial Arts for 3rd version.
The realm simply received a bit extra harmful.
Fantasy Flight video games is proud to announce a moment e-book of lethal machinations that DMs can use to pulp, pulverize, and puree their participant characters. within the culture of the unique Traps & Treachery, this booklet will comprise hundreds and hundreds of recent poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The ebook should be generously illustrated by means of extra of the smart mechanical illustrations that graced the 1st Traps & Treachery ebook.
Town of Westcrown, as soon as the capital of Cheliax, is now yet a shadow of its former glory. Pauper nobles and self-made princes vie for regulate in a city perched at the fringe of self-destruction. With whole districts deserted and left to bandits and monsters, Westcrown is a urban wanting heroes.
Permit the client beware
Every freehold is familiar with of not less than one. a few appear to have grown up virtually in a single day, like a hoop of small white mushrooms. Others appear to have run for millennia, outliving the increase and fall of the freeholds that encompass them. They’ll by no means leave solely, regardless of the risks in their wares. anyone regularly wishes whatever you could in simple terms get at a Goblin Market.
A chronicle e-book for Changeling: The Lost
recommendation on developing your individual Goblin Markets
ideas on trading
pattern characters, Markets and SAS industry scenes to drop correct into your Changeling chronicle
Extra resources for Book of Mirrors: Mage Storytellers Handbook (Mage: The Ascension)
Any supernatural concealment effect that scores fewer successes than the Scout’s Cunning Renown simply fails to work on her; she sees through it without the need for any dice roll. If something does manage to successfully sneak past the Scout’s incredible senses, however, and she learns of it, she immediately succumbs to Death Rage, without any roll to resist. Thief (Luzuk): New Moons are (and rightly so) often associated with shady deeds. What the pack needs, the Thief takes. At Primal Urge 3: The player of an Irraka that develops this Aspect of her auspice must choose two out of the following three Skills: Larceny, Stealth and Streetwise.
Who is the Irraka cheating and how? What will be the consequences when her lies (whether little and white or big and bold) come back to haunt her? • Innovation: Cunning minds craft new ways. What revolutionary methods does the Stalker use to better her situation and that of her pack? What price does she pay for straying outside of the bounds of commonly accepted wisdom? What legacy will she leave when her time is up? • Isolation: In the end, an Irraka’s pack must be able to depend upon her in all things and she must be capable of depending on only herself, should the situation demand it.
With a successful use of this Gift, the Irraka can redefine a spirit’s ban for the remainder of a scene and so gain great power over it (or, in some cases, remove others’ power over it). This new ban must be comparable in severity to the spirit’s true ban (see Werewolf: The Forsaken, pp. 191–2, for a general sense of the relative severity of various sorts of bans), but can otherwise be radically different: a spirit who suffers lethal damage from the touch of purified salt, for instance, may be rendered incapable of crossing any barrier anointed with holy water.