Dragons of the East (Mage: The Ascension) by Bryan Armor, Ellen Kiley, Christine Gregory, Steve Long,

By Bryan Armor, Ellen Kiley, Christine Gregory, Steve Long, Malcom Sheppard

With phrases of Thunder

Shinto monks. Shaolin priests. Ninja clans. Confucian sages. Hindu fakirs. Asia is a brilliant dragon, sleeping because it awaits the turning of the age. lengthy have the folk of Asia identified magical secrets and techniques. in the course of the mists of shrouded legends, they've got witnessed the powers of spirits, dragons, feng shui and chi energy.
We Shake the Pillars of Heaven!

Here Mage gamers and Storytellers will locate not just information regarding the heritage of Asiatic mages just like the Akashic Brotherhood and the Wu Lung, yet of different hidden teams within the a ways East, in addition to the unique magic of Asia. the following finally are entire principles for the original sorcery of Asia, plus its unusual spirits and creatures, magical artifacts and hidden hazards.

Show description

Read or Download Dragons of the East (Mage: The Ascension) PDF

Similar role-playing games books

GURPS Martial Arts

Inscrutable masters from hidden temples. detailed Forces infantrymen. Swashbuckling pirates. Bare-chested brawlers.
GURPS Martial Arts brings combating types from all through historical past to Fourth version. From well known Asian bare-handed thoughts to ecu strive against arts to very good non-human education, this e-book balances reasonable old colleges with cinematic feats from Hong Kong, Tokyo, and Hollywood. Recreate the best warring parties on the earth, or create a mode to slot a brand new crusade, Martial Arts has the recommendations and guidance you would like.
no longer all strive against concepts map to concepts and types, notwithstanding. Many require extensions to the strive against approach itself, so Martial Arts expands at the wrestle and harm ideas from GURPS uncomplicated Set. a few of these additions are hugely life like, whereas others are tremendous cinematic - yet they're all not obligatory, permitting the GM to make a decision which ideas follow. Customizing the GURPS wrestle method hasn't ever been more uncomplicated.
This booklet replaces and expands at the details and ideas from the former variation of GURPS Martial Arts for 3rd variation.

Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System)

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 e-book will contain thousands of recent poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The booklet may be generously illustrated by way of extra of the shrewdpermanent mechanical illustrations that graced the 1st Traps & Treachery booklet.

Pathfinder Companion: Cheliax, Empire of Devils

The 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 complete districts deserted and left to bandits and monsters, Westcrown is a urban short of heroes.

Goblin Markets (Changeling: the Lost)

Allow the client beware

Every freehold is familiar with of at the very least one. a few appear to have grown up nearly 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 depart solely, regardless of the risks in their wares. somebody regularly wishes whatever you could in simple terms get at a Goblin Market.
A chronicle booklet for Changeling: The Lost

recommendation on developing your personal Goblin Markets
ideas on trading
pattern characters, Markets and SAS industry scenes to drop correct into your Changeling chronicle

Extra resources for Dragons of the East (Mage: The Ascension)

Sample text

When you choose your options from this list, you can choose to heal yourself and others (from Conditions), support yourself, or enable others to support you. If you roll 10 up, it’s fine to select the “remove a Condition” option twice, each time removing a different Condition. This move can break the pattern of isolation and confusion. S S Queer Content Playing the Game This isn’t really a game about monsters. It’s a game about the confusion that arises when your body and your social world start changing without your permission.

Let their sexuality and gender be incidental in some cases, and let it be the chaotic thing that drives the story forward in others. Use the game to explore and challenge your own ideas about gender, sexuality, relationships, what’s normal and what’s monstrous. S 43 S S Staying Feral Playing the Game Every moment of the game leads into the next. When you narrate something, others respond. Moves get triggered. Dice get rolled, and those rolls create new situations to react to. The fiction and the mechanics interact with one another to create an emergent story, one that has its own momentum and energy.

Take a move from another Skin. You have Unholy Allies. Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3). 51 Sex Move When you have sex, heal all of your wounds, and cure all of your Conditions. If they disgust you, give them a String. If you disgust yourself, give them a String. Darkest Self None of your friends can help. They’re not strong like you are. You need to chase down the biggest threat imaginable, immediately and alone. Any challenges or dangers that you encounter must be faced head on, even if they might kill you.

Download PDF sample

Rated 4.89 of 5 – based on 23 votes