Kamis, 07 April 2011

Ebook Lost Paths 1 (Mage: The Ascension)

Ebook Lost Paths 1 (Mage: The Ascension)

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Lost Paths 1 (Mage: The Ascension)

Lost Paths 1 (Mage: The Ascension)


Lost Paths 1 (Mage: The Ascension)


Ebook Lost Paths 1 (Mage: The Ascension)

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Lost Paths 1 (Mage: The Ascension)

Standing amid complex designs are magicians who've seen the rise and fall of empires. The mysterious Ahl-i-Batin skirt the edges of magical society, tugging at the strings of politics and religion to broaden human consciousness. Meanwhile, the stubborn Taftni refuse to give up their blatant magic in the face of increasingly hostile modern realities. Two siblings, opposite in nature, both desperate to survive in a world that has passed them by or will they rise like a sudden sandstorm and return to prominence?

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Product details

Paperback: 125 pages

Publisher: White Wolf Publishing (May 14, 2001)

Language: English

ISBN-10: 1565044290

ISBN-13: 978-1565044296

Product Dimensions:

8.4 x 0.3 x 10.9 inches

Shipping Weight: 13.4 ounces

Average Customer Review:

4.6 out of 5 stars

3 customer reviews

Amazon Best Sellers Rank:

#646,727 in Books (See Top 100 in Books)

I liked this source book for its insight into a couple of the lost traditions. It also allows GMs to expand their game world to include the Middle East. If you really like Mage the Ascension and get a chance to pick this book up, do so!!!

A nice book, covering a couple of obscure points in MtA: The arabian traditions. Very well researched (if almos difficult to read, too many arabian terms), all the paradigms was very deep developed, but, perhaps just a feeling, a litte "rigid".

Since the early days of Mage, I've wanted to see more on the Ahl-i-Batin. This book gives all that plus more about Mages in the Middle East and even material on the Djinn, spirits unique to the Middle East. The first chapter covers the Ahl-i-Batin, the subtle Arabian magi who seek unity, and opens with perhaps one of the most interesting fictions in any Mage supplement in which a Batini magus decieves one of their ancient foes the Nephandi. It then gives a whole bunch of Arabic words used by the Batini. It then details their origins from the meeting of Akashic refugees of the Himalayan Wars and Ecstatic dervishes of Perisa to the modern times. Major things, such as the rise of Islam (which the Batini supported) to the Technocracy's war on the Batini to their growing influence in modern Iran's Shi'ite government complete with a timeline. It then examines the Batini's power and influence in the Web of Faith (which stretches across the Islamic world) and the five schools of the Batini (kabbalists of the University of Light, alchemists and architects of the Silk Cartel, assassins of the Ikwhan at-Tawhid, sufis of the Darwushim and mentalists of the Paradise Garden). There are plenty of new Rotes, details on Batini magic, foci and philosophy and some interesting signature characters and templates. More importantly it also details the unique aspects of Batini magic (they begin with extra Arcane and can have Arcane ratings above 5, but cannot learn Entropy).The next chapter details the Taftani, extremely vulgar Persian magi who summon djinn, make flying carpets and shoot fireballs. First introduced in the Sorcerer Crusade's Player's Guide, this book fleshes them out by making their beliefs more interesting, drawing upon Zoroastrianism and Middle Eastern paganism. This chapter examines not only the beliefs of the Taftani but also a timeline of their history from ancient kingdoms in Petra and Mesopotamia to their suppression under Islam to their influence amongst Afghani warlords. Along with a map of Persia and Afghanistan, we are treated to areas where the Taftani are strong: Arabia, Turkey, North Africa and so forth. Ironically the same places as the Batini (like the Batini, some accompanied the Moors into Spain, followed Arab immigrants to Detroit or chose to settle in the deserts of Mexico and the southwestern US). Their two factions are examined, the Zaotar who embody vulgar magic in all its forms and the subtle Kahin, who use poetry and divination to work their magics. Theres also details on their magic, beliefs, some signature characters and templates, new rotes, information on Djinn summoning and binding and a few sample spirit minions. Theres also legends of the City of Brass and Irem of the Pillars.The book closes out with a short chapter on the Djinn, their history, their courts (from their Sultans and Caliphs to lowly commoners) and social structure (such as Shayateen, Efrit and so forth) and how to create and use Djinn in games. Basically, they are treated as extremely power spirits. There are also a couple sample Djinn presented.Overall, its a pretty nice book to get, but there are a couple errors and mistakes that keep it from being ideal. For instance, a big point is made of how the Taftani avoid the use of Arabic words in favor of Persian, because of their rejection of Islam, but it then goes on to list the Taftani's major languages as including Gujarati, Armenian, Greek, Avestan, Pahlavi, Sanskrit and... Arabic! Likewise, Ar-Rutbah is mentioned as being a major Batini outpost in Iran, even though it is in Iraq (and in fact theres even a map showing it IN IRAQ!). A couple other examples are in there. But in general its a nice book for information on the Batini, Taftani and Djinn, as well as providing some nice details for a Middle Eastern/Islamic setting for Mage games. Its even better if you use it alongside the information on the Web of Faith in Guide to the Traditions.

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PDF Download Do Purpose: Why brands with a purpose do better and matter more. (Do Books), by David Hieatt

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Do Purpose: Why brands with a purpose do better and matter more. (Do Books), by David Hieatt

Do Purpose: Why brands with a purpose do better and matter more. (Do Books), by David Hieatt


Do Purpose: Why brands with a purpose do better and matter more. (Do Books), by David Hieatt


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Do Purpose: Why brands with a purpose do better and matter more. (Do Books), by David Hieatt

Review

"David Hieatt is the man who proved to a world full of shallow brands the benefits of having a real purpose. There is no greater expert on the matter."--Richard Reed, co-founder Innocent Drinks"A wonderful book that reveals one of the secrets of business: do something you love and you'll never work another day in your life."--Michael Acton Smith, CEO Mind Candy

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About the Author

David Hieatt has been described as a marketing genius. After leaving Saatchi and Saatchi, he built Howies into one of the most influential active sports brands of the last decade. After selling it to Timberland, he co-founded The Do Lectures. It was voted in the Top Ten ideas festivals in the world by The Guardian and now takes place in West Wales, California and Australia. More recently he started Hiut Denim in his home town of Cardigan. A town that used to have Britain's biggest jeans factory. David has a cult internet following, and has spoken at Apple, Google, and many other top companies. He is also the author of Do Open: How a simple email newsletter can transform your business (Do Books, 2017).

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Product details

Series: Do Books

Paperback: 160 pages

Publisher: The Do Book Company (January 7, 2014)

Language: English

ISBN-10: 190797413X

ISBN-13: 978-1907974137

Product Dimensions:

4.8 x 0.6 x 7 inches

Shipping Weight: 9.1 ounces (View shipping rates and policies)

Average Customer Review:

5.0 out of 5 stars

4 customer reviews

Amazon Best Sellers Rank:

#31,842 in Books (See Top 100 in Books)

Fun book, about a serious subject. Our biz must have purpose! Live Love and do Biz with purpose!

The book is very simple, but filled with pearls. I would like that could have more about The purpose, but David tell after The begin about what lives around The purpose, like Culture and The team.I recommend like a trigger. Is Fast and Good to read it.

I read this book in under 2 hours.It reiterated a lot that I knew and gave me ideas for the evolution of my business.I even took notes, something I rarely do.

Beautifully written and laid out. Love it.

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Jumat, 01 April 2011

Download Ebook Super Powers Companion (Savage Worlds, Second Edition, S2P10503)

Download Ebook Super Powers Companion (Savage Worlds, Second Edition, S2P10503)

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Super Powers Companion (Savage Worlds, Second Edition, S2P10503)

Super Powers Companion (Savage Worlds, Second Edition, S2P10503)


Super Powers Companion (Savage Worlds, Second Edition, S2P10503)


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Super Powers Companion (Savage Worlds, Second Edition, S2P10503)

Product details

Perfect Paperback: 96 pages

Publisher: Pinnacle Entertainment; 2nd edition (June 16, 2014)

Language: English

ISBN-10: 1937013421

ISBN-13: 978-1937013424

Product Dimensions:

9.9 x 6.6 x 0.5 inches

Shipping Weight: 9.4 ounces (View shipping rates and policies)

Average Customer Review:

4.7 out of 5 stars

27 customer reviews

Amazon Best Sellers Rank:

#65,614 in Books (See Top 100 in Books)

An excellent sourcebook for the Savage Worlds system. Clear and well-written with flavorful illustrations in a concise graphic novel-size publication. I'm not going to rehash what has already been said about the content and layout of the book.What I will do is offer my 0.02 USD as a gamer of some 15+ years that has seen a few "generic" game systems (Palladium, D20, GURPS, and BRP) and their interpretations of the Supers genre. Of those systems, I believe Savage Worlds does it cleaner with less fuss, negligible math, and a wide assortment of useful powers and associated "crunch" (modifiers, stunts, etc.). All of this is written with an eye toward "street-level" to "city-wide" scale of super powers, despite what the book itself says. Cosmic level supers are best left to games that focus on the Supers convention, and Pulp-style supers (ie: the Phantom, the Shadow) could be done without this supplement following the Supers rules in the SW Core Rulebook.If you want to run a Supers game with a power level set somewhere around Spider-man, Batman, League of Extraordinary Gentlemen, early X-Men, Guardians of the Galaxy, or the like - the Savage Worlds Super Powers Companion will do the job, and well.

One of the most enjoyable supplements to the Savage Worlds game system. The system is surprisingly robust and flexible. As an introduction to the Savage Worlds system, I ran a quick, one-session game set in the Marvel universe for some friends. I used this companion book to create all of the heroes and the villains for that game and the system fit every character I tried to create. We have also played a few games since then with our own non-Marvel characters and the system gives an amazing level of flexibility to create whatever type of hero you are interested in. Want to play a massive brawler who can pick up a tank? A super-powered sorcerer who can call upon eldritch powers from beyond the veil? A radioactive skeleton who melts people with a touch? A mad scientist with a jet pack and an anti-gravity gun? The Super Powers Companion has you covered.

If you grabbed the basic rules for Savage Worlds and felt like Super Powers were to low grained for you, then this book is for you.Make comic book styled superheroes with powers that function like superhero powers.1 hangup remains from the original Savage Worlds and that is backfire on improvised magic. Something I just do not see in the source fiction. I added a +2 Modifier for does not backfire and called it good.A few more examples of modifiers to powers and making backfire on critical failure a common modifier could have been included to make this into a 5 star book.Note: You still need the basic rules found in Savage World Deluxe, the explorers edition can be found for $10!

As I've said in previous reviews of the Savage World system and supplements, I love the base rules for their flexibility and simplicity. The Super Powers Companion continues to impress me with the same level of quality and represents the flavor of superpower role-playing well. As a long-time Champions player who often has difficulty getting new players started, this system is a great introduction to the genre as the rules are easy to learn and it still manages to come close to the flexibility of The Hero System.

The second edition of Savage World's Super Powers Companion is like the former edition given a shot of super soldier serum! The first edition favored a much more grounded take on super heroes while this new book embraces the feeling of four-color comics much more.With much more cost friendly versions of abilities and a utility belt full of options to customise your hero, you'll be out fighting crime before you can say "chimichanga"!

Good supplement, The game I bought it for only lasted one session, but the rules are very straightforward.

I do like it, if for nothing else, it is the first superhero RPG where you don't have to keep track of hundreds of points while setting up your hero. Fast furious fun, not book keeping,

An awesome, good quality book for Savage Worlds with a well thought out system for creating superheroes / supervillains. It has a huge variety of powers and ways to use those powers. It also has varying power levels from street fighter to cosmic beings. I can't wait to run a supers game with it.

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Super Powers Companion (Savage Worlds, Second Edition, S2P10503) PDF

Super Powers Companion (Savage Worlds, Second Edition, S2P10503) PDF

Super Powers Companion (Savage Worlds, Second Edition, S2P10503) PDF
Super Powers Companion (Savage Worlds, Second Edition, S2P10503) PDF