Shadow of the Demon Lord: Mortals of Urth by Iganon
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The Archaen Codex the ARCHAENCODEX
The Archaen Codex THE ARCHAENCODEX Lost Secrets of the Forgotten Age 0 1992 by SMS and Wizards of the Coast, Inc. by Stephan Michael Sechi WOC 2202 Design: Stephan Michael Sechi Design Contributions: George Lowe. Jeff Goldman. David Sandberg, Thomas Lents Design and Development Director: James E. Hays, Jr. Talislanta Archivist: D. Gene Frye Editing: Beverly Marshall Saling Production Director: Lisa Stevens Art Director: Jesper Myrfors Layout Design: Jesper Myrfors, Lisa Stevens Typesetting, Layout, and Paste-up: Melissa Gustafson Cover Art: Dameon Willich Front Cover Border: Ron Spencer Interior Illustrations: Rick Emond, Jesper Myrfors, Anson Maddocks. Richard Thomas Cartography: Eric Hotz, Jeff Goldman Illuminated Letters: Kurt Cagle Nifty Interior Borders: Jesper Myrfors Appendix and Index: Beverly Marshall Saling Talislanta Logo: Rich Kaalaas The Apothecary Mailing blst If you would like to be on the mailing list for our bi-randomly released company newsletter, The Apoth- ecary,send your name and address to: The Apothecuy P.O. Box 707 Renton, WA 98057-0707 By the way, we are interested in your comments. Please don't hesitate to write and tell us what you did or didn't like. Who Are We? Wizards of the Coast is a company of dedicated gaming professionals based in Seattle, Washington. Our goal is to manufacture the highest quality and most innovative products possible. To this end, we have adopted a policy of Continuous Quality Improvement (CQI) as a means to best serve the gaming industry. This includes you. At Wizards of the Coast, releasing a product that is "good enough" is not good enough. Quality is a foundation we build from, not just a slogan we stamp on the cover. -
Types of Divination
Types of Divination ASTROLOGY is divination using celestial bodies: the sun, moon, planets, and stars. CARTOMANCY is fortune telling using cards such as the Tarot. CLAIRAUDIENCE is "clear hearing" of divinatory information. Parapsychologist generally regard as a form of extrasensory perception. CLAIRVOYANCE is "clear seeing" of divinatory information. Parapsychologist generally regard as a form of extrasensory perception. CRYSTALLOMANCY is divination through crystal gazing. DOWSING or DIVINING RODS are methods of divination where a forked stick is used to locate water or precious minerals. NUMEROLOGY is the numerical interpretation of numbers, dates, and the number value of letters. OCULOMANCY is divination from a person's eye. PALMISTRY is the broad field of divination and interpretation of the lines and structure of the hand. PRECOGNITION in an inner knowledge or sense of future events. PSYCHOMETRY is the faculty of gaining impressions from a physical object and its history. SCIOMANCY is divination using a spirit guide, a method generally employed by channelers. SCRYING is a general term for divination using a crystal, mirrors, bowls of water, ink, or flames to induce visions. TASSEOGRAPHY is the reading of tea leaves that remain in a tea cup once the beverage has been drunk. AEROMANCY divination from the air and sky, particularly concentrating on cloud shapes, comets, and other phenomena not normally visible in the heavens. ALECTRYOMANCY is divination whereby a bird is allowed to pick corn grains from a circle of letters. A variation is to recite letters of the alphabet noting those at which a cock crows. ALEUROMANCY is divination using "fortune cookies"; answers to questions are rolled into balls of dough and once baked are chosen at random. -
The Ultimate Super Mage ™ by Dean Shomshak
The Ultimate Super Mage ™ by Dean Shomshak HERO PLUS™ The Ultimate Super Mage™ Version 1.1 by Dean Shomshak Editor/Developer: Bruce Harlick Illustrations: Storn Cook Charts: Scott A.H. Ruggels Solitaire Illustration: Greg Smith Pagemaking & Layout: Bruce Harlick Graphic Design: Karl Wu Editorial Contributions: Steve Peterson, Ray Greer, George MacDonald, Steven S. Long Proof Reader: Maggi Perkins Managing Editor: Bruce Harlick Copyright @1996 by Hero Games. All rights reserved. Hero System, Fantasy Hero, Champions, Hero Games and Star Hero are all registered trademarks of Hero Games. Acrobat and the Acrobat logo are trademarks of Adobe Systems Incorporated which may be registered in certain jurisdictions. All other trademarks and registered trademarks are properties of their owners. Published by Hero Plus, a division of Hero Games. Hero Plus Hero Plus is an electronic publishing company, using the latest technology to bring products to customers more efficiently, more rapidly, and at competitive prices. Hero Plus can be reached at [email protected]. Let us know what you think! Send us your mailing address (email and snail mail) and we’ll make sure you’re informed of our latest products. Visit our Web Site at http://www.herogames.com Contents Introduction .............................................7 The White School.............................................. 27 How To Use This Book .................................. 7 The Black School............................................... 27 A Personal Disclaimer................................... -
Introduction Armageddon, the Apocalypse, the End of Times. Throughout History, Mankind Has Always Wondered About The
● Introduction ○ Armageddon, the apocalypse, the end of times. Throughout history, mankind has always wondered about the fabled end of the world and how it would come about. Would the forces of nature finally decide we are unworthy? Would the greater forces, both holy and unholy, finally come for us? Would we fall due to our own carelessness, as we began to contaminate the place we call home? So many ways we could possibly fall, so many ways our end could occur. So when the end of days finally came, what brought about our doom could never have been foreseen. You want to know what terrible apocalypse finally attempted to bring humanity to it’s knees? ○ Everything. ○ It wasn’t one event to end us, nor was it multiple events over a course of time. Rather many catastrophes, be it scientific or arcane, had occurred at once. The sheer strain of which had separated our once unified earth into separate planets, kept apart by dimensional barriers. In each of these new universes, a new armageddon has occurred, transforming the culture and creating new societies. ○ Yes, societies. It seems that even this event couldn’t quite keep humanity down. Though we are struggling to survive, and there are still hostilities between our separate cultures, we are still around, ready to keep fighting for our freedom if need be. That is where you come in. You see, these worlds have many needs, and som are of the violent or even supernatural sort. You are what some would consider a freelancer; a person willing to do odd jobs in exchange for compensation. -
Dynamic Spellcasting Spells and Mana Table
your spells is determined by your level, as shown in the Dynamic Spellcasting Spells and Mana table. Spells and Mana MAGIC IS A NATURAL PHENOMENON STEEPED IN LEGEND and often attributed to divine origin. Even those who Spellcaster Level Maximum Mana for a Spell study its applications and effects in a methodical and 1st-4th 2 secular manner cannot boast a complete knowledge of 5th-8th 3 its nature. This has led to many schools or philosophies 9th-12th 4 concerning magic, as well as distinct traditions of inter- 13th-16th 5 acting with it. 17th-20th 6 Druids wielding magic aspected towards nature, priests channelling power through chants and prayers, If a feature would allow you to use a spell without and sorcerers bending reality to their will are all mages channelling magic, that spell is always cast as though calling on magic in their own way. All draw on the you channelled the minimum amount of mana into it. same power, which is described here. Drain What Is a Spell? The use of magic takes its toll, and any time you cast a The word ‘spell’ refers to any discrete magical effect, a spell you run the risk of suffering drain. You may have single shaping of magical energy into a specific, limited not channelled enough magic into the effect, drawn too expression. Some people also use it in reference to the much magic (sometimes called “mana burn”), or failed effects themselves, such as a ‘fireball spell’. However, to properly handle spontaneous surges in magical while the means to create fiery explosions can be power. -
Pathfinder Roleplaying Game Rulebooks
The following superscript notations are used to denote official Pathfinder Roleplaying Game rulebooks: ACG = Pathfinder Roleplaying Game Advanced Class Guide APG = Pathfinder Roleplaying Game Advanced Player’s Guide ARG = Pathfinder Roleplaying Game Advanced Race Guide B1 = Pathfinder Roleplaying Game Bestiary B2 = Pathfinder Roleplaying Game Bestiary 2 B3 = Pathfinder Roleplaying Game Bestiary 3 B4 = Pathfinder Roleplaying Game Bestiary 4 B5 = Pathfinder Roleplaying Game Bestiary 5 BOS = Softcover companion for characters with the power of shadow in their blood GMG = Pathfinder Roleplaying Game Gamemastery Guide ISB = Softcover guide bestiary of monsters native to the inland sea in the official Pathfinder campaign setting ISM = Softcover guide to magic in the inland sea in the official Pathfinder campaign setting NPCC = Pathfinder Roleplaying Game NPC Codex OA = Pathfinder Roleplaying Game Occult Adventures POTR = Softcover guide to people from the riverlands in the official Pathfinder campaign setting POTS = Softcover guide to people from other planets or stars in the official Pathfinder campaign setting PU = Pathfinder Roleplaying Game Pathfinder Unchained TG = Softcover guide to technology in the Pathfinder Roleplaying Game. UCam = Pathfinder Roleplaying Game Ultimate Campaign UC = Pathfinder Roleplaying Game Ultimate Combat UE = Pathfinder Roleplaying Game Ultimate Equipment UI = Pathfinder Roleplaying Game Ultimate Intrigue UM = Pathfinder Roleplaying Game Ultimate Magic Sample file WHAT YOU WILL FIND INSIDE MAGITECH ARCHETYPES: -
Twodee's Shadowrun Storytime, Including but Not Limited to the Full Chapter 15 and Chapters 21 and 21.5
1 TwoDee’s Shadowrun Storytime Written by TwoDee Edited and Compiled by Jarboot!!j4xjG8Gxyo4 Further Edited and Compiled by Impatient Asshole Anon What follows is arguably the best series of storytime threads ever created. If you're any sort of fan of Shadowrun—whether you're a new GM, newbie player, or even a veteran—this prose will really help flesh out what sort of fun you can have with the system and setting. It's nearly 400 pages and about 130,000 words, so download this to read on your phone/laptop/ebook/commlink, because this will take a while. I'm Jarboot, a fellow fa/tg/uy and Shadowrun fan. Someone suggested that someone make a compilation of this story for easier reading, so I figured I could do it. Editing is minimal, but I fixed a lot of spelling and general syntax error, most of which were mentioned by TwoDee in a post following the original. There are some little Jackpoint-esque comments from other people from the threads included in the document, which are differentiated by a green color and indented text. I may have included a picture or two in there, too. Also, 2D likes to do some foreshadowing at some points, so keep track of the greentexted dates if you feel confused. All these threads (except number 3, which you can search for using some of the other tags) can be found by searching for the “shadowrun storytime” tag on the /tg/ archive. Jarboot is an extremely helpful fa/tg/uy, but this particular Anon is an impatient asshole who wanted a fully updated version of TwoDee's Shadowrun Storytime, including but not limited to the full Chapter 15 and Chapters 21 and 21.5. -
GURPS Monster Hunters
GURPS Monster Hunters By Anon Heart, v0.6 You know, anon, there are things out there. Creatures that go bump in the night. Beasts, born of the vile darkness, haunting your fair cities, searching for prey. And some... some aren’t even of this world. Aliens such as Greys or Devourers, attacking innocents, harvesting them for their own ends. And those that are aren’t much better, vampires, werewolves, and other such beasts, creatures of the night. But you’re here now, Anon! You’re going to save everyone. But you can’t do this alone, and not as- well, okay, you might be able to do it as you are. Take 1000 CP anyway. Ah, but who are you, this time around? Why are you hunting these creatures who haunt the dark? Drop In [Free]: ... Does there need to be a reason? You’re a jumper, there’s some monsters, just do what comes naturally. Revenge [Free]: It’s because of these creatures that you’ve been turned! You’ve become an inhuman of some sort, a vampire, a werewolf, a demon, or an outcast angel! You’re not really sure how those last two work, since those are things you’re generally born as, but don’t question it anon! For Humanity [Free]: These monsters... how dare they walk the same earth as humans? Purge them, and cleanse the world for humans, and make the world a better place! Guidance From Above [Free]: Either because you received guidance from your god, because your divinations indicated it might be a good idea, or because you caught a glimpse of a future that strongly suggested you should, your powers are what lead you into this fight. -
Shadowrun SAGA
A Rules Supplement for the SAGA Gaming System Rowan WalkingWolf Written & Published by Rowan WalkingWolf, 2016 Questions, Comments, & Contributions: [email protected] All SAGA products available for free on the Matrix Node @: yggdrasildistro.wordpress.com For those with respect for intellectual property laws: Contents are protected under the Creative Commons Attribution-Non- Commercial-Share-Alike 4.0 International license. You are free to copy and make derivative works for non-commercial purposes, provided you credit me and your work is likewise sharealike. For those who give no fucks about ludicrous civilized notions of possession and property: This work is Anti-Copyright. Do what you will, provided it's not for profit, and please credit me when using this material. Plagiarize, steal, reprint, republish, redistribute! CONTENTS What's This Supplement All About, Chummer? ......................................................................... 2 Races & Meta-Races ........................................... 2 The Matrix & Decking …........................................ 5 Arsenal: Weapons & Armor Errata ......... 14 Cyberware & Essence ….................................. 51 Totems & Spirit Guides …................................. 59 Non-Shamanic Magic ….........................….......... 61 Drone Rigging, Rigger ….................................... 63 Shadowrun-SAGA Character Sheet.. 65 1 What's This Supplement All About, Chummer? As a universal system, SAGA ruleset can be used to run campaigns in any setting imaginable. The purpose of this supplement is to bring Shadowrun – arguably one of the coolest, most memorable, and most enjoyable RPG settings ever created – to the SAGA gaming system. To be clear, this supplement is NOT in any way a comprehensive campaign setting. There's little detailed world/setting information herein, and there's really little need for it, as said information is easily accessed on the Matrix via the Shadowrun wiki and by torrenting official 4th/5th edition Shadowrun PDFs. -
Revolution Campaign Guide (V1.0)
r E volution V O L U T I O N T H E C A M P A I G N r E volution V O L U T I O N T H E C A M P A I G N iNTRODUCTION "Watch your back, shoot straight, conserve ammo, and never, ever, cut a deal with a dragon.” Welcome to 2084. Welcome to the Sixth World. Welcome to the REVOLUTION. This is a guide to the REVOLUTION campaign, a story of cyberpunk conspiracy, apocalypse, and horror that we will tell together about magical revolutions, technological evolutions, and whether somewhere between them there’s a future for Mankind at all. Though your characters will begin as street-level shadowrunners—elite criminals for hire living on the fringes of society—they’ll be drawn into the ultimate war, and maybe even eventually become one of the near-mythical midnighters, those elite of the elite who pull off runs on the Corporate Court’s orbital headquarters and against spirit gods in their astral courts. REVOLUTION is about hope and despair. It is about people and the conflicting priorities of human civilization, daring to ask how far our race has truly come since we climbed down from the trees, and whether or not we’ll even still be human at the end of our evolution. The world of rEvolution is like an apocalyptic Garden of Eden trapped in a cellular "eclipse phase,” the period between when a cell is infected by a virus and when the virus appears within the cell and transforms it. -
A List of Other Psychic Arts
List of Psychic Arts - Compiled by Gary L. Wimmer - www.garywimmer.com/psychic PSYCHIC ART DEFINITION 1 Abacomancy The art of foretelling future events by the observation of patterns of dust 2 Aeromancy Divination from the air and sky, cloud patterns, comets and other phenomena not normally visible in the sky 3 Alchemy Transmutation, dissolving or combining of base metals to form gold though chemical or supernatural processes 4 Alectryomancy Divination by means of a bird picking grains of corn from a circle of letters 5 Aleuromancy Divination with flour and baked goods such as fortune cookies 6 Alomancy A form of divination by using salt 7 Alphitomancy Divination using barley or cakes digestible by persons with a clear conscience but are unpleasant to others 8 Amniomancy Divination by using a caul or membrane which sometimes envelopes a child's head at birth 9 Anthropomancy Divination using human entrails, often from human sacrifices 10 Anththroposcopy Divination by observing facial features 11 Apantomancy Divination of an object, but usually an animal, which presents itself by chance 12 Arithmancy Divination by numbers 13 Aromatherapy Holistic health practice of seeking to heal certain diseases or illnesses by inhaling scented steam or fragrances 14 Ashagalomancy A system of divination of casting small bones or dice, also known as Astraglomancy or Astragyromancy 15 Astrology Ancient system of divination based on the position of the planets and the Zodiac 16 Augury Divination by studying the behaviour and flights of birds 17 Aura reading -
Kwan ˘Um (Avalokitesvara) Divination
religions Article Kwanum˘ (Avalokite´svara)Divination: Buddhist Reconciliation with Confucianism in the Late Choson˘ Seong U. K. Kim Department of East Asian Languages & Cultures, Columbia University, New York, NY 10027, USA; [email protected] Received: 8 April 2020; Accepted: 19 April 2020; Published: 22 April 2020 Abstract: This paper looks at the interactions between Buddhism and Confucianism in the late Choson˘ era through a case study of Kwanum˘ (Avalokite´svara)divination and, thereby, attempts to demonstrate how Buddhist monks navigated their religion in a Confucian-dominant society. In particular, it discusses how Choson˘ Buddhist monks incorporated Confucian ethical values into the practice of Avalokite´svaradivination, which developed in the late Choson˘ era, based on the Kwanum˘ yonggwa˘ , the first Korean Buddhist manual for Avalokite´svaradivination. The unique amalgam of the Avalokite´svaracult and divination practices became popular in this period by embracing the fulfillment of the Confucian duty of filial piety and sincerity as its essential element. In particular, the Confucian practice served as a deciding factor to receive the bodhisattva’s blessings in this divination. The introduction of Avalokite´svaradivination, therefore, reveals another strategy of the Buddhist community to demonstrate its devotion by incorporating the ideology of the Confucian ruling class in the late Choson˘ era. Keywords: Choson˘ Buddhism; Kwanum˘ (Avalokite´svara) divination; Kwanum˘ yonggwa˘ ; Buddhist–Confucian relationship 1. Introduction Avalokite´svaradivination is a unique combination of the Avalokite´svaracult and divination. It became popular in the late Choson˘ era, the last dynasty of Korea, when both the Avalokite´svaracult and divination flourished. Influenced by its Chinese counterparts, the two latter practices developed in Korea around or even before the period of the three kingdoms.