Four Seasons 3 - A Midsummer Night's Dream - 3rd ed.pdf
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paizo.com #822388, Simon Cordner <mean_liar@hotmail.com>, Oct 19, 2007
paizo.com #822388, Simon Cordner <mean_liar@hotmail.com>, Oct 19, 2007
CREDITS
SPECIAL
THANKS
Writing: Matthew Wallhead
Development: Ken Cliffe
Editing: Robert Hatch
Art
Direction: Richard Thomas
Layout: Sam Chupp and William Hale
Production: Chris McDonough andJosh Timbrook
Cover
Art:
Ken Widing
Logo: Richard Thomas
Interior
Art:
James Crabtree
Color Map: Eric Hotz
Cartography: Matthew Wallhead, Eric
Hotz,
and Brian
Chris “Battlemaster”McDonough, for failing to remain at
the table when
his
esophagus revolted.
Stewart “Red Man” Wieck, for letting the festivitiesgo to
his
head.
Richard
“I
am the Night” Thomas, for revealing
his
true
identity.
Josh “HeroQuest
!
”
Timbrook, for constantlyassaultingus
with GW propaganda.
Sam
“Oops” Chupp, for knowing the
risks
and firing
anyway-
William “Wardancer”Hale, for adding
cuts
and bruises to
the retreat.
Travis “I’llonly do it for a minute”Williams, for abandon-
inghistruenatureandthrowinghisbootyaround
Ars
Magica was originallycreated
by
Jonathan Tweet and
toanewbeat.
Rob “SixString”Hatch, for providingbackground impro-
visations when the radio was down.
Ken “Ballpean”CWe, for trying to maintain the tradition,
but failing to snag any victims.
Mark “Snack
Food
ReinOHagen, for encircling himself
with munchables.
Bill “Billy-Ken”Bridges, for doing the Canadian walk.
Renk “Peeper”Lilly, for capturing all the staffs morning
glory in a Kodak moment.
Andrew
“Homer”Greenberg, for runningaround making
cartoon sound effects.
Wes “Dark Avenger”
Harris,
for taking his
wrath
to the
streets.
And, to Aaron “SchoolDaze”
Voss,
for scoring up all the
college
girls,
even though he had to wait until he
was
out of the
office to doit,leavingthe rest of the guys in the lurch. No, we’re
not bitter.
This
supplement
is
designedfor use with
ArsMa@ThirdEdition,
but
cmbeusedwith
the Second Edition with
some
adaptation.
0
1992by White Wolf. All rights reserved. Reproduction
without written permission of the publisher
is
expressly de-
nied, except for the purpose of reviews. ArsMagica, Mistridge,
Covenants, Mythic Europe, and Gorodon are all trademarks
and copyrights of White Wolf.
Disclaimer: The characters and events described in this
bookare fictional,any resemblancebetween the charactersand
any person; living or dead,
is
purely coincidental.
A Midsummer Night's Dream
Digital Edition Version 1.0
Copyright © 2006 Trident, Inc. d/b/a Atlas Games.
All rights reserved.
paizo.com #822388, Simon Cordner <mean_liar@hotmail.com>, Oct 19, 2007
Blume
Mark Rein. Hagen
paizo.com #822388, Simon Cordner <mean_liar@hotmail.com>, Oct 19, 2007
-
Introduction: A Midsummer Night's Dream
Chapter One: The Tribunal
Chapter Two: The Arrival
of
Captain Hagen
Chapter Three: Massacre at Horn's Hill
Chapter Four: The Vengeance of the Fay
Chapter Five: Pact with the Faeries
3
paizo.com #822388, Simon Cordner <mean_liar@hotmail.com>, Oct 19, 2007
now,
yair
Himyca,
our
nuptial
hour
Draws
m
apace;
your
bamy
days
6rins
in
A m t i r m :
~ J C ,
&,
mtbinks,
how
slow
chis
d d
m
wanes!
s i
lmsers
my
&sires,
Dke
t o a
stepdam,
or
a
dowaser,
Lon&
witkrins
OCIZ
a
youns
man’s
revenue.
j3u-cb~wllquicklysteeptIkmlws
in
ni@tS:
p u r
ni@t~
will quickly
dream
away
t i
time;
And
t i n
t i
m n ,
like
t o
a
silver
DOW
m w
6mt
it^
iaveu,
shclll &hold
t i
nlsl@t
OF
our
solemnities.
gxseus
H J w w a
paizo.com #822388, Simon Cordner <mean_liar@hotmail.com>, Oct 19, 2007
What makes novice characters unique in fantasy
roleplaying? In most games beginning characters have low
scores, little power, and limited experience. They acquire
higher scores,greater power, and wider experiencewith time
and adventure. Certainlythe events of characters’adventures
improve their personal abilities, making them more capable.
There should be more to
a
character than mere numbers,
however. How do the events of adventures affect the story of
a character’s life, and a character’s relationswith others? Most
games overlook the story
-
the narrative
-
of a character’s
entire life, from weakness and inexperience to power and
wisdom. Most games simply portray a character
-
your
character
-
in shortepisodeswith little or no activity between
those events. In dismissingthe story of your character’s entire
life, most games fail to do your favorite characterjustice.
Ars
Magica
is
a game that tells the tale of your character’s
life, from the beginning to the end of
his
or her career and
beyond. In
Ars
Magica
your character
has
a specificmissionor
function in life and in the world in which he or shelives. Your
character belongs to a small society called a Covenant, an
organization
of
Magi
(wizards)
and their aides, guards, and
servants. Your character
has
a role in the Covenant,be
it
Magus
or stable boy, and that role lends purpose to your character‘s
life. Thus, though your character may only go on the odd
journey, he or she does not simply lie dormant between
journeys. Your character’s life
has
narrative.
Though all phases of your character’s existenceare excit-
ing and intriguing,your character’s first years can be the most
exhilarating.
At
the beginning of his or her career your
character
has
a whole world
to
face and come to terms with.
Though your novice character may not see the entire world,
even in a lifetime,he or shenonethelesslearns and growsfrom
that part of the world experienced. Only by leaming from and
appreciating
this
world can your characterattain the laurels of
age, power, and wisdom.
Just
as
a novice character‘s stories can be particularly
entertaining,
so
can those of a beginning Covenant. In
Ars
Magica
a new Covenant
is
much like a beginning character.
New experiences test the Covenant’s capabilities, measure its
influence, and fortif>.
5
paizo.com #822388, Simon Cordner <mean_liar@hotmail.com>, Oct 19, 2007
its defenses against a harsh world. This
dangerous time in a young Covenant’s life
is
called
its
Spring
Season. If care
is
not taken in
this
period, the fledgling
Covenant could die.
As
is
often the case in
Ars
Magica,
beginning characters
and a beginning Covenant coexist. Characters who are just
beginning their careers
as
wizards and explorers forge out on
their
own
and establisha haven
in
which to reside, learn, and
see the world. This
is
a time of tenibledanger
-
all theworld’s
powers loom at every turn
-
and glorious wonder
-
all the
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