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Summoners
Publisher: White Wolf
by Megan R. [Featured Reviewer]
Date Added: 09/12/2016 09:13:18

Many ancient magical traditions touch on the summoning of otherworldly powers, and the Awakened too reach out to gain information, power or other favours from beings not of this world. The opening fiction tells of a strange 'prayer wheel' that is connected to some being that the protagonist's grandfather summoned and made a pact with - instead of prayers it sends forth the being's name through strange glyphs - and has, of course, an unsavoury undertone, an implied threat that means it's not really safe to meddle with such things.

Indeed the dangers and risks often outweigh the benefits, not that this stops mages from dabbling, often calling upon beings too powerful for them to control, beguiled by the possibilities, the terrifying splendours, they perceive to be on offer. This book is designed as a resource for anyone going down the summoning route, building on what's in the core rulebook and presenting a whole lot of new stuff about otherworldly entities and the ways in which mages can interact with them. No one size fits all, there are a range of options and the Storyteller is encouraged to decide which will work and which are but traps for the unwary, the incautious and the over-eager. Some summonings are easy to perform, others very complex and/or requiring exotic materials and lengthy preparation of both mage and ritual.

Chapter 1: From Distant Shores opens proceedings by discussing the nature of the beings that can be summoned. Note that there's no discussion of their home planes or worlds, the struggle between them and our mages will be fought here... mages wouldn't last an instant in the sort of places that they come from!

Next, Chapter 2: From the Five Towers looks at Supernal summoning... but beware: they have a nasty habit of turning up to test mages, seeing if they are worthy before granting any boons or conferring any powers upon them.

Then Chapter 3: From the Endless Dark delves into the Abyss to see what can be dredged up... if you dare. It doesn't sound advisable to meddle here, opening doorways to allow unspeakable horrors out... you get the picture. Some do dare, however, and if very skilled and extremely lucky may retain life, limb or sanity. Many do not.

This is followed by Chapter 4: From Stranger Spheres (as if the ones in the earlier chapters weren't strange enough), where the unknown is explored, stuff that is even outside Awakened philosophy and knowledge. Beings that sometimes attempt to slither in uninvited or beguile unwary mages into inviting them in. A few come bearing gifts, many bring death and destruction, others are just curious... but what passes for innocent curiousity may be extremely dangerous to any mortal encountering it.

Finally, Chapter 5: Otherwordly Compacts gets down to the game mechanics necessary to handle the processes of summoning. There is much of interest to any mage who might wish to dabble, let alone those who want to make summoning their life's work. The main focus is on forming pacts with whatever has been summoned, but there are Legacies, merits, and much, much more as well.

This work opens up a whole area of magical endeavour, giving plenty of scope for mages who want to explore this type of magic or even just give it a go. Certainly a good resource for groups for whom the magic itself is central to their game, it raises interesting questions for those who enjoy the dilemmas that can face their characters, there's plenty of story potential... what's not to like?



Rating:
[5 of 5 Stars!]
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Summoners
Publisher: White Wolf
by Roger (. L. [Featured Reviewer]
Date Added: 06/30/2015 13:00:55

http://www.teilzeithelden.de

Das Regel­werk über Beschwö­run­gen deckt auf 227 Sei­ten alles zu die­sem Thema ab. Von nor­ma­len Beschwö­run­gen von Geis­tern über das Her­bei­ru­fen von Wesen aus den Gedan­ken einer Per­son (etwa Angst­stö­run­gen) bis zu Wesen der Supernal Realms und sogar der Unter­welt ist hier alles ver­tre­ten. Dabei ste­hen die Pakte mit den Magi­ern im Vor­der­grund und wel­cher Vor­teil (meist schnöde Macht) und wel­che Ver­pflich­tung sich aus einer sol­chen Beschwö­rung ergibt. Dazu erhal­ten Spie­ler fünf Lega­cies mit Fokus auf Beschwö­rung und Spiel­lei­ter mit der Legion einen Abyssal-Kult als Antagonisten.

Wer Beschwö­run­gen für einen essen­ti­el­len Teil der Magie hält, ist mit Sum­moners gut bera­ten. Spiel­lei­ter auf der Suche nach Details über den Kos­mos soll­ten eher zu Intru­ders: Encoun­ters with the Abyss und Impe­rial Mys­te­ries grei­fen. Anders als diese bei­den ist Sum­moners näm­lich spie­ler­freund­lich und ver­zich­tet auf grö­ßere Zusam­men­hänge und Spoiler.



Rating:
[3 of 5 Stars!]
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