Average customer rating:
|
Mage: The Ascension (Mage)
Phil Brucato , Brian Campbell , Chris Hind , Kevin A. Murphy , Nicky Rea , John R. Robey , Kathleen Ryan , Teeuwynn Woodruff , and Allen Varney Manufacturer: White Wolf Pub ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 1565044002 |
Customer Reviews:
The best game in the World of Darkness.......2003-05-21
I wish they'd reprint this game!.......2001-02-20
My Favorite WoD Game, Hands Down........2001-01-17
And among all this chaos ... the Mage stands tall, looking to Ascend.
Oh, it's not all fuzzy bunnies, being a Mage. There's pain, and death, and the rest of the World of Darkness to contend with. But Mages have something to fight for other than survival. They have ideals. (Perhaps morbid ideals, but nobody ever said morbid is wrong ...) They have dreams. And, in the World of Darkness as in our own world, the perception of reality shapes reality itself. (Okay, I play too many Malkavians in Vampire. So sue me.) This is what it means to be a Mage.
It would take far more space than I have here to explain the worldview behind Mage. Suffice it to say that Mage (at least Second Edition) is positive in outlook, with a scope that encourages the imagination. This setting focuses on wonder, pain, and Ascension to a higher state. The group Storyteller will either love this game or hate it: love because of the openness of a magic system that's actually -realistic- (okay, you Christians are probably laughing at me now - oh well), or hatred because you've just spent twenty hours of preparation on Umbral Lords and now your players just want to use the spirit world to break into a Technocracy stronghold.
When I read this book for the first time, it was almost a spiritual experience. This is what a magical RPG is supposed to be like, in my view. However, hack-n-slashers can wreak havock on the system, mainly through over-use of Forces. I find that taking Forces away entirely is the best way to deal with this nuisance ... although with a group of powermongers, perhaps Werewolf would be a better game for you.
Warning: Revised Mage takes all the wonder and hope out of the setting and leaves you with the same old gloom and croon of the rest of the World of Darkness. The developers certainly did a wonderful job of making sure that the backstory fit the rest of the WoD, but I'm rather sorry to see hope go. (Life is painful enough without vicarously living through a rotting pile of bones, IMHO.) So, I proudly recommend Mage: The Ascension Second Edition to the Real Roleplayers and Loonies out there, Revised Mage to the Real Men among you (heaven help us all), and Harvard to the Munchkins that exist like worms at the heart of every gaming group...
This is what the game always should have been.......2000-12-20
Has everything you need to start an Ascension War chronicle (whether you want to get involved in the War or not is another matter), including details on the Technocracy, governments, secret organisations, the Umbra, the Digital Web, and a little on history.
Magick is appropriately powerful, and the game flows much more than the "crunchier" games like Vampire or Werewolf. It's a harder game than those, requiring more in the way of maturity and intelligence, but far more rewarding. And you don't have to play some kind of freaky monster.
Not for everyone..........2000-11-27
Average customer rating:
|
Tradition Book: Hollow Ones (Mage The Ascension)
Angel McCoy , and Tadd McDivitt Manufacturer: White Wolf Games Studio ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1588464032 |
Customer Reviews:
One of the Best Tradition Books so far.......2003-07-22
More than a Tradion of Goth-Mages, the Hollow Ones are about survival. Their main means of survival is to remain as unnoticed as possible.
I highly recommend this book as a necessity for a well rounded Mage game.
One of the best Tradition Books I've read.......2003-03-09
My main gripe with the rotes provided is that some of the spheres listed for them are woefully inaccurate. As for the templates, most of them(all but two, I believe) completely violate the basic character creation rules for Mage, in that they have spheres higher than their arete.
The rest of the content, however, is amazing. It gives you an excellent feel for who the Hollow Ones are, providing so much more depth than the listing in the Mage core book gives. It takes them from being two dimensional goth kid stereotypes to being a full, three dimensional group with real motivations and desires. A definite must have.
Guide to the Goth-Mages.......2003-02-13
The book is a good resource for players and storytellers who want more information beyond the material provided in 'Outcasts: A Guide to Pariahs'. The information is useful and is presented in a clear fashion. The cover art is great and the new spells are useful. The only things I didn't like about the book are the templates. Most of them are based off of sci-fi characters.
Despite it's efforts to show that the Hollow Ones are more than Goth-Mages, the group still comes out looking more Goth than anything else.
Average customer rating:
|
Tradition Book: Akashic Brotherhood (Mage the Ascension)
Manufacturer: White Wolf Games Studio ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1565044568 |
Customer Reviews:
Very informative.......2003-07-22
Personally, I don't think they did such a bad job of it. They DID give a brief overview of various eastern religious and philosophical beliefs. And they gave a better picture than the Karate Kid, monks or ninjas. They explain the philosophy of the Tradition in a way that is interesting (and gave me quite a few plot ideas as a Storyteller).
The book itself is well written in a style that is both informative and entertaining. The details of the Himalayan War and information about Do alone have made this book well worth the price. My only complaint is the books many references to 'Dragons of the East'.
This book is absolutely necessary if you want to have any kind of Akashic character NPC or player in your game.
Bona Fide!.......2002-10-09
But it is not damning by faint praise to say that the author of this book, and another superb book, "Dragons of the East," has single-handedly reversed this situation and given us a marvelous, fascinating, playable look into the far east.
This book is great. It has an intricate description of Do, it has really fun, playable factions with fascinating orientations solidly within the chinese philosophical framework-- not that you have to know chinese philosophy or history to get them.
Why only three stars? I have a couple problems with the book. For one, like so many White Wolf books, it includes a great deal of in-character fiction. In fact, a tremendous amount. If you want to read fiction, that's one thing, but this is a game book, and I'm tired of White Wolf doing things this way just because they have a bunch wannabe-fiction-writers, but lack the guts and coordination to say anything definitive. This book's fiction is actually good, but darnit, it's not why I spent money for it! Every word of fiction is a waste of space, as far as I'm concerned. As far as this goes, I've half a mind to reccomend Dragons of the East *instead* of this book, because it has a lot less of this sort of thing.
Secondly, I'm protesting the decision to lump all kinds of distinct movements into one group. There's the obvious problem of putting the Wu Lung in the Brotherhood-- patently absurd, but probably dictated by a committe. Then there's the fact that we're slinging Bonn, Jains, Hinayana, Zen, Moism, Legalism, Taoism, Confucianism, Shinto, all into one group and then insisting, as the book does, that the Akashayana Sangha isn't just a motley of unrelated groups. Yes, Zen and Han Fei Tzu had heavy Taoist backgrounds. Yes, some of the other groups were synthesized together in popular movements, in later periods. But, come on. There's material for at least four major traditions here. Worse than the Dreamspeakers, this is. So why assert that they're all of one thought?
Also, as the prior reviewer pointed out, what's up with the incessant barrage of terminology? It's cute, I mean, but it's a major obstacle to understanding.
But honestly, the book is great. Don't play an Akashic without it!
Fascinating, but sometimes bewildering.......2001-02-24
This Tradition Book includes detailed descriptions of the sects within the Akashayana, including the Li-Hai (rebels who find the stereotype of robed monks to be laughable) and even the Roda d'Oro, a non-Asian branch of the Brotherhood. An excellent set of expanded rules for Do is included. Further, the views and goals of the Akashics are explored: Those who see only self-torturing ascetics are failing to understand the point. The goal of the truly enlightened is not to punish the body, but rather to cease to be distracted by it.
Best of all, most of this information is given in the format of a beautifully written story which fills the book from cover to cover. The prose is breathtaking, and seeing Akashic students and masters as they confront a crisis definitely gives greater insight into the Brotherhood. Further, within the story, a dark secret is revealed: A war begun a hundred lifetimes ago, and which rages even today; a war that could destroy the Traditions.
Unfortunately, this book is not always formatted in an easily understandable manner. The dialogue includes many specialized words used by the Brotherhood, but often the meaning of these words does not appear until halfway through the book. This maintains a sense of mystery in the story, but can also be extremely frustrating. Further, the book often refers to Dragons of the East; if you haven't read that sourcebook, you will probably be frustrated by the frequent appearances of "For more information, see 'Dragons of the East'."
All in all, however, an excellent book. Its strengths easily compensate for its shortcomings. This book might have earned five stars, but I give it four stars because of the confusing layout. Bottom line: If you play Mage and you intend to have even a single Akashic Brotherhood character, this book is a must-have.
Average customer rating:
|
Mage: The Ascension (Revised Edition)
Manufacturer: White Wolf Games Studio ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 1565044053 |
Customer Reviews:
The best White Wolf has to offer..........2005-11-18
The Mage Tarot.......2004-09-13
Not Better, Just different.......2004-05-02
I remember Mage Second Edition, which refined all this a bit and delved more into how Mages fit into the rest of the World of Darkness. This, too, was good, as Mages are as much a part of the world as anything else.
And now there's the revised edition, the one above. The Technocracy and the spirit worlds aren't really dealt with in this book to leave space for dealing with the core rules. Yes, those things are important, but they have long since had their own sourcebooks for players interested in them. The Umbra in particular isn't discussed because starting players, given the current (as of this book's publication) metaplot, can't get there. Mages have been cut off from their friends and places of power in the spirit worlds, and are now forced to do what they had been avoiding for so long: dealing with the rest of the world on a regular basis. How do you champion individuality for an apathetic populace? How do defend freedom of thought for people who don't want to think for themselves? Is it worthwhile to aspire for wisdom, enlightenment, and personal gain while the rest of the world goes to hell in a handbasket?
This edition of Mage: The Ascension is just as good as all the others, and brings up whole new themes for players and Storytellers alike to enjoy.
Well..........2003-07-22
Where the Laws of Ascension books skim over details, this book fills in the gaps. I have no experience with the previous incarnations of this game, but I like the direction this game is going in.
This game focuses on the small changes that characters can make to make bigger changes for the world. It gives storytellers more room to take the game in the direction they want it to go in.
The Best Revision yet!.......2003-07-18
Average customer rating:
|
Horizon: The Stronghold of Hope (Mage - the Ascension)
Beth Fischi , Allen Varney , and Ethan Skemp Manufacturer: White Wolf Games Studio ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1565044258 |
Customer Reviews:
Level 6+ Sphere Powers.......2000-04-06
A good book, but not terribly useful.......2000-03-30
The book is, as its title suggests, all about the history, geography, society, and politics of the Horizon Realm. It also contains a good deal of information regarding "recent" events. This information is a story unto itself and unfortunately dominates a good portion of the content. This is not to mention all the hanging questions it leaves regarding the realm itself and the Mage universe in general. My curiosity was piqued in that regard, but still I found little that I was interested in working into my games.
Horizon's entire history is detailed here. It's an interesting read, but of dubious value. The biographical information on the archmages was admittedly well-written and interesting (if a little predictable), but I personally never use someone else's characters so it was also of little use to me. This goes double for the story they slipped in between the informative bits. On the other hand, the information about the secret societies of Horizon Realm was just enough to spark ideas for entire chronicles. The geographic information was very thorough as well, including maps and detailed descriptions. Again, not something I would bother using but useful for some Storytellers.
Overall, this is just a typical setting book with a cool underlying story. Storytellers who like to know where every little thing is located and who every one of the big players is will probably find this book very helpful. Those who prefer to create the majority of their games from scratch, like myself, might not have much use for about half the content. A better resource for such people might be The Book of Worlds. Still, Horizon is, if nothing else, a fun read.
Average customer rating:
|
Ascension (Mage)
Brian Campbell , Stephen Michael Dipesa , Conrad Hubbard , Sam Inabinet , Kathleen Ryan , and Malcolm Sheppard Manufacturer: White Wolf Publishing ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 1588464172 |
Customer Reviews:
Excellent to Average.......2004-08-15
A letdown.......2004-05-12
The scenario concepts themselves aren't too bad, but the scenario details are where things fall apart. In one, the Nephandi and the Marauders, formerly two of the great "bad guys" of MtA, are shoved to the background in favor of a creature that was mentioned once in one supplement. Another concept--the Psychopomp--wasn't introduced until the Manifesto: Transmissions from the Rouge Council book, and yet plays a huge role in these scenarios. The end result is a bit, as one gamer put it in a forum, like reading a murder mystery and finding that murderer is a character who was introduced in the last three chapters of the book.
The other reviewers have it right: don't buy this book if you're expecting to find out what "ascension" and "the 10th Sphere" are. There's no revelation, or even a lot of guidance to defining them. And make no mistake, these scenarios are Mage: the Apocalypse, not Mage: the Ascension. This is the end of the World in a desperate, painful fashion. If you thought that Ascension was union with the Universe/Nirvana/God/Whatever (and if you've been playing since 2nd ed, you can hardly be blamed for believing this), you'd better start working on your own definition.
My biggest complaint--and I admit that it's a nitpick--is that the book is written as though all the material that came out prior to Mage Revised didn't exist. I knew I couldn't expect my fondly-wished-for final throwdown between the Technocracy and the Traditions for control of Reality (admit it--that would've made a great scenario). But to give such short shrift to those early concepts that made the game great (and, by extension, the players who've supported Mage since it came out eleven years ago) is really sad.
The one saving grace of this book (and the reason it gets two stars instead of one) is Chapter Seven: Designing Ascension. It's a toolbox for for creating custom scenarios for the end of the universe as opposed to using the ones in the book. It includeds optional rules for large-scale combat, crossover ideas for other WoD games (except Changeling! another disappointment!), and storytelling tips on how to run epic, apocalyptic chronicles.
Bottom-line: only buy this if you're a completionist, or manage to find it for dirt-cheap someplace (a used copy in Amazon Marketplace, for instance). Otherwise, borrow it from a friend and read it first before you decide to pay full price for your own copy.
Mage: the Apocalypse?.......2004-04-26
The books contains some world-shattering events which - when played out like described - would be more or less railroading the players along very narrow paths. I'm an ST (and player) who believes in giving more choices, but with most of these scenarios one is forced to stay on a path that doesn't really allow for breaking out, so STing any of this would be out of the question for me withough rewriting the stuff completely.
Ascension itself is barely mentioned at all - only two or three pages in the end of the book give some hints, but they are mostly a cop out, too.
I was utterly disappointed by this book (as with most of the Revised setting, I have to admit - I am a 1st and 2nd ed fan ^_^), and if I weren't a Mage completist who owns every single book of that gameline, I would really consider getting rid of "The Ascension"...
So I have to agree with the former reviewer - buy this book only if you are a completist, or if you liked the mood of hopelessness that was already inserted into Mage with the Revised edition.
Disappointing.......2004-04-15
1. The act or process of ascending; ascent.
The authors of this book need to review this definition. Without revealing anything, the stories in this are flat-out poorly considered and lack continuity-checking. In one, for example, they take the excellent work previously done changing one 'adversarial' group into a three dimensional, believable group, and in this they revert to a one-dimensional 'We're sooooo evil' group.
Another disappointing thing about this book is that they hyped the so-called '10th Sphere' - going as far as to include mention not only on the cover, but in the introduction - then it turns out that there IS no revelation about it. Rather, the '10th Sphere' is danced around as plot points.
If you're a Mage or World of Darkness completist, get this book. If you aren't, you probably should consider giving this a pass.
Average customer rating:
|
Beyond the Barriers: The Book of Worlds (Mage - the Ascension)
Kathy Ryan , Heather Heckel , Harry Heckel , Chris Hind , and Heather Curatola Manufacturer: White Wolf Pub ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1565044347 |
Customer Reviews:
Limitless Adventures.......2003-02-08
Expand your worlds!.......2001-03-12
The style is also great, resembling a scientific article compilation made by Alexis Hastings, etherite extraordinare, with the colaboration of several of her contacts. Each section is written by an "expert" in that area.
Game Book, or snippets of bad fiction?.......2000-02-29
Just plain incredible..........1999-06-10
Beyond the Barriers: The Book of Worlds is an absolutely incredible Storyteller's resource for everything lying within the Umbra, for any of the WoD games, not just Mage. Unlike its partner Umbra: The Velvet Shadow for Werewolf, it actually covers the entirety of the spirit realms, not just one layer. Mages usually involve themselves most in the Astral/High Umbra and the Horizon Realm, and both these are described, but that's just the tip of the iceberg. The Shadowlands and Tempest of Wraith are in here (the Low Umbra), as are the Middle Worlds realms that the Garou are familiar with (but only those that mages have some business in, and from a willworker point of view; for example, the Abyss, Aetherial Realm, and the Cyberrealm are all presented, but they're known to mages as the Chasm, the Aetherian Reaches, and Dystopia), and even the Dreaming of the Changelings is put in its place among the other spirit realms. But in this book, you also find the Hollow Earth, Technocracy outposts on the moon (Darkside Moonbase), in orbit on the opposite side of the sun from earth (Autocthonia), and even a Dyson Sphere the Void Engineer's 'created' around one of the Centauri suns. Each planet in the solar system, the asteroid belt, and a bunch of moons are described, as are the Shard Realms they coexist with and the Shade Realms they reflect on earth's Horizon.
A very comprehensive, coherent, and in-depth work; absolutely fascinating material, and very useful. Between the Barriers is presented almost completely as an in-character narration from a bunch of different sources; there are two main writers (a Daughter of Ether and an Orphan Technomancer) who are compiling a traveller's guide to the Umbra, and they call in a bunch of other mages to write about topics in their specialty (a Euthanatos to talk about the Shadowlands; a Celestial Choruster
Customer Reviews:
The whole hacker-mage angle of the Virtual Adepts was played up in their section. Most of their devices were centered on computer technology and compact gadgets. There was also an emphasis on being elite, which was expected. Overall, the Virtual Adepts have some nifty gear that would make any reality hacker proud.
The Sons of Ether section was very entertaining. The outlandish gear of the Etherites ranged from silly to deadly. They have many weird gadgets such as rollerblades that can go faster than most cars, death rays, soul-bonding suits, pulp hero lightning guns, and more. This is fantastic and enjoyable chapter.
The Technocracy chapter was unlike the Virtual Adepts or the Sons of Ether. The masters of Reality have gadgets that are often coincidental to the public. Most of the gear presented here were from the New World Order, Iteration X, and the Progenitors. There was a focus on equipment used by field agents on Earth rather than in alternate dimensions. The Void Engineers had a few gadgets detailed in the chapter but the Syndicate normally doesn't make high-tech gear so there was little mention of their devices. The equipment in this chapter was very interesting and further pushes the big conspiracy image of the Union. There were lots of spy equipment, weapons, vehicles, stuff Fox Mulder fears, and others. The gear featured here are very useful. There was an emphasis on usefulness over style.
The chapter that dealt with the other technomancers had gear used by other Traditions, Naphandi, and Marauders. There were some disturbing devices shown here. Even Dreamspeakers use devices and the one presented in this chapter deviated from their norms.
The Technomancer's Toybox is a very good book. Not only does it flesh out two Traditions and three Conventions of the Technocracy beyond their source books, it was also entertaining.
Customer Reviews:
This book gives excellent information about the many factions and religions that comprise the Celestial Chorus. It also helps to despel the stereotype about the Choristers being a group of fundalmentalist Christians.
If you have any Chroisters in your game or even if you are considering having a Chorister in your game, I highly recommend acquiring this book.
Customer Reviews:
Books:
Recommended Books
Average customer rating:
The Technomancer's Toybox (For Mage, the Ascension)
Brian Campbell ,
Angel Leigh McCoy , and
Bill Bridges
Manufacturer: White Wolf Pub
ProductGroup: Book
Binding: Paperback
General
| Puzzles & Games
| Entertainment
| Subjects
| Books
General
| Fantasy
| Science Fiction & Fantasy
| Subjects
| Books
Mage
| Gaming
| Science Fiction & Fantasy
| Subjects
| Books
Similar Items:
Technocracy: N. W. O. (Mage - the Ascension)
Technocracy - Iteration X: Iteration X (Mage - the Ascension)
Masters of the Art (Mage)
Convention Book: Iteration X (Mage: The Ascension)
Technocracy - Void Engineers (Mage - the Ascension)
ASIN: 1565044207
Fresh Gear For Technomancers.......2003-06-10
A great source of ideas (for stroytellers).......2000-11-24
This book ROCKS!!.......2000-10-02
A Chicken In Every Pot, A Ray Gun In Every Bag.......2000-03-28
A great book, for those who love the Technomancers.......2000-03-26
Average customer rating:
Celestial Chorus (Mage: The Ascension)
Jeff Cisneros ,
Rich Ruane , and
Malcolm Sheppard
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Paperback
General
| Fantasy
| Science Fiction & Fantasy
| Subjects
| Books
Mage
| Gaming
| Science Fiction & Fantasy
| Subjects
| Books
Similar Items:
Tradition Book: Hollow Ones (Mage The Ascension)
Lost Paths: Ahl-I-Batin and Taftani (Mage: The Ascension)
Tradition Book: Cult of Ecstasy (Mage: The Ascension)
Tradition Book: Dreamspeakers
Tradition Book: Akashic Brotherhood (Mage the Ascension)
ASIN: 1565044576
More than a bunch of religious fanatics.......2003-07-22
Average customer rating:
The Book of Crafts: Whispers of Dissent (Mage - the Ascension)
Ash Arnett
Manufacturer: White Wolf Pub
ProductGroup: Book
Binding: Paperback
General
| Crafts & Hobbies
| Home & Garden
| Subjects
| Books
Mage
| Gaming
| Science Fiction & Fantasy
| Subjects
| Books
Look Inside Entertainment Books
| Trip
| Specialty Stores
| Books
Look Inside Home & Garden Books
| Trip
| Specialty Stores
| Books
Look Inside Science Fiction & Fantasy Books
| Trip
| Specialty Stores
| Books
Similar Items:
The Technomancer's Toybox (For Mage, the Ascension)
The Orphan's Survival Guide: A Handbook for the Magickally Fucked (Mage: The Ascension)
Ascension's Right Hand (Mage : the Ascension, No 12)
Mage Storytellers Companion (Mage Storyteller's Guide)
The Fragile Path: Testaments of the First Cabal (Mage)
ASIN: 1565044355
Some Nice Stuff for Second Edition.......2002-11-29
The first section covers the Bata'a, a small craft practicing Voudon, Santeria, Candomble, Hoodoo and other related religions. Based mainly in Haiti and other parts of the Carribean, they stood aloof from all outsiders. There is a nice glossary of Voudon and Bata'a related terms, so you shouldn't get too lost. Great detail is given to Voudon cosmology, including various Loa. There is also a bit of detail concerning the Bata'a's cultic organization, Voudon foci and symbolism, and the Bata'a's ongoing war with the Followers of Set. Sample rotes, Wonders and information on Zombis as Companions is included, and can easily be adapted for revised. The sample character, "Damballah's Daughter" is pretty cool, but not terribly original.
The next group, the "Sons of Knowledge" didn't particularly interest me. They are a group of alchemists formerly members of the Solificati, the "outcast" Tradition. This section goes into Mage history and metaplot, as well as giving a brief overview of alchemy, some alchemical foci and symbolism, sample rotes, Wonders and homunculi. Following this was a section on the Hem ka Sobk, an obscure Egyptian cult following the crocodile god Sobk. Unable to access certain Spheres, and united by a divine purpose, they stand alone in the world (although they do maintain some connections with the Ahl-i-Batin, Mummies and even Mokole). Of all groups, they are the most original, and most intended for ST use. Their section gives alot of detail on Egyptian thoughts on magic and such.
Another chapter covers the Kopa Loei, a Hawai'ian Craft made up of Ali'i (chieftens), Kahunas (priests and shamans) and enlightened adventurers, fishermen and explorers. Deeply connected to the land of Hawai'i, even maintaining relations with the Rokea (were-sharks) and Menhune (Hawai'ian fae), the Kopa Loei continue to carry a strong connection to the Gods themselves.There is a Hawai'ian glossary so you won't get lost in the front. Lots of details are given on Hawai'i's troubled history and continued exploitation by Haole, along with details on historical Hawai'ian society, common foci for all castes, descriptions of the Gods, sample rotes (pretty cool ones too), some Wonders and notes on animal Companions. The sample character, a reformed thug, is pretty decent, but not too surprising.
The Sisters of Hippolyta, modern amazons devoted to healing, were nothing too original. The section focused on their communal organization and matriarchal pagan magics. Some sample rotes, Wonders and animal companions are given, but nothing too new or interesting. They are followed, ironically, by the Knights Templar. YES! Another secret society for the World of Darkness. Exploring Christian mysticism, secret societies and modern day knights, this was a very unique chapter. The sample rotes are pretty martially oriented, as are the Wonders and animal companions. Neat chapter overall.
The next two chapters focus on warring Chinese Crafts. The first, the Wu-keng, are all-male transvestite shamans and peasant wizards who fell to infernalism long ago. Now, unknowingly led by demons, these "Subtle Ladies" practice their dark (but subtle) magics against their rivals the Wu Lung, imperial wizards of China. These proud wizards, almost akin to Chinese hermetics, draw on elaborate rituals, alchemy, ancestor worship and so forth. Unfortunately, like alot of other ancient Chinese customs, they have been displaced from modern Maoist China. Both sections are particularly unique, although I like the irony presented by the Wu-Keng myself, as they don't even realize they now serve demons. Probably the best written infernalist in Mage.
The one thing to remember if you use this book in Mage is that the revised setting has changed quite a bit. The Technocracy has eliminated most of the Crafts. The Children of Knowledge were forced to join the Order of Hermes as House Solificati. The Wu Lung threw their lot in with the Akashics to preserve China's culture. Many, though not all, of the Knights Templar joined their brothers in faith, the Celestial Chorus. The Hem Ka Sobk were corrupted by unknown forces. And the Bata'a and Kopa Loei joined with the shamans of the Dreamspeakers.
Over all, however, this book does an excellent job of providing organization and philosophy for these groups. Plus, some groups (like the Knights Templar, Hem Ka Sobk and Sisters of Hippolyta) can proove useful for Mummy (or other Mid-Eastern centered) games. I recommend this book, but only if you intend to focus heavily on one of the groups or beliefs in this book.
Possibly the Best Mage book.......1999-08-29
Well done, but of limited use........1998-11-04
The book of Crafts is an excellent expansion!.......1998-09-02