Unknown Armies: Difference between revisions

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The game is divided into three levels: street, global, and cosmic. At the street level, you know only this: there is something very weird happening, and you've had a glimpse of it. Now you're about to find out just how strange the world really is. Only at the global level do you learn the truth: magick is real, it's postmodern, and it's everywhere.
 
The world you know is only the surface. The Occult Underground swarms beneath it like a nest of bugs. Adepts alter reality with the power of their own obsessions and madness. Avatars gain the favor of the cosmos by playing their part in the collective unconscious. Those without magick hunt down those with for their own purposes--topurposes—to control, to suppress, or to assimilate. Sounds pretty interesting, right? There's a catch. There's always a catch. All labor in secret for fear of [[Torches and Pitchforks|the sleeping tiger]]--magick—magick may be powerful, but all the forces of the arcane aren't worth much compared to the panicked masses on a witch hunt. Further, magick power is bought at a steep price. You can alter human flesh only by scouring your own. You can gain the strength of the archetypal Warrior only by never relenting, even when tact or sanity say you should back down. You can bring about anything with magick--providedmagick—provided you're willing to sacrifice your humanity to do so.
 
Why risk so much of yourself for impressive but seemingly minor power? You'll need to reach the cosmic level to find out...
 
This is a fantastic and extremely gritty roleplaying game. Combat is brutal and bloody--thebloody—the combat chapter opens up by describing several ways to ''get out of a fight,'' since more often than not you're gonna get torn the hell up if you're not careful, or even if you are. The rules are light, but clever and flavorful, with fancy dice tricks adding spice to the usual d% system. The powers of magick are even more flavorful, bizarre, and amazing. The setting is imaginative, detailed, and engrossing.
 
Warning: many of these examples contain severe spoilers for those playing Street-level campaigns!
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This game contains examples of:
 
* [[Adult Fear]] -- Possibly—Possibly more common than unnatural fear. Sure, you might have your body torn to bits by an [[Eldritch Abomination|Unspeakable Servant]], but there's a much higher probability that you'll just lose your mind, become a recluse whose divorce from society is directly tied to a divorce from reality, and watch everything you loved or cared about slip away from you, until all you've got left is [[Lonely At the Top|your power]]. And that's if you're ''successful.''
** This trope runs rampant in the Weep scenario "Garden Full of Weeds." - the city district of Garden View is an example of extreme urban decay made worse by supernatural phenomena. This means that there's a serial killer who traps peoples' souls in his sunglasses, but it also means that just about everyone is below the poverty line, every family is abusive, and extreme racism is coupled with rampant gang violence. Oh, and a Loogaroo running around murdering children under six months old.
* [[Ambiguous Gender]] -- The—The shtick of avatars of the Mystic Hermaphrodite. At upper levels, this evolves into instant sex changes.
* [[Amusing Injuries]] -- The—The Laff Riot videomancer spell protects everyone in the area from gunshots, reduces other types of attacks to five damage, and can turn a fall from a skyscraper from street pizza into an embarrassing pantsing. Watching the Detectives can retroactively turn any major injury short of death into a single point of damage. [[Game Master|Game Masters]]s who enjoy the [[Rule of Funny]] can have quite an lot of fun here.
* [[Another Dimension]] -- The—The Otherspaces are like alternate realities where the rules of existence are fundamentally different. Since they're disconnected from real time and space, they can be useful for transport... but they're generally difficult to reach, and they're often very dangerous, if not [[Sanity Slippage|maddening]].
* [[Anti-Magic]] -- The—The sample NPC, Eustace Crane, is a walking fifty yard bubble of this that ironically wants to believe in magic. Other sources exist.
* [[Anthropomorphic Personification]]: Each member of the Invisible Clergy is one of these, personifying an idea of what a human being can be. The very concepts of things like [[The Fool]], [[The Hecate Sisters|The Mother]] and [[The Trickster]] (among others) are represented by ascended mortals in the Clergy.
* [[Arc Number]] -- 333—333, {{spoiler|the number of seats in the Invisible Clergy. Once it's filled, the world will be reborn.}}
* [[Arc Words]] -- "You did it." In every sense of the phrase.
* [[Ascended Fanboy]] -- A—A whole team of them: the Team Salvation is a team of occult do-gooders who used to play RPGs and read comics together as kids. The team leader's motivation is explicitly defined as "Be a superhero".
* [[Ascend to a Higher Plane of Existence]] -- A—A very popular goal in the game is to ascend as an Archetype, a fundamental principle of the universe. {{spoiler|This is the ultimate goal of many cabals, since they can then shape the next ''universe'' under their own principles.}}
* [[Attack Drone]] - A common Mechanomancer toy.
* [[Becoming the Mask]] - A constant worry if you're a Personamancer.
* [[Berserk Button]] - The Rage passion for a character is whatever seriously pisses that character off.
* [[Better Than It Sounds/Tabletop Games]] - If David Cronenberg, Tim Powers, Christopher Nolan, Thomas Pynchon and the late Robert Anton Wilson met at a role-playing convention, that's what they would play.
* [[Body Horror]] -- Various—Various, but Epideromancy is the #1 source in the game. It's a magic style revolving around molding the bodies of others like clay and powered by self-mutilation... think about it. Its signature attack spell ''isn't'' the one that lets you break bones or tear flesh just by touching someone, it's the spell that lets you mold flesh about the area of your palm. Its most common use? ''Seal someone's mouth and nose.''
* [[Booze-Based Buff]] - Dipsomancers, and most of the artifacts they make. Pity you have to be drunk to gain the benefits.
* [[Brand X]] -- {{spoiler|Mak Attax}} is using a certain multinational corporation ( {{spoiler|1=McDonalds}}) to further its agenda. The corporation is almost never mentioned by name. Ostensibly, this is because of the power of [[True Name|True Names]]s.
* [[Cast From Hit Points]] -- Epideromancy—Epideromancy works this way, as do certain rituals. There are also many magick schools that are more indirectly self-destructive.
* [[Clap Your Hands If You Believe]]
* [[Clockwork Creature]] -- nearly—nearly anything made by Mechanomancers.
* [[Chainsaw Good]] - Chainsaws do a lot of damage, up there with katanas. See [[Katanas Are Just Better]] further down.
* [[Chunky Salsa Rule]]
* [[City of Spies]] -- While—While not ''explicit'', the Sleeping Tiger (ie. The general public) pretty much turns any game of Unknown Armies into spy central. With weird ass magic.
* [[Cosmic Horror]] - subverted. It's the anti-Lovecraft : you aren't scared because the cosmic powers that can crush you like a bug without noticing it are inhuman horrors from the depth of the cosmos. You are scared because they were humans like you, and are living metaphor of what being human means. You aren't mortified because you're helpless, but because [[Arc Words|YOU DID IT]].
* [[Crazy Homeless People]]: There's plenty of these, but watch out. [[Unknown Armies]] has a disproportionate number of hobos who are also powerful wizards.
* [[Critical Existence Failure]] - Averted; you automatically pass out/otherwise go unconscious at 5 HP and die at 0, but you take cumulative stat penalties depending on how messed up you are.
* [[Crowning Moment of Funny]] - the ''[[Beyond the Impossible|rulebook]]'' has one, of all things. In the description for Videomancers:
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* [[Sourcebook]]
* [[Squishy Wizard]] - subverted with fleshworkers, who are usually enormously tough...but go down all too easily all too often because they [[Cast From Hit Points]]. Especially true if they go for the Major charge, which involves permanently damaging themselves in some hideous way. (Amputation's a popular one. The Freak ''drank acid.'')
* [[The Trickster]] -- Another—Another one of the archetypes a character can channel. The powers of an avatar of the Trickster are pretty much straight from the trope, which is of course the idea.
* [[Unexpected Gameplay Change]]: The most obvious consequence of casting the Ritual of Light is that Unknown Armies changes from being a "rules and dice" RPG to a pure story-telling RPG. Instead of rolling d10s to determine the outcome of any given check, the gaming group votes on whether they think the outcome should be a success or failure. The GM's vote does not count for more than the players'. This is because the player characters who cast the ritual are linking directly into the Statosphere: for a short time, reality is defined purely by their will, and their choices.
* [[Unfazed Everyman]] -- {{spoiler|Depending on the outcome of To Go, this archetype may just ascend to the pantheon.}}. Further spoilers: {{spoiler|A side-effect of this is that adepts can suddenly turn ten minor charges into sigs, making magick immeasurably more powerful.}}
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[[Category:Tabletop Games]]
[[Category:Unknown Armies]]
[[Category:Tabletop GameGames]]
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