Product Blurb
What will you risk
to change the world?
It’s time to
stop playing games. The world spins madly on its axis,
plunging us headlong towards the end of time. Self-appointed
messiahs are crawling out from under every rock, weird
cults are squirming like maggots on a corpse, and
magick is flowing from the wounds of the world. If
you can throw a punch, steal a car, hack a computer,
or cast a spell, you might have what it takes to change
the world.
Someone’s got
to.
Soon the cosmos will
die and be reborn. Next time around, the world might
be a terrible place – or it could be paradise.
Someone gets to decide. Might as well be you. You
could chart the course of reality itself, and make
a new world in your image. You could be God.
Easier said than done.
The problem is, lots
of people have the same idea. The occult underground
rings with the battles of unknown armies, and sides
are being drawn. Magickal adepts duke it out with
gun-toting enforcers and weirdos of every stripe.
Clockwork humans and plodding Golems slip through
the cracks of society. Entropics eat you memories
and spit them back at you with poison added. Fringe
groups like the Sect of the Naked Goddess, Mak Attax,
The True Order of Saint-Germain, and The New Inquisition
have all set their sights on the coming Apocalypse
and put their ante on the table. The only people you
can trust are your friends and yourself, and you’re
not always sure about yourself.
Never forget:
When this many people are hungry for power, you better
be the one with the fork.
Recommended for mature
readers.
- From the Unknown
Armies Rulebook - |
Product Review
If Delta Green hadn’t come
along and saved Chaosiums’ bacon, then Unknown
Armies would probably boast the highest number of
Call Of Cthulhu converts, and lets face it, they’re
a hard bunch to please. But look at the credits for
Delta Green and who do you see but John Tynes, a stalwart
founding member of the Pagan Publishing team since
the early days. So one of the people who’s helped
keep the ‘Cthulhu gaming license alive for the
past ten years is perhaps best placed to push the
envelope and deliver the next step in horror role-playing...
transcendental horror role-playing no less.
Unknown Armies pits the players
headlong into the ‘Secret War’, an age-old
battle to shape creation waged amongst higher powers
that were once human. This war rages across the Earth
as followers of the ‘Gods’ or Invisible
Clergy, barely mortal adepts and other shadowy organisations
vie for both temporal and cosmic influence. Player
characters can be involved in a variety of differing
roles, from ignorant dupes and lackeys of other groups,
independent agents attempting to accrue personal power
and position right through to potential shapers of
the New Universe. Magical arts, Avatar powers and
good old fashioned violence back up the subtle skills
of intrigue, blackmail and destabilisation in the
struggle that is the Secret War.
At first glance it may seem like
your average late 1990’s ‘modern occult
and conspiracy’ game, with scattered schools
of magic, sinister organisations and secret cults,
hands-on deities and their followers fiddling about
with the every-day doings of common folk, etc. But
lurking beneath the now familiar paranoia strewn bleak
wilderness of post-modern urban cityscapes infested
with all manner of Things That Mean You No Good, is
a unique premise that gives the whole game an invigorating
spin. Remember those hands-on deities mentioned earlier?
Well, if your characters play their cards right, and
if you’re the type of gaming group who goes
in for vast campaigns with epic story arcs that span
years of real time gaming, there’s a chance
you could join the Invisible Clergy. This select body
of Archetypal powers form the guiding intellect that
will shape the next incarnation of reality. If the
Clergy is dominated by unpleasant archetypal expressions
of humanity, the resulting cosmos will be one of anguish
and torment.
Unlike other games where it’s
the sign of a party hi-jacking the game masters’
plot when they end up taking on the celestial residents,
in this it’s a legitimate and playable goal.
That’s not to say it’s the only theme
you could play within, Unknown Armies has a broad
and well detailed game world that allows for a variety
of exploration and conflict. It also has guidelines
for playing campaigns at differing levels of ‘awareness’
of the secret occult forces that battle on the earth.
Although a ‘street level’ campaign lacks
the potential reward of a say in the recreation of
the cosmos, it draws more heavily on the horror and
psychological isolation elements of the game. Unknown
Armies sets itself up well as a ‘magical cold
war’ themed game, with occult forces which hide
behind the smoke screen of ‘popular magic’
engaged in a clandestine battle for the hearts and
minds of humanity. Where your character group fits
into it all is for the players to decide, most options
are open and the games designers do a good job of
exploring the possibilities for the benefit of the
GM.
Above and beyond the original and
evocative background the action is set within, there
are two elements of the game mechanics which bear
particular comment. One of the reasons ageing Call
of Cthulhu fans will (and do) enjoy Unknown Armies
is firstly there’s a very real danger of your
character going insane, and secondly because the game
uses a percentile skill system that works! The way
in which Stolze & Tynes engineer both sets of
mechanics far outstrips Chaosiums’ use of either
the San loss rules or straight percentile skills rolls.
In fact I have to say this game restored my faith
in percentile skill systems, and I wouldn’t
hesitate to adapt the easily understood core elements
of it into any other game which used a similar set
of mechanics. To me, the clear cut ‘I can brain-surgeon
to 65%’ rule always seemed woefully inadequate,
and although unofficial rules additions and rules
lawyers have suggested ways in which it should work,
the essential premise as presented still lacks strength.
Unknown Armies clarifies how this system can be made
to work right from the beginning of the game, no later
additions or tweaking is necessary.
Cleverly and adroitly simulating
the ways in which a person can loose their commonality
with the rest of mankind and there become ‘mad’
is another triumph for Unknown Armies. Gone are the
days of ‘one day - fine, the next - mad as a
march hare due to that 16 San point loss’. Rather,
it’s a slow, twitchy decline into various forms
of mental aberration and psychotic disorder - whether
you make the roll or not! Fantastic stuff. Not a tentacle
in sight, either. Well, I say that, I don’t
expect you to believe me though.
Everything needed to play a game
of Unknown Armies is in the main rule book, the additional
sourcebooks detail further some of the elements and
organisations integral to the background, whether
you wish to flesh them out yourself or run with Messrs.
Tynes’ & Stolze’s vision is up to
you. The Invisible Clergy sourcebook (Stratosphere)
and Postmodern Magick are both highly recommended.
The game also has a good following on the internet,
with some excellent expansion material and discussions
on various sites. The central resource website is
at www.unknownarmies.com The creators website is www.johntynes.com
but remember, he’s not an entirely well man
and probably shouldn’t be trusted with unattended
children…
Reviewed By Harry Albany
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