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You could go the Laundry/Rivers of London route. A vampire is a person infested with a parasitic entity that grants them heightened ability to use Magick, but needs to be fed with bioenergy from other beings or it devours its host. Similar to what Hostile V suggested, but with the original mind still occupying the body rather than just the parasite. Or you could make it a low grade supernatural identity, not a full on Avatar that embodies a human universal, but something powered by some people believing in it somewhere. This kind of person would probably be an emotional vampire as well as a literal one, craving attention/adoration. Neither of these are exact fits for Unknown Armies' cosmology, but your players don't sound like huge lore junkies who will be upset if whatever you create doesn't match the setting metaphysics perfectly, as long as you get the feel right.
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# ¿ Dec 22, 2020 21:27 |
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# ¿ May 22, 2024 15:08 |
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Just wrapped my first UA3 campaign. Going to review all the Unknown Armies 3E books I’ve read. OFFICIAL BOOKS Books 1 and 2 The rules are split across two books for some reason, and the flowing narrative style makes them easy to read, but a hassle to reference at the table. Thankfully there’s a solid online pseudo-SRD that makes corkboarding and rules easier to follow. The new edition’s killer app is corkboarding, the collaborative worldbuilding process at the beginning of the game where the players choose an objective and then create characters that care about that objective, while also adding other setting elements to the game (NPCs, factions, locations, etc) that they’ll encounter during play. The players choose “milestones” that will contribute toward their designated objective. The milestones are what the GM uses to convert the corkboard contents into gameplay in subsequent sessions. There’s a tightly written game system buried in the flabby text of UA3’s two corebooks. The game has some of the best mechanics for skills, social combat, sanity and spellcasting I’ve ever seen in a game, including solid power creation rules that let you make your own abilities that feel distinct without the need for micro detailed GURPS style building blocks. There are vague attempts at balance through things like the “omega” system, which calculates a spell school’s power versus the ease with which they gain charges, versus the difficulty of avoiding their taboo. In practice, the different caster types vary wildly in power level due to differences in the scope of their abilities - the Merchant (Salesman in the new edition) and the Epideromancer can min/max by trading things that normal people can’t trade, making them much more versatile than straightforward paths like the Warrior or Fulminaturge. It’s ultimately not a huge concern because even “weaker” schools get abilities that are useful and fun to use. Nonmagickal characters can accomplish most tasks that stump casters because they have all their build points sunk into character features that are useful all the time, rather than esoteric sorceries that are powerful in specific circumstances. I would call UA3E “difficult to learn, easy to master”. Once you get past the barrier to entry, the game practically runs itself. The core issue is that the things UA is similar to, like Kraken, the Constantine comics or Last Call, aren’t household names. You usually can’t explain Unknown Armies to uninitiated players by saying the game is “Like X” because X is something they’ve never heard of. And if you can’t get them invested with a strong hook early on, the collaborative worldgen process will break down because the players have to be repeatedly prodded to come up with characters and content that fit a setting milieu and tone they’re totally unfamiliar with. Book 3 Totally sucks. Lots of entries that just provide a two sentence description of an avatar or adept school, with no game mechanics. A glossary of lore terms from prior editions, plus a few metaplot events, like the very cool Freak becoming the very boring Human Universal. The kind of thing that should have been released as a free PDF, rather than one of the core three books. Books 4 and 5 Like Book 3, but good. Adepts, Avatars, NPCs, organizations, magick items, all with actual gameplay information. Recommended. Maria in Three Parts The Free RPG Day module for UA3. Four assorted avatar and adept pregens must track down and reunite the scattered fragments of a Blue Line friendly's soul after a demon tricks her into fragmenting it with a magic item. The module includes a decent rules and setting tutorial, and has some cool encounters that teach different parts of the system. Besides some mechanical and editing problems, the biggest issue with M3P is that it doesn't teach the hardest part of Unknown Armies for new players to grasp: the campaign structure. M3P is set up like a Delta Green game, the players get instructions from a law enforcement officer about unnatural activity that they need to locate and put a stop to. This does not match the 3rd edition corkboarding structure, where the players set their own objective and choose milestones to pursue during play. It works as an intro to the game setting and mechanics, but doesn’t help the players or GM over the biggest hurdle UA3 has to offer. Image tax for excessive text post: Yoshida the Cleaner from a previous game STATOSPHERE BOOKS Licensed fan products. Like Miskatonic Repository or DM’s Guild, but for Unknown Armies. American Dreams Three pre-baked modules designed for new players. Step into pregenerated cabals enmeshed in intricate webs of social relationships. Undertake various quests like like “stop your dad from sacrificing you to gain a major charge” and “become an avatar of the Firebrand to start a Maoist revolution in the bayou”. The strongest is the third module, about a group of mages in Detroit trying to upload themselves into the metaphysical heart of the city in order to revitalize it. It has the most interesting content, and it most closely mirrors how a normal Unknown Armies game is set up, with the players pursuing milestones to accomplish an overall goal, dealing with NPC blowback at each stage. Lacks the compact rules tutorial offered Maria in Three Parts, but better demonstrates Unknown Armies 3's core loop of self-directed play driven by character motivations. Good product. The Charioteer An avatar archetype. Conceptually similar to the Messenger, but focused on the movement and protection aspect. By committing to a delivery assignment, mission or journey, the Charioteer gets a "resolve" that works like an additional passion, granting dice manipulation as such. The Charioteer can use their resolve to hand out buffs and debuffs. At high levels, they can drive any vehicle, and bend reality to avoid ending their journey prematurely. This one didn’t grab me. The mechanics are fine, but it doesn’t make me excited to play as a Charioteer or have one in my game. An example NPC or two would have added a lot of flavor to this dry, functional document. Oddities and Endlings A huge book of monsters, NPCs, magic items, spells and other game content. This was originally posted on a yearblog. It was the reason I came back to Unknown Armies, after initially dismissing the game as an unplayable mess tied to lore I didn't care about. The best Statosphere product on this list. Strong recommend. Strygomancy I picked this one up because it sounded cool. It's a fleshsmithing adept school based on the works of David Cronenberg, with most of the abilities directly referencing his films. Strygomancers charge by traumatizing themselves, getting a minor for every hardened notch and a major for every failed notch. They spend these charges to effect physical changes to themselves and others. Their signature spell lets them create special organs by sacrificing aspects of their personality, giving themselves mutant powers fueled by hate, fear, desire, neuroses, etc. It's not cheap, but with a Therapeutic identity somewhere in your cabal you can keep charging without going off the deep end. There are a couple sample NPCs and a cool otherspace in the back of the book. All the NPCs are antagonists, with their most interesting characteristics shuffled off into backstories the players will never learn. They showcase the arc of this adept school from transhumanist to flesh monster, but they would be more narratively interesting at the earlier stages of the journey rather than the end. Yoshida at Roses' Bar mellonbread fucked around with this message at 20:02 on Jan 10, 2022 |
# ¿ Jan 10, 2022 19:50 |
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Strange Cares posted:My wife wrote this one! I helped playtest most of these one-shots, I think they're great. No, I'm not biased, why would you say that?
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# ¿ Jan 11, 2022 21:46 |
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Picked up Bring Me the Head of Comte Saint Germaine. I don't think it's as bad as 33.3 says, but I ultimately agree with their conclusion: the pregens have weak motivations that aren't interesting. The scenario is driven by NPCs giving the players orders to drive the plot forward, to the point where one of the pregen groups has a character controlled by the GM who exists to give the players orders. The pregen characters are cool, but their reasons for being in the scenario don't lend themselves to the kind of self-directed play that normally makes a UA3 game work. While I do like the format of switching from one group of pregens to an opposition group of pregens (who might have just killed the original group in the previous act), I think the whole thing would work better if the players controlled a group of characters they built themselves using the chargen rules, coming up with their own motivations for pursuing the shared objective of getting the head. There's no suggestion for how the player characters can claim the power of the head for themselves. This would solve a lot of the motivation problems much better than the three way background conflict between the Sleepers and the two metaplot NPCs. I respect that Bring Me the Head is in an awkward place because of how it was released: originally intended as a con scenario, which later became an online tournament game for UA superfans. I think that harmed the final product. It has an excessive focus on the psychodrama of established lore characters, which only people already familiar with the books will appreciate (and still might not care about). This is a minor beef, but when the first act of your game is a heist, you benefit enormously from a "what if the players get stuck" section. Heists are the most likely scenario to decay into endless planning discussions, and some indication of when a player plan is "good enough" is enormously helpful for getting people to the actual meat of the scenario. Interested to hear if anyone here played in the Tournament, and how it went.
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# ¿ Jan 16, 2022 22:24 |
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Everything Counts posted:I am working on a UA archetype called the Weary Traveler, people who travel so frequently for their job/responsibility that they have no real time for themselves. This is one of their Taboos; does this scan? I want to be sure it's understandable.
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# ¿ Jan 28, 2022 20:05 |
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Happy to announce the Statosphere release of the first Special Orders book for Unknown Armies 3e: The Scottish Rite. This is the first in (hopefully) a series of sequels to the popular 2e splatbook Break Today, bringing the burger wars into the 21st century. This book is for both experienced GMs looking for table ready content for their 3e game, and new users looking for a more structured introduction to Unknown Armies than the one offered by the 3e core set. Preview materials Ronald McDonald High Chair posted:Designed in 1975 as a cross promotion with the McDonaldland commercial series and multimedia franchise, only a single prototype of the Ronald McDonald high chair was ever produced. The design was rejected as too expensive to manufacture. It quickly accumulated malign symbolic energy because it was the ultimate exponent of everything vile about marketing fast food to children - propagandizing kids who were literally too young to walk. The Strong Anthropic Principle posted:New York Theosophist and Sleeper Indra Soug created the Strong Anthropic Principle in 1951, back when Cliomancy major charges were cheap. She wanted to imagine a world without magick, and what she ended up getting was a world without human beings - or a world where human beings never existed.
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# ¿ Sep 30, 2022 21:03 |
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Everything Counts posted:Hey, so I have published The Weary Traveler as part of my new Statosphere product, Three Miles Of Bad Road. A supplement themed around the magick of roads and streets. It also includes The Fugitive, and three new schools including Petrolphages, which people seem to like. It also includes rituals, artifacts, and some identities I'm pretty pleased with. You probably already saw it, but the 33.3 show also did a review. mellonbread fucked around with this message at 21:32 on Sep 30, 2022 |
# ¿ Sep 30, 2022 21:30 |
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Karma Guard posted:Hey! I know Bird Bailey! I helped them by being a soundboard and knowing about UA2. I was just about to post The Scottish Rite here. I just love this stupid-rear end game, even if I don't have a copy of UA3 yet (because A: I'm broke and B: no one to play with IRL ) Dr. Arbitrary posted:This seems remarkably good. I never would have guessed that it wasn't a fully official thing. CORPSES GO HOME posted:The Whisper War might have been a disaster for Mak Attax, but it was a windfall for Monica, Cedric, and the other leaders of the Scottish Rite. They got the big seats because they grabbed them when everyone else died. It made them more powerful than ever. The cautious conservatism of the Rite’s top level leadership rings a little hollow for some of the rank and file. They don’t have the status and wealth and magick to sit tight and forge schemes that might never pay off. They can’t wait for a ten year plan when they’re being evicted next week. Keeping quiet won’t save them.
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# ¿ Oct 4, 2022 23:33 |
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Dr. Arbitrary posted:I really like the comedic timing for the last few items in "33 ways to piss off the clown" Speaking of things from my blog, here's one I put together with a friend after the book came out. Jenny Wex posted:In her mind's eye, something made Jenny want to recoil even before it came into focus. The Man in the Suit posted:A light came on in his head, disrupting the symphony of flesh surrounding him. There was a smell like tiny cubed onions, frying. In his shadow body, a thousand light years away, a fresh stream of drool issued from the side of his mouth, joining the layer of effluent caking his chin and neck. The edges of his jaws hurt in anticipation of the taste. The carpet rippled under him like it was alive. What You Hear posted:Mak Attax wasn't the first conspiracy hidden under the Golden Arches. Jenny Wex remembers. It did not leave a good impression. The thing in the sphere, swelling until it blocked out the horizon in her mind's eye. 7 mages dead by strokes and aneurysms, another 3 reduced to brainless husks. The Think Tank posted:What about the meditation chamber?
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# ¿ Oct 18, 2022 22:45 |
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Belated Safe, Happy New Year Sale on the Scottish Rite book. While I'm here, a preview of a ritual site from the upcoming Special Orders Book 2: Court of the Burger Queen AMARNA BOUNDARY STELA C posted:POWER: Major WHAT YOU HEAR posted:A lesser treatise by 15th Century chronicler Al-Maqrizi provides the earliest recorded mention of Stela C, a local legend of a “white stone chair” that granted wishes. David Roberts sketched the site in his 1838 visit to Egypt, but didn’t include it in his final book of lithographs after the concept drawings were lost. By the time Sir Flinders Petrie established a taxonomy of the Amarna Stelae in 1901, the location had been forgotten again. Stelae C was first comprehensively described in 1997 by surveyors from the Zurich based Society of the Friends of the Royal Tombs of Egypt. Plans for further research were curtailed by the death of 36 Swiss citizens at the hands of Islamist militants during the Luxor Massacre, which prompted the Society to withdraw its researchers from Egypt. Further excavation attempts have been stymied by lack of funding, political instability, and obstructionism from the Egyptian antiquities authorities.
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# ¿ Jan 6, 2023 20:59 |
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For Dungeon23 I have completed several Unknown Armies drafts that were sitting in the commonplace book in half-finished states. Scenarios ICONODULES Temple of the Crying Buddha You're Not Alexander! NPCs Jamaldin, the Last Neanderthal O'Saa, Would-Be Avatar of the Destroyer Peppino Spaghetti, Veteran of the Pizza Wars rudeMechanical, Explorer of the Furthest Realms Three Bear, Predatory Dipsomancer
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# ¿ Mar 11, 2023 00:20 |
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I did that a couple weeks ago. It's easy enough when all you have to do is balance a handful of pregens against each other. Building a whole setting specific spell list with new schools would be a lot more work. The metaphysics of the Avatar system are hard to transplant, but it's not necessary to do so because Godwalkers and the Invisible Clergy rarely matter in UA anyway. Adhere to a code of conduct, get powers, everything else is superfluous.
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# ¿ May 12, 2023 18:24 |
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If you're set on forcing the players to roleplay a specific historical scenario rather than doing what they please, you need to give them a crop of pregens that are all hooked into the story you want to tell. Like Hellenistic Era Troy or The Sino Japanese War
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# ¿ May 16, 2023 18:27 |
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That sounds like a single objective, either local or weighty depending on how important you believe the unpublished novel is in the grand scheme of things. Bite sized adventures that contribute to the success of the overall scheme are handled via UA3's milestone system. Your proposed investigative introduction could be a series of petty milestones, or a single intense milestone depending on how you want to spread out table time. According to Book Two, you're supposed to just hand out milestones when the players accomplish something that contributes to mission success. I've run one campaign and played in five, and in all of those we premade a list of milestones after we finished corkboarding. The GM chipped in a couple and then vetted suggestions from the players on things they wanted to do to accomplish the objective. This is helpful because
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# ¿ Jul 26, 2023 06:40 |
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Xiahou Dun posted:While I caught you, you got anything I should be on the look-out for mechanically? The system looks pretty put-together, in many ways better than 2e, but you can never really tell until you get it to the table. Off hand, my worries are mechanically filling out the GMCs quickly and that the grid-iron system, while flexible, is pretty anemic mechanically. The first I'm just gonna throw prep-time at, and the latter I was going to just be quick about it and keep the focus on the narrative. These sound reasonable from your experience? Not every NPC needs to be fully statted from the starting gun. Aside from their utility as roleplay prompts the passions mostly matter because of the coercion minigame, and the players aren't necessarily going to try that on everyone they meet. Hardening is a little more important since it determines how NPCs react to stress damage. Especially violence and magick, the two most common sources of SAN damage in UA. Failing SAN in Unknown Armies is an instant freakout, and modeling that with the NPCs is important to sell the impact of the action happening onscreen - and the setting's core conceit that normal people are only ever a single d100 roll away from a riot. Having a blank copy of the character sheet by your side is helpful because you can quickly reference what level an NPC's ability scores should be at based on their hardening, and which abilities attack/defend what meters. I think UA3 had a GM screen with the dueling stress meters on it, but I never picked up a copy. When in doubt, just steal an NPC someone else already wrote. The best source for these is Oddities and Endlings. That's the second best resource I can point you at for the game, after the unnoficial SRD at On Armies Unknown Book 5 has the "iconic" caster schools that people who have not played UA might recognize. Epideromancy, Pornomancy, Entropomancy. I think these are generally better than the Adepts in Book 1. The Book 1 Avatars are largely fine, and the Unique Supernatural rules are one of the best "power creation" systems I've seen in an RPG.
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# ¿ Jul 26, 2023 17:46 |
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mellonbread posted:The idea with the Claim of the Clergy is that you can come up with your own Claims of the Clergy for the other Avatar Channels in the book, or from Unknown Armies generally. The obvious pull is a Claim for the Avatar of the Mother, at the prehistoric cult site in Malta where they found all those MILF statues. A roadhouse where True King Dion Isaacs held bloodrites with his biker gang, the sauna where a drunken Savonian sweated herself into Godhood as the Shaman… Of course the challenge is coming up with special buffs for all these locations to apply to pilgrims.
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# ¿ Aug 3, 2023 17:10 |
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I'm going to run a short Unknown Armies Halloween writing jam, starting on the 24th. I'll post the instructions then.
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# ¿ Oct 22, 2023 23:44 |
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Unknown Armies 2023 Halloween Jam is live. Details in the attached document.
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# ¿ Oct 24, 2023 16:45 |
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The jam wrapped last week. We got fourteen submissions, plus three I wrote as an example and three I wrote while the jam was running. I posted my thoughts here. Everyone I talked with after wanted to do more jams and contests, so I'll have to think of something else we can do in the future.
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# ¿ Nov 6, 2023 18:04 |
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# ¿ May 22, 2024 15:08 |
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DPM posted:Very cool reading. Thanks mellon and all contributors, this has inspired me to get off my arse and finish reading the 3E rules Assorted Pregens for when you need characters fast and don't have time to chew through Unknown Armies' elaborate character/NPC building process. Kurta the Androgyne, a Mystic Hermaphrodite living it up in the Weimar Republic. The Surgeon Bug, an Otherspace angel of death. The Cage Cup, a drinking game set during the Roman Republic's suppression of the Bacchanalia in 186 BC.
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# ¿ Dec 17, 2023 20:05 |