On the surface, the world of Unknown Armies looks like our own, but at every turn the player cabal faces hidden cults, crazed revolutionaries, the remnants of discarded beliefs, and the dark promise of a new age. Armed with post-modern magic that relies on strict taboos and dangerous rituals, the PCs must strive to create the world they want, rather than the one they inherited. The cabals struggles are deeply personal but potentially monumental. They might range from advancing fringe interests in local politics to claiming the power of ley lines to triggering global financial crisis. They could seize powerful artifacts, reshape their environment, or walk the sacred path of a cosmic archetype to attain mystic enlightenment. Play The book for players. *All of the rules for resolving actions *The central shock gauge mechanic *Obsession and identity *Avoiding fights and then dealing with them when you end up being dragged into them anyway *The magick of adepts and avatars
Atlas Games
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Atlas Games Unknown Armies Book One: Play RPG Book
Atlas Games Unknown Armies Book One: Play RPG Book
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