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Unknown Armies (Atlas Games, 2002) | Retro RPG
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Eoris Essence (Visions of Essence, 2010) | Rules Breakdown
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Description: Pulp Fiction Meets Hellraiser: The World of Unknown Armies Legacy
Picture the world we live in, only with a little-known occult underbelly. Here, the movers and shakers fight a battle for the ultimate prize: ascension to a higher plane and a hand in creating the next incarnation of reality.
Your characters are caught in the middle of this power struggle. But how? Are they frightened mortals, terrified by powers that they vaguely sense but don’t understand? Are they dabblers just beginning to see how deep the rabbit hole goes? Are they just experienced enough in the magickal landscape to have become jaded yet?
Encounter gun-toting enforcers and magickal adepts, clockwork humans and plodding golems. Duke it out with the Sect of the Naked Goddess or the True Order of Saint-Germain…or join their ranks. Trust no one. Not even yourself.
What is Unknown Armies Second Edition?
In this RPG of mature occult horror, the occult isn’t just fun and games. It’s all too real. Power players behind the scenes fight to ascend to a higher plane, where they’ll help create the next incarnation of reality. It’s not a pretty fight. Warring cults, mind-bending magic, unspeakable monsters…
Your characters are smack in the middle of it. Second edition remixes the game based on campaign levels, which determine how involved your characters are with the magickal world.
At street level, you’re outsiders. In global level games, you’ve got some mojo of your own. And in a cosmic level game? Well, saying that the universe is at stake isn’t an over-exaggeration for once.
What will you risk to change the world?
Let Me Blow Your Mind: Gameplay Basics
Unknown Armies is a game for mature players. This volume contains all of the mechanics for character generation, dealing with mental trauma, and growth. Complete rules for combat and magick are also included.
The second edition made significant changes in comparison to first edition. This book includes:
Expanded resources for GMs and new players.
New character options, including Trigger Events, Paradigm Skills, and scaled power levels.
Adjusted rules, including a new initiative system, Fuzzy Logic skill checks, player-directed combat-modifiers, amped-up martial arts rules, a new experience system, and more.
More magickal options for non-adepts such as Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magic and Tilts.
Twelve schools of magick (up from seven in first edition).
Fourteen avatars (up from eight in first edition).
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