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Always put one shot in da brain! This anthology of scenarios for Unknown Armies is the pedal - all you gotta do is put it to the metal, pop the clutch, and roll! Each scenario is a stand-alone adventure complete with pre-generated characters. Any one of them can be prepped and run on short notice, perfect for a no-strings-attched night of gaming, a convention one-off, or an in-store demo. No character creation, no lengthy prep, no big campaign commitments - just lock, load, and get ready for a trip to Strangeville, U.S.A.

80 pages, Paperback

First published May 1, 1999

19 people want to read

About the author

Greg Stolze

148 books60 followers
Greg Stolze (born 1970) is an American novelist and writer, whose work has mainly focused on properties derived from role-playing games.

Stolze has contributed to numerous role-playing game books for White Wolf Game Studio and Atlas Games, including Demon: the Fallen. Some of Stolze's recent work has been self-published using the "ransom method", whereby the game is only released when enough potential buyers have contributed enough money to reach a threshold set by the author.

Together with John Tynes he created and wrote the role-playing game Unknown Armies, published by Atlas Games. He has also co-written the free game NEMESIS, which uses the One-Roll Engine presented in Godlike and the so called Madness Meter derived from Unknown Armies.

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Profile Image for Mikael Cerbing.
665 reviews5 followers
May 1, 2019
I have read this before reading the rules of the game, mainly to see what it is all about. And by the look of this collection its about roleplaying, with a focus on the role-part. These adventures will work really good with groups that are interested in the theater part of roleplaying. If your group like tactical fighting you can look some other way.
I can see why so many rave about the opening adventure about a jailbreak. If you have a good group, this will shine. Two of the other adventures I really liked as well, one was meh, and one had a theme I dont want to "play" with. Even if the moral dilemma is interesting. I think all of them need a quite experienced GM that has really thought through the adventure. Because some of them might grind into a halt by the players inaction if the so choose to. I think if the GM have a few ideas about beats he/she wants to hit in the game it will help a lot. And ways to nudge the players on.
So, some really good stuff in here. I think most of them would be easy to push into other systems if the GM so want. And I really looking forward to read the rule books.
Displaying 1 of 1 review