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The acclaimed RPG of modern occult intrigue returns in a stunning new hardcover edition. Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass!
We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the
GM wants them to know.
But the beats don't stop there:
Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns.
* New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing.
* Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment.
* More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen.
* Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy).
* Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior).
* More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues.
* New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.
224 pages
First published January 1, 1999
Everybody hears things on the street. Some of them might even be true. Like these:
Every single president of the United States has had a glass eye. The same glass eye.
Planes do not actually fly. It is a very elaborate hoax created because the general public does not understand or trust quantum teleportation.
Those games kids play—“step on a crack” and all that— are actually rituals that do stuff, but you’ve really got to believe in them. Kids believe in them, but don’t know what the rituals really do. That’s why kids can survive...
There is a cabal operating in fast food restaurants who want to take over the world by drugging the most popular fast food with powerful magical drugs.
The internet is one big engine. The faster the information flows, the more power it generates. If anyone could find out how to harness this power they could rule the world.
Brendan Behan’s pint glass sits behind the bar in a Dublin pub. Any who drink from it have words flow from them, but at what price?
Nearly every nursery rhyme originated as teaching tools for magicians. You don’t even want to know the magickal meaning of “Three Blind Mice.”
There’s a tape floating around containing a ritual to produce a soundtrack to the caster’s life. The intention was to never again miss anything suspicious or ignore a romantic moment. At the end there is only a long, eerie note—and then static.
There’s a sandwich shop in Atlanta where, if you order the special, along with a hot beverage, they include a small slip of paper telling you the date of your death. Most people just throw it away or eat it by accident.
There’s a kid in Little Rock, Arkansas who gains magical power from boredom.
The final scores of every year’s Superbowl are part of an ever-changing numerology formula that can start and stop wars.
Butane lighters with occult symbology contain listening devices in the bases. The company putting them out is trying to spy into the occult underground with these devices.
Aliens from Proxima Centauri have been living among us now for years, but in the last few months they’ve all started leaving.