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Unknown Armies was originally written as a reaction to Call of Cthulhu. The idea being that once you've seen all the monsters in Call of Cthulhu, it's harder to feel like a horror game. The madness mechanic was, therefore, a really important aspect of UA and one we wanted to keep in the transition. The things that Unknown Armies introduced was a format to replace monsters with horrifying people, and also more a versatile setting.

I imagine this hack would work fine for Lovecraftian Horror, if that's your flavour.

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Unknown Armies was my favourite RPG until I encountered Apocalypse World, and then it was love at first sight. The obvious thing to do after was that was put the two together in a candle lit room and play romantic music. I now have the pleasure of introducing their lovechild still in it's infant stages.

It all started on RPG.net, with the announcement that the writers of Unknown Armies, the lovely Greg Stolze and John Tynes, were thinking of making a reboot. Then a joke about an Apocalypse World hack being called "the World of Our Desires". Then this happened on RPGnet.


The biggest problem I've found in Unknown Armies was that once my group established how the system worked, our playstyle felt very prescribed. We didn't develop weird theories about what's actually going on, adepts felt less weird and more predictable. We stopped being curious. Apocalypse World has the power to never tell the same story twice. Unknown Armies has obsessive and fractured characters who live in a world that could almost be our own (if you take the blindfold off). We are proud of the results so far.


Basic moves

Keep your shit together (cool)
When you try to do something in a stressful situation, roll +cool. On a 10+, you do it. On a 7-9, choose one.
  -  You do it, but mark 1 Crack.
  -  You fuck it up, but keep your cool.
On a 6-, mark 1 Crack, in addition to whatever the MC says.

Feed your obsession (intense)
When you feed your obsession, roll +intense. On a hit, take +1 forward. On a 7-9, you disgust yourself, or you disgust someone else.

Lash out (intense)
When you lash out at someone, roll +intense. On a 10+, choose two. On a 7-9, choose one.
   -  You harm them.
   -  They understand what’s really upsetting you, and take +1 forward to helping you.
   - You catch them off guard, and it takes them a few moments to react.

Ask a favour (humble)
When you ask a favour from someone, roll +humble.

(for NPCs) On a hit, they'll tell you what they want. If you give it to them, they'll do what you ask. On a 10+, they want a promise. On a 7-9, they want something tangible.

(for PCs) On a hit, they mark experience if they do what you ask. On a 10+, they also take +1 forward to helping you.

Protect something precious (humble)
When you put yourself in harm's way in order to protect something precious, roll +humble. On a hit, the thing you're protecting is okay. On a 10+, you are also okay.

Dig through their stuff (sharp)
When you dig through somebody else’s stuff, roll +sharp. On a 10+, choose two. On a 7-9, choose one.
  -  You don’t break anything or get yourself in trouble.
  -  You discover a secret about them.
  -  There’s something interesting and useful that you can steal.

Spout occult secrets (sharp)
When you spout occult secrets, roll +sharp. On a 10+, choose two. On a 7-9, choose one.
 - You don’t sound like you’re full of shit.
 - You don’t creep anyone out or piss them off.
 - The MC will tell you something useful and interesting.


Madness: Cracks

When you mark a Crack, something breaks inside your character’s mind. When this happens, it’s ugly and strange: work it into the fiction. Maybe you yell blame and abuse at one of your friends. Maybe you freeze and stare off into space while you should be doing something important. Or maybe you keep doing what you were doing, but you now seem eerily calm and distant.

When you mark your fifth Crack, you Shatter: while you’re freaking out, you do something shocking that you’ll never be able to take back. When you’re done, pick up the pieces and put yourself back together: clear all of your Cracks, but give yourself a new Defect. Defects look like this:

“When X happens, you must keep your shit together if you attempt to do Y.”

Defects are weak points that make your character more likely to Crack in the future. You can have as many Defects as you want, but be aware that once you’ve acquired a few Defects, your character will be far less effective at getting things done.


Still going
I've been tinkering with some extra rules for playing avatars
Godzi has played around with some stuff for guns and harm
Thanks to Wapa for the (mostly complete) artisan playbook.

We're trying to playtest, and I will try to post any updates here from now on.
I appreciate any suggestions and feedback.

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AW:Dark Age / Re: Bloodless Xristos
« on: April 03, 2014, 09:46:17 PM »
I enjoyed the OP for this thread, and reading the discussion of religion and the various analogues. However, I believe the onus is on the GM to make every aspect of religion as dark as it is idealistic. That is, if his players fail to do so for him. Sure, the Bloodless Xristos is all about a utopian vision, but so are many real-world religions. There's nothing to say that The Bloodless Xristos won't remain a fringe religion, nor that if it gathers enough momentum that it can't become painful and controlling.

The game currently contains:
a) a (cool, funhouse-mirror, reimagined) fictional analog of pre-Nicene-council Christianity
b) a (cool, funhouse-mirror, reimagined) fictional analog of Teutonic/Celtic paganism
c) a (cool, funhouse-mirror, reimagined) fictional analog of Roman civic religion.

Why? Why not just represent different aspects/stages of religion?

The Old Gods
Are at first glance a reflection of the earliest religions and cults. Not just Teutonic/Celtic, but with the potential to represent any "tribal" community. It's the stuff you bring with you when you convert. The stuff that penetrates so many religions, even if it wasn't intended. The people who stole holy water to help their crops grow. That makes it the most open to interpretation - any religion/cult/fairy tale could fit into this bubble.

The Gods of the Empire of Eagles
The simple words "Empire of Eagles" bring the Roman Empire to the front of your mind. This makes me think of the old gods as much as the Roman Cults. Remember that in most homes in Rome you were likely to find house gods, and major roads had crossroad shrines... I can't imagine the Roman pantheon without all the little guys sitting in corners waiting for their turn. The greek myths were stories before they were gods, and were a poor mirror for how to live your life. What if this represents the aspects of religion that exist in the home, with stories by the fireplace and little statues on the mantle. What if the old gods represent bigger issues and are worshipped by whole towns at once?

The Bloodless Xristos
If you didn't have the sentence "some worshipers place him within a trinity of deities" I wouldn't even think of christianity. Ok, maybe a little... but there's so much more there that's more interesting to me.
The Bloodless Xristos makes me think of the early christian church far more than organised catholicism. The most defining thing about early christianity was that it said "This is a new God, and yours are now wrong". The Roman Empire not only accepted most cults, but when they conquered a new place they added the new gods to their own set. Assuming an appropriate analogue, the only reason Xristos isn't added to the mess is that believing in him is mutually exclusive to believing in anything else. Meaning this represents trouble making and dissent. Christianity has spent longer as an organised religion than it has as a start-up cult. So treating this as christianity is adding a lot of pre-conceived ideas. What if Xristos is part of a family as large as Zeus', but still says "your old gods are nothing but carved stones". It has the same impact. Also, Christianity was incredibly secretive in it's early days because they were afraid of persecution. Making it more like a mystery cult than like it's dark age derivative.
The thing I like most about the Bloodless Xristos is the name. If your blood is the most important thing in determining your worth, then joining a bloodless faction means joining a rankless faction. It means that a peasant has the potential to own land one day. That's huge politically. Infact, that could easily be the darkness that plausiblefabulist is missing out on - this could be the opportunity for the poor lower classes to become as cruel and opressive as their current leaders.

My point
Because as much as "I like the sound of my own voice", I ought to have one. I love the blurry lines. I recognise the ambiguity, and I'm glad it's there. Instead of breaking history down into the different religions people followed, why not break down the different aspects of religion. Personal understanding meeting individual needs, Organised religion and it's impact on politics, The young punk who wants to shake things up. Also, I think judaism is different enough that it fits - it's about community, and about being an outsider who's not an outsider. It highlights the fact that when people move around, they bring their religion with them so that religion and myth don't evolve linearly.


I wonder what it would look like if you didn't have christianity in mind when you thought about Xristos, and if you didn't have the Roman/Greek Pantheon in mind when you thought about the Empire of Eagles? It's only a subtle difference, but what would change?

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