What will you risk to change the world?
It’s time to stop playing games. The world spins madly
on its axis, plunging us headlong towards the end of time. Self-appointed
messiahs are crawling out from under every rock, weird cults are
squirming like maggots on a corpse, and magick is flowing from
the wounds of the world. If you can throw a punch, steal a car,
hack a computer, or cast a spell, you might have what it takes
to change the world.
Someone’s got to.
Soon the cosmos will die and be reborn. Next time around, the
world might be a terrible place – or it could be paradise.
Someone gets to decide. Might as well be you. You could chart
the course of reality itself, and make a new world in your image.
You could be God.
Easier said than done.
The problem is, lots of people have the same idea. The occult
underground rings with the battles of unknown armies, and sides
are being drawn. Magickal adepts duke it out with gun-toting enforcers
and weirdos of every stripe. Clockwork humans and plodding Golems
slip through the cracks of society. Entropics eat you memories
and spit them back at you with poison added. Fringe groups like
the Sect of the Naked Goddess, Mak Attax, The True Order of Saint-Germain,
and The New Inquisition have all set their sights on the coming
Apocalypse and put their ante on the table. The only people you
can trust are your friends and yourself, and you’re not
always sure about yourself.
Never forget:
When this many people are hungry for power, you better be the
one with the fork.
Recommended for mature readers.
- From the Unknown Armies Rulebook - |
If Delta Green hadn’t come along and saved
Chaosiums’ bacon, then Unknown Armies would probably boast
the highest number of Call Of Cthulhu converts, and lets face
it, they’re a hard bunch to please. But look at the credits
for Delta Green and who do you see but John Tynes, a stalwart
founding member of the Pagan Publishing team since the early days.
So one of the people who’s helped keep the ‘Cthulhu
gaming license alive for the past ten years is perhaps best placed
to push the envelope and deliver the next step in horror role-playing...
transcendental horror role-playing no less.
Unknown Armies pits the players headlong into the ‘Secret
War’, an age-old battle to shape creation waged amongst
higher powers that were once human. This war rages across the
Earth as followers of the ‘Gods’ or Invisible Clergy,
barely mortal adepts and other shadowy organisations vie for both
temporal and cosmic influence. Player characters can be involved
in a variety of differing roles, from ignorant dupes and lackeys
of other groups, independent agents attempting to accrue personal
power and position right through to potential shapers of the New
Universe. Magical arts, Avatar powers and good old fashioned violence
back up the subtle skills of intrigue, blackmail and destabilisation
in the struggle that is the Secret War.
At first glance it may seem like your average late 1990’s
‘modern occult and conspiracy’ game, with scattered
schools of magic, sinister organisations and secret cults, hands-on
deities and their followers fiddling about with the every-day
doings of common folk, etc. But lurking beneath the now familiar
paranoia strewn bleak wilderness of post-modern urban cityscapes
infested with all manner of Things That Mean You No Good, is a
unique premise that gives the whole game an invigorating spin.
Remember those hands-on deities mentioned earlier? Well, if your
characters play their cards right, and if you’re the type
of gaming group who goes in for vast campaigns with epic story
arcs that span years of real time gaming, there’s a chance
you could join the Invisible Clergy. This select body of Archetypal
powers form the guiding intellect that will shape the next incarnation
of reality. If the Clergy is dominated by unpleasant archetypal
expressions of humanity, the resulting cosmos will be one of anguish
and torment.
Unlike other games where it’s the sign of a party hi-jacking
the game masters’ plot when they end up taking on the celestial
residents, in this it’s a legitimate and playable goal.
That’s not to say it’s the only theme you could play
within, Unknown Armies has a broad and well detailed game world
that allows for a variety of exploration and conflict. It also
has guidelines for playing campaigns at differing levels of ‘awareness’
of the secret occult forces that battle on the earth. Although
a ‘street level’ campaign lacks the potential reward
of a say in the recreation of the cosmos, it draws more heavily
on the horror and psychological isolation elements of the game.
Unknown Armies sets itself up well as a ‘magical cold war’
themed game, with occult forces which hide behind the smoke screen
of ‘popular magic’ engaged in a clandestine battle
for the hearts and minds of humanity. Where your character group
fits into it all is for the players to decide, most options are
open and the games designers do a good job of exploring the possibilities
for the benefit of the GM.
Above and beyond the original and evocative background the action
is set within, there are two elements of the game mechanics which
bear particular comment. One of the reasons ageing Call of Cthulhu
fans will (and do) enjoy Unknown Armies is firstly there’s
a very real danger of your character going insane, and secondly
because the game uses a percentile skill system that works! The
way in which Stolze & Tynes engineer both sets of mechanics
far outstrips Chaosiums’ use of either the San loss rules
or straight percentile skills rolls. In fact I have to say this
game restored my faith in percentile skill systems, and I wouldn’t
hesitate to adapt the easily understood core elements of it into
any other game which used a similar set of mechanics. To me, the
clear cut ‘I can brain-surgeon to 65%’ rule always
seemed woefully inadequate, and although unofficial rules additions
and rules lawyers have suggested ways in which it should work,
the essential premise as presented still lacks strength. Unknown
Armies clarifies how this system can be made to work right from
the beginning of the game, no later additions or tweaking is necessary.
Cleverly and adroitly simulating the ways in which a person can
loose their commonality with the rest of mankind and there become
‘mad’ is another triumph for Unknown Armies. Gone
are the days of ‘one day - fine, the next - mad as a march
hare due to that 16 San point loss’. Rather, it’s
a slow, twitchy decline into various forms of mental aberration
and psychotic disorder - whether you make the roll or not! Fantastic
stuff. Not a tentacle in sight, either. Well, I say that, I don’t
expect you to believe me though.
Everything needed to play a game of Unknown Armies is in the
main rule book, the additional sourcebooks detail further some
of the elements and organisations integral to the background,
whether you wish to flesh them out yourself or run with Messrs.
Tynes’ & Stolze’s vision is up to you. The Invisible
Clergy sourcebook (Stratosphere) and Postmodern Magick are both
highly recommended. The game also has a good following on the
internet, with some excellent expansion material and discussions
on various sites. The central resource website is at www.unknownarmies.com
The creators website is www.johntynes.com but remember, he’s
not an entirely well man and probably shouldn’t be trusted
with unattended children…
Reviewed By Harry Albany |