A street gang might be entirely mundane – their purpose is to sell drugs, and their methods involve contacts, exchange, hidden stashes and occasional violence. So an organisation of magick cops for example, might have a mundane purpose (keep the peace) but use occult methodologies. There are a number of example groups, but also guidance on making them from scratch, with a useful classification of purpose and methods – each can be either mundane or occult. Then there is a large section on groups, which says Stolze work as: Big Bads with ticking time-bombs mysteries to solve unreliable allies or, sandbags. He points out that GMCs don’t need to be created following the same rules as PCs, and wisely points out that if let the players fight a major GMC “they will find a way to kill it.” There is a section on why adepts make such good GMCs, which boils down to: they are mysterious, powerful weirdos. Such characters need detailed histories, because your players will ask about them. As a guideline, he suggests anyone with connections to two PCs should be a major character. Stolze argues that your campaign might not need any major GMCs, but sometimes a character does need to be as complete to the GM as PCs are to their players. They might have a main identity around 60%, and perhaps a second one around 50% for colour.īen the Lousy Mook becomes on kind of person with Lifestyle Alchoholic 50%, but someone very different with Birdwatcher 50% instead. Their shock gauge might include some failed notches too. More significant characters include all those that have a relationship with the PCs. If the PC’s hot them, they have a wound threshold of 50. If necessary you can add a shock gauge to that description with, he suggest no more than four hard notches in any meter. Something like: “Brian Deen, chicken drive-thru employee, Simpsons fast food kid” Minor characters, he says, only need that anchor, a name and a purpose. Stuff I put in OneNote is replicated everywhere.) Find a photo for each GMC, Stolze says, to help players tell them apart, and write down a “personality” anchor for yourself so you have an idea how they would react – such anchors can be real people or characters, in a few few sentences we mentions your Uncle Bob, Buffy and Clint Eastwood. (My own advice on such matters is use the system that works best for you – I know that I, for example, would scatter notecards around my study, forget to bring them to the session or leave them somewhere.
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Said advice even includes a long column on how to keep GMC records, for example advising notecards over computer files.
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This is one of the most extensive GMC advice chapters I have ever seen in a Role Playing Game. They have founders and leaders, and everyone involved in them has their own motivations and obsessions.
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None of them a faceless behemoths with anonymous black-clad agents (actually, I guess they might have some anonymous black clad agents), rather they are all organisations of people. That idea is apparent even in the later section on organisations. How to avoid fights, and how to deal with them when you're dragged into them anyway.Ĭreated by Greg Stolze and John Tynes, Unknown Armies presents an entirely original yet disturbingly familiar approach to mystery, horror, and action in roleplaying games.This chapter of the GM’s book looks at the character the GM controls, pressing home the idea that this is a game about people and relationships,, not about things.All of the rules for resolving actions.It's about being relentlessly, hopelessly human.īook One: Play is the book for players. As a player, you are confronted by the consequences of your character's actions, and challenged by the implicit threat of a world shaped by the will of those who want something more than you do. Unknown Armies presents magick as it might exist in a world informed by crime fiction and secret histories, as twisting wrinkles in reality created by greater and greater risk, sacrifice, and obsession. An occult game about broken people conspiring to fix the world.