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Unknown Armies 3 RPG Core Rulebook - Book One: Play by Greg Stolze | Tabletop Roleplaying Game for Horror & Occult Adventures | Perfect for Game Nights & Storytelling Sessions
Unknown Armies 3 RPG Core Rulebook - Book One: Play by Greg Stolze | Tabletop Roleplaying Game for Horror & Occult Adventures | Perfect for Game Nights & Storytelling Sessions

Unknown Armies 3 RPG Core Rulebook - Book One: Play by Greg Stolze | Tabletop Roleplaying Game for Horror & Occult Adventures | Perfect for Game Nights & Storytelling Sessions

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Product Description

AN OCCULT GAME ABOUT BROKEN PEOPLE CONSPIRING TO FIX THE WORLD. It's about getting what you want. Unknown Armies presents magick as it might exist in a world built out of crime friction and secret histories, as twisting wrinkles in reality created by greater and greater risk, sacrifice, and obsession. Unknown Armies asks, what would you risk to change the world? Your friends? Your family? Your health? Your sanity? Magick finds a way to ask the very most from you, until you achieve what you want or you are left with nothing. It's about being relentlessly, hopelessly human. Book One: Play is the book for players. It details: - Obsession and identity - All of the rules for resolving actions. - The central shock gauge mechanic. - How to avoid fights, and how to deal with them when you're dragged into them anyway. - The magick of adepts and avatars.

Customer Reviews

****** - Verified Buyer

I've just started on this but... the artwork is great (real photos for a change), the writing is entertaining, the ideas are interesting. But the idea of "here's how you would make a character, you'll see what we mean when you get the next book" is annoying (UPDATE: there is one page where they show you the basics on character creation, you'll have to dig for it, but its there). The shock gauges have good and bad points and while it sets up the world and how things work, it still leaves grey areas. Yes, the weirdness in the world is due to people (powerful and messed up people, but people) but... are there monsters or are they just people too? Magic is... odd. You pick one and only one path (if you choose a magic using character) and you can do many things with it (if your area of expertise is nature/plants, you can turn a yard into a maze, make youth potions or whatever, etc but you always need to include that one element. Spells seem to be more about doing odd things than fighting or anything (Just looking quickly, I see no combative spells, no magical attacks, mostly weirdness and things to help you in other ways). Camera magic, gun magic (doesn't involve shooting others), etc). The highest level character types personify an idea (the "fool", etc) which appears to give them a few powers but not much else. Overall, it might be one of the games where you go: "cool! now how do we play? Do we go looking for other weird people? Fight something?" Apparently, players are to pick their goals and you and they together develop what you will be doing in the game. I guess. Like I said, I've just started on this one but so far its interesting.