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Bodybags manipulate probabilities to make events go more to their liking or even rewrite the past, provided they take some potentialy serious risks to charge up.
Also, they can carve mystical nonsense symbols into your flesh just by looking at you funny. Ouch.
Chair Leg of Truth. Anyone you beat up is compelled to spill the beans.
Actualy, I was asking you for more, ’cause I honestly couldn’t think of any others.
Oh, one thing though: Silent Hill 1 soundtrack, track 38, “Killing Time”. If someone out of the blue made a UA tv show, that is what would be playing during the opening credits.
Ok, major cabal theme song roll call:
TNI: “Goin’ out west” by Tom Waits
Order of Saint Cecil: “God’s gonna cut you down” by Johnny Cash
GLS: “Kill the world” by Motorhead
Sleepers: “The lost art of keeping a secret” by Queens of the Stone Age
More?
The UA mailing list is usually pretty active, not to mention the fact that Stolze and Tynes are themselves members and frequent posters.
End of To Go: “Stairway to Heaven” by Led Zepplin.
Statosphere fills up: “Knockin’ on Heaven’s Door” by Bob Dylan.
CdSG gets himself Renounced somehow: “The End” by The Doors.
I second “Man who Sold the World” for the Merchant.
Up front, I’d say the only real weakness UA has is that it can require a bit more player/Gm communication than some others, such as when deciding skills and such. A lot is left in the Gm’s hands, but that’s pretty typical for any rules-lite system.
Strength wise, where do I even start? One of the best and, more importantly for me, simple set of rules I’ve ever seen in a game, the stress meters (best madness rules ever), a very cool take on magic(k)…
Ultimately my favorite thing of all is the setting. A great system is nice and all, but add on one of the most original and downright fun worlds in rpg history and you’ve got one hell of a game.
Keeper Glyph Magick (some thoughts)
Domain: Secrets, both uncovering them and keeping them hidden, wards (they used their mojo to barricade the Old Quarter Cathedral and block access to the Lost City, among other places), other assorted glyphy stuff.
Blast Style: The Entropomancy blast would be fitting, but probably too obvious, so either no blasts or something akin to the Cryptomancy one (temporary reality failure).
Taboo: To quote a certain master thief: “Keepers never alter the truth, just keep it in the shadows.” Distorting the facts is therefore a big no-no, although lying by omission should be ok.
Also it’s been noted that a side effect of being exposed to the more powerful Glyphs (such as the ones containing the prophecies) seems to accelerate aging. You can see in it in a Thief 2 cutscene, the interpreter’s face starts to get visibly older the more she reads, like the life’s being sucked out of her.
That’s all I’ve got so far (what can I say, I’ve been busy). Spell effects range from animating killer statues to hiding whole buildings in plain sight to stealing someone’s appearance (shades of personamancy there).
Glyph magick does seem to be pretty flexible and cover a wide variety of situations, which might account to why the Keepers are so formidable in the first place.
“if you get really stuck tell the players that they suddenly wake up in a barn which is painted all over with pictures of winged cattle, they are tied to what looks like a clockwork ride-on lawnmower, and there is a note attached to it saying ‘first one to Paris gets to live’.”
You know, the one thing I love about UA above all else is the fact that this kind of thing happening makes perfect sense.
True, but that’s not quite as fun, now is it.
Unless the IC were messing with his spelling…
Or maybe he’s just a big fan of Unknown Armies and decided to subtely plug the game on national tv.