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Mumbo-Jumbo, not Soul or Mind or Whatever-Mancy. Basically, the GM gets to rule how well the PCs have followed the 5 principles of Symbolic Magic, and gives the tilters a target number.
The 5 Laws of Mumbo-Jumbo
(Someone correct me if I have these wrong)
Sympathy (actions/objects with aligned symbolism to the desired result)
Contagion (physical/emotional links to the target- possessions, spoor, pets, siblings, the actual person)
Names (includes other modes of ID)
Consent (does the target knowingly agree)
Sacrifice (extra charges/resources spent above the base cost)
As written, the max is a 70% chance.
This is why Tilts take so long- you have to pause to do some evaluation & accounting.
As written, Tilts are more time consuming than rituals. They give you the power to modify your die rolls, like getting an extra Obsession/Stimuli trigger to call on during the game.
Most rituals have a procedure, followed by a Soul Check, which, upon success, yields a specifc effect if you pay the appropriate charges. Check for Stress at each stage as appropriate.
Tilts are group rituals that let you carry a hanging effect, ready to cash in during a tight spot. Unlike the reality-defying effects of some rituals, Tilts just modify probability, so they always manifest as +/- 5% shifts (minor tilt) or flip-flops (significant tilt).
You can Tilt your cabal (Bond) or your territory (Ward) and use the benefit when near/within each other.
Did that help?
The chance of casting a Tilt is determined by how much mumbo-jumbo you can perform for the ritual (there’s a table for specifics, but in the end, it’s the GM’s discretion) , and isn’t limited by your Soul Score- though it caps out at 70%.
I just ran the Delta Green module, ‘Music from a Darkened Room’, using the UA rules with a few extra tweaks- the d100 system made for a super-quick learning curve.
The result was more awesome than DG already is – the sense of motive, passion, and frailty is much stronger in UA than it is in Call of Cthulhu.
Big credit to the Obsessions and Triggers. Those psychological benchmarks (with in-game effects) kept the players focused on their character’s goals and reactions. It also made it easy to set up dramatic dillemas that I didn’t have to plan in advance.
What are the chances of getting a character obsessed with hunting to blow off his own foot with a 12 gauge shotgun in order to break free of the grasp of some dead clammy thing in a lightless bedroom?
Even better, what are the chances that his friend refuses to help him make good his escape because that friend has a mortal fear of amputations?
Thank you, Unknown Armies, for making synchronicity easy to GM!
Atrocity can happen too easily in RPGs without consequences. The Triggers helped to keep a strong human element during the bloodbath.
Second big credit to the low skills, matched crits and botches, and hidden wound tracking. Players were much happier when they succeeded, more anxious when they failed, and absolutely paranoid about collapsing unexpectedly from blood loss and shock.
All the players can’t wait to recruit some reinforcements and finish off the scenario!
Nightbreed/UA conversion – post script
‘Breed can buy their stats over 100, but not more than 200 (as if PCs will have the points to do this).
Young Breed should be Street Level.
Old Breed (Berserkers included) should be Global Level.
Baphomet (and only Baphomet) should be Cosmic, but his Speed is probably Zero (he’s a statue, duh).
No Breed Adepts. Or rather, no PC Breed Adepts.
Rituals & Tilts are OK.
Breed Avatars allowed, but remember, getting over-calloused will nip your Avatarhood in the bud.
Maybe Baphomet is the True King of Midian, and Peloquin is The Warrior against Naturals, and Boone is Midian’s new MVP. But by and large, Avatars shouldn’t be much more common in the ‘Breed world as they are in the natural world.
PS- Naturals shouldn’t have to make Self checks for lynching ‘Breed or gunnin’ them down. There are benefits to bigotry, I guess. However, ‘Breed should certainly make Self checks for acting like Monsters. Ah, the tragic life of the outcast…
First channel effect: (cost: 25 skill points or 8 stat points)
Animal Prowess (Savage)
Hard to Kill (Masterless Man)
Wound Licking (Mother)
Bi-Straight-Gaydar (Mystic Hermaphrodite)
Stone Cold Killer (Warrior)
Second channel effect: (cost: 50 skill points or 18 stat points)
Wings (Flying Woman)
Animal Moves (Savage)
Mystic Resonance (Mystic Hermaphrodite)
Against the Numbers (MVP)
Third channel effect: (cost: 75 skill points or 25 stat points)
Speak with Beasts (Savage)
Change Gender (Mystic Hermaphrodite- the GM may let a player reassign stats for the character’s alternate gender, but the alternate form must also purchase this channel if it wants to be able to change back at will)
Dying Rage (Masterless Man)
Nightbreed/UA conversion – pt. 3
Minor Formula: (cost: 20 skill points or 7 stat points)
Drunken Stagger (dipsomancy)
Eyes of the City (urbanomancy)
Mute (videomancy)
Bulletproof Chutzpah (entropomancy)
Regeneration (epideromancy)
The Mirror Lies (epideromancy)
Regeneration (epideromancy)
Fleshwarping (epideromancy)
Relentless Will (epideromancy)
Visage of Terror (Personmancy)
Quicksilver (Narco-Alchemy)
Significant Formula: (cost: 40 skill points or 13 stat points)
Mars Dust (narco-alchemy)
Kiss of Death/Body Melting (pornomancer/epidermacer blast)
Withering (epideromancy)
Chameleon (epideromancy)
My Turf (urbanomancy)
Mask of the Beast (personamancy)
R & G are Dead (personamancy)
The problem with this is, of course, that character generation takes longer- but if you run a street level campaign, your characters won’t have that many stat & skill points to spend on powers.
And always remember the triggers, the obsessions, and the stress checks!
Nightbreed / Unknown Armies conversion, pt. 2
So it sounds like you have a campaign idea, and what you’re interested in is how to model Breed abilities and vulnerabilities. Again, keep it simple, and copy existing game material to model effects-
Decide on what basic ‘species’ package all Breed get: they probably get to treat firearms and martial arts damage as hand-to-hand damage. Whether or not you let ‘Breed heal HTH damage faster is up to your tastes as a GM, and the power scale of your campaign.
Also decide on the basic, across-the-board ‘Breed vulnerabilities:
All Breed treat Daylight as Fire, for example.
Most ‘Breed would be clammy to the touch, and clinically dead, and so forth (remember those Unnatural and Self checks!).
When deciding on individual abilities and party tricks, again, use material from the UA books to model specific effects. Many adept spells and avatar channels are thematically appropriate with only cosmetic changes.
The simple route is to force your players to model all their inhuman tricks on four simple skills. If you’re generous, give them 5-15% in each skill to represent the stuff all Breed learn about their new state- but if you’re being generous, then why are you playing UA?
Breed Body (Body) – unnatural body modifications that duplicate weapons, armor, or first or second avatar channels, or touch-ranged adept blasts.
Breed Speed (Speed) – unnatural forms of movement or stealth that duplicate first or second level avatar channels.
Breed Mind (Mind) – unnatural senses or cognitive abilities that duplicate minor or major formula spells
Breed Soul (Soul) – psychic effects that duplicate minor or major formula spells
Limit the use of ‘Breed skills by enforcing penalties for failures, or add a simple charging scheme, as for Adepts.
1 minor charge each sunset, starting charges: 3
1 significant charge each full moon, starting charges: 0
Maximum charges of held equals Soul divided by 10, rounded up. A ‘Breed with a Soul of 42 can hold 5 minor and 5 sig charges, for example.
The crunchier route (and why do you want crunchy if you’re playing UA?) lets your characters buy Channels from appropriate Avatars, or Formula Spells from Adept schools. Use the avatar channels and formula spells with physical or thematic effects.
The ‘Breed must roll an appropriate Stat (Speed, Soul, etc.) to activate it, and you can always may ’em pay the cost in Stress Checks or Wounds or what have you- in addition to using the charging scheme above.
(cont. below)
UA isn’t really rigged to run white-wolf-esque ‘cliques of freaks with powers” scenarios, but the rules are so simple and robust that you could surely knock together something that works.
Follow the strength of the UA system: Keep It Simple! The last thing you want is players who think they’re playing Champions or Wild Talents.
They should be spending their time defining their characters motives and personality – not numbercrunching their characters power tricks and vulnerabilities. UA models mindset & motive really well. IMHO, Make sure your players focus on personalities, histories, and those Obssessions and Triggers.
Don’t let the powers overshadow the personalities (if your players want to play inhuman monsters without moral restraints, just run an Aberrant or Sabbat game, after all).
The second priority is enforcing those stress checks. Nightbreed trigger Unnatural Checks in all those looking at them, and there’s no good reason they’d be immune to themselves.
A lot of Breed would be pretty crippled in the Unnatural and Self meters well before they were calloused enough to hack it. Just think of how well-balanced Adepts are- Nightbreed would be much loopier and socially crippled.
You could let older ‘Breed players, or those who grew up in ‘Breed culture, buy a Paradigm Skill (Paradigm: Monster) that lets them reroll failed Unnatural and Self checks, in exchange for having a permanent failed notch in both those meters.
From UA2ndEd:
Treat riot roll (result of 51+) as HTH damage every 15 minutes for the first hour of exposure, until the riot spreads out (Along with the property damage). If you’re perceived as being the cause of the riot, the riot roll does firearms damage to you every 10 minutes for the first hour of exposure (basically, you die unless you get out of sight/under cover). 25% of participants in a riot become casualties. Dodge checks work normally if that’s all you do for the riot. Riots last longer based on the size of the mob- GM fiat, though there are crunchy rules based on the result of the riot roll.
Every hour of rioting inflicts 1 rank-4 helplessness & violence check, plus any extra violence, helplessness, unnatural, or self checks that may apply from your own behavior, or the behavior of others towards you.
Property Damage: multiply riot roll by $100k. For every million in property damage, torch one building.
Have fun!