Showing posts with label Unknown Armies. Show all posts
Showing posts with label Unknown Armies. Show all posts

Thursday, July 31, 2014

The Order of Locusts

The following is a "monster" I wrote up for a contest James Raggi was having about a year ago. It wouldn't have seen the light of day, but today is Awesome Gamer Day and I want to share some stuff I've made.



Many believe the Order of the Locust to be boogymen dreamt up by academics who have lost their grip on reality after years of combing through volumes upon volumes of apocalyptic prophecy. It is said that the Order of the Locust is a mysterious cult that seeks out any works or artifacts pertaining to the end of the world. In order to collect works of prophecy and revelation, the Order of the Locust will use any means necessary, including murder.

Those who have recorded their encounters with this cult have corroborated the following facts. Only one member of the cult ever appears at one time, whether they are assassinating the holder of an eschatological work or attempting to steal it quietly. The cultists come from all walks of life, from simple farmers to skilled soldiers to members of the clergy. The one common trait between cultists is the three fresh puncture wounds on the back of the neck.

The name of the Order was coined three centuries ago by a prominent eschatologist. Although he could not ascertain the motivation of the Order, the apocalyptic nature of the cult was clear, thus it was named after an insect that plays a prominent role in many end world prophecies.

The Order of the Locust has taken interest in apocalyptic works from various cultures and religions, although it does not appear to have much interest in the popular narrative of the Book of Revelations or the works of the Gnostic Christians. It also appears that the Order takes some interest in works of occult science that pose a threat to the world itself.


The Truth of the Order

There is no such thing as the Order of Locusts. The people who appear to do its work are not part of a shadow society, but rather are under the possession of a single demonic entity.

This entity is compelled to collect and physically consume eschatological works and artifacts. Books are read and then torn to shreds before being eaten by the host. Statues and stone tablets are crushed and ground into dust so that they may be poured down the gullet of the possessed. Metal statues are to be melted down for easier consumption. Individuals who have expert knowledge in apocalyptic studies will find they brains to be a suitable meal for the demon.

The demonic entity has no identity of its own and does not seek out apocalyptic works for any precise reason. When asked for a reason, the entity will reply that it collects prophecies “to prepare.” It cannot go into more detail as there is no other motivation. While the entity has little concept of itself, it has an excellent memory and will engage in conversation with any individual that it encounters more than once.

Although the entity has no sense of identity, exorcisms will be more powerful if the cleric names the demon “Murmur.” Also, killing a host using silver or blessed weapons will leave the entity too weak to possess another host for 2d6 weeks.

Monday, April 28, 2014

Reading Unknown Armies

I am slowly making my way though the core rulebook of Unknown Armies. I've just gotten past the initial chunk of rules and have jumped around on the setting pages, so I think it's time I can post about my developing opinion on the system.

I'm really surprised that Unknown Armies has not received the attention and affection it is due. It's a really, really good rule set. It wears its Call of Cthulhu heritage on its sleeve, but manages to innovate in a few key areas. As for the setting, it's fast and loose and has the sense of humor that the World of Darkness wishes it had.



Here are a few things that I specifically love about Unknown Armies:

Free-Form Skills. There are a handful of default skills that all characters possess, representing the common knowledge for modern adventurers. There is no skill list beyond that. Characters can be skilled in "comic book trivia," VCR repair" or "drop dead gorgeous," or anything else the player can dream up. I especially like this because it gives players an excellent handle on what their character can and can't do, which sometimes isn't the case in games with classes or restrictive skill lists.

Fate-Like Aspects Without the Foggy Rules. Each character has something that makes them mad, something that makes them afraid and something that makes them noble. These "passions" work much like aspects in Fate, but with some easy to follow rules that make them easier to comprehend for new players. They are balanced abilities that help fill in the character without expecting the player to come up with a detailed backstory on the spot.

Only Roll When Shit is Hitting the Fan. I've heard GUMSHOE is great in that it doesn't allow for players to miss key information or story points because they missed a roll on what would have been a simple task for their character. Unknown Armies takes the same approach. Any character with a 15% or more in a skill will automatically succeed a task using that skill provided they are not under the gun. And by this I mean literally being shot at. Challenge maintenance has always been tricky for me as a GM, so I welcome this philosophy of keeping the dice still until things are especially difficult.

Four Sanity Tracks. Everyone loves going insane in RPGs. Unknown Armies brings more fun to the table by allowing a character to become crazy (or callused) due to exposure to four different kinds of stress: Violence, the Unnatural, Helplessness, and Self. The Self sanity track is an especially helpful check against players who have their players turn into sociopaths when it is advantageous.

The Setting is Basically the Illuminatus! Trilogy. A million different gonzo conspiracies are operating at once, somehow slowly pushing the world to the brink. McDonald's has been infiltrated by free-wheeling occult hippies. There is a goddess in the form of a porn star. Every conspiracy theory is real. Every myth is true. Robert Anton Wilson would be proud.

Schools of Magic Are Not Political Groups. One of the biggest flaws in the World of Darkness games, especially Mage, is how the various schools of magic seem to be separate political faction. It seemed unlikely that any member of one school of magic would ever work with a member of another school considering how much each school is supposed to inform the worldview of the character. Unknown Armies doesn't have this problem. The magic schools are colorful and varied but there are very few social restrictions imposed upon the characters. This makes mixing and matching magic schools within a group fun and exciting rather than an exercise in rationalizing.