Unknown Armies Third Edition Book One: Play
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Atlas Games
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Unknown Armies Third Edition Book One: Play
- AN OCCULT GAME ABOUT BROKEN PEOPLE CONSPIRING TO FIX THE WORLD.
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. Read more
Frequently Asked Questions
Is this the complete rulebook or do I need other books to play?
Book One: Play is the core player rulebook with all essential rules for running characters and resolving actions. You'll also need a Game Master with Book Two: Run to lead sessions, and Book Three: Magic for deeper occult system details.
What's the shock gauge and how does it work in play?
The shock gauge is the central mechanic that tracks how your character reacts to horrifying or reality-bending events during play. It measures psychological impact and affects your character's stability and abilities as they witness the occult.
Can I play a character without using magick?
Yes. Unknown Armies is about broken people conspiring to fix the world—magick is one tool some characters use. The book covers both mundane skills and magick systems for adepts and avatars, so you can build characters that focus on non-magical approaches.
What kind of game is this—fantasy, horror, or modern day?
Unknown Armies is set in a secret modern world where magick exists as twisting wrinkles in reality, rooted in crime, friction, and hidden history. It blends contemporary settings with occult conspiracy and psychological horror rather than traditional fantasy.
What's included in Book One: Play?
This book covers obsession and identity systems, all action resolution rules, the shock gauge mechanic, combat and conflict avoidance guidelines, and the magick rules for adepts and avatars.
Is this a beginner-friendly game or for experienced RPG players?
Unknown Armies is designed for players willing to explore character obsession and moral compromise. While experienced RPG players will find it natural, new players can learn it—though the psychological and conspiracy themes work best with a group comfortable with darker storytelling.
