So
why use Unknown Armies?
Well, it's the most obvious question. UA, for all its strong points,
lacks the heavier armament of a game which can include flying saucer
dogfights. It doesn't even have the rules to cover them. Nor does it
have a system for psychic powers, and converting a disad/ad point-buy
system into a system without disads is always a risky proposition.
But I like it. It has the edge of deadliness to the combat system,
which is also a very nice and quick system. Advancement is simple,
skill lists amenable to great personalisation, and just about any
ability can be summed up as a skill. The madness meter is a good
replacement for the disadvantage medical traits. Influence is directly
convertible to the skill system, which allows me to retain the Cell
Creation setup - one of the things I truly prize from the original
system. The Zener Test setup, too, can be kept for Basic ESP and
grafted on without difficulty.
What does this actually mean for the way the game plays?
- You no longer get points for being a supernatural focus, or
corrupted. I know, it's terrible.
- Certain things are placed more firmly in the hands of the GM.
This is purely my personal preference, and it's me who did the
conversion.
- Psi-Trainings are gone. Instead, certain Disciplines have been
divided into levels using the Avatar skill as a model. This should
prevent Bio-PK cardiac arrest min-maxing, at the very least.
- In certain cases, tests will be easier. GMs are encouraged to
impose whatever modifiers they see fit in situations that require them.
- In certain cases, tests will be more difficult. Skills start far
lower in UA; early on, Influence tests could be very difficult. Give it
time, and they'll improve. Certain Strings require two successful
Influence tests for one or all of their uses; I suspect players with
these will be increasing their Influence as much as they can. That's
the way of it.
- The long and the short of it is that tests work differently. They
should still balance, though they may balance a little differently.
- I like the old psychotrons - the version from the core rules. The
alternatives in Shadows of the Mind are nice, but they don't fit my
mental picture of the word 'psychotron'. Accordingly, they're now known
as 'trinkets'. This name's a little harsh; however, I like it.
- Working out damage is far simpler, though a lot more variable;
even a plasma claw hit might do only two points of damage now. (Joe
Average has fifty). Or it might fry you alive.
- Combat combos, etc, are gone. UA has a lovely fast combat system;
we'll stick with that.
- The skill "I've got a shooter, pal" or variant thereof now covers
small arms, autofire, and possibly heavy weapons if your GM's generous.
- Similarly, the skill "Hurt the bastard" or variant thereof now
covers flailing with fists, making like Hulk Hogan, stabbing people
with knives and all manner of other close-up tomfoolery.
- Psychic powers have different limitations here - peruse the
Psychic Disciplines section and examine the Character Generation page
and you'll see how. Because they have these different limitations, I've
dispensed with Psi Points. I don't want psychics to rule the game; I
don't want them to be useless, either.
- Atlantean nanotech is now a skill, as is Psink and Void.
- Voids
are less resistant than they once were; Psinks are the same once the
skill hits 50%. Psychic Burnout is folded into Void; in a system like
UA, the
minor difference isn't large enough to be easily reflected, so whether
you're a burnout or a void is now a background matter only. These will
affect play, but hopefully not too badly. UA has a good record on
reflecting non-skills in the skill system, so don't worry too much.
- The same problem that means that UA can't reflect minor
differences also means that only two types of psychic are available;
Lesser and Greater. Latents just don't fit.
- There's no difference between skill types any more - again, UA
ain't built to reflect them. This shouldn't make too much difference.
- The Luck stat has gone. Sorry. On the other hand, there's no test
that relies on it anymore.
- Most negative traits are just gone. By all means throw them in as
background notes - your GM may well thank you for them. But you won't
get a bonus out of them. Again, that's just how the system works.
- As a final note: If you're truly insane, you can now add Unknown
Armies magical schools and avatars into the mix. I make no comment on
what that might do to game
balance. But a Saurian might be very perturbed by an automaton...