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Postmodern Magick (Unknown Armies)
 
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Postmodern Magick (Unknown Armies) [Paperback]

John Tynes , Richard Pace


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Product Details

  • Paperback: 192 pages
  • Publisher: Atlas Games (Mar 8 2000)
  • Language: English
  • ISBN-10: 1887801812
  • ISBN-13: 978-1887801812
  • Product Dimensions: 27.7 x 23.1 x 1.5 cm
  • Shipping Weight: 522 g

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Amazon.com: 5.0 out of 5 stars (2 customer reviews)

9 of 10 people found the following review helpful:
5.0 out of 5 stars Gobs of 'crunchy bits', May 15 2000
By C. Paschall - Published on Amazon.com
This review is from: Postmodern Magick (Unknown Armies) (Paperback)
The best thing about Unknown Armies is that it has a detailed background that is so ripe for changing and interpreting on your own. The system is fast and free but also gives you plenty of solid rules to geek out on. Someone I know summed up UA by saying it was like "Call of Cthulhu but you can nuke the damn squid."

PostModern Magick is a great supplement! It gives you plenty of new schools of magic. It gives you some great supernatural creatures and items to use and abuse. Any UA GM worth his own salt should own this. If you have thought of picking up UA, now is the time. This book inspires a myriad of adventures and villains (Anhilomancy is sick). If you even remotely liked Lawyers, Guns, and Money buy this now.


6 of 6 people found the following review helpful:
5.0 out of 5 stars *Great* supplement, but original book is also necessary, Aug 17 2001
By S. "mediaddict" - Published on Amazon.com
This review is from: Postmodern Magick (Unknown Armies) (Paperback)
Unknown Armies is just so great to use as idea-fodder for any modern horror campaign you run, in any system. One of my favorite parts is the incredibly unique magic system (where players 'earn' magical charges by comitting acts centered around their school), and this hefty supplement (190 pages!) is crammed with new schools, spells, artifacts, the works. The new schools now virtually guarantee that there is a magical school that fits the style your player is looking for, and the artifacts can create fun launching points for new campaigns. Also, many of the new schools (Infomancy, Cryptomancy, Annihlomancy) seem tailor-made for NPC or GM plot-based characters to spice up chronicles, while other schools (Oneiromancy, Bibliomancy) represent cool new "non-traditional" schools with interesting ways to build, store, and use their magical charges.

I've always been least enamored of the specific pre-set spell sections, as one of the best part of the UA magic system is the fluidity and spontinaeity it demands of the players. Still, as a GM the formula section can help you flesh out your spellchucking NPCs without demanding too much on-the-spot creativity. The system for permanently learning spells, and the resultant negative effects on off-the-cuff spellcasting, are also a welcome addition.

Also, if you were planning on using this supplement to add a unique magical system into your current non-UA campaign, or just need alot of creative magical fodder, this supplement really requires the original book. While it's a very interesting read on it's own, the main UA sourcebook is really necessary to get the most out of it.

 Go to Amazon U.S. to see both reviews  5.0 out of 5 stars 

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