Character creation is closely wrapped up with world-building in Unknown Armies 3. The group (or cabal), its scenario objectives, and the places and people in the world they are most closely connected to are established collaboratively in an initial character phase.
This article presents a step-by-step guide to setting up a game and world with a coherent party of broken characters.
It expands on the collaborative method described in Book 2: Run and pulls in other key character creation and game setup steps, to help players and GMs walk through the entire process without missing anything crucial.
Step Zero: Getting Started
-
Establish Boundaries and Limits
Unknown Armies is a horror game that can go to dark and uncomfortable places. It should absolutely test the limits of your characters, but it certainly shouldn't push your buttons as players. Take time to establish the boundaries, limits and safety mechanisms of your game.
-
Gauge the Tone
While Unknown Armies can handle many types of horror, it's probably not a good idea to throw it all into the same game. Consider the tone and style of game you do and don't want early. These mark the boundaries and shape the landscape that will be explored during world-building.
-
Set the Stage
The stage is the framework of the campaign: "a loose collection of seeds for the GM to play with and the players to use as a wish list." Start collecting seeds to bring to the first session, at which the group will begin selecting and arranging them into the broken world they want to fix.
Step One: The Big Picture
-
Set a Cabal Objective
The first thing players and the GM do is to agree the type of challenge they want to face, and the specific objective they want to pursue initially. They'll set out a path with the key milestones they expect to hit as they go after it. This is the single most important part of the character phase.
-
Describe your Unnatural Trigger
Every character in Unknown Armies has an 'origin story' that describes how they came across the Unnatural. In this step, each player describes their character's experience. This is then translated into notches on their Unnatural shock meter.
-
Add and Connect New Elements
Each player in turn brings one new location or GM character into play. They then draw a line connecting it to either their own character or a different element that has been introduced.
-
Describe Your Obsession
Describe what your character just can't help but be obsessed about. This is the lens through which they see the world and the impulse that drives their actions. If their rage, fear and noble passions spin their moral compass, their obsession points to their magnetic north.
-
Add Your First Identity
Pick one identity at this stage. It should be really useful for indulging your character's particular obsession, and for pursuing the cabal’s objective. Describe some Of course I can examples and pick an ability it substitutes for.
-
Add and Connect One New Element (GM)
The GM adds a new character or location, and then defines a connection to it. It could be linked to another element or to any of the player characters.
Step Two: Get Plugged In
-
Relate to a Player Character
Pick another player character to fill one of your relationship slots (guru, mentor, protégé, favourite or responsibility). The starting value will be determined by the value of the upbeat ability of the shock meter that is associated with the relationship type.
-
Add another Identity
Add a second identity that defines what the character is, to the exclusion of other things they could have been.
-
Connect Two Elements
Each player connects two elements that are unrelated. One of them could be a new element. The link may be made to another PC with their permission.
-
Relate to the Cabal
Each player defines their character's position towards the cabal, adding it to one of their empty relationship slots.
Step Three: Dig Deeper
-
Harden Two Shock Meters
Choose any two shock meters (apart from Unnatural) and mark up to ten hardened notches between them.
-
Link to a Player Character
Draw a line between your character and one other player character. Describe the connection. It can be, but doesn't have to be, a relationship.
-
Determine Your Passions
Define rage, fear and noble passions that stimulate your character. Be clear about when they do and don't apply. Link the fear to one relevant shock meter.
-
Choose your Obsession Identity
Add any more identities you really want to take. Link one to your obsession to be able to flip-flop related checks.
Step Four: Foils and Fine Details
-
Harden Remaining Shock Meters
Mark up to ten hardened notches between the two shock meters that are currently unset.
-
Add Elements and Make Connections
Add a new character or location to the board. Make and describe a connection between any two elements (including player characters) now on the board.
-
Allocate Identity Points and Features
Select features for each of your character's identities. Set the starting values for each identity. Distribute 120 points between them all. Set your Wound Threshold.
-
Detail Supernatural, Avatar and Adept Identities
Clarify how your supernatural identities work. Work out your avatar channels or adept spells and charging rituals. Note any taboos. If you are an adept, you also get 8 minor charges.
-
Check Mental State
Count how many hardened notches your character has. Check for burnout (25 notches or two fully hardened shock meters). Mark failed notches (1 per 5 hardened notch, rounded up) and check for mental trauma.
-
Add Foils and Fine Details
Make sure your character has a name. Detail their appearance and mannerisms. Declare any personal goals, subplots and rivalries.