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** Iconomancers gain power from their devotion to celebrities... and by 'devotion', they mean that your magical charges will probably come with ''criminal'' charges for [[StalkerWithouACrush stalking]].
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* CessationOfExistence: Implied. Victims of Thantomancers (Adepts who gain power through ritualistic murder) cannot come back as [[OurGhostsAreDifferent demons]] or have their souls summoned by any means. The reason isn't explicitly stated but they ''were'' killed by a death-wizard...
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** Kryptomancers gain power from finding secrets and leaking harmful ones, but they can't auditorily tell anybody truths that the persons hearing didn't know or can reasonably assume to be true. So you'll have to either pretend to be mute and speak via signs and writing (text-to-speech being out of question), or be a pathological liar even when it comes to trivial things, along with avoiding direct answers, especially since others might be listening without your knowledge. Wanna tell your friends where you're holding your birthday party? Better have a map and some markers handy.

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** Kryptomancers gain power from finding secrets and leaking harmful ones, but they can't auditorily tell anybody truths that the persons hearing didn't know or can reasonably assume to be true. So You can get away with telling someone the sky is blue or that 2+2=4, but if you want to tell someone how your day went or the location of their birthday party, you'll have to either pretend to be mute switch SarcasmMode permanently on, write everything down, use sign language, or bring props and speak via signs and writing (text-to-speech being out be prepared for a game of question), or be a pathological liar even when it comes to trivial things, along with avoiding direct answers, especially since others might be listening without your knowledge. Wanna tell your friends where you're holding your birthday party? Better have a map and some markers handy.charades.



** Personamancers can impersonate other people, but must sacrifice their own identity to do so.

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** Personamancers can impersonate other people, people but must sacrifice their own identity to do so.



** Urbanomancers gain power from the city they live in. ''Only'' that city - if they leave, they're powerless. Oh, and if you see yourself as an observer of the city from the outside, then you can't use it's protection against elements, so you'll have to sleep on the streets or in a vehicle.

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** Urbanomancers gain power from the city they live in. ''Only'' that city - if they leave, they're powerless. Oh, and if you see yourself as an observer of the city from the outside, then you can't use it's its protection against elements, so you'll have to sleep on the streets or in a vehicle.
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* AddictionPowered: Narco-alchemists gain their minor charges by consuming mundane drugs, allowing them to then cast a spell.

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* AddictionPowered: Narco-alchemists gain their minor All Adept magic counts in a sense, since it requires extreme adherence to a self-destructive pattern of behavior, with your 'reward' being magic charges by consuming mundane drugs, allowing instead of a high. Dipsomancers, Narco-Alchemists, and Ustrinaturges are the most blatant about it, since their magic actually requires them to then cast a spell.consume addictive substances.
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* SelfHarmInducedSuperpower: Epideromancers are all about hurting themselves to gain magical power. Many of them start self-harming before learning epideromancy, rather than vice versa; some even spontaneously awaken their magical ability this way.
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** Kryptomancers gain power from finding secrets and leaking harmful ones, but they can't auditorily tell anybody truths that the persons hearing didn't know or can reasonably assume to be true. So you'll have to either pretend to be mute and speak via signs and writing (text-to-speech being out of question), or be a pathological liar even when it comes to trivial things, along with avoiding direct answers, especially since others might be listening without your knowledge.

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** Kryptomancers gain power from finding secrets and leaking harmful ones, but they can't auditorily tell anybody truths that the persons hearing didn't know or can reasonably assume to be true. So you'll have to either pretend to be mute and speak via signs and writing (text-to-speech being out of question), or be a pathological liar even when it comes to trivial things, along with avoiding direct answers, especially since others might be listening without your knowledge. Wanna tell your friends where you're holding your birthday party? Better have a map and some markers handy.
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* FaceHeelTurn[=/=]HeelFaceTurn: [[spoiler:One of the biggest events in 3rd edition is the Freak and the Comte de Saint-Germain switching places and inverting morality. The Freak is now an idealistic androgine that calls hirself the Human Eternal and is in charge of being the new First and Last Man (the only constant between universes), and the Comte is a [[GrumpyOldMan bitter, cranky old lady]] called Old Mother [[MeaningfulName Apocalypse]] who wants to make the current universe eternal and stop new ones from being created, by killing all of humanity if necessary.]]

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* FaceHeelTurn[=/=]HeelFaceTurn: FaceHeelTurn: [[spoiler:One of the biggest events in 3rd edition is the Freak and the Comte de Saint-Germain UsefulNotes/TheCountOfStGermain switching places and inverting morality. The Freak is now an idealistic androgine that calls hirself the Human Eternal and is in charge of being the new First and Last Man (the only constant between universes), and the Comte is a [[GrumpyOldMan bitter, cranky old lady]] called Old Mother [[MeaningfulName Apocalypse]] who wants to make the current universe eternal and stop new ones from being created, by killing all of humanity if necessary.]]



* GodWasMyCopilot: The [[spoiler:Comte De Saint-Germain]], immortal [[PhysicalGod uberpower]], [[SociopathicHero sadistic bastard]], and appearing in at least half the stock campaigns as a bit part, sometimes in simultaneous roles halfway across a state. Often provides DeusExMachina and DiabolusExMachina.

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* GodWasMyCopilot: The [[spoiler:Comte De Saint-Germain]], [[spoiler:UsefulNotes/TheCountOfStGermain]], immortal [[PhysicalGod uberpower]], [[SociopathicHero sadistic bastard]], and appearing in at least half the stock campaigns as a bit part, sometimes in simultaneous roles halfway across a state. Often provides DeusExMachina and DiabolusExMachina.
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* YourWorstNightmare: Oneiromancer blasts are all about this, which cause tangible injury to the victim in addition to making them suffer mental trauma.
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* ThePornomancer: There is a whole school of magic called Pornomancy, based on the rites of the Naked Goddess, a porn star who [[AscendToAHigherPlaneOfExistence ascended to the Invisible Clergy]] by fulfilling the archetype of the Woman Everyone Can Have But You. Pornomancers accumulate charges for their magic through ritual sex, recreating the roles the Naked Goddess played in her films, and can use these charges to do pretty much anything you can find on this trope's page. Beware though, this is Unknown Armies and every school of magic restricts its practitioners; if a Pornomancer has sex for love, enjoyment, or any purpose other than ritual, all of their magic is negated.
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* RocketTagGameplay: Invoked. Even for powerful adepts and avatars, being shot can easily OneHitKill you. [[UnexpectedlyRealisticGameplay This is because being shot can easily kill you.]] Less flippantly, the high lethality of combat is designed to push players to avoid it as much as possible- being in a serious fight, especially when an enemy has a gun, is an extremely dangerous situation to be in.
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* MagicalHomelessPerson: Quite common, since magic in the setting tends to go hand-in-hand with a worldview that diverges from baseline in ways that usually lead to living under a bridge and yelling at pigeons.
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* InUniverseFactoidFailure: In the second edition corebook, one cabal is a group of radical feminists trying to replace the Naked Goddess with their own creation, the Womyn. They know just enough about the Statosphere to be completely wrong. [[spoiler:First of all, to join the Invisible Clergy, you have to represent a concept the world recognizes as universal, like the Mother or the Hunter. There aren't ''nearly'' enough radical feminists for the Womyn to qualify. Even if there were, to ''replace'' a member of the Clergy, you have to represent a different facet of their concept, like the "bounty Hunter" replacing the "survival Hunter". If the Womyn ascended, she would do so ''alongside'' the Naked Goddess, not ''in place of'' her.]] [[ArsonMurderAndJaywalking Also, "pornos" was not the Greek word for "female slave", and isn't what "porn" is short for anyway]].
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Critical Research Failure is a disambiguation page


* CriticalResearchFailure: InUniverse, in the second edition corebook, one cabal is a group of radical feminists trying to replace the Naked Goddess with their own creation, the Womyn. They know just enough about the Statosphere to be completely wrong. [[spoiler:First of all, to join the Invisible Clergy, you have to represent a concept the world recognizes as universal, like the Mother or the Hunter. There aren't ''nearly'' enough radical feminists for the Womyn to qualify. Even if there were, to ''replace'' a member of the Clergy, you have to represent a different facet of their concept, like the "bounty Hunter" replacing the "survival Hunter". If the Womyn ascended, she would do so ''alongside'' the Naked Goddess, not ''in place of'' her.]] [[ArsonMurderAndJaywalking Also, "pornos" was not the Greek word for "female slave", and isn't what "porn" is short for anyway]].
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** Videomancers gain charges from watching TV shows. They have to catch ''every single episode'', even the reruns, or they lose their powers. If they're attached to more than one show (most are in order to maximize charges), and two or more are on at the same time, [[MortonsFork well, sucks to be them]]. If a show they're following gets cancelled, that ''also'' wipes their charges. [[ArsonMurderAndJaywalking They can't even get up during the commercials.]]
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* {{Deconstruction}}: The game plays with most of the tropes you see in modern fantasy games, but makes sense of them the most mundane ways possible. If they can change reality, why aren't Adepts in charge? Because the very nature of their power makes them loony, and the price they pay to work their miracles makes them as useful as a carefully chosen tool, only weirder. Why is magic falling behind technology? Because technology is just better, and more reliable. Why isn't the supernatural more widespread? Because it makes you batshit crazy, and you don't trust what batshit crazy people tell you.

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* {{Deconstruction}}: The game plays with most of the tropes you see in modern fantasy games, but makes sense of them the most mundane ways possible. If they can change reality, why aren't Adepts in charge? Because the very nature of their power makes them loony, and the price they pay to work their miracles makes them as useful as a carefully chosen tool, only weirder. Why is magic falling behind technology? Because technology is just better, and more reliable. Why isn't the supernatural more widespread? Because it makes you batshit crazy, and you don't trust what batshit crazy people tell you. Why is the Masquerade so well-enforced? It's not because of competing conspiracies, but because it's made mostly of small groups trying not to attract attention.

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* IntentionalHeartbreaker: Amoromancers are all about that, as genuinely falling in love or engaging in monogamy for more than a month will cause the adept to lose all charges. As such, while an adept could try to use polyamorous relationships for a steady trickle, most prefer to constantly cheat on their partners and break up with anybody who gets too suspicious.



* OtherworldlyAndSexuallyAmbiguous: The Mystic Hemaphrodite archetype is the embodiment of magick. It represents not just men and women, but other dualities as well: love and hate, war and peace, and killing and mercy. Notably, it's the only archetype in the game whose Avatars can ''also'' be Adepts without triggering the usual backlash... so long as the Avatar's chosen school is not one built on logic. (Entropomancy, yes; Kryptomancy, no.)

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* OtherworldlyAndSexuallyAmbiguous: The Mystic Hemaphrodite archetype is the embodiment of magick. It represents not just men and women, but other dualities as well: love and hate, war and peace, and killing and mercy. Notably, it's the only archetype in the game 1e and 2e whose Avatars can ''also'' be Adepts without triggering the usual backlash... so long as the Avatar's chosen school is not one built on logic. (Entropomancy, yes; Kryptomancy, no.)

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* {{Immortality}}: One goal to aim for; apparently, if Dirk Allen could ever get this for the Freak, the Freak would stop hating him so much...

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* {{Immortality}}: One ImmortalitySeeker: Before [[spoiler:becoming the Human Eternal]], this was implied to be the Freak's goal in life. The answer to aim for; apparently, if Dirk Allen the question "What could ever get this for the Freak, make the Freak would stop hating him so much...forgive Dirk Allen?" was "Immortality".



* OtherworldlyAndSexuallyAmbiguous: The Mystic Hemaphrodite archetype is the embodiment of magick. It represents not just men and women, but other dualities as well: love and hate, war and peace, and killing and mercy.

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* OtherworldlyAndSexuallyAmbiguous: The Mystic Hemaphrodite archetype is the embodiment of magick. It represents not just men and women, but other dualities as well: love and hate, war and peace, and killing and mercy. Notably, it's the only archetype in the game whose Avatars can ''also'' be Adepts without triggering the usual backlash... so long as the Avatar's chosen school is not one built on logic. (Entropomancy, yes; Kryptomancy, no.)



* RevolversAreJustBetter: Averted. Revolvers have all the flaws they do in real life (low ammunition capacity, bulk, and etc.), making pistols and, for that matter, automatic weapons far more usefull. Entropomancers love revolvers though. To their minds, what good is owning a gun if you can't play Russian Roulette with it?
* RhetoricalRequestBlunder: Less scrupulous (and less sane) Avatars of the Executioner have been known to interpret statements like "that guy really pisses me off!" as an excuse to murder someone- an Executioner can't kill anyone they haven't been ordered to by someone they consider an authority.
* RitualMagic: Certain rituals seem to be "baked in" to reality itself, allowing people who aren't Adepts or Avatars to get in on the sweet magickal action. Ritual spells are unreliable, can be difficult, and are usually pretty small potatoes compared to what Adepts and Avatars can sling around... ''but'', they do handily sidestep the whole "ruining your life to gain charges" thing.

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* RevolversAreJustBetter: Averted. Revolvers have all the flaws they do in real life (low ammunition capacity, bulk, and etc.), making pistols and, for that matter, automatic weapons far more usefull.useful. Entropomancers love revolvers though. To their minds, what good is owning a gun if you can't play Russian Roulette with it?
* RhetoricalRequestBlunder: Less scrupulous (and less sane) Avatars of the Executioner have been known to interpret statements like "that guy really pisses me off!" as an excuse to murder someone- someone - an Executioner can't kill anyone they haven't been ordered to by someone they consider an authority.
* RitualMagic: Certain rituals seem to be "baked in" to reality itself, allowing people who aren't Adepts or Avatars to get in on the sweet magickal action. Ritual spells are unreliable, can be difficult, and are usually pretty small potatoes compared to what Adepts and Avatars can sling around... ''but'', they do handily sidestep the whole "ruining your life to gain charges" thing. Using them is risky for Adepts, since it puts the lie to their belief that their path is the path of power; in particular, using any "charging" rituals ''always'' backfires and empties them instead.



* ShouldntYouStopStealing: Kleptomancers literally ''can't'. The Kleptomancy taboo is that going a week or longer without stealing somehow voids their charges. Most of them started as actual kleptomaniacs.



* SleepDeprivation: Oneiromants gain their charges through suffering from it, and one of their skills forces the target to briefly suffer the same lack of sleep as the adept.

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* SleepDeprivation: Oneiromants Oneiromancers gain their charges through suffering from it, and one of their skills forces the target to briefly suffer the same lack of sleep as the adept.adept. [[spoiler:The founder of the school, the Dyad, is a sort-of MindHive between a pair of twins; since one of them is always awake at a time, the Dyad ''never'' has to sleep, giving them an endless stream of charges. If the Dyad was ever forced to sleep, it's possible the entire school of Oneiromancy would self-destruct on the spot.]]



** SmokingIsNotCool: On the other hand, any use of the spells basically has a 1% chance of letting the GM screw you by supernaturally giving you cancer, leading to a quick death for any practicing adept. Fortunely, being diagnosed with cancer will give you a major charge, allowing you to cast a potentially world-altering spell.

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** SmokingIsNotCool: On the other hand, any use of the spells basically has a 1% chance of letting the GM screw you by supernaturally giving you cancer, leading to a quick death for any practicing adept. Fortunely, Fortunately, being diagnosed with cancer will give you a major charge, allowing you to cast a potentially world-altering spell.
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* PowerAtAPrice: Being an Adept means focusing your entire life around something to the point of insanity and strictly following a taboo against anything thematically opposed to your obsession, even (or ''especially'') at the cost of your normal life. Plutomancy, for example, is about ''gaining'' money, and losing too much money loses you power, so you can't ''spend'' any of that fortune you accumulate.
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* YourMindMakesItReal: Oneiromancer blasts will cause the victim to suffer nightmares, which will cause the victim to wake up (or die in their sleep) with real injury and mental trauma corresponding to the nightmare suffered.

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* YourMindMakesItReal: Oneiromancer blasts will cause the victim to suffer nightmares, which will cause the victim to wake up (or die in their sleep) with real injury and mental trauma corresponding to the nightmare suffered. However, if the Oneiromancer falls asleep first, the blast fizzles. Granted, Oneiromancers are ''very good'' at staying awake, but nobody can go ''forever'' without sleeping.
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** Bibliomancers gain power from owning books, the rarer the better. (Actually ''reading'' the books is optional - by a strict reading of the rules, you technically don't even need to be ''literate''.) All those books can get mighty expensive, especially if you're looking to do the more powerful spells.

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** Bibliomancers gain power from owning books, the rarer the better. (Actually ''reading'' the books is optional - by a strict reading of the rules, you technically don't even need to be ''literate''.) All those books can get mighty expensive, especially if you're looking to do the more powerful spells. You're also not allowed to ''ever'' give away or sell any of your books (unless you get a better copy - hardcover beats softcover, autographed beats unsigned - and then you ''have'' to get rid of the "worse" copy), so good luck finding room for all of the many, many books you accumulate.
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** Oneiromancers receive charges by suffering from sleep deprivation. Of course, this means being penalized on nearly everything you do, and even the briefest microsleep will taboo you. And while it's possible to compensate with coffee, completely removing the penalties will also taboo you.


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* NeverSleepAgain: Oneiromancer blasts will cause the victim to suffer from nightmares, possibly causing them to die in their sleep. However, it's possible to delay the blast by staying awake, and even win by endurance, thus avoiding the blast, if the adept falls asleep themselves.


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* SleepDeprivation: Oneiromants gain their charges through suffering from it, and one of their skills forces the target to briefly suffer the same lack of sleep as the adept.


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* YourMindMakesItReal: Oneiromancer blasts will cause the victim to suffer nightmares, which will cause the victim to wake up (or die in their sleep) with real injury and mental trauma corresponding to the nightmare suffered.
* YourWorstNightmare: Oneiromancer blasts are all about this, which cause tangible injury to the victim in addition to making them suffer mental trauma.

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** Amoromancers draw power from "lovin' 'em and leavin' 'em" - they're not called "heartbreakers" for nothing. This tends to leave a long trail of [[WomanScorned women (and men) scorned]] behind them. If the shoe is on the other foot, if ''they'' fall in love, their power is gone in a flash.



** Bibliomancers gain power from reading books, the rarer the better. All those books can get mighty expensive, especially if you're looking to do the more powerful spells.

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** Bibliomancers gain power from reading owning books, the rarer the better. (Actually ''reading'' the books is optional - by a strict reading of the rules, you technically don't even need to be ''literate''.) All those books can get mighty expensive, especially if you're looking to do the more powerful spells.



** Mechanomancers sacrifice memories to gain power, and there's only so many memories you can lose before you start having to sacrifice the ''important'' ones. And if you want to accomplish something that really changes the world, the price ''starts'' at the important memories.

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** Mechanomancers sacrifice memories to gain power, and there's only so many memories you can lose before you start having to sacrifice the ''important'' ones. And if you want to accomplish something that really changes the world, the price ''starts'' at the important memories. Optionally, you can incorporate unique and world-changing machines into your designs and not lose memories at all... but do you really think the Smithsonian is just going to ''let'' you walk out with the engine from the Wright Brothers plane?


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* {{Bookworm}}: Bibliomancy is the magic of books, with charges gained by collecting rare and valuable tomes. The thing is, it's the magic of ''owning'' books, not ''reading'' them - a bibliomancer is in some ways even greedier than the plutomancers.
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* BoomHeadshot: It's possible to do this with firearms. It doesn't increase the damage done (and may actually decrease it due to penalties), but it will instantly knock the target unconscious.


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** Headshots with firearms will also instantly KO the target, even if they don't die from it.
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* NoManGetsLeftBehind: Part of the taboo for avatars of the Captain, with respect to their crew.

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* NoManGetsLeftBehind: NoOneGetsLeftBehind: Part of the taboo for avatars of the Captain, with respect to their crew.

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* GoodOldFisticuffs: In the third edition, it's noted that using your default Struggle ability to fight means this. However, being very hardened to violence may raise the character's ability high enough that they could easily beat up those who have the appropriate combat identity.



* GunNut: Learning fulminaturgy is likely to make you this, as you have to be obsessed about the magic power of guns, and are encouraged to always carry one, with some adepts breaking taboo by exiting their home or vehicle unarmed. Ironically, those who view guns as a way to enforce civilization will be unable to shoot a human with a gun without breaking taboo

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* GunNut: Learning fulminaturgy is likely to make you this, as you have to be obsessed about the magic magickal power of guns, and are encouraged to always carry one, with some adepts breaking taboo by exiting their home or vehicle unarmed. Ironically, those who view guns as a way to enforce civilization will be unable to shoot a human with a gun without breaking taboo


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* TheManMakesTheWeapon: Comes into play with the rules for melee weapons, as you get +3 for each of the item being sharp, heavy, or big. As it all ties to the same Struggle skill/ability, any skilled fighter can defeat a less experienced one even with an absurd weapon.
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* YouKillItYouBoughtIt: Supplement ''Statosphere''. One of the ways for an Avatar to replace a Godwalker of their archetype is to kill them in a symbolically correct manner. For example, to replace the Executioner you would have to render them helpless and then execute them, preferably with an axe.

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* YouKillItYouBoughtIt: Supplement ''Statosphere''. One of the ways for an Avatar to replace a Godwalker of their archetype is to kill them in a symbolically correct manner. For example, to replace the Executioner you would have to render them helpless and then execute them, preferably with an axe. This doesn't work for all archetypes, though - killing the ''Peacemaker'' is obviously not going to work. ''Symbolic'' killing, however, works just as well - rip off the Merchant in a business deal and you're the new Merchant.
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* CoupDeGrace: Referred to as point-blanking in the rules. Notably, unlike most ways to kill people, it has an extremely heavy effect on one's SanityMeter, with inexperienced characters being way more likely to go completely insane about violence than to become numb to it.
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* LookBothWays: Can be [[InvokedTrope invoked]] by viaturges, cursing the victim to be struck by a car when they try to cross a road. However, this will happen regardless of the victim actually looking both ways, and the only way to avoid it is for the road to be completely abandoned.
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* {{Cap}}: All guns have a maximum amount of damage that they can do in a single shot, although some guns do more damage than one can ever do with a normal shot, and automatic fire removes the cap entirely.


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* InsistentTerminology: It's magick, not magic. The former is the real deal, the latter is what the guy does at the stage before an audience.


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* OneHitKill: Rolling a 01 in melee combat results in this, although you can choose to simply knock the target out if you're unarmed. With guns, meanwhile, you "merely" do the maximum damage, but this tends to be enough to instantly kill the average person.


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* ShotgunsAreJustBetter: Shotguns have extremely high damage caps, all while still having a decent range, making them well-suited to skilled shooters who would otherwise roll more damage than their guns can actually do.
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* AddictionPowered: Narco-alchemists gain their minor charges by consuming mundane drugs, allowing them to then cast a spell.


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** Narco-Alchemists can gain supernatural effects from mundane drugs, and create supernatural versions of them, but they're not protected from addiction or other negative effects. In addition, these drugs are highly illegal, and will get them arrested if caught. Oh, and if you ever take (or get forced to take) a mundane psychoactive drug, all the effects of your works, including permanent ones, will dissipate, so have fun satisfying your addictions.


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* PsychoSerum: The Mars Dust, a magical version of PCP made by narco-alchemists, is this, as it makes the user extremely strong and fit, along with being rather hard to kill. However, they will have a very powerful urge to murder anyone who pisses them off, and failing an attempt to resist this can result in serious damage to one's sanity.


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* SuperSerum: The significant works of narco-alchemy are this, granting supernatural abilities (or significantly boosting mundane ones), although they also have the mundane effects of whatever drugs they're based on.

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