[UA] Varying skill costs . . .

Bruce MacMonkey McSpade greatbuthulhu at hotmail.com
Wed Mar 10 19:46:01 PST 2004


Luke,
This is why "trigger events" and strong GM interaction with the Players 
during character creation is so important.  Get the UA2 core book and you'll 
see.  Your accountant could be working for "Saucer Watch".  When he starts 
playing he's already evolved into an "occult accountant".

MacMonkey


>From: "luke p." <samizdatpublishing at hotmail.com>
>Reply-To: The Unknown Armies RPG Mailing List <ua at lists.unknown-armies.com>
>To: ua at lists.unknown-armies.com
>Subject: Re: [UA] Varying skill costs . . .
>Date: Wed, 10 Mar 2004 13:16:53 -0700
>
>Timothy Groth said:
>
>>Of course there is an obligation of the player to pick skills that aren't 
>>boring/safe.  That's the point of the whole making characters with high 
>>changes of survival in UA2.  Characters that are in little risk are 
>>boring, and have skills that reflect this.  If you take a skill you want 
>>to use it, obviously, but if you are taking things like Accounting you are 
>>not being cooperative.
>>
>This gave me an interesting idea. Start with a boring, normal person, an 
>accountant or office drone. But then they are introduced to the Occult 
>Underground, and what do they do? They change, they evolve.
>
>I guess I should tell you guys that I gotta be cafeful here. I found UA on 
>the Internet, fell in love, and have read a lot on this and on the website, 
>but I don't have the core rule books. Being a jobless high schooler in a 
>fairly podunk town can do that to you. And now I hear UA might be going out 
>of print. Time to scrape together some money, and get it while the 
>getting's still good. But my point is this...I'm not completely certified 
>for the rules, but I could possibly contribute.
>
>Anyway, the idea is this...people evolve. The things important to someone 
>before they enter the OU will be vastly different afterward. I'm thinking 
>of the quote from "Fight Club" along the lines, "After Fight Club, 
>everything else in your life got the volume turned down."
>
>So maybe the player sees the character as being some poor schmoe with an 
>Accounting 32% and other assorted "hobby" skills, but has never faced 
>anything unnatural, or fought for his life. As the campaign goes on, he 
>loses interest in accounting....those skill points transmute into other 
>skills. The exact nature of the transformation (1 to 1/2 point exchange, 
>tie the exchange to the madness meters, make the transmuted skills related, 
>like "accounting" into "mathemancy" or "bribe public official" or "cook the 
>books", etc.) could be left up to individual tastes.
>
>So, I submit to the list,
>Luke p.
>
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