It's about getting what you want.
Unknown Armies presents magick as it might exist in a world built out of crime friction and secret histories, as twisting wrinkles in reality created by greater and greater risk, sacrifice, and obsession. Unknown Armies asks, what would you risk to change the world? Your friends? Your family? Your health? Your sanity? Magick finds a way to ask the very most from you, until you achieve what you want or you are left with nothing.
It's about being relentlessly, hopelessly human.
Book One: Play is the book for players. It details:
- Obsession and identity.
- All of the rules for resolving actions.
- The central shock gauge mechanic.
- How to avoid fights, and how to deal with them when you're dragged into them anyway.
- The magick of adepts and avatars.