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Mods - 2. page

House Rules for the Merchant

The second channel of the Merchant looks like it would be terribly easy to abuse, here are a few rules to tone it down a bit, so merchants won’t completely […]

ashwood |

Various Combat Odds and Ends

Double and Triple Tapping, Matched Firearms Successes, Shields and Armour. Double and Triple Tapping Multiple ranged attacks are not split-up like HTH attacks. Instead, you can only use up to […]

Michael Keenan |

Flexible Magic Mod

This modification adapts Buffy-style magic mechanics to the beautifully deranged world of Unknown Armies. While I believe the UA magic system adds flavor to the game and feels appropriate for […]

darkthorn |

Whirlwind Tutelage

A set of house rules for learning and starting adepts. Purpose These house rules come out of some stuff that came up during a few games I was running: 1. […]

TedPro |

Initiation

Adapting the Shadowrun rules for magical empower to UI. Most would think it silly. Chanting in a dark room filled with mirrors and feeble flickering candles looking from dark secrets […]

PRIMER |

Chainsaw Damage & Use

A more realistic, unforgiving variant on the slasher’s weapon of choice. The UA core rules (2nd ed.) state that a chainsaw garners a +9 damage bonus to melee damage rolls. […]

Dungeon Maestro |

Multiple attackers

It’s hard enough fighting off one attacker. When three are taking turns rearranging your face, it gets harder. Real life isn’t like Final Fantasy. If you’re being attacked, your assailants […]

Shatterfreak |

UA tweaks for Delta Green freaks

Sanity damage, a new paradigm for the Paradigm skill, pregenerated Stress Checks, and deterministic initiative. The tweaks I made to the UA/Delta Green game I ran focused on four elements […]

Angle |

Magick with Tears

Makes Authentic Thaumaturgy more available, but gives it some painful repercussions. After reading the replies in this thread of mine on RPG.net, I decided to write up a version of […]

Mr. Sluagh |