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Unknown Armies - archetypes collection - page 1

The Alien

Author: Rob Keck

Attributes
The alien is the aberrant, the anomalous, the deviant aspect of humanity, that just does not fit.
Over the years, he came in any of a myriad manifestations, but all of them have the single trait
in common of being unable to fit in with anything. Even others like him. He represents all that
is shunned and different from that which is normal. The Alien is an abomination and only
exists to balance perfection with imperfection.

Symbols
The Duck-Billed Platypus, The Leper, The Vampire, are all symbolic of that which is
unnatural, and deviant from the normal.

Suspected Avatars in History


John Marrick (The Elephant Man) is one. Anyone who has been persecuted for being
different.

Channels
1%-50%: At this level, you may strike fear into the hearts of any who look at you, and cause
others to shun your presence. Just roll your Avatar: Alien skill, and gain the fear of any who
gaze upon you with success. Failure will result in a violent reaction to your presence.

51%-70%: Rejection is prevalent in a dense aura surrounding you, and any time you are
contained in one area for too long, you may make an Avatar: Alien check to be effectively
ejected from it in whatever way reality dictates.

71%-90%: If you make a Soul check against someone else's Mind Stat, you can instill a deep
fear and loathing of themselves for their predjudice. Failure will result in a fear and loathing
of you. It cannot be said how the victim of this will be affected, but the GM should think of
something appropriate, like a level seven Self check.

91%+: Nobody or anything can keep you. Any successful Avatar: Alien roll you make can
allow escape from anything. Or instill a fear of you so great that nothing can cause them to
take ANY action towards you, good or bad. Your death will prevent this however, as that is
the one thing that NO ONE can escape from.
Unknown Armies - archetypes collection - page 2

The Boogeyman

Author: Jared Sorensen


i did it before and i'll do it again
another time, another way to pay
they'll lose their children 'cause i'm now back again
they don't notice the way i'll make them insane

- project pitchfork, "requiem"

Attributes
The boogeyman is the living embodiment of all that children fear. the dark, abandonment, evil
clowns...all these things are the meat and drink of this nightmarish creature. although not
inherently evil, the boogeyman serves as a constant reminder to children that monsters are
real. those that can defeat the boogeyman are one step closer to conquering their own fears
(especially the most potent fear; the fear of growing up).

Despite it's name, the boogeyman need not appear as a red-eyed, razor-toothed apparition. he
is the creepy old man that lurks near the playground, the juggler who offers balloon animals to
the brave little boys and girls. he is as sinister as he is seductive, beguiling those who dare
stray from the straight and narrow path. for that is the boogeyman's true purpose: to separate
the weak-minded and weak-willed children from the clever and confident.

Not limited solely to children, the boogeyman is also a threat to those who have grown up but
have not gotten over their childhood fears. for these unlucky souls, the boogeyman is even
more terrifying...because they know that he isn't real -- and that's where he draws his greatest
power. Taboo: the boogeyman is the sum of all childhood fears and although he can threaten a
child with every conceivable torture under the sun, he cannot harm actually him. he is under
no obligation to protect children, nor is he prohibited from allowing harm to come to them. he
just cannot commit any physical act that would endanger their safety.

It is also against the boogeyman's nature to reveal his true identity. he is the threat in the
shadows...nothing more, nothing less.

Symbols
The dark, flickering shadows, candy apples and razor-blades, half-open bedroom closets,
creaking stairs, thunder and lightning, clowns, shiny silver dollars, balloons, morbid nursery
rhymes. animals associated with the boogeyman are snakes, spiders and worms (and anything
else that's creep or crawly).
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Suspected Avatars in History


Because of the secretive nature of this archetype, many avatars only exist through folklore and
legend. avatars of the boogeymen seem to have histories recorded solely through literary
sources: the pied piper of hamlin, pennywise the clown and even willy wonka seem to
represent this being in various popular stories. in the real world, the most famous person
suspected to be an avatar of the boogeyman is none other than john wayne gacy. of course, his
rise to ascension was cut short by his darker appetites...

Channels
1%-50%: with a successful avatar: boogeyman check, the boogeyman can create minor
unnatural phenomena (as described in the unnatural section of ua). common tricks include: the
sound of footsteps climbing a creaky staircase, lights flickering on or off, heavy breathing that
comes from everywhere and nowhere and the perennial favorite, causing patches of urine to
appear on a child's mattress.

51%-70%: the boogeyman is now able to conceal his true appearance from children with
illusionary disguises. he can appear as anything from a sinister clown to his victim's long-
dead grandmother. the boogeyman cannot mimic the appearance of someone that the victim
knows well and no matter what the disguise, he always looks normal to adults (adults who
haven't yet gotten over their childhood fears can still be affected).

71%-90%: with this level, the boogeyman gains the ability to disappear from plain sight.
children are still able to see the boogeyman out of the corner or their eye but adults will be
totally unaware. the boogeyman may also be seen in reflected surfaces.

91%+: you can now travel extremely quickly between bedroom closets and underneath beds
by warping time and space. provided you know where you're going, you can travel 100 miles
in about about one minute. example: willy the local ice-cream man, an avatar of the
boogeyman, is in california and wants to visit another of his "special friends" in boston before
the sun comes up. he slips into the shadows under little rebecca's bed and a half-hour later,
emerges in little tommy's room in massachusetts.
Unknown Armies - archetypes collection - page 4

The Doppelganger

Author: Kevin Mowery

Attributes
The Doppelganger is the thief of identity. Medieval tales of fetches and changelings are
probably based on half-remembered echoes of the Doppelganger, or on its avatars. This
archetype was in decline for some time but is becoming more powerful with modern worries
about human cloning and electronic identity theft.

Taboos
Avatars of the Doppelganger spend their lives trying to be someone else. Their own true
identities are closely guarded secrets. An avatar can never reveal his true identity to anyone
and must take any necessary actions to prevent its discovery.

Symbols
The traditional symbol of the Doppelganger is the mask. Other symbols include the white egg,
the question mark, dark glasses, and the sheep.

Suspected Avatars in History


The earliest recorded avatar of the Doppelganger in the historical record is "Martin Guerre".
In recent history, Doppelganger avatars have been responsible for the multiple Lee Harvey
Oswalds seen in various places prior to the Kennedy assassination. Sightings of rock icons
Jim Morrison and Elvis Presley after their deaths are probably also the work of Doppelganger
Avatars.

Channels
1% - 50%: The character can add his (or her) Avatar: Doppelganger skill to any disguise skill
when impersonating a member of a group. [Example: John Doe wants to infiltrate a biker bar.
He can't get in normally, being something of a milquetoast, but he is an avatar of the
Doppleganger, with an Avatar skill of 35% and a Disguise skill of 40%. He has a 75% chance
of disguising himself as a generic biker. If he wanted to masquerade as a specific biker, he'd
only get his disguise skill of 40%.
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51% - 70%: The character becomes a cipher. Any attempts to locate, identify, or track down
the character are reduced by his Avatar: Doppelganger skill. The universe conspires to hide
the Doppelganger's avatars. This ability cannot be turned off at will--avatars of the
Doppelganger are often surprisingly lonely people. [Example: John Doe is sloppy and leaves
his fingerprints at the scene of a crime. He now has an Avatar: Doppelganger skill of 55%.
The police must make checks at -55% to lift his fingerprints, and must make Mind rolls at -
55% to identify them. (A computer would have a 100% chance to identify John Doe's
fingerprints if they are on file, so it now has only a 45% chance.) Assuming they can find a
witness to the crime and get John into a line-up, the witness must make a Mind roll at -55% to
identify John as the perpetrator.]

71% - 90%: If the character can initiate flesh-to-flesh contact with another human being, he
can magickally change into a physical replica of that person. An avatar may keep one form in
his memory for every full 10% of skill in Avatar: Doppelganger. After that, he must lose
forms to memorize new ones. No special knowledge or abilities are transferred, and the avatar
retains his own physical statistics. [Example: John Doe has been working very hard at his
Avatar: Doppelganger skill and is now up to 80%. He goes to a political rally and gets to
shake the hand of a presidential candidate. Later, he wants to smear the candidate, so he
changes into that person and proceeds to live it up in several Nevada brothels. He's arrested
(again) and questioned. His physical disguise is perfect, but he doesn't know anything about
the candidate's personal life.]

91% +: The physical transformation now includes the target's Body and Speed statistics (even
if they are lower than the avatar's). The avatar gains access to the target's memories, but not to
any skills or special abilities. These memories disappear as soon as the disguise is dropped.
Any forms that were gained when the character's Avatar skill was below 91% have no
memories or statistics attached and must be re-memorized to gain the higher effects of this
level. [Example: John Doe needs to break into a computer system. Masquerading as a security
guard in the office building where the system is housed, he manages to meet and shake hands
with the computer programmer. Later that night, he transforms into the programmer. He
remembers all of the passwords that the programmer himself knows for getting into the
computer, but he could not program a different computer, as he doesn't pick up the skill.
While getting into the computer, his house is broken into by Alex Abel's hitmen. The
computer programmer's body is nearly useless in a fight, so he changes to his own, which is
not much, but at least it's better. In order to remember the passwords, he'll need to become the
programmer again.]
Unknown Armies - archetypes collection - page 6

The Fisher King

Author: Aaron Stimson

Attributes
The Fisher King is a powerful figure of man's nobility even during helplessness. He
symbolizes perseverance of spirit, and yet also an example of the need of all men for
something they cannot find themselves. The Fisher King must proceed through the full cycle
from greatness to downfall to redemption.

The Fisher King begins serving a higher authority. This authority might be a belief system
(Roman Catholicism or Environmentalism), a 'liege lord' (Alex Abel or Randy Douglas), or a
code (the code of Chivalry or The Way of the Samurai). The Fisher King dedicates his life to
this authority, and will serve it unflaggingly, much like The Knight.

Taboo
The Fisher King may not give up his higher authority. If The Fisher King resists the dictates
of his authority he risks the very foundation of his being. To go willfully against the higher
authority is to risk completely one's role as The Fisher King. If The Fisher King loses his
higher authority, he must either choose the next closest authority, chose the defeater, or loose
his calling. (i.e.. The Fisher King follows Randy Douglas as a higher authority, but Randy
Douglas is killed. The Fisher King may then choose to follow Darla Cooper (Randy's
Successor), Alex Able (Randy's defeater), or loose his calling. In this case, The Fisher King
might also consider the stated goals of TOSG to be the next closest authority, instead of Darla
Cooper.)

The Fisher King may never reject a direct challenge. He may avoid a conflict before it
happens, but he may not flee it. Just because The Fisher King may not avoid a direct
challenge does not mean he need fight to the death. The Fisher King may attempt to parley,
set limits to the conflict, make concessions, or surrender. If his opponent will not except these
conditions, though, The Fisher King may consider his duty done and retreat. The main
exception to this is The Fisher King second ability.

The Fisher King may never abandon any sworn companions. He is quintessentially loyal and
may not backstab acknowledged allies.

Symbols
Until the third ability is used, the Fisher King's symbol of his authority is a strong focus. A
sword, lance, or spear, may also symbolize the martial role of the Fisher King, as does a
shield or armor blazoned with the device of The Fisher King. (A Kevlar Vest visibly
displayed with embroidered coat of arms might count.) More symbols may be gained after the
third ability.
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Suspected Avatars in History


Bron, Brother of Joseph of Arimathea, and Bran, son of Baen

Channels
1-50%: Choose a quest and name a skill to you complete your quest, then make an
Avatar:Fisher King roll. If you succeed at the roll, you may flip-flop all rolls made with the
skill while in direct pursuit of your quest. Once you solve your quest you may attempt this
again with a different quest, but you may only attempt this with one skill per quest. Similarly
you may only take up one quest at a time. If you fail with one skill, you may try again with a
different skill, but you may not re-try with the same skill ever.

If you ever give up your quest you may never make an Avatar:Fisher King roll with that skill
again, ever. Furthermore, you may not choose a new quest and skill until you either complete
or give up your current quest. Abandoned quests may never be retaken.

51-70%: With a successful roll of Avatar:Fisher King, the Fisher King may issue a personal
challenge. This may occur during any conflict, and the particulars will be determined between
the Fisher King and the leader of his foes. The foe leader chooses weapon and The Fisher
King chooses degree. Both mush negotiate terms to their satisfaction, but agreement must be
met. If the Fisher King wins, his side will be considered victors, and any spoils or rewards
will go to his side. If his opponent wins, his opponent's side will take any spoils or rewards
relevant. During the personal challenge no one else may interfere or intercede, on either side.
If someone attempts to, s/he will need to roll a rank 8 Self check against a sense of betrayal of
all that's held dear. This challenge holds until spoils are given. (Example 1: After pursuing a
murder cult, The Fisher King's company bursts in in the middle of a ritual. The Fisher King
rolls against his Avatar:Fisher King 65% and succeeds with a 47. He challenges the cult
leader (leader of his foes) to combat. The cult leader stipulates weapons (knives) and the
Fisher King names degree (first blood). After some debate The Fisher king agrees to allow the
cult to leave safely if he succeeds, minus their captives of course. If the cult leader wins,
however, it is agreed that the Fisher King will remain with the cult as a hostage until the cult
receives a ransom from the Fisher King's companions, and a vow of immunity from further
retaliation. Combat proceeds as normal) (Example 2: The Fisher King has been sent by Alex
Able to retrieve the soul of an entropomancer that Able had hoped would kill Dirk Allen. The
Fisher King stumbles across Allen at a dive, and after a successful roll on Avatar:Fisher King,
issues Allen a challenge. Allen stipulates weapon (Vodka Shots) and the Fisher King
grudgingly names degree (who can stand after 10 shots). The two agree that if the Fisher King
wins he may claim the soul as his prize. If Allen wins, however, Allen my demand a service
(undetermined) of the Fisher King.) (Note: If the Fisher King is on a quest and the challenge
is based on the quest skill, he may still use the flip-flop during the challenge.) If the Fisher
King is challenged to Magick combat, he may use his Avatar:Fisher King as defense (but not
attack). He may do this once a day. 71%-90%: The Fisher King may survive a Mortal Blow in
combat. If an attack should kill the Fisher King, he must immediately roll under his
Avatar:Fisher King. If he succeeds, his wound points are reduced to 1, but he may not be
injured again for that combat. (The Fisher King may still suffer Violence, Helplessness, or
other appropriate checks due to trauma). This is also the beginning of the fall from greatness
for the Fisher King. After this combat he is capable of receiving normal medical attention, but
Unknown Armies - archetypes collection - page 8

he will be unable to heal his last wound point (his Fisher King Wound). Beyond that, The
Fisher King will receive a -10% skill shift for all skills (except: Avatar:Fisher King) but his
lowest non-combat, non-occult, non-interaction skill. This is due to the never ceasing pain he
experiences. The non-shifted skill becomes his Fisher King skill. Whenever he performs that
skill the pain is lifted. Within an hour of performing that skill he may use any other skill
normally. Note that The Fisher King need not succeed at the skill, but merely perform it.
(example: Lance's lowest non-combat, non-occult, non-interaction skill is Driving: 15%.
Whenever he is driving, he loses the skill shift negative, and within an hour of driving he may
use any other skill as normal. In essence, Lance is now the Driver King). Any historical
symbol that relates to the Fisher King skill may change that shift to -5%. (Example: Lance
later happens upon the original Edsel Ford drove. Stealing the hood ornament, he fashions a
necklace with it. While he has his new necklace on he only suffers -5% to his skill rolls). The
Fisher King effect may only be healed by a certain natural artifact (the Sang Real, a blood red
stone rumored to have been placed in the mythical artifact the Holy Grail). Fisher King may
not seek the Sang Real. It may only be brought to him, and not by his request. (Though he
may make it known among his sworn companions that the Sang Real might cure him.) The
Fisher King Wound does not stop him from gaining more in his Avatar:Fisher King skill, nor
does raising his Fisher King skill change if it is raised. (Example: Lance increases his Driving
skill to 30%, which is above his General Education of 25%. Though his General Education
skill is now his lowest non-combat, non-occult, non-interaction skill, his Fisher King skill is
still Driving, since that was the lowest skill when he was mortally wounded.) This ability will
only be used once.

91%+: If Wounded: The Fisher King may share the pain of his wound with others. On a
successful Avatar:Fisher King the person whom he chooses immediately suffer a -10% to all
rolls, permanently. Unlike the Fisher King, they may have no relief from this pain, and for
because of this unnatural and intense pain they must make an Unnatural stress check Level 5,
and a Helplessness stress check Level 5, and a Self stress check Level 5. Each day afterwards
the cursed person suffers a Level 3 stress check to Unnatural and Helplessness. This pain will
only end when the Fisher King's pain is relieved. This ability may only be used once per day.

If Cured: The Fisher King may command. If her rolls a successful Avatar:Fisher King
everyone who can hear him must roll under their spirit with a -30% shift. If a person fails,
they must obey the command he utters. (Note: This power may not force a person to go
directly against their nature, but if there is any way the person can perform the command, they
will. They may follow it literally or figuratively, but it must be obeyed if at all possible.) This
ability may be used once a day.
Unknown Armies - archetypes collection - page 9

The Good Soldier

Author: Eamon Honan

Attributes
The Good Soldier personifies the spirit that keeps ordinary men together in brutal
circumstances. He is the essence of comradeship, of the small kindnesses exchanged between
people in grim situations that make survival possible. The Good Soldier is a hero, but a quiet
one. He‚s a normal guy who watches out for his buddies and does his duty. He keeps their
spirits up and makes sure everybody gets home. The Good Soldier is typically a military man
(and very rarely an officer), but can also be a part of group that is continually in danger and
that has to band together and fight it to survive. Avatars of the Good Soldier occasionally crop
up amongst cops, firefighters and rescue workers.

The Good Soldier while a good man, rarely questions authority that commands him. He is
usually so wrapped up with the survival of his friends that he does not analyse the politics or
the intentions of his superiors. The Good Soldier can never take part in an atrocity, but he can
be led into an unjust war without realising it because his view of it extends as far as his own
foxhole and the few hundred metres of ground before it. There were avatars of the Good
Soldier amongst Hitler‚s Panzer Grenagiers and the US Light Infantry in Vietnam.

Taboos
The Good Soldier can never do anything that would betray his friends. He must never leave a
man behind. Sometimes, he is forced to make a choice between the survival of one man and
the survival of the group. He invariably goes with the survival group, but he is later wracked
with guilt.

While violence is an intrinsic part of his nature, the Good Soldier does not hate his enemy. He
must never take part in atrocities, demonstrations of hatred or the killing or torturing of
civilians or prisoners. He cannot kill in cold blood except with mercy killings being a rare
exception. Committing cold blooded murder or an atrocity would cause the avatar to lose 10
to 20 points of Avatar: Good Soldier, if not lose the skill altogether, depending on how
appalling the act was. The Good Soldier cannot allow his comrades to take part in such
activities either. If a man does commit an atrocity, he is no longer counted as a friend for the
purposes of channels and is unlikely that he will remain in the Good Soldiers company for
long.

The Good Soldier has a great ability to inspire loyalty and devotion in the men that serve with
him. In peace time the avatar can always count on old army buddies to help him out. The
Good Soldier must never misuse this loyalty and must always act in his friend‚s best interests.
This does not necessarily mean doing what they want, but doing whats good for them in the
long run. Also, his old army buddies come looking to him for help at least as often as he goes
looking to them. With this power comes responsibility.
Unknown Armies - archetypes collection - page 10

Symbols
The Good Soldier is represented by the symbols of simple endurance and comradeship. The
heavy backpack, the battered tin helmet and well worn marching boots are all symbols of the
good soldier. In recent years he has become associated with mess tins, particularily when
they‚re full.

Suspected Avatars in History


The Good Soldier has had thousands of Avatars over the years, the vast majority of them were
called "sarge". Siegfreid Sassoon was almost definately an avatar of the good soldier, lost it
and then regained it just before he was killed. Spike Milligan was an avatar of the good
soldier for a short time. Most of the avatars of the good soldier were perfectly normal guys,
which is kind of the point.

Channels
1 - 50%: An Avatar: Good Soldier roll can also be used to "find" some material comfort that
can be shared with the group to raise their spirits in a time of trouble. Nothing major, a
thermos of hot coffee or a few packets of cigarettes are the limit of it, but small things mean a
lot. The Good Soldier may also count any BOHICA on a firearms roll as a miss rather than a
jam. A good soldier always keeps his rifle clean. The Good Soldier avatar may add his Avatar
skill to his charm when dealing with members of the rank and file, this does not work on
anybody with a rank higher than private.

51 - 70%: At this level, you can inspire your comrades. You may make an Avatar: Good
Soldier roll to allow your buddy to reroll any failed stress check on Helplessness, Violence or
Self. You must be able to comfort your friend or at least encourage them with a few quick
words within a few minutes of them failing the check. This may be coupled with the small
material comfort effect of the previous channel if the Avatar so wishes (no extra roll
required).

71 - 90%: The Good Soldier can make an Avatar: Good Soldier roll to allow one of his
friends to reroll a check that resulted in their death. The Good Soldier must be able to come
up with some rationale for how he managed to save his friend, like yelling a warning about a
trip wire, leaving his mess tin out so Johnson tripped over it thus escaping the snipers bullet,
etc. This can only be done once per day.

91%+: The avatar may make an Avatar roll once per day. If successful, all attacks on the
group are affected by a minus ten negative shift for the rest of that day. The group cannot
number more than a platoon (about 30 guys). To avail of this bonus, the Good Soldier must
know each man under his command, what their names are, whether they have kids, are
married, etc.
Unknown Armies - archetypes collection - page 11

The Gunslinger

Author: Jared Sorenson

Attributes
The gunslinger is the lone hero, wandering the land, defending those unable to defend
themselves. an enigmatic and laconic individual, the gunslinger rose to its current archetypal
power during the nineteenth century, when tales of the old west and its unbreakable codes of
survival and honor sparked people's imaginations. the gunslinger's roots go far back in
history, from the ronin of feudal japan to the knight errants of medieval europe. some say that
the mythic heroes of ancient greece also embody the ideal of this questing warrior. even in
modern times, this romantic figure has not gone out of fashion. indeed, tales of caped
avengers protecting the city and its citizens from harm reasonate with the gunslinger's
undertones.

The gunslinger need not wield a gun to carry out his duties. as mentioned above, his mythic
status was established long before the western expansion of america. he embodies the warrior
ideal: strong, proud, honorable and compassionate. In fact, the gunslinger is often linked with
another archetypal figure; that of the orphan. as a role-model and authority figure, he often
becomes a father-figure to the orphan...eventually training him in the ways of battle so that
someday, he may have a successor.

Taboo
The gunslinger is a champion of the oppressed and may never, either through action or
inaction, allow an innocent to come to harm. also, he cannot ever retire from his position as
defender (the only exception is when he passes on his mantle to the orphan).

Symbols
The most potent symbol of the gunslinger is himself. the tall, silent, brooding man with the
cold eyes and the gravelly whisper of his voice. the other symbols of the gunslinger are
whatever items he has adopted in his pursuit of justice: a cape or mask, a revolver, silver
bullets, a fedora, his steed (anything from a white stallion to a harley-davidson motorcycle).

Suspected avatars in history:


The noble gunfighter of dime store novels or the masked crime-fighter of tabloid news. Older
avatars include the green knight, the ronin of feudal japan and even mythic greek heroes like
heracles or perseus. Batman, mad max and zorro are all fictional examples of the gunslinger.
Unknown Armies - archetypes collection - page 12

Channels
Note: the three gifts described below will not magically come into the character's possesion.
he must either seek them out or have them granted to him by another person. acquiring these
gifts is not without expense, hardship or danger (his "steed of virtue" a vintage motorcycle,
may currently be in the collection of a powerful drug-trafficker) but he will eventually find
out where they are and intuitively know that they are his ("can you loan me a few hundred
bucks? I saw a biker jacket in the window of that store that I really got to have...").

1%-50%: at this level, the gunslinger gains the first of the three mythic gifts: the armor of
truth. the armor may take any shape: a mask and cape, a sherriff's badge, a leather jacket or
even actual armor. in any case, it embodies the gunslinger's status as a champion of justice.
when wearing the armor of truth, the gunslinger's social skills may be substituted with his
avatar: gunslinger skill. this ability can only be used to command admiration, respect or fear
and may not be used in a seduction-type situation.

51%-70: the gunslinger is bequeathed the second gift: the sword of justice. in these modern
times, the sword typically manifests as a firearm (but a sword or some other weapon may be
used if it fits with the gunslinger's persona). when wielding the sword of justice, the
gunslinger may flip-flip the damage he receives when hit by gunfire.

71%-90%: the gunslinger is granted the third and final gift: the steed of virtue. while the
original gunslinger avatars did ride horses (winged horses), the modern avatar makes due with
a tricked-out sports car or motorcycle. while in control of his steed (ie: driving), the
gunslinger gains strength and confidence, allowing him to flip-flop any roll he makes.

91%+: the gunslinger literally becomes the man with no name. all records, both physical and
electronic, of his existence vanish into thin air. everyone on the planet becomes aware of his
presence, yet no one can remember any specific details. from now until the day he dies, he is a
man of legend. it is at this level that the orphan will be drawn to the gunslinger's side.
Unknown Armies - archetypes collection - page 13

The Killer on the Road

Author: Kevin Mowery

Attributes
The Killer On the Road is the embodiment of meaningless, random violence and death. This
is the archetype of the thrill-killer and the serial murderer. Sudden and pointless murder are
the forte of the Killer On the Road.

The Killer On the Road is not driven by a psychological need to hurt or murder other people.
Obsessive love, sex crimes, and murderous stalking are the domain of other archetypes. The
Killer On the Road kills because he can.

Taboos
All avatars of the Killer On the Road must commit at least one random, opportunistic murder
every seven days, beginning from the time of the last required murder. This murder cannot
further any purpose for the character and it does not count toward any abilities the character
may have that are fueled by murder.

Symbols
The darkened road, the knife, and the skull and crossbones are the symbols of the Killer On
the Road. More modern symbols include the hockey mask and the chainsaw.

Suspected Avatars in History


The Killer On the Road is a fairly recent archetype, believed to date back to the beginnings of
the 17th Century and the murderous Sawney Beane clan. Sawney Beane was a Scotsman who,
with his wife and his huge incestuous family, lived in a cave and killed and ate travellers who
crossed his path. The murderous Native American known as Quejo who killed in the late 19th
and early 20th Centuries was also an avatar, as was Charlie Starkweather.
Unknown Armies - archetypes collection - page 14

Channels:
1% - 50%: For every 10% or fraction of 10% in his Avatar: Killer On the Road skill, the
character gains one free hardened mark in Violence.

51% - 70%: The character gains an M.O. for murder. The player must choose a favored type
of weapon (a type of knife, caliber of pistol, or the equivalent) or a favored locale (along
Route 66, in public restrooms). In any combat situation involving the character's M.O., the
character can flip-flop the roll on any combat skill if the missed roll was under his Avatar:
Killer On the Road skill.

[Example: Maxwell really likes using his hammer to kill people, so he makes it his M.O. In a
fight, he rolls a 63 to hit. This is over his Smashing Heads skill of 55%, but below his Avatar:
Killer On the Road skill of 70%. He flip-flops the roll to 36 and the hammer connects with a
dull smacking sound. Had he been using a pistol, this would have been outside his M.O. of
the hammer and he could not have flipped the roll.]

71% - 90%: The blood is the life! When the character kills someone using his M.O., all
Wound Points suffered by the victim at the hands of the avatar can be used to heal the avatar's
wounds at a one-for-one rate. Any Wound Points beyond those necessary to heal the avatar's
wounds cannot be saved for later.

[Example: Maxwell has been wounded in a gunfight in a bar. Holding his bleeding gut with
one hand, he stumbles into the restroom. Luckily for him, he finds someone hiding from the
fight in one of the stalls. Pulling his hammer out of his pocket with his free hand, Maxwell
finishes of the hapless customer. The bar patron had 50 Wound Points and Maxwell was
wounded for 40 Wound Points. The extra 10 points are lost.]

91%+: The avatar can literally drop off the face of the earth between killings. After a
successful murder using the M.O., the avatar can, with a successful skill roll, vanish for one
week. During this time, the avatar for all practical purposes ceases to exist. The avatar does
not age or grow hungry or thirsty. Once the avatar reappears, however, he will be due for
another murder within the day or face the consequences of breaking the taboo.
Unknown Armies - archetypes collection - page 15

The Knight

Author: Aaron Stimson

Attributes
The Knight serves a higher authority. This authority might be a belief system (Roman
Catholicism or Environmentalism), a 'liege lord' (Alex Abel or Randy Douglas), or a code (the
code of Chivalry or The Way of the Samurai). The Knight dedicates his life to this authority,
and will serve it unflaggingly. If this is an authority that the world perceives as 'good' The
Knight can be a powerful force for order and righteousness. If this authority is selfish, cruel,
or 'evil', The Knight can be a dangerous, relentless foe. Taboo: The Knight may not give up
his higher authority. If The Knight resists the dictates of his authority he risks the very
foundation of his being. To go willfully against the higher authority is to risk completely one's
role as The Knight. If The Knight loses his higher authority, he must either choose the next
closest authority, chose the defeater, or loose his calling. (i.e.. The Knight follows Randy
Douglas as a higher authority, but Randy Douglas is killed. The Knight may then choose to
follow Darla Cooper (Randy's Successor), Alex Able (Randy's defeater), or loose his calling.
In this case, The Knight might also consider the stated goals of TOSG to be the next closest
authority, instead of Darla Cooper.)

Taboos
The Knight may never reject a direct challenge. He may avoid a conflict before it happens,
but he may not flee it. Just because The Knight may not avoid a direct challenge does not
mean he need fight to the death. The Knight may attempt to parley, set limits to the conflict,
make concessions, or surrender. If his opponent will not except these conditions, though, The
Knight may consider his duty done and retreat. The main exception to this is The Knight's
second ability.

The Knight may never abandon any sworn companions. He is quintessentially loyal and may
not backstab acknowledged allies.

Symbols
The symbol of his authority is a strong focus. Be it a candle w/barbed wire for The Knight of
Amnesty International, or the symbol for woman for The Knight of Women's Rights, these all
symbolize dedication. A sword, lance, spear, handgun, or rifle may also symbolize the martial
role of the Knight, as does a shield or armor blazoned with the device of The Knight. (A
Kevlar Vest visibly displayed with embroidered coat of arms might count.) The Knight is one
of the Minor Arcana of the Tarot, and there are numerous historical relics and items of
knighthood.
Unknown Armies - archetypes collection - page 16

Suspected Avatars in History


Numerous

Channels
1-50%: Choose a quest and name a skill to you complete your quest, then make an
Avatar:Knight roll. If you succeed at the roll, you may flip-flop all rolls made with the skill
while in direct pursuit of your quest. Once you solve your quest you may attempt this again
with a different quest, but you may only attempt this with one skill per quest. Similarly you
may only take up one quest at a time. If you fail with one skill, you may try again with a
different skill, but you may not re-try with the same skill ever. If you ever give up your quest
you may never make an Avatar:Knight roll with that skill again, ever. Furthermore, you may
not choose a new quest and skill until you either complete or give up your current quest.
Abandoned quests may never be retaken.

51-70%: With a successful roll of Avatar:Knight, the Knight may issue a personal challenge.
This may occur during any conflict, and the particulars will be determined between the Knight
and the leader of his foes. The foe leader chooses weapon and degree, and The Knight will be
first to name terms. If the knight wins, his side will be considered victors, and any spoils or
rewards will go to his side. If his opponent wins, his opponent's side will take any spoils or
rewards relevant. During the personal challenge no one else may interfere or intercede, on
either side. If someone attempts to, s/he will need to roll a rank 8 Self check against a sense of
betrayal of all that's held dear. This challenge holds until spoils are given. Neither the Knight
nor his foe may withdraw from the challenge. (Example : After pursuing a murder cult, The
Knight's company bursts in in the middle of a ritual. The Knight rolls against his
Avatar:Knight 65% and succeeds with a 47. He challenges the cult leader (leader of his foes)
to combat. The cult leader stipulates weapons (knives) and degree (to the death). If the Knight
wins he claims the cults prisoners, and demands the cultists surrender. If the cult leader wins
he takes the Knight's companions prisoner for his rites. Combat proceeds as normal). If the
Knight is challenged to Magick combat, he may use his Avatar:Knight as defense (but not
attack). He may do this once a day.

71%-90%: The Knight is known to be unflagging. While pursuing a quest he may, with a
successful roll of Avatar:Knight, treat damage from a firearm as if it were a hand-to-hand
attack (added instead of percentile), or take damage from a hand to hand attack without any
weapons bonus. (If the Knight is successfully shot with a 64% he would normally receive 64
wound points. If he successfully rolled under his Avatar:Knight of 75%, however, he would
only take 10 points (6+4=10). If he was struck by a Chainsaw with a 53, instead of 17 points
damage (5+3+Weapon Damage Bonus (9)) he would only take 8.(5+3)) Each hit requires an
Avatar roll, unless the GM rules otherwise. 91%+: The Knight may demand that all surrender.
If her rolls a successful Avatar:Knight everyone who can hear him must roll under their spirit
with a -30% shift. If a person fails, he must drop any weapons, halt any spells, may not
initiate combat or use Magic until hour after the Knight used this ability. They are not
required to cooperate in any way, and can defend themselves in the interim, if attacked. This
ability may be used once a day.
Unknown Armies - archetypes collection - page 17

The Mystery Man

Author: Chad Underkoffler


Inigo: "Who are you?"
The Man in Black: "No one of consequence."
Inigo: "I must know."
The Man in Black: "Get used to disappointment."

-- "The Princess Bride"

"What are you?"


"I'm Batman!"

The Mystery Man is a relatively new Archetype, though it's roots are thought to spring from
the legends of mystery knights, known only by nom de guerres and the color of their armor.
Because of the power associated with the indeterminacy of identity, this archetype is also
sometimes called The Masked Man. Please note, however, despite the word "Man" in the
Archetype name, avatar-hood is not limited to men.

Attributes
The power of this Archetype springs from some related concepts: the inability to predict the
actions of an unknown personality, the power of mystery itself, and the ability to draw on the
strengths of two personalities (or souls?) in one body. These attributes give the Mystery Man
a position of superiority in dealing with other people, often based of their fear of the
unknown. The last attribute allows the Mystery Man to transcend normal human limits, since
there's really twice as much of him, in a sense.

It's important to note that the character is not a Split Personality. The Mystery Man is
choosing to express portions of his personality only while Masked, and express other while
unmasked. It's a conscious choice, and effectively doubles the range of his personality. Vide
Peter Parker's ability to avoid his shyness when hiding behind the mask of the irrepressible
Spiderman. That flamboyance was always a potential of Peter's, but he never expressed it
until he could hide from recriminations behind a mask.

As a servant of Order, the Mystery Man can do much good by stepping outside of the
strictures that bind ordinary, law-abiding folk. Through his doubled nature, he can survive the
rigors of coloring outside of the lines for the greater good without imperiling the status quo.
As a servant of Entropy, he can cause terror unimaginable: the devil you don't know-cannot
know-- is always worse than the devil that you do.
Unknown Armies - archetypes collection - page 18

Taboos
The Mystery Man must balance his Mask Time and Secret Identity Time. They stress of
channeling pure Mystery in human form is great. Every 6 hours Masked, the Mystery Man
must make a Stress Check against Self. The rank of this Stress Check accumulates as time
passes. At 6 hours, it's a Rank-1 check; at 12 hours a Rank-2 check; at 18 hours a Rank-3
Check; etc. Time spent actively (not sleep) in the Secret Identity reduces this accumulated
time. Accumulated Mask Time may only be reduced to zero; one cannot "store up" a pool of
Secret Identity Time.

Example: Dan is secretly the Mystery Man known as the Owl. He's tracking a serial killer,
and spends 12 hours on Monday night as the Owl, tracing leads. During that time, he makes 2
Self checks, one at Rank-1 and one at Rank-2. He goes home and crashes for 8 hours. He
wakes up, puts on a clean trench coat and mask, and hits the streets again. After 6 hours of
hunting, he must make a Rank-3 check against self. The time he spent sleeping did not reduce
his total. He fails, freaks out, and decides to call it a night. He sleeps for 8 hours again.

On Wednesday, he runs some errands as Dan, the Secret Identity. This takes about 4 hours.
He goes out to dinner and a movie with his buddies, still as Dan. This takes another 4 hours.
Now, when he suits up after midnight as the Owl, his accumulated Mask Time is only 10
hours (18-8=10). He can be the Owl for 2 hours before needing to make a Rank-2 Self check.

Also, the Mystery Man must not reveal or allow anyone to reveal his dual identity to the
world at large, or suffer the drop of his Avatar: Mystery Man skill to 0. As long as people who
know the secret keep quiet-- like a faithful servant, love interest, or sidekick-- the Mystery
Man suffers no loss. A small group of people is permitted, up to the tens place of the Mystery
Man's Avatar skill may know of his secret identity. Other avatars or adepts do not count
against this limit. Their magickal nature means they are in tune with similar magickal
mysteries, and will not disrupt the delicate tension between identities.

Symbols
Obviously, the mask is the prime symbol for this Archetype. Capes are also popular, as are
body-suits, coins, question marks, and playing cards, as well as any specific symbol that the
Mystery Man chooses to associate himself with.

Suspected Avatars in Pseudo-History


Numerous Knights of the Round Table, at one time or another; Sir Percy Blakeney (the
Scarlet Pimpernel), Dr. Syn (the Scarecrow), Don Diego de la Vega (El Zorro), John Reid (the
Lone Ranger), Sir William Gull? (Jack the Ripper), Kent Allard/Lamont Cranston (the
Shadow), Richard Wentworth (the Spyder), Britt Reid (the Green Hornet), etc.
Unknown Armies - archetypes collection - page 19

Channels
1%-50%: The Mystery Man's control of his personal mystery has grants him a powerful
presence that he can manipulate at will. Depending upon the Mystery Man's iconography and
actions, using this channel to enhance his aura could garner loyalty, fear, or respect. The
player must describe how the Mystery Man is trying to evoke this reaction. The Mystery Man
may roll against his avatar skill for any attempt to charm, lie, intimidate, frighten, calm a
crowd, gather followers, etc. Stress Checks may be required for some targets of this channel.

By wrapping himself further in the shrouds of mystery, this channel may also be used to
seemingly vanish into thin air, or appear out of the shadows like a ghost. With a roll against
his Avatar: Mystery Man skill, he can move like the wind, appearing and disappearing swiftly
and undetected. He can reach startling places, provided that there is some reasonable way he
could get there, and that the end location is within sight The player must describe how the
movement or its effect would appear to an audience. The Mystery Man may roll against his
avatar skill for any attempt to sneak or move mysteriously.

A failure on either of these types of rolls means it doesn't happen quite like the player
described. The worse the failure, the further from the reaction or movement desired.

Example: On a rooftop, the Owl is watching a gang of thugs load crates of weapons from a
warehouse into a truck. He wants to be down there and start mixing it up. The Owl's player
says, "The Owl drops from the rooftop into the darkness of the alley. Within moments, he is
hidden in the shadows next to the truck." He successfully rolls against his avatar skill, and it
happens just as he related.

The Owl's player decides to scare the holy bejeezus out of the thugs. "Gathering himself, he
leaps into the middle of the thugs from out of the shadows, his trench coat flaring around him,
growling, 'Not in my town, punks!'" Unfortunately, he fails his avatar roll- by a lot! The punks
are nonplussed by the Owl's appearance, and drop their crates, ready to fight!

51%-70%: Luck seems to favor the Mystery Man, He may draw on the ebb and flow of his
personified mystery to buttress any of his abilities. While Masked, the Mystery Man may
draw on his personal mystery to gain a +20% shift to any skill or stat he has, except his avatar
or adept skills. This requires a second (or one combat turn) of concentration to prepare; the
Mystery Man may move or dodge, but cannot do anything else.

Example: Dr. Devious is escaping, having just jumped onto the departing Ferry. The gap
between the dock and the Ferry is widening. The Owl takes a moment to concentrate as he
runs, and draws on his inner reserves to make a mighty jump. He rolls against his avatar skill
and gets a success! He may add a +20% shift to his Acrobatics skill for his jump. He makes it
easily, and continues chasing Dr. Devious!

71%-90%: The Mystery Man can take a tremendous amount of damage and survive, due to
his dual nature. The Mystery Man has a battery of Wound Points, drawn from his other
personality. This doesn't mean his wounds heal, rather, it represents the tremendous vitality
and relentless drive to "fight through the pain" of the Mystery Man. With a successful avatar
skill roll, he may tap his battery to restore the sum of the dice. This channel may not be used
in combat; it may only be used while "out of the scene. Battery points recover at 1 point per
day; 2 points if the Mystery Man partakes of complete bed rest.
Unknown Armies - archetypes collection - page 20

Example: The Owl is fighting a fleshworker on a rooftop, who tears a huge chunk of the
Owl's thigh away, knocking the Mystery Man off of the building with the blow. The Owl
lands on a fire escape two stories below. Since the Owl is now out of combat, he may draw on
his channel to "fight through the pain." If successful, when the fleshworker comes scrabbling
down the side of the building after him, the Owl will still be bleeding, but a bit less winded.

91%+: At this level, the Mystery Man can raise his personal mystery to effectively "vanish"
from the scene-or at least become nearly impossible to draw a bead on. He could be
anywhere-or anybody! He might not even be human! This channel, while much like that of
the 0-50% level, extends to metaphysical and magickal invisibility. When anyone tries to find
information on, the location or identity of, or target the Mystery Man (guns, magickal blasts,
smear campaigns, etc.), the Mystery Man may roll against his avatar skill. If successful, the
number rolled is the negative shift applied to the character(s) targeting the Mystery Man. This
cloaking effect only effects a single attempt, or at most, 3 combat turns. The Mystery Man
may only have one cloak up at a time. The GM will determine the exact effects.

Example: The Owl bursts through the window into a meeting of the Gambione crime family.
All of the thugs go for their guns. The Owl rolls against his avatar skill of 93 to avoid gunfire-
and gets a 45! The GM decides that all of the thugs trying to shoot the Owl will suffer a -45%
shift for the next three turns. However, since the Owl was only trying to avoid getting shot,
any of the thugs who slash at him with a knife or take a swing at him are unaffected.
Unknown Armies - archetypes collection - page 21

The Orphan

Author: Jared Sorenson

Attributes
Raised on the streets of the city, the orphan is destined to face life without a reassuring hand
on his shoulder. He is the rat scurrying in the shadows, he is the feral dog searching the trash
for food. without a mother or father to look after him, one would think that his life would be
tragic and short. not so.

The orphan is optimistic about the future and never gives up hope that someone will come
along and become the father that he never had. This archetype's fate is inextricably entwined
with that of the gunslinger, the heroic warrior who has made it his life to protect those unable
to fend for themselves. Although either may fight his destiny, they will soon find that they
need each other; each complimenting the other in many ways. The orphans youth and lust for
life inspiring the once cynical and brooding warrior -- and in turn being inspired by the elder's
experience, wisdom and sense of purpose.

Taboo
The orphan must never give up hope. He must face his hardships head on and survive. The
orphan must also never lose sight of his past, for his feral soul carries with it a flame that
mustn't ever go out.

Symbols
Ragged clothes, unkept hair and smudged skin don't quite mask the glimmer of life that shines
in the eyes of the orphan. his animals are the stray dog and the rat, symbols of survival among
the savage streets of the city.

Suspected avatars in history


The orphan archetype first appears in greek myths concerning the shield boys of the great
heroes. young and naive, they are neverthless indispensible allies to the men they serve.
because they exist in the shadow of greatness, the orphan in history has remained an elusive
figure.
Unknown Armies - archetypes collection - page 22

Channels
1%-50%: the orphan has tapped into the pattern of The City, the archetypal pattern that flows
through all urban centers. he knows what streets are safe and what streets are not. he can find
a warm place to sleep and where to get food. this knowledge is instinctive. more specific
information ("where does the local gang captain hang out?") can be gleaned through a
successful avatar: orphan skill check.

51%-70: at this level, the orphan has attuned himself to the creatures of the city (stray cats and
dogs, rats, bird and even raccoons). they will protect him from harm and carry our simple
requests. the orphan cannot speak with them, per se...this is more like a strong rapport with
the animals than any kind of "beast speak" ability.

71%-90%: the orphan is know capable of filling people with pity for his plight. anyone who
interacts with the orphan will feel a strong maternal/paternal urge toward him and try to help
him out in any way that they can. those attempting to interfere with the orphan's life (from
violent street people to uncaring social workers) may only do so if they roll a soul check and
fail.

91%+: the avatar has now established a psychic link with the gunslinger and knows how
locate him. from then on, the orphan will follow the gunslinger and become schooled in the
fighting arts so that one day the orphan will take his place. the orphan will instinctively know
the approximate whereabouts of his mentor, as well as his state (sleeping, wounded, etc). the
orphan also gains the ability to flip-flop any roll that he makes when escaping danger.

When the gunslinger ascends or dies, the orphan is handed the mantle of the gunslinger and is
expected to follow in his mentor's footsteps. a new avatar of the orphan will eventually serve
the newly made warrior.
Unknown Armies - archetypes collection - page 23

The Promethean

Author: Allen Smith


(Author's Note: I've been working on various versions of this Archetype for quite a while
now, including the Scientist and the Hacker. This version is about the most successful I've
come up with so far.)

Attributes
The Promethean is someone who discovers and brings (true) information to a culture whose
authorities and/or society does not wish this information to become known. Prometheans
known to mainstream society are mostly scientists, much to the relief of the Sleepers (who
oppose all occult-oriented Avatars of this Archetype). There have been some exceptions,
however, such as Aleister Crowley.

The Promethean is not, despite the glorification of Prometheus in some poetry, a symbol of
poetic inspiration. (It is quite possible that there is another Archetype for this, BTW.) It is of
knowledge that is definitely true, including by the criterion of that acting according to it can
be used to accomplish something (the basis both of scientific truth and of magickal truth).

Taboo
It is taboo to the Promethean to conceal knowledge because of its social impact, or to avoid an
area of research because its results may be controversial.

Symbols
The most important symbol of the Promethean is, unsurprisingly, fire. The positive side of
this symbol is expressed in candles, lit chalices, and lamps (fire that illuminates); the negative
side in the burnings of past Prometheans (suspected to be a leading cause of Ascension) and
of books. Other symbols include a white lab coat, lab equipment (once telescopes and
chemicals, now more likely biological materials like petri dishes), and today the computer and
Internet. In the Tarot, the Hanged Man is a symbol of this archetype, among others.

Suspected Avatars in History


Giordano Bruno (thought to have Ascended when he was burned at the stake), Alfred Kinsey,
Galileo, and Darwin. Ian Wilmut's announcement of cloning Dolly made him a possibility,
but his statements since then opposing the cloning of humans have probably removed any
chance he had. Among those publicizing magick, Aleister Crowley is the leading possibility;
whether Gardner, founder of modern Wicca, was one is widely debated. Phil Zimmerman,
author of PGP (Pretty Good Privacy; an encryption program that the US government
considers a "munition") is a leading current candidate. Richard J. Herrnstein, co-author of The
Bell Curve (albeit his incorrect conclusion that we know whether racial genetics influence IQ
Unknown Armies - archetypes collection - page 24

may disqualify him). Whether Socrates was an example is debated among occult scholars
aware of this archetype; the ideas that so annoyed the Athenians may not qualify under
provable truths, and his honesty when trying admirals for losing a war may have been more of
a factor in his death. Some have claimed that Michael Servetus, a physician and scientist
burned at the stake by John Calvin, is an example, but his death was because of his Unitarian
beliefs, not his scientific discoveries.

Channels
1%-50%: Any time you are attempting to persuade someone of something that you know to
be true, you can use Avatar: Promethean instead of a persuasion skill, including flip-flopping
rolls if Avatar: Promethean is your Obsession skill.

51%-70%: At this level, you must select a main skill that you use to gain or (as in Phil
Zimmerman's case) use knowledge. If this skill is not already your Obsession skill, you may
flip-flop it. If it is, and you fail on the skill, you can roll vs Avatar: Promethean; if this second
roll is a success, you can use that roll (or a flip-flopped version of it, if preferred) instead of
your original knowledge skill roll.

71%-90%: This channel is the ability to get information out no matter what tries to stop you.
By making a roll against this channel, any person in the world who is thinking about a
particular area knows the information you want to transmit (similar to All Is Known)... and
that you are its discoverer or relator. (It has to be information that was not previously widely
known, of course).

91%+: The Avatar at this level becomes able to progress much more rapidly in their main
knowledge skill. Experience points are half the normal number to gain new levels in that skill.
(If using an alternate experience scheme in which the tens digit is used as the point cost, the
Avatar should be able to use the lower of the tens and ones digits as the point cost.)
Unknown Armies - archetypes collection - page 25

The Rogue

Author: James Palmer

Attributes
The Rogue doesn't give a damn for anything or anybody but himself and his pleasure. He
wenches, boozes, and cheats his way through life, and everybody smiles at how charming he
is. Nobody ever ties the rogue down, not to one place, or woman, or side. He's irresponsible
and selfish - but people love him anyway, because he does it with style.

The positive side of the Rogue is his freedom and charm. He represents an escape from the
mundanities of life which has inspired many. The dark side is obviously his selfishness and
indulgence. The Rogue leaves many casualties in his wake.

Taboos
The Rogue must never place the wellbeing of others above himself. The Rogue also never
commits himself seriously to anything - devotion to a single country or women is below him.

Symbols
The Rogue has few symbols, being a true individualist. Style is always a trademark of the
Rogue - no matter what he's wearing, he always looks good. Rapiers, pistols, and other
courtly weapons are his traditional totems. He is represented in various card decks as either
the Knave or the Jack.

Suspected Avatars in History


The first Rogue is sometimes thought to have been the Athenian general Alcibiades, who
switched sides at least four times during the Peloponnesian War, charmed cronies,
philosophers, soldiers, and the Athenian crowd, and seduced the king of Sparta's wife. A
common figure in literature - especially that of the 18th century - historical examples of the
Rogue include Byron and the original Don Juan.

Some also suspect the Victorian general Harry Flashman to have been an avatar of this figure,
although his heroic military record and known devotion to his faithful wife Elspeth might
seem to clash with this. Politically inclined occultists have their suspicions about Bill Clinton
and the Tory minister Alan Clark. Female Rogues are uncommon, as societies have generally
given men more opportunities for self-indulgence, but are becoming more common. Moll
Flanders serves as an inspiring example for many of them.
Unknown Armies - archetypes collection - page 26

Channels
1-50%: Rogues are noted for their charm, grace, and ability to lie their way out of trouble.
People are naturally inclined to believe the Rogue, and he may add 20 points to any successful
roll in Charm, Lie, or similar social skills, provided he rolls under his Avatar: Rogue.

51-70%: Rogues often get themselves into trouble, but normally end up landing on their feet.
When in serious danger, you may make an Avatar: Rogue roll to ensure some fortunate
coincidence that places a convenient escape in your way. The better the roll, the more you
stand to gain. This escape often takes the form of a convienently charmable individual, who,
with luck, you will be able to persuade to release you from your current predicament.

The downside to this channel is that if you fail your roll an escape presents itself that will
actually get you into worse trouble than you're already in. Obviously, the GM makes the roll.
These failures get nastier the more frequently the channel is used.

Example: John Paget, an avatar of the Rogue, is tied to a table awaiting the painfully tender
questioning of the Cult of the Naked Goddess, whose ritual recreating the second scene of
"Bridal Whorehouse" he recently ruined by conning his way in to pursue a fancy he'd taken to
Daphne Lee, then failing to remember his lines and taking things naturally. He looks
pleadingly at the GM, who sighs and rolls his Avatar skill of 63%. Rolling a moderate 24, he
decides that one of the extras guarding him has taken a shine to John, and if he can
successfully charm her while tied to the table, he might stand a chance of getting out of here.
Fortunately, Charm is John's obsession skill, and he's soon free as a bird.

Later on, John finds himself trapped in a warehouse by the New Inquisition. He uses the
channel again, and the GM rolls an 87. Smiling, the GM announces that a new force seems to
have entered the fray, and be driving off the NI. Unfortunately for John, it's the Cult of the
Naked Goddess, and they're looking for him ...

71-90%: The Rogue is occasionally hit, but rarely seriously injured. Any attack roll that is less
than the Rogue's Avatar skill merely scrapes him, doing damage equal to the tens digit on the
dice. This only applies to the first blow the Rogue takes in any combat - after that, he should
be trying to get out of there, if he's got any sense.

91+: People become increasingly unwilling to believe anything really bad about the Rogue.
Provided he can make an Avatar: Rogue roll that beats their Detect Lies, Aura Sight, or
similar skill roll, and come up with a story, no matter how implausible, they're willing to
excuse even the worst crimes.

Example: Daoud Mabsut finds Lisa Applebaum, an Avatar of the Rogue, bent over the
unconscious form of Angela Forsythe, a dagger in her hand. The previous power fortunately
reduces his first deadly blow to a mere cut, and Lisa rapidly explains that she found Angela
like this, and the "enchanted dagger was merely being used in a protection ritual. Really." A
lucky 66 on her Avatar roll beats Daoud's 23 on Lie, and he begins helping her "perform the
ritual."
Unknown Armies - archetypes collection - page 27

The Siren

Author: Kevin Mowery

Attributes
In myth, the siren lured men to their death with her song. The Siren is the person you can't
help but love even though you know they are bad for you, the person that knows you'd give
up everything for them and takes advantage of it.

She is the femme fatale of film noir, the archetypal manipulative lover, and the source of the
urban legend of AIDS Mary. Despite being stereotyped as female, men or women can follow
the path of the Siren.

Taboos
Forget Lord Byron; it is the avatar of the Siren who is truly "mad, bad, and dangerous to
know." Love, pain, and death are all the same for the Siren, and anyone who loves an avatar
of the Siren - or anyone loved by an avatar - is in danger. Avatars of the Siren must injure or
destroy their lovers in some way. This can be physical, emotional, social, professional, or
financial.

All channelled powers of the Siren work only against people whose sexual orientation allows
them to be attracted to the avatar. Any attempts to use them against someone else do not break
taboo, but automatically fail.

Symbols
The mirror, the hairbrush or comb, the mermaid, and the rocky shore are the Siren's symbols.
Other symbols include gold or diamond jewelry, expensive gifts, and photographic negatives
of compromising acts.

Suspected Avatars in History


The first Siren may have been Helen of Troy, the woman so beautiful that two kingdoms went
to war over her. There have been few truly famous (or infamous) avatars of the Siren that can
be confirmed as such. Unless they are very careful, the Siren's penchant for destroying other
people's lives tends to make their own lives very short. Most occultists have someone in their
past they suspect of being an avatar of the Siren.
Unknown Armies - archetypes collection - page 28

Channels
1% - 50%: With a successful roll against her Avatar: Siren skill, the character can learn the
proper persona to project to gain the trust of a specific person. This gives a +10% to all skills
involving seduction or persuasion, although the target will not violate his or her principles.

51% - 70%: If Seduction was not already the character's obsession skill, it counts as one, and
can always be flip-flopped. In addition, the character can flip-flop any social skill roll that is
under her Avatar: Siren skill.

[Example: Suzanne has an Avatar: Siren skill of 65% and a Lie skill of only 45%. She's pulled
over by a police officer for speeding. She tries to lie her way out of the ticket, and rolls a 53%.
Ordinarily this would be a failure, but because it's under 65%, she can flip-flop the roll to
35% and success. If the roll had been 73%, it would have been over her Avatar skill and she
could not have flip-flopped it.]

71% - 90%: With a successful roll against Avatar: Siren, the character can implant a
suggestion into the mind of her target. The victim will do what they can to follow this
suggestion, but will only violate their own moral code or harm themselves if the character
rolls doubles. The avatar can do this only once per target per day. This power can be used to
fulfill the requirements of the taboo.

[Example: Ariadne has an Avatar: Siren skill of 80%. She sees a man getting into a new
sportscar and decides she wants it. She asks him if she can have it, and rolls a 32. It would
violate his own principles to just give away his car, so he doesn't but he offers her a ride. Had
she rolled a 33, he would have handed over the keys and hailed a taxi.]

91%+: The avatar can turn someone into a love slave. The avatar must roll under her Avatar:
Siren skill and over her target's Mind score. The avatar can have only one love slave at a time.
A love slave will do almost anything the avatar orders, although there are two exceptions: the
love slave will never stop loving the avatar and will never allow harm to come to the avatar
through either action or inaction. The love slave is the only person that can love the avatar
without having to be hurt, ruined, or killed, but it never seems to work out that way.

[Example: Ronald has an Avatar: Siren skill of 93%. He's being investigated for slaying a
former lover by a female detective with a Mind score of 67. He decides to make her his love
slave, and rolls the dice. He gets a 70%, which is over her Mind score and under his Avatar:
Siren skill. She will now happily stop investigating him if he asks her to do so. Another
detective finds out about the affair and threatens to go to Internal Affairs. Rather than risk
having her relationship with Ronald exposed and the investigation against him re-opened, she
kills the other detective.]
Unknown Armies - archetypes collection - page 29

The Untouchable

Author: Jason P.Prince

Attributes
The Untouchable is the embodiment of incorruptible, relentless pursuit of organized criminals
(which would include cabals up to no good). This archetype's world is a place of high ideals
and an undying wish to protect society from those who try to create an underworld in defiance
of the law.

Taboos
Untouchables never bow to threats or bribes, nor do they flaunt the law for their own ends.
They never ask others to take risks they themselves are not, or would not take.

Symbols
Badge (police or private detective), gun, baton, radios or phone communication devices,
unmarked cars.

Suspected Avatars in History


The "Untouchables" - like Elliot Ness, Italian magistrate Giovanni Falcone, J Edgar Hoover,
various modern FBI operatives.

Channels
1%-50%: The Avatar has an uncanny ability to spot organized criminal activity. If they make
an avatar: Untouchable roll they may flip-flop any skill roll being used to investigate (notice,
persuade etc) organized criminal activity.

51-70%: The Untouchable is harder to dissuade from pursuit of organized criminals. If the
Avatar fails a stress check based on Violence, Helplessness or Isolation, it can be flip-flopped
if the changed result is less than the Untouchable's avatar skill.

71-90%: At this level the Untouchable avatar becomes harder to stop through violence, They
may substitute their Avatar Untouchable Skill for any skill check to avoid damage (in the
immediate future - a few rounds). This includes the obvious things like avoiding being hit
through dodging, but also is for notice rolls to detect a would be assassin or when checking to
see if a car has been booby-trapped.

91%+: At this level the avatar becomes a force to be reckoned with. When interacting, combat
or other tests, with organized criminals they can automatically flip-flop any checks.
Unknown Armies - archetypes collection - page 30

The Usurper

Author: Gareth Hanrahan

Attributes
The Usurper is the traitor in the ranks, the friend who stabs you in the back. Every leader has
looked for the hungry stare of the Usurper in their eyes of their subjects. The Usurper is the
thief of power. He infiltrates and subverts the hierarchy from within before toppling the leader
and stealing his authority.

The Usurper is a fairly easy Archetype to follow. The powers granted by following the
Usurper map out a path of action, and each step on the road leads straight towards the power
the Usurper craves above all else. Understandably, those known to be following this
Archetype are hated and feared. Many Cabalists actively screen their followers for symbols of
the Usurper, and try to squash nascent Avatars before they reach the second channel. Usurpers
must hide their true calling, become the loyal, unambitious follower - until the time when the
knives come out and the Usurper takes the throne…

Taboo
Taking the power he desires is everything to the Usurper. All his actions must lead towards
his ultimate victory. He may never rest, never stop plotting and planning. He breaks taboo if
he allows personal weakness or other any other needs or desires to come between him and his
goal.

Symbols
The cuckoo, the hidden knife, the smiling mask, fallen chairs, snakes in the grass, and wolves
(especially in sheep's clothing) are associated with the Usurper.

Suspected Avatars in History


The first recorded instance of the Usurper is believed to be Jacob, who stole the blessing
destined for his brother Esau by disguising himself. Mordred Usurped King Arthur's throne in
legend (some tales include Mordred marrying Queen Guinevere - this is a suitable mystic
Betrayal.), and King John "Lackhand" Usurper his brother Richard the Lionheart. Occult
Shakespearean scholars point to Claudius (in Hamlet) as a representation of an Avatar of the
Usurper. More modern observers have tracked the careers of numerous politicians and
industrialists, looking for the tracks of the Archetype.
Unknown Armies - archetypes collection - page 31

Channels
1%-50%: Initially, the Usurper seeks out concentrations of power, organisations and
hierarchies. He can scent his prey, taste the golden apple. With a successful Avatar roll, the
Usurper can detect authority in any situation. He could walk into an office and identify the
boss, see who the toughest kid in the schoolyard is with a glance - or pick out the richest
person in a crowd. He can focus on specific types of authority and power (e.g. if a Usurper
tries to find someone in authority in the Occult Underground, he can try to detect a Cabal
leader in a bar. He couldn’t detect a Peon, though, because the Peon is not on top of the chain
of command.) To progress to the next level, the Usurper must attach himself to a Master, a
leader or authority figure.

51%-70%: At this level, the Usurper becomes indispensable to his chosen Master. With a
successful Avatar roll, he may reroll any failure lower than his Avatar skill that would cause
his leader to mistrust or doubt the loyalty or competence of the Usurper. The Avatar also
gains standing within the ranks of his Master's followers, receiving a +10% shift to all Charm
rolls.

To reach the next channel, the Usurper must ritually Betray his Master. He must symbolically
take the Master's power in some manner. This can be anything from killing the Master (a bit
crude, not to mention illegal) to signing the Master's name, stealing his car, sleeping with his
wife, sitting in his chair - any act that symbolises the Usurper taking his Master's place.

71%-90%: This is the final step on the road for most Avatars. Once the ritual Betrayal is
complete, the Usurper begins to take his Master's power. Over a period of time, depending on
the magnitude of the Betrayal (normally within a few days to three months), the Usurper takes
his Master's place, and the Master is cast down and destroyed. During this time, the Usurper
may use his Avatar skill in place of any rolls that shift power from his Master to him. The
universe will conspire with the Usurper to arrange events in his favour. Boards of directors
will vote the Master out and the Usurper in, Mafia bosses will be shot and the Usurper
acknowledged as the new boss, crowds will shout "the king is dead, long live the king."

This is as far as most avatars of the Usurper get. If they are satisfied with their new place, they
may let their Avatar skill degrade. There are two other possibilities. Firstly, the Usurper may
voluntarily drop his skill to 30%, and choose a new, higher authority figure as a Master, thus
beginning the cycle again. The Usurper gains one to three new skills at a beginning score
equal to the number of points in Avatar: Usurper sacrificed to bring it down to 30%. (E.g.
Fred the Usurper has just Usurped the position of CEO of GenCorp. He has an Avatar score
of 75%. He decides to enter politics, selecting a popular Senator as his master. Fred drops is
Usurper skill down to 30%, and gains Politics at 45%. He may now walk the path of the
Usurper again.)

Alternatively, if the Master was an Avatar of any of the "royal" Archetypes (the King, the
High Priest, etc), the Usurper can swap his Avatar: Usurper skill for the other Avatar skill. His
new Avatar skill starts at the lower of the two.

91%+: To reach this level of the Usurper, the Betrayal committed at the start of the third
channel must have been especially potent, and the Usurper must go from 71% skill to 91%+
before the Master is overthrown. Instead of simply taking the Master's temporal or politic
power or resources, the Usurper may magickally Usurp everything about the Master. The
victim of this power is erased from existence, and the Usurper takes his place. The history of
Unknown Armies - archetypes collection - page 32

reality is edited. The Master vanishes from reality, and the Usurper's past history now
includes the best events in both lives. This may cause paradoxes and other problems, but what
doesn't?

If the Usurper passes an Avatar skill check, he Usurper gains a new Soul skill, named after the
victim (e.g. Skill: Alex Able). This skill begins at the number rolled on his Avatar check. (If
he fails this roll, the victim simply dies.) He may roll this skill to temporarily replace any of
his own statistics, traits or abilities with one possessed by his victim. The stolen skill lasts for
ten minutes, or ten actions in combat. After this, the Usurper must roll again to use the ability.
He can have multiple abilities active at once, but his skill is reduced by 20% for every active
ability. He may use Magick, but this requires first taking the victim's Obsession (unless they
coincide), and then taking the victim's Magick skill. The Usurper may also copy the victim's
appearance.

The Usurper may use this ability, then reduce his skill back down to 30% as outlined above.

(Example: Fred, being an example character and therefore able to do silly things like this,
reaches 91% as the Usurper of Senator Bob. He mystically betrays Bob by stealing his place
in the finals of a major golf tournament. Bob has an Obsession with golf, so this is a fairly big
Betrayal. Soon afterwards, the party turns against Bob, and question if he should be allowed
run again. Bob is toppled. Just as Bob's supporters desert him, Fred confronts Bob and uses
the fourth channel on him. Fred rolls a 45 on his Avatar skill. Bob vanishes into non-
existence, and Fred gains the skill Bob at 45%. He can roll his Bob skill to activate Bob's Golf
obsession skill, or Bob's Avoid Hard Question skill, or to take Bob's appearance. Furthermore,
seeing as Fred has taken Bob's place in the Universe, Fred now grew up in Bob's idyllic home
town, not the Chicago slum Fred came from.)
Unknown Armies - archetypes collection - page 33

The Wounded King

Author: Kevin Mowery


(With props to Stacy Stroud, Jim Dyer, Earl Wajenberg, and the rest of the people on the
mailing list who gave me ideas and suggestions. My role in this one was just organizing
everyone else's thoughts, really.)

Attributes
The Wounded King is a representation of the unity of the ruler and the land. Since ancient
times, kings and their land have had a symbolic, if not actual link--even the royal "we" is a
remnant of that belief, referring to the ruler and the land. As the king's fortunes go, so goes
the land. The Grail King of legend was probably not the first Wounded King, as the archetype
can be traced back to ancient fertility gods. Although the archetype is referred to as the
Wounded King, avatars can be of either sex. Taboos: Avatars of the Wounded King must
have a territory they protect. This territory can be of any size although practical considerations
must play some part in the decision; no fledgling avatar could possibly protect a kingdom the
size of Los Angeles or Newfoundland. At any time, an avatar can claim more territory if it has
no King avatar ruling it (and there is more than one variant on the King archetype) or if he
defeats the ruling King avatar in combat (usually this results in the death of the vanquished
King). If the avatar ever loses his land entirely, his skill in Avatar: Wounded King drops to 0
and must be rebuilt from scratch.

The avatar must protect the realm or he will break his taboo. A broken taboo for the Wounded
King results not in a loss of skill, but in a loss of Wound Points. These Wound Points can
only be healed if the wounding of the realm is repaired in some way, or if the avatar removes
skill points from his Avatar: Wounded King skill on a one-for-one basis. Protecting the realm
does not necessarily mean personally protecting it. [Example: The Wounded King of New
York could not possibly protect all of New York from crime. He can work to support
legislation that will help solve the crime problem or phone in anonymous tips to the police
department.]

Symbols
The symbols of the Wounded King are the grail, the spear, and blood. As an agricultural god
ears of corn and sheafs of wheat are also potent symbols.

Suspected Avatars in History


Pellam the Grail King, if he existed, was probably an avatar of the Wounded King. Norton I
of San Francisco and Ludwig II of Bavaria are rumored to have been avatars of the Wounded
King, although if they were, their wounds were somehow mental rather than physical. The
Merovingian kings are also likely candidates. In general, Wounded Kings tend to keep low
profiles.
Unknown Armies - archetypes collection - page 34

Channels
1% - 50%: The avatar gains a link to his domain. He can sense when and where his domain
comes into danger. With a successful skill check, the avatar can tap into his domain to locate
specific people or objects within it. [Example: Joshua is the avatar of the Wounded King,
claiming a city park as his domain. While fishing in the lake, he gets a sense that there is
trouble on the nature trail. He's had some trouble with Armand DeMain, the Wounded King
avatar of 3rd Street. He makes a successful skill roll and asks the GM if Armand is in the
park. The GM informs Joshua that he is. Joshua makes another skill roll and asks if Armand
brought anyone with him. Since he's not asking about a specific person, the GM does not
answer.] In addition, at this point, the domain of the Wounded King often reflects his own
state.

51% - 70%: The blood of the avatar gains magical potence. When the avatar is wounded, his
blood can be used to heal others on a point-for-point basis or to cause fertility in plants or
animals. [Example: A jogger is wounded by a mugger in the city park. Joshua arrives to find
her still alive and decides to save her. He pulls out his pocket knife and drives it through his
palm, inflicting 9 points of damage to himself. He bleeds onto the jogger's wounds and she is
healed of 9 Wound Points of damage--not enough to eliminate her wounds, but enough to
bring her to consciousness.]

Also at this level, the avatar can leech life from his domain to heal himself. For this purpose
(and only for this purpose), consider the land to have as many Wound Points as the avatar.
Wound Points lost by the domain relfect disrepair, blight, and so forth. These Wound Points
can be replaced only by the avatar's blood sacrifice to heal the land. [Example: Joshua tracks
down the mugger who has been preying on joggers in his park. During the struggle, the
mugger is killed, but Joshua is shot for 55 Wound Points. He's only got 65 Wound Points, and
he thinks he hears someone else coming. Joshua leeches 40 Wound Points from the park. In
the park, grass dies, and trees are blighted. If Joshua drains 25 more Wound Points from the
park, everything in it will die and he will no longer be the avatar of the Wounded King. If he
bleeds himself into the land of the park over the next few weeks until he has sacrificed 40
Wound Points, the park is healed.]

71% - 90%: For the avatar's work in protecting his domain, the domain will protect him. With
a successful skill roll, the avatar of the Wounded King can cause his very domain to initiate
unarmed combat at the avatar's own Struggle (or equivalent) skill level. [Example: A gang has
moved onto 3rd Street and Armand wants them gone. He makes a successful skill roll and
then rolls his Struggle skill. He succeeds and a piece of masonry falls off of a building onto
the gang's leader.]

91% +: The avatar can move within his realm at the speed of thought, although not during
combat. The avatar can also prevent any non-avatar from entering his realm with a successful
skill roll, although the wording must be specific. This will not manifest as an invisible wall of
force. Rather, events will conspire to keep the person out of the realm. [Example: Joshua is
getting tired of fending off attacks from Armand. He can't keep Armand from entering the
park, but if he knows the names of Armand's thugs, he can restrict their movements.]

Finally, the blood sacrifice of the avatar can improve the health of the realm in intangible
ways. This is mostly up to the GM, but the avatar's sacrifice can reduce crime, lower tax rates,
keep the streets clean, whatever the GM decides is reasonable.
Unknown Armies - archetypes collection - page 35

Vengeance

Author: Daniel Pond

Attributes
Vengeance is Evil turned against itself. It is the dark angel of Justice who, in fighting those
who do evil, does evil itself. It is the hand of karma that visits violence on the violent, and
perversion on the perverse. It is the hitman with a conscience and the psychopath out for
justice.

Vengeance differs from other justice-obsessed Archetypes (the Gunslinger, Executioner,


Untouchable, etc) in that it is driven by rage and other destructive emotions. It is evil
incarnate, but directed only against itself.

Taboo
Avatars of Vengeance cannot visit evil acts, especially violence, on the innocent. (Most
avatars use their Channels to determine if someone has Evil on their soul before acting against
them.) Any act of evil perpetrated on an innocent will result in the loss of all Channels until
the avatar redeems herself.

Symbols
Black birds of all kinds, a bloody sword or fist, the scales of Justice, etc.

Suspected Avatars in History


Avatars of Vengeance tend not to be remembered by history, though they are a common icon
in popular culture. James O'Barr may have been channeling Vengeance when he created The
Crow. The Shadow and Batman are also excellent examples from fiction.

Channels
Avatars of Vengeance spend a lot of time staring into the Abyss. Eventually, the Abyss stares
back… with their own eyes. These Channels allow an avatar to confront Evil and turn it
against itself.

1%-50%: Know the Face of Evil. This Channel can be used in three ways. Passively, it allows
an avatar to make a skill check to sense immanent danger. If used against a specific
individual, it allows the avatar to sense any Evil on the target's soul. (What defines "Evil" is
left to the GM.) Finally, if used while touching a person or object, the avatar can "see" a
single evil act that happened to or near it.
Unknown Armies - archetypes collection - page 36

51%-70: The Abyss Stares Back. If an Evil person sucessfully attacks an avatar of
Vengeance, the avatar may acquire the skill used in the attack and use it during the rest of the
combat. For example, if a martial artist (who has killed an innocent person) punches an
avatar, the avatar can attack the martial artist using the martial artist's kung-fu score for the
duration of their encounter. Of course, if the avatar's kung-fu is higher than the martial artist's,
he would just continue to use his own score.

If the avatar is acquiring a magickal skill, she also acuires one minor and one significant
charge. After that, charges must be gained as dictated by the school of magick. Avatar skills
cannot be acquired using this Channel.

71%-90%: Relentless. When an avatar of Vengeance is in the pursuit of Justice, nothing can
be allowed to stand in the way. This Channel is used to unlock doors, open handcuffs, climb
shear walls, etc... However, this only works when the avatar is chasing someone with Evil on
their soul.

91%+: Death Reigns Not Over Justice. Even Death understands the need for Justice. If an
avatar of Vengeance is killed in pursuit of someone with Evil on their soul, he will rise again
at the next sunset or sunrise, which ever is later. This resurrection can be prevented by
cremating the body and scattering the ashes to the winds. (Relentless can free a buried avatar.)

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