What IS Bad Mojo?


Bad Mojo is a contemporary setting for Unknown Armies (by Atlas Games). Originally developed for Live-Action use, the setting has a more political focus than tyical UA games. However, this does not mean that Bad Mojo characters are all talk and no action! Quite to the contrary, many of the original magickal schools and archetypes presented here are significantly more action-oriented than the norm. (Though the PBeM and LARP projects described below have been postponed indefinately, this site will still be recieving semi-monthly updates.)

Unknown Armies

Where to begin? In the word of UA, there is a war being waged in the Occult Underground, a sub-culture of magically clued-in men and women al across the globe. The prize: a hand in determining the next incarnation of the universe. The Tools: Obscure rituals, ancient artifacts, modern magic, and your trusty sidearm. But occultists aren't the only players on the scene; demons, golems, and creatures so alien as to defy description also lurk in the shadows. It is not a world for the faint of heart or the weak of will. As the game books asks, "What would you risk to change the world?"

For more information on Unknown Armies, see More Bad Mojo... for a list of links.

The PBeM

(Not currently running.)

Each week without a Live-Action session, players may email the GM their character's actions for that week. These should be phrased in general terms ("Investigate that Astral Parasite to find out who summoned it."); so that the GM can extrapolate an entire week's worth of activities. The GM will make all necessary dice rolls, using the systems described in the Unknown Armies rulebook. The results of these weekly actions will form the background for the next LARP session.

The LARP

(Not currently running.)

About once each month, the players gather for a Live-Action session. Basically, these are social gatherings were the participants remain in-character and act out the plots they have been constructing during the preceeding weeks. Players are free to plot and scheme on their own, but the GM must be called if other actions (combat, magick, etc) are desired. This is most player's favorite part of Bad Mojo.