This ones got some ups and some downs. All in all a good addition but it has some problems. So first off all the fluff bits added in are solid. It has interesting ideas for how the magical nut jobs of this world survived in the UK. Avatars added into the system are really solid. Despite being only two they are both well thought out and work well for either GM or player. The rituals they add in are fantastic and had me both giggle and cringe at how weird/evil/creative they were. Locations all work well. Opposing groups is one place it really shines too, adding in flare and nods to other books.
Now the make or break for this book is the adepts, cause they are a mixed bag. Of the five new adepts added two of them I would personally call useless, two of them are amazing, and one of them is cool but wicked situational. First adept is the Alienacarnemology, gains powers of animals by consuming their meat. They are fantastic. Flat out cool idea that has strong spells and uses. Second is the Caravanacracy, and these guys are just useless. They're discount car mages from book one and I cant see anyone trying to play one aside from making their charging harder, their spells less effective, and their taboo more ridiculous to make a mage I could never suggest. Third mage added is another fantastic one, the Chronomancy. Thats right a time mage, dont worry not nearly as broken as it sounds. If anything they're maybe a little more powerful then the camera mages from book one. Cool ideas that work well. Fourth class Urbanusexploratiology, and they hit the situational but cool. They are hard to charge and need to be in a game that works for them, but they are a very interesting adept with some different, maybe too situational spells. Fifth and final is the Vetitumtabulasmancy....and I want these to make sense but they dont in a modern setting. Their spells are cool forcing checks on people or social/emtional manipulation, but their charging just doesn't work. Hell the book even says they have a painfully finite sources to charge from and have to jump though a near pointless hoop to charge after that. The spells are cool but this class only really works if you set your game in the 80s or something.
On a side note the section for the final added adept has an oddly poor editing. For some reason all the text is bold for this section, and it breaks the format of the other classes by not listing the type of charge per spell (small mistake but odd to see when everyone else has this in their blocks) that goes on for five pages. The editor really dropped the ball there to miss that big of an error.
All in all this is a good but not perfect addition. Some bits are a little too hard to use, but the world additions, the rituals, artifacts, avatars, and half the adepts feel right at home. For ten bucks this is more then worth it just to get the fun of Unknown Armies in the UK setting.
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