Rating: [ 6.61 / 10.00 ]

Game Info

Title  Hush Hush
Authors  Zach Bush, Andrew Byers, Michael Daisey, Tim Dedopulos, Gustavo Diaz, Kenneth Hite, Daniel Ksenych, Rick Neal, James Palmer, Carlos Serra, Gareth-Michael Skarka, Greg Stolze, John Tynes, Chad Underkoffler
Book Type  Background: Group
Rank: [ 19 / 1417 ]
Genre  Horror
Setting  Unknown Armies
Edition Info  Atlas Games (2000)
Stock: 6005
ISBN: 1-887801-93-6
System  Unknown Armies

Game Summary

Sourcebook dedicated to The Sleepers, a global cabal primarily based in Europe who have appointed themselves the watchdogs of the Occult Underground, spying on and taking down any who would demonstrate the truth of magick to the mundane world.

The book contains stats and background for the leaders of the Sleepers, several Sleeper GMC's, the four primary Sleeper strongholds, several new Rituals and artifacts and new special ops weapons and gear. This is also the book in which the rules for dealing with what happens when mundanes encounter magick, and the riots that may result.

Game Editions

Notes on This Edition
128 pages, perfect bound, 8.5" x 11", $19.95. The rules concerning riots have been revised and now appear in the UA second edition core book.

Game Editions

Edit Edition ]
# Title System Publisher Released Stock Status
1 Hush HushUnknown Armies 1Atlas Games 2000 6005 ---

Comments & Reviews

All RPGnet Reviews

See 1 Reviews | Link Reviews ]
Rating User Summary
5 + 4The Unshaven. Hush Hush brings you the Sleepers, the occult boogeymen of the Unknown Armies setting, and is chock full of inspiration, ideas, and The Vibe. This book would be great for using the Sleepers as either antagonists, or for a darker song, a PC group.

All User Comments

See 20 Ratings | See 1 Comments | Add Rating ]
Rating User Comments
7 / 10SleeperWhy hasn't the general public figured out that magic works? People can't keep secrets, especially a large, fragmented group of backstabbing nutjobs. The authors should have blamed it on the Clergy; at least They have the power and omnipresence necessary to put the Tiger to sleep. The Sleepers just don't, making them far and away the least plausible of the major factions.

Specifically, the info on Sleeper recruitment and operations and the fairly extensive list of equipment enhances the wacko-housewives turned amateur-SWAT team feel, and both the major Sleeper HQs and the suitably-creepy NPCs are well done. The entertaining but frenetic and scattered secret history, as well as the rules for Authentic Thaumaturgy, are good if overly traditional by UA's PoMo norms. The plot seeds are acceptable and the handful of rituals fill a couple holes left empty in the original core rulebook, but the riot rules are a clumsy way to smack down uppity PCs.

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