MODERNMODERN Original Concept ™ BILL SLAVICSEK ™
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designers d20 ERIC CAGLE, JEFF GRUBB, DAVID NOONAN, STAN! development and editing CHRISTOPHER PERKINS, BILL SLAVICSEK MMODERNODERN original concept ™ BILL SLAVICSEK ™ art director game design manager ROBERT RAPER CHRISTOPHER PERKINS graphic design vice president of publishing KATE IRWIN, CYNTHIA FLIEGE MARY KIRCHOFF director of rpg r d cover artist BILL SLAVICSEK DAVE JOHNSON interior artists category manager JASON ALEXANDER, KALMAN ANDRASOFSZKY, LEE BALLARD, ANTHONY VALTERRA JUSTIN HAMPTON, KAGAN MCLEOD, KEN MEYER JR., DEAN ORMSTON, JAKE PARKER, PUDDNHEAD, CHRISTOPHER SHY, CHAD MICHAEL WARD, JONATHAN WAYSHAK, SAM WOOD project manager MARTIN DURHAM cartographer ROBERT LAZZARETTI production manager CHAS DELONG graphic production specialist ANGELIKA LOKOTZ, CARMEN CHEUNG special thanks to MICHELE CARTER, DALE DONOVAN, GWENDOLYN FM KESTREL, ERIC MONA, JOHN D. RATELIFF, RICH REDMAN, CHARLES RYAN, MAT SMITH, ED STARK, LARRY WEINER, CYNTHIA FLIEGE Based on the d20 Modern Roleplaying Game by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan, utilizing mechanics developed for the DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This Wizards of the Coast® game product contains no Open Game Content. No portion of this work may be produced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. U.S., CANADA, EUROPEAN HEADQUARTERS ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. T. Hosfveld 6d P.O. Box 707 1702 Groot-Bijgaarden Renton WA 98057-0707 620-88172-001-EN Belgium Questions? 1-800-324-6496 9 8 7 6 5 4 3 2 1 +322 467 3360 SampleFirst Printing: May 2003 file Dungeons & Dragons, D&D, the d20 System logo, Wizards of the Coast, and the Wizards of the Coast logo are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. D20 Modern, and Urban Arcana are trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. © 2003 Wizards of the Coast, Inc. Visit our website at www.wizards.com/d20modern A World of Adventure . .164 Gnome . .218 Gamemaster Characters . .169 Gremlin . .219 contents Grendelspawn . .220 Chapter 6: Organizations . .170 Halfling . .221 Organizations in Your Game . .170 Homunculus . .222 Introduction . .6 Organizations . .171 Leechwalker . .224 What’s In The Book . .5 The Beloved . .171 Living Dumpster . .225 Shadow . .5 The Black Feathers . .172 Lizard . .226 Mundane . .7 Church of Pelor . .173 Octopus . .226 Recurring Shadows . .7 Cirque des Moitié . .174 Orc . .227 Making Urban Arcana Your Own . .8 Commission for Research . .175 Otyugh . .227 Corsone Syndicate . .177 Platonic . .228 Chapter 1: Characters . .10 Department-7 . .178 Porpoise . .229 New Starting Occcupations . .10 The Displaced . .179 Rat, Dire . .229 New Feats . .11 Draco Industries . .179 Retriever . .230 Feat Descriptions . .12 The Enlightenment . .181 Roach Thrall . .230 Shadowkind . .17 Eyes of the Beholder . .182 Sidhe . .232 Shadowkind Species . .19 The Fellowship . .183 Skunk Ape . .233 More Powerful Shadowkind . .25 Fraternal Order of Vigilance . .184 Spirit . .234 Languages of Shadow . .32 Heirs of Kyuss . .185 Squid . .236 Advanced Classes . .33 Infinite Serpents . .185 Swarm . .237 3 Prestige Classes . .59 Institute for Education . .186 Toxyderm . .239 International Guild of Laborers .187 Urban Wendigo . .242 Chapter 2: Equipment . .66 Knightly Order . .187 Vivilor . .243 Weapons . .66 Knight of the Silver Dragon . .189 Vrock . .244 General Equipment . .76 Markova Enterprises . .189 Wererat (Template) . .245 Vehicles . .79 Mindwreckers . .191 Zombie, Liquefied (Template) . .246 Onimako Consulting . .192 Chapter 3: Spells . .84 Paranormal Science Agency . .194 Chapter 8: Locations . .248 Arcane Spells . .84 The Prancing Pony . .194 Your Home Town . .249 Divine Spells . .86 Silent Walkers . .195 Building a City from Scratch . .249 Spell Descriptions . .88 St. Cuthbert’s House . .196 Anatomy of a City . .249 Converting Psionic Powers Sons of Tyranny . .198 Mystic Sites . .272 into Spells . .101 Swiss Juncture of Gnomes . .199 Incantations . .102 Chapter 9: D&D and Creating New Incantations . .111 Chapter 7: Creatures . .200 Urban Arcana . .274 Seed Descriptions . .112 Shadow Creatures and Bringing Through Magic . .274 the Modern World . .200 Bringing Through Monsters . .275 Chapter 4: Magic Items . .120 Shadow Creature Descriptions . .201 Bringing Through Characters . .275 Armor and Shields . .121 Ash Wraith . .201 Psionic Power Descriptions . .280 Weapons . .122 Beholder . .201 Staffs . .125 Big Cat . .202 Chapter 10: Adventures . .286 Potions . .126 Blix . .203 Scope of Adventures . .286 Rings . .127 Boar . .203 Remember the Situation . .287 Tattoos . .127 Breathsnatcher . .203 Starting the Campaign . .287 Wondrous Items . .128 Celestial . .204 The Beginning . .287 Artifacts . .133 Changling (Template) . .206 After That . .288 Vehicular Magic Items . .137 contents Demonic Auto . .206 Donkey . .208 Adventures . .288 Chapter 5: Running the Game . .140 Dragon . .208 1: Fast Food Fight Club . .288 URBAN ARCANA: The Game . .141 Drow . .213 2: Sword & Sorcery & Retail . .290 URBAN ARCANA: The World . .141 Dryad . .214 3: A Helping Hand . .296 One-Shot Adventures . .143 Dwarf . .214 4: The New Exhibit . .299 Ongoing Campaigns . .145 Eagle . .215 5: Into the Spider’s Web . .301 Your First Adventure . .147 Efreeti . .215 6: Estavan’s Estate . .307 Adventure by Design . .149 Elephant . .216 7: The Warehouse of Holding . .312 SampleOne Hundred Adventure Ideas . .152 file Elf . .217 Treasure Tables . .155 Gear Golem . .217 Character Sheet . .318 Mastering the Game . .163 introduction he world has … changed. Goblins ride the subway. Dragons rule the boardrooms. Monsters thaunt the alleys of the urban jungle. It’s the dawn of a new era—the modern world is in the midst of a transformation and most people don’t even know it. A quantum shift has occurred in the fabric of reality; magic has suddenly become very real, and creatures that before were only found in fairy tales and nightmares now walk the streets. It’s the world outside your window, with a serious twist. URBAN ARCANA presents a campaign setting of modern fantasy, using the d20 Modern Roleplaying Game. Within this world, modern knights armed with automatic weapons fight dragons, techno-mages use computer search pro- grams to recover spells lost to the ages, and industrious adventurers discover new realms beneath the streets of the cities they have lived in all their lives. Let’s face it— you always wanted to get medieval in the modern world. How is this possible? The walls of reality have become thinner. Fantastic creatures, powers, and items are pass- ing into this world across a boundary known only as “Shadow.” Some of these new arrivals are good (or, at most, frightened and confused by this modern world) while others are irretrievably evil. Whichever side they fall on, they are all here to stay. You see, travel through Shadow appears to be one way—no one has yet man- aged to pierce the veil to see where these fantastic creatures really come from. As in all times of need, heroes have begun arising to fight against evil—evil that can mix ancient eldritch power with 21st-century technology. The heroes, too, combine their use of modern weapons with the growing power of magic. Not all the heroes are human, and not every source of evil originates beyond the veil of Shadow. International conglomerates now offer consulting contracts to demons and seek the counsel of oracles before signing major deals, for example. Likewise, the creatures of Shadow Samplerecognize both the good and badfile of their new home, and many are willing to take up arms against the bad. What doesn’t kll you DO can make you stronger. The twist within a twist involves the nature of the human always been here, and only the rising tide of magic has awak- mind and the interaction of Shadow. Most ordinary humans ened their true nature. can’t fathom the things of Shadow, and so their minds translate Chapter Eight: Locations details locations both mundane the fantastic and the horrifying into something more mundane. and magical, from factories and bars to ley lines and holy The URBAN ARCANA Campaign Setting places the traditional sites, providing a variety of locations for play and sufficient fantasy races, spells, and abilities from the DUNGEONS & information to make running adventures easy. DRAGONS® game into the modern world. New, fantastic threats Chapter Nine: D&D and URBAN ARCANA contains infor- appear out of Shadow, and with them new powers and new mation on modifying monsters, spells, and items from the opportunities as well. Familiar fantasy opponents adapt to the DUNGEONS & DRAGONS game to fit in the URBAN ARCANA setting, challenges of the mundane world, otherwise ordinary people as well as additional powers and a new advanced class for are seduced by the lure of influence and wealth promised by those that wish to include psionics in their games. arcane powers, and entirely new threats arise out of the mix- Chapter Ten: Adventures features a couple of ready-to- ture of the mundane and the fantastic. More than ever this is play scenarios, including one specifically designed to kick off a world in need of heroes—you can be one of them! an URBAN ARCANA campaign. WHAT’S IN THE BOOK? SHADOW Think of the URBAN ARCANA Campaign Setting as a toolbox. It pro- There is a wall between realities.