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05/06/2003


Urban Arcana Excerpt
By Eric Cagle, Jeff Grubb, David Noonan, Bill Slavicsek, Stan!

Welcome to Urban Arcana, the new medieval-meets-modern campaign setting for the d20 Modern Roleplaying Game. Enter a world where the magical and mysterious cross the Shadow boundary to wreak havoc amid city streets, skyscrapers, and cell phones. Our sneak peek offers a look at the fantastic creatures and character classes your PCs may encounter.


Shadow Creatures

Demonic Auto

Whether possessed by fiendish spirits or a tangible demon assuming the shape of a car, the demonic auto prowls the highways and byways without a driver, forcing other motorists off the road and running down pedestrians.

At first glance, the demonic auto looks like a mundane vehicle of comparible size. Demonic autos can be any make and model of automobile -- anything from a beat-up camper van to a brand-new sports car. An enraged demonic auto can alter its chassis slightly, growing spiky protrusions and serrated edges to appear more menacing and unnatural. Regardless of their appearance, demonic autos share the same performance characteristics as the vehicles they most closely resemble. Demonic autos never have drivers or passengers, for they hate all life.

The demonic auto isn't above simply running over pedestrians, but it prefers to hound other vehicles. It'll sideswipe and harry a car and its driver, giving chase until the other vehicle is destroyed in a fiery crash. Because it has damage reduction, the demonic auto has the edge in any demolition derby.

The demonic auto does not speak. It has the normal height and weight of the automobile it most closely resembles.

Species Traits

Demonic autos have the following traits:

Construct: Demonic autos are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.

Outsider Traits: While they are technically constructs, demonic autos are animated by a fell presence from beyond Shadow. They gain skills and feats as if they were outsiders, and they have an Intelligence score.

Damage Reduction 20/+1 (Ex): A demonic auto ignores the first 20 points of damage dealt by a nonmagical weapon.

Vehicle Movement: The demonic car moves as a vehicle, not as a character. It has a top speed of 320 squares at character scale (32 squares at chase scale). It maneuvers as a vehicle, using its Drive score, and it must choose a speed category (alley, street, highway, or all-out speed) at the beginning of each action. The demonic auto's speed category may increase its Defense and penalize skill checks. (See the Vehicle Movement and Combat section in Chapter Five of the d20 Modern Roleplaying Game.)

No Limbs: The demonic auto has no limbs and thus can't grapple, nor can it manipulate or throw an object. However, it can open and close its car doors, hood, or trunk rapidly to make a slam attack.

Trample (Ex): The demonic auto can trample smaller creatures by running over them (see Trample in Chapter Eight: Friends and Foes of the d20 Modern Roleplaying Game). The demonic auto's trample attack deals 2d6+9 points of damage if traveling at alley speed and 4d6+9 points of damage at higher speeds. A successful Reflex save (DC 23) halves the damage. The demonic auto takes this damage as well, but its damage reduction applies.

Repairable: Demonic autos cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage, and each check represents 1 hour of work. A demonic auto can repair itself.

Darkvision (Ex): Demonic autos can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and demonic auros can function with no light at all.

Demonic Auto: CR 13; Huge construct; HD 15d10+40; hp 102; Mas -- ; Init +1; Spd 400 ft. (320 squares as vehicle); Defense 24, touch 9, flat-footed 23 (-2 size, +1 Dex, +15 natural); BAB +11; Grap -- ; Atk +15 melee (1d6+9, slam); Full Atk +15/+10/+5 melee (1d6+6, slam); FS 10 ft. by 15 ft.; Reach 5 ft.; SQ construct, outsider traits, damage reduction 20/+1, vehicle movement, no limbs, trample (2d6+9 alley speed or 4d6+9 at higher speeds), repairable, darkvision 120 ft.; AL chaos, evil; SV Fort +5, Ref +6, Will +5; AP 0; Rep +0; Str 23, Dex 13, Con -- , Int 10, Wis 10, Cha 5.

Skills: Bluff +15, Drive +21, Hide +3, Navigate +18, Repair +10, Sense Motive +18, Spot +18.

Feats: Drive-By Attack, Force Stop, Vehicle Dodge, Vehicle Expert.

Flame Job

This paint job covers the front of the vehicle in wicked-looking flames. Once per day, on the owner's command, the vehicle can burst into flames for 3 rounds, dealing 5d6 points of fire damage to any creature or object touched or struck by the vehicle. In addition, any creature standing adjacent to the flaming vehicle takes 2d6 points of fire damage; a successful Reflex save (DC 15) halves the damage. The flames automatically set fire to combustibles. Neither the vehicle nor its occupants suffer any ill effects from the fire so long as they remain completely inside the vehicle.

Type: Wondrous Item (vehicular); Caster Level: 5th; Purchase DC: 27; Weight: -- (factored into the vehicle's weight).

Possessions: None.

Advancement: 16-25 HD (Huge); 26-45 (Gargantuan).

Advanced Demonic Auto (Semi Truck): CR 16; Gargantuan construct; HD 26d10+80; hp 223; Mas -- ; Init +1; Spd 400 ft. (320 squares as vehicle); Defense 26, touch 7, flat-footed 25 (-4 size, +1 Dex, +19 natural); BAB +18; Grap -- ; Atk +25 melee (1d8+15, slam); Full Atk +25/+20/+15/+10 melee (1d8+10, slam); FS 10 ft. by 30 ft.; Reach 5 ft.; SQ construct, outsider traits, damage reduction 20/+1, vehicle movement, no limbs, trample (DC 33; 2d8+15 at alley speed or 4d8+15 at higher speeds), repairable, darkvision 120 ft.; AL chaos, evil; SV Fort +10, Ref +9, Will +10; AP 0; Rep +0; Str 31, Dex 13, Con -- , Int 10, Wis 10, Cha 5.

Skills: Bluff +22, Drive +32, Hide +10, Intimidate +19, Navigate +25, Repair +25, Sense Motive +25, Spot +29.

Feats: Drive-By Attack, Great Fortitude, Force Stop, Iron Will, Vehicle Dodge, Vehicle Expert, Weapon Focus (slam).

Possessions: Flame job (see sidebar).

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