Got Urban Arcana! Summary & your questions answered!


log in or register to remove this ad

The cover (although I'm sure you've seen it):
 

Attachments

  • products_d20m_881720000_lgpic.gif
    products_d20m_881720000_lgpic.gif
    37.3 KB · Views: 16,652

Are there any solid rules in the book on handling how humans percieve shadow? I wanted to run an Urban Arcana game, but I found that I didn't know when it was the characters should be able to see through it and when they shouldn't.
 

reezel said:
Are there any solid rules in the book on handling how humans percieve shadow? I wanted to run an Urban Arcana game, but I found that I didn't know when it was the characters should be able to see through it and when they shouldn't.

There's a lengthy discussion of Shadow (4 pages), but no rules as such (unless I've missed them elsewhere in the book - I've only skimmed it thus far). Generally, humans don't perceive Shadow (or their brains tell them they're seeing something else). The book says that the heroes are generally those that can see Shadowkind and magic, but that other people can't. This, I guess, applies to PCs and relevant NPCs where the plot dictates.

It has examples - a fireball remembered as a gas leak and so forth.

If I find anything else, I'll edit this answer with the new info. Still reading the book!
 
Last edited:


Glad to see you got it, that means it's not too far off for little ol' me. :)

Does the book provide any info on advancing a current fantasy setting to the modern day as opposed to using our world? Probably not, but I'm curious as that's what I plan to do with it (I want it to be connected to one of our Forgotten Realms campaigns of old).
 

OK, I am DYING to know what the Chainsaw of the Psycho does.

ghosts from WW2 appearing on the old city walls not realising the war is over, the Titanic returning home and so forth.

Great Reitman's Ghost! Stolen directly from the fourth-greatest movie of all time... :)
 

Hi Morrus,

never thought my first post would deal with Urban Arcana. What loose and what gain players if they choose to play a Shadowfolk? How long are the adventures? How much setting info a gamemaster receive? After reading your summery I think the book is very crunchy. Hope my english is not to bad (only reader and not speaker).

Thanks
 

evildm said:
Glad to see you got it, that means it's not too far off for little ol' me. :)

Does the book provide any info on advancing a current fantasy setting to the modern day as opposed to using our world? Probably not, but I'm curious as that's what I plan to do with it (I want it to be connected to one of our Forgotten Realms campaigns of old).

Not specifically, no. But there is a whole chapter on porting D&D over.

OK, I am DYING to know what the Chainsaw of the Psycho does.

Battered chainsaw with +1 to +3 enhancement bonus. Constantly drips oil and blood, requires no gas to activate. x3 damage on crit. Any good creature gets 2 neg levels if he handles it.

What loose and what gain players if they choose to play a Shadowfolk?

They're basically races - lots of D&D races with similar benefits and penalties. The list includes: dwarf, elf, gnome, goblin, half-elf, half-orc, halfling, orc, shadowkind human, snakeblooded human as basics. With ECL adjustments are: aasimar, bugbear, dragonblooded human, drow, gnoll, half-dragon, half-ogre, ogre, tiefling.

How long are the adventures?

They range from 2 to 6 pages, and come with colour maps etc. Divided into sub-chapters, or "scenes".

How much setting info a gamemaster receive

Loads of it!
 

Tell us more about incantations. What sort of effects? How powerful? Based on K: Arcana or Spellcraft or what? What's the place of incantations in the UA campaign setting?
 

Remove ads

Top