Got Urban Arcana! Summary & your questions answered!


log in or register to remove this ad

JPL said:
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?

Function like spells, except need not be spellcaster to cast them. No spell slots, unlimited number per day. Cannot be improved with metamagic feats. More powerful than spells. Take longer to cast than spells, success not assured. Often require multiple participants or strange rituals.

Can be discovered in old tomes etc. Knowledge (arcane lore) checks to cast. Must make check every 10 minutes; failure means that the last 10 minutes are wasted, not that the incantation has failed. If you fail two in a row, it fails.

Always cause backlash of some kind, whether you succeed or fail. Backlashes damage or drain the caster.

Each incantation has specific consequences for failure (attack, augment, betrayal, damage, death, delusion etc.)

Example:

Caduceus
Skill Check: Knowledge (arcane lore) DC 31; 4 successes and Treat Injury DC 31, 2 successes
Failure: 2 consecutive failed checks
Compnents: V,S,F
Casting Time: 6 hours minimum
Range: Touch
Target: Living creature
Duration: Instananeous
Save: Will negates (harmless)
Spell Resistance: Yes (harmless)

Ends adverse conditions (ability damage, confusion, blindness, deafness, fatigue etc.); cures up to 150 points of damage. Removes negative levels.

Failure: Death (Fort save DC 15 or die; otherwise reuced to -1 HP)

How high do spell levels go? Higher than in "standard" d20 Modern?

5th level.
 


johnnype said:
About chapter 9, can you tell us more about your "expands Psionics" comment?

3 classes: Battle Mind, Telepath, Psionic Agent. A few feats. About 5 pages of psionic powers. When I say it expands psionics, I mean it does so from the D20 Modern book, not from the Psionics Handbook (although it does have new classes, feats and powers not found in that book, although there is a lot of overlap).
 

Sounds good.

I was worried that this would be Shadowrun: The Early Years, but it might make a nice port for GURPS Technomancer -- can't wait to get a copy.
 

Re: Sounds good.

Werther von G said:
I was worried that this would be Shadowrun: The Early Years, but it might make a nice port for GURPS Technomancer -- can't wait to get a copy.

Though if you intended to run d20 Shadowrun, I'll bet it'd be a good sourcebook for it.
 

How do Mystics differ from the Alcolyte in the core book? Also can you talk more about the Prestige classes. I assume that they are 10 lvls and have requirments of able to cast some spell lvl, but what do they do? Just provide a path for further advancement?
 

Do they happen to cover crafting magical items ala the DMG (feats, prices, spells needed, level req's, etc)? Or is just an expanded list of items.
 
Last edited:


How do they deal with law enforcement?

Do they just pretend it doesn't exist for the sake of adventure (ala. the wild west), or do the PC's have to constantly deal with the law via operating as part of it or as part of spec ops groups?

joe b.
 

Remove ads

Top