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13 Occult Artifacts by James Maliszewski Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.

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13 OccultArtifacts

by James Maliszewski

Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.

While D20 Modern Roleplaying Game can beused to create any kind of contemporary setting,among the most popular are those that deal withsupernatural beings, occult powers, and nefariousconspiracies. The D20 Modern core rulebook sup-ports such settings in a variety of ways, fromadvanced classes to creatures to FX abilities. Whatthe core rulebook lacks, however, are some of thestaples of such settings: occult artifacts. Certainlythere are many FX items to be had, but they owetheir existence to purely game mechanical consider-ations rather than to occult or supernatural “histo-ry.” Which offers a GM more flavor for his occult-based campaign: a talisman of pure good or a frag-ment of the True Cross?

USING THIS PRODUCTModern: 13 Occult Artifacts provides the GM,

naturally enough, with 13 different occult artifacts,each one drawn from the real world. Admittedly, notall of the artifacts described actually exist (at leastso far as anyone knows), but all of them have a sto-ried pedigree in conspiratorial history of the worldand thus add a great deal to any D20 Modern cam-paign that deals with the supernatural. Each entryprovides background information on the artifact inquestion, as well as game mechanics, allowing theGM to insert the artifact into his campaign withease. In several cases, alternate interpretations ofthe artifacts are offered, giving further options to theGM and ensuring that his version of, say, the Spearof Destiny suits his campaign’s realities rather thanthe other way around.

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Introduction

The ArtifactsEach artifact uses the same basic format. That

format is as follows:Name: The name of the artifact.History: A short history of the artifact’s origins

and influence throughout history.Physical Description: What the artifact looks

like.Current Whereabouts: The location of the

artifact at present, if known.Alternatives: Other possible interpretations of

the artifact.Game Mechanics: Game rules for using the

artifact, including a Purchase DC and alternate ver-sions of how the artifact might work.

FORMSEach artifact in this PDF is presented on a

single page along with a set of forms. GMs canprint only the devices they plan on using and,by making notes on the printed pages, keeptrack of the artifact’s status in a campaign.

These sheets can be inserted into the cam-paign’s binder along with sheets from RoninArts’ Modern: Campaign Planner, Modern:Contacts, and other releases in this series.

History: The Order of the Militia of the PoorKnights of the Temple of Jerusalem or, more colloqui-ally, the Templars were an order of monastic warriorsfounded in 1118 by nine French knights to guard thepilgrim roads to Jerusalem. Over time, they becameboth extraordinarily influential and wealthy, whichinflamed the jealousy of many in medieval Europe.These enemies spread rumors that the Templars con-sorted with Arabs (including the dreaded Assassins)and engaged in heretical practices, including blackmagic and devil-worship. King Philip IV of France,with the assistance of Pope Clement V, conspired toeliminate the Templars and, on Friday, October 13,1307, all its members in France were arrested andmany were executed. The power of the Order was bro-ken and many former Templars hid in Portugal,Scotland, and other lands to preserve their lives.

Among the many claims laid against the Templarswas that they worshipped—or at least served—a headof some kind called Baphomet. Some versions of thestory claim the head was that of a goat-like being(hence the charges of diabolism), while others claim itwas a human head. Still others suggest that it was amechanical head made of metal (the so-called brazenhead). All versions suggest Baphomet pronounced ora-cles and provided the Templars with valuable informa-tion with which to enrich and empower themselves—in exchange for doing the bidding of the head.Baphomet was never found, which led some to believethe artifact never existed, while others argue that thesurviving Templars took it with them as they went intoexile.

Physical Description: Baphomet is a bronze headabout the size of a normal human’s head. Its face is

extremely lifelike: bearded and with an evil grin thatreveals its diabolic origins.

Current Whereabouts: Baphomet is currentlypossessed by a band of Templars currently headquar-tered in Toronto, Canada. They stole it from their supe-riors because they believed it was the only way to pro-tect from a team of Papal investigators sent to seizeBaphomet and bring it back to the Holy See fordestruction.

Alternatives: Baphomet might instead be the headof a human being—perhaps a significant one such asJohn the Baptist or John F. Kennedy—magically keptalive or it might simply contain the brain of a humanbeing. It’s also possible that Baphomet is not evil andthat the Templars were actually unfairly maligned bytheir medieval accusers.

Game Mechanics: Baphomet has a life—andmind—of its own. It possesses the following FX abili-ties, which it can use at will. It frequently uses theseabilities at the command of its “owner,” but only inreturn for services in kind. In addition, Baphomet willnever function for a character who does not pledgeallegiance to it and the Templars. The powers are:

Clairaudience/Clairvoyance (100-ft. range, 1minute per use) (DC 17)

Cure light woundsDetect magicDetect thoughts (100-ft. range, 1 minute per

use) (DC 16)Locate object (120-ft. radius)

Type: Artifact (magic); Caster Level: 10th;Purchase DC: None; Weight: 15 lb.

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Baphomet

Campaign InformationUSED IN THE CAMPAIGN? ❑ YES ❑ NO STILL EXISTS IN THE CAMPAIGN? ❑ YES ❑ NO

DID YOU CHANGE THE ARTIFACT IN ANY WAY? ❑ YES ❑ NO (IF YES, DESCRIBE BELOW)

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PLAYER CHARACTERS’ KNOWLEDGE OF THE DEVICE: ___________________________________

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NOTES: ________________________________________________________________________