The Modern Dispatch 084 - Mecha Arcana, Podreczniki RPG, The Modern Dispatch

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The
Modern
Dispatch
Mecha Arcana
by Phil Reed
are not open and this PDF may not be distributed
without the permission of the author.
This issue of the
Modern Dispatch
brings together
mecha and magic, two elements of the Modern
rules set that blend together surprisingly well. The
information contained within these pages assumes
a campaign in which high-tech and arcane secrets
operate side-by-side – the basic arcane setting for the
Modern rules makes an excellent fit for the new rules
described herein. In a pure mecha campaign, the GM
could make use of this material to represent an extra-
planar, or alien, invading force. After all, as the quote
sort of goes, any sufficiently advanced technology is
indistinguishable from magic.
About the Author
Philip Reed has been working professionally in the
roleplaying game industry since 1995. In that time
he has worked for such companies as West End
Games, Privateer Press, and
Scrye
Magazine. Today,
in addition to working on this new PDF, Philip also
spent time tearing down an old, ugly fence. To learn
more about Philip Reed – and Ronin Arts – please
visit
The official Ronin Arts
forum can be found at www.raforums.com.
#84
Content�Manager:�
phil�reed,�chris�davis
Layout:�
Chris�Davis
To further expand your arcane options in futuristic
campaigns, see Ronin Arts’
Future: Arcana.
Packed
with two new classes and a host of spells,
Future:
Arcana
is geared primarily toward starships (in fact,
some of the spell concepts in this
Modern Dispatch
issue were derived from material I originally created
for the
Future: Arcana
PDF). More unusual
fun with mecha can be found in
Future: Mecha
Companions
.
Prestige Class: Mecha Mage
Rarely encountered, the Mecha Mage is an
accomplished mecha pilot and experienced powerful
arcane spellcaster that devotes his training to
augmenting his mecha through the use of specialized
spells. Respected by those that recognize his
talents, the Mecha Mage is often selected for
dangerous assignments that can only be successfully
accomplished by one that relies as much upon magic
as he does machines.
Requires the use of the d20 Modern Roleplaying
Game, published by Wizards of the Coast, Inc.
Open Game Content
All of the text in this PDF is designated as open game
content. The graphics, artwork, and layout of the PDF
d20 Modern and Wizards of the Coast are
trademarks of Wizards of the Coast, Inc. in the
United States and other countries and are used
with permission. ‘d20 System’ and the ‘d20
System’ logo are trademarks of Wizards of the
Coast, Inc. and are used according to the terms
of the d20 System License version 6.0. A copy
of this License can be found at www.wizards.
com/d20.
TABLE 1: MECHA MAGE
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Defense
Bonus
Reputation
Bonus
Special
1st
+0
+0
+2
+2
Total Spellcasting, Bonus Spells
+1
+2
2nd
+1
+0
+3
+3
Bonus Feat
+1
+2
3rd
+1
+1
+3
+3
Increased spells/day, Bonus Spells
+2
+2
4th
+2
+1
+4
+4
Luv My Mecha (+1)
+2
+3
5th
+2
+1
+4
+4 Bonus Feat, Increased spells/day, Bonus Spells +3
+3
Mecha�Arcana
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The
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Increased Spells/Day
At 3rd level, the Mecha Mage increases the base
number of arcane spells per day by one half (round
down). This increase occurs before modifications
for high intelligence or other alterations. At 5th
level, the Mecha Mage again increases the number
of arcane spells available per day, this time to a total
of twice what he would normally have. As before,
this increase happens prior to any modifications or
alterations.
Most Mecha Mage’s proceed from this prestige
class back into either the Mecha Jockey advanced
class or an advanced or prestige class that extends
their spellcasting abilities. The fastest path into this
prestige class is from the Mage and Mecha Jockey
advanced classes, though other paths are possible.
Spellcraft (Int) , Tumble (Dex).
Skill Points at Each Level:
7 + Intelligence
modifier.
Class Features
The following features pertain to the Mecha Mage
prestige class.
Requirements
To qualify to become a Mecha Mage, a character
must fulfill the following criteria.
Skills:
Drive 10 ranks,
Spellcraft 14 ranks,
Knowledge (arcane lore) 14 ranks.
Feats:
Advanced Mecha operation, Mecha Weapon
Proficiency.
Special:
Ability to cast arcane spells.
Total Spellcasting
Count all character caster levels when determining
the Mecha Mage’s casting level for arcane spells.
Luv My Mecha
Starting at 4th level, a Mecha Mage gains a +1 bonus
on Drive, Pilot, and Repair checks when applied to
a mecha he designates as familiar. The same bonus
is applied to the Mecha Mage’s attack rolls with the
mecha’s ranged weapons. To designate a mecha as
familiar, the Mecha Mage must have operated it for at
least one month. Minor changes and upgrades to the
mecha don’t affect familiarity, but if the Mecha Mage
switches to a mecha with a different size, different
superstructure, different flight system, or more than
one new weapon, he must operate it for at least one
month before he is familiar with it. A Mecha Mage
can be familiar with only one mecha at a time.
Bonus Spells
At 1st level, and again at 3rd and 5th level, the
Mecha Mage gains a number of new spells equal to
his Intelligence modifier. These spells are in addition
to any others that the Mecha Mage may gain. These
bonus spells must be selected from those that include
the mecha descriptor (see New Spells, below).
Class Information
The following information pertains to the Mecha
Mage prestige class.
Hit Die
Mecha Mages gain 1d6 hit points per level. The
character’s Constitution modifier applies.
Bonus Feat
At 2nd and 5th level the Mecha Jockey Mage gains
a bonus feat. The bonus feat must be selected from
the following list, and the Mecha Mage must meet
all the prerequisites of the feat to select it. Advanced
Firearms Proficiency, Advanced Mecha Operation,
Burst Fire, Cleave, Combat Expertise, Dead Aim,
Dodge, Double Tap, Far Shot, Force Stop, Gearhead,
Great Cleave, Hair Trigger, Improved Bull Rush,
Improved Disarm, Improved Sunder, Improved
Trip, Mecha Crush, Mecha Fling, Mecha Operation,
Mecha Sweep, Mecha Trample, Mecha Weapon
Boost, Mobility, Personal Firearms Proficiency, Point
Blank Shot, Power Attack, Precise Shot, Shot on the
Run, Skip Shot, Spring Attack, Strafe, Stun Mecha,
Thruster Blast, Weapon Focus (mecha weapon only),
Whirlwind Attack.
Action Points
The Mecha Mage gains a number of action points
equal to 7 plus one-half their character level, rounded
down, every time they advance a level in this class.
If the Mecha Mage already possesses this class
feature from a previous class, or gains it from a future
class, this bonus stacks with the bonus gained from a
different advanced or prestige class.
Class Skills
The Mecha Mage’s class skills are as follows:
Computer Use (Int), Concentration (Con), Drive
(Dex), Investigate (Int), Knowledge (arcane lore, art,
behavioral sciences, business, civics, current events,
earth and life sciences, history, physical sciences,
popular culture, streetwise, technology, theology
and philosophy) (Int), Navigate (Int), Pilot (Dex),
Profession (Wis), Read/Write Language (none),
Repair (Int), Research (Int), Speak Language (none),
New Spells
The existence of magic in a futuristic campaign
would, of course, lead to a variety of new spells to
cope with new technology and situations. The spells
presented in this section are all designed for use in
campaigns in which magic and mecha interact.
Mecha�Arcana
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The
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Animate Mecha
Transmutation [Mecha]
Level:
Mage 5;
Components:
V, S, M;
Casting
Time:
Attack action;
Range:
Touch;
Target:
One
uninhabited mecha touched;
Duration:
1 minute/
level (D);
Saving Throw:
None;
Spell Resistance:
No.
Arcane Spells and Cybernetics
While cybernetics are designed to enhance the abilities of a character they have an adverse effect on
spellcasters; each cybernetic attachment a character takes interferes with the character’s spellcasting
abilites, represented in game terms through arcane spell failure (see Arcane Spells and Armor in the basic
rules for information on arcane spell failure). The type of components of the spell being cast has no bearing
on arcane spell failure and cybernetics – all spells are negatively affected by cybernetic attachments.
A particular cybernetic attachment has an arcane spell failure percentage equal to one-quarter the
attachment’s Purchase DC + the PL of the attachment (round up).
This spell turns an uninhabited, otherwise functional
into an automated robotic machine under the caster’s
control. The mecha gains limited, animal-like
intelligence for the spell’s duration during which time
it will follow simple commands (such as following
you, attacking specific targets, protecting an area
against any that enter the designated space, and so
on). If the mecha is given a command that the GM
determines to be too complex the mecha freezes up
and remains inactive for 3d6 rounds before it will
again be ready to follow its “creators” commands.
Example: A Mecha Mage with an advanced prosthetic leg has an arcane spell failure percentage of 8
(Purchase DC of 22 + PL of 7/4 = 7.25).
A character with multiple cybernetic attachments and/or armor adds all of the percentages together to
determine the total arcane spell failure percentage.
New Feat: Cyberarcanist
You have melded your arcane abilities with your dependence on technology, decreasing the chance of
failure when casting spells.
You may not animate more than one mecha at a time.
Benefit:
When calculating the arcane spell failure percentage of any possessed cybernetic attachments you
use the following formula: one-eigth the attachment’s Purchase DC + the PL of the attachment (round up).
Material Component:
A small circuit board from a
mecha’s operations computer (purchase DC 5).
Example: A Mecha Mage with the cyberarcanist feat and an advanced prosthetic leg has an arcane spell
failure percentage of 3 (Purchase DC of 22 + PL of 7/10 = 2.9).
Disrupt Gyroscopic Stabilizers
Transmutation [Mecha]
Level:
Mage 3;
Components:
V, S, M;
Casting
Time:
Attack action;
Range:
Long (400 ft. +40
ft./level);
Target:
One mecha;
Duration:
3 rounds
+1 round/level;
Saving Throw:
Fortitude partial
(object);
Spell Resistance:
Yes.
New Descriptor
Several of spells presented in this
Modern Dispatch
issue utilize a new descriptor – mecha. This new
addition to the spell system is designed specifically
to allow new spells that interact directly with mecha
– both the Mecha Mage’s mecha and those mecha he
enters into combat with.
may be resisted by any member of the mecha’s crew
though only one crew member may attempt to resist
the effects of any one spell.
If more than one crewmember attempts to resist the
same spell, the saving throw of crewmember with the
highest Will bonus supercedes all other character’s
saving throws.
A brutal, dangerous spell,
disrupt gyroscopic
stabilizers
targets a mecha’s gyroscope in an attempt
to lock the mecha in place. A mecha targeted by
disrupt gyroscopic stabilizers
is paralyzed for the
spell’s duration (a successful Fortitude save reduces
the duration to half. The crew onboard the mecha
are unaffected by this spell; only the mecha itself is
Saving Throw (Object)
Spells with the mecha descriptor that allow saving
throws include the designation (Object). Such spells
Spell Descriptions
The spells herein are presented in alphabetical order.
Mecha�Arcana
Page
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The
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Mecha Stealth
Illusion [Mecha]
Level:
Mage 3;
Components:
S;
Casting Time:
Attack action;
Range:
Long (400 ft. +40 ft./level);
Target:
One mecha;
Duration:
Concentration,
up to 1 round/level;
Saving Throw:
Will negates
(harmless) (object);
Spell Resistance:
Yes (harmless)
(object)
paralyzed by disrupt gyroscopic stabilizers.
specific campaign needs. Additionally, these new
devices serve as a baseline guide for the creation of
even more arcane-connected mecha devices.
Material Component:
A small circuit board from a
mecha’s operations computer (purchase DC 5).
Note:
These items do not include a progress level
designation – such information is not important since
the inclusion of these items is allowed or disallowed
solely on the GM’s authority. For most of the items
I have assumed that your campaign is set at PL 7,
Gravity Age, since it has been my experience that
PL 7 campaigns are more common than any other
progress level.
Disrupt Gyroscopic Stabilizers, Greater
Transmutation [Mecha]
Level:
Mage 5;
Components:
V, S, M;
Casting
Time:
Attack action;
Range:
Long (400 ft. +40 ft./
level);
Target:
Two mecha, which may be no more
than 100 ft. apart;
Duration:
5 rounds +1 round/
level;
Saving Throw:
Fortitude partial (object);
Spell
Resistance:
Yes.
The targeted mecha has total concealment for the
duration of the spell. To attack a mecha under the
effects of this spell, an attacker must guess in which
square the mecha currently is (or determine its
position based on where it attacked last), and even if
the guess is accurate, there is a 50% chance that the
attack misses.
This spell supercedes the effects of any stealth gear
that may already be activated on the targeted mecha.
Arcane Diagnostics
A series of arcane computers tied directly to the
mecha’s systems monitor the machine, constantly
working to keep the mecha operating at its peak
potential. The arcane diagnostics system repairs 2d10
points of damage every hour, during which time the
mecha may not move or attack (if the mecha moves
or engages in combat during that hour the system’s
repair ability drops to 1d6 points of damage each
hour). The system repairs only the mecha’s bonus hit
points – the mecha operator and crew are unaffected
by the repair systems of this device.
Equipment Slots:
0.
Activation:
None.
Range:
Personal.
Target:
You.
Duration:
Persistent.
Saving Throw:
None.
Purchase DC:
35.
Restriction:
Military (+3).
This spell functions like
disrupt gyroscopic
stabilizers
, except that it has a slightly longer
duration and affects two starships at once.
Mecha Shield
Abjuration [Force] [Mecha]
Level:
Mage 2;
Components:
V, S;
Casting Time:
Attack action;
Range:
Personal;
Target:
Your mecha;
Duration:
1 minute/level (D) ;
Saving Throw:
None;
Spell Resistance:
No.
Mecha Surge
Transmutation [Mecha]
Level:
Mage 3;
Components:
V, S;
Casting Time:
Move action;
Range:
Personal;
Target:
Your mecha;
Duration:
10 rounds/level (D) ;
Saving Throw:
None;
Spell Resistance:
No.
An advanced form of
shield
,
mecha shield
creates
an invisible, powerful shield of force energy that
constantly moves around your mecha, protecting you
completely against
magic missile
attacks and granting
you a +4 bonus to Defense against all other attacks.
Mecha shield
presents no armor penalty or chance of
arcane spell failure.
Empowering your mecha with a burst of arcane
energy, mecha surge temporarily enhancing your
mecha’s Strength – granting a +6 bonus for the spell’s
duration – and boosting its speed by 20 ft./round.
Additionally, for as long as the spell persists, the
mecha shimmers with a pale blue, arcane glow (treat
as candlelight in a darkened environment).
If you cast the standard
shield
spell while within your
mecha the spell’s defensive capabilities are decreased
due to the mecha’s size; the bonus to Defense is
reduced to +2 and the spell provides no protection
against
magic missile
attacks. A single mecha cannot
be protected by both
mecha shield
and
shield
at the
same time.
Arcane Subsystems
The mecha’s electronics systems are replaced with
a network of arcane systems. While the mecha’s
standard operating commands are unaffected, the
entire machine is transformed into an arcane battery
that boosts the power of any spellcaster crewmember
New Mecha Devices
In addition to spells, there are a few pieces of mecha
gear designed for use in campaigns that include
arcane spells. GMs and players can use the new items
that follow as written or modify them to suit their
Mecha�Arcana
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The
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– any arcane spellcaster inside the mecha gains a
+2 caster level bonus to the effects all of spells cast
while within the mecha. Additionally, the arcane
subsystems enrich the arcane connection of affected
casters, granting arcane spellcasters a single bonus
0-level spell slot for as long as they remain seated
within the mecha. This bonus spell slot may be
gained only once each day, no matter how many
times the spellcaster enters and exits the mecha.
Equipment Slots:
0.
Activation:
None.
Range:
Personal.
Target:
You.
Duration:
Persistent.
Saving Throw:
None.
Purchase DC:
25.
Restriction:
Military (+3).
operator’s seat of the mecha, and grasps the controls,
the system engages, arcane energy locking the
mecha’s armored plates together in order to create a
denser, more powerful outer skin.
Sample Mecha: Merlin
The
Merlin
assault mecha is a rarely seen
Scourge
variant (see the future SRD). In the
right hands, a Merlin is a devastating, powerful
machine capable of taking out larger and
more powerful mecha designs. To increase
the capabilities of a
Merlin
grab more mecha
devices that require 0 equipment slots or install
gear that add bonus equipment slots to the
design.
When engaged, a mecha equipped with a Magebound
Armored Shell gains 50 bonus hit points and
equipment bonus to Defense is doubled. If the pilot
leaves the mecha, or is rendered helpess in any way,
the mecha automatically loses these bonuses – if this
would reduce the mecha’s current bonus hit points to
less than 0 than the mecha is automatically destroyed.
Equipment Slots:
1.
Activation:
None, see text.
Range:
Personal.
Target:
You.
Duration:
See text.
Saving Throw:
None.
Purchase DC:
40.
Restriction:
Military (+3).
A Merlin installed with the standard equipment
package (see below) has a purchase DC of 50.
Size:
Huge (-2 size).
Bonus Hit Points:
200.
Superstructure:
Vanadium.
Hardness:
20.
Armor:
Duralloy.
Bonus to Defense:
+8.
Armor Penalty:
-8.
Reach:
10 ft.
Strength Bonus:
+16.
Dexterity Penalty:
–.
Speed:
30 ft., fly 90 ft. (poor).
Base Purchase DC:
48.
Eldritch-Charged Laser Cannon
Based on the Fusion Age Typhoon 240 laser cannon
(see the future SRD), the eldritch-charged laser
cannon fires a burst of arcane energy in a tight,
brilliant beam that tears through most mecha. The
eldritch-charged laser cannon can be fired by any
mecha crewmember, though arcane spellcasters may,
as a free action, interlace their own arcane power
with the weapon’s blast – by sacrificing a prepared
spell of any level, the weapon’s damage is increased
by a number of six-sided dice equal to the level of the
spell sacrificed.
Purchase DC:
30.
Other statistics are identical to those of the Typhoon
240 Laser Cannon (see the future SRD).
Mk. IV Spellflight Assist System
This arcane-powered mecha flight system, usable
only when the mecha is piloted by an arcane
spellcaster, grants a mecha a fly speed of 60 ft.
(clumsy) once per day for a number of rounds equal
to the pilot’s caster level + Intelligence modifier. At
the end of the flight, the pilot is exhausted. Advanced
versions of this system provide the mecha with a
flight time twice that of the standard system, though
at a greater purchase cost.
Equipment Slots:
0.
Activation:
Move action.
Range:
Personal.
Target:
You.
Duration:
See text.
Saving Throw:
None.
Purchase DC:
30.
Restriction:
Military (+3).
Standard Equipment Package:
Pilot’s
cockpit (torso and back), Class II sensor system
(helmet), Enigma sensor suite (visor), eldritch-
charged laser cannon (left arm and left hand),
M-53 Firestar rocket launcher (right h and), 6-
pack o f M -53 Firestar rockets ( right arm), jet-
assist wings (shoulders), LX-10 antishock array
(belt), jetpack (boots), comm. system (no slots),
arcane diagnostics (no slots), arcane subsystems
(no slots).
Magebound Armored Shell
Connected directly to the presence of an arcane
operator, the Magebound Armored Shell is a series
of arcane energy layers embedded directly into the
mecha’s armor. When an arcane spellcaster sits in the
Mecha�Arcana
Page
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