Who wants to play The Modern Path? Who wants to be a mech jockey (Mechwarrior style, not Gundam style)?


Recruitment

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Here's what I have in mind:

Ruleset: The Modern Path, with mech combat rules pulled from D20 Future and the Mechs as Walking Tanks rules from D20 Future Tech.

Tech level: Diesel Deco set in roughly 1968. Why this particular tech level? I want mechs to fight in close quarters with some longer range encounters mixed in, and 60s tech can deliver that. Plus, I like retro-looking Mechwarrior style mechs that are basically walking tanks with a cockpit filled with joysticks and knobs and displays and stuff that fight massive drag out battles with missiles, cannons, and automatic weapons, and a spacefaring civ probably just uses robots and hacking. 60s tech, however, seems well fit to deliver these walking hulks and large scale battles.

Is there magic: Yes, but enchanting items is easy whereas everything else is incredibly hard, so while you benefit from magic (which is the only think making your mechs practical), none of you guys are playing spellcasters.

Are there elves, dwarves, gnomes, and orcs, and may I play one? Yes.

What nation am I from? I am using fantasy counterpart cultures for this campaign, and you guys are all part of Her Majesty's Rhimayan Volunteers. Rhimaya is a counterpart of North America, and consists of six countries that are part of the British Commonwealth: New England, the South (all the former Confederate states except Texas), Texas, California, Canada, and several Caribbean Islands unified under one government (yes, this includes Jamaica). The other parts of North America belong to other people. Her Majesty's Rhimayan Volunteers are basically ANZACs, but from North America instead of Australia and New Zealand.

What's going on? World War, with Her Majesty's Rhimayan Volunteers being assigned the South American front while other parts of the Commonwealth fight elsewhere.

I will have character creation rules and more detailed information about the setting (including names for all the countries so that I can stop using real life names and an explanation of the roles elves, dwarves, gnomes, and orcs play in this world) up tomorrow. I will also have the stats for the mechs you guys get to choose from (the military uses several models, and you each get to pick which one you want to be assigned to) up tomorrow, along with the Mech Jockey archetype I'm writing up.

Questions? Interested?


I'm interested. Standing by for Character creation rules :)


Kip84 wrote:
I'm interested. Standing by for Character creation rules :)

They'll be up soon. Just gotta figure out the talents and training for the Mech Jockey archetype.


Awesome!

Dark Archive

Was hoping for a Heavy Gear kind of game instead of mech warrior but I will dot for interest ^^ since I enjoy this genre.

Sczarni

Interested, for sure.


Hmm. Never heard of Heavy Gear.

Mech feats

Mech rules

I am using the D20 Future Tech rules for treating mechs as walking tanks (a la Mechwarrior). They make the following changes to the mech rules:

Strength is determined by size, not added to the pilot's.

Hit Points are decided by a table and bonus hit points by equipment.

Dexterity is determined by size, not added to the pilot's.

Initiative is mech's (determined by dexterity) added to pilot's.

Use mech strength and dexterity (plus pilot dexterity for ranged attacks) and pilot BAB for attacks.

Constitution score for mechs is equal to strength. Use the pilot's mental ability scores.

Defense is decided by mech size plus pilot's defense bonus and dexterity.

Saves are fortitude equal to strength bonus, reflex pilot bonus plus mech dexterity, and will saves are made by the pilot.

Character creation rules

Ability scores 25 point buy

All characters are 2nd level

Female characters allowed (Her Majesty's Rhimayan Volunteers has a fully integrated military when it comes to gender)

Everybody gets Mecha Operation and Mecha Weapon Proficiency as free bonus feats.

All races use human racial traits

Minimum age 18 years and 9 months (To enlist is 17 with parent or guardian permission or 18 without, plus about a year of training)

Soldier archetype recommended (We won't be using a separate Mech Jockey archetype. The soldier works.)

Races permitted are elf, dwarf, gnome (medium sized but still on the short side), orc, hybrid (offspring of multiple races), and human

Everybody has a survival knife and sidearm. The sidearms available are the Browning Hi-Power in 9mm and Webley Mk VI in .445 caliber. The Browning is standard issue while the Webley is former standard issue, and while the Webley is considered obsolete many prefer it and carry it instead of the Browning. You may carry either.

All characters are volunteers. Conscription is in effect in Rhimaya, but Her Majesty's Rhimayan Volunteers are considered an elite unit (kind of like US Army Rangers or British Royal Marines), and they do not take conscripts. Rhimayan conscripts are fighting in the same theater as Her Majesty's Rhimayan Volunteers, they are just assigned to other units.

Setting information (names for all the countries and important regions, explanations of the basic cultures of non-human races, new names for the firearms I listed, stats for the mechs, and the like) will be up in an hour or two. Anything I forgot to mention above that you need to know?

Will anyone object if I move the fighting from South America to Sub-Saharan Africa?

Sczarni

Only question: Are we being issued "standard" mecha, or creating/tweaking our own?

As it's a late '60s setting, I am assuming PL 5, correct?

Should have a PC ready shortly.


Oh, now THIS has my interest.


psionichamster wrote:

Only question: Are we being issued "standard" mecha, or creating/tweaking our own?

As it's a late '60s setting, I am assuming PL 5, correct?

Should have a PC ready shortly.

You are being issued standard mechs, but there are a few different standard designs you can choose from.

Disregard the question about Africa above. My original idea of South America will fit better.

Sczarni

Well, here's Patrick "Squirrel" Conrad, ready for service.

Google Docs Link

Lemme know if you need any changes...I used one difficulty (Lightweight), and took some vehicle based feats on the assumption he'd already been trained/experienced on Mecha combat.

Dark Archive

Are we using standard pathfinder classes or d20 modern ones or how is it going to be in regards of skills?


Deiros wrote:
Are we using standard pathfinder classes or d20 modern ones or how is it going to be in regards of skills?

We are using the Modern Hero Base Class (on the Modern Hero SRD liked to in the OP), with archetypes (Soldier recommended).


psionichamster wrote:

Well, here's Patrick "Squirrel" Conrad, ready for service.

Google Docs Link

Lemme know if you need any changes...I used one difficulty (Lightweight), and took some vehicle based feats on the assumption he'd already been trained/experienced on Mecha combat.

It's fine. The only issue is that the Browning Hi-Power has a 13 round capacity, not 15. It's mostly academic, though, unless you get really unlucky.


Here are the mechs:

Spoiler:
Silvertip

Size: Large
Hit Points: 120
Superstructure: Duralloy
Hardness: 15
Armor: Duralloy
Bonus to Defense: +8
Armor Penalty: –8
Reach: 10 ft.
Strength: 18
Dexterity: 10
Speed: 60 ft.

Equipment Package: Pilot’s cockpit with rocket powered ejection seat, infrared sensor, duel 20mm autocannons and 7.62mm machine gun (left arm),105mm cannon (right arm), four wire-guided anti tank missiles (shoulders), ammunition magazine, comm system

Copperhead

Size: Large
Hit Points: 120
Superstructure: Duralloy
Hardness: 15
Armor: Duralloy
Bonus to Defense: +8
Armor Penalty: –8
Reach: 10 ft.
Strength: 18
Dexterity: 10
Speed: 60 ft.

Equipment Package: Pilot’s cockpit with rocket powered ejection seat, infrared sensor, duel 20mm autocannons and 7.62mm machine gun (left arm),105mm cannon (right arm), 14 2.75 rockets (shoulders), ammunition magazine, comm system

Diamondback

Size: Large
Hit Points: 120
Superstructure: Duralloy
Hardness: 15
Armor: Duralloy
Bonus to Defense: +8
Armor Penalty: –8
Reach: 10 ft.
Strength: 18
Dexterity: 10
Speed: 60 ft.

Equipment Package: Pilot’s cockpit with rocket powered ejection seat, infrared sensor, 7.62mm minigun (left arm), 105mm cannon (right arm), 4 wire-guided anti tank missiles (shoulders), ammunition magazine, comm system

Catamount

Size: Large
Hit Points: 120
Superstructure: Duralloy
Hardness: 15
Armor: Duralloy
Bonus to Defense: +8
Armor Penalty: –8
Reach: 10 ft.
Strength: 18
Dexterity: 10
Speed: 60 ft.

Equipment Package: Pilot’s cockpit with rocket powered ejection seat, infrared sensor, 7.62mm minigun (left arm), 105mm cannon (right arm), 14 2.75 rockets (shoulders), ammunition magazine, comm system

Bobcat

Size: Large
Hit Points: 120
Superstructure: Duralloy
Hardness: 15
Armor: Duralloy
Bonus to Defense: +8
Armor Penalty: –8
Reach: 10 ft.
Strength: 18
Dexterity: 10
Speed: 60 ft.

Equipment Package: Pilot’s cockpit with rocket powered ejection seat, infrared sensor, 7.62mm minigun (left arm), 4 wire-guided anti tank missiles (shoulder), 19 2.75 rockets (right arm), ammunition magazine, comm system

Wolverine

Size: Large
Hit Points: 120
Superstructure: Duralloy
Hardness: 15
Armor: Duralloy
Bonus to Defense: +8
Armor Penalty: –8
Reach: 10 ft.
Strength: 18
Dexterity: 10
Speed: 60 ft.

Equipment Package: Pilot’s cockpit with rocket powered ejection seat, infrared sensor, dual 20mm autocannons and 7.62mm machine gun (left arm), 4 wire-guided anti tank missiles (shoulder), 19 2.75 rockets (right arm), ammunition magazine, comm system

Weapons

105mm cannon

Damage 10d6
Critical 20/x2
Damage Type Ballistic
Range Increment 100ft
Rate of Fire Single shot, full round reload
Magazine 40

Wire-Guided Anti Tank Missile

Damage 8d6, ignores hardness
Critical 20/x2
Damage Type Ballistic and Fire
Range Increment 100ft
Rate of Fire Single shot
Magazine N/A

2.75 Rocket

Damage 5d6, ignores half hardness
Critical 20/x2
Damage Type Ballistic and Fire
Range Increment 50ft
Rate of Fire Single shot
Magazine N/A

20mm Autocannon
Damage 5d6
Critical 20/x2
Damage Type Ballistic
Range Increment 60ft
Rate of Fire Single shot or Autofire
Magazine 200 per cannon

7.62mm Machine Gun

Damage 2d10
Critical 20/x2
Damage Type Ballistic
Range Increment 50ft
Rate of Fire Autofire
Magazine N/A

7.62mm Minigun

Damage 2d10
Critical 20/x2
Damage Type Ballistic
Range Increment 50ft
Rate of Fire Autofire, add pilot dex +2 to reflex save DC
Magazine N/A


Here are the race roles. Hybrids, which are playable, have no entry, as they can be the offspring of any races on this list, or have the blood of more than two, and therefore vary heavily. Humans are a catch-all race that does everything, and therefore also lack an entry.

Spoiler:
Dwarves are miners and smiths, though they do not actually live underground. They tend to live near their mines, and are almost always mountain dwellers, and their communities appear to be highly lawful (Though they can be, and very often are, shockingly corrupt.) Dwarves are renowned as expert engineers and architects. Dwarves are, on average, about a head shorter than a human and slightly more stocky.

Elves are a race on the rise. Historically, elves have mostly lived in the shadow of humans. They have always been skilled in the use of arcane magic, but until around a hundred and fifty years ago, when the discovery of new enchanting methods made these skills useful, this didn't mean much. Elves were mostly seen as nothing more than funny looking humans with a penchant for witchcraft. Now that arcane magic is a bit more practical, however, they are quickly gaining in power and influence. Having spent so much time living among humans and adopting their ways, the elven culture is a very young thing that is still being shaped and developed. What will the final product look like? Nobody knows. The only thing that is certain is that with most of the elves who can remember the old days dying of old age and a new generation eager to forge it's own place in the world being born, things are going to change for the elves, and most likely the world.
Elves are no more or less attracted to the wilderness than humans are. Their ears are mobile, showing emotion like a cat's. They have a very wide range of possible hair, eye, and skin colors (many more than any other race), and stripes and spots are naturally occurring features (though not every elf has them). There are no drow, but there are individuals with the traditional drow coloring, which holds no special meaning. The average height of elves is about 2 or 3 inches less than that of humans, and they are usually slightly slimmer.

Gnomes are about an inch or two shorter than dwarves, and are best know for their love of scholarship and experimentation. They usually live in human communities, and are most often found working in education or research and development.

Orcs are an old fashioned people, and tend to live in mostly-orcish rural communities. They are family and community centric and highly loyal to their own. They are usually hospitable but cautious when dealing with outsiders, and are loyal to those they befriend. Orcs resemble humans who are a bit taller than average, with brownish or greenish skin, a slightly stockier build, and larger ears.

All races use the human racial traits.


Weapons:

Redwood Mark 2 (Webley Mk V1 .455)

2d8 damage
20 Crit
Ballistic Damage
40 ft. Range Increment
Semi Automatic
6 round cylinder
Medium size
3 lbs

Ridley Mk 3 (Browning Hi-Power)

2d6 damage
20 Crit
Ballistic Damage
40 ft. Range Increment
Semi Automatic
13 round box magazine
Small size
3 lbs

Survival Knife as core rules


I got the important country names. Most of the RP takes place in Lortiza fighting Mardisa. If you need regional names (such as a character concept from a specific former Confederate state or Canadian province) feel free to say so and I'll come up with one. The same goes for cities.

North America - Rhimaya
Former Confederate States with Texas removed - Chicora
New England - Dalmera
Canada - Lidiria
Texas - Antonia
California - Davista
Caribbean - The Dorsan Islands

Columbia - Lortiza
Brazil - Mardisa

Britain - Teldrua


You PCs are part of one of the best non-special forces combat units available to the Commonwealth. Her Majesty's Rhimayan Volunteers have a reputation gained in several previous wars for being incredible fighters, and maintain this reputation by taking in the best personnel Rhimaya's militaries have to offer and having very high standards of performance and training.

I intend to do this RP in such a way that the actions you take have a direct effect on the outcome of the battles you take place in. I feel that the actions of the PCs should always matter to the plot, even if the PCs are just a few members of a large military force. Expect to spend a lot of time fighting in the most threatened sectors of the battles.

I think I have everything necessary to run the campaign up. Is there anything I forgot?


Dotting for interest. The rules don't look like they'd be too much trouble to learn.

One question though - are spiffy call names necessary? :O


Mahorfeus wrote:
One question though - are spiffy call names necessary? :O

Do you want them?

Sczarni

Some of the Mechs seem less good than others...

Same speed/armor/defense, but less armament (#s 3 & 4 in particular).

Was this intentional?

Other than that, looks good, and can't wait to get loud.


psionichamster wrote:

Some of the Mechs seem less good than others...

Same speed/armor/defense, but less armament (#s 3 & 4 in particular).

Was this intentional?

Other than that, looks good, and can't wait to get loud.

Ah. The minigun isn't as good as it could be?

Hmm. What if the Diamondback and Catamount got +6 armor instead of +8, but a 90ft move?

Sczarni

More that Silvertip & Copperhead have both the 20mm cannon & the 7.62mm minigun, while the other 2 only have the minigun.

Speed/Armor/Sensor packages (or other "perks") would bring them to parity, as would dropping the minigun from the first 2.


psionichamster wrote:

More that Silvertip & Copperhead have both the 20mm cannon & the 7.62mm minigun, while the other 2 only have the minigun.

Speed/Armor/Sensor packages (or other "perks") would bring them to parity, as would dropping the minigun from the first 2.

The first two have the dual 20mms and single barreled MGs, while the others have miniguns, which get a higher reflex save DC (they add the pilots dexterity modifier).

What if I give the mechs with miniguns thermal sensors to go along with the infrared ones?

Sczarni

Kelsey MacAilbert wrote:
psionichamster wrote:

More that Silvertip & Copperhead have both the 20mm cannon & the 7.62mm minigun, while the other 2 only have the minigun.

Speed/Armor/Sensor packages (or other "perks") would bring them to parity, as would dropping the minigun from the first 2.

The first two have the dual 20mms and single barreled MGs, while the others have miniguns, which get a higher reflex save DC (they add the pilots dexterity modifier).

What if I give the mechs with miniguns thermal sensors to go along with the infrared
ones?

Missed that part. Seems to work ok...Dex+2 added to dc should work out.

Seems solid.

Anymore takers?

Also, if you search for "Trenched" images, I think you will be pleased...they seem to model what you're evoking pretty well.

like here


Rules look great, I'm planning a dwarven pilot. I'll stat him up and pick a Mech.


Tried my hand at statting something out. No background story yet, but I wanted to see if I could handle the crunch. Let me know if anything's out of order or missing!

Because Google docs was an awesome idea...


Kelsey MacAilbert wrote:

Weapons:

Redwood Mark 2 (Webley Mk V1 .455)

2d8 damage
20 Crit
Ballistic Damage
40 ft. Range Increment
Semi Automatic
6 round cylinder
Medium size
3 lbs

Ridley Mk 3 (Browning Hi-Power)

2d6 damage
20 Crit
Ballistic Damage
40 ft. Range Increment
Semi Automatic
13 round box magazine
Small size
3 lbs

Survival Knife as core rules

Are the guns simple weapons or Martial?

Will we need the profession pilot skill?

Will point blank shot or precise shot feats matter for Mecha combat?


Kip84 with the beginnings of the crunch...


This sounds like Front Mission, which makes up for the snubbing of (true)Gundam in the title. ;-)


Kip84 wrote:
Kelsey MacAilbert wrote:

Weapons:

Redwood Mark 2 (Webley Mk V1 .455)

2d8 damage
20 Crit
Ballistic Damage
40 ft. Range Increment
Semi Automatic
6 round cylinder
Medium size
3 lbs

Ridley Mk 3 (Browning Hi-Power)

2d6 damage
20 Crit
Ballistic Damage
40 ft. Range Increment
Semi Automatic
13 round box magazine
Small size
3 lbs

Survival Knife as core rules

Are the guns simple weapons or Martial?

Will we need the profession pilot skill?

Will point blank shot or precise shot feats matter for Mecha combat?

You will need pilot, and firearms feats do apply to mech weapons.

Guns are simple weapons.


Mahorfeus wrote:

Tried my hand at statting something out. No background story yet, but I wanted to see if I could handle the crunch. Let me know if anything's out of order or missing!

Because Google docs was an awesome idea...

The level is too low, the pistol is using it's IRL name, and the BAB is too high for the level.

Redding is fine.

Tell me more about Trenched.


Kelsey MacAilbert wrote:
Mahorfeus wrote:

Tried my hand at statting something out. No background story yet, but I wanted to see if I could handle the crunch. Let me know if anything's out of order or missing!

Because Google docs was an awesome idea...

The level is too low, the pistol is using it's IRL name, and the BAB is too high for the level.

Redding is fine.

Fixed the level and pistol name.

I added in a clarification about the BAB; the extra +1 comes from the Attack Bonus talent. I find it weird that it adds it to the BAB, seeing as it's supposed to be HD based. Might cause a little too much confusion - should I pick another talent?

Sczarni

Kelsey MacAilbert wrote:
Mahorfeus wrote:

Tried my hand at statting something out. No background story yet, but I wanted to see if I could handle the crunch. Let me know if anything's out of order or missing!

Because Google docs was an awesome idea...

The level is too low, the pistol is using it's IRL name, and the BAB is too high for the level.

Redding is fine.

Tell me more about Trenched.

Youtube Trailer

In a nutshell: evil mad scientist makes monsters to eat everybody, heroes are assigned huge "mobile trenches" to fight them off. Basically, flat-topped mecha with large guns bolted on.

weapons range from standard machine guns to huge AoE cannons to "sniper-rifle" type long-range cannons.

XBOX 360 arcade game, quite fun, great style.

Double-Fine's "Trenched" Homepage


Mahorfeus wrote:
Kelsey MacAilbert wrote:
Mahorfeus wrote:

Tried my hand at statting something out. No background story yet, but I wanted to see if I could handle the crunch. Let me know if anything's out of order or missing!

Because Google docs was an awesome idea...

The level is too low, the pistol is using it's IRL name, and the BAB is too high for the level.

Redding is fine.

Fixed the level and pistol name.

I added in a clarification about the BAB; the extra +1 comes from the Attack Bonus talent. I find it weird that it adds it to the BAB, seeing as it's supposed to be HD based. Might cause a little too much confusion - should I pick another talent?

It's fine.

Dark Archive

Ok, Im still interested just had a horrible week at work if there is still space for one more?

If there is this is my background and will have the crunch up shortly.

Background

Spoiler:

At young age, as with all children from a noble house in Teldrua, he was fostered out to learn his noble house trade at the military academy. In Andreas case this was the role of mech pilot for his noble father had a long standing tradition to be held up high. Eneas is Andreas father and an officer in the Rhimaya army and he advised and gave counsel to young Andreas in the ways of battle.

There was little doubt that Andreas would become a warrior of skill it was in his bloodright to be amongst the very best of his class in the academy just like his father. 2nd in line, there was no way he would inherit in his more than some lofty accommodation and loyal service to his family.

But for all his friendly demeanor, Andreas is feared for the ruthlessness when he undertakes a task and well liked amongst his peers for his prowess in the battlefield. He has a sense of fun, a willingness to cooperate for a common goal, and he delights in drinking a good wine.

When he graduated from the military academy he was given his soldier outfit by the academy and the side arm bearing his noble house crest.
After receiving this honors he left home to to serve in the commonwealth as part of her Majesty's Rhimayan Volunteers to make a name for himself.


Just a question, but do standard infantry still exist in this time period? I've been thinking on my backstory, so it might help out.

Grand Lodge

IF there's space still I've an interest.

Grand Lodge

Kelsey MacAilbert wrote:

Here are the mechs:

** spoiler omitted **...

Can you be a real dear and give us a short bit of a qualitative description as to how these mechs differ from each other. like is one faster, nimbler, one more armored, heavier punching etc. I usually think of mechs as offering different styles of combat the way it would work in Mechwarrior and I'm having trouble interpreting these stats in that way.

Dark Archive

We are using standard mechs, so they don't excel in anything in particular but they are not lacking either, we are volunteers of the commonwealth we still don't make a lot of money or such a rank to have more interesting selections of mechs (still think this is more like Front Mission).

Was it 1 or 2 traits?


Two traits, yes, infantry exist, and the mechs mostly just differ in armament.

I will select characters Monday. I don't want to start an RP on the weekend.


Well this would be my character or at least my try to join in if you wish to review it and tell me if I did something wrong.

I picket the Art of War Training, does this give me the bravery +1 for fighters for free or it becomes a talent I can choose, which is what I think it is, but I rather ask just to be sure. I might get Soldier's Grit instead but this is my character that might suffer small changes in training only.

Vehicle Expert feat apply for Mech's?


Caelin McHern wrote:

Well this would be my character or at least my try to join in if you wish to review it and tell me if I did something wrong.

I picket the Art of War Training, does this give me the bravery +1 for fighters for free or it becomes a talent I can choose, which is what I think it is, but I rather ask just to be sure. I might get Soldier's Grit instead but this is my character that might suffer small changes in training only.

Vehicle Expert feat apply for Mech's?

It becomes a talent you can use, and vehicle expert does apply.

Dark Archive

Nice example of character guys ^^ I think some have their HP wrong but other than that they look really neat.


Hp12 + 1d10 + 2 ⇒ 12 + (3) + 2 = 17


Ok. I'm all done except for back story which I'll do later tonight.


Oh! i was thinking we were taking average roll for level 2!

I'll wait to know if we roll or not I suppose.

Was wondering about a more... physical mech you know the typical shield+side arm or even some close combat + higher speed to close the gap and engage in melee.


There aren't any melee optimized mechs.

You can either take average or roll. Your choice.


They are probably expensive I suppose and not very viable considering the artillery and heavy gun fire, I would still make one IF I'm selected.

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