Checking Interest in a Fantasy / Mech setting.


Recruitment

Dark Archive

Well I'm starting to develop some Mech/Fantasy setting and wanted to see of any interest for people, it should be your regular pathfinder classes and high magic fantasy but the times are a bit more modern (sort of eberron) in that there will be trains, air ships and mechs. Also firearms o different kind.

This is going to be mainly based around mech combat to test out how things go and also available for those more conventional characters if there is enough interest or even ideas.


Seems like a cool idea. I have a question though roughly how big are the mechs or are they of varying size?

Dark Archive

Oh really?

what kinda mech?

Are you using the rules for construct armor?


Oooooh, This looks cool. Dotting! Also. What are the odds of Mechs designed for Spellcasting?

Grand Lodge

colour me interested.

Dark Archive

Mechs will be Large size.

There are shotguns, pistols, revolver, assault rifles, snipers, submachineguns and machineguns. Cannons are yet to unwieldy to be used on Mechs and Mech's are also equipped mostly with regular fantasy weapons like shield + sword, etc...

I'm using a homebrew variant of d20 Mecha for determining certain aspects.

MG (Mechanized Golem)

Spoiler:

Were built initially for labor but it didn’t take too long to become used for warfare modifying them into what they are now a day. There are many variants according to each nation’s combat style, culture, environment and needs. Even so they all use the standard issue models for their simple design and ready availability for the use of the regular soldiers, reserving their own variant units for officers or other more specialized combat units.
Skill Craft (Mechanics) DC 16; Cost 7,500gp; Market Cost 15,000 gp

SI-MG001
Large MCU
HP: 40
Speed: 40 ft
Attack: Slam 1d6+4
AC: 19, Touch 9, Flat-footed 19
Special Qualities: Hardness 10, Armor Bonus 10, Comm., Ejection System, Climate Control, Basic Navigation, Noisy.
Saves: Fort +6
Str 18, Dex 10, Con -

Comm.: Enables communication with allied MG up to 100ft and within line of sight.
Ejection System: Swift action to exit the mech.
Climate Control: Can be comfortable in harsh climate.
Basic Navigation: +4 circumstance bonus to navigation checks.
Noisy: Opponents have a +5 circumstance bonus to detect you and you have a -5 circumstance penalty to Stealth.

MG’s utilize weapons and shields for large size creatures as show in the Player’s handbook.

MG Traits:
•No Constitution score
•MG add their pilot’s Dexterity bonus for Initiative, Ranged Attacks and Armor Class.
•Uses Pilot’s Reflex and Will saves.
•MG’s are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
•MG’s gain the broken condition when their HP reaches 0 and stop functioning. If an MG continues to receive damage equal to their hardness after gaining the broken condition they are destroyed and beyond repair.

This is what a M.G. is basically.


Thank you for the information Deiros. I will wait on other questions in case you are writing down answers or will be answered when you run the game.

Grand Lodge

Are you going to work it along an Arcanum: Of Magika Obscura style, with magic and science on polar opposites? or will they work in harmony with each other.

Dark Archive

There is a bit of both sides, some people being more into arcane others into the technology, while you need both for the Mech (magiteck).

Arcane based kingdom rely more in golems and basically AI-wizard manipulated mechs, other kingdoms will have a 50-50 running regular mechs as presented, while low magical kingdoms will use a more technology based mechs.

Arcane and tech based mechs have some additional flaws + perks.

Might restrict races also to humans, half-elf,half-orc, aasimar and tiefling. Tieflings appearance would just be like an evil aasimar so no horns and tails kinda thing.

This will be a very gritty setting with interesting hard choices that can go from grunts to commanders, or even run your own city.

The Exchange

Interested. Would you be willing to possibly allow a Pistol Magus?


*Is eagerly awaiting the recruitment to open*

The Exchange

A CR20 Seagull wrote:
*Is eagerly awaiting the recruitment to open*

Seconded.


I'm interested. This'll probably be a lot better than the mech campaign I had set up.

Dark Archive

Well this is one of the campaigns I got already and it's own setting, etc...

I just need to finish the Mech details for players to customize them, so the images might look gundamish but the mechs are only large not gargantuan like many other mecha type's.

There will also by flamers and bazookas xD

The Exchange

Any thoughts on the Pistol Magus from my link above?


I have a question I would like to ask now. Will weapons be part of the mech such as they are held in compartments within the mech itself or how weapons are normally done?

Reason I am asking is few ideas I have would not work based on the answer.

Dark Archive

Mrdarknlight wrote:

I have a question I would like to ask now. Will weapons be part of the mech such as they are held in compartments within the mech itself or how weapons are normally done?

Reason I am asking is few ideas I have would not work based on the answer.

Weapon are not part of mechs since technology is not that advanced, but mechs will have 200lbs storage for ammo, extra fuel or other things that might be needed like weapons.

Weapons are normally carried by the mech and held in a comparment in the back that resembles a small backpack that is a cargo. Backpack can be removed with no problems.

The Zelghast Incident

Recruitment thread read any further question will be addressed there.

I'm fairly new to the gun archetypes so I would rule that pistol magus out for the time being, I can deal with gunslinger I know the class fairly well and they get the best out of this campaign as well as rogues and fighters I suppose. Mages still get to have their I blow you up fun.

The Exchange

Alright. I'll think something up.

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