Shadow Invasion! [ Mecha Crusade / Urban Arcana] (Recruiting 1 Pilot)

Kalanyr

Explorer
The room goes silent as the General begins his briefing

"You are some of our finest troops, and you have been selected for

a mission of key urgency, as you know the Myths have returned and

this time they not only have mecha technology, they have discovered

a way to combine it with magic. Our forces are suffering severely.

However we have recieved coded transmissions from apparent

defectors from the Shadows they want safe transport and

guaranteed safety and in exchange they will provide us with

information on how they have combined their sorcery with mech's.

They have identified themselves as Sanctus, Anabstercorian and

Durgrim. They have arranged a meeting with us in space above

Planet 2445, a planet similar to Terra in appearance and close to

the edge of the space the Shadow Forces have taken control of.

Your mission is to rendevouz with these defectors, verify their

defection and either eliminate them or escort them to the Science

Craft Epsilon, which will be awaiting you 3 hours from the

rendevouz site.You will need mecha's with flight capability and you

should be aware that from observation the enemy leaders prefer

small fast maneuvrable mechas in case this turns out to be a trap.

That is all."

History:
It is the year 2073, in the year 2023, Earth and its expanding empire

was beset by beings out of folklore and myth, they could call down

lightning with a word and a gesture and perform many other feats,

they came in many sizes and shapes from the almost human Wizards

to the utterly inhuman Fiends and many other creatures from

folklore. However the Earth Alliance was able to use its mecha,

sophisticated genetic engineers and powerful Telepaths to repulse

the supernatural invasion which ended in 2033. During the 10 years

of the Folk War as it has become known strange changes overcame

some humans who changed and came to resemble the invaders. The

accepted theory is that that was by no means the first invasion and

that latent blood has remained in some families from the past was

awakened by some strange emanations from the Shadow Portals

that the Myths (as the Shadow Invaders become known) used to

enter the Earth Realm.

Now 40 years after the war has ended the invaders have returned

and this time they have Mechas more sophisticated than anything

seen on earth, capable of performing impossible feats. However on

its side humanity now has magic of its own for in the years between

many have devoted themselves to the study of the powers the

invaders have displayed and some have awoken in themselves the

capabilities of true magic.

And so your story begins....

OOC: The above is a rather summarised history, I can provide

more detail if anyone wants it.



Books Allowed

D20 Modern (Required) (All classes are allowed)

Mecha Crusade (Highly Recommended)
Genetech (Franks and the expanded moreaus and PrC are

available)
Urban Arcana (Everything is Allowed except races are limited to

the following: Non-Shadow Raised:

Non-Shadow Humans
Dragonblooded
Feyblooded (Use Elf Stats)
Dwarfblooded (Use Dwarf Stats)
Tiefling
Aasimar
Snakeblooded

More races will become available depending on mission successes)

Material from other sources may or may not be allowed on a case

by case basis.



13th Level
84 stat points (not including level-ups) distributed to taste (before
modifications no lower than a 3 and no higher than an 18)
Max HP
Max Wealth at 1st.
You may roll Profession and Wealth checks.
Half total action points.
All characters should be capable of operating a mecha. (Ie Possess the Mecha Operation Feat)
57,500 build point
(EDIT: You may make your own equipment and I'll look it over and see if I deem it balanced (after all the list in Poly is kinda short with this many BP)
(EDIT2: No Doubling Kestrel Wings)


Mission Specific:
For the first mission all mecha should have some form of flight capabilities.

Current Pilots:
Lichtenhart (Weapons Designer)
Festy_Dog (Hamish, Human Dedicated 8/Charasmatic 4/Negotiator 1)
Jarval (,Human Strong 3/Mecha Shock Trooper 5/Battlemind 5)
 
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Got a human in the works, just gonna put it together and see what I get. :D

Btw, how do you want us to work out the variables in char creation?
 
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Hamish Arcantt Dedicated 8/ Charismatic 4/Negotiator 1
Medium Humanoid (Human)
Occupation: military (pilot, drive)
Allegiances: group (unit), ethical philosophy (law), moral philosophy (good)
AP: 54
Wealth: +10
Reputation: +7
Hit Dice: 12d6+1d8 (80hp)
Initiative: +7
Speed: 12m
Defense: 19 (+3 dex, +5 class, +1 equipment)
Base Attack/Grapple: +8/+8
Attack: +8 melee (baton, d6, crit 19-20), +11 ranged (laser pistol, 2d6, 12m), +11 ranged (plasma rifle, 2d8, 30m)
Full Attack: +8/+3 melee (baton, d6, crit 19-20), +11/+6 ranged (laser pistol, 2d6, 12m), +11/+6 ranged (plasma rifle, 2d8, 30m)
Space/Reach: 2m/2m
Special Attacks:
Special Qualities: empathy(+8), intuition, skill emphasis(sense motive), aware(+7), charm(women)(+4), fast-talk(+4), conceal motive(+1)
Saves: fort +7, ref +7, will +13
Abilities: str 10, dex 17, con 10, int 16, wis 18, cha 16
Skills: bluff +12/9, diplomacy +12/9, drive +12/9, gamble +10/6, intimidate +8/5, investigate +10/7, knowledge (arcane lore) +10/7, knowledge (behavioural sciences) +19/16, knowledge (mecha) +13/10, knowledge (physical sciences) +8/5, listen +12/6, sense motive +19/12, perform(stringed) +7/4, pilot +19/16, spot +12/6, survival +9/5, treat injury +9/5
Feats: simple weapon prof., personal weapon prof., mecha operation, mecha weapon proficiency, advanced firearms prof., mecha tactician, track, quickdraw, far shot, alertness, quick reload, point blank shot, precise shot, iron will
XP: 78 000 / 91 000
Weight: 203lb(total) = 153lb(Hamish) + 50lb(gear)
Height: 5'10"
Age: 28
Languages: English, French, German, Japanese

Equipment: (* = carried on person, # = kept in free space in mecha, otherwise left on base)
extendable baton*
laser pistol (w/ illuminator)*
hip holster*
plasma rifle (w/ electro-optic scope)*
flight jacket*
3 sets of fatigues# (1 worn, 2 left in mecha)
2 fatigue jackets#
2 sets of uniforms
3 casual outfits
overcoat
parka
mesh vest*
backpack*
36 trail rations#
professional walkie-talkie*
mobile phone*
pda (+gps)*
10 chemical light sticks#
2 rolls of duct tape# (1 carried, 1 left in mecha)
guitar
basic evidence kit #
medical kit*
search and rescue kit*

Hamish was raised on stories of the first Folk War, told by his grand-father, who was an elite mecha pilot and saw a lot of action during the ten years of conflict. Though his parents abhorred violence he got to hear the stories when he had to live with his grandfather after his parents were killed in a car crash when he was nine. Hamish was an only child, so when his grandfather died nine years later, he was left on his own.

He developed amazing people skills while by himself, and after getting a degree in psychology, went off to join the military and hopefully earn some war stories of his own. Following in the footsteps of his grandfather before him he amassed experience and in time became part of an elite unit of mecha pilots, in which he remained and gained skill right up to the present.

Mephisto-14:
Huge crystal carbon mecha with stealth kit, nanorepair and moderate fortification.
Components: tsunami 280 plasma cannon (right hand, right arm, shoulders), bastion v20 shield (left hand), d8 delta thrusters (boots), k2e kestrel wings (back), mk7c oracle targeting system (left arm), mk3a delphi sensor/safety system (torso, belt), pilot (helmet, visor)
Mecha provides hardness 20, +16 to strength, +14 to defense, +1 to all saves, 250 bonus hit points, regeneration 5(for bonus hp only), +16 to strength, +10 hide and move silently, slam 2d6, reach 4m, speed 16m. Fly 60m (average). -2 size penalty to attacks and defense, -8 to hide.
Cost: 56 900 bp

Hamish Arcantt in Mephisto-14
Huge Humanoid (Mecha)
Hit Dice: 12d6+1d8+250 (330hp)
Initiative: +7
Speed: 16m
Defense: 30 (base 10, +3 dex, +5 class, +14 equipment, -2 size)
Base Attack/Grapple: +8/+24
Attack: +14 melee (slam, 2d6+8), +12 ranged (tsunami 280, 12d6 plasma)
Full Attack: +14/+9 melee (slam, 2d6+8), +12/+7 ranged (tsunami 280, 12d6 plasma) 60m increment,
Space/Reach: 4m/4m
Special Attacks: 20m cone, dc 19 reflex for half (tsunami 280, 12d6 plasma)
Special Qualities: empathy(+8), intuition, skill emphasis(sense motive), aware(+7), charm(women)(+4), fast-talk(+4), conceal motive(+1), regeneration 5 (bonus hp only), fly 60m (average)
Saves: fort +8, ref +8, will +14
Abilities: str 26, dex 17, con 10, int 16, wis 18, cha 16
Skills: bluff +12/9, diplomacy +12/9, drive +12/9, gamble +10/6, hide +5, intimidate +8/5, investigate +10/7, knowledge (arcane lore) +10/7, knowledge (behavioural sciences) +19/16, knowledge (mecha) +13/10, knowledge (physical sciences) +8/5, listen +12/6, move silently +13, sense motive +19/12, perform(stringed) +7/4, pilot +19/16, spot +12/6, survival +9/5, treat injury +9/5
Weight: many tons
Height: 7.8m
 
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A little late in on this, but should you need another player at any point, I'd love to join this game. I've been hankering to play Mecha Crusade for a long time, even more since my own Mecha game spectacularly failed to take off.
 

Hehe, Congrats Jarval, you got the slot. :)

Assume the best possible result for hit points, I'll trust you to do the Proffession checks for level up and wealth checks for purchases.Assume you got max wealth at level 1.

Action Points: Half the total you would have amassed.
 

Glad to have made it in :) I'm going to be busy tomorrow (stupidly last minute Xmas shopping), but I should have a character together by Boxing Day or the day after.
 





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