The Modern Dispatch 084 Mecha Arcana


The Modern Dispatch
Mecha Arcana
by Phil Reed
This issue of the Modern Dispatch brings together are not open and this PDF may not be distributed
mecha and magic, two elements of the Modern without the permission of the author.
rules set that blend together surprisingly well. The
information contained within these pages assumes
About the Author
a campaign in which high-tech and arcane secrets
Philip Reed has been working professionally in the
#84 operate side-by-side  the basic arcane setting for the
roleplaying game industry since 1995. In that time
Modern rules makes an excellent fit for the new rules
he has worked for such companies as West End
described herein. In a pure mecha campaign, the GM
Games, Privateer Press, and Scrye Magazine. Today,
could make use of this material to represent an extra-
in addition to working on this new PDF, Philip also
ContentżÿManager:żÿ
planar, or alien, invading force. After all, as the quote
spent time tearing down an old, ugly fence. To learn
sort of goes, any sufficiently advanced technology is
philżÿreed,żÿchrisżÿdavis
more about Philip Reed  and Ronin Arts  please
indistinguishable from magic.
Layout:żÿ visit www.roninarts.com. The official Ronin Arts
forum can be found at www.raforums.com.
ChrisżÿDavis
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:
Prestige Class: Mecha Mage
Arcana is geared primarily toward starships (in fact,
Rarely encountered, the Mecha Mage is an
some of the spell concepts in this Modern Dispatch
accomplished mecha pilot and experienced powerful
issue were derived from material I originally created
arcane spellcaster that devotes his training to
for the Future: Arcana PDF). More unusual
augmenting his mecha through the use of specialized
fun with mecha can be found in Future: Mecha
spells. Respected by those that recognize his
Companions.
talents, the Mecha Mage is often selected for
Requires the use of the d20 Modern Roleplaying dangerous assignments that can only be successfully
Game, published by Wizards of the Coast, Inc. accomplished by one that relies as much upon magic
Open Game Content
as he does machines.
All of the text in this PDF is designated as open game
d20 Modern and Wizards of the Coast are
content. The graphics, artwork, and layout of the PDF
trademarks of Wizards of the Coast, Inc. in the
United States and other countries and are used
TABLE 1: MECHA MAGE
with permission.  d20 System and the  d20
Class Base Attack Fortitude Reflex Will Defense Reputation
System logo are trademarks of Wizards of the Special
Level Bonus Save Save Save Bonus Bonus
Coast, Inc. and are used according to the terms
1st +0 +0 +2 +2 Total Spellcasting, Bonus Spells +1 +2
of the d20 System License version 6.0. A copy
2nd +1 +0 +3 +3 Bonus Feat +1 +2
of this License can be found at www.wizards.
3rd +1 +1 +3 +3 Increased spells/day, Bonus Spells +2 +2
com/d20.
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
MechażÿArcana
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The Modern Dispatch
Most Mecha Mage s proceed from this prestige Spellcraft (Int) , Tumble (Dex).
Increased Spells/Day
class back into either the Mecha Jockey advanced Skill Points at Each Level: 7 + Intelligence
At 3rd level, the Mecha Mage increases the base
class or an advanced or prestige class that extends modifier.
number of arcane spells per day by one half (round
their spellcasting abilities. The fastest path into this
down). This increase occurs before modifications
prestige class is from the Mage and Mecha Jockey
for high intelligence or other alterations. At 5th
Class Features
advanced classes, though other paths are possible.
level, the Mecha Mage again increases the number
The following features pertain to the Mecha Mage
of arcane spells available per day, this time to a total
prestige class.
of twice what he would normally have. As before,
Requirements
this increase happens prior to any modifications or
To qualify to become a Mecha Mage, a character
Total Spellcasting
alterations.
must fulfill the following criteria.
Count all character caster levels when determining
Skills: Drive 10 ranks, Spellcraft 14 ranks,
the Mecha Mage s casting level for arcane spells.
Knowledge (arcane lore) 14 ranks. Luv My Mecha
Feats: Advanced Mecha operation, Mecha Weapon Starting at 4th level, a Mecha Mage gains a +1 bonus
Bonus Spells
Proficiency. on Drive, Pilot, and Repair checks when applied to
At 1st level, and again at 3rd and 5th level, the
Special: Ability to cast arcane spells. a mecha he designates as familiar. The same bonus
Mecha Mage gains a number of new spells equal to
is applied to the Mecha Mage s attack rolls with the
his Intelligence modifier. These spells are in addition
mecha s ranged weapons. To designate a mecha as
Class Information to any others that the Mecha Mage may gain. These
familiar, the Mecha Mage must have operated it for at
The following information pertains to the Mecha bonus spells must be selected from those that include
least one month. Minor changes and upgrades to the
Mage prestige class. the mecha descriptor (see New Spells, below).
mecha don t affect familiarity, but if the Mecha Mage
switches to a mecha with a different size, different
Hit Die Bonus Feat
superstructure, different flight system, or more than
Mecha Mages gain 1d6 hit points per level. The At 2nd and 5th level the Mecha Jockey Mage gains
one new weapon, he must operate it for at least one
character s Constitution modifier applies. a bonus feat. The bonus feat must be selected from
month before he is familiar with it. A Mecha Mage
the following list, and the Mecha Mage must meet
can be familiar with only one mecha at a time.
all the prerequisites of the feat to select it. Advanced
Action Points
Firearms Proficiency, Advanced Mecha Operation,
The Mecha Mage gains a number of action points
If the Mecha Mage already possesses this class
Burst Fire, Cleave, Combat Expertise, Dead Aim,
equal to 7 plus one-half their character level, rounded
feature from a previous class, or gains it from a future
Dodge, Double Tap, Far Shot, Force Stop, Gearhead,
down, every time they advance a level in this class.
class, this bonus stacks with the bonus gained from a
Great Cleave, Hair Trigger, Improved Bull Rush,
different advanced or prestige class.
Improved Disarm, Improved Sunder, Improved
Class Skills
Trip, Mecha Crush, Mecha Fling, Mecha Operation,
The Mecha Mage s class skills are as follows:
Mecha Sweep, Mecha Trample, Mecha Weapon
New Spells
Computer Use (Int), Concentration (Con), Drive
Boost, Mobility, Personal Firearms Proficiency, Point
The existence of magic in a futuristic campaign
(Dex), Investigate (Int), Knowledge (arcane lore, art,
Blank Shot, Power Attack, Precise Shot, Shot on the
would, of course, lead to a variety of new spells to
behavioral sciences, business, civics, current events,
Run, Skip Shot, Spring Attack, Strafe, Stun Mecha,
cope with new technology and situations. The spells
earth and life sciences, history, physical sciences,
Thruster Blast, Weapon Focus (mecha weapon only),
presented in this section are all designed for use in
popular culture, streetwise, technology, theology
Whirlwind Attack.
campaigns in which magic and mecha interact.
and philosophy) (Int), Navigate (Int), Pilot (Dex),
Profession (Wis), Read/Write Language (none),
Repair (Int), Research (Int), Speak Language (none),
MechażÿArcana
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The Modern Dispatch
Animate Mecha
Arcane Spells and Cybernetics Transmutation [Mecha]
While cybernetics are designed to enhance the abilities of a character they have an adverse effect on Level: Mage 5; Components: V, S, M; Casting
spellcasters; each cybernetic attachment a character takes interferes with the character s spellcasting Time: Attack action; Range: Touch; Target: One
abilites, represented in game terms through arcane spell failure (see Arcane Spells and Armor in the basic uninhabited mecha touched; Duration: 1 minute/
rules for information on arcane spell failure). The type of components of the spell being cast has no bearing level (D); Saving Throw: None; Spell Resistance:
on arcane spell failure and cybernetics  all spells are negatively affected by cybernetic attachments. No.
A particular cybernetic attachment has an arcane spell failure percentage equal to one-quarter the This spell turns an uninhabited, otherwise functional
attachment s Purchase DC + the PL of the attachment (round up). into an automated robotic machine under the caster s
control. The mecha gains limited, animal-like
Example: A Mecha Mage with an advanced prosthetic leg has an arcane spell failure percentage of 8 intelligence for the spell s duration during which time
(Purchase DC of 22 + PL of 7/4 = 7.25). it will follow simple commands (such as following
you, attacking specific targets, protecting an area
A character with multiple cybernetic attachments and/or armor adds all of the percentages together to against any that enter the designated space, and so
determine the total arcane spell failure percentage. 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
New Feat: Cyberarcanist
again be ready to follow its  creators commands.
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
Material Component: A small circuit board from a
use the following formula: one-eigth the attachment s Purchase DC + the PL of the attachment (round up).
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
may be resisted by any member of the mecha s crew
Time: Attack action; Range: Long (400 ft. +40
New Descriptor
though only one crew member may attempt to resist
ft./level); Target: One mecha; Duration: 3 rounds
Several of spells presented in this Modern Dispatch
the effects of any one spell.
+1 round/level; Saving Throw: Fortitude partial
issue utilize a new descriptor  mecha. This new
(object); Spell Resistance: Yes.
addition to the spell system is designed specifically
If more than one crewmember attempts to resist the
to allow new spells that interact directly with mecha
same spell, the saving throw of crewmember with the
A brutal, dangerous spell, disrupt gyroscopic
 both the Mecha Mage s mecha and those mecha he
highest Will bonus supercedes all other character s
stabilizers targets a mecha s gyroscope in an attempt
enters into combat with.
saving throws.
to lock the mecha in place. A mecha targeted by
disrupt gyroscopic stabilizers is paralyzed for the
Saving Throw (Object)
spell s duration (a successful Fortitude save reduces
Spell Descriptions
Spells with the mecha descriptor that allow saving
the duration to half. The crew onboard the mecha
The spells herein are presented in alphabetical order.
throws include the designation (Object). Such spells
are unaffected by this spell; only the mecha itself is
MechażÿArcana
Page 3
The Modern Dispatch
paralyzed by disrupt gyroscopic stabilizers. specific campaign needs. Additionally, these new
Mecha Stealth
devices serve as a baseline guide for the creation of
Illusion [Mecha]
Material Component: A small circuit board from a even more arcane-connected mecha devices.
Level: Mage 3; Components: S; Casting Time:
mecha s operations computer (purchase DC 5).
Attack action; Range: Long (400 ft. +40 ft./level);
Note: These items do not include a progress level
Target: One mecha; Duration: Concentration,
designation  such information is not important since
Disrupt Gyroscopic Stabilizers, Greater up to 1 round/level; Saving Throw: Will negates
the inclusion of these items is allowed or disallowed
Transmutation [Mecha] (harmless) (object); Spell Resistance: Yes (harmless)
solely on the GM s authority. For most of the items
Level: Mage 5; Components: V, S, M; Casting (object)
I have assumed that your campaign is set at PL 7,
Time: Attack action; Range: Long (400 ft. +40 ft./
Gravity Age, since it has been my experience that
level); Target: Two mecha, which may be no more The targeted mecha has total concealment for the
PL 7 campaigns are more common than any other
than 100 ft. apart; Duration: 5 rounds +1 round/ duration of the spell. To attack a mecha under the
progress level.
level; Saving Throw: Fortitude partial (object); Spell effects of this spell, an attacker must guess in which
Resistance: Yes. square the mecha currently is (or determine its
position based on where it attacked last), and even if Arcane Diagnostics
This spell functions like disrupt gyroscopic the guess is accurate, there is a 50% chance that the A series of arcane computers tied directly to the
stabilizers, except that it has a slightly longer attack misses. mecha s systems monitor the machine, constantly
duration and affects two starships at once. This spell supercedes the effects of any stealth gear working to keep the mecha operating at its peak
that may already be activated on the targeted mecha. potential. The arcane diagnostics system repairs 2d10
points of damage every hour, during which time the
Mecha Shield
mecha may not move or attack (if the mecha moves
Abjuration [Force] [Mecha] Mecha Surge
or engages in combat during that hour the system s
Level: Mage 2; Components: V, S; Casting Time: Transmutation [Mecha]
repair ability drops to 1d6 points of damage each
Attack action; Range: Personal; Target: Your mecha; Level: Mage 3; Components: V, S; Casting Time:
hour). The system repairs only the mecha s bonus hit
Duration: 1 minute/level (D) ; Saving Throw: Move action; Range: Personal; Target: Your mecha;
points  the mecha operator and crew are unaffected
None; Spell Resistance: No. Duration: 10 rounds/level (D) ; Saving Throw:
by the repair systems of this device.
None; Spell Resistance: No.
Equipment Slots: 0.
An advanced form of shield, mecha shield creates
Activation: None.
an invisible, powerful shield of force energy that Empowering your mecha with a burst of arcane
Range: Personal.
constantly moves around your mecha, protecting you energy, mecha surge temporarily enhancing your
Target: You.
completely against magic missile attacks and granting mecha s Strength  granting a +6 bonus for the spell s
Duration: Persistent.
you a +4 bonus to Defense against all other attacks. duration  and boosting its speed by 20 ft./round.
Saving Throw: None.
Mecha shield presents no armor penalty or chance of Additionally, for as long as the spell persists, the
Purchase DC: 35.
arcane spell failure. mecha shimmers with a pale blue, arcane glow (treat
Restriction: Military (+3).
as candlelight in a darkened environment).
If you cast the standard shield spell while within your
mecha the spell s defensive capabilities are decreased Arcane Subsystems
New Mecha Devices
due to the mecha s size; the bonus to Defense is The mecha s electronics systems are replaced with
In addition to spells, there are a few pieces of mecha
reduced to +2 and the spell provides no protection a network of arcane systems. While the mecha s
gear designed for use in campaigns that include
against magic missile attacks. A single mecha cannot standard operating commands are unaffected, the
arcane spells. GMs and players can use the new items
be protected by both mecha shield and shield at the entire machine is transformed into an arcane battery
that follow as written or modify them to suit their
same time. that boosts the power of any spellcaster crewmember
MechażÿArcana
Page 4
The Modern Dispatch
 any arcane spellcaster inside the mecha gains a operator s seat of the mecha, and grasps the controls,
+2 caster level bonus to the effects all of spells cast the system engages, arcane energy locking the
Sample Mecha: Merlin
while within the mecha. Additionally, the arcane mecha s armored plates together in order to create a
The Merlin assault mecha is a rarely seen
subsystems enrich the arcane connection of affected denser, more powerful outer skin.
Scourge variant (see the future SRD). In the
casters, granting arcane spellcasters a single bonus
right hands, a Merlin is a devastating, powerful
0-level spell slot for as long as they remain seated When engaged, a mecha equipped with a Magebound
machine capable of taking out larger and
within the mecha. This bonus spell slot may be Armored Shell gains 50 bonus hit points and
more powerful mecha designs. To increase
gained only once each day, no matter how many equipment bonus to Defense is doubled. If the pilot
the capabilities of a Merlin grab more mecha
times the spellcaster enters and exits the mecha. leaves the mecha, or is rendered helpess in any way,
devices that require 0 equipment slots or install
Equipment Slots: 0. the mecha automatically loses these bonuses  if this
gear that add bonus equipment slots to the
Activation: None. would reduce the mecha s current bonus hit points to
design.
Range: Personal. less than 0 than the mecha is automatically destroyed.
Target: You. Equipment Slots: 1.
A Merlin installed with the standard equipment
Duration: Persistent. Activation: None, see text.
package (see below) has a purchase DC of 50.
Saving Throw: None. Range: Personal.
Purchase DC: 25. Target: You.
Size: Huge (-2 size).
Restriction: Military (+3). Duration: See text.
Bonus Hit Points: 200.
Saving Throw: None.
Superstructure: Vanadium.
Purchase DC: 40.
Eldritch-Charged Laser Cannon
Hardness: 20.
Restriction: Military (+3).
Based on the Fusion Age Typhoon 240 laser cannon
Armor: Duralloy.
(see the future SRD), the eldritch-charged laser
Bonus to Defense: +8.
cannon fires a burst of arcane energy in a tight, Mk. IV Spellflight Assist System
Armor Penalty: -8.
brilliant beam that tears through most mecha. The This arcane-powered mecha flight system, usable
Reach: 10 ft.
eldritch-charged laser cannon can be fired by any only when the mecha is piloted by an arcane
Strength Bonus: +16.
mecha crewmember, though arcane spellcasters may, spellcaster, grants a mecha a fly speed of 60 ft.
Dexterity Penalty:  .
as a free action, interlace their own arcane power (clumsy) once per day for a number of rounds equal
Speed: 30 ft., fly 90 ft. (poor).
with the weapon s blast  by sacrificing a prepared to the pilot s caster level + Intelligence modifier. At
Base Purchase DC: 48.
spell of any level, the weapon s damage is increased the end of the flight, the pilot is exhausted. Advanced
by a number of six-sided dice equal to the level of the versions of this system provide the mecha with a
Standard Equipment Package: Pilot s
spell sacrificed. flight time twice that of the standard system, though
cockpit (torso and back), Class II sensor system
Purchase DC: 30. at a greater purchase cost.
(helmet), Enigma sensor suite (visor), eldritch-
Other statistics are identical to those of the Typhoon Equipment Slots: 0.
charged laser cannon (left arm and left hand),
240 Laser Cannon (see the future SRD). Activation: Move action.
M-53 Firestar rocket launcher (right h and), 6-
Range: Personal.
pack o f M -53 Firestar rockets ( right arm), jet-
Target: You.
Magebound Armored Shell assist wings (shoulders), LX-10 antishock array
Duration: See text.
Connected directly to the presence of an arcane (belt), jetpack (boots), comm. system (no slots),
Saving Throw: None.
operator, the Magebound Armored Shell is a series arcane diagnostics (no slots), arcane subsystems
Purchase DC: 30.
of arcane energy layers embedded directly into the (no slots).
Restriction: Military (+3).
mecha s armor. When an arcane spellcaster sits in the
MechażÿArcana
Page 5
The Modern Dispatch
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work covered by this License, including translations and derivative licensed in another, independent Agreement with the owner of each Dave Arneson.
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(e)  Product Identity means product and product line names, logos or co-adaptability with any Trademark or Registered Trademark in D20 Mecha Copyright 2003, Guardians of Order, Inc.
and identifying marks including trade dress; artifacts; creatures conjunction with a work containing Open Game Content except as Mecha Compendium Copyright 2003, Dream Pod 9, Inc.
characters; stories, storylines, plots, thematic elements, dialogue, expressly licensed in another, independent Agreement with the owner
incidents, language, artwork, symbols, designs, depictions, likenesses, of such Trademark or Registered Trademark. The use of any Product Modern Dispatch #84 2005, Ronin Arts; Author Phil Reed
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visual or audio representations; names and descriptions of characters, ownership of that Product Identity. The owner of any Product Identity
spells, enchantments, personalities, teams, personas, likenesses and used in Open Game Content shall retain all rights, title and interest in
OPEN GAMING CONTENT
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MechażÿArcana
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