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== Introduction ==
 
== Introduction ==
 
[[File:Bone_Golem.jpg|thumb|400px|An example of what a Necron may look like.]]
 
[[File:Bone_Golem.jpg|thumb|400px|An example of what a Necron may look like.]]
Spellmech is a Dark Ages setting, of course its very low fantasy, with an infusion on a moderate scale of magic. The game takes place on the world of Mongram. The magi of the land discovered a way to animate Mechanical (be they made of wood, iron, etc.) suits with magic that is provided by a magically adept person (the character) these Spellmech, as they are called, are the primary force in the waging of war, and the protection of homesteads. The atmosphere is very grim and serious as the opposing kingdom to the characters, it doesn’t matter what kingdom or faction they are as the entire world is nearing a boiling point of political conflict, is amassing troops (Spellmech) and from what runners have told plan an invasion to reclaim lands taken in the last war. The style of dress of this world is a mix between dark ages and early Renaissance/Victorian style.
+
Spellmech is a Dark Ages setting, of course its very low fantasy, with an infusion on a moderate scale of magic. The game takes place on the world of Mongram. The magi of the land discovered a way to animate Mechanical (be they made of wood, iron, etc.) suits with magic that is provided by a magically adept person (the character) these Spellmech, as they are called, are the primary force in the waging of war, and the protection of homesteads. The atmosphere is very grim and serious as the opposing kingdom to the characters, it doesn’t matter what kingdom or faction they are as the entire world is nearing a boiling point of political conflict, is amassing troops (Spellmech) and from what runners have told plan an invasion to reclaim lands taken in the last war. The style of dress of this world is a mix between dark ages and early Renaissance/ Victorian style.
   
 
Spellmech is a perfectly woven tapestry of low Fantasy and science fiction. It is based on the D6 system. The closest one could come to summarizing both the game play and setting is Gundam Wing or Battle Tech meets King Arthur and the Holy Grail. If one where to have watched Gundam Wing in its prime in late 1997 early 1998, at least this is when it premiered in America, the player/GM will already have a feel for the style of Role Playing Involved here. Grim serious characters interact in a world with equally grim GM characters. As far as the characters position in the world they will usually be part of some militaristic hierarchy. Occasionally one player will lead a pataloon consisting of other players or pataloon other players and GM characters.
 
Spellmech is a perfectly woven tapestry of low Fantasy and science fiction. It is based on the D6 system. The closest one could come to summarizing both the game play and setting is Gundam Wing or Battle Tech meets King Arthur and the Holy Grail. If one where to have watched Gundam Wing in its prime in late 1997 early 1998, at least this is when it premiered in America, the player/GM will already have a feel for the style of Role Playing Involved here. Grim serious characters interact in a world with equally grim GM characters. As far as the characters position in the world they will usually be part of some militaristic hierarchy. Occasionally one player will lead a pataloon consisting of other players or pataloon other players and GM characters.
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The kingdoms in turn are divided into smaller factions and orders as one would expect for a fantasy setting. They are as follows:
 
The kingdoms in turn are divided into smaller factions and orders as one would expect for a fantasy setting. They are as follows:
 
 
== Kimeria ==
 
== Kimeria ==
 
Kimeria is located between the Stonetooth mountain range, to the east, and the Hellcrest mountains, to the west, making it a very strategic location and very hard to hit. As of now it is the most powerful of the four kingdoms. The culture is very much about honor and the needs of the many over the needs of the few. Its primary trade goods are ores, mined from the nearby mountains, and food stocks, grown by peasants in the rich Kimerian soil. The standard unit of currency is a single gold coin bearing a Dragon on it called a Krick. It is ruled by King Ordren the wise (all Kimerian kings are given a title other than King or Sire). It uses the standard infantry Spellmech the Dragoon in Combat. Its noble houses are; House Uzash, House Leopald, House Finree, and House Desleroot.
 
Kimeria is located between the Stonetooth mountain range, to the east, and the Hellcrest mountains, to the west, making it a very strategic location and very hard to hit. As of now it is the most powerful of the four kingdoms. The culture is very much about honor and the needs of the many over the needs of the few. Its primary trade goods are ores, mined from the nearby mountains, and food stocks, grown by peasants in the rich Kimerian soil. The standard unit of currency is a single gold coin bearing a Dragon on it called a Krick. It is ruled by King Ordren the wise (all Kimerian kings are given a title other than King or Sire). It uses the standard infantry Spellmech the Dragoon in Combat. Its noble houses are; House Uzash, House Leopald, House Finree, and House Desleroot.
 
 
== Laerdon ==
 
== Laerdon ==
 
Laerdon is located on a parcel of land that broke away from the main land before any of the current kingdoms even arose. The land is still connected by a small straight of dense forest land. Laerdon keeps its people fed by fishing from the sea, and keeps its trade up in the same manner. As Spellmech combat is impractical for a land that has been separated from the rest of the world so to speak Laerdon keeps a vast armada of sea faring vessels. Though to not be fooled, each vessel of the Armada carries a cargo of Spellmech ready for deployment on the mainland at the first sign of trouble or land born invasion. The standard unit of currency is, and this is rather unusual to any lands in Spellmech, a form of paper money bearing the royal seal upon it (A trident parallel to a raging sea) called an Opal. This land is ruled by an aristocratic council of Mages that deal with the people’s problems through the most peaceful means possible. In a conflict Laerdon would most likely side with Kimeria. They use Umiock as their standard battle Spellmech. Laerdon has only two branches from its core government and they are both orders of Knights, the first is The Order of Kayest, the second are The Vigilant.
 
Laerdon is located on a parcel of land that broke away from the main land before any of the current kingdoms even arose. The land is still connected by a small straight of dense forest land. Laerdon keeps its people fed by fishing from the sea, and keeps its trade up in the same manner. As Spellmech combat is impractical for a land that has been separated from the rest of the world so to speak Laerdon keeps a vast armada of sea faring vessels. Though to not be fooled, each vessel of the Armada carries a cargo of Spellmech ready for deployment on the mainland at the first sign of trouble or land born invasion. The standard unit of currency is, and this is rather unusual to any lands in Spellmech, a form of paper money bearing the royal seal upon it (A trident parallel to a raging sea) called an Opal. This land is ruled by an aristocratic council of Mages that deal with the people’s problems through the most peaceful means possible. In a conflict Laerdon would most likely side with Kimeria. They use Umiock as their standard battle Spellmech. Laerdon has only two branches from its core government and they are both orders of Knights, the first is The Order of Kayest, the second are The Vigilant.
 
 
== Elican ==
 
== Elican ==
 
After the last war, circa 1 AC, the child Kingdom of Elican formed. It is located in the central area of the continent, and stands to lose rather quickly if a world wide conflict would occur with Kimeria
 
After the last war, circa 1 AC, the child Kingdom of Elican formed. It is located in the central area of the continent, and stands to lose rather quickly if a world wide conflict would occur with Kimeria
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They remain relatively undefended, but under a treaty held with their neighbors they remain safe. The standard unit of currency is a silver coin with a large bloomed Tree on it as Lumber is the only resource the Elicans have in vast quantities. Their form of government is rather unique in that it is democratic. They have a prime minister that is elected once every five years, and a governor for each region, also voted for, a mayor for each town, also elected, and a constable for each town (appointed by the mayor). The standard Spellmech of Elican is the Enteline, a standard sized Spellmech made of wood and stone. These Spellmech are mostly used for the civilian populace in woodcutting, civil defense, etc. The democratic nature of the society prevents factions.
 
They remain relatively undefended, but under a treaty held with their neighbors they remain safe. The standard unit of currency is a silver coin with a large bloomed Tree on it as Lumber is the only resource the Elicans have in vast quantities. Their form of government is rather unique in that it is democratic. They have a prime minister that is elected once every five years, and a governor for each region, also voted for, a mayor for each town, also elected, and a constable for each town (appointed by the mayor). The standard Spellmech of Elican is the Enteline, a standard sized Spellmech made of wood and stone. These Spellmech are mostly used for the civilian populace in woodcutting, civil defense, etc. The democratic nature of the society prevents factions.
 
 
== Es’rook ==
 
== Es’rook ==
 
If Kimeria had an evil twin, it would be Es’rook. The closest comparison to the way the rest of the world views Es’rook is the way Germany was seen during WWII; evil, and vile. It is positioned on the southern coast of the continent and is equally proportionate in size to Kimeria; though it has a larger military force it also has far fewer resources forcing it to rely on other kingdoms to supply its people’s basic needs. The primary resource of Es’rook is Knowledge; yes something so simple can be a major commodity. Great deals of resources are put into weapons advancement, magical research, and exploration of long forgotten ruins by other kingdoms. Es’rook has honed this down to an art form. It was once the great kingdom of Dialeron, but that “empire” fell nearly a thousand years ago now in the mage wars. From the ashes Es’rook arose. Its wizards are powerful in the black arts. Necromancy (the raising of the undead), being a specialty.
 
If Kimeria had an evil twin, it would be Es’rook. The closest comparison to the way the rest of the world views Es’rook is the way Germany was seen during WWII; evil, and vile. It is positioned on the southern coast of the continent and is equally proportionate in size to Kimeria; though it has a larger military force it also has far fewer resources forcing it to rely on other kingdoms to supply its people’s basic needs. The primary resource of Es’rook is Knowledge; yes something so simple can be a major commodity. Great deals of resources are put into weapons advancement, magical research, and exploration of long forgotten ruins by other kingdoms. Es’rook has honed this down to an art form. It was once the great kingdom of Dialeron, but that “empire” fell nearly a thousand years ago now in the mage wars. From the ashes Es’rook arose. Its wizards are powerful in the black arts. Necromancy (the raising of the undead), being a specialty.
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The symbol of the empire is a spiked black gauntlet bearing an ivory white skull upon it. The paint fades down the gauntlet. There are four factions within the Kingdom, not factions per say but different orders and levels of the government that are separate from one another though they all report directly to Lord Heltir. They are: The Scarlet Knights (Defensive Sentry of the Empire), The Gaasp’too (The Civil Defense of Es’rook), The Awszica (The Religious Order of Es’rook), and the Death Legion (The elite military members).
 
The symbol of the empire is a spiked black gauntlet bearing an ivory white skull upon it. The paint fades down the gauntlet. There are four factions within the Kingdom, not factions per say but different orders and levels of the government that are separate from one another though they all report directly to Lord Heltir. They are: The Scarlet Knights (Defensive Sentry of the Empire), The Gaasp’too (The Civil Defense of Es’rook), The Awszica (The Religious Order of Es’rook), and the Death Legion (The elite military members).
 
 
== Character Creation/ Templates ==
 
== Character Creation/ Templates ==
 
The rules to creating a character in Spellmech are the same as in the core D6 book save as follows:
 
The rules to creating a character in Spellmech are the same as in the core D6 book save as follows:
Line 62: Line 57:
 
'''The Shock Pilot'''
 
'''The Shock Pilot'''
 
 
Occupation: Spellmech Pilot<br>
+
Occupation: Spellmech Pilot
Speed: 30<br>
+
Speed: 30
Unarmed BDV: 1D<br>
+
Unarmed BDV: 1D
P/l bonus: 0 <br>
+
P/l bonus: 0
Hero Points: 1<br>
+
Hero Points: 1
Villain Points: 0 <br>
+
Villain Points: 0
Character Points: 5<br>
+
Character Points: 5
Body Points: 37<br>
+
Body Points: 37
________________________________________<br>
+
________________________________________
Strength 3D: Brawl 1D<br>
+
Strength 3D: Brawl 1D
Dexterity 3D: Parry (Melee) 1D+2<br>
+
Dexterity 3D: Parry (Melee) 1D+2
Mechanical 4D: Pilot (Spellmech) 2D+1 <br>
+
Mechanical 4D: Pilot (Spellmech) 2D+1
Intelligence 1D:<br>
+
Intelligence 1D:
Instincts 3D: <br>
+
Instincts 3D:
Magic 3D: Channel Energy 2D (Pilot Can Transfer Magic Into His Spellmech to Accomplish Amazing Feats) <br>
+
Magic 3D: Channel Energy 2D (Pilot Can Transfer Magic Into His Spellmech to Accomplish Amazing Feats)
________________________________________<br>
+
________________________________________
Advantages:<br>
+
Advantages:
Disadvantages: Hides Emotions +2D<br>
+
Disadvantages: Hides Emotions +2D
________________________________________<br>
+
________________________________________
Natural Abilities: The shock troop is deadly in combat. Usually focusing on destroying large numbers of enemy unites in a single swipe even if it may mean death. That’s his job and he’s going to do it.<br>
+
Natural Abilities: The shock troop is deadly in combat. Usually focusing on destroying large numbers of enemy unites in a single swipe even if it may mean death. That’s his job and he’s going to do it.
________________________________________<br>
+
________________________________________
Powers: None (Magical Prowess)<br>
+
Powers: None (Magical Prowess)
________________________________________<br>
+
________________________________________
Equipment: Axe (Two Hands) 2D+2 Commoners Equipment 100<br>
+
Equipment: Axe (Two Hands) 2D+2 Commoners Equipment 100
________________________________________<br>
+
________________________________________
Background: The Shock pilot can come from a variety of lands and backgrounds from the father who fights to support his children to the war scared veteran aching to be in the heart of a battle field. These characters tend to be gruff and concentrate on physical attributes. They tend to have little patience with more intelligent characters and will usually rush into combat without thinking.<br>
+
Background: The Shock pilot can come from a variety of lands and backgrounds from the father who fights to support his children to the war scared veteran aching to be in the heart of a battle field. These characters tend to be gruff and concentrate on physical attributes. They tend to have little patience with more intelligent characters and will usually rush into combat without thinking.
 
________________________________________
 
________________________________________
   
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'''The Spellmech Engineer'''
 
'''The Spellmech Engineer'''
   
Occupation: Apprentice Mage<br>
+
Occupation: Apprentice Mage
Speed: 30<br>
+
Speed: 30
Unarmed BDV: 1D<br>
+
Unarmed BDV: 1D
P/l bonus: 0 <br>
+
P/l bonus: 0
Hero Points: 1<br>
+
Hero Points: 1
Villain Points: 0 <br>
+
Villain Points: 0
Character Points: 5<br>
+
Character Points: 5
Body Points: 24<br>
+
Body Points: 24
________________________________________<br>
+
________________________________________
Strength 2D: <br>
+
Strength 2D:
Dexterity 2D: <br>
+
Dexterity 2D:
Mechanical 4D: Repair (Spellmech) 2D, Design (Spellmech) 1D, Pilot (Spellmech) 1D<br>
+
Mechanical 4D: Repair (Spellmech) 2D, Design (Spellmech) 1D, Pilot (Spellmech) 1D
Intelligence 4D: Arcana 1D<br>
+
Intelligence 4D: Arcana 1D
Instincts 2D: <br>
+
Instincts 2D:
Magic 4D: Heal 1D<br>
+
Magic 4D: Heal 1D
________________________________________<br>
+
________________________________________
Advantages: Extraordinary Memory -1D<br>
+
Advantages: Extraordinary Memory -1D
Disadvantages: <br>
+
Disadvantages:
________________________________________<br>
+
________________________________________
Natural Abilities: The Spellmech Engineer is invaluable on the battlefield as both a healer of Spellmech and pilot alike. He has a habit of keeping out of direct combat.<br>
+
Natural Abilities: The Spellmech Engineer is invaluable on the battlefield as both a healer of Spellmech and pilot alike. He has a habit of keeping out of direct combat.
________________________________________<br>
+
________________________________________
Powers: Mechanical Prowess, Magical Prowess<br>
+
Powers: Mechanical Prowess, Magical Prowess
________________________________________<br>
+
________________________________________
Equipment: Mages Equipment 200<br>
+
Equipment: Mages Equipment 200
________________________________________<br>
+
________________________________________
Background: The Spellmech Engineer is usually born to a noble family and given the best training from birth to attain the highest level of his skill. He is the basis of all Spellmech design, and alteration. He can go from formatting a Spellmech with new weapons, to designing the weapons, to creating new Spellmech all together. If you want to have a flare for Spellmech design this is the template for you.<br>
+
Background: The Spellmech Engineer is usually born to a noble family and given the best training from birth to attain the highest level of his skill. He is the basis of all Spellmech design, and alteration. He can go from formatting a Spellmech with new weapons, to designing the weapons, to creating new Spellmech all together. If you want to have a flare for Spellmech design this is the template for you.
 
________________________________________
 
________________________________________
   
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'''The Spellmech Paladin'''
 
'''The Spellmech Paladin'''
   
Occupation: Noble Spellmech Pilot<br>
+
Occupation: Noble Spellmech Pilot
Speed: 30<br>
+
Speed: 30
Unarmed BDV: 1D<br>
+
Unarmed BDV: 1D
P/l bonus: 0 <br>
+
P/l bonus: 0
Hero Points: 2 (Due to the strict moral code of the SP they begin with 2 HP)<br>
+
Hero Points: 2 (Due to the strict moral code of the SP they begin with 2 HP)
Villain Points: 0 <br>
+
Villain Points: 0
Character Points: 5<br>
+
Character Points: 5
Body Points: 30<br>
+
Body Points: 30
________________________________________<br>
+
________________________________________
Strength 3D: Melee (Sword) 2D (Specialization)<br>
+
Strength 3D: Melee (Sword) 2D (Specialization)
Dexterity 3D: Parry Melee 2D<br>
+
Dexterity 3D: Parry Melee 2D
Mechanical 3D+2: Pilot (Spellmech) 2D+2<br>
+
Mechanical 3D+2: Pilot (Spellmech) 2D+2
Intelligence 1D+1: <br>
+
Intelligence 1D+1:
Instincts 4D: Command 2D+2<br>
+
Instincts 4D: Command 2D+2
Magic 2D: Heal 2D+2, Channel Energy 1D<br>
+
Magic 2D: Heal 2D+2, Channel Energy 1D
________________________________________<br>
+
________________________________________
 
Advantages: Noble Birth -1D, Sixth Sense -1D
 
Advantages: Noble Birth -1D, Sixth Sense -1D
 
Disadvantages: Sworn Enemy +3D (All People of Es’rook and forces of Evil), Strict Moral Code +2D*,
 
Disadvantages: Sworn Enemy +3D (All People of Es’rook and forces of Evil), Strict Moral Code +2D*,
   
_*New Advantage<br>
+
*New Advantage
________________________________________<br>
+
________________________________________
Natural Abilities: The natural abilities of the Spellmech Paladin center on his ability to defend the weak. The five commandments of the Spellmech paladin (1. Protect the Weak 2. Fight with honor 3. Keep your word 4. Be Charitable 5. Seek out and destroy the Agents of Evil).<br>
+
Natural Abilities: The natural abilities of the Spellmech Paladin center on his ability to defend the weak. The five commandments of the Spellmech paladin (1. Protect the Weak 2. Fight with honor 3. Keep your word 4. Be Charitable 5. Seek out and destroy the Agents of Evil).
________________________________________<br>
+
________________________________________
Powers: Magical Prowess<br>
+
Powers: Magical Prowess
________________________________________<br>
+
________________________________________
Equipment: Sword 2D Nobleman’s Equipment 200<br>
+
Equipment: Sword 2D Nobleman’s Equipment 200
________________________________________<br>
+
________________________________________
Background: The Spellmech Paladin is the quintessential pilot. Though he must keep to a strict set of morals and standards set on him by his government and order. He is expected to be the best of the best and at least 90% of the time has a leadership position among Spellmech pilots. Some see them as arrogant and anal but they have a job and they must do it. Spellmech Paladins are most common in Kimeria, but one can also see them, in small quantities in Laerdon. Beyond those two kingdoms they are rarely seen, and they are never seen in Es’rook, though they have a counterpart (use the same stats for the template) called the Death Knight, by some called an Anti-Paladin.<br>
+
Background: The Spellmech Paladin is the quintessential pilot. Though he must keep to a strict set of morals and standards set on him by his government and order. He is expected to be the best of the best and at least 90% of the time has a leadership position among Spellmech pilots. Some see them as arrogant and anal but they have a job and they must do it. Spellmech Paladins are most common in Kimeria, but one can also see them, in small quantities in Laerdon. Beyond those two kingdoms they are rarely seen, and they are never seen in Es’rook, though they have a counterpart (use the same stats for the template) called the Death Knight, by some called an Anti-Paladin.
 
________________________________________
 
________________________________________
 
 
== Gamemastering Spellmech ==
 
== Gamemastering Spellmech ==
 
 
The world is Spellmech needs to be Gamemastered slightly differently then other worlds and settings. The following Gamemasters section was adapted from an article in issue #176 of the Role-Playing Tips ezine, in an article titled “Role-Playing and Giant Robots” by J. Kline, and gives advice to Gamemasters on how the game should be ran as far as characters, game tone, and ideas for keeping players in line while they pilot magically powered 30ft engines of destruction. For Spellmech use the same rules for vehicles listed in the D6 core book with the exception that through the Channel Power magical ability, technically this ability is developed in ANYONE who has piloted a Spellmech. The character may increase different aspect of the Spellmech in different ways with skill rolls. The character must make a channel power roll before going out in a Spellmech each number on the roll represents an hour the Spellmech can operate before the pilot must rest. If the pilot has no die in Channel Energy the pilot can make a base Magic roll and use the result. Gamemasters should use the medieval equipment listed in the D6 core book.
 
The world is Spellmech needs to be Gamemastered slightly differently then other worlds and settings. The following Gamemasters section was adapted from an article in issue #176 of the Role-Playing Tips ezine, in an article titled “Role-Playing and Giant Robots” by J. Kline, and gives advice to Gamemasters on how the game should be ran as far as characters, game tone, and ideas for keeping players in line while they pilot magically powered 30ft engines of destruction. For Spellmech use the same rules for vehicles listed in the D6 core book with the exception that through the Channel Power magical ability, technically this ability is developed in ANYONE who has piloted a Spellmech. The character may increase different aspect of the Spellmech in different ways with skill rolls. The character must make a channel power roll before going out in a Spellmech each number on the roll represents an hour the Spellmech can operate before the pilot must rest. If the pilot has no die in Channel Energy the pilot can make a base Magic roll and use the result. Gamemasters should use the medieval equipment listed in the D6 core book.
   
Line 199: Line 192:
 
'''Technology'''
 
'''Technology'''
 
Though the technology of the world of Spellmech is comparable to Dark Ages Europe, the Spellmecha with their semi-advanced, at least for the age, clock work mechanics exist to the militaristic populace. The common folk still use nothing but the tools of the appropriate technological level. Keep in mind without magic Spellmecha wouldn’t even exist, let alone move. There is a tube that connects to the back of the neck of most Spellmech pilots that causes them to function, not complex mechanical pulleys and levers.
 
Though the technology of the world of Spellmech is comparable to Dark Ages Europe, the Spellmecha with their semi-advanced, at least for the age, clock work mechanics exist to the militaristic populace. The common folk still use nothing but the tools of the appropriate technological level. Keep in mind without magic Spellmecha wouldn’t even exist, let alone move. There is a tube that connects to the back of the neck of most Spellmech pilots that causes them to function, not complex mechanical pulleys and levers.
 
 
== New Skills ==
 
== New Skills ==
 
Spellmech presents a few new skills to the D6 system. There may even be a few more new skills. If so simply present them to your GM, or if you are the GM present them to your players, for approval. The new skills are as follows:
 
Spellmech presents a few new skills to the D6 system. There may even be a few more new skills. If so simply present them to your GM, or if you are the GM present them to your players, for approval. The new skills are as follows:
   
'''Command'''<br>
+
'''Command'''
Based On: Instincts<br>
+
Based On: Instincts
Time Required: Special<br>
+
Time Required: Special
 
Description: Characters must often rely on their ability to command other troops in battle and take control of people who may otherwise be apposed to going along with their plans. This skill is prized among military members and government officials.
 
Description: Characters must often rely on their ability to command other troops in battle and take control of people who may otherwise be apposed to going along with their plans. This skill is prized among military members and government officials.
 
Action Difficulty
 
Command a platoon Very Easy
 
Command two-three platoons Easy
 
Command an elite platoon Moderate
 
Command two-three elite platoons Difficult
 
Command an entire army Very Difficult
   
 
'''Design (Spellmech)'''
{| border="0"
 
 
Based On: Instincts
|-
 
 
Time Required: Special
|'''Action'''
 
 
Specializations: Weapons, Cockpit, Plating, And Specific Region (Ex: Es’rook)
|'''Difficulty'''
 
|-
 
|Command a platoon
 
|Very Easy
 
|-
 
|Command two-three platoons
 
|Easy
 
|-
 
|Command an elite platoon
 
|Moderate
 
|-
 
|Command two-three elite platoons
 
|Difficult
 
|-
 
|Command an entire army
 
|Very Difficult
 
|}
 
 
'''Design (Spellmech)'''<br>
 
Based On: Instincts<br>
 
Time Required: Specialp
 
Specializations: Weapons, Cockpit, Plating, And Specific Region (Ex: Es’rook)<br>
 
 
Description: This skill represents a characters ability to understand and come up with the designs for Spellmecha, as well as build that design. This skill is mostly used by Spellmech Engineers and Mages, however some Spellmech Pilots are also well versed in this skill; at least those with Custom Spellmecha.
 
Description: This skill represents a characters ability to understand and come up with the designs for Spellmecha, as well as build that design. This skill is mostly used by Spellmech Engineers and Mages, however some Spellmech Pilots are also well versed in this skill; at least those with Custom Spellmecha.
 
Action Difficulty
 
Design a simple Weapon (None Magical Sword) Very Easy
 
Design a complex Weapon (Many parts; Alchemical Cannon) Easy
 
Design a simple Spellmech Component (Cockpit/Arm) Moderate
 
Design a complex Spellmech Component (Alchemical Jump jets) Difficult
 
Design an entirely new Spellmech Very Difficult
   
 
'''Pilot (Spellmech)'''
{| border="0"
 
 
Based On: Instincts
|-
 
 
Time Required: Special
|'''Action'''
 
|'''Difficulty'''
 
|-
 
|Design a simple Weapon (None Magical Sword)
 
|Very Easy
 
|-
 
|Design a complex Weapon (Many parts; Alchemical Cannon)
 
|Easy
 
|-
 
|Design a simple Spellmech Component (Cockpit/Arm)
 
|Moderate
 
|-
 
|Design a complex Spellmech Component (Alchemical Jump jets)
 
|Difficult
 
|-
 
|Design an entirely new Spellmech
 
|Very Difficult
 
|}
 
 
'''Pilot (Spellmech)'''<br>
 
Based On: Instincts<br>
 
Time Required: Special<br>
 
 
Description: Characters prize this skill, for the most part, above all other if they are combat oriented. This skill represents the overall talent a character has at piloting a Spellmech. Though it has a great deal of uses from attempting to attack an opponent to dodging an attack to even how quickly you can make a turn the GM needs to remind the players that this skill is affected by both the Spellmech a character is in and other pilots skills.
 
Description: Characters prize this skill, for the most part, above all other if they are combat oriented. This skill represents the overall talent a character has at piloting a Spellmech. Though it has a great deal of uses from attempting to attack an opponent to dodging an attack to even how quickly you can make a turn the GM needs to remind the players that this skill is affected by both the Spellmech a character is in and other pilots skills.
 
Action Difficulty
 
 
Pilot a familiar Spellmech (Only one roll required) Very Easy
{| border="0"
 
 
Pilot a moderately unfamiliar Spellmech (Only one roll required) Easy
|-
 
 
Side step a charging enemy unit (or vs. enemy pilot skill) Moderate
|'''Action'''
 
 
Make your way unscaved through a fierce battlefield Difficult
|'''Difficulty'''
 
 
Make a mid-turn 160 degree turn wile firing a weapon Very Difficult
|-
 
|Pilot a familiar Spellmech (Only one roll required)
 
|Very Easy
 
|-
 
|Pilot a moderately unfamiliar Spellmech (Only one roll required)
 
|Easy
 
|-
 
|Side step a charging enemy unit (or vs. enemy pilot skill)
 
|Moderate
 
|-
 
|Make your way unscaved through a fierce battlefield
 
|Difficult
 
|-
 
|Make a mid-turn 160 degree turn wile firing a weapon
 
|Very Difficult
 
|}
 
 
 
== New Advantages/Disadvantages ==
 
== New Advantages/Disadvantages ==
 
There are only a few new Advantages and Disadvantages with Spellmech; only five are presented here. But there are limitless possibilities. Any player who has their own idea for a new Advantage or Disadvantage please inform your GM ahead of time and he will either approve or alter the amount of dice that it grants based upon his judgment.
 
There are only a few new Advantages and Disadvantages with Spellmech; only five are presented here. But there are limitless possibilities. Any player who has their own idea for a new Advantage or Disadvantage please inform your GM ahead of time and he will either approve or alter the amount of dice that it grants based upon his judgment.
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'''Tainted''': This can either be a +1D disadvantage or a -1D advantage (Es’rook). For one reason or another character is dark both at spirit and in demeanor. The character also begins with a single villain point because of what he feels in his heart. The character begins with the ability to pilot Necrons at a +1D piloting bonus.
 
'''Tainted''': This can either be a +1D disadvantage or a -1D advantage (Es’rook). For one reason or another character is dark both at spirit and in demeanor. The character also begins with a single villain point because of what he feels in his heart. The character begins with the ability to pilot Necrons at a +1D piloting bonus.
 
 
== Designing a Spellmech ==
 
== Designing a Spellmech ==
 
Spellmech are more complex then normal vehicles. In this there are a few alterations to how they must be constructed. A character is allotted, if they work for the military, design points. One build point is roughly equal to a thousand of the currency of that land. A starting character receives ten design points to make a character. For each successfully completed mission the character is allotted design points (DPs) equal to the amount of half the Character Points they received. These points may be used to increase the potency of the plating (the Spellmech Armor) of the Spellmech, or deck it out with better weapons. If the characters work for the military they may trade in parts of their Spellmech (as long as its not damaged and if it is they get only half the base DP) for an amount of DP equal to what they spent to obtain them.
 
Spellmech are more complex then normal vehicles. In this there are a few alterations to how they must be constructed. A character is allotted, if they work for the military, design points. One build point is roughly equal to a thousand of the currency of that land. A starting character receives ten design points to make a character. For each successfully completed mission the character is allotted design points (DPs) equal to the amount of half the Character Points they received. These points may be used to increase the potency of the plating (the Spellmech Armor) of the Spellmech, or deck it out with better weapons. If the characters work for the military they may trade in parts of their Spellmech (as long as its not damaged and if it is they get only half the base DP) for an amount of DP equal to what they spent to obtain them.
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The Spellmech may have different materials construction the body. However as a general rule of thumb most Spellmecha are around 28-32 foot tall, and have a generally humanoid appearance a.k.a. two arms, two legs, a head, a chest, a torso, etc. There are different materials a Spellmech can consist of each adding a different bonus to its over all stats. One can also mix components for a slightly higher cost. For instance a Spellmech can have a wooden body with a coating (if a Spellmech has a coating of a material it gets half the bonus from the coating along with half the bonus from the base material, this however causes the person to pay half the body DP for the coating as well ¾ base cost of the base body materials).
 
The Spellmech may have different materials construction the body. However as a general rule of thumb most Spellmecha are around 28-32 foot tall, and have a generally humanoid appearance a.k.a. two arms, two legs, a head, a chest, a torso, etc. There are different materials a Spellmech can consist of each adding a different bonus to its over all stats. One can also mix components for a slightly higher cost. For instance a Spellmech can have a wooden body with a coating (if a Spellmech has a coating of a material it gets half the bonus from the coating along with half the bonus from the base material, this however causes the person to pay half the body DP for the coating as well ¾ base cost of the base body materials).
   
'''Design Points''' (DP) - Design points on a Spellmech represents the same thing as on a character. Formula is (BS+BA)/2=BP.<br>
+
(DP) Design Points- Design points on a Spellmech represents the same thing as on a character. Formula is (BS+BA)/2=BP.
'''Body Strength''' (BS) - The body strength of a Spellmech is rolled in the same way and exists for the same purposes that Strength would be rolled for a character. When this “attribute” is used against something other than another Spellmech multiply the result times ten.<br>
+
(BS) Body Strength- The body strength of a Spellmech is rolled in the same way and exists for the same purposes that Strength would be rolled for a character. When this “attribute” is used against something other than another Spellmech multiply the result times ten.
'''Body Agility''' (BA) - The body agility of a Spellmech is rolled in the same way and exists for the same purposes that dexterity would be rolled for a character. When this “attribute” is used against something other than another Spellmech divide the result times five if the being is ten feet or more smaller than the creature/object it is affecting.<br>
+
(BA) Body Agility- The body agility of a Spellmech is rolled in the same way and exists for the same purposes that dexterity would be rolled for a character. When this “attribute” is used against something other than another Spellmech divide the result times five if the being is ten feet or more smaller than the creature/object it is affecting.
'''Maneuverability''' (M) - This is the maximum dice a character may roll when trying to pilot this Spellmech. It represents how bendable and heavy certain materials are and how they affect the piloting of such a vessel.
+
(M) Maneuverability- This is the maximum dice a character may roll when trying to pilot this Spellmech. It represents how bendable and heavy certain materials are and how they affect the piloting of such a vessel.
   
  +
Materials
{| border="0"
 
  +
Wood: BP: 3 BS: 2D BA: 2D M: 2D
|-
 
  +
Stone: BP: 5 BS: 3D+2 BA: 1D+1 M: 2D+2
|'''Material'''
 
  +
Bone: BP: 7 BS: 3D BA: 3D M: 3D
|'''BP'''
 
  +
Iron: BP: 9 BS: 4D+2 BA: 3D+1 M: 3D+1
|'''BS'''
 
  +
Adamantium: BP: 11 BS: 5D BA: 5D M: 4D
|'''BA'''
 
|'''M'''
 
|-
 
|Wood
 
|3
 
|2D
 
|2D
 
|2D
 
|-
 
|Stone
 
|5
 
|3D+2
 
|1D+1
 
|2D+2
 
|-
 
|Bone
 
|7
 
|3D
 
|3D
 
|3D
 
|-
 
|Iron
 
|9
 
|4D+2
 
|3D+1
 
|3D+1
 
|-
 
|Adamantium
 
|11
 
|5D
 
|5D
 
|4D
 
|}
 
 
'''Special:''' Enchantment - Although all Spellmecha are enchanted, some are imbued with even more magic during creation. A character may spend a single BP to enchant materials when they make their Spellmech by 1D (this may be broken up into pips), or may spend several to increase the material even further.
 
   
 
Special: Enchantment- Although all Spellmecha are enchanted, some are imbued with even more magic during creation. A character may spend a single BP to enchant materials when they make their Spellmech by 1D (this may be broken up into pips), or may spend several to increase the material even further.
 
== Weapons ==
 
== Weapons ==
 
Weapons are very diverse among Spellmecha. They can be anything from a glowing Spellsword to an arm attachment that fires alchemical fire balls from an attached ranged weapon. The GM, like the Spellmecha themselves, needs to design what is and is not available to the characters. You can use the same rules for weapons to design defensive equipment such as shields. The below formulas may be used to design specific kinds of weapons (these are just examples a GM should use his own judgment when determining the DP behind a weapon):
 
Weapons are very diverse among Spellmecha. They can be anything from a glowing Spellsword to an arm attachment that fires alchemical fire balls from an attached ranged weapon. The GM, like the Spellmecha themselves, needs to design what is and is not available to the characters. You can use the same rules for weapons to design defensive equipment such as shields. The below formulas may be used to design specific kinds of weapons (these are just examples a GM should use his own judgment when determining the DP behind a weapon):
   
 
1DP per 1D of Damage or 1D of BA boost
{| border="0"
 
 
2DP if it is a ranged weapon
|-
 
 
2DP if it is enchanted to destroy a specific mecha part upon a critical (3DP if it destroys it upon a hit.)
|1DP
 
 
1DP if the weapon is anywhere other than in the hands (Available slots include: either chest side, either shoulder, in the wrists, on the sides of the head, etc.)
|
 
|per 1D of Damage or 1D of BA boost
 
|-
 
|2DP
 
|
 
|if it is a ranged weapon
 
|-
 
|2DP
 
|
 
|if it is enchanted to destroy a specific mecha part upon a critical (3DP if it destroys it upon a hit.)
 
|-
 
|1DP
 
|
 
|if the weapon is anywhere other than in the hands (Available slots include: either chest side,<br>either shoulder, in the wrists, on the sides of the head, etc.)
 
|}
 
   
 
The GM can also come up with his own methods of determining weapons build. If a GM finds that its more balanced then he should use his method. Most Mecha have anywhere from 2-3 weapons with at least one being defensive.
 
The GM can also come up with his own methods of determining weapons build. If a GM finds that its more balanced then he should use his method. Most Mecha have anywhere from 2-3 weapons with at least one being defensive.
 
 
== Accessories ==
 
== Accessories ==
 
Besides the body and weapons some Spellmech also have accessories that make combat or espionage a great deal simpler. For instance an invisibility device, or the Spellmech has an alchemical compound that makes it fly, or even something that allows it to communicate at long distances with other Spellmecha. These are just a few ideas for the GM to consider. The only basis that can be provided is that if it allows the Spellmech to levitate its 1DP per 30ft it can levitate and another 1DP per 5 rounds it can levitate before whatever is causing it to levitate must be recharged. If something increases the damage of a weapon it will cost 1DP per 1D of damage it increases it and 1DP per round it stays increased. If it allows the Spellmech to cloak itself, or detect cloaked Spellmecha, it costs 1DP per half an hour it can remain cloaked or see cloaked vessels before whatever causes it to cloak needs to be recharged. If it allows it to jump without damage it takes 1DP per 15ft at any angle or distance it can jump. These are just a few examples of what types of accessories a Spellmech could have. The GM should use his own discretion as to what constitutes an amount of DP in its base price.
 
Besides the body and weapons some Spellmech also have accessories that make combat or espionage a great deal simpler. For instance an invisibility device, or the Spellmech has an alchemical compound that makes it fly, or even something that allows it to communicate at long distances with other Spellmecha. These are just a few ideas for the GM to consider. The only basis that can be provided is that if it allows the Spellmech to levitate its 1DP per 30ft it can levitate and another 1DP per 5 rounds it can levitate before whatever is causing it to levitate must be recharged. If something increases the damage of a weapon it will cost 1DP per 1D of damage it increases it and 1DP per round it stays increased. If it allows the Spellmech to cloak itself, or detect cloaked Spellmecha, it costs 1DP per half an hour it can remain cloaked or see cloaked vessels before whatever causes it to cloak needs to be recharged. If it allows it to jump without damage it takes 1DP per 15ft at any angle or distance it can jump. These are just a few examples of what types of accessories a Spellmech could have. The GM should use his own discretion as to what constitutes an amount of DP in its base price.
 
 
== Spellmech Template ==
 
== Spellmech Template ==
 
Spellmech Name: (Any)
 
 
Type: Infantry, Civilian, Support, Scout
Spellmech Name: (Any)<br>
 
 
Scale: (All Spellmecha are 3D in scale)
Type: Infantry, Civilian, Support, Scout<br>
 
 
Size: (Ex: 9.5 meters tall; 3.5 meters wide 2 meter width at chest)
Scale: (All Spellmecha are 3D in scale)<br>
 
 
Piloting Skill: Piloting (Spellmech)
Size: (Ex: 9.5 meters tall; 3.5 meters wide 2 meter width at chest)<br>
 
 
Crew: 1 (Cockpit)
Piloting Skill: Piloting (Spellmech)<br>
 
 
Passengers: 0
Crew: 1 (Cockpit)<br>
 
 
Cargo Capacity: (Depends on the Spellmech, and the GMs decision)
Passengers: 0<br>
 
 
Cover: Full
Cargo Capacity: (Depends on the Spellmech, and the GMs decision)<br>
 
 
Altitude Range: (Some Spellmecha can jump and levitate)
Cover: Full<br>
 
 
Maneuverability: (Based on Body)
Altitude Range: (Some Spellmecha can jump and levitate)<br>
 
 
Move: 300ft (All Spellmech has a move of 300ft. Can be adjusted by a piloting check; each number on a roll times ten added to the based movement equals the movement speed for one round.)
Maneuverability: (Based on Body)<br>
 
 
Body Strength: (Determined by the Body)
Move: 300ft (All Spellmech has a move of 300ft. Can be adjusted by a piloting check; each number on a roll times ten added to the based movement equals the movement speed for one round.)<br>
 
Body Strength: (Determined by the Body)<br>
+
Body Agility: (Determined by the Body)
 
Body Points: Equals a roll of the body strength of the Spellmech plus the body Agility divided by two (same as a characters body points) (GMs need to keep in mind upon a critical roll on a wild die a part of the Spellmech is also damaged)
Body Agility: (Determined by the Body)<br>
 
Body Points: Equals a roll of the body strength of the Spellmech plus the body Agility divided by two (same as a characters body points) (GMs need to keep in mind upon a critical roll on a wild die a part of the Spellmech is also damaged)<br>
 
 
Weapons/Shields: (Follow the same rules for these in the Core D6 book)
 
Weapons/Shields: (Follow the same rules for these in the Core D6 book)
   
Cost: (Cost equals the build points times a hundred) <br>
+
Cost: (Cost equals the build points times a hundred)
 
Description: A description of the overall looks of the Spellmech as well as what it is usually used for in combat.
 
Description: A description of the overall looks of the Spellmech as well as what it is usually used for in combat.
 
[[Category:Homebrew]]
 
[[Category:Homebrew]]

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