Mekton Zeta, and Shtuff
NAV
     Many a few years ago, I stumbled upon The perfect rpg system. Now those of you who know me (which is probably all of you :D) know of my feelings of most other rpg systems, so lets just say I'm as adement in my favor of Mekton as Lisa is adedement about her belief in god. That’s why during the summer I made my own version of Mekton that’s slightly better for character creation :D It’s a hybrid between Mekton and Fuzion, so in a while, I’ll post the rules here (it’ll be a while :P). But first, the campaign(s) currently being worked upon.



INVASION TERRA

     When I first received mekton zeta some two years ago for a Christmas present, I, like most people, opened it to the first page and started reading. From “A Cold Wind From Space” to “Final Showdown”, in fourteen pages I was shown a world of action and adventure, where one man could decide the fate of the world. I read on and saw Algol and Imperial Star. And then I went on to Virtual Mekton and all those settings that have been, and always will be, classics. But one setting still prickled my senses. I wanted to know more about Invasion Terra.

     Last year, about the same time as when I first received mekton, I started up on a brief, but still thought provoking, attempt at making a setting based loosely on Invasion Terra. The entire setting was limited to what I knew, which wasn’t very much. Invasion Terra was set aside, and lost in the dust and debris of future projects (those who know me well, know I go through a project a munch). I went on and started an attempt at stating Gundams and other foolish conjures, as I'm sure most mekton gear heads go through during “the early years”.

     But then, this Christmas, I received yet another mekton book in the mail, Mecha Manual 2, Invasion Terra Files. In less then a week my entire perspective had been changed back to Invasion Terra. Fortunately, being the winter season, I hadn’t any projects in the works, and work on Invasion Terra 2089 began. I still didn’t know much about the Invasion Terra setting, but I had a much better idea thanks to the Files. But, when a friend of mine mentioned an idea of his about how warfare in world war two would have been cooler with mektons, I slipped out of the Hangmen’s Neuse once again. For roughly two months I worked on Ubermensch.

     Then, as seems to happen quite frequently, almost like a guiding hand, Mekton Wars 1: Invasion Terra came in the mail. I was surprised, and in another few days, I had stopped Ubermensch and started on Invasion Terra. That was back in May. I’d stopped after a while, to busy reading David Brin (and also re-attempting Slayers of the Blue, it flopped because of my choice in PCs :P) and reinventing the Mekton system. So, now its back.

     Mechanics wise, much of the setting is the same way as it is seen in the books. I chose to forgo building units in Roadstriker scale, as really small mektons gave the same result, for the same price, and got rid of any confusion between scaling issues (such as ground MA vs. flight MA). I did change the Rapiers autocannons to being heavy rifles, but I feel that future versions of the rapier may revert to the autocannon design. Most of the designs have very slight variances, such as the Gun-Guardian featuring chest ATMs while the Guardian did not (the exact opposite of what is seen in the books).



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