I shall you tell with plain declaration
Where, how, and what is my generationAlchemist, some of the worlds first scientists. It is said that in our world, they invented many useful things, from gunpowder and hermetic sealing to Calculus. In this world, they did much, much more.
After discovering Aristotle's folly of the four elements, Alchemy was truly able to shine. Once true hermetic principles and every element on the periodic table was discovered, advancement soon followed. Even by the middle ages, fields where fed with Green Revelation technology, as well as being planted into symbols, causing a massive burst in the amount of food in the world. The New World was discovered by Alchemy-powered ships, increasing the amount of available land as well. Many of the wonders we have in the modern world where invented in the span of years, alchemy computers with powerful symbols as keys, cars, helicopters, medicine... the list goes on and on.
Of course, none of this stopped humanity from fighting. While cities popped up and the industrial power increased enough that sky scrappers became common, roads between cities where not. Especially to enemy cities. Without any better wheel or tread technology, the alchemists decided to go with a more obvious route: basing war machines of of humans and other animals. Humans, horses, dogs, the list is limitless. Powered and protected by modern alchemy, the Alchemecs often dominate the battle field, with only other Alchemecs or highly skilled and specialized infantry standing in their way.
Advancement went on for years, with no sign of stagnation. The nations that exist now are much different than the ones in our world, simply by how things turned out. You where born well after the "Alchemical Renaissance", living in a strange world almost mirror to our own, where alchemy is the real king. The nation you live in, Hermes Trismegistus, has been at war with neighboring Ostanes for years, in a fight that may very well shape the earth.
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In Alchemech, you have four choices for a class:
Alchamech Pilot: Of course, the guys who drive the titular "Alchemechs". Normal humans, often with good reflexes and aim if they want to live long, who drive magical war machines. These machines can range from just larger than a man to the size of real-life battle ships. This usually requires some training on what symbol does what, which only takes a few months. They often bond with a single machine their entire carrier, upgrading it as necessary, due to the habit of machine forming "Homunculus" AI-like intelligence from poorly understood integrations between man and machine.
Alchemist: A combination of chemist and magician, the lifeblood of the world. After studying for years in a collage, you have learned how the world works and are able to change it with simple drawings and orders. As a military alchemist, you serve a role somewhere between combat engineer and ground-infantry, using your knowlage to help build defense, repair things, and destroy the enemy. Some alchemist choose one focus, such as destroying things, and generally choose to focus even more on that, such as "Destroying things with fire".
Officer: A normal human, who doesn't pile a mech or use magic. Instead, you used your time to advance through the ranks, either through an ROTC like program, through field experience, or by paying your way. This gives you something just as powerful: Authority. Officers command a small group of loyal infantry troops from the start, and have sway over overall military strategy, capable of directing the fire of Alchemecs and alchemists. It is typical for someone, on obtaining the rank of officer, be given a Alreona type Homunculus using their own DNA as a base. Alreona Homunculus are flask-born "sons" or "daughters" of the officer, bonded like a machine. They are the most loyal soldier, fanatically so, who act almost as humans do and very from appearance from a young child to grey-haired in age, giving the officer at least a chance in one-on-one fights.
Purified: It is often said the goal of Alchemy was to purify the body and soul. You got the body part down. The Purified are alchemically augment super soldiers. This can take many forms. Some have special tattoos or symbols that glow when activated, filling them with strength or energy. Others where horribly injured, having to replace their own flesh with specially made flask-flesh or Alchamechanical parts. Others where simply born this way, like Alreona type homunculus or even a achemicanicle butler with a particularly impressive hurmonculus of its own. They are often sent to combat alone with their weapon of choice and plenty of ammunition, they are often able to take an Alchmech in single combat. Some particularly strong ones can bisect an Alchemech with a single blow of a sword or axe, others simply pump high-caliber lead into the cockpit at point-blank range.
All right. Two suggestions so far for d100, I guess I will just go with that. Each class has their own character sheet, showing their own skills.
Alchemech Pilot:
Alchemech Pilot
Name: What your character is named.
Inventory: The equipment and weaponry your character has. You start out with a Mauser PDW Pistol With folding stock and Alchemech Pilot Armor.
Pilot Stats: The following are stats of the actual pilot. You get 100 points to spend between them, for now at least.
Alchemechal Aiming: The ability of your pilot to operate and aim the Alchemech's weapon systems, everything from guns to swords. Obviously, one of the most useful and powerful skills you can have.
Alchemechal Maneuvering: The ability of your pilot to dodge, rush, and generally move around without getting damaged. High levels can avert massive damage
Alchemechal Synchronization: How "In Tune" you are with your Alchemech. Gives small bonuses to all actions with your machine.
Alchemechal Mechanics: How well you understand the inner workings of your machine. You will never be up to the level of an Alchemist, but it allows you to make small adjustments and large repairs.
Combat Skill: Not a mech skill, notice. It is the skill of your character combating outside his mech. This is the only class that has it streamlined this much, as you are not expected to use it. If you do end up using it, it is inferior in every way to the rest of the classes combat skills, so it isn't suggested you put to much effort into it.
Alchemech Skills: The skills of the machine you will pilot for the rest of your career. Factory manufacturing is impossible, each Alchemech is hand built by skilled alchemists, making each completely unique. As such, all of their statistics very from machine to machine. You get 200 points to spend between skills, and it is expected you have at least one point in all that are obviously vital.
Size: How big your Mech is. It gives a bonus to your defense, melee offense, and decides how much you can pack around without being in danger of penalties. Size 1 is basically a tight exoskeleton, average first level Alchemechs are generally size 50, about the size of three trucks stacked on top of each other.
Armor: The physical and magical armor that protects the mech from damage. Armor always blocks some damage, at least if it doesn't have more armor piercing then you have armor.
Weaponry: The power of your weapons, how much damage they do. The weapons can come in different types with different effects. For example, you could put fifty in "Weaponry: Machine guns" to get a pretty powerful weapon specializing in anti-infantry, then put ten in "Weaponry: AM cannon" to get a weak cannon specializing in anti-mech warfare.
Homunculus: The power of your mechs AI. 0 means it doesn't have one, while the higher it is the higher its effectiveness is. Homunculus can add bonuses to almost anything the pilot does, make helpful suggestions, and even add extra attacks or actions as it sees fit.
Maneuvering: The speed and agility of your mech. 1 means it lumbers at a crawling pace, with the average of 25 being a human walking pace. Faster mechs can dodge incoming attacks, get to destinations faster, and even do acrobatic feats if the pilot and mech are skilled enough.
Special: As I said before, each mech is unique. This stat is open, allowing you to make special additions as you see fit. I will have to approve them, of course, but it adds a personal touch that helps you connect with the machine.
Alchemist:
Alchemist:
Name: What your alchemist is called.
Inventory: What items your alchemist has on hand. Alchemist start with Ruger Caster Revolver and Alchemist Robes.
General Skills: The generic human skills that everyone but Pilots have access to. You get 100 points to spend between them, for now at least.
Guns: Your characters skill with fire arms and ranged weaponry. Everything from handguns to AM weapons is under this.
Melee: Your character's skill at smashing things with other things. Can be useful, but generally has much less range then Guns, of course.
Dodge: Your character's ability to not get hit, and to avoid damage. Covers jumping to cover to avoid guns attacks, hearing that incoming artillery shell, and for some characters could even mean dodging bullets!
Strength: Your character's physical ability, including how much damage they can take. Gives bonuses to melee attacks and allows for roles where strength would be useful.
Agility: Your character's reflexes and speed. Effects how fast they can go, and gives bonuses to dodging and guns. Also can be rolled for things involving fine movement, like sewing or picking a lock.
Alchemical Skills: The knowlage your character has of alchemy allows him to do certain "Spells". These skills effect the strength and number of these spells, as well as how well he can cast them, the duration he can cast them, etc. You get 200 points to spend on Alchemical skills.
Alchemical Reserves: The ability of your character to continue casting multiple alchemical spells without messing them up. Acts kind of like "Mana" or "Magic Points" in other RPGs.
Alchemical Duration: The knowlage your character has of how to make the alchemical effects last longer, from making the flame attack last an extra turn to making the armor last longer.
Alchemical Weapons: Attack "spells" that allow you to do damage. Often broken into sections, for example you might put 25 skill in an attack meant to do damage to infantry, then another 25 in a skill meant to take out Alchemechs.
Alchemical Armor: The ability of your alchemist to form a defense around himself and others. Armor can block damage pretty well, especially if you don't spread it to thin, and is generally easier to cast then Weaponry.
Alchemical Transmutation: The ability of your alchemist to rearrange matter. Used to repair mechs and shape battlefields. Usually takes more time, but last permanently.
Alchemical Medical: The ability of your alchemist to heal wounds on himself or others. Useful to have, of course, giving the alchemist a field-medic like roll in many armies.
Officer:
Officer:
Name: What your officer is called.
Inventory: What items your officer has on hand. Officers start with Officer uniform, M1911 Pistol, and M16 assault rifle but may start with different equipment depending on their squad.
General Skills: The generic human skills that everyone but Pilots have access to. You get 100 points to spend between them, for now at least.
Guns: Your characters skill with fire arms and ranged weaponry. Everything from handguns to AM weapons is under this.
Melee: Your character's skill at smashing things with other things. Can be useful, but generally has much less range then Guns, of course.
Dodge: Your character's ability to not get hit, and to avoid damage. Covers jumping to cover to avoid guns attacks, hearing that incoming artillery shell, and for some characters could even mean dodging bullets!
Strength: Your character's physical ability, including how much damage they can take. Gives bonuses to melee attacks and allows for roles where strength would be useful.
Agility: Your character's reflexes and speed. Effects how fast they can go, and gives bonuses to dodging and guns. Also can be rolled for things involving fine movement, like sewing or picking a lock.
Squad: Officers are in charge of a squad of men, who will follow their every (Logical) order. Much like a Mech, they come with stats that allow you to customize the soldiers under your command. As with all special skills, you get 200 points to assign.
Size: How many men are in your squad. Size 0 means they where wiped out, with just you left, while size 25 is the standard with twenty five men under your command. I hope I am not too tired and didn't completely make this broken.
Experience: The general combat experience and knowlage of your troops. 0 is conscripts with literally no training, while standard is 25 can be achieved from boot camp. Effects the skills and moral of your troops.
Weaponry: Unlike most skills, this isn't a linear thing. It is what equipment your characters have to work with. You can spend a point to equip a percentage of your squad with a certain kind of weapon. For example, spending 25 points on "Weaponry: Machine gun" means that 25 percent of your soldiers have a machine gun. If you don't add any extra weaponry, then your troops will be given assault rifles as standard. You can go past 100%, representing some troops carrying multiple weapons.
Leadership: The ability of your character to effectively lead the troops under his command. Low leadership means that the troops either don't listen to him or try but can't understand his orders, making them ineffective in combat. High leadership gives bonuses, as well as letting you use more troops to combat in one on one battles.
Alreona: The body guard of your officer, always around him. This effects his general skill and abilities. 0 points either means they didn't get one or had one that was killed, while 25 points represents a reasonably talented fighter and assistant, and 75 points represents a figure who is better at everything, from combat to music, than the 25 point Alreona.
Additional: No two squads are the same, some things just make your squad stand out. Explain what they are, how many points you want to allocate, and await my approval! This could include specific soldiers who stand out from the rest, getting additional bonuses, or petty officers under your own.
Purified
Purified:
Name: What your purified is called.
Inventory: What items your purified has on hand. Purified start with a weapon or weapons that best fit their skill.
General Skills: The generic human skills that everyone but Pilots have access to. You get 200 points to spend between them, for now at least. Purified get double what everyone else gets!
Guns: Your characters skill with fire arms and ranged weaponry. Everything from handguns to AM weapons is under this.
Melee: Your character's skill at smashing things with other things. Can be useful, but generally has much less range then Guns, of course.
Dodge: Your character's ability to not get hit, and to avoid damage. Covers jumping to cover to avoid guns attacks, hearing that incoming artillery shell, and for some characters could even mean dodging bullets!
Strength: Your character's physical ability, including how much damage they can take. Gives bonuses to melee attacks and allows for roles where strength would be useful.
Agility: Your character's reflexes and speed. Effects how fast they can go, and gives bonuses to dodging and guns. Also can be rolled for things involving fine movement, like sewing or picking a lock.
Purified Abilities: These are what augmentations your character has that set him apart from "Normal". Some have to be activated, but it is generally as a free action that can happen at any time. You only get 100 points between these, emphasizing your normal skills over special ones.
Armor: Some form of extra defense that blocks some damage done to your purified. It is generally weaker than Alchamech or alchemist's armor, but is still guaranteed to block damage.
Weapon Specialty: Generally, Purified have excellent ability with one or two weapons, shown in this trait. They are typically rather specific, you might put "Weapon Specialty: Long sword" for 25, but couldn't put "Weapon Specialty: Swords". You get amazing damage bonuses when using this weapon, and generally start out with a special one that is in some way empowered.
Action Specialty: The ability of your purified to be particularly good at one set of actions. These are generally specific, you might have great skills at dodging bullets thus put fifty in "Action Specialty: Dodging bullets", but could not put the points in "Action Specialty: Dodging"
Enhanced Skill: One of the abilities is further enhanced, giving you even greater bonuses when using that action. For example, you could have "Enhanced Skill: Guns", giving your character...enhanced skill with guns. Not as powerful as Action specialty, but broader.
Special: Each Purified is its own little snowflake, meaning additional powers can show themselves in odd ways. Post what you want them to be, how many points you want them to be, and I will approve or disapprove as I see fit.
Sooooo tired. One more thing, I forgot but was reminded. Pleas put your Back story! Below your name and above your inventory. Doesn't have to be long, but it is nice to know who and what your character is.
I kind of got tired during the last bit, I didn't think it would take this long to write up the rules and character sheets. I think I got a little lazy with Purified especially, and might require a total conversion tomorrow if it doesn't please me. Don't let that stop you from making a character! My edits won't change anything too major, your general ideas should still fit just fine. Ill start posting tomorrow, thank you everyone for being patient with me. I didn't even reread the last one as I finished, so it is probably filled with typos as well.