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Author Topic: Alchamech-AlchemyPunk RPG  (Read 6847 times)

Stirk

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Alchamech-AlchemyPunk RPG
« on: September 21, 2014, 08:59:44 pm »

I shall you tell with plain declaration
Where, how, and what is my generation


Alchemist, 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.

--------------------------

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:
Spoiler (click to show/hide)

Alchemist:

Spoiler (click to show/hide)

Officer:

Spoiler (click to show/hide)


Purified


Spoiler (click to show/hide)

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.
« Last Edit: September 22, 2014, 04:30:23 pm by Stirk »
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Remuthra

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Re: Alchamech-AlchemyPunk RPG
« Reply #1 on: September 21, 2014, 09:03:17 pm »

I'll take interest in this. A d100 has far more flexibility, and less inherent extremes of randomness. Go with that.

Salsacookies

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Re: Alchamech-AlchemyPunk RPG
« Reply #2 on: September 21, 2014, 09:15:16 pm »

D100 will be a good one to choose, for the same as what Remuthra said. I'm gonna be a Purified, they sound awesome
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Remuthra

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Re: Alchamech-AlchemyPunk RPG
« Reply #3 on: September 21, 2014, 09:16:49 pm »

I think I'll be a witty robot-jockey.

Stirk

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Re: Alchamech-AlchemyPunk RPG
« Reply #4 on: September 21, 2014, 09:19:29 pm »

Alright, Ill go with D100. It is going to take me a second to make the character sheets, each class has its own set of skills that have to be placed down, I have already started and haven't put a dent in my workload yet.
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MrVoid

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Re: Alchamech-AlchemyPunk RPG
« Reply #5 on: September 21, 2014, 09:20:53 pm »

Spoiler: Deegan Emric (click to show/hide)
« Last Edit: September 21, 2014, 10:51:40 pm by MrVoid »
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Stirk

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Re: Alchamech-AlchemyPunk RPG
« Reply #6 on: September 21, 2014, 09:43:39 pm »

Alright, Alchemechal Pilot is up. Untested and with random numbers for skill points. I reserve the right to refine these at any time. I will continue to update each as I get them done, going down the list. The rest should be faster, with more generalized physical skills. Alchemechal pilots can get their character sheet done now, if I didn't make some horrible mistake.
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Remuthra

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Re: Alchamech-AlchemyPunk RPG
« Reply #7 on: September 21, 2014, 10:47:14 pm »

Spoiler: Alchemech Pilot (click to show/hide)
This good? I wanted something maybe twice human size, fast, and hard to hit.
« Last Edit: September 22, 2014, 03:15:57 pm by Remuthra »
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MrVoid

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Re: Alchamech-AlchemyPunk RPG
« Reply #8 on: September 21, 2014, 10:54:19 pm »

Stirk has requested a history block be put between name and inventory.  I added appearance as well. 

Is my setup for alchemical weapons correct?
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Stirk

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Re: Alchamech-AlchemyPunk RPG
« Reply #9 on: September 21, 2014, 11:00:14 pm »

Spoiler (click to show/hide)

Yep! Everything checks out, but I would like you to put a Back story between your name and plot, just so we can get to know your character a bit.

In other news, I took a shower and woke up a bit, so I will go and review the rules!

By the way, what does "Fusion Cutter" mean? And what do you expect the scrambler to accomplish?
« Last Edit: September 21, 2014, 11:06:17 pm by Stirk »
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Arcvasti

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Re: Alchamech-AlchemyPunk RPG
« Reply #10 on: September 21, 2014, 11:22:00 pm »

PTW and may consider playing.
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Remuthra

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Re: Alchamech-AlchemyPunk RPG
« Reply #11 on: September 21, 2014, 11:24:48 pm »

The fusion cutter is essentially a short-range flamethrower designed for dismantling mechs and reducing their armor to slag. The scrambler is a combination of counter-missiles, electronics suite, and reactive magic which interferes with enemy technology, making it hard to track and defend against me. Backstory will come tomorrow, along with a description of my ride and how it works.

Stirk

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Re: Alchamech-AlchemyPunk RPG
« Reply #12 on: September 21, 2014, 11:32:02 pm »

Quote
Is my setup for alchemical weapons correct?

Sorry I missed this! Yes, it is fine, but it is missing the designations. I assume you want poison to be anti-infantry and acids to be anti-mech, right? As long as I know that it doesn't matter what you put down, you don't have to add anything if I am correct.
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MrVoid

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Re: Alchamech-AlchemyPunk RPG
« Reply #13 on: September 21, 2014, 11:36:28 pm »

More or less, Acid should probably be able to hurt people as well, (to a lesser extent for balance) but if you want it to be exclusively mech that's fine too.
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Stirk

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Re: Alchamech-AlchemyPunk RPG
« Reply #14 on: September 21, 2014, 11:41:20 pm »

Anti-mech weapons can hurt infantry too, of course, they are generally less effective though.

The current rules (That I just wrote) are that anti infantry weapons deal full damage against infantry but do 1/2 (Maybe 1/4) as much damage to mechs, and take twice as much armor penalty only on mechs. Anti mech weapons, on the other hand, do full damage to infantry but half (maybe 1/4) the actual ability to hit such a small target, and are twice as easy to dodge or avoid only for infantry. It gives some balance, keeping you from putting all your points in one weapon.
« Last Edit: September 21, 2014, 11:43:42 pm by Stirk »
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