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Author Topic: Alchamech-AlchemyPunk RPG  (Read 6853 times)

Again_Dejavu

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Re: Alchamech-AlchemyPunk RPG
« Reply #30 on: September 22, 2014, 05:08:07 pm »

Why is leadership under squad instead of being a character ability?
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Remuthra

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Re: Alchamech-AlchemyPunk RPG
« Reply #31 on: September 22, 2014, 07:15:13 pm »

Presumably it is because leadership is both somewhat specific to the led and does not affect the officer's individual performance.

Stirk

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Re: Alchamech-AlchemyPunk RPG
« Reply #32 on: September 22, 2014, 07:34:27 pm »

Quote
How would golemancy work?

Its your idea, so you would have to tell me! Depending on what you want, I would say an Officer with additional of "Golem" troops, which would allow you to command a small army of golems. An alchemist could someone some as a weapon or armor, but they wouldn't be able to do anything else. You could even have a golem style Alchemech.

Quote
Why is leadership under squad instead of being a character ability?

A few reasons, one being what Remurth said. Additionally:
1. It is grouped there for mechanics, as it makes your squad stronger and not your character it has to be grouped with the Squad skill set for point allocation. Putting it in general would make the officer weaker as a person, while allowing more min/maxing.
2. If the army where a creature in the game, "Leadership" is a stat it would use. So it makes sense to put it under that stat.
3. It can also represent other factors, like communication and petty officers. It isn't necessarily your officers pure leadership ability, though it usually is. The stat sheets are meant to be flexible.
4. I said so and I am GM so it is.
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Remuthra

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Re: Alchamech-AlchemyPunk RPG
« Reply #33 on: September 22, 2014, 07:42:27 pm »

Quote
Why is leadership under squad instead of being a character ability?

A few reasons, one being what Remurth said. Additionally:
1. It is grouped there for mechanics, as it makes your squad stronger and not your character it has to be grouped with the Squad skill set for point allocation. Putting it in general would make the officer weaker as a person, while allowing more min/maxing.
2. If the army where a creature in the game, "Leadership" is a stat it would use. So it makes sense to put it under that stat.
3. It can also represent other factors, like communication and petty officers. It isn't necessarily your officers pure leadership ability, though it usually is. The stat sheets are meant to be flexible.
0. I said so and I am GM so it is.
A typo corrected for you.

Stirk

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Re: Alchamech-AlchemyPunk RPG
« Reply #34 on: September 22, 2014, 09:42:15 pm »

Alright. *Cracks Knuckles* Lets get this started then. *Starts timer*


Spoiler (click to show/hide)

You arrive just outside a giant white dome in the middle of a desert, a constant sand storm blocking your view of much else. Gun ports and observation posts poke out at random intervals, from huge cannons to small machine guns, outing this building as a military fort. You are quickly ushered in by the car's driver, who looks glad to be away from you.

The steel door quickly opens as you approach, the alchemical ruins carved into it glowing blue as it rises itself into the dome. You enter, immediately feeling a wave of cold go over you, a completely different from the harsh heat in the car and just one step outside the building. You find yourself in a guard post, with armed soldiers guarding a secondary door. In front of that door was a man dressed in an officers uniform, a slim and dark haired man who saluted politely as you entered. Next to him was a girl, a head shorter than the man with her similarly dark hair braided into a pony tail behind her. On both their sides was an M1911 pistol, cleaned to a shine.

"Hello. I am Officer Sung, commander of this outpost. This is my Alreona Henrietta. We have heard a lot about you and look forward to working with you in the future."

What do you do?

------------------
Spoiler (click to show/hide)

((Albertus Magnus? No. Magus not Magnus. Not the alchemist, the wizard title. ))

The Magnus comes to a dime stop as you carefully manipulate the many controls, allowing the massive steel drawbridge in front of you to slowly fall with the light of its own alchemecanics comparable to the sunrise behind it. It finally falls into place, a green light replacing the former colors, causing your mech to rush down across it at the speed of a horse, ignoring the massive pools of green acid below.

You arrived to the fortress in great time -even for your mech. There wasn't a path, but the fields you traversed to get here where simple to cross and you had clear weather the entire way. They probably where not expecting a new mech so soon, which would explain why all the massive hangers around the busy town seemed to be full with alchemists and other workers running around the cobblestone ground like ants on an anthill.

From the distance, a large mech of twice the normal size cautiously walks toward you, avoiding the people and vehicals of the street below. It was in the shape of a man wearing a suit of armor, with sharp and smooth corners forming at random intervals. It waved for you to stop with a smooth motion, before coming closer itself.

It stopped a good distance away, getting on its knees and bending down to the point the helmeted face was on the same level as your own mech. With a burst of light just as silver as the mech itself, the helmet opens like a plastic Easter egg, revealing the driver. She is a young woman in Alchemech armor with the standard Mauser PDW on her side, with straight blond hair falling just to her chin.

"So your the new guy? Hey, my name is Byssu, they asked me to show you around. Your early."

What do you do now?

------------------
Spoiler (click to show/hide)
The car slides to a stop, hitting ice for the hundredth and last time for the trip. The ride up the mountain wasn't too bad, the alchemical tires kept you from flying off the edge of the high mountain from the massive amount of snow and ice, but it couldn't stop all of the cold and slipping. At least it kept you awake on the long drive up, the forest surrounding you might be scenic if they weren't buried under the snow. Everything looks the same under it, a blanket of white.

The tall castle walls next to you almost radiated heat, with no snow landing on the stone wall. It was a simple castle, with every brick marked with the proto-alchemy symbol for stone on the front. You noticed some having more complex symbols under them, no doubt reflecting their true alchemical makeup. Powerful alchemy is obviously going on here.

You look around for the door, and seeing none, you prepare to ask the driver what to do. Suddenly, a figure materializes from the wall like a ghost, standing just in front of you.

"Hey, new meat. Warm enough for you? Come on, lets go inside. We prepared lemonade and ice tea just for this occasion."

The man was tall, with lean muscles like an athlete's that could be seen even through his long overcoat. On his back was a massive shotgun, almost the size of the man holding it, hinting his status as a Purified. His face was covered by a long red scarf.

What do you do now?

---------

TIME! 52:20, including breaks and such. Not too bad. Not too bad. I can definitely handle a few more!
« Last Edit: September 22, 2014, 09:45:48 pm by Stirk »
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MrVoid

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Re: Alchamech-AlchemyPunk RPG
« Reply #35 on: September 23, 2014, 01:06:56 am »

"It is a... pleazure to... meet you Off... icer Zung... Henrie... tta.  I apol... ogize for... not making... it here zoon...er.  I also... look forward... to working... with you." Deegan's voice is halting as speech is difficult for the foreign alchemist.
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BlitzDungeoneer

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Re: Alchamech-AlchemyPunk RPG
« Reply #36 on: September 23, 2014, 01:10:30 am »

Spoiler: WIP (click to show/hide)
I can still join, right?
« Last Edit: September 23, 2014, 01:05:56 pm by BlitzDungeoneer »
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Again_Dejavu

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Re: Alchamech-AlchemyPunk RPG
« Reply #37 on: September 23, 2014, 02:48:58 am »

For the Alchemec Homunculus, mind giving a number of average intelligence? Also, will we have to worry about ammunition?
« Last Edit: September 23, 2014, 03:33:57 am by Again_Dejavu »
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Remuthra

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Re: Alchamech-AlchemyPunk RPG
« Reply #38 on: September 23, 2014, 05:30:20 am »

With an easy motion, Jack rotates the internal cockpit upwards and raises the hatch.

"Hey, nice to meetcha, Bysau. Name's Jack, and I'd love to take a nice scenic walk."

hops

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Re: Alchamech-AlchemyPunk RPG
« Reply #39 on: September 23, 2014, 05:51:23 am »

Spoiler: Micajah D. Coines (click to show/hide)
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Again_Dejavu

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Re: Alchamech-AlchemyPunk RPG
« Reply #40 on: September 23, 2014, 06:42:18 am »

« Last Edit: September 23, 2014, 12:46:41 pm by Again_Dejavu »
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The Froggy Ninja

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Re: Alchamech-AlchemyPunk RPG
« Reply #41 on: September 23, 2014, 09:10:24 am »

((I'm assuming that he appeared to walk through the wall. If he just appeared replace intangibility with transpositioning.))
"Alchemical Intangibility? Nice. Sure let's go."
« Last Edit: September 23, 2014, 09:12:51 am by The Froggy Ninja »
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evilcherry

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Re: Alchamech-AlchemyPunk RPG
« Reply #42 on: September 23, 2014, 11:42:16 am »

I prefer the Charles Atlas Superpower type...

Spoiler: "Red Baron", Purified (click to show/hide)
« Last Edit: September 23, 2014, 09:28:21 pm by evilcherry »
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Stirk

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Re: Alchamech-AlchemyPunk RPG
« Reply #43 on: September 23, 2014, 12:20:03 pm »

Quote
I can still join, right?

Yep! But you need to jot down the alchemists skills and back story.

Quote
For the Alchemec Homunculus, mind giving a number of average intelligence? Also, will we have to worry about ammunition?

Of average human intelligence? It doesn't really very with the amount of points, Homunculus can be just as intelligent as an average human at skill point 1, the amount of point simply determines their effectiveness. A 100 point Homunculus could have the intelligence of a chimpanzee, but also the instincts and reflexes of one making it easier to dodge, often dodging by its own, while a 10 point could be of above-average intelligence (They rarely go above above average, there are no Alchemist Alchemechs.) that isn't able to control much at all.

Quote
Weapon Specialty: Whip: 10 (if unarmed won't count)

Unarmed is an acceptable, though strange, weapon choice.


Sooo....Mathing it all up, it is probably going to take me a long time to get the next post, since I have classes interrupting. Please be patient, I will probably get one up later today.
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Again_Dejavu

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Re: Alchamech-AlchemyPunk RPG
« Reply #44 on: September 23, 2014, 12:44:39 pm »

How's my sheet? Other than back stories and stuff.
« Last Edit: September 23, 2014, 12:47:06 pm by Again_Dejavu »
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