Alchemech Pilot: 100 points total
Name: Eren Sanure
Inventory: Mauser PDW Pistol with folding stock and Alchemech Pilot Armor.
Alchemechal Aiming: 30
Alchemechal Maneuvering: 30
Alchemechal Synchronization: 15
Alchemechal Mechanics: 20
Combat Skill: 5
Alchemech: 200 points, basic concept is a 4-legged spider with a gun glued onto the back.
Size: 20
Armor: 25
Weaponry: 100 (Railgun- Anti Mech.)
Homunculus: 0 (AI is smart, but unfortunately impotent. Can provide advice, and not much else.)
Maneuvering: 40 (Four legged, able to grab onto and climb walls, as well as acting as a brace when firing the Railgun.
Special: 15 Modular (More easily repaired and upgraded than usual.)
Description:
Backstory:
Really? That is an unexpected move. Now I will have to rewrite the whole scenario....Too bad, it was a good one.
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You enter the giant glass structure, your feet making loud scratching sound against the floor, though it doesn't seem to be damaged in any way by this. As soon as the entirety of your Alchemech is inside the glass box, the door slams shut with the sound of an airtight seal being formed. Then, slowly, it begins to move downward.
In about a minute, the entire box was under water. Through the clear glass you could see the white sandy beaches, the wavy green seaweed, and some small fish swimming in the bright waters. Turning your mech around, you are able to see the wide ocean ahead of you. It is as vast as any valley you had ever seen, going off far into the distance. There is a stunning coral reef at the edge of your vision, a virtual underwater city. Even from this huge distance, you can see signs of life everywhere. You can also see the chain ever-so-slowly dragging you through the water, covered in barnacles and seaweed either by design or by nature.
It takes about an hour to actually reach the reefs, though the scenery continued to change. A swarm of silvery fish went over your pod, allowing you to see their formation as they danced around you. Other animals also greeted you, random fish either passing close by or even tapping against the glass curiously. Finally, the coral you saw in the distance was here.
It was even larger than you had imagined, dwarfing the glass box you are in by hundreds of times. It went horizontally even longer, making it feel like a human built city. Even so, it was more vibrantly colored, with bright pinks and blues and oranges. Marine life lived among it casually, with small fish and shrimp and eels darting out of holes among the reefs, with even a few small sharks moving easily through the water. You notice that the chain is actively attacked to one of the reefs, and at this rate you will crash directly into it.
Once you get within twenty five meters, part of the wall flips open like the maw of a giant underwater beast. You can see nothing on the inside except darkness, and the chain pulling you into it. The second you are clear, it slams shut behind you, cutting off your vision completely. You can feel the chain continue to move, but that might just be because the feeling of being pulled forward is stuck into you. You find yourself changing direction, now being lifted up rather than forward. Finally, bright light greets you.
A huge steel door opens away from you, revealing a strange looking room with steel doors. A white-haired lady in a Navy Officer uniform was leaning against the doors, looking up at your cockpit. Cupping her hand to her mouth, she shouted up at your mech.
"Hey! Its nice to meat you! I am Officer Nemo of the base! All of us here offer our welcome!"
What do you do now?
-------------------
Name: Jack Cornelius
Backstory: Born in the cool fog-choked streets of South Hermeia, Jack spent the first twelve years of his life in the Fire District, apprenticed to the flamespinners who worked the nation's metal. Slight and dark-haired, he wasn't fit for the life of an alchemist, but was enthralled by the workings of their strange metallic vessels. Jack often roamed the streets, as was the custom of the city's youth, and it was her that, at ten, he first got his hands on a breaker. Breakers are a more-or-less common sight among the empire, resembling slabs of wood so much as anything. Hedge alchemists infuse them with a short-lived momentum-bestowing reagent, allowing a daring enough soul to take a short, speedy, and often bodily-harmful ride, the name coming from the device's origins in an attempt to break the sound barrier but coming to refer to the tendency for a collision to fracture the pilot's limbs. It was here that Jack gained his love and talent for speed and, later, his aim, with a suitable modification common around the area for more violent forms of amusement. At sixteen, frustrated by the confines of his job as a spinner's assistant, Jack resolved to join the Hermeian Defense Corps and eventually pilot one of the nation's war machines. After ten years of training and several favors, he finally sits behind the cockpit of the Magus Interceptor.
Inventory: Pilot Armor, Folding-stock Mauser
Pilot Stats:
Alchemechal Aiming: 35
Alchemechal Maneuvering: 35
Alchemechal Synchronization: 15
Alchemechal Mechanics: 10
Combat Skill: 5
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: 15
Armor: 20
Weaponry (Quad Anti-Armor Fusion Cutters, Claw-Mounted): 35
Homunculus: 25
Maneuvering: 85
Special (Scrambler System): 20
Description: The Magus is small for an Alchemech, standing only ten to twelve feet in height when upright, with a light insectoid carapace of armor plating designed as more of an ablative than a true defensive measure and six appendages, each ending in a sharp four-pronged claw designed to scale sheer surfaces and pierce armor. The first two pairs of claws are somewhat lighter and feature an integrated fusion cutter system, the central pad of each housing a short-ranged half-flamethrower half-cutting beam which can cut lighter plating and soften heavier armor, designed specifically for dismantling other combat suits, while the lower limbs waive the tool in favor of additional hydraulics, allowing the mech to execute powerful leaps and maintain its bounding gait. The limbs are extremely flexible, able to turn without regard to orientation, reflecting the cockpit inset within the chest area, which is outfitted with a variety of stabilizers and gravitic dampeners allowing it a full range of motion with which to change facing and dampening the pilot from the effects of extreme maneuvers. The true strength of the Magus, however, is its mobility. The suit is outfitted with a set of afterburners, custom designed in contrast to the traditional focus on terrestrial movement, which allow for short aerial flights; the Magus can take a running leap, blast its way through the air at high speed, and impact a nearby piece of cover, then rapidly swing out and launch itself towards its target. Complementing this, the mech is fitted with an array of inertial dampeners, gyroscopes, and even a few enchantments to help it retain its maneuverability and avoid damaging itself during these flights. Not to be dismissed, however, is the inner alchemical workings of the Magus. As it skitters rapidly up the side of an Ostani Falcon, its custom-painted black plating edged with pink gleaming dully, its systems are in high gear. Shoulder-mounted on the right is an array of four counter-missiles, used to disrupt warhead tracking, and the Magus' interior is packed with reactive magics and electronic suites which serve to disrupt enemy systems, making the already-difficult task of tracking and firing on the craft even harder. Inside the cockpit, Jack sits, a glass of Trismegistan Fireswhiskey at his side, with the ship's Homunculus, nicknamed Merlin or, more informally, "Mister Wizard".
"There is no such thing as an Alchemech pilot who isn't one for show. I think they hand it the ideology with the armor."
She states, again walking forward.
"Well, you wanted to know some details about our 'next class trip', right? Go ahead. Ill wait. The officers are all in there, and it isn't like having me would help you out much."
The mech then lays down, in a comfortable looking position, and waves you on.
What do you do now?
---------------
Alchemist:
Name: Gilbert Greyheart
History: Gilbert had always been told stories of the great alchemist of yore and wanted to be a hero himself, however he was far less direct in his action than his words and choose to barely study the more direct forms of alchemical combat and instead focus on indirectly hindering the enemy. After graduating he immediately enlisted in the army and found that things weren't quite what he imagined.
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: 30
Melee: 0
Doge: 20
Strength: 10
Agility: 40
Alchemical Skills:
Alchemical Reserves: 40
Alchemical Duration: 20
Alchemical Weapon Lightning: 15
Alchemical Armor: 15
Alchemical Transmutation: 60
Alchemical Medical: 50
"Many have tried. Some even got close."
The man who brought you in speaks through bites of raspberry pie with gram cracker crust.
"But something always stops them before they get anywhere. Files go missing, devices short out, funding gets cut. Some say that Magnus doesn't want his alchemy found out, or he wants alchemist to discover this on their own without his help. He is a saint, after all, death won't stop him. Others say the Anamaton he allegedly built is still alive, and wandering the fortress putting a halt to any research expeditions. Some say he merely put up an alchemical spell preventing anyone from finishing research here. Nobody knows, but for whatever reason the legendary alchemy here has never been successfully studied."
What do you do now?
-------------------------
Name: "Red Baron"
Inventory: Whip, doubles as belt
General Skills:
Guns: 5
Melee: 70
Dodge: 30
Strength: 60
Agility: 35
Purified Abilities:
Armor: 10
Weapon Specialty: Whip: 10; Unarmed: 10
Action Specialty: Dodge and Counter: 30. (His "signature" move is to dodge an incoming attack, use his whip to pull in the opponent, and punch the hell out of him.)
Enhanced Skill:
Special: Red Palm: The Red Baron's Right hand has been congenitally and surgically modified. He has the ability to secrete an unspecified amount of several alchemicals, then mix and eject it in a special organ in his palm. This is a highly exothermic reaction and is enough to melt most metals: 40
Backstory (thinking)
"Yes, you are a bit late. Fortunately, nothing has happened in the time you have been gone. All has been peacful. It would be nice for it to stay that way..."
Somehow, it seems he directed the second part at you.
"In any case, this is your new home for the time being. This very building has great importance in Tao alchemy, it would be unfortunate if it where damaged. I am a bit hesitant to ask, for fear of sounding like I am accusing you, but have you seen any fire out here recently? The defenses have felt a heavy impact, and soldiers report seeing smoke from this direction. We do not wish to lose the strategic bamboo, and seek to put out any unintentional fires immediately."
What do you do now?
----------------
Purified:
Name: Kaereth Dunnigher
Bio: Kaereth was an experiment. Wait, no, that's not right; it was no longer experimental by that point. They were a one-off success, that much is true; one of the few of a series of prototypes that survived. The experiment that gave birth to the technology with created Kaereth? The fusion of Homonculus with human, early in the lifespan of both. A micro-sized Alchemech suit was used and fused with a human body, that of a brain-dead individual once called Harfeld, who was kept alive only by medical symbols and alchemy. The homonculus was able to develop rapidly, finding a home in the mind of Harfeld, and bringing some portion of the individual's former tendencies and habits with it back to life, some portion of the personality, or one might even say the soul. Primarily organic now, through refinements, the most telling feature is the rippling, shifting metallic scales that form the skin of of Kaereth, and allow both protection and camouflage, thanks to the integration of alchemical technology with organic life that was able to be achieved. Kaereth follows orders, but they are still developing into a being of their own. Currently used primarily for hit and runs and infiltration missions, as these are where the Purified's talents lent themselves to, Kaereth prefers to end fights before they even start...
Inventory: (Empowered?) Halberd
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: 15
Melee: 45
Dodge: 35
Strength: 40
Agility: 65
Purified Abilities:
Armor: Waterscales, 10 points
Weapon Specialty: Halberd(long smooth blade, not just axe on a pole), 25 Points
Action Specialty: Sneaking, 20 Points
Enhanced Skill: Mobility, 30 Points
Special: Camouflage 15 Points (Also maybe Climbing, Finesse with weapon, Ambushing? I dunno, those are more or less the things they specialize in)
Eh, I am running out of base location ideas. If I get to many more players somehow, I will have to start starting them in pillow forts.
--------------------------------
You follow the alchemical paper, looking down at the arrow on it pointing you to your destination. Then you look up again, seeing a normal looking range of rocky mountains with no signs of life. Just rocks, and snow if you look a bit higher up. Every once in a while you come to a gap you don't think you can jump, and as if the arrow realizes this it points you a different way. Soon you begin to think the paper is sending you on a wild goose chase, back and forth, up and down, then back again. Then down, to the next mountain, go to more to the left than one to the right. All day it has been going like this, and you feel no closer to your destination than when you started. Actually, you feel a good bit further away.
You take a stop to catch your breath and look at the paper. Even as you look at it, it changes to the complete opposite direction. You continue to stare at it, exhausted after a long day of moving around the mountain. You see it change again, to a new direction. Is it just going randomly? It got you to this range fine, always pointing to the mountain range no matter how you held it or where you where. Now, when you are so close, it seems it can't decide.
The sun just above you is starting to set down the mountains you are currently standing on. You know you will have trouble even attempting to traverse these mountains at night, which you will be forced to if you continue at this pace.
What do you do now?
------------
Alchemist:
Name: Deegan Emric
Appearance: If he has hair it is impossible to see, has partially grafted a gas mask to his face after some of his own poisons almost killed him in an early experiment. Consumes only liquid food, lower body covered in self inflicted surgery scars.
History: Deegan is a foreign (he won't say from where) alchemist who spent a great deal of time experimenting on life. In the process, he developed a great affinity for toxins and acids. Due to the nature of his work, he found that he quickly lost test subjects and as such learned how to keep his subjects on the brink of death instead of killing them. Whenever he ran out of subjects, he would experiment on his own body, and in one of his more desperate moments after an experiment gone wrong, had someone reconstruct his entire digestive system to remove his need for solid food.
Inventory: Ruger Caster Revolver and Alchemist Robes.
General Skills:
Guns: 10
Melee: 5
Dodge: 40
Strength: 15
Agility: 30
Alchemical Skills:
Alchemical Reserves: 50
Alchemical Duration: 40
Alchemical Weapon Poisons: 30
Alchemical Weapon Acids: 30
Alchemical Armor: 10
Alchemical Transmutation: 10
Alchemical Medical: 30
"Yes, of course. We had made the requested modifications, though we found them a bit strange...."
"PRIVATE!" A soldier interrupted, running down the hallway while breathing deeply. "The base is under attack!" he spurts out, desperately gasping for breath as he does so.
"Under attack? Right now? We didn't detect anyone."
"They are using the cover of the sandstorm! Sung thinks they where waiting for an opportunity like this..."
"How many are there?"
"Worst case scenario, all of them."
Private's face looks worried, as he looks at the ground in thought.
"Well, it looks like we will have to continue the tour later. We have much more urgent matters to deal with."
He then rushes off, leaving you and the heavily breathing soldier by yourselves.
What do you do now?
---------------------------
Alchemist:
Name: Micajah Didasko Coines
Inventory:
Ruger Caster Revolver
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: 20
Melee: 15
Dodge: 30
Strength: 15
Agility: 20
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: 40
Alchemical Duration: 30
Alchemical Weapons: Ground Fissure: 20 to structures
Alchemical Armor: 30
Alchemical Transmutation: 60
Alchemical Medical: 20
Background: Micajah originally studied Alchemy to work on terraforming and architecture in the city, however he was convinced to enlist in the army where his ability to terraform the battlefield would be put to great use and would bear testament to his ability as an alchemist.
The sandwich tastes pretty good, though it is rather salty. You should have asked for a drink to go with it.
"Yes, that would offer a tactical advantage. Though I would like to have a wall up first, even if it just something we can fire EM guns from and keep large amounts of infantry from rolling in while we are sleeping. The trenches do their job fine, but lower our visibility and are poor defenses compared to an alchemy-empowered wall. I myself am not trained in alchemy, but couldn't you combine the runes in the wall into terriforming the hill?"
The officer asks, putting his hand on his chin in thought.
What do you do now?
-----------------
Alchemist:
Name: Ciel
Inventory: Ruger Caster Revolver, 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: 10
Melee: 25
Dodge: 25
Strength: 15
Agility: 25
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: 30
Alchemical Duration: 20
Alchemical Weapons (Metals): 50
Alchemical Armor: 20
Alchemical Transmutation: 60
Alchemical Medical: 20
Backstory: [REDACTED]
You are touching his heavy coat, much like the one the officer is wearing. As such, you make a move at his arm. He moves quickly, so you move even faster. You make a desperate grab at his hand, missing only slightly. The entire sleeve of his coat transforms to iron, but the man doesn't seem deterred. The knife slices across your neck brutally, knocking the wind out of you and causing you to gasp for air for a few moments. Looking down, there is a deep purple bruise where he hit.
He then slams into your side with the new metal jacket, knocking you from the bench to the ground, knocking the breath out of your lungs this time. You can now see the man clearly. He is young, exceptionally so, looking only a few years older than you do. If you had to place it, it would be somewhere between 15 and 17 years old. He had the same color hair as the officer, but it was much shorter, that of the average male. He was wearing sunglasses, but otherwise dressed much like the officer does. He tests the metal sleeve, moving it around like a windmill with a sadistic smile on his face.
"I could get used to this!" he states, satisfied.
"You are throwing that coat away when you are done with it. Cross-elemental transmutations are highly radioactive."
"As you wish my lady"
He doesn't seem to disappointing by this, though. He makes a single step before jumping over the bench, preparing to slam the weapon you gave him down on you.
What do you do now?