5 pages and we hardly started. Lets slay this dragon.
------------------
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
"It is not a problem! It is probably a good thing you came when you did, we have noticed enemy movement around here lately. The sandstorm effectively cloaked your coming. It is unlikely that they would outright attack you, but we can use their ignorance to our advantage.
I would have liked to show you around here myself, but as I said before we have detected enemy movement. They seem to be preparing for an attack, so I must make sure we know their location and strength at all times. I can have one my men lead you around the base, if you want. We will have to catch up over dinner. If you have any important questions, it would probably be nest to ask them now."
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]
The car pulls up in front of the bench you are sitting on, stopping directly in front of you. A group of uniformed soldiers left the car, opening the back door for the final figure. A woman with a face scarred as if by fire steps out, smoke pouring out behind her. Her age was hard to determine, with the face giving no hints. Her blackened lips held a large cigar with the alchemical symbol for fire, a triangle, making the end of it. She wore a beret like hat, covering up most her head, but had trailing white hair behind her.
"I was expecting someone a bit taller."
Her voice, gruff from years of smoking, speaks sarcastically, moving the lips just as a normal human would.
"Hope you don't have a problem with smoke, kid." She states, blowing a mouthful of smoke directly into your face. "Because your coming with Lil' Officer Joy to Hellsgates. Gun smoke, cigarette smoke, and smoke grenades are all you will be breathing until you die. Or quit, if you're as weak as you look."
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".
"Great. Try not to step on any civilians or cars, they come out of your pay. Here are our comm runes, the view is better from a mech if you ask me."
She hands you a sheet of paper with several symbols on it, the "Frequency" used to enter the local communications channel. She then closes the helmet, once again slowly growing the mech to its full towering height.
You enter the communications channel, Bysau's voice popping up. (The two main communication designs are radio-like voice communications and full-face communications. Alchemech can have either, it is mostly cosmetic difference. I will assume for now that you have radio comms, but if that is wrong just add her face somewhere.)
"Testing, testing, one two one two. Alright, communications have been established. Let the tour commence!"
The giant knight does an about face, like a soldier would. It then begins marching down the street at relatively slow place, making it child's play to keep up.
"Fort Jacobstown was founded a few years ago when the fort supposed to defend the area had been taken over by betrayal. The enemy forces proceeded to pillage nearby towns, like normal Jacobstown. Fortunately for the good guys, we had a group of near legendary alchemist visiting family here. They saw the enemy forces coming and terraformed a mote around the town, slowing the advance long enough for help to arrive. Once that had been completed, they decided the new defenses had made the town a perfect place to turn into a fort. So the alchemists laid some anti-acid runes and filled the moat over the course of months, making assault on the Fort all but impossible."
As she tells you the history of the fort, you pass groups of ordinary stone and brick houses, that seem to comply with the claims.
"We wanted to get back the ground we lost, and more if we could help it, so we ended up putting a few mech hangers at the edges of town. We now preform coordinated strikes on our own former positions. We still knew the land better than them, but it is hard to attack a fort as well positioned as the ones we already lost. The town has been a huge help to the military, each one believes they owe their lives for saving them and really want to get back at the enemy. Most had friends and family in the towns we lost. So we get free food and drink at the local bars if you mention you are a soldier, just try not to make us look bad. We have a pretty good deal here. Any questions so far?"
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
"I'd like to take credit, but I ain't the one becoming intangible. The wall is. Speaking of..."
With blinding speed, he raises his hand to your head and pulls out a single hair. You hardly had time to react, it was simply so swift.
"Be right back." he states, leaning against the wall. It covers him like sand, and with in ten seconds he is gone. You are left alone in the cold snow for several moments before he reappears, again simply coming through the wall.
"All right, your in the system. Now you really are one of us. Come on, lets go."
He grabs you by the collar, half-dragging you up to the wall. As if there is nothing there, he simply walks into it, as it dissolves once again into sand, still holding onto your cloths. His hand keeps pulling, dragging you into the wall as well. As if you walked through a portal, you find yourself in a pleasant garden. Looking up you see only fluffy clouds and the glaring sun, compared to the field of snow clouds below. On your feet was deep green grass, without a hint of weeds. Flowers in full bloom formed on bushes situated in random places. Trees of all kinds grew at random intervals, with even more flowers and vines growing off of them. Other exotic plants are placed at strange and esoteric locations. Forget garden, this place is like a forest.
And above all, this place is warm. It really was like you had stepped into a different world.
"Come on, everyone is waiting. I wasn't kidding about the ice tea and lemonade."
What do you do now?
----------------
SOOOO MUCH WRIIIITINNNNG
Ill do Dejavus' with the next batch, using the excuse that he doesn't have a back story yet and I have been writing forever and should probably get some sleep soon. I hope I did not miss or skip anyone.
--------------
Yep, totally missed someone. Sorry Objective, I am just not used to running games with this many people. Well here it goes:
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.
Your car spins to a stop as the driver continues to sing along with the music communications at the top of his lungs. Badly.
"Now you are here! No need to fear! I made record time. Don't step on a mine!" He delivers this terrible rhyme in an attempt at a singing voice, turning down the radio as he does so. This is the fist time he had done this action the entire trip.
"Don't worry kid, I am sure you will do fine. They don't usually put there terraformers in danger unless things get really bad, in which case everyone is in equal fertilizer. Except the driver!" he joked, as you finally exit the car.
You find yourself in a camp, with cheap tents thrown up behind a dug-out trench. Armed men are running around, going about their business with reasonable haste. A few huge Alchamechs patrol on both sides of the trench, with bronze, steel, and iron shining in the noon sun.
"There you are! There you are!" A young woman with short brown hair rushed up to you as soon as you stepped out of the car. It only takes you an instant to notice her body is covered from head to toe with weapons, pistols, knives, sub machine guns, rifles, and grenades jabbed on at random intervals. "Hello!" She states, with a bow that sent the weapons clattering against each other. "I am Mister Kay's Alreona Jessy. We are really really glad you are here! We need your help with the defenses. And the housing. And pretty much everything else. We are eating on stones and digging holes for bathrooms, please save us! Kay's orders, I mean, but we would all be forever grateful anyway!"
What do you do now?
-----
*Sigh* poor ignored officers. At least I can use them for NPCs.