Kyle continues closing in his circle, using his superior numbers to his full advantage. Several soldiers get pot-shots off at the Alchemist from behind cover as they advance, but none succeed in anything noteworthy. Your circle is now much smaller, with many soldiers having a line of fire to the enemy, if a bad one. You included, though you seem to have the best LoF out of your Platoon.
(I guest this is why we need an AoE for Alchemists
) You cause several spear-sized metal spikes to pop out at random intervals in front of the soldiers advancing closer around you. Most see the attack coming, already jumping from cover to cover, and remain safe behind a tree. One unfortunate was caught in the side, apparently piercing his armor slightly. The Ruby armor seems to have greatly blunted the attack, though a Comrade had to help him to cover and he doesn't seem to be capable of advancing any more. He then forms a metallic sphere around himself, blocking off the LoF that the enemy had. It appears the shell is thinner than he had intended, Kyle believes he can pierce it with only a few shots.
***
Deegan attempts to gain distance, which unfortunately goes poorly for him. He does not manage to get very far, though as he does so he manages a great hit on his opponent. The mech appears to be sweating, with drops of clear liquid running down the sides of the massive machine. It appears that the
vinegar acid did its job well, several miscolored lines appear to show off the damage they have done. It isn't about to topple the mech any time soon, but it is noticeable.
For Averus's part, he is now close enough to hit with his flamethrower. He does so as he lumbers forward, causing flames to erupt over his body where the acid had been. Strangely, this does not seem to effect him much. Deegan reasons that the weapon or mech is designed to somehow be immune to its own flame, or flame in general, while the flamethrower is activated. He seems to fail to dodge while noticing this, his left arm being painfully scorched by the fire. He can still move it, but it seems to have third degree burns that will need treatment.
***
Flatten the ground in a large radius around me with several pockets of deep mud, quicksand or just air with roofs thick enough to hold a person or light mech up all over the place.
Can I get a clarification? What do you mean by "Roofs thick enough to hold a person"? Do you want to make a "pit" with several "platforms" that can be walked on?
((Soon as the range and area skills are sorted out, I'll write up a sheet.))
I am probably not going to update any rules until I can at least get a test-fight finished, you might end up waiting a while
. This thread is almost as long as the last one already.
Purified:
Name: Marcus the Cain
Inventory: A black leather trenchcoat with "CAIN" branded in with gold and a two-handed, black flame decorated war axe, which he casually carries around with one hand.
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:0
Melee:0
Dodge: 66
Strength:67
Agility:67
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: 0
Weapon Specialty: 50 (Black Flame War Axe.)
Action Specialty: 0
Enhanced Skill: 25(Strength) 25(Dodge)
Special: 0
I was wondering when someone was going to pick Purified again, it was really popular last time.I don't have any real problem with it, but you should probably be warned that this character has almost no offensive ability, due to lacking any melee/guns skills. It would be a pretty powerful tank though.