IC Link"I shall you tell with plain declaration
Where, how, and what is my generation...""Here is the last of the Red, and the beginning to put away the dead. The Elixir Vitae."[And] I reply: I long to learn the things that are, and comprehend their nature, and know God. This is, I said, what I desire to hear.
He answered back to me: Hold in thy mind all thou wouldst know, and I will teach thee.Even with these words His aspect changed, and straightway, in the twinkling of an eye, all things were opened to me, and I see a Vision limitless, all things turned into Light - sweet, joyous [Light]. And I became transported as I gazed. 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 the element of the periodic table was discovered, a kind of Alchemical renaissance took root across the world. Even by the middle ages, fields where fed with the equivalent of Green Revelation technology, aided by the symbols and sigils the plants grew into, increasing the amount of food available by stunning amounts . The New World was discovered by Alchemy-powered ships, leading to a global society swiftly forming with the assistance of Alchemy. 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, medicine, advanced robotics... the list goes on and on.
Of course, none of this stopped humanity from fighting. While the massive industrial power created large cities with unbelievably tall buildings, the roads between the cities hadn't been able to develop nearly as quickly. Especially to enemy cities. Rather than develop wheels or treads, the Alchemists of the world looked toward Nature for inspiration. The war machines of the world where designed off of the animals who live on its surface-including Humans themselves. 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.
The march of advancement went on for years, with no sign of stagnation. The nations that exist now are much different than the ones in our world, as one could imagine. 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.
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In Alchemech, you have four choices for a class:
Alchamech Pilot: The pilots of the titular "Alchemechs", as one could likely guess from the name. Normal humans who drive magical war machines. They often possess good reflexes and aim, or at least those who don't don't tend to live long. The machines are created one at a time without the aid of mass-production, helping leading to an amazing variety of size, shape, and function. They can range from a suit of armor that the pilot can scarcely fit in to massive titans that look like walking battleships. Alchemech pilots typically undergo a short training period, spending several months learning what symbols do what and how to use the machines effectively. They often bond with a single machine their entire carrier, if not lives, performing routine upgrades as technology advances. This is standard practice due to the habit of machines forming "Homunculus", AI-like intelligence, when a single pilot integrates with them.
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 knowledge to help build defense, repair equipment, 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", often finding themselves in specialized roles.
Officer: A normal human, who doesn't pilot a mech or throw magic around. Instead, you used your time to advance through the ranks, either through an ROTC-like program, through field experience, or by simply paying your way up the latter. This gives you something just as powerful: Authority. Officers command a small group of loyal infantry troops from the start, and have sway over the 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 Officer's most loyal soldier, fanatically so. They act just as humans do, and have a diverse appearance ranging from young children to grey-haired elderly folk older in appearance than the ones they are protecting. These Alreona give the Officer a fighting chance in one-on-one fights and protect them from everything that wants them dead.
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 typically sent to combat alone with their weapon of choice and plenty of ammunition, and are often able to take even 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.
Alchemech Pilot:
Alchemech Pilot
Name: What your character is named.
Inventory: The equipment and weaponry your character has. You start out with a Mauser PDW with folding stock and Alchemech Pilot Armor.
Pilot Stats: The following are stats of the actual pilot. You get 100 points to spend between them, and are expected to have at least one point in all vital skills.
Alchemechal Aiming: The ability of your pilot to operate and aim the Alchemech's weapon systems, everything from guns to swords.
Alchemechal Maneuvering: The ability of your pilot to dodge, rush, and generally move around without getting damaged.
Alchemechal Synchronization: How "In Tune" you are with your Alchemech. Gives small bonuses to all actions with your machine.
Alchemechal Mechanics: How well you understand the inner workings of your machine. You may never be up to the level of an Alchemist, but it allows you to make small adjustments and large repairs.
Combat Skill: Not a mech skill, notice. It is the skill of your character combating outside his mech. This is the only class that has it streamlined this much, as you are not expected to use it. If you do end up using it, it is inferior in every way to the rest of the classes combat skills, so it isn't suggested you put too many points into it.
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 vary 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: How big your Mech is. It gives a bonus to your defense, melee offense, armor, and decides how much you can pack around without being in danger of penalties. Size 1 is basically a tight exoskeleton, average first level Alchemechs are generally size 50, about the size of three trucks stacked on top of each other.
Armor: The physical and magical armor that protects the mech from damage. Armor always blocks some damage, at least if it doesn't have more armor piercing then you have armor.
Weaponry: The power of your weapons, how much damage they do. There are two main types of weapons, "Anti-Mech" and "Anti-Infantry". Anti-mech weapons have a penalty to hitting small infantry targets, while anti-infantry weapons have difficulty piercing strong mech armor. You may have multiple weapons, with each having a different effect/type. For example, you could put fifty in "Weaponry: Machine Guns (AI)" to get a pretty powerful weapon specializing in anti-infantry, then put ten in "Weaponry: AM cannon (AM)" to get a weak cannon specializing in anti-mech warfare.
Homunculus: The power of your mech's AI. 0 means it doesn't have one, while the higher it is the higher its effectiveness is. Homunculus can add bonuses to almost anything the pilot does, make helpful suggestions, and even add extra attacks or actions as it sees fit.
Maneuvering: The speed and agility of your mech. 1 means it lumbers at crawling speed, with the average of 25 being a human walking pace. Faster mechs can dodge incoming attacks, get to destinations faster, and even do acrobatic feats if the pilot and mech are skilled enough.
Special: As I said before, each mech is unique. This stat is open, allowing you to make special additions as you see fit. I will have to approve them, but it adds a personal touch that helps you connect with the machine.
Alchemist:
Alchemist:
Name: What your alchemist is called.
Inventory: What items your alchemist has on hand. Alchemist start with Ruger Caster Revolver and 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: Your characters skill with firearms and other ranged weaponry. Everything from handguns to AM weapons falls into this category.
Melee: Your character's skill at smashing things with other things.
Dodge: Your character's ability to not get hit, and to avoid damage. Covers things like jumping to cover to avoid a Guns attack, ducking under the enemies blade, hearing incoming artillery shells, and (for particularly powerful characters) even dodging bullets!
Strength: Your character's physical ability, including how much damage they can take. Gives bonuses to melee attacks and allows for dice rolls where strength would be useful.
Agility: Your character's reflexes and speed. Effects how fast they can go, and gives bonuses to dodging and guns. Also can be rolled for things involving fine movement, like sewing or picking a lock.
Alchemical Skills: The knowledge 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: The ability of your character to continue casting multiple alchemical spells without messing them up. Acts kind of like "Mana" or "Magic Points" in other RPGs.
Alchemical Duration: The knowledge your character has of how to make the alchemical effects last longer, from making the flame attack last an extra turn to making the armor hold fast.
Alchemical Weapons: Attack "spells" that allow you to do damage. You can take multiple different spells. There are two main types of Alchemical weapons, Anti-Infantry and Anti-Mech. AI weapons have difficulty piercing Armor, while AM weapons have difficult hitting smaller targetrs. For example you might put 25 skill into "Alchemical Flames (AI)" and then another 25 into "Flame Lance AM".
Alchemical Armor: The ability of your alchemist to form a defense around himself and others. Armor can block damage pretty well, especially if you don't spread it to thin, and is generally easier to cast then Weaponry.
Alchemical Transmutation: The ability of your alchemist to rearrange matter. Used to repair mechs and shape battlefields. It takes longer to cast than Alchemical Weaponry (you can not, for example, use this to open a hole under your enemie's feet without tricking them into a circle first), but is permanent and doesn't rely on Reserves or Duration.
Alchemical Medical: The ability of your alchemist to heal wounds on himself or others. This allows Alchemist to take on the medic role in many armies, helping to save countless lives from wounds that would otherwise be fatal.
Officer:
Officer:
Name: What your officer is called.
Inventory: What items your officer has on hand. Officers start with Officer uniform, M1911 Pistol, and M16 assault rifle but may start with different equipment depending on their squad.
General Skills: The generic human skills that everyone but Pilots have access to.
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: Your characters skill with firearms and other ranged weaponry. Everything from handguns to AM weapons falls into this category.
Melee: Your character's skill at smashing things with other things.
Dodge: Your character's ability to not get hit, and to avoid damage. Covers things like jumping to cover to avoid a Guns attack, ducking under the enemies blade, hearing incoming artillery shells, and (for particularly powerful characters) even dodging bullets!
Strength: Your character's physical ability, including how much damage they can take. Gives bonuses to melee attacks and allows for dice rolls where strength would be useful.
Agility: Your character's reflexes and speed. Effects how fast they can go, and gives bonuses to dodging and guns. Also can be rolled for things involving fine movement, like sewing or picking a lock.
Squad: Officers are in charge of a squad of men, who will follow their every (Logical) order. Much like a Mech, they come with stats that allow you to customize the soldiers under your command. As with all special skills, you get 200 points to assign.
Size: How many men are in your squad. Size 0 means they where wiped out, with just you left, while size 25 is the standard with twenty five men under your command. I hope I am not too tired and didn't completely make this broken.
Experience: The general combat experience and knowledge of your troops. 0 is conscripts with literally no training, while standard is 25 can be achieved from boot camp. Effects the skills and moral of your troops.
Weaponry: This works a bit differently than most skills. It is what equipment your Squad have to work with. You can spend a point to equip a percentage of your squad with a certain kind of weapon. For example, spending 25 points on "Weaponry: Machine gun" means that 25 percent of your soldiers have a machine gun. If you don't add any extra weaponry, than your troops will be given assault rifles as standard. You can go past 100%, representing some troops carrying multiple weapons.
Leadership: The ability of your character to effectively lead the troops under his command. Low leadership means that the troops either don't listen to him or try but can't understand his orders, making them ineffective in combat. High leadership gives bonuses, while letting you use more troops at once effectively.
Alreona: The faithful bodyguard of your officer, always around him. This effects the Alreona's general skill and abilities. 0 points either means they didn't get one or had one that was killed, while 25 points represents a reasonably talented fighter and assistant, and 75 points represents a figure who is better at everything, from combat to music, than the 25 point Alreona.
Additional: No two squads are the same, some things just make your squad stand out. Explain what they are, how many points you want to allocate, and await my approval! This could include specific soldiers who stand out from the rest, getting additional bonuses, petty officers under your own, unique training or equipment, or anything else you can come up with.
Purified
Purified:
Name: What your purified is called.
Inventory: What items your purified has on hand. Purified start with a weapon or weapons that best fit their skill.
General Skills: The generic human skills that everyone but Pilots have access to. You get 200 points to spend between them. Purified get double what everyone else gets!
Guns: Your characters skill with firearms and other ranged weaponry. Everything from handguns to AM weapons falls into this category.
Melee: Your character's skill at smashing things with other things.
Dodge: Your character's ability to not get hit, and to avoid damage. Covers things like jumping to cover to avoid a Guns attack, ducking under the enemies blade, hearing incoming artillery shells, and (for particularly powerful characters) even dodging bullets!
Strength: Your character's physical ability, including how much damage they can take. Gives bonuses to melee attacks and allows for dice rolls where strength would be useful.
Agility: Your character's reflexes and speed. Effects how fast they can go, and gives bonuses to dodging and guns. Also can be rolled for things involving fine movement, like sewing or picking a lock.
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: Some form of extra defense that blocks some damage done to your purified. It is generally weaker than Alchamech or alchemist's armor, but is still guaranteed to block damage.
Weapon Specialty: Generally, Purified have excellent ability with one or two weapons, shown in this trait. They are typically rather specific, you might put "Weapon Specialty: Long sword" for 25, but couldn't put "Weapon Specialty: Swords". You get amazing damage bonuses when using this weapon, and generally start out with a special one that is in some way empowered.
Action Specialty: The ability of your purified to be particularly good at one set of actions. These are generally specific, you might have great skills at dodging bullets thus put fifty in "Action Specialty: Dodging bullets", but could not put the points in "Action Specialty: Dodging"
Enhanced Skill: One of the abilities is further enhanced, giving you even greater bonuses when using that action. For example, you could have "Enhanced Skill: Guns", giving your character...enhanced skill with guns. Not as powerful as Action specialty, but broader.
Special: Each Purified is its own little snowflake, meaning additional powers can show themselves in odd ways. Purified are perhaps the largest group, meaning the possibilities for Specials are nearly endless. Post what you want them to be, how many points you want them to be, and I will approve or disapprove as I see fit.
Backstories are optional, but encourage. If you want to make one, simply make a "Backstory" category below your character sheet.
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Finally! Many of you have likely seen this game before. I really want to run this *successfully* at least once, so fingers crossed! The game uses the same basic rules, with some changes on my end to (hopefully) make everything go a bit smoother. If you are looking for ideas, you can
check out the past games for inspiration. I'll probably open up a discord if this gets enough interest, feel free to ask any questions you want. I'll probably end up rewriting some of this in the morning, but it should mostly be cosmetic.