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Author Topic: Alchemech Blessed^3: Alchemypunk RPG  (Read 6666 times)

Stirk

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Alchemech Blessed^3: Alchemypunk RPG
« on: October 01, 2016, 11:08:04 pm »

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.


--------------------------

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:
Spoiler (click to show/hide)

Alchemist:

Spoiler (click to show/hide)

Officer:

Spoiler (click to show/hide)


Purified


Spoiler (click to show/hide)

Backstories are optional, but encourage. If you want to make one, simply make a "Backstory" category below your character sheet.

***

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.
« Last Edit: October 07, 2016, 07:01:32 pm by Stirk »
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Pencil_Art

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Re: Alchemech Blessed^3: Alchemypunk RPG
« Reply #1 on: October 01, 2016, 11:09:00 pm »

This thing again? Huh. Well, PTW.

I'ma be a mech pilot again :P
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Supernerd

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Re: Alchemech Blessed^3: Alchemypunk RPG
« Reply #2 on: October 02, 2016, 01:03:26 am »

This game caught my interest. I'll have a character created early tomorrow.
Edit: Decided against joining. Another player made a character that is very similar to the character that I have almost finished creating.
« Last Edit: October 02, 2016, 10:22:28 am by Supernerd »
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ATHATH

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Re: Alchemech Blessed^3: Alchemypunk RPG
« Reply #3 on: October 02, 2016, 01:43:40 am »

Hm... Would a sort of "multi-class" be permissible, with one getting abilities/stats from two classes but at half-strength?

I think I'll be an Alchemist, regardless of the answer, but it might be an interesting concept.
« Last Edit: October 02, 2016, 01:54:05 am by ATHATH »
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
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*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

Hawk132

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Re: Alchemech Blessed^3: Alchemypunk RPG
« Reply #4 on: October 02, 2016, 03:03:02 am »

Oh, hey, it's back! I wonder how long this one will take to die.

I'll edit a Pilot sheet into this post soon.

EDIT: Here it is. You may find him familiar.

Spoiler (click to show/hide)
« Last Edit: October 02, 2016, 07:38:21 am by Hawk132 »
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Perplexicon: A New Arena - Abandoned, but feel free to give it a read.

Yourmaster

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Re: Alchemech Blessed^3: Alchemypunk RPG
« Reply #5 on: October 02, 2016, 07:20:06 am »

Spoiler (click to show/hide)
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10/10.
Wants to rape and enslave my innocent night faeries ;-;

vishdafish

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Re: Alchemech Blessed^3: Alchemypunk RPG
« Reply #6 on: October 02, 2016, 07:36:21 am »

Spoiler (click to show/hide)
« Last Edit: October 02, 2016, 12:53:01 pm by vishdafish »
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somemildmanneredidiot

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Re: Alchemech Blessed^3: Alchemypunk RPG
« Reply #7 on: October 02, 2016, 10:26:41 am »

Spoiler (click to show/hide)

Figured a buffer/support would be appreciated.
« Last Edit: October 02, 2016, 12:43:04 pm by somemildmanneredidiot »
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Stirk

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Re: Alchemech Blessed^3: Alchemypunk RPG
« Reply #8 on: October 02, 2016, 12:27:03 pm »

I really should have asked for a description too :P. I knew I should have waited to post until morning, but my impatience always catches up to me. It looks like we still have room for a couple of more, so we can wait a bit.

This game caught my interest. I'll have a character created early tomorrow.
Edit: Decided against joining. Another player made a character that is very similar to the character that I have almost finished creating.

If you come up with another idea, there is still room.

Hm... Would a sort of "multi-class" be permissible, with one getting abilities/stats from two classes but at half-strength?

I think I'll be an Alchemist, regardless of the answer, but it might be an interesting concept.

I knew someone would ask that eventually :P. Lore-wise, it would be perfectly possible for (say) a Purified to pilot an alchemech, rise up through the ranks, then learn alchemy, but it is generally considered to be a massive waste of resources. After all, a Purified outside of a mech is a super soldier. A pilot outside of the mech is a foot soldier. Inside the mech, they are basically the same, so it makes sense to have the normal human pilot one while having the Purified fight on the front lines.

Game-play wise, no, I didn't really make any mechanics for that. Keeping it simple seems best for now.

Oh, hey, it's back! I wonder how long this one will take to die.

I'll edit a Pilot sheet into this post soon.

EDIT: Here it is. You may find him familiar.

Spoiler (click to show/hide)

Looks good.

Spoiler (click to show/hide)

Looks good, fairly powerful telekinesis with a good chance to dodge and moderate shooting ability. At 25 points in Weapon Specialty your assault rifle would be something special, so feel free to fluff it how you see fit.

Spoiler (click to show/hide)

Stealthy ninja, I see. At only 30 points, your invisibility would be fairly week, for example it might only activate while you stand perfectly still, or you can only make one body part invisible at a time, or it only makes you translucent (like a glass window, it makes you harder to see but not impossible). Suggestions as to how it works are welcome. At 20 Weapon Specialty, your daggers can be fluffed up as buffed up, so keep that in mind.

Spoiler (click to show/hide)

Figured a buffer/support would be appreciated.

I assume you wanted to put 10 in Melee (simply judging from the math :P.) While it would work fairly well in a support role, you wouldn't be able to actually hurt anything with anything but your gun, and you are a pretty bad shot. Are you sure you don't want to put anything into Weapons?
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Supernerd

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Re: Alchemech Blessed^3: Alchemypunk RPG
« Reply #9 on: October 02, 2016, 12:43:53 pm »

Eh... I suppose you'll need at least one officer. I do have a question about how Squad Weaponry works. It states that for each point in it, 1% of your troops will have that weapon. Would that mean that if your squad size is 25, you would need at least 4 points in it for it to do anything, and it would cost 100 points to arm an entire squad with a different weapon regardless of squad size?
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somemildmanneredidiot

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Re: Alchemech Blessed^3: Alchemypunk RPG
« Reply #10 on: October 02, 2016, 12:49:10 pm »

Missed the math on that, edited my sheet a bit. Threw the spare 10 GS points into dodge and pulled some points to get a decent enough AI weapon as our mech has quite the nice rail gun. Having some self defense ability will make the rest of the party's job easier.

I see Squad Weaponry as sort of like the Weaponry options for pilots and alchemists, in that it is what provides more powerful specialist weapons.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Stirk

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Re: Alchemech Blessed^3: Alchemypunk RPG
« Reply #11 on: October 02, 2016, 01:14:02 pm »

Eh... I suppose you'll need at least one officer. I do have a question about how Squad Weaponry works. It states that for each point in it, 1% of your troops will have that weapon. Would that mean that if your squad size is 25, you would need at least 4 points in it for it to do anything, and it would cost 100 points to arm an entire squad with a different weapon regardless of squad size?

Generally I round up, and squad size is generally meant to be more abstract than that. At squad size 25, 1 point would probably get you the weapon. If this is minorly abused, I'll probably put a roll to it. For example in this case, if you put 1 point in when you needed 4, I would roll a D100 and if you got 25 or less, you would have the weapon. At 26+, the weapon never got resupplied and you won't have it until the next roll. If this gets majorly abused (such as putting 1 point in for 25 different weapons and claiming your entire squad is heavily armed) then I force you to write your name on the black board and fix it :P. It does mean that it costs 100 points to arm an entire squad with a different weapon, though I may make acceptations if the weapon is unarguably a downgrade to your current equipment (ex if you wanted to make a squad armed with only swords or knives relying on their Special to make the weapons useful, I would probably allow it.)

Missed the math on that, edited my sheet a bit. Threw the spare 10 GS points into dodge and pulled some points to get a decent enough AI weapon as our mech has quite the nice rail gun. Having some self defense ability will make the rest of the party's job easier.

I see Squad Weaponry as sort of like the Weaponry options for pilots and alchemists, in that it is what provides more powerful specialist weapons.

Rodger, the sheet looks good.

That is generally what it is meant to do, but it is certainly possible/plausible to give everyone a specialist weapon (at the cost of their other skills, of course).
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vishdafish

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Re: Alchemech Blessed^3: Alchemypunk RPG
« Reply #12 on: October 02, 2016, 01:14:47 pm »

Tweaked sheet a bit. Perhaps my invisibility stops working when I am hit with a certain amount of force? Feel free to nerf how you see fit.
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Stirk

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Re: Alchemech Blessed^3: Alchemypunk RPG
« Reply #13 on: October 02, 2016, 01:21:25 pm »

Tweaked sheet a bit. Perhaps my invisibility stops working when I am hit with a certain amount of force? Feel free to nerf how you see fit.

For that power, that will work fine, but the threshold will have to be very low. For example, rain and falling leaves would be able to set it off, as would your own movement if you try to do anything more than tip-toe. You would be able to go back to invisible after a very short cooldown.
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This is my signature. There are many like it, but this one is mine.

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Supernerd

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Re: Alchemech Blessed^3: Alchemypunk RPG
« Reply #14 on: October 02, 2016, 01:41:23 pm »

Could we get any information about the scenario, such as what nation or organization we are working for? Its a bit tricky to create a good backstory without such information.
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websim.ai is coming dangerously close to being able to run Gridhood. Maybe I'll live to see the day if I exercise, eat right, and somehow convince the world's governments not to nuke everyone.
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