The Unceasing Hammer of Industry!

Kajata

Junior Member
or, "hi, I'm Kajata and I'm an Alchemical addict".


Basically, I love the theory and ideas behind alchems, but whenever I try and build one, I come out with something that doesn't seem to be very good at... well... anything!  So, I figure that this time I'll put forth my character concept on the forums and ask for some help from my esteemed forum buddies!


The Unceasing Hammer of Industry


(This name seems overly likely to have already been taken by something somewhere...)


Unceasing Hammer of Industry, a jade caste Alchemical exalt, strives to be the paragon, not only of the work force, but the paragon of what he believes a Jade caste alchemical should be; hard working, strong, tough, a leader of the people.  He believes that duty comes first, and, whilst he does socialise with the populat as well as the theomacracy, he views all social interaction in excess of what is necessary to get the job done as a flaw; one that is to be expected in humans, other Alchemical exalted, and, from time to time, in himself.


Whilst Hammer strives to be a paragon of industry, he is not always successful, and, whilst he berates himself over these failures, he acknowledges that he is not a perfect machine, unlike Autochthon, and the most that can be expected of him is to make every effort to rectify his flaws.


Ideologically, Hammer puts great stock in the idea that, unified, the people can do anything, and has come to be known as one of the few Alchemical exalts who favour the company of the populat and even the lumpen over that of even the upper echelons of the Theomacracy, although he would never admit to such.  As for his religious beliefs, Hammer tries to keep things simple.  When a conflict of beliefs arises, he comes to his own conclusion about what seems logical, and moves on, constructing a personal belief via a combination of all the theologies he has heard of and what would seem to make sense to himself.  As he encounters new ideas, he tries to work them into his belief system, if he sees the wisdom behind them.  Hammer is by no means a great thinker, nor is he stupid, and he realises he is somewhere in-between.  However, his great size and propensity for manual labour, in combination with his casual and almost bumbling manner, has a great many people thinking he is a great deal less intelligent than he is.


Hammer leads a workgroup who deal with heavy construction of machinery.  Whilst he knows how to erect buildings, walls, other heavy construction and, in fact, almost anything, of any size, Hammer favours construction of industrial machinery, as he sees it as being more connected to the ethos of Autochthonia and Autochthon himself.  Much as the hammer itself is both a tool of construction and a weapon, Hammer strives to be such, and, when his home nation (I've not really decided where yet :S ) comes under attack, he favours leaving his labour duties to lead infantry in close combat with other nations, using his imposing size and mighty strength to great advantage spearheading attacks.


Hammer finds he can emphasize with humans he spends a long time with, but is often mystified by the behaviour of humans he meets only briefly, putting their mysterious nature down to malfunction.


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


Okay, this is as far as I've got with his concept :P


He's a Jade caste called, as you mighta guessed, Unceasing Hammer of Industry.  I need any and all suggestions for stats, charms, etc etc... absolutely anything that could help me as far as making this character into dots!


Thanks guys!!
 
Well post what you can when you can!  Any help at all would be good, even if it's just a recommendation on what you think his attributes/abilities should be :)


I REALLY need help picking charms though!  (If I ever use him, it will be in a creation based game and he'll have around 200-250xp)


I'm thinking that when in creation, he will be bombarded with too much new information and ideologies and stuff to be able to deal with it and he gets all freaky :P


Anyways, I just need advice on EVERYTHING!
 
No good at anything? Are you remembering their anima abilities? These make them really, really good at several things. They boost dice pools for multiple turns, and don't count as charm activations.


Sorry if it seems I'm talking down to you. It's just my experience that people tend to forget anima powers when they're estimating a character's power.


Your character needs Synergy Promoting Upgrade (114), a Motivational Vocoder (116), and some high physical Attributes, Charm-enhanced. Some potent soak and environmental resistance would help too. An Auxiliary Essence storage thingy would be appropriate too, if he uses it to provide stamina and durability.


He must have Essence of at least 3 and Manipulation of at least 3 (for the Vocoder).
 
I normally play a solar game, so I guess when I put him together and had a look at the dice pools I could create with him, I'm comparing them to solars which are much more powerful.  And yeah, I always take note of the anima abilities :D  they rule!


My main problem I'm thinking I might run across is his combat ability.  I mean, I don't really see him as the dodging type, but I dunno if it's really viable for an alchem to just take the hits like a lunar can with their healing and stuff.


I don't want him to be a combat centered warrior style char, but by the same token, he's definately supposed to be able to take good care of himself when the punches are flying.
 
Melee, I see him wielding some hefty sledge or something remeniscent of the kind of tool one would use while forging metal.
 
Something I thought would be pretty cool would be a massive claw-like hand (crushfist, anyone?) and a sledgehammer, so he could hold the material in one hand and mallet it with the other.  The fist could also be used in sorting through hazardous materials.


~FC.
 
I like that idea, the only thing I'd be concerned about is that it'd be a Brawl weapon, or an MA weapon at least, and I'm not sure if he'd have little to any dots in it.  Unless you just mean for effect, as opposed to the gauntlet being a weapon.
 
I don't think so.  :?


I just see him as the alchemical equivilent of the burly blacksmith who you wouldn't say is exactly a fighter by nature, but you still wouldn't wanna pick a fight with him... especially when he's got that hefty hammer of his...


I see his weapons in much the same way.  They would probably be things he COULD use in his crafting/construction, such as hammers and the like, but could double as something you can smack someone around with :P
 
Kajata said:
I don't think so.  :?
Here we are...


BWB, p.329 (the sidebar): "Characters using brawling aids can use the higher of their Brawl or Melee Abilities when attacking or defending with the weapons."

Kajata said:
I see his weapons in much the same way.  They would probably be things he COULD use in his crafting/construction, such as hammers and the like, but could double as something you can smack someone around with :P
They are always the best weapons.  If you are still considering the blacksmith idea, then the gauntlet could be modified to withstand remarkable amounts of heat so he can hold the material (or person  :twisted:) and then smack it with his... Oh already mentioned this.


~FC.
 
Oh already mentioned this.
Those are always the best ideas  :wink:


Well, with this new information in hand, a big Jade gauntlet + big jade hammer seem in order :P


Any suggestions for charms?  This is where I ALWAYS fall down on alchem chars, trying to install as many charms as I can :P
 
While we're on the subject of Alchemical characters, maybe you could aid with one of my own that has been pit on the backburner.


I don't want to hijack the thread mind, etiquette and all that.


~FC.
 
Sure I don't mind helping; can't speak for the rest of the forum!


I'm sure you won't hijack it :) don't worry  :wink:
 
Forn Clakes: I'm happy for the chance to throw round Alchemical ideas. Bring em on!


Kajata: You have Stamina as one of your caste Attributes, but you might also want to be able to add to Dexterity and Strength. Either favour them, or get the Transitory Augmentations, or both.


Very few of the Alchemical close combat charms seem in-character for you. You may have different ideas, but it looks to me that most of the TA:Dex based charms are inappropriate. I may be imagining him as too slow though.


That leaves Electrification Onslaught Dynamo (98). And not a whole lot else...

Kajata said:
I dunno if it's really viable for an alchem to just take the hits like a lunar can
You can make a tough, hit-taking Alchie. Get yourself a high natural bashing soak using Subcutaneous Armour Plating (108) and install Metal-Inured Frame (109) and maybe Crystal-Inured Frame as well. In fact, Inure your Frame against almost everything. It's in character, and with your high bashing soak will allow you to ignore almost all damage, as well as being immune to the Wyld. This has the added IC bonus of not actually being a combat charm, but making your character extremely powerful in both combat and hazardous environments.
 
I'm somewhat disheartened at the number of alchem craft charms  :evil:


I woulda thought that as the people who live inside the big machine god of crafting they'd at least have some charms devoted to crafting!  All I can find is that one that speeds up your actions, which, of course, would help when building things, but still, it's not exactly the craft charm of the century.


Any suggestions on the craft side of things?  I'm thinking of developing a charm that allows him to memorise a number of blueprints equal to his essence for a number of weeks equal to his essence, and in that time period he can add dots to his craft for the purposes of crafting the blue-printed items?


I think as far as combat goes I'm just gonna put up his stamina nice and high, tack on some soak charms, slap him in some nice armour, and try and inure him to as much damage as I can and then just try and avoid anything too dangerous :P


I figure that smashing someone with a Jade Grand Goremaul at something like strength 6 should kill them eventually.
 
OK, here's my character so far:


The Meretricious Ashen Harlequin: A one-being showpiece to the Populat, he acts the fool so that hope and laughter can fill the factories, but is shunned as a clown and given little respect; the Populat's clown.


I've found that I have had a far easier time with his description than his history so far, so here it is: With skin made from white jade, it glows with swirls of red and blue that are flashed throughout, a garish medley of colour that seems to shift as he performs and entertains his audience.  He will have a constant smile beaming upon his face, but his blue eyes are filled with a deep sadness, a series of three identical blue teardrops marking his right cheek.  His green hair is long, reaching his shoulders, and braided with various beads that resemble cogs of flashing colours, emanating strange sounds and releasing exotic scents; all of which adds to the overall performance.  He goes with no clothing bar a kilt of yellow and red that stops above the knee, emblazoned with various sigils and emblems of the Machine God, each designed to bring some form of amusement to the onlooker.  His body is lean, his muscles long and limber, taut and ready to perform, and the Charms on his body are designed to be garish and loud so that onlookers gasp and smile in amazement.  


As Natures go, I was considering Jester, Follower or Martyr, but unsure which at present.  Abilities wise, definitely Athletics, Performance, unarmed combat (probably Martial Arts), and Ride, since I would like him to have a steed of somekind that he performs with (I was thinking of a gorilla-type module).


So, c&c time.


Many thnaks   :)


~FC.
 
Kajata: How about a charm that allows the Alchemical to devote only part of their consciousness to the physical task of forging, allowing the Alchemical to perform other mental tasks as they work? Anything from training their mental attributes to plotting the next artifact they will create. It gives a point of Clarity when activated and has a name something like Efficient Task-Monitoring Subprocess.


Forn Clakes: I see. You're gonna need some custom charms. And a Motivational Vocoder (116). You could get an Anticipatory Simulation Processor (94) to make sure you always, always, always have the perfect comeback   :P Emotive Aesthetics of the Body Electric (115) allows you to pass comment on society purely through body language. Husk-Sculpting Apparatus (121) may be good if you want to assume different roles in your jesting. A Pheromone Regulation System and a Voice Distortion Field (122). Don't forget your Grand Beamklave.
 
I'm more just talking about charms that help an Exalt craft better... are they not likely to fall under the purview of Alchems?  :?
 
BurningPalm said:
Forn Clakes: I see. You're gonna need some custom charms. And a Motivational Vocoder (116). You could get an Anticipatory Simulation Processor (94) to make sure you always, always, always have the perfect comeback   :P Emotive Aesthetics of the Body Electric (115) allows you to pass comment on society purely through body language. Husk-Sculpting Apparatus (121) may be good if you want to assume different roles in your jesting. A Pheromone Regulation System and a Voice Distortion Field (122). Don't forget your Grand Beamklave.
Interesting, I never thought of some of these Charms, thanks for the ideas.  


A question: why do you recommend a Grand Beamklaive?


~FC.
 
If I remember correctly, there's a crafting Charms in the Cognitive tree... And it seems like that's it. Odd.


Though, I think other Cognitive Charms should help in craft... Not sure how crafting works.
 

Users who are viewing this thread

Back
Top