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. Follow me."
The giant soldier then performs another march-like turn, moving down a one way street scarcely large enough for her monster of a mech to fit down. Yet, she seems to manage to not damage so much the road as she walks without effort. Of course you find it even easier, seeing as these streets are much simpler to maneuver with a smaller mech. She makes more and more turns, down roads that are generally either one lane or, more rarely, two lane streets with either homes or business on either side. Both houses and businesses get larger as you get closer to the center, with modest houses transforming into mansions that hide even the silver knight.
The largest by far was that in the middle, a giant circular building in the exact center of town. It was at least as large as the mech hangers you saw on entrance, if not larger. It was obviously an ornate building, with impressive looking engravings, but it now had a militant air about it, with soldiers and several Alchamech standing guard around it.
"Well, here we are. Impressive, ain't it?"
What do you do now?
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Alchemech Pilot: 100 points total
Name: Eren Sanure
Inventory: Mauser PDW Pistol with folding stock and Alchemech Pilot Armor.
Alchemechal Aiming: 30
Alchemechal Maneuvering: 30
Alchemechal Synchronization: 15
Alchemechal Mechanics: 20
Combat Skill: 5
Alchemech: 200 points, basic concept is a 4-legged spider with a gun glued onto the back.
Size: 20
Armor: 25
Weaponry: 100 (Railgun- Anti Mech.)
Homunculus: 0 (AI is smart, but unfortunately impotent. Can provide advice, and not much else.)
Maneuvering: 40 (Four legged, able to grab onto and climb walls, as well as acting as a brace when firing the Railgun.
Special: 15 Modular (More easily repaired and upgraded than usual.)
Description:
Backstory:
You follow the arrow out to the beach, sinking several inches further into the yellow sand below you. You wipe away the the message carefully, smoothly moving your controls to avoid falling even deeper as you do so. You are quite successful, nobody would even be able to tell a giant machine or a message was here, unless they looked, and high tide will certainly take care of that.
You then followed the arrow the best you could. You walk on the very edge of the beach, the wet sand absorbing several feet of your mecha now. So much for being unnoticed. Anyway, it might be difficult to go further in. Your Alchamech is water-proof, of course, but walking under the ocean is generally ill advised.
Finally, you pick up what the arrow was pointing to. Directly in front of you, there is a thick piece of glass, almost invisible just under the ocean's surface. It seems to be connected to something, though you cannot see what it is.
What do you do?
--------------
Name: "Red Baron"
Inventory: Whip, doubles as belt
General Skills:
Guns: 5
Melee: 70
Dodge: 30
Strength: 60
Agility: 35
Purified Abilities:
Armor: 10
Weapon Specialty: Whip: 10; Unarmed: 10
Action Specialty: Dodge and Counter: 30. (His "signature" move is to dodge an incoming attack, use his whip to pull in the opponent, and punch the hell out of him.)
Enhanced Skill:
Special: Red Palm: The Red Baron's Right hand has been congenitally and surgically modified. He has the ability to secrete an unspecified amount of several alchemicals, then mix and eject it in a special organ in his palm. This is a highly exothermic reaction and is enough to melt most metals: 40
Backstory (thinking)
That was a pretty major edit. Random comment.
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A voice comes out of the bamboo forest behind you.
"Ah, so
that is how your power works. Very intriguing, very intriguing. It looks like all my deductions where, once again, correct."
Turning around to see the source of the voice. It is a man, apparently an alchemist by the Caster pistol on his built, of just above average height. He wore a tall hat and a trench coat, and walked with a short wooden cane that doesn't appear to be particularly necessary by the way he walks, swinging it around.
"Sorry for not speaking up sooner, I just wanted to see how you would react under the circumstances for further observations. Very-proactive view, if you allow me to say so, though a bit rash. Certainly capable of thinking on your feet and using your abilities at a moments notice, though I cannot quite deduce if this is a positive quality or not. Further observation of the subject necessary."
He stated, looking you over like a book with his hand beneath his chin.
"Ah yes, I suppose it was ungentleman like of me to greet you like that. I should start with my own name and a handshake, correct? I am Mister Shack, your new comrade-in-arms."
He offered his white-gloved hand, noticeably the opposite hand that you had just used to heat the rock.
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]
"Another problem I have with your baby-face is the fact I can't take a word you say seriously. Have you ever had a squeaky voiced ten year old tell you he is stronger then he looks? It is downright comical."
At this, she finally moved, leaning against the car. She throws the cigar causally to the side, for a nearby soldier to immediately stomp out. She then prepared a new cigar, similar to the old one, and bit into it deeply. Using an engraved lighter, made of what appears to be ivory, she lights it up and inhales deeply from it while thinking something over.
"Appearance isn't everything in combat, but only a fool or a liar would tell you it doesn't matter. Nor is strength of body vital, though again it is not to be dismissed. But as an Officer, I have series doubts when you completely lack both of these things."
She pulled the cigar once again out of her scarred mouth, breathing out a smoke ring. She then stared at you with a gaze that lowered the surrounding temperature fifteen degrees.
"Of course, the only way to truly gauge someone power is by seeing it yourself." Her voice sounds different, like a completely different person was talking. It was just as deep, but the rasp of smoking was gone and it had a much darker feeling.
"Оружие. Покажите мне, что у него есть. Используйте резиновые оружие." She says some strange words in a foreign language. Almost as soon as they leave her lips, you feel a knife at your neck.
"Yes My Lady." The man behind you states, as he grapples with you with the knife still to your neck.
What do you do now?
----------------
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
"My name? My name is Private. I am an NCO, Sung's right hand man. Well, left hand man. You already met Henrietta, his right-hand woman. Anyway, if you excuse me for being frank, we should begin. We are, after all, in what will soon be a war zone."
He then briskly walks toward the door, motioning you to follow. The door opens up once again, showing the hallway you now enter. You notice that the entire hallway is curved, as if it formed a circle, with the steel walls bending seamlessly to follow it. Private looks behind him, making sure you stay close as not to get lost in the crowd. The hallway is impressively large, you could drive a car down it with enough room for the people walking down it to get out of the way.
You end up following the hall a good distance, following the river like crowd the entire way, before you make a turn into a separate hallway. There is a small set of stairs, above two doors, to your left. "Those are bathrooms." Private quickly explains, "The ones marked with the alchemical symbol for man are for men, and the ones marked with the symbol for woman are for women. As an alchemist, I am sure you should no trouble figuring out the difference." He the moves up the steel stairs, again waiting to make sure you follow.
They lead to a much smaller corridor, with actual carpeting on the ground. He leads you to a room at the very edge, next to a portrait of an officer you don't recognize. The door has a series of numbers on it, but is otherwise a plain wooden door like you would see at a hotel.
"This is your room. It isn't much, but it is your new home." He states, briefly. "It has been alchemically locked to your DNA, simply turning the handle with your bare hands will open it. Feel free to look inside, I can wait out here if you want."
What do you do now?
--------------
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.
"Ah! Food! Food!" She starts looking around her equipment again as her weapons perform ballet. This time, she looks defeated as the gazes back at you sadly. "No food. I am sorry I didn't bring any, I should have been thinking! I will go get Mister Kay and a Cook right away!" She then runs off, with a sound akin to falling kitchenware, without giving you a chance to say anything further.
True to her word, two men showed up almost immediately after she left, with her herself following closly.
The first was a tall blond man with blue eyes, wearing an officers uniform.He had a smile on his face as he greeted you.
"Hello, I am officer Kay. I hope my Jessy didn't give you too much trouble. She is a little scatter-brained." He stated in a friendly way, ruffling Jessy's hair affectionately, like one might do to a child, as he spoke. "Something must have gotten into her vat. I think it was sugar, given how hyper she is."
The second man, an old man half bent over with age, laughed at this comment. He was wearing a hairnet over his bald head, doing little to cover up the liver spots. "That would certainly explain how sweet she is! As a cook, I can tell you there ain't no dish that can't be improved with sugar. Not that the military gives me enough to work with..."
"Perhaps I should be more serious for now. We have an important duty to uphold." Kay stated, his face getting more serious but keeping a hint of the smile. "Jessy told me you have some questions. I will attempt to answer them as you eat."
The cook brought out a well-stuffed sandwich filled with meat, with vegetables such as tomatoes cut in at random intervals. It was slightly warm to the touch, and looked pretty good, at least given the situation you are in. Of course, it was on a mass-produced mess plate.
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
Oi. I should start timing these again, and probably start writing earlier. Oh well, last one, I hope my writing quality didn't fall too much.
------------------------
You socialize with the people sitting at the table, but generally don't get anything of importance. Even the polite looking butler and the officer lady who just spoke with you where too busy filling their face with the delicious food, eating like polite but starved wolves. The food itself was pretty good, soft bread that somehow managed to stay warm, savory roast and salty fried chicken, sweet multi-berry pie, and newly snow with maple syrup dumped on it. There was more food, of course, but that was what you managed to get your hands on immediately. Do they eat like this every day?
After the initial feeding frenzy calmed to a more reasonable buffet, Blancke cleans her lips with a white napkin from the table and answers your question enthusiastically.
"This castle was once home to Albert The Great, one of the most Legendary alchemists of all time! He liked having dinner parties like this outside, so he had his castle specifically built for this very purpose. He permanently changed the weather over this bit of land with some incredibly powerful alchemy, something we still can't replicate at all! Some say he even managed to build a philosopher's stone, and he really did a lot of work contributing to the creation of artificial life. He is a true hero, and such cool guy he was made a Saint! And we get to live in his house! I fill with pride every time I share the story of the land I am trusted to protect."
What do you do now?