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".