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Post by Andrea on Jun 7, 2010 13:42:38 GMT -5
Dang, My computer hates me >_> Name: Andrew Skye
Nickname: May answer to 'Drew'
Age: 16
Appearance: Thin, is somewhat pale and has dark brown hair that is usually messy unless he feels he should comb it. He wears a dark blue scarf, a white shirt with a waistcoat, and black pants and shoes. If making things, he wears goggles and gloves for safety.
History: He had the potential to become a mage, though he grew to dislike magic and mages after an evil one destroyed his home and almost killed him as a child, a memory that he still remembers in vivid detail. He always wondered how things worked, and would try to take them apart to find out. He usually couldn’t put them back together again, making more work for his parents, until his dad taught him how to fix the things himself. Drew was a quick learner and would repair things around his house as he grew older, but was a perfectionist and got irritated if he couldn’t fix it the first time. He would make small things for himself and for others. Eventually is interests in inventing faded and he looked upon alchemy more and more. By age 14 he was often mixing things together and learning more. Eventually he set his biggest goal to ‘Create a Panacea’, a cure all drug that could even extend one’s life. Though thinking it to be near impossible, that does not stop him from trying.
Personality: Drew is cheerful and shy around new people, but friendly and honest (and a little weird) around friends. He is curious about things people invent. Always was interested in flying. He can be a perfectionist, and will not get into fights unless someone attacks him or a friend first. He has no magic abilities, and is nervous around mages. If he is friends with a mage, though, he will be somewhat suspicious of them but nonetheless will still trust them. He doesn't really invent a lot by himself, sometimes he makes small trinkets or helps others make new things. Often found alone reading or just mixing chemical things together.
Weapons: Drew tries to avoid fights, but to defend himself he will use a dagger (may or may not be poisoned) and any other thing he might make that would be useful. First reaction is to throw nearby object at attacker or splash chemicals in their eyes and run.
Abilities: Moderately skilled at repairing things, is learning alchemy. Fast, has a good memory, quick learner.
...derp
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Post by Draco on Jun 7, 2010 15:01:57 GMT -5
On the idea of armies. Remember one thing, it's a city XD That's like saying New York has it's own personal army (maybe a army of sewer rats). Now there is a good chance there are squads or something that were passing through, getting things repaired, on leave, patrolling, etc. But nothing to say a real army, unless people start getting together to form a angry mob. Or a police force who thinks to much of itself... Personally I see Brassport as a place to have vehicles sent to be repaired, and new vehicles sent out. So chances are we do have a few subs and tanks, but chances are they are being repaired, worked on, or personal ones owned by people. As for airships, I believe that's Brassport's specialty. We have a Aerodome after all. As for weaponry again. If you search Victorian era weapons (I searched Elizabethan last time) there are machine guns, gatling guns, rifles, and pistols. Many were unreliable and blew up in your face back then and took forever to reload... Of course, with the added benefit of Steampunk (and Alchemists in our case) this can be fixed to have cooler guns of roughly the same type that work better and more reliable. A few Steampunk Gun ExamplesNow some of those are laser guns >.> But there are a few pistols and such in there. And if Strife DOES live through the GWIII story, I still have ownership of his gun that Gil will most likely modify in the future with the help of some outside source XD Otherwise, he's got a trophy ^^; As for supplies and ammo. That's where relations with other guilds will come in handy. Open Trade Markets will be needed. So however magical means other guilds and towns get supplies (most likely wagons) Brassport will need to start getting supplies like that. Alchemists can help refine most things for us, and in some cases create things for us. Like the ammo for the guns. Which leads to another things... The Alchemists.... How far do we actually plan on having their powers go? You have the classic scientists/chemists, all the way to FMA style create things from other things with something like magic.
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Post by Jina on Jun 7, 2010 16:00:17 GMT -5
I think we'd have stations for the national army, and possibly a militia. We couldn't have sit around waiting for the army to arrive if we got raided by sky pirates. =3
But I think yes, a couple of tanks and ships and possibly just one sub, with most of our military being in airships. And we might have some anti-aircraft cannons or something just as sky-pirate repellant. And I like the idea of us relying on other guilds for ammo, gives us a reason not to go around blowing them up and stealing their land. xD
As for alchemy... good question. xD How far have people taken it up until now?
EDIT:
By the way, Drew and Icon, could you please go post your profies on the Guild Persona Thread? =3
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Post by Andrea on Jun 7, 2010 16:07:28 GMT -5
Of course. ...So how about that Steampunk badge, guys?
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Post by Draco on Jun 7, 2010 16:53:35 GMT -5
Uhhh... Badge... We have 3 choices of gears. I think we voted for the rusty one. Someone has to find and submit it to the badge place sometime XD I want that thing to now that I remember Sky Pirates. A ninja's worst enemy However it can make a awesome character! To bad I all ready have to many. Anyways, as for alchemy (I stopped where I was last because I had to leave then). The basic alchemists bore me... Yet I don't think it would be a good idea to have full blown FMA style alchemists running around transmuting a building if they had the right material and endurance (and rivaling the mages). Ours need to be in the middle. They can transmute things sure, but nothing to big. They still do all that studying and stuff. Our alchemists can be the excuse of not needing blacksmiths and stuff, they do all the small details. They can process ores into the metal we need, can easily break wood down to paper or boards. Add that nice swirly finish to the borders of your pistol or airship XD In some cases, they could be stronger, sure. After all, you can't limit them that much, they can and WILL do things from time to time that is stronger then normal. Possibly the rare FMA style alchemist. But for the most part, I think it would be safer to be in the middle.
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Post by Jina on Jun 7, 2010 18:09:16 GMT -5
I think mage limits would apply to any FMA-style alchemists, or even anything in the middle. xD
Badges need sorting out, yes. >.>
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Post by Draco on Jun 7, 2010 18:27:35 GMT -5
Well I KNOW we have badges SOMEWHERE in the Steampunk threads XD And I remember there were 3 types, and I think most people liked the rusted one. We might have to make a real vote and put them out >.>
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Post by Andrea on Jun 7, 2010 18:31:12 GMT -5
Sorry if my character fails to interest you, Draco. XD
And yeah, the rusted one seems like the best choice but if you want, put up a poll.
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Post by Draco on Jun 7, 2010 19:13:39 GMT -5
Sorry if my character fails to interest you, Draco. XD And yeah, the rusted one seems like the best choice but if you want, put up a poll. XD I actually just read the profile now *shrugs* The problem with the basic, more real life, alchemists is it involves to much studying. There is a reason I don't take science classes XD I would fail as a alchemist >.>
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Post by Deleted on Jun 7, 2010 22:18:51 GMT -5
Note about this post: If it doesn't make a whole lotta sense its because I'm dozy and dazed and I stopped breathing for a few minutes last night during a pain fit. Please don't flame me. Alchemists ... I agree with Jina. The mages have the potential to wipe out the whole world and the only reason they don't is because they're nice. xD But that doesn't mean that mages can't godmode, even unintentionally, because there are no firm definitions to their power. The same sort of thing applies with Spacefleet (to a lesser degree) so I think having firm limits for what alchemists can and can't do from the get go is a must, else people will godmode and make things miserable for others. I see no problem with alchemists having the ability to transform things, but perhaps those "things" need to be atoms of all the same type. I mean, a building is made up of different materials, so perhaps they could transform only the timber frame. It should also be more difficult to do these sorts of things. Its all well and good turning a few scraps of iron into something else, but to actually turn the iron frame of a building needs to be darn near imossible without the cooperation of heaps of other alchemists, and lots of supplies which should be hard to get. Regarding the armed forces, malitia sounds like a good idea. One step up from police and one step down from army. ^^
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Post by Draco on Jun 7, 2010 22:31:10 GMT -5
Note about this post: If it doesn't make a whole lotta sense its because I'm dozy and dazed and I stopped breathing for a few minutes last night during a pain fit. Please don't flame me. Alchemists ... I agree with Jina. The mages have the potential to wipe out the whole world and the only reason they don't is because they're nice. xD But that doesn't mean that mages can't godmode, even unintentionally, because there are no firm definitions to their power. The same sort of thing applies with Spacefleet (to a lesser degree) so I think having firm limits for what alchemists can and can't do from the get go is a must, else people will godmode and make things miserable for others. I see no problem with alchemists having the ability to transform things, but perhaps those "things" need to be atoms of all the same type. I mean, a building is made up of different materials, so perhaps they could transform only the timber frame. It should also be more difficult to do these sorts of things. Its all well and good turning a few scraps of iron into something else, but to actually turn the iron frame of a building needs to be darn near imossible without the cooperation of heaps of other alchemists, and lots of supplies which should be hard to get. Regarding the armed forces, malitia sounds like a good idea. One step up from police and one step down from army. ^^ As FMA puts it... Equivalent Exchange You can not create something without the resources to do so. Some pieces of stone/iron/ore/metals/etc + some wood can create some tools or furniture or something, but it can't make you a meal. Alchemy is like cooking. You need the correct amounts of ingredients to make the dish, otherwise it doesn't come out right or something else is created. XD
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Post by Jina on Jun 8, 2010 3:49:29 GMT -5
...See, that FMA definition is fine, except for the fact that it goes completely against the whole "turning metals into gold and silver" thing. >.>
Anyway. Actually, what I meant when I said limit wasn't so much a technical limit on what they can and can't do, it was more the fact that to do any alchemy, there has to be some sort of effort put into it, like the mages have started doing.
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Post by Draco on Jun 8, 2010 4:04:27 GMT -5
...See, that FMA definition is fine, except for the fact that it goes completely against the whole "turning metals into gold and silver" thing. >.> Anyway. Actually, what I meant when I said limit wasn't so much a technical limit on what they can and can't do, it was more the fact that to do any alchemy, there has to be some sort of effort put into it, like the mages have started doing. Explain, I don't follow the other guilds that much XD As for the Gold/Silver rule >.> It's a rule, doesn't mean they can't XD
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Post by Jina on Jun 10, 2010 5:28:54 GMT -5
...See, that FMA definition is fine, except for the fact that it goes completely against the whole "turning metals into gold and silver" thing. >.> Anyway. Actually, what I meant when I said limit wasn't so much a technical limit on what they can and can't do, it was more the fact that to do any alchemy, there has to be some sort of effort put into it, like the mages have started doing. Explain, I don't follow the other guilds that much XD As for the Gold/Silver rule >.> It's a rule, doesn't mean they can't XD Well.. basically, they can't just perform as much alchemy as they like whenever they want, alchemy has to take some effort on their part. I'm not saying we can't have alchemists that don't turn things into gold and silver, I just think that if we're going to have technical limits on alchemists, turning things into gold and silver should be kept, since it's a traditional alchemist. But I don't think we should have technical limits anyway. xD
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Post by Draco on Jun 10, 2010 15:46:07 GMT -5
-Don't Bite Off More Then You Can Chew (like have all the parts for a airship, and transmute it together by yourself, unless you're a ubber alchemist or something) -No Transmuting Gold/Silver/Currency (adding that gold trim to your/clients gun is fine) -No Human Transmutation (got to love that I put that third? XD)
We got 3 Alchemy rules now XD Got to love that we, in a way, hold two guilds in oneXD
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