Alchemist: The Philosipher's Stone RTD
Backstory -
State Alchemist the alchemists who work for the government, and get paid to research specific fields of alchemy such as bio-alchemy. These state alchemist do jobs for the government, and are basically the governments dogs of war, but there are others who chose not to side with the government, and do what they want to of there own free will. You six are new alchemist,and must now choose which of these roads to follow. Now which will you choose, will you be a dog of war, or will you help the people, and try to overthrow the government. Who knows you will choose the path, but in the end all of yours will cross as your fates are tied to each other.
Rules of Alchemy -
"Alchemy. The science of understanding the structure of matter, breaking it down, then reconstructing it as something else. It can even make gold from lead. But alchemy is a science, and so it must follow the natural laws. To create, something of equal value must be lost. This is the Principle of Equivalent Exchange."
- Edward Elric, The Fullmetal Alchemist
1.) No Creating Gold
2.) No Creating Humans
Name:
Gender:
Age:
Automail Bodyparts: (If any)
Description:
Bio:
Alchemical Skills: See Spoiler Below
Earth -
Water -
Fire -
Bio-Alchemy -
Weapon -
Medical (Alkahestry) -
Air -
Starting Items: Choose eight things you want, and I will approve them ( You should most likely bring something to draw transmutation circles )
You have 28 Points to distribute among these skills, and they can range from 0 to 10.
Earth - This Determines how well you can manipulate the ground around you, and how easily you can do it. The higher the skill in this the easier you can use the earth as a weapon, and a shield the more effective you are when using it. This kind of alchemy is a good balance of offensive,and defensive power.
Water - This determines how well you can manipulate,and effectively use water in all its forms. The higher the skill the easier it is for you to use it as a weapon, and shield, also the higher the stat the more effective you are when using it. This kind of alchemy leans more towards offense,and lacks in defensive uses.
Fire - This Determines how well you can manipulate fire, and how easily you can do it. The higher the skill the easier it is for you to use it as a weapon, and shield, also the higher the stat the more effective you are when using it. This kind of alchemy leans all the way to offensive,and its only useful defensive ability is against water
Weapon - This determines how well you can turn the earth, water, etc. into weapons for you to use to fight. The higher the skill the easier you can use this skill to make weapons,and the better weapons you can make. This kind of alchemy is quite useful if you get involved in a fight with an enemy who is to fast for you to use ranged alchemy against, so you can make a weapon to use in close combat, and you can also make shields to protect yourself with.
Bio-Alchemy - This determines how well you can create chimera, and control animal tissue, bones, etc. The higher the skill the better chimera you can make,and the more you can make out of animal's bodies. This form of alchemy is good for creating servants, and poisons.
Medical (Alkahestry) - This determines how well you can heal wounds, treat burns, cleanse poison from ones system, etc.,and how easily you cna do so. The higher this skill the worse wounds you cna heal, and the easier, and more effective you are at healing. Alkahestry is a form of Alchemy that is Medical based, and is designed more to heal wounds than do damage, but you cna also use this to fight, but you are limited for even if you have seen the Truth you must have a transmutation circle to use it.
Air - This determines how well you can use the air, and gases as weapons, and shields. The higher your skill in this the easier you can use it,and the more effectively you use. This branch of alchemy is good as a weapon, but lacks in defensive capabilities.
This will use the normal 1d6 rolls for normal actions, and combat will remain hidden until true combat is encountered. Also if you are currently watching, or are planning to watch the FMA: Brotherhood series keep in mind this will contain spoilers of that series once we get a little ways in.
Also I forgot to mention that Kaguro reserved a spot in this so only five slots left.
Name: Sareesa Tavis - The Steel-Eyed Alchemist
Gender: F
Age: 28
Automail Bodyparts: N/A
Description: Sareesa has long brown hair that is often put up so as not to get in the way of her work. When not done up the hair reaches about half-way down her back. Sareesa is 5'8, and 165 lbs, with a muscular build. She has grey eyes and prefers to work undercover in plain clothes rather than the standard military uniform.
Bio: Sareesa grew up in a broken home. By the age of five her father had died from alcohol poisoning, and her mother could barely keep the house running. As she grew older Sareesa began to show talent in the alchemical arts and attracted the interest of a tutor, despite her "family" not being able to afford one. This tutor soon became her father figure and it was from him that she learned how to repress all her emotions. At the age of eighteen she took the state alchemy examine and passed in order to escape from her broken home, as well as use her influence to help her former tutor.
Sareesa, now the Steel-Eyed Alchemist, works primarily in investigations as a traveling investigator ensuring State and unregistered Alchemists alike do not break the laws of Amestris. Secretly she is using her influence to shield her tutor from any potential investigations into his work.
Earth - 10
Water - 0
Fire - 0
Bio-Alchemy - 0
Weapon - 10
Medical (Alkahestry) - 5
Air - 3
Starting Items: A case of chalk (white) (4 sticks), Gloves with earth Alchemical Symbol on them, A large steel sword with a transmution circle etched into the base, A book that discusses the finer points of Air Alchemy for study, pencil, 20 pages of blank paper, A few pages of notes completed relating to Medical Alchemy or Alkahestry, A large duffel bag filled with the above items (besides the gloves and sword, obviously) and a few changes of clothes.
I hope that is OK, I wanted to give you a couple of hooks to start me off, as well as providing a bit of antagonism to those who which to make homonculi armies.
Which one do you guys prefer of these two?
Player Statuses
Form 1 -
Name: John Doe
Status:
HP - IIIIIIIIII
Inventory -
Civilian Clothes - (Defense - None) Equipped
Box of Chalk - 12/12 (8 uses per piece of chalk)
Rusted Kitchen Knife - (D-1, Melee Weapon, -1 to accuracy when used) Equipped
Book of Alchemy - 'The Art of Weapon Transmutation' - +1 to weapon transmutation when in your inventory, and adds +1 to research rolls.
Name: John Doe
Status:
HP - 20/20
Inventory -
Equipped Items
Civilian Clothes - (Defense - None)
Rusted Kitchen Knife - (D-1, Melee Weapon, -1 to accuracy when used)
In Inventory
Book of Alchemy - 'The Art of Weapon Transmutation' - +1 to weapon transmutation when in your inventory, and adds +1 to research rolls.
Box of Chalk - 12/12 (8 uses per piece of chalk)
Turn 1 - The Abandoned Grounds, and Howls of Death
State Alchemist
Joseph sat at the office he had been assigned. Well, office was stretching the term a bit. It was more like a desk in the corner of the room where all the alchemists were positioned. All right, let's see... If there really was someone planning to make a philosopher's stone here, then most likely they would be a registered alchemist. He shuffled through papers, looking for the most recent census. From there, he could always question the Sergeant about some of the more suspicious-seeming people. If he was a local he might know more.
[6] You quickly find the file on local registered alchemists, adn find that only one person is on that list. A man named Oliver Greyson, he specializes in the field of Bio-Alchemy, and was even offered a job as a State Alchemist, but he came down with an uncureable disease not long after that [2] everything after that has been removed, and when you asked Sergeant Cole about it he simply said "No one here has touched that file in two years." this seems very strange to you, and this man seems to be a prime suspect.
Kaguro sighed to himself as he wrote in his notebook, just small notes on a recent discovery in air based alchemy, nothing ground breaking, but useful to him. He opened his watch to look at the time before snapping it and the book shut and pocketing them and looking around the room. These people, this job, this place. It was just so.....boring nothing like he had imagined. Suddenly he stood up and turned towards the others. "I'm gonna head out, I'll be doing some searching on my own, cya" he said, his voice sounding odd due to the breath mask he constantly wore, before waved slightly and walking off
[75/5=15] You write down some notes for a small discovery in air based alchemy, and get it partially complete. (Gained Air Alchemy Research Notes (15% Complete)) [3] You walk outside after telling the others goodbye, and see several groups of people walking by [4] you over hear from one of the groups that the howling coming from the mansion had picked up again. Hearing this you decide to rush over to the mansion for every otehr time you, adn the other alchemists had went there no one was in the house, or anywhere near it for that matter. ( New Location Discovered: Abandoned Mansion )
Yeah, second one's probably easier to do in general.
Arianna looked at the shoddy base, giving a quick "hmph." Might as well get to work, then- the base was worthless but the project was interesting, so there was no sense wasting time at the former.
She headed straight for Sergeant Cole, intent on requesting more information. If he was really in charge, presumably he'd have any relevant intel they had.
[6] You walk over to Sergeant Cole, adn find Joseph there with him [1] you fail to overhear what they where talking about, and decide to ask Cole what it was they were talking about. You quickly ask him, and he replies "Joseph wanted to know about the resident alchemist here, Oliver Greyson is his name I believe, file since it seems someon has tampered wiht it. The only problem is no one has touched that file in two years."
Adrian sighed. Maybe this was his chance at a promotion? Who knew. Atleast he couldn't be demoted or anything. He got to work setting up his small office as he liked it, making a place to put his equipment. Then, he sat down, and yawned. He was going to wait a bit.
[5] You quickly put everything related to your military work neatly away in your storage locker in the corner of your office, and sit down in the chair. [4] You notice the most recent report file of the Alexander Family's Disappearance on your desk, and the file on the rumor, and all you know about it right beside that one.
Tarn kicked back in office and had to stifle a yawn as he read through his books. He was expecting something a bit more glamorous than just chasing after a rumour. 'Still time to get to work I suppose.' Standing he quickly checked out of the military base and went into town searching for any interesting rumours that could help the alchemists on their mission.
[5] The Base you quickly come to realize is quite small it is made up of about thirty offices, a small cafeteria, and two bathrooms spreadout across a four story complex. The area surronding the base is made up of a clear field of grass that extneds abot twelve feet in every direction from the building before being interupted by a ten foot high wall with one entrance, a large reinforced iron gate, which blocks the exit to the road. You head out into the street, and [4] quickly hear a passerby talking about screams, and shadows coming from an abandoned mansion outside of town.
Sareesa was sitting back looking at the water-marked ceiling. This place really was back-water. Nothing she hadn't dealt with before though. She stood and addressed Sergeant Cole. "Sergeant, I'm going out to take some reports and get a preliminary look at the mansion the screams have been heard from. I'd appreciate it if you'd have one of the privates under you ready to assist me later tonight in doing a more complete investigation" I say pulling rank over the Sergeant. On her way out Sareesa grabs a notebook and pen with which to write down her findings and begins to ask around about the history of the mansion and local events, both relating to the possible creation of the Philosopher's Stone, and generally. If necessary she also changes out of her military uniform and into her more casual clothes but keeps her silver pocket watch handy in case anybody doubts she's a State Alchemist.
You put away your military uniform, and change out into your civilian clothing, adn as you walk down the stairs passing the Sergeant you tell him that you were going to inspect the mansion the screams were heard from. [5] Before you can head out the front gate Private Williams comes running up behind you yelling "Hey, wait for me please !! The Sergeant told me to excort you to the mansion incase you need backup."
Wandering Alchemists
Lars sat at the bar, sipping his drink. ''Hmm....'' He thought to himself ''I wonder what i might find in that mansion. He mused at the idea of heading to the mansion that night, rolling the thought around in his head. ''eh....might as well.'' Lars got up from his seat, payd for the drink, and headed off towards the deserted mansion.
[5] You take one last sip of your drink before slapping it, and a handful of coins down on the table telling the Bartender "Keep the change, adn thanks for the drink." you walk outside, and [6] notice that the other person sitting at the bar was also heading in the same direction as you, as well as overhearing from a passing resident that the screams, and howls from the Abandoned Mansion had started up again.
Leo checked his note book for information that the villagers have told him. A deserted mansion, people screaming and some weird shadows...just fantastic... He mumbled, pay'd his drink and left the bar to investigate the mansion closer. As he was walking to the mansion, he noticed that a young boy walked the same direction as he did. He's the kid from the bar...This might be interesting.
[5] You notice the kid look over at you as you walk down the road towards the mansion, adn also see what appear to be three military officials heading in the same direstion as you. You [3] notice that one of them has a silver pocket watch attached to his belt, and fail to hear what the residents near you are saying as the walk in the opposite direction.
The Abandoned Mansion
Upon arriving at the mansion you all hear a lady's voice coming from the direction as she screamed "No !!!!!!! NO !!!!!!!!! PLEASE DON"T EAT ME !!!!!!!!!!!!!!!" not long after you hear several howls, and the woman's scream of pain, and agony as she is eaten by whatever beast was within the confines of that mansion. After a minute the howling stopped, and as a flash of lighting ripped through the sky you see the hulking shapes of three beasts prowling the grounds of mansion, and a flash of red light pour out of the windows of the top floor.
Player Statuses
Format still being fixed up.
Government Facility
Friendly NPCs
Status:
HP - 10/10
Known Items:
Equipped
Military Unform (+1 to Defense)
Custom Revolver (8 Round Clip, D-5)
In Inventory
Handcuffs
The Shining Silver Tavern
Friendly NPCs
Status:
HP - 10/10
Known Items:
Equipped
Worn Civilian Clothes (Blue)
Old Apron (Brown)
Abandoned Mansio
Unknown NPCs
Three Hulking Shadows
Turn 1 - The Abandoned Grounds, and Howls of Death
State Alchemist
Read the files. May aswell research while waiting.
You read the Disappearance File, and it says that the front door was blasted open by an earth spike made using transmutation then inside in the living room there was a blood spatter on the wall, but the color of the blood was black, adn it smelled like sulphur for some reason it also just kept oozing down the wall. The next paragraph said that the family consisted of the mother, her two children, and their five pet dogs, and that they found the children cowering in a corner of the basement with the phrase 'This place soon to crumple into the ashes of history' written acroos the wall in blood. The rest of the report was on how long the investigated, and what resources was spent, so you decided to read the file on the rumors, and is doesn't tell you much except for one in particular which came from a traveller he said he saw a thin man, a very fat creature who he think he heard say "Can I eat them now?", and about twenty of those huge shadow prowliing the grounds. You also discover that it happens every wensday, and today is wensday.
Sneak past the beasts to get inside and look for information and/or people.If I get caught, use alchemy to form blades and chop whoever caught me to bits.
You start to cross the grounds [5][7][8][?], and you manage to sneak to the door without any of the beasts spotting you. [8] You barely manage to jump directly up when one of the beasts comes hurdiling towards you smashing throuhg the door, and turning to face you. The first thing you notice is that the beast seems to be half gorilla, and half wolf, and the second thing you notice is [6] parts of the floor walls, and stairs show signs of transmutation.
"Thank you Sergeant," Joseph said briskly, closing the files and putting them back on his desk for later perusal. "If you can tell me where he lived, I'll be on my way." Once the sergeant told him, he would head straight there; if Cole didn't know, he would ask the rank and file soldiers about it as well.
"The man lived in the old abandoned mansion, but he hasn't been seen there in years sir." hearing that you waltzed out the exit, adn heads to the mansion with one of the soldiers right on his tail.
"Come along then, we have work to do." Sareesa said before continuing to the mansion. When she arrives she immediately notes the severity of the situation and sends the private back to gather up all the State Alchemists and soldiers available. Immediately afterwards she begins to quarantine the mansion, sealing all the exits she can see by raising a foot thick barrier of stone in front of said exits.
[5] Upon arriving you see that a man who appears to be an Alchemist of a unique field is fighting [4] 3 Gorilla-Dog chimeras. [5] You quickly bring your hands down onto the ground,a dn raise a massive wall around the area with a small passage a little way behind you. You swirl around, and tell the private to go get help, as you prepare to aid in this wierd situation.
"And who was the last person to access the report? Who was in charge here two years ago?"
The sergeant looks at ou for a moment then says " Sir it was Commander Mustang as he personally wrote that file I hope you aren't acussing the Commander of anything, because me, and the men like having you Alchemists around it really livens our day up. Also I was in charge two years ago, but I don't see how that matters." Just as he finishes the sentence teh private sent to escort Sareesa comes barging in yelling that there is a battle at the old mansion, and they need backup.
Head down to the mansion and watch the action unfold. If the other alchemists have the situation under control sneak past, if they are struggling then study the shadows and look for a weakness.
[5] You arriv equickly, but as you walk through the entrance to the barrier you see a hole in the courtyard open, and a bunch of the shadows [3] which you barely notice as chimeras come pooring out. [5] You quickly count the number, and there appears to be (1d10*2 = 12) 12 of them that come rushing out of the tunnel,a dn as the last one rushes out the hole closes up, and you are left with one escape,a dn a bunch of Chimera.
Wandering Alchemists
''This is gonna be quite bothersome, i can tell.''use some alchemy to fire lightning at the beasts, attempting to damage them.
[1][2][5] You fire off three lightning bolts one at each of the beasts, but the first two miss, and the third one grazes the left flank of the third creature. They trun in your direction, and begin charging at you. (You have aggroed three of the Gorilla-Dog Chimeras)
If Lars gets in trouble with the creature, help him. If not, try to sneak past them to the Mansion to help people
You see the man from the bar get attacked by teh chimeras, and unleash a wave of spikes at them [6][4][5][8][5][3]. Your first two hits strike the chimera nearest you causing slight damage (Damage= 2x Slight Hits = 2d3 = 2,2 = 4 Damage) you are also lucky with the other four as 3 of them strike the chimera that is about to strike the man (Damage= 2x Slight Hits, and 1 Direct Hit = 2d3, and 1d6 = 2,1,5 = 8 Damage) The blows greatly wound one of the Chimeras, and it is now writhing in pain on the ground.
The Abandoned Mansion
Player Statuses
Format still being fixed up.
Government Facility
Friendly NPCs
Status:
HP - 10/10
Known Items:
Equipped
Military Unform (+1 to Defense)
Custom Revolver (8 Round Clip, D-5)
In Inventory
Handcuffs
Abandoned Mansion
Friendly NPCs
Enemies
Hp -
10/10
10/10
10/10
10/10
10/10
10/10
10/10
10/10
10/10
10/10
10/10
10/10
10/10
10/10
4/10
7/10
Weapons -
Claws
Teeth (Claws, and Teeth have a 1d10 roll that determine if you become poisioned)
Fist
Armor -
Hardened Fur (D-1)
Joseph went to the abandoned mansion. Whatever was going on in town, this was certainly the place to find the answers.
If we get stopped by the beasts...
He knelt and drew a circle on the ground, forming a sword out of stone, then attacked the chimeras.
---
Is this good?
Status:
HP - 10/10
Items:
Equipped
Military Uniform (+1 to Defense)
Alchemical Gloves (?)
In Inventory
Messenger Bag
-First Aid Kit
-Alchemy Book
-Chalk
Alchemical Skills:
Earth 6
Water 10
Fire 0
Bio-Alchemy 0
Weapon 6
Medical (Alkahestry) 6
Air 0
Status:
HP - 10/10
Items:
Equipped
-Machete
-Alchemical Gloves
In Inventory
-Chalk
-Net
-Magnifying Glass
-Shackles
-Medical Kit
-Field Science Kit
Alchemical Skills:
Earth 0
Water 0
Fire 0
Bio-Alchemy 10
Weapon 8
Medical (Alkahestry) 10
Air 0
Tarn clicked open his lighter and smiled at the Chimera rushing towards him, this was finally his chance to test his skills in real battle.
Create an explosion of flame to engulf as many of the chimera as possible.
Status:
HP – 10/10
Items:
Equipped
-Alchemy gloves
-lighter
In Inventory
-Chalk
-Bandages
-Pistol
-Books on the nations bordering central
-Books on different alchemical techniques
Alchemical Skills:
Earth -0
Water -0
Fire - 10
Bio-Alchemy -3
Weapon -7
Medical (Alkahestry) -0
Air - 5
Swing my sword while also transmuting a barbed spike that SHOULD fly out and hit one of the Chimeras and hopefully pin it to the wall for investigation later.
((Thank goodness for overly large steel swords so I can throw spikes into things :P))
Status:
HP - 10/10
Items:
Equipped
Civilian Clothing (A defense boost)
Alchemical Gloves (Earth Symbol)
Large Steel Sword with Transmutation Circle etched into the hilt (Any Damage boost with this in melee? I should hope so.)
In Inventory
Duffel Bag
-Military Uniform
-Alchemy Book (Air)
-Case of Chalk (4 sticks remain)
-20 Pieces of Blank Paper
-3 Pages of Completed notes on Alkahestry
Alchemical Skills:
Earth - 10
Water - 0
Fire - 0
Bio-Alchemy - 0
Weapon - 10
Medical (Alkahestry) - 5
Air - 3
Turn 2 - Mysterious Fiqure, and an Approaching Darkness
State Alchemist
Activate the transmutation circles on my hands to make blades of wind to slice the Chimera to bits, then run inside.
[4]You launch seven blades of air at the Chimera as it rears back, and prepares to charge you [6][9][10][5][2][6][5] four of the air blades barely hit the chimera, two of the others are direct hits badly wounding it, and one of the blades misses completely. [Damage=4x Slight Hits, and 2 Direct Hits= 4d3, and 2d6 = 2,3,2,3,3,6] The Chimera is quickly ripped to shreds as the wind blades slice it to pieces, and as the air settles the beast's head flops to the floor in front of your feet. You quickly head in a little further, and quickly take note of [?] the fact that all the rooms are empty,and there seems to be no sign of human setting foot in here for over ten years.
Arianna let out an irritated sound, then began running to the site of the battle. She wondered what incautious fools had blundered into trouble this time.
[3] You run out the door with two of the Privates, and get to the site quickly, but as you arrive you see a hooded figure jump off a nearby hill, and over the wall that surrounded the mansion. You, adn the privates quickly walk through the small entryway, adn witness the hooded figure take on 12 of the Chimeras as he yells for you guys to go on ahead, and capture the roque alchemist.
Joseph went to the abandoned mansion. Whatever was going on in town, this was certainly the place to find the answers.
If we get stopped by the beasts...
He knelt and drew a circle on the ground, forming a sword out of stone, then attacked the chimeras.
[6] You follow Arianna, and the privates to the mansion, and notice that not only a hooded figure, but a rather bulky man jump over the wall to the other side. When you walk out into the field in front of the house you notice a gleam from the bulkier man, and hooded figure as they fight the twelve chimeras attacking them.
Tarn clicked open his lighter and smiled at the Chimera rushing towards him, this was finally his chance to test his skills in real battle.
Create an explosion of flame to engulf as many of the chimera as possible.
[5] You quickly fire up the lighter, [?]but your attempt to make an explosion fails as two mysterious figures rush up to the chimera, adn begin fighting them yelling at you to head into the mansion, and capture the roque alchemist.
Swing my sword while also transmuting a barbed spike that SHOULD fly out and hit one of the Chimeras and hopefully pin it to the wall for investigation later.
[6] You charge the closest chimera, and as you bring the sword towards it you form a barbed spike,and launch it out of the sword [4][7] the spike barely scratches the chimera, but the sword quickly connects with the beast [Damage = 1 Slight Hit, 1 Direct Hit = 1d3, 1d6 = 1,6] your sword rips off its leg, and hacks through the beast's neck. As the flesh rips from the bone blood gushes out, and covers the sword you hear a sizzle as you see the blood begin to eat through the sword. [2][5] You fail to dodge as the chimera come rushing at you the first one clawing your arm, and the second punching you in the chest [Damage = 1 Slight Hit, 1 Direct Hit = 1d3, 1d6 = 3-2=1,2=4-2 = Damage = 3]
Adrian paused for a second. Then he gathered up his equipment and sprinted out the door, heading for the sighting of the two people mentioned in the rumors. It was wednesday, and they were always there on wednesday, right? Time to get to the bottom of this.
[5] You grab all your gear, and run out the front gate heading to the mansion you follow the others, and as you near the mansion you notice a tall wall of earth that seemed to be made using alchemy, and two fiqures jumping over said wall. You run through the small entryway, adn see them fighting the chimera in the middle of the lawn. [5] You hear one of them yell something about going ahead,a nd capturing the roque Alchemist.
Wandering Alchemists
No actions Autoed turns as Hide
The Abandoned Mansion
The two mysterious figures clash with the chimera as dozens of spikes rise up out of the ground striking at the chimera [?] most miss, but five are dead on as the smash two chimera together piercing them through the heart, and skull as their blood falls to the ground it begins to smoke, and sizzle as the corrosive acid takes effect. The five chimera that managed to get through the spikes charge the two figures, and as one draws near the small hooded one forms a spear from the ground, and thrusts it straight through his heart. He barely moves out of the way as the blood begins pouring from the hole in the beasts chest. The other man holds the three other chimera off punching one in the face there is a sickening crunch as the beast's face caves in, and mashes the chimera's brain causing blood to pour out of its ears, eyes, and nose.
[All rolls are hidden in this fight]
Player Statuses
Status:
HP - 7/10
Items:
Equipped
Civilian Clothing (D-1)
Alchemical Gloves (Earth Symbol)
Large Steel Sword with Transmutation Circle etched into the hilt (D-3, AS-1, Class-Longsword)
In Inventory
Duffel Bag
-Military Uniform
-Alchemy Book (Air)
-Case of Chalk (4 sticks remain, 8/8 uses remain per piece of chalk)
-20 Pieces of Blank Paper
-3 Pages of Completed notes on Alkahestry (Allows use of Alkahestry to heal minor wounds, and burns)
Alchemical Skills:
Earth - 10
Water - 0
Fire - 0
Bio-Alchemy - 0
Weapon - 10
Medical (Alkahestry) - 5
Air - 3
Status:
HP – 10/10
Items:
Equipped
-Alchemy gloves
-lighter
In Inventory
-Chalk
-Bandages
-Pistol
-Books on the nations bordering central
-Books on different alchemical techniques
Alchemical Skills:
Earth -0
Water -0
Fire - 10
Bio-Alchemy -3
Weapon -7
Medical (Alkahestry) -0
Air - 5
Status:
HP - 10/10
Items:
Equipped
Military Uniform (+1 to Defense)
Alchemical Gloves (?)
In Inventory
Messenger Bag
-First Aid Kit
-Alchemy Book
-Chalk
Alchemical Skills:
Earth 6
Water 10
Fire 0
Bio-Alchemy 0
Weapon 6
Medical (Alkahestry) 6
Air 0
Government Facility
Friendly NPCs
Status:
HP - 10/10
Known Items:
Equipped
Military Unform (+1 to Defense)
Custom Revolver (8 Round Clip, D-5)
In Inventory
Handcuffs
3 Quickload Clips (8/8)
Abandoned Mansion
Friendly NPCs
HP - 10/10
Equipped
9mm Handgun (Eagle, D-3, 13 Round Clip)
Military Uniform (D-2)
[color=blue ]In Inventory[/color]
Handcuffs
3 9mm Clips (13/13)
HP - 10/10
Equipped
9mm Handgun (Eagle, D-3, 13 Round Clip)
Military Uniform (D-2)
[color=blue ]In Inventory[/color]
Handcuffs
3 9mm Clips (13/13)
HP - 10/10
Equipped
9mm Handgun (Eagle, D-3, 13 Round Clip)
Military Uniform (D-2)
[color=blue ]In Inventory[/color]
Handcuffs
3 9mm Clips (13/13)
Enemies
Hp -
10/10
10/10
10/10
10/10
10/10
10/10
10/10
10/10
10/10
7/10
-9/10
0/10
0/10
0/10
0/10
-1/10
Weapons -
Claws
Teeth (Claws, and Teeth have a 1d10 roll that determine if you become poisioned)
Fist
Armor -
Hardened Fur (D-1)