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Name: Leoric "Diamond fangs" Bergorin
Age: 20
Race: hound person
Birthplace: Hub
Occupation: Royal Councilor, Master Alchemist
Former Occupation: Traveling Alchemist
Skills: Master Alchemist, Journeyman Engineer(Master: 1/8)
Bonuses: Talent(alchemy), Connections(alchemists)
Disadvantage: Enthusiastic(read: Maniac)
Bio:
Leoric is considered eccentric, even among mages, with an almost unhealthy obsession with alchemical magic in its more volatile forms. From the very moment he was initiated he threw himself into his new life, often going days without proper rest for months on end in a mad rush to understand the secrets open to him. This wild passion for the art, while disturbing many, endeared him to the higher ranking members of his profession aswell as the more dedicated of his fellow students whom he cheerfully discussed his work with showing a sharp mind and wit and surprisingly not being as many expected... A barely coherent or social loner, but rather a coherent, civilized and well spoken hound. And the more he advanced in the art, the more approval was shown by the other dedicated alchemists in the hub towards this clearly talented young alchemist.
Overtime this approval turned into a rapid series of apprenticeship changes with Leoric being handed around between the higher ranked alchemists present in the city, quickly absorbing all that they had to teach within their specialties and after only two years of induction into the alchemical school he reached journeyman. It was shortly after this that he also got his nickname, as he to celebrate his own journeyman status performed an alchemical ritual on his own teeth to make them shine like diamonds while also strengthening them to the point where they could easily bite through steel.
Unfortunately, it was shortly after this point that his former masters and colleges decided that while Leoric was a diligent student, if perhaps not entirely stable when it came to applying his brand of alchemy, he needed more experience in the real world. So at their urging, Leoric was equipped and sent out into the world. With their well wishes and promises of future correspondence of course.
What followed was a year of rapid travel across the shale kingdoms, hiring himself out to whoever could afford him or to whatever job piqued his interests. This is what eventually led him to the kingdom, and its most recent war.
During the most recent war Leoric was present within a border town, one being directly overseen by a member of the royal court, while it was being attacked. Quickly realizing that this would be a perfect time to try out some of his more destructive alchemical inventions Leoric approached the commander of the defending garrison offering his services. What followed the commanders acceptance was a reminder to everyone why alchemists while not as flashy as elementalists are still to be feared.
Though details are vague and sometimes contradictory many agree on a few points. Wooden bridges should not explode. Water should not melt iron. Arrows should not burn through people like paper. And small dog men should not stand in the midst of collapsing, burning buildings amongst the scattered pieces of an enemy unit of knights laughing while throwing exploding balls of iron wildly around him.
Still, the commander was quite impressed by the small hound and quickly recommended him to the king for further services. And the king after meeting this odd mix of traits and over a few months of getting to know him, quickly realized that this was a chance to both permanently acquire a powerful alchemist for the kingdom aswell as an advisor on magic and various scientific subjects.
Inventory:
Mage Robes(enchanted: durability(steel), strength(steel), soft(silk), disperse)
Chem-Shot(enchanted: durability(diamond), focus)(gift)
Warhammer(enchanted: durability(diamond), focus)(gift)
Mobile Lab(wagon)
Frost Grenades x10
Acid Grenades x10
Inferno Grenades x20
Shrapnel Grenades x20
Bridge Busters(satchel charges) x5
Journal: contains advise and notes from former teachers and masters, including several alchemical formulas
Bergorin Gun Prototype (good quality, enchanted)
Infantry Mortar Prototype (enchanted)
Cash:
42500 gp
Blueprints:
Explosive Bullets
Grenades
Grenade Launcher
-- Shrapnel Shells
-- Incendiary Shells
The Bergorin Gun [Good quality]
Infantry Mortar
The Longstrike MK1
Concepts:
Beginner:
Movement
Disperse
Focus
Apprentice:
Addition / Subtraction
Journeyman:
Substitution
Spells:
Beginner:
Enchant: grant magic property
Dispell: remove magic property and cancel spells
Focus Shot: shaped magic ranged magical attack
Apprentice Level:
Additive Properties: Allows you to increase a particular property of an object. IE you can make something harder, make it more flexible, or make it more conductive. You can only do one at a time.
Cost: Moderate
Range: Touch
Advances:
Subtractive Properties: Allows you to reduce a particular property of an object. IE you can make something less hard, make it less flexible, or make it less conductive. You can only do one at a time, though you can stack this with Additive.
Cost: Moderate
Range: Touch
Advances:
Journeyman Level:
Substitute: Allows you to transfer properties. You can switch heat, energy, take explosive properties and transfer it, make a stick like metal ect. This destroys the original material, and you need equivalent exchange. You can be rather granular with it
Cost: Heavy
Range: Touch
Advances:
Mastery Level:
Point of Reference: Allows one to mentally diagram something exactly. Down to the molecular level. Using this, a master has little need of any tools or other materials to identify objects. It doesn't detect magic however. This diagram lasts until the analysis is done on a different object. Writing down what is analyzed will lose some of the information. Can effect a cubic meter a second.
Cost: Minor
Advances:
To Worlds Unending: Alters a material on a molecular level, and cascades it along that substance. At it's simplest form it can be used to crumble buildings. At it's most complex form it can cause sand to turn to glass, metal to crumble, and so on. Doesn't work very well against aggregate substances like natural soil.
Cost: Moderate
Range: Touch
Advances:
And Leaps of Faith: This spell disregards everything. All natural laws are violated by it, all forms of matter obey it. There is nothing that can stop it, or alter it. It follows nothing but the will of the master using it. When used, it changes up to 5 cubic yards into something else. Lead into gold, flesh to stone, air to food. This change is permanent, and immediate. It does however, need you to know what you are turning it into, and you must know the object being changed extensively.
Cost: Extreme
Range: Touch
Damage: Extreme (When applicable)
Advances: +
Misc:
Buyable Materials: cost 1000sp, +10 roll(any)
Potential Concept - Creation: the creation of something from the unbound energy of the universe itself. The shaping of that without presence or percievable nature, the restructuring of existance itself into shape and form. Where Addition enchances. Subtraction weakens. Substition moves from one to the other. Where transmutation changes A to B, creation binds the immaterial energy all around to create both.
Potential weapons:
Longstrike MK2 "Behemoth"
Destroyer turret system
Last Update: Turn 26