Post by Paul von Einzbern on Oct 25, 2010 18:44:13 GMT -5
Paul von Einzbern
"Sigh...here we go again. Can't we all just get along?"
"Sigh...here we go again. Can't we all just get along?"
NICKNAMES: Bispectacled Idiot , Paul Heinz [/color]
AGE:30 [/color]
DATE OF BIRTH:Oct 31[/color]
GENDER:Male [/color]
ALIGNMENT: True Neutral[/color]
OCCUPATION: Alchemist ,Magus [/color]
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Deeply moved!
Incognito...
Trying to woo someone...
Interesting...
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HEIGHT:1.80 m[/color]
WEIGHT: 81 Kg [/color]
EYE COLOR: Hazel[/color]
HAIR COLOR: Black[/color]
PIERCINGS: [/color]
TATTOOS: [/color]
DISTINGUISHING FEATURES: An almost perennial stubble. He also wears glasses.[/color]
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- Laid-back
- Paul is a very easygoing individual. He doesn't take many things seriously and has a foolproof patience. Incidentally this is not always a good thing, for some people like to act before talking and he may fail to react in time on several ocassions. On the bright side, it's really difficult to make him lose his cool and he will always try to lessen the emotional burden of the ambience.
- Perceptive
- Paul has a rather keen eye to spot things other don't. This has been always one of his defining characteristics that have boosted his competence despite his lack of drive. He never lets his preconceptions blind him, and tries hard to not be deluded in seeing the world with his own eyes. He is also a good judge of character, beffiting his passive nature of reaction rather than action.
- Intelligent
- One does not reach far in the family without at least having a properly working brain. Since no Einzbern can hope to surpass the raw power of an homunculus, they instead have focused on honing their minds to better perform their Alchemy art. The magus who can keep thinking more moves ahead of the other is the one who thrives. Ironically, his intellect is one great source of Paul's inner grief. He can see where his family stubborness could lead to and he does not like it.
- Heroic
- No matter how lazy, half assed and conflictive he is with the main family, deep down his coat of apathy, Paul has a rightful soul who only wishes to shatter his family's past of failures into a bright new future, and he deeply cares for ideals long lost to man in the modern greedy world. When the things come to the worst, and hopes are extinguished, he will stand up to challenge the odds.
LIKES:[/color]
Peace
A comfy bed
Pubs
Experiments
Long winded philosophical talks
Good looking women
Pranks
DISLIKES: [/color]
Tradition
Wangsty teenagers
Needless Violence
Too Serious People
Smartasses
STRENGTHS:
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Paul is an Einzbern Alchemist, and as such he can make quite useful contraptions given enough time and resources. He has a rather analytical mind which allows him to play several moves ahead others and to predict situations with a fair margin of success. He is also unassuming in appearance, which helps him to go often unnoticed. While most Einzbern are not very physical, Paul can still be a competent runner and has a wicked aim when throwing knives, and using them in melee. Lastly, Paul refrains from needlessly violence so he won't attack you without prior provocation.
WEAKNESSES:
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Being an Alchemist, he has a glaring lack of offensive spells that all Einzbern do. In addition, Paul has a tendence to be rather lax when judging people and this can be traded in a loss of reaction when said person turns out to be very aggressive. He is not very fast nor very aggressive, and in a tight run, it will play against him.
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MY FAMILY LINE:[/color]
I guess everyone should know that one, since I'm one member of a great lineage of Magus. Once, we even had a hold of True Magic, but it was lost to us. Since then, everything the Einzberns have ever done was towards that singlemindedly task to retrieve what the sands of time took away from us.
The road to hell is paved of good intentions. In the wake of retrieving the magic, countless blood has been spilled, several magus families who once we called friends have been lost, and cities have been ruined. Betrayal and grief was the only reward to our hard work. But once again, the Grail Wars is in Einzbern's agenda. Obsession is fueled by our pride.
Our family is not that well suited to combat, so that's we employ our homunculus to perform the actual fighting. You can do so much Alchemy before a Magus or a Magus killed stabs you viciously before you can complete your work. Oh, and we have skills for healing and coining creations.
Yet, It is my belief that Einzbern can make adecuate, if outright fearful Magus should they choose to abandon Alchemy over other arts... That is however, asking for hell to be frozen.
MY HISTORY: [/color]
I suppose that you all think I am some important person with such a name the one that I bear. Tough luck. I was born as a pretty second tier, conveniently away from the main circle of heirs and leaders, and as such, my life was just yet another alchemist life. I studied in the Clock Tower, and then performed menial alchemist tasks for the family while awaiting a marriage to be arranged.
I never made effort to shine particulary, for I am pretty conformist. I simply used my wits and talent in the just measure to secure a meal, never been one of ambitious goals. I even coined my own homunculus, which I keep to this day as maid: Noah.
Yet this hollow existence pained me deep inside. Unrest grew within me. I watched as my elders threaded in the same paths, made the same mistakes, I could believe they were anchored in the past, with little innovation.
When I heard they had a new place to perform a Grail War, I hoped for the worst. Something within me told me I had to be there, and make a difference. So I moved. I asked to be sent there, I talked, I convinced people. I even developed a style to use homunculi and familiar creation with recycled elements, which i dubbed "golems" in order to increase my combat effectiveness.
In the end I was allowed with condescendence, since I wasn't very worthwile to begin with, but with a very strong warning and a death threat. If I jeopardized the Einzbern Master, my head would roll. And so I set with Noah towards the city of Lucca, to offer my services to Kosviel.
MY GOALS:[/color]
To make a difference. I wish the Einzbern to awake from their usual repetitive ways, or have a sucess in the war. Even if it means staining my hands and ... betraying the main Master's command.
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Razor Knives
Alchemically created alloyed knives which Paul uses in knife combat and can throw around. They are balanced, able to cut most mundane materials with ease and never lose their sharpness while at it . He usually carries six of them.
Life Line
A purified metal wire he has coiled around his right arm. He usually carries one of them aroun in case an Instant golem needs to be made. The thinness of the wire makes it unsuitable as weapon, however.
First Aid Kit
Self Explaining. He usually carries one of them around, just in case.
Instant Golem
Debris animated by a Life line. In order to work, it has to have a degree of consistence to support a solid frame. It can be ordered to take a vaguely humanoid shape to move, if it doesn't on its own. It can only do simple movements, like a robotic device attached to the magus. Once damaged enough or the magus stops the spell it breaks apart to its components. Paul can animate up to 1 ton of materials this way.
Durable Golem
An artificial frame in a humanoid shape with a life line fused to it via magecraft. Being meant to be durable, it is made of high-hardness alloys and has a humanoid shape. It can move more deftly, and withstand a lot of physical punishment(be it energy or projectiles) before breaking apart (just like any metallic contraption). Building one requires forging 280 Kg worth of metal in an adecuate shape, so it is very time-intensive if done unaided, as well as sacrificing a Life Line to form the prana receptor. It can be shut down at will to preserve prana and leave no noticeable presence for a magus. It can be restarted at will. It usually is tuned to a particular Magus, and can only move a certain distance which depends on how far is the prana supply of the mage (Range is Max Prx1.5 m, so Paul has a range of 120 m). When there are circunstances that affect the prana use, the golem will fail to work.
This golem does not break apart if the prana flow is interrupted.
RANK: // [/color]
ELEMENT: Ether [/color]
EXPERTISE: [/color]
Alchemy
Paul is an Einzbern, and as such he is lectured in the family's magecraft. His lore of the subject is good enough to allow him to craft humanoid homunculus, as well as being the keystone that allows golems to be created. While Paul pales in comparison with the heirs, the raw power matter little in the way of alchemic creations, where he can unleash his wit without few constraints of time, usually.
Medicine
In order to coin flesh homunculus, knowledge on this is a given. Paul can diagnose and heal injuries on the average person, the magus and even the homunculus. His knowledge on the subject is good enough to warrant surgical competence, and while he has never done it, Paul theorically could forge and transplant organs to patients in need.
Knife Fighting
A skill born out of Paul's boredom, soom he found that knives could be rather useful as self defence tools, perhaps even as attack tools. While not being very though on the way of fighting (besides running away at deceptive speed), he compensates with anatomical knowledge. Still, this won't be of much help if his opponent is not someone human or humanoid for that matter, or is caught in the open.
MAGIC CIRCUITS:
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Paul has 20 Magic Circuits, each one able to hold 4Prc, this gives him the maximum of 80 Pr
SPELLS: [/color]
[Scan Composition] (Ether)
Rank: E
Cost: 3 Pr +1Pr per 10 Meters
Range: 30 Meters
Effect: A modified version of the Structural Analysis spell seen on other Einzberns, Paul has upgraded the range of the spell. This spell is a foundational one and gathers all structural information of a piece, sending it into images in the Magus mind. The highly accurate analysis of the object allows the magus to separate the different parts down to their composition, as well as noticing flaws or ways of strenghtening them. It may also scan the composition of organic beings, giving a rough check on their health condition. Prana infused users will give a blurry, illegible reading.
Although it is not necessary for alchemy to perform this spell, it is reccomendable. An informed alchemist is an efficient alchemist.
Paul can analyze with this Single Action spell up to 200 kg of materials or a single organic target.
[Transforging] (Metal)
Rank: C
Cost: 12 Pr
Range: Direct Contact
Effect: A spell that can alter not only the physical shape of metals, but also transmute them into others. It is perfectly possible to get gold out of lead, and steel out of bronze with this spell (It also works with alloys). It can also strenghten or weaken said alloys.
It can not only alter the molecular structure of metals, but also their atomic structure to some degree. It can't however, turn plastic into metal, nor anything that is not related to metal whatsoever may be used as target of this spell.
Transforging is a four-word spell, and as such is not very suitable for combat. Quicker versions of this kind of spell exist, but the prana comsumption is pretty prohibitive for Paul. Currently he can transmute up to 14 Kg in a single spell use. Transforging requires a few seconds to function.
[Homunculus Coinage] (Ether)
Rank: A
Cost: 60 Pr +7 Pr Daily Mantenance
Range: Direct Contact.
Effect: The creation of a traditional homunculus by combining several ingredients with human genetic material.
One of the most lengthy, draining and easily interrupted spells of Alchemists, homunculus creation is often a group task in order to shoulder the prana burden between them. Once the process is started, it should be noted that any prana source will work in order to keep the development of the embryo, and if cut off, the spell will be ruined (and thus the homunculus). The spell must be maintained for months until the homunculus is viable. It is also a given that all homunculus have some kind of defect versus humans.
Paul, as an Alchemist, has used this spell in the past to produce with less-than-satisfying sucess his own homunculus aide, Noah.
[Golem Coining/ Fake Familiar Forging] (Metal)
Rank: B
Cost: 30 Pr + 10 Pr if Hardened +5 Pr daily when active.
Range: 10 m.
Effect: Paul's own answer to the Alchemist weakness was to forego all mantras of perfection and refinement and use alchemy to provide a quick, cheap, unsofisticated yet practical use of the art in combat related tasks. The creations of Golems.
Golems are akin to Magecraft fueled machines. They are not familiars, nor have an ability on their own. They always require a Mage to power it up and direct their attacks. Yet for all their simplicity, they are also relatively affordable.
Golems come in two flavours: Instant and Durable. Instant golems are made when an Alchemist inserts a purified metal wire (dubbed Life Line) in an amount of materials, which then shape accordingly to the alchemist's will and whim, creating hapzardly puppet creatures that are under the Magus control. An Instant golem is created within seconds.
It should be noted that a Life Line is essential for the spell to properly function. If said line is destroyed or severed from the Magus, the golem will fall apart once again in its raw components. Instant golems are also not very durable, and will fall apart in a few moderately power attacks.
Durable golems are actually assembled before having the Life line inserted, as their parts have to be created before to increase the hardness. By infusing even more prana in the Life line, an Alchemist can eventually turn it in a prana receptor attuned to an Specific magus. This is called the Hardening. Hardening takes several minutes to do and must be done uninterrupted.
Golems created this way do not break apart when separated from the Magus, they can also be shut down and restarted at whim. Their daily cost of these automatons is 5Pr , and they can be tuned to respond to a different Magus. They still remain as dumb automatons however, and need constant imput. Durable golems are notoriously more resilient. They can withstand a lot of attacks (indeed, nothing short of a rocket launcher equivalent or armor piercing round will damage them significantly), and they have enough strength to pry doors open and tilt cars. A magus would be better off attacking the golem user or cutting his ability to broadcast prana to the golem.
The initial golem chant is a three-line spell, followed by a fourth word in case of Hardening. Paul's limit in this ability is only time, Prana and Materials available. Typically, unaided, it takes weeks for Paul to even craft one due to the need of forging the pieces and assembling them. Alternatively, anything metallic and humanoid with joints can serve. If all the pieces are provided, it only takes half an hour.
Currently Paul has one of these devices crafted.
[Mend Flesh] (Life)
Rank: D
Cost: 5 Pr +20 Pr for Magus targets.
Range: Direct Contact.
Effect: A healing spell that may be applied for both external and internal wounds (provided an scan was made) . It is a two word spell and can heal up a single target. Healing needs 30 seconds to perform its full effect.
The Einzberns have some elemental magic directed at increasing the survival of their patients, and this is no exception. The spell is also notorius for being able to overcome a Magus natural passive resistance, but with five times the effort made with a normal target.
PLAYER'S NAME: Paul Heinz[/color]
FACE CLAIM:Maes Hughes from FullMetal Alchemist[/color]
OTHER CHARACTERS: //[/color]
MISC. INFORMATION: //[/color]
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