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Alchemist's Waltz

Alchemist's Waltz

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Young scientists clash using the alchemical arts, governed by strict principles, all striving for the Eternal Knowledge. (Fantasy/Steampunk)

4,448 readers have visited Alchemist's Waltz since Anno Domini created it.

Introduction

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"Displeased with the wicked world around them, ancient scholars broke it up into the smallest components and elements they knew. Then, using only the craft of the mind, they began to build it back pure again. In this way alchemy was born, to disassemble the wrong, and to reassemble it right."

This is the fable that alchemists use to explain their namesake craft. It is also the origin tale of Crossroads, a land in which alchemy is the most valued science. Large and sprawling, it is a perpetually expanding kingdom that encompasses several smaller regions, all caught in the technological era of locomotion and clockwork. With science at the very forefront of their matters, the people of land live in peace with one another... That is, when not at battle over the alchemical crafts themselves. Indeed, it seems that at the heart of any major conflict, there is always a scientific secret to be had. Whether it's a battle over stolen artifacts, or an experiment gone rancid at the loss of human life, the very same powers that protect humanity also tend to deform it. Now rumors have started to spread throughout the kingdom; Rumors that the legendary Eternal Knowledge, an artifact that grants the user a powerful understanding of all alchemical substances, has been located in the Feral South. As a result, scientists from all across the land have begun traveling there, all hoping to find the artifact for him or herself. Many alchemists would kill for such an item... others already have.

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Welcome to the adventure roleplay Alchemist's Waltz. The story takes place in the fantasy land of Crossroads, a continent that is technologically similar to 18th century Europe. Players may take on the role of alchemists in search of the Eternal Knowledge, or any other type of character so long as it engages them in the plot. I'll explain important features such as the alchemy itself and the people of Crossroads in detail, so long as players try to read and understand them before posting a character. *Note* This is NOT a Fullmetal Alchemist roleplay, though it does feature similar concepts as that is a primary inspiration. Alchemist's Waltz is not based in the same universe or the same places.

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The Alchemy of this land is not the same as the protoscience of ours, but draws heavy inspiration from the alchemy featured in the anime Fullmetal Alchemist (if you haven't seen it, you're not at any disadvantage. The alchemy here is similar, but not identical). It can most easily be described as the study and understanding of the various chemical substances that make up the world, a sort of altered chemistry. Alchemists then use this understanding to break apart the materials and recreate them however they see fit. For many this is done in a lab, but highly skilled alchemists are capable of doing it instantaneously by redirecting their own neuro-electric current into their hands and then through the material by touch. This allows them to perform mage-like alterations at the cost of their own body's energy. It takes a great deal of understanding to do so however, and most alchemists devote all of their studying into the mastery of a single substance as a result. The range and power of the alterations (referred to as "transmutations") performed at any given time depends on the energy spent by the chemist, as well as the properties of the material involved. Transmutation circles featured in traditional alchemy work as equations to help in the understanding of a chemical's properties- though not necessary for use in transmuting known materials, with careful preparation they can allow the transmutation of unfamiliar substances that characters do not yet fully understand. In the roleplay itself, I will only allow mastery of a single or few materials per character for the sake of balance. Players may choose what these materials are, but I'll notify you promptly if I feel the skill at which your character uses them is overpowered/unbalanced. Viewers familiar with the Fullmetal series may recount instances where monumental objects and landscapes were moved with alchemy. Don't expect to be capable of the same.

Alchemical Talents: (Just examples, you're welcomed and encouraged to come up with many original and new talents) Clockwork Engineering (the ability to transmute clockwork technology into devices to fit your needs), Bioengineering (the ability to alter or mutate the anatomy of other organisms), Sulfur Mastery (Use of the chemical sulfur in compounds to create instant explosives), Stone Mastery, Gas Mastery, Gold Smithing, etc...

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http://i767.photobucket.com/albums/xx319/Beaten_with_a_Rock/CrossRoadsMap-2.jpg?t=1281930868

Crossroads is a kingdom at the edge of the world's furthest Western continent. Founded several hundred years ago, it is populated by both the original settlers and a range of newer immigrants. The kingdom is known for its network of railroads which connect its inner cities and villages, as well as pave the way for further continental expansion. Three main "Gate" cities act as bases of further development in either direction away from the coast, though the far north and "Feral South" are both largely unexplored. Other major cities of Crossroads include Bay City, the main port of trade across the Merchant Sea, and Eastern Relay, a boiling pot of cultures and the "home-away-from-home" of most Eastern immigrants. The capital of the land, however, is Northgate, a city from which most railways originate and the home of the world's finest Alchemy Universities. Crossroads is historically significant as being the only land domesticated with the use of alchemy, put forth in clearing through a coastline mountain range in the initial settlement. It has since been used regularly to clear any formation that obstructs further settlement of the land, though expansion is currently halted at the western Mountain Barrier while scientists study its properties before deciding how to go about the transmutation.

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Technology among the West is a combination of clockwork mechanisms, steam powered locomotives, and sulfur based gunpowder. While some scientists study in the field of alchemy, others perfect early rifles and explosives. Common among clockwork and gunpowder enthusiasts are revolver-type weapons, though their use is still debated and controversial. You're more likely to encounter a blade in combat then a gun, as cartridge based ammunition is still in its early phases, and only true engineers are ever likely to have it. Alchemists and engineers do have a sort of brainchild though, found in the ability to store energy in clockwork mechanisms for later use in transmutation. Particularly well-wound pocket watches and steam cores are often carried by alchemists to add an extra kick in transmutations when needed. Similarly, the power from entire locomotives can be harnessed by skilled alchemists and redirected into a well-planned transmutation for maximum power (a common trick used in clearing landmasses).

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There are no traditional "beast" races of the West. Monster and man are not common place in the same body, as it is not the nature of this world. They are, however, joined in common place at the hands of science. Skilled alchemists have joined many creatures and formed many strange, new races as a result. Because of the difficulty in binding anatomical structures, few transmuted creatures ever survive, so when a pair is found that bonds easily, it is often repeated more often then others for the sake of practice. This practice has created entire communities of the human "Chimeras" and many take refuge with their own kind. That said, it is extremely rare to see them interacting in normal society. Most aquatic chimera (the most frequent bond being Homo delphus) live in the off-shore "Pearl Palace", a makeshift underwater society. The human village of Courier Town is frequent to forest dwelling chimera (the second most common bond being Homo ursus) both visiting and lodging there. Even the major city of Westgate has seen a good deal of mountain dwelling chimera (A third frequent Homo lupus) as common nomads. Other variations of chimera exist, but these three are noteworthy as being more human in appearance then others- they retain the form of a man, with the skill and senses of the beasts (dolphins, bears, and wolves respectively). Because many are underprivileged and discriminated against, it is rare to see a chimera that is capable of alchemy, since to study it would take a great deal of exposure to human alchemists.

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The Guild of Alchemists is an alternate storyline that takes place in the city of Northgate and follows the activities of a secretive organization of alchemists and engineers whose abilities surpass those outside of it. The characters of this storyline may be borrowed from the original or completely new entities altogether. Guild members can be expected to be specialists in unique fields that aren't fully understood or even known of in the outside community. The goals and practices of each member vary, but a widely desired project is to master and obtain the element of "Aether". That is the objective at the start of the roleplay.

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The Guild itself is located underground beneath the Northgate marketplace. The entrance is a small Rune Shop which sells stamps and scriptures in ancient tongues. A tunnel in the shop's cellar is adorned with alchemical scriptures and symbols in a luminescent chalk, leading to the bright and open courtyard of the actual guild. Still located underground, the courtyard is lit by a magnificent kerosene lamp fixed into the ceiling like a sun. The ceiling itself is painted in appropriate sky blue, with constellations marked out in brilliant gemstones. The courtyard is a vibrant landscape where many young alchemists go to practice their arts, while more advanced lectures and practices are held in the inner labs of the complex. Though less aesthetically impressive then most Northgate structures, the complex achieves excellence through its mechanized architecture, as rooms and corridors shift in space. The only constant among the buildings clockwork structure is single boiler room from which the shifts are powered and directed. They work in order to take advantage of a powerful magnetic current by regularly positioning four rare-earth magnet rooms at the corners of the structure, then back at the center again. The intense repulsion of these magnets creates a renewable power source that the members can tap into with every center shift. Other noteworthy features include the Archives and, less proudly, the Dungeon. Part of the secrecy of the Guild maintains that their members are fully aware of the horrors that await those who betray them...

In practice, Guild members act as colleagues and work to better themselves and each other. Their origins and reasons for joining all vary, but all hold the Guild as the most sacred and respected organization. Many joined through invitation and word of mouth, though there are no known hierarchy members to coordinate this. The oldest and most well known members are those who operate structural shifts, campus munitions, and those in charge of security of secrecy. The only clear difference between them and anybody else is a black cloak worn by these members, unlike the commonplace red one for most. Many members stay and live on the Guild's grounds, though some pursue a life outside. This is not taboo or frowned upon, but it is always made clear that you are seemingly never free of the Guild's surveillance.

(I designed all of the JPEG graphics in this introduction myself. Please make a request or otherwise notify me if you'd like to use them anywhere other then this site. If you have a request for character icons of a basic or similar quality, you may also PM me.)

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Here's the character bio below. Don't be afraid to come up with new races, talents, places and even devices for your characters to use and practice- be unique!

Name: (as well as any aliases)
Race: (If not human or one of the aforementioned races, be clear about what it is)
Gender:
Age:
Appearance: (Be descriptive! Especially with chimera- note any physical giveaways to your true race. Remember, no pictures unless drawn by yourself for the character.)
Apparel: (Your character's clothes/armor)
Equipment: (Any weapons, tools, items, etc. your character would have on them)
Alchemical Talents: (explain what your character is capable of and what substances they've mastered. I'll only allow mastery of a few substances per person)
Personality:
History: (Be sure to include where your character was born, any training they may have had, where they have traveled, etc. If your character is an immigrant from the East, be sure to explain what their homeland is like. Crossroads is very much a sort of American-analog; try to think of a European/Asian/African analog if you can. Help make the world seem functional ^_^)

Toggle Rules

1. RoleplayGateway rules all apply. I'll reiterate them as I see necessary.
2. No godmodding, powerplaying, etc. Your characters shouldn't be performing amazing feats outside their field of expertise, either. Shifting entire continents isn't exactly going to fly by me.
3. Good grammar is appreciated. If it doesn't start at the character bio, don't expect to be accepted.
4. Post length varies, but try to provide detail and at least a few lines. I don't want an essay for a post, but a single sentence won't do.
5. No senseless NPC slaughter. It's not cool and it's not that fun to read. Save your game for real people.
6. Be cool and let people know if you're not going to be active. If a lot of people are involved at a time and you have to go, don't freeze other people up. Get your character out of there!
7. Romance is cool and all, but no making whoopie in my roleplay. That's PM material.
8. No pictures in place of character appearance. Unless drawn for the character specifically, they only limit the potential for originality.
9. Pop a ":3" face in the end of your character bio to show me you've read everything. Have fun!

Browse All » 2 Settings to roleplay in

Crossroads

Crossroads by Anno Domini

A Western kingdom of massive proportions.

Guild of Alchemists

Guild of Alchemists by RolePlayGateway

The secret society of advanced alchemists who share their techniques and operate unknown to the outside world, conveniently hidden in the most active city of the West.

The Story So Far... Write a Post » as written by 13 authors

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Pierre silently followed Stella as she lead them down the narrow corridor on the train. As they passed compartment after compartment, he could catch snippets of people's conversations: young couples professing their love for each other, old men arguing with their wives, and the occasional spirited debate between two bright minds. Pierre had always liked witnessing the clash of intellectuals, but he was hardly entitled to barge in on a room full of strangers just to fulfill his desire.

It didn't take long for the trio to reach compartment 27D, and even less time for Stella to open the frosted glass sliding door. As the alchemists filed in, Pierre noticed that there were already some people in the small space. Not that that was unusual; in the world of locomotive travel, it was commonplace for complete strangers to be stuffed in a small wooden box together. Pierre sat down on one of the overstuffed red velvet seats, carefully extracting a book from his bag before stowing it underneath him. He didn't like to put his luggage in the overhead compartments, there was too much of a risk of it falling on his head.

The book was entitled A Tale of Transmutation: The Evolution of Alchemy Throughout the Ages. Quickly flipping to the place where he had left off, Pierre almost immediately shut out the events of the surrounding car. He had gotten through a few pages before he felt a minor sense of foreboding; someone was watching him. Glancing around, Pierre easily found the source of his uneasiness. Seated next to him was a young man, probably several years younger than Pierre himself. The man had a deep tan and black hair, both generally southern traits. He also had strikingly green eyes, not exactly a common sight in Crossroads. He was staring at Pierre with a curious gaze that made Pierre slightly uncomfortable. "May I 'elp you?" Pierre asked, softly closing his book and setting it on his lap.

"You're an alchemist, aren't you?" the stranger asked. After receving a wary nod from Pierre, he continued. "So am I. I've been working in catalytics recently, so I'm hoping that this supposed 'Eternal Knowledge' will help me in my research. That's why you're going to Southgate, right? Of course that's why, what other reason could there be? I hope Southgate won't be anything like this city; being from a desert country myself, I hate the cold..."

Pierre sighed. Whoever this man was, he was talkative. It would definately be a long ride.

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Following the other two along the train cars, Beval ducked his way into their own cabin and settled by the window. His massive trunk was... unwelcome in the small compartment, so he held it close between the already wide stance his legs took. I knew we should have payed for luggage, but Pierre said "Noooooo, we'll miss ze train." The bear shook his head disapprovingly and sank back in the seat. He was less than worried about the other characters they had been seated with, and wasn't going to pay them any mind until one spoke up.

"You're an alchemist, aren't you?" Beval's eyes petered over to the pipsqueak that sat beside Pierre. He fought back the urge to exclaim "Me too! I'm an alchemist, would you like to know more about what I do?", which was a sickeningly large temptation. His attention deprivation was appalling, even to himself. We need to keep low brow, I have to remember that... It's hard enough to do so in this tiny space. Beval already felt that he was taking up half of the cabin, so it did no good when it was pointed out to him.

"You should have bought an extra seat; you take up two." The voice came from across the small space, where a slender woman sat and spoke in an icy tone. She looked no older than the others and appeared to be as tall as Pierre, her entire body refined by two crystal blue eyes. A mane of black hair surrounded her face, carefully combed and reaching past her shoulders, a foil to her sheet white skin. Her angular face looked... deadly, to say the least, completely unsweetened by the pink of her lips or the dimples on her cheeks. She wore a fitted, warm looking coat of furs and synthetic cotton, its white color indicative of northern fauna. The Glacial Pass was home to many creatures that wore that color fur, particularly bears. The tall boots and leggings she wore probably would have confirmed her northern origin, that or the faintest Auvergnian accent she spoke with.

One feature that stood out upon the canvas of this icy huntress (to Beval) was strung across her back, a long rifle of elegant wood and steel. It seemed to be a custom design, nevertheless well crafted and furnished. A grizzly sharpened bayonet rested at the end of the weapon and threatened the ceiling of the cabin. There was a powder horn on her hip as well as a pouch for lead ammunition- clearly the gun was not a rifle, but a musket. Beval's eyes were caught studying the weapon best he could, and his mouth was all out of words when it came to respond to her. "I... I didn't think... S-sorry,"

"Hmmph," The woman smirked, "typical Slav. You come here with your own money and act like you're above everyone, entitled to your own of the west." The girl turned away from Beval, but he couldn't stop staring at her. He was completely shocked. For once, he thought, someone insulted me, and it wasn't because I'm a chimera. The statement was racist in its own right, perhaps, but he hadn't noticed. He was just too... amazed, really. Not only wasn't he accused of being a chimera, but he was referred to as a foreigner!

"I do..?" Beval's mouth moved idly as he stared, hardly aware he had spoken at all. "I didn't think... S-sorry."

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Stella navigated the rather cramped tangle of limbs, picking her way rather carefully along so as not to trip over anyone. The last thing she needed was to appear clumsy. Why that was the last thing, she wasn't sure exactly, but she'd always hated it. through whatever mechanism people used when deciding where to sit, she wound up wedged somewhere between Pierre and Beval, which wasn't exactly comfortable considering the space constraint issue. Oh well. There were times, it seemed, when being rather too small had its advantages. Pierre was immediately accosted by an alchemist not much older than she, and Beval by someone less earnest, but all the more irritating.

Stella's eyes narrowed at the cold woman across from them. "I guess it's a good thing I only need half a seat then, isn't it?" It's not like he's bothering anything. Her tone was overly saccharine; anyone with a trace of subtlety would detect the disdain in it, but it was not so obvious that they could call her out on it. A delicate balance, one learned by rote long ago. The woman went so far as to insult him for being a Slav, of all things, and Stella barely suppressed the disgusted snort that she might have issued otherwise.

This was ridiculous; she should go see the conductor and demand a new train car. It was what... well, no, perhaps she shouldn't. Theoretically, her name alone would be enough to accomplish this, which was a good thing, as she had only an infinitesimal fraction of the money that would ordinarily be backing it. But that was hardly the issue, and she had the overwhelming desire to lay into this woman for being instantly rude to someone who hadn't so much as looked at her the wrong way. Something stayed her tongue, though- perhaps it was a more recent reservation, a newer fear. It might very well be that she was not a person that bold any longer.

She was saved from the necessity of contemplating it any further, though, when the person seated on the woman's other side spoke. "There's no need to be quite so blunt, is there?" The speaker was a child of no more than twelve or so, but his voice held far too much seriousness for his age. A mop of curly blond hair hung over a pale, drawn face, and gray eyes held all the solemnity and wisdom of someone quadruple his age. It was clear that his companion listened to him, though Stella was unsure if she would listen.

The speaker fixed Stella with a measuring stare, and she was not ashamed to say she was unnerved by it, coming from such a young face. "Forgive us. My name is Gabriel. I shall let my companion introduce herself; she is not all that fond of others doing it for her. Please do not concern yourselves too much with us; we have been journeying long, and we are quite weary." He shot a glance at the woman beside him, as though daring her to contradict him.

The setting changes from Guild of Alchemists to Crossroads

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Whether it be from exhaustion or from the fact that Pierre was ignoring him, the young man ceased his non-stop speech and retired to look out of the window. Before long, Pierre felt the car lurch as their train began to chug out of the train station. The alchemist watched as the snow-laden trees drifted past their compartment window, slowly speeding up until they melded together into one monochrome blur. Tearing his eyes away from the dizzying scenery, Pierre once again turned his eyes down to his lap and opened his book.

It wasn't a particularly good book; sure, it contained a few interesting tidbits of information, but Pierre already knew most of the facts contained therein, and he had never been too much of a history buff anyway. Needless to say, in a few minutes, he was listlessly gazing around the small compartment he was in. Ironically, Beval seemed very uncomfortable sitting next to who he was seated next to; normally, it would have been Beval who would make others feel uneasy. Stella, on the other hand, seemed to find distaste in the aforementioned woman. Last, but not least, there was a small child seated in the corner of the small room. Although he could not have been much older than eleven or twelve, he seemed to be much wiser than his appearance let on. His eyes along gave Pierre the chills.

Why couldn't we have gotten a car full of normal people? the man thought. Somehow, he already knew the answer to that question. Life just isn't that simple.

((There we go. Not the best post I've ever written, but it'll have to do.))

The setting changes from Crossroads to Guild of Alchemists

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Beval's eyes widened with fear when Stella spoke up. For her to defend him was ironic all in its own, and though pleasing to hear, the bear was immediately terrified of a potential backlash from the icy woman. Instead, however, a small boy beside her spoke up. He wasn't exactly the picture of normalcy Beval had first chocked him up to be when scanning over the cabin. At once he was a nondescript child, but now he was forced to take into account the boy's deep eyes and terribly expressionless face. What... what is that? Clairvoyance? Disdain?

"Of course," The woman across from them spoke calmly, as if snapping out of a trance, or perhaps snapping into one. Was there a hint of fear on her voice? One of sheer terror? She didn't look back down at the boy, instead just responding accordingly. "I am Henrietta. We've come from the far North; Gabriel and I are Alchemillan." She gestured to the boy beside her. Her use of his name "Gabriel" instead of "brother" warranted further query as to their relation.

"I trust you all hail from the East?" Gabriel spoke almost absently, letting his eyes spread across all three of the Guild members. Pierre's young admirer seemed too preoccupied reading Pierre's book over his shoulder to hear the question. Beval heard the question perfectly, but didn't answer for loss of words. Whether it was the right time to lie or hold his tongue, he couldn't tell, so he instead shot a glance to Stella. She knew the right move more often than not.

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"Yes," Stella replied nonchalantly, sensing Beval's discomfort but not acknowledging it. It would not be good for them to appear to be much more than casual acquaintances. She would admit that her comment earlier had been something of a slip in this regard, but she could play it off as a general aversion to snobbery well enough. That at least, she would not have to fake. "At least, I am. If you want to know where they're from, I couldn't really tell you."

She shrugged, and though she sensed the boy did not quite believe her, the woman seemed convinced enough. Somehow she truly doubted she could successfully lie to the child; though she could give no reason for her intuition. "My name is Stella, this is Beval, and the man over there is Pierre, I think. Travel is much better with company, don't you think?"

Gabriel smiled, though it was not the delighted one of a child, rather the sly one of a sharp-witted adult. "Indeed; I myself find it so as well." Though she did not think he was deceived by the subtle implications in her choice of words, he seemed willing enough to play along with it, and generally made pleasant, meaningless conversation with her for a while. It was a delicate dance of wit, and both of them knew it. Each was searching for information, subtle giveaways in body language or a careless flick of the tongue, neither willing to concede anything of true value, though trifles were spilt from lips with deliberateness, false leads to the contrary. She learned that Gabriel and Henrietta were headed to Southgate, though nothing about what their purpose might be. The boy almost seemed to be teasing her with it, dangling the obvious conclusion in front of her face, but she knew she could not seize upon it. Too many of the right, directed questions would give away her knowledge, facts and information that the person she implicitly claimed to be should not know, not have.

This boy was dangerous, and Stella felt it as an undercurrent beneath her skin, a purely internalized shiver of instinct that bade her be wary and watchful both, and already she was concerned that he knew things she did not. Things she needed to know.

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"My name is Stella, this is Beval, and the man over there is Pierre, I think. Travel is much better with company, don't you think?"

"Zat is correct," Pierre responded nonchalantly. "I am from Auvergne. I arrived 'ere in Crossroads a few weeks ago. I 'ad 'eard zat ze snow 'ere in Northgate is as pure as it van be, so I sought I should, euh, what is ze term, 'check it out' before I 'ead down to Southgate. Zey say zat ze Sulfuric Tundra in ze South is like no ozer place in ze world, I just 'ad to see it for myself." Pierre had purposely thickened his accent slightly to play along with the whole tourist cover up. The scenario was actually quite plausible; because of Crossroads' variety of climates and landscapes, it had become a mecca for all Easterners who enjoyed travel.

"So you're not interested in the Stone?" Xavier spoke up, sounding slightly befuddled. "Well, I guess that's one less competitor then."

At least one person bought my ruse, Pierre thought, glancing around the cabin at the other passengers. Henrietta seemed as cold and rigid as ever, and the child's soulless eyes remained unchanged as he listened to Pierre's story. If anyone will see through it, it'll be zat little brat.

((YES! I remembered the location this time!))

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( ^_^ Nice, Lightning)

Beval settled, somewhat uncomfortably, and added "I am... Hmm..." He took a mental note from Pierre's performance and considered how maybe he too should feign a Kietzkan accent. Thinking about it, however, he started to realize that he didn't really know how Kietzkans sounded. I can't fake an accent I've never heard! Beval performed a mental face palm, thinking carefully of what to do. I haven't spoke much up to this point. Perhaps I can just feign that I don't even know Westmarckian? The thought exploded in his mind, a liberty that had just been waiting to be found. I get to lie... innumerably. The bear's eyes lightened.

"A... a Kietzlander. How you say... Kietzkan." Beval rubbed his chin quixotically, hiding the smile which wanted to brazenly light the cabin. Henrietta sat across from him and twitched peevishly. The act had an immediate impact and Beval felt that maybe, if her face weren't so icy, her cheeks would redden to show this annoyance. "Your Bahn, it is schnell... In-yet, ours are much faster." Each word that Beval called forth, he did so with great effort. His father would toss such language around the house casually, but his mother reserved the tongue for "the old country". To speak it now, as a part of this act, made Beval feel sorely about the years he'd spent away from them. Were they still well?

Gabriel's gaze found the bear and threatened his ruse. He had been speaking casually to Stella, maintaining his own deceit, and yet still found time to hold a knife to Beval's throat with just his eyes. It was difficult for the bear not to gulp out of fear. "How fast?" Henrietta's voice, however cold, was a welcomed sound to tear Beval's eyes from the chilling boy. "Pardon?" Beval asked, causing her to reiterate; "How fast do your trains go?"

Hmm... Beval thought to himself. For a scientist, he didn't know a thing as to technical measurements, not regarding speed or distance anyways. On top of that, most of the East had reverted to Auvergnian Metrics, meaning that even the Imperial ones Beval knew were in disagreement with his lie. "Our Bahner travel... Erm..." Beval's eyes swooped and, keenly, fell back to Stella. Please... Do something about now. Be... Aggravating!

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You're not making this any easier, Beval, Stella thought to herself. Truthfully, she didn't know a great deal about the trains being discussed, and yet she was somehow supposed to come up with something to get him out of this rather sticky situation. Come on, Stella, think. You don't have to know the answer, just distract them.

"Well," she replied easily, "that depends on whether you prefer your measures in Westmarckian or metric. If I'm not mistaken, Kietzkans use the latter, so the calculation would be off, but... I'd say about one and a quarter times as fast, regardless. Of course, I only ever went to Kietzland once, so perhaps that's changed..." she raised an eyebrow at Beval as though inviting him to explain, then appeared to remember something and shook her head.

"Es ist über einen und ein Viertel mal schneller, richtig?" Her Kietzan was barely half as good as her Auvergnian, but then she wondered how much of it Beval even knew, so maybe the fact that she had to speak a bit more slowly than she usually would was a good thing. It couldn't hurt the act though, since she'd intoned the last word in a way that clearly sought agreement.

Stella shot a glance at the woman, Henrietta, who now looked positively irked. Stella smiled inwardly; something about this woman just rubbed her the wrong way. It didn't help that she was clearly rude and a superior, pompous wench besides. Hm. Wench. My father would surely disown me again if he knew I'd thought to call someone that. Rather than making her second-guess it, such a thought only made Stella all the more certain that this was indeed what she felt.

there was a small smile playing across Gabriel's lips, and she was only further chilled by that. Why, why, why did she constantly have the impression that she was being outwitted? And by a child no less! Well, if she were being honest with herself, it wasn't really the fact that he was a child that bothered her. No, she knew firsthand how ridiculous it was to discount someone due to age. It was rather more the constant feeling of being bested that bothered her; it was not a sensation that Stella was used to or liked.

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((Sorry for the wait, I've been sick for the past couple days.))

Pierre mentally sighed in relief as Stella came to Beval's rescue. The last thing the trio needed was for their fellow train mates to become any more suspicious than they already were. After Stella's little cover up, an awkward silence had filled the compartment, and Pierre soon found himself gazing aimlessly around the cabin. Looking out the window, the young man noticed that there was significantly less snow on the ground, a sure sign that they were heading south. I suppose I will not need my 'eavy coat anymore, Pierre thought, resting his head on hid hand and exhaling in boredom. Even though the group couldn't have been on the train for any more than half an hour, the time they had spent there already felt like an eternity.

((Wow. This is crap. Sorry!))

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Beval followed Stella's words... vaguely. He learned his Kietzkan over the years, as bits and pieces of conversation, but Stella had clearly been schooled before. The inflection in her voice led him and he managed to slump out a response that fit the situation well enough. "Das is stimmt,"

Beval sheepishly welcomed the silence that followed. His eyes drifted out the window and, like Pierre, considered the changing landscape. Beval had always lived in the cold, but these trees were greening. The mountains were growing bare and the grass was taller. A herd of black masses gathered in a meadow not far from their train and Beval realized he didn't know a name to call them. Their big long faces and short, stubby horns weren't anything he'd ever seen before. Had he known the words he might have remarked, solemnly, that he was the most urbanized chimera in existence.

"I think I want some fresh air." Beval didn't feign an accent or mumble his words, he simply stood and moved to the thin door that separated their cramped cabin from the aisle. The movement wasn't simple, by any means; Beval stepped awkwardly over his fellow passengers laps and his own massive trunk, sliding the greased panel open with a heave and nearly stumbling out of it. The narrow space between cabins offered a cool breeze of air, suggesting that the cabins may have been heated with circumvented engine air, or something of the sort. Beval felt that he ought to know more about the concept, as an engineer, but the cramped everything in this train made it hard for him to think about it, especially with that Gabriel child. Those eyes...

Several meters down, past another two cabins, Beval could see the door which separated train cars. A window rested on either side of it- behind one, a ladder. "Hmm... Wonder how strict they are on transportation these days." Beval mumbled as he pocketed his hands and moved toward the exit.

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Well, Beval had left and Pierre seemed more bored than anything. Was she really the only one who recognized how dangerous this situation could possibly be? What if these people worked with or for Francois? Then again, Pierre seeming totally unaffected was probably a good thing; too cautious and she'd wind up doing just as much damage as if she wasn't cautious enough. Which of course really only dictated that she be extremely careful indeed- in an inconspicuous way.

She stared at the door with envious eyes; if she had a choice in the matter, she would have left too. She considered trying to distract herself by striking up a conversation with Pierre, but to do so in Westmarckian would be risky and in Auvergnian suspect at best, considering that he at least made no pretenses about his ability to speak the language that everyone here understood. Plus, she wouldn't put it past either of the two she'd been deflecting to speak it- the woman's voice carried a hint of the accent, and Gabriel was just... well, she wouldn't discount the possibility.

Well, that left only one course of action. Hiding a false yawn behind her hand, Stella settled herself into her small space (if Beval should come back, he would have somewhere to sit, no matter what that horrid woman said) and took to staring out the window, letting her eyes slowly drop. Gabriel seemed content enough to let her do this, and went back to whatever he'd been writing, promptly ignoring everyone in the cabin again. Freed of the weight of his eyes, Stella drifted into a false slumber, though she did allow herself to relax the smallest bit, curling her knees to her chest and clasping them with her arms.

The setting changes from Guild of Alchemists to Crossroads

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((SO SO SO SO SO SO SO SO SO SO SO SO SO SORRY I TOOK SO LONG!!! As you might know, the new Pokemon game just came out, and I'm a huge fan of the series (four days in and I've already beaten the Elite Four). That, and I think my senioritis might have set in a few years too soon. Hopefully I'll be able to get back in the swing of posting regularly soon.))

Time seemed to pass very slowly in the cabin, at least for Pierre. Any conversation between the small rooms inhabitants had died down to near nothingness, allowing the faint rattling of the train cars to be heard through the thick cocoon of wood, glass and steel. Stella seemed to have fallen asleep, and Beval had attempted to rescue himself from the awkward situation by leaving the room for some 'fresh air'. Pierre drummed his fingers lightly on the front cover of his book as the viscous silence filled the room and those in it. 'ow long 'as it been? Pierre thought, taking out his pocket watch only to stare blankly at its ornate, ticking hands and whirring complications. We should be arriving at ze next station soon, I think.

Pierre's guess was confirmed as the rasping voice of the train conductor could be heard from the direction of the corridor. "Twenty minutes to Junction City!" Good,[i/] the alchemist thought, sighing slightly as he relaxed into his seat. [i]I just 'ope zat our fellow passengers will be getting off 'ere.

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Crossroads

Crossroads by Anno Domini

A Western kingdom of massive proportions.

Guild of Alchemists

Guild of Alchemists by RolePlayGateway

The secret society of advanced alchemists who share their techniques and operate unknown to the outside world, conveniently hidden in the most active city of the West.

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View All » Add Character » 22 Characters to follow in this universe

Character Portrait: Emil "Jack" Yahto
Character Portrait: Andrew Edwards
Character Portrait: Tobias Aceheart :3
Character Portrait: Xavier Incendio
Character Portrait: Nathaniel Steed
Character Portrait: Creeden Thorwalp
Character Portrait: Lain Caleglia
Character Portrait: Terra Arrowny
Character Portrait: Adrian Darkchylde/Maiya Toren
Character Portrait: Soldier of the Crossroads State Military
Character Portrait: Pierre Montagne
Character Portrait: Beval "Brown" Koshovska

Newest

Character Portrait: Beval "Brown" Koshovska
Beval "Brown" Koshovska

A Chimeran Clockwork Alchemist out to prove his worth. *Guild Character*

Character Portrait: Pierre Montagne
Pierre Montagne

A young man at the cutting edge of Alchemic research.

Character Portrait: Soldier of the Crossroads State Military
Soldier of the Crossroads State Military

A Footsoldier of the State Military, trained to kill and defend the land. Strong and determined, he is willing to do anything for his country.

Character Portrait: Adrian Darkchylde/Maiya Toren
Adrian Darkchylde/Maiya Toren

Two souls seeking to save their distant country.

Character Portrait: Terra Arrowny
Terra Arrowny

A fiercely independent and naturally curious young wolf-girl seeking the power to take her race from second-class to top dog.

Character Portrait: Lain Caleglia
Lain Caleglia

An Alchemist that uses peculiar methods... In search of the Truth.

Character Portrait: Creeden Thorwalp
Creeden Thorwalp

A grand inventor, known for his...eccentric attitude and vocabulary...as well as quite a few grand inventions.

Character Portrait: Nathaniel Steed
Nathaniel Steed

Alchemical Revolutionary of Steam Mechanics, and a Troubled Soul

Character Portrait: Xavier Incendio
Xavier Incendio

"Excuse me, have you ever heard of the Philosopher's Stone?"

Character Portrait: Tobias Aceheart :3
Tobias Aceheart :3

"Tobais, the ace of swords, at your service ma'm..."

Trending

Character Portrait: Emil "Jack" Yahto
Emil "Jack" Yahto

Nineteen year old liquids alchemist. Son of the late Victor Yahto, a former alchemist and creator of the fabled Alkahest, "Universal Solvent".

Character Portrait: Xavier Incendio
Xavier Incendio

"Excuse me, have you ever heard of the Philosopher's Stone?"

Character Portrait: Soldier of the Crossroads State Military
Soldier of the Crossroads State Military

A Footsoldier of the State Military, trained to kill and defend the land. Strong and determined, he is willing to do anything for his country.

Character Portrait: Andrew Edwards
Andrew Edwards

The young Bioalchemist who is blocked by the shadow his wealth parents cast

Character Portrait: Tobias Aceheart :3
Tobias Aceheart :3

"Tobais, the ace of swords, at your service ma'm..."

Character Portrait: Lain Caleglia
Lain Caleglia

An Alchemist that uses peculiar methods... In search of the Truth.

Character Portrait: Creeden Thorwalp
Creeden Thorwalp

A grand inventor, known for his...eccentric attitude and vocabulary...as well as quite a few grand inventions.

Character Portrait: Adrian Darkchylde/Maiya Toren
Adrian Darkchylde/Maiya Toren

Two souls seeking to save their distant country.

Character Portrait: Nathaniel Steed
Nathaniel Steed

Alchemical Revolutionary of Steam Mechanics, and a Troubled Soul

Character Portrait: Terra Arrowny
Terra Arrowny

A fiercely independent and naturally curious young wolf-girl seeking the power to take her race from second-class to top dog.

Most Followed

Character Portrait: Nathaniel Steed
Nathaniel Steed

Alchemical Revolutionary of Steam Mechanics, and a Troubled Soul

Character Portrait: Lain Caleglia
Lain Caleglia

An Alchemist that uses peculiar methods... In search of the Truth.

Character Portrait: Terra Arrowny
Terra Arrowny

A fiercely independent and naturally curious young wolf-girl seeking the power to take her race from second-class to top dog.

Character Portrait: Adrian Darkchylde/Maiya Toren
Adrian Darkchylde/Maiya Toren

Two souls seeking to save their distant country.

Character Portrait: Creeden Thorwalp
Creeden Thorwalp

A grand inventor, known for his...eccentric attitude and vocabulary...as well as quite a few grand inventions.

Character Portrait: Tobias Aceheart :3
Tobias Aceheart :3

"Tobais, the ace of swords, at your service ma'm..."

Character Portrait: Andrew Edwards
Andrew Edwards

The young Bioalchemist who is blocked by the shadow his wealth parents cast

Character Portrait: Soldier of the Crossroads State Military
Soldier of the Crossroads State Military

A Footsoldier of the State Military, trained to kill and defend the land. Strong and determined, he is willing to do anything for his country.

Character Portrait: Beval "Brown" Koshovska
Beval "Brown" Koshovska

A Chimeran Clockwork Alchemist out to prove his worth. *Guild Character*

Character Portrait: Emil "Jack" Yahto
Emil "Jack" Yahto

Nineteen year old liquids alchemist. Son of the late Victor Yahto, a former alchemist and creator of the fabled Alkahest, "Universal Solvent".


View All » Places

Crossroads

Crossroads by Anno Domini

A Western kingdom of massive proportions.

Guild of Alchemists

Guild of Alchemists by RolePlayGateway

The secret society of advanced alchemists who share their techniques and operate unknown to the outside world, conveniently hidden in the most active city of the West.

Crossroads

A Western kingdom of massive proportions.

Guild of Alchemists

Guild of Alchemists Owner: RolePlayGateway

The secret society of advanced alchemists who share their techniques and operate unknown to the outside world, conveniently hidden in the most active city of the West.

Fullscreen Chat » Create Topic » Alchemist's Waltz: Out of Character

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Most recent OOC posts in Alchemist's Waltz

Re: [OOC] Alchemist's Waltz

Mmm... sigh. That's not an easy choice to make. I really do quite enjoy this, and I would be quite sad to see it go.

On the other hand, I see where you're coming from. I guess we've basically been giving marathon CPR to something that cannot be saved, huh?

...Ultimately, Anno, the decision is yours. I'm happy to continue my silly putzing around in your lovely world for as long as you would stand for it, but I certainly understand the disillusionment thing, at least theoretically. If you're of a mind to end it, though, I'm not gonna get mad or anything. :P

So what I'm basically saying is, don't ever ask me to make choices. I suck at them. You do it. XD

Re: [OOC] Alchemist's Waltz

You'd be completely right on that second part, Kiku. Beval would climb onto a moving train. The first part, though... More like disillusionment.

Alright guys, I know this sounds strange coming from your modestly stoic and handsome Gamemaster, but I think I've lost confidence in this roleplay's strength. I thought that three solid players were enough to pull the story forward, and that we had a sufficient amount of plot lubrication (totally a real thing), but I'd be thick to not notice that we're losing our steam. And I don't think it's just Pokemon to blame ^_^

This roleplay was clearly a badass idea. I mean, I came up with it. But I think the set pieces for it were too few and far apart for things to keep going, even accounting for the standard drop off of 50% of its players that most roleplays get. I also wasn't nearly as strict as I believe myself to be with character submissions, but whatevz. My point is that the side-quest we've set off on can only delay closing doors. You guys have stood by this with me and milked all the alchemy goodness you guys could, but this isn't the only roleplay of its kind.

That said, I'd like to just come out and ask. Do you guys want to continue with this pulsating carcass of a roleplay, mein Kind, or say goodnight to it. I'm trying to tell you it's not your responsibility to stick around it. If you think its time has come, then it has.


To ease you guys in considering this roleplay's final fate and accepting whatever is to come, I present you with this archaic noun, kindle, meaning a group of kittens. May your life be one great kindle.

Re: [OOC] Alchemist's Waltz

Yeah, the grammar thing.... I run into problems with spelling sometimes. I use a browser with a built-in spellcheck, and I can understand stuff like if it's the wrong word but correctly-spelled because they don't catch that, but sometimes it just gets egregious. I have been left with headaches from trying to decipher the spelling of otherwise good writers before, and it drives me crazy. I blame the public school system. Nobody checks for that kind of stuff anymore, not when Microsoft Word has it built in. Do kids even have weekly spelling lists anymore?

Haha, sorry, that was but a tangential moment in a much larger rant, which I am self-conscious enough to spare you. >.<

EDIT: So I'm guessing it's your turn for writer's block, Anno? I have to admit, I was fully expecting Beval to climb on top of a moving train. I dunno why, but that's what I thought he was gonna do. :P

Re: [OOC] Alchemist's Waltz

I agree, Kiku; original is always better. That's why I haven't made any role plays: I'm not creative, like you two.

And for a note on literacy: I HATE bad grammar. One of my biggest pet peeves in role playing is when you get a player who writes extremely long run on sentences, or has bad spelling, or something such along those lines. I'm not saying that I'm perfect, I just try REALLY hard to not make mistakes.

And I think you pretty much covered it in popular role play topics nowadays, although the 'teens gain superpowers' theme could perhaps fit in there as well.

Re: [OOC] Alchemist's Waltz

Flatterer. Lol, thank you though. I honestly wasn't sure how that was going to go over. But then I thought to myself, "I've spent several hours creating this world and all this background information and I'd really hate to see it go to waste." Frankly, though, I think most of it comes down to who the players are. There are people who are always the last ones to stop posting, and I definitely personally sent PMs to try and get some people I know who are like that/might be interested in the genre to join.

Yeah... I've only seen a "based-on" roleplay done well like once or twice, and that I think is because the GM said right off the bat that nobody was playing anybody from canon ever, so it's really only in the same setting. And you're completely right about the post-apocalyptic thing. The levels of literacy for those are all the way across the board, but direction is just... lacking, usually. I guess the most popular genre after those is the random high or low fantasy, which can be good or bad depending on the way the GM handles the logistics of the world, and random slice of life, normal-people-in-modern-world stuff? Those also usually suffer from non-directed plot.

If you ever do create another one, you're probably best off trying to just make up something new. Original plots are great. So are original worlds.

Speaking of, I'm thinking of posting all the info for Revelation in the "existing worlds" OOC thread or whatever it's called, which means that other people can make things set in it. I doubt anyone would, but it would be kind of interesting to see how someone who is not me/you guys would interpret it. Then again... I'm kind of attached. Decisions, decisions... -_-

Re: [OOC] Alchemist's Waltz

Hmm. Yes. The supernatural roleplays of that sort are almost exclusively romantic or barbaric, both of which I'm not fond of. I won't insult them- every game has its place, as well as its fans. I just wish that those fans would stick to the existing ones instead of blindly creating an endless amount of uninspired clones of the same setting and characters.

Post-Apocalyptic, too, seems uninspired more often than not. I love the genre in films and games (though it's beginning to peak at its over-exploitation), but the roleplays seem to have as little goal as they do story. The MacGuffins they (rarely) feature tend to have little hold over most characters anyways. It just ends up being a loose bandit free-for-all, which would be alright if the players that frequent them weren't (usually) negligent of basic etiquette towards godmodding and metagaming. ;_;

Stuff based on something that exists... eh. Few roleplays feature a vivid enough universe to bounce this off of. Usually it's just people playing as their favorite characters, or just a really elaborate fanfic for the GM. That can get old. I'm just upset that so many roleplays are afraid to innovate and try something drastic or effective. Kiku, your roleplay's emphasis on plot development and player communication is (quite honestly) unprecedented. Very few gamemasters are willing to stop and ask "So who's going to go where? Who will they meet? Oh, wouldn't it be great if she caught him? Let's all agree on how they'll achieve this." It's progressive without inhibiting everyone's creativity (like in character-slot roleplays). It's probably the best solution I've ever seen to the major challenge every roleplay faces- completion of the story.

Re: [OOC] Alchemist's Waltz

That is indeed how you spell Braille. (^_^)

And I honestly do not know what the answer to your question is. I hate to say it, but I'm pretty sure the most popular genres right now involve werewolves and vampires (>.<), which is pretty much always done poorly. And then there's stuff based on something that already exists, and then maybe apocalypse-survival? I think I've seen a lot of those.

Any ideas, Lightning?

Re: [OOC] Alchemist's Waltz

Hmm... Two responses to that:

1. I too miss the chattiness of this OOC, it's always a good source of laughs and camaraderie.
2. HOLY SHIT THAT'S HOW YOU SPELL BRAILLE?

Erm... I mean, I knew that. Anyways, don't worry about the slump in posting Lightning. We all have our down time. New question: What's the cool and hip roleplaying genre lately? I have no intention of joining or starting a new one for a good long while, but I always like bouncing ideas around. What's "scene" now?

Re: [OOC] Alchemist's Waltz

Haha, that's okay; I'm just giving you a hard time. I mean, you should apologize! *tries to make mean face, and fails*

Eh.

Well... I guess cause blind people could still hear it. It'd just be like the radio?

Re: [OOC] Alchemist's Waltz

Sorry, Kiku. I've just been strangely lethargic recently. I just got over some sort of flu-like virus, so it's not too surprising. I'll try to come up with a procrastinating post soon.

Anyway, here's a question to spark up the thread: why is there braille on my TV remote?

Re: [OOC] Alchemist's Waltz

Lightning! Stop doing homework and procrastinate with us! :P

Also, I miss the chattiness of this OOC thread. So, because I am once again overcaffeinated and in a strange mood, I am going to ask a random question. If I can think of one.

....

>.>

<.<

... Yeah, I've got nothing. This post is saved from complete irrelevance only by the fact that the first one and a half sentences of it actually address something semi-important. Sorry. (>.<)

Re: [OOC] Alchemist's Waltz

BLEH! You'll probably see it there before here, Kiku, but I made a post in your roleplay. Sorry it wasn't a month or two sooner >.<

I wouldn't mind stopping there. Get in that free-time, character bonding and all that.

And Pride is pretty damn sweet. I just miss him being Fuhrer Bradly in the old anime.

Re: [OOC] Alchemist's Waltz

I have to agree with you guys, creepy kids are awesome. It's why I love Pride so much :P

Just a heads up, I might take a while to post. I'm not entirely sure what I'm gonna do in my post yet.

Oh yeah, before I forget, are we going to do anything in Junction City, or are we going to just glaze it over?

Re: [OOC] Alchemist's Waltz

I understand, but you know that pretty much anything you come up with is going to be great, right?

Also, creepy children are fantastic. They're like one of my top-three basic character archetypes, after healer/doctor types and wise fools. (^_^) I'm actually trying to decide if Gabriel's actually a child, or an adult bioalchemist who screwed up an eternal youth formula lol.

Re: [OOC] Alchemist's Waltz

I know, and I really need to... I've been typing up paragraphs, trying to figure the intro just right... Deleting large portions, trying to fit the character right. I have the time for it, I really do, I've just been being too picky in my approach. I'm really sorry, I'll try to have him up soon. Once I get the introduction out of the way I should be smooth sailing with him.

Either way, Kiku, I'm interested to see where you go with the boy. There's a really special quality to creepy children that make them great in any story.

Re: [OOC] Alchemist's Waltz

Eh, well... I came up with something, anyway. Not too inventive, I suppose, but what do you do?





You know, Anno... you could post in Revelation now, if you wanted... :P

Re: [OOC] Alchemist's Waltz

Ha, "bear" with me :P The way I treat Beval and his lessthanfruitfulendeavors is 100% intentional. He's meant to be more emotionally wise than he is... well, wise. The fact that he's so bluntly dumb is a nice foil to how shy Stella's brilliance can be, when she's not scaring her whole country with experiments.

As for the post, you're welcomed to take as long as you'd like to conceive someone.







...I already have with your roleplay... >.<

Re: [OOC] Alchemist's Waltz

(>.<) I meant no such thing, but you do have a tendency to point out that Beval's experiments don't work all that often, and when they do, he doesn't get much respect for it lol. Actually, he and Stella could almost foil each other too, but she doesn't get a whole lot more respect than he does haha.

I shall endeavor to think of something interesting; bear with me if it takes another day or so, please.

Re: [OOC] Alchemist's Waltz

Lol, as terrible as it sounds (and you meant for it to sound terrible) you're right. Nothing opposes a giant lumbering chimera who practices painfully obvious alchemy than a petite old man that works mysteriously to run a Guild with his well of knowledge ^_^ Besides, they're just funny when they're put side-by-side, and a good foil should be, right?

Whatever you decide on for the third character should be fine. In fact, if you want to make it be that a member of the Southern Guild just happens to be in the same cabin, that could make for interesting twist. Or if you have something else in mind I could always make the anti-Stella happen to be a member. ^_^

EDIT: Oh yeah, I did the research. Lead is a very poor conductor >.< but I can probably retcon it to have been copper or whathaveyou, even though that's probably a terribly choice for ammunition.

Re: [OOC] Alchemist's Waltz

No, I don't think lead holds a charge, but I'm no physicist, so ya might wanna Google that lol.

It's funny that you set her up as a foil for Stella, Anno, because as I was reading it, I was like "Stella is going to despise this woman."

I have no idea what to do with the third person though. Do you want a foil for Beval? I think Francois serves that role really nicely for Pierre, so... eh. Actually, in some ways you could say that Solomon is Beval's foil. He's renowned, constantly-successful, famous, and well-respected. (No offense to everyone's favorite chimera, of course.)