OOC Info:Name: Brogan YoungRecruited by: Ol' Sixth Gun hersel' Email: brog-007@hotmail.com Character Info:Name: Walter Hartnell
Code Name: The Mobius Alchemist
ID Number: FCA9001
Age & Date of Birth: June 6th 1902
Gender: Male
Character Class: Class B Alchemist
Race: Drachma
Nationality: Drachma
Language: Drachma, Amestrian
Province & City of Residence: Emzagew, West Area
Place of Birth: McGann, North West Drachma
Rank/Occupation/Role Desired: State Alchemist, Colonel
Specialization: Freezing Alchemy
Family: Mother :Anne Hartnell, house wife (deceased), Father: Croft Hartnell, alchemist in Drachma Army, Colonel (deceased), Sister: Elizabeth Hartnell, Sgt. Maj. in Amestrian Army, stationed in the South
Appearance: -Face Actor: Paul McGann, more or less
-Hair: Long black hair, usually tied back in a pony tail, black beard that just extends past his chin.
-Eyes: Green
-Height: 6'2''
-Build: Well, he is a soldier
-Automail: Chest (heart, part of lung), right eye (although, it is usually concealed by an eye patch to avoid scaring people)
-Possessions usually found on persona: Standard Issue Pistol, State Alchemist Watch, Eye Patch,
-Typical Choice of Clothing: Brown great coat (think, British RAF WW1), green waistcoat, white shirt, red tie, black trousers and brown boots.
-Tattoos or Scarring: Mobius Strip on left arm, encoded knowledge within, Ice Rune on the palm of his left hand
-Transmutation Circle: Typically, Hartnell uses a deck of cards inscribed with runes, although he does have an Ice tattoo on palm.
History: Born and raised in McGann in the North West of Drachma, Hartnell led a normal life, for a Drachma child. Life was not harsh by their standards but perhaps tougher than Amestrians might have had it. Freezing cold temperatures and mountainous terrain became a daily sight in the town of McGann.
Alchemy was not an overly prized skill in Drachma and for Croft Hartnell to have risen to the rank of Colonel using this skill was unheard of. But the success was short lived when a miscommunication directed Croft to attack his own men rather than the enemy. This led to the Hartnell family being ousted from any sort of power.
The returned to the village of McGann, though Walter Hartnell now travelled the country, ashamed of his family name. He toured the smaller villages, learning all he could about medicine so that he may develop new healing alchemies. His sister did the same, though she looked for the secrets of gunmanship so that she might become a sharpshooter.
When they both returned to the village, together by coincidence, they discovered that their own father had turned the entire population of the town into mindless dolls using an unknown form of Alchemy so that he may once again have power over men as he had once had in the army.
Elizabeth and Walter confronted their father, only to find that he had also turned their mother into a mindless, soulless doll. Walter killed his father, but not before Croft Hartnell had time to burn a tattoo onto his son’s skin – the secrets of the alchemy he had uncovered.
With their master dead, the dolls of the former citizens collapsed – their souls long since gone. Elizabeth and Walter burned the village to the ground to hide any evidence from the Drachma authorities. They fled to Amestris and integrated into the society.
The Hartnell siblings continued to research their chosen fields, though Walter abandoned healing alchemy in favour of more destructive alchemy so that he may fight against evil rather than simply clean up after it.
They both enrolled in the military together, though it was not long before they were separated. Luckily, neither of them had to fight against their own countrymen and have been usually stationed in the west, dealing with the few border skirmishes their.
Hartnell was contracted by the Intelligence Dept. of the Amestrian military, and asked to go undercover in enemy territory. Not that he could have said no, Hartnell saw this as the perfect opportunity to proceed in his career.
He was tasked with monitoring and reporting on troop deployments and other interesting activities within the country of Creta. Specifically, he was tasked with spying on Clara Donovich, a high ranking colonel within the Cretan Intelligence service. His original plan was to pretend to be a fellow officer and get close to her but he soon fell in love. When his true identity was betrayed by a mole within the small group of Amestrian spies he worked with, Clara attacked and wounded Hartnell – nearly killing him. His fellow spies managed to rescue him and transport him back across the border where he was implanted with automail.
To this day, Walter still thinks about Clara and hopes to be posted in the West so that they might meet again.
Personality: Hartnell tends to be a dreamer, often creating large scale plans but without any real way of putting them into action. This often leads to friction between him and his advisors and has been the route of most of his failures. It has, on occasion, worked, however and he continues to concoct the largest and most ambitious plans to complete objectives.
He tends to brush aside female attraction when he gets it. This is because he still wishes to meet Clara again. He becomes short when people talk about her, however, and, like many other aspects of his past, he prefers that no-one talk about them.
Alchemey is not his first weapon of choice, despite being a state alchemist. He automatically goes for his pistol rather than his deck of alchemy cards. Seeing what alchemy did to his father, Hartnell is reluctant to delve to far into its seductive power.
Hobbies/Skills/Likes:Day dreaming is his favourite past time. Sitting with his feet on his desk and staring out the window is how many a commanding officer has found Hartnell, often leading to some rather rushed explanations to cover himself.
He also spends a lot of time at firing ranges, more than most other state alchemist would do. Like his sister, he was a strange love for guns and likes to keep his aim sharp. He’s not as good as his sister but better with a pistol than the average soldier.
Unskillful at/Dislikes:Hartnell tends to not be committed unless it is to something he truly and really wants. Many projects of his have been left by the wayside because he has found something newer to attract his attention.
He also has a fiery dislike of intolerance, of whatever kind. He often jumps to help whoever is being bullied without taking any care in what the situation is. This leads to some rather unforgettable fist fits in various pubs across Amestris.
Mannerisms/ Quirks:Hartnell can be overly polite, even in the company of good friends. He speaks in full sentences, refusing to use slang or shorten words. He apologises for every little mistake he makes and thanks everyone for any little gift.
Weaknesses:His past. He often snaps if anyone mentions either his home, his father or Clara. Several commanding officers who probed to deep into his personal record have received broken noses.
His worry for his sister also tends to influence his battle decisions. Once, he refused to bomb and any emplacement because there was a chance that his sister’s sniper team might still be there. He let the enemy pass and lead to one of the bloodiest battles on the Cretan border. His sister still has not spoken to him after this.
Fighting Style/Favoured Weapon:His favourite weapon is the pistol he carries as a side arm. A standard issue, semi-automatic .45 calibre pistol, he is able to use the weapon to its maximum ability. Though he lacks any skill in other forms of weaponry, he is able to use the pistol enough that he is able to rely on it.
His alchemical skill is also a powerful weapon in his arsenal. Being fairly proficient in all aspects of alchemy, Hartnell uses a deck of cards to speed up the process of creating transmutation circle. Though he favours Freezing Alchemy heavily, he can use Flame and others too.
His tattoo of the Mobius Strip also contains alchemical secrets, though he has yet to understand them.
Alchemy Abilities: Alchemy Specialization: Freezing Alchemy
Current Research: Unlocking the secrets of the Mobius Tattoo
Transmutation Circle: Like Isaac McDougal’s circle. Permanently etched onto the skin of his palm. Though, uses a deck of cards to vary attacks.
Light Colour: Blue
(Please fill out the following section for each 'most specialized' ability that your character uses. I don't believe in micromanaging basic abilities that all alchemists would have learned in practice or theory early on, but if your character has a 'specialized' ability they've learned, especially if it has to do with Gold Transmutation or Combat, it will need to be approved.)
Freeze:-Rank of Ability: 2
-Element: Ice
-Description of Ability: Freezes moisture in nearby substances (air, blood, water – everything)
Boil:-Rank of Ability: 2
-Element: Water
-Description of Ability: Boils moisture in nearby substances (air, blood, water – everything)
Ice Shard:-Rank of Ability: 2
-Element: Ice
-Description of Ability: Creates a lethally sharp spike of ice and can fire it at enemies.
Dragoon’s Calling:-Rank of Ability: 3
-Element: Earth
-Description of Ability: Creates a dragoon’s spear from the materials around
Bulletstorm:-Rank of Ability: 3
-Element: Earth
-Description of Ability: Creates small ‘bullet’ projectiles from any material and fires them at the enemy.