[@Hammerman]: Hm... When I asked for more in regards to personality, I thought it was implied that 'more than two sentences' was what I was looking for. To be more specific, 'dislikes studying' isn't the sort of thing I'd place in a 'personality' section of a bio; they're on the same level of things such as 'doesn't eat vegetables' or 'likes sitting at home with a cup of hot cocoa on cold days'—things that, while parts of a character, do not necessarily tell us anything [i]about[/i] the character, if you get what I mean. 'Personality' should give us more of an insight to their motivations and decisions, rather than being more of an aside that can be told (or shown) to us just as easily in-universe. You've said that the character is cheerful and bubbly, and there is that inherent bright-eyed optimism about the situation implied in the subsequent statement, but those three points on their own seem a tad barebones to me. As for the rest... Logically, games have money sinks to funnel funds into; otherwise, inflation kicks in and the currency becomes worthless. This is not to say that you can't be hoarding fat stacks of cash in a game, but having so much to the point where you can buy your way out of most problems in-universe is... A problem, I suppose? Logically, a game should have ways of generating and circulating money, but also ways to get it out of the system; with that amount of money, I'd assume that there should be [i]something[/i] to drop it into. Mounts, housing, fashion, and so on and so forth... Heck, the description you've given to how alchemists functions gives a perfect solution: a decked out personalized space to work on everything in that field. That'd cost a lot of money, wouldn't it? Not to say that it'd take everything or that it would even scratch the surface, per se, but I'm just trying to avoid a "suddenly worldwide economic collapse" scenario (because let's be real, if there's that much money backed up in the system, we end up in Zimbabwe). Weather mage... I suppose that functionally I see how it works; it's localized weather phenomena, right? I don't think that'd necessarily play into 'chaos', because weather is actually incredibly predictable (see: forecasts). I don't know if it's what you intend, but something like that sounds more like a mage that sets up effects before executing them in order rather than 'RNG city', if you get what I mean. Of course, these last few points are just me speaking from a designer's perspective; if you want to commit to a given idea, I'm totally willing to help hash things out, but otherwise, I think those are my thoughts on the form proper.