[center][b]FULLMETAL ALCHEMIST: FATE’S GATE[/b] [img]http://i.imgur.com/5IiJF9S.png[/img] [b]“Humans who would dare to play God must pay a steep price for their arrogance.” [i]-Father[/i][/b] [/center] [center][b]============PREMISE=============[/b] Years have passed since humanity triumphed over the menace known as Father, and stopped his dark plans. Yet, it was only by the power of the State Alchemists that he was destroyed. The Elric Brothers had nothing to do with it. Maybe they never existed in this universe. Maybe they did but simply never put into motion the events that would lead them to save the world. No matter what, this universe is fundamentally different than the one we know and love. Without the Edward ad Alphonse, it was up to a coalition of State Alchemists, led by then Colonel Roy Mustang, to defeat Father and save the world from certain destruction. The battle was won, but not without great cost. Ten years later, the land of Amestris has seen a great age of peace, the treaty with Ishval holding strong. Xing Alkahestry has been popularized and advanced since its resurgence. Alchemy, having been both the savior of, and near destructor of humanity has left many divided on the art. Some revere the practice to near-religious levels, while others demonize and discriminate against the users. Yet, despite this division, Alchemy became quite commonplace throughout the land. There was such a huge influx of Alchemy users that special task forces were created to police usage of Alchemy, so as to prevent Human Transmutation. Yet, when the world seemed most at peace was when He appeared. A being that looked different to each person that observed Him. The man known only as Fate. He is the guiding force behind all Alchemy, and came to the realm to declare that humanity had tipped the balance of the universe. Fate proclaimed he had come to “purge the excess” from that scale, and restore balance. To that end, Fate turned Table City, once-proud hub of Amestris into a Philosopher’s Stone, and broke it to pieces. Fate then branded all surviving Alchemists everywhere with a mark on their body. This mark not only shows that the person practices Alchemy, but also acts as a magnet. If too many people with the brand gather in one area, they will be turned into a Philosopher’s Stone and killed. People wandered for five years, scared and scattered to the winds, only to hear one day that a city in Ishval had been swallowed up into the earth. A city without Alchemy. That is when Fate made his second ultimatum. Humanity had used Alchemy too much, and by law of Equivalent Exchange, their world was now what would be taken away from them, bit by bit. That is, unless the majority of Alchemists are killed, so that "balance is restored." With that, the world changed. The Alchemy Control Task Force now keeps a keen eye on all Alchemists, and takes care to never let too many of them assemble in one place at once. Some even hunt the wandering Alchemists. Now, the people must choose whether to fight each other, or find a way to defy Fate himself.[/center] [hider=Character Sheet] [b]Name: Age: Height: Weight: Appearance: [/b] What does he/she look like? Write it up or put up an image! [b]Race:[/b] Human? Homunculi? Something else? [b]Nationality: [/b]What country does he/she come from? [b] Personality:[/b] What’s he/she like? [b]Background:[/b] What was life like for your character before our story? [b]Profession:[/b] What does your character do? Are they part of the Alchemy Control Task Force? Are they part of The Circle? Are they a mechanic? Or something else entirely? [b]Art:[/b] Does he/she practice Alchemy? Alkahestry? Something else? [b]Specialty: [/b]Does your character make anything specific with their Art? Fire? Spears? Giant Rabbits? [b]Techniques: [/b]List moves your character can do or skills that they possess. I will approve or deny them depending on what they are.[/hider] [hider=Rules] 1.All characters must be approved by me. 2.All characters must have an Art, Specialty and Techniques approved by me. 3.You may play as a Homunculus in this game, but only after approval.The Philosopher's Stone will also count as that character's Art, Homunculi abilities the Specialty and Moves. 4.Souls bound to armor, hybrids or other creatures that live thanks to Alchemy must have the Blood Seal or Alchemy as the Art for that character. 5. If your character is proficient in a weapon, martial art, or other non-magical form of attack, list this as one of your Moves with specifics on your skills and limitations for my approval. 6. Your character may start with a maximum of five techniques. After a Story Arc ends, Players will be rewarded with an additional technique, or the option to upgrade an existing technique. Either way, I have to approve the new technique.[/hider] The rules may be appended at any time to accomodate issues or other needs. I'll put up my own character here as well. [hider=Penelope Draven] [b]Name:[/b] Penelope Draven [b]Age:[/b] 20 [b]Height:[/b] 5’ 5” [b]Weight:[/b] 140 lbs. [b]Appearance:[/b] [URL=http://www.zerochan.net/224111][IMG]http://s3.zerochan.net/Baccano%21.240.224111.jpg[/IMG][/URL] [b]Race:[/b] Human [b]Nationality:[/b] Amestrian [b]Personality:[/b] Penelope “Penny” Draven is infamous among the ranks of the State Alchemists for being, well, not all that infamous. Contrary to many of the Alchemists Post-Fate, Penny is actually an extremely happy, fun loving person. She will get serious if the situation demands it, but nearly all of her time is spent relaxing or goofing off. She believes that what Fate is doing is a real problem, but has no idea how to fix it, so Penny leaves it to others to figure that out. Above all else, Penny is notorious for her trickery, playing dumb and sometimes even cruel jokes and pranks on her opponents, giving her the nickname of “The Prankster Alchemist”. She loves to joke around with her fellow Alchemists, and loves to outsmart people whenever she can. Penelope Draven is one of the youngest State Alchemists on record, and sees this as a point of pride. If anyone looks down on her, Penny is quick to respond with a water balloon to their face. [b]Background:[/b] Penelope Draven could be considered one of the key examples in Fate’s argument against humanity for its “gross influx in Alchemy”. Born into a family of State Alchemists, she saw Alchemic symbols everywhere, and imprinted on that. Soon enough, Penelope was drawing and using Alchemic circles in her home, at the small age of seven. Penelope proved to be exceedingly gifted in Alchemy, being able to use Transmutation circles she could draw practically anywhere. Yet, Penelope never took her training seriously, and only wanted to goof off and have fun. And so all of Penny’s skill and natural talent were funneled into the foolish pranks she would pull on others. She would routinely be chastised by her father for her gross misuse of the Art, and was eventually forbidden from using it. Yet, after Fate made his ultimatum, Amestris needed all the help they could get to stop or contain the damage Fate was doing to the world. For better or for worse, that meant that Penelope was a State Alchemist. [b]Profession:[/b] State Alchemist [b]Art:[/b] Alchemy [b]Specialty:[/b] Pranks – Penelope Draven is extremely well versed in liquid and gaseous transmutation, so much so that she was noticed and recruited into the State Alchemists after Fate’s first ultimatum. Penny can transmute any liquid into any other liquid she knows of, the same for gas. However, Penny is limited in that she can only effectively transmute small quantities of solid, gas or liquid effectively, having never focused on getting better. This is because she has only ever needed a small transmutation to perform her specialty: pranks. Using Alchemy, Penelope can transmute the water inside a water balloon to hallucinogenic toad mucus, ink, and if the situation calls for it, acid. Her stink bombs could be methane, or they could be tear gas. However, without a proper container marked with a transmutation circle (a balloon, a bottle, etc.) Penny cannot transmute a thing. She is the most unpredictable Alchemist anyone has ever come across, if only because no one’s ever quite sure if Penelope wants to kill people with violence or with sheer embarrassment. [b]Techniques:[/b] [b]Surprise Splash[/b] – Penelope transmutes any liquid in a small container into any other form of liquid, ink, paint or even alcohol to throw in the opponent’s face. This can be to blind, distract or just annoy. It’s not a lethal attack by any means, but it makes for an effective distraction. [b]Psycho Balloon[/b] – Penelope transmutes the liquid inside a water balloon into toad mucus to make them hallucinate. Naturally, this will only work if the balloon manages to hit Penelope’s target. Depending on where on the body the target is hit will depend on the severity and duration of the hallucination. If hit directly in the eyes, Penny’s hallucinations can last up to three minutes. However, after the hallucination wears off, that part of the person is impervious to another Psychoballoon until they are dry. If the opponent is already wet, this attack will not work. [b]Smoke Cushion[/b] – Penelope transmutes the air inside an engorged whoopee cushion into smoke that she can disperse on the battle field. One is good enough to make a small plume of smoke, enough for a distraction or a quick escape. With enough of these, Penelope can create a smoke screen that can obscure the opponent’s view, though it takes quite a long time to set up and execute something like that. Being that this is still only the air inside a whoopee cushion, the smoke disperses fairly fast. [b]Tear Bomb[/b] – Penelope transmutes the gas inside a bottle or anything small and breakable nearby into tear gas to incapacitate an enemy. Due to the nature of Penny’s Alchemy, the smaller the bomb, the more effective it is, though conversely the area of effect will also be smaller. [b]Wacky Pack[/b] – Penelope transmutes a larger object and crams it into a small container, which can then be opened by Penny, an unsuspecting victim or through Penny’s own alchemy. This is especially effective for sneak or surprise attacks, but is extremely taxing on Penny as maintaining a larger object in a smaller space breaks the First Law of Equivalent exchange, and will result in a painful Rebound upon use for Penny, the severity depending on the size of the object. Despite this, she has still used this technique a multitude of times, and it has given her the scars she has on her body. [/hider] [center][b]=====================CHARACTER LIST====================[/b][/center] [url=http://www.roleplayerguild.com/topics/49607/posts/ooc?page=1#post-1501888]Penelope Draven[/url] (Gojiking) [url=http://www.roleplayerguild.com/topics/49607/posts/ooc?page=1#post-1509745]Ralph Cudworth[/url] (Ampharos) [url=http://www.roleplayerguild.com/topics/49607/posts/ooc?page=1#post-1515959]Simon Everett[/url] (koolerkid) [url=http://www.roleplayerguild.com/topics/49607/posts/ooc?page=1#post-1524347]Luke Pozolota[/url] (von_das) [url=http://www.roleplayerguild.com/topics/49607/posts/ooc?page=1#post-1524590]William Campbell[/url] (Undying Curiosity)