[center][img]https://i.imgur.com/dUfwxQE.jpg[/img] [hr] [i]"Alchemy. It is the scientific technique of understanding the structure of matter, decomposing it, and then reconstructing it. If performed skillfully, it is even possible to create gold out of lead. However, as it is a science, there are some natural principles in place. Only one thing can be created from something else of a certain mass. This is the Principle of Equivalent Exchange."[/i] [hr] [/center] Forty years have passed since The Promised Day. The nation of Amestris, the truth behind its existence having been revealed, has not had an easy path to tread. Many of their neighbors, rather than sympathy toward the people who had been manipulated over generations, were outraged that their people had died for such selfishness and only increased their aggression in an attempt to reclaim their lands. It took the better part of Roy Mustang's career as Fuhrer to safeguard his people and finally wrestle global tensions to a peaceful, if strenuous truce. But as always, a new day has dawned. And with the new dawn has come great change. Having understood that they had become little more than tools for the being known as Father, one of the first things Fuhrer Mustang did was retool, and years later completely disband the State Alchemists. In their place and from their ashes, he created AMSIF- the Amestris Military Special Investigations Force. A task force entrusted with the role of investigating and resolving incidents, foreign and domestic, deemed to represent a greater threat to Amestris and her people. While not all, many of these incidents involve the use of Alchemy, and particular focus is given toward seeing that Amestris never beholds another Promised Day or Ishvalan Massacre again. No longer reserved for Alchemists alone, AMSIF is a collection of many disciplines and a myriad of personages, from ordinary investigators to crack marksmen, even including a Xingese martial artist or two. The only question is- do you have what it takes? [b]Premise[/b] [hider] So, as the intro blurb hopefully implies, the idea here will be that players create and play characters that are members of AMSIF. You'll be assigned cases to investigate and resolve, and as the RP goes on you'll grow both as individuals and as a team (hopefully) and handle bigger and more dire cases as you go. AMSIF is a bit reminiscent of the State Alchemists, but with a few key changes. For starters, anybody with sufficient abilities can join AMSIF, and while Alchemy is one such ability it is not the only one. Secondly, there is no need to produce research results on a yearly basis like the State Alchs- AMSIF is a lot closer to a mixture of the FBI, SWAT, and a little Special Forces, and operates as such. Thirdly, AMSIF only has two specific "rules" to speak of; 1- Always do what is right for Amestris. Safeguard her, defend her, and crush those who would undo her. 2- Always remember that Amestris is her people. Not her government, not her Fuhrer, not even her soil. Outside of those two commands, AMSIF officers are expected to adhere to the standard military procedures. Upon acceptance you're granted the rank of Major (with chance for promotion), and are given a silver pocketwatch- unlike the State Alchemist poketwatch, however, AMSIF's is adorned with the image of a rising phoenix rather than a dragon. Good luck out there. We're counting on you. [/hider] [b]The System[/b] [hider] Law, Order, & Equivalence will be using a Skill-based system. At character creation, players will select a small number (1-3) of skills or fields of expertise that their character is good at. Skills are multifarious and I'd like to keep them as freeform as possible; you pick what you want, and I'll do what I have to behind the scenes to make them work. Skills can be just about anything you like- things like Alchemy/Alkahestry, Marksmanship, Martial Arts, and any variety of melee weapons are to be expected, but you're also allowed (and encouraged) to invest in skills related to investigation, such as observation, behavioral analysis, a good memory, or any variety of knowledge. After all, not every culprit is going to openly taunt you to come after them- many will in fact cover their tracks and need to be traced to their hole before confrontation can begin. Characters will gain the chance to learn additional skills (or make their current skills more potent) as the RP progresses, but be aware that the more skills your character practices, the less good at each of them they are- after all, the more things you need to dedicate your time to for learning and practice, the less time each one gets. When a player attempts to do something in a post, I'll set a difficulty level and then roll a d20 to determine if they succeed or fail. A couple of things will contribute to this; if you're using one of your Skills, I'll add a flat amount to the result, determined by how many skills you have and if you've invested additional points into the skill in question. If your description of your character making the attempt is particularly good or creative, I'll give you Advantage on the roll (for you non-D&D players, that means I roll twice and use the higher number). And, depending on the circumstances, I may give you Failure Protection (which does not guarantee success, but rather nullifies any bad stuff that could occur from a failed attempt). However, nothing will ever reduce the result or inflict Disadvantage; the worst than can happen is I increase the result needed to succeed. If needed I'll adjust this as we go. [/hider] [b]How Alchemy Works[/b] [hider] For the sake of this RP, I'm going to try to keep Alchemy and Alkahestry as straightforward as possible, because it can be all too easy to get tied up and bogged down in the specifics. For starters, the differences between the two; they will effectively be capable of the same things, but each one will be better at certain things than the other. Alchemy is slightly better at direct attacks and transmuting solids, while Alkahestry is slightly better at medicinal applications and transmuting liquids. When you want to use Alchemy or Alkahestry, there are only 3 things I'm going to enforce. 1- Equivalent Exchange. What you make must be the same mass as what you used. I feel like the series proper covered this well enough. 2- A circle must be involved. Without an alchemical circle, drawn on the fly or pre-drawn, you're not transmuting. If you elect to draw the circle you'll be using where you'll use it, bear in mind that it will take time and concentration to do. Characters who use alchemy in combat can (and really should) have special equipment with a circle engraved and ready to go, like Roy Mustang's gloves or Alexander Armstrong's knuckle weapons. 3- It must make logical sense. FMA Alchemy is designed as a very advanced science, and while I'm not going to require expert knowledge of chemistry to utilize, I am going to ask that it not be treated like generic magic that can do anything because you're a wizard. Pretty much, as long as you can answer the question "Where is (whatever you're transmuting) coming from?" you'll likely never run afoul of this. [/hider] [b]Things to Know[/b] [hider] -For this RP we'll be taking all reference material from the Manga and the Brotherhood anime series. Please do not reference, allude to, or utilize characters or concepts specific to the 2003 series. -This is considered an extension and sequel setting to the Manga/Brotherhood setting and timeline. Characters of the canon existed and may be referenced, but they will not be appearing in the RP. If you would like to make a descendant of a canon character and have a strong idea for it, I am willing to see what you've got and see if I like it. However, two lineages are off-limits for plot purposes; descendants of Edward & Winry, and descendants of Alphonse & Mei (for the story's sake we will be assuming that these two couples eventually wed). If you'd like to be descended from Roy & Riza, be aware that you will have a related NPC to account for that I will speak with you about via PM. -I will not be accepting any character who has had something to do with a Philosopher's Stone. That includes characters who possess one, Homunculi, Living Stones, and characters that have created one themselves. Some of these are for plot reasons, others are because they're just too powerful. -I will not be accepting any character who has as part of their backstory a meeting with Truth. At present I am unsure if I'll be permitting anybody to meet Truth at all, but if I do allow it said meeting will be a point of drastic character development and will be given the weight and time to ramp up that it deserves. -You are free to have automail limbs if you would like. There will be a dedicated technician NPC associated with AMSIF to help take care of such things. -If you have a strong case for the character I will entertain the idea of a character who has been blood sealed into armor (ie Alphonse, Barry the Chopper), but please make it a strong idea that contributes to the character's motivation. -At present I will want to keep the RP at a max of 5-7 players, and players will be expected to consistently post every 7-10 days. To be continued as needed [/hider] [b]Character Sheet[/b] [hider] [h3][center][b]Character Name[/b] [i]Character Moniker, if Desired[/i][/center][/h3] [hr] [b]Personal Information[/b] [i]Age:[/i] Please no younger than 16-18 and no older than 50. [i]Gender:[/i] Male or Female please. [i]Height & Weight:[/i] Imperial System preferred [i]Appearance:[/i] Any style of picture is fine, as is a written description if you would prefer. [hr] [b]Background[/b] [i]Personality Dossier:[/i] A paragraph or two about how your character generally behaves. [i]Personal History:[/i] A paragraph or two regarding your character's life up to this point, especially any important events. Should include what spurred them to join AMSIF. [i]Notable Family:[/i] Names and a brief description (Ex: Alphonse Elric, Younger Brother & Fellow Alchemy Student). You may leave this blank if you'd like. [hr] [b]Abilities Analysis[/b] [i]Skills:[/i] You may start with up to 3 skills. Please include some details and flavor text as per the function, and if there is a particular part of the Skill in which your character specializes please make a not of it. [i]Equipment:[/i] A list of the items your character carries with them into the field. If they use specialized equipment, please explain what it is and what it does. [hr] [b]Misc.[/b] [i]Extra Details:[/i] Anything you think relevant not covered by above sections. [/hider] Thoughts, concerns, questions, general expressions of interest all welcome here!