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Post by The DM on Mar 28, 2015 2:05:54 GMT
ABILITIES TIER LABELS
TIER ONE -- Beginner. Your skill in this Discipline is rough and as of yet unfounded.
TIER TWO -- Intermediate. Your skill in this Discipline is learned, but still somewhat rough around the edges or in practice.
TIER THREE -- Experienced. You have practiced well in this Discipline, and it is beginning to show. However, you still have a long way to go.
TIER FOUR -- Well-Versed. Your training and studious concentration has paid off. This Discipline is one of your finest, and you are formidable indeed . TIER FIVE -- Veteran. Your experience with this Discipline speaks for itself. It is practiced, almost second-nature now.
TIER SIX -- Authority. You could comfortably begin to teach others in the ways of this Discipline. You know many of its niches and have committed the bulk of its makeup to memory.
TIER SEVEN -- Expert. Few others around can rival you in the ways of this Discipline. You have devoted much of your life to it.
TIER EIGHT -- Revered. You have begun to make this Discipline your own, adding your own personal touch and style to your execution. Your prowess is undeniable, and in followers of this Discipline, your name is truly known . TIER NINE -- Master. Others bow down to your knowledge of this Discipline. It comes almost as naturally as breath to you. It is no longer learned, no longer theory and practice. It is a way of life.
TIER TEN -- Legend. This Discipline is your own. Across the globe, those who know of it associate your name with it. If any others exist in this Discipline to be even slightly as experienced as you, they are truly worthy of your concern indeed. You are a true specialist, and have reached the peak: nothing more can be learned or developed. The question, however, is: why stop there?
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Post by The DM on Mar 28, 2015 1:57:13 GMT
ABILITIES RESEARCH & TRAINING GRANTS
Joining a country's military has its bonuses. Militants, along with militant alchemists, alkahestrists, or chimerae, receive what is known as a 'research grant', or a 'training grant' for chimerae and regular militants. This has a very straightforward effect; instead of every 25 posts, once militant-sponsored, you instead gain a Discipline Point once every 20 posts.
Note: this does not take retroactive effect.
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Post by The DM on Mar 28, 2015 1:54:55 GMT
ABILITIES TIERS & DISCIPLINES
For those of you who are new to MDA, welcome -- and for those old members returning, welcome back. You may remember MDA once had a Level system. This has been abolished in favour of a more modular and versatile 'Tiers' system I'll now explain.
Your IC posts (which is your post count in entirety, as OOC posts don't count) measure your character's experience. For every 25 posts you get, you will gain a "Discipline Point", or "Point" for short. These can be used to compound your character's arsenal, be it Alchemy, Alkahestry, Chimeric Modifications, or otherwise.
When starting out, every character receives one "Discipline" which starts at "Tier One". A Discipline is simply one specific martial form of one's particular ability; a signature form or manifestation of your character's alchemic ability, perhaps; or if they're a militant, perhaps a series of techniques in their form of martial or ranged combat for their Specializations (the Militant/Civilian ability field). Let's use a classic FMA example:
EG: When he first joins, Roy Mustang starts with one singular Discipline -- Flame Alchemy -- at Tier One.
Once you receive a Discipline Point, you may choose to do one of two things. You could purchase a new Discipline, which will in itself start again at Tier One, perhaps helping you close in on your goal to be a jack-of-all-trades -- or, you could Specialise.
Specialisation is, on paper, the increase of a Discipline's Tier. Each Discipline has a Tier which measures its relative power; these range from one to ten to give a fairly binary scale and a rough estimation (see the third post in this thread for further information). Obviously their efficacy does vary dependent upon situational variables and other such things. However, when you specialise, and expend your Discipline Point, you also gain the ability to add a little more to your ability.
EG: In spending his first Discipline Point, Roy Mustang raises his Flame Alchemy to Tier Two. He also adds a Continual Combustion effect, allowing him to maintain continuously burning streams of fire, instead of just fireballs.
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Post by The DM on Mar 28, 2015 1:39:36 GMT
CHIMERAE OVERVIEW // GENERATIONS
Generation 1: A chimera most commonly seen as combined personalities and traits of a human and animal in questioning. Showing rather animal traits with human touches often. Unable to transform to human or to animal as the fact remains that this creature, is in a constant state of animal and human, an in-between form often depicted as a monstrosity against science. This form is easily achieved and done by sadistic alchemists or rather cheap rate alchemists on creating Chimera, merely by fusing two beings without taking into account anything in specific such as sentience of the human host and done so carelessly. → Cannot transform. → Can be more than one animal. → Does not need to be human. → Cannot reproduce.
EXAMPLE: Shou Tucker's daughter (Nina)
Generation 2: The more successful variant of Chimera that are more human in appearance than animal-like, yet still have some very outward animal traits and very dominant animal abilities, still stuck in the in-between form just like Generation 1 leaning more unto the human side though. Unable to shift forms from Chimera and human's, they have the one advantage of having human sentience and are often able to use their abilities more freely. But are not exactly the most subtle and may dabble into some traits left behind by their fusion animal. → Cannot transform. → Cannot be more than one animal. → Cannot reproduce.
EXAMPLE: Greed's Chimera gang
Generation 3: The most human-looking and the most animal-looking Chimera of all generations. These Chimera are able to transform from human to animal-like, and to animal-like to human. Possessing a higher strength as a human yet to pull off their abilities, they need to transform into their animal form. Being very highly resilient and able to possess superhuman attributes. They are the stealthier sorts around as they can appear human and blend in with the populace, and transform when they please and will. Though their animal form is more human-looking than any others and come to stand with bi-pedal legs and have fingers much like a human's. Generation three chimerae are a byproduct of alchemy, but their ability to change into a separate chimera form comes from volatile strains of DNA. As such, conservation of mass does not come into chimera transformation as if it were alchemy, but there are still limits to be reasonable. The larger the form, the longer it will take to transform. → Can transform, (but they cannot drastically change their mass. For example, a person cannot transform into a mouse and crawl under a door or change their height to beyond a reasonable limit). → Cannot be more than one animal. → Cannot reproduce.
EXAMPLE: Kimblee's Chimera soldiers.
Generation 4: The Chimera that are fused with animals, but without the need to transform. They are able to use the animal abilities at will in their human form, and are formidable for it. These are the rarer Chimera around. In fact, possessing the strength of the animal they are fused with, and able to pull off superhuman feats in their human form. Animal forms tend to be rarely used as much of their actions they can pull off can be achieved in human form. Generation tfour chimerae are a byproduct of alchemy, but their ability to change into a separate chimera form comes from volatile strains of DNA. As such, conservation of mass does not come into chimera transformation as if it were alchemy, but there are still limits to be reasonable. The larger the form, the longer it will take to transform. → Can transform, (but they cannot drastically change their mass. For example, a person cannot transform into a mouse and crawl under a door or change their height to beyond a reasonable limit). → Can be more than one animal. → Cannot reproduce.
EXAMPLE: --
Generation 5: The ultimate Chimera generation. They are more of enhanced humans than in fact fused with animals as they are infused with specific animal traits, not combined completely with another animal. Made so to be superhuman capable (only with specific animals) to regenerate, see far, spit poison, breathe underwater, sniff the vaguest of scents, etc. Being the most complex Chimera to engineer, they are alchemically tuned so to have precision in their making, as they can merely use their animal-like abilities with no capability of transforming. They are humans with enhancements made to make them ultimate beings, a next scale in evolution to be sculpted and designed as others see fit. → Cannot transform. → Cannot be more than one animal. → Cannot reproduce.
EXAMPLE: --
Generation 6: They thought the Chimera generation had ended at 5. They were wrong. Through Doctor Robbert’s and Clay’s experiments and research they had figured out how to implant the genetic DNA plasmids of animals into fertilised egg cells prior to blasting with intense stem cell therapy. Just as potent and strong (if not stronger) than the Generation 5 chimerae, there is only a slim chance of the baby's and mother's survival. They do not have capabilities to transform, as only extracts of a certain part of the DNA is implanted, for example, an elephant’s strength. → Cannot transform. → Can be multiple animals. (However, the more animals put into fetus the more chance of failure). → Can reproduce.
EXAMPLE: Hilda Havoc-Masu, Gluttony
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Post by The DM on Mar 28, 2015 1:33:26 GMT
LANGUAGES LIST OF LANGUAGES
- Aerugese (Japanese, Uncommon)
- Amestrian (German, Very Common)
- Cerisian (Italian, Uncommon)
- Creig (Irish Gaelic, Uncommon) -- Caelish (Scots Gaelic, Uncommon)
- Cretan (English, Very Common) -- Newchester Cretan (British/Estuary English, Uncommon) -- Middle Cretan (Middle English, Extinct) -- Old Cretan (Old English, Extinct)
- Drachman (Russian, Common) -- Zemlyan Drachman (Siberian Russian, Rare)
- Esparian (Spanish, Uncommon)
- Ishvallan (Arabic, Uncommon) -- Doe'ann Ishvallan (Turkish, Uncommon)
- Lokhyn (Icelandic, Rare)
- Pure Rouenian (French, Very Rare) -- Gelemortian Rouenian (French-Canadian, Uncommon)
- Tiberian (Latin, Uncommon/Extinct)
- Saamaltat (Amazonian, Very Rare)
- Xerxian (Ancient Greek, Extinct)
- Xingese (Chinese, Very Common)
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Post by The DM on Mar 28, 2015 1:23:53 GMT
LANGUAGES OVERVIEW
In the world of MDA, Earth is very different than you and I know it. But look closely at the countries, languages, and people of MDA, and you might recognize that it is more familiar than you might first thing. Most of the people and languages of MDA are partially similar to real life counterparts, though they are not exactly the same.
The languages of MDA are far less greater in number than in our world. They currently number at sixteen, with several dialects existing in each. The way languages work on this site is very simple: You color the text spoken in a certain language with a corresponding color of your choice. (You can use this website or this website for color reference). You then put the languages your character speaks in their signature under their profile, and color each with the color your character speaks it in. For example:
John Doe speaks Cretan, Drachman, and Amestrian
Furthermore, if you want to note that your character speaks in a certain accent, you may include that
Ex: Jane Doe speaks Cretan (with an Amestrian Accent)
This can help people you RP with know if your character sounds like he or she is foreign.
Some dialects exist in languages. Dialects simply note if your character came from a certain country or region or people apart from the main area which that language is spoken, and also allows your character to speak a certain way.
Ex: Anatoly speaks Drachman (Zemlyan Dialect)
Ex: But Nadya speaks standard Drachman, so in her signature she puts:
Nadya speaks Drachman
If you speak a standard version of a language, you are speaking what is typically the most common form, so you don't need to note anything at all in your signature.
Note that with few exceptions, non-standard dialects are less common than the standard language, and should only be spoken if your character hails from the region that dialect is found. Any two dialects within a language are mutually intelligible.
Lastly, we here at MDA do not expect you to actually speak the language your character speaks. MDA's de facto language for writing in is English. Even if your character speaks Amestrian, which is German, we wish for you to type in English, not German. But feel free to add German flavor to your text if you know some. Simple things like "ja" instead of "yes". Or a Xingese character saying "aiyaa" in a state of disbelief or shock. As long as others can still understand you, it should be fine.
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Post by The DM on Mar 28, 2015 1:16:38 GMT
START QUOTE UNDER HEREFACTION NAME SUBTITLE
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Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
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Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
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Post by The DM on Mar 28, 2015 1:11:34 GMT
ALKAHESTRY THE NINE SCHOOLS
“Body Enhancement” (身體增強) The school of the Báiyángzuò Clan is the school of “Body Enhancement”. Under this school, practitioners have the ability to be able to modify and enhance their body’s physical structure in order to increase physical prowess. Such enhancements are classed as ‘permanent’ enhancements, unable to be removed unless the creator wills it, and has actually created a counter-Alkahestry for such an event. For this reason, those who use “Body Enhancement” Alkahestry are usually prepared for the events that come about as a result of such modifications. They are the current leaders of Xing’s monarchy.
“Body Formation” (體的形成) The school of the Lahn Dao Clan, to the South East of Xing, is known as the school of “Body Formation”. These people, due to having their land so close to that of the Aeries, took a lot of their ideas from them—namely that of physical manipulation. However, they could not be so subtle. Practitioners of the “Body Formation” style of Alkahestry are able to change internal and external parts of their body at will—even able to adapt to certain situations if specialized as such. One such example would be modifying the structure of your body to allow yourself to breathe underwater. Unlike “Body Enhancement”, “Body Formation” is only temporary, and will never last longer than necessary.
“Physical Projection” (實物投影) The school of the Butaar Clan to the North is the school of “Physical Projection”. Practitioners that have trained and built up within this school have trained themselves to be able to modify what is produced from their body, in ways such as increasing the volume of one’s voice, or the like. These manipulations don’t last very long, and are intended for quick use within rapid situations. For this reason, very few Alkahestric warriors come from this school, unless they have developed a way to project their own outputs in an attacking fashion.
“Qi Manipulation” (池操縱) The school of the Hua Clan is the school of “Qi Manipulation”. As a school, they are far more varied and make better martial artists, utilizing a style of generalized martial arts known as ‘Neijia’, which can be classified as “internal kung fu”. Using this, the users can focus through several dantian in their body, manipulating the flow of their own personal chi stream to the point of perfect calmness. This can allow them to execute precise techniques within their physical scope. “Qi Manipulation” type Alkahestrists are generally the best at martial arts, as well as most activities requiring a calm mind and steady hand.
“Qi Assault” (智突擊) Rivals to the Hua Clan, the Kong’s school of “Qi Assault” focusses mostly on brute force and attacking, using Qi as a weapon instead of a conduit. For this reason, it can be inferred that they are major practitioners of the ‘waijia’ style of martial arts, generalized as ‘external kung fu’. Practitioners of this use their internal Qi and bring it out into the “world”, in a base sense. What they do is force it into the bodies of their targets, using it to disrupt and damage systems rapidly, blocking focus points and damaging mental stability in battle. A practised user of “Qi Manipulation” is far more effective in a fight, and will usually beat a “Qi Assault” student in single combat. Users of “Qi Assault” can also add strength to their melee weapons with Qi, making armed combat fall to their favour. More powerful and skilled users can occasionally be seen with a visible ‘aura’ of Qi from their body during a fight.
“Range Enhancement” (範圍增強) Unlike the rest of the clans, the Ungdaehan keep to themselves. For this reason, they have both a coveted and rare school of Alkahestry that is sporadically taught to outsiders. The “Range Enhancement” school is a style of Alkahestry that combines usage with Alchemy, in order to increase the effective range of Alchemic usage. By connecting themselves directly into the Dragon’s Pulse, they are able to temporarily convert a small part of it into an extension of their body and mind. Pre-designating a point, they can then forge a transmutation circle. Using the Dragon’s Pulse as a line of sorts, they then send small packets of Alchemic Energy through this connection, transferring it into the circle and activating the Alchemy. Of course, all usual Alchemic limitations apply, and only a certain range can be manipulated. As well as this, the user needs to be connected to the earth, unmoving and be trying to manipulate something connected to the earth as well. It also takes a lot more energy to activate an Alchemic reaction of the same scale. Out of all of the schools of Alkahestry, “Range Enhancement” has the least amount of variability, instead taking on the variability of Alchemy to differ between students.
“Healing Practice” (治療實踐) This is the most well-known school of Alkahestry, taught by the desert-fringing Gao Clan, who, as a somewhat-Nomadic Clan, took to the deserts and demonstrated their power over healing to those interested in watching and using them as doctors. This is why they are the most widespread in terms of school practice, as well as being one of the easiest for outsiders to learn. Practitioners of the “Healing Practice” school of Alkahestry have the ability to heal most wounds, imbuing cells with enough energy to have them multiply rapidly, or put platelets into action and quickly scab over an open cut.
“Poisoner’s Folly” (投毒的愚蠢) Out of all of the schools of Alkahestry, this is the most looked down upon, as well as being the most persecuted. Because poison itself is an Alchemic device, Alkahestrists of the Zhu Clan have discovered a way of forging the effects of various poisons upon their targets. This can range from simple sleeping solutions, to full, death-inducing concoctions. As well as this, practitioners of this school are generally able to reverse the effects of their own creations, and some higher-class, long-lived users have even developed ways of bringing forth immunity to various natural/man-made afflictions upon an individual.
“Mental Stimulation” (精神刺激) The Xie Clan are reclusive, and lead an intelligent school of Alkahestry, residing in the far North-Eastern reaches of Xing, surrounded by mountains, snow, ice and a dangerous forested area. Unlike most body manipulation Alkahestrists, the Xie were always more interested in the mind. For this reason, “Mental Stimulation” was born. Using very precise and minute manipulations of bodily processes, users of the “Mental Stimulation” style of Alkahestry are able to change select portions of the brain, locking and unlocking certain memories, imparting temporary control onto the subject, among other things. Users of this style of Alkahestry have little use in actual battle, and require time to properly modify their subject. Modifications never last forever. “Mental Stimulation” cannot completely lock processes away, either.
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Post by The DM on Mar 28, 2015 1:08:25 GMT
FACE CLAIMS レジ If a face claim is already on the list, you may not use it without the person who has claimed it before you's permission. There are no exceptions to this rule! Make sure to post in this thread right after your character is accepted to avoid complications.
Post using the below format:
SERIES NAME - character name - @username (PB: OOC name)
Reservations can be made for up to one week's time.
THE CLAIMS A,B,C,D ATTACK ON TITAN - annie leonhardt - Janis-Ilona Furor (PB: Jay) ATTACK ON TITAN - mikasa ackerman - Rose Invidia - (PB: Jay) BLACK LAGOON - sawyer the cleaner - GLUTTONY (PB: Eris) BROTHER'S CONFLICT - asahina yusuke - Reno O'Reilly (PB: Kaitlyn) DEVIL MAY CRY - nero - Kaspar Derocha (PB: Ross) character's name — ( played by/reserved for ooc name) E,F,G,H ELSWORD - edan - Sloth (PB: Sloth) FATE/ GRAND ORDER - shielder - alyxFATE/ KALEID LINER PRISMA*ILYA - chloe von einzbern - Kizzy Marshall (PB: Jay) FIRE EMBLEM: AWAKENING - cordelia - arirascaithcharacter's name — ( played by/reserved for ooc name) character's name — ( played by/reserved for ooc name) character's name — ( played by/reserved for ooc name) I,J,K,L THE ID@LMASTER: CINDERELLA GIRLS - kanzaki ranko - Hilda Havoc-Masu (PB: Jay) KUROKO NO BASKET - aomine daiki - Aleksei Kasparov (PB: Ross) KUROSHITSUJI - undertaker - (PB: Ross) LOVE LIVE! - nishikino maki - Lachina O'Reilly (PB: Jay) character's name — ( played by/reserved for ooc name) character's name — ( played by/reserved for ooc name) M,N,O,P ONE PUNCH MAN - genos - OLYMPUS MARS MKIII (PB: Eris) POKEMON XY - professor sycamore - RESERVED character's name — ( played by/reserved for ooc name) character's name — ( played by/reserved for ooc name) Q,R,S,T SAYA NO UTA - saya - (PB: Jay) character's name — ( played by/reserved for ooc name) character's name — ( played by/reserved for ooc name) character's name — ( played by/reserved for ooc name) U,V,W
character's name — ( played by/reserved for ooc name)
character's name — ( played by/reserved for ooc name)
character's name — ( played by/reserved for ooc name)
X,Y,Z
character's name — ( played by/reserved for ooc name)
character's name — ( played by/reserved for ooc name)
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Post by The DM on Mar 28, 2015 1:07:48 GMT
ALKAHESTRY OVERVIEW
Alkahestrists, originating from the country of Xing to the East, are an interesting and somewhat inverted type of Alchemist. Unlike the Alchemist caste of the world, Alkahestrists primarily deal with the body and its functions, manipulating singular parts of it to their advantage both within and without battle.
Known as "Purification Arts", Alkahestry is only similar to Alchemy in name. Whereas Amestrian Alchemy claims to have its roots in the energy of tectonic shifts and practices manipulation of matter toward scientifically practical ends, Alkahestry is centered on a concept called the "Dragon's Pulse" which speaks of the Earth itself having a constant flow of Qi (life energy) which flows metaphorically from the tops of mountains down to the land, nourishing everything it passes with that energy as does blood coursing through the veins. As well as this, every human in the world has their own flow of Qi, and a lot of Alkahestrists have developed ways of using such techniques.
Alkahestry itself is divided into nine 'schools', each school with its own certain nuances and techniques involving Alkahestric Energy. These can be seen below, and if your Alkahestry does not fit into one of these schools, even if loosely, you should truly be asking yourself if it is really Alkahestry.
Alkahestry and Alchemy can not be often used in tandem, due to the conflicting energies of the two styles, though they can be used consequentially -- i.e. an Alkahestrist can use Alchemy provided they are not currently using Alkahestry.
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Post by The DM on Mar 28, 2015 1:03:37 GMT
ALCHEMY SIX GUIDELINES TO USING ALCHEMY IN RP
1. In the same way Fullmetal Alchemist would say, Equivalent Exchange is everything on the site. Making something out of nothing is strictly impossible, and even with usage of the Philosopher Stones, it exchanges the priceless human soul to perform a feat, and as one would say, priceless. In that way, there is no way Alchemy can be called 'Magic' or something mystical, it is but a science of the world conveyed through esoteric means.
2. Alkahestry is a variation in the precursor Alchemy where it conveys transmutable power through the Dragon's Pulse, though possible to transmute arrays from a transmissible array, it is like Alchemy, cannot transmute without Equivalent Exchange. Even the act of healing merely speeds up the process rather than to regenerate out of nothing. The application is often supplementary and directed towards biological functions, simply using the Dragon's Pulse to catalyse.
3. Alchemy is not vague or abysmal. It is concrete and tangible. Transmutation must apply to things that could be grasped, could be touched, and it is not an abstract concept such as gravity or kinetic energy. The exceptions towards this rule is through proxy via catalysts, such as creating fire from sparks and combusting oxygen counts as such a thing (but note that fire is not vague or abysmal, merely created through such means such as this is quite the alternative in achieving the Alchemical transmutation in whichever is being achieved.)
4. To loop an Alchemy into infinite production from only a little substance without realizing it is only as good as it lasts, is forbidden and a violation of Equivalent Exchange (the Philosopher stone itself uses the Human Soul to get whichever is needed in the Equivalent Exchange in particular, and is far from the deceptive "breaking of Equivalent Exchange" when such an instance is fulfilled.). For as Equivalent Exchange goes, one must give something to get something. A violation of the sacred laws Alchemists hold by, and is bound to earn a "rebound", a volatile balance in Alchemy where what little has been given would be made up by Alchemical forces taking more than it was intended to stabilize itself, often causing unforeseen consequences.
5. Alchemists are specialists in their field of study, and for rightful reasons too. There is far too many sciences in alchemy for one person to even know about, and took even the best Alchemists (Father, Hohenheim) shortcuts to even master them a large degree in the form of Philosopher Stones (particularly Father couldn't even perform Alkahestry given it is not his field of study and he is several hundreds of years old). For that reason, an Alchemist either partakes in a specialized singular field, or to take in many more at the expense of neglecting their original studies. (Should be obvious to MDA veterans by now.) As an example, neglecting your original Alchemy leaves the capacity just as it were, whereas improving upon it explores more in that particular field of study and the capacity to put those studies into transmutation practice. This guideline is best represented through the Tiers & Disciplines System.
6. In the same manner Equivalent Exchange goes, Alchemy is not a locomotive self-perpetuating force that would necessarily complete all the work in itself throughout the equation. It requires arrays to let it flow smoothly (or with great instability in Kimblee's case) towards the particular goal an Alchemist is opting for. Those who skip that have seen the gate and come back to have particular proficiency in performing Alchemy completely without arrays (a very unusual case). Alchemy requires effort on the user's part, and often physical exertion and motion. In the same manner, Alchemy does not activate itself, it requires the user's own transmutation to initiate and harness.
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Post by The DM on Mar 28, 2015 0:58:43 GMT
ALCHEMY TRANSMUTATION CIRCLES
Though no machines or equipment is needed to produce the energy necessary for transmutation, merely understanding the sequence of transmutation and the limitations of Equivalent Exchange is not enough. Just as the processes of "Comprehension, Deconstruction, Reconstruction" and "In order to gain, something of equal value must be lost in return" are cyclical concepts, the circle itself is the foundation of alchemy.
In order to begin an alchemical transmutation, a symbol called a Transmutation Circle is necessary. A Transmutation Circle can either be drawn on the spot when a transmutation is necessary (in chalk, pencil, ink, paint, blood or even traced in dirt; anything can be used to make it) or permanently etched or inscribed beforehand, but without it, transmutation is generally impossible and all Transmutation Circles are made up of two parts:
The circle itself is a conduit which focuses and dictates the flow of power, tapping into the energies that already exist within the earth and matter. It represents the cyclical flow of the world's energies and phenomena and turns that power to manipulable ends.
Inside the circle are specific alchemical runes. These runes vary widely based on ancient alchemical studies, texts and experimentation, but correspond to a different form of energy, allowing the energy that is focused within the circle to be released in the way most conducive to the alchemist's desired effect. In basic alchemy, these runes will often take the form of triangles (which, when positioned differently, can represent the elements of either water, earth, fire or air), but will often be composed of varying polygons built from different triangles. For example: the hexagram is a commonly used base rune in Transmutation Circles because it creates eight multi-directional triangles when inscribed and can therefore represent all four classical elements at once. Other, more esoteric runes (including astrological symbols, symbolic images and varying lines of text) are prevalent and represent a multitude of other, specific functions for the alchemical energy that is released. Over the nearly 500 year history of alchemy in Amestris, great strides in alchemical research have been made by mixing these runes together to augment their power, converge their results and create entirely new pathways of utilization.
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Post by The DM on Mar 28, 2015 0:45:58 GMT
ALCHEMY HUMAN TRANSMUTATION
Unfortunately, these experiments have given birth to a dark and sinister side of alchemy. Whether out of despair, malice or inquisitive hubris, several alchemists have been known to attempt the application of transmutation to human bodies and souls, in essence, playing god with human lives. But, just as the Law of Equivalent Exchange applies to the transmutation of non-living matter, devastating rebounds can occur in Human Transmutation because human lives and souls are priceless according to the flow of the world.
PERFORMING HUMAN TRANSMUTATION: It is possible for characters to perform Resurrection-based Human Transmutation on MDA. However, only characters with over 150 posts can do this without fear of losing more than "Truth's Price".
"Truth's Price" is an ironic price; usually something that means a lot to the character in question. A character with a love of money would suddenly lose his way of earning it. A character who loved a certain person would lose the love of that person; so on, so forth. However, if a character has under 150 posts, then they have to take a "Human Transmutation" roll, to determine whether or not they will survive. This roll is absolute, and the outcome cannot be changed. If you wish to live, don't do Human Transmutation; or have 150 posts.
Human Transmutation Roll:
1 -- Survive 2 -- Survive 3 -- Survive 4 -- Lose Alchemy, but survive 5 -- Lose Alchemy, but survive 6 -- Lose Alchemy, but survive 7 -- Lose Alchemy, but survive 8 -- Die 9 -- Die 10 -- Die
RESURRECTION
Attempts to bring deceased human beings back to life are the most common practice to be called Human Transmutation. Using various experimental theories and methods, multiple alchemists have endeavored to resurrect dead loved ones, but such pursuits are always failures, forbidden by the flow of the universe and alchemy itself.
It is determined that resurrective Human Transmutation is impossible because a soul that has left the mortal coil has passed on into the afterlife and can never be called back by human means. The attempt will cause a rebound due to both the inherent lack of any particular substance able to match a human soul in value and the fact that the initiated transmutation is reaching for an unattainable goal. Of the known attempted Human Transmutations, the rebound has been the "taking" of parts of the initiator's body out of the living world and into the void of the flow.
In addition, for having trespassed in 'God's domain' with Human Transmutation, the initiating alchemists are essentially called into The Gate of Truth to face 'God' itself (AKA 'Truth'). Being pulled through the gate grants alchemists great alchemical and universal knowledge - in exchange for paying a physical toll which usually takes the shape of the body parts "taken" by the rebound - and the ability to perform transmutations without a circle.
CREATED HUMANS/HOMUNCULI
The next most referred-to form of Human Transmutation is the concept of an alchemically created human called a "Homunculus". Though largely considered impossible due to the fact that all recorded and reported attempts to make one have been failures, this act is one of those specifically noted in the Amestrian nationwide prohibition of Human Transmutation.
SOUL BINDING
Another terrible form of Human Transmutation is the manipulation of human souls. Though appearing on no official records, there have been experiments with Human Transmutation involving the extraction of souls from human bodies and the alchemical binding of said souls to inanimate objects usually by way of a rune drawn in blood on the object itself. Though not all the specifics of soul binding have been made clear, it has been explained that the iron in the blood bonds alchemically with the iron in the object (as most instances of soul binding has used metal armor as a vessel) and the blood itself remains bound to the soul of the person from which it was taken. The Blood Runes themselves differ based on the theories and style of whatever alchemist performed the binding, but the three different Blood Runes that have been revealed depict a spark or flame (presumably signifying a soul) hemmed in by other symbols in a blood-drawn Transmutation Circle that suggests a soul trapped within a container. In essence, these souls exist in the mortal plane without their bodies, are able to manipulate the objects to which they are bound and communicate verbally with beings around them but, of course, there are caveats.
Despite the fact that these souls cannot feel pain or die by conventional means since the "bodies" they now inhabit are not mortal, the act of binding two such different things together is only temporary, as the soul and vessel will eventually reject each other and separate.
Though the manipulated soul is independent of its original body, the issues regarding the storage of knowledge and memory suggest that, for a soul binding to remain intact, the original body must remain alive somewhere. This creates another issue, as the soul and its original body will be inexorably drawn to one another.
The Amestrian government has experimented with soul manipulation and binding under the command of Father, but the case of Alphonse Elric's soul binding is remarkably unique as the only known instance of a particular human soul being purposely called back to the mortal plane from the Gate of Truth. Edward Elric, for performing this brand of Human Transmutation, let his right arm be taken as the toll and drew a rune using his own blood. It has been posited that this was only possible because the two brothers had been pulled into the Gate together and may have had their spirits crossed in the process. Additionally, the body of the soul-binding victim Barry the Chopper was infused with the soul of a lab animal and remains as the only known instance of a soul being bound to a living vessel. It is also unknown whether the act of transmuting the souls of Barry the Chopper and the Slicer Brothers resulted in a rebound or appearance of the Gate of Truth.
In the movie "Fullmetal Alchemist the Movie: Conqueror of Shamballa" Alphonse Elric is capable of transferring a small portion of his soul into multiple suits of armor simultaneously while still maintaining his original body and consciousness. Though when one of the suits with a portion of his soul is sent through the gate, his entire consciousness is temporally transferred to that suit of armor, and that suit of armor apparently had a blood rune.
HUMAN CHIMERA
Chimeric Alchemy is a branch of bio-alchemy that seeks to alchemically "marry" two dissimilar life forms into a new creature, but even though this science skirts the line of playing God, the prohibition of Human Transmutation forbids alchemists from incorporating human beings into the practice of chimera production. However, there are alchemists who flout this decree and step across the threshold into monstrous experimentation. Shou Tucker, the Sewing-Life Alchemist, was the first recorded alchemist to successfully create a Human Chimera, passing his crime off as a full-animal chimera capable of human speech until his second attempt was exposed to the military, but (as with Soul Binding) the Amestrian government has also been experimenting with this, having created several human-animal hybrids of increasing versatility.
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Post by The DM on Mar 28, 2015 0:42:09 GMT
ALCHEMY STATE ALCHEMISTS
A State Alchemist is an alchemist employed by the Amestrian State Military as part of an elite government mandated program.
As members of the military, State Alchemists are privy to the most advanced alchemical resources, including exclusive access to the best research materials as well as state-of-the-art government laboratories, and are given a sizable research grant each year which can be put to any purpose a State Alchemist so chooses. Also on the list of perks is an automatic military officer rank equivalent to that of "Major" and all the considerable military authority and government influence that comes with it.
In exchange for these privileges, State Alchemists are commanded to obey three basic restrictions:
Obey the Military - As part of the military system, State Alchemists are subject to the government hierarchy and must obey the orders of their superiors as well as devote themselves entirely to the protection, advancement and well-being of the nation of Amestris as a whole. Their skills are to be wielded as an extension of the government's power as opposed to means toward individual or popular gain. This particular rule is the root behind the harshest drawback of being a State Alchemist - although alchemists in general are revered by the populace, State Alchemists are treated with a great deal of animosity by those not completely satisfied with the dealings of the current government. As alchemists who have turned their backs on the concept of Be Thou For The People in exchange for government influence, they are often called "Dogs of the Military". Additionally, ever since their successes on the front lines of the Ishval Civil War, State Alchemists with practical skills applicable to combat situations are ordered into battle as "Human Weapons", adding to their relative unpopularity.
Do Not Create Gold - Though all alchemists in the nation of Amestris are held to this law so as to keep the national economy from falling into chaos, State Alchemists are more heavily leaned upon to uphold this standard, due to their position under government surveillance, and are subject to military charges upon its transgression.
Do Not Create Humans - The nationwide (and often worldwide) prohibition of Human Transmutation, though also enforced in the case of all Amestrian alchemists, is particularly forbidden to State Alchemists due to the fact that their access to advanced research notes and materials makes it more likely that anyone making a realistic attempt at the forbidden craft would be in the government's employ. Though it is widely assumed that this law is in place because of the moral and ethical ramifications of attempting to toy with human life as well as the considerable danger involved with dealing in Human Transmutation, it is revealed that the true motive behind the government ban is to prevent individuals from alchemically manufacturing their own personal armies.
In order to be selected as a State Alchemist, candidates must undergo an extensive examination process involving a written test proving a high level of aptitude in the field, a psychological evaluation to determine whether the candidate is of sound enough mind to serve in such a specialized branch of the military and a practical examination in which the candidate proves to a military board whether or not his or her skills can be used in real world situations.
Upon acceptance into the State Alchemist program, candidates are given a symbolic title by the Führer ((Or in MDA's case, an admin)) based on both their unique alchemical skills as well as their personal and dispositional traits. Additionally, each State Alchemist is given a silver pocketwatch to hold as identification. This watch is engraved with the symbol of the State Alchemist program - the Amestrian Dragon circumscribed in a hexagram. The pocketwatch is nothing more than official proof that the carrier is a State Alchemist.
Though State Alchemists are more or less given free license to act as they please within their rank, they must each submit an annual assessment report, detailing the results of their research over the past year so as to prove that they are using their grant money and resources adequately enough to warrant continued membership in the program. It would seem that State Alchemists who fail to hand in an adequate report are put on probation for the next year and that a second failure results in the revocation of their government license.
It has recently been revealed that the State Alchemist program was part of Father's plan leading up to The Promised Day - a system for identifying and selecting candidates for human sacrifice.
NB: The State Alchemy program described here specifically pertains to the Amestrian State Alchemists, as they are the most pertinent both to canon and MDA as a whole. However, the other nations do have their own sponsored and grant-funded state alchemy systems (such as Creta's Royal Task Force) which follow similar but possibly different guidelines to those laid out here.
{{You can only become a state alchemist after reaching 40 IC posts}}
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Post by The DM on Mar 28, 2015 0:38:37 GMT
ALCHEMY ALCHEMISTS
An Alchemist is one of the many remarkable individuals capable of studying and practicing alchemy. As the craft of alchemy requires a full understanding of chemistry and ancient alchemical theory, alchemists are closer to scientists than magicians, but the ability to perform alchemy is also tied to an inherent talent for manipulating matter and energy so not all people can become competent alchemists merely by studying.
Though essentially scientists, alchemists' abilities are incredibly practical and can be applied to the simple enhancement of normal life in the form of quick, relatively effortless repair of objects that ordinarily take a good deal of time and energy to fix. As such, alchemists have been historically revered as productive members of society and held the concept of Be Thou For The People as their unofficial credo. This creed dictates that alchemists use their abilities for the good of the public rather than for personal gain or political reasons, a creed generally rejected by alchemists who opt for government licenses and funding as State Alchemists.
Despite their obligation to the people, alchemists are also careful to keep the secrets of their research out of the hands of the general public so as to prevent abuse of that knowledge and power by those with less-than-noble intentions. As such, alchemists generally keep their research notes coded so that only they - or other like-minded alchemical geniuses - may understand them.
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