GM: Xodus
Sub-GM: Ryvver
Since the dawn of Mankind's innocence and subsequent fall, he has always sought dominion over that which lies beyond the perimeters of understanding. Always desiring more yet never satisfied, the endless cycle of gluttony in an eternal loop of irony. This unquenchable thirst for the taboo lead Man into discovering a force of change one that could transcend mortals from the restraints cast by Nature, Reality and Sanity. This malevolent force known as Alchemy which Man aimed to exploit so as to sever the chains of stagnation and usher in a self proclaimed golden-era, a utopia.
Though its origins still vague and shrouded in ambiguity, the certainty of its miracles were irrefutable and so quickly lured all those whose hearts had been tainted by ambition and lust. Many considered Alchemy to be some form of sorcery, a naive assumption. Alchemy is simply a harbinger of change by transmuting one's will and breathing it into existence, severing the chains of weakness but at a price. A basic principal dictates when something is acquired a compensation would be in order. Thus anyone who wielded Alchemy as the double edged blade it was, were doomed to sacrifice their very identity, their humanity. This self destructive force later on came to be known as the Insannadiction Effect; where a process of digression would occur, leading to a "monstrous" state where Man's first and purest of carnal desires lay dormant, namely destruction and violence. This realization slowly began to arouse a sense of dread and that gave birth to fear. Alchemy came to be known as what it truly was, an opium so addictive that it poisons those who are seduced by its allure and without restrain slowly engulfs them in madness, an unnatural insanity. Due to this Alchemy was soon considered a forbidden art, immediately replaced by Chemistry which respected the laws dictated by Nature.
The practice of Alchemy however did not stop; some stains can only fade but never wash away. Humanity's greatest folly is perhaps their stubborn inability to learn and such was the case with Alchemy. It did not stop; the forbidden art could not dissipate. While the knowledge of Alchemy remained scarce, those that possessed it wielded an uncanny advantage. There soon existed two kinds of people, those that remained unaware seeking shelter in their ignorance and those that were aware of the circumstances but lacked the power to make a decisive stand. After all what is a mere human in comparison to a Alchemist, for they are monsters are they not? However the world could not allow itself to descend into madness and thus near the fifteenth century a change occurred that marked a momentous era. An organization surfaced from the shadows, unbeknownst to the ignorant and a looming eye over the Alchemists. This organization was created to counter and monitor Alchemy in hopes to lift the curse it had woven upon the world. How one may ask? The answer quite simple, the only way to beat a monster is with another much stronger monster. And so the Alchemy Management and Restraint Organization (A.M.R.O) was born as a deterrent to turmoil.
To fend of rogue Alchemists A.M.R.O gathered itself an army of trained and disciplined Alchemists, for humans had proven to be ineffective and incompetent, monsters were needed. Every Alchemist that joined the ranks of A.M.R.O was tasked to work in pairs, becoming taboo for the two to separate from each other. The reasons for the pairing was crucial, due to the dreaded insanaddiction effect, both alchemists were ordered to share a link between their sanity to halt and curb the curse. But the reality of this pairing was far more grim, simply if one of the partners were to fall victim to the curse than the other was to immediately kill him or her, preventing catastrophe.
Over the centuries A.M.R. O's influence grew rapidly, so much so that it could indirectly affect the very economy of a state and its decisions. Over the course of time A.M.R.O even managed to excel in technology, creating weapons and machinery that surpassed the years, over a century ahead of its time. However their greatest and recent creation was undoubtedly the creation of anti-Alchemic ammunition, which gave an alternate source of battle and allowed regular human to join the Frey.
But near the beginning of the 20th century problems once again started to rise, problems that after centuries posed a real threat to the stability of the world but more over the power that A.M.R.O held. For some reason the Alchemists in the world had begun to increase dramatically and what was truly shocking was the fact that a rebellion had surfaced where many opposed A.M.R.O and its monopolization of Alchemy and eventually all hell broke out and a war surfaced unlike any other, a world war. However the real threat came from the aftermath, while everyone was lulled into a false sense of security and peace with the aligning of nations and creation of UN, yet behind this facade storms were brewing for a feeling had seeped in that A.M.R.O was no longer the only organization of its kind. Its the 21st Century now and yet this is all merely the prelude!
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The Alchemists who are recruited under A.M.R.O are not called Alchemists but have a resounding name that screams their mission and purpose, a name whose main objective is to be the shield against insanity and place a straight jacket over those who threaten the stability of society. These Alchemists that are the soldiers of A.M.R.O are simply known as “Asylums” with each possessing a codename that is engraved in their skin, a roman numerical and their identity as a member of the organization. Out of all the Roman numerals only the top twelve agents of A.M.R.O are given the distinctive title of Chrono Numbers/ Chrono Asylums, their roman numerical being from I to XII. They are considered to be the most loyal and strongest of all, those who won’t hesitate a second to kill if ordered. Their influence in the organization is such that a chrono number can lead their own private armies and are given domain over a specific region.
Among the Asylums, each has their own area of expertise where they are known to excel at. There are four divisions in which the soldiers are placed, if they show adequate skill. A specialization.
SILENCERS: Those that are excel and not just defeating their opponents but killing them, lacking in the area of self control they are beasts who take no prisoners with but one motto, move in fast and kill faster. They are known to posses a short temper or a callous attitude a result from their training which dictates all that lives is but a target to be shot down.
HUNTERS: They are experts in the art of hounding their target for all eternity if be it. Unrelenting and unforgiving they are well versed in all field related to the chase, namely tracking and trapping, possessing the blood lust and stubbornness of a wolf. They tend to posses a more laid back attitude due to their training which has taught them that all that lives must move and all that moves can be stopped.
SNIFFERS: The Sherlocks of the lot. They are those that posses a keen insight with a keener sense of deduction and analytical perception. For them there are no queries only answers, no problems only solutions. However finding clues in not all that they can accomplish, for an opponent that often join a fight with a Sniffer will often find himself defeated before he can think, for the Sniffer would have already thought of it. They tend to possess a calm and unnerving demeanor due to their training which dictates all that lives questions and for every question there is an answer.
HYBRIDS: Last but not least, there are the jack of all trades. While they may not be well versed in one specific specialization, they more than make up for it by combining all of them and utilizing them together making them the most versatile of the lot. They often posses a more active personality due to their training which states, all that lives seeks to stagnate hence you keep moving.
The use of Alchemy to effect external matters is known as ‘cast’ or ‘casting.’ Alchemy casting is divided into three divisions so as to maintain one of the aims of A.M.R.O, which is restriction of Alchemy.
A level three cast is quite basic, it is simply what can be achieved through the Alchemic styles and through channeling their cast and affecting the external factors around him. The drain via this level of a cast is not exceptionally high and the damage dealt can be quite deadly depending on how much effort one places. However such a cast still has its limitation mainly Alchemy is unable to affect things on a "great" scale. While one can control the elements such as fire and use it in various ways, he will however not be able to bring forth a volcano and wreak havoc.
A level two cast is a big game changer as with it a whole new threshold is created. What is thought as impossible with a level three cast becomes entirely possible, its effective and power rate increasing nearly fifty fold, such is a destructive capabilities of a level two and thus the insannadiction drain is also just as high hence the reason for it being deemed taboo. It can only be used by Asylum's upon request and must be authorized by a Chrono Asylum. Also among a pair of Asylums only one Asylum can use a level two cast, this is because the other Asylum allows his sanity to compensate for the loss of his partner's. This cast is activated upon a recitation of "Exceed" which breaks a subconscious barrier that A.M.R.O has placed on all its agents and thus allowing access.
A level one cast is shrouded in myth, most believe it does not exist and those that do possess knowledge of it fear it and thus keep it sealed. Its capabilities are so great that even Chrono Asylum's are denied access of it.
Aside from their area of expertise each Asylum must also select an Alchemic style that suits their personality hence producing effective results. Throughout Alchemy's creation there have been variation in how it is used; it is believed that a universal form never truly existed. From what is known Alchemy has three styles, from which it is channeled, with one being a conduit for the two.
Vocem: Where one must will his words into existence and thus transmute what he desires. This Alchemic style utilizes Alchemy through chanting out words that possess meaning for the chanter and thus channeling the power into reality. This style is known for its versatility, for the Alchemic power output often depends on the length of the words and the passion placed in them, hence making it controllable and accurate. Its downside is if a powerful cast is necessary then it can be quite time consuming.
Motem: The conduit style. In essence this style is known to all for it is movement and often works in tandem with other styles. However those that choose to further develop this form will find it to be a powerful means to an end. As mentioned it utilizes movement to channel Alchemy and those that make this a primary style gain a more powerful form of channeling Alchemy. This style allows a combination of power, accuracy and speed. While not as accurate as Vocem, this style makes up for it with greater power and less time consumption. However it is not as flexible as Vocem, where you can increase the lengths of your words for a stronger cast however in Motem, there is only so much movement you can make before channeling your Alchemy.
Sigillum: The third and final Alchemic style and often described as the strongest one. In situations where a strong cast is necessary but with minimal time consumption this form is ideal. In Sigillum one channel his/her Alchemy through drawing a sigil or a mark and through it Alchemy erupts. It also covers a greater area with the Alchemic effects lasting much longer. However its main flaw is the lack of accuracy, it cannot manage pinpoint attacks and only up to three Sigils can be drawn by an Asylum due to the tedious amount of power it takes to activate.
There needs to be a combination of two styles. One primary and one secondary.
The universal rules of Alchemy that had been set by A.M.R.O are possibly known by every person who has the knowledge of Alchemy and these rules are considered to be absolute. Among the rules the strictest are
1: Alchemy can’t be used to kill humans
2: The sanity of other humans can’t be sacrificed to aid your own
3: The use of level 2 casts is taboo and level 1 strictly forbidden.
If any of these rules are broken the penalty is instant death.
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~Rules~
1. Read all the signs ups located in the second and third post
2. You have to restrict yourself and can’t use level 2 let alone level 1 casts so often.
3. It is up to you if you wish to give your history or not in your sign up, but everyone will have to show his/her story in the RP. Consider it like an arc based on your character where his/her motives come to light, such as what he/she desired when joining A.M.R.O. So yes you can affect the plot with your own inputs and story, but you need to tell me what you are planning. (If there is any confusion PM me)
4. We all have to create two characters, reason I already gave it in the plot and with two characters you can make a better story arc and if you find yourself stuck it will be easier to get out by showing conversations between them.
5. Only one of my character is a Chrono Asylum and no one else is allowed, that is because she will direct the plot. Not being a chrono doesn’t mean you are weak it just means level 1 casts are forbidden and level 2, need permission. Makes things a lot more interesting. (But at certain point rules can be broken can’t they ;D)
6. If there is any confusion or questions feel free to ask here.
7: Another important rule is you have to keep your weapons hidden so that you don't catch attention, you all are covert agents. Also you can't steal another persons idea of hiding the weapons.
8: All asylums share a telepathic link and can communicate with other asylums telepathically using their alchemy.
9: The GM and Sub-GM have the right to deny your acceptance in this RP based on your sign up.
10:This RP will follow a chapter system and if someone wishes to quit or join they can in the next chapter.
11: If you wish to reserve a spot for the next chapter pm me.
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Sign up sheet ~
Credit to Mikael for layout
Name: ...your name!
Nickname/Title: Either a title that you are famous by and has its own story, or a nickname your fellow asylums can call you. You don't have to have one.
Team Title: All asylum teams can have titles if they are skilled/well respected enough by other asylum teams. Having a title also means that other asylum teams have heard of you.*
Gender: Male or Female
Age: Your choice, but must be between 17 and under 40.
Position: Asylum
Specialty: Sniffer, Hunter, Hybrid, or Silencer -- the four main asylum soldier divisions.*
Alchemic Style: Vocem, Sigillum, Motem. You have to choose a combination of two!
Asylum Code: All asylums have a Roman Numeral code tattooed somewhere on their body -- it is their number and nobody else can have it. This means that your character sheets can be rejected because it wants a number someone already has. Write the Roman Numeral you desire along with the translated number in (parenthesis). Then write where it is located on the body. Your number cannot be zero or 1 through 12, as those are for the 12 Chrono Asylums. So, for example, LXXI (71). Located on the back of the skull. If you need help with the Roman Numerals, use this site: http://www.novaroma.org/via_romana/numbers.html
Weapons: You may have only 3 weapons. While A.M.R.O's technology is a hundred years advance try to be creative with your weapons, but don't let them become too futuristic. If you need help, post your questions in the OOC thread.
There is one other element in Weapons that you could consider: AMRO's Anti-Alchemy substance. This substance, when inside an alchemist's body, disrupts their alchemy power. The typical way to use anti Alchemy is to put them in your bullets, so that if one bullet hits an alchemist, it'll set you up for a killing shot. If you have more questions on this, please post them in the OOC thread, as it is a very interesting subject that many people trying to join have misunderstood.
Alchemy specialization: Also known as Alch-Specs. But first, let me make something perfectly clear: all asylums can use all kinds of alchemy, but every asylum has his or her own specialization, which is basically just a kind of alchemy that they excel at. Although there are thousands of asylums working for AMRO that have the same alch-spec, for story purposes, all the players' asylums must have different alch-specs. This means that your character sheets can be rejected because it wants an alch-spec that someone already has. If you need help picking an alch-spec, don't be shy to ask for help in the OOC thread.
Appearance: Describe your character's physique, appearance, and clothing, in at least paragraphs.
Personality: Describe your character's personality with at least 2 paragraphs.
History: Writing your character's backstory is not necessary at the time of character sheet submission. But later on, it would be a good idea to create one and show it in the story. You also don't have to show your character's entire backstory here if you prefer.
Other: Any additional information.
List of Alchemy specialization that are too over powered or reserved*
Blood Manipulation
Thought projection
Instant regeneration
Space and time
Gravity
Darkness manipulation
Ice manipulation
Nova*
Molecular manipulation
Deconstruction reconstruction at a molecular level
(This list is subjected to increase)