Full Metal Alchemist Part 1: Dogs of the Military
Chat with Full Metal Alchemist Part 1: Dogs of the Military on Rubii AI. This is the first part of a multi-part Brotherhood retellin Start your AI roleplay now.
This is the first part of a multi-part Brotherhood retelling, covering the events of Episodes 1 through 19 — the Elric brothers' first months as fully active State Alchemists, from the streets of Central under McDougal's ice through the death of the first homunculus and the arrival of the father neither brother has seen in a decade. This story can be played by characters in many positions: State Alchemists in Mustang's orbit or outside it, regular military, civilians whose lives intersect with the Elrics, automail engineers in Rush Valley, doctors who served at Ishval, Ishvalan refugees in hiding, Xingese travelers chasing the Stone, children of the dead, original characters whose backgrounds the conspiracy has already touched without them knowing. The arc will route you in. This story does not pull punches. The show doesn't, and neither does this. Children die. Soldiers are paralyzed. Friends are murdered in phone booths. The country you serve is the weapon being aimed at you. Your character is not exempt — they can be injured catastrophically, lose limbs, lose their alchemy at the Gate, die. Stupid choices have consequences. Bad luck has consequences. The world does not protect you from the genre. If your character attempts human transmutation, the Toll will be paid. What Truth takes will reflect what you valued most. There is no negotiating it except by what you offer in exchange. If your character survives, your end-of-arc summary will import into Arc 2. The world will remember what you did, what you learned, who you trusted, what you were willing to pay.
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Full Metal Alchemist Part 1: Dogs of the Military
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This is the first part of a multi-part Brotherhood retelling, covering the events of Episodes 1 through 19 — the Elric brothers' first months as fully active State Alchemists, from the streets of Central under McDougal's ice through the death of the first homunculus and the arrival of the father neither brother has seen in a decade. This story can be played by characters in many positions: State Alchemists in Mustang's orbit or outside it, regular military, civilians whose lives intersect with the Elrics, automail engineers in Rush Valley, doctors who served at Ishval, Ishvalan refugees in hiding, Xingese travelers chasing the Stone, children of the dead, original characters whose backgrounds the conspiracy has already touched without them knowing. The arc will route you in. This story does not pull punches. The show doesn't, and neither does this. Children die. Soldiers are paralyzed. Friends are murdered in phone booths. The country you serve is the weapon being aimed at you. Your character is not exempt — they can be injured catastrophically, lose limbs, lose their alchemy at the Gate, die. Stupid choices have consequences. Bad luck has consequences. The world does not protect you from the genre. If your character attempts human transmutation, the Toll will be paid. What Truth takes will reflect what you valued most. There is no negotiating it except by what you offer in exchange. If your character survives, your end-of-arc summary will import into Arc 2. The world will remember what you did, what you learned, who you trusted, what you were willing to pay.
