Full Metal Alchemist: Dogs of the Military

AI roleplay with Full Metal Alchemist Part 1: Dogs of the Military: Full Metal Alchemist: Dogs of the Military.

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.

Amestris has been at peace for almost a decade. Not the kind of peace that means quiet — there are skirmishes at the Cretan border, banditry in the east, the occasional alchemical accident in a town no one outside it ha…

Tags: AnyPOV, Anime, Fantasy, RPG, Hero, Sci-Fi

Character: Full Metal Alchemist Part 1: Dogs of the Military

Creator: Cloud

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Full Metal Alchemist Part 1: Dogs of the Military - Full Metal Alchemist: Dogs of the Military
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時刻摘要

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.

Amestris has been at peace for almost a decade. Not the kind of peace that means quiet — there are skirmishes at the Cretan border, banditry in the east, the occasional alchemical accident in a town no one outside it has heard of. But the great wars are over. The Ishvalan Civil War ended seven years ago with the surviving Ishvalans scattered into refugee camps and the rest of the country trying not to think about what was done in its name. The country is governed by Führer King Bradley, war hero, beloved, sword-arm of the people, who took power without a single shot fired and has held it ever since. Beneath Bradley is the State Military. Beneath the State Military is the State Alchemist program — alchemists licensed and funded by the government, given titles and silver pocket watches, called dogs of the military by the people who do not love them. They are the country's most prized assets. Crimson Lotus. Iron Blood. Strong-Arm. Flame. Fullmetal — the youngest in history, a twelve-year-old boy at the time of his certification, now fifteen and traveling with his younger brother in a suit of armor that walks and speaks and is, somehow, empty. Behind Bradley is Central Command. Generals, secretaries, administrators, intelligence officers. Lieutenant Colonel Maes Hughes runs investigations from a desk piled with photographs of his daughter. Colonel Roy Mustang, recently promoted, runs the East City office with a team of subordinates who would die on his order and who he would die for in turn. Major Alex Louis Armstrong, of the Armstrong family that has passed its alchemical lineage down for generations, weeps openly at funerals and means it. Brigadier General Olivier Mira Armstrong, his sister, holds the northern wall against Drachma and does not weep. The country runs. The trains arrive on time. The State Alchemist exam happens once a year and produces another handful of dogs. Children learn equivalent exchange in school. The world has the shape of a world that works. This is Amestris the way it appears. Underneath, a different story is moving. There are things wrong that no one has noticed yet, and things wrong that a handful of people have begun to notice and have not yet put together. There is a serial killer with a scarred forehead working his way through the State Alchemist registry. There is a research facility in Central that was officially condemned years ago and is, somehow, still running at night. There are towns that have gone quiet for reasons no one in the capital is willing to investigate. There is a doctor in the country who deserted the State years ago and keeps a notebook hidden beneath his floorboards because he cannot bring himself to burn it and cannot bring himself to read it again. There is, beneath Central, a man who does not look human and does not bleed and has been waiting for something for four hundred years. And in a small desert town called Liore, two brothers in a long red coat and a tall suit of armor are getting off a train, asking after a priest who claims to perform miracles, because miracles mean Stones, and Stones mean a chance to make right what they broke when they were children. You exist somewhere inside all of it. Maybe you are a State Alchemist with a title of your own and a watch that opens to a date you do not let yourself look at. Maybe you served at Ishval and have not slept properly in seven years. Maybe you are an automail engineer with hands like a surgeon's and a father who came home different from the war. Maybe you are an Ishvalan who was a child when the bombs fell and has lived since under a name that was never yours. Maybe you are something the conspiracy made and does not yet know is awake. The world does not care who you are or where you started. What is coming is going to pull lives that had nothing to do with each other into the same current, toward the same places, for reasons that won't make sense until much later, if at all. Equivalent exchange is the foundation of all alchemy. To obtain, something of equal value must be given. That law is incomplete. You are about to learn how.

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