Fullmetal Alchemist - Lure of the flames
The Story
The Setting
In the hopes of making this accessible to anyone who has not read the manga or watched the show, I've got a bit of a blurb explaining the setting, as well as a link to the show's wiki:
Fullmetal Alchemist (franchise) - Fullmetal Alchemist Wiki
Game Info
And the part you're all waiting for.
I've decided, after a long absence of trying to run this campaign in person, that I'd do it as a play by post instead. Bad news for some of my tabletop buddies, but good news (I hope) for us folks online.
The story is going to be using Mutants and Masterminds 2nd Edition, I know third edition is out, but I don't have any experience with it, and I'd hate to fumble through a session because of lack of rules understanding. Character Creation rules will be forthcoming, probably tonight, but I figure the sooner people can ponder their characters, the sooner we can start, so here are a few ground rules and tidbits on how I expect to play:
- No existing characters or familial relations. Partly because I want people to be original, partly because I plan to use some of the setting characters. Expect about a 25/75 split on the usage of existing faces to new NPC's.
- Open backgrounds. Other than the above rule, I'm open to pretty much any background that makes sense within the setting. You want to be royalty from Xing, I'll make it work. Want to be a fancy state alchemist, fine by me.
- Party friendly. This applies both in the sense that I want everyone to be mostly “Good” people, and more abstractly that I want people to be able to fit in from the get go. If we end up with six state alchemists then its easy for me, but all I really ask in your character creation is that he or she is someone who can work with the party, and who would be sent with the party in the first place.
- Powers. Powers in this game are pretty wide open and are going to represent anything from Alchemy to special ammunition to sword fighting prowess. I'm going to have a standard template power for anyone trained in Alchemy, anything beyond that (Finger-snapping explosions, ice creating powers, rock shooting punches etc.) will be approved case by case.
Flight is out, I'm undecided on fast movement (Though elevator style upward pillars of ground are a staple of the series), mental powers like mind control, and body altering stuff like x-ray vision are likewise out. It should be cut and dry what makes sense and what doesn't, but if you're on the fence I'll yay or nay it, politely of course.
- Skills are important. I'm adding in about a half dozen (At least) special knowledge skills, appropriate to the setting. In addition, the game will be much more story driven than your usual dungeon crawl fare. Skills will play an important role both in and out of combat, in fact, I plan to use the “Alternative Combat Types” from Manga and Mecha at least a few times. I believe it would be entirely possible to play a mostly non-combat character in this campaign and still have fun (Though you would miss out on the cool fights!)
- Cool fights! Lastly, one of the things that made me want to run this campaign online was how much the combat was enjoyed at the tabletop. A big part of this had to do with the settings, motion and occasional fudged dice roll. Expect every fight to be cinematic in some form or another, and expect to have to move a lot. Simply put, I don't recommend too many full round action powers (Though I will allow them.)
While I'm undecided whether I will post up my dice rolls, I will always give a hero point if I screw you out of something =)
I also have one specific request regarding players more than the characters:
- Be open to twists and changes. There is a rather substantial twist in the plot line partway into this game, and I'd hate to lose players under the idea of “Oh that's dumb and non-canon” I doubt anyone here is like that, but I just don't want to hurt the game with it. =)
That about covers everything I have to consider. I'm holding the next post for character creation rules, which will be posted either tonight, or more likely tomorrow night after I finish work.
Lastly, I'm am not especially prolific in writing as I have a rather hectic schedule. Updates will be about 3-4 times a week. Sometimes I will post multiple times if a combat or section makes it easy to focus, but RL is RL =/
*More to come*
The Story
Amestris has changed in the ten years since the Upheaval in Central. By the instruction of the late Führer Grumman and continued under the new Führer Mustang, Amestris has lessened many of the tensions caused by decades of imperialist policies. A new spirit of co-operation has bloomed across the very world itself, of peace accords and trade agreements, the coming together and unity of many nations through discussion and debate instead of blade and gunfire.
This new paradigm was culminated in the Grand Eastern Rail-Line, a track hundreds of miles long that connected Central City with neighboring Xing, and continued even further to Amestris' newest province, a small coastal region known as The Edge. The Grand Eastern Rail and the coastal access it provided proved a great boon, allowing access to new nations and new resources, while solidifying trading ties with Amestris' most amiable neighbor.
But all is not well. Expected trains have stopped returning, while the long land lines connecting Amestris with its far flung province seem to have been cut. Missions searching within Amestris show no problem, yet the groups sent into the desert along the line suffer the same fate as trains sent along the tracks. The saber rattling over Xing has begun to reach a fevered pitch, With calls for a full brigade to march into the neighboring areas and 'fix' the problem.
It is in this climate that Central has sent out a call to some of its finest. State Alchemists, Soldiers, Mercenaries and Private Citizens, the Führer has begged the assistance of anyone he feels he can trust, hoping enough will answer to avert a war.
This new paradigm was culminated in the Grand Eastern Rail-Line, a track hundreds of miles long that connected Central City with neighboring Xing, and continued even further to Amestris' newest province, a small coastal region known as The Edge. The Grand Eastern Rail and the coastal access it provided proved a great boon, allowing access to new nations and new resources, while solidifying trading ties with Amestris' most amiable neighbor.
But all is not well. Expected trains have stopped returning, while the long land lines connecting Amestris with its far flung province seem to have been cut. Missions searching within Amestris show no problem, yet the groups sent into the desert along the line suffer the same fate as trains sent along the tracks. The saber rattling over Xing has begun to reach a fevered pitch, With calls for a full brigade to march into the neighboring areas and 'fix' the problem.
It is in this climate that Central has sent out a call to some of its finest. State Alchemists, Soldiers, Mercenaries and Private Citizens, the Führer has begged the assistance of anyone he feels he can trust, hoping enough will answer to avert a war.
The Setting
In the hopes of making this accessible to anyone who has not read the manga or watched the show, I've got a bit of a blurb explaining the setting, as well as a link to the show's wiki:
“Full Metal Alchemist is set in a fictional universe not entirely dissimilar to the early industrial world of the 1920-40's (In fact this campaign is set in the 1930's of the series own timeline.). The technology level is pretty much akin to that of world war 2, at least in the developed areas. Cars are just coming into common use for those with enough money, the tank is a very recent invention, Automatic weapons are not standard issue.
Notable differences include the complete lack of flight and basic computers. They understand what nuclear technology is, but have no access to it. On the other hand, high tech prosthesis called automail are easily available, stronger and much more resistant than normal human limbs.
In addition to their technology, the people of this world have mastered a form of 'Science' referred to as Alchemy, the study of transmutation. At its simplest, this allows the rearrangement of matter, fixing a broken clock, building a sculpture. Such transmutations require the drawing of a special transmutation circle, and an application of will.
Talented alchemists can, and often do develop worn versions of their transmutation circles that they can wear and focus their powers through. The current leader for example, can create massive explosions by transmuting air into a corridor of pure oxygen and then setting a spark from his gloves.”
Notable differences include the complete lack of flight and basic computers. They understand what nuclear technology is, but have no access to it. On the other hand, high tech prosthesis called automail are easily available, stronger and much more resistant than normal human limbs.
In addition to their technology, the people of this world have mastered a form of 'Science' referred to as Alchemy, the study of transmutation. At its simplest, this allows the rearrangement of matter, fixing a broken clock, building a sculpture. Such transmutations require the drawing of a special transmutation circle, and an application of will.
Talented alchemists can, and often do develop worn versions of their transmutation circles that they can wear and focus their powers through. The current leader for example, can create massive explosions by transmuting air into a corridor of pure oxygen and then setting a spark from his gloves.”
Fullmetal Alchemist (franchise) - Fullmetal Alchemist Wiki
Game Info
And the part you're all waiting for.
I've decided, after a long absence of trying to run this campaign in person, that I'd do it as a play by post instead. Bad news for some of my tabletop buddies, but good news (I hope) for us folks online.
The story is going to be using Mutants and Masterminds 2nd Edition, I know third edition is out, but I don't have any experience with it, and I'd hate to fumble through a session because of lack of rules understanding. Character Creation rules will be forthcoming, probably tonight, but I figure the sooner people can ponder their characters, the sooner we can start, so here are a few ground rules and tidbits on how I expect to play:
- No existing characters or familial relations. Partly because I want people to be original, partly because I plan to use some of the setting characters. Expect about a 25/75 split on the usage of existing faces to new NPC's.
- Open backgrounds. Other than the above rule, I'm open to pretty much any background that makes sense within the setting. You want to be royalty from Xing, I'll make it work. Want to be a fancy state alchemist, fine by me.
- Party friendly. This applies both in the sense that I want everyone to be mostly “Good” people, and more abstractly that I want people to be able to fit in from the get go. If we end up with six state alchemists then its easy for me, but all I really ask in your character creation is that he or she is someone who can work with the party, and who would be sent with the party in the first place.
- Powers. Powers in this game are pretty wide open and are going to represent anything from Alchemy to special ammunition to sword fighting prowess. I'm going to have a standard template power for anyone trained in Alchemy, anything beyond that (Finger-snapping explosions, ice creating powers, rock shooting punches etc.) will be approved case by case.
Flight is out, I'm undecided on fast movement (Though elevator style upward pillars of ground are a staple of the series), mental powers like mind control, and body altering stuff like x-ray vision are likewise out. It should be cut and dry what makes sense and what doesn't, but if you're on the fence I'll yay or nay it, politely of course.
- Skills are important. I'm adding in about a half dozen (At least) special knowledge skills, appropriate to the setting. In addition, the game will be much more story driven than your usual dungeon crawl fare. Skills will play an important role both in and out of combat, in fact, I plan to use the “Alternative Combat Types” from Manga and Mecha at least a few times. I believe it would be entirely possible to play a mostly non-combat character in this campaign and still have fun (Though you would miss out on the cool fights!)
- Cool fights! Lastly, one of the things that made me want to run this campaign online was how much the combat was enjoyed at the tabletop. A big part of this had to do with the settings, motion and occasional fudged dice roll. Expect every fight to be cinematic in some form or another, and expect to have to move a lot. Simply put, I don't recommend too many full round action powers (Though I will allow them.)
While I'm undecided whether I will post up my dice rolls, I will always give a hero point if I screw you out of something =)
I also have one specific request regarding players more than the characters:
- Be open to twists and changes. There is a rather substantial twist in the plot line partway into this game, and I'd hate to lose players under the idea of “Oh that's dumb and non-canon” I doubt anyone here is like that, but I just don't want to hurt the game with it. =)
That about covers everything I have to consider. I'm holding the next post for character creation rules, which will be posted either tonight, or more likely tomorrow night after I finish work.
Lastly, I'm am not especially prolific in writing as I have a rather hectic schedule. Updates will be about 3-4 times a week. Sometimes I will post multiple times if a combat or section makes it easy to focus, but RL is RL =/
*More to come*