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FMA ZA Renewal


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SirOni

SirOni

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Re: FMA ZA Renewal

Incomplete Gun Tree
Gun Tech Tree
Handguns
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use and carrying of one one-handed small firearms. Handguns range from weak to strong and low to high accuracy though for the most part handguns have average power and accuracy. As well as being trained how to fire the gun, military personnel have been trained how to perform maintenance on their handguns.

Dual Handguns [needs Handguns SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use and carrying of two pistols at once.

Harries Technique [needs Handguns SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use carrying of a handgun and combat knife for missions that require a little more stealth than normal.

Bolt Action Rifles [needs Handguns SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use and carrying of bolt action rifles. Most have average accuracy and power and since you have to cycle the bolt recoil can be neglected however the recoil is pretty powerful. As with handguns, military personnel have been trained how to perform maintenance and upkeep on their bolt action rifles.

Bayonet Attachment [needs Bolt Action Rifles SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use of the bayonet attachment for bolt action rifles.

SMG’s [needs Bolt Action Rifles SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use and carrying of submachine guns. Whilst they are fully automatic their range and accuracy aren’t as good as rifles and so are used mainly against crowds and in trench warfare. As with other guns, military personnel have been trained in the maintenance and upkeep of SMG’s.

Suppressor Attachment [needs SMG’s SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use of suppressor attachment. This cuts sound down to almost non-existent however it does reduce the accuracy of the weapon slightly as well as it slowing the bullets down and over time the suppressor will eventually wear away, meaning that it will need to be replaced.

Incomplete Gunpowder Modification Tree
Gunpowder Modification Tree
Create Gunpowder
With this skill alchemists, soldiers and chimera's have been taught how to create gunpowder to the extent that they can create it competently enough so that they aren't in any risk of harm.

The gun tech tree is incomplete at the moment, but you won't need it all at the start anyway.

Right, character sheets can now be submitted and here is the format that I want to see them in;

Name:
Age:
Gender:
Class: (this will either be Alchemist, Soldier or Chimera. Your class also decides what skill tree's you'll have access to)
Alchemist Title: (this is only for alchemist-class characters, and you don't choose your own. I'll tell you your title and you then add it to your sheet)

Description:

Bio: (optional but I'd rather there be one so I know why your character joined the military)

Skills (alchemist setup)
Skill 1(you don't have to choose two skills if you dont want to, instead you can put both skill points into one skill)
Skill 2
Handguns SL.1 (this can be replaced for an additional skill point if you dont want this skill)

Skills (soldier setup)
Handguns SL.5 (all soldiers start off with Handguns fully trained up and they have one additional point to spend in whatever gun skill they have access to at the moment)
Skill 1

Skills (chimera setup)
Handguns SL.1
(as a trade off for their inhuman abilities chimera-class characters only have access to the gun tech tree and the gunpowder modification tree though they are only trained in the 'Handguns' skill from the start. However they do get 3 points to spend on skills that they can currently access in those two tree's)

Inventory: (this is what your character is currently carrying.
For alchemists; whatever handgun they've chosen, if they've chosen to keep that skill. Alchemists also have the opportunity of either having a pair of gloves with an array stitched into them or an array drawn onto something such as a card for example. Alchemists can only have ONE alchemical skill done in this fashion. As well as the gun and the array alchemists can also carry a couple of other things if they want)

Stash: (this is just a list of what your character owns that s/he isn't currently carrying. Not necessary but some people may find it easier to keep a list of what they have instead of reading back through reams of posts)

And thats the character sheet. I know its been mentioned in there already but I'll break it down here;

Alchemists get 2 points to put into whatever skills they want, they can even drop the handguns skill to gain an additional point.

Soldiers start off with Handguns mastered and they have 1 point to spend wherever they want except for alchemy skills.

Chimera's start off with just handguns at SL.1 but they have 3 points to put into the gun tree and gunpowder tree.

Handguns that can be chosen at the start;

Luger: Semi-automatic. 9mm round in 8-round magazines. Relatively weak, but accurate, and modest recoil.
Nambu: Very weak 8mm round, but very accurate and very little recoil, due to the low power. Semi automatic. 8 round magazine.
Browning Hi-Power: Semi automatic. Average powered 9mm round. Hi-Power actually refers to the 13-round magazine it carries. Accurate, low recoil, not as low as Nambu though.
Nagant M1895 Revolver: 7 shot revolver, high velocity (and as such, quite powerful) 7.62mm Nagant rounds, below average accuracy, and each round has to be ejected manually by the shooter after firing, making it a very slow weapon.

Bolt Action Rifles that can be chosen at the start; (if you are a soldier and have chosen this skill)
Ariska (Type 38 rifle): Bolt-action, 5-round magazine, fires 7.7x58mm rounds, similar to a .257 Roberts round. Average power, recoil negligible (bolt action), average accuracy.
Mosin-Nagant: Bolt-action, 5 round 7.62x54mmR magazine. Decent power, decent range, good accuracy.


Also of note; There can only be 1 chimera per 5 players, and Burrito intends on being a chimera.
 
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TentanariX

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Re: FMA ZA Renewal

Name: Michael Tesla
Age: 25
Gender: Male
Class: Alchemist
Alchemist Title: Quick Flash Alchemist

Description: Tesla is a tall lean athletic built man, with short spikey slicked back blonde hair and slanted hazel green eyes, he normally dresses in attire that correlates with his chosen field of alchemy, wearing bright yellow t-shirts, with black tight fit jeans or slacks with yellow boots. Although more often then not, he is simply wearing the usual alchemist uniform, though his dress is somewhat sloppy as he tends to leave his jacket unbuttoned.

Bio:Michael Tesla was born into a middle class family in Central City. His father was a Leuintenant who was stationed in Central City's fort when "Father" set off the array circle that was carved underneath of the city. His father was killed with the majority of the city's population from the blast when Briggs took over Central just before the Homuncullus attack. After the defeat of Father and the Homunculi, information leaked out about the militaries involvement in the creation of the Philosophers stone and the true reason why Amestris was founded. Riots and civil wars broke out all over Amestris, and Michael and his mother had to evacuate the country until the disputes were over due to his father's involvement in the military and the people's untrust. After the ten years it took for the military to calm the rest of the population of Amestris down, Michael and his mother returned to their home country, in the slowly recovering Central City. Michael decided he would become a solider and alchemist in the government and for three years began learning Alchemy with the intention of joining the military to make sure that what happened to his father wouldn't happen to anyone else.

Skills (alchemist setup)
Skill 1 Basic Transmutation
Skill 2 Spark (spark cloth glove(s) )
Handguns SL.1

Inventory:Nagant M1895 Revolver , spark cloth gloves, standard alchemist uniform, metal rods for charging.
Stash:
 
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SirOni

SirOni

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Re: FMA ZA Renewal

You're supposed to put the actual skills in the skill slot, which in your case would be 'Torch' and 'Spark'.
 

cross_grave

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Re: FMA ZA Renewal

Name: Jonathan Joules
Age: 20
Gender: Male
Class: Alchemist
Alchemist Title:

Description: average height, slim, short blonde hair - somewhat spiky and always in a state of slight disarray, blue eyes

Bio: Laid-back and carefree ever since he was a child, Jonathan was a very curios person as well. He spent most of his childhood studying how various things in the world work, and fairly quickly became interested in alchemy. He had to flee from Central City when the great riots started - his whole family was too scared to live there. Ever since then, they've been trying to convince Joules to abandon Alchemy - something he never did. When he matured, Jonathan returned to Central City and joined the military as a State Alchemist, hoping to get resources to further his research.

Skills
Basic Transmutation 1
Torch 1
Handguns SL.1

Inventory: Nagant M1895 Revolver, Ingition Gloves, deck of blank cards, writing/drawing implements, State Alchemist uniform.

Stash: Nothing at the moment.
 
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SirOni

SirOni

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Re: FMA ZA Renewal

Dayum, everyone seems to be going for fire alchemy XD

Which isn't a bad thing of course, just means I get to play more dangerously :D

Also, Grave and Tent, you haven't stated whether you'll be using a portable array or ignition/spark gloves.
 

Bartnum

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Re: FMA ZA Renewal

Name: Harrison Anders
Age: 21
Gender: Male
Class: Alchemist
Alchemist Title: The Frostfang Alchemist

Description: Average height and build, unkempt black hair and green eyes.

Bio: After leaving school at 16, Harrison spent several years training in exile before returning and gaining State Alchemist status. He is at home in the cold, and spends a lot of his free time in the North. His prolonged isolation has had a resulting effect on him, so he sometimes tends to act individually, and has extremely poor social skills. A friend once described him as "That guy who doesn't say much, but when he does it's worth listening to." Because he keeps mostly to himself, little is known about him besides that on official record.

Skills:
Skill 1: Basic Transmutation (SL.1)
Skill 2: Water Control I (SL.2)

Inventory: State Alchemist uniform, greatcoat, hood, scarf, gloves with water circles, deck of blank cards, writing/drawing implements, shoulder bag.

Stash:
 
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SirOni

SirOni

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Re: FMA ZA Renewal

Okay, Bart's is approved and I'll approve Grave's and Tent's once they're finished. Time for my character. Bart's title is Frostfang Alchemist.

Name: Maxwell Collins
Age: 19
Gender: Male
Class: Alchemist
Alchemist Title: Mad Bomber Alchemist

Description: Stands about 5'3", slim, almost frail-looking build, ear-length dark red hair, bangs fall to just above his eyebrows, grey eyes.

Bio: Max was only eight when his parents were killed in one of the many riots happening all over Amestris. His parent's never trusted the military and Alchemists especially, so when news was leaked they took the opportunity to agitate the situation which resulted in a few small riots spreading across the southern region. They had been causing chaos for about two years before they and their followers were gunned down by the military, leaving Max to fend for himself now that his parents were dead.

At first Max blamed the state, he stole and generally caused as much chaos as a nine year could though as he got older he became more proficient at it, even managing to use explosives whenever he could. Though as he did get older he matured and realised that it wasn't the state's fault why his parent's were killed, it was their own fault for causing all the trouble. Losing his only reason to move forward Max sank into depression for quite some time, until one day he heard about the Fuhrer's predicament and how he didn't let it get the best of it. Spurred on by Roy Mustang's will to make this country better Max decided that he wanted to use his talents with explosives and combine them with fire alchemy to do as much as he could to help push Amestris into a truly peaceful era.

Skills:
Skill 1: Torch SL.1
Skill 2: Create Gunpowder SL.2

Inventory: SA uniform, ignition gloves w/ flame circle, sachel bag, capsules of gunpowder, tools to create and extract gunpowder

Stash:
 
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Asmodean

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Re: FMA ZA Renewal

Name: Jin Connor
Age: 24
Gender: Male
Class: Alchemist
Alchemist Title:

Description:

Bio: Jin was born in a dirt poor town and was close to dead when he first met a State Alchemist. By this time he was the last of his family to still be alive with the others dieing from hunger, sickness or dehydration. While he was taught to fear Alchemist, when offered water out of thin air by the female, he drank the clean and clear water without a thought. The alchemist, seeing the only five year old family dead, took Jin to leave with her.

As time past and Jin grew older He wished to help and save other as he had been. He took the woman's last name as his one and trained to become an alchemist. With his own background he hope to use it to get people to stop the distrust of alchemist.

Skills:
Skill 1: Basic Transmutation (SL.2)
Skill 2: Water Control I (SL.1)

Inventory: State Alchemist uniform, gloves with basic transmutation circles, Flask of water, Bottle of black Ink.

Stash:
 
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Caulder

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Re: FMA ZA Renewal

Name: Jacob Sincol ((Pronounced Sinkhole))
Age: 39
Gender: Male
Class: Chimera

Description: Jacob stands at 6'5", making him a very imposing figure. His skin is darkly tanned, and his hair is white, and is very curly, often resulting in his hair covering his face. His eyes are red, from his Ishbalan ancestry, and he bares a black tribal tattoo covering most of his back. He normally wears his military uniform as well as sunglasses to hide his red eyes. He also tends to wear fingerless gloves when in combat.

Bio: Jacob, before joining the military, had been the captive of the State. He was put through treatment that most would have broken from, but he endured. He was then selected to become a Chimera, and was forcefully merged with an animal of the state's choosing. After managing an escape during a certain incident, he spent much time with a group of Ishbalan refugees. After spending the last twenty years with them, he decided to join the military, to try and find more information about why he was made into the thing he is, and how to reverse it.

Skills
Handguns SL. 4
Bull transformation

Inventory: State Military Uniform, fingerless gloves, Nambu
 
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SirOni

SirOni

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Re: FMA ZA Renewal

Tentanari, Burrito and Grave, your characters are approved though I'll need a description and bio from Grave. Asmodean, I've got some stuff to say to you though I'll do that in a PM.

Titles;

Tentanari: Quick Flash Alchemist

I'll come up with titles for the others later on.
 
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Mirchie

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Re: FMA ZA Renewal

Name: Cynthia North
Age: 22
Gender: Female
Class: Soldier

Description: Stands about 5'8", average sized bust, chocolate-brown hair which reaches to the base of her shoulder blades. Her fringe covers her right eye, but leaving her left eye free.

Bio: The daughter of a middle-class shopkeeper in New Optain, she knew little of what happened in Central until she overheard a supply caravan talking about the mess Father's plan had made of the people there when she was 13. Always a bit of a scrapper in her youth, she started to love the idea of joining the Military to do some good in the world, though she lacked any Alchemical prowess. When she was 18, she decided to leave for Central, to join the army there. Before she left, her parents gave her a pair of old leather fingerless gloves, along with a Fairbairn-Sykes fighting knife, both of which were once her grandfathers, who himself was a soldier in Central before his death. Since joining the Army, she exhibited skill above the normal with handguns, and received training in the use of dual-handguns, with her weapon of choice, the Browning HP's. When alone, she would often be found practising with the knife, though she hasn't used it in combat, she found herself able to twist and twirl it around her fingers with ease, and often does this even with friends and colleagues now, she is so confident that she isn't going to accidentally let go of it.

Skills:
Skill 1: Handguns SL5
Skill 2: Dual handguns

Inventory: Amestris uniform, dual Browning Hi-Powers, fingerless leather gloves, Fairbairn-Sykes Fighting Knife.

Stash:

(Fairbairn-Sykes Fighting Knife, tall image is tall.)

The above post is likely to be edited/improved at some point...
 
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SirOni

SirOni

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Re: FMA ZA Renewal

Cynthia is approved. Also;

Asmodean; River Alchemist
 
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SirOni

SirOni

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Re: FMA ZA Renewal

Okay, got a title for Grave now; the Fire Blade Alchemist.
 

Chibichibi

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Re: FMA ZA Renewal

Name: Miranda Whitten
Age: 20
Gender: Female
Class: Alchemist
Alchemist Title:

Description: Miranda is a tall, slender, yet muscular, androgynous girl with long black hair usually kept in a single thick braid that ends just below her rear (Think Duo Maxwell style). She looks sort of like a porcelain doll with pale skin and large blue eyes. Usually seen wearing light colored male clothing to accent her skin tone, rather than bleach herself out with dark colors.

Bio:
Background: Her parents fled Central before it's destruction and she was born that year and grew up in a small town with them and her twin brothers, ten years older than she. When they joined the military as regular soldiers, she was determined to become a state alchemist to prove she was stronger than they were. From that moment on she was always scribbling arrays and working at a small bowl of water in her room. She failed the test the first time, but this only made her more determined to become a state alchemist, and after another year of practice she finally succeeded.

She doesn't tell anyone her first name unless they are going to be closely working with her, become her friend, or ask her out on a date. She's always, sort of wallowed in her androgyny and seeing people's reactions to her true gender is a source of great delight to her.

She's determined to become a better Alchemist so that she can help people and eventually retire and settle down somewhere as a full time healer.


Skills:
Skill 1: Water Control SL.1
Skill 2: Minor Healing SL.1
Handguns SL.1

Inventory: Small notebook with various arrays for water control, flask of water, and a basic med kit with bandages and scissors to patch up what she can't heal. Also carries her Luger on her hip.

Stash: (Will play with later)
 
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SirOni

SirOni

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Re: FMA ZA Renewal

Miranda's approved.

Title: Cleansing Water Alchemist
 
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SirOni

SirOni

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Re: FMA ZA Renewal

Okay guys, the RP has started.
 
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SirOni

SirOni

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Re: FMA ZA Renewal

Updated the gun tech tree to include all the guns and their upgrades, though I do still need to put info down for some of them.
 
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SirOni

SirOni

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Re: FMA ZA Renewal

The gun tech tree has been updated to include a diagram and the gunpowder and explosives tech tree has been updated with all its skills and its diagram. If you thought the alchemy skill one was a mess wait until you see the gunpowder one!
 

Asmodean

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Re: FMA ZA Renewal

Sorry for be gone guys. Things at me place as of late have be crazy and it seem like it will be crazy for at least a day or two more. Oni if you want take control of Jin to psuh the story alone, as this is the only message I'll be able to post today, go a head. I'll be back on Thursday at the latest.

Again sorry for holding the game up.
 
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