Information for the CS
Basic Information (Name, Age, etc) Section
Asylum Code Questions
Where can the Asylum Code be found?
The code can be anywhere (except under your skin or some cliché like in your eye) you wish. For Reri it is to the left side of her neck. It has to be "engraved in their skin".
How can I figure out what is the roman numerals that matches the number I want for my Asylum Code?
You can refer to this
site for more details.
What numbers can I take for my Asylum Code?
Any
number above 0-12 which isn't already taken or reserved. 1-12 is reserved for the Chronos whom only Xodus can control. <.< Yes, Ryv wants want too, so yeah. Boo!
Extra Info: Partners seldom have codes that are consecutive numbers, e.g. 19 and 20, because the numbers are always assigned at random. Kinda like a lottery. You can only pick a number that was used by another Asylum if they have been terminated. Thanks!
Age Related Questions
How old can my Asylums be?
They can be aged 18 to 45. 18 is the minimum age for them to become an Asylum and 45 is the age of retirement. However, they must
not be more than 5 years apart. This AMRO regulation. Reri and Angel are a special case that will be explained later in the RP.
Alch-Specs
How do I know if my alch-specs is good enough?
Generally, you'd want a flexible power that can scale from the basic level 3 cast all the way to the omg god mode level 1 cast. It isn't always easy. Trust us, we know! Again don't be afraid to throw up your ideas in OOC and seek help from everyone. Just make sure you read through the banned and reserved list and check out which alch-specs are already taken before you start asking. One last thing – if your alch-specs sounds too similar to someone else's you will have to describe the mechanism of your ability to us, so we can suggest modifications you can make to make sure the powers remain unique.
Why is teleportation not an alch-specs?
There are things known as common Alchemy aka abilities everyone can use, e.g. teleportation or slight regeneration, the exact list can be expanded on as we go on. Why? Well everyone starts off learning the basics when they join AMRO. This means that later on when you are found to be exceptionally good at something, that ability is given as your alch-specs. Now you know the reasons behind us insisting you pick something a little more unique. You can refer to the alch-specs everyone else has chosen to get an idea what we are looking for.
Weapons Section
Why must weapons be concealed?
You are working as a militant unit for a secret organization. So yeah, carrying a weapon around is stupid, because normal people will freak out. Hence you need to describe how you conceal your weapons. If you don't, you will be asked to edit your CS.
What sort of weapons are allowed?
Anything military grade or slightly more advanced, but within stipulated limits, of course. Most of the members here are happy to give you feedback and ideas, so don't be shy to ask for advice. Remember to think how your weapon ties in with your character's fighting style. You may also want to start with more basic weapons which can be upgraded later.
Are there any special bonuses that we can use to make our weapons stronger?
Yes, anti-alchemic poison. This is a substance that will disrupt an Alchemist's ability to use Alchemy once it is introduced into the blood stream. Despite the name poison, it doesn't actually kill. It is the preferred thing you coat your bullets, blades, etc. with. Try to avoid using your own special poison unless it has been approved. The only exception to this rule would be Casca because her alch-specs is poison generation.
History Section
Must I write a coherent character history now?
No. But you must be prepared to create one for your own personal arc later. Also, unless you have already set everything in black and white via PM or Skype with Xodus and me, everything you said that contradicts the rules of this world will be subject to modification. =) We'd appreciate if you can cooperate with us. <3
Information about the World
AMRO
Overview
A.M.R.O is very secretive, its existence is known by a hand few of Government officials and by rogues alchemists and the world's elite who do not fall under A.M.R.O. The only thing stopping these people from revealing A.M.R.O. existence is the threat of A.M.R.O.'s immense power.
A.M.R.O manages and restricts information dissemination about alchemy. As with every new case, they will investigate when they realize someone knows about alchemy in case there is an information leak somewhere. This can also lead to the discovery of new talent and recruitment. However, if the person poses a threat in what so any way, he/she will be silenced. Similarly not all rogues are marked for death, as long as compliance is met, A.M.R.O. will maintain a docile attitude. For normal humans, alchemy is a mere myth, thanks to A.M.R.O efforts of control over the centuries.
Power Structure and Recruitment
A.M.R.O is controlled by 12 Chronos and they fall under the director. In essence these 12 are independent and the world falls under 12 territories which the Chronos protect. Due to this there are often conflicts between territories and even inside A.M.R.O. Due to this A.M.R.O. does not care if an Asylum kills an Asylum. Digits can be replaced. However if taboo or forbidden means are used then death is on the spot.
Killing Innocents (aka non alchemists) Before Recruitment
If a child uses alchemy and accidentally or otherwise kills an innocent bystander, A.M.R.O. will probe the child's mind to understand his/her intentions. And if deemed a prospect they will incorporate the child within A.M.R.O. To knowingly kill an innocent with alchemy puts you on the chopping block.
Recruitment of Children
A.M.R.O has a secret base where Alchemists are taught to be Asylums. It is a place known as Innocence. Usually children from a very young age are brought in and trained. Most will graduate and become full-fledged Asylums at the age of 18. No younger.
A.M.R.O is a world power hidden in the shadows. If a prospect is found A.M.R.O will pursue regardless. If the parents are unaware of alchemy, the child will be kidnapped by A.M.R.O. However this is assuming the child hasn't been kicked out, out of fear. Most non-Alchemists often grow to fear their child's ability the way Muggle parents fear their children's magical abilities in Harry Potter.
However, if the parents are alchemists, they will be killed if they resist. The child or prospect has no will or choice. The child who has the potential to become an Alchemist is a danger to himself and society at large unless properly trained. As you may expect, these children have an above average affinity with Alchemy. Hence A.M.R.O has the right to take these children into their custody and weaponizes them.
Once a child is in A.M.R.O, contact with outside world is limited. His or her only purpose is to act as a cover so society perceives you as normal. Contact with parents is usually only allowed in the case if the parent works for A.M.R.O.
Recruitment of Adults
If an older candidate comes (say about 25) and has the potential to be an Alchemist – rouge or non-rogue, they will also take him to the academy and give him a crash course over 2 years. The time needed to complete the course depends on the person capacity to understand alchemy. [Note: A rouge is always given a choice. Those who land up becoming Alchemists chose to do so voluntarily. If they had resisted, they would have been killed.]
Alchemy as a Family Trait
Alchemy can be inherited, but it can also appear out of the blue. No one knows why, as the A.M.R.O scientists have yet to identify a gene responsible for an Asylum's alchemic abilities. Alchemy carried through the blood line is usually potent depending. The more ancient your family, the more potent your abilities. Any alchemic family going beyond 400 years are referred to as old bloods. However most to all were wiped by the A.M.R.O. Now most Alchemic families reach 200 years. However, alchemic talent is not solely determined based on your family background. You can also find talented individuals outside of the Alchemic families.
How an Asylum Team Works
The formation of a team is formed on the graduation day. While no one knows the exact criterion used to determine their compatibility, most partners often come to realize that their partners were definitely not chosen at random, even though it is widely claimed that they were only matched together to link their sanity. Thus not everyone gets link with their siblings. This only happens if they share the right 'mental chemistry'.
[tl;dr: You do not choose your partner. They are assigned to you. And if your team mate is killed, you will start to go insane as the link between their sanity is severed. In this case termination is the only option.]
The Academy (Location: Classified)
Learning Alchemy at the Academy (Innocence)
Each student is taught various types of Alchemy and the one they are most proficient in is given to them as their alch-specs, which means that everyone starts off with potential to use Alchemy and not the ability to use a particular kind of Alchemy (think Harry Potter learning different types of spells, but being exceptionally good at the Patronus charm and the Protego charm). Students are encouraged to learn as much as they can so they can excel. After all each candidate is supposed to be above average to begin with.
Being Assigned Your Specialization (Hunter, Sniffer, Silencer, etc.)
As you study those in authority will decide what you are suited for and start training you in that area of expertise (it's almost like how you select modules based on your major).
Others Facts
Those who enter the Academy at a young age would know their Alch-Specs and specialization by the age of 10. Teens and younger adults learn faster than children, so discerning their Alch-Specs and specialization won't take that long.
Those who fail to meet the cut will be terminated. Call it AMRO's way to motivate you to study. =P