Post by Jongluer on Oct 23, 2005 20:45:54 GMT -5
Just because this idea is knocking about in my head, here are rules for running some FMA games. Maybe I'll use it for a Play by Post game here.
Now anyway, on towards the crunchy bits.
First off the rules would have to be in d20 Modern rules set.
First looking over the skills these skills immediately jump out as not applying to the setting:
Computer Use, Knowledge (Arcane Lore), Knowledge (Behavioral Sciences), Knowledge (Business), Knowledge (Technology), Pilot
Now as for some new skills:
Knowledge (Alchemy): This skill revolves around the science of Alchemy. It can help one identify the purpose of a transmutation circle, the elements and atoms contained within certain objects. This also covers the philosophical aspects of Alchemy, such as the principle of equivalent exchange.
Alchemy (Int)
Use this skill to form transmutation circles, collect the proper elemental components, and actually perform a transmutation.
Check: Even the smallest of Alchemical attempts require a check to be made. There are varying levels of difficulty for different tasks. Examples are below:
10: Creating a simple object like a pencil or pen, or repairing simple objects like toys or books.
15: Repairing mechanical devices such as motors or guns, creating complex objects or proper weapons like spears or house scaffolding.
20: Dealing with simple life such as plants and funghi, creating extremely complex devices such as cannons or internal combustion engines.
25: Dealing with complex life such as animals, combining common elements to produce extraordinary effect (such as producing flame from the air), extracting elements from lifeforms or objects or combining them within the object to produce extraordinary effects (exploding people).
30: Complex alchemical equations and experiments, such as creating Chimeras, binding souls to objects, etc.
40: Extremely hard and unheard of alchemical experiments, creating faux philosopher's stones, or performing human transmutations.
Creating a transmutation circle for the task requires a seperate check at the same Difficulty Class.
Special: You can take 10 on Alchmy checks but can only take 20 in certain situations, judged by the Game Master. Use of the Alchemy skill requires the Alchemist feat.
Time: Alchmy requires at the least a full round action, though most of the time creating the transmutation circle involves much more time.
New Feats:
Alchemist
You are trained in the art of Alchemy or at least self trained in the basics of the science.
Requirements: Knowledge (Alchemy) 6 ranks, Knowledge (Physical Sciences) 6 ranks, Research 6 ranks
Benefits: Alchemy becomes a class skill for your character.
No Circle
You have gained the ability to perform Alchemy without a transmutation circle by staring into the Gate.
Requirements: Knowledge (Alchemy) 16 ranks, Alchemy 12 ranks, Have failed at a Human Transmutation and suffered Constitution Damage because of it.
Benefits: You are now able to perform alchemy without a transmutation circle, thus negating the need for the check to create one, and making Alchemy a move action always.
About Human Transmutations: Human Transmutation is the ultimate Taboo of Alchemy. Those who attempt it often go insane, and those who go through with it realize the truth of equivalent exchange. In the event that a character is able to perform a Human Transmutation roll onthe following table to determine what happens:
1d6
1-1d6 Constitution damage
2-2d6 Constitution damage
3-Loss of one limb
4-Loss of two limbs
5-Loss of 1d4 limbs and 1d6 Constitution Damage
6-Loss of major organs (30% chance of a vital organ)
Now anyway, on towards the crunchy bits.
First off the rules would have to be in d20 Modern rules set.
First looking over the skills these skills immediately jump out as not applying to the setting:
Computer Use, Knowledge (Arcane Lore), Knowledge (Behavioral Sciences), Knowledge (Business), Knowledge (Technology), Pilot
Now as for some new skills:
Knowledge (Alchemy): This skill revolves around the science of Alchemy. It can help one identify the purpose of a transmutation circle, the elements and atoms contained within certain objects. This also covers the philosophical aspects of Alchemy, such as the principle of equivalent exchange.
Alchemy (Int)
Use this skill to form transmutation circles, collect the proper elemental components, and actually perform a transmutation.
Check: Even the smallest of Alchemical attempts require a check to be made. There are varying levels of difficulty for different tasks. Examples are below:
10: Creating a simple object like a pencil or pen, or repairing simple objects like toys or books.
15: Repairing mechanical devices such as motors or guns, creating complex objects or proper weapons like spears or house scaffolding.
20: Dealing with simple life such as plants and funghi, creating extremely complex devices such as cannons or internal combustion engines.
25: Dealing with complex life such as animals, combining common elements to produce extraordinary effect (such as producing flame from the air), extracting elements from lifeforms or objects or combining them within the object to produce extraordinary effects (exploding people).
30: Complex alchemical equations and experiments, such as creating Chimeras, binding souls to objects, etc.
40: Extremely hard and unheard of alchemical experiments, creating faux philosopher's stones, or performing human transmutations.
Creating a transmutation circle for the task requires a seperate check at the same Difficulty Class.
Special: You can take 10 on Alchmy checks but can only take 20 in certain situations, judged by the Game Master. Use of the Alchemy skill requires the Alchemist feat.
Time: Alchmy requires at the least a full round action, though most of the time creating the transmutation circle involves much more time.
New Feats:
Alchemist
You are trained in the art of Alchemy or at least self trained in the basics of the science.
Requirements: Knowledge (Alchemy) 6 ranks, Knowledge (Physical Sciences) 6 ranks, Research 6 ranks
Benefits: Alchemy becomes a class skill for your character.
No Circle
You have gained the ability to perform Alchemy without a transmutation circle by staring into the Gate.
Requirements: Knowledge (Alchemy) 16 ranks, Alchemy 12 ranks, Have failed at a Human Transmutation and suffered Constitution Damage because of it.
Benefits: You are now able to perform alchemy without a transmutation circle, thus negating the need for the check to create one, and making Alchemy a move action always.
About Human Transmutations: Human Transmutation is the ultimate Taboo of Alchemy. Those who attempt it often go insane, and those who go through with it realize the truth of equivalent exchange. In the event that a character is able to perform a Human Transmutation roll onthe following table to determine what happens:
1d6
1-1d6 Constitution damage
2-2d6 Constitution damage
3-Loss of one limb
4-Loss of two limbs
5-Loss of 1d4 limbs and 1d6 Constitution Damage
6-Loss of major organs (30% chance of a vital organ)