Post by Manah on Jul 8, 2018 16:42:42 GMT -5
NEW ACTIONS
Alchemic Transmutation: 10
(Int.bonus)
-Efficient
-As Mastery of Matter/Energy, but with special rules and restrictions
-Comprehension (Stones against Difficulty to understand the atomic or molecular makeup of a material/object/energy; may analyse given material/object properties.)
-Deconstruction (Stones against Difficulty, Ignoring Hardness, to disassemble identified materials/objects/energy to its base state in order to reshape it later. Essentially functions as disintegrating the object, but leaving base materials behind.)
-Reconstruction (As Unlimited Create/Manipulate, and Force Blasts [Depending on the matter/energy used or altered, various advantages may apply.] Only works on materials/objects/energy deconstructed prior to use.)
-Accumulate Energy for greater effect
-Can combine with Close/Ranged Combat
-May be used as General Knowledge (Alchemy, Codes, Puzzles, Chemistry, Biology and Contained Souls' lore), Efficient, does not require either clapping of hands or transmutation circle, as it directly represents the knowledge of the user - or in the latter case, the souls held within - gained via passing through the Gate)
-May be used to repair damaged materials/objects
-Faraway Maintenance (By simply leaving some of her souls to maintain the effects she create, Jessie can leave some effects active at once without even being there to maintain them. In game terms, she can have up to this action's AN uses of Alchemical Transmutation AND Human Transmutation active at once without any need to maintain them herself. To use up more, she has to deactivate one of her previous ones.)
-Instant Alchemy (Jessie is one of the very few Alchemists capable of performing the alchemical steps of Comprehension, Deconstruction and Reconstruction near instantaneously. Because of her state as a Philosopher's Stone, she actually does not even need to move at all, to perform this action's Comprehension/Deconstruction/Reconstruction effects all in one step with as many stones played.)
-Philosopher's Stone (As she is herself such a Stone, Jessie has no need to respect the law of Equivalent Exchange, and suffers no Rebounds when she doesn't.)
(Int.bonus)
-Efficient
-As Mastery of Matter/Energy, but with special rules and restrictions
-Comprehension (Stones against Difficulty to understand the atomic or molecular makeup of a material/object/energy; may analyse given material/object properties.)
-Deconstruction (Stones against Difficulty, Ignoring Hardness, to disassemble identified materials/objects/energy to its base state in order to reshape it later. Essentially functions as disintegrating the object, but leaving base materials behind.)
-Reconstruction (As Unlimited Create/Manipulate, and Force Blasts [Depending on the matter/energy used or altered, various advantages may apply.] Only works on materials/objects/energy deconstructed prior to use.)
-Accumulate Energy for greater effect
-Can combine with Close/Ranged Combat
-May be used as General Knowledge (Alchemy, Codes, Puzzles, Chemistry, Biology and Contained Souls' lore), Efficient, does not require either clapping of hands or transmutation circle, as it directly represents the knowledge of the user - or in the latter case, the souls held within - gained via passing through the Gate)
-May be used to repair damaged materials/objects
-Faraway Maintenance (By simply leaving some of her souls to maintain the effects she create, Jessie can leave some effects active at once without even being there to maintain them. In game terms, she can have up to this action's AN uses of Alchemical Transmutation AND Human Transmutation active at once without any need to maintain them herself. To use up more, she has to deactivate one of her previous ones.)
-Instant Alchemy (Jessie is one of the very few Alchemists capable of performing the alchemical steps of Comprehension, Deconstruction and Reconstruction near instantaneously. Because of her state as a Philosopher's Stone, she actually does not even need to move at all, to perform this action's Comprehension/Deconstruction/Reconstruction effects all in one step with as many stones played.)
-Philosopher's Stone (As she is herself such a Stone, Jessie has no need to respect the law of Equivalent Exchange, and suffers no Rebounds when she doesn't.)
Human Transmutation: 10
(Int.bonus)
-Efficient
-Represents the use of Alchemic Transmutation on human bodies and souls, a forbidden art that can be extremely dangerous on the user. All are very powerful effects... but Jessie can use them without fear since she is a Philosopher's Stone.
-Deconstruct body (This dangerous use allows an alchemist to attempt to deconstruct a living body to its base parts... essentially a very gruesome way to kill. Works as a Range 3 Force Blast against Durability + Energy Defense, dealing 3x damage, Normal and Stun damage, One target only. It is horribly painful.)
-Alter Size (May be used as Growth or Shrinking on self or others (Used normally on self, or as an Attack VS Durability+Energy Defense on others), altering the target's size by up to half this action's AN in size, rounded up.)
-Shape shifting (As the action, up to AN. May also be used to Create clothes/accessories.)
-Metamorphosis (As the action)
-Manipulate Body Density (On Self or others; works normally on self, and as an Attack VS Durability+Energy Defense on others, altering them by 1 step per red stone of "damage". Maximum effect of AN in either case)
-Mutant Healing (Up to 2x AN white stones per day); May even regrow limbs (unless they were lost due to Rebound)
-Transform Self/Others by Touch
-Soul Protection (As Force Field VS Physical, Energy, Mental and Magical, raised by calling upon the protection of the souls inside her. NOT Efficient, though.)
-Create Homonculus (The user will alchemically create an artificial human, an Homunculus. Homunculi are surprisingly lifelike, though soulless, humanoids with unusual powers. They usually have superhuman abilities, special powers, do not requite food, water or rest - although they can eat, drink or sleep if they want -, are immortal, immune to disease and poison and can regenerate from terrible wounds (Instant Reconstitute Self, Limb Regrowth) up to and including most kinds of death (Reconstitute Self, Special). All have the ability to create their own clothes (AN 5 Clothes Creation, Black in color only). Homunculi usually have a couple of strange weaknesses which may vary between each and every one of them, and as they are soulless, they are incapable of performing alchemy. Creating them is a lengthy process which can take up to days, which is less than usual since Jessie is a Philosopher's Stone. For each stone played, the user gains 15 stones with which to create her homunculus, with the aforementioned qualities being free. Each of those 15 stones increments will take 6 hours of work to complete. NOTE: Create Homunculi are supernaturally loyal to their creator, unless the creator wills it otherwise.)
-Soul Binding (This dreadful - though not inherently evil - power allows a user to capture and bind the soul of a human/humanoid being, be the person alive or dead. If the person is dead but the soul is still close by and hasn't moved on to the afterlife already, then stones need merely be spent against Range (between the user and the wandering soul) and Duration (since death), and 1 stone on top of that (unless target is willing to have their soul bound so; souls instinctively know why the Alchemist is trying to bind their souls and can therefore decide to resist or not. If they do resist, the user must also beat their Intelligence+Mental Defense), and bind the soul in question into an object, animating it (fore example, a suit of armor) by drawing a blood rune on it and inserting the soul. This last step works like Summoning (so its effects are mostly determined by the GM, but the user has an influence on it), except it is permanent and the person has no obligation to obey the user whatsoever. If a target is alive, the alchemist can actually still remove the soul forcibly, as an Attack VS Intelligence+Mental Defense, dealing Mental Damage... if the victim falls unconscious, the soul is removed and the victim technically 'dies' - although it can be 'resurrected' by putting the soul back into the body. Otherwise the user can complete the process as above. Note: If a living victim is willing to have their soul transferred so, a single stone of damage using the attack is all that's needed, and Mental Defense does not apply. Also, souls inhabiting animated objects are not immortal, and will eventually 'die' when their soul and the object reject one another, so they still have a lifespan.)
-Chimera (Involves merging creatures together, up to and including humans, to create chimerae. The game term effects is using this action as a permanent Metamorphosis on a base body by sacrificing another creature (usually by killing it somehow), but only with abilities and powers involving the creature used to alter the base creature.)
-As per Alchemical Transmutation, Jessie can perform Human Transmutation with ease due to her status as a Philosopher's Stone; including negating any Rebound effects.
(Int.bonus)
-Efficient
-Represents the use of Alchemic Transmutation on human bodies and souls, a forbidden art that can be extremely dangerous on the user. All are very powerful effects... but Jessie can use them without fear since she is a Philosopher's Stone.
-Deconstruct body (This dangerous use allows an alchemist to attempt to deconstruct a living body to its base parts... essentially a very gruesome way to kill. Works as a Range 3 Force Blast against Durability + Energy Defense, dealing 3x damage, Normal and Stun damage, One target only. It is horribly painful.)
-Alter Size (May be used as Growth or Shrinking on self or others (Used normally on self, or as an Attack VS Durability+Energy Defense on others), altering the target's size by up to half this action's AN in size, rounded up.)
-Shape shifting (As the action, up to AN. May also be used to Create clothes/accessories.)
-Metamorphosis (As the action)
-Manipulate Body Density (On Self or others; works normally on self, and as an Attack VS Durability+Energy Defense on others, altering them by 1 step per red stone of "damage". Maximum effect of AN in either case)
-Mutant Healing (Up to 2x AN white stones per day); May even regrow limbs (unless they were lost due to Rebound)
-Transform Self/Others by Touch
-Soul Protection (As Force Field VS Physical, Energy, Mental and Magical, raised by calling upon the protection of the souls inside her. NOT Efficient, though.)
-Create Homonculus (The user will alchemically create an artificial human, an Homunculus. Homunculi are surprisingly lifelike, though soulless, humanoids with unusual powers. They usually have superhuman abilities, special powers, do not requite food, water or rest - although they can eat, drink or sleep if they want -, are immortal, immune to disease and poison and can regenerate from terrible wounds (Instant Reconstitute Self, Limb Regrowth) up to and including most kinds of death (Reconstitute Self, Special). All have the ability to create their own clothes (AN 5 Clothes Creation, Black in color only). Homunculi usually have a couple of strange weaknesses which may vary between each and every one of them, and as they are soulless, they are incapable of performing alchemy. Creating them is a lengthy process which can take up to days, which is less than usual since Jessie is a Philosopher's Stone. For each stone played, the user gains 15 stones with which to create her homunculus, with the aforementioned qualities being free. Each of those 15 stones increments will take 6 hours of work to complete. NOTE: Create Homunculi are supernaturally loyal to their creator, unless the creator wills it otherwise.)
-Soul Binding (This dreadful - though not inherently evil - power allows a user to capture and bind the soul of a human/humanoid being, be the person alive or dead. If the person is dead but the soul is still close by and hasn't moved on to the afterlife already, then stones need merely be spent against Range (between the user and the wandering soul) and Duration (since death), and 1 stone on top of that (unless target is willing to have their soul bound so; souls instinctively know why the Alchemist is trying to bind their souls and can therefore decide to resist or not. If they do resist, the user must also beat their Intelligence+Mental Defense), and bind the soul in question into an object, animating it (fore example, a suit of armor) by drawing a blood rune on it and inserting the soul. This last step works like Summoning (so its effects are mostly determined by the GM, but the user has an influence on it), except it is permanent and the person has no obligation to obey the user whatsoever. If a target is alive, the alchemist can actually still remove the soul forcibly, as an Attack VS Intelligence+Mental Defense, dealing Mental Damage... if the victim falls unconscious, the soul is removed and the victim technically 'dies' - although it can be 'resurrected' by putting the soul back into the body. Otherwise the user can complete the process as above. Note: If a living victim is willing to have their soul transferred so, a single stone of damage using the attack is all that's needed, and Mental Defense does not apply. Also, souls inhabiting animated objects are not immortal, and will eventually 'die' when their soul and the object reject one another, so they still have a lifespan.)
-Chimera (Involves merging creatures together, up to and including humans, to create chimerae. The game term effects is using this action as a permanent Metamorphosis on a base body by sacrificing another creature (usually by killing it somehow), but only with abilities and powers involving the creature used to alter the base creature.)
-As per Alchemical Transmutation, Jessie can perform Human Transmutation with ease due to her status as a Philosopher's Stone; including negating any Rebound effects.