Post by lordofchange on Aug 15, 2007 17:38:21 GMT -5
I know there was interest in a FMA game once upon a time, and I'd offered my help to finding a system that worked. Here are my results...
The alchemical reactions can be broken down into three components: a transmutation circle, the materials, and a skilled person to perform it. Since we can only partially control materials, we can take the other two into account.
The circle/knowledge:
The circle and the knowledge to make them is definitely a big thing in FMA. The more complex and intricate the circle, the more potentially complex the transmutation can be. Also, the knowledge of the transmutation at hand is also equally beneficial since you've seen that tiny horse that the boys made long ago, and then compare it to what they can make later on. We can combine these into one action: Alchemy, which controls complexity and potential.
The 'talent':
Power/effort is also needed to fuel the reactions which change the materials. Each person is different in this regard. The alchemists early on in the show to be state alchemists were very winded after only one big transmutation, where Ed can seemingly perform many large scale transmutations with minor fatigue. Some people just seem to do alchemy naturally than others, and so should be held different than knowledge. This can be stated in another action: Transmutation, which controls the area of the effect, and how much it can change.
This said, it can be shown that the brothers have an interesting difference. Al is actually more intelligent when it comes down to alchemy, having seen his work in the movie as well as being more insightful throughout the show. Ed is no slouch either, but Ed makes up for his not-as-impressive knowledge with the sheer amount of... effect he can change.
Now, for the conversion.
The turn would go something like this... Al would put stones into Alchemy to quickly create a circle. This could have been done in any previous page, but let's just say he is making one this very panel. Also he puts some stones into Transmutation, to fuel his effect to make sure that he succeeds in his reaction. Now, the GM decides, based upon the effort towards complexity and power, if the alchemical transmutation was a failure or not, and the effects thereof.
I know that this seems very action-dependent, but there are always ways around it. Like specialties. Each alchemist can have a specialty, which they seem to do better at than the rest of the elements/reactions. These could be bought as a mod, to add in free stones for their affinity towards that choice.
Also, you can purchase a transmutation circle mod for your specialty, like Mustang's gloves, Armstrong's Iron knuckles or Kimbly(Mr. 'Splody)'s tattoos/drawings on his hands. These only have one circle, and thus forth only would work for your specialty, but would bypass having to draw a circle for your specialty, saving you an action.
However, there is the case of Ed and his teach. Both of them had seen the gate and were able to make circles just by completing a circle by clapping their hands. This would allow a circle to ALL transmutations, even though Ed was a metal specialist. This would be a most-expensive mod to represent this, but would also come with a hindrance. Human transmutation would add on a deadly enemy(humunculi or the state), shunning by the alchemist community, and the loss of body parts. The GM would help decide for the player what seems fair. The gate takes what is most fitting for the thing asked. Izune wanted a child, so she was given Wrath, but she looses most of the lower organs, thus preventing any further children as well as health problems. Scar's brother wanted his wife back, so was created Lust, but pretty useless as he lost his... I think you get the picture. Then characters would have to pay to get replacements if possible (like Ed's arm and leg) or just live with it, possibly doomed to die.
Humunculi are possible, but their specialty is the only thing they can do alchemically, but they don't need a circle. They would be similar to robots in the marvel system.
Otherwise, you would be able to purchase the advantages/disadvantages with your specialty mod, like fire would have x2dmg and such.
Let me know what you think, I'll be posting back when I get the Difficulty Charts up.
The alchemical reactions can be broken down into three components: a transmutation circle, the materials, and a skilled person to perform it. Since we can only partially control materials, we can take the other two into account.
The circle/knowledge:
The circle and the knowledge to make them is definitely a big thing in FMA. The more complex and intricate the circle, the more potentially complex the transmutation can be. Also, the knowledge of the transmutation at hand is also equally beneficial since you've seen that tiny horse that the boys made long ago, and then compare it to what they can make later on. We can combine these into one action: Alchemy, which controls complexity and potential.
The 'talent':
Power/effort is also needed to fuel the reactions which change the materials. Each person is different in this regard. The alchemists early on in the show to be state alchemists were very winded after only one big transmutation, where Ed can seemingly perform many large scale transmutations with minor fatigue. Some people just seem to do alchemy naturally than others, and so should be held different than knowledge. This can be stated in another action: Transmutation, which controls the area of the effect, and how much it can change.
This said, it can be shown that the brothers have an interesting difference. Al is actually more intelligent when it comes down to alchemy, having seen his work in the movie as well as being more insightful throughout the show. Ed is no slouch either, but Ed makes up for his not-as-impressive knowledge with the sheer amount of... effect he can change.
Now, for the conversion.
The turn would go something like this... Al would put stones into Alchemy to quickly create a circle. This could have been done in any previous page, but let's just say he is making one this very panel. Also he puts some stones into Transmutation, to fuel his effect to make sure that he succeeds in his reaction. Now, the GM decides, based upon the effort towards complexity and power, if the alchemical transmutation was a failure or not, and the effects thereof.
I know that this seems very action-dependent, but there are always ways around it. Like specialties. Each alchemist can have a specialty, which they seem to do better at than the rest of the elements/reactions. These could be bought as a mod, to add in free stones for their affinity towards that choice.
Also, you can purchase a transmutation circle mod for your specialty, like Mustang's gloves, Armstrong's Iron knuckles or Kimbly(Mr. 'Splody)'s tattoos/drawings on his hands. These only have one circle, and thus forth only would work for your specialty, but would bypass having to draw a circle for your specialty, saving you an action.
However, there is the case of Ed and his teach. Both of them had seen the gate and were able to make circles just by completing a circle by clapping their hands. This would allow a circle to ALL transmutations, even though Ed was a metal specialist. This would be a most-expensive mod to represent this, but would also come with a hindrance. Human transmutation would add on a deadly enemy(humunculi or the state), shunning by the alchemist community, and the loss of body parts. The GM would help decide for the player what seems fair. The gate takes what is most fitting for the thing asked. Izune wanted a child, so she was given Wrath, but she looses most of the lower organs, thus preventing any further children as well as health problems. Scar's brother wanted his wife back, so was created Lust, but pretty useless as he lost his... I think you get the picture. Then characters would have to pay to get replacements if possible (like Ed's arm and leg) or just live with it, possibly doomed to die.
Humunculi are possible, but their specialty is the only thing they can do alchemically, but they don't need a circle. They would be similar to robots in the marvel system.
Otherwise, you would be able to purchase the advantages/disadvantages with your specialty mod, like fire would have x2dmg and such.
Let me know what you think, I'll be posting back when I get the Difficulty Charts up.