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Fullmetal Alchemist - Lure of the Flames (Recruiting)
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<blockquote data-quote="Nali" data-source="post: 5574150" data-attributes="member: 6677110"><p>Alright, as promised the character creation rules.</p><p></p><p></p><p> Character Creation uses the following template for the amount of points and how they must be spent:</p><p> </p><p></p><p> <strong>Power Level 11</strong></p><p> </p><p> Abilities 25pp</p><p> Combat/Saves 35pp</p><p> Skills/Feats 20pp</p><p> Powers 55pp</p><p> Freebies: 35pp</p><p> Unknown: 10pp</p><p> </p><p>Total: 180pp</p><p></p><p>While this particular sort of template may feel a little restrictive for people, I find it is usually quite helpful in M&M to set some boundaries, especially in a campaign such as this where I'm hoping for relatively well rounded characters.</p><p></p><p>As you can see, the pp total would normally have you at power level twelve instead of eleven. This is another intentional choice as the max power level of the campaign is probably going to settle around 15. It gives room to grow, while the extra few power points make you stronger than a starter 11th level. I'm sure most of it is self explanatory, points in a particular category can be spent only within that category, freebies go wherever you'd like.</p><p></p><p>The unknown points are a fun little thing I picked up playing BESM. Simply speaking points put into Unknown come back at a return rate of 1.5x, but rather than being distributed directly by the player, they are assigned by me during special events, as a quirk of the story (You keep making reflex saves you might get evasion), or in conjunction with the player during time-skips and training sections (I practice at learning a new technique, and gain X).</p><p></p><p>I've started every player with ten (fifteen really) points of Unknown power to give me some flexibility in rewarding you for good ideas, amusing antics and so forth. That said, I also have quite a few ideas for storyline boosts, training advantages and the like, so I'm opening up the option for people to “Spend” some of their points into the unknown category. During character creation (And only character creation) you can choose to assign any amount of your Power or Freebie points to the Unknown power. </p><p></p><p>And before it gets brought up, yes this does mean that a character who dumps all of his 90 points into Unknown will get a return of 135 at the end of the day. That said he is going to gain them slowly over the course of the story, will have less of a say in how they are distributed and will still be limited to the same power cap as the rest of you. =)</p><p></p><p>With that out of the way, I suppose its down to campaign specific stuff now.</p><p></p><p>[sblock=Sources]Sources</p><p></p><p>Mutants and Masterminds</p><p> Ultimate Powers</p><p>Manga and Mecha (Not the mecha, obviously.)</p><p></p><p>Other books may be available on request. I've got no objection to specific sources, but I'm going to want to read things before I approve.[/sblock]</p><p></p><p>[sblock=Skills]Skills</p><p></p><p>In addition to the standard skills, the following are available:</p><p> </p><p></p><p> Knowledge: Alchemy – The study of Alchemy as it is practiced in Amestris. Allows the user to discern the effect of a particular transmutation circle (Functioning much like spellcraft). Indicates an understanding of alchemical theory and history. A minimum of Five ranks in this skill is required to play an Alchemist.</p><p></p><p>Knowledge: Eastern Alchemy – The study of Alchemy as it is practiced in Xing. Functions as Knowledge: Alchemy, with its focus on Eastern Alchemy instead.</p><p></p><p>Knowledge: Military – Knowledge of the ranks and structure of the Amestris military. A character with this skill is familiar with the inner workings of the Amestris military, procedures, documents, ranks, as well as the names of specific commanders. Functions much like a replacement for Knowledge: Nobility.</p><p> </p><p> Knowledge: Black History – This skill represents a certain amount of knowledge surrounding the Uprising in Central. Much of it is snipits of rumors, friend of a friend as the true story of the incident was largely buried under the weight of the 'Official' Story. This skill can only be taken at character creation, and cannot be increased during play without access to a credible source of information regarding the subject.[/sblock]</p><p></p><p>[sblock=Alchemy]Alchemy</p><p> </p><p>Any character wishing to play an alchemist is required to take at least one rank in the Alchemy power, as well as five points of the Knowledge: Alchemy skill. Anyone capable of using some of the more complicated powers (Mustangs fireballs, Kimblee's explosions etc.) would require at least a passing knowledge of basic alchemy, even if he were just using those abilities by rote.</p><p></p><p>The standard alchemy power below represents catch-all alchemy knowledge, and assumes that the alchemist is hastily drawing, carving or digging an appropriate transmutation circle. With it you can transform any existing matter into any other shape or substances provided that the end result has the same amounts of matter in it as it began with, a rule called equivalent exchange. </p><p></p><p>You are of course limited in the amount you can transmute as per standard rules, more experienced alchemists have more raw power to work with.</p><p></p><p>Characters using eastern Alchemy still use this ability for their basic transmutations (With required Knowledge: Eastern Alchemy instead) but their powers are different enough that a separate ability might be warranted.</p><p> </p><p></p><p> <strong>Alchemy (3 points per rank, Permanent. Cannot be used on an opponent who is not helpless, Can only rearrange components of existing matter, must have a reasonably flat surface and some way to mark it. Distracting. Increased time to full round action .) </strong>[/sblock]I feel terribly like I'm missing something here, but nothing is coming to mind at the moment. If you have any questions regarding character creation, feel free to ask.</p></blockquote><p></p>
[QUOTE="Nali, post: 5574150, member: 6677110"] Alright, as promised the character creation rules. Character Creation uses the following template for the amount of points and how they must be spent: [B]Power Level 11[/B] Abilities 25pp Combat/Saves 35pp Skills/Feats 20pp Powers 55pp Freebies: 35pp Unknown: 10pp Total: 180pp While this particular sort of template may feel a little restrictive for people, I find it is usually quite helpful in M&M to set some boundaries, especially in a campaign such as this where I'm hoping for relatively well rounded characters. As you can see, the pp total would normally have you at power level twelve instead of eleven. This is another intentional choice as the max power level of the campaign is probably going to settle around 15. It gives room to grow, while the extra few power points make you stronger than a starter 11th level. I'm sure most of it is self explanatory, points in a particular category can be spent only within that category, freebies go wherever you'd like. The unknown points are a fun little thing I picked up playing BESM. Simply speaking points put into Unknown come back at a return rate of 1.5x, but rather than being distributed directly by the player, they are assigned by me during special events, as a quirk of the story (You keep making reflex saves you might get evasion), or in conjunction with the player during time-skips and training sections (I practice at learning a new technique, and gain X). I've started every player with ten (fifteen really) points of Unknown power to give me some flexibility in rewarding you for good ideas, amusing antics and so forth. That said, I also have quite a few ideas for storyline boosts, training advantages and the like, so I'm opening up the option for people to “Spend” some of their points into the unknown category. During character creation (And only character creation) you can choose to assign any amount of your Power or Freebie points to the Unknown power. And before it gets brought up, yes this does mean that a character who dumps all of his 90 points into Unknown will get a return of 135 at the end of the day. That said he is going to gain them slowly over the course of the story, will have less of a say in how they are distributed and will still be limited to the same power cap as the rest of you. =) With that out of the way, I suppose its down to campaign specific stuff now. [sblock=Sources]Sources Mutants and Masterminds Ultimate Powers Manga and Mecha (Not the mecha, obviously.) Other books may be available on request. I've got no objection to specific sources, but I'm going to want to read things before I approve.[/sblock] [sblock=Skills]Skills In addition to the standard skills, the following are available: Knowledge: Alchemy – The study of Alchemy as it is practiced in Amestris. Allows the user to discern the effect of a particular transmutation circle (Functioning much like spellcraft). Indicates an understanding of alchemical theory and history. A minimum of Five ranks in this skill is required to play an Alchemist. Knowledge: Eastern Alchemy – The study of Alchemy as it is practiced in Xing. Functions as Knowledge: Alchemy, with its focus on Eastern Alchemy instead. Knowledge: Military – Knowledge of the ranks and structure of the Amestris military. A character with this skill is familiar with the inner workings of the Amestris military, procedures, documents, ranks, as well as the names of specific commanders. Functions much like a replacement for Knowledge: Nobility. Knowledge: Black History – This skill represents a certain amount of knowledge surrounding the Uprising in Central. Much of it is snipits of rumors, friend of a friend as the true story of the incident was largely buried under the weight of the 'Official' Story. This skill can only be taken at character creation, and cannot be increased during play without access to a credible source of information regarding the subject.[/sblock] [sblock=Alchemy]Alchemy Any character wishing to play an alchemist is required to take at least one rank in the Alchemy power, as well as five points of the Knowledge: Alchemy skill. Anyone capable of using some of the more complicated powers (Mustangs fireballs, Kimblee's explosions etc.) would require at least a passing knowledge of basic alchemy, even if he were just using those abilities by rote. The standard alchemy power below represents catch-all alchemy knowledge, and assumes that the alchemist is hastily drawing, carving or digging an appropriate transmutation circle. With it you can transform any existing matter into any other shape or substances provided that the end result has the same amounts of matter in it as it began with, a rule called equivalent exchange. You are of course limited in the amount you can transmute as per standard rules, more experienced alchemists have more raw power to work with. Characters using eastern Alchemy still use this ability for their basic transmutations (With required Knowledge: Eastern Alchemy instead) but their powers are different enough that a separate ability might be warranted. [B]Alchemy (3 points per rank, Permanent. Cannot be used on an opponent who is not helpless, Can only rearrange components of existing matter, must have a reasonably flat surface and some way to mark it. Distracting. Increased time to full round action .) [/B][/sblock]I feel terribly like I'm missing something here, but nothing is coming to mind at the moment. If you have any questions regarding character creation, feel free to ask. [/QUOTE]
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