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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7809771" data-attributes="member: 6668634"><p>Here's a rough draft of Alchemy from Full Metal Alchemist.. I haven't created the Alchemist class, but just a basics to Transmutations.</p><p>Let me know what you guys think and I can tweek and change/add/delete where necessary.</p><p></p><p>Alchemy</p><p>Alchemy is the scientific technique of understanding the structure of matter, decomposing it, and then reconstructing it. If performed skillfully, it is even possible to create gold out of led. However, as it is a science, there are some natural principles in place. Only one thing can be created from something else of a certain mass. This is the Principle of Equivalent Exchange.</p><p></p><p>Alchemy is an ancient metaphysical science/mystical art of manipulating and altering matter by using natural energy. This act is known as "Transmutation" and its sequence is usually described as:</p><p> 1. Comprehension - Understanding the inherent structure and properties of the atomic or molecular makeup of a particular material to be transmuted, including the flow and balance of potential and kinetic energy within.</p><p> 2. Deconstruction - Using energy to break down the physical structure of the identified material into a more malleable state so as to be easily reshaped into a new form.</p><p> 3. Reconstruction - Continuing the flow of energy so as to reform the material into a new shape.</p><p>Proper application of this craft requires not only a full understanding of chemistry and ancient alchemical theory but some natural talent towards recognizing and manipulating the physical objects with energy also helps.</p><p>While many see alchemy as an ancient combination of magic and science, some have come to see alchemy as a form of quantum manipulation, affecting matter on the atomic or even subatomic level.</p><p></p><p>Transmutation is preformed by first drawing a Transmutation Circle. It can be drawn on the spot when a transmutation is necessary (in chalk, pencil, ink, paint, thread, blood or even traced in dirt), or permanently etched or inscribed before hand. All Transmutation Circles are made up of two parts:</p><p> 1. The circle itself is a conduit which focuses and dictates the flow of power, tapping into the energies that already exist within the earth and matter. It represents the cyclical flow of the world's energies and phenomena and turns that power into manipulable ends.</p><p> 2. Inside the circle are specific alchemical runes. These runes vary widely based on ancient alchemical studies, texts, and experimentation, but correspond to a different form of energy, allowing the energy that is focused within the circle to be released in the way most conducive to the alchemist's desired effect. In basic Transmutation Circles, these runes will often take the form of triangles (which, when positioned differently, can represent the elements of either water, earth, fire or air), but will often be composed of varying polygons built from different triangles. For example, the hexagram is a commonly used base rune because it creates eight multi-directional triangles when inscribed and can, therefore, represent all four classic elements at once. Other, more esoteric runes (including astrological systems, symbolic images and varying lines of text) are prevalent and represent a multitude of other, specific functions for the alchemical energy that is released.</p><p></p><p>After the circle is drawn, the person performing the transmutation must have material that is of equivalent weight, and of the materials that make up, the desired item. Transmuting items with similar elements, such as using materials that are largely composed of water to turn into something else mostly composed of water, is far easier than changing something with different elements. The more simple the shape and less complexity of the item also makes transmutation much easier. For example changing the same and size of a knife into an axe is simple by having additional metal of the weight to the new designed size. While changing the same knife into a handgun requires the addition of additional materials, plus a more complex transmutation circle, and greater skill.</p><p></p><p>Drawing a Transmutation Circle requires an Intelligence or Craft (Visual Art) check DC 10 plus an increase for level of complexity (see the chart below for examples, or GM discretion) and takes 1 full round +1 round per +2 to the modifier, thus a Transmutation Circle with a DC 20 takes 6 rounds to draw on a successful check. A Knowledge (Earth and Life Sciences) check can be made with a base DC of 15, with each 5 points over granting a +1 to the check to draw the Transmutation Circle for know which runes and how to draw them that relates to the type of transmutation being performed. Different modifiers can stack, such as changing a knife into a machine gun would have the modifier for Complex function change, plus several size modifiers for how large of a machine gun is made (example +8 +1+1 for a +10 base modifier).</p><p>Types of Complexity: DC Modifier</p><p></p><p>Increase size 1 cat/doubling weight</p><p>+1</p><p>Decrease size 1 cat/half weight</p><p>+1</p><p>Change basic shape but not function (changing the shape of a knife blade, shape of a shield, etc)</p><p>+1</p><p>Simple damage type change (piercing, slashing, bludgeoning)</p><p>+1</p><p>Simple function change (changing a staff into a bow/crossbow, a shirt into light armour, not more than +1 bonus, etc)</p><p>+2</p><p>Increasing a simple function (improving range by 25%, increase accuracy by +1, increase speed by 10%, increasing Defense bonus by +1, etc)</p><p>+3</p><p>Adding single use energy damage (example explosive ammunition)</p><p>+4</p><p>Adding permanent energy damage (example flaming sword)</p><p>+8</p><p>Adding simple extra function to item (like a gadget)</p><p>+5</p><p>Complex function change (changing a knife to a hand gun of same size)</p><p>+8</p><p>Simple repairs (1d4 HP)</p><p>+1</p><p>Create simple item from base components (knife or bow from base materials, with no to 3 moving parts)</p><p>+1 / size cat over small</p><p>Create semi complex items from base components (simple complex item with up to 10 moving parts, such as crossbows, bicycle with only a single gear and brakes, collapsible staff, simple ballistic gun such as revolver)</p><p>+2 / size cat over small</p><p>Create complex item from base components (multiple moving parts, or multiple small and different pieces, such as an simple engine for a lawnmower, an analog watch, basic electrical device such as a flashlight or simple electric circuit)</p><p>+4 / size cat over small</p><p>Create extremely complex item from base components (vehicle internal combustion engine, electrical motors, simple electronic devices like calculators)</p><p>+6 / size cat over small</p><p>Moderate repairs (2d6 HP, or repair a disabled simple function)</p><p>+2</p><p>Sever repairs (3d6 HP, or repair a disable complex function)</p><p>+3</p></blockquote><p></p>
[QUOTE="kronos182, post: 7809771, member: 6668634"] Here's a rough draft of Alchemy from Full Metal Alchemist.. I haven't created the Alchemist class, but just a basics to Transmutations. Let me know what you guys think and I can tweek and change/add/delete where necessary. Alchemy Alchemy is the scientific technique of understanding the structure of matter, decomposing it, and then reconstructing it. If performed skillfully, it is even possible to create gold out of led. However, as it is a science, there are some natural principles in place. Only one thing can be created from something else of a certain mass. This is the Principle of Equivalent Exchange. Alchemy is an ancient metaphysical science/mystical art of manipulating and altering matter by using natural energy. This act is known as "Transmutation" and its sequence is usually described as: 1. Comprehension - Understanding the inherent structure and properties of the atomic or molecular makeup of a particular material to be transmuted, including the flow and balance of potential and kinetic energy within. 2. Deconstruction - Using energy to break down the physical structure of the identified material into a more malleable state so as to be easily reshaped into a new form. 3. Reconstruction - Continuing the flow of energy so as to reform the material into a new shape. Proper application of this craft requires not only a full understanding of chemistry and ancient alchemical theory but some natural talent towards recognizing and manipulating the physical objects with energy also helps. While many see alchemy as an ancient combination of magic and science, some have come to see alchemy as a form of quantum manipulation, affecting matter on the atomic or even subatomic level. Transmutation is preformed by first drawing a Transmutation Circle. It can be drawn on the spot when a transmutation is necessary (in chalk, pencil, ink, paint, thread, blood or even traced in dirt), or permanently etched or inscribed before hand. All Transmutation Circles are made up of two parts: 1. The circle itself is a conduit which focuses and dictates the flow of power, tapping into the energies that already exist within the earth and matter. It represents the cyclical flow of the world's energies and phenomena and turns that power into manipulable ends. 2. Inside the circle are specific alchemical runes. These runes vary widely based on ancient alchemical studies, texts, and experimentation, but correspond to a different form of energy, allowing the energy that is focused within the circle to be released in the way most conducive to the alchemist's desired effect. In basic Transmutation Circles, these runes will often take the form of triangles (which, when positioned differently, can represent the elements of either water, earth, fire or air), but will often be composed of varying polygons built from different triangles. For example, the hexagram is a commonly used base rune because it creates eight multi-directional triangles when inscribed and can, therefore, represent all four classic elements at once. Other, more esoteric runes (including astrological systems, symbolic images and varying lines of text) are prevalent and represent a multitude of other, specific functions for the alchemical energy that is released. After the circle is drawn, the person performing the transmutation must have material that is of equivalent weight, and of the materials that make up, the desired item. Transmuting items with similar elements, such as using materials that are largely composed of water to turn into something else mostly composed of water, is far easier than changing something with different elements. The more simple the shape and less complexity of the item also makes transmutation much easier. For example changing the same and size of a knife into an axe is simple by having additional metal of the weight to the new designed size. While changing the same knife into a handgun requires the addition of additional materials, plus a more complex transmutation circle, and greater skill. Drawing a Transmutation Circle requires an Intelligence or Craft (Visual Art) check DC 10 plus an increase for level of complexity (see the chart below for examples, or GM discretion) and takes 1 full round +1 round per +2 to the modifier, thus a Transmutation Circle with a DC 20 takes 6 rounds to draw on a successful check. A Knowledge (Earth and Life Sciences) check can be made with a base DC of 15, with each 5 points over granting a +1 to the check to draw the Transmutation Circle for know which runes and how to draw them that relates to the type of transmutation being performed. Different modifiers can stack, such as changing a knife into a machine gun would have the modifier for Complex function change, plus several size modifiers for how large of a machine gun is made (example +8 +1+1 for a +10 base modifier). Types of Complexity: DC Modifier Increase size 1 cat/doubling weight +1 Decrease size 1 cat/half weight +1 Change basic shape but not function (changing the shape of a knife blade, shape of a shield, etc) +1 Simple damage type change (piercing, slashing, bludgeoning) +1 Simple function change (changing a staff into a bow/crossbow, a shirt into light armour, not more than +1 bonus, etc) +2 Increasing a simple function (improving range by 25%, increase accuracy by +1, increase speed by 10%, increasing Defense bonus by +1, etc) +3 Adding single use energy damage (example explosive ammunition) +4 Adding permanent energy damage (example flaming sword) +8 Adding simple extra function to item (like a gadget) +5 Complex function change (changing a knife to a hand gun of same size) +8 Simple repairs (1d4 HP) +1 Create simple item from base components (knife or bow from base materials, with no to 3 moving parts) +1 / size cat over small Create semi complex items from base components (simple complex item with up to 10 moving parts, such as crossbows, bicycle with only a single gear and brakes, collapsible staff, simple ballistic gun such as revolver) +2 / size cat over small Create complex item from base components (multiple moving parts, or multiple small and different pieces, such as an simple engine for a lawnmower, an analog watch, basic electrical device such as a flashlight or simple electric circuit) +4 / size cat over small Create extremely complex item from base components (vehicle internal combustion engine, electrical motors, simple electronic devices like calculators) +6 / size cat over small Moderate repairs (2d6 HP, or repair a disabled simple function) +2 Sever repairs (3d6 HP, or repair a disable complex function) +3 [/QUOTE]
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