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Feat: "Create Chimera"
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<blockquote data-quote="JDowling" data-source="post: 2152896" data-attributes="member: 12596"><p>a couple of thoughts and some questions:</p><p></p><p>A lot of this can be disregarded if you aren't trying to stick as close to FMA as you can, so take it how you wish <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>First - If you want to be more in the keeping of the flavor of chimera in Full Metal Alchemist I would add a requirement of extensive research time invested pre-creation of the chimera. Only one human in the FMA world was any good at creating chimera, and he'd spent years trying (and most of them ended up flawed anyway). Along the same line - I might require the use of Craft (Chimera) checks (DC 20? 25? 35? this is very advanced research and easy to botch) because it seems as though the creater was never sure how the chimera would turn out until it was finished (at least the first run through, I am unsure of later "batches" of the same type). This adds another bit of discouragement to players: necessary investment of skill points.</p><p></p><p>example of research time: 1 week per HD? 1 week per 2 HD? Owlbear would take 9 weeks or 4.5 weeks to research (respectively), and that doesn't seem out of keeping with the amount of time Tucker (that was his name, yes?) spent researching before creating something that ended up being successful at all.</p><p></p><p>Second - In a FMA-style setting money is basically a non-issue. The idea of "equivalent trade" is largely ambiguous, but certainly does not mean anything to do with monitary value: Ed can easily turn coal into gold. (although I think there's compelling reasons to have money be largely a non-issue in just about any game, w/e). Presumably though the exp cost, feat investment, (and possible skill point investment) would be prohibitive for PCs anyway.</p><p></p><p>Third - I would allow the use of an "Alchemist's Stone" to pay the EXP cost. Perhaps in D&D terms "equivalent trade" basically means "blood for blood" (similar to how it is used in FMA) and that translates into "EXP for goodies", "Limbs for goodies", "Perminent Stat loss for goodies", or "Life for goodies". You may have planned this already and just decided not to put it into the feat discription (or you may be lifting one idea out of FMA and putting it into a totally non-FMA style setting) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Fourth - (removed as I forgot part of the origonal post) :O</p><p></p><p>Fifth, and last, for now <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> - awesome work, I'm definately gonna yoink this, tweak it a bit, and incorporate it into my campaign.</p><p></p><p>Sidetrack: I've been working on a blend of FMA (Alchemy), Wild West (Guns, Trains), and Steampunk-esk elements for an upcoming game. Have you done any work with FMA-style Alchemy at all other than this? I've been combining Grim Tales magic (a bit) with Elements of Magic (a lot) and homebrew stuff (a lot) to try to get the effects that I desire, but if you've already got something awesome, why reinvent the wheel? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>again, nice work, the only problems I have are nit-picky flavor issues and those only matter if you're trying to stick as close to FMA as possible <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>EDIT:</p><p>wow, totally missed "Any humanoid slain in this process must make a will save (DC = 10 + 1/2 caster level + primary spell casting ability score modifier), success allows the chimera to inherit memories and emotions." so disregard some of the above <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p></blockquote><p></p>
[QUOTE="JDowling, post: 2152896, member: 12596"] a couple of thoughts and some questions: A lot of this can be disregarded if you aren't trying to stick as close to FMA as you can, so take it how you wish :) First - If you want to be more in the keeping of the flavor of chimera in Full Metal Alchemist I would add a requirement of extensive research time invested pre-creation of the chimera. Only one human in the FMA world was any good at creating chimera, and he'd spent years trying (and most of them ended up flawed anyway). Along the same line - I might require the use of Craft (Chimera) checks (DC 20? 25? 35? this is very advanced research and easy to botch) because it seems as though the creater was never sure how the chimera would turn out until it was finished (at least the first run through, I am unsure of later "batches" of the same type). This adds another bit of discouragement to players: necessary investment of skill points. example of research time: 1 week per HD? 1 week per 2 HD? Owlbear would take 9 weeks or 4.5 weeks to research (respectively), and that doesn't seem out of keeping with the amount of time Tucker (that was his name, yes?) spent researching before creating something that ended up being successful at all. Second - In a FMA-style setting money is basically a non-issue. The idea of "equivalent trade" is largely ambiguous, but certainly does not mean anything to do with monitary value: Ed can easily turn coal into gold. (although I think there's compelling reasons to have money be largely a non-issue in just about any game, w/e). Presumably though the exp cost, feat investment, (and possible skill point investment) would be prohibitive for PCs anyway. Third - I would allow the use of an "Alchemist's Stone" to pay the EXP cost. Perhaps in D&D terms "equivalent trade" basically means "blood for blood" (similar to how it is used in FMA) and that translates into "EXP for goodies", "Limbs for goodies", "Perminent Stat loss for goodies", or "Life for goodies". You may have planned this already and just decided not to put it into the feat discription (or you may be lifting one idea out of FMA and putting it into a totally non-FMA style setting) :) Fourth - (removed as I forgot part of the origonal post) :O Fifth, and last, for now ;) - awesome work, I'm definately gonna yoink this, tweak it a bit, and incorporate it into my campaign. Sidetrack: I've been working on a blend of FMA (Alchemy), Wild West (Guns, Trains), and Steampunk-esk elements for an upcoming game. Have you done any work with FMA-style Alchemy at all other than this? I've been combining Grim Tales magic (a bit) with Elements of Magic (a lot) and homebrew stuff (a lot) to try to get the effects that I desire, but if you've already got something awesome, why reinvent the wheel? ;) again, nice work, the only problems I have are nit-picky flavor issues and those only matter if you're trying to stick as close to FMA as possible :) EDIT: wow, totally missed "Any humanoid slain in this process must make a will save (DC = 10 + 1/2 caster level + primary spell casting ability score modifier), success allows the chimera to inherit memories and emotions." so disregard some of the above :P [/QUOTE]
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