Post by Kyomei Kuchiki on Jan 11, 2013 23:52:37 GMT -5
So, here's the situation. I need two (or more) people to beta test a system for Alchemy (Fullmetal Alchemist World) that I've come up with. The goal is to put it to the extreme, finding any and all loopholes or weak points that needs to be worked on. Balancing will happen as needed. Below is the basic write up of the system.
First, the characters will be considered Class 4. They will have 500 SP to work with. There are no types. The following are the stats:
Strength
Speed
Alchemic Stamina (Think Spiritual Pressure, will go into more detail below)
Alchemic Dexterity
Instinct
Senses
Healing Expertise (if you really want it, I guess)
Everyone will submit an application, but only a really simple one. Physical Description need only be a couple sentences, overall personality is the only other thing needed besides powers. One's "Powers" are their alchemic specialty. Nothing involving human transmutation nor soul manipulation can be approved. An Alchemic specialty could include modifying the density of the air to create projectiles from their fist, or something. It'd have to be scientific in nature, explainable. The transmutation circle required for the alchemic specialty would be allowed to be always with the person, whether it be an item, an article of clothing, a tattoo, etc. Alchemic specialties DO need to have a stamina drain (found below). The stamina cost is equal to half as much as the class of alchemy that the user's specialty fits into. So if the user uses a Class 6 type of alchemy, using their specialty requires 1 stamina point. The Alchemic specialty can be any class except 1 (for now, since you have class 4 characters) and the characters can only use up to Class 4 alchemy.
Basic alchemy, that is, alchemy that requires the user to make a circle on the spot, would have it's own system. Each post would possess a certain amount of time units, like ten or so. Every class of alchemy (7 to 1, maybe) would have a time cost and a stamina cost. The Alchemic Stamina could be restored by resting, like reiatsu amount. The Alchemic Dexterity, which was formerly reiatsu strength, would represent how fast the user was able to draw and access a circle. If a 50 AD alchemist was to perform a 2 time unit circle, it would take 2 time units. A 100 AD alchemist could perform it in 1. A 400 AD alchemist could perform an 8 time unit circle in 1 time unit (thus type stat boost disabling). The stat cap will still be 400 SP.
Class 7 Alchemy, that involved just movement of a single substance, like making a pillar of earth rise up out of the ground, would cost 1 stamina point and would take 2 time units.
Class 6 Alchemy would still involve moving a single substance, however it would be like making metal piping inside a wall come out through the wall. The circle would not be directly on the object to be moved. This would cost 2 stamina points and 4 time units.
Class 5 Alchemy would involve taking a single substance that it is attached to and changing it's shape. For example, a circle that is on a stone wall that creates a stone rod to be used as a weapon. This would cost 4 stamina points and 5 time units to draw the circle.
Class 4 Alchemy would be the same as Class 7 alchemy, but with more than one substance at a single time, like moving both ground and water to form a pillar of mud. This would cost 6 stamina points and 7 time units.
Class 3 Alchemy would be Class 6 Alchemy with more than one substance. It would cost 8 stamina points and 10 time units (at 50 AD, an entire post of prep)
Class 2 Alchemy would be Class 5 Alchemy with more than one substance. It would cost 10 stamina points and 15 time units.
Class 1 Alchemy would be anything that involved the breaking down of matter at the subatomic level and changing it. Such as Kimbley's ability to change the make up of Alphonze to react with air. These complex alchemic transmutations would cost 15 stamina points and 20 time units.
These will probably need balancing as the test proceeds. Let me explain the time units. There are 10 time units usable per post. Melee attacks, such as punching/kicking/swinging a sword, require 1 time unit to perform. Moving a distance of 10 feet is also 1 time unit. For every 50 points in speed, starting at 100, that distance increases 10 feet (100 speed is 20 feet per time unit, etc. This is to ensure that people can't god mod their transmutation circles to be there instantly. For every 1 stat in Alchemic Stamina, the character gets 2 stamina points to use, and can be restored at a rate of 5 points per post if no combat is performed. 3 stamina points are restored per post if no alchemy is performed, but combat is performed.
Every character starts with two items. The item that is personal to them that is the medium for their specialty in alchemy, and a drawing tool. The choices are the following. Chalk or a rod. Chalk is good in dry and/or solid surfaces, a rod is good in wet and/or malleable surfaces. Obviously, someone can simply pick up a stick or use their finger for the latter, however this stick is good quality, so the lines are much clearer. If someone uses their finger in dirt or their fingernail for a circle in a more solid object, it will require double the time units for making the circle. For all transmutation circles, an opponent is able to cancel the alchemy by breaking them, unless the user has their hands touching the circle in question.
If I've left something out, it'll come up in the beta test. The first two people to just post character apps (and have them approved by me) can go ahead and make another Free RP thread for them meeting and fighting. The scenario will be two State Alchemists dueling (like Mustang and Ed in the original series)
Automail is allowed, but only one limb, and it cannot have any external attachments. It is simply an arm/leg that is made of metal and possesses 100 strength, no matter the user's strength. This would replace the stick/chalk since you choose it as your extra tool. A weapon based Object of Specialty (the object where the transmutation circle is present) also takes the place of an extra tool.
First, the characters will be considered Class 4. They will have 500 SP to work with. There are no types. The following are the stats:
Strength
Speed
Alchemic Stamina (Think Spiritual Pressure, will go into more detail below)
Alchemic Dexterity
Instinct
Senses
Healing Expertise (if you really want it, I guess)
Everyone will submit an application, but only a really simple one. Physical Description need only be a couple sentences, overall personality is the only other thing needed besides powers. One's "Powers" are their alchemic specialty. Nothing involving human transmutation nor soul manipulation can be approved. An Alchemic specialty could include modifying the density of the air to create projectiles from their fist, or something. It'd have to be scientific in nature, explainable. The transmutation circle required for the alchemic specialty would be allowed to be always with the person, whether it be an item, an article of clothing, a tattoo, etc. Alchemic specialties DO need to have a stamina drain (found below). The stamina cost is equal to half as much as the class of alchemy that the user's specialty fits into. So if the user uses a Class 6 type of alchemy, using their specialty requires 1 stamina point. The Alchemic specialty can be any class except 1 (for now, since you have class 4 characters) and the characters can only use up to Class 4 alchemy.
Basic alchemy, that is, alchemy that requires the user to make a circle on the spot, would have it's own system. Each post would possess a certain amount of time units, like ten or so. Every class of alchemy (7 to 1, maybe) would have a time cost and a stamina cost. The Alchemic Stamina could be restored by resting, like reiatsu amount. The Alchemic Dexterity, which was formerly reiatsu strength, would represent how fast the user was able to draw and access a circle. If a 50 AD alchemist was to perform a 2 time unit circle, it would take 2 time units. A 100 AD alchemist could perform it in 1. A 400 AD alchemist could perform an 8 time unit circle in 1 time unit (thus type stat boost disabling). The stat cap will still be 400 SP.
Class 7 Alchemy, that involved just movement of a single substance, like making a pillar of earth rise up out of the ground, would cost 1 stamina point and would take 2 time units.
Class 6 Alchemy would still involve moving a single substance, however it would be like making metal piping inside a wall come out through the wall. The circle would not be directly on the object to be moved. This would cost 2 stamina points and 4 time units.
Class 5 Alchemy would involve taking a single substance that it is attached to and changing it's shape. For example, a circle that is on a stone wall that creates a stone rod to be used as a weapon. This would cost 4 stamina points and 5 time units to draw the circle.
Class 4 Alchemy would be the same as Class 7 alchemy, but with more than one substance at a single time, like moving both ground and water to form a pillar of mud. This would cost 6 stamina points and 7 time units.
Class 3 Alchemy would be Class 6 Alchemy with more than one substance. It would cost 8 stamina points and 10 time units (at 50 AD, an entire post of prep)
Class 2 Alchemy would be Class 5 Alchemy with more than one substance. It would cost 10 stamina points and 15 time units.
Class 1 Alchemy would be anything that involved the breaking down of matter at the subatomic level and changing it. Such as Kimbley's ability to change the make up of Alphonze to react with air. These complex alchemic transmutations would cost 15 stamina points and 20 time units.
These will probably need balancing as the test proceeds. Let me explain the time units. There are 10 time units usable per post. Melee attacks, such as punching/kicking/swinging a sword, require 1 time unit to perform. Moving a distance of 10 feet is also 1 time unit. For every 50 points in speed, starting at 100, that distance increases 10 feet (100 speed is 20 feet per time unit, etc. This is to ensure that people can't god mod their transmutation circles to be there instantly. For every 1 stat in Alchemic Stamina, the character gets 2 stamina points to use, and can be restored at a rate of 5 points per post if no combat is performed. 3 stamina points are restored per post if no alchemy is performed, but combat is performed.
Every character starts with two items. The item that is personal to them that is the medium for their specialty in alchemy, and a drawing tool. The choices are the following. Chalk or a rod. Chalk is good in dry and/or solid surfaces, a rod is good in wet and/or malleable surfaces. Obviously, someone can simply pick up a stick or use their finger for the latter, however this stick is good quality, so the lines are much clearer. If someone uses their finger in dirt or their fingernail for a circle in a more solid object, it will require double the time units for making the circle. For all transmutation circles, an opponent is able to cancel the alchemy by breaking them, unless the user has their hands touching the circle in question.
If I've left something out, it'll come up in the beta test. The first two people to just post character apps (and have them approved by me) can go ahead and make another Free RP thread for them meeting and fighting. The scenario will be two State Alchemists dueling (like Mustang and Ed in the original series)
Automail is allowed, but only one limb, and it cannot have any external attachments. It is simply an arm/leg that is made of metal and possesses 100 strength, no matter the user's strength. This would replace the stick/chalk since you choose it as your extra tool. A weapon based Object of Specialty (the object where the transmutation circle is present) also takes the place of an extra tool.