Post by Roy Mustang on Jan 16, 2010 1:48:08 GMT -5
For those of you with Alchemist, or State Alchemist characters, this thread is about how Alchemy is going to work on the forum.
First of course you should know that the "Craft Skill" effects how well you can use alchemy. For specifics, see Stat Explanation.
Basic Alchemy: All Alchemy using characters will have a few set transmutations that they specialize in, but they can perform on the spot transmutations based on their branch of Alchemy, so long as they are do not do anything on a large scale, or something complicated. There are also 2 simple rules you must follow:
-Your transmutations must be clearly defined Explain the process the material goes through during your transmutation from start to finish. Ex: You can't simply make a gaseous element like Oxygen into a solid; you must first liquidize it, and then freeze it.
-Must be physically possible. Ex: You cannot turn Oxygen into Iron, you cannot turn a large stone pillar into a puddle of water, etc.
Equivalent Exchange: Of course, we have to obey this alchemy staple. No turning pebbles into enormous statues or tanks, and no turning the contents of a small sand box into a mountain. If you're going to turn one element into another, take into account the density of the element being used. For reference, see the Periodic Table of Elements. And in accordance with the second rule of Basic Alchemy, certain elements cannot become other elements. Gaseous elements cannot be turned to metal elements, and vice versa.
Branches: The different branches of Alchemy are as numerous as the things you can think of. A few examples are as follows: Flame Alchemy, Metals and Minerals, Argricultural, Explosive, Earth, etc.
Super Transmutations: Once an Alchemy using character reaches 60 Craft skill, every 20 Craft Skill gained there after allows for a single "Super" transmutation. These transmutations can be an extremely large or complicated item, a sophisticated weapon, or even a series of phenomenon used to attack opponents. If an item or skill gives you a large enough stat bonus, you may use a Super Transmutation.
Examples: -Transmuting material into a large/complicated structure.
-Transmuting material into a complicated machine.
-Transmuting material into a weapon that uses alchemy from a special transmutation circle for special attacks.
-Transmuting material to perform a large scale attack.
God Transmutation: If you're character has the Skill "Hammer of God" (see Player versus Player second post), and you have at least 80 Craft Skill, you gain an extra Super Transmutation that is twice as powerful as your other Super Transmutation(s) known as a "God Transmutation."
Human Transmutation: It can be mentioned in your character's history, but it won't happen in the RP unless an event calls for it, and then usually only characters controlled by Staff members will be the ones doing the God Hax. Characters who attempt human transmutation in their history will be given a handicap (see "Gate Experiences").
Gate Experiences: For those characters who have attempted human transmutation and survived before the creation of the character (i.e in your character's history), and have seen the "Gate of Truth" will be given a handicap on their alchemy, in the form of a 10 point reduced Craft Skill from their chosen stat allocation (If you give 50 points to Craft Skill at creation, the staff will subtract 10 from that, and your new Craft Skill total will be 40, if you assign 75, 10 will be deducted, and your new total will be 65 etc...).
First of course you should know that the "Craft Skill" effects how well you can use alchemy. For specifics, see Stat Explanation.
Basic Alchemy: All Alchemy using characters will have a few set transmutations that they specialize in, but they can perform on the spot transmutations based on their branch of Alchemy, so long as they are do not do anything on a large scale, or something complicated. There are also 2 simple rules you must follow:
-Your transmutations must be clearly defined Explain the process the material goes through during your transmutation from start to finish. Ex: You can't simply make a gaseous element like Oxygen into a solid; you must first liquidize it, and then freeze it.
-Must be physically possible. Ex: You cannot turn Oxygen into Iron, you cannot turn a large stone pillar into a puddle of water, etc.
Equivalent Exchange: Of course, we have to obey this alchemy staple. No turning pebbles into enormous statues or tanks, and no turning the contents of a small sand box into a mountain. If you're going to turn one element into another, take into account the density of the element being used. For reference, see the Periodic Table of Elements. And in accordance with the second rule of Basic Alchemy, certain elements cannot become other elements. Gaseous elements cannot be turned to metal elements, and vice versa.
Branches: The different branches of Alchemy are as numerous as the things you can think of. A few examples are as follows: Flame Alchemy, Metals and Minerals, Argricultural, Explosive, Earth, etc.
Super Transmutations: Once an Alchemy using character reaches 60 Craft skill, every 20 Craft Skill gained there after allows for a single "Super" transmutation. These transmutations can be an extremely large or complicated item, a sophisticated weapon, or even a series of phenomenon used to attack opponents. If an item or skill gives you a large enough stat bonus, you may use a Super Transmutation.
Examples: -Transmuting material into a large/complicated structure.
-Transmuting material into a complicated machine.
-Transmuting material into a weapon that uses alchemy from a special transmutation circle for special attacks.
-Transmuting material to perform a large scale attack.
God Transmutation: If you're character has the Skill "Hammer of God" (see Player versus Player second post), and you have at least 80 Craft Skill, you gain an extra Super Transmutation that is twice as powerful as your other Super Transmutation(s) known as a "God Transmutation."
Human Transmutation: It can be mentioned in your character's history, but it won't happen in the RP unless an event calls for it, and then usually only characters controlled by Staff members will be the ones doing the God Hax. Characters who attempt human transmutation in their history will be given a handicap (see "Gate Experiences").
Gate Experiences: For those characters who have attempted human transmutation and survived before the creation of the character (i.e in your character's history), and have seen the "Gate of Truth" will be given a handicap on their alchemy, in the form of a 10 point reduced Craft Skill from their chosen stat allocation (If you give 50 points to Craft Skill at creation, the staff will subtract 10 from that, and your new Craft Skill total will be 40, if you assign 75, 10 will be deducted, and your new total will be 65 etc...).