fullmetal alchemist campaign setting (need volunteers)

Post/Author/DateTimePost
#1

adventchild1_dup

Jul 30, 2008 2:36:25
ive always loved the world of FMA (the manga not the anime) back in the days of 3.x iwas cooking a campaign setting using d20 modern as a base for the setting... well now i will like to do this using 4th edition rules any takers on this please PM me or email me or simply post here, the setting would be based on the manga not the anime since the manga is more coherent and is as the author intended if you have not read the manga let me know and i provide you with it for free. This is a serious project and will require the help of a good bunch of people. any takers?
#2

leowulf

Jul 30, 2008 22:52:46
I've never read the Manga, but my daughter recommends the Anime very highly. I'd love to know more about it and see if it can be made into a cool setting.
#3

x0_lt_0x

Jul 31, 2008 0:11:57
Well, I do love anything Bones.

Perhaps...

I also have not read the manga, but that quickly change, if need be ;)
#4

master-of-puppets

Jul 31, 2008 11:22:45
Count on me!!!
my players are great (anime) FMA fans and they'd love a FME campaign

dont worry about the manga, I'm opening a store right now so I'll have them soon
#5

doomsought

Jul 31, 2008 12:09:16
Alchemy would be a special type of ritual, with its own feat as a pre-req, I remember putting down a few of them and they should be in the D20 modern forum. It has a casting based of how much stuff is being transmuted. During the ritual the Alchemist makes engineering checks for the quality of goods. use the craft skills from d20 modern, heck, use all of the rules from d20 modern. It will serve you better for FMA than 4ed.

Craft skills:
Chemical
Electrical
Mechanical
Structural
Pharmaceutical

There should be a set of Alchemical attacks, unlocked with the Alchemical attack feat, that do damage based off these craft checks.
Chemical can make explosions
Electrical makes lightning attacks
Mechanical can quickly make or break weapons
Structural makes spikes grow from the ground and collapses stuff under feat.
Pharmaceutical creates poison and acid based attacks.
#6

adventchild1_dup

Jul 31, 2008 19:50:16
i will try to reply to as many as possible.

Leowulf: most of the time before theres an anime, theres the manga, they are both good in their own right, (manga is better u will see why)

Doomsought: when is started i worked with the d20 modern rules, however while it may be more fitting, i want the streamlining of 4th edition, it will be hard work, even harder than simple using old d20, but once the basics are put down it will be far more easier to create and adapt things.


Concerning the manga and the anime, they both start in similar ways with minor differences in the first chapters such as tuker dying in the hands of scar, dr. marco still alive. Mayor changes (since the anime is an adaptation of the manga)
the origin of homunculus, in the anime they are created by doing human transmutation, in the manga they are created by Father (a character that does not appear in the anime) i wont spoil who father for those who want to read the manga, also in the manga they let edward live because he is a precious sacrifice, and the homunuculus repetitively say this to edward, dont forget we are letting you live, this all has its reasons (dont want to spoil the manga for anyone) also the origins of alchemy are very different.

one of the things that made me think was the fact that homunculus i nthe anime are created by human transmutation... if that was the case there should be more homunculus running around out there... which reminds me, since the origins of homunculus is different, sloth is not edward's mother, nor is wrath a kid.

those who wish to help and know more about the manga at no cost give me your emails by PM and i will add you as soon as possible.
#7

doomsought

Jul 31, 2008 21:43:39
Actually I think your players would prefer D20 modern. All you need for Alchemy is a set of feats (most of which I at least named in another thread), the economy system is better and you have fire arms with prices and rules.

On a further note, I would have Alchemy feats allowed smart hero bonus feats.
Use the incantation system from d20 urban archana for transmutation, 10 lbs = 1 check, without 1 falure. that is, always one less falures than successes needed.

the alchemical circle is not used up and should be made using know archana checks, the roll on making it is the max DC that it can be used to make, as wall as the max number of checks for a single transmutation.

a transmutation is normaly full found unless the feat quickened transmuation is taken, this makes it a standard action.

Feats: alchemist (allows transmutations), Medical alchemist (alchemy for healing, rules later), quickened transmuation, Unmaker (touch attacks, like scar used),

alchemist (allows transmutations), Medical alchemist (alchemy for healing, rules later), quickened transmutation, Unmaker (touch attacks, like scar used), Alchemical attack.


alchemist
Pre-req: Int 15+
Gives access to the Transmutation ritual, ritual casting does not give access to this feat and this ritual makes no residium or EXP.
Time: one minute
Special: Any use of a Alchemy requires a transmutation circle.
Skill checks: The DC is the same as normally required to craft that item, the number of checks is based of mass and the craft skill.
Chemical: 1lbs
Electrical: .1lbs
Mechanical: .5lbs
Structural: tons
Pharmaceutical: very little

Alchemical circles:
Alchemical circles are required for all transmutations. To draw an Alchemical circle one must make a Knowledge: arcana check, the DC or an Alchemical Ritual using that circle may never exceed the results of that check, if it does the ritual will end or fail. Alchemical circles are not consumed by the ritual.



Medical alchemist
Pre-req: alchemist
Allows use of the Alchemical healing ritual:
Time: one minute for every five checks, rounded up
Skill checks: Heal DC 20, Craft: Pharmaceutical DC 20
Each time the Alchemist makes both checks, he heal the target 5HP and then the Alchemist makes both checks again. If he fails one check, the target is healed 5 hp and the ritual ends; if he fails both checks, the target takes 1 damage and the ritual ends. The alchemist may choose to end the ritual after any check he succeeds.


Alchemical attack
Pre-req: Alchemist, Quickened transmutation
The player may use an alchemical ritual as a full round action to make an attack.
Int VS Reflex.
Skill: Craft
The Player makes the same skill check until he fails.
Single target
DC 15, 5 damage per success, after 5 successes the DC increases by 5
Area of attack
10' diameter
DC 15, 3 damage per success, after 5 successes the DC increases by 5
Increase the starting DC by 5 for ever 5' the diameter is increased
#8

adventchild1_dup

Jul 31, 2008 23:33:39
i get it. and there is no group for me to play with yet and i want to do this using 4th edition rules, thanks for the ideas though
#9

adventchild1_dup

Aug 02, 2008 21:13:16
minor update.

as it was decided by the team working with me, there will be only one class, the alchemist, the setting will assume every player is an alchemist, this will simplify the creation of an alchemy system and to worry about balancing issues with other classes, 3 races will be playable, humans, souldbounds, and chimeras.
#10

adventchild1_dup

Aug 03, 2008 13:41:06
IMAGE(http://i190.photobucket.com/albums/z35/circu_2007/cover-1.jpg)
#11

leowulf

Aug 03, 2008 15:14:05
Love the cover - that's way cool! :D
#12

Book5

Aug 03, 2008 15:53:26
Gorgeous! No time, but I have to say FMA - teh cool.

Always wondered "Equivalent exchange was the only law of Alchemy ...." whats the new one?
#13

adventchild1_dup

Aug 04, 2008 2:10:37
it is the same law, however every alchemist has its specialization, roy mustang is a fire specialist, edward elric is a metal and stone specialist, etc etc
characters will start specializing in one area and will be able to learn new abilities from other spheres of alchemy as they progress in levels.
#14

doomsought

Aug 04, 2008 12:56:24
it is the same law, however every alchemist has its specialization, roy mustang is a fire specialist, edward elric is a metal and stone specialist, etc etc
characters will start specializing in one area and will be able to learn new abilities from other spheres of alchemy as they progress in levels.

Ah, I think the specialization is best reflected in ranks in the craft skills I listed. They all have damage types, and uses outside of combat.
Elric has ranks in Mechanical and structural. Roy is chemical. It works out great.
#15

adventchild1_dup

Aug 04, 2008 17:04:08
yes i saw them but we are not using 3.x
#16

adventchild1_dup

Aug 04, 2008 19:02:11
here is the first draft on the soulbound.

Soulbounds are humans who's soul are transmuted into a suit of armor. Most are experiments of the military while a rare bunch come from other backgrounds, the most famous of case is that of Alphonse Elric. He is a human child who lost his body during an alchemic experiment to bring his deceased mother back to life, and had his soul transmuted into a suit of armor by his brother, Edward Elric.

Play a souldbound if you want...
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✦
✦

RACIAL TRAITS
Average Height: 5´ 4˝–6´ 7˝
Average Weight: 50–60 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Endurance
Soulbound Defense Bonuses: +1 to Fortitude
Steel Toughness: You gain 2 additional hit points each time you increase in level.
Construct: As a construct, you have the following traits:
— You don’t need to eat, drink, sleep or breathe.
— You are immune to fatigue
— Rather than sleep, soulbounds spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion
state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
— you succeed automatically on death saves. You still die at your negative hit point total.
— Plated Body: a souldbound's body is made out of the heaviest type of armor, made up of shaped plates of metal or similarly resilient material, plate provides the most armor protection.You gain proficiency with plated armor. Furthermore, your plated body grants you a + 8 armor bonus to AC. Since a soulbound's body is the armor itself you do not gain the penalties of wearing plated armor.
— Unlike living creatures a soulbound does not heal normally nor can it use healing surges to restore hit points. In order to restore your armor it requires a transmutation that allows the restoration of objects or metal.

Physical Qualities

Soulbounds height and weight varies greatly, depending on the different pieces of armor used to assemble it. There's probably not two soulbounds that are the physically the same. While some are made from a single matching set of armor, a soulbound could have a mixture of plates, chains, hyde or even bones bound together to form its humanoid shape. Even if soulbounds a literally walking sets of armor, they usually wear some sort of clothing to somehow recall their human past. Anything from just cloaks to full sets of clothing, of different types and qualities.

Playing a Soulbound.

Soulbounds keep the personality traits and quirks they had as human. Some are young and innocent, others mature and understanding, others wild, reckless or even homicidal. In a strange way though, they all share some similarities. Most of them don't understand fully their nature. It's quite common (if you consider ok calling a "soulbound" a common thing) to see them searching about the way they were created or how to return their bodies to normality. From time to time also, some soulbounds lose part of the attachment they had to human emotions, slowly turning to more cold states of mind. Some times Soulbounds gradually turn into creatures that either think themselves as simple objects or, on the other hand, superior to humanity. The life of a Soulbound is complicated, being re-created can bring many consequences to the mind of a Soulbound, making it difficult for them to discern reality or truth from before the point they were created. There are theories that say that memories can me transmuted into a Soulbound's mind, Soulbound that listen, research or believe in such things, usually are found to turn bitter, depressed and sometimes dangerous.

Soulbound Adventures

Even then, those Soulbounds that manage to "keep it together" enough to return to society, find themselves quickly disappointed. The fact that they're walking set of amour, something that is considered an antiquity at the very least, and also the fact that the amount of Soulbound in the world is really limited, turns most Soulbounds into outcast of society, never being fully understood by the other.
#17

viktor_von_doom

Aug 04, 2008 19:21:35
Very interested.
#18

korgoththeprist

Aug 04, 2008 19:54:03
This seems intrusting But i dunno how many players you would prever.

If open let me know. But Allso i would like to know the rules more Before anything becomes Set in motion. If I dont get into it i would at least like to read it for Furture use.
#19

korgoththeprist

Aug 04, 2008 19:58:41
A few questions on souldbound

They have Proficentcy with Armor. Allright

But they have an Armor Bonus. Can you Enchant there Body or do they have to Wear armor in order to Gain a magic bonus to AC?

In short Are they like WarForge Via Enchanting Items go? What about Fists And Makeing it into a Sword or such? Or a Mace?

Do you have to buy Armor and put it Over your Armor body in order to gain the magicol Bonus?

They get no Armor Check Penaltys to Skills? Speed of 6 In the armor? Nice. -1 Speed on 7 speed = 6. Or normal 6 for human.

Just minor things like that.
#20

adventchild1_dup

Aug 04, 2008 22:33:31
A few questions on souldbound

They have Proficentcy with Armor. Allright

But they have an Armor Bonus. Can you Enchant there Body or do they have to Wear armor in order to Gain a magic bonus to AC?

In short Are they like WarForge Via Enchanting Items go? What about Fists And Makeing it into a Sword or such? Or a Mace?

Do you have to buy Armor and put it Over your Armor body in order to gain the magicol Bonus?

They get no Armor Check Penaltys to Skills? Speed of 6 In the armor? Nice. -1 Speed on 7 speed = 6. Or normal 6 for human.

Just minor things like that.

since this is in the fma world, there's no such thing as magical enhancements, there will be powers that will allow to transmute materials to weapons so its possible for a souldbound to transmute his own arm into a weapon.

regarding penalties, the penalties apply for people wearing the armor, a souldbound isn't wearing the armor, he IS the armor plus a soulbounds average weight is 50–60 lb. making him lighter than the average human.
Look at how Alphonse is so agile and Barry the chopper and the dudes in sector 5, all plated armor, all resilient to damage and agile.
#21

adventchild1_dup

Aug 06, 2008 11:38:22
This is the first draft on the mechanics to create chimeras, the other contributers are creating mechanics of their own and we will see in the which one is better or simpler. If any of you have ideas let me know.

A chimera is an alchemical cross between two different beings to create an entirely new one.While the vast majority of chimera seen in Fullmetal Alchemist are a cross between two animals, some are humans that have been crossed with an animal. These experiments, performed in secret by the State Military, endow the human with abilities reminiscent of the animal.

Play a chimera if you want...
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✦
✦

RACIAL TRAITS
Average Height: 5´ 4˝–6´ 7˝
Average Weight: 50–60 lb.
Ability Scores: +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Chimera Saving Throw Bonus: +1
Chimeric Shape: You can use Chimeric Shape as an encounter power
Animal Bond: You are endowed with abilities reminiscent of an animal.


Chimeric Shape Chimera Racial Power
You alter your form to resemble the animal you have been merged with
Encounter ✦ Polymorph
Minor Action Personal
Special: You must be bloodied to use this power.
Effect: You can alter your physical form to take on the appearance of the animal you have been merged with as a chimera. Until the end of the encounter or until rendered unconscious you gain your chimeric Atribute granted by your animal bond.


Animalistic Bond
As a chimera you have atributes that enhance your body as a result of being merged with an animal. Depending on the type of animal you have been merged with choose one of the following types, Amphibian, Aquatic, Avian, Mammal, or Reptilian. Choose an Ability Score Attribute, Two Physical Attributes, and One Chimeric Attribute, chimeric attributes can only be used while under the effect of their chimeric shape racial power. You gain the benefit of the chosen attributes and each attribute can only be taken once.

Amphibian
Amphibians such as frogs, toads, salamanders, newts, and gymnophiona, are cold-blooded animals that metamorphose from a juvenile, water-breathing form to an adult, air-breathing form. Amphibians are superficially similar to reptiles.

Ability Score Attributes (choose one)
• +2 Strength
• + 2 Dexterity

Physical Attributes (choose two)
• + 2 Racial bonus to Acrobatics Skill Checks
• + 2 Racial bonus to Athletics Skill Checks
• + 2 Racial bonus to Endurance Skill Checks
• + 2 Racial bonus to Stealth Skill Checks
• +1 Racial bonus to Your Fortitude Defense
• +1 Racial bonus to Your Reflex Defense

Chimeric Attributes (choose one)
• Swim Speed: You gain a swim speed equal to 1/2 land speed.
Poisonous Skin: You gain poisonous skin as encounter power
Poisonous Skin Chimera Racial Power
You alter your skin to release poison when stroke.
Encounter ✦ Alchemy
Immediate Interrupt one target
Trigger: An enemy attacks you.
Effect: The target takes 1d6 poison damage, and the target takes ongoing 2 poison damage and is slowed
(save ends both).

Aquatic
An aquatic animal is an animal which lives in water for most or all of the time. This category includes fishes and aquatic or sea mammals such as whales or dolphins.

Ability Score Attributes (choose one)
• +2 Dexterity
• + 2 Intelligence

Physical Attributes (choose two)
• + 2 Racial bonus to Athletics Skill Checks
• + 2 Racial bonus to Endurance Skill Checks
• +1 Racial bonus to Your Reflex Defense
• +1 Racial bonus to Your Fortitude Defense

Chimeric Attributes (choose one)
• Swim Speed: You gain a swim speed equal to your land speed.
• Gill Slit: You can breathe water as easily as you can breath air.


Avian
The Avian category includes small to large sized Birds and Bats. Bipedal, endothermic (warm-blooded), vertebrate animals with the ability to fly.

Ability Score Attributes (choose one)
• +2 Dexterity
• + 2 Wisdom

Physical Attributes (choose two)
• + 2 Racial bonus to Perception Skill Checks
• + 2 Racial bonus to Acrobatics Skill Checks
• +1 Racial bonus to Your Reflex Defense

Chimeric Attributes (choose one)
• Night Sight: You gain Darksion as a racial trait.
• Keen Sight: You gain Low-Light vision as a racial trait.
Glide: You gain Slow Fall as an utility power
Slow Fall Chimera Racial Power
Encounter ✦ Alchemy
Immediate Reaction Personal
Trigger: You fall.
Effect: You start counting falling damage only fater the first 30 feet. For example: If you fall 50 feet you only take 2D10 of damage. Furthermore, if you fall less than 30 feet you don't land proned.



Reptilian
Reptiles are air-breathing, cold-blooded vertebrates that have skin covered in scales as opposed to hair or feathers. Animals such as crocodiles, gavials, caimans, alligators, tautara, lizards, snakes, turtles and tortoise fit into this category.

Ability Score Attributes (choose one)
• +2 Dexterity
• +2 Intelligence

Physical Attributes (choose two)
• + 2 Racial bonus to Athletics Skill Checks
• + 2 Racial bonus to Endurance Skill Checks
• + 2 Racial bonus to Perception Skill Checks
• + 2 Racial bonus to Stealth Skill Checks
• +1 Racial bonus to Your Reflex Defense

Chimeric Attributes (choose one)
• Tough Skin: You gain temporary hit points equal to 5 + your constitution modifier.
• Blindsight: You gain blindsight 5.
• Agility: Your land speed increases by 1 square


Mammals
Nearly all mammals are endothermic ("warm-blooded"). Most mammals also have hair to help keep them warm. Like birds, mammals can forage or hunt in cold weather and climates where reptiles and large insects cannot.Mammals encompass approximately 5,400 species, ranging in size from the rodents to elephants

Ability Score Attributes (choose one)
• +2 Strength
• +2 Dexterity

Physical Attributes (choose two)
• + 2 Racial bonus to Acrobatics Skill Checks
• + 2 Racial bonus to Athletics Skill Checks
• + 2 Racial bonus to Endurance Skill Checks
• + 2 Racial bonus to Perception Skill Checks
• + 2 Racial bonus to Stealth Skill Checks
• +1 Racial bonus to Your Reflex Defense
• +1 Racial bonus to Your Fortitude Defense

Chimeric Attributes (choose one)
• Tough Skin: You gain temporary hit points equal to 2 + your constitution modifier.
• Blindsight: You gain blindsight 5.
• Agility: Your land speed increases by 1 square.

•Shifty: You gain shifty as an at-will power
Shifty Chimera Racial Power
You skitter and scamper through the ranks of your enemies,
much to their chagrin.
At-Will
Minor Action Personal
Effect: You shift 1 square.

•Fastclaw: You gain fastclaw as an at-will power
Fastclaw Chimera Racial Power
Taking your animal form grants you lethal claws that you use to quickly dash at your enemies.
At-will
Standard Action Melee 1
Attack: Strength +2 vs. AC
Increase to +4 at 11th level, +6 at 21st level.
Hit: 1D6+STR.

•Bloodfang: You gain bloodfang as an at-will power.
Bloodfang
Taking your animal form grants you lethal set of teeth to rip your enemies appart.
At-will
Standard Action Melee 1
Attack: Strength +2 vs. AC
Increase to +4 at 11th level, +6 at 21st level.
Hit: 1D6+STR.

•Horn Drill: You gain horn drill as an at-will power.
Encounter
Standard Action Melee 1
Attack: Strength +2 vs. AC
Increase to +4 at 11th level, +6 at 21st level.
Special: You must charge as part of the attack.
Hit: 1d6 + Strength modifier damage, and the target is
knocked prone.


Physical Qualities

Playing a Chimera.


Chimera Adventures

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With these mechanics, lets say i want to make a rhino
rhinos are mammals so from the mammals list i have chosen
my attributes.
Rhino

Ability Score Attributes
+2 str, +2 con (you get this by default for being a chimera)

Physical Attributes
+2 endurance
+1 fort save

Chimeric Attributes
Horn Drill
#22

adventchild1_dup

Aug 09, 2008 15:25:07
most of the mechanics are almost done those who wish to participate in the creation must contact me as soon as possible otherwise we (a team of 3 people) will finish the work on our own and we will release it to the public after we are done.
#23

Book5

Aug 09, 2008 19:19:19
it is the same law, however every alchemist has its specialization, roy mustang is a fire specialist, edward elric is a metal and stone specialist, etc etc
characters will start specializing in one area and will be able to learn new abilities from other spheres of alchemy as they progress in levels.

hmmmm if ya say so .... :P

Congratulations on getting yer stuff done! Always good to see a project go from start to finish ... mine always go from starting to started and then proceed to stumble hap haphazardly. You got volunteers though ... :D cheater.
#24

adventchild1_dup

Aug 14, 2008 4:10:44
hmmmm if ya say so .... :P

Congratulations on getting yer stuff done! Always good to see a project go from start to finish ... mine always go from starting to started and then proceed to stumble hap haphazardly. You got volunteers though ... :D cheater.

thats not cheating at all... it would be easier to do it myself i would have no one to argue with because of different point of views, plus we are doing it for us and for the fans not just for us, even if we are lacking support