Welcome to Gaia! ::

Reply Returner's Final Fantasy RPG Guild
Full Metal Alchemist Setting

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

jugh3ad
Captain

PostPosted: Sat Jan 21, 2006 12:15 am


I figured this would be one that would be requested so I'd just get it up early. I don't know much about full metal though so another mod will probably have to touch this up after it's put up.
PostPosted: Sat Jan 21, 2006 12:16 am


ALCHEMIST
*insert overblown text no one will read here*
Code:

STR VIT AGI SPD MAG SPR
+8 +8 +8 +8 +14 +14

Representatives: Like It Matters (Someshow)
HP Die: d8
MP Die: d8
Weapons: Swords, Knives, Gloves, Probably Other Stuff
Armor: Armwear, Hats, Robes, Suits
Attack Bonus: +10
Skill Points: 260
Skill Aptitude: Scholastic
Required Skills: One Weapon Skill, Alchemy

ALCHEMY
Alchemical Circle [Level 1]
Type: Fast Target: Self

In order to use other Alchemy abilities, the Alchemist must first draw a magic circle. Make an Alchemy skill check at no penalty, if it suceeds then for (6) the Alchemist can use any other Alchemy ability. The restriction on not using Alchemy abilities extends to Reactions and Support Abilities as well as Transmutation.

Material Control [Level 1]
Type: Support

An Alchemist uses common materials to create uncommong effects. From adding magical properties to weapons to creating vortexes of fire, the Alchemist must learn to master these Materials one by one.

Material List: Metal, Wood, Stone, Air, Water, Fire

The Alchemist starts with one Material under their control and may choose an additional Material at level 12, 24, 36, 48, and 60.

The Alchemist may perform Intuitive Magic effects with materials that he controls, as per the rules in Chapter 9. (which don't exist yet)

Transmutation [Level 1]
Type: Magic

The Alchemist may combine the use of any Material he has control over to create magical effects. See upcoming Spell List. Transmutation spells follow the same rules as other types of spells as laid out in Chapter 8.

Energy Enhance [Level 10]
Type: Support

The Alchemist grows skilled at getting the most use possible out of items. Any Battle Items used by the Alchemist are treated as if the Alchemist was under the effects of Power Up and Magic Up for purposes of calculating the damage dealt by them.

True Alchemy [Level 25]
Type: Support

All Transmutation spells used by the Alchemist are now Non-Reflectable, regardless of what they originally were.

Midas Touch [Level 40]
Type: Reaction

Whenever the Alchemist delivers the killing blow on a monster there is a (Alchemists's Level)/2 chance that the monster, instead of dropping an item, will turn into gold and be worth twice its original Gil Value.

Alchemy's Truth [Level 55]
Type: Support

At level 50 the Alchemist no longer needs to draw an Alchemical Circle to use Alchemy and can freely access Transmutation as well as his other abilities.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Sat Jan 21, 2006 12:18 am


Living Armor

Creature Type: Arcana

STR/VIT/AGI/SPD/MAG/SPR
Heavy
8/15/7/7/8/15
Light
9/13/8/8/9/13

Nothing less than a soul connected to steel, Living Armors are animate suits of defensive gear created shortly after smithing itself was invented. Throughout their history they have stood as guardians, defending whomever they deem fit. The newer "generation" are more social, and have been found traveling the world, taking a more active approach by defending individuals in the field. As far as people are concerned, good is defended far more than evil, suggesting that the first were made from benevolent forces. The surviving elders speak of themselves and future LAs of good demeanor as the "Sons/Daughters of Golem", this being the only public information of their history.

Light Living Armors are created in spaces where the requisite materials are sparse, such as forests. Some newer heavy LAs look down upon them, though the elders keep them in line.

Though it's not public knowledge (Requires LA specific Lore to know, or a very high rating Arcana), Living Armors' greatest elders hold a conclave to decide the fates of certiain transgressors, and to keep news abroad to all the others. Each is led by a Living Armor from one area and material. The Adamant elder (Tycoon, knowing the names require specific lore) is actually a Light Living Armor, having risen from a single meteor, and holds counsel for the plains. The largest among them is Tentai, the stone Heavy of the mountains.

Vital Data
Representatives: Alphonse Elric (Early FMA), Vhailor (Planscape Torment), Grey (Valkyrie Profile), IRON MAN (Black Sabbath)
Typical Height: 0.7-2.9m
Typical Weight: Varies by material, standard of "really friggin' heavy"
"Skin" Color: Any, usually the original material color, though a fair number paint themselves, or coat with a thin layer of more valuable metals.
Eye Color: Any
Lifespan: Roughly triple that of materials (Most elders are Adamant or Stone) at least, unless destroyed. Effectivly immortal.
PostPosted: Sat Jan 21, 2006 12:23 am


Transmutation Spells

One Material Effects

Flame (5 MP)
Target: Single
Type: Elemental (Fire)
Material: Fire

The Alchemist summons a burst of flame which does (4 x MAG)+1d8, M.Armor Fire damage to the target.

Rain (5 MP)
Target: Single
Type: Elemental (Water)
Material: Water

The Alchemist condenses the ambient moisture into a small rainstorm which pelts the target doing (4 x MAG)+1d8, M.Armor Water damage.

Rock (5 MP)
Target: Single
Type: Elemental (Earth)
Material: Stone

The Alchemist causes the ground near the target to explode, spraying rock everywhere and dealing (4 x MAG)+1d8, M.Armor Earth damage.

Spear (7 MP)
Target: Single
Type: Non-Elemental
Material: Wood

The Alchemist fashions a nearby piece of flotsam into a magical projectile and hurls it at the enemy for (4 x MAG)+1d8, M.Armor Non-Elemental damage.

Temper (10 MP)
Target: Single
Type: Support
Material: Metal

The Alchemist temporarily improves the quality of a weapon giving the target Power Up (6).

Wind (5 MP)
Target: Single
Type: Elemental (Wind)
Material: Air

The Alchemist sends a gust of wind at the target knockin it off its feet, dealing (4 x MAG)+1d8, M.Armor Wind damage.

Two Material Effects

Emblazon (15 MP)
Target: Single
Type: Support
Material: Fire, Metal

The Alchemist covers the target weapon with flame, granting it Fire Strike (6).

Earth Armor (20 MP)
Target: Single
Type: Support
Material: Metal, Stone

The Alchemist causes a thin layer of rock to cover the target, granting it Armor Up (6).

Metal Song (12 MP)
Target: Single
Type: Support
Material: Air, Metal

The Alchemist gains control of local air currents and uses them to help deflect incoming attacks gaining +20 DEF (6).

Living Armor (20 MP)
Target: Single
Type: Support
Material: Metal, Wood

The Alchemist covers the targets in an instant growth of vines, granting it Mental Up (6).

Rust (20 MP)
Target: Single
Type: Status (Weak)
Material: Metal, Water

The Alchemist splashes the target with a torrent of water causing rust to quickly cover it, with a (Magic%-50)%, M. Defense chance of inflicting Power Down (6).

Hot Earth (15)
Target: Single
Type: Support
Material: Fire, Stone

The ground around the Alchemist bursts into flame giving him the Element Spikes (Fire) (6) status.

Fireball (20)
Target: Single/Group
Type: Elemental (Fire)
Material: Air, Fire

The Alchemist causes and explosion of flame which deals (10xMAG)+3d8, M.Armor Fire damage.

Smoke (10)
Target: Single
Type: Status (Seal)
Material: Fire, Wood

A cloud of dark smoke surrounds the target with a (Magic%-50)%, M. Defense chance to inflict the Blind status (6).

Steam (30)
Target: Group
Type: Non-Elemental, Status (Weak)
Material: Fire, Water

The Alchemist causes an explosion of compressed steam, sending a shockwave across the battlefield which deals (4xMAG)+3d8, M.Armor Non-Elemental damage and has a 30% chance to inflict Armor Down on each enemy.

Dust (30)
Target: Single
Type: Status (Mystify)
Material: Air, Stone

The Alchemist raises a dust cloud around the target, obscuring its view and disorienting it with a (Magic%-50)%, M. Defense chance to cause Unaware (1).

Tangle Vines (30)
Target: Group
Type: Status (Weak)
Material: Stone, Wood

Numerous vines spring up among the enemy, hampering their movements. This has a (Magic%-50)%, M. Defense chance to inflict Agility Down (6) on each enemy.

Mud (30)
Target: Group
Type: Status (Time)
Material: Stone, Water

The earth underneath the enemy's feet softens and turns into a mudpool, effectively immobilizing them. This has a (Magic%-50)%, M. Defense chance to inflict Immobilize (6) on each enemy.

Spear Storm (25)
Target: Single/Group
Type: Non-Elemental
Material: Air, Wood

The Alchemist sends a hail of wooden flechettes at the enemy, dealing (10 x MAG)+3d8, M.Armor Non-Elemental damage.

Thunder Storm (20)
Target: Single/Group
Type: Elemental (Lightning)
Material: Air, Water

Using his abilities the Alchemist creates a short rainstorm, sending bolts of lightning thundering down at the enemy for (10 x MAG)+3d8, M.Armor Lightning damage.

Water Spear (30)
Target: Single
Type: Elemental (Water)
Material: Water, Wood

The Alchemist flings a small piece of wood at the enemy, behind it trails a stream of water. The wooden projectile breaks a c***k in the enemy's defenses, into which pours the water. This does (6 x MAG)+3d8, Armor Physical damage and (6 x MAG)+3d8 Water damage.

Three Material Effects

Cannonball (50)
Target: Single
Type: Non-Elemental
Material: Fire, Metal, Stone

Using whatever is at hand, the Alchemist fashions a primitive explosive device and launches a projectil at the target dealing (18 x MAG)+5d8, Armor Physical damage.

Fire Storm (60)
Target: Single/Group
Type: Elemental (Fire)
Material: Air, Fire, Metal

The Alchemist summons for a storm of flame, scorching the enemy for (18 x MAG)+5d8, M.Armor Fire damage.

Firespear (60)
Target: Single
Type: Elemental (Fire), Non-Elemental
Material: Fire, Metal, Wood

The Alchemist launches a flaming projectile at the target, dealing (12 x MAG), Armor Physical damage and (12 x MAG), M.Armor Fire damage.

Sauna (40)
Target: Party
Type: Recovery
Material: Fire, Metal, Water

A superheated vial of water explodes, the steam pushes any haze in the air away and relaxes those affected by it. This removes the status conditions Berserk, Blind, Disable, Immobilize, and Sleep.

Brimstone (60)
Target: Group
Type: Elemental (Fire)
Material: Air, Fire, Stone

A quick concoction goes out of control and a rain of fire erupts on the battlefield, pummeling four random targets for (6 x MAG) + 2d8 Fire damage each. Each potential target must roll 1d100 for each strike - the lowest roll for each strike is the target that gets hit.

Alchemical Oven (40)
Target: Unfocused
Type: Support
Material: Fire, Stone, Wood

The Alchemist heats up the battlefield, granting every combatant E:Fire (6).

Magma (60)
Target: Single
Type: Status (Fatal)
Material: Fire, Stone, Water

The Alchemist turns the earth into a molten pool of lava that has a (Magic%-50)%, M. Defense chance to inflict Heat (2).

Noxious Smoke (35)
Target: Group
Type: Status (Seal), Status (Toxin)
Material: Air, Fire, Wood

The Alchemist shrouds the battlefield in toxic fumes that have a (Magic%-50)%, M. Defense chance to inflict both Blind and Poison (6) on each enemy.

Mael Storm (60)
Target: Group
Type: Elemental (Lightning)
Material: Air, Fire, Water

The Alchemist sends arcs of electricity into the enemy dealing (15 x MAG)+5d6, M.Armor Lightning damage to each target.

Flowing Warmth (50)
Target: Unfocused
Type: Support
Material: Fire, Water, Wood

The Alchemist sends currents of warm water coursing around the battlefield, warding off the cold and granting every combatant I:Ice (6).

Chaff (50)
Target: Unfocused
Type: Support
Material: Air, Metal, Stone

The Alchemist fills the air around the battlefield with metallic particles, granting all combatants I:Lightning (6).

Corrosion (60)
Target: Group
Type: Status (Weak)
Material: Metal, Stone, Water

The Alchemist sprays the enemy with a potent concoction of acids that has a (Magic%-50)%, M. Defense chance to inflict Armor Down (6) on each enemy.

Solid Guard (60)
Target: Party
Type: Support
Material: Metal, Stone, Wood

The Alchemist hardens the party's equipment, granting every ally Protect (6).

Arrow Rain (60)
Target: Group
Type: Elemental (Bio)
Material: Air, Metal, Wood

Using nearby debris the Alchemist pelts the enemy with projectiles doing (15 x MAG)+5d8,M.Armor Bio damage to each.

Fog Blanket (40)
Target: Unfocued
Type: Support
Material: Air, Metal, Water

The Alchemist shrouds the battlefield in a thick fog that conducts electricity rather well, granting every combatant E:Lightning (6).

Water Barrier (50)
Target: Unfocused
Type: Support
Material: Metal, Water, Wood

The Alchemist raises a number of wooden pillars around the battlefield which absorb any water that comes near them, granting all combatants I:Water (6).

Wind Break (50)
Target: Unfocused
Type: Support
Material: Air, Stone, Wood

The Alchemist causes columns of earth to rise from the ground effectively dispersing wind currents and granting all combatants I:Wind (6).

Morass (60)
Target: Group
Type: Status (Time)
Material: Air, Stone, Water

The Alchemist sends a torrent of water at the enemy causing the ground beneath their feet to turn into a swampy mess. This has a (Magic%-50)%, M. Defense chance to inflict Slow and Immobilize (6) on each enemy.

Earth Explosion (60)
Target: Group
Type: Elemental (Earth)
Material: Stone, Water, Wood

The ground beneath the enemy erupts in a muddy geyser, spraying rocks at the enemy for (15xMAG)+5d8, M.Armor Earth damage.

Hail (60)
Target: Single/Group
Type: Element (Ice)
Material: Air, Water, Wood

The Alchemist forms a storm cloud and freezes it, pelting the enemy with hailstones for (18 x MAG)+5d8, M.Armor Ice damage.

Four Material Effects

Eruption (80 MP)
Target: Group
Type: Elemental (Fire)
Material: Fire, Metal, Stone, and either of Air or Water

The Alchemist causes a large explosion which bathes the enemy in fire, dealing (21 x MAG) + 5d8, M.Armor Fire damage.

Distraction (70 MP)
Target: Single
Type: Recovery
Material: Fire, Metal, Wood and either of Stone or Air

The Alchemist creates a pyrotechnic display which distracts the enemy's attention from the real attack, a small magical projectile that does (21 x MAG) + 5d8, M.Armor Non-Elemental damage to the target's MP which is all drained back to the Alchemist.

Caustic Mixture (90)
Target: Group
Type: Status (Weak)
Material: Fire, Metal, Water, and either of Air or Wood

The Alchemist throws a vial of hazardous chemicals into the enemy's midst. The fast-acting chemicals begin to dissolve the enemy's armor with a (Magic%-50)%, M. Defense change to inflict Meltdown (1).

Plasma Burst (80)
Target: Single
Type: Elemental (Fire)
Material: Fire, Stone, Wood, and either of Air or Water

The Alchemist creates a super-heated ball of matter and hurls it at an enemy for (24 x MAG) + 5d8, M.Armor Fire element damage.

Water Cannon (80)
Target: Group
Type: Elemental (Water)
Material: Air, Fire, Water and either of Stone or Wood

The Alchemist takes a small kernal of something hard and condenses and ball of steam around it before hurling it at the enemy. When it crashes into the enemy it sprays them with pressurized water for (21 x MAG)+5d8, M.Armor Water damage.

Keen Edge (70)
Target: Party
Type: Support
Material: Metal, Stone, Wood, and either of Air or Water

The Alchemist hones his allies' weapons to their finest state, granting the party Piercing (2).

Sand Blaster (80)
Target: Group
Type: Status (Fatal)
Material: Air, Metal, Stone, Water

The Alchemist fires a pressurized mixture of water and fine grit at the enemy, grinding at the targets with a (Magic%-50)%, M. Defense chance to instantly remove 75% of the targets' current HP.

Nature's Rampage (90)
Target: Group
Type: Non-Elemental
Material: Air, Water, Wood, and either of Metal or Stone

The Alchemist rains projectiles down on the enemy dealing four strikes that do (8 x MAG) + 2d8 (element) damage. Each potential target must roll 1d100 for each strike - the lowest roll for each strike is the target that gets hit. The element of each strike is determined by rolling 1d6 and consulting the following table:

Code:

Die Roll Element
1 Water
2 Wind
3 Lightning
4 Non-Elemental
5 Earth
6 Ice

Five Material Effects

Organism (100)
Target: Group
Type: Elemental (Bio)
Material: Air, Metal, Stone, Water, Wood

Using his mastery over the elements of life, the Alchemist creates a short-lived pile of goo which pours onto the enemy and attempts to devour them dealing (27 x MAG) + 4d10, M.Armor Bio damage.

Simulacrum (100)
Target: Self
Type: Support
Material: Air, Fire, Metal, Stone, Wood

The Alchemist creates a Golem to fight for him. Aside from the Alchemist paying the 100 MP to use this spell, it is the same as a Summoner Grand Summoning Golem. See the Summoner's text and Appendix Three for the relevant rules.

Catalyze (120)
Target: Group
Type: Status (Seal)
Material: Air, Fire, Metal, Stone, Water

The Alchemist uses a carefully crafted aerosol mixture sprayed on the enemy to attempt to turn them to stone. It has a (Magic%-50)%, M. Defense chance to inflict the Stone (U) status on each enemy. Those enemies not affected by Stone have a (Magic%-50)%, M. Defense chance to have Blind and Silence (6) inflicted on them as the chemicals work into their bodies. Roll only once per target for the latter two statuses. Either they both hit, or none do.

Earth Break (90)
Target: Group
Type: Status (Transform)
Material: Air, Fire, Stone, Water, Wood

The Alchemist uses heated pockets of air to levitate the enemy - or if they're already in the air to bring them crashing down. The spell has a (Magic%-50)%, M. Defense chance to succeed on each target. If the target does not have Flight or Float on it, Earth Break grants the Float (6) status to the target. If the target is a monster with Flight or already has Float on it, then the Alchemist immediately cancels that status and brings the target crashing to the ground for (24 x MAG)+4d10, M.Armor Earth damage.

Shred (120)
Target: Group
Type: Non-Elemental
Material: Fire, Metal, Stone, Water, Wood

The Alchemist turns the local environs against the enemy, pelting them with whatever debris is handy for (30 x MAG) + 4d10, M.Armor Non-Elemental damage.

Conjunction (120)
Target: Party
Type: Support
Material: Air, Fire, Metal, Water, Wood

Both enhancing the equipment worn by the party and employing controlled air currents and sheets of water the Alchemist increases his allies' defensive abilities, granting Agility Up, Spirit Up, Armor Up, and Mental Up (6).

Six Material Effects

All Creation (250 MP)
Target: Group
Type: Non-Elemental
Material: Air, Fire, Metal, Stone, Water, Wood

The Alchemist blasts the enemy party with a wave of energy that samples all of reality in its scope, dealing (10 x MAG) + 2d8 Fire damage, (10 x MAG) + 2d8 Water damage, (10 x MAG) + 2d8 Lightning damage, (10 x MAG) + 2d8 Non-Elemental damage, and (10 x MAG) + 2d8 Wind damage to each target. Roll to-hit only once per target, either all of the effects hit it, or none do.

Gold Combo (250 MP)
Target: Single
Type: Non-Elemental
Material: Air, Fire, Metal, Stone, Water, Wood

The Alchemist blasts the target with multiple bursts of raw energy dealing a total (70 x MAG) + 7d10 Non-Elemental damage. Gold Combo may break the Damage Limit.

jugh3ad
Captain

Reply
Returner's Final Fantasy RPG Guild

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum