What rules would need to change/be added to use the concept of alchemy from full metal alchemist in an urban magic game using the FATE system.
Are there any synthesized gaming discussions for how the mechanics of FMA alchemy works?
What rules would need to change/be added to use the concept of alchemy from full metal alchemist in an urban magic game using the FATE system.
Are there any synthesized gaming discussions for how the mechanics of FMA alchemy works?
At a baseline, you have a few ethical and absolute rules:
2 & 3 seem more ethical limitations, with 1 being the only absolute limitation we are shown.
But other than that, though each alchemist seems to focus on his own interests, it seems a pretty wide open magic system.
A couple of threads on FMA adaptions:
With that in mind, I'd take a page from the Dresden Files RPG., having a Q&D version of alchemy, and a ritual version. The Q&D version would require a focus, i.e. YS256
. Perhaps even limit Q&D to 'rotes', though base the rotes on the element more than the actual expression of the rote, i.e. instead of fire ball, an offensive 4 shift use of fire. Though for more practiced Alchemists, this might be very limiting compared to the source media. The largest limitation- the transmutation of like matter- I'd handle in aspects, i.e the template/high concept would mention something about alchemy, which can be compelled in relation to available matter.