Granted, but the powers of the characters on Full Metal Alchemist aren't "traditional" alchemy. They very rarely make potions or pills like Diablo. Nor is it atypical of Scientific Magic like Dr. Doom, they rarely make techno-magical devices either.
In FMA alchemical formulas tend to be mathemathic formulas more often then actual chemical concoctions.
I would seriously consider FMA alchemy as:
Power Simulation: Molecular Conversion (Mechanism: Gesture: Drawing and Activating the Cirlce). With power rank equal to either Reason (plus related talents) or Psyche (depending on the alchemist) and spell stunts used for Molding, Dimunization, Growth, Disruption, etc.
Lots of characters on the show have ways around the time constraints of the typical Gesture mechanism. Mustang for example uses the Talisman mechanism in place of the gesture mechanism for his combusion effects. Others do the same thing with trinkets. Scar has a permanent enchanted tattoo on his arm... this might be treated as a special type of magical device too.
Full Metal and Teacher on the other hand have whole different bag of tricks. Having seen the other side of the gate and given a piece of themselves to it... they actually have Molecular Conversion as magical power rather then a spell. They still have the limitation of having to have both of their hands free, but they don't have to scribe elaborate circles to work their stuff... it comes from within. I'd say their rank is Incredible. Which is why for more potent effects (like creating a philosopher's stone) they still need elaborate circles and preparations to succeed.
Note that most alchemists tend to be one-trick ponies. They have a specific element, attack, or effect that they use over-and-over again (all be it creatively)... an most of them have talismans or "speed mechanisms" for their one-trick effects. However, almost all alchemists have the basic stunts as part of their basic training... like most have a power stunt for Molding: Mend Object. Novice alchemist apparently have the hardest time with permanent effects. Edward and Alphonse for example had potent alchemy as untrained boys, but it had duration of well... not so much. Other examples of novice alchemists are shown temporarily raising animals from the dead and using mostly instaneous alchemy effects.
Most alchemists also have the limitation Inorganic Matter Only, as a psychological limitation... they just don't do that nor study much on how to do it. Even Edward admitted when confronted with Wrath that he wouldn't know how to meld flesh with an inorganic object without killing someone. Only mentally unstable or evil alchemists (like Tucker and Crimson Blood) dabble in it, the former more than the latter. Tucker can apparently use his Ritual mechanism alchemy to stunt Grafting, Body Transformation-Others, Power Creation, and many other things too. In FMA... Ritual alchemy (alchemy with at least two mechanisms) is strongest and can do the stuff other alchemy can't.
Red Water, Pseudo-Philosopher Stones, and supposedly the true stone bend the "ritual" rule in a deceptive sense. Using a philosopher stone (or a stand-in) is using alchemy in powerful Ritual (Talisman/Necromancy (as the red water/stones contain life force energy)). Ridiculous, nigh impossible effects (like those in advanced rituals) can be done instantly with these objects.
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In any event, for your average "State Alchemist"... I'd say (with room for fudging of course)...
Fighting: Ex
Agility: Ex
Strength: Ty
Endurance: Gd
Reason: Ex
Intuition: Gd
Psyche: Ex
Health: 56
Karma: 50
Reasources: Ex
Popularity: Shift-0 (Gd - Military Only)
Powers:
Power Simulation: Molecular Conversion (Mechanism: Gesture-Circle): Rm
*Molding-Mend Object: Ex
*Molding-Barrier: Rm
*Molding-Attack: Ex
Power Simulation: *Choose a Matter Conversion effect* (Mechanism: Talisman - Tattoo, Medallion, Gloves, etc.): Ex
*Pick one power stunt of chosen effect
*Pick one power stunt of chosen effect
Talents:
Two Fighting/Weapon Talents, Military, Chemistry, Philosophy (Alchemist's Code), Occult Lore (or any one of the more specific Tomes of Magic talents), Detective/Espionage (or Engineering if a research alchemist or Leadership if high ranking political type alchemist).
Contacts:
One or More Military, possible one or two others depending on alchemist.
Of course this for your average "State Alchemist", more exception and less exceptional ones do probably exist.
Edited 2 time(s). Last edit at 11/22/2005 10:16PM by sway.