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Allen1996
Allen1996

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Time to choose finished

I read the comments and the most liked was one about if I understand well 4 charges in Nasuverse alchemy or 3 charges in it and 1 in formalcraft if the former didn't come with magic circuits but because in this case, it would, I'm going to take the former.

I'm going to copy paste a comment by hidden blue on Reddit to explain for those who don't know or who knows little what is alchemy in the nasuverse:

(Read Metly Blood.

Well, there are two types of alchemists. The one from Prague/Western Alchemists that are people like Goredolf or the Einzberns that focus on material alchemy which is basically FMA. See Iri transmuting her metal into birds or Goredolf changing meat to make it tastier in FGO.

Atlas Alchemists practice mental alchemy, where they use the factors that make a person (body, mind, soul) as a way to accelerate their brains to think faster. In practice it means they use body parts like nerves, bones etc as super computers. Anyhow, they use something called thought partition that allows them to basically separate their mind into multiple parts that can think individually and they use that to basically do math and calculations (in Melty Blood this is shown as Sion thinking about two different things in the same scene). Thus they do alchemy with their minds to math out the future and predict it. See how they always predict an end of the world via their math- see Sion predicting FGO part 2 would happen.

Since all of this Atlas alchemy is mental, it really doesn't translate into flashy magic- so they use that super math to make super weapons that help them fight despite their bodies being weak. So they end up with stuff like the Black Barrel or Logos React. Hence it doesn't matter if alchemists themselves are weak, if they can make stuff that is strong.)

Comments

Glad I was able to help. Working on the chapter. If everything is right, should be ready soon like maybe before tomorrow

allen 1996

It does quite a lot, thanks

Andreyebidu

Now, the thing that matters is that Alex also can create almost if not everything due to adaptive material synthesis by manipulating molecules and atoms in his direct surroundings( not 5 meters away from his skin) and the greatest flaw, weakness of a tinker 7 is that they need time and resources but due to the synergy with adaptive material synthesis, Alex doesn't got this weakness. Hope this explains well

allen 1996

Let's take for example the charges invested in alchemy. They were four charges and after tinker 6(3 charges), one charge equal like 1 tinker rating so Alex is a tinker 7. Bakuda for example is a tinker 6. To classify tinker rating I'm taking the following post I also found on Reddit : Tinker Meta-Classifications Whelp, back to my favorite topic again: Tinkers! [Tinker classifications are kind of hard](http://worm.wikia.com/wiki/Power_classifications). Because Tinkers are dangerous because of their tech, the real numbers tend to be focused on what their tech can do, rather than what their Tech specialization is. Consider [Squealer](http://worm.wikia.com/wiki/Squealer), who rates a Tinker 2, Mover 3. Her kit is considered less dangerous than what abilities it affords her! However, I think I have noticed a sort of trend, and here propose a sort of side-along way of grouping Tinkers which generally lines up reasonably well with what the PRT does already. Tinker 1-3: Item level specialization. A Tinker like Squealer or [Tecton](http://worm.wikia.com/wiki/Tecton) has a very limited specialization. Tecton, for instance, is all about earthquakes. He can understand 'em, he can make 'em. And that's all. His power is just about earthquakes, and nothing else. He can only build tech if it is in someway related to producing earthquakes. Squealer is very similar: she does cars. There is a lot of Fanon about her building flying super-tankers and such like, but so far as I can remember of canon the most impressive thing she builds is the invisible train for robbing the fundraiser. Pretty cool, but not as general as 'vehicles'. In fact, I'm pretty confident that her *actual* specalization is more about smashing two things together to get something workable; crazily overblown and garish. She cannot, [for instance](https://forums.sufficientvelocity.com/threads/who-needs-enemies-altpower-taylor-worm.22004/#post-4279377), build something which technically fits the definition of 'vehicle' but is actually a bomb. Tinker 4-6: Field level specialization. This rung is filled with people like [Chariot](http://worm.wikia.com/wiki/Chariot) and [Bakuda](http://worm.wikia.com/wiki/Bakuda); Tinkers that can do almost anything provided it is constrained within a specific field. Bakuda can make virtually anything which is conceptualizable as a bomb, Chariot can make anything related to movement. This class is much broader than the one below it; while Squealer can make any kind of car, Chariot can produce power armor, teleportation devices, flight packs, *and* cars. Similarly, Bakuda can make just about anything provided it involves explosions. Or Implosions. Or maybe just bright flashes of light, or... the list goes on. This group of Tinkers can't build literally anything though; they can only build stuff related to their specialization. But, because their power is broader, we would expect them to be able to understand or potentially even reverse engineer just about anything made by an Item level Tinker with a relatable specialty. Tinker 7-9: Vector level specialization. Tinkers in this category can make almost anything. They are not limited to a particular effect, or a specific mode; anything they can conceptualize as being in line with their purview is theirs to meddle with. [Armsmaster](http://worm.wikia.com/wiki/Armsmaster) is the prime example; anything can be made more efficient or more compact. While he might not be able to build one of Bakuda's bombs from first principles, if given enough time to look it over it is very likely he could figure out how to generate a similar effect with his own tech. [Bonesaw](http://worm.wikia.com/wiki/Bonesaw) is another major member of this field: if it's biological, she can probably mess with it. She might even be able to make a biological version of something mechanical, given enough time; her potential is nearly limitless. A Vector level Tinker can hit almost anything, because some component of their Vector will be in that direction. Tinker 10-12: Field and Gimmick Tinkers These Tinkers are very rare because they have few to no limitations on their capabilities. There is really only one good example of the former in [Hero](http://worm.wikia.com/wiki/Hero) whose specialty was wavelength manipulation. This is so broad that there are no practical limits I can think of to what he could build; after all, everything exists as both a particle and a wave so in principle there is nothing stopping him from mimicking the effect of any other Tinker given enough time. Gimmick Tinkers are also rare for similar reasons. A Gimmick Tinker can make anything provided it satisfies some cirteria; [Leet](http://worm.wikia.com/wiki/Leet) can build anything **once**, [String Theory](http://worm.wikia.com/wiki/String_Theory) can build anything so long as it has a countdown timer on it. There may in fact be upper bounds to what they an build, but if there are we haven't really seen them. Leet crippled himself with a poor understanding of his own power, but even then it seems likely he could build a nanothorn knife, a black hole bomb, or an interdimensional portal. While String theory preferred to work with very flashy high energy stuff, it is presumed that she could build something like power armor or a mecha if given the correct incentive.

allen 1996

How exactly are you going to handle synergies? as in, similar enough processes that are basically the same in some ways, for example a charge in ritual magic and another in a specific field within the former like druid rituals or blood rituals, how would the former affect the later and vice versa? Or magics and technologies from different series that are very similar

Andreyebidu


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