Nevermet Press

The Adventuring Alchemist

Adventuring Alchemist by Rob Torno

Adventuring Alchemist by Rob Torno

Written by John Payne Illustrated by Rob Torno

Introduction

Wizards and alchemists appear to share many commonalities. Both are given to many long hours of study researching various texts in search of knowledge. Wizards and alchemists usually have a large laboratory that contains many experiments and unusual equipment. They also share a particular smugness that comes from the knowledge that they can manipulate the universe to their will. They would appear to be similar, but their differences are quite marked.

Wizards study magic. Many times it is difficult to define the study of magic except to say that it is an art. Texts have ancient languages long dead. Some magic research is riddled with opaque numerology or contradictory symbols. There are no real standards.

Alchemists, on the other hand, are only interested in what can be observed and predictably duplicated in the lab. They seek to understand the characteristics of matter and energy so that both can be manipulated. By repeated and measured experiments, the alchemist can predict how things interact in the known universe. As such, they are able to create many wondrous items, fundamentally alter the chemical structure of matter, and even create life.

An alchemist sees the world as a conglomeration of various compounds that interact with each other. Every substance is a complex series of compounds, each formed by two or more of the five fundamental elements. Each of the elements was formed by an another purer element. The primary element, akasha, is the basis of all substances that exist in the universe. An alchemist has learned that if a compound can be refined into its component elements. With these component elements, a skilled alchemist can create new compounds. The materials that can be created are as infinite as the stars.

Adventuring

Alchemists often adventure to seek out materials for their experiments. They are usually not seeking items typically found in wizards’ concoctions (like an eye of newt or sweat of a dragon), but rare plants and metals. As they spend much of their time in a lab, they are not particularly adept at combat. To protect themselves, an alchemist prepares extensively for any journey they undertake. With their ability to create wondrous items, they usually bring with them various elixirs and thrown weapons. Many also modify crossbow bolts.

Abilities

Fundamentally, alchemists begin their research by creating various elixirs. It is trivial for them to create various poisons, so they usually attempt to create potions that carry a dramatic effect such as super strength, long live, curing diseases, and various transformative potions. Many young alchemists begin their careers as a local apothecary or healer. This allows them a good income affording them the ability to purchase equipment and rare materials.

An alchemist is unequaled in the detection of poisons and identifying materials. As a product of their unique understanding of the universe, an alchemist relies on ‘hearing’ a substance to determine its properties. Their ability to detect materials also extends into detecting the presence of magic as well.

The presence of magic itself carries its own identifying timbre, though all magical effects have the same sound. In other words, an alchemist can know that magic is present, but has no knowledge as to its effect. Magic can partially obscure the sound of a material or poison, but the alchemist will be aware of the magic.

Unique Weapons: An alchemist is capable of defending him or herself in many situations, though they are often vulnerable if attacked by surprise. Many prefer to evade combat altogether. Using smoke pellets and flash powder, they attempt to disorient their opponents in order to escape. Others employ poisons, acids, and other chemical agents to sicken, dissolve, or otherwise destroy their opponents. A few other more swashbuckling types choose to modify crossbow bolts or use a flintlock launcher that hurls small canisters of various alchemical substances. When a target is out of range of the flintlock launcher, he uses an atlatl to hurl a canister-tipped javelin.

As they progress in their abilities, they also begin to understand the nature of metals and other materials. With careful crafting and chemical treatments, they are able to create alloys with many curious characteristics. Most commonly, they are able to make extremely light metals that are stronger than steel. Other materials include self-healing wood, alchemist stone (a substance that can be easily shaped and quickly hardens), floatwood, and the like. Alchemists also learn to create various wondrous items. Simple items include flintwood, (a stick of wood that lights itself), universal solvent, and other things. Smoke pellets, greek fire, gunpowder…

The truly advanced alchemists studies the material composition of life itself. Using all their vast store of knowledge and skill, a talented alchemist is able to give life to an inanimate form. Unlike golems, the soul is unique and is not trapped unwillingly in the body. It is intelligent and capable of learning, adapting, and self-recognition. The forms can range from simple piles of rope to full replicas of humans.

Below is a sampling of the various poisons, potions, materials, and wondrous items an alchemist can create. Although there are many possibilities, every alchemist cannot create everything listed. Many alchemists tend to specialize in a certain area. For example, an alchemist may choose to specialize in fabricated various woods and metals due the high prices offered.

Alchemical Items

Poisons

Poisons are classified by the same elemental theory that guides their work. The reason for this is that each fundamental element is associated with one of the five senses. Alchemists classify poisons by the senses used to detect them. They can hear the unique properties of any poison, this is why they can detect any poison. Everything has an fundamental essence that emits a unique identifying sound. There is no such thing as a silent poison.

  • Bumi (earth) – the most fundamental poisons. Easily detected, unique color, smell, taste, texture
  • Ap (water) – second class of poisons – Unique color, taste and texture. Odorless
  • Tejas (fire) – third class of poisons – unique color and texture
  • Pavan (air) – fourth class of poisons – unique texture
  • Sora (ether) – these extremely rare poisons do not occur in nature. They are created through arcane arts or alchemist’ formulas. These types of poison can only be ‘heard’

Potions

Potions are the staple of most aspiring alchemists. Although it is labor intensive to create a potion, once it is created it is significantly cheaper to make copies. Potions also afford a young alchemist with a steady income from the sick, diseased, or dying.

  • Bravery – Such a potion will help the imbiber overcome fear and find courage. The effects last only 30 minutes. This potion is highly physically and psychologically addictive.
  • Increased/Decreased Strength – These potions provide a large increase or decrease in physical strength. These potions also tend to be highly addictive physically.
  • Water Breathing – When this potion is ingested, a person can breath underwater for two hours. While under the effects of this potion, the lungs fill with water. It is painful when the effects of the potion wear off as the body expels all the fluid in the lungs.
  • Healing wounds – This potion help wounds to heal at a much faster rate. It will not treat the effects of poison.
  • Healing diseases – Each potion is unique to the disease it treats. One dose will eliminate the targeted disease in a person that drinks it.
  • Purifying Food – This thick fluid can treat two pounds of food and purify it from any pathogen or poison. Treated food may not taste very good, but it is safe to eat.
  • Increased/Decreased Speed – This potion will help a creature move at 2 to 5 times faster or slower than their normal speed. The effects of these potions are not cumulative. Drinking two Increased Speed potions will not double the effect.
  • Increased/Decreased Size – These potions will change a creatures physical form to be up to 5 times larger or 10 times smaller than their present size. Be warned, your clothing, armor, or other possessions do not change size.
  • Grow Plants – This potion is used in blighted areas to help fledgling crops to grow well in poor soil. It will, however, increase the length of any plant it is applied to.
  • Immunity to Lycanthropy – This potion causes the imbiber to be immune from lycanthropy for a month.
  • Cure Lycanthropy – This potion will completely cure a creature infected with a form of lycanthropy. The potion is specific to the type of lycanthrope. For example, a potion to cure were-wolves will have no affect on were-tigers.
  • Etherealness – This is also known as he Akasha Transformation. The form of a creature that drinks this potion becomes composed entirely of akasha. As such, the creature becomes invisible and immune to all but magical weapons. While under the effects of this spell, the creature can also harmlessly pass through walls. This potion also allows a creature to shift to an alternative dimension. In this dimension, great distances can be traveled quickly.
  • Protection from ESP – This rare potion will block the effects of any psionic. It lasts for an hour.

Wonderous Creations

Items range from various tools, to weapons, to chemicals. The powders and pellets are quite simple to manufacture, but some of the more obscure chemicals can take months and years to produce.

  • Sneezing Powder – This powder will cause the target to sneeze uncontrollably for about 15 seconds. It is intended as a distraction or as a means to make a getaway and avoid pursuit.
  • Choking Powder – This powder will cause the target to cough and wheeze. The target’s ability to breathe is hampered for about 90 seconds to 2 minutes. It is intended to be an agent that will render a target unconscious.
  • Flash powder – This powder is intended to temporarily blind or distract a target. The effects of the blindness are temporary and cause no permanent damage.
  • Smoke Pellets – These pellets, when triggered, will generate a dense, obscuring fog for three minutes. The smoke itself causes no harm, but it is extremely difficult to see through. A skilled alchemist is able to make these pellets function in such a way that a magical gust of wind will not dissipate the fog.
  • Philosopher’s Stone – A stone almost entirely comprised of Akasha. It is able to purify any material and extend the lifespan of any creature that possess it. It can turn any metal into gold, platinum, or an alloy of akasha.
  • Orgonite – This unusual alloy of metal serves as a great catalyst to fabricate any kind of metal. Alchemists with functional orgonite can reduce the cost and time required to fabricate metals.
  • Artificial Vine – This item is created with the intent to entangle its victims in a mass of strong vines. The vines can cover a large area and will attempt to entangle any creature walking close by.
  • Greek Fire – Greek Fire is an ancient concoction that stays aflame, even on water.
  • Universally Slippery Oil – This oil will make any surface slippery until it is removed.
  • Phase Cloaks – The wearer of this cloak will be protected from ranged weapons. This is due to the inability to accurate focus on the wearer’s actual location. At a distance of more than ten feet away, the wearer will appear fuzzy and any kind of depth perception will fail.
  • Flintwood – This wood comes in small bundles and is used for tinder when creating campfires. It lights very quickly when struck, but its flame lasts only a few seconds.
  • Floatwood – This material is fabricated to be lighter-than-air. It is used in the construction of various flying apparatus. It is also used to lower the draft of merchant ships.
  • ClearSteel – This time of metal is transparent like glass, but at least as strong as steel. It is not a good material for creating weapons as it cannot hold an edge very well.
  • Mithril – A material with all the strength of steel, but half its weight.
  • Adamantium – A material that is ten times stronger than the best steel, but only slightly heavier. Very expensive and difficult to create. Once created, a skilled smith familiar with the material can craft any metal items desired including swords and armor.
  • Alchemist Atlatl – This spear thrower is designed to deliver a javelin with greater accuracy than a bow with equal range. Javelins can hold a slightly larger payload of alchemical substance that the charges used with the flintlock pistol.
  • Arquebus – A larger version of the flintlock pistol characteristic of alchemists, it is designed to function like a siege weapon despite its small size. It delivers larger payloads of black powder or other alchemical substance than either a pistol or an atlatl.
  • Alchemist Stone – A material that can be shaped like clay, but quickly cures to a dense, stone-like material. Only an alchemist can quickly change it back to its clay form.
  • Self-healing wood – This wood will mend itself of any cuts. When used in construction, two pieces of this wood can be joined without nails. Allowed to sit for two hours, it will function as one piece of wood. When used to build a sea-going vessel, the vessel will automatically be leak proof.
  • alkahest – universal solvent
  • agua regia – dissolves gold and platinum. Can be used to hide gold and platinum.
  • Agua fortis – weaker universal solvent – everything but gold and platinum.
  • Agua vitae – distilled alcohol. brandy, whiskey, etc.

Homunculus

  • Imps
  • Rope Things (Chokers)
  • Ball Homonculi
  • Anthroparion (human replicas)

Weapon Treatments

Various oil to apply to weapons that cause the following effects:

  • dehydration
  • paralysis
  • sleep
  • loss of memory (enhancement of memory)
  • exothermic oil (makes things cold)

Creative Commons License

Adventuring Alchemist by Nevermet Press is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. Permissions beyond the scope of this license may be available at http://www.nevermetpress.com/contact.

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