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Accersitus
2010-09-10, 10:27 AM
Hi fellow playgrounders, the group I'm in is starting a new campaign, and my
character is an alchemist (nothing magical, mostly chemistry, herbalism, and
some basic engineering).
We are playing a heavily home-brewed version of the white wolf D10 system,
in a home-brewed fantasy setting.

The party runs a little group who does slightly shady jobs, or jobs that
require discretion or special skills for the rich and powerful.
One of my characters main tasks is making distractions we
can use to get our jobs done unnoticed.

My character already has the basic alchemist package,
(acids, alchemist fire, smoke bombs, flares, thunderstones,
various small explosives, and I make gunpowder for the
marksman in the group. I also have access to some mildly
hallucinogenic gasses, an incense that makes everyone nearby
dizzy/unfocused (the group has built up a resistance to this,
and we have a few cigars laced with this)).

If you have any fun ideas, I would love to hear them.

dsmiles
2010-09-10, 10:36 AM
Combine the gunpowder and hallucinogens. Gunpowder explodes when contained, but burns nicely when in the open.

Also, the "Goblin Dust" grenade is fun at low levels. (Dust, ground glass, black pepper, hot pepper, anything itchy/sneezy/irritating. Put it in a very thin paper packet or ceramic globe and huck it at somebody's face. ALAKAZAM! Instant escape!)

WinWin
2010-09-10, 01:43 PM
A fast and hot burning power that functions like thermite. Could be used to burn out or fuse locks. Or just put holes in things.

Dye packs to protect your gear/base. It may not prevent the theft, but might make the thief easier to identify.

Clockwork toys might be worth the time to put together. They are not obviously dangerous, but could act as a basic timer, distraction or delivery system (if they can move). Even something as innocuous as a music box can hide a nasty surprise for when it winds down.