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[✗] [Alchemy] THE SOLVENT

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The Alkahest, a concoction of alchemical yore - the ultimate weapon. The original now lay lost, forgotten by time, and though its tale may be one to caution aspiring alchemists, its strength is still marveled at. The imperfect perfection, an acid so strong it burned through everything, including its own container. While it may have spelled the demise of its own creator, it won’t stop the dreamers from attempting to attain this concoction for their own selfish use. The true recipe died with its creator and will likely never be recovered, however, in search of the old solvent some red maned alchemist came close, yet no matter how hard he tried to grasp its might, he could only brew a mere mockery of the greatness he sought.

 

Instead of a universal solvent, he concocted two separate ones. In tandem they’d complete one another, their properties melting through all they’d meet - and yet they’d never mix. Their repulsion of one another frustrated the alchemist, and try as he may, the two brews would never truly be whole. It would never be the Alkahest.



 

[T3] THE CORROSIVE

 

In his quest to recreate the Alkahest, he began by brewing a substance capable of eating through most inorganic material. Finding it to be able to burn through most metals and minerals he tried, yet when it came to organic material it had little to no effect, usually drying up before it was able to cause any significant damage, save for a negligible itch.

 

Recipe:

Base: Aqua Vitae

 

Water | Separation x3

Water | Weakness x2

Earth | Poison x2

Aether | Curtailment x2

Mundane | Reduction x1

 

Brewing Process:

[1]: Gather your symbols, collect a sturdy bowl that won’t be dissolved by the mixture, alongside a wooden spoon for mixing.

 

[2]: Begin by filling the bowl or cauldron with Aqua Vitae, then adding the Curtailment and Reduction symbols, then beginning to mix with the spoon.

 

[3]: After around a minute of mixing, you’ll then add the Separation and the Weakness symbols, continue mixing like before.

 

[4]: After another minute elapses, whilst the mixture becomes more viscous and hard to churn, you’ll finally add the Poison symbols. And like before, you’ll continue to churn the mixture until it bubbles with life.

 

[5]: Once that bubbling reaction happens, you’ve finished making your mixture and can then bottle it up.

 

If you intend to make more than one potion then you will add the amount of symbols corresponding with the batch you’ll be making. (i.e. 2 potions worth of the substance requires 6 Separation symbols, 4 Weakness, 4 Poison, 4 Curtailment, 2 reduction).

 

Mechanics:

Upon contact with any metal, mineral, or ceramic the process will begin instantaneously, sticking to the material. The start of the process is signaled by the sizzling of the material, and then will gradually deteriorate in the coming emotes until the material is destroyed, rendered ineffective, or removed through some sort of intervention.

  • Example emotes:
    • After establishing direct contact with the material: [1 emote of first contact + 1 emote of deterioration (2 for Special Alloys/metals) + 1 final emote of the hole(s) burning through/material breaking.]
    • Second time contacting the material (if the substance had made it to the first emote of deterioration the first time): [1 emote of first contact + 1 emote of the hole(s) burning through/material breaking.]
      • If the material was a special alloy and/or metal [1 emote of first contact + 1 emote of deterioration + 1 emote of the hole(s) burning through/ material breaking.]
    • Creatures made from inorganic material will abide by the following in the event they are afflicted with this substance: [1 emote of first contact + 3 emotes of deterioration + 1 emote of the afflicted area being burnt through/destroyed.]

 

Redlines:

  • This concoction can only burn through inorganic material such as metals, minerals, and ceramics. Meaning that it will not be able to melt through woods, leathers, flesh, and other organic material. Only running off it and causing minor irritation.
  • The metals and minerals excluded from being melted by this concoction are: Pure Lunarite, Ironwood, anything exceeding 1 on the ST Metals tier list (spoilered at bottom) or 5 on the Mohs Hardness Scale (mostly in reference to mundane materials without lore ranking). Anything below will suffer the same destructive emote count outlined above.
  • Lunarite dominant alloys have an additional emote of protection against this substance, but due to it being an alloy it will still eventually be rendered useless unless properly protected. 
  • Can be removed using water, snow, dirt, or even a hand to wipe off/stifle the liquid/wash it away. Requires [1] emote of focusing on that task to remove the substance from any afflicted area, meaning that the target cannot attack or defend in their turn unless they stop the task, they can however move during this action.
  • Constructs made from inorganic material cannot use a hand or another body part to remove the substance as a person would due to the substance then sticking to that new body part. So it is recommended to utilize a different way or have someone else aid you.
  • Rain can easily wash the substance away should it be used during a storm.
  • The damage sustained during contact with the substance is not forgotten. Should the substance make it to the first (or second) emote of deterioration they will no longer have the adequate durability to sustain that again. Meaning that the substance will take less emotes to destroy the material upon contacting it again.
  • If the substance is thwarted within the first emote of contact then no damage will be sustained by the material.
  • If the armament the substance contacts is set alight (i.e. mid-density boomsteel, heraldry, flame oil, etc), the substance will dissipate far faster than expected and will not cause it any damage.



 

[T3] THE SERE

 

Despite his first failure, he tried again, this time working in reverse. Instead he began by brewing a substance capable of melting through organic material, this included both flesh and bone. While it certainly wasn’t as efficient as the first brew was, it did cause significant damage to any organic material it met. Though again, it was deemed a failure, despite how hard the alchemist tried, the brew was unable to even scratch inorganic materials.

 

Recipe:

Base: Aqua Vitae

 

Fire | Burning x3

Earth | Poison x2

Air | Curtailment x2

Mundane | Weakness x2

Mundane | Death x1

 

Brewing Process:

[1]: Gather your symbols together, 1 bottle of Aqua Vitae, 2 empty containers, and something capable of heating your mixtures.

 

[2]: Pour half the Aqua Vitae into each container.

 

[3]: Into one bottle add the Burning, Poison, and Death symbols - then mix the concoction until the liquid becomes greenish dark brown. And into the other add the Curtailment and Weakness symbols, then mix until the symbols dissipate into the translucent liquid.

 

[4]: Carefully pour both mixtures back into the original bottle, be sure to cork it and then mix it around.

 

[5]: Lastly, heat it until it is bubbling from the boiling heat and allow 10 (narrative) minutes to elapse. This will spell the completion of the elixir, and thus produce a white, thinly lime hued substance.

 

Mechanics:

Upon contact with any organic material, the substance begins to work away at melting the material. Unlike its counterpart, it takes 4 emotes for the solvent to fully run its course, fizzling out entirely upon the fourth emote. It eats through simple cloth, leathers, furs, and causes skin irritation as soon as it makes contact with the skin. The concoction causes constant searing pain after eating into the target’s flesh, and leaves that stinging sensation behind for some time after it fizzes out or is stifled.

  • Example emotes
    • Direct skin contact: [1 initial contact with skin + 1 melting through the surface skin + 1 melting through the flesh and reaching the bone + 1 melting through the bone.]
    • Contact with any sort of non-protective organic clothing (regular attire like cloth or silk) : [1 contacting the attire + 1 melting through the attire + 1 eating away the skin + 1 eating through a decent amount of flesh.]
    • Contact with protective/thicker attire (Gambeson or Leather armor): [1 contacting the attire + 2 melting a hole into the attire + 1 eating away at the skin.]



 

Redlines:

  • This concoction can only burn through organic material such as leathers, woods, cloth, chitin, flesh, bone, scales and so on. This meant that the brew could not dissolve metals, minerals, and ceramics. Hardly even leaving a stain against them.
  • This concoction can eat through Ironwood as its counterpart would, over the course of the [3] emotes outlined under THE CORROSIVE.
  • Can be removed using water, snow, dirt, or even a hand to wipe off/stifle the liquid/wash it away. Requires [1] emote of focusing on that task to remove the substance from any afflicted area, meaning that the target cannot attack or defend in their turn unless they stop the task, they can however move during this action.
  • If a bare hand is used to remove the substance, or any improperly protected part of the body, the substance will sear into that part, damaging it enough to expose the flesh. If a glove, cloth, or any organic piece of attire is used, the substance will eat through it though it won’t damage the individual.
  • Unless properly cleaned and treated, the wounds left by this substance will begin to itch insatiably overtime if not attended to within [1] OOC day the wound will become infected, thus beginning to fester and slowly rot. This will also thwart any regenerative factor the victim may possess until it is properly dealt with.
  • Rain can easily wash the substance away should it be used during a storm.
  • This will disrupt and disconnect the victim’s focus after it meets the flesh, and will continue to for up to [1] emote after its removal.
  • If thwarted within the first emote of contact, little to no damage will be sustained.



 

CONTAINMENT

 

Both Solvents are capable of being contained given the container is made properly, and of a material neither can dissolve.

 

Should one seek to create a vat of either solvent, they’ll need to enhance the dosage of symbols and base fluid per cubic meter, enough to fill a large bucket.

 

Recipes:

THE CORROSIVE

Base: Aqua Vitae

 

Water | Separation x6

Water | Weakness x4

Earth | Poison x 4

Aether | Curtailment x4

Mundane | Reduction x2



 

THE SERE

Base: Aqua Vitae

 

Fire | Burning x6

Earth | Poison x4

Air | Curtailment x4

Mundane | Weakness x4

Mundane | Death x2

 

Redlines:

  • Abides by the same redlines and deterioration processes present in the other potions.
  • Entering the substance counts as the initial contact emote.
  • Must be contained in something the solvents are unable to burn through.
  • Each bucket of either substance produces enough to fill 1 block of space.
  • Won't dissipate overtime unlike the potions above, will instead need to be diluted and dealt away with to properly remove it.
  • May be represented by water or lava mechanically, as long as it is properly marked with a Story Approved sign.




 

General Redlines:

  • Abides by regular potion throwing rules. Needing the three initial emotes to use either potion. [1 equip + 1 prime + 1 throw]
  • Should both substances come into contact with each other their effects will be canceled and rendered inert. So in the event both the Corrosive and Sere meet the same target before their effects have had a chance to circulate fully, both effects will be canceled. 
  • Everything listed here requires ST approval for valid use.
  • Everything listed is considered rare knowledge and must be taught properly via roleplay.
  • The amount of each substance contained in a bottle is enough to cover half a limb's worth of area on the target, like an upper arm or lower leg. This doesn’t mean that the limbs are the only areas that can be covered however, it is just to outline how much of either substance can cover a target’s body with one flask.
  • If any of the two substances are met with a hydrophobic material/surface, they will obviously be rendered useless and roll right off. (i.e. a water ensorcelled coat via blood magic)




 

ST Metal Tier List

Spoiler

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Credits

Author - Myself

Consultation - King_Kunuk

 

Citation

 

 

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Smells like High Elf from fifty miles far!

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Definitely fills a niche that is missing on LOTC atm- +1

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more alchemy need more more alchemy need more alchemy

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If my sword is currently on fire I assume the solvent burns off? Relevant if someone used flame oil or ignited their mid-density boomsteel.

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37 minutes ago, tasty_cheesecake said:

If my sword is currently on fire I assume the solvent burns off? Relevant if someone used flame oil or ignited their mid-density boomsteel.

 

this is a good point actually, ill add a redline that if the weapon is set alight then the corrosive won't be able to melt it properly and will cause the mixture to dissipate quicker than expected.

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Alchemist tries to create the Magnum Opus, more at 12 (Upvoted) (make them real please) (it'd be so based)

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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