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The Alchemist Order

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By SpaceGnome v1.0 11/27/99

Alchemist Order: Middle to Upper Society: Those that deal with the infusing of Extraordinary capacities into a substance that will later impart that Ability to another are known as Alchemists, both to themselves and others. This Infusion may be done into any sort in items that are applied to a person internally or externally in the manner of Potions, Elixirs, Oils and Powders (and such) from any Extraordinary Ability (except Psychogenic) possessed by the Alchemist and as described in the Alchemy Ability. Their organizations are found in larger cities, and often at the court of a leader. They are recognized by Demonurges, Elementalists, Mages, Warlocks and such Nobles as need and can afford their services. Traditional meeting places include private laboratories, places of learning, and at shops that deal in chemicals.

Alchemy, Arcana, Learning, 4th (any Activatable Ability but Psychogenic)

12th Rank, Novice Putterer. Alchemy only possessed: No benefit save contact.

11th Rank, Putterer. Alchemy and Arcana possessed: Guild membership available; add 2 points to weapons Ability.

10th Rank, Experienced Putterer. Alchemy, Arcana and Learning possessed: Gain memory tablet; add 2 points to weapons Ability.

9th Rank, Mixer. All four Abilities possessed: The Alchemist receives a fine set of scales with which to measure his chemicals precisely. Gain 1 Power; add 2 points to each of the four required Abilities possessed, but addition to Alchemy Ability can not then cause the Avatar to move to a higher (numerically lower) Rank. If this would occur, limit addition to the last point total in the category, i.e. 60, 70, etc. 

8th Rank, Fine Mixer. Alchemy at 61: Add 2 points to each of the other three Abilities.

7th Rank, Expert Mixer. Alchemy at 71: Gain Plaque with one Power; add 2 points to each of the other three Abilities.

6th Rank, Master Mixer. Alchemy at 81: Gain Plaque with one Power; add 2 points to each of the other three Abilities.

5th Rank, Chemist. Alchemy at 91: Gain Plaque with one Power; add 2 points to each of the other three Abilities.

4th Rank, Fine Chemist: Alchemy at 101: Gain Plaque with one Power; add 2 points to each of the other three Abilities.

3rd Rank, Alchemist. Alchemy at 111: Add Scrutiny Ability at 20, or add 10 to Scrutiny if already possessed.

2nd Rank, Senior Alchemist. Alchemy at 121: Add Commerce Ability at 20, or add 10 to Commerce if already possessed.

1st Rank, Master Alchemist. Alchemy at 131: Add Metalurgy Ability at 20, or add 10 to Metalurgy if already possessed.