The Alchemist: Basic Rules
You are the Alchemist. You are a master at your craft, able to brew many different potions. You must use them wisely, however, as you cannot wear armor or use two-handed weapons.
Attack Dice: 1
Defend Dice: 2
Body Points: 5
Mind Points: 5
Movement: 2 Red Dice
Starting Weapon: Two Daggers
Starting Armor: None
Special Abilities and Restrictions:
- The Alchemist may take one group of Spells.
- At the start of each Quest, the Alchemist takes a number of cards from the new Potion deck equal to his Mind Points.
- Whenever the Alchemist Searches for Treasure, if he would draw a Treasure card, he may instead draw a Potion card.
- As an action, the Alchemist may discard two Potion cards to draw one card from the Alchemy deck.
- At the end of each Quest, the Alchemist must discard all unused Potion cards, but receives 5 Gold Coins for each one. (Potions found in the Treasure deck or the Quest Notes are retained as normal.)
- The Alchemist can only wear any armor a Wizard could use. He can use any one-handed weapon.
- (Suggested house rule: Other, non-Alchemist Heroes may draw one Potion card when they Search for Treasure in a room with an Alchemist’s Bench in it. These Potions must still be discarded at end of Quest if unused, however.)
The Alchemist: Normal Rules
You are the Alchemist. You are a master at your craft, able to brew and combine many different potions. You must use them wisely, however, as you cannot wear armor or use heavy weapons effectively.
Attack Dice: 1
Defend Dice: 2
Body Points: 5
Mind Points: 5
Movement: 2 Red Dice
Starting Weapon: Two Daggers
Starting Armor: None
Special Abilities and Restrictions:
- The Alchemist may take one group of Spells. He chooses his Spells after the Wizard’s first set, but before the Elf (if those Heroes are also playing).
- At the start of each Quest, the Alchemist takes a number of cards from the new Alchemy deck equal to his Mind Points, then discards all but three of those cards. (Shuffle the discarded cards back into the deck.) He also takes the set of Alchemy Formula cards.
- If there are no Monsters in the Alchemist’s Line of Sight, he may perform an Alchemy action:
- If he has all the ingredients listed on one of his Alchemy Formula cards, he may discard those cards and/or cross those ingredients off of his Character Sheet, then perform the actions listed in the Results section of the Formula card.
- The Alchemist may also choose to draw one Alchemy card from the Alchemy deck. He may do this any number of times, but only once per room or corridor. If this action is performed in a room with an Alchemist’s Bench, he instead draws two Alchemy cards.
- At the end of each Quest, the Alchemist may record the contents of any remaining Alchemy cards on his Character Sheet for use in future Quests. He may also choose to sell those items to the Armory for 5 Gold Coins each.
- The Alchemist can only wear any armor a Wizard could use, including the Bracers. He may use any kind of weapon, but rolls one fewer Combat Die if a Wizard could not use it (to a minimum of one).
- Example: The Alchemist may use a Broadsword from the Armory, but rolls only two Combat Dice when attacking with it instead of three.
The Alchemist: Mohawk's Rules
To be continued! Sorry, folks, work's been busy this week, so you'll have to wait to see what I do with all of your helpful suggestions. Shout-outs to slev for writing all those pseudo-Latin Potion names; I suspect I'll be copying and tweaking those! Also to Anderas for making some "simple Alchemist" suggestions, which you may see incorporated in the two sets of rules above.
I'll probably get the Potions and Formulas (for all three versions!) nailed down by next week.