>Yes/No, actually he...(Note: Please either confirm Dan's appearance or let me know if you'd like anything about him changed before he is FINALISED FOREVER MORE.)
Father C best prepare himself for the adventure ahead. Naturally, he stuffs his
CONCEALED FLASK into his cassock. He looks in his sidebag: What else should he bring?
Father C packs...
(Pick one)>BANDAGES, to heal wounds during the journey ahead.
>WHISKEY, to steal himself against the horrors that await him.
>DYNAMITE, to throw at them b*stards when they rear their ugly heads.
Now, Father C has learned a thing or two about the world. He's got one thing in particular that sets him apart from other preachers...
>Missionary: Once per turn, when you perform a Blessing sermon, you may reroll once if you fail to cast it successfully.
>Firebrand: Once per turn, when you perform a Judgement sermon, you may reroll once if you fail to cast it successfully.
>Redemptionist: Unlike other preachers, you can use guns (specifically, two handed guns). You get a shotgun when you start instead of a holy book.
But that's not all. As a Preacher, Father C knows one or two things...
You start with 2 Faith at level 1
Father C knows the Blessing: Faith Healing
Pick one other
Blessing:
>Holy Speed: requires 7+ on 2 dice to successfully cast.
Range: 8
Choose one hero in range. That hero has +3 initiative until the end of the turn.
Faith Cost: 2
XP gained per cast: 15xp
Improves at Level 4 and 8.
>Intervention: requires 10+ on two dice to successfully cast.
Father C takes 1 corruption hit on successful cast.
Cancels one darkness effect, or spend 1 extra faith to cancel a growing dread effect.
Faith Cost: 2
XP Gained: 50 XP
Pick one other
Judgement:>Cleansing Fire: Requires 10+ on 2 dice to successfully cast.
Father C takes 1 corruption hit on successful cast.
Range: 8
You may place fire in any spaces within range, so long as they form a continuous chain (all adjacent to at least one other fire)
Fire hits for 2-12 damage to anything in their space.
May only be used if you did not move this turn.
Faith Cost: 2
XP Gained: 30 XP
Does not Level up.
>Shockwave: Requires 9+ on 2 dice to successfully cast.
Father C takes 1 corruption hit on successful cast.
Every enemy within 2 spaces of you automatically takes one hit.
May only be used if you did not move this turn.
Faith Cost: 2
XP Gained: 25 XP
Improves at level 2, 4, 6 and 8.
Recap:(because the Preacher is a little complicated with his bonus spells)
>Confirm/change appearance
>Pick your sidebag item
>Pick your skill
>Pick your blessing
>Pick your judgement
New Round
A sense of growing dread fills you...The final boss has become harder.The Darkness sleeps...Father C joins the mine. He has plus 2 movement this turn to catch up.
Movement:Dan can move 5 this turn Spend a determination to reroll?
Hawkeye Harold can move 5 this turn Spend a determination to reroll?
Trap can move 5+1 this turn. Spend a determination to reroll?
Father C can move 2+2 this turn. Spend a determination to reroll?
Actions:You may always move if you have movement available.>SCAVENGE: Each map tile can be scavenged once. Scavenging successfully can yield up to three results. If you scavenge, you cannot explore the mine this round. Only the Underground Lake can currently be scavenged.
>EXPLORE THE MINE: At the end of each map tile is an arrow. When standing on this arrow, you may explore into the next room, if you have not done another action this turn. You will immediately see the layout of the next room. If you explore, at the end of the round, a discovery will be revealed... aka what is in that room. You must be on tiles 47 or 48 to explore the mine.
Note: The "arrow" map tiles count effects from both rooms (e.g. you can scavenge both rooms on theese tiles).