@ArenaSnowFlabnoose the Turtleneck best prepares Flabnoose for the adventure ahead.Naturally, Flabnoose stuffs Flabnoose's favourite
WORN EYE PATCH from Flabnoose's collection into Flabnoose's bondage gear. Flabnoose looks in Flabnoose's sidebag-sized pocket dimension: What else should Flabnoose bring?
Flabnoose the Turtleneck packs...
(Pick one)>BANDAGES, to heal the eyes of anyone who looks at it.
>WHISKEY, for the same reason as above.
>DYNAMITE, for when all else fails.
Now, Flabnoose was not lilly-livered when it clambered out of the abyss into this world. There's one thing, apart from being a horrific abomination, that sets it apart from all other Nuns...
>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 Nun, Flabnoose the Turtleneck knows one or two things...
You start with 2 Faith at level 1
Flabnoose the Turtleneck knows the Blessing: Faith Healing
who taught it this, seriously.
Pick one other
Blessing:
>Revitalise: requires 6+ on 2 dice to successfully cast.
Range: 8
You may heal HP equal to the number you surprass the casting requisitive by, to any Heroes in range, including yourself. (e.g. if you rolled 8 you would heal 3, 10 would be 5, ect)
Faith Cost: 2
XP gained per cast: 10xp
Improves at Level 4 and 8.
When you roll doubles, you take Corruption hits from this blessing.
>Shield of Light: requires 9+ on two dice to successfully cast.
Choose any Hero. Until the end of the turn, that hero gains Armor / Spirit Armor. Limit 1 shield per hero.
Faith Cost: 1
XP Gained: 20 XP
Improves at level 5.
Pick one other
Judgement:>Cleansing Fire: Requires 10+ on 2 dice to successfully cast.
Flabnoose takes corruption hits when rolling doubles on casting.
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.
>Weaken: Requires 7+ on 2 dice to successfully cast.
Choose an enemy within range. That Enemy is now -2 Defense until the end of the turn. If that Enemy is immune to critical Hits, this is -1 Defense modifier instead.
Faith Cost: 1
XP Gained: 20 XP
Improves at level 3, 6 and 9.
Recap:(because the Nun is a little complicated with her bonus spells)
>Pick your sidebag item
>Pick your skill
>Pick your blessing
>Pick your judgement