[@ArenaSnow][center][img]https://i.imgur.com/YXzqazB.png[/img][/center] [b]Flabnoose the Turtleneck[/b] best prepares Flabnoose for the adventure ahead.Naturally, Flabnoose stuffs Flabnoose's favourite [b]WORN EYE PATCH[/b] 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...[color=darkgray][sub][i](Pick one)[/i][/sub][/color] [indent]>[b]BANDAGES,[/b] to heal the eyes of anyone who looks at it. >[b]WHISKEY,[/b] for the same reason as above. >[b]DYNAMITE,[/b] for when all else fails.[/indent] [center][b]Now, Flabnoose was not lilly-livered when it clambered out of the abyss into this world.[/b] There's one thing, apart from being a horrific abomination, that sets it apart from all other Nuns...[/center] [indent]>[b]Missionary[/b]: Once per turn, when you perform a [i]Blessing[/i] sermon, you may reroll once if you fail to cast it successfully. >[b]Firebrand:[/b] Once per turn, when you perform a [i]Judgement[/i] sermon, you may reroll once if you fail to cast it successfully. >[b]Redemptionist:[/b] Unlike other preachers, you can use guns (specifically, two handed guns). You get a shotgun when you start instead of a holy book. [/indent] [center]But that's not all. As a Nun, Flabnoose the Turtleneck knows one or two things... [i]You start with 2 Faith at level 1[/i] [b]Flabnoose the Turtleneck knows the Blessing: Faith Healing[/b] who taught it this, seriously.[/center] Pick one other [i]Blessing[/i]: [indent]>[b]Revitalise[/b]:[i] requires 6+ on 2 dice to successfully cast.[/i] [b]Range:[/b] 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) [b]Faith Cost:[/b] 2 [b]XP gained per cast:[/b] 10xp [i]Improves at Level 4 and 8.[/i] When you roll doubles, you take Corruption hits from this blessing.[/indent] [indent]>[b]Shield of Light:[/b][i] requires 9+ on two dice to successfully cast.[/i] Choose any Hero. Until the end of the turn, that hero gains Armor / Spirit Armor. Limit 1 shield per hero. [b]Faith Cost: 1[/b] [b]XP Gained:[/b] 20 XP [i]Improves at level 5.[/i][/indent] Pick one other [i]Judgement:[/i] [indent]>[b]Cleansing Fire: [/b][i]Requires 10+ on 2 dice to successfully cast.[/i] [b]Flabnoose takes corruption hits when rolling doubles on casting.[/b] [b]Range:[/b] 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. [b]May only be used if you did not move this turn.[/b] [b]Faith Cost:[/b] 2 [b]XP Gained:[/b] 30 XP [i]Does not Level up.[/i] [/indent] [indent]>[b]Weaken:[/b] [i]Requires 7+ on 2 dice to successfully cast.[/i] 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. [b]Faith Cost:[/b] 1 [b]XP Gained:[/b] 20 XP [i]Improves at level 3, 6 and 9.[/i][/indent] [b]Recap:[/b] (because the Nun is a little complicated with her bonus spells) [indent]>Pick your sidebag item >Pick your skill >Pick your blessing >Pick your judgement[/indent]