by Sunmay » Thursday October 8th, 2020 7:57pm
Translated with google(maybe i need help):
Bravery A Warpriest who resists an effect of fear is able to share this result with his companions in exchange for the Combat Action of his turn. Any ally in the same room or corridor affected by the fear effect, who is able to "see" the Warpriest, can perform a new test, in addition to receiving an extra die in his test.
Encourage: The Warpriest can spend the first turn of a battle, to encourage his allies, this will grant an extra die for the next roll to resist spells. The effect applies to everyone who can "see" the Warpriest.
Healing Circle: Same as the “Revitalizing Water” spell, but the range is for all targets adjacent to the Warpriest. Can be used 1x per Adventure.
Banquet of Heroes: With the help of the Gods, the Warpriest materializes a small banquet for his allies, all who feed on this divine meal are cured of any type of disease or poison, in addition to restoring their Physical and Mental Points. The banquet can only be used outside of battle and it cannot be moved or stored for a future meal. Can be used 1x per Adventure.
Aura of Fear: The mere presence of the Warpriest makes his enemies so fearful that his attacks are reduced to "1" Combat Dice. This effect can be broken immediately by rolling D6 for each Mental Point. If a "6" comes out, the effect is negated. It doesn't work against undead or Named Monsters. Can be used 1x per Adventure.
Mass Speed: The Warpriest can spend his turn, putting his allies and himself under the same effects as the arcane magic "Swift Wind" and the "Heroic Drink" potion. The effect applies to all allies who can "see" the Wapriest. Can only be used 1x per Adventure.
Relentless Enemy: The War Devotee in exchange for his turn's Combat Action manages to channel enough divine energy to keep his allies fighting. While active, all allies in the affected area ignore the consequences of reaching “0” Physical Points and continue to fight, even when they should be disabled or dying. Death occurs immediately when they reach "-10" Physical Points. To keep this talent active, the War Devotee must spend his Combat Action, roll 2D6 and have a result less than or equal to his Mental Points. In case the talent expires - either because the War Devotee, failed the test or was incapacitated the full effects of the damage received by the allies occur immediately, healing items or artifacts that restore Physical Points, in this case do not work.
That's it for now guys. Hope this helps...
If a good chaos soul has the good will to produce the cards or send suggestions of images I will be extremely grateful!
Balancing suggestions or whatever ... are extremely welcome.