Night-Temple Priestess
Night-Temple Priestess is a unit of the Coalition of Thenion faction in Eldfall Chronicles.
| π PDF profile (A4) A5 booklet |
| Size | Classes | Cost | Limit | STA | SPD | OFF | DEF | ACC | INT | AG | T | ARM | HP | M |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Large | Mage / Enchanter | 21 | 1 | 2 | 5 | 13 | 8 | 8 | 14 | 14 | 12 | 2 | 1 | 8 |
Classes
When casting a Spell, a Mage may spend an unspent Activation Point to reroll any number of dice. Mana Counters are a resource that represents mana - the energy required for casting Spells. Mana Counters can be spent to cover the price of Conjuration-type Spells or some other powerful Spells. When in the Active role, a Mage can convert any number of its Activation Points into the corresponding number of Mana Counters (replace Activation Points with Mana Counters) and place them in their personal pool. Mana counters are cumulative and do not disappear at the end of the turn!
Enchanters may cast Enchantment-Type Spells on allied models without performing a roll.
Traits
- Demon
- When this model deals a Wound to a model, that model must perform a M roll. If failed, the wounded model becomesPanicked (State) until the end of the turn. If this model scores a Critical Hit, the hit model automatically becomes Panicked (State) until the end of the turn. This model's Attack receives +4 Modifier when it is declared against a model in the Panicked State. This trait does not work against models with this Trait.
- Inspiring
- Other allied models within this model's Awareness and with the same Affiliation gain +6 M.
- Affinity (Fire, Profane)
- A model with this Trait can cast (Fire, Profane) Spells. (For example: Fire, Profane = fire, water, profane, etc.)
Skills
- Charm II
- On a failed Intellect roll, the enemy model must also perform Walk towards the user for its entire Speed
value (if able) at the end of the Activation Sequence.
- Foresight
- When this model becomes the target of an Attack in the Reactive Role and did not declare a Reaction during the Reaction Step, it may instead declare a Reaction during the Action Step of the Activation Sequence, after the Active model has declared its Action.
- Flight
- The user may enter or cancel the Flying state during its Movement step. In addition, it cannot be affected by Fall Damage. A model cannot enter Flying State if it is Engaged State.
- Leap
- This model can perform the Jump Special Movement as if it were a Normal Movement. While performing Jump, its SPD is not halved.
Spellcrafts
Succubi Magic (Level I)
| Spell | Lvl | Element | Type | PW | RCH | STK | Effect |
|---|---|---|---|---|---|---|---|
| Agony | I | Profane | Spell, Enchantment / Ranged | - | Casting Aura | 1 | The enchanted model must perform an INT roll at the beginning of each Activation or Reaction. On a failed roll, it loses 1 HP, and its Activation or Reaction ends. If a friendly model comes in Base Contact with the Enchanted model, this Enchantment ends. |
| Draining Impulse | I | Profane | Spell, Enchantment / Ranged | - | 10 | 1 | [Mana Cost (2)]; The enchanted model receives additional 2 Activation Points in the Active and Reactive role. After this Enchantment is removed, the model becomes Fatigued (State). |
| Fiery Fervor | I | Fire | Spell, Enchantment / Ranged | - | 16 | 1 | Remove Weakened, Bleeding, Poisoned, Confused, Crippled, Blinded, Immobilized, Panicked, Petrified, Fatigued (States) from the model. It also gains +2 OFF, DEF. |
| Unrelenting Zeal | I | Fire | Spell, Enchantment / Ranged | - | 16 | 2 | When the enchanted model suffers a Wound, it may perform a M roll. If successful, that Wound is prevented and this Spell ends. |
Inventory
Inventory space: 3
| Item | Qty | Category | PW | RCH | STK | WGT | Effect |
|---|---|---|---|---|---|---|---|
| Spear | 1 | Weapon | T | 2 | STA | 2 | Throwing |
| Succumbing Embrace | 1 | Weapon | T | 0 | STA | β | Spellbound (Life Leech). |
Glossary
- Bleeding
- State. At the start of this model's activation, it loses 1 HP. Removed when the model regains any HP.
- Blinded
- State. The model suffers β4 to all Attack modifiers and cannot use Ranged Attacks.
- Confused
- State. The model cannot declare Actions voluntarily. At the start of its activation, roll a die: on 4+ it acts normally; otherwise it performs a random Action.
- Crippled
- State. The model's SPD is halved (round up). Removed when the model regains any HP.
- Fatigued
- State. The model has 0 Activation Points for the rest of the round.
- Immobilized
- State. The model cannot move or be moved voluntarily.
- Panicked
- State. The model must move directly away from the nearest enemy at full SPD during its activation and cannot declare Attacks.
- Poisoned
- State. At the start of this model's activation, it loses 1 HP unless it passes a STA roll.
- Spellbound
- β
- Throwing
- This weapon can be used as a Ranged Attack with RCH equal to its Melee RCH. After use it returns to the model's Inventory.
- Weakened
- State. The model suffers β2 to all Attack modifiers.