THE CHRISTIAN MISSIONARY

By Martin, “The Old Warrior”

GOOD-HEARTED, COURAGEOUS
HELPFULLY CONCERNED ABOUT OTHERS, AND
ALWAYS TRYING TO GAIN NEW CONVERTS
A VERY ACADEMIC AND AVERAGE PHYSICAL CHARACTER

Say, how did he get into the Warhammer world?

I think this character might be an excellent substitute for a wizard.  Of course, the power phase roll must still be made for the generation of unexpected events and for any other characters that might depend upon it.  Even with a wizard along, the Christian Missionary should make a great auxiliary healer.  He is most definitely an academic character, but not too shabby on physical fighting.  He can take and dish out a little more than the wizard physically.  The question is:  How soon will he learn that the best way to advance is to major on spiritual and character issues first?

It happened in the later times of the Old World that a new kind of character mysteriously arrived, the Christian Missionary.  There are only a few who have made the journey from whatever world he comes from, but they are quite active in spreading their faith to all who will receive it in the Old World.  It has been rumored that they arrived from a world of another time or of another dimension.  It has also been conjectured that the Christian Missionary is as powerful (or nearly so) as a wizard in metaphysical things AND is a warrior whose physical prowess falls somewhere between that of the wizard and the elf.  (For a model, one might use some sort of fully-armoured knight.)

STARTING AS A CHRISTIAN MISSIONARY
BATTLE LEVEL 1

Wounds

1D6+7

Move

4

Weapon Skill

2

Ballistic Skill      

5+

Strength

3

Toughness

3(4)

Initiative

3

Attacks

1

Pinning Roll

5+

Faith Rating

3D6+3

The following rules are assumed to be for people interested in the more advanced game. But, this character could well be used with his Level 1 stats for the basic game by disregarding non-applicable instructions.

Always re-roll any 1’s for wounds and for faith, keeping the second dice roll result(s).  When leveling up, all faith point dice rolls will be re-rolled if necessary until a 2 or higher is rolled, but wounds increases will still be treated as normal (re-roll only once for any 1’s).

Besides his sword and armour, the Christian Missionary has a Holy Bible to help him stay on the proper path of spiritual development.  If his Bible is ever lost or stolen, he may get another one for free when he finds a Christian Mentor, but he may not gain a battle level until he gets a replacement Bible.  If at all possible, it would be best if he never loses his Bible.  As long as he has the Bible with him, it is assumed that he reads it every chance he gets to ensure his spiritual development and increased usefulness in the service of God.

THE SWORD OF THE SPIRIT AND THE ARMOUR OF GOD

The Christian Missionary has a unique sword and several pieces of unique armour.  They are all both physical and spiritual, so also count as magical.  Furthermore, these items of equipment cannot be lost or destroyed as long as the Christian Missionary does not willingly choose to forsake his faith.  No one else and nothing else can take this necessary equipment away from him.  Also, his specialized spiritual equipment will become more effective as he gains experience in their use.

His two-edged sword, the “Sword of the Spirit”, causes damage dice + strength (1D6+3 at beginning) + 1 absolute wound on a successful hit.  The +1 wound applies after all modifiers (although the attack may be dodged or parried, causing no damage), which means that if the Sword of the Spirit actually lands on the target it will cause at least 1 wound no matter what.  The Sword of the Spirit will cause +1 absolute wound each time the Christian Missionary advances a title; Soul-Winner = damage dice + strength + 2 absolute wounds, Evangelist = damage dice + strength + 3 absolute wounds, and Veteran Missionary = damage dice + strength + 4 absolute wounds.

Since the following pieces of armour count as magical, any damage that would normally ignore all but magical armour will not ignore this armour.  All five pieces of armour will work together to provide physical and spiritual (counts also as magical) protection.  Each one begins with a +1/5 T modifier (same as +1 T, adding all five together), and gain another +1/5 T each at levels 3, 5, 7, and 9.  The adjusted Toughness is represented on the Battle Level Chart in Parentheses.  One will also notice that many of the spiritual benefits increase as the Christian Missionary gains in his spiritual maturity, represented by his character points required to gain battle levels/titles.

The Shield of Faith (+1/5 T)
This shield offers spiritual protection.  Practically, this grants magic resistance based upon his title.  Missionary Recruit & Soul Winner = 6+, Evangelist = 5+, & Veteran Missionary = 4+.  In physical combat, his shield provides a chance of blocking an attack that actually hits, in which case it will cause no damage.  Roll 1D6, if a successful score is rolled the shield deflects the blow.  Successful score varies:  Missionary Recruit & Soul-Winner = 6+, Evangelist = 5+, Veteran Missionary = 4+.

The Helmet of Salvation (+1/5 T)
This helmet provides excellent protection against physical attacks and some protection against psychological effects.  If an attack actually hits, and his shield does not deflect it, there is also a chance that the attack may be somewhat or wholly absorbed by his helmet.  Roll 1D6 in such a case, on 6+ as Missionary Recruit & Soul-Winner, and on 5+ as Evangelist & Veteran Missionary, the Helmet takes the blow.  If this is so, roll 1D6.  On 1, 2 or 3, he takes damage as normal; on 4 or 5, he takes only 50% (round up) of actual wounds caused (after deducting Toughness and Armour); on 6, his Helmet of Salvation has absorbed the entire blow with no negative consequences, thus he takes no wounds no matter how damaging the blow would have been.  Psychologically, the helmet gives him greater resistance to fear and terror.  He begins with +1 on all fear and terror rolls.  Soul-Winner = +2, Evangelist = +3, Veteran Missionary = +4.

The Breastplate of Righteousness (+1/5 T)
This breastplate offers protection from various evil and corruption.  Practically it gives protection against temptations to do evil and protection against physical and spiritual damage from evil beings.  For one, he can never hate any race (Hatred ill-affects the one who is infected with it.) without giving up his Christian Faith and becoming only a physical warrior, in which case he would lose his ability to pray and receive answers (loss of connection with the Almighty God), lose his supernatural/spiritual protection (including all these nice pieces of armour).  Therefore, if the hazard occurs in which a random warrior has a reason to hate an evil race, the Christian Missionary will not give in to hatred, but will rather pray for them.  In this case, make a note of which race the Christian Missionary “should” hate.  From now on, he gains a +1 on all his attempts to convert one of that race.  If a troll vomits on him, he is repulsed by it, but the vomit does no harm to his armour or to him.  If he ends a turn next to mummies with “tomb rot” ability, he is impervious to it.  If a magic item, weapon, or armour, worn by a monster, causes Fatal Damage at the end of the turn, the Breastplate of Righteousness gives a sort of “magic resistance” with the same 1D6 scores required as the Shield of Faith magic resistance above (determined by title).  The breastplate also gives a resistance to any type of poison that enters his system, on the same scores as magic resistance referenced above; call it “poison resistance”.

The Loin Cloth of Truth (+1/5 T)
This provides great protection against lies and illusions.  On any tests, circumstances, or attacks that are based upon illusions, lies, or somehow tricking the warrior, this truth-emphasizing garment will add to his chance of success.  Missionary Recruit and Soul-Winner = +1, Evangelist and Veteran Missionary = +2.  This also means that he will never tell a lie, though he may try to sneak past enemies if it becomes necessary, and he doesn’t always have to tell everything he knows.  This may only be important to those more involved in the intricacies of role-playing.  Then again, it may have some practical application in his possible responses to certain hazards and events.

The Boots of the Gospel of Peace (+1/5 T)
No telling where these boots will take him.  When placing monsters, any odd monsters are naturally not as likely to attack the Christian Missionary, because his boots tend to position him in a non-aggressive stance so that monsters do not perceive him as much of a threat.  Practically, this means that for each type of monster that appears in a combat the first time his token is taken (or he is otherwise randomly chosen) for whom the odd monsters attack, his token is to be set aside and the monster must choose between the other available warriors.  Then put his token back in (or otherwise include him as a random possibility) for further odd monsters of the same exact type.  Exception: the Christian Missionary may voluntarily forego this privilege at any time in order to protect a more vulnerable party member (optional).

CHRISTIAN MISSIONARY AND EVIL SPELL CASTERS

The Christian Missionary should be treated as a spell caster for the purpose of determining the application and results of evil spells against the warrior party.  For instance, if the result of a spell would be that the spell caster (in this case the Christian Missionary, assuming he is the target and his magic resistance fails) cannot cast any spells for one turn, then the Christian Missionary would not be able to pray any prayers for one turn, though his other none-prayer gifts will still work.  For practical application/function in the Warhammer world, his prayers are similar to spells (see “Praying” below).

PROVIDENCE POINTS

This is the Christian Missionary’s equivalent of Luck.  He simply does not believe in “luck”.  He rather believes in the providential will of God.  If he seemingly avoids great tragedy by chance, it is really the intervention of the Almighty God, Who rules in the affairs of men and sometimes overrules what would seem to be the inevitable disasters that would befall the Christian.  These points may be used for himself or for his fellow warriors as he chooses (They may even be used for the whole party to re-roll on any table, i.e. Hazards, Catastrophic Events), but he will not use them to assist another in doing anything inconsistent with his Christian faith.  For instance, he would not help a wizard to be successful in using his magic.  Again, he would not use his providence points to help someone to win at gambling.  Also, each time he selflessly uses a providence point to assist another (or the whole party) he will gain 2 character points.  Character Points will be discussed throughout this document and under “Training”.

FAITH POINTS

This is similar to the faith rating of the Witch Hunter.  However, these faith points are only to be used in reference to the Christian Missionary’s interaction with God (i.e. praying, trusting God to intervene in some situation, using a God-given gift), because his faith is in God alone as the only entirely trustworthy and absolutely able Helper, Who hears and answers prayers.  There may however still seem to be an element of chance in the usage of his faith points, because, God, for reasons He does not always reveal to mortals during their lifespan, does not always answer the prayers of His faithful servants in the way they expect.

How Does his Faith Work?  Without getting into a lot of theology, the Christian Missionary’s faith is used, among other things, in his prayers and in attempts to make converts.  “Soul-winning”, a skill and necessary Christian Missionary activity, and “praying” are described below.  When determining the successfulness of his soul-winning attempts and the likely-hood of effective praying, he must spend a certain amount of faith points (similar to the way a wizard spends power points), and he may, for an additional 2 faith points increase the chance of being successful by +1.  However, a natural roll of 1 always is a failure.  He begins with 3D6+3 faith points (re-rolling 1’s) and adds a specified number of D6 each level (see battle level table below).  This total number is his starting faith, similar to starting wounds.  He cannot have more faith than his starting faith unless something actually changes his starting faith rating.  Different than the Witch Hunter, the Christian Missionary’s current faith continues to fluctuate down and up from turn to turn.  There might be something that affects his current faith besides his normal use of it through prayer and soul-winning.  Also, his current faith increases (is restored) at the end of each turn (based on his level) up to his starting faith, similar to the way the “Rune of Restoration” (Dwarf Guild Master’s) works.  The rate his faith is restored is figured by this formula: his Battle Level divided by 2 and rounded up.  So, at the end of each turn he gets: for Battle Levels 1 and 2, 1 faith point; for Battle Levels 3 and 4, 2 faith points; and, so on until Battle Levels 9 and 10, when he gets 5 faith points each turn.  If he is afraid of any monsters present at the end of a round, his faith restoration is at –1 (at levels 1 and 2 this would mean he gains 0 faith points, at levels 3 and 4, he would gain 1 instead of 2 faith points, and so on); if he is terrified, his faith is at -2 restoration (not less than “0”).  Also, it is important to note that he only uses his faith points during an adventure, not between adventures; unless he ends up in a combat situation where actual dungeon type combat is in play.  His starting faith is restored at the beginning of each adventure.

Leadership

The Christian Missionary is not against being the leader, but only if it is his turn and if the other warriors are willing to be led by him.  He will not push his own advancement over others; he believes it is God Who orders leadership.

TREASURE, WEAPONS AND ARMOUR

Weapons

The Christian Missionary normally does not use any hand-to-hand weapons apart from his Sword of the Spirit, but if he decides to do so, it would only be a normal weapon (useable by any two other standard warriors), not magically enhanced or blessed by any deity other than the Christian God.  He will use any ballistic weapons that any two other warriors can use; again, as long as they are not magically enhanced or blessed by a false god.  These same guidelines apply to any ballistic ammunition.  There is one exception to the normal rules concerning the use of a shield.  He is allowed to use his shield of faith (no other shield) for protection and a two-handed weapon (hand-to-hand or ballistic) in the same turn, because his faith works even while both hands are very busy.

Armour

He may not wear any armour other than his special spiritual armour, “the armour of God”, that he has from the beginning of his Christian missionary/adventuring life.  If he were to backslide (go back on his faith, leave his faith) or, worse yet, become a total apostate (un-redeemable, too far gone), then he could wear any armour that any two other standard warriors may wear.  But, why would he want to become nothing but a common warrior?  Why would he no longer want to be able to pray until he receives miraculous answers to prayer?  Why would he want to give up the Armour of God and extra protection by guardian angels?  Why give up all the faith in God that he has gained thus far in his Christian experience?  Why forfeit all the progress he has made in Christian character?  Why give up his mission and let others face their eternal doom without hearing the “Good News” of redemption?  Worst of all, why would he want to face the possibility of being lost forever in Hell, eternally separated from God and all that is good?  Besides, as for the game, he will not be able to gain any more levels unless he resumes the path of Christian character that is required to gain those levels.

Treasure

He will use most common items, but nothing that has to do with magic (not even magical healing potions) or pagan gods.  Neither will he use any alcoholic beverages (including Bugman’s Brew).  If it falls his turn to receive a treasure and it is one that he will not keep then it is mysteriously destroyed as he prays for spiritual protection from the pagan or demonic powers.  In this case he may count 50% of the sell value of the item toward his general gold total (or this may be added to his experience total if keeping separate totals).  He will use normal provisions, bandages, normal medicines, healing salves, and “potions” that come strictly from healing herbs not enhanced by magic.

“SOUL-WINNING” GIFT/SKILL
Conversion Attempts

The Christian Missionary’s primary reason for being in the Old World is to glorify God and to win others to His salvation and service.  Therefore, his starting skill/gift, granted to him by the Spirit of God, is the ability to win souls by loving persuasion.  This is not as straight forward as one might like it to be, especially in the Warhammer world where it seems that magic and warfare are the order of nearly every day.  There are some very important ground rules.

Who May Be Converted?

The basic assumption should be that the only redeemable beings are those having a soul, or spirit, which will continue on in the afterlife (after they are physically dead).  On planet Earth we would generally say this means all of mankind.  In the Warhammer world, this is a little more complicated.  A somewhat good general rule to follow would be that if a being is able to communicate by some form of intelligent language (one that consists of words of some sort and conveys abstract [i.e. metaphysical or spiritual] as well as concrete [physical] meanings), then it does have a redeemable soul.  Furthermore, this being must also have both a corporal body and be truly alive (not beyond the boundary line we call death).  Therefore, no demons, undead, or ethereal beings may be converted.  Also, no animals or insects may be converted, such as scorpions, spiders, rats, Great Taurus and cockatrice (serpent or snake).  However, some beings that are half man (or half sentient) and half animal may be converted, like centaurs and bull centaurs.  I’ll leave the minotaur and troll up to individual discretion, (but I don’t think so for a minotaur, and I remember reading and hearing that trolls intelligently communicate, so maybe).  Beings which may be converted include:  Dark Elves, Chaos Dwarfs, Beastmen, Skaven, Ogres, Orcs, Goblins, Snotlings, Giants and Chaos Warriors (?).  Again, I’m not too sure about this last one, but if a Chaos Warrior can be a warrior/character fighting on the side of good, then maybe there is hope for them -- but, definitely not Chaos Hounds.  A Dragon is an interesting being, but I am afraid it cannot be converted (Aw!), because it is so devastatingly evil, it appears to be all animal, and most importantly, it is used in God’s Word, the Bible to represent the Devil himself, Satan, the Old Serpent.  The Christian Missionary, even if he is mistaken about this matter, just wouldn’t hold out any hope for such a being as the dragon.

The Language Barrier

Although the Christian Missionary knows the basic Old World trade language(s) necessary to get along with “normal” civilization, monsters will not always know how to speak the language.  Therefore, all redeemable monsters except for Dark Elves and Chaos Dwarfs [It is assumed for this purpose that they will understand enough of the common language(s).], will require a test to see whether the Christian Missionary can be understood enough to communicate.  Roll 1D6 – on result of 1-4, the being does not understand him, and he has wasted this attempt to convert (but does not have to spend the faith for it unless he is understood); on a 5+, the monster(s) understands and the attempt to convert may be carried out as normal; on a natural 6, the same as result of 5 plus the monster(s) had listened to another Christian missionary previously (the seeds of the Gospel were planted in his heart), giving a +1 to the current attempt to convert.  Any redeemable sorcerers have a greater chance to understand the missionary, so add +2 to their roll for understanding. (Also, see “Gift of Tongues” in the “Training Section”).  Faith points may not be used to affect this test, but a Providence Point may be spent to re-roll, though he does not have very many of those and they may be more needed at Fire Chasms and other things that could bring an earlier end to his ministry.  If the understanding test fails, he has lost one attack but has not yet spent the faith nor does he actually make the attempt to convert.

How to Attempt a Conversion?

The Christian Missionary may attempt to convert any redeemable being that understands his words on the same board section during his normal turn of combat.  He may attempt to win a soul/make a convert for each attack he gives up, but may only attempt to convert a particular model once in a combat.  To do this he must spend a minimum of faith.  The amount is equal to the being’s Initiative + Movement divided by 2 and rounded up.  The reasoning is that the being is both physical and spiritual/immaterial in nature, movement shows how quick it is physically, initiative (for this purpose) shows how quick or resolute it is mentally and emotionally.  For example, an Orc would cost 3 faith points (I 2 + M 4 = 6, divided by 2 = 3); a Dark Elf would cost 6 (I 6 + M 5 = 11 divided by 2 = 5.5, rounded up = 6).  He may add a +1 to his roll to see if he is successful by spending 2 extra faith points (only one allowed).  Also, he may offer a prayer (see “Prayer for Conversion” below), if he has enough faith, on some occasions that would influence this roll.  If there is a convert present, this automatically adds +1 to the roll (only one allowed).  But, a natural 1 indicates failure no matter how many positive modifiers.

Roll 1D6, on a 6+ for Missionary Recruit and Soul-Winner, or on a 5+ for an Evangelist or a Veteran Missionary, the attempt is successful.  However, some monsters will affect this negatively.  If he is trying to convert a monster of whom he is afraid he is at -1 to convert, if terrified the modifier is -2.  If there is an evil sorcerer present of the same race, all beings of that race are at -1 to convert and the sorcerer is personally at -2 to convert.  Also, if a demonic creature is present a conversion attempt costs +1 faith point and is at -1 success roll; if greater demon or dragon is present, it costs +2 faith points and is at -2 on success roll.  Therefore, in some instances, it might be better to cast out the demon(s) or otherwise dispose of them before attempting to make converts.  If the conversion attempt is rolled as successful, monsters that have magic resistance roll to see if they resist the conversion according to their magic resistance rating.  This represents the powerful hold of evil upon them.

Once the attempt is successful and the being fails to resist (magic resistance), the being is successfully converted and will respond.  Roll 1D6; on 1-2, he immediately leaves the dungeon to tell the nearest settlement of his conversion, but first gives the Christian Missionary a love offering of (one-half the convert’s normal gold value); 3-4, same as 1-2, but he will also stay to help the warriors for 1D6 turns or to the end of the current combat whichever is later; 5-6, same as 3-4, but he stays until the quest is completed.  If the convert dies fighting evil he is a martyr for the faith.

How to Handle the New Convert(s)?

When a new convert temporarily joins the party, he will fight according to his normal abilities, except that a sorcerer will no longer practice his evil magic.  He will take his turn during the warrior phase according to his initiative, but if there is a tie he will let the warrior(s) of the same initiative go first.  He will give to the Christian Missionary 50% of all gold from any monsters killed.  The Christian Missionary has now obligated himself to protect the new convert as well as the rest of the party, and should use all of his abilities to that end.  One drawback to having any converts along is that for each convert in the party 10% more monsters appear in all monster events.  To figure this for a party of four having one convert along, use the normal number multiplied by 1.1; or, for a party of four with three converts along, multiply by 1.3; and so on.

Character Points Gained

This is one of the two primary methods of gaining character points in dungeons (see under “Prayer”).  When he makes an attempt to convert someone he gains 1 point.  If a successful conversion results, he gains (2 X the monster table level that generated the being) character points.  See under “Training” for more about Character Points.

In summary, each time the Christian Missionary tries to win a soul/make a convert he should determine who is redeemable; roll 1D6 (if needed) to see whether the being understands him; next offer a prayer (if desired, to assist in the conversion); then spend the needed amount of faith points (adding 2 if desired for a +1 bonus), roll 1D6 + any positive modifiers – (minus) any negative modifiers; if the score is successful, roll magic resistance (if the being has it); if the conversion is successful, roll 1D6 to see what the new convert will do (adding 50% of his gold value to the Christian Missionary’s gold); then, whether successful or not, add the appropriate number of points to his Character Points total (+1 for the attempt, and + {2 x DL of convert} if successful).

PRAYING

There is one thing the Christian Missionary must be good at if he is to survive in the world of Warhammer.  That one thing is prayer.  Praying is not necessarily considered a special skill or a gift, although certain types of prayer and how effective his praying is might be considered skill-related/gift-related.  This is where the Christian Missionary may seem most like a wizard – not in his style, but in the results he can obtain apart from normal physical combat.

How he Prays?

He may pray as many times as he has faith to spend; but, he may only use warfare prayers (designated WP) up to as many times as he has attacks (in place of physical attacks) and only during his active turn in the warrior’s phase (so at battle level 2 he could attack 2 times or pray 2 offensive prayers or attack 1 time and pray 1 offensive prayer in the same turn).  When he chooses to pray, he spends the required amount of faith points, declares which model(s) he wants the prayer to affect, spends 2 more faith points if he desires to add a +1 modifier to his success roll, then rolls 1D6 adding and subtracting any appropriate modifiers.  He should spend extra faith points if afraid or terrified of his target, +1 for those he fears, and +2 for those of whom he is terrified.  A natural 1 always fails unless otherwise noted, and a natural 6 always succeeds.  If successful, the prayer is answered and the desired effect takes place.  If not successful, his faith points and the attempt are wasted this time.

Magic Drain, Dispel, and Resistance

Neither Magic Drain, nor Magic Dispel will hinder the Christian Missionary’s prayers or soul-winning attempts.  Unless otherwise noted, a monsters’ magic resistance ability does work against prayers, representing the conflict between good and evil unseen forces.

Character Points Gained

The Christian Missionary may receive character points for successful Intercessory Prayers (IP) offered – see description of each prayer for details.  (One exception is in the casting out of demonic beings which is a WP prayer.)  One will notice that spiritual activities like prayer and soul-winning become more and more important in gaining character points for the further development of this character (see Battle Level Chart and “Training”).

The prayers are classified according to type:  Prayer of Faith (for himself), Intercessory Prayer (for others), and Warfare Prayer (against enemies), henceforth abbreviated respectively as PF, IP, WP.  He begins the game with battle level 1 prayers available to him.  The following table shows the three prayers immediately available to him.  The rest of his prayers are listed after his battle level table at the end of the training section.  There is another list of very powerful prayers under the gift/skill “Working of Miracles”, that he may gain access to if he ever receives that gift/skill.

PRAYERS

Unless otherwise noted, the Christian Missionary gets the gold for any monsters killed as a result of his prayers.  Also, all offensive prayers count as magical where that may matter.  He may add + 1 to a prayer’s success roll for 2 extra faith points spent, but only one such modifier per prayer.   Any friendly models on the board may benefit as targets of Intercessory Prayers (IP).

Description Battle Level Required Faith Points Required Success Score
Prayer for Healing, PF and/or IP
If this prayer is answered, the target (any one warrior or convert) has 1D3 wounds healed instantly.  The target must be on the same board section.  If the Christian Missionary prays this prayer for someone besides himself he receives either 5 gold per wound healed OR 1 character point for each healing of another – he chooses.
1 3 4+
Prayer for Conversion, IP
He may pray for the conversion of any redeemable being that is currently on the board in LOS.  This prayer is a general prayer for all of this particular type that is present (such as, “any skaven”, or “any Dark Elves”) (and, yes it may be used with the “Gift of Preaching” to affect the success of all model’s conversion rolls). This means that the next time he attempts to convert anyone of this type he gains a +1 on his conversion roll.  This bonus is good for the rest of the combat.  It may only be prayed once per combat per type of redeemable being.  If this prayer is successful, he earns 1 Character Point.
1 (DL [Dungeon Level] of monster) divided by 2 & rounded up 5+
Prayer Strike, WP
The answer to this prayer does the Christian Missionary’s normal damage against one monster on the same board section exactly as though he had actually hit him with his Sword of the Spirit (including Absolute wounds).  Also, it cannot be dodged, but magic resistance should be rolled.
1 # of the target’s wounds left 4+

HAZARDS AND SABBATICALS

On the way to a settlement, the Christian Missionary may find an opportunity to spend a sabbatical (several or even many days of prayer, fasting, and meditation) in the wilderness.  Sometimes, this might be his best chance to train before the next adventure.  If he does take a Sabbatical, he may still try to find a Christian Mentor at the settlement for some specialized training.  Whenever the party rolls an “Uneventful Week”, the Christian Missionary should roll 1D6.  On 6+ for Missionary Recruit and Soul-Winner, or on 5+ for Evangelist and Veteran Missionary, he does find a suitable place and circumstances for taking a sabbatical.  He should only make the roll if he fully intends to take a Sabbatical.  He may take a sabbatical whether or not he needs to train to the next level.  If he does decide to train at this time, he must have all the gold and all the character points required, but must donate the gold when next he gets the opportunity (He donates his training gold to a Christian Mentor, in the offering plate during Sunday services, in a Revival Meeting, or in a Camp Meeting while in a settlement).  (See the training section for more details about training).

The other warriors will travel on to their destination and the Christian Missionary will catch up to them in the settlement or meet them at the beginning of the next adventure.  This will be determined at the end of his Sabbatical.  The details of the Sabbatical should be worked out before the warriors resolve their first day in the settlement.  If they find that the Christian Missionary does not arrive at the same time, they should go ahead to carry out their business as usual.  Otherwise, waiting for the Christian Missionary will only increase their chance of suffering a Catastrophic Event.

A Sabbatical is an excellent opportunity to train to the next level, but it is more than that.  So, even if he is not ready to train, taking a Sabbatical may be in his best interest.  When he takes a Sabbatical, he should resolve the following issues:

If he is Training

He should adjust his characteristics according to his Battle Level Table and should roll for one new Gift of the Spirit as normal.  If the Battle Level Table does not indicate a new gift, roll 1D6.  On a roll of 4+, he gains a new gift anyway, because his investment in this spiritual activity (Sabbatical) has caused him to become more gifted.  Also, remember to note any adjustments in his special armour and sword abilities, and see what new prayers are made available to him (at the end of this document).

Prayer and Fasting Results

A Sabbatical counts the same as two or more Prayer and Fasting occasions (which he may only have once in a settlement).  Whether or not he prays and fasts during the settlement, this gives him +1 to his rolls to cast out demons; if he also prays and fasts during his stay at the settlement, then he gets another +1 to his roll to cast out demons AND he then gets +1 to his roll to cast out greater demons (if he has the “Gift of Miracle Working”) (It takes both a Sabbatical & Prayer and Fasting in a settlement to get this extra advantage.).  Roll 1D3+1 – this is the number of times he should roll on the Prayer and Fasting Table (see under “Prayer and Fasting in Settlements”).  This same number is also used to see whether he gets more attempts to cast out Greater Demons in the next adventure (in addition to the 2D6 for spending any time in prayer and fasting).  Take the result of 1D3+1 and subtract 2.  If the number is 1 or more roll this many D3 to determine the extra number of attempts available for the next adventure.  But, he only gets these extra attempts if he also spends three days of praying and fasting in the next settlement before the next adventure.

Possible Gain in Skill or Giftedness

A possible indirect benefit of a Sabbatical is that the Christian Missionary may become especially enlightened or empowered.  Roll 1D6.  On a 4+, he also rolls 1D3 times on the Christian Mentor Tables.  For each time (determined by the 1D3 roll), he should roll 1D6 to determine which type of Mentor table to roll on, then roll 1D6 modified according to his title (see under “Christian Mentor”) to find out the particular benefit.

Greater Success in Revival and Camp Meetings

Whenever he spends time in a Sabbatical, he increases the possibility of having a successful Revival Meeting or Camp Meeting (see under “Christian Mentor”).  Add +1 to his Revival and Camp Meeting rolls during the very next settlement, whether that is before OR after the next adventure.  But, this benefit may not be carried over any further than that.

Catching up to the Party

There are three possible outcomes based upon how long his Sabbatical takes.  This is determined by rolling 1D6.  The roll may not be influenced by faith, but may be re-rolled by spending a Providence Point (like luck).  Results:

1-2

The Christian Missionary must roll two hazards as two weeks of travel.  This means the party will have to endure a Catastrophic Event, or go on to wait at the next dungeon before the two weeks is spent.  If he arrives in two weeks, AND the party is still at the settlement, he will immediately suffer a Catastrophic Event along with the rest of the party (though he may choose to avoid the settlement (going immediately on to the next adventure) or stay, basing his decision upon the “Gift of Prophecy” if he has it; but, the rest of the party may not benefit from a prophecy this time, since he was not with them beforehand.).  If the party left without him (to wait before the next adventure), roll 1D6.  On 4+ he has one week before a Catastrophic Event, but on 1-3 he only has 1D6 days.  If he stays the last day of the roll, he must roll his first Catastrophic Event.  Then he has one every seven days as usual.

3-4

He only needs to roll one hazard (one week of travel).  In this case, if he arrives in one week, he has one week left, along with the rest of the party, before the first Catastrophic Event.  If he has to travel two or more weeks (from hazards), follow instructions under “1-2” above.

5-6

Upon arriving at the settlement (if it is the one they intended to reach) with great amusement and wonder, the party hears the Christian Missionary crying aloud, “Wait for me!”  And, they just wait several minutes as he catches up to them just before they enter the settlement.  If they arrived at the wrong one for whatever reason, the Christian Missionary actually arrives at the right one (originally intended) and spends his time as usual in the settlement without them.  They will all be reunited at the beginning of the next adventure as all involved will receive the necessary directions.  The nice thing about this result is that the Christian Missionary does not need to roll any hazards after his Sabbatical to reach the intended settlement AND he gets a full two weeks before a Catastrophic Event.

The CHRISTIAN MISSIONARY in Settlements

VISITING SHOPS AND SPECIAL LOCATIONS

 The Christian Missionary may visit the Fighting School (2D6-1), the School of Martial Arts (2D6-1, see the “Martial Artist” character, by Martin – that’s me) (but, if he is offered a fight in a contest, he will decline, because he will not fight unless it is necessary to defeat evil), the Fletcher, the Weapon Smith, the General Store, the Animal Trader, and a Christian Mentor (if there is one in this settlement).  Also, he may attempt to evangelize/win souls at some other locations, though he will not participate in the activities therein: the Ale House, the Gambling Den, outside of the Temple (near it), & outside of the Alchemist place.   He must find each special location as normal on a 7+ (except the Christian Mentor).  As soon as he arrives in the settlement he should roll 1D7 (or otherwise randomize one of seven).  This will determine which day of the week he begins his stay (1 = Sunday, 2 = Monday, and so on).

Sunday, the Lord’s Day

The only things he may do on Sundays is pray and fast, attend or conduct religious services, visit a Christian Mentor, attempt to win a soul (at a taboo location, i.e. Ale House, Alchemist, etc.), or have part in a Revival Meeting or Camp Meeting.  If at all possible, he will be in a religious service; he will attend religious services every Sunday unless no services are being held.  If he has found a Christian Mentor, which he should try to do right away, then services will definitely be held, because it only takes two or three to have a good service.  If there is no Christian Mentor in the settlement, roll 1D6 to determine whether there is a small group of Christians (or at least professing Christians) that regularly meet here.  On a 5+ in a city, or a 6+ in a town or village, there is one.  If he has the “Gift of Preaching”, and has had at least one convert so far in this settlement, then he may be able to start a small mission.  Roll 1D6, on a 4+ he is successful (This may only be tried once per settlement, if no services are being held.).  If there are no services, he may try to win souls around town or stay in for the day.  This might be a good time to pray and fast.  On each Sunday (if there is a group meeting, or if he has started a small mission himself) he should, instead of a regular Settlement Event, roll 1D6 on the following table (even during a Revival Meeting or Camp Meeting), adding a +1 to his roll if he has had any converts yet during this settlement and another +1 if he has spent any time in Prayer and Fasting this settlement (must have started Prayer and Fasting before this Sunday to get this modifier) (only one of each type of these modifiers is allowed):

1

He has experienced a terrible day of trying to worship with hypocrites and listening to “super spiritual” people brag about how good they are and how many great things they have done for God.  Though he may not realize it, this takes a toll on his faith.  He loses 1D3 Faith Points permanently.  Also, he has a -2 modifier to this roll, if he spends another Sunday in this settlement.  (A natural 6 will be adjusted for this table.) (Results 1 and 2 are cumulative.  It just might be hard to have spiritual services in some settlements.)

2

The services prove rather “dry”, not much spiritual life.  The Christian Missionary leaves feeling discouraged.  He temporarily loses 1D3+1 Faith Points.  This is the amount of Starting Faith that he is short for the next adventure.  He automatically gets them back at the end of the adventure.  Also, he has a -1 modifier to his roll on this table, if he spends another Sunday in this settlement.  (A natural 6 will be adjusted for this table.) (Results 1 and 2 are cumulative.  It just might be hard to have spiritual services in some settlements.)

3

The services have a tendency to lift his spirits, but nothing really substantial seems to happen outwardly.  It is really up to his own input as to whether he gains or loses.  Roll 1D6 and add his current will power.  Results: less than 7 – He loses 1D6+1 current Faith Points for the beginning of the next adventure, but may gain up to his Starting Faith characteristic as normal; equal to 7 – His Faith is unaffected; greater than 7 – He gains 1D3+1 extra Faith Points to spend any time he chooses during the next adventure.

4

He has a profitable time worshipping with this group of Christians.  He even gives a short but spirited personal testimony.  He gains 1 Character Point and 1D6+1 extra Faith Points to spend any time he chooses during the next adventure.

5

The Christian Missionary is invited to speak for at least one service.  As he does, a spirit of revival seems to sweep into the service.  He gains 1D6+1 Starting Faith Points for the next adventure.  Whatever else happens, he gains (his battle level) Character Points for allowing God to use him to help this community.  If not already in a Revival or Camp Meeting, a Revival Meeting immediately begins.  He may attend each day for the next seven days if he wants to (of course, if he has the “Gift of Prophesy” he may even decide that he wants to stay through a Catastrophic Event, but he will not do so if it will cause harm to his fellow warriors, unless they decide to leave early and await his arrival at the next dungeon).  If he has the “Gift of Preaching”, roll 1D6.  On 4+ he is invited to preach in the Revival Meeting or Camp Meeting.  Roll on the Revival Meeting/Camp Meeting Table each day with a +1 modifier and another +1 if he is the preacher.  If he preaches, he receives 1D3 X 10 gold (1D6 x 10 if a Camp Meeting) each day.

6

The services turn out to be spiritually advantageous to all involved.  The Christian Missionary gains 1D3+1 permanent Starting Faith Points; another Christian (roll 1D6 under Christian Mentor to see what type) greatly influences him – roll 1D6+1 on the appropriate Christian Mentor table below (no matter what his title is); he receives (2 X his battle level) Character Points for his contribution to the spiritual progress of the group; and, the Christian Missionary receives a love offering to help in his missionary work of (1D6 X 25 gold) (or, if he has the “Gift of Preaching”, he receives a love offering of {1D6+1} X 50 gold).

Opportunities to Witness and to Win Souls in a Settlement

At every shop or special location (after successfully finding a special location), where he may normally visit and do business (but not the taboo locations: Ale House & etc...), except the Christian Mentor’s place, he may get a chance to talk to someone about Jesus Christ, his Savior, and to try to persuade them to also become a Christian.  As soon as he finds a location he intends to visit, roll 1D6.  On 1-4 he gets no opportunity to win a soul.  On 5, he gets an opportunity before he enters and engages in this location’s normal activities.  On a 6 he gets an opportunity after he enters and completes this location’s activities.  This only determines whether he has an opportunity.  He must then pass a normal will power test (7+ on 1D6+WP) to see whether he takes the opportunity.  If he passes the WP test, roll 1D6 to determine how it turns out.  If he gets an opportunity and acts upon it, he gets +1 Character Point, whether successful or not.  After the Soul-Winning Endeavor is resolved, and his business is concluded at the location (if able to enter), then he must roll a normal Settlement Event (even if attending special services each night – still roll on those tables also) unless the result in the table below states otherwise.

Soul-Winning/Evangelism Opportunity

1

The potential convert is severely offended and reacts negatively by (roll 1D6):

1-2 Reporting the Christian Missionary to the local authorities for proselytizing without a permit.  He must pay a fine of 2D6 X 10; AND, roll 1D6, on 4+ nothing else happens, on 1-3, he is thrown out of town and does not roll a Settlement Event (same as Settlement Event 11, but do not roll to lose gold).  If he does not have enough gold and unnecessary equipment or treasure of enough value, then he is thrown out of town by default, unless his traveling buddies are around and willing to bail him out by pooling their resources to pay the fine.
3-4 Attacking the Christian Missionary and robbing him of 1D6 X 25 gold that he was carrying.
5-6 Hollering, “Get away from me you religious fanatic!”  When rolling his event today, he must note the event immediately before and after the one rolled.  Then he MUST take the one of the three that he considers to be the worst.  If in doubt, randomize for a tie, or have the others vote which would be worst.

In addition to the reaction rolled above, rumors spread about the Christian Missionary and all further attempts in this settlement at soul-winning are at -1 on this Soul-Winning Opportunity table roll.  This is cumulative and a natural 6 is still adjusted in this case and might not be successful.  Furthermore, the Christian Missionary is so discouraged that – if he is still in town and had this opportunity before entering the location – he must make a will power test at 9+ (1D6+WP) to see whether he may enter the location and continue his business there as normal.  If he fails he may not enter and must treat the day as wasted, as though he had not even found the location.  He may go back another day and does not need to roll again to find it.

2

The potential convert is frightened by this “strange religion”. 
Roll 1D6.  On 4+ he pays for a meal (1D6X5 gold) for the frightened being and rolls as usual for a Settlement Event.  On 1-3, he pays for the meal AND must roll two Settlement Events and take the worst of the two (decided as above in 5-6 under result #1).  If he has attempted this before entering the location, he must make a will power test at 8+ (1D6+WP) to see whether he has enough courage to enter.  If he fails the test, treat this as a wasted day (for the location), but he may return another day without having to find it (if special).  Also, roll 1D6.  On 4+, nothing further happens, but on 1-3, rumors are spread as in #1 above (-1 to any further rolls on this table this settlement).

3

The potential convert merely ignores the Christian Missionary. 
Roll 1D6.  On a result of 3+, nothing bad happens; on a 1 or 2 rumors are spread as in #1 above (-1 to any further rolls on this table this settlement).

4

After much time, many words, and prayers offered, the potential convert fails to become a convert.  However, the individual is somewhat sympathetic to the cause and sees no harm in giving a small offering of 1D6 X 5 gold to the Christian Missionary.  This also makes him feel less guilty for not surrendering to the conversion attempt.

5

He has successfully helped to convert the soul to whom he was witnessing. 
He gains +2 Character Points AND roll 1D6.  On 1-3, he has a prayer meeting at the convert’s home and does not need to roll a Settlement Event today; on 4+, the convert gives him (Roll 1D6:  1-2 = 2 provisions good for next adventure; 3-4 = 1D3 bandages; 5-6 = 1 bottle of healing medicine which heals 1D6 wounds when a warrior drinks it), but he does roll a Settlement Event.  Also, roll 1D6.  On 4+ this convert helps the cause by spreading the good word about how his life has been changed and his soul saved, and others are now a little more likely to listen.  This gives a +1 on any further rolls on this table this settlement, which can also help to reverse negative rumors.

6

He has successfully helped to convert the soul to whom he was witnessing. 
He gains +2 Character Points AND he has a prayer meeting at the convert’s home (and does not need to roll a Settlement Event today) AND the convert gives him (Roll 1D6:  1-2 = 2 provisions good for next adventure; 3-4 = 1D3 bandages; 5-6 = 1 bottle of healing medicine which heals 1D6 wounds when a warrior drinks it).  Also, this convert is good for the cause.  By spreading the good word about how his life has been changed and his soul saved, others are now a little more likely to listen.  This gives a +1 on any further rolls on this table this settlement, which can also help to reverse negative rumors.

If the Christian Missionary has time and chooses to visit one of the four “taboo” places for the purpose of winning souls, he gains +1 Character Point, just for having the courage to attempt it.  But, he may only visit one of the four per settlement per title gained:  Missionary Recruit = 1 visit, Soul-Winner = 2 visits, Evangelist = 3 visits, Veteran Missionary = 4 visits.  He should roll as normal for finding a special location on a 7+, even for the Ale House (since he normally does not think of going there).  Once he has found the “taboo” place where he will attempt to win souls, he should roll 1D6 on the appropriate table below.

ALE HOUSE

1

Not Welcome
The patrons are disturbed and the proprietor is so annoyed that he has the Christian Missionary “bounced out” on his ear.  Roll 1D6.  On 1 or 2, he is also thrown out of town (but with no gold taken).  On 3+, rumors spread and the Christian Missionary is at -1 on the Soul-Winning table above for the rest of this settlement.

2-3

Not a Good Time
There is a bar-room brawl and no one has time or attention available to listen to him.

4-5

Interesting but Ineffective
The patrons are somewhat interested and amused by the strange things the Christian Missionary tells them, but no one seriously believes the Truth.

6

The Goal is Accomplished!
One or more of the patrons are truly converted.  Roll 1D6 to determine how many.  This is also the number of Character Points he receives AND the number of Faith Points permanently added to his Starting Faith.

GAMBLING DEN

1

Not Welcome
Some of the patrons feel guilty when the Christian Missionary approaches and they leave without even placing any bets.  The proprietor is so outraged that he has him promptly “escorted” far from his business.  Roll 1D6.  On 1 or 2, he is also thrown out of town (but with no gold taken).  On 3+, rumors spread and the Christian Missionary is at -1 on the Soul-Winning table above for the rest of this settlement.

2-3

Not a Good Time
There is a great squabble over who is cheating.  No one is in the mood to listen to some “religious fanatic”!

4-5

Interesting but Ineffective
Some of the observers of the proceedings are somewhat interested and amused by the strange things the Christian Missionary tells them, but no one seriously believes the Truth.

6

The Goal is Accomplished!
One or more of the observers are truly converted.  Roll 1D3+2 to determine how many.  This is also the number of Character Points he receives AND the number of Faith Points permanently added to his Starting Faith.

ALCHEMIST

1

Not Welcome
The Alchemist sees the Christian Missionary outside his window and thinks that this would be bad for his business and forcefully demands that he take his “propaganda” elsewhere.  Roll 1D6.  On 1 or 2, he is also thrown out of town (but with no gold taken).  On 3+, rumors spread and the Christian Missionary is at -1 on the Soul-Winning table above for the rest of this settlement.

2-3

Not a Good Time
Everyone is too busy trying to make a little extra money that they do not hear a word he says.

4-5

Interesting but Ineffective
All who are present are rather entertained by the evangelistic words, but no one believes the Truth.

6

The Goal is Accomplished!
One or more of the patrons are truly converted.  Roll 1D3+1 to determine how many.  This is also the number of Character Points he receives AND the number of Faith Points permanently added to his Starting Faith.

TEMPLE

1

Not Welcome
The congregants are so steeped in their pagan religion that they feel this new religion is a dangerous heresy.  They immediately get the Temple authorities to restrain him from coming anywhere near the Temple.   Roll 1D6.  On 1 or 2, he is also thrown out of town (but with no gold taken).  On 3+, rumors spread and the Christian Missionary is at -1 on the Soul-Winning table above for the rest of this settlement.

2-3

Not a Good Time
There is a great religious celebration and no one is attentive to this strange babbler.

4-5

Interesting but Ineffective
A few of the worshippers are very attentive to the strange things the Christian Missionary tells them, but no one seriously believes the Truth.

6

The Goal is Accomplished!
One or more of the “faithful” are truly converted.  Roll 1D3 to determine how many.  This is also the number of Character Points he receives AND the number of Faith Points permanently added to his Starting Faith.

MEETING WITH A CHRISTIAN MENTOR

The Christian Missionary should visit a Christian Mentor as soon as possible.  He therefore, should try to find one on his very first day in town, even if the first day is a Sunday.  When he finds a Christian Mentor, on a 9+ in a town (2D6) or in a city (3D6) (He may re-roll by spending a providence point if he has any left from the previous dungeon/journey-to-town cycle.), roll 1D6 to determine what type of Christian Mentor. 

1 A Zealous Soul-Winner
2 A Mature Christian
3 a Traveling Evangelist
4 a Veteran Missionary
5 an Intense Intercessor
6 a Powerful Prayer Warrior

Then the Christian Missionary should roll 1D6, modified according to his title, and look up the result on the table under the type of mentor that he has found.  He is more likely to benefit the less experience he has.  The modifiers are as follows:  Missionary Recruit = +2, Soul-Winner = +1, Evangelist = 0, Veteran Missionary = -1 (minus one).  Treat a 7 or an 8 as a 6, and a 0 as a 1.  He will only visit a mentor if he can contribute 1D6 X 50 gold to the mentor’s support.  In addition to whatever result is rolled on the appropriate table, Sunday services are definitely being held in this settlement and there is also the possibility that there will be a Revival Meeting or a Camp Meeting in this settlement.

Zealous Soul-Winner

1

The Christian Mentor doesn’t have any advice or ability to assist the Christian Missionary this time; but, they have a great time of fellowship.

2

Encouragement to Faith
Roll 1D6, on 1-4 he gains + 1D6+1 Starting Faith for the next adventure; on 5+ he gains 1D6+3 Starting Faith for the next adventure.  After the adventure, his Starting Faith levels off at his normal amount.

3

Permanent Faith Increase
He gains +1D3+1 Starting Faith Points.

4

Increase in Vitality
He gains +1D3 Starting Wounds permanently from the rather healthy meals shared by his mentor.

5

Fighting Tricks
The mentor teaches him a few simple tricks on how to improve his weapon skill.  During the next adventure he may try these out.  Roll 1D3+1 = the number of tricks he tries (same as the number of times he may try them).  During the next adventure when he physically attacks a monster he may do so by trying one of these tricks.  The trick applies to a single attack.  Roll 1D6, on a 1 the trick is a total failure (don’t even roll to hit), on 2-4 the attack is made as normal; on 5+ the trick actually helps with a +1 on his weapon skill.  If two of these tricks proves successful (giving +1 to weapon skill and the attack actually hits the target), then the Christian Missionary gains a permanent +1 to his weapon skill characteristic.  If any more trick attempts are left, count them as spent, since they will have no further affect.  I mean he now has +1 weapon skill permanently!

6

A Providentially Successful Adventure
After having a great time in united prayer with the mentor, the Christian Missionary has gained +1 Providence Point for the next adventure/settlement cycle. Roll 1D6.  If a natural 6 results, this is a permanent gain in providential assistance.

Mature Christian

1

The Christian Mentor doesn’t have any advice or ability to assist the Christian Missionary this time; but, they have a great time of fellowship.

2

Encouragement to Faith
Roll 1D6, on 1-4 he gains 1D6+3 Starting Faith for the next adventure; on 5+ he gains 2D6+2 Starting Faith for the next adventure.  After the adventure, his Starting Faith levels off at his normal amount.

3

Permanent Faith Increase
He gains +1D3+2 Starting Faith Points.

4

Increase in Vitality
He gains +1D3+1 Starting Wounds permanently from the tremendously healthy meals shared by his mentor.

5

Fighting Tricks
The mentor teaches him a few simple tricks on how to improve his weapon skill.  During the next adventure he may try these out.  Roll 1D3+3 = the number of tricks he tries (same as the number of times he may try them).  During the next adventure when he physically attacks a monster he may do so by trying one of these tricks.  The trick applies to a single attack.  Roll 1D6, on a 1 the trick is a total failure (don’t even roll to hit), on 2-4 the attack is made as normal; on 5+ the trick actually helps with a +1 on his weapon skill.  If two of these tricks proves successful (giving +1 to weapon skill and the attack actually hits the target) during the adventure, then the Christian Missionary gains a permanent +1 to his weapon skill characteristic.  If any more trick attempts are left, count them as spent, since they will have no further affect.  I mean he now has +1 weapon skill permanently!

6

An Especially Gifted Adventure
After having a great time in united prayer with the mentor, the Christian Missionary discovers that he has gained the use of a Gift of the Spirit.  Roll once of the Gift/skills table under his “Training” section.  Roll just like when leveling up, but this is probably a temporary use of the gift (for this next adventure).  After rolling the gift, roll another 1D6.  If a natural 5 or 6 results, the gift has been permanently bestowed.

Traveling Evangelist

1

The Christian Mentor doesn’t have any advice or ability to assist the Christian Missionary this time; but, they have a great time of fellowship.

2

Encouragement to Faith
Roll 1D6, on 1-3 he gains 2D6+1 Starting Faith for the next adventure; on 4+ he gains 3D6+2 Starting Faith for the next adventure.  After the adventure, his Starting Faith levels off at his normal amount.

3

Permanent Faith Increase
He gains +1D6+1 Starting Faith Points.

4

Increase in Vitality
He gains +1D3+2 Starting Wounds permanently from the tremendously healthy meals shared by his mentor.

5

Fighting Tricks
The mentor teaches him a few simple tricks on how to improve his weapon skill.  During the next adventure he may try these out.  Roll 1D6+2 = the number of tricks he tries (same as the number of times he may try them).  During the next adventure that he physically attacks a monster he may do so by trying one of these tricks.  The trick applies to a single attack.  Roll 1D6, on a 1 the trick is a total failure (don’t even roll to hit), on 2-4 the attack is made as normal; on 5+ the trick actually helps with a +1 on his weapon skill.  If two of these tricks proves successful (by increasing the weapon skill for the attack AND by the attack actually hitting the target) during the adventure, then the Christian Missionary gains a permanent +1 to his weapon skill characteristic.  If any more trick attempts are left, count them as spent, since they will have no further affect.  I mean he now has +1 weapon skill permanently!

6

An Especially Successful Soul-winning Adventure
After a time of united prayer and a special session of instruction, the Christian Missionary is enabled to be more successful at soul-winning.  He gains the use of the Gift of Preaching (see Gifts of the Spirit Table below) – or if he already has it he gains the benefit of re-rolling this gift – for the next adventure.  Now roll 1D6.  On 4+ this is a permanent addition to his ability to win souls.

Veteran Missionary

1

The Christian Mentor doesn’t have any advice or ability to assist the Christian Missionary this time; but, they have a great time of fellowship.

2

Encouragement to Faith
Roll 1D6, on 1-2 he gains 2D6+1 Starting Faith for the next adventure; on 3+ he gains 3D6+2 Starting Faith for the next adventure.  After the adventure, his Starting Faith levels off at his normal amount.

3

Permanent Faith Increase
He gains +1D6+3 Starting Faith Points.

4

Increase in Vitality
He gains +1D3+3 Starting Wounds permanently from the tremendously healthy meals shared by his mentor.

5

Greater Skill in the Use of the Sword of the Spirit
By much practice and helpful pointers (takes 2 more days), the Christian Missionary now causes +1D6 normal damage AND + 1 absolute wound on a natural 6 to hit, while using his Sword of the Spirit.  This may only be gained once.  Re-roll this result from now on.

6

Great Edification
The Veteran Missionary helps the Christian Missionary through prayer and instruction to have a greater grasp of spiritual things.  Of course, the Spirit of God oversees the endeavor making it supernaturally profitable.  Roll once on the sub-table and get the particulars on the “Gifts of the Spirit” table under the training section.

1-2

Gift of Prophecy
He permanently gains the use of the Gift of Prophecy; or, if he already has it, he gains the re-roll benefit of this gift.

2-3

Word of Knowledge
He permanently gains the use of the Word of Knowledge; or, if he already has it, he gains the re-roll benefit of this gift.

5-6

Word of Wisdom
He permanently gains the use of the Word of Wisdom; or, if he already has it, he gains the re-roll benefit of this gift.

Intense Intercessor

1

The Christian Mentor doesn’t have any advice or ability to assist the Christian Missionary this time; but, they have a great time of fellowship.

2

Encouragement to Faith
Roll 1D6, on 1-3 he gains 2D6+2 Starting Faith for the next adventure; on 4+ he gains 3D6+3 Starting Faith for the next adventure.  After the adventure, his Starting Faith levels off at his normal amount.

3

Permanent Faith Increase
He gains +1D6+4 Starting Faith Points.

4

Increase in Vitality
He gains +1D3+4 Starting Wounds permanently from the tremendously healthy meals shared by his mentor.

5

Experienced instruction in casting out demons
For the next adventure, the Christian Missionary may add 1D3 to his success rolls when attempting to cast out any demons (including Greater Demons, if he has the Miracle Working Gift).  Roll 1D6, if a natural 6 is rolled this is a permanent bonus.  For instance, in casting out demons, he rolls 1D6 + 1D3 + (the greater of 1 and his character points divided by 50 rounded to whole number).  Once he has this as a permanent benefit, re-roll on this table if this result is rolled.

6

A Whole New Dimension in Intercessory Prayer
The mentor teaches him deeper meaning of Scripture and helps him memorize the appropriate verse that will bring this meaning back to him, making his prayers more powerful in assisting others.  Roll 1D6 on sub-table.

1

“The zeal of the Lord hath consumed me.”
Once each adventure, the Christian Missionary may pray one Intercessory Prayer at no cost (0 Faith Points, but not one of the Miracle Working prayers), though he must still roll for a successful answer, and he may spend 2 faith points to increase the chance of success.

2

“The effectual, fervent prayer availeth much.”
Once each adventure, any one Intercessory Prayer (IP), may have its effects increased at +1 per each 2 extra faith points spent – limited only by how much faith he is willing to spend.  This may mean +1 model, or +1 D6 wounds (or +1D3) healed, or – if no such increase is possible – +1 on the success roll.  Each time this is result is rolled, he gets one more “effectual, fervent” intercessory prayer per adventure.

3

“Praying with all prayer and supplication in the Spirit”
This opens up a very powerful avenue of prayer.  One turn each adventure, for this one turn all his intercessory (help to others) prayers only cost half (50%) the normal faith points, even the miraculous ones, if he has the miracle working gift.  If this result is re-rolled, he gets a second turn per adventure exactly as described above.  After this, each time this is rolled, re-roll on this table.

4

“Pray without ceasing”
Now, he may use one intercessory prayer (IP, must affect others) each turn at 50% of the normal faith cost.  Each time this result is rolled again, he gains a permanent +1 on his success rolls for his “without-ceasing” IP prayers (a natural 1 always fails) – meaning not only do they cost 50%, but they will now be more likely to be answered.

5

“Let him ask in faith unwavering”
From now on, if the Christian Missionary spends 33% more faith points than the usual amount for any prayer (including “Miracles”) that qualifies as Intercessory Prayer (IP, must have this designation and apply to others), the prayer is automatically successful.  Clarification:  the prayer for conversion is included, but the successful answer is not a conversion but a +1 to the chance for a soul-winning attempt to work.  The next two times he rolls this result, subtract 1 (-1) from the faith points he must normally spend for all Intercessory Prayers (but no prayer will ever cost less than 1 faith point).  After that, he must re-roll on this table if he gains this result.

6

“Nothing is impossible with God”
Take your pick of any one of the Intercessory Prayer (IP) miracles listed in the Miracle Table under the “Gift of Working Miracles”.  Note this down.  The Christian Missionary may have this miracle worked (automatically successfully answered) in answer to prayer one time (in any future adventure) without spending faith points, whether or not he has the Miracle Working gift.  The effects of the miracle will be exactly as in the description.  This result is good each time it is rolled, but must be used to benefit others.

Powerful Prayer Warrior

1

The Christian Mentor doesn’t have any advice or ability to assist the Christian Missionary this time; but, they have a great time of fellowship.

2

Encouragement to Faith
Roll 1D6, on 1-3 he gains 3D6+2 Starting Faith for the next adventure; on 4+ he gains 4D6+3 Starting Faith for the next adventure.  After the adventure, his Starting Faith levels off at his normal amount.

3

Permanent Faith Increase
He gains 2D6+3 Starting Faith Points.

4

Increase in Vitality
He gains 1D3+5 Starting Wounds permanently from the tremendously healthy meals shared by his mentor.

5

Focused Praying
Whenever the Christian Missionary uses Prayer Warfare (includes offensive Miracles), he may add (all that apply) +1 to all wounds caused to each individual target, and/or +1 to the number of targets (if another is available, and without having to spend any extra faith), and/or -1 to the faith points he must spend for the prayer.  Be sure to note these modifiers on his Role Play Chart.  If he gains this again, he adds another +1, +1, and -1 respectively (cumulative modifiers of +2, +2, and -2).  If he gets this result more than twice, he must re-roll on this table.

6

A Whole New Dimension in Warfare Prayer
The mentor teaches him deeper meaning of Scripture and helps him memorize the appropriate verse that will bring this meaning back to him, making his prayers more powerful during combat.  Roll 1D6 on sub-table.

1

“The zeal of the Lord hath consumed me.”
Once each adventure, the Christian Missionary may pray one Warfare Prayer immediately upon the placement of monsters, even before an ambush, without sacrificing any attacks this turn.

2

“The effectual, fervent prayer availeth much.”
Once each adventure, any one Warfare Prayer (WP), may have its effects increased at +1 per each 2 extra faith points spent.  He may increase the effectiveness up to the limit of his current faith – as much as he would like to spend.  This may mean +1 model, or +1 wounds, or -1 to a monster’s magic resistance (for any WP prayer – not just for casting out demons), or any combination of two or three (as long as he spends the faith for each one), or if no such increase is possible, +1 on the success roll (for each 2 faith points spent, but a natural 1 always fails).

3

“Praying with all prayer and supplication in the Spirit”
This opens up a very powerful avenue of prayer.  One turn each adventure, he may ignore the rule about offensive prayers being used no more than his number of attacks and may spend all of his faith if he so desires on offensive prayers.  Also, for this one turn all his offensive (damage enemies) prayers only cost half the normal faith points, even the miraculous ones, if he has the miracle working gift.  If this result is re-rolled, he gets a second turn per adventure exactly as described above.  After this, each time this is rolled, re-roll on this sub-table.

4

“Pray without ceasing”
Now, he may use one offensive prayer (WP) each turn outside of the normal boundaries, meaning at any time (during the monster phase for instance) instead of only during his turn; and it does not count against the total number of WP prayers allowed in a turn.  Each time this result is rolled again, he gains a permanent +1 on his success rolls for his “without-ceasing” WP prayers (A natural 1 always fails).

5

“Nothing is impossible with God”
Take your pick of any one of the three Warfare Prayer (WP) miracles listed in the Miracle Table under the “Gift of Working Miracles”.  Note this down.  The Christian Missionary may have this miracle worked (automatically successfully answered) in answer to prayer one time (in any future adventure) without spending faith points, whether or not he has the Miracle Working gift.  The effects of the miracle will be exactly as in the description (A Greater Demon may still resist the Cast Out Greater Demon miracle, and the Christian Missionary still must pray and fast before the adventure in which he uses it, and it will count as one attempt against his total number of attempts available for the adventure.).  This result is good each time it is rolled.

6

“Let him ask in faith nothing wavering”
From now on, if the Christian Missionary spends 50% more faith points for any prayer (including “Miracles”) that qualifies as Warfare Prayer(WP), the prayer is automatically successful, but any allowable resistance against it still has its normal chance of working.  Each time this result is re-rolled, subtract 1 faith point from the cost of “automatically successful” Warfare Prayers.

REVIVALS AND CAMP MEETINGS (in seetlements)

After the Christian Missionary has visited with the Christian Mentor (or after his first day of visiting, such as in the case of training here), he should roll 1D6 to determine whether there is a Revival Meeting or Camp Meeting.  On a 1-3, there is no special meeting taking place on this visit unless it starts on a Sunday (as a Sunday Services sub-table result); on a 4 or 5, there is a Revival Meeting (7 days); on a 6, there is a Camp Meeting(10 days).  If there is a special meeting, roll another 1D6.  On a 1-3 the meeting is already in progress; on a 4+ it will begin shortly (either tonight tomorrow, or the next day, roll 1D3 to determine).  If the meeting is already in progress, he should roll to determine which night of the meeting tonight is (1D7 for Revival, 1D10 for Camp Meeting).  Each day of the meeting, except Sunday (on Sundays he should roll first on the regular Sunday Services table instead of a settlement event AND then roll on the following table), he should roll a settlement event plus roll once on the Revival/Camp Meeting Table below.

NO CHRISTIAN MENTOR?

If there is not a Christian Mentor in town, the Christian Missionary may attempt to start a Revival Meeting or Camp Meeting himself, but only if he has the Call and Gift of Preaching; also, there may still be a Revival or Camp Meeting in town if there already is a group of Christians meeting for Sunday Services.  If services are being held (except for a mission, which he was able to start on this visit), roll 1D6.   On a 1-4, there is no special meeting taking place on this visit unless it starts on a Sunday (as a Sunday Services sub-table result); on a 5, there is a Revival Meeting (7 days); on a 6, there is a Camp Meeting (10 days).  Determine the time of the meeting, just like above.

STARTING A REVIVAL OR CAMP MEETING

If he has the Gift of Preaching and there is not a meeting already planned he may attempt to start one on a roll of 1D6 (one try per settlement); but, if there are no Sunday Services being held, then he must have at least one convert to try this.  On a 5, he is able to start a Revival Meeting; on a 6, he is able to start a Camp Meeting.  When he starts a special meeting, it begins the same night (However, he may spend three days in prayer and fasting before the meeting starts if he desires or needs to do so.  ) AND he must stay for the whole meeting, unless he decides to leave for a Catastrophic Event or is forced out of town against his will.  Also, this may give him his only opportunity to train as explained under the training section. Remember that he may carry on his other business during the days and attend, or even preach/conduct the meetings, at night.  Roll 2D6 for each night in special services.

2-5

Nothing Unusual Happens

6-9

An Average Service

The Christian Missionary finds that whether he benefits from this service is up to him.  He must pass a will power test (at 9+).  If he does, roll 1D6:  1-3 – he gains one automatically successful block against any attack that his “Shield of Faith” has a chance to block (whether physical or spiritual/magical), good for the next adventure; 4-5 – he is miraculously transported by the Spirit of God to any empty space on the board within the lamp light limits at any time in the next adventure; 6 – He may add an extra +1 modifier to the success of any prayer or conversion attempt at not cost to faith once during the next adventure.

10

A Fellow Christian Receives a Remarkable Prophecy

During the next adventure/hazards/settlement cycle every time an unexpected event/Hazard/Settlement Event/Catastrophic Event occurs, roll 1D6 (except for beneficial events).  On a 6+, this event has been foretold by the Christian who prophesied in this service.  The event should be treated/prepared for exactly as if the Christian Missionary himself had prophesied of it with the “Gift of Prophesy” (see below under Gifts of the Spirit).  If the Christian Missionary has the Gift of Prophesy, his gift should be used first.  If it fails, then roll to see whether this prophecy helps him and his party.

11

A Special Blessing Upon the Minister

The Christian Missionary is given a special anointing of the Spirit of God that enables him for a time to preach with greater effect upon his hearers.  If he doesn’t already have the gift of Preaching, he does have it for the next adventure only.  If he does already have it, he gains a + 1 modifier to his success roll in all his attempts to win souls by preaching to more than one at a time.  This automatically reverses the -1 penalty for trying to convert more than one at a time.  He may still spend two faith points to increase the successfulness of such preaching.

12

A Mighty Outpouring of God’s Spirit

The Christian Missionary is greatly used of God in the service and he himself is abundantly blessed with spiritual blessings.  He is used of God in the conversion of 1D6+1 souls (= the number of character points he gains) AND he receives the use (or increased effectiveness) of one of the Gifts of the Spirit for the next adventure (roll 2D6 on the “Gifts of the Spirit” table as normal).  Furthermore, roll 1D6: on a 5+ this is a permanent increase in giftedness.

Prayer and Fasting in Settlements (and/or during Sabbaticals)

The Christian Missionary should pray and fast if he wants to have greater growth and success in spiritual life and activities.  He may only have one prayer and fasting period per settlement.  It takes 3 days, in which he does nothing else (no Settlement Events) but pays living expenses minus 1 gold per day because he does not eat (only drinks water).  He may, however, attend services on Sunday or at a Camp Meeting or Revival Meeting, and may even preach/conduct the services while praying and fasting.  In such a case he will roll on the appropriate tables.  Whenever he prays and fasts he gains +1 to his success in casting out demons (not greater demons) for the next adventure; AND, if he has the gift of “Working Miracles”, he may only cast out greater demons if he spends time praying and fasting before the adventure in which he attempts such a remarkable thing.  This is much more important at higher levels, since greater demons are not “available” during lower levels – but, then again, they may show up sooner than you think in an extra difficult objective room or peculiar event.  He gains 2D6 attempts for the next adventure (if needed) to try to cast out greater demons.  If he already has rolled the 2D6 number during a Sabbatical, then from this time of prayer and fasting he may gain more attempts for this purpose (See under Sabbatical above for how to determine this).  In addition to these benefits, prayer and fasting may bring other positive spiritual help.  Roll 1D6 at the end of the three-day period to gain additional benefits.  A providence point may be spent to re-roll.

Prayer and Fasting Table

1

The Christian Missionary fights a tremendous spiritual battle with the evil (invisible) demonic powers in this area.  This particular battle he loses.  Therefore, his faith is somewhat damaged for this next adventure (-1D6 Starting Faith).  After the adventure his Starting Faith returns to normal.

2-3

There is no apparent extra benefit this time, but the Christian Missionary trusts that God has heard and will answer his prayers in the near future.

4

The Christian Missionary gains a temporary boost in his faith.  Add 1D6 to his Starting Faith for the next adventure.  After the adventure his Starting Faith returns to normal.

5

The Christian Missionary has such a profitable time that his faith grows.  Add 1D3+1 to his Starting Faith permanently.

6

He is especially illuminated by a manifestation of the Spirit of God, so much so that he gains one Gift of the Spirit just like when he receives one of these gifts for gaining a level (follow all the normal rules).

TRAINING

The Christian Missionary may train when he finds a Christian Mentor, pays his gold to level up (as an offering of support), and has met the character point requirement to advance to the next level.  He will spend 1D6 days with the Christian Mentor to discover all the ways in which he has grown spiritually and to begin to understand and use any gifts of the Spirit.  He may train even if he cannot find a Christian Mentor, but only after spending three days in nothing but prayer, fasting and soul-searching (then add 1D6+1 more days of training, in which he may do nothing else, and must pay living expenses), OR he may train during a week in a good revival meeting after three days of prayer and fasting, OR during ten days in a camp meeting after three days of prayer and fasting, OR while taking a sabbatical in the wilderness (best choice?).  When he trains his characteristics are adjusted according to the Battle Level Table below (Also, be sure to note any improvements in the armour of God and Sword of the Spirit – listed at the beginning of this document; and, check out the new prayers available at the end of this document).  If he trains/levels up without a Christian Mentor, then he will need to donate the proper amount of gold to some worthy, non-pagan cause.  He may for instance put the gold in the offering at a revival meeting or camp meeting.  If nothing else, he could give it at the next worship service that he attends (only on a Sunday) before leaving the settlement.  If he fails to give it away appropriately before leaving the settlement, he will do all within his ability to keep it safely until it is properly offered at the next settlement.  If he ever fails to donate the proper amount (for his current level) by the time he is ready to go up to the next level, then he has exhausted his credit and then must from then on donate the full amount before he can level up.  Also, he may make extra donations to the sustenance of Christian Mentors – when he meets them, or in any other proper offering mentioned above.  Whenever he makes such a donation, it counts toward his next battle level, assuming that his current level is paid for in full.  This is one way to save up his gold – thus protecting it, by “sending treasure on to Heaven”.  He could conceivably pay for all his training for one or more levels beyond his current one in this manner while acquiring the required number of character points to level up.

Roll on the following “Gifts of the Spirit” Table (2D6) to determine what gift he receives when indicated on the Battle Level Table or if he gains a gift/skill in one of the above tables.  If he ever gains a skill on tables, events, hazards, etc. outside of this rule book/document, he gains one skill of another random warrior, a skill that is consistent with his character; because, only truly Christian activities and Christian mentors can directly instruct and influence him to such an extent that he obtains one of these rare gifts.  If he has not gained the “Gift of Tongues” by the time he proceeds to battle level 4 or higher, then he may choose this gift, presumably in answer to prayer, rather than roll on the table.  Also, if he has not gained the “Call to and Gift of Preaching” before he reaches battle level 5, he will automatically receive it at that level instead of another gift.  It is an essential gift to truly become a full-fledged evangelist.  Always re-roll until he gains a gift that he does not already have.  If he ever gains all the gifts listed below and is then entitled to receive another, then roll as normal (2D6).  Whatever skill is thus rolled will gain a special bonus (see details under each gift).  Every gift is eligible to be made more successful during an adventure by using extra Faith Points just as in Soul-Winning (but only one +1 modifier for success is allowed unless a special knowledge or gift is gained that specifically allows more than one such modifier), but whenever rolling for success a natural 1 always fails.  But, neither faith points nor Providence Points may be spent to affect the roll on this gift table.

gifts of the spirit – the christian missionary’s skills

2

The Gift of Working Miracles

Although, it is not the Christian Missionary himself that actually works the miracles, but rather the Almighty God whom he serves, yet without this gift he cannot see these things accomplished.  All of these prayers/miracles are possible to the Christian Missionary as soon as he gains this gift – no battle level required.  Now, in addition to the prayers listed on the Prayer Chart(s), the following set of miracles, nine in all, may be performed through prayer and faith (following all the normal rules for prayers, unless otherwise specified, including adding to success by spending two extra faith points):

Miracle Table

Description Faith Points Required Success

Score

Manna from Heaven, PF or IP
This type of bread, that is considered “angel’s food”, was originally provided to the Israelites in the desert in the Old Testament times.  This miracle may only be attempted once per turn.  Each time this miracle is worked, roll 1D3+1 = # of manna provisions.  Each manna provision restores 1D3+1 wounds.  They spoil at end of adventure.   If he decides to share some of this batch of manna with others he gains either 1 Character Point for sharing OR 10 gold per provision shared (his choice).  He may only gain 1 Character Point per batch shared.  This may be useful against the prospect of Fatal damage.

3 4+

Heal Sickness or  Cripple, PF or IP
Any malady, physical damage, paralysis, poison, (& etc.) whatsoever, may now be healed in this manner.  For instance, if someone is lame due to a mantrap, he may be healed and save the expense of surgery, or if some characteristic is permanently reduced, this may be reversed.  If performed on someone else, the Christian Missionary gains (Battle Level of healed character) Character Points for each successful healing of this type.

2xBL of cripple 4+

“Sun”(Time) “Stand Still”, PF
At times, the warriors might need an extra turn to turn back the tide of evil.  This may be attempted at the end of any phase once per combat, so use it wisely.  If successful, the warriors immediately get one round of turns (an additional warrior phase) like normal.

3xDL*
(*Dungeon
Level)
5+

Call Down Fire From Heaven, WP
Up to four attempts per dungeon, the Christian Ministry may call down fire from Heaven to destroy evil creatures.  If any redeemable beings are present, he must have used his “Soul-Winner” skill at least once this combat before resorting to this.  All monsters on the board OR on any one board section (specify before praying), will suffer if successful.  After spending the required amount of faith points, and on a successful score:  all the targeted monsters suffer 6D6 wounds with no modifiers for anything – not even magic resistance can be used.

3x(#of monsters) + DL 5+

Raise the Dead, IP
This may only be attempted once per turn.  The Christian Missionary may attempt to have God raise a dead warrior or convert that has died during this adventure.  A convert may only be raised if he would have still been with the party apart from being killed.  A warrior is restored to his condition prior to the dungeon and placed on the same board section as the Christian Missionary – all of the raised warrior’s gold and treasure from this dungeon is lost.  He gains [BL (of raised warrior) x 2] OR [DL (of raised convert) x 2] character points for each individual raised from the dead.

3xBL

of dead warrior, OR 3xDL of convert

6+

Dungeon Deliverance, IP & PF
In some desperate situations, the warriors may need a quick AND safe exit from a dungeon.  The Christian Missionary prays this prayer and sings praises to God.  If successful, the whole party is carried by the Spirit of God outside the entrance of the dungeon.  They may then journey as normal to a settlement.  If any have perished, they may want to enter the dungeon again, if the entrance is safe, and remain until he can raise them from the dead, and/or heal the party.  Also, they may use this method to heal themselves, then make their way to where they left off; but, the monsters they left will move as normal during the monster phase, making tracks toward the entrance in an effort to catch them.

4 per model escaping (i.e. 4 warriors
= 4x4 =16)
5+

Angelic Deliverance, WP
One successful use per adventure
, the Christian Missionary may call upon God to grant swift, overwhelming deliverance from evil creatures.  If the attempt fails, he may try once per combat until he is successful.  If any redeemable beings are present, he must use his “Soul-Winning” gift at least once this combat before this.  It is directed against any number of monsters on the board.  The number determines the cost.  First decide which monsters are targeted, and then spend the faith points in prayer.  Then roll 1D6 for each monster.  Only on a roll of 6 is it spared.  All who rolled 5 or less are immediately annihilated by shining angels from God, who just as quickly disappear once the work is done.  Magic resistance cannot work.  The Christian Missionary only gets 30% of the gold for these monsters.

(DL X # of monsters targeted) 3+

Angelic Protection, PF and/or IP
One successful use per adventure
, the Christian Missionary may call upon God to send supernatural protection to himself and to as many warriors and converts as he chooses.  The more included the more faith points he must spend.  Once the number of models to be protected is determined, he must spend the appropriate faith in prayer.  Then Angels of God appear granting total immunity from all damage of any kind from enemies and unexpected events do not occur (if all the party is protected).  The models affected may not attack enemies in any way, but may move if needed (escaping pinning is automatic during protection).  However, they may not explore any knew areas, while thus protected.  This protection lasts as long as the warriors do nothing offensive, and is specifically to give the warriors a chance to restore their wounds.  When they are ready to get back to business as usual, all they need to do is begin to attack the monsters.  The angels immediately disappear and the warriors may now suffer damage as usual.  The Christian Missionary gains 1 character point for each warrior or convert protected in addition to himself.

(5 X # of models) 5+

Cast Out Greater Demon, WP
Normally the Christian Missionary could not cast out a Greater Demon, but with this miracle he may do so, but only if he has spent time in prayer and fasting (in settlement or during a sabbatical for instance) between last adventure and the current one.  If this is the case, roll 2D6 (if it hasn’t already been done).  This is the number of times this adventure that he may attempt to cast out a Greater Demon.  As long as he has the attempts available, sacrifices 2 normal attacks, and has the required faith, he may keep trying once per turn until he is successful.  If he is terrified of the Greater Demon, he must spend +2 faith points each time he attempts to cast it out.  Roll 2D6 + (the Christian Missionary’s Character Points total divided by 100 rounded to whole number).  If the sum is greater than the faith points required to attempt this (2D6 + target’s initiative – do not add extra points spent to increase chance of success), the Greater Demon is “Cast Out” of this world.  The Christian Missionary may add +1 to his success roll for 2 extra faith points.  If the demon has magic resistance, magic drain, or magic dispel, this may be attempted as a representation of the demonic forces battling angelic beings (but only one of the three may be used, use the one with the best chance to succeed).  One can see that the greater his faith and the greater his character points total the better off he will be in trying to cast out a greater demon.  In addition to the gold gained, the Christian Missionary gains 6 Character Points for each Greater Demon that is cast out.

2D6 + target’s initiative Special:

See

description

If this result is rolled after the Christian Missionary has all of his gifts, then he gains a permanent +1 bonus when rolling for success on the miracle of his choice, OR he may gain +1 successful use per adventure for either Angelic Deliverance or Angelic Protection OR +1 attempt per dungeon to Call Down Fire from Heaven.  Be sure to note this on his Role Play Chart for future reference.

3

The Gift of Faith

Yes, he already has faith, but now his faith is much stronger than before.  Roll 2D6 and re-roll any 1’s until something other than a 1 is rolled.  Add this amount to his Starting Faith.  From now on he also gains an additional point of faith at the end of each turn.  If he is at battle level 2 he now gets +2 faith points (up to starting faith) instead of only +1; at battle level 9 he would get +6 instead of +5.

If this result is rolled after the Christian Missionary has all of his gifts, then he gains an additional 1D6 faith points (re-rolling until other than a 1 is rolled) as above AND an additional +1 faith restored at the end of each turn.

4

The Gift of Prophecy – “…but rather that ye may prophesy.”

Sometimes in a dream, or in a vision, or some direct impression upon his spirit by the Spirit of God, the Christian Missionary is given some insight into the future.  If he does get this insight, the information is entirely reliable.

This gift works in two ways (in dungeon and out of dungeon):

1.  Foresight versus dungeon combats and other dungeon events – Whenever an event takes place, however generated, roll 1D6 (2 faith points may be spent to add +1 to the roll, as always before the dice roll, but a natural 1 always fails).  On a 6+ as Missionary Recruit or Soul-Winner, 5+ as Evangelist or Veteran Missionary, the Christian Missionary has indeed prophesied of this event through this gift of the Spirit.  For a prophesied event:  If it is a monster event, the warriors each get to take one action before the monsters do anything (even if they ambush).  Their actions may be to attack (usually), to free from pinning and move (?), to cast a spell, attempt a conversion, pray a prayer, or whatever.  This represents their preparedness for the event.  In the case of a non-monster-producing event, all warriors will gain +1 to any random rolls (where a higher number will favor them) or a -1 to any random rolls (where a lower number would favor them) related to the event as appropriate.

2.  Foresight versus hazards, settlement events, and Catastrophic events – Whenever the warriors roll a hazard that they would rather avoid, if they have the Christian Missionary (with this gift) along, roll 1D6.  On a 6+ as Missionary Recruit or Soul-Winner, 5+ as Evangelist or Veteran Missionary, the Christian Missionary has indeed prophesied of this event through this gift of the Spirit.  In a settlement, the same score is required for both settlement events and catastrophic events.  Read details below for successfully prophesied events/hazards.

Prophesied Hazards:  Once the roll is successful, the warriors may then roll two more times on the hazards table and decide among themselves which of the three hazards (include the first one) they would rather have.  If there is a tie, roll dice to determine which of them gets their way.  The one decided upon is the one they actually encounter.  If he rolled a natural 6 for his gift of prophecy to work, then he may also roll to see the actual outcome of each potentially chosen event before making their choice of event (i.e. roll on any sub-tables, even for individual warriors).  How much more information could one ask for?

Prophesied Settlement Events:  Twice per settlement for himself, and once per settlement for each of the other warriors, the Christian Missionary may see whether the gift of prophecy helps to avoid trouble.  Each instance is handled exactly like prophesied hazards except only the individual warrior may decide for himself which event he would rather have.  If he rolled a natural 6 for his gift of prophecy to work, then he may also roll to see the actual outcome of each potentially chosen event (i.e. roll on any sub-tables).

Prophesied Catastrophic Events:  This may be used once per settlement for the whole party.  However, the event is not to be re-rolled.  What should happen is that the warriors should get together as soon as they have any inkling that they may stay long enough to generate a catastrophic event.  At this time, the Christian Missionary will roll to see whether the gift informs him in this instance.  If the roll is successful, he should roll at the time of the meeting to determine what the event will be.  If he rolled a natural 6 for his gift of prophecy to work, then he may also roll to see the actual outcome for each warrior in the catastrophe.  Be sure to note down all the information in case they stay for the event.  This is the actual catastrophic event that will take place if the warriors stay too long.  Once this is determined they may then decide collectively whether they should stay or leave.  They may still be taking some chance each additional day they stay, because of the unpredictable nature of each day’s events.  If one or more of the warriors is kept unexpectedly in the settlement, and the rest of the warriors prefer to move along they may await the stranded one at the beginning of the next dungeon.  This way they can avoid the catastrophe themselves (as long as the Christian Missionary’s roll to prophesy was successful).

If he has both Gift of Prophecy and Gift of Discernment, he may use them both for the same dungeon event if appropriate.

If this result is rolled a second time after the Christian Missionary has all of his gifts, then he gains a permanent +1 bonus when rolling for success on all future gift of prophecy rolls.  A natural 1 will always fail and a natural 6 will always be required to be able to determine the actual outcome.  If this result is rolled after he has gained the above bonus, he should re-roll on this gift table.

5

The Gift of Discernment, “Discerning of Spirits”

The Christian Missionary has some spiritual discernment, but now he has a special gift of the Spirit that makes it have wonderful practical results in combat.  This effectively gives him an opportunity to enter effective spiritual warfare versus an evil spiritual activity, namely evil sorcery, demonic beings, undead creatures, and dragons.  Whenever these monsters appear, whether ambushing or not, the Christian Missionary may pray, attack and/or attempt conversions a number of times to help protect the party.  This only happens in the first round of combat in which a new group of monsters appears.  It is resolved immediately before the monsters get to do anything and he may act as he normally would during his turn.  If he is successful at discernment, here is the number of actions he may take:  Soul-Winner = 1, Evangelist = 2, Veteran Missionary = 3.

Also, he may get a chance at one prayer of any type (including warfare prayers, though this type may only be directed against the sorcerer casting a spell.) immediately, as soon as it has been determined that he is to be the target of an evil sorcerer’s spell.  He may do this once each time he is targeted by an evil spell (whether targeted individually or as part of the party), before the spell is actually cast, but the prayer may be effective during the time in which the spell is cast or before it is cast as appropriate to the particular type of prayer.  Of course, he must have enough faith for the prayer to work.

Each time he tries to use one of these functions of the Gift of Discernment he is successful on a score based upon his spiritual maturity.  Roll 1D6.  Missionary Recruit or Soul-Winner = 5+, Evangelist or Veteran Missionary = 4+

The first time this result is rolled after the Christian Missionary has all of his gifts, then he gains a permanent +1 bonus when rolling for success; the second time and beyond he will gain a permanent +1 action versus the above described monster events and + 1 prayer versus each incoming enemy spell, when his Gift of Discernment works.  The third time and beyond that he re-rolls this gift, he should roll again on this gift table.

6

The Call to and Gift of Preaching – “Go ye into all the world and preach the gospel to every creature.”

The Christian Missionary has now officially received his call to preach and the gift required to perform it.  Normally, his attempts at winning souls are done one-on-one, but this enables him to win more than one soul (any eligible) at a time, if he has enough faith, and if the hearers are willing and not restrained by evil powers.  From now on, he may declare that he is preaching to a number of eligible souls during a turn of combat, or he may still attempt one-on-one soul-winning as he has done.  To use this gift he should give up 2 attacks.  First roll for understanding for the whole group – all of one race (unless he has the gift of tongues).  If they do not understand him, faith points will not be wasted, but he must still give up one attack for the time it takes to realize they do not understand.  If successful, he should roll 1D6+1 (may be increased success by +1 for 2 faith points) to see how many randomly determined beings of the declared race are actually affected (not converted) by his preaching.  Then he should spend the normal amount of  faith points for the being with the greatest sum of M+I (divided by 2 and round up) and add +2 faith points for each target above 1.  If he does not have enough faith for all of them, he may specify the models for which he does have enough faith (which will be the actual targets).  Then roll for success separately for each model (just like one-on-one, all normal rules apply).  He gains 1 Character Point for each monster affected, AND (here’s the good part) (2 X the monster table level that generated the being) character points for each successfully converted being.  One very important drawback to remember is that preaching is not always as effective as one-on-one soul-winning, so the success roll for each affected being should be at -1.  Of course, faith can overcome the obstacles.  If he wants to counter this negative, he only needs to spend (# of monsters affected) extra faith points to reverse the -1 modifier for the whole group.  Also, remember that all the normal negative and positive modifiers to winning souls still apply (see under (Soul-Winning above).

This gift also allows the Christian Missionary to conduct revival meetings and camp meetings at settlements, if the conditions are right (see under “Revival or Camp Meetings in Settlements”).

Each time this result is rolled after the Christian Missionary has all of his gifts, he will add +1 to the number of monsters his preaching will affect.  So, instead of 1D6+1, he will roll 1D6+2, or 1D6+3 (etc.), respectively depending on how many times he has re-rolled this gift.

7

The Gift of Tongues – “They spake with other tongues as the Spirit gave them utterance.”

The Christian Missionary receives the supernatural gift of tongues like the Christians received at Pentecost at the beginning of the New Testament church.  This gift was very useful in spreading the Gospel and in winning the souls of those whose language they did not know.  From now on, every time he attempts to win souls, he miraculously speaks in the native language of the being he is attempting to convert, and does not need to test for language barrier as previously.  The roll for understanding (1D6) should still be made just to see if a natural 6 is rolled to determine whether the being had formerly been spoken to by a another Christian Missionary (see “Language Barrier” above).  Also, the roll for understanding may be made for monsters present that are not a part of the group (of a different race) that his preaching is targeting.  But, this need only be done, if the number rolled to determine the number of monsters affected by his preaching is greater than those available in the target group.  If this second roll for understanding is then successful, these additional monsters might also be converted as long as he spends the faith for them also (at 2 more faith points per model + any positive difference in the base cost of  M+I divided by 2 and rounded up – that is, only if the second group’s base cost to convert is greater than the first group’s).  Of course, this is only possible if the Christian Missionary has both of these gifts (#’s 6 & 7).

8

The Gift of Healing

Now, in addition to healing obtained through prayers, the Christian Missionary may lay hands upon any single adjacent warrior (adjacent at the time that he lays his hands on them) for the purpose of providing instant healing.  He may do this once per round (at any time during the round, but not after Fatal Damage), whether in combat or not.  This action does not require the sacrifice of any other actions and is likely to be successful, but it costs (the targeted warrior’s battle level) faith points.  Once the faith points are spent, roll 1D6.  The Gift of Healing works on a roll of 3+ for Missionary Recruit and Soul Winner and on a 2+ for Evangelist and Veteran Missionary.  This is not strictly speaking a prayer, though it is a spiritual activity, and he may not increase the successfulness by spending more faith.  The amount of healing provided is based upon his title:  Missionary Recruit and Soul-Winner = +1D3 wounds, Evangelist = +1D6 wounds, Veteran Missionary = +2D6 wounds.  He gains either 2 character points for the healing OR 5 gold per wound healed – he chooses which he wants.

If this result is rolled after the Christian Missionary has all of his gifts, then he may perform this healing once more per round (on the same warrior or on another adjacent warrior) if he has enough faith to do so.  The second time would mean he may do this twice; the third time would mean he may do attempt to heal three times; and etc. … (per round)

9

The Word of Wisdom – “He that winneth souls is wise.”

This gift helps the Christian Missionary to have greater understanding in how to win souls.  Practically, he gains a +1 to his success roll on every attempt to win souls.  This will work also in conjunction with the Gift of Preaching.  This is a great gift to automatically reverse the -1 modifier for trying to win more than one soul at a time.

Each time this is re-rolled after he has all of his gifts, then he may either receive a -1 modifier to the cost of faith points spent to attempt to win souls OR he may gain a +1 to the number of models whom his preaching will affect while using the Gift of Preaching.

10

The Word of Knowledge – “The knowledge of the Lord is with them that fear him.”

This gift helps the Christian Missionary to have a greater knowledge of the will of God in praying his prayers.  Practically, he gains a +1 to all his success rolls whenever he prays.

Each time this is re-rolled after he has all of his gifts, then he receives either a -1 modifier to the faith points to spend for each prayer OR a +1 to the actual effects of the prayer – he should note the type of improvement chosen.  For instance, a warfare prayer that causes wounds will cause +1 wound to all affected targets; a healing prayer will heal +1 wound to all targets; a prayer for physical protection will have +1 on the roll for how much protection is gained.

11

The Gift of Interpretation of Tongues – “Let him pray that he may interpret.”

The Christian Missionary can now at times supernaturally understand the languages of many beings.  Sometimes this will give the warriors an advantage in combat, and it may also assist in the winning of souls.  Now every new type of monster that appears during an adventure, roll 1D6.  On a 6+ as Soul-Winner, and on 5+ as Evangelist and Veteran Missionary, the Christian Missionary picks up a bit of interesting information about the monsters’ plans.  Keep track of each bit of information.  In the next monster-producing event, all the warriors get one immediate attack (or extra action, such as a prayer or spell) before the monsters may do anything.  This benefit may be used in conjunction with a successful prophecy concerning a monster event; their respective benefits are cumulative.

If this result is rolled after the Christian Missionary has all of his gifts, then he gains a permanent +1 to his success rolls to interpret tongues, but a natural 1 always fails.  If he re-rolls this gift a second time (only need a 3+ to successfully interpret as Evangelist and Veteran Missionary), then re-roll any further rolls of this result on this table.

12

Two Gifts – “That I may have a double portion of thy spirit.”

This time the Christian Missionary is doubly-endowed and receives two gifts instead of one.  Roll two times on this table re-rolling any results of 12 or of a gift that he already has (unless he already has them all, then read details for increasing the abilities of each one).

THE CHRISTIAN MISSIONARY BATTLE-LEVEL TABLE

Battle
Level
Gold Char. Points* Title WS BS STR M DD T** Wounds I A Prov. Points Faith *** WP Gifts Skills Pin
1 0 0 Missionary Recruit 2 5+ 3 4 1 3(4) 1D6+7 3 1 1 3D6+3 3 1**** 5+
2 2,000 10 Soul-Winner 2 5+ 3 4 1 3(4) 2D6+7 3 2 1 +2D6 3 2 5+
3 4,000 30 Soul-Winner 3 5+ 3 4 1 3(5) 2D6+7 3 2 2 +1D6 4 2 5+
4 8,000 90 Soul-Winner 3 4+ 3 4 1 3(5) 3D6+7 4 2 2 +1D6 4 3 4+
5 12,000 180 Evangelist 3 4+ 3 4 2 4(7) 3D6+7 4 3 2 +2D6 4 4 4+
6 18,000 315 Evangelist 4 4+ 4 4 2 4(7) 4D6+7 4 3 3 +1D6 4 4 4+
7 24,000 520 Evangelist 4 3+ 4 4 2 4(8) 4D6+7 5 3 3 +1D6 5 5 4+
8 32,000 795 Evangelist 4 3+ 4 4 2 4(8) 5D6+7 5 4 3 +1D6 5 6 3+
9 45,000 1180 Veteran Missionary 5 3+ 4 4 3 4(9) 5D6+7 6 4 4 +2D6 5 6 3+
10 50,000 1600 Veteran Missionary 5 2+ 4 4 3 4(9) 6D6+7 6 4 4 +1D6 5 7 3+

* In addition to the proper amount of gold, the Christian Missionary must also have a certain amount of accumulated experience in Christian ministry and character development – Character Points – in order to go up each level.  To clarify, Character Points is a running total for the duration of his whole career; it is never spent like gold to gain a level.  Rather, Character Points are just an indicator of readiness for the next level, similar to an experience level.
** The Toughness number in parentheses, ( ), includes the total toughness benefit of his special Christian Armour, the “Armour of God”...
*** The Christian Missionary’s Faith rating dice, just like wounds, may be re-rolled once each if the first roll is a 1.  From level 2 on, his additional Faith Points dice should be re-rolled until a 2+ is rolled.
**** The Christian Missionary’s skills are actually classified as “gifts”, because they are given to him by God, sometimes supernaturally, and sometimes by providential means.  His starting gift/skill is “Soul-Winning”.   Also, it is possible for him to gain all of his gifts and gain many, or even all, of them more than once.

ADDITIONAL PRAYERS AVAILABLE IN BATTLE LEVELS 2-10

The Christian Missionary gains the use of all prayers for which he has the battle level requirement.  Unlike the wizard’s spells, where he chooses which ones he gains based upon dice rolls.  Though the Christian Missionary does not gain very many prayers each level, I believe one will find more than enough to keep him busy and quite useful between all the prayers available to him and all the spiritual gifts that he may gain through battle level advancement and other spiritual activities.

Description Battle Level Required Faith Points Required Success Score
Prayer for Physical Protection, PF and/or IP

This prayer may be prayed once per turn.  When this prayer is answered all targeted warriors and converts anywhere on the board are given special protection from physical attacks this turn.  Roll 1D6 for each target.  The target gains the following protection this turn: 1-2 = +1 T; 3-4 = +2 T; 5 = +3 T; 6 = +2 T AND ignore any one attack that hits this turn.  If anyone besides himself is actually protected from damage because of this prayer the Christian Missionary gains +1 Character Point.

2 3 x (# of targets) 5+
Protect Us from Evil, PF and/or IP

When this prayer is answered all targeted warriors and converts anywhere on the board are treated as having magic resistance of +1 for one whole turn (if have 6+, now 5+; if have 5+, now 4+; and so on).  For those with no magic protection they have 6+ on roll of 1D6.  If successful, he gains 1 Character point if another warrior or convert is actually able to resist evil magic.  May be prayed once per turn.

2 2 x (# of targets) 5+

Casting Out a Demon, WP

This fits best in the area of prayer, because it could not work without intense prayer.  But, it is more than a prayer in that it involves a confrontation with an evil spirit. He adds a +1 to his success roll for praying and fasting and for taking a sabbatical between last adventure and the current one (if both are true he gets +2 on his roll).  He may make one attempt to cast out a particular demon per attack that he gives up.  If he is afraid of the demon, he must spend +1 faith point each time he attempts to cast it out.  Roll 1D6 + (the greater of 1 or the Christian Missionary’s Character Points total divided by 50 rounded to whole number).  If the sum is greater than the faith points required to attempt this (1D3 + target’s initiative – do not add extra points spent to increase chance of success), the demon is “Cast Out” of this world.  The Christian Missionary may add +1 to his success roll for every 2 extra faith points he spends.  Roll the demon’s magic resistance as a representation of the demonic forces battling angelic beings.  But, for every 2 extra faith points spent beyond the cost of this attempt (must be spent before rolling dice for success), the demon will be at -1 on the resistance roll (natural 6 is always successful).  This cannot be used against greater demons (see “Cast Out Greater Demon” under the “Gift of Working Miracles” in the Training section below.).  In addition to the gold gained, the Christian Missionary gains 3 Character Points for each demonic being that is cast out.

2 1D3 + target’s initiative Special See Description
Prayer for Special Healing, PF and/or IP

If this prayer is answered, the target (any one warrior or convert) has 1D6 wounds healed instantly.  The target must be on the same board section.  If the Christian Missionary prays this prayer for someone besides himself he receives either 5 gold per wound healed OR 1 character point for each healing of another – he chooses.

3 6 4+
Prayer of Thanksgiving, PF

Sometimes, the best way to increase one's faith is to give thanks to God for all that He is and for all that He has done.  He may only pray this prayer once per combat or once before each combat.  In other words, between combats (or during a combat), if he wants to increase his current faith more quickly at the end of each turn, he may do so by this method, but if it is not successful, then he may not try again until after the current or next combat, whichever comes first.  It gives an increase in faith restoration for a number of turns up to his starting Faith Points characteristic (in addition to his normal faith restoration, see under Faith Points above) -- a different rate depending upon the title of the Christian Missionary:

Soul Winner = + 1D3+3 Faith Restored each turn for 1D6+1 Turns

Evangelist = + 1D6+6 Faith Restored each turn for 1D6+3 Turns

Veteran Missionary = + 1D6+1D3+9 Faith Restored each turn for 1D6+5 Turns

3 2 + (BL divided by 2 and rounded up)( i.e. cost @ BL 9 would be 2+5 = 7) 5+
Prayer of Praise to God, PF and/or IP ***** (See examples below this table.)

If successful it is good for the rest of the entire combat.  It cancels the current affects of fear or terror for all targeted models, no matter how many creatures they are fearful of or terrorized by.  However, the more creatures they fear or are terrified of, the greater the cost of the prayer.  In some cases this may seem too expensive to help all warriors.  The prayer may be prayed once for all fear and once for all terror effects per combat (2 times possible if both fear and terror are present), and should only be prayed after the affected models are determined.  If the Christian Missionary is under the influence of fear or terror, he must spend +1 faith points for fear or +2 for terror to pray this prayer.  If more fear or terror causing monsters arrive afterwards, all warriors will have to test against them as usual.  He gains +1 character point for each warrior (besides himself) delivered from fear or terror in answer to this prayer.

4 (# of targets + # of models actually causing fear)/ OR (# of targets + # of models actually causing terror + DL of the same) 4+
Prayer to Confuse Enemies, WP

If successful, the answer to this prayer will cause confusion among enemies on the same board section as the Christian Missionary.  Roll 1D6 for each monster on the board section.  On 1-2 the monster attacks a random monster instead of a warrior, on 3-4 it does nothing for one full turn, and on 5+ it will act as normal if it survives any monsters attacking it.  Magic resistance may work against this prayer.  The Christian Missionary gains 33% of the gold for each monster killed as a result of this prayer.

4 # of targets + DL of adventure 5+
Prayer for General Healing, IP, PF

If successfully answered, this prayer brings healing to all the warriors and converts on the board (including himself).  All targets are healed +1D3 wounds.  Targets are only those who need healing.  If others are actually healed, he may receive 1 Character Point for the entire healing AND 5 gold for each wound healed on them, OR receive 2 Character Points instead for the entire healing.

5 2 + (# of models to be healed) 4+
Prayer for Divine Guidance, PF

This prayer may be prayed successfully once per T-section before exploring either of the two new doors (doorways), but after dividing up the remaining cards of the dungeon.  If successful, the party may look at (up to the Christian Missionary's battle level) number of cards in only one direction, but may not rearrange them.  This only let's them know what type of rooms lie in that one direction, they must still be explored and experienced as normal if they decide to go that way.

5 15 – (minus) (# of rooms already explored this dungeon) (minimum cost of 5) 4+
Prayer for Gradual Healing, IP, PF

This very powerful prayer for healing, if successful, will heal a single target on the same board section at a constant rate at the end of each turn for a number of turns based upon the Christian Missionary's BL.  It may be successfully prayed once for each target until the effects wear off.  At such a time, it may be successfully prayed again, if the faith points are available.  The healing is applied at the end of each turn (similar to the "Rune of Restoration", but before "Fatal Damage").  The target gains the (Christian Missionary's Battle Level) wounds for the same number of turns until the number of turns is expended or the target reaches his starting wounds total, whichever comes first.  For instance, if the Missionary's BL: is 7 and the targets starting wounds is 25, the CM will spend 25 FP to pray this prayer and the target will be healed 7 wounds at the end of each of 7 turns until he reaches 25 total wounds.  Of course, the end of 7 turns could come first in the middle of a battle in which the target continually takes heavy damage.  This healing even works if the target is taken to 0 wounds.  The Christian Missionary may receive 1 character point for every 10 wounds healed on others in answer to this prayer or 5 gold per wound healed – he chooses.

6 Starting Wounds of Target 4+
Prayer for the Strength of Samson, PF/WP

For 1D3 Turns, the Christian Missionary gains + 1D6 temporary strength bonus (roll once for the duration of the prayer effect).  This may be successfully used once per combat, or at any time during a non-combat turn.  But, if a combat begins during the effects of this prayer, it may not be prayed again until the combat is over.  It counts as a Warfare Prayer when prayed during combat.

6 6 4+
The Fear of God, WP

All monsters that do not themselves cause terror, are not Large Monsters, and whose magic resistance fails to work, on the same board section as the Christian Missionary, or on any single adjacent board section are immediately so terrified by the appearance of an angel of God that they flee from the battle.  Remove them from play.  No one receives any gold from the monsters thus removed.  This prayer may be successfully prayed two times per adventure for Evangelist; four times per adventure for a Veteran Missionary.  It may not be used in an Objective Room until none of the original Objective Room monsters remain on the board.  And, it may only be prayed after the Christian Missionary has attempted at least one conversion during the combat, if any redeemable beings are to be targeted.

7 DL (Dungeon Level) + Christian Missionary’s BL 4+
Prayer for Great Healing

If this prayer is answered, the target (any one warrior or convert) has 2D6 wounds healed instantly.  The target must be on the same board section.  If the Christian Missionary prays this prayer for someone besides himself he receives either 5 gold per wound healed OR 2 character point for the healing – he chooses.

7 6 + 1D6 4+
Heaven-sent Storm of Thunder and Lightening, WP

This prayer may be prayed as many times as the Christian Missionary has the faith to spend, within warfare Prayer guidelines.  If any of the targets is a redeemable being, he must have at least one attempted conversion this combat before praying this prayer.  Any particular monster targets may be chosen on the same board section as the Christian Missionary and on any adjacent board sections.  Magic resistance may work against this prayer.  If the prayer is successful, roll 1D6 for each monster to see what happens:

On a 1 or 2, the monster takes a direct strike of lightening, taking 4D6 wounds (no mod for armour) plus an extra 1D6 wounds if wearing armour.  Also, roll 1D6, on a 5 or 6, the monster's armour disintegrates to ashes and is useless.

On a 3 or 4, the monster takes a deflected hit from a close lightening strike, taking 3D6+3 wounds (no mod for armour).

On a 5 or 6, the monster is slammed with a thundering sonic boom causing 3D6 wounds (modified as normal).

Also, for each of the above remaining targets roll 1D6.  If a 5 or 6 is rolled the monster is stunned for one full turn in which it may not attack and is at +1 to be hit.  The Christian Missionary gets 50% of the gold for all monsters annihilated in answer to this prayer.

8 DL + (# of targets X 2) 5+
Prayer for Complete Healing, IP/PF

Any number of friendly targets (warriors, converts, Friendly Giant’s pet, etc.), anywhere on the board, are instantly healed of all wounds up to their starting wounds.  If the Christian Missionary does not have enough faith to cover all the wounds, he may specify how many wounds each target is to be healed.  If the prayer is unsuccessful, all the faith points spent are wasted.  The Christian Missionary may receive 1 character point for each model besides himself that is healed in answer to this prayer or 5 gold per wound healed – he chooses.

9 Same as total # of wounds to be healed on all targets 4+
The Wrath of God, WP

Before praying this prayer, the Christian Missionary must have made at least one conversion attempt during this combat if there are any redeemable beings present.  It may be successfully prayed once per adventure.  Only ethereal and flying monsters will not be affected by this prayer -- magic resistance does not work against it.  When successfully prayed, it seems that the whole dungeon is about to be ripped apart by an earthquake.  All the good guys (converts included) are supernaturally protected from harm, but many of the monsters stand in great danger of being destroyed or greatly wounded.  Roll 1D6 for each monster on the board.  On a 1 or 2, the monster immediately falls through a huge crack in the floor to its death; on a 3+ the monster suffers 5D6 wounds (modified as usual) from being tossed, battered and crushed by debris.  The Christian Missionary gains only 50% of the gold from all monsters who perish as a result of this prayer.

10 2 X (DL + 10) 4+

***** Examples of how the cost for Prayer of Praise works:  Here are two for instances – 1.  In the case of fear:  3 warriors are afraid, 2 mummies and 3 skeletons are the creatures actually causing the fear.  The Christian Missionary is one of the warriors affected by the fear.  Hence the cost will be figured as 3 warriors (# of targets) + 5 (# of models causing fear) + 1 (because the Missionary is afraid) = 9 Faith Points.  2.  In the case of terror:  2 warriors are terrified, 2 greater demons generated as DL 8 are actually causing the terror, and the Christian Missionary is one of the terrified.  Hence the cost will be figured as 2 warriors (# of targets) + 2 (# of models causing terror) + 8 (DL of terror causing models) + 2 (because the Missionary is terrified) = 14 Faith Points to pray the prayer.  One further note: if the Christian Missionary is affected by both fear and terror while praying this prayer, then he should only add the affects of terror (+2) to the faith cost; so it might be best to try to alleviate terror first, before praying to alleviate fear – it would save one faith point if successful.

ANNEXE : christian missionary for the casual user

When I created the Christian Missionary character, I felt that the document was large and the character would be very, very busy and very, very academic. This annexe provides some suggestions for making the Christian Missionary a little simpler and easier to handle for those who might like a faster-paced game. These suggestions are made with the hope of still providing a fairly balanced character and of not taking away too much of his distinguishing characteristics. Please also take a look at the Role-play/Adventure Record spreadsheet document that I have provided to help in understanding how to track the Christian Missionary’s peculiarities.

These are all only optional suggestions for how to simplify the Christian Missionary.

Character Points are Optional

I introduced a new characteristic for this character, Character Points. The idea is to provide a means of tracking how well the Christian Missionary follows the path of ministering to others and overcoming evil with good.  I had hoped that this would require the use of many of his gifts and spiritual activities.  However, by ignoring all the character point requirements, and the tracking of his cumulative character points, this character can be scaled down a bit. This should not affect the general balance.  This would for instance mean that he would no longer have a choice between Character Points and gold for healing others; he would just receive 5 gold per wound healed just like the Wizard.

Remove Cumbersome Modifiers

When praying, casting out demons, and winning souls in dungeons, the Christian Missionary has a lot of modifiers to consider. One could use discretion in eliminating many of both positive and negative modifiers in order to simplify game play.  Caution: in the case of casting out demons, one should be careful not to make it too easy. One might raise the Faith Points cost to cast out demons to offset any imbalance.

Eliminate Certain Activities

A few of the more complicated prayers – even casting out demons – could be removed. In settlements, one could eliminate one or two different types of activities without doing too much damage to the development of the Christian Missionary. Of course, to provide a little more opportunity to increase faith, the positive bonuses (where faith is affected) in the activities allowed could be moderately increased, as well as the possible negative penalties.

Handling New Converts

Normally, when a monster is converted by the Christian Missionary, a roll is to be made to determine whether he leaves immediately or stays with the party for some portion of the dungeon. This may be dispensed with in favor of all converts immediately leaving (and the Christian Missionary still gains 50% of their gold value). This would eliminate the need to keep track of converts (similar to henchmen) and the resulting increase of monsters (+10% for each convert present).