"Benefit of Clergy"

Cry Havoc Clergy

Useable in all ad-ons, except maybe Samurai Blades

Medieval Clerics were a source of knowledge, science, and literature when the fall of Rome triggered the Dark Ages and all that was otherwise lost. The Monks copied books, preserved knowledge, and kept libraries. The Priests spread the word, and helped end the Pagan religions throughout Europe. They could read and write at a time when even Kings could not read and the population was illiterate, superstitious, and isolated. They are to be thanked for their diligent preservation of all the knowledge that would have otherwise been lost forever. Their legacies are colleges, schools, hospitals, veterinary clinics, orphanages, and the spread of Christianity.

To give the clergy a use in the game I will put forth the following ideas, based on my experience with role playing games and wargames. Use these instead of some peasants when the Abbey map is in use in the scenarios for instance, or use them in place of characters with similar abilities. "Spell Use" here represents various abilities of the cleric in question and the use of and knowledge of herbology, potions, and chemicals.

Special: If a Cleric, (those I show here with an *) but not a Brother, encounters undead, the Cleric may automatically cast either a fear, befriend, or death on the Undead creature only. (Power of Faith, turning / destroying undead). If they combat the creature they get a favorable 2 column shift on both attack and defense.

This is the types of Clergy involved:

The Physician: High knowledge of medicine. Is a doctor. Can use Heal spells, and Regenerate spells. Speed or aid healing in Sieges, combat diseases.

The Herbalist: Knows how to use certain plants to make potions and chemicals. Can use Stone Pass, Water Walk, See Through, Antimagic Shell, Freeze, Fear, mire feet, temporary blindness, confuse, fumble fingers. May speed or aid healing in Sieges and combat diseases.

Scribe: Access to all spells, but may be forbidden to use spells that kill or cause harm. Must be careful or be branded a heretic or a witch for ill use of forbidden knowledge. (limited number of cards). Can be an engineer. Has access to knowledge and history, maps, legends, and secrets. Also a book keeper and treasurer. Can speak, read, and write many different languages. May know customs and tactics of people in other lands. Can Navigate by the stars.

Brothers: Carry treasure away from raiders, or put themselves in harms way to buy time for others to flee to safety.

Priest: *Can command like a sergeant, but will not attack in hand to hand. Also can use Shield spell, Odds On, Confuse, Befriend, Fear, Heal, and Freeze.

The good Father: *Can command like a sergeant, but will not attack in hand to hand. Also can use Shield spell, Odds On, Confuse, Befriend, Fear, Heal, and Freeze

Friar: *(Can command like sergeant, but will not attack. Can use Heal and Befriend.

Veterinarian: same as Physician, except he can do this only for animals.

Teacher: Can be an engineer. Knowledge of Math, science, history, and literature. Can be a book keeper/treasurer. Can teach other characters in campaign games. Can Navigate.

Bishop: *may be target of a kidnap attempt. Very valuable hostage or prisoner. May command like a Knight, but will not go into combat. May heal. May have secret knowledge of the Diocese he presides over.

Abbot: *same as Bishop. May be an engineer. May command like a knight, but will not go into combat. May heal. May have secret knowledge of the Abbey he is head of.

Just a simple Monk: None of the above. Not what he appears to be. Just showed up one day and started "hewing the pagans in twain". Once he kills a foe he can command those around him like a sergeant, when he kills a second foe in the same battle he can command like a knight. (Respect of those around him) Will not surrender. May be an engineer.

The Counters