Archangel Michael

*"To a deluded archangel, even good, solid, ordinary people are rife with darkness." - Sir Ronen of Vale*

When the Massive Darkness began, the Archangel Michael ventured into the depth of Hell alone, sword blazing, wings bright, and sought to end the crisis before it began. But in the Infernal Realm, having failed, he reeks of corruption. Some believe he has not fallen completely, but everyday minor wrongs committed by mortals are seen as atrocities in his eyes. If his vision can be cleared, mankind will gain a mighty ally.

## **Gameplay**

The battle against the corrupted Archangel is a legendary confrontation, one that will test the Heroes’ mettle like never before. Michael’s pattern in activation changes mid-fight, as we’ll see below. Michael’s huge celestial blade gives them a meaningful base attack, using all 3 orange dice. But note that Michael starts the fight rolling a single Enemy die, meaning that until they unlock more, only half (the top 2) of their skills are available.

This changes, however, once Michael gets more Enemy dice, something that happens through the Boss track (accumulates as the battle rages on). Michael’s first 2 abilities allow them to attack Heroes in different manners, and their Justice from Above adds more damage when Michael is in a Light Zone. Heroes should try to anticipate and maneuver around this, as in that ability, Michael targets the Hero with the least XP. Once Michael unlocks their other 2 abilities, things change considerably, and here’s the twist: armed with celestial heavy armor and shield, Michael starts the battle completely impervious to damage. The tile for this battle features areas where players place corruption based on the number of Heroes. Corruption tokens have health and can be attacked as if they were enemies, these are dark areas and places that represent Michael’s fall from grace. Only after all tokens are defeated can the Lightbringers actually deal damage to Michael. This creates a window of time to attack, because Michael’s Dark Blessing will eventually reactivate the corruption tokens, and make Michael invulnerable once again. The combination of difficult defense and self-healing can provide disastrous for the Heroes!

**Base Stats**

* **Actions:** 1
* **Activation Dice:** 2
* **0 (Claw):** **Justice From Above:** Place Michael in the Zone of the Hero with the most Corruption Token) and attack that Hero.
* **1 (Claw): Lance Dash:** Place 1 (Corruption Token) in the Zone of the Hero with the least (Corruption Token). Place Michael in that Zone and attack that Hero.
* **2 (Claw):** **Dark Blessing:** Place Michael on the central Zone and add 1 (Corruption Token) to the Corruption Stone Zone with the least amount of (Corruption Token). Deal X Wounds to all Heroes distributed as they wish (see Corruption below).
* **Defense Dice:** 5 Blue, 1 Black
* **Health:** 15 per Hero
* **Combat 1 (Claw):** Deal 1 Wound for each (Corruption Token) on the attacking or defending Hero. Discard the tokens afterwards (once per combat).
* **Melee Dice:** 2 Yellow, 2 Orange, 1 Black
* **Corruption: X (Corruption Track):** Dark Blessing deals X Wounds per (Corruption Token) in the Tile from now on.
* **Darkness: +X (Black Dice):** Michael Rolls +X (Black Dice) on attack and defense from now on.
* **Boss Track 1:** 1 (Corruption)
* **Boss Track 2:** +1 (Black Dice)
* **Boss Track 3:** 2 (Corruption)
* **Boss Track 4:** +2 (Black Dice)
* **Boss Track 5:** 3 (Corruption)