High Seraph
Adversário · Patamar 4
High Seraph
A divine champion, head of a hallowed host of warriors who enforce their god’s will.
Motivos e Táticas: Enforce dogma, fly, pronounce judgment, smite
Ataque: +8 | Holy Sword: Muito Perto | 4d10+10 fís
Experiências: Divine Knowledge+3
- Relentless (2) (Passiva):
The Seraph can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
- Divine Flight (Passiva):
While the Seraph is flying, spend a Fear to move up to Far range instead of Close range before taking an action.
- Judgment (Ação):
Spend a Fear to make a target Guilty in the eyes of the Seraph’s god until the Seraph is defeated. While Guilty, the target doesn’t gain Hope on a result with Hope. When the Seraph succeeds on a standard attack against a Guilty target, they deal Severe damage instead of their standard damage. The Seraph can only mark one target at a time.
- God Rays (Ação):
Mark a Stress to reflect a sliver of divinity as a searing beam of light that hits up to twenty targets within Very Far range. Targets must make a Presence Reaction Roll, with disadvantage if they are marked Guilty. Targets who fail take 4d6+12 magic damage. Targets who succeed take half damage.
- We Are One (Ação):
Once per scene, spend a Fear to spotlight all other adversaries within Far range. Attacks they make while spotlighted in this way deal half damage.