High SeraphCore
Leader — Tier 4
A divine champion, head of a hallowed host of warriors who enforce their god’s will.
Motives and Tactics: Enforce dogma, fly, pronounce judgment, smite
Difficulty
Damage Thresholds
Hit Points
Stress
Attack Bonus
Weapon
Damage
Experiences: Divine Knowledge +3
Features
The Seraph can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
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.
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
Cards
Comments(0)
Log in to leave a comment.
Log in
There are no comments yet