Junior Seraph
JUNIOR SERAPH
Tier 2 Leader
A holy warrior and protector, leading a divine power's forces into battle.
Motives & Tactics: Bolster allies, punish the wicked, spare the righteous
Difficulty: 15 | Thresholds: 12/24 | HP: 8 | Stress: 4
ATK: +2 | Flying Hammer: Close | 2d12+2 mag
Experience: Religion +3, Soldier +3
FEATURES
Winged Leader - Passive: Junior Seraph can fly and carry one ally up to a Close range as part of an action.
Many as One - Action: Spend 2 Fear to activate 1d4 allies within Far range. Attacks they make while spotlighted this way deal half damage.
Offer Alternatives - Reaction: When a target within Close range rolls a failure with Hope, mark a Stress to offer them another solution to the challenge they face. If the target changes their mind and takes the offer, they gain 2 Hope.
Spare the Righteous - Reaction: When an ally within Very Close range would mark HP, mark a Stress to allow them to mark 1 fewer HP.