High Seraph Rank 4 · Type: Leader A divine champion, head of a hallowed host of warriors who enforce their god’s will. Motives & Tactics Enforce dogma, fly, pronounce judgment, smite Difficulty: 20 | Damage thresholds: 37/70 | HP: 7 | Stress: 5 Standard attack: ATK +8 | Holy Sword | Very Close | 4d10+10 phy Experiences - Divine Knowledge +3 Features - Relentless (2) — Passive The Seraph can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. - Divine Flight — Passive While the Seraph is flying, spend a Fear to move up to Far range instead of Close range before taking an action. - Judgment — Action 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 — Action 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 — Action 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. Source: SRD