Oracle of Doom
Rank 4 · Type: Solo
A towering immortal and incarnation of fate, cursed to only see bad outcomes.
Motives & Tactics
Change environment, condemn, dishearten, toss aside
Difficulty: 20 |
Damage thresholds: 38/68 | HP: 11 | Stress: 10
Standard attack:
ATK +8 | Psychic Attack | Far | 4d8+9 mag
Experiences
Features
Terrifying
— Passive : When the Oracle makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Walls Closing In
— Passive : When a creature rolls a failure while within Very Far range of the Oracle, they must mark a Stress.
Pronounce Fate
— Action : Spend a Fear to present a target within Far range with a vision of their personal nightmare. The target must make a Knowledge Reaction Roll. On a failure, they lose all Hope and take 2d10+4 direct magic damage. On a success, they take half damage and lose a Hope.
Summon Tormentors
— Action : Once per day, spend 2 Fear to summon 2d4 Tier 2 or below Minions relevant to one of the PC’s personal nightmares. They appear at Close range relative to that PC.
Ominous Knowledge
— Reaction : When the Oracle sees a mortal creature, they instantly know one of their personal nightmares.
Vengeful Fate
— Reaction : When the Oracle marks HP from an attack within Very Close range, you can mark a Stress to knock the attacker back to Far range and deal 2d10+4 physical damage.
Source: SRD