Adversary (137, JUNIOR SERAPH, source: Mike Underwood)
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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 magFEATURES
Winged Leader - Passive:
Junior Seraph can fly and carry one ally up to a Close distance 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.
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