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Celestial Minister

Adversary overview

Heavenly Bureaucrat

A step above most dragons but a step below the gods, the Celestial Ministers handle many of the day-to-day goings on of the heavenly bureaucracy. These beings are remarkably unassuming. They look like 10 foot-tall humans whose skin glows with a faint internal light. Celestial Ministers are very focused on the orderly execution of their portfolio of duties. They will generally eschew combat, preferring to leave such vulgar actions to their servants and hirelings but this should not be mistaken for weakness as these beings possess power second only to the gods themselves.

Stat block

Tier
4
Type
Social
Difficulty
20
HP
7
Stress
5
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
30
Major Damage — Mark 2 HP Major
Mark 2 HP
45
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Celestial beam
Range: Far
Damage: 4d6+4
Attack Mod: +4
Damage Type: Physical

Features

Passives

Actions

  • Reinforcements
    stress 1

    Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.

  • Banishment
    stress 1

    The Celestial Minister may mark 1 stress commands one person within close range to depart from their presence. That person must make a reaction roll against the Celestial Minister's difficulty. On a failure they are temporarily banished to a safe demiplane. They may make an action roll against the Minister's difficulty on each of their actions to escape. While in the demiplane the character cannot harm nor can they harm any other creature.

  • Cower Brief Mortals
    fear 1

    The Celestial Minister can spend 1 fear to command every character within far range to kneel before them. All creatures make a presence reaction roll against the minister's difficulty. On a failure they have the Vulnerable condition.

  • Geas

    Once per day the Celestial Minister may invest some of their own life-force and spend 1 HP into compelling a creature into undertaking a task. The target must make a presence reaction roll against the Minister's difficulty. On a failure the target must obey a single command made by the minister. Should this character suffer a wound as a direct result of undertaking this command they may make another reaction roll to break the command.

Reactions

Motives & tactics

Control Order Administrate Design Guide

Experiences

  • Talented administrator +4
  • Master of the heavens +4
  • Commanding presence +4

Celestial Minister

Tier 4 social

Heavenly Bureaucrat

Motives & Tactics: Control, Order, Administrate, Design, Guide

Difficulty: 20 | Thresholds: 30/45 | HP: 7 | Stress: 5

ATK: +4 | Celestial beam: Far | 4d6+4 Physical

Experience: Talented administrator +4, Master of the heavens +4, Commanding presence +4

HP:

STRESS:

Features

Reinforcements - Action: Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.
Banishment - Action: The Celestial Minister may mark 1 stress commands one person within close range to depart from their presence. That person must make a reaction roll against the Celestial Minister's difficulty. On a failure they are temporarily banished to a safe demiplane. They may make an action roll against the Minister's difficulty on each of their actions to escape. While in the demiplane the character cannot harm nor can they harm any other creature.
Cower Brief Mortals - Action: The Celestial Minister can spend 1 fear to command every character within far range to kneel before them. All creatures make a presence reaction roll against the minister's difficulty. On a failure they have the Vulnerable condition.
Geas - Action: Once per day the Celestial Minister may invest some of their own life-force and spend 1 HP into compelling a creature into undertaking a task. The target must make a presence reaction roll against the Minister's difficulty. On a failure the target must obey a single command made by the minister. Should this character suffer a wound as a direct result of undertaking this command they may make another reaction roll to break the command.

Discussion

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