Seraph-Bound
Seraphs were divine embodiments of Law, constructed in the days of the High Imperium. They are single-minded spirits of incredible power. Through happenstance or ritual, you have become bound to a Seraph. It grants you power, as long as you obey the Law.
Power: Divine Order flows through you and into the world around you. You may compel people, mechanisms, and natural processes to Order, which entails:
- fulfilling their purpose,
- telling the truth,
- or any miracle your Seraph sees fit
The less Ordered your request, the more Aether will be required to carry it out.
Order is a weakness as well as a strength. Staying silent is just as Orderly as sharing information. A challenge to a duel is just as Lawful as a request for help. You may try to force your own ideas of “purpose” on others (‘fulfill your purpose as a guide by showing me the way’) but the more distant from their own self-conception, the more costly your Power will be to use.
Choose a Law below. Your Law applies only to you, not to your companions.
Laws
- Honesty: You may not tell a lie, or engage in dishonest tactics. In exchange, you always know when others lie to you or trick you.
- Poverty: You may not own or possess things of material value. In exchange, you have no need for food, drink, or air. When you recover, always roll 2d6 and use those results (separate from the other Wardens).
- Mercy: You must accept offers of surrender, and you must honor good faith requests for assistance. In exchange, you may stabilize a wounded person with a touch.
- Nonviolence: You may never initiate violence unless it is in defense of an innocent. In exchange, you never suffer ill effects from your wounds (until you drop dead).
- Observance: You must complete a ritual or task determined by your Seraph in each location you visit. In exchange, you will be granted 1 Insight.
Upgrades
- Doubly Devoted: Take a second Law.
- Constant Vigilance: You are never taken by surprise. If there’s a question as to who acts first in a situation, the answer is you.
- Be Not Afraid: Your angelic rider manifests as a halo and (nonfunctional) angel wings. You may channel their energy into an intense glow and provoke a reaction from an NPC. Pick two from Fear, Hate, Respect, and Adoration; the Referee will tell you which they feel. After a target has felt this power they may resist it (or the Referee may check their resistance with a Threat Roll).
- Runaway Process: There is an incessant chattering inside your head. Whenever you have a question about ancient law or practice, you may channel your Seraph and speak the answer aloud. Take +1d in the Domain of legal systems and culture.
Adapted from the Devoted from Brighter Worlds