Sins of the Father
Seraphim to Adriel
Supernatural Skill: Seraphim Power
Seraphim healing capabilities are vast as their healing power is incredible, but the following have been observed; alleviating mild headaches or discomfort (easy), healing all stun damage a target possesses or curing a simple illness (average), recovering all wound damage the target has taken or treating a potentially fatal illness (hard), and treating an untreatable terminal illness or healing a debilitating wound (formidable). Seraphim are even capable of bringing back the dead and can pull any soul from Heaven by touching the Soul and making a Healing roll at a Formidable difficulty. Healing another takes one turn and requires an Alertness + Seraphim Power / Healing roll.
Seraphim are extremely capable telepaths and can easily facilitating communication between multiple people. Further, their telepathic intuition of others gives him a sixth sense when it comes to interacting with others since their deepest feelings and emotions might as well be pieces of jewelry plainly worn for him to see. Seraphim can facilitate communication between themselves and others they’re close to (Easy), reach out to another human somewhere in the world (Average), reach out to another supernatural creature somewhere in the world (Hard), or even reach beyond the boundaries of this dimension and into others such as heaven, hell, and purgatory (Formidable). Further, Seraphim can sense emotional states (Easy), sift through surface thoughts (Average), understand deep and lingering desires or repressed memories (Hard), or even pull a lifetime of knowledge from a target within a few moments (Formidable). Unlike normal Angels, Seraphim can also use this ability to implant memories (using similar difficulties). Supernatural creatures resist Seraphim’s Mind Reading with their Supernatural Power, though few creatures are practiced at guarding their thoughts since angelic intrusions into their mental state are few and far between. Seraphim attempting to access the mind of another need only spend an action and make an Intelligence + Seraphim Power / Mind Reading roll opposed by the target’s Willpower + Discipline / Resistance + Supernatural Power.
One of the most feared powers that Seraphim possess, Smiting allows the Seraphim to kill any living creature with a Supernatural Rating less than his own instantly. The Seraphim must touch the target (an attack roll as normal which is resolved in the same action) to smite it then make a Vitality + Seraphim Power / Smiting opposed by the target’s Endurance + Supernatural Power. Successful use of Smiting instantly slays the target touched. Seraphims can attempt to touch two targets at once by taking a two step penalty and making a single Smite roll. A Seraphim that uses Smiting cannot take any other actions for its turn other than for defense. Seraphims can smite other Angles, but doing so is a sin against Heaven of the highest order. Smiting requires a full turn to attempt.
All Seraphim are incredibly formidable combatants, matching even the most powerful Supernatural heavy hitters blow for blow in combat. A Seraphim can take an action to roll his Vitality or Willpower (whichever is higher) + Seraphim Power / Superhuman Prowess + Supernatural Power. Every difficulty tier grants the Seraphim a +1 step bonus on all physical attributes and Alertness for the duration of the scene (+1 step easy, +2 step average, +3 step hard, etc).
One of the most coveted of the angelic powers, Seraphim have the unsettling ability to appear and vanish from anywhere on Earth. This ability does not function, however, if a Seraphim is in active combat since it takes all of his concentration to whisk himself from one destination to the next. Saraphim can teleport anywhere in Heaven with ease (Easy), anywhere on Earth with minimal effort (Average), or even cross dimensions such as into heaven or hell with a little effort (Hard). Each additional target he brings along makes the trip a bit more taxing (+4 for every additional creature) so they rarely travel with more than a handful of people. Teleporting requires a single turn while the Seraphim is not in active combat and a successful Agility + Seraphim Power / Teleportation roll.
Seraphim are natural kineticists and wield an impressive array of psychokinetic abilities. Examples of this ability include telekinesis, psychokinesis, electrokinesis, and any other basic elemental manipulation. Seraphim can attempt to affect multiple targets (+4 difficulty per additional target) or affect an entire area (+4 for a room, +8 for a house, etc). Seraphim use their Willpower + Seraphim Power / Psychokinesis and each application requires a single action. When causing damage, use their Supernatural Power for the base “weapon” damage.
Seraphim have almost perfect control over living and organic matter. They can do anything from make minor cosmetic changes to living organisms (Easy) to regrow internal organs (Average). This power can also be used to create any life (except Humans and other Supernaturals) with the complexity depending in the complication of the organism. A few celled microbe is trivial (Easy) but a more complex animal (an extinct Dodo) can be more difficulty (Hard). The Seraphim can also use this ability to enhance a living creature’s natural abilities granting them the ability to breathe non-native environments (Hard) or even heal at an accelerated rate (Varies). Using Biokinesis requires a single action, is done with the Seraphim’s Intelligence + Seraphim Power / Biokinesis, and is resisted by the target’s Endurance + Supernatural Power.
Created by Riley, these wings serve the same function as their angelic wings but draw on her Nephilim Soul for power.