Angel: Sealtiel

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Version: 2.5

Name: Sealtiel - Intercessor of God

Description: Emaciated statue, recursive face, material absorbs light.

Order: Messenger Angel

Choir: Guiding Angel

Difficulty: Average (CR:0)

Body Type: Artificial

Locomotion: Bipedal, Float

Size: Average

Statistics WS BS Str T Ag Int Per WP Fel LS
30 50 30 100 50 40 40 40 30 180


Body Location % to hit AP Wounds
Head 01-10 2 23
Core 11-20 2 43
Body 21-60 2 63
Right Leg 61-80 2 19
Left Leg 81-00 2 19

Traits:

Angel: 1 Fate Point, may spend to regenerate 10 Wounds, may burn to regenerate 1d10+10 Wounds. After all Fate Points are burnt, gains the "Superior Action" Angelic Trait.

Heavenly: ATP is not reduced by activating AT powers. AT powers may be augmented by ATP, but not up to more than the amount of ATS possessed by the Angel.

System Error: MAGI analysis will report false details on the Angel until the science team or OD notice and fix the problem with a Computer Use test, at which point it gives truthful information again.

AT Sensitive: May not use Deflection as a defense against attacks which are AT powers or are enhanced by AT powers.

Ranged Attack Name Range Damage Damage Type Pen RoF Special (Recharges/Mind Scan)
Large Beam LoS 3d10 Energy 6 S/-/- May only be fired Every Other Turn/Pilot is stunned for one round, must test WP or gain 1d10 Insanity.

AT Powers: Deflection, Accelerated Territory, Float, Kinetic Wave, Absolute Terror.

Skills: Computer Use, Intimidate, Gamble, Security Proficient

Fear Rating (3)

40 Dam Angelic Senses

4 rerolls per combat, TB doubled, +20 to all skill tests

Strategy: Sealtiel is, quite frankly, horrific. High Wounds, impressive LS, the Heavenly trait and access to good AT powers make it a force to be reckoned with. With such a high LS, its Agility Bonus is easily >10 while using the Accelerated Territory power, allowing it 20 dam Half Action moves, and 40 Dam Full Action moves. This is easily enough to keep the EVAs out of range in the turns where it is busy recharging the [Large Beam] ranged weapon. And if the pilots do, somehow, manage to close with him, he can Kinetic Wave them, Float away or, worse, deploy the Absolute Terror power's Anti-AT Field. His weakness being so obscure does not help either. Unless your party has at least one high-level AT Technician (Rank 3 or above), deploying Sealtiel against them could easily result in a Total Party Kill. Use with caution.

Scaling for Challenge: Improving Sealtiel in any form should include the addition of extra banes to balance. Incarnate [BS] might be a good start, as would Providence [Kinetic Jolt] or [Master of Machines]. Giving it [Light and Darkness] or [Suppression] is not advised. Likewise, appropriate banes would be Natural Senses or Sticks and Stones. Don't try and strengthen it while avoiding adding effective banes by giving it something negligible like Slowpoke, unless you really enjoy being That GM.