Mantle - Seraphim Exile


SERAPHIM EXILE (Supernatural Scale)

Exiles are Seraphim who have broken the bond with their heavenly or hellish Realm. By doing so, they forsake most of their powers and become Earth-bound creatures. The reasons to become an Exile are varied. In many cases, they do so to escape punishment after committing some crime, or failing in some important undertaking. Other motives include a desire to experience the pleasures of Earth, a loathing of the restrictive environments of their home realms, or simply a profound disenchantment with their current existence. Becoming an Exile is the only way an angel can flee his superiors, since otherwise he can be easily found and brought back to Elysium or Gehenna. Exiles are regarded with hatred (or, at best, contempt) by their former colleagues. For the most part, they are considered traitors to the cause, and rarely trusted.


Profane Incarnation: [ ] [ ] [ ] [ ] [ ]

Exiles no longer are able to shift into their Divine form and only have their base human shape which is stronger and tougher than baseline humans but are still very human-like. Check a box of this condition to power an Exile’s stunts. Recover one box at the conclusion of any scene in which you do not mark a box. Recover two boxes at the start of a new session.

Immortal (sticky): [ ]

Mark this box to absorb any amount of physical damage. An Exile may be killed, but unless utterly annihilated, its body will continue moving. Recovery occurs automatically after a short amount of time undisturbed. This time may vary at GM discretion; If an Exile is shot to death he may need only a few minutes to recover, while if he was torn to pieces may need the remainder of the scene.

Taint Vulnerability: [ ]

If you mark In Peril or Doomed to absorb shifts from an Outsiders attack, your attacker can also declare that the attack Taints you, forcing a mark on this condition as well. While Tainted by an Outsider, you are prohibited from accessing the mantle’s stunts or conditions. Recovery requires the taints removal by overcoming passive opposition (Great (+4) at minimum) or active opposition, such as during combat. This recovery does not affect any other conditions sustained during the attack.


Exile Immunities

Exiles enjoy a limited version of a Seraph’s immunities. They need not eat, drink, sleep, or breathe as often as a normal human to survive. They are resistant to narcotic and irritant poisons, but not corrosive ones. Disease does not affect them, either, unless they are supernatural in origin. Mark a box of Profane Incarnation to be immune to one of those environmental conditions for a scene.

Superior Recovery:

Once per session, you may treat a sticky condition reflecting physical injury as if it were fleeting.


You never appear as anything other than a potent souled Mundane to any form of supernatural detection. Further, you cannot be scryed or sensed at a distance with any form of power, no matter what its source. Divinations will not reveal your presence, either in the future or the past, you are effectively invisible to powers that might locate you, including Divine Theophanies, even if you wished it otherwise. Anything carried on your person is protected in this manner as well, making it impossible to find you with anything other than mundane investigation and senses. A Soul Gaze has no effect on Exiles.


Superior Speed:

Gain +2 to use Haste to defend or create an advantage.

Superior Physique:

When brute strength or sheer speed is requisite, call upon your divine nature to gain a bonus of +1 per box of Profane Incarnation marked. Furthermore, any physical actions taken may (per the GM) include scale (page 182) regardless of whether Profane Incarnation is used.


As a scholar of arcane lore and magical theory, once per session you may declare that you are able to read obscure text in a mysterious language or determine the specific nature of a ritual upon seeing the precise location where it was cast.

Ritual Specialist:

Exiles cannot use Evocations but they can learn Thaumaturgy. Gain +1 to the preparation of one broad category of magic (summoning, curses, necromancy, and so on). You may take this stunt multiple times for different categories but may not take any category more than once.

Created by: HumAnnoyd


Mantle - Seraphim Exile

Dresden Files Accelerated: Emerald City: Requiem HumAnnoyd