The Celestial



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The Celestial is the huntress, the investigator, the one peeking behind the velvet curtains. Your destiny lies in the heavens. Whether that means the stars, the moon, the planets, or the sun, you make your rounds looking for anything out of place. Your view from on high also gives insights into the future and the true nature of the people around you.

Secrets beware: The Celestial is watching.

Playbook Moves
The Celestial receives 3 Playbook Moves.

Black Hole Stun
Roll 2d6 + Awe to overwhelm a mortal's mind with the infinite vastness of the stellar background, assuring honest answers to your questions. After they answer your questions they'll most likely pass out.


 * On a 10+ you can ask any two questions.
 * On a 7-9 you can ask any one question.
 * On a 6- they either pass out or run for their life, as far as they can go.
 * GIFTED: If you have the Divine Presence gift, on a hit ask an extra question.

Eclipse
When you remain still you fade from mortal perception. People can even bump into you and not notice, until you make your move.

Fight Smarter
You may use Judgement instead of Prowess when rolling SMITE YOUR ENEMIES, but may not pick Protect Yourself or Crush Them from the options.

Longview
You are able to look across vast distances with perfect clarity, assuming nothing is blocking your line of sight.


 * SPINDLE: If you look out from The Spindle, you are able to see and hear through the senses of anyone in your Weave, wherever they are, if they allow it.

One Shot
When attacking someone you know to have committed a morally repugnant crime, you don't miss. Curve the bullet, bank your arrow, whatever it takes. Roll to SMITE YOUR ENEMIES but treat a 6- as a 7-9 result.


 * GIFTED: If you have an Epic Ranged Weapon gift, you may choose to restrain the target instead of Exchanging Harm.

Read the Stars
Take a +1 on all PIERCE THE VEIL rolls.


 * GIFTED: If you have the Third Eye gift, roll with Fate's Favor instead of the +1.

Tracker
Roll 2d6 + Judgement when you divine someone's movements through signs and portents. If you have something important to the quarry take a +1 to your roll.


 * On a 10+ you see into the near future and know where they'll be in an hour.
 * On a 7-9 you know where they are right now, and where they've been recently.
 * On a 6- you get a vague idea of where they've been recently, but it'll take some old fashioned legwork to find out more.
 * GIFTED: If you have an Animal Companion gift, it can track while you're doing something else.

Trusted Advisor
Give an additional +1 if you're able to PROVIDE AID through ideas or insight instead of physical actions.


 * GIFTED: If you have the Cloak of Wisdom gift, roll PROVIDE AID with Fate's Favor.

Oracle
Describe what you want to see in the near future or recent past, and roll 2d6 + Judgement.


 * On a 10+ the vision is mostly clear, and gives insightful direction. Take a +1 ongoing when following the signs.
 * On a 7-9 the portents are muddy but the general idea is clear. Take +1 forward on the next part of your plan.
 * On a 6- you still receive some direction, but the Herald should litter it with confusion and dread.