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Ministering Spirits

image-1756570830797.jpgMinistering Spirits are the protectors and healers of the Armies of Heaven. They use their incredible Resolve to bolster their allies through their Spiritual Effects. They also have a significant amount of Endurance, which they often share with those whose Endurance has been worn down. Their Control keeps them focused in the heat of War. They do struggle in Swiftness, being often slow to take action.

The primary concern of Ministering Spirits is the well-being of those around them. They have a great Passion for protecting others, even when doing so brings harm to themselves. Ministering Spirits also have great Passion for the Most High and His righteousness. They tend to become upset when He is insulted by willful unrighteousness. 


The Ministering Spirit has the face of an Ox. The Ox is representative of the tireless servant who bears the burdens of others. 

Special Abilities

Ministering Sprits can use their strength of will to protect themselves. Resolute Stability allows the Ministering Spirit to ignore Falter:1 and 1" Knock Back each time either are applied to them. It also allows them to ignore one Defensive Hit being caused to them. It also reduces damage related to Strikes received by 20%. The damage will always be reduced by at least 1.

All Falter from a Strike is totaled and applied at once. If a Strike causes Knock Back, any Falter from the Knock Back is applied separately.

Resolute Stability

Tier:1

Tier:2

Tier:3

Tier:4

Ministering Spirit

-20% damage received from Strikes

ignore 1 Falter each time received

ignore 1 Defensive Hits each Strike

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change

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Development Styles

Ministering Spirit are most differentiated by the Spiritual Effect Families they have learned. Should the Ministering Spirit boost their allies' offense or strengthen their defense? Should they negate the efforts of the enemy directly or should they be gatherers of information, even information that would be difficult for a Messenger to discern? Will they smite their opponents or heal their allies' wounds and afflictions?

A Ministering Spirit's choice of Primary and Secondary Attributes certainly come into play, but not as profoundly as with the other Orders. A character might want to have plenty of Endurance for healing your friends. They might want to have strong Might to enhance their defense as well as be able to deal some damage of their own. They might want strong Resolve to be able to use as many effects as possible. A high speed would allow them to initiate effects quickly for the most benefit right away.

After reaching at least Rank:3 Ministering Spirits can consider joining one of a few Disciplines. These Disciplines lean into specific styles of play as well. Each come with benefits, but also costs that the character may not want to pay. Some players see that a certain Discipline is exactly what they want their character to be while many also realize that they prefer the flexibility of remaining a Ministering Spirit independent of the additional restrictions of a Discipline. The presence of a Cherub is undeniable and they control the battlefield with their use of the Instrument Family. Judges enhance their own strength as they come to set things right which often involves chastising elohim who are exceed their authority to victimize others. Peacemakers forego direct aggression to focus on spreading peace and confidence to their allies, reminding all that the Most High reigns in all situations, no matter how bleak.  

Ministering Spirit Disciplines

Attributes

 

Ministering Spirits gain the following bonuses to their Basic Attributes during character creation:
Might          = +7
Control       = +3
Endurance = +12
Resolve     = +7

Ministering Spirits' Seed Multipliers, meaning the amount of growth in a Basic Attribute for each Seed of Growth sprouted, are as follows:
Might          = x1.5
Control       = x2
Swiftness   = x1
Endurance = x2
Resolve     = x3
Passion     = x2

Starting Skills and Progression

A Ministering Spirit's primary skills are the Spiritual Effects they have chosen to learn. Ministering Spirits begin knowing the first Spiritual Effect in 3 different Families. As they progress in Rank, they will learn many more Spiritual Effects, but will also grow in their Attributes.

Each new Rank a Ministering Spirit will gain:
  • +2 to their Primary Attribute (Rank:40+ increases 7 instead)
  • +1 to their Secondary Attribute (Rank:40+ increases 3 instead)
  • 12 Seeds of Growth (Rank:40+ adds 40 Seeds instead, 7 in Primary and Secondary, 12 at random, and 14 assigned how you like)
  • 1 Social Point
  • 1 Spiritual Effect (the next in known Family, or the first in a new Family)

At certain milestones, Ministering Spirits will also gain bonus Spiritual Effects. The character will gain other bonuses at these milestones as well that are not specific to their Order.

Milestones:
 
  • Rank:7 (graduation from Fledgling status) = 1 Spiritual Effect
  • Rank:12 (Tier:2) = (choice) 1 Tier:2 Spiritual Effect or 3 Tier:1 Spiritual Effects (from different Families)
  • Rank:24 (Tier:3)(choice) 1 Tier:3 Spiritual Effect or 3 Tier:1-2 Spiritual Effects (from different Families)
  • Rank:40 (Tier:4)(choice) 3 Tier:1-3 Spiritual Effects (from different Families)