Difference between revisions of "Guardian"

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[[Category:MHR]][[Category:NPC]][[Category:Hero Datafile]][[Category:Alpha Flight]]
 
[[Category:MHR]][[Category:NPC]][[Category:Hero Datafile]][[Category:Alpha Flight]]
  
* GUARDIAN (James McDonald Hudson, secret)
+
* '''GUARDIAN''' (James McDonald Hudson, secret)
 
:Affiliations: Solo D8, Buddy D6, Team D10
 
:Affiliations: Solo D8, Buddy D6, Team D10
 
:Distinctions: Computerized Mind, Department H Founder, Weapon Alpha
 
:Distinctions: Computerized Mind, Department H Founder, Weapon Alpha
 
:Power Sets:
 
:Power Sets:
  
  GUARDIAN BATTLESUIT
+
  '''GUARDIAN BATTLESUIT'''
 
  Electromagnetic Control D10, Enhanced Durability D8, Gravity Control D8, Gravity Shunt (Teleport) D8, Enhanced Strength D8, Supersonic Flight D10
 
  Electromagnetic Control D10, Enhanced Durability D8, Gravity Control D8, Gravity Shunt (Teleport) D8, Enhanced Strength D8, Supersonic Flight D10
  SFX: Energy Absorption. On a successful reaction against an energy-based attack action, convert opponent’s effect die into a Guardian Battlesuit stunt or step up a Guardian Battlesuit power until used in an action. If opponent’s action succeeds, spend 1 PP to use this SFX.
+
  '''SFX:''' ''Energy Absorption.'' On a successful reaction against an energy-based attack action, convert opponent’s effect die into a Guardian Battlesuit stunt or step up a Guardian Battlesuit power until used in an action. If opponent’s action succeeds, spend 1 PP to use this SFX.
  SFX: Electromagnetic Force Field. Spend 1 PP to ignore physical stress or trauma unless caused by mystical attacks.
+
  '''SFX:''' ''Electromagnetic Force Field.'' Spend 1 PP to ignore physical stress or trauma unless caused by mystical attacks.
  SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications caused by chemicals, cold, heat, pressure, radiation, or vacuum.
+
  '''SFX:''' ''Immunity.'' Spend 1 PP to ignore stress, trauma, or complications caused by chemicals, cold, heat, pressure, radiation, or vacuum.
 
  SFX: Multipower. Add more than one Guardian Battlesuit power die to a pool. Step back each Guardian Battlesuit power die in that pool once for each die beyond the first.
 
  SFX: Multipower. Add more than one Guardian Battlesuit power die to a pool. Step back each Guardian Battlesuit power die in that pool once for each die beyond the first.
  SFX: Plasma Vortex. Against multiple targets, for every additional target add a d6 and keep an additional effect die.
+
  '''SFX:''' ''Plasma Vortex.'' Against multiple targets, for every additional target add a d6 and keep an additional effect die.
  Limit: Go West. The Gravity Shunt Power can propel Guardian only westward. If used close to a planets magnetic poles step up Gravity shunt by one.
+
  '''Limit:'' ''Go West.'' The Gravity Shunt Power can propel Guardian only westward. If used close to a planets magnetic poles step up Gravity shunt by one.
  Limit: System Overload. After using the Energy Absorption SFX, gain an Overload complication equal to the opponent’ effect die to gain 1 PP. Activate an opportunity to step down Overload complication by one, or during a Transition Scene. If Overload complication exceeds D12 destroy Guardian Battlesuit and deal D12 physical Stress to self and direct surroundings.
+
  '''Limit:''' ''System Overload.'' After using the Energy Absorption SFX, gain an Overload complication equal to the opponent’ effect die to gain 1 PP. Activate an opportunity to step down Overload complication by one, or during a Transition Scene. If Overload complication exceeds D12 destroy Guardian Battlesuit and deal D12 physical Stress to self and direct surroundings.
  Limit: System Failure. Shutdown a Guardian Battlesuit power to gain 1 PP. Activate an opportunity to recover.
+
  '''Limit:''' ''System Failure.'' Shutdown a Guardian Battlesuit power to gain 1 PP. Activate an opportunity to recover.
  
  QWRLLN CYBORGIFICATION
+
  '''QWRLLN CYBORGIFICATION'''
 
  Cybernetic Senses D6, Enhanced Stamina D8
 
  Cybernetic Senses D6, Enhanced Stamina D8
  SFX: Boost. Shutdown highest-rated Guardian Battlesuit power to step up another Guardian Battlesuit power. Activate an opportunity to recover or during a Transition Scene.
+
  '''SFX:''' ''Boost.'' Shutdown highest-rated Guardian Battlesuit power to step up another Guardian Battlesuit power. Activate an opportunity to recover or during a Transition Scene.
  SFX: Focus. If your pool includes a Qwrlln Cyborgification power, you may replace two dice of equal size with one stepped-up die.
+
  '''SFX:''' ''Focus.'' If your pool includes a Qwrlln Cyborgification power, you may replace two dice of equal size with one stepped-up die.
  SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications caused by psychic powers.
+
  '''SFX:''' ''Immunity.'' Spend 1 PP to ignore stress, trauma, or complications caused by psychic powers.
  SFX: Sensor Suite. Spend 1 PP to add Cybernetic Senses (or step up if already in your pool) and reroll all dice on a reaction.
+
  '''SFX:''' ''Sensor Suite.'' Spend 1 PP to add Cybernetic Senses (or step up if already in your pool) and reroll all dice on a reaction.
  Limit: Alien Cybernetics. When you take mental or emotional stress, change any Qwrlln Cyborgification power into a complication to gain 1 PP. Activate an opportunity or remove the complication to recover that power.
+
  '''Limit:''' ''Alien Cybernetics.'' When you take mental or emotional stress, change any Qwrlln Cyborgification power into a complication to gain 1 PP. Activate an opportunity or remove the complication to recover that power.
  
 
:Specialties: Tech Master D10, Bureaucracy Expert D8, Combat Expert D8, Science Expert D8
 
:Specialties: Tech Master D10, Bureaucracy Expert D8, Combat Expert D8, Science Expert D8
  
:Milestones:
+
* '''Milestones:'''
  
  PATRIOTIC ICON
+
  '''PATRIOTIC ICON'''
  1 XP - When you represent your countries qualities in the media, or to foreign heroes.
+
  '''1 XP''' - When you represent your countries qualities in the media, or to foreign heroes.
  3 XP - When you take stress attempting to change Canada for the better.
+
  '''3 XP''' - When you take stress attempting to change Canada for the better.
  10 XP -When you either take a prominent position in the Canadian government or military or set the Guardian mantle aside, declaring someone else more fit for the job of fighting for Canada.
+
  '''10 XP''' - When you either take a prominent position in the Canadian government or military or set the Guardian mantle aside, declaring someone else more fit for the job of fighting for Canada.
  
  WEAPON ALPHA
+
  '''WEAPON ALPHA'''
  1 XP - When you take down a wanted criminal or fugitive.
+
  '''1 XP''' - When you take down a wanted criminal or fugitive.
  3 XP - When you fight a threat to the Canadian people.
+
  '''3 XP''' - When you fight a threat to the Canadian people.
  10 XP - When you either bring in another hero wanted by the authorities or refuse and become a fugitive yourself.
+
  '''10 XP''' - When you either bring in another hero wanted by the authorities or refuse and become a fugitive yourself.

Revision as of 04:21, 15 January 2013


  • GUARDIAN (James McDonald Hudson, secret)
Affiliations: Solo D8, Buddy D6, Team D10
Distinctions: Computerized Mind, Department H Founder, Weapon Alpha
Power Sets:
GUARDIAN BATTLESUIT
Electromagnetic Control D10, Enhanced Durability D8, Gravity Control D8, Gravity Shunt (Teleport) D8, Enhanced Strength D8, Supersonic Flight D10
SFX: Energy Absorption. On a successful reaction against an energy-based attack action, convert opponent’s effect die into a Guardian Battlesuit stunt or step up a Guardian Battlesuit power until used in an action. If opponent’s action succeeds, spend 1 PP to use this SFX.
SFX: Electromagnetic Force Field. Spend 1 PP to ignore physical stress or trauma unless caused by mystical attacks.
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications caused by chemicals, cold, heat, pressure, radiation, or vacuum.
SFX: Multipower. Add more than one Guardian Battlesuit power die to a pool. Step back each Guardian Battlesuit power die in that pool once for each die beyond the first.
SFX: Plasma Vortex. Against multiple targets, for every additional target add a d6 and keep an additional effect die.
'Limit: Go West. The Gravity Shunt Power can propel Guardian only westward. If used close to a planets magnetic poles step up Gravity shunt by one.
Limit: System Overload. After using the Energy Absorption SFX, gain an Overload complication equal to the opponent’ effect die to gain 1 PP. Activate an opportunity to step down Overload complication by one, or during a Transition Scene. If Overload complication exceeds D12 destroy Guardian Battlesuit and deal D12 physical Stress to self and direct surroundings.
Limit: System Failure. Shutdown a Guardian Battlesuit power to gain 1 PP. Activate an opportunity to recover.
QWRLLN CYBORGIFICATION
Cybernetic Senses D6, Enhanced Stamina D8
SFX: Boost. Shutdown highest-rated Guardian Battlesuit power to step up another Guardian Battlesuit power. Activate an opportunity to recover or during a Transition Scene.
SFX: Focus. If your pool includes a Qwrlln Cyborgification power, you may replace two dice of equal size with one stepped-up die.
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications caused by psychic powers.
SFX: Sensor Suite. Spend 1 PP to add Cybernetic Senses (or step up if already in your pool) and reroll all dice on a reaction.
Limit: Alien Cybernetics. When you take mental or emotional stress, change any Qwrlln Cyborgification power into a complication to gain 1 PP. Activate an opportunity or remove the complication to recover that power.
Specialties: Tech Master D10, Bureaucracy Expert D8, Combat Expert D8, Science Expert D8
  • Milestones:
PATRIOTIC ICON
1 XP - When you represent your countries qualities in the media, or to foreign heroes.
3 XP - When you take stress attempting to change Canada for the better.
10 XP - When you either take a prominent position in the Canadian government or military or set the Guardian mantle aside, declaring someone else more fit for the job of fighting for Canada.
WEAPON ALPHA
1 XP - When you take down a wanted criminal or fugitive.
3 XP - When you fight a threat to the Canadian people.
10 XP - When you either bring in another hero wanted by the authorities or refuse and become a fugitive yourself.