Sam (Guardian)

Against The Dark: 2 Openings
GM: Ndreare
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Kriza
Posts: 83
Joined: Mon Jan 14, 2019 6:52 pm

Sam (Guardian)

Post by Kriza »

Sam (Guardian)
Sam the Guardian.JPG


Background
He really has no idea. He woke up one day like this and felt compelled to go help people. Being a Guardian can be stressful, though, and he developed a habit of self-medicating to get himself through.

To set others' minds at ease, he often works in disguise as a normal human (color contacts, wig, etc.).

Attributes and Abilities

Attributes: Agility d8, Smarts d8, Spirit d12, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Concentration d12, Driving d6, Fighting d8, Language (Awesome) d8, Notice d8+2, Occult d6, Performance d6+2, Persuasion d8+2, Stealth d8
Pace: 6; Parry: 6; Toughness: 10 (2)
Hindrances: Habit (major, Drugs), Loyal, Pacifist (minor)
Edges: Alertness, Arcane Background, Attractive, Champion, Chosen (Faction: Lightbringers), Danger Sense, Martial Artist, Martial Warrior, Power Points, Power Points, Streetwise, Very Attractive,

Something about you is hard for people to accept or remember. You seem to be forgotten, or ignored, sometimes even moments after interaction. All attempts to notice, research, or track the character suffer a -2 penalty. In addition, like Illusion the those affected must have a reason or motivation to trigger the memory before being allowed to roll.

Armor: Kevlar Riding Jacket (2), Motorcycle Helmet (3)
Weapons: Unarmed (Range Melee, Damage Str+d6, +2 to Hit)
Vehicles: Motorcycle
Language: Awesome (native, d8)
Current Wealth: $1,550
Factions: Lightbringers
Arcane Background: Miracles (SWADE, p148)
  • PPE: 20
  • Powers: arcane protection*, banish, barrier, blind, bolt, boost Trait*, burst, detect/conceal arcana, confusion, darksight*, deflection*, divination, environmental protection*, farsight*, fear, fly*, healing, light, protection*, relief, smite, sound/silence, speak language, speed*, stun, summon ally, wall walker*, and warrior’s gift*
  • Notes/Trappings: The only trapping available to a Guardian is Holy Light. Their powers are such that they may injure and kill vampires. Powers marked with a * are self only powers and receive the benefits of the limitation.
Special Abilities
  • Edge - Arcane Background
  • Skill (d6) - Concentration: The character starts with a d6 in a skill inherent to her race and the skill’s maximum increases to d12+1.
  • Edge - Champion
  • Glow: Guardians can cast Holy Light at will as an action that does not incur a multiple action penalty, the power is always centered on the Guardian.
  • Infravision: The creature detects and “sees” heat, either through eyes or other sensory organs. This allows it to halve penalties for bad lighting when attacking targets that radiate heat.
  • Inhuman Nature: Guardians are not human and do not gain the free novice edge for humans.
  • Edge - Danger Sense
  • Premonitions: Guardians feel intuitive and unexplained visions often telling them where to go or what they should do. They cannot be surprised by vampires, and will always know a vampire on sight.
  • Supernatural Disruption: Guardians have access to Dispel, When using this power they require touch with the target, however they do not suffer the normal -2 modifier for affecting other arcane backgrounds.
  • Supernatural Nature: Guardians are supernatural in nature, they do not eat, drink, or sleep.
  • Attribute Increase - Vigor: During character creation, the species increases a particular attribute (Agility, Smarts, Spirit, Strength, or Vigor) one die type. This increases the Trait’s maximum by one as well.
  • Toughness: The character has hardened skin, scales, or extremely dense tissue that increases his base Toughness by +1.
  • Toughness: The character has hardened skin, scales, or extremely dense tissue that increases his base Toughness by +1.
  • Edge - Alertness
  • Edge - Attractive
  • Edge - Very Attractive
  • Higher Duty: All guardians are led by an unknown force. They are often given urges and premonitions of what to do that they cannot resist.
  • Racial Enemies: Guardians are naturally opposed to vampires and other supernatural evil beings. They do not gain any bonus or effects from inhuman beauty with such beings and suffer an additional -2 Persuasion rolls
  • Skill (d4) - Notice: The character starts with a d4 in a skill inherent to her race.

Advances
Novice Advances
  • Edge: Martial Artist
  • Raise Attribute: Smarts
  • Edge: Power Points
Seasoned Advances
  • Edge: Power Points
  • Raise Attribute: Spirit
  • Raise Skills: Concentration/Notice
  • Edge: Streetwise
Veteran Advances
  • Edge: Martial Warrior
  • Raise Attribute: Spirit
  • Raise Skills: Concentration/Driving
Current Load: 11 (40)
Books In Use: Savage Worlds: Adventure EditionSetting Rules: Born a HeroExtra Perk Points: 2Setting Modlines: Free Faction Edge with interludeValidity: Character appears valid, but not optimal

Created with Savaged.us
User avatar
Kriza
Posts: 83
Joined: Mon Jan 14, 2019 6:52 pm

Re: Sam (Guardian)

Post by Kriza »

Resource Tracker
  • Bennies: 5/3
  • PPE: 20/20
  • Wounds/Fatigue: 0/1
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