Seeker Abilities (Guardian):
Modification-Point Cost: 2
Taps into the abilities of this class. Once this has been purchased, a character can then request, and then pass the three Guardian Tower Trials in order to become a Guardian. If a single trial is failed, you can never become a Guardian (no exceptions).
%Roll: Guardian Abilities: 5
01-20: Eye of the Beholder (Ability) (Modification-Point cost 2)
21-40: Duel Initiative (Ability) (Modification-Point cost 4)
41-60: Pain-Resistance (Ability) (Modification-Point cost 2)
61-80: Suspect (Ability) (Modification-Point cost 2)
81-00: Warranted Blade (Ability) (Modification-Point cost 2)
Prerequisites for this class: Return to top
1. You must know all the current abilities, powers, and/or spells of one class (i.e., Animationist,
Forest-Knight, Magician, Warrior, etc.). It does not matter the path (or class) you follow, so
be it you have learned it fully. Note: If abililities, powers and spells are added after you become
a Guardian, the Guild Master will send you on a quest to
find and learn them. There is no failing in this, or once you
are a Guardian, and remain true, you will never be stripped
of this class (unless you refuse to find and learn the new
abilities, powers, and/or spells).
2. Any who are lower than 10th level will be turned away with the charge to increase in the power
of their current path. Once this is acomplished, you may return to request the Guardians Tower Trials.
3. No matter the your class, what divine favors you have gotten, or what align you are, you will never be
denied this test. Also: No matter if an align conflicts with other aspiring students, while within the
Guardians Tower, or during the test, any who fight among themselves, even socially, will be thrust
out from the Guardians Tower, never to be accepted again. No acceptions. There will be no disorder
among fellow students. Return to top
4. Guardians Tower Trials: At any time, any sentient being can request the trials (as long as the
prerequisites are met - See: "1" (above).
5. Seeker Studies: "Armor Proficency" (all).
"Basic Defense / Offense".
"Combat Prowess".
"Weapon studies" (Bows (all), Daggers (all), Swords (all).
Guardians are protectors. They hire themselves out to others as wardens and physical shields. The Guardian's life is one of faithful servitude as protection is given. Return to top
One can become a Guardian only if The Guardians Test has been passed in the Guardians Tower. This test is a trial given to one who desires the path of the Guardian. The Guardians Test can be mental, spiritual, physical, social, written, etc. It can be anything the G.M. decides the potential Guardian needs. If failed, the Guardians Test cannot be taken again for one full year.
One will have three chances to succeed the Guardians Test. If failure occurs on the third time, the Guardians Test may never be taken again.
Political involvement of the Guardian:
The Guardian is highly involved and sought after in many political affairs. Their skills in protecting sties, items, as well as the living, ascend beyond all other classes and paths. Return to top
Guardians Tower:
There is only one Guardians Tower in existence. Only the most powerful and venerable Guardians live within its high scaling walls which reach up to the heavens as if begging the Jahthas in the firmament for some grand favor.
The Guardians Tower is a huge structure, made of the finest stone available. Great blocks and columns, fortified with huge chains, massive battlements and a single behemoth drawbridge ensures the safety of this citadel. In the history of this stronghold and training grounds, no force has ever succeeded in its downfall.
The head of the Guardians Guild will always reside within, with the exception of quests and duties of great importance.
There will always be a 100th level Guardian about the structure as the overlord, a number of 10th mastery blacksmiths, carpenters and stone masons. The way of the Guardian is not without religious devotion, yet it is practical and strict. Honor will always be the way of the Guardian. Return to top
Eye of the Beholder (Seeker Ability (levels 10+) Return to top
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The Guardian will have a feeling that his or her Ward needs assistance.
Modification-Point Cost (M.P.C.) : 2 Prerequisites --------------------------- : Guardian. |
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Ability-points to invoke: | 2 Passive ability that exacts 2 ability-points if an avoidance-roll vs. "Awareness" is successful. |
Area of Effect: | The Guardian's current "Awareness" will be the number of spaces from him or her this aiblity will work. |
Avoidance-Roll: | Yes: Awareness-Roll of 100+ (%Roll + Sixth Sense). |
Damage: | Not applicable. |
Duration: | Permanent ability that is always in effect. |
Effect Time: | Instant. |
Explanation: |
This ability will give the Guardian a feeling that what he or she guards is in need of immediate assistance if an Awareness-Roll of 100+ is successful (%Roll + Sixth Sense). |
Hand Movement: | None. |
Healing: | None. |
Immunities: | Only the Guardians Ward can be watched over in this manner. |
Invoke time: | Passive ability that is always in effect. |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | Your current "Awareness" will be the number of spaces from your current position this aiblity will work.
Example: If you have a 25 Sixth Sense, you can sense 125' away. |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 4,000 white-gold |
Duel Initiative (Seeker Ability (levels 10+) Return to top
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Gain a possible second initiative against a foe.
Modification-Point Cost (M.P.C.): 4 Prerequisites --------------------------- : Guardian. |
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Ability-points to invoke: | 2 |
Area of Effect: | Guardian. |
Avoidance-Roll: | Yes: "Awareness Check" (Healing + Vision divided by 2 - rounded down).
Note: Add Hearing and Vison together, then divive by 2 (rounding down). This will be the % chance. |
Damage: | Not applicable. |
Duration: | Instant. |
Effect Time: | Instant. |
Explanation: |
If you are guarding, and you fail to win initiative against a foe, you may have a second chance to still win the initiative, if you make a successful "Awareness Check".
See: "Avoidance-Roll" (above) for the ruling on this. |
Hand Movement: | None. |
Healing: | None. |
Immunities: | None. |
Invoke time: | Instant. This is a passive ability that is always in effect.
See: "Avoidance-Roll" and "Explanation". |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | Guardian only. |
Resting Time: | None. |
Special: | This ability will not work against a surprise attack. |
Susceptibilities: | This ability will not work if you are sleeping. |
Value: | 6,000 white-gold |
Pain-Resistance (Seeker Ability (levels 10+) Return to top
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The Guardian will have the chance of feeling no pain.
Modification-Point Cost (M.P.C.) : 2 Prerequisites --------------------------- : Guardian. |
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Ability-points to invoke: | 2 Passive ability that exacts 2 ability-points if this ability works. |
Area of Effect: | Guardian. |
Avoidance-Roll: | None. |
Damage: | Not applicable. |
Duration: | 24 hours. Once the duration is ended, this ability will be checked for again. |
Effect Time: | Instant. |
Explanation: |
There will be a 10% chance (+1% per level advanced) you will not feel pain each time it is inflicted upon you. |
Hand Movement: | None. |
Healing: | None. |
Immunities: | Not applicable. |
Invoke time: | Instant. |
Maximum Adjustment: | 91% |
Notes: | None. |
Range: | Guardian. |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 5,000 white-gold |
Suspect (Seeker Ability (levels 10+) Return to top
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The Guardian will have a feeling that his or her Ward is being watched.
Modification-Point Cost (M.P.C.) : 2 Prerequisites --------------------------- : Guardian. |
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Ability-points to invoke: | 2 Passive ability that exacts 2 ability-points if an avoidance-roll vs. "Awareness (Hearing + Vision divided by 2 (rounded down)" is successful. |
Area of Effect: | The Guardian's current "Awareness, (Visiual)", divided by two, will be the number of spaces from him or her this aiblity will work. |
Avoidance-Roll: | Yes: vs. "Awareness (Hearing + Vision divided by 2 (rounded down)". |
Damage: | Not applicable. |
Duration: | Instant. |
Effect Time: | Instant. |
Explanation: |
Guardian feels when attention falls upon his or her Ward if his or her avoidance-roll is successful. This can be good, bad, or even indifferrent attention, so the Guardian must wisely decipher such as best he or she can. |
Hand Movement: | None. |
Healing: | None. |
Immunities: | Only the Guardians Ward can be watched over in this manner. |
Invoke time: | Instant. |
Maximum Adjustment: | Not applicable. |
Notes: | None. |
Range: | From the space the Guardian is currectly standing upon. |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 5,000 white-gold |
Warranted Blade (Seeker Ability (levels 10+) Return to top
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This ability will help aid another against an oncoming attack. You will gain a +2 to defend another at level #0, +1 per level advanced above level #0
Modification-Point Cost (M.P.C.) : 2 Prerequisites --------------------------- : Guardian. |
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Ability-points to invoke: | Passive ability that is always in effect. |
Area of Effect: | To attempt a defensive move for another, you must be in a space directly connected to the one you are attempting to aid, and then not to your back, or to the back-side of you (unless you have 360 degree sight). |
Avoidance-Roll: | None. |
Damage: | None. |
Duration: | Permanent ability. |
Effect Time: | Instant. |
Explanation: |
When defending another there will be a penalty in that you cannot use your coordination + your level added to the %Roll to aid in another's defense (you may only use a straight %Roll). This ability will slowly negate this penalty over
This type of defense is ONLY good for PARRYING (weapon vs. weapon, claw, fist, etc.) and BLOCKING (shield vs. weapon, claw, fist, etc.).
Notes:
2. For advanced defending abilities for the Guardian, look in the Guardian section of the Character Abilities. |
Hand Movement: | Guardian must either block, parry, or take the hit from an incoming attack. |
Healing: | None. |
Immunities: | Only the Guardians Ward can be defended in this manner. |
Invoke time: | Instant. |
Maximum Adjustment: | Your character's "Coordination". |
Notes: | None. |
Range: | To attempt a defensive move for another, you must be in a space directly connected to the one you are attempting to aid, and then not to your back, or to the back-side of you (unless you have 360 degree sight). |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | None. |
Value: | 2,000 white-gold |