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Guardian suit
  • GUARDIAN BATTLESUIT

Sometimes referred to as a "cybernetic god" or "artificial Magneto", The Guardian suit has a variety of powerful electro-magnetic abilities. The suit generates a powerful forcefield around the user that dampens inertia and absorbs energy. The suit's shields are very durable against brute strength, even taking hits from opponents such as Wendigo, Colossus, or Wonderman with little effect. The force-field is automatically activated during flight or when the suit's instantaneous acceleration ability is used. The Guardian suit is equipped with powerful weapon systems, including: electromagnetic projectors, down beam pulse, flare, ultrasound beam, graviton beam, concussion wave, and a dispersal beam.

GUARDIAN BATTLESUIT

Cybernetic Senses D6, Electromagnetic Control D8, Energy Blast D10, Enhanced Strength D8, Superhuman Durability D10, 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: Gravity Shunt. Change Supersonic Flight D10 to Teleport D8 for your next action then shutdown the power. The Gravity Shunt SFX can only be used to propel Guardian westward. If used close to a planets magnetic poles step up Teleport by +1. Activate an opportunity to recover Supersonic Flight.

SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications caused by chemicals, extreme temperature, pressure, radiation, or vacuum.

SFX: Plasma Vortex. Against multiple targets, for every additional target add a D6 and keep an additional effect die.

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: System Overload. After using the Energy Absorption SFX, step up or gain an Overload complication equal to the opponent’ effect die to gain 1 PP. Take an action including a Tech specialty against the doom pool or activate an opportunity to step back the Overload complication. If the Overload complication is stepped up beyond D12 move it to the doom pool. You take the highest die in the doom pool as physical trauma and each character in the scene is targeted by a physical attack using the doom pool. Shutdown Guardian Battlesuit afterwards.

Limit: System Failure. Shutdown a Guardian Battlesuit power to gain 1 PP. Activate an opportunity to recover.

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