Bestiary / Warden Helios

Warden Helios
Being: Saurian
Faction: Penitentiary
HP: 36 (+1d10 x END)
GP: 12
School: Sentinel
Pressure: 50
AP: 18
RP: 8
Movement: 50 ft.
Virtues: Battle-Hardened, Fearless, Tough as Nails
Equipment:
Colapsible Baton x2, Handgun, SMG, Handgun ammo x 2, SMG ammo x2, Regenerative Biotic x 2
Flaws: Gluttonous, Zealot
STR AGI END INT SPD CHA
Current
Max
8
14
8
8
12
14
6
6
10
10
6
8
Description
Helios is a defensive control commander and ruthless tactician. He forces hostiles to contend with counters, forced targeting and morale manipulation. While he uses prisoner operatives as expendable assets, if he is on the field with them, he uses his abilities to protect and bolster them.
Tactics
Always leaves AP at the end of his turn for the maximum amount of RP.
Opens with Draw Fire to bait attacks away from his subordinates.
Uses Cover Fire to aid allies attacked by characters unaffected by Draw Fire.
Uses Conjure: Turret to grant allies cover and damage potential.
Counters high powered actions and abilities with Recharge Rates.
Abilities
Bullet Catcher
Healing Factor
Hesitate
Cover Fire
Disarm
Conjure: Tool
Conjure: Weapon
Conjure: Turret
Draw Fire
Counter
Ability Combos
Draw Fire + Hesitate
Weapon Proficiencies
Bludgeon Lv 4
Handgun Lv 3
SMG Lv 3
Skill Proficiencies
Leadership Lv 5
Deduction Lv 3
Intimidation Lv 3
Signature Ability
Helios clicks his heals. Enemies hear a single message broadcast: "You will stand down or face execution."
Base: Draw Fire
Upgrades: 10 Points
4 +Range
State Application: Frightened
State Application: Disoriented
2 +Targets
Notes: Draw Fire forces characters to only target Helios with attacks and abilities for 1 round. State Application includes the Disoriented and Frightened states to the characters affected. Disoriented reduces their attack, skill, and contested rolls by -2. Frightened makes affected characters unable to move toward Helios and reduces GP. These states combined with Draw Fire, forces affected targets to use ranged attacks and abilities to target Helios with penalties.
GM Beware: This could be made meaner with the inclusion of +Duration upgrades, but might make for a bad player experience.
Unique Traits
Being Traits
Ferocious Drive: Whenever you make a melee attack or ability against a character whose GP has been reduced to 0, you can roll the damage twice, taking the higher number.
Primal Resilience: Once per round, whenever you use the Defend reaction, you regain the maximum ammount of GP.
Sharp Claws: You gain a +2 bonus to Scaling rolls. You can choose to deal Slashing damage with your Unarmed attacks.
Cold Blooded: You gain 1 additional level of fatigue whenever you gain fatigue in cold environments.
Lizard Brain: You have a -2 penalty to Contested rolls to resist Mental abilities or see through perception based illusions.

