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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.

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