Difference between revisions of "Guardian"
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Revision as of 18:55, 20 March 2016
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Guardian Spirit
Superiors: Your host
Difficulty: Hard
Guides: This is the guide
Access: Same access as your summoner
Duties: Protect your summoner and follow their commands
Guardians is an overarching term used to describe entities which attach themselves to a host and assist that host while drawing energy from them. The most commonly encountered form of guardian is the holoparasite, a creature designed by the Syndicate to assist their field operatives during missions. Guardians spirits are able to link themselves to nearly every known species, however they cannot attach themselves to a Changeling. Because guardians are reliant on the energy of their host to exist, most cannot travel more than a couple meters away from their host at any time.
This must be the work of an enemy Stand!
Guardians will always be attached to a living person, and normally that person is also up to some traitorous activities. When a guardian is attacked, the damage it receives is transferred to its host. This means that if you spot someone standing off in a corner suspiciously taking damage while a nearby guardian is in combat, you have likely found the guardian's host. When a host is killed, the guardian drawing life force from him/her also dies.
Abilities
All guardian creatures have access to a similar set of abilities, with each different sub-type of guardian having some ability unique to them as well.
Manifest
The guardian enters into a physical form, allowing it to attack and interact with its surroundings.
Recall
The guardian immediately returns to its host. A host can also force their guardian to return to them.
Communicate
Telepathically communicate with a host. All hosts also have this ability.
Toggle Mode
For guardian types who have a secondary form, swaps the abilities available to it.
Toggle Light
Generates a small amount of light originating from the guardian's core.
Guardian Types
Guardians can be divided into five sub-types and can be summoned in one of three ways. Magical decks of tarot cards can be used summon a spirit from beyond the veil to aid you. These decks are most commonly found in the possession of members of the wizard federation. Holoparasite injectors created by the Syndicate and purchased with a traitor uplink can be used to manifest a nanomachine based creature. Lastly, a swarm of parasitic insects can take up residence within an individual forming a nest within them. Unhatched eggs of these insects are sometimes found around asteroids. Descriptions of the tarot cards that can be drawn are written in blue, holoparasite boot up messages are in red, and swarm mutations are marked in green.
Type | Indicator | Description |
---|---|---|
Standard | ..And draw the Assistant, faceless and generic, but never to be underestimated. | A melee based entity which deals 20 brute damage with each attack. To compensate for the additional raw power of this form, standard guardians have no secondary ability but are able to destroy most weaker structures. |
Boot sequence complete. Standard combat modules loaded. Holoparasite swarm online. | ||
Your scarab swarm stirs to life, ready to tear apart your enemies. | ||
Chaos | ..And draw the Wizard, bringer of endless chaos! | A fire based entity which deals 10 brute damage along with setting a target on fire with each attack. Chaos guardians also have a chance of teleporting the target of their attack a short distance away on each hit. The host of this type of guardian cannot be set on fire and any other creature who comes in contact with this guardian immediately catches on fire. |
Boot sequence complete. Crowd control modules activated. Holoparasite swarm online. | ||
Your scarab swarm finishes mutating and stirs to life, ready to sow havoc at random. | ||
Ranged | ..And draw the Sentinel, an alien master of ranged combat. | An entity designed for long range combat which deals 10 brute damage on melee attacks and has a armor penetrating projectile attack capable of 5 brute damage. Ranged guardians are capable of switching into a scouting mode, where they are able to pass through obstacles without issue and are no longer forced to remain in close proximity to their host. This form of guardian also can create up to 5 surveillance traps which alert the guardian and its host anytime someone walks over it. |
Boot sequence complete. Ranged combat modules active. Holoparasite swarm online. | ||
Your scarab swarm finishes mutating and stirs to life, capable of spraying shards of crystal. | ||
Support | ..And draw the CMO, a potent force of life...and death. | An entity capable of providing both offensive and defensive assistance to a host and deals 15 brute damage with each attack. Support guardians can switch into a healing mode where they can mend minor amounts of brute, burn, toxin, and oxygen damage in a target all at once. This form of guardian can also set a beacon and warp individuals, including its host, to the beacon. |
Boot sequence complete. Medical modules active. Bluespace modules activated. Holoparasite swarm online. | ||
Your scarab swarm finishes mutating and stirs to life, capable of mending wounds and travelling via bluespace. | ||
Explosive | ..And draw the Scientist, master of explosive death. | An entity which specializes in trap based combat and deals 15 brute with every attack. Explosive guardians can attach hidden bombs to most objects found on the station which are completely hidden unless the booby trapped object is closely inspected. When triggered, the bomb attaches itself to the target who picked up the trapped object and detonates, causing severe damage and having a chance to dismember them. ALT+Click to plant your bomb. |
Boot sequence complete. Explosive modules active. Holoparasite swarm online. | ||
Your scarab swarm finishes mutating and stirs to life, capable of stealthily booby trapping items. |