Circle Guardian
- HP
- 9
- Defense
- 9
- AR
- 1
- Mettle
- 1
Attacks
| Attack | Pool | WR | Tempo | Qualities | Notes |
|---|---|---|---|---|---|
| Glaive | 5 | 3 | 5 | Reach 2m; targets must close to melee before attacking. | |
| Throwing Crystals | 4 | 2 | 3 | — | Range: Near; shatters on hit (1 Strain to Psionics in Close range of impact). |
Traits
- Psi-Resistant: +2 to resist all Psionics. The initiation ritual scarred their mind shut.
- Sentinel: Guardians cannot be Surprised while on watch duty. They sleep light and trust nothing.
Warrior-monks sworn to protect the Lodges, the Archivists, and the secrets the Circle guards. Guardians are recruited from former soldiers, reformed bandits, and anyone else with combat experience and a reason to believe in the Circle’s mission. They undergo a ritual that grants them limited psionic resistance — a useful trait when your charges regularly lose control of their experiments.
Guardians carry glaives — long-hafted weapons that let them keep threats at arm’s length. The reach is tactical: protect the scholars, maintain distance, control the space.
Gear: Ritual Robes (AR 1 vs. Psionics only), Focus Amulet, ration pouch. Speed 7.
Tactics
Form a defensive line between threats and scholars. Use glaive Reach to keep enemies from closing. Throwing Crystals are used against enemy Psionics to disrupt concentration. They fight in disciplined silence — no war cries, no threats. It’s unsettling.
Morale
Disciplined (+2). Guardians will die to protect their charge. They will not die for pride or revenge.