ANTAGONIST
Guardian Spirit
Superiors: Your host
Difficulty: Hard
Guides: Guide to Combat
Access: Same access as your summoner
Duties: Protect your summoner and follow their commands
Antagonist
Departmental Head
Unknown
Antagonist Roles
Antagonist Guides
Guardian 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 or a Vampire. 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.
Guardians and YOU!
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.
Action
|
Description
|
Communicate
|
Telepathically communicate with a host. All hosts also have this ability.
|
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.
|
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. This light can be seen even while the guardian is recalled.
|
Guardian Types
Guardians can be divided into 9 subtypes 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.
Standard
Description
|
Abilities
|
As a Standard type, you have no special abilities, but have 60% damage resistance, and a powerful attack capable of smashing through walls and dealing 20 brute damage to targets.
|
- Battlecry
- Choose what you shout as you punch
|
Indicator
|
Guardian Spirit
|
..And draw the Assistant, faceless and generic, but never to be underestimated.
|
Holoparasite
|
Boot sequence complete. Standard combat modules loaded. Holoparasite swarm online.
|
Assassin
Description
|
Abilities
|
As an Assassin type, you do 15 damage and have no damage resistance, but can enter stealth, becoming hard to see, and increasing the damage of your next attack to 50, ignoring armor. Stealth is broken when you attack or take damage.
|
- Stealth
- Enter stealth mode to do increased, armor-piercing damage with your next attack.
|
Indicator
|
Guardian Spirit
|
..And draw the Space Ninja, a lethal, invisible assassin.
|
Holoparasite
|
Boot sequence complete. Assassin modules loaded. Holoparasite swarm online.
|
Gaseous
Description
|
Abilities
|
As a Gaseous type, you only have light damage resistance, but you can expel gas in an area. In addition, your punches cause sparks, and you make your summoner heat resistant
Note, this makes the summoner immune to heat damage, i.g. superheated room.
|
- Gas Expel
- Expel different gases, such as oxygen, nitrogen, N2O, CO2, Plasma, and Agent B
|
Indicator
|
Guardian Spirit
|
…And draw the Atmospheric Technician, flooding the area with gas!
|
Holoparasite
|
Boot sequence complete. Atmospheric modules activated. Holoparasite swarm online.
|
Charger
Description
|
Abilities
|
As a Charger type you do 15 damage, have 40% damage resistance, move very fast, and can charge at a location, damaging any target hit and forcing them to the ground.
|
- Charge
- Every four seconds the holoparasite can charge, knocking them down for 5 seconds, causing them to drop whatever they were holding, and dealing 20 brute damage.
|
Indicator
|
Guardian Spirit
|
..And draw the Hunter, an alien master of rapid assault.
|
Holoparasite
|
Boot sequence complete. Charge modules loaded. Holoparasite swarm online.
|
Explosive
Description
|
Abilities
|
As an Explosive type, you have only moderate close combat abilities, dealing 15 damage and resisting 40% of damage you take, but are capable of converting any adjacent item into a disguised bomb via alt click.
|
- Boobytrap
- Place bombs that trigger once someone clicks on it, stunning and dealing heavy damage to them, and them only. This ability does not affect the summoner, and can be used without manifesting.
|
Indicator
|
Guardian Spirit
|
..And draw the Scientist, master of explosive death.
|
Holoparasite
|
Boot sequence complete. Explosive modules active. Holoparasite swarm online.
|
Lightning
Description
|
Abilities
|
As a Lightning type, you will deal 12 burn damage, apply lightning chains to targets on attack, and have a lightning chain to your summoner. Lightning chains will shock anyone between and near them, dealing constant damage. You resist 40% of damage taken. Additionally, your user will become immune to electricity.
|
- Lightning Chain
- Shock anyone that is between you, your summoner, and people you attack.
|
Indicator
|
Guardian Spirit
|
..And draw the Tesla, a shocking, lethal source of power.
|
Holoparasite
|
Boot sequence complete. Lightning modules active. Holoparasite swarm online.
|
Protector
Description
|
Abilities
|
As a Protector type you cause your summoner to leash to you instead of you leashing to them and have two modes: Combat Mode, where you deal 15 damage and resist 60% of damage taken, and Protection Mode, where you deal 2 damage and take 5% damage. Additionally, unlike other Guardians, it is the summoner who snaps back to the out-of-range Guardian, not the other way around.
|
- Shield
- Mitigates 95% of damage taken by the holoparasite, but makes it deal next to no damage while active.
|
Indicator
|
Guardian Spirit
|
..And draw the Guardian, a stalwart protector that never leaves the side of its charge.
|
Holoparasite
|
Boot sequence complete. Protector modules loaded. Holoparasite swarm online.
|
Ranged
Description
|
Abilities
|
As a Ranged type, you have no damage resistance, and deal only 10 melee damage, but are capable of spraying shards of crystal at incredibly high speed, dealing 20 armor-ignoring damage every half a second. You can also deploy surveillance snares to monitor enemy movement. Finally, you can switch to scout mode, in which you can't attack, but can move without limit, like a ghost - though still somewhat visible!
|
- Scout
- Go partially invisible and lifts restrictions of the distance you can travel away from your summoner.
- Snare
- Place invisible traps that will alert you and your summoner when tripped.
|
Indicator
|
Guardian Spirit
|
..And draw the Sentinel, an alien master of ranged combat.
|
Holoparasite
|
Boot sequence complete. Ranged combat modules active. Holoparasite swarm online.
|
Support
Description
|
Abilities
|
As a Support type, you may toggle your basic attacks to a healing mode. In addition, Alt-Clicking on an adjacent mob will warp them to your bluespace beacon after a short delay. You are still a decent combatant, resisting 30% of damage taken and dealing 15 brute damage per hit.
|
- Heal
- Heal 5 of each type of damage except cellular.
- Warp Beacon
- Place a beacon on the ground to teleport mobs to that location.
|
Indicator
|
Guardian Spirit
|
..And draw the CMO, a potent force of life...and death.
|
Holoparasite
|
Boot sequence complete. Medical modules active. Bluespace modules activated. Holoparasite swarm online.
|