Dreamwarden

In the ecologically devastated future, there will be no jails. There will be no justice system, there will be no army. Instead, there will be the wardens. Chosen as children possessing close to perfect physical and mental potential. They undergo years of training to develop their physical and mental gifts.

In return, they protect their society from deviant behaviour and the ever present risk of wasteland raiders.

Wardens are trained to regard all life (human and nonhuman) as sacred. They regard criminal behaviour as stemming from psychosocial trauma and seek curing rather than punishment. This does not mean that they are naive - Wardens see sufficient depravity in the course of their work to realise what sick minds are capable of. The wastelands outside of the Warden's cities breed savages and mutant monsters, which the Wardens protect their society from, so in addition to their social functions, almost all Wardens are trained fighters. Their most implacable enemies, however, are the Technomancers, a cult within society who wish to bring back the old machine-based world of the past - with them in control. Their control of ancient technology has allowed them to contest with the Wardens.

To aid them in their task, Wardens use a variety of tools. However, the Wardens have turned against the use of mass production in particular, and machinery generally. Their technology instead is based on the use of biological substitutes wherever possible. Thus, their tools are largely either hand crafted or are grown from mutated plants and animals.

Several years ago, the Wardens decided that they would attempt their greatest task - the alteration of earth's history to try to avoid the great ecological calamity that almost destroyed human life on the planet. However, the ecological disaster also destroyed most of society, so the Wardens know very little of past history. To this end, having developed time travel, they have seeded the recent past with agents, whose task is to leave notes in places where they might survive into the future as a basis for future action. Recently, however Technomancer cultists gained access to the time gate and sent their own agents through into the past, intending to wrest control of the future from the Wardens. The Warden known as Dreamwarden #12 - a specialist in psychosocial healing - has been dropped into the 20th century, to track down the Technomancers, halt their evil machinations and hopefully head off environmental armageddon along the way. Using his mental powers, he has been able to establish a cover identity for himself as an eccentric psychologist, specialising in treating especially disturbed patients.

 

CHA

Val

Cost

STR

20

10

DEX

20

30

CON

13

6

BOD

12

4

INT

18

8

EGO

18

16

PRE

14

4

COM

21

5

PD

4

ED

3

SPD

6

30

REC

7

END

26

STUN

30

+1

Total

112

OCV

7

± 3 (levels)

DCV

7

± 3 (levels)

ECV

6

Powers, Skills, Etc.

3

Jack of all trades

14

PS: Doctor, Psychologist, Biologist, Teratologist, Geneticist (all 13-), Tantric Teacher, Lawyer (both 11-)

15

Paramedic, Stealth, Climbing, Breakfall, Combat sense (all 13-)

21

Mindsword: +6d6 HA, AVLD (vs Ego DEF, +3/4), OAF (-1)

15

Martial Arts Multipower (15 point reserve)

1

(u) Block: +2 OCV, +2 DCV

1

(u) Disarm: +2 OCV, +1 DCV

1

(u) Dodge: +5 DCV

1

(u) Defensive strike: 5d6, +1 OCV, +2 DCV

1

(u) Takedown: 6d6 HA, +1 OCV, -1 DCV

1

(u) Martial Strike: +10 STR (only for weapons, -1), +1 OCV, +1 DCV

1

(u) Fast Strike +10 STR (only for weapons, -1) +2 OCV

9

+3 with Martial arts

20

Chakra powers (40 point reserve) all powers take : Variable limit (-1/4), Concentration (1/2 DCV, 1/4), Full phase (-1/2)

1

(u) 1d6 Aid to DEX and SPD, + 10 Max, both last 5 min (+1/2), self only (-1/2)

1

(u) 2d6 Healing (Aid to BOD and STUN, only to starting levels, -1/2)

2

(m) 14 points Ego defence (5 points usable by up to 8 other at range) costs END (-1/2)

2

(m) Mindlink, up to any 4 minds, any distance, Costs END (-1/2)

1

(u) 4d6 Ego attack, x2 END (-1/2)

1

(u) Images - sight, hearing, smell (all affected must be successfully targeted by Ego attack, -1/2)

1

(u) Invisibility - sight, hearing, smell (all affected must be successfully targeted by Ego attack, 1/2)

3

(m) 8d6 Mental Illusions (Cannot achieve more than EGO +10, -1/2)

3

(m) 8d6 Mind Control (Cannot achieve more than EGO +10, -1/2)

3

(m) 8d6 Telepathy (read only, -1/2)

15

Armour - 10 PD/ED (OIF, -1/2, covers Loc 3-5, 7-14, 16-18, -1/2)

136

Powers cost

250

Total cost

150+

DISADVANTAGES

10

Psychological limit. - Will oppose destruction of natural environment (uncommon, strong)

20

Psychological limit. - Code against killing (Common, total)

10

Psychological limit. - Vegetarian (uncommon, strong)

20

Hunted by Technomancers (8-, more powerful, extensive NCI, strongly punish)

10

Watched by monitors in the future (8-, more powerful, require specific tasks)

15

Distinctive features (pointy ears, high cheekbones, slanty eyes - concealable, causes extreme reaction)

15

Secret ID (uses Mental powers to obscure features)

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