The Wardens
Wardens are Xardan Operatives tasked with protecting Xardan interests domestically and overseas, typically through reconnaisance, sabotage, intimidation, assassination, and distraction. They are allowed a great amount of leeway (even by Xardan standards) in their operations, and rarely hampered by Guild Law.
Description
Wardens generally rise through the ranks of the other guilds, usually the Infiltrators or the Inquisitors, although occasionally a Xardan assassin may be allowed to join (Wardens consider assassins to be too indelicate for their work). They often act incognito, appearing as a well-established cover identity. However some activites favor pure stealth over deception, and for these scenarios a wardens are well-outfitted (see Armaments)
Activities
Wardens responsibilities are diverse, and they answer to few. They are agents of the Xardan "government", and are inaccesible to all but the highest ranking guild leaders (wardens are one of the few guilds that are not "for hire". Destruction or planting of evidence, retrieval of items or persons, information gathering, misdirection, observation, intimidation, and infiltration are all in the Wardens' purview. Occasionally they will act as guards in areas that the presence of Enforcers would attract undue attention.
Armament
Among the most well-equipped of guildsmen, Wardens epitomize the Xardan tendancy to combine magic, alchemy, and artifice into more powerful forms. They are trained in the use of a number of items that allow them to maximize their already formidable prowess.
Redeye
Resembling an oversized jeweller's loup strapped over one eye, this enchanted item gives the warden enhanced powers of detection, including both darkvision and detect magic out to 60 feet. Since only one eye is affected, the Warden can lessen the detrimental effects of overwhelming magical auras (instead taking -2 to spot, search, and ranged attack rolls for the duration).
Purifier
Made of porous material and soaked in an alchemical solution, this mask covers the nose and mouth of the wearer. When worn, it grants +4 to saves versus stench, inhaled poisons and similar effects. Additionally, the wearer can remain in areas of smoke, foul or stale air, and other such environments (but not in a liquid or vacuum) for up to 8 hours without suffering ill effects, after which time the solution loses it's potency.
Purifiers are stored in specialized airtight packages which preserve their potency until opened, at which point the 8 hour span begins.
Insulator
This skin-tight bodysuit combines alchemy, enchantment, and exacting craftsmanship. Made from specially treated displacer leather, this suit provides significant protection from the elements, as well as from many hazardous environments. The insulator proves 5 points of Resistance to Fire, Cold, Electricity, and even Sonic damage, but the insulating gel inside is particularly reactive to acid. 15 points of acid damage causes the gel to begin a chain reaction that renders the protective properties useless.
An Insulator may be worn under most types of clothing and armour, and is commonly integrated into a disguise.
Wolf Stud
A tactic the Xardans "inherited" from their piratical forebears, Wolf Studs are a black pearl earrings that allow communication over long distances. Anything said by a wearer can be heard by all other wearers whose studs are "looped". The studs do not transfer other sounds, only the wearers voice. Wardens typically use a soft "tic" sound (made with the tip of the tongue against the roof of the mouth) to signify that they are recieving transmissions but maintaining silence.
Climbing Glove
Draught Pack
Sugerglass Vials
Smoke Bola
Tactics
Comments (3)
Axcalibar said
at 10:19 am on Sep 17, 2007
These guys sound seriously badass! I like the idea of proprietary equipment. Sure you could kill one and take his stuff, but try to use it and you've got the more operatives on yer butt than you can handle.
Butcher Jackson said
at 2:35 pm on Sep 17, 2007
Thanks. Badass is exactly what I was shooting for. They're designed so that using the gear is more trouble than leaving it behind, but less trouble than trying to sell it.
Butcher Jackson said
at 2:36 pm on Sep 17, 2007
I should probably just admit that I'd been reading about the Venture Bros. ''Guild of Calamitous Intent'' for like two hours before I designed these guys...
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