Guardian Force Junction Abilities
(Version 1.02 - Last Modified: 05/09/2006)
Introduction
There are four types of Junction Abilities. The first type requires zero slots, which means
that ability is always active once the guardian force acquires it. The second and third
type require 1 and 2 slots respectively. The fourth and final type of Junction Abilities
are the Magic Knowledge abilities. Each magic knowledge ability provides the bonded person
with two things: a collection of spells and a PPE battery. The collection of spells is
accessible only as long as the guardian force is bonded to the person and the PPE battery
regains PPE at the same rate as the bonded person.
Junction Ability Descriptions
- Ability x4:
- Type: 0-Slot Ability
- Description: When a guardian force gains this ability, it provides four
slots to choose junction abilities instead of the normal three slots.
- Ability x5:
- Type: 0-Slot Ability
- Description: When a guardian force gains this ability, it provides five
slots to choose junction abilities instead of the normal three slots.
- Absorb:
- Type: 1-Slot Ability
- Range: 5’ (1.5 m) per level of the guardian force
- Duration: Instant
- P.P.E.: 5
- Description: This ability allows the bonded person to absorb energy and
health from another living creature, which heals the bonded person at the
expense of the other target. Using this ability instantly drains 2 hit points
and 3 S.D.C. from the target and heals the bonded person by the same amount.
When the guardian force reaches level 5, it drains 4 hit points and 6 S.D.C.
from the target each time this ability is used. When the guardian force reaches
level 10, it drains 5 hit points and 10 S.D.C. from the target each time this
ability is used. When the guardian force reaches level 15, it drains 10 hit
points and 20 S.D.C. from the target each time this ability is used.
- Alert:
- Type: 1-Slot Ability
- Description: This ability greatly increases the awareness of the bonded
person. While this ability is active, the bonded person cannot be attacked by
surprise and people attempting to use the skill prowl near this person have a
penalty of -30%. The bonded person also permanently gains the benefit of the
Sixth Sense psionic power, except it costs no ISP and it does not trigger more
than once per hour.
- Ammo Refine:
- Type: 0-Slot Ability
- Range: Touch only
- Duration: 1 melee round per level of experience for enhancing ammunition
and permanent for creating Magical Modern Ammunition.
- P.P.E.: 25 PPE to transform ordinary ammunition into magical ammunition
and for Magical Modern Ammunition is costs 25 PPE for Shotgun, 35 PPE for Dark,
35 PPE for Fire, 60 PPE for Demolition, 80 PPE for Fast, 100 PPE for Armor
Piercing, and 500 PPE for Pulse.
- Description: This ability allows the bonded person to enhance ammunition
by making it magical and allows the bonded person to create the Magical Modern
Ammunition used by the Galbadia Garden. The user can transform up to 20 pieces
of a single type of ammunition, such as bullets, arrows, or sling stones, into
magical ammunition that will will have a bonus of +1 to strike and +1 to damage
at levels 1, 4, 8, 12, and 15 of the guardian force. Enhancing existing
ammunition requires a melee action to perform and the bonded person has to be
touching the ammunition or a container holding the ammunition, such as a clip
holding bullets or a quiver holding the arrows. When used to create Magical
Modern Ammunition, the bonded person chooses what type of ammunition to create
and performs a ritual that requires 1 hour of concentration to complete, at the
end of that time, they are holding a single clip of the ammunition they selected.
- Auto-Heal:
- Type: 1-Slot Ability
- Duration: Instant
- P.P.E.: Varies
- Description: When the bonded person is critically injured, this ability
will use the bonded person’s PPE to try to save his life. This ability will
automatically trigger if the bonded person takes enough damage to reduce them
below zero hit points. When triggered, this ability will prevent as much damage
as possible to leave the bonded person with 5 hit points or whatever their
current amount of hit points is if lower than 5. This ability consumes 1 PPE
per point of damage it tries to prevent. For example, if a bonded person with
10 remaining hit points is hit by a sword inflicting 26 points of damage, the
bonded person would normally be reduced to -16 hit points, however, this ability
would trigger and consume 21 PPE to prevent 21 points of damage to the bonded
person, leaving him with 5 hit points. If there is not enough PPE to prevent as
much damage as this ability would like to prevent, such as the bonded person
from the example above having less than 21 PPE, this ability will consume as
much PPE as is available.
- Auto-Protect:
- Type: 1-Slot Ability
- Duration: Instant
- P.P.E.: 5
- Description: There is a chance of 30% +3% per level of the guardian force
that whenever the bonded person is hit with a non-magical attack, either directly
or from a blast radius, that this ability will trigger and prevent half of that
damage. Once the guardian force reaches level 10, this ability will prevent 75%
of the damage when it triggers.
- Auto-Reflect:
- Type: 1-Slot Ability
- Duration: Instant
- P.P.E. 5
- Description There is a chance of 20% +2% per level of the guardian force
that when a magical spell or psionic power is cast at the bonded person this
ability will trigger and the spell or psionic power will reflect back upon the
person casting it. A reflected spell will hit the caster with its full force and
affects. Powers such as possession, hypnotic suggestion, and similar spells and
psionic powers have no affect when reflected back on the caster. Spells that
inflict damage through a secondary effect, such as striking someone with a
psi-sword are not reflected back on the caster. This ability cannot be disabled
by the bonded person even when beneficial spells are cast on him.
- Auto-Shell:
- Type: 1-Slot Ability
- Duration: Instant
- P.P.E.: 5
- Description There is a chance of 30% +3% per level of the guardian force
that when a magical spell or psionic power is cast at the bonded person this
ability will trigger and the spell or psionic power inflict only half of its
regular damage, inflict half of its regular effects, and will have only half of
its regular duration. This ability applies to spells tha deal damage through a
secondary affect, such as striking the bonded person with a psi-sword, and
applies to damage from a magical weapon. Once the guardian force reaches level
10, spells and psionic powers affected by this ability will have only a quarter
of their normal effectiveness when it triggers. This ability cannot be disabled
by the bonded person even when beneficial spells are cast on him.
- Call Shop:
- Type: 0-Slot Ability
- Duration: 10 minutes per level of experience
- P.P.E.: 30
- Description: With this ability, the bonded person is able to create a
doorway to any merchant shop they have visited before, no matter where it is
as long as it is in the dimension. This ability only works with real merchant
shops or places that exchange some form of currency for goods, not services,
so a military armory does not count, nor would a bar or a restaurant. Once
the doorway is established, the bonded person and any with him can walk through
it at will and will appear in the shop's doorway as if they had entered the
shop normally. However, whoever traveled through the doorway to get to the
shop will always appear through that doorway whenever they leave the shop, no
matter how they left it. At the end of the ability's duration, the bonded person
and any others that traveled through the doorway are instantly transported back
to the bonded person's previous location when the doorway was created. Creating
the doorway requires 30 minutes of concentration and is be detectable as a
dimensional anomaly.
- Create Forbidden Medicine:
- Type: 0-Slot Ability
- Duration: Permanent
- P.P.E.: 60
- Description: Using this ability allows the bonded person to create any
type of forbidden herb or poison. The creation process requires two hours of
concentration, but once complete, the item will be created and will be
indistinguishable from a naturally occurring item of the same type. For the
creation of liquids, the bonded person must provide the container where the
liquid will be located and only enough for one dose is created per use of this
ability.
- Create Magical Medicine:
- Type: 0-Slot Ability
- Duration: Permanent
- P.P.E.: 50
- Description: Using this ability allows the bonded person to create any
type of magical herb or poison. The creation process requires two hours of
concentration, but once complete, the item will be created and will be
indistinguishable from a naturally occurring item of the same type. For the
creation of liquids, the bonded person must provide the container where the
liquid will be located and only enough for one dose is created per use of this
ability.
- Create Normal Medicine:
- Type: 0-Slot Ability
- Duration: Permanent
- P.P.E.: 40
- Description: Using this ability allows the bonded person to create any
type of non-magical herb or poison. The creation process requires two hours of
concentration, but once complete, the item will be created and will be
indistinguishable from a naturally occurring item of the same type. For the
creation of liquids, the bonded person must provide the container where the
liquid will be located and only enough for one dose is created per use of this
ability.
- Counter:
- Type: 1-Slot Ability
- Description: Whenever the bonded person is specifically attacked, not just
caught in a blast radius, there is a chance that the bonded person will gain an
extra melee attack that round to attack the original attacker. This extra melee
attack must be used immediately and must be used to attack the original attacker,
although the bonded person can use a physical attack or cast a spell or perform
any other action as long as it is used against the original attacker. The bonded
person can only perform one such attack between each of his normal melee attacks
and the chance of performing this attack is 6% per level of the guardian force.
The bonded person can choose to not use this special attack for whatever reason,
but it still counts as the only counterattack allowed between his regular melee
attacks.
- Cover:
- Type: 1-Slot Ability
- Duration: 5 minutes per level of the guardian force
- P.P.E.: 25
- Description: This ability is identical to the Whirling Wall invocation
spell cast at the level of the guardian force. Whirling Wall is available in
Palladium RPG Book 12: Library of Bletherad on page 86.
- Damage Boost (+X%):
- Type: 1-Slot Ability
- Duration: Instant
- P.P.E.: Varies
- Description: This ability allows the bonded person to increase the rolled
damage of any attack they perform. The total damage from the special attack is
increased by 1% for each point of PPE used up to the maximum allowed by the
ability, as shown in parentheses. For example, if a guardian force’s has the
Damage Boost (+75%) ability and has a special attack that inflicts 1D4x100+50
points of damage, the bonded person could spend up to 75 PPE to increase the
damage of the attack. If the bonded person decided to spend the maximum amount
of PPE allowed and then rolled a 3, the attack would cause 575 points of damage
(3*100 +50 = 300+75% +50 = 300*1.75 +50 = 525+50 = 575). This damage bonus only
increases the rolled damage and is apply before any damage bonuses are applied.
This ability is used after an attack is declared but before any rolls are made
to determine if the attack hits and if the attack misses, any PPE spent is wasted.
When the guardian force reaches level 5, each PPE point spent on this ability
equates to a 2% bonus. When the guardian force reaches level 10, each PPE point
spent on this ability equates to a 5% bonus.
- Darkside:
- Type: 1-Slot Ability
- Duration: Lasts until next time the bonded person inflicts damage or 5
minutes per level of guardian force, whichever comes first.
- P.P.E.: 10 PPE and 5 points of damage directly to hit points.
- Description: The next time the bonded person inflicts damage from any
source that they were directly involved with, such as a sword or a fire bolt
spell, but not a catapult or a fighter jet's missiles, the attack will inflict
triple its normal damage after modifiers have been applied.
- Defend:
- Type: 1-Slot Ability
- Duration: Lasts until next time the bonded person takes damage is taken
or 5 minutes per level of guardian force, whichever comes first.
- P.P.E.: 15
- Description: When this ability is activated, the next time the bonded
person would take damage from any source, that damage is prevented, no matter
how much it was. Any other effects, such as blindness or poison, will still
occur normally, only damage is prevented.
- Devour:
- Type: 2-Slot Ability
- Description: This ability allows the bonded person to permanently
increase his stats after delivering the killing blow to another living creature.
The chance to devour energy after killing a creature is 20% +2% per level of the
guardian force. If successful, the bonded person can choose one of the following
bonuses to receive: +1 hit point, +2 S.D.C., +1 to IQ attribute, +1 to PS
attribute, +1 to PE attribute, +1 to PP attribute, +1 to PB attribute, +2 to Spd
attribute, +2 PPE, or +3 ISP (for psychics only). However, to receive one of
these bonuses, the killed creature at its full health had to have a higher
number in that stat then the bonded person. For example, if the bonded person
had an IQ of 12 and killed a creature with an IQ of 8, then IQ cannot be
drained. Unfortunately, unless the bonded person is very confident they know the
relative level of a given stat on the killed creature, it is possible to choose
a stat that is lower and receive no bonus.
- Doom:
- Type: 1-Slot Ability
- Duration: 1 melee attack per level of the guardian force
- P.P.E.: 20
- Description: This ability allows the bonded person to inflict a deadly
touch attack that will deal damage directly to the target's hit points. Each
touch attack will inflict 2D6 +1 per level of the guardian force points of
damage directly to the targets hit points. If a touch attack misses the target
it still uses up one of the touch attacks this ability grants.
- Elemental Attack Junction (Element):
- Type: 1-Slot Ability
- Description: All physical attacks performed by the bonded person inflict
damage of the type indicated by the element in parentheses. For example, using
the Elemental Attack Junction ability from the Ifrit guardian force makes all
attacks from the bonded person inflict fire damage. This damage applies to all
melee weapons wielded by the bonded person, but not to ranged weapons. If the
bonded person has this ability active with different elements or a weapon or
attack inflicts a type of elemental damage already, then the type of damage
overlaps. For example, if this ability was slotted twice, once for fire and once
for ice, damage inflicted by the bonded person would inflict fire damage and ice
damage. The available element types are: Air, Dark, Earth, Energy, Fire, Holy,
Ice, and Water. If the bonded person is allowed to choose the element type,
indicated by "Any" in the parentheses, the choice is made when this ability is
slotted, but it can be changed with an hour of concentration.
- Elemental Defense Junction x1:
- Type: 1-Slot Ability
- Description: The bonded person becomes resistant to a specific element
and all damage of that type is reduced. The element that the bonded person is
resistant to is chosen when this ability is slotted, but it can be changed
with an hour of concentration. The list of available element types are listed
under the description of the Elemental Attack
Junction ability. This ability reduces the damage of the chosen type by
25%. When the guardian force reaches level 5, reduce the damage of the chosen
element's type by 50%. When the guardian force reaches level 10, reduce the
damage of the chosen element's type by 75%. When the guardian force reaches
level 15, the bonded person is immune to damage of the chosen element.
- Elemental Defense Junction x2:
- Type: 1-Slot Ability
- Description: The bonded person becomes resistant to two specific
elements and all damage of that type is reduced. The element that the bonded
person is resistant to is chosen when this ability is slotted, but it can be
changed with an hour of concentration. The list of available element types
are listed under the description of the Elemental
Attack Junction ability. This ability reduces the damage of the chosen
type by 25%. When the guardian force reaches level 5, reduce the damage of
the chosen element's type by 50%. When the guardian force reaches level 10,
reduce the damage of the chosen element's type by 75%. When the guardian
force reaches level 15, the bonded person is immune to damage of the chosen
element.
- Elemental Defense Junction x4:
- Type: 1-Slot Ability
- Description: The bonded person becomes resistant to four specific
elements and all damage of that type is reduced. The element that the bonded
person is resistant to is chosen when this ability is slotted, but it can be
changed with an hour of concentration. The list of available element types
are listed under the description of the Elemental
Attack Junction ability. This ability reduces the damage of the chosen
type by 25%. When the guardian force reaches level 5, reduce the damage of
the chosen element's type by 50%. When the guardian force reaches level 10,
reduce the damage of the chosen element's type by 75%. When the guardian
force reaches level 15, the bonded person is immune to damage of the chosen
element.
- Encounter Protection:
- Type: 1-Slot Ability
- Duration: 10 minutes per level of guardian force
- P.P.E.: 30
- Description: This ability can only be activated when the bonded person is
engaged in combat against enemies. Once active, the bonded person receives the
following bonuses: +4 to offensive combat rolls, +2 to all defensive combat
rolls, +6 to all damage rolls, +2 to all savings throws, can turn invisible at
will (as per the Invisibility: Simple invocation spell), and regenerates at a
rate of 2D4 points of damage per melee round.
- Encounter Resistance:
- Type: 1-Slot Ability
- Duration: 10 minutes per level of the guardian force
- P.P.E.: 15
- Description: This ability can only be activated when the bonded person is
engaged in combat against enemies. Once active, the bonded person receives the
following bonuses: +2 to offensive combat rolls, +1 to all defensive combat
rolls, +4 to all damage rolls, and regenerates at a rate of 1D6 points of damage
per melee round.
- Enhance Healing
- Type: 1-Slot Ability
- Duration: 10 minutes per level of the guardian force
- P.P.E.: 10
- Description: This ability enhances all healing abilities used on and used
by the bonded person, this includes natural healing, regeneration, and all healing
spells, psionic powers, and abilities. While this ability is active, all points
of damaged healed by the bonded person and healed on the bonded person will heal
twice of much as normal. For example, if a simple healing potion used on the
bonded person would normally heal 10 points of damage, it heals 20 points instead.
- Enhance Medicine
- Type: 0-Slot Ability
- Duration: Permanent
- P.P.E.: 40
- Description: This ability allows the bonded person to enhance the potency
of a single herb, liquid, poison, or potion, both magical and mundane. The
enhanced item will have double its normal effect, including damage, bonuses,
penalties, and duration. For example, an enhanced dose of Hemlock poison would
cause 8D6+20 points of damage on a failed save vs. lethal poison. Enhancing a
single dose requires one hour of concentration.
- Evasion +25%:
- Type: 1-Slot Ability
- Duration: 2 minutes per level of the guardian force
- P.P.E.: 5
- Description: Increase the bonded person's bonus on all defensive
and deflection combat actions by +25%, with a minimum of +1.
- Evasion Junction:
- Type: 1-Slot Ability
- Description: The bonded person gains a +1 to bonus to dodge per level
of the guardian force. When the guardian force reaches level 5, the bonded
person receives the Multiple Dodge combat action, When the guardian force
reaches level 10, the bonded person receives the Automatic Dodge combat
action. When the guardian force reaches level 15, the bonded person receives
a bonus of +5 to automatic dodge.
- Expendx2-1:
- Type: 1-Slot Ability
- Duration: 2 minutes per level of the guardian force
- P.P.E.: 10
- Description: All spells, psionic powers, or junction abilities used by
the bonded person cost 50% of their normal PPE or ISP.
- Expendx4-1:
- Type: 2-Slot Ability
- Duration: 2 minutes per level of the guardian force
- P.P.E.: 10
- Description: All spells, psionic powers, or junction abilities used by
the bonded person cost 25% of their normal PPE or ISP.
- Familiar:
- Type: 0-Slot Ability
- Description: This ability causes all merchants that the bonded person
meets to treat the bonded person as their life long friend. Any merchant will
act as if they have known the bonded person for many years and have had a very
good business relationship with the bonded person. This long association may
not move some merchants, while others will offer the bonded person special
discounts, access to rare items, or introduce them to other merchants and
friends. These merchants will not explicitly remember any times they have
previously met the bonded person or they will embellish and expand upon any real
past meetings they may have had, but they are sure that they have good
relationship for years, even if the bonded person tries to convince them
otherwise by any means short of violence. Merchants immune to mental influence
are unaffected by this ability. After the bonded person has departed, the
merchant will remember little about them and their knowledge and feelings
towards the bonded person will return to what they were before.
- Fire Magic:
- Type: Magic Knowledge
- P.P.E. Battery: 1D4x10+20 and +10 per level of the guardian force.
- Description: The bonded person learns how to cast a small collection of
fire related spells. The bonded person starts with the following spells: Fiery
Touch and Impervious to Fire. When the guardian force reaches level 3, the
bonded person learns Flame Lick and Heat Object & Boil Water. When the guardian
force reaches level 5, the bonded person learns Circle of Flame, Extinguish
Fire, Fireball, and Wall of Flame. When the guardian force reaches level 7, the
bonded person learns Mini-Fireballs. When the guardian force reaches level 9,
the bonded person learns Breathe Fire. When the guardian force reaches level 12,
the bonded person learns Fire Whip. When the guardian force reaches level 15,
the bonded person learns Plasma Bolt. These spells are provided by the guardian
force and cannot be taught to other wizards. Use the level of the guardian
force as the caster level for these spells.
- Forbidden Magic:
- Type: Magic Knowledge
- P.P.E. Battery: Varies, see description below.
- Description: With this ability, the bonded person gains access to the
spell casting abilities of a non-standard wizard. The bonded person gets access
to a non-standard wizard's spell selection ability and the PPE provided by
that class, using the guardian force's level as the level of the spell caster.
The bonded person can choose from the following list of spell casting
specialists or choose another at the GM's discretion: Conjurer, Diabolist, Life
Force Wizard, Necromancer, Summoner, and Warlock. This ability does not
normally provide access to the special abilities of a class, just the spells
and PPE, but in cases where the special abilities are the primary focus of the
class, as is the case with the Conjurer, the bonded person has access to those
special abilities. The magic category provided by this ability is selected when
the guardian force acquires this ability and cannot be changed unless the
bonded person loses the connection to the guardian force and re-bonds with it
from scratch. Spells learned through this ability are provided by the guardian
force and cannot be taught to other wizards. Use the level of the guardian
force as the caster level for these spells.
- Gain Junction Ability:
- Type: 2-Slot Ability
- Duration: 1 hour per level of the guardian force
- P.P.E.: 40
- Description: This ability allows the Guardian Force to temporarily gain
additional junction abilities. When this ability is slotted and the bonded person
expends the required PPE, the guardian force can gain any 1-Slot Junction Ability
it does not already know.
- Haggle:
- Type: 0-Slot Ability
- Description: With this ability, the bonded person gains mental influence
over merchants. The bonded person becomes an excellent haggler and will always
be able to get incredible discounts when they engage in haggling. The bonded
person is able to get anything from a merchant for half price as long as the
bonded person tries to haggle and the price of whatever he is trying to buy can
be reduced in any way. For example, buying a penny candy will always cost 1 cent
no matter what the bonded person tries to do, but if the merchant normally marks
items up by a large margin to provide room for discounts and sales, the bonded
person would only pay half price for that item. Merchants affected by this
ability will never feel that they have been cheated in a transaction and
merchants immune to mental influence are unaffected by this ability.
- High Level Magic:
- Type: Magic Knowledge
- P.P.E. Battery: 4D6x10+60 and +20 per level of the guardian force.
- Description: The bonded person learns how to cast a small collection of
high level spells. The bonded person can select any number of invocation spells
from levels 11 or higher as long as the total number of spell levels does not
exceed 70. For purposes of this selection, Spells of Legend count as if they
had 20 spell levels. For example, a person could select four 12th level spells
and two 11th level spells leaving no spell levels remaining (4*12 + 2*11 = 48 +
22 = 70). These spells are selected when the guardian force acquires this
ability and cannot be changed unless the bonded person loses the connection to
the guardian force and re-bonds with it from scratch. These spells are provided
by the guardian force and cannot be taught to other wizards. Use the level of
the guardian force as the caster level for these spells.
- Hit Junction:
- Type: 1-Slot Ability
- Description: The bonded person receives a bonus of +1 to strike per level
of the guardian force. The bonded person receives a bonus offensive combat
action at levels 1, 3, 6, 9, 12, and 15. The bonded person receives a bonus of
+1 attack per melee at levels 5, 10, and 15 of the guardian force. When the
guardian force reaches level 5, the bonded person gains a Weapon Proficiency of
their choice. When the guardian force reaches level 10, the bonded person can
ignore a target's natural armor rating. When the guardian force reaches level 15,
the bonded person threat range for rolling critical strikes is doubled. For
example, a person who would normally cause a critical strike on a natural roll of
18 to 20 would now cause a critical strike on a roll of 15 to 20.
- Hit Point Bonus:
- Type: 0-Slot Ability
- Description: The bonded person gains +5 hit points and +10 S.D.C. each
time the guardian force gains a new level.
- Hit Point Junction:
- Type: 1-Slot Ability
- Description: The bonded person's S.D.C. increases by +10% per level of the
guardian force. When the guardian force reaches level 5, the bonded person can
use a melee action to heal up to 10 points of damage per level of the guardian
force at a cost of 1 PPE per point healed. When the guardian force reaches level
10, the bonded person can use a melee action to instantly heal 5D6 points of
damage twice per day. When the guardian force reaches level 15, the healing power
available at level 5 costs 1 PPE per every 2 points healed and the healing power
available at level 10 heals 1D6x10 points of damage each time it is used and it
can be used three times per day instead of twice per day.
- Hit Points +25%:
- Type: 1-Slot Ability
- Description: Increase the bonded person's maximum S.D.C. by +25%.
- Hit Points +50%:
- Type: 1-Slot Ability
- Description: Increase the bonded person's maximum S.D.C. by +50%.
- Hit Points +100%:
- Type: 1-Slot Ability
- Description: Increase the bonded person's maximum S.D.C. by +100%.
- Ice Magic:
- Type: Magic Knowledge
- P.P.E. Battery: 1D4x10+20 and +10 per level of the guardian force.
- Description: The bonded person learns how to cast a small collection of
ice and cold related spells. The bonded person starts with the following spells:
Freeze Water and Resist Cold. When the guardian force reaches level 3, the
bonded person learns Frostbite (LoB), Ice Bolt (LoB), and Sheet of Ice. When the
guardian force reaches level 5, the bonded person learns Shards of Ice and Wall
of Ice. When the guardian force reaches level 7, the bonded person learns Frost
Breath (LoB). When the guardian force reaches level 9, the bonded person learns
Deep Freeze (LoB), Iceball (LoB), and Forstfire (LoB). When the guardian force
reaches level 12, the bonded person learns Snowblind (LoB). When the guardian
force reaches level 15, the bonded person learns Ice Storm (LoB). The spells
marked with "LoB" are located in Book 12: Library of Bletherad. These spells
are provided by the guardian force and cannot be taught to other wizards. Use
the level of the guardian force as the caster level for these spells.
- Improved Luck:
- Type: 1-Slot Ability
- Description: The bonded person’s threat range for rolling critical
strikes is improved by 2. For example, a person who would normally cause a
critical strike on a natural roll of a 19 or a 20 would now cause a critical
strike on a roll of 17 to 20. In addition, twice per day, the bonded person
can decide to reroll any single dice roll after seeing what was rolled but
before the results of that roll would be. The bonded person must take the
second dice roll even if it is worse than the first.
- Improved Senses:
- Type: 1-Slot Ability
- Description: While this ability is slotted, the bonded person is always
under the effect of the following spells: See the Invisible, Sense Dimensional
Anomaly, Sense Traps, Sense Magic, Sense Evil, and Detect Concealment. These
spells are cast at the level of the guardian force.
- Initiative:
- Type: 1-Slot Ability
- Duration: 1 minute per level of the guardian force
- P.P.E.: 10
- Description: While this ability is active, the bonded person always goes
first in a melee round, even after suffering from effects that would make him
lose his initiative, such as being knocked down.
- Kamikaze:
- Type: 1-Slot Ability
- Duration: Lasts until next time the bonded person inflicts damage or 5
minutes per level of guardian force, whichever comes first.
- P.P.E.: 25 and reduces hit points by 95% of its current total.
- Description: The next time the bonded person inflicts damage from any
source that they were directly involved with, such as a sword or a fire bolt
spell, but not a catapult or a fighter jet's missiles, the attack will inflict
massive damage instead of its normal damage. Total damage inflicted will be
double the original damage, including any damage bonuses, +1 damage for each
hit point expended to activate this ability, +1 for point of the bonded
person's PE attribute, and +1 for each point of PPE the bonded person currently
has. For example, a bonded person with 100 hit points, a PE attribute of 12,
and 132 points of PPE that uses this ability and hits with a regular punch
would inflict 2D4+215 points of damage (+95 from expended hit points, +12 from
his PE attribute, and +107 for each point of PPE after this ability is
activated).
- Level Down:
- Range: 10 '(3.1 m) per level of the guardian force
- Duration: 1 minute per level of the guardian force
- P.P.E.: 25
- Description: The target of this ability is temporarily drained of
power and experience. The target receives the following penalties: -1D6
hit points, -15 S.D.C., -1 to all combat rolls, and -1 effective level to
all spells, psionic powers, and abilities. This ability can be used
multiple times on the same target and its penalties are cumulative. A
target cannot have its effective level for using spells, psionic powers,
and abilities reduced below level 1.
- Level Up:
- Type: 1-Slot Ability
- Range: 10 '(3.1 m) per level of the guardian force
- Duration: 1 minute per level of the guardian force
- P.P.E.: 25
- Description: The target of this ability is temporarily boosted in
power and experience. The target receives the following bonuses: +1D6 hit
points, +15 S.D.C., +1 to all combat rolls, and +1 effective level to all
spells, psionic powers, and abilities. This ability can be used multiple
times on the same target and its bonuses are cumulative.
- Life Magic:
- Type: Magic Knowledge
- P.P.E. Battery: 1D4x10+20 and +10 per level of the guardian force.
- Description: The bonded person learns how to cast a small collection of
life and healing spells. The bonded person starts with the following spells:
Cure Minor Disorders. When the guardian force reaches level 3, the bonded
person learns Breathe of Life and Heal Wounds. When the guardian force reaches
level 6, the bonded person learns Cure Illness and Flame of Life. When the
guardian force reaches level 9, the bonded person learns Heal Self. When the
guardian force reaches level 12, the bonded person learns Spark of Life (LoB).
When the guardian force reaches level 15, the bonded person learns Remove
Curse. The spells marked with "LoB" are located in Book 12: Library of
Bletherad. These spells are provided by the guardian force and cannot be
taught to other wizards. Use the level of the guardian force as the caster
level for these spells.
- Low Level Magic:
- Type: Magic Knowledge
- P.P.E. Battery: 2D4x10+20 and +10 per level of the guardian force.
- Description: The bonded person learns how to cast a small collection of
low level spells. The bonded person can select any number of invocation spells
from levels 1 to 5 as long as the total number of spell levels does not exceed
15. For example, a person could select two 5th level spells, a 4th level spell
and a 1st level spell leaving no spell levels remaining (2*5 + 4 + 1 = 15).
These spells are selected when the guardian force acquires this ability and
cannot be changed unless the bonded person loses the connection to the
guardian force and re-bonds with it from scratch. These spells are provided by
the guardian force and cannot be taught to other wizards. Use the level of the
guardian force as the caster level for these spells.
- Luck Junction:
- Type: 1-Slot Ability
- Description: The bonded person receives a bonus of +1 per level of the
guardian force on any one die roll once day per level of the guardian force.
For example, a third level guardian force provides a bonus of +3 on any three
die rolls per day. This bonus must be applied before the die is rolled and the
bonus cannot be applied more than once on the same die roll. When the guardian
force reaches level 5, the bonded person reroll any single dice roll after
seeing what was rolled but before the results of that roll would be known. The
bonded person must take the second dice roll even if it is worse than the first.
When the guardian force reaches level 10, the bonded person can reroll three
die rolls per day. When the guardian force reaches level 15, the bonded person
receives a bonus of +2 on all die rolls involving a D20, +10% in a favorable
direction on all percentile rolls, and +1 on all die rolls for other types of
dice.
- Mad Rush:
- Type: 1-Slot Ability
- Duration: 1 minute per level of the guardian force
- P.P.E.: 20
- Description: When this ability is activated, the bonded person comes
under the effect of the following spells: Invulnerability: Limited, Superhuman
Speed, and Superhuman Strength. See spell descriptions for more details in the
PFRPG Main Book for a complete description of the spells listed above.
- Magic +25%:
- Type: 1-Slot Ability
- Description: Increase the base PPE of the bonded person by +25% and
increase the duration of all spells cast by the bonded person by 25%.
- Magic +50%:
- Type: 1-Slot Ability
- Description: Increase the base PPE of the bonded person by +50% and
increase the duration of all spells cast by the bonded person by 50%.
- Magic +100%:
- Type: 1-Slot Ability
- Description: Double the base PPE of the bonded person and double the
duration of all spells cast by the bonded person.
- Magic Bonus:
- Type: 0-Slot Ability
- Description: The bonded person gains +2D6 P.P.E. each time the guardian
force gains a new level.
- Magic Junction:
- Type: 1-Slot Ability
- Description: The bonded person's base PPE increases by +10% per level
of the guardian force. The bonded person receives a bonus of +1 to spell
strength at levels 4, 8, 12, and 15. When the guardian force reaches level 5,
all spells cast by the bonded person have double the duration and range. When
the guardian force reaches level 10, the bonded person can cast up to three
spells per melee round instead of the normal two. When the guardian force
reaches level 15, all spells cast by the bonded person have double their
normal effect, including bonuses, penalties, and damage.
- Merge:
- Type: 0-Slot Ability
- Description: While similar to the Transform ability that is far more common
among guardian forces, Griever and Eden have the ability to Merge with the bonded
person, which goes far beyond simply transforming the bonded person. Where
Transform is temporary and produces spectacular results, Merge has a far longer
duration and is much more subtle about changing the bonded person.
- Mid Level Magic
- Type: Magic Knowledge
- P.P.E. Battery: 3D4x10+40 and +15 per level of the guardian force.
- Description: The bonded person learns how to cast a small collection of
mid level spells. The bonded person can select any number of invocation spells
from levels 6 to 10 as long as the total number of spell levels does not exceed
35. For example, a person could select four 8th level spells leaving three
spell levels remaining and wasted (4*8 = 32). These spells are selected when
the guardian force acquires this ability and cannot be changed unless the
bonded person loses the connection to the guardian force and re-bonds with it
from scratch. These spells are provided by the guardian force and cannot be
taught to other wizards. Use the level of the guardian force as the caster
level for these spells.
- Mug
- Type: 1-Slot Ability
- Description: The bonded person gains the following skills: Concealment,
Palming, and Pick Pockets. All skills are used at the same level as the Guardian
Force and receive a bonus of +20%.
- Rare Item:
- Type: 1-Slot Ability
- Description: When a guardian force learns this ability, the bonded person
will receive a powerful magical item as described by the GM. This item should be
the equivalent to a major magic item as determined by the Galbadia Garden. This
item will remain even if the bonded person loses or dismisses the guardian force,
but the guardian force will only grant a bonded person one magic item even if
the guardian force is lost, reacquired, and later learns this ability, even if
the bonded person subsequently lost the magic item provided the first time this
ability was learned.
- Recover:
- Type: 1-Slot Ability
- Range: Self or others by touch
- Duration: Instant
- P.P.E.: 2
- Description: Using this ability allows the bonded person to heal damage.
This ability heals 5 points of damage. When the guardian force reaches level 5,
this ability will heal 10 points of damage. When the guardian force reaches
level 10, this ability will heal 15 points of damage. When the guardian force
reaches level 15, this ability will heal 30 points of damage.
- Regeneration:
- Type: 1-Slot Ability
- Description: The bonded person regenerates at a rate 1 point of damage
per melee round per level of the guardian force.
- Return Damage:
- Type: 1-Slot Ability
- Duration: 1 minute per level of the guardian force
- P.P.E.: 10
- Description: While this ability is active, the bonded person is surrounded
by a faintly glowing red field. Whenever the bonded person is damaged by a direct
attack (ie. not caught in a blast radius), the aura will reflect some of that
damage back to the source of that damage. This ability will reflect 25% of the
damage inflicted against the bonded person back to the source of that damage, but
the bonded person will still take full damage. For example, if the bonded person
was hit by that inflicted 12 points of damage, this ability would inflict 3
points of damage on the source of the damage. Other abilities that reduce the
amount of damage taken by the bonded person will also reduce the amount of damage
that is reflected back to the source of that damage. The type of damage inflicted
on the attacker is unchanged and once the guardian force reaches level 10, this
ability will reflect 50% of the damage inflicted on the bonded person.
- Revive:
- Type: 2-Slot Ability
- Range: Touch only
- Duration: Instant
- P.P.E.: 200
- Description: This ability restores life to a recently dead person. The
revived person will have all his hit points and SDC restored, but everything
else will remain as it was at the moment of his death. Unfortunately, this
ability will not reattach limbs that are not pressed against the main part of
the target's body and the person most only have been dead for one melee round
per level of the guardian force.
- Sell High:
- Type: 0-Slot Ability
- Description: This ability is similar to Haggle, except instead of the
ability to for a lower price when buying something, the bonded person will be
able be haggle to increase the price of something they want to sell. The bonded
person has an incredible talent for making a merchant pay an incredible price
for what they sell and the merchants will never feel that they have been unduly
cheated. However, a merchant has to genuinely want what the bonded person is
selling and merchants immune to mental influence are unaffected by this ability.
- Sell Junk:
- Type: 0-Slot Ability
- Description: This ability allows the bonded person to sell worthless junk
to others while they believe that they are buying something worthwhile. For
example, the bonded person could pretend that a bag filled with fine grade sand
is actually gold dust. People that buy from the bonded person will truly believe
they have purchased real goods until the bonded person leaves their presence.
The amount of money that the bonded person receives for their "junk" goods
depends on what they sold the goods as, a bag of rocks could be sold as gold
nuggets or as diamonds, giving the bonded person different amounts of money.
However, once the bonded person leaves the buyer's presence, the next time the
buyer views what he has purchased, he will realize that he has been cheated and
will react accordingly. However, a merchant has to genuinely want what the bonded
person is initially selling and merchants immune to mental influence are
unaffected by this ability.
- Speed +25%
- Type: 1-Slot Ability
- Duration: 1 minute per level of the guardian force
- P.P.E.: 10
- Description: Increase the bonded person's PP attribute by +25% and Spd
attribute by +50%.
- Speed +50%
- Type: 1-Slot Ability
- Duration: 1 minute per level of the guardian force
- P.P.E.: 20
- Description: Increase the bonded person's PP attribute by +50% and
double the bonded person's Spd attribute.
- Speed +100%
- Type: 1-Slot Ability
- Duration: 1 minute per level of the guardian force
- P.P.E.: 40
- Description: Double the bonded person's PP attribute and quadruple (4x)
the bonded person's Spd attribute.
- Speed Junction:
- Type: 1-Slot Ability
- Description: The bonded person receives a bonus of +1 to PP attribute
and +2 Spd attribute per level of the guardian force. When the guardian force
reaches level 10, the bonded person gains the Automatic Dodge combat action.
When the guardian force reaches level 10, the bonded person gains +2 attacks
per melee. When the guardian force reaches level 15, the bonded person can
use a melee action to teleport himself up to 200' (61 m) away from his current
location as long as he can see the destination.
- Spirit +25%
- Type: 1-Slot Ability
- Description: Increase the bonded person's ME attribute by +25% and
increase the base ISP of the bonded person by +25% if the bonded person is
a psychic.
- Spirit +50%
- Type: 1-Slot Ability
- Description: Increase the bonded person's ME attribute by +50% and
increase the base ISP of the bonded person by +50% if the bonded person is
a psychic.
- Spirit +100%
- Type: 1-Slot Ability
- Description: Double the bonded person's ME attribute and double the
bonded person's base ISP of the bonded person if he is a psychic.
- Spirit Bonus:
- Type: 0-Slot Ability
- Description: The bonded person gains +1 to his ME attribute each time the
guardian force gains a new level. The bonded person also gains +2D4 ISP each time
the guardian force gains a new level if the bonded person is a psychic.
- Spirit Junction:
- Type: 1-Slot Ability
- Description: The bonded person receives a bonus of +1 to ME attribute
per level of the guardian force. If the bonded person is not already a psychic,
he becomes a Major Psychic, with ISP and psionic powers determined as normal.
If the bonded person is already a psychic, his base ISP increases by +10% per
level of the guardian force. When the guardian force reaches level 5, all
psionic powers used by the bonded person have double the duration and range.
When the guardian force reaches level 10, the bonded person's psionic powers
are very difficult to resist providing a penalty of -4 to save vs. psionics to
those resisting a psionic power used by the bonded person. When the guardian
force reaches level 15, all psionic powers used by the bonded person have
double their normal effect, including bonuses, penalties, and damage.
- Status Attack Junction:
- Type: 1-Slot Ability
- Description: All physical attacks performed by the bonded person have a
chance of inflicting one of the main status ailments against the target of the
attack. The target of the status ailment must make a save vs. magic spell of
be under the effect of that status ailment for 1 melee round per level of the
guardian force. The target of this status receives a penalty of -1 to save
against the status when the guardian force reaches levels 3, 6, 9, 12, and 15.
There are ten available status ailments that this ability can cause: Berserk,
Blind, Confusion, Cursed, Paralyzed, Silence, Asleep, Slowed, and Zombie. The
bonded person chooses what status this ability will inflict when it is slotted,
but it can be changed with an hour of concentration.
- Status Defense Junction x1:
- Type: 1-Slot Ability
- Description: The bonded person becomes resistant to a specific status
ailment. The status ailment that the bonded person is resistant to is chosen
when this ability is slotted, but it can be changed with an hour of
concentration. The list of available element types are listed under the
description of the Status Attack Junction ability.
Reduce the duration that that status ailment is affecting the bonded person to
half. When the guardian force reaches level 5, reduce the duration that that
status ailment is affecting the bonded person to a quarter. When the guardian
force reaches level 10, the bonded person receives a bonus of +1 to save
against any affect that would cause that status ailment per level of the
guardian force. When the guardian force reaches level 15, the bonded person
becomes immune to that status ailment.
- Status Defense Junction x2:
- Type: 1-Slot Ability
- Description: The bonded person becomes resistant to two specific status
ailments. The status ailments that the bonded person is resistant to is chosen
when this ability is slotted, but it can be changed with an hour of
concentration. The list of available element types are listed under the
description of the Status Attack Junction ability.
Reduce the duration that those status ailments are affecting the bonded person
to half. When the guardian force reaches level 5, reduce the duration that
those status ailments are affecting the bonded person to a quarter. When the
guardian force reaches level 10, the bonded person receives a bonus of +1 to
save against any affect that would cause those status ailments per level of the
guardian force. When the guardian force reaches level 15, the bonded person
becomes immune to those status ailments.
- Status Defense Junction x4:
- Type: 1-Slot Ability
- Description: The bonded person becomes resistant to four specific status
ailments. The status ailments that the bonded person is resistant to is chosen
when this ability is slotted, but it can be changed with an hour of
concentration. The list of available element types are listed under the
description of the Status Attack Junction ability.
Reduce the duration that those status ailments are affecting the bonded person
to half. When the guardian force reaches level 5, reduce the duration that
those status ailments are affecting the bonded person to a quarter. When the
guardian force reaches level 10, the bonded person receives a bonus of +1 to
save against any affect that would cause those status ailments per level of the
guardian force. When the guardian force reaches level 15, the bonded person
becomes immune to those status ailments.
- Status Magic:
- Type: Magic Knowledge
- P.P.E. Battery: 1D4x10+20 and +10 per level of the guardian force.
- Description: The bonded person learns how to cast a small collection of
status affecting spells. The bonded person starts with the following spells:
Blinding Flash and Thunderclap. When the guardian force reaches level 2, the
bonded person learns Befuddle and Fear. When the guardian force reaches level
4, the bonded person learns Paralysis: Lesser. When the guardian force reaches
level 6, the bonded person learns Blind and Carpet of Adhesion. When the
guardian force reaches level 8, the bonded person learns Agony and Globe of
Silence. When the guardian force reaches level 10, the bonded person learns
Wisps of Confusion. When the guardian force reaches level 12, the bonded person
learns Age. When the guardian force reaches level 15, the bonded person learns
Havoc. These spells are provided by the guardian force and cannot be taught to
other wizards. Use the level of the guardian force as the caster level for
these spells.
- Strength +10%:
- Type: 1-Slot Ability
- Duration: 1 minute per level of the guardian force
- P.P.E.: 5
- Description: Increases the bonded person's PS attribute by +10%.
- Strength +25%:
- Type: 1-Slot Ability
- Duration: 1 minute per level of the guardian force
- P.P.E.: 10
- Description: Increases the bonded person's PS attribute by +25%.
- Strength +50%:
- Type: 1-Slot Ability
- Duration: 1 minute per level of the guardian force
- P.P.E.: 20
- Description: Increases the bonded person's PS attribute by +50%.
- Strength +100%:
- Type: 1-Slot Ability
- Duration: 1 minute per level of the guardian force
- P.P.E.: 40
- Description: Double the bonded person's PS attribute.
- Strength Bonus:
- Type: 0-Slot Ability
- Description: The boned person gains +1 to his PS attribute each time the
guardian force gains a new level.
- Strength Junction:
- Type: 1-Slot Ability
- Description: The bonded person gains a +2 bonus to his PS attribute per
level of the guardian force. When the guardian force reaches level 5, the bonded
person is considered to have superhuman strength. When the guardian force
reaches level 10, the bonded person can ignore a target's natural armor. When
the guardian force reaches level 15, the bonded person's PS attribute is
considered to be supernatural.
- Summon:
- Type: 0-Slot Ability
- Description: Some Guardian Forces allow the person they are bonded to to
temporarily summon a powerful creature that is a manifestation of the guardian
force. The guardian force will obey the orders of the bonded person and will even
perform suicidal attacks, but if it is killed, it cannot be summoned for a full
24 hours, no matter how many times per day the bonded person could normally
summon the guardian force. Summoning a guardian force requires only one melee
action, but the guardian force does not appear until a full melee round has
elapsed. During this time, the bonded person is free to perform any actions, but
the summoning is cancelled if the bonded person dies or is rendered unconscious
before it appears. The guardian force is linked telepathically to the bonded
person, so the bonded person only has to think a command and the guardian force
will respond. Dismissing a guardian force requires one melee action. The guardian
force has access to all of its junction abilities up to its level of experience
as if it was bonded to itself. Abilities that require a selection when the
ability is acquired, such as High Level Magic, have the same choices made for
the summoned manifestation. The Rare Item junction ability has no effect for a
summoned guardian force.
- Support Magic:
- Type: Magic Knowledge
- P.P.E. Battery: 1D4x10+20 and +10 per level of the guardian force.
- Description: The bonded person learns how to cast a small collection of
supporting spells. The bonded person starts with the following spells: Globe of
Daylight. When the guardian force reaches level 2, the bonded person learns
Chameleon and Climb. When the guardian force reaches level 3, the bonded person
learns Breathe Without Air. When the guardian force reaches level 4, the bonded
person learns Shadow Meld and Swim as a Fish. When the guardian force reaches
level 6, the bonded person learns Energy Disruption. When the guardian force
reaches level 8, the bonded person learns Create Bread & Milk and Tongues. When
the guardian force reaches level 9, the bonded person learns Fly as the Eagle.
When the guardian force reaches level 12, the bonded person learns Eyes of the
Wolf and Negate Magic. When the guardian force reaches level 15, the bonded
person learns Mystic Portal and Phantom Horse. These spells are provided by the
guardian force and cannot be taught to other wizards. Use the level of the
guardian force as the caster level for these spells.
- Thunder Magic
- Type: Magic Knowledge
- P.P.E. Battery: 1D4x10+20 and +10 per level of the guardian force.
- Description: The bonded person learns how to cast a small collection of
lightning and energy related spells. The bonded person starts with the following
spells: Thunderclap and Spark (LoB). When the guardian force reaches level 3,
the bonded person learns Electric Arc (LoB), Lightning Bolt (LoB), and Call
Lightning. When the guardian force reaches level 6, the bonded person learns
Ball Lightning and Protection from Lightning. When the guardian force reaches
level 9, the bonded person learns Electrical Field. When the guardian force
reaches level 12, the bonded person learns Chain Lightning (LoB). When the
guardian force reaches level 15, the bonded person learns Fulmination (LoB) and
Wall of Electricity (LoB). The spells marked with "LoB" are located in Book 12:
Library of Bletherad. These spells are provided by the guardian force and cannot
be taught to other wizards. Use the level of the guardian force as the caster
level for these spells.
- Time Magic:
- Type: Magic Knowledge
- P.P.E. Battery: 2D4x10+40 and +10 per level of the guardian force.
- Description: The bonded person learns how to cast a small collection of
time related spells. The bonded person starts with the following spells: See
Dimensional Anomaly and Sense Dimensional Anomaly. When the guardian force
reaches level 3, the bonded person learns D-Shift Phantom and Retro-Viewing.
When the guardian force reaches level 6, the bonded person learns S-Dep (Sensory
Deprivation) and T-Dep (Temporal Deprivation). When the guardian force reaches
level 9, the bonded person learns D-Phase and Wink-Out. When the guardian force
reaches level 12, the bonded person learns Time Warp: Fast Forward. When the
guardian force reaches level 15, the bonded person learns Time Warp: Age and
Time Warp: Slow Motion. All spells can be found in the Temporal Magic section of
Rifts Book of Magic. These spells are provided by the guardian force and cannot
be taught to other wizards. Use the level of the guardian force as the caster
level for these spells.
- Tool Refine:
- Type: 1-Slot Ability
- Duration: Permanent
- P.P.E.: 15
- Description: This ability allows the bonded person to create mundane
items using the magical energies of the guardian force. Any mundane item can
be summoned, but items consisting of multiple parts must be summoned a piece
at a time. For example, a hammer is made up of a shaft of wood and a metal
head, which would require using this ability twice. All created items are of
average quality and can resemble any style that the bonded person has
knowledge of. The maximum weight of an item created by this ability is 5 lbs
(2.3 kg) per level of the guardian force.
- Transform:
- Type: 0-Slot Ability
- Description: Most Guardian Forces allow the bonded person to temporarily
transform into a powerful manifestation of the guardian force. This transformation
is temporary, but is considered to be a great ability in combat and was one of the
reasons why Cid Kramer decided to use the Guardian Forces with his students. The
transformation requires half of the bonded person’s attacks per melee to complete
and during this time, the bonded person cannot perform any offensive combat
actions. At first, a bonded person can transform only once per day, but as the
bond between the person and the guardian force improved, the bonded person can
transform more often and the resulting manifestation is stronger.
- Treatment:
- Type: 1-Slot Ability
- Range: Self or others by touch
- Duration: Instant
- P.P.E.: 10
- Description: Cures either the boned person and someone he touches of all
negative effects, both normal and supernatural. This includes poisons, diseases,
ongoing spell spell effects, curses, and psionic powers.
- Vitality +25%:
- Type: 1-Slot Ability
- Duration: 1 minute per level of the guardian force
- P.P.E.: 8
- Description: Increase the bonded person's PE attribute by +25%.
- Vitality +50%:
- Type: 1-Slot Ability
- Duration: 1 minute per level of the guardian force
- P.P.E.: 16
- Description: Increase the bonded person's PE attribute by +50%.
- Vitality +100%:
- Type: 1-Slot Ability
- Duration: 1 minute per level of the guardian force
- P.P.E.: 32
- Description: Double the bonded person's PE attribute.
- Vitality Bonus:
- Type: 0-Slot Ability
- Description: The bonded person gains +1 to his PE attribute each time the
guardian force gains a new level.
- Vitality Junction:
- Type: 1-Slot Ability
- Description: The bonded person receives a bonus of +2 to PE per level
of the guardian force. Reduce all damage inflicted on the bonded person by 1
point at levels 4, 8, 12, and 15 of the guardian force. When the guardian force
reaches level level 5, the bonded person gains a natural armor rating of 8.
When the guardian force reaches level 10 and 15, the bonded person receives a
bonus of +4 to his natural armor rating.