Warden

Within A Sphere Of Influence

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“Have you ever stopped to think for a second about how someone else might feel?”

~ Iain D’Arbor, Verdant Templar

Wardens are sensitive to the emotions and feelings of others, relying on their ability to influence and manipulate to achieve their goals. A Warden is a subtle schemer able to lift the spirits of their allies and dominate their opponents. The trademarks of the Warden include exuding an aura of influence, rebuking Heroics, and projecting a protective dome. A Warden often chooses a position of spiritual authority, typically as a chapel priest, a famous celebrity, or a talented creative. Wardens can be intelligent, attentive, and persuasive, making them well-suited to advisory or support roles in Companies.

Incite

The mere presence of a Warden invokes intense emotions. A Warden is a quick study of the body language and mental condition of those around them. The Warden can forcefully impose their will onto feeble minds, inciting feelings of terror, confusion, or obedience in those that cross them. More unscrupulous Wardens have been known to exert total dominance over their intellectual inferiors, impacting their physical capabilities, inflicting Miscognitions, or deteriorating their overall mental well-being. Many Wardens have turned the tides of a losing battle using subtle manipulations on critical members of the opposition.  

Inspire

The Warden can’t help but light up the room when they enter. Wardens can enthusiastically bolster their allies’ performance and confidence, allowing them to achieve more than they thought they could accomplish. With a Warden around, everything seems to go a little smoother and to a more significant effect. Wardens can also assist their allies in overcoming mental hardships. When the world's challenges come too much to bear, the Warden steps forward to inspire their Company, knowing their comrades would otherwise lose all hope. Wardens are notoriously challenging to fool, preventing their allies from falling for the tricks and machinations of foes.

Class Features

The Warden’s Class Features are built around maintaining an aura of influence, inflicting reprisals on Heroics, and negating Status Effects. Thus, the Warden Class benefits from having a high Will Attribute.

Vitals

Hit Points Per Rank: +6

Action Points Per Rank: +3

Equipment Training

Weapons: Hammer, Staff, Unarmed

Armor: Cloth Armor, Energy Shield

Elements: Cryonic, Pyrotic

Class Abilities

At Warden Rank One (1), a player selects Three (3) Class Abilities from the list below. They gain a bonus to Class Ability Checks equivalent to half (½) of their Warden Rank. An additional Class Ability is chosen at Warden Ranks Three (3) and Seven (7).

Class Abilities: Culture, Deception, Intimidation, Investigation, Perception, Tact

Warden Ranks

When distributing a Class Rank, remember that a Character’s Base Class Rank cannot exceed a Character’s Tenderfoot Class Rank.

Wardens benefit most from a high Will Attribute, enhancing the effectiveness of their Aura, Retribution, Dome, and Null State Class Features; providing a bonus to their Force Armor, Effect Durations; and increasing their Apothicine, Investigation, Nature, and Perception Ability Checks. In addition, Warden players should consider the benefit of investing in their Focus Attribute for a larger pool of Action Points and additional Action Slots, as well as increasing their Arcana, Electronics, and Engineering Ability Checks. Wardens can also benefit from investing in their Charm Attribute to allow them to assume the role of the Company face, enhance their Healing Modifier, and increase any Culture, Deception, Intimidation, or Tact Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Focus (+1), Will (+1), Charm (+1)—Aura, Retribution

Rank Two (2). Pick (+1)

Rank Three (3). Will (+1)

Rank Four (4). Pick (+1)

Rank Five (5). Focus (+1), Will (+1)—Dome

Rank Six (6). Pick (+1)

Rank Seven (7). Will (+1)

Rank Eight (8). Pick (+1)

Rank Nine (9). Charm (+1)

Rank Ten (10). Will (+2), Grit (+1), Focus (+1)—Null State

Aura

Beginning at Warden Rank One (1), the Warden passively exerts their influence and control into a palpable Aura. The Aura can affect any Character or creature within a Radius equivalent to half (½) of the Warden’s Will Attribute.

For example: Iain is a Rank Four (4) Warden with a Will Attribute Score of 7. Half of 7 is 3 1/2, rounded down to 3. So Iain's Aura has a Radius of 3 paces. Comrades within the Radius of the Aura receive a Rally Enhancement bonus to their Force Saves equal to half (½) of the Warden’s Will Attribute. The Warden cannot personally benefit from the enhancements of their Aura.

Retribution

Beginning at Warden Rank One (1), the Warden may counter attempted Heroics by tearing down their target with cutting remarks, inflicting Force Damage, and bolstering the Warden’s Force Armor for a short time. In response to a creature attempting Heroics within the Radius of the Warden’s Aura, as a Reaction, the Warden dashes their spirits with a devastating verbal statement that cuts to their soul. As a result, the target suffers an unavoidable 1D6 Force Damage for every 2 Points of the Warden’s Will Attribute.

After using Retribution, Warden gains a Barrier Enhancement bonus to their Force Armor equivalent to their Will Attribute until the end of the Round. Retribution requires the ability to speak and can only be used against targets that can perceive and understand what the Warden is saying.

Dome

Wardens value the use of Energy Shields for their discrete protection and field projection capabilities. Beginning at Warden Rank Five (5), as a Full Action, the Warden can Discharge their Energy Shield to create a semi-permeable protective barrier over the Radius of their Aura. Creatures within the Dome receive Damage Resistance against all Damage Types, equivalent to the Warden’s Will Attribute, from any source of Damage outside the Dome. Any Damage sources that originate within the Radius of the Dome are unaffected. Actors and projectiles may freely pass the border of the Dome.

The Warden must maintain the Dome each turn as a Move Action, or the effect fails immediately. The Dome remains centered on the Warden for as long as they keep their concentration. The Dome would immediately fall if the Warden were to be rendered unconscious, incapacitated, or otherwise disabled. A Discharged Energy Shield cannot be used and provides no benefit until Recharged as a Move Action.

Null State

Once at Warden Rank Ten (10), a Master Warden can prevent a Status Effect from taking hold at its source. In response to a Character or Non-Player Character receiving an Enhancement, Injury, or Miscognition within the Radius of their Aura, the Warden can utilize a Force Impact to negate the application of the Status Effects entirely. Null State can only be used to prevent the application of a new Status Effect and is not able to remove an existing Status Effect. Null State does not affect Conditions. The person applying the effect can negate Null State with a successful Force Save.

Warden Perks

Choir Singer

Prerequisite: Aura & Culture Class Ability

Your Charm Attribute now governs your Aura instead of your Will Attribute.

Dance Major

Prerequisite: Aura

Your Aura now provides a bonus to Physical Saves instead of Force Saves. 

Tranquil Influencer

Prerequisite: Aura

The Force Save bonus granted to you Allies by your Aura is Doubled(2*) against compulsory Miscognitions such as Berserk, Command, Possession, Fear, and Taunt. 

Air Of Confidence

Prerequisite: Retribution

The Force Armor Bonus of Retribution is extended to your Effect Duration in Rounds.

Baleful Gaze

Prerequisite: Retribution

You can perform Retribution without Speaking and instead by making menacing eye contact. You and your Target must be able to see, and your Target must be within your Line of Sight.

Sticks & Stones

Prerequisite: Retribution

Your Damage dealt by Retribution bypasses all forms of Damage Resistance. 

Effortless Projection

Prerequisite: Dome

Using Dome no longer Discharges your Energy Shield. 

Persistent Projection

Prerequisite: Dome

Dome now persists for your Effect Duration in Rounds. You can extend the Duration by One(1) Round as a Move Action. 

Field Of Steel

Prerequisite: Dome

While Dome persists, Projectiles originating from Outside of the Dome can not pass through the Dome’s border. 

Arbiter

Prerequisite: Null State

Increase your Daily Uses of Null State to your Full Will Attribute.

Void State

Prerequisite: Null State

You can now use Null State to remove existing Status Effects. 

Warden Heroics

Incite

Clumsiness

Prerequisite: Warden(Rank 1)

AP Cost: 5

Action Type: Reaction

Range: Aura

As a Reaction to witnessing a Target attempt a Roll within the Radius of your Aura, you can incite feelings of foolishness in the Target if they can perceive and understand you. Therefore, you Roll a 1D10 and apply it as a penalty to your Target’s Roll. 

Insecurity

Prerequisite: Warden(Rank 1)

AP Cost: 5

Action Type: Reaction

Range: Aura

As a Reaction to a Creature becoming the Target of Weapon Attack within the Radius of your Aura, if they can perceive and understand you, you can incite feelings of embarrassment or insecurity in the Target. Therefore, you Roll a 1D10 and apply it as a penalty to your Target’s Armor against the incoming Attack. 

Sense Attitude

Prerequisite: Warden(Rank 1)

AP Cost: 5

Action Type: Interaction

Range: Aura

As a part of an Interaction, you can detect the disposition of any Target that is within the Radius of your Aura with an Investigation Ability Check. Additionally, any Targets that are masking their intentions can attempt a Deception Ability Check to deceive you. 

Dread

Prerequisite: Warden(Rank 2)

AP Cost: 10

Action Type: Retribution

Range: Aura

Effect Duration: Minutes

As a part of Retribution, you can incite feelings of unease or terror in your Target, inflicting the Fear Miscognition for the Effect Duration. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition. 

Idleness 

Prerequisite: Warden(Rank 2)

AP Cost: 10

Action Type: Interaction

Range: Aura

Effect Duration: Minutes

As a part of an Interaction, if they can perceive and understand you, you can incite feelings of comfortable inaction in a Target within the Radius of your Aura, inflicting the Enthralled Miscognition for the Effect Duration, as the Target becomes idly lost in thought. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition.

Voice Mask 

Prerequisite: Warden(Rank 2)

AP Cost: 10

Action Type: Ritual(One Hour)

As a Ritual at a Creative Space during a Rest Period, spend One(1) Hour honing your intonations and pronunciations. You completely Alter your speaking voice to mimic that of a known Target. You receive a bonus equal to Half(½) of your Will Attribute to any Deception Ability Checks made to pose as your Target until your next Rest Period. 

Befuddlement 

Prerequisite: Warden(Rank 3)

AP Cost: 15

Action Type: Retribution

Range: Aura

Effect Duration: Rounds

As a part of Retribution,  you can incite feelings of bewilderment or insanity in a Target within the Radius of your Aura, inflicting the Confusion Miscognition for the Effect Duration. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition. 

Drowsiness

Prerequisite: Warden(Rank 3)

AP Cost: 15

Action Type: Standard Action

Range: Aura

Effect Duration: Minutes/Rounds

As a Standard Action, if they can perceive and understand you, you can incite feelings of sleepiness or a need for rest in a Target within the Radius of your Aura, inflicting the Fear Miscognition for the Effect Duration in Minutes outside of Combat or Rounds during Combat. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition. 

Indignation

Prerequisite: Warden(Rank 3)

AP Cost: 15

Action Type: Retribution

Range: Aura

Effect Duration: Rounds

As a part of Retribution, if they can perceive and understand you, you can incite feelings of extreme anger or hostility in a Target that is within the Radius of your Aura, inflicting the Berserk Miscognition for the Effect Duration. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition. 

Mind Reader

Prerequisite: Warden(Rank 4)

AP Cost: 20

Action Type: Ritual(One Hour)

Range: Aura

As a Ritual during a Rest Period, you enhance your perceptions of the actions and subtleties of those around you, letting you delve into their surface thoughts. You can read the thoughts of any Target that you can perceive within the Radius of your Aura at will until your next Rest Period. 

Obedience

Prerequisite: Warden(Rank 4)

AP Cost: 20

Action Type: Standard Action

Range: Aura

Effect Duration: Rounds

As a Standard Action, if they can perceive and understand you, you can incite feelings of subservience or inferiority in a Target within the Radius of your Aura, inflicting the Command Miscognition for the Effect Duration. The Target will respond to your commands and adhere to them to the best of its ability. The Target can attempt a Force Save against your Force Impact to Negate the Miscognition. 

Peacefulness

Prerequisite: Warden(Rank 4)

AP Cost: 20

Action Type: Standard Action

Range: Aura

Effect Duration: Minutes/Rounds

As a Standard Action, if they can perceive and understand you, you can incite feelings of calm or understanding in a Target within the Radius of your Aura, inflicting the Pacify Miscognition for the Effect Duration in Minutes outside of Combat or Rounds during Combat. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition. 

Wave of Dread

Prerequisite: Warden(Rank 5)

AP Cost: 25

Action Type: Full Action

Range: Aura

Effect Duration: Minutes

As a Full Action, if they can perceive and understand you, initiate a wave of terror or anxiety in any Target you choose within the Radius of your Aura, inflicting the Fear Miscognition for the Effect Duration. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition. 

Lullaby

Prerequisite: Warden(Rank 5)

AP Cost: 25

Action Type: Interaction

Range: Aura

Effect Duration: Minutes

As a part of an Interaction, if they can perceive and understand you, you perform a sweet serenade to gently lull any Target you choose that is within the Radius of your Aura, inflicting the Sleep Miscognition for the Effect Duration. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition.

Impotence

Prerequisite: Warden(Rank 5)

AP Cost: 25

Action Type: Retribution

Range: Aura

Effect Duration: Minutes

As a part of Retribution, you can incite feelings of inadequacy or performance anxiety in your Target, inflicting the Stifled Miscognition for the Effect Duration. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition.

Indecision

Prerequisite: Warden(Rank 6)

AP Cost: 30

Action Type: Retribution

Range: Aura

Effect Duration: Rounds

As a part of Retribution, you can incite feelings of doubt or choice paralysis in your Target, inflicting the Indecisive Miscognition for the Effect Duration. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition.

Hilarity

Prerequisite: Warden(Rank 6)

AP Cost: 30

Action Type: Retribution

Range: Aura

Effect Duration: Rounds

As a part of Retribution, you can incite feelings of giddiness or uncontrollable laughter in your Target, inflicting the Hysteria Miscognition for the Effect Duration. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition.

Killing Field

Prerequisite: Warden(Rank 7)

AP Cost: 35

Action Type: Dome

Range: Aura

As an Alternate use of Dome, all Targets within the Radius of your Aura will suffer an equal Armor Penalty against any Attacks originating from outside of the Radius of your Aura.

Paranoia

Prerequisite: Warden(Rank 7)

AP Cost: 35

Action Type: Retribution

Range: Aura

Effect Duration: Rounds

As a part of Retribution, you can incite feelings of irrationality or impulsivity in your Target, inflicting the Outlaw Miscognition for the Effect Duration. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition. 

Thought Control

Prerequisite: Warden(Rank 8)

AP Cost: 40

Action Type: Full Action

Range: Aura

Effect Duration: Minutes

As a Full Action, exert your mental will over a Target within the Radius of your Aura that can perceive and understand you, inflicting the Possession Miscognition for the Effect Duration for as long as your Target stays within your Aura. The Target can attempt a Force Save against your Force Impact to Negate the Miscognition. You can reassert your control over the Target as a Move Action, provoking a new contested Roll between you and your Target in an attempt to reset the Effect Duration.

Weariness

Prerequisite: Warden(Rank 8)

AP Cost: 40

Action Type: Retribution

Range: Aura

Effect Duration: Rounds

As a part of Retribution, you can incite feelings of weakness or emptiness in your Target, inflicting the Exhausted Miscognition for the Effect Duration. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition. 

Riot

Prerequisite: Warden(Rank 9)

AP Cost: 45

Action Type: Full Action

Range: Aura

Effect Duration: Minutes

As a Full Action, if they can perceive and understand you, initiate a presence of fury or civil unrest in any Target you choose that is within the Radius of your Aura, inflicting the Outlaw Miscognition for the Effect Duration. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition. 

Truce

Prerequisite: Warden(Rank 9)

AP Cost: 45

Action Type: Dome

Range: Aura

As an Alternate use of Dome, the edge of the Dome becomes a solid, impenetrable barrier that completely isolates all Targets within the Radius of your Aura in a pacification field. All Combat Actions within the Dome are halted and made impossible to continue as those within are subject to the Pacify Miscognition for as long as the Dome persists. 

Humility

Prerequisite: Warden(Rank 10)

AP Cost: 50

Action Type: Null State

As a part of Null State, remove a single Enhancement Effect from any Targets you choose within the Radius of your Aura. 

Sobriety

Prerequisite: Warden(Rank 10)

AP Cost: 50

Action Type: Null State

As a part of Null State, remove all Enhancement Effects from your Target.

Inspire

Acoustics

Prerequisite: Warden(Rank 1)

AP Cost: 5

Action Type: Interaction

Range: Aura

As a part of an Interaction, alter your dictation to maximize the acoustics of your surroundings through your speaking presence. While you speak, any Targets you choose within the Radius of your Aura can hear you saying as though you were Adjacent to them, with those not chosen to fail to hear you at all. Any Targets that attempt to eavesdrop on your words will require a contested Investigation Ability Check against your Deception Ability Check.

Confidence

Prerequisite: Warden(Rank 1)

AP Cost: 5

Action Type: Reaction

Range: Aura

As a Reaction to witnessing a Comrade attempt a Roll within the Radius of your Aura, you can incite feelings of self-assuredness in the Target if they can perceive and understand you. Therefore, you Roll a 1D10 and apply it as a bonus to your Target’s Roll.

Encouragement

Prerequisite: Warden(Rank 1)

AP Cost: 5

Action Type: Reaction

Range: Aura

As a Reaction to a Comrade becoming the Target of Weapon Attack within the Radius of your Aura, if they can perceive and understand you, you can incite feelings of safety or awareness in the Target. Therefore, you Roll a 1D10 and apply it as a bonus to your Target’s Armor against the incoming Attack.

Intrepidation 

Prerequisite: Warden(Rank 2)

AP Cost: 10

Action Type: Standard Action

Range: Aura

Effect Duration: Rounds

As a Standard Action, you can instill a sense of fearlessness in yourself and any Comrades within the Radius of Aura. Affected Targets become immune to Fear Miscognitions for the Effect Duration.

Autonomy

Prerequisite: Warden(Rank 2)

AP Cost: 10

Action Type: Rapid Action or Reaction

Range: Aura

As a Rapid Action or Reaction, break a Target that can perceive and understand you from any form of mind control, instantly removing the Command, Enthralled, Pacify, or Possession Miscognitions. Autonomy does not affect Machines.

Soothe

Prerequisite: Warden(Rank 2)

AP Cost: 10

Action Type: Standard Action

Range: Aura

Effect Duration: Rounds

As a Standard Action, you can calm the troubled mind of a Comrade within the Radius of your Aura, allowing them to Negate any Miscognitions they are suffering for Effect Duration temporarily. If your Comrade were to leave your Aura, Soothe would fade instantly.

Accuracy

Prerequisite: Warden(Rank 3)

AP Cost: 15

Action Type: Standard Action

Range: Aura

Effect Duration: Rounds

As a Standard Action, inspire a Comrade within the Radius of your Aura to strike with precision and care with a Rally Enhancement, granting a bonus equal to Half(½) of your Will Attribute to their Attack Rolls for the Effect Duration. 

Cruelty

Prerequisite: Warden(Rank 3)

AP Cost: 15

Action Type: Standard Action

Range: Aura

Effect Duration: Rounds

As a Standard Action, inspire a Comrade within the Radius of your Aura to strike without mercy or remorse with a Rally Enhancement, granting a bonus equal to Half(½) of your Will Attribute to their Damage Rolls for the Effect Duration.

Tenacity

Prerequisite: Warden(Rank 3)

AP Cost: 15

Action Type: Standard Action

Range: Aura

Effect Duration: Rounds

As a Standard Action, inspire a Comrade within the Radius of your Aura to withstand pain and punishment with a Rally Enhancement, granting a bonus equal to Half(½) of your Will Attribute to their Physical and Force Armors for the Effect Duration.

Aggression

Prerequisite: Warden(Rank 4)

AP Cost: 20

Action Type: Standard Action

Range: Aura

Effect Duration: Rounds

As a Standard Action, inspire a Comrade within the Radius of your Aura to realize their destructive potential with a Rally Enhancement, granting a bonus equal to Half(½) of your Will Attribute to their Physical and Force Impacts for the Effect Duration.

Pugnacity

Prerequisite: Warden(Rank 4)

AP Cost: 20

Action Type: Standard Action

Range: Aura

Effect Duration: Rounds

As a Standard Action, inspire a Comrade within the Radius of your Aura to affirm their grip and footing in hand-to-hand engagements with a Rally Enhancement, granting a bonus equal to Half(½) of your Will Attribute to their Maneuvers for the Effect Duration.

Resolve

Prerequisite: Warden(Rank 4)

AP Cost: 20

Action Type: Standard Action

Range: Aura

Effect Duration: Rounds

As a Standard Action, inspire a Comrade within the Radius of your Aura to steel them against any potential threat with a Rally Enhancement, granting a bonus equal to Half(½) of your Will Attribute to their Physical and Force Saves for the Effect Duration.

Clarity

Prerequisite: Warden(Rank 5)

AP Cost: 25

Action Type: Standard Action

Range: Aura

As a Standard Action, remove a single Miscognition from a Target within the Radius of your Aura.

Entourage

Prerequisite: Warden(Rank 5)

AP Cost: 25

Action Type: Ritual(One Hour)

Range: Aura

As a Ritual at a Creative Space during a Rest Period, spend One(1) Hour prepping the rest of your Company to look presentable for a social outing. Any Comrade within the Radius of your Aura can use your Charm-based Ability Checks in place of their own. 

Shelter

Prerequisite: Warden(Rank 5)

AP Cost: 25

Action Type: Dome

Range: Aura

As an Alternate use of Dome, create a barrier that protects its inhabitants from any external Environmental Hazards. Any Damage or other Effects of Environmental Hazards are Negated for any Creatures within the Radius while the Dome persists. 

Defiance

Prerequisite: Warden(Rank 6)

AP Cost: 30

Action Type: Standard Action

Range: Aura

Effect Duration: Rounds

As a Standard Action, inspire all Comrades within the Radius of your Aura to maintain a relentless assault with a Rally Enhancement, granting a bonus equal to Half(½) of your Will Attribute to their Physical Armor and Physical Saves for the Effect Duration. 

Pliability

Prerequisite: Warden(Rank 6)

AP Cost: 30

Action Type: Standard Action

Range: Aura

Effect Duration: Rounds

As a Standard Action, inspire all Comrades within the Radius of your Aura to maintain a remain defiant in the face of all opposition with a Rally Enhancement, granting a bonus equal to Half(½) of your Will Attribute to their Force Armor and Force Saves for the Effect Duration. 

Thought Suppression

Prerequisite: Warden(Rank 7)

AP Cost: 35

Action Type: Ritual(One Hour)

As a Ritual during a Rest Period, alter your social presence to inhibit the unintentional movements and tells of any Comrades within the Radius of your Aura. You and your affected Comrades become immune to having their surface thoughts read until your next Rest Period.

Kaleidoscope 

Prerequisite: Warden(Rank 7)

AP Cost: 35

Action Type: Dome

As an Alternate use of Dome, project an Illusion masking the space occupied by your Dome to any observers outside of it for as long as the Dome persists. Any Target that wishes to see through the Illusion must pass a Force Save or Investigation Ability Check (whichever is greater) against your Force Impact, or they suffer the Delusion Miscognition. Delusional Creatures are unable to pass the Dome’s border. 

Proselytize 

Prerequisite: Warden(Rank 8)

AP Cost: 40

Action Type: Ritual(One Hour)

As a Ritual at a Creative Space during a Rest Period, attempt to persuade the general populace as a part of a Culture or Tact Ability Check made to change their disposition towards a specific group or organization. Be advised that altering public perception is a fast way to make both new Enemies and new Comrades. 

Sprinter’s Post

Prerequisite: Warden(Rank 8)

AP Cost: 40

Action Type: Dome

As a part of Dome, while the Dome persists, any Creatures that begin their Turn within the Radius of the Dome receives a bonus equal to your Will Attribute to their Speed for the rest of the Turn.  

Soul Suppression

Prerequisite: Warden(Rank 9)

AP Cost: 45

Action Type: Ritual(One Hour)

As a Ritual at an Archive Link during a Rest Period, spend One(1) Hour inhibiting the Æthereal projections expressed by you and your Comrades. You and any Comrades within the Radius of Aura become immune to all forms of arcane detection, including protection from Scrying or the detection abilities of any Magickal Devices, Objects, or Traps.

Treachery 

Prerequisite: Warden(Rank 9)

AP Cost: 45

Action Type: Full Action

Range: Aura

Effect Duration: Minutes

As a Full Action, break the hold of any controlling effects on any Targets within the Radius of your Aura that can perceive and understand you. The Targets are released of any Command, Enthralled, Pacify, or Possession Miscognitions. Once freed, the Targets will turn on their former handlers, gaining the Taunt Miscognition for the Effect Duration, in addition to receiving a bonus equal to Half(½) of your Will Attribute to any Rolls made to exact their vengeance. Treachery does not affect Machines.

Recuperation

Prerequisite: Warden(Rank 10)

AP Cost: 50

Action Type: Null State

As a part of Null State, remove all Injuries or Miscognition Effects from the Targeted Comrade.

Perseverance 

Prerequisite: Warden(Rank 10)

AP Cost: 50

Action Type: Null State

Effect Duration: Rounds

As a part of Null State, your Target becomes Immune to the Negated Effect for the Effect Duration.