Guarantor Synergy

"You can get up to a million dollars or more in life insurance in case you die. But can only get about seven or eight bucks an hour to live."

Between the realms of life and death lay the most important thing of all: profit. Unlike Grim Synergy A.Is and their fascination with the inevitable entropy of the universe, Guarantor A.Is focus on exploring humanity's personal and commercial relationship with life and death, seeking out medical technicians, insurance salesmen, bounty hunters and general daredevils to help expand their knowledge of this bizarre quirk of humankind.


Guarantor Synergy Techs

Ordinator Level Techs

1st Bane, Pain Killers

3rd Gentle Repose, Viral Ray

5th Revivify, Syphon

7th Organic Dissolution, SAPI Plate

9th Absolute Terror Field, Raise Dead

Insurance Policy

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a Tech to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the Spare the Dying Trick, which doesn't count against the number of Ordinator Tricks you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Hacked Tracker

At 1st level, you gain the ability to occasionally sense the presence of the Hacked, whose existence is an insult to the natural cycle of life. As an action, you scan your surroundings to detect Hacked. Until the end of your next turn, you know the location of any Hacked within 60 feet of you that isn't behind total cover and that isn't protected from Observation tech. This sense doesn't tell you anything about a creature's capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

A.I Assistance: Mark for Death

Starting at 2nd level, you can use your A.I Assistance to mark another creature's life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Not Today

At 6th level, you gain the ability to impede death's progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Potent Techcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Ordinator Trick.

Stolen Sustain

At 17th level, when an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.

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