Warden

Individuals who are bound to a particular place, chosen protectors of a landmark or trail or forest or holy/powerful site or neighborhood. They are slightly tougher, stronger, and faster in their territory, will eventually recover from any harm they suffer there as long as they survive while there, are unaging, can sense anything within their territory's borders as if they were there in person, are friends to all creatures there, and can alter the environment to a limited extent. Wardens may leave their territory, but the sensation has been described as like being naked and blindfolded while leaving behind your oldest friend so many don't spend too much time (if any) away.


 * Musts:** A Warden's High Concept must include the site he or she is linked to, allowing for Invokes and Compels. Furthermore, all Wardens have the following Powers:

Wizard's Constitution (-0) Sponsored Magic (Place of Power) (-3 total for being tied to one location) Inhuman Strength (-2) Inhuman Speed (-2) Inhuman Toughness (-2) The Catch (Tied to one location, Known Weakness) (+2, but effectively only +1 because The Catch can never reduce a cost below -1)


 * Minimum Refresh Cost:** -8