Saint-14

File:Saint-14.png

File:Quote1.png *He walked out into the demon light. But at the end, he was brighter.* File:Quote2.png
—**Paean to Saint-14**

## Summary

Saint-14 was one of the most legendary Guardians to ever live. He served as the first Vanguard Commander and the right-hand man of The Speaker. First making a name for himself as the Battle of Six Fronts, he received the shotgun Perfect Paradox from an unknown Guardian displaced from time. That Guardian would end up becoming a catalyst for Saint-14's drive to become the legend that he would, and he would go on to become renowned for his many crusades against the Fallen, killing many important and powerful targets. Saint-14 stepped up as the first Vanguard Commander in the wake of growing chaos in the city caused by the demise of the Iron Lords and later would nominate Osiris to the Vanguard as well.

He would meet his end lost in the Infinite Forest after being sent to Mercury to search for Osiris, finally succumbing to the Vex after centuries of constant battle.

## Powers and Stats

**Tier:** At least **5-C**, likely **4-B** | At least **4-B**, likely **Low 2-C**, possibly **2-B**

**Name:** Saint-14, Hero of Six Fronts, the First Vanguard

**Origin:** Destiny

**Gender:** Male

**Age:** Hundreds of years

**Classification:** Exo, Guardian, Titan, Vanguard Commander

**Powers and Abilities:**

* Abilities
* Vex Space
* Resistances

Superhuman Physical Characteristics, Martial Arts and Weapon Mastery, Vehicular Mastery, Immortality (Types 1, 3, 4, 7, and 8 based on his Ghost), Resurrection and Regeneration (Low-Godly. Can reform from physical erasure so long as his Ghost persists, which contains his Light), Acausality (Type 4), Self-Sustenance (Type 3; Exos don't get tired), Aura, Limited Flight, Forcefield Creation (All Guardians have a protective forcefield generated by their Light, All Titans can generate barricades to protect from enemy fire, Saint-14 has access to the Defender class which allows him to create barriers of Void Light,), Non-Physical Interaction (Can interact with Vex energy and data structures, souls, metaphysical samples, Vex that exist as agressive ideas and Nightmares made of chaos, negation, and the raw things found existing in spaces between thought and fear), Absorption (Guardians can absorb energy and power sources), Enhanced Senses via radar, Healing, Telepathy (Ghosts can telepathically communicate with their Guardian), Teleportation, Limited Magic (Ghosts can destroy or nullify Hive runes), Data Manipulation and Information Manipulation (Ghosts can manipulate data and decode and encrypt engrams) and Information Analysis via Ghost (Guardians can also subconsciously analyze things at the molecular level), Creation and Weapon Creation (Ghosts can reprodruce a Guardian’s equipment. Guardians can create constructs and weapons from their Light), Explosion Manipulation (with Grenades and Hammer of Sol), Statistics Amplification (Via the use of various abilities and techniques), Empowerment, Quantum Manipulation, Space-Time Manipulation, Gravity Manipulation, Life-Absorption and Matter Manipulation (Atomic) (Saint-14 uses Void Light, which uses all these powers in its application), Black Hole Creation (Void Light can be used to create black holes), Fire Manipulation, Energy Manipulation, Heat Manipulation (Solar Light generates heat and flames and manipulates quanta), Electricity Manipulation, Magnetism Manipulation (Arc Light manipulates electromagnetism), Status Effect Inducement via Flashbang Grenade, Power Nullification via Suppressor Grenades, Time Manipulation (His light cut a rift through time in the Infinite Forest, drawing Vex from different pasts and futures all to one convergence), Subjective Reality (The Light and Darkness are ontological forces that grant power over that which is real, and that which isn’t), Law Manipulation and Reality Warping (The Demiurge of the Guardian is the Gun, a rule maker which a Guardian can use to alter reality. It is likened to other such reality altering concepts as the Worms of the Hive, which are where beings such as Oryx, the Taken King derive much of their power from)

All previous abilities to a greater extent in addition to Enhanced Information Manipulation (Outside of material space Guardians can alter the information that makes up reality through the Light)

Resistance to Reality Warping, Time Manipulation, Fate Manipulation, Causality Manipulation, Spatial Manipulation, BFR, Existence Erasure, Physics Manipulation (Guardians are aberrations of physics and the Light is superordinate to material physics), Disease Manipulation (Guardians seem far less susceptible to diseases), Subjective Reality, Quantum Manipulation, Space-Time Manipulation, Gravity Manipulation, Life-Absorption, Electricity Manipulation, Magnetism Manipulation, Fire Manipulation, Heat Manipulation, Limited Resistance to Absolute Zero (Can survive being frozen by Stasis and break out), Mind Manipulation, Biological Manipulation, Law Manipulation, Absorption, Power Mimicry, Information Analysis and Analytical Prediction (Paracausal entities resist the Vex’ analytical abilities and can’t be simulated normally. Saint-14 in particular couldn't be properly analyzed by the Vex, even while inside of the Infinite Forest), other Vex abilities (Fought the Vex for centuries, and was unable to be stopped until the Vex manifested a mind specifically designed to kill him and him alone. Even then, Saint-14 managed to kill this Vex mind before finally succumbing to the endless tide of the machines), Matter Manipulation (Macro-Quantum), and Soul Manipulation (Damage to or destruction of Guardian souls is not particularly important to Guardians, as they regularly endure such effects. Exo don't have souls.)

**Attack Potency:** At least **Moon level+** (As one of the most powerful Guardians to ever live, should not be any weaker than a generic group of Taken who were capable of destroying Io and should be at least comparable to Oryx's shades. The Shoulder Charge ability can instantly kill Guardians of comparable power.), likely **Solar System level** (Was peers with and briefly fought Osiris, who was stated to be the most powerful Guardian ever by the ghost of the guardian who killed Oryx, the Taken King. Killed the Martyr Mind with no Light, and killed a damaged version of the Martyr Mind in one strike with his Light) | At least **Solar System level** (No weaker than he was in material space), likely **Universe Level+**, possibly **Multiverse level** (His light cut a rift through the timelines of the Infinite Forest. Fought the Vex for centuries and only died to a weapon specifically attuned to him, while the Vex were also able to stalemate beings such as The Daughters of Oryx)

**Speed:** **FTL** (Should be comparable to other Guardians capable of dodging Sleeper Simulant and projectiles that travel faster than that) | **Unknown** (Moved through the Infinite Forest, a location composed of infinite Vex made timelines. Was said to have cut a rift through time with his light)

**Lifting Strength:** **Unknown** | **Unknown**

**Striking Strength:** At least **Moon Class+**, likely **Solar System Class** | At least **Solar System Class**, likely **Universal+**, possibly **Multiversal**

**Durability:** At least **Moon level+**, likely **Solar System level** (Comparable to his attack potency) | At least **Solar System level**, likely **Universe level+**, possibly **Multiverse level**

**Stamina:** Extremely high (Fought the Vex for centuries on end, long after he ran out of ammunition)

**Range:** Hundreds of meters to kilometres with guns, far higher with abilities (created a rift in the timelines of the Infinite Forest), up to hundreds of kilometers for the Ghost

**Standard Equipment:**

* **Perfect Paradox:** The Perfect Paradox is a Void rapid-fire shotgun that was created by the Guardian and given to Saint-14 inside the Infinite Forest, and was at a later date recovered from the body of Saint-14 to be reforged by the Guardian, which was then given to Saint-14 when the Guardian travelled into the Infinite Forest. The Perfect Paradox fires at 140RPM and has a magazine of 7, with each shot firing 12 pellets, as well as a series of adjustable barrel, sight, magazine and battery options and the trait 'Rampage' which increases the strength of the Perfect Paradox with the number of enemies killed with it for a short period of time (Stacks to a maximum of x3).

* **Bastion**: Bastion is an Exotic kinetic-damage fusion rifle gifted to Saint-14 by the Speaker, it fires 3 spreads of kinetic slugs every 0.74 seconds, with a portion of the weapons' damage bypassing the elemental shields of enemies. This weapon has a durable ranged barrel, a slow-building charge to increase the impact of the burst and a versatile dual-purpose stock.

* **Helm of Saint-14:** The Helm of Saint-14 is an Exotic helmet that has the special perk 'Starless Night', which blinds enemies that enter Saint-14's Ward of Dawn as well as temporarily blinding nearby enemies when Saint-14 guards with his Sentinel Shield.

* **Ghost:** For a Guardian, their Ghost serves as a companion, scout, librarian, and mechanic, able to activate ancient machinery and act as a codebreaker. Ghosts can support Guardians by performing certain actions such as illuminating darkened areas, repairing technology, scanning for and informing Guardians of incoming hostile threats, and providing communications. Most importantly, Ghosts may revive Guardians from death. As long as the Ghost survives, and barring special circumstances, Guardians are effectively immortal and can be resurrected fully intact from any form of death without consequences. The death does not have to be immediate, nor do they have to be revived in the same place they died. Ghosts may also repair any injury a Guardian suffers in a matter of seconds.

* **Sparrow:** A Sparrow is a single-passenger, all-terrain antigrav bike with one purpose: moving from objective to objective with unmatched speed. Sparrows are quick, quiet, and simple to transmat.

**Intelligence:** As the first Vanguard Commander, Saint-14 would need an impressive degree of intelligence, as this position requires the user to be able to manage almost everything going on in The City and with other Guardians. Ghosts are likely around Extraordinary Genius, as they are companion supercomputers capable of deciphering information incomprehensible to normal minds. In terms of fighting, Saint-14 has quite an impressive record, with him being hailed for his actions at the Battle of Six Fronts, his successful crusades against the Fallen, and fighting the Vex for centuries on end, even killing the mind specifically designed to kill him.

**Weaknesses:** If the Ghost of the Guardian is destroyed, their next death will be final.

**Feats:**

Show/Hide

* Became famous for his actions at the Battle of Six Fronts.

* Became the first Vanguard, and helped establish the Consensus system that still runs The City in present.

* Led crusades against the Fallen, resulting in the death of Solkis, Kell of the House of Devils.

* Fought the Vex for centuries, ending his life with a mutual kill on a mind dedicated to the sole purpose of his demise.

**Notable Attacks/Techniques:**

* General Titan Attacks/Techniques
* Sentinel/Defender Subclass Attacks/Techniques
* Sunbreaker Subclass Attacks/Techniques
* Striker Subclass Attacks/Techniques

* **Lift:** A Titan ability allowing for limited flight. Can be altered to prioritize height, control, or giving a strong burst of initial momentum.

* **Towering Barricade:** A large barrier that can be used for cover or to seal off dangerous areas for a short time.

* **Rally Barricade:** A small barricade that allows one to peek over it while aiming down sights and continuously reloads the equipped weapon of the user.

* **Titan Codices:** Titan training allows them to select from a vast variety of fighting styles that focus on a mixture of recovery, speed and toughness. Different codices will focus on one, two or all of the three traits, amplifying them in the user depending on which traits the user needs in any specific battle.

* **Sentinel Shield:** Summons a shield of Void Light. While Sentinel Shield is active, the user can hit opponents with the shield, throw the shield while creating a new one in the process, or guard with the shield, greatly expanding the radius it covers. Sentinel Shield is incredibly difficult to break through even using other Guardian supers and erases things at a touch.

* **Disintegrate:** Killing an enemy with this melee ability creates a Force Barrier around the user which absorbs incoming damage. This ability can be tweaked to also allow every melee kill to have a chance of generating an Orb of Light, have the Force Barrier continually recharge or have the reload and ready speed of weapons be extremely quick while Force Barrier is active. Extra perks allow the user to increases the duration and strength of the shield created by Disintegrate.

* **Magnetic Grenade:** A grenade that attaches to enemies and explodes twice. Designed to crack the armour of hard targets.

* **Spike Grenade:** A grenade that attaches to any surface and emits a torrent of damaging void light.

* **Suppressor Grenade:** An explosive grenade that prevents enemies from using abilities for a short time.

* **Voidwall Grenade:** A grenade that creates a horizontal wall of burning Void Light.

* **Iron Harvest:** Heavy Weapon kills have a chance to create Orbs of Light for the users allies.

Code of the Protector:

* **Ward of Dawn:** The Code of the Protector allows the user to forego summoning the Sentinel Shield, and instead shape Void Light into a nigh-indestructible shield-dome to protect the user and their allies from harm. Replenishes grenade and melee energy on activation. Ward of Dawn can be tweaked to dramatically amplify the durability or attack potency of its user and any allies who pass through it, with other perks further increasing the potency of the buffs. Extra perks allow the user to either increase the Ward of Dawn's duration as well as their own base durability, give the Ward the ability to generate additional Orbs of Light when it is under enemy fire or dramatically decrease the cooldown time of the Ward of Dawn and give a small boost to the users base durability.

* **Defensive Strike:** Killing an enemy with this melee ability to creates an overshield around the user and nearby allies.

* **Rallying Force:** Killing an enemy in melee restores health for the user and nearby allies.

* **Turn the Tide:** The overshield from Defensive Strike lasts longer and increases melee damage and reload speed.

Code of the Aggressor:

* **Superior Arsenal:** Grenade kills recharge grenade energy.

* **Shield Bash:** After sprinting for a short time, using this melee ability unleashes a devastating Shield Bash that disorients enemies.

* **In The Trenches:** Kills while surrounded by enemies reduce the cooldown of Sentinel Shield

* **Second Shield:** Gain an additional Shield Throw charge while Sentinel Shield is active.

- **Hammer of Sol:** Forges Light into a raging inferno of Solar energy, and allows the user to pull a blazing hammer from the fire. The user can then launch their hammers at enemies from afar, releasing a devastating eruption of Solar fire on impact. Perks give the user the ability to throw more hammers as well as the hammers causing bigger explosions and allow the user to hurl themselves forward during Hammer of Sol, causing enemies in their path explode, chaining fiery damage to other enemies. Extra perks cause enemies that are killed by the Hammer of Sol to explode and chain fiery Solar damage to enemies caught in the blast or have the Hammer of Sol track its target.

* **Fleetfire:** An extra perk that causes kills with solar abilities to grant the user bonus movement and reload speed for a short time. Stacks up to 3 times.

* **Sunstrike:** Ignites the user's enemies with a heavy solar strike. Perks allow Sunstruke to burn away the target’s defences (While burning, targets are weakened to both the user and their allies.), reduce Sunstrike cooldown by 60% as well as having killed an enemy with Sunstrike instantly recharges its own cooldown, or Sunstrike releases a Solar explosion on hit, melee kills with this perk create a Sunspot that damages enemies inside.

* **Other perks:** Other perks include causing kills with Solar abilities to regenerate health, when standing in a Sunspot the user gains an Overshield and Hammer of Sol lasts longer or that when Super energy is full grenade and melee abilities recharge twice as fast.

* **Thermite Grenade:** A grenade that sends forward a burning line of fire.

* **Incendiary Grenade:** An explosive grenade that catches enemies on fire, causing additional damage over time.

* **Fusion Grenade:** An explosive grenade that causes bonus damage when attached to its target.

- **Fist of Havoc:** Allows the user to Leap forward and smash the ground, obliterating nearby enemies in a maelstrom of Arc Light. Perk abilities allow the user to tweak the Fist of Havoc so that it can leave a damage-dealing Arc field in its wake, allow the Fist of Havoc to be aimed at enemies below after jumping into the air or have the Fist of Havoc unleash a wave of devastating energy which travels along the ground. Extra perks increase the duration of the damage-dealing Arc field or increase the leap distance of the Fist of Havoc while giving a minor boost to the users base speed. Further perks increase the user's durability while they are using the Fist of Havoc as well as giving a small boost to the user's base durability.

* **Storm Fist:** A punishing melee attack that deals bonus damage by sending a powerful shock of Arc Light through the enemy. Perks allow the user to tweak this ability so that kills with Storm Fist significantly reduce the cooldown of Fist of Havoc, have hits with Storm Fist have a chance to deal area of effect damage around the target or have hits with Storm Fist have a chance to immediately reset its own cooldown. Extra perks cause kills with melee attacks to immediately trigger health regeneration.

* **Flashbang Grenade:** An explosive grenade that disorients the enemies it damages, leaving them vulnerable to gunfire and close combat. Extra perks increase the duration of this grenade.

* **Pulse Grenade:** A grenade that periodically damages enemies inside its explosion radius with a pulse of Arc Light. Used as an effective tool for area denial. Extra perks increase the duration of this grenade.

* **Lightning Grenade:** A grenade that sticks to any surface, periodically emitting bolts of lightning. Extra perks increase the duration of this grenade.

* **Other perks:** After sprinting for a short time the user gains a protective shield or they can unleash a devastating shoulder charge capable of vaporising comparable opponents in one hit.

**Key:** **In material space** | **In Vex space**

## Gallery

Dead-14.pngSaint-14's corpsePerfect Paradox.pngPerfect Paradox, Saint-14's iconic shotgunBastion.jpgBastion, Saint-14's personal Exotic Fusion Rifle.
## Others

**Notable Victories:**

Typhus the Traveller (Warhammer 40,000) Typhus' profile (Speed was equalized, Saint-14 was 5-C)

**Notable Losses:**

Nono (Diebuster) Nono's profile (Material Plane Saint and Buster Machine #7 were used)

**Inconclusive Matches:**