Hemomantic Cybermancer

Immortal Freedom RPG > Non-player Entities (NPCs) > Classes > Cybermancer

The Hold. The most deadly force the star cluster has ever known. A combination of spirit magic, psi magic, and technology allowed the Hold to accomplish what megor raiders could not: bring the Terran Republic to its knees. Many have come to fear their power—and rightly so. There is something deeply profane about raising the dead, and imbuing them with both magic and cyberware to create cybernetic, undead super soldiers.

However, even the most vile and repulsive methods are worth studying. Using the lessons learned from the Hold’s overwhelming successes, cybermancers bridge the gap between magic and technology to raise the dead and enhance their capabilities through cyberware. The process weighs heavily on cybermancers, corrupting their magic, body, and soul. But in exchange, they are rewarded with power beyond imagining.

Hemomantic cybermancers tap into the most essential part of a person’s body to drain their energy, control their actions and, feed on their life force.

Attribute Details
Type Character
Emotion/Logic Number 1d6
Magic/Tech Number 2
Maximum Major Injuries 3
Maximum Minor Injuries 5

Cybermancer

The primary goal for cybermancers in any combat is to kill organic characters and creatures—as well as deactivate machines—to raise an army of the undead under their control. They like to pick off the weakest or most heavily damaged targets within their range until they can spend their turn controlling or raising the lifeless.

Actions

Reactions

Level 1 Abilities

Level 2 Abilities

Level 3 Abilities

Level 4 Abilities

Level 5 Abilities

Level 6 Abilities

Standard Inventory

Tactics

Cybermancers have a base AP pool of 3 AP.

  1. Begins the encounter with wireless links to machines which would give them an advantage.
  2. Guards or uses the Magical Shield ability (level 3+), if they believe they have the AP to spare.
  3. If inhibited:
    1. Moves, scrambles, or floats (level 2+) to get within range of a target, if they’re not already in range.
    2. Attacks the target using cyberware.
  4. Moves, scrambles, or floats (level 2+) to get away from danger, if:
  5. (Level 6) Teleports, if:
    • They need to flee, and
    • They haven’t used the ability this session.
  6. (Level 2+) Levitates if:
  7. Moves, scrambles, or floats (level 2+) to get within range of a target, if they’re not already in range.
  8. (Level 5+) Summons a mecha golem, if they haven’t used the ability this session.
  9. (Level 5+) Absorbs essence from the target, if the cybermancer is unstable.
  10. Uses the Vampiric Bite ability on the target, if the cybermancer is unstable.
  11. (Level 4+) Raises the dead, if there is a corpse or a deactivated machine.
  12. (Level 3+) Dominates the lifeless, if:
  13. (Level 2+) Uses the Fulmination ability, if:
  14. (Level 2+) Uses the Hemokinesis ability to control the target, if they’re a big enough threat.
  15. Establishes links to machines, if doing so would give them an advantage.
  16. (Level 4+) Uses the Blood Is Power ability on the target, if they’re within range.
  17. Flip a coin or roll 1d2:
    1. Assails the target with visions of death.
    2. Attacks the target using cyberware.