Umbramantic Cybermancer
Immortal Freedom RPG > Non-player Entities (NPCs) > Classes > Cybermancer
Umbramantic cybermancers add the power of pure darkness to the mix, and trully calling themselves masters of death and entropy.
| Attribute | Details |
|---|---|
| Type | Character |
| Emotion/Logic Number | 1d6 |
| Magic/Tech Number | 2 |
| Maximum Major Injuries | 3 |
| Maximum Minor Injuries | 5 |
Actions
- Craft
- Drop Awareness
- Heal
- Magic Attack
- Melee Attack
- Move
- Move in Difficult Terrain
- Move in Low Gravity
- Move in Zero Gravity
- Ranged Attack
- Repair
- Scramble
- Scramble in Difficult Terrain
- Swim
- Tech Attack
Reactions
Level 1 Abilities
Level 2 Abilities
Level 3 Abilities
Level 4 Abilities
- Enshroud
- Fulmination ✚ (replaces Fulmination)
- Shambling Horror
Level 5 Abilities
Level 6 Abilities
Standard Inventory
- Arm Cannon Cyberware
- Credit Chip (roll 1d4 for the wealth score)
- Datapad
- Embedded Translator
- Telescopic Blade Cyberware
Tactics
Cybermancers have a base AP pool of 3 AP.
- Begins the encounter with:
- Wireless links to machines which would give them an advantage, and
- (Level 6) The Living Nightmare status.
- Guards or uses the Magical Shield ability (level 3+), if they believe they have the AP to spare.
- If inhibited:
- Moves, scrambles, or floats (level 2+) to get away from danger, if:
- (Level 6) Teleports, if:
- They need to flee, and
- They haven’t used the ability this session.
- (Level 2+) Levitates if:
- There are ground hazards, and
- They don’t have the Levitating status.
- Moves, scrambles, or floats (level 2+) to get within range of a target, if they’re not already in range.
- (Level 5+) Summons a nightmare fiend, if they haven’t used the ability this session.
- (Level 5+) Absorbs essence from the target, if the cybermancer is unstable.
- (Level 4+) Raises a shambling horror, if there is a corpse or a deactivated machine.
- (Level 3+) Gouges a soul, if there is a spirit remnant or a machine.
- (Level 5+) Death gazes, if most nearby targets are not horrified.
- (Level 2+) Uses the Fulmination ability, if:
- (Level 4+) Enshrouds, if:
- (Level 3+) Uses the Overwhelming Darkness ability on the target, if they’re a big enough threat.
- Establishes links to machines, if doing so would give them an advantage.
- Roll a die based on the cybermancer’s level:
- At level 1, flip a coin or roll 1d2:
- Assails the target with sinister shadows.
- Attacks the target using cyberware.
- At levels 2-6, roll 1d4:
- Re-roll.
- Assails the target with sinister shadows.
- Attacks the target using cyberware.
- Summons a nightmarish ooze.
- At level 1, flip a coin or roll 1d2:
- (Level 6) Embraces oblivion, if:
- They don’t have the Living Nightmare status, and
- They’re unable to do anything else.