Keeper
| Attribute | Details |
|---|---|
| Type | Character |
| Emotion/Logic Number | 1d6 |
| Magic/Tech Number | 2 |
| Maximum Major Injuries | 3 |
| Maximum Minor Injuries | 5 |
Keepers are nefarious during combat, hanging in the backlines as they subtly use nature against their foes. Flies swarm, roots trip, and spores suffocate the keeper’s enemies without them ever knowing it was the keeper who did it—if they do it right. Primal magic also allows them to heal allies. They focus on attacking until an ally is damaged, at which point they get within melee range to heal or cleanse.
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
Reactions
Level 1 Abilities
Level 2 Ability
Level 3 Abilities
- Hidden
- Sneak
- Soothe the Beast
- Wild Walk ✚ (replaces Wild Walk)
Level 4 Abilities
Level 5 Abilities
- Call Creature
- Erase
- Primal Swarm ✚ (replaces Primal Swarm)
Level 6 Abilities
Standard Inventory
- Credit Chip (roll 1d4 for the wealth score)
- Datapad
- Over-the-ear Translator
Tactics
Keepers have a base AP pool of 3 AP.
- (Level 4+) May begin the encounter with the Shapeshifted status, if trying to blend in with a natural environment.
- Guards or uses the Magical Shield ability (level 3+), if they believe they have the AP to spare.
- Wild walks to:
- If inhibited, moves or scrambles to:
- Get away from the originator,
- Get within range of an ally, if they’re not already in range, and
- Stay as far away from danger as possible.
- Drops awareness or sneaks (level 3+), if they’re not perceived.
- (Level 6) Uses the Renascence ability, if:
- (Level 2+) Cleanses, if themselves or an ally has a negative status.
- Uses the Restoration ability, if themselves or an ally is unstable.
- (Level 6) Summons gaia’s wrath, if:
- (Level 3+) Soothes a beast, if they’re a big enough threat.
- (Level 5+) Erases an object, if doing so would give them an advantage.
- Roll a die based on the keeper’s level:
- At level 4, flip a coin or roll 1d2:
- Calls a primal swarm onto the target.
- Shapeshifts into an appropriate creature.
- At levels 5-6, roll 1d4:
- Re-roll.
- Calls a primal swarm onto the target.
- Shapeshifts into an appropriate creature.
- Calls a creature.
- At level 4, flip a coin or roll 1d2:
- Calls a primal swarm onto the target.
Shapeshifted Tactics
Shapeshifted keepers act as the creature to which they resemble, except that they remove the Shapeshifted status if they or an ally is unstable.