Keeper

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

Keepers have a primordial connection to nature. They are practised at sensing subtle shifts in the balance of nature and taking steps to ensure this balance does not tip too far in any one direction. In return, nature responds to their call as plants and animals work with keepers to build homes, heal allies and attack enemies. Many keepers spend most of their time in meditation so they can focus their energy solely on the development of life.

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

Reactions

Level 1 Abilities

Level 2 Ability

Level 3 Abilities

Level 4 Abilities

Level 5 Abilities

Level 6 Abilities

Standard Inventory

Tactics

Keepers have a base AP pool of 3 AP.

  1. (Level 4+) May begin the encounter with the Shapeshifted status, if trying to blend in with a natural environment.
  2. Guards or uses the Magical Shield ability (level 3+), if they believe they have the AP to spare.
  3. Wild walks to:
    • Get within range of a target or an ally, if they’re not already in range, and
    • Stay as far away from danger as possible.
  4. 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.
  5. Drops awareness or sneaks (level 3+), if they’re not perceived.
  6. (Level 6) Uses the Renascence ability, if:
  7. (Level 2+) Cleanses, if themselves or an ally has a negative status.
  8. Uses the Restoration ability, if themselves or an ally is unstable.
  9. (Level 6) Summons gaia’s wrath, if:
  10. (Level 3+) Soothes a beast, if they’re a big enough threat.
  11. (Level 5+) Erases an object, if doing so would give them an advantage.
  12. Roll a die based on the keeper’s level:
  13. 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.