Electrokinetic Recondite

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

Psi magic is the most powerful and most accessible magic in the modern age. With psionics, an individual can animate objects, see far off places or into the future, invade the minds of others, teleport, control temperature, or manifest energy into the physical world. Psi magic can also be greatly enhanced by crystals, which are plentiful thanks to their use as a mechanical power source. The members of all civilized species can learn psi magic, but only aeyen, erelen, and terrans have the infrastructure to properly train and regulate recondites.

Electrokinetic recondites manifest electricity to electrocute their enemies, make machines go Haywire, and generally sow chaos.

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

Recondite

Recondites use psionics to attack the minds of their foes, hurl objects with telekinesis, and manifest harmful fire, frost, and energy. They are focused almost entirely on causing as much damage as possible to their enemies, and are surprisingly mobile, teleporting around the battlefield at whim.

Actions

Reactions

Level 1 Abilities

Level 2 Abilities

Level 3 Abilities

Level 4 Abilities

Level 5 Abilities

Level 6 Abilities

Tactics

Recondites have a base AP pool of 3 AP.

  1. Guards or uses the Magical Shield ability (level 3+), if they believe they have the AP to spare.
  2. If inhibited, moves, scrambles, or floats (level 2+) to get away from the originator.
  3. (Level 6) Teleports, if:
    • They need to flee, and
    • They haven’t used the ability this session.
  4. (Level 2+) Levitates if:
  5. Arc discharges to get within range of a target, if:
  6. (Level 6) Summons a thunderstorm, if:
  7. (Level 5+) Summons an electric fiend, if they haven’t used the ability this session.
  8. (Level 5+) Uses the Telekinetic Surge ability, if:
    • There is a large enough target to warrant its use, and
    • They haven’t used the ability this session.
  9. (Level 4+) Absorbs magic from the target, if the recondite is unstable.
  10. (Level 3+) Drains charge from the target, if the recondite is unstable.
  11. (Level 2+) Recharges an allied machine, if they’re an important enough ally.
  12. (Level 4+) Mind controls the target, if they’re a big enough threat.
  13. (Level 3+) Supercharges a machine or a metallic object, if:
  14. (Level 5+) Magnetises a target, if:
  15. (Level 2+) Uses the Paroxysm ability, if:
  16. Roll 1d4:
    1. Lightning strikes the target.
    2. Telekinetically tosses the target.
    3. Telekinetically tosses another target at the target.
    4. Telekinetically tosses an object at the target.