Electrokinetic Recondite
Immortal Freedom RPG > Non-player Entities (NPCs) > Classes > Recondite
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 |
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 Abilities
Level 3 Abilities
Level 4 Abilities
Level 5 Abilities
Level 6 Abilities
Tactics
Recondites have a base AP pool of 3 AP.
- 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 the originator.
- (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.
- Arc discharges to get within range of a target, if:
- (Level 6) Summons a thunderstorm, if:
- (Level 5+) Summons an electric fiend, if they haven’t used the ability this session.
- (Level 5+) Uses the Telekinetic Surge ability, if:
- (Level 4+) Absorbs magic from the target, if the recondite is unstable.
- (Level 3+) Drains charge from the target, if the recondite is unstable.
- (Level 2+) Recharges an allied machine, if they’re an important enough ally.
- (Level 4+) Mind controls the target, if they’re a big enough threat.
- (Level 3+) Supercharges a machine or a metallic object, if:
- (Level 5+) Magnetises a target, if:
- (Level 2+) Uses the Paroxysm ability, if:
- Roll 1d4:
- Lightning strikes the target.
- Telekinetically tosses the target.
- Telekinetically tosses another target at the target.
- Telekinetically tosses an object at the target.