Vindicator

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

While there have always been fighters with an affinity for divine magic and divine clerics with martial capabilities, vindicators directly embody what happens when you combine an affinity for divine magic with martial prowess. Terrans were the first to officially train vindicators in the modern age, though ewoche also employed vindicators throughout their empire as peacekeepers and enforcers.

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

Vindicators use divine magic to attack their enemies and heal allies. divine magic is stronger than other magics and vindicators know it—they use it to their advantage as much as possible. 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 Abilities

Level 3 Abilities

Level 4 Abilities

Level 5 Ability

Level 6 Abilities

Standard Inventory

Tactics

Vindicators have a base AP pool of 3 AP.

  1. (Level 6) Begins the encounter with the Divine Avatar status.
  2. (Level 4+) Uses the Mystical Intervention ability, if:
  3. (Level 3+) Counterattacks, if:
    • They’re attacked, and
    • They haven’t used the ability this session.
  4. Guards or uses the Magical Shield ability (level 3+), if they believe they have the AP to spare.
  5. Moves or scrambles to get within range of a target or an ally, if they’re not already in range.
  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 4+) Tears down the target, if they have a beneficial status or immunity.
  10. Blindsides the target, if they’re big enough of a threat.
  11. Flip a coin or roll 1d2:
    1. Attacks or strikes (level 2+) the target.
    2. Uses the Throw ability. Roll 1d4:
      1. Throws the target.
      2. Throws another target at the target
      3. Throws an object at the target.
      4. Attacks or strikes (level 2+) the target instead.
  12. (Level 6) Raptures, if: