Vindicator
| 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
- 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 Ability
Level 6 Abilities
Standard Inventory
- Credit Chip (roll 1d4 for the wealth score)
- Datapad
- Over-the-ear Translator
Tactics
Vindicators have a base AP pool of 3 AP.
- (Level 6) Begins the encounter with the Divine Avatar status.
- (Level 4+) Uses the Mystical Intervention ability, if:
- They get a third major injury, and
- They haven’t used the ability this session.
- (Level 3+) Counterattacks, if:
- Guards or uses the Magical Shield ability (level 3+), if they believe they have the AP to spare.
- Moves or scrambles to get within range of a target or an ally, if they’re not already in range.
- (Level 6) Uses the Renascence ability, if:
- Themselves or an ally is unstable, and
- The vindicator hasn’t used the ability this session.
- (Level 2+) Cleanses, if themselves or an ally has a negative status.
- Uses the Restoration ability, if themselves or an ally is unstable.
- (Level 4+) Tears down the target, if they have a beneficial status or immunity.
- Blindsides the target, if they’re big enough of a threat.
- Flip a coin or roll 1d2:
- (Level 6) Raptures, if:
- They don’t have the Divine Avatar status, and
- They’re unable to do anything else.