Cybernetic Amalgam

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

Cybernetic amalgams are horrifying constructs of metal and flesh, made to appear as brutal, hulking humanoids. Often made from the body parts of multiple people, they are made possible through an unholy fusion of psi magic, spirit magic, and technology. Cybernetic amalgams are one of the many terrors that the Hold helped unleash onto the world, though they have been known to also exist outside the Hold.

Attribute Details
Type Creature
Cyborg
Emotion/Logic Number 2
Magic/Tech Number 7
Maximum Major Injuries 3
Maximum Minor Injuries 5
Targets Closest target
Goals Kill everything and everyone nearby

If under a being’s control, constructs are entirely subservient to the controller and do not have a will of their own. If not tethered to another being, they are terrifying, malignant creatures of pure emotion, unable to communicate except to convey their rage and instill fear.

Immunities

Weakness

Actions

Reactions

Level 1 Abilities

Level 2 Abilities

Level 3 Ability

Level 4 Abilities

Level 5 Ability

Level 6 Abilities

Tactics

Levels AP
Levels 1-2 3 AP
Levels 3-5 5 AP
Level 6 7 AP
  1. (Level 4+) Uses the Tough as Nails ability, if:
  2. (Level 3+) Counterattacks, if:
  3. (Level 3+) Uses the Outmatched ability, if:
  4. Moves or scrambles to get within range of a target, if they’re not already in range.
  5. (Level 4+) Tears down the target, if they have a beneficial status or immunity.
  6. Cleaves the target, if there is at least 1 other target within range.
  7. If the target isn’t within range, roll 1d4:
    1. Re-roll.
    2. Attacks or strikes (level 2+) the target using cyberware.
    3. Throws another target at the target
    4. Throws an object at the target.
  8. Roll 1d6:
    1. Re-roll.
    2. Attacks or strikes (level 2+) the target.
    3. Throws the target.
    4. Throws another target at the target
    5. Throws an object at the target.
    6. Blindsides the target.
  9. Guards, if:
    • It gets hit after taking its turn, and
    • It has at least 1 AP left at the end of its turn.