Keeper
| Attribute | Details |
|---|---|
| Type | Character |
| Emotion/Logic Number | 1d6 |
| Magic/Tech Number | 2 |
| Maximum Major Injuries | 3 |
| Maximum Minor Injuries | 5 |
Keepers are nefarious during combat, hanging in the backlines as they subtly use nature against their foes. Flies swarm, roots trip, and spores suffocate the keeper’s enemies without them ever knowing it was the keeper who did it—if they do it right. Primal magic also allows them to heal allies. They focus on attacking until an ally is damaged, at which point they get within melee range to heal or cleanse.
Actions
- 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 Ability
Level 3 Abilities
- Hidden
- Sneak
- Soothe the Beast
- Wild Walk ✚ (replaces Wild Walk)
Level 4 Abilities
Level 5 Abilities
- Call Creature
- Erase
- Primal Swarm ✚ (replaces Primal Swarm)