Pyrokinetic Nebaz Imp

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

Nebaz

Nebaz are constructed specifically for combat. Every part of their being is dedicated toward the complete domination over any force which would oppose them. Nebaz are inherently psionic, can be infused with other magics as well, such as fire magic or frost magic.

Nebaz

Nebaz imps are the smallest and most vicious nebaz incarnations, appearing as minute, devilish figures with chaotic movements and even more chaotic behaviour. Deadly even when alone, they often appear in small packs, quickly overwhelming their intended targets.

Pyrokinetic nebaz imps are infused with fire magic, setting them ablaze and burning all that they touch.

Attribute Details
Type Machine
Character
Emotion/Logic Number 2
Magic/Tech Number 5
Maximum Major Defects 3
Maximum Minor Defects 5
Targets Closest magic user, if identified or revealed
Random target
Goals Destroy life corrupted by the Nox’zh’r

Nebaz imps are focused almost entirely on causing as much damage as possible to their enemies using magic. They attack at random, sowing chaos and pulling focus in as many directions as possible. Nebaz imps fight to their deaths, even when alone or outmatched. Because the nebaz work as a hive mind, there are no true leaders when facing a group of them in combat. However, nebaz imps are treated as more disposable than nebaz dæmons.

Immunities

Weakness

Actions

Reactions

Level 1 Abilities

Level 2 Abilities

Level 3 Ability

Level 4 Ability

Tactics

Nebaz imps have a base AP pool of 3 AP.

  1. If it’s inhibited:
    1. Moves or scrambles to get within range of a target, if they’re not already in range.
    2. Attacks the target.
  2. Blazing trails to:
    • Get within range of a target, if they’re not already in range, and
    • Stay as far away from danger as possible.
  3. (Level 4+) Absorbs magic from the target, if the nebaz imp is haywire.
  4. (Level 2+) Uses the Paroxysm ability, if:
  5. Roll 1d4:
    1. Fireballs the target.
    2. Telekinetically tosses the target.
    3. Telekinetically tosses another target at the target.
    4. Telekinetically tosses an object at the target.
  6. Guards or uses the Magical Shield ability (level 3+), if:
    • It gets hit after taking its turn, and
    • It has at least 1 AP left at the end of its turn.