Raiders

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

Raiders are bloodthirsty, murderous outlaws, taking what they want and leaving no survivors. Or at least, that’s the narrative among non-raiders. The reality is that most raiders just want to be left alone, to live their lawless lifestyle—and occasionally raid a settlement or two. Raiders clans are still volatile, unstable, and lawless, but they are, in a sense, free from outside influence.

Attribute Details
Type Character
Emotion/Logic Number 1d6
Magic/Tech Number 1d8
Maximum Major Defects 3
Maximum Minor Defects 5
Targets Closest magic user, if identified or revealed
Weakest looking target
Closest target
Goals Survive
Acquire credits
Steal what they can't buy

Raiders travel and fight in large packs, rarely engaging unless they match or outnumber their enemies. They’ll avoid conflict if they’re outnumbered or outmatched, but may still try to bluff that they’re stronger or more numerous than they truly are. Despite their reputation for violence, raiders understand that it is a zero-sum game and will attempt to intimidate their quarries into giving them what they want prior to opening fire. They’re not stealthy or subtle, preferring to face their enemies out in the open.

While raiders are generally aware of how their actions impact their allies, they may become careless or resort to backstabbing if pressed—or if they think they can get away with it. In-fighting and bickering can happen, but most raiders know it’s in their best interest to support each other and not anger any of their allies.

Raiders fight until they become unstable, at which point they individually retreat from combat. Any remaining raiders also retreat if the notice they’re outnumbered or outmatched. Raiders usually have an escape route planned, though it may not always be a good plan.

Species

Roll a location’s population distribution table to determine each raider’s species. You can also roll the following table to determine each raider’s species. Re-roll if you get a species which isn’t available in the current era. Roll the hybrid status roll table and re-roll the following table, as necessary for each parental species. Roll the sycophant status roll table if in the Third Era or later.

Species 1d100 1d10
Terran 50-100
Megor 39-49
Zao 28-38
Crakhe 20-27
K’ohma 12-19
Erelan 7-11
Aeyan 4-6
T’av 2-3
Ador 1 10
Baedd 1 9
Ewoche 1 8
Kaftar 1 7
Krung 1 6
Lavian 1 5
Mapan 1 4
Tovian 1 3
Uisi 1 2
Zurka 1 1

Classes

Roll 1d100 to determine each raider’s class. Re-roll if you get a class which isn’t available in the current era.

1d100 Class
60-100 Rogue
55-59 Elementalist
50-54 Dragoon
45-49 Specialist
40-44 Tech Expert
35-39 Adventurer
31-34 Field Medic
27-30 Fighter
22-26 Ranger
19-22 Recondite
18 Civilian
17 Cryokinetic Recondite
16 Cryomantic Cybermancer
15 Cybermancer
14 Divine Cleric
13 Earth Elementalist
12 Electrokinetic Recondite
11 Fire Elementalist
10 Hemomantic Cybermancer
9 Keeper
8 Priestess of Ay’driel
7 Pyrokinetic Recondite
6 Shaman
5 Storm Elementalist
4 Umbrakinetic Recondite
3 Umbramantic Cybermancer
2 Vindicator
1 Zhifu