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invoker [2020/03/06 13:05]
kyle
invoker [2020/11/19 14:01] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//It's simplejust enter your preferred targets on the miniature typewriter there and the attached homunculus will shoot them for youTry to avoid making any mis-types in the heat of the moment and you'll be fine.//+//Man is easy to cheatNature much less so and Magic nigh-impossibleThere's always a price, sooner or later.//
  
-An Invoker's preferred method of attack is somewhat more complex than most other weapons, but affords ultimate flexibility in target selection. The better you want your attack to be, the greater the chance it has to fail- but you can negate failure chance by paying a fee up frontThis means you will constantly be deciding on your preferred priority between effectiveness and cost (which is fun for some players but not for others).+An Invoker's preferred method of attack is somewhat more complex than most other weapons, but affords ultimate flexibility in target selection and extras. The better you want your attack to be, the more downsides you'll have to add to offset its advantagesSince you have to re-balance the equation every time you attack, this archetype is deliberately more complex than most others to appeal to the kind of player who enjoys that sort of thing.
  
 This is a weapon and subject to [[UWR|universal weapon rules]]. This is a weapon and subject to [[UWR|universal weapon rules]].
  
-^[[#Invoker]] ^^Conjure power. | +^[[#Invoker]] ^^Define and destroy targets. | 
-|{{fa>caret-right?24}} |[[#Calculate]] |Reduce future failure for free. | +|{{fa>caret-right?24}} |[[#Calculate]] |Generate Pull freely. | 
-|{{fa>caret-right?24}} |[[#Convergence]] |Reduce all failure efficiently. | +|{{fa>caret-right?24}} |[[#Convergence]] |Greater utility. | 
-|{{fa>caret-right?24}} |[[#Corruption]] |Add elemental conditions. |+|{{fa>caret-right?24}} |[[#Corruption]] |Do them dirty. |
 |{{fa>caret-right?24}} |[[#Dilation]] |Push it further. | |{{fa>caret-right?24}} |[[#Dilation]] |Push it further. |
-|{{fa>caret-right?24}} |[[#Vector]] |Increase damage. | +|{{fa>caret-right?24}} |[[#Vector]] |Strike harder and faster. | 
-^[[#Enterprises]] ||Demolition Ground \\ Invoker School \\ Squad |+^^^
  
 ====== Invoker ====== ====== Invoker ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Whelm attack against up to 10 targets of your choice that are within 20 meters of your position. \\ \\ {{fa>plus-circle?24&align=left}}**Perfect Targeting:** This weapon does not indiscriminately strike an area, and thus never hits any target except for the ones you want it to. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Choking, or Nauseous conditions to its target(s). \\ \\ {{fa>minus-circle?24&align=left}}**Special Failure: Distance:** Attacks with this weapon suffer a special failure chance of 3 if one or more of the intended targets is 3-5 meters awayThis failure chance increases to 6 if an intended target is 6-10 meters away and 9 if an intended target is 11-20 meters awayOnly the furthest-away target contributes to this failure chance, and it is only applied once. \\ \\ {{fa>minus-circle?24&align=left}}**Special Failure: Targets:** Attacks with this weapon suffer special failure chance of 3 if you wish to target 2 creatures at once with it. This failure chance increases to 6 if you wish to target 3-5 creatures at once and 9 if you wish to target 6-10 creatures at once+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Whelm attack against a target of your choice that is within meters of your position. \\ \\ {{fa>plus-circle?24&align=left}}**Perfect Targeting:** This weapon does not indiscriminately strike an area, and thus never hits any targets except for the ones you want it to. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Choking, or Nauseous conditions to its target(s). \\ \\ {{fa>plus-circle?24&align=left}}**Push and Pull:** This weapon's attacks can be customized greatly from use to use. Adding positive effects to an attack generates points of "Push", while adding negative effects to an attack generates "Pull." In order to actually make an attack, Push and Pull must be equalYou can decide exactly which effects you want to add every time you make an Invoker attack, and are not obligated to add any at all if you'd rather not. \\ \\ {{fa>plus-circle?24&align=left}}**Push: Targets:** You can target more than one subject with this weapon, up to maximum of 10 at once. This generates 1 Push for 2 targets, 2 Push for 3-5 targets, and 3 Push for 6-10 targets\\ \\ {{fa>plus-circle?24&align=left}}**Push: Range:** You can target subjects further away than 2 meters, up to a maximum of 20This generates 1 Push for targets within 3-5 meters, 2 Push for targets within 6-10 metersand 3 Push for targets within 11-20 metersIf your attack is targeting multiple subjects, you generate Push only for the one that's furthest away. \\ \\ {{fa>plus-circle?24&align=left}}**Pull: Failure:** You can add a special failure chance to your attack. This generates 1 Pull for a failure chance of 3 and 2 Pull for a failure chance of 6. \\ \\ {{fa>plus-circle?24&align=left}}**Pull: Supplies:** You can choose for your attack to cost Supplies. This generates 2 Pull if you spend 1 Supplies and 5 Pull if you spend 2 Supplies. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Reduced Complexity:** You can choose to reduce all special failure chances incurred by this weapon (from hitting multiple targets and/or those further away) by 6 or 12\\ \\ {{fa>minus-circle?24&align=left}}**Increased Cost:** When you choose to reduce failure chance by 6, you must spend 1 Supply/Ammo Bag useWhen you reduce special failure chance by 12, you must spend 2 Supply/Ammo Bag uses. \\ \\ {{fa>minus-circle?24&align=left}}**Special Only:** You cannot reduce other failure chances (such as from concealment, cover, or mismatched sizes between attacker and target) in this way. \\ \\ {{fa>minus-circle?24&align=left}}**Front-Loaded Only:** You can only choose to reduce your failure chance before you actually roll the trigger die- once you've rolled it, it's too late to modify your attack in this way. |+
 ^ ^^^ ^ ^^^
  
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 |{{ra>noose?32&align=left}} ^Choking |{{fa>minus-circle?18&align=left}} Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. \\ \\ {{fa>minus-circle?18&align=left}} Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). | |{{ra>noose?32&align=left}} ^Choking |{{fa>minus-circle?18&align=left}} Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. \\ \\ {{fa>minus-circle?18&align=left}} Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). |
 |{{ra>turd?32&align=left}} ^Nauseous |{{fa>minus-circle?18&align=left}} All weapon attacks cost 1 Energy in addition to any normal costs they may have. \\ \\ {{fa>minus-circle?18&align=left}} Cannot double attack during a round. \\ \\ {{fa>plus-circle?18&align=left}} Weapon attacks made for free (without spending any actions) are unaffected. | |{{ra>turd?32&align=left}} ^Nauseous |{{fa>minus-circle?18&align=left}} All weapon attacks cost 1 Energy in addition to any normal costs they may have. \\ \\ {{fa>minus-circle?18&align=left}} Cannot double attack during a round. \\ \\ {{fa>plus-circle?18&align=left}} Weapon attacks made for free (without spending any actions) are unaffected. |
 +
 +^  Sidebar: Push Cheatsheet  ^^^^
 +^Type ^Effect ^Push ^Requirement ^
 +^Distance |3-5 meters |+1 |- |
 +^::: |6-10 meters |+2 |::: |
 +^::: |11-20 meters |+3 |::: |
 +^::: |21-50 meters |+4 |Dilation |
 +^::: |51-100 meters |+5 |::: |
 +^::: |101-200 meters |+6 |::: |
 +^Targets |2 creatures |+1 |- |
 +^::: |3-5 creatures |+2 |::: |
 +^::: |6-10 creatures |+3 |::: |
 +^::: |11-20 creatures |+4 |Dilation |
 +^::: |21-50 creatures |+5 |::: |
 +^::: |51-100 creatures |+6 |::: |
 +^Concealment |Partial reduction |+1 |Convergence |
 +^::: |Total reduction |+2 |::: |
 +^Size failure |-12 failure vs small |+1 |Convergence |
 +^::: |-12 failure vs large |+1 |::: |
 +^::: |-12 failure vs small and large |+2 |::: |
 +^Conditions |+1 |+1 |Corruption |
 +^::: |+2 |+2 |Dilation |
 +^Damage |+2 |+1 |Vector |
 +^::: |+5 |+2 |::: |
 +^::: |+10 |+5 |Dilation |
 +^Speed |Free action |+5 |Vector |
 +
 +^  Sidebar: Pull Cheatsheet  ^^^^
 +^Type ^Effect ^Push ^Requirement ^
 +^Failure |Failure 3 |+1 |- |
 +^::: |Failure 6 |+2 |::: |
 +^::: |Failure 9 |+5 |Dilation |
 +^Supplies |1 Supplies |+2 |- |
 +^::: |2 Supplies |+5 |::: |
 +^::: |3 Supplies |+10 |Dilation |
 +^Calculation |Extra actions |+2/action, max +5 |Calculate |
 +^Predictable |Cannot crit or add conditions |+1 |Convergence |
 +^Instability |+1 Push to all future attacks |+2 |Convergence |
 +^Collateral |1 ally |+1 |Corruption |
 +^::: |2 allies |+2 |::: |
 +^::: |3 allies |+5 |::: |
  
 ====== Calculate ====== ====== Calculate ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Proper Preparation for Perfect Performance:** As an action, you can perform calculations, focusing chants, or similar preparation. Every time you Calculate, all special failure chances on your single next Invoker attack are reduced by 6. This benefit is cumulative from multiple Calculate actions. \\ \\ {{fa>minus-circle?24&align=left}}**Fleeting:** The benefits of Calculate only apply to the single next Invoker attack and are all lost afterwards, even if you didn't actually need all of the calculations you performed. All unused Calculate actions are lost at the end of each exploration turn. \\ \\ {{fa>minus-circle?24&align=left}}**Special Only:** You cannot reduce other failure chances (such as from concealment, cover, or mismatched sizes between attacker and target) in this way. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Pull: Calculation:** As an action, you can perform calculations, focusing chants, or similar preparation. Every time you Calculate, you generate +2 Pull that can be used to offset Push on your single next Invoker attack. This benefit is cumulative from multiple Calculate actions, up to a maximum of +5 calculation Pull. \\ \\ {{fa>minus-circle?24&align=left}}**Fleeting:** The benefits of Calculate only apply to the single next Invoker attack and are all lost afterwards, even if you didn't actually need all of the Pull you generated. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Always Calculating:** The first time you make an Invoker attack during each exploration turn, special failure chance is reduced by 12 for free as if you had previously made two Calculate actions already. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Always Calculating:** You start each new exploration turn with +5 calculation Pull. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Overcome Anything:** As far as you're concerned, all failure chances are basically the same and can be equally accounted forYou can spend Supply/Ammo Bag uses to reduce failure chances from non-special sources such as concealmentcover, and mismatched sizes between attacker and target just like you can to reduce special failure chances. \\ \\ {{fa>plus-circle?24&align=left}}**Calculator's Boon:** If you also know the Calculate ability from this class, its failure reduction benefits also apply to non-special sources of failure with this weapon. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Push: Bypass Concealment:** You can choose for the attack to be better at dealing with concealmentMaking the attack reduce failure chance from concealment (total concealment is treated as partialpartial is ignored) generates 1 Push. Completely ignoring all failure chance from concealment generates 2 Push. |
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Enhanced Efficiency:** You can choose to reduce failure chances by or 18 by spending or 2 Supply/Ammo Bag uses respectively instead of only reducing failure chance by 6 or 12. \\ \\ {{fa>plus-circle?24&align=left}}**Dilation Bonus:** If you also know the Dilation ability from this classyou can also reduce failure chance by 27 for 3 Supply/Ammo Bag uses or by 36 for 4 Supply/Ammo Bag uses. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Push: Bypass Size Failure:** You can choose for the attack to be better at dealing with targets of different sizes. Reducing size-based failure chance by 12 against smaller targets or larger targets (your choice) generates Push. Reducing size-based failure chance against both larger and smaller targets by 12 generates 2 Push. \\ \\ {{fa>minus-circle?24&align=left}}**Size Failure Only:** This option only reduces failure chance from mismatched sizesnot failure chance from any other source. Failure chance cannot be reduced below 0. | 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Pull: Predictability:** You can choose to make your attack incapable of surprising you. Predictable attacks cannot critically hit and do not inflict standard conditions when the trigger die is 10+. Making an attack predictable generates 1 Pull. | 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Pull: Instability:** You can choose to make your attack unstable, creating more trouble for yourself in the future in exchange for greater power right now. Whenever you make an unstable attack, all future Invoker attacks you make until the end of the current exploration turn start with +1 extra Push on them with no direct benefit. Making an attack unstable generates 2 Pull. Multiple Push penalties from unstable attacks stack with each other. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Added Conditions:** You can choose to inflict one random elemental condition to all targets struck by this weapon. \\ \\ {{fa>minus-circle?24&align=left}}**Special FailureAdded Condition:** Attacks with this weapon suffer special failure chance of 6 when adding a random elemental condition. \\ \\ {{fa>plus-circle?24&align=left}}**Dilation Bonus:** If you also know the Dilation ability from this class, you can choose to inflict two different random elemental conditions at once by increasing special failure rate to 12. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Push: Conditions:** You can choose to inflict one random elemental condition to all targets struck by this weapon. Doing so generates 1 Push. \\ \\ {{fa>plus-circle?24&align=left}}**Push Further:** If you also know the Dilation ability, you can choose to inflict two random elemental conditions and generate 2 Push. | 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Pull: Collateral:** You can choose for your attack to also strike one random ally that's in the same node as you. Adding collateral target generates 1 Pull, adding two collateral targets generates 2 Pull, and adding three collateral targets generates 5 Pull. \\ \\ {{fa>minus-circle?24&align=left}}**Pull: Collateral:** Randomly-selected collateral targets can include yourselfbut won't necessarily unless you're all alone. Collateral targets can be struck regardless of choices you've made about range or number of targets. If a single target is unlucky enough to be selected multiple times, then they get hit multiple times too. |
 ^ ^^^ ^ ^^^
  
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 |10 |{{ra>apple?32&align=left}} ^Overloaded |{{fa>minus-circle?18&align=left}} If Energy is equal to Flesh at the end of the round, lose 1 Flesh. If Energy is less than Flesh, no effect. Successfully throwing off the condition prevents its effects for that round. | |10 |{{ra>apple?32&align=left}} ^Overloaded |{{fa>minus-circle?18&align=left}} If Energy is equal to Flesh at the end of the round, lose 1 Flesh. If Energy is less than Flesh, no effect. Successfully throwing off the condition prevents its effects for that round. |
 |11 |{{ra>guarded-tower?32&align=left}} ^Petrifying |{{fa>minus-circle?18&align=left}} If all Energy is lost for any reason, immediately and permanently turn to stone. \\ \\ {{fa>minus-circle?18&align=left}} Stone creatures cannot take any actions at all, even free actions. \\ \\ {{fa>plus-circle?18&align=left}} The three combat statistics (Melee, Remote, Whelm) of a petrified subject are all treated as being equal to the subject's level for purposes of defense. \\ \\ {{fa>plus-circle?18&align=left}} Stone creatures are treated as being one size larger than their actual size for purposes of how hard it is to move or carry them. \\ \\ {{fa>plus-circle?18&align=left}} All conditions on petrified subjects are suspended and cannot be recovered from. Conditions that deal damage over time or otherwise carry potential negative consequences when the recovery roll is too low such as Choking or Bleeding are totally harmless for petrified subjects. | |11 |{{ra>guarded-tower?32&align=left}} ^Petrifying |{{fa>minus-circle?18&align=left}} If all Energy is lost for any reason, immediately and permanently turn to stone. \\ \\ {{fa>minus-circle?18&align=left}} Stone creatures cannot take any actions at all, even free actions. \\ \\ {{fa>plus-circle?18&align=left}} The three combat statistics (Melee, Remote, Whelm) of a petrified subject are all treated as being equal to the subject's level for purposes of defense. \\ \\ {{fa>plus-circle?18&align=left}} Stone creatures are treated as being one size larger than their actual size for purposes of how hard it is to move or carry them. \\ \\ {{fa>plus-circle?18&align=left}} All conditions on petrified subjects are suspended and cannot be recovered from. Conditions that deal damage over time or otherwise carry potential negative consequences when the recovery roll is too low such as Choking or Bleeding are totally harmless for petrified subjects. |
-|12 |{{ra>brandy-bottle?32&align=left}} ^Poisoned |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose Energy if result is 1-4 and lose nothing if result is 5-8. If no Energy remains, lose Flesh instead. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. |+|12 |{{ra>brandy-bottle?32&align=left}} ^Poisoned |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose Energy if result is 1-4 and lose nothing if result is 5-8. If no Energy remains, lose Flesh instead. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. \\ \\ {{fa>minus-circle?18&align=left}} Energy/Flesh lost via the Poisoned condition cannot be regained by any means until the end of the current exploration turn. |
  
 ====== Dilation ====== ====== Dilation ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Longer Range:** You can target creatures further away than 20 meters, up to a maximum distance of 200 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Special Failure: Extended Distance:** Attacks with this weapon suffer a special failure chance of 12 if one or more of the intended targets is 21-50 meters away. This failure chance increases to 15 if an intended target is 51-100 meters away and 18 if an intended target is 101-200 meters away. Only the furthest-away target contributes to this failure chance, and it is only applied once. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Push: Longer Range:** You can target creatures further away than 20 meters, up to a maximum distance of 200 meters. This generates 4 Push for targets in 21-50 meters, 5 Push for targets within 51-100 metersand 6 Push for targets within 101-200 meters. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Greater Numbers:** You can target more than 10 creatures at a time, up to a maximum of 100. \\ \\ {{fa>minus-circle?24&align=left}}**Special Failure: Extended Targets:** Attacks with this weapon suffer a special failure chance of 12 if you wish to target 11-20 creatures at once with it. This failure chance increases to 15 if you wish to target 21-50 creatures at once and 18 if you wish to target 51-100 creatures at once. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Push: Extended Targets:** You can target more than 10 creatures at a time, up to a maximum of 100. This generates 4 Push for 11-20 targets, 5 Push for 21-50 targets, and 6 Push for 51-100 targets. |
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**More Juice:** You can choose to reduce special failure chance by 18 or 24\\ \\ {{fa>minus-circle?24&align=left}}**Increased Cost:** Reducing special failure chance by 18 costs Supply/Ammo Bag uses, and reducing it by 24 costs 4 Supply/Ammo Bag uses. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Pull: Greater Failure:** You can choose to take a special failure chance of 9This generates 5 Pull. | 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Pull: Steeper Cost:** You can choose to spend Supplies to make an attack. This generates 10 Pull. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Great Force:** You can choose for your attacks with this weapon to deal +2 or +5 damage to all targets struck. \\ \\ {{fa>minus-circle?24&align=left}}**Special Failure: Damage:** Attacks with this weapon suffer a special failure chance of 6 if you deal +damage with itThis failure chance increases to 12 if you deal +5 damage. \\ \\ {{fa>plus-circle?24&align=left}}**Dilation Bonus:** If you also know the Dilation ability from this class, you can choose to deal +10 damage to all targets struck, but doing so incurs special failure chance of 24. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Push: Damage:** You can choose for your attacks with this weapon to deal more damage to all targets struck. Increasing damage by +2 generates 1 Push, and increasing damage by +5 generates 2 Push. \\ \\ {{fa>plus-circle?24&align=left}}**Push Further:** If you also know the Dilation ability, you can choose to deal +10 damage and generate 5 Push
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Push: Speed:** You can choose for your attacks with this weapon to be free actions. Attacking as a free action generates +5 Push. \\ \\ {{fa>minus-circle?24&align=left}}**Minor Limits:** You can make maximum of one free Invoker attack per round, and only during your turn. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Demolition Ground |Space has been set aside for properly testing large munitions. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Whelm combat skill by +1 until the end of the current session. A Demolition Ground cannot be used more than once in a given session by any single adventurer. | 
-^Invoker School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. | 
-^Squad |The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. At least two of the soldier's five abilities need to be weapon abilities, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Supply. | 
  
invoker.1583525158.txt.gz · Last modified: 2020/03/06 13:05 by kyle