User Tools

Site Tools


invoker

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
invoker [2020/08/17 14:20]
kyle
invoker [2020/11/19 14:01] (current)
kyle
Line 3: Line 3:
 //Man is easy to cheat, Nature much less so and Magic nigh-impossible. There's always a price, sooner or later.// //Man is easy to cheat, Nature much less so and Magic nigh-impossible. There'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 and extras. The better you want your attack to be, the more negatives you'll have to add to offset its advantages. This means an Invoker's attacks require a bit more planning and mental effort in order to re-balance the equation in order to achieve a desired result in the shifting circumstances of battle, which some players might enjoy and many will not. That's okay.+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 advantages. Since 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]].
Line 9: Line 9:
 ^[[#Invoker]] ^^Define and destroy targets. | ^[[#Invoker]] ^^Define and destroy targets. |
 |{{fa>caret-right?24}} |[[#Calculate]] |Generate Pull freely. | |{{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 ======
Line 40: Line 40:
 ^::: |21-50 creatures |+5 |::: | ^::: |21-50 creatures |+5 |::: |
 ^::: |51-100 creatures |+6 |::: | ^::: |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 | ^Conditions |+1 |+1 |Corruption |
 ^::: |+2 |+2 |Dilation | ^::: |+2 |+2 |Dilation |
Line 45: Line 50:
 ^::: |+5 |+2 |::: | ^::: |+5 |+2 |::: |
 ^::: |+10 |+5 |Dilation | ^::: |+10 |+5 |Dilation |
 +^Speed |Free action |+5 |Vector |
  
 ^  Sidebar: Pull Cheatsheet  ^^^^ ^  Sidebar: Pull Cheatsheet  ^^^^
Line 55: Line 61:
 ^::: |3 Supplies |+10 |Dilation | ^::: |3 Supplies |+10 |Dilation |
 ^Calculation |Extra actions |+2/action, max +5 |Calculate | ^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, 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}}**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:** You start each new exploration turn with +5 calculation Pull. | ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Always Calculating:** You start each new exploration turn with +5 calculation Pull. |
Line 67: Line 78:
  
 ^ ^^^ ^ ^^^
-^{{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 Supplies 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 Supplies 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 Supplies or by 36 for 4 Supplies. |+^{{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. |
 ^ ^^^ ^ ^^^
  
Line 75: Line 90:
  
 ^ ^^^ ^ ^^^
-^{{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. |
 ^ ^^^ ^ ^^^
  
Line 107: Line 124:
  
 ^ ^^^ ^ ^^^
-^{{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 Dosh 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 Dosh 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 Dosh. | 
  
invoker.1597695605.txt.gz · Last modified: 2020/08/17 14:20 by kyle