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invoker [2020/08/18 09:42]
kyle
invoker [2020/11/19 14:01] (current)
kyle
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 //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 downsides you'll have to add to offset its advantages. Since you have to re-balance the equation every time you attack, this class is deliberately more complex than most others to appeal to the kind of player who enjoys that sort of thing.+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]].
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 |{{fa>caret-right?24}} |[[#Dilation]] |Push it further. | |{{fa>caret-right?24}} |[[#Dilation]] |Push it further. |
 |{{fa>caret-right?24}} |[[#Vector]] |Strike harder and faster. | |{{fa>caret-right?24}} |[[#Vector]] |Strike harder and faster. |
-^[[#Enterprises]] ||Demolition Ground \\ Invoker School \\ Squad |+^^^
  
 ====== Invoker ====== ====== Invoker ======
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 ^{{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 1 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 sizes, not failure chance from any other source. Failure chance cannot be reduced below 0. | ^{{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 1 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 sizes, not 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 or inflict bonus 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: 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. | ^{{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}}**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 a maximum of one free Invoker attack per round, and only during your turn. | ^{{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 a 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.1597765378.txt.gz ยท Last modified: 2020/08/18 09:42 by kyle