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invoker

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  • expand range, targets in exchange for greater failure chances
  • double attack enhancement?

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This is a weapon and subject to universal weapon rules.

Invoker Conjure power.
caret-right Calculate Reduce future failure for free.
caret-right Convergence Reduce all failure efficiently.
caret-right Vector Increase damage.
Enterprises Demolition Ground
Invoker School
Squad

Invoker

Offense plus-circleAttack: 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.

plus-circlePerfect Targeting: This weapon does not indiscriminately strike an area, and thus never hits any target except for the ones you want it to.

plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Choking, or Nauseous conditions to its target(s).

minus-circleSpecial 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 away. This failure chance increases to 6 if an intended target is 6-10 meters away and 9 if an intended target is 11-20 meters away. Only the furthest-away target contributes to this failure chance, and it is only applied once.

minus-circleSpecial Failure: Targets: Attacks with this weapon suffer a 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.
caret-right Alternative plus-circleReduced 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.

minus-circleIncreased Cost: When you choose to reduce failure chance by 6, you must spend 1 Supply/Ammo Bag use. When you reduce special failure chance by 12, you must spend 2 Supply/Ammo Bag uses.

minus-circleSpecial Only: You cannot reduce other failure chances (such as from concealment, cover, or mismatched sizes between attacker and target) in this way.

minus-circleFront-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.
Condition Explanation
desert-skull Afraid minus-circle The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal.

plus-circle Second (and beyond?) actions each round are unaffected.
noose Choking minus-circle 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.

minus-circle Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal).
turd Nauseous minus-circle All weapon attacks cost 1 Energy in addition to any normal costs they may have.

minus-circle Cannot double attack during a round.

plus-circle Weapon attacks made for free (without spending any actions) are unaffected.

Calculate

Offense plus-circleProper 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.

minus-circleFleeting: 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.

minus-circleSpecial Only: You cannot reduce other failure chances (such as from concealment, cover, or mismatched sizes between attacker and target) in this way.
Offense plus-circleAlways 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.

Convergence

Offense plus-circleOvercome Anything: As far as you're concerned, all failure chances are basically the same and can be equally accounted for. You can spend Supply/Ammo Bag uses to reduce failure chances from non-special sources such as concealment, cover, and mismatched sizes between attacker and target just like you can to reduce special failure chances.

plus-circleCalculator'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.
Offense plus-circleEnhanced Efficiency: You can choose to reduce failure chances by 9 or 18 by spending 1 or 2 Supply/Ammo Bag uses respectively instead of only reducing failure chance by 6 or 12.

Vector

Offense plus-circleGreat Force: You can choose for your attacks with this weapon to deal +2 or +5 damage to all targets struck.

minus-circleSpecial Failure: Damage: Attacks with this weapon suffer a special failure chance of 6 if you deal +2 damage with it. This failure chance increases to 12 if you deal +5 damage.

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.1583521969.txt.gz · Last modified: 2020/03/06 12:12 by kyle