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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.
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.
This is a weapon and subject to universal weapon rules.
Invoker | Define and destroy targets. | |
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caret-right | Calculate | Generate Pull freely. |
caret-right | Convergence | Reduce all failure efficiently. |
caret-right | Corruption | Add elemental conditions. |
caret-right | Dilation | Push it further. |
caret-right | Vector | Increase damage. |
Enterprises | Demolition Ground Invoker School Squad |
Offense | plus-circleAttack: As an action, you may make a Whelm attack against a target of your choice that is within 2 meters of your position. plus-circlePerfect Targeting: This weapon does not indiscriminately strike an area, and thus never hits any targets 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). plus-circlePush 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 equal. You 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. plus-circlePush: Targets: You can target more than one subject with this weapon, up to a 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. plus-circlePush: Range: You can target subjects further away than 2 meters, up to a maximum of 20. This generates 1 Push for targets within 3-5 meters, 2 Push for targets within 6-10 meters, and 3 Push for targets within 11-20 meters. If your attack is targeting multiple subjects, you generate Push only for the one that's furthest away. plus-circlePull: 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. plus-circlePull: 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. |
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Condition | Explanation | |
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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. |
Sidebar: Push Cheatsheet | |||
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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 | ||
Conditions | +1 | +1 | Corruption |
+2 | +2 | Dilation | |
Damage | +2 | +1 | Vector |
+5 | +2 | ||
+10 | +5 | Dilation |
Sidebar: Pull Cheatsheet | |||
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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 |
Offense | plus-circleProper 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. 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 Pull you generated. |
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Offense | plus-circleAlways Calculating: You start each new exploration turn with +5 calculation Pull. | |
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 Supplies 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. |
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Utility | plus-circleEnhanced Efficiency: You can choose to reduce failure chances by 9 or 18 by spending 1 or 2 Supplies respectively instead of only reducing failure chance by 6 or 12. plus-circleDilation Bonus: If you also know the Dilation ability from this class, you can also reduce failure chance by 27 for 3 Supplies or by 36 for 4 Supplies. |
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Offense | plus-circleAdded Conditions: You can choose to inflict one random elemental condition to all targets struck by this weapon. minus-circleSpecial Failure: Added Condition: Attacks with this weapon suffer a special failure chance of 6 when adding a random elemental condition. plus-circleDilation 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. |
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Condition | Explanation | ||
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1 | player-dodge | Buffeted | minus-circle Every time the subject takes damage from an attack, they are knocked directly away from the attacker a number of meters equal to the damage taken. Solid barriers or creatures in the way block movement made past them. |
2 | burning-embers | Burning | minus-circle When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. minus-circle All spaces within 1 meter are fully lit, all within 2 meters are dim light (or fully lit if they were already dim light). plus-circle This condition is automatically removed by getting wet or entering an airless environment. plus-circle This condition is automatically spread at the beginning of each turn to any adjacent creature that is grabbing or being grabbed by a creature that already has it. |
3 | battery-black | Charged | minus-circle After each action taken, roll a trigger die. If 1-4, lose 1 Energy. plus-circle Free actions are unaffected. plus-circle Recovery actions are unaffected. |
4 | snowflake | Chilled | minus-circle Roll a trigger die at the beginning of each turn. If result is 1-6, take only one action that round instead of two. |
5 | reverse | Confused | minus-circle Roll a trigger die at the beginning of each turn. If result is 1-3, the opposing team decides what actions you take that round. |
6 | arcane-mask | Cursed | minus-circle Cannot recover from any other condition before recovering from this one. |
7 | broken-skull | Dissolving | minus-circle At the end of each round, lose one point from a combat rating of your choice (Melee, Remote, or Whelm). If all combat ratings are 0, lose Flesh instead. Successfully throwing off the condition prevents combat rating decay/damage for that round. minus-circle Combat ratings return to normal at end of current exploration turn. |
8 | mass-driver | Irradiated | minus-circle Cannot restore lost Energy or Flesh by any means. minus-circle When rolling to remove condition at the end of the round, lose 1 Energy if result is 1-4 and lose nothing if result is 5+. If no Energy remains, lose Flesh instead. Rolling to remove as an action during the round does not cause lost Energy regardless of trigger die result. minus-circle When rolling to remove condition at the end of the round, gain a random mutation if result is 1 and do not mutate if result is 2+. Rolling to remove as an action during the round does not cause mutation regardless of trigger die result. |
9 | aware | Migrained | minus-circle Roll twice, take lower number for first trigger die check each round. Resets at beginning of turn. plus-circle Second+ trigger die checks each round are unaffected. |
10 | apple | Overloaded | minus-circle 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 | guarded-tower | Petrifying | minus-circle If all Energy is lost for any reason, immediately and permanently turn to stone. minus-circle Stone creatures cannot take any actions at all, even free actions. plus-circle 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. plus-circle 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. plus-circle 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 | brandy-bottle | Poisoned | minus-circle When rolling to remove condition at the end of the round, lose 1 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. minus-circle Energy/Flesh lost via the Poisoned condition cannot be regained by any means until the end of the current exploration turn. |
Offense | plus-circlePush: 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 meters, and 6 Push for targets within 101-200 meters. | |
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Offense | plus-circlePush: 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. | |
Utility | plus-circlePull: Greater Failure: You can choose to take a special failure chance of 9. This generates 5 Pull. | |
Utility | plus-circlePull: Steeper Cost: You can choose to spend 3 Supplies to make an attack. This generates 10 Pull. | |
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. plus-circleDilation 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 a special failure chance of 24. |
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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. |
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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. |