Piper Smith is an example
Invoker.
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Tudor
Brezak is an example Invoker (and other things).
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Invokers are practitioners of an ancient and dangerous form of magic refered to
hereout as Invocation, though various cultures have different terms and conceptualizations
of it. Invokers call upon mystical power from extradimensional entities inscribed in ancient tomes, recalled in ancestral memories, bound to esoteric contracts by their true names, entreated via pacts sworn in antiquity and maintained by tenuous lineages of secretive practictioners, inveigled via claims upon promises sealed in blood or sacrifice or services once rendered, and similar murky meanderings.
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Invokers have a relatively simple but potentially very powerful tradition of magic.
The main focus of Invokers is the custom Invocation Power,
which allows for a VPP-like flexibility but with built-in unreliability and risk.
Additionally Invokers can become altered and more capable over time due to their exposure
to supernatural forces, develop internalized minor magic, or benefit from capricious favors
from one or more of their extradimensional patrons.
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In the modern era of the Here There Be Monsters setting Invokers are generally classified
as Sorcerers due to its unreliability and the unfortunate tendency for failed Invocations to go horribly wrong.
However, that being said, Invokers are not (necessarily) dealing with infernal or daemonic forces, or
necromantic magics, and are generally considered to be less bad than those who do.
If an Invoker is careful and maybe a little lucky, or avoids first world nations
that enforce the Accords strongly, they can avoid Sanctioning.
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RESTRICTIONS
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In a Here There Be Monsters campaign,
Invocation can only be purchased in a Mystic Pool, and characters that use Invocation
are considered to be Sorcerers. Invokers must also comply with the following restrictions:
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- An Invoker must have the KS: Nomen Lore skill (described below).
- An Invoker cannot have more dice of Invocation than their (KS: Nomen Lore - 10);
thus an Invoker with KS: Nomen Lore 13- can have up to Invocation 3d6.
- The total Real Cost of Innate abilities cannot exceed the Invoker's ((Base Points
+ Max Complications + Experience Points) / 3).
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KS: Nomen Lore
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In the Here There Be Monsters setting, a fundamental consideration of Invocation is
the notion of "True Names"; to invoke an entity may require further bartering, a pact, or a deal,
but it starts with knowing the True Name of the entity being invoked. Therefore,
Invokers in the setting must have a Knowledge Skill called Nomen Lore. In addition to providing
information regarding the theory of True Names, recognizing True Names, and the
traditions, capabilities, and notable history related to Invocation (which even
non-Invokers can take the skill for), it also limits the number of dice of the Invocation
Power they can have. This is a Knowledge Skill, thus standard pricing options apply,
the Scholar enhancer reduces it's cost, and so forth.
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3/1
2/1
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KS: Nomen Lore: This skill provides information regarding the theory of true
names, recognizing true names, as well as the traditions, capabilities, and notable
history related to Invocation.
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Nomen Lore Dweomer
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A person that has unlocked their Mystic Pool, has at least 1d6 of Invocation, and
also has a KS: Nomen Lore skill of at least 13- invests the use of even normal names
with a little bit of Mystical moxie.
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Such a Mystic can always use KS: Nomen Lore as a complementary roll for any Interaction
Skill resolutions if they know the name of the other party
and "invoke" the name as part of their Interaction. The more commonly a name is
used the less "power" it has over the person, so first names in common usage are
rarely effective, but a seldomly used first name (William for a person that universally
goes by "Billy"), a privileged nickname or familiar name known only to a few people,
or the classic First + Middle + Last name combination should all work.
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A successful KS: Nomen Lore skill roll grants a +1 bonus, and each level of success
adds an additional +1 to an applicable Interaction Skill resolution.
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EXAMPLE: if an Invoker attempting to Charm another person used KS: Nomen
Lore as a complementary skill and made their roll by 4,
they would gain a +5 bonus to the subsequent
Charm skill roll.
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Invocation
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The primary means to power of Invokers is the Invocation
Power.
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Invokers by definition must have at least 1d6 of Invocation.
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Innate Abilities
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Invokers sometimes have or develop subtle abilities stemming from their intimate
contact with magical forces, or favor granted them by one or more of the powerful
entities they call upon. Such abilities are purchased in the Invoker's Mystic Pool.
A couple of very common Innate abilities are provided below.
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Innate Ability: Supernatural Awareness
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Many Invokers take the Supernatural Awareness Talent or an equivalent ability built
up directly using the Detect Power with different modifiers and adders.
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Innate Ability: Longevity
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Some Invokers take the Life Support (Longevity) ability to represent extended life
spans. GM permission is required.
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Innate Ability: Unreliable Favor
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Some Invokers attract the continued favor of one or more entities they regularly
call upon; though such support is unreliable.
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+1 Overall; Requires A Roll (11- roll; Must be made each Phase/use; -1); Real Cost:
6 points / +1
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Invocation Endurance Reserve
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Invokers may have an Invocation Endurance Reserve in their Mystic Pool to pay the
Endurance costs of any abilities they Invoke if they wish. However, a limitation
is imposed upon the total number of Character Points an Invoker can spend on their
Invocation Endurance Pool as given below. Character Points within the limit can
be spent on either Recovery or Endurance.
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Endurance Reserve 5e
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5e Scaling Capacity Point Cap = (Total Character Points / 25) {round in the character's
favor}
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EXAMPLE: Piper Smith has 125 total Character Points; thus she could spend
(125/25) = 5 Character Points on a Mystic Endurance Reserve. This could be allocated
as 40 END / 1 REC or 10 END / 4 REC or any combination in between with a total Real
Cost of 5 or less points.
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Endurance Reserve 6e
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Check out the House Rule on 6e
Endurance Reserves.
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6e Scaling Capacity Point Cap = (Total Character Points / 10) {round in the character's
favor}
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EXAMPLE: Piper Smith has 125 total Character Points; thus she could spend
(125/10) = 13 Character Points on a Mystic Endurance Reserve. This could be allocated
as any combination of Recovery and Reserve with a total Real Cost of 13 or less
points.
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Distinctive Features: Magi
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An Invoker should take the following Distinctive Feature Complication. Other Supernaturals
can detect the Invoker from a fair distance, regardless of intervening mundane structures
whenever they are using any of their non-Invisible abilities.
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Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special
Abilities; Not Distinctive In Some Cultures); - 5 points
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Social Complication: Sorcerer
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An Invoker is considered a Sorcerer and are automatically suspect to the authorities;
they have to be very careful to avoid being Sanctioned. To represent this, an Invoker
should take the following Complication.
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Social Complication: Sorcerer Infrequently, Major; -10 points
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