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Skip Navigation LinksHere There Be Monsters>Playable Origins>Mystic>Invoker
Invokers
Piper Smith is an example Invoker.
Tudor Brezak is an example Invoker (and other things).
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.
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.
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.
RESTRICTIONS
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:
  • 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).
KS: Nomen Lore
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.
3/1
2/1
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.
Nomen Lore Dweomer
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.
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.
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.
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.
Invocation
The primary means to power of Invokers is the Invocation Power.
Invokers by definition must have at least 1d6 of Invocation.
Innate Abilities
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.
Innate Ability: Supernatural Awareness
Many Invokers take the Supernatural Awareness Talent or an equivalent ability built up directly using the Detect Power with different modifiers and adders.
Innate Ability: Longevity
Some Invokers take the Life Support (Longevity) ability to represent extended life spans. GM permission is required.
Innate Ability: Unreliable Favor
Some Invokers attract the continued favor of one or more entities they regularly call upon; though such support is unreliable.
+1 Overall; Requires A Roll (11- roll; Must be made each Phase/use; -1); Real Cost: 6 points / +1
Invocation Endurance Reserve
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.
Endurance Reserve 5e
5e Scaling Capacity Point Cap = (Total Character Points / 25) {round in the character's favor}
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.
Endurance Reserve 6e
Check out the House Rule on 6e Endurance Reserves.
6e Scaling Capacity Point Cap = (Total Character Points / 10) {round in the character's favor}
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.
Distinctive Features: Magi
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.
Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures); - 5 points
Social Complication: Sorcerer
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.
Social Complication: Sorcerer Infrequently, Major; -10 points
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