Piper Smith is an example
Invoker.
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- Type: Mystic Pool Power
- Duration: Instant
- Target: Variable
- Range: Variable
- Costs END: Variable
- Cost: 20 Character Points for every 1d6 of Invocation
- Invocations require Incantions, calling out to various extradimensional entities,
though the Incantions could be in any langugage a character speaks. Perhaps certain
entities only respond to a specific favored language. Perhaps some of the languages are not
of this time or of this world or maybe even of this dimension. Have fun with it.
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Using Invocation
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A player can choose to use their Invocation on their own Phase as a 1/2 Phase Action
to attempt to "invoke" a "spell".
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First the player declares a HERO System Power construct they are attempting to use,
similar to a character with a Variable Power Pool, and name a valid target.
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Advantages and Adders can be included in this Power construct, but generally not
Limitations. The GM has final approval of all Power constructs, and some may require
prior approval (though this lessens the intended potency of Invocation).
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The player then rolls 1d6 for every 20 Character Points of Invocation their character
has, and compares each die result to the Invocation Die Effect Chart to determine
the level of Invocation Effect acheived.
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If the level of Invocation Effect generated equals or exceeds the Active Points
of the "spell" Power construct being invoked, then their character is successful
and uses the invoked spell immediately.
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Invocation Die Effect Chart
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1
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-10 points of Invocation Effect
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2
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-5 points of Invocation Effect
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3
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+5 points of Invocation Effect
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4
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+10 points of Invocation Effect
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5
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+20 points of Invocation Effect
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6
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+30 points of Invocation Effect
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Example:
Tudor Brezak is attempting to read an opponents mind and calls upon an extradimensional
entity for aid. The player declares their intent to use 8d6 of Telepathy on the
opponent (a 40 Active Point effect), and rolls their 4d6 of Invocation, for a result
of 2,3,5,6 = 50 Invocation Effect. Success!
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Failure
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If the level of Invocation Effect generated does not equal or exceed the Active
Points of the Power construct the player declared, then their character's attempt
has failed and the "spell" fizzles out.
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Example: Tudor Brezak is attempting to Dispel a magical lock. Tudor's player
declares he wants to use 7d6 of Dispel vs Magic on the lock, which is a 21 Active
Point Power. Tudor has 4d6 of Invocation and the player opts to roll all four dice.
The result comes up as 1,1,4,5, for a total Invocation Effect roll of -10 + -10
+ 10 + 20 = 10. This isn't enough to cover the 21 Active Points of the declared
Power, and thus Tudor's attempt fails.
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Blunder
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If the level of Invocation Effect generated is a negative number not only does the
Invoker fail, there are also consequences. The Invoker accrues a cumulative 1d6
of Unluck per -5 points generated. Thus, -15 Invocation Effect results in 3d6 Unluck.
This Invocation Unluck accumulates until the next time the GM requires the Invoker
to make an Unluck roll, using the normal rules for the Unluck Complication for resolution.
All accumulated Unluck is cleared immediately afterwards, until such a time as the
Invoker accrues more.
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Example: Piper Smith
is attempting to Blast an opponent with mystical energy, and calls upon a laundry
list of extradimensional entities for assistance. Rolling her 3d6 of Invocation
dice, she gets 1,2,3 for a total Invocation Effect of -10. Not only does her Invocation
fail, but Piper has also angered the powers she called upon and accrues 2d6 Unluck
(10 points worth), which will hang over her head until some future twist of fate
works against her.
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Side Effects Option
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If the GM prefers, rather than imposing Unluck on a failed Invoker if the level
of Invocation Effect generated is a negative number, it can instead represent Active
Points available to the GM to construct a suitable and appropriate Side Effect with
as per the Power Limitation, which affects the character immediately as punishment
or backlash for their failure. At the GM's discretion, the Side Effect might affect
the environment near the character or even their nearby allies instead of or in
addition to the Invoker themselves.
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Example: Piper Smith is attempting to Blast an opponent with mystical energy,
and calls upon a laundry list of extradimensional entities for assistance. Rolling
her 3d6 of Invocation dice, she gets 1,2,3 for a total Invocation Effect of -10.
Not only does her Invocation fail, but Piper has also angered the powers she called
upon and suffers a 10 Active Point Side Effect, against which no defenses
apply.
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Long Term Endurance Loss Option
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If the GM prefers, rather than imposing Unluck on a failed Invoker if the level
of Invocation Effect generated is a negative number, it can instead cause the Invoker
to suffer Long Term Endurance which will cause persistent fatigue. One or two blunders
wont hamper the Invoker unduly, but several will accumulate and cause the Invoker
to become quite tired and eventually force them to rest or risk collapse.
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With this option, the Invoker suffers 1 Long Term Endurance (LTE) for each -5 points
of effect generated. Thus, -10 Invocation Effect results in 2 LTE, and -15 Invocation
Effect results in 3 LTE.
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Example: Piper Smith is attempting to Blast an opponent with mystical energy,
and calls upon a laundry list of extradimensional entities for assistance. Rolling
her 3d6 of Invocation dice, she gets 1,2,3 for a total Invocation Effect of -10.
Not only does her Invocation fail, but Piper has also fatigued herself and suffers
2 LTE.
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More Severe Long Term Endurance Loss Option
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If the GM wants to make this a more severe restraint, simply increasing the ratio
of Long Term Endurance to negative effect from a 5:1 to a 5:2, 5:3, 5:4, or 5:5
(i.e., 1:1) will accomplish this.
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The 1:1 ratio offers the advantage of keeping the math fast and easy as there is
no translation (i.e. -15 Effect equals 15 LTE is very easy to remember and apply
in real time). However, approaching the 1:1 ratio risks completely crippling the
system, but can highlight the dangers of using Invocation and might suit some GM's
play style.
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Example with 1:1 LTE ratio: Piper Smith is attempting to Blast an opponent
with mystical energy, and calls upon a laundry list of extradimensional entities
for assistance. Rolling her 3d6 of Invocation dice, she gets 1,2,3 for a total Invocation
Effect of -10. Not only does her Invocation fail, but Piper has also fatigued
herself and suffers 10 LTE.
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Endurance
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Invocation doesn't cost Endurance itself, but if an effect it is used to invoke
does cost Endurance then the character must pay the Endurance cost normally when
they use that ability.
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Example: Piper Smith invokes various entities to bestow her with 30 Active
Points of Blast and is successful. The invocation does not cost END, but each time
Piper uses the Blast spell she must pay its END cost.
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Duration
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Instant Powers
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When Invocation is successfully used to invoke spells that are Instant the Invoker
can reuse the invoked spell again without having to reroll their Invocation dice
for a number of extra Segments equal to the amount the Invocation Effect
exceeded the required Active Points for the invoked spell,
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On each of their subsequent Phases within this duration the Invoker can choose to
use the invoked spell again without needing to re-invoke it.
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Example: Piper Smith invokes various entities to bestow her with 30 Active
Points of Blast and is successful, acheiving a total Invocation Effect of 45 points;
her Blast spell will last for (45-30) = 15 Segments. On each of her Phases within
these 15 Segments, Piper can choose to use the Blast spell again.
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Non-Instant Powers
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When Invocation is successfully used to invoke spells that are not Instant, such
spells last for a number of extra Turns equal to the amount the Invocation
Effect exceeded the required Active Points of the invoked spell (minimum of 1 Turn).
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The Invoker does not have to re-invoke the spell if they choose to turn it off and
later choose to turn it back on within the allowed duration.
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Example: Piper Smith invokes various entities to bestow her with 30 Active
Points of Flight and is successful, acheiving a total Invocation Effect of 45 points;
her Flight spell will last for (45-30) = 15 Turns.
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Invoked Entities
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In general usage, outside of the Here There Be Monsters setting, knowledge of one
or more extradimensional entities to call upon is implicit in the purchase of this
ability. Conceptually a player can work with their GM to name and describe the various
entities their character calls upon, with a focus on roleplaying opportunities,
but this is entirely elective.
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