====== Voker ====== //Now hold on there, partner. I’d choose my next words mighty careful if I were you. You’re talkin’ about Susie Blackstar like she’s just some desk jockey in a sparkly dress, but you and I both know better... or at least I do. You see, she don’t need a gold-plated station or a fleet of ships to throw her weight around. She’s a Voker, and that right there’s enough to make half the galaxy sit up straight when she clears her throat.\\ \\ You’ve met spellcasters, sure, flashy little sparks, light shows, parlour tricks. But a Voker? That’s an entirely different creature. They don’t cast spells, they weave invocations. Once a Voker sets somethin’ in motion, you could drop a nuke on ‘em and it wouldn’t make a damn bit of difference. That magic’s already on its way, slow and unstoppable, like a landslide made of starlight. You can run, you can hide, you can pray to whatever board of directors you answer to—but when the words start hummin’ and their eyes go white, you’re already out of options.\\ \\ And Susie? Oh, she’s special. Gnomish woman, all smiles and manners, talks soft, never raises her voice. Folks see her in a committee meeting and think she’s harmless. That’s her favourite trick. See, Susie deals in debts. You make a deal with her, that’s for life, and if you’re lucky, that’s all it is. I’ve seen people try to weasel out, and honey, they still keep their appointments… they just don’t always keep their pulses. Death’s not an excuse where she’s concerned; it’s just another kind of delivery schedule.\\ \\ But I’ll tell you this, she’s lovely. Charming, even. Knows which fork to use at dinner, remembers your kids’ birthdays, sends condolence flowers to your next of kin. There’s no reason to fight her, not unless you’ve lost your damn mind. You treat her fair, she’ll do the same. And if she ever owes you a favour? Son, that’s the closest thing to divine insurance you’ll ever own. Why worry about all this fake power of influence and all that when you can wield power, the powers of the gods at your finger tips and we both know, she's got both.\\ \\ That’s the thing about Vokers, they don’t need titles or armies. They’re patient, eternal, and full of quiet power. While the rest of us build empires outta stone and steel, they build inevitability. You can buy ships, guns, whole planets if you want but when a Voker starts talkin’ to the universe, the universe listens. So maybe show that little gnome some respect, hm? The only reason she’s ‘low level’ is ‘cause it’s easier to count who she’s already outlived than who she hasn’t.// \\ \\ // - Rhodium Slicks, Address to the Executive Board of the Helix Mining Conglomerate, 6172.// \\ \\ ^ Rank ^ Job Die ^Abilities^ | 1 | - |[[:Jobs:Voker#Waking Trance]] (-5/Trusty)| | 2 | D4 |[[:Jobs:Voker#Voker's Brew]] (D4), [[:Jobs:Voker#Upgrade Job Die]]| | 3 | D4 |[[:Jobs:Voker#Waking Trance]] (-15/Trusty), [[:Jobs:Voker#Bonus Proficiency]]| | 4 | D6 |[[:Jobs:Voker#Voker's Brew]] (D6), [[:Jobs:Voker#Upgrade Job Die]]| | 5 | D6 |[[:Jobs:Voker#Waking Trance]] (-25/Trusty), [[:Jobs:Voker#Bonus Proficiency]], [[:Jobs:Voker#Mana Font]]| | 6 | D8 |[[:Jobs:Voker#Voker's Brew]] (D8), [[:Jobs:Voker#Upgrade Job Die]]| | 7 | D8 |[[:Jobs:Voker#Waking Trance]] (-35/Trusty), [[:Jobs:Voker#Bonus Proficiency]]| | 8 | D10 |[[:Jobs:Voker#Voker's Brew]] (D10), [[:Jobs:Voker#Upgrade Job Die]]| | 9 | D10 |[[:Jobs:Voker#Waking Trance]] (-45/Trusty), [[:Jobs:Voker#Bonus Proficiency]]| | 10 | D12 |[[:Jobs:Voker#Voker's Brew]] (D12), [[:Jobs:Voker#Upgrade Job Die]] , [[:Jobs:Voker#Astral Conduit]]| ==== Starting Package ==== \\ If you choose [[:Jobs:Voker#Voker]] as your starting [[:Jobs|Job]] during [[:Character:Character Creation]], gain the following bonuses:\\ \\ **[[:Ratings:Health|Health]] Bonus**: 5\\ **[[:Ratings:Mana|Mana]] Bonus**: 20\\ **[[:Ratings:Strain|Strain]] Bonus**: 5\\ \\ **[[Game_Mechanics:Proficiencies|Proficiencies]]**: Gain **2** [[Game_Mechanics:Proficiencies|Proficiencies]] from the following:\\ [[:Skills#Knowledge - Astral]], [[:Skills#Magic]], [[:Skills#Natural]] or [[:Skills#Study]].\\ \\ **[[:Game Mechanics:Resistances]]**: Gain **1** [[:Game Mechanics:Resistances|Resistance]] from the following:\\ [[:Ratings:Fortitude_Save|Fortitude]] or [[:Ratings:Will_Save|Will]].\\ \\ **[[Game_Mechanics:Definitions:Starter_Abilities]]**: You gain the following [[:Game Mechanics:Definitions:Ability]]:\\ [[Voker#Magical Prodigy]].\\ \\ **[[:Game Mechanics:Definitions:Budget]]**: You gain **1** [[:Game Mechanics:Definitions:Budget]] from the following:\\ **Balanced**: [[:Game Mechanics:Definitions:Budget:Personal Budget]]; 20,000c. [[:Game Mechanics:Definitions:Budget:Vehicular Budget]]: 75,000c.\\ **Self Invested**: [[:Game Mechanics:Definitions:Budget:Personal Budget]]; 30,000c. [[:Game Mechanics:Definitions:Budget:Vehicular Budget]]: 50,000c.\\ ===== Starter Abilities ===== ==== Magical Prodigy ==== //Magic comes easy to a Voker. They don’t just study spells, they absorb them. Some dream up new ones in their sleep, others pick them apart from ancient tomes, and a few just watch someone cast and think, yeah, I can do that. However it happens, it sticks. Their minds are like conduits, tuned to the frequencies of magic itself, collecting new invocations the way dust gathers on old starlight. Over time, a Voker’s spellbook grows heavier, stranger, and more dangerous than any other caster’s alive. Nobody knows more ways to bend the universe, and if you ask how they learned it all, they’ll just smile and say, “practice.”// \\ \\ [[:Traits|Trait]].\\ \\ During [[:Character:Character Creation]], you gain a free rank on one of the following [Masteries]: * [Alchemy] * [Arcana] * [Ki] * [Noetics] * [Animism] * [Elementalism] * [Lexiturgy] * [Parasomnia] Alternatively, instead of gaining a free [[Game Mechanics:Definitions:Rank]] in the above [Masteries], you may choose to gain 2 [[:Game Mechanics:Definitions:Ability|Abilties]] from one of them instead, provided you already have the [[:Game Mechanics:Definitions:Appropriate]] [[Game Mechanics:Definitions:Rank|Ranks]] in the [Mastery].\\ \\ In addition, as you progress your [[:Jobs|Job]] [[Game Mechanics:Definitions:Rank|Ranks]], you gain the following benefits: * At [[:Jobs|Job]] rank 2, you can increase your [[Game Mechanics:Definitions:Rank]] in the above [Masteries], up to a max [[Game Mechanics:Definitions:Rank]] of 2, or you can gain two free [[:Game Mechanics:Definitions:Ability|Abilities]] of [[Game Mechanics:Definitions:Rank]] 2 or lower, from those [Masteries]. * At [[:Jobs|Job]] rank 4, you can increase your [[Game Mechanics:Definitions:Rank]] in the above [Masteries], up to a max [[Game Mechanics:Definitions:Rank]] of 4, or you can gain two free [[:Game Mechanics:Definitions:Ability|Abilities]] of [[Game Mechanics:Definitions:Rank]] 4 or lower, from those [Masteries]. * At [[:Jobs|Job]] rank 6, you can increase your [[Game Mechanics:Definitions:Rank]] in the above [Masteries], up to a max [[Game Mechanics:Definitions:Rank]] of 6, or you can gain two free [[:Game Mechanics:Definitions:Ability|Abilities]] of [[Game Mechanics:Definitions:Rank]] 6 or lower, from those [Masteries]. * At [[:Jobs|Job]] rank 8, you can increase your [[Game Mechanics:Definitions:Rank]] in the above [Masteries], up to a max [[Game Mechanics:Definitions:Rank]] of 8, or you can gain two free [[:Game Mechanics:Definitions:Ability|Abilities]] of [[Game Mechanics:Definitions:Rank]] 8 or lower, from those [Masteries]. * At [[:Jobs|Job]] rank 10, you can increase your [[Game Mechanics:Definitions:Rank]] in the above [Masteries], up to a max [[Game Mechanics:Definitions:Rank]] of 9, or you can gain two free [[:Game Mechanics:Definitions:Ability|Abilities]] of [[Game Mechanics:Definitions:Rank]] 9 or lower, from those [Masteries]. Furthermore, both during [[:Character:Character Creation]] and any time you gain a [[:Jobs|Job]] rank, you gain a free [Invocation] [[:Game Mechanics:Definitions:Ability]] from one of the above [Masteries], of equal or lower rank to your new [[:Jobs|Job]] rank. You must have the [[:Game Mechanics:Definitions:Appropriate]] [[Game Mechanics:Definitions:Rank|Ranks]] in the [Mastery] to learn an [Invocation].\\ \\ **Please Note**: A [[:Jobs|Job]] rank is the [[:Game Mechanics:Dice Pool:Total]] of all your ranks in various [[:Jobs]], not just [[:Jobs:Voker#Voker]].\\ ===== Job Abilities ===== ==== Waking Trance ==== //For most spellcasters, channelling an invocation means stopping everything else — breathing slows, focus narrows, and the world fades until the magic’s done. But not for a Voker. They learn to live inside the casting, slipping into a state where body and mind move on separate tracks. Their lips murmur invocations while their hands work switches, stitch wounds, or fire back at whoever’s dumb enough to interrupt them. It’s not just multitasking; it’s mastery, with each motion perfectly timed and every syllable is deliberate. Seconds matter when the air’s full of bullets and alarms, and the Waking Trance turns those seconds into eternity. While others panic or flinch, the Voker keeps chanting, calm as a surgeon and twice as deadly.// \\ \\ [[:Traits|Trait]].\\ \\ You reduce the [Severity] of any [Invocations] you cast by 5. In addition, you gain the [[:Traits:Trusty]] [[:Game Mechanics:Definitions:Property]] on [Multitasking] [[:Game Mechanics:Save|Saves]] to maintain [Invocations].\\ \\ At Job Ranks 3, 5, 7, and 9 the severity reduction is increased to 15, 25, 35, and 45 respectively. ==== Voker's Brew ==== //No respectable Voker ever leaves home without enough magical supplies to alarm spaceport security. Potions, scrolls, reagents, charms and half-finished experiments all find their way into impossibly deep robes, oversized satchels or pockets that seem to ignore the laws of space. Somewhere among the clutter is always a flask of the Voker's own Brew, a closely guarded concoction unique to its creator. It tastes terrible, occasionally explodes, and for a few glorious moments convinces the universe that casting even more magic is an excellent idea.//\\ \\ [[Game Mechanics:Definitions:Ability:Ritual]]. [Crafting].\\ \\ You gain a [[:Game Mechanics:Inventory#Pack Slot|Pack]]. This [[:Game Mechanics:Inventory#Pack Slot|Pack]] can only be used to store [Magical] or [Alchemic] [[:Items:Gadgets:Consumables]].\\ \\ At [[:Jobs:Voker#Voker]] ranks 4, 6, 8 & 10, you gain an additional [[:Game Mechanics:Inventory#Pack Slot|Pack]], as detailed above.\\ \\ In addition, you gain the [[:Jobs:Voker#Voker's Brew|Craft: Voker's Brew]] [[:Game Mechanics:Definitions:Ability]]:\\ \\ |< - 25% 50% 25%>| ^**Craft - Voker's Brew**^^^ | **[[:Skills:Natural]] [[Game Mechanics:Definitions:Ability:Ritual]]; 50/[[:Game Mechanics:Definitions:Ability#Action]]** | | | |Craft D4 [[:Jobs:Voker#Voker's Brew|Voker's Brew]], detailed below||| \\ At Voker rank 4, 6, 8 & 10, you can increase the [[[Game Mechanics:Definitions:Ability:Ritual#Severity]] of the [[:Jobs:Voker#Voker's Brew|Craft - Voker's Brew]] [[Game Mechanics:Definitions:Ability:Ritual]] when you perform it to 65/80/95/110, allowing you to craft D6/D8/D10/D12 [[:Jobs:Voker#Voker's Brew|Voker's Brew]] instead.\\ \\ |< 100% 22% 22% 12% 22% 22% >| ^Voker's Brew^^^^^ ^[[Game_Mechanics:Definitions:Archetype]]| [Consumable] | ^[[Game_Mechanics:Definitions:Subtype]]| [Magical] & [Alchemical] | ^[[Game_Mechanics:Definitions:Skill]]| - | ^[[Game_Mechanics:Definitions:Mastery]]| - | ^[[Game_Mechanics:Definitions:Value]]| - | ^[[Game_Mechanics:Definitions:Upkeep]]| - | | **[[:Game_Mechanics:Definitions:Requirement]]** - [[:Stats:Brawn]] 1 ||||| ^Traits ||||| | [[:Traits:Consumable]]. ||||| ^Effects||||| |**[[:Game Mechanics:Actions:Quick Action]].**\\ \\ Immediately cast a [[:Game Mechanics:Spell]] or perform a [[:Game Mechanics:Check]] to advance an [[:Game Mechanics:Invocation]]. Once resolved, suffer a [[:Game Mechanics:Miscast]]. \\ \\ If this [[:Game Mechanics:Spell]] would require a [[:Game Mechanics:Actions:Double Action]] or additional [[:Ratings:Action Points|AP]], you [[:Game Mechanics:Upgrading Or Downgrading:Downgrade]] the outcome of the [[:Game Mechanics:Miscast]] once for each additional [[:Ratings:Action Points|AP]] required.||||| ==== Upgrade Job Die ==== [[:Traits|Trait]].\\ \\ You gain a [[Game Mechanics:Definitions:Job Die]]. A [[Game Mechanics:Definitions:Job Die]] is a [[Game Mechanics:Bonus Die]] that is added to [[Game Mechanics:Check|Checks]], [[Game Mechanics:Attack|Attacks]] or [[Game Mechanics:Save|Saves]] that you are [[Game Mechanics:Proficiencies|Proficient]] or [[Game Mechanics:Resistances|Resistant]] in, respectively. Your [[Game Mechanics:Definitions:Job Die]] is a D4.\\ \\ If you gain an additional instance of this [[Game Mechanics:Definitions:Ability]], and you already have a [[Game Mechanics:Definitions:Job Die]], you do not gain another; it is [[Game Mechanics:Upgrading Or Downgrading:Upgrade]] instead.\\ \\ At [[:Jobs:Voker#Voker]] rank 4, 6, 8 & 10, you gain an additional instance of this [[Game Mechanics:Definitions:Ability]]. ==== Bonus Proficiency ==== [[:Traits|Trait]].\\ \\ You gain an additional [[:Game Mechanics:Proficiencies|Proficiency]]. This can be [[:Ratings:Swagger]], [[Ratings:Presence]], [[Ratings:Initiative]], [[Ratings:Reaction]] or any [[:Skills]].\\ \\ **Please Note**: You can select any of the above options, not just the ones listed on the [[:Jobs:Ace#Starting Package]], so long as you are not already [[:Game Mechanics:Proficiencies|Proficiency]] in it.\\ \\ At [[:Jobs:Voker#Voker]] rank 5, 7 & 9, you gain an additional instance of this [[:Game Mechanics:Definitions:Ability]]. ==== Mana Font ==== //For most beings, mana sticks to the meat — clings to nerves, muscles, bone. You scrape off what you can, burn it, and call that spellcasting. But a Voker? They don’t just tap the flow; they open the gates. Through training, meditation, or sheer stubborn will, they learn to let the Astral Space move through them instead of around them. Mana doesn’t pile up inside a Voker; it breathes with them — in, out, constant, endless. They don’t hold more power than anyone else; they just never run dry. While others sputter and stall, a Voker keeps the current flowing, drawing raw energy straight from the source. It’s not storage — it’s communion. And once you’ve seen it, you understand why the stars themselves seem to bend when a Voker really lets go.// \\ \\ [[:Traits|Trait]].\\ \\ You double the maximum [[:Ratings:Mana]] gained from your [[:Stats:Hokum]] and job bonus.\\ \\ In addition, at the end of the [[:Game Mechanics:Scene]] you restore additional [[:Ratings:Mana]] equal to your [[:Stats:Hokum]], effectively doubling the amount of [[:Ratings:Mana]] restored.\\ \\ **Example**: Squamble the Squasher, a rank 5 [Voker] with 7 [[:Stats:Hokum]] and their [[:Jobs|Job]] [[:Jobs:Voker#Starting Bonus]] of 20 would have 27 [[:Ratings:Mana]], which is doubled by [[:Jobs:Voker#Mana Font]] for a new [[:Game Mechanics:Dice Pool:Total]] of 54 [[:Ratings:Mana]]. You would then apply any positive or negative effects from [[:Items]], [[:Cyberware]], etc, normally. In addition, at the end of the [[:Game Mechanics:Scene]], Squamble would restore 7 [[:Ratings:Mana]] naturally and an additional 7 [[:Ratings:Mana]] from [[:Jobs:Voker#Mana Font]]. ==== Astral Conduit ==== //Most spellcasters wrestle magic into shape — they drag it, twist it, force it to obey. But the Voker learns the secret truth: mana doesn’t like being ordered. It’s alive in its own way, restless and wild, moving where it pleases. The greatest Vokers stop fighting it. They listen. They adapt their invocations, tuning word and motion until the spell feels right — until the mana wants to flow that way. It’s not submission; it’s partnership. The magic isn’t a weapon anymore, it’s a conversation. Every gesture is a suggestion, every syllable an invitation. And when a Voker reaches that level, they stop spending power like everyone else — because the universe itself starts helping. Their spells last longer, strike cleaner, and burn brighter, not through force, but through harmony. They don’t command magic, they are it's ally.// \\ \\ [[:Traits|Trait]].\\ \\ You reduce the [Mana] cost of [Spells], [Invocations] and [Counterspells] you perform by 1, to a minimum of 0. ===== Changelog ===== Version 0.5 - Nov 2025 * **"Are You Gunna Eat That?"** * No longer allows free ranks to exceed Voker rank. * Now offers choice of Cultivate Ability instead of Rank. Version 0.5b - Dec 2025 * **"Are You Gunna Eat That?"** * Removed * **Arcane Traditions** * Added in place of "Are You Gunna Eat That?" * **Mana Font** * Increased Mana restored Version 0.5c - June 2026 * Wording updated * Starting Proficiencies reduced to 2 * Starting Proficiency list updated to no longer include Presence and Sense * Natural Talent Starting Ability replaced with Magical Prodigy Starting Ability * Arcane Traditions Ability removed * Voker's Brew Ability added * Voker's Brew Ability allows the Voker to store additional consumables and also craft custom potions Version 0.5c - Aug 2026 * Magical Prodigy Ability wording updated