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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 - Waking Trance (-5/Trusty)
2 D4 Voker's Brew (D4), Upgrade Job Die
3 D4 Waking Trance (-15/Trusty), Bonus Proficiency
4 D6 Voker's Brew (D6), Upgrade Job Die
5 D6 Waking Trance (-25/Trusty), Bonus Proficiency, Mana Font
6 D8 Voker's Brew (D8), Upgrade Job Die
7 D8 Waking Trance (-35/Trusty), Bonus Proficiency
8 D10 Voker's Brew (D10), Upgrade Job Die
9 D10 Waking Trance (-45/Trusty), Bonus Proficiency
10 D12 Voker's Brew (D12), Upgrade Job Die , Astral Conduit

Starting Package


If you choose Voker as your starting Job during Character Creation, gain the following bonuses:

Health Bonus: 5
Mana Bonus: 20
Strain Bonus: 5

Proficiencies: Gain 2 Proficiencies from the following:
Knowledge - Astral, Magic, Natural or Study.

Resistances: Gain 1 Resistance from the following:
Fortitude or Will.

Starter_Abilities: You gain the following Ability:
Magical Prodigy.

Budget: You gain 1 Budget from the following:
Balanced: Personal Budget; 20,000c. Vehicular Budget: 75,000c.
Self Invested: Personal Budget; 30,000c. 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.”

Trait.

During 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 rank in the above [Masteries], you may choose to gain 2 Abilties from one of them instead. These Abilties must be of equal or lower rank to your new Job rank.

Please Note: A Job rank is the Total of all your ranks in various Jobs, not just Voker.

In addition, at Job ranks 2, 4, 6, 8 & 10, you gain an additional free rank, or pair of Abilities, in one of the above [Masteries], as detailed above.

Furthermore, both during Character Creation and any time you gain a Job rank, you gain a free [Invocation] Ability from one of the above [Masteries], of equal or lower rank to your new Job rank. You must have the Appropriate ranks in the [Mastery] to learn an [Invocation].

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.

Trait.

You reduce the [Severity] of any [Invocations] you cast by 5. In addition, you gain the Trusty Property on [Multitasking] 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

TBA.

Tradition: Tranceporter

The Tranceporter tradition is one of the newest Voker lineages, emerging from the Rigging Boom and formalised by Philo’s Groove only a few centuries ago. Tranceporters practice parasomnia — the ancient Elven art of controlled, benevolent possession — placing themselves into a guided magical sleep and inviting spirits to temporarily assume control of their bodies. Through the School of Tranceportation, pilots are trained to yield the helm to legendary figures such as Sinbad, Jason, or Santa, allowing ships to be flown by experience that transcends any single lifetime. A Tranceporter is not exceptional because they are skilled, but because, when it matters, they can be anyone who ever was or ever will be.

  • You gain 1 free rank in the [Paramonia] [Mastery]. This rank cannot exceed your new [Voker] rank. Alternatively, instead of gaining the free rank, you may choose to gain 2 [Paramonia] [Abilities] instead. These [Abilities] must be of equal or lower rank to your new [Voker] rank.
  • You nominate one of the following [Masteries]: [Co-Piloting], [Piloting: Liquidic], [Piloting: Subterranean], [Piloting: Surface] or [Piloting: Void]. Whenever you gain a new instance of this [Ability], you may not nominate another [Mastery]. You must always nominate the same [Mastery].
  • You gain 1 free rank in the nominated [Mastery]. This rank cannot exceed your new [Voker] rank. Alternatively, instead of gaining the free rank, you may choose to gain 2 [Abilities] from that [Mastery] instead. These [Abilities] must be of equal or lower rank to your new [Voker] rank.

Upgrade Job Die

Trait.

You gain a [Job Die]. A [Job Die] is a [Bonus Die] that is added to [Checks] or [Saves] that you are [Proficient] or [Resistant] in, respectively. Your [Job Die] is a D4.

If you gain an additional instance of this [Ability], and you already have a [Job Die], you do not gain another; it is [Upgraded] instead.

At [Voker] rank 4, 6, 8 & 10, you gain an additional instance of this [Ability].

Bonus Proficiency

Trait.

You gain an additional [Proficiency]. This can be [Swagger], [Presence], [Initiative], [Reaction] or any [Skills].

Please Note: You can select any of the above options, not just the ones listed on the [Job Proficiency List], so long as you are not already [Proficient] in it.

At [Voker] rank 5, 7 & 9, you gain an additional instance of this [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.

Trait.

You double the maximum [Mana] gained from your Hokum and Job Bonus.

In addition, at the end of the [Scene] you restore additional [Mana] equal to your [Hokum], effectively doubling the amount of [Mana] restored.

Example: Squamble the Squasher, a rank 5 [Voker] with 7 [Hokum] and their [Job] [Starting Bonus] of 20 would have 27 [Mana], which is doubled by [Mana Font] for a new [Total] of 54 [Mana]. You would then apply any positive or negative effects from Items, Cyberware, etc, normally. In addition, at the end of the [Scene], Squamble would restore 7 [Mana] naturally and an additional 7 [Mana] from [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.

Trait.

You reduce the [Mana] cost of [Spells], [Invocations] and [Counterspells] you perform by 1, to a minimum of 0.

Changelog

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 0.5 - 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.
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