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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
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.
Ritual. [Crafting].
You gain a Pack. This Pack can only be used to store [Magical] or [Alchemic] Consumables.
At Voker ranks 4, 6, 8 & 10, you gain an additional Pack, as detailed above.
In addition, you gain the Craft: Voker's Brew Ability:
| Craft - Voker's Brew | ||
|---|---|---|
| Natural Ritual; 50/Action | ||
| Craft D4 Voker's Brew, detailed below | ||
At Voker rank 4, 6, 8 & 10, you can increase the Severity of the Craft - Voker's Brew Ritual when you perform it to 65/80/95/110, allowing you to craft D6/D8/D10/D12 Voker's Brew instead.
| Voker's Brew | ||||
|---|---|---|---|---|
| Archetype | [Consumable] | Subtype | [Magical] & [Alchemical] | |
| Skill | - | Mastery | - | |
| Value | - | Upkeep | - | |
| Requirement - Brawn 1 | ||||
| Traits | ||||
| Consumable. | ||||
| Effects | ||||
| Quick Action. Immediately cast a Spell or perform a Check to advance an Invocation. Once resolved, suffer a Miscast. If this Spell would require a Double Action or additional AP, you Downgrade the outcome of the Miscast once for each additional AP required. |
||||
Upgrade Job Die
Trait.
You gain a Job Die. A Job Die is a Bonus Die that is added to Checks, Attacks 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 Upgrade 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 Starting Package, so long as you are not already Proficiency 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 0.5 - 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
