Inspired by the geomancer archetype presented in some JRPGs, the Invoker
never has access to their full range of abilities – instead, their
invocations are based upon the elemental wellsprings available on the
scene. To compensate, their cost in Mind Points is low and their effects
are quite strong… not to mention the possibility of enhancing various
kinds of damage with “Hex” invocations.
The Ripples Skill is very powerful, but requires a synergy with at least
one other member of the group who is able to capitalize upon the
different types of damage: the obvious choice is an Elementalist, but
Chanters, Dancers (see High Fantasy Atlas, page
136 and 142) and Espers (see
Techno Fantasy Atlas, page 150) are not far
behind.
Far from being a mere gameplay rule, the fact Invokers don’t impose
themselves upon the environment but rather adapt to it is a powerful
thematic choice. It also creates a contrast with Elementalists, who have
to spend vast amounts of Mind Points to reliably access whatever damage
type they require. This tension, as well as the role of elemental
creatures and the relationship between magical arts and ecology, are
very interesting parts of the setting to explore.
MERCHANT
Although more compact than the previous three Classes, the Merchant
shouldn’t be underestimated: Winds of Trade lets you introduce new NPCs
and gives you access to the right tool at the right time, while the
other Skills form an impressive support arsenal, especially for
characters who heavily rely on Inventory Points, such as Tinkerers and
Symbolists (see High Fantasy Atlas, page 146).
A cornerstone of the Merchant is that it doesn’t focus on accumulating
money, as shown by the Real Treasure Skill. The heroic nature of this
Class hinges upon communication, contacts, and helping exchanges between
distant people. It’s a quest for richness and prosperity, but in a
human, cultural and communal sense.
Merchants are curious, perceptive and very attentive individuals: some
have traveled far and wide, others have accrued knowledge of every sort
over the course of many negotiations, meetings and encounters. A
Merchant’s Player should be involved in establishing setting elements
such as trade routes, roads, relationships between people, and key
resources, not to mention matters of etiquette, such as what would be
the most fitting gift to present to a prominent public figure.
“You must be strong, yes! But also humble, and kind.