Being An Evoker

Persona represent the supernatural manifestations of a person's will and inner desires. They take specific forms and emerge with an eldritch burst of blue fog. Personas have many different shapes and forms, and mean different things to their wielders. They are invisible to normal people. They're also powerful- and dangerous if used incorrectly. But no matter what, they change their masters- referred to in this section as Evokers- in deeply fundamental ways. The following section explores what it means to be an Evoker, what an Evoker can do, and goes into detail about Personas.

Evokers

An Evoker is an individual who can summon a Persona- this sets them apart from 'Wakers', the normal, mundane people who can't see Shadows, Personas or the like. An Evoker gains the power to, when in an environment with enough Miasma, manifest a Persona, an embodiment of some inner truth or mask, to act as a shield, a weapon and guide. As time goes on, and the Evoker becomes more experienced, the power they can harness grows with them, and their mastery of miasma increases.

To reflect this, Evokers have the following scores and vitals, which wakers don't have: Realisation, Evoker Rank, Power Points.

  • Realisation is the tenth score that represents the insight and sense of self-being that an Evoker has- things which give Evokers an intangible but crucial sense of presence and power. Realisation starts at 10, and increases by 1 for every Confidant rank you possess. You start each week with a number of Fate Points equal to your Realisation Bonus, and for every 20 Realisation you have, your Metagear powers up.
  • Evoker Rank is a trait that represents how sophisticated and concrete an Evoker's control over Persona are. It comes in ten ranks, starting at 1 and ending at 10. Evokers can only equip Minor Persona of a grade equal or lesser than Evoker Rank, and empower an Evoker's Tomes and Spell Surge actions. Arcana powers grow stronger with Evoker Rank as well. Evoker Rank increases by 1 for every 2,000 experience an Evoker earns, starting with Rank 2 at 2,000 XP.
  • Power Points are used to cast Spells and Arts at Surge Strength, making them much more powerful. They are derived from your Realisation Bonus and refresh to max at the start of each week.

An Evoker's Tools: Masks, Metagear and Tomes

Every Evoker has three signature tools of the trade that help focus and assist their powers: Masks, Metagear and Tomes. Masks help disguise the Evoker's true identity; Metagear provides the Evoker with armour and weapons; and Tomes help focus Personas and provide broad utility that is useful when exploring the Sea of Chaos. The following section will explore these three tools in detail.

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Masks

All Evokers have a mask, which figuratively and literally hides their identity. It is part of their metagear, and manifests with the rest of it. Each mask is unique to the individual, but usually covers at least the eyes. 'The mask is not just for decoration- it has practical effects. The mask obscures the Evoker's identity both literally but also on a metaphysical level. When one looks on an Evoker, the mask alters their perception, 'smoothing out' the traits that would give away their true identity. Instead, their perception sees an appearance influenced by the Persona as much as what is actually there. This effect is not omnipotent. People who know you too well will be able to break through it, or at least leave with a deep sense of unplaced recognition.

Masks have one other effect. If you take a hit to the head which deals damage, you can choose to sacrifice the mask in order to negate the 'Headshot' bonus wound. However, this breaks the mask, disrupting the obscuring effect. This is dangerous in other ways: Shadows are also affected by the illusory effect. Without it, the host of a Theatre might subconsciously become aware of the threat you pose.

Destroyed masks are reformed after returning to a Lounge.
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Metagear

All Evokers possess Metagear, which is special equipment unique to them that helps protect their bodies and gives them weapons with which to attact enemies. The equipment typically consists of a costume, which usually has some protection from damage, as well as a hand-to-hand weapon and a ranged weapon, although this can vary. Metagear powers up with every 20 points of Realisation you possess.

Metagear can be damaged, but all damage is repaired on returning to a Lounge.

Rules for Metagear can be found in much more detail in the Equipment page.
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Tomes

Tomes are powerful, special artifacts that are necessary for a Persona user to focus and manage their powers. They are large, heavy leather-bound books with a white crystal engraving of a tree on every front cover, the top branches entangling with a mask; the mask's look is unique to the user. The pages are thick and creamy coloured, and are made from the bark of Sophia, the Tree of Knowledge herself. The Tomes cannot be destroyed, nor can they be written upon with pens, paints, pencils, blood… it merely vanishes. They are invisible to Wakers- only ghosts, Persona users or Shadows can see them.

Each Evoker has a Tome attuned to them, and only an Evoker can open their own Tome. The Tome responds to a person's thoughts, meaning it can be moved or opened telekinetically. The Tomes will remain within 5 metres of their owner at all times, even if put under lock and key (they simply teleport out), unless the owner commands them to stay, or the Tome is taken and physically held by another Evoker. If the Tomes are held outside of these 5 metres, they cannot be used and do not respond to any commands as it is too far away. Tomes cannot be damaged by most methods. Burning, tearing or shooting them only sees the damage erased in less than half a second. The Tomes are where an Evoker stores the Persona they intend to use. In fact, it is through Tomes that Evokers summon their Persona, opening the Tomes to a certain page- where their Persona is illustrated in a golden frame- and issuing a mental command to come forth. Tomes can act as automatic diaries, where they will transcribe your conscious thoughts, words, actions, and what you see and hear. They can also be used to store items or objects, which are preserved at their current condition. It is extremely hard, perhaps impossible to steal from a Tome.

In the Waking World, Tomes change appearance. Instead of appearing like heavy-looking books they become slim Smartphones with the crystal tree and mask on the back of the case. These can do all the things a normal Smartphone can do. They also come with free, quick access to the internet. 'Smarttomes' can do anything a Tome can usually do, although the aesthetic has changed- instead of flipping to a certain page, accessing a Persona might be done with a unique app instead.

Every Tome is attuned to the Metaverse and can provide special abilities. These 'Tome Powers' are listed below, and grow more powerful with Evoker Rank.

  • Tome Inventory: You and your band of Evokers all share a single group Inventory of consumables. In addition, you can also store items of your own in the Tome. You can store as much as you like, so long as it can physically fit within the bounds of a smartphone screen (even in Tome form). So long as you are not in combat, you can withdraw from your Tome as much as you want. In stressful or combat situations however, you can only draw from your Tome a number of times equal to your Evoker Rank. This refreshes each time you enter a Lounge. It is almost impossible to steal from a Tome Inventory.
  • Tome Claim: Tomes allow you to 'claim' objects from the Metaverse, preserving them and making them tangible once removed from the Metaverse. They still have to fit into the Tome, and doing so costs Stress, depending on how rare or valuable the item is. Withdrawing the item takes a use of Tome Inventory as normal.
  • Tome Minimisation: This is related to Tome Claim above, and is a way of taking control of large objects. So long as the large object has a focus of some kind that denotes ownership (such as the keys to a car) that you Tome Claim, you can claim the entire object, even though it can't fit inside the boundaries of a smartphone screen- it becomes minimised. Whenever you withdraw the focus item, you also withdraw the large object, appearing in an unoccupied space within 5 metres. However, this only works in the Metaverse- trying to do this in the Waking World merely takes out the focus item.
  • Tome Telepathy: You can use your Tome to communicate telepathically with other Tome holders, sending them words and images from your mind to theirs. You can create little networks of Evokers like this spontaneously. You can also choose to ignore certain Evokers if you want. Essentially, it's a super-powered chat system.
  • Analysis: At Evoker Rank 4, you gain the ability to use the Analysis action on an enemy, revealing their elemental affinities, Arcana and Personalities.
  • Advanced Analysis: At Evoker Rank 7, you gain the ability to use Advanced Analysis, which reveals an enemy's elemental affinities, Arcana, Personalities, Wounds, Scores and Traits.

On top of that, Tomes provide the following, more mundane utilities:

  • You can remove pages from them and keep notes in them
  • You can use them to essentially create 'screenshots' of events that you see, recorded perfectly within the tome's memory
  • In the real world, they provide free, fast access to the internet. In the Metaverse, they provide access to a shadowy form of the Internet that is heavily influenced by the current Theatre or Domain's aesthetic, and can be flat out incorrect objectively.

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Special Types of Evokers

Not every Evoker is the same. Some have unusual or special power sets that set them apart. These sets are explained below.
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Wild Cards

Wild Cards are the most powerful form of Evoker. They start off with the ability to draw Personas from every Arcana, giving them massive flexibility. They also start off with the Fool Arcana, which gives them +5 to all Scores, any four Aptitudes of their choice, and the Wild Card exemplary.

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Navigators

Navigators are Evokers with the special ability to perceive the dimensions and currents of miasma. Their Persona has the knack of comprehending the incomprehensible, of sorting through the immense emotional over-data of this dimensional pollution and finding the meaning within it. Navigators are able to use this to gain a sense for Dream Theatres, Domains and Shadows. This breaks down into three specific effects: Tome Mastery, Navigator Sight and Insight.
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Tome Mastery

Navigators are considered to count as Evoker Rank 10 for all Tome powers. This means they can do Advanced Analysis immediately, and can use Inventory in stressful situations up to ten times between Lounge visits.
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Navigator Sight

Navigator Sight is the signature ability of a Navigator, allowing them to intangibly sense entities or changes via the medium of miasma. This is a powerful ability for information gathering, using miasma almost like sonar.

Navigator Sight can do the following things:

  • (Free/Automatic) Determine how many Evokers are in a Domain or Dream Theatre
  • (Free/Automatic) Categorise a Shadow that you can analyse, based on its power (Trouper/Conductor/Archetype/Incarnate)
  • (Free/Automatic) Detect the presence of a Reaper or see the Reaper Clock
  • (Free/Automatic) Detect a miasma surge, and where the surge is originating from
  • (Free/Automatic) Determine the Miasma Level of the Waking World, or of a Dream Theatre/Domain
  • (Free/Automatic) Determine whether there are Shadows within 100km of the Navigator, and a vague number on how many there are, but not where they are nor how powerful they are
  • (Action) Estimate the location of an Evoker. Test Magic Characteristic- on a success you determine which direction the Evoker is in relative to you. On 4 DoS you can determine how far away they are, with a margin of error of 10-DoS km. This cannot work unless you know something about the Evoker (real name, Persona or appearance all apply)
  • (Action) Estimate the location of a Shadow that you've sensed or analysed before. Test Magic Characteristic, taking two Disadvantages for finding a specific Trouper. On a success this works just like Estimating the location of an Evoker above.

Navigator Sight CANNOT do the following:

  • Automatically find Evokers or Shadows that are using Stealth or are otherwise masking their presence
  • Locate Evokers who are not using their Personas (Though you can try sensing them for up to five minutes after they last used their powers, although knacks don't count)
  • Differentiate between a Shadow, Evoker, Baron or Persona without additional information- they are all categorised based on the Trouper/Conductor/Archetype/Incarnate scale.
  • Use Navigator Sight uses that require actions in the Waking World unless Miasma is 60+

Navigators use their powers by the medium of miasma, sort of like sonar. This means that they actively scan it, and in doing so make themselves known. Shadows that are sensitive to miasma, or other Navigators, can easily sense a Navigator scanning, and take an advantage to pinpoint their presence.
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Insight

Navigators possess Insight, a special resource tied to each Domain or Dream Theatre. Insight represents how attuned the Navigator is to the eddies and aesthetic of the Theatre- the more the Navigator understands the aesthetic and the ruler, the more insight they gain. This allows the Navigator to gain an uncanny sense of a Dream Theatre, gaining special awareness as to its rules or functions. This manifests in Insight.

A Navigator, at the start of the week, can ask a single Insight question for every point of Insight they possess. Insight Questions are divided into four tiers. You can only ask questions from a tier equal or lesser to your current Insight- so if you have Insight 2, you can ask two questions, which can be either from tier 1 or 2, but you can't ask from tier 3 or 4. Furthermore, each Tier has a hard limit on how many questions you can pick from that Tier each week- they're simply too complex and huge for a Navigator to process all at once.

Tier 1 Questions (Unlimited) Tier 2 Questions (Max 2)
* What is one of the Theatre's Arcanas? * What's a non-combat challenge we can expect?
* What's an elemental weakness found in one unidentified Trouper? * Who is the next Conductor we're likely to face?
* What's an attack an unidentified Trouper is capable of using? * What Convention will the Conductor disable?
* How many Conventions are in play? * How does the Conductor feel about its Archetype?
* What's a good tool to bring? * Are there any environmental qualities worth noting about this Conductor's domain?
* What are some special items we can find in the Theatre? * What is the personality of the next Conductor?
* What are the personalities of all the Troupers in this Theatre?
* What Incarnate can we expect?
Tier 3 Questions (Max 1) Tier 4 Questions (Max 1)
* What's an elemental weakness found in the next Conductor? * What's an elemental weakness of one of the Archetype's Facets?
* What's an attack the next Conductor is capable of using? * What's an attack of one of the Archetype's Facets?
* What's a personality flaw of the next Conductor? * What will the Centre Stage probably look like?
* What type of Trouper will the next Conductor rely on? * What are some problems we might have to overcome in Centre Stage?
* What agenda does the next Conductor have? * What are some opportunities we can use in Centre Stage?
* What inspired the creation of this Conductor? * Where might we find the Inner Child?
* What's a secret way to navigate a known Conductor's domain? * What form might the Inner Child take?
* What are some problems or challenges inherent to a specific region of the Theatre?
* Is the Reaper we face in this Theatre one we have faced before, and if so, which?

Each point of Insight also provides an advantage to Navigator Sight tests wherever applicable.

To a certain extent, Insight also lets you control the miasma within a Theatre, to a limited extent. At any time, you can permanently spend an Insight point to make a physical change in the Theatre around you. This change can't cause any damage to an entity by itself, but it can make the environment more dangerous. This change should be within approximately one kilometre of you, and limited in scope to about a square kilometre maximum. They do have to be plausible for the Theatre's aesthetic. Using Insight in this way is very noticeable and easily sensed by powerful Shadows. A few examples are below:

  • You can spend an insight point to 'suddenly' have a new corridor appear that allows you to escape from a dangerous situation
  • Have a sudden tool or resource appear to overcome a current challenge
  • Have an earthquake damage or destroy a bridge, or make a river flood in a specific area

Finally, you can permanently spend a point of Insight at any time within a Theatre to provide one of the following bonuses:

  • Advanced Analysis of all Shadows in an encounter
  • Grant Advantages to everyone in overcoming a specific environmental challenge or obstacle
  • Grant two Advantages to everyone's next Evasion test
  • Restore one spent Fate Point to all allies

You count Insight by each Domain or Theatre, so it doesn't carry over between areas. You start at 1 Insight for each Domain or Theatre.
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