Seba-Ta: Star Marking (see-bah tah)
Seba-Ta: The Star Marked (Working title)
Starting at level 1 you have access to a new set of abilities (invocations). These abilities are not structured but rather defined in the moment by your request, though the power is buffered by level, the limit is your imagination.
But as with any great power there can be a cost. As you elect to use this resource there is a chance it will come with a detriment, you will roll to determine what (if any) that detriment is as you ask to use the ability.
The more you use these abilities the more powerful they will become. Moving from influencing only yourself to being able to influence others, and even the world around you. But as you do the chances, and severity of the detriments could increase.
Framework: Starmarked invocations are a campaign limited resource, meaning you only get so many uses for the entire campaign.
There are several tiers of invocations, each one more powerful than the last. The first tier may have 5 uses for example and the next tier up may have 4. Tiers are locked by player level / campaign progression so you may run out of uses before you get the next tier. For example:
Tier 1 - No minimum level - 7 uses
Tier 2 - Level 5 - 6 uses
Tier 3 - Level 8 - 5 uses
Etc.
Powers: Each Tier will offer a new invocation becoming progressively stronger. The first tier gives you access to powers that alter your mind, and your ability to perceive the world around you - even extending into influencing the perception of those physically close to you. For example:
Learn the lore behind an object you are holding (mechanically a critical success on 3 recall knowledge / other skill checks to answer 3 questions)
See a safe path through a volley of flaming arrows
Attain clairvoyance to a distant location (scry on a location of your choice with automatic success)
Cloak yourself, or the party from view in a crowded room (temporary invisibility)
See through a wall to understand the mechanics of a trap or count the enemies hiding in the next space
Listen to a conversation from 100ft away
Detriment's: After you explain your invocation you will roll dice to determine if, and what, detriment you may experience (not every use will force a determent roll - some uses are "Free" and come with no detriment but you will not know how many uses until you hit one). Some examples:
Tier 1 Invocation - Roll 1d10 > you roll a 2, the penalty is your character becomes temporarily deaf until the end of your next long rest.
Item type
Magical