Fold Caller

Deep-Fold channeler.

The Fold Caller does not manifest power. The Fold Caller opens a door. Beyond the navigable shallows of the Fold -- the layer the Navigator reads and the Psion touches -- is the Deep. Things live there. The Fold Caller is the person who learned to call them through.

The Psion tears pinholes. The Navigator reads currents. The Fold Caller opens a gate and invites something across. The gate is the Caller's own mind -- the Fold-sight pushed past the fold, a channel carved through the Caller's sanity. Every summoning costs Sanity Points (WIS x 2). Every summoning risks the gate opening wider than intended. The entity the Caller meant to summon is not always the entity that arrives.

Asset Realisation has no stable category for the Fold Caller. Some corporate jurisdictions try to recruit or leash them; others order immediate containment or termination. A leashed Psion is a weapon. A leashed Navigator is navigational capital. A leashed Fold Caller is a dimensional breach waiting to happen. Specialist recovery teams exist, but their reach fades with Kadiss coverage and local cooperation. Survivors learn to hide what they are.

The Fold Caller operates on the Fold chassis (d6 HD, half BAB, Fort/Ref poor, Will good, 4 SP). Light armour only. The Caller's Sanity Pool is finite, recovery is slow, and zero SP means the Unmoored state -- a Caller whose mind has become the gate and cannot close it. Prime requisites: WIS (the will to hold the gate) and CHA (the presence to command what comes through -- entities respect authority, even borrowed authority).

Rules Reference

FieldValue
Armor AllowanceLight
Bab Tierhalf
Base Skill Points4
Hdd6
Hd Sides6
Max Level20
Primary AbilitiesWIS, CHA
Prime RequisitesWIS, CHA
Save Tiers / Fortitudepoor
Save Tiers / Reflexpoor
Save Tiers / Willgood
Weapon AllowancePistol, Knife, Ritual blade (functions as dagger, +1 Power Checks when used as focus)

Notes

Archetype Niche: The Fold Caller is the summoner and warder of the Deep. Call the Deep deploys Fold entities as combat minions -- each summon is a temporary ally that acts on the Caller's initiative, providing damage, control, or utility depending on the entity type. Sanity Ward protects the party from the very horrors the Caller summons, creating an asymmetric defense: the Caller brings Fold threats near while keeping allies safe from them. Consume Sanity provides SP recovery through predation, turning enemies (or willing allies) into fuel for more summons. The Fold Caller's niche is controlled chaos -- wielding the Fold's horrors as weapons while frantically maintaining the wards that keep those same horrors from consuming the party.

Multiclass Notes: Fold Callers rarely multiclass. When they do, it is typically with Psion or Cult-Adjacent archetypes. Non-human callers use simultaneous multiclassing rules.

Level Table

Whisperer

FieldValue
bab0
fortitude0
level1
reflex0
skillPoints16
titleWhisperer
will2
xp0

Gate-Touched

FieldValue
bab1
fortitude0
level2
reflex0
skillPoints4
titleGate-Touched
will3
xp3000

Caller

FieldValue
bab1
fortitude1
level3
reflex1
skillPoints4
titleCaller
will3
xp6000

Deep-Caller

FieldValue
bab2
fortitude1
level4
reflex1
skillPoints4
titleDeep-Caller
will4
xp12000

Gate-Binder

FieldValue
bab2
fortitude1
level5
reflex1
skillPoints4
titleGate-Binder
will4
xp24000

Void Speaker

FieldValue
bab3
fortitude2
level6
reflex2
skillPoints4
titleVoid Speaker
will5
xp48000

Fold Herald

FieldValue
bab3
fortitude2
level7
reflex2
skillPoints4
titleFold Herald
will5
xp85000

Deep Herald

FieldValue
bab4
fortitude2
level8
reflex2
skillPoints4
titleDeep Herald
will6
xp130000

Gate Lord

FieldValue
bab4
fortitude3
level9
reflex3
skillPoints4
titleGate Lord
will6
xp190000

Deep Gate Lord

FieldValue
bab5
fortitude3
level10
reflex3
skillPoints4
titleDeep Gate Lord
will7
xp260000

Fold Sovereign

FieldValue
bab5
fortitude3
level11
reflex3
skillPoints4
titleFold Sovereign
will7
xp340000

Deep Sovereign

FieldValue
bab6
fortitude4
level12
reflex4
skillPoints4
titleDeep Sovereign
will8
xp420000

Abyss-Binder

FieldValue
bab6
fortitude4
level13
reflex4
skillPoints4
titleAbyss-Binder
will8
xp500000

High Abyss-Binder

FieldValue
bab7
fortitude4
level14
reflex4
skillPoints4
titleHigh Abyss-Binder
will9
xp580000

Reality-Tearer

FieldValue
bab7
fortitude5
level15
reflex5
skillPoints4
titleReality-Tearer
will9
xp660000

Fold Master

FieldValue
bab8
fortitude5
level16
reflex5
skillPoints4
titleFold Master
will10
xp740000

Gate Commander

FieldValue
bab8
fortitude5
level17
reflex5
skillPoints4
titleGate Commander
will10
xp820000

Gate Paragon

FieldValue
bab9
fortitude6
level18
reflex6
skillPoints4
titleGate Paragon
will11
xp900000

High Gate Paragon

FieldValue
bab9
fortitude6
level19
reflex6
skillPoints4
titleHigh Gate Paragon
will11
xp980000

Supreme Fold Caller

FieldValue
bab10
fortitude6
level20
reflex6
skillPoints4
titleSupreme Fold Caller
will12
xp1060000

Special Abilities

Call the Deep

FieldValue
level1
nameCall the Deep

description: The Fold Caller opens the gate. Full-round action to summon a Fold entity from the Deep. The cost is Sanity Points -- the Caller's own mind is the channel, and every summoning widens it. Minor entity: 2 SP. Major: 4 SP. Master: 6 SP. Power Check: d20 + WIS modifier + Caller level vs entity DN (Minor DN 12, Major DN 16, Master DN 20). Success: the entity manifests and serves the Caller for 1 minute per Caller level -- it recognises the authority of the gate-opener. Failure: SP are lost, no entity appears, the Caller rolls on the Fold Cascade table -- something on the other side noticed the attempt and was not amused. Natural 1: entity manifests but is hostile to ALL creatures -- the Caller opened the wrong door. The Caller begins with 1 known summon (Fold Wisp at Minor, Dread Shade at Major, or Void Stalker at Master). Gain 1 additional known summon per 2 levels. Sanity Pool = WIS score x 2. SP recovery: 2 + WIS modifier per full night's sleep. A Caller who reaches 0 SP becomes Unmoored -- the gate is open and cannot be closed. The Caller's mind is now a permanent threshold. What comes through next is not the Caller's choice.

Sanity Ward

FieldValue
level3
nameSanity Ward

description: The Caller erects a barrier -- not of force, but of will. Standard action: Sanity Ward, 15-foot radius, 1 minute. All allies within gain +2 to Will saves against Fold phenomena, psionics, and fear -- the ward is the Caller's sanity made external, a bulwark against the same horrors the Caller summons. Fold entities attempting to enter or manifest within the ward must succeed on a Will save (DC = 10 + CHA modifier + half Caller level) or be repelled -- cannot enter, 2d6 damage, stunned 1 round. The ward moves with the Caller. At level 7, radius 30 feet. At level 12, Will save bonus +4, repelled entities take 4d6 damage. The Caller has learned to hold the gate open with one hand and bar it with the other.

Consume Sanity

FieldValue
level5
nameConsume Sanity

description: The Caller's gate feeds. Standard action: rip Sanity Points from a living creature within 30 feet. Target must succeed on a Will save (DC = 10 + CHA modifier + half Caller level). Failure: the target loses 1d4 Sanity Points (or 1d4 WIS damage if it has no SP pool) and the Caller gains those points -- the gate drinks. Success: no SP transfer, target is shaken for 1 round -- the gate touched them and they felt it. Using this on a willing ally transfers SP at no save -- the ally feels the gate pass through them and does not sleep well afterward. At level 10, drain increases to 2d4 SP. At level 15, the Caller can target 2 creatures simultaneously -- the gate has grown hungry.