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
Field
Value
Armor Allowance
Light
Bab Tier
half
Base Skill Points
4
Hd
d6
Hd Sides
6
Max Level
20
Primary Abilities
WIS, CHA
Prime Requisites
WIS, CHA
Save Tiers / Fortitude
poor
Save Tiers / Reflex
poor
Save Tiers / Will
good
Weapon Allowance
Pistol, 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
Field
Value
bab
0
fortitude
0
level
1
reflex
0
skillPoints
16
title
Whisperer
will
2
xp
0
Gate-Touched
Field
Value
bab
1
fortitude
0
level
2
reflex
0
skillPoints
4
title
Gate-Touched
will
3
xp
3000
Caller
Field
Value
bab
1
fortitude
1
level
3
reflex
1
skillPoints
4
title
Caller
will
3
xp
6000
Deep-Caller
Field
Value
bab
2
fortitude
1
level
4
reflex
1
skillPoints
4
title
Deep-Caller
will
4
xp
12000
Gate-Binder
Field
Value
bab
2
fortitude
1
level
5
reflex
1
skillPoints
4
title
Gate-Binder
will
4
xp
24000
Void Speaker
Field
Value
bab
3
fortitude
2
level
6
reflex
2
skillPoints
4
title
Void Speaker
will
5
xp
48000
Fold Herald
Field
Value
bab
3
fortitude
2
level
7
reflex
2
skillPoints
4
title
Fold Herald
will
5
xp
85000
Deep Herald
Field
Value
bab
4
fortitude
2
level
8
reflex
2
skillPoints
4
title
Deep Herald
will
6
xp
130000
Gate Lord
Field
Value
bab
4
fortitude
3
level
9
reflex
3
skillPoints
4
title
Gate Lord
will
6
xp
190000
Deep Gate Lord
Field
Value
bab
5
fortitude
3
level
10
reflex
3
skillPoints
4
title
Deep Gate Lord
will
7
xp
260000
Fold Sovereign
Field
Value
bab
5
fortitude
3
level
11
reflex
3
skillPoints
4
title
Fold Sovereign
will
7
xp
340000
Deep Sovereign
Field
Value
bab
6
fortitude
4
level
12
reflex
4
skillPoints
4
title
Deep Sovereign
will
8
xp
420000
Abyss-Binder
Field
Value
bab
6
fortitude
4
level
13
reflex
4
skillPoints
4
title
Abyss-Binder
will
8
xp
500000
High Abyss-Binder
Field
Value
bab
7
fortitude
4
level
14
reflex
4
skillPoints
4
title
High Abyss-Binder
will
9
xp
580000
Reality-Tearer
Field
Value
bab
7
fortitude
5
level
15
reflex
5
skillPoints
4
title
Reality-Tearer
will
9
xp
660000
Fold Master
Field
Value
bab
8
fortitude
5
level
16
reflex
5
skillPoints
4
title
Fold Master
will
10
xp
740000
Gate Commander
Field
Value
bab
8
fortitude
5
level
17
reflex
5
skillPoints
4
title
Gate Commander
will
10
xp
820000
Gate Paragon
Field
Value
bab
9
fortitude
6
level
18
reflex
6
skillPoints
4
title
Gate Paragon
will
11
xp
900000
High Gate Paragon
Field
Value
bab
9
fortitude
6
level
19
reflex
6
skillPoints
4
title
High Gate Paragon
will
11
xp
980000
Supreme Fold Caller
Field
Value
bab
10
fortitude
6
level
20
reflex
6
skillPoints
4
title
Supreme Fold Caller
will
12
xp
1060000
Special Abilities
Call the Deep
Field
Value
level
1
name
Call 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
Field
Value
level
3
name
Sanity 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
Field
Value
level
5
name
Consume 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.