Invokes are traits of your character that the GM can choose to apply when they want you to go in a certain story direction, or to help you roleplay.
When the GM uses, or “compels,” one of your Invokes, you are allowed to refuse. If you accept, however, you get an action point. The GM then narrates what happens as a result of you acting on one of your base character traits. This can be descriptive and not prescriptive – as a player, you can act upon your Invokes naturally and have the rewards come about when the GM notices what you’re doing.
You choose five Invokes at character creation, but you can add more as you experience more things.
These Invokes should be background information, catchphrases, descriptive phrases, or adjectives that show your character’s strengths, flaws, and quirks. “Constable,” “Gladiator,” “Dancer,” “Curbstomp,” “Fabulously Wealthy,” “Ignoramus,” “Tolerant,” “Hedge Mage,” “Insidious Evil,” “Doctor,” “Angry,” “Never Back Down,” “Charming,” “Pyromancer,” “Drunkard,” and “Twitching Madly” are examples of Invokes. You can also appeal to fantasy archetypes and use races and classes, like “Dwarf,” or “Roguish Thief.”
Since there are five Invokes and five ability scores, another good idea is to have the two correspond. Have one Invoke for Brawn (“Thick,”) one for Dexterity (“Clumsy,”) one for Mobility (“Prize-winning Athlete,”) one for Intelligence (“Knows Weaknesses,”) and one for Charisma (“Well-mannered.”)
If your Invokes seem to contradict your ability scores or skills, don’t worry – this can simply represent poor luck, unpredictable circumstances, or a reputation for something instead of actual cabability with it.
The only way to obtain Action Points, when not on a per-day basis, is through Invokes, so use them often and use them well.
You can spend an action point to add 2d6 to a roll related to the Invoke that gave you the point, to add 1d6 to any roll, or to take an additional action on your turn.