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harbinger [2020/07/21 18:58]
kyle
harbinger [2021/03/02 13:00] (current)
kyle
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-  * Double escalation gain 
-  * all combatants critically hit more often 
-  * unleash a disaster that inflicts conditions on everybody 
-  * claim a target, deal +2 dam vs them until a different one is claimed, all targets movement away has impairment 
-  * link fate- bad things happen to one member of link, yhey happen to all 
-  * spread disease? 
-  * when you would kill a target, force them to flee or tell you who sent them instead 
-  * when someone damages you, your next attack vs them deals at least equal damage 
-  * cannot be attacked during surprise rounds/until your allies first full turn is over 
-  * pronounce doom on subject- subject is much more likely to die in way you specify 
-  * wounds you create are hard to heal? 
-  * dying curse? Might be better for pheonix 
-  * weird sister move- disguise doom as a blessing 
-  * chance to instantly kill a target, odds improve with higher Escalation, failure carries terrible consequences 
- 
 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//Sooner or later, we all get what's coming to us.//
  
-.+^{{ra>key?48|Possible Keystones}} |1Thesis of famed playwright. \\ 2. Wheel-shaped amulet. \\ 3. Workplace safety guidelines. \\ 4. Creepy mask. \\ 5. Dice weighted for poor results. \\ 6. Stick from lightning-struck tree. |
  
-^[[#Harbinger]] ^^Bring doom. | +This is a weapon and subject to [[UWR|universal weapon rules]]. 
-|{{fa>caret-right?24}} |[[#Compression]] |Perform procedures as actions. | + 
-^[[#Enterprises]] ||Harbinger School |+^[[#Harbinger]] ^^Your attacks arrive later. | 
 +|{{fa>caret-right?24}} |[[#Anticipation]] |Enhanced Escalation damage. | 
 +|{{fa>caret-right?24}} |[[#Cascade]] |They happen more readily. | 
 +|{{fa>caret-right?24}} |[[#Chastise]] |Attacking invites reprisal. | 
 +|{{fa>caret-right?24}} |[[#Foreshadow]] |More in the pipe. | 
 +|{{fa>caret-right?24}} |[[#Stand-In]] |Select new targets. | 
 +^ ^^^
  
 ====== Harbinger ====== ====== Harbinger ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**That Damn Kid is Back on the Escalator Again:** You have way of making everything more dangerous just through your mere presence. Whenever Escalation increases during battle, you have the option of causing it to increase by an additional +1 point. This effect is optionalbut stacks when multiple Harbingers are present. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>minus-circle?24&align=left}}**Delayed Attack:** As an action, you may pronounce doom against any target in order to set up a future Remote attack on them. This action counts as a normal attack action for purposes of double attacking or any other abilities that affect attack actions. Unlike other weapons, the attack is not resolved immediately. If it helps, write down which targets you've set up attacks on so you can remember more easily later. You can freely pronounce doom on a single target multiple times to set up multiple attacks. \\ \\ {{fa>plus-circle?24&align=left}}**Doom-Shaka-Laka:** At the beginning of each turn, roll trigger die. If the result is 9+, every attack you've previously set up is immediately executed on their target(s) as a free action. If you don't want to execute some or any of your set up attacks during a turn, you don'have to. You can execute attacks in any order you want, if that ends up being important. \\ \\ {{fa>plus-circle?24&align=left}}**Shifting Circumstance:** Your attack is resolved when it arrives, not when it was set up. You roll the attack's trigger die when it happens, and its damage is determined by the current Escalation when it happens rather than when it is set up. \\ \\ {{fa>minus-circle?24&align=left}}**Just To Be Clear:** The trigger die you roll to see if your attack arrives is separate from the trigger die you roll to resolve your attack. You don't get to keep the result from one and apply it to the other. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Dizzy, or Vulnerable conditions to its target\\ \\ {{fa>plus-circle?24&align=left}}**Inexorable:** Attacks with this weapon ignore failure chances from concealment, cover, and shields (as the [[Shieldbearer]] archetype). Failure chances from mismatched sizes between attacker and target are reduced by 12 (minimum 0). \\ \\ {{fa>plus-circle?24&align=left}}**Water Capable:** This weapon works just fine underwater. \\ \\ {{fa>minus-circle?24&align=left}}**Limited Range:** Although you can set up an attack against any target you care to nameyou can only actually execute it if your intended target is within 20 meters when the attack arrives (21-50 meters with a failure chance of 3, 51-100 meters with a failure chance of 6, 101-200 meters with a failure chance of 9). \\ \\ {{fa>minus-circle?24&align=left}}**Earlier Than Expected:** If a target you've pronounced doom upon dies or is otherwise made completely unavailable as a target, then any further attacks they would normally have coming their way are cancelled prematurely. All unculminated dooms you've pronounced are cancelled automatically at the end of each exploration turn. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**The Pain Is Now:** You can choose to have all your previously set-up attacks arrive even if the trigger die rolled for arrival is not 9+. \\ \\ {{fa>minus-circle?24&align=left}}**Ammo Cost:** Forcing attacks to arrive when they normally wouldn't requires you to spend 1 Supplies. You can only choose to do this immediately after rolling for it to happen and getting a result of 1-8. |
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Calamity:** The world is always just a breath away from something going terribly wrong. It seems like coincidence or bad luck to everyone else, but you know how to push in just the right way to make it happen on command. As an action, you can unleash a catastrophe in your current location such as a structural collapse, minor tectonic shift, explosion of heretofore undiscovered underground gas, meteor strike, freak weather pattern, disturbed colony of swarming insects, beast stampede, or similar. |+ 
 +^Condition ^^Explanation ^ 
 +|{{ra>desert-skull?32&align=left}} ^Afraid |{{fa>minus-circle?18&align=left}} The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal. \\ \\ {{fa>plus-circle?18&align=left}} Second (and beyond?) actions each round are unaffected. | 
 +|{{ra>ringing-bell?32&align=left}} ^Dizzy |{{fa>minus-circle?18&align=left}} Every time a movement action is taken, lose 1 Energy. \\ \\ {{fa>minus-circle?18&align=left}} Cannot dash (travel further in exchange for Energy) during a movement action. \\ \\ {{fa>plus-circle?18&align=left}} Movement made for free (without spending any actions) is unaffected. | 
 +|{{ra>falling?32&align=left}} ^Vulnerable |{{fa>minus-circle?18&align=left}} All incoming weapon attacks deal +2 damage. | 
 + 
 +====== Anticipation ====== 
 + 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Game Over, Man, Game Over:** The delayed and unpredictable nature of Harbinger attacks amplify dread and desperation in their targets. For every 2 points of active Escalation when the attack arrives, it deals an additional +1 damage. This is in addition to the normal bonus to damage from Escalation that all attacks receive. |
 ^ ^^^ ^ ^^^
  
-calamity effects:+^Escalation ^Damage ^ 
 +|1 |Remote +1 | 
 +|2 |Remote +3 | 
 +|3 |Remote +4 | 
 +|4 |Remote +6 | 
 +|5 |Remote +7 | 
 +|6 |Remote +9 | 
 +|etc |etc |
  
-  * damage all creatures, obv +====== Cascade ======
-  * inflict conditions +
-  * node becomes difficult terrain/impassible (lots of work can bypass) +
-  * maybe a table of random calamities? Could be more fun+specific and gameable +
-    * earthquake +
-    * explosion +
-    * deadfall +
-    * virulence +
-    * firestorm +
-    * mutagens +
-    * choking cloud +
-    * Discharge (electric) +
-    * flash floods +
-    * Volcanic rift +
-    * Entropy +
-    * Tornado+
  
-  * gatecrasher: the biggest baddest mother on the encounter list is gonna turn up soon, and it's in a bad mood son +^ ^^^ 
-  tremor: shit starts shaking, everybody loses balance, terrain gets deformed and maybe even impassible +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**The Dam Leaks:** When you roll the trigger die to see if your attacks arrive and the result is 5-8one previously set attack of your choice arrives instead of none of them as usual
-  explosionsomething pops my dude, damages all up in here to everybody +^ ^^^
-  pestilence: you didn't know it but somebody was sick or something, now everybody's sick and rapidly DOTing +
-  firestorm: everything burns, maybe not for long if you're in a damp cave but that oil slick you didn'see before says it still burns. your. ass. maybe variants for other elements too? +
-  * noxious cloud: everybody's choking and bleary and nauseous and can't see shit +
-  * deadfall: hit from above suckaaaaa. part of the rooftree branch, falling rockNothing like that around? METEORITE+
  
-every calamity has an associated die chart of results, like rolling higher lets you control the epicenter or shield some of your allies or something?+====== Chastise ======
  
-  * can roll twice and pick which calamity happens +^ ^^^ 
-  better calamity results +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Ah-Ah-Ah:** When target that you have previously pronounced doom on makes an attack of their own with any weapon against any targetyou may roll to make all your previously set Harbinger attacks arrive on them as free action that is resolved directly after the inciting attack. \\ \\ {{fa>plus-circle?24&align=left}}**Wheels of Vengeance:** Only attacks set up on the offending party have a chance to arrive via this ability, but the chance to do so is in addition to the normal chance for attacks to arrive each round anyway. If you also know the Cascade ability, one attack arrives when the trigger die rolled is 5+ as usual. | 
-  not fuckin lot elseneed different paradigm +^ ^^^
-  one for keeping self/allies safe +
-  one for screwing over others+
  
-  * BETTER PARADIGM: every type of calamity is a separate skill, with lots of alternative pushes to improve their outcomes by requiring more investment. default: calamities cost nothing to create, not even actions, but are completely neutral and make things worse for **everybody** when you do it. +====== Foreshadow ======
-    * weather (includes synergy with ranger's weather eye somehow) +
-    * gatecrasher +
-    * explosion (damage and conditions, the basic calamity) +
-    * tremor (changes terrain) +
-    * pestilence (continuous DOTs, diseases all around. might rework as general purpose elemental deluge)+
  
-====== Enterprises ======+^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Pocket Aces:** You've always got some attacks on the back burner, just waiting to be unleashed. At the beginning of each combat immediately before you take your first turn, you may pronounce doom up to three times as free actions (including naming who their target or targets will be). These attacks have the same effects and chance to show up later as any other Harbinger attack does, you just get them without having to spend any actual actions setting them up. | 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Renewing Doom:** Whenever you get a 10+ on the trigger die with a Harbinger attack, you may immediately pronounce a new doom on the target you just hit as a free action. | 
 +^ ^^^ 
 + 
 +====== Stand-In ====== 
 + 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Close Enough:** If you've pronounced doom upon a given target who dies or otherwise leaves combat before the attack arrives, you can immediately shift that doom(s) to any other subject within 10 meters of the original as a free action. Just declare it and it is so. | 
 +^ ^^^
  
-^Harbinger School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
harbinger.1595379527.txt.gz · Last modified: 2020/07/21 18:58 by kyle