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harbinger [2020/07/30 13:24]
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.//
  
-The world is always just a breath away from something going terribly wrong, and accidents always seem to follow in a Harbinger's wakeMaybe they cause them, maybe they're just hapless victims of circumstanceit ultimately doesn't matterThough their calamities tend to harm everyone (both friend and foe) a strategic Harbinger can easily turn them to their own advantage more often than not, and run off with victory while leaving utter chaos in their wake.+^{{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 calamity. | +This is a weapon and subject to [[UWR|universal weapon rules]]. 
-|{{fa>caret-right?24}} |[[#Echoes]] |Calamities recur. | + 
-|{{fa>caret-right?24}} |[[#Gatecrasher]] |Something comes. | +^[[#Harbinger]] ^^Your attacks arrive later. | 
-|{{fa>caret-right?24}} |[[#Survivor]] |Go untouched. | +|{{fa>caret-right?24}} |[[#Anticipation]] |Enhanced Escalation damage. | 
-|{{fa>caret-right?24}} |[[#Upheaval]] |Mess up the terrain. | +|{{fa>caret-right?24}} |[[#Cascade]] |They happen more readily. | 
-^[[#Enterprises]] ||Harbinger School |+|{{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 a 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 helpswrite 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 a 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 turn, you don't 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 name, you can only actually execute it if your intended target is within 20 meters when the attack arrives (21-50 meters with failure chance of 351-100 meters with 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 prematurelyAll 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 result of 1-8. |
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Calamity:** At any time during your turn as a free actionyou may request calamity to happenCalamities deal unreduceable damage to every single creature in the same node as you are (including you and your allies) equal to the current Escalation. Escalation is always considered to be 1 if you're not actively engaged in anything dangerous. \\ \\ {{fa>minus-circle?24&align=left}}**Level-Gated:** Creatures whose level is higher than your take half damage from calamities you invoke (round fractions down). Creatures whose level is at least double yours are completely immune to your calamities. \\ \\ {{fa>plus-circle?24&align=left}}**Conditioning:** Every time you invoke calamityroll random standard condition. Every creature who took damage from the calamity also gains that condition. \\ \\ {{fa>minus-circle?24&align=left}}**Cooldown:** Calamities happen much more frequently around you than they would of their own accord, but still not absolutely all the timeYou may invoke a calamity a maximum of once per exploration turn. \\ \\ {{ra>doubled?24&align=left}}**Elemental Calamity:** If you also have levels in an Elemental-type class, you can choose to infuse any calamities you invoke with matching elemental energy. Such calamities inflict the matching elemental condition instead of random standard condition. |+
 ^ ^^^ ^ ^^^
  
- Sidebar: Random Calamity Ideas  ^^ +^Condition ^^Explanation 
-||Earthquake+|{{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 fearIf no avenues of escape are available, take actions as normal\\ \\ {{fa>plus-circle?18&align=left}} Second (and beyond?) actions each round are unaffected. | 
-|2 |Freak windstorm+|{{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 actionsis unaffected. | 
-|3 |Flash flood. | +|{{ra>falling?32&align=left}} ^Vulnerable |{{fa>minus-circle?18&align=left}} All incoming weapon attacks deal +2 damage. |
-||Gas explosion+
-|5 |Mechanical failure+
-|6 |Structural collapse. | +
-|7 |Deoxygenated air. | +
-|8 |Angry insect swarm. | +
-|9 |Brown note. | +
-|10 |Stampeding beast(s). | +
-|11 |Avalanche. | +
-|12 |Motherfucking **meteors**. |+
  
-====== Echoes ======+====== Anticipation ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Encore:** Your calamities are not done in a flashAt the beginning of your next turn after invoking a calamityyou may roll a trigger die. If the result is 7+, then you may invoke the calamity again. This deals more damage to everyone in the node and applies a new random standard condition, but does not repeat other calamity effects (such as those from the Gatecrasher ability). \\ \\ {{fa>plus-circle?24&align=left}}**Shit Rolls Eternal:** If you successfully echo a calamity, you can attempt to echo it again on your next turn. There is no limit to how many times in a row you can echo a single calamity except your willingness and luck. |+^{{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 targetsFor every 2 points of active Escalation when the attack arrivesit deals an additional +1 damage. This is in addition to the normal bonus to damage from Escalation that all attacks receive. |
 ^ ^^^ ^ ^^^
  
-====== Gatecrasher ======+^Escalation ^Damage ^ 
 +|1 |Remote +1 | 
 +|2 |Remote +3 | 
 +|3 |Remote +4 | 
 +|4 |Remote +6 | 
 +|5 |Remote +7 | 
 +|6 |Remote +9 | 
 +|etc |etc | 
 + 
 +====== Cascade ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Wake the Dragon:** You may choose for your calamities to draw the worst kind of attention. After you invoke a calamity, the referee chooses the most dangerous thing in the vicinity/on the local random encounter chart. It shows up at the beginning of the next enemy phase, and it is hostile to everybody that was present when the calamity went off (friend and foe and you alike). \\ \\ {{fa>plus-circle?24&align=left}}**Optional:** You don't have to draw a Gatecrasher every time you invoke a calamity. They only come when you want them to. | +^{{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 5-8, one previously set attack of your choice arrives instead of none of them as usual. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Delayed Arrival:** You can choose to delay the arrival of a Gatecrasher by 1 round. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Delaying a Gatecrasher's arrival costs 1 Mojo. You can delay a Gatecrasher's arrival by additional rounds by spending more Mojo each time. |+
 ^ ^^^ ^ ^^^
  
-====== Survivor ======+====== Chastise ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Ishmael:** You are immune to damage from your own calamities- through seemingly miraculous coincidencethey leave you untouched. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Ah-Ah-Ah:** When a target that you have previously pronounced doom on makes an attack of their own with any weapon against any target, you may roll to make all your previously set Harbinger attacks arrive on them as a 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 abilitybut 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. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Gimme Shelter:** Your allies can also choose to be immune to the effects of your calamities. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Immunity to a single calamity costs 1 Mojopaid by either you or the ally in question. |+
 ^ ^^^ ^ ^^^
  
-====== Upheaval ======+====== Foreshadow ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Rend the Earth:** You can choose for your calamities to make quite a messWhen you invoke a messy calamityevery space in the node becomes difficult terrain, and the node itself requires a full procedure to pass through despite being mapped. | +^{{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 unleashedAt the beginning of each combat immediately before you take your first turnyou 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. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Cutoff:** You can choose for your calamity to not only mess up the map node they're invoked inbut to destroy those nodes entirely. Nobody can enter or pass through destroyed node (at least not without putting in a LOT of manual labor to clear the way), and everything that node holds becomes inaccessible. \\ \\ {{fa>plus-circle?24&align=left}}**Shunted Out:** Any creatures occupying a destroyed node are moved to a neighboring node of your choice. \\ \\ {{fa>minus-circle?24&align=left}}**Dangerous Game:** Destroying a node must be done cautiously and strategically to avoid horrible consequences. It is entirely possible to entomb yourself with no escape if you destroy your only exit. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Destroying a node with calamity costs 1 Mojo. |+^ ^^^ 
 +^{{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 attackyou may immediately pronounce new doom on the target you just hit as 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. |
 +^ ^^^
  
-calamity effects: 
- 
-  * damage all creatures, obv 
-  * 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 
-  * explosion: something 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't 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 roof, tree branch, falling rock. Nothing 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? 
- 
-  * can roll twice and pick which calamity happens 
-  * better calamity results 
-  * not a fuckin lot else, need a 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. 
-    * 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) 
- 
-Best paradigm: calamity effects upgradable vis advanced ability, forget separate calamity types per. 
- 
-Need a table of calamity flavors for referee inspiration. Mechanical effects all identical, but lead the plot in different ways. 
- 
-  - earthquake 
-  - deadfall 
-  - swamp gas 
-  - stampeding beasts 
-  - mechanical malfunction 
-  - collapse 
-  - lightning strike 
-  - miasma 
- 
-====== Enterprises ====== 
- 
-^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.1596137070.txt.gz · Last modified: 2020/07/30 13:24 by kyle