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harbinger [2020/10/07 12:37]
kyle
harbinger [2021/03/02 13:00] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//Don't pity them too muchthe moths diving into the fire. They might know exactly what they're doing.//+//Sooner or laterwe 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}} |[[#Culling]] |Destroy the weak. | + 
-|{{fa>caret-right?24}} |[[#Echoes]] |Calamities recur. | +^[[#Harbinger]] ^^Your attacks arrive later. | 
-|{{fa>caret-right?24}} |[[#Gatecrasher]] |Something comes. | +|{{fa>caret-right?24}} |[[#Anticipation]] |Enhanced Escalation damage. | 
-|{{fa>caret-right?24}} |[[#Survivor]] |Go untouched. | +|{{fa>caret-right?24}} |[[#Cascade]] |They happen more readily. | 
-|{{fa>caret-right?24}} |[[#Upheaval]] |Mess up the terrain. |+|{{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. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{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 levels are higher than your own take half damage from calamities you invoke (round fractions down). Creatures whose levels are 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 
-|1Earthquake. \\ 2. Freak windstorm. \\ 3Flash flood. \\ 4. 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. Meteors. |+|{{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
 +|{{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
 +|{{ra>falling?32&align=left}} ^Vulnerable |{{fa>minus-circle?18&align=left}} All incoming weapon attacks deal +2 damage. |
  
-====== Culling ======+====== Anticipation ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Mow the Lawn:** Creatures whose level is equal to or less than your own that take damage from one of your calamities must roll a trigger dieIf they roll equal to or higher than the current Escalationthey're fineOtherwise, they die instantly (reduced to 0 Flesh). \\ \\ {{fa>plus-circle?24&align=left}}**Personal Immunity:** You cannot die from this effect and do not need to roll. You still take damage/conditions from the calamity as normal. Your allies are not immune to instant death from this effect. \\ \\ {{fa>minus-circle?24&align=left}}**Massassination:** This is considered an assassination effect and any ability that evades or negates assassination effects will also negate Culling. |+^{{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 damageThis is in addition to the normal bonus to damage from Escalation that all attacks receive. |
 ^ ^^^ ^ ^^^
  
-====== Echoes ======+^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}}**Encore:** Your calamities are not done in a flash. At the beginning of your next turn after invoking a calamity, you may roll 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 calamityyou 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}}**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. |
 ^ ^^^ ^ ^^^
  
-====== Gatecrasher ======+====== Chastise ======
  
 ^ ^^^ ^ ^^^
-^{{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 phaseand 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'have to draw 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}}**Ah-Ah-Ah:** When a 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 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 ability, but the chance to do so is in addition to the normal chance for attacks to arrive each round anywayIf 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}}**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 ======+====== Foreshadow ======
  
 ^ ^^^ ^ ^^^
-^{{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}}**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. | 
-|{{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 single calamity costs 1 Mojopaid by either you or the ally in question. |+^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Renewing Doom:** Whenever you get a 10+ on the trigger die with Harbinger attack, you may immediately pronounce a new doom on the target you just hit as a free action. |
 ^ ^^^ ^ ^^^
  
-====== Upheaval ======+====== Stand-In ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Rend the Earth:** You can choose for your calamities to make quite a mess. When you invoke messy calamity, every space in the node becomes difficult terrainand the node itself requires a full procedure to pass through despite being mapped. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Close Enough:** If you've pronounced doom upon given target who dies or otherwise leaves combat before the attack arrivesyou can immediately shift that doom(s) to any other subject within 10 meters of the original as free actionJust declare it and it is so. |
-|{{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 in, but to destroy those nodes entirely. Nobody can enter or pass through a 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 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 a calamity costs 1 Mojo. |+
 ^ ^^^ ^ ^^^
  
harbinger.1602095863.txt.gz · Last modified: 2020/10/07 12:37 by kyle