Sooner or later, we all get what's coming to us.
Possible Keystones | 1. Thesis 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. |
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This is a weapon and subject to universal weapon rules.
Harbinger | Your attacks arrive later. | |
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caret-right | Anticipation | Enhanced Escalation damage. |
caret-right | Cascade | They happen more readily. |
caret-right | Chastise | Attacking invites reprisal. |
caret-right | Foreshadow | More in the pipe. |
caret-right | Stand-In | Select new targets. |
Offense | minus-circleDelayed 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. plus-circleDoom-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 a turn, you don't have to. You can execute attacks in any order you want, if that ends up being important. plus-circleShifting 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. minus-circleJust 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. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Dizzy, or Vulnerable conditions to its target. plus-circleInexorable: 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). plus-circleWater Capable: This weapon works just fine underwater. minus-circleLimited 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 a failure chance of 3, 51-100 meters with a failure chance of 6, 101-200 meters with a failure chance of 9). minus-circleEarlier 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. |
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caret-right | Alternative | plus-circleThe 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+. minus-circleAmmo 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. |
Condition | Explanation | |
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desert-skull | Afraid | minus-circle 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. plus-circle Second (and beyond?) actions each round are unaffected. |
ringing-bell | Dizzy | minus-circle Every time a movement action is taken, lose 1 Energy. minus-circle Cannot dash (travel further in exchange for Energy) during a movement action. plus-circle Movement made for free (without spending any actions) is unaffected. |
falling | Vulnerable | minus-circle All incoming weapon attacks deal +2 damage. |
Offense | plus-circleGame 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. | |
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Escalation | Damage |
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1 | Remote +1 |
2 | Remote +3 |
3 | Remote +4 |
4 | Remote +6 |
5 | Remote +7 |
6 | Remote +9 |
etc | etc |
Offense | plus-circleThe 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. | |
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Offense | plus-circleAh-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. plus-circleWheels 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. |
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Offense | plus-circlePocket 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. | |
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Offense | plus-circleRenewing 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. | |
Offense | plus-circleClose 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. | |
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