User Tools

Site Tools


harbinger

This is an old revision of the document!


  • 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

.

The world is always just a breath away from something going terribly wrong, and accidents always seem to follow in a Harbinger's wake. Maybe they cause them, maybe they're just hapless victims of circumstance- it ultimately doesn't matter. Though 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.

Harbinger Bring calamity.
caret-right Echoes Calamities recur.
caret-right Gatecrasher Something comes.
caret-right Survivor Go untouched.
caret-right Upheaval Mess up the terrain.
Enterprises Harbinger School

Harbinger

Utility plus-circleThat 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 optional, but stacks when multiple Harbingers are present.
Offense plus-circleCalamity: At any time during your turn as a free action, you may request a calamity to happen. Calamities 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.

minus-circleLevel-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.

plus-circleConditioning: Every time you invoke a calamity, roll a random standard condition. Every creature who took damage from the calamity also gains that condition.

minus-circleCooldown: Calamities happen much more frequently around you than they would of their own accord, but still not absolutely all the time. You may invoke a calamity a maximum of once per exploration turn.

doubledElemental 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 a random standard condition.
Sidebar: Random Calamity Ideas
1 Earthquake.
2 Freak windstorm.
3 Flash 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.

Echoes

Utility plus-circleEncore: Your calamities are not done in a flash. At the beginning of your next turn after invoking a calamity, you 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).

plus-circleShit 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.

Gatecrasher

Utility plus-circleWake 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).

plus-circleOptional: You don't have to draw a Gatecrasher every time you invoke a calamity. They only come when you want them to.
caret-right Alternative plus-circleDelayed Arrival: You can choose to delay the arrival of a Gatecrasher by 1 round.

minus-circleMojo: 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

Protection plus-circleIshmael: You are immune to damage from your own calamities- through seemingly miraculous coincidence, they leave you untouched.
caret-right Alternative plus-circleGimme Shelter: Your allies can also choose to be immune to the effects of your calamities.

minus-circleMojo: Immunity to a single calamity costs 1 Mojo, paid by either you or the ally in question.

Upheaval

Utility plus-circleRend the Earth: You can choose for your calamities to make quite a mess. When you invoke a messy calamity, every space in the node becomes difficult terrain, and the node itself requires a full procedure to pass through despite being mapped.
caret-right Alternative plus-circleCutoff: 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.

plus-circleShunted Out: Any creatures occupying a destroyed node are moved to a neighboring node of your choice.

minus-circleDangerous 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.

minus-circleMojo: Destroying a node with a calamity costs 1 Mojo.

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.

  1. earthquake
  2. deadfall
  3. swamp gas
  4. stampeding beasts
  5. mechanical malfunction
  6. collapse
  7. lightning strike
  8. 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.1596148690.txt.gz · Last modified: 2020/07/30 16:38 by kyle