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Sooner or later, we all get what's coming to us.
Harbinger attacks are unique in that the time between making the attack and executing it is not instantaneous. In exchange for on-demand dependability, this weapon doesn't generally use or require Supplies and can provide several interesting tactical options unavailable elsewhere.
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 | Chain arrivals readily. |
caret-right | Chastise | Attacking invites reprisal. |
caret-right | Foreshadow | Start with three 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. 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-circleBackstab: If you attack a target that cannot see you, you deal +2 damage. Like other attack effects, what's important is that the target cannot see you when the attack arrives, not when you set it up. plus-circleInexorable: Attacks with this weapon ignore failure chances from concealment, cover, and shields (as the Shieldbearer class). 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 50 meters when the attack arrives. 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 an attack arrive even if the trigger die rolled for arrival is not 9+. minus-circleAmmo Cost: Forcing an attack to arrive when it normally wouldn't requires you to spend 1 Supplies. You can only cause an attack to arrive when you roll for it to happen. |
caret-right | Alternative | plus-circleLonger Range: You can attack subjects further away than 50 meters, up to a maximum of 500 meters. minus-circleAccuracy Drop: Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 51-100 meters, 6 for targets within 101-200 meters, and 9 for targets within 201-500 meters. |
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-circleAttack Pump: One attack arriving opens the door to others, making them appear in groups more readily. Whenever one of your attacks arrive for any reason (including you forcing the issue by spending Supplies), the single next arrival check you make succeeds on a result of 5+ instead of 9+. If this leads to another attack successfully arriving, then the effect persists to the next one you check for, and so on. minus-circleFast Reset: The effect of Cascade fades at the beginning of each of your turns. |
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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 your Harbinger attack arrive on them as a free action that is resolved directly after the inciting attack. plus-circleArmory of Damocles: If you have pronounced doom multiple times on a single subject, then you roll once for each of them every time this ability is provoked. minus-circleWheels of Vengeance: Chastise does not alter the probability of a Harbinger attack arriving (9+), only gives additional opportunities for them to do so. |
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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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