Harbinger PHB
Harbinger PHB
HARBINGER
science fantasy roleplaying game
5th edition LLC. This document is not a final product, nor does it necessarily
represent the final content of the Harbinger Roleplaying Game.
open gaming license This closed playtest document should not be shared or distributed,
as per the terms and conditions of the Online Playtest Agreement
(OPTA), which can be found at the back of this playtest document.
Ancient voidships drift across the Known Orbits of trademarks of Absolute Tabletop, LLC. Any reproduction or
the gas giant Bastion. A mancer’s veins glow vivid unauthorized use of the material or artwork contained herein is
emerald as she channels volatile space energy. A prohibited without the express written permission of Absolute
Discover the grim and wondrous science-fantasy Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
universe of the Harbinger Roleplaying Game, Sims, and Steve Townshend, based on original material by E. Gary
where danger and glory await adventurers dogged Gygax and Dave Arneson. The full text of the Open Gaming License
enough to journey into the vast, unclaimed void Version 1.0a can be found at the back of this playtest document.
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Table of Contents
7 BASTION 27 MECHANIST
10 ASTRA
34 chapter 7: equipment
10 TECHNOLOGY
34 ARMOR
11 THE HARBINGER
35 WEAPONS
13 LOCATION CONDITIONS
43 chapter 8: magic
13 ITEM CONDITIONS
43 ASTRA FADE
13 USING ASTRA
44 STACKING SPELL EFFECTS
14 VOIDSHIPS AND SPACE TRAVEL
44 BOOSTS
16 VOIDBORN
54 chapter 9: creatures
17 FORGEBORN
54 BARROWMECHS
18 DISCIPLE 54 KRYSLIK
19 EXILE 55 SKRUGS
19 LABORER
62 appendix a: moon generator
20 NOBLE
63 appendix b: trinkets
20 OATHSWORN
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chapter 1: overview
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Chapter 5: backgrounds
What defines the past of your character? Find out in
chapter 5. Were they a laborer, mining the Rings of
Bastion? An oathsworn warrior, loyal to a noble sept?
Or are they a merciless raider, surviving by taking from
others by force? Your choice will further customize your
character.
Chapter 6: classes
In chapter 6, choose your role: magical mancer, tech-
attuned mechanist, or intrepid treader. Each class
is currently expanded to level 5, with at least two
specializations to focus into at level 3. In future playtests,
the classes will be expanded to higher levels and include
additional specializations.
Chapter 7: equipment
Armor, melee weapons, pulsers, spacer gear, weapon
mods – spend some glint, gear up, and lock and load
with the equipment from chapter 7.
Chapter 8: magic
The astra system, detailed in chapter 8, provides
mancers with a multitude of dynamic and dangerous
spells to master. Enhance spells with boosts, push your
luck, and roll the dice to experience the price of power.
Chapter 9: creatures
Chapter 9 presents game statistics and lore for a small
sampling of Harbinger creatures. Barbaric skrugs,
writhing kryslik, macabre barrowmechs – learn about
the deadly denizens of the Known Orbits, and pit them
against your player characters.
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the age of the harbinger it appeared, the Harbinger collided with the forest moon
of Verloren, ridding its surface of all life and displacing
The universe of Harbinger is one of change, conflict, the remnants of the once-great Sept Inuwa. Contained
and uncertainty. Technology and magic strike a delicate within its labyrinthine, non-Euclidean innards are untold
yet dangerous balance. Mancers wield the volatile secrets and world-changing technology, which have set
energies of astra, mechanists repair and modify ancient the various factions of the Known Orbits into a race for
technology, and treaders forge new paths across the dominance. But the Harbinger, wondrous though it may
void. be, is not without its horrors: from the violent skrug
warbands to the arachnid-like kryslik who feed on magic
On the numerous moons orbiting the gas giant Bastion, itself – and still deeper within the Harbinger’s maze-
humanity clings to the splendor of the past – a time when like confines wait ancient things of patient malice and
men and women leapt across the stars and commanded unreckonable intent.
unfathomable technology. Those secrets have been lost
to time, and now dangerous magic exists alongside
dilapidated technology. bastion
Humanity survives under the yoke of feudal houses, The planet Bastion is a gas giant, composed primarily of
called septs. These powerful noble families squabble liquid hydrogen, with a small percentage of liquid helium.
incessantly, and the lowfolk of the Known Orbits often It has a prominent, visible ring system, composed of ice
face the consequences of their petty feuds. and rock. Bastion is orbited by dozens of moons. While
many of these moons are colonized, there are still many
In this dwindling age, from the darkest depths of the void more that are undiscovered, their lengthy orbits carrying
beyond the Known Orbits, comes the Harbinger. The them far from the inhabited moons. Two stars shed light
Harbinger’s true origin and purpose can only be guessed and warmth on Bastion and its moons – a large white
at, but its arrival reshaped the Known Orbits forever. As star called Aleph, and a distant blue star called Azure.
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notable moons of bastion by two sub-moons: Omrin and Tyrn, the latter of which
was destroyed by Sept Alzareen during Sept Grimarr’s
THARKESTRA: The current seat of the Sovereign,
uprising two centuries ago. Arganas was forever
Tharkestra is a thriving metropolis world, shrouded in
changed with the appearance of the Harbinger, which
sprawling cities and meandering highways. Alzareen is
caused erratic tectonic activity and volcanic eruptions.
a moon of innovation and industry, where mancers and
Ash hangs heavy in the sky, dormant volcanoes awaken,
mechanists are expertly trained, and Alzareen’s fleet of
and lava bubbles to the surface. Now Arganas is a moon
voidships is painstakingly maintained. Since the arrival of
of fire and ice.
the Harbinger, the once beautiful auroras of Tharkestra
have twisted into volatile and oftentimes destructive DAGERAD: Dagerad is a small, backwater moon on the
storms. Tharkestra is orbited by a sub-moon called edge of the Known Orbits. No sept claims ownership, so
Sentry, which Sept Alzareen utilizes as a military base it stands as a lawless haven for criminals, pirates, and
and weaponized deterrent. exiles. It’s believed that Dagerad used to be covered in
oceans – but it stands desolate with leagues of sand and
OZEN: Ozen is a moon of soaring, jagged peaks and vast,
sky-breaching formations of salt and coral. Dagerad has
acidic oceans teeming with massive ironbone eels. The
an extremely short axial rotation, which means its days
people of Ozen are hard and bitter, but have managed
and nights are only hours long. The floating Forge called
to scrape out a prominent place in the Known Orbits
Skyhook is a well-known hive of scum and villainy.
with the harvesting of ironbone for use in voidships.
Recently, with the appearance of the Harbinger, the KARR: This fringe marshland moon has a wide orbit
tides of Ozen have been severely altered. The oceans which leaves it isolated from other occupied moons for
have risen, swallowing up many port cities and driving months at a time. Sept Mulgus, a lesser noble house,
the population of the moon into the highlands. Sept claims ownership of the waterlogged moon. Because so
Ruldo rules from their seat on Ozen, high atop its peaks. much of the surface is mud and water, the people of Karr
have built settlements in and around the moon’s Forges,
GRAEF: Also known as the Moon of Graves, Graef is
which appear as pyramids half-submerged in the bogs.
a small, windswept world of plunging canyons and
Karr is also notable for being the site of a great battle
crumbling mountains. Once a seat of great power in the
during the last days of the Old Dominion. The ancient
Old Dominion, Graef is riddled to its core with ruins and
husks of voidships, long ago stripped of anything useful,
subterranean structures, eroded by irregular weather
orbit the moon by the hundreds, and wreckage often
patterns. The surface is racked with persistent lightning
streaks to the moon’s surface, leaving massive craters
storms and frequent volatile weather shifts, leading
that soon fill with mud and water.
most of the moon’s inhabitants to seek shelter in the
ruins beneath the surface. A haven for scavengers and TERMINUS DUSK: This jagged asteroid has become a
archaeologists, many seek fortune and lost knowledge base camp of sorts for adventurers preparing excursions
in the winding, labyrinthine tunnels of Graef, picking into the Harbinger. A ramshackle frontier settlement
through the bones of a civilization lost to time and houses a market, a port for docking and repairs, and
calamity. Sept Wyloth, a poor and meager house, rules even a temple of the Eclipse, a prominent cult worshiping
over Graef’s skeletal remains. the Harbinger. The settlement is protected by a series of
void barriers generated by retro-fitted Forge tech. These
VERLOREN: Lush, verdant Verloren faced untold tragedy
barriers maintain the atmosphere and gravity, and shield
and destruction with the arrival of the Harbinger. The
the settlement from the vacuum of space. Terminus
alien leviathan collided with the northern hemisphere of
Dusk is a rough town, attracting desperate scavengers
the moon, shattering Verloren and ridding the surface of
and gibbering madmen in equal quantities.
all life. Prior to the disaster, Verloren was a green moon
teeming with life, covered in world-spanning temperate
rain forests. The people lived peacefully amid the soaring
the known orbits
skybreach trees in massive, hanging cities. Now Sept
Inuwa and its people survive in a nomadic migrant fleet, The map on the following page represents the
searching for a new home. notable moons and features of the Known Orbits
of Bastion as they appear roughly one year after
ARGANAS: Arganas is a frigid moon covered in icy the arrival of the Harbinger. The relative positions
plains and snow-capped peaks. It is a moon of harsh of the moons and other objects are abstractly
weather and massive, deadly predators. It is orbited depicted for clarity. Many other moons and
celestial bodies exist beyond these.
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the septs far removed from the power struggles that grip greater
septs. Yet Wyloth takes pride in their hermitage, in their
The Septs of Bastion are powerful noble houses, most steadfast resolution to survive on the harsh, storm-
of them centuries old. Each sept commands its own wracked world of Graef, riddled with its ruins. Wyloth
resources, holdings, fleets, and armies. Alliances rise and their vassals have a strange obsession with death,
and fall, feuds simmer for centuries, and all owe fealty and seemingly worship the concept. Many necrotechs
to the Sovereign. originate from Sept Wyloth and the moon of Graef.
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and blue astra maintains the breathable atmosphere random. It has no discernible silhouette or form, and
and voidship specters. can rarely be perceived in its fullness, for it seems to
consume light rather than reflect it. Its carapace is an
unknown material – not metal, stone, nor flesh, but
weapons
something horrific and wondrous in between.
Much like voidships, firearms (called pulsers) in the
Known Orbits are relics of a bygone era, worn and Within, the Harbinger is riddled with maze-like corridors
retrofitted, and often only wielded by the wealthy or and chambers beyond counting. From its innards comes
the fortunate. A simple rifle might exist as an heirloom, all manner of eldritch horror – from the violent skrug
an artifact passed from mother to daughter as an item clans, to hosts of kryslik who proliferate and consume.
to be treasured and cared for. Pulsers use controlled And still deeper within slumbers things of ancient malice
bursts or “pulses” of astra to propel steel rounds. – beings of untold age and origin that reach out with
incorporeal tendrils across the Known Orbits.
Melee weapons like swords, axes, and spears see
prevalent use due to the scarcity of pulsers and ammo, For all its horrors and dangers, the Harbinger also
as well as their effectiveness in close-quarters combat holds great wealth and treasures. Despite the odds,
aboard voidships. many have left the Harbinger laden with artifacts and
technology beyond comprehension. The septs of Bastion
have taken a keen interest in these treasures, with
necrotech
many establishing base camps and mounting regular
Fusing spirit and steel to create macabre yet wondrous excursions into the Harbinger from the settlement of
items, necrotech utilizes the souls of the dead to create Terminus Dusk. Skirmishes often break out between
complex machine brains. these tomb-robbing parties, and war over the riches of
the Harbinger is inevitable.
SPECTERS: Intelligent, incorporeal presences that
inhabit voidships. Specters assist in maintaining the
higher functions of space-faring vessels. They typically
appear as flickering blue flames with vaguely human
faces.
the harbinger
Alien spacecraft. Artificial moon. Living creature. Celestial
tomb. The salvation of humanity – and its impending
doom. The Harbinger represents lost wisdom, arcane
secrets, and world-changing technology, just as readily as
it represents death, calamity, and forbidden knowledge.
The Harbinger’s true origin, purpose, and scope are
unknown. But what is clear is that it represents the end
of this age – and the beginning of another.
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item conditions
using astra
Repairing and retrofitting tech is a big aspect of Harbinger.
Many class features and spells in Harbinger require
Very few know how to create ships and pulsers from
astra to use. Astra Fade represents a creature’s capacity
scratch – but a skilled engineer can restore items to
to absorb and channel astra. Once a creature exceeds
working order. Harbinger utilizes item conditions, similar
their Astra Fade Limit, they may suffer consequences
to the conditions creatures experience, to represent
courtesy of the Astra Effects tables in chapter 8.
malfunctioning or old equipment.
After using a feature or casting a spell that requires astra,
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Remote DC 18
Unknown DC 20
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chapter 4: origins
In Harbinger, your origin represents your heritage and ELEMENTAL ATTUNEMENT: You were born and raised
upbringing. The people of the Known Orbits are all on a moon of Bastion, and are accustomed to the
human – diverse in appearance and culture, but still elements of that moon. Choose a damage type, which
fundamentally the same species. Environmental effects corresponds to the predominant environment of your
and exposure to different elements over eons, however, home moon: acid (forest), cold (tundra), fire (desert),
have led to some distinct physical differences. lightning (plains), or poison (swamp). You have resistance
to that damage type. In addition, when traveling through
In addition to some innate traits, each origin includes a environments corresponding to your resistance, your
list of qualities. These represent something physically movement speed cannot be reduced due to difficult
unique about your character. Choose one or more of terrain, and you have advantage on Perception and
these qualities that appeal to you, roll for them randomly, Survival checks.
or create your own.
moonborn qualities
moonborn
d10 Quality
Moonborn are natives of the colonized moons of Bastion,
The strong gravity of my home moon has left
and the most numerous people in the Known Orbits. 1
me short but broad in stature.
Born and raised in environments with livable gravity,
The predatory wildlife of my home left its
breathable air, and exposure to sunlight, moonborn
2 mark – I carry a scar to remember the deadly
appear as typical humans, and their appearance varies encounter.
wildly from moon to moon. From the pale, fair-haired
The customs of my home moon call for my
tundra folk of Arganas, to the dusky-skinned city-
3 hardships to be marked on my body in scars
dwellers of Tharkestra. Moonborn are typically shorter
and tattoos.
and stockier than voidborn, due to the influence of
stronger gravity. Moonborn are adaptable, hardy folk, I carry the deep scars of the ravok that took
4
my family’s life – I somehow survived.
who develop an affinity for the environment of their
home moon. My home was an unforgiving place, and my
5 frame is lithe from the constant movement
necessary for survival.
Moonborn Traits
My moon was bathed with astra – as a result, I
6
Born and raised on the moons of Bastion, you have the carry traits of its weather in my eyes.
following innate traits. I’m of average height, and build – rather
7
unremarkable, really.
ABILITY SCORE INCREASE: Your Constitution and
Wisdom both increase by 1. You may also increase a My skin is leathery and worn beyond its years
8
from exposure to the elements of my home.
single other ability score of your choice by 1.
My eyes are two different shades – a mark of
9
SPEED: You grew up in normal gravity, and your base my moon.
walking speed is 30 feet. My hair is thick and grows quickly – it’s
10 considered bad luck to cut it often where I’m
ADAPTABLE: You are well accustomed to change and from.
uncertainty. Gain proficiency in one skill of your choice.
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DARKVISION: Accustomed to life in the void, you have 10 My skin is covered in pale runes.
superior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. While your
darkvision is active, you can only perceive in shades of the ring revolts
gray. This manifests physically in your eyes as a silvery Voidborn dwell in the darkness of space, and
“shine,” bordering on a dim glow when in darkness. lead difficult lives. Food, water, medicine, even air
are commodities aboard voidships and stations.
ASTRA ADAPTED: Constant exposure to astra has
Never was this more apparent than when
gifted you with certain abilities. Choose one of the
laborers living and working in the Rings enacted
following spells: bolster, torchlight, or grav shift. You can
a strike to protest their harsh conditions, and in
now cast that spell, increasing your Astra Fade to add
response were denied basic necessities by Sept
boosts as normal. Your spellcasting modifier for that
Larkin. In retaliation, the voidborn in the Rings
spell is Charisma.
seized control of a military outpost and armed
DRIFTWALKER: Accustomed to varying levels of gravity, themselves. They staged a series of revolts across
your movement speed is not reduced in environments the Rings, targeting sept-controlled assets. Septs
with the low-grav condition, and your attacks do not Alzareen, Ruldo, and Larkin dispatched voidships
have disadvantage. to quell the uprising, but this only heightened
the violence. The revolts came to a head when
striking laborers captured the Alzareen warship
Stoneseer and turned its guns on the sept fleets,
crippling three well-outfitted cruisers. Peace talks
commenced, and the Consortium of the Rings was
founded as a result.
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ABILITY SCORE INCREASE: Your Strength and Tattoos depicting flames sprawl across my
8
Intelligence both increase by 1. You may also increase a chest and back.
single other ability score of your choice by 1. Vine-like brands stretch out from my spine,
9
crawling across the rest of my body.
SPEED: Your long limbs and powerful frame carry you An orb, like a third eye, is branded into my
quickly. Your base walking speed is 35 feet. 10
forehead.
WAKING SLEEP: You do not require sleep as natural- Among forgeborn, a legend exists about Felrion
born humans do. Instead, you enter a meditative trance the First – a woman who awoke in the vaults
for 4 hours per day, remaining semi-conscious and beneath the Forges of the Old Dominion and
aware of your surroundings. During this meditation, you ventured out into the Known Orbits. She was the
may experience strange and vivid visions or memories last of her kind, a forgotten relic of a fallen empire –
– yours or someone else’s – witnessing the splendor of a discarded tool without a wielder. She was strong
the Old Dominion. After resting in this way, you gain the and steely, and survived many great battles. But
same benefit that a natural-born human does from 8 she was alone. So Felrion sought others like her –
hours of sleep. other forgeborn. Many believe it was Felrion who
unlocked the other vaults, waking her brothers
MEMORIES OF THE DOMINION: You remember and sisters and leading them out into the stars
fragments of your life in the Old Dominion, such as it was to claim lives of their own. A common phrase
for a forgeborn laborer. Whenever you make a History among the forgeborn is “Felrion woke,” used to
or Tech check related to the Old Dominion, you are describe inevitable events and circumstances.
considered proficient in the History and Tech skills and Whether Felrion was real or not is of no concern
add double your proficiency bonus to the check, instead to the forgeborn. Someone had to be the first to
of your normal proficiency bonus. wake up – and Felrion represents that pathfinder
who carved a place for all forgeborn in the Known
Orbits.
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chapter 5: backgrounds
THE TETRAGON: These astra-worshippers believe humanity’s path will lead them to the Bleeding Eye – a blood-red,
swirling cloud of astra in deep space. Followers of the Tetragon might be mancers themselves, or simply believers in
astra’s purifying light. For the Tetragon, no ancient tech of yesterday can match the might of astra. Human beings are
conduits – and astra is the energy that flows through us, cleansing us of all misdeeds and weaknesses. Currently, the
Tetragon is funding a large-scale voyage to the Bleeding Eye, which they calculate will take three centuries to reach.
THE WAYFARERS: In the Old Dominion, humanity worshiped a pantheon of mythical heroes – men and women from
their own history, ascended to a kind of godhood through legendary deeds and incredible sacrifices. The names
of these heroes are lost to time and calamity, though their visages and symbols often adorn the ruins left behind.
The Wayfarers seek to reclaim these names, and revere these ancient pathfinders who colonized the Known Orbits.
THE ECLIPSE: Newly founded, the Eclipse is led by Yuthor the Star-Seer. Yuthor witnessed a large, unidentified
object pass over Aleph, the white sun. Yuthor foresaw a great change, and spent the next year documenting the
shifting orbits of Bastion’s moons. He began preaching of the Arrival, an event which would forever alter the universe
as humanity knew it. He soon gathered followers, and established the Temple of the Eclipse to prepare for the
coming of the Harbinger. Now, these fanatics believe salvation can be found within the Harbinger, and regularly
enter its confines seeking truth. Few return.
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exile laborer
You have lived most of your life in hermitage. You may You earned a living through backbreaking labor; or
have committed a crime, been cast out by your family, worse, you toiled under the yoke of slavery. Mining the
or imposed the exile on yourself – in any case, you have Rings, working the shipyards, farming a swampy moon
learned how to thrive in solitude. – you know the value (and the toll) of a hard day’s work.
EQUIPMENT: A worn staff, a tattered cloak, and a belt EQUIPMENT: An iron pin identifying your profession,
pouch containing 5 glint worn work gloves, and a belt pouch containing 10 glint
GATHERER: Forced to survive on your own in LOWFOLK: You come from nothing, and fit in best with
inhospitable conditions, you can spend 1 hour per day the common people of the Known Orbits. If in need, you
scrounging up edible food and potable water for you can find aid in lowfolk. They will happily provide shelter,
and one other creature. This may consist of hunting food, and other mundane resources if you do not pose
for game, foraging for food, or finding supplies in the a threat.
garbage. The rations may be meager, but they’ll keep
you going even in harsh environs. laborer quirks
d10 Quirk
exile quirks
I cannot remain idle – I must always be
d10 Quirk 1
working on something.
I make my own destiny – I aim to own a ship I’ve left a lifetime of backbreaking work – I ply a
1 2
and forge my path in the Known Orbits. trade to earn proper glint now.
As an exile, respect is my currency. I give it to Nobles can never understand what it is to truly
2 3
get it. toil – I don’t trust them easily.
Knowledge is the tool I will use to forge my Mistreatment at the hands of my employer or
3 4
destiny – I need more. overseer has embittered me.
No sept boundaries will fetter my path – you I take pride in the work I’ve done. The Known
4 5
say exile, I say freedom. Orbits have been forged by my hands.
Calculations are nested in my choices – this is I find my sense of purpose in the toil of my
5 6
how I’ve survived. calloused hands.
I could return to my home – but it would mean Some folks died because of a mistake I made
6 7
exposing my family’s secret. on the job – I need to make amends.
I seek common ground with even the most I was replaced with the slave labor of the
7 stubborn creatures, building allies one at a 8 forgeborn. I don’t blame them – I blame the
time. septs.
I’ve spent so long in exile that I have trouble I’m working to hide from my past – I’m paying
8 9
fitting in around “civilized” folk. off a debt that I owe one glint at a time.
I’ve forsaken the enjoyment of drink and song I come from a noble sept, but disgraced, I
9 10
– I detest frivolous living. scrape by on the sweat of my brow.
Life is a gift – even in the face of being exiled,
10
nothing can rob me of my optimism.
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noble oathsworn
Whether by birth or opportunity, you are connected to a You have pledged yourself to a noble house of the Known
noble sept of Bastion and command respect from your Orbits, and serve its interests in your travels. Whether
lessers. You come from wealth and power, and intend to the Sovereign, one of the major septs, or a lesser vassal
maintain that status. house, you have sworn to uphold its values and protect
its name with steel and resolve.
PROFICIENCIES: Insight, Persuasion
PROFICIENCIES: History, Persuasion
EQUIPMENT: A signet ring bearing the sigil of your sept,
a lorium vial containing a writ from your sept’s ruler, and EQUIPMENT: A badge emblazoned with your sept’s sigil,
a belt pouch containing 20 glint a cloak in your sept’s colors, and a belt pouch containing
15 glint
HIGHER STANDING: As a member of a sept, you
command respect and admiration. Common people SWORN ALLEGIANCE: You are sworn to a noble sept of
make an effort to accommodate you and avoid your Bastion, and are afforded its protection where possible.
displeasure. Leveraging your nobility, you can usually If your sworn sept has a presence in your current
secure an audience with other nobles if your septs are location, you can make contact with representatives
in good standing with one another. of that sept and request aid: shelter, food, and other
mundane resources are made available to you and your
companions.
noble quirks
oathsworn quirks
d10 Quirk
I have begun to let my duties as a noble wane As an oathsworn I am mighty… and the mighty
7 7
– the Known Orbits call out to me. can take what they want.
I have witnessed nobles escape consequences I’m upfront in my speech and mannerisms to a
8
8 because of their station – I’m tired of turning a fault – it harms as much as it helps.
blind eye. Being an oathsworn is not a profession to me
9
My title as a noble is a sham – all smoke and – it is a destiny, a higher calling.
9
mirrors. I fear someone may find out. I wear the armor of the one who gave their life
10
I have an heir to all that I have worked to to save mine – I didn’t deserve it.
10 acquire – however, they are not worthy. I seek
someone who is.
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raider sage
You are reaver, pirate, and brigand. You wield violence as You value knowledge as a commodity, and have spent
a tool of survival and subjugation, proving your strength years studying as a vocation. Whether in the libraries
time and time again in combat. Only the strongest and universities of wealthy septs, or by musty tomes and
survive, and you are not above taking from others in oral traditions of distant moons, you are a steel-minded
order to live. keeper of lore.
EQUIPMENT: A serrated hunting knife, a bloodstained EQUIPMENT: A belt of lorium vials, a glancer, and a belt
sash bearing the emblem of your raiding crew, and a belt pouch containing 10 glint
pouch containing 10 glint
HIDDEN KNOWLEDGE: When you attempt to learn or
PIRATE INFAMY: You know the various clans and crews recall a piece of lore, if you do not know that information,
that fly pirate banners, and can easily identify them by you often know where and from whom you can obtain
their voidship markings or colors. In addition, at your it. Usually, this information comes from a library,
GM’s discretion, you can leverage your knowledge to scriptorium, university, or another sage. The source of
avoid the raiding patrols of most pirate crews while this lore may not be easily accessible, but you know its
traveling by voidship. general location.
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scavenger wheeler
You have made a living, such as it is, in finding and selling You are an outlaw – a scoundrel, a gunslinger, a grifter.
junk. You comb through the ruins of the Old Dominion, Your less-than-savory skills have earned you a reputation
or the carcasses of dead voidships, searching for and a small stack of glint in the shady corners of the
anything valuable. Known Orbits.
EQUIPMENT: A tarnished Old Dominion coin, two EQUIPMENT: A slim dagger, an aurichalcum ring you
random items from the Trinkets table in appendix B, and won in a bet, and a belt pouch containing 10 glint
a belt pouch containing 10 glint
SHADY CONTACTS: A life living on the edge of the law
JUNKER: You’ve learned how to comb through debris to has allowed you to network with some untrustworthy
find useful bits of old tech. While exploring ruins, dead but useful individuals. You can spend 3 hours tracking
voidships, or other areas containing salvage, you can down one of your criminal contacts who can then put
spend 1 hour per day searching for valuable detritus. At you in touch with local fences, dealers, assassins, and
the GM’s discretion, you may uncover valuable salvage other unsavory types.
worth d10 glint, or roll once on the trinkets table.
wheeler quirks
scavenger quirks
d10 Quirk
d10 Quirk
I am paranoid to a fault – though I do have an
1
I find a use for everything, and refuse to throw escape plan for every situation.
1
anything away. I don’t give out trust easily, but I’d die for those
2
I value things over people most of the time – who’ve earned it.
2
though people have their uses. Glint is everything. Now if only I could stop
3
I once uncovered something that shook me spending it...
3 to my core – I refuse to speak of it, but cannot I can’t turn down a bet – luckily, I’m an
4
forget it. excellent gambler.
I have maimed or killed over salvage – and The debt I’ve accrued is astronomical – but
4
would do so again. 5 I believe there’s a way out of any tough
I don’t worry about putting out fires I cause. I situation.
5
just let them burn behind me. There’s only one thing I can truly depend on –
6
I have a compulsion to give things away. I’m and it’s holstered at my belt.
6
always pawning off junk. There’s someone important to me that I’d die
7
to see just one more time.
7 No one tells me what to do – ever.
I’ve backstabbed friends before – I fear I’ll do
8
I was separated from my family, and hope to it again.
8
see them again one day.
Someone wronged me long ago, and I’d like to
9
Destiny is a misplaced word that delusional live long enough to put a bullet in them.
9 people use – I make my future from the heap,
I started down this path to survive – now it’s all
a day at a time. 10
I know.
Scavenging isn’t second-hand living – it’s
10 living with clarity on the insignificance of
possessions.
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chapter 6: Classes
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mancer progression
Level Proficiency Bonus Class Features Astra Fade Limit Spells Known
2 +2 Augmented Astra 3 4
3 +2 Mancer Specialization 4 4
5 +3 – 5 5
mancer
Masters of astra and living conduits of magical energy,
the mancers of the Known Orbits wield astra as others
might brandish blades or pulsers.
hit points
HIT DICE: 1d6 per mancer level
equipment
proficiencies
You start with the following equipment, in addition to the
ARMOR: Light armor
equipment granted by your background:
WEAPONS: Simple weapons
• Scout suit
TOOLS: Voidships • One simple melee weapon
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Your Astra Fade Limit also dictates which spells you are Choose one type of astra: blue, green, yellow, or red.
able to know – you can only learn spells with an Astra When casting a spell of this type, reduce its Astra Fade
Fade equal to or less than your Astra Fade Limit. by 1, to a minimum of 1.
REDUCING ASTRA FADE: After you complete a long This feature does not reduce a spell’s Astra Fade for the
rest, you may reduce your total Astra Fade by a number purposes of learning spells – the reduction only occurs
equal to your Astra Fade Limit, to a minimum of 0. when casting the spell. Additionally, this cannot be used
to reduce a spell’s Astra Fade to 0.
SPELLS KNOWN: You begin knowing three spells of
your choice of Astra Fade 3 or less. The Spells Known
mancer specialization
column of the Mancer Progression table shows the total
number of spells you are able to know per level. For AT 3RD LEVEL: You choose a specialization to hone
instance, when you reach 4th level, your total number of and focus your mancer abilities. The currently available
spells known increases from 4 to 5, so you can learn one mancer specializations include the adept, aphelion, and
new spell. When you select new spells, their Astra Fade siphon. The specializations are included at the end of
must be equal to or less than your Astra Fade Limit. this section.
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mechanist progression
Level Proficiency Bonus Class Features Astra Fade Limit Spells Known
1 +2 Spheroids, Expertise 2 –
2 +2 Tech Attuned 2 –
3 +2 Mechanist Specialization 2 –
5 +3 Arctool Upgrade 3 –
mechanist
Manipulators of metal and energy, mechanists are
skilled technicians and tinkerers. They can crack doors,
infiltrate ruins, and excel at repairing and enhancing
weapons and armor.
hit points
HIT DICE: 1d8 per mechanist level
WEAPONS: Simple weapons, carbines, shortblades • (a) Scout suit or (b) bygul hide armor
• One simple melee weapon
TOOLS: Vehicles, voidships, arctools
• One simple pulser
SAVING THROWS: Dexterity, Intelligence • Arctool
• One spheroid (see below)
SKILLS: Choose three from Astra (INT), Astrogation
(INT), Insight (WIS), Investigation (INT), Medicine (WIS), • Basic gear kit
Perception (WIS), Sleight of Hand (DEX), Stealth (DEX), • 25 ammo
and Tech (INT)
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Choose one of the following upgrade options. Your pool of available hit points for healing spheroids
increases to your mechanist level times ten. In addition,
ASTRA-CUTTER: As a bonus action, you can increase your healing spheroids can now restore hit points to
your Astra Fade by 1 to activate an energy weapon. constructs, vehicles, and voidships.
It takes the form of a shortblade, and has identical
statistics, except that it deals force damage and has +1
attack and damage. You can dismiss the weapon as a quick mod
free action. If you fall unconscious, the weapon vanishes STARTING AT 3RD LEVEL: You can quickly modify one
instantly. You cannot be disarmed while wielding this of your spheroids without the need to dismantle and
weapon. construct a new one.
HARDLIGHT SHIELD: As a bonus action, you can As an action, you can touch one of your spheroids and
increase your Astra Fade by 1 to activate an energy change its type to another available type. You can still
shield, which increases your AC by 2 but does not only have one of each spheroid type active at a time.
require a hand to wield. You can dismiss the shield as
a free action. If you fall unconscious, the shield vanishes Once you use this feature a number of times equal to
instantly. You cannot hold a shield and still gain the half your mechanist level rounded down (minimum 1),
benefits of this upgrade. you must complete a short or long rest before you can
use it again.
VAULTBREAKER BEAM: As an action, you can increase
your Astra Fade by 1 to choose a single object you can
see within 10 feet of you. The object can be a door, a specialization: slipdagger
container, or another object that contains a mundane
Slipdaggers excel at stealth and infiltration, and
means that prevents access. A target held shut by
manipulating tech to gain access to forbidden areas.
a mundane lock or that is stuck or barred becomes
They thrive in the shadows, where they can covertly
unlocked, unstuck, or unbarred. If the object has multiple
support allies and strike at unsuspecting enemies.
locks, only one of them is unlocked.
Lockbreaker spheroids
STARTING AT 3RD LEVEL: Your spheroids gain new
infiltration-focused abilities.
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You gain three new possible spheroid types: statblocks are included in chapter 9.
INFILTRATION: This spheroid can attempt to open More barrowmech types will be added in future
a lock, disarm a trap, or seal a door within 10 feet of playtests!
it. The spheroid uses your Intelligence modifier for the
purposes of any required checks.
Your barrowmech has the following modifications:
SCOUT: This spheroid allows you to see through it. Until
• Its proficiency bonus is equal to yours, and
the start of your next turn, you can perceive through
increases as your proficiency bonus increases.
your spheroid, so long as it is within the normal 120-foot
range. While perceiving through your scout spheroid, • Its number of hit dice is equal to yours, and it gains
you gain darkvision and have advantage on Perception a hit die every time you do, increasing its hit points
and Investigation checks that rely on sight. accordingly.
• It understands you and your commands, but
specialization: necrotech cannot speak.
Your barrowmech obeys your commands as well as it is
Necrotechs are manipulators of soul energy, and
able. It rolls for initiative and acts on its own turn, but you
masters of specter and barrowmech technology.
ultimately determine its actions and behaviors. If you are
incapacitated or absent, your barrowmech acts on its
barrowmech own to the best of its ability.
STARTING AT 3RD LEVEL: You can build and maintain a
You can never have more than one barrowmech
loyal barrowmech companion.
companion. If your barrowmech is destroyed, you can
Using your arctool, you can spend 8 hours and 100 use an action to reclaim 50 glint worth of materials, as
glint worth of materials to construct a barrowmech – a long as they are retrievable. You can also spend 1 hour
mechanical, astra-powered companion imbued with the to willingly dismantle your barrowmech, reclaiming 75
souls of the dead. glint worth of materials. You can then use your arctool
and spend 8 hours and 100 glint worth of materials to
Choose one of two possible barrowmechs: a rebuild your barrowmech, and can choose a new form
barrowmech loader, strong and resilient; or a for it.
barrowmech sentinel, capable in combat. Both
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treader progression
Level Proficiency Bonus Class Features Astra Fade Limit Spells Known
3 +2 Treader Specialization 1 –
5 +3 Extra Attack 2 –
treader
Outlanders, explorers, marksmen – the treaders of
Bastion are skilled gunmen and martial warriors.
hit points
HIT DICE: 1d10 per treader level
proficiencies
equipment
ARMOR: Light armor, medium armor, heavy armor,
You start with the following equipment, in addition to the
shields
equipment granted by your background:
WEAPONS: Simple weapons, martial weapons
• (a) Scout suit or (b) bygul hide armor
TOOLS: Vehicles, voidships • (a) one martial melee weapon or (b) one carbine
SAVING THROWS: Strength, Wisdom • (a) one simple melee weapon or (b) one simple
pulser
SKILLS: Choose two from Acrobatics (DEX), Animal • Basic gear kit
Handling (WIS), Astrogation (INT), Athletics (STR), Insight
• 25 ammo
(WIS), Investigation (INT), Nature (INT), Perception (WIS),
Stealth (DEX), Survival (DEX), and Tech (INT)
playing a treader
Play a treader if you want to:
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Traverser Once you use this feature, you must finish a short or
long rest before you can use it again.
STARTING AT 1ST LEVEL: You are a master of
exploration and navigation, and thrive in combat when
you can strike first. Treader specialization
AT 3RD LEVEL: You choose a specialization to hone
You gain the following benefits:
and focus your treader abilities. The currently available
• You ignore difficult terrain. treader specializations include the reaver and the
stalker. The specializations are included at the end of
• You have advantage on initiative rolls.
this section.
• On your first turn during combat, you have
advantage on attack rolls against creatures that
have not acted yet. ability score Improvement
AT 4TH LEVEL: You may increase one ability score by 2,
energy weapons or two ability scores by 1.
STARTING AT 1ST LEVEL: You channel red astra into a
weapon you are carrying, increasing its damage. extra attack
As a bonus action, you can increase your Astra Fade by STARTING AT 5TH LEVEL: You can attack twice per
1 and choose a single weapon you are carrying. This round.
weapon becomes wreathed in red astra energy and you
You can attack twice, instead of once, whenever you take
add 1d8 force damage to all damage rolls with it for 1
the attack action on your turn.
minute, as long as you continue holding the weapon.
action surge When you make your first attack on your turn, you can
STARTING AT 2ND LEVEL: You ignore physical strain decide to attack fiercely. If you do so, you gain advantage
and push your body to its limits. on melee attack rolls for the remainder of your turn, but
attack rolls against you have advantage until the start of
On your turn, you can take one additional action on top your next turn.
of your regular action and a possible bonus action.
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chapter 7: equipment
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Light armor
medium armor
heavy armor
shields
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Dagger 3 glint 1d4 piercing 1 pound Finesse, light, thrown (range 20/60)
simple pulsers
Light Pistol 50 glint 1d8 piercing 4 pounds Ammo, light, range (40/120), reload (5 shots)
Short Scattergun 100 glint 1d10 piercing 6 pounds Ammo, range (30/90), reload (2 shots)
martial pulsers
Heavy Pistol 200 glint 1d10 piercing 5 pounds Ammo, range (50/150), reload (6 shots)
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spacer gear
spacer gear
AMMO: Ammunition for pulsers in Harbinger can come
Item Cost Weight
in many forms: magazines, drums, cartridges, shells,
belts, etc. For the sake of ease and simplicity, these
Ammo (5) 2 glint –
various forms all fall under ammo.
Arctool 50 glint 3 pounds
ARCTOOL: Mechanists have access to and proficiency
with the arctool – a versatile multi-tool with wrenches,
Bedroll 2 glint 1 pound
screwdrivers, pliers, an arc welder, and other necessary
Breather 40 glint 3 pounds implements for repairing and modifying items, disabling
traps, and unlocking or sealing doors. Arctools vary
Canteen 4 glint 1 pound wildly in appearance and design, but are typically housed
inside a gauntlet with retractable tools. Many mechanists
Glancer 15 glint 2 pounds adorn their arctool in an almost totemistic fashion.
Mender 150 glint 1 pound GLANCER: Metal slabs veined with aurichalcum, which
use minuscule amounts of green astra to display
Rope (50 feet) 2 glint 2 pounds flickering, spectral images conjured from lorium vials.
The images displayed by glancers appear almost three-
Satchel 5 glint 3 pounds dimensional. Glancers can be found on ship helms,
on mechanist arctools, and even in handheld form to
Whisperlink 30 glint –
display messages and documents.
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refined, liquid green astra called lorium. Lorium is stored astra augmenter
within glancers and ship helms, and can be “downloaded”
TYPE: Melee or ranged
into glass cylinders, called lorium vials. One lorium vial
can store an amount of images and information roughly SLOTS REQUIRED: 1
equal to a physical book. ATTACHMENT DC: 16
MENDER: Syringe-like devices that contain a This small generator wreaths this weapon (or its ammo,
concentrated infusion of refined, liquid blue astra. This in the case of a ranged weapon) in a thin veil of red astra
dosage of liquid astra kickstarts the body’s natural energy. The weapon gets a +1 to attack and damage rolls.
healing, and can stave off even fatal injuries if used This mod is common among well-funded mercenary
promptly. As an action, a creature can expend a mender groups and the armed forces of septs.
charge on a target creature (including itself). The target
creature immediately rolls one of their hit die and astra scope
regains that number plus their Constitution modifier of
TYPE: Ranged
hit points. Menders have three charges each.
SLOTS REQUIRED: 2
WHISPERLINK: Metal hoops that fit over the ear. They
ATTACHMENT DC: 16
can be used to communicate verbally with allies also using
whisperlinks within 1 mile. Pre-recorded whisperlink This luminescent scope, when activated, conjures
transmissions are often called “whispers.” Larger, more spectral crosshairs of yellow astra and a zooming sight.
powerful whisperlink modules exist aboard voidships As a bonus action, you can use the scope to aim, choosing
and stations for ship-to-ship hailing and communication a target creature within the long range of your current
with nearby moons. weapon. You gain advantage on your next attack against
that creature, so long as the creature is still within your
weapon’s long range and within your line of sight. If you
weapon mods lose sight of the creature, or if it moves beyond your
weapon’s long range, you lose the advantage on your
Weapon mods are attachments that enhance the
next attack against them.
abilities of and add features to your favorite weapons.
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weapon mods
size. You regain 1d6 hit points for creatures of small size attack as with a dagger (1d4 piercing; DC 10 to attach)
or smaller, 2d6 for creatures of medium size, 4d6 for or a handaxe (1d6 slashing; DC 12 to attach) with your
creatures of large size, and 8d6 for creatures of huge ranged weapon.
size or larger.
blink module
bayonet
TYPE: Melee
TYPE: Ranged SLOTS REQUIRED: 1
SLOTS REQUIRED: 1 ATTACHMENT DC: 14
ATTACHMENT DC: 10/12 An ideal mod for thrown weapons, this astra-powered
This bladed attachment allows you to make a melee attachment allows melee weapons to be conjured
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instantly to your hand. As a bonus action, you can fire damage on a failed save, or half as much fire damage
instantly will the weapon to your hand if it is within 120 on a successful save. You must complete a short or long
feet of you. rest to allow the weapon to recharge before using this
feature again.
collapsible frame
TYPE: Melee or ranged grapple Caster
high-Cap Loader
energy Cells
TYPE: Ranged
TYPE: Ranged
SLOTS REQUIRED: 1
SLOTS REQUIRED: 3
ATTACHMENT DC: 12
ATTACHMENT DC: 18
The number of bullets you can fire before reloading is
Instead of ballistic rounds, this weapon has been refitted
doubled.
with an experimental astra projector, and now deals
damage in the form of destructive energy beams. The
ammo property is removed from this weapon, and it Longbore barrel
deals force damage rather than piercing. The reload TYPE: Ranged
property remains however, as the heat buildup from
the energy requires venting, and an action or bonus SLOTS REQUIRED: 1
action is required to safely cool the weapon before firing ATTACHMENT DC: 14
resumes.
The weapon can fire at its long range without
disadvantage. For example, if the weapon’s range is
flame Tosser 60/120, it can fire up to 120 feet without disadvantage.
TYPE: Melee or ranged It still cannot be fired beyond its long range. Note: this
mod cannot be combined with the Sawed-Off Barrel
SLOTS REQUIRED: 2 mod.
ATTACHMENT DC: 16
As an action, you can emit flames from this weapon’s
attached flamethrower. Fire erupts from the weapon in
a 15-foot cone. All creatures in the affected area must
make a DC 14 Dexterity saving throw. Creatures take 3d6
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vehicles
voidships
Ketches are larger, freighter-like voidships that ASTROGATION MODULE: The specter assists in
require more crew, but can also haul more cargo and planning routes through space. Anyone making an
passengers. Ketches are also typically better armed and Astrogation check with the specter’s aid gains advantage.
armored than skiffs.
AUTO-PILOT: The specter takes control of the helm.
The specter can make ability checks relating to piloting
hauler with a +3 bonus as long as auto-pilot is enabled.
Haulers are huge, sluggish cargo ships designed to
shuttle and protect valuable cargo. They are not as fast DEFENSE MODULE: The specter increases the output
or maneuverable, but make up for it with heavier armor. of the ship’s void barriers. The ship’s AC increases by 2
while this ability is active.
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chapter 8: magic
astra fade
casting a spell
Astra Fade represents the fatigue and ill-effects
1. Choose a spell you know and declare your
that occur when utilizing astra to conjure spells and
intent to cast it.
manipulate astra energy. The Class Progression Tables
list your Astra Fade Limit at 1st level and higher. To cast 2. Decide which boosts, if any, you will activate.
a spell, you must first add the Astra Fade for that spell to 3. Cast the spell and apply its effects.
your current Astra Fade total. For instance, if you cast a 4. Add the Astra Fade of the spell (including
spell with an Astra Fade of 2, your total Astra Fade would any boosts) to your Astra Fade total.
go from 0 to 2. If you exceed your Astra Fade Limit, you
5. If your new Astra Fade Total exceeds your
must roll on the appropriate Astra Effects Table.
Astra Fade Limit, you must immediately roll
Your Astra Fade Limit also dictates which spells you are on the appropriate Astra Effects Table.
able to know – you can only learn spells with an Astra
Fade equal to or less than your Astra Fade Limit.
exceeding astra fade Limit
reducing astra fade A creature that exceeds its Astra Fade Limit immediately
experiences side-effects. These effects from excessive
After you complete a long rest, you may reduce your
astra usage get deadlier and more unpredictable in
total Astra Fade by a number equal to your Astra Fade
scaling tiers. There are five Astra Fade tiers, with a
Limit, to a minimum of 0.
corresponding roll table for each one (with Astra Fade
tier 1 being the mildest and Astra Fade tier 5 being the
deadliest). After casting a spell or using a feature that
adds Astra Fade beyond your Astra Fade Limit, you must
roll on the appropriate Astra Effects Table. For example,
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if a mancer exceeds its Astra Fade Limit by 1, they For instance, a mancer casting a spell with an Astra Fade
must roll on the Astra Effects Table labeled Fade Tier 1, of 2 with two boosts would instead add 4 astra to his
immediately applying the results. Astra Fade (the 2 Astra Fade of the original spell, and 1
additional Astra Fade for each boost).
Each time you use a spell or class feature that adds astra,
you calculate the full amount by which you’ve exceeded Boosts are applied during the initial casting of each spell.
your Astra Fade Limit. Do this by subtracting your Astra You decide which boosts to activate when you declare
Fade Limit from your current Astra Fade. the spellcasting.
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Astra Bolt 0 You attack a nearby enemy with directed astra energy.
Particle Wall 3 You summon hardlight cover for you and your allies.
Masahiro’s Refuge 4 You create a hardlight shelter that protects you from damage and vacuum.
Grav Shift 0 You use astra to manipulate small objects from afar.
Mind Probe 1 You probe the mind of a nearby creature for secrets.
Astra Grasp 2 Grab an object, such as a weapon, and pull it towards you.
Void Projection 4 You project your incorporeal form across the Known Orbits.
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Yellow astra is manipulative and coercive. Yellow • Creatures within a 10-foot square centering on
spells are used to control the battlefield, shift allies the targeted object must make a Constitution
and enemies, and manipulate gravity. saving throw, the DC of which is equal to your spell
save DC. Creatures who fail their saving throw are
stunned for 1 round.
bolster
emboldening presence
Blue Astra
Blue Astra
ASTRA FADE: 0
ASTRA FADE: 3
CASTING TIME: 1 action
CASTING TIME: 1 action
RANGE: Touch
RANGE: 30 feet
DURATION: 1 minute (concentration)
DURATION: 1 minute (concentration)
You infuse your allies with invigorating blue astra energy.
A wave of blue astra flows through you and nearby allies,
You touch one willing creature. Once before the spell bolstering their abilities. Choose up to three willing
ends, the target creature can roll a d4 and add the creatures within range. For the duration, as long as you
number rolled to one ability check of its choice. It can maintain concentration, whenever a targeted creature
roll the die before or after making the ability check. The makes an attack roll or saving throw, they can roll a d6
spell then ends. and add the number rolled to the attack roll or saving
throw.
BOOSTS:
BOOSTS:
• The target creature can roll a d8 instead of a d4.
• The target creature can instead roll the die and • Targeted creatures also add 2 to their armor class
add the number rolled to one attack roll or saving for the duration.
throw of its choice. • Targeted creatures may roll a d8, instead of a d6.
• You can target up to three willing creatures. • Targeted creatures may also immediately reduce
their Astra Fade by 1.
chrono burn
Red Astra
ASTRA FADE: 2
CASTING TIME: 1 action
RANGE: 30 feet
DURATION: Instantaneous
You use astra to rapidly age an item, causing it to
deteriorate and become worn.
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twitch shield
static field
Green Astra
Red Astra
ASTRA FADE: 1
ASTRA FADE: 3
CASTING TIME: 1 reaction
CASTING TIME: 1 action
RANGE: Self
RANGE: 60 feet
DURATION: 1 round
DURATION: 1 minute (concentration)
You conjure a barrier to deflect an incoming attack.
You conjure a column of crackling electrical energy.
The column is a 10-foot radius, 30-foot-high cylinder In response to an attack that hits you, you can create a
centered on a point within range. spectral shield. You gain a +4 bonus to AC against the
triggering attack.
For the duration of the spell, as long as concentration is
maintained, whenever a creature enters the spell’s area BOOSTS:
for the first time on a turn or starts its turn there, that
• Your AC increases by 6 instead of 4 for the duration.
creature must make a Dexterity saving throw. A creature
takes 3d8 lightning damage on a failed save, or half as • The AC bonus remains until the start of your next
much damage on a successful one. turn.
• In response to an attack that hits a willing creature
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within 10 feet of you, you can choose to instead Creatures capable of sensing astra, such as kryslik, or
target that creature, granting them the increased mancers with the astra sense class feature, can detect
armor class. your presence and are aware of you, though they cannot
physically interact with or harm you.
voidslip
Other creatures who cast this spell and appear in the
Yellow Astra
same location can see and physically interact with each
ASTRA FADE: 2 other. You can only make unarmed attacks in this form.
CASTING TIME: 1 bonus action Any damage dealt to you while in this state is dealt to
your unconscious material body, and you must make
RANGE: Self concentration checks as normal.
DURATION: Instantaneous
BOOSTS:
You envelop yourself in the ethereal energies of astra,
disappearing momentarily, only to reappear a short • You can speak aloud for the duration of the spell,
distance away. and creatures near your incorporeal form can hear
you.
Choose an unoccupied space up to 20 feet away. You
• You can choose a location you have not visited
instantly teleport there.
before, but are familiar with, provided it is not
BOOSTS: within the Harbinger.
• Your incorporeal form can physically interact with
• Teleport an additional 20 feet.
objects weighing no more than 10 pounds.
• Return to your original location at the end of your
turn.
• Disappear entirely for one round. At the beginning
of your next turn, choose an unoccupied space
within range of your original position and reappear
there.
void projection
Yellow Astra
ASTRA FADE: 4
CASTING TIME: 10 minutes
RANGE: Self
DURATION: 1 minute (concentration)
You become one with astra, and project your
disembodied consciousness across the Known Orbits.
Choose a location you have visited before, provided it is
not within the Harbinger. You instantly arrive there as an
invisible, incorporeal presence, and can move freely for
the duration as though you were physically present. You
can move through mundane walls and other barriers,
but not through magical barriers, such as those created
by particle wall or Masahiro’s refuge. The material body
you leave behind is unconscious for the duration of the
spell.
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d6 Astra Effect Astra deadens your reflexes – the next attack against
6
you gains advantage.
You are able to maintain control of the astra –
1 Astra sizzles out of control, corroding matter – one
nothing unforeseen happens. 7
weapon (GM’s choice) gains one damage condition.
The astra stitches your wounds and mends your
2 Astra shocks your muscles into agonizing tension –
broken bones – regain 1d4 hit points. 8
take 3d8 force damage.
Your reflexes slow – reduce your armor class by 1
3 Astra flares in a blinding flash – take 1d6 fire damage,
until the start of your next turn. 9
and you are blinded until the start of your next turn.
Astra roots you to the floor with intense gravity –
You lose control of the astra flowing through you –
4 reduce your movement speed by half until the start 10
gain 2 Astra Fade (do not roll again).
of your next turn.
The rigors of astra take their toll – take 1d8 force prismatic consequences
6
damage.
When narrating how the effects from the Astra
fade Tier 2 (exceed afl by 3 – 4) Effects tables impact a character, lean on the color
and characteristics of the astra that pushed them
d8 Astra Effect beyond their Fade Limit to flavor the description.
You phase out of the visible spectrum – you are These descriptions don’t have mechanical effects
1 as written, but depending on the Fade Limit, they
invisible until the start of your next turn.
are ripe for adding conditions, additional damage,
The astra enhances your senses – gain advantage on
2 and other consequences.
your next attack roll, ability check, or saving throw.
Astra grants you energy from within, making you RED ASTRA: Your muscles tense violently as every
3 more accurate – the next damage roll you make is at
nerve ending burns like fire.
one die increment higher (d12 maximum).
Astra drains your energy, making you feeble and BLUE ASTRA: Your body is warm, and you are
4 inaccurate – the next damage roll you make is at one docile, as though affected by a powerful narcotic.
die increment lower (d4 minimum). You barely notice the side effects of your magic.
The strain of the astra makes you sluggish – gain 1
5 GREEN ASTRA: You feel immense pressure all
level of exhaustion.
around you, pushing into you painfully from every
Astra leaves you in a burst – reduce your current
6 Astra Fade by 2, but you are stunned until the start of angle.
your next turn.
YELLOW ASTRA: For an instant you feel insecure
Your blood pounds in your ears – you are deafened
7 in your action, and a wave of paranoia and anxiety
until the start of your next turn.
passes through you. Dissonant whispers echo in
Astra surges through your nerves at unparalleled your mind in a language you cannot comprehend.
8
speeds and potencies – take 2d8 force damage.
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Astra bolsters you to superhuman levels – treat your Astra envelopes you in glowing armor – until the start
1 1
next successful weapon attack as a critical hit. of your next turn, you have resistance to all damage.
Your body is renewed by astra – regain 2d8 hit Your eyes glow and you levitate off the floor. Until
2
points OR remove one condition. 2 the start of your next turn, you have advantage on all
Gravity warps itself around you – you gain the attack rolls, ability checks, and saving throws.
3 restrained condition until the start of your next turn The strain of the astra violently drains your vitality –
3
and take 2d8 force damage. gain 3 levels of exhaustion.
Your body can’t handle the stress of the astra – gain The power of the astra corrodes your equipment –
4
2 levels of exhaustion. 4 one item you are carrying or holding (GM’s choice)
The astra flowing through you takes hold – you are immediately degrades by two damage conditions.
5
paralyzed until the start of your next turn. The astra within you surges uncontrollably – gain 4
5
Astra surges through you in a terrifying burst – take Astra Fade (do not roll again).
6 2d8 force damage, and gain the frightened condition Astra within you erupts in a blast of freezing pain –
until the start of your next turn. 6 you take 3d8 cold damage, and gain the paralyzed
Blood-red lightning manifests around you – take 2d8 condition until the start of your next turn.
lightning damage, and you must make a Constitution You experience a powerful euphoria – you gain the
7 saving throw, the DC of which is equal to your spell 7 charmed condition, and treat all enemies as though
save DC. If you fail, you are paralyzed until the start they are your allies until the start of your next turn.
of your next turn.
The unbridled force of astra overwhelms you – you
8
Astra licks out, unrestrained – one weapon (GM’s immediately fall unconscious.
8
choice) gains the broken condition.
You and every creature within 30 feet of you must
The astra within you becomes toxic – take 2d8 acid make a Constitution saving throw, the DC of which
9 damage, and gain the poisoned condition until you 9 is equal to your spell save DC. Creatures take 4d8
can reduce your Astra Fade by 2 or more. force damage on a failed save, or half as much on a
You can no longer control the astra you wield – you successful one.
and each creature within 20 feet of you must make Until you complete a long rest, you can no longer
10
a Dexterity saving throw, the DC of which is equal cast spells or use abilities that require astra.
10
to your spell save DC. Creatures take 3d8 force
Choose one ally within 30 feet of you. They
damage on a failed saving throw, or half as much
11 immediately take 3d8 force damage and gain 2 Astra
force damage on a successful one.
Fade.
Astra consumes your form, burning your armor –
11 Your armor and every weapon in your inventory
your armor gains the battered condition. 12
immediately gains one damage condition.
Astra wracks your body, withering your fortitude. Roll
Astra takes its due, and you lose an arm – you can no
a d20, and reduce your current and total hit points 13
longer hold things in two hands.
by the result. If this reduces you to 0 hit points,
12 Astra withers your body – permanently reduce your
make death saving throws as normal. Your hit point 14
maximum returns to normal after completing a long Strength by 1.
rest. Astra deadens your reflexes – permanently reduce
15
your Dexterity by 1.
Astra shrivels your fortitude – permanently reduce
16
your Constitution by 1.
Astra burns your mind – permanently reduce your
17
Intelligence by 1.
Astra sears your memory – permanently reduce your
18
Wisdom by 1.
Astra scars your visage – permanently reduce your
19
Charisma by 1.
Immediately make a death saving throw. If you fail,
you explode in a ball of searing red astra, dying
20
immediately. Creatures within 20 feet of you take
2d8 force damage.
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chapter 9: creatures
barrowmechs
more monsters to come
Barrowmechs are undead constructs – artificial beings of
In this chapter, you will find information
metal, powered by astra and infused with the souls of the
and statblocks for four of Harbinger’s more
dead. Specialized mechanists called necrotechs utilize
prolific creatures: skrugs, gaunts, kryslik, and
a profane process to create complex machine brains
barrowmechs. Look forward to many more
from dead humans, stripped of their former personality
creatures and NPCs in future playtests.
and sense of self but retaining their ability to process
and problem-solve. Barrowmechs serve a wide variety
of functions across the Known Orbits, from unskilled of gaunts glow vividly with astra, and smoky tendrils of
labor, to administration and logistics, to combat, and the energy spiral from their mouths in a kind of strange
everything in between. The minds and souls used in breathing. They possess a keen affinity for the energy
the necrotech process to build barrowmechs as well as that fuels them, and can manipulate astra in themselves
specters are often supplied by prisons and work camps, and other creatures. Most feared among the gaunts are
and barrowmechs are oft feared and controversial the boneblades, whose skeletons have expanded to
beings among the people of the Known Orbits. enshroud them in a macabre protective carapace and
arm them with wicked blades of bone.
gaunts
Gaunts are humanoid corpses given new, profane life
kryslik
by latent astra. Gaunts might rise from the remains of Horrifying, eldritch abominations spawned by one of the
humans bled dry by kryslik, or in areas of extreme astra Elder Things deep within the bowels of the Harbinger,
energy (such as inside the Harbinger, or on the surface kryslik are predatory, tentacled monsters that feed on
of the shattered moon of Verloren). The eyes and veins astra. They appear as a bestial mingling of spider and
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Once it has fed, a kryslik once again enters its dormant BRUTES: Brutes stand a head taller than most moonborn,
state, patiently awaiting future prey. and heft heavy weapons and boarding shields with four
arms. Brutes are immensely strong, and favor melee
weapons and close-range firearms like scatterguns.
skrugs Brutes are the foot-soldiers of the skrug warbands,
and make up the bulk of a typical skrug raiding party.
Skrugs are bestial, ape-like humanoids with three eyes They are also commonly seen commanding squads of
and multiple forelimbs. They are dense, heavy creatures, crawlers.
and can stand anywhere from six to ten feet tall. Their
exact number of limbs vary between individuals, and HEADHUNTERS: Headhunters possess keen senses,
they are capable of both bipedal and quadrupedal and specialize in tracking and assassinating prey with
movement. deadly efficiency. They are stealthy, deadly creatures,
often operating in small groups or on their own as
Skrugs are one of the most numerous and aggressive pathfinders. They often decorate their armor with the
species to emerge from the dark confines of the skulls and scalps of their notable kills.
Harbinger. Incapable of creating tech of their own,
skrugs are master scavengers, stealing weapons, armor, SHAMANS: Skrug shamans are spiritual leaders among
and voidships to pillage and raid. their clans. They are capable of bending astra, much like
human mancers. They often bedeck themselves with
In the year since the arrival of the Harbinger, skrugs have totems of conquest, and are revered and protected by
become one of the greatest dangers facing voidship their kin. Shamans’ bodies are twisted and malformed,
crews of the Known Orbits, stalking travel routes in their seemingly from prolonged “pulling” of astra. Though
raidboats. they are physically frail compared to lesser skrugs, their
command of magic affords them great respect among
Skrugs are notoriously hard to kill. In addition to being
their inferiors.
capable and relentless warriors, skrugs possess the
ability to store breathable air in reserve pockets, BEHEMOTHS: Skrug behemoths are monstrous
allowing them to survive even in vacuum for up to a day. creatures of rage and violence. Larger even than brutes,
They are also known as deft, dangerous climbers, often behemoths sport tusks, thick furry hides, and up to six
hanging upside down and using low-grav situations to limbs. They eschew weapons for sheer, bare-handed
their advantage. brutality. It is not uncommon for shamans or high-
ranking brutes to use behemoths as armored mounts,
There appears to be no obvious differences between
charging into battle atop the raging beasts.
male and female skrugs, leading some to believe that
they are an asexual species. They seem to communicate
in an indecipherable, guttural language, punctuated by
wild gesticulation and body movement. Sages have had
little success thus far in attempting to translate it.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 13 (+1) 4 (-3) 5 (-3) 4 (-3) 14 (+2) 14 (+2) 13 (+1) 4 (-3) 7 (-2) 4 (-3)
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 13 (+1) 4 (-3) 5 (-3) 4 (-3) 10 (+0) 13 (+1) 15 (+2) 6 (-2) 8 (-1) 6 (-2)
traits
traits
ASTRA REGENERATION: At the start of its turn, the
ASTRA RESISTANCE: The barrowmech has advantage gaunt regains a number of hit points equal to its
on saving throws against spells. current Astra Fade.
This hulking construct is heavily armored and This sallow creature with glowing veins may have
carries a massive axe. Its other arm consists of a once been a person – it exists now as a walking
repeating pulser weapon with spinning barrels. corpse, animated by astra.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 6 (-2) 8 (-1) 6 (-2) 10 (+0) 16 (+3) 16 (+3) 6 (-2) 8 (-1) 6 (-2)
traits traits
ASTRA REGENERATION: At the start of its turn, the ASTRA REGENERATION: At the start of its turn, the
gaunt regains a number of hit points equal to its gaunt regains a number of hit points equal to its
current Astra Fade. current Astra Fade.
ASTRA SCENT: The gaunt has advantage on ASTRA SCENT: The gaunt has advantage on
Perception checks made to detect creatures with an Perception checks made to detect creatures with an
Astra Fade of 1 or higher. Astra Fade of 1 or higher.
ASTRA SURGE: As a bonus action, the gaunt can ASTRA SURGE: As a bonus action, the gaunt can
increase its Astra Fade by 1. Until the start of its next increase its Astra Fade by 1. Until the start of its next
turn, its claws attacks deal an additional 2 (1d4) force turn, its boneblade attacks deal an additional 3 (1d6)
damage. force damage.
actions actions
CLAWS: Melee Weapon Attack: +4 to hit, reach 5 feet, MULTIATTACK: The gaunt makes two attacks with its
one target. Hit: 5 (1d6 + 2) slashing damage. boneblade.
CHANNEL (RECHARGE 5-6): The gaunt manipulates BONEBLADE: Melee Weapon Attack: +5 to hit, reach
the astra around a creature it can see within 30 5 feet, one target. Hit: 5 (1d6 + 2) slashing damage.
feet of it. The target creature must succeed on a DC
13 Constitution saving throw or take 4 (1d8) force BONE SHARDS: Ranged Weapon Attack: +5 to hit,
damage and increase its Astra Fade by 1. range 20/60 feet, one target. Hit 7 (2d4 +2) slashing
damage.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 5 (-3) 12 (+1) 5 (-3) 11 (+0) 13 (+1) 12 (+1) 5 (-3) 10 (+0) 8 (-1)
traits traits
ASTRA SCENT: The kryslik has advantage on AIR RESERVES: The skrug can store air in its body,
Perception checks made to detect creatures with an and can ignore the effects of low-oxygen locations. In
Astra Fade of 1 or higher. addition, it can survive in a vacuum for 1 day.
ASTRA FEED: As an action, the kryslik can increase LIGHT PISTOL: Ranged Weapon Attack: +3 to hit,
the Astra Fade of a creature it is grappling by 4. If, range 40/120 feet, one target. Hit: 5 (1d8 + 1) piercing
at the beginning of the kryslik’s turn, the grappled damage.
creature is meeting or exceeding its Astra Fade Limit,
it must succeed on a DC 13 Constitution saving throw
This three-eyed beast crawls about on all fours,
or its hit point maximum is reduced by an amount
only rising to slash with a rusty blade or fire off a
equal to its current Astra Fade. This reduction lasts
haphazard round from a pulser gripped in its furry
until the creature finishes a long rest. The creature
hand. It sticks to cover, using its superior climbing
dies if this effect reduces its hit point maximum to 0.
ability to move out of sight between attacks.
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ARMOR CLASS: 16 (bygul hide armor, boarding ARMOR CLASS: 16 (bygul hide armor)
shield)
HIT POINTS: 30 (4d8 + 12)
HIT POINTS: 22 (3d8 + 9)
ASTRA FADE LIMIT: 2
ASTRA FADE LIMIT: 1
SPEED: 30 feet; climb 30 feet
SPEED: 30 feet; climb 30 feet
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 8 (-2) 13 (+1) 16 (+3)
17 (+3) 12 (+1) 16 (+3) 5 (-3) 12 (+1) 8 (-1)
PROFICIENCY BONUS: +2
PROFICIENCY BONUS: +2
SKILLS: Perception +3, Stealth +6
SKILLS: Athletics +5, Intimidation +1
SENSES: Passive Perception 13
SENSES: Passive Perception 11
CHALLENGE: 3 (700 XP)
CHALLENGE: 1 (200 XP)
traits
traits
AIR RESERVES: The skrug can store air in its body,
AIR RESERVES: The skrug can store air in its body, and can ignore the effects of low-oxygen locations. In
and can ignore the effects of low-oxygen locations. In addition, it can survive in a vacuum for 1 day.
addition, it can survive in a vacuum for 1 day.
MULTI-LIMBED: The skrug has multiple arms, and
MULTI-LIMBED: The skrug has multiple arms, and has advantage on any checks made to grapple a
has advantage on any checks made to grapple a creature. In addition, it can hold more than two hands’
creature. In addition, it can hold more than two hands’ worth of items.
worth of items.
KEEN HEARING AND SMELL: The skrug has
AGGRESSIVE: As a bonus action, the skrug can move advantage on Perception checks that rely on hearing
up to its speed toward a hostile creature that it can or smell.
see.
SNEAK ATTACK (1/TURN): The skrug deals an extra
7 (2d6) damage when it hits a target with a weapon
actions attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the skrug
WARAXE: Melee Weapon Attack: +5 to hit, reach 5 that isn’t incapacitated and the skrug doesn’t have
feet, one target. Hit: 7 (1d8 + 3) slashing damage. disadvantage on the attack roll.
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traits
traits
AIR RESERVES: The skrug can store air in its body,
AIR RESERVES: The skrug can store air in its body, and can ignore the effects of low-oxygen locations. In
and can ignore the effects of low-oxygen locations. In addition, it can survive in a vacuum for 1 day.
addition, it can survive in a vacuum for 1 day.
MULTI-LIMBED: The skrug has multiple arms, and
MULTI-LIMBED: The skrug has multiple arms, and has advantage on any checks made to grapple a
has advantage on any checks made to grapple a creature. In addition, it can hold more than two hands’
creature. In addition, it can hold more than two hands’ worth of items.
worth of items.
CHARGE: If the skrug behemoth moves at least 30
SPELLCASTING (SAVE DC 13; ATTACK +5): The skrug feet straight toward a target and then hits it with a
shaman’s spellcasting ability is Charisma. It has access slam attack on the same turn, the target takes an
to the following spells, and must roll on the Astra extra 10 (3d6) bludgeoning damage.
Effects Tables when exceeding its Astra Fade Limit.
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3 Deep canyons
d4 Size d4 Orbit
4 Numerous seas
1 Asteroid 1 Close
5 High peaks
2 Moonlet 2 Central
6 Low valleys
3 Standard 3 Distant
7 Crumbling badlands
4 Colossal 4 Remote
8 Roll twice, ignoring rolls of 8
d4 Rotation
d8 Features
1 Short – less than 10 hours
1 Ancient ruins
2 Moderate – around 24 hours
2 Abundant minerals
3 Long – more than 48 hours
3 Subterranean structures
4 Prolonged – a week or more
4 Downed voidships
d6 Biome
5 Towering Forges
1 Forest
6 Drifting atmoports
2 Tundra
7 Acidic water
3 Desert
8 Roll twice, ignoring rolls of 8
4 Plains
d8 Status
5 Swamp
1 Ruled by the septs
6 Roll twice, ignoring rolls of 6
2 Controlled by raiders
d4 Weather d4 Life
3 Commoners govern by councils
1 Mild 1 Barren
4 Home base of a militant faction
2 Temperate 2 Sparse
5 Religious fanatics maintain temples
3 Harsh 3 Moderate
6 Oathsworn manage tracks of land
4 Extreme 4 Abundant
7 Lawless
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appendix b: trinkets
01-02 A shard of strange, black stone that reflects no light 51-52 Black-rimmed, rubber goggles with bright orange lenses
The worn hilt of an ancient blade, engraved with Old A weather-beaten book with an incomplete title: “Faster
03-04 53-54
Dominion runes than the Stars: Travel at the Speed of—”
05-06 A vial of lorium containing archaic poetry 55-56 A dried skrug toe on a small, thin chain
07-08 A necklace adorned with yellowed skrug incisors 57-58 The broken timekeeper of an old spacer
17-18 A flask of glass and steel, containing glowing, liquid astra 67-68 A carved, wooden golianar with obsidian eyes
19-20 An ironbone totem, inscribed with scrimshaw 69-70 A silver chip recognizing successful astra rehabilitation
23-24 An astrolabe that seems to point in random directions 73-74 A sundial that measures the orbit of an unknown moon
A small, scorched twig from the branch of a Verloren A small metal bauble in the shape of an Old Dominion
25-26 75-76
skybreach tree voidship
The heavy pauldron from a suit of dragoon armor, The sigil ring of a mysterious sept, neither in existence
27-28 77-78
marred and scuffed after centuries or in living memory
A vial of lorium detailing the migratory patterns of the
29-30 79-80 A single brown glove made from the finest krat fur
massive, void-borne golianars
Shards of glowing crystalline fragments, held inside a
31-32 A jar filled with dozens of spheroid cores 81-82
small vial
A tapered stone bauble that emits harmless sparks
33-34 A metal hip flask full of gun oil 83-84
when spun
A weathered tin of gritty moon dirt – a small vine grows A deck of worn constellation cards, used to read
35-36 85-86
in the center fortunes
A metal cube that can produce a small flame with a
37-38 A necklace of hollow scattergun shells 87-88
press of a button
39-40 A barrowmech finger that whirs and jitters occasionally 89-90 The badge of an oathsworn warrior, stained with blood
47-48 A skrug waraxe handle, the blade snapped off cleanly. 97-97 A broken golianar tooth on a leather string
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LAST UPDATED: NOVEMBER 2, 2017 the Playtest Materials themselves, (c) all related and
underlying intellectual property including all trademarks
PLEASE READ THE FOLLOWING CAREFULLY AND IN ITS and copyrights, and (d) any and all derivatives of the
ENTIRETY. foregoing as defined by the Copyright Act (17 U.S.C. §101)
and applicable case law. Additionally, any and all feedback
Welcome and thank you for participating in this Absolute submitted by you to Absolute Tabletop via any medium is
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The following text is the property of Wizards of the Coast, Inc. and represent that Your Contributions are Your original creation
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights and/or You have sufficient rights to grant the rights conveyed
Reserved. by this License.
6. Notice of License Copyright: You must update the COPYRIGHT
1. Definitions: (a) “Contributors” means the copyright and/
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use this License, the Contributors grant You a perpetual,
System Reference Document 5.0 Copyright 2016, Wizards of the
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Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
terms of this License to Use, the Open Game Content.
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5. Representation of Authority to Contribute: If You are Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
contributing original material as Open Game Content, You original material by E. Gary Gygax and Dave Arneson.
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