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Harbinger PHB

Harbinger is a science fantasy roleplaying game currently in playtest version 0.5, developed by Absolute Tabletop, LLC, which combines elements of science fiction and medieval fantasy. The game features a unique magic system, various character classes, and a setting filled with danger and discovery in the Known Orbits of the gas giant Bastion. This document serves as a playtest guide, providing rules, lore, and character options while encouraging feedback from players to refine the game further.

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Jackson
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0% found this document useful (0 votes)
27 views65 pages

Harbinger PHB

Harbinger is a science fantasy roleplaying game currently in playtest version 0.5, developed by Absolute Tabletop, LLC, which combines elements of science fiction and medieval fantasy. The game features a unique magic system, various character classes, and a setting filled with danger and discovery in the Known Orbits of the gas giant Bastion. This document serves as a playtest guide, providing rules, lore, and character options while encouraging feedback from players to refine the game further.

Uploaded by

Jackson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HARBINGER

science fantasy roleplaying game


v0.5 playtest
Jackson Choate - 924822f1aa

HARBINGER
science fantasy roleplaying game

Playtest v0.5 • June 2018 • Absolute Tabletop, LLC


www.AbsoluteTabletop.com • www.HarbingerRPG.com

Project Lead: Matt Click


Game Design: Matt Click and Tim Kearney
Writing and Matt Click, Tim Kearney,
absolute tabletop
Editing: Michael Barker, and James Absolute Tabletop, LLC
Kearney PO Box 2493
Layout: Matt Click Moriarty, NM 87035
www.AbsoluteTabletop.com
Art: Brandish Gilhelm AbsoluteTabletop@Gmail.com
(Runehammer)
Maps: Matt Click Copyright © 2017 – 2018 by Absolute Tabletop, LLC. All rights
Special Thanks: The Playtesters – keep the reserved.
feedback coming.
Permission is granted to print this document for personal use only.

This closed playtest document is owned solely by Absolute Tabletop,

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.

Absolute Tabletop, the Absolute Tabletop logo, the Absolute


the age of the harbinger
Tabletop monogram, and all content contained herein are

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

grime-streaked mechanist, accompanied by her Tabletop, LLC.

floating servitors, breaks the centuries-old seal


This product is compatible with the fifth edition of the world’s oldest
on a rune-etched door. A tireless treader, armed
fantasy roleplaying game, published by Wizards of the Coast, Inc. It
with his heirloom pulser weapon, tracks a beast
is licensed under the Open Game License Version 1.0a Copyright
across the desolate wastes of a fringe moon. And
© 2000, Wizards of the Coast, Inc. It utilizes the System Reference
the Harbinger, a leviathan alien structure, eclipses
Document 5.0 Copyright © 2016, Wizards of the Coast, Inc.; Authors
the stars.
Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,

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.

– or into the dark, labyrinthine innards of the


Harbinger itself.

Harbinger RPG Playtest v0.5 Copyright © 2017 – 2018 by Absolute Tabletop, LLC
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Jackson Choate - 924822f1aa

welcome to the harbinger playtest v0.5

Absolute Tabletop welcomes you to the Harbinger what’s coming soon?


Roleplaying Game playtest! This is the fifth iteration
of our ongoing playtest, focused primarily on testing • Core classes available up to level 10
the classes and related core features of the Harbinger
• Additional class specializations
Roleplaying Game.
• Rules for voidship customization, exploration, and
Harbinger is a dark science fantasy roleplaying ruleset combat
and campaign setting being developed under the 5E • A full Harbinger bestiary
Open Gaming License by Absolute Tabletop.
• More equipment and spells
We here at Absolute Tabletop are happy to have you with • Major and minor relics
us as we continue to develop the setting and ruleset of • More awesome art
Harbinger. This playtest document provides everything
you need to experience countless adventures in the playtest feedback
Harbinger universe. However, it is important to note
that much of what you’ll find in this document is not We support and encourage you to use and discuss these
representative of the final product, and is incomplete playtest rules in public gaming sessions, including those
by design to provide a concise, focused playtesting streamed online. In doing so, please abide by the terms
experience. This isn’t everything, and there’s much more and conditions of the Online Playtest Agreement (OPTA),
to come. and do not share or distribute these playtest materials.

After you’ve had a chance to try out Harbinger, we


the open gaming license
encourage you to submit feedback through our playtester
survey, which you can find at absolutetabletop.com/
Harbinger follows the basic guidelines of the fifth edition
harbinger/survey. Your feedback is invaluable to us as
of the world’s oldest fantasy roleplaying game (hereon
we continue to hone this game and create a universe
referred to as 5E) – if you are familiar with that system,
worth playing in for years to come.
you’ll probably pick up Harbinger quickly and easily.
You may even notice some class features and abilities Please also note that this is an in-progress playtest
that operate similarly or even identically to existing 5E document, and is not subject to the same diligent
concepts – this is by design. Many things in 5E just work. proofreading or editing as a published product from
We aim for a system equal parts fresh and familiar, with Absolute Tabletop. You may run across typos or errors,
basic mechanics and features you know and understand. or incomplete information. Please feel free to include
these items in your feedback.
what’s included?
If you’d like to keep up with Harbinger and other projects
from Absolute Tabletop, we encourage you to visit
• History and lore of the Known Orbits
our online storefront at www.AbsoluteTabletop.com.
• A map of the prominent moons You can also find more Harbinger information and
• A handful of basic rules that differ from standard background lore at www.HarbingerRPG.com.
5E, including skills, tool proficiencies, and location
Finally, we would like to extend our sincerest thanks to
and item conditions
you for your continued enthusiasm and support for the
• Three classes expanded up to level 5
Harbinger Roleplaying Game. We hope you enjoy this
• Three origins and nine backgrounds playtest document, and look forward to your feedback!
• Gear and equipment, including pulsers and
From our tabletop to yours – thank you for joining us on
weapon mods
this maiden voyage!
• Rules for astra magic and casting spells
• A small sampling of creatures with statblocks matt, barker, tim, & james
absolute tabletop

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Table of Contents

5 chapter 1: overview 22 SCAVENGER

5 THE HARBINGER RPG 22 WHEELER

7 chapter 2: the known orbits 23 chapter 6: Classes


7 THE AGE OF THE HARBINGER 24 MANCER

7 BASTION 27 MECHANIST

10 THE SEPTS 31 TREADER

10 ASTRA
34 chapter 7: equipment
10 TECHNOLOGY
34 ARMOR
11 THE HARBINGER
35 WEAPONS

12 chapter 3: how to Play 37 SPACER GEAR

12 NEW SKILLS 38 WEAPON MODS

12 NEW PROFICIENCIES 42 VEHICLES AND VOIDSHIPS

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

15 chapter 4: origins 46 SPELLS

15 MOONBORN 52 ASTRA EFFECTS TABLES

16 VOIDBORN
54 chapter 9: creatures
17 FORGEBORN
54 BARROWMECHS

18 chapter 5: backgrounds 54 GAUNTS

18 DISCIPLE 54 KRYSLIK

19 EXILE 55 SKRUGS

19 LABORER
62 appendix a: moon generator
20 NOBLE
63 appendix b: trinkets
20 OATHSWORN

21 RAIDER 64 online playtest agreement

21 SAGE 65 open game License v1.0a

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chapter 1: overview

the harbinger rpg


the pillars of the harbinger rpg
Harbinger is a dark science fantasy roleplaying game
TECH: Ancient, reclaimed, and sought-after.
ruleset and campaign setting, inspired by elements
Most pieces of tech are relics of a bygone
of both science fiction and medieval fantasy – equal
era.
portions daring space exploration, eldritch horror,
scavenging survival, and high intrigue. MAGIC: Volatile, dangerous, yet integral
to all life in the Known Orbits. Magic fuels
Based on the fifth edition ruleset of the world’s oldest
everything.
fantasy roleplaying game, Harbinger adds new rules,
races, backgrounds, classes, and equipment, as well as a DISCOVERY: Vast, unknown reaches, riddled
completely unique high-risk/high-reward magic system. with ruins and long-dead secrets. Danger
abounds.
Chapter 2: the known orbits
HORROR: Unknown entities writhe within
Learn more about the Known Orbits of Bastion in the Harbinger and spill forth across the
chapter 2. The world of Harbinger is one of danger Known Orbits.
and discovery, with all the trimmings of gritty sci-fi,
punctuated by arcane magic and eldritch horror. Delve INTRIGUE: Noble houses vie for power in a
into this strange yet immersive realm and find your place constant flux of control and influence.
within it. Includes a map of the Known Orbits!

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Chapter 3: how to play


Read up on the rules additions and modifications that the basic rules
make Harbinger work in chapter 3. From new skills and Harbinger is designed using the Open Gaming
proficiencies, to item and location conditions, and a License of the fifth edition of the world’s oldest
brand new magic system – the rules of Harbinger should roleplaying game. To download those rules, please
feel fresh yet familiar. visit the official Wizards of the Coast website.
You can find the full OGL text at the end of this
Chapter 4: origins document.

Discover the beginnings of your character by choosing


their origin in chapter 4: the moonborn who call the
colonized worlds of Bastion home, the space-dwelling
voidborn, or the recently awakened forgeborn.

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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chapter 2: the known orbits

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.

notable septs of bastion astra


ALZAREEN: The current Sovereign of Bastion rules from
the metropolis moon of Tharkestra. Alzareen is known Astra is the lifeblood of Bastion. This volatile energy is
for its capable mancers, powerful fleet of voidships, a potent and efficient fuel source, propelling voidships,
and for orchestrating the rebellion that overthrew the powering tools and weapons, and allowing humanity to
previous Sovereign, Sept Trithon. The young ruler of wield its greatest asset – magic.
the Known Orbits is Empress Selisandra Alzareen, who
Astra lights the void of space with its flickering
assumed the throne after a brutal civil conflict claimed
luminescence. It can be glimpsed in the auroras of the
the lives of her aunt and brothers.
night sky, found in liquid pools on frontier moons, and
INUWA: A nomadic sept, displaced by the arrival of the even harvested in massive gathering installations. The
Harbinger and the destruction of their moon of Verloren. origin and true nature of astra is unknown, but its potent
Inuwa clansmen are spiritual, reverent people with an effects are undeniable.
affinity for nature and a knack for survival. Many of their
voidships and weapons are decorated with polished
skybreach wood, a resilient substance now made a rare
technology
commodity. Inuwa survives in a migrant fleet, led by their Many secrets have been lost to humanity over the eons.
matron, Lady Anwen “Swiftblade” Inuwa. Perhaps its greatest loss was interstellar travel. It is
unknown exactly how this technology was lost – some
RULDO: Shrewd fishermen and merchants who rule
believe it was buried intentionally for fear of the ruination
the moon of Ozen, ruled by Lord Kirezan Ruldo the
such godlike power would bring; others believe it lies in
Deathless from his ironbone throne. Ruldo deals in
the ashes of the Long Downfall, waiting to be discovered
ironbone, a durable yet flexible material used to make
and rekindled.
structures, voidships, weapons, and armor throughout
the Known Orbits. Many vehicles and tools – including voidships and pulser
weapons – are relics, unable to be replicated, but are
GRIMARR: Commanded by Warcaller Fell Grimarr
instead retrofitted, piecemealed, and maintained by
Ravoksbane, this clan of mercenary warriors and
mechanists.
reckless magic-users dwells on the savage, icy moon
of Arganas. Grimarr soldiers favor melee weapons and
serve the highest bidder in times of war between septs. voidships
Glimpses into the grandeur that was the Old Dominion,
LARKIN: The merchant kings of the Known Orbits, Sept
voidships are vessels capable of carrying people safely
Larkin controls the Drift Market, a floating installation
across the gulfs of space. Most voidships in the Known
of cobbled-together voidship hulls, retro-fitted to serve
Orbits are ancient relics – centuries old, cobbled
as a massive bazaar. Wealthy, secretive, and powerful,
together from dilapidated parts and systems, powered
the Larkins command influence only second to the
by the volatile space energy known as astra.
Sovereign, and have an almost complete claim to The
Rings and its settlements. Voidships depend on refined astra for just about every
major function. Yellow astra fuels engines and generates
WYLOTH: The meager house of Wyloth is not a
gravity; green astra glimmers across hulls, serving as a
particularly well known or well respected sept. Winners
barrier between the crew and the void mere inches from
of no wars, owners of little wealth, Wyloth is a house
them; red astra powers weapons and countermeasures;

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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.

BARROWMECHS: Mechanical constructs that vary wildly


in function and appearance. From household servants
to heavily armed guardsmen, barrowmechs are a fairly
common sight across the Known Orbits.

NECROGRAFTS: Technological enhancements, including


prosthetic replacements and implants. Necrografts can
be as simple as a whisperlink implant or as complex as a
replacement limb or organ.

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.

The Harbinger is a leviathan structure, larger even


than some moons. It’s true size and shape cannot be
accurately measured, for it seems to reshape itself at

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chapter 3: how to Play

new skills new proficiencies


Harbinger uses a similar set of skills to 5E, with a few Harbinger includes several new tool proficiencies,
notable differences. including vehicles, voidships, and arctools.

astra vehicles and voidships


Astra is a knowledge-based skill, used to call upon Proficiency with vehicles and voidships allows you to
magical lore and the science of harnessing astra as add your proficiency bonus to any checks made while
an energy source. Identifying spells or astra-touched operating land-based vehicles and space vessels,
creatures utilizes this skill. This skill replaces arcana. respectively. Whether it’s Dexterity for a particularly deft
maneuver, or Constitution to remain conscious in harsh
gravity, you may add your proficiency bonus to those
astrogation
checks.
This knowledge-based skill is used for navigation,
charting courses, and triangulating position while
traveling through space. It can also be used to identify arctools
celestial bodies, and know the relative position and orbit Proficiency with arctools allows you to add your
of Bastion’s moons. proficiency bonus to any checks made while using
your arctools to interact with tech – unlocking doors,
disarming traps and hazards, repairing and modifying
tech
items, interacting with specters and other constructs,
Tech is a knowledge skill based around science and etc.
technology. Identifying and interacting with relics and
old technology involves using the tech skill.

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location conditions Conditions stack – meaning, a battered item is


also worn. So if you roll a 1 on an attack roll with a
The setting of Harbinger is one of danger and discovery. battered weapon, it is now broken.
Spacers are bound to find themselves in non-ideal
environments. Use the rules below for some ideas A character can make an Intelligence check during a short
on how to represent these situations using location or long rest (adding their proficiency with the arctool, if
conditions. applicable) to attempt to remove item conditions. They
must also spend the required glint. If successful, the
sealed item loses its worst item condition (so an item with the
broken condition that is successfully repaired still has
In sealed environments (such as those on voidships), the the battered and worn conditions).
following rules apply:

• If a creature makes an attack with a pulser and worn


rolls a natural 1, all creatures in the location must The item has some wear and tear. The following rules
succeed on a DC 15 Dexterity saving throw or fall apply to worn items:
prone and take 1d8 bludgeoning damage from de-
pressurization. The current location also gains the • With a weapon, on an attack roll of 1, the weapon
low-oxygen and low-grav conditions. gains the next severity of item condition.
• With armor, if an attack made against you is a 20,
low-oxygen the armor gains the next severity of item condition.
In low-oxygen environments, the following rules apply: • Requires a DC 10 Intelligence check with arctools
and 10 glint to repair.
• A creature can breathe in a low oxygen
environment for a number of minutes equal to
battered
3 plus its Constitution modifier (minimum of 30
seconds). The item is not performing fully. The following rules
apply to battered items:
• When a creature runs out of breath, it can survive
for a number of rounds equal to its Constitution • With a weapon, attack rolls are made at
modifier (minimum 1 round). At the start of its disadvantage.
next turn, it drops to 0 hit points and must begin
• With armor, attacks made against you have
making death saving throws.
advantage.
low-grav • Requires a DC 15 Intelligence check with arctools
and 25 glint to repair.
In low-gravity environments, the following rules apply:

• All attacks are made at disadvantage. broken


• Movement speeds are halved, but creatures can The item is completely inoperable. The following rules
move in any direction on a three-dimensional apply to broken items:
plane.
• This weapon or armor cannot be used or worn.
• Creatures with a climb speed can move normally
• Requires a DC 20 Intelligence check with arctools
as long as they have a surface to climb across.
and 50 glint to repair.

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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a creature adds the appropriate amount to their Astra interplanetary travel


Fade, then checks their total Astra Fade against their
Travel between moons and other celestial bodies in
Astra Fade Limit. If the number exceeds their Astra Fade
Harbinger requires a successful Astrogation check, as
Limit, they roll on the appropriate Astra Effects table.
outlined below. With dozens of moons, both colonized
and uncharted, orbiting in various rotations, a skilled
reducing astra fade navigator is a requirement on any voidship that doesn’t
After you complete a long rest, you may reduce your fancy drifting for weeks without fuel. Failure on an
total Astra Fade by a number equal to your Astra Fade Astrogation check means rolling on the Interplanetary
Limit, to a minimum of 0. Travel Events table.

• NEAR destinations are typically only several hours


voidships and space travel or a day away at the most.
• FAR destinations require a little more travel,
Many of the adventures in the Harbinger RPG occur usually several days.
in space: travel between moons, salvaging wrecked
• DISTANT destinations require up to a week of
voidships, investigating celestial anomalies – even
travel, and demand more rigorous navigation.
entering the Harbinger itself. Life aboard voidships can
be dangerous, but a skilled crew can make the difference. • REMOTE destinations might be outside the Known
Orbits, and require up to several weeks’ travel.
PILOTING: Pilots attempting maneuvers aboard a • UNKNOWN destinations are uncharted or too
voidship must make an appropriate check (Dexterity for remote to be properly navigated.
deft maneuver, Constitution to stay conscious during a
particularly tight spin, etc.), adding their proficiency with
voidships. interplanetary events

NAVIGATING: Navigation aboard a voidship typically


d6 Event
requires an Astrogation check.
You plot your course, but you’ve calculated
ATTACKING: When firing on-board weapons, characters 1 incorrectly. The duration of your journey is
will often make a Dexterity check, adding their proficiency doubled.
with voidships.
A volatile current of astra overloads the ship’s
engine. A successful DC 14 Intelligence check
REPAIRING: Anyone attempting to make repairs to 2
with an arctool is required before you can
a voidship or its various subsystems must make an continue your journey.
Intelligence check, adding their proficiency with arctools
You’re beset by raiders. A bribe of 100 glint or
if applicable.
3 a successful DC 16 Charisma-based check will
guarantee safe passage.
Specialized rules for ship customization and in-
The immensity of the Harbinger has thrown
depth space combat will be included in a future
off the orbit of Bastion’s moons. You must
playtest. 4 recalculate your journey, increasing the
difficulty by one (from near to far, far to
distant, etc.).
astrogation difficulty
Skrugs! The pilot must succeed on a DC 16
5 Dexterity check (adding your proficiency with
Distance Difficulty voidships) or be boarded by 1d6 skrug brutes.

Near DC 12 You’re completely lost – you must choose


6 a new destination and make another
Far DC 14 Astrogation check at disadvantage.
Distant DC 16

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.

HARDY: Your bones and muscles have developed


in normal or even increased gravity. Your hit point
maximum increases by 1, and it increases by 1 every
time you gain a level.

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voidborn voidborn qualities


Voidborn are those born and raised in the dark of
d10 Quality
space – the Rings, the Drift Market, or aboard voidships.
Voidborn are tall and spindly due to lessened gravity,
1 My skin is so pale, it’s almost translucent.
and have pale complexions due to the lack of sunlight
in their environments. They also typically have larger
2 My veins glow with absorbed astra.
eyes to allow in more light. Their lithe frames and
unique upbringing make them deft and skilled warriors, Exposure to refined astra has given my hair an
3
and their closeness to raw astra have afforded them a unnatural shade.
unique attunement to the energy. Gravity didn’t stunt my growth – I have to duck
4
to fit inside most doorways.

voidborn traits My long, lanky limbs give me an almost spider-


5
like appearance.
Born and raised in the void between worlds, you have
My large eyes have cat-like pupils to allow in
the following innate traits. 6
more light.
ABILITY SCORE INCREASE: Your Dexterity and I have an average, middling appearance – save
7
Charisma both increase by 1. You may also increase a for my pupil-less eyes.
single other ability score of your choice by 1. My teeth and nails have a pale, colored hue to
8
them.
SPEED: You are more accustomed to drifting in varying
levels of gravity. Your base walking speed is 25 feet. 9 In low light, my skin has an eerie glimmer to it.

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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forgeborn forgeborn qualities


Forgeborn are a recently awakened people, originally
d10 Quality
created by the Forges as laborers in the Old Dominion
during the colonization of the Known Orbits. They have The geometric tattoos on my face glow subtly
1
slumbered for millennia in the vaults beneath the Forges, when I’m angry.
and have reappeared in the last decade. Forgeborn are My tattoos seem to shift, slowly moving across
large and completely hairless, typically branded with 2
my body.
strange tattoos – a remnant of their functions in the
The tattoo on my bicep resembles two crossed
Old Dominion. Though large and physically capable, 3
blades – was I a soldier?
forgeborn are as children, waking to a world they do
not recognize. Their minds are quick to learn and adapt, Every inch of my body is covered in dark
4
brands, elaborate and interlocked.
however. Forgeborn cannot reproduce, but more of
them wake and wander into the Known Orbits every day. My metallic tattoos resemble scales, layered
5
across my torso and limbs.
The markings on my face evoke a skull etched
forgeborn traits 6
into my skin.
Awakened from a millennia-long slumber in the vaults My tattoos consist of stark white runic brands
beneath the Forges, you have the following innate traits. 7
stippling my neck and arms.

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.

HARDENED FORM: Engineered for hard labor, you have


tough skin and dense skeletal and muscular systems.
Your armor class increases by 1. felrion the first

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

Before venturing out into the Known Orbits, how did


you earn a living? Backgrounds give you insight into your disciple quirks
character’s past, and include proficiencies, equipment,
d10 Quirk
and a unique social feature. In addition, each background
has its own quirks, which represent a unique and My faith is my strength, and I wield it as a
1
possibly bothersome aspect of your personality. weapon against non-believers.
I find comfort in the scripture of my faith, and
2
read it constantly.
disciple
My religious order has committed atrocities –
3
You are a devoted servant of a faith. Whether it’s the but they were necessary sacrifices.
Tetragon, who revere astra and the Bleeding Eye; My life is insignificant compared to the power
the Wayfarers, who worship the founders of the Old 4
of the deities beyond the stars.
Dominion and the Forges; or the newly found Temple
I see grim portents and omens in everything –
of the Eclipse, a fanatical cult worshiping the Harbinger. 5
from tea leaves to the currents of astra.

PROFICIENCIES: Astra, Religion I have an unhealthy fascination with the holy


6
texts that speak of the Harbinger.
EQUIPMENT: A lorium vial containing scripture of your So many fools profess faith without action – I
faith, a holy symbol of your order, and a belt pouch 7
live out my faith each day.
containing 10 glint
I would do anything for other members of my
8
faith.
PILGRIM’S RESPITE: You have earned the respect and
support of those who share your faith. If members of I will rise in ranks among other disciples – I
9
your religious order are present, you are able to make wish to show my devotion.
contact with them and request aid: healing, modest I treasure an ornament of my faith – the
10
shelter, and food are made available to you and your universe speaks to me through it.
companions.

religion in the known orbits


In the Known Orbits today, several prevalent faiths draw followers in the wake of great change and uncertainty.

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.

PROFICIENCIES: Medicine, Nature, Survival PROFICIENCIES: Athletics, Tech, Arctool

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 assume most people are after my wealth or d10 Quirk


1
power.
I cannot deny that my sept has done wrong,
I was not born into this life – I had to fight to 1
2 but I refuse to see beyond my duty.
earn it. I’m terrified I’ll lose it all.
I knowingly hold myself above others – I serve
I resent my nobility, and actively try to conceal 2
3 something greater.
it.
The things I have done in service to my sept
I’ve had an epiphany, and recognize the 3
haunt me.
4 corruption of most nobles – this is an evil I
have the insight to end. I carry an item gifted to me by a high-ranking
4
noble, and treasure it above all else.
Nothing is more important to me than my title
5 I scraped and struggled to earn my station,
as a noble – nothing. 5
and fear I may lose it someday.
I pursue titles, wealth, and possessions so that
6 people will think something of me – because I I often wonder if my sept would protect me
6
don’t. with the same ferocity that I protect them.

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.

PROFICIENCIES: Intimidation, Survival, Vehicles PROFICIENCIES: Astra, History

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.

raider quirks sage quirks

d10 Quirk d10 Quirk

I obsessively document everything. Every


1 I started raiding to survive – now I enjoy it. 1
moment is history worth recording.
There’s no room for honor or mercy in the I am overprotective of knowledge, and will put
2 2
dark of the void. myself at risk to defend it.
My first kill was difficult – the second much I tutor many in the ways of astra – I will protect
3 3
less so. my students at all costs.
I was betrayed by the very crew I raided The Harbinger holds secrets for me, untold to
4
alongside. They’ll pay, someday. 4 those who cannot withstand the sway of its
profane whispers.
I keep a token of every notable kill, and wear
5
them as badges of honor. I will preserve the lorium that has been passed
5
down to me by my teachers.
The Harbinger means the end of all of us – it’s
6
kill or be killed now. My life’s work was disproved by the arrival of
6
the Harbinger – I seek new purpose.
I betrayed my mentor and took their
7
command by force. I hold sacred a single question – and until I
7
find the answer, I must keep seeking.
My weapon is marked for every voidship I’ve
8
taken. I am determined to rise above my peers as a
8
master.
I raid and pillage in search of something
9
precious to me that was stolen. I met my true love while tirelessly seeking
9
knowledge – I lost them that way too.
I prefer diplomacy to bloodshed – I take what’s
10
mine with words if I can. A well-respected contemporary has stolen my
10
work, and I aim to prove it.

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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.

PROFICIENCIES: History, Tech, Arctool PROFICIENCIES: Deception, Sleight of Hand

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

The Harbinger RPG playtest has three available classes treader


for players to choose from: the magic-wielding mancer,
Treaders are martial-focused warriors and explorers,
the tech-attuned mechanist, and the path-finding
masters of traversing the void above and moons below.
treader.
Treaders excel at using weapons, tracking enemies, and
exploring strange and unique locations. The treader
mancer currently has two specializations: the reaver and the
Mancers are powerful, volatile magic-users. Using their stalker.
inner strength, they can cast spells and manipulate
astra and its effects. The mancer currently has two
the three pursuits
specializations: the adept and the siphon.
Most people living in the Known Orbits of Bastion
are laborers and farmers, with merchants and
mechanist
artisans above them and knights and nobles still
Mechanists are crafty tinkerers and medics. With their higher. But those who venture out into the void
spheroids, they can heal and buff allies, attack enemies, – the brave and the foolish – usually fall into one
and provide shields during combat. Mechanists also of three pursuits: magic, tech, or pathfinding.
repair and modify weapons and armor. The mechanist Mancers are indispensable on voidships, where
has three specializations: the fixer, the slipdagger, and they excel in manipulating astra and identifying
the necrotech. its myriad effects. Mechanists maintain voidships,
armor, weapons, and lead the charge in infiltrating
forgotten ruins and derelict voidships. Treaders
forge the paths the rest follow – and protect us
from the horrors of the void beyond.

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mancer progression

Level Proficiency Bonus Class Features Astra Fade Limit Spells Known

1 +2 Spellcasting, Astra Recovery 3 3

2 +2 Augmented Astra 3 4

3 +2 Mancer Specialization 4 4

4 +2 Ability Score Improvement 4 5

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.

mancer class features


As a mancer, you gain the following class features.

hit points
HIT DICE: 1d6 per mancer level

HIT POINTS AT FIRST LEVEL: 6 plus your Constitution


modifier

HIT POINTS AT HIGHER LEVELS: 1d6 (or 4) plus your


Constitution modifier per mancer level after 1st

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

SAVING THROWS: Constitution, Charisma • One simple pulser


• Basic gear kit
SKILLS: Choose two from Astra (INT), Astrogation (INT),
• 25 ammo
Deception (CHA), History (INT), Insight (WIS), Intimidation
(CHA), Investigation (INT), and Persuasion (CHA)
playing a mancer
Play a mancer if you want to:

• Hurl bolts of space energy


• Heal and bolster allies with blue astra
• Take on dangerous amounts of astra and
withstand the negative effects

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spellcasting astra recovery


STARTING AT 1ST LEVEL: You learn to cast spells and STARTING AT 1ST LEVEL: You have learned to focus
bend the energies of space to your will. your mind and body, meditating to reduce the strain of
astra on your body.
ASTRA FADE LIMIT: Astra Fade represents the fatigue
and ill-effects that occur when utilizing astra to conjure Once per day when you finish a short rest, you may
spells and manipulate astra energy. The Mancer reduce your Astra Fade by a number equal to your
Progression table lists your Astra Fade Limit at 1st level Constitution modifier.
and higher. To cast a spell, you must first add the Astra
Fade for that spell to your current Astra Fade total. For
augmented astra
instance, if you cast a spell with an Astra Fade of 2, your
total Astra Fade would go from 0 to 2. If you exceed STARTING AT 2ND LEVEL: You specialize in a particular
your Astra Fade Limit, you must roll on the Astra Effects color of astra, and reduce the strain it has on your mind
tables. and body.

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.

In addition, when you gain a level in this class, you may


ability score improvement
choose one of the spells you know and replace it with
another spell, as long as the Astra Fade is equal to or AT 4TH LEVEL: You may increase one ability score by 2,
less than your Astra Fade Limit. For instance, when you or two ability scores by 1.
reach 2nd level, you may replace a single spell you know
with one of Astra Fade 0, 1, or 3.
specialization: adept
SPELLCASTING ABILITY: Charisma is the spellcasting
Adepts are mindful, meditative practitioners of magic –
ability for your spells, since your mastery of astra
wholly in-tune with astra and its effects on their mind
originates from your inner spirit, and your ability to
and body. They can see astra in the air around them,
harness and control the volatile energy. You use your
and excel at mitigating its negative properties.
Charisma modifier whenever a spell refers to your
spellcasting ability. In addition, you use your Charisma
modifier when determining the saving throw DC for a fade resistance
spell you cast, and when making an attack roll with one. STARTING AT 3RD LEVEL: You are less likely to succumb
to the negative effects of astra.
Spell save DC = 8 + your proficiency bonus + your
Charisma modifier Whenever you exceed your Astra Fade Limit, and are
forced to roll on the Astra Effects tables, you can choose
to roll again and must take the second result.
Spell attack modifier = your proficiency bonus +
your Charisma modifier

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astra sense specialization: siphon


STARTING AT 3RD LEVEL: You can sense astra, and
Siphons cast aside all concern for themselves, becoming
identify its source.
one with the astra around them. They have mastered
As an action, you can sense the presence of astra within the art of pulling astra and using it to their benefit,
30 feet of you. If you sense astra in this way, you can use exceeding thresholds many would consider dangerous.
an additional action to see a visible aura of astra around
any creature or object in the area that bears astra. You fade push
can also identify the color of the astra present.
STARTING AT 3RD LEVEL: You have mastered your
control of Astra Fade and can absorb it or expel it
specialization: aphelion
through sheer force of will.
Aphelions are dark warriors, ever connected to astra
As an action, you can reduce or increase your Astra Fade
and the void that houses it. They are space-born spell-
by 1. If you reduce your Astra Fade, you take 1d6 force
blades, who wield magic and weapons in conjunction to
damage. If you increase your Astra Fade, you regain 1d6
devastating effect. Aphelions have learned to harness
hit points.
astra to bolster their martial abilities, excelling in combat
garbed in armor and wielding weapons of pure energy.
Limit enhancer
astra blade STARTING AT 3RD LEVEL: While at your Astra Fade
Limit, your abilities increase.
STARTING AT 3RD LEVEL: You can conjure a weapon
of pure energy. While your total Astra Fade meets or exceeds your
Astra Fade Limit, you can use a bonus action to activate
As a bonus action, you can increase your Astra Fade by
Limit Enhancer. While this feature is active, you gain the
1 to summon a melee weapon of your choice. It can take
following benefits:
the form of any melee weapon you are proficient in, and
has identical statistics, except that it deals force damage • You have advantage on any saving throws made to
and has +1 attack and damage. When you attack with this avoid or resist spells and their effects.
weapon, you can use your Charisma modifier, instead of
• When casting a spell, you may use a single free
Strength or Dexterity, for the attack and damage rolls.
boost that does not increase your Astra Fade.
You can dismiss the weapon as a free action. If you fall
unconscious, the weapon vanishes instantly. You cannot • You have resistance to bludgeoning, piercing, and
be disarmed while wielding this weapon. Every time you slashing damage.
summon the weapon, you can choose a new form for it. Limit Enhancer lasts for 1 minute. It ends early if you are
knocked unconscious. Once you have activated Limit
martial prowess Enhancer a number of times equal to your proficiency
bonus, you must complete a long rest before you can
STARTING AT 3RD LEVEL: You gain additional use it again.
proficiencies to excel in close-quarters combat.

You gain medium armor proficiency. In addition, when


you gain this feature, you can choose two martial melee
weapons to gain proficiency in.

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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 –

4 +2 Ability Score Improvement 3 –

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.

mechanist class features


As a mechanist, you gain the following class features.

hit points
HIT DICE: 1d8 per mechanist level

HIT POINTS AT FIRST LEVEL: 8 plus your Constitution


modifier

HIT POINTS AT HIGHER LEVELS: 1d8 (or 5) plus your


Constitution modifier per mechanist level after 1st
equipment
proficiencies You start with the following equipment, in addition to the
ARMOR: Light armor, medium armor, shields equipment granted by your background:

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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spheroids Spheroids cannot move beyond 120 feet of your position.


If a spheroid moves beyond this range, it immediately
STARTING AT 1ST LEVEL: You build and deploy small,
deactivates.
astra-powered constructs called spheroids to aid you
and your allies. Spheroids are considered objects. If you become
unconscious, any active spheroids deactivate. If a
Spheroids are small, handheld constructs that weigh
spheroid is destroyed, you can use an action to reclaim
2 pounds each. They vary in design and physical
the materials used to create it, as long as they are
appearance – from floating octahedrons to rolling
retrievable. You can also use an action to dismantle a
spheres to mechanical insects.
spheroid and reclaim the materials used to create it.
Using your arctool, you can spend 1 hour and 5 glint
worth of materials to construct a spheroid. When you expertise
construct a spheroid, you choose its type: combat,
AT 1ST LEVEL: You choose two skills to be exceedingly
healing, shield, or support, all detailed below.
proficient in.
You can maintain a number of spheroids equal to half
Choose two of your skill proficiencies, or one of your skill
your mechanist level rounded down, with a minimum of
proficiencies and your proficiency with the arctool. Your
one and a maximum of three. You can never have more
proficiency bonus is doubled for any ability check you
than one of each spheroid type activated simultaneously.
make that uses either of the chosen proficiencies.
As an action, you can increase your Astra Fade by 1 to
activate and deploy one of your spheroids. The spheroid tech attuned
remains active for 1 minute, or until it is destroyed
STARTING AT 2ND LEVEL: You are attuned to tech and
or deactivated as a free action. Each spheroid has an
excel at bending it to your will.
armor class of 10 plus your proficiency bonus and has 2
hit points. Your spheroids act on your initiative, and can When interacting with specters, barrowmechs, and
move up to 30 feet. In addition, each spheroid may take other constructs, you are considered proficient with all
one action, as denoted by its type. Charisma ability checks, and add double your proficiency
bonus to the check, instead of your normal proficiency
COMBAT: This spheroid attacks a target creature within
bonus.
10 feet of it. It can make a single ranged attack, with
an attack modifier equal to your Intelligence modifier
plus your proficiency bonus. It deals 1d6 plus your mechanist specialization
Intelligence modifier of force damage.
AT 3RD LEVEL: You choose a specialization to hone
HEALING: This spheroid heals a target creature within and focus your mechanist abilities. The specializations
10 feet of it. All of your healing spheroids have a shared include the fixer, the slipdagger, and the necrotech. The
pool of hit points to draw from, equal to your mechanist specializations are included at the end of this section.
level times five. The spheroid can restore a number of
hit points to the target creature, up to the maximum ability score improvement
amount remaining in the pool. The hit point pool
AT 4TH LEVEL: You may increase one ability score by 2,
replenishes after a long rest.
or two ability scores by 1.
SHIELD: This spheroid shields a target creature within
10 feet of it that you choose. That creature adds 2 to its
armor class until the start of your next turn. playing a mechanist
Play a mechanist if you want to:
SUPPORT: This spheroid assists a target creature within
10 feet of it that you choose. The creature can roll 1d4 • Build and command floating constructs
and add the number rolled to one ability check, attack • Support allies with healing and bolstering
roll, or saving throw it makes before the start of your effects
next turn.
• Repair and modify weapons and armor

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arctool upgrade enhanced mending


AT 5TH LEVEL: You choose an upgrade for your arctool, STARTING AT 3RD LEVEL: Your spheroids become
which bolsters and focuses its abilities. more potent healers.

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.

DEMOLITIONS UPGRADE: As a bonus action, you can sneak attack


detonate one of your active spheroids. Each creature
STARTING AT 3RD LEVEL: You can strike unaware or
within 10 feet of the spheroid must make a Dexterity
distracted enemies in their vital spots.
saving throw, the DC of which is equal to 8 plus your
Intelligence modifier plus your proficiency bonus. On a Once per turn, you can deal an extra 1d6 damage to one
failure, creatures take 2d6 piercing damage plus 1d6 fire creature you hit with an attack if you have advantage on
damage. On a success, creatures take half that much. the attack roll. The attack must use a finesse or a ranged
The spheroid is instantly destroyed, but you can reclaim weapon.
the materials used to create it as normal.
You don’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, if that enemy
specialization: fixer isn’t incapacitated, and if you don’t have disadvantage
on the attack roll.
Fixers specialize in healing and mending, as well as
repairing damaged vehicles and equipment. They are The amount of the extra damage increases as you gain
equal portions field medic and mechanic, blending levels in the mechanist class: to 2d6 at 5th level, 3d6 at
metal and magic to support their allies and restore tech 9th level, 4d6 at 14th level, and 5d6 at 18th level.
to working order.

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

1 +2 Traverser, Energy Weapons 1 –

2 +2 Combat Focus, Action Surge 1 –

3 +2 Treader Specialization 1 –

4 +2 Ability Score Improvement 2 –

5 +3 Extra Attack 2 –

treader
Outlanders, explorers, marksmen – the treaders of
Bastion are skilled gunmen and martial warriors.

treader class features


As a treader, you gain the following class features.

hit points
HIT DICE: 1d10 per treader level

HIT POINTS AT FIRST LEVEL: 10 plus your Constitution


modifier

HIT POINTS AT HIGHER LEVELS: 1d10 (or 6) plus your


Constitution modifier per treader level after 1st

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:

• Enhance your favored weapons with astra


energy
• Wield blades and pulsers in tandem
• Forge new paths across dangerous moons

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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.

Combat focus specialization: reaver


AT 2ND LEVEL: You hone your martial abilities, Reavers are formidable warriors, well-armed and
specializing in one area of combat. armored. They stalk the deep reaches of the Known
Orbits, deeply feared for their prowess in combat.
Choose one of the following options.
Reavers excel with melee weapons.
BLADEMASTER: When you are wielding a single melee
weapon and no other weapons, you gain a +2 bonus on marauder
damage rolls with that weapon.
STARTING AT 3RD LEVEL: You can wade through
DEFENDER: While wearing armor, your AC increases by enemies with deadly efficiency.
1.
Once per turn, on a successful ranged or melee
DUAL-WIELDER: While engaging in two-weapon fighting, attack that reduces a creature to 0 hit points, you can
you may add your ability modifier to the damage bonus immediately attack another creature within range.
of the offhand attack.
fierce attack
MARKSMAN: You gain a +2 bonus on damage rolls with
ranged weapons. STARTING AT 3RD LEVEL: You can forego personal
safety to attack recklessly.

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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specialization: stalker hunter’s Instinct


STARTING AT 3RD LEVEL: You excel at tracking and
Stalkers are headhunters – feared and revered across
ambushing your targets.
the Known Orbits for their tenacity. They are often hired
to trek to the far and unmapped regions of Bastion’s You gain the following benefits:
moons to bring in wanted criminals, or carry out ruthless
assassinations. • While traveling alone, you can move stealthily at a
normal pace.

takedown • While tracking creatures, you also learn their exact


number, their sizes, and how long ago they passed
STARTING AT 3RD LEVEL: You strike first in combat to
through the area.
dispatch your enemies quickly and brutally.
• On your first turn during combat, you gain 10
Any hit you score against a surprised creature is feet of movement speed, and if you use an attack
considered a critical hit. action, you can make one additional attack during
that turn.

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chapter 7: equipment

armor WOVEN STEEL ARMOR: Harvested from the Rings, this


fine steel is woven into a pliable mesh that easily turns
Armor in Harbinger is an important aspect of day-to-day aside glancing blows.
life. Whether it be the rigors of interplanetary travel, the
horrific dangers lurking across the Known Orbits, or the
heavy armor
blades and pulsers of fellow humans, armor is often the
first and last defense for most spacers. IRONBONE ARMOR: Plates of thick ironbone, harvested
from the eels of Ozen, expertly carved and fitted over a
leather bodysuit. The ironbone plates are often inscribed
Light armor with scrimshaw runes.
SCOUT SUIT: The standard attire of many spacers and
sept armed forces, scout suits are light, flexible, and BULKPLATE ARMOR: Heavy steel armor, so called
made primarily of padded cloth and hide, reinforced by because it resembles the bulkheads of voidships. These
thin bands of steel. Durable, reliable, and inexpensive. heavy suits are favored by raiders and high-ranking sept
guardsmen.
EELSKIN ARMOR: Crafted from the hardened hides of
the ironbone eels of Ozen, this armor provides flexibility
shields
and superior damage resistance. It is favored by melee
fighters. BUCKLER SHIELD: Small steel shields that provide
modest protection without weighing the wielder down.

medium armor BOARDING SHIELD: Favored aboard voidships, the


BYGUL HIDE ARMOR: Byguls are large, predatory boarding shield is larger and more cumbersome, but
felines well-suited to harsh environs. Their thick hides more effective at deflecting pulser shots and turning
make for armor that is protective but not restrictive. blades aside.

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Light armor

Armor Cost Armor Class Strength Req. Stealth Weight

Scout Suit 15 glint 11 + DEX mod – – 6 pounds

Eelskin Armor 30 glint 12 + DEX mod – – 8 pounds

medium armor

Armor Cost Armor Class Strength Req. Stealth Weight

Bygul Hide Armor 50 glint 13 + DEX mod (max 2) – – 14 pounds

Woven Steel Armor 400 glint 14 + DEX mod (max 2) – – 8 pounds

heavy armor

Armor Cost Armor Class Strength Req. Stealth Weight

Ironbone Armor 250 glint 16 STR 13 Disadvantage 55 pounds

Bulkplate Armor 1,600 glint 18 STR 15 Disadvantage 70 pounds

shields

Shield Cost Armor Class Strength Req. Stealth Weight

Buckler Shield 15 glint +1 – – 4 pounds

Boarding Shield 20 glint +2 – – 10 pounds

weapons it can spray bullets in a 10-foot-cube area with normal


range. Each creature in the area must succeed on a DC
15 Dexterity saving throw or take the weapon’s normal
melee weapons damage. This action uses 10 shots.
Melee weapons like blades and axes see prevalent use
across the Known Orbits, from ragtag mercenary bands RELOAD: Once the listed shots have been fired,
to well-funded sept armed forces. Because of their reloading requires an action.
affordability, ease of maintenance, and usefulness in
sealed environments (where a stray pulser round may
expose those aboard to the void), melee weapons are a equipment from other sources
tried and true companion of many spacers. If you want to include items or gear from other 5E
sources in your Harbinger game, you can do so
by simply by converting the gold cost into glint. If
pulsers
something costs less than a gold piece, it simply
Pulsers are ballistic firearms that use controlled bursts costs 1 glint.
or “pulses” of astra to propel steel rounds. Many of them
have special properties, detailed below.

AMMO: Shots are destroyed upon use.

BURST FIRE: A weapon with burst fire can make a


normal attack targeting a single creature. Alternatively,

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simple melee weapons

Weapon Cost Damage Weight Properties

Cudgel 1 glint 1d4 bludgeoning 2 pounds Light

Dagger 3 glint 1d4 piercing 1 pound Finesse, light, thrown (range 20/60)

Hammer 2 glint 1d4 bludgeoning 2 pounds Light, thrown (range 20/60)

Handaxe 5 glint 1d6 slashing 2 pounds Light, thrown (range 20/60)

Spear 3 glint 1d6 piercing 4 pounds Thrown (20/60), versatile (1d8)

Staff 5 glint 1d6 bludgeoning 4 pounds Versatile (1d8)

simple pulsers

Weapon Cost Damage Weight Properties

Light Pistol 50 glint 1d8 piercing 4 pounds Ammo, light, range (40/120), reload (5 shots)

Ammo, burst-fire, range (50/150), reload (10


Light Repeater 150 glint 1d6 piercing 5 pounds
shots), two-handed

Short Scattergun 100 glint 1d10 piercing 6 pounds Ammo, range (30/90), reload (2 shots)

martial melee weapons

Weapon Cost Damage Weight Properties

Glaive 20 glint 1d10 slashing 6 pounds Heavy, reach, two-handed

Longblade 15 glint 1d8 slashing 4 pounds Versatile (1d10)

Shortblade 10 glint 1d6 piercing 2 pounds Finesse, light

Waraxe 10 glint 1d8 slashing 4 pounds Versatile (1d10)

Warblade 50 glint 2d6 slashing 7 pounds Heavy, two-handed

Warhammer 15 glint 1d8 bludgeoning 2 pounds Versatile (1d10)

martial pulsers

Weapon Cost Damage Weight Properties

Ammo, range (70/210), reload (5 shots), two-


Carbine 100 glint 1d10 piercing 6 pounds
handed

Heavy Pistol 200 glint 1d10 piercing 5 pounds Ammo, range (50/150), reload (6 shots)

Ammo, burst-fire, range (60/180), reload (10


Heavy Repeater 200 glint 1d8 piercing 7 pounds
shots), two-handed
Ammo, range (80/240), reload (5 shots), two-
Rifle 250 glint 2d6 piercing 8 pounds
handed
Ammo, range (40/120), reload (2 shots), two-
Scattergun 150 glint 1d12 piercing 8 pounds
handed

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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.

Glowrod 2 glint 1 pound BREATHER: Masks with attached apparatuses that


supply recycled air to the wearer in environments with
Grappling Hook 5 glint 2 pounds
little or no breathable air. Breathers typically include
a mouthpiece (which fits over the mouth and nose
Gravboots 200 glint 4 pounds
and does not impede the wearer’s ability to speak), a
Kelp Rounds (6) 10 glint – coiled breather tube, and a mechanical lung of metal
and leather which recycles air through the entire unit.
Lorium (Vial) 5 glint – Donning or doffing a breather requires an action.

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.

GLOWROD: Handheld torches that use a specialized


basic gear kit igniter to light the astra naturally found in the air. Once
• Satchel activated, they illuminate nearby astra and burn for 3
• Bedroll hours, shedding bright light in a 20-foot radius and dim
• Whisperlink light for an additional 20 feet.
• Breather
GRAVBOOTS: These boots are fitted with small gravity
• Rope (50 feet)
projectors powered by yellow astra, which allow the
• Kelp Rounds (6)
wearer to affect the gravity around them. As an action,
• Canteen
the wearer can activate the gravboots, and gains the
• Glowrods (3)
ability to move up, down, and across vertical surfaces
• Mender (3 charges)
and upside down along ceilings, while leaving their
• 25 glint
hands free. The wearer also gains a climbing speed
equal to them walking speed. Gravboots are expensive,
but favored by many scavengers for their use in low- and
no-grav environments.

KELP ROUNDS: A common dried ration among spacers,


these compressed kelp rounds can be rehydrated to
feed an average person for a day.

LORIUM: Data in Harbinger is imprinted and stored in

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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.

Every weapon in Harbinger, from a handaxe to a aurichalcum cabling


rifle, has 3 slots available for weapon mods. Each TYPE: Melee
weapon mod takes up a different number of slots,
SLOTS REQUIRED: 2
depending on how powerful that mod is.
ATTACHMENT DC: 18
A character attempting to augment a weapon with a These aurichalcum conduits, installed on a melee
mod must do so during a short or long rest. They can weapon, can absorb and vent astra energy safely and
only attempt to attach one mod at a time. They must efficiently. While wielding this weapon, you can at any
make an Intelligence check, adding their proficiency with time opt to not roll on the Astra Effects Tables, instead
the arctool if applicable. The DC of this check is denoted dispersing the excess energy into the aurichalcum
by each mod. If they succeed on the check, the mod has cabling. You must complete a short or long rest before
been successfully attached. If they fail the check, they using this feature again.
failed to augment the weapon, and must wait 24 hours
before attempting to attach that mod again.
barrowblade
Removing a weapon mod does not require a check. TYPE: Melee
For instance, removing a bayonet to attach an astra
SLOTS REQUIRED: 3
augmenter only requires the check to attach the astra
augmenter, not to remove the bayonet. ATTACHMENT DC: 18
This experimental necrotech mod allows the wielder
Weapon mods can be purchased from vendors, but are
to absorb the lifeforce of their fallen enemies. While
most often reclaimed from old tech. The table on the
wielding this weapon, if you deal the killing blow to an
following page includes prices, and can also be used to
enemy that isn’t a construct or undead, you immediately
roll random mods.
regain a number of hit points dictated by that creature’s

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weapon mods

d20 Mod Cost Type Slots Required Attachment DC

1 Astra Augmenter 340 glint Melee/Ranged 1 16

2 Astra Scope 260 glint Ranged 2 16

3 Aurichalcum Cabling 250 glint Melee 2 18

4 Barrowblade 470 glint Melee 3 18

5 Bayonet 150 glint Ranged 1 10/12

6 Blink Module 250 glint Melee 1 14

7 Collapsible Frame 180 glint Melee/Ranged 1 12

8 Elemental Enhancements 325 glint Melee 3 18

9 Energy Cells 600 glint Ranged 3 18

10 Flame Tosser 250 glint Melee/Ranged 2 16

11 Grapple Caster 150 glint Melee/Ranged 2 16

12 High-Cap Loader 175 glint Ranged 1 12

13 Longbore Barrel 210 glint Ranged 1 14

14 Mancer Module 350 glint Melee 2 18

15 Quick Loader 200 glint Ranged 2 16

16 Sawed-Off Barrel 215 glint Ranged 1 14

17 Secondary Barrel 270 glint Ranged 2 18

18 Shield Projector 340 glint Melee 2 16

19 Spread Barrel 250 glint Ranged 2 16

20 Wraith Muzzle 180 glint Ranged 1 16

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

SLOTS REQUIRED: 1 TYPE: Melee or ranged


ATTACHMENT DC: 12 SLOTS REQUIRED: 2
The weapon can fold into a smaller item, roughly half its
normal size. You have advantage on any Sleight of Hand ATTACHMENT DC: 16
checks made to conceal this weapon when the frame is
This underbarrel allows you to launch a small grappling
collapsed.
hook attached to a 30-foot steel cable that can attach
to any surface. As an action, you can fire the grapple
elemental enhancements caster. While using this cable, you gain advantage on any
TYPE: Melee Athletics checks made to climb. As an action, you can
winch the hook and cable back into the underbarrel to
SLOTS REQUIRED: 3 be fired again. Additionally, you can use an action and
ATTACHMENT DC: 18 make a ranged attack with the grapple caster, targeting
a single creature within 30 feet. If you hit the target
This astra-powered module wreathes a melee weapon
creature, they are now restrained and must make a DC
in elemental energy, dealing additional damage. When
14 Strength check to free themselves. As long as the
you attach this mod, choose an elemental type: fire, cold,
creature is restrained, you can use your action to move
acid, or lightning. This weapon now deals an additional
them 10 feet in your direction.
1d6 of the chosen damage type.

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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mancer module shield projector


TYPE: Melee TYPE: Melee
SLOTS REQUIRED: 2 SLOTS REQUIRED: 2
ATTACHMENT DC: 18 ATTACHMENT DC: 16
This astra-powered, aurichalcum-enhanced module This melee attachment allows you to conjure a shield of
replicates some of the minor magical effects that green astra around the weapon, upping your defense
mancers can achieve. When you attach this module, without hindering your mobility. Conjuring the shield
choose a spell of Astra Fade 0. You can now cast that requires an action and lasts for 1 minute, adding 2 to the
spell at-will as long as you are wielding the weapon, wielder’s armor class for the duration. Proficiency with
using your Charisma as the spellcasting modifier. You do shields is not required, and it does not require a hand
not have access to the spell’s boosts. to wield. You must complete a short or long rest to allow
the weapon to recharge before using this feature again.
quick loader
TYPE: Ranged spread barrel
TYPE: Ranged
SLOTS REQUIRED: 2
SLOTS REQUIRED: 2
ATTACHMENT DC: 16
ATTACHMENT DC: 16
This weapon includes a mechanism which quickly loads
and chambers fresh ammo. Reloading this weapon only This gives a weapon the burst property. The ammo
requires a bonus action. required to perform a burst attack is 10, or the maximum
bullets you can fire before reloading, whichever is lower.
For example, a short scattergun with a spread barrel
sawed-off barrel
would require 2 bullets to perform a burst.
TYPE: Ranged
SLOTS REQUIRED: 1 wraith muzzle
ATTACHMENT DC: 14 TYPE: Ranged
The weapon’s normal and long ranges are both reduced SLOTS REQUIRED: 1
by half (e.g., a 40/120 weapon would become a 20/60
ATTACHMENT DC: 16
weapon). When attacking a hostile creature within 5 feet,
instead of having disadvantage on the attack roll, you The weapon can fire completely undetected by creatures
have advantage. Note: this mod cannot be combined who aren’t within 10 feet of it.
with the Longbore Barrel mod.

sample modded weapons


secondary barrel
• HULLBREACHER HAMMER: Warhammer
TYPE: Ranged
with the Astra Augmenter and Shield
SLOTS REQUIRED: 2 Projector weapon mods. Deflect shots and
ATTACHMENT DC: 18 smash your enemies into oblivion as you
board.
This makes a ranged weapon double-barreled, upping
• UTILITY CARBINE: Carbine with the Bayonet
your damage output but also using more ammo. Before
and Grapple Caster weapon mods. Infiltrate
making a ranged attack, you can choose to use your
and assassinate with no need to switch
secondary barrel. This expels a second bullet, but allows
weapons.
you to roll one of your damage die again, and add that
• HEADHUNTER’S HANDCANNON: Heavy
result to your damage. For instance, using a secondary
pistol with the Collapsible Frame and Wraith
barrel on a rifle, you would roll 2d6 for your normal
Muzzle weapon mods. Take out targets
damage, then roll 1d6 and add that number to your
unseen, and then stow your weapon to avoid
damage, using 2 bullets.
detection.

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vehicles

Vehicle Cost Speed Crew Passengers Cargo AC HP Damage Threshold

Levibike 750 glint 100 feet 1 1 200 pounds 16 50 5

Levisled 1,000 glint 80 feet 1 4 1 ton 15 100 5

voidships

Voidship Cost Speed Crew Passengers Cargo AC HP Damage Threshold

Skiff 3,000 glint 30 leagues 1 4 2 tons 14 100 10

Ketch 10,000 glint 25 leagues 2 8 10 tons 15 300 15

Hauler 20,000 glint 20 leagues 4 16 100 tons 16 500 15

Raidboat – 25 leagues 4 10 2 tons 14 150 10

vehicles and voidships raidboat


Skrug raidboats are little more than hollowed-out,
Future playtest documents will include a robust ship
cobbled-together voidships, lashed together and hurtled
customization and combat system. For now, lean on your
into the void through sheer luck and force of will.
preferred naval combat system, whether it be standard
5E rules or otherwise. We have included a small sampling
specters
of voidship classes, which will be expanded upon later.
You can select unique abilities to customize your
levibike and levisled voidship’s on-board specter. Choose two abilities for
your specter from the short list below.
Levibikes and levisleds are hover vehicles, designed for
terrestrial overland travel. A levibike is designed for one, In addition to these abilities, specters see to the
but can accommodate a passenger. A levisled operates mundane operations of their ship – gravity, atmosphere,
similarly to a wagon, and is designed to carry cargo. etc. Specters can manipulate these ship functions at the
request of their approved crew-members.
skiff
ASTRA SCANNERS: The specter scans for astra and
Skiffs are personal voidships that can function with a lifeforms within the current region (typically, localized
single crewmember and an on-board specter. They are to the current moon or immediate surroundings in
small, maneuverable, and relatively easy to maintain. space, roughly 500 leagues). The specter can identify
the approximate amount of astra present, the colors of
ketch astra present, and the approximate number of lifeforms.

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.

For example: Your Astra Fade Limit is 2. On your last


turn, you exceeded your limit by 2 using a spell, making
your current Astra Fade 4. Now you use a spell that adds
astra, fade, and fade limit
2 astra, making your current Astra Fade 6. Subtract your ASTRA is a magical energy. It fuels many ships,
Astra Fade Limit (2) from your current Astra Fade (6) to tools, weapons, and, most importantly, magic.
get your total amount exceeded (4) to determine which
Astra Fade tier table you roll on. ASTRA FADE is a number representing how much
astra a creature has pulled to cast spells or use
You may continue to cast spells and using features while class features.
meeting or exceeding your Astra Fade Limit, but doing
so can be dangerous, leading to long term negative ASTRA FADE LIMIT is a number representing
effects and even death. the maximum amount of Astra Fade a creature
can acquire before they experience side-effects.
Creatures may exceed their Astra Fade Limit, but
You roll ONCE on the Astra Effects Tables for each
most roll on the Astra Effects Table each time.
separate instance of exceeding your Astra Fade
Limit. If you cast a spell that exceeds your Astra
Fade Limit by 3, you do not roll three times – you
roll once, because the Astra Fade is all coming from
malleable magic
a single source.
Despite its widespread use, astra and its effects
remain nebulous and volatile. Mancers conjuring
stacking spell effects spells often experiment and improvise, bending
the energies in new and unexpected ways. Players
Much like the basic 5E rules, effects from separate with magic-wielding characters can devise new
castings of the same spell do NOT stack. For instance, boosts for their spells, and Game Masters should
you cannot cast Spectral Armor twice on the same feel free to apply an additional Astra Fade cost to
creature to gain twice the bonus to their armor class. account for the new effect.
The most recent casting of the spell replaces and takes
precedence over the former casting of the spell. Some additional boosts might include the
following:

boosts • Increasing the damage, duration, or range of


a spell
Spells in Harbinger have boosts. Boosts are additional
• Affecting an additional target with the spell
effects you can add to the spell at the cost of taking
on additional Astra Fade. These boosts can take a • Imposing a condition on the target(s) of the
fairly minor spell and twist it into something incredibly spell
powerful by adding effects such as increased range or • Adding an entirely new effect – get creative!
damage, extra targets, and other additional benefits A mancer may try to create a seal with spectral
– however, these effects also push you closer to your armor to survive in the void, disarm a creature
limits of wielding the astra safely. with energy tendril, or teleport an additional
creature using voidslip. Game Masters can allow
Each boost adds an Astra Fade of 1 to the spell new effects such as these, within reason, at the
being cast. cost of additional Astra Fade. Boosting spells and
pushing the limits of magic should be equally risky
and rewarding.

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red astra spells

Spell Astra Fade Description

Astra Bolt 0 You attack a nearby enemy with directed astra energy.

Plasma Beam 1 You project destructive energy at your enemies.

Chrono Burn 2 You rapidly deteriorate a piece of equipment.

Static Field 3 You conjure a column of crackling lightning.

blue astra spells

Spell Astra Fade Description

Bolster 0 You buff a nearby ally with an increased ability check.

Revitalize 1 You heal a nearby ally.

Astra Infusion 2 You increase the fortitude of several allies.

Emboldening Presence 3 You buff several nearby allies.

green astra spells

Spell Astra Fade Description

Torchlight 0 You imbue a single object with light.

Twitch Shield 1 You react quickly to block incoming attacks.

Spectral Armor 2 You sheathe yourself or an ally in armor of light.

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.

yellow astra spells

Spell Astra Fade Description

Grav Shift 0 You use astra to manipulate small objects from afar.

Adhesion 1 You connect two objects together instantly.

Mind Link 1 You connect your mind to that of a nearby creature.

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.

Voidslip 2 You blink across the battlefield.

Energy Tendril 3 You lash out with a whip of pure lightning.

Void Projection 4 You project your incorporeal form across the Known Orbits.

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spells has advantage.


• You can target up to three creatures within range,
making a separate attack roll for each.
adhesion
Yellow Astra astra grasp
ASTRA FADE: 1 Yellow Astra
CASTING TIME: 1 action ASTRA FADE: 2
RANGE: 15 feet CASTING TIME: 1 bonus action
DURATION: 1 hour (concentration) RANGE: 30 feet
You cause two solid, inanimate objects within 15 feet of DURATION: Instantaneous
you to adhere to one another. At least one of the objects
You grasp an object at range and yank it towards you
must be size Medium or smaller, and the objects must
using yellow astra. Choose a weapon or other object
be no more than 10 feet apart. The smaller of the two
at range, and pull it 15 feet closer to you in a straight
objects travels immediately in a straight line towards the
line. The object cannot weigh more than 10 pounds. If
larger. The objects may be pried apart with a successful
the object is held by a creature, they must succeed on
Strength (Athletics) check, the DC of which is equal to
a Dexterity saving throw or be disarmed – they drop the
your spell save DC. Otherwise, the objects remain firmly
targeted object and it is pulled 15 feet closer to you.
attached for the duration, as long as concentration is
maintained. You may separate the objects by dismissing BOOSTS:
the spell as an action.
• Target one additional object within range.
Creatures between the two objects must succeed on a
• Pull the targeted object(s) an additional 15 feet.
Dexterity saving throw, the DC of which is equal to your
Spell Save DC, or take 1d8 bludgeoning damage. • Catch one object if you have a free hand.

BOOSTS: astra Infusion


Blue Astra
• You increase the duration of this spell to 3 hours.
• At least one of the objects must be size Large or ASTRA FADE: 2
smaller, rather than Medium. CASTING TIME: 1 action
• The objects must be within 30 feet of each other, RANGE: 30 feet
rather than 10 feet.
DURATION: 6 hours
astra bolt You infuse your allies with blue astra, bolstering their
fortitude. Choose up to three creatures within range
Red Astra
that you can see. Each creature’s hit point maximum and
ASTRA FADE: 0 current hit points increase by 10 for the duration.
CASTING TIME: 1 action
BOOSTS:
RANGE: 120 feet
• Each creature’s hit point maximum and current hit
DURATION: Instantaneous
points increase by 15 for the duration.
You hurl a bolt of volatile astra energy towards a creature
• Each creature has advantage on Constitution
within range. Make a ranged spell attack against the
saving throws for the duration.
target creature. On a hit, the target creature takes 1d8
force damage. • Each creature may gain advantage on their first
death saving throw that occurs before the spell
BOOSTS: ends.

• The damage increases to 2d8 force damage.


• The target becomes outlined in flickering red astra
energy, and the next attack against the creature

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see within range, and it immediately gains the worn


astra colors condition. If the item is already worn, it becomes
Red astra encompasses destructive, damaging battered. If the item is already battered, it becomes
spells. They are focused on attacking and broken.
destroying.
BOOSTS:
Blue astra has potent healing and revivifying
effects, and is primarily used to restore and buff • You may target two objects within range, instead
allies. of one.
• You may also cause 1d6 force damage to creatures
Green astra is defensive and shielding, and is used within a 5-foot square, centering on the targeted
to stave off damage and increase protection. object.

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.

Choose a single weapon or suit of armor that you can

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energy tendril masahiro’s refuge


Yellow Astra Green Astra
ASTRA FADE: 3 ASTRA FADE: 4
CASTING TIME: 1 bonus action CASTING TIME: 1 action
RANGE: 30 feet RANGE: Self
DURATION: Instantaneous DURATION: 10 minutes
You lash out with a tendril of yellow astra, grabbing a A 10-foot-radius immobile sphere of translucent green
creature and pulling them towards you. astra materializes around you and remains stationary
for the duration. The spell ends if you leave its area.
Choose a creature you can see within 30 feet. That
creature must succeed on a Dexterity saving throw or Six creatures of Medium size or smaller can fit inside the
be pulled 15 feet closer to you in a straight line. If the sphere along with you. The spell fails it its area includes
targeted creature is a willing ally, they can choose to a larger creature or more than six creatures. Creatures
automatically fail the saving throw to be pulled 15 feet and objects within the sphere when you cast this spell
towards you. have full cover and can move through it freely, but all
other creatures and objects are barred from passing
BOOSTS: through it. Spells and other magical effects can’t extend
through the sphere or be cast through it.
• Pull the creature an additional 15 feet.
• If the creature fails their saving throw, they also The sphere also creates breathable air for the duration,
gain the restrained condition with an escape DC ignoring the effects of a low-oxygen location.
equal to your spell save DC.
BOOSTS:
• Target two creatures instead of one.
• The duration increases to 30 minutes.
grav shift
• Creatures attempting to enter the sphere take 2d8
Yellow Astra force damage and are pushed back 10 feet.
ASTRA FADE: 0 • Creatures within the sphere gain the benefits of a
CASTING TIME: 1 action short rest.

RANGE: 30 feet mind link


DURATION: 1 minute Yellow Astra
You use your mastery of astra to manipulate gravity, ASTRA FADE: 1
moving nearby objects.
CASTING TIME: 1 action
For the duration of the spell, you can use an action to RANGE: Touch
manipulate a single object within 30 feet of you. You can
DURATION: 1 hour (concentration)
lift and move objects, open or close hatches, etc. You
cannot lift more than 10 pounds using this spell, and you You touch a nearby willing creature, and can
cannot use it to directly attack an enemy. communicate telepathically with it for the duration or
until you dismiss the effect. Your communication is two-
BOOSTS: way, and completely undetectable. If the creature has
an Intelligence of 4 or less, it cannot communicate with
• You can lift an object weighing up to 30 pounds
words, but can express emotions through the link.
using this spell.
• You can lift up to three objects weighing up to the BOOSTS:
weight limit.
• You can perceive through the creature’s senses for
• You may hurl one object – make a ranged spell
the duration.
attack against a single creature within 30 feet,
dealing 1d6 bludgeoning damage for every 10 • You shield the creature’s mind, and it has advantage
pounds that the object weighs. on Intelligence and Wisdom saving throws for the

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duration. absorbs all incoming projectiles.


• You can speak through the creature for the
Any creatures in the line of the wall when it is summoned
duration, making any necessary checks using your
are pushed to either side of it (your choice).
statistics at the GM’s discretion.
The wall exists for up to 1 minute if the caster maintains
mind probe concentration. It disappears immediately at the end of
Yellow Astra the duration, or can be dismissed as an action.

ASTRA FADE: 1 BOOSTS:


CASTING TIME: 1 action
• The wall lasts for 5 minutes, as long as concentration
RANGE: 30 feet is maintained.
DURATION: Instantaneous • The wall is 30 feet long and five feet high, providing
You reach out with yellow astra into the mind of a nearby three-quarters cover to creatures standing on
creature. Target a creature you can see within range. either side of it.
If the creature has an Intelligence of 3 or lower, it is • Projectiles can pass through a single side of the
unaffected by the spell. wall (your choice) and are enhanced, dealing an
additional 1d4 damage.
You immediately sense the most prominent emotion
the creature is experiencing (fear, hunger, sadness, joy, plasma beam
or anything in between). The creature must also make
Red Astra
a Wisdom saving throw. If it fails, you are able to probe
deeper and can sense whatever thought is looming ASTRA FADE: 1
largest in the creature’s mind (something it worries over, CASTING TIME: 1 action
a prominent memory, or a buried secret). If it succeeds,
it recognizes that you are probing its mind, and the spell RANGE: Self (30-foot line)
has no further effect. DURATION: Instantaneous

BOOSTS: A glowing crimson beam of energy shoots forth from


your outstretched palm. Each creature in a 30-foot line
• You have advantage on all Charisma checks with must make a Dexterity saving throw. A creature takes
the creature for 1 hour. 2d8 fire damage on a failed save, or half as much on a
• If the creature fails its Wisdom saving throw, it also successful one.
takes 1d6 psychic damage.
BOOSTS:
• If the creature fails its saving throw, you can probe
for a specific thought or memory. • A creature takes 4d8 fire damage on a failed save,
or half as much on a successful one.
particle wall • The affected area becomes a 30-foot cone.
Green Astra • The fire lingers, and each creature who fails their
ASTRA FADE: 3 Dexterity saving throw takes an additional 1d8 fire
damage on the start of your next turn.
CASTING TIME: 1 action
RANGE: 60 feet revitalize
DURATION: 1 minute (concentration) Blue Astra
You create a wall of transparent energy that blocks ASTRA FADE: 1
incoming projectiles and provides cover for allies. CASTING TIME: 1 bonus action
A 15-foot long spectral wall appears, beginning and RANGE: 30 feet
ending at two points you choose within 60 feet of you. DURATION: Instantaneous
The wall is 3 feet high and 2 inches thick, composed of
solid light. It provides half-cover to creatures standing on You expel a cooling blue wave of healing astra. A target
either side of it, or full cover if they are prone. The wall creature that you can see within range regains hit points

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equal to 1d6 plus your spellcasting ability modifier. BOOSTS:

BOOSTS: • Creatures in the spell’s area take 5d8 lightning


damage on a failed save, or half as much damage
• Target creature(s) regain hit points equal to 2d6 on a successful one.
plus your spellcasting ability modifier.
• Creatures in the spell’s area that fail their Dexterity
• You can target up to two creatures within range. saving throw become stunned for 1 round.
• Targeted creature(s) reduce their Astra Fade by 1. • The spell’s area becomes heavily obscured,
effectively blocking line of sight.
spectral armor
Green Astra torchlight
ASTRA FADE: 2 Green Astra

CASTING TIME: 1 action ASTRA FADE: 0

RANGE: Touch CASTING TIME: 1 action

DURATION: 4 hours RANGE: Touch

You sheath yourself or an ally in unyielding armor of DURATION: 1 hour


light. You touch one object that weighs 10 pounds or fewer,
imbuing it with glowing green astra, causing it to shed
You touch a willing creature, and a protective armor of
bright light in a 20-foot radius, and dim light for an
light surrounds them until the spell ends. The target’s
additional 20 feet. You may dismiss this effect as an
armor class increases by 2 for the duration. The spell
action.
ends if you dismiss it as an action.
BOOSTS:
BOOSTS:
• The radius of the bright light increases by 20 feet
• The target’s armor class increases by 3 for the
for the duration.
duration.
• You may cast this spell at range on a single object
• The target also adds 2 to any saving throws for the
within 30 feet.
duration.
• The light highlights nearby creatures, granting you
• The target also gains resistance to piercing, slashing,
advantage on Perception checks for the duration.
and bludgeoning damage for the duration.

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.

The spell ends early if you use your action to dismiss


it. If your physical body takes damage, you must make
concentration checks as normal.

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astra effects tables fade Tier 3 (exceed afl by 5 – 6)


When exceeding your Astra Fade by casting spells or
using class features, you must roll on the corresponding d10 Astra Effect
Astra Effects table. Each table represents a separate You quiet the storm raging within you – reduce your
1
tier of Fade, increasing in severity of negative effects current Astra Fade by 2.
with each tier. Rolling on Fade Tier 1 may result in some Your healing accelerates, stitching your wounds –
minor negative effects, whereas rolling on Fade Tier 2
regain 1d8 hit points.
5 could potentially lead to death. While positive side The astra shocks your system – reduce your current
effects of using astra do exist, these are rare. It’s far 3 Astra Fade by 2, but you are stunned until the start
more likely that exceeding your Astra Fade, especially by of your next turn.
large amounts, will lead to catastrophic results for you You receive a flash of a horrific past event – take 1d8
and your allies. 4
psychic damage.

But with fade


the greater risk, comes greater The strain of the astra makes you sluggish – gain 1
Tier 1 (exceed afl byreward.
1 – 2) 5
level of exhaustion.

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.

5 Astra brings you to the floor – you are knocked prone.

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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fade Tier 4 (exceed afl by 7 – 8) fade Tier 5 (exceed afl by 9 or more)

d12 Astra Effect d20 Astra Effect

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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squid, with a cluster of multi-jointed limbs carrying skrug subtypes


bulbous, tentacled heads.
Skrugs are a wildly diverse species with clear genetic
While dormant, kryslik gather in tight clusters on walls and roles and specializations, leading some sages to theorize
ceilings and compact themselves within their hardened that the beasts were engineered for a purpose, much
carapaces, absorbing small amounts of astra from the like the forgeborn. From laborers and mechanics, to
air to sustain themselves. They can remain dormant like magic-users and clan leaders, there are dozens of roles
this seemingly indefinitely. Once they detect a creature within the skrug caste system. The most commonly
capable of channeling astra, kryslik awaken, and wait in encountered skrug subtypes are detailed below.
ambush for their prey.
CRAWLERS: Lean and lithe skrugs that move about
A kryslik’s preferred method of killing involves trapping on all fours for greater mobility and climbing ability.
its prey with its long, prehensile tentacles, and forcing Crawlers are vicious grunt troops, mainly utilized as
astra into its veins. Once the creature is weakened and scouts, ambushers, and shock troops. When a voidship
burdened with astra, the kryslik feeds, draining it of its is boarded by skrugs, it is often crawlers that lead the
now astra-laden fluids. charge through the breach.

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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barrowmech loader barrowmech sentinel


Medium Undead Construct Medium Undead Construct

ARMOR CLASS: 16 (natural armor) ARMOR CLASS: 16 (natural armor)

HIT POINTS: 33 (6d8 + 6) HIT POINTS: 33 (6d8 + 6)

ASTRA FADE LIMIT: 2 ASTRA FADE LIMIT: 2

SPEED: 30 feet SPEED: 30 feet

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)

PROFICIENCY BONUS: +2 PROFICIENCY BONUS: +2

DAMAGE IMMUNITIES: Poison SKILLS: Perception +0

CONDITION IMMUNITIES: Deafened, Exhaustion, DAMAGE IMMUNITIES: Poison


Frightened, Paralyzed, Petrified, Poisoned
CONDITION IMMUNITIES: Deafened, Exhaustion,
SENSES: Passive Perception 7 Frightened, Paralyzed, Petrified, Poisoned

CHALLENGE: 1 (200 XP) SENSES: Passive Perception 10

CHALLENGE: 1 (200 XP)


traits
ASTRA RESISTANCE: The barrowmech has advantage
traits
on saving throws against spells.
ASTRA RESISTANCE: The barrowmech has advantage
on saving throws against spells.
actions
actions
MULTIATTACK: The barrowmech can make two slam
attacks.
FOLDOUT BLADE: Melee Weapon Attack: +4 to hit,
reach 5 feet, one target. Hit: 5 (1d6 + 2) slashing
SLAM: Melee Weapon Attack: +4 to hit, reach 5 feet,
damage.
one target. Hit: 5 (1d6 + 2) bludgeoning damage.

PULSER ARM: Ranged Weapon Attack: +4 to hit,


This humanoid, skeletal construct has a glowing, range 40/120 feet, one target. Hit: 6 (1d8 + 2) piercing
skull-like visage and two massive arms for loading damage.
and hauling.

This humanoid, skeletal construct has an attached


blade and pulser weapon, and appears outfitted
for light military duty.

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barrowmech centurion gaunt risen


Large Undead Construct Medium Undead

ARMOR CLASS: 18 (natural armor) ARMOR CLASS: 13 (natural armor)

HIT POINTS: 65 (10d10 + 10) HIT POINTS: 13 (2d8 + 4)

ASTRA FADE LIMIT: 3 ASTRA FADE LIMIT: 4

SPEED: 30 feet SPEED: 35 feet

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)

PROFICIENCY BONUS: +3 PROFICIENCY BONUS: +2

DAMAGE IMMUNITIES: Poison DAMAGE IMMUNITIES: Poison

CONDITION IMMUNITIES: Deafened, Exhaustion, CONDITION IMMUNITIES: Exhaustion, Poisoned


Frightened, Paralyzed, Petrified, Poisoned
SENSES: Passive Perception 9
SENSES: Passive Perception 7
CHALLENGE: 1/4 (50 XP)
CHALLENGE: 5 (1,800 XP)

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.

ASTRA SCENT: The gaunt has advantage on


actions Perception checks made to detect creatures with an
Astra Fade of 1 or higher.
MULTIATTACK: The barrowmech can make two
waraxe attacks. ASTRA SURGE: As a bonus action, the gaunt can
increase its Astra Fade by 1. Until the start of its next
WARAXE: Melee Weapon Attack: +7 to hit, reach 5 turn, its claws attacks deal an additional 2 (1d4) force
feet, one target. Hit: 13 (2d8 + 4) slashing damage. damage.

HEAVY REPEATER ARM (RECHARGE 5-6): The


barrowmech chooses a 10-foot cube area within 60 actions
feet that it can see. Each creature in that area must
succeed on a DC 15 Dexterity saving throw or take 9 CLAWS: Melee Weapon Attack: +3 to hit, reach 5 feet,
(2d8) piercing damage. one target. Hit: 4 (1d6 + 1) slashing damage.

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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gaunt channeler gaunt boneblade


Medium Undead Medium Undead

ARMOR CLASS: 14 (natural armor) ARMOR CLASS: 16 (natural armor)

HIT POINTS: 45 (6d8 + 18) HIT POINTS: 60 (8d8 + 24)

ASTRA FADE LIMIT: 5 ASTRA FADE LIMIT: 4

SPEED: 35 feet SPEED: 35 feet

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)

PROFICIENCY BONUS: +2 PROFICIENCY BONUS: +2

DAMAGE IMMUNITIES: Poison DAMAGE IMMUNITIES: Poison

CONDITION IMMUNITIES: Exhaustion, Poisoned CONDITION IMMUNITIES: Exhaustion, Poisoned

SENSES: Passive Perception 9 SENSES: Passive Perception 9

CHALLENGE: 1 (200 XP) CHALLENGE: 3 (700 XP)

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.

This skeletal being breathes luminescent smoke


from its rotten maw as it manipulates the astra This undead creature is shrouded in a hardened
around it with a clawed hand. carapace. A wicked blade of bone extends from
one forearm.

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kryslik skrug crawler


Large Aberration Small Humanoid (Skrug)

ARMOR CLASS: 16 (natural armor) ARMOR CLASS: 15 (bygul hide armor)

HIT POINTS: 85 (10d10 + 30) HIT POINTS: 9 (2d6 + 2)

ASTRA FADE LIMIT: 6 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
18 (+4) 12 (+1) 16 (+3) 5 (-3) 12 (+1) 5 (-3) 11 (+0) 13 (+1) 12 (+1) 5 (-3) 10 (+0) 8 (-1)

PROFICIENCY BONUS: +2 PROFICIENCY BONUS: +2

SKILLS: Perception +3, Stealth +3 SKILLS: Athletics +3, Stealth +4

SENSES: Passive Perception 13 SENSES: Passive Perception 10

CHALLENGE: 4 (1,100 XP) CHALLENGE: 1/2 (100 XP)

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.

MULTI-LIMBED: The skrug has multiple arms, and


actions has advantage on any checks made to grapple a
creature. In addition, it can hold more than two hands’
MULTIATTACK: The kryslik makes one attack with its worth of items.
leg blades and one attack with its tentacles.
AMBUSHER: The skrug crawler can use a bonus
LEG BLADES: Melee Weapon Attack: +6 to hit, reach 5 action to use either the disengage or hide action on
feet, one target. Hit: 11 (2d6 + 4) piercing damage. its turn.

TENTACLES: Melee Weapon Attack +6, reach 5 feet,


one target. Hit: 7 (1d6 + 4) bludgeoning damage. actions
The target is grappled (escape DC 14) if it is a large
creature or smaller. The kryslik can only grapple one SHORTBLADE: Melee Weapon Attack: +3 to hit, reach
creature at a time. 5 feet, one target. Hit: 4 (1d6 + 1) slashing damage.

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.

This vile, chitinous pairing of squid and spider


hangs from the ceiling, extending its writhing
tentacles to grasp unwary prey.

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skrug brute skrug headhunter


Medium Humanoid (Skrug) Medium Humanoid (Skrug)

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.

SHORT SCATTERGUN: Ranged Weapon Attack: +3


to hit, range 30/90 feet, one target. Hit: 6 (1d10 + 1) actions
piercing damage.
SHORTBLADE: Melee Weapon Attack: +5 to hit, reach
5 feet, one target. Hit: 6 (1d6 + 3) slashing damage.
This slouched, ape-like creature has three eyes
and a dense, hulking frame. With its four arms, CARBINE: Ranged Weapon Attack: +5 to hit, range
it grips a wicked axe, a scattergun, and a dented 70/210, one target. Hit: 8 (1d10 + 3) piercing damage.
boarding shield. With a roar, it charges.

This skrug stands tall and lithe, festooned with the


skulls of its many kills.

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skrug shaman skrug behemoth


Medium Humanoid (Skrug) Large Humanoid (Skrug)
ARMOR CLASS: 14 (bygul hide armor; 16 with ARMOR CLASS: 16 (ironbone armor)
spectral armor)
HIT POINTS: 95 (10d10 + 40)
HIT POINTS: 45 (6d8 + 18)
ASTRA FADE LIMIT: 2
ASTRA FADE LIMIT: 4
SPEED: 40 feet; climb 30 feet
SPEED: 30 feet; climb 30 feet
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 20 (+5) 9 (-1) 18 (+4) 5 (-3) 10 (+0) 8 (-1)
14 (+2) 12 (+1) 16 (+3) 8 (-2) 13 (+1) 16 (+3)
PROFICIENCY BONUS: +2
PROFICIENCY BONUS: +2
SKILLS: Athletics +7, Intimidation +1
SKILLS: Intimidation +3
SENSES: Passive Perception 10
SENSES: Passive Perception 11
CHALLENGE: 4 (1,100 XP)
CHALLENGE: 3 (700 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.
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.

• Astra Fade 0: Astra Bolt, Bolster actions


• Astra Fade 1: Plasma Beam, Twitch Shield
MULTIATTACK: The skrug behemoth can make two
• Astra Fade 2: Spectral Armor, Voidslip
slam attacks.

actions SLAM: Melee Weapon Attack: +7 to hit, reach 10 feet,


one target. Hit: 14 (2d8 + 5) bludgeoning damage.
STAFF: Melee Weapon Attack: +4 to hit, reach 5 feet,
QUAKE (RECHARGE 5-6): Each creature within 10
one target. Hit: 6 (1d8 + 2) bludgeoning damage.
feet of the skrug behemoth must make a DC 15
Dexterity saving throw. On a failure, a creature takes
This skrug is leaner than its more brutish kin, but it 10 (3d6) bludgeoning damage and is knocked prone.
stands taller and drapes itself in robes of hide and On a success, a creature takes half as much damage
leather. Holding aloft a metal stave, it channels and remains standing.
astra and begins conjuring a vile spell.

This massive skrug moves like a rampaging beast,


knocking all obstacles aside with its massive fists.

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appendix a: moon generator

endless worlds to discover d8 Terrain

Use the Moon Generator to quickly create moons 1 Sprawling plateaus


of varied size, orbit, and climate.
2 Winding rivers or riverbeds

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

8 Roll twice, ignoring rolls of 8

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appendix b: trinkets

d100 Trinket d100 Trinket

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

A piece of moonrock worked to reveal a fossilized,


09-10 The broken antler of a bygul of Arganas 59-60
Dominion-era bullet
A small but heavy wooden octahedron, each face
11-12 61-62 A wooden handled straight razor with pearl inlay
adorned with a carved symbol
An empty ammo casing, etched with intricate and The glass flagon of a famed mechanist, their initials
13-14 63-64
beautiful spiral designs etched on the bottom
A hunk of magnetized meteoric metal that hums when A necklace of a sept’s crest that opens, revealing a photo
15-16 65-66
astra is abundant of two children

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

An old specter sconce, no longer active, but somehow


21-22 71-72 A dingy half-cloak of skrug hide and fur
still warm to the touch

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

A strip of worn, crimson cloth, emblazoned with the seal


41-42 91-92 A silver canister of pressurized, gaseous astra
of a dead sept
A shard of blue steel, adorned with the marred sigil of a
43-44 A matte steel lorium vial, locked tight 93-94
mercenary faction
The worn slide of an old pulser – any markings have A small, mechanical orrery, depicting the satellites of a
45-46 95-96
been filed off small moon

47-48 A skrug waraxe handle, the blade snapped off cleanly. 97-97 A broken golianar tooth on a leather string

A baby ravok skull crafted into a container, filled with


49-50 99-00 A lock of skrug fur, secured in a coiled cord of crimson
roiling red liquid

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online playtest agreement

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
Tabletop, LLC (referred to hereon as “Absolute Tabletop”) deemed a work-made-for hire as defined in the Copyright
playtest. We value your feedback, and are excited to see what Act (17 U.S.C. §201) and owned by Absolute Tabletop. To
you think of these work-in-progress versions of our upcoming the extent necessary, you hereby convey, transfer, and
projects. assign all rights in and to the same and disclaim any and
all proprietary and moral rights in and to the same. You
By participating as an Absolute Tabletop playtester, you agree to execute any further documents requested by
acknowledge and agree to the terms and conditions of this Absolute Tabletop to assist it in validating, effectuating,
Online Playtest Agreement (referred to hereon as “OPTA”) in maintaining, protecting, enforcing, perfecting, recording,
their entirety. patenting, or registering any of its rights, titles, and
interests in or to the above. If you are unavailable, or
Absolute Tabletop may modify this OPTA at our discretion and fail to execute such documents when requested to do
the changes will become effective immediately. If you have so for any reason, Absolute Tabletop may execute the
participated in Absolute Tabletop playtesting under preexisting aforementioned documents as your attorney in fact,
OPTAs, this OPTA supersedes those terms and conditions which appointment will be irrevocable for this sole
and is effective as of the updated date above. Your continued purpose.
participation in this Absolute Tabletop playtest constitutes your
acceptance of this updated OPTA. 5. CONFIDENTIALITY: As part of your participation as an
Absolute Tabletop playtester, you will receive Playtest
1. ELIGIBILITY: To be eligible to be a Absolute Tabletop Materials that are proprietary and highly confidential
playtester, you must be 13 years of age or older, and to Absolute Tabletop. You agree to not copy, excerpt,
you must agree to the terms and conditions listed in this distribute (either in physical or digital format), publish,
OPTA. display, disseminate, release and/or transmit, in whole or
in part, or creative derivative materials from any Playtest
2. PLAYTEST MATERIALS: As part of your participation
Materials without the express written permission of
as an Absolute Tabletop playtester, you may receive,
Absolute Tabletop. You further agree that you will not
download, or otherwise gain access to proprietary
use the Playtest Materials for your own benefit or for the
Absolute Tabletop intellectual property, including
benefit of any third party. Absolute Tabletop reserves the
physical and online game-related products, documents,
right to terminate your Playtester Agreement if it finds
or materials (referred to hereon as “Playtest Materials”).
any actions to be done in bad faith.
Absolute Tabletop grants you a limited, non-exclusive,
non-transferable, non-assignable license for your 6. DISPUTE RESOLUTION: All claims and disputes arising
personal use of such Playtest Materials solely for the under or relating to this OPTA are to be settled by binding
purposes of playtesting the Playtest Materials and arbitration in the state of New Mexico or another location
providing feedback through approved channels. Any use mutually agreeable to the parties. An award of arbitration
of the Playtest Materials not expressly permitted under may be confirmed in a court of competent jurisdiction.
this OPTA is strictly prohibited by Absolute Tabletop.
Absolute Tabletop retains the right to revoke this license All playtest materials are Copyright © 2017 by Absolute
and Playtest Materials at anytime and for any reason Tabletop, LLC unless otherwise noted.
without liability to the playtester.
3. FEEDBACK: As part of your participation as an Absolute Any applicable playtest material is licensed under the Open
Tabletop playtester, you may provide Absolute Tabletop Game License v 1.0a Copyright 2000, Wizards of the Coast,
with comments, feedback, thoughts, questions, ideas, Inc. It utilizes the System Reference Document 5.0 Copyright
and suggestions regarding Playtest Materials only 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
via approved channels. Absolute Tabletop will accept Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
feedback only through the use of regular surveys to be Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
shared by Absolute Tabletop with the playtester. Townshend, based on original material by E. Gary Gygax and
Dave Arneson.
4. OWNERSHIP: Absolute Tabletop owns all rights, titles,
and interests in and to (a) the ideas, concepts, brands,
and products the Playtest Materials arise from, (b)

64
Harbinger RPG Playtest v0.5 Copyright © 2017 – 2018 by Absolute Tabletop, LLC
H
Jackson Choate - 924822f1aa

open game License v1.0a

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/
NOTICE portion of this License to include the exact text of
or trademark owners who have contributed Open Game
the COPYRIGHT NOTICE of any Open Game Content You are
Content; (b) “Derivative Material” means copyrighted material
copying, modifying or distributing, and You must add the title,
including derivative works and translations (including
the copyright date, and the copyright holder’s name to the
into other computer languages), notation, modification,
COPYRIGHT NOTICE of any original Open Game Content you
correction, addition, extension, upgrade, improvement,
Distribute.
compilation, abridgment or other form in which an existing
work may be recast, transformed or adapted; (c) “Distribute” 7. Use of Product Identity: You agree not to Use any Product
means to reproduce, license, rent, lease, sell, broadcast, Identity, including as an indication as to compatibility, except
publicly display, transmit or otherwise distribute; (d) “Open as expressly licensed in another, independent Agreement
Game Content” means the game mechanic and includes the with the owner of each element of that Product Identity. You
methods, procedures, processes and routines to the extent agree not to indicate compatibility or co-adaptability with
such content does not embody the Product Identity and is an any Trademark or Registered Trademark in conjunction with
enhancement over the prior art and any additional content a work containing Open Game Content except as expressly
clearly identified as Open Game Content by the Contributor, licensed in another, independent Agreement with the owner
and means any work covered by this License, including of such Trademark or Registered Trademark. The use of any
translations and derivative works under copyright law, but Product Identity in Open Game Content does not constitute
specifically excludes Product Identity. (e) “Product Identity” a challenge to the ownership of that Product Identity. The
means product and product line names, logos and identifying owner of any Product Identity used in Open Game Content
marks including trade dress; artifacts; creatures characters; shall retain all rights, title and interest in and to that Product
stories, storylines, plots, thematic elements, dialogue, Identity.
incidents, language, artwork, symbols, designs, depictions, 8. Identification: If you distribute Open Game Content You
likenesses, formats, poses, concepts, themes and graphic, must clearly indicate which portions of the work that you are
photographic and other visual or audio representations; distributing are Open Game Content.
names and descriptions of characters, spells, enchantments, 9. Updating the License: Wizards or its designated Agents
personalities, teams, personas, likenesses and special may publish updated versions of this License. You may use
abilities; places, locations, environments, creatures, any authorized version of this License to copy, modify and
equipment, magical or supernatural abilities or effects, logos, distribute any Open Game Content originally distributed
symbols, or graphic designs; and any other trademark or under any version of this License.
registered trademark clearly identified as Product identity
by the owner of the Product Identity, and which specifically 10. Copy of this License: You MUST include a copy of this License
excludes the Open Game Content; (f) “Trademark” means with every copy of the Open Game Content You Distribute.
the logos, names, mark, sign, motto, designs that are used 11. Use of Contributor Credits: You may not market or advertise
by a Contributor to identify itself or its products or the the Open Game Content using the name of any Contributor
associated products contributed to the Open Game License unless You have written permission from the Contributor to
by the Contributor (g) “Use”, “Used” or “Using” means to use, do so.
Distribute, copy, edit, format, modify, translate and otherwise 12. Inability to Comply: If it is impossible for You to comply with
create Derivative Material of Open Game Content. (h) “You” any of the terms of this License with respect to some or all
or “Your” means the licensee in terms of this agreement of the Open Game Content due to statute, judicial order, or
2. The License: This License applies to any Open Game Content governmental regulation then You may not Use any Open
that contains a notice indicating that the Open Game Content Game Material so affected.
may only be Used under and in terms of this License. You 13. Termination: This License will terminate automatically if You
must affix such a notice to any Open Game Content that fail to comply with all terms herein and fail to cure such
you Use. No terms may be added to or subtracted from this breach within 30 days of becoming aware of the breach. All
License except as described by the License itself. No other sublicenses shall survive the termination of this License.
terms or conditions may be applied to any Open Game
14. Reformation: If any provision of this License is held to be
Content distributed using this License.
unenforceable, such provision shall be reformed only to the
3. Offer and Acceptance: By Using the Open Game Content You extent necessary to make it enforceable.
indicate Your acceptance of the terms of this License.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
4. Grant and Consideration: In consideration for agreeing to 2000, Wizards of the Coast, Inc.
use this License, the Contributors grant You a perpetual,
System Reference Document 5.0 Copyright 2016, Wizards of the
worldwide, royalty-free, non exclusive license with the exact
Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
terms of this License to Use, the Open Game Content.
Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
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.

65
Harbinger RPG Playtest v0.5 Copyright © 2017 – 2018 by Absolute Tabletop, LLC

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