Harbinger - Beta Rules
Harbinger - Beta Rules
Harbinger - Beta Rules
CREDITS
PROJECT LEAD: Matt Click
LEAD DESIGNERS: Matt Click, Tim Kearney
MANAGING EDITOR: Matt Click Absolute Tabletop, LLC
ART DIRECTOR: Tim Kearney PO Box 2493
DESIGN, WRITING, AND EDITING: Matt Click, Michael Barker, Tim Moriarty, NM 87035
Kearney, James Kearney www.AbsoluteTabletop.com
ADDITIONAL DEVELOPMENT: Lloyd Collins, Jeff Doty, Gwen Read,
[email protected]
Shawn Tomkin
PROOFREADING: Tealah Hill Click Copyright © 2017 – 2020 by Absolute Tabletop, LLC. All rights reserved.
Beta Rules (Playtest Version 0.61) – August 2020.
LAYOUT: Matt Click
Permission is granted to print this document for personal use only.
COVER ART: Matteo Autunno Di Domenico
These Beta Rules are owned solely by Absolute Tabletop, LLC. The Beta
INTERIOR ART AND CONCEPTS: Brandish Gilhelm, Matteo Autunno Di Rules are not a final product, nor does it necessarily represent the final
Domenico content of the Harbinger Roleplaying Game.
CARTOGRAPHY: Matt Click These Beta Rules should not be shared or distributed, as per the terms
SPECIAL THANKS: The playtesters, for your unending enthusiasm, and conditions of the Online Playtest Agreement (OPTA), which can be
support, and patience. found at the back of this document.
Absolute Tabletop, the Absolute Tabletop logo, the Absolute Tabletop
monogram, and all content contained herein are trademarks of
Absolute Tabletop, LLC. Any reproduction or unauthorized use of the
THE AGE OF THE HARBINGER material or artwork contained herein is prohibited without the express
Ancient voidships drift across the Known Orbits of the written permission of Absolute Tabletop, LLC.
gas giant Bastion. A mancer’s veins glow vivid emerald
This product is compatible with the fifth edition of the world’s oldest
as she channels volatile space energy. A grime-streaked fantasy roleplaying game, published by Wizards of the Coast, Inc. It is
mechanist, accompanied by her floating spheroids, licensed under the Open Game License Version 1.0a Copyright © 2000,
breaks the centuries-old seal on a rune-etched door. Wizards of the Coast, Inc. It utilizes the System Reference Document
A tireless treader, armed with his heirloom pulser 5.0 Copyright © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls,
weapon, tracks a beast across the desolate wastes of a Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
fringe moon. The Harbinger, a leviathan alien structure, Townshend, based on original material by E. Gary Gygax and Dave
eclipses the stars. Arneson. The full text of the Open Gaming License Version 1.0a can be
found at the back of this document.
Discover the grim, weird, and wondrous science-fantasy
universe of the Harbinger Roleplaying Game, where Fonts used include LEIXO, Montserrat, and Open Sans.
peril and glory await venturers dogged enough to Stock image elements courtesy of ShutterStock.
journey into the vast, unclaimed void – or into the dark,
labyrinthine innards of the Harbinger itself.
Danger and discovery await.
WHAT’S INCLUDED? Please also note that this is an in-progress playtest document,
and is not subject to the same diligent proofreading or
Harbinger is a work-in-progress, and as such the content
editing as a published product from Absolute Tabletop. You
offered with this Beta represents only a limited sampling of
may run across typos or errors, or incomplete information.
what to expect in the final product. That said, you can find
the following in these Beta Rules. If you’d like to keep up with Harbinger and other projects
from Absolute Tabletop, we encourage you to visit our online
» Three character classes with dozens of talents
storefront at www.AbsoluteTabletop.com. You can also find
» Three origins with legacy and background traits more Harbinger information at www.HarbingerRPG.com.
» Rules differing from standard 5e, including skills,
environment conditions, item conditions, weapon Finally, we would like to extend our sincere thanks to you for
properties, damage types, and spellcasting your continued enthusiasm and support for the Harbinger
Roleplaying Game, and for your patience between playtest
» Voidship exploration, combat, and customization updates. We hope you enjoy exploring the Known Orbits
» Gear and equipment, including pulsers, weapon and with these Beta Rules!
armor mods, and powered armor
From our tabletop to yours – thank you for joining us!
» Rules for astracasting with more than 20 unique spells
» Discover the moon of Dagerad, ripe for exploration
» Extensive history and lore of the Known Orbits
» A map detailing the moons of Bastion
» A sampling of creatures with statblocks
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TABLE OF CONTENTS
» Mancer22 » Gaunt79
» Mechanist29 » Krelhawk79
» Treader38 » Kryslik79
» Residua80
CHAPTER 5: EQUIPMENT 44
» Skrug80
» Armor44 » Verberus80
» Weapons45
ONLINE PLAYTEST AGREEMENT 89
» Venturer gear 45
» Weapon and Armor Mods 48 OPEN GAME LICENSE V1.0A 90
» Dragoon Armor 50
Based on the fifth edition ruleset of the world’s oldest fantasy CHAPTER 7: MAGIC
roleplaying game, Harbinger adds new rules, character The astra magic system provides casters with a multitude
options, and equipment, as well as a completely unique of dynamic and dangerous spells to master. Enhance spells
risk/reward magic system, providing an entirely new sci-fi/ with boosts, push your luck, and roll the dice to experience
fantasy universe to explore using your favorite roleplaying the price of power.
game system.
CHAPTER 8: THE KNOWN ORBITS
CHAPTER 1: THE AGE OF THE HARBINGER Explore the moons and wondrous locations of the Bastion
Learn more about the Known Orbits of Bastion, as well planetary system, complete with non-player characters,
as the noble septs and shadowy factions that rule. The adventure hooks, and rumors to kickstart your Harbinger
world of Harbinger is one of danger and discovery, with all campaign and provide inspiration for missions of all kinds.
the trimmings of gritty sci-fi, punctuated by arcane magic
and eldritch horror. Delve into this strange yet immersive CHAPTER 9: CREATURES
universe and find your place within it. Find game statistics and lore for a sampling of thematic
creatures. Barbaric skrugs, writhing kryslik, macabre
CHAPTER 2: RULES barrowmechs, undead gaunts, and predatory beasts, among
Read up on the rules additions and modifications that make others – learn about the deadly denizens of the Known
Harbinger work. From new skills and proficiencies, to item Orbits, and pit them against venturers at your table.
and location conditions, to a brand new magic system – the
rules of Harbinger should feel fresh yet familiar.
CHAPTER 3: ORIGINS
Discover the beginnings of your venturer by choosing their
origin: the moonborn who call the colonized worlds of
Bastion home, the space-dwelling voidborn, or the awakened
forgeborn. You’ll also discover your venturer’s past: their
legacy and background.
CHAPTER 4: CLASSES
Choose your role: magical mancer, tech-attuned mechanist,
or intrepid treader. Each class includes three distinct lists of
talents to further customize your venturer and focus their
skillset, allowing for fully unique characters even between
the same class.
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CHAPTER 1: THE AGE OF THE HARBINGER
The perilous Known Orbits exist in a time of upheaval, So ends this age of humanity – so begins a time of war,
conflict, and uncertainty, where magic and technology strike exploration, and opportunity. So begins the Age of the
a tenuous balance and humanity stands on the precipice Harbinger.
of a new era. Mancers wield the volatile energies of astra,
mechanists repair and modify ancient technology, and
treaders forge new paths across the void. A HISTORY OF THE KNOWN ORBITS
While humanity has existed on Bastion’s rings, belts, and
On the numerous moons orbiting the gas giant Bastion, moons for untold ages, few records detail the years prior
humanity subsists beneath the yoke of a feudal system while to the founding of the first septs. Through untold wars and
clinging to the splendor of the past – to a time when humans calamities, through centuries of destruction and repression
leapt across the stars and commanded unfathomable of knowledge, the history of humanity exists now only as
technology. Those secrets have been lost to time and charred, scattered puzzle pieces, long-buried.
calamity, and now dangerous magic exists alongside
dilapidated technology.
MILLENNIA AGO
In this dwindling age, from the darkest depths of the void Humanity arrives in the Bastion lunar system from a distant,
beyond the Known Orbits, comes the Harbinger. The forgotten homeworld to mine its rings and colonize its moons.
Harbinger’s true origin and purpose can only be guessed After a period of prosperity, calamity leads to a fracturing,
at, but its arrival reshapes the Known Orbits forever. As it and humanity enters an age of darkness.
appears, the Harbinger collides with the forest moon of
Verloren, ridding its surface of all life and displacing the THE HEGEMONY: Humans were a highly advanced
remnants of the once-great Sept Inuwa and its vassals. civilization, traveling across the void of space in the blink of
an eye. Using massive terrestrial installations called Forges,
Contained within the Harbinger’s labyrinthine innards are early colonists reshaped Bastion’s moons and created
untold secrets and unfathomable technology, which set livable environments with breathable air, viable gravity, and
the various factions of the Known Orbits into a race for fresh water. Some believe the Forges affected weather,
dominance. But the Harbinger, wondrous though it may be, adjusted the axial tilt and orbits of moons, and altered
is not without its horrors: from the violent skrug warbands flora and fauna. The forgeborn were created at this time as
to the arachnid-like kryslik who feed on magic itself – and laborers, intended to build and maintain humanity’s empire.
still deeper within the Harbinger’s maze-like confines wait Mankind entered into an age of prosperity, with a unified
ancient things of patient malice and unreckonable intent. power known as the Hegemony controlling Bastion and its
moons through advanced technology.
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THE LONG DOWNFALL: It can only be speculated as to Known Orbits ended with Grimarr pushed back to Arganas.
what caused the Long Downfall – power, wealth, the division The destruction of Tyrn, one of Arganas’ sub-moons, as well
between advanced technology and burgeoning mysticism. as the death of Warcaller Ronja, marked a decisive end to
Many great wars and disasters ravaged humanity in these the Grimarr Crusade.
dark days. For centuries, mankind suffered calamity after
calamity, war after bloody war. Millions perished, entire THE RING REVOLTS: Food, water, medicine, and even air
moons were laid to waste, and millennia of technology are commodities aboard voidships and atmoports. Never
and progress were lost to fire and blood. The Hegemony was this more apparent than when laborers living and
fractured and collapsed, and only the skeletal remnants of working in the Rings, primarily voidborn, enacted a strike to
its splendor remain – the husks of great warships, soaring protest their harsh conditions, and in response were denied
ruins, and crumbling technology. basic necessities by Sept Larkin. Staring down the barrel
of starvation, the peaceful protests turned into a violent
insurgency. The voidborn in the Rings seized control of a
CENTURIES AGO military outpost, armed themselves, and staged a series of
From the shadows of of a wartorn dark age, humanity revolts across the Rings, targeting sept-controlled assets.
emerges to rebuild, turning to magic for salvation and Fearing a larger insurrection throughout the Rings and
founding the noble septs to lead. War grips the Known Orbits even beyond, Septs Alzareen, Ruldo, and Larkin dispatched
as powers rise and fall. voidships to quell the uprising, but this only invigorated a
rebellion of voidborn with nothing left to lose. The revolts
THE FOUNDING OF THE SEPTS: The wealthy, the powerful,
came to a head when striking laborers captured the Alzareen
and the magically adept emerged as de facto leaders, and
warship Stoneseer and turned its cannons on the sept fleets,
humanity’s dwindling population gathered around them
crippling three well-outfitted cruisers. Without choice, the
for safety and support. From these powerful clans of noble
septs submitted to peace talks, and the Consortium of the
warriors and magic-users, the first septs emerged. A feudal
Rings was founded as a result. Stoneseer still roves through
class system brought order to the chaos, with many eager
the Rings as a symbol of the Consortium’s victory, as well as
to live under the protection of the septs, and the next age
a reminder for the septs of the Known Orbits of what it costs
began, built upon the ashes of the Hegemony. For centuries,
to cross the Rings.
humanity persisted, divides grew between factions, and the
remnants of what once was faded away.
ONE YEAR AGO
THE ASCENSION OF ALZAREEN: For centuries, countless Everything changes when the Harbinger arrives in the Known
septs rose and fell, but through this crucible, Sept Trithon Orbits.
emerged as the Dynast of Bastion’s Known Orbits. Masters
of metal, the mechanists of Trithon retrofitted grand THE COMING OF THE HARBINGER: As the massive alien
warships and destructive weaponry to keep their vassal structure fell into orbit around Bastion, it collided with
houses in check. In the shadow of Trithon’s mighty warships, the moon of Verloren, shattering it, throwing the nearby
an ambitious lesser sept called Alzareen forged a historic moons into chaos. The orbits shifted, the septs reeled,
alliance with Septs Inuwa, Larkin, Ruldo, and Grimarr, and and monstrous horrors spilled forth from the belly of the
waged a rebellion that shook the Known Orbits, forever leviathan. The Harbinger holds untold riches and fantastic
reshaping the political landscape of Bastion. Trithon and its technology within its dark, labyrinthine confines. From
loyalists gradually succumbed to the uprising, relinquishing noble septs and well-funded mercenary factions, to ragtag
the seat of the Dynast and bending the knee to the new scavengers and blood-thirsty raiders, many seek to discover
rulers of the Known Orbits: Sept Alzareen. the Harbinger’s secrets – but at what cost?
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surface is racked with persistent lightning storms and
NAMES IN THE KNOWN ORBITS frequent volatile weather shifts, leading most of the moon’s
Only sept nobles carry surnames, bestowed at birth inhabitants to seek shelter in the ruins beneath the surface.
by virtue of their parentage. For example, trueborn A haven for scavengers and archaeologists, many seek
members of the Larkin family carry the name of that fortune and lost knowledge in the winding tunnels of Graef,
sept, while children born into the vassal house of picking through the bones of a civilization lost to time and
Lordan, serving beneath Larkin, carry the surname calamity. Sept Wyloth, a poor and meager house, rules over
Lordan. Some higher-ranking or well-known nobles Graef’s skeletal remains.
carry titles in addition to their name and surname (such
KARR: This fringe marshland moon has an elongated orbit
as Archon Kirezan Ruldo the Deathless).
which leaves it isolated from other occupied moons for
Lowfolk of the Known Orbits bear no surnames, but months at a time. Sept Mulgus, a lesser noble house, claims
some adopt monikers based on their achievements. ownership of the waterlogged moon. Because much of the
For example, Sharn Redpalm earned her surname surface is mud and water, the people of Karr have built
through her notorious foul deeds as a raider of the settlements in and around the moon’s Forges, which appear
Bloodskulls of Dagerad. as pyramids half-submerged in the bogs. Karr is also notable
for being the site of a great battle during the last days of
the Hegemony. The ancient husks of voidships, long ago
stripped of anything useful, orbit the moon by the hundreds,
BASTION AND ITS MANY MOONS and wreckage often streaks to the moon’s surface, leaving
The planet Bastion is a gas giant, composed primarily of massive craters that soon fill with mud and water.
liquid hydrogen, with trace amounts of liquid helium. It
bears a prominent, visible ring system, composed of ice and OZEN: Ozen is a moon of soaring, jagged peaks and vast,
rock. Dozens of moons orbit Bastion, and while many are acidic oceans teeming with massive ironbone eels. The
colonized, there are still many more waiting undiscovered, people of Ozen are hard and bitter, but have managed to
their lengthy orbits carrying them far from inhabited space. scrape out a prominent place in the Known Orbits with
Two stars shed light and warmth on Bastion and its moons – the harvesting of ironbone and eelskin. Recently, with the
a large white star called Aleph, and a distant blue star called appearance of the Harbinger, the tides of Ozen have been
Cyanus. Due to the gargantuan scales of both Bastion and severely altered. The oceans rise, swallowing up many
the Harbinger, most moons undergo occasional (or frequent) port cities and driving the population of the moon into the
total eclipses – a phenomenon referred to as Dimwhite, after highlands. Sept Ruldo rules from their seat on Ozen, high
the surreal reflection of the two stars off Bastion’s chemical atop its peaks.
atmosphere, and the ethereal dusk caused by the eclipsing
Harbinger. TERMINUS DUSK: This jagged asteroid, once a piece of
Verloren, has become a base camp of sorts for venturers
ARGANAS: Arganas is a frigid moon covered in icy plains preparing excursions into the Harbinger. A ramshackle
and snow-capped peaks. It is a moon of harsh weather and frontier settlement houses a market, a port for docking and
massive, deadly predators, orbited by two submoons: Omrin repairs, and even a temple of the Eclipse, a prominent cult
and Tyrn, the latter of which was destroyed by Sept Alzareen worshiping the Harbinger. The settlement is protected by a
during Sept Grimarr’s uprising two centuries ago. Arganas series of void barriers generated by retro-fitted Forge tech.
was forever changed with the appearance of the Harbinger, These barriers maintain the atmosphere and gravity, and
which caused erratic tectonic activity and volcanic eruptions shield the settlement from the vacuum of space. Terminus
on its already volatile surface. Ash hangs heavy in the sky, Dusk is a rough town, attracting desperate scavengers and
dormant volcanoes awaken, and lava bubbles to the surface. gibbering madmen in equal quantities.
Now Arganas is a moon of fire and ice.
THARKESTRA: The current seat of the Dynast, Tharkestra
DAGERAD: Dagerad is a small, backwater moon on the edge is a thriving metropolis world, shrouded in sprawling cities
of the Known Orbits. No sept claims ownership, so it stands – a moon of innovation and industry, where mancers and
as a lawless haven for criminals, pirates, and exiles. Dagerad mechanists work in tandem to painstakingly maintain
used to have sprawling oceans – but it stands desolate with Alzareen’s impressive fleet of voidships. Since the arrival
leagues of sand and sky-breaching formations of salt and of the Harbinger, the once beautiful auroras of Tharkestra
coral. Dagerad has an extremely short axial rotation, which have twisted into volatile and oftentimes destructive storms
means its days are only hours long. The floating atmoport of which drive the populace indoors and underground for
Skyhook is a well-known hive of scum and villainy. sometimes days or weeks at a time. Tharkestra is orbited by
a submoon called Sentry, which Sept Alzareen utilizes as a
GRAEF: Also known as the Moon of Graves, Graef is a military base and weaponized deterrent against raiders and
small, windswept world of plunging canyons and crumbling other aggressors.
mountains. Once a seat of great power in the Hegemony,
Graef is riddled to its core with ruins and subterranean
structures, eroded by irregular weather patterns. The
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VERLOREN: Lush, verdant Verloren faced untold tragedy
and destruction with the arrival of the Harbinger. The alien
leviathan collided with the northern hemisphere of the
moon, shattering Verloren and ridding the surface of all life.
Prior to the disaster, Verloren was a green moon teeming
with fauna, and covered in world-spanning temperate
rainforests. The people lived amid the soaring skybreach
trees in hanging settlements. Now Sept Inuwa – the former
masters of the moon – and its people survive in a nomadic
migrant fleet, searching for a new home.
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riddled with its ruins. Wyloth and their vassals have a strange
obsession with death, and seemingly worship the concept.
TECHNOLOGY
Many necrotechnicians originate from Sept Wyloth and the Many secrets have been lost to humanity over the eons,
moon of Graef. but perhaps the greatest loss was interstellar travel. Some
believe these secrets were buried intentionally for fear of
the ruination such godlike power would bring; others believe
ASTRA the technology lies in the ashes of the Long Downfall, waiting
Astra is the lifeblood of the Known Orbits. It is a volatile yet to be discovered and rekindled.
efficient (and readily available) fuel source used to propel
voidships, power pulsers, and allow humanity to wield Many vehicles and tools – including voidships and pulser
perhaps its greatest asset – magic. weapons – are relics, unable to be effectively replicated,
and are instead repaired, retrofitted, piecemealed, and
Astra exists as cosmic radiation, ever-present and maintained by mechanists and other skilled engineers and
interacting with physical matter and creatures in myriad artisans.
and unpredictable ways. In the void, astra radiates gaseous
nebulae, lighting space with flickering luminescence. On VOIDSHIPS
moons, liquids and minerals absorb astra, resulting in Glimpses into the grandeur that was the Hegemony,
glowing lakes, aberrant creatures, and fields of humming voidships are enclosed vessels capable of carrying people
crystals irradiated by astra. safely across the gulfs of space and in the atmosphere of
moons. Most voidships roving the Known Orbits are artifacts
Most tech in the Known Orbits, including voidship drives
– centuries old, cobbled together from dilapidated parts and
and pulser weapons, uses refined and concentrated astra
systems, and powered by volatile astra.
contained in canisters of hyper-pressurized gas or liquid.
The precious metal known as aurchicalcum, mined from Voidships depend on refined astra for just about every major
Bastion’s rings, is capable of safely storing and discharging function, including propulsion, life support, weapons, and
astra’s hazardous energy. Most astra containment vessels, shielding. Though the most common method of powering
such as pulser cartridges, voidship fuel canisters, and lorium voidships is aurichalcum fuel canisters, many voidships
vials, are at least partially composed of aurichalcum. boast astrafoils, which can be unfurled to gather ambient
astra and process it for use aboard the vessel, albeit less
Mancers and other astra-channeling creatures have the
efficiently than refined astra.
phenomenal ability to draw on the ambient astra around
them, concentrating, shaping, and projecting the radiation The design and capabilities of voidships vary greatly, from
by sheer force of will. When channeling, a creature acts as a large warships bristling with devastating weapons to lighter
fulcrum for the energy, a conduit or funnel for its absorption craft tooled for speed and stealth. Many voidships are
and expulsion – but they almost always absorb a small endlessly modified and built upon by their owners, who likely
percentage of the astra. Over time, this radiation builds, inherited them from a previous owner who did the same,
causing an effect known as Astrafade, which can lead to leading to entirely unique and oftentimes piecemeal vessels.
unpredictable and often dangerous effects.
PULSERS
THE ASTRA SPECTRUM Much like voidships, pulser weapons are relics of a bygone
When astra is channeled and refined, whether through a era, worn and retrofitted, and often only wielded by the
mancer or tech like astrafoils, it manifests in four distinct wealthy or fortunate. A pulser might exist as an heirloom,
colors: red, blue, green, and yellow. Red astra encompasses an artifact passed from mother to daughter as an item to be
destructive, damaging energy, used in weapons and attack treasured and cared for. Pulsers are loaded with aurichalcum
spells. Blue astra has potent restorative and revivifying cartridges of refined astra suspended in hyper-pressurized
effects, used to maintain life support aboard voidships, gas. Pulling the trigger propels a bolt of superheated astra-
heal injuries, and even stave off death; most necrotech, like irradiated plasma (or “pulse”). Pulser cartridges are often
specters and barrowmechs, relies on blue astra to function. costly and difficult to come by, so many mechanists make a
Green astra is inherently defensive and shielding, found in trade of crafting their own, branding the cartridges with their
both the barriers of voidships and protective spells; it also maker’s mark and imbuing them with myriad magical effects.
has the unique ability to securely store data, and devices
such as glancers and lorium vials utilize green astra in their Due to the scarcity and cost of pulser weapons, simple
operation. Finally, yellow astra is manipulative and coercive, melee weapons like swords, axes, and spears see prevalent
used to propel voidships and alter gravity. use. Melee weapons are also effective in close-quarters
combat aboard voidships, where a stray pulse could punch
Many believe other colors of astra exist, though humanity a hole through hulls or void barriers and expose occupants
lacks the ability or understanding to manifest them – for to the vacuum of space. Ranged weapons known as slingers
now. are also commonplace, utilizing mechanical propulsion,
rather than astra, to launch ballistic projectiles such as bolts,
rudimentary arrows, or stones.
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NECROTECH For all its horrors and dangers, the Harbinger also holds
Even among mancers and mechanists, one field of study great wealth and treasures. Despite the odds, many have left
remains controversial: necrotech. Fusing spirit and steel to the Harbinger laden with artifacts and technology beyond
create macabre yet wondrous items, necrotech utilizes the comprehension. The septs of Bastion have taken a keen
souls of the dead to create complex machine brains and interest in these treasures, with many establishing base
powerful construct servants. Specialized necrotechnicians camps and mounting regular excursions into the Harbinger
draw on the astra remaining in the recently deceased (some from the outpost of Terminus Dusk. Skirmishes often break
might refer to this remnant radiation as a spirit or soul) and out between these tomb-robbing parties, and war over the
imbue machines with its energy, pairing fragments of the riches of the Harbinger is inevitable.
deceased’s mind to create a kind of rudimentary computer.
THE HARBINGER
Alien spacecraft. Artificial moon. Living being. Celestial tomb.
The salvation of humanity – and its impending doom. The
Harbinger represents lost wisdom, arcane secrets, and
world-changing technology, just as readily as it represents
death, calamity, and forbidden knowledge. The Harbinger’s
true origin, purpose, and scope are unknown. But what
is clear is that it represents the end of this age – and the
beginning of another.
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CHAPTER 2: RULES
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LOW-GRAV
ENVIRONMENT SIZE AND SCALE In low-grav environments, the following rules apply:
Environment conditions do not specify an affected area
or range for their effects. Generally, an environment is » All Strength and Dexterity ability checks and saving
any single contained area – a room with walls, a tunnel, throws, as well as attack rolls, are made with
a cavernous chamber, etc. A condition applies to the disadvantage.
entirety of the contained area, at the GM’s discretion. » A creature reduces their movement speed by half,
Some locations and even entire moons might feature but can move in any direction on a three-dimensional
an environment condition, such as low-atmo or high- plane, provided they have a solid object from which to
grav. In such cases, the effects of the environment propel themselves.
condition would apply on a much larger scale.
» A creature with a climb speed can move normally as
long as they have a surface to climb across.
SEALED HIGH-GRAV
In sealed environments (such as those on voidships), the In environments with heightened gravity, the following rules
following rules apply: apply:
» If a creature rolls a natural 1 with a pulser weapon, » All Strength, Dexterity, and Constitution ability checks
each creature in the environment must succeed on and saving throws, as well as attack rolls, are made
a DC 15 Dexterity saving throw or fall prone and take with disadvantage.
1d8 bludgeoning damage from depressurization. The
current environment gains the low-atmo and low- » A creature reduces their movement speed by half.
grav conditions as the seal is broken. » If a creature would gain a level of exhaustion, they
instead gain two levels.
LOW-ATMO
In low-atmo environments, the following rules apply: TOXIC
In irradiated environments, or those with poisonous gases,
» A creature can breathe normally for a number of the following rules apply:
minutes equal to 3 plus their Constitution modifier
(minimum 1 minute). » When a creature enters a toxic environment, and
» After, a creature can survive for a number of rounds at the beginning of each hour they spend in the
equal to their Constitution modifier (minimum 1 environment thereafter, that creature must make
round). At the start of their next turn, the creature a DC 15 Constitution saving throw or become
drops to 0 hit points and must begin making death poisoned. An affected creature remains poisoned
saving throws. until completing a long rest.
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WORN WEAPON PROPERTIES
The item has some wear and tear. The following rules apply
to worn items: Harbinger includes four additional or revised weapon
properties: reload, burst, spray, and spread. Pulsers, ranged
» With a weapon, on an attack roll of 1, the weapon weapons that fire superheated plasma infused with astra
gains the next condition. radiation, make prominent use of these properties.
» With armor, if an attack roll against you is a 20, the
armor gains the next condition. RELOAD
A weapon with the reload property requires specialized
» Requires a DC 10 Intelligence check and 10 glint to
cartridges containing astra-irradiated plasma in order to fire.
repair.
Each reload weapon lists a range of numbers which denote
the attack roll result at which the weapon runs empty. For
BATTERED
example, a light pistol lists a reload of (1–2), meaning it runs
The item is not performing fully. The following rules apply to
empty on an attack roll result of 1 or 2.
battered items:
When making an attack roll with a reload weapon, if the
» With a weapon, attack rolls have disadvantage.
result on the d20 is within the range of that weapon’s reload,
» With armor, attacks made against you have advantage. the weapon runs empty and cannot be used to attack again
» Requires a DC 15 Intelligence check and 25 glint to until fitted with a replacement cartridge as an action.
repair.
BURST
BROKEN A weapon with the burst property can make a normal
The item is inoperable. The following rules apply to broken attack targeting a single creature. Alternatively, when you
items: make an attack with this weapon, you can choose to make
a burst attack instead, firing in a short, controlled burst of
» This weapon or armor cannot be used or worn.
projectiles. When making a burst attack, you can choose to
» Requires a DC 20 Intelligence check and 50 glint to reroll any number of the weapon’s damage dice, but must
repair. use the second result. When making a burst attack, you
double the weapon’s reload. For example, a light repeater’s
reload would increase from (1–3) to (1–6) for the purposes
USING ITEM CONDITIONS ELSEWHERE
of that attack roll.
Item conditions primarily apply to weapons and armor,
but can easily be utilized for other gear and equipment.
A character might uncover a useful item or piece of tech SPRAY
that requires repairs before functioning properly. Use A weapon with the spray property can make a normal
the following guidelines to use these conditions on any attack targeting a single creature. Alternatively, it can spray
item. projectiles in a 10-foot-cube area with normal range. Each
creature in the area must succeed on a Dexterity saving
» A worn item works mostly as intended, but suffers
throw, the DC of which is equal to 8 plus your proficiency
a minor drawback or quirk that must be worked
bonus plus your Dexterity modifier, or take the weapon’s
around.
normal damage. After a spray attack, the weapon runs
» A battered item is mostly intact, but missing a key empty regardless of its reload, and cannot be used to attack
feature or component that must be replaced for it again until fitted with a replacement cartridge as an action.
to work as intended.
» A broken item is unusable, and requires significant
repairs before it works as intended.
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SPREAD CHARACTER CREATION
A weapon with the spread property can make a normal
attack targeting a single creature. Alternatively, it can fire Player characters in Harbinger are known as venturers.
in a devastating spread. Each creature in a 15-foot cone Venturers stand as some of the most formidable and skilled
originating from your space must succeed on a Dexterity beings in the Known Orbits – many would also call them
saving throw, the DC of which is equal to 8 plus your the most foolhardy. It takes a certain kind of bravery (or
proficiency bonus plus your Dexterity modifier, or take the stupidity) to venture into the void and face the perils offered
weapon’s normal damage. After a spread attack, the weapon by Bastion and its moons. For glint, glory, or duty, venturers
runs empty regardless of its reload, and cannot be used to delve the dark depths of derelict voidships, crumbling ruins,
attack again until fitted with a replacement cartridge as an broken moons, and the Harbinger itself. Most venturers die
action. chasing these dangerous pursuits – others vanish without
a whisper on the shadowed edge of humanity’s reach. But
those who persist, who stare unflinchingly into that abyss,
DAMAGE TYPES chance to live among the wealthiest and most powerful,
swaying the fate of the Known Orbits and entrenching their
Harbinger includes one additional damage type: energy.
names and deeds in history. To venture is to die, it’s said –
Energy damage represents the kind of punishment dealt by
but to be remembered is to be immortal.
the superheated plasma of pulser weapons, the sting of a
mancer’s astrablade, or the concussive force of a treader’s To create your venturer and embark on journeys across the
astra bomb. Known Orbits and beyond, follow these guidelines.
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CHAPTER 3: ORIGINS
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MOONBORN LEGACY TRAITS VOIDBORN
Choose one legacy trait from the following list.
Voidborn are those born and raised in the dark of space – the
SEPTSWORN: Born into a sept of Bastion, or serving as Rings, the Drift Market, or aboard voidships. Voidborn are
a sworn vassal, you lead a life of privilege – though the often tall and spindly due to lessened gravity, and have pale
squabbles and conflicts surrounding your sept are rarely complexions due to a lack of sunlight in their environments.
easy. You gain the following benefits: They also typically have larger eyes to allow in more light.
Their lithe frames and unique upbringing make them deft
» Increase your Intelligence score by 1 and your and skilled warriors, and their closeness to raw astra have
Charisma score by 2. afforded them a unique attunement to the energy.
» You gain proficiency in Deception and Diplomacy.
» AGE: Voidborn mature as typical humans, reaching
» You gain 100 additional glint with which to purchase adulthood around 20 years of age, but the rigors of
starting equipment. life in space often takes its toll on their physiology.
» Leveraging your name, you can usually secure an Most voidborn don’t live to see 60.
audience with other nobles if your septs are in good » SIZE: Voidborn are often taller and leaner than other
standing with each other. humans, due to the lessened gravity of their home.
WILDWALKER: You range the wilds and dark places of Most stand between 6 and 7 feet tall. Your size is
your home, becoming accustomed to the terrain and Medium.
environment. You gain the following benefits: » SPEED: Your base walking speed is 30 feet.
» HOME: You hail from an atmoport, a mining
» Increase your Dexterity by 1 and your Wisdom by 2.
installation, or a flotilla of voidships. Most voidborn
» You gain proficiency in Stealth and Survival. hail from the Rings, with the highest concentration
» Choose a terrain: desert, forest, grassland, mountain, living and working in the Drift Market.
swamp, tundra, or urban. When traveling in your » APPEARANCE: Voidborn often possess somewhat
chosen terrain, you have advantage on Perception, alien features – large eyes, unnatural hues of skin and
Stealth, and Survival checks. hair – as a result of their unique upbringing.
» You carry a keepsake of your home: a native plant, a » STATUS: Today’s voidborn descend from laborers,
stone, or a vial of soil. When interacting with someone and carry on their grueling but necessary work. Few
native to your home moon, you can leverage this voidborn hold positions of power, but can still make
keepsake to gain advantage on all Charisma-based a name for themselves in fringe factions and criminal
checks with that person. syndicates.
TOILER: You work the soil and raise the structures of your
home – by your toil, the moon keeps spinning. You gain the VOIDBORN LEGACY TRAITS
following benefits: Choose one legacy trait from the following list.
» Increase your Constitution by 1 and your Strength by RING MINER: You grew up breaking rocks in the Rings
2. of Bastion, mining the precious metals and keeping the
voidships of the septs afloat. You gain the following benefits:
» You gain proficiency in Athletics and Tech.
» You come from nothing, and fit in best with the » Your Strength increases by 2 and your Dexterity
common people of the Known Orbits. When in need, increases by 1.
you can find work and aid in other lowfolk. They » You gain proficiency in Acrobatics and Athletics.
provide shelter, food, and other mundane resources
as long as you do not pose a threat. » You add double your proficiency bonus to any check
made to identify metals and minerals.
» You carry a chunk of precious aurichalcum, the most
valuable metal in the Known Orbits. Worth 100 glint,
you can leverage and barter with this aurichalcum, or
use it in place of a glint cost in crafting.
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VOIDWATCHER: You’ve stared into the abyss, and found of forgotten meaning.
it staring back. Your affinity for astra and the endless void » STATUS: To many, forgeborn aren’t people, but
grants you an uncanny inner strength. You gain the following instead awakened tools. Their towering frames
benefits: unnerve, while their naive natures confound.
» Your Wisdom increases by 1 and your Charisma
increases by 2.
FORGEBORN LEGACY TRAITS
Choose one legacy trait from the following list.
» You gain proficiency in Astra and Astrogation.
» You know one spell of Astrafade 0. Charisma is your ENVOY: You were created for diplomacy, to speak and orate,
spellcasting ability for this spell. or to distract. Your mind is cunning, your voice melodious.
You gain the following benefits:
» You often experience strange visions spawned from
your connection to the infinite void. When you sleep, » Your Dexterity increases by 1 and your Charisma
roll a d20. If the result is equal to or lower than your increases by 2.
Charisma score, you experience a vivid vision. Consult
» You gain proficiency in Diplomacy and Deception.
with your GM, or use the Scrying Results table on
page 42. » You quickly – almost mechanically – identify
weaknesses or points of leverage in other creatures.
INSURGENT: You fought in the Ring Revolts, or struggle
If you study a creature for 10 uninterrupted minutes,
today for the rights of your voidborn kith and kin. You gain
you can choose to roll all Diplomacy, Deception,
the following benefits:
Insight, and Intimidation checks against that creature
» Your Constitution increases by 2 and your Intelligence with advantage.
increases by 1. LABORER: Your frame is built for hard labor, your hands for
» You gain proficiency in Diplomacy and Intimidation. skilled work. You gain the following benefits:
» You have advantage on checks made to resist » Your Strength increases by 2 and your Constitution
grappling and shoving. increases by 1.
» You maintain contacts within the Consortium, as well » You gain proficiency in Athletics and Endurance.
as voidborn rebel cells, and know secure methods
» Engineered for hard labor, you have tough skin and
of getting messages through to them. At the GM’s
dense skeletal and muscular systems. Your armor
discretion, you can send a message to your contact
class increases by 1.
and receive a response in 1d4 days.
» You recognize the architecture of many ruins – after
FORGEBORN all, it was your hands building them. For knowledge
pertaining to the creations of the Hegemony, you are
An enigma even to themselves, forgeborn are a recently considered proficient in Lore, and can add double
awakened people, originally created by the Forges in the your proficiency bonus to any checks relating to
Hegemony. Most forgeborn have slumbered for millennia Hegemonic ruins and remains.
in the vaults beneath the Forges, only reappearing in the
last decade and with greater frequency since the arrival of MEMORY KEEPER: Your mind is a vault storing millennia of
the Harbinger. Forgeborn are large and completely hairless, secrets. You gain the following benefits:
typically branded with strange tattoos – a remnant of their
» Your Intelligence increases by 2 and your Wisdom
functions in the Hegemony. Though large and physically
increases by 1.
capable, forgeborn are as children, waking to a world they
do not recognize. Their minds are quick to learn and adapt, » You gain proficiency in three of the following skills
however. Forgeborn cannot reproduce, but more of them (your choice): Astra, Astrogation, Lore, Medicine, or
wake and wander into the Known Orbits with each day. Tech.
» When recalling information, you can access hidden
» AGE: Forgeborn are ageless. They wake fully matured data stored in a deep recess of your mind. Once per
and do not seem to degrade with time. long rest, when you fail an Astra, Astrogation, Lore,
» SIZE: Forgeborn are often taller and broader than Medicine, or Tech check, you can choose to treat the
other humans. Most stand close to 7 feet tall. Your result on the d20 as a 10 instead.
size is Medium. » While sleeping, you may experience strange and vivid
» SPEED: Your base walking speed is 30 feet. visions or memories of eons past. When you sleep,
» HOME: You woke in a vault beneath a Forge with few, roll a d20. If the result is equal to or lower than your
if any, memories. You must find a home for yourself. Charisma score, you experience a vision. Consult with
your GM, or use the Scrying Results table on page
» APPEARANCE: Manufactured by the Forges under 42.
which they slumber, most forgeborn stand tall and
broad, hairless, with skin of strange hues and brands
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JUNKER: You’ve learned how to comb through debris to find
BACKGROUND TRAITS useful bits of old tech. While exploring ruins, dead voidships,
In addition to the legacy trait afforded by your origin, or other areas containing salvage, you can spend 1 hour per
choose one background trait from the following list. These day searching for valuable detritus. At the GM’s discretion,
background traits represent unique skills, professions, you may uncover valuable salvage worth d10 glint.
standings with factions, connections with notable figures,
and minor mutations. MEDITECH: You are trained in basic medicine, and are
proficient in mending wounds and mitigating pain. As an
ASTRA ADAPTED: Constant exposure to astra has gifted action, you can touch a creature that has taken damage
you with certain abilities. Choose one of the following spells: in the last hour, granting them 1d6 hit points. You must
bolster, torchlight, or grav shift. You can now cast that spell, complete a short or long rest before you can use this trait
increasing your Astrafade to add boosts as normal. Your again.
spellcasting modifier for that spell is Charisma.
OBSERVER: You serve as a spy or informant for a sept or
DECKHAND: Life serving aboard voidships and keeping faction (decide which one when you choose this trait). When
them flying has bolstered your mechanical abilities and making a Wisdom (Perception) check, you can add your
engineering know-how – fixing broken components is Intelligence modifier. Additionally, you have a handler who
second nature to you. When making Intelligence checks to feeds you secrets and sensitive information every 1d4 days,
repair or restore a voidship or its components, you can also as long as you have a secure method of communication.
add your Wisdom modifier to the roll.
SOLDIER: Your service in the armed forces of a sept or
EYES OF THE VOID: Your proximity to astra has resulted in faction wasn’t easy, but you still carry the one thing that
a mutation, allowing you to see in total darkness. You gain saw you through – your weapon. In addition to the starting
darkvision out to a range of 30 feet. You can see in dim light equipment granted by your class, choose a weapon in which
within 60 feet of you as if it were bright light, and in darkness you are proficient with a value of 100 glint or less, and
as if it were dim light. While your darkvision is active, the gain that weapon. You know how to maintain this weapon
world appears in grayscale. This manifests physically in your expertly, and have advantage on Intelligence checks made
eyes as a silvery “shine,” bordering on a dim glow when in to remove the worn or battered conditions.
darkness.
TINKERER: You have a mind for metal, and a knack for
FRINGER: You dwell on the far-flung fringe of the Known cobbling useful items together from junk. You can spend 10
Orbits, earning a living by any means necessary. You maintain minutes and 5 glint worth of materials to craft one of the
a wide network of “friends,” most of whom owe you favors. following: a cudgel, a dagger, a spear, a glowrod, a grappling
On most inhabited moons, at the GM’s discretion, you can hook, or an item of similar value at the GM’s discretion.
spend 1 hour tracking down one of the following: a fence for
illegal goods, a client looking to hire freelancers, or passage VENGEFUL: You suffered a great loss. You seek vengeance
off the moon aboard a voidship. upon those responsible. When you select this trait, decide
who wronged you, whether it be a person, a faction, or a
HEIRLOOM: You carry a valuable object passed down to you species (such as skrug). You have advantage on Wisdom
from kith or kin. Choose a weapon or armor in which you are (Survival) checks to track these enemies, as well as on
proficient with a value of 200 glint or less, and gain that item. Intelligence checks to recall information about them.
If it is a weapon, you add +1 to all attack rolls with it. If it is Additionally, you add +1 to attack and damage rolls made
armor, its AC bonus increases by 1. against this enemy.
HEAVY BONES: Your dense bones and muscles make VOID GRIT: Your harsh existence has toughened your
apparent your upbringing in a place with higher-than-average resolve. Your hit point maximum increases by a number
gravity. You ignore the effects of a high-grav environment. In equal to your treader level, and increases by 1 each time
addition, in an environment with normal gravity, you gain 10 you gain a new level.
feet of movement speed.
VOIDSHIP ACE: The yokes of a voidship are an extension of
HUNTED: Someone or something hunts you across the you. When making Maneuverability checks to pilot a voidship,
Known Orbits. The fear of this pursuer has attuned your you can add double your proficiency bonus.
sense of awareness to ambush. As long as you are conscious,
you cannot be surprised and you add your proficiency bonus VOIDSWIMMER: You developed in a home with lessened
to initiative checks. gravity, and have adapted to thrive in low-grav environments.
You ignore the effects of a low-grav environment, but can
still move in any direction on a three-dimensional plane,
provided you have a solid object from which to propel
yourself.
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CHAPTER 4: CLASSES
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MANCER
PLAYING A MANCER
An echelon delves into a deep trance, becoming one with Mancers are versatile characters, and depending
the void and unlocking deep-buried secrets. An aphelion on their spells and talents, can serve as devastating
conjures a spectral blade of pure astra and leaps into the damage-dealers, effective healers, or even persuasive
fray with a battle cry. A siphon levitates off the ground, negotiators. Mancers lack the hardiness and martial
her eyes ablaze with cosmic radiation, and clenches fists potency of treaders and mechanists, but excel in
wreathed in lightning. bolstering their own abilities and those of their allies
with spells and versatile astra-based talents. Many
Mancers are wielders of magic, keepers of lost knowledge,
mancer talents provide metamagic features, allowing
and manipulators of astra energy who commune with the
the mancer to sculpt their spells and manipulate the
void itself to unravel mysteries, bend the elements to their
effects. Others give the mancer more fighting power or
will, and unlock untold power.
increased survivability.
Mancers vary wildly in their abilities, motives, and A mancer benefits primarily from a high Charisma,
philosophies, but each is tied intrinsically to the energy of the as their spellcasting relies on this ability, and many
void – the cosmic radiation known as astra. Some mancers of their talents derive their potency from Charisma.
view astra as a mystery to be studied and revered, an energy Constitution is also important, both for additional
source as volatile as it is useful. Others see astra as fuel toughness, and for features like Astrafade Recovery.
for powers unknowable, a gateway into a greater universe.
Whatever their approach, a mancer remains a conduit – a
fulcrum for chaos and power.
MANCER STAKES
D10 Stake
I’ve uncovered forbidden knowledge, and must
1
protect it.
I must recover a cosmic object of reckoning before
2
anyone else.
I experienced a prophetic vision of a moon while
3
meditating – I should go there.
I’ve heard rumors of a great mancer teacher – I must
4
find and learn from them.
Old mancer friends of mine are now a violent cult – I
5
am guilty by association.
My powers inadvertently killed someone – I must
6
make things right.
My mind is linked to another by an inexplicable,
7
cosmic connection – why?
I am charged with collecting mancer relics and
8
creating a historical archive.
I feel like the Harbinger speaks to me in my dreams
9
and meditations.
A mancer murderer is at large – I’ve been asked to
10
investigate.
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MANCER PROGESSION EQUIPMENT
You start with the following equipment:
Proficiency Astrafade
Level Class Features
Bonus Limit » Scout suit
1 +2 2 Astracasting, Talent » One simple melee weapon
2 +2 2 Astrafade Recovery » One simple pulser
3 +2 2 Talent » Basic gear kit
Ability Score
4 +2 3
Improvement ASTRACASTING
STARTING AT 1ST LEVEL: You learn to cast spells and bend
5 +3 3 Talent
the energies of astra to your will.
6 +3 4 –
Your Astrafade Limit determines which spells you are able to
7 +3 4 Talent
know – you can only learn spells with an Astrafade equal to
Ability Score or less than your Astrafade Limit.
8 +3 4
Improvement
9 +4 4 Talent SPELLS KNOWN: You know a number of spells equal to your
proficiency bonus. You cannot learn a spell with an Astrafade
10 +4 5 – exceeding your Astrafade Limit. For example, when you
11 +4 5 Talent reach 4th level, your proficiency bonus increases from +2 to
+3, so your total number of spells known increases from 2 to
Ability Score
12 +4 5
Improvement
3. When you learn new spells, their Astrafade must be equal
to or less than your Astrafade Limit.
13 +5 5 Talent
14 +5 6 – In addition, when you gain a level in this class, you may
choose one of the spells you know and replace it with
15 +5 6 Talent another spell, as long as the Astrafade is equal to or less
Ability Score than your Astrafade Limit.
16 +5 6
Improvement
SPELLCASTING ABILITY: Charisma is the spellcasting ability
17 +6 6 Talent
for your spells, since your mastery of astra originates from
18 +6 7 – your inner strength, as well as your ability to harness and
Ability Score
control the volatile energy. You use your Charisma modifier
19 +6 7 whenever a spell refers to your spellcasting ability. In
Improvement, Talent
addition, you use your Charisma modifier when determining
20 +6 7 Astra Ascendance the saving throw DC for a spell you cast, and when making
an attack roll with one.
MANCER CLASS FEATURES
As a mancer, you gain the following class features. Your spell save DC is 8 plus your proficiency bonus plus
your Charisma modifier. Your spell attack is your proficiency
bonus plus your Charisma modifier.
HIT POINTS
» HIT DICE: 1d6 per mancer level
» HIT POINTS AT FIRST LEVEL: 6 plus your Constitution
MANCER TALENTS
AT 1ST LEVEL: You choose a talent from the echelon,
modifier
aphelion, or siphon specializations at the end of this section.
» HIT POINTS AT HIGHER LEVELS: 1d6 (or 4) plus your You gain additional talents at each odd-numbered level.
Constitution modifier per mancer level after 1st Each time, you can choose a talent from any of these lists,
but no talent can be selected more than once (unless stated
PROFICIENCIES otherwise).
» ARMOR: Light armor
» WEAPONS: Simple weapons MANCER SPECIALIZATIONS
» TOOLS: Voidships Specialization Description
» SAVING THROWS: Constitution, Charisma Mage who peers into the void to unravel the
Echelon
» SKILLS: Choose two from Astra (INT), Astrogation secrets of astra.
(INT), Deception (CHA), Diplomacy (CHA), Endurance Knight who wields astra like a blade – and
(CON), Insight (WIS), Intimidation (CHA), Lore (INT), Aphelion
hones their magic like steel.
and Medicine (INT)
Conduit of pure, reckless energy who
Siphon
consumes and controls astra.
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ASTRAFADE RECOVERY CABAL OF THE AMBER TEMPEST: Your cunning and wile
STARTING AT 2ND LEVEL: You have learned to focus, allow you to reshape spells as well as the hearts and minds
meditating to reduce the strain of astra on your body. When of those around you. As a student of the Amber Tempest,
you finish a short rest, you may reduce your Astrafade by you gain the following benefits:
a number equal to your Constitution modifier. You must
» When casting a yellow spell, reduce its Astrafade by
complete a long rest before using this feature again.
1, to a minimum of 1. This does not reduce the spell’s
Astrafade for the purposes of learning spells – the
ABILITY SCORE IMPROVEMENT reduction only occurs when casting the spell.
AT 4TH LEVEL: You can increase one ability score of your » When casting a spell that targets a creature, you can
choice by 2, or you can increase two ability scores of your choose to increase your Astrafade by 1. If you do, that
choice by 1. As normal, you can’t increase an ability score creature must succeed on a Dexterity saving throw
above 20 using this feature. You gain additional ability score against your spell save DC or gain one of the following
improvements at 8th, 12th, 16th, and 19th level. conditions (your choice): prone, blinded, or deafened.
The effect lasts until the start of your next turn, or
ASTRA ASCENDANCE until the affected creature uses an action to end the
AT 20TH LEVEL: You have reached the pinnacle, transcending effect on themself.
the weakness of your flesh and blood and becoming one » As part of a short rest, you can spend 10 minutes
with the void. You have the following benefits: preparing a malleable spell. Choose a spell you know
that has a castime time of one action. The first time
» Choose a spell you know of Astrafade 3 or less. you cast that spell following a short rest, its casting
Casting this spell no longer requires increasing your time becomes a bonus action.
Astrafade.
» You can add double your Charisma modifier to
» On your turn, if your Astrafade meets or exceeds your a Charisma (Deception) check. You can do this a
Astrafade Limit, as a bonus action, you can choose number of times equal to your Charisma modifier,
to reduce your Astrafade by a number equal to your and regain expended uses following a long rest.
Charisma modifier plus your Constitution modifier.
If you do, you gain a level of exhaustion. You must CABAL OF THE COBALT TIDE: Your wisdom and compassion
complete a long rest before using this feature again. grants you unique insight into the restorative properties of
astra. As a student of the Cobalt Tide, you gain the following
» If you drop to 0 hit points, as long as your Astrafade
benefits:
does not meet or exceed your Astrafade Limit, you
can instead choose to increase your Astrafade by 1 » When casting a blue astra spell, reduce its Astrafade
and drop to 1 hit point instead. You must complete a by 1, to a minimum of 1. This does not reduce the
long rest before using this feature again. spell’s Astrafade for the purposes of learning spells –
the reduction only occurs when casting the spell.
ECHELON
» When casting a spell that targets an ally or willing
Throughout the Known Orbits, echelons serve as scholars,
creature, you can choose to increase your Astrafade
historians, archivists, and diplomats, preserving knowledge,
by 1. If you do, one creature that spell targets regains
sifting through ancient secrets, and tipping the political
hit points equal to your mancer level.
scales in the hopes of forging a new future for both the
Known Orbits and themselves. Echelons subscribe to » As part of a short rest, you can spend 10 minutes
philosophies known as cabals to study astra with a firm, preparing a restorative spell. Choose a spell you know
careful hand, acknowledging its volatility and chaotic that targets an allied or willing creature. The first time
nature while simultaneously seeking to unlock its unmined you cast that spell following a short rest, one creature
potential. Echelons often find themselves serving nobility or the spell targets also regains hit points equal to twice
other powerful figures, advising, adjudicating, and navigating your mancer level and can choose to remove one
the tangled webs of intrigue in which the septs of Bastion condition.
find themselves caught. » You can add double your Charisma modifier to
a Charisma (Diplomacy) check. You can do this a
ASTRA SENSE: You close your eyes, and astra becomes as number of times equal to your Charisma modifier,
light to you. As an action, you can sense the presence of and regain expended uses following a long rest.
astra within 30 feet of you. If you sense astra in this way, you
can use an additional action to see a visible aura of astra
around any creature or object in the area that bears astra.
You can also identify the color of the astra present.
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CABAL OF THE CRIMSON FLAME: Your passion and ENUMERATIONS: You flow through a series of esoteric
aggression allows you to bend the volatility of astra in your enumerations, further separating your spirit from your
favor. As a student of the Crimson Flame, you gain the body in order to sharpen your senses, open your mind, and
following benefits: access forbidden knowledge. As an action, you can increase
your Astrafade by 1 and enter a state of deep meditation.
» When casting a red astra spell, reduce its Astrafade by For each minute you spend in uninterrupted concentration,
1, to a minimum of 1. This does not reduce a spell’s choose a different benefit from among the following, to a
Astrafade for the purposes of learning spells – the maximum number equal to your proficiency:
reduction only occurs when casting the spell.
» When rolling damage for a spell, you can reroll a » Your pupils dilate as your prescience extends,
damage die on the result of a 1 or 2, but must take granting uncanny awareness. You have advantage
the second result. In addition, after rolling damage for on all Insight and Perception checks for 1 hour. In
a spell, you can increase your Astrafade by 1 to roll addition, you have advantage on your next initiative
one additional damage die. roll.
» As part of a short rest, you can spend 10 minutes » With practiced precision, you access knowledge
preparing an empowered spell. Choose a spell you hidden within the deepest recesses of your mind and
know that deals damage. The first time you cast that the genetic memories of your forebears. You have
spell following a short rest, you can choose one boost advantage on all Astra, Astrogation, Lore, and Tech
for that spell without increasing your Astrafade. checks for 1 hour.
» You can add double your Charisma modifier to a » You open your astral eye. You reach across the void
Charisma (Intimidate) check. You can do this a number with your mind, sensing the presence of your quarry.
of times equal to your Charisma modifier, and regain Describe or name a creature or object familiar to you.
expended uses following a long rest. You sense the direction to the target’s location, as
long as it is not within the Harbinger. If the target is
CABAL OF THE JADE PEAK: Your resilience and patience moving, you know the direction of its movement. You
strengthen your resolve, and further your abilities in wielding are aware of the target’s location and movement for
astra as a shield. As a student of the Jade Peak, you gain the 1 hour.
following benefits:
» You bolster your physical and mental defenses and
» When casting a green spell, reduce its Astrafade by 1, hone your reflexes. You add double your proficiency
to a minimum of 1. This does not reduce the spell’s to saving throws in which you are proficient for 1
Astrafade for the purposes of learning spells – the hour.
reduction only occurs when casting the spell. » You center your mind and body, gaining near-perfect
» When casting a spell that targets an ally or willing control of your breathing and heart rate. You gain
creature, you can choose to increase your Astrafade a number of temporary hit points equal to your
by 1. If you do, one creature that spell targets Constitution modifier plus your Charisma modifier.
increases their armor class by 1 for 10 minutes. » Your intuition sharpens to superhuman levels,
» As part of a short rest, you can spend 10 minutes granting unique insight into the minds of those
preparing a protective spell. Choose a spell you know around you. You have advantage on all Deception
that targets an allied or willing creature. The first time and Diplomacy checks for 1 hour.
you cast that spell following a short rest, one creature » You link your mind with others. Choose a number of
that spell targets also gains resistance to one type of willing creatures up to your proficiency bonus within
damage from the following: bludgeoning, piercing, 120 feet of you. For 1 hour, you can sense each
slashing, or energy. creature’s location, whether or not they are conscious,
» You can add your Charisma modifier to a Wisdom and the nature of any injuries they have. In addition,
(Insight) check. You can do this a number of times for the duration, you can communicate telepathically
equal to your Charisma modifier, and regain with each creature, either individually or as a group.
expended uses following a long rest.
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LORECHIST: The knowledge-storing irradiated liquid known weapon vanishes instantly. You cannot be disarmed while
as lorium flows within you like blood. An aurichalcum port wielding this weapon. Every time you summon the weapon,
emerges at the base of your neck, installed at the top of you can choose a new form for it.
your spine to allow you to access lorium vials and view their
contents without the aid of a glancer. In addition, you can ASTRA DIRKS: You conjure a brace of energy daggers
increase your Astrafade by 1 and spend 1 hour and 10 glint into existence. As a bonus action, you can increase your
worth of materials to craft a lorium vial. You can keep a Astrafade by 1 to conjure a number of astra dirks equal to
number of lorium vials equal to your proficiency bonus. You your Charisma modifier. You can hold any number of these
can increase your Astrafade by 1 and spend 1 hour erasing dirks in one hand and still attack with them. The astra dirks
the contents of a lorium vial, which can then be used again. have identical statistics to a dagger, except that they deal
As an action, you can use the lorium vial to achieve one of 1d6 energy damage and have a thrown range of 30/90.
the following effects: If you hit a creature with an attack with an astra dirk, you
lose that astra dirk. Additionally, as a bonus action, you can
» You can store a spell you know within the lorium increase your Astrafade by 1 to deal 1d8 energy damage to
vial, allowing you to cast the spell without increasing each creature hit with an astra dirk attack in the last hour.
your Astrafade. Once you cast a spell in this way, you
cannot use the lorium vial to cast the spell again until ASTRA-STORM AURA: Astra swirls around you like a roiling
you finish a long rest. tempest, rebuffing attacks and damaging nearby enemies.
As an action, you can increase your Astrafade by 1 to
» You can spend 1 hour accessing the Lorium Archives
summon a swirling astra-storm. The storm occupies a 10-
to retrieve lore on a subject you choose. The subject
foot radius sphere centered on you and lasts for 1 minute,
can be a person, a place, or an event. Once you
until you become incapacitated, or until you end it as a free
retrieve the lore, using this lorium vial, you can add
action. While the storm is active, you also gain a fly (hover)
double your proficiency to all Lore checks relating to
speed of 10 feet. When a creature enters the area of effect
that particular subject.
or starts their turn there, they must succeed on a Dexterity
» You extract a single memory from a willing creature saving throw against your spell save DC or take a number of
you touch, or from yourself. The memory remains d6s of energy damage equal to your proficiency bonus. In
preserved in the lorium. You can view this memory, addition, while the storm is active, you have half cover.
experiencing the sights, sounds, and smells as if you
saw it firsthand. BATTLE TRANCE: Your physical form blurs as you enter
» You can record written or spoken words, up to a a deep state of seamless awareness and instantaneous
maximum of 10,000 words, which can be stored and reaction. As an action, you can choose to enter a battle
accessed at will. trance. Until the start of your next turn, you have the
following benefits:
APHELION » Your armor class increases by 2.
The warrior mages of the Known Orbits, the aphelions
weaponize astra, wielding its volatile power just as a treader » You have advantage on Dexterity saving throws.
might carry a blade. Aphelions are often knights in service to » Making an opportunity attack does not require a
noble septs or powerful factions, but wayward aphelions can reaction.
earn a living as bodyguards, enforcers, or even assassins for
» When you are holding a melee weapon and are hit by
the highest bidder. Fusing martial prowess with astracasting
a ranged weapon attack, you can use your reaction to
to deadly effect, aphelions are among the most feared
deflect the projectile. When you do so, the damage
fighters in the Known Orbits.
you take from the attack is reduced by 1d10 + your
ASTRA BLADE: You conjure a weapon of pure energy – an Dexterity modifier + your mancer level. If you reduce
extension of your mind, body, and spirit. As a bonus action, the damage to 0, you can increase your Astrafade
you can increase your Astrafade by 1 to summon a melee by 1 to redirect the projectile. If you do, as part of
weapon of your choice. It can take the form of any melee the same reaction, make an attack with the weapon
weapon you are proficient in, and has identical statistics, used to deflect the projectile against a target you can
except that it deals energy damage and has +1 attack and see within 30 feet of you. On a hit, the target takes
damage (this bonus increases to +2 at 5th level, +3 at 10th damage equal to the initial damage of the attack plus
level, and +4 at 16th level). When you attack with this weapon, one additional damage die.
you can use your Charisma modifier, instead of Strength or MARTIAL PROWESS: You gain additional proficiencies to
Dexterity, for the attack and damage rolls. You can dismiss excel in close-quarters combat. You gain medium armor and
the weapon as a free action. If you fall unconscious, the heavy armor proficiency. In addition, when you choose this
talent, you can choose two martial melee weapons in which
to gain proficiency.
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RELENTLESS ATTACK: Your tenacity cannot be tamed, BERSERKER: You forego defense to dish out greater
especially in the heat of combat. You can attack twice, instead punishment. When you make your first attack on your turn,
of once, whenever you take the attack action on your turn. you can attack recklessly. You gain advantage on attack
rolls for the remainder of your turn, but attack rolls against
Additionally, once per turn when you hit a creature with a you have advantage until the start of your next turn. While
weapon attack, you can choose to increase your Astrafade attacking recklessly, once per turn when you hit a creature
by 1 to make another attack against that creature. On a hit, with a weapon attack, you can increase your Astrafade by 1
the attack deals one additional damage die. to roll one additional damage die.
SHIELD OF LIGHT: You conjure a floating, spectral shield ASTRAFADE PUSH: You have mastered your control of
that protects you and your allies. As a bonus action, you can Astrafade and can absorb it or expel it through sheer
increase your Astrafade by 1 to coalesce energy and conjure force of will. As an action, you can reduce or increase your
a shield, which hovers in your space to protect you as if you Astrafade by 1. If you reduce your Astrafade, you take 1d6
were wielding it, leaving your hands free and increasing your energy damage. If you increase your Astrafade, you regain
AC by 2. The shield remains active for 1 minute, until you end 1d6 hit points.
this effect with a free action, or until you are incapacitated or
die. In addition, as a free action on your turn, you can direct ASTRAFADE RESISTANCE: You have advantage on
the shield to move into a friendly creature’s space that you Constitution and Charisma checks made to resist spells.
can see within 40 feet. The creature then gains the benefit of
the shield until the effect ends or until you use a free action Additionally, whenever you exceed your Astrafade Limit, and
to move the shield again. are forced to roll on the Astra Effects tables, you can choose
to roll again and must take the second result.
SIPHON FISTS OF THE VOID: You wreathe your fists in crackling red
Among many denizens of the Known Orbits, and notably astra, imbuing them with an unprecedented striking power.
even other mancers, siphons are held in contempt. A siphon As a bonus action, you can increase your Astrafade by 1 to
endeavors to push astra, and by extension themselves, to wrap your forearms and fists in red astra. For 1 minute, you
the limits of possibility. To a siphon, astra is a power granted have the following benefits:
to the gifted, meant to be wielded however they choose. A
siphon is a conduit for this boundless energy, and only a » Your unarmed strikes deal 1d6 energy damage, and
siphon can truly manifest astra in its purest, most volatile you can add your Charisma modifier to attack rolls
form. Possessing an almost effortless control over their own and damage rolls with unarmed strikes.
Astrafade, siphons border on inhuman in their mastery of » You add your Charisma modifier to Athletics checks.
this dangerous magic.
» As a bonus action, you can hurl astra from your
ASTRA FORM: You shed your fragile mortal form and become hands. Make a ranged spell attack against a creature
pure energy. As an action, you can increase your Astrafade you can see within 40 feet of you. On a hit, you deal
by 1 to transform yourself and everything you are wearing 1d8 energy damage.
and carrying into pure energy. You can maintain the form LIMIT ENHANCER: While at your Astrafade Limit, your
a number of minutes equal to your Charisma modifier. The abilities increase. While your total Astrafade meets or
effect ends if you drop to 0 hit points or if you end the effect exceeds your Astrafade Limit, you can use a bonus action to
as a free action. While in this form, you have the following activate Limit Enhancer. While this feature is active, you gain
effects: the following benefits:
» Your only method of movement is a fly (hover) speed » You gain a fly (hover) speed of 10 feet.
of 20 feet.
» You have advantage on any saving throws made to
» You can enter and occupy the space of another avoid or resist spells and their effects.
creature.
» When casting a spell, you may use a single free boost
» You have resistance to bludgeoning, piercing, and that does not increase your Astrafade.
slashing damage.
» You have resistance to bludgeoning, piercing, and
» You have advantage on Strength, Dexterity, and slashing damage.
Constitution saving throws.
Limit Enhancer lasts for 1 minute. It ends early if you are
» You can pass through small holes and narrow knocked unconscious. Once you have activated Limit
openings. Enhancer a number of times equal to your proficiency
» You cannot fall and remain hovering in the air even bonus, you must complete a long rest before you can use
when stunned or incapacitated. it again.
» You cannot speak, but can communicate telepathically
with creatures within 60 feet of you.
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SIPHON MUTATIONS: Your reckless push and pull of astra » Void Visions: Your limited precogniscience grants
has irradiated and warped your human form. Choose (or you foresight into the immediate future. You can
roll) a mutation option from the following list. Note: You add your proficiency bonus to initiative rolls, and
can select this talent multiple times, but must choose a new have advantage on attack rolls against creatures
option each time. who have not yet had a turn in combat. In addition,
you experience vivid visions that, despite being
» Reflective Hide: Your hardened skin protects you, instantaneous in the material world, can feel lengthy
and can absorb and redirect astra energy. While in your own mind. These visions are often prophetic,
wearing no armor, your AC equals 11 plus your and involve people both closely related to you, as well
Dexterity modifier plus your Charisma modifier. In as complete strangers or long-dead ancients. Work
addition, when you take damage from a line spell, a with your GM to determine these visions, or use the
spell that requires a ranged attack roll, or a ranged Scrying Results table on page 42.
weapon that deals energy damage, you can increase
» Astra Blood: Persistent efforts to manipulate astra
your Astrafade by 1 and use your reaction to halve
have turned your veins a vivid color. The cosmic blood
that damage. You can then deal damage equal to the
pumping through your veins can enhance physical
amount you negated back to the attacker.
efforts such as lifting, jumping, swimming, or other
» Unseeing Eyes: To the unaware, you might appear feats of adrenaline. While you have an Astrafade of 1
blind, though you are anything but. You have or higher, you have advantage on Strength (Athletics)
blindsight out to a range of 120 feet, allowing you to and Constitution (Endurance) checks. In addition, you
perceive without relying on sight. In addition, you can can increase your Astrafade by 1 to enhance your
increase your Astrafade by 1 to enhance your senses abilities for 1 minute. While enhanced, you deal one
for 1 minute. While enhanced, you have advantage additional damage die on melee attacks, and can add
on Wisdom (Perception) checks, and each creature in your Constitution modifier to all spell attacks and
your blindsight radius appears outlined in flickering damage rolls for spells.
astra, even those hidden and covered by obstacles
or walls.
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MECHANIST
PLAYING A MECHANIST
A splicer, illuminated by a flickering arctool, emblazons an Mechanists provide support and custom gear for
incendiary pulser cartridge with their touchmark stamp. themselves and their allies. Though capable warriors
A driftrunner ducks into a voidship alcove and conjures and skilled explorers in their own right, a mechanist
an arcmesh drone, maneuvering the small construct excels at strengthening and restoring allies, utilizing
through the maze-like ductwork to access a secured vault. various tools and constructs to control the battlefield
A necrotechnician dives behind cover amid a hail of pulser and provide utility functions in exploration and
fire as his barrowmech heaves itself into combat against the survival. Most mechanist talents provide new options
skrug raiding party. for crafting items – creating special pulser cartridges,
deploying sentry turrets, or even building constructs
Mechanists are craftspeople, scavengers, and artificers who
like barrowmechs.
reclaim, repair, and modify the dwindling technology of the
Known Orbits. They wield cunning and craft in tandem to A mechanist benefits chiefly from a high Intelligence,
create and customize unique weapons, armor, tools, and as much of their crafting and the effectiveness of their
constructs to aid themselves and their allies. creations hinge on that attribute. A mechanist should
also prioritize Dexterity in order to defend themselves
Talented mechanists never want for work. Septs employ and their allies in combat.
mechanists to build and maintain their arms and armor, or
develop new weapons to wield against rivals. They can be
found serving aboard voidships across the Known Orbits,
keeping the spacefaring relics flying another day. Mechanists
forge a unique bond with the metal they work, as well as
the atra coursing through it – not simply technicians, but
archaeologists, shamans, and scholars. To create is to be
godlike, and their reverence for artifacts promotes an almost
spiritual link to empires long fallen, and their creations which
persist eternally.
MECHANIST STAKES
D10 Stake
A creation of mine fell into the wrong hands – I must
1
reclaim it.
2 I must create something unprecedented.
3 I seek the original creator of my arctool.
My ancestor created wondrous things. I seek to learn
4
more about them.
I created a weapon that brought devastation upon
5
innocents. Can I make it right?
I owe a debt to nefarious people for not delivering on
6
a commission.
I glimpsed a relic from before the Long Downfall. Now
7
I seek to recreate it.
The person who taught me all I know disappeared –
8
where are they?
I failed in my duties and people died as a result. I
9
want to make it right.
I received a vision within a ruin, and now I am driven
10
by a strange destiny.
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MECHANIST PROGESSION EQUIPMENT
You start with the following equipment:
Proficiency Astrafade
Level Class Features
Bonus Limit » (a) scout suit or (b) bygul hide armor
Arctool, Spheroids, » One simple melee weapon
1 +2 1
Talent
» One simple pulser
2 +2 1 Expertise
» Basic gear kit
3 +2 1 Talent
Ability Score ARCTOOL
4 +2 2
Improvement AT 1ST LEVEL: You carry a versatile multitool unique to
5 +3 2 Arctool Upgrade, Talent you called an arctool. Your arctool allows you to add your
proficiency bonus to any ability checks made to repair,
6 +3 2 Expertise modify, dismantle, or otherwise interact with tech of any
7 +3 3 Talent kind.
Ability Score In addition, as part of a short rest, you can use your arctool
8 +3 3
Improvement
and any available salvage to create an item worth 5 glint
9 +4 3 Talent or less (at the GM’s discretion), such as a cudgel, dagger,
10 +4 4 Boost Spheroids
buckler shield, or glowrod.
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ARCTOOL GENERATOR
SPHEROIDS: FLEETING CONSTRUCTS
D82 Form Feature Spheroids are small arcmesh constructs crafted by
1 Gauntlet Glowing cables mechanists using arctools. The appearance of these
floating constructs varies depending on the maker, but
2 Weapon Liquid-filled compartments
they typically look more or less spherical and roughly
3 Backpack Floating components palm-sized. Spheroids are simple and temporary
4 Belt Pulsating glow objects, formed by the arcmesh projectors on a
mechanist’s arctool. They disintegrate after roughly a
5 Vest Aurichalcum filigree minute of existence. Spheroids are a common sight,
6 Bandolier Transparent portions and serve a variety of functions across the Known
Orbits, from delivering messages to healing the
7 Bracers Shifting sections
wounded to providing support in combat. What do
8 Helmet Etched with strange writings your spheroids look like?
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ARCTOOL UPGRADE SPLICER
AT 5TH LEVEL: Choose one of the following upgrade options The Known Orbits teeter on the shoulders of splicers.
for your arctool. Unrivaled in reclaiming and repairing lost tech, splicers are
famed for their creations – everything from pulser cartridges
» Astra Beam: As an action, you can increase your to sentry turrets. splicers are also the closest thing most
Astrafade by 1 to emit a beam of destructive energy venturer crews have to a medic, patching up wounds almost
from your arctool. The beam is a 30-foot line that is as well as they patch up metal. Splicers excel in support
5 feet wide. Each creature in that line must make a roles, keeping allies in fighting shape with custom-made
Dexterity saving throw, the DC of which is 8 plus your weapons and tools.
proficiency bonus plus your Intelligence modifier. On
a failed save, a creature takes a number of d8s of ARCMESH REPLICA: You stitch a spectral beast from
energy damage equal to half your proficiency bonus arcmesh to aid you and your allies. As an action, you can
rounded down (minimum 1). increase your Astrafade by 1 to conjure an arcmesh replica
» Astra Shield: As a bonus action, you can increase your with your arctool in an unoccupied space you can see within
Astrafade by 1 to produce an energy shield from your 10 feet of you. Choose a beast of challenge rating 1 or
arctool. It increases your AC by 2 but does not require lower – the arcmesh replica has identical statistics, except
a hand to wield. You can dismiss the shield as a free that it is a construct with immunity to poison damage and
action. If you fall unconscious, the shield vanishes. the poisoned condition. The creature adds your proficiency
You cannot hold a shield and still gain the benefits of bonus, rather than its own, to attack rolls and to any saving
this upgrade. throws or skills in which it is proficient.
» You add double your proficiency bonus to Intelligence In addition, you have advantage on any Intelligence
saving throws. (Medicine) checks made to identify a liquid, plasma, or gas.
At the GM’s discretion, as part of a short rest, you can study a
» When you roll for initiative, you can reduce your sample of any liquid, plasma, or gas to learn its properties, as
Astrafade by a number equal to your Intelligence well as how to reproduce it (doing so following the guidelines
modifier. above).
» You no longer require sleep. Instead, when you take
a long rest, you must spend at least four hours in an
insular, motionless state, rather than sleeping. In this
state, you can perceive normally.
» You can choose to perceive through any active
spheroids or other constructs created by you.
» If you drop to 0 hit points, as long as you have an
active spheroid or other construct created by you
within 120 feet of you, you can drop to 1 hit point
instead.
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CRAFT CARTRIDGE: You forge custom cartridges for use in You can spend 1 hour dismantling your turret with your
pulser weapons. Using your arctool, you can increase your arctool to either change its type or reclaim the materials
Astrafade by 1 and spend 1 hour and a number of glint used to create it. If your turret is destroyed, its materials
worth of materials to craft a pulser cartridge. When you craft cannot be reclaimed.
the cartridge, choose from one of the following options,
spending the required number of glint worth of materials. FUSION ARMAMENT: You forge unique and unprecedented
amalgamations. Using your arctool, you can spend 1 hour
CARTRIDGE CRAFTING OPTIONS and 20 glint worth of materials to craft a suit of fusion armor.
Choose two armors you carry and combine them. The fusion
Type Cost Effect armor weighs as much as the heavier of the two armors
Basic 2 – used to create it. Once per turn as a free action, the fusion
armor’s wearer can toggle between the two armors. You can
A creature dealt damage by this pulser
takes an additional 1d4 acid damage.
spend an hour to dismantle the fusion armor to reclaim the
Caustic 4 armors and materials used to create it.
Humanoids take an additional 1d8 acid
damage instead of 1d4.
Alternatively, using your arctool, you can spend 1 hour and
A creature dealt damage by this pulser 10 glint worth of materials to craft a fusion weapon. Choose
takes an additional 1d4 cold damage and
Frost 6 two weapons you carry and combine them. The fusion
reduces its speed by 10 feet until the
start of your next turn.
weapon weighs as much as the heavier of the two weapons
used to create it. Once per turn as a free action, the fusion
A creature dealt damage by this pulser weapon’s wielder can toggle between the two weapons.
takes 1d4 fire damage at the start of You can spend an hour to dismantle the fusion weapon to
each of its turns. A creature can end this
Incendiary 6 reclaim the weapons and materials used to create it.
damage by using its action to make a
DC 10 Dexterity check to extinguish the
OMNI-ARM: A mechanical arm aids you, as much a part of
flames.
your body as a flesh-and-blood limb. You have constructed a
You have advantage on attack rolls mechanical extra limb. You can use the omni-arm to interact
against one creature you dealt damage with one additional object or feature of the environment
Seeking 8
to with this pulser since the start of your
for free during your turn. You can also carry an additional
last turn.
weapon with the light quality using the omni-arm. You cannot
A creature dealt damage with this pulser use the omni-arm to grapple or wield a shield. The omni-arm
takes an additional 1d4 lightning damage. can be used for other tasks, such as opening doors, carrying
Shock 4
Constructs take an additional 1d8 things, or using tools, as long as it is not holding a weapon.
lightning damage instead of 1d4.
Additionally, when using your arctool to create something,
CRAFT TURRET: Your custom turrets serve you and your you can halve the time the task requires with the omni-arm’s
allies in battle. Using your arctool, you can spend 1 hour and assistance.
20 glint worth of materials to construct a turret, choosing
one option from the Turret Crafting Options table. You can STITCHING BEAM: Your arctool’s arcmesh projectors allow
keep one turret at a time. As a bonus action, you can increase you to quickly bandage wounds. As an action, you can
your Astrafade by 1 to deploy your turret in an unoccupied increase your Astrafade by 1 and use your arctool’s stitching
space within 5 feet of you. The turret lasts for 1 minute, at beam to target a creature within 30 feet that you can see.
which point it powers down and you can retrieve it. Your The beam lasts for 1 minute. The target immediately regains
turret is considered a Small object with an armor class and 1d4 hit points, and on each of your turns for the duration,
hit points dictated by its type. It is immune to poison damage you can use your action to restore 1d4 hit points to the
and all conditions. target. The beam stops if you use your action to do anything
else. The beam also stops if the target moves beyond 30
During your turn, you can verbally command your turret to feet of you or if you can no longer see them. The amount of
move (if it has a move speed) and to make a ranged attack healing increases as you gain levels in this class: 1d6 at level
against a single target within 60 feet of it that you can see. 6, 1d8 at level 10, 1d10 at level 13, and 1d12 at level 17.
Its attack modifier is equal to your Intelligence modifier plus
your proficiency bonus, and it deals energy damage.
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Additionally, you can stabilize a dying creature using arcmesh Dexterity saving throw, the DC of which is 8 plus your
bandages. You touch a living creature that has 0 hit points. proficiency bonus plus your Intelligence modifier. On
The creature becomes stable. You can use this talent a a failed save, a creature takes a number of d6s of
number of times equal to your proficiency bonus, regaining energy damage equal to half your proficiency bonus
all uses after you complete a long rest. rounded down (minimum 1). On a successful save, a
creature takes half as much damage.
TECH BOOST: You excel in quickly and effectively enhancing
CRAFT GRENADE: You wear a magbelt designed to carry
the weapons and armor of your allies. As an action, you can
explosives, and craft a variety of grenades for you and your
increase your Astrafade by 1 to touch a weapon or armor
allies. Using your arctool, you can increase your Astrafade by
with your arctool. If it’s a weapon, it deals +1 attack and
1 and spend 1 hour and a number of glint worth of materials
damage for 1 minute. If it’s armor, it grants the wearer +2
to craft a grenade. When you craft the grenade, choose from
AC for 1 minute.
one of the following options, spending the required number
of glint worth of materials.
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GRAV HARNESS: Heights pose little challenge to you. You SLIPDAGGER: You are never unarmed. As a bonus action,
wear a custom-crafted grav harness, which includes boots you can use your arctool to create an arcmesh weapon
and gauntlets. Climbing costs you no extra movement. known as a slipdagger. The slipdagger has identical statistics
When you make a running or standing jump, the distance to a dagger, except that it deals 1d6 piercing damage. The
you cover increases by a number of feet equal to double slipdagger lasts for 1 minute, until you dismiss it as a free
your Intelligence modifier. action, or until you reduce a creature to 0 hit points with it,
at which point it disintegrates without a trace.
In addition, as a bonus action, you can increase your
Astrafade by 1 to boost the abilities of the harness. For In addition, if you have advantage on an attack roll with
10 minutes, you can move up, down, and across vertical the slipdagger, you can deal a number of additional d6s of
surfaces and upside down along ceilings, all while leaving damage equal to half your proficiency bonus rounded down
your hands free. You also gain a climbing speed equal to (minimum 1).
your walking speed.
VAULTBREAKER: You’ve outfitted your arctool with a complex
HACK CONSTRUCT: You peer into the machine mind of set of lock picks and skeleton keys. You can add double your
a construct and pull forth secrets. As an action, you can proficiency bonus to any checks made to disable locks or
increase your Astrafade by 1 to target a construct creature disarm traps.
within 60 feet of you that you can see. The target must make
an Intelligence saving throw, the DC of which is equal to 8 In addition, as an action, you can increase your Astrafade
plus your proficiency bonus plus your Intelligence modifier. by 1 and touch a single object with your arctool. The object
On a failed save, you infiltrate the construct’s mind. The effect can be a door, a container, or another object that contains a
lasts for 1 hour. You immediately gain access to the last hour mundane means preventing access. A targeted object held
of the construct’s memory. In addition, you can direct the shut by a mundane lock or that is stuck or barred becomes
construct’s movements and actions for the duration, and unlocked, unstuck, or unbarred. If the object has multiple
perceive through the construct’s senses as if they were their locks, only one of them is unlocked.
own. The construct can reroll the saving throw if it takes
damage, or if it moves beyond 60 feet of you. NECROTECHNICIAN
The strange, macabre practices of Bastion’s necrotechnicians
SCOUR LENSES: You’ve crafted a pair of tinted goggles linked
elicit fear and awe in equal measure. Practiced in fusing
to your arctool and capable of interfacing with tech. As a
flesh and steel, necrotechnicians craft wondrous technology
free action, you can don your scour lenses. While wearing
from the dead, imbuing corpses with new life and powering
them, you can add double your proficiency bonus to any
constructs like barrowmechs with the souls of the departed.
Intelligence (Tech) checks relating to an object you can see. If
Considered profane and heretical by most septs, and outright
you spend 1 uninterrupted minute while wearing your scour
illegal under the laws of some, necrotechnicians nonetheless
lenses studying a weapon, suit of armor, or piece of tech,
produce burgeoning, bleeding-edge tech sought by many
you can learn the properties of the object, the materials
– from the specters that maintain the higher functions of
used to construct it, its age, the identity of its creator based
voidships, to the barrowmechs that serve as laborers and
on its touchmark, and its approximate worth in glint.
increasingly fight on the front lines of sept conflicts.
In addition, as a bonus action, you can increase your
Astrafade by 1 to activate the scour lenses’ search mode,
which lasts for 1 minute. While search mode is active, you SOULS: A RARE RESOURCE
have darkvision out to a range of 60 feet, and can add Necrotechnicians specialize in pulling latent astra
double your proficiency bonus to any Wisdom (Perception) from the recently deceased, which carries portions
or Intelligence (Tech) checks that rely on sight. You can also of the dead creature’s essence – their skills, traits,
focus on a creature you can see to determine if they’re personality, even fragments of memories. This astra,
carrying weapons, explosives, or unseen tech, and if so, the considered the soul by some, is what powers the
size and type of those items. necrotechnician’s creations, imbuing constructs with
the ability to think, reason, and communicate. The
SHADOWMESH: You’ve learned to stitch arcmesh capable dead are often an abundant resource on fringe moons,
of refracting light, muffling sound, and concealing creatures but on sept-controlled worlds with tighter regulations,
and objects from sight. As an action, you can increase your necrotechnicians rely on connections with local
Astrafade by 1 to stitch a 5-foot by 5-foot square length of morgues or black market sources for these much-
shadowmesh. The shadowmesh lasts for 10 minutes, and needed souls.
is large enough to completely cover a Medium creature or
an object no larger than 5 cubic feet. For the duration, the
creature or object is hidden as long as they remain beneath
the shadowmesh, and creatures have advantage on
Dexterity (Stealth) checks made to move silently. A creature
reveals themself if they target a creature or object with an
attack or spell.
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BARROWMECH COMPANION: Your macabre construct CAPTURE SPIRIT: Using your arctool, you can increase your
companion is unfalteringly loyal – and devastatingly effective. Astrafade by 1 and spend 1 hour and 10 glint worth of
Using your arctool, you can spend 8 hours and 100 glint materials to capture the spirit of a recently slain creature.
worth of materials to construct a barrowmech. You must You must have access to the corpse of a humanoid creature
also have access to the corpse of a humanoid creature. with Intelligence 6 or higher that has been dead no longer
Choose a barrowmech loader or a barrowmech sentinel than 24 hours. The creature’s spirit is bound within a vessel
for your companion. Add your proficiency bonus to the – typically an aurichalcum vial. As an action, you can use the
barrowmech’s AC, attack rolls, and damage rolls, as well as to captured spirit to gain one of the following benefits:
any saving throws and skills it is proficient in. It has a number
of hit dice equal to your mechanist level. Your barrowmech » A creature you touch regains hit points up to their
companion obeys your commands, taking its turn on your maximum hit points.
initiative. On your turn, you can verbally command your » A barrowmech you touch adds double their
barrowmech companion where to move. You can also use a proficiency bonus to ability checks, saving throws, and
bonus action to verbally command it to take the attack, dash, attack rolls for 24 hours.
disengage, or help action. If you don’t issue a command, the
» A weapon or suit of armor you touch gains a +1
barrowmech takes the dodge action. If you are incapacitated
enhancement (to attack rolls for weapons, to AC for
or absent, the barrowmech acts on its own, focusing on
armor) for 24 hours.
protecting you and itself. The barrowmech never requires
your command to use its reaction, such as when making an » As part of a short rest, you can use the captured spirit
opportunity attack. If the barrowmech is destroyed, you can to commune with the dead. You speak the name of
use an action to reclaim 50 glint worth of materials. You can a dead creature and can ask that creature up to five
also spend 1 hour to dismantle your barrowmech, reclaiming questions. The creature knows only what it knew in
100 glint worth of materials. life. Answers are usually brief, cryptic, or repetitive,
and the creature is under no compulsion to offer a
BONE STITCHER: You harvest the remains of fallen creatures truthful answer.
to craft gear for you and your allies. Using your arctool, you CRAFT THRALLMIND: You imbue the dead with newfound
can spend 1 hour harvesting the remains of a dead creature purpose. Using your arctool, you can increase your Astrafade
and using those materials to craft items using the Bone by 1 and spend 1 hour and 10 glint worth of materials to
Stitcher Crafting table for guidance. The item you craft has craft a thrallmind from the corpse of a humanoid creature,
identical statistics to the item you choose, except that it the CR of which cannot exceed a number equal to half your
weighs half as much. mechanist level rounded down (minimum 1). Your thrallmind
has identical statistics to the creature, except that it is also
BONE STITCHER CRAFTING OPTIONS undead and is immune to poison damage, exhaustion, and
Creature Size Possible Items the poisoned condition. The thrallmind shares your initiative.
On your turn, you can mentally command your thrallmind
One simple melee weapon, one buckler if it is within 60 feet of you. You decide what action the
Small shield, one slinger, or one item of similar glint thrallmind takes and where it will move, or you can issue
value (GM’s discretion)
a general command, such as guarding a specific location. If
Two simple melee weapons, one martial you issue no commands, the thrallmind remains stationary
Medium melee weapon, one buckler shield, or one and defends itself. After 24 hours, the thrallmind ceases to
item of similar glint value (GM’s discretion) function, and you can retrieve the materials used to create it.
Three simple melee weapons, one martial
melee weapon, one suit of light armor, two
Large
buckler shields, one boarding shield, or one
item of similar glint value (GM’s discretion)
Four simple melee weapons, two martial
melee weapons, one suit of light armor, one
Huge suit of medium armor, three buckler shields,
two boarding shields, or one item of similar
glint value (GM’s discretion)
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ENERGY DRAIN: You siphon life to fuel your abilities. As » One creature or object of your choice that you can
a reaction, when you deal damage to a creature, you can see within 30 feet rises vertically, up to 20 feet, and
increase your Astrafade by 1 to choose one of the following remains suspended there for up to 1 minute. You can
effects. choose a target that weighs up to 500 pounds. An
unwilling creature who succeeds on a Strength saving
» You regain a number of hit points equal to half the throw, the DC of which is 8 plus your proficiency
damage dealt, rounded down. bonus plus your Intelligence modifier, is unaffected.
» A friendly creature you can see within 30 feet regains The target can move only by pushing or pulling
a number of hit points equal to half the damage dealt, against a fixed object or surface within reach (such as
rounded down. a wall or a ceiling), which allows it to move as if it were
climbing. You can change the target’s altitude by up
» A friendly creature you can see within 30 feet reduces
to 20 feet in either direction on your turn. If you are
their Astrafade by 1.
the target, you can move up or down as part of your
» Your next successful weapon attack deals one move. Otherwise, you can use your action to move
additional damage die. the target, which must remain within 30 feet of you.
» The creature must succeed on a Constitution saving When this effect ends, the target floats gently to the
throw, the DC of which is equal to 8 plus your ground if it is still aloft.
proficiency bonus plus your Intelligence modifier, or NECROGRAFT AUGMENTATION: Flesh is weak – metal
become poisoned. persists. You have replaced a portion of your body with
In addition, you can choose to spend hit points rather than a necrograft prosthetic. To install an augmentation, you
glint to craft an item, reducing your hit points by a number must have at least a week of downtime to recover from
equal to the required number of glint worth of materials. the procedure and allow the necrograft to fuse properly
with your flesh. Once complete, choose an option from the
GRAV MANIPULATOR: Your arctool bends gravity itself to following list. Note: You can select this talent multiple times,
your will. You can use your action to manipulate an object but must choose a new option each time.
within 30 feet of you – lifting and moving an item, opening or
closing an unlocked door or container, stowing or retrieving » Arm: Your Strength increases by 2; your Charisma is
an item from an open container, etc. You cannot lift more reduced by 1. In addition, your unarmed strikes deal
than 10 pounds this way. 1d8 damage.
» Brain: Your Intelligence increases by 2; your Charisma
In addition, as a bonus action, you can increase your is reduced by 1. In addition, your Astrafade Limit
Astrafade by 1 to create one of the following effects using increases by 1.
your arctool.
» Eyes: Your Wisdom increases by 2; your Charisma
» A creature you can see within 30 feet must succeed is reduced by 1. In addition, you can perceive your
on a Strength saving throw, the DC of which is equal surroundings within 120 feet without relying on sight.
to 8 plus your proficiency bonus plus your Intelligence » Legs: Your Dexterity increases by 2; your Charisma
modifier, or become restrained. While the creature is is reduced by 1. In addition, your movement speed
restrained in this way, on each of your turns, you can increases by 10 feet.
use a bonus action to crush the creature, dealing a
» Spine: Your Constitution increases by 2; your Charisma
number of d8s of bludgeoning damage equal to half
is reduced by 1. In addition, as a bonus action, you
your proficiency bonus rounded down (minimum 1).
can increase your Astrafade by 1 to regain 1d10 hit
The creature can make the saving throw again at the
points.
beginning of each of its turns, ending this effect on
itself on a success. You can end this effect on your NECROTECH SPELLS: Necrotech is a path to abilities both
turn as a free action. mundane and magical. You know a number of spells equal
to half your Intelligence modifier rounded down (minimum
1). The spells you choose must be Astrafade 1 or less.
Intelligence is your spellcasting modifier for these spells.
When you take another level in this class, you can choose
one new spell to replace one you already know.
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TREADER
PLAYING A TREADER
A reaver clad in heavy armor brings down a waraxe Though incredibly varied depending on their talents,
wreathed in crackling red astra to split a skrug crawler in treaders are first and foremost warriors. Most treader
two. A farseeker prowls the wilds of a fringe moon, krelhawk class features and talents provide damage and
companion on her shoulder. A voidstalker drops his criminal sustainability – additional attacks, increased armor
quarry with a headshot from a scoped pulser rifle, then class, and extra hit points, to name a few. Treaders’
disappears from view as chaos erupts. utility talents make them ideal scouts and infiltrators,
increasing awareness and allowing them to both detect
Treaders are mercenary warriors, pathfinders, and assassins
and avoid (or ambush) enemies.
who face the dangers of the Known Orbits head-on.
They leverage mastery of weapons, armor, and powerful A treader benefits from high Strength or Dexterity,
astra-fueled abilities to survive against all odds in harsh depending on weapon preference and skill focus. A
environments and guide others safely through the void. treader should also prioritize Wisdom to increase their
awareness and effectiveness with astra-based talents.
Treaders are a diverse lot, ranging from brutal melee fighters A high Constitution provides increased hardiness for
in heavy armor wading into the thick of combat, to explorers treaders who prefer melee combat.
with an affinity for discovery and survival, to quick and deadly
sharpshooters specializing in stealth hit-and-run tactics. The
common link among all treaders, however, is the instinct to
persist – to move forward, undaunted, in a universe cold and
unfeeling.
TREADER STAKES
D10 Stake
A monstrous beast killed someone close to me – I
1
seek its head.
I cannot rest until I find the strange ruins from my
2
dreams.
3 A valuable heirloom was taken from me and mine.
A loved one died with unfinished business – now their
4
duty falls to me.
5 I’ve vowed to find the lost kin of a fallen ally.
6 I’m haunted by the memory of those I left behind.
I have unfinished business with a former ally who
7
betrayed me.
I left my home years ago, but must return to right a
8
wrong.
Someone I care about disappeared into the
9
Harbinger.
I was abandoned and left for dead. Those responsible
10
must pay.
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TREADER PROGESSION EQUIPMENT
You start with the following equipment:
Proficiency Astrafade
Level Class Features
Bonus Limit » (a) scout suit or (b) bygul hide armor
1 +2 1 Augment Weapon, Talent » (a) one martial melee weapon or (b) one carbine
2 +2 1 Bonded Weapon » (a) one simple melee weapon or (b) one light pistol
3 +2 1 Talent » Basic gear kit
Ability Score
4 +2 2
Improvement AUGMENT WEAPON
Starting at 1st level: As a bonus action, you can increase your
5 +3 2 Extra Attack
Astrafade by 1 to enhance a weapon you are holding. For 1
6 +3 2 Talent minute, until you use this feature again, or until you are no
7 +3 3 – longer holding the weapon, the weapon has a +1 bonus to
attack rolls. In addition, choose one effect from the following
Ability Score list, which lasts for the duration.
8 +3 3
Improvement
9 +4 3 Indomitable, Talent » Red Astra: Once per turn, when the weapon deals
damage to a target, that target takes an additional
10 +4 4 –
1d6 energy damage.
11 +4 4 Extra Attack (2)
» Blue Astra: Once per turn, when the weapon deals
Ability Score damage to a creature, you regain a number of hit
12 +4 4
Improvement, Talent points equal to your Constitution modifier.
13 +5 4 Indomitable (2) » Green Astra: Once per turn, when the weapon deals
14 +5 5 – damage to a creature, that creature has disadvantage
on attacks against you until the start of your next turn.
15 +5 5 Talent
» Yellow Astra: Once per turn, when the weapon deals
Ability Score damage to a target, you can move that target in a
16 +5 5
Improvement straight line 10 feet closer or further away from you.
17 +6 5 Indomitable (3)
18 +6 6 Talent
TREADER TALENTS
AT 1ST LEVEL: You choose a talent from the reaver, farseeker,
Ability Score or voidstalker talent lists at the end of this section. You gain
19 +6 6
Improvement additional talents at each odd-numbered level. Each time,
20 +6 6 Extra Attack (3) you can choose a talent from any of these lists, but no talent
can be selected more than once (unless stated otherwise).
TREADER CLASS FEATURES
As a treader, you gain the following class features. TREADER SPECIALIZATIONS
Specialization Description
HIT POINTS
Warrior focused on combat, survivability, and
» HIT DICE: 1d10 per treader level Reaver
battlefield control
» HIT POINTS AT FIRST LEVEL: 10 plus your Constitution Explorer with an affinity for pathfinding,
modifier Farseeker
survival, and mysticism
» HIT POINTS AT HIGHER LEVELS: 1d10 (or 6) plus your Assassin skilled in stealth, subterfuge, and
Constitution modifier per treader level after 1st Voidstalker
mobility
PROFICIENCIES
» ARMOR: Light armor, medium armor, heavy armor, BONDED WEAPON
shields AT 2ND LEVEL: You forge an unbreakable link with a favored
» WEAPONS: Simple weapons, martial weapons weapon. Touch a weapon with which you are proficient.
That weapon becomes your bonded weapon. You add +1
» TOOLS: Vehicles, voidships
to attack and damage rolls with your bonded weapon. In
» SAVING THROWS: Strength, Wisdom addition, as a bonus action, you can instantly summon the
» SKILLS: Choose two from Acrobatics (DEX), Astrogation weapon to your hand no matter where it is. You can choose
(INT), Athletics (STR), Endurance (CON), Insight (WIS), a new bonded weapon as part of a long rest, losing your
Lore (INT), Perception (WIS), Stealth (DEX), Survival bond with the previous weapon.
(DEX), and Tech (INT)
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creature or object within 30 feet. On a hit, the target takes
HEIRLOOM WEAPONS a number of d8s of energy damage equal to half your
A treader is only as good as the weapon in their proficiency bonus rounded down (minimum 1), and each
hands, be it blade or pulser. Any treader worth their creature or object within 5 feet of the target takes half that
salt carries a bonded weapon with which they excel. much damage.
They say a treader can never be truly disarmed, that
Alternatively, after conjuring an astra bomb, you can place
the bond they share with their favored weapon is as
it in an unoccupied space within 5 feet of you. The bomb
good as blood. Many treaders carry heirloom weapons
detonates after 1 minute, or when you use a bonus action
passed down by kith or kin, imbued with the might
to detonate it. Each creature within 5 feet of the astra bomb
and courage of generations of warriors and explorers.
must make a Dexterity saving throw, the DC of which is 8
What sets your bonded weapon apart from other,
plus your proficiency bonus plus your Wisdom modifier.
lesser implements of war?
A creature or object takes a number of d6s of energy
damage equal to half your proficiency bonus rounded down
(minimum 1) on a failed save, or half that much damage on
ABILITY SCORE IMPROVEMENT a successful save.
AT 4TH LEVEL: You can increase one ability score of your
choice by 2, or you can increase two ability scores of your ASTRA WAVE: You can absorb and then weaponize a
choice by 1. As normal, you can’t increase an ability score nearby creature’s astra. As an action, you can increase your
above 20 using this feature. You gain additional ability score Astrafade by 1 to reduce the Astrafade of a creature you
improvements at 8th, 12th, 16th, and 19th level. can see within 30 feet by 1. You can then expel the energy
in a destructive wave. Each creature within 5 feet of you
must make a Dexterity saving throw, the DC of which is 8
EXTRA ATTACK
plus your proficiency bonus plus your Wisdom modifier. On
STARTING AT 5TH LEVEL: You can attack twice, instead of
a failed save, a creature takes a number of d6s of energy
once, whenever you take the attack action on your turn. The
damage equal to half your proficiency bonus rounded down
number of attacks increases to three when you reach 11th
(minimum 1) and is pushed 10 feet. On a successful save, a
level and to four when you reach 20th level.
creature takes half as much damage and isn’t pushed.
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TACTICIAN: You control the battlefield with a sharp mind FARSEEKER
and keen senses. You learn two maneuvers of your choice The farseeker explores, discovers, and forges new paths
from the following list. If the maneuver requires a saving across the Known Orbits. In tune with the ambient astra of
throw, the DC is equal to 8 plus your proficiency bonus plus Bastion’s moons and the void, the farseeker develops a kind
your Wisdom modifier. of supernatural sense – a connection to the wild, untamed
frontier of the Known Orbits. This makes farseekers ideal
TACTICIAN MANEUVERS hunters, trackers, and guides. Farseeker talents focus on
Maneuver Description survival, traversal, and tracking, bolstered by a strange
mysticism that sets them apart from other treaders.
As a bonus action, choose a friendly creature
who can hear you. That creature can
Command BEAST COMPANION: A loyal beast ally travels by your side.
immediately use their reaction to make one
weapon attack. Choose a beast no larger than Medium with a challenge
rating of 1/4 or lower to serve as your companion. Add your
As a bonus action, choose a friendly proficiency bonus to the beast’s AC, attack rolls, and damage
creature who can hear you. That creature rolls, as well as to any saving throws and skills it is proficient
can immediately use their reaction to move
Coordinate in. It has a number of hit dice equal to your treader level. If it
up to half their speed without provoking
opportunity attacks, or to take either a dodge has multiattack, it loses multiattack. Your beast companion
or hide action. obeys your commands, taking its turn on your initiative. On
your turn, you can verbally command your beast companion
When you hit a creature with a weapon
where to move. You can also use a bonus action to verbally
attack, you can use your reaction to goad the
creature into a duel. The target must make
command it to take the attack, dash, disengage, or help
Duel a Wisdom saving throw. On a failed save, the action. If you don't issue a command, the beast takes the
target has disadvantage on all attack rolls dodge action. If you are incapacitated or absent, the beast
against targets other than you until the start acts on its own, focusing on protecting you and itself. The
of your next turn. beast never requires your command to use its reaction,
When you hit a creature with a weapon such as when making an opportunity attack. If the beast
attack, you can use your reaction to mark dies, you can obtain a new companion by spending 8 hours
the creature. The next attack roll against the bonding with a beast that isn’t hostile to you and that meets
Mark
marked creature has advantage, and until the the requirements.
start of your next turn, the creature cannot
take the dodge, disengage, or hide actions. FARSEEKER SPELLS: Your understanding of astra’s mystic
As a bonus action, choose a friendly creature nature has unlocked potent magic. You know a number of
who can hear you. Until the start of your next spells equal to half your Wisdom modifier rounded down
Rally turn, that creature adds +2 to their AC. In (minimum 1). The spells you choose must be Astrafade 1 or
addition, their next attack roll, ability check, or less. Wisdom is your spellcasting modifier for these spells.
saving throw has advantage. When you take another level in this class, you can choose
one new spell to replace one you already know.
WADE THROUGH: In combat, your relentless attacks cleave FAR SIGHT: You can sense creatures before you see them
through multiple enemies. Once per turn, when you make – even miles away. As an action, you can increase your
a successful weapon attack that reduces a creature to 0 hit Astrafade by 1 and choose a creature type (humanoids,
points, you can immediately make an attack against another undead, constructs, etc.). If you spend 1 uninterrupted
target within range. minute in concentration, you can sense whether any of the
chosen creatures are present within 5 miles of you. You
Additionally, when you score a critical hit with a weapon
can also sense their numbers, their size, and their general
attack, you can choose one from the following effects:
direction and distance (in miles) from you.
» Do maximum damage instead of rolling a second
damage die.
» Instead of rolling an extra damage die against the first
target, you can immediately make a weapon attack
against another target within range.
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SCRY THE STARS: The stars hold secrets known to few. As If you have tracked a creature for an hour or more, you gain
an action, you can increase your Astrafade by 1 and gaze advantage on Dexterity (Stealth) checks against them. In
upon the stars. If you spend 1 uninterrupted minute in addition, you learn a notable weakness, and have advantage
concentration, you can analyze the stars and other celestial on your first weapon attack roll against that creature.
bodies to gain insights regarding the future, past, or present.
The GM can reveal information at their discretion, or seek You have advantage on your next Astrogation check made to
inspiration from the Scrying Results table. plot a voidship voyage.
SUREFOOTED: You move quicker than most, even in harsh In addition, you can use a bonus action to take the dodge,
environs. Your movement speed increases by 10 feet. In disengage, or hide actions.
addition, you ignore difficult terrain.
ASTRA DODGE: Sensing danger, you blink from existence.
THROUGH STRANGE EYES: You’ve mastered the secrets to Once per turn, when you are hit by an attack but before you
viewing through the eyes of others. As an action, you can take damage, you can use your reaction to increase your
increase your Astrafade by 1 and touch a willing creature. Astrafade by 1 to vanish and reappear in an unoccupied
For 1 hour, or until you end this effect as a free action, you space within 30 feet that you can see.
can choose to perceive through that creature’s senses,
In addition, add +1 to your AC.
rather than your own. While perceiving through the other
creature’s senses, you benefit from any special senses CUNNING CRITICAL: Your strikes targeting vitals dish out
possessed by that creature. crippling damage. Your weapon attacks score a critical hit on
a roll of 19 or 20.
WAYFINDER: You find the unseen path and never lose your
quarry. Oncer per long rest, you can take an hour to familiarize In addition, when you score a critical hit, you can choose one
yourself with your environment and surroundings. You gain of the following additional effects.
the following benefits:
» The attack ignores any damage resistances.
» While tracking creatures, you learn their exact
number, their sizes, how long ago they passed » The target is knocked prone.
through the area, and which direction they travel. » The target has disadvantage on its next attack roll,
» Your group can’t become lost except in extreme or ability check, or saving throw.
supernatural circumstances. » The target is stunned until the start of your next turn.
» You and any friendly creatures traveling with you can » The target cannot regain hit points until the start of
choose to remain hidden even while traveling at a your next turn.
normal pace. » The next attack roll against the target has advantage.
» Creatures attempting to track you and your
companions do so with disadvantage.
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DEADEYE: Your aim never falters. Attacking at long range ILLUSORY DOUBLE: You conjure a double of yourself into
doesn't impose disadvantage on your ranged weapon attack existence. As a bonus action, you can increase your Astrafade
rolls. In addition, before you make an attack with a ranged by 1 to create an illusory double of yourself that is bound to
weapon that you are proficient with, you can choose to take you by an astra link. The double looks, acts, and sounds like
a -5 penalty to the attack roll. If the attack hits, you add +10 you. A Wisdom (Perception) or Wisdom (Insight) check, the
to the attack's damage. DC of which is equal to 8 plus your proficiency bonus plus
your Wisdom modifier, is required to discern the double
If you have 1 minute to concentrate on the shot, the penalty from the original. On your turn, you can control the double’s
decreases to –3. If you have 10 minutes to concentrate on movement, actions, and speech. The double cannot interact
the shot, the penalty decreases to -2. with solid objects, but can make sounds, including speech
controlled by you. The double persists for 1 minute, until a
FADE FROM SIGHT: You move as a shadow. You can attempt creature hits it with an attack (its AC is equal to 10 plus your
to hide even while being perceived, making any Dexterity Wisdom modifier), until you dismiss it as a bonus action, or
(Stealth) checks with disadvantage while doing so. until you are incapacitated.
Additionally, as a bonus action, you can increase your PENETRATING GAZE: You peer through steel and shadow
Astrafade by 1 to gain advantage on Dexterity (Stealth) to find your quarry. As an action, you can increase your
checks for 1 minute. Astrafade by 1 to see through solid objects to a range of
30 feet. Within that range, you have darkvision if you don’t
already have it. This effect lasts for 1 minute or until your
concentration ends (as if you were concentrating on a
spell). For the duration, you perceive objects as ghostly,
transparent images.
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CHAPTER 5: EQUIPMENT
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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
Ringweave 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
Carbonic 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
GLINT: CURRENCY OF THE DYNAST
Melee weapons like blades and axes see prevalent use While barter and trade are common throughout the
across the Known Orbits, from ragtag mercenary bands to Known Orbits and in particular on fringe moons,
well-funded sept armed forces. Because of their affordability, the coin of the Dynast, known commonly as glint,
ease of maintenance, and usefulness in sealed environments still reigns. Glint are hexagonal coins of varying
(where a stray pulser shot may expose those aboard to the denominations, each minted with the emblem of Sept
void), melee weapons are a tried and true companion of Alzareen.
many venturers.
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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 (20/60)
Hammer 2 glint 1d4 bludgeoning 2 pounds Light, thrown (20/60)
Handaxe 5 glint 1d6 slashing 2 pounds Light, thrown (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 Light, range (40/120), reload (1–2)
Light Repeater 150 glint 1d6 piercing 5 pounds Burst, range (50/150), reload (1–3), two-handed
Short Scattergun 100 glint 1d10 piercing 6 pounds Range (30/90), reload (1–2), spread
MARTIAL PULSERS
Weapon Cost Damage Weight Properties
Carbine 100 glint 1d10 piercing 6 pounds Range (70/210), reload (1–2), two-handed
Heavy Pistol 200 glint 1d10 piercing 5 pounds Range (50/150), reload (1–3)
Heavy Repeater 200 glint 1d8 piercing 7 pounds Burst, range (60/180), reload (1–3), spray, two-handed
Rifle 250 glint 2d6 piercing 8 pounds Range (80/240), reload (1–2), two-handed
Scattergun 150 glint 1d12 piercing 8 pounds Range (40/120), reload (1–3), spread, two-handed
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Miasma has various mental and physical effects, including
VENTURER GEAR
altered states of mind, a skewed sense of time, and euphoria,
Item Cost Weight though it often impairs short-term memory and motor
Arctool 50 glint 3 pounds function. One of the most common effects of using miasma
is a palpable connection with the latent astra surrounding
Bedroll 2 glint 1 pound you.
Breather 40 glint 3 pounds
Miasma is most often measured in “segments” (commonly
Canteen 4 glint 1 pound known as “segs”). By using one seg of miasma, the following
Glancer 15 glint 2 pounds effects occur, which last for 10 minutes:
Glowrod 2 glint 1 pound
» You increase your Astrafade by 1.
Grappling Hook 5 glint 2 pounds » You have disadvantage on Dexterity ability checks
Gravboots 200 glint 4 pounds and saving throws.
Kelp Puck (6) 10 glint – » For the duration, when you cast a spell, you can
choose one boost without increasing your Astrafade.
Lorium (Vial) 5 glint –
» Your altered state of mind and connection to astra
Mender, Antidote 125 glint 1 pound
allows you to make any Intelligence (Lore and Astra)
Mender, Healing 150 glint 1 pound checks with advantage.
Miasma (Segment) 100 glint – POISON VIAL: You can use the poison in this vial to coat one
Poison (Vial) 100 glint –
slashing or piercing weapon. Applying the poison takes an
action. A creature hit by the poisoned weapon must make a
Pulser Cartridge 5 glint – DC 10 Constitution saving throw or take 1d4 poison damage.
Rope (50 feet) 2 glint 2 pounds Once applied, the poison retains potency for 1 minute
before drying.
Satchel 5 glint 3 pounds
Slinger 5 glint 3 pounds PULSER CARTRIDGE: These aurichalcum cartridges contain
pressurized plasma irradiated with astra. When fitted to a
Whisperlink 30 glint –
pulser, a catridge fuels the weapon’s devastating projectiles.
Cartridges are an imperfect ammunition source, as they
KELP PUCKS: Easily cultivated and farmed even on atmoports, tend to run dry without much warning, so most venturers
kelp pucks are a common dried ration among venturers. keep several on-hand. Fitting a fresh cartridge to a pulser
These compressed kelp rounds can be rehydrated to feed requires an action.
an average person for a day, or even eaten dried in a pinch.
WHISPERLINK: These metal hoops fit over the ear and
LORIUM: Data in Harbinger is imprinted and stored in liquid can be used to communicate verbally with allies also
green astra called lorium. Lorium is stored within glancers using whisperlinks within 1 mile. Pre-recorded whisperlink
and ship helms, and can be “downloaded” into glass cylinders, transmissions are often called “whispers.” Larger, more
called lorium vials. One lorium vial can store an amount of powerful whisperlink modules exist aboard voidships and
images and information roughly equal to a physical book. stations for ship-to-ship hailing and communication with
nearby moons.
MENDER: These syringe-like devices contain a concentrated
infusion of liquid blue astra. This dosage of liquid astra
kickstarts the body’s natural healing, and can stave off fatal BASIC GEAR KIT
injuries and even poisons if used promptly. As an action, a If opting to use starting gear, each class begins with a
creature can touch a creature to expend a mender charge. basic gear kit, which includes:
With an antidote mender, the creature immediately loses
» Satchel
the poisoned condition. With a healing mender, the target
» Bedroll
creature immediately rolls one hit die and regains that
» Whisperlink
number plus their Constitution modifier of hit points.
» Breather
Menders have three charges each.
» Pulser cartridges (3)
MIASMA: Miasma is a psychoactive substance synthesized » Rope (50 feet)
using astra. Most often used for recreational purposes » Kelp Pucks (6)
and having limited medical applications, it is common in » Canteen
the Known Orbits. Most often inhaled as a prismatic vapor » Glowrods (3)
through a breather, miasma can also be used as an extract, » Mender, Healing (3 charges)
or as an additive for food. Miasma is considered socially » Glint (25)
acceptable and legal in portions of the many moons, though
in others it is considered a narcotic.
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WEAPON AND ARMOR MODS
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creature within the long range of your current weapon. You
Weapon and armor mods are attachments that enhance the gain advantage on your next attack against that creature, so
abilities of and add features to your favorite weapons and long as the creature is still within your weapon’s long range
armor. and within your line of sight. If you lose sight of the creature,
or if it moves beyond your weapon’s long range, you lose the
Every weapon in Harbinger, from a handaxe to a rifle, has 3
advantage on your next attack against them.
slots available for weapon mods. Each weapon mod takes
up a different number of slots, depending on how powerful
that mod is. AURICHALCUM CABLING
TYPE: Weapon/armor (melee/light or medium)
A character attempting to augment a weapon or armor with SLOTS REQUIRED: 2
a mod must do so during a short or long rest. They can only
ATTACHMENT DC: 18
attempt to attach one mod at a time. They must make an
Intelligence check, adding their proficiency with the arctool if These aurichalcum conduits can absorb and vent astra
applicable. The DC of this check is denoted by each mod. If energy safely and efficiently. While wielding this weapon, you
they succeed on the check, they succesfully attach the mod. can at any time opt to not roll on the Astra Effects Tables,
If they fail the check, they failed to augment the weapon, and instead dispersing the excess energy into the aurichalcum
must wait 24 hours before attempting to attach that mod cabling. You must complete a short or long rest before using
again. this feature again.
Removing a weapon or armor mod does not require a
check. For instance, removing a bayonet to attach an astra BARROWBLADE
augmenter only requires the check to attach the astra TYPE: Weapon (melee)
augmenter, not to remove the bayonet. SLOTS REQUIRED: 3
ATTACHMENT DC: 18
Weapon and armor mods can be purchased from vendors,
but are most often reclaimed from old tech. This experimental necrotech mod allows the wielder to
absorb the lifeforce of their fallen enemies. While wielding
ASTRA AUGMENTER this weapon, if you reduce a creature that isn’t a construct
TYPE: Weapon (melee) or undead to 0 hp, you immediately regain a number of
hit points dictated by that creature’s size. You regain 1d6
SLOTS REQUIRED: 1
hit points for creatures of Small size or smaller, 2d6 for
ATTACHMENT DC: 16
creatures of Medium size, 4d6 for creatures of Large size,
This small generator wreathes this weapon in a thin veil of and 8d6 for creatures of Huge size or larger.
red astra energy. The weapon gets a +1 to attack and damage
rolls. This mod is common among well-funded mercenary BAYONET
groups and the armed forces of septs. TYPE: Weapon (ranged)
SLOTS REQUIRED: 1
ASTRACASTING MODULE ATTACHMENT DC: 10/12
TYPE: Weapon/armor (melee/medium)
SLOTS REQUIRED: 2 This bladed attachment allows you to make a melee attack
as with a dagger (1d4 piercing; DC 10 to attach) or a handaxe
ATTACHMENT DC: 18
(1d6 slashing; DC 12 to attach) with your ranged weapon.
This astra-powered, aurichalcum-enhanced module
replicates some of the minor magical effects that mancers BLINK MODULE
can achieve. When you attach this module, choose a spell TYPE: Weapon (melee)
of Astrafade 0. You can now cast that spell at-will as long as SLOTS REQUIRED: 1
you are wielding the weapon, using your Charisma as the
ATTACHMENT DC: 14
spellcasting modifier. You do not have access to the spell’s
boosts. An ideal mod for thrown weapons, this astra-powered
attachment allows melee weapons to be conjured instantly
ASTRA SCOPE to your hand. As a bonus action, you can instantly will the
TYPE: Weapon (ranged) weapon to your hand if it is within 120 feet of you.
SLOTS REQUIRED: 2
ATTACHMENT DC: 16
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COLLAPSIBLE FRAME HIGH-CAP CARTRIDGE
TYPE: Weapon (melee or ranged) TYPE: Weapon (ranged)
Slots Required: 1 SLOTS REQUIRED: 2
Attachment DC: 12 ATTACHMENT DC: 12
The weapon can fold into a smaller item, roughly half its The reload of this weapon is reduced by 1.
normal size. You have advantage on any Stealth checks
made to conceal this weapon when the frame is collapsed.
LONGBORE BARREL
TYPE: Weapon (ranged)
ELEMENTAL ENHANCEMENTS SLOTS REQUIRED: 1
TYPE: Weapon (melee) ATTACHMENT DC: 14
SLOTS REQUIRED: 3
ATTACHMENT DC: 18 The weapon can fire at its long range without disadvantage.
For example, if the weapon’s range is 60/120, it can fire up to
This astra-powered module wreathes a melee weapon in 120 feet without disadvantage. It still cannot be fired beyond
elemental energy, dealing additional damage. When you its long range. Note: this mod cannot be combined with the
attach this mod, choose an elemental type: fire, cold, acid, Sawed-Off Barrel mod.
or lightning. This weapon now deals an additional 1d6 of the
chosen damage type.
NIGHT VISOR
TYPE: Armor (any)
FLAME TOSSER SLOTS REQUIRED: 1
TYPE: Weapon/armor (ranged/any) ATTACHMENT DC: 16
SLOTS REQUIRED: 2
ATTACHMENT DC: 16 This helmet mod allows the user to see in total darkness. The
wearer has darkvision out to a range of 60 feet, perceiving
As an action, you can emit flames from this attached darkness as if it were dim light, and dim light as if it were
flamethrower. Fire erupts from the weapon in a 15-foot normal light.
cone. All creatures in the affected area must make a DC 14
Dexterity saving throw. Creatures take 3d6 fire damage on a
SAWED-OFF BARREL
failed save, or half as much fire damage on a successful save.
TYPE: Weapon (ranged)
You must complete a short or long rest to allow the weapon
SLOTS REQUIRED: 1
to recharge before using this feature again.
ATTACHMENT DC: 14
GRAPPLE CASTER The weapon’s normal and long ranges are both reduced by
TYPE: Weapon/armor (melee or ranged/any) half (e.g., a 40/120 weapon would become a 20/60 weapon).
SLOTS REQUIRED: 2 When attacking a hostile creature within 5 feet, instead of
ATTACHMENT DC: 16 having disadvantage on the attack roll, you have advantage.
Note: this mod cannot be combined with the Longbore Barrel
This underbarrel allows you to launch a small grappling mod.
hook attached to a 30-foot steel cable that can attach to
any surface. As an action, you can fire the grapple caster.
SECONDARY BARREL
While using this cable, you gain advantage on any Athletics
TYPE: Weapon (ranged)
checks made to climb. As an action, you can winch the
SLOTS REQUIRED: 2
hook and cable back into the underbarrel to be fired again.
Additionally, you can use an action and make a ranged attack ATTACHMENT DC: 18
with the grapple caster, targeting a single creature within 30
This makes a ranged weapon double-barreled, upping your
feet. If you hit the target creature, they are now restrained
damage output but also using more ammo. Before making
and must make a DC 14 Strength check to free themselves.
a ranged attack, you can choose to use your secondary
As long as the creature is restrained, you can use your action
barrel. This expels a second projectile, allowing you to roll
to move them 10 feet in your direction.
one additional damage die. For the purposes of this attack
roll, you increase the weapon’s reload by 1.
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SHIELD PROJECTOR Dragoon armor consists of thick, interlocking plates that
TYPE: Weapon/armor (melee/any) cover the entire body. The suit includes a helm with a
visor, and thick layers of leather or cloth padding beneath
SLOTS REQUIRED: 2
the armored plates. Donning and doffing dragoon armor
ATTACHMENT DC: 16
requires 10 minutes, and assistance from one other
This attachment allows you to conjure a shield of green astra creature. The armor is riveted into place, effectively trapping
around the weapon, upping your defense without hindering the wearer inside.
your mobility. Conjuring the shield requires an action and
While wearing dragoon armor, you have the following
lasts for 1 minute, adding 2 to the wielder’s armor class for
benefits:
the duration. Proficiency with shields is not required, and it
does not require a hand to wield. You must complete a short » Resistance to bludgeoning, piercing, and slashing
or long rest to allow the weapon to recharge before using damage.
this feature again.
» You have advantage on Strength (Athletics) and
Constitution (Endurance) checks.
SHOCK GANTS » Your movement speed increases by 10 feet.
TYPE: Armor (any)
SLOTS REQUIRED: 2 » Your melee attacks deal one additional damage die.
ATTACHMENT DC: 16 » Your standing jump and long jump distances double.
» You count as one size larger when determining your
These weaponized gauntlets are electrified, and can be used carrying capacity and the weight you can push, drag,
to deliver painful shocks to enemies. The wearer’s unarmed or lift.
strikes gain 1d6 lightning damage, in addition to their normal
damage. » You ignore the effects of low-atmo, high-atmo,low-
grav, and high-grav environments, and can use your
on-board thrusters to move in any direction while in
SHOULDER MOUNT a low-grav location.
TYPE: Armor (medium or heavy)
» You can wield two-handed weapons using one hand.
SLOTS REQUIRED: 2
ATTACHMENT DC: 16 » You have one additional slot for armor mods (four
total).
This robotic, swiveling gyro mount adds an additional hand » You take no damage from falling fewer than 60 feet.
for holding items and completing simple tasks, leaving your
hands free. It can also hold and fire a simple pulser weapon. As a bonus action, you can activate one of the following
Fitting a weapon onto the mount requires an action. modes. The effect lasts until you use a bonus action to
choose a different mode.
WRAITH MUZZLE » Assault: You can make one additional attack when you
TYPE: Weapon (ranged) use your action to attack on your turn.
SLOTS REQUIRED: 1 » Guardian: You gain resistance to all damage types.
ATTACHMENT DC: 16 At the beginning of each of your turns, one creature
that you choose within 5 feet of you benefits from the
The weapon can fire completely undetected by creatures effects of three-quarters cover until the start of your
who aren’t within 10 feet of it. next turn.
» Drop: You can survive any fall – even entering the
DRAGOON ARMOR atmosphere of a moon. While in drop mode, you
cannot move or take any actions. Your rate of descent
Dragoon armor is a mechanized suit of plated armor. The
slows to 60 feet per round. When you land, you take
armor is astra-powered by a miniature reactor, designed to
no falling damage and also land on your feet.
augment the physical abilities and combat prowess of the
wearer. In the days of the Hegemony, in addition to its use
in hard labor, dragoon armor was worn by entire legions of
soldiers. Now, suits of dragoon armor are rare, difficult to
maintain, and highly prized. Typically, the suits are reserved
for only the highest ranking oathsworn of powerful septs
and the wealthiest of mercenary warriors.
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CHAPTER 6: VOIDSHIPS
ORDNANCE
This ability score represents the weapon systems and
damage output of a voidship. Its modifier is added to any
checks a gunner makes, along with their proficiency bonus if
they are proficient with voidships.
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If an ordnance weapon successfully attacks a creature that CREW: This number represents the minimum number of
is Large size or smaller, it automatically scores a critical hit, creatures required for the ship to function.
and deals maximum damage. For creatures that are Huge
or larger, ordnance weapons deal their normal damage. PASSENGERS: This number represents the number of
Ordnance weapons are less accurate against smaller targets, creatures beyond the crew the voidship can fit comfortably.
and attacks made with ordnance against creatures of Large
size or smaller are made with disadvantage. SPEED: Distance in voidship combat is measured in sprawls,
and each voidship has a speed score, which is the number of
sprawls it can normally move in a single round.
SENSORS
This ability score represents the systems and short-range SIZE: Your voidship’s size abstractly represents the scale of
scanners of a voidship. Its modifier is added to any checks a the vessel, and does not correspond to creature sizes. When
support makes, along with their proficiency bonus if they are compared to a creature, a voidship size is generally three
proficient with voidships. size categories larger. For example, even though a skiff is
considered Medium in voidship scale, it would be considered
Huge compared to a Medium creature.
MORE TO COME!
WEAPON SLOTS: This number represents the weapons a
The rules and guidelines for voidship combat and
voidship hull is capable of powering.
exploration included in this chapter represent only a
small sample of the final Harbinger RPG product. Look
forward to more rules for voidship customization, SPECTERS
upkeep and maintenance, salvaging and restoring
derelicts, and a more robust interlunar voyage system. Specters are incorporeal necrotech constructs that inhabit
voidships and maintain higher functions like life support,
gravity, and void barriers, while also monitoring for nearby
hazards and voidships.
OTHER VOIDSHIP TERMS
Specters are not omniscient throughout the voidship, but
The following terms appear in voidship statblocks, or
typically keep an eye on vital systems and regularly check on
otherwise refer to features of the vessels.
any creatures aboard. When manifesting physically, specters
ARMOR CLASS: Like creatures, each voidship has an armor appear as flickering blue flames within specialized terminals
class which serves as the DC required on an attack roll to hit called sconces.
the voidship.
If a specter makes an ability check, saving throw, or attack
ASTRAFADE LIMIT: Voidships are powered by astra, and roll, it only adds the voidship’s ability modifier to the roll.
much like characters, have a limit to the amount of astra
they can channel. Certain actions, mods, and ship features
may call for an increase in Astrafade.
CREW ROLES
Each creature aboard a voidship fills one of three roles:
DAMAGE THRESHOLD: Voidships cannot usually be support, pilot, or gunner. Your role determines the actions
damaged by non-ordnance weapons. Damage from sources available to you during your voidship’s turn, as well as your
that aren’t ordnance weapons must exceed a voidship’s slot in the order of actions. On smaller vessels, like cutters,
damage threshold in order to deal damage. For example, a creature may assume multiple roles, such as pilot and
if a voidship has a damage threshold of 10, an attack from gunner.
a non-ordnance weapon dealing 8 damage would deal 0
damage to that voidship, but an attack dealing 11 damage
SUPPORT
would deal the full 11 damage to that voidship, because it
Supports see to the maintenance and upkeep of a voidship
exceeds its damage threshold.
in combat, aiding their allies by scanning for enemies,
DRIFTCARVING: Also known as “carving,” these represent pinpointing weak points, boosting engines and other
unorthodox modifications to a voidship, allowing it to systems, or conducting repairs on damaged components.
function in a unique way. There can be any number of supports on a voidship.
Supports take their actions first aboard a voidship.
CARGO: This number represents the possible tonnage of
the voidship. Use this as a rough guideline if the voidship is PILOT
hauling cargo. Pilots helm voidships, determining their movement. Typically,
a pilot sits at the command console of a voidship, allowing
COMPONENTS: A unique element installed on a voidship,
them easy access to the helm and other critical components
outside of what is conventionally included.
of the vessel. Voidships have a single pilot, with any co-pilots
assuming a support role. Pilots take their action second
aboard a voidship.
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GUNNER VOIDSHIP VOYAGES
Gunners command a voidship’s weapons, targeting enemies
and obstacles and delivering damage across the void of Travel between moons, atmoports, and other celestial bodies
space. There can be as many gunners as there are weapons in Harbinger requires a number of successful Astrogation
on a voidship. Gunners take their actions last aboard a checks equal to the number of reaches traveled. The DC of
voidship. each Astrogation check varies depending on the voidship’s
chosen route. A pilot or support makes an Astrogation check,
which requires 10 uninterrupted minutes in concentration
VOIDSHIPS USING ASTRA to plot the course through Bastion’s wheeling orbits. An
Astrogation check made in less time or under duress is
Much like creatures, there are some instances that require
made with disadvantage.
a voidship to increase its Astrafade. A voidships Astrafade
represents its capacity to handle the astra burned to fuel
certain tasks while remaining functional. Once a voidship VOYAGE DISTANCE AND DURATION
exceeds its Astrafade Limit, it may suffer consequences The Voyage Distance and Duration table provides a handful
courtesy of the Voidship Astra Effects tables in this section. of example voyages with the approximate reaches required
Any effect resulting from rolling on a Voidship Astra Effects to travel. Use these examples to calculate the number of
table ignores a voidship’s damage threshold. reaches in a voidship’s voyage, as well as the average number
of standard days that voyage would take. A pilot or support
After using a component, driftcarve pattern, or weapon that aboard the voidship must make an Astrogation check for
requires a voidship to increase its Astrafade, the voidship’s each reach, the DC of which is equal to the route chosen.
total Astrafade must be compared against its Astrafade
Limit. If the number exceeds its Astrafade Limit, the effects A voyage’s route – safe, standard, or hazardous – affects
must be rolled for on the appropriate Voidship Astra Effects the duration of that voyage. For example, voyaging from
table later in this chapter. Bastion’s Ring to Tharkestra using a standard route takes
2 days, with DC 15 Astrogation checks; the same voyage
using a hazardous route reduces the voyage duration to
REDUCING VOIDSHIP ASTRAFADE a single day, but increases the Astrogation DCs to 20. The
After docking or landing for 8 hours or more, a voidship’s
route is chosen at the beginning of the voyage and cannot
total Astrafade may be reduced by a number equal to its
be changed, so a voidship crew must carefully weigh their
Astrafade Limit, to a minimum of 0.
options when choosing their route.
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VOYAGE DISTANCE AND DURATION INTERLUNAR EVENTS
For each reach traveled, an event occurs. Interlunar events
Voyage Reaches Days
vary greatly – from navigating around a school of golianar,
Between Ring Outposts 1 1 to running afoul of cosmic hazards, to encountering raiders
From Bastion’s Ring to Tharkestra 3 2 and other threats. The Interlunar Events table includes
escalating results, scaling from d10 to d20. Generally, when
From Tharkestra to the Harbinger 5 3 a voidship succeeds on an Astrogation check, a d10 is rolled;
From the Harbinger to Dagerad 7 4 when a voidship fails on an Astrogation check, a d20 is rolled,
increasing the possible danger of the event.
ASTROGATION DCs
Sometimes, an interlunar event presents opportunities to be
Route Duration DC seized; other times, it presents hazards to be overcome. Call
for ability checks where appropriate, and don’t hesitate to
Safe Route Double 10
add days to a voyage if the crew pursues other distractions.
Standard Route Normal 15
Hazardous Route Half 20
The events listed on the Interlunar Events table are intended
to spark inspiration and provide examples. Use the results to
spur your own ideas, tying the event to the unique narrative
of your Harbinger campaign.
INTERLUNAR EVENTS
D10/D20 Event
1 A strange and alluring phenomenon – an astra-storm, school of golianar, or gravity well – appears on close-range scanners.
2 An opportunity presents itself – a derelict vessel laden with supplies, a hidden cache of fuel, or an intercepted whisper.
3 The voidship controls seize up – sensors show strange energy output readings from the engine room.
4 Unchecked or unmaintained portions of the voidship become hazardous.
5 The voidship’s fuel runs suspiciously low. Perhaps you mistook the gauge – or is foul play involved?
6 A hazard looms – asteroids, debris, or a curious predator.
7 You are hailed by another voidship. They have something you need, and demand something in return.
8 Your voidship’s specter picks up a distress call from a nearby moon or asteroid.
9 A malfunction occurs – glitchy sensors, strange astra readings, or flickering void barriers.
10 A threat ambushes the voidship – opportunistic raiders, warlike skrug, or a fadeweaver web.
11 The astrogation systems aboard your voidship have steered you into the powerful orbit of a moon.
12 You come upon a derelict, seemingly devoid of life. But the trap is already sprung!
Something strange occurs – it’s hard to describe, but where you are and where you should be are two different points in
13
space. How did you get so lost? And why are there unaccounted for hours in your journey?
14 You run afoul of a voidship battle! Two sides clash, lighting space with cannons and explosions.
A catastrophic malfunction occurs – the engines cut out, the ship loses grav or atmo, or the void barriers fail completely. The
15
crew must take immediate action to prevent catastrophe.
Your specter flickers, acting erratically and speaking in garbled, incoherent half-phrases. Until you normalize the specter, you
16
have disadvantage on all Sensor checks, and the specter cannot make any checks.
Your voidship is hailed by those in power in this area – you’re being pursued, and ordered to land on a nearby moon. You
17
can land – or run.
18 You receive a whisper from a listless hauler – they promise a hoard of glint to any ships able to help.
A vital and large portion of the voidship is crippled – by debris, an enemy voidship, or another reason entirely. You must
19
make emergency repairs to keep flying.
20 The voidship’s power fails all at once. Life support systems will be completely offline in minutes.
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AIRLOCK AND OXYGEN KIT: A small room attached to the
VOIDSHIP COMPONENTS main voidship, with a sealed door leading outside. Useful
Due to their patchwork nature, a great deal of variance exists for in-transit repairs to the outer hull, romantic or exciting
in how each voidship is outfitted and equipped beyond ventures into the vacuum of space, or last-minute escapes.
what is necessary to traverse the void. Many crews outfit
their vessel with components suited to the nature of their ENVIRON SIMULATOR: A closet-sized space useful for
venturing. Optionally, when you acquire your voidship, you mimicking the sights, sounds, and sensations of home. You
can choose components with which to outfit it. can’t move around much, but it keeps the stir-crazy at bay.
Components are chiefly narrative additions to a voidship. BREW PUB: You supply the ingredients, and this small center
While the GM can grant mechanical benefits at their for brewing and distilling will churn out various drinks from
discretion, components are meant to be flexible and used all across the Known Orbits.
to introduce opportunities for story. A voidship can have a
number of components equal to its weapon slots. PRACTICE RANGE: Test your short-range skills with pulsers
and slingers on moving targets, and your melee prowess
FALSE WALLS: Compartments throughout the ship allow for against dummies of various sizes. Caution: all targets will
smuggling or concealing contraband. require the occasional repair, given enough wear and tear.
DROP POD: This small compartment is designed to carry OUTFITTING ROOM: Store your blades, pulsers, armor,
several venturers quickly and (relatively) safely to a moon’s grenades, and other useful gear where they’ll be easily
surface from atmo, allowing for more stealthy approaches. accessible before venturing out into unknown worlds.
MECHANIST WORKSHOP: Outfitted with winches, omni- GLOWFORM: Turn the inside and outside of your voidship
arms, and workbenches to assist with larger builds, a into a fashionable beacon of changing colors and pulsating
mechanist workshop enables a skilled engineer to create beams of light. Perfect for throwing parties for sept
wondrous items and maintain equipment. ambassadors and elites.
LORIUM LIBRARY: A limited cache of lorium vials containing AMBASSADOR’S QUARTERS: More than a simple barrack,
information about the Known Orbits. Venturers can visit the this comfortable room is stocked with a large bed and plushy
library to research topics. furniture, a supply of fine liquors, and a private sconce for
the special guest’s own personal specter.
MEDHUB: A clean, equipped space to tend to injuries,
perform necrotech surgeries, and allow for proper recovery HYDROPONICS CHAMBER: Cultivate kelp, devil shrubs,
for the wounded. razorvine and any of the other myriad botanical flora
throughout the Known Orbits – including those illicit.
MEDITATION CHAMBER: A spherical room lined with The devices in this extra-sealed chamber can mimic any
aurichalcum, completely soundproof and isolated. A mancer environment for your growing needs.
meditating here can do so undisturbed.
PURIFICATION SYSTEM: Don’t let your waste go to waste!
CONTAINMENT UNIT: Facilities to securely detain a small Fertilize the flora in your hydroponics chamber, and
number of creatures. convert otherwise disgusting matter into purified water for
consumption, cooking, and even showers.
RECREATION HALL: A comfortable space for much needed
downtime and crew camaraderie. Usually includes game AUTOMECH HUB: Allow your specter the ability to enter this
tables, glancers, and viewports displaying the wonders of wall-mounted light barrowmech, and wander the voidship,
space outside. checking its lesser operations and repairing any small
fractures.
BARRACKS AND CARGO HOLD: Transport a few more
people and supply caches throughout the Known Orbits,
and make a good amount of extra glint doing so.
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VOIDSHIP COMBAT
During a round in voidship combat, each vessel involved
takes a turn, consisting of various actions taken by creatures
aboard. The order of turns is determined at the beginning
of the combat encounter, when each voidship makes a
Maneuverability check to determine the initiative order.
COMBAT STEPS
» DETERMINE SURPRISE: The GM determines whether
any of the voidships in the combat encounter are
caught in an ambush.
» ESTABLISH POSITIONS: The GM decides where all of
the voidships are located, establishing each voidship’s
stated positions. The GM figures out where each
voidship is in relation to one another and in what
direction.
» DECIDE STARTING ROLES: Each creature aboard
each voidship declares their starting role: pilot,
gunner, or support.
» ROLL INITIATIVE: Each voidship involved in the
combat makes a Maneuverability check to determine
initiative order.
» TAKE TURNS: Each voidship takes a turn in initiative
order, with each creature aboard taking an action in
an order determined by their roles (support, pilot,
then gunner).
» BEGIN THE NEXT ROUND: When everyone involved
in the combat has had a turn, the round ends. Repeat
steps 5 and 6 until the combat ends.
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YOUR VOIDSHIP’S TURN
WE’VE BEEN BOARDED! On your voidship’s turn, it can move a distance up to its
If, during the course of the voidship combat, a battle speed, and each creature on board can take one action in
breaks out aboard a voidship, each creature involved an order determined by their role. The pilot controls the
rolls initiative as normal. These creatures act after each voidship’s movement, and the move can be split up between
voidship in the combat. For example: a skiff manned actions (a skiff can move 15 sprawls, a gunner aboard can
by venturers is locked in combat with a skrug raidboat. take the attack action, and then the ship can move another
The raidboat rams the skiff, and a skrug raiding party 15 sprawls). Your voidship’s speed is noted in its stat block.
boards. The pilot of the skiff manages to escape the The most common actions you can take are described in the
raidboat, but now battle has broken out aboard the “Actions” section.
skiff between the venturers and the skrugs. While the
voidship combat is still occuring, the venturers must VOIDSHIP MOVEMENT
defeat the skrugs on board. Voidships can move a distance in sprawls up to their speed
The voidships involved in the combat take their turns on their turns. The pilot can also choose to not move the
as normal. Then, the creatures involved in the combat voidship on its turn, using retro thrusters to maintain a
aboard the skiff take their turns in initiative order. Any stationary position.
creature who took an action during the voidship round
cannot take an action during the combat aboard the Because voidships are not confined to a single plane of
skiff. For instance, if the skiff pilot used the burn action movement, combat often involves voidships maneuvering
on their turn to try and outrun the raidboat, they and attacking from above and below each other. To
cannot then use an action later to attack the skrugs. represent this, voidships can occupy the same space in
combat, and this assumes they are either above or below
each other. If positioning or facing matters, the GM decides
exactly where the voidships are in relation to each other.
SURPRISE
Prior to starting the combat, the GM determines if any STALLED: A stalled voidship has a movement speed of 0 until
voidships might be caught surprised. If neither side tries it can restart it’s engines. The voidship has disadvantage on
to be stealthy, they automatically notice each other. attack rolls. An attack roll made against the voidship has
Otherwise, the GM compares the Maneuverability checks of advantage.
any voidships attempting to hide with the Passive Sensors
score of any voidships on the opposing side, or opposing Whenever a stalled voidship starts its turn, a single creature
the Sensors checks of any voidships actively searching. Any aboard must make a DC 12 Intelligence check, adding
voidship that doesn’t notice a threat is surprised at the start proficiency with arctools if applicable. On a success, the
of the encounter. If surprised, a voidship can’t move or take voidship’s engines fire up again, and the stalled condition is
an action on its first turn of the combat. removed.
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After three successes, the voidship “stabilizes,” regaining 1 AID (ANY ROLE)
hit point and losing the listless condition. After three failures, When you take the Aid action, you can aid a friendly creature
the voidship instantly becomes derelict. A different creature on the same voidship as you by offering guidance, rerouting
aboard can make the Intelligence check each turn, but only power, or otherwise assisting your ally. They gain advantage
one can make the check at a time. on the next ability check they make to perform the task you
are helping with.
A natural 20 on this Intelligence check counts as two
successes, while a natural 1 counts as two failures. Alternatively, you can aid a friendly creature in attacking a
voidship. You maneuver to set up the perfect shot, identify a
If the voidship takes any damage while listless, it accrues voidship’s vulnerable spot, or in some other way team up to
one failure. If the damage is from a critical hit, it accrues two make your ally’s attack more effective. If your ally attacks the
failures instead. If the damage equals or exceeds its hit point target, the first attack roll is made with advantage.
maximum, it becomes instantly derelict.
Listless ships can be easily boarded by enemy voidship BURN (PILOT ONLY)
crews. If a voidship occupies the same space as a listless When you take the Burn action, your voidship gains extra
voidship, its crew can board the listless voidship. This is movement for the current turn. The increase equals your
often done using grapple casters or other means to affix to voidship’s speed, after applying any modifiers. With a speed
a listless voidship. Arctools are used to gain access to the of 30 sprawls, for example, your voidship can move up to 60
listless voidship, allowing the enemy crew to board. See the sprawls on your turn if you use Burn action. Any increase or
“Ram” action for more. decrease to your voidship’s speed changes this additional
movement by the same amount. If your voidship’s speed of
30 sprawls is reduced to 15 sprawls, for instance, you can
ACTIONS IN VOIDSHIP COMBAT move up to 30 sprawls this turn if you use the Burn action.
When you take an action during your voidship’s turn, you can When you use the Burn action, any attack rolls made by
take one of the actions presented in the following section. gunners aboard your voidship are made with disadvantage
You may also attempt to improvise actions not detailed until the start of your next turn.
elsewhere in the rules. If this occurs, you describe the action
you’re attempting, and the GM tells you whether that action
EVADE (PILOT ONLY)
is possible (and what kind of roll you need to make, if any, to
When you take the Evade action, you focus entirely on
determine success or failure).
maneuvering your voidship to avoid attacks. Until the start
In voidship combat, player characters take on one of three of your next turn, any attack roll made against your voidship
roles: pilot, gunner, or support. These roles may take actions has disadvantage, and you make Maneuverability checks
unique to their function on the ship. Some more complex, with advantage. However, any attack rolls made by gunners
difficult, or taxing actions cost Astrafade. aboard your voidship are made with disadvantage until the
start of your next turn.
Everyone decides and declares starting roles after surprise
is determined and positions are established as combat HEAVY FIRE (GUNNER ONLY)
begins. During a voidship’s turn, each creature aboard takes When you take the Heavy Fire action, increase your
an action – support first, then pilot, then gunner, always in voidship’s Astrafade by 1. You can make an attack against a
that order unless a rule states otherwise. single enemy voidship with advantage using your voidship’s
weapons. This attack also deals an extra d6 damage.
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OVERTHRUST (PILOT ONLY)
When you take the Overthrust action, increase your OPPORTUNITY ATTACKS
voidship’s Astrafade by 1. Your voidship gains an extra move Due to the fluid nature of voidship combat, there
action, with which it can move up to its speed. When you are no opportunity attacks, except after a failed Ram
use the Overthrust action, any attack rolls made by gunners attack. If a voidship attempts a Ram attack and fails,
aboard your voidship are made with disadvantage until the gunners aboard the target voidship can use their
start of your next turn. reactions to immediately make an attack against it.
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VOLLEY (GUNNER ONLY) DRIFTCARVING PATTERNS
With the Volley action, you can make an attack against enemy A voidship can only have one driftcarve pattern active at a
voidships using your voidship’s weapons. time, and lasts until you successfully apply a new one.
To attack an enemy voidship, make an Ordnance check, ASTRABURNER: Once per combat, a pilot or gunner can roll
modified by your proficiency bonus if applicable, and 1d8 and add the number rolled to one ability check or attack
opposed by the target voidship’s armor class. roll.
The driftcarving DC varies by the time allotted to it, as noted VOIDEYE: When rolling a d10 on the Interlunar Events table,
on the Driftcarving Difficulty table. Unless both checks are you may roll twice and choose one from either of the results.
successful, the attempt to activate a driftcarve pattern fails.
DRIFTCARVING DCs
VOIDSHIP WEAPONS
Voidships boast a wide array of armament, from simple
Time DC
pulser cannons to harpoon launchers to destructive tyrant
Minutes 18 beams. You can outfit your voidship with weapons not
Short Rest 16 exceeding your weapon slots.
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HEAVY REPEATING CANNON (2 SLOTS): 2d10 energy
CUTTER
damage, range (40/120), one target.
Small Voidship
TYRANT BEAM (3 SLOTS): Increase the voidship’s Astrafade
ARMOR CLASS: 14
by 1. The tyrant beam fires in a line that is 5 sprawls wide and
60 sprawls long. The pilot of a voidship in the affected area HIT POINTS: 35
must make a DC 12 Maneuverability check, taking 14 (4d6) DAMAGE THRESHOLD: 5
energy damage on a failed save, or half as much damage on ASTRAFADE LIMIT: 1
a successful save. SPEED: 35 sprawls
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KETCH SKRUG RAIDBOAT
Medium Voidship Medium Voidship
CREW: 3 CREW: 2
PASSENGERS: 8 PASSENGERS: 6
CARGO: 10 tons CARGO: 2 tons
WEAPON SLOTS: 4 WEAPON SLOTS: 2
ACTIONS ACTIONS
» PULSER CANNON: Ordnance Attack: +4 to hit, range » PULSER CANNON: Ordnance Attack: +4 to hit, range
(50/150), one target. Hit: 7 (2d6) energy damage. (50/150), one target. Hit: 7 (2d6) energy damage.
» TYRANT BEAM: Increase the voidship’s Astrafade by » CARBONIC HARPOON (RECHARGE 5–6): Ordnance
1. The tyrant beam fires in a line that is 5 sprawls Attack: +3 to hit, range (30/90), one target. Hit: 9 (2d8)
wide and 60 sprawls long. The pilot of a voidship in piercing damage, and the pilot of the target voidship
the affected area must make a DC 12 Maneuverability must succeed on a DC 12 Maneuverability check, or
check, taking 14 (4d6) energy damage on a failed the target voidship becomes grappled. A critical hit
save, or half as much damage on a successful save. scored with this weapon against a voidship punctures
the voidship’s plating. The voidship gains the low-
HAULER atmo and low-grav environment conditions.
Large Voidship
ARMOR CLASS: 16
HIT POINTS: 150
DAMAGE THRESHOLD: 15
ASTRAFADE LIMIT: 3
SPEED: 20 sprawls
CREW: 4
PASSENGERS: 16
CARGO: 100 tons
WEAPON SLOTS: 3
ACTIONS
» PULSER CANNON: Ordnance Attack: +4 to hit, range
(50/150), one target. Hit: 7 (2d6) energy damage.
» HEAVY REPEATER CANNON: Ordnance Attack: +4 to
hit, range (40/120), one target. Hit: 11 (2d10) energy
damage.
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VOIDSHIP ASTRA EFFECTS TABLES ASTRAFADE TIER 3 (EXCEED LIMIT BY 5–6)
When your voidship exceeds its Astrafade, you must roll on D10 Astra Effect
the corresponding Voidship Astra Effects table. Each table The ship’s systems attune with the astra fueling it perfectly
represents a separate tier of Fade, increasing in severity of 1
– reduce the voidship’s current Astrafade by 2.
negative effects with each tier.
Mending astra binds portions of the ship together – the
2
voidship regains 1d8 hit points.
ASTRAFADE TIER 1 (EXCEED LIMIT BY 1–2)
The astra shocks the ship’s systems – reduce the
D6 Astra Effect 3 voidship’s current Astrafade by 1, but it takes 1d6 energy
The voidship handles the flow of the astra – nothing damage and gains the stalled condition.
1
unforeseen happens. 4 Systems spark – the voidship takes 1d8 energy damage.
Astra flows through the voidship, repairing minor damage The strain of the astra is too much for the ship’s engines –
2 5
– the vessel regains 1d4 hit points. the voidship gains the stalled condition.
The astra enhances your sensors – gain advantage on the Astra flows sluggishly through the ship, limiting agility –
3 6
voidship’s next attack roll or ability check. the next attack against your voidship has advantage.
Astra burns hot, overwhelming the ship’s engines – Astra sizzles out of control, corroding matter – one
4 reduce your voidship’s movement speed by half until the 7
ordnance weapon (GM’s choice) gains an item condition.
start of its next turn.
Astra ruptures – the voidship takes 3d8 energy damage,
Astra surges through the ship, shorting its systems 8 and each creature aboard must succeed on a DC 12
5
momentarily – your voidship gains the stalled condition. Dexterity saving throw or take 1d8 energy damage.
Volatile astra erupts in a concussive burst – your voidship Latent astra ignites – the voidship takes 1d6 fire damage
6 9
takes 1d6 energy damage. and has disadvantage on Sensors checks until it docks.
The astra flowing through the ship is too powerful to be
ASTRAFADE TIER 2 (EXCEED LIMIT BY 3–4) 10
contained – the voidship gains 2 Astrafade.
D8 Astra Effect
Your vessel’s void barriers shimmer with power. Your ASTRAFADE TIER 4 (EXCEED LIMIT BY 7+)
1
voidship’s AC increases by 1 until the start of its next turn D12 Astra Effect
Astra surges through the weapons of your vessel – add The astra envelopes your vessel in a shield of luminescent
2 1d4 damage to the next attack a gunner makes with the 1 armor – until the start of your next turn, your voidship has
voidship’s ordnance weapons. resistance to all damage.
Astra causes your ship to glow vibrantly in shifting, 2 Astra restores – your voidship regains 2d8 hit points.
prismatic colors. You have disadvantage on
3 Your voidship is surrounded with crackling energy – until
Maneuverability checks made to use the Lurk action until
you dock or land the voidship. 3 the start of your next turn, your voidship has advantage
on all ability checks and attack rolls.
Astra is drained from your ordnance – the next damage
4 4 Astra fuel vents – the voidship is a toxic environment.
roll a gunner makes is halved.
The strain of the astra cripples the vessel – it gains the The astra overwhelms the engines – your voidship has a
5 5
stalled condition. movement speed of 0 until the start of its next turn.
Astra surges from the vessel in a wave – reduce the Astra surges through your vessel – your voidship takes
6
6 voidship’s current Astrafade by 1, but it gains the stalled 2d8 energy damage and gains the stalled condition.
condition. 7 The voidship ruptures. It gains the low-atmo condition.
Wild spikes in astra energy make readings from sensors 8 The grav gens fail. The ship gains the low-grav condition.
7 inaccurate – you have disadvantage on any Sensors
checks until you dock or land the voidship. The astra becomes caustic and corrosive – the voidship
9
takes 2d8 acid damage and gains the stalled condition.
Astra surges through the ship’s systems, pushing them
8 far beyond their limit – the voidship takes 2d8 energy The unbridled force of astra overwhelms your vessel
damage. 10 and the crew are powerless against it – the voidship
immediately gains the listless condition.
Astra begins consuming the very shell of the ship, searing
11 the outer armor – the voidship’s armor class is reduced by
2 until docked or landed.
A pilot or support must make a DC 10 Sensors check
to reroute power and keep systems stable in the wake
12 of a volatile surge of astra. On a failed save, the vessel
explodes in a firestorm of searing red astra. Voidships
within 20 sprawls of you take 2d8 energy damage.
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CHAPTER 7: MAGIC
Mancers and other magic-wielding beings pull the cosmic REDUCING ASTRAFADE
radiation known as astra from the universe around After you complete a long rest, you can reduce your total
them, manipulating the volatile energy to conjure effects Astrafade by a number equal to your Astrafade Limit, to a
commonly known as magic. But even skilled astra-wielders minimum of 0.
absorb small amounts of this dangerous radiation, leading
to the detrimental and often unforeseen effects of Astrafade.
Powerful mancers learn to offset these effects to an extent EXCEEDING YOUR ASTRAFADE LIMIT
– but there is always danger in manipulating the energies of A creature that exceeds its Astrafade Limit immediately
the void. experiences the effects. These effects from excessive astra
usage get deadlier and more unpredictable in scaling tiers.
The Harbinger RPG features a unique risk/reward magic There are five Astrafade tiers, with a corresponding roll
system, wherein spells can be “boosted” with powerful add- table for each one (with Astrafade tier 1 being the mildest,
on effects to increase their utility or effectiveness. and Astrafade tier 5 being the deadliest). After casting a
spell or using a feature, trait, or talent that increases your
Astrafade beyond your Astrafade Limit, you must roll on the
ASTRAFADE appropriate Astra Effects table. For example, if a mancer
Astrafade represents the fatigue and ill-effects that occur exceeds their Astrafade Limit by 1, they must roll on the
when utilizing astra to conjure spells and manipulate void Astra Effects table labeled Astrafade Tier 1, immediately
energy. The class progression tables list your Astrafade Limit applying the results.
at 1st level and higher. To cast a spell, you must first increase
your Astrafade by a number equal to the Astrafade of the You may continue to cast spells and using features, traits,
spell. For instance, if you cast a spell with an Astrafade of and talents while meeting or exceeding your Astrafade
2, your total Astrafade increases by 2. If you exceed your Limit, but doing so can be dangerous, leading to long term
Astrafade Limit, you must roll on the appropriate Astra negative effects and even death.
Effects Table.
You roll once on the Astra Effects tables for each separate
Your Astrafade Limit also dictates which spells mancers are instance of exceeding your Astrafade Limit. If you cast a spell
able to know – you can only learn spells with an Astrafade that exceeds your Astrafade Limit by 3, you do not roll three
equal to or less than your Astrafade Limit. times – you roll once, because the Astrafade originates from
a single source.
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ADHESION
STACKING SPELL EFFECTS Yellow Astra
Effects from separate castings of the same spell do ASTRAFADE: 1
not stack. For instance, you cannot cast spectral armor CASTING TIME: 1 action
twice on the same creature to gain twice the bonus to RANGE: 15 feet
their armor class. The most recent casting of the spell
DURATION: 1 hour (concetration)
replaces and takes precedence over the former casting
of the spell. You cause two solid, inanimate objects that you can see
within 15 feet of you to adhere to each other. At least one of
the objects must be size Medium or smaller, and the objects
BOOSTS must be no more than 10 feet apart from each other. The
smaller of the two objects travels immediately in a straight
Each spell in Harbinger provides three possible boosts. line toward the larger. The objects can be pried apart with
Boosts are additional effects you can add to the spell at the a successful Strength (Athletics) check, the DC of which is
cost of taking on additional Astrafade. These boosts can equal to your spell save DC. Otherwise, the objects remain
take a fairly minor spell and twist it into something incredibly firmly attached for the duration, as long as concentration is
powerful by adding effects such as increased range or maintained. You may separate the objects by dismissing the
damage, extra targets, and other additional benefits – spell as an action.
however, these effects also push you closer to your limits of
wielding the astra safely. A creatures between the two objects when they adhere
must succeed on a Dexterity saving throw, the DC of which
Each boost adds an Astrafade of 1 to the spell being cast. is equal to your Spell Save DC, or take 1d8 bludgeoning
damage.
For instance, a mancer casting a spell with an Astrafade of
2 with two boosts would instead increase their Astrafade BOOSTS
by 4 (the 2 Astrafade of the original spell, and 1 additional
Astrafade for each boost). » You increase the duration to 3 hours.
Boosts are applied during the initial casting of each spell. » At least one of the objects must be size Large or
You decide which boosts to activate at the same time you smaller, rather than Medium.
declare the spellcasting. » The objects must be within 30 feet of each other,
rather than 10 feet.
ASTRA BOLT
CASTING A SPELL Red Astra
» Choose a spell you know and declare your intent
ASTRAFADE: 0
to cast it.
CASTING TIME: 1 action
» Decide which boosts, if any, you will activate. RANGE: 120 feet
» Cast the spell and apply its effects. DURATION: Instantaneous
» Add the Astrafade of the spell (including any You hurl a bolt of volatile astra energy toward a creature
boosts) to your Astrafade total. within range. Make a ranged spell attack against the target
» If your new Astrafade Total exceeds your creature. On a hit, the target creature takes 1d8 energy
Astrafade Limit, you must immediately roll on the damage.
appropriate Astra Effects Table.
BOOSTS
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ASTRA GRASP BOLSTER
Yellow Astra Blue Astra
ASTRAFADE: 2 ASTRAFADE: 0
CASTING TIME: 1 bonus action CASTING TIME: 1 action
RANGE: 30 feet RANGE: Touch
DURATION: Instantaneous DURATION: 1 minute (concentration)
Choose an object that you can see within range, and pull it 15 You touch one willing creature. Once before the spell ends,
feet closer to you in a straight line. The object cannot weigh the target creature can roll a d4 and add the number rolled
more than 10 pounds. If the object is held by a creature, they to one ability check. It can roll the die before or after making
must succeed on a Dexterity saving throw or be disarmed – the ability check. The spell then ends.
they drop the targeted object and it is pulled 15 feet closer
to you. BOOSTS
You infuse your allies with blue astra, bolstering their You use astra to rapidly age an item, causing it to deteriorate
fortitude. Choose up to three creatures within range that and become worn. Choose a single weapon or suit of armor
you can see. Each creature’s hit point maximum and current that you can see within range. The item immediately gains
hit points increase by 10 for the duration. the worn condition. If the item is already worn, it becomes
battered. If the item is already battered, it becomes broken.
BOOSTS
BOOSTS
» Each creature’s hit point maximum and current hit
points increase by 15 for the duration. » You can target two objects within range.
» Each creature has advantage on Constitution saving » You deal 1d6 energy damage to each creature within
throws for the duration. a 5-foot square centered on the target object.
» Each creature has advantage on their first death » Each creature within a 10-foot square centered on
saving throw that occurs before the spell ends. the target object must suceed on a Constitution
saving throw, the DC of which is equal to your spell
save DC, or become stunned until the start of your
next turn.
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EMBOLDENING PRESENCE GRAV SHIFT
Blue Astra Yellow Astra
ASTRAFADE: 3 ASTRAFADE: 0
CASTING TIME: 1 action CASTING TIME: 1 action
RANGE: 30 feet RANGE: 30 feet
DURATION: 1 minute (concentration) DURATION: 1 minute
A wave of blue astra flows through you and nearby allies, You use your mastery of astra to manipulate gravity, moving
bolstering their abilities. Choose up to three willing creatures nearby objects. For the duration of the spell, you can use an
within range. For the duration, as long as you maintain action to manipulate a single object within 30 feet of you.
concentration, whenever an affected creature makes an You can lift and move objects, open or close hatches, etc.
attack roll or saving throw, they can roll a d6 and add the You cannot lift more than 10 pounds using this spell, and
number rolled to the attack roll or saving throw. you cannot use it to directly attack an enemy.
BOOSTS BOOSTS
» Each affected creature also adds 1 to their armor » You can lift an object weighing up to 30 pounds using
class for the duration. this spell.
» Each affected creature can roll a d8. » You can lift up to three objects weighing up to the
» Each affected creature immediately reduces their weight limit.
Astrafade by 1. » You can hurl one object – make a ranged spell attack
against a single creature within 30 feet, dealing 1d6
ENERGY TENDRIL bludgeoning damage for every 10 pounds the object
Yellow Astra weighs.
ASTRAFADE: 3
CASTING TIME: 1 bonus action
MASAHIRO’S REFUGE
Green Astra
RANGE: 30 feet
ASTRAFADE: 3
DURATION: Instantaneous
CASTING TIME: 1 action
You lash out with a tendril of yellow astra, grabbing a RANGE: Self
creature and pulling them towards you. Choose a creature DURATION: 10 minutes
you can see within 30 feet. That creature must succeed on a
Dexterity saving throw or be pulled 15 feet closer to you in a A 10-foot-radius immobile sphere of green asta materializes
straight line. If the targeted creature is a willing ally, they can around you and remains stationary for the duration. The
choose to automatically fail the saving throw. spell ends if you leave its area.
BOOSTS Six creatures of Medium size or smaller can fit inside the
sphere with you. The spell fails if its area includes a larger
» You pull the creature an additional 15 feet. creature or more than six creatures. Creatures and objects
» If the creature fails their saving throw, they also gain within the sphere when you cast this spell can move through
the restrained condition with an escape DC equal to it freely, but all other creatures and objects are barred from
your spell save DC. passing through it. Spells and other magical effects can’t
extend through the sphere or be cast through it.
» You choose two creatures instead of one.
The sphere also creates breathable air for the duration,
ignoring the effects of a low-atmo environment.
BOOSTS
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MIND PROBE
MALLEABLE MAGIC Yellow Astra
Despite its widespread use, astra and its effects remain ASTRAFADE: 1
nebulous and volatile. Mancers conjuring spells often CASTING TIME: 1 action
experiment and improvise, bending the energies in
RANGE: 30 feet
new and unexpected ways. Players with magic-wielding
DURATION: Instantaneous
characters can devise new boosts for their spells, and
Game Masters should feel free to apply an additional You reach out with yellow astra into the mind of a nearby
Astra Fade cost to account for the new effect. creature. Choose a creature you can see within range.
Some additional boosts might include the following:
You immediately sense the most prominent emotion the
» Increasing the damage, duration, or range of a creature is experiencing, whether it’s fear, hunger, sadness,
spell joy, or anything in between. The creature must also make a
» Affecting an additional target with the spell Wisdom saving throw. If it fails, you are able to probe deeper
and can sense whatever thought is looming largest in the
» Imposing a condition on the target(s) of the spell
creature’s mind (something it worries over, a prominent
» Adding an entirely new effect – get creative! memory, a buried secret). If it succeeds, it recognizes that
A mancer may try to create a seal with spectral you are probing its mind, and the spell has no further effect.
armor to survive in the void, disarm a creature with
BOOSTS
energy tendril, or teleport an additional creature
using voidslip. Game Masters can allow new effects » You have advantage on all Charisma checks with the
such as these, within reason, at the cost of additional creature for 1 hour.
Astrafade. Boosting spells and pushing the limits of
magic should be equally risky and rewarding. » If the creature fails its Wisdom saving throw, it also
takes 1d6 psychic damage.
» If the creature fails its saving throw, you can probe for
a specific thought or memory.
MIND LINK
Yellow Astra
PARTICLE WALL
ASTRAFADE: 1 Green Astra
CASTING TIME: 1 action ASTRAFADE: 3
RANGE: Touch CASTING TIME: 1 action
DURATION: 1 hour (concentration) RANGE: 60 feet
You touch a nearby willing creature, and can communicate DURATION: 1 minute (concentration)
telepathically with it for the duration or until you dismiss
You create a wall of transparent energy that blocks incoming
the effect. Your communication is two-way, and completely
projectiles and provides cover for allies. A 15-foot long
undetectable. If the creature has an Intelligence of 4 or
spectral wall appears, beginning and ending at two points
less, it cannot communicate with words, but can express
you choose within 60 feet of you. The wall is 3 feet high and
emotions through the link.
2 inches thick, composed of solid light. It provides half-cover
BOOSTS to creatures standing on either side of it, or full cover if they
are prone. The wall absorbs all incoming projectiles.
» You can perceive through the creature’s senses for
the duration. Any creatures in the line of the wall when it is created are
pushed to either side of it (your choice). The wall exists
» You shield the creature’s mind, and it has advantage for up to 1 minute if the caster maintains concentration. It
on Intelligence and Wisdom saving throws for the disappears immediately at the end of the duration, or can be
duration. dismissed as an action.
» You can speak through the creature for the duration,
making any necessary checks using your statistics at BOOSTS
the GM’s discretion.
» The wall lasts for 5 minutes, as long as concentration
is maintained.
» The wall is 30 feet long and 5 feet high, providing
three-quarters cover to creatures standing on either
side of it.
» Projectiles from ranged attacks can pass through one
side of the wall (your choice) and deal an additional
1d4 damage.
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PLASMA BEAM STATIC FIELD
Red Astra Red Astra
ASTRAFADE: 1 ASTRAFADE: 3
CASTING TIME: 1 action CASTING TIME: 1 action
Range: Self (30-foot line) RANGE: 60 feet
Duration: Instantaneous DURATION: 1 minute (concentration)
A beam of superheated plasma issues from your outstretched You conjure a column of crackling electrical energy. The
palm. Each creature in a 30-foot line must make a Dexterity column is a 10-foot radius, 30-foot-high cylinder centered
saving throw. A creature takes 2d8 fire damage on a failed on a point within range.
save, or half as much on a successful one.
For the duration of the spell, as long as concentration is
BOOSTS maintained, whenever a creature enters the spell’s area for
the first time on a turn or starts its turn there, that creature
» A creature takes 4d8 fire damage on a failed save, or must make a Dexterity saving throw. A creature takes 3d8
half as much on a successful one. lightning damage on a failed save, or half as much damage
» The affected area becomes a 30-foot cone. on a successful one.
» Each creature who fails their Dexterity saving throw BOOSTS
takes an additional 1d8 fire damage at the start of
your next turn. » Each creature in the spell’s area takes 5d8 lightning
damage on a failed save, or half as much damage on
REVITALIZE a successful one.
Blue Astra
» Each creatures in the spell’s area that fails their
ASTRAFADE: 1 Dexterity saving throw becomes stunned for 1 round.
CASTING TIME: 1 bonus action
» The spell’s area becomes heavily obscured, effectively
RANGE: 30 feet
blocking line of sight.
DURATION: Instantaneous
A target creature that you can see within range regains hit
TORCHLIGHT
Green Astra
points equal to 1d6 plus your spellcasting ability modifier.
ASTRAFADE: 0
BOOSTS CASTING TIME: 1 action
RANGE: Touch
» Each affected creature regains hit points equal to 2d6 DURATION: 1 hour
plus your spellcasting ability modifier.
» You can target up to two creatures within range. You touch one object that weighs 10 pounds or less, imbuing
it with glowing green astra, causing it to shed bright light in
» Each affected creature reduces their Astrafade by 1.
a 20-foot radius, and dim light for an additional 20 feet. You
may dismiss this effect as an action.
SPECTRAL ARMOR
Green Astra BOOSTS
ASTRAFADE: 2
CASTING TIME: 1 action » The radius of the bright light increases by 20 feet for
RANGE: Touch the duration.
DURATION: 4 hours » The spell’s range becomes 30 feet.
» The light highlights nearby creatures, granting you
You touch a willing creature, and a protective armor of light
advantage on Wisdom (Perception) checks that rely
surrounds them until the spell ends. The target’s armor class
on sight for the duration.
increases by 2 for the duration. The spell ends if you dismiss
it as an action.
BOOSTS
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TWITCH SHIELD VOID PROJECTION
Green Astra Yellow Astra
ASTRAFADE: 1 ASTRAFADE: 4
CASTING TIME: 1 reaction CASTING TIME: 10 minutes
RANGE: Self RANGE: Self
DURATION: 1 round DURATION: 1 minute (concentration)
In response to an attack that hits you, you can create a You become one with astra, and project your disembodied
spectral shield. You gain a +4 bonus to AC against the consciousness across the Known Orbits. Choose a
triggering attack. location you have visited before, provided it is not within
the Harbinger. You instantly arrive there as an invisible,
BOOSTS incorporeal presence, and can move freely for the duration
as though you were physically present. You can move
» The AC bonus increases to +5. through mundane walls and other barriers, but not through
» The AC bonus persists until the start of your next turn. magical barriers, such as those created by particle wall or
» In response to an attack that hits a creature within 10 Masahiro’s refuge. The material body you leave behind is
feet of you, you can choose to target that creature, unconscious for the duration of the spell.
granting them the AC bonus. The spell ends early if you use your action to dismiss it. If your
physical body takes damage, you must make concentration
VOIDSLIP checks as normal.
Yellow Astra
ASTRAFADE: 2 Creatures capable of sensing astra, such as kryslik, or mancers
CASTING TIME: 1 bonus action with the astra sense talent, can detect your presence and
RANGE: Self are aware of you, though they cannot physically interact with
DURATION: Instantaneous or harm you.
You envelop yourself in the ethereal energies of astra, Other creatures who cast this spell and appear in the same
disappearing momentarily, only to reappear a short distance location can see and physically interact with each other. You
away. can only make unarmed attacks in this form. Any damage
dealt to you while in this state is dealt to your unconscious
Choose an unoccupied space up to 20 feet away. You material body, and you must make concentration checks as
instantly teleport there. normal.
BOOSTS BOOSTS
» Teleport an additional 20 feet. » You can speak aloud for the duration of the spell, and
creatures near your incorporeal form can hear you.
» Return to your original location at the end of your
turn. » You can choose a location you have not visited
before, but are familiar with, provided it is not within
» Disappear entirely for one round. At the beginning of
the Harbinger.
your next turn, choose an unoccupied space within
range of your original position and reappear there. » You can touch one object weighing no more than 5
pounds and return with it to your physical body when
the spell ends.
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ASTRA EFFECTS TABLES ASTRAFADE TIER 3 (EXCEED LIMIT BY 5–6)
When exceeding your Astrafade Limit by casting spells D10 Astra Effect
or using features, traits, or talents, you must roll on the You quiet the storm raging within you – reduce your
corresponding Astra Effects table. Each table represents a 1
current Astrafade by 1.
separate tier of Astrafade, increasing in severity of negative
Your healing accelerates, stitching your wounds – regain
effects with each tier. Rolling on Astrafade Tier 1 may result 2
1d8 hit points.
in some minor negative effects, whereas rolling on Astrafade
Tier 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 more 3 Astrafade by 1, but you are stunned until the start of your
next turn.
likely that exceeding your Astrafade, especially by large
amounts, will lead to catastrophic results for you and your 4
You receive a flash of a horrific past event – take 1d8
allies. psychic damage.
The strain of the astra makes you sluggish – gain 1 level of
5
exhaustion.
ASTRAFADE TIER 1 (EXCEED LIMIT BY 1–2)
D6 Astra Effect Astra deadens your reflexes – the next attack against you
6
gains advantage.
You are able to maintain control of the astra – nothing
1 Astra sizzles out of control, corroding matter – one
unforeseen happens. 7
weapon (GM’s choice) gains one damage condition.
The astra stitches your wounds and mends your broken
2 Astra shocks your muscles into agonizing tension – take
bones – regain 1d4 hit points. 8
3d8 energy damage.
Your reflexes slow – reduce your armor class by 1 until
3 Astra flares in a blinding flash – take 1d6 fire damage, and
the start of your next turn. 9
you are blinded until the start of your next turn.
Astra roots you to the floor – reduce your movement You lose control of the astra flowing through you – gain 2
4 10
speed by half until the start of your next turn. Astrafade (do not roll again).
5 Astra brings you to the floor – you are knocked prone.
ASTRAFADE TIER 4 (EXCEED LIMIT BY 7–8)
The rigors of astra take their toll – take 1d8 energy
6
damage. D12 Astra Effect
Astra bolsters you to superhuman levels – treat your next
1
ASTRAFADE TIER 2 (EXCEED LIMIT BY 3–4) successful weapon attack as a critical hit.
D8 Astra Effect 2 Your body is renewed by astra – regain 2d8 hit points.
You phase out of the visible spectrum – you are invisible Gravity warps itself around you – you are restrained until
1 3
until the start of your next turn. the start of your next turn and take 2d8 force damage.
The astra enhances your senses – gain advantage on your 4 Your body can’t handle this – gain 2 levels of exhaustion.
2
next attack roll, ability check, or saving throw.
The astra flowing through you takes hold – you are
5
Astra grants you energy from within. The next attack with paralyzed until the start of your next turn.
3
which you hit deals one additional damage die.
You see ... beyond – take 2d8 psychic damage, and gain
6
Astra drains your energy. You have disadvantage on your the frightened condition until the start of your next turn.
4
next attack roll.
Crimson lightning strikes – take 2d8 lightning damage, and
The strain of the astra makes you sluggish – gain 1 level of 7 you must succeed on a DC 14 Constitution saving throw
5
exhaustion. or become paralyzed until the start of your next turn.
Astra leaves you in a burst – reduce your current Astra licks out, unrestrained – one weapon (GM’s choice)
8
6 Astrafade by 1, but you are stunned until the start of your gains the broken condition.
next turn.
The astra within you becomes toxic – take 2d8 acid
9
Your blood pounds in your ears – you are deafened until damage, and gain the poisoned condition.
7
the start of your next turn.
You can no longer control this – you and each creature
Astra surges through your nerves at unparalleled speeds within 20 feet of you you must make a DC 14 Dexterity
8 10
and potencies – take 2d8 energy damage. saving throw. A creature takes 3d8 energy damage on a
failed saving throw, or half as much on a successful one.
Astra consumes your form, burning your armor – your
11
armor gains the battered condition.
Astra wracks your body, withering your fortitude. Roll a
d12, and reduce your current and total hit points by the
12
result. Your hit point maximum returns following a long
rest.
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ASTRAFADE TIER 4 (EXCEED LIMIT BY 9+)
D20 Astra Effect D20 Astra Effect
Astra envelopes you in glowing armor – until the start of Choose one ally within 30 feet of you. They immediately take 3d8
1 11
your next turn, you have resistance to all damage. energy damage and gain 2 Astrafade.
Your eyes glow and you levitate off the floor. Until the
Your armor and every weapon in your inventory immediately gains
2 start of your next turn, you have advantage on all attack 12
one damage condition.
rolls, ability checks, and saving throws.
The strain of the astra violently drains your vitality – Astra takes its due, and you lose an arm – you can no longer hold
3 13
gain 3 levels of exhaustion. things in two hands.
The power of the astra corrodes your equipment –
4 one item you are carrying or holding (GM’s choice) 14 Astra withers your body – permanently reduce your Strength by 1.
immediately degrades by two damage conditions.
The astra within you surges uncontrollably – gain 4 Astra deadens your reflexes – permanently reduce your Dexterity
5 15
Astrafade (do not roll again). by 1.
Astra within you erupts in a blast of freezing pain – you
Astra shrivels your fortitude – permanently reduce your
6 take 3d8 cold damage, and gain the paralyzed condition 16
Constitution by 1.
until the start of your next turn.
You experience a powerful euphoria – you gain the
Astra burns your mind – permanently reduce your Intelligence by
7 charmed condition, and treat all enemies as though 17
1.
they are your allies until the start of your next turn.
The unbridled force of astra overwhelms you – you Astra sears your memory – permanently reduce your Wisdom by
8 18
immediately fall unconscious. 1.
You and each creature within 30 feet of you must make
a DC 16 Constitution saving throw. A creature takes 4d8
9 19 Astra scars your visage – permanently reduce your Charisma by 1.
energy damage on a failed save, or half as much on a
successful one.
Until you complete a long rest, you can no longer cast Immediately make a death saving throw. If you fail, you explode in
10 spells or use features, traits, or talents that require 20 a ball of searing red astra, dying immediately. Creatures within 20
astra. feet of you take 2d8 energy damage.
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CHAPTER 8: THE KNOWN ORBITS
Bastion is orbited by an incalculable number of moons. Much ON APPROACH: Lightning and violent winds jolt and shake
of these Known Orbits have been discovered, cartographed, your voidship – strap in.
and even settled by grand cities and prolific septs, but still
more remain untouched. Political schemes threaten the » Dust storms provide few opportunities for easy
plans of lowly urban gangs on Tharkestra, astra miners risk approach.
life and limb on rogue rocks, and unanswered distress calls » Splinter voidships follow you from a distance.
from distant moons screech of vicious ravoks over weak
» Scans reveal hundreds of centuries-old distress
whisperlink connections. Adventure on the Orbits – both
beacons.
known and unknown – call for you. Will you answer?
ON THE SURFACE: Towering coral formations and frequent
Your voidship awaits. stretching canyons make travel on foot difficult without
proper gear and attire.
DAGERAD » An incoming lightning storm sits off the horizon.
On the far-flung fringe of the Known Orbits hangs a meager » Wild flora and fauna threaten your livelihood.
moon of exiles – arid, scoured, and dotted with coral spires
» Levabiker raiders approach wielding scavenged gear
and tepid saltwater seas. Its days last mere hours. Once,
and weapons.
glimmering oceans teemed with life, and its undersea cities
boasted grand technology – but now Dagerad drifts alone,
barren and forgotten by all but the least reputable in the DAGERAD AT-A-GLANCE
Known Orbits.
ORBIT: 3 hours per day; 2,378 days per year
IN ORBIT: The voidship interior glows with Dagerad’s crimson ATMO/GRAV: Normal/Normal
earth, dotted with vibrant, cyan formations, and green lakes
with lifeless, salty white on their edges. CLIMATE/TERRAIN: Arid/Desert
WEATHER: Dust storms, lightning, cyclones
» The Skyhook orbits below, its massive shadow
stretching across the moon. FEATURES: Coral, canyons, saltwater lakes, ruins
» Your whisperlink buzzes with advertisements for FACTIONS: The Splinter, Bloodskulls, Cult of the Fleeting
Skyhook taverns and cheap hangar rental. Piecemeal Suns, various raider clans
voidships hail you with illicit merchandise. FLORA: Devil shrubs, rockweed, razorvine
» Scans reveal signals from myriad factions below – FAUNA: Skinks, makrochs, decapods, verberus, gaunts,
most encrypted. barrowmechs, ravoks (rumored)
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PILLARS LOCATIONS
SCATTERED SEAS: Once covered in water, Dagerad owes its SKYHOOK: Drifting across the cloudless skies above
arid climate and barren badlands to a malfunctioning Forge, Dagerad’s coral formations, the floating atmoport of Skyhook
a broken remnant from the days of the Hegemony. Forests serves as a waystation for travelers. Housing a voidship
of coral dot the landscape, and dunes obscure the bones of hangar, taverns, lodging, and a small but robust bazaar
leviathan sea beasts and ruined subnautical cities. Saltwater dealing in unique and less-than-legal goods and services,
lakes riddle the surface, the last vestiges of world-spanning Skyhook stands as the unofficial “capital city” of this meager
oceans. moon, as well as the chief outpost of the Splinter.
FLEETING DAYS: A rapid rotation means Dagerad’s days last KORZAAN: The most expansive of Dagerad’s lost subnautical
a mere three hours. This brief day/night cycle unnerves most cities, Korzaan once boasted a population of millions living
and maddens others, with roving bands of violent cultists under the prosperous gaze of the Hegemony. Thought
worshipping the Fleeting Suns. Dagerad’s natural predators buried long ago, rumors of its recent discovery draw
– skinks, makroch, and decapods, to name a few – have venturers, raiders, and idealistic scholars in equal measure,
adapted to cope, growing idle in the day and emerging to hoping to unearth valuable secrets of the past. Gaunts roam
hunt at night. its winding corridors, protecting a home lost eons ago.
CRIMINAL HIVES: Dagerad’s wide orbit carries it far from the BROKEN FORGE: Rising up over the dunes and coral spires
dominion of the Sovereign and its vassal septs. Many exiles of Dagerad towers the Broken Forge, a massive Hegemonic
and outlaws seek refuge here, cloistering in small settlements installation split down its center. Many owe Dagerad’s
or taking up with one of the myriad underground factions. vanished oceans, arid climate, and rapid rotation to this
Venturers from across the Known Orbits stand to earn shattered, malfunctioning Forge. Cultists of the Fleeting
considerable glint on Dagerad through mercenary work and Suns prophecize when one sun eclipses the other at the
black market transactions. peak of Broken Forge, the oceans will rise once more and
wash away the filth defiling the moon of Dagerad. For now,
LOST CITIES: Dagerad once housed wondrous subnautical the Broken Forge serves as a haven for raiders, cultists, and
cities of the Hegemony, the grandest of which was called brigands, frequently changing hands in their bloody struggle
Korzaan. Now, these cities lie in ruin, buried beneath sand for shelter and territory.
and weathered by countless centuries. For those daring
enough to comb these tombs, there are ancient treasures HOLLOWSPIRE: Within a spiraling tower of coral, the hard-
to be found. But other, more malicious entities roam the scrabble people of Hollowspire eke out a simple living,
crumbling corridors and fallen towers of these lost cities, hunting makroch and cultivating rockweed for sustenance.
protecting a home lost eons ago – and uttering the whispers Many in Hollowspire are exiles, outlaws living out the rest
of those long-dead. of their days on the edge of the Known Orbits. Few speak of
the past, preferring instead to cling to the future, however
BLOODSKULL RAIDERS: Roaming the wastes of Dagerad meager. Distrusting of outsiders, Hollowspire outfits its
aboard armored levasleds, the notorious Bloodskull raider people with spears, slingers, and the occasional scavenged
clan preys upon unwary travelers. Led by Sharn Redpalm, pulser to defend their towering settlement from raiders.
a former oathsworn of Sept Grimarr, the Bloodskulls are a
cunning and cutthroat band, cresting their heads with their ALTROS: Once, aquatic leviathans ruled Dagerad’s sprawling
namesake blood-red tattoos. Just as content undertaking seas, not unlike the golianars of the void above. Only ancient
mercenary work as they are to raid indiscriminately, the bones remain, bleached beneath twin suns. Within the
Bloodskulls maintain a tenuous relationship with Dagerad’s looming ribcage of such a beast live the people of Altros –
various criminal factions, particularly the Splinter. scavengers, tinkerers, and rogue mechanists specializing
in tools and weapons of bone and hide. Often crafting
THE SPLINTER: No sept controls Dagerad – instead, the weapons and armor for the raider clans roaming Dagerad’s
shadowy criminal faction known as the Splinter rules. With dunes, Altros finds safety in its neutrality to the brief and
rumored (but frequently denied) connections to Sept Larkin, bloody conflicts raging across the moon’s surface, preferring
the Splinter is in actuality dozens of loosely networked instead to arm both sides and plunder the dead for materials
criminal syndicates, mercenary bands, and underground after the dust clears.
markets, all operating autonomously beneath the same
banner and owing fealty to Dagerad’s resident crime lord, BLISK: The sedentary don’t live long on Dagerad – so Blisk
Krahvan. Though housed here on Dagerad, the Splinter never rests. A city on the move, Blisk is a tent settlement,
maintains a presence on many fringe moons, including Karr. nomadic and nimble. Ranging across Dagerad on the backs
of makrochs and cobbled-together levasleds, the people of
Blisk can set up or take down in under an hour, staying one
step ahead of both raiding clans and dust storms. Surviving
through trade, the people of Blisk welcome outsiders, relying
on a pair of pulser turrets mounted to the back of makrochs
to defend themselves against more malevolent visitors.
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FIGURES MISSIONS
TORVAN: The broad and burly forgeborn barkeep at BOUND BY BLOOD: Kira fears for her brother, Lorn, who
Skyhook’s Last Moon Cantina speaks seldom, but carries recently took up with the Bloodskull clan out of desperation.
great wisdom belied by his brutish appearance. With Young, misguided, but kind at heart, Lorn won’t last long in
bronzed skin lined with scars and a faded tattoo bearing the violent ranks of the Bloodskulls, Kira claims. She lacks the
two crossed blades, many theorize Torvan served eons ago means to go after him herself but scrounges up a little glint
in the legions of the Hegemony. Despite his simple calling and an old family pulser pistol to pay a venturer to retrieve
tending bar, Torvan recalls those bygone days and speaks Lorn from a nearby Bloodskull outpost.
of them in hushed whispers to those worthy of his trust.
Torvan’s husband, a Dagerad native called Fesh, brews the VOIDSHIP DOWN: A heavily damaged voidship burns across
strange but delightful brews served in Last Moon. the cloudless Dagerad sky, crashing just over the horizon.
Mercs, raiders, and worse race for the wreckage in the hopes
FALEN: A fixture of Dagerad’s criminal havens, Falen’s of scavenging the downed vessel and its cargo. But the
glimmering voidborn eyes flit here and there, wary of any voidship’s strange contents include a beast of the Harbinger
who draw too close. Knowledgeable of routes through the (kryslik), and now it hunts the dunes for sustenance.
coral forests and the dangers therein, Falen offers their
pathfinding services to any with enough glint, and between WAR FOR DAGERAD: Krahvan, the apparent leader of the
excursions can usually be found in one of Skyhook’s many Splinter, tires of Sharn Redpalm and her Bloodskulls. The
bars. The pulser rifle slung across their back carries a raiders attack countless merchant caravans, killing Splinter
strange and violent history stretching back centuries, though enforcers by the dozens and dwindling Krahvan’s supply of
Falen prefers to let the weapon itself do the talking in most drugs and weapons. With hired-help in short supply, Krahvan
situations. turns to mercenaries to bring down Sharn. Simultaneously,
Sharn recruits new raiders and acquires a voidship to take
SHARN REDPALM: From the back of her armored levabike, her conquest to Dagerad’s skies. Tensions simmer, and
Sharn leads the feared Bloodskull raider clan. Sharn came whispers of war on Dagerad bring soldiers-of-fortune from
to Dagerad after a decade as a sept enforcer on Arganas. across the Known Orbits, seeking glint and glory with both
She fell in with the Bloodskulls, climbing their ranks and sides of the conflict.
earning the moniker “Redpalm” after bloodying her hands in
a dozen skirmishes with rival clans. Fierce and reckless, yet CARGO ESCORT: The Splinter needs to get vital supplies to
undeniably cunning, Sharn combines ferocity with strategy a faraway scouting party whose cache was recently raided
to entrench the Bloodskulls in an unshakable position of by Fleeting Sun cultists. They’ll reward you with upgrades to
power, rivaling even the Splinter on Dagerad. your voidship, but the trip isn’t simple. The sky cracks with
perilous lightning, and the ground is plagued with cultist
KRAHVAN: Few know the origin of Krahvan – and fewer still levabikers.
live to speak of it. Tall, lean, and sharply dressed with glowing
voidborn eyes, Krahvan holds himself as a man of noble KORZAAN EXPEDITION: Long has a particular distress call
bearing and significant means, even if neither holds truth. been broadcasted from the heart of Korzaan. While it’s
As the apparent leader of the Splinter, Krahvan oversees well-known that gaining access to the lost subnautical city is
the criminal faction’s dealings on Dagerad and elsewhere, extremely difficult, it’s possible to find easier entry using the
coordinating the various mercenaries and merchants serving signal’s embedded navigational information. Gaunts defend
his interests. Surrounding himself with armed enforcers at the labyrinth from intruders, and something horrifying awaits
all times, Krahvan is a hard man to pin down – though he in the chamber where the source of the beacon emanates.
makes time to speak to those with skills he deems useful.
THE NEW SEPT: Hadron’s Dream was once a simple gang of
TALIPSON: Many merchants hawk their wares in the markets levabikers native to Dagerad, but now has grown into a large
of Dagerad, but none boast the unique and macabre tribe inhabiting the settlement of Rampart. Representative
trinkets of Talipson. Weathered, scarred, and bearing Kennur has been leader of the Dream for a short time, but
several necrograft enhancements, Talipson specializes in has visions of taking it to the rest of the Known Orbits as Sept
the belongings of the dead – pulsers wielded by unlucky Hadron – all they need is someone with off-world contacts,
mercenaries, amulets worn by wayward nobles, necrograft and you fit that bill. Establish an embassy for Hadron aboard
eyes yanked from the skull of a scout’s corpse. Each item the Skyhook, and head to another moon to negotiate a trade
carries a story, and Talipson maintains an inscrutable record deals to further legitimize the new sept.
on her trusty glancer. In the Known Orbits, every item has
a history, and Talipson fancies herself the best historian in
the business. She pays handsomely in both glint and favors
for items pulled from corpses – the more interesting the
demise, the better.
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DAGERAD RUMORS DAGERAD SCENES
D6 Rumor D6 Scene
A massive albino decapod roams the badlands outside A column of black smoke rises from a downed voidship
1
1 of Hollowspire, consuming any who dare cross its path. bearing sept markings.
Countless hunters have perished in pursuit.
A herd of makrochs emerge at sundown to traverse the
A voidship bearing Alzareen banners recently offloaded 2
dunes.
dozens of sealed crates at Skyhook. Whispers of a new
2 astra-based hallucinogen spread across Dagerad, and The sound of droning levabikes emanates from over the
3
some already report frightening tales of the substance’s hillside.
ill effects.
Thunder sounds, and low clouds begin to spiral into
4
A rogue barrowmech roves the Dagerad wastes, armed funnels.
with a pulser rifle and hunting humans for sport. Few
3 encounter the mechanical assassin and live, but stories The Skyhook extends its shadow over the ground,
5
persist of its masterful ambushes and impossible long- blocking out the Sun.
range rifle shots. Beautifully blue coral structures dot the horizon, and a
6
Fleeting Sun cultists have pieced together a massive reflective glint catches your eye.
4 voidship and filled it with volatile explosives of astra. Their
target? The Skyhook. RUINS OF DAGERAD
The position of both the Harbinger and Bastion ensure D6 2
Structure Description
an upcoming eclipse, threatening to plummet Dagerad
5 1 Teetering spire Emerging from a dune
into darkness for months. Anarchy is sure to ensue, to the
Splinter readies an armed occupying force. 2 Sunken amphitheater Covered with coral
Sept Grimarr sees Dagerad as a stain on Bastion – a Halfway submerged into a salt
terrible refuge for the worst sort of criminals. They’re 3 Collapsed dome
lake
6 making their way here with a small fleet of voidships and
a well-armed ground team to capture the most infamous Inside a deep and treacherous
4 Winding tunnels
fugitives of the Known Orbits. canyon
Concealed by well-placed
5 Soaring arches
camouflage
6 Crumbling settlement Recently evacuated
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MOON GENERATOR D8 Features
Use the Moon Generator tables to quickly roll up a 1 Ancient ruins
unique moon to discover and explore. What dangers and
2 Abundant minerals
opportunities await on the moon’s surface? Which septs or
factions hold sway? Find out together. 3 Subterranean structures
4 Downed voidships
D4 Size D4 Orbit
5 Towering Forges
1 Asteroid 1 Close
6 Drifting atmoports
2 Moonlet 2 Central
7 Acidic water
3 Standard 3 Distant
8 Roll twice, ignoring rolls of 8
4 Colossal 4 Remote
D8 Status
D4 Rotation
1 Ruled by the septs
1 Short – less than 10 hours
2 Controlled by raiders
2 Moderate – around 24 hours
3 Commoners govern by councils
3 Long – more than 48 hours
4 Home base of a militant faction
4 Prolonged – a week or more
5 Religious fanatics maintain temples
D6 Biome 6 Septsworn nobles manage tracks of land
1 Forest 7 Lawless
2 Tundra 8 Roll twice, ignoring rolls of 8
3 Desert
D8 Dangers
4 Plains
1 Strange beasts lair here
5 Swamp
2 Old war machines still function
6 Roll twice, ignoring rolls of 6
3 Volcanic activity
D4 Weather D4 Life
4 Abundant astra radiation
1 Mild 1 Barren
5 Frequent voidship patrols
2 Temperate 2 Sparse
6 Skrug raiding parties recently established outpost
3 Harsh 3 Moderate
7 A ravok is rumored to dwell here
4 Extreme 4 Abundant
8 Roll twice, ignoring rolls of 8
D8 Terrain
D8 Opportunities
1 Sprawling plateaus
1 Mercenary guild hiring freelancers
2 Winding rivers or riverbeds
2 Sept reps promise glint for work
3 Deep canyons
3 Downed voidship with good tech
4 Numerous seas
4 Aurichalcum veins ripe for mining
5 High peaks
5 Bustling miasma trade looking for smugglers
6 Low valleys
6 Reputable hangar installing voidship components
7 Crumbling badlands
7 Noted mechanist with mods to sell
8 Roll twice, ignoring rolls of 8
8 Exiled mancer with buried knowledge
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CHAPTER 9: CREATURES
The moons of Bastion boast a wide array of life both mundane Barrowmechs serve a wide variety of functions across the
and wondrous – from the majestic bygul of Arganas, to the Known Orbits, from unskilled labor, to administration and
endangered krehawks of Verloren, to the insidious residua logistics, to combat and everything in between. Though
growing in voidship engine rooms. Now, with the arrival of common on some moons and within certain factions,
the Harbinger, hordes of nightmarish creatures spill into the barrowmechs, along with their cousins the specters, remain
Known Orbits: the warlike fungal skrug, the astra-feeding a controversial creation of the necrotechnicians.
kryslik, the space-dwelling arachnid fadeweavers, and many
others. Discover lore and game statistics for these and other
BARROWMECH LOADER
creatures here.
The most commonly encountered barrowmech model, the
loader is a workhorse, capable of lifting and hauling loads
of immense weight. Loaders primarily see use aboard
USING MONSTERS FROM OTHER atmoports and Ring outposts, serving as deckhands aboard
SOURCES haulers, or on moons where agriculture and industry hold
The creatures presented here represent only a sway, such as Tharkestra and Ozen.
small sampling of the myriad monsters dwelling on
Bastion’s many moons and the void between them.
When pulling statistics for a monster from another BARROWMECH SENTINEL
5e-compatible source, the only necessary modification Outfitted with blades and pulser weapons, barrowmech
is to assign an Astrafade Limit. As a general rule of sentinels continue to grow in prevalence among septs
thumb, a creature’s Astrafade Limit is a number equal and wealthy factions, who utilize the drone soldiers as
to half the creature’s challenge rating, rounded down, bodyguards, enforcers, and frontline troops. Sept Wyloth
to a minimum of 1. boasts the largest force of sentinels in the Known Orbits.
BARROWMECH CENTURION
BARROWMECH Towering, armed with a waraxe and a heavy repeater cannon,
the barrowmech centurion pushes the boundaries of what
Barrowmechs are necrotech constructs – beings of metal, necrotech constructs are capable. A recent innovation by
powered by astra, infused with the souls of the dead. Sept Ruldo necrotechnicians, the centurion is plated with
Specialized mechanists called necrotechnicians utilize a ironbone, granting it incredible resilience even against
profane process to create complex machine brains from pulser weapons and spells. The creation of this behemoth
the dead, stripped of their former personality and sense of has spurred Ruldo’s rivals – chiefly Grimarr and Larkin – to
self but retaining their ability to process and problem-solve. prioritize development of their own barrowmech variants.
What will emerge from this necrotech arms race remains a
mystery – for now.
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Less concerned with webs and tunnel-digging, vigils protect
BYGUL the gyne and their eggs, and attack trespassers inside the
Byguls are massive lupine creatures with backswept horns colony without hesitation. Occasionally, a vigil will strike out
cresting maned heads. They stalk the frostbitten tundra of on its own, floating across the void to scout for food and
Arganas alone or in pairs, eschewing packs due to lack of resources, or potentially establish new colonies.
ample prey. When food is scarce, byguls subsist on ambient
astra, absorbing the radiation through their horns. The lone
bygul, cycloptic eye and horns aglow with astra, has spawned GAUNT
many legends and ghost stories among the warrior clans of Gaunts are humanoid corpses given new, profane life by
Arganas, many of whom fashion their helms with a single latent astra. Gaunts might rise from the remains of humans
viewport, evoking the cycloptic visage of the beast. Legendary bled dry by kryslik, or in areas of extreme astra energy (such
warriors of Sept Grimarr, including Warcaller Ronja Grimarr, as inside the Harbinger, or on the surface of the shattered
were said to ride byguls into battle, though many take this to moon of Verloren). The eyes and veins of gaunts glow vividly
be myth, as byguls are notoriously impossible to train. with astra, and smoky tendrils of the energy spiral from their
mouths in a kind of strange breathing. They possess a keen
The bygul is best known outside of Arganas for its hide, affinity for the energy that fuels them, and can manipulate
used prevalently to stitch armor that is light, durable, and astra in themselves and other creatures. Most feared
protective. Byguls are infamously difficult to kill, as their among the gaunts are the boneblades, whose skeletons
astra-infused hides often redirect pulser blasts. have expanded to enshroud them in a macabre protective
carapace and arm them with wicked blades of bone.
FADEWEAVER
Throughout the Known Orbits, venturers speak in fearful KRELHAWK
whispers of the fadeweavers – massive, void-dwelling Native to the forested moon of Verloren, the brilliantly
arachnids who emerged from the Harbinger, and whose hued, reptilian krelhawk navigates the dense canopy of the
metal-infused webbing boasts strength enough to ensnare wilds with keen eyes and bladed wings. Razor sharp bones
even golianars and voidships. Building colonies within protrude from the krelhawk’s wingtips, useful in clearing
asteroids, derelicts, even moonlets, fadeweavers follow the paths through tangled branches and vines, as well as
whims of a gyne, the progenitor of all fadeweavers in that defending itself from larger predators. A clever and cunning
colony. A fadeweaver gyne reproduces asexually, creating skyborne hunter, the krelhawk is also a common companion
hundreds – potentially thousands – of drones to serve for the treaders of Sept Inuwa. Since the destruction of
the colony. Drones who survive into maturity undergo Verloren, these fierce beasts are all but extinct.
metamorphosis, allowing them to evolve into vigils.
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RESIDUA HUNTER
Hunters stand a head shorter than brutes, but possess
Found growing inside voidship engine rooms, along the walls keen senses and lean muscles, and specialize in tracking
of the Harbinger, and other locations where residual astra and assassinating prey with deadly efficiency. Hunters often
manifests. If cleaned often, residua are a miniscule threat. decorate their armor with the skulls of their kills, which
However, when given months or even years to spread, eventually integrate into their fungal bodies to create a
abandoned voidship are transformed into slime-infested macabre tapestry of bone and flesh.
tombs whose derelict rooms, passages, and cargo containers
unleash an unimaginable spawn of sentient oozes and their
toxic spores. TURGE
The skrug turge are leaders among their lessers, rarely
seen among common warbands. Capable of bending astra
SKRUG much like human mancers, turge represent a significant
Among the first twisted creatures to emerge from the bowels threat when encountered. The fungal forms of the turge
of the Harbinger, the skrug are a bestial, aggressive species are twisted and malformed, rotting from within, seemingly
of fungal, ape-like humanoids. A typical skrug boasts three from prolonged astra use. Though they are physically frail
eyes and multiple forelimbs, and stands anywhere from four compared to lesser skrug, their command of magic affords
to ten feet tall. Most skrug are capable of both bipedal and them great respect among their inferiors.
quadrupedal movement.
BEHEMOTH
Incapable of creating tech of their own, skrug instead raid Skrug behemoths are monstrous creatures of rage and
and scavenge. Their strange, fungal physiology allows them violence. Larger even than brutes, behemoths sport tusks
to seamlessly integrate tech into their own bodies, with and thick, gnarled hides which regenerate minor wounds
arms shaping themselves to grow in and around blades and almost instantly. Behemoths eschew weapons for sheer,
pulsers, armored plates fused with their malleable skeletal bare-handed brutality. It is not uncommon for a turge or
structure, even limbs and organs replaced with barrowmech high-ranking brute to use a behemoth as an armored mount,
components. charging into battle atop the raging beast.
Because their vital organs are distributed throughout
their body, skrug are notoriously difficult to put down by VERBERUS
conventional means, even regenerating themselves from a
single intact body part and surviving in the vacuum of the Natives of the far-flung moon of Dagerad, verberus are squat,
void for long periods of time. reptilian creatures resembling hounds. Their mottled, scaled
flesh protects them from both predators and the unfettered
Skrug are a wildly varied species, with each filling a specific sun, while the boney frill cresting their skulls allows them
role based on their size and skills, leading some to theorize to communicate over great distances. Verberus are natural
that skrug were engineered for a purpose, much like pack hunters. The main pack moves nomadically across the
the forgeborn of the Known Orbits. The most commonly blasted landscape of Dagerad while hunters lure skinks and
encountered skrug subtypes are detailed below. other prey back to the pack, and scouts issue warnings with
their skull crests when danger lurks nearby.
SKRUG CRAWLER Verberus are notable in that they live symbiotically with
These lean, lithe skrug move about on all fours with uncanny humans, often trailing raider clans to scavenge for food
agility. Crawlers are vicious grunts, primarily utilized as and water. Over the centuries, humans have taken to
scouts, ambushers, and assassins. When skrug board a domesticating verberus, and they’re a common sight even
voidship, it is often crawlers leading the charge through the as far as the Rings. Not only are verberus capable predators,
breach. but they’re also fiercely loyal and protective, making them
ideal companions for treaders.
SKRUG BRUTE
Brutes stand a head taller than most humans, and boast
heavy weapons and boarding shields fused with their
fungal flesh. Brutes are immensely strong, and favor melee
weapons and close-range pulsers like scatterguns. Brutes
serve as foot soldiers, making up the bulk of a typical skrug
raiding party. They are also commonly seen commanding
squads of crawlers.
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BARROWMECH LOADER BARROWMECH CENTURION
Medium Construct Large Construct
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 13 (+1) 4 (-3) 5 (-3) 4 (-3) 18 (+4) 10 (+0) 13 (+1) 4 (-3) 5 (-3) 4 (-3)
ACTIONS ACTIONS
» MULTIATTACK: The barrowmech can make two slam » MULTIATTACK: The barrowmech can make two
attacks. waraxe attacks.
» SLAM: Melee Weapon Attack: +5 to hit, reach 5 ft., » WARAXE: Melee Weapon Attack: +7 to hit, reach 5
one target. Hit: 6 (1d6 + 3) bludgeoning damage. feet, one target. Hit: 13 (2d8 + 4) slashing damage.
» HEAVY REPEATER ARM (RECHARGE 5-6): The
barrowmech chooses a 10-foot cube area within 60
BARROWMECH SENTINEL feet that it can see. Each creature in that area must
Medium Construct succeed on a DC 15 Dexterity saving throw or take 9
(2d8) energy damage.
ARMOR CLASS: 16 (natural armor)
HIT POINTS: 33 (6d8 + 6)
ASTRAFADE LIMIT: 2
SPEED: 30 feet
PROFICIENCY BONUS: +2
DAMAGE IMMUNITIES: Poison
CONDITION IMMUNITIES: Deafened, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned
SENSES: Passive Perception 9
CHALLENGE: 1 (200 XP)
ACTIONS
» FOLDOUT BLADE: Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing
damage.
» PULSER ARM: Ranged Weapon Attack: +4 to hit, range
40/120 ft., one target. Hit: 6 (1d8 + 2) energy damage.
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BYGUL FADEWEAVER DRONE
Large Beast Medium Beast
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 3 (-4) 14 (+2) 8 (-1) 18 (+4) 16 (+3) 14 (+2) 2 (-4) 12 (+1) 4 (-3)
TRAITS TRAITS
» POUNCE: If the bygul moves at least 20 feet straight » SPIDER CLIMB: The fadeweaver can climb difficult
toward a creature and then hits it with a claw attack surfaces, including upside down on ceilings, without
on the same turn, that target must succeed on a DC needing to make an ability check.
14 Strength saving throw or be knocked prone. If the » WEB SENSE: While in contact with a web, the
target is prone, the bygul can make one bite attack fadeweaver knows the exact location of any other
against it as a bonus action. creature in contact with the same web.
» KEEN HEARING AND SMELL: The bygul has advantage » WEB WALKER: The fadeweaver ignores movement
on Wisdom (Perception) checks that rely on hearing restrictions caused by webbing.
or smell.
ACTIONS
ACTIONS
» BITE: Melee Weapon Attack: +6 to hit, reach 5 ft., one
» MULTIATTACK: The bygul can make one attack with target. Hit: 7 (1d6 + 4) piercing damage.
its claws and one with its bite.
» ASTRA WEB (RECHARGE 5–6): Ranged Weapon
» CLAW: Melee Weapon Attack: +5 to hit, reach 5 ft., Attack: +6 to hit, range 30/60 ft., one creature. Hit: The
one target. Hit: 10 (2d6 + 3) piercing damage. target is restrained by webbing. At the start of each
» BITE: Melee Weapon Attack: +5 to hit, reach 5 ft., one of their turns, an affected creature must succeed on
target. Hit: 8 (1d10 + 3) piercing damage. a DC 12 Constitution saving throw, or increase their
Astrafade by 1. As an action, the restrained target can
make a DC 12 Strength check, bursting the webbing
on a success. The webbing can also be attacked and
destroyed (AC 14; hp 10; immunity to bludgeoning,
energy, poison, and psychic damage).
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FADEWEAVER VIGIL GAUNT RISEN
Large Beast Medium Undead
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 2 (-4) 14 (+2) 4 (-3) 10 (+0) 13 (+1) 15 (+2) 6 (-2) 8 (-1) 6 (-2)
TRAITS TRAITS
» LEAP: If the fadeweaver moves at least 20 feet straight » ASTRA REGENERATION: At the start of its turn, the
toward a creature and then hits them with a claw gaunt regains a number of hit points equal to its
attack on the same turn, that target must succeed on current Astrafade.
a DC 15 Strength saving throw or be knocked prone. If
the target is prone, the fadeweaver can make one bite » ASTRA SCENT: The gaunt has advantage on
attack against them as a bonus action. Perception checks made to detect creatures with an
Astrafade of 1 or higher.
» SPIDER CLIMB: The fadeweaver can climb difficult
surfaces, including upside down on ceilings, without » ASTRA SURGE: As a bonus action, the gaunt can
needing to make an ability check. increase its Astrafade by 1. Until the start of its next
turn, its claws attacks deal an additional 2 (1d4)
» WEB SENSE: While in contact with a web, the energy damage.
fadeweaver knows the exact location of any other
creature in contact with the same web.
» WEB WALKER: The fadeweaver ignores movement ACTIONS
restrictions caused by webbing. » CLAWS: Melee Weapon Attack: +3 to hit, reach 5 feet,
one target. Hit: 4 (1d6 + 1) slashing damage.
ACTIONS
» BITE: Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.
» CLAW: Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.
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GAUNT CHANNELER GAUNT BONEBLADE
Medium Undead Medium Undead
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 6 (-2) 8 (-1) 6 (-2) 10 (+0) 16 (+3) 16 (+3) 6 (-2) 8 (-1) 6 (-2)
TRAITS TRAITS
» ASTRA REGENERATION: At the start of its turn, the » ASTRA REGENERATION: At the start of its turn, the
gaunt regains a number of hit points equal to its gaunt regains a number of hit points equal to its
current Astrafade. current Astrafade.
» 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
Astrafade of 1 or higher. Astrafade of 1 or higher.
» ASTRA SURGE: As a bonus action, the gaunt can » ASTRA SURGE: As a bonus action, the gaunt can
increase its Astrafade by 1. Until the start of its next increase its Astrafade by 1. Until the start of its next
turn, its claws attacks deal an additional 2 (1d4) turn, its boneblade attacks deal an additional 3 (1d6)
energy damage. energy damage.
ACTIONS ACTIONS
» CLAWS: Melee Weapon Attack: +3 to hit, reach 5 feet, » MULTIATTACK: The gaunt makes two attacks with its
one target. Hit: 4 (1d6 + 1) 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 feet 5 feet, one target. Hit: 5 (1d6 + 2) slashing damage.
of it. The target creature must succeed on a DC 13 » BONE SHARDS: Ranged Weapon Attack: +5 to hit,
Constitution saving throw or take 4 (1d8) energy range 20/60 feet, one target. Hit 7 (2d4 +2) slashing
damage and increase its Astrafade by 1. damage.
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KRELHAWK KRYSLIK
Small Beast Large Aberration
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (+0) 3 (-4) 15 (+2) 5 (-3) 18 (+4) 12 (+1) 16 (+3) 5 (-3) 12 (+1) 5 (-3)
TRAITS TRAITS
» FLYBY: The krelhawk doesn’t provoke an opportunity » ASTRA SCENT: The kryslik has advantage on
attack when it flies out of an enemy’s reach. Perception checks made to detect creatures with an
» KEEN SIGHT: The krelhawk has advantage on Wisdom Astrafade of 1 or higher.
(Perception) checks that rely on sight.
ACTIONS
ACTIONS » MULTIATTACK: The kryslik makes one attack with its
» WINGBLADE: Melee Weapon Attack: +5 to hit, reach 5 leg blades and one attack with its tentacles.
ft., one target. Hit: 6 (1d6 + 3) slashing damage. » LEG BLADES: Melee Weapon Attack: +6 to hit, reach
5 feet, one target. Hit: 11 (2d6 + 4) piercing damage.
VERBERUS » TENTACLES: Melee Weapon Attack +6, reach 5 feet,
Medium Beast one target. Hit: 7 (1d6 + 4) bludgeoning damage.
The target is grappled (escape DC 14) if it is a Large
ARMOR CLASS: 14 (natural armor) creature or smaller. The kryslik can only grapple one
HIT POINTS: 11 (2d8 + 2) creature at a time.
ASTRAFADE LIMIT: 1 » ASTRA FEED: As an action, the kryslik can increase the
SPEED: 40 feet Astrafade of a creature it is grappling by 4. If, at the
beginning of the kryslik’s turn, the grappled creature
is meeting or exceeding its Astrafade Limit, it must
STR DEX CON INT WIS CHA
succeed on a DC 13 Constitution saving throw or its
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
hit point maximum is reduced by an amount equal
to its current Astrafade. This reduction lasts until the
PROFICIENCY BONUS: +2 affected creature finishes a long rest. The creature
SKILLS: Perception +3, Stealth +4 dies if this effect reduces its hit point maximum to 0.
SENSES: Passive Perception 13
CHALLENGE: 1/4 (50 XP)
TRAITS
» PACK TACTICS: The verberus has advantage on attack
rolls against a creature if at least one of the verberus’
allies is within 5 feet of the creature and that ally isn’t
incapacitated.
ACTIONS
» BITE: Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) piercing damage.
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RESIDUA SKRUG CRAWLER
Medium Ooze Medium Humanoid (Skrug)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 16 (+3) 1 (-5) 6 (-2) 2 (-4) 11 (+0) 13 (+1) 12 (+1) 5 (-3) 10 (+0) 8 (-1)
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SKRUG BRUTE SKRUG HUNTER
Medium Humanoid (Skrug) Medium Humanoid (Skrug)
ARMOR CLASS: 16 (bygul hide armor, boarding shield) ARMOR CLASS: 16 (bygul hide armor)
HIT POINTS: 22 (3d8 + 9) HIT POINTS: 30 (4d8 + 12)
ASTRAFADE LIMIT: 1 ASTRAFADE LIMIT: 2
SPEED: 30 feet, climb 30 feet SPEED: 30 feet, climb 30 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 8 (-1) 14 (+2) 16 (+3) 16 (+3) 5 (-3) 13 (+1) 8 (-1)
TRAITS TRAITS
» AGGRESSIVE: As a bonus action, the skrug can move » KEEN HEARING AND SMELL: The skrug has advantage
up to its speed toward a hostile creature that it can on Perception checks that rely on hearing or smell.
see. » MULTI-LIMBED: The skrug has multiple arms, and has
» MULTI-LIMBED: The skrug has multiple arms, and has advantage on any checks made to grapple a creature.
advantage on any checks made to grapple a creature. In addition, it can hold more than two hands’ worth
In addition, it can hold more than two hands’ worth of items.
of items. » FUNGAL REGENERATION: At the beginning of its
» FUNGAL REGENERATION: At the beginning of its turn, if the skrug has 1 or more hit points, it regains
turn, if the skrug has 1 or more hit points, it regains 1d4 hit points.
1d4 hit points. » 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)
energy damage. ACTIONS
» SHORTBLADE: Melee Weapon Attack: +5 to hit, reach
5 feet, one target. Hit: 6 (1d6 + 3) slashing damage.
» CARBINE: Ranged Weapon Attack: +5 to hit, range
70/210, one target. Hit: 8 (1d10 + 3) energy damage.
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H
SKRUG TURGE SKRUG BEHEMOTH
Medium Humanoid (Skrug) Large Humanoid (Skrug)
ARMOR CLASS: 14 (bygul hide armor; 16 with spectral ARMOR CLASS: 16 (ironbone armor)
armor) HIT POINTS: 95 (10d10 + 40)
HIT POINTS: 45 (6d8 + 18) ASTRAFADE LIMIT: 2
ASTRAFADE 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 (-5) 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, Endurance +6, Intimidation +1
SKILLS: Intimidation +3 SENSES: Passive Perception 10
SENSES: Passive Perception 11 CHALLENGE: 4 (1,100 XP)
CHALLENGE: 3 (700 XP)
TRAITS
TRAITS
» BEAST OF BURDEN: Up to two Medium creatures can
» MULTI-LIMBED: The skrug has multiple arms, and has ride on the back of the skrug bememoth. Creatures
advantage on any checks made to grapple a creature. on the skrug behemoth’s back can only make ranged
In addition, it can hold more than two hands’ worth attacks. Creatures on the skrug behemoth’s back have
of items. three-quarters cover against attacks. If the behemoth
» FUNGAL REGENERATION: At the beginning of its dies, creatures on its back are placed in unoccupied
turn, if the skrug has 1 or more hit points, it regains spaces within 5 feet of the skrug behemoth.
1d4 hit points. » 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
turge’s spellcasting ability is Charisma. It has access to slam attack on the same turn, the target takes an
the following spells, and must roll on the Astra Effects extra 10 (3d6) bludgeoning damage.
Tables when exceeding its Astrafade Limit. » MULTI-LIMBED: The skrug has multiple arms, and has
ASTRAFADE 0: Astra bolt, bolster advantage on any checks made to grapple a creature.
ASTRAFADE 1: Plasma beam, twitch shield In addition, it can hold more than two hands’ worth
of items.
ASTRAFADE 2: Spectral armor, voidslip
» FUNGAL REGENERATION: At the beginning of its
turn, if the skrug has 1 or more hit points, it regains
ACTIONS 1d6 hit points.
» STAFF: Melee Weapon Attack: +4 to hit, reach 5 feet,
one target. Hit: 6 (1d8 + 2) bludgeoning damage. ACTIONS
» MULTIATTACK: The skrug behemoth can make two
slam attacks.
» SLAM: Melee Weapon Attack: +7 to hit, reach 10 feet,
one target. Hit: 14 (2d8 + 5) bludgeoning damage.
» QUAKE (RECHARGE 5–6): Each creature within 10
feet of the skrug behemoth must make a DC 15
Dexterity saving throw. On a failure, a creature takes
10 (3d6) bludgeoning damage and is knocked prone.
On a success, a creature takes half as much damage
and remains standing.
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YOUR JOURNEY HAS JUST BEGUN....
HARBINGER
science fantasy roleplaying game
2021
HARBINGER
science fantasy roleplaying game ORIGIN PRONOUNS PLAYER NAME
CHARACTER NAME
PROFICIENCY BONUS LEGACY TRAIT
ASTRAFADE
BACKGROUND TRAIT
Saving Throw WEAPON ATTACK DAMAGE
Athletics
INSP
STRENGTH
Saving Throw
Acrobatics
Stealth
DEXTERITY
CONSTITUTION
HD
PROFICIENCIES
Saving Throw
Astra
Astrogation
Lore
Medicine
INTELLIGENCE
Tech
SPELLS KNOWN
Saving Throw
Insight
Perception
EQUIPMENT
Survival
GLINT
PASSIVE PERCEPTION ATK
WISDOM
Saving Throw DC
Deception
Diplomacy
Intimidation
CHARISMA