Harlequin
The Harlequin’s core virtue is their Daring. At Hero creation, they gain the following traits:
- Proficiency in Light armor.
- Proficiency in Claws.
- +5 Health
- +10 Mana
- +6 Initiative
- As a Support, their charm abilities affect Status Accuracy.
- As a Saboteur, their hex abilities affect Physical Accuracy.
Advancements by Tier
Tier 1: Ability.
| Name | Type | Cost | Description |
|---|---|---|---|
| Gamble | Ranged | 1 AP | The Harlequin wagers a total amount of HP, MP and Shell equal to up to 5 times their tier against an opponent, who must either match the Harlequin’s wager or wager the rest of what they have. Then, the player and the GM both cast the outcome die. The corresponding character with the lower result loses what they wagered. If the result is a tie, nothing happens. |
Tier 2: The Harlequin gains +1 Status Accuracy.
Tier 3: Ability.
| Name | Type | Cost | Description |
|---|---|---|---|
| Jubilee | Special | 2 AP | At the end of the round, the initiative order is called again and completely reshuffles. |
Tier 4: The Harlequin gains +1 Status Accuracy.
Tier 5: Ability.
| Name | Type | Cost | Description |
|---|---|---|---|
| Double Or Nothing | Passive | N/A | When the Harlequin loses with the Gamble ability, they may double their wager against the target in exchange for recasting the outcome die once, and must accept the result. If the Harlequin does not have enough combined HP, MP, and Shell to double down they must instead bet the rest of what they have remaining if they want to roll again. |
Tier 6: The Harlequin gains +1 Status Accuracy.
Tier 7: Ability.
| Name | Type | Cost | Description |
|---|---|---|---|
| Roulette Wheel | Passive | N/A | When the group calls Initiative, the Harlequin’s player may choose to call that the result will be even or odd instead of a specific number. If their call is correct, the Harlequin’s Initiative counts as 1.5x its value, rounded down, for the purpose of determining the Initiative Order, and the Harlequin will win on a tie. If the player’s call is incorrect, the Harlequin’s Initiative counts as 0.75x its value instead, and they will lose on a tie. |
Tier 8: The Harlequin gains +1 Status Accuracy.
Tier 9: The Harlequin gains +1 Status Accuracy.
Capstone: Ability.
| Name | Type | Cost | Description |
|---|---|---|---|
| Spin the Revolver | Ranged | 1 🜉, 2 AP | The Harlequin’s player chooses an opponent and casts 1d6. If the result is a 6, the target takes damage equal to quadruple the eidolon’s Magical Attack. If not, the player casts the die again. If the result is a 6, then the eidolon takes damage equal to quadruple its Magical Attack. This process is repeated until either the eidolon or the target have taken damage. |
Talents
Striker: Random Strike. When the Harlequin uses a strike, their player may cast on the Random Element Table to determine its element.
Caster: Rainbow Bolt. When the Harlequin uses a spell, their player may cast on the Random Element Table to determine its element.
Healer: Bet Your Life. When the Harlequin heals an ally with a blessing, their player may call a number and then cast the outcome die. If the result is less than what they called, the amount of healing the character receives is reduced by the difference between the result and their called number. If the result is greater, then the amount of healing the character receives is increased by the number they called.
Defender: Call Bluff. When a Taunted opponent attacks the Harlequin with a strike or spell, their player may cast the outcome die before the GM casts the hit die. If the result is less than the GM’s, the attack misses. Otherwise, if the attack hits, the Harlequin takes double damage.
Support: Random Charm. When the Harlequin uses a charm, their player may cast on the Random Statistic Table to determine which statistic the ability affects.
Saboteur: Random Hex. When the Harlequin uses a hex, their player may cast on the Random Statistic Table to determine which statistic the ability affects.