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Harlequin

At a glance:
Performers, musicians, actors, bards, poets, or scribes—harlequins weave stories and emotions into powerful force, and are among the most clever and persuasive—or devious—mortals to walk the worlds.
Type: Hybrid
​​Primary Stat: Cleverness
​Secondary Stat: Knowledge
Casting Method: Somatic
Toughness Rating: 
4
Picture

Dance Like Everyone's Watching

Nearly every society in the multiverse develops its own art; pieces of music, images, poetry, and more that inspire visceral, emotional reactions in those who witness it. Where this fundamental expression intersects with the practice of magic, we find the Harlequins, a broad category with myriad embodiments, alike only in that they empower their emotive workings of art with the arcane potency of the Ether. Mastering both parts of a Harlequin's craft—sublime artistic, athletic, or technical work, plus a particularly subtle form of mage-craft—is a rare feat, and thus skilled Harlequins often find themselves sought after as performers, lecturers, exhibitors, or instructors. 
At level 1, gain the following features:
Dance Counters. When you activate a Harlequin spell with the Dance tag, you gain a Dance Counter. Additionally, you gain one Dance Counter at the end of your Recovery Step if you are Sustaining a Harlequin spell with the Dance tag. If you are not Sustaining any, subtract one Dance Counter, to a minimum of zero.
  • Harlequin skills become more potent the more Dance Counters you have. 
  • You can have a maximum number of Counters equal to your Character Level.
  • You do not accumulate Dance Counters outside of an Encounter.

Enrapturing Performance. You are well trained in a performance method or artistic skill of your choice. It may be playing a musical instrument, singing, dance, a visual art, oratory, poetry, writing, sculpture, or something else. You may use this feature in several ways. 
  • Short performance. It takes one Action to activate this ability, and one Action per Round to keep it going. When you activate this effect, choose a Core Stat. Any creature that has observed this performance in the last Round may add half your Character Level to Check rolls using that stat.
  • Long performance. It takes two Actions to activate this ability, and one Action per Round to keep it going. For each hour you maintain this ability, you gain +1d12 to the next Social Check you make against a creature that observed this performance. Alternatively, you can subtract -1d6 from a Social Check a creature who observed this performance for each hour it watched. Either of these effects can be invoked for up to 1 hour per Character Level after the performance ends.
  • Portfolio work. You craft a piece of art that might outlive you: a choreography, a painting, a design, a symphony, etc. It takes at least 100 cumulative hours of focused effort to complete, and you can spend as much extra time as you wish on it. You may spend up to 1 hour per Rest on it and still gain the benefits of the Rest, or 5d20 hours per week during a Full Rest. 
    For every 100 hours spent, roll 5d20 and add your Character Level (as it was at the 100th hour). Record the result. When you decide the piece is complete, calculate the total of each of these rolls.
    • Recommended: name and describe each piece in your character notes.
    • You can sell the work if you find a suitable buyer. Its fair market price is 5GP x your total. 
    • You can make arrangements to publish, release, or publicly exhibit the work, either through your own performances or by working with a theater, museum, publisher, or similar service provider. You earn 2GP x your total, and start the next quest arc (after your next Full Rest) with 1d12 Fate Points. This effect decreases by 1 die size after each full Rest, stopping after it reaches 1d4 Fate Points. 
    • You can sequester the work, keeping it to yourself and only those you personally show it to. You start each quest arc with 1 Fate Point for each sequestered, unreleased portfolio work you have, up to a maximum number of points equal to your Character Level. At any time you can attempt to sell or publish a sequestered work, permanently removing it from this pool.

Class Skills


Overture (1 or 1)
Range: Self
Type: Martial or Magic
Use: Action
Activation Cost: 1 Stamina or 1 Mana
Tags: Resource, Utility
Gain 1 Dance Counter. 

Dance of Swans (3/3)
Range: Self, 30ft. Radius
Type: Magic
Use: Action
Activation Cost: 3 Mana 
​
Sustaining Cost: 3 Stamina
Tags: Buff, Checks, Sustaining, Dance
You perform a revitalizing, fluid dance that bolsters your allies. As long as you are Sustaining this ability, any creature you designate within range adds +1 to Cleverness, Knowledge, and Willpower Checks for each Dance Counter you have.

Dance of Ravens (5/2)
Range: Self, 30ft. Radius 
Type: Magic
Use: Action
Activation Cost: 5 Mana
Sustaining Cost: 2 Stamina
Tags: Attacks, Buff, Dance
You perform an ominous dance full of portents of doom. As long as you are Sustaining this ability, creatures you designate get +2 to Spell Attack rolls and +1 to their Spell Check Target for each Dance Counter you have.
Dance of Serpents (2/5)
Range: Self, 30ft. Radius
Type: Magic
Use: Action
Activation Cost: 2 Mana
Sustaining Cost: 5 Stamina
Tags: Damage Buff, Dance
You weave a dance of pain and destruction. As long as you are Sustaining this ability, creatures you designate within range deal an additional +1 Ether Damage with Weapon Attacks for each Dance Counter you have.

​Dance of Ghosts (2/2)
Range: Self, 30ft. Radius
Type: Magic
Use: Action
Activation Cost: 2 Mana
Sustaining Cost: 2 Stamina
Tags: Healing, Dance, Necromancy
While you are Sustaining this ability and a creature in the affected radius dies, you may designate any number of other creatures in range. They each heal 1d4 Damage per Dance Counter you have, in any combination of Damage types they choose. 

Dance of Smoke (1/5)
Range: Self, 30ft. Radius
Type: Magic
Use: Action
Activation Cost: 2 Mana
Sustaining Cost: 5 Stamina
Tags: Stealth, Armor, Buff, Dance
You perform a fast, distracting display. ​All other creatures you designate within range get +1 to Hide Checks for each Dance Counter you have. You gain +1 Armor for every 3 Dance Counters you have.


Reflavoring Harlequins. Every Harlequin need not be a musician or dancer. The essence of this class' "dance" skills is some form of magically enhanced, sustained activity that bolsters the performer or impacts others. This could be a stirring battle mantra, recitation of primordial poetry, weaving of stunning magical illustrations, psychic manifestation of emotional concepts, lectures on architectural styles, or whatever else you can dream up. Players can also change the Casting Method from Somatic to Verbal at character creation if it suits the re-flavoring better. 

Starting Equipment

If Harlequin is your Major Class, you get the following equipment at level 1
Armor & Clothing:
  • A spare set of Commoner Clothing. ​
  • A Gambeson or set of Leather Armor.
Melee Weapons:
  • One Small weapon of your choice. 
  • One Medium weapon of your choice, or another Small weapon.
Ranged Weapons:
  • A Hand Crossbow & 10 Bolts.
  • 5 Darts.
Magic Items:
  • An Ether Ward.
Adventuring Gear & Currency:
  • A pack and sleeping roll.
  • 5 torches.
  • A fire starting kit.
  • 5 days of rations appropriate for the region.
  • 50ft. of rope.
  • 10GP, 40SP, and 300CP.
​Potions
  • ​One Potion of Health (Unusual)

Specializations

If Harlequin is your Major Class, gain the benefits below as you reach the indicated levels.

Level 1
Passion Project. You start with 1 sequestered Portfolio Work, totaling 100 hours.
Troupe Training.
  • Choose either: Small Weapon Training or Firearms Training perks .
  • Choose either: Improvised Weapon Fighting or Thrown Weapon Training perks.
  • Choose either: one perk from the Movement category or one perk from the Generic Spells category.
​Level 2
Choose one:
  • Increase Mana or Stamina Regeneration by 1.
  • Increase Mana and Stamina Capacity by 1.
  • ​Choose a Perk.
Level 3
Artistic Endeavor. When you reach level 3, add +50 Hours to a Portfolio Work. You may use this to start a new work, or increase the total of an ongoing or Sequestered one.
Prodigious Performer. When you would gain a Dance Counter, instead gain 2.

​Level 4
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • ​Choose a Perk.
Level 5
Choose one:
  • Increase your Cleverness and Knowledge by 1.
  • Increase your Mana and Stamina Capacity by 1.
Level 6
Hidden Gem. When you reach level 6, add +100 Hours to a Portfolio Work.
Truth in Art. As a Free Action on your Turn, you may exchange 5 Dance Counters for 1 Fate Point. Limit once per Round.

Level 7
Choose one:
  • Increase the Core Stat of your choice by 1.
  • ​Choose a Perk.
Level 8
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Pick any unchosen specialization option from Levels 2, 4, 5, or 7.
Level 9
Magnum Opus. When you reach level 9, add +200 Hours to a Portfolio Work.
Spectacular Performer. When you would gain a Dance Counter, instead gain 3. Replaces Prodigious Performer.
Tumble. ​When you take Damage, you may use your Reaction to spend any number of Dance Counters. Reduce the Damage taken by 1d4 per Counter spent.

Level 10 
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x).
  • Increase the Core Stat of your choice by 2.
Level 11 
  • Pick any two unchosen specialization options from Levels 2, 4, 5, 7, 8, or 10.
Level 12
Acrobat. ​Once per turn, as a Free Action, you may spend 3 Dance Counters to immediately move to an open space within 15ft. without provoking Opportunity Attacks.
​Dynamic Experience. As a Free Action at the start of your Turn, you may spend any number of your current Dance Counters to increase your Speed by +10ft. per Counter spent. This Speed boost lasts until the end of your Turn.
​​
​Level 13 
Choose one:
  • Increase the Core Stat of your choice by 2, or any two stats by 1.
  • ​Choose a Perk.
Level 14 
Choose one:
  • Increase your Mana Regeneration by 2.
  • ​Increase your Stamina Regeneration by 2.
  • Choose a Perk.
Level 15 
Swan Song. When you reach level 15, add +300 Hours to a Portfolio Work.
Enlightened Performer. When you would gain a Dance Counter, instead gain 4. Replaces Prodigious Performer and Spectacular Performer.
​
Level 16
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Increase the Core Stat of your choice by 2.
  • Choose a Perk.
Level 17 
Choose one:
  • Increase your Mana or Stamina Capacity by 2.
  • Increase your Mana and Stamina Capacity by 1.
  • Choose a Perk.
Level 18 
Crowning Achievement. When you reach level 18, add +750 Hours to a Portfolio Work.
Deft Choreography. Once per turn, as a Free Action, you may spend 6 Dance Counters. You gain an additional Action that turn.
​
​Level 19 
Choose two:
  • Increase your Cleverness ​by 3.
  • Increase your Knowledge by 2.
  • Choose a Perk.
Level 20 
​Choose two. You may select the same option twice:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Choose a Perk.
  • Increase the Core Stat of your choice by 1.
  • Pick any unchosen specialization option from Levels 2, 4, 5, 7, 8, 10, 13, 14 16, 17, or 19.
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  • How to Play
    • Core Rules
    • Running the Game
    • Downloads
    • Videos
    • Support Relict >
      • Feedback & Contact
      • Donations & Support
      • Contributors
  • Characters
    • Character Creation Guide
    • Choose Your Lineage >
      • Lineage At A Glance
      • Centaur
      • Dwarf
      • Elf
      • Fae
      • Fiendling
      • Firmalite
      • Gaian
      • Gnome
      • Goblin
      • Gorgon
      • Human
      • Kobold
      • Mere
      • Orc
      • Shapeshifter
      • Stacian
      • Undead
      • Wilderkin
    • Character Classes >
      • Classes At A Glance
      • Playable Classes >
        • Assassin (Martial)
        • Berserker (Martial)
        • Field Medic (Martial)
        • Knight (Martial)
        • Marksman (Martial)
        • Plague Doctor (Martial)
        • Scoundrel (Martial)
        • Warrior (Martial)
        • Avatar (Mage)
        • Blink Mage (Mage)
        • Blood Mage (Mage)
        • Elementalist (Mage)
        • Enchanter (Mage)
        • Force Mage (Mage)
        • Necromancer (Mage)
        • Shadow Mage (Mage)
        • Sorcerer (Mage)
        • Dynamancer (Hybrid)
        • Harlequin (Hybrid)
        • Paladin (Hybrid)
      • In Development >
        • Legionnaire (Martial)
        • Scout (Martial)
        • Illusionist (Mage)
        • Muse (Mage)
        • Neuromancer (Mage)
        • Oracle (Mage)
        • Summoner (Mage)
        • Thaumaturgist (Mage)
        • Wizard (Mage)
        • Antiquarian (Hybrid)
        • Druid (Hybrid)
        • Priest (Hybrid)
        • Warlock (Hybrid)
    • Perks
  • Items & Equipment
    • Melee Weapons
    • Ranged Weapons
    • Armor & Clothing
    • Potions & Equipment >
      • Potions
      • Equipment, Traps, & Tools
    • Magical Objects >
      • Magic Weapons
      • Magic Armor & Clothing
      • Magic Items
  • Monsters & Encounters
    • Monster Rules - Simple & Advanced
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    • Simple Monsters >
      • Elementals
      • Fauna
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      • Mages
      • Monstrosities
      • Oozes
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    • Advanced Monsters >
      • Celestials
      • Dragons
      • Fiends
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  • Maps
  • Store