HarnMaster Gold - Player - Edition v2.1
HarnMaster Gold - Player - Edition v2.1
HarnMaster Gold - Player - Edition v2.1
By N. Robin Crossby
Illustrated by Eric Hotz, & N. Robin Crossby
This Edition
HârnMaster version 1 was published in 1986.
HârnMaster version 2.0 Gold (Player Edition only) was published in 1998.
This Edition is published in 2003, by N. Robin Crossby (Keléstia Productions)
HârnMaster v.2.1 Gold Player Edition © 1996, 2003 N. Robin Crossby All Rights Reserved
RolePlaying 1
T
hey regarded the passageway. Some smiled,
some backed away. There was a hazy glow
that seemed to gently throb, slowly in a
mockery of mundane life. "That is not a
thing I have seen before,” said one. Another chuckled,
W hat Is Roleplaying?
While settings vary, role-playing is essentially a process
but seemed unconvinced of the humour. The first of them wherein gamemasters create worlds in which players live
entered the cloudy course. The others followed in ones alternate lives. To paraphrase a maxim, "Gamemasters
and twos; none seemed eager. They walked. Soon each build castles in the sky, players live in them."
seemed alone, nothing to see but pale haze, nothing to How does role-playing work? Well, the Gamemaster,
feel but cool numbness, nothing to hear but the hissing possibly with the aid of published background material,
blood in their ears. After an hour, or a few seconds, they creates a fictional world. S/he designs its political and social
could see a darker stain in the haze ahead and sought it structure and populates it with all manner of folk and
eagerly. They did not consider the portent of the creatures. In other words, the GM creates a setting.
darkness. They only knew that it would be better than Each player then generates a Player–Character or PC.
this... There are different ways of doing this. Most involve rolling
dice to assign numerical values to a set of Attributes such
Bilbo Baggins1 might have defined adventure as, as Strength, Intelligence, Dexterity and Comeliness.
“Someone else having a very unpleasant and difficult Meanwhile, the gamemaster may be generating a collection
time, at a safely removed distance,” but it still holds a of Non–Player–Characters (NPCs) to populate the world.
certain fascination. Nearly everyone has dreamed of Depending on the rules and type of game being played,
visiting Middle Earth, or of travelling back in time to when characters can be wizards, warriors, spies, space-farers,
knights were bold and life was simpler, if not as hygienic. super-heroes, thieves, monsters, cartoon characters,
priests, explorers or merchants.
Children role-play all the time. They visit the North
Pole at Christmas; they act out fairy tales, their mission: to
T
boldly go where every child has gone before. Grownups
feel obliged to give it up. Adults read books or sit quietly
absorbing the radiation emanating from TV sets;
somehow they have lost the urge to fantasise. But for
he World
those who can suspend their disbelief, there is the option The amount of detail varies. Some “worlds” contain no
of adventure without risk, literally, the best of both more than a town linked by a road to an underground
worlds... Roleplaying. labyrinth, populated by all manner of dragons and other
monsters. No thought is given to the social structure or
Envision a group of otherwise sensible adults, men basic economics of either. Such “worlds” exist purely for an
and women together, in a basement somewhere, sitting activity called "dungeoning"; player characters live in the
around a table covered with half–eaten pizza, empty town and travel periodically to the “dungeon” (labyrinth)
beverage cans, lots of papers, maps, rule books, binders where they kill monsters and gather treasure.
full of more papers, a couple of dozen brilliantly painted
miniatures, more papers crumpled up in and near a Other worlds offer more background, creating a
wastebasket, and dice, lots of dice, more dice than you detailed social, economic and political structure, a milieu
could stuff in your mouth, more dice than you could stuff into which town and underworld fit, along with many more
in any number of places... There's no TV, no playoffs, no features. The difference is one of scope. The larger
one's birthday, it isn't even New Year's Eve. There might environmental system allows for a wider variety of activities
not even be any alcohol in the room. And it's four in the within a coherent framework.
morning, and no one cares; they all have to get up early,
T
but there's too much fun going on and no one cares.
So what is role-playing? What is it that makes people
act this way? What's the fascination? I wish I had a clear he Players & the Game
answer (I don’t), but it must have to do with creativity.
Roleplaying is the only type of game that produces novels An adventuring group usually consists of a few player-
and short stories as by–products. characters (and perhaps a few NPCs operated by the GM
and variously known to players as "trusted comrades",
I remember when someone first tried to describe role- "flunkies", or "dragon–fodder"). The GM sits at one end of
playing to me; it sounded rather silly. I have yet to hear an the table with his maps, rules and notes hidden behind a
explanation that made it sound more than simple screen, while the players, with their maps and notes, sit at
escapism, but Roleplaying is the penultimate escapism, the other end. The players describe the actions taken by
an opportunity to go anywhere, do anything, to anyone. their player-characters and the GM interprets these actions,
At the same time, it's easy. generates the results (using a combination of chance (dice)
and imagination (whim) and tells the players what is
1
The reluctant "hero" of J.R.R. Tolkien's The Hobbit. happening:
HârnMaster v.2.1 Gold Player Edition © 1996, 2003 N. Robin Crossby All Rights Reserved
RolePlaying 2
Player: We enter the cave. Sometimes the players also alternate between
GM: The cavern is about 100 yards long and 50 wide. There description and speech.
is a glow at the far end. Player: I will move closer to my fallen comrades and examine the
Player: We approach the glow; Barlun and Araxis take the lead, damage. "Goodmorrow fair dragon, alas no, we are but
Tamar brings up the rear, I'm in the middle with the youngsters by thy reckoning and have heard naught of the
lantern. worthy of whom thou speak'st."
GM: [Rolling dice to make a Healing (diagnosis) Skill check
GM: There’s a large mound of gold and silver coins, jewelled They seem to have serious burns and are clearly
weapons, inlaid armour and other beautiful treasure. The unconscious; this is all a cursory examination will tell
glow is coming from the partly open mouth of a sleeping you... I presume you are keeping at least one eye on the
dragon; s/he is about thirty feet long. S/he opens one eye dragon?
and...
Player: You presume correctly...
Player: (interrupting) we run like hell... GM: "How came you here and to what end?"
What a PC will do and say is determined by its player. Player: [an aside to the other players] To what end indeed, or to
The Gamemaster operates nPCs, such as the dragon, whose perhaps?
Barlun and Tamar.
O
Player: You two, Barlun and Tamar, hold the dragon here while
the rest of us make our getaway.
GM: [as Barlun] I beg your pardon?
[as Tamar] Perhaps I misheard?...
bjectives
[as the Dragon] Fee, Fie, foe, fum, etc… Roleplaying is different from other kinds of game in that
it has no fixed objective, no pre–set victory conditions. If the
[as Narrator] Do any of you speak Dragon?2
players want to explore and adventure, that's fine. If they
The dragon rises atop his hoard, stretches his massive,
lust after political power, wealth, or a quiet, secure life, that's
leathery wings, and rolls his large armoured–head at the
end of his, long powerful neck; his mighty tail flicks fine too. There are no time limits. A “campaign” can go on
back and forth as he moves, stepping almost delicately for hundreds of sessions, or it can end in one. Nor is there
amidst the treasure, towards you. He is a mighty and necessarily the kind of competition required by board
beautiful sight I am sure that you want to stand and games. Players co-operate against unknown worlds.
admire him for several minutes…
Player: Actually, we don't... Rapid departure is more what we
You might ask, "Who has time for all these rules?" but
have in mind... I think I speak for all of us... don't be put off by the voluminous rules provided by role-
playing games. In role-playing, the players do not have to
Other Players: [shrieks and mutters of agreement]…
know the rules, although it certainly doesn't hurt if they
To help resolve interactions such as combat or spell– understand the way things work, and it can actually help
casting, the GM may use a set of rules, such as them, and their GMs get things done.
HârnMaster). The GM rolls various dice and consults
M
various tables to generate results.
Player: Urdas [the player’s PC] will attempt the spell Beam of
GM:
Nólomàr at the dragon; his ML is 38…
[After rolling a few dice] The spell misfires, your right
ortality & Reincarnation
arm is now a charred ruin. Urdas, Barlun and Chaspar Survival is an objective common to all characters. There
[another of the PCs] are overcome by the flare of the are treasures to find, but there are also fell beasts to
misfire, suffer burns to their exposed flesh, and loose overcome. Player-Characters are mortal, and while you are
consciousness... so much for fighting fire with fire (heh
heh)… Time for a new spokesman…
reasonably safe in your 20th century Terran environment,
your PC may be injured or killed in any number of
The GM narrates and also speaks for the NPCs. interesting, painful, lingering, unpleasant ways. Few PCs
Some GMs use accents/voices to help players distinguish reach the pinnacle of their ambitions and retire after long,
between NPCs; some preface role changes by a successful lives. Most die grasping for a grail just beyond
comment; some let their players induce the GM's current reach.3 Most Hârnians believe that, after death, they are
role from context. Most use a combination of techniques. reincarnated on the familial world of Yàsháin. No one knows
GM: The Dragon approaches and blinks a few times. He the rules of reincarnation.
speaks in Hârnic: "Goodmorrow travellers; do you have Losing one’s character can be a bit of a shock,
word of my eggmate Yarani who was lost in the especially the first time, but when a Player-Character dies,
wilderness east of here some five of your centuries ago?"
the player simply generates a new one.
Player: (a new spokesman) Er...
2 3
Most Gamemasters thoughtfully inject a touch of humour It has been observed that most actually die of terminal avarice:
into the proceedings in order to relieve tension and further seeking to rob some poor dragon of one too many baubles.
entertain their players. This kindness is not always Some die of hubris: deciding to try and fight it out with the poor
appreciated by players, who are notorious for their dragon. Some die of gravity: “so what if the rope is only half as
ingratitude. long as the cliff is high? It’s close enough!
HârnMaster v.2.1 Gold Player Edition © 1996, 2003 N. Robin Crossby All Rights Reserved
RolePlaying 3
S tructure of roleplaying
Fantasy Role-Playing is essentially a process whereby
T he Game
Play is conducted in sessions, usually of four to six
gamemasters (and publishers) create/define a world in hours. A PC’s activities may vary from one session to the
which players live alternate lives. The roles of GM and next. Sometimes there will be a clear objective for the
player do tend to blur. Ideas are generated on both sides session (like rescuing the princess, or defeating the beast).
of the screen and combine to form amalgams whose Perhaps your band of brave adventurers will first have to
parents are not always easy to identify. attend to the necessity of finding food and lodging. A
boring game month may be glossed over in only a few
minutes of real-time, while you might take more than an
H
hour of real-time to resolve a tense battle situation that lasts
only a few minutes of gametime. Business unfinished at the
igh Fantasy end of one session can be taken up at the next. Some
"quests" can be completed in an hour or two, others require
All works of fantasy are woven of familiar threads; if many sessions.
there are outlandish beasts with strange powers, or odd
cultural quirks, there is still a feeling that one has been
here before. Deja vu is a natural consequence of trying to
describe any alien world. The audience must fill in gaps
with details drawn from experience. There is an
assumption that whatever is not specifically described will
resemble the real world. Any fantasy world is, in this
sense, familiar, but this is not the sole measure of great
fantasy.
Good fantasy is probably a matter of degree, of how
much, and in what manner, the viewer (player) is required
to suspend disbelief. Most are willing to accept that magic
works and that fell beasts roam the wilderness, but the
trick is chaos control, the degree of outlandishness. This
determines the mood, the feel of the place, an elusive
principle lying at the heart of successful fantasy. Only a
carefully crafted “rational” fantasy can give the feeling that
one is involved in an epic.
Designing a fantasy environment is like telling a huge
lie. If it is to be believed it must seem credible; gossamer
dreams turn too easily into cobwebs.
HârnMaster v.2.1 Gold Player Edition © 1996, 2003 N. Robin Crossby All Rights Reserved
RolePlaying 4
• If you are inclined to dominate a group, or to fade into This went on for several days. Bjan happily shared
the background, try to limit your inclinations. his catch, but he was, perhaps making too many jokes
Roleplaying works best if all the players have a say. at Orni's expense. Orni grew more and more irritated
Other players' objectives may not coincide with yours, with his companion and the gaming session developed
but if the group is to function, everyone should be a tendency to lapse into interludes of angry staring
accommodated. punctuated by sarcastic comments. The GM tried to
prevent complete breakdown, but he found the whole
• Roleplaying makes paperwork. It pays to be thing so funny that it was difficult.6
organised.
After the sixth or seventh day, Orni lost his temper
• Plan ahead. Any plan is usually better than no plan at and picked a fight with Bjan. The GM, somewhat
all.5 amazed at this turn of events, said, “er... are you sure
you want to do this?” Orni did.
• Try not to divide the group. Apart from the fact that
two groups of two are more likely to succumb to an Now, in real life, when you pick a fight, you'll
attack than one group of four, dividing the party may probably trade a few nasty words or at worst exchange
oblige the GM to banish one group from the room a few punches, but in role-playing nearly everyone
while s/he deals with the other. walks around armed to the teeth with all manner of
destructive implements. The end result was that Orni
• Control competitive instinct. There is no percentage in
hacked Bjan into bite sized pieces and marched off in a
trying to compete with the other members of your
huff.
group, and it is pointless to compete with an
omnipotent GM. Now man doth not live by slug/bark/dirt alone and
Orni soon realised that he might, just possibly, have
• Never turn your back on a door… the universe is full
committed something of a teensy error. He starved to
of doors so, never turn your back on the universe…
death three leagues from the town he was headed for.
• Never forget human nature and sensibilities. Your real
There is of course a moral here, for while this
life friends are more important than any game.
episode was a great deal of fun for the GM, the players
cannot be accused of the best possible tactics; and their
lack of success did not enhance their enjoyment. Oh,
by the way, this plot is entirely fictitious (fantastic
really) all characters portrayed are even more fictitious
than regular player–characters...
4
Just as often, they only seem to listen carefully to what I say
in order to calculate how to best do the exact opposite. From
the GM’s point of view, this can be at least as much fun.
5
Well, within reason… a plan to march the group off a cliff to
6
see whether any of them can fly is likely to be wasteful. Better There may be the merest, barely perceptible touch of sadism in
to start by stepping off a curb? a small minority of GMs.
HârnMaster v.2.1 Gold Player Edition © 1996, 2003 N. Robin Crossby All Rights Reserved
RolePlaying 5
An Important Note about HârnMaster
D ice Conventions
Dice are used to generate attributes and to resolve
Despite the fact that it contains an article on religion,
HârnMaster is not a religious work. It is not carved in stone,
is not statute law, and is certainly not intended to bind or
hinder anyone in their quest for the perfect game. Frankly
game actions. When two numbers separated by a small after Game-mastering and Environment, rules are the least
"d" (e.g. 4d6) are encountered, a die roll is called for. The important of the “wholly trinity” of role-playing.
number before the "d" is the number of dice that are to
We do not think, and have never thought, that everyone
be rolled, and the number following the "d" is the number
should rigidly and devotedly use every little bit of
of sides each die should have. Hence, "3d12" indicates
HârnMaster. The rules are comprehensive, yes, but the idea
that three 12–sided dice are to be rolled. Generally, it is
was never to make everyone jump through procedural
the sum of the dice rolled that is needed, but "1d100" and
hoops instead of role-playing. There is no substitute for a
"1d1000" are special cases. The first means percentile
good, imagination, and if the rules seem to be getting in the
dice, the second means roll 3d10 reading one die as
way — you’re not using them properly. This is one of the
hundreds, another as tens, and the third as ones. A suffix
reasons why this edition is modular — to let folks more
may be included to indicate that the result is to be
easily pick and choose the building blocks to build the
modified by addition (e.g. 3d6+2), subtraction (3d6–2),
perfect set of role-playing rules.
multiplication (3d6x2), or division (3d6/2).
GMs and players should probably think of HârnMaster
as a “safety net”. Here are procedures for handling ninety–
R
five percent of all role-playing situations in self–consistent
detail, but if you go from one precise rules procedure to the
ounding Fractions next you’ll probably be spending too much time fiddling
with rules and not enough time role-playing. So HârnMaster
Except where otherwise indicated, fractions should be is a safety net to handle difficult situations when you need
rounded to the nearest whole number. For example, 4.5 it. There is nothing wrong with making up a rule or
rounds to 5 and 4.49 rounds to 4. procedure on the spot to handle a situation — this is
sometimes quicker than looking up the rule in HârnMaster.
C
There are two ways to achieve a “simple “ game: the
first is to write simple rules that, where necessary, disregard
common sense and/or “reality” to keep the rules
haracter Class & Careers themselves “simple”. The other way is to base the system
HârnMaster has no “character classes”. Abilities are on common sense. Unfortunately, common sense is not as
not restricted by arbitrary classifications. Nothing simple (or common) as one might think — just to explain
prevents a Shèk–Pvâr from having weapons skills; no rule the difference between edge aspect and point aspect can
stops a priest from being an assassin or cutpurse. While add several paragraphs — but it is just common sense:
opportunities presented by birth, parental status, etc., edges cut and points stab and if you think about it for a
influence early life, and initial skills, character occupations minute or so it just makes sense. That’s the approach we
are largely determined by natural ability and ambition. have tried to take here.
Many players enjoy overcoming the handicap of low birth, Eventually, once you have used HârnMaster for a while,
rising to become knights or important officials. PCs may you will (hopefully) come to fully appreciate, and more fully
try occupations such as weaponcrafter, mercantyler, pilot, use, the whole system. HârnMaster is, after all, not a
herald, or physician. Comprehensive rules allow such complex set of rules. It is a common sense set of rules.
roles to be played with enjoyment.
HârnMaster v.2.1 Gold Player Edition © 1996, 2003 N. Robin Crossby All Rights Reserved
RolePlaying 6
Cross References
Throughout this publication, references in SMALL
CAPS refer to entries in the GlossDex.
ACCENTS
Accents on Hârnic words provide a
pronunciation guide (which may, of course, be
ignored). An acute accent (á) indicates primary
stress; a grave accent (à) indicates secondary
stress; a circumflex accent (â) indicates that the
vowel should be pronounced as if it were
followed by an r, and may replace the acute or
grave to indicate primary or secondary stress. If
a circumflex accented vowel is followed by an ‘r’,
it should be read as a ‘double r’ and ‘rolled’
slightly.
q
CHECK BOXES INDICATE
OPTIONAL and/or
ADVANCED RULES.
If your GM/Group decides to adopt a
rule, you can mark the applicable box ( ü )
to help you remember.
Please note, some optional rules are mutually
exclusive, and you have to choose one or the other.
HârnMaster v.2.1 Gold Player Edition © 1996, 2003 N. Robin Crossby All Rights Reserved
Character Generation 1
The “Lots of Attributes” Theory
C
HârnMaster may have more attributes than seem
necessary, but a character who lives long enough
HARACTERS will use every possible attribute.
A player’s first task is to generate a Player-Character (PC) with Character Profile Hints
personality, skills, personal history, and equipment. A novice GM and player It takes time to learn which profile data are more or
using this system can generate a PC in an hour. These rules are used to less permanent. Putting a sheet protector over a
create both PCs and Non–Player Characters (NPCs) who can as detailed as blank profile and writing on the protector with
PCs. erasable pens works, but it is difficult to erase
selectively and data loss is inconvenient. Another
alternative is to protect areas that change (such as
Character Profile Skill MLs) columns with "magic tape" and to use a
Character information is kept on a form called a Character Profile. It pencil. In any case, you will probably want to make
should be kept handy at all game sessions. The character generation a new Profile now and then.
process consists, of filling out the Profile. Some information may change in
the course of play, so use a pencil (or cover the Profile with a sheet protector PC Bonus Rule Options
and use erasable pens). The Profile is organised into attribute sections: Many GMs (and nearly all players) believe that PCs
BIRTH/FAMILY, MEDICAL/APPEARANCE, PHYSICAL and PERSONALITY. Other sections should form an elite within the fantasy environment
and should enjoy an advantage in character
deal with SKILLS. generation.
Attributes & Key Attributes q When rolling key attributes roll 4d6 (instead of
3d6) and discard the lowest die. This raises the
Attributes define a character. They are presented in the order in which average roll from 10.5 to 12.25.
they should be generated — later attributes often derive from earlier ones. q When rolling key attributes roll 5d6 (instead of
Many attributes are numerical, most often generated by rolling 3d6. 3d6) and discard the 2 lowest dice.
Regardless of modifiers, no numerical attribute can be less than 1. Seven q Endurance is more important than any other
Key Attributes are identified as most useful in “typical” role-playing. These attribute. Roll one extra d6 and discard one
are STRENGTH, ENDURANCE, DEXTERITY, AGILITY, INTELLIGENCE, AURA and WILL. (extra) d6 when generating Endurance.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 2
Species
Many other attributes are influenced by species. The Sindârin have SPECIES GENERATION TABLE
higher Aura, the Khúzdul have superior Will, and so on. The character ❏ Used to choose a character’s species if and
generation system provides for Humans, Sindârin, Khúzdul and five when random generation is desired.
subspecies of gârgún (orcs). Some GMs require PCs to be Human, some let
or make you roll on the random generation table (you may not like the 1d100 Species
result) and some let you choose a species. We advise players — especially 01–89 Human
novice players — to have human PCs. 90 Sindârin (elf)
91 Khúzdul (dwarf)
92–93 Gargú–arák (Small or Streaked Orc)
Humans 94 Gargú–kyani (White Orc)
Since most of our readers are likely to be human (or at least near 95–97 Gargú–hyeka (Common/Brown Orc)
98 Gargú–viasal (Red Orc)
human) little description is needed. Humans are the standard by which other
99 Gargú–khanu (Great/Black Orc)
species are measured. Most human attributes are determined by rolling 3d6 00 Other (at GM discretion)
without modification.
Gârgún (Orcs)
The five species of Gârgún, also known as foulspawn, or orcs, are vastly
different from the other culture–forming races. The Gârgún, are almost
universally despised by the other speaking peoples. Gârgún are numerous
compared to the elves and dwarves, but rare compared with humans. The
Gârgún are largely confined to Hârn’s hills and mountains.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 3
SEX GENERATION
Sex (1d100) ❏ Used to choose gender when random
Psychological implications aside, difficulties are best avoided if players generation is desired.
have characters of their own gender. If random generation of sex is required,
the Sex Generation table is used. Cross–index 1d100 die roll with species. Human Sindârin Khúzdul Gârgún SEX
Nearly all intelligent species, are bi–sexed. Some, such as the Ìvashú, are 01–48 01–45 01–75 01–99 Male
neuter. There are no known multi–sexual races. 49–00 46–00 76–00 00 Female
Birthplace
Túzyn Reckoning to your world of choice.
Birthplace depends on the environment. HârnMaster works well with a q Getting a Better Start in Life: or
variety of environments. HârnWorld Regional modules provide birthplace Picking Your Parents
generation tables. The GM will tell you what dice to roll, and your character's Reality is a matter of taste for role-players. The GM
birthplace to the nearest keep, castle or town, perhaps to the nearest village. may choose from the following optional rules to
Birthplace determines culture. improve a PC’s chance of being well-born.
q Roll for Parent Occupation 3 times: the player
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 4
Occupation Generation Table 1d1000
TRIBAL VIKING FEUDAL FEU/IMP IMPERIAL Sindârin Khúzan [SOCIAL CLASS] & OCCUPATION Urban
– 001–010 001–010 001–050 001–150 – – [Unfree] Agricultural Slave [0%]
– 011–110 011–110 051–150 151–260 – – [Unfree] Cottager or Poor Thrall [0%]
– 111–115 111–130 151–170 261–280 – – [Unfree] Domestic Servant (manor/etc.) [0%]
– 116–275 131–330 171–370 – – – [Unfree] Half–Villein/Average Thrall [0%]
– 276–285 331–340 371–380 – – – [Unfree] Reeve or Chief Thrall/Slave etc. [0%]
– 286–385 341–440 381–480 – – – [Unfree] Serf/Very Poor Thrall [0%]
001–005 386–390 441–450 481–490 281–300 – – [Unfree] Skilled & Valued Slave/Thrall [90%]
– 391–490 451–650 491–650 – – – [Unfree] Villein/Wealthy Thrall [0%]
006–010 491 651 651 301–305 001 001 [Freeman] Animal Trainer [75%]
– 492–496 652–659 652–659 306–313 – – [Freeman] Beggar [95%]
011 497–498 660 660 314 002–003 002–005 [Freeman] Cartographer/Artist [90%]
012–020 499–500 661–662 661–662 315–316 004–009 006–015 [Freeman] Cook/Chef [80%]
– 501–503 663–666 663–666 317–321 010–011 016–030 [Freeman] Domestic Servant [80%]
– 504–518 667–681 667–686 322–427 – – [Freeman] Farm Labourer [0%]
021–105 519–554 682–706 687–711 428–452 012–061 – [Freeman] Fisherman (Sea or River) [50%]
– 555 707 712 453 – 031 [Freeman] Gaoler/Executioner [90%]
106–885 556–570 708–722 713–727 454–468 062–656 032–035 [Freeman] Hunter/Trapper etc. [10%]
– 571 723 728 469 – – [Freeman] Jester/Fool/etc. [50%]
– 572–575 724–726 729–731 470–472 – 036 [Freeman] Longshoreman [100%]
– 576–578 727–731 732–736 473–477 – – [Freeman] Prostitute/Pimp/etc. [75%]
886 579–581 732–734 737–739 478–480 – – [Freeman] Ratter/Scavenger [70%]
887 582 735 740 481 657–682 037–075 [Freeman] Scholar/Tutor [80%]
– 583–584 736–737 741–742 482–486 683–694 076–087 [Freeman] Scribe [90%]
– 585–589 738–742 743–747 487–502 695 088–089 [Freeman] Semi–skilled Labourer [90%]
– 590 743–744 748–749 503–505 696 090 [Freeman] Teamster [90%]
– 591–710 745–781 750–795 506–785 – – [Freeman] Tenant Farmer and/or Yeoman [0%]
– 711 782 796 786 697 – [Freeman] Thatcher [5%]
888 712 783 797 787 698–702 091–110 [Freeman] Toymaker [75%]
– 713–727 784–803 798–812 788–807 703 111–126 [Freeman] Unskilled Labourer [95%]
889–895 728–730 804–806 813–815 808–810 704–713 127–131 [Freeman] Woodcutter/Iceman [40%]
– 731–860 807–830 816–830 – – – [Freeman] Freehold Farmer [0%]
896 861 831 831 811 714–718 132–136 [Guildsman] Apothecary [90%]
897 862 832 832 812 719–723 137–142 [Guildsman] Arcane Lore: Alchemist [90%]
898 863 833 833 813 724–726 143–145 [Guildsman] Arcane Lore: Astrologer [90%]
899 864–865 834 834 814 727–730 146–147 [Guildsman] Arcane Lore: Other [90%]
900 866 835 835 815 731–753 148–165 [Guildsman] Arcane Lore: Shèk-Pvâr [90%]
– 867–868 836–837 836–837 816–817 754–756 166–180 [Guildsman] Chandler [95%]
– 869–870 838–839 838–839 818–819 757–758 181–190 [Guildsman] Charcoaler [10%]
901–914 871–873 840–842 840–842 820–822 759–773 191–210 [Guildsman] Clothier [95%]
– 874 843 843 823 – – [Guildsman] Courtesan [99%]
915–917 875–876 844–845 844–845 824–825 774 211–215 [Guildsman] Embalmer [95%]
– 877–878 846–847 846–847 826–827 775–798 216–225 [Guildsman] Glassworker [90%]
918–924 879–881 848–849 848–849 828–829 799–823 226–250 [Guildsman] Harper/Skald [80%]
– 882 850–851 850–851 830–831 824–828 251–255 [Guildsman] Herald [80%]
925–949 883–887 852–856 852–856 832–836 829–858 256–265 [Guildsman] Hideworker [40%]
– 888–891 857–860 857–860 837–840 859–868 266–285 [Guildsman] Innkeeper [35%]
– 892–893 861–862 861–862 841–842 869–893 286–375 [Guildsman] Jeweller [99%]
– 894–895 863–864 863–864 843–844 894–903 376–400 [Guildsman] Lexigrapher [95%]
– 896–897 865–867 865–867 845–847 904 401 [Guildsman] Lía-Kavâir [75%]
– 898 868 868 848 – 402 [Guildsman] Litigant [95%]
– 899 869 869 849 905–906 403–420 [Guildsman] Locksmith [95%]
– 900–901 870–872 870–872 850–852 907–926 421–520 [Guildsman] Mason [60%]
950–960 902–908 873–878 873–878 853–858 927–931 521–650 [Guildsman] Mercantyler [90%]
961–965 909–916 879–886 879–886 859–866 932–946 651–720 [Guildsman] Metalsmith [15%]
– 917–922 887–893 887–893 867–873 947 721 [Guildsman] Miller–Millwright [10%]
– 923–925 894–896 894–896 874–876 948 722–860 [Guildsman] Miner [1%]
966 926 897–898 897–899 877–879 949–953 – [Guildsman] Ostler [75%]
– 927–928 899–900 900–902 880–882 954 861 [Guildsman] Perfumer [95%]
967–970 929 901 903 883 955–958 862–870 [Guildsman] Physician [75%]
– 930–931 902 904 884 959–960 – [Guildsman] Pilot [95%]
971–973 932–935 903–906 905–908 885–888 961–964 871–878 [Guildsman] Potter [85%]
974 936–937 907–908 909–910 889–890 965 879–885 [Guildsman] Salter [30%]
– 938–941 909–911 911–913 891–893 966–967 – [Guildsman] Seaman [95%]
– 942 912 914 894 968–969 – [Guildsman] Shipwright [90%]
975 943 913 915 895 970 886 [Guildsman] Tentmaker [95%]
976 944 914 916 896 971–972 887–888 [Guildsman] Thespian [70%]
977 945–946 915–916 917–918 897–898 973–975 889 [Guildsman] Timberwright [10%]
978 947–948 917–918 919–920 899–900 976–980 890–955 [Guildsman] Weaponcrafter [75%]
979–980 949–955 919–925 921–927 901–907 981–990 956–960 [Guildsman] Woodcrafter [30%]
– – – 928–957 908–965 – – [Military] Legionnaire [90%]
– – 926–940 958–965 – 991–992 961–981 [Military] Man at arms (Employed Mercenary) [50%]
– 956–986 941–975 966–975 966–975 993 982–985 [Military] Mercenary [90%]
– 987–989 976–978 976–978 976–977 994 986–989 [Military] Sapper/Archer/etc. [90%]
– 990 979 979 978 995–996 990–991 [Military] Swordmaster [80%]
– – 980 980 979–980 – – [Military] Gladiator (free) [95%]
981–990 991–998 981–990 981–990 981–990 997 992 [Priestly] Priest/Shaman [65%]
– – 991–996 991–993 991 998–999 – [Nobility] Knight–Bachelor (landless) [50%]
– – 997 994–995 992–993 – 993–994 [Nobility] Bailiff (manor) [5%]
– – 998–999 996 – – – [Nobility] Enfoeffed Knight (holding manor) [0%]
– – 000 997 – 000 – [Nobility] Baron/Earl (holding keep/castle) [n/a]
– 999–000 – 998–000 994–000 – 995–000 [Nobility] Patrician/Great Clanhead [95%]
991–000 – – – – – – [Nobility] Chieftain [n/a]
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 5
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 6
Sinister Handedness
M
Terran cultures often considered left-handedness a
sign of evil — hence the corruption of the heraldic
edical & Appearance term for the left side: “sinister”. It is hard to believe
that well into this century, teachers all over the
Attributes such as Height, Frame, Weight, Eye Colour and Complexion world were forcing left-handed kids to work right-
describe a character's appearance. They give a basic portrait and are used to handed, often on pain of corporeal punishment.
describe characters to each other.
❑ The Hand of Darkness
Appearance attributes depend on species and sex, as well as the climate This rule can be awkward — in many places,
in which the character’s gene pool has developed. Most appearance individuals are found who regard left-handedness
attributes require little explanation. Several affect subsequent generation of as a sign of Navéh. Characters who favour the
physical attributes. sinister side are either (a) in league with the dark
gods or (b) afflicted by them.
Handedness (1d100)
The character’s stronger and/or more dextrous and/or favoured
hand/limb. It is possible to generate left–handed and ambidextrous
characters. To generate Handedness, use the Handedness Table. HEIGHT GENERATION
Species Male Female
Human 5d6+50 (67.5) 5d6+48(65.5)
FRAME INTERPRETATION
01–05 Scant
06–08 Light
09–12 Medium
13–15 Heavy
16+ Massive
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 7
WEIGHT DERIVATION TABLE
Weight (Derived from Height and Frame) Height Frame Frame Frame Frame Frame
Weight (pounds) is determined by cross–indexing Height and Frame, on (ins) Scant Light Medium Heavy Massive
the Weight Derivation table. This is optimum weight, the amount the 30" 51 58 64 70 77
31” 52 59 65 72 78
character should weigh given perfect health and conditioning. 32” 53 60 66 73 79
33" 54 60 67 74 80
34" 54 61 68 75 82
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 8
Additional Appearance
Eye Colour (1d100) q GMs may expand appearance to include such
things as hair texture (straight or curly), facial hair
Eye colour is also based on complexion. Khúzdul roll as humans (beards) and so on. Poxmarks, scars and/or other
according to whether they are pallid, fair, medium or dark. Sindârin and distinguishing marks have been generated under
Gârgún have their own columns. The number rolled need not be recorded, Medical (GM Edition) more may be acquired in the
only the description (e.g., Blue, Grey, Violet). course of play.
P hysical
Physical attributes express physical and sensory abilities. They are important
STRENGTH MODIFICATIONS
Khúzdul +4
in determining physical skills, and do not normally change, although some Sindârin/Sidhé +1
circumstances and some GMs can alter them. Physical attributes are mostly Gargú–Viásal +4
Gargú–Khánu +5
self–explanatory. Other Gârgún +3
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 9
Endurance Modifications
Endurance (Key Attribute 3d6) Khúzdul +2
The capacity to withstand and recover from physical ordeal. While STRENGTH is physical Sidhé Male +1
power, Endurance is staying power. Record only the (modified) number. Endurance Sidhé Female +2
affects nearly all aspects of roleplaying. It could be argued that if any attribute can make Gargú–arák –1
a character non–viable by being low, it is Endurance. For this reason, Endurance may Gargú–Khánu +1
just be the most important Attribute in the system.
Dexterity Modifications
Sidhé +3
Dexterity (Key Attribute 3d6) Sindârin
Khúzdul
+2
+1
The ability to manipulate objects with the hands. Dexterity is important
Left-Handed +1
for warriors and cut-purses. Fine motor control may involve TOUCH. Record Ambidextrous +2
the (modified) number rolled.
Agility Modifications
The ability to run when unencumbered. This attribute does not describe Speed Modifications
how far a character can run, (determined by Endurance) only how fast. Human Female –2
Record the (modified) number rolled. Sidhé Male +1
Gargú–Arák +2
q For humanoid characters, Speed cannot
Eyesight (3d6) differ from Agility by more than four
points. Adjust Speed as necessary.
The character's basic ability to see in daylight. For night vision subtract
three (–3) except for nocturnal creatures (such as gârgún). Record the Eyesight Modifications
(modified) number. Sindârin +3
Sidhé +6
All gârgún –2
Hearing (3d6) Hearing Modifications
The character's ability to detect and identify sound. An important Sidhé +4
component of AWARENESS, and essential for musicians. Record the (modified) Sindârin +3
number rolled. Khúzdul +2
Gargú–Arák +5
Other Gârgún +2
Smell/Taste (3d6) Smell/Taste Modifications
The Character's sensitivity to odour and taste. This can be useful for Human female +1
hunting and/or tracking and may warn of danger. Of course, in a medieval Sindârin +3
town, the ability to smell well may be bit of a drawback. Sidhé +4
Gargú–arák +2
Touch (3d6)
q Tribal humans +2
The sensitivity of the skin to pressure, texture, heat and cold. With
Touch Modifications
Sindârin +2
Dexterity, Touch indicates fine motor control. Record only the (modified) Sidhé +4
number rolled. In terms of SKILL BASES, Touch may be most important of the Khúzdul +1
non–KEY ATTRIBUTES.
q Manual labourers etc. –1
Voice Modifications
Voice (3d6) Sindârin +3
The pleasantness of the character's singing/speaking voice. Excellent and Sidhé +4
unearthly voices are often in high demand. Voice effects a number of
communication skills. Record only the (modified) number rolled.
Voice Interpretation
03–04 Unbearable 13–15 Pleasant
05–08 Unpleasant 16–17 Excellent
09–12 Average 18+ Unearthly
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 10
INTELLIGENCE/MEMORY
P ERSONALITY
Personality attributes describe a character's mentality with attributes like
3d6
03–05
06–08
INTERPRETATION
PC Memory
Absent Minded
Forgetful
NPC Intelligence
Moronic/Stupid
Slow–Witted
memory/intelligence, Aura and Will. This section also covers religious and 09–12 Average Average
ethical considerations. 13–15 Good Clever
16+ Excellent Genius
MORALITY MODIFICATIONS
Aura (Key Attribute 3d6) q Sindârin/Sidhé
q Gargú–Kyáni
+4
–1
Aura is the immortal spirit. All living things have Aura. Aura indicates q Other Gârgún –4
psychic ability, and is the most important attribute for psionics and magic
(although WIL and INT are also vital). Modify the 3d6 roll according to MORALITY INTERPRETATION
species/sex (table). Record the (modified) number rolled. Hârnic
01–04 DIABOLICAL One who never feels guilt
philosophers believe that the physical body is a manifestation of Aura; in and obeys laws only if convenient. There is
essence Aura is the true nature of life. no act of depravity s/he will not commit for
personal advantage.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 11
Psyche q
This space on the character profile is used to record psychological data, Deities of Hârn Morality
such as phobias, complexes, etc. This information may not be available to
the player. Psyche is dealt with in the HârnMaster Gold GM Edition. Ágrik (evil god of war and fire) 03–13
Haléa (goddess of wealth/pleasure) 05–16
Ilvîr (god of enchanted beasts) 05–16
Each time a character makes a call for divine intervention, s/he expends q Inferior PCs (whose Key Attributes average less
than 9) may regenerate the Key Attributes.
a number of Piety Points, often quite a lot of them. As a rule it is much easier
to expend PPs than it is to obtain them. Players are, therefore, advised to q A player uncomfortable with a newly generated
conserve their PPs carefully. PC may swap up to four pairs of attributes —
this lets player stress attributes they think they
Characters may also forfeit PPs by “sinning” (committing impious acts). will need.
Again, the definition of sin varies according to the deity followed.
q Some players prefer, and some GMs allow a
Characters have the option to be godless in which case PPs are pointing system for PC generation. This
unnecessary. approach lets players assign points at will. See
Character Design System CHAGEN 18.
More Attributes?
The HârnMaster GM Edition includes several more
optional attributes.
NOTE
At this stage, basic character generation is complete. Before proceeding
to the next step (skill assignments) the GM in particular and the players in
general should be familiar with the workings of the Skills system.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 12
Áklash Neuter 4d6+70 Mas +8 +8 3d3 –2 — 3d2 — 3d3 — 3d2 3d2 1d2 +4 n/a
Hrú Neuter 9d6+112 Mas +40 +30 –2 3d2 –2 –2 –2 –2 — — — 1d2 +2 n/a
Nólah Neuter 5d6+50 — +3 +8 +1 +6 +2 — +4 +4 — — +1 +4 — n/a
Umbáthri Neuter 2d6+12 — +4 +3 +1 +6 +6 +4 +4 1d2 — — +2 +8 +1 n/a
Vlásta Neuter 2d3+13 –4 — — +6 +10 +14 +6 +4 +8 — — 1d3 1d2 — n/a
ETHEREALS Height FRM STR END DEX AGL SPD EYE HRG SMT TCH VOI ITL AUR WIL MOR
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 13
A Variety of Skills
S
Some skills are universal (Automatic) some depend
on social background, some are common, and
KILL ASSIGNMENTS some rare. There are no arbitrary limits to the
number or combination of a character's skills
All newly generated characters begin play with an assortment of skills; this (there are no character "classes"). So it is possible
section is used to determine what they are. Basic familiarity with the Skills for warriors to know magic, and for clerics to carry
weapons they choose for themselves. Nevertheless,
system is recommended before proceeding. Skills are listed on the Skills most characters tend to specialise in a range of
Table. For each character, the following types of skill are opened before play skills for which they have affinity, preferring to be
begins: master of few skills rather than a novice at many.
[1] AUTOMATIC SKILLS — Skills that every character has, regardless of Automatic Skills, Psionic Talents and Family Skills
background or training. These include Climbing and Jumping and are are acquired before the age of 14, and the PC has
shown on the Skills Table in UPPER CASE. little control over what they will be. Occupational
and Optional skills are acquired after the age of 14
[2] q TALENTS — GM may generate psionic or other talents using rules in and the player generally gets choices.
the HârnMaster GM Edition, and the PC/player may not know of them.
[3] FAMILY SKILLS — Skills acquired, usually in childhood, from one's Automatic Skills
parents. The child of a Locksmith, for example, knows some Lockcraft. Climbing Unarmed Combat
Condition Awareness
[4] OCCUPATIONAL SKILLS — Skills acquired through apprenticeship Dodge Intrigue
and/or employment before the character begins play. Eg., a character Initiative Native Tongue(s)
who has served in the militia will have acquired some combat skill(s). Jumping Rhetoric
Stealth Ritual
[5] OPTIONAL SKILLS — Skills chosen by the character, and developed Throwing Singing
before play begins as "hobbies" or voluntary self–improvement.
How to Open a Skill
[1] Automatic Skills • Write the name of the skill in the appropriate box
on the Character Profile (Automatic Skills are
Every character has Automatic Skills. They are named on the Character pre-entered on the profile).
Profile and marked in BLOCK CAPITALS on the Skills Table. Open each
• Calculate the Character’s SKILL BASE (SB) for the
Automatic Skill — see How to Open a Skill (right). Native Tongue and
skill to be opened and pencil it into the
Ritual, are special cases. appropriate space on the Character Profile. For
RITUAL Most characters know at least enough about their own religions, to SKILL BASE see SKILLS 1. Each character has a
unique SB for each skill.
avoid looking too foolish when they attend church services. For this reason,
Ritual is treated as an “automatic skill”. If, however, the character's culture, • Find the applicable OPENING MASTERY LEVEL
social class and/or family are irreligious, then Ritual may not (at GM (OML) on the Skills Table. Multiply the skill base
discretion) be automatic. by the OML and enter this number under ML on
the Character Profile. Mastery Level changes
NATIVE TONGUE Native Tongue is not pre-entered on the Character during play and should always be entered in
Profile. A character's native tongue is determined by where s/he grew up. pencil. ML represents the characters general
effectiveness when using the skill.
Some characters may be bilingual. The GM will tell you the name of your
native tongue(s). On Hârn, it is usually Hârnic. • Once these three steps are complete, the skill is
open.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 14
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 15
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 17
Prince or Pauper
Family Resources
When a character begins journeying, or a child leaves home, it is
common for the parents to provide some cash. This depends on
Estrangement and parental wealth. For a character of average ATTRIBUTE CONVERSION GUIDE
Estrangement, a gift of one month of father's earnings is typical. In poor
families, this may place a severe burden on the family, and may be declined Original HârnMaster Conversion
by the child, or not offered by the parent for this reason. 3d6 1d100 Multiply by 5
1d20 3d6 No change
1d100 3d6 Divide by 5
Characters From Other RPG Systems q
Whether or not you can import a character from another FRP system is a
Character Deflation
matter of GM discretion. If the GM agrees conversion is viable, fill out the
HârnMaster profile one attribute at a time; for each attribute, check if there is Be warned that most non–HârnMaster systems are
a reasonable equivalent on the old system profile. If there is, and the attribute comparatively generous. Be prepared to take a
“cut in pay” (but also to get an increase in “fringe
was originally generated in the same way as the equivalent HârnMaster
benefits”).
attribute, it can be transferred directly. If not, translate using the Attribute
Conversion Guide. The name of an attribute is not a sure guide to its If you convert a “twentieth level sorcerer” from
function. In some systems, Intelligence determines magical ability and is another system and, under HârnMaster s/he turns
out to be a warrior with no magical ability at all,
better translated to AURA. If there is neither a direct equivalent, nor a good
then perhaps (just maybe) you've done something
approximation, the attribute should be newly generated. HârnMaster has wrong…
more attributes than most other systems, so you will more likely generate
new attributes than discard old ones.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 18
SPECIES SELECTION TABLE
C haracter Design q
Character pointing is a character generation system for those who favour
q Species Sidhé
Sindârin
Khúzdul
Ìvashú (any)
Human
0
+10
+15
+15
+20
design over chance. This is a configurable system; elements of random Random +25
character generation may be combined with designed elements. The GM Gârgún (any) +25
decides which attributes are to be subject to pointing and checks the box for
These amounts apply if all/most attributes are
each included attribute. Any attributes not subject to design are generated included. If fewer attributes are included, the GM
randomly with the standard (preceding) character generation rules. should reduce the points available.
q Set each included numerical attribute at the mean for the species & OTHER ATTRIBUTES
sex (for an attribute generated with 3d6, this is 11 (10.5)); OR q Sunsign Random +10
q Randomly generate each included attribute (no PC bonuses). Chose Non-cusp –10
Chose Cusp –20
Design Character q Birthplace Random
Choose
+0
–10
• Attributes should be determined in the usual order (since later-generated q Parent Occupation Unfree +15
attributes may depend on earlier ones), although the player may go back (Social Class) Random +5
and make adjustments until s/he and the GM are satisfied with the Freeman –5
character. Military –10
Priestly –15
• The pool may be increased by giving the character medical or psyche Nobility –25
attributes. (HârnMaster GM Edition). q Sibling Rank Eldest –15
2nd Eldest –10
q Randomly generate Medical/Psyche attributes;
3rd Eldest –5
q The GM chooses Medical/Psyche attributes. 4th Eldest +0
q The designing player chooses Medical/Psyche attributes. q Estrangement Favourite –15
Popular –5
Sindârin and Sidhé characters may not have natural birth defects/
Average or Random +0
diseases/etc. Therefore, medical options are not available to such Unpopular +5
characters (although they may have (some) psyche traits). Outcast +10
q Clanhead Parent –10
• The player sets each attribute as desired, adjusting the pool at each step
Cousin +0
as appropriate. Aunt/Uncle +0
Examples: Generate Sunsign randomly — increase point pool by 10. Distant Cousin +5
Selects Military Parent Occupation — reduce pool by 10 points. q Handedness Right +0
Left –10
Character is left-handed — reduce pool by 10 points. Character opts to Ambidextrous –20
begin play with 7d6 Piety Points — reduce pool by 5 points. q Starting Piety Points 3d6 +5
• Each Numerical Attribute is given a point value on the Numerical 5d6 +0
7d6 –5
Attributes Table (right). Numerical attributes may be raised or lowered
from their initial settings. Reducing a numerical attribute by one NUMERICAL ATTRIBUTES
increases the Point Pool by the attribute's point value. Increasing a
q Comeliness 3 q Hearing 3
numerical attribute by one reduces the Point Pool by the attribute's point
q Strength 5 q Smell/Taste 3
value. q Endurance 6 q Touch 4
Examples: Increase Strength by 1 – reduce pool by 5. Reduce q Dexterity 5 q Voice 3
q Agility 4 q Intelligence 5
Comeliness by 1 — increase pool by 3. q Speed 3 q Aura 6
• Characters may acquire a minor (psionic) talent by expending 5 points q Eyesight 3 q Will 5
from the pool and/or a major talent by expending 15. Talents will begin
TALENTS
dormant and unusable. Talents are described in the HârnMaster Gold
GM Edition, and are only included in the game at GM discretion. q Minor Talent 5 q Major Talent 15
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Pregame 1
Pregame?
P
The Pregame Section is, primarily, background
information and examples to help GMs/players
REGAME q
generate character biographies.
The Pregame occurs concurrently with Character
The Pregame is an optional process designed to prepare a newly generated Generation, at GM discretion.
character for use by fleshing out the background & biography produced
while generating the character. The pregame precedes actual play, and Knowledge is Power?
compresses several years into a series of quick decisions. Every GM has a Medieval societies may not have the same attitudes
personal style when it comes to pregames. There are a vast number of as we modern folk, but knowing about the
possible outcomes for any character, so everything written here should be environment certainly helps.
taken with several pinches of salt. The pregame might begin something like: The best source for player background about Hârn
and/or HârnWorld is HârnPlayer, which thoroughly
GM: You are 14. What do you want to do now?
describes Hârn from a PC’s point of view.
From this point anything can happen, although the best options are
based on the character's birth status.
Player: Well I’ll join the militia and hang around for a couple of years.
GM: OK. That’s done, you’re sixteen now and have acquired some basic combat
skills, as well as some Agriculture...
Player: Well, I’m unfree, so I think I will make a carefully planned departure. What do
I have for savings?
GM: Not much I’m afraid. You are fairly large and dextrous, perhaps you could
convince some military recruiter somewhere to give you a chance? You have
enough money to make it about as far as Tashál.
Player: I was just thinking that. I have Tracking and Survival skills, so I think I’ll cut
across country, and not to Tashál, it’s too obvious. I’ll head for Chybísa...
GM: The Pagáèlin don’t scare you eh?
Player: Well... I think I’ll take the risk.
GM: OK. You have made it to Bûrzýn. Now what?
Player: Look around for military employment.
GM: There are a couple of minor barons looking for guards... and some merchants
looking for caravan guards.
Player: Where are the caravans going?
GM: One north, one south.
Player: South I think no point in making it too easy for the pursuers.
GM: You win your first job as a mercenary guard. There will be no pay, but the
band captain will give you food and what passes for shelter.
Player: What about weapons and armour.
GM: No armour first job... a spear and roundshield... Probationary. You’ll have to
give satisfaction to keep it. Do you want the job?
Player: OK. I’ll take it.
GM: The first job takes you to Tháy. The captain seems to like you. Thinks you
have potential (can’t think why). Do you want another trip.
Player: Where to?
GM: The band has been hired to escort supplies to the Order of the Lady of Paladins
in Solôra. You have to sign on for two years.
Player: OK.
GM: Right. You are now 18 years old after wandering about Southeast Hârn for a
couple of years. You’ve picked up an assortment of weapon skills — they’re
just about useful by now — and the band has voted you a full share. You hear
from your family, they have paid an indemnity to your lord. He has released
you from your labour obligation. Your commitment is up. You are offered a
promotion (with an extra share) to stay on two more years. You’ll have a few
odd bits of armour by then.
Player: I guess I can stand it for another two years. I’d better send some money home
to my parents to cover the indemnity.
GM: You get some battle experience when the Solôri attack a caravan you’re
escorting... Mostly you’re just chasing the odd band of brigands and
intimidating highwaymen. A little bit of debt collection work... two short sea
voyages...
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Pregame 2
Player: Can I open Seamanship? A Pregame Strategy for Unfree
GM: Mmmm... you spend most of your time retching over the gunwale, but I guess
you eventually get your legs. OK open it to SB1.
Characters
• Remain in the village long enough to acquire
Player: What about Piloting? whatever skills seem useful, including militia
GM: Get real. training if available. It might be possible to
acquire hunting skills (by poaching).
Player: I’ll take two more years. Do I get another promotion?
• Try to win the favour of the lord, and request
GM: Yes another share too.
legal freedom.
Player: Then I’ll muster out and seek my fortune. • If that fails, see if the family can buy you free
GM: The band finds steady work with the Earl of Harden. I’ll give you some (this usually involves an annual fee called
information about him. You’re mustering out. Do you want to keep your gersum).
armour, or take some cash? • If that fails, or if the family cannot afford the
Player: Armour is expensive. I’ll keep the armour. fee, make a carefully planned escape to a
GM: You’re 22. Now you meet the other members of the group... sanctuary (Chartered Freetown, Miners’ Guild,
or Church).
The pregame is used to flesh out a character's biography and open skills. • If possible, stay in sanctuary long enough to
In a feudal society, most characters are of low birth, and players have been win legal freedom, then apply to the
known to see this as a bit of an inconvenience: appropriate authorities for emancipation.
Player: I'm a slave and if I run away I'll get executed slowly and painfully? Great. I • Try for an apprenticeship, possibly by way of
just love it so far… unskilled labour. Militia and/or other military
training may be all that is available. Characters
PCs are limited only by the imagination of the players running them, but with high Aura may try for the Shèk-Pvâr, and
a few hints about possibilities and probabilities might be appreciated: it may be possible to win entry into some other
profession.
The Miners' Guild the skills to prosper — remember that the object of
the pregame is to equip your character with the life
Mines need not surrender their employees, although they may, if they skills necessary to survive and prosper. Losing your
wish to stay on good terms with the lord involved, or if the runaway is character during the pregame is embarrassing.
accused of a serious crime. The miners’ guild has its own courts, which may
try the offender and surrender him to his former master. Someone
employed by the guild for two years and a day is declared a freeman.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Pregame 3
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Pregame 4
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Skills 1
S kills
Any activity could be organised as a skill. HârnMaster covers the basic needs
of role playing with a simple, expandable system. The skills we have omitted
are relatively unimportant to most gamers, but the system is flexible enough
to allow the addition of any desired skill. The GM need only determine what
ATTRIBUTES and sunsigns are relevant to the skill base and assess an OML.
Opening Mastery Level [OML] Opening Mastery Level (OML) is the multiple of
Skill Base at which a skill’s Mastery Level is set
Unless otherwise noted, a multiple of SKILL BASE is used to determine the
when it is first opened.
Opening Mastery Level (OML) of any skill. If the OML is listed at SB2, the skill
is opened at twice the applicable SB. OML is given for each skill on the Skills
Table.
The actual chance of successfully using a skill is
called Effective Mastery Level (EML). It is
Effective Mastery Level [EML] determined by modifying ML.
In many instances ML is modified up or down to produce an Effective EML Example: a party is camped in the wilderness
Mastery Level (EML) before the skill test is made. A skill roll is, in other and a large animal enters the camp. The guard's
Awareness is tested to determine how soon s/he
words, made against the applicable EML which may or may not equal ML.
notices the creature's approach. Those who are
EML is often less than ML because of fatigue, injury, encumbrance or asleep might also test Awareness, but because they
difficult circumstance. In some cases, EML is more than ML because of are unconscious, their EMLs would be (at most)
situational advantage. Factors affecting EML are sometimes specified in skill half their MLs.
descriptions, but, because the system is comprehensive and covers (in
theory) all possible situations, modifications are often left to GM discretion.
Minimum EML: a player would normally have a
minimum EML of 05 in Climbing. However,
Minimum & Maximum EML climbing a vertical sheet of ice, with a broken arm,
during a blizzard, is probably impossible, and the
There is usually some chance of success. Unless the GM deems the task GM may feel that an EML of zero is justified.
impossible, the minimum EML for an open skill is 05.
If a character's EML is greater than 95 (after any situational
modifications) it is considered to be 95 for the purpose of the skill test.
Hence, there is ALWAYS at least a 5% chance of failure. Note: it is still
worthwhile increasing an ML above 95, since a higher ML makes the skill
easier to use under difficult circumstances (when there are penalties).
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Skills 2
Any success roll ending with 5 or 0 is Critical Success. Any failure roll
ending with 5 or 0 is Critical Failure. All non–critical results are Marginal.
Critical Success or Failure
With an EML of 49, any roll 01–49 is a success and
Sometimes interpretation of success level is a matter of common sense, any roll 50–00 is failure. However, the numbers 05,
sometimes an explanation is given in the skill description. GM discretion 10, 15, 20, 25, 30, 35, 40, and 45 are Critical
Successes; the numbers 50, 55, 60, 65, 70, 75, 80,
always governs.
85, 90, 95, and 00, are Critical Failures.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Skills 3
Physical Penalty
Some skills are identified on the Skill Data table as being subject to Physical Penalty Shortcuts
Physical Penalty. These reflect the fact that a character who is injured, or Subtracting Physical Penalty from Skill MLs is great
fatigued cannot function normally. There are two classes of Physical Penalty: in theory, but can be tedious in practice. It is
possible to ignore such considerations, but can
(1) Fatigue, and (2) Injury. These two classes are separately recorded on the
someone who has a serious wound and is wearing
Combat Profile. The sum of both is the Physical Penalty. eighty pounds of armour really move, fight, and
dodge as well as an uninjured, lightly clad
Injury Penalty
character?
q Option 1: Round physical penalty down to the
Various combat and other activities may injure a character. Each injury is nearest 10; hence, a character with 20–29
rated in terms of a specific number of Injury Points. The sum of IPs for all points of physical penalty, would subtract a flat
injuries is the character's Injury Penalty. 20. This makes subtraction from MLs easier
while retaining the concept.
q Encumbrance
the best way to keep EMLs in the 40–90 range.
Note: We prefer a loser interpretation of the rules
A penalty which reflects the effect of LOAD on a activities such as running, anyway. The full rules are intended as a safety net
jumping or fighting. ENCUMBRANCE is calculated as a multiple of FATIGUE RATE. for precise handling of situations only when it
seems critical. For better role-playing, the GM
should be prepared to “wing it” a bit.
Special Penalties
Special Penalties are assigned by the GM to reflect temporary handicaps
not covered by the two classes of Physical Penalty. A character who is
carrying an awkward item, is tied/tangled in some way may be assessed a
special penalty. A Special Penalty applies as long as the conditions that bring
it about. If the cause is removed, so is the penalty. Some classes of special
penalty are detailed under Combat. See: Weapon Data Table, and Tangles.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Skills 4
q SKILL DECLINE
S
Neglected (unpractised) skills may decline. A
character who does not enter the water for years
kill Development would discover that s/he is not quite as good a
swimmer as s/he used to be. Age may also cause a
At various times in the course of play, the GM will decide that a character has decline in ML, especially with regard to physical
earned the chance to improve a skill. Some skills may be developed by skills.
practice/study, some require training. A Skill Development Roll is executed If included in the game, Skill Decline becomes part
as follows: of the monthly skill maintenance routine.
Ten SMP may be used to attempt a Skill
• Roll 1d100 and add the applicable Skill Base to the roll;
Development Roll for an open skill. Any skill for
• If the result (1d00+SB) is greater than current ML, increase ML by which a Development roll is made is automatically
one (1). (Otherwise there is no increase.) “protected”.
If several development rolls are simultaneously awarded for the same No skill may decline below its OML. Any skill at
skill, they are made singly. If ML is increased, subsequent development rolls OML is automatically protected.
must exceed the new ML. For example: a character has been granted two 1 SMP may be expended to “protect” a skill from
rolls to develop riding skill at ML42. His first ROLL+SB must exceed 42, and decline (without developing it). The character must
if it does (improving ML to 43), the second ROLL+SB must exceed 43. protect work skills before protecting non–work–
related skills. Each Unprotected Skill may decline.
Roll 1d6:
Practice/Study (SMP)
To reflect solitary practice/study a character has thirty (30) Skill SKILL DECLINE TABLE
Maintenance Points (SMP) per game month. SMP may not be accumulated 1d6 Roll 1 2 3 4 5 6
from one month to another. Any SMP unused in a month are lost. This 30- Effect on ML –2 –1 –1 • • •
point allowance assumes that, after meeting the basic requirements of living, If the Shèk-Pvâr Enriched Magic ML Decline rule is
eating and sleeping, the character has one hour per day for himself. There in use, Spells are excluded from this rule. Native
may be more spare time than this, but few people have the self–discipline to tongue is always excluded (unless the character is
use it. isolated and silent).
At the end of each month, the character may expend SMP to make Skill
Development Rolls. Ten (10) SMP must be expended to make each Skill q Will-Based SMP
Development Roll. Hence a character with 20 to 29 SMP could make 2 Skill Instead of 30 SMP, award 3×Will SMP per month
Development Rolls. SMP may not be accumulated from one month to the E.g. a character with a will of 11 would have 33
next. Skill Development Rolls may be distributed among open skill(s). They SMP per month..
must be feasible. If a character has had no access during the previous
month to suitable tools, materials, etc., s/he may not try to develop a skill
Practice/Study Notes
requiring them.
To try and improve Alchemy, a selection of
chemicals or texts, and a suitable working
Training/Instruction environment must have been available (and used).
If a character receives instruction from a TEACHER (anyone with an ML at Also, a character who is convalescent for most of
the month cannot practice Acrobatics. All such
least 20 points higher) or is employed in a craft occupation that uses an
requirements are matters of common sense (at GM
open skill, s/he is entitled to bonus SMP. For each hour of instruction and discretion).
each 4 hours of employment, the character receives one bonus SMP. SMP
earned by training/instruction must be used at the end of the month to
develop an appropriate skill(s). In order to get SMP from employment, the Training/Instruction Example
character’s supervisor must also be a qualified teacher. Mirdán is employed as a weaponcrafter (who is a
qualified teacher) for 80 hours. He receives 20
bonus SMP for Weaponcraft. If he also gets 8 hours
q Stressful/Bonus Experience of instruction from the master during this time, he
gets an extra 8 SMP in the skill taught (probably
The GM may award bonus development rolls when skills are employed in weaponcraft).
dangerous or special situations. Success or failure in using the skill has no
bearing since people learn at least as much from failure as from success,
Combat and Magic
assuming they survive the experience. Only the GM can decide what
Special restrictions may apply to development of
situations qualify for bonus/stress development rolls; this will vary by skill and combat and magic skills (spells). These are dealt
circumstance. The simplest procedure is for a PC to appeal for a with in the appropriate sections.
development roll immediately following a use (or misuse) of the skill. The
appeal is accepted or rejected by the GM, based on his assessment of the
value of the learning experience, and play continues. The GM may award
multiple development rolls in particularly stressful or "educational" situations.
For example, a character might earn a development roll for LEGERDEMAIN
when s/he cuts a purse in a crowded marketplace, but not if the "mark" is
dead and there are no witnesses.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Skills 5
Skills are often used to make things. In many cases, there is little doubt 0 1.1 1.0 1.0
that the item will be made; the only question is the quality of the finished 1 1.3 1.0 1.0
product. In addition, the failures of a master craftsman may be superior to 2 1.6 1.1 1.0
3 2.0 1.2 1.0
the successes of a novice.
4 2.5 1.3 1.0
A good example is jewelcraft. If a jewelcrafter with an ML of 75 attempts 5 3.0 1.5 1.0
6 4.0 2.0 1.0
to combine some cut gems and gold into an item of jewellery, s/he is
7 5.0 2.5 1.1
(essentially) attempting to enhance the value of the raw materials by working 8 6.0 3.0 1.2
them into a new form. Unless s/he accidentally damages or destroys his raw 9 7.0 3.5 1.3
materials by rolling Critical Failure, s/he will either increase or maintain the 10 8.0 4.0 1.4
base value of his materials. 11 9.0 5.0 1.5
12 10.0 6.0 1.6
The Value Enhancement Table is used, at GM discretion, when a
craftsman attempts to produce an item from raw materials. Test a skill and EXAMPLE: A craftsman whose ML is 78 (SI=7)
cross–index the success level with the craftsman's SI. The result is a factor works on materials worth 50 pence. If s/he achieves
MS the value of the finished product will be: 2.5 x
by which the base value is multiplied to find the new value.
50 = 125 pence.
Critical Failure indicates that any materials that could be destroyed have
been destroyed or reduced in value. Indestructible materials retain base
value. Results do not necessarily reflect market value. Just because an item
is “worth” a king’s ransom does not mean that anyone will trade it for a king.
Finished goods may involve several stages of value enhancement. For PERSONAL EFFECTIVENESS FACTOR
example, uncut gems may be enhanced by cutting and then further SI PEF
enhanced by mounting in a golden necklace. The Value Enhancement table 0 0.10
may be used in other ways. It is basically a system for assessing the success 1 0.40
of an attempt on an "absolute" numerical scale of one to ten. It could, for 2 0.65
3 0.80
example, be used to determine how well a singer sings a song.
4 0.90
5 0.95
q Personal Effectiveness
6 1.00
7 1.05
When it comes to repetitive tasks performed over long periods, skill can 8 1.10
be used to determine productivity in a general way. The Personal 9 1.15
10 1.20
Effectiveness Factor [PEF] may be used to generate productivity in various
11 1.25
situations. A more effective/skilful worker can achieve more in less time. PEF 12 1.30
can be derived as needed from SI by means of the Personal Effectiveness
Factor table. PEF can be used in different ways. PEF is derived if/when
needed. There is no need to record it anywhere.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Skills 6
Training Requirements
Physical & Combat Skills All physical skills demand strenuous exercise as
These skills are based on physical and sensory attributes and are all part of the training requirements.
subject to PHYSICAL PENALTY and (if the rule is in force) ENCUMBRANCE.
The distances and effects given for physical skills are generally based on
VETERAN EXPERIENCE
attempts being made every minute. However, if there is no crisis in effect, q A veteran warrior is defined as any character
activities such as climbing and swimming may be speeded by testing every with an ML of 80 or more in any MELEE
weapon (excluding Unarmed Combat). To
ten minutes and multiplying, fatigue, distances and other effects by ten. reflect a greater knowledge of weapons, a
Similarly, if Climbing, Swimming, etc. are used in crises (10 second ticks) veteran may open ANY new Melee weapon skill
multiply effects by 0.17. at OML+SB.
Combat skills are primarily related to battle. They derive from physical q Variant: No weapon may be opened to an ML
attributes and most are weapon skills used to determine success in melee or higher than the character’s Initiative.
missile combat. The applications of combat skills are dealt with under
COMBAT. Characters may acquire weapon skills during the pregame, as a LIMITING COMBAT SKILLS
result of military training. After play begins, characters may open any
q Option 1. Once it is developed to ML80, no
weapon skill at the OML given on the Skills Table the first time they use an weapon skill can be developed except by actual
included weapon. combat experience.
In addition to practice/training, the GM may award combat skill q Option 2: No weapon can be developed to an
development rolls when they are used in combat. More than one ML higher than the character’s INITIATIVE.
development roll per weapon is justified only if the character bears more q Option 2 Variant 1: No weapon can be
than his fair share of the combat, experiences a new mode of fighting, or has developed more than ten points higher than
the character’s Initiative ML.
a particularly difficult time. A weapon used in a token or minor way may
deserve no Development Roll. q Option 2 Variant 2: Weapon ML can be
developed normally, but weapon EMLs cannot
exceed Initiative ML.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Skills 7
‡
See GlossDex for optional OML rule for CONDITION.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Skills 8
RITUAL (Communication) Skills Table
CHURCH Attributes Sunsign OML SPECIALITIES (Optional)
RITUAL (General) Voi Voi Int Tar +1 SB1 Each church/religion is a separate skill or speciality
q Ágrik Str Voi Int Nad +2; Ang/Ahn +1 SB1 none
q Haléa Tch Voi Int Tar/Ang/Mas +1 SB1 none
q Ilvîr Voi Int Aur Sko+2; Tar/Tai/Mas+1SB1 none
q Laráni Str Voi Int Ang/Ahn/Fen +1 SB1 none
q Môrgath Voi Int Wil Fen/Lad/Tar/Mas +1 SB1 none
q Návèh Agl Tch Int Mas +2; Tar/Tai/Hir +1SB1 none
q Peóni Tch Voi Int Ara +2; Ang/Ula +1 SB1 none
q Sárajìn Str Voi Wil Ahn/Ang/Fen/Nad +1 SB1 none
q Sàve–K'nôr Voi Int Int Tai +2; Sko/Tar +1 SB1 none
q Siém Int Aur Wil Hir +2; Nad/Tar/Ula +1SB1 none
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 1
Skills & Combat
C
The HârnMaster combat system is skill–driven.
The most important factor in combat is the skill
Facing
For those who want faster combat resolution, a
Quick Combat System is provided for melee
The idea of character facing is nonsense when combat is resolved in combat between NPC's. The system can be freely
interchanged with the main system, even in the
ten–second “ticks”. In one turn, a character could rotate 180° a dozen times.
middle of a battle. Alternately, the BattleLust
Figures are dynamic within their areas of operation. It is, therefore, assumed system (published separately) can be integrated
that, at any given instant, a character is facing in whatever direction makes into HârnMaster combat without much bending,
the most sense. This is not just common sense, it also makes the game twisting or mental gymnastics.
easier to play.
Some Figure Mounting Options
Character Class Limitations Square Hexagonal Round
HârnMaster has no character classes; any character can use any FOOT
1"
(25mm)
Armour
Armour protects its wearer as a strike lands, but it reduces mobility and
increases the rate at which characters fatigue. This actually makes an It’s All in the Head
armoured character easier to strike. Armour consists of discrete pieces, not Some HM users employ no figures or terrain, at
general classes. An armour piece protects only the body part(s) it covers. least not for fairly simple battles. They simply play
Characters may design and wear armour combinations, including multiple out the battles in their heads — the authoritative
layers on various body parts; armour protective values are cumulative. version is, of course, kept in the GM’s head…
Hit Points
HârnMaster does not use hit points. Injuries are graphically described
(e.g. A serious cut to the forearm). HârnMaster uses injury points to handle
recovery from wounds, diseases, etc., and fatigue points to quantify the
accumulation of fatigue, but neither function as hit points.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 2
C ombat Profile
The Combat Profile is used to record data that is used in combat. Items
The Effect of Wearing Armour
Armour, including clothing, reduces the effect of
and/or equipment that may effect combat is listed, along with information on strikes, but also encumbers its wearer.
injuries and fatigue.
Generic Armour Class
Load Summary Some characters wear Generic Armour
Combinations. In such cases, record only the
Items carried or worn by the character are listed, with their weights in
Generic Armour Class (GAC) Unarmoured 0, Light
pounds. Load changes as items are acquired or discarded. Detailed item 1, Medium 2 or Heavy 3, and subclass (a—f); eg.,
lists may be made on Load Profile(s). “3c” (type c heavy armour).
Combat Factors
Pre-Factoring
Four skill MLs may be copied from the Character Profile:; DODGE;
Most combat data can be calculated “on the fly”,
CONDITION, MOBILITY and INITIATIVE. FATIGUE RATE (LOAD/ENDURANCE), FATIGUE and probably will be the first time a character
RECOVERY RATE (ENDURANCE/6) and MOVE (MOBILITY/5), may be calculated and fights, pre–factoring (doing all the calculations
entered here. Most of these factors/MLs can be pre-calculated and entered ahead of time) may speed up combat marginally.
on the Combat Profile, or calculated as needed.
Some things, such as LOAD and armour coverage
have a tendency to change quite often.
Weapon Profile Consequently, we have made it as easy as possible
to calculate armour protection on the fly.
For each weapon/shield carried, list the name/type (Weapon), weight,
quality (WQ), Impact for BLUNT, EDGE, POINT, FIRE/FROST, SQUEEZE and TEAR We hardly ever pre–factor NPCs, although many
players do pre–factor their PCs.
ASPECTS (as applicable). Copy Skill ML from the character profile (optional).
Enchantment W (if any). There is also space for some notes. The total weight
of weapons is entered under LOAD.
Penalties
This section is used to track physical state and other penalties. A running
total is kept for FATIGUE. Injuries are listed with HEALING RATE (HR) and INJURY
POINTS (IP). PHYSICAL PENALTY is the sum of Fatigue and Injury Points.
ENCUMBRANCE is an optional penalty used to show the restrictive effect of a
character’s LOAD on physical activity. SPECIAL PENALTIES are assigned at GM
discretion to represent the effects of tangles, special encumbrance (limited
visibility etc.) and so on.
Armour Profile
The armour profile is used to record each item of armour or clothing
worn by the character. For each item, enter name (armour garb), material,
size (SZ), weight, quality (AQ), Enchantment (W), and coverage. Coverage is
entered by checking off the body parts that the item covers (fill in the little
circles).
Armour Analysis
This section is used to list the cumulative materials/layers on each body
part (strike location). Under compound layers, list each layer/material
covering that body part (eg., Mail, quilt, cloth). Under AQ list the cumulative
armour quality for the layer(s) covering that body part.
qq Calculate and enter the cumulative protective values by aspect (B, E, P,
F, S, T) for the compound layers of armour worn at each location. This
analysis may be used in combat but is not necessary.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 3
Combat Round
C
A round, lasts ten (10) seconds, but this should not
be taken too literally — ten seconds is only an
ombat Sequence average. Some rounds last longer, some less. In
the final analysis it does not matter how long
Combat is resolved in a series of ROUNDS. During each Round, each actions last. What matters is the order in which
character has a TURN. In his turn, a character selects and executes one events occur: Does this character get the spell off
before being cut down by the broadsword?
ACTION OPTION. When a character's Action Option is resolved, his Turn is
over and it is the next character's Turn. When all characters have had Turns,
the Round is over. q Surprise
The first round of a battle may be a special case.
The sequence of Turns is determined by INITIATIVE. The character with Both sides do not always instigate combat at the
the highest Initiative has the first turn in each round, and so on. If two same time. In general, only characters on the side
characters have the same Initiative, the tie is broken (for the duration of the that starts the battle should have Turns in the
combat) by a die roll. FIRST round. In most cases surprise lasts only one
round, and normal sequencing is applied in
subsequent rounds. However, the GM may decide
q Alternate Move Order that one or more characters are surprised to a
greater degree, or are surprised in the middle of a
• Determine a leader for each side in the battle/crisis fight by odd tactics. Incidental Surprise may be
simulated by Special Penalties.
• The side with the highest Initiative Leader moves all of its characters first,
Optional Rule: Test Initiative to determine what
in any order as desired (by the leader).
each character can do in her/his Turn. For rules
see COMBAT 19
q Dropping TAs
We toyed with the idea of making the Tactical
Advantage an optional rule, but it’s such a nifty
concept that we didn’t have the heart… However, if
you want to, the system will still work if TAs are
Tactical Advantages
completely ignored.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 4
MOVEMENT TABLE
M ovement
• Except when grappling, only one character can occupy a hex at a time.
Body Type/Rate
Quadruped Walk/Trot
Quadruped Canter
Quadruped Gallop
Distance (ft) Fatigue
1 Mobility
2×Mobility
3×Mobility
—
FR
2×FR
• There are three movement rates (see MOVEMENT Table). Non-Quadruped Crawl ½ Mobility —
• In general, a character selects a movement rate as it begins moving. Non-Quadruped Walk Mobility —
Non-Quadruped Run 2×Mobility FR
• Movement rate determines FATIGUE accumulation. At the lowest rate(s) of
movement, there is no fatigue accumulation. Characters who opt for
higher movement rates pay for the extra speed by accumulating fatigue. NON-QUADRUPED MOVEMENT RATES
Quadrupeds that canter or gallop, or non-quadrupeds who run CRAWL Any conscious, prone character can crawl
accumulate fatigue. (see MOVEMENT Table). half its MOBILITY EML (in feet) without fatigue
• Movement rate and MOBILITY determine the maximum distance that can accumulation.
be travelled in the turn. (See Movement Table.) WALK A conscious character with sufficient
effective limbs can walk its MOBILITY EML (in feet)
• Movement options may be limited by injury. A human with an injured leg
without fatigue accumulation.
cannot, for example, walk or run, but may crawl (if conscious).
RUN A conscious, healthy character can run up to
• As a general rule, regardless of physical condition, any conscious double its MOBILITY, but accumulates fatigue
character can move at least one hex (inch) in a turn. points equal to FATIGUE RATE each turn.
Reaction Zone
standing character, although the standing
character does engage the prone character.
A Reaction Zone is an area of potential influence. Its function is to give Similarly, two adjacent prone characters do not
engage each other.
characters (who are not busy with other activities) the chance to intercept
enemies attempting to pass them.
• Engaged characters do not exert Reaction Zones. A Friendly Engagement Zone is one exerted by a
character friendly to the character whose turn it is.
• A Reaction zone extends three hexes (inches) in every direction from an
unengaged character.
• Reaction zones only include hexes into which the character can see and
could move.
• A character making a Free Move must halt upon entering an enemy
Reaction zone.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 5
A ction Options
In a Turn, a character selects and executes one Action Option. Some
Rest
Pass
ACTION OPTIONS
options end the turn, some trigger additional routines such as attack/strike Free Move
resolution. If a character wishes to attempt some reasonable action not Engage
covered by the Action Options, the GM may resolve the attempt by some Disengage
Rise
appropriate skill or attribute tests seems appropriate. The following Action
Grope (FUMBLE)
Options are standard in HârnMaster: q Grapple Attack
q Press
Rest
Melee Attack
Missile Attack
This option is not available to a character inside an enemy REACTION Esoteric Option
Mount
ZONE. Character does nothing except possibly sit or lie down. Resting
Dismount
characters recover fatigue points equal to FRR (one sixth Endurance) per Mounted Move (COMBAT 16)
minute. That is, a character with Endurance 3–8 would recover 1 FP after
resting 6 consecutive turns; a character with Endurance 9–14 would recover
1 FP after resting 3 consecutive turns; and a character with Endurance 15–
20 would recover 1 FP after resting 2 consecutive turns.
Pass
This option is available only to engaged characters. The character forfeits
his/her Turn. The passing character does not recover Fatigue, but may
defend normally if attacked.
Free Move
This option is available only to unengaged characters. The character
selects a movement rate (crawl, walk or run for non quadrupeds, walk/trot,
canter or gallop for horses/etc.) and moves up to the appropriate multiple of
MOBILITY EML.
• A Free Move may not enter enemy ENGAGEMENT ZONE(s).
• A Free Move ends if the character enters an active enemy Reaction Zone.
• In the course of a Free Move, characters may (within reason), freely
change weapons, open/close doors, pick things up, etc.
q Engage & Fight
Engage Upon completion of an Engage Move, each of the
newly engaged parties tests INITIATIVE. If one of the
This option available only to unengaged characters. A move to enter an results is higher than the other(s), that character
enemy Engagement Zone. The Turn terminates immediately an enemy gains a TACTICAL ADVANTAGE which may be used to
Engagement Zone is entered. The maximum length of an engage move is ½ attack, etc. If no side has an advantage, the Turn
ends.
Mobility EML feet.
Disengage
Option available only to engaged Characters. The character moves one
hex out of all enemy ENGAGEMENT ZONES, then up to ½ Mobility EML feet. The
Turn ends immediately an enemy Engagement Zone is entered.
Rise
Available only to a conscious, prone character. When a character
stumbles (falls prone) a Rise option must be used to get up. A Rise is
automatically successful unless the character is forcibly held down, seriously
injured, or otherwise impeded. The GM may require a test of Agility or
Strength to resolve a Rise option under difficult circumstances.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 6
Mount/Dismount
The option used to mount/dismount a steed in combat is resolved by q Mount/Dismount Option
CS earns a tactical advantage, CF causes a fall
testing RIDING Skill. With CS/MS the effort is successful.
inflicting 2d6 Blunt impact to the body zone.
q Press
This option is available only to engaged characters. It is an attempt to push
an opponent while maintaining a reasonable defensive posture with (any)
weapon(s). The attacker simply pushes. Press (or Counterpress) ML is
5×STR (subject to PHYSICAL PENALTY). Pressing always puts both contestants
in CLOSE Mode.
Melee Attack
A character may move one hex before making a Melee Attack. A melee
attack is an effort to strike an enemy with a melee weapon; it may be made
against any single engaged opponent. Melee Attacks are resolved with the
Melee Attack Sequence (COMBAT 7).
A missile attack cannot be attempted by an
engaged character unless the missile is already
Esoteric Option
This option is available to characters capable of using magic or psionics
or to those who wish to call for divine intervention. An esoteric option may
not (at GM discretion) be available to engaged characters. If a spell takes
more than ten seconds to cast, it must be readied over two or more Turns.
Note: the use of magic, psionics, or divine aid in combat/crisis situations is
always governed by GM discretion. See Spellfire Timing in Shèk-Pvâr
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 7
MELEE ATTACK SEQUENCE
2
target, aiming zone, weapon & aspect of the
attack.
Defence Declaration: Defender announces the
an attempt to strike an opponent with a melee weapon. The character whose type of defence that will be attempted.
Turn it is termed the attacker, the opponent the defender or target. 3. Skill Tests: According to the preceding
choices, each party calculates and tests the
[1] Attack Declaration applicable EML.
The attacker describes the nature and target of the attack being made. 4 Attack Resolution: Using the tables provided,
success levels are compared and the attack is
[1] TARGET If engaged with more than one enemy, the attacker declares resolved.
which is the target. A prone character may not be attacked if the attacker
is also engaged with standing enemy(ies), unless all such enemy(ies) are
also engaged by character(s) hostile to them. MELEE DEFENCE OPTIONS
[2] ATTACK WEAPON The attacker selects a weapon that is available and Block
readied. Hands, feet, claws/paws, hooves, horns, etc., are weapons, as is Counterstrike
any item held by a character. Dodge
q Grapple (Advanced Option)
Default: If no attack weapon is declared, the attacker is assumed to be q Counterpress (Advanced Option)
using whatever weapon is in her/his primary hand. q Missile Defence
q Esoteric Defence
[3] WEAPON ASPECT The attacker may declare which ASPECT (if there is
Ignore
more than one) will be used for the attack.
Default: If no declaration is made, it is assumed that s/he is using
q RANDOM ASPECT
whichever aspect has the highest Impact rating.
Determine ASPECT by rolling 1d6. If a weapon does
[4] AIMING ZONE The attacker may declare which zone s/he is aiming at not have the generated Aspect, treat as a Primary
(for humanoids, choices are: body, head, arms, or legs). Aspect.
Default: If no aiming zone declaration is made, the attacker is assumed RANDOM ASPECT TABLE
to be aiming for the defender's Mid zone. 1d6 Roll 1 2 3 4 5 6
Aspect T S S P P P
[2] Defence Declaration P: Primary Aspect (the aspect with the highest
IMPACT rating);
The defender declares one of the following defence options. S/T Secondary/Tertiary Aspect;
BLOCK an attempt to block/parry the attack with a weapon/shield.
Default: If no blocking weapon is declared, the defender is assumed to Aiming Zone Limitations
use a shield; if none are available, the weapon in the secondary hand. The GM may restrict or penalise the choice of
Aiming Zone if the attacker could only reach
COUNTERSTRIKE: The defender attempts to strike the attacker before the
certain zones of his target with the declared attack
attacker strikes him/her. (This is, in effect, an out of turn attack.) The weapon. A mounted attacker might, for example,
defender must declare weapon, aspect, and aiming zone, just like the find it difficult to aim for the legs of an enemy
attacker. Counterstrike attempts tend to be bloody and favour the afoot.
original attacker. Simultaneous strikes may occur.
DODGE: An attempt to evade the attack by ducking, jumping, etc. The Hand/Arm Blocks
defender tests effective DODGE (Dodge ML minus PHYSICAL PENALTY). A successful block with a hand/arm/etc. Is treated
ACROBATICS (if its ML is higher) may be used instead of Dodge. as a strike thereon.
q ESOTERIC DEFENCE: In some cases magic, psionics, or divine Esoteric Defence may be treaded as an Advanced
intervention may constitute a defence. Optional rule. In most cases, unless prepared in
advance, such powers may only be used for
IGNORE: This option is normally taken only by characters that are unaware defence if the casting time is less than six (6)
of the attack. This may result from extreme surprise or from the target seconds. See Misfire in Shèk-Pvâr.
being incapable of defence. The Defender makes no roll & no defence.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 8
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 9
q If the Weapon Damage rule is in effect, proceed to Weapon Damage l Standoff/Miss — Attack has no effect (end
Turn).
(COMBAT 20). If a character's weapon fails, her/his opponent gains a
TACTICAL ADVANTAGE, otherwise the Turn ends. I Hold — Not possible unless Grappling Rules
are in use — one or both parties obtain
F FUMBLE The attacker (AF) , defender (DF) or both (BF) make FUMBLE grappling hold(s).
ROLL(s) for the declared attacking/defending weapon. If one character
fumbles, the other gains a TACTICAL ADVANTAGE. Otherwise the turn ends. I Strike — one or both parties strike
opponent.
S STUMBLE The attacker (AS) or defender (DS) or both (BS) make
STUMBLE Roll(s). If ONE character stumbles the other gains a TACTICAL
q Body Parries
ADVANTAGE. Otherwise the turn ends. These options cover block results when the
TA TACTICAL ADVANTAGE The attacker (ATA) or defender (DTA) has blocking weapon is a body part (such as the
defender’s hand).
gained a TACTICAL ADVANTAGE (extra turn), and may immediately select
and execute a bonus Action Option. Exception: if this is the second TA q Option 1 if the blocker rolled CS to achieve
generated in this Turn, the turn ends. the block, it is parried harmlessly instead of
being a strike on the blocking body part.
I Hold The attacker (AI) or Defender (DI) or both (BI) has gained a
hold by grappling. See Grappling: COMBAT 22. q Option 2 if the blocking character has
Unarmed Combat ML of 71+, any MS/CS
¶ STRIKE The attacker (A¶) or Defender (D¶) or both (B¶) strikes with block with hands/arms/feet are treated as
the declared weapon and aspect. The number after the star (¶) is the harmless parries.
number of d6 that are rolled to determine strike Impact — proceed to See UNARMED COMBAT in GLOSSDEX.
Strike Resolution: COMBAT 10.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 10
STRIKE DELIVERY PROCEDURE
S trike Delivery
The following steps are taken when a strike of any type occurs:
1.
2.
3.
4.
5.
Strike Location
Strike Impact
Effective Impact (Armour Protection)
Injury Effect Determination
Armour Damage q
[1] Strike Location Strike location is important because, (a) only the
armour worn at the location struck is relevant, and
Roll 1d100 on the most appropriate Strike Location table. The tables (b) injury effects vary by location; a blow to the
have columns for various AIMING ZONES (The Humanoid table, for example, skull is usually more serious than an equal strike to
has head, arms, mid, and legs). If the striker made no aiming zone the foot.
declaration, the Body Zone is the default. Groin strikes against female or
neuter targets are treated as Abdomen strikes. Breakdown tables are Facing
provided for face and hand. This may be significant if, for example, the target Characters instinctively turn to face the most
has a helmet with a nasal or cheek guard. imminent threat; hence facing is not relevant in
most cases. Some armour, however, only covers
[2] Strike Impact part of a strike location — a breastplate, for
example, only covers the front of the thorax and
Impact is the force with which a strike is delivered. Determine impact by abdomen. If it seems necessary to determine
rolling the number of d6 indicated on the combat matrix and adding the whether the front or back of a strike location is
striking weapon’s intrinsic impact value (which depends on strike ASPECT). struck, it may be assumed that there is a 75%
The strike now has Impact and Aspect. chance of being struck on the front side.
[3] Effective Impact Impact Example: Kala achieves a AI2 (2d6) edge
strike with a sword (edge impact 8). If she rolls a 9
Effective Impact is the force actually delivered to the target’s body with 2d6 impact dice, her strike impact is 9 + 8 =
through any intervening armour. It is determined by subtracting applicable 17.
armour protective value from Strike Impact. The protective values of armour Effective Impact Example: if Kala’s sword strike
depend on strike ASPECT. The number of injury points inflicted by this strike (Edge:17) were to fall on a strike location protected
equals the effective impact. by edge protection: 11, the effective strike impact
An EDGE, BITE, CLAW, or POINT strike with effective Impact less than five would be 6.
which lands on an armoured/clothed strike location is a non-penetrating
strike. Convert its aspect to BLUNT. If such a strike lands on a naked strike q Non-Penetrating Strikes
location, increase it’s impact to 5. At this point the injury may be entered on An EDGE, BITE, CLAW, or POINT strike with an even
the Combat Profile: record the Aspect (BLUNT, EDGE, POINT, FIRE/FROST, number of effective Impact points is a non-
penetrating strike. Read it as a BLUNT strike on the
SQUEEZE or TEAR), and the number of INJURY POINTS.
equivalent column of the injury table. That is, an
edge strike with effective impact of 9 or 11 that falls
[4] Injury Effect Determination q in the second column of the edge table, is moved
The injury table may be used to determine various effects which may to the second column (7+) of the Blunt table. This
accrue from the injury. Any/all of these effects may be considered optional: would not occur if the body part struck is naked.
Cross index STRIKE LOCATION with the ASPECT and Effective Impact.
q A AMPUTATION The body part may have been amputated. Make an q Regenerating Non-Penetrating
AMPUTATION Roll Strikes (Alternate Rule)
q B BLEEDING WOUND Without successful emergency treatment, the An EDGE, BITE, CLAW, or POINT strike with effective
victim may bleed to death. Without treatment, the victim accumulates the Impact less than five, is re-calculated using BLUNT
indicated number of Bloodloss Points (BPs) each Turn. Cumulative BPs ASPECT values for the weapon and armour.
for all wounds are recorded on the Combat Profile as a single entry called This option provides the most realistic way of
Bloodloss (under Penalties). dealing with non-penetrating strikes and is
• If total BPs exceed Endurance, the victim enters shock and falls recommended to those who have mastered the
basic system.
unconscious and continues bleeding.
• When total BPs exceed double Endurance, the victim dies.
Bloodloss may be halted by pressure and/or tourniquet. Emergency
treatments may be attempted by the victim (if conscious) or by anyone TOURNIQUET/PRESSURE TABLE
else. Test PHYSICIAN skill (or TL50 if higher) for any ONE wound per turn. CS Wound stops bleeding
Use the Tourniquet/Pressure Table to interpret result. MS Bleeding Level reduced by one (e.g.
q E SHOCK ROLL Victim makes a SHOCK ROLL. From B3 to B2).
q K INSTANT KILL The injury may be immediately fatal. Character makes Additional attempts to halt/reduce bloodloss may
a Kill Roll. be made on subsequent turns.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 11
MISSILE SEQUENCE
M
1 Attack Declaration
2 EML Calculation
issile Sequence 3
4
Attacker Skill Roll (Targeting)
q Missile Block (Interception)
The missile sequence is used when a character fires or throws a missile as a 5 Strike Delivery (Injury)
result of selecting a missile attack ACTION OPTION.
COVER
1. Attack Declaration If the GM feels all or part of the target is obscured
s/he may declare some boxes on the strike location
• The missile–caster (attacker) declares the missile Weapon with which the
table ‘covered’.
attack will be made.
If, for example, the target is standing behind a low
• The attacker declares the Target at which the missile will be aimed. it wall, the GM may declare rows 1-13 to be
must be within range of the missile weapon and in line of sight. ‘covered’. Thereafter, if the missile strikes in any of
• GM decides the Type of missile attack. If there is a Missile Strike these covered boxes, it has struck the wall.
Location Table for the target type (Humanoid, Quadruped, Avian or
Serpentine) the attack is a Type 1 missile attack. Shield Cover
If there is no missile strike location table for the target type, or if exact A diagram is superimposed on the humanoid
target showing the relative shapes/sizes of a
strike location is required/desired, the attack is Type 2 An example of a
buckler, round shield, knight’s shield, kite shield
Type 2 attack would be if an archer is trying to cut a rope with an arrow). and tower shield. This is meant as a guide for the
Missile attacks which are not Type 1 are Type 2. GM for targets carrying shields. The GM is free to
• The GM gives the attacker any necessary targeting information including designate these outlines as being somewhere else
on the matrix, and may, discard them completely.
estimated range to target, and any cover that may occlude the target.
• The attacker declares the Aiming Point at which the missile is aimed. In some cases the GM may designate one or more
boxes as ‘partially covered’. In the event that the
TYPE 1 The attacker specifies an aiming point by selecting a line and missile strikes one of these boxes, the GM may
column on the appropriate Missile Strike Location Table. If, for require an additional die roll to determine whether
example, the attacker wants to aim for the (humanoid) target’s Groin, or not the missile strikes the obstruction.
s/he would specify 10c (line 10, column C). For Height (line) the attacker
may specify a number between –3 and 23). If no declaration is made the DRAW WEIGHT (DW)
Every bow/crossbow has a draw weight, or pull,
GM may specify 11 or roll 1d20. For Centring (left–right) the attacker
rated in pounds. The maximum DW that a
may specify L3 (left 3 columns), L2, L1, C (centreline), R1(right 1 character can draw and fire effectively is
column), R2 or R3. If no declaration is made, the attacker is presumed to determined by adding Strength and applicable Skill
be aiming for the centreline (column C). SI and multiplying by 5. Hence, a character with 12
Strength and ML44 (SI4) could pull an 80-pound
TYPE 2 The attacker declares a point at which the missile is aimed.
bow.
Example: The attacker says: “I am aiming for the rope, three feet above
the head of that gârgún”. q TARGET MOVEMENT
The amount a target is moving is determined on
2. EML Calculation the theory that the more a target can move, the
more it is likely to be moving.
The basic ML for firing a missile is the applicable weapon skill. Any
thrown item that does not have a specific weapon skill, uses THROWING. A MOVING TARGET TABLE
broadsword, for example, is thrown with BROADSWORD skill, while a rock or ACTIVITY LEVEL EML Modification
tankard of ale would use THROWING. EML is determined by modifying the Target Stationary No Modification
applicable skill as follows: Normal Movement –Target’s DODGE SI
q ATTACKER MOVING [–10] — If the attacker is moving subtract 10 (or Active Dodge –Target’s DODGE SI×2
more) from EML (GM discretion). Normal Movement: typical activity level in battle
q ATTACKER MOUNTED [var] — If the attacker is on a moving steed situations, whether or not they are aware of
incoming missiles.
subtract the applicable Mounted Modifier (rightmost column of the
Missile Range Table). If the steed is standing, subtract only half the Active Dodge: available only to an unengaged
target, aware of the missile, able to take evasive
Mounted Modifier.
action, with room to move.
q MOVING TARGET [–Target DGE] — The GM judges the target’s activity
level and modifies EML according to the Moving Target Table. Once his skill roll is made, the attacker has nothing
more to do with it. We know where the missile was
Modifications are multiples of the target’s DODGE SKILL INDEX.
headed when the attacker released it, and with
q CROSS WIND [–10×Windforce] — If the windforce is greater than 1, perfect luck, the missile would now speed to its
and is neither a tail wind, nor a head wind, subtract 10×Windforce from target and strike properly. In archery contests, this
the Attacker’s EML is more or less what happens, but in the real world
various factors may now cause the missile to land
q HEAD/TAIL WIND [Column Shift] — in the case of a head or tail wind, somewhere else.
the GM may modify the effective range by shifting the column used on
the Missile Range Table left for a tail wind or right for a head wind.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 12
Weapon/Range
The Missile Range Table shows EML modifiers at various ranges.
Increase/decrease EML by indicated modifier.
MISSILE VELOCITY (HV/LV) — If the Missile Range Table shows an EML
bonus, the missile is deemed to be a High Velocity Missile, otherwise it is a
Low Velocity Missile.
q TARGET SIZE — (Type 1 attack only) if the target is approximately twice
man-sized, shift the column used on the Missile Range Table one to the
left. If the target is half “man-sized” shift one column right. These column
shifts affect only EML modifications (impact is not affected).
Type 1 Example: Borlak chooses a humanoid
Type 1 Attack: distance of deviation is determined by success level and by MISSILE DEVIATION DISTANCE
rolling 1, 2 or 3 d6. See Missile Deviation Table, right. These deviations are
SUCCESS TYPE 1 TYPE 2
applied as line and/or column shifts on the applicable Missile Strike
Location Table. (See example.). CS — 1d6-1”
MS 1d6 1d20+5”
Type 2 Attack: Deviation is measured in inches. With CS deviation is 1d6-1 MF 2d6 1d100+25”
inches; with MS 1d20+5 inches; with MF 1d30+25 inches and with CF CF 3d6 1d100+125”
1d100+55 inches. (See example.)
MISSILE DEVIATION DIRECTION
q Critical Failure This table is used to determine aiming deviation
Critical failure when using a missile weapon (bow, crossbow, sling, etc.) from the declared aiming point. It is used for both
causes a MISSILE FATE check. Critical Failure when throwing a weapon type 1 and 2 missile attacks.
causes a FUMBLE.
LSD 1 or 2 Low
LSD 3 Low Left
LSD 4 Low Right
LSD 6 High Right
LSD 7 High Left
Shooting at Flying Targets LSD 8 or 9 High
Once upon a time a Sidhé called Álberòn was crossing some open terrain, when a
smallish dragon decided to drop by for lunch. The beast swooped down for an attack, CF or CS LSD:
circled a few times, swooped again, and so on. After the small (but nevertheless if direction of deviation
annoying) beast had killed one of the horses and panicked the rest, Álberòn, who was a is required for a CF or
pretty good archer, decided to take steps. It was at this point that he discovered how CS, roll 1d8 and read 5
hard it can be to shoot down a fast–flying target. I suggested, “you’d probably have the as 9.
best chance when it was coming straight at, or straight away from you.” Álberòn agreed,
and neatly put an arrow in the beast’s eye on its next approach. As he was admiring the
shot, it occurred to him that the beast was in fact, while clearly as dead as a large, scaly
doorknob, doing a pretty fair clip straight at him. Álberòn had time to think “oops, I’d
better ju …” when several hundred pounds of dragon meat landed with great velocity
and effect. The moral, of course, is chivalry be damned, always shoot a swooping
dragon in the back, or be ready to jump.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 13
4. q MISSILE BLOCK
Any object carried by the target may, by chance or design, intercept an ACTIVE BLOCK PENALTIES
incoming missile (see cover above). Active Block EML
If the target is unengaged, and the GM judges that s/he is aware of the Shield LV HV
attack and otherwise able to make the attempt, the target may try an Active Tower ML+0 ML–10
Block, (an attempt to intercept the missile with a blocking weapon, shield or Kite ML–5 ML–15
other object). Knight ML–10 ML–20
Round ML–10 ML–20
Obviously, the target will not attempt an active block if the missile is Buckler ML–15 ML–25
targeted at a covered location or missing completely. Other ML–20 ML–30
6b IMPACT DETERMINATION
Missile impact is determined by rolling 2d6 plus the missile’s Impact
rating (from Missile Range Table). Armour Protective value(s) are applied (as
for a melee weapon strike) to determine effective Impact.
6c INJURY DETERMINATION
Once location and effective impact are determined, the strike effect is
resolved normally (as for melee strikes) using the same Injury Tables.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 14
Advanced Combat Rules
M
There are, clearly, an unlimited number of
advanced rules with which we could increase the
ounted Combat q realism of the HârnMaster combat system. This is,
of course, true of any rules system. Some folks like
Riding a horse or other steed into battle has profound effects on combat as much realism as possible, but most of us try for
ability. A steed and rider are sometimes considered individually, sometimes the perfect balance between precise rules and a
fast, fun game. The difficulty is that perfection
as a unit. Each member of the steed–rider team limits and enhances the varies from one person to another.
other's combat abilities.
We have, therefore, tried to provide a set of basic
rules, those preceding Mounted Combat, that
Horses cover most of the considerations that role-players
worry about. This section, Advanced Combat
Since horses are the most common type of steed, they are dealt with in Rules, is “spice” for those who like it. Some of
some detail. Three broad classes of horse are described, warponies, these “advanced rules” are pretty basic, but the
palfreys, and warhorses. Of these, only warponies and warhorses are of combat system is easier to learn if they are left out.
much use in combat. Palfreys are tethered where they cannot see or smell Mounted combat is always a problem for game
battle. Many palfreys are “failed warhorses”. designers. It is an area that always seems to make
the rules more complicated. Novice players and
Acquiring a Steed
GMs are advised to avoid mounted combat until
they are familiar with the rest of the combat
Ideally, a warhorse is acquired as soon as it is old enough to leave its system. Most players will have no choice in this —
horses are very expensive and the training can be
mother. Other types of steed should also be obtained at young ages. Ostlers laborious and time-consuming.
sell yearlings and two–year–olds once a year. Many gentle households have
bonded ostlers and their own breeding programmes, but most folk have to
buy from freemaster ostlers. The only other way to acquire a horse is to
catch a wild one; while this can save a great deal of money, it is far from
easy.
As a rule, horses are not seriously ridden until they are two years old.
They may be ridden recreationally and trained from about 12–18 months,
but they are not worked or ridden in battle until they are at least two. Combat
training begins no earlier than 18 months.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 15
HORSE ATTRIBUTE TABLE
Attribute Warpony Palfrey Warhorse
These attributes are for basic (off–the–shelf)
Strength 3d6+8 3d6+10 3d6+12 geldings. Superior breeding lines, and superior
Endurance 3d6+3 3d6+5 3d6+5 ostlers, can produce horses with better attributes,
Agility 3d6 3d6–2 3d6 sometimes much better attributes. Prices, however,
Speed 3d6+4 3d6+8 3d6+8 are prohibitive. There is more than one tale of
Eyesight 3d6 3d6 3d6 knights exchanging their fiefs for “good horses”.
Hearing 3d6+2 3d6+2 3d6+2 Usually only nobles with their own ostlers can
Smell/Taste 3d6+2 3d6+2 3d6+2 afford stallions, the prices of which are at least four
Intelligence 3d4 3d4–1 3d4+1 times higher. Mares and fillies are rarely used as
Aura 3d2 3d2 3d2 warhorses.
Will 3d6 3d6–2 3d6
The relationship between a warhorse and its rider is
Factor Warpony Palfrey Warhorse a profoundly special one, almost telepathic in its
depth of communication. Each must learn the
Mobility 70 80 80 other’s nuances, and not merely because in battle,
Walk/Trot Move 0–35’ (7 hex) 0–40’ (8 hex) 0–40’ (8 hex) the rider has only his legs and voice available to
Canter Move 35–70’ (14 hex) 40–80’ (16 hex) 40–80’ (16 hex) control his steed. Ideally, a knight lives with his
Gallop Move 70–140’ (28 hex) 80–160’ (32 hex) 80–160’ (32 hex) horse from the time it leaves its mother. The
Dodge 45 40 50 relationship takes years to forge and is not lightly
Initiative SB 3d6–1 (9.5) 3d6–2 (8.5) 3d6 (10.5) undertaken. A knight found weeping on the
Initiative OML SB×5 (47.5) SB×3 (25.5) SB×5 (52.5) battlefield is as likely grieving over his fallen horse
Fatigue Rate 2 1 1 as a dead comrade. In some cultures, horses are
put to death when their riders die.
Load (lbs) 180lbs 220lbs 300lbs
Good warhorses tend to have unfriendly
Kick 40/4b 40/5b 50/6b dispositions. The “better” the warhorse, the nastier.
Bite 35/1t 30/2t 40/2t An ostler’s apprentice would rather handle a nice
Gore 35/3p 25/3p 40/4p quiet palfrey any day — far fewer bites and kicks.
Trample 40/4b 30/5b 60/7b
Steed Attunement
Khúzdul and Gârgún. Animal Intelligence has a
major instinctual component. Believe it or not, a
Most riders like to acquire their steeds at as young an age as possible dog or horse with Intelligence 10 is not as smart as
that they can form a close relationship (attunement). Horses can leave their a gârgún of Intelligence 10.
mothers at six months (sometimes even earlier) but most stay with the
breeder for the entire first year.
The first stage of training is attunement wherein the rider and steed get
used to each other. The rider spends at least two hours a day with the horse,
at least eight days in ten, for at least six months (often a full year or eighteen
months). Attunement should occur before the horse is three years old, and
usually occurs before the horse is two (and fit for riding). The steed may be
left with the ostler for most of the attunement period (whenever the rider is
not with the horse).
The other training stages, breaking and training usually overlap with
attunement. Ideally, they are completed by the end of the second year so
that the horse is ready for combat at the age of two. Ideally, the rider breaks
and trains his/her own steed, with the expert assistance of an ostler or expert
horseman. An ostler with a horse unsold by its eighteenth month will break it
to the saddle and begin appropriate training. Hence, any three-year old
horse purchased from an ostler is trained and broken, but still requires
attunement.
Steed Load
Each steed has a Load Rating. As long as the steed's load (including rider
and gear) does not exceed the steed's Load Rating, actions by the steed are
not penalised. An overloaded steed is subject to a SPECIAL PENALTY for the
excess (at GM discretion).
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 16
Steed combat training usually occurs after the steed is two years old and
q Steed Command Checks
is completed before it is three. The principal effect of combat training is to
Command checks are made whenever a rider
increase the steed’s Initiative. Training is undertaken by the rider, and takes wants his/her steed to attack, attempt a difficult
at least two hours a day, at least eight days in ten, for six to twelve months. feat, canter or gallop, or attempt a high or wide
During this time, the steed’s Initiative cannot be increased to exceed the jump. The rider declares the desired action and
rider’s RIDING ML. Otherwise it is a normal skill. tests Team Initiative. With MS/CS, the steed
attempts the action. Otherwise, the steed will (at
GM discretion) continue whatever it is doing. If the
Team Initiative command check fails critically, the steed may take
action detrimental to its rider.
The Initiative of a rider–steed combination is the least of Rider Initiative,
Steed Initiative and Rider RIDING ML. Hence, a knight–horse team with RIDING If the Steed command check rule is not in use, a
steed is presumed to do whatever its rider wants it
ML95, Rider Initiative ML83 and Steed Initiative 52 has a “Team Initiative” of
to do. The Steed Command Check rule is
52. (This knight could use a better horse.) compatible with the Initiative Testing advanced
rule COMBAT 19.
Horses (and other large creatures) may ignore the REACTION and
ENGAGEMENT ZONES of smaller creatures (such as men afoot), and may even Flying Steeds
What a wonderful idea. Where can I get one?
enter hexes containing such characters.
Unfortunately, most flying creatures have more
Horses cannot traverse certain terrain — they cannot climb ladders or than enough difficulty getting themselves off the
walk tightropes — this is common sense. Horses will not voluntarily enter ground, never mind three hundred pounds of
hexes containing characters with pikes, spears, polearms, etc., (even pointy armoured knight. All things considered, trying to
sticks), cavalry stakes, or opponents taller than themselves. ride a Hirénu, or even a dragon, might be a good
way to start digging a really big hole.
Horses have three rates of speed: Gallop; Canter; and Walk/Trot. Gallop
is rarely used because of risk of injury on rough ground. Several factors If you try this, pick a really big cliff for the take off…
I hate to see animals suffer unnecessarily.
depend on rate of speed as shown on the Steed Movement Table.
One more thing, Try jumping straight up just
before your plummeting steed becomes an
inordinately large red flapjack (assuming you pick a
steed with haemoglobin). This jumping idea
probably looks stupid, but it might start looking
better once you reach terminal velocity.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 17
Unhorsing
Various events may force the rider to make an
UNHORSING Roll. Falling off a horse may be
hazardous.
Mutual Charge
Most horses are far more sensible than most
warriors. They are reluctant to charge towards
each other. In most cases, a mutual mounted
charge can only be executed if both steeds are
separated by a short wall and/or blindfolded,
otherwise the steeds will veer apart beyond the
range of most weapons. Such charges are rare
except in organised tournaments.
Advanced Rules on Jousting: COMBAT 25.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 18
L imb Injuries q
Any single injury in excess of Endurance Injury Points to a
q Expanded Unusability
The GM may apply the concept of unusability to
include eyes, and other body parts.
K nockback q
A character struck to the body, head or neck with an Impact in excess of
Strength , is knocked back one hex. A character who is knocked back
makes an immediate STUMBLE Roll. A knockback of a mounted character
automatically unhorses him.
T angles q
Certain weapons/objects have the ability to tangle opponents or their TANGLE PENALTY TABLE
weapons. Some weapons, such as the net, are designed specifically for this
Location of Tangle Special Penalty
purpose. Tangle attacks may be attempted with cloaks, blankets, nets, ball &
chain flail, whip or rope, or with other items at GM discretion. Head, Leg, or Weapon 5d6 Special Penalty
Arm or Body 4d6 Special Penalty
Tangle Attacks
• Attacker declares the intent to tangle (instead of strike) naming a specific
tangle weapon, and target (victim)
• Attacker declares an aiming zone (High, Mid, Low, Arm(s), or Weapon).
The target’s Weapon(s) are considered an extra zone for this purpose. If
the tangle is aimed at the weapon zone, the Aiming Modifier is the same
as that for Arms.
• The tangle attack is resolved as a melee weapon attack (or missile attack
if the tangler is thrown). The target/defender may choose a defence
option.
• If the result of the tangle attack is a BLOCK, the defender's weapon is
tangled.
• If a strike occurs, the zone that was aimed for (not a specific location
within the zone) is tangled. A successful tangle inflicts a SPECIAL PENALTY
on its victim (see Tangle Penalty Table).
• When the tangle first occurs, the attacker immediately gains a Tactical
Advantage. Tangle penalties apply until cleared by a successful GROPE.
Tangled weapons may be dropped.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 19
Hours of Boredom Punctuated by Short
I nitiative Testing q
Initiative skill includes battle experience, discipline and morale, three
Bursts of Stark Terror…
A battle is a noisy, confusing, scary place. The
clash of arms, shouting, screaming (often some
whimpering and dull thudding) can make it difficult
to hear commands and cries for help. For this
ambiguous, but important elements in any melee; it reflects a character’s reason, characters, especially NPCs, do not always
comfort in battle. All these factors are accounted for by Initiative testing. This do what the players want them to do. Initiative
option adds a step to combat resolution, but also eliminates some character Testing benefits characters with high Initiative (e.g.
warriors) and is detrimental to characters with
turns each round. As such, it should decrease the amount of action in a
lower Initiative. Since Initiative is essentially “battle
combat involving typical characters. skill” this is reasonable.
Initiative Tests are made before selecting and executing an Action
Option. Results are read from the Initiative Testing Table. There are several Whom & When To Test
options about whom and when to make initiative test(s) see (right). It is usually unnecessary to test Initiative during the
first few rounds of a battle. This is a matter of GM
The most important morale consideration is the character's perception discretion. After this, there are several options:
of the situation. If things look bleak, the character is more likely to behave q Test only NPCs — it is assumed that PCs will
oddly. Seeing a friend slain, or being vastly outnumbered, may make one do whatever their players want them to do.
character turn and flee, while another fights harder. The GM may apply This option gives PCs an advantage over
penalties to effective Initiative according to the situation. The table is a guide. NPCs.
PCs are usually quite sensitive to survival prospects.
Morale States
They tend to know when they are threatened and
act accordingly.
q Test all characters — even a PC’s legs can turn
NORMAL A character with normal morale behaves without constraint. S/he to rubber in a hairy situation.
may select and execute any reasonable action option.
q Variant: An Initiative test that results in CS
CAUTIOUS A cautious character will not engage or initiate combat, nor gives the character a 10 point bonus in any
subsequent attack or skill roll.
select counterstrike defence. S/he will not necessarily flee or abandon a
position, but duty is on the verge of being overcome by the instinct for self– q Variant: Do not make Initiative Tests in
preservation. Normal, Good and/or Very Good situations.
DESPERATE Character tries to conclude the battle, one way or the other, as INITIATIVE TESTING TABLE
soon as possible. Until the situation changes and s/he passes a new initiative
CF Character panics, or “freezes”. This is a
test, s/he selects the most aggressive options available. breakdown of morale and/or discipline. Roll
BROKEN A character with broken morale is unable to fight in any useful 1d100 to determine specific effect(s):
way. The only available options are flight or surrender. Flight is normally 01–25 Character goes Berserk.
preferable; surrender is a last resort. If neither flight nor surrender are 26–50 Character becomes. Desperate.
51–75 Character is Broken.
feasible, the character stands in place (PASS Action Option) — unable to
76–00 Character becomes Cautious.
initiate combat, but still able to defend normally.
MF Character is Cautious this turn only (pass).
BERSERK This is a special state of battle frenzy. Any character who enters MS Character selects and executes an Action
this mode fights desperately until the battle is won or s/he dies. A berserk Option normally.
character adds 20 to EML when attacking, and subtracts 20 from EML in CS Character selects and executes an Action
defence. Option normally. If the character’s morale
state was non normal it is returned to normal.
INITIATIVE TEST MODIFICATIONS
P
Initiative reflects training, discipline, and to some
degree morale. Some situations may affect
ARRY q Initiative.
Extremely Desperate Situation: –25
When a character achieves a successful block, s/he has the option to Desperate Situation: –10
Normal Situation: +0
attempt a parry. A successful parry avoids the possibility of damage to either
Good Situation: +10
weapon/object. The blocker tests the applicable weapon skill: Very Good Situation: +20
q Apply weapon comparison modifier(s)
q Berserk– by–Nature
CS Parry successful – no damage to either weapon/object. Blocker gains a Some characters have a cultural heritage of
TACTICAL ADVANTAGE. berserking, or a particular reason to go berserk;
their chances of becoming berserk may be
MS Parry successful – no damage to either weapon/object. enhanced by the GM.
MF Parry unsuccessful – use weapon damage routine normally. At GM discretion, PCs may (under some
circumstances) voluntarily enter berserk mode.
CF Parry fails – blocker (only) is subject to weapon damage (above) AND
attacker gains Tactical Advantage.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 20
Things Break, Don’t They?
W
Typical medieval weapons are not always well
made — they tend to break quite often.
eapon Damage q
Weapon Damage Variants
Weapon damage checks occur when a BLOCK is generated by the
combat system. They may also be required, at GM discretion, when a q Option 1: If you want the simplest possible
weapon strikes a hard object such as a stone wall or steel armour. rule, forget about Damage and simply consider
the weapon destroyed the first time a damage
• When weapon strikes weapon, the weapon with the lower Weapon check results in MF or CF. This is not as
Quality (WQ) must check for damage first. If both weapons have equal unrealistic as it may seem, and it may teach
WQ, the Attacker checks first. The other weapon checks only if the first people not to block with swords and to spend
the money necessary to get decent weapons.
weapon is undamaged.
q Option 2: As for Option 3, but destroy
• Enchanted weapons check for damage only if they impact with weapons only on CF.
enchanted objects.
q Option 3: Subtract one tenth of weapon
• Use the Weapon Damage Table to resolve a Weapon Damage Check. damage from Impact on all subsequent strikes
with the weapon (except blunt).
• Keep a running total of weapon damage on the combat profile.
q Option 4: If the GM/players really want to get
• The percentage damage accrued equals the cost and time required to precise, keep a separate Damage total for each
repair the weapon. That is, a 100% damaged weapon would cost as Aspect (Blunt, Edge, Point) and reduce each
much and take as long to repair as would making a new weapon from Aspect according to its own damage total;
when damage in any aspect reaches 100 the
scratch.
weapon is destroyed.
• Damaged weapons may be used normally until damage reaches 100%, q Option 5: Reduce WQ by the Damage/10.
at which time they become effectively useless (and worthless). The weapon can be repaired until WQ is
reduced below 0 and it is destroyed.
Repairs
For information on Weapon Repair, see
WEAPONCRAFT 4
M
Target Level for Weapon Damage Check: 5×WQ.
MS/CS No Damage
When a missile-caster using a bow, crossbow, sling (or other weapon at MF 10% damage
GM discretion) achieves Critical Failure on a missile attack use the following CF 100% damage
table to see what happens: Weapon Damage TL Modifier
Opposing Weapon/object is Enchanted –10
MISSILE WEAPON FATE TABLE
Test 5×Weapon Quality.
CS No effect (no damage to weapon). q This Stick Used to be a Handaxe…
MS 01-50 Double the distance of deviation for the missile attack. Destroyed weapons may, at GM discretion, turn
51-00 Missile shatters on impact reduce impact by half. into other types of weapon; a spear that breaks
may become a staff or stick; a battlesword may
MF 01-35 Triple the distance of deviation No damage to weapon.
become a shortsword with no point, and so on.
36-80 No Missile Fired. The bowstring (thong) has snapped.
81-00 Triple Deviation & halve impact. The bowstring (or thong) is
stretched out (useless); weapon must be restrung (or in the
case of a sling rewound) before it can be used again.
CF 01-30 Quadruple the Deviation No damage to weapon.
31-70 Quadruple deviation AND the bow (if applicable) has
permanently lost 20 pounds of draw weight due to stress.
71-00 No Missile Fired. Major Damage: The bow stave (or in the
case of a crossbow, the tiller and/or steel) has snapped.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 21
TYPES OF ARMOUR DAMAGE
A rmour Damage q
This rule is for people who really like to keep track of details. A strike which
There are four types of armour damage:
B
P
T
Burns — damage caused by heat/fire.
Punctures — holes made by Point strikes
Tears — gashes made by Edge, Tear, and
damages a character may also damage the armour s/he is wearing. This is some blunt strikes.
significant because: Damaged armour may not properly protect its wearer; D Dents — made by blunt and squeeze strikes.
Damaged armour has to be repaired (possibly at considerable expense).
Any penetrating strike against rigid armour implies damage to the Armour Amputation
armour. A penetrating strike against flexible armour (such as mail) may only As an overriding consideration, any strike that
amputates a body part, also amputates any
mean that the armour has been driven into its wearer's flesh and is armour that body part happened to be wearing.
undamaged.
G RAPPLING q
Grappling (wrestling) is potentially as complex as conventional weapon
combat. These rules establish a framework. Grappling is used when characters try to obtain or
exploit holds.
EXISTING HOLDS
A character who has a hold or is held at the beginning of his/her turn
must select a Grapple action option and proceed straight to Exploitation.
Note: To grapple with a prone character the
attacker falls prone in the same hex.
GAINING A HOLD
Some creatures have Squeeze attack MLs; these
A grapple attack is an attempt to obtain a hold; it may be attempted are used as basic grappling ML where given.
against any engaged opponent by any character with appropriate
appendages (such as hands/arms). Grapple Attack Matrices determine It may also be possible to grapple with legs, etc.; if
the legs are used, reduce basic ML by half.
success (Defender may Counterstrike, Dodge, Ignore or Grapple). Targets
of weapon attacks may select Grapple as a defence.
A character attempting a grapple moves into the opponent's hex. If two
opponents attempt to grapple, both locate in the defender's hex. Unless a GRAPPLE EML MODIFIER
hold is obtained and maintained, the attacker returns to an adjacent hex. A Target 1 Hand 2 Hands
character who opts to grapple declares: Head/Neck –20 –10
Arm/Hand –5 +0
• The specific body part or object s/he is attempting to seize; Weapon/etc. –10 +5
• How many hands (etc.) will be used in the attempt. Leg/foot/tail –40 –10
Body (torso) –50 –10
GRAPPLE ATTEMPT
Grapple attempts are resolved by the grappling combat matrices. If one
party obtains a hold, s/he gains a TACTICAL ADVANTAGE which must be used to
exploit (or abandon) the hold (below). If both parties obtain holds they
remain grappled (in the same hex) and the Turn ends. If neither party
obtains a hold, the attacker moves to any adjacent hex and the turn is over.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 23
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 24
❏ Unarmed Combat Techniques
❏ High Kick
❏ Kamtóla A kick to the high/head zone. Learning this
A style featuring dodging, twisting and subtle holds and throws designed to turn an technique simply eliminates the Aiming Zone
opponent's strength and mass against him. Kamtóla also utilises knowledge of pressure penalty that would normally apply when aiming a
points and precise strikes, and is designed to render an opponent immobile in preference kick at an opponent’s head.
to inflicting any real injury --- in this sense, it is a true self-defence system. Kamtóla was
originated and developed in certain rare Peónian sects in Tríerzòn and Ázeryàn. Its use ❏ Pressure Point
has spread slightly, to some Laránians, and to a few secular aficionados. Some followers The ability to find and exploit any of several areas
of Siém practice some similar styles, but they lack the formality of kamtóla. of particular sensitivity on the target’s body. This
Techniques: Sweep, Pressure Point, Passing Move. technique functions as a grapple hold exploitation,
COMBAT 22. The effect of the technique depends on
the location of the hold being exploited. In a vital
❏ Sàshatá spot (such as the neck) it would force the victim to
A style featuring focused power, but very little wrestling. Sàshatá may have been make a SHOCK roll. In a limb, it would force a
developed in Àgríkan fighting orders, although there are certainly very similar styles STUMBLE or FUMBLE roll. Apply GM discretion.
practised throughout Lýthia. Hârn’s principal sàshatá practitioners are the Order of the
Crimson Dancer in Orbáal. ❏ Passing Move
May be selected as a defence against a melee,
Techniques: Focused Punch, High Kick, Drop Kick, grapple or press. The passer uses the grapple
defence matrix. The objective is to get out of the
way of the attack, while applying subtle force to
cause the attacker to trip, fumble, stumble, etc. If
successful, any hold obtained by the passer is
converted into an attacker FUMBLE or STUMBLE roll.
Incidentally, if the passer is not struck, the attacker
and defender exchange positions (pass).
qFocused Punch
A technique to increase punch impact by 1.
qML86+ punch impact is increased by 2.
qML96+ punch impact is increased by 3.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 25
J oustingq
Jousting (or tilting) is a highly stylised form of ritual combat practised by
Formal jousting occurs on either side of a three to
four foot fence or wall, usually at least 100 paces
knights, often in the course of tournaments. The basic procedure is for the long. The participants travel parallel to the fence,
two participants to approach each other, on horseback, with some rapidity. toward each other, usually at a trot or canter. Each
combatant has the fence to the sinister or shield
Whichever of the combatants demonstrates the ability to unhorse, or
side.
otherwise best his foe, is the winner.
Various different rules are applied to jousting. Sometimes victory is Affairs of Honour
determined by accumulating points (or by causing one’s opponent to Jousting may also be used to settle affairs of
accumulate points (i.e., the points of one’s lances). Sometimes it is neces- honour among gentlemen (duelling).
sary to unhorse the opponent, or even to beat him/her into submission.
Different tournaments score jousts differently. In general, one point is Champions
scored for “breaking the lance with honour upon the foe’s shield or person”, It is accepted that those too old or infirm to joust,
or those of high station, or almost anyone else for
and three points for “casting the foe from the steed”. Most jousts require
that matter, may appoint champions to joust in
three points to win. their stead’s. This is hardly significant unless the
joust is a matter of honour.
Rule Variations
Rules of the Joust Other rule–variations abound, but the basic
principle remains constant — that of two heavily
Each tournament has its own rules — tournaments in Réthem, Ázeryàn armed warriors, mounted on 1500 pound horses,
and the Thârdic Republic tend to use “bloodier” rules than those in Káldôr, rapidly approaching each other, intent on some
Kandáy or Mèlderýn. Incidental jousts, such as duels, or challenges between degree of (albeit gauged and limited) mayhem.
two knights who just happen to meet on a bridge, must be negotiated, often
by seconds.
FORMAL TOURNAMENT STYLE: The contestants tilt three times counting
one point for a broken spear, and three for unhorsing. The participants
tilt three times (or until someone is unhorsed). If, after three tilts, the
score is tied, there may be a tie-breaker, or the judge, if any, may declare
a winner based on “style”.
DECISIVE TOURNAMENT STYLE: Participants joust until one party has
three points. If, both participants are tied (with at least three points each)
there may be a tie-breaker, or the judge, if any, may declare a winner
based on “style”.
ARENA (POINTLESS) STYLE: Participants are allowed one pole each. After
this, they must resort to whatever other weapons they have with them.
The battle continues even after one or both are unhorsed. The winner is
the last combatant left standing, or the one who does not yield.
Sometimes this kind of joust is fought to the death. This is also the style
often used in duels and “chance” encounters — eg., “if thou wish’st to
pass this bridge, good sir…”
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 26
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 27
GENERAL ARMOUR CLASS
Q uick Combat q
Quick Combat simulates the dynamics of a melee without concern for
GAC Description
0
1
2
Unarmoured
Light
Medium
Example(s)
Ordinary Clothing
Leather/Quilt/Fur
Ring/Light Scale/etc.
EML
+20
+10
+0
details that would not be apparent to PCs who are not directly involved. It is 3 Heavy Mail/Heavy Scale/etc. –10
only used when an NPC attacks another NPC. Any battle may simultaneously 4 Superheavy Mail+Quilt+some Plate –20
involve PCs/NPCs who are using the normal combat system, and NPCs who
are using the Quick System. NPCs switch to the normal system when they
GENERAL WEAPON CLASS
attack/defend against PCs.
GWC Class Examples EML
All NPCs in a battle are operated by the GM and have the same Action
Options as other characters. When a NPC attacks another NPC, however, 0 None Unarmed –20
the GM has the option to use the QCS to resolve the attack. 1 Light Dagger, Knife, etc –10
2 Medium Shortsword, Handaxe, etc. +0
3 Heavy Broadsword, Battlesword, +10
QCS EMLs
A Quick Attack uses the character’s best primary weapon ML and a QUICK COMBAT MATRIX
quick defence uses the ML for the best secondary weapon (usually a shield). Defender
MLs are modified by the EML modifiers shown for General Armour and
Attacker CF MF MS CS
Weapon Class (see tables). Weapon/armour general classes are assessed ò
by the GM as needed. Factors which might modify attack/defence
capabilities are, for the most part, ignored. CF ˜ ˜ DTA DTA
MF AI ˜ l˜ DTA
Quick Combat Resolution MS AI1 AI ˜ l˜
Attacker and Defender generate success levels. Success levels are cross– CS AI2 AI1 AI ˜
indexed on the Quick Combat Matrix to generate a result.
DTA Defender TACTICAL ADVANTAGE
˜ No Effect — End of turn.
Quick Combat: Mopping Up AI Strike — Attacker strikes defender. Any
number Impact Modifier (IM) Increase IM by
Once the battle is over, the PCs may wish to determine the injuries
Attacker’s General Weapon Class and subtract
sustained by downed NPCs, especially if they are friends or potentially defender’s GAC:
valuable prisoners. For each downed victim, use the Mopping Up Table. < 0 No effect (turn ends)
The GM may fill in details, locate injuries and generate Injury Points as 0 Attacker TACTICAL ADVANTAGE (Defender
pushed back 1 hex).
desired. It may be assumed that all downed characters are unconscious
> 0 Defender Down. A downed character
when examined, and will remain so for 1d10 minutes. falls prone and remains down until the
battle is over. Characters downed by
Regaining Consciousness
Quick Combat are ignored until the
Mopping Up phase.
When s/he recovers consciousness (1d10 minutes after the battle ends)
a character who was downed by the QCS makes a SHOCK roll. MOPPING UP TABLE
For information on recovering from shock, see PHYSICIAN article. 1d10 GAC0 GAC1 GAC2 GAC3 GAC4
1 ˜ ˜ ˜ ˜ ˜
2 MI ˜ ˜ ˜ ˜
3 MI MI ˜ ˜ ˜
4 SI MI MI ˜ ˜
5 SI SI MI MI ˜
A Note on Larger Battles 6 GI SI SI MI MI
7 GI GI SI SI MI
Any man to man combat, which involves more than twenty or so
8 GI GI GI SI SI
combatants is unwieldy. The Quick Combat System helps to speed up the 9 GI GI GI GI SI
process, but there are limits. If player characters are involved in large 10 GI GI GI GI GI
skirmishes, their knowledge and influence should be limited to the action
immediately surrounding them, generally to what is happening in their ˜ No Injury —character essentially uninjured.
vicinity. PCs may win a part of the greater conflict, while the army to which MI Minor Injury — (1d10 Injury Points).
SI Serious Injury — (1d10+10 Injury Points).
they belong is routed. Similarly, they could fare poorly and be saved by
GI Grievous Injury — (1d10+20 Injury Points).
victorious reinforcements from another part of the battle.
Resolving very large conflicts is beyond the scope of the present
publication. Watch for Swords of the Misty Isles.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
STR INT WIL Climb. Aware Spirit Injuries HR IP
HND END AUR MOR Cond. Intrigue
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby. Permission is granted to duplicate this page for personal use .
Weaponcraft 1
Weaponcrafters’ Guild
W
The production and repair of weapons and armour
is largely done by skilled weaponcrafters, most of
eaponcraft q
who belong to the powerful Weaponcrafters' Guild.
Advancement within the guild is sometimes a
matter of politics, but in general, the ranks attained
Most warriors prefer custom-made weapons and armour. Not all require expertise. The following MLs are typical:
shortswords are equal, nor is every mail habergeon identical. Weaponcraft Apprentice (4–6 years): ML12–ML50
rules expand standard weapon and armour types and treat each weapon or Journeyman (1–3 years): ML51–ML70
armour piece as an individual item. A weaponcrafter may not be satisfied Master: ML71+
until an item has been made and re-made several times. Chance–found
equipment may well be someone's discard. (Of course, one man’s discard Weapon Data Table
may be another man’s work of art.) The Weapon Data table is, among other things, a
list of weapons. Some types are rare, or produced
only in certain regions. For a comprehensive
WEAPONCRAFT EML description of each weapon see “A Hârnic
The skill of the weapon-maker determines the weapon’s attributes. The Dictionary”, in HârnPlayer.
applicable skill for making weapons or armour is WEAPONCRAFT.
Weapon Grade Materials
The principal effect of using assistants in the weaponcraft process is to Reputable weaponcrafters use the hardest wood
cut production time. The ML of a team of weaponcrafters (eg. master and and best steel available, and such materials cost at
apprentices) is: least 1d/ft for wooden shafts, and 1d/lb for refined
steel. Some weaponcrafters cut their own wood in
q Master’s ML (ignore helpers); the forest, but it takes months or years to season,
q Average ML of all participants; and up to 90% are discarded as inferior. Most
q Average ML of all participants plus master’s SI. often, “weapon grade” materials are purchased
q (Average ML of all helpers) averaged with the Master’s ML. from timberwrights and miners.
The Weapon Data Table gives “weapon–grade”
Tools, Equipment, Environment materials Costs for each weapon, under “Make”.
The necessary facilities and materials are needed to repair or make a
weapon or piece of armour. Items that incorporate metal in their designs qRushing Production
require forge, hammer, anvil, quenching pot, etc. Chisels, lathes, etc. are Weaponcrafter (or team) may further reduce
production time by up to 50%, but must reduce
needed for wooden or partly wooden items. If materials and/or equipment
EML by the same percentage.
are inferior or unavailable EML may be reduced, or the task impossible.
EML reductions for poor equipment or environment may also be Weaponcraft Specialities
appropriate. Weaponcraft specialities do not correspond to
combat skill specialities. They reflect the manner of
construction rather the way in which weapons are
PRODUCTION TIME used. Weaponcraft specialities are suggested on
Production time can be reduced without reducing EML by employing the Skills Table. For explanation of the specialities
optional rules see (SKILLS 2).
competent assistants.
If the specialities rule is in force, it affects EML
• Production time depends on the type of equipment being made. No one calculation since only when working on a speciality
spends as much time making a club as a battlesword. The basic time in does the weaponcrafter use full ML.
hours required to make a weapon is given on the Weapon Data Table
under Make. Time requirements for armour pieces are dealt with later. Unknown Artisans
• For each assisting apprentice reduce Time by 20%, for each assisting If the maker’s ML is not known, as might be the
case with a found/treasure weapon, it may be
Journeyman by 30% and for each assisting master by 40%. Maximum
randomly determined by rolling 2d6×10.
two assistants. Maximum time reduction is 60%.
q Alternate Rule: Find the sum of the SI of all helpers. Multiply this
number by five. Reduce the basic time by this percentage. Maximum
time reduction is 60%.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Weaponcraft 2
Maintenance
Weapon Making Procedure For a warrior, weapon and armour maintenance is
part of the job. Warriors are presumed to sharpen
dull blades, hammer out dents, and so on.
1. Decide Weapon Type & Weight Warriors should devote at least two half hour
A weaponcrafter can make a weapon or piece of armour provided s/he sessions a month to regular maintenance, and
has examined an example of the type. Some weapons come in different another half hour each time weapons/armour are
used in combat. Common sense dictates what can
weights, this must also be decided.
or cannot be classed as basic maintenance. Just
about any warrior owns necessary tools and
2. Determine EML and Production Time supplies such as whetstones, oil, and mallet. If one
does not, a decline in equipment quality should
Determine weaponcraft EML and production time requirement based on occur at GM discretion. Enchanted equipment
Master’s ML, Specialisation (if rule is in force), modified by helper(s), does not require maintenance unless it sustains
equipment/material availability/quality, (rushed production), etc. damage in combat.
Once all WIP are expended, the weapon is complete. Record its
(modified) attributes.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Weaponcraft 3
The Armour–Mobility Trade Off
A
The nature of the armour–mobility trade–off tends
to reflect cultural preferences. Some cultures wear
rmour heavy armour and are forced to fight in a static
mode; this may turn combat into an endurance
Armour may be defined as any garb which can reduce damage done by match. Other peoples wear light armour and rely
weapons. Even plain cloth can help prevent a blade from cutting. Armour is on speed and agility to dodge attacks. A few
cultures consider armour cowardly and shun it
a trade off: warriors have to sacrifice mobility in order to be better protected. altogether. Most people try to strike a balance
between, taking their personal attributes and skills
Armour Materials
into account. Another consideration is climate; a
combination of heavy padded armour and hot
Armour can be made from various materials, from finely wrought mail to weather causes rapid exhaustion — cultures in
uncured hide. HârnMaster recognises eight principal types. Unlisted warm or tropical climes tend to favour lighter
armour. In HârnMaster, these considerations are
materials/combinations are rare, but can be added to custom armour rules.
dealt with by FATIGUE. Heavily armoured characters
CLOTH Usually refers to heavy, coarse cloth, such as buckram or serge, tire more quickly, and must, therefore, try to
conserve their energy or defeat more lightly
worn with other armour, or alone as everyday garb. Cloth lessens the
armoured opponents quickly. Some HM
effectiveness of edged weapons, but does little to reduce concussion or Gamemasters ignore fatigue and wonder why
hinder penetration by thrusting weapons. heavily armoured characters are so hard to beat.
Ignoring fatigue gives “tanks” a free lunch. Now we
LEATHER Soft leather or animal hide may be worn alone, and is the most
don’t want to tell people how to use the rules, but if
common base for Ring and Scale. It is also worn under/over metallic fatigue is ignored (especially in long battles) things
armour, particularly by the Khúzdul and Gârgún. can get “unrealistic”. Therefore, if you don’t want
to bother with fatigue, consider a large
QUILT Usually two layers of cloth, stuffed with wool, flax, or dried grass and ENCUMBRANCE penalty (eg. FR×5). This will
stitched. some animals have equivalent fur as natural armour. Quilt is address the “tanks” issue, although it does kick in
excellent against concussion, and is often combined with other armour. at the beginning of a fight.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Weaponcraft 4
2. Determine Production Factors A vest, for example, covers the Shoulders (3%),
Use the Armour Production Table to find production factors according to Thorax (12%) and Abdomen (12%); this means that
the material with which the piece is to be made. its coverage is 27% of the whole body.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Physician 1
Competence
S
Hârnic doctors are far more competent than their
medieval Terran colleagues. They know, for
ociety Of Physicians example, that it is a good idea to keep open
wounds and surgical instruments as clean as
The Society of Physicians is a loosely organised body whose members possible, although they may not know why. (One
display wide variations in expertise. Some masters are (cheap) incompetent theory has to do with fiery, infection–causing,
invisible elementals which can be driven off with hot
quacks; others are skilled and expensive. Masters may take on as many water.)
apprentices as they wish. There is no real attempt to maintain standards, but
physicians who maim or kill too many patients soon have difficulties. There PCs are Advised, if they get sick or wounded,
are no journeymen. Nor are there bonded masters, in the normal sense. accept the best first aid available, but see a real
Masters may take employment as they see fit. physician ASAP.
Many physicians are associated with the church of Peóni, and some
dabble in magic and other arcane arts.
Most physicians confine themselves to the treatment of minor ailments.
Fees vary dramatically (sometimes according to the skill brought to bear) but BASIC PRINCIPLES
mostly according to reputation. Fees typically range from 3d, for fairly basic 1. BLOODLOSS is the most immediate threat
care to 240d for “major” surgery. Medicines, provided by the Apothecaries and must be dealt with first. If bleeding is not
Guild, and hospital care (rare, there are few hospitals) can double or triple halted the patient bleeds to death. The
fees. bleeding aspect of a wound is dealt with
separately from other aspects.
Physician Skill
2. TREATMENTS Wounds may be treated once
all bleeding stops.
Physician skill is one of the most widely practised “guilded” vocations. 3. HEALING A character receives one healing roll
per day for each wound, hopefully to reduce
Many warriors know enough to provide first aid and emergency treatment of
injury points, but infections can occur. When
battlefield wounds. The Society does not seem to care much about all Injury Points are eliminated the injury is
preserving its monopoly. Nevertheless, the best physicians are guild healed.
members.
Emergency Treatment
An injury that does not kill a patient outright may still have serious effects.
Bleeding, infection, and shock are more likely to kill a patient than a thrust
through the heart or sudden decapitation. Injuries that fail to heal properly
may also permanently impair their victims.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Physician 2
Treatments
The Treatment Table recommends treatments. Need for treatment
varies; minor wounds usually heal by themselves, but serious and grievous
wounds may cause permanent impairment, or death, especially if untreated.
Successful treatment improves HEALING RATES. If not in shock the victim can
self–treat minor/serious wounds. Without treatment, injuries heal as
indicated under NT (No Treatment).
If the suggested treatment is provided, the treater tests PHYSICIAN EML
plus or minus any modifier shown on the table. Results are under CF, MF,
MS, or CS. Some treatments require equipment/supplies; the quality and
availability of these may modify EMLs. Treatments delayed more than 24
hours may reduce EML. Treatment can only be provided once per injury;
bonus healing rolls may be awarded for magical, psionic or miraculous
intervention.
AMPUTATE Surgical amputation is the only treatment for Grievous Frost
and may be used to halt the spread of infection. The body part is
removed with the wound/infection, and a new bleeding wound is created
according to the operation’s success: CF: B3 (1d10+20 IP); MF: B2
(1d10+15 IP); MS: B1 (1d10+10 IP); CS: B1 (d10+5 IP). Amputation
inflicts an E5 SHOCK ROLL. Bloodloss and treatment of the new wound is
then handled normally.
BLEEDING WOUNDS continue to generate blood loss until headed.
Treatment must be continued until the bleeding has been stopped (EE).
CLEAN & DRESS Takes: 2d6 + IP/2 minutes. Requires water and
bandages. Needle & thread required for 11+ IP open wounds (and
treatment generates an E1 shock roll).
COMPRESS Apply cold compress for 5d6 minutes. Appropriate herbal
remedies/ointments add up to 20 to EML.
EE Wound fully heals in one day; no healing rolls required.
H4/H5/H6 Healing rate as indicated. Enter HR on profile. Healing Rolls are
made daily, 1d100 testing HR×Endurance.
MI/GI Minor/Grievous impairments heal at H4/H3. Victim will have a
permanent reduction (1/1d3) of an attribute after injury has healed.
Attributes affected may be obvious (Dexterity, Agility, Eyesight,
Comeliness, etc.) depending on location. If no attribute seems
appropriate, assess penalty against Endurance. Reduce derived SBs, and
subtract five times the reduction from affected MLs.
SPLINT Setting bone and splinting. Takes 5d6 minutes, and generates an
E2 shock roll. When performing surgery, anaesthetic is highly
recommended, and antiseptics are a good idea
SURGERY Includes Clean & Dress. Requires sharp knives, etc. Takes: 10d6 too. Such items may be purchased from some
minutes. Patient makes E4 shock roll. This treatment may cause an good apothecaries.
additional wound depending on success: CF: B2 (1d10 +10 IP); MF: B1
(1d10 + 5 IP); MS/CS: None. If a B–wound is generated, surgery must
be halted to deal with it.
WARMING Gentle warming (with healthy person’s flesh, for example) of
injury for 1d3 hours.
Cauterisation
An optional, secondary treatment to sterilise and seal an open wound,
given after the wound Healing Rate has been established by the normal
treatment rules. A metallic object and fire, or hot tar (for larger wounds) are
required. Cauterisation may be attempted at Physician EML+30. The effect
is to modify the Healing Rate: CS +2; MS +1; MF –1; CF –2. The patient
also makes an E3 shock roll.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Physician 3
H ealing
Once treated, each injury has a Healing Rate [HR] generated by the
Treatment Table. Various types of intervention, magic, miracles, psionics,
etc., may cause the GM to increase Healing Rate(s) allow additional Healing
Rolls, or take/permit other appropriate action(s).
Blood Regeneration
While bloodloss may accrue from multiple bleeding wounds, cumulative There is an immense variety of disease symptoms;
bloodloss points are treated as a single total, and heal as a single “injury”. many symptoms can render characters non–
The healing rate for bloodloss is H6. functional until recovery.
Contagion Roll
Diseases Each disease has a CONTAGION INDEX (CI) and a
A disease is assigned a Contagion Index of 1 (highly contagious) to 7 healing rate. To determine whether a character
(barely contagious) and a healing rate of H1 (deadly) to H5 (mildly catches a disease test
inconvenient). A C1/H1 disease would kill most of the population. q Condition + ([CI-3]x5)
q Endurance × CI
Upon being exposed to a disease, a character makes a CONTAGION ROLL
(right). A character who catches a disease, makes a daily recovery roll using Neither option is subject to PHYSICAL PENALTY.
the Infection Table. At H0, the patient dies; at H6, s/he recovers.
If the roll exceeds Target Level, the character
catches the disease and will begin to display
Poisons/Toxins
appropriate symptoms. Note the disease name and
HR in the injury section.
Poisons may be treated as non–contagious diseases — although the A daily disease recovery roll is made with the
time frames in which they act are usually determined by substance (so it may Infection Table. At H0, the patient dies; at H6, s/he
not be a good idea to make a healing roll every four hours). recovers.
A large dose of deadly poison would be H1, a small dose of mild poison
H5. The GM may assign a Healing Rate for a venomous bite, or roll 2d3–1.
Bonus Healing Rolls may also be awarded for
spells, talents, etc.
Shock Recovery
If a patient is in shock, enter a Healing Rate of H5 adjacent to “Shock” in Historically it was more common to die of infected
the injury section of the combat profile. Shock is treated as a special injury. A wounds than to die outright in battle.
shock recovery roll may be made every four hours using the Shock Magic, miracles, amputation or medicine may
Recovery Table (PHYSICIAN 4). combat infection.
A local infection is one that affects less than the
Healing Table whole body. Most battle injuries that get infected
are infected with local infections.
A character receives one healing roll per day for each uninfected injury.
The object of a healing roll is to reduce Injury Points; when IPs are reduced A General infection is internal and/or unlocalised.
Gangrene is a local infection; Influenza is a general
to zero, the injury is healed although there may be scars and/or impairment.
infection.
The Healing roll is resolved using the Healing Table (PHYSICIAN 4). The daily
healing roll assumes the character gets 12 hours of rest per day; the GM
may modify a Healing Roll if the character gets more or less rest than this,
but the EML for a healing roll may not exceed 95.
Infection Healing
Wounds may become infected during the healing routine. When a
wound becomes infected, write “inf” adjacent to that wound on the combat
profile. Healing Rolls are not made for infected wounds. Instead, Infection
Healing rolls are made (daily) using the Infection Healing table (PHYSICIAN 4).
When infection is defeated, daily healing rolls resume.
An infection roll is similar to a Healing Roll, except infected wounds
cannot heal, and the infection may spread to other body parts.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Physician 4: Healing Tables
TREATMENT TABLE
INJURY EXAMPLE/DESCRIPTION TREATMENT EML NT CF MF MS CS
Minor Bleed (B1) Minor Bleeding Pressure, Clean & Dress +30 — — — EE EE
Serious Bleed (B2) Serious Bleeding Pressure, Clean & Dress +20 — — — B1 EE
Grievous Bleed (B3+) Grievous Bleeding Surgery +0 — — — B2 B1
Bruise Minor concussion/squeeze/fracture Compress +30 H5 H4 H5 H6 EE
Fracture Hairline/Simple Fracture Set & Splint +20 MI GI MI H5 H6
Crush Compound Fracture/Pulped Flesh Surgery +0 GI GI/B1 GI MI H5
Minor Cut Shallow Cut 1–2" long Clean & Dress +30 H5 H4 H5 H6 EE
Serious Cut Cut 2–6" long. Bleeder Clean & Dress +20 H4 B1 H4 H5 H6
Grievous Cut Deep/Long Cut. Serious Bleeder Surgery +10 GI GI/B1 GI MI H5
Minor Stab Puncture 1" deep Clean & Dress +25 H5 H4 H5 H6 EE
Serious Stab Puncture 3" deep. Bleeder Clean & Dress +15 MI MI MI H5 H6
Grievous Stab Deep Puncture. Serious Bleeder Surgery +5 GI GI/B1 GI MI H5
Minor Burn 1st/2nd Degree Burn Compress +30 H5 H4 H5 H6 EE
Serious Burn Deep 2nd/3rd Degree Burn Clean & Dress +15 H3 H2 H3 H4 H5
Grievous Burn 3rd/4th Degree Burn Charred Skin/etc. Clean & Dress +0 H2 H1 H2 H3 H4
Minor Frost 1st Degree Frostbite. Chilled Flesh/Shivering Warming +50 H5 H4 H5 EE EE
Serious Frost 2nd Degree Frostbite Warming +25 H4 MI H4 H5 EE
Grievous Frost* 3rd Degree Frostbite Amputate* +0 — B3 B2 B1 B1
Minor Tear/Bite Shallow/Ragged Tear/Claw Clean & Dress +25 H5 H4 H5 H6 EE
Serious Tear/Bite Deep/Ragged Tear Clean & Dress +20 MI GI MI H5 H6
Grievous Tear/Bite Flesh Removed. Deep/Ragged Tear Surgery +10 GI GI/B2 GI MI H5
If an attending Physician (for this purpose anyone with Physician skill Modifications: Attending Physician + Physician SI;
open) is present, add 50% of Physician ML to the Target Level. Disinfectant(s) and/or antibiotic(s) variable at GM discretion.
CF Reduce Healing Rate by 2 (if Healing Rate is now less than 1, CF Reduce Healing Rate by 2. If Healing Rate is now H0, the patient
patient dies from Shock/Trauma). dies. Otherwise, if this is a local infection (i.e. Less than all body
parts) the is a 40% chance the infection spreads to all adjacent
MF Reduce Healing Rate by 1 (if Healing Rate is now less than 1, body parts.
patient dies from Shock/Trauma).
MF Reduce HR by 1, with same effects as CF, except the chance of
MS Increase Healing Rate by 1 (if Healing Rate is now greater than infection spreading is 20%.
5, patient recovers from Shock).
MS Increase Healing Rate by 1. If Healing Rate is now 6, the
CS Increase Healing Rate by 2 (if Healing Rate is now greater than infection is defeated.
5, patient recovers from Shock).
CS Increase Healing Rate by 2. If Healing Rate is now 6 or more, the
infection is defeated.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Religion 1
HârnPlayer contains detailed descriptions of gods,
R
goddesses, demons, demigods, clerical and
fighting–orders saints and religious personalities.
Haléa
now.” He thought to himself, “feels like, oh, about
seven broken ribs, and two broken arms…” and at
this point, he passed out.
Empress of Opulence, Queen of Pleasure and Fulfilment, Maker of
Bargains, Guardian of the Treasure Hoards of Heaven, Enslaver of Now the point of this is that, because Boradak had
Hearts and Loins, Golden Temptress of the Crimson Chamber. the option to believe, or not believe in the gods, he
had a choice here. He could either believe that the
Haléa is the devious, flattery–loving, amoral goddess of goddess had, in a fit of pique, tripped him
wealth, pleasure, and hedonistic joy. She demands unswerving devotion of intentionally, or he could adopt a parsimonious
her adherents. Only women can enter her clergy. view and assume it was sheer coincidence that he
tripped over a fluttering, diaphanous purple silk
kerchief that didn’t seem to have been there before,
Ilvîr and certainly wasn’t there afterward. People are
often faced with this kind of choice, sometimes just
Master of Aráka–Kalai, Brooder in the Blasted Plain, The Serpent as they are disappearing into puffs of greasy
that Dwells Below, Accursed Lord of the Barren Cycle, Prince of the smoke, wondering why lightning should be striking
Fatherless Multitude. out of clear blue skies, or thinking about why the
only tree for leagues around, a tree that appeared
Ilvîr is the creator of the Ìvashú. His adherents are to have been standing in one spot for hundreds of
individualistic, creative, and mystical. Dozens of sects worship Ilvîr, although years, had to fall just at that moment, in just that
his adherents are few. Ilvîranism is known for fractious, esoteric ritualism. direction…
By amazing coincidence, Boradak, in addition to
Laráni his broken bones, also managed to catch several
infectious diseases while he was falling down the
Shieldmaiden of the Worthy Cause, Guardian of Dòlithôr, the stairs.
Unwilling Warrior, The Lady of Paladins, Protector of the Brave.
Môrgath
Tormentor of the Unlamented Dead, Master of the Principle of Evil,
Lord of the Gùlmôrvrin of the Black Pit, Wielder of the Shadow of
Incarnate Evil.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Religion 2
Sávè-k'nôr
Sage of the Gods, The Lost Guide, Lord of Puzzles, Conundrums
and Mazes, Lord of Jesters, Mixer of Potions, Keeper of the Vâr– The attitude of the worshiper varies according to
Hyvrák. the object of his worship. Mortals may worship out
of love, respect, or fear. Some worship for personal
Save–K’nor is the god of knowledge, the seeker of gain, but with a major god, this can lead to
enlightenment. His adherents have no particular morality, although their disaster. Some demons and demigods can be
belief in a healthy, ordered society generally precludes evil behaviour. Three flattered, tricked, or even threatened into granting
sects, each stressing a different personal aspect, worship Save–K’nor. aid. Some find this easier to deal with than the
more rigorous requirements of a major deity.
Siém
Master of the Lords of Dream, Bringer of Meritorious Dreams and
Blessed Forgetfulness, Lord of the Starlit and Thrice Blessed Realm,
King of the Uttermost West, Master of the Sundered Ones in Exile,
Spirit of the Mist, Never Changing Lord of the Azure Bowl.
Siém is the benign god of mystery, magic and dreams. He is the special
deity of elves and dwarves and is the eldest of the gods. Siém’s followers are
not organised into what can properly be termed a church. While communal
worship does occur, ultimately each individual makes his own personal
approach to the deity.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Religion 3
It is impossible to give full information on Hârnic
C
(or other) churches in this publication. These
sections offer broad guidelines. See Gods of Hârn
hurch Hierarchy
and/or HârnMaster Religion and/or On Divinity for
detailed information.
CIRCLES OF COMMAND
Circles of Command The following table shows the minimum Ritual ML
All churches of the ten major deities have ceremonial levels of ritual required for induction into the Circles. It also
expertise called Circles of Command. Most churches have seven Circles, indicates the offices/assignments for which a
although those without Pontiffs have only six and one (Ágrik’s) has eight, the member of that circle is qualified.
highest circle being the deity himself. CIRCLE RITUAL OFFICE(S)
Admittance to any Circle signifies the church’s formal recognition of a I 26+ Acolyte
cleric’s knowledge of the mysteries, but such status is not given lightly. A II 41+ Deacon, Mendicant
character who achieves Ritual ML61+ is qualified for induction into the III 61+ Lay Grandmaster,
Third Circle, but may be denied admittance for political or other reasons. It is Temple Priest
not uncommon for a cleric to have Ritual ML90+ and still be a member of IV 76+ High Priest, Bishop
the Third Circle. Generally, advancement beyond the Third Circle is reserved V 86+ Archbishop
for the most talented (popular and/or political) of priests. VI 96+ Primate, Cardinal
VII 106+ Pontiff (as app.)
Being inducted into a Circle means the character will be taught whatever
Ritual Invocations are appropriate to that Circle. The nature of induction
ceremonies to the Circles varies from church to church, and gets more
elaborate with higher Circles. Most involve a month or more of prayer,
fasting, long hours of study and training to learn the new Invocations.
It is generally not possible to advance above the second or third circle
without accepting the responsibilities of church office.
Church Offices
Churches appoint their members to various permanent and temporary
offices and assignments. Most such offices have minimum Circle
requirements. A person who has not reached the required Circle, cannot
hold the office. Since there are usually several qualified candidates for any
office, politics is even more important here; unpopular clerics are often
passed over.
Entering A Church
Characters may be admitted to their churches, during the pregame or in
the course of play, for religious training as an Acolyte. This basic training
takes an average of three years. Some churches/orders are highly selective;
some accept any applicant. The Acolyte takes preliminary vows, and is A Family Tradition
At more than one point in English history, it was
taught the order’s fundamental dogma and ritual.
the custom of the landed gentry that the eldest son
take over the family estates, the second obtain a
commission in the army, and for the idiot of the
family to enter the church. What the church did
with all these idiots remains a mystery. One
assumes that they must have done the gardening,
but it is hard to reconcile this with the high quality
of contemporary English gardens.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Religion 4
Acolyte Skills
Acolyte Skills are occupational skills for clerics. For
information on occupational skills, see CHAGEN 15.
On completion of the noviciate (apprenticeship), an Acolyte opens the Contrary to popular belief, many medieval
appropriate RITUAL Skill to SB2, EMBALMING to SB11, and COOKERY to SB3. churchmen were illiterate. PC clerics, however, are
Each church also instructs its Acolytes in the following skills, which are advised to open a script (even if one is not a
opened to OML+SB. (See Skill Data Table: SKILLS 7). Required and/or standard occupational skill). Advancement to high
recommended speciality (if SPECIALITIES are in use) are given in brackets. office may depend on literacy.
1
Except churches (such as that of Ágrik) that do not entomb the dead.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Religion 5
PIETY: What is it and
R eligious Rules
From time to time characters seek divine aid or guidance in their
How Do I Get Some?
Piety can be said to represent a character’s
“favour” with his/her deity. In practice, piety can be
thought of as intervention credit. Piety is not just
the inclination of the deity to intervene; it is also
endeavours. The following rules deal with the accrual and expenditure of the ability of the deity to intervene based on
piety and with divine intervention (miracles). This system governs calls for limitations imposed by the Concordat of the
divine intervention to any demi–divine or divine being whose ethics/church Illimitable Tome, and in the face of restrictions
imposed by a need to appease other deities.
rituals are known in general. The system can be readily amended or
expanded. Piety (sometimes called Karma) is measured in
Piety Points (PPs) and each character keeps a
running total on her/his Profile. The GM usually
Ritual Skill also keeps track, and her/his figure is the
There is a discrete ritual skill for each religion. When ritual is opened on authoritative one. Character generation provides
5d6 PPs to start with.
the character profile, it is necessary to note the name of the religion to which
it applies: “Ritual of Ágrik”, “Ritual of Laráni”, etc. Piety Points are obtained by performing acts of
devotion to one’s church (or directly for the deity),
• Ritual reflects a character’s knowledge of and ability to perform and expended whenever a character calls for divine
Invocations of a religion. intervention. Someone who performs a miracle
does so by calling for Divine intervention.
• A character that worships more than one deity (an optional rule) would
open ritual skill for each.
• The skill base for each ritual skill is calculated the same way (Voi, Voi, Int Magic and divine intervention should not be
confused. A person performing a miracle is simply
Tar+1). The OML for Ritual is SB1. See option in sidebar.
asking her/his deity to act — the deity decides what
• There is a loose correspondence between Ritual ML and the circles of to do and, when it comes right down to it, the
command (internal ranks) of the various churches. “caller” has nothing to do with it, s/he simply acts
as an “empty vessel for divine power”. Magical
spells on the other hand are acts by the spell-
Piety & Piety Points caster, they involve no entities, supernatural or
other, except the spell-caster. Consequently, a
A piety point (PP) is a unit of favour. Characters accrue PPs by mage is offended by a suggestion that her/his spell
performing actions beneficial to their church and/or deity and expend them is in any way miraculous, and to suggest that a
by calling for divine intervention or attempting to perform miracles. In miracle is a spell would be construed as an
general, no character worships more than one deity. Hence, piety points are accusation of impiety.
dedicated to a single deity. If the GM allows characters to worship more than Piety is a lot like money, it is much easier to spend
one deity, separate piety point totals must be maintained for each. it than to get it.
Recording Piety
A character’s current PP total is recorded in the appropriate box on the
Character Profile. Any action detrimental to the church and/or deity (impious
act) should cause the GM to remove an appropriate number of Piety Points.
See Secret Piety (sidebar).
q Divine Estrangement
The GM may maintain a divine estrangement rating for each character to
express the deity’s actual “feelings”. Divine Estrangement would be
increased by pious acts and reduced by impious ones. Alternately, the GM
might estimate Divine Estrangement as needed.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Religion 6
PIETY TABLE
Activity/Description: not all acts fit neatly into these general descriptions; the table should, however, provide sufficient
guidelines for Players/GMs. Piety: the first number is the percentage chance that the act/service will earn any Piety. The second
number (which may be a dice roll) indicates the amount of Piety that is earned when the act is successfully completed.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Religion 7
When to Call for Intervention
D
When things are about as bleak as they can be,
and perhaps just a wee bit bleaker… when the
ivine Intervention future couldn’t look any blacker if you put out both
eyes and stood at the bottom of a coal mine,
A call for divine intervention is an invitation to a deity to participate in during a cave in, at midnight under a new moon …
mortal affairs by performing a miracle. Any character may call for Divine when your prospects look so hopeless that Hope is
nothing more than a small town in south-western
Intervention at any time. A character calling for divine intervention expends BC where they filmed First Blood… Well, by then
piety points whether or not the call succeeds. Miracles are implemented by it’s probably too late… but shortly before that, as
divine, entities (gods). When they intervene, they decide the form of an almost next–to–last– resort, it may be time to
intervention. call for divine intervention.
INTERVENTION MODIFIERS
Divine Intervention Routine
Appropriateness
Highly Inappropriate .............................. –25
[1] Declaration Of Call Inappropriate ......................................... –10
The character informs the GM of the intent of the call. A call for Neutral....................................................+0
intervention may be anything from, “help me/us out of this mess” to, “tell me Appropriate...........................................+10
Highly Appropriate (Inspired).................+20
of the contents of this box”. The purpose of the declaration is to help the GM
assess the caller’s motives, and thus the appropriateness of the call. If an
q Additional Piety
adherent asks Peóni to “cast this fellow into flaming hell for six hundred three After Basic Piety Expenditure, the calling character
score and six millennia”, the goddess is unlikely to respond in the desired may expend up to half his remaining PPs. For each
manner. A deity is far more likely to do something that it wants to do anyway. PP expended in this way, add one (1) to the
Intervention Roll. If the GM tracks PP secretly, this
option may be limited.
[2] Call Assessment
The GM assesses motive, scope and appropriateness, and determines q Piety Remaining
whether the call is minor, intermediate or major. There are a lot of factors If, after expending basic and additional piety, the
involved in this, not least the fact that each GM will have personal caller has more than 100 PP left, add 1 to the
Intervention roll per 10 points of piety over 100.
preferences about how the world should unfold; call assessment demands
GM discretion. Once the caller’s intent has been determined, the GM
q Divine Estrangement Favourite +10
assesses the degree of aid required (not the degree requested). If Divine Estrangement is in use,
Popular +5
Average +0
modify the Intervention roll
Unpopular –5
[3] Piety Expenditure according to its present status.
Regardless of whether DE is in
Outcast –10
There are three basic degrees of intervention, use, the GM may assess the character’s standing
which expend different numbers of PPs. The GM Minor .............. 5 and assign an intervention roll modifier.
informs the character of the number of PPs that have Intermediate . 10
gone, and deducts them from the total. If the Major ............ 20 q Ritual Option
character lacks sufficient PPs, whatever s/he has are eliminated and the call If there is time, characters may
perform a chant, ceremony, or ritual CS.... +20
proceeds. If the caller has no PPs, s/he cannot call. If the GM is keeping PP to enhance the chance of success. MS ..... +5
secretly, PPs are deducted secretly. When the (appropriate) ritual has MF ...... –5
been concluded, the character tests CF..... –20
[4] Determine Modifiers
RITUAL skill to determine what, if any,
benefits have been derived. The effect is to modify
Using the Intervention Modifiers Tables, the GM decides any bonuses the Intervention Roll.
and/or penalties that should apply to the intervention roll. q Ritual Option is available only to clerics.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Religion 8
any condition(s) are attached to the intervention If an unmodified 1d100 roll Ágrik 91+ 66+ 21+
equals or exceeds the number given under Avoid Conditions, there are no Haléa 86+ 76+ 21+
Ilvîr 96+ 51+ 16+
conditions. Otherwise, the character is given a mandatory task/quest/geas.
Laráni 91+ 46+ 7+
This may vary from minor services that must be undertaken within a year, to Môrgath 91+ 66+ 26+
the sacrifice of a hand. It depends on the deity and the degree of Navéh 91+ 61+ 21+
intervention. Piety Points are accrued in accordance with the Piety Table Peóni 91+ 31+ 6+
(RELIGION 6) for such undertakings). In some cases, the deity may be willing Sárajìn 88+ 51+ 16+
to negotiate, before or after granting intervention. Refusal to honour any Sávè-K’nôr 94+ 51+ 16+
agreed to (or imposed) condition may be unwise… Siém 96+ 51+ 6+
Lesser God 96+ 46+ 6+
AVOID RETRIBUTION: If the call for intervention fails, another roll must be q Demigod 86+ 66+ 21+
made to determine whether the deity is so annoyed as to exact some kind of q Demon 71+ 95+ 50+
retribution on the caller. If an unmodified 1d100 roll equals or exceeds the
number shown there is no retribution. Otherwise, not only does the deity fail Sample Call
to help, but he also inflicts some curse or penance. The nature of the Lemasin is a follower of Peóni with 160 piety points
retribution is left to the GM. Ironically, in order to suffer the effects of and Ritual ML 45. His group is ambushed by
brigands and is losing badly. He decides to call to
retribution, the character must be kept alive in some form. Hence, if the call
his goddess for aid and informs the GM (who
was to save the caller’s life, retribution will probably conserve the character’s pauses play to resolve the call). Lemasin declares
existence, although his standard of living may well decline. his intent, to save his companions from the wrath
of unbelievers, and if it is not too much trouble,
himself as well.
q Intermediary Calls The GM decides that the intervention required is
It may be possible to direct a call for intervention at a demi-god (demon, somewhere between intermediate and major and
instructs Lemasin to deduct 15 PPs from his total.
saint, etc.) that is subservient to the (major) deity. In such cases, the lines for
This leaves him with 145 PPs; he decides to spend
“Demigod” or “Demon” are used when consulting the Divine Intervention an additional 45 PPs to give him a bonus of 45,
Table. Intermediary calls demand GM discretion; the following reducing his piety to 100.
considerations may apply: Lemasin now performs a quick ritual prayer;
• Intermediaries are more likely to grant intervention (because this is how because of the hectic circumstances he is assessed
the Intervention Table is constructed). a 15 point penalty against his Ritual Skill (his EML
now equals 30). He rolls a 28 resulting in marginal
• The are also more likely to demand retribution (especially demons) when success for his ritual; this gives him a +5 modifier
the call fails. for the ritual. Lemasin’s total bonus for additional
piety expenditure (+45) and ritual (+5) is +50, the
• Intermediaries are more likely to appear in person, and may be less
maximum allowable.
subtle intervening.
Lemasin rolls a 94 before bonuses. This grants him
• Intermediaries are less likely to grant major intervention (because they intervention and causes him a few moments of
are not as powerful). regret for the 45 PPs he “wasted” to improve his
chances. He then makes a second roll to avoid
conditions and achieves 22: Lemasin has obtained
a conditional intervention from Peóni. The GM
informs him that he feels the presence of his deity.
Limitations on the Gods In the heat of battle, things get confused, and the
To prevent all out war in a pantheistic cosmos, there is a concordat limiting the few members of Lemasin’s party who are still
interference of the gods in the affairs of lesser beings. Hence, when a deity who standing are knocked out one by one (Lemasin
probably should respond to a call for intervention fails to do so, it may be a included). While unconscious, Lemasin is informed
manifestation of these limitations. Every intervention can be countered somewhere by that he feels obliged to journey to the ruined
an intervention by a morally opposing deity. Hence the gods are sparing with their aid. temple of Ankel–Emdar in far Ázeryàn to restore
the holy relics that had been desecrated by the
When intervention occurs, it tends to be indirect and subtle. The gods use as little Indâri tribesmen.
power as possible to get the job done. As a further consideration, a god rarely takes
When they awaken Lemasin and his party discover
direct action against the adherents of another deity. Instead, the effort will be to
that they have been left for dead, their wounds
preserve the deity’s own adherents. If called upon to save the day in a hopeless melee,
(although still present) are not as bad as they had
the god is far more likely to save his adherents in some subtle way, than to harm the
thought. They find that most items of obvious
adherents of another god.
value have been removed from their bodies. They
Finally, the gods are averse to leaving direct evidence of their actions or even of their also find the tracks of some large beast; of their
existence. Virtually any intervention can be explained as coincidence, or the normal enemies there is no sign...
workings of the laws of nature.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Religion 9
R itual Invocations
Ritual Invocations are opportunities for clerics to exercise their Ritual
Skill. These are standard, formal ceremonies, invoking the character’s deity
for a specific, limited miracle. A Ritual Invocation must be learned from a
member of the priesthood of the deity’s church. They are generally only
taught to members of the priesthood. Most clerics know a selection of Ritual
Invocations roughly in proportion to their rank/office within the church.
The specific forms of ritual invocations are not
required for effective play, and are not given, but
Making a Ritual Call GMs may encourage their players to devise suitable
prayers, chants, or sacrifices.
A character who knows an Invocation, may use it at any time. An
Invocation call usually consists of a prayer or chant, but may involve
construction of an altar, burning of incense, a sacrifice, etc. The intent is to
perform a ritual, which is less likely to tax the patience of the deity.
The Ritual Invocation procedure is simple. The Invocations have fixed PP
costs and the character first expends the necessary Piety Points. The GM
Probably, the best justification for Ritual
may then modify Ritual ML for the appropriateness of the call. Finally, the Invocations is that the deity delegates the
character tests Ritual EML. necessary powers to one or more of its subject
demigods/demons. This way, a ritual invocation
does not actually involve the deity unless the call is
Ritual Invocation Effects so inappropriate or “odd” as to cause the
The effects of an Invocation depend on the level of success or failure Invocation “manager” to itself call for divine
achieved. Guidelines are provided for successful calls. Marginal Failure never intervention. Of course, in some cases the demi–
divine intermediary might handle a ritual invocation
has any adverse effects. Critical Failure implies that the cleric has made a
differently than would the deity itself.
severe error and this usually causes severe distortion. Sometimes the
opposite effect occurs, sometimes the normal effect is increased past the
point of uselessness to the point of inconvenience or great danger. The
more violent or dramatic an Invocation is, the more violent should be the
effects of Critical Failure. Some of the Invocations include descriptions of the
effects of Critical Failure; these are intended only as guides. All effects are at
GM discretion. There are no limits on what the gods may or may not do. q The Gods of Darkness
It is said that the powers of Navéh and Môrgath
arise at night, and slumber in the light. These
Piety Point Expenditure deities are weaker in daylight and the powers of
The piety points that must be expended to perform a Ritual Invocation their followers are more effective in dark or gloomy
environments. To reflect this, the Ritual EML of a
are equal to five times its circle. Hence, a cleric of Laráni may learn “Cure”
follower of Môrgath or Navéh should be reduced by
upon entering the third circle and would expend fifteen PP each time the up to ten in daylight, and increased by a similar
Invocation were attempted. amount in darkness.
On Divinity
For additional guidelines on divine intervention and
the nature of divine beings, see the separate
publication On Divinity. Available direct from the
author N. Robin Crossby
(email: crossby@home.com) or on the World Wide
Web at: Hyperbooks.com
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Religion 10
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 1
This glossary/index contains definitions and explanations that, in While the GM may amend the list of Action Options, the
previous editions were included in the text. Some material has been following are standard: REST; PASS; FREE MOVE; ENGAGE;
moved or duplicated from the main articles.
DISENGAGE; RISE; GROPE (FUMBLE); MOUNT; DISMOUNT; MELEE
In this publication, words in SMALL CAPS refer to entries in this ATTACK; MISSILE ATTACK; ESOTERIC OPTION. These rules also
GlossDex. References in ITALICS AND SMALL CAPS indicate references include the following advanced Action Options: PRESS;
by article and page number. Article references are: ROLEPLAYING; GRAPPLE ATTACK; MOUNTED MOVE (attack/defend).
CHAGEN (Character Generation); SKILLS; COMBAT; WEAPONCRAFT;
PHYSICIAN; RELIGION.
ADVANCED or OPTIONAL RULES
Combat: COMBAT 14. Advanced/Optional Rules are also
distributed throughout the publication. Advanced/optional
A
rules are designated by boxes: q.
AGILITY [AGL]
Numerical Key ATTRIBUTE. A character’s ability to move the
whole body. Agility generation is modified by FRAME. Agility
Generation: CHAGEN 9. Agility testing: DODGE.
A
AMPUTATION (injury).
AGRICULTURE
Lore/Craft Skill: The ability to grow crops. Agriculture may be
ABSOLUTE SUCCESS q opened after a growing season of practice. Agriculture
A success level included in the game at GM discretion: determines the quality/quantity of crops produced. Results
Determine absolute success multiplying success level by Skill also depend on land quality, weather etc. Agriculture is also
Index. For this purpose, success levels are valued from 1 crop management ability, useful for running a farm or fief.
(CF) to 4 (CS). Hence, someone with ML72 who rolled MS
would achieve absolute success of 3×7=21. Absolute
Success generates a number from 0 to 48. AIMING ZONE
In some cases, an attacker may declare a specific part of a
target at which the attack will be aimed (ATTACK
ACOLYTE SKILLS DECLARATION). (If no declaration is made the selection
In general, skills which are opened by a character who starts defaults to body zone.)
play as a cleric: RELIGION 4
In melee combat, a humanoid has four basic aiming zones:
Head, Body, Arms, and Legs. Depending on the attitude,
ACROBATICS relative sizes and positions of the combatants, EML penalties
Physical/Combat Skill: Acrobatic Skill is tested when a may be applied when an attacker selects a zone other than
character attempts a gymnastic feat that is more than a Body. See Strike Location Tables.
simple matter of native AGILITY/DODGE. These include vaults,
somersaults, back-flips, twisting in mid-air to land on one's
feet etc. GM may modify EML according to the difficulty of
ALCHEMY
Lore/Craft Skill: Used for analysis and/or production of
the feat being attempted. Acrobatics may be used as a
chemical and/or alchemical compounds. Alchemists devise
substitute for DODGE in combat. See also CLIMBING & FALLING.
(or otherwise acquire) menstrums (recipes) for their craft.
Use of this skill requires access to the necessary equipment,
ACTING texts, and materials.
Communications Skill: The ability to play a role. Used to
determine the success of a masquerade or dramatic Alchemy is a major vocation and will be the subject of a
performance. Acting includes the ability to disguise oneself, rules module to be published later.
and/or to assume a false identity. Depending on how it is
achieved (GM discretion) an ML of 70+ may imply
possession of a repertoire of theatrical roles and character
AMPUTATION [A]
A treatment option for injuries or a result obtained from the
portrayals appropriate to culture. Different styles of acting
Injury Table. As an injury result, an A result indicates a
may be treated as specialities.
chance that the body part struck will be severed. Roll the
indicated number of d6 (A4 means roll 4d6). If the result
ACTION OPTION exceeds one tenth the victim's weight, the part is severed. If
A tactic attempted by a character in combat. A character’s amputation occurs in a non lethal area, make an E5 SHOCK
Turn consists of selecting and executing an Action Option. ROLL and increase BLEEDING by 1 level. If amputation does
not occur, make an E4 shock roll.
Sometimes, in the course of combat, a character earns a
TACTICAL ADVANTAGE — this allows the selection and
execution of another Action Option.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 2
ARMORY
A synonym for HERALDRY. Note that, to avoid confusion, the
type of armour that is worn in combat (and its derivatives,
such as “armoured”) is always spelled with a u.
ARMOUR
Armour may be defined as any body covering that could
offer protection from inimical forces. This definition includes
most clothing. HârnMaster presumes armour technology to
be such that there is no articulated plate. The most
advanced manifestation of flexible armour is mail, which is
extremely resistant to edged weapons.
Basic Principles: COMBAT 1; See also WEAPONCRAFT article.
ANIMALCRAFT Armour Damage (Advanced Rule.) COMBAT 21. Construction
of Armour: WEAPONCRAFT 3. Custom Armour: WEAPONCRAFT 4.
Multiple, Lore/Craft Skills: The ability to domesticate, breed, Coverage (Body Parts): WEAPONCRAFT 4. Armour Quality (AQ)
and train animals. Animalcrafts also include appropriate, and Weight: (construction) WEAPONCRAFT 4. Repairs
basic veterinary medicine. (PHYSICIAN skill may also be used WEAPONCRAFT 4.
to practice on animals.)
Test Animalcraft when breaking/domesticating animals, and
(if applicable) for each trick/task to be taught. The time ARMOUR QUALITY [AQ]
required for various efforts is determined, in part, by ANIMAL An attribute possessed by every piece of ARMOUR. AQ is
INTELLIGENCE , and is left to the GM. More wilful and older established by the armour–making process (see
animals are harder to train, more intelligent and younger WEAPONCRAFT article). Standard AQ is +0; it can vary up to
ones are easier. Few animals can/will tolerate more than two +5, or down to –5 (or more at GM discretion). AQ effects
hours training daily, and this should be broken into short how well the armour protects its wearer.
sessions (perhaps 15 minutes at a time).
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 3
ASPECT ATTRIBUTE
Every STRIKE has Aspect and IMPACT. Aspect is the type of A datum, which describes a character feature. Most
damage and Impact is the amount. There are six types or attributes are generated by rolling dice. Some, such as
aspects of damage: STRENGTH and AURA, are numerical; some, such as
BIRTHPLACE , CLANHEAD, or HAIR COLOUR, are text. CHAGEN 1.
DAMAGE ASPECTS
Blunt Caused by concussion impact such as that of a fist, club
ATTRIBUTE TESTING
or mace.
Character ATTRIBUTES may be tested in the same manner as
skills. Only the GM can decide which attribute should be
Edge Caused by the edges of blades such as those of swords or tested under what circumstances, and the method by which
knives. it should be tested (the methods may be used
Point Caused by stabbing with pointed weapons such as interchangeably, and the GM will choose a testing system on
daggers or (typical) arrows. a case by case basis).
Fire/Frost Actually two types of damage caused by extreme heat or Method 1: Roll a certain number of d6. The more dice, the
cold. more difficult the test. If the dice roll is greater than the
Squeeze Caused by compression. Example: a bear hug or heavy attribute, the attribute test fails; otherwise, it succeeds.
weight applied to the body. Method 2: Determine a Target Level (TL) by multiplying the
Tear (bite) Caused by animal bites or by tearing weapons such as attribute by 1, 2, 3, 4, 5, 6, or 7 (depending on the difficulty
the fighting claw. of the task). This TL is then tested with percentile dice as if it
were an EML — this generates a success level.
Of the six, Blunt, Edge and Point are most common — few
Method 3: Determine a TL by multiplying the attribute by 5,
made weapons have anything else. A given weapon may
and test is as one would a skill.
have more than one aspect. Most swords, for example have
B, E & P, while a club only has B. The aspects possessed by Physical attribute Target Levels, such as Agility, Strength or
the striking weapon determine the aspect of damage the Speed are subject to PHYSICAL PENALTY.
weapon is capable of inflicting. See Weapon Data Table. If using method 2 or 3 the TL may be modified by
If a striking weapon has more than one damage aspect, the environmental modifiers etc.
wielder may declare a strike aspect as part of the ATTACK
DECLARATION; if no such declaration is made, aspect defaults AURA [AUR]
to the best (highest) available aspect. Numerical, Key ATTRIBUTE. The spirit or immortal soul —
Different Armour types perform differently against different Aura determines psychic and magical ability.
aspects — mail, for example offers excellent protection
against the Edge, but is of little use against Blunt strikes. See AURAL SHOCK q
Armour Protective Values Table. Spirit Test: Various psionic and magical phenomena may
Optional rules allow random generation of strike aspect: effect a character’s well being. In such cases, at GM
Random aspect for melee strikes: COMBAT 7; for missile discretion, an aural shock roll may be indicated. An aural
strikes (Combat Tables). shock roll is a test of SPIRIT. Use the Aural Shock Table to
interpret results. Spirit is defined in the GME.
Such efforts take several hours, at least, to prepare. PCs may q if the character is EXHAUSTED reduce the success level rolled by one
find it beneficial to visit an astromancer to learn the portents (eg. from MS to MF or from CS to MS).
before undertaking a major adventure.
PSYCHIC BLINDNESS A psychically blinded character cannot
use talents or spells.
ATTACK DECLARATION
A statement of intent made by an attacker to describe the
TARGET, WEAPON, ASPECT , AIMING ZONE , etc., of an attack. An
AUTOMATIC SKILL
attack declaration is usually followed by a Defence A skill possessed by every character regardless of
Declaration, which similarly describes the manner in which background, culture, occupation or training. Automatic skills
the target of the attack will attempt to defend him/her/itself. are shown on the Skills Table in UPPER CASE.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 4
AWARENESS
B
Automatic Communication Skill: Awareness is subliminal
sensitivity to the environment. It may be tested when a
character says something like “I look around”, or if an event
occurs and the GM wishes to determine who might have
noticed it, or at least that something is “out of place”.
The GM makes Awareness rolls secretly. MS may give a
vague feeling (hunch) that something is amiss or that all is B
“as it should be”. Awareness tests may be made for sleeping Damage ASPECT: BLUNT.
characters at (no more than) half ML.
B1/B2/B3
AWE See BLEEDING WOUND.
Ritual Invocation
Time to perform: approximately one minute. BATTLEAXES
Requirements: prayer/meditation. Physical/Combat/Weapon Skill: The ability to use large
This invocation creates a feeling of the presence of the deity (hand-and-a-half or two-handed) unidirectional and/or
and is used during ceremonies in some churches. bidirectional swung weapons. Specialities include Battleaxe
Proselytising clerics sometimes use the Awe Invocation to and Warhammer.
make converts, and priests may use it to restore the faith of a
“lost sheep”. The duration and range of the effect are given
on the Awe Effect Table.
BATTLELUST
Ritual Invocation
In combat or other crises, the invocation’s effect is to cause Time to perform: approximately ½ minute.
godless persons or adherents of opposing deities to test Requirements: prayer/meditation/gestures.
INITIATIVE (COMBAT 19). If the Initiative Testing rule is not in An Invocation to whip up frenzy in one’s allies in battle. All
use, it may be used just for this purpose. Alternately (at GM friendly warriors within range Test Will. If the invoker achieves
discretion) a Will test may be used in its place. If the invoker CF, the invocation works (as MS) on in–range enemies.
achieves CS, the victim’s Initiative EML is reduced by 10. If
The altered Morale State lasts for Duration, during which
Will is to be tested, the multiple is given under “will test”.
time the affected character(s) make no Initiative or Morale
Tests. For explanation of morale states see COMBAT 19.
AWE EFFECT TABLE
BATTLELUST EFFECT TABLE
Duration Range Initiative Will Test
Duration Range Will Test
CS 10 minutes 50 yards –10 (3×Will) CS 10 minutes 100 yards 5×Will
MS 5 minutes 100 yards — (5×Will) MS 5 minutes 50 yards 3×Will
MF No Effect MF No Effect
CF Effect is felt by the invoker (Initiative –5;Test= 4×Will). CF Effect works (as MS) on all in range enemies.
Each subject tests Will as indicated:
q CS: the effect may be directed at specific individual(s) rather than
CS: Subject may choose a morale state.
as a blanket effect.
MS If subject was BROKEN or CAUTIOUS, s/he becomes Normal. If
NORMAL or DESPERATE, s/he goes BERSERK.
AXES MF/CF: Character becomes Desperate.
Physical/Combat/Weapon Skill: The ability to use
substantially one-handed unidirectional and/or bi-directional
swung weapons. Specialities include Sickle, Shôrkána,
BIRTH ATTRIBUTES
Character ATTRIBUTES related to a character’s origins. They
Hatchet, and Handaxe.
include birthplace, parent occupation, etc., and do not
change.
BIRTHDATE
Birth ATTRIBUTE: The year, month and day on which a
character was born. Birthdate determines Age and SUNSIGN.
BIRTHPLACE
Birth ATTRIBUTE: The location where a character is born.
Birthplace is socially important. The GM will tell you what
dice to roll, and your character's birthplace to the nearest
keep, castle or town, perhaps to the nearest village.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 5
BITE BLOWGUN
Damage ASPECT: A sub–aspect of TEAR. Physical/Combat/Weapon Skill: The ability to use
Blowgun(s). This is a rare skill except among the Lìa-Kaváir
and priesthood of Navéh, and certain tribes in tropical and
BLEEDING WOUND q equatorial rainforests. No specialities are envisioned.
A wound that causes a victim to lose blood at a significant
rate. See Injury Effect Determination, COMBAT 10.
BLUNT [B]
Damage ASPECT: A type of damage caused by concussion.
BLESSING
Ritual Invocation
Time to perform: approximately 10 seconds. BODY PARTS
Requirements: prayer/meditation/gesture/touch. Coverage/percentages WEAPONCRAFT 4. Strike Locations: see
Strike Location Tables.
Blessings may not be performed on oneself. The procedure
varies – most churches encourage the laying on of hands,
but this is not mandatory. The blessing can take two forms. BOWS
One is to bestow piety points on the recipient. Another is to Physical/Combat/Weapon Skill: The ability to use normal
grant a (one-time) luck bonus; see Blessing Table. bows. Specialities include Longbow and Shortbow.
q The invoking cleric decides whether to bestow Piety
Points or luck.
q The GM decides whether to bestow PP or luck This
decision may be made by flipping a coin at GM
discretion.
Piety can only be given to adherents of the same religion; it is
accrued immediately by the recipient. Luck may be given to
anyone and is applied to the next situation calling for luck
(GM discretion) — almost any dice–roll affecting the
character’s welfare. A blessing may be used to neutralise an
“equivalent” curse/hex.
BLESSING TABLE
Success Level Piety Gain Luck
Critical Success 2d6 pp 15%
Marginal Success 1d6 pp 5%
BLOCK q
A defensive combat option, an attempt to intercept (block)
an incoming STRIKE (MELEE ATTACK) with a weapon (usually a
shield). Also, the result of such an attempt. If the Advanced
Weapon Damage rule is used, a block leads to the Weapon
Damage routine, COMBAT 20. See also PARRY.
BLOOD REGENERATION q
While BLOODLOSS may accrue from multiple bleeding
wounds, cumulative bloodloss points are treated as a single BOWYER
total, and heal as a single “injury”. The art of bow-making. In HârnMaster, this skill is a sub–skill
(speciality) of FLETCHING (arrow-making).
The HEALING RATE for bloodloss is always H6. CF/MF indicate
no effect. MS recovers 1 point of Bloodloss; CS recovers 2.
BP
BLOODLOSS Point(s).
BLOODLOSS q
The total number of Bloodloss Points accumulated from all
BLEEDING WOUNDS. When Bloodloss exceeds Endurance, the BREATH
character falls unconscious (and continues bleeding). When A character can, under normal circumstances, hold his/her
Bloodloss exceeds double Endurance, the character dies. breath (do without breathing) for 10×Endurance Seconds
The rate of bloodloss for any BLEEDING WOUND may be (1×Endurance Turns).
reduced or halted by pressure (PHYSICIAN 1,3)
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 6
BREWING A dropped load (CF) may land on the knee and/or foot (Test
DODGE) and/or inflict a STRAIN INJURY to the back at GM
Lore/Craft Skill: The ability to prepare alcoholic and other discretion.
beverages. Used to determine the quality of ale, cider, and
mead (honey wine) prepared by a brewer. Basic ingredients, The second part of the Carrying Table indicates the distance
equipment and supplies are necessary. Depending on that the character can walk/stagger with the load in the
cultural background, Brewing may include the ability to ensuing TURN. A character carrying a major load cannot do
make spirits and/or wines. much else. Carrying a major load is fatiguing; the carrier
accumulates fatigue points each minute equal to his Fatigue
Brewing for profit (as opposed to brewing for fun) is Rate. It is possible to carry a wounded comrade to safety, but
controlled by the Innkeepers Guild. It is legal to brew for it is not usually possible to fight with one draped across one's
personal use and many rural folk possess (and frequently shoulders.
use) the skill. Rural peasants do not usually brew wines
(other than mead). See also LIFTING.
Most ales do not travel well (especially where hops are not
used as a preservative). Inns and taverns brew most of their CARRYING TABLE
Weight Being Lifted Test
own stock, perhaps with a few imported wines for variety.
Endurance × 10 lbs. or less Condition
Endurance × 14 lbs. or less Condition –10
Ale, a Thrice Blessed Staple Endurance × 17 lbs. or less Condition –20
Ales are the beverages of preference for many folk. They are Endurance × 19 lbs. or less Condition –30
typically made from water barley and honey, and might be Endurance × 20 lbs. or less Condition –40
flavoured with (wild) hops, or other more exotic ingredients. Carrying Results
Ale is typically brewed three times, the first time to produce a CS Load may be carried at Walk Rate for 1 Turn.
"heady ale", the second a ligher brew, and the third time MS Load may be carried at Crawl Rate for 1 Turn.
small beer, which has very little alcohol. Small beer is a brew MF Load is put down safely.
for children and the sick. It has the advantage of being cheap CF Load dropped. (Test DODGE to avoid foot/knee and/or
possible STRAIN injury).
and may be healthier than full brews or dirty water.
Ale with significant amounts of hops is called beer.
CARTOGRAPHY
(Map-making) see DRAWING.
CARVING
C
Lore/Craft Skill: Used to determine the aesthetic quality of
statues, toys, or other types of carving. Carving is primarily a
decorative (rather than utilitarian) art. Specialities would be
by material: Wood, Stone, Horn/Bone, Ivory, etc., and each
CANTER
The second fastest rate of speed for a horse or similar
quadruped. The minimum canter rate is MOBILITY feet and the
maximum rate is twice mobility feet.
CARPENTRY
Lore/Craft Skill: The ability to work wood. Carpentry is used
to determine the quality of a wooden item made by the tends to have its own types of tool.
carpenter. Appropriate tools and materials are necessary,
and the complexity of an item will affect the result. Carpentry
is a utilitarian craft.
CERAMICS
For decorative or artistic woodworking see CARVING
Lore/Craft Skill: Determines the quality of pottery items
produced. The availability and quality of materials and
CARRYING equipment limit this.
Endurance/Condition Test: The ability to carry a major load
depends on both ENDURANCE and CONDITION. Condition Pottery styles vary greatly from one region to another.
modifier(s) depend on the weight being lifted in relation to
the character’s Endurance. (See Carrying Table.) CF
Tests are made immediately a load is lifted (See LIFTING), CRITICAL FAILURE
and every ten seconds (each turn) thereafter.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 7
CLANHEAD CLUBS
Character Birth ATTRIBUTE. The blood relationship between a Physical/Combat/Weapon Skill: The ability to use
character and his clanhead. In small clans, the clanhead may omnidirectional clubbing weapons. Specialities include
be “father” in larger clans, it could be “distant cousin”. This Clubs, sticks, Mace, Morningstar, and Maul.
may be an important attribute since in many cases the clan
is considerably more important than the family. CHAGEN 5. CML
COMELINESS.
CLIMBING
Automatic, Physical Skill: Climbing is tested each minute the
character attempts to climb a reasonably difficult obstacle.
CMX
The GM assesses a climb as Easy, Hard or Very Hard. COMPLEXION.
If the character has good climbing gear, (rope, grappling
hook(s) etc.) increase EML by up to 20 points. COIN(S)
See MONEY.
CLIMBING TABLE
Success Roll Easy Hard V.Hard
Critical Success +30 +20 +10 COMBAT PROFILE
Marginal Success +15 +10 +5 A form used to record martial information on weapons,
Marginal Failure +0 –5 –10 armour, combat factors, injuries, etc. COMBAT 1.
Critical Failure Fall Fall Fall
Vertical progress (+) is measured in feet. Negative progress
(–) indicates that the character has encountered a “local”
COMBAT SEQUENCE
COMBAT 2.
obstacle and has been forced to backtrack. A running total
of vertical progress is kept to determine when the climb is
complete, and the extent of any fall that occurs. See also: COMBAT SKILLS
FALLING. Combat Skills are a subset of PHYSICAL SKILLS based on
PHYSICAL ATTRIBUTES and used in combat. See: INITIATIVE;
CLOSE MODE UNARMED COMBAT; RIDING; SHIELDS; KNIVES; SHORTSWORDS;
(Combat). A battlesword is superior to a dagger when LONGSWORDS; CLUBS; AXES; BATTLEAXES; FLAILS; WHIPS; NETS;
fighting outdoors, but in a narrow passageway or crowded STAVES; POLEARMS; BOWS; BLOWGUN; SLINGS; CROSSBOW.
melee, it may become a liability. A character significantly
obstructed by an adjacent wall, tree, friendly character, etc.,
is in close mode. The relevance of an obstruction is a matter
COMELINESS [CML]
Numerical Appearance ATTRIBUTE. An assessment of physical
of GM discretion. If the obstruction is, for example, behind
beauty, of how attractive a character seems to members of
one of the characters, it may not interfere with action. On the
the same species. CHAGEN 8.
other hand, an obstruction which is adjacent to both the
attacker and defender is usually relevant.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 8
COMMAND CONDITION
Ritual Invocation Automatic Physical/Combat Skill: A special physical skill that
Time to perform: approximately 5 seconds. indicates a character’s overall state of physical well-being.
Requirements: prayer/gesture
Condition may be improved with regular, strenuous exercise,
The ability to control the denizens of the deity, some/all of
provided the character is healthy and uninjured. See SKILL
whom may be dangerous. Most deities have demi–divine or
development/decline/etc.
ethereal servants. Only such creatures are affected. A cleric
can typically command only the denizens of its own deity. Condition determines the character’s resistance to physical
trauma, illness, injury, etc. It is subject to PHYSICAL PENALTY.
COMMAND TABLE
CS Any servant of any deity may be banished. A denizen of Note: This HârnMaster Gold edition uses Condition for most
one’s own deity may be obliged to perform a minor of the functions performed by ENDURANCE in the first edition
task (GM discretion). of HârnMaster. The difference is that Condition is a trainable
skill, while Endurance is an unchanging attribute.
MS Hostile denizens of one’s own religion may be
banished, but creatures of other deities are not driven q Condition OML for sedentary characters is SB4 and for
off (although they are probably made uncomfortable particularly active/healthy ones SB6.
and, if not well–motivated to remain, may leave
anyway). CONSECRATION
MF No effect (the target entity continues doing whatever it Ritual Invocation
would have done anyway). Time to Perform: 10–120 minutes.
CF The target entity becomes hostile (even if it was not Requirements: Prayer/meditation/holy water etc.
already so). A ceremony to bless an object or place so that it becomes a
holy artefact or place. The effect is highly variable. Temples
DENIZENS: this term is used to describe the special
and graveyards are usually consecrated ground, and saintly
creatures that ‘belong’ to the deity; it is applied at GM
relics may also be religious
discretion. Examples: the special creatures of Ilvîr include the
artefacts. Consecration is
Ìvashú; those of Navéh include the Gytévsha; those of Siém
never undertaken lightly; a
include (some of) the Ilsîri, and so on.
wise cleric does not
consecrate something
COMMUNICATION SKILLS inappropriate. Water that is
Communication Skills are those which involve the consecrated becomes holy
understanding and expression of ideas and feelings. None water – this is simply a
are subject to PHYSICAL PENALTY (except, of course, at GM method of “storing a
discretion). See: ACTING; AWARENESS; INTRIGUE; blessing”. The same principle
LOVECRAFT; MUSICIAN; ORATORY; RHETORIC; SINGING. See can apply to symbolic items
also RITUAL; LANGUAGES; SCRIPTS. in various churches: Àgríkans
use consecrated fire/smoke;
Haléans consecrate incense,
COMMUNION aphrodisiacs, etc.; priests of
Ritual Invocation Sávè-k'nôr often employ
Time to perform: 1–60 minutes consecrated books and scrolls.
(depending on time available).
Requirements: prayer/meditation. CONTAGION INDEX [CI]
An attempt to commune with the A property of a disease which indicates how easy it is to
spirit, and divine the will of the catch. A highly infectious disease would have a Contagion
deity. Communion is used to seek Index of 1. One that is hardly contagious at all would have an
moral “guidance” in various Index of 7. See DISEASES.
situations. Monks may use
communion daily, others less often. COOKERY
If the deity has no particular moral Lore/Craft Skill: Determines the appeal and nutritive value of
or other requirement in the meals. Marginal Failure results in poorly prepared and/or bad
situation, it will not answer. If the deity does have a tasting food. Critical failure may cause food poisoning.
preference, it may or may not communicate it. Sometimes
q treat Cookery as an Automatic Skill.
the deity wants its adherent to make her/his own decision.
COUNTERSTRIKE
COMPLEXION [CMX] Defensive Combat Option: An attempt by the target of an
Hereditary ATTRIBUTE describing skin pigmentation. attack to strike the attacker first. In a sense, selecting
Complexion is a descriptive attribute, but may occasionally counterstrike as a defence is akin to taking an extra
affect play in other ways. Darker folk are less susceptible to attack/turn. However, counterstriking tends to be
sunstroke & heat exhaustion, for example. CHAGEN 7. considerably more dangerous than a normal melee attack.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 9
DEXTERITY [DEX]
D
Numerical Key ATTRIBUTE. The ability to manipulate objects
with the hands. Fine motor control may be linked to TOUCH,
and physical grace (e.g. Dancing) is dependent on AGILITY.
DICE
Dice are used to generate attributes and to resolve actions.
d Two numbers separated by a small d (e.g. 4d6) indicate a die
or dice roll. The number before the d is the number of dice
see DICE.
that are to be rolled, and the number following the d is the
number of sides each die should have. Hence, 3d12
DAMAGE indicates : roll 3, 12–sided dice.
To Armour: Advanced/Optional Rules: COMBAT 21. Generally, it is the sum of the dice rolled that is needed, but
To Weapons: Advanced/Optional Rules: COMBAT 20. 1d100 and 1d1000 are special cases. The first means
percentile dice, the second means roll 3d10 reading one die
DANCING as hundreds, another as tens, and the third as ones.
Physical Skill: The ability to perform various types of dance. A suffix may be appended to any dice roll to indicate that the
Specialities such as folk or erotic dancing are viable if result is to be modified by addition (e.g. 3d6+2), subtraction
desired. Cultural background has a lot to do with repertoire, (3d6–2), multiplication (3d6×2), or division (3d6/2).
and may determine specialities. Dancing is very important in
some cultures, and may be used as a focus to enhance
spell-casting. See Enriched Magic in the Shèk-Pvâr module. DISEASES
Each disease has a CONTAGION INDEX (CI) of 1 (highly
contagious) to 7 (barely contagious) and a healing rate of H1
DARKNESS (bubonic plague) to H5 (influenza). A C1/H1 disease would
Ritual Invocation kill most of the population. To determine whether a
Time to perform: approximately one minute. character catches a disease test
Requirements: prayer/meditation/gesture/touch/verbal
q Condition – (CI×5) or q Endurance × CI
declaration.
Neither option is subject to PHYSICAL PENALTY.
An invocation to make the immediate environment darker.
The invoker can see normally if the invocation is successful. If the roll exceeds Target Level, the character catches the
See Darkness Table for result(s). disease and will begin to display appropriate symptoms.
Note the disease name and HR in the injury section.
DARKNESS TABLE A daily disease recovery roll is made with the Infection Table.
Reduce EML by 25 if attempted in full daylight. At H0, the patient dies; at H6, s/he recovers.
Success Effect
A character who contracts a disease will begin to display
CF The invoker is blinded for 2d6 minutes. appropriate symptoms. Note the disease name and HR in
the injury section of the COMBAT PROFILE. A recovery roll is
q in some cases, the invoker is blinded until an made daily using the Infection Table. At H0, the patient dies;
appropriate penance has been performed. at H6, s/he recovers.
MF No Effect
MS Illumination reduced by half for five minutes over Poison
a radius of 20 yards from the invoker. Poisons may be treated as non–contagious diseases —
although the time frames in which they act are usually
CS Total darkness prevails for up to ten minutes determined by substance (so it may not be a good idea to
(same range). simply make a healing roll every four hours).
A large dose of deadly poison would be H1, a small dose of
DEFENCE DECLARATION mild poison H5. The GM may assign a Healing Rate for a
a statement by the target of an attack describing the manner venomous bite, or roll 2d3–1.
in which he/she/it will attempt to defend. See also ATTACK
DECLARATION.
DEITY
The god or goddess whom a character worships, however
laxly. Characters usually believe in all the deities, but worship
only one. CHAGEN 11.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 11
Obtains information from the servants of the deity, from Because of proscriptions against crossbows, they are largely
other planes of existence, or directly from the mind of the limited to a hunting role. Consequently, crossbows with high
deity. The more specific the query, the greater the likelihood DW are rarely built.
of success (yes/no questions are best). If the enquiry is more q Draw Weight tends to decline as a result of stress,
general, the EML is reduced. temperature, and humidity. With normal use, it may be
CS is needed to acquire hidden knowledge. CF may produce assumed that a bow will lose about 10 pounds of DW per
false or misleading information. year. Extremely adverse conditions may cause additional
decline at GM discretion. Weaponcrafters have limited ability
Divination does not generate moral guidance or inform the to repair this loss of efficiency. Archers generally replace their
invoker of the will of the deity (for which see COMMUNION). bows every few years.
q Characters may pull bows/crossbows whose DW exceeds
DIVINE INTERVENTION their maximum DW. For each 10 pounds of shortfall, reduce
Miracles: The process followed when a character calls upon EML by 5 q and Impact by 1.
a deity for aid. RELIGION 7.
DRAWING
DODGE [DGE] Lore/Craft Skill: The ability to produce a likeness. Used to
Automatic Physical/Combat Skill: A multi–purpose skill, used assess the artistic quality or realism of a drawing or painting
to avoid falling or incoming objects, weapon attacks/missiles, produced. Different styles and media (such as painting,
and other situations at GM discretion. Dodge is frequently fresco, pen and ink, woodcut, etc.) may be considered
used in combat. specialities that may be limited by region and/or culture.
In most cases ACROBATICS skill may be used in place of Cartography is a SPECIALITY of Drawing used to produce
Dodge (if it is open and higher). Dodge is subject to PHYSICAL POETIC MAPS .
The quality of a map is limited by the
PENALTY and ENCUMBRANCE. information available to its maker. Poetic maps are more
often judged by the attractiveness of the cherubs in the
❏ Abolish Dodge; ACROBATICS is an Automatic Skill margins than by their accuracy. Characters with
Use INITIATIVE in all situations calling for Dodge tests and Drawing/Cartographic skill may be allowed to copy their
abolish Dodge altogether. MEMORY MAPS in poetic style to sell or show to other PCs.
Note: that Dodge has been converted into a trainable skill for
this edition: in the first edition, Dodge was simply Agility × 5. DW
DRAW WEIGHT
❏ GMs/Players may opt to use the first edition rule (Dodge
= 5×Agility) if they wish
DRAM
A sixteenth of an ounce. See WEIGHTS & MEASURES.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 12
ENCUMBRANCE (ENC) q
E
An optional penalty which reflects the load of weapons,
armour, clothing, and other equipment being carried by a
character. A heavily encumbered character is less able to
perform certain physical actions such as running, jumping or
fighting. Encumbrance may be calculated (at GM discretion)
in any of several ways as a multiple of FATIGUE RATE:
q Encumbrance = FR×2; q Encumbrance = FR×4
E q Encumbrance = FR×3; q Encumbrance = FR×5
SHOCK ROLL.
Encumbrance is a method of “front-loading” the fatigue and
other effects of LOAD. If fatigue is not used, Encumbrance
EDGE should be calculated as at least 3×FR.
Damage ASPECT: A type of damage caused by edged/cutting
weapons. ENDURANCE [END]
Numerical Key ATTRIBUTE. A character’s stamina and/or
staying power, and the ability to withstand and recover from
EFFECTIVE IMPACT physical trauma — also indicative of innate health. CHAGEN 9.
The IMPACT that actually reaches a target’s body after See also CONDITION.
reduction(s) for armour.
ENDURANCE
EFFECTIVE MASTERY LEVEL [EML] Ritual Invocation
SKILLS 1. The actual percentage chance of success when Time to perform: 10–20 seconds.
using a skill. EML is determined by applying various Requirements: silent prayer/touch
modifiers to MASTERY LEVEL. Difficult circumstances tend to Temporarily increases the subject’s ENDURANCE or CONDITION
reduce EML while favourable ones increase it. Under most (as applicable at GM discretion). Use the Endurance Table to
circumstances, the minimum EML (for a possible task) is 5 determine effect.
and the maximum is 95. ENDURANCE TABLE
Success Effect
EI CF/MF No effect.
ENDURANCE INDEX (obsolete with the 2nd. Edition). MS increase END by 2 points for 5 minutes.
Or Condition by 10 points for 5 minutes.
CS Increase END 4 points for 15 minutes
ELF/ELVES Or Condition by 20 points for 15 minutes.
See SINDÂRIN.
ENDURANCE INDEX [EI]
EMBALMING In the first edition HârnMaster, EI was the INDEX of the sum of
Injury and Fatigue Points and was subtracted from all
Lore/Craft Skill: Determines success when embalming a
fumble, stumble and shock rolls. With the revision of these
corpse against deterioration. Includes familiarity with local
rolls, EI becomes unnecessary and may be discarded.
rituals. Since journeymen travel quite a bit, this can result in
quite an accumulation of knowledge. Religious and/or
cultural differences may be treated as specialities. Most
ENGAGE
civilized cultures take great care with their dead — Action Option: A move to enter an enemy ENGAGEMENT ZONE.
embalming a sign of respect and honour with serious This option is available only to unengaged characters. The
emotional and religious overtones. Most temples use master move terminates immediately an enemy Engagement Zone
embalmers (either bonded or free) to oversee their is entered. The maximum length of an engage move is half
embalming rituals. Effective Mobility. (Crawl 25% effective Move, walk 50%
effective Move, or run 100% effective Move).
Embalming includes limited knowledge of practical Alchemy
and/or Perfumery. Most Embalmers would probably know
how to make incense and soap, for example.
ENGAGED
A relationship between enemies in combat which exists when
they are in adjacent hexes and able to reach each other with
EMERGENCY TREATMENT melee weapons.
PHYSICIAN 1 If no hex grid is in use, characters are engaged when their
bases touch and/or when they are adjacent and/or when
EML their figure centres are an inch apart.
EFFECTIVE MASTERY LEVEL. Two enemies in the same hex are also engaged.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 13
ESOTERIC DEFENCE
A type of defensive option whereby the target of an attack
attempts a spell, miracle, or some other unusual option
instead of a conventional defence.
ESOTERIC OPTION
Action Option: This option is available to characters capable
of magic or psionics or those calling for DIVINE INTERVENTION.
An esoteric option may not (at GM discretion) be available to
engaged characters. If a spell takes more than ten seconds
to cast, it must be readied over several turns.
F
Note: the use of magic, psionics, or miracles in combat/crisis F
situations is always governed by GM discretion. See Spellfire FUMBLE.
Timing in Shèk-Pvâr.
FACING
ESTRANGEMENT [EST] COMBAT 1. Characters instinctively turn to face the most
Numerical ATTRIBUTE. A character’s popularity with his/her imminent threat; hence facing is not relevant in most cases.
clanhead, father and/or mother. Estrangement may be Some armour, however, only covers part of a strike location.
generated to describe the social relationship between any If it seems necessary to determine whether the front or back
two entities — employer & employee, brother & sister, etc. of a strike location is struck, it may be assumed that there is
CHAGEN 5. normally a 75% chance of being struck on the front side.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 14
FALLING FAMILY
Any fall of more than five feet inflicts Family Development: CHAGEN 1. Most family development
a BLUNT STRIKE the basic IMPACT of in HârnMaster is dealt with in the GM Edition.
which is 1d6 per 10 feet. Hence, a
Family Skill: A skill opened/learned by a character (in the
fall of 6–10 feet is 1d6, 11–20 feet is
course of character generation) because her/his family
2d6, and so on. Strike location is
practice it. Hence, the son of a metalsmith learns some
randomly determined, usually on
metalcraft as a family skill. CHAGEN 15.
the (default) BODY ZONE. The
surface on which the character
lands may modify fall impact. FATIGUE
The slope of the surface may cause Fatigue Point [FP]: The unit of fatigue accumulation.
a falling climber to hit several times Characters accrue fatigue by physical activity, using psionic
on the way down. If this is the case, talents, casting spells, etc., and remove them by resting.
the GM can break a long fall into (SKILLS 3).
several shorter falls. See also Fatigue Penalty: The sum of all Fatigue Points, one of the
CLIMBING.
two components of PHYSICAL PENALTY. See also ENCUMBRANCE
In a clear fall of more than 15 feet, and INJURY PENALTY.
ACROBATICS or DODGE may be used Fatigue Rate [FR]: The rate at which a character
to moderate the fall, by landing on one’s feet, rolling, etc., accumulates Fatigue Points when engaged in strenuous
(see Fall Table). activity (such as fighting or swimming).
FR is determined by dividing LOAD (the weight of all items
FALL TABLE
carried) by ENDURANCE. A FR of 2 indicates that the character
Landing Surface Impact Modification accumulates 2 Fatigue Points per minute. There are other
Water (reasonably deep): –3d6 ways to accumulate fatigue.
Very Soft Ground (Mud/bog, etc.): –2d6
Soft Ground: –1d6 q When calculating LOAD for the purpose of calculating
Normal Ground (Grass/Earth/etc.): no modification Fatigue Rate, first multiply the weight of a shield by 2 and
Hard Ground: +2d6 that of any other weapon by 3.
Very Hard Ground (very rocky): +3d6 Fatigue Recovery: In general, after each full minute of rest,
a character may remove fatigue points equal to one sixth his
Impact Modifications from Skill ENDURANCE; a good night's sleep eliminates most or all
Skill CF MF MS CS fatigue.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 15
FIRE/FROST FLAILS
Damage ASPECT: Two types of damage caused by heat/fire Combat/Weapon Skill: The ability to use articulated
and cold respectively. Fire and Frost are grouped into a (folding/bending) weapons. Specialities include Ball & Chain,
single aspect because Armour that is effective against one Nachakas, Grainflail, and Warflail.
type is, for the most part, equally effective against the other.
In some cases, the effect of fire is considered separately from
that of frost (notably with regard to flammable items).
FISHING
Lore/Craft Skill: Fishing may be tested once per four hours
of fishing with hook and line or spear. The Fishing Table
generates the number of fish caught according to fishing
conditions and success level.
The weight of each fish is also dependent on fishing
conditions.
The type of fish caught (fresh or salt) depends on locale. FLETCHING
EML should be reduced when equipment is inferior. Two to Lore/Craft Skill: The ability to make and repair bows and
three pounds of fish equal one manday of food, but do not arrows. Most archers are fletchers to some degree — it is,
provide a balanced diet. therefore, a reasonably common skill. The art of the Bowyer
Different techniques may be treated as specialities: Hook & (bow–maker) would be a viable speciality.
Line, spear-fishing, net–fishing, etc. The use of crossbows against people is forbidden by canon
and secular law, and punishable by death. Anyone carrying a
FISHING TABLE
crossbow is regarded with suspicion.
Conditions CF MF MS CS Wgt
FOUND ARMOUR/WEAPONS
Weapons or Armour that are discovered, stolen, recovered,
etc., instead of being made to order by a weaponcrafter.
Many found items are discards or have been lost for
extended periods, so while the price is right, the quality is
often poor.
FR
FATIGUE Rate.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 16
FRAME [FRM]
G
Character ATTRIBUTE. A character’s bodily build: Scant; Light;
Medium/Average; Heavy; or Massive. Some species are
automatically of a particular type. CHAGEN 6.
FREE MOVE
Action Option: This option is available only to unengaged
characters. A Free Move is made at effective Mobility, using GAC
crawling, walking, or running movement rate as desired. A GENERAL ARMOUR CLASS.
Free Move may not enter an enemy ENGAGEMENT ZONE. The
move ends if the character enters an active enemy REACTION GALLOP
ZONE. During a Free Move, characters may (within reason), The fastest rate of speed for a horse or similar quadruped.
change weapons, open/close doors, pick things up, etc. The minimum gallop rate is twice MOBILITY and the maximum
is three times mobility (in feet). Galloping is generally avoided
FRR because the risk of breaking a leg is quite severe. Even a
FATIGUE Recovery Rate. The number of fatigue points that a mounted charge is usually executed at the TROT or CANTER.
character removes from her/his total after each minute of
rest. FRR equals one sixth ENDURANCE. GÂRGÚN
The Hârnic orcs/goblins. Generating Gârgún CHAGEN 2.
FUMBLE & GROPE
Fumble: A test to determine whether a held item is dropped. GAMEMASTER [GM]
Fumble rolls may be triggered by combat or ordered by the The person who governs the fantasy world in which player–
GM at any time. The code for a Fumble Roll is F. characters live. The Gamemaster is apart from the players in
Grope: an attempt to perform a feat of manual dexterity the same way that a referee is separate from the sporting
under difficult circumstances. Eg, to grab a reserve weapon event s/he officiates. The GM is a conduit between the game
after dropping one’s main weapon while engaged in battle. world and the players, and controls the behaviour of most of
the world's denizens, weather, societies, institutions, gods
The normal TARGET LEVEL for a Fumble or Grope roll is
and religions, some of which s/he has created.
5×Dexterity. This TL is subject to PHYSICAL PENALTY and may
be modified by difficult circumstances at GM discretion. The nature of fantasy role playing is that all rules are
optional; the Gamemaster has supreme authority and may
FUMBLE/GROPE TABLE change rules to fit notions of rightness. Players can make
Target Level Modifications proposals, but the GM has the final word. A good GM
Item is Held in Two hands + Dexterity considers the concerns of players, and explains rulings; but
Item is Tied on + 2×Dexterity may claim “executive privilege”; there is a lot of information
Fumble Triggered by Injury –20 that players should not have.
Success Fumble Roll Grope Roll
While the GM operates the denizens that hinder and obstruct
CF/MF Fumble Grope Fails PCs, s/he should not be thought of as an enemy. The GM
MS/CS No Fumble Grope Succeeds also has characters who can befriend and assist PCs. Almost
Dropped Items every action in roleplaying calls for an interpretation on the
part of the GM. Most GMs, whatever they may claim to the
When an item is dropped, roll 1d10: a number 1–6 indicates
contrary, are inclined to favour PCs over NPCs. Players who
the item falls in an adjacent hex (1=N, 2=NE, 3=SE, 4=S,
persistently irritate the GM are likely to reverse this bias; the
5=SW and 6=NW); a roll of 7–10 indicates the item has
GM is human after all.
fallen in the same hex.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 17
Lore/Craft Skill: Determines the quality of glassware Haléa’s Voice is the voice of persuasion. It may be used to
produced. Appropriate tools and materials are necessary. double the invoker’s RHETORIC, ORATORY, or INTRIGUE EML for
The secrets of glass-making are not widely known. Glass is 5 minutes.
used for tableware and objects d’art, occasionally for With Critical Success, the cleric can lay a geas. Specific
windows — it is expensive (compared to ordinary ceramics) effects are left to GM discretion.
and only wealthy folk tend to have any. It is assumed that
glassworkers use magic in their art. The best glass products q If used against a single target, reduce EML by the victim’s
seem to come from the mythical elven land of Évaèl. Will.
GM HCL
GAMEMASTER. HAIR COLOUR.
GOBLIN HEALING
See GÂRGÚN. Healing Rules: see PHYSICIAN 2.
Healing Table: PHYSICIAN 3.
Healing Rate [H#]: A factor attached to an injury, disease,
GRAPPLE ATTACK etc., which determines the TARGET LEVEL for HEALLING ROLL.
Advanced Action Option: Any attempt to grapple, hold, or Healing Roll: A test made for an injury, disease, or other
wrestle with an opponent is resolved with the Grappling rules ailment, to determine whether it improves, deteriorates or
(COMBAT 20). An engaged character may (if possible) move stays the same.
one hex before attempting a Grapple. The target may be any
single engaged enemy. A character who is held or who has a q Target Level for a healing roll is CONDITION + 5×HR
hold at the beginning of his turn must select the Grapple q Target Level for a healing roll is End × HR.
option.
HEARING [HRG]
GROPE Numerical ATTRIBUTE. The ability to detect sound. CHAGEN 9.
ACTION OPTION, Dexterity Test see FUMBLE.
HEIGHT [HGT]
GUILDS Numerical ATTRIBUTE. A character’s height/length in inches.
in the Pregame CHAGEN 3. CHAGEN 6.
GWC HERALDRY
GENERAL WEAPON CLASS Lore/Craft Skill: The ability to execute
(draw and/or paint) heraldic
achievements, blazon (properly
describe) arms and so on. A PC's ML
H
may (at GM discretion) provide access
to heraldic data and may also be used
to determine recognition of obscure
achievements. Any player whose
character has Heraldry skill should
become familiar with the basic rules of
heraldry.
H1/H2/H3/H4/H5/H6/H7
See HEALING.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 18
HERBLORE HORSES
Lore/Craft Skill: The ability to classify groups of similar plants Mounted Combat: COMBAT 14.
and identify individual types of plant. An important skill for
alchemists, physicians, apothecaries, etc. Herblore can be
used to gather plants for apothecaries — someone good at
HR
HEALING RATE.
Herblore can earn a reasonable living this way.
The average of Herblore and FORAGING is used to find
specific plants. See PLANTFINDING.
HUMAN
One of the speaking peoples. Since most of our readers are
likely to be human (or at least near human) little description
HIDDEN KNOWLEDGE should be needed. Humans are the standard by which other
Hidden knowledge is knowledge that someone does not species are measured. Most human ATTRIBUTES are
want discovered. As a general rule, the fewer the people that determined by rolling 3d6.
know a secret, the harder it is to discover by divination (or by
any means for that matter).
HV
Hidden knowledge falls into two broad categories: (1) HIGH VELOCITY.
Secrets known only to a few people or to no people at all; (2)
Knowledge of the first category which is also hidden by
I
arcane/divine means. (It is not possible to hide public
information by arcane means.)
In order to discover hidden knowledge, a diviner requires
special methods (or remarkable luck — such as Critical
Success on the divining roll). A number of Special
spells/methods exist for protecting and discovering hidden
knowledge. IGNORE
A defensive option whereby an attack is disregarded by its
HIDE target entity. Ignore is usually “selected” only by targets
Hide Armour: see LEATHER. unaware of the attack.
To Secrete: see STEALTH.
IMPACT
HIDEWORKING The force with which a strike is delivered. Impact may occur
in any of six ASPECTS. The Impact of a strike is determined
Lore/Craft Skill: Determines quality of furs or hides cured,
partly by chance, partly by the skill of the striker and partly by
and the quality of leather goods produced. EML would be
the weapon with which the strike is made. Chance and Skill
modified by the quality and availability of tools/materials.
come into play through the Melee Attack Matrix — a strike
Specialities might include curing, tooling (working) etc.
generates an Impact determined by rolling a given number
Rough–curing (removing a hide from a carcass and of d6. The weapon comes into play when its intrinsic impact
preparing it for transport and proper tanning) can be done value is added to the number generated. Impact may be
with crude tools., in the wilderness. reduced by armour, which is rated for each of the six
aspects.
HIGH VELOCITY
A property of a missile. All missiles are classed as high or low
velocity. There are two alternate definitions of HV: IMPAIRMENT
PHYSICIAN 2.
q Any Arrow, quarrel or sling stone is HV; OR
q Any missile/range shown on the missile range table with
an EML bonus (in boldface) is HV. INCH
See WEIGHTS & MEASURES.
Any missile that is not High Velocity is Low Velocity.
INDEX
HIT POINTS In HârnMaster a number’s index is determined by dividing by
COMBAT 1. ten and rounding down. E.g. the index of 79 is 7. Exception:
The index of an ATTRIBUTE is one tenth the attribute (no
HOLD rounding). Hence, a character with Strength of 13 has a
Strength Index of 1.3.
Combat Result: a grasp obtained in combat by one character
upon another (and/or her/his equipment). The object of
GRAPPLING is to obtain a hold that may then be exploited by INFECTION HEALING TABLE
twisting, squeezing, throwing, etc. See COMBAT 22. PHYSICIAN 3.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 19
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 20
INTRIGUE
K
Automatic Communication Skill: The ability to assess and act
effectively within a social/political situation over a period of
time. The GM uses intrigue as a shortcut when s/he does not
wish to play out an information gathering process. For
example, an NPC's Intrigue might be tested when s/he is sent
by a PC to gather intelligence in a town or camp.
K
INVISIBILITY KILL ROLL.
Ritual Invocation
Time to perform: approximately 1 minute. KÉLTAN
Requirements: prayer/gesture. A Hârnic main gauche..
This Invocation hides the invoker from observers; either
marginal or critical invisibility may be achieved. This is not
true invisibility since each potential observer tests half
KEY ATTRIBUTE
Any of seven most “important” numerical ATTRIBUTEs. They
AWARENESS (or 2×Eyesight, whichever seems more
are: STRENGTH; ENDURANCE; DEXTERITY; AGILITY; INTELLIGENCE/
appropriate in the situation) to detect the “invisible” invoker.
MEMORY; and WILL.
If the observer’s success level equals or exceeds the degree
of “invisibility”, the observer sees the “invisible” invoker.
KHÚZDUL
Noun: A Hârnic dwarf. adjective: Khúzan: (of or having to do
IP with the KHÚZDUL).
INJURY POINT.
J
An Injury Table result that may be immediately fatal. There
are two methods available at GM discretion:
q Test CONDITION (not subject to PHYSICAL PENALTY).Apply 5
times the indicated penalty (eg. a K3 indicates a penalty of
15). Death occurs on MF or CF.
q Roll the indicated number of d6 (K3 = roll 3d6). Death
JEWELCRAFT occurs if the roll exceeds ENDURANCE.
Lore/Craft Skill: Determines the quality of jewellery and/or q If victim survives, make a SHOCK ROLL 1 level higher. Eg, a
fine metal work made. EML depends on the complexity of character surviving a K3 roll makes an E4 Shock Roll.
the task attempted. Materials are necessary and failure can
be expensive. This skill is also used to appraise gems, fine
metalwork and/or jewellery. Specialities: gemcutting,
KNIVES
goldsmithing, silversmithing. Physical/Combat/Weapon Skill: The ability to use the short
bladed weapons Specialities include knife, dagger, Kéltan
(main gauche) and Tabûri (throwing knife).
JUMPING
Automatic, Physical Skill: Jumping is tested when a KNOCKBACK q
character leaps for height or distance. Results assume a
Advanced Combat Rule: A character struck to the body,
running start; for standing jumps halve heights/ distances.
head or neck with an Impact in excess of Strength , is
Clearances (the distance and/or height jumped) are given as
knocked back one hex. A character who is knocked back
percentages of the character's height; and may be randomly
makes a STUMBLE ROLL. A knockback of a mounted
varied at GM discretion.
character unhorses her/him. See UNHORSING.
JUMPING TABLE q Variant: Only blunt strikes can cause knockbacks.
Success Level High Jump Long Jump
Critical Success 100% 300% KÛRBÚL
Marginal Success 75% 200% Armour Material: (also spelled kûrbal) Armour plate made by
Marginal Failure 50% 100% processing LEATHER/hide. Good kûrbúl is light, tough and
Critical Failure Stumble Stumble flexible although kûrbúl varies in quality. Some creatures
have the equivalent of kûrbúl plates as natural armour.
❏ If the speciality rules are in use, High jumping and long Kûrbúl is more common in eastern Lýthia, but far from
jumping are specialities. unknown in the west. Kûrbúl may be used for breast and/or
❏ Increase jump clearances by 1d30% — this makes back plates, helmets and smaller “spot–coverage” pieces
modern Terran Olympic standard jumps possible. such as coudes, greaves, etc. Many shields are also made of
kûrbúl.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 21
LEAGUE
L
A Hârnic league is equal to 4 kilometres or 2½ miles. See
WEIGHTS & MEASURES.
LEATHER/HIDE
Armour/Clothing Material: Natural and/or cultured and/or
LAMELLAR manufactured protective covering(s) normally made from the
Armour: a superior type of SCALE armour. skin(s) of animals. Clothiers or hideworkers rather than
weaponcrafters usually make leather garb. See also KÛRBÚL.
LANGUAGES
Multiple Communication Skills: Characters begin play with at
least one Native Tongue. Languages are tested only on LEGERDEMAIN
special occasions, such as when foreigners converse. Physical Skill: Legerdemain (sleight of hand) is tested when a
Foreign languages may be opened in the course of play after character attempts to perform a feat of manual dexterity
a month of immersion or training. Opening a foreign without being detected by observers or victim(s). Once
language is a full–time occupation; all other skill Legerdemain success level is known, the victim tests
developments are forfeit for the month. 3×Touch, 3×Eyesight or half AWARENESS (at GM discretion)
to detect the legerdemain. If the victim's purse is being cut
LANGUAGE FAMILIES: HÂRNIC REGION from behind, Touch would be appropriate. Eyesight would
Járind Family Phâric Family Azéri Family be used to see the trick in a shell game. If the victim is not
Áltish Hârbaalése* Azéri paying attention, half Awareness might be appropriate. If the
Eméla Ivínian* Àzeryáni victim's level of success is greater, s/he detects the trick.
Hârnic Old Tríerzi Býrian
Járind Pàlithánian* Elbýthian
Detection rolls may be made for any/all potential witnesses.
Jàrinése Phári High Àzeryáni
Old Áltish Quâr Karéjian
Old Hârnic Quârph Karuía LEVELS OF SUCCESS
Old Jàrinése Shôrka Low Àzeryáni
Yaríli Tríerzi Urméch
See SUCCESS LEVELS.
If a character is fluent (ML61+) in a language of a family, another
language of that family is not alien.
Hârbaalése & Pàlithánian are often considered dialects of Ivínian. LÌA-KAVÁIR
Living Languages are shown in boldface. Thieves’ Guild: in the Pregame PREGAME 4.
Language OML Languages of a non alien family open at SB2, those
of alien families at SB1.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 22
M
Lockcraft is tested after each one-minute attempt. Locks are
rated on a complexity scale of 1 to 9; reduce EML by ten
times lock complexity. This may make a lock impossible for
some lockpickers to open. The GM makes the roll secretly
and informs the picker whether or not the lock has opened.
Repeated failure should give the lockpicker a hint. The skill
may also be used to appraise complexity.
Lockcraft is averaged with METALCRAFT, to construct locks MAIL
and other small/complex/delicate mechanisms. Armour Material: Flexible armour made by “knitting” metal
q Normally with CF, MF or MS, the lockpicker leaves small links into various patterns. Links may be butted or riveted.
scratches and/or other traces that the lock has been Both butted and riveted mail are quite impervious to edge
tampered with. With CS, there are no such visible traces. strikes, but riveted mail better resists point penetration. One
problem with mail is that a non-penetrating strike may drive
links into flesh without necessarily damaging the mail. Mail
LOCKMAKING does not absorb much concussion impact, so most warriors
METALCRAFT is averaged with LOCKCRAFT, to construct locks, wear it over heavy quilt. Mail is marvellously flexible, but
secret compartments, tricks and other small, complex heavy with quite a lot of inertia; it can shift at inopportune
and/or delicate mechanisms. Millwrights (engineers) usually moments. Consequently, mail is usually secured by laces or
build larger machinery. leather thongs.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 23
MALNUTRITION MATHEMATICS
Going without food may be deleterious to one’s health. After Lore/Craft Skill: The ability to make calculations with
each full (24-hour) day without food, test CONDITION. numbers, keep books of account, and so on. An ML above
Penalties: for each day over one, subtract 10 from EML. 70 would imply some knowledge of geometry, etc. The skill
Hence, after the third day without food, test Condition–20. is useful in many different fields.
Results: On CF/MF, the faster acquires a 3d6/1d6
“malnutrition injury”.
MAXIMUM EML
If, after modifications, a character's EML is greater than 95 it
After two malnutrition injuries, the character becomes is considered to be 95 for the purpose of a skill test. Hence,
comatose [H4] and may die. there is ALWAYS at least a 5% chance of failure. Note: it is
If a character has inadequate food (rather than no food at all) still worth increasing ML over 95 since higher ML makes the
the GM may adjust the period. If, for example, the GM skill easier to use when penalties are applied.
estimates that the character is on “half minimum rations”,
the test may be made every 48 hours instead of every 24. MEDICAL
Character ATTRIBUTE(s): The box on the character profile
MARGINAL FAILURE [MF] marked “Medical” is used to record various data. Newly
The third highest level of success when using a skill. MF generated PCs do not usually have Medical data. Medical
occurs when the 1d100 roll is greater than the EML or attribute generation is covered in the GM EDITION.
TARGET LEVEL being tested, but not evenly divisible by five.
MELEE ATTACK
MARGINAL SUCCESS [MS] Action Option: an effort to strike an enemy with a melee
The second highest level of success when using a skill. MS weapon; it may be made against any single opponent with
occurs when the 1d100 roll is less than or equal to the EML whom the attacker is ENGAGED. A character may move one
or Target Level being tested, but not evenly divisible by five. hex before making a Melee Attack. Melee Attacks are
resolved with the Melee Attack Sequence (COMBAT 7).
MARTIAL ARTS
Training: See UNARMED COMBAT. MEMORY MAP
A technical map drawn by a player (or for a player by the GM)
MASONRY to represent what the PC remembers about where s/he has
Lore/Craft Skill: Used to analyse/construct stonework. been. Memory maps are meant to duplicate portions of the
Masons use Masonry averaged with ENGINEERING, to GM’s authoritative maps. Memory maps have no game
construct buildings. Specialities include quarrying, existence — they are not artefacts that characters can
architecture, construction, stone-laying, stone-carving, etc. possess, look at or handle — they are only intended as a
This is a highly respected art; masons are usually well-paid. substitute for the experience of actually being there. See also
POETIC MAP.
MASTERY LEVEL [ML]
A number indicating the degree to which a character has METALCRAFT
learned a skill; the higher the ML the more skilful. MLs may Lore/Craft Skill: Used to determine success/quality when
be improved in the course of play. Various activities in play producing commonplace metallic goods. This skill may not
call for skills. When, for example, a character attempts to be used to produce jewellery, weapons, or armour. Viable
sneak up on a hostile camp, STEALTH is tested to determine specialities could be based on types of metal: copper,
how much noise s/he makes. The basic percentage chance iron/steel, bronze, brass, pewter, lead, tin, etc. Metalcrafters
of successfully using a skill is equal to (current) ML. (mostly blacksmiths) are found in most settlements.
The GM decides what skill should be tested and when. If a Metalcraft is averaged with LOCKCRAFT, to construct locks,
PC declares his intention to perform a gymnastic feat, for secret compartments, tricks and other small, complex
example, the GM might instruct the player to "test and/or delicate mechanisms. Larger machinery is usually
ACROBATICS". With some skills, success/failure may not be built by millwrights (ENGINEERS).
obvious, and this requires the GM to make the roll secretly.
Before a skill is tested, ML is subject to modification(s)
MF
depending on situation. A noisy environment, for example, MARGINAL FAILURE.
can penalize most skills that demand concentration. A
modified ML is called an EML. MILITARY
and the PREGAME 4.
Skills are tested by rolling 1d100. If the result is equal to or
less than the applicable EML, the attempt is a success;
otherwise it is a failure. If the roll is divisible by five, the MILLING
attempt is a critical success or failure. Hence, four levels of Lore/Craft Skill: Used to determine efficiency and or yield
success are possible: Critical Failure (CF); Marginal Failure when milling grain etc. Milling is primarily a way to earn
(MF); Marginal Success (MS); and Critical Success (CS). money, and is usually not a very exciting activity, or useful
skill for fantasy adventurers.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 24
MINERALOGY ML
Lore/Craft Skill: Knowledge of geology and ability at MASTERY LEVEL.
prospecting, mineworking, andrefining. Prospecting is a
complex issue, depending on terrain, the object minerals,
and what may be present. Most mineral extraction operations MOBILITY [MOB]
deal with native metals. The treasures and useful minerals Automatic Physical/Combat Skill: A character’s
sought by prospectors, and extracted by miners include running/walking speed. The skill base is the average of Agl,
gold, silver, copper, tin, lead, zinc, bitumen, coal, salt, iron, Spd, Spd and the OML is SB5. Mobility is subject to PHYSICAL
gems, etc. The rarest and most prized is truesilver. PENALTY and ENCUMBRANCE.
MOR
20 pounds of draw weight due to stress.
71-00 No Missile Fired. Major Damage: The bow stave (or in
the case of a crossbow, the tiller and/or steel) snaps. MORALITY.
Missile Sequence: The procedure used to determine the outcome of
a missile attack/defence. COMBAT 11.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 25
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 26
N
The MASTERY LEVEL (number) at which a skill is set when it is
first opened. Basic OMLs are given on the Skills Table. OML
is usually expressed as a multiple of SKILL BASE; it is,
therefore, different for each character and skill.
NET
Physical/Combat/Weapon Skill: The ability to fight with a net, ORATORY
blanket or other “floppy” (often-improvised) weapon. This Communication Skill: The ability to impress or persuade
category is probably the only one whose members do not crowds, by logic, eloquence or charisma. This is something
inflict blunt, edge or point damage. Instead, they TANGLE their of a shortcut skill, and is highly discretionary. Some players
victims. have more fun actually making speeches. The GM should
always require that an orating PC define the object of his
oration; Mobs may be stupider than individuals, but it is
NON–PLAYER–CHARACTER [NPC] exceedingly difficulty to convince one to rush off a cliff (they
Any character or entity operated by the GM rather than by a tend to misunderstand and toss the orator off the cliff).
player. NPCs may be just as detailed as PCs (and the GM
Oratory is limited by language skill: Oratory EML cannot
may actually prefer them, since, as a rule, they tend to be
exceed the orator’s or the audience’s EML in the Language
much better behaved and don’t go around breaking things
being used. (See also RHETORIC.)
all the time).
ORC
See GÂRGÚN.
OUNCE
See WEIGHTS & MEASURES.
O
OUTNUMBERING MODIFIER
Combat modifier: A character is outnumbered if exclusively
ENGAGED by two or more opponents.
PENNY/PENCE
P
See MONEY.
PERFUMERY
Lore/Craft Skill: Used to determine success at inventing and
producing perfumes, soap, incense, etc. Appropriate
PAIN materials are necessary. Perfumers deal in practical, organic
alchemy. Most perfumers know some ALCHEMY and
Ritual Invocation EMBALMING . Many temples employ perfumers, and perfumery
Time to Perform: 10–30 seconds. can be a lucrative occupation.
Requirements: Silent prayer/gesture/touch.
Inflicts a brief but severe pain on a victim, who must be
touched at the conclusion of the ritual. If the victim feels any PERSONAL EFFECTIVENESS q
pain (MF or better) s/he may protest. A more skilful worker can achieve more in less time, but
when it comes to repetitive tasks performed
PAIN TABLE over long periods, making individual Skill rolls PEF
Success Effect Success Effect is cumbersome. Skill Index can be used to SI PEF
CS e3 SHOCK ROLL MF only minor pain determine general productivity. Personal 0 0.10
MS e0 shock roll. CF Invoker e2 shock roll Effectiveness Factor [PEF] is multi-purpose. It 1 0.40
Optional Pain Effects may be used to generate productivity in 2 0.65
3 0.80
q ML 76+ Touch is no longer required. Range is SI yards. various situations, to see how well someone 4 0.90
q ML 91+ range increased to line of sight. does a job over a long period of time. 5 0.95
6 1.00
PANTHEON or POLYTHEON PEF can be derived as needed from SI by
means of the PEF table. The factor is derived
7
8
1.05
1.10
Gods & Goddesses collectively: RELIGION 1. 9 1.15
if and when needed. There is no need to
10 1.20
record it anywhere.
PARENT OCCUPATION 11
12
1.25
1.30
Character ATTRIBUTE. The career/occupation of a character’s
parent(s) — of considerable social importance for any
character. Parent Occupation generation: CHAGEN 3. PERSONALITY ATTRIBUTES
A group of character ATTRIBUTES which describe a character’s
PASS psychological makeup. Generation: CHAGEN 10.
Action Option: This option is available only to engaged
characters. The character forfeits his/her Turn. The passing
character does not recover Fatigue, but may defend PHYSICAL ATTRIBUTES
normally if attacked. Character ATTRIBUTES having to do with motor skills,
including Strength, Endurance, etc. Some physical attributes
This option is useful for characters who do not wish to risk (height, frame, weight, etc.) are included in the Appearance
the prospect of a counterstrike or who feel the situation calls group. CHAGEN 8.
for caution, (perhaps because of outnumbering). Pass is a
form of stalling; the character reduces risk without giving
ground. PHYSICAL PENALTY
The sum of INJURY POINTS and FATIGUE POINTS. Physical
PC Penalty is subtracted from EML when testing physical or
combat skills, when performing any physical activity, or when
PLAYER–CHARACTER.
casting a spell or using a psionic talent. (SKILLS 2).
PEACE
Ritual Invocation PHYSICAL SKILLS
Time to Perform: 10–30 seconds. Physical skills are based on physical/sensory attributes and
Requirements: prayer/gesture/chant. are subject to PHYSICAL PENALTY. See: ACROBATICS; CLIMBING;
Creates a zone extending from the invoker within which CONDITION; DANCING; DODGE; JUMPING; LEGERDEMAIN;
creatures become disinclined to fight. Victims may avoid the SEAMANSHIP; SKIING; STEALTH; SWIMMING; THROWING.
effect by successfully testing. The radius of the effect and the
Will test that must be passed to avoid the effect are given on PHYSICIAN
the Peace Table. Any violence Lore/Craft Skill: The ability to diagnose and treat medical
within the zone cancels the PEACE TABLE ailments, wounds, etc. See PHYSICIAN article.
effect. If the invoker commits Success Radius Will Test
violence, s/he is probably in q Optional Speciality: Veterinary Medicine. With or without
CF/MF n/a n/a this option, physicians could reasonably treat animals
deep trouble with his/her
MS 50 yards 5×Will
deity and may be called to (mammals at least) with a 10 point EML penalty. See also
CS 100 yards 3×Will
account. Animalcraft.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 28
PIETY PLEASURE
Numerical ATTRIBUTE. A measure of a character’s standing Ritual Invocation
(favour or karma) with her/his chosen DEITY. Piety is Time to Perform: about ½ minute
measured in Piety Points which are accumulated by doing Requirements: Laying on of Hands (or other body part).
service for the god/temple, and expended by calling for DIVINE Causes a few brief moments of ecstasy in the target (usually
INTERVENTION. A running total of PPs must, therefore, be kept one person). This is not fatiguing, but can be a distraction (it
for each character. Piety is generated for new characters by is used in “ceremonies” at the temple of Haléa). With CS the
rolling 5d6. For information on the accrual and expenditure effect can be made to last up to a minute.
of piety see RELIGION article Piety Table: RELIGION 6.
POETIC MAP
PILOTING A map drawn by a character (PC or NPC) living in the fantasy
world. A poetic map has game–existence and can be
Lore/Craft Skill: The ability to navigate a ship. This skill is
handled and examined by characters (unlike MEMORY MAPS
detailed in Pilot's Almanac.
which have no reality for characters). Poetic maps are judged
more for artistic quality than accuracy. Facsimiles of poetic
PLANTFINDING maps are available for players to examine.
Derived Lore/Craft Skill: The art
of finding specific plants in the PLANTFINDING
natural environment. Test TABLE
Plantfinding, once per 4-hour Habitat
watch of searching. Plantfinding
Inappropriate × 0.00
EML is the average of HERBLORE
Marginal × 0.50
and FORAGING. It is modified Appropriate × 1.00
according to the plant’s habitat
(are we looking in the right Rarity
place?) and rarity (are we Very Common × 1.25
looking for grass?) Modifying Common × 1.00
Uncommon × 0.75
factors are multiplied with EML.
Rare × 0.50
The GM assesses the Very Rare × 0.25
appropriateness of the search
location. Example: If a character is seeking a plant that grows
only in cool, damp, shady places, and is looking on the slip–
faces of sand dunes in the Hèpekérian Desert, the GM would
assess Habitat as “Inappropriate” and would multiply EML by
zero. The GM assesses the rarity of the object plant (e.g. If
seeking an uncommon Herb, EML would be multiplied by
0.75).
Habitat and Rarity multiples are cumulative. Example:
Bierzâch has Herblore ML72 and Foraging ML63 — Plant–
POINT [P]
Finding EML = 68. If looking for an uncommon plant Damage ASPECT: A type of damage caused by stabbing
(×0.75) in a marginal habitat (×0.50) his EML would be weapons.
68×0.75= 51, 51×0.5=25.5 (rounding to EML26).
POISON
See DISEASE.
PLATE
Armour Material: Broadly, any metallic, usually iron, steel or POLEARMS
bronze, rigid body covering. Except for breast and Physical/Combat/Weapon Skill: The ability to use, long–pole–
backplates, helmets, and small pieces for “spot” coverage, weapons. Specialities include Glaive, Poleaxe, & Falcastra.
plate armour is relatively rare — articulated plate is unknown.
Metal plate offers good to excellent protection against all
types of damage. The manufacture of plate armour is a legal
monopoly of the Weaponcrafters’ Guild. See WEAPONCRAFT
article.
Glaive: one of several types of polearm
PROSPECTING
See MINERALOGY
PROTECTION
Q
Ritual Invocation
Time to Perform: 30 seconds
Requirements: Word and gesture (nothing special)
PROTECTION TABLE
Success Radius Duration Will Test Spirit
CF/MF n/a n/a n/a n/a
MS 5 yards 1d6 hours 3×Will ½ SPIRIT
CS 10 yards 3d6 hours Will ¼ SPIRIT
QUICK COMBAT SYSTEM
Depending on the success level achieved, Protection creates COMBAT 26.
a marginal or critical zone of exclusion which entities hostile
to the Invoker are reluctant to enter. In order to enter the
zone, the hostile entity must test either: QUILT/FUR
q The multiple of WILL given on the Protection table. OR Armour Material: Armour or clothing usually made from two
q The fraction of SPIRIT indicated on the Protection Table. layers of heavy cloth, stuffed with wool, flax or sometimes
dried grass, and stitched in a quilted pattern. Some animal
The maximum zone radius is given (the invoker may specify
furs/hides are considered equivalent (in terms of protective
any radius up to the maximum). Once established, the zone
value). Quilt/Fur offers excellent defence against concussion
is not mobile; it is eliminated should the invoker leave it.
(blunt) impact and has some value against the edge.
The Duration given is maximum. The invoker may dissolve Because of these properties, Quilt is often combined with
the zone at any time. armour that lacks blunt protection, such as mail.
q Bonus Effect ML 86+ Manufactured quilt is usually about three-quarters of an inch
The invoker has the option to keep the zone centred on thick, although it may be thinner on elbows, knees and/or
her/his person. If this is done, the zone extends radius from other joints, and thicker at selected strike locations. (Variable
the invoker wherever s/he goes. thickness may be ignored for game purposes.)
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 30
REST
R
Action Option: This option is not available to characters
within enemy REACTION ZONE(s). Character does nothing
except possibly sit or lie down.
Resting characters recover fatigue points equal to one sixth
Endurance per minute.
REACTION ZONE That is, a character with Endurance 3–8, would recover 1 FP
In combat, an area of potential influence which gives after resting 6 consecutive turns; a character with Endurance
characters (who are not otherwise busy) a chance to 9–14, would recover 1 FP after resting 3 consecutive turns;
intercept enemies attempting to pass them. and a character with Endurance 15–20 would recover 1 FP
after resting 2 consecutive turns.
Engaged characters do not exert Reaction Zones. A Reaction
zone extends three hexes (inches) in every direction from an
unengaged character. Reaction zones only include hexes
into which the character can see and could move. REVIVIFICATION
Ritual Invocation
A character making a Free Move must halt upon entering an
Time to Perform: 12 hours or more
enemy Reaction zone. Reaction Zones have no other effect.
Requirements: prayer/chanting/incense/salves/holy
See also ENGAGEMENT ZONE.
water/etc.
Mounted teams are not affected by the engagement zones of An Invocation to bring the dead back to life, although
smaller entities such as men afoot. probably not to the prime of health. An invoker can make
one attempt per cadaver.
READING Once the ceremony is complete, the victim tests the multiple
See SCRIPTS of Endurance given on the Revivification Table.
Wounds, diseases etc., which may have killed the victim, are
REGENERATION only cured sufficiently to permit life, and the patient may still
Ritual Invocation die from them; additional healing is probably advisable.
Time to Perform: an hour or more
Requirements: prayer/concentration/touch REVIVIFICATION TABLE
Enhances a patient’s regenerative powers. Regenerative Success Effect
effects are unpredictable and usually slow to manifest. CS:
MF/CF No Effect (victim remains dead)
body parts which do not normally regenerate may do so.
MS Victim tests ½ Condition.
CS Victim tests Condition.
REINCARNATION q Modify ML for patient’s DIVINE ESTRANGEMENT (if rule is in force)
Reincarnation is the process of being born again into a new and/or the victim’s piety. See: Divine Intervention Modifiers
body (usually as a baby). Lýthians generally believe in (RELIGION 7).
reincarnation/afterlife. It is generally believed that those who
adhere to one of Lýthia’s religions will be reborn (sometimes
as a child sometimes as an adult) on Yàsháin or, possibly on
Kèthîra or one of the other worlds of the Kéthrian Family. It
RHETORIC
Automatic, Communication Skill: Rhetoric is used to
is, however, recognised that the ways of the gods are
convince an NPC to do (or believe) something when the GM
mysterious and there is no way to predict the disposition of
does not wish to role-play a conversation. An NPC's Rhetoric
the soul (aura) after death. See also: REVIVIFICATION.
ML is a guide to his persuasiveness; it may help the GM
decide how well s/he will argue, haggle a price, etc. All uses
REMEMBERING of Rhetoric are highly discretionary.
Memory Test: Since intelligence means one thing for a NPC
Reduce EML by the “victim's” Intelligence (or more) if the
and another for a PC, there are two types of Intelligence
proposed course of action is not in his/her best interest. The
(Memory) test.
skill may not be used to convince people to do things that
From time to time, a player may ask the GM whether her/his are clearly not in their interest, such as stepping into a
PC “remembers” something: “do I recall anything from my furnace. Conversely, if the attempt is in the target's best
childhood about the legend of Gáleroth?” In such cases, the interest, EML may be increased by her/his Intelligence.
GM may test the PC’s Intelligence/Memory to find out. With a
Rhetoric is limited by language skills. Rhetoric EML cannot
positive result, the GM will inform the player what his/her PC
exceed the persuader’s or the persuadee’s EML in the
remembers. Similarly, if in the course of play, it occurs to the
Language being used.
GM that a PC might be able to remember some relevant
information, the GM may initiate a memory test and inform
the player of any positive results. Memory testing may
produce false recollections.
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Glossdex 31
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 32
One method is for the GM to write out the work (in English)
and make a success roll for each word; if the test is
S
unsuccessful the word is blacked out (repetitions need not
be rolled for). The censored version is handed to the player.
This method is not recommended for unimportant or long
works. The GM may report the gist of the work based on the
result of one success roll.
SCRIPTS OF HÂRN
S Lakíse The principal script used by humans on Hârn.
STUMBLE ROLL. Runic The preferred script of the Khúzdul and Ivínians (although
there are a lot of different versions).
SANCTUARY Selénian The script used by most Hârnic Sindârin.
Obtaining sanctuary in the PREGAME:
SEAMANSHIP
SB Physical Skill: tested when a character attempts a difficult
task having to do with the handling of a ship or boat, such as
SKILL BASE.
setting sails in high seas. Seamanship does not include
navigational skills..
SCALE
Armour Material: Leather, heavy cloth (or rarely quilt) armour
reinforced by a continuous layer of small, overlapping metal SEARING HAND
plates. Scale of superior design and manufacture is Ritual Invocation
sometimes called lamellar, but is not often seen in western Time to Perform: 10 seconds.
Lýthia. Requirements: Prayer/gesture/etc.
Scale is reasonably flexible, but cannot be worn on elbows, An Invocation whereby the invoker’s hand seems to
knees or other joints. Individual scales are often sewn into immolate, and it is from the immolated hand that
leather “envelopes” before being riveted or sewn onto the pyrotechnics originate. Touching a victim with the immolated
“base-coat”. Leather is the preferred material for the base hand inflicts an ethereal burn of 3d6 Injury Points. CS allows
coat, because neither cloth nor quilt is as durable. the invoker to project the effect much like a fireball; when
this is done, select AIMING ZONE and use Missile Combat
SCRIPTS system (thrown object).
Multiple, Communication Skills: A script is a system for SEARING HAND TABLE
symbolising language sounds. In general, any language may Success Duration Range
be written in any script and any script can record any CF/MF n/a n/a
language. For example, English is usually written in the MS 10 seconds Touch
Roman script, but it is possible to use Cyrillic to convey the CS 30 seconds Ritual ML×1 foot
same sounds. Each script is a separate skill. q Variant: the fireball always strikes the target because it is
Two scripts are in common use throughout Hârn, Lakíse guided by divine will. Use missile strike location table to
and Runic, the latter being the script of the Khúzdul and determine where the ball strikes.
Ivínians. The Sindârin uses A third script (Selénian).
In general, a character either knows a script or s/he does
SEX
Character ATTRIBUTE: The gender to which a character
not. A script may be opened at SB + 70 after a month of
belongs. Being male, female or neuter determines
training by a TEACHER with minimum ML90. The student
generation methods for several other attributes.
must expend 30 SMPs. Once opened, scripts may be
developed normally with practice or further training; either
method requires books and/or writing media. SHADOW OF BÚKRAI
Ritual Invocation
Some scripts are more complex than others. For a Time to Perform: 30 seconds
particularly difficult script, such as Nerámic, which is a Requirements: Prayer/gesture/cant
glyphic system, the skill base or OML may be reduced. A particularly horrible Invocation performed by priests of
Any written work employs a language and a script. If the Môrgath. The Shadow may be manifested in varying
character knows both, s/he may attempt to read it. If the degrees. It is indiscriminate; loyal followers of Môrgath may
work is clearly written and deals with simple concepts, a test be affected. Detailed rules for the Shadow of Búkrai are given
may be unnecessary (GM discretion). A badly written or in the HârnMaster GM Edition. If these are not in use, treat
poorly preserved work is harder to read. When there is doubt the Shadow as equivalent to Awe (above). The Maximum
as to whether the character could accurately read the work, a Field Strength (MFS) of a shadow invoked by a cleric is Ritual
skill test may be made using the average of the applicable SI/2 (MS) or Ritual SI (CS). The Shadow’s Effective Field
Script and Language MLs. Strength = MFS–Range in hexes. Shadows of Búkrai
originating from different sources are cumulative.
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Glossdex 33
SHOCK SHORTSWORDS
Physical/Combat/Weapon Skill: The ability to use shorter
Shock Roll (E): Physical trauma in combat and other
bladed swords. Specialities include Longknife (vàgorseréq),
situations generate shock rolls. In all cases, the GM
Shortsword (gladius), mánkar (gârgún–shortsword), and
determines when a shock roll should be made. Shock rolls
Falchion.
are made to determine whether a character is stunned, or
loses consciousness. A shock roll is a CONDITION test resolved
with the Shock Roll Table. SI
SKILL INDEX.
SHOCK ROLL TABLE
Test CONDITION (subject to PHYSICAL PENALTY)
SIBLING RANK
Numerical Birth ATTRIBUTE: A character’s birth order. Sibling
MS/CS no effect — the shock roll is complete.
rank is usually expressed as Rank of Number where rank is
MF Character is STUNned. Any skill, talent or spell in which
the sibling rank and Number is the total number of brothers
s/he was engaged fails critically. The character does
and sisters in the character’s family. This attribute may be
not act for one turn.
determined by the GM and given to the player(s) at a session
CF Character faints from exhaustion, trauma, pain, etc.,
later than the one in which the character is generated.
and falls prone in the hex occupied. Any skill, talent, or
spell in which s/he was engaged fails critically.
q if the character is EXHAUSTED reduce success level rolled
SINDÂRIN
by one (eg. from MS to MF or from CS to MS). The Hârnic elves. CHAGEN 2.
STEED LOAD
STEALTH Each steed has a Load Rating. As long as the steed's load
Automatic, Physical Skill: Stealth is tested when a character (including the rider and his gear) does not exceed the steed's
attempts to move without being detected. Load Rating, actions by the steed are not penalised. If a
Modify EML for the difficulty of the feat, distance to target, steed is overloaded, it is subject (at GM discretion) to an
available cover, senses of observers, etc. ENCUMBRANCE Penalty.
The optimal situation presumes reasonable cover and/or
poor light. If the sneaker rolls any failure s/he has been STEED MOVEMENT
detected, although with MF it may be reasonable to test COMBAT 16
potential observers' sensory attributes to determine whether
they have detected the detectable. See SKILL vs Skill. STEED STUMBLES
Steeds may have to make STUMBLE rolls or jump obstacles in
the course of movement. Of course, a significant obstacle for
STEALTH a man afoot may not be much of a hindrance to a 1,500-lb
Ritual Invocation horse. The difficulty of a steed stumble roll depends on rate
Time to Perform: 1 Minute of speed, and the significance of the obstacle encountered
Requirements: Prayer/touch (or self) and is set on a case by case basis at GM discretion. Smaller,
An invocation to increase the object entity’s STEALTH EML. visible obstacles may be jumped.
The object entity, which may be the invoker, has STEALTH
EML doubled for 5 minutes (with MS) or tripled for 15 STRAIN INJURY
minutes (with CS). Condition/Endurance Test: Any number of events may
cause strain injuries. Whenever the GM judges a strain is
possible, test:
STEED COMMAND CHECK q q Condition OR q 5×Endurance
The TEAM INITIATIVE of a rider–steed combination is tested
when a rider wants her/his steed to attack, attempt a difficult Either is subject to physical penalty and further modified at
feat, canter or gallop, or attempt a high or wide jump. The GM discretion. No injury occurs with CS/MS. With CF a 4d6
rider declares the desired action and tests TEAM INITIATIVE. IP strain occurs, with MF a 2d6 IP strain occurs. HEALING
With MS/CS, the steed attempts the action. RATE for strains is HR5. Most strains seem to occur in the
back. Strain may be considered a seventh damage ASPECT,
q On CF, the steed takes action detrimental to its rider. or such injuries may be treated as BLUNT or SQUEEZE.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 36
SUCCESS LEVEL
Testing a skill or attribute with a 1d100 roll may produce any
of 4 success levels: Critical Failure (CF), Marginal Failure
(MF), Marginal Success (MS), and Critical Success (CS). Any
roll equal to or less than the EML or TL being tested is
success, any roll over EML/TL is failure. If the roll is divisible
by 5, the result is a critical success or failure (else it is
marginal success or failure).
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 37
SWIMMING
Physical Skill: This skill may be opened at SB1 the first time
a character enters water three feet or more in depth, and
must be opened if s/he finds himself in water exceeding
his/her height. Difficulty of swimming conditions is rated on a
scale of 0 to 4, with 0 indicating Calm conditions with no
significant waves or current, and 4 indicating stormy waters
with large waves and/or a swift current. A character
attempting to swim tests Swimming once per minute:
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 38
TEAR
T
Damage ASPECT: A type of damage caused by claws or bites.
Tear is different from EDGE in that it usually causes more
physical disruption (bigger, nastier, more ragged wounds,
more flesh removed and more saliva inserted).
TANGLES
Advanced Rule: COMBAT 18. TEXTILECRAFT
Lore/Craft Skill: Determines the quality of textile goods
TARGET produced. Includes weaving, tailoring, and embroidery
(viable SPECIALITIES). Quality and availability of tools and
The object of an attack — the person, creature or object at
materials, and task complexity affect results. Textilecraft is a
which an attack is aimed.
widely held skill, especially among single women (spinsters)
TARGET LEVEL [TL] who do piecework for the clothiers' guild.
TEAM INITIATIVE
The Combined Initiative of a rider–steed combination. Team
Initiative is the least of Rider Initiative, Steed Initiative and
Rider Riding ML. Hence, a knight with RIDING ML55, Initiative
ML62 and Steed Initiative 73 has a Team Initiative of 55. See
also STEED Command Checks
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 39
THROWING TRIBESMEN
Automatic, Physical/Combat Skill: Throwing for accuracy is in the Pregame Pregame 4.
covered under Missile Combat. When throwing for distance,
an “ideal throwing object” weighs one quarter of the TROT (Walk/Trot)
thrower's Strength (ounces), is spherical, and fits comfortably The slowest rate of speed for a horse or similar quadruped.
in the hand. An ideal situation is one where the target is Maximum Trot rate is equal to MOBILITY feet.
clearly visible and stationary and the thrower has room to
swing his/her arms, TRUTHSENSE
good footing, and THROWING TABLE Ritual Invocation
no distractions.
Critical Success 4 x ML feet Time to Perform: 1 minute
Heavier objects
Marginal Success 3 x ML feet Requirements: silent prayer/concentration/gesture
reduce EML: for
each doubling in Marginal Failure 2 x ML feet Allows the cleric to perceive when a person to whom s/he is
weight, halve EML. Critical Failure Fumble/etc. speaking is telling a lie (i.e. something s/he does not actually
Do not increase q Vary actual distances ± 1d10% believe). Only with Critical Success are lies of omission
EML for lighter than detected. The effect lasts for 5/15 minutes with MS/CS.
ideal objects. When
throwing with little/no attempt at accuracy the Throwing
Table indicates the number of feet an ideal object carries.
TIMBERCRAFT
U
Lore/Craft Skill: The art of selecting timber from the forest,
felling and rough cutting lumber For lumber-working skills
see CARPENTRY and/or CARVING.
TL
TARGET LEVEL.
U
TONGUES Combat result: See UNHORSING.
Time to Perform: approximately 2 minutes
Requirements: prayer/gesture/etc. UNARMED COMBAT
Physical/Combat/Weapon Skill: Unarmed is the only
This Invocation lets the cleric speak and understand any automatic combat skill. Any attempt to punch or kick an
language for 10/30 minutes with MS/CS. CS also allows a opponent uses it, applying hand or foot impact as
Skill Development Roll (SKILLS 4) in the language skill appropriate to determine damage. The impact of an
involved. The ritual takes about two minutes to perform. unarmed strike may be enhanced with items such as
gauntlets, fighting claws, etc. The skill is also used to wrestle
TOUCH [TCH] an opponent when GRAPPLING.
Numerical PHYSICAL ATTRIBUTE. Skin–sensitivity to pressure, ❏ Development Limitation
texture, heat and cold, etc. CHAGEN 9. Unarmed Combat ML cannot be developed to more than
ML70 without training by a qualified martial arts TEACHER.
Such training is rare on Hârn, but may be available in some
TRACKING fighting/clerical orders of Ágrik, Laráni, and Navéh and/or
Lore/Craft Skill: The ability to detect and follow tracks. When from a few secular organisations (mostly located in central
spores are encountered Tracking is tested to determine and eastern Lýthia).
whether the character has detected them. Thereafter, if the
tracker tries to follow a trail, additional tests are made ❏ Unarmed Combat Styles
periodically. Martial art styles (there are, potentially, hundreds) are treated
as SPECIALITIES. Some of the more "common" styles are
Tracking may be opened to SB1 on the first attempt. described. Each style is included in the game at GM
discretion, and the GM may expand or modify the options.
TRAINING/INSTRUCTION Unarmed Impact Enhancements
To develop MLs. SKILLS 4. The impact of an unarmed strike may be enhanced with
items such as gauntlets, fighting claws, etc. These items may
See also TEACHER.
also modify strike ASPECT.
TREATMENT UNCONSCIOUSNESS
(of injuries) PHYSICIAN 1. See SHOCK.
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Glossdex 40
UNFREE CHARACTERS
V
in the pregamePregame 2.
UNHORSING
At various times in the course of play, riders must determine
whether they are unhorsed. A U result on a combat matrix
indicates that the rider must make an unhorsing roll. VALUE ENHANCEMENT q
An unhorsing roll is made by testing RIDING Skill. With Skills are often used to make things. Sometimes, there is
MS/CS the rider stays in the saddle. MF or CF means that little doubt that the item will be made; the only question is
the rider falls or is thrown. What goes up must come down the quality of the finished product. A jewelcrafter who tries to
— hitting the ground is hazardous. A thrown/falling rider make an item of jewellery from cut gems and gold is
suffers a blunt strike (body zone), the impact of which enhancing the value of the raw materials by working them
depends on unhorsing roll success and the rate of speed at into a new form. Unless s/he accidentally damages or
which the steed was travelling. destroys the materials (by rolling CF) s/he will either increase
or maintain the base value of the materials.
If it should occur that a rider is thrown over a cliff, riding skill
may become irrelevant and the unhorsed character would The Value Enhancement Table is
used, at GM discretion, when a VALUE
use the FALLING routine instead.
craftsman attempts to produce an ENHANCEMENT
On rare occasions, riders may be belted or tied into the item from raw materials. Test a SI CS MS MF
saddle. This and other factors may modify the unhorsing roll skill and cross–index the success
0 1.1 1.0 1.0
at GM discretion. level with the craftsman's SI. The 1 1.3 1.0 1.0
result is a factor by which the base 2 1.6 1.1 1.0
UNHORSING INJURY TABLE value is multiplied to find a new 3 2.0 1.2 1.0
value. Results do not necessarily 4 2.5 1.3 1.0
Test RIDING (Subject to PHYSICAL PENALTY) 5 3.0 1.5 1.0
reflect market value. Just because
Success Walk/Trot Canter Gallop 6 4.0 2.0 1.0
an item is “worth” a king’s ransom
7 5.0 2.5 1.1
does not mean that anyone will 8 6.0 3.0 1.2
MF — 2d6 3d6 trade it for a king. 9 7.0 3.5 1.3
CF 4d6 5d6 6d6
Finished goods may involve several 10 8.0 4.0 1.4
See also WANDERING HORSES. stages of value enhancement. For 11 9.0 5.0 1.5
12 10.0 6.0 1.6
example, uncut gems may be
URBAN POOR enhanced by cutting and then further enhanced by mounting
in a golden necklace.
in the pregame CHAGEN 3.
Critical Failure indicates materials that could be destroyed
have been destroyed or reduced in value. Indestructible
materials retain base value.
Value Enhancement is basically a system for assessing the
success of an attempt on an "absolute" numerical scale of
one to ten. It could, for example, be used to determine how
well a singer sings a song.
VETERAN ❏
Optional Rule. A veteran is defined as any character with an
ML of 80 or more in any melee weapon skill (excluding
UNARMED COMBAT). To reflect a greater knowledge of
weapons/combat in general, a veteran may open any new
melee weapon to OML+SB.
❏ Variant: No weapon may be opened to an ML higher
than the character’s INITIATIVE.
VETERINARY MEDICINE
See PHYSICIAN.
VOICE [VOI]
Numerical PHYSICAL ATTRIBUTE. The pleasantness of a
character’s singing and speaking voice. Excellent and
unearthly voices are in high demand. CHAGEN 9.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 41
W
An attribute possessed by weapons. If weapon damage
routines are not in use, WQ is irrelevant.
Weapon Quality is established by the weapon–making
process. The higher WQ the less likely the weapon is to
sustain damage or break. See WEAPONCRAFT article.
WALK For “off the shelf” weapons, WQ is indicated on by the
Bipedal/Standard: The standard rate of MOVEMENT for Weapon Data Table.
characters afoot. In most cases an uninjured biped can walk q Standard WQ for found weapons may be varied ± 1d2 at
up to effective MOBILITY feet per turn. GM discretion.
Quadrupedal (Walk/Trot): The slowest rate of movement
for a horse or similar quadruped. A horse’s maximum walk WEAPONCRAFT
rate is equal to half its MOBILITY in feet. Lore/Craft Skill: The art of making and/or assessing
weapons/armour. See WEAPONCRAFT (article).
WANDERING HORSES
When a horse finds itself without a rider, it will either stand in WEATHERLORE
place or wander off. Test Lore/Craft Skill: The ability to predict the weather. Characters
q Steed Initiative; or q Team Initiative. with this skill may attempt to predict the weather during
upcoming watches.
With MS/CS the steed stays with its rider, otherwise with MF
it wanders off or with CF, it runs off in a panic. The GM predetermines the weather as necessary. The
success roll is made secretly by the GM and interpreted with
WEAPON CHARM the Weather Report Table.
Ritual Invocation
Time to Perform: 1 minute
WEATHER REPORT TABLE
Requirements: object weapon (holy water + 20) CS Accurate report for next 2d3 watches
The cleric blesses a weapon to give it a temporary combat MS Accurate report for next watch
advantage. For the duration of the effect (5/10 minutes with MF No report
MS/CS) the weapon is immune to damage except against CF Random/False report for next watch.
other enchanted/charmed equipment).
Duration is given under Mins.
WEIGHT [WGT]
Numerical PHYSICAL ATTRIBUTE: Derived from HEIGHT and
WEAPON CHARM TABLE FRAME, Weight is expressed in pounds, and is the character’s
Success Mins. Effect optimum mass. Characters may actually weigh more or less
CF 10 Weapon turns on its wielder in some than this amount. CHAGEN 7.
way (GM discretion).
MF n/a none WEIGHTS & MEASURES
MS 5 Weapon is immune to damage except Medieval societies do not employ neat systems of weights
against other enchanted or charmed and measure, but for ease of play the following universal
equipment. system is recommended.
CS 10 As MS + 1d6 Impact bonus
Length 12 inches=1 foot; 3 feet=1 yard; 4000–4400
q +2 Impact against diametric creatures yards=1 league. Note: The Hârnic yard is equal to a Terran
(GM discretion) metre; hence, 1 Hârnic foot is 0.333 metres. In HârnMaster,
yard and metre are interchangeable.
Weight (mass): 16 drams (dr)=1 ounce (oz); 16 ounces
equal 1 pound (lb); 14 pounds=1 stone (rarely used). A
(short) ton equals 2000 pounds.
Liquid Volume 4 gills=1 pint; 2 pints=1 quart; 4 quarts=1
gallon; 50 gallons=1 hogshead.
Area 2450 square yards=1 selion; 2 selions=1 acre; 30
acres (approx.)=1 yard (or virgate); 120 acres=1 hide.
Dry Volume 4 pecks=1 bushel; 8 bushels= quarter; 4
quarters=1 tun.
Time 60 seconds=1 minute; 60 minutes=1 hour; 4
WEAPON DAMAGE hours=1 watch; 6 watches=1 day; 10 days=1 tenday; 3
tendays=1 month; 12 months=1 year.
Advanced Rule: COMBAT 20.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 42
WILL [WIL]
Physical Numerical Key ATTRIBUTE. A measure of
psychological endurance, tenacity and patience. A character
with low Will lacks confidence, panics easily and has difficulty
with tedious tasks. Those with high will tend to be resolute,
confident and stubborn. CHAGEN 10.
WITHERING
Ritual Invocation
Time to Perform: 1 minute.
Requirements: prayer/gesture/touch (at climax)
Causes a part of the body to age. With MS the effect is
temporary and wears off in about an hour. With CS, the
effect is indefinite and can only be removed by some other
Invocation/magic etc. The effect of withering varies from one
situation to another. The ritual ends with the laying on of
hand(s) to touch the object body part. The affected body part
ages 5/25 years with MS/CS.
WOODSCRAFT
Ritual Invocation
Time to Perform: 5 minutes
Requirements: prayer/gesture/cant/touch if necessary.
An Invocation to temporarily enhance the cleric’s woodcraft
skills. The Invocation may, alternately, be performed on
another person touched by the cleric.
The ritual may, at the invoker’s option, be applied to
AWARENESS, FORAGING, HERBLORE, SURVIVAL, or TRACKING.
With MS the effect is to increase EML by 25% for 1 hour.
With CS EML is increased by 50% for 4 hours.
WQ
WEAPON QUALITY.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
LOAD SUMMARY COMBAT FACTORS PENALTIES
ITEM WEIGHT NOTES INJURIES/LOCATIONS HR IP
WEAPONS (TOTAL) CONDITION BLOODLOSS
ARMOUR (TOTAL) DODGE
FATIGUE RATE
FATIGUE RECOVERY
INITIATIVE
MOBILITY
FATIGUE
LOAD (LBS)
ARMOUR PROFILE
ARMOUR/GARB ITEM SIZE MATERIAL WEIGHT AQ ✷ SK FA NK SH UA EL FO HA TX AB HP GR TH KN CF FT
ARMOUR ANALYSIS
SUMMARY OF ALL LAYERS AT EACH LOCATION AQ B E P F S T
SKULL
FACE
NECK
SHOULDERS
UPPER ARMS
ELBOWS
FOREARMS
HANDS
THORAX
ABDOMEN
HIPS
GROIN
THIGHS
KNEES
CALVES
FEET
HârnMaster v. 2.1 Gold © 1986, 2003, N. Robin Crossby Permission is granted to duplicate this combat profile (for personal use)
Item Weight Notes
CASH RECORD
Keep a Running Total for Each Location with Cash (Negotiable Assets)
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby Permission is granted to duplicate this load profile (for personal use)
1st Watch 2nd Watch 3rd Watch 4th Watch 5th Watch 6th Watch
DATE
0000–0400 0400–0800 0800–1200 1200–1600 1600–2000 2000–2400
2
3
4
5
6
7
8
10
11
12
13
14
Yaelah 15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
Yaelmor 30
HârnMaster v. 2.1 Gold © 1986, 2003, N. Robin Crossby Permission is granted to duplicate this Log for personal use.
WEAPON COMPARISON TABLE
Compare Attacker’s Weapon to
Defender’s DEFENDING WEAPON DEFENDING SHIELD
Club, Dagger,
CLOSE COMBAT MODIFIER Falcastra, Falchion,
Foot/Knee, Pike, Bastard Sword,
Invert Attack and Defence Grainflail, Handaxe, Battleaxe,
Class (Except Shields). Hatchet, Javelin, Battlesword, Ball
Lance, Mace, Maul, & Chain, Fighting DODGE,
Example: Attack Class 5 becomes Shortsword, Claw, Hand/ Round
Attack Class 0, Attack Class 2 becomes Ísagâra Morningstar, Poleaxe, Broadsword, Forearm, Shield,
Attack Class 3, Defence Class 1 Net Shôrkána, Sickle, Glaive, Kéltan, Nachakas, Knight
becomes Defence Class 2, Defence Tabûri Stick, Warhammer, Longknife, Máng, Staff Shield Kite
Class 3 becomes Defence Class 0, etc.
Whip Mánkar Spear, Warflail Trident Buckler (Heater) Shield
ATTACKING
1 2 3 4 B R/H T
WEAPON/ACTION
Animal, Grapple Hand/Forearm 0 l D05 D10 D15 D15 D10 D05
Boss Gore, Any Shield, Any
Knife, Claw, Foot/Knee, Hatchet, 1 A05 l D05 D10 D20 D15 D10
Shôrkána, Sickle, Taburi,
Handaxe, Longknife, Mánkar,
Shortsword, Stick (2’),
2 A10 A05 l D05 D15 D20 D15
Broadsword, Club, Estoc,
Falchion, Javelin, Mace, Mang, 3 A15 A10 A05 l D10 D15 D20
Nachakas, Warhammer
Ball&Chain, BastardSword,
Falcastra, Grainflail, Maul,
Morningstar, Net, Spear, Staff,
4 A20 A15 A10 A05 D05 D10 D15
Trident
Battlesword, Glaive, Ísagâra,
Lance, Pike, Poleaxe, Warflail, 5 A25 A20 A15 A10 l D05 D10
Whip
COMBAT MLS
Block/Weapon Defence...........Applicable Weapon ML Foot Attacking Mounted ..................Applicable Weapon ML
Grapple (Attack or Defence)......Unarmed Combat ML Mounted attacking Foot................................ Team Initiative
Mounted attacking Mounted.................Team Initiative Press (Foot)........................................................5×Strength
Press (Mounted)....................................Team Initiative Weapon Attack or Counterstrike......Applicable Weapon ML
HârnMaster Version 2.1 Gold © 1986–2003, N. Robin Crossby All Rights Reserved
n PRESS (Push/Test of Strength) Attacker ML = 5×Strength
DEF Ø COUNTERPRESS COUNTERSTRIKE DODGE GRAPPLE IGNORE × DEF
ATT CF MF MS CS CF MF MS CS CF MF MS CS CF MF MS CS No Roll ATT
CF BS AS AS AS BS AS D✩2 D✩3 BS DTA DTA DTA BS AS DI DI DTA CF
MF DS BS AS AS DS BS AS D✩2 DS BS DTA DTA DS BS DI DI DS MF
MS DS DS BS AS DS DS BS D✩1 DS DS ● DTA DS DS ● DI DS MS
CS DS DS DS BS DS DS DS BS DS DS DS ● DS DS DS ● DS CS
HârnMaster Version 2.1 Gold © 1986–2003, N. Robin Crossby All Rights Reserved
MELEE STRIKE LOCATION
HUMANOID QUADRUPED AVIAN SERPENTINE ½ Target Body Type
High Arms Mid Legs High Mid Low High Mid Low High Mid Low ½ Aiming Zone
–10 –15 +0 –10 –10 +0 –10 –10 +0 –10 –10 +0 –10 ½ Aiming Modifier
— — — — 01–15 01–10 01 01–15 01–10 01 01–15 01–10 01 Rider Legs (re-roll) †
01–16 01 01–02 — 16–20 11–12 02 16–20 11–12 02 16–20 11–12 02 Skull
17–27 02–05 03–05 — 21–35 13–20 03–04 21–35 13–20 03–04 21–35 13–20 03–04 Face/Eye *
28–43 06–07 06–08 — 36–55 21–35 05–06 36–55 21–35 05–06 36–60 21–35 05–06 Neck
44–75 08–21 09–16 — 56–70 36–65 07–10 — — — — — — Shoulder *
76–79 22–33 17–24 — — — — — — — — — — Upper Arm *
80–81 34–39 25–28 — — — — — — — — — — Elbow *
82–85 40–69 29–32 01–02 — — — — — — — — — Forearm *
86–89 70–89 33–34 03–04 — — — — — — — — — Hand/Wrist *
90–94 90–95 35–40 — 71–75 66–75 11–15 56–92 36–80 07–40 61–65 36–40 07–10 Wing * †
95–97 96–97 41–55 05–06 76–85 76–80 16–20 93–97 81–90 41–45 66–85 41–65 41–66 Thorax
98 98 56–68 07–11 86–90 81–90 21–24 98–99 91–95 46–48 86–99 66–85 67–75 Abdomen
99–00 99–00 69–84 12–25 91–95 91–95 25–29 00 96–97 49–55 — 86–89 76–79 Hip/Pelvis *
— — 85 26–27 96 96 30 — 98–99 56–57 — 90 70 Groin
— — 86–87 28–33 97 97–98 31–35 — 00 58–80 00 91–00 71–00 Tail †
— — 88–95 34–63 98 99 36–60 — — 81–90 — — — Thigh *
— — 96–97 64–75 99 00 66–80 — — 91–92 — — — Knee *
— — 98–99 76–89 00 — 81–95 — — 93–95 — — — Calf *
— — — 90–95 — — 96–00 — — 96–00 — — — Foot/Hoof *
— — 00 96–00 — — — — — — — — — Steed (re-roll) †
* Odd number = left side; even number = right side.. † Re roll if the body part does not exist
FACE: 01-14 Jaw; 15-20 Eye*; 21-66 Cheek*; 67-78 Nose; 79-90 Ear*; 91-00 Mouth.
HAND: 01–40 Finger; 41–55 Thumb; 56–70 Palm; 71–-90 Knuckles; 91–00 Wrist.
QUADRUPED (1d2): 1 = foreleg; 2 = rear/hind leg
LOCATION LEGEND AB Abdomen NK Neck CF Calf RI Rider† EL Elbow Passive Cover Option
SH Shoulder FA Face SK Skull FT Foot ST Steed† The diagram superimposed
FO Forearm TA Tail † GR Groin TH Thigh HA Hand on the Humanoid target may be
TX Thorax HI Hip UA Uppr.Arm KN Knee WG Wing † used by the GM as a guide to
Passive (shield) cover.
† MISS if inapplicable.
H“rnMaster Version 2.1 Gold Î 1986ò2003, N. Robin Crossby All Rights Reserved
ARMOUR PROTECTIVE VALUES
BASIC MATERIALS B E P F S T COMBINATIONS B E P F S T
* Cloth/Hair 0 1 0 1 0 1 Mail + Cloth 2 8 6 5 0 9
* Leather/Hide 1 2 1 3 0 2 Mail + Leather 3 9 7 7 0 10
* Quilt/Fur 5 1 1 3 1 3 Mail + Quilt 7 8 7 7 1 11
* Kûrbúl 4 4 3 3 2 4 Mail + Quilt + Cloth 7 9 7 8 1 12
* Ring/Etc. 2 5 1 3 1 4 Mail + Quilt + Leather 8 10 8 10 1 13
* Scale 3 5 4 4 1 5 Mail + Quilt + Kûrbúl 11 12 10 10 3 15
Mail 2 7 6 4 0 8 Mail + Quilt + Kûrbúl + Cloth 11 13 10 11 3 16
Plate 5 8 7 5 3 10 Mail + Quilt + Plate 12 16 14 12 4 21
Mail + Quilt + Plate + Cloth 12 17 14 13 4 22
COMBINATIONS B E P F S T Double Mail 4 14 12 8 0 16
Leather + Cloth 1 3 1 4 0 3 Double Mail + Cloth 4 15 12 9 0 17
Quilt + Cloth 5 2 1 4 1 4 Double Mail + Leather 5 16 13 11 0 18
Kûrbúl + Cloth 4 5 3 4 2 5 Double Mail + Quilt 9 15 13 11 1 19
Kûrbúl + Leather 5 6 4 6 2 6 Double Mail + Quilt + Cloth 9 16 13 12 1 20
Ring + Cloth 3 7 2 6 1 6 Double Mail + Quilt + Leather 10 17 14 14 1 21
Ring + Leather 3 7 2 6 1 6 Double Mail + Quilt + Kûrbúl 13 19 16 14 3 23
Double Mail + Quilt + Kûrbúl
Ring + Cloth + Leather 3 8 2 7 1 7 13 20 16 15 3 24
+ Cloth
Scale + Cloth 3 6 4 5 1 6 Double Mail + Quilt + Plate 14 23 20 16 4 29
Double Mail + Quilt + Plate +
Scale + Leather 4 7 5 7 1 7 14 24 20 17 4 30
Cloth
Scale + Leather +Cloth 4 8 5 8 1 8 Plate + Cloth 5 9 7 6 3 11
Plate + Leather 6 10 8 8 3 12
Plate + Plate 10 16 7 5 3 10 Plate + Quilt 10 9 8 8 4 13
These tables show the Impact reduction offered by various materials, according to Strike Aspect (Blunt, Edge, Point, Fire/Frost, Squeeze, Tear). If multiple layers of
armour are worn, impact reduction is cumulative (hence, some armour combinations are provided to speed play).
SUPERIOR/INFERIOR ARMOUR: Protective Values shown apply to Standard Quality (+0) materials. If Inferior/Superior armour is worn, modify Protective Values by the
appropriate rating for each layer. Eg. If a +2 hauberk is one of the layers struck, increase Protective Value by 2 on all Aspects. Note. No modification for Aspects
where the standard material has no rating (Eg., No modification for Squeezed Mail). ENCHANTED ARMOUR: Increase Protective Values by 1 per level of enchantment.
applies only to aspects that exist.
* FLAMMABLE ARMOUR: struck by 16+ Impact Fire, ignites and the wearer accrues burn IP for each body part covered by the burning materials until the fire dies or is
doused. Cloth: 1d6 IP/Turn for 2 turns. Leather/Ring/Scale/Kurbúl: 2d6 IP/Turn (4 turns). Quilt: 3d6 IP/turn (6 turns).
INJURY TABLE
Aspect/ImpactØ B/S Blunt/Squeeze E/T Edge/Bite/Claw P Point (Stab) F Fire/Frost
Location Ú 1+ 7+ 13+ 19+ ✸5+ 9+ 13+ 17+ ✸5+ 11+ 16+ 21+ 1+ 11+ 21+
SKULL E E K3 B1 E E K3 B1 E E B1 B1 E E K3
EYE E E E K5
B1 E B1 E B1 E K4
B2 E B1 E K3
B1 K4
B2 E E E
FACE E E E K4
B1 E E B1 E K5
B2 E E K4E
B1 K5
B1 E E E
NECK E E K3 K4
B2 E B1 E B2 K4
B4 E E B1 K4
B3 E E K3
K4 K4 A4 K3 K4
SHOULDER F F F B1 E F F B1 E B2 F F FE B1 E E E E
UPPER F F F B1 E F F B1 E K3
B1 F F FE B1 E FE FE E
ARM
ELBOW F F E B1 E F FE B1 E A5
B1 F FE FE B1 E FE FE E
FOREARM F F F B1 E F FE FE A5
B1 F FE FE B1 E FE FE E
HAND F F E B1 E F FE FE A5
B1 F FE FE B1 E FE FE E
A6
THORAX E E E B1 E E E B1 E E B1 B1 E E K4
ABDOMEN E E B1 E K4
B2 E B1 E B2 E K3
B3 E B1 E K3E
B2 K4
B3 E E E
HIP SE SE SE K3E
B1 SE SE SE K3E
B1 S SE SE K3E
B1 E E E
GROIN SE SE E B1 E SE SE SE B2 SE SE E B1 E E E E
A5
THIGH S S S B2 E S SE B1 E B2 S S SE B1 E E E E
KNEE S S E B2 E SE SE B1 E A4
B2 S S E B1 E E E E
CALF S S S B1 E S SE SE A5
B1 S S SE B1 E E E E
FOOT S S E B1 E S SE SE A5
B1 S S E B1 E E E E
A5
TAIL S S S SE S S S A3 B1 S S SE B1 E E E E
WING S SE SE SE S S S B1 A5
B2 S S SE E E E E
A5
1d10 IP Bruise/Minor Fracture Minor Cut, Bite or Tear Minor Stab Minor Burn or Frost
1d10+10 IP Fracture/Serious Bruise Serious Cut, Bite or Tear Serious Stab Serious Burn/rost
1d10+20 IP Crush Grievious Cut, Bite or Tear Grievous Stab Grievious F
A Amputation Roll B Bleeding Wound E Shock Roll F Fumble Roll K Kill Roll S Stumble Roll
✸ Effective (post armour) Edge, Point or Tear Impact, greater than 0 and less than 5, is treated as Blunt Impact of 1+.
q Any non-penetrating (4 or less effective impact) Edge/Point/Bite/Claw strike is recalculated as a Blunt strike.
q Any Edge or Point strike whose effective impact is an even number, is non-penetrating & treated as a blunt strike of equal
effective impact.
HârnMaster Version 2.1 Gold © 1986–2003, N. Robin Crossby All Rights Reserved
MISSILE SEQUENCE MISSILE DEVIATION STRIKE ASPECT
1 Attack DeclarationWeapon, Target, (Cover) Aiming Point. Type 1 Type 2 ❑ Random Aspect is optional. If
2 EML Calculation range, target size, movement… CS 0 1d6-1” not used, all missiles strike with
3 Attacker Skill Roll — Generate Deviation MS 1d6 1d20+5” best ASPECT. Arrows/Quarrels are
MF 2d6 1d100+25” presumed to strike with the
4 Active Missile Block shield carried by target.
business end anyway.
5 Strike Delivery CF 3d6 1d100+125”
(6a) Strike Location LSD 1/2 Low WEAPON 1 2 3 4 5 6
(6b) Aspect Blunt, Edge or Point. LSD 3 Low Left
(6c) Impact (2d6+ Missile Range Table Impact) LSD 4 Low Right Tabûri B B P P P P
LSD 6 High Right Shôrkána B B E E E E
(6d) Injury (normal Injury routine) LSD 7 High Left Spear/etc. B P P P P P
LSD 8/9 High Other B B E E P P
EML Missile–caster adjusts EML based on Range/Weapon,. (E.g. EML bonus for a ✥ See Missile Range Table
Bow 60 at ≤16 hexes is +5).
IP Impact determined by Range (at ≤8 hexes Bow 40 has Impact 8). Arrow Active Block EML Penalties
IMPACT shown is POINT ASPECT. BLUNT or EDGE, Impact is 1 less than shown. If Shield LV HV
Impact is given as a percentage, it is the percentage of the weapon’s normal Tower ML+0 ML–10
melee Impact value. Kite ML–5 ML–15
Knight ML–10 ML–20
Mtd Mod. Mounted Modifier. Most missiles are penalised when used from horseback Round ML–10 ML–20
(etc.). The applicable EML penalty is shown. Where 2 penalties are shown, the Buckler ML–15 ML–25
first is for shortbows the second for longbows. Apply half Mtd., penalty if steed Other ML–20 ML–30
is stationary
Boldface ❑ missiles/ranges shown boldface (any range/missile with an EML bonus) are
considered High Velocity HV
HârnMaster Version 2.1 Gold © 1986–2003, N. Robin Crossby All Rights Reserved
Weapon Data Table 1/3
NATURAL WEAPONS SKILL WT STR WQ A/D Pr Se B/E/P Make Price
Hand/Paw/Forearm I Unarmed — 6 — 0/3 — 05 0/—/— n/a n/a n/a
Hand/Paw/Forearm II Unarmed — 12 — 0/3 — 05 1/—/— n/a n/a n/a
Hand/Paw/Forearm III Unarmed — 18 — 0/3 — 05 2/—/— n/a n/a n/a
Foot/Leg/Knee/Tail I Unarmed — 6 — 1/1 — 05 1/—/— n/a n/a n/a
Foot/Leg/Knee/Tail II Unarmed — 12 — 1/1 — 05 2/—/— n/a n/a n/a
Foot/Leg/Knee/Tail III Unarmed — 18 — 1/1 — 05 3/—/— n/a n/a n/a
Head/Gore/Bite I Unarmed — 6 — 0/0 — n/a 1/—/— n/a n/a n/a
Head/Gore/Bite II Unarmed — 12 — 0/0 — n/a 2/—/— n/a n/a n/a
Head/Gore/Bite III Unarmed — 18 — 0/0 — n/a 3/—/— n/a n/a n/a
CLAW(S): Natural: Tear Aspect, Impact 1 higher than Blunt. (No wrong hand penalties). Artificial: Tear Aspect 1 higher than Blunt. (Rare: Make: 2d/8 Price 12d).
HORN(S): Add Point Aspect to Head — Impact 2 points higher than indicated Blunt Impact.
PLATE: Steel: (Eg. Gauntlet/Greaves) Increase Indicated Blunt Impact by 2. Other: (Eg. Kurbul) Increase indicated Blunt Impact by 1.
BITES: Animal Tear Aspect ot Head/Bite — Impact 2 higher than Blunt Impact shown. Human: Tear aspect to Head/Bite — Impact = half Blunt IMpact shown.
HârnMaster Version 2.1 gold © 1986, 2003, N. Robin Crossby All Rights Reserved
Weapon Data Table 2/3
CLUBBING WEAPONS SKILL WT STR WQ A/D Pr Se B/E/P Make Price
Stick I (c) Clubs 1 3 8 2/1 — 05 1/—/— n/a n/a n/a
Stick II (c) Clubs 2 6 8 2/1 — 05 2/—/— n/a n/a n/a
Stick III (c) Clubs 3 9 8 2/1 — 05 3/—/— n/a n/a n/a
Club IV (c) Clubs 4 12 9 3/1 — 10 4/—/— n/a n/a n/a
Club V (c) Clubs 5 15 9 3/1 — 10 5/—/— n/a n/a n/a
Club VI (c) Clubs 6 18 9 3/1 — 10 6/—/— n/a n/a n/a
Club VII (c) Clubs 7 21 9 3/1 — 10 7/—/— n/a n/a n/a
Club/Maul VIII (c) Clubs 8 12 9 3/1 10 20 8/—/— n/a n/a n/a
Club/Maul IX (c) Clubs 9 15 9 3/1 10 20 9/—/— n/a n/a n/a
Club/Maul X (c) Clubs 10 18 9 3/1 10 20 10/—/— n/a n/a n/a
Club/Maul XI (c) Clubs 11 21 9 3/1 10 20 11/—/— n/a n/a n/a
Club/Maul XII (c) Clubs 12 24 9 3/1 10 20 12/—/— n/a n/a n/a
Mace III Clubs 3 9 11 3/1 — 10 5/—/— 9d 66 84d
Mace IV Clubs 4 12 11 3/1 — 10 6/—/— 11d 66 96d
Mace V Clubs 5 15 11 3/1 — 10 7/—/— 13d 66 108d
Morningstar V Clubs 5 15 11 4/1 10 20 0/—/5 12d 24 48d
Morningstar VI Clubs 6 18 11 4/1 10 20 0/—/6 14d 24 60d
Morningstar VII Clubs 7 21 11 4/1 10 20 0/—/7 16d 24 72d
Morningstar VIII Clubs 8 24 11 4/1 10 20 0/—/8 18d 24 84d
HârnMaster Version 2.1 gold © 1986, 2003, N. Robin Crossby All Rights Reserved
Weapon Data Table 3/3
POLEARMS SKILL WT STR WQ A/D Pr Se B/E/P Make Price
Glaive VII Polearms 7 8 11 5/2 20 35 5/6/6 16d 42 48d
Glaive VIII Polearms 8 13 11 5/2 20 35 6/7/7 18d 42 60d
Glaive IX Polearms 9 18 11 5/2 20 35 7/8/8 20d 42 72d
Poleaxe VII * Polearms 7 9 11 5/1 20 35 6/9/6 18d 44 84d
Poleaxe VIII * Polearms 8 15 11 5/1 20 35 7/10/7 21d 44 96d
Poleaxe IX * Polearms 9 21 11 5/1 20 35 8/11/8 24d 44 108d
Falcastra VII (m) Polearms 7 8 9 4/1 20 40 3/5/6 14d 30 36d
Falcastra VIII (m) Polearms 8 13 9 4/1 20 40 4/6/7 15d 30 42d
Falcastra IX (m) Polearms 9 18 9 4/1 20 40 5/7/8 16d 30 48d
Pike X (Lr) Polearms 10 8 11 5/1 25 50 5/—/7 14d 72 84d
Pike XII (Lr) Polearms 12 12 11 5/1 25 50 6/—/8 16d 72 96d
Pike XIV (Lr) Polearms 14 16 11 5/1 25 50 7/—/9 18d 72 108d
HârnMaster Version 2.1 gold © 1986, 2003, N. Robin Crossby All Rights Reserved
Armour Data Table 1/1
CLOTHCOVERAGE WGT PR RINGCOVERAGE WGT PR
Vest 27% Sh Tx Ab 1.35 27d Halfhelm 4% Sk 1.6 28d
Shirt 43% Ua Sh Tx Ab Hp Gr 2.15 43d Cowl/sh 6% Sk Nk 2.4 42d
Shirt 50% Sh Ua El Fo Tx Ab Hp Gr 2.5 50d Cowl/lg 9% Sk Nk Sh 3.6 63d
Smock 64% Sh Ua El Fo Tx Ab Hp Gr Th 3.2 64d Shirt 43% Ua Sh Tx Ab Hp Gr 17.2 301d
Tunic 57% Sh Ua Tx Ab Hp Gr Th 2.85 57d Hauberk/sh 57% Ua Sh Tx Ab Hp Gr Th 22.8 399d
Surcoat 54% Sh Tx Ab Hp Gr Th Kn 2.7 54d Hauberk/lg 60% Ua Sh Tx Ab Hp Gr Th Kn 24 420d
Robe 79% Smock + Kn Cf 3.95 79d Leggings 36% Th Kn Cf Ft 14.4 252d
Leggings 36% Th Kn Cf Ft 1.8 36d Gauntlets 5% Ha 2 35d
Hose 39% Hp Gr Th Kn Cf 1.95 39d
SCALE COVERAGE WGT PR
LEATHER COVERAGE WGT PR Cowl/sh 6% Sk Nk 3.6 60d
Hat/Cap 4% Sk 0.6 8d Cowl/lg 9% Sk Nk Sh 5.4 90d
Cowl/Coif 6% Sk Nk 0.9 12d Habergeon 43% Ua Sh Tx Ab Hp Gr 25.8430d
Cowl/Coif 9% Sk Nk Sh 1.35 18d Hauberk/sh 57% Ua Sh Tx Ab Hp Gr Th 34.2570d
Vest 27% Sh Tx Ab 4.05 54d Hauberk/lg 60% Ua Sh Tx Ab Hp Gr Th Kn 36 600d
Tunic 51% Sh Tx Ab Hp Gr Th 7.65 102d Leggings 29% Th Kn Cf 17.4 290d
Leggings 36% Th Kn Cf Ft 5.4 72d Gauntlets 5% Ha 3 50d
Shoes 7% Ft 1.05 14d
MAIL COVERAGE WGT PR
Calf Boots 19% Ft Cf 2.85 38d
Knee Boots 22% Kn Cf Ft 3.3 44d Cowl/sh 6% Sk Nk 3.0 90d
Gauntlets 5% Ha 0.75 10d Cowl/lg 9% Sk Nk Sh 4.5 135d
Habergeon 43% Ua Sh Tx Ab Hp Gr 21.5 645d
QUILT COVERAGE WGT PR Hauberk/sh 57% Ua Sh Tx Ab Hp Gr Th 28.5 855d
Cowl/Coif 6% Sk Nk 1.2 24d Hauberk/lg 60% Ua Sh Tx Ab Hp Gr Th Kn 30.0 900d
Shirt 33% Ua Sh Tx Ab 6.6 132d Leggings 36% Th Kn Cf Ft 18.0 540d
Gambeson 57% Ua Sh Tx Ab Hp Gr Th 11.4 228d Mittens 5% Ha 2.5 75d
Leggings 36% Th Kn Cf Ft 12.0 144d
PLATE COVERAGE WGT PR
KURBUL COVERAGE WGT PR Halfhelm 4% Sk 2.4 60d
Halfhelm 4% Sk 0.7 20d Great Helm 9% Sk Fa Nk 5.4 135d
Breastplate 12% Ch 2.16 60d Breastplate 12% Ch 7.2 180d
Cuirass 24% Ab Tx 4.32 120d Cuirass 24% Tx Ab 14.4 360d
Ailettes 3% Sh 0.54 15d Ailettes 3% Sh 1.8 45d
Rerebraces 6% Ua 1.08 30d Rerebraces 6% Ua 3.6 90d
Coudes 2% El 0.36 10d Coudes 2% El 1.2 30d
Vambraces 5% Fo 0.9 25d Vambraces 5% Fo 3 75d
Kneecops 3% Kn 0.54 15d Kneecops 3% Kn 1.8 45d
Greaves 12% Cf 2.16 60d Greaves 12% Cf 7.2 180d
HârnMaster Version 2.1 gold © 1986, 2003, N. Robin Crossby All Rights Reserved
Generic Armour Profiles 1/6
HârnMaster Version 2.1 Gold © 1986, 2003, N. Robin Crossby All Rights Reserved
These profiles provide data for generic NPC generation, and can be used to simplify armour in general without losing the distinction of different armour on different body parts.
Load/Price: are typical data for the complete sets of armour/clothing: Load is the weight in pounds for a typical set; Price = typical retail price; weaponcrafters charge ±20%.
Generic Armour Profiles 2/6
HârnMaster Version 2.1 Gold © 1986, 2003, N. Robin Crossby All Rights Reserved
These profiles provide data for generic NPC generation, and can be used to simplify armour in general without losing the distinction of different armour on different body parts.
Load/Price: are typical data for the complete sets of armour/clothing: Load is the weight in pounds for a typical set; Price = typical retail price; weaponcrafters charge ±20%.
Generic Armour Profiles 3/6
HârnMaster Version 2.1 Gold © 1986, 2003, N. Robin Crossby All Rights Reserved
These profiles provide data for generic NPC generation, and can be used to simplify armour in general without losing the distinction of different armour on different body parts.
Load/Price: are typical data for the complete sets of armour/clothing: Load is the weight in pounds for a typical set; Price = typical retail price; weaponcrafters charge ±20%.
Generic Armour Profiles 5/6
HârnMaster Version 2.1 Gold © 1986, 2003, N. Robin Crossby All Rights Reserved
These profiles provide data for generic NPC generation, and can be used to simplify armour in general without losing the distinction of different armour on different body parts.
Load/Price: are typical data for the complete sets of armour/clothing: Load is the weight in pounds for a typical set; Price = typical retail price; weaponcrafters charge ±20%.
ISBN 0-9733593-0-7
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9 780973 359305