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HarnMaster Gold - Player - Edition v2.1

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Rules for Roleplaying

A Gourmet Roleplaying Blend of Character Generation, Skills,


Combat, Weaponcraft, Physician & Religion
for Novice and Expert Players &Gamemasters,

By N. Robin Crossby
Illustrated by Eric Hotz, & N. Robin Crossby

DEVELOPERS, PLAYTESTERS & CONTRIBUTORS


Eric Anderson, Terry Austin, Brad Carter, Brian Clemens, Rob Duff, Bill
Gant, Ed King, Peter Leitch, Magnus Lyckå, J. P. McDonald, Sharon
MacLeod. So many people have helped over the years that this list may
well be incomplete. I want to thank everyone, and if you’ve been left off,
please accept my sincere apologies.

© 1986, 2003 N. Robin Crossby. All rights reserved.


Reproduction in whole or in part, in any medium, without the express written consent of the copyright
holder is forbidden. The purchaser of the electronic edition is authorised to make two (2) hard copies for
personal use. Designated pages may be duplicated in any quantities for personal use. Not to be resold in
any format/medium without permission. Keléstia, Hârn, HârnWorld, HârnMaster, Hârn Canon,
HârnMaster Gold and HârnMaster Canon are trade and/or service marks of N. Robin Crossby.
HârnMaster Gold
While several editions of HârnMaster have been published
over the past twenty years, as of this date, the Gold edition is
the only one officially approved by the author, N. Robin
Crossby. All present and future official HârnMaster publications
are identified by the “HârnMaster Canon” label.
HârnMaster Gold is divided into several volumes, and is
distributed in several formats

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

A dvice for Players


As a long-time GM, I am in the habit of giving lots of
I have a story by way of illustration. The PCs Bjan
and Orni were lost in the wilderness so, as they tried to
make their way out, they were obliged to hunt and
advice to players. Sometimes they pay close attention to forage for food. On the first day, Bjan found nothing,
my suggestions; they eagerly absorb the wisdom, which I while Orni brought back a couple of rabbits and some
have gleaned over many years of role-playing, learn from edible roots. Day two saw Bjan fell a deer while Orni
the mistakes of others, and become better, more found only a few mushrooms which Bjan identified as
successful role-players.4 So, here’s some free advice for poisonous. On the third day, Bjan found some delicious
all players everywhere: berries and caught a mountain goat for milk (there was
• Listen to the GM. If s/he describes a situation and you still plenty of venison left) while the best that Orni
are too busy to listen, s/he may be too busy to explain could do was three slugs, some tree bark and a couple
it again. of handfuls of dirt... you get the idea.

• 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.

References in SMALL CAPS AND ITALICS refer to


articles by name and page number. Article
references are:
ROLEPLAYING; CHAGEN (Character Generation);
SKILLS; COMBAT; WEAPONCRAFT; PHYSICIAN;
RELIGION.

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.

Families Are You Looking at Me?


Even if your PC’s clan/family is not large or important, knowing its Character data, except for obvious things like
height and hair colour, are best kept secret from
background will give you a feel for your character and, perhaps, a refuge in
other players, but this is a matter of style…
times of trouble. On the other hand, families can provide trouble as well as
comfort; a successful character may find relatives appearing from nowhere
to ask for handouts. The GM can provide a family tree and capsule profiles of
q Family Generation
If several players plan to form an adventuring team,
family members (these things take time to prepare, so you may have to wait it may be desirable that their characters be siblings
until a later session). Some PCs begin play by leaving home, and some or childhood friends. If they are related by blood,
players seem to care little about family details. their social backgrounds will be similar. This means
that most Birth/Family attributes need be rolled
HârnMaster Character Generation creates many intriguing possibilities. only once. Sharing a common background usually
Keep in touch with your family, or not; just remember they are there and the means that the GM can provide more details.
effort is sometimes worthwhile.

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 2

B irth & Family


Birth attributes provide context. They depend on environment, on the nature
of the fantasy world in which the character lives. Birth attributes are
fundamental, and unchanging. Once you have generated a character's birth
attributes, you know quite a lot about it, and you have a framework for
family/personal expansion.

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.

Goblins & Fairies & Dwarfs, Oh my…


Sindârin (Elves) Humans, Sindârin, Khúzdul and Gârgún just about
Once, great king Daélda ruled the world. Now his folk are reduced to a account for those species that can be effectively
tiny kingdom in the Sháva Forest. The Sindârin likely came to Hârn from role–played; there are no other truly social,
Midgaad. The Sindârin enjoy immortality, immunity to diseases and superior intelligent species. However, some players may
wish to try the exotic.
Dexterity, Agility, Eyesight, Hearing, Smell/Taste, Touch, Voice, and Aura.
These advantages are offset by their culturally inferior position — elves are Flying creatures create enormous headaches for
objects of curiosity at best, or hostility at worst. Sindârin world–views, so the GM. (A dragon cam make pretty big memory
different from those of humanity, make elves difficult to role-play maps, from 10,000 feet.)
convincingly. The Sindârin generally have fair complexions and are slightly The Ìvashú, the creatures of Ilvîr, can be interesting
shorter and slimmer than humans. for a while. An Ìvashú PC would experience birth at
Aráka-Kalái, and go forth into the world, get killed
by some adventurer, then get reincarnated at
Sidhé (High Elves) Aráka-Kalái. Each incarnation would be as a
The Sidhé are a rare breed of “pure” elves whose powers are sometimes randomly generated type of Ìvashú. Some Ìvashú
regarded as demi-divine. There are very few Sidhé left in the world (and are only semi–intelligent (this is generous) and this
nearly all of them are NPCs). makes them difficult to play. The cycle could
continue until the player got bored.
We’ve come to the conclusion that the main
Khúzdul (Dwarves) problem with exotic species is the required mind–
The subterranean Khúzdul are short, strong, tough and stubborn. It has set. For a chance encounter, it does not matter
been said that they are so wilful that they do not need to dig tunnels, they very much, but PCs get well–developed and the
just argue with the rock until it moves. Khúzan society is clannish and the role tends to get more and more unbelievable.
dwarves are confined to a few widely–separated, underground cities. The
Khúzdul are respected for their mastery of mining, metalcraft, weaponcraft
and jewelcraft, but they are often ridiculed when they visit their larger
neighbours. There is particular animosity between the Sindârin and Khúzdul,
but this pales in comparison to Khúzan hatred of the Gârgún.

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

Birthdate (1d30 & 1d12) MONTHS OF THE TÚZYN YEAR


Túzyn Reckoning (TR) has a 12-month lunar year. Each month has 30 Spring Summer Autumn Winter
days. Núzyæl is the first month of the year, and New Year's Day (Núzyæl 1) 1 Núzyæl 4 Nólus 7 Azúra 10 Ilvín
marks the beginning of spring. Roll 1d12 to randomly generate a month. 2 Peónu 5 Laránè 8 Halánè 11 Návek
Roll 1d30 to generate day of month. The GM assigns birth year following the 3 Kelén 6 Ágrazhâr 9 Savôr 12 Morgát
pregame. Birthdate determines a character's sunsign and age. Most Here is a little rhyme to help you remember the
characters begin play at about 21. number of days in each month:
Thirty days hath Halánè,

Sunsign (Derived from Birthdate)


Savôr, Kelén and Laránè
All the rest have thirty too.
I can remember this. Can you?
Astrological (zodiacal) sign is determined by birthdate. The first two and
last two days of each sign are termed the cusp: a character born on the 1st A character born under a fire sign (Nadái,
Angberélius or Áhnù) has a skill base bonus for
of Ilvín is termed a Tai–Skôrus Cusp (the actual sunsign is named first).
many weapons. Whatever a character's sunsign,
Those born on the cusp enjoy the benefits of whichever sign is most s/he has a bonus learning spells if s/he joins an
advantageous. Sunsign is a major factor in determining skill–affinity, but all appropriate convocation.
sunsigns have advantages and disadvantages.
q Hârnic astrology is no less valid than Hârnic
From To Sunsign Symbol magic or religion. You might as well let
Sunsign provide a personality framework as
4th Núzyæl......................3rd Peónu .........Ùlándus .................................... The Tree anything else. Personality descriptions for each
4th Peónu ....................... 2nd Kelén .........Arálius ...................................The Wands of the twelve signs of the Kèthîran zodiac are
3rd Kelén .........................3rd Nólus .........Fenéri ..................................... The Smith given in HârnPlayer. The personality of a
4th Nólus .......................4th Laránè .........Áhnù..............................The Fire Dragon character born on the cusp would be a blend
5th Laránè ..................6th Ágrazhâr .........Angberélius............ The Flaming Swords of his two signs.
7th Ágrazhâr ....................5th Azúra .........Nadái .............................The Salamander
6th Azúra .......................4th Halánè .........Hîrin.........................................The Eagle Hârnic astrology is PVÂRIC like magic; see Shèk-
5th Halánè .......................3rd Savôr .........Táræl .................................. The Pentacle Pvâr module for information on magick.
4th Savôr ...........................2nd Ilvín .........Tai............................. The Lantern Bearer
3rd Ilvín ......................... 2nd Návek .........Skôrus..................................... The Mixer Other Calendars
3rd Návek ...................... 1st Morgát .........Masâra.................................. The Chalice If you are using HârnMaster elsewhere than
2nd Morgát ................... 3rd Núzyæl .........Ládo ........................................The Galley HârnWorld, it will be necessary to develop a
calendar for that world. Alternately, you can apply

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

Parent Occupation (1d1000)


chooses the result s/he likes best.
q Roll for Parent Occupation 5 times: the player
Use the Occupation Generation Table to generate parent occupation chooses the result s/he likes best.
according to cultural type (derived from Birthplace). Parent Occupation q Re-roll any “Unfree” result.
opens and closes doors. It tells you about your game–family. About 90% of q Re-roll any “Unfree” or “Freeman” result.
the population are peasants, but it is possible to be born into the middle
class or nobility. Obviously it is easier to be the king’s child than that of a
lowly serf, but all roles are playable, and most players find it challenging to Urban Occupations
The Occupation Generation Table also indicates
start lower on the social pyramid. The Occupation Generation Table offers
the general percentage chance that a
seven generic cultural types: Tribal; Viking; Feudal; Feu/Imp family/individual practising each occupation will be
(feudal/imperial, for cultures somewhere between feudal and imperial); urban (living in a town or major settlement as
Imperial; Sindârin; and Khúzan. opposed to living in the countryside).

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

Sibling Rank & Family Size


The GM generates and maintains additional family
data. He may not share it with you. Perhaps part of
your adventuring will involve discovering your true
The amount of family development is up to GM and players. Family can identity.
be developed during character generation, or later. PCs can begin play as
orphans, bastards, and/or ignorant of their ancestry. There are always things It is the habit of the upper classes to spread their
that PCs do not know about their families. The GM usually generates such oats through the lower classes. Consequently, you
may never learn your character's real father.
things secretly.
Among the lower classes, most marriages are
FAMILY SIZE is the number of siblings in the family including the character informal; this does not reduce their validity; the
and all his brothers and sisters. Family size is determined according to children of such unions have no particular stigma
species. For gârgún, family size is not applicable: attached to their bastardy

Human Sindârin/Sidhé Khúzdul


6d2–5 (1–7) 3d2–2 (1–4) 3d2–2 (1–4)
Each time you roll the maximum value (e.g. 7 for humans or 4 for elves or ESTRANGEMENT INTERPRETATION
dwarves) add an additional die (1d2) and roll again. There is no absolute limit 01–10 OUTCAST Character is ignored, or may
to family size. even be attacked on sight, by other family
members.
SIBLING RANK is determined by rolling a die with the same number of 11–40 UNPOPULAR With the possible (likely)
sides as the Family Size. Hence, if the family has five children, the exception of mother, the family dislikes
character's Sibling Rank is determined by rolling 1d5. Sibling Rank and the Character, who is discouraged from
family size are entered on the character profile in the format: living at home and receives few (if any)
favours. Any birthright is given grudgingly,
(Sibling Rank) of (Family Size)
if at all.
Hence, if the character is the second of five children, the entry would 41–60 AVERAGE No (dis)advantages; character
read: 2 of 5 (or 2/5). This entry refers to the family with which the character may live at home, but few will care much if
s/he leaves.
is living. This may not be the character's biological family. More data may be
generated later. 61–95 POPULAR Character gets on well with
most relatives, and may enjoy special
favour, but should not push his luck…

Estrangement (1d100) 96–00 FAVOURITE The character tends to get


special attention/privileges, possibly at the
Estrangement measures a character's popularity in his clan, tribe and/or expense of siblings.
family. It has significant effect on opportunities (including inheritance). Being
the eldest child of the king is less advantageous if he hates you ESTRANGEMENT MODIFIERS
Siblings with different estrangements are often jealous of each other; this
can produce interesting family politics. ❏ Eldest Child
The eldest child is often favoured over younger
Estrangement may be generated to assess any relationship. The children. Therefore, add 9 when generating
character’s relationship with an individual (boss, mother, retainers, wife) or Estrangement.
an institution (army, church, guild) as needed. The player may not be
informed of all the Estrangements generated by the GM. q Smaller Clans
Smaller clans tend to like their children more;
add 20 when rolling in an unextended clan, but

Clanhead (1d100) always treat a natural roll of 01 as Outcast.

A character's relationship to his clanhead is often more important than


CLANHEAD GENERATION
that with his parents. Hârnic clans tend to be large. Some live in close
1d100 Clanhead
proximity. Some number in the thousands and are widely dispersed.
Estrangement is generated for a character's clanhead as necessary. 01–50 Distant Relation: roll again to
determine Father’s relation to clanhead.
If a character's clan is important/wealthy, the GM may deem it a good If distant relation is generated again, roll
idea to place the family within it. Only extended clans need be developed in for grandfather’s relation to clanhead,
this way. Father's occupation is the best guide to whether a clan is extended. and so on.
Wealthy and noble clans are often extended. Poor clans are less likely to be, 51–75 Aunt or Uncle
especially if they live in major settlements. Poor families in one district may 76–85 Cousin
have the same clan name, although they have been out of touch for 86–00 Father or Mother
generations.
The Clanhead space on the Character Profile
Use the Clanhead Generation Table to randomly generate the character’s expresses the character’s blood relationship with
relation to the clanhead as desired and/or required. her/his clanhead — social relationship is
Estrangement.

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.

Medical (GM Discretion) HANDEDNESS


This space on the character profile is used to record diseases, scars and 1d100 Handedness
identifying marks acquired in the course of play. Characters may also begin 00-85 Right Handed (Primary hand = right;
secondary = left).
play with one or more medical attributes.
86-95 Left Handed (Primary = left; secondary
PCs may not know their medical attributes; they may be latent and = right).
known only to the GM. The GM generates Medical Attributes secretly and 96+ Ambidextrous (Both hands are primary)
then tells the player only what should be known.
q Females + 5 q Sindârin/Sidhé +10
q Khúzdul +10 q Gargú-Arák +5

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)

Height (by species) Sindârin/Sidhé


Khúzdul
4d6+51 (65.0)
4d6+40 (54.0)
4d6+50(64.0)
4d6+40(54.0)
The Character's height (or length) in Hârnic inches. The Height Gargú–Arák 3d6+27 (37.5) 3d6+29(39.5)
Generation Table shows the dice rolls to generate height by species and sex, Gargú–Kyáni 4d6+32 (46.0) 4d6+33(47.0)
Gargú–Hyéka 4d6+33 (47.0) 4d6+34(48.0)
and the average results (in brackets).
Gargú–Viásal 4d6+34 (48.0) 4d6+36(50.0)
Gargú–Khánu 4d6+36 (50.0) 4d6+38(52.0)

Frame (3d6) Height Modifiers (Optional)


q Nobility +2 q Ivínian/Norse +1
The Character's general bodily build. Only the interpretation (Scant, q Urban Poor –2
Medium etc.) needs to be recorded. A character with a Heavy or Massive
frame may have increased Strength and reduced Agility. Light or Scant
framed characters may have superior agility and inferior Strength. Modifica- FRAME MODIFIERS
tions are made to the 3d6 roll according to species and sex. Human Female –3
Sindârin/Sidhé (either sex) –2
Gargú–Arák (either sex) +1
Other gârgún (either sex) +4
Khúzdul (either sex) +4

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

Size (Derived from Weight) 35"


36"
55
56
62
63
69
70
76
77
83
84
37" 57 64 71 78 85
Use the Size Derivation Table to derive Size from WEIGHT. All 38" 58 65 72 79 86
armour/clothing also has size, which should match the character’s size. A 39" 58 66 73 80 88
one-size difference in flexible clothing may be overcome by lacing the 40" 60 68 75 83 90
41" 62 69 77 85 92
garment more or less tightly and may be ignored. Greater size mismatches 42" 63 71 79 87 95
may be impossible to wear, or the GM may assess special penalties. 43" 65 73 81 89 97
44" 66 75 83 91 100
45" 68 77 85 94 102

Complexion (1d100) 46"


47"
70
71
78
80
87
89
96
98
104
107
48" 73 82 91 100 109
Skin pigmentation is a descriptive attribute, but the GM may use it in
49" 74 84 93 102 112
other ways; eg. darker people are less susceptible to sunstroke. The 50" 76 86 95 105 114
Complexion Table offers 7 columns. Humans of Hârnic ancestry should 51" 78 87 97 107 116
normally use Temperate. Ivínians use Nordic. People from around the 52" 80 90 100 110 120
53" 82 93 103 113 124
Venârian Sea use Temperate or Sub–Tropical. Unusual colouring turns the 54" 85 95 106 117 127
character into a visible minority. The number rolled need not be recorded, 55" 87 98 109 120 131
only the description (e.g., Dark, Fair, etc.). 56" 90 101 112 123 134
57" 92 104 115 127 138
COMPLEXION GENERATION TABLE 58" 94 106 118 130 142
59" 97 109 121 133 145
Sindârin Human Human Human Human 60" 99 112 124 136 149
Sidhé Nordic Temp. SubTrop. Tropical Gârgún Khúzdul 61" 102 114 127 140 152
— 01–06 01 01 — 01–99 01–73 Pallid 62" 104 117 130 143 156
01–97 07–94 02–27 02–03 — 00 74–90 Fair 63" 106 120 133 146 160
64" 110 123 137 151 164
98–99 95–99 28–73 04–17 01–06 — 91–99 Medium
65" 113 127 141 155 169
00 00 74–00 18–99 07–62 — 00 Dark 66" 116 131 145 160 174
— — — 00 63–00 — — Black 67" 119 134 149 164 179
68" 122 138 153 168 184
69" 126 141 157 173 188
Hair Colour (1d100) 70"
71"
130
134
146
150
162
167
178
184
194
200
72" 137 154 171 188 205
The colour of a character's hair/fur varies by age and location on body.
73" 141 158 176 194 211
Hair frequently whitens with age, and body hair is generally darker. The 74" 145 163 181 199 217
Hair/Fur Colour Table generates the natural colour of youth. Blonde 75" 149 167 186 205 223
includes dark blonde. White/grey includes silver. Treat pallid complexions as 76" 153 172 191 210 229
77" 157 176 196 216 235
fair when using this table. The number rolled is not recorded, only the 78" 161 181 201 221 241
description (e.g., Fair, Medium, Dark). 79" 165 185 206 227 247
80" 169 190 211 232 253
HAIR/FUR COLOUR GENERATION TABLES 81" 173 194 216 238 259
82" 177 199 221 243 265
Human Human Human Human Sindârin
83" 181 203 226 249 271
Fair Medium Dark Black Sidhé Khúzdul HAIR COLOUR 84" 185 208 231 254 277
01–05 01–15 01–45 01–65 01–25 01–05 Black 85" 189 212 236 260 283
06–40 16–55 46–85 66–95 26–48 06–45 Brown 86" 193 216 241 266 289
41–45 56–58 86 — — 46–55 Red
46–55 59–65 87–90 96 49–50 56–70 Auburn SIZE DERIVATION TABLE
56–70 66–80 91–93 97 51–65 71–75 Dark Blonde Weight Size (Factor) (Random)
71–95 81–95 94–95 98 66–90 76–80 Blonde 61–65 1 (0.50) (01–02)
96–00 96–00 96–00 99–00 91–00 81–00 White/Grey 66–75 2 (0.60) (03–05)
Gargú Gargú Gargú Gargú Gargú 76–90 3 (0.70) (06–10)
Arák Kyáni Hyéka Viásal Khánu HAIR COLOUR 91–110 4 (0.80) (11–22)
111–135 5 (0.90) (23–37)
01–05 01 01–10 01–10 01–80 Black 136–165 6 (1.00) (38–63)
06–15 02–08 11–75 11–40 81–94 Brown 166–200 7 (1.10) (64–78)
16 09 76–80 41–85 95 Red 201–240 8 (1.20) (79–90)
17–20 10 81–85 86–95 96 Auburn 241–285 9 (1.30) (91–97)
21–23 11–30 86–91 96 97 Dark Blonde 286–335 10 (1.40) (98–00)
24–25 31–45 92–95 97 98 Blonde
26 46–96 96–97 98 99 White/Grey
27–00 97–00 98–00 99–00 00 Tawny

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.

EYE COLOUR GENERATION TABLE Inter-species Love


As a rule, characters do not attract members of
Fair/ Dark/ Sindârin All other species, even if they are of the opposite sex.
Pallid Medium Black Sidhé Gârgún EYE COLOUR There are exceptions. Elves are quite attractive to
01–05 01–45 01–80 01–08 01–55 Brown humans, and females of almost any species are
06–10 46–55 81–90 07–15 56–60 Hazel attractive to male gârgún.
11–50 56–75 91–95 16–35 — Blue
51–85 76–95 96–98 36–85 61–65 Grey
86–99 96–99 99 86–90 66–70 Green
A Form of Self-Mutilation
If the optional Character Design System is in use
00 00 00 91–00 71–80 Violet
(CHAGEN 18) it may be possible to trade
— — — — 81–00 Yellow
disfigurements for improved attributes.

Comeliness (3d6) q Choosing Appearance


Some GMs allow players to choose their PC’s
looks. There are two basic options:
A general assessment of how physically attractive COMELINESS
the character usually seems to members of the same INTERPRETATION q PCs have same appearance as their operating
species. Record both the number rolled and the 01–05 Ugly players.
Interpretation (if desired). Comeliness can be 06–08 Plain q Players chose whatever appearance attributes
temporarily modified by cosmetics in some cases, by 09–12 Average they wish.
lighting and by various forms of magick, etc. Most 13–15 Attractive
enhancements tend to wear off by morning. 16+ Handsome

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

Strength (Key Attribute 3d6) Strength Modifications for Weight


Strength is sheer physical power, but has nothing to do with stamina (see 20lbs/less –6 156–170lbs +1
ENDURANCE). Strength indicates how much a character can lift, but not for 21–55lbs –5 171–190lbs +2
how long. 56–85lbs –4 191–215lbs +3
86–110lbs –3 216–245lbs +4
The roll for Strength is modified by species, and by WEIGHT according to 111–130lbs –2 246–280lbs +5
the modification tables. These modifications (if any) are cumulative, but the 131–145lbs –1 281–320lbs +6
modified Strength attribute should never be allowed to fall below one (1). 321–365lbs +7
146–155lbs +0 366–415lbs +8
Strength is a KEY ATTRIBUTE. It is significant for combat and other feats of
power. The higher the number, the stronger the character.
For those who might have difficulty with the
Record the (modified) number rolled on the Character Profile. difference between Strength and Endurance, an
Strength testing would be used for LIFTING, arm–wrestling, etc., see Olympic analogy: Strength would be useful to
weight lifters, Endurance would be central for
ATTRIBUTE TESTING. marathon runners.
Note: some medical attributes (as described in the HârnMaster GM
Edition) may affect strength attribute generation.

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

Agility (Key Attribute 3d6)


Sindârin +2
Sidhé +3
The ability to move the legs/body when unencumbered. Agility is useful Scant Frame +2
for warriors, seamen and dancers. Record the (modified) number rolled. Light Frame +1
Large Frame –1
Massive Frame –2

Speed (3d6) q Double-jointed +2

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

Intelligence/Memory (Key Attribute 3d6) AURA MODIFICATIONS


Human Female +2
Intelligence has one meaning for NPCs and another for PCs. For PCs, Sindârin +4
Intelligence assesses Memory. For NPCs it is also the ability to reason and Sidhé Male +6
articulate. Sidhé Female +7
Khúzdul –2
PCs may use Intelligence as a roleplaying guide if they wish, but we have Gârgún –4
found that intelligent players have great difficulty playing stupid PCs and not–
so–intelligent players have no hope at all playing geniuses (geneii?). A better WILL MODIFICATIONS
memory may be simulated with GM reminders… The GM might say “I’m Khúzdul +3
sure you remember that back in 703 there was an earthquake in far barbary Gargú–Khánu +1
which killed about 7,923¾ people… “. Gargú–Arák –1

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.

Will (Key Attribute 3d6)


05–07 UNSCRUPULOUS One rarely troubled by
guilt or influenced by considerations of
Will indicates mental strength, tenacity, and patience. A character with right/wrong. S/he behaves in whatever
manner suits his objectives. His ethics may
low Will lacks confidence, panics easily, and has difficulty with tedious tasks.
be based on a principle such as "survival of
Those with high Will are resolute, confident, and usually stubborn. Record the fittest".
the (modified) number rolled.
08–10 CORRUPTIBLE A moral chameleon who
probably ascribes to some kind of ethical

Morality (Choice or 3d6) code, but will do almost anything for


pleasure or profit. The corruptible
Morality is a measure of unselfishness. Most players seem happier with character tends to view law as an
unreasonable constraint, and will
reasonably moral PCs. Players choose their PCs' Morality, although they may
bend/break rules with little regard for
select by rolling 3d6. Maximum Morality is 18 and minimum is 3. moral consequences.
While Morality may serve as a roleplaying guide for PCs, its principal 11–13 LAW–ABIDING One who respects law and
function is to assist the GM with NPCs. custom and strives to maintain high moral
standards, but often lapses. S/he will
usually keep his word, try to avoid harming
What Have You Done Lately? others, but has little difficulty committing
Deeds mean more than assertions. The GM should adjust a character's violence in a "just" cause. S/he can be
Morality whenever actions do not suit the Morality attribute. Characters who inspired to virtue, and suffers guilt when
behave “badly” have their morality reduced. The effect of Morality on play is s/he sins.
complex. Some artefacts do not respond well to entities of different morality, 14–16 PRINCIPLED One reluctant to cause
but the principal purpose of morality is that of a GM aid for NPC personality suffering. When s/he sins, s/he is troubled
development. We have noticed that PCs generally have more fun if they have by guilt and will try to improve. Although
(and act as if they have) Morality of at least 8. We do not know why this s/he is honourable and dutiful, s/he is
capable of vanity, greed and hatred.
should be… perhaps it has something to do with the inherent goodness of
humankind? A good supply of low Morality NPCs (this is just a way of saying 17+ EXEMPLARY One who is motivated by
“villains”) provide heroic PCs an abundance of vile enemies to oppose. the desire to be kind, fair and honourable,
regardless of personal cost. May be
Note: Modifying Morality according to species is a somewhat dubious prideful and hard to live with.
concept. Hence, all such modifications are optional.

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

Deity/Religion (Limited Choice) Laráni (lady of paladins)


Môrgath (evil god of the undead)
08–18
03–07
The god or goddess worshipped (however laxly) by the character. While Navéh (thieves and assassins) 03–10
they may respect and acknowledge the existence of any number of gods, Peóni (lady of healing and virtue) 08–18
Sárajìn (Viking god of battles) 05–16
characters may only follow one, although it is possible to change religion.
Sávè-K’nôr (wise god of riddles) 08–18
The character chooses a religion from the options presented by the GM. The Siém (dreams, elves/dwarves) 11–18
character must have been exposed to the chosen religion. Region, culture
and social class must be considered. Most people tend to follow the gods of
q Multiple-Adherence
their parents or guardians.
Characters may ascribe to more than one deity at
While there are moral worshippers of Môrgath, and Laráni has her share a time. A separate Piety Point total and Ritual Skill
of corrupt followers, characters tend to be more successful if their morality is kept for each god/goddess. Never, however, is it
possible to be a priest of more than one deity, and
matches that of their deity. The deity table is a rough guide to the Morality
people should not try to simultaneously worship
required for a character to be accepted by the ten major deities of Lýthia. morally opposed deities.
The churches, possibly unaware of a character's true morality, may be
fooled. Peóni accepts almost anyone, but expects those with low Morality to
reform their ways. Miracles/Divine Intervention
Divine intervention is another word for miracle.
A comparison of the morality of worshipper and deity may affect divine Miracles, the acts of gods, should never be
intervention. This can tip the scales in a life or death situation. confused with spells, which are the acts of mages.

How Good is Your Character?


Piety (5d6) Determine the average of its key Attributes. Less
than 9 is inferior, 9–12 is average, over 12 is
Piety may be thought of as a character's standing with his deity and is superior. However, there is more to it than just Key
measured in Piety Points (PPs). The number of PPs for a new character is Attributes — good secondary attributes can make
determined by rolling 5d6. PP totals increase and decrease in the course of up for a lot. Roleplaying is more than just having a
play. A PC who chooses a deity inappropriate to his Morality, reduces his good set of attributes. It is quality of play not
opening Piety by 1d6 or 2d6. quantity of attribute that really counts. We have
never seen a character generated with HârnMaster
Piety Points are accrued in the course of play by undertaking (and usually whose attributes were so poor as to make it non-–
completing) “pious acts”. Piety means different things to different gods; a viable, although such characters are theoretically
pious act that is likely to please Peóni, is not likely to find much favour with possible.
Ágrik, Môrgath, or Návèh. Piety also has little to do with Ritual (cleric) skill;
impious (corrupt) priests can and do exist. Some examples of pious acts Regenerating Inferior Characters
include: Extended Prayer and Meditation; a quest or crusade; service to the If despite any/all Bonus Rule Options, you still
church… generate an inferior character…

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

SUMMARY OF ATTRIBUTE MODIFIERS BY SPECIES & SEX


FRM STR END DEX AGL SPD EYE HRG SMT TCH VOI ITL AUR WIL MOR
SPECIES/SEX Height 3d6 3d6 3d6 3d6 3d6 3d6 3d6 3d6 3d6 3d6 3d6 3d6 3d6 3d6 3d6
Human Male 5d6+50 — — — — — — — — — — — — — — —
Human Female 5d6+48 –3 — — — — –2 — — +1 — — — +2 — —

Sindârin Male 4d6+51 –2 +1 — +2 +2 — +4 +3 +3 +2 +3 — +4 +2 +4


Sindârin Female 4d6+50 –2 +1 — +2 +2 — +4 +3 +3 +2 +3 — +4 +2 +4

Sidhé Male 4d6+51 –2 +1 +1 +3 +3 +1 +6 +4 +4 +4 +4 — +6 +2 +4


Sidhé Female 4d6+50 –2 +1 +2 +3 +3 — +6 +4 +4 +4 +4 — +7 +2 +4

Khúzdul Male 4d6+40 +4 +4 +2 +1 — — — +2 — +1 — — –2 +3 +2


Khúzdul Female 4d6+40 +4 +4 +2 +1 — — — +2 — +1 — — –2 +3 +2
GÂRGÚN Height FRM STR END DEX AGL SPD EYE HRG SMT TCH VOI ITL AUR WIL MOR
Gargú–Arák Male 3d6+27 +1 +3 –1 — — +2 –2 +5 +2 — — — –4 –1 –4
Gargú–Arák Female 3d6+29 +1 +3 –1 — — +2 –2 +5 +2 — — — –4 –1 –4

Gargú–Kyáni Male 4d6+32 +4 +3 — — — — –2 +2 — — — — –4 — –1


Gargú–Kyáni Female 4d6+33 +4 +3 — — — — –2 +2 — — — — –4 — –1

Gargú–Hyéka Male 4d6+33 +4 +3 — — — — –2 +2 — — — — –4 — –4


Gargú–Hyéka Female 4d6+34 +4 +3 — — — — –2 +2 — — — — –4 — –4

Gargú–Viásal Male 4d6+34 +4 +4 — — — — –2 +2 — — — — –4 — –4


Gargú–Viásal Female 4d6+36 +4 +4 — — — — –2 +2 — — — — –4 — –4

Gargú–Khánu Male 4d6+36 +4 +5 +1 — — — –2 +2 — — — — –4 +1 –4


Gargú–Khánu Female 4d6+38 +4 +5 +1 — — — –2 +2 — — — — –4 +1 –4
ÍVASHÙ Height FRM STR END DEX AGL SPD EYE HRG SMT TCH VOI ITL AUR WIL MOR

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

Asîri M/F/N 5d6+30 –2 — –2 +3 +4 +6 +5 +1 2d2 — — — +3 — n/a


Dryad Female 4d6+50 –2 — +3 +1 +2 +2 +2 +3 +2 +2 +3 +2 — —
Elmíthri Neuter 6d6+30 –2 –1 — — +1 — — — –2 — — –1 +1 –2 —
Lesser Gytévsha M/F 5d6+50 — — +1 — +2 +3 — — +3 +2 — –2 +4 +1 –4
V’hîr Neuter 8d6+50 — +17 +17 +5 +2 +5 — — — — — +4 +10 +14 –8
Height FRM STR END DEX AGL SPD EYE HRG SMT TCH VOI ITL AUR WIL MOR

Centaur Male/Female n/a n/a +8 +7 +1 — +4 +4 +1 +1 — — +1 +2 +1 —

Dragon Male/Female n/a n/a +37 +25 –4 –2 +3 +6 +4 +3 –2 +2 +2 +2 +8 —

Griffin Male/Female n/a n/a +10 +9 n/a +4 +3 +8 +4 +4 –2 — –2 1d3–1 +1 —

Ílmè Male n/a n/a +25 +20 –3 –4 — +1 +3 +3 –2 — — –2 –4 —


Ílmè Female n/a n/a +35 +27 –2 –4 +1 +1 +3 +3 –2 — — –1 — —

Yélgri Male 4d6+34 — +3 –2 –2 — — +6 +4 +4 — — –4 1d3–1 — —


Yélgri Female 4d6+32 — +2 –2 –2 — — +6 +4 +6 — — –4 1d4–1 — —

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.

[2] TALENTS q Talents manifest in odd ways… Things might move


Some characters may be born with psychic abilities such as telepathy, or catch fire by themselves; the character might get
telekinesis, or psychometry. A GM who decides to include talents in the vivid dreams or headaches. The PC may or may
game will generate them secretly. Psionic Talents are described in the not learn of any talents s/he has in the course of
play.
HârnMaster GM Edition.

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 14

1d100 Occupation Acc TP OCCUPATIONAL SKILLS TABLE


01 Alchemist G 7 Alchemy 2/4; Mathematics 1/2; Herblore 1/3; Mineralogy 1/2; Physician 1/2; Script
02–03 Animal Trainer P r 3 One Animalcraft 1/3; Two Animalcrafts 1/2; Hideworking 1/2; Riding 1/2 (if appropriate)
04 Apothecary P G 6 Herblore 2/4; Alchemy 1/2; Mathematics 1/2; Physician 1/2; Script
05 Astrologer open 4 Astrology 2/4; Drawing 1/2; Mathematics 1/2; Tarotry 1/2; Script
06 Beggar r 1 RHETORIC 4/5; INTRIGUE 4/5; Knives 4/5; AWARENESS 4/5; Legerdemain 1/2
07 Cartographer open 7 Drawing 3/4; Mathematics 1/2; Script
08–09 Chandler P G 4 3 reasonable crafts at OML/OML+1; Rhetoric 3/4; Alchemy 1/2; Metalcraft 1/2; Script
10–11 Charcoaler P G 3 Timbercraft 2/3; Survival 2/3; Carpentry 1/2; Metalcraft 1/2
12–13 Clothier P G 6 Textilecraft 2/4; Hideworking 1/3; Jewelcraft 1/2; Script
14–15 Cook P open 3 Cookery 3/5; Herblore 1/2
16 Courtesan G var Lovecraft 2/5; Intrigue 4/5; Singing 4/5; Musician 1/3; Script
17 Embalmer P G 7 Embalming 1/3; Carpentry 1/2; Alchemy 1/2; Perfumery 1/2; Script
18–22 Farmer P open 4 Agriculture 2/4; Weatherlore 1/3; Two domestic Animalcrafts 2/4
23–25 Fisherman open 5 Fishing 3/5; Seamanship 2/4; Weatherlore 2/4; Piloting 1/2
26 Gladiator open 4 5 weapons/shields to OML/OML+SB; Unarmed 4/5; Physician 1/2
27 Glassworker P G 7 Glassworking 1/3; Ceramics 1/3; Alchemy 1/2; Script
28 Harper G 7 Singing 4/5; 3×Musician 3/4; Carving 1/3; Script
29 Herald G 5 Heraldry 2/4; Oratory 3/4; Rhetoric 3/4; Intrigue 4/5; Drawing 3/4; 2nd Language; Script
30–32 Herdsman P open 3 Two Animalcrafts 2/4; Tracking 2/3; Survival 3/4; Foraging 2/3; Weatherlore 2/4
33–34 Hideworker P G 5 Hideworking 1/3; Textilecraft 1/3; Alchemy 1/2
35–36 Hunter open 5 awareness 4/5; Tracking 2/4; 3 Weapons oml/oml+sb; stealth 4/5; Survival 3/4; Foraging 2/4;
Hideworking 1/3; Fletching 1/3
37–38 Innkeeper G 5 Brewing 1/3; Cookery 3/4; Rhetoric 4/5; Intrigue 4/5; 2nd Language Script
39 Jester/Fool open 3 Acting 1/3; Acrobatics 1/3; Intrigue 4/5; Legerdemain 1/3; Oratory 3/4;
40 Jeweller P G 7 Jewelcraft 2/4; Metalcraft 1/3; Mineralogy 1/3; Script
41 Knight/Squire R 7+ 6 weapons/shields to OML/OML+SB; Riding 3/5; Intrigue 4/5; Heraldry 3/4; Musician 2/3;
Physician 1/2; Script
42–45 Legionnaire r 5 4 weapons/shields to OML/OML+SB Foraging 2/3 Survival 2/3 Heraldry 1/2 Physician 1/2
46–47 Lexigrapher P G 5 Hideworking 1/3 (parchment/vellum); Drawing 2/4; Two Scripts
48–49 Lìa-Kaváir G 3 Stealth 4/5; Intrigue 4/5; Legerdemain 2/4; Lockcraft 1/3; Acrobatics 1/3; Awareness 4/5
50 Litigant G 7 Rhetoric 4/5; Intrigue 4/5; Oratory 3/5; 2nd Language Script
51–52 Locksmith P G 6 Lockcraft 2/4; Metalcraft 2/4; Carpentry 1/3; Script
53 Longshoreman P r 1 Climbing 4/5; Unarmed 3/4; Seamanship 2/3
54–55 Man at Arms r 6 5 weapons/shields to OML/OML+SB; Foraging 2/4; Survival 2/4; Heraldry 1/3; Physician 1/2
56–57 Mason P G 7 Masonry 2/4; Carpentry 2/4; Engineering 2/4; Mathematics 1/3; Script
58–59 Mercantyler G 6 Rhetoric 4/5; Intrigue 4/5; Mathematics 1/3; Weapon OML/OML+SB; 2nd Language; Script
60–61 Mercenary open 4 4 weapons/shield to OML/OML+SB; Foraging 3/5; Survival 2/4; Physician 1/2
62–64 Metalsmith P G 6 Metalcraft 2/4; Mineralogy 2/3; Weaponcraft 1/2
65–66 Miller P G 6 Milling 2/4; Engineering 2/4; Agriculture 2/3; Mathematics 1/2; Script
67 Miner G 6 Mineralogy 2/4; Engineering 2/4; Carpentry 2/4; Metalcraft 1/2; Jewelcraft 1/3
68–69 Ostler P G 5 Animalcraft (Horsecraft); 3/5 Hideworking 1/2; Riding (Horsemanship) 2/4
70 Perfumer P G 6 Perfumery 3/5; Alchemy 1/3; Herblore 1/3; Script
71 Physician G 7 Physician 2/4; Herblore 2/3; Alchemy 1/3; Script
72 Pilot G 7+ Piloting 2/4; Seamanship 2/4; Drawing (Cartography); 2/4 Weatherlore 2/4; Shipwright 1/2; Mathematics
1/2; Script
73–74 Potter P G 6 Ceramics 3/5; Glassworking 1/3; Mineralogy 1/2
75 Priest open 3 See: Religion article
76–77 Salter P G 4 Mineralogy 1/3; Cookery 3/4; Survival 2/4; Fishing 2/3; Herblore 1/3
78–79 Scribe open 5 Mathematics 1/3; Drawing 1/3; 2nd Language; Three Scripts
80–82 Seaman G 5 Seamanship 2/5; Climbing 4/5; Clubs 4/5; Knives 3/4; Fishing 2/4; Weatherlore 1/4; Piloting 1/2;
Shipwright 1/2
83 Shèk-Pvâr G 7+ See: separate Shèk-Pvâr publication
84 Shipwright G 7+ Shipwright 2/4; Carpentry 2/4; Timbercraft 1/3; Metalcraft 1/3; Carving (wood) 1/3; Mathematics 1/3;
Seamanship 1/2; Script
85–86 Teamster P r 2 Riding (Horsemanship) 2/4; Animalcraft (Horsecraft) 2/3; Whips 2/3; Carpentry 1/3
87 Tentmaker P G 5 Textilecraft 2/4; Hideworking 1/3; Carpentry 1/3
88 Thespian G 7 Acting 4/5; Oratory 3/4; Musician 2/4; Musician 1/3; Singing 4/5; Drawing 2/4
89–90 Timberwright P G 6 Timbercraft 2/4; Survival 2/4; Carpentry 2/4
91 Toymaker P open 5 Carving (wood) 2/4; Lockcraft 2/4; Drawing 2/4; Hideworking 1/3
92 Trapper open 6 Tracking 2/4; Survival 2/4; Knives 3/5; Clubs 4/5; Foraging 2/4; Weatherlore 2/4; Hideworking 2/4
94–95 Viking open 5 4 weapons/shield to OML/OML+SB; Seamanship 2/4; Survival 2/4; Physician 1/2
96 Weaponcrafter P G 7+ Weaponcraft 2/4; Metalcraft 2/4; Fletching 1/3; Mineralogy 1/3
97–98 Woodcrafter P G 7 Carpentry 3/4; Carving (wood) 2/4; Metalcraft 1/2; Hideworking ½
99–00 Yeoman r 7 4 weapons/shield to OML/OML+SB; Agriculture 3/5; Survival 2/4; Physician 1/2
Acc: accessibility: open anyone can usually start in this business without permission and often without qualifications; G guilded (therefore, restricted access); r
Unguilded/Restricted no legal prohibitions, practical restrictions instead (eg. Pressure from existing practitioners); R Unguilded, highly Restricted by birth etc.
TP Typical length of Training Period (pregame).
P Occupation may normally be combined with militia duty in the pregame (to obtain rudimentary combat skills): 2 Weapons to OML+½SB (reasonable weapons
only: usually spear, and shields — no Riding)

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 15

[3] FAMILY SKILLS


Most people who live in a family for fourteen years pick up some Family Skills Example: Bôrlak is the son of a Lia–
knowledge of what the family does. Some occupations (such as unskilled Kavair (thief) he, therefore increases Stealth to SB4
and Intrigue to SB4. He also opens Legerdemain
labourer) have no associated skills, and some skills are not passed on to
to SB2, Lockcraft to SB1, and Acrobatics to SB1.
children (prostitutes, for example, do not usually teach their art to their sons
or daughters). Most characters open the skills listed on the Occupational Note: Stealth and Intrigue are Automatic Skills and
Skills Table for the family occupation(s). have already been opened. The effect is not
cumulative. Bôrlak ends up with Stealth at SB4
The Occupational Skills Table provides a list of skills for each (not SB7) and Intrigue at SB4 (not SB7)
occupation. After each skill name there are two numbers separated by a
slash (e.g. Alchemy 2/4). The first number is the multiple of Skill Base to
which the skill is opened if it is opened as a Family Skill, the second number
is the multiple of SB to which the skill is opened if it being opened as an
Occupational Skill.

Procedure for Opening Family Skills:


1. Determine Family Occupation: this is usually the same as the Parent
Occupation attribute already listed on the Character Profile.
2. Find the Family Occupation on the Occupational Skills Table. Read
across to find the list of skills.
3. Enter the name of each skill listed on the Character Profile.
4. For each of these skills
a) Calculate the character’s SKILL BASE, and enter it on the Character
Profile (unless it is already there).
b) Find the Family Skill OML on the Occupational Skills Table. This is
the first number (the one before the slash) after the name of the skill.
c) Multiply the Family Skill OML by SB and pencil this number under ML
on the Character Profile. If the skill is already open (because it is an
automatic skill) and there is already an ML entered, replace the old ML
with the new one.

[4] OCCUPATIONAL SKILLS Guildsmen can usually negotiate cross–guild


placements for their children. A mason, for
Once family skills have been assigned, it may be assumed that the
example, could usually arrange for his son to
character has reached the age of about 14. Characters now acquire apprentice as a Woodcrafter. Not all guilds are
occupational skills. Family background is important at this point since equal. Availability of apprenticeships has to do with
characters may wish to pursue options made available by family the status of the guilds involved. Masons are of
connections. On the other hand, characters who do not like their prospects high status; the son of a seaman would have
at home, will probably leave. difficulty becoming an apprentice Shipwright. In
order to move to a higher status occupation,
The simplest way to assign occupational skills is to allow each player to amounts of money may have to change hands.
complete one apprenticeship. In this case, we use the term apprenticeship to
mean the training phase of any occupation. Any character may automatically
serve an apprenticeship in their family occupation. The character may
express an interest in a specific occupation, and the GM may allow this or
not. The GM uses discretion when generating or allowing apprenticeships.
Only under very exceptional circumstances could the son of a serf train as a
knight. If a Pregame was undertaken, some of these options have already
been fleshed out.
It takes 4–7 years to complete this kind of “apprenticeship”, varied at GM
discretion. Typical Training Periods are shown on the Occupational Skills
Table. This period, plus the character’s pregame starting age (about 14)
brings him to his age when s/he begins actual play. For example: age 14
plus a six year apprenticeship, equals 20 years old. This is the point at which
the GM normally sets the character’s year of birth by subtracting the
character’s age from the current game year.
Procedure for Opening
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 16

Occupational Skills q Following in the Footsteps


If a character chooses an occupation that is also a
1) Determine Occupation: this may be different from Parent Occupation. family occupation, increase OMLs by an additional
half SB. This gives an advantage to characters who
The character may, within reason, choose an occupation. If necessary,
do decide to follow the family occupation. By the
roll 1d100 and consult the first column of the Occupational Skills same token, a character who opens an
Table to determine an occupation. The GM may restrict the choice. occupational skill that was not also a family skill,
opens it to half SB lower than indicated on the
2) Find the Occupation on the Occupational Skills Table. Read across to
Occupational Skills Table.
find the list of skills.
3) Enter the name of each skill listed on the Character Profile (if it is not
already there).
4) For each of these skills If the player is not interested in the family
occupation, and the GM is very liberal, the GM may
a) Calculate SKILL BASE, and enter it on the Character Profile (unless it roll 1d100 on the Occupational Skills Table and
is already there). "offer" the character the apprenticeship generated.
b) Read OML from the Occupational Skills Table. This is the second
number (after the slash) following the name of the skill.
c) Multiply OML by SB and pencil this number under ML on the
Character Profile. If the skill is already open (because it is an
automatic or family skill) and there is already a ML entered, replace
the old ML with the new one.
5) Consult the Occupational skills table to see if the occupation allows
Militia service. (Some occupations are too mobile to allow regular militia
training.) If it is allowed, ask the player whether s/he wants to join the
militia. If the answer is yes:
a) Ask the character to select two weapon skills. This choice may be
limited according to the ordering of local militia. (The choice is
usually STAVES and SHIELDS). For each militia skill to be opened:
i) Enter the name of the skill on the Profile;
ii) Calculate and enter Skill Base on the Profile;
Optional Skills are those learned in the Character’s
iii) Read the OML from the Skills Table (not the Occupational “spare time”. This is how a character learns a
Skills Table). musical instrument, how to dance, a or whatever
else seems useful and reasonable.
iv) Increase OML by one half SB.
Characters may use Option Points to enhance
v) Multiply OML by SB and enter the result under ML. existing skills or open new ones.

[5] OPTIONAL SKILLS q Cheap Skills


The following skills may be opened to the indicated
Having served an apprenticeship, characters now acquire optional skills OML in the pregame only for 1 option point
and/or further develop the skills already open. All characters have five (5) (each).
option points which may be expended as follows:
Acrobatics SB2 Foraging SB3
Acting SB3 Hideworking SB2
Optional New Skills Agriculture SB3 Musician SB3
Animalcraft SB3 Survival SB3
For each option point expended, characters may open any skill
Brewing SB2 Swimming SB3
compatible with their social class and pregame experience to the OML given Carpentry SB3 Textilecraft SB3
on the Skills Table. Ceramics SB3 Timbercraft SB2
Cookery SB4 Tracking SB3
Dancing SB4 Weatherlore SB3
Improving Open Skills Drawing SB3 Carving SB3
For one option point, the character may improve any open skill Fishing SB3
(including any that have just been opened) by SB1. No skill may be improved
more than ONCE in this way.
Once option points have been expended, the character generation phase
is completed. Characters will now be 18–21 years old. Additional
background may be added now or later, equipment and funds allocated, and
the character can begin play.

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Character Generation 17
Prince or Pauper

E quipment & Funds


The possessions with which a PC begins play cannot be randomly
Most characters begin play in a condition of real or
impending poverty. They have enough resources to
avoid starvation and exposure for a month or two.
They should, however, have the skills, and
hopefully the wit, they will need to survive.
generated; they depend on the character’s career so far. The GM assigns
equipment and funds at his discretion at the end of the Pregame. Where an occupation does not pay cash, the GM
may base savings on an “equivalent” guild. The GM
may consider the character’s Will attribute when
Cash for New Characters determining what has been saved.
An apprentice earns meagre or no funds and saving is difficult for
someone living in a state of poverty. For the sake of simplicity, it may be
assumed that a typical new journeyman has cash equivalent to 1–3 months
wages for a journeyman in that field. Characters who have served in the
military (the real military, not the militia) may have accumulated 1–3 months
wages, and may be entitled to a month's wage as a mustering out bonus. If
in doubt generate cash on hand as 6d12 pence.
Major clothing is expected to last at least two years.
Clothing/Armour Hose or other light garb may not last as long.

A typical character begins play with a well–worn, but serviceable set of


clothes suitable to status/profession. In most cases, clothing consists of an
assortment of cloth and leather. Tunics and hose are common. Regular
soldiers may have rank–suitable armour. Knights/officers may have mail,
Load Profile
quilt, etc. The GM knows the world best and makes these decisions.
Items carried by a character may be recorded on
the Load Profile form provided for this purpose.
Tools
A character who has completed a guild apprenticeship is a journeyman
and usually begins play owning the portable tools of his trade, and is
expected to travel. A journeyman weaponcrafter probably has
hammer(s),etc., but does not carry an anvil or forge. Warriors usually
possess two or more rank–appropriate weapons — A spear and shield,
possibly a shortsword are common. Officers/knights may own any
reasonable selection of perhaps four weapons. Almost everyone will own a
knife or dagger, fire–making tools, and the like.

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.

MEDICAL & PSYCHE


Determine Species and Sex
A player may play her/his own sex, chose gender, or randomly generate q Per Common Medical Disorder +10
gender (CHAGEN 2), at GM discretion. Make a note of the point value given on q Per Rare Medical Disorder +25
q Per Psyche Table Roll +5
the Species Selection Table. This is the Point Pool.
Limitation: q No more than 3 per category
Set Attribute Starting Points q No more than 3 total.

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.

Unfree Characters Run, Run, Run, Run Runaway


Unfree rural peasants (serfs, cottagers, villeins, etc.) are the backbone of Runaways are usually pursued. An unfree tenant is
the economy and account for most of the medieval population, but their a valuable asset and lords do not take such losses
social position is the most fixed of any class. The unfree rural peasant has, in lightly — it sets a bad example. Most lords dispatch
theory, no possessions of his own. House, land and chattels belong to the rider(s) along main roads, send word to nearby
manors, and post watches where the runaway
lord, who lends them in exchange for labour and/or rent. To the lord, an
could find sanctuary. Most runaways (not
unfree tenant is a valuable commodity, a useful source of labour, and labour necessarily most PCs) head for the closest mine or
is usually in short supply. Of course a lord’s tenants also represent duty and town and are caught before they arrive. If the
obligation, going both ways. An unfree person who wishes to leave home miscreant is caught, his punishment is difficult to
legally must obtain permission from the lord. Generally, only lords with predict. After a trial in the manorial court (presided
labour surpluses allow able–bodied, tenants to depart without compensation. over by his lord) s/he can expect a public flogging,
or a hefty fine. Unreasonable lords have been
If the character's family cannot afford to buy him free, his options are to run
known to impose mutilation or death… Not having
away, or in some way win the favour of the lord and be granted freedom. a left foot makes a second runaway attempt
Even if a PC comes from a family of villeins, the “aristocracy” of the unfree problematical…
peasantry, s/he will not likely wish to remain on the farm to raise oats, sheep
and babies for the rest of his life. When you generate an unfree character
Finding a Freetown
you may be asked:
This can be difficult, few Hârnic towns are
GM: You are fourteen, the son of an unfree peasant with few prospects. You may freetowns, and chartered freetowns may also be
remain on the manor, improve your family skills, perhaps join the militia for a rare if you are not playing with Hârn. Applying for
few years, or you can run away. freedom in a town held by a feudal lord should be
considered somewhat foolish.
You may ask for more details, which the GM may provide. Even if your
character opts to remain with the family, s/he will almost certainly wish to
Going Down...
depart by the age of twenty.
Feel like mine work? Your character would start out
as an apprentice... Now mine work is dangerous;
Chartered Free Towns guess who gets the most dangerous jobs? On the
brighter side, miners do learn some interesting
A feudal lord may obtain a warrant from the civic authority to recover a skills like Engineering and Mineralogy.
runaway, but a runaway who remains uncaught (and does not starve) in a
Freetown for a year and a day may be declared a freeman by the town Getting There is Half the Fun…
authorities. Distance helps. Running away may be an adventure in itself, but be
careful. Characters in their early teens tend to lack

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

Church Sanctuary Some Options for (Poor) Freemen


Runaways may claim sanctuary at recognised religious institutions. • Try to join a guild — this is usually difficult —
How difficult depends on the status of the
However, unless the runaway is accepted into training for the priesthood, the
guild. One may try to impress a guild master
instant s/he steps off consecrated ground, s/he is again subject to arrest. with one's suitability. A high Skill Base in the
Stubborn lords have been known to have churches watched for years, and a requisite skills may win a probationary
few lords have desecrated church property to recover fugitives. If you don't apprenticeship. Shortages of guildmembers
want your character to enter the priesthood, you can probably find better occur, especially in guilds with itinerant
refuge. The chief priest or a tribunal, will hear those who apply for sanctuary, members such as the Seaman’s' Guild. If there
but sanctuary may be denied, especially if the miscreant has committed a is a shortage, unskilled individuals may be
taken into the guild.
serious crime during his escape,
• Buy into a guild — The usual charge is a year's

Evading Pursuit Without Sanctuary


earnings for a Bonded Master (in advance).
This usually excludes most poor folk. The
Even if a runaway does not find sanctuary, serious pursuit is generally apprenticeship is probationary, and the
called off after fifteen days. Some lords search for years and some hire apprentice will be subject to dismissal without
refund and without notice if s/he fails to please.
bounty hunters. In most cases, however, unless a crime was committed in
the course of escape, the runaway is reasonably safe after a month or two, • Be a labourer — make contacts with
and can seek shelter, find a job, become a brigand or hermit, or try other guildsmen. Masons, for example, often hire
means to retain life and freedom. non-–guild labourers. If a labourer impresses
the master with diligence and skill, s/he might
be sponsored for a guild apprenticeship. This is
Freeholders & Yeomen an excellent option for the master — s/he gets
to try out the worker before making a
The child of a freeholder does not need the lord’s permission to leave, commitment. Labourers do not get much pay,
although the blessing of the family is usually a good thing to get. Many but apprentices get none, so there is an
freeholders are worse off than villeins or cottagers, so the impetus to leave incentive for the master to offer an
may be greater, especially in large families where there is little chance of apprenticeship.
inheritance. Except that there is no one in pursuit, the son of a freeholder • Sometimes, in backward areas, it is possible to
who leaves the land is in much the same position as the runaway serf. NPCs fake guild membership (or other status). This
in such a position swell the ranks of the urban poor, a pool of surplus labour can be risky.
to be exploited by the middle and upper classes and the Lía-Kaváir
• Join a standing military unit
Fortunately, your character will have more initiative and can rise above the
norm. Like the unfree, freehold peasants may remain with their families for a • Start a business (an unguilded occupation, or
few years to acquire locally available skills. They too may (often must) join one may be subject to prosecution and/or
having one’s limbs rearranged)
the militia. Some freeholders are yeomen (freemen who hold their land in
exchange for military service) and choice of weapon skills is greater. • Join an unguilded occupation. There are some
(potentially) successful, unguilded occupations

The Urban Poor


including: teamster; longshoremen; scribe;
fisherman; cook; thatcher; trapper.
Characters in this class, whether they generated urban poor characters • Turn to Crime — unfortunately, crime is
or abandoned the rural life in the pregame, may have family skills that are guilded, and most folk do not want to mess
worth improving. Most, however, will seek to better their lots by seeking with the Lía-Kaváir’s monopoly.
admittance to a guild.
Make your way to a town where the streets are
paved with gold. Your PC will quickly obtain
Guilds employment as a scavenger, beggar, prostitute, or
casual labourer; there are always openings in these
Guilds vary in accessibility. One child (sometimes more than one) of a rewarding fields. Often your PC will find itself with
weaponcrafter can get into the weaponcrafters' guild. The child of a several jobs in just a few days (in an effort to find
guildsman who wants to join some other guild can usually have this an employer who pays in actual silver).
arranged (although this can be costly for the parent, especially if the move is
perceived as improving the child’s status (to a “better” guild). A character
who apprentices within its parent's guild, will further develop family skills.
Although harder, it is possible for an outsider to join a guild. Joining a guild
is a commitment to serve as an apprentice for (generally) four to seven
years. Apprentices are unpaid, but are provided with room, board and
beatings, and (occasionally) with token spending money.
A PC usually serves the apprenticeship in the pregame, and begins play
as a journeyman. Status depends on the guild. A journeyman has lots of
freedom. S/he is supposed to travel and has the right to seek employment
from masters of his guild (only guild masters can legally employ journeymen)
and further develop his skills. Journeymen from different guilds often travel
together and may get sidetracked…

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Pregame 4

Lìa-Kaváir (The Thieves’ Guild) TYPES OF MILITARY ORGANISATION


THE MILITIA is usually open to any able–bodied
Most town dwellers encounter the Lìa-Kaváir from time to time. They are
freeman, but is not generally regarded as a “real”
not very hard to find, but may be hard to join. They control illicit activities, army. Nevertheless, a character can sign up for
including prostitution, gambling, and purse-cutting. In some communities militia duty in the pregame and get a start on a
they have a fairer side as well, providing protection to the poor and military career.
underprivileged, although this aid tends to be paternalistic, and may be only
REGULAR ARMY is an alien concept in much of
a "protection racket". Organisations vary from “benevolent families" to Hârn. Most regions rely primarily on the feudal levy.
vicious gang of cutthroats run by remorseless psychopaths. In the Thârdic Republic, there are legions: a
mixture of regulars and reservists. Gentlefolk and
Lìa-Kaváir masters sometimes hire new faces, often for use as purse- wealthy merchants also retain guards on a more or
cutters. A PC who joins the Lìa-Kaváir (and who can stay healthy and free) less permanent basis.
can acquire some useful skills.
MERCENARY BANDS are common throughout
Hârn. They are often itinerant, but many aspire to

Military Careers permanent service. An unsuccessful band may turn


to banditry.
A military career can provide challenges, useful social contacts, military
FIGHTING ORDERS are (often loosely organised)
skills, and a variety of other benefits. Of course, it might also be dangerous. bodies of warriors sponsored by churches or
Before a character can embark on a military career, s/he must join a unit. wealthy nobles. The chivalric components are open
only to knights, but many orders also have
commonalties which are open to simple folk. The
Feudal Nobility Orders are generally regarded as elite and are,
consequently, difficult to enter.
Most gentle sons are fostered with a relative or liege from the age of
fourteen to eighteen, sometimes in a distant locale. They serve as squires to GLADIATORS exist wherever the PÀMESÁNI (or
their foster father, and are taught the skills of knighthood listed on the other) games are practised. Some are slaves, but
there are also freemen performing in the arenas.
Occupational Skills Table. At eighteen, sometimes sooner, they will generally
While it is dangerous, a gladiatorial career can
enter an appropriate occupation. Almost any career is open, although most develop some useful weapon skills. Unfortunately,
occupations are considered beneath their status. The eldest son and/or audiences’ taste may run to exotic weapon
presumed heir will be taught the skills of managing the family estates. combinations.
Younger sons may be encouraged to join the church or a fighting–order.
BRIGANDS abound in the vast wilderness regions.
Some join the College of Heralds. Some are mercenary bands fallen on hard times.
PCs could conceivably seek out and join such
Daughters are rarely fostered; they generally remain at home learning the
bands, but it is a hard life and food may be short.
skills of a lady, and are often married off to forge alliances and further Brigands are as likely to rob PCs as take them in.
political ends at an early age. Most gentle girls learn some skill at arms, and
In most of NW Lýthia, ideal military organisation*
some train for knighthood.
is fairly similar. Virtually all nations use máni,
Knighthood is not usually granted until the age of majority (21) and may decads, companies, squadrons, centads and
be delayed beyond this. The common practice is for the foster father to bear cohorts, although an Àzeryáni cohort may not
much resemble a Kàldôric one.
the considerable expense of outfitting the new knight with appropriate
weapons, armour, and steed. It is considered a breach of etiquette for a * Ideal military organisation: the kind that exists on
father to directly finance his own son's knighthood, although most reward parchment rather than in the field.
the foster father with an appropriate gift or two. Gentle born Characters may seem to have it made,
but considerable responsibilities accrue with
noblesse oblige. Such characters enjoy an
Tribesmen advantage in combat skills, but they may have
onerous duties to family, clan, dependants and
Some characters are born into "uncivilised" tribes. At first glance this may tenants and to society at large. Also, starting at the
seem a dull existence, but for an aggressive warrior, the possibilities for top, there is less room for advancement, and
upward mobility are excellent. Tribesmen may journey to civilised regions, gentlefolk may be less challenging and, therefore,
offering their services as gladiators or mercenaries. less enjoyable.

Tribesmen are taught appropriate warrior and wilderness skills.


Arlún the Barbarian
Shortbow, Spear, Dagger, Stealth, Tracking, Survival, Foraging, Fishing, and
Arlún, the famous warrior chieftain of the Kùbôra
Weatherlore are available. Horsemanship may be appropriate for some tribes nation of Perán in northwestern Hârn, conquered
and the Yaríli of Ivínia also open Skiing. The specific occupation of a the Kingdom of Réthem less than a century ago.
tribesman may vary these skills at GM discretion. Even if they never duplicate such a feat, player
characters who crave something different may find
happiness raiding other tribes, attacking caravans,
or in a host of other activities.

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.

Skill Base [SB] Skill Base Calculation: Jurýn wishes to calculate


Skill Base represents a character's natural affinity for a particular skill. A his Acrobatics SB. His Strength is 10, his Agility is
14, and his Sunsign is Hîrin. His base is determined
character calculates a SB for each skill as it is opened. The Skills Table lists
by adding together Str Agl Agl and dividing by 3.
attributes for each skill. To determine a SB, the attributes are averaged Result: 12.66, which is rounded to 13. After a +1
(round fractions to the nearest whole number). If an attribute is listed twice, it modifier for his sunsign (Hîrin), his Acrobatics SB is
is counted twice in the calculation. If the character's SUNSIGN is listed, s/he 14.
increases SB by the indicated number. Skill Base has two main uses:
[1] SB is added to the character's Development Roll every time s/he
attempts to improve the skill;
[2] A multiple of SB is used to determine the Opening Mastery Level
(OML) in any skill.

Mastery Level [ML] The basic percentage chance of successfully using


ML is a number representing a character's current competence at a a skill is equal to its ML.
specific skill; the higher the number the more skilful. MLs may be improved
in the course of play and range from SB to SB+100.
Various activities during play call for the use of skills. When, for example,
a character attempts to sneak up on a hostile camp, his/her STEALTH is
tested to determine how much noise s/he makes.

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

Skill Test q Specialities


To test a skill, roll 1d100. If the roll is equal to or less than EML, the skill Many skills are divided into sub–skills, or
has been successfully used; if greater than EML, the attempt has failed. specialities. Specialities are suggested on the
Skills Table. If a skill is broken into specialities the
The GM has the final say as to what skill should be tested and when. If a practitioner must select one of the specialities as
PC declares the intention to perform a gymnastic feat, for example, the GM his speciality and note it on the character profile.
would probably instruct the player to "test ACROBATICS". With some skills, The character only receives full ML when using a
chosen speciality. If using an un-chosen speciality,
success/failure may not be obvious, and this requires the GM to make the
s/he suffers a ten (10) point EML penalty.
roll secretly. If the GM has any doubt as to who should make a skill roll, s/he
will make it himself. Example: Björni has Longswords at ML83, and his
speciality is Broadsword. When he uses a
broadsword, his ML is 83, if he picks up a
Levels of Success Battlesword his ML is 73.

It is often necessary to know the degree of success or failure. The


following levels of success/failure are allowed for: q Multiple Specialities
As the character becomes more proficient with a
[CF] CRITICAL FAILURE The character messes up in the worst possible skill s/he can add extra specialities and enjoys full
way. ML with them. (Björni could add Estoc as a second
speciality and use it at ML83.) Upon reaching SI6
[MF] MARGINAL FAILURE character has substantially failed, but may
(ML60), and at each subsequent increase in SI
have been close to success. (SI7, SI8, etc.) the character adds one speciality.
[MS] MARGINAL SUCCESS The character has succeeded. This is a
q Further Option. The character may select the
“normal” level of success. same speciality a second time. If a character so
[CS] CRITICAL SUCCESS The character has succeeded in the best chose s/he would obtain a five (5) point bonus
possible way(s). when s/he used the double speciality.

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.

Skill Index [SI] Star Ratings


For any skill, a character's SI is equal to one tenth his ML (rounded Tradesmen/craftsmen/professionals in
Encyclopaedia Hârnica modules, have quality
down). For example, if a character's ML is between 80 and 89 (inclusive), his
ratings of one to five stars. Whenever it is necessary
SI is 8. SI is derived and is uses explained as needed. Note: SI is always to determine the ML of a star–rated craftsman, the
based on ML, never on EML. table (right) can serve as a guide. The die rolls
indicated may be used to randomly generate a ML
for a craftsman.
Skill vs Skill
When two characters use skills against each other, each makes a skill roll Star Ratings & Equivalent MLs
appropriate to the skill(s) in question and whichever character achieves the
higher success level "wins". In the event that both characters achieve the « ML51–ML60 [1d10+50]
same success level, a tie results (neither party wins). «« ML61–ML70 [1d10+60]
««« ML71–ML80 [1d10+70]
«««« ML81–ML100 [1d20+80]
Tiebreakers ««««« ML101–ML120 [1d20+100]

If a tie is not appropriate to the situation, it may be resolved in the


following order: q Absolute Success
Another Skill vs. Skill mechanic that the GM may
(1) Whichever contestant has the higher ML wins; use is Absolute Success, Determine absolute
success multiplying success level by Skill Index. For
(2) If still tied, whichever contestant had the lower skill roll wins; this purpose, success levels are valued from 1 (CF)
(3) If still tied, flip a coin. 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.

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.

Fatigue Penalty q Option 2: In combat only, compare the


Physical Penalties of the attacker and defender.
Use of various magic spells and psionic talents generate specific Whichever of the two (if any) has the lower
amounts of fatigue. The GM may also assess fatigue penalties for excessive Physical Penalty at the instant of attack is given
physical activity. For example, a player swims a swift river, and then a 10 point EML bonus. Differences of less than
10 can be ignored.
announces his intention to scale a cliff on the opposite bank without pausing
to rest. The GM should assess a fatigue penalty which should take into q Option 3: As for option 2, but consider
account the character's Fatigue Rate (Load divided by Endurance), his Fatigue and Injury separately. That is, give a
success at swimming, the temperature of the water, and so on. 10 point bonus to the character with less
Fatigue; and another 10 point bonus to the
character with fewer Injury Points.
Fatigue Recovery Note: Handing out lots of bonuses can have a
In general, after each full minute of rest, a character may remove fatigue disquieting effect on the combat system if the GM
is not careful, especially if the characters have high
points equal to one sixth his ENDURANCE; a good night's sleep eliminates
EMLs. Remember that a bonus for one side is the
most or all fatigue. same as a penalty for the other. Therefore,
penalties may be used instead of bonuses if this is

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

q Analysis/Appraisal Appraisal Example


Geléa, whose Jewelcraft SB is 13 and whose ML is
Lore/Craft skills (and others, at GM discretion) represent theoretical 26, attempts analysis of an item of jewellery whose
knowledge of the subject as well as practical ability. It is possible to appraise true value (known only to the GM) is 100 pence.
the value or quality of an artefact without actually being able to make it, or Her EML for the attempt is 65 (13 x 5). The GM
rolls 54 (MS) for basic appraisal indicating a margin
analyse the difficulty of a task without actually performing it. (An analogy is
of error of plus or minus 10%, a range between
the difference between an artist and a critic.) 90d–110d. The GM then arbitrarily chooses a value
An analysis attempt may be made using an EML of SB5 (Skill Base × 5), within this range (or rolls 1d20+90 for random
result) and reports that Geléa’s best estimate of the
or ML+SB, whichever is greater. This TARGET LEVEL may be modified,
item's value is 108 pence.
according to difficulty, and the character's familiarity with the specific class of
artefacts or tasks. The GM always makes an analysis test secretly, since only If character(s) are concerned about selling a
s/he knows the true value/quality of any artefact. The GM then reports an valuable item too cheaply, they may seek a second
opinion from another source. A purchaser will base
estimated value/quality to the character with a margin of error determined by
his offer(s) on his own appraisal or that of a third
the success level achieved. party, not on the vendor's estimate.
CS: 1% MS: 10% MF: 25% CF: 50%+
This kind of analysis cannot allow for sentimental or historical value, and
cannot detect enchantment. Generally, analysis of a given item may only be
attempted once although if conditions improve (a jeweller acquires a
magnifying glass, better lighting, etc.) the same character may make a
second attempt.
VALUE ENHANCEMENT TABLE
q Value Enhancement SI CS MS MF

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.

Communication Skills q Automatic Acrobatics Option


Communication Skills involve the understanding and expression of ideas
and emotions. None are subject to physical penalty (except at GM The GM may make Acrobatics an AUTOMATIC
discretion). SKILL. This would do away with DODGE.

Lore/Craft Skills Gall Bonus


These are skills dependent on the accumulation of expertise. Some Once a Laránian paladin called Gýthrun docked his
include the ability to produce specific items. Some can earn a good living for ship in Meókolis at a time when there just
their users, although many are monopolised by powerful guilds and may not happened to be a “secret temple war” going on
be legally used to earn money except by guild members. Most lore/craft skills between local fighting orders of Laráni and Ágrik.
can only be opened with the assistance of a qualified TEACHER, usually after That night, a dozen formidable warriors of Ágrik,
were set upon by a similar number of even more
about a month. A character wishing to open Alchemy (for example) must
formidable Laránians on the docks. Gýthrun
find someone to teach him. Obviously, some skills are more involved than hastened to the top of his gangplank in time to see
others. Learning basic weaponcraft could take years. Cooking, on the other the Laránians bearing off their wounded. Making
hand, can be opened and developed by any tenacious individual with a his way down the gangplank, he found a dozen
strong stomach. dead Agríkans. That they were in fact dead he
verified by performing exploratory surgery with his
trusty broadsword. The city guard, displaying a
remarkable knack for timing, showed up at this
moment. The leader took a look at the carnage, a
CASES look at Gýthrun, another look at the carnage, etc.,
gulped eloquently and asked “you did this?”.
The GLOSSDEX contains a number of basic and special cases of attribute and skill Gýthrun merely smiled. “All by yourself?”, asked
testing. Each rule has numerous roleplaying applications and is modular in the sense the guard captain. Gýthrun smiled some more.
that is may be modified in isolation. See: ATTRIBUTE TESTING; AURAL SHOCK; CARRYING; After a bit more gulping, the city guard thought
FALLING; FUMBLE & GROPE; LIFTING; MORALE; REMEMBERING; SHOCK ROLL; STRAIN INJURY; they detected a disturbance (or their mothers
STUMBLE ROLL; UNHORSING; WANDERING HORSES. calling) elsewhere, and rapidly re-deployed
themselves. At this point Brad Carter, whose
character Gýthrun was, turned to me and said,
“How about some stressful bonus experience?” To
which I replied “What? You didn’t do anything”. To
which Brad replied, quite correctly, “Ah, but they
think I did…”
See GLOSSDEX for Skill Descriptions.

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Skills 7

PHYSICAL & COMBAT SKILLS Physical/Combat Skills Skills Table


SKILL Attributes Sunsign OML SPECIALITIES (Optional)
Acrobatics Str Agl Agl Nad+2; Hir+1 SB1 Tumbling/Vaulting, Trapeze/Rings/Bars, Balancing, etc.
CLIMBING Str Dex Agl Ula/Ara+2 SB4 none
CONDITION End End Wil Ula/Lad +1 SB5‡ none
DODGE Agl Agl Spd Hir/Tar/Tai +1 SB5 none
INITIATIVE Agl Spd Wil Ahn/Ang/Nad +1 SB5 none
Dancing Dex Agl Agl Tar+2; Hir/Tai+1 SB2 Different styles may be treated as specialities
JUMPING Str Agl Spd Nad/Hir+2 SB4 High Jump, Long Jump
Legerdemain Dex Tch Tch Sko/Tai/Tar+2 SB1 Purse-cutting, Prestidigitation, etc.
MOBILITY Agl Spd Spd Hir/Tar+1 SB5 none
Seamanship Str Dex Agl Lad+3; Mas/Sko+1 SB1 none
Skiing Str Dex Agl Mas+2; Sko/Lad+1 SB1 none
STEALTH Agl Tch Wil Hir/Tar/Tai+2 SB3 none
Swimming Str End Agl Sko+1; Mas/Lad+3 SB1 Different styles/strokes may be treated as specialities
THROWING Str Dex Eye Hir+2; Tar/Nad+1 SB4 none
UNARMED Str Dex Agl Mas/Lad/Ula+2; SB3 Martial Arts styles can also be treated as specialities
Ahn/Nad+1
Riding Dex Agl Wil Ula/Ara+1 SB1 Horse, Pony, etc.
Shield Str Dex Dex Ula/Lad/Mas+1 SB3 Tower, Kite, Knight Shield (heater), Roundshield, Buckler
Knives Dex Tch Eye Ang/Nad +2 SB3 Dagger, Knife, Tabûri, kéltan
Shortswords Str Dex Dex Ang+3; Ahn/Nad+1 SB3 Longknife, Shortsword, Mánkar, Falchion
Longswords Str Str Dex Ang+3; Ahn/Nad+1 SB3 Broadsword, Máng, Estoc, Bastard Sword, battlesword
Clubs Str Dex Dex Ula/Ara +1 SB4 Club/Stick, Mace, Morningstar, Maul
Axes Str Dex Dex Ahn/Fen/Ang+1 SB2 Sickle, Shorkana, Hatchet, Handaxe
Battleaxes Str Str Dex Ang/Ahn/Fen/Nad+1 SB2 Warhammer, Battleaxe
Flails Dex Dex Tch Hir/Tar/Nad+1 SB1 Nachakas, Grainflail, Ball & Chain, Warflail
Whips Dex Dex Tch Hir/Nad+1 SB1 Whip, Ísagâra
Net Dex Tch Tch Mas/Sko/Lad+1 SB1 Net, Blanket, Cloak etc.
Staves Str Dex Eye Ara/Fen/Ula +1 SB2 Javelin, Staff, Spear, Trident, Lance
Polearms Str Dex Dex Ang/Ara +1 SB2 Glaive, Bill, Poleaxe, Falcastra, Pike
Bows Str Dex Eye Hir/Tar/Nad+1 SB2 Longbow, Shortbow
Blowgun End Eye Tch Hir+2; Tar/Nad+1 SB4 Blowgun
Slings Dex Dex Tch Hir/Tar/Nad+1 SB1 Sling, Staffsling
Crossbow Dex Eye Tch Hir/Ula/Fen+1 SB3 None

COMMUNICATION SKILLS Skills Table


SKILL Attributes Sunsign OML SPECIALITIES (Optional)
Acting Agl Voi Int Tar/Tai+1 SB1 Different styles may be treated as specialities
AWARENESS Eye Hrg Smt Hir/Tar+2 SB4 none
INTRIGUE Int Aur Wil Tai/Tar/Sko+1 SB3 none
Lovecraft Cml Tch Voi Mas/Ang+1 SB3 GM discretion
Musician Dex Hrg Tch Mas/Ang+1 SB1 Each instrument is a speciality or separate skill
ORATORY Cml Voi Int Tar+1 SB2 none
RHETORIC Voi Int Wil Tai/Tar/Sko+1 SB3 none
SINGING Hrg Voi Voi Mas+1 SB3 Different styles may be treated as specialities

LANGUAGES & SCRIPTS (Communication) Skills Table


SKILL Attributes Sunsign OML SPECIALITIES (Optional)
NATIVE TONGUE Int Wil Wil Tai+1 SB4–SB7F Each Language is a separate skill
Foreign Tongue Int Wil Wil Tai+1 SB1/SB2C Each LANGUAGE is a separate skill
Scripts Int Int Wil Tar/Tai+1 SB+70 Each SCRIPT is a separate skill
C If a Foreign Tongue is of the same Language Family as a known Language the OML is SB2 if the language belongs to an alien language family, OML is SB1.
F OML is determined by Social Class: Peasant/Urban Poor SB4; Some Guildsmen SB5; Some Guildsmen/Cleric/Noble SB6; Scholar SB7


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

LORE/CRAFT SKILLS Skills Table


SKILL Attributes Sunsign OML SPECIALITIES (Optional)
Agriculture Str End Wil Ula/Ara+2 SB2 Different crops may be treated as specialities
Alchemy Smt Int Aur Sko+4; Tai/Mas+2 SB1 Each Menstrum (recipe) is treated as a discrete skill.
Animalcraft Agl Voi Wil Ula/Ara+1 SB1 Each species of animal
Astrology Int Int Aur Tar+1 SB1 Astronomy, Astromancy, etc.
Brewing Smt Smt Tch Sko+4; Tai/Mas+2 SB1 Beverage types may be considered specialities
Carpentry Str Dex Tch Ula/Ara+2 SB1 Carpentry, Cooping, Wheelwright, etc.
Carving Dex Tch Wil Ula+3; Ara/Lad+1 SB1 Wood, Stone, Horn/Bone, Ivory, etc (materials)
Ceramics Dex Tch Tch Ula/Ara+2 SB1 Styles may be considered artistic specialities
Cookery Smt Smt Tch Sko+1 SB3 Cultural, religious and regional specialities
Drawing Eye Eye Tch Sko/Tai+1 SB2 Drawing, Painting, Cartography, etc.
Embalming Dex Smt Tch Sko/Ula+1 SB1 Cultural, religious and regional specialities
Engineering Dex Int Int Ula/Ara+2; Fen+1 SB1 Siege Engines, Gates/etc., Large engines, etc.
Fishing Dex Tch Wil Mas/Lad+2 SB2 Net, Rod & Line, etc.
Fletching Dex Tch Tch Hir+2/; Tar/Nad+1 SB1 Bowyer, Fletcher
Foraging Eye Smt Int Ula/Ara+2 SB2 none
Glassworking Dex Dex Tch Fen+2 SB1 Styles may be considered artistic specialities
Heraldry Wil Eye Tch Sko/Tai+1 SB1 none
Herblore Smt Tch Int Ula+3; Ara+2 SB1 Medicinal, Food Crop, etc.
Hideworking Dex Smt Tch Ula/Ara+1 SB1 Tanning/Curing, Tooling, Stitching, etc.
Jewelcraft Eye Tch Wil Fen+3; Tar/Ara+1 SB1 Goldsmith, Silversmith, Gem-cutter, Designer, etc.
Lockcraft Dex Tch Wil Fen+1 SB1 Lock-maker, Lock-picker, Fine Mechanics, etc.
Masonry Str Dex Tch Ula/Ara+2 SB1 Architect, Stonecutter, Builder, etc.
Mathematics Int Int Wil Tai+3; Tar/Sko +1 SB1 Accountancy, Geometry, etc.
Metalcraft Str Dex Tch Fen+4; Ahn/Ang+2 SB1 Specialities based on metals (iron, bronze, etc.)
Milling Str Smt Tch Ula+1 SB1 none
Mineralogy Str Eye Int Ula/Ara+2; Fen+1 SB1 Prospecting, Mining, Geology, etc.
Perfumery Smt Smt Int Hir/Sko/Tar+1 SB1 none
Physician Tch Tch Int Mas+2; Sko/Tai+1 SB1 Medicine, Surgery, Homeopathy, etc.
Piloting Eye Tch Int Lad+5; Mas+3 SB1 none
Shipwright Str Dex Int Lad+4; Mas+2 SB1 Naval Architecture, Sail-making, etc.
Survival Str Dex Int Ula+2; Ara+1 SB2 none
Tarotry Int Aur Wil Tar/Tai +2; Sko/Hir +1SB1 Regional styles may be considered specialities
Textilecraft Dex Eye Tch Ula/Ara+1 SB1 Weaving, Sewing, Embroidery, etc.
Timbercraft Str Dex Agl Ula+4; Ara+2 SB1 Felling, Cutting, Tree care, etc.
Tracking Eye Hrg Smt Ula/Ara+4 SB1 none
Weaponcraft Str Dex Tch Fen+4; Ahn/Ang+2 SB1 Swords, Knives, Shields, Axes, Poles, Flails, Quilt, Kûrbúl,
Ring, Scale, Mail, Plate
Weatherlore Eye Smt Tch Hir/Tar/Mas/Lad+1 SB1 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

ombat & Crises


with which characters use their weapons. Any
character may become reasonably proficient with
one or two weapons.
The HârnMaster combat system governs melee, missile, and mounted
combat in the context of an ongoing roleplaying environment. The system
Violence as a Problem Solving Strategy
assumes that a GM is available to make discretionary judgements. This is a
The perils of mortal combat (and infection) should
crisis resolution system that can be used whenever action sequencing is encourage players to put a premium on intelligent
critical. The GM switches to the combat system whenever it seems role-playing, and to use violence as a last resort.
appropriate to resolve action in “time ticks” of ten seconds. Players choosing a “kill the beasties” approach to
problem–solving may find themselves numbered
among the beasties.
Scale and Components
The HârnMaster combat system is compatible with 25mm miniatures Basic and Advanced Rules
representing individual characters. The ground scale is one inch (25mm) to HârnMaster basic combat rules are designed to let
five feet. The GM defines the combat area, terrain, etc. The playing surface GMs/Players get up to speed quickly. Advanced
may be marked with a 25mm (1 inch) hexagonal grid. Each figure occupies (optional) combat rules are for those who want
more detail/realism. Short advanced rules are
one hex. Miniatures may be mounted on hexagonal, square or round bases. found throughout the basic text (usually in the
Large creatures, such as horses, are mounted on larger bases. The rules margin). Longer Advanced rules are at the back.
which follow assume a 25mm hex grid is being used, if playing without a hex
grid, simply read all references to “hexes” as units of five game feet (one inch
on the board). A figure’s base represents its area of operation. Characters
Why So Many Choices?
Players invest a good deal of time in their PCs, and
are assumed to be anywhere within the zone represented by their bases (or should naturally resent any combat system that
by the hexagons they occupy). This suggests that the ideal mounting system dispatches them with arbitrary random. The
would use round bases. Larger creatures would have progressively larger HârnMaster system provides sufficient detail and
bases. Two figures are engaged when their bases are touching or when they tactical options to give PCs control of their combat
are in adjacent hexes. destiny, but does not overburden them with
paperwork.

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)

weapon or armour — nothing prevents mages or clerics from using swords.


Some weapons (chivalric arms) may be prohibited to simple folk
(commoners) in some regions, but these are laws/customs, not rules. MOUNTED
2"
(50mm)
1.5"

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

How to Get a Tactical Advantage


A character wins a Tactical Advantage if s/he
causes an opponent to fail a SHOCK, STUMBLE, or
FUMBLE roll, or destroys the weapon of an engaged
opponent. Tactical Advantages are also generated
by the Attack Tables.
A single character could, in theory, win dozens of
Tactical Advantages in a given Round, just no more
than one per character Turn.

q Unlimited Tactical Advantages


It might even be more realistic to allow unlimited
Tactical Advantages. It might produce an odd–
seeming flow of combat, but as long as no one is
overly fond of the idea of each Round being of
equal length, it should work just fine.

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.

A character may earn extra Turns (Tactical Advantages) in her/his own or


someone else's Turn. A Tactical Advantage represents a flurry of activity
which happens within the Round. When a character wins a Tactical
Advantage, s/he may use it to attempt any Action Option immediately,
regardless of whose turn it is.
No more than ONE tactical advantage may be executed in a single
character Turn by either party. If a second TA is generated in the same turn,
it is ignored and the turn is over. If opponents gain simultaneous TAs the
Turn ends.

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.

Obstacles & Stumble Rolls QUADRUPED MOVEMENT RATES


When a moving character encounters an obstacle, the GM may order a WALK/TROT A conscious quadruped can walk/trot
STUMBLE ROLL. its MOBILITY EML (in feet) without fatigue
accumulation.

Engagement Zone CANTER a conscious quadruped with all four


limbs operating can canter up to double its
Because the potential exists to attack/influence entities that come “within MOBILITY EML (in feet) per turn; by so doing, the
range”, each character has an Engagement Zone consisting of the hex(es) it quadruped accumulates FR fatigue points.
occupies and all adjacent hexes. GALLOP a conscious quadruped with all four
limbs operating can gallop up to 3×Mobility (in
• Engagement Zones do not extend into hexes blocked by terrain features feet) per turn; by doing so, the quadruped
such as high walls or closed doors. accumulates FR×2 fatigue points.

• The Engagement Zone of a conscious, prone character is only the hex


s/he occupies.
• Unconscious characters have no Engagement Zones, but may constitute
obstructions.
A moving character must halt upon entering an enemy Engagement
Zone, and may only move one hex per turn when moving from one hex to
another hex within such zones. A character that occupies one hex, has an
engagement zone consisting of seven hexes.
Friendly Engagement Zones have no effect on movement. Any character
within an enemy Engagement Zone, is ENGAGED with that enemy. If a hex grid is not used, characters are engaged
Characters who are engaged may attack each other. It is possible (for a one– when their bases touch and/or they come within
hex entity) to be engaged with up to six enemies at a time. one inch of each other.
An adjacent prone enemy does not engage a

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

Grope (Fumble) Note: dropping an item which is tied–on is a


Any action taken which requires manual dexterity, but is not an attack. Grope, but untied items held in the hand may be
For example, an attempt to draw or change weapons, string a bow, dispatch freely discarded at any time.
an unconscious person, or retrieve an item from the ground is a Grope.
Normally, a Grope automatically succeeds, but the GM may require a
Dexterity test (FUMBLE/GROPE) if the Grope is difficult.

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 Grapple Attack Most roleplaying systems do not allow for


An engaged character may (if possible) move one hex before attempting a grappling/wrestling. We have, therefore, made it
Grapple. The target may be any single engaged enemy. Any attempt to into an optional, advanced rule.
grapple, hold, or wrestle with an engaged opponent is resolved with the
Grapple sub–sequence (COMBAT 22). A character who is held or who has a
hold at the beginning of a turn must select the Grapple option. Grappling
always puts both contestants in CLOSE Mode.

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

Missile Attack loaded/held. However, a melee attack with a missile


weapon may be possible. A shortbow or blowgun
This option is only available to characters equipped with missile weapons would be treated as a stick; a longbow as a staff, a
(which include just about any item that can be thrown). crossbow as s a club, etc.

Unprepared missile weapons (unstrung bows, etc.) must be prepared by


means of a Grope (COMBAT 5), and cannot be used until the next turn. Missile
attacks are resolved with the Missile Sequence (COMBAT 11). Missile options
are:
[1] Load & Fire (or Fire & Load) a short or long bow.
[2] Draw & Throw (or Throw & Draw) any throwable object.
[3] Load a crossbow OR fire a loaded crossbow.
[4] Load & Fire (or Fire & Load) a blowgun.
[5] Load & Cast (or Cast & Load) a sling.

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

M elee Attack Sequence


The Melee Attack Sequence is used to resolve a melee attack, which is
1. Attack Declaration: Attacker declares the

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 GRAPPLE: an attempt to seize the attacker’s body, garb or weapons,


and/or to exploit the hold by twisting or throwing. The defender tests
q Blocks & Weapon Damage
A successful Block may cause Weapon Damage
UNARMED Combat EML, and if s/he gains a hold on the attacker, s/he may (COMBAT 20) to the weapons involved, but this may
exploit immediately as a Tactical Advantage. be an advantage if the Defender's weapon is of
q COUNTERPRESS: Available only in response to Press or Grapple. The superior quality.
defender simply pushes back. (Test 5×STR minus PHYSICAL PENALTY.) Missile Defence may be treated as an Advanced
q MISSILE DEFENCE: A character with a readied missile weapon, has the Optional Rule. Having a missile weapon ready
option to fire/throw it at any character who intends to engage him, but earns a Tactical Advantage to make a missile
must do so BEFORE the enemy enters her/his Engagement Zone. attack on an approaching enemy.

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

[3] Skill Tests


Basic ML when using a weapon is the applicable
Weapon Skill. For grappling use Unarmed Combat
Once the attacker and defender have declared their options, each tests Skill, and for dodging, use Dodge (or Acrobatics)
skill. If the defender is Ignoring, s/he makes no roll
the appropriate EML. Basic ML is modified before rolling, by whichever of the and, therefore, needs no ML.
following modifiers apply:
Aiming Modifier: The GM may also adjust at
PHYSICAL PENALTY Each party subtracts PHYSICAL PENALTY. her/his discretion. E.g., a mounted character
aiming at the head of a footman would have no
q ENCUMBRANCE Each party subtracts ENCUMBRANCE. aiming modifier, but would face a significant
SPECIAL PENALTY (and/or Special Bonus) Each character adjusts Basic penalty if aiming at legs. This may depend on
weapon length/type, etc.
ML by whatever Special Penalties/Bonuses the GM deems applicable.
This includes any wrong hand modifier, tangles, etc.
AIMING MODIFIER If either party is aiming at a strike zone other than Mid
(or Body) the default, reduce EML by the applicable Aim Modifier shown
on the Strike Location table.
WEAPON COMPARISON Weapon effectiveness depends on how they are
used; shields are good defensive weapons, but not very good attacking.
Cross-index the attacking weapon (or shield) with the defending
It is possible for the attacker to be in close mode
weapon/shield using the Weapon Comparison Table: while the defender is in open mode, and vice versa.
• neither the attacker's nor defender's EML is adjusted; The GM may vary the definition of close mode,
A attacker increases EML by the number given; according to the type of weapon in use — a
D defender's EML is increased by the number given. thrusting weapon may be less affected than one
which is swung.
CLOSE QUARTERS If the GM judges that the attack is being made in
CLOSE QUARTERS, the attacking weapon’s class may be inverted (and this
modifies any weapon comparison bonus). q Ignoring Friends
If a character is in Close Mode only due to friendly
PRONE MODIFIER A character who is attacking or being attacked by a character(s), s/he has the option to attack or
prone enemy increases EML by 20. counterstrike in Open Mode; if s/he does this there
is a 30% chance that the attack will target the
OUTNUMBERING MODIFIER A character is outnumbered if exclusively
nearest friendly character (it is otherwise normally
engaged by two or more opponents. When counting opponents for this resolved — the friendly target may defend
purpose, prone enemies are not included, nor are enemies who are her/himself).
themselves engaged by other friendly characters. An outnumbered
character may attack one of her/his opponents in his/her turn, perhaps a
second opponent if s/he wins a Tactical Advantage, and may defend
against all attacks on him/her. However, EML for any attack/defence is
decreased by 10 for each enemy above one. That is, if a character
outnumbered 3:1, subtracts 20 from EML for all attacks or defences.
Outnumbering is determined at the instant of the attack; it can change
during a round, or even during a turn.

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 9

[4] Attack Resolution RESULTS GENERATED BY THE


COMBAT MATRICES
Having calculated their EMLs, attacker and defender make skill rolls to
generate success levels (CF, MF, MS or CS) which are cross–indexed on the â Block end Turn; same as • in basic game.
appropriate Combat Matrix. The possible results are: (Advanced Rule go to Weapon Damage
sequence).
l STAND-OFF/MISS The attack has failed. The turn ends.
F Fumble — one or both parties make FUMBLE
â BLOCK The defender's weapon has intercepted the attacker's. In the roll(s) and may drop weapons.
basic game, this is equivalent to a Stand-off/Miss (•). S Stumble — one or both parties make
stumble roll(s) and may fall prone.
If either the attack or defence weapon is a hand or foot etc., a successful
block is treated as a (I2) strike on the body part which did the blocking TA Tactical Advantage — attacker or defender
(usually a hand or forearm). See Optional Rule right. earns a bonus turns.

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 F FUMBLE ROLL Victim makes fumble roll. MF/CF Bleeding Continues.

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.

q S STUMBLE ROLL Character makes a STUMBLE ROLL.

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

3. Attacker Skill Roll


target and aims 14C (Abdomen). His success roll is
74: Marginal Failure, LSD 4 (deviation Low and to
The Attacker tests the calculated EML to determine where the missile is the right) Distance of deviation is determined by
targeted. (The missile may land somewhere else.) Missile targeting may rolling 2d6 (he rolls a 3). Using the Humanoid
Missile Strike Location Table, Borlak measures 3
deviate from the aiming point according to the attacker’s success level and
positions down and to the right of 14C which is
several other factors. 11R3 a miss (l). Note, the GM may wish to assess
When the attacker’s skill roll is made, the Least Significant Digit (LSD) of collateral damage, but only if the missile is targeted
completely outside the Missile Strike Location
the dice rolled should be noted. LSD is the “units” hence with a percentile Table.
roll of 84, LSD is 4. The easiest way to “note” LSD is to not pick up the dice
immediately after the roll. Success Level (CS, MS, MF or CF) is, of course, Type 2 Example: Borlak aims at a rope hanging
also noted. from the ceiling from which a large chandelier
hangs. His success roll is 74: Marginal Failure LSD
Direction of Deviation is determined by the LSD according to the Missile 4 (deviation Low and to the right) He rolls
Deviation (Direction) table. An odd LSD (1, 3, 7, etc.,) indicates deviation to 1d30+25 and gets a 34. This indicates a deviation
of 34 inches down and to the right. Since the rope
the left and even to the right. High LSD (more than 5) indicates deviation
is only an inch thick, he misses. The GM may wish
high and low LSD (less than 6) means deviation low. to determine where the arrow strikes and the
Distance of Deviation is determined by success level and by a deviation (34 inches down and to the right) may be
helpful.
supplementary dice roll.

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

A non-target may, at GM discretion, attempt an active block to protect a


target next to her/him.
q CATCHING MISSILES
The target (or would-be-blocker) designates an object with which the The target may attempt to catch a missile using
block will be attempted (a shield is usually the first choice). UNARMED Combat ML
• The ML used for an active missile block is the applicable weapon ML. With MS the missile strikes the blocking hand or
Blocking incoming missiles is difficult. ML is reduced by the penalty arm (etc.,); with CS the target successfully catches
determined by the type of blocking shield (or other object); larger shields the missile.
are better. EML is also be modified by whether the missile is high or low
velocity. Modifiers are read from the Active Block Penalties Table

Active Block Resolution


• Test EML: With CS, the missile is deflected away (parried) with MS, the
missile has struck the blocking object (block). With MF or CF the missile
strikes the target.
• If a block occurs, use normal BLOCK rules (as they apply).

5. Missile Strike Delivery


The Strike delivery sub–system is much the same as that for melee
strikes. Missile combat has dedicated strike location tables, a slightly MISSILE STRIKE ASPECT 1d6
different ASPECT determination option and a somewhat simpler impact Weapon 1 2 3 4 5 6
system. Arrows, however, hurt at least as much as daggers. Tabûri B B P P P P
Shôrkána B B E E E E
Spear/Javelin/etc. B P P P P P
q 6a ASPECT DETERMINATION Other B B E E P P
Arrows and quarrels always strike with the business end (usually a point).
Sling-stones have only blunt aspect. Some weapons have multiple aspects, If the Aspect Determination Optional Rule is not
however, and may strike with any aspect. When required, aspect striking used, all missiles are presumed to strike with the
business end.
may be determined with the Missile Strike Aspect Table

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.

BASIC/ADVANCED COMBAT RULES


This is the end of the basic combat rules;
advanced/optional rules follow.

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

Price (starting at) 480d+ 360d+ 600d+

Natural armour (all) B4 E3 P1 F3 S1 T3 (Except Eyes) Animal Intelligence


Non-linguistic animals are not measured on the
same intelligence scale as humans, Sindârin,

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

Riding Skill Barding


Barding (horse armour) can only be worn by
Riding Skill may be opened to OML1 upon first mounting a steed of any horses trained for years to its feel, and is not used
type. At any time thereafter, the character may select a speciality (e.g. anywhere on Lýthia, except by a few eccentrics.
Horse), provided s/he has a reasonable amount of experience with steeds of Knights deem it a poor trade–off of mobility and
combat effectiveness, and since no one makes it,
that type.
the price would be extremely prohibitive.
When a new steed is acquired, reduce Riding ML by 10 if the steed is of
the same species as a previously owned steed, or by 20 otherwise. q Team Initiative Variant
Calculate Team initiative as the average of Rider

Steed Initiative Training


Initiative, Steed Initiative and Rider RIDING ML

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.

Steed Movement & Combat q Remote Command


The ACTION OPTIONS available to Rider–Steed teams are: Rest; Pass; Free A dismounted rider who has forged a special
Move; Mount; Dismount; and MOUNTED MOVE. If moving, the character must relationship with a particular steed may give it
declare the rate of speed. Each rate has a minimum distance that must be verbal/sign commands at half Team Initiative.
travelled, as well as a maximum, shown on the Horse Attribute Table. A
cantering palfrey, for example, must traverse at least 80 and no more than Rider Physical Penalty Options
160 feet in its Turn.
q While mounted, riders are subject to 50% of
In the course of its move, the team may attack and/or be attacked by their accumulated PHYSICAL PENALTY.
whomever it engages, until all its movement capacity is expended, until it is
q Riders are not subject to PHYSICAL PENALTY.
forcibly halted, or until it stops voluntarily after completing its minimum
move (for its declared rate of speed). q Riders accrue only 50% FATIGUE.

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

Mounted Combat Rate


STEED MOVEMENT TABLE
Fatigue Turn Impact
Mounted combat occurs in the course of movement — a rider-steed
team has great capacity for fighting. When, in the course of movement, a Walk/Trot none unlimited normal
rider–steed team engages (moves adjacent to or over) an enemy, it may opt Canter FR 60 in 15’ +1d6
to attack. The number of attacks that can be made in a turn by a rider-steed Gallop FR×2 60 in 30’ +2d6
team is limited only by the distance it moves. Three sets of Combat Matrices
FATIGUE — The number of Fatigue Points
are provided to resolve mounted combat: Mounted attacking Mounted;
accrued by the steed, expressed as a multiple of its
Mounted attacking Foot; and Foot attacking Mounted. These tables may FATIGUE RATE. Hence, a horse with FR 2,
generate strikes by either the rider or steed. accumulates 2 fatigue points cantering, and 4
galloping.
• After each hex moved, the team may opt to attack any single enemy with
which it is now engaged. If engaged with more than one enemy, TURN — Walking steeds can move forwards or
outnumbering rules apply. backwards and/or pivot on either end without
restriction. Tight turns are impossible at faster
• If this option is not exercised, engaged enemy(ies) may opt to attack the rates. Generally, a cantering steed must move
rider/steed. forward, and can only turn one hex (60 degrees)
every three hexes (15’).
• Once any attack is resolved, the rider–steed team continues its
IMPACT — At higher rates of speed, strikes are
movement (unless prevented). more damaging. The Steed Movement Table
• Any strike on or by the team while cantering, or galloping, (except those shows additions to impact at canter & gallop. Eg.,
an A✩3 result at a gallop, becomes an A✩5. Note
achieved by the steed with a natural weapon) requires a FUMBLE roll for
that these additions also apply to strikes inflicted on
the striking weapon. the rider or steed.

q These movement abilities may be extended to


Mounted Combat Defence any large and/or quadruped character.
The defence options for mounted combat are given in the mounted
combat matrices. Some rider–steed teams may be limited in their defensive
options.
• A palfrey may only select a DODGE defence in combat.
Steed Stumbles
• A steed–rider team with TEAM INITIATIVE less than 50 may only select Steeds may have to make STUMBLE rolls in the
Dodge defence in combat. course of movement. Of course, a significant
obstacle for a man afoot may not be much of a
• In order to select any defence other than Dodge, a steed–rider team hindrance to a 1,500 lb. horse.
must make a successful STEED COMMAND CHECK.
Steed Jumps
Horses may jump obstacles in the course of
movement. A Low or Narrow jump may be
cleared without difficulty (without any test) at any
rate of speed. Low/High/Narrow/Wide jumps are
defined according to the type of horse. See STEED
JUMPS.

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.

shoulder/arm/hand or hip/leg/foot, makes the limb unusable.


q Cumulative Injuries
If the unusable limb is an arm, any items held by it are dropped; if the Limbs become unusable when the cumulative
unusable limb is a leg, the character falls prone. Once the Injury Points have Injury Points (from all injuries) exceed Endurance.
healed to Endurance or less the limb may again be used.
A bipedal creature with one usable leg is able to crawl unaided, or rise
and walk with the aid of a staff/crutch/etc. A quadruped may rise/walk, at
50% effective mobility as long as it has three good legs. However, in almost
all cases (GM discretion) a conscious character can crawl/walk at least one
hex per turn.

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

WEAPON DAMAGE TABLE

M
Target Level for Weapon Damage Check: 5×WQ.

issile Weapon Fate q


Success Weapon/Shield Damage

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.

q Effect of Armour Damage on


Procedure
After determining and dealing with the injury to the character, determine Subsequent Strikes
Damaged armour may not protect its wearer from
the damage to (each layer) of armour at the strike location using the Armour subsequent strikes. If a strike lands on a body part
Damage Table. Note the total damage of each type on the combat profile with damaged armour, it is necessary to determine
for the body part affected. Eg., if a specific location/piece accrued one dent whether the strike has penetrated the armour
and two punctures, the notation would be “D1, P2”. through an existing puncture or tear. This is a
matter of GM discretion.
FIRE/FROST/SQUEEZE/BLUNT strikes are not affected by damaged
armour, unless the armour has been destroyed. Existing Damage Guide
Type of Existing Damage
EDGE strikes. Roll 1d12. if the result is equal to or less than the total Tear Aspect B P T D
Value, the strike has penetrated through an existing tear — armour
protection is not counted on this strike. Blunt GMD PR PR PR
Squeeze n/a n/a GMD PR
POINT strikes. Roll 1d12. If the result is equal to or less than the total Tear Point GMD 30% 60% n/a
and Puncture Value, the strike has penetrated through an existing puncture Edge GMD 10% 30% n/a
or tear — armour protection is not counted on this strike. Fire/Frost GMD 20% 40% GMD
GMD: GM Discretion;
PR: Protection Reduction (increase impact of
Cumulative Damage & Destruction strike by up to 50%)
If armour in a given location accumulates more than 10 damage points n/a Not applicable (damage has no effect)
of any type, it is effectively destroyed. % Percentage chance that strike will ‘ignore’
the armour at this location.

When Armour Damage Occurs Repairs


Armour damage checks are made at GM discretion. If a piece of armour For information on Armour Repairs, see
is damaged, it may lose all or some of its protective value until repairs are WEAPONCRAFT 4
made, and may tangle (SPECIAL PENALTY) the wearer. Damage to armour is
local; it applies only to armour covering the body part struck.

ARMOUR DAMAGE TABLE


INJURY TYPE ð EM ES EG P
ARMOUR TYPE ò BS BG TM TS TG All FiM FiS FiG FrG SM SS SG
Cloth T1d2 T1d2 T1d2 T1d3 T1d4 T1d6 P1 20% 50% 80% 20% — — —
Leather — T1d2 T1d2 T1d3 T1d4 T1d6 P1 10% 30% 50% 25% — — —
Quilt — T1d2 T1d2 T1d3 T1d4 T1d6 P1 15% 35% 55% 20% — — —
Ring — T1d2 T1d2 T1d3 T1d4 T1d6 P1 10% 30% 50% 25% — — —
Kûrbúl D1 T1d2 T1d2 T1d3 T1d4 T1d6 P1 10% 30% 50% 25% D1 D2/T1 D2/T1
Scale D1 T1d2 T1d2 T1d3 T1d4 T1d6 P1 10% 30% 50% 15% — D1/T2 T2
Mail — T1d2 T1d2 T1d3 T1d4 T1d6 P1 — — 10% 5% — — —
Plate D1 T1d2 T1d2 T1d3 T1d4 T1d6 P1 — — 10% 5% D1 D2/T2 D3/T2
INJURY TYPE (To Wearer) DAMAGE TO ARMOUR
BS/BG Blunt Serious/Grievous D1/D2/D3 Dent (of value given)
EM/ES/SG Edge Minor/Serious/Grievous T1d# Tear (roll indicated die to determine value)
TM/TS/TG Tear/Bite/etc. Minor/Serious/Grievous P1 Puncture (all punctures are value 1)
P All All Point Strikes (Minor/Serious/Grievous) Percentage Armour does not accumulate damage points from
FiM/FiS/FiG Fire Minor/Serious/Grievous fire/frost. It is either intact or destroyed. This is the
FrG Frost Grievous chance the armour is destroyed at this strike location.
SM/SS/SG Squeeze Minor/Serious/Grievous
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 22

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

GRAPPLING ML/EML Tentacles/etc. may normally grapple without


Grappling uses UNARMED COMBAT ML (subject to PHYSICAL PENALTY). The aiming modifiers.
Grapple EML Modifier Table shows adjustments to Unarmed Combat ML
according to the location of the hold being attempted and the number of
hands (or grasping appendages) being used. Eg., if attempting to seize an
opponent's left elbow with one hand, reduce ML by five (–5)

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

Exploitation of Holds q Rider Grapple (Mounted Combat)


A grapple by a mounted character against a
There are six hold exploitation options — six different things that can be character afoot implies that the rider leaps from
attempted when one has a hold or is being held. his/her steed to wrestle with the opponent. This is
an unusual move, so the attacking grappler gets a
1. BREAK HOLD A character, who has a hold, but is not held, may +20 EML bonus when s/he does it. If the rider
abandon it and move into an adjacent hex; this ends the turn. gains a hold, it is assumed both parties are
grappling (prone). A rider who fails to gain a hold
2. A held character may attempt to break free by applying strength, twisting makes an UNHORSING Roll.
or wriggling free. The hold breaks if the holder achieves lower success,
or voluntarily releases the hold. See SKILL VS SKILL. When holdbreaking is
q Early Abandonment
contested, each contestant chooses to test either 5×Strength or A character with a hold at the start of a Turn may
Unarmed Combat ML If a combatant is using only one hand/appendage abandon the hold and take a normal Turn.
reduce ML/TL by twenty (20).
3. STRIKE A character with a hold (or one who is held) may attempt to GRAPPLE SQUEEZE MATRIX
strike any engaged opponent with a free hand, weapon, foot, knee, head-
butt, etc. Any strike attempt while grappled is in CLOSE mode. Attacker CF MF MS CS
ò
4. TAKE A character with a hold on an item held by an opponent may
CF ˜ ˜ DTA DTA
attempt to pull it away (win sole possession). This is a simple tug-o’war.
Each contestant tests 3×Strength (if using 1 hand) or 5xStrength (2 MF ˜ l˜ DTA DTA
hands). The contestant with higher success obtains/retains the item and
MS A✩2 A✩1 ˜ DTA
moves into an adjacent hex; this ends the Turn. In the case of a tie, the
hold is maintained and the Turn ends (with the characters still grappled CS A✩3 A✩2 A✩1 ˜
and in the same hex). If contested item is strapped to one of the
contestants, s/he increases ML/TL by 1×Strength.
GRAPPLE THROW MATRIX
5. SQUEEZE An attempt to damage the anatomy being held by twisting or
squeezing. Each party chooses to test either Unarmed Combat or Attacker CF MF MS CS
5×Strength. If a combatant is using only one hand or appendage, ò
reduce ML/TL by twenty (20). Use the Grapple Squeeze Matrix to CF ˜ ˜ DTA DTA
determine results.
MF ˜ ˜ DTA DTA
An attacker who fails to inflict a strike on the opponent withdraws into an
adjacent hex and her/his turn ends (if the defender has earned a 'DTA' MS DP DP l˜ DTA
s/he may then execute it). CS DP2 DP1 DP ˜
6. THROW An attempt to render the target prone. Both parties test
˜ Hold Broken with no damage to either party.
Unarmed Combat ML or 5×Strength (at her/his option). If a combatant Attacker (the character whose turn it is)
is using only one hand or appendage. reduce ML/TL by twenty (20). Use withdraws into an adjacent hex and the Turn
the Grapple Throw Matrix to determine results. is over.
DTA Hold is broken and the defender wins a
An attacker who fails to inflict a strike on the opponent withdraws into an Tactical Advantage. If the TA rule is not in
adjacent hex and her/his turn ends (if the defender has earned a 'DTA' use, treat as ˜.
s/he may then execute it).
AI Squeeze Successful — Defender sustains
7. MAINTAIN An attempt to maintain the hold. A hold may be automatically Squeeze Impact determined by rolling the
indicated number of d6 and adding half the
maintained until the defender, or some other factor, breaks it. If the hold
attacker’s Strength. If attacker is using only
is maintained, the turn ends with both parties in the same hex. For the one hand, reduce impact by half.
holder, this might be considered similar to passing.
DP Attacker successfully throws defender — no
damage to either party, attacker wins
Tactical Advantage (if TA rule is in force).
DP# Defender is prone. Attacker may opt to
throw the defender down hard — if the
option is taken, the defender sustains a
BLUNT strike to body zone — IMPACT
determined by rolling the indicated number
of d6 + half the Attacker’s Strength.

Note: whenever a holder suffers injury, from any


source, s/he tests Condition to maintain the hold;
with CF/MF, the hold is broken and s/he withdraws
into an adjacent hex.

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Combat 24
❏ Unarmed Combat Techniques

U narmed Combat Expansion q


Each unarmed combat style has a limited number
of techniques, which may be employed instead of
conventional melee attacks and/or defences.
Techniques may be considered "sub-options".
Each technique has the effect of enhancing some
aspect of unarmed combat. To determine which
❏ Unarmed Combat Styles techniques are available to which styles, see the
Martial art styles (there are, potentially, hundreds) are treated as applicable style description. Each technique is
SPECIALITIES of Unarmed Combat. Several of the unarmed combat styles included in the game at GM discretion. The GM
listed here are quite rare. Some of the more "common" styles are described. may also expand the options.
Each is included in the game at GM discretion, and the GM may expand or
modify the options.
❏ Sweep
A sweep is a ground level circular leg motion
In order to learn a style of unarmed combat, the character would have to designed to render an opponent PRONE , and win a
TACTICAL ADVANTAGE. A sweep may be chosen as
find a qualified TEACHER and convince her/him to accept an apprentice.
an attack or counterstrike option and is considered
❏ If unarmed combat styles (specialities) are in play, any character that does not have a melee attack. If successful, the target must make
one is considered unspecialised and suffers a 10-point penalty when using unarmed an immediate STUMBLE roll, but suffers no impact
combat. damage.
q ML91+ regardless of whether the target
❏ Unlearning stumbles, with CS, the sweeper gains a
TACTICAL ADVANTAGE.
A character who adopts a new style in the course of play must "unlearn" much of what
s/he already knows. Reduce Unarmed ML by q 10, q 20 or q 30.
❏ Drop Kick
A risky type of melee attack, whereby the attacker
❏ Classical Wrestling takes a running start and leaps feet first at an
A style used mainly for sport, involving holds and throws, but virtually no punching or opponent with the intent of striking the High or Mid
kicking. zone, with one or both feet. Any result except CS
causes the attacker to land PRONE. The impact of a
Techniques: Passing Move, Pressure Point. successful strike is +3.

❏ 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.

Jousting Poles Favours


Honourable jousting is conducted with jousting poles that differ from The privilege of a lady’s favour may be granted to a
normal lances is several ways: noble knight. The value of such a token is purely
symbolic, a romantic epitome of the chivalric
1. They are blunt — this is to help prevent injury; ethos. The nature of the favour can have complex
2. They are always of the same length, 15 feet — this is to give each symbolism of its own. A scarf or kerchief is a
neutral item, a garter or lock of hair (the latter
jouster an equal chance;
depending on from where it is cut) may not be.
3. They are made entirely of wood, and tend to break easily (WQ 6) — Some favours are displayed publicly; some are not.
this is also to help prevent injury.
In most tournaments, jousting poles are collected from the participants
and/or patron, inspected by the judges, then distributed randomly to the
contestants.

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

Joust Resolution JOUST COMBAT MATRIX


Clearly, jousting while it has similarities to melee and missile combat, is Attacker CF MF MS CS
distinct from either. ò
CF BU AU AU AU
Attacker/Defender MF DU NE AI1 AU
Jousting is a simultaneous attack by both parties. One combatant is
MS DU DI1 BI1 AI1
arbitrarily designated the attacker and the other, the defender. There is no
advantage in either role. CS DU DU DI1 BU

Joust ML Joust Combat Results


Joust ML is determined by averaging TEAM INITIATIVE, and the rider’s ML NE No Effect (Both miss or strike glancing and/or
with the two weapons (usually lance and shield) being used. ineffective blows).
The normal weapon combination for jousting is jousting pole (lance) and AU/DU/BU Attacker/Defender/Both make
knight’s shield. As far as offensive weapons are concerned, the principal UNHORSING roll.
consideration is length. This is why standard tournament poles are all the AI/DI/BI Attacker/Defender/Both Strike(s).
same length. In fact, using a pole or lance longer than the prescribed length Make Weapon Damage Check (COMBAT 20)
is deemed a dishonourable and cowardly act, and is certainly grounds for (Jousting poles normally have WQ6) — if the
disqualification in any tournament. Sometimes, however, a jouster is obliged weapon breaks there is no (significant) damage
to use a sword instead of a lance. to the target; this normally counts as one point
if the jousters are playing for points. If the
weapon does not break, treat this as a normal
Weapon Comparison Modifiers strike located as follows:
If both parties are using the same length of weapon, there is no modifier. 01-10 Strike to High/Head Zone
If, however, one combatant’s weapon is at least a foot longer (Lance versus 11-85 Strike to Mid/Body Zone
Spear or Sword for example) the jouster with the longer weapon enjoys a 20 86-95 Strike to Low/Legs Zone
point EML bonus. 96-98 Strike to Arms Zone
99-00 Strike to Steed (forfeit joust)
The knight’s shield is the perfect shield for jousting. If some shield other
than this is used, reduce the user’s EML by: q Speed & Impact
Buckler –15 Tower Shield –20 Round Shield –10 Kite –5 The Impact dice given on the Joust matrix are for
jousts fought at a trot. For canter increase each
strike by 1d6, and for (gods forbid) galloped jousts,
Joust Results by 2d6.
Each combatant tests the applicable EML and reads the result from the
Joust Combat Matrix. If either or both parties generate U (unhorsed) results
see UNHORSING.
Striking the opponent’s steed is considered cowardly and dishonourable.
Under nearly all tournament rules, drawing a steed’s blood is an automatic
forfeit.

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

HGT DEX PSYCHE Dodge Oratory

SPECIES/SEX FRM AGL Ini t. Rhetoric

BIRTHDATE WGT SPD DEITY Jump Ritual

SUN SIZ EYE PIETY Mobility Singing

BIRTHPLACE CMX HRG MED/PERSONALITY Stealth FR FRR FAT

PARENT HCL SMT Throw Special


SIB/FAM EST ECL TCH Unarm.

CLANHEAD CML VOI

STR INT WIL Climb. Aware Spirit Injuries HR IP


HND END AUR MOR Cond. Intrigue

HGT DEX PSYCHE Dodge Oratory

SPECIES/SEX FRM AGL Ini t. Rhetoric

BIRTHDATE WGT SPD DEITY Jump Ritual

SUN SIZ EYE PIETY Mobility Singing

BIRTHPLACE CMX HRG MED/PERSONALITY Stealth FR FRR FAT

PARENT HCL SMT Throw Special


SIB/FAM EST ECL TCH Unarm.

CLANHEAD CML VOI

STR INT WIL Climb. Aware Spirit Injuries HR IP

HND END AUR MOR Cond. Intrigue

HGT DEX PSYCHE Dodge Oratory

SPECIES/SEX FRM AGL Ini t. Rhetoric

BIRTHDATE WGT SPD DEITY Jump Ritual

SUN SIZ EYE PIETY Mobility Singing

BIRTHPLACE CMX HRG MED/PERSONALITY Stealth FR FRR FAT

PARENT HCL SMT Throw Special


SIB/FAM EST ECL TCH Unarm.

CLANHEAD CML VOI

STR INT WIL Climb. Aware Spirit Injuries HR IP


HND END AUR MOR Cond. Intrigue

HGT DEX PSYCHE Dodge Oratory

SPECIES/SEX FRM AGL Ini t. Rhetoric

BIRTHDATE WGT SPD DEITY Jump Ritual

SUN SIZ EYE PIETY Mobility Singing

BIRTHPLACE CMX HRG MED/PERSONALITY Stealth FR FRR FAT

PARENT HCL SMT Throw Special


SIB/FAM EST ECL TCH Unarm.

CLANHEAD CML VOI

STR INT WIL Climb. Aware Spirit Injuries HR IP


HND END AUR MOR Cond. Intrigue

HGT DEX PSYCHE Dodge Oratory

SPECIES/SEX FRM AGL Ini t. Rhetoric

BIRTHDATE WGT SPD DEITY Jump Ritual

SUN SIZ EYE PIETY Mobility Singing

BIRTHPLACE CMX HRG MED/PERSONALITY Stealth FR FRR FAT

PARENT HCL SMT Throw Special


SIB/FAM EST ECL TCH Unarm.

CLANHEAD CML VOI

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.

3. Invest Time & Effort


Once EML and production time are known, the weaponcrafter (or team) There is never any need to reduce non-–existent
closet themselves in their workshop for the necessary number of hours. attributes.
Interruptions may lengthen production time (or reduce product quality).
Anyone who decides to play a weaponcrafter PC,
The hours do not normally have to invested consecutively; sleep and will need to devise a system for tracking time,
meal breaks are allowed. About ten hours a day is the most that can be materials, inventory of finished goods etc.
spent weaponcrafting.
Only enchanted weapons can have WQ over 17

4. Determine Weapon Attributes


Once the weapon is completed, its attributes are those shown on the
Enchanted Weapons
Once upon a time, there was a warrior whose
Weapon Data Table. The weaponcrafter expends a number of weapon sword crumpled and, consequently, he lost the
improvement points (WIP) equal to Skill Index (minimum one Roll). That fight. As he lay, leaning against a tree, his lap full of
is, a weaponcrafter of ML60–69 has six WIP. The improvement intestines, holding the twisted, useless lump of
procedure continues until all WIP are expended. The procedure for each bronze that used to be his sword, he thought to
Weapon Improvement is: himself “gee… if I’d had a magical sword, I
could’ve beaten that guy…” And that was the first
(1) Declare an object attribute: fellow to think up the idea of an enchanted
weapon. Unfortunately, the idea died with him…
(a) Weapon Quality (WQ cannot be declared object attribute and with the next warrior in that position, and the
more than 4 times, regardless of the success the next…
weaponcrafter has improving it);
Eventually, someone in this position had an
(b) Edge Impact (if the weapon is edged);
amazing recovery and went to a mage saying,
(c) Point Impact (if the weapon has a point); or “hey, can you make me a magic sword?” To which
(d) Tear Impact (if the weapon has a tear impact). the mage said “why?” and the warrior told him.
“OK, give my your sword,” and the warrior did, and
(2) Test Weaponcraft EML as follows. the mage waved his arms up and down and said
“mumbus–pokery–hocus–etcetera. OK, now your
CF Expend 1 WIP. The weapon has been damaged or destroyed.
sword is extremely magical. I guarantee you won’t
Reduce WQ, Edge, Point and Tear by half. The weaponcrafter get killed while you use it. That’ll be 1,000d. Now
has the option to scrap the weapon (in which case go away and let me get back to work.” And that is
indestructible materials may be re–used); or the improvement where we got the idea of enchanted weapons.
procedure may be continued in an effort to fix the weapon.
MF Expend all remaining WIP. Reduce object attribute by one.
q Staged Improvement
Instead of expending all WIP at the end of the
Process is terminated (no more improvements). process, divide production time into a number of
MS Expend 2 or all remaining WIP (whichever is less). Increase equal periods equal to the number of WIP and
perform Weapon Improvement at the end of each.
object attribute by one. If the weaponcrafter has no WIP left,
process is terminated
CS Expend 1 WIP. Increase object attribute by one. If the
weaponcrafter has no WIP remaining, process is terminated.

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.

KÛRBÚL The Àzeryáni name for leather treated by boiling, lacquering,


and/or other processes to produce a resilient, semi-flexible plate. This Armour Overload
dramatically improves protection against blunt strikes. Inferior kûrbúl may be Do not attempt to wear two or three gambesons
(or other heavy garments) at the same time. The
brittle. kûrbúl is used for helmets, breastplates, and small pieces for spot
GM will respond to silly armour combinations with
protection. It is most common in Eastern Lýthia and around the Venârian SPECIAL PENALTIES.
Sea. It is particularly favoured by seafarers.
RING Leather reinforced with intermittent metal bezants, rings, strips, etc. Head to Foot Plate
Reinforcing substantially improves the leather's defence against edged The technology to make articulated plate does not
weapons, and marginally against blunt strikes. Ring armour is usually home- exist on Kèthîra.
made.
SCALE Leather reinforced by overlapping metal plates. It is the armour worn Armour Protection
Armour materials are rated in 6 damage ASPECTS.
by most legionnaires below officer rank. Some superior types of scale are When armour is struck, the impact of the strike is
called lamellar. reduced by the appropriate protective value; the
impact of an edge strike, for example, is reduced
MAIL Interlocking metal rings usually no more than half an inch in diameter.
by the armour's edge protection value. Several
Mail may be butted, coiled, or riveted (these considerations are reflected by layers may protect a body part (strike location); in
armour quality). While mail is a superb defence against edged weapons, and which case Protective Values are cumulative. For
good against the point, it does little to reduce concussion, and may be example, a cloth surcoat, a mail shirt, and a quilt
driven into its wearer's flesh. Because of this, leather or quilt garments are aketon might protect the shoulder. Armour
usually worn underneath. Mail is very flexible, but has considerable inertia protection values can be calculated “on the fly”
and can shift at awkward moments. Consequently, it is generally secured by with the Armour Protective Values Table or entered
as needed on the combat profile.
interlacing leather thongs or by being secured to an undergarment; if ties are
cut in combat, the wearer faces serious problems.
DAMAGE ASPECTS (BEPFST)
PLATE Any metal (usually steel) which forms a rigid continuous covering.
Plate armour is rare. Its use is generally restricted to breastplates, helms, and B: Blunt Concussion damage caused by
clubbing weapons, etc.
small plates for spot protection. Plate offers good to excellent defence
against all strikes. E: Edge Cuts, caused by swords, etc.
P: Point Stabs/Punctures.
OTHER MATERIALS A variety of other armour types will work within the F: Fire/Frost Burns or Frostbite
context of the HârnMaster system. Quilt may be reinforced with metal rings S: Squeeze Compression damage (bear hugs
or scale; kûrbúl could be used for scale in place of metal, and so on. It is a etc.)
relatively simple matter to calculate the values for such compound forms. T: Tear Bites, claws, etc.
For example, the values of ring made with quilt (instead of leather) are
determined by subtracting the leather values and adding those for quilt. The
possibilities are endless…

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Weaponcraft 4

Custom Armour Making Procedure q


weapon/armour quality until proper repairs
can be effected.
This procedure allows for custom design of almost any piece of armour,
of any size, from any materials. Only common sense restricts the options. A BODY PARTS TABLE
pair of plate leggings, for example, would be impractical. In general, This table shows the surface area of humanoid
weaponcrafters can make higher quality armour, increased thickness of any body parts as a percentage of the whole. Non–
material, unusual combinations of materials, and so on. The Armour Data humanoids do not (generally) wear artificial
armour. These percentages do not reflect the
Table can be used as a guide to common armour pieces.
probability of a part being struck in combat.

1. Design Armour Piece (Material, Coverage, Size) Skull .......................4%


Face/Eyes...............3%
Thorax ...............12%
Abdomen...........12%
Decide the material of which the piece will be made, and the body parts it Neck.......................2% Both Hips ..............9%
Groin .....................1%
will cover. Determine coverage using the Body Parts table: Simply add
Both Shoulders.......3%
together the percentages of all the parts to be covered. Decide in what SIZE Both Elbows ...........2% Both Thighs.......14%
the piece will be made. All clothing and all characters have size. Both Forearms.......5% Both Knees..........3%
Armour/clothing may be made in any size. Both Hands ............5% Both Calves .......12%
Both Upper Arms ...6% Both Feet...............7%

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.

WGT The weight (pounds) of a piece of armour is calculated by multiplying


Wgt of its material by coverage. ARMOUR PRODUCTION TABLE
Material Wgt Make Time Price
MAKE The cost of materials (pence) is determined by multiplying Make by Cloth 5 40d 20 hrs 100d
coverage. Leather 15 70d 50 hrs 200d
TIME Determine the time (hours) to make the piece by multiplying coverage Quilt 20 120d 60 hrs 400d
Kûrbúl 18 100d 250 hrs 500d
by Time.
Ring 40 100d 200 hrs 700d
PRICE Multiply Price by coverage to determine the basic selling price Scale 60 120d 350 hrs 1,000d
(pence) of an average quality piece Actual prices are negotiable. Mail 50 90d 600 hrs 1,500d
Plate 60 120d 500 hrs 1,500d
SIZE Modification: Multiply the piece’s Weight, Cost of Materials, Time to
Make and Basic Selling Price by size factor.
Effect of Quality & Weight on Price
Reputable weaponcrafters tend to discount or
3. Invest Time & Effort discard inferior armour. Superior armour is usually
Weaponcrafter/team spend the necessary number of hours in their much more expensive. All prices are negotiable; the
workshop (as for step 3 of Weaponmaking). Armour Pricing Guide is an extremely rough guide.
qq No armour may be increased to better than
4. Determine Armour Piece Attributes AQ+5 without magic.
Weaponcrafters are always trying to make lighter, stronger armour. When a
weaponcrafter completes work on a piece of armour, s/he makes a number ARMOUR PRICING GUIDE
of Armour Improvement Rolls equal to Weaponcraft SI. Armour has two AQ Pricing AQ Pricing AQ Pricing
improvable attributes: Weight and Quality (AQ). For each improvement roll, –3 60% +0 100% +3 200%
the Weaponcrafter tests Weaponcraft. –2 70% +1 125% +4 275%
–1 90% +2 150% +5 375%
CF Reduce AQ by two. Armour starts the improvement process
MF Increase Weight by 5%. at normal weight (for the size, material Weight increases/reductions would have doubly
MS Reduce Weight by 5% and coverage) and +0 Quality. AQ may proportional effects on price. Hence, a piece that is
CS Increase AQ by one end up negative (inferior armour) or 10% lighter than normal, might cost 20% more,
positive (superior armour). and a piece that is 15% heavier, would cost about
30% less.

When to Scrap a Damaged Weapon


Repairs If the damage is too great (over 75%) it is cheaper
to buy a new item. Most weaponcrafters take
Weaponcrafters can usually repair/remake weapons/armour in less time “trade–ins” at 10–60% of retail value (new)
than they would take to construct from scratch. To determine time, cost, depending on the condition of the item.
and price of repairs, estimate the damage as a percentage of the whole and q Any piece of AQ –5 or less is scrap.
add roughly 25%. Whenever an item undergoes major repairs or reworking,
the quality of the repairs is determined, and the piece's new quality is the
lower of the two. Some weapons/armour may be repairable by non–
weaponcrafters. A new shaft for a broken spear may be installed using
carpentry skill, etc. Temporary repair may, however, cause reduction of

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

SHOCK RECOVERY TABLE INFECTION HEALING TABLE


Test q CONDITION + (5×HR) or qqEndurance × HR Test q CONDITION + (5×HR) or q Endurance × HR Subject to
Subject to PHYSICAL PENALTY. PHYSICAL PENALTY . Test once per day for each infected wound.

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.

HEALING TABLE BLOOD REGENERATION TABLE


Test q CONDITION + (5×HR) or q Endurance × HR Test 6×Endurance (not subject to PHYSICAL PENALTY)
Subject to PHYSICAL PENALTY.
Attendance by a physician improves the chance of healing, add half Other (optional) blood regeneration modifiers (likely alchemical, dietary
Physician EML to the TL. or esoteric) may be applied at GM discretion.

CF If this is an open wound (cut/stab/bite of 5 or more Injury Points, CF No Effect


or a burn of 16 or more IPs) it is now infected. See: Infection.
MF No Effect
MF No healing (no effect): q if this is the injury’s first healing roll,
MS Recover 1 point of Bloodloss
treat MF as CF.
CS Recover 2 points of Bloodloss
MS Reduce Injury Points for this wound/injury by 1
CS Reduce Injury Points for this wound/injury by 2.

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.

eligion For complete information on the mythology,


deities, religions, and religious symbolism of Hârn
Almost all inhabitants of Western Lýthia share common polytheistic, and Lýthia, see Gods of Hârn.
metaphysical beliefs. There are ten major (and numerous minor) deities.
Brief descriptions of the ten major deities and their religions follow. Exercising the Privilege of Free Choice
in a Pantheistic Universe…
Ágrik Belief in the gods is optional… but a respectful
attitude may be advisable.
Lord of the Four Horsemen, Master of the V’hîr, Immortal Warlord of
Boradak, a slightly less than perfectly devout
Bàlgasháng, Breeder of Plague, Squalor, and Decay, The
Haléan, decided it might be a good idea to make a
Reasonless Reaper, Tyrant of the Foul Chamber, Knower of the Ten
sacrifice at the local temple. He walked in, said a
Thousand Ways.
few prayers, and, on his way out tossed a silver
Ágrik is the fiery, evil god of war, the breeder of violence for its own sake, a farthing in the contribution bowl (So far so good).
deity for those who enjoy cruelty and destruction. Ágrik is worshipped by He was then heard to remark, quite loudly, “There.
I hope that satisfies the B*#&ch.” On his way
dozens of different, squabbling clerical sects, each of which sponsors its own down the stairs, he tripped over a purple kerchief,
fighting–order. and rolled twenty feet to the street below. “I’d never
noticed how hard cobblestones actually were, until

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.

Laráni is the goddess of chivalry and battle, the reluctant


warrior, the deity of those who make just and honourable war. Laráni’s
church contains several regional clerical sects, each with its own fighting–
order.

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.

Môrgath is the master of chaos, evil, and the undead. He is a god of


retribution, cares nothing for justice, and despises all things fair and noble.
His church is dour and ruthless, infamous for its practice of human sacrifice.

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Religion 2

Navéh MINOR RELIGIONS


In addition to the ten major deities described
Lord of the Pitch Shadows, Master of Deceit and Evil Dreams, Lord above, hundreds of less divine and demi–divine
of the Last Illusion, Merchant of Death, Trancer the Cat, Wealth’s entities are acknowledged and/or worshipped by
Worry. Lýthians. Almost all tribal peoples possess their
own mythologies and pantheons. Many tribal gods
Navéh is perhaps the most merciless of the gods, motivated and goddesses are thought to be the ten major
by cold implacable intelligence. A god of darkness, he is often worshipped by deities in other embodiments.
thieves and assassins. He is considered a doer of the impossible and a
master of lies and deception. Best known as the bringer of nightmares, DEMIGODS AND DEMONS
Navéh is associated with inexplicable and untimely death. His monkish Demigods are of two types, those who serve one of
clerics are amazingly well–disciplined, and have been known to commit the ten great deities by choice or compulsion, and
suicide to prove a point. those who serve no master. Demons and
demigods vary in strength and attitude. Some are
confined to specific regions, by greater beings or
Peóni principles. Some are associated with particular
peoples or institutions. The powers of the gods, if
The Restorer, Bringer of Life Renewed, Lady of Truth, Everliving not infinite, are at least beyond the compass of
Daughter of White Virtue, Guardian of the Meek, Lady of Industrious mortal man. Demigods and demons, on the other
Labours and the Ripe Harvest, Confidant of Lovers, Chaste Lady of hand, are closer to man; their imperfections and
Honest Love. mortals may comprehend their weaknesses,
attitudes and objectives, with relative ease. It is not
Gentle Peóni is the goddess of agriculture and healing, worshipped by many appropriate to attach the label “superman” to a
farmers, and those who use their skills to aid the meek. Peóni’s celibate god, with a demon or demigod, it may be,
priesthood is divided into male and female orders. Temples tend to give their especially since quite a few demigods are heroes
funds to the poor and are, always near poverty. Peóni is probably the most elevated to demi-godhead.
worshipped of all the deities.
Demigod and demon are interchangeable terms
depending on one’s point of view. A demon is
Sárajìn simply an “evil” demigod. A demigod is simply a
(demi–) divine entity less powerful than a full god.
King of the Icy Wind, Lord of the Perilous Quest, Wielder of the As to the power of the gods… who knows?
Blooded Axe, Master of Frosty Climes, The Grey Slayer.

Sárajìn, the amoral god of battlelust, requires honour and SAINTS


bravery (the code of the Ljârl) of his adherents. His sport is war, and he Saint is a sub-class of demi-god (or demon), a
sometimes joins human battles. He is the principal god of Viking and of the former mortal who has been elevated to demi-
godhead after death. In this case, death is a relative
Ivínians. Sàrajínians tend to be religiously informal. Traditional “priestly”
term.
clans who recognise no central authority perform required clerical duties.

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.

Clerical and Fighting Orders


Most churches contain one or more clerical orders; most clerics belong
to such orders. The lay–followers of a deity are not usually required to join
any particular order, but some lay warriors may belong to (lay) fighting–
orders sponsored by various clerical orders. Both clerical and fighting orders
have their own hierarchies and usually require that office holders belong to a
minimum circle.

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.

Ágrik Clubs(Mace), Whips, Axes(Sickle)


Haléa Lovecraft, Perfumery, Musician.
Ilvîr +1 Script, Drawing, Animalcraft(Ìvashú) Clerical Family Skills
Laráni Longsword (Any) or shortsword (Any), Clubs(Mace), Shields(Any, A child of a cleric who was opening family skills
preferably Knight’s) would use the appropriate list and open all skills at
Môrgath Knives (Dagger) OML.
Navéh Legerdemain, Knives(Any), Lockcraft
Peóni Physician, Agriculture
Save–K’nor Script, Drawing
Sárajìn Axes (Any), Knives(Dagger), Shields(Any)
Siém Script, Astrology, Survival

The character now acquires five option points to be expended to improve


open skills, or open new elective skills. Each option point may be used to
improve an open skill by its SB (once only per skill) or open an appropriate
new skill at OML+SB. Ritual ML cannot be improved to more than SB3 in
the pregame without committing to join the priesthood.
Graduating acolytes may be inducted into the Circle of Command
appropriate to their Ritual ML, but cannot enter any circle higher than the
second, unless they commit to joining the priesthood.

Training for the Priesthood


Characters of the Second Circle may apply for training as priests (in the
pregame or in the course of play). Trainee priests take vows of obedience,
and remain at the command of the temple priests, and resident in the
temple, for (on average) three years, until Ritual ML qualifies the character
for admission to the priesthood (ML61+), until s/he renounces vows, or is
expelled. For each year of priesthood training in the pregame, the character
improves Ritual Skill by half Skill Base. Characters may also improve
ORATORY and INTRIGUE by SB when they are admitted to the priesthood.

Improving Ritual ML During Play


Once a cleric begins actual play, further Ritual development is possible
only by study of appropriate books, etc., or with training from qualified
TEACHERS. Practice or use can never improve ritual ML; a deity would not
respond favourably to thousands of clerics invoking her/his aid simply to
gain experience…
Many a young priest has been trampled in the rush
Advancement for advancement. While it is true that the morality
advocated by each church is different, and may
Characters may apply (maximum once a month) for admission to higher even vary by order/sect, there is more than enough
Circles as their Ritual ML qualifies them. The chance of successful corruption in every church. One could, and many
application is a 1d100+Ritual SB roll which must equal or exceed the do, take the position that the bad guys will “get
minimum ML required for each Circle. The roll may be modified at GM theirs” in the afterlife. This may be small comfort to
someone being roasted by the Agríkan inquisition,
discretion for political reasons, etc.
or even to one who has been denied a minor office
Similarly, characters may apply for appointment to any office for which because the bishop didn’t like folks with green eyes.
their current Circle qualifies them. Office appointments are handled solely at
GM discretion: Ritual and Intrigue ML, perhaps Piety, should play major
roles.

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.

Obtaining Piety q Ritual Skill Base Variant


The skill base for each ritual skill may be calculated
Characters begin play with 5d6 Piety Points. Additional PPs are acquired by its own formula. The Skills Table (SKILLS 8)
by performing various religious activities/services. The Piety Table is a guide offers alternate formulae for doing this.
for the GM. The first number in square brackets is the percentage chance
that the activity will accrue PPs for the character. The second number in
q Secret Piety
square brackets is the number of PPs that would be acquired. On
The GM may wish to keep PC’s Piety Point totals
completion of the activity, roll 1d100 if the result is equal to or less than the hidden from the players. A successful prayer might
percentage given, increase the character’s Piety total by the indicated offer an idea (in general terms) of the character’s
number. standing, but would not necessarily reveal any
numbers.

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.

ACTIVITY DESCRIPTION PIETY


PRAYER/MEDITATION One uninterrupted hour of prayer & meditation in an appropriate temple or on other [20%/1]
holy/consecrated ground. If the location is not consecrated, the chance of success is
reduced to 10%.
FASTING/PRAYER The Piety accrual roll is made at the end of each full day (24 hours) of fasting/prayer. [50%/1d3]
The chance of accrual increases by 15% for each consecutive day after the first (e.g.
after two consecutive days, the chance of accrual is 65%).
Characters may indulge in fasting, prayer, and meditation for as long as they please,
but going without food may be deleterious to one’s health — see MALNUTRITION.
CONFESSION/PENANCE Peónians and Laránians practice this ritual. Although Save–K’norans, Môrgáthans, and [80%/2d2]
Haléans have similar rituals Only ordained priests can hear confessions. Piety is rolled
for on completion of the assigned penance.
DAILY MASS Attendance at the daily church service held by (most) temples. Daily Mass is generally [30%/2d2]
held in the early evening and typically lasts two hours. Such services may be attended
by any adherent of the deity and by potential converts. Clerics may also attend a
morning service.
HIGH MASS Most churches hold a monthly high mass. The day varies by church (most religions [80%/2d3]
have one day a month they consider more holy than any other). Clerics may also attend
a morning service on the same day. There is no Daily Mass on this day.
FEAST MASS Held yearly on the principal holy day. Lasts four hours. A second service is open only to [90%/2d4]
clerics. There is no High Mass or Daily Mass on this day. A “feaster” is a name
sometimes given to adherents who only show up once a year for the Feast Mass — it is
a derogatory term.
SERVICE Character performs a (usually routine and non–dangerous) task for the temple, such as [90%/2d3]
cleaning out the storerooms or latrines. The service might take a couple of days to
perform. Piety accrual is on completion and may be varied by the GM to reflect the
difficulty (unpleasantness) of the task.
SACRIFICE Characters may make donations to temples or sacrifices to the deity directly. The [Variable]
sacrifice must be appropriate; Siém, for example, would cast out anyone who sacrificed
a life. The Piety available is at GM discretion. A donation of 1% of the character’s wealth
should give a 90% chance of accruing 1d5 PP. Something of high value to the
character will tend to be more favoured by the deity
QUEST Character agrees to perform a mission. GM decides whether a quest is minor, major, or [Variable]
somewhere in between.
A minor quest might be to deliver a message to another temple (not too much danger)
and may be worth [100%/10 PP].
An intermediate quest will be more dangerous and time consuming and be worth
perhaps [100%/20 PP]: Rid an area of a troublesome bandit/highwayman/etc. might be
appropriate (depending on the bandit/highwayman).
A major quest should be extremely hazardous and be worth [100%/30 PP]. (E.g.. Go to
the Cracks of Doom and cast a certain ring…)
Half the piety from a quest should be awarded when the quest is undertaken, half on
completion. A character that willingly abandons a quest should lose double the piety
already received.
NOTE: A character with negative piety is in deep trouble.

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.

[5] Intervention Roll q Opposed Call


Most deities are more likely to intervene to counter
The GM makes a secret 1d100 roll and applies any modifiers (above) intervention of opposing deities. Hence, if a group
s/he deems appropriate. Positive modifiers are added to, and negative of Laránian characters is in deep trouble because
modifiers subtracted from the 1d100 roll (q to a maximum of 50). of action by Ágrik, Laráni is more likely to intervene
to protect them. However, if the Laránians are in
difficulty because they are in the process of sacking
an Agríkan temple, they may be on their own. It is
not possible to set firm numerical values on this,
but such modifiers should probably range between
5 and 25.

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Religion 8

Divine Intervention Table DIVINE INTERVENTION TABLE


The Intervention Table is used to determine the
ROLL TO INTERVENE: The Roll to Intervene column gives the minimum effect(s) of a call for divine intervention. If some
percentile roll needed to obtain intervention. If the 1d100 roll (plus or minus other pantheon is in use, a similar table may be
easily constructed.
any modifiers) equals or exceeds this number, intervention occurs.
ROLL TO AVOID AVOID
AVOID CONDITIONS: If intervention occurs, the GM determines whether DEITY INTERVENE CONDITIONS RETRIBUTION

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

Ritual Invocation Table THE INVOCATIONS


The Ritual Invocation Table lists Ritual Invocations
of the Lýthian pantheon. Each religion has its own
Invocations, although most Invocations are used by
several religions. Read the table by cross-indexing
Ágrik Haléa Ilvîr Laráni Môrgat Navéh Peóni Sárajìn Sávè- Siém deity with invocation
h k’nôr
l This symbol indicates that this church does not
AWE l l l III IV IV l l l l use this ritual invocation.
BATTLELUST IV l l IV l l l III l l III A Roman numeral indicates the circle that
BLESSING l III III III l l III III III III must be attained before the invocation can be
learned. Note that the circle varies by church
COMMAND IV III III l IV IV l IV IV l and by Invocation.
COMMUNION I I I I I I I I I I
Ritual Invocation Descriptions
CONSECRATION III III III III III III III III III III Brief descriptions of the common manifestations of
COURAGE II l l II III l IV II l III each Ritual Invocation may be found in GLOSSDEX.
Effects may vary considerably at GM discretion.
CURE l IV l III l l II III II II
CURSE II II III l II II l III l l q Discrete Invocation Skills
Each ritual invocation may be treated as a discrete
DARKNESS IV l IV l III II l l l l skill. For this purpose, its SB would equal the SB
DIVINATION l l l l III l III l I II for Ritual, minus the circle of command rating
(given as a Roman numeral on the Ritual
ENDURANCE II II l II l III l IV l l Invocation Table. The OML for each invocation
EXORCISM l IV IV III l l II IV III II skill would be SB1. It could be opened as the
character reached the applicable circle of
FATIGUE II l l l II I l l l l command. Eg, upon attaining the fourth circle, an
HALÉA’S VOICE l III l l l l l l l l Àgríkan would open Searing Hand, and Weapon
Charm.
INVISIBILITY l l l l IV III l l l III
q Upon reaching a new circle of command, the
LITURGY IV IV IV IV IV IV IV IV IV IV character tests Ritual for each Ritual Invocation
MUTATION l l II l l l l l l l listed for that religion & Circle. The result (CS…CF)
determines the OML at which the Ritual Invocation
PAIN I II l l I II l l l l may be opened (as a multiple of SB). Some prayer
PEACE l l l l l l II l l I and meditation along with instruction from a priest
who knows the invocation (usually in a temple) are
PLEASURE l I l l l l III l l l normally required to make the attempt, but the GM
PROTECTION l l l II l l II l III II may allow other methods (such as divine
revelation).
REGENERATION l l II l l l III III l l
CF Invocation does not open. Character may try
REVIVIFICATION l l IV IV l l III l IV l again in a month.
SEARING HAND II l l l l l l l l l MF Invocation is opened to SB1.
MS Invocation is opened to SB3.
SHADOW OF BÚKRAI l l l l III l l l l l CS Invocation is opened to SB5
STEALTH l l l l l II l l l II
q Invocation Specialities
SUMMONING IV IV IV IV IV IV IV IV IV l Each ritual invocation may be treated as a
TONGUES l l l l l l l l II l speciality of ritual. If this option is adopted, the
character may change specialities upon attaining
TRUTHSENSE l l l III l l III III II III each circle.
WEAPON CHARM III l l III l IV l III l l
Other Invocations
WITHERING l l II l IV l l l l l The Invocations given represent only some basic
WOODSCRAFT l l l l l l l l l II commonly used prayers and ceremonies. They are
nothing more than a cross section of the possible.
There are also hundreds of Invocations performed
by several clerics in unison, or by a whole
congregation acting together. Not all Invocations,
however, are designed to produce a particular
effect. Most are attempts to commune with the
deity, without seeking any specific benefit in return.
Some blank lines have been left at the bottom of
the Ritual Invocation Table, for those GMs/Players
who wish to add to the list.

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

ANALYSIS/APPRAISAL The training-breeding-vetinary components of the skill vary


according to the specie of animal involved. Porpoises, Dogs
Lore/Craft skills (and others, at GM discretion) represent and horses can be trained, barracudas and chickens cannot.
theoretical knowledge as well as practical ability. It is possible
to appraise the value or quality of an artefact without actually If the SPECIALITY rule is in use, each breed of animal is a
being able to make it, or analyse the difficulty of a task speciality. Common specialities would be cattle, sheep, dogs,
without actually performing it. horses, and swine. Expertise with one species might apply to
closely related species — Horsecraft (the art of breeding,
The EML for an analysis attempt is the greater of SB5 (Skill
training and healing horses) might apply at full value (or at a
Base × 5), or ML+SB. This TARGET LEVEL may be modified,
10% penalty) if treating a unicorn.
according to difficulty, and the character's familiarity with the
specific class of artefacts or tasks. Optional Animalcraft Speciality Groupings
The GM, who is the only person who knows the true q The GM may wish to establish groupings, such as
value/quality/difficulty of the task/artefact, makes the analysis mammals or birds, as separate skills.
roll secretly. The GM reports an estimated q The GM may establish groupings, such as canines,
value/quality/difficulty to the character with a margin of error equines, felines, etc., as separate skills or specialities.
determined by success level:
Skilled animal trainers can earn good money working for the
CS: 1% MS: 10% MF: 25% CF: 50%+
PÀMESÁNI games
Analysis cannot allow for sentimental or historical value, and
cannot detect enchantment. Analysis of a given item may
only be attempted once, although if conditions improve (a ANIMUS
jeweller acquires a magnifying glass, better lighting, etc.) the The activating force in any living, moving creature. In
same character may make a second attempt. HârnMaster, animus is one of several components of AURA.

ANIMAL INTELLIGENCE APPEARANCE ATTRIBUTES


The intelligence of animals is not measured on the same A group of character ATTRIBUTES which describe the way a
scale as humanoid INTELLIGENCE. It includes a major character looks and sounds. CHAGEN 6.
component of instinct. Fortunately, there is never any need
to compare the intelligence of an animal with that of a
human, so a common scale is unnecessary. AQ
ARMOUR QUALITY.

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.

ASTROLOGY AURAL SHOCK ROLL


Lore/Craft Skil: Astrology is the ability to chart the stars, cast Test SPIRIT (subject to PHYSICAL PENALTY)
horoscopes, and/or make predictions based on astrological MS/CS no effect — the aural shock roll is complete.
knowledge. MF Character is stunned. Any skill, talent or spell in which s/he
was engaged fails critically. The character does not act for
Astrology includes knowledge of astronomy (the layout of the one turn. In addition, the character is psychically blinded for
night sky). Astronomy can be a useful navigational tool, 1d6 hours.
although astronomy is also included in the skill PILOTING. CF Character faints from exhaustion, trauma, pain, etc., and falls
prone in the hex occupied. Any skill, talent, or spell in which
The art of using astrology to make predictions is called s/he was engaged fails critically. In addition, the character is
astromancy; it may serve as an oracle, or as a divination skill. PSYCHICALLY BLINDED for 3d6 hours.

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

CHARACTER See Weapon Comparison Table. When a weapon is used to


attack in Close Mode, its class is inverted: hence a
An entity living in the fantasy world. There are generally two Broadsword (normally class 3) becomes a class 2, and a
types of Character: Player Characters (the roles assumed by Sickle (normally Class 1) becomes class 4.
players) and Non–Player Characters (any persons, entities, Note: Weapon Comparison may be ignored, and the rules
monsters, etc., played or operated by the GM). will still work, but the Weapon Comparison table is the only
Importing Characters from other gaming systems CHAGEN way to distinguish the effect of using different
17; Character Profile A card or sheet used to record weapons/shields in combat. As such, the Weapon
character ATTRIBUTES and/or information: CHAGEN 1; Comparison system is highly recommended.
Character Class, Limitations on COMBAT 1.
CLOTH or HAIR
CHARTERED FREETOWNS Armour Material. The minimum type of armour/clothing that
Pregame 2. can reduce weapon damage. Cloth/Hair must usually be
reasonably thick/heavy to have any effect, although even light
CHURCH SANCTUARY cloths worn loosely, some distance from the skin (such as
Pregame 3. mantling, or long hair worn loose and shoulder-length) may
reduce the chance that an edged strike will penetrate.
CI Cloth garments are generally produced by clothiers rather
CONTAGION INDEX. than weaponcrafters.

CIRCLES OF COMMAND Multiple thickness’ of cloth/hair may, at GM discretion, be


treated as LEATHER.
RELIGION 3.

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

COURAGE CURE TABLE


Success Effect
Ritual Invocation
Time to Perform: 10-60 seconds. CF/MF No Effect.
Requirements: Prayer & gesture. Range: 20 yards. MS The success level of all subsequent HEALING ROLLS
Temporarily increases the Will attribute of an individual for the specified ailment is increased by one (eg
(usually a friend). from MF to MS, or from CF to MF).
CS The cure applies to all injuries/diseases (except
long term disfigurements, psychological ailments,
Ritual Courage Table etc.).
MS Will raised by two points for ten minutes.
CS Will raised five points for half an hour.
MF No Effect CURSE
CF Will halved for ten minutes. Ritual Invocation
If the INITIATIVE TESTING rules are in use, the target individual Time to perform: approximately one hour.
is immune to Initiative Testing for the Duration. Requirements: prayer/meditation/gesture/touch/verbal
declaration.
A curse is an attempt to call forth the displeasure of one’s
CRAWL deity upon a victim. This is the opposite of a blessing. A
The slowest rate of MOVEMENT for bipedal entities. Any successful curse manifests in any of several ways. A curse
conscious, prone character may crawl up to 50% of effective may be removed by an equivalent Blessing. Curses cannot
Mobility per Turn. kill or be randomly directed. The GM makes the success roll
secretly (see Curse Table):
q GM may use Medical and/or Psyche tables in the
CRITICAL FAILURE [CF] HârnMaster GM Edition to randomly generate
The lowest level of success when using a skill. CF is achieved curses.
when a 1d100 skill roll is greater than EML (or TARGET LEVEL)
q The curser may attempt to specify the nature of the
and divisible by 5.
curse, “may your right index finger fester and drop
off”, by re-testing Ritual. If this option is allowed,
failure on the 2nd roll causes the curse to fail or
CRITICAL SUCCESS [CS] rebound.
The highest level of success when using a skill. CF occurs
when the 1d100 skill roll is equal to or less than EML (or
CURSE TABLE
TARGET LEVEL) and divisible by 5.
Success Effect

CF Invoker suffers a substantial curse.


CROSSBOW MF No effect
Physical/ Weapon Skill: The ability to use crossbows. MS Victim sustains a 10% penalty on the next
Crossbow is not a combat weapon since both canon and situation calling for luck (almost anything calling
secular law in most parts of Lýthia forbid its use against for a die roll).
humans. Nevertheless, some hunters use crossbows CS Victim suffers a substantial curse, such as an old
(although most people consider this un-sporting). There are wound/disfigurement or mental disorder
no heavy (cranked) crossbows on Kèthîra. Only light (hand–
pulled) crossbows exist.
CUSP
The first two and last two days of each SUNSIGN are termed
CS the cusp: a character born on the 1st of Ilvín is termed a Tai–
Skorus Cusp (the actual sunsign is named first). Characters
CRITICAL SUCCESS. born on the cusp enjoy the SKILLBASE benefits of whichever
sunsign is most advantageous. Hence a character born on
either Tai–Skorus cusp may consider him/herself a Tai while
CURE calculating some SBs and a Skôrus while calculating others.
Ritual Invocation This is a moderate benefit.
Time to perform: approximately one hour.
Requirements: prayer/meditation/gesture/touch. The ritual
normally uses incense and/or other paraphernalia (if such CUT
items are unavailable reduce EML by 10). See EDGE & ASPECT.

An Invocation to help a patient overcome an illness, wound,


or disease. Use the Table to determine the effect. The
invoker must specify the ailment. Revivification is not
possible.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 10

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

DISENGAGE DRAW WEIGHT (DW)


Action Option: This option is available only to engaged Or PULL — An attribute of bows and crossbows. A bow’s
Characters. The character moves one hex out of all enemy DW is its power, and determines how far it’s missiles can
ENGAGEMENT ZONES. Then (if now unengaged) may move up travel and how hard they will strike when they arrive at target.
to 50% Effective Mobility (Crawl 25% effective Move, walk Impact is also determined by range.
50% effective Move, or run 100% effective Move).
The higher the draw weight, the more difficult it is to draw
The move must terminate immediately another enemy and fire the weapon. In general, a character determines its
Engagement Zone is entered, but the moving character may maximum DW by averaging Strength and applicable Missile
not attack. Weapon SI, and multiplying by 10 lbs. Hence, a character
with 14 Strength and Bow ML63 could pull a 100 pound
bow.
DIVINATION
Ritual Invocation As a general rule, longbows have higher draw weights than
Time to perform: 1–2 hours. shortbows, although it is theoretically possible to construct
Requirements: prayer/trance/meditation/conducive shortbows of considerable power, and the Sindârin do
environment. exactly that.

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

ENGAGEMENT ZONE EXHAUSTION


Each character has an Engagement Zone consisting of the A character is exhausted when PHYSICAL PENALTY (sum of
hex(es) it occupies and all adjacent hexes. INJURY POINTS and FATIGUE POINTS) exceeds CONDITION. An
exhausted character is much more likely to fail a shock roll.
Engagement Zone Specifications
Engagement Zones do not extend into hexes blocked by
terrain features such as high walls or closed doors. EXORCISM
Ritual Invocation
The Engagement Zone of a conscious, prone character is
Time to perform: several hours.
only the hex s/he occupies. Unconscious characters have no
Requirements: frequent touch/mental conflict (see
Engagement Zones, but may constitute obstructions.
HârnMaster GM Edition) between the exorcist and the
A moving character must halt upon entering an enemy possessing spirit.
Engagement Zone, and may only move one hex per turn The removal of a possessing Aura (ethereal, demon, etc.,)
when moving from one hex to another hex in such zones. from a victim. Greater demons may require CS to remove.
The purpose of the invocation is to protect the exorcist from
Friendly Engagement Zones (those exerted by friends have the ill-effects of mental conflict (at GM discretion). Even so,
no effect on movement. this is a highly variable, unpredictable and dangerous ritual.
Any character within an enemy Engagement Zone, is
ENGAGED with that enemy. Characters who are engaged
may attack each other. It is possible (for a one–hex entity) to
EYE COLOUR [EYC]
be engaged with up to six enemies at a time. See also Character ATTRIBUTE. The hue of a character’s eyes, usually
REACTION ZONE. related to COMPLEXION. CHAGEN 7.

ENGINEERING EYESIGHT [EYE]


Lore/Craft Skill: The ability to construct and maintain mills, Numerical ATTRIBUTE. The ability to detect and/or differentiate
drawbridges, siege and castle engines, and the like. This skill light and colour. CHAGEN 9.
does not include the ability to make small, delicate
mechanisms such as locks (for which see LOCKCRAFT).
Good engineers are very useful people and can earn good
money in many fields. Engineering skill is not a skill
monopolised by any guild — military sappers,
millers/millwrights and masons all study engineering.

EQUIPMENT & FUNDS


for newly generated characters CHAGEN 17.

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.

Acrobatics +1d6 — –2d6 –3d6


Dodge +1d6 +1d6 –1d6 –2d6
FATIGUE
Ritual Invocation
Groping for Protrusions Time to perform: approximately 1 minute.
Unless falling clear of all surfaces, a falling character may Requirements: silent prayer or chant/touch improves EML
grab for protrusions, bushes, etc., in an effort to halt the fall. by 10.
This rarely works, but may slow the fall and reduce landing An Invocation designed to drain a victim’s energy. Any single
impact. Success is determined by making a FUMBLE/GROPE person in plain view and within 20 yards may be targeted.
as follows: See Fatigue Table.
CS Fall slowed — Impact Reduced by 3d6 FATIGUE (RITUAL INVOCATION) TABLE
MS Fall slowed — Impact Reduced by 2d6 Success Effect
MF No effect
CF Invoker accrues 4d6 FATIGUE POINTS.
CF Character wrenches/twists/sprains/breaks one or both
MF No Effect
arm(s). Minor Blunt Injury (1d10 IPs) to one or both
MS Victim accrues 3d6 fatigue points.
arms (assuming the character survives the fall).
CS Victim accrues 5d6 fatigue points.
q Test the average of Dexterity and Strength instead of
making an ordinary Fumble Roll. Fatigue accrued by means of this ritual is indistinguishable
from fatigue acquired by other methods
If a successful grope reduces the impact of the fall below
zero, the grab has succeeded fully and the character is
hanging from the protrusion (assuming it can bear the
character’s weight).
FEUDAL NOBILITY
in the Pregame CHAGEN 4.

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

Poor — — 1d2 2d2 1d4 FORAGING


Fair — — 1d4 2d4 1d6 Lore/Craft Skill: The art of finding (vegetarian) food in the
Average — — 1d6 2d6 1d8 wilderness. Tested when a character spends a watch (4
Good — — 1d8 2d8 1d10 hours) looking for edible plants/etc. The GM assesses
Excellent — 1d3 1d10 2d10 1d12 conditions according to the environment, and uses the
This table shows the number of fish caught in one (4-hour) Foraging Table to determine the number of mandays of
watch, determined by fishing success level and fishing food found. Wilderness mixed forest would be classed as
conditions. Average. Excellent conditions would probably exist only in
tropical rainforests and/or special places like the Sháva
Wgt: The weight of each fish also depends on fishing Forest.
conditions
FORAGING TABLE
Nets: If a net is used, double the number of fish, but not
their weights. Conditions CF MF MS CS

Poor — — 1d2 1d2


No Fishing Tackle? Fair — — 1d4 2d4
Some characters may be able to fish with bare hands — this Average — 1d3 1d6 2d6
may be a viable fishing speciality for characters with TOUCH Good — 1d4 1d8 2d8
and DEXTERITY of 13+. Excellent — 1d5 1d10 2d10
The average of Foraging and HERBLORE may be tested to
seek out specific plants — see PLANTFINDING. For hunting
meat, use TRACKING.

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.

Contesting Possession GENERAL ARMOUR CLASS [GAC]


If two characters attempt to simultaneously seize the same A general assessment of the type/weight of armour/clothing
item, each makes a grope roll; whoever achieves higher worn by a character. GAC has a numerical value (0 to 4) and
success gets it first. If both have the same success, the a descriptive rating (Light, Heavy, etc.) The GM determines
character with the higher Strength has it. If each has equal the factor as needed; guidelines are:
Strength, the character with higher Dexterity wins the item. GAC Description Example(s)
If one character attempts to snatch an item from another, 0 Unarmoured Ordinary Clothing
both make fumble rolls. The character with higher success 1 Light Leather/Quilt/Fur
has the item. In the case of a tie, the character that originally 2 Medium Ring/Light Scale/etc.
had the item keeps it. 3 Heavy Mail/Heavy Scale/etc.
4 Superheavy Mail + Quilt + some Plate
FUR GAC may also have a sub-class described by a letter grade
Armour/Clothing: see QUILT. (a, b, c, etc.); this refers to a specific Generic Armour Profile.

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 17

GENERAL WEAPON CLASS (GWC) HAIR


A general assessment of the type/weight/reach of weapon(s) Armour: See CLOTH.
used by a character. GWC applies primarily to the quick
Hair Colour: [HCL] Character ATTRIBUTE. The colour of a
combat system. GWC is assessed at need by the GM.
character’s hair or fur, a descriptive attribute. CHAGEN 7.
GWC Class Examples
0 None Unarmed
1 Light Dagger, Knife, etc HALEA’S VOICE
2 Medium Shortsword, Handaxe, etc. Ritual Invocation
3 Heavy Broadsword, Battlesword, etc. Time to perform: approximately 1 minute.
Requirements: silent prayer or chant/touch improves EML
GLASSWORKING by 10.

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

INITIATIVE [INI] INITIATIVE TESTING TABLE


CF Character panics, or “freezes”. This is a breakdown of morale
Automatic Physical/Combat Skill: A skill whose SKILL BASE is
and/or discipline. Roll 1d100 to determine specific effect(s):
the average of AGILITY, SPEED and WILL, and whose OML is
SB5 (five times Skill Base). There is no astrological modifier. 01–25 Character goes Berserk. (see MORALE states)
Initiative reflects battle experience, discipline and morale. 26–50 Character is. Desperate. . (see MORALE states)
51–75 Character is Broken. . (see MORALE states)
Once opened, Development Rolls are made only after the
76–00 Character becomes Cautious. . (see MORALE states)
character has been in a battle.
MF Character is Cautious this turn only (pass).
Initiative determines the order in which characters take turns MS Character selects and executes an Action Option normally.
in combat — characters with higher INI move sooner. CS Character executes an Action Option normally. If the character’s
Initiative is recorded on the COMBAT PROFILE as well as (or morale state was non-normal it is now normal.
instead of) under Combat Skills on the CHARACTER PROFILE. INITIATIVE TEST MODIFICATIONS: SITUATION
Extremely Desperate: –25 Good: +10
Initiative skill includes battle experience, discipline and Desperate: –10 Very Good: +20
morale, three ambiguous, but important elements in any Normal: +0 Perfect: +30
melee; it reflects a character’s comfort in battle. All these
factors are accounted for by INITIATIVE TESTING.
INJURY
Injury Determination: The process whereby injury and
INITIATIVE TESTING q Advanced Rule injury effect(s) are derived from IMPACT and ASPECT. Injury
This option adds a step to combat resolution, but also determination is generally done by cross–indexing EFFECTIVE
eliminates some character turns each round. As such, it IMPACT (and ASPECT ) with strike location, using the Injury
should decrease the amount of action in a combat involving Table.
typical characters.
Injury Penalty: The sum of all INJURY POINTS accumulated by
Initiative Tests are made before selecting and executing an a character. Injury Penalty is one of the two components of
Action Option. Results are read from the Initiative Testing PHYSICAL PENALTY.
Table. There are several options about whom and when to
make initiative test(s). Injury Point: A unit of injury acquired in combat and/or from
other physical trauma. IPs serve two purposes: First, (with
The most important morale consideration is the character's FATIGUE POINTS) IPs comprise PHYSICAL PENALTY; second, IPs
perception of the situation. If things look bleak, the character determine the time it will take for an injury to heal — as IPs
is more likely to behave oddly. Seeing a friend slain, or being are removed, the injury heals; once all IPs are gone, the
vastly outnumbered, may make one character turn and flee, injury is fully healed.
while another fights harder. The GM may apply penalties to
effective Initiative according to the situation. See also HEALING Rate.

A battle is a noisy, confusing, scary place. The clash of arms,


shouting, screaming (often some whimpering and dull INTELLIGENCE/MEMORY [INT]
thudding) can make it difficult to hear commands and cries Numerical KEY ATTRIBUTE CHAGEN 10. The meaning of INT
for help. For this reason, characters, especially NPCs, do not depends on whether the character is a PC or NPC. For a PC,
always do what the players want them to do. Initiative Testing Intelligence is only an assessment of memory.
benefits characters with high Initiative (e.g. warriors) and is
Highly intelligent characters may be reminded of things by
detrimental to characters with lower Initiative.
the GM from time to time (see THINKING). For NPCs, it is also
Whom & When To Test a measure of cognitive facility — the ability to reason and
It is usually unnecessary to test Initiative during the first few articulate.
rounds of a battle. After this, there are several options: Animal Intelligence includes a major component of instinct.
q Test only NPCs: it is assumed that PCs will do whatever Animal Intelligence is, therefore, measured on a different
their players want them to do. This option gives PCs an scale than that of humans (and other intelligent beings).
advantage. Players are usually quite sensitive about their There is no direct comparison.
PC’s prospects, recognising threats, and acting accordingly.
q Test all characters: even a PC’s legs can turn to rubber in
a hairy situation.
q Variant: An Initiative test that results in CS gives the
character a 10 point bonus in subsequent attacks/skill rolls.
q Variant: Do not make Initiative Tests in Normal, Good
and/or Very Good situations.

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.

KILL ROLL [K]

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.

LANGUAGE FLUENCY TABLE LIFTING


01–30 Rudimentary Grasp — Character is able to say things like: Normal, healthy Characters can lift 10×Strength lb., at least
“Hello. Where marketplace?” but has no real understanding of briefly, without difficulty. When attempting to lift heavier
sentence construction. Accent is probably awful, and loads, the Weightlifting table may serve as a rough guide.
misunderstandings occur with irritating regularity. Lifting tests are subject to
31–60 Fair Grasp — Character grasps basic elements of the WEIGHTLIFTING
PHYSICAL PENALTY. It is
language and, with patience on the part of listeners, can be
possible to successfully lift TABLE
understood if discussing fairly simple concepts. Grammar
often miscarries and misunderstandings are common. Accent a weight, and then find it WEIGHT TEST
tends to amuse or distress natives. too heavy to hold. Once a Up to STR×10 lb. 5×STR
61–85 Fluency — Character understands all basic language load is lifted, an immediate Up to STR×14 lb. 4×STR
elements, and can converse fluently unless attempting to CARRYING Test is required. Up to STR×17 lb. 3×STR
discuss advanced/abstract ideas. This is the level attained by Up to STR×19 lb. 2×STR
The table assumes loads
most uneducated adult natives, but if this is not the Up to STR×20 lb. 1×STR
character's native tongue s/he will still have a noticeable that can be conveniently
accent. gripped with both
86+ Mastery — Character can pass for a native, whether or not hands/arms. Awkward loads are more difficult.
this is a native tongue, and is able to convey virtually any
CS/MS Load successfully hoisted.
concept expressible in the language. This is the level of
MF Character fails, but is uninjured and may try again.
mastery achieved by educated natives.
CF Lifter suffers STRAIN INJURY.
The EML of language-dependant skills (eg. ORATORY or
Note: Modern Terran records are about 460 lbs. in the Snatch and
RHETORIC) cannot exceed language ML in the tongue used. 580 lbs. in the Clean and Jerk.
Audience language EML is also relevant (GM discretion).
Clarity of expression may be determined by VALUE
ENHANCEMENT. A score under 3 causes confusion. Results
under 2 may indicate the character may have unknowingly
said or misheard something amusing or insulting.

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 22

LIMB INJURIES q LONGSWORDS


Advanced Combat Rule: Any single injury in excess of Physical/Combat/Weapon Skill: The ability to use long–
Endurance IPs to a shoulder/arm/hand or hip/leg/foot, bladed swords. Specialities include Battlesword, Bastard
makes the limb unusable. Sword, Broadsword, Estoc, Mang.
If the unusable limb is an arm, any items held by it are
dropped; if the unusable limb is a leg, the character falls
prone. Once the Injury Points have healed to Endurance or
LORE & CRAFT SKILLS
Lore/Craft skills depend on the accumulation of knowledge
less the limb may again be used.
and expertise. Some include the ability to produce specific
A bipedal creature with one usable leg is able to crawl items. Some can earn good livings for their users, although
unaided, or rise and walk with the aid of a staff/crutch/etc. A many are monopolised by powerful guilds.
quadruped may rise/walk, at 50% effective mobility as long as
it has three good legs. However, in almost all cases (GM Most lore/craft skills (such as ALCHEMY) can only be opened
discretion) a conscious character can crawl/walk at least one with the assistance of a TEACHER, usually after a month.
hex per turn. Some skills are more involved than others. Learning the bare
fundamentals of WEAPONCRAFT could take three months.
COOKERY, on the other hand, can be opened and developed
LITURGY by any tenacious individual with a strong stomach.
Ritual Invocation
See: AGRICULTURE; ALCHEMY; ANIMALCRAFT; ASTROLOGY;
Time to Perform: 10–30 minutes.
BREWING; CARPENTRY; CERAMICS; COOKERY; DRAWING;
Requirements: Communal Prayer/meditation.
EMBALMING; ENGINEERING; FISHING; FLETCHING; FORAGING;
Liturgy is the spiritual joining-together of several GLASSWORKING; HERALDRY; HERBLORE; HIDEWORKING;
priests/adherents for any of a number of purposes. JEWELCRAFT; LOCKCRAFT; MASONRY; MATHEMATICS;
The invocation is sometimes (rarely) used in religious METALCRAFT; MILLING; MINERALOGY; PERFUMERY; PHYSICIAN;
services open to the public. If used to “join” several clerics, PILOTING; SHIPWRIGHT; SURVIVAL; TAROTRY; TEXTILECRAFT;
the group thus formed may jointly undertake certain other TIMBERWRIGHT; TRACKING; WEAPONCRAFT; WEATHERLORE;
rituals such as communion. CARVING (WOOD).
A joined group of priests/adherents functions with the Ritual
ML of the leader. LOVECRAFT
The leader of the liturgy may also have other options allowed Communication Skill: The ability to charm, seduce and/or
at GM discretion. give erotic pleasure. Lovecraft may be opened when a
character first attempts to use it. It cannot normally be
LOAD improved by solitary practice, although books or teachers
may be available. The skill is used to assess the success of a
The total weight (in pounds) a character is carrying. It seduction or sensual encounter.
increases every time the character picks something up, and
decreases each time something is discarded, dropped or
chopped off. LOW VELOCITY [LV]
See HIGH VELOCITY
LOCKCRAFT
Lore/Craft Skill: The ability to analyse and pick locks.

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.

MINERS’ GUILD Example: a character with Mobility of 60 Physical Penalty of


In the Pregame CHAGEN 2. 25, and Encumbrance 10 has Mobility EML25. Mobility EML
is used to determine running speed, as in a foot race.
MINIMUM EML q Mobility ML cannot be developed to more than Mobility
Unless the GM deems a task impossible, the minimum EML SB×7. This option reflects the idea that you can only do
for an open skill is 05. Eg., a player would normally have a so much with physical training.
minimum EML of 05 in Climbing. However, climbing a
q First Edition Option: Mobility is not a skill, it is simply
vertical sheet of ice, with a broken arm, during a blizzard, is
Speed ×5.
impossible, and the GM may feel that 0EML is justified.
As a general rule, a character can Crawl ½ MOB, Walk
MIRACLE 1×MOB or Run 2×MOB feet in one (10 second) TURN. If
See DIVINE INTERVENTION & RITUAL INVOCATION. some variation is needed (as in a foot race for example)
testing Mobility may vary the distance:
MISSILE RUNNING TABLE
Missile Attack: Action Option: This option is available to
characters equipped with missile weapons (which include CS Distance covered = (2×MOB) + 1d20%
MS Distance Covered = (2×MOB) ± 1d10%
just about any throwable item).
MF Distance Covered =(2×MOB) – 1d20%
Unprepared (unstrung, packed, etc.) missile weapons must CF STUMBLE roll and/or Distance Covered = (2×MOB)–1d30%
be prepared by means of a GROPE, and cannot be used until
If the character is walking rather than running, use 1×MOB
the following Turn. Missile attacks are resolved with the
instead of 2×MOB.
Missile Sequence (COMBAT 11). Missile options are:
[1] Load & Fire (or Fire & Load) a short or long bow. Horses and other large quadrupeds (at GM discretion) also
[2] Draw & Throw or Throw & Draw a throwable object. have mobility. Their three rates of movement are: Walk/Trot
[3] Load a crossbow OR fire a loaded crossbow.
[4] Load & Fire (or Fire & Load) a blowgun.
(1×Mob); Canter (2×Mob); or Gallop (3×Mob).
[5] Load & Cast (or Cast & Load) a sling. See also MOVE.
Missile Defence: A “defence” whereby the target attempts
to use a readied missile before the attacker can strike. Like
COUNTERSTRIKE , missile defence can be risky. MONEY
q Missile Weapon Fate applies to bows, crossbows and The standard unit of currency is the silver penny which
slings. Missile Fate checks occur for missile weapons when weighs one DRAM. A penny can vary in value from one region
the missile caster achieves CF on a missile attack. The TL for to another as a result of its silver content. All prices are given
a missile weapon damage check is 5×WQ: in silver pence; the abbreviation for penny/pence is “d”.
Copper coins to not exist. The silver penny is often divided
MISSILE WEAPON FATE TABLE into two halves (halfpenny and/or ha’penny) or four quarters
Test 5×Weapon Quality.
(farthing).
CS No effect (no damage to weapon).
MS 01-50 Double the distance of deviation for the missile attack. Gold coins are rare. A one dram gold coin would be worth
51-00 Missile shatters on impact reduce impact by half. 20d, although gold coins generally come as ounce coins
MF 01-35 Triple Deviation No damage to weapon. worth 320d — The Khuzan Gold Crown is the only even
36-80 No Missile Fired. Bowstring/thong has snapped. remotely common gold coin on Hârn.
81-00 Triple Deviation & halve impact. Bowstring/thong is
stretched out (useless); weapon must be restrung (or A shilling is not a coin, it is simply 12d. Similarly a pound (£)
rewound) before it can be used again. is any combination of coins worth 240d.
CF 01-30 Quadruple Deviation No damage to weapon.
31-70 Quadruple deviation & the bow (if applicable) has lost

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

MORALE q MOUNTED MOVE q


See INITIATIVE TESTING (Advanced Rule). At any given time, Advanced Action Option: A generalised move that includes
every character is in one of five morale states which affect attacks on any/all opponents encountered in the course of
behaviour as follows: movement.
NORMAL A character with normal morale behaves without The rider–steed team can move at WALK/TROT, CANTER or
constraint. S/he may select and execute any reasonable GALLOP rates, ignoring the REACTION and ENGAGEMENT zones of

action option. smaller characters (such as men afoot).


Upon engaging any and/or each opponent, the mounted
CAUTIOUS A cautious character will not engage or initiate
team may opt to attack, using the appropriate mounted
combat, nor select counterstrike defence. S/he will not
combat matrix (Mounted attacking Foot or Mounted
necessarily flee or abandon a position, but duty is on the
attacking Mounted).
verge of being overcome by the instinct for self–
preservation. If the option to attack an opponent in the course of
movement is not exercised, the opponent may opt to attack
DESPERATE Character tries to conclude the battle, one way (using either Foot attacking Mounted or Mounted attacking
or the other, as soon as possible. Until the situation Mounted combat matrix).
changes and s/he passes a new initiative test, s/he selects
Unless the Team move is forcibly stopped, it continues until
the most aggressive options available.
the minimum distance (for the rate of speed) has been
BROKEN A character with broken morale is unable to fight completed and the team opts to halt, OR until the maximum
in any useful way. The only available options are flight or distance (for the rate of speed) has been covered.
surrender. Flight is normally preferable; surrender is a TACTICAL ADVANTAGES are ignored whether earned by the
last resort. If neither flight nor surrender are feasible, the mounted team or its opponents.
character stands in place (PASS Action Option) — unable
to initiate combat, but still able to defend normally.
BERSERK This is a special state of battle frenzy. Any
MOVE [MOV] q
The number of hexes (inches) a character can walk in one
character who enters this mode fights desperately until
turn (10 seconds). Move equals MOBILITY divided by 5.
the battle is won or s/he dies. A berserk character adds
20 to EML when attacking, and subtracts 20 from EML in
defence. MOVEMENT
See COMBAT 4 and/or STUMBLE Roll.
q Berserk–by–Nature
Some characters have a cultural heritage of berserking, or a
particular reason to go berserk; their chances of becoming MS
berserk may be enhanced by the GM. MARGINAL SUCCESS.

At GM discretion, PCs may (under some circumstances)


voluntarily enter berserk mode, but no one in her/his right MUSICIAN
mind goes berserk… Multiple Communication Skills: Each type of musical
instrument is a separate skill. Among the most common are
Drum, Flute, Harp, Horn, Pipes and Lute. The availability of
MORALITY [MOR] instruments and skills depends on culture. EML is modified
Numerical ATTRIBUTE. Ethical integrity, generally a measure by instrument quality and other conditions at GM discretion.
of a character’s selflessness. In general, characters select,
Use VALUE ENHANCEMENT to assess performance quality, with
rather than randomly generate Morality. The GM adjusts the
1.5 being considered fair.
attribute according to character actions. The scale runs from
3 or less (Diabolical) to 17+ (Exemplary). CHAGEN 10. q This skill may include the ability to read music depending
on the character's background and culture.
MOUNT/DISMOUNT q Alternately, the GM may treat the reading/writing of music
Action Options: The options used to mount/dismount a as a script.
steed in combat is resolved by testing Riding Skill. With
CS/MS the effort is successful.
MUTATION
❏ Mount/Dismount Optional Rule: CS earns a TACTICAL Ritual Invocation
ADVANTAGE, CF UNHORSING . Time to Perform: 10–15 minutes.
Requirements: Prayer/meditation/touch.
MOUNTED COMBAT Causes the victim, who must be touched at the conclusion of
the ritual, to physically change in some way. With MS, the
COMBAT 14.
effect tends to be minor (slight lengthening of a finger, extra
hair growth, etc). With CS, it may be major. The effect is
always random, sometimes beneficial, often not.

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 26

OPENING MASTERY LEVEL [OML]

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.

NATIVE SCRIPT/TONGUE OPTIONAL RULE


In this publication, optional and/or advanced rules are
Native Script: The first script learned by a character —
indicated by a box q. If the GM decides to implement the
usually the predominant writing system in the region of the
rule, check the box.
character’s birth.
Native Tongue: The language(s) learned by a character in
infancy — usually the dominant language in the OPTIONAL SKILL
district/region of birth. CHAGEN 13. A skill opened as a “hobby” in the pregame, as opposed to
AUTOMATIC, FAMILY or OCCUPATIONAL skills. CHAGEN 16.

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.

When counting opponents for this purpose, PRONE enemies


are not included, nor are enemies who are themselves
engaged by other friendly characters.
OCCUPATIONAL SKILL
A skill which is acquired by apprenticeship and/or An outnumbered character may attack one of her/his
employment. Occupational Skills are opened in the pregame opponents in his/her turn, perhaps a second opponent if
after the character has chosen a career/job. See s/he wins a TACTICAL ADVANTAGE, and may defend against all
Occupational Skills (CHAGEN 15). attacks on him/her.
However, EML for any attack/defence is decreased by 10 for
OML each enemy above one. That is, if a character outnumbered
3:1, subtracts 20 from EML for all attacks or defences.
OPENING MASTERY LEVEL.
❏ For the purpose of outnumbering, a steed–rider team
OPEN WOUND counts as two characters.

Any burn of 16 or more Injury Points or any cut, bite/tear,


puncture of 6 or more Injury points. Open wounds can
become infected. For treatment of open wounds see
PHYSICIAN article.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 27

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

PLAYER–CHARACTER [PC] POUND


The role assumed by a player when s/he enters the fantasy See (lb) WEIGHTS & MEASURES and (£) MONEY.
world.
PRACTICE/STUDY
To develop skill ML SKILLS 4.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 29

PREGAME PSIONIC TALENT


An intermediate process between character generation and A psychic ability that some characters possess. Talents are
actual play: the character “lives” some key career decisions. highly varied in strength and nature. Some, such as
The object of a pregame is to provide biographical pyrokinesis are dangerous, most tend to be unreliable.
information and open skills. The end result is a character (Talents are handled secretly by the GM and are covered in
with a life history and some viable capabilities. There is no the HârnMaster GM Edition.)
rigid format for a pregame. Some roleplaying groups ignore
the process completely in order to start playing quickly.
PSYCHE
Character Attribute(s) including phobias, mental traits and
PRESS disorders. Most newly generated PCs do not have Psyche
Advanced Action Option: available only to engaged attributes. The GM may handle Psyche secretly (GM EDITION).
characters. Press is an attempt to push an opponent while
maintaining a reasonable defensive posture with (any)
weapon(s). The attacker simply pushes. Press (or PSYCHIC BLINDNESS
Counterpress) ML is 5×STR (subject to PHYSICAL PENALTY). A condition (caused by AURAL SHOCK) wherein a character is
Pressing always puts both contestants in CLOSE Mode. unable to use talents or spells. The condition typically lasts
for 3d6 hours after which recovery is virtually instantaneous.
PROFILE
A form on which character data are recorded. HârnMaster PULL
has two main profiles: the character profile records (Bows) See DRAW WEIGHT.
character attributes and skills and the combat profile
contains information related to combat.
PVÂRISM
PRONE A school of philosophy that perceives the world in terms of
elements. Few pvârans treat the elemental view as a literal
Any character who is prone or supine (i.e. lying down instead model. Rather, it is seen as a worldview that lets pvâric
of on her/his feet). Prone characters are at a disadvantage in philosophers “grasp” the All in a meaningful, workable way.
combat. Prone characters suffer 20 point penalties when
attacking or defending.

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.

HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 31

RIDING Ritual Invocation


Physical/Combat Skill: Riding is used in combat (COMBAT 14) A standard religious ceremony to invoke a deity for a
to determine ability to ride/control a steed, and may be used specific, limited miracle. Ritual Invocations are learned from
for other mounted manoeuvres at GM discretion. Each priests and are generally only taught to members of the
species of steed (horses are most common) is treated as a priesthood. Most clerics know a selection of Ritual
speciality. The skill may be opened at SB1 on the first Invocations roughly in proportion to their rank/office within
attempt to mount a steed. The rider–steed relationship is the church.
significant: if a rider acquires a new steed, reduce riding ML
Compared to other forms of divine intervention, Ritual
by 10 (if of the same species as a previous steed) or by 20
Invocations are more predictable and tend to expend less
otherwise. Older horses, especially those with previous
piety points, but whenever the gods are involved, the invoker
owners, may take longer, or even defy training altogether.
is advised to use caution. See: RELIGION 9.
It is believed that that the deity delegates the necessary
RING powers to one or more of its subject demigods/demons. This
way, a ritual invocation does not actually involve the deity
Armour Material: Armour made of heavy cloth or leather
unless the call is so inappropriate or “odd” as to attract
reinforced with intermittent metal bezants, rings, or strips.
divine attention.
This reinforcing improves the material’s defence against
edged weapons, but has little other effect. For materials
reinforced by continuous metal plates, see SCALE. ROLEPLAYING
See ROLEPLAYING article for Objectives of; Structure of;
Roleplaying & Fantasy; Image of; Styles of; The Game (how
RISE it is played); Advice for Players.
Action Option: 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 ROUND
successful unless the character is forcibly held down, (Combat Round) A ten second period during which all
seriously injured, or otherwise impeded. The GM may require character’s take Turns. The 10 seconds is only an average
a test of Agility or Strength to resolve a Rise option under and/or approximation. Some Rounds take longer, some less.
difficult circumstances.
ROUNDING FRACTIONS
RITUAL See FRACTIONS.

Automatic, Multiple, Communication Skills: Familiarity with


the ritual/dogma of a church. There is a distinct skill, with its RUN
own Skill Base, for each religion. Appropriate training, divine The fastest rate of MOVEMENT. A character can run up to twice
revelation or study materials, are needed to earn Effective MOBILITY per turn, but accumulates fatigue points
development rolls. Most aspects of Ritual are dealt with equal to FATIGUE RATE each turn (in addition to any fatigue
under RELIGION. Language may be a limiting factor when the acquired from other activities).
skill is used to communicate with a congregation. RELIGION 5.
All Ritual Skills (for whatever deities) use the same Skill Base RUNECRAFT
(even though each deity has a discrete skill). There are
Lore/Craft Skill: The esoteric ability to perform divination(s)
alternate formulae for each church. However, there are
and/or analysis by means of runestones. This is a relatively
potential problems if the RPG Group opts to use SB
common divinitory technique in Ivínia and among the
formulae that include MORALITY (such as the optional SB for
Khúzdul, but rarer elsewhere.
Laráni and Peóni). Problems arise from the fact that the
Player selects rather than generates the Morality attribute, A typical rune-reading consist of (1) runestones are placed in
and from the fact that morality can change in the course of a bag and shaken gently; (2) the querent extracts one stone
play. Regenerating Ritual SB (and possibly ML) each time the from the bag for each of several facets of the query; (3) the
character does a good work or sins can be a bit annoying. stones, each of which has a customary divinitory meaning,
To avoid the problem, use the same SB formula for all are interpreted in context. This procedure is somewhat like
religions. This would not mean that there would only be one that used in the tarot.
ritual skill; there would still be a discrete skill for each
religion.

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.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 33

SHIELDS Shock Recovery


If a patient is in shock, enter a Healing Rate of H5 adjacent
Combat/Weapon Skill: The ability to use shields. Specialities
to “Shock” in the injury section of the combat profile. Shock
include Kite, Knight’s (heater), Roundshield, and Buckler.
is treated as a special injury. A shock recovery roll may be
Shields are just about the only defensive weapons available; it
made every four hours. The Target Level for a Shock
is generally believed that a warrior without a shield is in
Recovery Roll is HR×Endurance. If an attending Physician
serious trouble.
(for this purpose anyone with open Physician skill) is present,
add 50% of Physician ML to the Target Level.
SHIPWRIGHT q Characters who return to normality after being in shock
Lore/Craft Skill: Used to ships, boats and/or their fittings. must sleep off all their fatigue.

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.

q Shock Roll Penalties SINGING


Some shock rolls may include an (optional) situational Automatic Communication Skill:
penalty number. This may be ignored, or five times the VALUE ENHANCEMENT may be used to assess the quality of a
number may be subtracted from the shock roll target level performance, 1.5 being considered fair, and higher scores
(eg. E3 would indicate a 15-point penalty). These penalties ascending to virtuosity. The quality of a performance may or
have the effect of increasing the probability that characters may not be appreciated.
will be stunned and/or loose consciousness and have
significant effect on play.
SIZE Weight Size Factor Random
Regaining Consciousness All clothing and all
An unconscious character tests CONDITION (subject to 61–65 1 0.50 01–02
characters have size.
66–75 2 0.60 03–05
PHYSICAL PENALTY) on each subsequent turn. If someone Character Size derive 76–90 3 0.70 06–10
attempts to revive the character (water, slapping the face, from WEIGHT accord- 91–110 4 0.80 11–22
medicinal tonic, etc.) the TL may be increased at GM ing to the Size Table. 111–135 5 0.90 23–37
discretion. An attempt to regain consciousness is resolved Armour/clothing may 136–165 6 1.00 38–63
with the Consciousness Recovery Table. be made in any size. 166–200 7 1.10 64–78
Armour Size affects 201–240 8 1.20 79–90
CONSCIOUSNESS RECOVERY production data.
241–285 9 1.30 91–97
CF Character falls into a comatose state & is in SHOCK. 286–335 10 1.40 98–00
Size Encumbrance:
MF Character remains unconscious.
PCs may have difficulty finding decent armour, and be forced
MS Character is conscious and in SHOCK.
to acquire bits and pieces as booty. Unfortunately, a large
CS Character is conscious (not in SHOCK).
character cannot squeeze into a small habergeon and a
Shock: Symptoms & Effects small character may be encumbered in a large hauberk. A
Characters in shock display a variety of symptoms including one-size difference in flexible body armour may be overcome
pallor, cold sweats, weakness, and nausea. They are often by lacing a garment more or less tightly and can be ignored.
incoherent and may gaze helplessly at their injuries. Shock Greater differences in size may make a garment unwearable,
prevents virtually all skills, spells and talents. In a combat or the GM may assess a special ENCUMBRANCE penalty. Any
situation, a character in shock may REST, or Walk/Crawl or penalty should take into account the type of armour; a
be led away; s/he will Ignore attacks upon his/her person. wrong-sized helmet may be less encumbering than a wrong-
sized hauberk.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 34

SKIING SKILL vs SKILL: When two characters use skills against


each other, each makes an appropriate skill roll and
Physical Skill: Cross–country skiing, including basic downhill whichever character achieves the higher success level "wins".
ability. Skiing is a rare skill, except among northern peoples In the event that both characters achieve the same success
such as the Yaríli of Ivínia. level, a tie results (neither party “wins”).

SKILL Tiebreakers If a tie is not appropriate to the situation, it may


be resolved in the following order:
SKILL BASE [SB]: A character's natural affinity for a skill.
(1) Whichever contestant has the higher ML wins;
Each time a skill is opened, a SB is calculated: The Skills
(2) Whichever contestant had the lower skill roll wins;
Table lists ATTRIBUTES for each skill. To determine SB, these
(3) Flip a coin.
attributes are averaged (round fractions to the nearest whole
number). If an attribute is listed twice, it is counted twice in Practice/Study SKILLS 4; Training/Instruction SKILLS 5;
the calculation. The table also shows Astrological SB STRESSFUL Bonus Experience SKILLS 4; Skills Table SKILLS 7.
modifiers. If the character's SUNSIGN is listed, s/he increases
SB by the indicated number.
SLINGS
Skill Base has two main uses: it is added to the Development Physical/Combat/Weapon Skill: The ability to use sling–type
Roll, each time the character attempts to improve the Skill; A weapons. Specialities include Sling and Staff–Sling.
multiple of SB is used to determine OML.

SKILL DEVELOPMENT ROLL: At various times in the SMELL/TASTE [SMT]


course of play, the GM will award a Skill Development Roll to Numerical ATTRIBUTE. A character’s sensitivity to odour and
a character. Some skills may be developed by practice/ taste. CHAGEN 9.
study, some require training. A Skill Development Roll is
executed as follows: SMP
1. Roll 1d100; Skill Maintenance Point. See SKILL Decline
2. Add the applicable Skill Base to the roll;
3. If the result is greater than current ML, increase ML by SPECIALITY
one; Otherwise there is no increase. Optional/Advanced Rule). Most skills can be divided into
If several development rolls are simultaneously awarded for sub–skills, or specialities. Specialisation suggestions are
the same skill, they are made sequentially. given on the Skills Table. A weaponcrafter could
specialise in making mail, and a jeweller in gem-cutting or
SKILL MAINTENANCE: Each month, each character is goldsmithing.
awarded a number of Skill Maintenance Points (SMP):
If a skill is broken into specialities the practitioner selects one
q Each Character receives 30 SMP per month. of the specialities as his/her speciality and notes it on the
q Each Character receives 3xWill SMP per month character profile. The character only receives full ML when
SMP cannot be accumulated from one month to the next; using a chosen speciality. If using an unchosen speciality,
any unexpended SMP are lost. During monthly skill s/he suffers a 10 point penalty. (SKILLS 2).
maintenance, the character may opt to make one skill
development roll for each ten SMP.
SPECIAL PENALTY
q SKILL DECLINE: Neglected skills may decline. A Special Penalties are assigned to reflect temporary
character that does not enter the water for years might handicaps not covered by the classes of PHYSICAL PENALTY. A
discover that s/he is not as good a swimmer as previously. character carrying an awkward item, or who is tied/tangled in
Age may also cause ML decline. some way may be assessed a Special Penalty. A Special
No skill may decline below its OML. Any skill at OML is Penalty applies as long as the condition that brings it about.
automatically protected. Any skill for which a Development Wrong Hand Penalty: One class of special penalty results
roll is made is automatically “protected”. from using a weapon in the wrong hand. There is never a
If the Shèk-Pvâr Enriched Magic ML Decline rule is in use, penalty for using a weapon two–handed, but some weapons
Spells are excluded from this rule. Native tongue is always are penalised if they are used in the primary and/or
excluded (unless the character is isolated and silent). secondary hand. See Weapon Data Table for details.
1 SMP may be expended to “protect” a skill from decline
(without developing it). The character must protect work SPECIES
skills before protecting non–work–related skills. Each Character ATTRIBUTE. The race or people to which a
Unprotected Skill may decline. Roll 1d6: character belongs. Species determines generation method
for most other attributes. CHAGEN 2.
SKILL DECLINE TABLE
1d6 Roll 1 2 3 4 5 6 SPEED [SPD]
Effect on ML –2 –1 –1 • • • Numerical ATTRIBUTE. The ability to run (sprint) when
unencumbered. (ENDURANCE is more important for long
SKILL INDEX [SI]: One tenth of ML (not EML) rounded exertion). CHAGEN 9.
down. Hence, the SI of ML59 is 5.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
Glossdex 35

SPIRIT q STEED JUMPS


Inclusion of Spirit is optional at GM discretion. If it is included Horses (etc.) may jump obstacles in the course of
in the game, it is an automatic talent. SB is calculated by movement. A Low or Narrow jump may be cleared without
averaging Aura, Aura & Will; there are no astrological any test at any rate of speed. Low/High/Narrow/Wide jumps
modifiers. The OML is 3×SB. are defined according to the type of horse:
Jump Warpony Palfrey Warhorse
SQUEEZE Low
High
up to 2’
up to 4’
up to 3’
up to 5’
up to 4’
up to 6’
Damage ASPECT. A type of damage caused by crushing, as
Narrow up to 6’ up to 8’ up to 10’
might be caused by a constricting snake.
Wide up to 12’ up to 16’ up to 20’
If the STEED COMMAND CHECK rule is in force, a horse will
STAB attempt a High/Wide jump only after a successful Steed
Command Check. The jump is attempted by testing a
Wounds. See POINT and/or ASPECT. multiple of the steed’s Agility determined by its rate of speed:
Speed Trot Canter Gallop
STANDOFF/MISS Test 4×AGL 5×AGL 6×AGL
Note that higher rates of speed make jumping easier. The
A combat result whereby no party gains an advantage.
result of the steed jump roll is interpreted as follows:
CS/MS Jump cleared, continue move.
STARVATION MF Steed balks, Rider UNHORSING Roll end move.
See malnutrition CF Steed falls. Rider UNHORSING Roll if the rider rolls
CF, s/he is crushed beneath the steed.

STAVES Test steed 5×AGL to determine injury to steed:

Physical/Combat/Weapon Skill: The ability to use long– CS/MS No injury


handled, staff–type weapons. Specialities include Javelin, MF Steed lame (temporary)
Staff (Quarterstaff), Spear, Trident and Lance. CF Steed breaks leg.

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

STRENGTH [STR] STUMBLE ROLL [S]


Numerical PHYSICAL Key ATTRIBUTE. A character’s physical DODGE/Agility Test: A test to determine whether a character
power. Strength reflects brute force, but not Endurance; how falls PRONE. Stumble rolls may be triggered by obstructions
much a character can lift, but not for how long. CHAGEN 8. encountered while moving, by combat/injury, or ordered at
any time by the GM. The TARGET LEVEL for a stumble roll is

STRENGTH REQUIREMENT q 5×Agility or q Dodge EML


Most weapons come in different weights/pulls, each of which Either TL is subject to PHYSICAL PENALTY. TL may be further
has a different strength requirement. In order to use a modified at GM discretion (see table). With CF/MF the
weapon, a character’s strength must equal or exceed the character falls PRONE (Depending on velocity, a stumbling
weapon’s strength requirement. character may, at GM discretion, land in an adjacent hex).
q Characters may use weapons for which they do not meet
STUMBLE ROLL TL MODIFICATIONS
the strength requirements: A character using a melee
Character is Running –10
weapon for which s/he does not meet (or exceed) the
Poor Light –10
strength requirement has IMPACT reduced by the shortfall and
Darkness –20
EML reduced by five times the shortfall. (E.g.. A character
Character is Moving Backwards –20
whose Strength is 12 would use a weapon with a Strength
Heavy Obstruction –10
Requirement of 15 with a 15 point EML penalty and a 3 point
Stumble Roll was triggered by Injury –10
reduction in (all ASPECTS of) Impact.)
Light Obstruction +0
This optional rule may also be applied to bows, but it is not Stumble Roll TL modifiers are cumulative.
recommended, since it is doubtful that a character who lacks
Movement obstructions are classed as Light (low bushes or
the necessary strength could even pull a bow.
furniture, prone bodies, etc.) or Heavy (low walls, tables,
large piles of rubble, etc.)
STRIKE ✩ Quadrupeds & Stumble Rolls
The convergence of a potentially damaging object with a Large quadrupeds such as horses are also subject to
target. In combat, most strikes occur when a weapon strikes stumble rolls, but a significant obstruction to a man may not
a combatant, although someone falling from a horse or be much of an obstacle to a 1,500-pound horse.
window, is usually struck by the ground. Every strike has two
When quadrupeds fail stumble rolls, they fall prone only with
attributes: ASPECT (damage type) and IMPACT (amount of
Critical Failure. With Marginal Failure, they “stumble” and
damage).
recover almost immediately (at GM discretion). Any time a
Strike Delivery: The process of determining the damage steed fails a stumble roll, the rider (if any) must make an
(injury) done to a person (or object). The strike delivery UNHORSING roll.
process determines ASPECT and IMPACT (the latter usually
involves one or more dice rolls). It then reduces effective STUN
impact according to any armour worn. Finally, (any) injury to A temporary state of reduced alertness caused by combat
the struck person/object is determined with the Injury Table. and/or other event(s) at GM discretion. Upon being stunned,
Strike Location: The body part where a strike lands. Strike the character critically fails any skill, talent, spell, etc., in
location is determined by using the most appropriate Strike which it is engaged. Some of the following options are
Location Table. mutually exclusive:
q Being stunned also cancels the victim’s next single action:
if the character’s next action is a defence the character is
obliged to IGNORE (one attack only). If no enemy attacks
the character, s/he is obliged to PASS on her/his next turn.
q Character may defend at ½ML Instead of selecting IGNORE.
q Character accrues 4d6 (normal) FATIGUE points.
q Character accrues 4d6 temporary FATIGUE points, which
are eliminated at a rate of 1d6 per turn (on his/her own
turns) until they are all gone (this amounts to a SPECIAL
PENALTY and may be recorded as such).

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

SUMMONING SWIMMING TABLE


Windforce/Difficulty
Ritual Invocation Success Level [0] [1] [2] [3] [4]
Time to Perform: about 5 minutes
Requirements: prayer/gesture/cant/etc. Critical Success 9 8 6 4 2
Marginal Success 7 6 4 2 0
Calls forth a denizen of the cleric’s deity. A Môrgáthan might Marginal Failure 2 0 Sink Sink Sink
call the nearest gùlmôrvrin, an Agríkan might call a V’hîr, etc. Critical Failure Sink Sink Sink Sink Sink
The power and co-operation of the summoned creature may Determine maximum lateral progress in yards by multiplying the
depend on the success level attained. It is difficult to predict numbers given by Swimming SI.
how soon the summoned entity will appear or the nature or
Holding Breath
power of the entity that appears. See also COMMAND. The
q A character can hold her/his breath for 10×Endurance seconds
invocation has a limited range and will not summon (Endurance Turns)
creatures more than a league distant. q A character can hold his/her breath for 2×Condition seconds.
However, if the invoker takes about an hour, draws a Fatigue & Resting A swimmer accumulates FATIGUE RATE
pentagram, burns copious amounts of incense, cants, etc., it fatigue points each minute, but may rest by treading water. A
may be possible to summon certain types of creatures from resting swimmer rolls to see if s/he sinks, but does not move
other planes. This type of summoning is limited to ethereal (except with the current).
or demi-ethereal creatures, such as the V’hîr, whose natural
habitat is not of the world. Underwater Swimming A character can hold his/her breath
for Endurance x 10 seconds, but accumulates triple fatigue
q The ritual may be used to summon any ethereal
and halves progress while underwater.
demon/demigod whose true name is known.
q With CS, an ethereal/demon/demigod whose true name is Lifesaving or Assisting When one swimmer helps another,
not known may be summoned. their combined ML is their average minus 10. If one
swimmer attempts to convey an unconscious swimmer the
applicable ML is that of the conscious swimmer minus 10.
SUNSIGN [SUN] Drowning If the character is in water deeper than her/his
Character Birth ATTRIBUTE. The zodiacal constellation under
height, a Sink result implies that s/he spends all or most of
which a character is born. Birthdate determines Sunsign,
the minute underwater. A character who spends more
which provides a framework for personality development (see
(consecutive) time underwater than s/he can hold his/her
HârnPlayer). Sunsign also helps determine a character’s
breath passes out; her/his lungs fill with water, s/he stops
affinity for various skills (SKILLBASE). CHAGEN 3.
breathing, and s/he dies in 20×Endurance seconds unless
revived.
SURPRISE q Resuscitation An unconscious (live) character removed
Both sides do not always instigate combat at the same time. from the water may be revived with a successful 1d100 roll
In general, only characters on the side that starts a battle against a target level of 20 (or Physician ML if higher). An
should have Turns in the FIRST round. In most cases attempt may be made each ten seconds until the victim
surprise lasts only one round and normal sequencing applies regains consciousness or dies.
in subsequent rounds. However, the GM may decide that
Current Corrections: Lateral distance should take current
character(s) are surprised to a greater degree, or in mid
into account. A character that swims 48 yards per minute up
battle by odd tactics. Incidental Surprise may be simulated
a river with a current at 36 yards per minute will only travel
by Special Penalties.
12 yards of lateral distance.
1 Km/hr = 17 yards/minute
SURVIVAL 1 Mile/Hour = 29 yards/minute.
Lore/Craft Skill: The knack of surviving in the wilderness. May
be used to establish the quality of a lean–to, build fires under
difficult circumstances, and so on. Survival is a general-
purpose outdoor skill for activities not covered by FORAGING,
TRACKING, HERBLORE or PLANTFINDING.

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).

TACTICAL ADVANTAGE [TA] TEST


The process of determining whether or not a skill (or
An extra turn that a character can earn in combat.
attribute) works when it is used, usually by comparing a
COMBAT 3.
1d100 roll to an EML or Target Level (TL). If the roll is not
TALENT greater than the EML/TL the test is successful, otherwise it
fails. For more information see MASTERY LEVEL, EFFECTIVE
See PSIONIC TALENT. MASTERY LEVEL, TARGET LEVEL

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.

A number tested, in the same manner as an EML, to


determine a success level. TL is different from EML only in THIRST
the way in which it is calculated (i.e., not from a MASTERY For optimum health humans are advised to consume 6-8lbs
LEVEL). of water a day. With allowance for water obtained in
foodstuffs, HârnMaster requires 5lbs of water per person per
TAROTRY day. Hârn has plenty of precipitation. It may be assumed that
Lore/Craft Skill: The every hex on the regional map has adequate groundwater
ability to use the (streams and ponds). Therefore, only exceptional
Hârnic or other Tarot circumstances will place characters in a position in which
for contemplation they cannot readily obtain sufficient water. Hence, for most
and/or divination. purposes, the concept of thirst may be ignored (assumed to
Testing Tarotry be automatic).
determines the Too little water causes dehydration leading to thirst, loss of
accuracy of a muscular strength, endurance, and heat tolerance, extreme
reading. weakness, coma and death. In general, it takes about 4 days
To actually make a of fluid deprivation to die of thirst.
tarot reading, see the Too much water can lead to water intoxication. Consumption
Hârnic Tarot in excess of 3 ½ cups an hour is more than the stomach can
(separate absorb. Symptoms are blurred vision; cramps; headache;
publication). convulsions.
See also ASTROLOGY and/or RUNECRAFT. Note that we measure water in pounds because foods are
measured in pounds and it is more convenient (especially
TEACHER when calculating trip loads) to consider both types of
provision in the same units of measure. For those used to
Some skills may be taught by one character to another the Terran metric system, a pound is slightly less than half a
provided the teacher is qualified. A qualified teacher is litre (451ml). For notes on hunger, see MALNUTRITION.
someone who knows the skill in question and has ML at least
20 points higher than the student’s. The definition of teacher
may vary according to the situation at GM discretion.

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.
HârnMaster v.2.1 Gold © 1986, 2003 N. Robin Crossby All Rights Reserved
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

WEAPON QUALITY [WQ]

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

WHIPS Notes & corrections


Physical/Combat/Weapon Skill: The ability to use various The GM may, from time to time amend the published rules.
types of whip. Specialities include Whip and Ísagâra (great This is as good a place as any to record such changes:
whip).

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.

WRONG HAND PENALTY


See SPECIAL PENALTY.

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)

PHYSICAL PENALTY (FP+IP)


WEAPON PROFILE
WEAPON WEIGHT WQ B E P F S T (ML) ✷ NOTES SPECIAL PENALTIES

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)

Location 1 Location 2 Location 3 Location 4


Purse (Cash on Person)

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

MELEE ATTACK MATRIX


DEF Ø BLOCK 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 BF AF AF AF BF AF D¶2D¶3 BS AF DTA DTA BS DTA DI DI DTA CF


MF DF d d AF A¶1 l D¶1D¶2 DS l l DTA A¶1 BS DTA DI A¶1 MF
MS A¶2 A¶1 d d A¶3A¶2B¶1 D¶1 A¶2A¶1 l l A¶2A¶2A¶1DTA A¶3 MS
CS A¶3 A¶2A¶1 d A¶4A¶3A¶1 B¶1 A¶3A¶2A¶1 l A¶3A¶2A¶2 l A¶4 CS

COMBAT MATRIX RESULTS


A¶/D¶/B¶ Strike by: Attacker/Defender/Both; d BLOCK (treat as l if weapon damage rules are not in use)
Number indicates Impact Dice. A✣/D✣ Trample (Strike) by Attacker’s Steed/Defender’s Steed
AF/DF/BF FUMBLE Roll Attacker/Defender/Both AS/DS/BS STUMBLE Roll: Attacker/Defender/Both (stumbles
ATA/DTA TACTICAL A DVANTAGE for: Attacker/Defender generated for mounted combatants apply to steed).
AI/DI/BI HOLD obtained by: Attacker/Defender/Both AB/DB Attacker/Defender forced back one hex
AU/DU/BU Attacker/Defender/Both UNHORSING ROLL ✟ No Effect (Miss, ineffective or glancing blow, etc.)

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

n GRAPPLE ATTACK Attacker ML = Unarmed Combat


DEF Ø PRESS 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 BF D✩1 D✩2 D✩3 BS AS DTA DTA BS AS DI DI DTA CF
MF DS BS AS AS ● ● D✩1 D✩2 DS ● DTA DTA DS ● DI DI AI MF
MS AI AI BS AS AI AI ● D✩1 AI AI ● DTA AI AI BI DI AI MS
CS AI AI AI BS AI AI AI ● AI AI AI ● AI AI AI BI AI CS

n MOUNTED attacking MOUNTED (General Attack) Attacker ML = Team Initiative


DEF Ø PRESS COUNTERSTRIKE BLOCK DODGE IGNORE × DEF
ATT CF MF MS CS CF MF MS CS CF MF MS CS CF MF MS CS No Roll ATT
CF BU AU AU AU BU AU AU D✩4 BU AU AU AU BU DB DB AU AU CF
MF DU BS AS AU DU BS D✩1 D✩2 DU BS DTA DTA DU DB DB DB DU MF
MS DU A✩2 ● AS DU A✩3 BS D✩1 DU A✩2 d DTA DU A✩2 DB DB A✩3 MS
CS DU A✩3 A✩2 ● DU A✩4 A✩3 BS DU A✩3 A✩2 d DU A✩3 A✩2 DB A✩4 CS

n MOUNTED attacking FOOT (Trample/Weapon Attack) Attacker ML = Team Initiative


FOOT Ø COUNTERSTRIKE BLOCK DODGE IGNORE × FOOT
MTD CF MF MS CS CF MF MS CS CF MF MS CS No Roll MTD
CF BS D✩1 D✩3 D✩4 BS d d AU BS DB DB AU ● CF
MF A✣3 DF D✩2 D✩3 A✣3 BS d d A✣2 BS DB DB A✣2 MF
MS A✩3 A✣3 DS D✩2 A✩3 A✣3 A✣1 d A✩2 A✣2 DB DB A✩3 MS
CS A✣4 A✩3 A✣3 DS A✣5 A✩3 A✣3 A✣1 A✣3 A✩2 A✣2 DB A✣5 CS

n FOOT attacking MOUNTED (Weapon Attack) Attacker ML = Applicable Weapon ML


MTD Ø PRESS COUNTERSTRIKE BLOCK DODGE IGNORE × MTD
FOOT CF MF MS CS CF MF MS CS CF MF MS CS CF MF MS CS No Roll FOOT
CF BS D✣2 D✣3 D✣4 BF D✣2 D✩3 D✩4 BS d AF AS BS DB DB AS ● CF
MF A✩2 ● D✣2 D✣3 A✩3 AF D✩2 D✩3 A✩1 BF d AF A✩1 ● DB DB A✩1 MF
MS A✩3 A✩2 D✣2 D✣2 A✩3 A✩3 B✩2 D✩2 A✩2 A✩1 d d A✩2 A✩1 DB DB A✩3 MS
CS DU A✩3 A✩2 B✩2 DU A✩3 A✩3 B✩3 DU A✩2 A✩1 d DU A✩2 A✩1 DB A✩4 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

MISSILE STRIKE LOCATION TABLE

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

MISSILE RANGE TABLE


RANGE ð 4/Less 8/Less 16/Less 32/Less 64/Less 128/Less 256/Less Mounted
WEAPON DW EML/IP EML/IP EML/IP EML/IP EML/IP EML/IP EML/IP Modifier
Bow (40) +15/6 +10/6 +5/4 +0/3 ❍ ❍ ❍ –20/–40
Bow (60) +15/8 +10/8 +5/6 +0/5 –10/4 ❍ ❍ –20/–40
Bow (80) +15/10 +10/10 +5/8 +0/7 –10/6 –20/5 ❍ –20/–40
Bow (100) +15/12 +10/12 +5/10 +0/9 –10/8 –20/7 –60/6 –20/–40
Bow (120) +15/14 +10/14 +5/12 +0/11 –10/10 –20/9 –60/8 –20/–40
Crossbow (40) +20/5 +15/5 +5/4 +0/3 –30/1 ❍ ❍ –35
Crossbow (60) +20/7 +15/7 +5/6 +0/5 –30/3 ❍ ❍ –35
Crossbow (80) +20/9 +15/9 +5/8 +0/7 –30/5 ❍ ❍ –35
Sling ✧ +10/4 +5/4 +0/3 –10/2 –25/2 –50/2/ ❍ –25
Staff Sling ✧ +5/5 +5/5 +0/4 –5/4 –20/3 –40/2 –80/2 –45
Spear ✧ –5/100% –10/50% –20/50% –40/50% ❍ ❍ ❍ –20
Javelin ✧ +0/100% –5/100% –10/50% –20/50% –40/50% ❍ ❍ –15

Throw. Knife ✧ +0/100% –10/100% –20/50% –50/50% ❍ ❍ ❍ –05


Throwing Axe ✧ +0/100% –5/100% –15/50% –50/50% ❍ ❍ ❍ –20
Melee Weapon ✧ –15/100% –30/50% –60/50% –90/50% ❍ ❍ ❍ –30

LEGEND Column Shifts


❑ Crosswind.............Shift Right by WF
DW Bows are rated for draw weight (lbs). To determine the maximum DW (pull) ❑ Target 2×Man Size............ Shift Left
that a character can draw and fire, multiply the average of Strength and Bow ❑ Target ½ Man Size ..........Shift Right
SI by 10 pounds.
✧ Strength Requirement for these weapons determined by weapon weight from EML Modifiers
Weapon Data Table. ❑ Attacker Moving......................... –10
❑ Attacker Mounted .......... Mtd (Table)
❍ Cannot reach this far with any consistency or accuracy.
Target Stationary........................ +0
Range (hexes/inches). For range up to 4 hexes (20 feet) use 1st column. >4, ≤8 ❑ Target Moving Normally . –DODGE SI
hexes use 2nd column and so on. ❑ Target Active DODGE . –DODGE SI×2

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.

SHIELDS SKILL WT STR WQ A/D Pr Se B/E/P Make Price


Buckler II Shield 2 4 12 1/B — — 1/—/— 4d 16 24d
Buckler III Shield 3 9 13 1/B — — 1/—/— 6d 16 30d
Roundshield V Shield 5 6 12 1/R — — 2/—/— 8d 30 42d
Roundshield VI Shield 6 10 13 1/R — — 2/—/— 10d 30 46d
Roundshield VII Shield 7 14 14 1/R — — 2/—/— 12d 30 50d
Knight’s Shield V Shield 5 6 13 1/H — — 2/—/— 8d 42 60d
Knight’s Shield VI Shield 6 10 14 1/H — — 2/—/— 10d 42 72d
Knight’s Shield VII Shield 7 14 15 1/H — — 2/—/— 12d 42 84d
Kite Shield VII Shield 7 7 13 1/K — — 2/—/— 9d 54 66d
Kite Shield VIII Shield 8 12 14 1/K — — 2/—/— 11d 54 72d
Kite Shield IX Shield 9 16 15 1/K — — 2/—/— 13d 54 78d
Tower Shield VIII Shield 8 8 13 1/T — — 2/—/— 9d 76 96d
Tower Shield IX Shield 9 12 14 1/T — — 2/—/— 11d 76 102d
Tower Shield X Shield 10 16 15 1/T — — 2/—/— 13d 76 108d
BOSS GORE: A Boss gore may be added to any shield. The sole effect is to provide Point aspect with Impact 3.

KNIVES & SHORTSWORDS SKILL WT STR WQ A/D Pr Se B/E/P Make Price


Dagger I Knives 1 — 11 1/1 — 05 1/2/4 2d 20 24d
Knife (m) I Knives 1 — 10 1/0 — 05 0/1/4 1d 4 6d
Kéltan (Main Gauche) II Knives 2 — 11 1/2 — 05 2/0/3 4d 28 36d
Tabúri (Throwing Knife) I Knives 1 — 12 1/0 — 05 0/—/3 2d 16 20d
Longknife (r) I Shortswords 1 — 11 2/2 — 05 1/3/5 3d 90 96d
Mankar I (r) II Shortswords 2 6 11 2/1 — 10 2/5/0 4d 72 80d
Mankar II (r) III Shortswords 3 12 11 2/1 — 10 3/6/0 5d 76 84d
Shortsword II Shortswords 2 6 11 2/1 — 10 2/4/4 4d 82 90d
Shortsword III Shortswords 3 12 11 2/1 — 10 3/5/4 5d 86 96d
Falchion III Shortswords 3 7 11 3/1 — 10 3/5/0 6d 102 108d
Falchion IV Shortswords 4 11 11 3/1 — 10 4/6/1 8d 104 120d
Falchion V Shortswords 5 15 11 3/1 — 10 5/7/2 10d 106 124d

LONGSWORDS SKILL WT STR WQ A/D Pr Se B/E/P Make Price


Broadsword III Longswords 3 9 12 3/2 — 15 3/5/3 6d 138 144d
Broadsword IV Longswords 4 13 12 3/2 — 15 4/6/4 8d 138 156d
Broadsword V Longswords 5 17 12 3/2 — 15 5/7/5 10d 138 168d
Mang III (r) Longswords 3 10 10 3/2 05 20 3/5/0 6d 90 108d
Mang IV (r) Longswords 4 14 10 3/2 05 20 4/6/0 8d 90 114d
Mang V (r) Longswords 5 18 10 3/2 05 20 5/7/0 10d 90 120d
Estoc III Longswords 3 9 11 3/2 — 15 3/0/5 6d 138 144d
Estoc IV Longswords 4 13 11 3/2 — 15 4/0/6 8d 138 160d
Estoc V Longswords 5 17 11 3/2 — 15 5/0/7 10d 138 172d
Bastard Sword V Longswords 5 8 12 4/2 10 20 4/6/4 10d 160 172d
Bastard Sword VI Longswords 6 12 12 4/2 10 20 5/7/5 12d 160 184d
Bastard Sword VII Longswords 7 16 12 4/2 10 20 6/8/6 14d 160 196d
Battlesword VIII Longswords 8 10 13 5/2 20 30 5/8/4 12d 200 208d
Battlesword IX Longswords 9 14 13 5/2 20 30 6/9/5 14d 200 220d
Battlesword X Longswords 10 18 13 5/2 20 30 7/10/6 16d 200 232d
Battlesword XI Longswords 11 22 13 5/2 20 30 8/11/7 18d 200 244d
Battlesword XII Longswords 12 26 13 5/2 20 30 9/12/8 18d 200 256d

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

AXES SKILL WT STR WQ A/D Pr Se B/E/P Make Price


Sickle I (m) Axes 1 3 9 1/1 — 05 1/4/3 3d 6 10d
Shorkana II Axes 2 4 10 1/1 — 10 3/5/— 6d 36 48d
Shorkana III Axes 3 8 10 1/1 — 10 4/6/— 8d 36 54d
Hatchet II (m) Axes 2 4 9 1/1 — 10 3/4/— 3d 3 6d
Hatchet III (m) Axes 3 8 9 1/1 — 10 4/5/— 5d 3 9d
Handaxe III Axes 3 10 11 2/1 — 10 4/6/4 8d 54 72d
Handaxe IV Axes 4 15 11 2/1 — 10 5/7/5 10d 54 84d
Handaxe V Axes 5 20 11 2/1 — 10 6/8/6 12d 54 96d
Battleaxe V * Battleaxes 5 12 12 4/2 15 25 5/8/5 14d 68 96d
Battleaxe VI * Battleaxes 6 16 12 4/2 15 25 6/9/6 16d 68 108d
Battleaxe VII * Battleaxes 7 20 12 4/2 15 25 7/10/7 18d 68 120d
Warhammer IV Battleaxes 4 12 11 3/1 05 15 5/—/4 8d 54 72d
Warhammer V Battleaxes 5 15 11 3/1 05 15 6/—/5 10d 54 84d
Warhammer VI Battleaxes 6 18 11 3/1 05 15 7/—/6 12d 54 96d

FLAILS SKILL WT STR WQ A/D Pr Se B/E/P Make Price


Nachakas I Flails 1 5 10 3/2 — 05 2/—/— 2d 8 12d
Grainflail II (c) Flails 2 3 9 4/1 — 10 4/—/— 4d 4 12d
Grainflail III (c) Flails 3 6 9 4/1 — 10 5/—/— 6d 4 16d
Ball & Chain III* Flails 3 6 12 4/2 — 15 5/—/3 10d 36 60d
Ball & Chain IV* Flails 4 12 12 4/2 — 15 6/—/4 12d 36 72d
Ball & Chain V* Flails 5 18 12 4/2 — 15 7/—/5 14d 36 84d
Ball & Chain VI* Flails 6 24 12 4/2 — 15 8/—/6 16d 36 96d
Warflail IV * Flails 4 6 11 5/2 20 30 7/—/3 6d 44 48d
Warflail V * Flails 5 12 11 5/2 20 30 8/—/4 8d 44 60d
Warflail VI * Flails 6 18 11 5/2 20 30 9/—/5 10d 44 72d
Warflail VII * Flails 7 24 11 5/2 20 30 10/—/6 13d 44 84d

STAVES SKILL WT STR WQ A/D Pr Se B/E/P Make Price


Javelin III Staves 3 6 10 3/1 — 15 2/—/6 7d 22 36d
Javelin IV Staves 4 12 10 3/1 — 15 3/—/7 9d 22 48d
Javelin V Staves 5 18 10 3/1 — 15 4/—/8 11d 22 60d
Staff III (c) † Staves 3 5 11 4/3 10 20 3/—/— 5d 14 12d
Staff IV (c) † Staves 4 10 11 4/3 10 20 4/—/— 7d 14 24d
Staff V (c) † Staves 5 15 11 4/3 10 20 5/—/— 9d 14 36d
Staff VI (c) † Staves 6 20 11 4/3 10 20 6/—/— 11d 14 48d
Spear IV † Staves 4 10 11 4/2 05 15 4/—/6 10d 14 52d
Spear V † Staves 5 15 11 4/2 05 15 5/—/7 11d 14 60d
Spear VI † Staves 6 20 11 4/2 05 15 6/—/8 12d 14 66d
Trident VI † Staves 6 12 12 4/3 10 20 4/—/5 12d 52 72d
Trident VII † Staves 7 18 12 4/3 10 20 5/—/6 14d 52 84d
Lance VI † Staves 6 6 11 5/1 15 25 3/—/8 15d 90 108d
Lance VIII † Staves 8 12 11 5/1 15 25 4/—/9 18d 90 120d
Lance X † Staves 10 18 11 5/1 15 25 5/—/10 21d 90 132d

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

NETS & WHIPS SKILL WT STR WQ A/D Pr Se B/E/P Make Price


Net IV Nets 4 6 9 4/0 05 10 2/—/— 8d 32 48d
Whip II (h) Whips 2 6 9 5/1 — 10 1/1/— 6d 6 12d
Whip III (h) Whips 3 9 9 5/1 — 10 2/2/— 8d 6 16d
Isagara IV (Lhr) Whips 4 12 10 5/1 — 10 3/3/— 10d 6 20d
Isagara V (Lhr) Whips 5 15 10 5/1 — 10 4/4/— 12d 6 24d

BOWS SKILL WT STR WQ A/D Pr Se B/E/P Make Price


Shortbow 40 (f) Bows Var. s 10 n/a n/a n/a variable 6d 12 24d
Shortbow 60 (f) Bows Var. s 10 n/a n/a n/a variable 6d 12 24d
Shortbow 80 (f) Bows Var s 10 n/a n/a n/a variable 8d 12 48d
Shortbow 100 (f) Bows Var s 10 n/a n/a n/a variable 10d 12 60d
Longbow 40 (f) Bows Var. s 11 n/a n/a n/a variable 12d 18 36d
Longbow 60(f) Bows Var. s 11 n/a n/a n/a variable 14d 18 48d
Longbow 80 (f) Bows Var s 11 n/a n/a n/a variable 16d 18 60d
Longbow 100 (f) Bows Var s 11 n/a n/a n/a variable 18d 18 72d

OTHER MISSILE WEAPONS SKILL WT STR WQ A/D Pr Se B/E/P Make Price


Blowgun (r) Blowgun 1 — 8 n/a n/a n/a —/—/0 n/a n/a n/a
Sling (h) Slings T — 9 n/a — 35 variable 2d 3 6d
Staff Sling (c) Slings 1 — 10 n/a 20 40 variable 7d 4 12d
Crossbow 20 (r) Crossbow 5 s 9 n/a 10 n/a variable 12d 36 60d
Crossbow 40 (r) Crossbow 6 s 9 n/a 15 n/a variable 14d 36 72d
NOTES
WEAPON Weapon name, and sometimes notes. Some weapons are not made with Weaponcraft skill. Weaponcraft rules are used, but the skills
are:: (c) Carpentry; (f) Fletching (m) Metalcraft; (h) Hideworking;.
(r) Limited to a particular region, race or culture and unavailable in most of Hârn.
(*) Point Aspect is optional and, if included, reduces basic Weapon Quality by one (1).
(L) Long-weapon. It can only attack at 2 hex range, never an adjacent target.
SKILL The skill with which the weapon is used in combat (speciality for each specific type of weapon).
WT Weight in pounds. Multiple weights are given for most weapons — additional weights can be easily extrapolated from those given.
Weight determines Strength requirements, impact, construction cost and prices. Bows are classed by pull (lbs) and also have multiple
versions.
T Trace items, arrows, slingstones, etc. are presumed to weigh 0.1 pounds each.
STR The minimum Strength required to use the weapon/weight. If additional weapons are extrapolated, STR is adjusted proportionately. In
the basic game, a character who cannot meet the STR requirement cannot use the weapon. s Every bow/crossbow has a draw weight,
or pull, rated in pounds. The maximum DW that a character can draw and fire effectively is determined by adding Strength and
applicable Skill SI and multiplying by 5. Hence, a character with 12 Strength and ML44 (SI4) could pull an 80 pound bow.
WQ Average Weapon Quality. This rating may be modified by the maker's skill.
A/D Weapon attack/defence class (not really required if the Weapon Comparison Table is used).
Pr/Se Hand Mode Penalties There is no penalty for using a weapon 2–handed, but some are penalized when used in the Primary (Pr) or
Secondary (Se) hand. If the weapon is used in the primary hand only (right-hand for right–handed characters) any penalty under (Pr) is
applied; if used only in the secondary hand, any penalty under (Se) is applied. Bows and Blowguns can only be used two–handed.
† Weapon not penalized if held in the primary hand for a mounted charge.
B/E/P Aspect Most weapons are rated for Blunt (B), Edge (E) and/or Point (P) Aspect. In combat, the wielder may choose from available
aspects. A dash (–) indicates the weapon never has the aspect. A zero (0) rating means the weapon has the aspect, but has no "add" to
strike impact.
MAKE The basic cost of materials and time (hours) to make the weapon. (Costing information for weaponcrafters — see WEAPONCRAFT)
PRICE Typical “off the shelf” retail prices for typical weapon.

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

ARMOUR TYPES commonly seen on Hârn. Some items


BODY PARTS/STRIKE may be made lg (long) or sh (short). Cloth and Quilt
Sk
LOCATIONS Fa Nk items are usually made by clothiers, leather is usually
made by hideworkers, and ring is typically homemade.
Ab: Abdomen Sh
All other items come from weaponcrafters.
Bk: Back (not keyed)
Ua Tx
Cf: Calves WGT Typical armour weight (lbs) for an average sized
Ch: Chest (not keyed) El character. Armour that is snug and comfortable on one
El: Elbow Ab person may be too large or small for another (this is one
Fa: Face (Eyes)
Fo reason for custom-made armour).
Fo: Forearms Hp
Ft: Feet Ha Gr PR Typical retail price for average quality item.
Gr: Groin
Ha: Hands Th COVERAGE Strike locations (body parts) covered by the
Hp: Hips type of armour piece.
Kn: Knees Kn Chest: Front of Thorax and Abdomen
Nk: Neck Back: Back of Thorax and Abdomen.
Sh: Shoulders Cf
Sk: Skull
Th: Thighs
Tx: Thorax
Ua: Upper Arms Ft

HârnMaster Version 2.1 gold © 1986, 2003, N. Robin Crossby All Rights Reserved
Generic Armour Profiles 1/6

Unarmoured A Unarmoured B Unarmoured C


Cloth Tunic/Dress (Sh, Ua, Tx, Ab, Hp, Gr, Cloth Tunic (Sh, Ua, Tx, Ab, Hp, Gr, Th) Cloth Smock with Hood (Sk, Nk, Sh, Ua,
Th) Cloth Hose (Hp, Gr, Th, Kn, Cf) El, Fo, Tx, Ab, Hp, Gr, Th)
Cloth Foot Swaddle (Cf, Ft) Cloth Foot Swaddle (Ca, Ft) Cloth Calves Swaddle (Cf)
Double Layered Price; n/a –1 AQ Double Layered Price; n/a –1 AQ Double Layered Price; n/a –1 AQ
Leather Shoes (Ft)

Load/Price.................................4.75lbs/57d Load/Price .................................6.70lbs/96d Load/Price .................................5.75lbs/84d


Body Part B E P F S T Body Part B E P F S T Body Part B E P F S T
Skull — — — — — — Skull — — — — — — Skull — 1 — 1 — 1
Eyes — — — — — — Eyes — — — — — — Eyes — — — — — —
Face — — — — — — Face — — — — — — Face — — — — — —
Neck — — — — — — Neck — — — — — — Neck — 1 — 1 — 1
Shoulders — 1 — 1 — 1 Shoulders — 1 — 1 — 1 Shoulders — 1 — 1 — 1
Upper Arms — 1 — 1 — 1 Upper Arms — 1 — 1 — 1 Upper Arms — 1 — 1 — 1
Elbows — — — — — — Elbows — — — — — — Elbows — 1 — 1 — 1
Forearms — — — — — — Forearms — — — — — — Forearms — 1 — 1 — 1
Hands — — — — — — Hands — — — — — — Hands — — — — — —
Thorax — 1 — 1 — 1 Thorax — 1 — 1 — 1 Thorax — 1 — 1 — 1
Abdomen — 1 — 1 — 1 Abdomen — 1 — 1 — 1 Abdomen — 1 — 1 — 1
Hips — 1 — 1 — 1 Hips — 2 — 2 — 2 Hips — 1 — 1 — 1
Groin — 1 — 1 — 1 Groin — 2 — 2 — 2 Groin — 1 — 1 — 1
Thighs — 1 — 1 — 1 Thighs — 2 — 2 — 2 Thighs — 1 — 1 — 1
Knees — — — — — — Knees — 1 — 1 — 1 Knees — — — — — —
Calves — 1 — 1 — 1 Calves — 1 — 1 — 1 Calves — 1 — 1 — 1
Feet — 1 — 1 — 1 Feet — 1 — 1 — 1 Feet 1 2 1 3 — 2

Unarmoured D Unarmoured E Unarmoured F


Cloth Robe with Hood (Sk, Nk, Sh, Ua, El, Cloth Shirt with Sleeves (Sh, Ua, El, Fo, Tx, Cloth Shirt (Sh, Ua, Tx, Ab, Hp, Gr)
Fo, Tx, Ab, Hp, Gr, Th, Kn, Cf) Ab, Hp, Gr) Cloth Hose (Hp, Gr, Th, Kn, Cf)
Leather Shoes (Ft) Cloth Hose (Hp, Gr, Th, Kn, Cf) Leather Calf Boots (Cf, Ft)
Leather Shoes (Ft)

Load/Price.................................5.30lbs/99d Load/Price ...............................5.50lbs/103d Load/Price ...............................6.95lbs/104d


Body Part B E P F S T Body Part B E P F S T Body Part B E P F S T
Skull — 1 — 1 — 1 Skull — — — — — — Skull — — — — — —
Eyes — — — — — — Eyes — — — — — — Eyes — — — — — —
Face — — — — — — Face — — — — — — Face — — — — — —
Neck — 1 — 1 — 1 Neck — — — — — — Neck — — — — — —
Shoulders — 1 — 1 — 1 Shoulders — 1 — 1 — 1 Shoulders — 1 — 1 — 1
Upper Arms — 1 — 1 — 1 Upper Arms — 1 — 1 — 1 Upper Arms — 1 — 1 — 1
Elbows — 1 — 1 — 1 Elbows — — — — — — Elbows — — — — — —
Forearms — 1 — 1 — 1 Forearms — — — — — — Forearms — — — — — —
Hands — — — — — — Hands — — — — — — Hands — — — — — —
Thorax — 1 — 1 — 1 Thorax — 1 — 1 — 1 Thorax — 1 — 1 — 1
Abdomen — 1 — 1 — 1 Abdomen — 1 — 1 — 1 Abdomen — 1 — 1 — 1
Hips — 1 — 1 — 1 Hips — 2 — 2 — 2 Hips — 2 — 2 — 2
Groin — 1 — 1 — 1 Groin — 2 — 2 — 2 Groin — 2 — 2 — 2
Thighs — 1 — 1 — 1 Thighs — 1 — 1 — 1 Thighs — 1 — 1 — 1
Knees — 1 — 1 — 1 Knees — 1 — 1 — 1 Knees — 1 — 1 — 1
Calves — 1 — 1 — 1 Calves — 1 — 1 — 1 Calves 1 3 1 4 — 3
Feet 1 2 1 3 — 2 Feet 1 2 1 3 — 2 Feet 1 2 1 3 — 2

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

Unarmoured G Unarmoured H Unarmoured I


Cloth Shirt with sleeves (Sh, Ua, El, Fo, Tx, Cloth Shirt (Sh, Ua, Tx, Ab, Hp, Gr) Cloth Shirt with Sleeves (Sh, Ua, El, Fo, Tx,
Ab,, Hp, Gr) Cloth Smock +1 AQ (Sh, Ua, El, Fo, Tx, Ab, Hp, Gr)
Cloth Tunic with Hood (Sk, Nk, Sh Tx, Ab, Ab, Hp, Gr, Th) Leather Vest (Sh, Tx, Ab)
Hp, Gr, Th) Cloth Hose (Hp, Gr, Th, Kn, Cf) Cloth Hose (Hp, Gr, Th, Kn, Cf,)
Cloth Hose (Hp, Gr, Th, Kn, Cf) Leather Shoes (Ft) Leather Shoes (Ft)
Leather Shoes (Ft)

Load/Price................................8.65bs/166d Load/Price ...............................9.15lbs/176d Load/Price ...............................9.55lbs/159d


Body Part B E P F S T Body Part B E P F S T Body Part B E P F S T
Skull — 1 — 1 — 1 Skull — — — — — — Skull — — — — — —
Eyes — — — — — — Eyes — — — — — — Eyes — — — — — —
Face — — — — — — Face — — — — — — Face — — — — — —
Neck — 1 — 1 — 1 Neck — — — — — — Neck — — — — — —
Shoulders — 2 — 2 — 2 Shoulders — 3 — 3 — 3 Shoulders 1 3 1 4 — 3
Upper Arms — 1 — 1 — 1 Upper Arms — 3 — 3 — 3 Upper Arms — 1 — 1 — 1
Elbows — 1 — 1 — 1 Elbows — 2 — 2 — 2 Elbows — 1 — 1 — 1
Forearms — 1 — 1 — 1 Forearms — 2 — 2 — 2 Forearms — 1 — 1 — 1
Hands — — — — — — Hands — — — — — — Hands — — — — — —
Thorax — 2 — 2 — 2 Thorax — 3 — 3 — 3 Thorax 1 3 1 4 — 3
Abdomen — 2 — 2 — 2 Abdomen — 3 — 3 — 3 Abdomen 1 3 1 4 — 3
Hips — 3 — 3 — 3 Hips — 4 — 4 — 4 Hips — 2 — 2 — 2
Groin — 3 — 3 — 3 Groin — 4 — 4 — 4 Groin — 2 — 2 — 2
Thighs — 2 — 2 — 2 Thighs — 3 — 3 — 3 Thighs — 1 — 1 — 1
Knees — 1 — 1 — 1 Knees — 1 — 1 — 1 Knees — 1 — 1 — 1
Calves — 1 — 1 — 1 Calves — 1 — 1 — 1 Calves — 1 — 1 — 1
Feet 1 2 1 3 — 2 Feet 1 2 1 3 — 2 Feet 1 2 1 3 — 2

Unarmoured J Unarmoured K Unarmoured L


Rawhide Tunic –1 AQ (Sh, Tx, Ab, Hp, Gr, Fur Cowl (Sk, Nk, Sh) Rawhide Shirt (Sh, Ua, Tx, Ab, Hp, Gr)
Th) Fur Mantle (Sh, Ua, Tx) Rawhide Pants (Hp Gr, Th, Kn, Cf, Ft)
Rawhide Leggings –1 AQ (Th, Kn, Cf, Ft) Rawhide Breeches (Hp, Gr, Th, Kn,)

Load/Price.............................16.31lbs/156d Load/Price ...............................8.55lbs/114d Load/Price ............................ 13.35lbs/178d


Body Part B E P F S T Body Part B E P F S T Body Part B E P F S T
Skull — — — — — — Skull 5 1 1 3 1 3 Skull — — — — — —
Eyes — — — — — — Eyes — — — — — — Eyes — — — — — —
Face — — — — — — Face — — — — — — Face — — — — — —
Neck — — — — — — Neck 5 1 1 3 1 3 Neck — — — — — —
Shoulders — 1 — 2 — 1 Shoulders 10 2 2 6 — 6 Shoulders 1 2 1 3 — 2
Upper Arms — — — — — — Upper Arms 5 1 1 3 1 3 Upper Arms 1 2 1 3 — 2
Elbows — — — — — — Elbows — — — — — — Elbows — — — — — —
Forearms — — — — — — Forearms — — — — — — Forearms — — — — — —
Hands — — — — — — Hands — — — — — — Hands — — — — — —
Thorax — 1 — 2 — 1 Thorax 5 1 1 3 1 3 Thorax 1 2 1 3 — 2
Abdomen — 1 — 2 — 1 Abdomen — — — — — — Abdomen 1 2 1 3 — 2
Hips — 1 — 2 — 1 Hips 1 2 1 3 — 2 Hips 2 4 2 6 — 4
Groin — 1 — 2 — 1 Groin 1 2 1 3 — 2 Groin 2 4 2 6 — 4
Thighs — 1 — 2 — 1 Thighs 1 2 1 3 — 2 Thighs 1 2 1 3 — 2
Knees — 1 — 2 — 1 Knees — — — — — — Knees 1 2 1 3 — 2
Calves — 1 — 2 — 1 Calves — — — — — — Calves 1 2 1 3 — 2
Feet — 1 — 2 — 1 Feet — — — — — — Feet 1 2 1 3 — 2

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

Light A Light B Light C


Leather Hat (Sk) Leather Hat (Sk) Lg Cloth Cowl (Sk, Nk, Sh)
Quilt Shirt (Sh, Ua, Tx, Ab) Sh Cloth Cowl (Sk, Nk) Sh Leather Coif (Sk, Nk)
Leather Vest (Sh, Tx, Ab) Lg Cloth Shirt (Sh, Ua, El, Fo, Tx, Ab, Hp, Cloth Shirt with Sleeves (Sh, Ua, El, Fo, Tx,
Cloth Breeches (Hp, Gr, Th, Kn) Gr) Ab, Hp, Gr)
Leather Calf Boots (Cf, Ft) Leather Tunic (Sh, Tx, Ab, Hp, Gr, Th) Quilt Vest (Sh, Tx, Ab)
Cloth Hose (Hp, Gr, Th, Kn, Cf) Leather Gauntlets (Ha)
Leather Leggings (Th, Kn, Cf, Ft) Cloth Hose (Hp, Gr, Th, Kn, Ca)
Leather Pants (Hp, Gr, Th, Kn, Cf, Ft)

Load/Price.............................16.20lbs/169d Load/Price .............................18.40lbs/277d Load/Price ............................ 18.85lbs/320d


Body Part B E P F S T Body Part B E P F S T Body Part B E P F S T
Skull 1 2 1 3 — 2 Skull 1 3 1 4 — 3 Skull 1 3 1 4 — 3
Eyes — — — — — — Eyes — — — — — — Eyes — — — — — —
Face — — — — — — Face — — — — — — Face — — — — — —
Neck — — — — — — Neck — 1 — 1 — 1 Neck 1 3 1 4 — 3
Shoulders 6 3 2 6 1 5 Shoulders 1 3 1 4 — 3 Shoulders 5 3 1 5 1 5
Upper Arms 5 1 1 3 1 3 Upper Arms — 1 — 1 — 1 Upper Arms — 1 — 1 — 1
Elbows — — — — — — Elbows — 1 — 1 — 1 Elbows — 1 — 1 — 1
Forearms — — — — — — Forearms — 1 — 1 — 1 Forearms — 1 — 1 — 1
Hands — — — — — — Hands — — — — — — Hands 1 2 1 3 — 2
Thorax 6 3 2 6 1 5 Thorax 1 3 1 4 — 3 Thorax 5 2 1 4 1 4
Abdomen 6 3 2 6 1 5 Abdomen 1 3 1 4 — 3 Abdomen 5 2 1 4 1 4
Hips — 1 — 1 — 1 Hips 1 4 1 5 — 4 Hips 1 4 1 5 — 4
Groin — 1 — 1 — 1 Groin 1 4 1 5 — 4 Groin 1 4 1 5 — 4
Thighs — 1 — 1 — 1 Thighs 2 5 2 7 — 4 Thighs 1 3 1 4 — 3
Knees — 1 — 1 — 1 Knees 1 3 1 4 — 3 Knees 1 3 1 4 — 3
Calves 1 2 1 3 — 2 Calves 1 3 1 4 — 3 Calves 1 3 1 4 — 3
Feet 1 2 1 3 — 2 Feet 1 3 1 4 — 3 Feet 1 2 1 3 — 2

Light D Light E Light F


Leather Hat ( Sk) Cloth Shirt with Sleeves (Sh, Ua, El, Fo, Tx, Quilt Shirt with Sleeves (Sh, Ua, El, Fo, Tx,
Quilted Shirt (Ua, Sh, Tx, Ab) Ab, Hp, Gr) Ab, Hp, Gr)
Cloth Vest (Sh, Tx, Ab) Cloth Hose (Hp, Gr, Th, Kn, Cf) Quilt Trousers (Hp, Gr, Th, Kn, Cf)
Quilted Trousers (Hp, Gr, Th, Kn, Cf) Quilt Hauberk (Sh, Ua, Tx, Ab, Hp, Gr, Th) Long Quilt Cowl (Sk, Nk, Sh)
Leather Shoes (Ft) Leather Shoes (Ft) Leather Shoes (Ft)
Cloth Skullcap (Sk)

Load/Price.............................17.40lbs/337d Load/Price .............................17.10lbs/335d Load/Price ............................ 20.65lbs/406d


Body Part B E P F S T Body Part B E P F S T Body Part B E P F S T
Skull 1 2 1 3 — 2 Skull — 1 — 1 — 1 Skull 5 1 1 3 1 3
Eyes — — — — — — Eyes — — — — — — Eyes — — — — — —
Face — — — — — — Face — — — — — — Face — — — — — —
Neck — — — — — — Neck — — — — — — Neck 5 1 1 3 1 3
Shoulders 5 2 1 4 — 4 Shoulders 5 2 1 4 1 4 Shoulders 10 2 2 6 2 6
Upper Arms 5 1 1 3 1 3 Upper Arms 5 2 1 4 1 4 Upper Arms 5 1 1 3 1 3
Elbows — — — — — — Elbows — 1 — 1 — 1 Elbows 5 1 1 3 1 3
Forearms — — — — — — Forearms — 1 — 1 — 1 Forearms 5 1 1 3 1 3
Hands — — — — — — Hands — — — — — — Hands — — — — — —
Thorax 5 2 1 4 — 4 Thorax 5 2 1 4 1 4 Thorax 5 1 1 3 1 3
Abdomen 5 2 1 4 — 4 Abdomen 5 2 1 4 1 4 Abdomen 5 1 1 3 1 3
Hips 5 1 1 3 1 3 Hips 5 3 1 5 1 5 Hips 10 2 2 6 2 6
Groin 5 1 1 3 1 3 Groin 5 3 1 5 1 5 Groin 10 2 2 6 2 6
Thighs 5 1 1 3 1 3 Thighs 5 2 1 4 1 4 Thighs 5 1 1 3 1 3
Knees 5 1 1 3 1 3 Knees — 1 — 1 — 1 Knees 5 1 1 3 1 3
Calves 5 1 1 3 1 3 Calves — 1 — 1 — 1 Calves 5 1 1 3 1 3
Feet 1 2 1 3 — 2 Feet 1 2 1 3 — 2 Feet 1 2 1 3 — 2
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 4/6

Light G Light H Light I


Cloth Mantle with Hood (Sk, Nk, Sh, Ua, Quilt Coif (Sk, Nk) Cloth Cowl (Sk, Nk)
Tx) Plate Half-helm (Sk) Ring Half-Helm (Sk)
Quilt Smock (Sh, Ua, El, Fo, Tx, Ab, Hp, Quilted Shirt (Sh, Ua, Tx, Ab) Quilt Tunic (Sh, Ua, Tx, Ab, Hp, Gr, Th)
Gr, Th) Cloth Shirt (Sh, Ua, Tx, Ab, Hp, Gr) Cloth Surcoat (Sh, Tx, Ab, Hp, Gr, Th, Kn)
Cloth Shirt with Sleeves (Sh, Ua, El, Fo, Tx, Kurbal Vambraces (Fo) Kurbal Ailettes (Sh)
Ab, Hp, Gr) Leather Gauntlets (Ha) Cloth Hose (Hp, Gr, Th, Kn, Cf)
Cloth Hose (Hp, Gr, Th, Kn, Cf) Cloth Hose (Hp, Gr, Th, Kn, Cf,) Leather Leggings (Th, Kn, Cf, Ft)
Leather Calf Boots (Cf, Ft) Leather Pants (Hp, Gr, Th, Kn, Cf, Ft) Kurbul Greaves (Cf)

Load/Price.............................21.45lbs/410d Load/Price .............................21.95lbs/400d Load/Price ............................ 24.85lbs/478d


Body Part B E P F S T Body Part B E P F S T Body Part B E P F S T
Skull — 1 — 1 — 1 Skull 10 9 8 8 4 13 Skull 3 7 2 6 1 6
Eyes — — — — — — Eyes — — — — — — Eyes — — — — — —
Face — — — — — — Face — — — — — — Face — — — — — —
Neck — 1 — 1 — 1 Neck 5 1 1 3 1 3 Neck — 1 — 1 — 1
Shoulders 5 3 1 5 1 5 Shoulders 5 2 1 4 1 4 Shoulders 9 6 4 7 3 8
Upper Arms 5 3 1 5 1 5 Upper Arms 5 2 1 4 1 4 Upper Arms 5 1 1 3 1 3
Elbows 5 2 1 4 1 4 Elbows — — — — — — Elbows — — — — — —
Forearms 5 2 1 4 1 4 Forearms 4 4 3 3 2 4 Forearms — — — — — —
Hands — — — — — — Hands 1 2 1 3 — 2 Hands — — — — — —
Thorax 5 3 1 5 1 5 Thorax 5 2 1 4 1 4 Thorax 5 2 1 4 1 4
Abdomen 5 2 1 4 1 4 Abdomen 5 2 1 4 1 4 Abdomen 5 2 1 4 1 4
Hips 5 3 1 5 1 5 Hips 1 4 1 5 — 4 Hips 5 3 1 3 1 3
Groin 5 3 1 5 1 5 Groin 1 4 1 5 — 4 Groin 5 3 1 3 1 3
Thighs 5 2 1 4 1 4 Thighs 1 3 1 4 — 3 Thighs 6 5 2 8 1 7
Knees — 1 — 1 — 1 Knees 1 3 1 4 — 3 Knees 1 4 1 5 — 4
Calves 1 3 1 4 — 3 Calves 1 3 1 4 — 3 Calves 5 7 4 7 2 7
Feet 1 3 1 4 — 3 Feet 1 2 1 3 — 2 Feet 1 2 1 3 — 2

Light J Light K Light L


Cloth Cowl (Sk, Nk) Lg Leather Cowl (Sk, Nk, Sh) Long Quilt Cowl (Sk, Nk, Sh)
Plate Half-Helm (Sk) Cloth Shirt w/Sleeves (Sh, Ua, El, Fo, Tx, Plate Half-helm (Sk)
Cloth Surcoat (Sh, Tx, Ab, Hp, Gr, Th, Kn) Ab, Hp, Gr) Quilt Shirt (Sh, Ua, Tx, Ab)
Quilt Gambeson (Sh, Ua, Tx, Ab, Hp, Gr, Leather Shirt w/Sleeves (Sh, Ua, El, Fo, Tx, Cloth Surcoat (Sh, Ua, Tx, Ab, Hp, Gr, Th)
Th) Ab, Hp, Gr) Kurbul Cuirass (Tx, Ab)
Leather Vambraces (Fo) Kurbal Coudes (El) Kurbul Vambraces (Fo)
Leather Gauntlets (Ha) Kurbal Vambraces (Fo) Leather Gauntlets (Ha)
Cloth Hose (Hp, Gr, Th, Kn, Ca) Leather Gauntlets (Ha) Cloth Hose (Hp, Gr, Th, Kn, Cf, Ft)
Leather Breeches (Hp, Gr, Th, Kn) Cloth Hose (Hp, Gr, Th, Kn, Cf) Quilt Trousers (Hp, Gr,Th, Kn, Cf,)
Leather Knee Boots (Kn, Ca, Ft) Leather Leggings (Th, Kn, Cf, Ft) Leather Shoes (Ft)
Plate Greaves (Cf)

Load/Price.............................27.60lbs/505d Load/Price .............................27.91lbs/497d Load/Price ............................ 30.27lbs/646d


Body Part B E P F S T Body Part B E P F S T Body Part B E P F S T
Skull 5 9 7 6 3 11 Skull 1 2 1 3 — 2 Skull 10 9 8 8 4 13
Eyes — — — — — — Eyes — — — — — — Eyes — — — — — —
Face — — — — — — Face — — — — — — Face — — — — — —
Neck — 1 — 1 — 1 Neck 1 2 1 3 — 2 Neck 5 1 1 3 1 3
Shoulders 5 2 1 4 1 4 Shoulders 2 5 2 7 — 5 Shoulders 10 3 2 7 2 7
Upper Arms 5 1 1 3 1 3 Upper Arms 1 3 1 4 — 3 Upper Arms 5 2 1 4 1 4
Elbows — — — — — — Elbows 5 7 4 7 2 7 Elbows — — — — — —
Forearms 1 2 1 3 — 2 Forearms 5 7 4 7 2 7 Forearms 4 4 3 3 2 4
Hands 1 2 1 3 — 2 Hands 1 2 1 3 — 2 Hands 1 2 1 3 — 2
Thorax 5 2 1 4 1 4 Thorax 1 3 1 4 — 2 Thorax 9 6 4 7 3 8
Abdomen 5 2 1 4 1 4 Abdomen 1 3 1 4 — 2 Abdomen 9 6 4 7 3 8
Hips 6 5 2 8 1 7 Hips 1 4 1 5 — 3 Hips 5 3 1 5 1 5
Groin 6 5 2 8 1 7 Groin 1 4 1 5 — 3 Groin 5 3 1 5 1 5
Thighs 6 5 2 8 1 7 Thighs 1 4 1 5 — 3 Thighs 5 3 1 5 1 5
Knees 2 6 2 8 — 6 Knees 1 4 1 5 — 3 Knees 5 2 1 4 — 4
Calves 1 3 1 4 — 3 Calves 6 12 9 11 3 14 Calves 5 2 1 4 — 4
Feet 1 2 1 3 — 2 Feet 1 2 1 3 — 2 Feet 1 2 1 3 — 2

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

Medium A Medium B Medium C


Lg Cloth Cowl (Sk, Nk, Sh) Sh Leather Cowl (Sk, Nk) Quilt Cowl (Sk, Nk)
Sh, Ring Cowl (Sk, Nk) Lg Scale Cowl (Sk, Nk, Sh) Plate Half-Helm (Sk)
Cloth Shirt (Sh, Ua, Tx, Ab, Hp, Gr) Cloth Smock (Sh, Ua, El, Fo, Tx, Ab, Hp, Quilt Shirt (Sh, Ua, Tx, Ab, Hp, Gr)
Ring Shirt (Sh, Ua, Tx, Ab, Hp, Gr) Gr, Th) Mail Habergeon (Sh, Ua, Tx Ab, Hp, Gr)
Ring Gauntlets (Ha) Scale Habergeon (Sh, Ua, Tx, Ab, Hp, Gr) Cloth Surcoat (Sh, Tx, Ab, Hp, Gr, Th, Kn)
Cloth Hose (Hp, Gr, Th, Kn, Cf) Leather Vambraces (Fo) Cloth Hose (Hp, Gr, Th, Kn, Cf)
Ring Leggings (Th, Kn, Cf, Ft) Cloth Hose (Hp, Gr, Th, Kn, Cf) Leather Leggings (Th, Kn,Cf, Ft)
Leather Knee boots (Kn, Cf, Ft)

Load/Price.............................40.55lbs/721d Load/Price .............................41.30lbs/709d Load/Price ......................... 41.75lbs/1,236d


Body Part B E P F S T Body Part B E P F S T Body Part B E P F S T
Skull 3 7 2 6 1 6 Skull 4 7 5 7 1 7 Skull 10 9 8 8 4 13
Eyes — — — — — — Eyes — — — — — — Eyes — — — — — —
Face — — — — — — Face — — — — — — Face — — — — — —
Neck 3 7 2 6 1 6 Neck 4 7 5 7 1 7 Neck 5 1 1 3 1 3
Shoulders 3 8 2 7 1 7 Shoulders 6 11 8 9 2 11 Shoulders 7 9 7 8 1 12
Upper Arms 3 7 2 6 1 6 Upper Arms 3 6 4 5 1 6 Upper Arms 7 8 7 7 1 11
Elbows — — — — — — Elbows — 1 — 1 — 1 Elbows — — — — — —
Forearms — — — — — — Forearms 1 3 1 4 — 3 Forearms — — — — — —
Hands 2 5 1 3 1 4 Hands — — — — — — Hands — — — — — —
Thorax 3 7 2 6 1 6 Thorax 3 6 4 5 1 6 Thorax 7 9 7 8 1 12
Abdomen 3 7 2 6 1 6 Abdomen 3 6 4 5 1 6 Abdomen 7 9 7 8 1 12
Hips 3 8 2 7 1 7 Hips 3 7 4 6 1 10 Hips 7 10 7 9 1 13
Groin 3 8 2 7 1 7 Groin 3 7 4 6 1 10 Groin 7 10 7 9 1 13
Thighs 3 7 2 6 1 6 Thighs — 2 — 2 — 2 Thighs 1 4 1 5 — 4
Knees 3 7 2 6 1 6 Knees 1 3 1 4 — 3 Knees 1 4 1 5 — 4
Calves 3 7 2 6 1 6 Calves 1 3 1 4 — 3 Calves 1 3 1 4 — 3
Feet 2 5 1 3 1 4 Feet 1 2 1 3 — 2 Feet 1 2 1 3 — 2

Medium D Medium E Medium F


Sh Leather Cowl (Sk, Nk) Quilt Cowl (Sk, Nk) Leather Cowl (Sk, Nk)
Ring Half-Helm (Sk) Half-Helm Plate (Sk) Lg Scale Cowl (Sk, Nk, Sh)
Sh Cloth Shirt (Sh, Ua, Tx, Ab, Hp, Gr) Quilt Gambeson (Sh, Ua, Tx, Ab, Hp, Gr, Cloth Surcoat (Sh, Tx, Ab, Hp, Gr, Th, Kn)
Sh Scale Hauberk (Sh, Ua, Tx, Ab, Hp, Gr, Th) Lg Scale Hauberk (Sh, Ua, Tx, Ab, Hp, Gr,
Th) Plate Cuirass (Tx, Ab) Th, Kn)
Kurbal Rerebraces (Ua) Cloth Surcoat (Sh, Tx, Ab, Hp, Gr, Th, Kn) Cloth Hose (Hp, Gr, Th, Kn, Cf)
Kurbal Vambraces (Fo) Plate Rerebraces (Ua) Ring Leggings (Th, Kn, Cf, Ft)
Ring Gauntlets (Ha) Ring Gauntlets (Ha)
Cloth Hose (Hp, Gr, Th, Kn, Cf, Ft) Cloth Hose (Hp, Gr, Th, Kn, Cf)
Quilt Trousers (Hp, Gr, Th, Kn, Cf,) Leather Pants (Hp, Gr, Th, Kn, Cf, Ft)
Leather Shoes (Sk) Plate Greaves (Cf)

Load/Price.............................53.98lbs/959d Load/Price ..........................53.75lbs/1,162d Load/Price ..............................55.35/1,347d


Body Part B E P F S T Body Part B E P F S T Body Part B E P F S T
Skull 3 7 2 6 1 6 Skull 10 9 8 8 4 13 Skull 4 7 5 7 1 7
Eyes — — — — — — Eyes — — — — — — Eyes — — — — — —
Face — — — — — — Face — — — — — — Face — — — — — —
Neck 1 2 1 3 — 2 Neck 5 1 1 3 1 3 Neck 4 7 5 7 1 7
Shoulders 3 6 4 5 1 6 Shoulders 5 2 1 4 1 4 Shoulders 6 11 8 9 2 11
Upper Arms 7 10 7 8 3 10 Upper Arms 10 9 8 8 4 13 Upper Arms 3 5 4 4 1 5
Elbows — — — — — — Elbows — — — — — — Elbows — — — — — —
Forearms 4 4 3 3 2 4 Forearms — — — — — — Forearms — — — — — —
Hands 2 5 1 3 1 4 Hands 2 5 1 3 1 4 Hands — — — — — —
Thorax 3 6 4 5 1 6 Thorax 10 10 8 9 4 14 Thorax 3 6 4 5 1 6
Abdomen 3 6 4 5 1 6 Abdomen 10 10 8 9 4 14 Abdomen 3 6 4 5 1 6
Hips 8 8 5 9 2 10 Hips 6 5 2 8 1 7 Hips 3 7 4 6 1 7
Groin 8 8 5 9 2 10 Groin 6 5 2 8 1 7 Groin 3 7 4 6 1 7
Thighs 8 7 5 8 2 9 Thighs 6 5 2 8 1 7 Thighs 6 13 6 11 2 12
Knees 5 2 1 4 1 4 Knees 1 4 1 5 — 4 Knees 6 13 6 11 2 12
Calves 5 2 1 4 1 4 Calves 6 11 8 9 3 13 Calves 3 7 2 6 1 6
Feet 1 2 1 3 — 2 Feet 1 2 1 3 — 2 Feet 2 5 1 3 1 4
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 6/6

Heavy A Heavy B Heavy C


Quilt Cowl (Sk, Nk) Lg Leather Cowl (Sk, Nk, Sh) Quilt Cowl (Sk, Nk)
Plate Half-Helm (Sk) Lg Mail Cowl (Sk, Nk, Sh) Mail Cowl (Sk, Nk)
Quilt Shirt (Ua, Sh, Tx, Ab) Quilt Gambeson (Sh, Ua, Tx, Ab, Hp, Gr, Plate Half-Helm (Sk)
Mail Habergeon (Sh, Ua, Tx, Ab, Hp, Gr) Th) Quilt Gambeson (Sh, Ua, Tx, Ab, Hp, Gr,
Ring Gauntlets (Ha) Sh Scale Hauberk (Sh, Ua, Tx, Ab, Hp, Gr, Th)
Leather Pants (Hp, Gr, Th, Kn, Cf, Ft Th) Lg Mail Hauberk (Sh, Ua, Tx, Ab, Hp, Gr,
Mail Leggings (Th, Kn, Cf, Ft) Ring Gauntlets (Ha) Th, Kn)
Quilt Trousers (Hp, Gr, Th, Kn, Cf) Plate Ailettes (Sh)
Leather Calf Boots (Cf, Ft) Leather Gauntlets (Ha)
Leather Pants (Hp, Gr, Th, Kn, Cf, Ft)
Mail Leggings (Th, Kn, Cf, Ft)
Load/Price..........................58.60lbs/1,063d Load/Price ..........................59.30lbs/1,420d Load/Price ......................... 75.45lbs/1,989d
Body Part B E P F S T Body Part B E P F S T Body Part B E P F S T
Skull 10 9 8 8 4 13 Skull 3 9 7 7 — 10 Skull 12 16 14 12 4 21
Eyes — — — — — — Eyes — — — — — — Eyes — — — — — —
Face — — — — — — Face — — — — — — Face — — — — — —
Neck 5 1 1 3 1 3 Neck 3 9 7 7 — 10 Neck 7 8 7 7 1 11
Shoulders 7 8 7 7 1 11 Shoulders 11 15 12 14 2 18 Shoulders 12 16 14 12 4 21
Upper Arms 7 8 7 7 1 11 Upper Arms 8 6 5 7 2 8 Upper Arms 7 8 7 7 1 11
Elbows — — — — — — Elbows — — — — — — Elbows — — — — — —
Forearms — — — — — — Forearms — — — — — — Forearms — — — — — —
Hands 2 5 1 3 1 4 Hands 2 5 1 3 1 4 Hands 1 2 1 3 — 2
Thorax 7 8 7 7 1 11 Thorax 8 6 5 7 2 8 Thorax 7 8 7 7 1 11
Abdomen 7 8 7 7 1 11 Abdomen 8 6 5 7 2 8 Abdomen 7 8 7 7 1 11
Hips 3 9 7 7 — 10 Hips 13 7 6 10 3 11 Hips 8 10 8 10 1 13
Groin 3 9 7 7 — 10 Groin 13 7 6 10 3 11 Groin 8 10 8 10 1 13
Thighs 3 9 7 7 — 10 Thighs 13 7 6 10 3 11 Thighs 10 17 14 14 1 21
Knees 3 9 7 7 — 10 Knees 5 1 1 3 1 3 Knees 5 16 13 11 — 18
Calves 3 9 7 7 — 10 Calves 6 3 2 6 1 5 Calves 3 9 7 7 — 10
Feet 3 9 7 7 — 10 Feet 1 2 1 3 — 2 Feet 3 9 7 7 — 10

Heavy D Heavy E Heavy F


Quilt Cowl (Sk, Nk) Sh Quilt Cowl, (Sk, Nk) Sh Quilt Cowl, (Sk, Nk)
Lg Mail Cowl (Sk, Nk, Sh) Sh, Mail Cowl (Sk, Nk) Sh, Mail Cowl (Sk, Nk)
Plate Great Helm (Sk, Fa, Nk) Quilt Shirt w/sleeve (Sh, Ua, El, Fo, Tx,, Ab, Quilt Shirt w/sleeve (Sh, Ua, El, Fo, Tx,, Ab,
Quilt Shirt (Sh, Ua, Tx, Ab) Hp, Gr) Hp, Gr)
Mail Haubergeon (Sh, Ua, Tx, Ab, Hp, Gr) Mail Habergeon (Sh, Ua, Tx, Ab, Hp, Gr) Mail Habergeon (Sh, Ua, Tx, Ab, Hp, Gr)
Cloth Surcoat (Sh, Tx, Ab, Hp, Gr, Th, Kn) Leather Pants (Hp, Gr, Th, Kn, Cf, Ft) Quilt Trousers (Hp, Gr, Th, Kn, Cf,)
Plate Ailettes (Sh) & Kneecops (Kn) Mail Leggings (Th, Kn, Cf, Ft) Mail Leggings (Th, Kn, Cf, Ft)
Plate Vambraces (Fo) Plate Pieces Great Helm, Ailettes, Plate Pieces Great Helm, Ailettes, Cuirass,
Ring Gauntlets (Ha) Breastplate, Rerebraces, Coudes, Rerebraces, Coudes, Vambraces,
Quilted Trousers (Hp, Gr, Th, Kn, Cf) Vambraces, Kneecops, Greaves
Mail Leggings (Th, Kn, Cf, Ft) Plate Coverage (Sk, Nk Fa, Sh. Tx, Ua, El, Plate Coverage (Sk, Nk Fa, Sh. Tx, Ab, Ua,
Fo) El, Fo, Kn, Cf)
Load/Price..........................76.30lbs/2,017d Load/Price ..........................87.10lbs/1,931d Load/Price ......................... 99.90lbs/2,615d
Body Part B E P F S T Body Part B E P F S T Body Part B E P F S T
Skull 12 16 14 12 4 21 Skull 12 16 14 12 4 21 Skull 12 16 14 12 4 21
Eyes 5 8 7 5 3 10 Eyes 5 8 7 5 3 10 Eyes 5 8 7 5 3 10
Face 5 8 7 5 3 10 Face 5 8 7 5 3 10 Face 5 8 7 5 3 10
Neck 12 16 14 12 4 21 Neck 12 16 14 12 4 21 Neck 12 16 14 12 4 21
Shoulders 14 24 20 17 4 30 Shoulders 12 16 14 12 4 21 Shoulders 12 16 14 12 4 21
Upper Arms 7 9 7 8 1 12 Upper Arms 12 16 14 12 4 21 Upper Arms 12 16 14 12 4 21
Elbows — — — — — — Elbows 10 9 8 8 4 13 Elbows 10 9 8 8 4 13
Forearms 5 8 7 5 3 10 Forearms 10 9 8 8 4 13 Forearms 10 9 8 8 4 13
Hands 2 5 1 3 1 4 Hands — — — — — — Hands — — — — — —
Thorax 7 9 7 8 1 12 Thorax 12 16 14 12 4 21 Thorax 12 16 14 12 4 21
Abdomen 7 9 7 8 1 12 Abdomen 7 8 7 7 1 11 Abdomen 12 16 14 12 4 21
Hips 7 9 7 8 1 12 Hips 8 10 8 10 1 13 Hips 12 9 8 10 2 14
Groin 7 9 7 8 1 12 Groin 8 10 8 10 1 13 Groin 12 9 8 10 2 14
Thighs 7 9 7 8 1 12 Thighs 3 9 7 7 — 10 Thighs 7 8 7 7 1 11
Knees 12 17 14 13 4 22 Knees 3 9 7 7 — 10 Knees 12 16 14 12 4 21
Calves 7 8 7 7 1 11 Calves 3 9 7 7 — 10 Calves 12 16 14 12 4 21
Feet 7 8 7 7 1 11 Feet 3 9 7 7 — 10 Feet 2 7 6 4 — 8

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
90000>

9 780973 359305

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