This game will be run with the HarnMaster Third Edition (HM3) rules, with HarnMaster Magic (HMM) and HarnMaster Religion (HMR) rules as supplements. The players will not need a copy of the rules.
Characters may be created by the players or the gamemaster. Characters should have between one and five years of veteran experience. Other levels of experience are acceptable, but please contact the gamemaster first. Sindarin and Khuzdul characters are allowed but may require additional background development.
If the player generates the character, please use the HM3 rules. You may use either the random of the design method, or a mix of the two. The gamemaster trusts all your rolls and calculations, but inexplicable bad luck may follow in the footsteps of improbable characters. If you wish the gamemaster to generate the character, you should submit some guidelines to use. Regardless of who creates the character, the process will be interactive between the player and the gamemaster.
Character submissions need to include a background. This should include a short description of personality and appearance, the character's goals or ambitions, family background, and any close friends or notable enemies. Pages of descriptions are not needed, but there should be at least a few paragraphs on the subject.
Up to two rolls may be made on the Medical table for two attibute points per roll, and once on the Psyche table for three attribute points.
Non-military characters may open two combat skills on the assumption they have served in a village militia, town watch, or otherwise had an opportunity to learn the skills.
Morality must be above ten. In other words, all characters must be "good" and reasonably moral. Closely related, no character may have Morgath or Naveh as patron deities, and Agrikan characters should not be too "pious". If you choose too high of a morality, however, the gamemaster will expect you to adhere to it.
Do not roll psionic talents. The gamemaster will determine any latent talents, and the player will be notified of any that the character would be aware of. If there are particular abilities the character. Unique or variant talents are possible with gamemaster approval.
Specialties may be opened during character creation. Per the rules, the base skill must be ML 40 before the specialty is opened. During character creation, spending one OP will open up a new specialty that is +SB2 higher than the current base skill. Thereafter the costs to increase the specialty is the same as for normal skills. The "two for one" development bonus only counts after character creation is complete.
Normal everyday equipment and tools of the trade may be automatically owned by the character, within reason and as as appropriate to the character's social class, occupation and background. These items do not need to be paid for from starting funds. Special items, including magic items, may be available to the character after consultation with the gamemaster.
Condition is an available skill. It is an automatic skill, but it need not be chosen if the player wishes to default to Endurance.
Folklore is an automatic skill, and the first specialty should be the character's native culture or region (e.i. Hârnic).
Arcane Lore is a new skill. Attributes are [Int Int Wil], and OML is SB2. Specialties include magic, alchemy, earthmasters, etc. It is an occupational skill for Shek Pvar. Arcane lore represents a general grasp of knowledge associated with the various arcane arts. Inspired by HârnMaster Gold: Shek-Pvar.
Each CS or CF result in a skill allows a bonus skill development roll. Only one such roll is allowed per skill per day. The players must appeal to the gamemaster (as suggested in the rules) for all other bonus development rolls. Practice/study and employment/instruction rolls will be awarded at the end of the game month, as per the rules.
Shock rolls are made according to the formula Nd6+M, where N is the current wound's injury, and M is the prior injury and fatigue levels. Example: Upon receiving an S3 wound, the character makes a 3D6 shock roll. In a later round the character receives an S2 wound, and now makes a 2d6+3 shock roll.
Shock roll failures do not necesarily result in unconsciousness, but they will still be debilitating. Unconsciousness will only result from strikes to mortal locations (those with potential K results) or from amputation rolls (whether successful or not).
The character is still debilitated in some way, though. This is open to interpretation, but the character must make a successful Initiative roll to perform any actions. Upon making a subsequent successful Shock roll, the character is no longer debilitated. In all cases, grievous wounds to limbs renders those limbs useless.
See the rule below for shock rolls made due to fatigue.
Weapon damage rules are used but slightly modified. If the weapon damage check fails, reduce the WQ by the amount failed. For example, if the WQ was 12 and the breakage roll was 15, the new WQ is now now 9. The weapon breaks when the WQ reaches zero. Weapon breakages cause a tactical advantage for the opponent.
This rule is tentative. The bookkeeping involved may limit its use to special situations.
Armor damage rules are used but modified. All armor is given a numeric quality rating, in the same manner as weapons. When a grievous wound occurs, and an armor damage check fails, reduce the AQ at that location by the amount missed. If the AQ reaches 0, the armor is destroyed at that location. Failed checks do not cause a tactical advantage. This brings the armor damage rules more in line with the weapon damage rules.
This rule is tentative. The bookkeeping involved may limit its use to special situations.
| Material | AQ | Material | AQ | |
|---|---|---|---|---|
| Cloth | 12 (+0) | Quilt | 13 (+0) | |
| Leather | 13 (+0) | Kurbul | 13 (+0) | |
| Ring | 13 (+0) | 14 (+0) | ||
| Scale | 13 (+0) | Plate | 14 (+0) |
The surprise option is in effect, but only occurs when a character fails an initiative check during a potential surprise situation. A CF result indicates extreme surprise, and the character must use the ignore defense option.
The tangle attack rule is in use. A variant, "disarm attack" can be used with disarming style weapons (keltan, trident).
Missile Defense clarification. Characters who are engaged in combat must make an Awareness test to be aware of a missile attack. If they are unaware they must chose the ignore defense option.
Veteran character will have additional spell option points with which to purchase spells. AURA/6 SOP will be earned per year of experience. In addition, convocation skills can be improved (up to a max ML of 100). Non-native convocation skills and spells will have an additional x2/x4/x8/x16 cost for neutral/secondary/tertiary/diametric convocations. See Characters 26.
Cant, gesture and detection rules are used. This allows to character to increase the chance of spell success through louder chants and larger gestures, but at a cost of greater detection.
Music and dance are alternative forms of cant and gesture. I will allow other skills or "foci" to be used as alternatives as well. Examples include drawing or painting, herbal and other material components, and runecraft.
Piety points may be awarded for miscellaneous good deeds not otherwise listed in the rules. Players may not ask for them for themselves, as that would show a lack of proper humility (for most dieties). But players may remind PP.
The prayer option is used. Characters may expend piety points to improve the success change of an action or endeavor. For each one PP spent, the character gains a +1 bonus to the target. Up to a maximum of twenty piety points may be spent in this way. The piety points may also be used to alter the chances of another's actions.
Rituals ordinarily require various ceremonial trappings. These include the wearing of vestments, use of holy water, etc. The exact details will vary from deity to deity. The times listed in the ritual descriptions do not include the time needed to prepare for the ritual. At least one minute is needed to prepare.
Fatigue shock rolls are debilitating, but do not (normally) lead to unconsciousness. Failed rolls are interpreted as a "stun". The character must make a successful Condition roll to perform any actions. Upon making a subsequent successful Shock roll, the character is no longer debilitated, but is still exhausted and should rest. Further fatigue at this point WILL lead to ordinary shock rolls and potential unconsciousness.