TEXT: HARNMASTER 3rd EDITION 
   
  This includes all extras including errata, character sheet, Jousting cards, Combat tables, Bestary table 
  etc. Its unlocked and can be printed etc. 
  
  HÂRNMASTER™
  Third Edition
  Designers
  N. Robin Crossby
  Tom Dalgliesh
  Developers
  Kevin Bratager
  Grant Dalgliesh
  John Sgammato
  Artists
  Michael Codd (Cover)
  Eric Hotz
  Richard Luschek
  Contributors
  Marc Ammerlaan
  Kevin Knight
  Brad Carter
  Marie Listopad
  Brian Clemens
  Sharon MacLeod
  J. Patrick McDonald
  Simon Matthews
  Rob Duff
  Jim Sanderson
  Daniel Elenius
  Derek Stanley
  Bill Gant
  Calvin Stengel
  Michael D. Johns
  Chris van Tighem
  Ron Kanwischer
  Greg Willaby
  Edwin King
  Tyler Wunder
  © 1986 – 2003
  N. Robin Crossby & Columbia Games, Inc. 
  All Rights Reserved.
  HârnMaster and HârnPlayer are trademarks of Columbia Games, Inc.
  COLUMBIA GAMES, INC.
  POB 3457, Blaine WA 98231, USA
  www.columbiagames.com
  
  HM3–What’s New?
  Thank you for purchasing HârnMaster III. Although
  the main rules and routines from HârnMaster II are
  unchanged (and that is a good thing) there are many
  additions and small and subtle changes to note:
  CHARACTER
  The HârnMaster character generation system has
  been expanded to give players a richer Hârnic
  experience.
  Occupations: Characters have a wider variety of
  occupations, and can begin play with years of
  experience (higher skills).
  Military: details for enlisting in the army are given.
  Appearance: new tables for COMPLEXION, HAIR COLOR,
  and EYE COLOR.
  Contacts: characters begin play knowing (potentially)
  influential people, which allows them to explore
  relationships and perhaps advance their social
  standing. Record all contacts on a separate sheet or
  sheets.
  SKILLS
  Skill Bases: the skillbase attributes for some skills
  have been changed, including:
  Stealth: now AGL HRG WIL
  Initiative: now AGL WIL WIL
  Foraging: now DEX SML INT
  Herblore: now EYE SML INT
  Many OMLs have also been raised.
  New Skills
  •Dodge: now a skill that can be improved.
  •Condition: a skill that allows characters to improve
  their Endurance with physical fitness.
  •Rhetoric: three new specialties Command,
  Diplomacy, and Intimidation.
  •Ritual: three new specialties Liturgy, Theology, and
  Scriptor.
  Specialities: each specialty is a separate sub-skill and
  characters may have as many as they wish. Instead
  of a 10% bonus, characters now enjoy two point ML
  increases for skill development rolls of a specialty.
  Mental Conflict: revised to bring into line with
  HârnMaster Religion.
  COMBAT
  Mounted Combat: introduction to horse breeds and
  detailed rules for mounted combat.
  Jousting: rules to amuse knights and perhaps win the
  favor of a lady. Jousting Pole added to weapon data
  table.
  Outnumbering: penalty applies ONLY to Defense
  Options (including Counterstrike), NOT to Attack.
  Flails: all Flail weapons have higher impacts. The
  one-handed Ball & Chain and two-handed Warflail
  are now the most dangerous blunt weapons.
  A/D: weapon modifiers now expressed in 1d100 and
  a few have been changed (such as Longknife).
  PHYSICIAN
  The healing rules are improved and easier to use. All
  characters may attempt treatment rolls to aid a wounded
  friend. A treated wound usually heals. Bloodloss and
  infection remain optional.
  GM RULES ONLY
  PSIONICS
  Psionics is no longer an exclusive GM Routine.
  Psionic talents (if any) remain hidden from players until
  activated (if ever), but then operate like any other player
  skill.
  Talent Generation: there is a more generous
  allowance for talent generation rolls.
  New Talents: TRANSFERENCE and TRANSMUTATION.
  have been added.
  BESTIARY
  •Bestiary Table (with revised stats).
  •Rules to handle creature size.
  •Articles for GARGUN, IVASHU, and YELGRI which
  follow the format of our HârnQuest articles.
  CAMPAIGN
  No major changes.
  TREASURE
  Major and minor artifacts section has been
  extensively rewritten.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  
  INTRODUCTION
  Welcome to HârnMaster. We hope you enjoy our game. The goals in
  writing this book were to produce a system that is enjoyable, flexible, and
  playable while also including some historical realism. Since these
  preferences can vary a good deal from one group to another, we have
  provided a base set of rules and a number of optional rules that expand the
  detail as desired. Each option has a checkbox ( ❑ ) in front of it which can
  be marked if the rule is included. The GM and players can discuss their
  preferences and include only the optional rules they want.
  HârnMaster is a fantasy role-playing game in which players assume the
  identities of characters who explore and experience a fantasy world. A role-
  playing group consists of a Gamemaster and the players. The Gamemaster
  (GM) may be separated from the players by a screen, behind which the
  GM’s secrets are hidden: maps, lists, special rules, and other data to which
  neither the players nor their player-characters are privy. Players should not
  look on the GM’s side of the screen. The idea of the game is to discover
  secrets and unravel mysteries by intelligent play, not by cheating.
  Each player generates a “player-character”, or PC, a unique persona
  who lives in the fantasy world. Players should not confuse themselves with
  their game identities. The ideal is for players to play a role, to submerge
  their own personalities and assume those of the character they play. In this,
  the role-playing game is more akin to theater than traditional games.
  The Gamemaster (GM)
  The Gamemaster (GM) is apart from the players and functions much
  like a referee at a sports event. Among many other things, the GM controls
  weather and climate, societies and institutions, and deities and religions.
  The GM stands between the fantasy world and the players, describing and
  explaining it, and operating the denizens that hinder the PCs’ lives. But the
  GM also operates Non-Player Characters (NPCs) who can befriend and assist
  PCs and should never, therefore, be viewed as the “enemy”.
  The nature of fantasy role-playing is that all rules are optional.
  Gamemasters may add, delete, or change rules to fit their notions of
  rightness. The players may appeal decisions and make proposals for
  change, and a good GM will consider these concerns and try to explain
  rulings. Ultimately, however, the GM is the supreme authority, and may
  claim “executive privilege”, for there is always some information the players
  should not know.
  It is best if players do
  not overly concern
  themselves with the rules;
  that’s the GM’s job. Players
  should develop an
  understanding of how things
  work, use common sense,
  and expect the world to
  unfold properly. The players’
  challenge is to explore the
  fantasy world, meet it on its
  own terms, and succeed
  according to the goals they
  set for themselves.
  Organization of HârnMaster
  HârnMaster is organized into articles, each
  covering a different subject. The pages are
  looseleaf, and punched for insertion into a
  three-ring binder in any order desired. This
  format allows everyone to organize the
  rules to their individual taste, and to
  readily expand them with original material
  while keeping everything organized.
  Hardcover books look great, but a
  looseleaf format works best for rules.
  Other parts of the HârnMaster rules system
  include:
  HârnMaster Magic: generate a Shek-
  Pvar character. Includes a broad
  selection of well-known spells, and rules
  to create custom spells.
  HârnMaster Religion: join a church,
  advance up through church offices, call
  for divine intervention, and master the
  often complex nature of clerical rituals.
  A selection of rituals for each deity are
  included. Each of Hârn’s ten major
  deities has a separate article outlining
  church history and organization.
  HârnMaster Barbarians: generate
  tribal characters and use shaman magic.
  Includes separate articles on each of
  Hârn’s eighteen barbarian nations.
  HârnManor: generate and operate a
  manorial village and lord’s household.
  Since ninety percent of Hârn folk live in
  rural villages, this material is common
  knowledge for almost everyone.
  Pilots’ Almanac: run away to sea and
  sail the ship of your dreams to exotic
  ports. Sound good?  Some pilots find a
  watery grave before they find fame and
  fortune. Includes routines for navigation
  and crewing vessels, and details on the
  Pilots’, Seamans’, and Shipwrights’
  guilds.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  INTRODUCTION 1
  
  GENERAL INFORMATION
  Dice Conventions
  Dice are used to generate attributes and to resolve some game actions.
  When two numbers separated with a small “d” (e.g., 4d6) are encountered,
  a die roll is called for. The number before the “d” is the number of dice that
  are to be rolled, and the number following the “d” is the number of sides
  each die should have. Hence, “3d12” indicates that three twelve-sided dice
  are to be rolled. A suffix may be included to indicate the result is to be
  modified by addition (e.g., 3d6+2), subtraction (3d6–2), multiplication
  (3d6x2), or division (3d6/2).
  It is the sum of the dice rolled that are needed, except “1d100” is a
  special case; it means “percentile dice” are to be rolled. This is done by
  rolling two ten-sided dice of different colors, reading one die as tens and
  the other as ones.
  Rounding of Fractions: Except where otherwise indicated, fractions
  should be rounded to the nearest whole number.
  Weights and Measures: See the “Weights and Measures” entry in
  the Hârnic Dictionary section of HârnPlayer for the Hârnic system
  of weights and measures.
  Money: See HÂRNVIEW 19 in the HârnPlayer book for information on
  the monetary system used on Hârn.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  INTRODUCTION 2
  Abbreviations
  We have tried to keep obscure
  abbreviations to a minimum, but
  the following occur with some
  regularity throughout the rules:
  FRP Fantasy Role-Playing
  GM Gamemaster
  NPC Non-Player Character
  PC Player Character
  AGL Agility
  AUR Aura
  CML Comeliness
  DEX Dexterity
  END Endurance
  EYE Eyesight
  HRG Hearing
  INT Intelligence
  MOR Morality
  MOV Move
  SML Smell
  STA Stamina
  STR Strength
  VOI Voice
  WIL Will
  ML Mastery Level
  EML Effective Mastery Level
  OML Opening Mastery Level
  SB Skill Base
  SI Skill Index
  CS Critical Success
  MS Marginal Success
  MF Marginal Failure
  CF Critical Failure
  IP Injury Penalty
  FP Fatigue Penalty
  EP Encumbrance Penalty
  UP Universal Penalty
  IL Injury Level
  FL Fatigue Level
  B Blunt Aspect
  E Edge Aspect
  P Point Aspect
  F Fire/Frost Aspect
  
  player’s first task is to generate a character.
  This section contains Character Generation
  rules for both PCs and NPCs. A novice GM or
  player can generate a character with attributes,
  skills, combat statistics, and equipment in one
  hour.
  CHARACTER PROFILE
  The character generation process consists, essentially, of filling out a
  Character Profile. On the Profile you record your character’s attributes, skills,
  possessions, etc. You will refer to the character profile often; keep it handy.
  The Attribute and Skill sections comprise the front half of the
  Character Profile. The back of the profile is primarily concerned with
  combat statistics, which are dealt with in the COMBAT article.
  Some information on the character profile is more or less permanent
  and may be entered in ink, but this varies from one campaign to another
  and it takes a while to learn the difference. Putting a sheet protector over a
  blank profile and then writing on it with erasable pens works reasonably
  well. Another alternative is to protect areas that change often, such as the
  Skill ML columns, with “magic tape” and then use a pencil; this allows
  multiple erasure without loss of clarity. With any luck, your favorite
  characters will have long careers and you will need to re-copy their Profiles
  from time to time to keep them legible.
  Generating Characters
  [1] GM tells the players which optional
  rules are in play for this game.
  [2] Generate Birth, Appearance, Physical,
  and Personality  attributes.
  [3] Determine Parent Occupation. You
  may accept this occupation for your
  own or seek a new career.
  [4] Determine Automatic, Occupational,
  Family, and Optional skills.
  [5] Determine Equipment & Funds.
  [6] Determine Contacts.
  [7] Veterans (optional).
  Character Design
  It is possible to build characters to suit a
  specific need or vision. This is especially
  useful for NPCs. Rules for character design
  start on CHARACTER 21.
  Character Software
  There is a growing library of software for
  generating characters and managing
  various aspects of Hârn campaigning. See
  our website: www.columbiagames.com for
  details.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 1
  
  BIRTH ATTRIBUTES
  Birth attributes depend on the environment and the nature of the
  fantasy world in which your character lives. They are the most fundamental
  attributes and do not change in the course of play. Once you have
  generated your character’s birth attributes, you have an excellent
  framework for family expansion.
  SPECIES [Choice or 1d100]
  Although Hârn has many exotic
  creatures, Humans, Sindarin
  (elves) and Khuzdul (dwarves) are
  by far the most commonly
  encountered. Novice PCs should
  be human, because the different
  world views of the Sindarin and Khuzdul make them difficult to role-play
  convincingly.
  SEX [Choice or 1d100]
  The GM may assign or permit
  players to choose character
  gender. Players play their own
  gender more convincingly. Use
  the table for NPCs.
  SEX
  Human
  Sindarin Khuzdul
  Male
  01–48
  01–45
  01–75
  Female
  49–00
  46–00
  76-00
  1d100
  Species
  01-97
  Human
  98
  Sindarin (elf)
  99
  Khuzdul (dwarf)
  00
  Other (GM Discretion)
  Goblins and Dragons, oh my…
  Exotic species are problematic for the
  gamemaster. However, some players may
  wish to roleplay the following creatures.
  Gargun are vastly different from Hârn’s
  other culture-forming races. Also known as
  foulspawn, orcs, or goblins, these short,
  hairy, humanoids have a mean disposition
  and a fondness for eating human flesh,
  which they sometimes take the trouble to
  cook! Gargun are universally despised by
  all other speaking peoples and their
  chaotic and violent society promotes a
  short life.
  Ivashu might be interesting to roleplay for
  a while. An Ivashu PC would be “born” at
  Araka-Kalai, go forth into the world, get
  killed by some human adventurer, and then
  get reincarnated at Araka-Kalai. This could
  continue until the player got bored. A band
  of Ivashu could be created by the deity
  Ilvir for a specific mission. Ilvir, being Ilvir,
  there is no guarantee that the chosen
  Ivashu would know their mission! 
  Dragons can be roleplayed if the GM
  invests in a case of aspirin. All flying
  creatures create enormous headaches for
  the GM. Dragons can make pretty big
  maps from 10,000 feet, and interaction
  with others tends to be brief.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 2
  
  BIRTHDATE [1d12 and 1d30]
  Tuzyn Reckoning (TR) has a 12 month lunar year. Roll 1d12 to
  generate a month. Each month has 30 days. Roll 1d30 to generate a
  birthday. Birth year is best assigned by the GM after character generation.
  Nuzyael 1 is New Year’s Day, the first day of spring.
  SUNSIGN [Derived from Birthdate]
  Sunsign is a major factor for skill-affinity, but all sunsigns have
  advantages and disadvantages. Sunsign is determined by birthdate. The first
  two and last two days of each sign are termed the cusp: a character born
  on the 1st of Ilvin is termed a Tai-Skorus Cusp (the actual sunsign is named
  first). Those born on the cusp enjoy the benefits of either sign.
  BIRTHPLACE
  HârnWorld regional modules provide Birthplace generation tables. The
  GM may assign you a birthplace, or tell you what dice to roll to generate
  one on these tables.
  CULTURE
  A character’s Culture is determined by Birthplace. Most characters born
  on Hârn are Feudal. Common exceptions are: Imperial (Tharda), Viking
  (Orbaalese), Tribal, Sindarin, and Khuzan.
  SOCIAL CLASS (Choice or 1d100)
  The Social Class of characters is best chosen by the GM according to
  the needs of the campaign. Random generation is not recommended, but
  the table is useful to determine the Social Class of an NPC encounter.
  Class
  Tribal
  Viking
  Feudal
  Imperial
  Khuzan
  Sindarin
  Slave
  01–10
  01–15
  01–152
  01–25
  •
  •
  Serf
  •
  16–801
  16–70
  •
  •
  •
  Unguilded
  11–99
  81–93
  71–93
  26–90
  01–15
  01–70
  Guilded
  •
  86–98
  94–98
  91–98
  16–98
  71–99
  Noble
  00
  99–00
  99–00
  99–00
  99–00
  00
  1 Orbaal only. Treat as Freeman in Ivinia, Harbaal, etc.
  2 Rethem only. Treat as Serf elsewhere on Hârn.
  FROM
  TO
  SUNSIGN
  SYMBOL
  4th Nuzyael
  3rd Peonu
  Ulandus
  Tree
  4th Peonu
  2nd Kelen
  Aralius
  Wands
  3rd Kelen
  3rd Nolus
  Feniri
  Smith
  4th Nolus
  4th Larane
  Ahnu
  Fire Dragon
  5th Larane
  6th Agrazhar
  Angberelius
  Flaming Swords
  7th Agrazhar
  5th Azura
  Nadai
  Salamander
  6th Azura
  4th Halane
  Hirin
  Eagle
  5th Halane
  3rd Savor
  Tarael
  Pentacle
  4th Savor
  2nd Ilvin
  Tai
  Lantern Bearer
  3rd Ilvin 
  2nd Navek
  Skorus
  Mixer
  3rd Navek
  1st Morgat
  Masara
  Chalice
  2nd Morgat
  3rd Nuzyael
  Lado
  Galley
  Thirty days hath Halane,
  Savor, Kelen, and Larane.
  All the rest have thirty too.
  I remember this. Can you?
  Hârnic Calendar
  The calendar used throughout Hârn and
  western Lythia is called Tuzyn Reckoning.
  The current year is 720 TR.
  Sunsign
  Hârnic astrology reveals the Pvaric nature
  of Kelestia. Personality descriptions for
  each of the twelve signs of the zodiac are
  given in HârnPlayer. The personality of a
  character born on the cusp would be a
  blend of the two signs.
  THE TUZYN YEAR
  Spring
  1
  Nuzyael
  2
  Peonu
  3
  Kelen
  Summer
  4
  Nolus
  5
  Larane
  6
  Agrazhar
  Autumn
  7
  Azura
  8
  Halane
  9
  Savor
  Winter
  10
  Ilvin
  11
  Navek
  12
  Morgat
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 3
  
  FAMILY DEVELOPMENT
  SIBLING RANK [1d100]
  Roll 1d100 on sub-table (Sindarin and Khuzdul
  subtract 20) to determine SIBLING RANK, and then
  roll 1d6-1 plus Sibling Rank to determine FAMILY
  SIZE. Both stats are entered on the Profile in the
  format Sibling Rank of Family Size. Hence, for the
  second of five children, the entry should read 2 of
  5. The sex and age of each sibling may be
  determined by the GM and whether each still lives
  (60% chance). A family tree can be prepared later.
  PARENT [1d100]
  The character’s biological Father and Mother. Roll 1d100 on the table
  below and generate additional data as necessary.
  01–50 OFFSPRING: Character raised by natural parents. Re-roll on sub-table:
  01–60 Both parents alive and living together.
  61–70 Father Absent: desertion, divorce, etc.
  71–75 Mother Absent: desertion, divorce, etc.
  76–80 Father dead.
  81–85 Father dead. Mother remarried.
  86–90 Mother dead.
  91–00 Mother dead. Father remarried.
  If a surviving spouse has remarried, some interesting step-parent and half-
  sibling data can be generated at GM discretion.
  51-70 FOSTERED: Character lives with another family for social, economic, or
  political reasons. Guilded apprentices are usually fostered with their
  masters, as are squires training for knighthood. Poor families, especially
  those with only one parent, commonly foster one or more children with a
  relative or neighbor. Generate foster parent status as desired. Fostered
  children are usually aware of their parents’ identity: reroll on Offspring
  sub-table at +30.
  71-75 ADOPTED: Character has been adopted by another family for social,
  political, or economic reasons. Adoption is generally only done if both
  parents are dead, but there are exceptions if parental consent is given or
  if a character is over 21 years of age. Consider present birth generation
  to apply to adoptive father. The GM may secretly generate character’s
  actual birth status. Adopted children are often unaware of the fact.
  76-90 BASTARD: Character’s parents never married, most likely because the
  father was of a higher social class, or one (or both) parents were already
  married or betrothed. Character is acknowledged by father if roll was
  76–80. Character probably lives with mother, but may reside with father
  if acknowledged.
  91-00 ORPHAN: Father and mother are deceased. Character is:
  01–80 Fostered with another family/clan.
  81–95 Adopted by another family/clan.
  96-00 Living alone. Brothers and sisters (if any) may have
  been fostered/adopted by another family.
  1d100 Sibling Rank
  01–25 Eldest
  26–50 2nd Child
  51–70 3rd Child
  71–85 4th Child
  86–95 5th Child
  95–00 6th Child
  The Family Plot
  If several players are generating characters
  at the same time and plan to form an
  adventuring team, it may be desirable their
  characters be siblings or childhood friends.
  This explains how they know each other,
  and gives them a common bond.
  Characters related by blood will have
  similar social and economic backgrounds,
  and attributes such as Birthplace and
  Social Class need be generated only once
  and then applied to all. This also allows
  the GM to spend more time creating one
  memorable family history, ripe with family
  politics and other adventure possibilities,
  rather than several sketchy lineages.
  Even if a PC group is not closely related,
  family development is worth every minute
  of a GM’s time. A close relative may have
  considerable leverage on PCs. Having a
  PC’s mother or sister kidnapped by
  demon-worshipping brigands will usually
  spur all but the most lethargic of
  characters to some sort of action. If the
  GM wants this kind of handy plot device, a
  detailed family background is helpful.
  Bastidy
  It is the habit of the upper classes to
  spread their oats throughout the lower
  classes; if unacknowledged, your PC’s real
  father may never be known to you, but
  then again, he may be someone of wealth
  and power who could be helpful...
  Acknowledging a bastard is a significant
  act; the admission can have important
  emotional ramifications for both parents,
  especially to their respective spouses. In
  families where there is property and/or
  titles to inherit, acknowledged bastards
  usually follow the youngest legitimate heir,
  but dynamic characters may do better,
  especially if they happen to be a father’s
  eldest son and the legitimate heirs are
  weak. Many a dynastic bonfire has been
  ignited with such a spark.
  Orphans
  In a violent and disease-rampant world,
  the death of one or both parents occurs
  quite often. Part of your adventuring may
  involve finding out the true identity of
  your parents.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 4
  
  ESTRANGEMENT [1d100]
  Estrangement measures a character’s popularity in the clan, tribe,
  and/or family. It has a significant effect on opportunities, including any
  inheritance. Being the eldest child of a knight is less advantageous if he
  hates you.
  Siblings with different estrangements are often jealous of each other;
  this can produce interesting family politics.
  Estrangement may be generated to assess any relationship. The
  character’s popularity with any individual (boss, retainers, or spouse) or
  institution (army, church, or guild) can be generated as needed. The player
  may not be informed of all Estrangements generated. Record only the
  interpretation.
  CLANHEAD [1d100]
  A character’s relationship to the
  Clanhead is often more important than
  to parents. Hârnic clans tend to be large.
  Some live in close proximity. Some
  number in the thousands and are widely
  dispersed. Estrangement is generated for
  a character’s clanhead as necessary.
  If your clan is important/wealthy, it’s a
  good idea to determine your relationship
  to the Clanhead. Only extended clans
  need be developed in this way. Your
  occupation is the best guide to whether a
  clan is extended. Wealthy and noble
  clans are often extended. Poor clans are
  likely to be smaller, especially if they live in major settlements. Poor
  families in the same town or district may have the same
  clan name, but have been out of touch for generations.
  1d100
  Clanhead
  01-50
  Distant Relation*
  51-75
  Aunt or Uncle
  76-85
  Cousin
  86-00
  Father or Mother
  * If distant relation is generated,
  roll again to determine your
  Father’s relation to clanhead. If
  distant relation is generated
  again, roll for the grandfather’s
  relation to clanhead, and so on.
  In some cultures, maternal
  relationships are more important.
  Clanhead
  The Clanhead space on the Character
  Profile expresses the character’s blood
  relationship to the clanhead. In small,
  poor clans, the clanhead will likely be a
  parent or grandparent. Except for outcast
  characters, the clanhead can always
  provide shelter and a hot meal.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 5
  ESTRANGEMENT TABLE
  01–10 OUTCAST: Character is
  ignored or may even be attacked
  on sight by other family members.
  Clanhead may be the character’s
  nemesis.
  11–40 UNPOPULAR: With the likely
  exception of mother, the family
  dislikes the Character, who is
  discouraged from living at home,
  and receives few (if any) favors.
  Any birthright is given grudgingly,
  if at all.
  41–60 AVERAGE: No advantages.
  Character may live at home, but
  few will care much if the Character
  leaves.
  61–95 POPULAR: Character liked by
  most relatives and may enjoy
  special favor, but should not take
  things for granted.
  96–00 FAVORITE: The character
  almost certainly gets special
  attention or privileges, possibly at
  the expense of older siblings.
  Eldest Child is often favored over
  younger children. Add 5 when generating
  Estrangement.
  Small Clans tend to like their children
  more; add 20 when rolling Estrangement
  in an unextended clan, but always treat a
  natural roll of 01 as Outcast.
  
  APPEARANCE ATTRIBUTES
  Attributes that describe a character’s appearance. They give a basic
  portrait and are used to describe characters to players. Several appearance
  attributes affect subsequent generation of physical attributes.
  HEIGHT [by Species]
  Height in inches. The average
  height is given in brackets.
  Modify at GM discretion for
  race and diet: Ivinian +1”,
  nobility +2”, urban poor –2”.
  FRAME [3d6]
  FRAME modifies a character’s
  WEIGHT, which in turn affects
  STRENGTH and AGILITY.
  Modifications to the 3d6 roll
  are made for Species and Sex.
  Record only the interpretation.
  WEIGHT [Derived from Height]
  Weight (in pounds) is derived from Height, and modified by Frame. The
  number given is optimum weight, the amount a character should weigh with
  perfect health and conditioning.
  COMELINESS [3d6]
  A character’s physical
  attractiveness to the same
  species. Comeliness can be
  temporarily modified by
  cosmetics, lighting, or magic,
  but most enhancements tend to
  wear off by morning. Record
  both the number and description.
  3d6
  Comeliness
  Modifier
  01–05
  Ugly
  +2 Sindarin
  06–08
  Plain
  09–12
  Average
  13–15
  Attractive
  16+
  Handsome
  HGT/WGT
  HGT/WGT
  HGT/WGT
  HGT/WGT
  HGT/WGT
  40”/75
  50”/95
  60”/124
  70”/160
  80”/210
  41”/77
  51”/97
  61”/127
  71”/165
  81”/215
  42”/79
  52”/100
  62”/130
  72”/170
  82”/220
  43”/81
  53”/103
  63”/133
  73”/175
  83”/225
  44”/83
  54”/106
  64”/137
  74”/180
  84”/230
  45”/85
  55”/109
  65”/141
  75”/185
  85”/235
  46”/87
  56”/112
  66”/145
  76”/190
  86”/240
  47”/89
  57”/115
  67”/149
  77”/195
  87”/245
  48”/91
  58”/118
  68”/153
  78”/200
  88”/250
  49”/93
  59”/121
  69”/157
  79”/205
  89”/255
  Frame Modifier: SCANT –20%   LIGHT –10%   HEAVY +10%   MASSIVE +20%
  Example: a character 72” tall, Medium frame, weighs 170 pounds. The same
  character with Massive frame weighs 20% more (+34) which equals 204 pounds.
  3d6
  Frame
  Modifiers
  01–05
  Scant
  –3 Human Female
  06–08
  Light
  –2 Sindarin
  09–12
  Medium
  +3 Khuzdul
  13–15
  Heavy
  16+
  Massive
  Species
  Male
  Female
  Human
  54+4d6 (68”) 52+4d6 (66”)
  Sindarin 51+4d6 (65”) 50+4d6 (64”)
  Khuzdul 40+4d6 (54”) 40+4d6 (54”)
  ❏ OTHER APPEARANCE
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 6
  Armour and clothing may vary in size.
  Items that are too small or too big cause
  discomfort. A one size difference may be
  acceptable. Record character SIZE with
  WEIGHT, such as 153/6.
  Weight
  Size
  Factor
  Random
  61-65
  1
  0.50
  01-02
  66-75
  2
  0.60
  03-05
  76-90
  3
  0.70
  06-10
  91-110
  4
  0.80
  11-22
  111-135
  5
  0.90
  23-37
  136-165
  6
  1.00
  38-63
  166-200
  7
  1.10
  64-78
  201-240
  8
  1.20
  79-90
  241-285
  9
  1.30
  91-97
  286-335
  10
  1.40
  98-00
  CHARACTER SIZE
  Human
  Sindarin Khuzdul
  01-27
  01-97
  01-90
  Fair
  28-74
  98-99
  91-00
  Medium
  75-00
  00
  00
  Dark
  Color of a character’s skin. Human is for
  characters of Hârnic ancestry. Nordic
  humans may use Khuzdul.
  COMPLEXION (1d100)
  Human
  Sindarin Khuzdul
  01-40
  01-15
  01-50
  Hazel
  41-55
  16-65
  51-69
  Gray
  56
  66-75
  70
  Violet
  57-70
  76-80
  71-85
  Green
  71-00
  81-00
  86-00
  Blue
  Humans modify +25 for FAIR complexion
  and –25 for DARK.
  EYE COLOR (1d100)
  Human
  Sindarin Khuzdul
  01-40
  01-25
  01-40
  Brown
  41-55
  26-48
  41-45
  Black
  56-65
  49-50
  46-70
  Red
  66-70
  51-60
  71-90
  Silver
  71-00
  61-00
  91-00
  Blond
  Generates the hair color of youth. Humans
  modify +25 for FAIR complexion and –25 for
  DARK.
  HAIR COLOR (1d100)
  
  PHYSICAL ATTRIBUTES
  Physical attributes express physical and sensory abilities. They are
  important in determining physical skills and do not normally change,
  although some circumstances, such as age, can alter them at GM discretion.
  STRENGTH [3d6] Key Attribute
  Strength is sheer physical power, a crucial
  attribute for combat and other physical activities.
  The higher the number, the stronger the
  character.
  Strength testing would be used for lifting, arm-
  wrestling, etc. See Attribute Testing (SKILLS 21).
  The roll for Strength is modified by SPECIES and
  WEIGHT. These modifications (if any) are
  cumulative, but modified Strength should never
  be allowed to fall below one (1).
  STAMINA [3d6] Key Attribute
  The character’s general physical condition.
  Whereas Strength determines, for example, how
  much a character can lift, Stamina determines for
  how long.
  Modifiers
  +2
  Khuzdul
  +1
  Sindarin
  MODIFIERS
  +4
  Khuzdul
  +1
  Sindarin
  WEIGHT
  –4
  56–85
  –3
  86–110
  –2
  111–130
  -1
  131–145
  +0
  146–155
  +1
  156–170
  +2
  171–190
  +3
  191–215
  +4
  216–245
  Attributes
  Attributes define a character. They should
  be generated in the order given because
  later attributes may derive from earlier
  ones.
  Most attributes are expressed as a
  numerical value from 03–18, generated by
  the sum of 3d6, sometimes modified for
  Species and other considerations.
  Regardless of modifiers, no numerical
  attribute can be less than one (1). Some
  attributes are descriptive, generated by
  rolling 1d100 and consulting a table.
  ❏ Key Attributes
  Some GMs (and all players) believe PCs
  are an elite group who should enjoy an
  advantage in character generation.
  Although nearly all characters are playable,
  some might be so disadvantaged as to
  discourage players.
  Seven Key Attributes are more important
  in the HârnMaster system than others. The
  best way to minimize problems with Key
  Attributes is to roll 4d6, discarding the
  lowest die. The Key Attributes are:
  •Strength
  •Stamina
  •Dexterity
  •Agility
  •Intelligence
  •Aura
  •Will
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 7
  
  DEXTERITY [3d6] Key Attribute
  The ability to manipulate objects with the hands.
  Dexterity is important for warriors and cutpurses.
  AGILITY [3d6] Key Attribute
  The ability to move the body. Agility is useful for
  warriors, seamen, and dancers. There are
  modifications for FRAME and for being Sindarin.
  EYESIGHT [3d6]
  The ability to see in daylight. Except for nocturnal
  creatures (like Gargun) a special penalty of 10–30
  applies in the dark to all skills requiring vision.
  HEARING [3d6]
  The character’s ability to
  sense sound. This is an important
  component of AWARENESS and
  is essential for musicians.
  SMELL [3d6]
  The character’s sensitivity to
  odor and taste. This can be
  useful for hunting and/or
  tracking, and may warn of
  danger. Of course, in a
  medieval town, a keen sense of smell may well be a
  curse.
  VOICE [3d6]
  The pleasantness and/or
  volume of a character’s voice.
  Excellent and unearthly voices
  are in high demand. Voice
  affects a number of
  communication skills. Record
  the number and description.
  Voice Modifiers
  +2
  Sindarin
  Interpretation
  03–04 Unbearable
  05–08 Unpleasant
  09–12 Average
  13–15 Pleasant
  16–17 Excellent
  18+
  Unearthly
  Smell Modifiers
  +3
  Sindarin
  +2
  Khuzdul
  +2
  Tribesmen
  Hearing Modifiers
  +2
  Sindarin
  +2
  Khuzdul
  +2
  Tribesmen
  Eyesight Modifiers
  +2
  Sindarin
  +1
  Khuzdul
  +1
  Tribesmen
  Modifiers
  +2
  Sindarin
  +2
  Scant
  +1
  Light
  –1
  Heavy
  –2
  Massive
  Modifiers
  +1
  Khuzdul
  +2
  Sindarin
  Tribesmen
  Some characters are born into
  “uncivilized” tribes. At first glance this may
  seem a dull existence; but, for an
  aggressive warrior, the possibilities for
  upward mobility are excellent. Less than a
  century ago, the great warrior chieftain of
  the Kubora, known to history as Arlun the
  Barbarian, conquered and founded the
  present Kingdom of Rethem.
  Tribesmen have more highly developed
  senses than most civilized folk and get
  bonuses to EYESIGHT, HEARING, and SMELL.
  For details on tribal characters and society,
  see HârnMaster Barbarians.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 8
  
  MEDICAL (1d100)
  Characters may begin play with one or more Medical Traits. This space
  on the character profile is also used to record diseases, scars, and other
  identifying marks acquired during play. Recalculate all skill bases that are
  affected by attribute changes. The Sindarin are immune to human diseases;
  treat their (*) traits as “Sterile” (they are relatively infertile).
  ❏ Medical Option
  Reward players with two points which they
  can add to attribute(s) of their choice
  (except any affected by the option) before
  they risk a roll on this table.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 9
  Male
  Female
  Medical Trait
  01–08
  01–05
  Addiction: Characters are addicted to some substance like alcohol or a drug. Afflicted characters test WILL x4
  to resist the first use, and WILL x1 to resist each subsequent use. Characters under the influence may become
  unconscious, injure themselves, etc.
  09
  06
  Albinism: Pallid complexion, white hair, red eyes. Viewing bright light causes intense eye pain, giving a special
  penalty of 10 on most skills. Albinos sunburn very easily. Some people consider them very attractive.
  10–14
  07–10
  Allergy: Common allergies are to pollen, hair, fur, feathers, wool, bee stings, or to foods such as eggs, milk,
  cereals, or shellfish (GM choice of one of the above). When the substance is nearby, the character suffers from
  sneezing, wheezing, and coughing. This results in a Special Penalty of 20 to all skills until the allergy source is
  avoided or removed. Eating allergic foods can cause serious illness or death – treat as poison. See PHYSICIAN 4.
  15–17
  11–14
  Ambidextrous: Character can use both hands equally well. DEXTERITY +1d3
  18–20
  15
  Arm: One arm missing or deformed. DEXTERITY is –1d3, and activities which require two hands (such as
  shooting a bow, or using a shield and weapon) are impossible.
  21–24
  16–19
  Birthmark(s): may reduce COMELINESS by 1d3, or indicate a special ancestry.
  25
  20
  Dwarfism: Character height is Species minimum –2d6”, with Heavy FRAME.
  26–27
  21–22
  *Epilepsy: Character may have a seizure (test WILL x5) if traumatized. SWIMMING and RIDING should be
  avoided. Increase INTELLIGENCE 1d3.
  28
  23
  Ear: one ear missing or deaf. Reduce HEARING by 1d3.
  29-30
  24-25
  Eye: One eye missing or blind. Reduce EYESIGHT by 1d3. Lack of depth perception and reduced field of vision
  makes combat difficult, giving a special penalty of 10 to combat skills.
  31
  26
  Gigantism: Character height is Species maximum +2d6”, with Massive FRAME.
  32
  27
  *Hemophilia: The character’s blood clots much more slowly than normal. Attempts to stop bloodloss suffer a
  special penalty of 40. Females do not suffer the effect, but pass it on to their sons.
  33
  28–29
  Hirsutism: Excessive body hair. Reduce COMELINESS by 1d3. Character may be mistaken for Gargun or were-
  creature.
  34–35
  30
  Leg: One leg missing or deformed. Reduce generated AGILITY by 50%. Character can walk (half-move) and
  hobble (full-move) with the use of a pegleg.
  36–39
  31–40
  Left-Handed: DEXTERITY +1d2. Character likely to suffer some discrimination.
  40–41
  41–42
  *Leprosy: body covered with sores/scabs. Pain sensitivity is reduced (ignore Shock Rolls for Minor Wounds).
  COMELINESS is –2d6 and RHETORIC is half ML. Contagion Index is 7. See PHYSICIAN 4.
  42
  43
  Lycanthropy: Character is a were-creature. Use only at GM discretion.
  43–44
  44–45
  Monochromasia: severe color blindness. All colors are perceived as shades of gray. Reduce EYESIGHT by 1d3,
  and the GM may assess a special penalty when color is significant.
  45–47
  46–48
  Obesity: Character’s weight is 50% to 100% more than generated. This does NOT increase Strength, but
  reduces Agility by 1d3.
  48–57
  49–58
  *Parasites: Worms, fleas, lice, etc. These are fairly common among the lower classes. Character may have
  special penalty of 10 to RHETORIC skill and 20 to LOVECRAFT.
  58–60
  59–61
  *Poxmarks (healed): Character bears scars from a disease such as smallpox. Reduce COMELINESS 1d3.
  61–63
  62-63
  Scars: Reduce COMELINESS 1d3.
  64–65
  64–65
  Sterile: Character cannot have children.
  66–70
  66–70
  Multiple Traits: roll twice more.
  71–00
  71–00
  No Medical Traits
  
  PERSONALITY ATTRIBUTES
  Personality attributes describe a character’s mind and mental power.
  This section also covers ethical and religious considerations.
  INTELLIGENCE [3d6] Key Attribute
  The ability to reason and
  articulate. For PCs, Intelligence
  may be best dealt with as
  Memory.
  AURA [3d6] Key Attribute
  Hârnic philosophers believe that all living things
  have Aura and that the physical body is simply a
  place where the immortal spirit currently resides.
  High Aura indicates high psychic ability, and is
  the most important attribute for psionics and
  magic (although WILL and INTELLIGENCE are also vital).
  WILL [3d6] Key Attribute
  Mental strength, tenacity, and patience. A
  character with low Will lacks confidence, panics
  easily, and has difficulty with tedious tasks. Those
  with high Will are resolute, confident, and stubborn.
  MORALITY [Choice or 3d6]
  Morality is a measure of unselfishness and is a
  crucial attribute for a PC’s religion. It is best if
  players choose a score from the Morality Table
  (sidebar) that suits their roleplaying style. Actions speak louder than words.
  The GM may remind a character’s that his plan is unreasonable given his
  Morality. The GM should adjust Morality up/down whenever a character’s
  actions do not suit the attribute. Record number and description.
  Modifier
  +3
  Sindarin
  Modifier
  +3
  Khuzdul
  Modifiers
  +2
  Human Female
  +4
  Sindarin
  –2
  Khuzdul
  3d6
  Memory
  Reasoning
  03–05 Absent Minded
  Moronic/Stupid
  06–08 Forgetful
  Slow Witted
  09–12 Average
  Average
  13–15 Good
  Clever
  16+
  Excellent
  Genius
  PC Intelligence
  Intelligent players often have difficulty
  playing stupid PCs (and vice-versa). The
  GM should make an attribute test when a
  dumb character attempts something clever.
  When testing Memory, a higher Intelligence
  may be simulated with GM reminders such
  as “I’m sure you remember that terrible
  flood in Tharda in 707 in which thousands
  drowned”.
  Animal Intelligence
  All entities are measured on the same
  intelligence scale. However, animal
  intelligence has a major instinctual
  component and is not always directly
  comparable to that of another species.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 10
  03–04 Diabolical: One who never feels guilt
  and obeys laws only if convenient.
  There is no act of depravity the
  diabolical character will not commit for
  personal advantage.
  05–07 Unscrupulous: One rarely troubled by
  guilt or influenced by considerations of
  right or wrong. The unscrupulous
  character behaves in whatever manner
  suits the desired objective. An ethical
  code may be based on a principle such
  as “survival of the fittest” or “the end
  justifies the means.”
  08–10 Corruptible: A moral chameleon who
  probably ascribes to some kind of
  ethical code, but will do almost
  anything for pleasure or profit. The
  corruptible character tends to view law
  as an unreasonable constraint, and will
  bend/break rules with little regard for
  moral consequences.
  11–13 Law-Abiding: One who respects law
  and custom, and strives to maintain
  high moral standards, but sometimes
  lapses. The law-abiding character will
  usually keep promises made and avoid
  harming others, but has little difficulty
  committing violence in a “just” cause.
  This character suffers guilt after sinning
  and can be inspired to virtue.
  14–16 Principled: One reluctant to cause
  suffering. Although honorable and
  dutiful, this character is capable of
  vanity, greed, and hatred, but will be
  troubled by guilt when this occurs.
  17–18 Exemplary: One who is motivated by
  the desire to be kind, fair, and
  honorable, regardless of personal cost.
  This person may be overly proud and
  hard to live with.
  MORALITY DESCRIPTIONS
  
  ❏ PSYCHE (1d100)
  Phobias, manias, and other mental disorders can be great
  fun in roleplaying, but they can also be disruptive. Use only at
  GM discretion.
  The list of mental disorders is not comprehensive. The list
  is weighted towards disorders that are the most playable. If a
  mental disorder is generated, also roll on the SEVERITY table
  (below) and pray for a low roll.
  A phobia is an irrational fear/aversion. When likely to be
  stimulated by an appropriate situation, the GM tests the
  character’s WILL to determine if the phobia can be resisted or
  not. If relief is impossible, a character may faint, become
  hysterical, go berserk, etc.
  A mania is an irrational fascination, obsession, or
  compulsion, usually to excess.
  PCs must roleplay any disorder they possess. A character
  with Pyromania should take every reasonable opportunity to
  start a fire; a character with Hydrophobia is unlikely to enjoy
  swimming, boating, etc. Severity of the disorder is, of course,
  relevant in the actions that are taken. If actions do not reflect a
  disorder, the GM may inject appropriate (and nastier) effects.
  ❏ GM Option One: Reward players with three points
  which they can add to attribute(s) of their choice (except
  WILL) if they risk a roll on this table.
  ❏ GM Option Two: Make a GM roll for Mental Disorders.
  Treat disorder as latent, and advise player only when
  appropriate.
  ❏ GM Option Three: Treat the level of Severity as
  variable and make a new roll on this table when a
  disorder is triggered. It is quite possible for someone with
  Acrophobia to climb a mountain with no problem, but
  panic sitting atop a twenty feet wall. Phobias are
  irrational.
  1d100
  Severity
  Resist Test
  01-60
  Mild
  Will x5
  61-90
  Moderate
  Will x3
  91-00
  Severe
  Will x1
  ❏ SEXUALITY (Choice or 1d100)
  1d100
  Sexuality
  01-90
  Heterosexual
  91-96
  Bi-Sexual
  97-00
  Homosexual (exclusively)
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 11
  1d100
  Mental Disorder
  01-03
  Acrophobia (fear of heights)
  04-05
  Aichmophobia (fear of sharp blades, etc.)
  06
  Algophobia (fear of pain)
  07-08
  Astraphobia (fear of thunder/lightning)
  09
  Ballistophobia (fear of missiles)
  10-11
  Bulimia (eating mania)
  12-14
  Claustrophobia (fear of confined spaces)
  15
  Cynophobia (fear of dogs)
  16-17
  Dyslexia (learning/reading disorder)
  18-19
  Entomophobia (fear of insects/spiders/etc.)
  20-22
  Gamblamania (gambling mania)
  23-24
  Gephyrophobia (fear of crossing bridges)
  25
  Heliophobia (fear of sun/daylight)
  26
  Hemophobia (fear of blood)
  27-28
  Hydrophobia (fear of water/drowning)
  29-31
  Hypochondria (imagined illnesses)
  32
  Ivashuphobia (fear of Ivashu)
  33-35
  Kleptomania (compulsion to steal)
  36
  Megalomania (exaggerated self-worth)
  37
  Mysophobia (fear of dirt/filth)
  38
  Multiple Personality*
  39-40
  Musophobia (fear of mice/rats)
  41-43
  Necrophobia (fear of corpses)
  44-45
  Nyctophobia (fear of darkness/night)
  46
  Ophidiophobia (fear of snakes)
  47
  Ornithophobia (fear of birds)
  48
  Paranoia/Persecution Complex
  49
  Psychopathy (cannot tell right from wrong)
  50-51
  Pvaraphobia (Fear of Magic/Wizards)
  52-54
  Pyromania (fascination with fire)
  55-56
  Pyrophobia (fear of fire)
  57
  Sadism (pleasure inflicting pain)
  58-59
  Sex Mania/Deviancy
  60
  Theophobia (fear of divine retribution)
  61
  Toxicophobia (fear of being poisoned)
  62-63
  Violent Temper (loses control)
  64
  Xenophobia (fear of strangers)
  65
  Yaelaphobia (fear of the moon)
  66-70
  Multiple Disorders (roll twice more)
  71-00
  No Mental Disorders
  * Generate 2nd character with new Personality
  Attributes (only). Character may change personality in
  stressful situations, based on a resistance roll against
  WILL. The primary personality is neurotic and totally
  unaware of the secondary personality. The latter, on the
  other hand, is aware of the primary personality and
  often takes desperate actions to try and overcome the
  neurosis of that personality.
  
  DEITY [Choice]
  The god or goddess worshiped (however laxly) by the character. While
  characters may respect and acknowledge the existence of any number of
  deities, they may only follow one, although it is possible to change religion.
  The character chooses a religion from the options presented by the GM.
  However, the character must have been exposed to the chosen religion, and
  culture and social class must also be considered. Most people tend to
  follow the deity of their parents or guardians.
  While there are moral
  worshippers of
  Morgath and corrupt
  Laranians, characters
  tend to be more
  successful if their
  morality matches that
  of their deity. The
  table is a rough guide
  to the recommended
  Morality for a
  character to worship the ten major deities of Lythia. Churches and clerics,
  unaware of a character’s true morality, may be fooled for awhile. Peoni
  accepts almost anyone, but expects those with low MORALITY to reform
  their ways.
  Comparison of the worshipper’s morality with that of the deity affects
  divine intervention. This can tip the scales in a life or death situation.
  PIETY [5d6]
  Piety measures a character’s standing with a deity and is measured in
  Piety Points (PPs). The number of PPs for a new character is determined by
  rolling 5d6. Piety totals increase and decrease in the course of play. PCs
  who choose a deity inappropriate to their Morality should have an opening
  PP total of only 4d6 or 3d6 at GM discretion. Record the number.
  Piety Points are accrued in the course of play by undertaking (and
  usually completing) “pious acts.” Piety means different things to the deities;
  a pious act which pleases Peoni is unlikely to find much favor with Agrik,
  Morgath, or Naveh. Piety also has little to do with Ritual (cleric) skill;
  impious (corrupt) clerics can and do exist. Examples of pious acts include
  extended prayer and meditation, and service to the church, particularly a
  temple quest or crusade.
  Characters calling for divine intervention
  expend Piety Points; often quite a lot of
  them. Characters may also forfeit PPs
  by “sinning”, keeping in mind that a
  sinful act to one deity may be a
  pious act to another. As a rule it
  is much easier to expend PPs than
  to obtain them. Players are,
  therefore, advised to conserve
  their PPs carefully.
  Deities of Hârn
  Morality
  Agrik (evil god of fire and war)
  03–13
  Halea (goddess of wealth and pleasure)
  05–16
  Ilvir (god of sorcerous beasts) 
  05–16
  Larani (lady of paladins)
  08–18
  Morgath (evil god of the undead)
  03–07
  Naveh (god of thieves and assassins)
  03–10
  Peoni (lady of healing and virtue)
  08–18
  Sarajin (viking god of battle)
  05–16
  Save-K'nor (wise god of riddles)
  08–18
  Siem (god of dreams, elves, and dwarves)
  11–18
  Clerics
  Characters seeking to enter a church as an
  occupation should refer to CHARACTER 23.
  ❏ Multiple Worship
  Characters may ascribe to two or more
  religions, provided the deities are not
  diametrically opposed. Deities with a base
  Morality of less than 8 are generally
  opposed to the others, although Ilvir and
  Sarajin are somewhat “neutral”. If this is
  done, a separate Piety Point total and
  Ritual Skill (SKILLS 12) is kept for each
  deity. Never, however, is it possible to be a
  cleric of more than one deity.
  Gods of Hârn
  The Hârnic pantheon of ten deities is
  described in HârnPlayer. Churches are
  described in HârnMaster Religion.
  ❏ Godless Characters
  Characters may be godless in which case
  Piety/PPs are unnecessary.
  Divine Intervention
  Divine intervention is another word for
  miracle. However, the acts of deities,
  should never be confused with spells,
  which are the acts of mages.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 12
  
  OCCUPATION (1d100 or Choice)
  The next step in preparing a character for play is to determine an
  Occupation. This largely determines the skills a character has to begin
  play and, of course, the roleplaying opportunities that follow, at least
  initially. Occupation is not necessarily a life commitment. Characters can
  change jobs during play, although this might involve lengthy re-training.
  The occupations available depend mainly on SOCIAL CLASS, although
  birthplace and natural talent (attributes) may open or close some doors.
  Some vocations (Knight and Herald) are only available to high-born
  characters; some require exceptional natural talent. Birthplace is also
  relevant; a character born in landlocked Kaldor may have a hard time
  convincing the GM that running away to sea is a reasonable choice.
  Parent Occupation
  Occupation may be randomly generated on the OCCUPATION
  GENERATION table (CHARACTER 14) with a 1d100 roll within the proper
  SOCIAL CLASS. This is the occupation of a character’s parents.
  Players may follow the same occupation or choose another at GM
  discretion. The eldest born survivor, especially if a favorite, would be
  expected to follow the family occupation. Later born offspring have more
  choice, especially if unpopular. GMs may impose restrictions on some
  occupations so that characters fit into an existing campaign.
  Character Occupation
  The OCCUPATION SKILLS table (CHARACTER 15) has a column showing
  the average years of training. At this point your character has the skills
  listed on the OCCUPATION SKILLS table and may then embark on a career.
  INCOMES
  The Income Table lists the average wages earned from various
  occupations on Hârn. Monthly incomes are based on 24 days, the
  average number of days worked per month after holidays. Wages often
  vary by season.
  Guilded Occupations
  Wages given are for Bonded Masters; room and board may also be
  provided. The employer would bear the additional cost of providing
  materials and supplies, but tools are owned by the master. A skilled
  mason-architect building a new castle, or an exquisite sword craftsman,
  could earn fees up to six times higher, but such incomes are rare.
  Apprentices receive room & board and sometimes get pocket money
  from generous masters. Journeymen receive 30-60% of a master's wages,
  depending on experience, plus room and board. Freemasters have
  variable incomes because demand for their services can vary. See:
  HârnPlayer, page 15.
  Unguilded Occupations
  Wages given are for average experienced workers; others might earn
  more/less depending on skills. Wages are dependent on the availability
  of labor. They also tend to be higher in summer and lower in winter.
  Guilded
  Month
  Year
  Apothecary
  60d
  720d
  Chandler
  54d
  648d
  Charcoaler
  54d
  648d
  Clothier
  60d
  720d
  Courtesan
  Variable
  Embalmer
  48d
  576d
  Glassworker
  66d
  792d
  Harper
  42d
  504d
  Herald
  78d
  936d
  Hideworker
  60d
  720d
  Innkeeper
  60d
  720d
  Jeweller
  66d
  792d
  Lexigrapher
  66d
  792d
  Litigant
  72d
  864d
  Locksmith
  60d
  720d
  Mason
  96d
  1,152d
  Mercantyler
  Variable
  Metalsmith
  72d
  864d
  Miller
  84d
  1,008d
  Miner
  84d
  1,008d
  Ostler
  78d
  936d
  Perfumer
  66d
  792d
  Physician
  72d
  864d
  Pilot
  Variable
  Potter
  60d
  720d
  Salter
  48d
  576d
  Seaman (AB)
  48d
  576d
  Shipwright
  90d
  1,080d
  Tentmaker
  72d
  864d
  Thespian
  Variable
  Timberwright
  78d
  936d
  Weaponcrafter
  108d
  1,296d
  Woodcrafter
  66d
  792d
  Unguilded
  Month
  Year
  Animal Trainer
  72d
  864d
  Cartographer
  84d
  1,008d
  Cook
  30d
  360d
  Farmhand
  24d
  288d
  Fisherman
  48d
  576d
  Herdsman
  24d
  288d
  Hunter/Trapper
  42d
  504d
  Laborer/Porter
  42d
  504d
  Longshoreman
  42d
  504d
  Prostitute
  Variable
  Ratter
  60d
  720d
  Sage/Tutor
  84d
  1,008d
  Scribe
  66d
  792d
  Servant
  24d
  288d
  Teamster
  72d
  864d
  Thatcher
  54d
  648d
  Toymaker
  48d
  576d
  Military Wages: See CHARACTER 28
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 13
  INCOMES
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 14
  OCCUPATION GENERATION
  NOBLE
  SLAVE
  SERF
  FREEMAN (Unguilded)
  FREEMAN (Guilded)
  Tribal
  Viking
  Feudal
  Imperial
  Sindar
  Khuzan
  Occupation
  Urban %
  01-20
  01-80
  01-80
  01-75
  •
  •
  FARMER
  0
  21-80
  81-97
  81-95
  76-90
  •
  •
  HERDSMAN
  0
  81-00
  98-00
  96-00
  91-98
  •
  •
  SERVANT/COOK
  20
  •
  •
  •
  99-00
  •
  •
  GLADIATOR/GUARD
  20
  •
  •
  01-80
  •
  •
  •
  FARMER
  0
  •
  •
  81-95
  •
  •
  •
  HERDSMAN
  0
  •
  •
  96-00
  •
  •
  •
  SERVANT/COOK
  0
  •
  01
  01
  01-02
  01
  01
  ANIMAL TRAINER
  75
  •
  02-03
  02-05
  03-06
  •
  •
  BEGGAR/SCAVENGER
  95
  •
  04
  06
  07
  02-03
  02-03
  CARTOGRAPHER/ARTIST
  90
  01-03
  05-06
  07-08
  08-09
  04
  04
  CLERIC/SHAMAN
  65
  •
  07-10
  09-12
  10-13
  05-08
  05-19
  COOK/SERVANT
  80
  •
  11-55
  13-60
  14-38
  •
  •
  FARMER (FREEHOLD)
  0
  04-20
  56-65
  61-66
  39-44
  09-19
  •
  FISHERMAN
  50
  •
  •
  67
  45-47
  •
  •
  GLADIATOR
  95
  21-40
  66-70
  68-69
  48-54
  •
  •
  HERDSMAN
  0
  41-00
  71-76
  70-72
  55-57
  20-57
  20-21
  HUNTER/TRAPPER
  10
  •
  77-83
  73-80
  58-65
  •
  22-33
  LABORER/LONGSHOREMAN
  95
  •
  84-85
  81-82
  66-69
  •
  •
  PROSTITUTE/PIMP
  75
  •
  86-87
  83-84
  70-71
  •
  •
  RATTER
  70
  •
  88
  85
  72-75
  •
  34-57
  SAGE/TUTOR
  80
  •
  89-90
  86-87
  76-80
  58-64
  58-64
  SCRIBE
  90
  •
  91
  88
  81-90
  65-74
  65-97
  SOLDIER: LEGIONNAIRE/GUARDSMAN 90
  •
  92-97
  89-90
  91-95
  75-95
  •
  SOLDIER: MERCENARY/VIKING
  70
  •
  •
  91-97
  •
  •
  •
  SOLDIER: YEOMAN
  0
  •
  98
  98
  96-97
  96
  98
  TEAMSTER
  90
  •
  99
  99
  98
  97
  •
  THATCHER
  5
  •
  00
  00
  99-00
  98-00
  99-00
  TOYMAKER
  75
  •
  01
  01
  01
  01-02
  01
  ALCHEMIST
  90
  •
  02
  02
  02
  03-04
  02
  APOTHECARY
  90
  •
  03
  03
  03
  05
  03
  ASTROLOGER
  90
  •
  04-05
  04-05
  04-05
  06
  04-06
  CHANDLER
  95
  •
  06-08
  06-07
  06-07
  07
  07
  CHARCOALER
  10
  •
  09-11
  08-11
  08-10
  08-12
  08-11
  CLOTHIER
  95
  •
  12
  12
  11
  •
  •
  COURTESAN
  99
  •
  13-14
  13-14
  12-13
  13
  12
  EMBALMER
  95
  •
  15-16
  15-16
  14-15
  14-25
  13
  GLASSWORKER
  90
  •
  17-21
  17-19
  16-18
  26-35
  14-17
  HARPER/SKALD
  80
  •
  22-27
  20-26
  19-24
  36-45
  18
  HIDEWORKER
  40
  •
  28-31 
  27-31
  25-28
  46-49
  19-20
  INNKEEPER
  35
  •
  32-33
  32-33
  29-30
  50-58
  21-30
  JEWELER
  99
  •
  34-35
  34-35
  31-32
  59-62
  31-33
  LEXIGRAPHER
  95
  •
  36
  36
  33
  •
  34
  LITIGANT
  95
  •
  37
  37
  34
  63
  35-36
  LOCKSMITH
  95
  •
  38
  38
  35-36
  64-68
  37
  MAGE (SHEK-PVAR)
  90
  •
  39-40
  39-41
  37-39
  69-74
  38-47
  MASON
  60
  •
  41-48
  42-47
  40-45
  75-76
  48-60
  MERCANTYLER
  90
  •
  49-57
  48-56
  46-54
  77-80
  61-68
  METALSMITH
  15
  •
  58-64
  57-64
  55-62
  81
  69
  MILLER/MILLWRIGHT
  10
  •
  65-67
  65-67
  63-65
  82
  70-84
  MINER
  1
  •
  68
  68-69
  66-68
  83
  •
  OSTLER
  75
  •
  69-70
  70-71
  69-71
  84
  85
  PERFUMER
  95
  •
  71
  72
  72
  85
  86
  PHYSICIAN
  75
  •
  72-73
  73
  73
  86
  •
  PILOT
  95
  •
  74-77
  74-77
  74-77
  87
  87
  POTTER
  85
  •
  78-79
  78-79
  78-79
  88
  88
  SALTER
  30
  •
  80-83
  80-82
  80-82
  89
  •
  SEAMAN
  95
  •
  84
  83
  83
  90
  •
  SHIPWRIGHT
  90
  •
  85
  84
  84
  91
  89
  TENTMAKER
  95
  •
  86
  85
  85
  92
  90
  THESPIAN
  70
  •
  87-88
  86-88
  86-88
  93
  91
  THIEF (LIA-KAVAIR)
  75
  •
  89-90
  89-90
  89-90
  94
  92
  TIMBERWRIGHT
  10
  •
  91-92
  91-92
  91-92
  95-96
  93-99
  WEAPONCRAFTER
  75
  •
  93-00
  93-00
  93-00
  97-00
  00
  WOODCRAFTER
  30
  •
  •
  01-05
  01-05
  •
  •
  CLERIC (NOBLE)
  65
  •
  01-03
  06-10
  06-10
  01-03
  01-02
  HERALD (NOBLE)
  80
  •
  •
  11-15
  18-38
  •
  •
  BAILIFF (MANOR)
  5
  01-00
  •
  •
  •
  •
  •
  CHIEFTAIN (TRIBAL)
  0
  •
  •
  16-85
  •
  •
  •
  KNIGHT-BACHELOR/LADY
  50
  •
  04-00
  86-00
  39-00
  04-00
  03-00
  KNIGHT/PATRICIAN/LADY
  0
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 15
  OCCUPATIONAL SKILLS
  Occupation
  Yrs Skills
  Animal Trainer
  3
  Animalcraft/4, Hidework/2, Riding/2
  Beggar
  1
  Rhetoric/5, Intrigue/4, Dagger/4
  Cartographer/Artist 5
  Drawing/4, Mathematics/2, Script
  Cleric/Shaman
  3
  Depends on deity. See: CHARACTER 23
  Cook/Servant
  3
  Intrigue/4, Rhetoric/4, Cookery/4, Textilecraft/3, Herblore/2
  Farmer
  4
  Agriculture/4, Weatherlore/4, Animalcraft/3
  Fisherman
  5
  Fishing/5, Seamanship/4, Weatherlore/4, Piloting/2, Shipwright/2
  Gladiator
  4
  Initiative/6, 3 Weapons OML+SBx2, Unarmed/5, Physician/2
  Herdsman
  2
  Animalcraft/4, Tracking/3, Survival/3, Weatherlore/4
  Hunter/Trapper
  5
  Tracking/4, 3 Weapons OML+SB, Stealth/4, Foraging/3, Survival/3, Hidework/2, Fletching/2
  Laborer
  1
  Intrigue/4
  Longshoreman
  1
  Intrigue/4, Seamanship/2
  Prostitute/Pimp
  1
  Lovecraft/4, Intrigue/4, Dagger/4
  Ratter
  3
  Ratcraft/5, Dogcraft/4, Net/3, Club/5, Herblore/2
  Sage/Tutor
  5
  Folklore/4, Mathematics/2, 2nd Language, Two Scripts
  Scribe
  5
  Drawing/3, Mathematics/2, 2nd Language, Three Scripts
  Soldier
  4
  Depends on military unit type. See CHARACTER 27.
  Teamster
  2
  Riding/4, Animalcraft/3, Whip/3, Woodcraft/2
  Thatcher
  4
  Climbing/5, Woodcraft/3, Engineering/2
  Toymaker
  5
  Woodcraft/4, Lockcraft/3, Drawing/3, Hidework/2
  Alchemist
  7
  Alchemy/4, Mathematics/3, Herblore/3, Mining/2, Physician/2, Script
  Apothecary
  6
  Herblore/4, Alchemy/2, Mathematics/2, Physician/2, Script
  Astrologer
  4
  Astrology/4, Mathematics/3, Drawing/3, Tarotry/2, Script
  Chandler
  4
  Three reasonable crafts at SBx3, Alchemy/2, Metalcraft/2, Script
  Charcoaler
  3
  Timbercraft/3, Survival/3, Woodcraft/2, Metalcraft/2
  Clothier
  6
  Textilecraft/4, Hidework/3, Jewelcraft/3, Script
  Courtesan
  3
  Lovecraft/5, Intrigue/5, Singing/5, Musician/3, Dancing/3, Script
  Embalmer
  7
  Embalming/4, Woodcraft/2, Alchemy/2, Perfumery/2, Script
  Glassworker
  7
  Glassworking/4, Ceramics/2, Alchemy/2, Script
  Harper/Skald
  7
  Singing/5, Folklore/4, Oratory/4, Musician/4, 2 x Musician/3, Woodcraft/3, Script
  Hideworker
  5
  Hidework/4, Textilecraft/2, Alchemy/2
  Innkeeper
  5
  Brewing/4, Cookery/4, Rhetoric/4, Intrigue/4, 2nd Language, Script
  Jeweler
  7
  Jewelcraft/4, Metalcraft/3, Mining/2, Script
  Lexigrapher
  5
  Hidework/4 (parchment/vellum), Inkcraft/4, Drawing/3, Scripts (2)
  Litigant
  7
  Law/4, Oratory/5, Rhetoric/5, Intrigue/5, 2nd Language, Script
  Locksmith
  6
  Lockcraft/4, Metalcraft/3, Woodcraft/2, Script
  Mage (Shek-Pvar)
  7
  Depends on Convocation. See: CHARACTER 25
  Mason
  7
  Masonry/4, Woodcraft/3, Engineering/3, Mathematics/2, Script
  Mercantyler
  6
  Rhetoric/5, Intrigue/5, Mathematics/3, Law/2, One Weapon OML, 2nd Language, Script
  Metalsmith
  6
  Metalcraft/4, Mining/2, Weaponcraft/2
  Miller/Millwright
  6
  Milling/4, Engineering/3, Agriculture/3, Script
  Miner
  6
  Mining/4, Engineering/3, Woodcraft/2, Metalcraft/2, Jewelcraft/1
  Ostler
  5
  Horsecraft/4, Riding/4, Hidework/3
  Perfumer
  6
  Perfumery/4, Alchemy/3, Herblore/3, Embalming/2, Script
  Physician
  7
  Physician/4, Herblore/3, Alchemy/3, Script
  Pilot
  9
  Piloting/4, Weatherlore/4, Seamanship/3, Drawing/3, One weapon OML, Shipwright/2, Mathematics/2, Script
  Potter
  6
  Ceramics/4, Glassworking/2
  Salter
  4
  Mining/3, Cookery/4, Survival/3, Fishing/3, Herblore/1
  Seaman
  5
  Seamanship/4, Climbing/5, Club/5, Dagger/4, Fishing/3, Weatherlore/3, Piloting/2, Shipwright/2
  Shipwright
  7
  Shipwright/4, Woodcraft/3, Timbercraft/3, Metalcraft/2, Mathematics/2, Seamanship/2, Script
  Tentmaker
  5
  Textilecraft/3, Hidework/3, Woodcraft/2
  Thespian
  7
  Acting/4, Oratory/4, Singing/4, Musician/3, Drawing/3
  Thief (Lia-Kavair)
  3
  Legerdemain/4, Awareness/5, Stealth/4, Intrigue/4, Lockcraft/3, Club/5, Dagger/4, Acrobatics/2
  Timberwright
  6
  Timbercraft/4, Survival/3, Weatherlore/4, Woodcraft/3
  Weaponcrafter
  7
  Weaponcraft/4, Two Weapons OML, Metalcraft/3, Fletching/3, Mining/2
  Woodcrafter
  7
  Woodcraft/5, Metalcraft/2, Hidework/2
  Herald
  5
  Heraldry/4, Oratory/4, Rhetoric/4, Intrigue/5, Drawing/4, 2nd Language, Script (+ Knight skills to OML)
  Knight Bachelor
  7
  See: CHARACTER 27
  Knight/Bailiff
  7
  Knight Bachelor, plus Law/3, Agriculture/2.
  Lady
  7
  Intrigue/5, Folklore/4, Needlework/3, Dancing/3, Heraldry/3, Astrology/2, Drawing/2
  
  ASSIGNMENT OF SKILLS
  The next step in character generation is to assign skills. Familiarity with
  the Skills system is necessary before proceeding. Skills are listed on the
  SKILL DATA table (Skills 3–4). For each character, the following four types of
  skills are assigned before play begins.
  [1] AUTOMATIC SKILLS
  Skills that every character has regardless of background or training.
  These skills are already entered on the Character Profile. The SB for each
  automatic skill should be calculated and recorded. The Opening Mastery
  Level (OML) is the multiple of SB given on the SKILL DATA table.
  [2] OCCUPATIONAL SKILLS
  Characters now open the listed skills listed on the OCCUPATION SKILLS
  TABLE. Each skill is named, followed by a number which is the OML. That
  is, the skill Tracking/4 means that this skill is opened to SBx4. Calculate the
  required Skill Bases and OMLs.
  Important: An Automatic skill is sometimes listed as an Occupation Skill. In
  such cases, only the Occupation Skill OML is used – they are not added
  together. For example, Initiative is normally opened by all characters to SBx3.
  A Legionnaire, however, has Initiative/7, meaning this automatic skill opens
  at SBx7 (not SBx3 + SBx7).
  [3] FAMILY SKILLS
  Children work at the trade of their family or clan until at least age 14.
  Characters following a different occupation from that of their family/clan
  open the primary (first-listed) parent occupation skill at OML+SB, and any
  one other family skill at OML. Characters who are following the family
  occupation, add SBx1 to each occupation skill.
  [4] OPTIONAL SKILLS
  All characters have five (5) option points (OPs) to open new skills or
  improve existing skills.
  New Skills: open reasonable skills at OML for 1OP each. The GM
  must approve all new skills. New skills may be improved.
  Improve Skills: For 1OP, improve any open skill by SBx1. A second
  improvement of the same skill costs an additional 2OP. Hence,
  improving an open skill by SBx2 costs 3OP.
  VETERAN EXPERIENCE: characters with additional years of
  experience receive bonus Option Points. See: CHARACTER 19.
  [5] PSIONIC TALENTS [Optional]
  Some characters may be born with psychic abilities such as TELEPATHY,
  TELEKINESIS, or PSYCHOMETRY. The GM generates talents (if any) using the
  Psionics rules. Psionic talents may be latent and you may not be told about
  them until they are triggered by some future stimulation.
  Occupations
  HârnMaster has no “character classes”.
  There are no arbitrary limits to the number
  or combination of a character’s skills.
  Occupations are limited only by culture,
  natural ability, and desire.
  There are, however, practical and common
  sense limits. A warrior with a sufficiently
  high AURA can certainly learn spells, but
  doing so requires years learning the
  mysteries and ways of magic. It is always
  better to be a master of few skills than a
  novice at many.
  If only for variety, PCs may try careers
  such as Weaponcrafter, Mercantyler, Pilot,
  or Herald. The rich Hârnic environment
  allows many such roles to be played with
  enjoyment.
  Recording Skills
  Record each open skill on the Character
  Profile under the appropriate category of
  Physical, Combat, Lore/Craft, etc. There is
  space for:
  •The name of the skill. Automatic skills
  are already named on the profile.
  •The Skill Base (SB). Each character has
  a unique Skill Base for each skill.
  •The Mastery Level (ML) which changes
  during play and should be entered in
  pencil. ML represents a character’s
  general effectiveness when using the
  skill.
  Family Skills (example)
  A character’s parent occupation is Jeweler.
  If the character follows this occupation,
  the family skills are Jewelcraft/5,
  Metalcraft/4, Mining/3, & Script. If the
  character chooses another occupation, the
  family skills are Jewelcraft/2 (OML+SB)
  and Mining /1 or Metalcraft/1 or Script.
  ❏ Militia Skills
  GMs have the option to allow non-military
  characters to open two combat skills on
  the assumption they have served in the
  militia. These are bonus skills opened to
  OML+SB.
  Psionic Talents
  Latent psionic talents can manifest in odd
  ways. Nearby things might inexplicably
  move or catch fire; the character might get
  vivid dreams or headaches.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 16
  
  EQUIPMENT AND FUNDS
  A typical character begins play with the clothes worn, a knapsack
  containing their worldly possessions, credentials when appropriate, and a
  moneybelt. Most characters travel afoot, but nobles require a horse.
  FAMILY WEALTH
  A character’s starting possessions are largely dependent on family
  wealth, which is relative to social status. The sidebar table shows three
  levels of wealth within each social class. The value given is an amount that
  characters use to equip themselves from the Price List on HârnPlayer p18
  and the weapon and armour tables on COMBAT 3/4.
  GMs may wish to vary family wealth based on actual family
  occupation. ESTRANGEMENT can also influence funds; unpopular characters
  might get the most if they leave home right now!
  Clothing & Possessions
  Clothes should suit a character’s station. A tunic, leggings, hat, and
  sandals are the bare essentials. Some folk wear a robe or gown instead of a
  tunic. Other common items include gloves, vest, hood, shoes, boots, and
  cloak. Quality of materials depends on funds available.
  Travellers normally have a knapsack containing portable tools of their
  trade. A weaponcrafter, for example, must own hammers and tongs, but
  carrying an anvil is unlikely. Nearly everyone carries some fire-making tools
  (tinderbox, or flint and steel) and a strip of cloth for a towel, bandage, or
  arm-sling. A waterskin is also essential. Some folk buy blankets, grapples,
  ropes, lanterns, and the like.
  Weapons & Armour
  Nearly everyone owns a knife or dagger. Clubs, bows, hatchets, slings,
  and staves are also common. Other weapons are expensive and should be
  appropriate to occupation. Read: “Bearing Arms” in HârnPlayer 27.
  Few starting characters can afford good armour. Military characters are
  mostly equipped by their unit, but knights on feudal service must bring their
  own weapons, armour, and steed. See: Character 27 for details.
  Purse/Moneybelt
  If you have a purse, use it to keep whatever wealth remains after
  equipping yourself.
  Credentials
  Proving identity can be difficult on Hârn. Somewhere on the
  character’s person should be papers to prove guild rank (if any) and/or a
  letter of introduction from a prominent person such as the character’s lord
  of the manor, or a cleric or sheriff, etc. Many guilds issue a badge or tattoo
  to prove rank. The expensive weapons and armour carried by knights speak
  for themselves.
  Nobles
  Squires are traditionally equipped by their
  lord when knighted. This includes
  weapons, armour, and a good steed.
  Family wealth above is intended for
  additional items like clothing.
  Home Sweet Home
  Very few Hârnic folk own property. Rural
  freemen and serfs rent cottages and land
  from the lord. City homes are mostly
  owned by a few wealthy folk and rented to
  poorer citizens. Only established urban
  guildsmen can hope to buy a private home.
  Livestock 
  Most rural households own a few sheep or
  goats, perhaps a cow. Some families raise
  pigs which are prolific breeders. Wealthier
  households own oxen and rent them for
  village work in exchange for food and
  labor. Only the wealthiest of peasants can
  afford to keep a bull or a horse. An animal
  or two might be given to a son leaving
  home.
  FAMILY WEALTH
  Class
  Poor
  Average
  Rich
  Serf
  40d
  80d
  160d
  Unguilded
  60d
  120d
  240d
  Guilded
  90d
  180d
  360d
  Noble
  600d
  1,200d
  2,400d
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 17
  
  FRIENDS & ENEMIES
  Who you know is at least as important as what you know. Over time,
  characters make social and professional contacts and friends, and typically
  an enemy or two. Friends may provide assistance in the form of money,
  information, shelter, or just a hot meal on a cold night. However, friendships
  must be maintained, and friends often get in trouble and need your help.
  Sometimes the enemy of your enemy can be your friend.
  CONTACTS
  Before starting play, each character generates a number of contacts
  equal to the character’s Age/5. For example, a 32-year old character has
  (32/5=6.4) or 6 contacts. These contacts are in addition to any close
  relatives and current work associates. Roll on the CONTACT table to identify
  each contact. Contacts with an (*) can be further identified with a roll on
  the OCCUPATION GENERATION table (CHARACTER 14).
  A contact’s rank, such as officer or common soldier, is significant.
  Assume 10% chance of high official, or GM discretion.
  Players should record all contact information. The GM may wish to
  develop some contacts as NPCs.
  Relationships & Loyalty
  The character has a relationship with each contact that can range from
  close friend to enemy. Roll 1d100 on the RELATIONSHIP table and then
  generate the Loyalty number for that contact. That is, if 74 is generated, the
  Contact is a “friend” with 50+1d20% Loyalty. Generate and record Loyalty
  score next to the Contact name.
  Maintaining Friendships
  LOYALTY scores are treated like a skill and should be adjusted to reflect
  the realities of each relationship. If you ignore a friend, or refuse to give help
  to a friend, the relationship withers. Conversely, if you spent time with a
  friend, or help out when asked, the friendship improves.
  GETTING HELP
  When a character requests assistance, roll 1d100 against the contact’s
  current Loyalty:
  CS: Contact offers unconditional help to best of ability. Loyalty +10.
  MS: Contact will be helpful, but may (50% chance) expect some
  repayment or assistance in return. Loyalty +5.
  MF: Contact refuses to provide the help requested. Loyalty –5.
  CF: Same as MF, but Loyalty –10, and 20% chance of betrayal.
  GM NOTE: Loyalty is always affected by circumstances. A staunch friend
  may become less so after a month or two in the lord’s dungeon. A neighbor
  who would be happy to tell an old friend how often the Agrikan patrol rides
  past might be too frightened to shelter the same friend fleeing that patrol. The
  GM modifies the Loyalty roll as appropriate. Expense and/or danger are
  significant, especially when a contact’s family are at risk.
  The Unkindest Cut
  Contacts may feel differently toward the
  character than is believed. When a good
  friend responds with Critical Failure, this
  can be justified as an insincere friendship
  that vanishes in time of need.
  Similarly, an Unfriendly neighbor rolling
  Critical Success suggests you have
  misjudged that neighbor.
  Brownie Points
  Working to maintain friendships requires a
  character to spend time with a friend. The
  easiest way to do this is to reduce all
  Loyalty scores by ten (–10) once per year,
  and then allow PCs to improve the
  relationship by their actions. Every ten (10)
  hours spent with a friend would justify a
  “skill roll” to improve Loyalty.
  Relationships that involve blood kin should
  be influenced by family ESTRANGEMENTS.
  NOTE: This concludes Character
  Generation for most characters. The
  following provides rules to handle older
  characters, designing characters, and
  special rules for certain occupations.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 18
  d100
  Contact
  01-15
  First Cousin, Aunt or Uncle
  16-20
  Distant Relative
  21-30
  Church
  31-40
  Military/Militia
  41-50
  *Serf/Slave
  51-70
  *Unguilded
  71-75
  *Guildsman (apprentice)
  76-80
  *Guildsman (journeyman)
  81-85
  *Guildsman (master)
  86-90
  *Noble/Landlord
  91-00
  Other (GM Option)
  CONTACT
  d100
  Relationship
  Loyalty
  01-10
  Enemy
  None
  11-30
  Unfriendly
  10+1d20%
  31-70
  Acquaintance
  30+1d20%
  71-90
  Friend
  50+1d20%
  91-00
  Close Friend
  70+1d20%
  Best Friend: Choose one Close Friend. This
  person will be more loyal and helpful when
  needed.
  RELATIONSHIP
  
  VETERAN CHARACTERS
  Characters do not always have to be generated as rookies. It can be
  great fun starting a campaign with veteran characters. The GM may also
  use these rules to generate older NPCs. The routine assumes a normal
  character is created, then skills are improved with bonus option points to
  reflect the character’s age and experience.
  Experience is reckoned in years which must be decided by the GM.
  These years are then added to the character’s age.
  A typical guildsman will achieve the skills of a master after 4–6 years
  as journeyman. Of course, having the skills of a master and having the rank
  of master are not the same thing. Most guilds control the number of
  masters by restricting the number of franchises available. Some
  journeymen are more skillful than their masters.
  VETERAN OPTION POINTS
  A veteran character receives three (3) option points per year of
  experience; five years experience equals 5 x 3 = 15 veteran OP. These
  points should be expended to improve OPEN skills. At GM discretion, new
  skills may be opened (1OP each) and improved. Normal restrictions on
  availability of skills should apply.
  Diminishing returns are built into the HârnMaster skill improvement
  system. The higher an ML gets, the harder it is to improve. To reflect this,
  the actual number of OPs that must be expended to raise a skill doubles for
  each SB increase. That is, the first SB increase costs 1OP, the second costs
  2OP, the third costs 4OP, and so on.
  Hence, if a character has SBx4 in a skill, it may be improved to SBx5
  for 1OP, to SBx6 for 2OP (total of 3), and to SBx7 for 4OP (total of 7).
  VETERAN EQUIPMENT
  Although most income is spent
  simply to survive, veterans have likely
  accumulated some
  equipment and perhaps
  savings. As a general
  guideline, assume a
  veteran character has
  accumulated WILL%
  of total income. For
  example, a bonded-
  master Ostler, with
  ten years
  experience and
  WILL 14, has
  (936d x 10 years
  x 14%)  =
  1,310d available
  to spend on
  items or save.
  Accumulated Improvements
  Table below shows the total cost for SB
  improvements. That is, to improve a skill
  from SB3 to SB7, an increase of +SB4, the
  total cost is 15OP.
  +SBx1
  1OP
  +SBx2
  3OP
  +SBx3
  7OP
  +SBx4
  15OP
  +SBX5
  31OP
  +SBX6
  63OP
  ❏ Activity Level
  The number of OP earned per year can
  vary with activity level.
  A Veteran Knight
  Sir Jak Kalden, a landed knight from
  Kaldor, is a veteran of 20 years (60OP). To
  generate this character’s skills, start with
  the normal Occupation Skills and then
  expend OP as follows:
  Skill
  Start
  End
  OP
  Initiative
  SBx6
  SBx7
  1
  Riding
  SBx4
  SBx7
  7
  Lance
  SBx4
  SBx7
  7
  Mace
  SBx4
  SBx7
  7
  Sword
  SBx4
  SBx7
  7
  Shield
  SBx4
  SBx7
  7
  Dagger
  SBx4
  SBx6
  3
  Intrigue
  SBx4
  SBx5
  1
  Heraldry
  SBx2
  SBx5
  7
  Musician
  SBx2
  SBx3
  1
  Dancing
  SBx3
  SBx4
  1
  Physician
  SBx2
  SBx4
  3
  Law
  SBx3
  SBx4
  1
  Horsecraft
  SBx2
  SBx5
  7
  TOTAL
  60
  ❏ Veteran Warriors
  A veteran warrior is one with ML80 or
  more in INITIATIVE. To reflect a greater
  knowledge of combat and weapons, when
  a veteran opens a weapon skill, it opens to
  OML + SB instead of OML.
  Activity Level
  OP
  Sedentary
  2/year
  Normal
  3/year
  Active
  4/year
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 19
  
  AGING
  Despite the most carefully laid plans, no one lives forever, even in
  fantasy role-playing games. Although many characters die from violence or
  accident at a young age, some (especially NPCs) achieve ages at which
  their abilities should decline, and death from natural causes becomes
  possible.
  LIFE EXPECTANCY
  The GM (secretly) generates a personal Life Expectancy for characters.
  Modify the generated age by a character’s Income and Lifestyle.
  Age of Degeneration
  Age of Degeneration is Life Expectancy minus ten years. That is, a
  character with a Life Expectancy of 55, has an Age of Degeneration of 45.
  At the beginning of each game year, the GM should flip through
  character files to see who, if anyone, might be suffering the effects of
  advancing years. Both PCs and NPCs should be checked. Any character
  who has not reached the Age of Degeneration may be passed over.
  Roll 1d100 + Age for each condition on the AGING table. If the result
  exceeds the number shown, the effect occurs.
  AGING TABLE
  106+
  Weight Gain: +5lb.
  111+
  Stamina Loss: Reduce Stamina by 1
  111+
  Vision Impairment: Cataracts, etc. Reduce Eyesight by 1.
  101+
  Hearing Loss: Reduce Hearing by 1.
  106+
  Senility: Reduce Intelligence by 1.
  81+
  Menopause: Characters may experience unpleasant mood
  changes. Females can no longer get pregnant.
  96+
  Arthritis/Rheumatism: Any of a variety of bone/joint
  pains leading to a loss of Dexterity
  and/or Agility. Reduce both attributes by
  1d3 – 1.
  111+
  Gout: Reduce Agility by 1d3 + 1.
  141+
  Chronic Disease: character has one of
  diabetes, cancer, tuberculosis, pleurisy,
  consumption, etc. Character will likely die
  in 1d4 years.
  136+
  Heart Attack/Stroke: Test Endurance x
  3. Character dies with CF/MF. Otherwise,
  treat as Chronic Disease.
  NOTE: Roll for each condition. Characters may
  have all, some, or none of the aging effects.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 20
  LIFE EXPECTANCY
  Human Male
  3d6+50 years
  Human Female
  3d6+55 years
  Modifiers
  Low Income
  –5 years
  Average Income
  +0 years
  High Income
  +5 years
  Sedentary Lifestyle
  –5 years
  Normal Lifestyle
  +0 years
  Active Lifestyle
  +5 years
  
  CHARACTER DESIGN
  Character Design is an alternate way of generating a character. It works
  by setting attributes to a number, and giving the player a pool of points.
  The player then allocates these points to increase the attributes deemed
  most valuable.
  KEY ATTRIBUTES
  Set all seven key attributes to eight (8) plus/minus any applicable
  modifiers. For example, Sindarin have a +2 bonus for Agility so their base
  for this attribute is 8+2 = 10. Use a pool of thirty (30) character points
  (CPs) to increase attributes as desired. No attribute may be increased
  beyond the species maximum.
  EXAMPLE:
  Increase Strength
  by 4
  Increase Stamina
  by 7
  Increase Dexterity
  by 3
  Increase Agility
  by 2
  Increase Intelligence
  by 1
  Increase Aura
  by 6
  Increase Will
  by 7
  Total CPs
  = 30
  EXPANDING THE SYSTEM
  The basic system can be expanded to include the other segments of
  character generation by adding twenty (20) CPs to the pool for a total of
  fifty (50) CPs. Some choices have negative CPs, which give players more
  CPs to further improve attributes as desired.
  Birth Attributes
  Species: No points are charged for Species selection. However, the base
  attribute of 08 is adjusted by any species modifiers. That is, Sindarin Agility
  is set at 10 and Khuzdul Aura is set at 06. See also Species Maximum
  (sidebar).
  Sunsign/Birthdate: Astrological sign affects all skills and is, therefore, of
  considerable importance. A player is charged 3 CPs to select any sign, plus
  an additional 2 CPs for a birthday on the cusp.
  Birthplace/Culture: GMs may allow choices at their discretion.
  Appearance Attributes
  Height: Players choose one of three height averages: Short (–3),
  Average (+0), or Tall (+3). Generate height normally, except the modifier for
  Short is 2d6 and Tall is 6d6.
  Frame: Players choose one of: Scant (–4), Light (–2), Medium (+0),
  Heavy (+2), or Massive (+4). Human Females and Sindarin modify CPs by
  +1, and Khuzdul by –2. That is, if choosing Heavy, a Khuzan pays +0, while
  a Sindarin pays +3.
  Weight: Choices to Height and Frame influence Weight, which in turn
  modifies Strength (at no extra cost).
  Comeliness: Set attribute to 08 (Sindarin 10). Each increase of two points is
  +1; each decrease of one point is –1. Minimum attribute score is 03 and
  maximum is 18 (Sindarin 20).
  Designing Characters
  Many players like to “design” a character
  to fit some roleplaying interest.
  GMs may choose either generation system,
  and even combine both systems. For
  example, minor attributes can be randomly
  generated, while the point system is used
  only for Key Attributes.
  Species Maximum
  This is simply the highest number that can
  be generated for an Attribute by normal
  procedures, in effect 18 plus/minus any
  Species modifier.
  For example, Sindarin generate Agility as
  3d6+2 for a maximum of 20. The Khuzdul,
  on the other hand, cannot have an Aura
  that exceeds 18–2=16.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 21
  
  CP Form
  To aid players construct a character, the
  following form may be helpful.
  KEY ATTRIBUTES
  Record CPs to improve attributes:
  STRENGTH
  _________
  STAMINA
  _________
  DEXTERITY
  _________
  AGILITY
  _________
  INTELLIGENCE
  _________
  AURA
  _________
  WILL
  _________
  TOTAL (30 CPs)
  _________
  OPTIONAL EXPANSION (+20 CPs)
  Birth
  SUNSIGN (+3 CPs)
  _________
  Cusp (+2 CPs)
  _________
  Appearance
  HEIGHT (+3 to –3)
  _________
  FRAME: (+3 to –3)
  _________
  COMELINESS: (+5 to –5)
  _________
  Physical (half CPs)
  EYESIGHT
  _________
  HEARING
  _________
  SMELL
  _________
  VOICE
  _________
  PERSONALITY (no choices)
  MEDICAL & PSYCHE
  Medical Rolls @ –2
  _________
  Mental Rolls @ –3
  _________
  GRAND TOTAL (50)
  _________
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 22
  Physical Attributes
  STRENGTH, STAMINA, DEXTERITY, and AGILITY are already covered as Key
  Attributes. Set the remaining four attributes to 08 (plus Species Modifier).
  Each increase of one costs one half (1/2) CP.
  Personality Attributes
  INTELLIGENCE, AURA, and WILL are already covered as Key Attributes. Of
  those remaining, MORALITY and DEITY are already chosen by the player.
  PIETY should remain a random generation.
  Medical & Psyche
  By risking medical and mental traits, bonus CPs can be obtained to
  improve attributes, but never an attribute that is affected by the trait.
  +2 CPs per Medical Trait roll.
  +3 CPs per Mental Trait roll.
  There is a maximum of three rolls per table.
  Family Attributes
  Family attributes and background are best generated randomly; there
  are too many possibilities to quantify without adding excessive detail. GMs
  may, of course, devise their own ratings.
  
  CLERICS
  Characters interested in a clerical career must visit a temple or abbey
  to be interviewed by the Master of Acolytes, or find a priest to sponsor the
  application. An appropriate MORALITY and minimum RITUAL SB 13 are
  generally required, but a large donation to temple coffers may overcome a
  deficiency in talent. Acolyte training takes five to seven (1d3+4) years.
  CLERIC SKILLS
  [1] Cleric Occupation Skills
  Characters begin play as newly ordained clerics of the 3rd Circle and
  open the Skills below for "ALL" and for their specific church. If a skill is
  listed under "ALL" and also under a particular deity, use the higher OML. If
  any listed skill is already known at a higher ML, add SBx1 to the ML.
  Specialties, if any, are given in parentheses.
  ALL: Ritual/4, Rhetoric/4, Intrigue/4, Mental Conflict/4, Oratory/3, Folklore/3,
  Embalming/2, Physician/2, Law/2, Drawing/2, Heraldry/2, Native Tongue & Local
  Script/70+SB, Church language & script.
  AGRIK: Initiative/6, Unarmed/4, Axe (Sickle)/4, Club (Mace)/4,
  Shield/4, Heraldry/3  Surikal/3 (optional).
  HALEA: Lovecraft/4, Dancing/3, Mathematics/2, Musician/2,
  Perfumery/2, 2nd Language/4, 2nd Script/70+SB.
  ILVIR: Animalcraft (Ivashu)/4, Drawing/3, Physician/3, Tarotry/2,
  Herblore/2, Ivashi/3 (optional).
  LARANI: Initiative/6, Unarmed/4, Dagger/4, Sword/4, Shield/4,
  Heraldry/3.
  MORGATH: Dagger/4, Embalming/3, Hideworking (Human Skin)/2,
  Woodworking (Masks)/2, Tarotry/2, Ormauk/3 (optional).
  NAVEH: Initiative/6, Unarmed/5, Stealth/5, Dagger/4, Acrobatics/3,
  Legerdemain/2, Lockcraft/2.
  PEONI: Agriculture/4, Animalcraft/3, Herblore/3, Physician/3,
  Weatherlore/3, Textilecraft/2.
  SARAJIN: Initiative/6, Unarmed/4, Axe/4, Dagger/4, Shield/4,
  Runecraft/3, Seamanship/2.
  SAVE-K’NOR: Drawing/3, Mathematics/3, Law/3, Heraldry/2, 2nd
  Language/4, 3rd language/3, 2nd Script/70+SB.
  SIEM: Astrology/4, Runecraft/3, Foraging/3, Survival/3,
  Weatherlore/3, Tarotry/2, Musician/2, Herblore/2.
  Entering the Church
  The church is a popular career for the
  second (or later) sons of nobility, or for
  devout characters of lesser birth. The
  complex mysteries of church doctrine are
  described in HârnMaster Religion.
  Church Language & Script
  Each church has holy scriptures written in
  a particular language and script: Churches
  teach this language and script to all
  Acolytes. The Language is opened to SBx3
  if same family, and SBx2 if an alien family.
  Open the Script to 70 + SB.
  ❑ Temple Tongues
  Three churches perform their ceremonies
  and rituals in a private (secret) language in
  addition to their church language. Open
  the temple tongue to SBx3. The higher this
  language skill, the more proficient a cleric
  is at performing church ritual. Add the SI
  of Temple Tongue to RML.
  Church of Save-Knor
  Those wishing to enter the Church of Save
  K’nor enter the Order of Hyn-Aelori. Entry
  into the other two orders is restricted to
  Hyn-Aelori acolytes who demonstrate very
  high aptitude in their studies. For details,
  see HârnMaster Religion, Save K’nor 5.
  Those allowed into one of the two elite
  orders receive additional training:
  Rydequelyn: Singing/4, Stealth/4,
  Oratory/4, Acting/3, Musician/3,
  Acrobatics/3, Lockcraft/2.
  Shea-al-Aecor: Intrigue/5, Rhetoric/4,
  Law/4, Heraldry/3, Tarotry/2.
  CHURCH
  TEMPLE TONGUE
  Agrik Surikal
  Ilvir Ivashi
  Morgath Ormauk
  CHURCH
  LANGUAGE
  SCRIPT
  Agrik
  Azeryani
  Zerin
  Halea
  Karuia
  Zerin
  Ilvir
  Old Jarinese
  Khruni
  Larani
  Emela
  Khruni
  Morgath
  Azeri
  Nuvesarl
  Naveh
  Besha
  Neramic
  Peoni
  Emela
  Khruni
  Sarajin
  Ivinian
  Runic
  Save-K’nor Azeri
  Tianta
  Siem
  Sindarin
  Selenian
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 23
  
  [2] Cleric Optional Skills
  Like all new characters, clerics have five (5) option points to open new
  skills or to improve open skills. Choose new skills from the list below. Other
  reasonable skills (GM discretion) may be opened at normal OML.
  Optional Skills: Acting/2, Alchemy/2, Astrology/2, Cookery/4, Dagger/4,
  Dancing/3, Drawing/3, Embalming/2, Heraldry/2, Herblore/2,
  Hideworking/2, Law/2, Mathematics/2, Musician/2, Physician/2,
  Riding/2, Runecraft/2, Skiing/2, Sling/2, Spear (staff)/4, Survival/3,
  Swimming/2, Tarotry/2, Unarmed/4, Weatherlore/3.
  Each optional skill is opened by expending 1OP. Open skills (including
  any new skills just opened) may be improved by SB for 1OP. A second
  improvement of the same skill cost 2OP.
  [3] Ritual Mastery Level (RML)
  Clerics open RITUAL to SBx4. If Ritual ML is less than 51, the character
  begins play as a senior acolyte with the same skills and invocations.
  However, acolytes will not be taught any new invocations until they are
  ordained (ML51). Characters may NOT expend an Option Point to improve
  Ritual OML.
  [4] Opening Piety
  Instead of the normal 5d6 Piety Points, a cleric begins play with Piety
  Points equal to Will x5.
  [5] Ritual Invocations
  Newly ordained clerics start play knowing some Ritual Invocations. All
  COMMON invocations rated at Circle II are taught to clerics and these are
  opened free. Clerics may also learn invocations by spending Ritual Option
  points equal to RSB. All invocations cost one Ritual Option point per
  Circle. Invocations specific to each religion can be found in the various
  deity articles. See: HârnMaster Religion.
  Cleric Skills (Example)
  Takar, a newly ordained cleric of Peoni,
  born under the sunsign Ulandus, has the
  following attributes:
  STR
  12
  EYE
  10
  INT
  12
  STA
  13
  HRG 11
  AUR 10
  DEX 11
  SML
  10
  WIL
  15
  AGL
  13
  VOI
  14
  CML 12
  Takar has a RSB of 13. He opens and/or
  improves the following skills:
  Free
  Open RITUAL/4 to RML52
  Free
  Open RHETORIC/4 to ML56
  Free
  Open INTRIGUE/4 to ML48
  Free
  Open Mental Conflict/4 to ML52
  Free
  Open Oratory/3 to ML39
  Free
  Open Hârnic/70+SB to ML84
  Free
  Open Lakise/70+SB to ML81
  Free
  Open Agriculture/4 to ML60
  Free
  Open Animalcraft/3 to ML45
  Free
  Open Herblore/3 to ML39
  Free
  Open Physician/3 to ML33
  Free
  Open Weatherlore/3 to ML33
  Free
  Open Textilecraft/2 to ML24
  1 OP
  Open Alchemy/2 to ML22
  1 OP
  Open Spear (Staff)/4 to ML52 
  1 OP
  Improve Alchemy SBx1 to ML33
  1 OP
  Improve Physician by SBx1 to ML44
  1 OP
  Improve Herblore by SBx1 to ML52
  Takar would also open all Automatic skills not
  specifically mentioned above such as Jumping/4,
  Awareness/4, Singing/3, etc. Option points may
  also be expended to improve these Automatic skills
  by SBx1.
  Cleric Invocations (example)
  Takar (RSB 13) has 13 Ritual Option
  points. He learns the following invocations:
  Free
  BAPTISM II
  Free
  BLESSING II
  Free
  COMMUNE II
  Free
  LITURGY II
  Free
  MARRIAGE II
  Free
  PASSAGE OF THE SOUL II
  3 OPS TIRRALA’S CURE III
  3 OPS HABRAEN’S WELL III
  3 OPS PEACE OF VALON III
  4 OPS PEONI’S AID IV
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 24
  CLERICS
  
  SHEK-PVAR
  Shek-Pvar belong to one of six ancient and esoteric sub-orders
  (convocations). Each convocation stresses on certain Pvaric
  principles because some conflict with others. Most Hârnic
  Shek Pvar reside in Melderyn.
  Each convocation has its own chantries.
  Chantries vary in quality. The best are
  difficult to find and enter. A high Aura is
  required, but most applicants can improve
  their chance of acceptance if they have the
  right family connections, sufficient funds to
  bestow, or an appropriate recommendation.
  Convocational Mastery Level (CML)
  The ability to cast spells of a particular convocation is a skill. There is
  a separate skill for each convocation, and one for Neutral. Each CML has a
  unique Convocation Skill Base (CSB), dominated by Aura.
  Convocational Sunsign Modifiers
  The stars favor different convocations. The astrological modifier to
  CSB is given below. For a character born on a cusp (the first two or last two
  days of a sunsign), use the more advantageous modifier.
  CONVOCATIONAL SUNSIGN MODIFIERS
  SUNSIGN
  Lyahvi
  Peleahn
  Jmorvi
  Fyvria
  Odivshe Savorya
  Ulandus
  –3
  –1
  +1
  +3
  +1
  –1
  Aralius
  –2
  +0
  +2
  +2
  +0
  –2
  Feneri
  –1
  +1
  +3
  +1
  –1
  –3
  Ahnu
  +0
  +2
  +2
  +0
  –2
  –2
  Angberelius
  +1
  +3
  +1
  –1
  –3
  –1
  Nadai
  +2
  +2
  +0
  –2
  –2
  +0
  Hirin
  +3
  +1
  –1
  –3
  –1
  +1
  Tarael
  +2
  +0
  –2
  –2
  +0
  +2
  Tai
  +1
  –1
  –3
  –1
  +1
  +3
  Skorus
  +0
  –2
  –2
  +0
  +2
  +2
  Masara
  –1
  –3
  –1
  +1
  +3
  +1
  Lado
  –2
  –2
  +0
  +2
  +2
  +0
  CONVOCATIONAL SKILL BASES
  Skill
  CSB
  Specialties
  Lyahvi
  AUR AUR EYE
  Wind, Magnification, Visual Illusions.
  Peleahn
  AUR AUR AGL
  Fireballs, Volcanos, Movement Enhancement.
  Jmorvi
  AUR AUR STR
  Weapon Creation, Prospecting/Mining, Lockboxes.
  Fyvria
  AUR AUR SML
  Healing, Horticulture, Necromancy, Earthquakes.
  Odivshe
  AUR AUR DEX
  Waves, Precipitation, Movement Reduction.
  Savorya
  AUR AUR INT
  Divination, Written Works, Memory Suppression.
  Neutral
  AUR AUR WIL
  Counter-Magic, Interworld Travel, Energy Storage.
  CHANTRY APPLICATIONS
  Quality
  Approval
  #####
  CSB x2
  ####
  CSB x3
  ###
  CSB x4
  ##
  CSB x5
  #
  CSB x6
  Chantry Application (Example)
  Caswalon has wanted to be a Fyvrian ever
  since a mage healed him of the plague at
  the age of eight. Caswalon applies at
  Gelimo, a #### Fyvrian chantry in
  Melderyn where he knows his benefactor
  is now a Shenava. The benefactor explains
  he already has an apprentice, but
  recommends him to another master. With
  a Fyvrian CSB of 14, Caswalon's base
  chance of being accepted is 14 x 3 = 42%,
  but the GM awards a +20 bonus for the
  recommendation giving a net chance of
  62%. The player rolls a 59; Caswalon’s
  application is accepted.
  Convocational SBs (Example)
  Caswalon’s sunsign is Masara, and he has
  the following attributes:
  STR
  12
  EYE
  09
  INT
  13
  STA
  11
  HRG
  10
  AUR
  16
  DEX
  13
  SML
  06
  WIL
  15
  AGL
  08
  VOI
  07
  Masara gives a +3 bonus for Odivshe, a +1
  bonus for Fyvria and Savorya, a –1 penalty
  for Lyahvi and Jmorvi, and a –3 penalty for
  Peleahn. Caswalon’s CSBs are:
  Convocation
  CSB
  Lyahvi
  (16 + 16 + 09) / 3 – 1
  13
  Peleahn
  (16 + 16 + 08) / 3 – 3
  10
  Jmorvi
  (16 + 16 + 12) / 3 – 1
  14
  Fyvria
  (16 + 16 + 06) / 3 + 1
  14
  Odivshe (16 + 16 + 13) / 3 + 3
  18
  Savorya (16 + 16 + 13) / 3 + 1
  16
  Neutral
  (16 + 16 + 15) / 3
  16
  Convocational Attunement
  When Mavari learn how to attune to their
  element, they are taught to let a small
  amount of Principle exist within their Aura.
  Attunement must be done slowly and
  carefully, and it takes months before
  sufficient Principle can reside within the
  Aura to allow spells to be cast. Mages refer
  to this Aura-resident Principle as their
  Foundation.
  With time and practice, Foundations can
  be increased in size to accommodate
  Principle from other convocations.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 25
  NOTE: A gifted Mavari will sometimes join a convocation in opposition to his
  Sunsign. This gives him an advantage when learning spells of other
  convocations in the future, although it will impede his early career.
  
  SHEK-PVAR SKILLS
  Shek-Pvar PCs begin play as Satia-
  Mavari about to depart from their
  chantry after five to seven years
  apprenticeship. Two magic skills
  (Convocation and Neutral) are
  automatically opened with CML
  values (multiples of CSB) that depend
  on the quality of the chantry.
  [1] Satia-Mavari Occupational Skills
  Satia-Mavari open the three skills under ALL, plus the skills for specific
  convocation. Each skill is named followed by a number which is the OML
  that applies during character generation only.
  [2] Optional Skills
  Like all characters, Satia-Mavari have five Option Points (5OP) to open
  new skills and improve open skills.
  Optional Skills: Acting/2, Alchemy/2, Astrology/2, Cookery/4,
  Dancing/3, Dagger/3, Hideworking/2, Mental Conflict/4,
  Musician/2, Riding/2, Runecraft/2, Skiing/2, Sling/2, Staff/4,
  Survival/3, Swimming/2, Tarotry/2, Unarmed/4, Weatherlore/3.
  Each optional skill is opened by expending 1 OP. Any open skill
  (including any new skills just opened) may be improved SBx1 by expending
  1 OP. A second improvement of the same skill cost 2OP
  IMPORTANT: Players can NEVER expend Option Points to improve
  their two open CMLs, nor to open CMLs for other Convocations.
  [3] Satia-Mavari Spells
  Satia-Mavari start play with a selection
  of Primary Convocation and Neutral
  spells learned during apprenticeship.
  Satia-Mavari have Spell Option Points
  equal to Aura. Two neutral spells, FOCUS and DISPELL are taught to all
  Mavari and these are opened free. All Convocational spells cost 1OP per
  level, and all other Neutral spells cost 2OP per level.
  For detailed spell descriptions, see HârnMaster Magic.
  Spell Type
  OP per Spell
  Convocation
  Spell Level x 1OP
  Neutral
  Spell Level x 2OP
  SATIA-MAVARI OCCUPATIONAL SKILLS
  ALL LOCAL SCRIPT 70+SBx2, FOLKLORE/4, MATHEMATICS/2.
  LYAHVI Legerdemain/3, Glassworking/3, Jewelcraft/3.
  PELEAHN Alchemy/3, Cookery/4, Metalcraft/1, Weaponcraft/1.
  JMORVI Metalcraft/3, Lockcraft/3, Mineralogy/2, Weaponcraft/2.
  FYVRIA Herblore/3, Agriculture/3, Animalcraft/2, Embalming/2,
  Foraging/3, Physician/2, Survival/3, Tracking/2.
  ODIVSHE Swimming/4, Fishing/3, Piloting/2, Seamanship/2, Brewing/2.
  SAVORYA Mental Conflict/5, Drawing/4, Runecraft/3, Tarotry/3.
  CHANTRY OMLs
  Quality
  Convocation
  Neutral
  #
  CSBx2
  CSBx1
  ##
  CSBx2
  CSBx2
  ###
  CSBx3
  CSBx2
  ####
  CSBx3
  CSBx3
  #####
  CSBx4
  CSBx3
  Beginning Skills (Example)
  Caswalon’s Gelimo (####) apprentice-
  ship has been completed. He opens and/or
  improves the following skills:
  Free
  Open Fyvrian Magic/3 to CML42
  Free
  Open Neutral Magic/3 to CML48
  Free
  Open Lakise to ML94 (70+SBx2)
  Free
  Open Folklore/4 to ML48
  Free
  Open Mathematics/2 to ML28
  Free
  Open Herblore/3 to ML36
  Free
  Open Agriculture/3 to ML48
  Free
  Open Animalcraft/2 to ML20
  Free
  Open Embalming/2 to ML18
  Free
  Open Foraging/3 to ML30
  Free
  Open Physician/2 to ML28
  Free
  Open Survival/3 to ML39
  Free
  Open Tracking/2 to ML16
  1 OP
  Open Alchemy/2 to ML28
  1 OP
  Open Dagger/3 to ML36
  1 OP
  Open Mental Conflict/4 to ML60
  1 OP
  Improve Herblore by SBx1 to ML48
  1 OP
  Improve Physician by SBx1 to ML42
  Beginning Spells (Example)
  Caswalon’s Aura gives him 16 Spell Option
  Points. He has been taught the following
  spells:
  Free
  Dispell (Neutral/I)
  Free
  Focus (Neutral/III)
  4 OP
  Zyna's Tap (Neutral/II)
  1 OP
  Balm of Gresan (Fyvria/I)
  2 OP
  Hand of Iliam (Fyvria/II)
  2 OP
  Verdant Hand (Fyvria/II)
  3 OP
  Learn Power of Sharadorn (Fyvria/III)
  4 OP
  Learn Dream of Galega (Fyvria/IV)
  ❑ Neutral Spell Limits
  Masters expect Mavari to spend the
  majority of their time learning spells of
  their own convocation. Thus, PCs cannot
  spend more than one third of their spell
  OPs to learn neutral spells.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 26
  SHEK PVAR
  
  MILITARY CAREERS
  A military career provides good weapon skills, useful social contacts,
  and a good opportunity for advancement in society. Of course, it might also
  be dangerous. Only characters with good STRENGTH, STAMINA, and WILL
  should consider this vocation. The sunsigns Ahnu, Angberelius, and Aralius
  are favored for warriors.
  MILITARY OCCUPATION SKILLS
  ALL MILITARY
  Initiative/5, Foraging/4, Survival/4,
  Heraldry/2, Physician/2, Weaponcraft/2.
  Feudal
  Militia
  UF
  E6
  Spear/4, Roundshield/4
  Yeoman
  LF
  E3
  Spear/5, Shortsword/4, Dagger/4, Roundshield/4
  Guardsman
  LF
  E4
  Spear/6, Shortsword/5, Dagger/5, Roundshield/5
  Guardsman
  MF
  E3
  Spear/6, Falchion/5, Dagger/5, Roundshield/5
  Yeoman
  SB
  E3
  Shortbow/5, Falchion/5, Dagger/5, Buckler/5
  Yeoman
  LB
  E2
  Longbow/5, Falchion/5, Dagger/5, Buckler/5
  Knight
  MH
  E4
  Riding/6, Initiative/6, Lance/6, Broadsword/5,
  Handaxe/5, Dagger/5, Knight Shield/6, Dancing/3
  Knight
  HH
  E3
  Riding/6, Initiative/6, Lance/6, Bastard Sword/5,
  Handaxe/5, Dagger/5, Kite Shield/6, Dancing/3
  Fighting Order
  Infantry
  LF
  E4
  Spear/6, Shortsword/5, Dagger/5, Roundshield/5
  Infantry 
  MF
  E3
  Spear/6, Falchion/5, Dagger/5, Roundshield/5
  Archer 
  SB 
  E2
  Shortbow/5, Shortsword/5, Dagger/5, Buckler/5
  Knight
  MH
  E3
  Riding/6, Initiative/6, Lance/6, Broadsword/5,
  Mace/5, Dagger/5, Knight Shield/6, Dancing/3
  Knight
  HH
  E2
  Riding/6, Initiative/6, Lance/6, Bastard Sword/5,
  Mace/5, Dagger/5, Kite Shield/6, Dancing/3
  Imperial
  Militia
  UF
  E6
  Spear/4, Roundshield/4
  Legionnaire
  LF
  E4
  Spear/5, Shortsword/4, Dagger/4, Tower Shield/5
  Legionnaire
  MF
  E3
  Spear/6, Shortsword/5, Dagger/4, Tower Shield/5
  Legionnaire
  SB
  E3
  Shortbow/6, Shortsword/5, Dagger/5, Buckler/5
  Patrician
  (Knight)
  MH
  E2
  Riding/6, Initiative/6, Lance/6, Broadsword/5,
  Handaxe/5, Dagger/5, Kite Shield/6, Dancing/3
  Viking
  Clansman
  UF
  E5
  Spear/5, Roundshield/5, Keltan/4, Seamanship/3
  Clansman
  LF
  E4
  Spear/6, Roundshield/6, Shortbow/5, Keltan/5,
  Seamanship/3
  Huscarl
  MF
  E3
  Battleaxe/6, Initiative/6, Broadsword/5, Keltan/5,
  Roundshield/5, Seamanship/3, Piloting/2.
  Huscarl
  LH
  E2
  Riding/6, Initiative/6, Lance/6, Broadsword/5,
  Roundshield/5, Seamanship/3, Piloting/2
  Khuzdul
  Clansman
  LF
  E4
  Spear/6, Handaxe/5, Roundshield/5
  Low Guard
  MF
  E3
  Spear/6, Battleaxe/5, Dagger/5, Roundshield/5
  High Guard
  HF
  E2
  Initiative/6, Poleaxe/6, Mace/5, Dagger/5,
  Roundshield/5 
  Sindarin
  Ranger
  UF
  E5
  Hartbow/6, Longknife/5, Dagger/5, Buckler/5
  Ranger 
  LF 
  E4
  Hartbow/6, Longknife/5, Dagger/5, Buckler/5
  Guardian
  MF 
  E3
  Spear/7, Longknife/6, Dagger/5, Roundshield/6
  Horsebow 
  LH
  E2
  Riding/6, Hartbow/6, Lance/5, Longknife/5
  Knight Shield/6, Dancing/3, Musician/2
  Knight 
  MH
  E2
  Riding/7, Initiative/6, Lance/7, Longknife/6,
  Knight Shield/6, Dancing/3, Musician/2
  MILITARY SKILLS
  [1] Recruitment
  Characters can be admitted to a military
  unit during character generation, or later in
  the course of play. Most units let
  characters enlist at age 16, and discourage
  those over 30.
  Interested characters must contact a unit.
  The recruiting officer will ask about the
  character’s background, and military
  experience. A recommendation from
  someone in the unit might be helpful, and
  some units (noted in italics) require
  applicants to be  noble.
  Characters roll against a multiple of their
  ENDURANCE which is noted in the MILITARY
  OCCUPATIONS Table (E6 means END x6) to
  see if they are accepted.
  The GM may modify the roll to reflect
  family connections, character Rhetoric,
  military situation, and bribes.
  Modifiers
  +10 with good referral 
  +10 equipped for that unit 
  +5 Per year of military experience
  +10 High Military Demand
  –10 Low Military Demand
  –5 Per year of age over 30
  + Character Rhetoric SI
  [2] Occupation Skills
  Military characters are assumed to have
  spent four (4) years in service. They open
  the skills shown for "ALL" and for their
  specific Unit Type. If a skill is listed under
  "ALL" and unit type, use the higher OML.
  If a skill is already known at a higher ML,
  add SB to that ML. Weapons are mostly
  given as a speciality in italics. The GM may
  allow weapon substitutions.
  [3] Optional Skills
  Like all new characters, military characters
  have five (5) option points to improve
  existing skills, or open new skills. Choose
  new skills from the list below, which open
  at OML+SB for military characters.
  Cookery/4, Engineer/2, Embalming/2,
  Fishing/4, Fletching/2, Hidework/3,
  Horsecraft/2, Law/2, Masonry/2,
  Metalcraft/2.
  Other reasonable skills open at OML.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 27
  
  RE-ENLISTMENT
  Having completed four years of service, characters may now elect to
  continue their military career or muster-out of the army to follow some
  other occupation. Guard and legionnaire units require a one year contract
  at the end of which a Re-enlistment Incentive may be offered to sign up for
  another twelve months. Irregular units have less formal contracts, most
  likely just a handshake or an oath, but the effect is the same.
  Use the following routine:
  [1] Roll three times on the RE-ENLISTMENT INCENTIVES table. Ignore all
  results except “Promotion One Rank”. Determine current rank.
  Military ranks are described on CHARACTER 30.
  [2] Roll once more on the same table to determine the incentive
  offered (if any) to re-enlist for a 5th year.
  [3] Character may now re-enlist or muster-out from the army.
  NOTE: Characters mustering-out generally do not leave with their weapons
  and armour (unless they provided them in the first place).
  MILITARY WAGES
  Military wages are traditionally paid quarterly, but are listed monthly
  for comparison with other incomes. Considering the danger, wages are low,
  but armies offer various other benefits, and sometimes deliver them. These
  include food and shelter, and the opportunity to collect booty.
  The wage table gives monthly and yearly base pay. Elite units may get
  more, although some elite units in which men serve for honor may get less.
  It is not unusual for a soldier to work long stretches followed by long
  furloughs. Armies are generous with (unpaid) leave in peacetime.
  Booty
  Traditionally, a soldier may keep 2/3 of booty collected, giving 1/3 to
  the next highest rank, who gives 1/3 to the next highest rank, and so on.
  High ranking officers can get very rich with this scheme.
  Bonuses
  Cash bonuses are sometimes given for long, distinguished service, or as
  a reenlistment incentive. There is no typical amount, although a bonus
  would rarely exceed a month's pay.
  Pensions
  Standing armies typically offer land grants to soldiers after twenty
  years service. Monetary pensions are rare, but “half-pay for life” might be
  awarded to a soldier who has distinguished himself in some way.
  When a soldier is maimed in the course of duty, he is discharged with
  a lump sum bonus rather than a pension. The amount is two to twelve
  months pay, depending on the nature of the injury and wealth of the unit.
  Few armies provide survivor benefits. A bonus of about six month's
  pay might be provided to a widow in exceptional cases. More commonly,
  the deceased's comrades will make a collection.
  MILITARY WAGES
  Light Foot
  Month
  Year
  Molak
  24d
  288d
  Arkalin
  30d
  360d
  Melbrin
  36d
  432d
  Molarin
  42d
  504d
  Armolarin
  48d
  576d
  Medium Foot
  Month
  Year
  Molak
  48d
  576d
  Arkalin
  60d
  720d
  Melbrin
  72d
  864d
  Molarin
  84d
  1,008d
  Armolarin
  96d
  1,152d
  Heavy Foot
  Month
  Year
  Molak
  72d
  864d
  Arkalin
  90d
  1,080d
  Melbrin
  108d
  1,296d
  Molarin
  126d
  1,512d
  Armolarin
  144d
  1,728d
  LF Bowman
  Month
  Year
  Molak
  48d
  576d
  Arkalin
  60d
  720d
  Melbrin
  72d
  864d
  Molarin
  84d
  1,008d
  Armolarin
  96d
  1,152d
  LF Longbow
  Month
  Year
  Molak
  72d
  864d
  Arkalin
  90d
  1,080d
  Melbrin
  108d
  1,296d
  Molarin
  126d
  1,512d
  Armolarin
  144d
  1,728d
  Light Horse
  Month
  Year
  Molak
  96d
  1,152d
  Arkalin
  120d
  1,512d
  Molarin
  180d
  2,232d
  Armolarin
  216d
  2,592d
  Medium Horse
  Month
  Year
  Chalasir
  192d
  2,304d
  Kephiri
  288d
  3,456d
  Heavy Horse
  Month
  Year
  Chalasir
  288d
  3,456d
  Kephiri
  384d
  4,608d
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 28
  RE-ENLISTMENT INCENTIVES
  1d100 Result
  01-20
  None Offered 
  21-50
  10 day Furlough
  51-70
  10 day Pay Bonus
  71-90
  Promotion one (1) rank
  91-00
  Roll twice more adding results.
  Modifiers
  +10 High Military Demand
  –10 Low Military Demand
  + INITIATIVE SI
  + Best Weapon SI
  
  TROOP TYPES
  Unarmoured Foot [UF]
  Unarmoured foot are most often found in
  Militia formations. Such troops wear
  ordinary clothing and may be equipped
  with homemade weapons.
  Light Foot [LF]
  Typical light footmen wear incomplete
  leather and are equipped with a spear,
  shield, and a knife or dagger. Light foot are
  the fundamental troop type, and form the
  bulk of most standing armies.
  Medium Foot [MF]
  Medium Foot have better weapons, most
  likely a spear, shortsword, shield, and
  better armour, perhaps some scale or mail.
  They are nearly always better trained and
  more experienced.
  Heavy Foot [HF]
  The only permanent heavy foot found on
  Hârn are elite High Guard units within the
  dwarven army of Azadmere. Heavy foot
  carry heavy weapons like a battleaxe and
  are armoured with mail & quilt.
  Unarmoured Horse [UH]
  Lightly armed troops used primarily for
  intelligence gathering, courier service, and
  light skirmishing.
  Light Horse [LH]
  A light cavalryman is usually equipped
  with a lance or spear, shield, shortsword
  and mostly leather armour. He can be used
  in the same role as unarmoured horse, or
  used en masse in battle.
  Medium Horse [MH]
  Riders are well-armoured in scale/mail
  with a good assortment of weapons. In
  feudal societies, medium horsemen are
  invariably knights or squires.
  Heavy Horse [HH]
  The heavy cavalryman has well-padded
  mail from head to foot and may have
  strategically located plate. He carries
  lance, sword, and shield, and usually other
  weapons as well. Heavy horsemen are
  almost always noble and are primarily used
  as shock cavalry on the battlefield.
  Shortbow [SB]
  A light footman equipped with a shortbow,
  and bearing light melee weapons and a
  roundshield or buckler.
  Longbow [LB]
  A light footman equipped with a longbow.
  Longbowmen require years of training and
  are quite rare. They are well paid.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 29
  COHORT HQ
  (Berheth + Staff)
  Infantry Cohort
  The Cohort
  A cohort, ideally, consists of
  two centads of light foot, one of
  medium foot and one of light foot
  bowmen (shortbow or longbow). In
  addition, there are often auxiliary
  units, such as companies of
  engineers (sappers), artillery (siege
  engines), light cavalry (scouts),
  medical, ostlers, weaponcrafters,
  etc.
  In practice a Cohort may
  contain from two to six Centads,
  each consisting of two to eight
  Companies. The economic realities
  of manning, equipping, and
  supporting military units have
  always overwhelmed the neat
  organizational plans of staff
  officers.
  The Legion
  Some states, like Azeryan,
  group their cohorts into legions. The
  ideal Azeryani legion consists of
  four cohorts plus various auxiliary
  or reserve units attached to the
  legion HQ.
  On Hârn, legions exist only in
  the Thardic Republic where they
  tend to be little more than large
  cohorts.
  1 MANUS
  (Arkalin)
  5 LF
  Spearmen
  2 MANUS
  (Arkalin)
  5 LF
  Bow
  1 COMPANY
  (Molarin)
  20 LF
  Spear
  2 COMPANY
  (olarin)
  20 LF
  Spear
  3 COMPANY
  (Molarin)
  20 LF
  Spear
  4 COMPANY
  (Molarin)
  20 LF
  Spear
  1 DECAD
  (Melbrin)
  10 LF
  Spear
  2 DECAD
  (Melbrin)
  10 LF
  Bow
  5 COMPANY
  (Molarin)
  20 LF
  Bow
  1 MANUS
  (Arkalin)
  5 LF
  Spearmen
  2 MANUS
  (Arkalin)
  5 MF
  Sword
  1 COMPANY
  (Molarin)
  20 LF
  Spear
  2 COMPANY
  (olarin)
  20 LF
  Spear
  3 COMPANY
  (Molarin)
  20 LF
  Spear
  4 COMPANY
  (Molarin)
  20 LF
  Spear
  1 DECAD
  (Melbrin)
  10 LF
  Spear
  2 DECAD
  (Melbrin)
  10 MF
  Sword
  5 COMPANY
  (Molarin)
  20 MF
  Sword
  1 MANUS
  (Arkalin)
  5 LF
  Spearmen
  2 MANUS
  (Arkalin)
  5 LF
  Spear
  1 COMPANY
  (Molarin)
  20 LF
  Spear
  2 COMPANY
  (olarin)
  20 LF
  Spear
  3 COMPANY
  (Molarin)
  20 LF
  Spear
  4 COMPANY
  (Molarin)
  20 LF
  Spear
  1 DECAD
  (Melbrin)
  10 LF
  Spear
  2 DECAD
  (Melbrin)
  10 LF
  Spear
  5 COMPANY
  (Molarin)
  20 LF
  Spear
  1 MANUS
  (Arkalin)
  5 LF
  Spearmen
  2 MANUS
  (Arkalin)
  5 LF
  Spear
  1 COMPANY
  (Molarin)
  20 LF
  Spear
  2 COMPANY
  (olarin)
  20 LF
  Spear
  3 COMPANY
  (Molarin)
  20 LF
  Spear
  4 COMPANY
  (Molarin)
  20 LF
  Spear
  1 DECAD
  (Melbrin)
  10 LF
  Spear
  2 DECAD
  (Melbrin)
  10 LF
  Spear
  5 COMPANY
  (Molarin)
  20 LF
  Spear
  IV CENTAD
  (Hethrin)
  100 LF
  Bow
  III CENTAD
  (Hethrin)
  100 MF
  Sword
  II CENTAD
  (Hethrin)
  100 LF
  Spear
  I CENTAD
  (Hethrin)
  100 LF
  Spear
  Auxiliaries
  Scouts
  Engineers
  Artillery
  Ostler
  Weaponcrafter
  
  Cavalry Organization
  Full strength cavalry cohorts
  are rare. It is simply too expensive
  to maintain such units in peacetime.
  The cohort shown, which exists
  only in the dreams of Lord
  Marshals, contains one centad of
  regular light horse, two centads of
  feudal medium horse, and one
  centad of feudal heavy horse. From
  mid-spring to mid-autumn, one or
  two squadrons of each feudal centad
  might be manned by knights doing
  their military service. Other
  squadrons would be inactive until a
  military emergency arises. Feudal
  units might be virtually devoid of
  personnel in winter.
  Most cavalry tends to be
  deployed in small units of squadron
  or centad strength and massed only
  for battle. There are, of course,
  exceptions, such as the large bodies
  of horse defending Shorkyne and
  Trierzon's borders.
  Imperial cavalry tends to be
  mostly light. Azeryan, for example,
  uses cavalry in a supporting role
  (scouts and skirmishers), as does
  Tharda. This is mostly due to the
  lack of a feudal societal class. The
  Azeryani do, however, hire foreign
  knights to serve in some special
  forces.
  Logistical problems are
  different for cavalry units. Auxiliary
  forces, weaponcrafters, ostlers,
  transport, engineers, and the like
  are all slower than cavalry, and tend
  to get left behind. Units, even small
  ones, may have their own "field
  households" (messes) in tow. These
  too, may straggle.
  MILITARY RANKS
  Because of the pervasive military influence
  of the Azeryan Empire, the Azeri names
  for military ranks are in common use
  throughout Northwestern Lythia.
  Enlisted Ranks
  Five enlisted ranks are in general use.
  These are rarely filled by nobles, who
  would consider them beneath their station.
  Molak: the common soldier. Status and
  remuneration vary according to special
  skills and unit type.
  Arkalin: commands a manus of five men;
  himself and four Molaks.
  Melbrin: commands a decad of ten men;
  himself, one Arkalin, and eight Molaks.
  Molarin: commands a company of
  twenty men; himself, one Melbrin, two
  Arkalins, and sixteen Molaks. A cavalry
  Molarin commands a squadron.
  Armolarin: the most senior Molarin in a
  centad. He is the principal liaison
  between officers and men, and is often
  the “real” commander of a Centad.
  Officer Ranks
  Officers are gentlemen. A commoner rising
  to officer rank is also invariably knighted.
  There is widespread belief that leaders
  must be noble, although there is no law to
  that effect. Five officer ranks exist:
  Hulhurin: junior staff officer, and deputy
  commander of a Centad. May also
  command an auxiliary company.
  Hethrin: commander of a Centad, or a
  Cohort staff officer.
  Kurlin: senior staff officer, and deputy
  commander of a Cohort.
  Berheth: commander of a Cohort.
  Tharin: commander of a Legion, which
  has two or more Cohorts.
  Cavalry Ranks
  Light horse units have the same ranks as
  infantry officers, except there is no Decad
  command. Medium and Heavy horse units
  differ at Manus and Squadron level.
  Chalasir: any trooper in a medium or
  heavy horse unit. A manus will be
  commanded by a senior Chalisir.
  Kephiri: commander of a Squadron of
  medium or heavy horse.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CHARACTER 30
  COHORT HQ
  (Berheth + Staff)
  Cavalry Cohort
  1 MANUS
  (Arkalin)
  5 LH
  Regulars
  2 MANUS
  (Arkalin)
  5 LH
  Regulars
  1 MANUS
  (Chalisir)
  5 MH
  Feudal
  1 MANUS
  (Chalisir)
  5 MH
  Feudal
  1 MANUS
  (Chalisir)
  5 HH
  Feudal
  2 MANUS
  (Chalisir)
  5 MH
  Feudal
  2 MANUS
  (Chalisir)
  5 MH
  Feudal
  2 MANUS
  (Chalisir)
  5 HH
  Feudal
  1 SQUADRON
  (Kephiri)
  10 LH
  Regulars
  2 SQUADRON
  (Kephiri)
  10 LH
  Regulars
  3 SQUADRON
  (Kephiri)
  10 LH
  Regulars
  4 SQUADRON
  5phiri)
  10 LH
  Regulars
  5 SQUADRON
  (Kephiri)
  10 HH
  Feudal
  IV CENTAD
  (Hethrin)
  50 HH
  Feudal
  Auxiliary
  Ostler
  Weaponcrafter
  III CENTAD
  (Hethrin)
  50 MH
  Feudal
  II CENTAD
  (Hethrin)
  50 MH
  Feudal
  I CENTAD
  (Hethrin)
  50 LH
  Regulars
  1 SQUADRON
  (Kephiri)
  10 LH
  Regulars
  2 SQUADRON
  (Kephiri)
  10 LH
  Regulars
  3 SQUADRON
  (Kephiri)
  10 LH
  Regulars
  4 SQUADRON
  5phiri)
  10 LH
  Regulars
  5 SQUADRON
  (Kephiri)
  10 MH
  Feudal
  1 SQUADRON
  (Kephiri)
  10 LH
  Regulars
  2 SQUADRON
  (Kephiri)
  10 LH
  Regulars
  3 SQUADRON
  (Kephiri)
  10 LH
  Regulars
  4 SQUADRON
  5phiri)
  10 LH
  Regulars
  5 SQUADRON
  (Kephiri)
  10 MH
  Feudal
  1 SQUADRON
  (Kephiri)
  10 LH
  Regulars
  2 SQUADRON
  (Kephiri)
  10 LH
  Regulars
  3 SQUADRON
  (Kephiri)
  10 LH
  Regulars
  4 SQUADRON
  5phiri)
  10 LH
  Regulars
  5 SQUADRON
  (Molarin)
  10 LH
  Regulars
  
  kills are the heart and soul of HârnMaster.
  They govern all physical and mental
  activities, such as combat and spell-casting.
  All skills are derived from character
  attributes and rated on a percentile scale.
  There are no arbitrary character classes to
  restrict your play. Please give this section your utmost study
  and attention.
  SKILL BASE (SB)
  Skill Base (SB) represents a character’s natural affinity for a skill. The
  SB for each skill is calculated when the skill is opened. The SKILL DATA table
  (next page) lists the component attributes for each skill. To determine a SB,
  the attributes are averaged (round fractions to the nearest whole number). If
  an attribute is listed twice, it is counted twice in the calculation. If the
  character’s Sunsign is listed, it increases SB by the indicated number. Skill
  Base has three main uses:
  [1] The Opening Mastery Level (OML) for most skills is a multiple of
  SB. Hence, Characters with a higher natural affinity will open the
  skill at a higher Mastery Level.
  [2] The maximum ML for a skill is equal to 100+SB. A character with
  SB 16 in SWORD can develop it to ML116 while a character with only
  SB 11 in SWORD can develop it to a maximum of 111.
  [3] SB is added to a character’s
  Development Roll every time an
  attempt is made to improve
  the skill. Characters with a
  higher SB improve the
  skill faster, and can
  improve it to a
  higher ML.
  Expanding the System
  Any activity can be organized as a skill.
  HârnMaster covers the basic needs of role-
  playing with a simple, expandable system.
  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
  then assess an OML.
  Skill Base (Example)
  Juryn wishes to calculate his Dancing SB.
  His Dexterity is 10, Agility is 14, and
  Sunsign is Hirin. His skill base is
  determined by adding together DEX, AGL,
  AGL and dividing by three. The result is 
  (10 + 14 + 14) / 3 = 12.66, which is
  rounded to 13. After a +1 modifier for his
  sunsign (Hirin) his Dancing SB is 14.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 1
  
  MASTERY LEVEL (ML)
  ML represents a character’s current competence at a specific skill; the
  higher the number, the more skillful. MLs may be improved in the course of
  play and range from SB to 100+SB.
  Various activities during play call for the use of skills. When, for
  example, a character attempts to sneak up on a hostile camp, Stealth is
  tested to determine how much noise is made.
  Opening Mastery Level (OML)
  Unless otherwise noted, a multiple of Skill Base is used to determine
  the Opening Mastery Level (OML) of any skill. If the OML is listed at SBx2,
  the skill is opened at twice the applicable SB. OMLs are given on the SKILL
  DATA table.
  Many occupations give OMLs as OML+SB or OML+SBx2. These
  mean the OM is raised by one SB or two SB respectively. That is, if the
  OML for Sword is OML+SBx2, this skill opens at SBx3+SBx2 which equals
  SBx5.
  Effective Mastery Level (EML)
  In many instances, ML is modified up or down to produce an Effective
  Mastery Level (EML) before a skill test is made. A skill roll is, in other words,
  made against the applicable EML, which may or may not equal ML. EML is
  usually less than ML because of fatigue, injury, encumbrance, or difficult
  circumstances. In some cases, however, EML is more than ML because of
  some situational advantage. Factors affecting EML are sometimes specified
  in the skill description; otherwise GM discretion applies.
  Minimum EML
  There is usually some chance of success. Unless the GM deems the
  task impossible, the minimum EML for an open skill is 05.
  Maximum EML
  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 to increase ML above 95 since a higher ML makes the skill
  easier to use under difficult circumstances (i.e., when there are penalties).
  Skill Index (SI)
  For any skill, a character’s SI is equal to one-tenth ML (rounded down).
  For example, if a character’s ML is between 80 and 89 (inclusive) the SI is
  eight (8). SI is derived as needed; it is not recorded anywhere.
  Important: SI is always based on ML, never on EML.
  OML (Example)
  Juryn has an SB in Dancing of 14. The
  OML is SBx2. Hence, Juryn’s OML for
  Dancing is 14 x 2 = 28.
  ML and EML
  The basic percentage chance of
  successfully using a skill is its ML. The
  actual chance of successfully using a skill
  is called Effective Mastery Level (EML),
  determined by modifying ML.
  Example: A party is camped in the
  wilderness and a large animal enters the
  camp. The guard’s Awareness is tested to
  determine how soon the creature is
  noticed. Those who are asleep might also
  test Awareness; but, because they are
  unconscious, their EMLs would be (at
  most) half their actual MLs.
  Minimum EML (Example)
  A player would normally have a minimum
  EML 05 in Climbing. However, climbing an
  ice cliff, with a broken arm, during a
  blizzard is probably impossible, and the
  GM may feel an EML of zero is justified.
  ❑ SPECIALTIES
  Most skills can be divided into sub-skills or
  specialties; suggestions are given on the
  SKILLS DATA table. A weaponcrafter
  could specialize in mailcraft, a jeweler in
  gemcutting, etc.
  Characters may begin selecting specialties
  when a skill reaches ML 40. The specialty
  skill is opened at the current group ML.
  Each specialty is developed as a separate
  skill, with the advantage that successful
  skill development roll (Skills 7) for that
  Specialty increase by two (2) points instead
  of one (1) point.
  A character may declare any number of
  specialties, but each is a separate skill. The
  original skill can be improved separately as
  normal.
  EXAMPLE: Bjorni has Sword skill at ML42.
  He decides to choose Broadsword as a
  specialiy. Sword and Broadsword are now
  two separate skills, but Broadsword develops
  faster at +2 per development roll. Bjorni must
  use his current SWORD skill if he uses any
  other sword.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 2
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 3
  PHYSICAL
  COMMUNICATION
  RELIGION
  COMBAT
  SKILL
  ATTRIBUTES
  SUNSIGN
  OML
  SPECIALTIES (Optional)
  Acrobatics
  STR AGL AGL
  Nad+2; Hir+1
  SBx2
  Trapeze, Tumbling, Vaulting, etc.
  CLIMBING
  STR DEX AGL
  Ula/Ara+2
  SBx4
  None.
  ❑CONDITION
  STR STA WIL
  Ula/Lad+1
  SBx5
  None.
  Dancing
  DEX AGL AGL
  Tar+2; Hir/Tai+1
  SBx2
  Different styles may be specialties.
  JUMPING
  STR AGL AGL
  Nad/Hir+2
  SBx4
  High Jump, Long Jump.
  Legerdemain
  DEX DEX WIL
  Sko/Tai/Tar+2
  SBx1
  Pursecutting, Conjuring, etc.
  Skiing
  STR DEX AGL
  Mas+2; Sko/Lad+1
  SBx1
  None.
  STEALTH
  AGL HRG WIL
  Hir/Tar/Tai+2
  SBx3
  None.
  Swimming
  STA DEX AGL
  Sko+1; Mas/Lad+3
  SBx1
  None.
  THROWING
  STR DEX EYE
  Hir+2; Tar/Nad+1
  SBx4
  None.
  SKILL
  ATTRIBUTES
  SUNSIGN
  OML
  SPECIALTIES (Optional)
  Acting
  AGL VOI INT
  Tar/Tai+1
  SBx2
  None.
  AWARENESS
  EYE HRG SML
  Hir/Tar+2
  SBx4
  None.
  INTRIGUE
  INT AUR WIL
  Tai/Tar/Sko+1
  SBx3
  None.
  Lovecraft
  CML AGL VOI
  Mas/Ang+1
  SBx3
  GM Discretion.
  Mental Conflict
  AUR WIL WIL
  None
  SBx3
  None.
  Musician
  DEX HRG HRG
  Mas/Ang+1
  SBx1
  Each instrument is a separate skill.
  ORATORY
  CML VOI INT
  Tar+1
  SBx2
  None.
  RHETORIC
  VOI INT WIL
  Tai/Tar/Sko+1
  SBx3
  Command, Diplomacy, Intimidation.
  SINGING
  HRG VOI VOI
  Mas+1
  SBx3
  Different styles may be specialties.
  Language
  VOI INT WIL
  Tai+1
  Skills 11
  Each Language is a separate skill.
  Script
  DEX EYE INT
  Tar/Tai+1
  70+SB
  Each Script is a separate skill.
  RITUAL
  ATTRIBUTES
  SUNSIGN
  OML
  SPECIALTIES
  Agrik
  VOI INT STR
  Nad+2; Ang/Ahn+1
  SBx1
  Liturgy, Theology, Scriptor
  Halea
  VOI INT CML
  Tar+2; Hir/Mas+1
  SBx1
  Liturgy, Theology, Scriptor
  Ilvir
  VOI INT AUR
  Sko+2; Tai/Ula+1
  SBx1
  Liturgy, Theology, Scriptor
  Larani
  VOI INT WIL
  Ang+2; Ahn/Fen+1
  SBx1
  Liturgy, Theology, Scriptor
  Morgath
  VOI INT AUR
  Lad+2; Ahn/Mas+1
  SBx1
  Liturgy, Theology, Scriptor
  Naveh
  VOI INT WIL
  Mas+2; Sko/Tar+1
  SBx1
  Liturgy, Theology, Scriptor
  Peoni
  VOI INT DEX
  Ara+2; Ang/Ula+1
  SBx1
  Liturgy, Theology, Scriptor
  Sarajin
  VOI INT STR
  Fen+2; Ara/Lad+1
  SBx1
  Liturgy, Theology, Scriptor
  Save-K’nor
  VOI INT INT
  Tai+2; Sko/Tar+1
  SBx1
  Liturgy, Theology, Scriptor
  Siem
  VOI INT AUR
  Hir+2; Fen/Ula+1
  SBx1
  Liturgy, Theology, Scriptor
  SKILL
  ATTRIBUTES
  SUNSIGN
  OML
  SPECIALTIES (Optional)
  INITIATIVE
  AGL WIL WIL
  None
  SBx4
  None.
  UNARMED
  STR DEX AGL
  Mas/Lad/Ula+2
  SBx4
  Brawling, Wrestling, Martial Arts.
  Riding
  DEX AGL WIL
  Ula/Ara+1
  SBx1
  Always averaged with Steed Initiative.
  Axe
  STR STR DEX
  Ahn/Fen/Ang+1
  SBx3
  Battleaxe, Handaxe, Shorkana, Pickaxe, Sickle, Warhammer.
  Blowgun
  STA DEX EYE
  Hir+2; Tar/Nad+1
  SBx4
  None.
  Bow
  STR DEX EYE
  Hir/Tar/Nad+1
  SBx2
  Crossbow, Hartbow, Longbow, Shortbow.
  Club
  STR STR DEX
  Ula/Ara+1
  SBx4
  Club, Mace, Maul, Morningstar.
  Dagger
  DEX DEX EYE
  Ang/Nad+2
  SBx3
  Dagger, Keltan, Knife, Taburi.
  Flail
  DEX DEX DEX
  Hir/Tar/Nad+1
  SBx1
  Ball & Chain, Grainflail, Nachakas, Warflail.
  Net
  DEX DEX EYE
  Mas/Sko/Lad+1
  SBx1
  Cloak, Net, etc.
  Polearm
  STR STR DEX
  Ang/Ara+1
  SBx2
  Lance, Glaive/Bill, Jousting Pole, Pike, Poleaxe.
  Shield
  STR DEX DEX
  Ula/Lad/Mas+1
  SBx3
  Buckler, Kite, Knight, Round, Tower shields.
  Sling
  DEX DEX EYE
  Hir/Tar/Nad+1
  SBx1
  Sling, Staffsling.
  Spear
  STR STR DEX
  Ara/Fen/Ula+1
  SBx3
  Javelin, Staff, Trident.
  Sword
  STR DEX DEX
  Ang+3; Ahn/Nad+1
  SBx3
  Bastard Sword, Battlesword, Broadsword, Estoc,
  Falchion, Longknife, Mang, Mankar, Shortsword.
  Whip
  DEX DEX EYE
  Hir/Nad+1
  SBx1
  Isagra, Whip.
  See: HârnPlayer for weapon descriptions.
  AUTOMATIC SKILLS: The skills listed in CAPITAL letters are automatic skills.
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 4
  CRAFTS & LORE
  LORE/CRAFT
  ATTRIBUTES
  SUNSIGN
  OML
  SPECIALTIES (Optional)
  Agriculture
  STR STA WIL
  Ula/Ara+2
  SBx2
  Different crops may be specialties.
  Alchemy
  SML INT AUR
  Sko+3; Tai/Mas+2
  SBx1
  Different techniques may be specialties.
  Animalcraft
  AGL VOI WIL
  Ula/Ara+1
  SBx1
  Horsecraft, Oxcraft, Birdcraft, etc.
  Astrology
  EYE INT AUR
  Tar+1
  SBx1
  Astromancy, Astronomy.
  Brewing
  DEX SML SML
  Sko+3; Tai/Mas+2
  SBx2
  Different beverage types may be specialties.
  Ceramics
  DEX DEX EYE
  Ula/Ara+2
  SBx2
  Different artistic styles may be specialties.
  Cookery
  DEX SML SML
  Sko+1
  SBx3
  Cultural, religious, and regional specialties.
  Drawing
  DEX EYE EYE
  Sko/Tai+1
  SBx2
  Cartography, Painting, Sketching, etc.
  Embalming
  DEX EYE SML
  Sko/Ula+1
  SBx1
  Cultural, religious, and regional specialties.
  Engineering
  DEX INT INT
  Ula/Ara+2; Fen+1
  SBx1
  Fortifications, Mills, Siege Engines, etc
  Fishing
  DEX EYE WIL
  Mas/Lad+2
  SBx3
  Different techniques may be specialties.
  Fletching
  DEX DEX EYE
  Hir+2; Tar/Nad+1
  SBx1
  Bowyer, Fletcher.
  Folklore
  VOI INT INT
  Tai+2
  SBx3
  Cultural and/or regional specialties.
  Foraging
  DEX SML INT
  Ula/Ara+2
  SBx3
  Different climate/terrain types may be specialties.
  Glasswork
  DEX EYE WIL
  Fen+2
  SBx1
  Different styles may be specialties.
  Heraldry
  DEX EYE WIL
  Sko/Tai+1
  SBx1
  Cultural and/or regional specialties.
  Herblore
  EYE SML INT
  Ula+3; Ara+2
  SBx1
  Different climate/terrain types may be specialties.
  Hidework
  DEX SML WIL
  Ula/Ara+1
  SBx2
  Tanning, Parchment, Taxidermy, Leatherworking, etc.
  Jewelcraft
  DEX EYE WIL
  Fen+3; Tar/Ara+1
  SBx1
  Goldsmith, Silversmith, Gemcutter, Designer, etc.
  Law
  VOI INT WIL
  Tar/Tai+1
  SBx1
  Cultural and/or regional specialties.
  Lockcraft
  DEX EYE WIL
  Fen+1
  SBx1
  Lockmaker, Lockpicker, Fine Mechanician, etc.
  Masonry
  STR DEX INT
  Ula/Ara+2
  SBx1
  Architect, Builder, Stonecutter, Sculptor, etc.
  Mathematics
  INT INT WIL
  Tai+3; Tar/Sko +1
  SBx1
  Algebra, Bookkeeping, Geometry, etc.
  Metalcraft
  STR DEX WIL
  Fen+3; Ahn/Ang+1
  SBx1
  Different metal types (Tinsmith, Coppersmith, etc.).
  Milling
  STR DEX SML
  Ula+1
  SBx2
  Baking, Milling.
  Mining
  STR EYE INT
  Ula/Ara+2; Fen+1
  SBx1
  Different mineral/metal types.
  Perfumery
  SML SML INT
  Hir/Sko/Tar+1
  SBx1
  Incense, Scented Oils, Soap, etc.
  Physician
  DEX EYE INT
  Mas+2; Sko/Tai+1
  SBx1
  Homeopathy, Surgery, etc.
  Piloting
  DEX EYE INT
  Lad+3; Mas+1
  SBx1
  Navigation, Sailing, Specific Waterways, etc.
  Runecraft
  INT AUR AUR
  Tai+2; Sko+1
  SBx1
  Regional styles may be specialties.
  Seamanship
  STR DEX AGL
  Lad+3; Mas/Sko+1
  SBx2
  Rowing, Sailing (small boats), Sculling.
  Shipwright
  STR DEX INT
  Lad+3; Mas+1
  SBx1
  Naval Architecture, Sailmaking, etc.
  Survival
  STR DEX INT
  Ula+2; Ara+1
  SBx3
  Different climate/terrain types may be specialties.
  Tarotry
  INT AUR WIL
  Tar/Tai+2; Sko/Hir+1 SBx1
  Regional styles may be specialties.
  Textilecraft
  DEX DEX EYE
  Ula/Ara+1
  SBx2
  Embroidery, Needlework, Tailoring, Weaving, etc.
  Timbercraft
  STR DEX AGL
  Ula+3; Ara+1
  SBx2
  Cutting, Felling, Tree Care, etc.
  Tracking
  EYE SML WIL
  Ula/Ara+3
  SBx2
  Specialist for any race or creature type.
  Weaponcraft
  STR DEX WIL
  Fen+3; Ahn/Ang+1
  SBx1
  Weapon or Armour group (eg. Swords or Mailcraft).
  Weatherlore
  INT EYE SML
  Hir/Tar/Mas/Lad+1
  SBx3
  Different climate types may be specialties.
  Woodcraft
  DEX DEX WIL
  Ula+2; Ara/Lad+1
  SBx2
  Cabinetry, Carpentry, Cooper, Carving, Wheelwright.
  Attribute Codes
  Sunsign Codes
  AGL: Agility
  EYE: Eyesight
  STA: Stamina
  Ahn: Ahnu
  Hir: Hirin
  Sko: Skorus
  AUR: Aura
  HRG: Hearing
  STR: Strength
  Ang: Angberelius Lad: Lado
  Tai: Tai
  CML: Comeliness
  INT: Intelligence
  VOI: Voice
  Ara: Aralius
  Mas: Masara
  Tar: Tarael
  DEX: Dexterity
  SML: Smell
  WIL: Will
  Fen: Feneri
  Nad: Nadai
  Ula: Ulandus
  
  SKILL TESTING
  When a character attempts to use a skill, 1d100 is rolled. If the roll is
  equal to or less than EML, the skill has been successfully employed; if the
  roll is greater than EML, the attempt has failed.
  The GM has the final say as to what skill should be tested and when.
  For example, if a PC declares the intent to perform a gymnastic feat, the
  GM would instruct the player to “test Acrobatics.” In cases where success
  or failure may not be obvious; the GM should make the roll secretly.
  Levels of Success
  It is often necessary to know the degree of success or failure. Four
  levels of success/failure are possible:
  CF Critical Failure: The character messes up in the worst possible
  way.
  MF Marginal Failure: The character has failed, but may have been
  close to success.
  MS Marginal Success: The character has succeeded. This is a
  “normal” level of success.
  CS Critical Success: The character has succeeded in the best
  possible way.
  Any success roll ending with a five (5) or zero (0) is a Critical Success.
  Any failure roll ending with a five (5) or zero (0) is Critical Failure. All non-
  critical results are Marginal.
  The interpretation of success level is mostly a matter of common
  sense; sometimes an explanation is given in the skill description. GM
  discretion always governs.
  Skill versus Skill
  When two characters use skills against each other, each character
  makes a skill roll appropriate to the skill in question and the success levels
  are compared. The character with the highest success level “wins.” If both
  characters achieve the same success level, neither party wins. If a tie is not
  appropriate to the situation, then whoever rolled the lower number wins.
  Critical Success or Failure
  With an EML of 49, any roll between one
  and 49 is a success and any roll between
  50 and 00 is a failure. The numbers 05, 10,
  15, 20, 25, 30, 35, 40, and 45 are Critical
  Successes and the numbers 50, 55, 60, 65,
  70, 75, 80, 85, 90, 95, and 00 are Critical
  Failures.
  ❏ Skill Zones
  Additional levels of success and failure are
  sometimes useful. The success and failure
  ranges of an EML can be split to to give
  additional levels:
  Example: Assuming an EML (not ML) of
  80, the Skill Zones are:
  01–40 Substantial Success
  41–80 Marginal Success
  81–90 Marginal Failure
  91–00 Substantial Failure
  Substantial Success results are better than
  Marginal Success, but are not as good as a
  Critical Success. A Substantial Failure is
  worse than Marginal Failure, but not as
  bad as a Critical Failure.
  A critical result within the Substantial
  range can, if desired, be considered more
  critical than one within the Marginal range.
  This gives four levels of success, and four
  of failure.
  See: COMBAT 17 for an example of using
  skill zones.
  Craftsman Ratings
  Craftsmen in HârnWorld modules generally
  have quality ratings of one to five. To
  determine the ML of a rated craftsman,
  use this table:
  Quality
  ML
  1  Poor
  51-60
  50+1d10
  2  Inferior
  61-70
  60+1d10
  3  Average
  71-80
  70+1d10
  4  Superior
  81-100
  80+1d20
  5  Excellent
  101+
  100+1d20
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 5
  
  UNIVERSAL PENALTY
  A character who is injured or fatigued cannot function as well as a
  character in good health and well-rested. Hence, penalties are applied to
  Attributes and Skills to reflect these factors. Universal Penalty is the sum of
  Injury Penalty and Fatigue Penalty.
  Injury Penalty (IP)
  Combat, and other activities, may injure a character. Each injury is
  rated in terms of Injury Levels: M1, S2, S3, G4, or G5. A character with, for
  example, one M1 and one S3 injury, has a total of four (4) Injury Levels. A
  character’s Injury Penalty is equal to the sum of all Injury Levels.
  Note: For complete details about injuries, see COMBAT 13.
  Fatigue Penalty (FP)
  Using psionic talents or casting spells generates Fatigue Levels. The
  GM may also assess Fatigue Levels for prolonged physical activity, such as
  when a character swims a swift river and then begins to scale a cliff
  without pausing to rest. In general, one Fatigue Level is assessed for every
  five minutes of strenuous physical activity. A character’s Fatigue Penalty is
  equal to the sum of all Fatigue Levels.
  Applying Universal Penalty
  Universal Penalty (the sum of Injury and Fatigue penalties) is applied to
  ALL Attributes when they are tested. When any non-physical Skill is tested, its
  EML is reduced by FIVE times the Universal Penalty.
  PHYSICAL PENALTY
  Physical activities are not only hampered by Injury and Fatigue, but also
  by the LOAD a character carries. A character’s Physical Penalty is equal to
  Universal Penalty plus Encumbrance Penalty.
  Encumbrance Penalty (EP)
  Encumbrance Penalty is the total weight of items carried (in pounds)
  divided by ENDURANCE. For example, a character wearing 60 lb of armour,
  with an Endurance of 12, has an Encumbrance Penalty of five (5).
  Note: Encumbrance Penalty above is only for humanoid creatures. The Encumbrance
  Penalty for steeds is detailed in Mounted Combat (COMBAT 21).
  Applying Physical Penalty
  Physical Penalty, in effect the sum of Injury, Fatigue, and Encumbrance
  penalties, is applied directly to PHYSICAL attributes when they are tested.
  When a Physical or Combat skill is tested, its EML is reduced by FIVE times
  the Physical Penalty.
  SPECIAL PENALTY
  Special Penalties are assigned by the GM to reflect temporary
  handicaps not covered by Injury, Fatigue, and Encumbrance penalties. A
  character who is carrying an awkward item, or is tied/tangled in some way,
  may be assessed such a penalty. A Special Penalty applies as long as the
  conditions that bring it about. If the cause is removed, so is the penalty.
  PHYSICAL PENALTY (Example)
  Kalgyn, a mercenary of some repute, has
  become involved in a battle defending a
  caravan. So far, he has taken two Minor
  wounds (M1 and M1) and therefore has a
  current Injury Penalty of 2.
  Kalgyn has also acquired one Fatigue Level,
  assessed by the GM, because he ran almost a
  mile, with a war party of Tulwyn chasing him,
  to warn the caravan of their planned ambush.
  Fortunately, the Tulwyn also have the same
  fatigue penalty.
  Kalgyn therefore has a Universal Penalty of 3,
  and would subtract 3 from any non-physical
  attribute such as a test against WILL. Use of
  any non-physical skill, such as AWARENESS,
  would have a penalty of 15 (five times the
  Universal Penalty).
  Kalgyn, who has an ENDURANCE OF 14, is
  fighting with weapons and armour that weigh
  33 pounds, and thus has an Encumbrance
  Penalty of 33/14, which rounds down to 2.
  His Universal Penalty (3) plus his
  Encumbrance Penalty (2) gives him a
  Physical Penalty of 5.
  This means that Kalgyn must subtract five
  from MOVE, and from physical attributes
  when making an attribute test (such as from
  DEX on Fumble Rolls) and he has a penalty of
  25 for all physical skills.
  Fatigue Recovery
  Every TEN (10) minutes of REST allows a
  character to remove one Fatigue Level. A
  good night’s sleep eliminates most or all
  fatigue.
  Special Penalty Examples
  Some classes of special penalty are
  detailed in the Combat article. See Hand
  Mode on the WEAPON DATA table
  (COMBAT 3) and Tangles (COMBAT 9).
  PENALTIES 
  Injury Levels
  2
  + Fatigue Levels
  1
  = Universal Penalty
  3
  + Encumbrance
  2
  = Physical Penalty
  5
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 6
  
  SKILL DEVELOPMENT
  At various times in the course of play, the GM decides a character has
  earned the chance to improve a skill. Some skills may be developed by
  practice/study; some require training. Execute each skill roll as follows:
  Roll 1d100 + applicable Skill Base
  If the sum is greater than current ML, increase ML by one (1);
  otherwise there is no increase. If several development rolls are
  simultaneously awarded for the same skill, they are made singly. If ML is
  increased, subsequent development rolls must exceed the new ML.
  PRACTICE/STUDY (SMPs)
  To reflect solitary practice/study, a character has 30 Skill Maintenance
  Points (SMPs) per game month. SMPs may NOT be accumulated from one
  month to another. Any SMPs unused in a month are lost. The 30 SMPs
  assume that, after meeting the basic requirements of living, eating, and
  sleeping, the character has one spare hour per day. Additional time for
  practice/study might be possible for those with high WILL.
  EMPLOYMENT AND INSTRUCTION
  Characters receive one bonus SMP for each four hours of employment
  by a master with a higher ML. Employment SMPs must be used at the end
  of the month to develop work-related skills.
  A character getting personal instruction from a teacher (someone
  whose ML is at least 20 points higher) earns one bonus SMP for each hour
  of instruction. These SMPs must be used at the end of the month to
  develop the skills being taught.
  EXPENDING SMPs
  At the end of each month, ten (10) SMPs are expended for each Skill
  Development Roll. Monthly Skill Development Rolls may be distributed
  among any open skills. The skills must be feasible. Necessary tools and
  materials must have been unavailable.
  STRESSFUL/BONUS EXPERIENCE
  The GM may award bonus development rolls when skills are employed
  in dangerous or special situations. Success or failure at using the skill has
  no bearing. People learn at least as much from failure as from success.
  Only the GM can decide what situations qualify for bonus/stress
  development rolls; they vary by skill and circumstance. The simplest
  procedure is for a PC to appeal for a development roll immediately
  following an attempt to use a skill. The GM assesses the learning value of
  the experience, accepts or rejects the appeal, and play continues. The GM
  may award multiple development rolls in particularly stressful or
  “educational” situations.
  EXAMPLE: a thief earns a stress development roll for Legerdemain by
  cutting a moneypurse from a victim in a crowded marketplace, but not if the
  victim is asleep (or dead) and there are no potential witnesses. If the victim
  happened to be an important personage with a guard escort, two or three
  development rolls would be reasonable.
  ❏ Skill Decline (Optional)
  Neglected (unpracticed) skills may decline
  A character who has not climbed
  mountains for years would discover the
  peaks to be higher than expected.
  Any skill for which a Development Roll is
  made is automatically “protected.”
  One (1) SMP may be expended to
  “protect” a work related skill from decline
  (without developing it). Two (2) SMPs may
  be expended to protect a non-work-related
  skill (without developing it). Each
  Unprotected Skill may decline:
  1d6 Roll
  1
  2
  3
  4
  5
  6
  ML Decline -2 -1 -1
  0
  0
  0
  No skill may decline below its OML except
  by aging. Native tongue is always
  excluded, unless the character is alone for
  a considerable time (years).
  ❏ SMP/WILL Variant
  The basic monthly SMP allowance is equal
  to WILL x3. A character with a WILL of 11
  would have 33 SMPs per month.
  Combat and Magic
  Special restrictions apply to the
  development of combat, magic, and
  religious skills. See SKILLS 19, HârnMaster
  Magic, and HârnMaster Religion.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 7
  
  PHYSICAL SKILLS
  Physical skills are based on physical and sensory
  attributes. They are all subject to Physical Penalty (SKILLS
  6). The distances and effects given assume a skill is being
  tested once per minute of gametime. However, activities
  may be speeded up by rolling for each five minutes of
  activity and multiplying any distances and other effects
  by five. Similarly, if a physical skill is being used in a
  crisis situation, roll for each 10 seconds of activity and
  divide the effects by six.
  ACROBATICS
  Acrobatic Skill is tested when a character attempts a
  gymnastic feat that is more than a simple matter of
  native Agility/Dodge. These include vaults, somersaults,
  backflips, twisting in mid-air to land on one’s feet, etc.
  GMs may modify EML according to the difficulty of the
  feat being attempted. Acrobatics may be used as a
  substitute for Dodge in combat. See also Climbing and
  Falling.
  ❑ Acrobatics Variant: Make ACROBATICS an Automatic
  Skill and eliminate DODGE altogether.
  CLIMBING
  Tested when a character attempts to climb a difficult
  obstacle. The GM assesses a climb as Easy, Hard, or
  Very Hard. If the character has good climbing gear (rope
  and grappling hook) increase EML by 10–20 points.
  Vertical progress is measured in feet. Negative
  progress indicates the character has encountered an
  obstacle and 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.
  Falling: Any fall of more than five feet inflicts a blunt
  strike whose base Impact is 1d6 per 10 feet. Hence, a fall
  of 6–10 feet is 1d6, 11–20 feet is 2d6, and so on. Strike
  location is randomly determined, usually on the Body
  Zone. Various surfaces modify fall impact:
  In a clear fall of more than 15 feet, Acrobatics or
  Dodge can be used to moderate the fall, by landing on
  one’s feet rather than one’s head.
  The slope of the surface may cause a falling climber
  to hit several times on the way down. When this occurs,
  the long fall is broken down into several shorter falls.
  Grabbing: A character may be able to stop falling by
  grabbing protrusions, bushes, etc. This rarely stops the
  fall, but may slow it and reduce landing impact. Success
  is determined by testing DEX x5.
  CS
  Fall slowed—Impact Reduced by 3d6.
  MS
  Fall slowed—Impact Reduced by 2d6.
  MF
  No effect.
  CF
  Character has wrenched one or both arms, giving a
  Blunt Minor Injury (M1).
  If a grabbing attempt reduces the impact of the fall
  below ZERO, the grab has succeeded. The character now
  hangs from the protrusion. Can it bear the character’s
  weight, and for how long?
  Skill
  CF
  MF
  MS
  CS
  Acrobatics
  +1d6
  •
  –2d6
  –3d6
  Dodge
  +2d6
  +1d6
  –1d6
  –2d6
  Impact
  Landing Surface
  –3d6
  Deep Water (3 feet or more)
  –2d6
  Shallow Water (less than 3 feet)
  –1d6
  Soft Ground (mud, bog, etc.)
  +0
  Normal Ground (grass, earth, etc.)
  +1d6
  Hard Ground (paving stone, etc.)
  +2d6
  Rocky Ground
  Success
  Easy
  Hard
  Very Hard
  CS
  +30’
  +20’
  +10’
  MS
  +15’
  +10’
  +5’
  MF
  0
  –5’
  –10’
  CF
  Fall
  Fall
  Fall
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 8
  
  ❏ CONDITION
  Automatic Physical Skill that indicates a character’s
  overall state of physical well being. CONDITION SB is the
  same as ENDURANCE, and has an OML of SBx5.
  CONDITION may be improved to a maximum of SBx7
  with regular, strenuous exercise, provided the character
  is healthy.
  CONDITION may also decrease to a low of SBx3 when
  a character does not “keep in shape”.
  CONDITION determines the character’s resistance to
  physical trauma, illness, injury, etc. When divided by five
  it has has the same function as ENDURANCE, but can also
  be used directly for physical skill tests such as LIFTING
  and CARRYING. See: SKILLS 21.
  DANCING
  The ability to perform various types of dance.
  Specialties such as folk or erotic dancing are viable.
  Dancing is very important in some cultures, and can be
  used to enhance spellcasting (see HârnMaster Magic).
  JUMPING
  Jumping is tested when a character attempts to leap
  for height or distance. Results assume a running start; for
  standing jumps, halve heights/distances. Clearances (the
  distance and/or height jumped) are given as percentages
  of the character’s height; they may be randomly varied at
  GM discretion.
  Success
  High Jump
  Long Jump
  CS
  100%
  300%
  MS
  75%
  200%
  MF
  50%
  100%
  CF
  Stumble
  Stumble
  LEGERDEMAIN
  Legerdemain (sleight of hand) is tested when a
  character attempts to perform a feat of manual dexterity
  without being detected by observers or victims.
  Examples include cutting a victim’s moneypurse from
  behind or moving shells in a shell game.
  Once Legerdemain success level is determined, the
  victim tests AWARENESS to detect the attempt. If the
  victim is not paying attention, half Awareness is
  appropriate. If the victim’s level of success is greater,
  the legerdemain is detected. Awareness rolls should also
  be made for any/all potential witnesses.
  SKIING
  Skiing is a rare skill except among northern peoples
  of Lythia such as the Yarili of Ivinia. It is known by some
  Odivshe Shek-Pvar. The skill is primarily cross-country,
  but includes basic downhill skiing.
  STEALTH
  Stealth is tested when a character attempts to move
  without being detected. It can only be applied in
  situations where an observer would not automatically see
  the sneaker. The attempt presumes reasonable cover
  and/or poor light. EML is modified for distance to the
  target, available cover, etc. Rolling any failure indicates
  detection, although with MF it may be reasonable to test
  Awareness of potential observers.
  SWIMMING
  This skill may be opened at SBx1 the first time a
  character enters water 3 feet or more in depth, and must
  be opened if a character is in water exceeding their
  height. Difficulty of swimming conditions is rated on a
  scale from calm waters [0] to stormy waters [4] with
  large waves. Test SWIMMING once per minute to
  determine maximum progress. Distance (yards) per
  success level is found by multiplying the numbers given
  below by Swimming SI:
  Current: Swimming distance should allow for currents.
  A character who swims 48 yards per minute upriver
  against a current of 30 yards per minute will only travel
  18 yards (1 Mile/Hour = 30 yards/minute). When
  swimming across a river, characters must swim partially
  upriver to avoid being swept downstream of their goal.
  Success
  [0]
  [1]
  [2]
  [3]
  [4]
  CS
  9
  8
  6
  4
  2
  MS
  7
  6
  4
  2
  0
  MF
  2
  0
  Sink
  Sink
  Sink
  CF
  Sink
  Sink
  Sink
  Sink
  Sink
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 9
  
  Fatigue and Resting
  A swimmer accumulates one Fatigue Level for every
  five minutes of swimming, but may rest by treading
  water. A resting swimmer rolls to see if they sink, but
  does not move (except with the current).
  Underwater Swimming
  Characters can hold their breath for Endurance x 10
  seconds, but they accumulate triple fatigue and travel
  only half distance while underwater.
  Lifesaving or Assisting
  A Special Penalty of 20 is assessed when a swimmer
  is attempting to convey a conscious swimmer, or a
  special penalty of 10 for any unconscious person.
  Drowning
  If a character is in water deeper than their height, a
  Sink result implies the character spent all or most of the
  minute underwater. A character who spends more
  (consecutive) time underwater than they can hold their
  breath passes out, the character’s lungs fill with water,
  they stop breathing, and the character will die in
  Endurance x 20 seconds unless revived.
  Resuscitation
  An unconscious character removed from the water
  may be revived with a successful 1d100 roll against a
  target level of 20 (or Physician ML if higher). An attempt
  may be made each 10 seconds until the victim regains
  consciousness or dies.
  THROWING
  Throwing for accuracy is
  covered under Missile Combat
  (COMBAT 15). When throwing
  for distance, an “ideal”
  throwing object is spherical,
  weighs one quarter of the
  thrower’s Strength (in ounces) and fits comfortably in the
  hand. An ideal situation is one where the target is
  stationary and clearly visible, and the thrower has room
  to swing arms, good footing, and no distractions. Heavier
  objects reduce EML; for each doubling in weight, halve
  EML. Do not increase EML for lighter than ideal objects.
  When throwing with little/no attempt at accuracy, the
  Throwing table indicates the distance an ideal object
  carries.
  THROWING TABLE
  CS
  ML x 4 feet
  MS
  ML x 3 feet
  MF
  ML x 2 feet
  CF
  Fumble/etc.
  COMMUNICATION SKILLS
  Communication Skills deal with the understanding
  and expression of ideas and feelings. They are all subject
  to Universal Penalty (SKILLS 6).
  LANGUAGES
  All characters begin play with at least one Native
  Tongue, determined by birthplace. Some characters may
  be bilingual. The GM will tell you the name of your
  native tongue(s). On Hârn, it is usually Hârnic.
  OML for a character’s
  native tongue is a
  number (determined
  by social class or
  occupation) plus Skill
  Base.
  Languages are tested only on special occasions, such
  as when foreigners converse. Characters are presumed to
  speak their native tongues well enough to make success
  rolls unnecessary. The EML of a skill using language can
  never exceed language ML in the tongue used.
  Foreign Languages/OMLs
  Foreign languages may be opened in the course of
  play after a month of immersion and/or training.
  Opening a foreign language is a full-time occupation; all
  other skill developments are forfeit during the month.
  The tables below shows the three language families
  spoken on/near Hârn. Living languages are shown in
  boldface. When one language of a family is known, it is
  easier to learn other related languages. Orbaalese
  belongs to two families. Foreign tongues of the same
  family open at SBx2, those of an alien family at SBx1.
  Clarity of expression and understanding is
  determined by Value Enhancement (SKILLS 20). A score
  under three causes confusion. Results under two indicate
  the character has unknowingly said or misheard
  something amusing or insulting. The Language Fluency
  table (next page) is a general guide to Language ML.
  JARIND FAMILY
  PHARIC FAMILY
  AZERI FAMILY
  Altish
  Harbaalese
  Azeri
  Emela
  Ivinian
  Azeryani
  Hârnic
  Old Trierzi
  Byrian
  Jarind
  Orbaalese
  Elbythian
  Jarinese
  Palithanian
  High Azeryani
  Old Altish
  Phari
  Karejian
  Old Hârnic
  Quar
  Karuia
  Old Jarinese
  Quarph
  Low Azeryani
  Orbaalese
  Shorka
  Urmech
  Yarili
  Trierzi
  OML
  Social Class
  50+SB
  Serf/Slave/Urban Poor
  60+SB
  Guildsman/Military
  70+SB
  Cleric/Nobility
  80+SB
  Scholar
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 10
  
  SCRIPTS
  A script is a system for symbolizing language
  sounds. Most languages may be written in multiple
  scripts. For example, English is usually written in the
  Roman script, but it is possible to use Cyrillic to convey
  the same sounds.
  Native Script
  On Hârn, most scholars, clerics, guildsmen, and
  nobles know the locally-used script, generally Lakise.
  Runic is the script of the Khuzdul and Ivinians. A third
  script (Selenian) is used by the Sindarin. Each script is
  treated as a separate skill. Any Native Script is opened at
  70 + SB.
  Some scripts are more complex than others. For a
  particularly difficult script, such as Neramic (a glyphic
  system) the skill base or OML may be reduced.
  A character either knows a script or does not know
  it. A new script may be opened at 70 + SB after a month
  of training by a teacher with minimum ML90. The
  student must expend 30 SMPs. Once opened, scripts
  may be developed with practice and/or further training;
  either method requires books and/or writing media.
  Any written work employs a language and a script.
  Characters who know both may attempt to read it. If the
  work is clearly written and deals with simple concepts, a
  test is unnecessary. If the GM doubts the character’s
  LANGUAGE FLUENCY TABLE
  01–30
  Rudimentary Grasp: Character is able to say
  such things as, “Hello. Where marketplace?”, but
  has no real understanding of sentence
  construction. Accent is probably awful, and
  misunderstandings occur with irritating regularity.
  31–60
  Fair Grasp: Character grasps basic elements of
  the language and, with patience by listeners, can
  be understood if discussing fairly simple concepts.
  Grammar often miscarries and misunderstandings
  are common. The character’s accent may either
  amuse or annoy natives.
  61–85
  Fluency: Character understands essential
  language elements, and can converse fluently
  unless attempting to discuss advanced or abstract
  ideas. This is the level attained by most
  uneducated adult natives; but, if this is not the
  character’s native tongue, there will still be a
  noticeable accent.
  86+
  Mastery: Character can pass for a local, whether
  or not this is the character’s native tongue, and is
  able to convey virtually any concept expressible
  in the language. This is the level of mastery
  achieved by well-educated natives.
  ability to accurately read the work, a skill test is made
  using the average of the applicable Script and Language
  Skills. The ideal method is for the GM to write out the
  work (in English) and make a success roll for each word
  other than “if”, “a”, etc. If the test fails, the word is
  blacked out (repetitions of the same word are not rolled
  for). The completed, censored version is then handed to
  the player. This method can, of course, be laborious and
  is not recommended for longer works. The GM may
  simply report the gist of the work based on the result of
  the success roll. A badly-written, faded, or damaged
  work is harder to read (and some key words/phrases
  may be illegible or even missing).
  ACTING
  The ability to play a role. Used to determine the
  success of a masquerade or dramatic performance.
  Acting includes the ability to disguise oneself 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 portrayals
  appropriate to culture. Different styles of acting may be
  treated as specialties.
  AWARENESS
  Subliminal sensitivity to the environment. Awareness
  may be tested when a character says something like, “I’ll
  look around.” It also is tested if an event occurs and the
  GM wishes to determine who might have noticed it, or at
  least have noticed that something is out of place.
  Awareness rolls are often made secretly by the GM.
  MS may give a vague feeling (hunch) that something is
  amiss or that all is not as it should be. Awareness tests
  may be made for sleeping characters at (no more than)
  half ML.
  INTRIGUE
  The ability to assess and/or act effectively within a
  social/political situation over a period of time. Intrigue is
  used as a discretionary shortcut by the GM to avoid the
  playing out of an information-gathering process. For
  example, an NPC’s Intrigue might be tested when sent by
  a PC to gather intelligence in a town or camp.
  LOVECRAFT
  The ability to charm, seduce, and give erotic
  pleasure. Lovecraft is opened when a character first
  attempts to use it. It cannot normally be improved by
  solitary practice, although there may be books or
  teachers available. The skill is used to assess the success
  of a seduction or sexual encounter.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 11
  
  MENTAL CONFLICT
  A character’s ability to withstand mental domination.
  See SKILLS 23 for more information.
  MUSICIAN
  Each type of musical instrument is a separate skill.
  Among the most common are Drum, Flute, Harp, Horn,
  Pipes, and Lute. The availability of musical instruments
  and skills depends on culture. EML is modified by
  instrument quality.
  Use Value Enhancement (SKILLS 20) to assess
  performance quality, with 1.5 being considered fair. This
  skill may include the ability to read music, depending on
  the character’s background and culture.
  ❏ Reading Music: Treat the reading and writing of
  music as a Script.
  ORATORY
  The ability to impress or persuade crowds by logic,
  eloquence, or charisma. This is something of a shortcut
  skill and highly discretionary; some players have more
  fun actually making speeches. The GM should always
  require an orating PC to define the audience; mobs may
  be stupider than individuals, but they cannot be
  persuaded to step off a cliff.
  Oratory EML cannot exceed the orator’s or the
  audience’s EML in the Language being used.
  RHETORIC
  Rhetoric has many uses, from the apprehended thief
  trying to fast-talk his way out of a visit to the dungeon,
  to a friar explaining the mysteries of faith to a child.
  All uses of Rhetoric are highly discretionary. When
  used to persuade people to do something not in their
  interest, the GM may reduce Rhetoric EML by multiples
  of the target’s Intelligence. Conversely, if the attempt is
  obviously in the target’s best interest, EML may be
  increased by the target’s Intelligence.
  MF/CF on any use of Rhetoric suggests the
  character has made a fool of himself and may have
  annoyed the intended target.
  Rhetoric EML cannot exceed either party’s EML in
  the Language being used.
  Command
  Command is a specialty of RHETORIC. It is used in
  situations where a character seeks to convince
  subordinates to accept the user’s leadership.
  Diplomacy
  Diplomacy is a specialty of RHETORIC that is useful
  for determining if a speaker is bluffing or lying, and for
  communication between people of different cultures.
  This specialty is important to heralds and other
  negotiators.
  Intimidation
  Intimidation is a specialty of RHETORIC used to
  establish dominance. This is useful in muggings, assaults,
  and making sure everyone knows who is boss.
  CS: Target is convinced the initmidator is boss and will
  obey any reasonable command.
  MS: Intimidator convinces target to cease current
  action such as stealing or fighting.
  MF: Target is unimpressed. Intimidator has shown
  himself to be a bully and a cad.
  CF: Intimidator has made a fool of himself. Target is
  unimpressed and unaffected, except for possible
  derisive laughter.
  RITUAL
  Most characters know something about their own
  religion, at least enough to attend and participate in
  church services without seeming too ignorant. For this
  reason, Ritual is treated as an “automatic skill” with an
  OML of SBx1. If the character’s culture, social class, or
  family is irreligious, then Ritual may not (GM discretion)
  be automatic.
  There is a separate skill, with its own Skill Base, for
  each religion. Appropriate training, divine revelation, or
  study materials are needed to earn development rolls.
  Most aspects of Ritual are dealt with in HârnMaster
  Religion. Language may be a limiting factor when the skill
  is used to communicate with a congregation.
  SINGING
  A character’s ability to carry a tune. Value
  Enhancement (SKILLS 20) may be used to assess the
  quality of a performance, 1.5 being considered fair, and
  higher scores ascending to virtuosity. The quality of a
  performance may not be appreciated.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 12
  
  CRAFT/LORE SKILLS
  Craft/Lore skills can only be opened with the
  assistance of a qualified teacher after one to six months
  of instruction. The average number of training months
  necessary to open a skill is given and during this period
  no other skill developments can be done. A few skills can
  be opened on first use.
  Craft/Lore skills dependent on the accumulation of
  knowledge and expertise. Many include the ability to
  produce specific items. Some can earn a good living for
  their users, although many are monopolized by powerful
  guilds and may not be legally used to earn money except
  by guildmembers. They are all subject to Universal
  Penalty (SKILLS 6).
  AGRICULTURE [1 Month]
  The ability to grow crops. It determines the
  quality/quantity of crops produced. Results depend on
  land quality, weather, etc. Agriculture is also crop
  management ability, useful for running a farm or fief.
  ALCHEMY [6 Months]
  Used for the analysis and/or production of chemical
  or alchemical compounds. Alchemists devise (or
  otherwise acquire) recipes for their craft. Use of this skill
  requires access to the necessary equipment, texts, and
  materials.
  ANIMALCRAFT [1 Month]
  The ability to domesticate, breed, and train animals.
  Animalcraft also includes basic veterinary medicine.
  Test Animalcraft when breaking or domesticating
  animals, and for each trick/task to be taught. The time
  required for various efforts is at GM
  discretion. More willful and older
  animals are harder to train, and few
  animals tolerate more than two hours
  training daily.
  Each species of animal can be a
  Specialty (SKILLS 2). Common
  specialties include cattle, sheep,
  dogs, horses, birds, and swine.
  Expertise with one species might
  apply to closely-related species (e.g.,
  Horsecraft would apply at full value
  if treating a unicorn).
  ASTROLOGY [3 Months]
  The ability to chart the stars, cast horoscopes, and
  make predictions based on astrological knowledge.
  Astrology includes knowledge of astronomy. The art of
  using astrology to make predictions is called Astromancy;
  it may serve as an oracle or divination skill.
  PCs may find it beneficial to visit an astromancer to
  learn the portents before undertaking a major adventure.
  Such efforts take several hours, at least, to prepare.
  BREWING [1 Month]
  The ability to prepare alcoholic and other beverages.
  Used to determine the quality of brewed ale, beer, cider,
  etc. Basic materials are necessary. Depending on cultural
  background, this may include the ability to make wines
  and spirits. Brewing for public consumption is closely
  controlled by the Innkeepers Guild, although it is legal to
  brew for personal use. Ales do not travel well and most
  inns produce their own brews.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 13
  
  CERAMICS [2 Months]
  Determines the quality of pottery items produced. Results
  are limited by the quality of materials and equipment.
  COOKERY [First Use]
  Determines the appeal and nutritional value of meals.
  Marginal Failure results in poorly-prepared and/or bad-tasting
  food. Critical failure may cause food poisoning.
  DRAWING [1 Month]
  The ability to produce a likeness, or to assess the artistic
  quality or realism of a drawing or painting. Different styles and
  media (such as painting, fresco, pen and ink, woodcut, etc.) may
  be considered specialties.
  Cartography is a specialty of Drawing used to produce
  poetic maps. The quality of a map is limited by the information
  available to its maker. Poetic maps are more often judged by the
  attractiveness of the cherubs in the margins than by their
  accuracy. Characters with Drawing skill may be allowed to copy
  their memory maps in poetic style to sell or show to other PCs.
  EMBALMING [2 Months]
  Determines success when embalming a corpse against
  deterioration, and when preparing a corpse for
  burial/cremation. The skill also includes familiarity with local
  rituals; since journeymen embalmers need to travel widely, this
  can result in quite an accumulation of knowledge. Religious
  and/or cultural differences may be treated as specialties.
  Civilized cultures take great care with their dead—embalming is
  a sign of respect and honor, and has serious emotional and
  religious overtones. Most temples use master embalmers (either
  bonded or free) to oversee their burial rituals.
  Embalming includes limited knowledge of practical
  Alchemy and Perfumery. Embalmers know how to make incense
  and soap, for example.
  ENGINEERING [3 Months]
  The ability to construct and maintain mills, drawbridges,
  siege and castle engines, and the like. This skill 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 monopolized by any guild—military sappers,
  millers/millwrights, and masons all study engineering.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 14
  BURIAL CUSTOMS
  Agrikans practice ritual cremation. Ashes are scattered
  outdoors or interred in temple vaults, depending on the
  importance of the deceased to the church.
  Haleans practice mummification and lay their dead in
  elaborate tombs surrounded by their worldly goods.
  However, such rites must be paid for (lavishly). Haleans
  are cremated if they cannot afford the rituals.
  Ilvirans desire to have their mortal remains taken to
  Araka-Kalai, but few followers are so honored. Most
  Ilvirians are quietly buried. Because of their belief in
  reincarnation, the interment occurs at dusk and the
  grave is unmarked.
  Laranians abhor cremation. Wealthy families encrypt
  their dead in family vaults or communal temple vaults.
  Those who cannot afford this kind of treatment like to
  be buried on a battlefield, preferably one where they
  have fought.
  Morgathians are the most sophisticated tombbuilders
  on Lythia. They inter their dead in vast, extensive
  catacombs. In regions where the church is outlawed,
  covert temples to the Lord of the Undead have vaults
  where the Morgathian dead (and, it is said, undead) are
  laid.
  Navehan clerics are rumored to eat their dead. Lay
  followers often practice ritual cremation, but other
  methods are sometimes used. The Navehans seem to
  have little reverence for their dead, reserving their
  respect for the shade of the deceased instead.
  Peonianism is mainly a religion of rural folk. Burial is
  the common practice, and most Peonian graveyards are
  found adjacent to the parish church, or on a nearby
  hillside.
  Sarajinians prefer cremation, or burial in stone crypts,
  a habit they probably acquired from the Khuzdul. In
  either case, they like a selection of their worldly goods
  to accompany them (it is no longer the practice for a
  warrior’s wives and thralls to accompany him). Wealthy
  Ivinians like to be buried in a boat, sometimes set
  ablaze, sometimes placed in a stone tomb.
  Save-K’norans practise cremation. Their ashes are
  then placed in a small urn that is buried. A riddle or
  puzzle which reveals the location of the urn is engraved
  on a small memorial plaque, which is then incorporated
  into some stonework within a temple or its compound.
  Solving the riddle may find the mortal remains, and a
  trinket or two to encourage the game, but this obliges
  the finder to mention the deceased in the finder’s own
  “death-riddle.”
  Siemians do not believe in using land for graves or
  memorials. The Sindarin cremate their dead and scatter
  the ashes in a forest. The Khuzan practice is to entomb
  their deceased in stone; but, if this is not practical,
  cremation is preferred to burial in earth.
  
  FISHING [First Use]
  Different techniques may be treated as specialties:
  Hook and Line, Spear-fishing, Net-fishing, etc. Some
  characters may want to fish with their bare hands. This is
  a viable fishing specialty if a character’s EYESIGHT and
  DEXTERITY are at least 13.
  Conditions are assessed by the GM depending on
  season and locale. Characters test their skill once per
  four hours of fishing with a spear, or a hook and line. The
  number of fish caught is generated depending on success
  level. If a net is used, double the number of fish caught.
  EML is reduced when equipment is inferior.
  The species and weight of each fish caught can be
  generated. Three pounds of fish equal a manday of food,
  but do not provide a balanced diet.
  FLETCHING [1 Month]
  The ability to make and repair bows and arrows.
  Most archers are fletchers to some degree—it is,
  therefore, a reasonably common skill. The art of the
  Bowyer (bow-maker) is a viable specialty.
  SALT WATER
  FRESH WATER
  1d100 Species
  Weight
  1d100
  Species
  Weight
  01-30
  Cod
  1d12
  01-15
  Bass
  1d20
  31-40
  Eel
  1d8
  16-25
  Perch
  1d12
  41-60
  Herring
  1d4
  25-35
  Pike
  2d20
  61-75
  Mackerel
  1d6
  36-55
  Salmon
  1d12
  76-95
  Salmon
  2d12
  56-60
  Sturgeon
  6d20
  96-99
  Sturgeon
  10d20
  61-99
  Trout
  1d8
  00
  GM Discretion
  00
  GM Discretion
  Note: If maximum weight is generated, roll again and add
  previous weight.
  Conditions
  CF
  MF
  MS
  CS
  Poor
  •
  •
  1d2
  2d2
  Fair
  •
  •
  1d4
  2d4
  Average
  •
  •
  1d6
  2d6
  Good
  •
  •
  1d8
  2d8
  Excellent
  •
  1d3
  1d10
  2d10
  FOLKLORE [First Use]
  Knowledge of myths, legends, and history. This is an
  oral tradition in most cultures. Successful use of the skill
  means the character remembers information relevant to
  the subject being inquired about. EML is reduced if
  detailed or obscure information is desired.
  FORAGING [First Use]
  Finding (vegetarian) food in the wilderness. Tested
  when a character spends a watch (four hours) looking for
  edible plants, etc. The GM assesses conditions depending
  on season and locale, and uses the table (below) to
  determine the mandays of food found.
  Areas near civilization are likely to be Poor/Fair.
  Wilderness would be classified as Average/Good.
  Excellent conditions exist only in tropical rainforests and
  special places like the Shava Forest. Season is highly
  relevant.
  To seek specific plants, see HERBLORE. For hunting
  meat, see TRACKING.
  GLASSWORKING [3 Months]
  The ability to produce glassware. Appropriate tools
  and materials are necessary. Most people believe
  glassworkers use magic to create their wares. Glass is
  used for tableware, objects d’art, alchemical equipment,
  and, occasionally, for windows. It is expensive and the
  preserve of the wealthy. The best glass products are of
  elven make.
  HERALDRY [1 Month]
  The ability to recognize heraldic achievements, and
  to blazon (properly describe) arms. A character’s ML may
  (at GM discretion) provide access to heraldic data and
  also be used to determine recognition of obscure
  achievements. Any player whose character has Heraldry
  skill should become familiar with the rules of Heraldry.
  Conditions
  CF
  MF
  MS
  CS
  Poor
  •
  •
  1d2
  2d2
  Fair
  •
  •
  1d4
  2d4
  Average
  •
  1d3
  1d6
  2d6
  Good
  •
  1d4
  1d8
  2d8
  Excellent
  •
  1d5
  1d10
  2d10
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 15
  
  HERBLORE [1 Month]
  The ability to find and identify individual types of
  plant; an important skill for alchemists, physicians, and
  apothecaries. Skilled gatherers earn a reasonable living.
  When trying to find and
  gather specific plants in
  the natural environment,
  test Herblore once per
  watch (four hours) of
  searching. EML is
  modified according to the
  plant’s rarity. Seeking a plant in an inappropriate locale
  should further reduce EML, perhaps to zero.
  HIDEWORK [1 Month]
  Determines quality of furs or hides cured, and the
  quality of leather goods produced. EML is modified by
  the quality and availability of tools and materials. Rough-
  curing (removing a hide from a carcass and preparing it
  for transport and proper tanning) can be done in the
  wilderness with only some crude tools. Specialties:
  leatherworker, furrier, etc.
  JEWELCRAFT [2 Months]
  Determines the quality of jewelry and/or fine metal
  work made by the character. EML depends on the
  complexity of the task attempted. Materials are
  necessary and failure can be expensive. This skill is also
  used to appraise gems, fine metalwork, and/or jewelry.
  Specialties: gemcutter, goldsmith, silversmith.
  LAW [2 Months]
  Knowledge of local law. Litigants use this skill to
  determine which law applies to a particular situation.
  Enfoeffed knights use the skill to settle tenant disputes;
  success indicates a fair and just decision is made. If used
  to prepare a writ or other legal document, the skill is
  averaged with the appropriate Language and Script.
  LOCKCRAFT [2 Months]
  The ability to analyze and pick locks. Lockcraft is
  tested after each one-minute attempt. Locks are rated on
  a complexity scale of one to nine; reduce EML by 10
  times lock complexity. This may make a lock almost
  impossible for some lockpickers to open. The GM makes
  the roll secretly and informs the picker whether or not the
  lock has opened. The skill may also be used to appraise
  the complexity of a lock and/or to see if it is trapped.
  Lockcraft is averaged with Metalcraft to construct
  locks and other small/complex/delicate mechanisms.
  Herb Rarity
  EML
  Very Common
  x 1.25
  Common
  x 1.00
  Uncommon
  x 0.75
  Rare
  x 0.50
  Very Rare
  x 0.25
  MASONRY [1 Month]
  Used to analyze/construct stonework. Masons use
  Masonry averaged with Engineering to construct
  buildings, bridges, etc. Specialties include quarrying,
  architecture, construction, stonelaying, stonecarving, etc.
  This is a highly respected art and talented masons are
  very well paid.
  MATHEMATICS [3 Months]
  The ability to make calculations with numbers, keep
  books of account, and so on. An ML above 70 would
  imply some knowledge of geometry, etc. The skill is
  useful in many different fields.
  METALCRAFT [2 Months]
  Used to determine success/quality when producing
  commonplace metallic goods. This skill may not be used
  to produce jewelry, weapons, or armour. Specialties are
  based on types of metal: copper, iron/steel, bronze,
  brass, pewter, lead, tin, etc. Metalcrafters (mostly
  blacksmiths) are found in most settlements.
  Metalcraft is averaged with Lockcraft to construct
  locks, secret compartments, and other small, complex,
  and/or delicate mechanisms. Larger machinery is usually
  built by millwrights (engineers).
  MILLING [1 Month]
  Used to determine efficiency and/or yield when
  milling grain, etc. Milling is primarily a way to earn
  money. It is usually not a very exciting activity nor a
  useful skill for adventurers.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 16
  
  MINING [1 Month]
  Knowledge of geology and ability at prospecting,
  mineworking, and ore-refining. Prospecting is a complex
  issue, depending on the terrain surveyed and the
  minerals sought. These include mythral, gold, silver,
  copper, tin, lead, zinc, coal, salt, iron, and a large variety
  of gemstones.
  PERFUMERY [1 Month]
  Used to determine success at inventing and
  producing perfumes, soap, incense, etc. Appropriate
  materials are necessary. Perfumers deal mainly in organic
  alchemy, but most know some Embalming. Many
  temples employ perfumers.
  PHYSICIAN [First Use]
  The ability to diagnose and treat medical ailments,
  wounds, etc. Usually the physician first tests EML to
  diagnose the ailment. See the PHYSICIAN article.
  ❏ Automatic Skill: Since most folk have a
  rudimentary understanding of treating wounds
  and simple injuries, Physician can be an
  Automatic Skill with OML 1.
  ❏ Veterinary Medicine: A physician can treat
  animals with a 10 point EML penalty, but
  Veterinary Medicine can be declared as a
  Specialty of Physician. See also Animalcraft skill.
  PILOTING [6 Months]
  The ability to navigate a ship. This skill is detailed in
  Pilots’ Almanac.
  RUNECRAFT [6 Months]
  A popular art in regions influenced by Ivinian or
  Khuzan culture, this is the ability to divine, read portents,
  and cast fortunes by means of runestones or runic
  symbology. The GM secretly tests Runecraft to
  determine the accuracy of a reading.
  SEAMANSHIP [1 Month]
  Seamanship is tested when a character attempts a
  difficult task having to do with the handling of a ship or
  boat, such as setting sails in high seas. Seamanship does
  not include navigational skills. The applications of
  Seamanship are detailed in Pilots’ Almanac.
  SHIPWRIGHT [2 Months]
  Used to determine how well the character constructs
  a ship, boat, or its fittings. The applications of this skill
  are dealt with in Pilots’ Almanac.
  SURVIVAL [1 Month]
  The knack of surviving in the wilderness, used for
  outdoor activities not covered by Foraging, Tracking, or
  Herblore. May be used to establish the quality of a lean-
  to, build fires under difficult circumstances, and so on.
  TAROTRY [4 Months]
  The ability to use Tarot for contemplation and/or
  divination. The GM secretly tests Tarotry to determine
  the accuracy of a reading.
  TEXTILECRAFT [1 Month]
  Used to determine the quality of textile goods
  produced by the character. Task complexity, and quality
  and availability of tools and materials affect results.
  Specialties: embroidery, spinning, tailoring, and weaving.
  TIMBERCRAFT [1 Month]
  The art of selecting timber from a forest, felling
  trees, and rough-cutting into lumber.
  TRACKING [1 Month]
  The ability to detect and follow tracks. When spores
  are encountered, Tracking is tested to determine whether
  the character has detected them. Thereafter, if the
  tracker tries to follow a trail, additional tests are made
  periodically.
  WEAPONCRAFT [4 Months]
  The making/assessing of weapons and armour. See
  Combat 3 and 4.
  WEATHERLORE [1 Month]
  The ability to predict the weather. Characters with
  this skill may attempt to predict the weather once each
  watch. The GM predetermines the weather as necessary.
  The success roll is made secretly by the GM and results
  are given to the forecaster as follows:
  WOODCRAFT [1 Month]
  Used to determine the quality of a wooden item
  made by the character. Appropriate tools and materials
  are necessary, and the quality and complexity of an item
  affects the result.
  Success
  Weather Report
  CS
  Accurate report for next watch
  MS
  Mostly accurate report for next watch
  MF
  Mostly inaccurate report for next watch 
  CF
  False report for next watch
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 17
  
  COMBAT SKILLS
  Combat skills are related (primarily) to battle. They
  are dependent on physical attributes and are all subject
  to Physical Penalty (SKILLS 6). Most are weapon skills
  used to determine success in melee or missile combat.
  The applications of combat skills are dealt with in the
  COMBAT article. New characters may acquire weapon
  skills as a result of military training. After play begins,
  characters may open any weapon skill at the OML given
  on the SKILLS DATA table the first time they use an
  included weapon in a combat situation.
  Development Limitations
  Weapon Skills may be developed by
  practice/training as normal, but no weapon skill can be
  increased beyond ML70 except by actual combat
  experience. The GM awards development rolls for
  weapons used in combat according to the experience.
  More than one development roll per weapon is justified
  only if the character bore most of the combat,
  experienced a new mode of fighting, or had a
  particularly difficult time. A weapon used in a token or
  minor way deserves no Development Roll.
  ❏ Experience Option: No weapon can be developed
  beyond SBx5 except by combat experience. Combat
  experience includes tournament contests, gladiatorial
  combat, duels, etc.
  ❏ Initiative Option: No weapon, even with combat
  experience, can be developed ten (10) points higher than
  Initiative ML.
  INITIATIVE
  An automatic combat skill. Initiative reflects battle
  experience, discipline, and morale. Once opened,
  Development Rolls are made only for Combat Experience.
  Initiative determines the order in which characters take
  turns in combat (characters with higher INI move
  sooner). Initiative is recorded under Combat Skills on the
  Character Profile, and repeated on the Combat Profile for
  convenience.
  ❏ Veteran Option: A veteran warrior is one with an
  ML of 80 or more in INITIATIVE. To reflect a greater
  knowledge of combat and weapons, when a veteran
  opens a new weapon skill, it opens to OML + SB
  instead of OML
  RIDING
  Riding is used to determine the ability to
  ride/control a steed in combat. The skill may also be
  used for other difficult mounted maneuvers at GM
  discretion. The skill is opened at SBx1 on the first
  attempt to mount a steed, generally a horse.
  The relationship between rider and steed is
  significant. Riding EML is always averaged with STEED
  INITIATIVE. That means, effectively, that a separate Riding
  skill exists for each steed. See: COMBAT 20.
  UNARMED COMBAT
  An automatic combat skill. Unarmed Combat is used
  to punch or kick an opponent, applying hand or foot
  impact to determine damage. The impact of an unarmed
  strike may be enhanced with items such as gauntlets,
  spurs, etc. The skill is also used to wrestle an opponent
  when grappling.
  ❏ Martial Arts: Unarmed Combat specialty is developed
  like any other specialty, except it may NOT be improved
  above SBx5 without training by a qualified martial arts
  teacher. Most martial arts instructors are in
  fighting/clerical orders of Agrik, Larani, and Naveh.
  Gladiatorial schools and the Jmorvi Shek-Pvar also teach
  unarmed combat techniques.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 18
  
  WEAPON SKILLS
  AXE: The ability to use hafted, edged weapons.
  Specialties include Battleaxe, Handaxe, Hatchet,
  Shorkana (throwing axe), Sickle (peasant weapon),
  and Warhammer. Poleaxes are treated as Polearms
  (a separate skill).
  BLOWGUN: A rare skill except among the Lia-Kavair,
  clergy of Naveh, and certain tribes in tropical and
  equatorial rainforests. No specialties exist.
  BOW: The ability to use bows. Specialties include
  Crossbow, Hartbow (elven composite bow),
  Longbow, and Shortbow.
  Crossbows: The use of crossbows is not widespread in
  western Lythia. They are forbidden for military use by
  canon and secular law in all civilized realms, and
  carrying one may draw suspicion and harassment.
  Nevertheless, crossbows are employed by the Khuzdul,
  and some brigands. Only light (hand-pulled) crossbows
  exist.
  CLUB: The ability to use hafted, clubbing weapons.
  Specialties include Club, Mace, Maul, and
  Morningstar. Because club weapons are omni-
  directional, they are easier to master than axes
  (hence their higher OML).
  DAGGER: The ability to use short-bladed weapons,
  mostly as secondary weapons. Specialties include
  Dagger, Keltan (main gauche) Knife, and Taburi
  (throwing knife).
  WEAPON DATA: See COMBAT 3
  FLAIL: The ability to use articulated
  (folding/bending) weapons. Centrifugal force gives
  them high impact, but they are difficult to use in
  combat, especially in close combat (hence their low
  OML). Specialties include Ball & Chain, Grainflail,
  Nachakas, and Warflail.
  POLEARM: The ability to use heavy, two-handed, pole-
  weapons. Specialties include Lance, Glaive, Pike, and
  Poleaxe.
  SHIELD: The ability to use shields, which are just
  about the only defensive weapons available.
  Specialties include Buckler, Kite, Knight,
  Roundshield, and Tower. It is often said a warrior
  entering combat without a shield is “as good as
  dead.” Warriors with exceptional skill in two-handed
  weapons (and lots of armour) sometimes prove this
  dictum false.
  SWORD: The ability to use swords. Specialties include
  individual swords such as Battlesword, Broadsword,
  Estoc, Shortsword, etc.
  SLING: The ability to use sling-type weapons.
  Specialties include Sling and Staff-Sling.
  SPEAR: The ability to use hafted, thrusting, and staff-
  type weapons. Specialties include Javelin, Spear,
  Staff (Quarterstaff), and Trident.
  WHIP: The ability to use various types of whips.
  Specialties include the Isagra (great whip).
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 19
  
  ANALYSIS/APPRAISAL
  Craft and Lore skills represent theoretical knowledge of a subject as
  well as practical ability. It is possible to appraise the value or quality of an
  item without actually being able to make it, or to analyze the difficulty of a
  task without actually performing it.
  An analysis attempt may be made using an EML of SBx5 (Skill Base x
  5) or ML + SB, whichever is greater. This target level may be modified
  according to the character’s familiarity with the specific item or task. The
  GM then makes a secret roll and reports to the character an estimated
  value/quality with a margin of error determined by success level:
  CS: 1%       MS: 10%       MF: 25%       CF: 50%+
  This kind of analysis cannot allow for sentimental or historical value,
  and cannot detect enchantment. Analysis of a given item may only be
  attempted once by the same character, although if conditions improve, such
  as a jeweler acquires a magnifying glass, a second attempt may be made.
  VALUE ENHANCEMENT
  Skills are often used to make things. All coopers can make barrels, but
  not always good barrels. Similarly, a master jewelcrafter combining cut
  gems and gold into a bracelet is attempting to enhance the value of the raw
  materials. Unless the raw materials are damaged or destroyed by Critical
  Failure, the jeweler will either increase or maintain the base value of the
  materials.
  The Value Enhancement table (right) can be used when a craftsman
  attempts to produce an item from raw materials. Test a skill and cross-index
  the success level with the craftsman’s SI. The result is the factor by which
  the base value is multiplied to find the new value. A Critical Failure
  indicates any materials that could be destroyed have been destroyed or
  reduced in value; indestructible materials retain their base value. Note that
  the marginal failures of a master craftsman may be superior to the critical
  successes of a novice.
  The results obtained do not necessarily reflect market value. Just
  because an item is “worth” 10 times the value of its base materials does not
  mean anyone will pay this much. Some finished goods may involve several
  stages of enhancement. Uncut gems may be enhanced by cutting and then
  further enhanced by mounting in a gold-based necklace. The table may be
  used in other ways. It is basically a system for assessing the success of an
  attempt on an “absolute” numerical scale of one to 10. It could, for
  example, be used to determine how well a singer sings a song.
  PRODUCT QUALITY
  Sometimes an item’s resistance to damage is more important than how
  much it is worth. An example of this is weaponcrafting. When a sword is
  made, one needs to know if it is more or less breakable than the average
  sword. The PRODUCT QUALITY table is used to determine this. If a
  weaponcrafter with an SI of 7 makes a broadsword (average WQ12) and
  achieves an MF on weaponcraft, the value from the table is –1. This means
  the broadsword’s Weapon Quality would be 12 – 1 = 11.
  Similar procedures can be used whenever making items that test 3d6
  against their quality to determine if they are damaged.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 20
  Appraisal (Example)
  Gelea, with Jewelcraft SB 13 and ML 26,
  attempts analysis of a ring whose true
  value (known only to the GM) is 100
  pence. Her SBx5 = 65, and her ML + SB =
  39, so her EML for the analysis attempt is
  65 (the greater of the two). The GM rolls
  54 (MS) for basic appraisal indicating a
  margin of error of plus or minus 10%, a
  range between 90d–110d. The GM then
  arbitrarily chooses a value within this
  range (or rolls 1d20 + 90 for random
  result) and reports Gelea’s best estimate of
  the item’s value is 108 pence.
  Characters concerned about selling a
  valuable item too cheaply may seek a
  second opinion from another source.
  Purchasers generally base their offers on
  their own appraisal or that of a third party,
  not on the seller’s estimate.
  Example: A craftsman whose ML is 78 (SI
  = 7) works on materials worth 50 pence. If
  MS is achieved, the value of the finished
  product will be: 2.5 x 50 = 125 pence.
  PRODUCT QUALITY TABLE
  SI
  CS
  MS
  MF
  CF
  0–2
  +0
  –3
  –4
  –4
  3–4
  +0
  –2
  –3
  –4
  5–6
  +0
  –1
  –2
  –3
  7
  +1
  +0
  –1
  –2
  8
  +2
  +1
  +0
  –1
  9
  +3
  +2
  +0
  –1
  10
  +3
  +2
  +0
  –1
  11
  +4
  +4
  +1
  +0
  12
  +4
  +4
  +2
  +1
  VALUE ENHANCEMENT
  SI
  CS
  MS
  MF
  0
  1.1
  1.0
  1.0
  1
  1.3
  1.0
  1.0
  2
  1.6
  1.1
  1.0
  3
  2.0
  1.2
  1.0
  4
  2.5
  1.3
  1.0
  5
  3.0
  1.5
  1.0
  6
  4.0
  2.0
  1.0
  7
  5.0
  2.5
  1.1
  8
  6.0
  3.0
  1.2
  9
  7.0
  3.5
  1.3
  10
  8.0
  4.0
  1.4
  11
  9.0
  5.0
  1.5
  12
  10.0
  6.0
  1.6
  
  ATTRIBUTE TESTING
  Only the GM can decide which attribute should be
  tested under what circumstances, but a few cases are
  common enough that guidelines are provided below.
  Whenever possible, test an attribute as if it were a
  skill. Multiply the attribute by 3–7 (depending on the
  difficulty of the task) then tested with percentile dice like
  a skill. This allows the four levels of success/failure to be
  generated. Target Levels for physical attribute tests are
  subject to Physical Penalty. Target Levels for non-
  physical attribute tests are subject to Universal Penalty.
  If the only result needed is success or failure, a
  simple 3d6 roll against the attribute will suffice. If the roll
  is equal to or less than the attribute, the test is successful.
  If not, the test is a failure. Physical Penalty is added to
  the roll if testing a physical attribute. Universal Penalty is
  added to the roll if testing a non-physical attribute.
  CARRYING (Endurance Test)
  STRENGTH is used to lift heavy loads, but ENDURANCE
  determines success at carrying them. Endurance tests
  are made immediately after a load is lifted (see Lifting
  below) and every 10 seconds thereafter.
  Weight Carried
  Test
  END x 10 lb or less
  END x5
  END x 14 lb or less
  END x4
  END x 17 lb or less
  END x3
  END x 19 lb or less
  END x2
  END x 20 lb or less
  END x1
  CS: Carry Load at Walk Rate for one Turn
  MS: Carry Load at Crawl Rate for one Turn
  MF: Load is put down safely
  CF: Load dropped Test DODGE to avoid limb injury
  from the dropped load.
  A character carrying a major load cannot do much
  else except walk/stagger. Otherwise, the weight of the
  load modifies Encumbrance Penalty.
  DODGE (Agility Test)
  A multi-purpose, quasi-skill used to avoid falling
  objects, weapon and missile attacks, and other situations
  requiring Agility. Dodge is frequently used in combat.
  Dodge equals Agility x5, and is subject to Physical
  Penalty. Dodge may be improved by training.
  FUMBLE/GROPE (Dexterity Test)
  A test to determine if an item held in the hand is
  dropped (fumbled) or to perform a feat of manual
  dexterity under difficult circumstances (grope). Fumble
  rolls may be triggered by combat or ordered by the GM.
  The GM may test DEX with a 3d6 roll, or test a multiple
  of Dex with a 1d100 roll. Favorable modifications to the
  roll are justified when an object is held in both hands or
  is tied on (as is  the case with most shields).
  If an item is dropped, roll 1d10: a number 1–6
  indicates the item falls in an adjacent hex (1=N, 2=NE,
  3=SE, 4=S, 5=SW and 6=NW); a roll of 7–10 indicates
  the item has fallen in the same hex.
  If two characters attempt to simultaneously seize the
  same item, or if a character tries to take an item from
  another character, both make grope rolls:
  • If both rolls succeed, the character with the higher
  STR has the item.
  • If one roll succeeds and the other fails, the winner
  has the item.
  • If both rolls fail, the item is fumbled; roll 1d10 (as
  above) to see where the item ends up.
  LIFTING (Strength Test)
  Normal, healthy characters can lift Strength x 10
  pounds, at least briefly, with little or no difficulty. When
  attempting to lift heavier loads, the table (below) is
  consulted. The table assumes loads can be conveniently
  gripped with both hands/arms. Awkward loads are more
  difficult. Lifting tests are subject to Physical Penalty.
  Weight Lifted
  Test
  STR x 10 lb or less
  STR x5
  STR x 14 lb or less
  STR x4
  STR x 17 lb or less
  STR x3
  STR x 19 lb or less
  STR x2
  STR x 20 lb or less
  STR x1
  CS: Load is easily lifted
  MS: Load is lifted (with some difficulty)
  MF: Lift fails. Lifter is uninjured and may try again
  CF: Lifter strains back, reflected by a Blunt Minor
  Injury with a healing rate of HR5.
  It is possible to successfully lift a weight and then
  find it too heavy to hold. Once a load is lifted, an
  immediate Carrying Test is required.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 21
  
  LISTENING (Hearing Test)
  Most noises which occur around the typical
  character are so obvious that no hearing roll is necessary.
  Hearing is tested only when there is doubt as to whether
  the character will hear the noise.
  Whether the character hears a noise depends on
  background noise. Is the character trying to listen for
  background noises, or is the character discussing matters
  with fellow colleagues? Is the overall environment quiet,
  or is the character already listening to something else?
  Characters may “actively” listen. This requires
  everyone in the group to be silent. Even then, it is still
  possible for background noise to interfere. The following
  are only guidelines; the entry under “test” is the multiple
  of Hearing which may be tested.
  Multiples of HEARING assume “active listening” with
  an ear pressed against a closed door, etc. If the situation
  is less optimal, reduce the multiple of Hearing.
  The amount of information gained depends on the
  success level achieved by the listener. With MS, only
  unintelligible whispering is heard. With CS, the listener
  picks up a few words, perhaps the gist of a conversation.
  The same general approach would be valid for
  detecting odor (Smell).
  SHOCK ROLL (Endurance Test)
  Shock rolls are made to determine if a character
  loses consciousness due to fatigue, pain, injury,
  bloodloss, poisoning, dehydration, heat exhaustion, etc.
  Roll 1d6 for each point of Universal Penalty (Injury +
  Fatigue levels). If a character has one S2 injury and three
  Fatigue Levels, 5d6 are rolled.
  If the roll does NOT exceed the character’s
  ENDURANCE, there is no effect. If the roll exceeds
  Endurance, the character falls prone in the hex occupied
  (faints) and any skill, psionic talent, or spell the character
  was engaged in fails critically.
  NOISE
  EXAMPLES
  TEST
  Softer
  Breathing, or dripping water on the
  other side of a closed door
  HRG x2
  Soft
  Whispering on the other side of a
  closed door; footsteps in the distance;
  a small animal moving in the bushes.
  HRG x3
  Medium
  Quiet conversation on the other side
  of a closed door.
  HRG x4
  Loud
  Ordinary conversation on the other
  side of a closed door
  HRG x5
  Louder
  Ordinary conversation around a
  corner
  HRG x6
  Unconsciousness
  Fainting usually does not last very long:
  • In a non-crisis situation, the character regains
  consciousness in 2d6 minutes.
  • In a crisis/combat situation, an unconscious
  character rerolls the Shock Roll on each
  subsequent turn; if the roll does not exceed the
  character’s ENDURANCE, the character regains
  consciousness. If someone attempts to revive the
  character (e.g., water, slapping, tonic) the chance
  of success may be increased.
  When a character recovers consciousness, one more
  Shock Roll is made. If this roll exceeds the character’s
  ENDURANCE, the character now enters shock; otherwise,
  the character functions normally.
  Shock
  Characters in shock display a variety of symptoms
  including pallor, cold sweats, weakness, nausea, thirst,
  and groaning. They are usually incoherent and may gaze
  helplessly at their injuries. Shock prevents the use of
  skills, spells, and psionic talents. In a combat situation, a
  character in shock may Rest, Walk/Crawl (at half move),
  or be led away; the character will Ignore any attacks. For
  information on recovery from Shock, see PHYSICIAN 3.
  STUMBLE ROLL (Agility Test)
  A test to determine whether a character falls down.
  Stumble rolls are triggered by encountering an
  obstruction in the course of movement, receiving a blow
  to a leg during combat, etc.
  Procedure:
  • Roll 3d6
  • Add Physical Penalty to the roll
  • Add any modifiers from the STUMBLE TABLE
  (below) to the roll.
  A (modified) result exceeding AGILITY indicates the
  character falls prone. Depending on velocity, a stumbling
  character may land in an adjacent hex.
  STUMBLE TABLE
  Modifier Condition
  +1
  Character Running
  +2
  Character Moving Backwards
  +1
  Poor Light
  +2
  Darkness
  +1
  Light Obstruction
  +2
  Heavy Obstruction
  Note: Light obstructions are low bushes or furniture, prone
  bodies, etc. Heavy obstructions are low walls, tables, large
  piles of rubble, etc. Stumble Roll modifiers are cumulative.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 22
  
  MENTAL CONFLICT
  Mental Conflict is a skill to resolve mental or spiritual conflict and can
  be referred to as a “Battle of Wills.” This skill is opened (OML=SBx3) when
  a character is first engaged in a Mental Conflict. The GM should resolve a
  character’s first mental conflict in secret. Once the skill is opened,
  characters are always aware of an attack, even if unconscious or sleeping.
  For an ethereal spirit, a living entity, or an artifact with natural
  personality, the skill base is AUR WIL WIL. For an artifact with an artificial
  personality, the skill base is equal to the artifact’s EGO.
  MENTAL CONFLICT TYPES
  Possession
  An alien spirit may possess a physical body by winning a mental
  conflict with the resident spirit/aura. Possession is easier if the native spirit
  is absent (disembodied) as an astral: reduce mental conflict EML to the
  percentage of resident spirit remaining in the body.
  The losing spirit is evicted and suffers dissolution (see: sidebar). An
  evicted spirit may later attempt to repossess its own body (or another) with
  a mental conflict.
  Ethereal Conflict
  Two ethereals meet and do battle. The losing spirit suffers dissolution.
  Artifact Control
  A character tries to invoke a major artifact’s powers and the artifact
  resists.
  Benign Mind Linking
  Not all mental linking and/or possession is
  hostile; some healers, for example, use
  mental linking as a way to diagnosis a
  patient’s ailments.
  Development Rolls
  A character earns a development roll for
  Mental Conflict skill only after engaging,
  successfully or unsuccessfully, in a Mental
  Conflict.
  EML Modifiers
  In addition to current Universal Penalty,
  the following EML modifiers may apply to
  mental conflict.
  –10
  Unconscious/Sleeping Party
  +10
  Native Spirit/Aura
  +10
  Living Entity (versus artifact)
  Dissolution
  Dissolution is the scattering of a spirit’s
  “substance”. It reforms in 2d6 hours at the
  location of the spirit’s physical body (if it
  has one), otherwise in a nearby location.
  When the process is complete, the spirit
  regains consciousness, has no fatigue, and
  may now engage in another mental
  conflict.
  Exorcism
  5th Circle ritual invocation to aid a native
  spirit evict a possessing alien spirit. The
  ritual requires frequent laying on of hands
  and Holy Water. The effect is to increase
  Mental Conflict EML. See HârnMaster
  Religion.
  Native Spirit
  The original spirit associated with a body
  at conception. Native spirits have a +10
  bonus in mental conflicts.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 23
  
  MENTAL CONFLICT PROCEDURE
  Mental Conflict requires concentration. A penalty of 10-30 is justified
  for any simultaneous physical activity other than simple tasks like walking.
  Mental Conflict takes one Combat Round of ten (10) seconds.
  [1] Determine mental conflict type: Possession, Ethereal, Artifact Control.
  [2] Each party rolls 1d100 against Mental Conflict EML.
  [3] Cross-index results on matrix (sidebar). Fatigue Levels are
  accumulated by the Attacker, or Defender, or Both depending on the
  success levels generated.
  [4] The loser adds the Fatigue to existing Universal Penalty and then
  makes a mental shock roll against WIL/EGO. If the roll exceeds
  WIL/EGO, a spirit suffers dissolution, or control over an artifact is
  gained. Otherwise, the turn ends.
  [5] The contest may be repeated (by either party) in the normal
  sequence of combat turns until one side wins, or chooses to depart.
  Fatigue Recovery
  Fatigue gained by mental conflict recovers at the normal rate, namely
  one Fatigue Level every ten minutes. With dissolution, fatigue recovery
  takes longer (2d6 hours).
  Mental Conflict Range
  To engage in mental conflict the Attacker must be within ML feet of
  the Defender. That is, with ML64, the maximum range for an Attack is 64
  feet (13 hexes).
  If one party is an artifact, touch is required, and must be maintained
  at all times or the mental link is broken.
  Mental Conflict Example
  The demon Karpek (ML86) seeks to possess the Peonian priestess Larinda
  (ML53). Larinda is +10 for being the native spirit (EML63). Karpek gains MS
  and Larinda rolls MF, resulting in D2. Larinda acquires F2 and makes a
  mental shock roll against her WIL. Having no other fatigue, she easily passes
  the roll.
  Larinda (Peoni RML 78) uses her own turn to invoke Peoni’s Mercy, a ritual
  invocation that could force the demon to depart. Her Fatigue (–10) and Circle
  Modifier (–20), reduces her RML to 48 and she fails this roll.
  Karpek repeats the possession attempt on its next turn. This time Larinda is
  –10 for Fatigue and +10 for native spirit (EML53). Again she loses and gains
  F2. Now she must make an F4 mental shock roll and this time she fails,
  allowing the demon its possession.
  Larinda’s spirit is evicted and suffers dissolution. Her body now obeys the
  demon’s wishes. Larinda’s spirit will reform in 2d6 hours with no fatigue and
  she may then attempt to repossess her body (+10 for being a Native Spirit)
  with a mental conflict. Larinda plans to use the ritual invocation EXORCISM to
  aid her task.
  A1/A2/A3/A4: Attacker receives given
  number of Fatigue Levels and then makes a
  mental shock roll against Will.
  D1/D2/D3/D4: Defender receives given
  number of Fatigue Levels and then makes a
  mental shock roll against Will.
  B1/B2/B3/B4: Both combatants receive
  given number of Fatigue Levels and then
  mental shock roll against Will.
  B4
  A1
  A3
  A4
  D1
  B3
  A2
  A3 
  D3
  D2
  B2
  A1
  D4
  D3
  D1
  B1
  CF
  MF
  MS
  CS
  DEFENDER
  MENTAL CONFLICT
  CF
  MF
  MS
  CS
  ATTACKER
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  SKILLS 24
  
  ombat resolution is an elusive struggle to
  balance playability with realism. Players
  invest a good deal of time in their characters
  and ought to resent any combat system that
  dispatches them with arbitrary random. The
  HârnMaster combat system rewards players
  with a variety of tactical options, and extensive weapon and
  armour details, but remains highly playable. Still, the perils
  of mortal combat favor players who know when to fight and
  when to flee.
  SCALE AND COMPONENTS
  The HârnMaster combat system is compatible with 25 mm miniatures
  representing individual characters. The ground scale is:
  1 inch = 5 feet, or 
  25 mm = 150 cm (1.5 meters)
  The combat area and terrain are defined by the GM. The playing
  surface may be covered with a 25 mm (one inch) hexagonal (hex) grid.
  These rules assume a 25 mm hex grid is being used, although it is easy to
  work without one; simply read all
  references to hexes as units of five
  game feet (one inch on the board).
  It is easiest if the miniatures are
  mounted on 25 mm bases, either square,
  round, or hexagonal in shape. Large
  creatures, such as horses, are mounted on
  larger bases. Figures are assumed to be
  anywhere within the hex they occupy. Two
  figures are engaged when they occupy
  adjacent hexes, or when their bases
  touch if a hex grid is not in play.
  HârnMaster Combat
  HârnMaster provides the weapon, armour,
  and tactical options you need to control
  your combat destiny. Once you are familiar
  with this system, it’s unlikely you will ever
  want to return to the “three more hit
  points and you’re dead” variety of combat.
  HârnMaster combat is really a crisis
  resolution system. The GM may switch to
  the combat system whenever it seems
  appropriate to resolve action in Timeticks
  of 10 seconds.
  Basic & Optional Rules
  HârnMaster combat rules are modular. A
  basic combat system is given along with
  optional rules that add detail and realism.
  Although it’s fine to browse the optional
  rules, please resist the temptation to add
  too many to play until you are comfortable
  with the basic rules.
  Some players like their combat fast and
  sweet and may never enjoy the “complex”
  variety of optional rules; others thrive on
  them. HârnMaster combat can be
  customized to suit either style of
  roleplaying.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 1
  
  COMBAT PROFILE
  The Combat Profile is the reverse side of a Character Profile sheet.
  Although most combat data can be calculated on the fly, pre-factoring
  calculations ahead of time will speed up play. Some data is repeated from
  the Character Profile to minimize page turning in combat.
  Endurance
  A character’s capacity to tolerate and recover from physical ordeal,
  injury, etc. This is partly physical and partly mental because two folk of
  equal strength often have different pain thresholds. Endurance is derived by
  averaging three key attributes: STRENGTH, STAMINA, AND WILL. Also see
  Condition (SKILLS 9).
  Move
  The number of hexes a character can move in one (1) Combat Turn.
  Move equals Agility (for Humans) and is subject to Physical Penalty.
  ❏ Move Generation: MOVE can be generated with a 3d6 roll. For
  humans, MOVE should not be more than four points from AGILITY. That
  is, if AGILITY is 12, MOVE can range from 08 to 16.
  Dodge
  The skill used to evade/dodge an attack. Dodge is equal to AGILITY X5,
  and is a trainable skill.
  Load
  The total weight of items carried or worn, generally clothing, armour,
  and weapons, but perhaps also a trinket or two. Armour and weapons are
  listed elsewhere on the Combat Profile, but record their total weights here.
  Total Load is recalculated as items are acquired or discarded. Detailed lists
  of items may be made on separate sheets if necessary.
  Encumbrance Penalty
  The effect of Load on a character’s physical activities. It is equal to 
  Load ÷ Endurance, rounded off to the nearest whole number. Record this
  number in the Encumbrance Penalty section of the Combat Profile.
  Weapons
  Weapons may be restricted by availability and social custom. Weapons
  are listed and rated on the WEAPON DATA table (COMBAT 3). Most
  characters carry two or three weapons, typically one melee weapon, one
  reserve weapon, and a shield. For each weapon carried, record its NAME,
  WEIGHT (WT), QUALITY (WQ), ATTACK and DEFENSE classes (A/D), IMPACT
  values (B/E/P), ATTACK ML (AML), and DEFENSE ML (DML). There is also
  room to note special features such as Missile Ranges, enchantment, etc.
  Record total weight of weapons under LOAD. Weapon data is described on
  COMBAT 3.
  AML: The modified ML used in combat when attacking with a
  weapon. It is equal to Weapon ML plus Weapon Attack Class
  (WAC). The AML of a Spear (WAC 20) at ML70 is: 70+20=90.
  DML: The modified ML used in combat when defending with a
  weapon. It is equal to Weapon ML plus Weapon Defense Class
  (WDC). The DML of a Spear (WDC 10) at ML70 is: 70+10=80.
  Basic Principles
  The HârnMaster combat system has
  several premises different from most other
  role-playing systems.
  No Weapon Limitations
  Theoretically, any character can use any
  weapon; nothing prevents mages or clerics
  from using swords. Some weapons, such as
  chivalric arms, may be prohibited to
  commoners in civilized regions, but these
  are social customs, not hard rules.
  Skills and Combat
  The combat system is skill-driven. The
  most important factor in combat is the skill
  with which characters use their weapons.
  Almost any character may become
  reasonably proficient with a few weapons,
  but not with all.
  Armour
  Armour protects its wearer once a strike
  has been landed. However, it reduces
  mobility, which makes the heavily-
  armoured character easier to strike.
  Armour is dealt with as individual pieces,
  not as general classes. An armour piece
  protects only the body parts it covers.
  Characters may, within reason, wear
  multiple layers on various body parts.
  No Hit Points
  HârnMaster does not use hit points. The
  game effect of injuries are expressed as
  Injury Levels which are used to penalize all
  physical activity and control recovery from
  wounds, diseases, etc. Even veteran
  warriors can die from one blow; be careful.
  Facing
  Character facing is ignored. Combat is
  resolved in ten-second turns, and it is
  assumed that at any given instant, unless
  physically restrained, a character will
  always face the most obvious threat. This
  not only makes sense, it also makes the
  game much easier to play.
  ❏ AML & Encumbrance
  To save time in combat, characters may
  precalculate their Encumbrance penalty
  and reduce AML and DML by that penalty.
  That is, with AML 85, and EP3 (–15), AML
  can be recorded as 70.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 2
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  WEAPON DATA
  COMBAT 3
  WEAPON: Some weapons are restricted by region,
  race, and custom.
  † Chivalric (noble) Weapon.
  # Tool/Peasant weapon.
  L Also missile weapon. Data given here is for
  use as Melee weapon. Data for use as Missile
  weapon is given on COMBAT 16.
  * Rare Weapon (on Hârn).
  (G) Gargun Weapon. (S) Sindarin Weapon
  (L) Long Weapon. Attacks at one hex range
  and cannot Attack adjacent enemy.
  SKILL: Combat Skill to use the weapon.
  OML: Opening Mastery Level for the weapon,
  noted as a multiple of the character’s Skill
  Base. See: SKILLS 2 for details.
  WT: Weight of the weapon in pounds. Trace
  items (arrows, slingstones, etc) are presumed
  to weigh 0.1 pounds each.
  WQ: Weapons are rated for quality. Sturdy all-
  metal weapons like swords have higher ratings
  than hafted weapons like spears. WQ is used
  to test if a weapon breaks in certain combat
  situations. Higher quality weapons cost more.
  See: Price below.
  A/D: Weapons give bonuses to combat skills
  based on their effectiveness to attack or
  defend. The first number is Weapon Attack
  Class (WAC) and the second number is
  Weapon Defense Class (WDC). A
  Roundshield, for example, rated as 5/20, is
  poor for attacking, but excellent for defense.
  HM: Hand Mode penalties. All weapons, except
  Bows and Blowguns, can be used one-handed.
  There is no bonus for two-handed use, but
  some weapons are penalized when used one-
  handed. Unless a character is ambidextrous,
  all weapons (except Shields) used in the
  secondary hand (left hand for most) also have
  a Hand Mode Special Penalty of 10.
  B/E/P: The impact (damage) of a weapon
  when it strikes. Weapons may have impact
  ratings for two or three Aspects: Blunt (B),
  Edge (E), and Point (P). A • rating indicates
  the weapon does not have this Aspect. A zero
  (0) rating means the weapon has the Aspect,
  but impact is +0. Point aspects in brackets are
  optional; if chosen, WQ is reduced by one (1).
  PRICE: The retail price for average quality
  weapons. Higher quality weapons roughly
  double in price for each +1 WQ. The source
  for weapons is a Weaponcrafter, except F
  (Fletcher), H (Hideworker), M (Metalsmith), or
  W (Woodcrafter). Characters with related craft
  skills can make/repair their own weapons, but
  rarely with WQs as high as listed.
  ❏ CUSTOM WEAPONS: Weapons may exist in a
  Light (25% less weight) or Heavy (25% more weight)
  version. Modify weapon weights and impacts for
  weight class and user Strength:
  Strength
  Light
  Average
  Heavy
  01-05
  60%
  80%
  100%
  06-08
  70%
  90%
  110%
  09-12
  80%
  100%
  120%
  13-15
  90%
  110%
  130%
  16+
  100%
  120%
  140%
  WEAPON
  SKILL
  OML
  WT WQ
  A/D
  HM
  B
  E
  P
  PRICE
  Hand/Arm
  Unarmed
  SBx3
  •
  •
  0/15
  •
  0
  •
  •
  n/a
  Foot/Leg/Knee Unarmed
  SBx3
  •
  •
  5/5
  •
  1
  •
  •
  n/a
  Head
  Unarmed
  SBx3
  •
  •
  0/0
  n/a
  1
  •
  •
  n/a
  Buckler
  Shield
  SBx3
  3
  12
  5/15
  •
  1
  •
  (2)
  24d
  †Knight
  Shield
  SBx3
  5
  13
  5/20
  •
  2
  •
  (3)
  60d
  Round
  Shield
  SBx3
  6
  13
  5/20
  •
  2
  •
  (3)
  42d
  †Kite
  Shield
  SBx3
  7
  14
  5/25
  •
  3
  •
  (3)
  72d
  Tower
  Shield
  SBx3
  8
  14
  5/25
  •
  3
  •
  (3)
  96d
  #Knife
  Dagger
  SBx3
  1
  10
  5/0
  •
  0
  1
  4
  M/6d
  Dagger
  Dagger
  SBx3
  1
  11
  5/5
  •
  1
  2
  5
  24d
  LTaburi
  Dagger
  SBx3
  1
  10
  5/0
  •
  0
  •
  4
  20d
  Keltan
  Dagger
  SBx3
  2
  12
  5/10
  •
  2
  0
  3
  36d
  Longknife (S)
  Sword
  SBx3
  1
  12
  10/15
  •
  1
  3
  5
  96d
  Shortsword
  Sword
  SBx3
  2
  12
  10/5
  •
  2
  4
  4
  90d
  Mankar (G)
  Sword
  SBx3
  2
  11
  10/5
  •
  2
  5
  0
  84d
  Mang (G)
  Sword
  SBx3
  3
  11
  15/10
  –5
  3
  6
  0
  110d
  †Broadsword
  Sword
  SBx3
  3
  12
  15/10
  •
  3
  5
  3
  150d
  †Estoc
  Sword
  SBx3
  3
  11
  15/10
  •
  3
  0
  6
  150d
  Falchion
  Sword
  SBx3
  4
  12
  15/5
  •
  4
  6
  1
  120d
  †Bastard Sword
  Sword
  SBx3
  5
  12
  20/10
  –10
  4
  7
  4
  180d
  †Battlesword
  Sword
  SBx3
  8
  13
  25/10
  –20
  5
  8
  4
  230d
  #Stick (2ft)
  Club
  SBx4
  2
  9
  5/5
  •
  2
  •
  (2)
  n/a
  #Club
  Club
  SBx4
  3
  9
  15/5
  •
  4
  •
  (3)
  W/12d
  †Mace
  Club
  SBx4
  4
  11
  15/5
  •
  6
  •
  •
  84d
  Morningstar
  Club
  SBx4
  5
  11
  20/5
  –10
  0
  •
  5
  48d
  #Maul
  Club
  SBx4
  7
  9
  20/5
  –20
  7
  •
  •
  W/24d
  #Sickle
  Axe
  SBx3
  1
  9
  5/5
  •
  1
  4
  3
  M/10d
  LShorkana
  Axe
  SBx3
  2
  10
  5/5
  •
  3
  5
  •
  48d
  #Hatchet
  Axe
  SBx3
  2
  9
  5/5
  •
  3
  4
  •
  M/12d
  Handaxe
  Axe
  SBx3
  3
  11
  10/5
  •
  4
  6
  (4)
  72d
  †Warhammer
  Axe
  SBx3
  5
  11
  15/5
  –5
  6
  •
  (5)
  90d
  †Battleaxe
  Axe
  SBx3
  6
  12
  20/10
  –15
  6
  9
  (6)
  100d
  *Nachakas
  Flail
  SBx1
  1
  10
  15/10
  •
  4
  •
  •
  12d
  #Grainflail
  Flail
  SBx1
  2
  9
  20/5
  •
  5
  •
  •
  W/12d
  †Ball & Chain
  Flail
  SBx1
  4
  12
  20/10
  •
  8
  •
  (6)
  60d
  Warflail
  Flail
  SBx1
  5
  11
  25/10
  –20
  9
  •
  (6)
  60d
  #Staff
  Spear
  SBx3
  4
  11
  20/15
  –10
  4
  •
  •
  W/36d
  LJavelin
  Spear
  SBx3
  3
  10
  15/5
  –10
  2
  •
  6
  48d
  LSpear (6’)
  Spear
  SBx3
  5
  11
  20/10
  –10
  4
  •
  7
  60d
  Trident
  Spear
  SBx3
  6
  12
  20/15
  –10
  4
  •
  5
  72d
  †Lance (10’)
  Polearm
  SBx2
  8
  11
  25/5
  –15
  4
  •
  8
  120d
  Glaive/Bill (L)
  Polearm
  SBx2
  8
  11
  25/10
  –20
  6
  7
  6
  84d
  †Jousting Pole (L) Polearm
  SBx2
  8
  8
  25/5
  –25
  3
  •
  •
  40d
  †Poleaxe (10’)
  Polearm
  SBx2
  8
  11
  25/5
  –15
  6
  9
  6
  96d
  *Pike (12’) (L)
  Polearm
  SBx2
  12
  12
  25/5
  –25
  4
  •
  8
  96d
  Net
  Net
  SBx1
  4
  9
  20/0
  •
  2
  •
  (1)
  48d
  Whip
  Whip
  SBx1
  2
  9
  25/5
  •
  2
  1
  •
  H/12d
  *Isagra (L)
  Whip
  SBx1
  4
  11
  25/5
  •
  3
  3
  •
  H/20d
  L*Crossbow
  Bow
  SBx2
  5
  10
  5/5
  n/a
  3
  •
  •
  60d
  LShortbow
  Bow
  SBx2
  2
  10
  5/5
  n/a
  1
  •
  •
  F/24d
  LLongbow
  Bow
  SBx2
  3
  11
  5/5
  n/a
  2
  •
  •
  F/36d
  LHartbow (S)
  Bow
  SBx2
  2
  13
  5/5
  n/a
  1
  •
  •
  F/96d
  L*Blowgun
  Blowgun
  SBx4
  1
  8
  5/5
  n/a
  1
  •
  •
  12d
  L#Sling
  Sling
  SBx1
  Tr
  9
  n/a
  •
  •
  •
  •
  H/6d
  LStaff Sling
  Sling
  SBx1
  1
  10
  5/0
  –10
  1
  •
  •
  W/12d
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 4
  ARMOUR DATA
  Halfhelm
  3.2
  100d
  Sk
  3/4 Helm
  5.6
  175d
  Sk Fa
  Great Helm
  8.8
  275d
  Sk Fa Nk
  Breastplate
  9.6
  300d
  Ch
  Backplate
  9.6
  300d
  Bk
  Ailettes/2
  3.2
  100d
  Sh
  Rerebraces/2
  4.8
  150d
  Ua
  Coudes/2
  1.6
  50d
  El
  Vambraces/2
  4.0
  125d
  Fo
  Kneecops/2
  2.4
  75d
  Kn
  Greaves/2
  8.0
  250d
  Ca
  ITEMS
  WT
  PR COVERAGE
  ARMOUR TYPES
  HârnMaster recognizes eight principal armour
  materials:
  CLOTH: heavy, coarse cloth, typically buckram or
  serge, worn over or under other types of armour, or
  alone as everyday garb. Fine linen clothing offers
  negligible armour protection.
  LEATHER: soft leather or animal hide. Worn by
  itself, or as a base for Ring/Scale armours.
  QUILT: two layers of cloth, stuffed with wool or
  straw, then stitched together. It is equivalent to Fur
  which some animals have as natural armour.
  KURBUL: Azeryani name for thick leather hardened
  by boiling in wax or oil to produce a lightweight,
  resilient leather-plate for spot protection.
  RING: leather, reinforced by intermittent metal rings,
  strips, or studs.
  MAIL: butted, coiled, or riveted metal rings, linked
  together. Mail is lighter and more flexible than other
  metal armours, but is almost useless against Blunt
  and Fire strikes. Quilt is usually worn under Mail.
  SCALE: leather, reinforced by a continuous layer of
  thin, overlapping metal plates.
  PLATE: rigid, continuous, steel covering. Articulated,
  full-plate armour does NOT exist. Plate is expensive
  and is used mainly for helms and spot protection.
  Armour Data
  ITEMS: Cloth and Quilt items are made by clothiers,
  leather by hideworkers, and all other items by
  weaponcrafters.
  WT: Armour weight (lb) for an average sized
  character (Size 6). See CHARACTER 6.
  PR: Typical retail price for an item of average size
  and quality.
  COVERAGE: Strike locations (body parts) covered
  by the armour piece.
  Ab: Abdomen
  Bk: Back (Rear Tx Ab)
  Ca: Calves
  Ch: Chest (Front Tx Ab)
  El:
  Elbow
  Fa:
  Face
  Fo:
  Forearms
  Ft:
  Feet
  Gr:
  Groin
  Ha: Hands
  Hp: Hips
  Kn: Knees
  Nk: Neck
  Sh: Shoulders
  Sk: Skull
  Th:
  Thighs
  Tx:
  Thorax
  Ua: Upper Arms
  CLOTH
  LEATHER
  QUILT
  RING
  SCALE
  MAIL
  PLATE
  Cap
  0.4
  8d
  Sk
  Hood
  0.8
  16d
  Sk Nk
  Vest
  2.8
  56d
  Sh Tx Ab
  Tunic
  4.4
  88d
  Ua Sh Tx Ab Hp Gr
  Surcoat
  5.2
  104d
  Sh Tx Ab Hp Gr Th
  Robe
  7.8
  156d
  Tunic + Fo El Th Kn Ca
  Leggings
  4.4
  88d
  Hp Gr Th Kn Ca Ft
  Cap
  0.8
  16d
  Sk
  Cowl
  1.6
  32d
  Sk Nk
  Vest
  5.6
  112d
  Sh Tx Ab
  Tunic
  8.8
  176d
  Ua Sh Tx Ab Hp Gr
  Surcoat
  10.4
  208d
  Sh Tx Ab Hp Gr Th
  Leggings
  8.8
  176d
  Hp Gr Th Kn Ca Ft
  Shoes/2
  1.2
  24d
  Ft
  Calf Boots/2
  3.2
  64d
  Ca Ft
  Knee Boots/2
  3.8
  76d
  Kn Ca Ft
  Gauntlets/2
  0.8
  16d
  Ha
  Cap
  1.2
  16d
  Sk
  Cowl
  2.4
  32d
  Sk Nk
  Tunic
  13.2
  176d
  Ua Sh Tx Ab Hp Gr
  Gambeson
  19.5
  260d
  Fo El Ua Sh Tx Ab Hp Gr Th
  Leggings
  9.2
  184d
  Hp Gr Th Kn Ca Ft
  Halfhelm
  1.6
  28d
  Sk
  Vest
  11.2
  196d
  Sh Tx Ab
  Byrnie
  17.6
  308d
  Ua Sh Tx Ab Hp Gr
  Hauberk
  26.0
  455d
  Fo El Ua Sh Tx Ab Hp Gr Th
  Leggings
  17.6
  308d
  Hp Gr Th Kn Ca Ft
  Gauntlets/2
  1.6
  28d
  Ha
  Cowl
  4.0
  120d
  Sk Nk
  Byrnie
  22.0
  660d
  Ua Sh Tx Ab Hp Gr
  Hauberk
  32.5
  975d
  Fo El Ua Sh Tx Ab Hp Gr Th
  Leggings
  22.0
  660d
  Hp Gr Th Kn Ca Ft
  Mittens/2
  2.0
  60d
  Ha
  Vest
  19.6
  280d
  Sh Tx Ab
  Byrnie
  30.8
  440d
  Ua Sh Tx Ab Hp Gr
  Hauberk
  45.5
  650d
  Fo El Ua Sh Tx Ab Hp Gr Th
  KURBUL
  Halfhelm
  1.0
  20d
  Sk
  Breastplate
  3.0
  60d
  Ch
  Backplate
  3.0
  60d
  Bk
  Ailettes/2
  1.0
  20d
  Sh
  Rerebraces/2
  1.5
  30d
  Ua
  Coudes/2
  0.5
  10d
  El
  Vambraces/2
  1.3
  25d
  Fo
  Kneecops/2
  0.8
  15d
  Kn
  Greaves/2
  2.5
  50d
  Ca
  
  ARMOUR
  Armour can be defined as any article of clothing capable of reducing
  the damage done by weapon strikes. Even plain cloth can help to prevent a
  blade from cutting. Higher levels of armour protection cost significant
  amounts of money and the extra weight carried increases Encumbrance.
  The nature of this trade-off between armour types tends to reflect
  economic and technological realities, although cultural preferences are also
  a determinant. Some cultures favor heavy armour, others prefer light
  armour, and a few consider wearing any armour to be cowardly. Climate is
  also a consideration; wearing heavy, padded armours in a tropical climate is
  simply too exhausting to be practical.
  Armour Aspects
  The advantages of different armours against various types of weapons
  only becomes apparent when Weapon and Armour Aspect are considered.
  Mail, for example, is good against Edge strikes, but Quilt is better against
  Blunt strikes, which explains why Quilt is generally worn under Mail. The
  eight principal armour types are rated for their protective value against
  Blunt, Edge, Point, and Fire strikes.
  Body Parts
  HârnMaster treats armour as discrete pieces that cover specific body
  parts. Only the armour worn at the body location struck is relevant.
  Compound Layers
  Different types of armour are usually worn in overlapping layers, such
  as Surcoat (cloth) over Mail over Quilt. The protective values of each layer
  are added together to determine total protection. Moreover, some body
  parts may benefit from two layers of the same material. For example, a
  warrior wearing a Mail hauberk and leggings, has double mail coverage for
  the Thigh, Groin, and Abdomen.
  Players record on the Combat Profile the specific compound protection
  for the relevant body locations. See the combat tables for a table that
  precalculates the most common armour compounds.
  Other Armour Types
  A variety of other armour types work within the HârnMaster system.
  Quilt may serve as a base for Ring or Scale armour; Kurbul could be used
  for Scale in place of metal, and so on. It is a relatively simple matter to
  calculate the values for such compound forms. For example, the values of
  Ring made with a Quilt base (rather than Leather) can be determined by
  subtracting the Leather values and adding those for Quilt.
  Protection & Encumbrance
  Players must find a balance between the protection offered by armour
  and the Encumbrance penalty it brings. Mail, Scale, and Plate armours are
  heavy. A typical character fully equipped with mail, for example, will have a
  Encumbrance Penalty of 6–8 giving a significant EML penalty of 30–40.
  It may be tempting to wear multiple layers of Cloth or Quilt, but this is
  highly encumbering and especially fatiguing on a hot day. A Special Penalty
  of 10–20 should be assessed for each extra layer of Cloth or Quilt (except
  where they naturally occur from overlapping garments).
  Armour Quality
  The Armour Protective Values table assumes
  average quality (+0) materials. Armour
  materials can be purchased at higher or
  lower qualities. The effect of these ratings
  (maximum +4) is to increase or decrease
  all protective values by the quality rating.
  That is, a +1 mail Hauberk has protective
  values of B3, E9, P6, and F2.
  No armour aspect can be reduced below
  one (1), nor increased above double its
  average quality, meaning that +2 Mail
  would have maximum Fire protection of 2.
  The PRODUCT QUALITY table (SKILLS 20)
  can be used to determine Armour Quality.
  Some Jmorvi Shek Pvar with weaponcraft
  skill can produce enchanted armour. Such
  pieces are rare and have +1 quality per
  level of enchantment.
  ❏ Armour Damage
  When a body location covered by armour
  is hit by the edge or point of a weapon and
  a serious or grevious wound results, the
  armour at that location has a hole in it. If
  the same body location is struck again,
  there is a chance the blow will go through
  the hole and be unaffected by the armour.
  The chance this will happen is 50% if an
  edge damaged the armour, or 25% if a
  point damaged it. A Special Penalty due to
  tangling armour may be assigned at the
  GM’s discretion.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 5
  ARMOUR PROTECTIVE VALUES
  Material
  Blunt
  Edge Point
  Fire
  Cloth
  1
  1
  1
  1
  Quilt
  5
  3
  2
  4
  Leather
  2
  4
  3
  3
  Kurbul
  4
  5
  4
  3
  *Ring
  3
  6
  4
  3
  Mail
  2
  8
  5
  1
  *Scale
  5
  9
  4
  5
  Plate
  6
  10
  6
  2
  * Ring & Scale includes Leather base.
  
  MOVEMENT
  A character’s movement rate depends on effective Move, which is
  Agility minus Physical Penalty. There are four movement rates:
  Walk: Half (Move ÷ 2) 
  Jog: Full Move
  Run: Double (Move x 2)
  Sprint: Triple (Move x 3) 
  Hence, a character with an Agility of 10, and a Physical Penalty of 3,
  has an effective Move of 7. Full-Move is therefore 7 hexes, Half-Move is 4,
  Double Move is 14, and Triple Move is 21. Any unrestrained, conscious
  character, regardless of physical penalty, has a minimum Move 1.
  When a moving character encounters an obstacle, the GM may order a
  Stumble Roll (see SKILLS 22) 
  Engagement Zones
  Because the potential exists to attack/influence entities that come
  within range, each character has an Engagement Zone consisting of the
  hex occupied and all adjacent hexes.
  • Engagement Zones do not extend into hexes blocked by terrain
  features such as high walls or closed doors.
  • The Engagement Zone of a conscious, prone character is only the
  hex occupied. This means a standing character is not engaged by
  an adjacent prone enemy, although the prone character is engaged
  by the standing character. Similarly, two adjacent prone characters
  do not engage each other.
  • Unconscious characters have no Engagement Zones (not even the
  hex they occupy) but may constitute obstacles.
  • A moving character must halt upon entering an enemy Engagement
  Zone, and may only move one hex per turn when moving within
  such zones.
  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 be engaged with up
  to six enemies at a time. Engagement
  Zones of friendly characters have no
  effect.
  ❏ Movement Fatigue
  The GM may assess a fatigue penalty for
  excessive character movement.
  Physical fitness and rest have a strong
  influence on Fatigue.
  ❏ Long Reach Weapons
  Some weapons, such as a Pike or Isagra,
  are identified on the WEAPON DATA table
  as “long-reach”. These weapons have an
  Engagement Zone extending two (2) hexes
  from the hex they occupy.
  Characters entering this larger
  Engagement Zone must stop. They may
  have to defend against an attack from the
  long-reach weapon on its bearer’s turn.
  Assuming a successful defense, the
  engaging character may then move next
  turn (or with a Tactical Advantage) one
  hex into the standard one-hex Engagement
  Zone and conduct a Melee Attack (as
  normal).
  Characters with “long-reach” weapons
  may not use them to make weapon blocks
  when attacked from an adjacent hex, but
  can do so if attacked at long range by an
  enemy character also bearing a “long-
  reach” weapon.
  ❏ Reaction Zones
  A Reaction Zone is an area of potential
  influence. Its function is to give unengaged
  characters (who are not busy with other
  activities) the chance to intercept enemies
  attempting to bypass them. A Reaction
  Zone extends three hexes in every
  direction from an unengaged character,
  except:
  • Prone characters do not exert
  Reaction Zones.
  • Reaction zones only include hexes
  into which the character can see
  and could move.
  A character making a Free Move (see:
  Action Options) must halt upon entering
  an enemy Reaction Zone for the first time,
  but on subsequent turns the Reaction Zone
  of the same enemy may be ignored. They
  have no other effect.
  MOVEMENT FATIGUE
  WALK
  1 FL per day
  JOG
  1 FL per 5 mins
  RUN
  1 FL per 2 mins
  SPRINT
  1 FL per 1 min
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 6
  
  COMBAT SEQUENCE
  Combat is resolved in a series of ROUNDS. During each Round, each
  character has a TURN, during which the character selects and executes
  one ACTION OPTION. When the Action Option is resolved, the
  character’s Turn is over and it is the next character’s Turn. When all
  characters have had one Turn, the Round is over.
  The character with the highest Initiative has the first turn in each
  round, followed by the second highest, and so on. If characters have the
  same Initiative, ties are broken (for the duration of the combat) by the
  character with the higher Initiative SB, or by die roll if still tied.
  ACTION OPTIONS
  In a turn, a character selects and executes one Action Option. Some
  options end the turn; some trigger additional routines such as Melee Attack.
  If a character wishes to attempt some reasonable action not covered, the
  GM may resolve the attempt by testing some appropriate skill or attribute.
  •REST: This option is available only to unengaged characters. The
  character does nothing except possibly sit or lie down. Resting characters
  may (within reason) attend to wounds, do minor weapon repairs, etc.,
  and may defend normally if attacked later in the combat round.
  •PASS: This option is available to engaged characters who wish to forfeit
  their Turn. Characters taking this option may defend normally if
  attacked.
  •FREE MOVE: Only unengaged characters may use this option. A Free
  Move is made at any speed up to Double Move, but may not enter an
  enemy Engagement Zone. In the course of a Free Move, characters may
  (within reason) change weapons, open/close doors, pick things up, etc.
  •ENGAGE: An unengaged character makes a Half-Move (or less) to
  engage an enemy character and may (optional) then conduct a Melee
  Attack.
  •CHARGE: An unengaged character makes a Full-Move (or less) to
  engage an enemy character and must (not optional) then conduct a
  Melee Attack.
  •DISENGAGE: An engaged character moves one (1) hex and then, if now
  unengaged, makes a Half-Move. This move terminates if another
  enemy Engagement Zone is entered, but no Melee or Missile Attack is
  allowed.
  •RISE: When a character stumbles (falls prone) a Rise option must be used
  to get up. The action is always successful unless the character is forcibly
  held down, suffering from a serious or grevious wound, etc. The GM may
  require an AGILITY and/or STRENGTH test to resolve these situations.
  •GROPE: Any action taken in Combat which requires manual dexterity, but
  is not an attack. For example, an attempt to draw or change weapons,
  string a bow, dispatch an unconscious person, or retrieve an item from
  the ground are Grope actions. A Grope is automatically successful unless
  the character is forcibly held down, suffering from a serious or grevious
  wound, currently engaged, etc. The GM may require a DEXTERITY and/or
  STRENGTH test to resolve these situations.
  Combat Round
  A round lasts 10 seconds, but this is an
  average and should not be taken too
  literally. Some rounds might last longer,
  some a lot less. Ultimately, it does not
  matter how long actions in crisis situations
  last. What matters is the order in which
  events occur—does a character get a spell
  cast before being struck down by the
  broadsword?
  ❏ Surprise
  The first round of a battle may be a special
  case. Both sides do not always instigate
  combat at the same time. In general, only
  characters on the side that starts the battle
  should have Turns in the FIRST round. In
  most cases, surprise lasts only one round,
  and normal sequencing is applied in
  subsequent rounds. However, the GM may
  decide that one or more characters are
  surprised to a greater degree, or are
  surprised in the middle of a fight by odd
  tactics. This may be simulated by Special
  Penalties, or Initiative may be tested.
  ❏ Engage Initiative
  Upon completion of an Engage Move,
  each of the newly-engaged parties tests
  Initiative. If the Defender gains a higher
  success level, a Tactical Advantage is
  earned, which can be used to Attack first,
  Disengage, etc. Otherwise, proceed
  normally.
  ❏ Combat Fatigue
  Combat Fatigue is already allowed for in
  the Encumbrance Penalty and may generally
  be ignored.
  ❏ Variant One: The GM can assess a
  special Fatigue Penalty to a character
  who enters combat immediately after
  having performed some strenuous
  activity (e.g., a character climbs a cliff
  and then begins to fight with a person
  at the top). Generally, a character is
  assessed one Fatigue Level (F1) after
  each five (5) minutes of strenuous
  physical activity 
  ❏ Variant Two: One Fatigue Level is
  assessed to all characters after each
  five (5) minutes of active combat.
  GM Note: The Stamina of a character
  can be ignored for Fatigue since it is
  already accounted for when Shock rolls
  are made against Endurance.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 7
  
  •MELEE ATTACK: an effort to strike one engaged enemy with a melee
  weapon. Engaged characters can move one (1) hex and then make a
  Melee Attack on any opponent they now engage. Melee Attacks are
  resolved with the Melee Attack Sequence (COMBAT 9).
  •MISSILE ATTACK: This option is only available to characters equipped
  with missile weapons (which includes just about any throwable item).
  Unprepared missile weapons (unstrung, packed, etc.) must be prepared
  by means of a Grope (above) and cannot be used until the next turn.
  Attacks are resolved with the Missile Attack Sequence (COMBAT 15). A
  character has one of four options:
  [1] Load & Fire (or Fire & Load) a Bow or Blowgun.
  [2] Load a Crossbow OR fire a loaded Crossbow.
  [3] Load & Cast (or Cast & Load) a sling or staff sling.
  [4] Draw & Throw (or Throw & Draw) any throwable object.
  •GRAPPLE ATTACK: Any attempt to grapple, hold, or wrestle with one
  engaged opponent using Unarmed Combat as a skill. The Attacker may
  (if possible) move one hex before attempting a Grapple. The Defender
  may counter with any Defense (including Grapple). The Attack is
  resolved as follows:
  If the grappler achieves any “Strike” result, a
  hold on the opponent has been gained. Each
  character then rolls 3d6 + Strength –
  Physical Penalty. The character with the
  highest total (re-roll ties) is assumed to have
  thrown the other to the ground and wins a
  Tactical Advantage.
  •ESOTERIC ATTACK: This option is available
  to characters capable of using magic or
  psionics, or to those who wish to call for divine
  intervention. An esoteric attack may not (at
  GM discretion) be available to engaged
  characters. If an esoteric attack takes more
  than 10 seconds to prepare, it must be readied
  over several turns.
  NOTE: the use of magic, psionics, or divine aid
  in combat/crisis situations is always governed
  by GM discretion.
  Dropping Items
  Items may normally be freely discarded
  without resorting to a Grope. However,
  dropping an item which is tied-on requires
  a Grope action.
  Melee Attacks with Bows
  A melee attack with a missile weapon is
  always possible. A Shortbow, Hartbow, or
  Blowgun is treated as a stick, a Longbow
  as a staff, a Crossbow as a club, etc.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 8
  
  MELEE ATTACK SEQUENCE
  A Melee Attack is an attempt to strike an engaged opponent with a
  melee weapon. The character taking this Action Option is the Attacker, and
  the target as the Defender. The sequence has five distinct sub-phases:
  [1] Attack Declaration: Attacker declares target and weapon, and
  (optional) aiming zone and weapon aspect.
  [2] Defense Declaration: Defender chooses one of Block,
  Counterstrike, Dodge, or Ignore.
  [3] Skill Tests: According to the preceding choices, each party
  determines and tests their applicable skills.
  [4] Combat Results: Success levels are compared on the MELEE
  ATTACK table for the relevant Defense to determine if a strike is
  made, or if some other result occurs.
  [5] Injury Determination: If one (or both) parties land a blow,
  generate Strike Impact and Strike Location, then reduce impact by
  applicable Armour Protection (if any) to get an Effective Strike
  Impact. If effective impact is 1+, determine the wound received on
  the INJURY table and resolve its effects.
  [1] ATTACK DECLARATION
  The Attacker describes the nature and target of the attack, declaring as
  necessary, each of the following:
  Target Declaration
  If engaged with more than one enemy, the Attacker must declare
  which enemy is being attacked. You may attack only once per turn, except
  when you win a Tactical Advantage. A prone enemy cannot be attacked
  unless all engaged standing enemies are also engaged by other friendly
  character(s).
  Attack Weapon
  In choosing an attack weapon, the attacker is limited to those available
  and readied. Hands, feet, claws, paws, hooves, horns, etc. are weapons, as is
  any item held by the Attacker.
  Default: If the attacker does not declare an attack weapon, it is assumed the
  attack is made with the weapon held in the primary hand.
  Weapon Aspect
  If the attack weapon has more than one aspect (Blunt, Edge, Point) the
  Attacker may declare the aspect being used for the attack.
  Default: If no declaration is made, it is assumed the character is using
  whichever aspect has the highest Impact rating.
  Aiming Zone
  The Attacker may declare one of three Aim Zones (HIGH, MID, or LOW).
  Aiming High or Low has a penalty (-10) in the combat roll. The GM may
  restrict or penalize the choice of Aiming Zone if the attacker could only
  reach certain target zones with the declared attack weapon. A prone
  attacker would find it difficult to aim High on a standing opponent.
  Default: If no declaration is made, the Attacker is assumed to be aiming for
  the Defender’s MID zone.
  ❏ Tangle Attacks
  Certain weapons have the ability to tangle
  an opponent or the opponent’s weapons.
  Some weapons, such as the net, are
  designed specifically for this purpose.
  Tangle attacks may be attempted with
  cloaks, blankets, nets, flails, whips, ropes,
  or other items at GM discretion.
  The Attacker declares the intent to tangle
  (instead of strike) with a specific tangle
  weapon, naming target and aiming zone. If
  the tangle is aimed at a weapon, the
  Aiming Modifier is –10. A tangle attack is
  treated as a melee attack (or missile attack
  if the tangle weapon is thrown). The
  Defender may choose any defense option.
  The attack is then resolved like other
  (melee or missile) attacks. If the result is a
  Block, the blocking weapon is tangled. If a
  Strike occurs, determine Strike Location.
  The entire zone (Head, Body, Arms, or
  Legs) is considered tangled. A successful
  tangle inflicts a Special Penalty on its
  victim.
  –20
  Head, Leg, or Weapon
  –15
  Arm or Body
  When the tangle first occurs, the Attacker
  immediately gains a Tactical Advantage.
  Tangle penalties apply until cleared by a
  successful Grope (COMBAT 7); tangled
  weapons may be dropped to escape the
  effect of the tangle.
  Weapon Aspect
  Although most attacks will be made with
  the best (highest) aspect (and as such need
  not be declared) there may be situations
  where another weapon aspect is more
  suitable. For example, Point attacks with a
  battlesword may better exploit a deficiency
  in the opponent’s armour, or avoid a Close
  Combat penalty.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 9
  
  [2] DEFENSE DECLARATION
  After the attack is declared, the Defender selects and declares one of
  the following seven defense options.
  •BLOCK: An attempt to block or parry the attack with a declared
  weapon, usually a shield, although any held weapon, including a
  hand/arm, may be used to attempt a Block.
  Default: If no blocking weapon is declared, the Defender is assumed to
  be using the weapon/shield in the Secondary hand.
  •COUNTERSTRIKE: The Defender attempts to strike the Attacker
  first, employing weapon AML rather than DML. The Defender must
  declare this attack just like the Attacker. Counterstrikes tend to be
  bloody and favor the original attacker. Simultaneous strikes (B#) may
  occur.
  •DODGE: An attempt to evade the attack by ducking, jumping, etc. The
  Defender tests effective Dodge (Dodge ML minus five times the
  Physical Penalty). Acrobatics skill may be used instead of Dodge.
  •IGNORE: This option is normally taken only by characters who are
  unaware of the attack. This may result from extreme surprise or from
  the Defender being physically incapable of defense. The Defender
  makes no roll. Attacker may aim High or Low with no penalty.
  •GRAPPLE DEFENSE: An attempt to gain a hold on the Attacker and
  then exploit it by twisting or throwing the Attacker to the ground. The
  Defender tests Unarmed Combat EML as a Counterstrike defense,
  and gains a hold on the Attacker with any (D#) result. The hold may
  then be resolved according to the Grappling rules. A Grapple Defense
  against a Grapple Attack is an automatic hold for both parties, tested
  for Strength as normal. See: COMBAT 8.
  •MISSILE DEFENSE: A Defender may attempt to fire/throw at the
  Attacker any held missile or melee weapon, or other held object. The
  Defender tests Missile (or Throwing) EML as a Counterstrike
  defense. Some missile weapons, such as bows, must be loaded before a
  Missile Defense is possible. Some, such as Slings, cannot be used in
  this way.
  •ESOTERIC DEFENSE: Magic, psionics, or divine intervention
  may (GM discretion) constitute a defense. Unless prepared in
  advance, esoteric powers may only be used for
  defense if the casting time is one
  (1) second or less. The
  Defender tests the Esoteric
  EML as a Counterstrike
  defense. An Esoteric Defense
  that critically fails (CF) may have
  Misfire results that affect both
  Defender and Attacker.
  Outnumbering Penalties
  Outnumbering penalties apply only to
  Defense options.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 10
  
  [3] SKILL TESTS
  Once the Attacker and Defender have declared their options, each
  makes a 1d100 skill roll against the appropriate AML or DML, modified by
  whichever of the following Skill modifiers apply.
  PHYSICAL PENALTY: Each party’s weapon EML is made subject to
  Physical Penalty. That is, five times the Physical Penalty is
  subtracted from EML. If another physical skill, such as Acrobatics or
  Dodge, is being used, the skill’s EML is also reduced by five times
  the Physical Penalty.
  SPECIAL PENALTY: Each character adjusts Basic ML by whatever
  Special Penalties (or Bonuses) the GM deems applicable. This
  includes such things as Hand Mode, Tangles, Close Mode, etc.
  AIMING: If either party has declared an Aim Zone other than MID
  (the default) reduce EML by ten (10). GMs may adjust Aiming
  Modifiers at their discretion. Weapon length and the relative
  size/height of the target are both relevant.
  OUTNUMBERED: A character is outnumbered if exclusively
  engaged by two or more opponents. When counting opponents for
  this purpose, prone enemies are excluded, as are enemies who are
  themselves engaged by other friendly characters. Outnumbered
  characters may attack one opponent during their turn, but if they
  win a Tactical Advantage, may attack another outnumbering
  opponent. Outnumbered characters may defend against all attacks
  made on them during their opponents’ turns. However, the EML for
  any defense (including counterattack) is decreased by ten (10) for
  each enemy above one. That is, a character outnumbered 3:1
  subtracts 20 from EML for all defense rolls. Outnumbering is
  ignored for all attacks (except counterattacks).
  PRONE: A character who is attacking (or being attacked by) a prone
  enemy increases EML by 20.
  Skill Rolls
  HârnMaster treats both parties in melee
  combat as active participants. The
  Attacker declares an attack, the Defender
  declares a defense, then both make skill
  rolls to determine success or failure.
  The success of both parties is relative; if
  the Attacker gains a Critical Success, but
  so does the Defender, the net result will
  generally be of minor importance But if
  one character rolls a Critical Success, and
  the other rolls a Critical Failure, then
  something nasty usually happens.
  Combat EMLs
  The Basic ML when using a weapon is the
  applicable Weapon Skill. For grappling, use
  Unarmed Combat skill. For dodging, use
  Dodge (or Acrobatics) skill.
  Outnumbering Modifier
  Outnumbering is determined at the
  instant of attack; it can change during a
  round, or even during a turn.
  Close Mode
  Some weapons, especially swung
  weapons, are difficult to use in restricted
  space. A Battlesword, for example, is
  superior to a Shortsword when fighting
  outdoors; but, in a narrow passageway or
  crowded melee, may be at a disadvantage.
  A Special Penalty of ten (10) may be
  assessed by the GM on the weapon with
  the higher Attack Class. Generally, any
  thrusting weapon (such as a Spear, or a
  Sword employing Point aspect) may ignore
  Close Mode modifiers. Close Mode never
  penalizes Shields.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 11
  
  [4] MELEE COMBAT RESULTS
  Cross-index Attacker and Defender success levels (CF, MF, MS, or CS)
  on the appropriate Defense Option table:
  (•) MISS: The attack has failed. Turn ends.
  BLOCK: The Defender’s weapon has intercepted the Attacker’s.
  Unless Weapon Damage is in play, this is equivalent to a Miss.
  NOTE: if either the attack or defense weapon is a hand, foot, etc., a
  successful block is treated as an automatic (#2) strike on the body
  part which did the attacking or blocking. See Optional Rules in sidebar.
  FUMBLE: The Attacker (AF), Defender (DF), or both (BF) make a
  Fumble Roll (SKILLS 21) for the declared attacking or defending
  weapon.
  STUMBLE: The Attacker (AS), Defender (DS), or both (BS) make a
  Stumble Roll (SKILLS 22).
  TACTICAL ADVANTAGE: The Attacker (ATA) or Defender (DTA)
  gains a Tactical Advantage (extra turn) and may immediately select
  and execute a bonus Action Option.
  (#) STRIKE: The attacker (A#), Defender (D#), or both (B#) strikes
  with the declared weapon. The number after the star (#) is the
  number of d6 rolled to determine strike impact. Proceed to Strike
  Delivery.
  TACTICAL ADVANTAGES
  A Tactical Advantage represents a flurry of activity which happens
  within the turn. Characters winning a Tactical Advantage may attempt any
  bonus Action Option immediately. TAs occur when:
  •Generated by the Attack Tables (ATA or DTA)
  •An engaged opponent fails a Shock, Stumble, Fumble, or Weapon
  Damage roll.
  No more than one tactical advantage may be earned per Character
  Turn. If a second TA is generated in the same turn, by either party, it is
  ignored and the turn ends. When opponents gain simultaneous TAs, the
  Turn also ends.
  IMPORTANT: Although there is a limit of one TA per Turn, a character can
  earn multiple TAs in the same
  Combat Round. One TA
  might be earned on a
  character’s own turn, and
  one in each opponent’s
  turn.
  ❏ Striking Friends
  A MISS result with a swung melee
  weapon has a 30% chance of striking a
  friend located in a hex adjacent to the
  target. The friendly target defends against
  the attack  at 50% ML.
  ❏ Weapon Damage
  A successful Block may cause damage to
  the weapons involved and this is an
  advantage to players bearing higher quality
  weapons.
  Weapon Damage checks occur when a
  BLOCK is generated by the MELEE
  ATTACK table, or when a weapon strikes a
  hard object such as a stone wall. The
  weapon with the lowest WQ must check
  for damage first, If both weapons have
  equal WQs, the Attacker checks first. The
  second weapon checks only if the first
  weapon is undamaged.
  A weapon damage check is made by
  rolling 3d6 against WQ. If the number
  generated exceeds WQ, the weapon is
  (functionally) destroyed. Destroyed
  weapons may turn into other types of
  weapon; a Spear may become a Staff or
  Stick; a Battlesword may become a
  Shortsword with no point, and so on.
  NOTE: the WQ of weapons on the
  WEAPON DATA table is for basic “off-the-
  shelf” weapons. Professional soldiers arm
  themselves with higher quality weapons
  whenever possible.
  ❏ Partial Damage
  Each time a weapon/shield survives a
  Weapon Damage check, reduce its WQ by
  one (–1) to reflect partial damage.
  ❏ Body Blocks (variant)
  If the blocker rolls CS to achieve the block,
  it is parried harmlessly instead of being a
  strike on the blocking body part.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 12
  
  [5] INJURY DETERMINATION
  The following steps are taken when a strike of any type occurs:
  Determine Strike Location
  Roll 1d100 on the appropriate STRIKE LOCATION table. The tables
  have columns for three Aim Zones: High, Mid, and Low. If the striker made
  no Aim Zone declaration, the MID Zone is the default.
  Groin strikes against female or neuter targets are treated as Hip strikes.
  Breakdown tables are provided for Face. This may be significant if, for
  example, the target has a helmet with a nose or cheek guard. Eyes are
  never protected against Point strikes, but a full helm protects them against
  Edge and Blunt strikes.
  Generate Strike Impact
  Strike Impact is determined by adding the dice roll from the combat
  matrix to weapon impact for the declared aspect (if any).
  Effective Impact is the force actually delivered through any intervening
  armour. It is determined by subtracting armour protection at the Strike
  Location from Strike Impact.
  The ARMOUR PROTECTION table (See: Combat Tables) gives the
  impact reduction offered by various materials. If multiple layers of armour
  are worn at the generated Strike Location, impact reduction is cumulative.
  The most common compound layers have been precalculated on the
  Combat Tables.
  Armour protective values shown apply to Standard Quality (+0)
  materials. These values may be modified for inferior, superior, or enchanted
  armours.
  Determine Injury
  If effective impact is 1+, an injury has occurred. Cross-index the Strike
  Location with Effective Impact on the INJURY table to determine effects.
  THE INJURY TABLE
  Injury Levels (ILs)
  Wounds are identified as Minor (green), Serious (yellow), Grievous
  (orange), or Mortal (red). They are also rated from one (1) to five (5) which
  is their value in Injury Levels (ILs). Thus M1 is a Minor wound (1 IL), G4 is
  a Grievous Wound (4 ILs) and so on.
  Example: A character is struck with an effective impact of 6 on the Skull.
  This gives a Serious Wound (yellow) valued at S2, meaning two injury levels.
  Injury Levels modify any attribute roll, and any skill roll with a penalty
  of 05 per level. That is, a character with 6 ILs has a modifier of –6 to
  attribute rolls and –30 (6 x 5) to skill rolls.
  Recording Injuries
  Each new injury, and its body part, is recorded in the injury section of
  the Combat Profile. For example, a S2 wound to the Skull is recorded as
  Skull S2. Additional wounds to the Skull are recorded on separate lines.
  Strike Location
  Strike location is important for two main
  reasons. First, only the armour worn at the
  location struck is relevant. Second, injury
  effects vary by location; a blow to the skull
  is more serious than a blow to the foot.
  The percentages allocated to body parts
  do not reflect the relative size of that part,
  since the head, arms, or groin are favored
  targets. Characters can influence Strike
  Location by targeting their aim high or low.
  A stab in the back?
  Although characters instinctively turn to
  face the most imminent threat, some
  armour only covers part of a strike
  location—a breastplate, for example, only
  covers the front of the thorax and
  abdomen. If it seems necessary to
  determine whether the front or back of a
  strike location is struck, it may be assumed
  there is a 75% chance of being struck on
  the front side.
  Strike Impact (Example)
  Sir Jasper the Unlucky achieves a A*2
  (2d6) strike with a battlesword (edge
  impact 9). If he rolls an 8 with 2d6, his
  strike impact is 8 + 9 = 17.
  If Jasper’s sword hits a location protected
  by Mail, Quilt, and Cloth (AC-8) the
  effective strike impact is 17 – 8 = 9.
  ❏ Flammable Armour
  All armour materials (except Mail and
  Plate) may ignite (50% chance) if struck by
  13+ points of gross (before armour
  reduction) Fire Impact. If Armour is
  ignited, the victim takes a M1 (Cloth) or S2
  (Quilt) burn injury for the next three
  Combat Turns, unless the fire is
  extinguished.
  The fire may also spread (at GM
  discretion—this gets very nasty) to
  adjacent body parts. To extinguish the fire,
  a character needs to smother the flames by
  rolling on the ground, wrapping with a
  blanket, dousing with water, etc.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 13
  
  Shock Rolls 
  Each time a character takes a new injury, roll 1d6 for each point of
  Universal Penalty (including the new injury). If the roll exceeds
  Endurance, the character is downed from trauma, bloodloss, or pain.
  Example: a character with one Fatigue Level and two minor injuries takes a
  S2 wound. The Universal Penalty is five (one Fatigue Level + 2 minor injuries
  + an S2 injury). A 5d6 roll is made. Assuming an Endurance of 12, the
  character is downed with a roll of 13 or more.
  Shock Effects
  Characters who fail a Shock Roll are unconscious. Each Turn, an
  unconscious character makes a new Shock Roll (same number of dice) and
  recovers consciousness if/when a successful roll is made. After recovering
  consciousness, make one more Shock Roll. If this final Shock Roll does
  NOT exceed Endurance, the character is coherent and may function
  normally. If the final Shock Roll exceeds Endurance, the character is in
  Shock, displaying a variety of symptoms including sickly pallor, cold sweats,
  weakness, nausea, incoherence, or gazing helplessly at their injuries.
  Characters in Shock may REST, or or be led away, but can (if their injuries
  allow) make a half-move if they pass an Initiative test (modified for current
  injuries). In all cases, the only defense they can offer is IGNORE. Recovery
  from Shock takes awhile. See: Shock Recovery (PHYSICIAN 3).
  Mortal Wounds (K)
  Some wounds may be immediately fatal. Where a “K” result is noted,
  roll the indicated number of d6 (K4 roll 4d6). Do not include any additional
  dice for other injuries. If this roll exceeds Endurance, instant death occurs.
  If not, record as Grievous Wound (K4=G4) and make a normal Shock Roll.
  Fatigue Penalties
  Fatigue Levels plus Injury Levels determine Universal Penalty for
  Shock Rolls, etc. Unlike wounds, characters recover one fatigue level each
  ten (10) minutes of rest, but unconscious characters are NOT resting.
  BEASTLY BLOWS
  Resolve striking Wing, Tail, or Tentacle locations as follows:
  Wing strikes are like elbow strikes. A Fumble is required if relevant.
  Tail strikes are like calf strikes. A stumble roll is not always required.
  Tentacle strikes are like forearm strikes. A Fumble is required if
  relevant.
  Example: seven points of Blunt impact to a creature’s wing causes an
  S2 injury, and a fumble roll if the wing is carrying something.
  The same impact to the creature’s tail causes an M1 injury. A stumble
  roll is made at GM discretion: some creatures depend on their tail for
  balance, at least partially. An example would be a Vlasta.
  The same impact to the creature’s tentacle causes an M1 injury and a
  fumble roll (if the tentacle was holding something).
  ❏ Graphic Injuries
  Injuries can be described in graphic terms,
  such as a “crushed skull, serious slash, or
  grievous stab. Guidance is given at the foot
  of the table.
  ❏ Knockbacks
  A character struck to the body or head
  zones with effective impact in excess of
  Strength is also knocked back one hex and
  makes an immediate Stumble Roll.
  ❏ Limb Injuries
  Any Serious injury on the Arm/Shoulder
  requires a fumble roll, and one to the Leg
  (includes Hip) requires a stumble roll. Any
  Grievous injury to a limb is an automatic
  fumble or stumble and renders the limb
  unusable. A wing/tail/tentacle is rendered
  unusable if it receives a grevious injury.
  A bipedal creature with one usable leg can
  crawl unaided, or rise and walk with the
  aid of a staff/crutch/etc. A quadruped
  with three good legs may rise/walk, at half
  effective Move. Unusable limbs become
  usable again when they heal to M1.
  ❏ Amputations (M)
  With a Grievous Edge strike, the body
  part noted may be amputated. Roll the
  indicated number of d6 (G4 roll 4d6). Do
  not include any additional dice for other
  injuries. If the result exceeds one-tenth of
  the victim’s weight, the part is severed.
  With Amputation of a Limb, an automatic
  stumble or fumble occurs and the wound
  level is always G5. Whether Amputation
  occurs or not, make a normal Shock Roll.
  ❏ Bleeders
  Each Grievous injury from a Blunt, Edge,
  or Point strike results in a Bleeder. The
  victim accumulates one Bloodloss Point (1
  BP) each minute (even if unconscious) for
  all such wounds and may eventually bleed
  to death. BPs for all wounds are recorded
  on the Combat Profile as a single injury
  called Bloodloss. If total BPs exceed
  Endurance, the victim dies. Emergency
  treatments can be made to stem Bloodloss.
  See: PHYSICIAN 3.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 14
  
  MISSILE COMBAT
  The missile sequence is used when a character fires or throws a
  missile. Missile weapons are listed on the WEAPON DATA TABLE
  (COMBAT 3). All can be employed by characters on foot and (with greater
  difficulty) by characters mounted on a steed. As with Melee Combat,
  Missile Combat is also resolved by the same sequence of five sub-routines.
  [1] ATTACK DECLARATION
  The Attacker may fire/throw a missile at any target in Line of Sight.
  The missile-caster declares the Target, Missile Weapon, and Aiming Zone
  (High, Mid, or Low). If no aiming zone is declared, the default is MID zone.
  [2] DEFENSE DECLARATION
  The defensive options available depend on whether the target is aware
  of the attack (or not) and on the Velocity of the missile. Arrows, quarrels,
  and slingstones are High-Velocity missiles; all others are Low-Velocity.
  An unengaged target is generally considered to be aware of any attack.
  However, the GM may request a test of Awareness in conditions of poor
  visibility, ambush, surprise, or when the target is busy performing a task
  requiring concentration. Targets engaged with another enemy are generally
  unaware of a Missile Attack, but again an Awareness test can be made if
  there is doubt.
  BLOCK: If the target is aware of the attack and has a shield, an
  attempt to block a Low or High-Velocity missile is made at Shield
  ML. If a target has NO SHIELD, an attempt to Block a Low-
  Velocity can be made at 50% Weapon ML. A limb may be
  used in lieu of a weapon by employing 50% Unarmed
  Combat ML. Targets without a shield cannot
  block High-Velocity missiles (except with
  their body!).
  DODGE: A target aware of the attack
  can attempt to evade a Low-Velocity
  missile at full Dodge, or a High-
  Velocity missile at 50% Dodge.
  IGNORE: If the target is
  unaware of the attack, the
  IGNORE defense is
  automatically selected. It
  may also be used by a
  brave target, aware of
  the attack, who wishes
  to impress someone (like
  an embalmer). This
  defense does not involve a
  Defender roll. If a strike
  occurs (MS/CS) the body
  location struck may reasonably
  be covered by a shield or
  other obstruction.
  Line of Sight
  If a straight line can be drawn to the target
  that does not pass through any part of
  another character’s hex, and is not blocked
  by a physical obstacle, such as a building
  or higher ground, the target is in Line of
  Sight.
  An archer may fire over a friendly or
  enemy character to hit a screened target,
  provided the target is further away from
  the obstacle than the firer is to the
  obstacle. That is, if the obstacle is three
  hexes from the firer, the target must be at
  least three hexes from the obstacle.
  A missile may be fired at a target engaged
  in melee. However, a “Miss” has a 50%
  chance of striking a randomly-determined
  adjacent character.
  ❏ Catch Missile
  The target may attempt to catch a Low-
  Velocity missile using 50% of Unarmed
  Combat ML with the BLOCK table—a
  successful Block is a catch. Any other
  result (except Wild) has a 50% chance of
  striking the blocking hand/arm; otherwise
  the missile strikes the targeted zone.
  The Tale of Alberon
  Once upon a time a shepherd called Alberon,
  was tending his flock, when a smallish dragon
  dropped by for lunch. The beast circled the
  pasture, panicking the sheep, and prepared to
  swoop down on a lone ewe. Alberon, a brave
  lad and a pretty good archer, sought to
  protect his flock. He jumped up to distract the
  beast, which rewarded his effort by swooping
  towards him instead. With amazing coolness,
  Alberon drew his bow and neatly put an
  arrow in the beast’s eye at a mere fifty yards.
  As he was admiring the shot, it occurred to
  Alberon that this beast, while clearly as dead
  as a large, scaly doorknob, was still doing a
  pretty fair clip straight at him. Alberon had
  just enough time to mutter “Oops” when
  several thousand pounds of dragon meat
  landed atop him with great impact. The
  moral, of course, is – chivalry be damned–
  always shoot a swooping dragon in the back
  (or be ready to jump).
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 15
  
  [3] MISSILE SKILL TESTS
  Once the attacker and defender have declared their options, each
  makes a 1d100 skill roll against their appropriate skills. The basic skill for
  firing a missile is its AML. Any thrown item uses Throwing skill, except a
  weapon designed to be thrown (Taburi, Shorkana, Javelin). A Shorkana is
  thrown with Axe skill, while a sword or rock uses Throwing ML.
  AML is adjusted by whichever of the following modifiers apply, all of
  which are cumulative.
  RANGE: The accuracy and impact of missile weapons depends on
  missile type and range. These effects are noted on the MISSILE
  DATA table. This table gives four (4) range classes (Short, Medium,
  Long, and Extreme) for each missile weapon. Each range class has a
  column for Range/Impact data headed by an EML modifier. Range
  is maximum target range in hexes for the given weapon and range
  class. Impact decreases with range, but is never less than 50% of
  maximum impact. For example, a Shortbow has:
  Range
  Hexes
  EML
  Impact
  Short
  01–20
  +0
  6
  Medium
  21–40
  –20
  5
  Long
  41–80
  –40
  4
  Extreme
  81–160
  –80
  3
  For each missile weapon carried, players can record the applicable
  range/impact data in the Notes column.
  Melee weapons can also be thrown at the ranges noted. This can be a
  nasty surprise; but, a miss might be awkward. Impact is given as a
  percentage of the weapon’s normal impact.
  PHYSICAL PENALTY: Each character subtracts Injury, Fatigue, and
  Encumbrance penalties from EML.
  ❏ Encumbrance Option: Where a character is not particularly active,
  the GM may allow half (50%) Encumbrance Penalty for missile firing.
  SPECIAL PENALTY: Each character adjusts EML by whatever
  Special Penalties/Bonuses the GM deems applicable.
  ATTACKER MOVING OR MOUNTED: Subtract 10 from EML.
  AIMING ZONE: Characters can declare one of three Strike Zones
  (High, Mid, or Low). A penalty of ten (–10) applies for High or Low.
  TARGET SIZE: The larger the target, the easier it is to hit.
  Target Height>1ft/less
  2ft/less
  4ft/less
  6ft/less
  8ft/less
  16ft/less
  32ft/less
  Modification>
  –20
  –15
  –10
  +0
  +10
  +15
  +20
  There is no modification for man-sized creatures, unless the target
  offers a smaller effective target. A prone man, for example, presents a
  target about 2 feet tall, and a crouching man about 4 feet tall. Similar
  height adjustments may apply to other targets at GM discretion.
  WEATHER: Wind, rain/snow, mist/fog all have an effect on missile
  accuracy, especially at longer ranges. The GM may assess a Special
  Penalty of 10 (Short), 20 (Medium), and 30 (Long) for weather
  conditions. Regardless of weather penalties, the GM may allow a
  base EML 05 chance.
  Missile Range (Example)
  The Shortbow has ranges of 20 hexes
  (short), 40 hexes (medium), 80 hexes
  (long), and 160 hexes (extreme). A target
  at 36 hexes (180 feet) would be a Medium
  range, giving an EML modifier of –20 and
  Impact of 5 for a strike.
  ❏ Restricted Missile Ranges.
  Ranges for most missile weapons assume
  they can be fired/cast on a rising
  trajectory, but this may not be possible in a
  dense wood, narrow passageway, etc.
  Extreme and Long range fire in such
  situations should be prohibited, and
  Medium range fire should attract a special
  penalty of 10–20.
  ❏ Bows and Precipitation
  Wet bowstrings lose their tautness and are
  easily ruined if the bow is strung. When
  rain strikes, professional archers commonly
  unstring their bow and keep the bowstring
  dry by storing it under their helmet.
  If an archer does not mind risking a
  bowstring, a bow can be fired during a
  rainstorm, etc. Bowstrings have a WQ of 9.
  Test this WQ after each fire.
  Remember: There is also a Weather
  penalty of 10–40 on the archer to reflect
  reduced visibility in rain.
  ❏ Bows and Air Temperature
  Very cold (wooden) bows often shatter
  when drawn. If the air temperature is
  freezing, archers who attempt to fire their
  bow must first make a weapon damage
  check to see if the bow remains intact
  when drawn.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 16
  Missile Data Table
  Weapon
  Short Medium
  Long
  Extreme
  +0
  –20
  –40
  –80
  Shortbow
  20/6
  40/5
  80/4
  160/3
  Longbow
  25/8
  50/7
  100/6
  200/5
  Hartbow
  30/9
  60/8
  120/7
  240/6
  Crossbow
  20/8
  40/7
  80/6
  160/5
  Blowgun
  5/0
  10/0
  20/0
  40/0
  Sling
  15/4
  30/3
  60/2
  120/2
  Staff Sling
  25/5
  50/4
  100/3
  200/3
  •Taburi
  4/4
  8/3
  16/2
  32/2
  •Shorkana
  3/5
  6/4
  12/3
  24/3
  •Javelin
  8/7
  16/6
  32/5
  64/4
  •Spear
  6/8
  12/7
  24/6
  48/5
  Melee
  2/100% 4/100% 8/50% 16/50%
  •Throwing Weapons
  
  [4] MISSILE COMBAT RESULTS
  Each player makes a 1d100 skill roll against their EML. Results are read
  from the MISSILE ATTACK table (located on the combat tables).
  (•) MISS: A miss, but the missile may strike a nearby target. If
  applicable, there is a 20% chance the missile has struck an adjacent
  warrior to the right (odd) or left (even). If the target is mounted, a
  Miss gives a 20% chance the steed is struck (or the rider if the steed
  is the target).
  WILD: Fumble Roll for the Missile weapon. See variant in sidebar.
  BLOCK: Missile strikes the Defender’s blocking shield/weapon. Check
  for damage to the blocking weapon if struck with five (5) or more
  points of impact, or treat as MISS if Weapon Damage is not in play.
  Note: if the blocking weapon is a hand, foot, etc., a successful block is
  treated as a (#2) strike on the body part which did the blocking (usually
  a hand or forearm). See optional Body Blocks in sidebar.
  (M#) STRIKE: The missile strikes the target. The number after the
  star is the number of d6 rolled to determine Strike Impact.
  [5] MISSILE STRIKE DELIVERY
  Missile Strike Impact
  Missile Strike Impact is Strike Impact + missile impact (remember this
  varies with range) reduced by Armour Protection at the Strike Location.
  Missile Strike Location
  Generate the Strike Location for the MID (default), HIGH, or LOW
  zones as appropriate.
  COVER: If the missile strikes a body part behind cover (shield, tree, wall,
  etc.) the strike is on the covering item and not on the target. In some cases, the
  missile might penetrate the covering item and still hit the target, though with
  lesser impact. If the covering item is a shield, treat it as plate armour for this
  purpose. Other covering items are handled at GM discretion.
  Missile Injury Determination
  Calculate effective impact by subtracting Armour Protection value for
  the Strike Location. If the effective impact is 1+, cross-index Strike
  Location and Effective Impact on the INJURY table.
  EXAMPLE: Cardin scores a M*3 hit with a Longbow at Medium Range. The
  point impact at this range is 7. Hence, total strike impact is 3d6 + 7.
  Assuming the strike location is shoulder, and armour there is Leather + Cloth,
  the net impact is 3d6 + 7 – 4.
  AMMUNITION
  Characters equipped with a Javelin or Shorkana may carry two or
  three (each is listed as a separate weapon). Keeping track of remaining
  stock is essential. Most archers carry 12–24 arrows/quarrels, an extra bow,
  and three bowstrings for each bow. Keeping track of the number of arrows
  is rarely important, but this can be done if desired. Assuming there is a
  plentiful supply of stones, ammo for Slings and Staff Slings can be ignored.
  ❏ Body Blocks (Variant) 
  If the blocker rolls CS to achieve the
  Block, the missile is redirected in a
  harmless direction instead of being a strike
  on the blocking body part.
  ❏ Wild Shot (Variant)
  Randomly choose the nearest character
  (friendly or enemy) and treat the wild shot
  as a missile attack on that character.
  ❏ Zone Targeting
  The Skill Zone routine described in SKILLS
  5 can be used to give archers finer control
  over accuracy.
  Missile EMLs (not MLs) have a Success
  Skill Zone equal to the lower half of EML.
  That is, Bow EML 80, has a Success Skill
  Zone of 1–40.
  With any MS number outside the Skill
  Zone, a missile always strikes the MID
  Zone and with CS it always strikes the
  Aimed Zone. A success roll within a Skill
  Zone has better accuracy:
  CS: the Missile strikes a specific Body
  Zone (Head, Arms, Torso, or Legs)
  rather than just High, Mid, or Low.
  Strike Location is generated in some
  convenient manner for the Body Zone
  within the Aim Zone.
  MS: the Missile strikes the Aim Zone
  (same as a normal CS).
  Target Shooting
  Archery contests are popular at all fairs. In
  such contests, the target is generally set up
  at 100 yards range. It has a bull worth five
  points, then three concentric rings valued
  at three, two, and one point.
  When shooting at such targets, scoring is
  handled as follows:
  Normal MS:
  1 point
  Substantive MS:
  2 points
  Normal CS:
  3 points
  Substantive CS:
  5 points (bull)
  ❏ Random Aspect
  Arrows and quarrels always strike with the
  business end (usually Point). Slingstones
  have only Blunt aspect. Some thrown
  weapons, however, may strike with one of
  several aspects, determined by rolling 1d6.
  Weapon
  1
  2
  3
  4
  5
  6
  Taburi
  B
  B
  P
  P
  P
  P
  Shorkana
  B
  B
  E
  E
  E
  E
  Javelin/Spear
  B
  P
  P
  P
  P
  P
  Other
  B
  B
  E
  E
  P
  P
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 17
  
  INITIATIVE TESTING & MORALE
  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 reason, characters, especially
  NPCs, do not always do what the players want them to do.
  Initiative skill includes battle experience, discipline, and morale: three
  ambiguous, but important, elements in any battle. All these factors are
  accounted for by Initiative testing which benefits characters with high
  Initiative and is detrimental to characters with low Initiative.
  Initiative Testing is primarily intended for NPCs. Players are usually
  quite sensitive to their survival prospects and will act appropriately without
  compulsion. The GM may, however, extend the system to include all
  characters.
  Note: it is usually unnecessary to test Initiative during the first few rounds of
  a battle. This is a matter of GM discretion.
  Initiative Testing Table
  Before selecting and executing an Action Option, each character tests
  Initiative with the following results:
  CF: Character panics or freezes. This is a breakdown of morale
  and/or discipline. Roll 1d100 to determine specific effect(s):
  01–25
  Berserk.
  26–50
  Desperate.
  51–75
  Broken.
  76–00
  Cautious.
  MF: Character is Cautious for this turn only (pass).
  MS: Character selects and executes an Action Option normally.
  CS: Character selects and executes any Action Option, with a
  +10 bonus to EML. If the character’s current morale state
  is non-normal, it returns to normal.
  Modifications
  The most important morale consideration is a character’s perception of
  the situation. If things look bleak, the character is more likely to behave
  oddly. Seeing a friend slain, or being vastly outnumbered, may make one
  character turn and flee, while another fights harder. The GM may apply
  penalties to effective Initiative according to the situation. The table is a
  guide.
  –20
  Desperate Situation
  –10
  Bad Situation
  +0
  Normal Situation
  +10
  Good Situation
  +20
  Excellent Situation
  MORALE STATES
  Normal: A character with normal morale
  behaves without constraint, selecting and
  executing any reasonable action option.
  Cautious: A cautious character will not
  Engage, must choose Pass if engaged, and
  cannot select the Counterstrike defense.
  Desperate: Character tries to conclude
  the battle, one way or the other, as soon as
  possible. Until the situation changes and a
  new Initiative Test is passed, the character
  selects the most aggressive option
  available.
  Broken: The character is unable to fight in
  any useful way. The only available options
  are flight or surrender. Flight is normally
  preferable; surrender is a last resort. If
  neither is feasible, the character makes a
  Rest or Pass action option, but can defend if
  attacked except that Counterstrike is
  prohibited.
  Berserk: This is a special state of battle
  frenzy. Any character who enters this
  mode must take the most aggressive
  action available for Attack or Defense,
  adding 20 to EML to Attack or
  Counterstrike. Further Initiative rolls are
  ignored until the battle ends.
  Some characters may have a cultural
  heritage of berserking, or a particular
  reason to go berserk; their chances of
  doing so may be enhanced by the GM.
  ❏ PCs may voluntarily enter berserk mode
  after sufficient cause (GM discretion).
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 18
  
  MOUNTED COMBAT
  Riding a steed into battle has profound effects on combat ability. Steed
  and rider are sometimes considered individually, sometimes as a unit. Each
  member of the team limits and enhances the other’s combat ability.
  STEED BREEDS
  Six distinct breeds of horse can be found on Hârn.
  Reksyni: a large and sturdy breed, known for rugged countenance, size,
  and endurance. Fearless and loyal, the Reksyni is the most popular
  warhorse found in feudal cultures that favor heavy and medium cavalry.
  They are extremely popular in Hârn.
  Hacherdad: this breed originated in the evergreen hardwood forests
  bordering the eastern Venarian Sea. Distinguished by a long mane and
  tail, Hacherdads have uncanny hearing and are highly prized by nobles as
  mounts for hunting. Although more skittish than Reksyni, they make
  good warhorses unless abused.
  Lankum: originating in the Quarphor region of Lythia, the Lankum are a
  light-boned, strong steed, popular as a palfrey or light charger. Distantly
  related to the Reksyni, the Lankum is lighter and faster than its cousin.
  Half of all Lankums are “painted horses”, usually shades of brown and
  white.
  Khanset: the “King of Horses” originated on the great plains of central
  Lythia. They are fearless and extremely protective of their owners, a
  natural disposition that has been enhanced through breeding. They are
  too light to easily bear the weight of a heavily armoured warrior, but are
  superb mounts for light cavalry and extremely popular as palfreys.
  Hodiri: related to the Chelni, the Hodiri horse is taller and faster, and does
  not gallop with the unique hosk gait of the Chelni horse. Hodiri
  tribesmen use them as warhorses and they are popular with ostlers
  seeking to add speed and endurance to their palfreys.
  Chelni: a small horse, indigenous to Hârn, bred by the Chelni to carry
  their warriors swiftly over rugged country. They are distinguished by a
  running walk, called the hosk, which can reach speeds of sixteen leagues
  per hour. Although strong and fast, the Chelni is too small to be a
  warhorse for a mounted knight.
  Horse Attributes
  The attributes given are for an average
  horse of each breed. Superior ostlers breed
  horses with better attributes, sometimes
  much better attributes. Minimum attribute
  score is 1, maximum is double the number
  given. Prices for better horses can be
  prohibitive. Good warhorses tend to have
  unfriendly dispositions to anyone but their
  owner. Each steed should have its own
  Character Profile.
  Horse Intelligence
  Horses have a reputation for being dumb
  animals, but this is untrue. Every horse
  has, in fact, a unique personality. They can
  be dumb or smart, lazy or energetic,
  skittish or fearless, loyal or treacherous.
  These traits vary by individual within the
  same breed, and with steeds of the same
  parentage.
  Warhorses
  The relationship between a warhorse and
  its rider is profound, almost telepathic in
  its depth of communication. The
  relationship takes years to forge and is not
  lightly undertaken. A knight found weeping
  on the battlefield is as likely grieving over
  a fallen horse as a dead comrade.
  The best warhorses require extensive
  bonding and patient training. Horses are
  not seriously ridden until they are two
  years old, and very few are combat trained
  before age three. Although horses do not
  have the capacity for language, they can be
  trained to respond to verbal commands.
  Several cultures breed ponies for war,
  notably the Chelni and Hodiri tribal
  nations of Hârn.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 19
  HORSE ATTRIBUTES
  BREED
  PR
  Load STR STA AGL EYE HRG SML INT AUR WIL INI END MOV DGE SKILLS
  Reksyni 
  800d
  320
  40
  12
  11
  16
  17
  20
  5
  8
  12
  60
  21
  36
  55
  Trample 55/10b, Awareness 72
  Hacherdad
  600d
  288
  36
  11
  11
  15
  20
  18
  4
  8
  10
  50
  19
  38
  55
  Trample 55/9b, Awareness 72
  Lankum
  480d
  256
  32
  10
  12
  16
  18
  20
  4
  7
  11
  55
  18
  40
  60
  Trample 60/8b, Awareness 72
  Khanset
  360d
  240
  30
  9
  13
  17
  19
  19
  5
  9
  12
  60
  17
  45
  65
  Trample 65/8b, Awareness 72
  Hodiri
  450d
  224
  28
  11
  12
  16
  18
  19
  4
  7
  11
  55
  17
  42
  60
  Trample 60/7b, Awareness 72
  Chelni
  420d
  216
  27
  10
  13
  16
  18
  18
  4
  8
  10
  55
  16
  40
  65
  Trample 60/7b, Awareness 68
  PRICE: Average selling price of a trained steed. Untrained yearlings would be roughly half price; superb horses could cost double.
  LOAD: Weight in pounds (STR X8) the horse may carry without encumbrance penalty.
  INI: Initiative is equal to SBx5. This assumes the Rider and Steed have trained together. Untrained steeds have an OML of SBx4.
  Armour: All horses have natural armour: B4  E3  P1  F3 (except eyes).
  
  RIDING SKILL
  The key skill in mounted combat is RIDING. This skill may be opened at
  SBx1 upon first mounting a Horse. It is tested whenever the rider attempts
  to command a steed in combat. Riding EML is always averaged with the
  Initiative EML of the steed you are riding.
  EXAMPLE: A warrior with Riding EML 80, is mounted on a steed with Initiative
  58. The steed is overloaded with an Encumbrance Penalty 3 (-15) for an Initiative
  EML of 43. Riding EML for that horse is (80+43)/2 = 62.
  Riding skill is recorded with the name of the steed, such as
  Riding/Jaka 62. When a rider owns two or more steeds, separate Riding
  EMLs are recorded for each.
  Physical Penalties
  When mounted, a rider’s FATIGUE and ENCUMBRANCE penalties are
  halved. The steed may have its own Physical Penalty. Both rider and steed
  penalties reduce Riding EML for that steed.
  STEED INITIATIVE & TRAINING
  Steed quality is largely measured by STEED INITIATIVE, an
  improvable skill, although other attributes such as Strength and Move are
  also important considerations when judging a horse. The principal effect of
  combat training is to increase Steed Initiative, but Trample ML can also be
  improved.
  Steed combat training is undertaken by the rider. For each ten (10)
  hours of training, the rider gains one skill development roll in either STEED
  INITIATIVE, STEED TRAMPLE, or RIDING. Steed Initiative and Trample cannot
  be increased if they already equal or exceed Riding ML.
  Steed Initiative is reduced by ten (-10) when a steed has a different
  rider/trainer. This becomes a permanent reduction if the new rider is the
  new owner. The loss can be recovered through training with the new owner.
  Mounted Initiative
  The initiative for combat of a mounted rider is Riding EML for that
  specific steed. A rider afoot or a riderless horse use their own initiatives.
  STEED MOVEMENT
  A steed’s movement rate must be declared each round before starting
  to move. Effective movement is equal to its MOVE minus Steed Physical
  Penalty, then multiplied by its rate of speed. Horses have four rates of
  speed: WALK, TROT, CANTER and GALLOP. See Sidebar.
  EXAMPLE: A horse with Move 36 and Physical Penalty 2, has an effective
  Move of 34. This horse can Walk 17, Trot 34, Canter 68, and Gallop 102
  hexes.
  Turning Restrictions
  A horse can change direction without restriction when Walking. At
  higher rates of speed, turning restrictions apply. The distance required to
  make a turn depends on the speed of movement. That is, a trotting steed
  can only pivot one hex (60 degrees) after traversing 3 hexes. At canter
  speed, this would be one hex every 5 hexes. See sidebar table.
  ❏ Horsecraft
  The skill to train and care for horses is
  Horsecraft, a specialty of Animalcraft.
  AGL VOI WIL, Ula/Ara +1, OML/2
  One improvement roll for Horsecraft ML is
  earned after each ten (10) hours of horse
  training. In addition, if the ten (10) hours
  of training is done with the same horse, a
  roll against Horsecraft EML is made to
  determine how many skill development
  rolls are earned to improve Steed skills.
  CS 4      MS 2      MF 1     CF 0 
  That is with MS on the Horsecraft roll, the
  trainer gets two rolls to improve open
  Steed Skills:
  Steed Skill SB = Attributes
  OML
  Awareness SB = Eye Hrg Sml
  SBx4
  Dodge SB = Agl Agl Agl
  SBx5
  Initiative SB = Agl Wil Wil
  SBx4
  Jumping SB = Str Agl Agl
  SBx4
  Stealth SB = Agl Hrg Wil
  SBx3
  Trample SB = Agl Agl Wil
  SBx3
  EXAMPLE: Physical Penalties
  Rider has F2, E2, and I1 penalties, and the
  Steed has F1 penalty. The rider penalties
  total 5 when afoot, but are reduced to 3
  when mounted because fatigue and
  encumbrance are halved.
  Total penalty for Rider and Steed is
  therefore 3+1 = 4. Riding EML is –20.
  Rider skills are –15.
  Steed skills are –5
  STEED TURNING
  Move
  60º Turn
  WALK
  No Retrictions
  TROT
  3 hexes (15 feet)
  CANTER
  5 hexes (25 feet)
  GALLOP
  10 hexes (50 feet)
  STEED MOVEMENT
  Speed
  Distance
  WALK
  MOV ÷2
  TROT
  MOV x1
  CANTER
  MOV x2
  GALLOP
  MOV x3
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 20
  
  Minimum Movement
  Steeds have a minimum movement of one third MOVE times current
  speed. That is, a steed with Move 40, has a minimum movement of 40/3 =
  13. If cantering it must travel 13x2 = 26 hexes. An emergency stop of half
  this distance may be attempted by risking a Steed Stumble roll.
  Steed Load & Encumbrance
  Each steed has a LOAD RATING (LR) in pounds. As long as the steed’s
  load (including rider and gear) does NOT exceed LR, actions by the steed
  are not penalized. An overloaded steed is subject to an Encumbrance
  Penalty (EP) for the excess. Steed EP = EXCESS LOAD / END.
  EXAMPLE: given a LR of 320 and End 21, a steed carrying 360 lb
  (including the rider, his armour, and gear) would have an Encumbrance
  Penalty of 40/21 = 2. This penalty reduces base MOVE by 2, before
  determining speed, and gives a -10 Encumbrance Penalty to Steed Initiative.
  NOTE: when calculating steed load, the steed normally carries about 50lb of
  equipment (bit & bridle, saddle, blanket, horseshoes) before the rider mounts.
  STEED COMMAND CHECKS
  In mounted combat, a rider declares a Mounted Action Option and
  then makes a Steed Command check by testing Riding EML.
  CS: Steed performs action. Rider has +10 to Attack ML (AML).
  MS: Steed performs action.
  MF: Steed performs action. Rider has -10 to AML 
  CF: Steed Balks. Rider Unhorsed (no roll). Check for injury.
  MOUNTED ACTION OPTIONS
  Every mounted Action Option requires a Steed Command check
  before it can be executed.
  •PASS
  This option is available to all characters who wish to forfeit their Turn.
  If unengaged, this option may include a GROPE (COMBAT 7). Riders may
  defend normally if attacked.
  •MOUNT/DISMOUNT
  Mount or dismount in combat. With CS, the rider gains a tactical
  advantage. Any failure requires an UNHORSING roll.
  •MOUNTED MOVE
  Only unengaged riders may use this option. A Mounted Move is made
  at any of the four speeds, but may NOT enter an enemy Engagement
  Zone. This option may include a Grope or Missile Attack (COMBAT 15)
  •MOUNTED ENGAGE
  An unengaged rider makes a WALK or TROT move to engage an enemy
  character, afoot or mounted, and may (optional) then conduct a Rider Attack
  or Steed Trample.
  ❏ STEED FATIGUE
  Horse fatigue varies with Move Rate.
  Barding
  Barding (horse armour) is rare on Hârn,
  partly due to high cost, partly because the
  protection gained does not justify the
  encumbrance. A Thorax strike has a
  chance of striking the saddle and/or
  saddle blanket. The occasional chanfron
  (Plate covering the horse’s Skull and Face
  (except eyes & muzzle) weight 20lb, cost
  500d+) is seen on the steeds of rich
  knights. Some very rich knights defy
  convention and armour their horses as a
  status symbol, but rarely fight that way.
  Flying Steeds
  What a wonderful idea! Where can I get
  one? Alas, most flying creatures have
  enough difficulty getting themselves
  airborne to carry extra weight. Without a
  suitable magic assist, riding any flying
  creature, even a dragon, is a good way to
  stall a promising future.
  ❏ Momentum
  Requiring a steed to halt if it fails to gain a
  tactical advantage assumes the steed, with
  a mind of its own, will slow down and stop
  when its path is blocked by armed, angry,
  screaming men.
  Even so, a steed is likely to have enough
  momentum to advance some distance
  before it does stop. The easiest method is
  to determine emergency stop distance
  (one sixth current speed). A steed will
  advance this distance after no tactical
  advantage is gained. Every occupied hex
  the steed enters requires a trample attack.
  Other attacks by the Rider and opponents
  afoot may be possible at GM discretion.
  Keep in mind that all of this action is
  supposed to happen in one ten second
  combat turn. Sudden stops may require a
  steed Stumble roll followed by an
  Unhorsing roll.
  STEED FATIGUE
  WALK
  None
  TROT
  1 FL per 5 mins
  CANTER
  1 FL per 2 mins
  GALLOP
  1 FL per 1 min
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 21
  
  •MOUNTED CHARGE
  An unengaged rider makes a CANTER or GALLOP move to engage an
  enemy afoot or mounted. The charge distance cannot be less than one half
  the maximum CANTER (or GALLOP) move, and must follow a straight path to
  engage. A Galloping charge requires a steed stumble roll.
  The steed must halt when it enters an Engagement Zone, and a
  mandatory Steed Trample at +20 is executed against any enemy afoot
  in the path of the steed. The Rider may (optional) also conduct a Rider
  Attack (see below). Trample and weapon impacts (for both sides) are +1d6
  (Canter) and 2d6 Gallop). That is, an A#2 strike becomes A#3 on a Canter
  charge and A#4 on a Gallop.
  Regardless of the outcome, the steed must advance one (1) hex to
  displace the opponent being trampled (if any). A tactical advantage must be
  gained from the steed trample to continue moving. Otherwise, the steed
  halts, which could leave the rider and steed in the middle of a somewhat
  hostile crowd.
  •MOUNTED DISENGAGE
  An engaged rider may wheel (turn in place), move the steed one or
  two hexes, and then, if now unengaged, make a WALK or TROT move.
  •RIDER ATTACK
  A rider may attack one (1) adjacent enemy, mounted or afoot. If
  already engaged, the steed can move one or two hexes before the attack is
  made. A Rider Attack may also occur during a MOUNTED ENGAGE or
  MOUNTED CHARGE. A second Rider Attack in the same combat turn requires
  a Rider Tactical Advantage (see below).
  Rider attacks are resolved normally on the Melee Attack Table, using
  the applicable weapon AML. The GM may restrict the hexes which can be
  attacked by the rider according to the length of the weapon and hand used.
  A lance may attack ANY adjacent hex, but a 3-foot long sword or mace
  held in the right hand has restrictions at GM discretion.
  The GM may also apply discretionary Aiming Zone modifiers for the
  rider and warrior afoot.
  •STEED TRAMPLE
  An attack by the Steed, commanded by the Rider. The Defender may
  be located in ANY hex adjacent to the steed – horses can wheel and kick in
  any direction (especially backwards) with great force. Steed Trample may
  be quite useful if the rider is injured, or has dropped a weapon.
  A steed trample is like a Melee Attack. The steed rolls against Trample
  ML, modified for mounted charge (+20) and/or steed physical penalty. The
  Defender may use any defense, even a BLOCK. However, the defender holds
  the hex only if successfully trampled!
  With ANY other result, the Defender must move 1 hex (5 feet) to either
  side, regardless of the situation, even if this means being pushed off a
  bridge or over a cliff. With a DTA the Defender must still move to one side
  and then exercise the TA.
  Rider Attack: rider may command steed
  to move up to two (2) hexes, and/or wheel
  (pivot on rear hex) to any direction. If
  successful, the rider may then attack any
  adjacent hex with a lance. A shorter melee
  weapon, like a sword or mace, may only
  attack the three Side hexes on the weapon
  side because reaching over the steed and
  shield to attack the other side is extremely
  difficult (-40). A shieldless warrior may
  have more options at GM discretion.
  Remember, a rider may use his steed as a
  weapon to attack (trample) an enemy afoot
  in any adjacent hex.
  ❏ Strike Fumble
  Any weapon strike or shield block in a
  Mounted Charge requires a Fumble Roll to
  determine if the striking weapon is
  dropped. Couched lances and shields have
  a +2 bonus.
  The Lance in Combat
  Jousting combat distorts our view of
  employing the lance in mounted combat.
  Generally, lances are carried overhand to
  stab downwards at warriors afoot.
  SIDE
  SIDE
  SIDE
  SIDE
  FRONT
  SIDE
  REAR
  SIDE
  STEED
  BODY
  FRONT
  STEED
  BODY
  REAR
  STEED ZONES
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 22
  
  TACTICAL ADVANTAGES
  In mounted combat, tactical advantages are gained when the enemy
  successfully Dodges, or suffers a Knockback, or fails a Shock, Fumble, or
  Stumble roll, or a mounted opponent is unhorsed.
  Up to two (2) tactical advantages may be gained by the Rider in one
  combat round instead of the normal limit of one. Tactical advantages
  gained by Steed Tramples are included in the rider’s limit. It is possible for
  both rider and steed to each gain one TA. This exhausts the rider’s limit, but
  each TA is resolved before the rider’s turn ends.
  NOTE: Each TA allows the rider (or steed) to execute another mounted
  action option. A Steed Command check is required for each TA.
  OUTNUMBERING
  Although the rider and steed are two entities, in combat they count as
  one entity for the purposes of Outnumbering.
  Outnumbering penalties apply to Rider defenses (including
  counterstrikes) but not to Rider or Steed attacks.
  STEED JUMPS
  A horse can jump a 4 foot high obstacle or an 8 foot wide obstacle
  without difficulty. Steeds can also jump up to 8 feet high or 24 feet wide
  with successful Jump Rolls. A Jump Roll is made by testing Riding EML,
  modified as follows:
  WALK: –10     TROT: +0     CANTER: +10     GALLOP: +20
  NOTE: higher rates of speed make jumping easier, but injuries more
  serious if there is a stumble or unhorsing. With MF, the steed balks and
  the rider must make an Unhorsing roll. With CF, the steed stumbles and
  the rider is thrown. To avoid steed injury, test against the following
  target levels: Trot (75%), Canter (50%), and Gallop (25%). MF is a
  random injury, but CF is a broken leg.
  STEED STUMBLES
  Horses may have to make Stumble Rolls or jump obstacles in the
  course of movement or combat. Bear in mind that a significant obstacle for
  a man afoot may not be much of a hindrance to a 1,200lb horse. A stumble
  roll is made against Steed Dodge, modified for speed:
  WALK:
  +20      TROT: +10     CANTER: +0     GALLOP: –10
  With any failure the steed stumbles and unhorses its rider. CF on the
  stumble inflicts a random injury on the horse. The steed rises immediately
  (if uninjured) and may run away. See: COMBAT 24.
  AFOOT VERSUS MOUNTED
  A character afoot may attack the rider or the steed as a normal action
  option. Aiming Zones may be limited at GM discretion. The rider may
  defend normally. If the enemy afoot attacks the steed, the only defenses are
  rider COUNTERSTRIKE or steed DODGE. Remember, in a MOUNTED CHARGE,
  the strike impact of the warrior afoot is also increased by 1d6.
  Mounted Charges
  Cavalrymen do not risk their extremely
  valuable horses galloping over battlefields,
  which are usually well supplied with
  furrows, rabbit holes, man-made pits, and
  caltrops. Galloping normally occurs only
  on good roads. A cavalry “charge” is
  mostly trotting into position, with perhaps
  twenty to sixty yards of canter at the end.
  Horses are extremely reluctant to charge
  into each other. Unless both steeds are
  separated by a short wall, they will veer
  apart beyond the range of most melee
  weapons. Charges against mounted
  opponents are rare except in organized
  tournaments (and Hollywood movies). If
  allowed at all, a Steed Command check
  against half Riding EML is justified.
  ❏ Remote Command
  A dismounted rider may be able to
  command his own steed with a verbal or
  hand signal. Use 50% Riding EML to test
  effect.
  ❏ Polearm Defense
  Steeds have great difficulty committing
  suicide. Faced with a wall of sharp spears
  or stakes they generally balk and refuse to
  proceed. This survival instinct can only be
  overcome at great risk to the rider.
  The rider must make a special Steed
  Command Check at half Riding EML. If
  this passes, the steed will then attack
  normally. If the steed command fails, the
  steed makes an emergency stop, bucks,
  then flees. This requires a steed Stumble
  Roll, followed by an Unhorsing Roll at 50%
  Riding EML.
  Attacking Steeds
  Warhorses are valuable booty and can
  usually be ransomed or sold. Many knights
  consider it immoral to attack horses,
  although footmen about to be trampled are
  less reluctant.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 23
  
  RIDER DEFENSES
  When attacked, a mounted defender may choose any of the following
  defenses:
  •BLOCK: The rider may attempt to block an attack on himself or his
  steed. It is not normally possible for a rider to block a strike against his
  steed with a weapon under three feet long.
  •DODGE: The rider has two Dodge options in combat. (1) Dodge (duck)
  attacks using own Dodge skill at 50% ML. (2) Pass a Steed Command
  check, and then attempt a steed dodge. A successful dodge by the
  steed is presumed to be a successful dodge by the rider.
  •COUNTERSTRIKE: Treat just like a rider attack, except outnumbering
  penalty (if any) applies.
  •GRAPPLE: The rider leaps from his mount to wrestle with the attacker.
  This is effectively a Counterstrike with Unarmed Combat as a
  weapon/skill. With any (D*) result, it is assumed both parties are
  grappling (prone). If the rider fails to gain a hold he is automatically
  UNHORSED (MF result).
  UNHORSING
  An Unhorsing Roll is required when:
  (1) A rider suffers any strike impact (before armour reduction) that
  exceeds his STR, or
  (2) The rider suffers any injury.
  NOTE: A rider “stumble” generated by the Melee Attack table
  requires an Unhorsing Roll.
  Unhorsing Rolls are made against Riding EML, modified by Physical
  Penalty (including any injury just received).
  MS/CS: rider successfully stays in the saddle. With CS, he also gains a
  tactical advantage.
  MF/CF: rider is thrown and suffers a blunt strike (Mid Zone, armour
  protects). Blunt impact depends on the level of failure and the speed
  of the horse as per UNHORSING INJURY TABLE (sidebar). Any unused
  TAs are forfeit.
  Riderless Horses 
  When a horse finds itself without a rider, it will either stand in place or
  wander off. Test Steed Initiative:
  MS/CS: steed stays with its rider.
  MF/CF: steed wanders off. With CF, the steed runs off in a panic.
  The rate of departure for a fleeing steed is generally a canter.
  UNHORSING INJURY TABLE
  Walk/Trot
  Canter
  Gallop
  MF
  •
  2d6
  3d6
  CF
  4d6
  5d6
  6d6
  Test Riding EML (subject to UP+50% EP)
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 24
  
  JOUSTING
  Jousting is a formalized style of combat between two mounted
  contestants. The object is to charge and strike the opponent with a couched
  lance. It is an event seen at most Hârnic tournaments.
  The rules for winning vary, but the most common set is known as the
  Laranian Joust. This contest is won by the first jouster to accumulate three
  (3) points. Breaking a jousting pole against an opponent counts as one (1)
  point and unhorsing an opponent counts as three (3) points. Striking any
  part of the saddle scores no points and striking a steed (causing injury) is
  automatic disqualification.
  The jousters are permitted to make no more than three passes in a
  bout. If, after three tilts, the score remains tied, or if both knights are
  simultaneously unhorsed, the combatants fight on foot using (real) swords
  or maces. The first knight to strike his opponent three times is the winner,
  except strikes to the shield do not count.
  Jousting Poles
  Jousts of peace require the use of jousting poles, which are a specialty
  of polearm. These are listed on the Weapon Data Table (COMBAT 3).
  Compared to a regular Lance, Jousting Poles are much longer (typically 15
  feet), more fragile (they are intended to break on impact), and the tip is
  padded or fitted with a coronel to prevent the weapon from piercing
  armour. The price (40d) assumes the jousting pole is painted and fitted with
  a coronel and vamplate. A plain wooden jousting pole costs only 24d.
  At Laranian tournaments jousting poles are fitted with a flared metal
  vamplate to protect (B6 E10 P6 F2) the right hand.
  Jousting Armour
  Jousters wear the same armour in the Joust as they would in war –
  only more if possible. While there is nothing in the way of specialized
  armour for the Joust, most participants wear great helms and additional
  protection to the torso, such as a Kurbul breastplate.
  At most tournaments, jousters are required to wear a linen surcoat
  showing their heraldic device.
  Some jousters, particularly the wealthy ones, attempt to stand out by
  wearing (sometimes outlandish) crests on their helms and ailettes on their
  shoulders displaying their heraldry.
  Knights may also cover their steeds with a caparison that displays
  heraldic colors and device. Caparisons typically weigh about 30lb and cost
  at least 240d, often a lot more depending on materials and design.
  Affairs of Honor
  Jousting is used to settle affairs of honor
  among nobles (duelling).
  Champions
  It is accepted that those too old or infirm
  to joust, or those of high station, may
  appoint a champion to joust for them, even
  in duels of honor.
  Favors
  The privilege of a lady’s favor may be
  granted to a noble knight. The value of
  such a token is purely symbolic, a romantic
  epitome of the chivalric ethos. The nature
  of the favor can have complex symbolism
  of its own. A scarf or kerchief is a neutral
  item, a garter or lock of hair may not be.
  Some favors are displayed publicly; some
  are not.
  War Saddles
  A war saddle costs three times the price of
  a riding saddle, but gives two important
  benefits.
  (1) Protects the jouster’s Groin
  (B6 E7 P6 F5).
  (2) Gives +10 to Unhorsing rolls.
  Shields
  In a joust, shields are held in place to
  provide passive protection. Locations
  protected by a shield are:
  Knight: Left Sh Ua El Fo Ha Ch Hp
  Kite: Left Sh Ua El Fo Ha Ch Hp Th
  Strikes to these locations trigger a shield
  damage check.
  Vamplates
  Jousting poles may be fitted with a flared
  metal vamplate to protect (B6 E10 P6 F2)
  the right hand.
  Caparisons
  Ordinary caparisons provide CLOTH
  protection to the horse at all locations
  except the Eyes, Muzzle, Lower Leg, and
  Hoof.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 25
  
  JOUST SEQUENCE
  Jousting is simultaneous combat. The two combatants spur their
  horses to charge, and then attack each other as they pass.
  1. Steed Command Check
  Riding skill has an effect on the jouster’s combat. Each jouster makes a
  Steed Command check (COMBAT 21) to begin the charge. CF on this roll is
  an automatic UNHORSING (no roll) and the rider is disqualified.
  2. ❑ Joust Tactic
  Both players declare a Joust Tactic (sidebar) simultaneously.
  3. Joust Combat Roll
  Both players roll against the AML of their Jousting Pole, modified for
  Physical Penalty and the Steed Command result. One combatant is
  designated the ATTACKER, the other the DEFENDER. There is no advantage to
  either side. Determine result on the Joust Combat matrix.
  4. Weapon Damage Check (COMBAT 12)
  When any strike occurs, a weapon damage check is made for the
  jousting pole. With a “B” strike, both poles are checked.
  If your pole breaks, you score 1 point and your opponent may be
  unhorsed. Advance to Step 7.
  If your pole does NOT break, your opponent may be injured. Advance
  to Step 5.
  If both poles break, each player scores 1 point. Advance to step 7.
  5. Strike Location & Impact
  Determine Strike Location and effective impact normally. Because
  there is more chance of being struck on the left side of the body, roll 1d4
  for strike locations with two sides: 1-3 = left; 4 = right.
  If the location struck is covered by a shield (see sidebar, COMBAT 25) a
  shield damage check is made. If the shield breaks, reduce strike impact by
  1d6 (A#3 = A#2) and determine effective impact as above. If the shield
  does NOT break, it deflects the strike and there is no effective impact.
  6. Injury Determination. 
  If effective impact is 1+, determine injury effect as normal. All injuries
  require an Unhorsing Roll, modified by Physical Penalty, with the new
  injury penalty included.
  7. Unhorsing Roll
  Any strike, including one by a broken pole, requires an Unhorsing Roll.
  Also, if the strike impact exceeds the target’s STR (before armour
  reduction) an unhorsing roll is required. See: COMBAT 24.
  If your opponent is unhorsed, you score three (3) points and win the
  contest.
  IMPORTANT: Tactical Advantages are ignored in a Joust, even when an
  opponent is unhorsed. This assumes a “friendly combat”. Tactical advantages
  still apply in a duel, although a second strike against the same warrior is
  unlikely due to the passing speed of the two riders.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  COMBAT 26
  JOUST COMBAT
  # Attacker (A), Defender (D), or Both
  (B) gain a strike. Impacts are high to
  reflect charge speed.
  S#3 Steed Strike. Roll for Strike
  Location. Injury to an opponent’s
  steed is automatic disqualification.
  •No Effect (both miss).
  •
  S#3 D#3
  D#4
  S#3 •
  D#2
  D#3
  A#3
  A#2
  B#2
  D#1
  A#4
  A#3
  A#1
  B#3
  CF
  MF
  MS
  CS
  DEFENDER
  CF
  MF
  MS
  CS
  ATTACKER
  ❑ JOUST TACTICS
  Joust tactics yield advantages and
  disadvantages. The choice is declared
  after the Steed Command check.
  PASS: The jouster chooses no special
  tactic. Attack normally.
  BLOCK: The jouster hunkers low in the
  saddle and braces shield for impact.
  • Advantage: Unhorsing Roll +20.
  • Disadvantage: AML –10
  Shield WQ –1.
  DEFLECT: The jouster leans away to
  reduce the chance of being struck.
  • Advantage: Opponent AML –10,
  Shield WQ +1.
  • Disadvantage: AML –20,
  Unhorsing Roll –20.
  EVADE: The jouster veers steed away at
  the last moment to avoid being struck.
  • Advantage: Opponent AML –20.
  • Disadvantage: AML –30.
  LUNGE: The jouster leans into the charge
  at last moment to improve Reach and
  chance of striking first.
  • Advantage: AML+10.
  • Disadvantage: chance of being struck
  left/right becomes 50/50.
  Unhorsing Roll –10.
  
  Healing is a widely-practiced art. Clerics of
  Peoni have considerable medical expertise.
  Nearly all layfolk, especially in rural areas,
  have some understanding of herbal remedies.
  Most warriors know emergency treatments
  for battlefield wounds.
  SOCIETY OF PHYSICIANS
  Those who practice the healing arts full-time generally belong to the
  Society of Physicians, a loosely-organized, guild. The Society does not care
  much about preserving its monopoly, and makes little attempt to maintain
  standards. Some masters are incompetent quacks, while others are highly-
  skilled surgeons. However, a physician who maims or kills too many
  patients will soon encounter difficulties from outraged friends and relatives.
  Master physicians may take on as many apprentices as they wish.
  There are no journeymen in the Society, nor bonded masters in the normal
  sense; masters may take employment as they see fit. Many masters are
  associated with the church of Peoni, and some dabble in the arcane arts.
  Most physicians confine themselves to the treatment of minor
  ailments. Fees vary dramatically, sometimes according to the skill brought
  to bear, but mostly according to
  reputation. Fees typically range from
  3d for fairly basic first aid to 240d for
  “major” surgery. Medicines,
  provided by the Apothecaries’ Guild,
  and hospital care (rare) can double
  or triple fees.
  The Injured Character
  When characters get sick or wounded,
  they are advised to get the best first aid
  available, and then seek someone with a
  decent Physician ML as soon as possible.
  Carrying a good supply of bandages and
  herbal remedies is always a good idea.
  Hârnic doctors are far more competent
  than their medieval Terran colleagues.
  They know, for example, it’s a good idea to
  keep open wounds and surgical
  instruments as clean as possible, although
  they do not know why. One theory has to
  do with fiery, invisible elementals which
  can be driven off with hot water.
  If no doctor is available any friend
  can administer treatment and self-
  treatment is always possible (modified
  by Will at GM discretion). Physician
  skill can be opened at SBx1 on first
  use.
  Esoteric Medical Treatments
  Spells: For information on magical
  healing, see HârnMaster Magic.
  Rituals: For information on divine and
  cleric healing, see HârnMaster Religion.
  Potions: For some commonly-used
  medicinal potions, see TREASURE 4.
  Psionics: For information on psionic
  healing, see PSIONICS 5.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  PHYSICIAN 1
  
  INJURY RECOVERY
  HârnMaster deals with injuries and their recovery in a fairly detailed
  and realistic manner. Characters who sustain Serious or Grievous wounds
  may die during the healing routine. On the other hand, various types of
  magic, miracles, psionics, and potions can improve healing.
  ❏ [1] BLOODLOSS (Optional)
  If the Bleeding Wounds rule is in play (COMBAT 14) stopping bloodloss is
  the most immediate threat; if not halted, the patient bleeds to death.
  Wounds may be treated only after all bleeding stops. See PHYSICIAN 3.
  ❏ [2] DIAGNOSIS (Optional)
  Physicians may test EML to diagnose an ailment. If diagnosis
  succeeds, a +10 (MS) or +30 (CS) bonus applies to EML for treatment.
  If diagnosis fails, apply penalties of 10-30 at GM discretion.
  [3] TREATMENT
  The TREATMENT table suggests treatments which, if provided, give a
  bonus to the Treatment Roll. Without treatment, injuries heal as indicated
  under NT (No Treatment). Minor wounds usually heal by themselves, but
  Serious and Grievous wounds may cause permanent impairment or death if
  untreated. If not in shock, the victim can self-treat Minor/Serious wounds,
  but NOT Grievous wounds.
  A Treatment Roll tests Physician EML of the treater. If the suggested
  treatment is provided, add the EML modifier shown to Physician ML.
  Results are given under CF, MF, MS, or CS. Some treatments require
  equipment/supplies; the quality and availability of these may modify EMLs
  at GM discretion. Treatment Rolls can be delayed, but if postponed more
  than 24 hours, reduce EML by 05 per day. Make only ONE Treatment
  Roll per injury.
  [4] HEALING
  Once treated, each injury has a Healing Rate (HR) generated by the
  TREATMENT table. A character receives one (1) Healing Roll every FIVE
  (5) days for each wound to reduce Injury Levels. When all Injury Levels are
  eliminated for a specific wound, it is healed.
  TREATMENT ROLL (Example)
  The treatment for a fracture is a Splint for
  which there is a +20 EML bonus. It takes
  5d6 minutes to perform. Assuming a
  Physician ML of 65, the Treatment EML
  would be 65 + 20 = 85. With MS on the
  Treatment Roll, the injury will have a
  Healing Rate of H5.
  Convalescence
  The healing routine assumes a character
  will mainly be resting during the healing
  process. One Healing Roll is made every
  five days. If a character gets involved in
  unreasonable physical exertion between
  Healing Rolls, the days of rest accumu-
  lated since the last roll are forfeit; wounds
  are often aggravated or reopened by
  premature activity.
  Physical Penalties
  Injury and Encumbrance penalties are
  ignored on Healing rolls. Fatigue penalty (if
  any) should be applied – injured characters
  are supposed to get lots of rest.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  PHYSICIAN 2
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  PHYSICIAN 3
  TREATMENT TABLE
  INJURY
  DESCRIPTION
  TREATMENT
  EML
  NT
  CF
  MF
  MS
  CS
  Bleeder
  Gushing or Spurting Blood
  Tourniquet, etc.
  +50
  •
  •
  •
  EE
  EE
  Bruise
  Welts/Swelling
  Compress
  +30
  H5
  H4
  H5
  H6
  EE
  Fracture
  Simple Fracture
  Splint
  +20
  H4*
  H3*
  H4*
  H5
  H6
  Crush
  Compound Fracture/Bleeder
  Surgery/Splint
  +10
  H3*
  H2*
  H3*
  H4
  H5
  Minor Cut/Tear
  Cut/Gash 1 – 2” long
  Clean & Dress
  +30
  H5
  H4
  H5
  H6
  EE
  Serious Cut/Tear
  Cut/Gash 2 – 6” long
  Surgery
  +20
  H4
  H3
  H4
  H5
  H6
  Grievous Cut/Tear
  Cut/Gash over 6” long/Bleeder
  Surgery
  +10
  H3*
  H2*
  H3*
  H4*
  H5
  Minor Stab/Bite
  Puncture 1” deep
  Clean & Dress
  +25
  H5
  H4
  H5
  H6
  EE
  Serious Stab/Bite
  Puncture 3” deep.
  Clean & Dress
  +15
  H4
  H3
  H4
  H5
  H6
  Grievous Stab/Bite
  Deep Puncture/Bleeder
  Surgery
  +05
  H3*
  H2*
  H3*
  H4*
  H5
  Minor Burn
  1st Degree Burn/Blisters
  Compress
  +30
  H5
  H4
  H5
  H6
  EE
  Serious Burn
  2nd Degree Burn/Open Wound
  Clean & Dress
  +15
  H3
  H2
  H3
  H4
  H5
  Grievous Burn
  3rd Degree Burn/Charred Skin
  Clean & Dress
  +05
  H2
  H1
  H2
  H3
  H4
  Minor Frost
  Chilled Flesh/Shivering
  Warming
  +50
  H5
  H4
  H5
  EE
  EE
  Serious Frost
  2nd Degree Frostbite
  Warming
  +25
  H4
  H3*
  H4
  H5
  EE
  Grievous Frost
  3rd Degree Frostbite
  Amputate
  +10
  •
  G5
  G4
  S3
  S2
  TREATMENTS
  AMPUTATE: Surgical amputation is the only treatment for
  Grievous Frost and may be used to halt infection spreading.
  The afflicted body part is removed, but a new Serious or
  Grievous wound is created according to the operation’s
  success. Roll on the treatment table again for the new injury.
  BLEEDER: Treatment must be repeated each minute until
  bleeding stops (an EE is obtained). If total Bloodloss points
  exceed END, the patient is Dead.
  CLEAN AND DRESS: Takes five (5) minutes per Injury Level
  and requires water and bandages.
  COMPRESS: Apply cold compress for 5d6 minutes. Herbal
  remedies and balms that reduce swelling add 10–20 to EML.
  EE: Injury heals in one day; no healing rolls are required.
  H1/H2/H3/H4/H5/H6: Healing Rate as indicated. Enter the
  HR next to the Injury on the profile. If an asterisk (*) is listed,
  the victim will have a permanent 1d3 reduction of an attribute
  after the injury has healed. The attribute affected may be
  obvious (Dexterity, Agility, Comeliness, Eye, etc.) or assess the
  reduction against Stamina. Reduce derived SBs and subtract
  five (5) times the SB reduction (if any) from affected MLs.
  SPLINT: Setting bone and splinting. Takes 5d6 minutes.
  SURGERY: Includes cleaning and dressing the wound. Takes
  10d6 minutes. Requires sharp knives, and a needle and thread
  for sutures. Anesthetic is highly recommended (patients tend
  to struggle and whimper otherwise) and disinfectants are a
  good idea too. Such items may be purchased from good
  apothecaries and improve Treatment EML 10–20.
  WARMING: Gentle warming (blanket, healthy person’s flesh,
  etc.) of the injury for 1d3 hours.
  SHOCK RECOVERY TABLE
  Test HR x Endurance, once per WATCH (4 hours)
  CF:
  Reduce HR by two
  MF: Reduce HR by one
  MS: Increase HR by one
  CS:
  Increase HR by two
  Shock abates at HR6; Patient is dead at HRØ
  HEALING TABLE
  Test HR x Endurance, once per FIVE (5) days, for each wound
  CF:
  If this is an open wound, it is now Infected
  MF: No healing
  MS: Reduce Injury Levels by one
  CS:
  Reduce Injury Levels by two
  Wound is healed when Injury Levels are reduced to Zero (or less)
  BLOOD REGENERATION TABLE
  Test HR x Endurance, once per FIVE (5) days.
  CF:
  No Effect
  MF: No Effect
  MS: Reduce Bloodloss by one
  CS:
  Reduce Bloodloss by two
  Blood Supply is normal when total Bloodloss is reduced to Zero
  INFECTION/DISEASE TABLE
  Test HR x Endurance, once per DAY, for each infected injury.
  CF:
  Reduce HR by two
  MF: Reduce HR by one
  MS: Increase HR by one
  CS:
  Increase HR by two
  Infection/Disease is defeated at HR6; Patient is dead at HRØ
  
  SHOCK RECOVERY TABLE (Four Hour Roll)
  Shock is treated as a special, separate injury. If a patient is in Shock, enter
  the word “Shock” along with a Healing Rate of H5 in the injury section of the
  combat profile – Shock has no Injury Levels. Roll 1d100 every four (4) hours on
  the SHOCK RECOVERY table. Target Level is HR x END, plus half Physician EML
  of an attending character. The patient recovers from Shock at H6, and dies from
  Shock at H0.
  HEALING TABLE (Five Day Roll)
  Non-Sindarin characters receive one (1) Healing Roll every five (5) days
  for each uninfected injury; Sindarin characters receive two (2) healing rolls per
  five (5) days for each injury. The object of a Healing Roll is to reduce Injury
  Levels; when they are reduced to zero, the injury is healed, although there may
  still be impairment (just because your broken arm healed doesn’t mean it was
  set straight). The Target Level for a Healing Roll is HR x Endurance. Add half of
  the Physician EML of an attending character to this Target Level if applicable.
  Healing Rolls assume the character gets 12 hours rest per day. The GM
  may modify a Healing Roll if the character gets more/less rest.
  BLOOD REGENERATION (Five Day Roll)
  Bloodloss is treated as a separate injury. Bloodloss may accrue from
  several wounds, but cumulative bloodloss points are treated and heal as one
  injury. The healing rate is always H6. Test END x6 on the Blood Regeneration
  table once per five (5) days.
  INFECTION HEALING TABLE (Daily Roll)
  Open wounds (see sidebar) can become infected during the healing routine.
  If a wound does become infected, write “INF” adjacent to that wound on the
  combat profile. Once a wound is infected, little can be done except to rely on
  fate (roll Daily on the INFECTION table). The Target Level for an Infection Roll
  is HR x Endurance; add physician Skill Index to the Target Level if applicable.
  If the HR reaches HR0, the patient has died. The infection is defeated when the
  wound reaches HR6. Normal healing rolls every five days then resume at the
  HR6 Healing Rate.
  DISEASES (Daily Roll)
  A disease is assigned a Contagion Index (CI) of one (highly contagious) to
  seven (barely contagious) and a healing rate of H1 (bubonic plague) to H5
  (influenza). A C1/H1 disease would kill most of the population. When exposed
  to disease, a character tests CI x Endurance (maximum 95). If the roll exceeds
  this Target Level, the character catches the disease and will soon display
  appropriate symptoms. Note the disease name and HR in the injury section;
  diseases have no Injury Levels. A Recovery Roll is made daily on the
  INFECTION table. At H0, the patient dies; at H6, the patient recovers.
  POISONS/TOXINS
  Poisons are treated as “Infections”, except the intervals between Healing
  Rolls are shortened to suit the toxicity at GM discretion; it’s not a good idea to
  make daily rolls with a poison that is fatal in five minutes.
  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.
  Healing Rate (Example)
  If the patient’s Endurance is 11 and the
  wound is an S2 injury rated at H4, healing
  rolls for the wound test a Target Level of
  44. With a roll of 32, the success level is
  MS, meaning the wound heals by one (1)
  Injury Level to M1.
  Open Wounds
  Only open wounds can become
  infected. An open wound is a Grevious
  Blunt Injury, Serious or Grievous burn, or
  any cut or stab. A bandaged or stitched
  wound is still an Open Wound.
  Cauterization closes open wounds.
  Cauterization
  A secondary treatment to sterilize and seal
  a Minor or Serious wound. Cauterization
  cannot be used on Grievous wounds. The
  procedure is done after a wound’s Healing
  Rate has been established by the normal
  treatment rules. A metallic object and fire
  are required. Cauterization is attempted at
  Physician EML + 30. The effect is to close
  the wound and modify the Healing Rate:
  CS +2; MS +1; MF +0; CF –1.
  Infection Reality
  Historically, it was more common to die of
  infected wounds than to die outright in
  battle. The chance of infection in these
  rules is less than is historically justified for
  playability purposes. Infection may be
  combated by magic, miracles, amputation,
  or medicine. Sindarin are immune to
  infection.
  ❏ Spreading Infections
  When the Healing Rate of an infected
  wound decreases, it is assumed the
  infection has spread to adjacent body
  parts. If this continues unchecked the
  patient will die. GMs have the option to
  take this spreading into account by having
  characters generate infected “wounds”
  rated at H5 in 1d3 adjacent body parts,
  any of which can spread further. Naturally,
  this is a deadly (not to mention complex)
  process. Use with discretion.
  Diseases
  There are an immense variety of disease
  symptoms. Examples include abdominal
  pain, chest pain, coughing, fever, rashes,
  and swelling. These conditions are
  reflected by a Special Penalty of 10–30 to
  physical skills. Many of these symptoms
  can render characters non-functional until
  recovery.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  PHYSICIAN 4
  
  sionic talents are native, psychic abilities some
  characters possess. Characters are normally
  born with all the psionic talents they will ever
  have, and may be unaware of them. Since it
  requires years of practice to properly employ
  psionic talents, they are within the sphere of
  the Guild of Arcane Lore, a loose association of alchemists,
  astrologers, mages, psionicists, and the odd charlatan.
  Psionic talent generation, and maintenance of talents until they
  become active is done in secret by the GM. Characters generated with
  talents may notice some of the odd effects produced by their latent psionic
  abilities, but they will not know they possess a talent until it develops (by
  GM chance) to ML21 or more. Some learn of their ability when another
  character with a developed talent is able to sense and inform them of its
  presence. Some talents are never discovered and remain dormant forever.
  GM Note
  Psionic talents are included in the game at
  GM discretion. HârnMaster works fine with
  or without them. Because psionic talents
  are administered in secret until they reveal
  themselves, their inclusion requires
  considerable work from the GM. Novice
  Gamemasters are advised to postpone the
  inclusion of psionics until they are
  comfortable with the more essential parts
  of the rules.
  Characters who wish to became a mage
  are more likely to be accepted as an
  apprentice if they have an active psionic
  talent.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  PSIONICS 1
  
  PSIONIC TALENT GENERATION
  To determine how many talent generation rolls are made for a new
  character,the GM secretly rolls 3d6 and subtracts total from AURA. For
  example, with a 3d6 roll of 10 and an Aura of 15, a character would get five
  (5) talent generation rolls.
  NOTE: Earning talent generation rolls means a character has psionic
  abilities, but they may never advance beyond dormancy.
  TALENT GENERATION
  Each talent generation roll is
  made on the TALENT GENERATION
  table (left). Skill Base for all talents
  is AUR AUR WIL.
  The first time a talent is
  generated, it is opened at SBx1. If
  the same talent is generated a
  second time, its OML is increased to
  SBx2, and so on.
  A Unique talent is one designed
  by the GM; otherwise, re-roll.
  Psionic Talent Sunsigns
  Sunsign modifiers vary by
  talent.
  PSIONIC TALENT SUNSIGNS
  Talent
  Sunsign
  Charm
  Tai/Nad/Tar +1
  Clairvoyance
  Tai+1
  Disembodiment
  Hir/Nad +1
  Healing
  Mas/Sko +1
  Hex
  Ahn +1
  Medium
  Tai +1
  Mental Bolt
  Ahn +1
  Negation
  Fen +1
  Prescience
  Tai/Tar +1
  Psychometry
  Tai/Mas +1
  Pyrokinesis
  Ang/Ahn/Nad +1
  Sensitivity
  Tar/Tai +1
  Telekinesis
  Nad/Ahn +1
  Telepathy
  Tar/Tai/Sko +1
  Transference
  Tar/Tai +1
  Transmutation
  Tar/Tai +1
  TALENT GENERATION
  1d100
  Talent
  01
  Charm
  02–09
  Clairvoyance
  10–14
  Disembodiment
  15–25
  Healing
  26–29
  Hex
  30–37
  Medium
  38–45
  Mental Bolt
  46–54
  Negation
  55–62
  Prescience
  63–71
  Psychometry
  72–77
  Pyrokinesis
  78–86
  Sensitivity
  87–90
  Telekinesis
  91–97
  Telepathy
  98
  Transference
  99
  Transmutation
  00
  Unique (GM)
  TALENT GENERATION (Example)
  Mardisa has Aura 17 and Will 13. Her
  sunsign is Ahnu.
  Mardisa’s GM rolls a “14” on 3d6. Mardisa
  therefore gets 17 – 14 = 3 Talent Rolls.
  The GM then consults the TALENT
  GENERATION table and rolls 1d100 three
  times. The rolls are 39, 20, and 45,
  generating MENTAL BOLT twice and
  HEALING once. Mardisa will therefore open
  MENTAL BOLT at SBx2 and HEALING at
  SBx1.
  Her MENTAL BOLT SB is (17 + 17 + 13) / 3
  = 15.66 rounded to 16, + 1 (sunsign) = 17.
  Her HEALING SB is (17 + 17 + 13) / 3
  = 15.66, rounded to 16. There is no Ahnu
  sunsign bonus for Healing, so her Healing
  SB is 16.
  MENTAL BOLT opens to: 17 x 2 = ML34.
  HEALING opens to 16 x 1 = ML16.
  Notice her HEALING, because the ML is
  under 21, will be dormant.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  PSIONICS 2
  
  DORMANCY
  Psionic Talents at ML20 or less are dormant. A character with a
  dormant talent is unaware of its existence. Even if a player guesses that a
  psionic talent exists, the character cannot take advantage of this
  knowledge.
  Development of Dormant Talents
  No conscious development of dormant talents is possible. However,
  exposure to powerful psionic events or artifacts may stimulate a dormant
  talent, causing one or more secret skill development rolls by the GM. A
  talent may eventually reach ML21 and the player is then informed of it.
  A dormant talent may reveal its nature with Psionic Episodes.
  Appropriate psionic episodes may be revealed by the GM at random
  intervals, ideally accelerating as a dormant talent approaches ML20. In the
  later parts of the dormant stage, frequent psionic episodes can lead to
  apprehensions that the character is insane, and may cause well-meaning
  observers to attempt cures or confinement. This can be awkward when the
  character does not know the cause of the problem.
  Development of Active Talents
  Once a talent develops past the dormant stage, it may be developed
  more or less normally. To make one skill development roll, the character
  must meditate for at least (35 – WILL) Hours and expend 15 SMPs.
  After each use of an active talent, even if the attempt fails, the
  character gets one Skill Development Roll. Bonus rolls may be awarded at
  GM discretion, but do not be overly generous. Psionic talents are among
  the most useful skills to possess.
  INVOKING A PSIONIC TALENT
  A character with an active psionic talent can attempt to use it at any
  time, provided the character is conscious.
  Fatigue: Using psionic talents is tiring. A character accumulates Fatigue
  Levels when attempting to use a psionic talent, whether or not the
  attempt is successful. Fatigue can also be accumulated after a psionic
  episode (GM discretion). Each Talent description includes, in
  parenthesis after the talent’s name, the number of Fatigue Levels
  accumulated.
  MS/CS: Success at using a psionic talent is often ambiguous,
  particularly with Critical Success. Like all skills, psionic talents are
  subject to the Universal Penalty (Skills 6).
  MF: When a talent attempt fails, a Shock Roll (Skills 22) is required
  after adding the talent fatigue to Universal Penalty. A character failing
  the Shock Roll falls unconscious and also suffers Psionic Blindness, the
  complete inability to use any psionic talent, for 2d6 hours.
  CF: When a talent attempt fails critically, in addition to a Shock Roll,
  unpredictable and/or unanticipated results may occur. Possibilities for
  misfires are given in the talent descriptions.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  PSIONICS 3
  
  ❑ PASSIVE TRIGGERING
  MEDIUM, PRESCIENCE, and SENSITIVITY are talents which may be
  stimulated by appropriate phenomena. This is called passive triggering.
  MEDIUM may be triggered by the presence of ethereals, PRESCIENCE by
  imminent danger, and SENSITIVITY by a psionic or magical residue/effect.
  Whenever such phenomena are encountered, the GM secretly tests
  the appropriate talent (no fatigue is accumulated) to determine whether its
  possessor is alerted. If the stimulus is weak, only CS will alert the character.
  When passive triggering occurs, the owner is given minimal information. If
  the character wants more information, the talent must be used actively
  (with fatigue).
  ❑ JOINT INVOCATION
  Two people with the same psionic talent may wish to pool their efforts
  in invoking the talent. This may be done if:
  [1] Skin contact is established by grasping hands, etc.
  [2] Skin contact is maintained during the time spent invoking the
  talent.
  [3] They meet such other criteria as seems reasonable to the GM in
  the specific situation. The GM may require some kind of spell or
  ritual procedure be followed in order to form the necessary “fusion”
  between invokers.
  Procedure
  One success roll is made against a joint EML, equal to the EML of the
  superior party PLUS half EML of the inferior party. The normal fatigue is
  then accumulated by both participants.
  Example: Dar and Kalin jointly invoke Pyrokinesis. Dar’s ML is 64;
  Kalin’s is 48. Assuming no Universal Penalty, their joint EML is 64 + 24
  = 88. Both Dar and Kalin each accrue the normal Fatigue (F3).
  TALENT DESCRIPTIONS
  The talent descriptions which follow are
  intended only as guidelines. Psionic talents
  are are supposed to work unpredictably
  and add a touch of mystery to the game.
  The GM should use discretion to make
  sure the same talent does not work exactly
  the same way each and every time it is
  used.
  Many of the rules in HârnMaster Magic
  are potentially applicable to psionics.
  While psionics are more instinctive than
  spells, concepts such as Spellfire Timing,
  Modeling, Detection, Noise, and Foci, all
  have application at GM discretion.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  PSIONICS 4
  
  CHARM (F1)
  15-SI Secs
  A psionic talent to influence the mind of another
  person (victim). The usual effect is to “freeze” the victim
  in place for a limited period of time.
  In order to invoke the talent successfully, eye contact
  between the invoker and the victim is necessary, but only
  for a momentary glance. The maximum distance at
  which effective eye contact can occur is equal to the
  invoker’s SI yards. Determine CHARM success, and then
  test victim’s resistance to the effect.
  Charm Attempt
  MS: Victim tests WILL x5
  CS: Victim tests WILL x3
  Victim Resistance (WILL Test)
  CF: Victim is frozen in place for 10 seconds, and
  must choose the IGNORE defense if attacked.
  MF: Victim is frozen in place for 10 seconds, but
  may defend normally if attacked.
  MS: Victim is unaffected.
  CS: Victim is unaffected. CHARM invoker suffers a
  psionic episode.
  Psionic Episodes: Brief hallucinations or illusions,
  headaches in nearby persons, sudden dizziness,
  people having bad luck or unusual clumsiness in
  the invoker’s presence.
  Misfire (CF): The invoker, or random
  person/animal nearby, suffers the talent’s effect.
  Sometimes the invoker gets a severe headache
  instead.
  CLAIRVOYANCE (F1)
  25-SI Secs
  The ability to visualize events currently occurring at
  a remote location. A target may sense the attention of a
  clairvoyant; test a multiple of the target’s AURA, or
  SENSITIVITY talent if applicable. CLAIRVOYANCE may be
  used in either of two ways:
  [1] Near: The clairvoyant enters a trance for 25-SI
  seconds to transfer their point of perception to a
  location up to ML yards away. The location must
  be familiar to the clairvoyant. MS enables the
  clairvoyant to watch; CS allows the clairvoyant to
  also listen and smell. The vision lasts for SI
  minutes.
  [2] Far: The clairvoyant enters a trance for 25-S1
  minutes and attempts to focus on a specific,
  remote person or object whose location may not
  be known. The clairvoyant does this by
  visualizing the person’s face (or by describing the
  object). MS gains a blurred or vague vision of the
  person/object's current situation and activities;
  CS gives a clearer vision. There are no range
  restrictions, but there is also no chance to listen
  or smell.
  Psionic Episodes: Vivid dreams of faraway people
  and things. Dizziness, disorientation, confusion,
  headaches, sleepwalking, blurred vision, or
  mirage-like hallucinations can also occur.
  Misfire (CF): False or random information is given
  to the clairvoyant. Sometimes, severe headaches
  that cause temporary blindness occurs.
  DISEMBODIMENT (F2)
  15-SI Mins
  The ability to detach the ethereal spirit from the
  body, which is left in a state of metabolic suspension.
  The disembodied spirit is referred to as an astral entity.
  Information about the abilities of astral entities is in
  HârnMaster Religion.
  It is difficult to remain in a disembodied state for
  long. The talent lasts for ML x 30 seconds, after which
  the astral entity instantly returns to its body (even if it
  does not want to return). If the body is vacant when the
  astral entity returns, it reunites with its body and a Shock
  Roll is then made. If the body has been occupied by
  another ethereal while the astral entity was away, Mental
  Conflict occurs (see SKILLS 23).
  Disembodiment is achieved by making one’s body
  very relaxed (somewhat similar to how one falls asleep).
  The time needed to invoke the talent is (15 – SI) minutes.
  Psionic Episodes: Sleepwalking, dreams of floating
  through space, various “altered mental states,”
  Jamais vu, lightheadedness, peculiar shivers,
  dizziness, or a feeling of being watched.
  Misfire (CF): Extreme weakness, dizziness,
  disorientation, and loss of balance. Sometimes the
  invoker simply falls asleep.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  PSIONICS 5
  
  HEALING (F2)
  15-SI Secs
  Talent requires skin contact between the healer and
  the patient (who may be the healer). Four options exist:
  [1] Empathy: An attempt to diagnose the patient's
  emotional state and/or physical well-being.
  Information depends on success level.
  [2] Restoration: An attempt to remove fatigue. CS
  eliminates four Fatigue Levels (F4); MS removes
  two Fatigue Levels (F2).
  [3] Bloodloss: An attempt to clot a single bleeding
  wound. Any success stops bleeding, and CS also
  reduces accumulated bloodloss by 1BP.
  [4] Heal: An attempt to increase the healing rate of
  one identified ailment or wound. CS increases the
  healing rate by 2, MS by 1. If this brings the
  healing rate to H6 (or more) any infection,
  disease, or poison is defeated (cured).
  Psionic Episodes: Emotional empathy (crying at
  the distress of others) and sympathy pains
  (someone else hurts their hand and the invoker
  feels the pain).
  Misfire (CF): Sometimes the healer acquires some
  or all of the patient’s ailments.
  HEX (F2)
  15-SI Mins
  Sometimes called “the evil eye.” Hex is the ability to
  “curse” a victim, causing them to have bad luck. If the
  invoker has a part of the victim (nail parings, lock of hair,
  etc.) increase EML by 20. Such items cannot be used
  more than once.
  At the time the talent is invoked, the maximum
  distance between the invoker and the intended victim
  depends on whether the invoker has a part of the victim.
  If a part is available, the maximum distance is SI leagues.
  If a part is unavailable, the maximum distance is line of
  sight.
  With MS, the victim’s next attempt to use any skill,
  talent, spell, is made at half EML. With CS, halve the
  EML for all the victim’s skills rolls for the next ML
  minutes (MS).
  Psionic Episodes: The character and/or
  companions have unusual spells of good (or more
  likely bad) luck.
  Misfire (CF): The invoker suffers the effect.
  MEDIUM (F1)
  15-SI Mins
  Medium is subject to passive triggering (PSIONICS 4).
  The talent may be used in one of three ways. Each
  requires a trance, accumulates fatigue, and has a
  separate skill roll.
  [1] Communion: If successful, the invoker is able
  to clearly perceive and communicate, for SI
  minutes, with any ethereal within ML yards.
  [2] Summon: An attempt to summon an ethereal
  currently perceived by the invoker, or whose true
  name is known. Some entities require CS to be
  summoned. CF breaks the trance.
  [3] Control: An attempt to command an ethereal
  the invoker has summoned. If the ethereal's WILL
  is greater, invoker EML is reduced by five times
  the difference. Some ethereals are beyond
  control. With MS, the ethereal may be
  commanded to perform a simple task such as
  answer a yes/no question within its knowledge,
  or dispossess a body. With CS, the task/question
  may be more complex. With MF, the ethereal
  probably departs. With CF, the spirit may have
  possessed the invoker (see HârnMaster
  Religion).
  Psionic Episodes: Very scary nightmares, the dim
  perception of “ghosts” here and there, a dread of
  graveyards, hearing voices, etc.
  Misfire (CF): Sometimes an itinerant ethereal is
  released into the invoker’s world. This occurs
  more often when such entities are hostile, violent,
  or in search of a body.
  MENTAL BOLT (F1)
  25-SI Secs
  The ability to project a blast of mental energy at a
  single mind within SI x 5 yards and line of sight. MS
  causes the victim to accrue two Fatigue Levels (F2); CS
  inflicts four Fatigue Levels (F4). After accruing the
  fatigue, the victim immediately makes a Shock Roll
  (SKILLS 22).
  Psionic Episodes: Devastating headaches,
  dizziness, etc. for the character or innocent
  bystanders.
  Misfire (CF): The invoker, or some randomly-
  chosen person/animal nearby, suffers the talent’s
  full effect.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  PSIONICS 6
  
  NEGATION (F3)
  15-SI Secs
  The invoker enters a trance for (15 – SI) seconds and
  makes a success roll. Success creates a spherical psionic
  field, centered on the invoker’s head, whose radius is one
  foot times the invoker’s WILL.
  The field lasts for SI minutes, but may be dissolved
  instantly by its creator. The field requires great
  concentration to maintain; the invoker is limited to
  simple activities, like walking.
  Any magic or psionics entering or within the field
  are affected, specifically spell/talent rolls are reduced by
  one level (CS=MS, MS=MF, and MF=CF).
  Psionic Episodes: Spells/talents tend to go wrong
  in the character’s presence.
  Misfire (CF): Fairly harmless with this talent.
  PRESCIENCE (F2)
  15-SI Hours
  The ability to determine the “fate” of a group,
  person, or item. Subject to passive triggering (PSIONICS 4).
  There are two active forms:
  [1] Prescient Vision: The invoker specifies the subject
  of inquiry and makes a success roll. With any success,
  the invoker enters a trance for (13 – SI) hours, during
  which a prescient vision occurs concerning the
  subject. EML is reduced if the subject is hidden by
  magic, etc. Normally, the invoker lacks control over
  the vision, but with CS it is possible to direct the
  inquiry somewhat. Prescience can only reveal likely
  future events; the future may be altered.
  [2] Sense of Danger: An attempt to assess danger in a
  specific location. The invoker enters a trance for about
  a minute. MS gives a vague feeling of danger if there
  are traps or lurking dangers within ML feet. CS
  improves detail and/or range.
  GM Note: Prescient visions can be symbolic in nature.
  Folklore (SKILLS 16) may be used to interpret the vision.
  Some clerics and divinators specialize in interpretation
  of prescient visions.
  Psionic Episodes: A kind of passive triggering of
  the sense of danger. Violent dreams and/or
  nightmares about loved ones dying or having
  severe difficulties are also common.
  Misfire (CF): False or random information is given
  to the invoker.
  PSYCHOMETRY (F3)
  15-SI Mins
  The ability to divine information about persons by
  touching an object with which they have been in contact.
  Psychometry requires the invoker to hold the object and
  enter a trance for (15 – SI) minutes.
  Psychometry is most often used to divine the age or
  history of an object, the identity of the object's maker or
  owners, magical/divine powers, etc. Another use is to
  determine a person’s location: MS will answer any
  reasonable yes/no question; CS gives bonus information.
  Psychometry can never be used to divine the future.
  It works best when queries concern the present or recent
  past. EML should be reduced for inquiries in the distant
  past, or if knowledge of the object is magically or
  divinely hidden.
  Psionic Episodes: Feelings of Jamais vu in
  connection with various objects are common.
  Misfire (CF): False or random information is given
  to the invoker, or an object held crumbles to dust.
  PYROKINESIS (F3)
  15-SI Secs
  Raises the temperature of a combustible, inanimate
  object to flash point and starts a fire. The object must be
  within SI yards and line of sight. Time to invoke and
  start the fire (15 – SI) seconds takes longer when object
  is chilled or wet. Once the object begins to burn, the
  invoker has no control over the fire.
  The talent may be used to warm objects to a desired
  temperature less than flash point, but CF may cause
  ignition. The talent has no effect on objects possessing
  AURA or EGO, including the invoker.
  Psionic Episodes: When the character is in a
  condition of stress, nearby objects sometimes
  smolder or burst into flame.
  Misfire (CF): The wrong object(s) ignite.
  SENSITIVITY (F1)
  35-SI Secs
  Sensitivity is subject to Passive Triggering (PSIONICS
  4) and may be used actively to scan for magical or
  psionic residue/effects. EML may be adjusted to reflect
  the source and strength of any such effects. Maximum
  range at which a spell/artifact/talent can be detected is
  usually SI yards.
  Sensitivity can also be used to attune (TREASURE 12)
  to magical artifacts or effects. Once attunement is
  achieved, it usually lasts as long as the invoker stays
  within range of the artifact/effect.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  PSIONICS 7
  
  Psionic Episodes: Shivers associated with feelings
  of Deja vu are common. Sometimes physical
  discomfort must be endured or a telepathic
  message intended for someone else is received.
  Misfire (CF): False or random information is given
  to the invoker.
  TELEKINESIS (F3)
  25-SI Secs
  The invoker can move objects up to SI pounds in
  weight without physically touching them. The talent
  takes (25 – SI) seconds to invoke, and the effect lasts for
  ten (10) seconds. It is not possible to move part of an
  object, unless the parts can move independently, such as
  the tumblers of a lock. Two or more objects cannot be
  made to occupy the same volume of space.
  MS allows objects to be moved up to SI yards per
  second. CS allows instant transfer (teleportation) if
  desired. The object to be moved must begin and remain
  within ML x 10 yards in line of sight.
  Psionic Episodes: Objects move by themselves,
  get lost, etc.
  Misfire (CF): Objects move/teleport in odd
  directions and at unpredictable speeds.
  Sometimes an object is teleported into another
  world.
  TELEPATHY (F3)
  25-SI Secs
  The power to transmit thoughts or emotions to the
  mind of another individual (target). Transmission range
  is SI leagues, but clarity diminishes with range. The
  talent is invoked by concentrating on the
  thought/emotion for (15 – SI) x 2 seconds 
  The target is specified at the time transmission is
  attempted; the target’s location does not need to be
  known by the invoker. The intended target must have a
  minimum Aura of 11, and is usually someone the invoker
  knows quite well (EML is reduced by 10–50 if this is not
  the case). Someone who receives an emotion will feel
  it—this can have an interesting effect.
  If a person with the Sensitivity talent is near the
  target or the invoker at the time of transmission, they
  may receive the transmission along with, or instead of,
  the intended target.
  Psionic Episodes: Sharing dreams is very
  common. Broadcast of thought or emotion to
  nearby people can also occur.
  Misfire (CF): Sending a transmission to the wrong
  person, releasing the wrong thought and/or
  emotion, etc.
  TRANSFERENCE (F4)
  25-SI Secs
  The ability to detect and employ Barasi Points* to
  transfer the invoker from one world to another. Objects
  or living entities within Aura inches of the invoker’s skin
  may also be transferred. Less skilled users often lose
  things on the way.
  The talent is fairly common among the older
  bloodlines of the Sindarin, but otherwise rare. The
  invoker does not necessarily know where the destination
  will be, although it is always a similar environment.
  Psionic Episodes: Headaches and dizziness, and
  rare bouts of semi-translucence, especially
  especially near Barasi Points.
  Misfire (CF): Invoker may arrive at an unexpected
  destination, most often on Yashain.
  TRANSMUTATION (F4)
  15-SI mins
  The psionic ability to shapechange. The target form
  is rarely a choice and is nearly always an animal of
  roughly the same size as the invoker. The invoker
  acquires the physical attributes of the target form, but
  retains own personality attributes. The effect lasts for up
  to SI hours, but this can be shortened by another
  transmutation use.
  Psionic Episodes: Headaches, dizziness, and
  dreams/nightmares involving the target form.
  Misfire (CF): facial disfigurement, skin
  discoloration, etc.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  PSIONICS 8
  *Barasi Points are natural portals between worlds. Dozens
  exist throughout Kethira, although the Shava Forest on Hârn
  has a particularly high concentration. The environment at
  each end of a Barasi Point is always very similar. Unskilled
  users may not realize for some time they have changed
  locations, and may never discover they have actually
  changed worlds.
  
  ampaigning is the essential goal of roleplaying
  on Hârn. This section provides the GM with
  time-tested procedures to efficiently deal with
  campaign events and encounters within an
  ongoing campaign.
  CALENDARS
  On Hârn/Lythia, the Tuzyn Calendar prevails. It reckons dates from
  the founding of the Kingdom of Melderyn. Dates in Tuzyn Reckoning are
  indicated by the notation “TR” before or after the year. Years prior to the
  founding of Melderyn are indicated by “BT” which stands for Before Tuzyn.
  All publications in HârnWorld assume the current game year is 720 TR. As
  the role-playing group plays, the current game year advances beyond 720 in
  each GM’s personal version of Hârn.
  Months and Days
  Tuzyn Reckoning is a lunar calendar derived from the orbit of Yael (the
  Moon). The year is divided into twelve, thirty day months. A full moon
  (Yaelah) occurs on the fifteenth of each month and a new moon (Yaelmor)
  on the thirtieth. The year begins with the vernal equinox, the first day of
  Spring. The month names are of religious origin.
  Tuzyn Reckoning does not measure time in weeks. A tenday (three per
  month) is a common convenience, and a Hinyael (fifteen days) is used
  occasionally. A day has 24 hours, divided into 60 minutes of 60 seconds
  each. Most folk identify days numerically, such as Halane 23 or
  Morgat 12.
  Dating Conventions
  Dates “Before Tuzyn” always have the BT
  convention. Dates after 1TR often omit the
  TR. If a date is written with neither TR or
  BT, TR is assumed.
  Naturally, BT usage does not apply to
  ancient texts themselves. A scroll that
  purports to be from the fifth century BT,
  which actually contains a date written as
  459 BT, cannot be authentic.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CAMPAIGN 1
  THE TUZYN YEAR
  Spring
  1
  Nuzyael
  2
  Peonu
  3
  Kelen
  Summer
  4
  Nolus
  5
  Larane
  6
  Agrazhar
  Autumn
  7
  Azura
  8
  Halane
  9
  Savor
  Winter
  10
  Ilvin
  11
  Navek
  12
  Morgat
  
  ROUTINES OF PLAY
  Play consists of cycles, during which the GM determines (in order):
  [1] Environ, [2] Timetick, [3] Weather, [4] Encounters, [5] Movement, and 
  [6] Mapping.
  [1] ENVIRON
  The Environ is the kind of place in which the PCs are located. It
  determines the general routine, including the likelihood/nature of
  encounters, and the movement rate.
  • URBAN: Built-up areas, such as towns. Timetick is one minute,
  during which a typical party can move 250 feet (25 mm or 1” on a
  local map).
  • RURAL: Cropland, pasture, and regions with manors, villages, etc.
  Timetick is one watch. For movement rates, see CAMPAIGN 7.
  • WILDERNESS: Land with few/no permanent settlements,
  including forests, mountains, and deserts (which may be populated
  by nomads). Timetick is one watch. For movement rates, see
  CAMPAIGN 7.
  • HIGHWAY: Roads or well-traveled trails across a rural/wilderness
  Environ. Timetick is one watch. For movement rates, see CAMPAIGN 7.
  • UNDERWORLD: Caves, underground ruins, tombs, buildings, etc.
  The Timetick is one minute, during which a typical party can move
  100 feet (10 cm on an interior scale map, or one cm on a local map).
  • RIVER: Usually applicable only to characters on ships or boats,
  although the GM may use this Environ for PCs on riverbanks.
  Timetick is one watch. Movement depends on weather, vessel, crew,
  and pilot. For detailed information on ships and naval movement,
  see Pilots’ Almanac.
  • SEALANES: A ship or boat in coastal waters near civilized areas.
  Timetick is one watch. Movement depends on weather, vessel, crew,
  and pilot (see Pilots’ Almanac).
  • OPEN SEA: A ship or boat out of sight of land, and away from
  established sealanes. Timetick is one watch. Movement depends on
  weather, vessel, crew, and pilot (see Pilots’ Almanac).
  • SAFE ENVIRON: See sidebar.
  Routines of Play
  [1] Environ
  [2] Timetick
  [3] Weather Generation
  [4] Encounter Generation
  [5] Movement
  [6] Maps and Mapping
  The Safe Environ
  This is a game device to quickly get
  through periods of inactivity,
  convalescence, etc. When PCs wait in the
  Safe Environ, the GM tells them of
  background and/or historical events as
  they occur. It may be assumed all
  encounters are significant offers to the
  group; everyone will be seeking aid or
  employment, bringing messages, offering
  work, etc. The Timetick is a full day (24
  hours).
  Any of the encounter tables may be used
  in the Safe Environ; the GM uses
  whichever table is most appropriate. If the
  players are staying at a tavern, the Urban
  table is used, and so on.
  If an encounter is generated in the Safe
  Environ, determine which watch it occurs
  in by rolling 1d6. This gives a clue to the
  kind of business involved. A merchant
  seeking caravan escorts is less likely to
  make an approach in the dead of night. A
  thief intent on robbing the group is
  unlikely to make the attempt at high noon.
  This is common sense, not a hard rule. If
  the GM needs to adjust the group’s time
  plot, the timing of these events may be
  altered.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CAMPAIGN 2
  
  [2] TIMETICK
  The rate at which gametime passes. The most common Timetick is the
  four-hour Watch. The first watch runs from midnight to 4 AM, the second
  from 4 AM to 8 AM, and so on. However, the Timetick used in any Environ
  may change according to the situation at GM discretion.
  In crisis situations, such as combat, the Timetick is 10 seconds,
  regardless of Environ. Similarly, the one-minute Timetick is recommended
  for the Urban Environ, but this is NOT meant to imply each hour must be
  handled minute by minute. If characters are asleep or “killing time” inside a
  town, a Timetick of one watch normally suffices; if they pick a fight with
  some local heavies, ten-second Timeticks would be appropriate.
  [3] WEATHER GENERATION
  If weather is likely to be significant, a new weather report should be
  generated at the beginning of each watch to apply (generally) throughout
  the watch. Because weather patterns are regional, comprehensive weather
  tables are provided in each regional module. A weather report should
  include the data shown (table right). Meteorological effects such as snow,
  sleet, hail, and thunderstorms may also be generated. Once the current
  weather report is generated, the GM gives it to the players.
  [4] ENCOUNTER GENERATION
  Encounters occur instantaneously in Urban and Underworld Environs,
  but may be future events in others. At the beginning of each watch, the GM
  rolls to determine if an encounter will occur. If so, the GM then rolls 1d8 to
  determine in which half hour it will occur; 1d30 will generate the precise
  minute (if needed). If the PCs move through several different Environs, or
  change Environs, before the “scheduled” encounter occurs, the GM uses
  discretion. For generating encounters, see CAMPAIGN 11.
  [5] MOVEMENT
  The GM asks the players in which direction they wish to travel. Using
  the MOVEMENT table (CAMPAIGN 7) the GM calculates how far the party
  can travel, allowing for Environ, weather, and transportation mode, until the
  next scheduled encounter (if any) or the end of the watch. The party then
  moves on the GM map. The GM describes the terrain crossed to the
  players, who may map it.
  The rates of travel given are for ONE watch of steady travel. Double
  the rates for two watches, etc, Few parties move at night, or for more than
  12 hours a day.
  [6] MAPS AND MAPPING
  Maps are an integral part of role-playing. The HârnWorld mapping
  system has been developed specifically for FRP gaming. There are several
  different map types, each with a specific form and purpose.
  Poetic Maps
  Poetic maps are copies of actual maps in the fantasy environment.
  That is, a poetic map is something a character could purchase from another
  character or from a lexigrapher or cartographer. They are actual items in
  the game; if the map is lost, destroyed, or stolen, the player loses the copy.
  When PCs are together, they may show each other their poetic maps.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CAMPAIGN 3
  The table above shows the distribution of
  night and day according to season. It is most
  accurate at 45º latitude. At the equator, days
  and nights are always 12 hours long.
  TIMETICK TABLE
  Environ
  Timetick
  Urban
  1 Minute
  Rural
  1 Watch (4 hours)
  Wilderness
  1 Watch (4 hours)
  Highway
  1 Watch (4 hours)
  Underworld
  1 Minute
  River
  1 Watch (4 hours)
  Sealanes
  1 Watch (4 hours)
  Open Sea
  1 Watch (4 hours)
  Safe
  1 Day (6 Watches)
  WEATHER REPORT TABLE
  SKY
  Clear, Cloudy,
  Overcast, or Foggy
  TEMPERATURE
  Freezing, Cold, Cool,
  Warm, or Hot
  WIND DIRECTION
  from the N, NE, SE,
  S, SW, or NW
  WIND FORCE
  Calm, Light, Steady,
  Gale, or Storm
  PRECIPITATION
  None, Fog, Showers,
  or Steady Rain
  CHANCE OF ENCOUNTER TABLE
  Roll 1d20
  Environ
  Timetick
  Day
  Night
  Urban
  1 Minute
  16+
  19+
  Rural
  1 Watch
  14+
  19+
  Highway
  1 Watch
  17+
  19+
  Wilderness
  1 Watch
  19+
  20
  River
  1 Watch
  18+
  19+
  Sealanes
  1 Watch
  19+
  19+
  Open Sea
  1 Watch
  20
  20
  Underworld
  1 Minute
  20
  20
  Safe
  24 Hours
  20
  n/a
  Roll 1d20 at the beginning of each Timetick. If
  the roll is greater than or equal to the number
  on the table above, an encounter occurs.
  Watch
  1
  2
  3
  4
  5
  6
  Spring
  Summer
  Autumn
  Winter
  NIGHT AND DAY BY SEASON
  M
  
  REGIONAL MAPS
  Regional maps cover large areas, such as Hârn. The GM and player
  have different versions:
  GM Regional Maps
  Each HârnWorld regional module has one full-color GM regional map,
  drawn on one-cm hexpaper, showing vegetation, topography, rivers, roads,
  trails, and major settlements.
  GM Atlas Maps
  Atlas maps show many features not found on Regional Maps, including
  rural trails, tribal and manorial villages, mines, and small streams. Hârnic
  kingdoms are mapped at this scale.
  Player Regional (Memory) Maps
  Players may draw Regional and/or Atlas maps on blank hexpaper
  showing areas their characters have traveled. These are referred to as
  “memory maps” since they simulate the PC’s memory. Players should not
  examine each others’ memory maps.
  LOCAL MAPS
  A local map covers a small area of special interest, such as a village,
  town, or ruin. They show buildings and other details.
  GM Local Maps
  Black-and-white maps of cities, castles, keeps, manors, and ruins, with
  the important details keyed and explained.
  Player Local Maps
  Full color versions of the GM Local Maps with the numbers and other
  details excluded. The amount of detail shown is roughly equivalent to what
  could be perceived by an observer at the location. Whenever PCs are at the
  site, the player local map is laid out in plain view. Players may keep their
  own version as a memory map to record what they discover.
  INTERIOR PLANS
  Shows the inside of castles, keeps, taverns, temples, caverns, and other
  small areas, along with details such as the types and arrangement of
  furniture, doors, walls, stairs, etc. They may also be used to detail small
  outdoor areas. The scale is 1 mm = 1 foot.
  GM Interior Plans
  Most HârnWorld modules provide a selection of GM interior plans.
  These plans should be kept secret from the players. They show details
  players are supposed to discover by exploration.
  Player Interior Plans
  When a PC first enters an interior/area, a sheet of blank paper (or
  metric gridpaper) may be used to record details as they are discovered.
  Obvious and visible physical features may be freely given to the PCs. This is
  a memory map for permanent reference.
  HârnWorld Mapping Scales
  Poetic Maps: Rarely drawn to any proper
  scale; often quite fanciful.
  Regional Map: 1 cm = 12.5 miles = 
  20 km = 5 Hârnic Leagues = 1 hex.
  Atlas Maps: Scale varies according to the
  area covered.
  Local Maps: 1 mm = 10 feet.
  Interior Plans: 1 mm = 1 foot.
  Moving the Party on Maps
  A small piece of acetate with a dot in the
  center makes an excellent marker.
  Color Local Maps
  The logic behind giving the players access
  to a color map is simple. It’s been our
  experience the players enjoy the game
  more with the color map to view. Keeping
  it separate from the GM map is important.
  The site numbers excluded from the color
  map ensures that players are unaware of
  the location of all important features.
  Group Mapping and Records
  In theory, every player should have a
  unique set of memory maps and be
  forbidden to study other players’ memory
  maps. In practice, it is easiest for group
  members to specialize. One player can
  maintain common memory maps, another
  can record the group’s possessions and
  provisions, another can keep a common
  player journal, etc. If someone leaves the
  group for a period of time, they update
  their personal memory maps, journal, etc.
  to include the common information before
  they go and when they return. If a new PC
  joins the group, all players in the existing
  group update their own memory maps,
  and start a new common set from scratch.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CAMPAIGN 4
  
  CAMPAIGN TIME
  In an ongoing fantasy campaign, different PCs or groups often move
  through time at different rates. Some groups may role-play more often than
  others. Some groups may get bogged down in a thirty-minute (gametime)
  crisis that takes an entire session to resolve, while another skips through
  several months of gametime. Even if the GM is handling only one group of
  players, they may part company (willingly or otherwise) and get separated
  in time.
  PLAYER CHARACTER TIME (PCT)
  The GM must not only know where a character is in space, but also
  when the character was there in time. Each character should have a Player
  Character Time (PCT). Because characters with different PCTs may meet,
  the GM must exercise great care with time flow. If this is not done,
  characters with more advanced PCTs may reveal key future information to
  characters with less advanced PCTs.
  The GM may want to keep a time chart. This simply consists of a
  calendar with markers representing each PC. It lets the GM tell at a glance
  when and where everyone is in time.
  Journals
  We recommend that all players keep a journal to record their last
  known time and place, especially if the players have more than one
  character. Journals are the easiest method of keeping track of PCTs, and
  handy to record weather reports and encounters for each watch. A sample
  journal page, which may be photocopied for personal
  use, is provided at the end of this article. It does
  not hurt for the GM to keep a journal as well.
  Gamemaster Time (GMT)
  The GM must always be aware of GMT,
  namely the PCT of the most advanced
  player in time. Events prior to GMT are
  more or less fixed, while events to
  follow are subject to GM
  manipulation.
  Realtime & Gametime
  When running a campaign, it is useful to
  draw a distinction between realtime and
  gametime. Gametime usually passes faster
  than realtime, sometimes slower. During
  mundane periods of the characters’ lives,
  several gamemonths may pass in a few
  minutes of realtime; during combat or
  other crisis activity, five minutes of
  gametime can take an hour of realtime.
  Manipulating Time
  GMs with multiple gaming groups
  inevitably have to manipulate time to some
  extent. When glossing over periods of
  gametime, there should be a rationale (e.g.,
  if an ambush has occurred, the wounded
  characters will need some time to recover
  from their wounds). If the PCs require
  support for the time period being glossed
  over, the rationale should provide it. The
  players are informed of background events
  as they occur, and are given their monthly
  skill development rolls (SKILLS 8). Once the
  group is close enough to GMT, normal
  play may resume.
  Multiple Groups
  When running more than one group, the
  GM should keep a time plot of all PCs, and
  it is best to strive to keep the PCs as close
  together in time as possible. When a group
  begins a play session, its PCT is checked.
  If the group is more than a month behind
  GMT, it should be caught up as soon as
  possible.
  Catching up might be delayed if the group
  has a good reason to continue play in their
  current time (they are in the middle of an
  ambush, for example) but the GM should
  try to ensure the group playing has the
  most advanced PCT at the end of the
  session. It is inevitable that different
  groups will be spread out somewhat in
  time. The trick is to minimize the spread. It
  is easiest to catch up at the beginning of a
  gaming session: “Since your last session
  two gamemonths have passed. Here are
  the events that have occurred….”
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CAMPAIGN 5
  
  FUTURE HISTORY
  The current game year for all HârnWorld material is 720 TR. Once
  players begin moving through time, the GM extends the published,
  historical framework. Since the possibilities of future history are endless,
  every GM will be operating a unique version of Hârn/Kelestia; the longer
  the GM operates, the more unique the world will become. Players can read
  HârnPlayer, and other publications, to find out what has happened, but they
  will not know what will happen.
  Event Generation
  A campaign benefits greatly from a rich background of events
  independent of the activities of the PCs. We recommend GMs always have
  at least a year of gametime roughed out in advance of GMT. The
  RANDOM EVENT table (below) may be used to generate major events the
  players may learn of by rumor or other means. Such events may give an
  opportunity for adventure, and will certainly influence the lives of PCs from
  time to time. Players may rush off to slay some beast said to be terrorizing
  a village, join an army in time of war, or get caught in the middle of a
  plague or pirate raid. Of course, the GM is free to modify the table.
  Historical Campaigns
  There is nothing to prevent the GM from
  having a current game year prior to 720.
  This provides the GM with detailed
  information about future events. The
  disadvantage is that PCs may be aware of
  these upcoming events since they are
  already in print.
  Interpreting Events
  Some generated events will simply not “fit”
  or may be unlikely given previous events.
  These may be ignored, or the GM may
  improvise alternatives or re-roll. The table
  generates a general event type and a few
  possible manifestations. When a major
  event is generated, it may be wise to cease
  rolling for the region and let the event
  develop over time. Some events, such as
  droughts or witch hunts, could reasonably
  last for years. The table is meant only to
  inspire the GM, not to dictate events.
  Use discretion.
  Organizing Future Events
  Most adventure scenarios, plot ideas, etc.
  can be sorted into the 11 categories given
  on the RANDOM EVENT table. When a
  particular event category is rolled, the GM
  can flesh out whichever idea looks the
  most promising and/or appropriate.
  Event Calendar
  A blank Event Calendar, which may be
  photocopied for personal use, is provided
  at the end of this article. It is used to
  record major events that have happened or
  will happen. It can also serve as a quick
  reference chart and history of one game
  year. Events may be recorded for as many
  regions as desired.
  An event calendar also helps avoid the
  embarrassment of the GM telling one
  group at GMT they are smack in the
  middle of a rebellion, while another group
  passing through the same spacetime in a
  later session is told “all is well.”
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CAMPAIGN 6
  RANDOM EVENT TABLE
  SPRING
  SUMMER
  FALL
  WINTER EVENT
  01–02
  01–03
  01–02
  01
  State Occasion: State Wedding/Birth,
  Tournament/Contest, Visit by Dignitary
  03–04
  04–05
  03–04
  02–03
  Edict: Inquisition/Witch Hunt, Persecution,
  Royal Proclamation, Scandal, Tax Levy
  05–06
  06–07
  05–06
  04–05
  Civil Unrest: Riots/Rebellion
  07
  08
  07
  06
  Death/Illness: Assassination Attempt,
  Sickness/Death of Personage
  08–12
  09–11
  08–09
  07–08
  War/Raids: Border/Pirate/Viking Raid,
  Civil War, Invasion/Foreign War
  13–14
  12–13
  10–11
  09–13
  Terrorization: Crime/Crimewave,
  Major Brigandage, Marauding Creature
  15–16
  14–16
  12
  •
  Epidemic: Plague/Infestation (May Spread)
  •
  •
  13–14
  •
  Good Harvest: Population Growth
  Price Collapse
  •
  •
  15–16
  •
  Poor Harvest: Animal/Crop Blight, Famine
  Food Riots, Prices High
  17–18
  17–18
  17–18
  14–18
  Disaster: Avalanche, Earthquake, Fire, Flood,
  Landslide, Volcanic Eruption, Meteor,
  Collapse/Damage to Major Bridge/Building
  19-20
  19-20
  19-20
  19–20
  Freak Weather: Blizzard, Cold Snap,
  Drought, Heatwave, Hurricane, Tornado
  21–22
  21–22
  21–22
  21–22
  Multiple Events: (Roll 1d20 twice)
  23–00
  23–00
  23–00
  23–00
  No special events
  Roll 1d100 once per game month for each important region. Distant
  regions may be rolled for less often.
  
  Movement rates are
  at GM discretion. The
  table is merely a guide.
  Rates are given in
  Leagues per watch,
  which is approximately
  equal to Km/hour. A
  Hârnic League is 2.5
  miles (4 Km). Five
  leagues equal one hex on
  a regional map.
  The table lists
  movement rates for
  vegetation types under
  three topography classes.
  Foot means walking at a
  steady pace, horse
  means walk/trot when
  mounted, and cart or
  wagon rates assume
  average (see below)
  loads and draft animals.
  Generally, pack animals
  move at the Foot rate.
  WEATHER MODIFICATIONS
  Weather conditions modify movement rates (at GM discretion). Rain
  falling for two or more watches will create mud on trails and unpaved
  roads, reducing movement by 50%. Ground cover, such as grass or gravel,
  prevents mud except for very heavy rain (one or more days). If there is no
  mud, rain reduces movement by only 10–25%.
  Snow less than knee-high slows movement by 25–50%; for
  roads/trails, reduce only 20% if hardpack. Snow deeper than
  knee-high slows movement dramatically; for this, and
  for blizzards, all movement should be at most one-
  quarter rate. Individuals wearing skis can move
  at Foot rate; snowshoes allow the user to
  move at 50% Foot rate.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CAMPAIGN 7
  ROUGH/HILLY
  MOUNTAINS
  FLAT
  MOVEMENT TABLE
  Terrain
  Foot Horse Cart Wagon
  WEATHER MOVEMENT SUMMARY
  Weather
  Reduction
  Blizzard
  75–100%
  Mud
  50%
  Rain
  10–25%
  Snow (Hardpack)
  20%
  Snow (Over Ankles)
  25–50%
  Snow (Over Knees)
  75–100%
  Paved Road
  5
  10
  5
  5
  Unpaved Road
  5
  9
  5
  4
  Trail
  5
  9
  4
  3
  Cropland/Pasture
  4
  6
  2
  1
  Mixed Woodland
  4
  6
  2
  1
  Heathland
  4
  6
  0.5
  0.5
  Mixed Forest
  3
  4
  0.5
  0.5
  Needleleaf Forest
  3
  5
  1
  0.5
  Swamp
  1
  1
  0
  0
  Paved Road
  4
  9
  4
  4
  Unpaved Road
  4
  8
  4
  3
  Trail
  4
  7
  2
  1
  Cropland/Pasture
  3
  5
  1
  0.5
  Mixed Woodland
  3
  5
  1
  0.5
  Heathland
  3
  5
  0.5
  0.5
  Mixed Forest
  2
  2
  0.5
  •
  Needleleaf Forest
  2
  3
  0.5
  •
  Paved Road
  3
  6
  3
  2
  Unpaved Road
  3
  6
  2
  1
  Trail
  3
  5
  1
  0.5
  Cold Woodland
  2
  4
  0
  0
  Alpine Vegetation
  2
  4
  0
  0
  Mixed Forest
  1
  1
  0
  0
  Needleleaf Forest
  1
  2
  0
  0
  Ice/Snow/Rockfield
  1
  2
  0
  0
  
  TRANSPORTATION
  This section summarizes the capacities and requirements of various
  transport modes. Note that these are average capacities.
  Porters
  Human porters are not normally used on Hârn or northwestern Lythia,
  but are fairly common in Anzeloria (southern Lythia). Where slavery is
  permitted, some caravan masters include slaves/porters with their
  expeditions, partly to haul goods, and partly as guards. The cost of hiring a
  porter is 1d per day.
  Foundering
  Animals may move for two watches per day, but require one hour of
  rest, grazing, and watering after each watch of moving. If animals force
  march for one watch, they require two hours of rest, grazing, and watering
  after it. Grazing must occur in daylight hours; animals will not graze at
  night, but will eat fodder if provided. Expeditions sometimes carry
  fodder/water for their animals if grazing/water is likely to be insufficient,
  but this additional load must also be carried.
  If the proper resting periods are ignored, or if adequate food/water is
  unavailable, animals are subject to foundering. A chance of foundering is
  given on the PACK ANIMAL table and this is a cumulative daily chance.
  EXAMPLE: with horses the foundering chance is 10% after one day without
  any food/water, 20% after the second day, and 30% after the third.
  Partial availability of food/water reduces the risk at GM discretion.
  Forced Marches
  A force march is moving for over two watches per day, or moving
  faster (25%) than normal over a watch. Force marching justifies a foundering
  roll at the end of each watch as applicable.
  EXAMPLE: A mounted party travels for four consecutive watches. After the
  third watch there is a 10% chance for the horses to founder. After the fourth
  watch there is a 20% chance for them to founder.
  Pack/Draft/Riding Animals
  Horse: These animals are sometimes used as pack/draft animals, but
  are more commonly used as mounts. The load noted is for the average
  cob; superior or inferior animals may be modified, and GMs may wish
  to modify for other types of horse. Higher or lower-quality food will
  change the feeding requirements accordingly.
  Donkey: Used mainly as as pack animals. Their daily food/water
  requirements and foundering chances are similar to horses.
  Mule: A crossbred horse/donkey, the mule is an efficient pack animal,
  but almost impossible to train as a draft animal. On difficult routes,
  such as the Silver Way (Tashal/Azadmere) they are the most common
  mode of transport.
  Ox: Sometimes used as pack animals, but more often as draft animals
  to pull wagons, carts, and plows. They are capable of pulling heavier
  loads than any other beast, but because of their sensitive, unshoeable
  hooves, they must be driven slowly and with great care.
  Gorging
  If pack/draft/riding animals are denied
  food/water for any length of time, they
  will tend, if either becomes available, to
  gorge themselves. This can result in
  bloating, illness, and, in extreme cases,
  death or incapacitation.
  Heavy Water
  The need for water is greater than the
  need for food. And water is heavy. One
  gallon weighs ten (10 pounds) so carrying
  enough is rarely practical.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CAMPAIGN 8
  PACK ANIMAL TABLE
  Load Daily Daily
  Daily
  Mode
  (lb)
  Food Water Founder
  (lb)
  (lb)
  %
  Porter
  60
  5
  5
  5%
  Horse
  240
  15
  80
  10%
  Donkey
  220
  15
  80
  10%
  Mule
  250
  15
  80
  15%
  Ox
  300
  35
  100
  20%
  Camel
  400
  10
  70
  15%
  
  Camel: The most common beast of burden on the long-distance caravan
  roads of Dalkesh and Beshakan. They are often used as mounts in these
  areas. Their movement rate is the same as for horses. Their humps
  contain a fat reserve which is burned under adverse conditions. They can
  survive for some time with inadequate food and water, depending on
  load and weather conditions. Camels are notoriously ill-tempered and
  intractable; they will sometimes refuse to move for no apparent reason.
  VEHICLES
  There are dozens of different wagons used in western Lythia. For the
  sake of sanity, we have reduced these to two principal types: carts and
  wagons (defined below). Each vehicle requires a teamster and draft animals.
  Cart: Defined as any two-wheeled vehicle for hauling goods. Their
  movement rate is generally the same as the Foot rate on roads/trails,
  and they can be used on rougher trails than can wagons. Carts are
  generally pulled by a single ox, and the load and speed given assumes
  this. If a pair of oxen are used, increase load by 50% but decrease
  speed by 10%. Horses may be used instead of oxen; for horses,
  decrease load by 20%, but increase speed by 50%. The chance of
  mechanical breakdown is 5% per watch moved. The GM may vary this
  based on terrain and force marching.
  Wagon: Defined as any four-wheeled vehicle for hauling goods. Wagons
  can only be used on the best of roads; they are almost useless for off-
  road travel. Wagons are generally drawn by two oxen, and the
  load/speed given assumes this. If four oxen (never three) are used, or
  horses are used instead of oxen, percentage adjustments to
  load/speed are the same as for carts. The chance of mechanical
  breakdown is 8% per watch moved.
  Sled: Under snow/ice conditions, sleds move at double the Foot rate,
  but are, of course, useless without such conditions. Sleds are most
  commonly used in Ivinia and Altland, but are seen in other parts
  of Lythia when the climate is favorable. Sleds can be drawn by
  any draft animal, often by trained dogs. The load/speed given
  assumes a team of six dogs and is roughly equivalent to one
  horse in food/water requirements. GMs may check for the
  team as a whole or for individual dogs as desired.
  Barges: Ships and barges are the most efficient means
  of transport when their use is possible, roughly five
  times as efficient as land transport. In western
  Lythia, barges are extensively used for moving
  goods on navigable rivers. The load capacity of a
  vessel is (roughly) equal to the square of its length
  (in feet) x 50 pounds. The common river barge,
  about 30 feet in length, could carry about 45,000
  pounds (22.5 tons) of cargo. Barge movement
  rates depend on the speed of the current and
  whether the barge is floating downstream or
  being pulled upstream. Detailed maritime
  movement rules are provided in Pilots’ Almanac.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CAMPAIGN 9
  VEHICLE TABLE
  Mode
  Load
  Chance of Mechanical
  (lb)
  Breakdown per Watch
  Cart
  2,500
  5%
  Wagon
  8,000
  8%
  Sled
  2,000
  2%
  Barge
  50 x length 2
  •
  NOTE: Higher Quality vehicles are less prone
  to breakdown. See Product Quality table on
  SKILLS 20. A +1 Cart, for example, could have
  a 4% chance of breakdown.
  
  CARAVANS AND BAGGAGE TRAINS
  The major caravans of Hârn and elsewhere are operated by specialist
  members of the Mercantyler’s Guild known as Caravan Masters. Most are
  ex-military officers who have demonstrated some skill at getting the job
  done. They organize all aspects of a caravan and its journey. They are
  responsible for hiring teamsters and guards; deciding who joins a caravan;
  establishing departure dates, camp sites, etc. They have the power to
  abandon goods (and their owners) if their presence is deemed hazardous to
  the caravan.
  Assuming the Caravan Master does not wish to split the caravan up,
  the movement rate of any caravan is that of its slowest member. When
  caravans force march, or cannot provide adequate food and water for their
  livestock, rolling for individual animals is not practical. If the expedition
  force marches, it has a 50% chance per day of taking 1d3 percent losses in
  livestock/wagons. In the event of food/water shortage, caravans lose 1% of
  livestock after one day, 2% after two days, 4% after three days, 8% after
  four days, etc.
  Joining a Caravan
  Mercantylers pay a fee to be included in a caravan. The fees given
  assume the mercantyler provides food, transportation, etc. Some caravan
  masters own carts, wagons, and pack animals which they will lease for
  double or triple fees, but this includes the fee to join the caravan. Most
  caravan masters will allow individuals who are not mercantylers to join a
  caravan for double the normal fees, perhaps for free if the traveler agrees to
  “work the passage” with mercenary assistance.
  The CARAVAN FEES table (sidebar) shows standard fees (one-way)
  between major Hârnic towns. Fees charged for wagons/carts include
  oxen/horses to pull them. For other caravans, or partial routes, it can be
  assumed the fee per 20 Km (one hex on a regional map) is Wagon: 6d, Cart:
  3d, Horse: 2d, and Person: 1d.
  FREIGHT RATES
  Some teamsters and ship owners offer freight service of goods
  between two points. They will generally join caravans/convoys when
  practical. Freight rates are expensive due to the poor roads and the high
  risks involved in moving goods by land or sea. As a general guide, it can be
  assumed the freight rate per five (5) leagues (one hex on a regional map) is
  1d/100 lb by land transport and 1d/500 lb by water transport.
  TOLLS
  Tolls may be levied by anyone who thinks they can be collected.
  Travelers passing through the smallest village, or the range of any tribe,
  may be challenged and ordered to pay a “toll.” Such unofficial tolls may be
  avoided if the travelers are well armed. Throughout civilized Lythia, various
  authorities have established official tollhouses on major highways and
  caravan routes. Such tolls can vary, but standard rates are shown on the
  table (right).
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CAMPAIGN 10
  CARAVAN FEES TABLE
  Caravan
  Wagon Cart Horse
  Foot
  Golotha/Tormau
  30d
  15d
  10d
  5d
  Coranan/Aleath
  24d
  12d
  8d
  4d
  Coranan/Golotha
  24d
  12d
  8d
  4d
  Coranan/Shiran
  24d
  12d
  8d
  4d
  Coranan/Tashal
  96d
  48d
  32d
  16d
  Tashal/Azadmere
  48d
  24d
  16d
  8d
  Tashal/Burzyn
  42d
  21d
  14d
  7d
  Burzyn/Thay
  48d
  24d
  16d
  8d
  Tashal/Leriel
  60d
  30d
  20d
  10d
  Leriel/Geldeheim
  36d
  18d
  18d
  9d
  Other (Per Hex)
  6d
  3d
  2d
  1d
  TOLL RATES TABLE
  0.25d
  Per Person afoot
  1.00d
  Per Horse/Mule
  0.25d
  Per Sheep/Goat
  0.50d
  Per Ox/Cow
  0.25d
  Per Cart *
  1.00d
  Per Wagon *
  * Draft animals extra, one teamster free.
  
  ENCOUNTERS
  The following tables may be used when the
  CHANCE OF ENCOUNTER table (CAMPAIGN 3) indicates
  an encounter has occurred. The Environ (CAMPAIGN 2)
  determines which encounter table to use. Numbers in
  square brackets [ ] indicate subtables which generate
  additional information, activities, etc.
  ENCOUNTER TIMING
  Generated encounters can be scheduled to the
  nearest minute. If the Timetick is a watch, roll 1d8 to
  determine in which half hour the encounter will occur;
  1d30 will generate the precise minute (if needed). In the
  Safe Environ, generate watch by rolling 1d6.
  INITIATIVE
  When two parties meet, AWARENESS can be used to
  determine which sees the other first. If the PC group
  spots the encounter first, they may have time to evade,
  lay an ambush, etc.
  ATTITUDE
  Some creatures are inherently hostile, but most
  exhibit varied behavior. Most animals are wary of
  humanoids and will avoid encountering them unless they
  are very hungry or feel threatened (it’s been said a bear
  does not attack unless provoked, but it is, of course, the
  bear who decides what is and is not a provocation).
  If the GM is unsure how encountered creatures
  should behave, attitude may be randomized with 1d100;
  the higher the roll the “friendlier.” For some beasts, the
  friendliest thing they will do is simply go away.
  USEFUL ENCOUNTERS
  Only significant encounters are detailed to the
  players. Scores of people may be seen while walking
  through a busy marketplace, but only a few are likely to
  interact with the PCs. A generated encounter is assumed
  to be at least potentially significant.
  Examples of Significant Encounters
  • A direct attack on the PCs by an angry bear is always
  significant.
  • A wild deer wandering through camp may only be
  significant if the characters need food.
  • A peddler may not represent a threat, but the characters
  may desire the peddler’s wares.
  • A cleric met on a town street will probably take no
  notice of a PC; but, in the wilderness, may wish to
  converse.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CAMPAIGN 11
  URBAN ENCOUNTERS
  RURAL ENCOUNTERS
  Lawful
  Lawless
  Day
  Night
  Day
  Night
  Encounter
  01
  01
  01–02
  01–03
  Beggar/Cripple/etc. [1]
  02
  02
  03
  04
  Cartographer/Artist [1]
  03–07
  03–07
  04–08
  05–09
  Cleric/etc. [4]
  08–09
  08
  09
  10
  Crier (news/edict/etc.)
  •
  09
  10
  11–12
  Dog/Rats [11]
  10–11
  10
  11
  13
  Servant/Cook/etc. [1]
  12–25
  11–13
  12–20
  14–15
  Farmer/etc. [6]
  26–30
  14
  21–24
  16
  Fisherman/monger [1]
  31–33
  15
  25–27
  17
  Foreigner (Reroll)
  34–55
  16–26
  28–42
  18–27
  Guildsman [3]
  56–57
  27
  43–44
  28
  Hunter/Trapper/etc.[1]
  58
  28–32
  45–47
  29–34
  Items from window...
  59–63
  33–44
  48–58
  35–54
  Lia–Kavair [3a/5]
  64–68
  45
  59–62
  55
  Laborer/etc. [1]
  69–78
  46–61
  63–70
  56–61
  Military [8]
  79–83
  62
  71–76
  62–63
  Mob/Crowd/Assembly [2]
  84–85
  63
  77–78
  64
  Noble/Personage [7]
  86–88
  64
  79–80
  65
  Local Official [9]
  89
  65
  81
  66
  Mercantyler [1/3a]
  90
  66–67
  82–84
  67–69
  Pimp procuring/etc.
  91
  68–77
  85–88
  70–75
  Prostitute
  92
  78–81
  89
  76–77
  Ratter/Scavenger [1]
  •
  82–83
  90
  78–86
  Street Ruffian [1/5]
  93
  84
  91
  87
  Scribe/Scholar [1]
  94
  85–86
  92–93
  88
  Slaver–Mercantyler [1]
  •
  87–91
  94
  89–91
  Street Cleaner
  95
  92
  95
  92
  Teamster [1/3a]
  96
  93
  96
  93
  Toymaker [1]
  97
  94
  97
  94
  Unguilded Peddler [1]
  98
  95–99
  98
  95–99
  Unguilded Criminal [5]
  99–00
  00
  99–00
  00
  Urchins/Children [1/2]
  Lawful
  Lawless
  Day
  Night
  Day
  Night
  Encounter
  01–05
  01–02
  01–05
  01–02
  Local Lord/escort [1/8/10]
  06–55
  03–20
  06–50
  03–20
  Farmer/etc. [6]
  56–60
  21–40
  51–55
  21–35
  Forester [1]
  61–62
  41–60
  56–65
  36–60
  Poacher/Hunter [1]
  63–75
  61–70
  66–75
  61–70
  Reroll as Highway
  76–95
  71–90
  76–90
  71–85
  Reroll as Urban
  96–00
  91–00
  91–00
  86–00
  Reroll as Wilderness
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CAMPAIGN 12
  Lawful
  Lawless
  Day
  Night
  Day
  Night
  Encounter
  01–25
  01–60
  01–30
  01–70
  Reroll as Wilderness/Rural
  26–35
  61–63
  31–35
  71–72
  Reroll as Urban
  36–45
  64–65
  36–40
  73–74
  Journeyman [3b]
  46–55
  66
  41–50
  75
  Caravan with Escort
  56–60
  67–68
  51–53
  76
  Peddler/Mercantyler [1/3b]
  61–65
  69–70
  54–57
  77–79
  Cleric/etc. [4]
  66–70
  71–80
  58–60
  80–81
  Forester [1]
  71–80
  81–85
  61–70
  82–83
  Soldiers on Patrol
  81–85
  86–94
  71–90
  84–94
  Brigands/Highwayman [1]
  86–90
  95–96
  91–95
  95–96
  Military [8]
  91–95
  97–98
  96–97
  97
  Personage [7]
  96–00
  99–00
  98–00
  98–00
  Adventurer [10]
  Day
  Night Encounter
  01–20
  01–15 Tracks/Spore/Sounds (Reroll)
  21–45
  16–45 Local Tribe/patrol/etc.
  46–47
  46–48 Wild Dog/wolf/etc. [11]
  48–49
  49–51 Mountain Lion/Wild Cat/etc. [11]
  50–51
  52–53 Ursine: Bear [11]
  52–54
  54–55 Stag/Deer/Hind/etc. [11]
  55
  56–57 Wild/stray Cattle/etc. [11]
  56–57
  58–59 Wild/stray Sheep/goats/etc. [11]
  58–59
  60–61 Wild/stray Boar/pig/etc. [11]
  60–61
  62
  Avian: Eagle/hawk/falcon/etc. [11]
  62
  63
  Equine [11/12]
  63
  64–66 Reptile [13/11]
  64
  67–69 Ivashu [15/11]
  65
  70–73 Ethereal [16]
  •
  74–75 Dryad (Forest only)
  66–82
  76–79 Human Adventurer [10]
  83
  80–88 Gargun (Wandering Band) [1/10]
  84–85
  89
  Khuzdul Adventurer [10]
  86
  90–91 Sindarin Adventurer [10]
  87–88
  92
  Geomorphic: Landslide/Bog/etc.
  89–90
  93
  One/more of party gets lost
  91–92
  94
  Spoilage/loss of Food/etc.
  93–94
  95
  Lame Horse or Equipment Loss/failure
  95–96
  96–97 Sickness/Food Poisoning/etc.
  97–98
  98
  Mutiny/Dissent/Argument/etc.
  99
  99
  Plant Hazard (poison ivy/etc.)
  00
  00
  Slime/Mold/Fungus [14]
  River Sealane Open
  Encounter
  01–34
  01–25
  01–05
  Local Fishing Boat
  35
  26–30
  06–08
  Foreign Fishing Boat
  36–65
  31–55
  09–22
  Local Merchantman
  66–75
  56–65
  23–29
  Foreign Merchantman
  76–80
  66–70
  30–40
  Pirate/Privateer/etc.
  81–84
  71–74
  41–44
  Local Warship
  85
  75
  45
  Foreign Warship
  86–90
  76–80
  46–59
  Mutiny/Dissent/Argument
  91–94
  81–82
  60
  Maelstrom/Freak Current
  95–96
  83–84
  61–62
  Fire on Board
  97–98
  85–86
  63–65
  Equipment Failure
  99
  87–90
  66–70
  Food and/or Water Spoilage
  •
  91
  71–72
  Killer Whale (Orca)
  •
  92–94
  73–77
  Dolphin/Porpoise
  •
  95
  78–81
  Gray/finback/sperm Whale
  •
  96
  82–84
  Humpback/bowhead Whale
  •
  97–98
  85–90
  Right Whale/Narwhal
  •
  99
  91–98
  Seal/Walrus/Sealion
  00
  00
  99–00
  Sea Monster or Water Monster
  1d100
  Encounter
  01–10
  Tracks/Spore/Sounds (Reroll)
  11–40
  Resident Creatures (as applicable)
  41–55
  Reroll as Wilderness (as applicable)
  56–65
  Gargun (wandering band) [10]
  66–70
  Reptiles: Snake/dragon/etc. [13]
  71–78
  Ivashu [15]
  79–85
  Ethereal: Ghost/demon/etc. [16]
  86–90
  Cave–in/Bad floor/etc.
  91–92
  One/more of party gets lost
  93
  Failure/loss of Equipment
  94–95
  Mutiny/Dissent/Argument
  96–98
  Slime/Mold/Fungus [14]
  99–00
  Other/unique Creature (GM discretion)
  Day
  Night SUBTABLE 1: General Activities
  01–20
  01–24 Eating/Drinking/Gambling/etc.
  21–25
  25
  Going to/from Market/church/work
  26–30
  26–30 To/from Visiting Friends/etc.
  31–35
  31–35 Seeking/offering Directions
  36–40
  36–40 Seeking/offering Services
  41–45
  41–75 Camping/seeking Lodgings/etc.
  46–55
  76–85 Offering Employment
  56–85
  86–90 Working/Looking for Work/etc.
  86–90
  91–96 Escaping the Law/service/etc.
  91–95
  97–98 On Errand/Bearing Message
  96–00
  99–00 Seeking/in a Duel/fight/etc.
  HIGHWAY ENCOUNTERS
  WILDERNESS ENCOUNTERS
  MARITIME ENCOUNTERS
  UNDERGROUND ENCOUNTERS
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CAMPAIGN 13
  SUBTABLE 2: Mobs & Crowds
  Day
  Night Activities
  01–05
  •
  Auction/Impromptu Market/sale
  06–10
  01–10 Brawl/Looting/Rioting
  11–15
  11–15 Fight/Boxing Match/Duel
  16–20
  16–20 Hue and Cry
  21–35
  21–35 Juggler/Acrobat/Jester/Fool
  36–40
  •
  Mob Sport: Soccer/greased pig/etc.
  41–55
  36–50 Musician/Bard/Singer
  56–60
  51–55 Edict/Proclamation/Spectacle
  61–70
  56–60 Play/Puppet Show/Animal Show
  71–75
  61–67 Political Orator/Debate
  76–80
  68–82 Procession/Funeral/etc.
  81–85
  83–87 Public Execution [Crime: 5]
  86–90
  88–97 Public Punishment [Crime: 5]
  91–00
  98–00 Religious Sermon/Orator/Debate [4]
  SUBTABLE 3: Guilds
  Urban
  Other Guild
  Urban
  Other Guild
  01
  01
  Apothecary
  41–49
  25–31 Mercantyler
  02
  02
  Alchemist
  50–59
  32–41 Metalsmith
  03
  03
  Astrologer
  60–61
  42–59 Miller
  04–05
  04
  Chandler
  62
  60–69 Miner
  06
  05–06 Charcoaler
  63–66
  70–72 Ostler
  07–12
  07–08 Clothier
  67
  73
  Perfumer
  13
  09
  Courtesan
  68–69
  74
  Physician
  14
  10
  Embalmer
  70
  75
  Pilot
  15
  11
  Glassworker
  71–78
  76–79 Potter
  16–17
  12
  Harper
  79–80
  80–81 Salter
  18
  13
  Herald
  81
  82
  Seaman
  19–23
  14–16 Hideworker
  82
  83
  Shek–Pvar
  24–27
  17–18 Innkeeper
  83
  84
  Shipwright
  28–29
  19
  Jeweler
  84
  85
  Tentmaker
  30
  20
  Lexigrapher
  85
  86
  Thespian
  31–35
  21
  Litigant
  86
  87–89 Timberwright
  36
  22
  Locksmith
  87–89
  90
  Weaponcrafter
  37–40
  23–24 Mason
  90–00
  91–00 Woodcrafter
  3a Guild Rank
  3b Guildsman Activity
  01–20 Apprentice
  01–30 At/seeking work
  21–65 Journeyman
  31–40 On errand
  66–80 Bonded Master
  41–50 Seeking materials
  81–95 Freemaster
  51–55 Seeking employees
  96–99 Syndic
  56–65 Delivering goods
  00
  Guildmaster
  66–00 Other [1/10]
  SUBTABLE 4: Clerics
  01–15
  Acolyte/Novice
  16–30
  Mendicant Lay-brother/sister
  31–40
  Mendicant Friar/etc.
  41–60
  Deacon(ess)/etc.
  61–70
  Mendicant Priest(ess)
  71–85
  Temple Priest(ess)
  86–96
  High Priest(ess) with attendants
  97–99
  Bishop(ess) with attendants
  00
  Primate/Pontiff/Archbishop(ess)
  1d100
  4a Clerical Activity
  01–10
  Ministering flock/Dispensing alms/etc.
  11–15
  Inspecting Church Property/lands/etc.
  16–20
  Preaching/About to Preach/etc.
  21–30
  Meditating/Praying/etc.
  31–40
  Seeking Victims for Rituals/etc.
  41–50
  Inquisiting after Heretics/apostates/etc.
  51–60
  Begging/soliciting Alms (as applicable)
  61–65
  On Pilgrimage
  66–00
  Non–Church–Related Activity [1]
  SUBTABLE 5: Criminals
  Day
  Night Activity
  01–10
  01–10 Collecting Extortion/etc.
  11–15
  11
  Collecting Dues/Patrolling/etc.
  16–35
  12–13 Pursecutting/Stalking a Mark/etc.
  36–45
  14–20 Con Job/Gambling/Touting/etc.
  46
  21–45 Burgling/Casing Job/etc.
  47
  46–60 Moving/smuggling Goods/contraband
  48
  61–62 Assassin Stalking Prey/etc.
  49–00
  63–00 Non–Criminal Activity [1/3b]
  SUBTABLE 6: Peasant & Rural Folk
  01–20
  Serf/Poor Thrall
  21–45
  Half–Villein/Average Thrall
  46–70
  Villein/Wealthy Thrall
  71–75
  Reeve (Chief Serf/Thrall)
  76–80
  Farm Worker (Freeman)
  81–90
  Freehold (Tenant) Farmer
  91–95
  Yeoman (Freehold Farmer)
  96
  Thatcher
  97–98
  Woodcutter/Iceman
  99–00
  Forester
  Day
  Night 6a Peasant Activity
  01–05
  01–15 Running Away (seeking protection?)
  06–30
  16–20 Traveling to/from Work/market
  31–70
  21–25 At Work (Making/selling Goods)
  71–85
  26–30 Herding Livestock (as applicable)
  86–00
  31–00 At Leisure (non–work–related) [1]
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  CAMPAIGN 14
  SUBTABLE 7: Nobles/Personages
  01–75
  Enfoeffed Knight/Patrician
  76–85
  Grandmaster/officer of Fighting Order
  86–95
  Duke/Earl/Baron/Great Patrician/etc.
  96–00
  King/Emperor/Tribal Chieftain/etc.
  SUBTABLE 8: Military Encounters
  01–50
  Local Garrison/guard/patrol/etc.
  51–60
  Militiaman
  61–75
  Legionnaire/Man at Arms
  76–84
  Mercenary
  85–88
  Naval Seaman/Marine (as applicable)
  89–93
  Gladiator (Free)
  94–00
  Knight–Bachelor (Landless)
  Day
  Night 8a Military Activities
  01–45
  01–60 On Guard/patrol
  46–50
  61–65 Bearing Message/Moving Cargo
  51–60
  66
  Training/on Maneuvers/etc.
  61–65
  67–69 Recruiting
  66–70
  70
  Investigating Crime/etc.
  71–80
  71–75 Seeking Employment
  81–95
  76–95 Off Duty [1]
  96–00
  96–00 Absent Without Leave [1]
  SUBTABLE 9: Officials
  01–20
  Bailiff/Sheriff/Constable
  21–55
  Mayor/Alderman/Town Bureaucrat
  56–70
  Judge/Magistrate/Royal Official
  71–80
  Gaoler/Executioner (with prisoners?)
  81–00
  Reeve/Inquisitor
  9a Official Activities
  01–25
  Collecting/assessing Taxes
  26–60
  Inspecting Businesses/Public Works/etc.
  61–75
  Investigating Crime
  76–00
  Off Duty [1]
  SUBTABLE 10: Adventurers
  Day
  Night
  01–05
  01–70 Camping/seeking Accommodations/etc.
  06–23
  71–72 Exploring/seeking Adventure
  24–58
  73–74 Questing/Crusading/Geas/etc.
  59–63
  75–76 Seeking Directions/protection
  64–70
  77–86 Escaping Persecution/the Law/etc.
  71–80
  87–93 Hunting Criminals/runaways/game
  81–90
  94
  Escorting Cargo/treasure/etc.
  91–93
  95–96 In Distress/Under Attack/etc.
  94–96
  97–98 Caring for Wounded/dead
  97–98
  99
  Preparing/springing Ambush/etc.
  99–00
  00
  Dividing Loot after Fight/etc.
  SUBTABLE 11: Animal Activities
  01–50
  Sleeping/Hibernating/Dormant
  51–85
  Stalking/Hunting or Fleeing Predator
  86–00
  Eating Kill/Grazing/Foraging/Hunting/etc.
  SUBTABLE 12: Equines
  01–95
  Wild
  01-95
  Wild Horse/Pony [11]]
  96
  Centaurin [1/11]
  97
  Unicorn [11]
  98–99
  Hirenu (Hippogriff) [11]
  00
  Unique/rare Equine (GM discretion)
  SUBTABLE 13: Reptiles
  01–10
  Ordinary Reptile/lizard [11]
  11–50
  Ordinary Snake (non-poisonous) [11]
  51–80
  Ordinary Snake (poisonous) [11]
  81–90
  Ordinary Snake (constrictor) [11]
  91–96
  Yelgri (Harpy) [11]
  97–99
  Wyvern/Ilme (as applicable) [11]
  00
  Dragon [11]
  SUBTABLE 14: Fungus/Slime
  01–35
  Langlah (Gray Ooze)
  36–65
  Lurishi (Ochre Mold)
  66–95
  M’nogai (Green Slime)
  96–00
  Unique/rare Fungus/Slime
  SUBTABLE 15: Ivashu
  Day
  Night
  01–25
  01–15 Aklash (the Vessel of Choking Wind) [11]
  •
  16–40 Hru (the Rock Giant) [11]
  26–50
  41–65 Nolah (Hârnic Troll) [11]
  51–60
  66–75 Umbathri (Gargoyle)
  61–95
  76–95 Vlasta (the Eater of Eyes) [11]
  96–00
  96–00 Unique/rare Ivashu (GM discretion)
  SUBTABLE 16: Ethereals
  Day
  Night
  01–15
  01–10 Elmithri/Water Sprite/Water Elemental/etc
  16–50
  11–20 Asiri/Aulamithri/Air Elemental/etc.
  51–60
  21–30 Earth Elemental (as applicable)
  61–70
  31–40 Fire Elemental (as applicable)
  71–84
  41–60 Shade/Ghost/Astral Entity/etc.
  85
  61–70 Amorvrin (“Free” Undead)
  •
  71–80 Gulmorvin (“Enslaved” Undead)
  86–90
  81–90 Possessed Entity/Golem/Zombie/etc.
  91–95
  91–95 Demon/demigod (as applicable)
  96–00
  96–00 Unique/rare Ethereal (GM Discretion)
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  Permission to Photocopy for Personal Use
  HârnMaster
  Version 3.01
  JOURNAL
  CAMPAIGN 15
  DAY
  1st Watch
  0:00 to 04:00
  2nd Watch
  04:00 to 08:00
  3rd Watch
  08:00 to 12:00
  4th Watch
  12:00 to 16:00
  5th Watch
  16:00 to 20:00
  6th Watch
  20:00 to 0:00
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  YEAR
  MONTH
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  Permission to Photocopy for Personal Use
  HârnMaster
  Version 3.01
  CAMPAIGN 16
  EVENT CALENDAR
  NUZYAEL
  PEONU
  KELEN1
  YEAR
  LOCATION: Record generated events for various sizes of
  regions [kingdom, shire, town areas] as needed.
  1. Ivinians call this month Saraju.
  LOCATION
  SPRING
  NOLUS
  LARANE
  AGRAZHAR
  SUMMER
  AZURA
  HALANE
  SAVOR
  AUTUMN
  ILVIN
  NAVEK
  MORGAT
  WINTER
  M
  
  here is no limit to the amount of information
  players may request about treasures they
  acquire, or would like to acquire. This section
  includes GM procedures to determine the
  color, texture, size, and shape of such items.
  Also included is information about the most
  common items of a magical or divine nature.
  The Values of Items
  Both valuable and mundane items may be generated. Value is relative
  and always difficult to ascertain without the necessary appraisal skills (see
  SKILLS 7). PCs may have no idea of the value of “treasure” they find.
  Treasure Register
  The GM should maintain a secret register of all “treasure” found by
  PCs. Any item whose nature, value, or powers are unknown by the players
  should be included with a unique registration number. The GM may
  generate and record information only as needed or discovered. When
  players are dealing with a number of items, it is easy to try to use an item
  they have no longer have. Thus, when an item is lost or sold, the GM notes
  this in the register to prevent this kind of error from occurring.
  Treasure Age
  The GM may have an idea of an item’s age from its design or location,
  but some items could reasonably be of any age. If random age generation
  is needed, the TREASURE AGE table (right) may be used.
  Treasure Condition
  Neglect and decay can take a terrible toll on a hoard. Many found
  items are encrusted with grime and/or in poor condition. Even enchanted
  artifacts may be broken. The decay of artifacts may be slowed or prevented
  if they are made of noble metals or stored in a dry location. Artifact
  condition may be determined with the TREASURE CONDITION table
  (right) under Found (lost or abandoned) or Person (personal possession) as
  appropriate. Interpretation of the result depends on the type of item; a
  jeweled bracelet in poor condition may have had its gems removed, and so
  on. The GM may adjust the 1d100 roll to reflect the time since the item was
  lost, how it has been stored, and so on. Written works have their own
  condition table (TREASURE 8).
  Hoards
  The rumor of a fabled hoard can spur
  characters to overcome great adversity to
  find it. Of course, finding a hoard is one
  thing, keeping it is another. Hoards may
  also be chanced upon.
  To generate a hoard, determine its general
  nature and size. Use the Personal
  Possessions Tables following as guides,
  and generate specific items as desired.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 1
  01–75
  Modern—6th to 8th
  century TR (1d3+5)
  76–87
  Middle—1st to 5th
  century TR (1d5)
  88–91
  Ancient—1st to 12th
  century BT (1d12)
  92–95
  Codominium—13th to 70th
  century BT (3d20+10)
  96–97
  Pre-Khuzan—71st to 100th
  century BT (1d30+70)
  98
  Lost Years—101st to 150th
  century BT (1d50+100)
  99–00
  Earthmaster—151st to 200th
  century BT (1d100+150)
  TREASURE AGE
  Found
  Person
  Condition
  01–20
  01
  Broken/Decayed
  (unrecognizable?)
  21–60
  02–03
  Poor (corroded,
  pieces missing, etc.)
  61–80
  04–10
  Fair (needs repair
  and/or cleaning)
  81–95
  11–90
  Good (may need
  cleaning, etc.)
  96–00
  91–00
  Excellent (as new)
  Note: Written Works have their own
  condition table (see Treasure 8).
  TREASURE CONDITION
  
  PERSONAL POSSESSIONS
  The PERSONAL POSSESSION tables (right) are used to randomly
  generate items carried by individuals. At need, the GM assigns encountered
  individuals to one of the categories. The tables are intended for humans,
  but can be used for Sindarin and Khuzdul with or without modification.
  Gargun would be classified as Hunters/Tribesmen. Generally, only sentient
  creatures have any items. If someone fits more than one category, roll for
  the higher chance. It is best to generate possessions as soon as the
  individual is encountered. Persons with defensive weapons or artifacts tend
  to use them to defend themselves, provided they understand their use and
  nature.
  The listed categories are checked for each individual. Two numbers are
  given in each category. The first number is the percentage chance the
  individual possesses such items. The second number indicates the die roll
  to determine the number of such items. There are sub-tables for some
  categories to be found on the page indicated.
  Clothing/Armour
  The entry for clothing indicates the garb normally worn by the
  individual. Wealthier persons usually have better garments. Clothing may
  vary according to current activities, time of year, and weather. Second-hand
  garments usually sell at 30–60% of cost. The clothing of deceased
  individuals may be damaged with cuts and bloodstains. Clothing may be
  supplemented by armour. Whether an individual is wearing armour
  depends on how much they anticipate getting into a fight.
  Silver/Gold
  The number of drams of silver (usually in coin form) carried in a
  moneypurse or moneybelt. A silver penny weighs one dram. Some
  individuals may also carry gold, one ounce crowns (each worth 240 pence).
  The type of coin/ingot depends on locale and GM discretion.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 2
  Clothing: robe/hose
  Armour (p11)
  5%:1d3
  Silver (pence/drams)
  90%:7d6
  Gold (crowns/ounces)
  25%:1d3
  Gems/Jewelry (p5)
  10%:1d3
  Weapons (p11)
  10%:1d4
  Written Works (p8)
  70%:1d4
  Potions/Elixirs (p4)
  90%:1d8
  Artifacts (p18)
  30%:1d3
  ALCHEMIST
  Clothing: gown/hose
  Armour (p11)
  5%:1d2
  Silver (pence/drams)
  90%:9d6
  Gold (crowns/ounces)
  25%:1d3
  Gems/Jewelry (p5)
  10%:1d3
  Weapons (p11)
  10%:1d4
  Written Works (p8)
  75%:1d6
  Potions/Elixirs (p4)
  20%:1d8
  Artifacts (p18)
  40%:1d3
  SCHOLAR/MAGE
  Clothing: robe/hose
  Armour (p11)
  10%:1d3
  Silver (pence/drams)
  90%:6d6
  Gold (crowns/ounces)
  20%:1d3
  Gems/Jewelry (p5)
  5%:1d3
  Weapons (p11)
  20%:1d3
  Written Works (p8)
  40%:1d6
  Potions/Elixirs (p4)
  30%:1d3
  Artifacts (p18)
  10%:1d3
  CLERIC (Adjust per Religion)
  Clothing: tunic/leggings
  Armour (p11)
  65%:1d4
  Silver (pence/drams)
  75%:1d6
  Gold (crowns/ounces)
  5%:1d3
  Usurers’ Notes
  2%:1d2
  Gems/Jewelry (p5)
  15%:1d3
  Weapons (p11)
  95%:2d2
  Written Works (p8)
  1%:1d3
  Potions/Elixirs (p4)
  5%:1d3
  Artifacts (p18)
  1%:1d2
  BRIGAND/OUTLAW
  Clothing: tunic/leggings
  Armour (p11)
  35%:1d4
  Trade Goods (furs/hides/etc.) 50%:2d6
  Silver (pence/drams)
  20%:3d6
  Gold (crowns/ounces)
  2%:1d2
  Gems/Jewelry (p5)
  1%:1d3
  Weapons (p. 11)
  85%:1d4
  Written Works (p8)
  1%:1d2
  Potions/Elixirs (p4)
  10%:1d3
  Artifacts (p18)
  1%:1d2
  HUNTER/TRIBESMAN
  
  Usurers’ Notes
  Notes appear to the illiterate as small “scrolls.” Each should be
  assigned a place of origin. Value may be determined by rolling 1d100 x 10d
  (at GM discretion). There are two basic kinds of notes: (1) bearer notes
  which may be traded by anyone, and (2) personal notes which may only be
  redeemed by the individual to whom they are issued. About 90% are bearer
  notes.
  Gems/Jewelry
  Most jewelry consists of items habitually worn by the individual. This
  depends on the location of the encounter; few people wear their best
  jewelry on camping trips, but may carry loot, trade goods, etc.
  Trade Goods
  The type of trade goods a mercantyler is likely to carry depends on the
  mercantyler’s party size, culture, and encounter location. A solitary trapper
  may only have a few furs; a large merchant caravan may carry tons of
  luxury goods. For inspiration, roll for each item on the NPC OCCUPATION
  GENERATION table (CHARACTER 17).
  Miscellaneous Items
  Most characters habitually carry the following items upon their
  persons:
  • Tinderbox/Flint and Steel/etc.
  • Keys (depends on wealth/etc.)
  • Knife (tool, not a weapon)
  • Professional Tools (as applicable)
  • Credentials: persons tend to carry proof of status, if they have any.
  Guildsmen carry documents or badges proving their membership, and
  so on.
  Camping/Exploring Equipment
  Individuals on an expedition generally have some of the following
  equipment. Use discretion.
  • Alcoholic Beverages (ale/wine/etc.)
  • Backpacks/Sacks/Bags
  • Blanket/Bedroll (quality varies by status)
  • Climbing Gear (spikes/grapple/ropes)
  • Cooking Equipment (pots/pans/salt/etc.)
  • Fishing Gear (hook/line/net)
  • Hatchet/Woodaxe/Wood Saw
  • Lantern/Oil/Torches
  • Provisions (fresh/salted/dried rations/etc.)
  • Snares/Traps
  • Spare Clothes, Sewing/Repair Kits
  • Staff/Walking Stick (probably self-made)
  • Tent/Tarpaulin (usually carried only by groups)
  • Waterskin/Waterbottle
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 3
  Clothing: tunic/hose
  Armour (p11)
  5%:1d2
  Silver (pence/drams)
  90%:8d6
  Gold (crowns/ounces)
  10%:1d3
  Usurers’ Notes
  10%:1d3
  Gems/Jewelry (p5)
  25%:1d6
  Weapons (p11)
  75%:1d3
  Written Works (p8)
  5%:1d3
  Potions/Elixirs (p4)
  5%:1d2
  Artifacts (p18)
  5%:1d3
  LIA-KAVAIR (Thief)
  Clothing: gown/tunic/hose
  Armour (p11)
  5%:1d2
  Trade Goods
  80%:3d6
  Silver (pence/drams)
  90%:9d6
  Gold (crowns/ounces)
  35%:1d6
  Usurers’ Notes
  90%:1d8
  Gems/Jewelry (p5)
  35%:1d6
  Weapons (p11)
  20%:1d2
  Written Works (p8)
  30%:1d3
  Potions/Elixirs (p4)
  10%:1d2
  Artifacts (p18)
  5%:1d2
  MERCANTYLER
  Clothing: tunic/hose/rags
  Silver (pence/drams)
  10%:1d8
  Gold (crowns/ounces)
  1%:1d2
  Gems/Jewelry (p5)
  1%:1d2
  Weapons (p11)
  2%:1d2
  Written Works (p8)
  2%:1d2
  Potions/Elixirs (p4)
  2%:1d2
  Artifacts (p18)
  1%:1d2
  VAGRANT/BEGGAR
  Clothing/Armour at GM discretion
  Steed/Warhorse
  85%:1
  Armour (p11)
  99%:2d6
  Silver (pence/drams)
  90%:7d6
  Gold (crowns/ounces)
  30%:1d3
  Usurers’ Notes
  10%:1d6
  Gems/Jewelry (p5)
  15%:1d3
  Weapons (p11)
  99%:2d3
  Written Works (p8)
  10%:1d3
  Potions/Elixirs (p4)
  10%:1d2
  Artifacts (p18)
  5%:1d3
  WARRIOR/NOBLE (adjust for wealth)
  
  POTIONS & ELIXIRS
  A potion/elixir may be defined as any substance designed to be
  applied to the body internally or externally, or which looks like it may be
  meant for such a purpose. There are infinite possibilities in this category.
  The same potion may vary in appearance, and potions that appear
  identical may have vastly different effects. Variations may be randomly
  determined by means of the tables (right). Fill in details as to dosage and
  specific effect as desired. Most potions tend to lose their potency with age,
  although magic may preserve effects in some cases.
  Abundant Healthcare
  A high incidence of healing potions is
  generated by these tables. This is no
  accident—characters often seem to be in
  need of such things and a generous supply
  of healing potions is a good thing.
  But It Doesn’t Look Right!
  Each alchemist and apothecary apply their
  own standards of aesthetics in how
  potions look. The same medicine can be a
  green cake or a blue liquid.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 4
  Common Potions/Elixirs
  Healing: Kargele consists of golden leaves wrapped around a few,
  small, brown seed pods. The leaves smell like brandy. A patient who
  eats the leaves and seeds will fall into a deep sleep for 20–50 hours.
  While asleep, the patient receives a 20 point bonus to all Healing
  Rolls. The patient wakes up with a voracious appetite because 10%
  of the patient’s body mass is burned up by the potion. Kargele is
  widely used by the Church of Peoni.
  Anesthetic and Disinfectant: Berelik is a greenish-yellow, oily paste
  which is spread lightly over an open wound. It will deaden the pain
  of a minor wound for four hours, a serious wound for two hours, or
  a grievous wound for one hour. The chance of the wound becoming
  infected is halved. Aftereffects include numbness for 6–10 hours and
  lethargy (1d6 Fatigue Levels).
  Hallucinogen: Fanosel consists of clear crystals. When mixed in a
  liquid, the drinker will, within 5–15 minutes, experience euphoria,
  delusions of grandeur, and reduced inhibitions for 2–6 hours.
  Aftereffects include depression and irritability. Fanosel is outlawed
  in all civilized countries because it is highly addictive and continued
  use leads to personality disintegration.
  Stimulant: Olrui also consists of clear crystals. When mixed with a
  liquid, the drinker will become quite hyperactive. The drug will
  halve the rate at which fatigue is accumulated, and will keep a
  person awake for 21–40 hours, during  which 5–20% of the user’s
  body mass is burned up. When the drug wears off, the drinker is
  exhausted (2d6 Fatigue Levels).
  Depressant and Poison: Lavaryctia is an acrid, yellow liquid.
  Drinking a few ounces of the potion brings on a deep sleep for 7–12
  hours. A massive overdose causes coma or death.
  Holy Water: The churches of the 10 major deities use Holy Water for
  christenings, exorcisms, summoning rituals, etc. The only exception
  is the church of Agrik, the god of fire. Agrikans use Holy Ash
  instead. Ordinary water/ash becomes Holy Water/Ash when
  blessed by a cleric.
  Esoteric: Habsulara is a dark brown powder which is burned and
  inhaled. About 2–12 minutes later, the inhaler’s INTELLIGENCE will
  increase by 1d6 for 1–3 hours. Nausea is a common side effect.
  Possession of Habsulara is illegal in Melderyn.
  01–45
  Liquid (watery/oily)
  46–60
  Ointment/Salve/Grease
  61–85
  Powder/Granules/Crystals
  86–90
  Fibrous/Leafy
  91–00
  Resinous (sticky)
  POTION APPEARANCE
  01–25
  Colorless
  26–50
  Brown
  51–55
  Black
  56–70
  White/Milky
  71–85
  Gray
  86–87
  Multicolored
  88–89
  Red/Pink
  90–91
  Orange
  92–94
  Yellow/Golden
  95–96
  Green
  97–98
  Blue
  99–00
  Violet/Purple
  POTION COLOR
  01–10
  Useless (powers entirely lost)
  11–30
  Weak (large dose required)
  31–70
  Average (typical dose required)
  71–90
  Strong (small dose required)
  91–00
  Concentrated (very potent)
  POTION POTENCY
  01–25
  Healing (restorative, etc.)
  26–35
  Anesthetic (deaden pain)
  36–60
  Poison (kill or injure)
  61–70
  Disinfectant (aid healing)
  71–75
  Drug (hallucinogen, etc.)
  76–85
  Stimulant (increase metabolism)
  86–90
  Depressant (slow metabolism)
  91–95
  Holy Water (varies)
  96–00
  Esoteric Effect (enchanted)
  POTION PURPOSE
  
  GEMS AND JEWELRY
  These tables generate jewelry and unmounted gemstones. The ITEMS
  table (right) determines specific items. The weights of items and the chance
  of their adornment is also given.
  Valuation of Jewelry
  The JEWELRY MATERIALS table (right) generates an item’s basic
  composition. The values given apply to unadorned items of finished jewelry
  and are roughly three times the base materials cost (silver bullion, for
  example, is worth 20d per ounce, but silver jewelry is worth 60d an ounce).
  This assumes high-grade materials have been used and the item has been
  worked by a master jeweler (ML 71+). The value of any piece may be
  computed by multiplying its weight by the material value given, making
  sure the units of weight (drams or ounces) are the same. This value is only
  a guide. Anyone selling an item to a jewelcrafter or mercantyler would be
  lucky to receive half this amount, and the value of items may vary
  dramatically according to age, condition, and craftsmanship.
  Adornments
  If jewelry is generated as having adornment, use the ADORNMENTS
  table (right) to determine its nature. Adornment increases value
  significantly; but, if improperly or poorly executed, it could reduce value.
  Gemstones
  The value and type of gemstones varies greatly and may be generated
  with the Gemstone section (TREASURE 7). Use discretion: few jewelcrafters
  adorn pure gold with cheap stones.
  Inlay
  An inlay involves insetting a precious or semi-precious material. Inlays
  can raise the value of a piece up to five times depending on materials and
  craftsmanship.
  Engraved/Carved
  Engraving/carving can double or triple the value of an item. The work
  may be purely decorative (90% chance), or may identify an owner with
  heraldry or a motto, or is perhaps an invocation keyword or even a warning
  of some kind.
  Inlay Adornment (Example)
  An item of value 100d could be worth up
  to 500d with suitable inlaying.
  Engraved Adornment (Example)
  An item of value 100d could be worth up
  to 300d with suitable engraving.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 5
  1d100
  Item
  Weight Adorn
  01–05
  Raw Gems (see: Gems)
  n/a
  06–15
  Cut Gems
  (see: Gems)
  n/a
  16–40
  Ring
  1d6+4 dr
  65%
  41–55
  Pendant
  3d6+2 dr
  50%
  56–65
  Necklace
  2d6+2 oz
  75%
  66–70
  Bracelet
  1d6+2 oz
  30%
  71–80
  Broach
  2d6+2 dr
  65%
  81–85
  Comb
  2d6+4 dr
  35%
  86–95
  Earrings
  1d4+1 dr
  70%
  95–99
  Anklet
  1d6+6 oz
  25%
  00
  Rare Item (below)
  1d100
  Rare Item
  Weight Adorn
  01–10
  Tiara
  2d6+2 oz
  80%
  11–60
  Circlet
  1d6+2 oz
  90%
  61–75
  Wand
  8d6+2 oz
  80%
  76–85
  Orb/etc.
  4d6+2 oz
  90%
  86–95
  Statuette
  5d6+2 oz
  10%
  96–00
  Crown
  5d6+2 oz
  85%
  dr = Dram
  oz = Ounce
  JEWELRY ITEMS
  1d100
  Material
  Value
  01–05
  Bone/Horn
  1d/oz
  06–10
  Pewter
  1d/oz
  11–12
  Copper or Bronze
  1d/oz
  13–15
  Brass
  1d/oz
  16–20
  Glass
  6d/oz
  21–30
  Ivory
  16d/oz
  31–40
  Amber
  50d/oz
  41–75
  Silver
  60d/oz
  75–80
  Jade
  500d/oz
  81–99
  Gold
  1,200d/oz
  00
  Mythral
  7,500d/oz
  JEWELRY MATERIALS
  1d100
  Adornment
  01–70
  1d6 Gemstones/etc.
  71–75
  Inlay/Cameo (gold, ivory, etc.)
  76–90
  Engraved/Carved
  91–00
  Multiple Adornments 
  (roll twice more)
  ADORNMENTS
  
  GEMS
  The variety of gems found in Lythia number in the hundreds. We have
  listed and described only the 19 most common and/or valuable. The GM
  may choose an appropriate stone, or randomly generate with 1d100.
  Transparency and Color
  A stone’s appearance is usually the only information discernable by
  non-jewelers. Clear quartz might be described as a “sparkling clear stone,” a
  garnet or ruby as a “red gem,” and so on. To learn more, Jewelcraft skill is
  usually necessary, although some items, such as pearls, are readily
  recognizable.
  Size
  Size is given as a dice roll to determine the number of carats. One
  ounce is equal to 142 carats. This roll may generate stones of a size that
  modern Terrans would drool at; gemstones tended to be larger in medieval
  times. The GM may wish to generate even larger stones, although we do
  not recommend this. A twenty-carat diamond is worth as much as a castle;
  the result of having several of these in a character’s pocket is obvious.
  Value
  The values given for gems are in pence for CUT stones of average
  quality, crafted by a master jeweler of average skill (ML75). The GM may
  vary the quality of stones and adjust for craftsmanship as desired; stones
  cut by the Khuzdul tend to be at least twice as valuable. The value of any
  stone is its size in carats SQUARED times the value given (e.g., a three carat
  diamond is worth 3 x 3 x 800d = 7,200d). The valuations and weights given
  do NOT apply to raw (uncut) stones. These tend to be worth one-fifth (20%)
  of cut stones and weigh 2–3 times more.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 6
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  GEM TABLES
  TREASURE 7
  01–10
  Agate
  3d6
  10d
  An opaque, multicolored stone, usually reddish brown with white wavy lines. It is considered a
  charm against evil, and to enable one to seduce the most unwilling of virgins.
  11–25
  Amber
  3d6
  2d
  A yellow-orange, translucent, fossil tree resin. Many pieces contain preserved insects thought to
  have magical properties. Gem-quality amber is expensive compared to bulk amber (16d/oz).
  26–35
  Bloodstone
  2d6
  15d
  An opaque, deep-green gemstone with flecks of red. It is said to possess the power to stop
  bleeding, and is known in some regions as the “Healing Stone.” It is often carried by physicians and
  is regarded with awe and respect. Many are inscribed with symbols said to be “miraculous cures”
  for numerous ailments.
  36–45
  Carnelian
  2d6
  25d
  A translucent, reddish-brown gemstone. The carnelian is considered to be one of the luckiest
  jewels to wear, a talisman of joy and good fortune.
  46–65
  Jet
  4d6
  1d
  A form of coal, velvet-black in color. Capable of taking a high polish, this stone is believed unlucky,
  but is still popular due to its low price.
  66–70
  Moonstone
  2d6
  30d
  A translucent, semi-precious stone, generally white with a light blue sheen. It is said to be
  remarkably adept at storing curses.
  71–75
  Onyx
  3d6
  20d
  A strikingly-beautiful, opaque, black-and-white-banded stone. Onyx is associated with Naveh and
  considered a stone of ill fortune and bad dreams.
  76–77
  Opal
  3d6
  80d
  A multicolored, translucent gem. Higher-quality stones are almost transparent. Colors range from
  light blue to green to orange.
  78–80
  Pearl
  3d6
  10d
  An opaque, abnormal growth found in oysters. Pearls come in a variety of colors including cream
  (most common) pink, blue, silver, gold, and black. The last three, especially black, are rare and
  expensive. Pearls are associated with wisdom; a black pearl in a silver ring is worn by the pontiff of
  Save-K’nor. Most pearls originate in the Eastern Venarian Sea, Gulf of Mafan, and Melurian Sea.
  81–94
  Quartz
  3d6
  5d
  Gem-grade quartz is transparent and colorless, yellow, brown, blue, black, pink, or green. Rare
  purple quartz (amethyst) is 10–20 times more valuable.
  95–98
  Spinel
  2d6
  40d
  Spinels come in a variety of colors. The best spinels are often passed off as rubies, sapphires, and
  emeralds.
  99–00
  Rare Gem
  Roll on RARE GEMS Table.
  01–20
  Chrysolite
  1d6
  500d
  A transparent, golden gemstone with a slight hint of green. Its sparking gleam is likened to
  Nolomar (the sun) and is often believed to be capable of dispelling dark forces. Rich deposits of
  chrysolite are said to exist in western Anzeloria.
  21–30
  Diamond
  1d6
  800d
  The hardest of stones, the diamond is pure carbon and quite rare. The Khuzdul, who have
  developed gemcutting to a high art, value diamonds above all other stones due to the brilliance of
  a well-cut stone. Many diamonds come from Jankor in the far east and the heart of the Anzelorian
  subcontinent, although the dwarves may have other sources. Most diamonds are colorless, but they
  can be tinted yellow, blue, or green; such stones are highly prized.
  31–45
  Emerald
  1d6
  700d
  A transparent gem in various shades of green. Emeralds have always been considered lucky
  because green symbolizes fertility and growth. The Church of Peoni has a thirty-carat emerald at
  the pontifical seat of Perna in Trierzon.
  46–70
  Garnet
  1d6
  400d
  A transparent, deep-red gem, the ruby is a Laranian symbol. The pontifical crown of Larani’s
  church is adorned with garnets, and wealthy clerics often wear garnet rings. Garnets are often
  confused with the more valuable ruby.
  71–75
  Jankorez
  1d6
  1200d
  A transparent, deep purple gem. It is one of the most valuable and rarest of gems (the only known
  deposits are in Jankor in Eastern Lythia). Jankorez is often confused with purple quartz.
  76–80
  Ruby
  1d6
  1,000d Known throughout Eastern Lythia as the “King of Stones,” rubies are among the most prized of
  gemstones. Either translucent or transparent, they come in various shades of red; transparent
  stones of deep red with a hint of blue are the most valuable. Lythians believe rubies will protect
  them from a vast array of phenomena, including thunder, lightning, and earthquakes. The highest-
  quality rubies come from Kaneum in Southeastern Lythia. Rumor has it that a ruby as big as a
  man’s hand is owned by the Khan of Kaneum.
  81–90
  Sapphire
  1d6
  900d
  A stone related to the ruby; it comes in shades of blue. The sapphire is associated with the sky, and
  astrologers call it the “celestial gem.”
  91–00
  Topaz
  1d6
  600d
  A transparent, yellow gem that shines more brightly in the light of Yael (the moon). A topaz is also
  thought to bequeath beauty and intelligence which waxes and wanes with the phases of Yael.
  COMMON GEMS Carats
  Value Description
  RARE GEMS
  Carats
  Value Description
  
  WRITTEN WORKS
  Written works also include glyphic items and/or pictures. Whenever a
  written work is obtained, the GM determines six basic properties:
  [1] Medium: The Written Medium table (right) randomly generates
  materials/tools with which a written work was produced. Cultural
  considerations govern—books are far more common in a feudal
  environment than among vikings, for example.
  [2] Age: Determine an age of a written work, or use the Age
  Generation table (Treasure 1). Written works are Ancient, Middle, or
  Modern. Pre-ancient works are either Sindarin (Pre-Khuzan) or 70%
  Khuzan and 30% Sindarin (Codominium). The Earthmasters left no
  (recognizable) written works.
  [3] Condition: The chance of reading a written work depends on its
  condition. The Written Work Condition table (right) can randomize
  written work condition according to its age. Adjust the roll according
  to the medium; carved stone obviously deteriorates more slowly than
  vellum. The last column is an EML modifier for attempting to read
  the work. If a Rigged (cursed/encoded/misleading) work is
  generated, roll again for apparent condition. Hence, a rigged scroll
  could be in good condition and have a cumulative modifier of –15.
  Ignore the “Rigged” result if the content of the work is not worth
  protecting.
  [4] Regional Origin: Lythia is divided into 17 linguistic/cultural
  regions. A work’s region of origin is determined with the Regional
  Origin table (right). Specific locales within any region are randomly
  determined as needed. The regions considered adjacent to the Hârnic
  Isles are Ivinia, Trierzon, Shorkyne/Quarphor, and Azeryan, the last
  because of the former dominance of its empire in northwestern
  Lythia.
  [5] Script & Language: The tables (Treasure 9) give the scripts and
  languages used in each of 17 regions and three eras (Ancient, Middle,
  and Modern). In each table, the scripts are given first (italics) and the
  languages second. For example, in the Azeryan region, the Middle
  scripts are Zerin and Nuvesarl, and the Middle languages are
  Azeryani, Phari, and Azeri. Within the region, select or randomize
  script and language which are listed in order of prominence. There is
  a tendency for most languages to be written in particular scripts.
  Sindarin, for example, almost exclusively (95%) uses Selenian, but all
  tongues within a region/era have been written in all scripts of the
  same region/era. See also languages in HârnWorld which contains a
  language map and other linguistic details.
  [6] Content: Content needs to be determined only if the work is
  successfully read. In many cases, the work will be illegible or
  unreadable. A work may, in any case, be read only if both the
  language and script are known. People record an immense variety of
  things. A written work can be anything from a treasure map to a
  shopping list. The Content table (right) can generate the subject.
  Expand details with historical background, religious or philosophical
  tone, and cultural assumptions.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 8
  01–05
  Wax Tablet and Stylus
  06–10
  Slate and Chalk
  11–35
  Parchment and Ink
  (book, scroll, etc.)
  36–70
  Vellum and Ink
  (book, scroll, etc.)
  71
  Paper (papyrus) and Ink
  (book, scroll, etc.)
  72–73
  Fabric and Paint
  74–75
  Tapestry (fabric and thread)
  76–90
  Carved Wood/sticks
  91–98
  Carved Stones
  99–00
  Carved/Engraved Metal
  WRITING MEDIUM
  Ancient
  Middle Modern
  Condition
  01–02
  01–10
  01–15
  Perfect
  +10
  03–05
  11–25
  16–35
  Good
  +5
  06–10
  26–50
  36–70
  Fair
  +0
  11–30
  51–75
  71–85
  Poor
  –5
  31–95
  76–95
  86–95
  Very Poor –10
  96–00
  96–00
  96–00
  Rigged
  –20
  WRITTEN WORK CONDITION
  01–85
  Local Region
  86–95
  Adjacent Region
  96–00
  Distant Region
  REGIONAL ORIGIN
  01–04
  Inventory, Census, or List
  05–07
  Law/Decree/Charter/Pardon
  08–09
  Military Orders/Strategy, etc.
  10–12
  Usurer’s and/or Promissory 
  Note (redeeming may be hard)
  13–15
  Contract/Transaction Record
  16–18
  Spell Descriptions
  19–21
  Descriptions of artifacts,
  esoteric process, magical
  phenomenon, etc.
  22–24
  Alchemical Recipes/Treatise
  25–26
  Philosophical Treatise
  27–29
  Theological Treatise, Prayer,
  Ritual Invocation, etc.
  30–32
  Treatise—Natural Sciences
  33–34
  Treatise—Craft/Lore
  35–40
  Letter (Personal/Official)
  41–45
  Journal/Diary
  46–48
  Literature, Legend, Folklore.
  49–50
  Song/Piece of Music
  51–54
  Historical Text
  55–56
  Culinary Arts (Cooking)
  57–58
  Map/Rutter/Navigational Aid
  59–60
  Artwork/Illustration
  61–65
  Mystic Tome (see TREASURE 10)
  66–00
  Roll twice more.
  WRITTEN WORK CONTENT
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  LANGUAGES & SCRIPTS
  TREASURE 9
  Ancient Middle
  Modern
  Tianta
  Zerin
  Ayaran
  Nuvesarl
  Lakise
  Jarind
  Azeryani
  High Azeryani
  Phari
  Low Azeryani
  Azeri
  AZERYAN
  Ancient
  Middle
  Modern
  Kono
  Tankono
  Tankono
  Neramic
  Mafani
  Mafash
  Mafanese
  Ketar
  Panhaonic
  Shenti
  Molkuri
  Thota
  Chogori
  Molnasian
  Kyaman
  Besha
  MOLNASIA
  Ancient
  Middle
  Modern
  Selenian
  Khruni
  Lakise
  Khruni
  Selenian
  Runic
  Nuvesarl
  Selenian
  Sindarin
  Old Hârnic
  Hârnic
  Khuzan
  Old Jarinese
  Jarinese
  Jarind
  Sindarin
  Ivinian
  Khuzan
  Sindarin
  Orbaalese
  Khuzan
  HÂRNIC ISLES
  Ancient
  Middle
  Modern
  Tianta
  Hekori
  Hekori
  Zerin
  Ayaran
  Hepeka
  Old Numec
  Numer
  Panhaonic
  Falani
  Azeryani
  Korlic
  High Azeryani
  Low Azeryani
  HEPEKARIA
  Ancient
  Middle
  Modern
  Selenian
  Khruni
  Runic
  Khruni
  Jarind
  Old Altish
  Ivinian
  Sindarin
  Khuzan
  Altish
  Khuzan
  Yarili
  Harbaalese
  Khuzan
  IVINIA/ALTLAND/HARBAAL
  Ancient
  Middle
  Modern
  Tianta
  Zerin
  Ayaran
  Neramic
  Azeri
  Karuia
  Karejian
  Phari
  Azeryani
  High Azeryani
  Low Azeryani
  Dalken
  Elbythian
  Besha
  KAREJIA
  Ancient
  Middle
  Modern
  Neri
  Neramic
  Neramic
  Kono
  Zerin
  Ayaran
  Anzela
  Panhaonic
  Byrian
  Tuvarese
  High Azeryani
  Thonian
  Pechalari
  BYRIA/NORTH ANZELORIA
  Ancient
  Middle
  Modern
  Sheni
  Sheni
  Shenya
  Resheni
  Argolan
  Diramoan
  Jankori
  Chomsuni
  DIRAMOA
  Ancient
  Middle
  Modern
  Alanta
  Milanta
  Ayaran
  Zerin
  Azeri
  Karuia
  Urmech
  Ketar
  Besha
  Karejian
  High Azeryani
  EAST VENARIAN COAST
  Ancient
  Middle
  Modern
  Neri
  Neramic
  Neramic
  Zerin
  Anzela
  Panhaonic
  Dalken
  Mafaketa
  Besha
  Pechalari
  DALKESH
  Ancient
  Middle
  Modern
  Soma
  Somish
  Perika
  Sheni
  Resheni
  Mengolan
  Jankorian
  Argolan
  Argolan
  Jankorian
  Mengolan
  JANKOR/NE LYTHIA
  Ancient
  Middle
  Modern
  Selenian
  Khruni
  Lakise
  Khruni
  Runic
  Jarind
  Quar
  Quarph
  Old Trierzi
  Shorka
  Shorka
  Harbaalese
  SHORKYNE/QUARPHOR
  Ancient
  Middle
  Modern
  Miluan
  Miluan
  Tankono
  Tankono
  Molkuri
  Molken
  Molken
  Homori
  Homori
  Lashoi
  Chomsuni
  Kanic
  Kanic
  Lashoi
  Melurian
  Pechosi
  MOLKURA/SE LYTHIA
  Ancient
  Middle
  Modern
  Soma
  Somish
  Kalphori
  Resheni
  Jankorian
  Shoji
  SHOJU
  Ancient
  Middle
  Modern
  Selenian
  Khruni
  Lakise
  Khruni
  Nuvesarl
  Ayaran
  Runic
  Jarind
  Quar
  Trierzi
  Old Trierzi
  Palithanian
  Emela
  Emela
  High Azeryani
  TRIERZON
  Ancient
  Middle
  Modern
  Neri
  Neramic
  Anneri
  Anzela
  Old Wernai
  Neshai
  Gelaphic
  Wernai
  ANZELORIA SW
  Ancient
  Middle
  Modern
  •••
  Sheni
  Shenya
  Ketar
  Old Ketari
  Reksyni
  Phari
  Mafaketa
  Anil Ketari
  Mafani
  Besha
  Kyaman
  Ketari
  Mafanese
  KETARH/CENTRAL LYTHIA
  
  MYSTIC TOMES
  Mystic tomes are sacred or enchanted written works which grant the
  reader increases to the ML of a particular skill. The skill improvement is
  achieved simply by reading the tome. The ML increase is 1d10 points; but,
  no ML can be improved to more than 100 + SB. If the reader does not have
  the skill, the reader is often able to open the skill after reading the tome.
  Mystic tomes have no effect if read again by the same person.
  Holy Tomes: There are separate tomes for each deity, and some demi-
  deities. If the reader is an adherent, the tome increases the reader’s
  Ritual skill. Non-adherents do not benefit, and a person whose
  morality is inappropriate to the deity may sustain a curse simply by
  opening the cover.
  Scrolls of Magery: There are separate tomes for each convocation. If
  the reader of the tome is a mage attuned to the convocation, the tome
  increases the appropriate convocational magic skill. If the person
  reading the tome is not a mage attuned to the convocation, they
  accrue four Fatigue Levels (F4) and make a Shock Roll.
  Most Scrolls of Magery contain only a specially-prepared, randomly-
  generated spell. When the scroll is invoked, the spell executes and the
  scroll dissolves. No skill is required to use such scrolls, just the proper
  invocation. The magic may be attached to an item other than a scroll.
  Tomes of Alchemy: Increases Alchemy skill. A reader who does not
  have Alchemy skill opens it to SBx2.
  Tome of Amaeri: Increases Physician skill. A reader who does not have
  Physician skill opens it to SBx2.
  Tomes of Valor: Increases the ML of a weapon skill. The subject of
  each book is at GM discretion, but only one weapon type is generally
  covered. There is a tendency for these works to cover “chivalric”
  weapons (e.g., there are more books on swords than on grain flails). A
  reader who does not have the particular skill may open it to OML +
  SB.
  The Accursed Penultimate Tome: An enchanted book with the power
  to fascinate. Anyone who begins to read it will believe its subject to be
  of great usefulness; a mage might think it is a Tome of Esoteric
  Mystery, for example. If the character expresses a desire to stop
  reading in the first minute, they must test Will x5 to do so; after two
  minutes test Will x4, and so on, until putting the tome down of one’s
  own volition is impossible and the character dies of thirst/starvation.
  If forcibly separated from the book, the character accrues four Fatigue
  Levels (F4) and makes a Shock Roll. The tome’s magic may be
  dispelled, but not by the reader (Savorya/VIII).
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 10
  01–25
  Holy Tome
  01–09 Agrik
  55–63 Peoni
  10–18 Halea
  64–72 Sarajin
  19–27 Ilvir 
  73–81 Save-K’nor
  28–36 Larani
  82–90 Siem
  37–45 Morgath 91–96 Demigod
  46–54 Naveh
  97–00 Option
  26–50
  Scroll of Magery
  01–13 Lyahvi
  51–63 Odivshe
  14–25 Peleahn
  64–75 Savorya
  26–38 Jmorvi
  76–88 Neutral
  39–50 Fyvria
  89–00 Multiple
  51–65
  Tome of Alchemy
  66–80
  Tome of Amaerl
  81–90
  Tome of Valor
  91–95
  Accursed Penultimate Tome
  96–00
  GM Option
  MYSTIC TOMES
  
  ARMOUR
  GM discretion is the main consideration for generating armour. An
  elaborate armour generation procedure would, therefore, be of limited
  utility. Armour/clothing worn by NPCs encountered in the course of play is
  probably already known and does not, therefore, need to be generated,
  except perhaps in terms of quality and details. Of course, if an NPC is
  going to fight, armour/clothing should be determined first.
  The ARMOUR GENERATION table (right) can be used to generate
  chance-found armour pieces, or the armour worn by an undeveloped NPC.
  In the latter case, the armour pieces and their construction should be
  assigned according to the wearer’s status. Expensive pieces are usually
  worn by wealthy characters
  (or by those who have robbed them).
  WEAPONS
  Weapons and shields may be generated by means of the following
  tables. On the WEAPON GENERATION table (right) determine the class of
  weapon (shield, dagger, etc.) then the specific type (broadsword, falchion,
  etc.). The WEAPON ADORNMENT and WEAPON QUALITY tables
  (below) are used to add details when appropriate.
  Weapon Adornment
  Weapons may be adorned, given as a chance under “Adorn.” Most
  kinds of adornment increase the weapon’s market value but have no effect
  on combat effectiveness. Use discretion; swords are unlikely to be painted,
  but shields often bear painted heraldic images. Roll 1d100 below:
  01–10
  1d6 Gems
  11–40
  Inlay (gold/silver/ivory/etc.)
  41–90
  Engraved/Carved/Painted
  91–00
  Multiple Adornments (roll again twice)
  Weapon Quality
  The quality of a chance-found piece of equipment may be randomly
  determined by rolling 2d6 on the table below:
  2d6
  Weapon Quality
  2
  Average WQ – 4
  3
  Average WQ – 3
  4
  Average WQ – 2
  5
  Average WQ – 1
  6–8
  Average Quality
  9
  Average WQ + 1
  10
  Average WQ + 2
  11
  Average WQ + 3
  12
  Average WQ + 4
  Weapons and armour may be enchanted (GM discretion) and may have
  some special powers beyond simple enchantment. This would require the
  item to possess an Ego (TREASURE 12)
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 11
  01–20
  Headgear only
  halfhelm/full helm/etc.
  21–70
  +Body armour
  hauberk/byrnie/etc.
  71–95
  +Leg armour
  leggings/boots/etc.
  96–00
  +Arm armour
  vambrace/mittens/etc.
  ARMOUR GENERATION
  1d100
  1d100
  Adorn
  01–15 Shield
  01–10 Buckler
  10%
  11–40 Knight Shield
  15%
  41–75 Roundshield
  6%
  76–95 Kite Shield
  10%
  96–00 Tower Shield
  5%
  16–25 Dagger
  01–40 Dagger
  5%
  41–70 Knife
  1%
  71–85 Taburi
  1%
  86–00 Keltan
  5%
  26–35 Sword
  01–05 Longknife
  20%
  06–30 Shortsword
  5%
  31–40 Mankar
  1%
  41–45 Mang
  1%
  46–70 Broadsword
  15%
  71–75 Estoc
  2%
  76–80 Falchion
  2%
  81–93 Bastard Sword 10%
  94–00 Battlesword
  15%
  36–45 Club
  01–30 Club
  1%
  31–70 Mace
  3%
  71–85 Morningstar
  2%
  86–00 Maul
  1%
  46–55 Axe
  01–05 Sickle
  3%
  06–10 Shorkana
  1%
  11–30 Hatchet
  1%
  31–75 Handaxe
  2%
  76–85 Warhammer
  5%
  86–00 Battleaxe
  4%
  56–60 Misc.
  01–02 Nachakas
  1%
  03–12 Grainflail
  0%
  13–72 Ball and Chain
  3%
  73–82 Warflail
  2%
  83–87 Net
  1%
  88–00 Whip
  2%
  61–85 Spear
  01–15 Javelin
  2%
  15–25 (Quarter)staff
  3%
  26–90 Spear
  1%
  91–95 Trident
  2%
  96–00 Lance
  5%
  86–90 Polearm 01–33 Falcastra
  1%
  34–63 Glaive
  3%
  64–98 Poleaxe
  3%
  99–00 Pike
  1%
  91–00 Missile
  01–40 Shortbow
  1%
  41–60 Longbow
  2%
  61
  Hartbow
  5%
  62
  Crossbow
  2%
  63
  Blowgun
  1%
  64–76 Sling
  1%
  77–81 Staff Sling
  2%
  82–95 2d12 Arrows
  1%
  96–00 Sling stones
  1%
  WEAPON GENERATION
  
  ARTIFACTS
  This category includes religious, magical, and Earthmaster artifacts.
  There are two broad classes of artifacts: Major or Minor. Minor Artifacts
  have no personality but can hold one (1) minor power. They are typically
  an ordinary object with one attached power.
  MAJOR ARTIFACTS
  Major Artifacts have some kind of personality and can, consequently,
  hold multiple powers. Personality can be implanted in artifacts by magic,
  possession (self-implanted) or divine intervention (see HârnMaster Religion).
  Artifacts can also be created by converting living creatures into “inanimate”
  objects (see the Soul Stealer spell in HârnMaster Magic).
  Natural and Artificial Personality
  There are two basic types of major artifact personalities: Artificial and
  Natural. An Artificial Personality is created by arcane means. Such
  personalities tend to lack fine definition and are expressed in terms of Ego.
  An artificial personality is, at most, semi-intelligent. It has no true life of its
  own, and functions as an extension of its invoker/user. Artificial
  personalities vary in sophistication. More advanced types may have
  Morality and/or Purpose and can make independent “decisions” which
  may even oppose their users.
  Natural personalities are defined by a full spectrum of personality
  attributes such as Aura, Will, Intelligence, and Morality. These attributes are
  created with the HârnMaster character generation system.
  Artifact Ego/Will
  Artificial personalities have an attribute called EGO. Natural
  personalities have WILL. For most purposes, Ego and Will are equivalent to
  one another. Either permits the installation of major powers, and makes the
  artifact difficult to use.
  The higher an artifact’s Ego or Will, the greater its potential powers
  and the more difficult, fatiguing, and dangerous it is to use. An artifact with
  Ego tends to resist its user, who may have to engage in Mental Conflict
  (SKILLS 23) to invoke its powers.
  Artifact Purpose
  Purpose may be installed in artifacts with Ego – Natural personalities
  devise their own purposes. Examples of purpose might be: “to defeat
  followers of Agrik” or “to serve clan Elendsa.” The purpose of an artifact is
  compared with the objectives of any character who attempts to attune to
  and/or use the artifact. See Artifact Attunement (TREASURE 15).
  Artifact Morality
  Some artifacts have Morality. Any attempt to invoke an artifact’s
  powers (regardless of Purpose) by someone whose Morality differs from
  that of the artifact by 3+ points will cause Mental Conflict (SKILLS 23).
  Compatibility: Morality and Purpose help define the nature of an artificial
  personality. If they are incompatible the artifact may develop a multiple
  personality disorder which can lead to self-destruction.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 12
  Some artifacts may be of a particular
  element and/or convocation. Choose or
  generate as needed.
  1d8
  Convocation
  1
  Lyahvi
  2
  Peleahn
  3
  Jmorvi
  4
  Fyvria
  5
  Odivshe
  6
  Savorya
  7
  Neutral
  8
  Multi-Convocational
  RANDOM CONVOCATION
  Artifacts of a particular convocation are
  often of an appropriate hue, especially
  true for clothing. The most common hue
  is listed first.
  1d8
  Convocation Hue
  1
  Lyahvi
  Red/Pink
  2
  Peleahn
  Orange/Rust
  3
  Jmorvi
  Yellow/Ochre
  4
  Fyvria
  Green/Brown
  5
  Odivshe
  Blue/Gray
  6
  Savorya
  Violet/Purple
  7
  Neutral
  Gray/Black/White
  8
  Multiple
  Multicolored
  CONVOCATION HUES
  1d8
  Amulet Form
  1
  Lyahvi
  A red gem in a light
  copper setting.
  2
  Peleahn
  An orange flame.
  3
  Jmorvi
  A small golden
  hammer.
  4
  Fyvria
  A small bag of
  organic material.
  5
  Odivshe
  A small blue bowl.
  6
  Savorya
  A small runestone or
  purple inkpot.
  7
  Neutral
  A large pearl or
  spherical piece of
  colorless, polished
  quartz.
  8
  Multiple
  Often looks the same
  as neutral.
  CONVOCATION AMULETS
  
  MAJOR ARTIFACT GENERATION
  It may be assumed any chance-found Major Artifact has been created
  by means of False Soul or a similar spell. The following attributes are
  generated for Major Artifacts. First, determine if the artifact’s personality is
  Natural or Artificial.
  Natural Personality
  If the artifact’s personality is NATURAL:
  Roll on NATURAL sub-table to determine the artifact’s basic nature
  (how/why it came to be where it is, etc.). Use HârnMaster character
  generation to generate personality attributes: INTELLIGENCE, AURA, WILL,
  MORALITY, etc.
  Artificial Personality
  If the artifact’s personality is ARTIFICIAL:
  [1] Duration: Determine whether the artifact’s personality is
  Permanent or Indefinite.
  [2] Morality: Determine the artifact’s Morality (if any).
  [3] Ego: Roll 1d10 to determine the artifact’s EGO.
  [4] Purpose: Determine the artifact’s Purpose (if any). Roll
  2d6+EGO. Chance-found artificial artifacts primarily have a
  religious or magical origin. This is best left to GM discretion.
  Artifact material can be a good guide since metallic artifacts are
  most often Jmorvi.
  Major Powers
  Major powers are Ego/Will dependent and can only be installed in
  major artifacts. Each major power requires and occupies an amount of
  Ego/Will. The sum of Ego/Will requirements for installed major powers
  cannot exceed the artifact’s Ego/Will. Hence, an artifact with an Ego of 11
  could have, for example, two four-point powers and one three-point power.
  Minor powers require no Ego, but cannot be combined with any other
  powers, whether major or minor.
  Some powers can be major or minor; they are considered minor
  powers if they are installed in a minor artifact and major powers if installed
  in a major artifact.
  Determine the powers installed/possessed by the major artifact using
  the MAJOR ARTIFACT POWERS table (right). Roll for each power in order
  (starting with Fount of Power). If 1d100 is less than or equal to the
  percentage chance given (under %) the artifact has the indicated power.
  Powers which require other powers may be skipped if the requisite power is
  not generated. Hence, if Fount of Power is not generated, ignore Resurge.
  No major artifact can contain powers that exceed its Ego/Will capacity.
  If there is not enough “room” for the next power on the table, skip it. If the
  total Ego/Will requirements equal Ego/Will, stop generating powers—the
  artifact is full. Once the end of the list is reached, the process of “installing”
  powers is complete.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 13
  01–20 Natural Personality
  21–00 Artificial Personality
  MAJOR ARTIFACTS
  %
  Ego/Will Power
  50%
  3
  Fount of Power
  50%
  2
  Resurge
  (Requires Fount)
  50%
  1
  Ward
  30%
  3
  Power of Daras
  (Psionic Talent)
  25%
  1
  Talin’s Eye
  50%
  1
  Talin’s Bane
  (Requires Talin’s Eye)
  30%
  4
  Vessel of Iladan
  50%
  3
  Focus
  50%
  variable
  GM Option
  MAJOR ARTIFACT POWERS
  01-40
  Natural ethereal willingly
  residing in the artifact
  41–85
  Natural ethereal trapped in the
  artifact by inimical magic
  86–90
  Disembodied (normally
  corporeal) entity with a body
  somewhere. The entity is
  probably trapped in the artifact
  by inimical magic.
  91–00
  Disembodied (normally
  corporeal) entity with no body,
  such as a ghost.
  NATURAL PERSONALITY TYPE
  Duration
  01-50 Permanent
  51-00 Indefinite
  Morality
  01-50 Amoral
  51-00 Determine Morality 3d6
  Purpose (2d6+EGO)
  02-12 None
  13+
  Purpose at GM Option
  ARTIFICIAL PERSONALITY TYPE
  
  ARTIFACT SPELLS
  The following spells are
  commonly installed as artifact
  powers. Additional spells can be
  found in HârnMaster Magic.
  Fount of Power is a Neutral
  enchantment which enables an
  artifact to hold a store of Energy
  Levels which may be expended
  (instead of acquiring equivalent
  Fatigue Levels) by a character
  invoking a psionic talent or
  casting a spell. A major or minor
  artifact enchanted with a Fount
  of Power spell is often called an
  Artifact of Power. Fount of Power
  may be installed in an artifact on
  a permanent or indefinite basis
  (depending on whether it is
  installed as the artifact is
  made/grown or later). Fount
  may also be installed in a minor
  artifact, in which case it will be
  that artifact’s only power. An
  artifact’s Energy Level Capacity
  is determined by rolling 2d6.
  Resurge can be present only in
  major artifacts with Fount of
  Power or a similar energy-
  storing enchantment. The power
  is “installed” by means of a
  Neutral spell called Resurge, or
  by some similar enchantment.
  An artifact with this power
  recharges itself with 25% of its
  Energy Level Capacity each
  hour (hence it will fully recharge
  from empty in four hours). If the
  Fount of Power is Permanent,
  there is an 85% chance the
  Resurge is also Permanent. In
  any other case, the Resurge is
  Indefinite.
  Wards protect an artifact from
  magical “interference.” While in
  place, the ward is fully effective
  and no magic can alter the
  artifact until the ward is
  removed. There are several ways
  to do this (see HârnMaster
  Magic).
  Wards must have a convocation.
  Choose or randomly determine
  the Ward’s convocation. If the
  artifact has a convocation, the
  Ward must have the same
  convocation.
  A Ward must also have a Level
  of Complexity—determined by
  rolling a die with the same
  number of sides as the artifact’s
  Ego or Will (e.g., if the artifact
  has an Ego of nine, roll 1d9 to
  determine the Ward’s Level).
  Psionic Talents may be installed
  in natural or artificial
  personalities, or even added to
  natural personalities which
  already have them. Talents are
  typically installed by means of a
  Neutral spell called Power of
  Daras, or some similar
  enchantment. Multiple talents
  may be installed in an artifact.
  Talin’s Eye is a Neutral spell
  which installs a power of the
  same name (other spells may
  install a similar function.) The
  power enables the artifact to
  detect a given class of living (or
  aurally active) objects in close
  proximity, and to alert the user
  by glowing, vibrating, etc.
  Talin’s Bane is a Neutral spell
  which installs a power of the
  same name (other spells may
  install a similar function). It can
  only be installed in a major
  artifact which also has Talin’s
  Eye, and its object must be the
  same as that of Talin’s Eye. Its
  function is to enhance the other
  powers of the artifact when they
  are used against the class of
  object involved. The nature of
  the enhancement is usually
  beyond control. Talin’s Bane
  cannot be installed in an artifact
  with a natural personality.
  Vessel of Iladan is a major
  artifact power which enables an
  attuned user to store other spells
  in the artifact for instant recall.
  The power is created by a
  Neutral spell called Vessel of
  Iladan, or some similar
  enchantment. A chance-found
  artifact is unlikely to have spells
  currently stored.
  An attuned user may install
  spells by expending three
  Fatigue Levels and twice the
  normal Time to Cast. Once
  spells are installed, they may be
  invoked (TREASURE 16) without
  fatigue accumulation, in one
  second. When a spell is installed
  in the Vessel, its ML is recorded.
  The success roll is made for the
  spell when it is invoked.
  The number of spell levels
  which can be stored is limited by
  a Vessel’s Level Capacity (LC).
  For a chance found artifact, LC
  may be determined by rolling
  2d6 x 3. Any combination of
  spells, up to a combined
  complexity level of LC, may be
  stored. An attuned person is
  aware of the contents of the
  Vessel. If anyone attempts to
  install an incompatible (e.g.,
  wrong convocation, etc.) spell in
  the artifact, or a spell which
  causes the sum of the stored
  spell’s levels to exceed LC, all
  spells stored in the Vessel
  misfire.
  Focus enhances the chance of
  success for an attuned user to
  cast a compatible spell through
  the Focus. The user must be in
  direct skin contact with the
  Focus in order to channel spells
  through it. The power may be
  installed in major or minor
  artifacts by a multi-
  convocational spell called Focus,
  or a similar enchantment.
  A Focus has a Convocation and
  Value. Determine Value by
  rolling 4d6. The effect of a
  Focus is to increase the EML of
  spells of equal or lower level by
  Value (for Primary spells) or by
  half Value (for Secondary
  Spells). Spells of tertiary or
  diametric (or neutral)
  convocations are unaffected. A
  Neutral Focus affects only
  Neutral spells.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 14
  
  ARTIFACT ATTUNEMENT
  Some artifacts (usually the more powerful ones) can only be invoked (used)
  by entities attuned to them. Attunement is a special, empathetic relationship
  (familiarity) between an entity (attuner) and an artifact. There are various ways
  in which the relationship can be established depending on the skills/talents of
  the attuner and the attributes of the artifact.
  Purpose and Attunement
  When a character tries to attune to a major artifact with a Purpose, the GM
  judges whether the attuner’s objective is for, against, or neutral with regard to
  the artifact’s purpose.
  • If the user opposes the Purpose (such as trying to slay a member of the
  royal line the artifact defends) Mental Conflict occurs (see SKILLS 23).
  • If the user’s intent is neutral to the artifact’s Purpose, Mental Conflict
  occurs, but the artifact’s Mental Conflict EML is halved.
  • If the user is advancing the Purpose, Mental Conflict is unnecessary.
  If the motivation/purpose of either party changes, new conflict occurs. Of
  course, all this depends on the artifact’s ability to assess its user’s intent.
  Artifacts vary in their ability to assess long-term effects. Some can be convinced
  that actions which seemingly act against their Purpose actually further it.
  Manual Attunement
  This is the simplest and most time-consuming method of attunement. The
  artifact is kept on the attuner’s person (preferably in skin contact) for several
  days. It is necessary to handle and contemplate the artifact in a conducive
  environment for an hour a day. The total time required depends on the attuner’s
  Aura and the elemental and/or moral relationship between the attuner and the
  artifact. After an appropriate period, the attuner tests Aura x3 (GM discretion) to
  determine if attunement occurs.
  Psionic Attunement
  The psionic talent Sensitivity can be used to attune to an artifact without
  delay. Test Sensitivity EML, modified at GM discretion for the situation. A bonus
  to EML is justified when some manual attunement has been made.
  Arcane Attunement
  Mages can create spells specifically to attune themselves to artifacts—see
  HârnMaster Magic.
  Artifact Attuners
  Some artifacts are attuners of other artifacts. Such artifacts can usually be
  attuned to easily – some instantly attune to potential users who touch them.
  The effectiveness of artifact attuners varies. Most simply help the process of
  attunement but they tend to “punish” any attunement failure by inflicting a
  special Shock Roll (in addition to any other consequence).
  Staying Attuned
  Once attunement is achieved, it usually continues until mental linking is
  broken. Mental linking is facilitated by physical proximity – if skin contact is
  broken, attunement is often lost. If the artifact and the attuner are separated
  over time/distance, the relationship almost certainly terminates.
  ❑ Multiple Attunements
  A character can be attuned to more
  than one artifact at the same time. In
  fact, a character can be simultaneously
  attuned to a maximum of (WIL +
  AUR) / 5 artifacts.
  ❑ Piety and Religious Artifacts
  ❑ In order to attune to a religious
  artifact, the attuner’s Piety Point total
  must exceed the artifact’s Ego/Will.
  ❑ In order to invoke a religious
  artifact, the attuner’s Piety Point total
  must exceed three (3) times the
  artifact’s Ego/Will.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 15
  
  ARTIFACT INVOCATIONS 
  Artifacts that are not working constantly require some
  sort of activation by an invocation. There are several types
  of invocation:
  Verbal Invocation
  Artifacts invoked by speaking a particular key word or
  phrase. The verbal key is sometimes inscribed on the artifact
  where it can be read by anyone who knows the language and
  script (determined as a Written Work). More often, the key
  word must be divined by various spells or psionic talents, or
  failing that by trial and error. Most verbal invocation keys are
  nonsense words or phrases (to prevent accidental
  invocation). Verbal invocation applies mainly to minor
  artifacts (those without personalities).
  Mental Invocation
  Artifacts invoked psionically or by thought, most often
  by thinking of a keyword. In order to invoke such an artifact,
  the invoker usually has to be attuned to the artifact. Apart
  from being silent, Mental invocation is similar to Verbal
  invocation. Mental invocation may apply to minor or major
  artifacts.
  Self Invocation
  Artifacts invoked by particular events. They are
  enchanted to detect when a situation occurs and
  automatically trigger themselves. An amulet of protection,
  for example, might “turn itself on” when it detects particular
  inimical forces. Either minor or major artifacts may self-
  invoke.
  Self Motivation
  Artifacts having personalities are often able to employ
  the esoteric powers they possess at their discretion. Testing
  the artifact’s EGO or WILL can be used to determine
  success. An artifact may, however, have some sort of
  restraint placed upon it.
  Limits on Invocation
  Some artifacts are limited in who may invoke them,
  perhaps a member of a specific Shek-Pvar convocation, or
  an adherent of a particular religion. An artifact sacred to
  Agrik, for example, may only be invocable by Agrikans.
  There may also be a minimum Piety total for their use (see
  sidebar, TREASURE 15). Non-adherents or impious individuals
  trying to invoke such artifacts do so at their own risk.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 16
  
  ARTIFACT CHARGES
  Most esoteric artifacts have limits to the number of times they can
  produce an effect; these are referred to as charges. Each charge is capable
  of creating the effect embodied in the artifact. A charged artifact does not
  usually contain several different spells, just one spell which may be used
  repeatedly until there are no charges remaining.
  The number of charges remaining in an artifact is never obvious but
  may be divined. The notation “Charges” in an artifact description indicates
  the number of charges remaining in a chance-found artifact of the type.
  The maximum number of charges is normally equal to the maximum
  possible dice roll under “Charges.”
  Recharging Artifacts
  It is theoretically possible to develop spells to recharge artifacts
  without knowing how to create the artifact or cast the spell it hosts. Holy
  artifacts may be recharged via divine intervention.
  Artifact Convocations
  Some artifacts are of specific convocations. Powers installed in such an
  artifact must be compatible (GM discretion) or severe/fatal stress results. If
  a Shek-Pvar of a different convocation attempts to invoke a convocational
  artifact, Mental Conflict (SKILLS 23) always occurs.
  Stopping Artifact Effects
  The effects of most artifacts may be terminated by:
  • casting Dispel (a neutral spell which terminates other spells),
  • calling for divine intervention,
  • casting a diametric spell, or 
  • invoking an artifact power (as appropriate).
  Termination an effect does not necessarily
  damage/destroy the target artifact itself.
  Destroying Artifacts
  Most artifacts can be physically broken or
  destroyed (although this may be untrue for some
  Earthmaster artifacts). Breaking an artifact prevents
  further invocation, but does not necessarily terminate
  any effects already in progress, nor remove the
  enchantment from the artifact. Broken artifacts can
  sometimes be repaired if the relevant pieces can be
  found.
  Physical damage to an enchanted artifact may
  cause a misfire. Destroying a religious artifact is likely
  to annoy the relevant deity.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 17
  Artifact Energy Sources
  All artifacts use some kind of power to
  create an effect. Magical artifacts draw
  their power from an elemental plane;
  religious artifacts draw their power (and
  intent) from the deity or demigod involved.
  These sources are usually tapped for
  power at the time the artifact attempts to
  create the effect. An alternate method is to
  tap the external power source before an
  effect is created, and to store the energy
  until it is needed. The JMORVI convocation
  has a special affinity for creating major or
  minor artifacts. See HârnMaster Magic.
  The Earthmasters created artifacts which
  do not draw their power from the
  elemental planes. Most scholars and
  clergymen agree the power source is not
  of divine origin; a few mages even believe
  the Earthmasters’ power source is greater
  than the power of a major deity. All that
  can be said with certainty is that the
  source of power for Earthmaster artifacts
  is not generally known. It is sometimes
  rumored that the Gray Mages of the Shek-
  Pvar and/or the clerics of the Church of
  Save-K’nor have this information and
  refuse to divulge it.
  
  ARTIFACTS (1d100)
  This table generates a variety of artifacts. Artifacts are,
  however, works of high art made by individualists who do
  not consult each other very often. It follows that there must
  be variety. The GM should tinker with the generated
  artifacts to maintain a sense of mystery. Even the greatest
  of the Shek-Pvar do not always fully understand an
  enchanted artifact they have made.
  01–04 Amulet of Defeating Portals
  Usually in the form of a small silver or iron key. It can
  open locks up to its Complexity Rating (determined by
  rolling 1d6 + 3). Charges: 1d100.
  05 Amulet of Divine Vision
  There are distinct versions of these amulets for each of
  the 10 major deities; they are also made for demigods. The
  amulets are eye-shaped and made of precious stones in
  valuable metal settings. Amulets of Divine Vision are, in
  effect, partially-operative “eyes” of their deities. When
  invoked, they call the deity’s conscious attention to the
  situation. The effect of this is amorphous. It usually
  increases the chance of intervention for pious persons, or
  decreases it for impious ones, by 10 (subject to GM
  discretion, of course). These artifacts are often found in the
  possession of high-ranking church officials. If one is abused,
  it may lose its power and/or result in the miscreant
  suffering divine retribution. Charges: 4d6.
  06 Arrow of Ponulana
  An enchanted silver arrowhead which never misses its
  target if within range. Other enchanted missiles exist with
  different names. Charges: 2d6.
  07–08 Artifact of Anasiron
  An amulet, wand, or garment of neutral or gray
  appearance. When invoked, the artifact absorbs the energy
  of spells being cast within 30 feet. This has no ill effects on
  the caster, but the absorbed energy cannot be retrieved.
  These artifacts have a limited capacity (2d6 x 3 Energy
  Levels) and the GM should keep track of the number of
  Energy/Fatigue Levels currently absorbed. The artifact
  dissipates absorbed energy at a rate of one EL/FL per hour.
  If the capacity is exceeded, the amulet melts, explodes,
  misfires, or transfers the excess to its wearer. About 20% of
  these artifacts self-trigger at need. Charges: n/a.
  09 Artifact of Banishment
  A rod, amulet, staff, etc. designed to banish ethereal
  creatures by broadcasting a form of ethereal energy which
  causes them extreme discomfort. Its effects are variable and
  depend on the ethereal’s Will; several charges may be
  simultaneously expended to increase the chance of success.
  The rod is usually invoked by a single word or short phrase.
  Charges: 1d20.
  10–12 Artifact of Negation
  A wand, rod, staff, amulet, or other item able, when
  invoked, to protect against magic and/or psionics. The
  effect of one charge is to reduce the EML for a designated
  attempt by 10. The charges may not be expended
  simultaneously. Charges: 3d6.
  13 Artifact of the Heart’s Desire
  A wand, rod, ring, amulet, or bowl to grant wishes. The
  wish must be clearly stated. Most wishes take a long time to
  grant, and it may be impossible to tell if the wish was really
  granted or if the result is sheer chance. Some “wishwands”
  (40%) have one-word invocations. Charges: 1d3.
  14 Barsol’s Bowl
  An opaque, glass bowl. Liquids placed within will boil
  and evaporate at a rate of one gallon per hour. There will be
  no residue left in the bowl. The bowl uses one charge per
  hour. Charges: 1d100.
  15 Boots of Amberthan
  Also called the Boots of Resilience. When invoked on
  stone or earth by a single word command (often
  “Amberthan”) the wearer is rooted to the spot for one
  minute, but may engage in any activities which do not
  require foot movement. During this period, the wearer
  recovers fatigue at 10 times the normal fatigue recovery
  rate. Charges: 4d6.
  16 Boots of the Curse of Lyaman
  These comfortable, fur-lined, hide boots cause their
  wearer to find unexpected danger/trouble. The effects are
  subtle, and the wearer may remain ignorant of it for quite a
  long time. One effect is to make encounters more frequent
  and/or dangerous. Charges: n/a.
  17–18 Boots of Turentan
  Gray, hide “elven boots” that allow their wearer to
  move more silently, climb better, and find their way in a
  forest more effectively. The effects are subtle. They do not
  protect their wearer from being seen, nor will they suppress
  the noise of conversation, jangling coins, etc. Charges: n/a.
  19 Cape of Turentan
  The “Elven Cloak” is light but warm, colored in forest
  hues, and possessed of a mild enchantment which makes its
  wearer difficult to see in forested terrain. It does not provide
  invisibility. Charges: n/a.
  20 Chandela’s Bowl
  A twelve-inch bowl of beaten copper. When incense or
  powder is burned within the bowl and it is properly invoked
  (usually by a repeating chant) a “smoke elemental” will form
  from the fumes. The user (only) may command the smoke
  creature (test user’s Will x5) to perform a simple task.
  Charges: 1d10.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 18
  
  21 Collar of Kartan
  A narrow strip of soft hide, 24 inches long, with a
  delicate silver clasp. Once the collar is placed, invocation of
  the key word, usually “Kartana,” causes it to constrict, and
  “Kartana-dor” to expand. The collar cannot be broken by
  physical force, but its power may be dispelled (Neutral/V).
  The collar continues to constrict until invoked again to
  expand; it will amputate/cut through any object and can
  even be made to disappear completely. It can only expand
  to its original size. Each use expends one charge. The final
  constriction causes the collar to vanish. Charges: 4d6.
  22–23 Cone of Esoteric Insight
  A conical hat which enables its wearer to think more
  efficiently. They are sometimes used by scholars
  undertaking difficult research. Cones halve skill
  development or learning time. They can also be used in
  spell research to increase RTL by SB (a Cone of Esoteric
  Insight does not cause Aural Interference). Use of the cone
  is tiring (2–12 Fatigue Levels). They have been known to
  cause shock or brain damage when overused. Charges: 3d6.
  24–25 Container of Demon Essence
  A container, usually inscribed with a pentagram, which
  contains, or is capable of containing (indefinitely) the “soul”
  of a demon, ethereal, astral entity, etc. The container does
  not force an ethereal to enter; it only captures an ethereal if
  the container is closed while the ethereal is inside. A
  container’s magic fades if it is left open, so a container is
  normally sealed whether it contains as essence or not. The
  effect of opening an occupied container depends upon the
  nature of the inhabitant and GM discretion. Charges: n/a.
  26–27 Cord of Querelia-Sim
  A silken rope which knots or unknots itself when
  invoked. The rope’s length is highly variable. Cutting the
  rope dispels its power. Charges: 1d100.
  28 Crystal Wand of Isala
  A clear or red wand 10 inches long. When invoked, it
  becomes a soft, cool light source illuminating a sphere 
  2d6 x 10 feet in radius for one hour. Charges: 4d6.
  29 Decanter of Marvelous Elixir
  A bowl, jug, etc. able to produce desired or specific
  liquids, etc. The chance of producing the desired substance
  (even when the key phrase is known) is equal to Aura x5.
  MF causes the item to produce nothing. CF produces a
  random potion whose properties (except color) are
  unknown. Charges: 2d6.
  30–31 Decanter of Tears
  A jug, jar, or bowl which, when uncovered, is able to
  precipitate water from the atmosphere. In a moist
  environment, the decanter can collect about a cup of fresh
  water in an hour. Charges: 4d6.
  32 Dhivu’s Rod
  A staff or rod, commonly made of horn. When the rod
  is invoked and its tip is touched to bare flesh, bitter cold is
  inflicted on the victim; the cold causes 2d6 points of frost
  impact. The effect cannot pass through any kind of clothing
  or armour. Charges: 3d6.
  33–34 Divining Aid
  A mildly-enchanted throw-stick, crystal ball, or amulet
  which temporarily increases EMLs for Prescience,
  Psychometry, etc. by 1d6 points. Charges: 2d6.
  35–36 Enchanted Instrument
  A harp, lyre, flute, etc. which increases the artistry of its
  player. Double Musician EML when used.
  37–40 Fertility and Love Charm
  The most common type of amulet made. It is usually a
  small bag of herbs/etc. on a string or a cheap chain. They
  are sold in large numbers to anyone who wants children, or
  who is suffering from unrequited love. Effectiveness varies.
  Few last more than a few months.
  41 Focus
  A minor artifact with the Focus Power (see TREASURE
  14). The form/appearance of the Focus is (usually)
  appropriate to the convocation.
  42–44 Fork of Etosha
  A wooden fork which, when invoked and touched to
  solid food, vibrates if the food is safe to eat. Minor
  impurities might be undetected; major impurities are always
  detected. Charges: 4d6.
  45–46 Fount of Power
  A minor artifact created by Fount of Power or a similar
  spell. Founts of Power hold Energy Levels which may be
  used (instead of, or as well as, acquiring Fatigue Levels) by a
  character invoking a psionic talent or a mage casting a spell.
  A minor Fount has no self-recharging ability; once
  expended, its energy must be “manually” replaced by means
  of a Neutral spell called Charge, or a similar spell.
  47 Girdle of Heredara
  This attractive, red silk belt adds 1d6 to its wearer’s
  Comeliness. If Comeliness rises above 18, it may cause
  members of the opposite sex (and possibly of one’s own
  sex) to fall helplessly in love (or lust). The effect terminates
  when the girdle is removed. Charges: 2d6.
  48 Girdle of Ineffable Power
  This heavy (five-pound) iron-studded, leather belt
  increases its wearer’s Strength by 1d6 and increases the
  EML of any skill requiring Strength by five times the
  attribute increase (e.g., if Strength increases by four,
  Strength-related skill EMLs will increase by 20). The effect
  lasts for 1d6 minutes per charge. Charges: 2d6.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 19
  
  49 Gloves of Urenalda
  These translucent gloves are light and almost invisible
  when worn; they are said to be made of skin from human
  hands. When worn, the gloves increase the wearer’s
  Dexterity by 1d6 and increase EML of any skill requiring
  Dexterity by five times the attribute increase. Prolonged use
  (over 10 minutes) reduces the wearer’s natural Dexterity by
  1d6 points for a time equivalent to that worn. Charges: 4d6.
  50 Golden Bowl of Wandering Souls
  A large yellow or golden bowl. When it is filled with
  clear, fresh water, one who gazes within may have
  clairvoyant or prescient visions (chance = Aura x5). In
  addition, an attuned user may (same chance) project their
  astral form (see Disembodiment on PSIONICS 5); this
  consumes 1d3 charges. Charges: 4d6.
  51 Harabrakin’s Box
  A black wooden box, two feet square and one foot
  deep. Mundane objects placed inside permanently dissolve
  into liquids of various viscosity in 1–4 days. Charges: 5d6.
  52–53 Holy Artifact of Omniscient and Holy Potence
  A Holy Relic (see below) which also grants special
  powers to its wearer. The powers are usually Ritual
  Invocations (miracles) determined at GM discretion.
  Charges: 3d6.
  54–56 Holy Relic
  A staff, rod, robe, etc. sacred to a particular deity or
  demigod. Any call for divine intervention by the artifact’s
  wearer/user enjoys a 10% bonus. Charges: 2d6.
  57 Horn of Kergis
  A horn which, when blown, will instill one’s enemies
  with fear (test Will x3 to remain) and cause one’s friends to
  have perfect morale. The effect lasts five minutes, but
  diminishes over 200 yards. Charges: 2d6.
  58 Jorum
  An urn, lockbox, etc. which contains raw elemental
  power of a single convocation. When at a location at which
  the elemental planes cannot be tapped for power, an attuned
  mage who opens the Jorum may use its power to cast a
  spell. Charges: one use only.
  59–60 Morivian Skin
  Morivian Skins exist for all human-sized (or larger)
  animals. One minute after being enfolded in the enchanted
  skin, the wearer assumes the form and physical powers of
  the animal involved. The skins of nocturnal creatures work
  only at night and have no effect in daylight, and vice versa.
  Repeated use often causes severe personality changes that
  may become permanent or uncontrollable, even in the
  absence of the skin. Some lycanthropes probably have this
  origin. Charges: 4d6.
  61 Mantle of Negation
  Robes, cloaks, etc. of varying color and appearance. A
  typical Mantle is effective against one (random) convocation
  although some work against neutral magic. The effect of a
  Mantle is to reduce the ML of spells cast against/upon its
  wearer by 20. The charges may not be expended
  simultaneously. Charges: 2d6.
  62 Orb of Slisana
  Three-inch spheres of metallic luster. Upon striking a
  solid surface, the orb explodes.
  01–20
  Smoke
  51–60
  Acid
  21–40
  Knockout Gas
  61–80
  Oil
  41–50
  Poisonous Gas
  81–00
  Empty
  These artifacts are not necessarily enchanted. They are
  used by the Lia-Kavair and/or clerics of Naveh, especially in
  eastern Lythia. Charges: one use.
  63 Pebbled Shroud of Haravanal
  Donning this pebble-covered cloak turns its wearer into
  a boulder for about 12 hours. Users are unaware of their
  surroundings unless clairvoyance (etc.) is used. The
  “boulder” cannot move, but may be moved by wheelbarrow,
  landslide, etc.; it weighs the same as the wearer. Chipping
  the boulder may (50% chance) destroy the shroud and
  release the wearer. Charges: 5d6.
  64 Pendant of Teldain-Aran
  A small silver octagon with numerous, small red gems.
  Each charge can remove or neutralize a curse. Charges: 2d6.
  65–66 Periapt of Crimson Perception
  A transparent ruby in a silver setting. By gazing through
  it, the user is able to perceive magical residues and/or living
  auras as reddish or multicolored glows. Limited additional
  information may be gained with practice. Charges: 4d6.
  67–68 Periapt of Essential Wizardry
  A non-rechargeable store of Energy Levels which may
  be used (instead of, or as well as, acquiring Fatigue Levels)
  by a character invoking a psionic talent or a mage casting a
  spell. A chance-found Periapt will have 1d30 Energy Levels.
  Periapts usually take the form of amulets.
  69 Periapt of Hesitation
  Typically an ugly face carved in wood. When invoked
  (by being strongly presented) it causes most creatures to
  hesitate for a few seconds. The effect is to cause the target
  to briefly lose concentration, reducing EML by 10-20 in
  combat or spellcasting. It will not work well on the same
  victim twice. Charges: 4d6.
  70–71 Periapt of the Gift of Tongues
  An amulet, in the form of a stylized mouth, which
  enables its wearer to understand and speak any language
  heard. The effect lasts for up to an hour. Charges: 5d6.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 20
  
  72 Riliar’s Shell
  A large enchanted seashell. When held to the ear and
  invoked, the user can clearly hear any conversation/noise
  within a range of 200 yards. Charges: 4d6.
  73 Robe of Kesadarin
  A full-length, light-blue robe which (almost) totally
  protects its wearer from natural cold and halves the effect of
  unnatural cold. It is also capable of healing one Injury Level
  of frost damage per watch if wrapped around a patient. Use
  of the robe expends one charge per watch. Charges: 1d30.
  74–75 Runestones
  A collection of small runestones. A typical full set
  contains 25 stones. They may be used to increase, by
  Runecraft SI, the EML of any spell calling for concentration
  or the EML of any divination-related psionic talent.
  Charges: n/a.
  76–77 Scarab of the Innermost Mind
  Usually in the form of a beetle encased in polished
  amber. When invoked, it will detect psionic energy by
  growing warm. It will halve the EML of any designated
  psionic talent or Savoryan spell cast against the wearer.
  Some (20%) will invoke automatically, expending two
  charges. Charges: 4d6.
  78 Serpent Staff of Erdis
  When invoked, this staff becomes a venomous (20%
  chance) or constricting (80% chance) snake which will
  attack a designated person. It will turn back into a staff by
  another invocation. If the snake is killed, the artifact is
  destroyed. Charges: 3d6.
  79 Silken Boots of Juraya
  When invoked, these lightweight stocking-boots enable
  their wearer to walk on any solid surface regardless of its
  inclination (even a ceiling). The wearer accrues one Fatigue
  Level for every five minutes of use. Each charge lasts 10
  minutes. Charges: 1d10.
  80–82 Spoon of Yavari
  An enchanted wooden spoon which, when invoked and
  stirred in a source of water, will inform its user if the water
  is safe to drink. Only a yes or no answer is given. Minor
  impurities might be detected; major impurities are always
  detected. Charges: 2d6.
  83 Tunic of Almariune
  This blue tunic enables its wearer to float on water
  indefinitely, but will cause Peleahn mages who wear it to
  sink like a stone. When invoked, it also allows the wearer to
  swim underwater (holding their breath) for Endurance x 30
  seconds (the normal maximum is Endurance x 10 seconds)
  at the usual triple fatigue rate. Charges: 4d6.
  84 Staff of Draining Doom
  A staff (or other artifact) which drains the energy of
  creatures when touched to flesh and invoked by a one word
  command. The effect varies a great deal, but generally
  inflicts 1–10 Fatigue Levels on the victim. The staff will not
  inflict fatigue through any clothing or armour. Charges: 2d6.
  85 Staff of Sealing
  A staff (or other artifact) able to jam/lock doors. The
  effect generally lasts an hour, during which the door cannot
  be opened by mundane means. The effect may be dispelled
  (Multi-Convocational/VII) or a second charge may be used
  to unlock the door. Charges: 4d6.
  86–87 Tarot Cards
  A full Hârnic tarot contains 72 (hand-made, full-color)
  cards. They may be used to increase, by Tarotry SI, the
  EML of any divination-related psionic talent or spell.
  Enchanted tarot cards only work if they are received as a
  gift. They must be kept in a soft leather bag in a wooden
  box, or their power will fade. Charges: n/a.
  88 Unerring Guide of Skivaal
  A short amber rod on a silver chain which points to
  true north when suspended. These have nothing to do with
  Skivaal, a semi-divine son of Sarajin. Charges: n/a.
  89 Veil of Nathatara
  This fine veil enables its attuned wearer to change facial
  appearance. The change takes about a minute to effect. Use
  of the veil is difficult, so novice users must keep changes
  simple and minor; expertise comes with practice. The effect
  will terminate 1d6 hours after the veil is removed.
  Charges: 4d6.
  90 Violet Bowl of Shalgoram
  When filled with seawater and successfully invoked (by
  testing Aura x5) this translucent purple bowl will divine for
  the user their exact location in relation to any specific object
  the user has previously seen and touched. Charges: 1d100.
  91 Wand of Pain and Pleasure
  A wand with inlaid red gems, which, when invoked, is
  able to inflict a brief experience of pain or pleasure when
  touched to flesh. An attuned wielder can choose which
  sensation the wand will produce, otherwise it is random.
  The effect is somewhat variable (GM discretion). Charges:
  4d6.
  92 Yisir’s Hand
  An amulet (or other artifact) in the form of a small
  hand carved from petrified wood. When strongly presented,
  it has a 80% chance of causing creatures of animal
  intelligence to depart. Charges: 6d6.
  93–00 Unique Item/Multiple Items
  Design a unique artifact, or re-roll TWICE.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 21
  
  1d100: EARTHMASTER
  ARTIFACTS
  The GM should generate an Earthmaster artifact if the
  age of the item is appropriate. Note the Earthmasters left no
  (known) written works. Earthmaster artifacts are not
  rechargeable by Shek-Pvar except for a few, very
  accomplished gray mages. Powered by the most
  fundamental sources, these are the greatest artifacts; but,
  because of their great age, they are particularly subject to
  malfunction and unpredictability.
  Earthmaster artifacts are all invoked by AURA, but
  physical contact is usually necessary. The normal process is
  to roll percentile dice against a multiple of Aura (usually 
  Aura x5). Interpretation of success levels is left mostly to
  GM discretion, but MF inflicts two Fatigue Levels (F2) and
  CF inflicts four Fatigue Levels (F4) and causes a Shock Roll.
  01–03 Amulet of the Blessing of Indaris
  A small, gray hexagon of metallic luster which does not
  need to be invoked. For as long as it is worn, it increases its
  wearer’s Aura by 1d6 points, and increases the EML of any
  skill requiring Aura by five times the attribute increase.
  When removed, the wearer’s Aura is reduced by 1d6 for a
  similar period. Charges: 3d6.
  04–09 Andarin-Wysan
  A small, gray, translucent egg which is able to fully
  recharge other Earthmaster artifacts by expending one of its
  own charges. If an artifact is non-functional, it will attempt
  to repair it (even a Godstone). This expends three extra
  charges and is successful only half of the time. An Andarin-
  Wysan cannot itself be recharged. Charges: 1d100.
  10–12 Bags/Boxes of Indethan
  Usually in the form of a pair of matched black bags or
  boxes, typically plain and ordinary looking. When an item is
  placed in one of the bags and the bag is successfully
  invoked (test Invoker’s Aura x5) the item appears in the
  other bag. With CS, the item teleports instantly; with MS, the
  item appears in 1d20 hours; with MF, the item appears in
  1d30 days; with CF, the item is lost. Teleportation works
  over any distance, even between worlds. It is rare for both
  bags/boxes to be found in the same location. If one of the
  pair has been destroyed, items placed in the surviving bag
  may disappear. Charges: 1d100.
  13–14 Bag/Box of Karadh
  Such artifacts come in various forms/sizes (volume =
  1d3 liters). They have the power to transmute matter into
  other materials. CS when invoking the artifact enables one
  to have some control of the outcome. Charges: 2d6.
  15 Dreamstone of Relgaria
  A translucent, multicolored crystal generally two feet
  across and weighing 400–2,400 pounds. If within 100 feet of
  the stone, the ML of all non-dormant psionic talents will
  (temporarily) double.
  When any entity with Aura touches the stone, the entity
  enters a state of dreaming suspension. The entity will
  remain in stasis indefinitely, immune to harm until released;
  a captive may release itself by invoking the Dreamstone.
  Touching an immobilized creature will entrap the toucher.
  Anyone who has had contact with the stone for at least 24
  hours may, when released, increase ML in one non-dormant
  psionic talent (chosen at GM discretion) by 1d6 to a
  maximum of 100 + SB.
  Dreamstones are prone to malfunction and sometimes
  have alarming side effects, such as temporary or permanent
  madness or psionic blindness. Even when functioning
  properly, they are powerful psionic artifacts which inflict
  discomfort (1–4 Fatigue Levels per minute) to anyone within
  range, except those touching the stone. Charges: 10 x 1d100.
  16–18 Eye of Xaral-Akyr
  A four-inch-long, crystal egg. It vibrates in the presence
  of telepathic sendings and, when invoked, will enable the
  holder to receive them. Charges: 1d100.
  19–20 Fortress-Box of Alakath
  Normally in the form of a fifteen-inch white cube
  weighing 20 pounds plus the weight of its contents. When
  invoked, the box unfolds into a fifteen-foot cube, into which
  may be placed any object/person. The box may be refolded
  by the invoker with persons/objects inside, and will
  indefinitely maintain them free of erosion, aging, and harm.
  A charge is expended to fold or unfold the cube.
  Charges: 2d6.
  21–25 Green Eye of Turembor
  A spherical, transparent green stone. When held to the
  eye, it gives its user a magnified view (tinted green) of any
  object in line of sight. Charges: n/a
  26–27 Hiri-Delyn
  A black vest made of a very soft, flexible, and unknown
  material. When donned, the vest will expand or contract to
  fit its wearer. Forces which could injure the wearer cannot
  penetrate the vest; however, forces directed against a body
  area which is not protected by the vest have their usual
  effect. A charge is used each time the vest protects its
  wearer from harm. Charges: 3d6.
  28–29 Hooded Robe of Nonbeing
  This rare and powerful mantle is usually large, light,
  and shroud-like. About 30 seconds after enshrouding
  oneself, the wearer becomes invisible and non-corporeal for
  10 minutes per charge expended. Charges: 2d6.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 22
  
  30–38 Idjar’s Eye
  A large piece of moonstone in a silver setting. By
  looking through the pendant at an interworld portal, the user
  can see the portal’s destination; the Eyes are only about
  90% accurate, however. These amulets actually have
  nothing to do with Idjar, a semi-divine son of the god
  Sarajin. Charges: n/a.
  39–42 Jeweled Rod of Awe
  A metallic rod adorned with clear gems. When held
  aloft and invoked, the rod causes everyone within 50 feet
  (except the user) to test Will x3. A victim accrues four
  Fatigue Levels (F4) with CF, two Fatigue Levels (F2) with
  MF, one Fatigue Level (F1) with MS, and no Fatigue Levels
  with CS. After accruing any fatigue, the victim makes a
  Shock Roll (except with CS). Charges: 2d6.
  43–49 L’kirl-Wysan
  A slim, silver, metallic egg about five inches long. When
  invoked, it may telepathically be given a message, which it
  will go to extraordinary pains to deliver, teleporting between
  worlds if necessary to seek out the intended recipient. The
  time it takes will depend on the success achieved invoking
  it. When the recipient is found, it will hover near them until
  they invoke the message, which it will telepathically transmit
  and then fall dormant. Charges: 1d100.
  50–56 Mantle of Everlasting Balm
  A large, thin, snow-white blanket, tacky to the touch on
  the inside. It weighs about 10 pounds. When wrapped
  securely around a (single) patient, it automatically invokes
  and will heal any/all physical ailments. One charge is
  expended for each Injury Level. An amputated arm is
  completely regenerated and fully healed at a cost of five
  charges, and a leg for seven. Any infection will be defeated
  at a cost of two charges. When all healing is complete, the
  mantle will restore life to a dead patient (two charges per
  each day dead). This form of revivification does not restore
  the (ethereal) spirit, which must be willing to return. The
  patient remains comatose for 100 minutes times the number
  of charges expended. Charges: 1d100.
  57–59 Mirror of Soul Stealing
  Usually takes the form of a multi-faceted, translucent
  cut gem. When invoked against a living creature, the prism
  attempts to draw the victim within itself. The victim tests 
  Will x5 to avoid entrapment. Once within, captives are kept
  in separate facets. The capacity of the Prism may be
  randomly generated with 2d6. Charges: 5d6.
  60–62 N’garith
  A bowl of pure white jade. When a N’garith is filled
  with water, it cures a phobia or mental illness. On the other
  hand, a user with neither who gazes into a N’garith will
  acquire a phobia (CHARACTER 11). Users may also experience
  other-worldly visions. Charges: 1d100.
  63–64 Putrid Bowl of Erag-Kanau
  A four-inch bowl of unknown material. When invoked,
  any organic material placed within will, within 4–24 minutes,
  convert into a fungus (See Encounters Sub-table 14). What
  use the Earthmasters had for such a thing is a mystery.
  Charges: 1d20.
  65–74 Rings of Mystic Wonder
  Such a ring is commonly a purple gem in a simple
  setting. Its gives its wearer a randomly-generated psionic
  talent, the ML of which is the wearer’s Aura x5, for as long
  as the ring is worn. Once it has been consistently worn for a
  month, the wearer tests Aura x1: with MS/CS, the ring
  grants the talent permanently at SBx1. A ring always grants
  the same psionic talent (e.g., once it is determined the ring
  grants Healing, it will always grant Healing). Malfunctioning
  rings can cause madness or psionic blindness. Charges: n/a.
  75–79 Rod of Scintillating Doom
  A metallic staff about 30 inches long. When invoked,
  the rod fires a pencil-thin beam of burning, coherent light in
  a perfectly straight line up to a distance of 200 yards. The
  beam will burn through two feet of wood, a foot of stone, or
  six inches of metal in 10 seconds (one charge). It will not
  fire upon any creature, or item, with Aura. Charges: 5d6.
  80–82 Shadow Bag of Iltain-Sheral
  Usually a large, black sack which, when opened,
  releases a spatio-temporal discontinuity (nexus) which
  distorts magic, psionics, and even thought, and has been
  known to throw people between worlds (see “Loag’s Box” in
  the Common Knowledge section of HârnPlayer). The
  nexus is a kind of psionic storm which remains in place
  until invoked back into the bag. The effects are random,
  often frightening, and uncontrollable by anyone with an
  Aura of less than 20 or Will under 17. Iltain-Sherals are
  sometimes called “raw essence of Godstone.”
  83–89 Sli-Hordrh
  Usually in the form of a six-inch tetrahedron of clear
  crystal. If successfully invoked, the user is able to establish
  telepathic contact with well-known persons/creatures at any
  distance. With CS, it is possible to view well-known
  locations (i.e., clairvoyance). Charges: 1d100.
  90–92 Ward of Shonjor-Kalim
  A short rod which, when invoked, cannot be
  approached by any creature with Aura except the invoker.
  The closest approach possible is (25 – Will) feet. The effect
  will continue (using one charge per day) until stopped by the
  invoker’s touch. Charges: 1d100.
  93–00 Mysterious Earthmaster Artifact
  Roll on the sub-table (next page), or the GM may
  design a unique Earthmaster artifact.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 23
  
  Mysterious Earthmaster Artifacts
  The purpose/effect of the following artifacts has
  puzzled scholars for generations. Most of them do some
  fairly interesting things, but none do anything that seems
  useful. Some have proposed they are simply defective
  artifacts, while others claim they are toys for children of the
  Ancients.
  01–15 Earthmaster Artifact A
  A two-foot-long cylinder (four inches in diameter) made
  of a very heavy, blue metal (the item weighs 280 pounds).
  Attached to one end of the cylinder is a small gray cylinder.
  When this small cylinder is pushed (like a button) the color
  of the large blue cylinder changes to red over a period of
  about 10 seconds. Pushing the “button” again restores the
  original color. Charges: 1d30.
  16–30 Earthmaster Artifact B
  A disk (six inches in diameter and one-half-inch thick)
  with a three-inch diameter hole in the middle. It appears to
  be made of a copper-like metal, but does not dent, scratch,
  or mar. If struck, it produces a high-pitched clear ringing. If
  flipped like a coin, it bounces in a strange manner and
  frequently comes to rest on its edge. Charges: n/a.
  31–35 Earthmaster Artifact C
  A twelve-inch-long bar with cross-section of a hexagon.
  The bar is two inches thick. It looks as if it is made of gold
  and feels like solid metal, but it weighs only about four
  pounds (if it were made of gold, the item would weigh
  nearly 30 pounds). It behaves in all other ways like rubber,
  except it does not break or scratch. Charges: n/a.
  36–55 Earthmaster Artifact D
  Comprises 36 balls, each one-half-inch in diameter,
  made of shiny, reddish stone. They behave as if they are
  connected magnetically, but they cannot be separated.
  They can be shaped into any configuration as long as each
  ball is touching at least one other ball. Over a period of
  days, however, they will gradually reorganize themselves
  back into a “default” shape. The “default” shape changes
  very slowly (almost imperceptibly) over time. Charges: n/a.
  56–65 Earthmaster Artifact E
  A three-inch diameter metal disk, 1/8 inch thick. One
  side has a flat gray finish; the other side has a flat black
  finish. The edge is highly polished and reflective. The disk is
  very resistant to scratching, especially on the edge. The
  edge even resists dirt, water, oil, and other substances,
  which appear to slide right off. Charges: n/a.
  66–80 Earthmaster Artifact F
  A thin (2 mm) metallic strip eight inches long by one
  inch wide. One side of the strip is glossy black; the other
  side has eight colored squares in a row (also with a glossy
  finish). The strip will securely attach itself to any non-living
  surface it comes into contact with; removal requires an
  Aura-based invocation roll. The strip will be stiff and
  straight when held in the air, but it will conform to any
  surface to which it adheres. Charges: 2d6.
  81–95 Earthmaster Artifact G
  A smooth, dull, gray stone orb, three inches in
  diameter, sitting on top of what looks like a six-inch tall,
  green vase. The vase has a grainy finish, like stone, but feels
  like metal, sounds like metal when struck, conducts heat and
  cold like metal, etc. The orb can spin in any direction, but
  will not come off the top of the vase. Charges: n/a.
  96–00 Earthmaster Artifact H
  A thin, cylindrical, metallic black shaft (seven inches
  long and one inch in diameter) with a pointed tip, piercing
  the center of three thin parallel metallic disks (six inches in
  diameter and about 1/2 mm thick) situated about half an
  inch apart. When invoked and spun like a top, the object will
  remain anchored in its position and rapidly accelerate to an
  alarmingly-large number of rotations per second. It will
  remain at that speed until stopped by another invocation or
  by physically grabbing the shaft (grabbing the disks while
  they are spinning would be a bad idea—finger sandwiches,
  anyone?). Charges: 2d6.
  Other Earthmaster Artifacts
  Pseudostone Slab
  These slabs are often used as bases holding other
  Earthmaster artifacts. They are commonly a square slab (or
  slabs) of gray pseudostone, usually about an inch thick, and
  ranging in size from about three to 18 inches per side. When
  held in the air and successfully invoked (the usual Aural
  Invocation with physical contact required) the slab will
  remain in position hanging in midair. Once in position, the
  slab is immovable by any known physical force and can only
  be moved after another invocation. Charges: 3d6.
  Crystals of All Shapes and Sizes
  Crystals are often found at Earthmaster sites. Shapes
  vary a great deal: spherical, cylindrical, conical, pyramidal,
  cubical, egg-shaped, etc. They sometimes are found
  arranged in strange groupings or found singly (perhaps
  floating in midair on a pseudostone slab). They can be
  rough or polished, natural or cut. They are usually not gem
  quality (poor clarity). Charges: n/a.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  TREASURE 24
  
  estiaries are a useful source of creatures to
  help or hinder player characters. The table on
  BESTIARY 2 summarizes common Hârnic
  creatures in two groups: magical & mundane.
  It is further organized into species categories,
  such as GARGUN and IVASHU. We have included
  detailed articles for the most important species.
  BESTIARY STATS
  Attributes
  The statistics given are averages for healthy, mature creatures. The GM
  can vary them to account for the age, sex, and health of the creature.
  The easiest method to handle variation is to reduce a 3d6 attribute by
  7 and add 2d6. Minimum attribute score is 1, maximum is double the
  number given. Skills, Impacts, and Armour are then modified at GM
  discretion.
  Skills & Weapons
  Natural weapon skills are listed in order of typical preference. That is,
  if "claws" are listed before "bite", the creature is more likely to claw than
  bite. This does not apply to defense. All creatures use viable defensive
  options — an animal is likely to dodge or counterstrike rather than use a
  paw to block.
  The numbers given for each combat skill are ML and Impact. Hence,
  "Bite 75/5p" indicates that the creature can Bite at ML75 with a point
  impact of 5. Natural combat skills are based on AGL AGL WIL (sometimes
  DEX DEX WIL) generally x5 for the primary skill and x4 for secondary skills.
  Impacts are a function of STRENGTH, generally STR÷4. Bite and Claw
  impacts may be rated higher for carnivores and lower for herbivores.
  Flying creatures have their MOVE expressed as Ground/Air. Extra
  impact has been added to their Talon attack to reflect airspeed.
  Weapon aspects are: blunt, edge, point, and fire/frost.
  Armour
  Each creature has typical armour in standard format indicating
  protection against various kinds of strike. For example, a line reading B3 E4
  P2 F4 means that the creature has a protection of 3 against blunt strikes, 4
  against edge strikes, 2 against point strikes, & 4 against Fire/Frost attacks.
  With armour-wearing creatures, like Gargun, we have precalculated the
  values for their most common armour, as listed under Equipment.
  Ethereals
  Ethereal creatures do not have physical stats or armour. Only
  enchanted weapons and spells can affect them.
  Psionic and Magic skills are AURA x5. Ethereal DODGE is Aura x5;
  INITIATIVE SB is Aur Wil Wil.
  See HârnMaster Religion for more details about ethereals.
  Creature Size
  The HârnMaster combat system is detailed
  and realistic when dealing with human-
  sized combatants, but larger or smaller
  creatures can cause problems.
  Creature size is a complex issue for melee
  combat. While it is true that larger
  creatures are bigger targets, they also have
  greater REACH.
  The impact for some creatures can be
  much less significant than the impact
  generated by the strike dice.
  For creatures that are half man-size (or
  less) roll d4 for impact dice. For creatures
  that are double man-size (or more) roll d8
  for impact.
  d4  Creatures <3 feet
  d6: Creatures 3 to 12 feet
  d8: Creatures >12 feet 
  At GM discretion, for very small creatures,
  d3 or even d2 can be used; for very large
  creatures, use d10 or d12.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  BESTIARY 1
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  BESTIARY 2
  *Impact given is average. See separate DRAGONS article for details
  SPECIES
  STR STA DEX AGL EYE HRG SML INT AUR WIL
  INI
  END MOV DGE ARMOUR
  SKILLS
  CHIMERA/Centaur
  25
  10
  11
  13
  11
  11
  11
  12
  13
  15
  70
  17
  20
  65
  B4
  E3
  P1
  F3
  Shortbow 80, Trample 56/6b, Awareness 44, Stealth 52
  CHIMERA/Griffin
  16
  20
  •
  15
  19
  15
  15
  8
  12
  16
  80
  17
  12/36
  75
  B3
  E4
  P2
  F4
  Talon 75/8p, Beak 60/4p, Awareness 64, Stealth 60
  CHIMERA/Hirenu
  20
  10
  •
  12
  28
  20
  16
  6
  15
  14
  65
  15
  14/42
  60
  B4
  E3
  P1
  F3
  Talon 65/9p, Trample 52/5b, Awareness 84, Stealth 60
  DRAGON/Fire or Frost
  48
  36
  5
  8
  17
  15
  14
  13
  13
  19
  75
  34
  14/42
  40
  B12 E15 P12 F14
  Breath 65/12f*, Tail 60/12b, Awareness 60, Stealth 56
  DRAGON/Ilme (male)
  36
  30
  7
  6
  12
  14
  14
  13
  8
  6
  30
  24
  11/7
  30
  B10 E8
  P7
  F9
  Bite 30/12p, Awareness 52, Stealth 36, Swimming 85
  DRAGON/Wyvern
  18
  20
  •
  11
  19
  15
  17
  4
  3
  16
  70
  18
  10/40
  55
  B8
  E5
  P8
  F7
  Talon 65/9p, Tail 52/5p, Awareness 68, Stealth 56
  ETHEREAL/Asir
  •
  •
  •
  •
  •
  •
  •
  10
  13
  10
  55
  •
  16
  65
  Ethereal
  Charm 65, Telepathy 65, Sensitivity 65
  ETHEREAL/Dryad
  •
  •
  •
  •
  •
  •
  •
  12
  18
  12
  70
  •
  14
  90
  Ethereal
  Charm 90, Telepathy 90, Sensitivity 90, Fyvria 90
  ETHEREAL/Elmith
  •
  •
  •
  •
  •
  •
  •
  9
  11
  8
  45
  •
  10
  55
  Ethereal
  Charm 55, Telepathy 55, Sensitivity 55
  ETHEREAL/V'hir
  •
  •
  •
  •
  •
  •
  •
  15
  21
  21
  105
  •
  16
  105
  Ethereal
  Telepathy 105, Sensitivity 105, Peleahn 105, Whip 84/5f
  GARGUN/Arak
  7
  10
  13
  10
  9
  16
  13
  10
  9
  10
  50
  9
  10
  50
  GARGUN/Hyeka
  8
  11
  12
  9
  9
  13
  11
  9
  7
  11
  50
  10
  9
  45
  GARGUN/Khanu
  10
  13
  12
  9
  9
  13
  11
  10
  9
  13
  60
  12
  9
  45
  See: Gargun article for armour & skills
  GARGUN/Kyani
  8
  11
  12
  10
  9
  13
  11
  11
  10
  12
  55
  10
  10
  50
  GARGUN/Viasal
  9
  12
  12
  9
  9
  13
  11
  9
  8
  13
  60
  11
  9
  45
  IVASHU/Aklash
  19
  18
  10
  8
  4
  10
  6
  4
  8
  14
  60
  17
  10
  40
  B10 E8
  P7
  F7
  Breath 60, Claw 50/5e, Awareness 28, Stealth 44
  IVASHU/Hru
  57
  40
  8
  6
  7
  7
  7
  11
  10
  13
  55
  37
  7
  30
  B12 E11 P10 F10
  Trample40/14b, Awareness 28, Stealth 36
  IVASHU/Nolah
  14
  19
  12
  17
  11
  15
  15
  12
  15
  11
  65
  15
  13
  85
  B9
  E7
  P5
  F6
  Charm 75, Unarmed 70/4b, Awareness 56, Stealth 56
  IVASHU/Umbath
  •
  •
  •
  •
  •
  •
  •
  13
  19
  12
  70
  •
  40
  95
  Ethereal
  Telepathy 95, Sensitivity 95
  IVASHU/Vlasta
  6
  10
  17
  19
  17
  15
  19
  3
  5
  10
  65
  9
  25
  95
  B2
  E1
  P1
  F2
  Claw 80/2e, Bite 64/2p, Awareness 68, Stealth 60
  UNICORN
  28
  9
  •
  13
  16
  18
  16
  8
  15
  14
  60
  16
  45
  65
  B4
  E3
  P1
  F3
  Fyvria 75, Horn 65/7p, Awareness 68, Stealth 56
  YELGRI
  8
  7
  8
  10
  17
  15
  15
  6
  10
  10
  50
  8
  10/30
  50
  B3
  E3
  P1
  F4
  Spear 40/7p, Claw 50/2e, Awareness 64, Stealth 48
  BEAR/Black
  16
  13
  •
  13
  15
  13
  24
  5
  9
  13
  65
  14
  28
  65
  B5
  E3
  P2
  F4
  Claw 65/4e, Bite 52/4p, Awareness 68, Stealth 52
  BEAR/Brown
  28
  15
  •
  12
  14
  12
  24
  4
  10
  12
  60
  18
  30
  60
  B6
  E4
  P3
  F5
  Claw 60/7e, Bite 48/7p, Awareness 68, Stealth 48
  BEAR/Snow
  33
  18
  •
  11
  16
  12
  26
  5
  11
  15
  70
  22
  32
  55
  B7
  E5
  P3
  F6
  Claw 60/8e, Bite 48/8p, Awareness 72, Stealth 52
  BIRD/Eagle
  6
  10
  •
  10
  30
  22
  18
  8
  12
  10
  50
  9
  10/50
  50
  B3
  E2
  P1
  F2
  Talon 50/7p, Beak 40/2p, Awareness 92, Stealth 56
  BIRD/Falcon
  4
  8
  •
  12
  28
  20
  18
  7
  10
  8
  45
  7
  12/96
  60
  B3
  E2
  P1
  F2
  Talon 55/10p, Beak 44/1p, Awareness 88, Stealth 52
  BIRD/Owl
  5
  8
  •
  9
  26
  24
  18
  9
  11
  12
  55
  8
  8/40
  45
  B3
  E2
  P1
  F2
  Talon 50/5p, Beak 40/1p, Awareness 92, Stealth 60
  CAT/Mountain Lion
  10
  11
  •
  18
  16
  18
  20
  5
  10
  18
  90
  13
  50
  90
  B4
  E3
  P1
  F3
  Claw 90/3e, Bite 72/3p, Awareness 72, Stealth 72
  CATTLE/Domestic (Bull)
  35
  13
  •
  11
  10
  18
  16
  4
  5
  10
  50
  19
  28
  55
  B4
  E3
  P1
  F3
  Horn 55/9p, Trample 44/9b, Awareness 60, Stealth 52
  DEER/Red (Stag)
  29
  13
  •
  14
  14
  22
  18
  5
  11
  8
  50
  17
  40
  70
  B4
  E3
  P1
  F3
  Antlers 60/7p, Trample 48/7b, Awareness 72, Stealth 60
  DOG/Hound
  8
  9
  •
  13
  16
  15
  30
  6
  8
  11
  60
  9
  36
  65
  B4
  E3
  P1
  F3
  Bite 60/4p, Awareness 80, Stealth 52
  DOG/Mastiff
  9
  8
  •
  14
  18
  16
  25
  6
  9
  13
  65
  10
  32
  70
  B4
  E3
  P1
  F3
  Bite 70/4p, Awareness 80, Stealth 56
  DOG/Black Wolf
  12
  10
  •
  14
  18
  16
  26
  5
  9
  16
  75
  13
  38
  70
  B4
  E3
  P1
  F3
  Bite 75/6p, Awareness 80, Stealth 60
  DOG/White Wolf
  14
  10
  •
  13
  20
  16
  24
  5
  10
  16
  75
  13
  40
  65
  B4
  E3
  P1
  F3
  Bite 70/8p, Awareness 80, Stealth 60
  GOAT/Mountain
  10
  15
  •
  16
  15
  16
  20
  5
  6
  15
  75
  13
  35
  80
  B5
  E4
  P1
  F3
  Horn 80/3b, Awareness 68, Stealth 64
  HARE/Rabbit
  5
  7
  •
  16
  14
  25
  20
  2
  7
  6
  45
  6
  40
  80
  B4
  E3
  P1
  F3
  Bite 65/1p, Awareness 80, Stealth 64
  PIG/Wild (Boar)
  18
  16
  •
  9
  8
  12
  20
  6
  9
  12
  55
  15
  30
  45
  B4
  E3
  P1
  F3
  Tusks 50/5p, Awareness 52, Stealth 44
  SHEEP/Mountain
  13
  14
  •
  14
  15
  16
  20
  3
  4
  15
  75
  14
  32
  70
  B5
  E4
  P1
  F3
  Horn 70/3b, Awareness 68, Stealth 60
  
  argun are a race of malevolent, small, intelligent
  humanoids, also known as fowlspawn, orcs, and goblins.
  They are divided onto five sub-species which are unable
  to interbreed. Gargun are the most aggressive and
  barbaric of the intelligent, culture-forming Hârnic
  species. They are also the most alien, being
  dramatically distinct from all others in their origin,
  biology, and society. It is rare for a culture to have no redeeming
  features, but that of the Gargun comes close.
  HISTORY
  The Gargun first appeared on Hârn about 110 TR during the Tyranny
  of Lothrim, a renegade mage who sought to use his considerable arcane
  powers to build a Hârnic empire. They quickly became Lothrim’s primary
  tool for subjugating his neighbors, and their ferocity and depravity became
  feared throughout the island, earning their lord the sobriquet “Lothrim the
  Foulspawner.”
  How Lothrim produced the Gargun is one of the great mysteries of
  Hârn. Genin the Mage believed they originated on Midgaad, one of the
  Kethiran familial worlds, and were “imported” to Hârn through the
  Godstone at Elkall-Anuz. Golor the Quick had another view, suggesting that
  Lothrim used magical aid to breed the Gargun from captured Khuzdul or
  Sindarin. The five distinct sub-species existed from Lothrim’s days and may
  have originated as specialists within a larger community of Gargun
  (soldiers, hunters, miners, etc.)
  The orcs soon proved almost ungovernable. Despite his arcane powers,
  Lothrim was forced to occupy them with constant wars to maintain control.
  In 120, after attacking and destroying the city of Kiraz, Lothrim’s orc army
  was annihilated by an avenging Khuzan army at the Battle of Sirion.
  Lothrim was captured and is said to have been buried alive in a stone tomb
  with an “honor guard”
  of twelve starving
  Gargun.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  GARGUN 1
  O human kind, born to rule,
  Beware the demon Foulspawn.
  Larani fair, none be so cruel,
  O save us from the Foulspawn.
  Gargun Weapons
  
  The Foulspawner’s demise released the surviving
  Gargun from central control and they sought refuge from
  the Khuzdul in the mountainous areas of Hârn. The
  subsequent withdrawal of most Khuzdul to Azadmere
  soon allowed the Gargun to flourish.
  Conflict with other races was inevitable given the
  Gargun breeding rate. Population pressure forced some
  Gargun to descend from the mountains into conflict with
  Hârn’s tribal folk. This forced some tribesmen to attack
  the civilized human kingdoms, an event known as the
  Migration Wars. By 250, the Gargun were widespread
  throughout Hârn, and their population of about 50,000
  has been relatively stable since then.
  BIOLOGY
  Gargun have a reproductive system similar to some
  insects. In each tribe there is at most one fertile female
  (the queen) and generally one fertile male (the king).
  Both sexes become fertile only through continued sexual
  relations with the opposite sex. Females are the most
  fertile between the ages of eight and 12.
  About one month after impregnation, a queen will
  lay, depending on her age and health, up to 80 gelatinous
  eggs. If the eggs are stored in a dark, humid environment
  and covered with a good supply of decomposing organic
  material, they will hatch in three to six months.
  Only one percent of the eggs hatch as females. If
  sexually exposed to males for about six consecutive
  hours, these “princesses” become fertile queens. Since
  only one queen is tolerated in a tribe, other females are
  killed and eaten or, more commonly, segregated to form
  a “Queen’s Guard.” These female warriors are often the
  most vicious fighters in the tribe.
  Occasionally a princess will be abducted by a group
  of males who intend to start a new colony. Tribes which
  lose their queen will strive to kidnap a princess or face
  certain extinction. Since queens become bloated and
  almost immobile, few princesses desire the role.
  Most male Gargun never have sexual contact with
  females of their own species. This does not mean these
  males are impotent; they are fully capable of rape, as
  survivors (both male and female) of Gargun raids can
  attest. Sexual tension and competition for sexual access
  to the queen explains much about Gargun society.
  Contrary to widely-held belief, Gargun cannot
  impregnate human females. Magic or alchemy can
  permit fertilization to occur between two different sub-
  species, but the Gargun resulting from such a union are
  always sterile and insane.
  Gargun have the shortest lifespans of Hârn’s
  intelligent culture-forming races. Fully grown within a
  year of hatching, they seldom live past the age of 25.
  Most die violently long before then.
  Racial Memory
  Newborn Gargun are hatched possessing a common
  set of memories, or more accurately, racial instincts
  fused within their genetic code. This racial memory
  includes the basics of their language, customs, fighting,
  etc. Additional specialized information is included for
  each sub-species. For example, Arak are hatched
  knowing more about hunting while Hyeka instinctively
  know more about mining.
  Because Gargun begin life with so much cultural
  information, they develop very quickly. Newborn Gargun
  almost immediately interact with their tribe and reach
  adulthood within a year. However, their racial memory
  cannot change (beyond normal genetic evolution) and is
  therefore a fixed pool of knowledge from one generation
  to the next. Unlike other intelligent species, Gargun
  society remains almost totally unchanging.
  Although Gargun begin life with a common set of
  memories, they are still able to learn. Indeed, one of the
  first things newborn Gargun need to discover is the
  geography of their lair and surrounding area. If lucky,
  the young are taught this additional information, but
  most newborns learn by trial and error, or by watching
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  GARGUN 2
  Gargu-Hyeka
  Queen
  
  and listening to others. If all the elderly Gargun avoid a
  certain tunnel, for example, most newborns will
  eventually notice and copy the action. This can result in
  Gargun avoiding areas for reasons long forgotten.
  A crucial element of their racial memory is an
  instinct to submit to a clearly superior authority. Hence,
  the Gargun will accept the control of a king, provided he
  demonstrates an ability to eliminate rivals. Similarly,
  most species accept slavery under the dominant Khanu.
  This trait explains Gargun submission to Lothrim, whose
  arcane powers and cruelty were formidable. It has also,
  from time to time, allowed others to gain brief
  dominance of some orc colonies. Continued submission,
  however, demands that the controlling force be
  merciless; any sign of weakness brings an immediate
  revolt which is inevitably fatal to the tyrant.
  SOCIETY
  Gargun tribes vary dramatically in size, ranging from
  forty orcs to a few thousand. Only the colony-dwelling
  species form the large tribes. Gargun tribes constantly
  raid each other. Even within their own tribe, Gargun
  squabble, maim, kill, and cannibalize each other.
  However, if faced with an external threat, or an
  appealing target for aggression, they will suspend
  internal discord until the common enemy is defeated.
  Only with an exceptionally strong king is there any hope
  of tranquillity within a Gargun colony, but even this
  brings a population explosion which always leads to a
  massive bloodletting.
  Gargun have no social restrictions barring
  competition to become king, and thereby gain access to
  the queen. Methods range from a knife in the back while
  sleeping to mortal combat with the community watching.
  The only requirement, from the point of view of the
  would-be king, is to survive long enough to enjoy it. Few
  survive more than a year. It is considered an important
  rite for a new king to publicly devour the body of the
  deposed monarch. That Gargun are violent by instinct is
  not surprising considering that most of them are the
  offspring of the most aggressive males.
  Gargun are nocturnal; they prefer to hunt and raid at
  night when their vision is most keen. They usually find
  cover and sleep during daylight hours, but can fight in
  sunlight if necessary.
  Gargun eat only meat and always seem to be
  hungry. Most tribes are constantly hunting, although a
  few also keep food animals. They do not hesitate at
  cannibalism (some tribes even regard the meat of their
  young as a delicacy) and all Gargun very much enjoy
  eating human or Khuzan flesh. Sometimes they cook or
  kill their food before dining.
  Gargun have an abiding, almost insane hatred for the
  Khuzdul. They will attack any dwarves they find if there
  is the slightest hope of victory. The animosity is mutual;
  the two races have a long history of conflict dating from
  the Carnage of Kiraz six centuries ago. Nothing is likely
  to please a dwarf more than the gift of an orc's head.
  The Swarm
  When a Gargun colony becomes overcrowded one
  of two events will occur: a bloody civil war or a swarm.
  Civil wars can kill up to 80 percent of the population in a
  sudden orgy of bloodletting, perhaps lasting only an
  hour. A swarm occurs when a significant number of
  males, perhaps 40 percent, seize the queen or more likely
  a princess, and escape to establish a new colony. A
  swarm can be very unpleasant for anyone in its path.
  Language & Scripts
  Each sub-species has a distinct language. Racial
  memory includes grammar and vocabulary. None of the
  Gargun languages have an extensive vocabulary and
  gestures are used to quantify statements or indicate
  emotional states. Most humans cannot interpret these
  rapid hand signals, so Gargun speech inevitably sounds
  like chaotic grunts and growls.
  Communication between the sub-species is also
  difficult. Each language assumes the speaker is
  conversing with someone with the same racial memory.
  Consequently, each language is difficult to learn for
  another sub-species. It is easier for Gargun to learn a
  local human language than another orc tongue. However,
  their racial memory also includes a highly-developed
  sign language which is identical for all Gargun. This sign
  language, supplemented by Hârnic, is used for
  communication between the sub-species.
  There are no Gargun scripts. Although reading and
  writing is mostly unknown, a few orcs have been taught
  the scripts of other races.
  RELIGION
  The Gargun are irreligious. Their racial memory
  informs them they were “Forsaken by the Gods” but they
  cannot explain the origin of this notion. Their instinctive
  awe and fear of superior power has allowed a few bold
  clerics of Morgath and Agrik to convert some Gargun,
  but this has always been short-lived. The Gargun require
  an ongoing demonstration of superiority to honor their
  submission. No deity, not even Morgath, is willing to play
  this game, and Gargun cannot accept blind faith.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  GARGUN 3
  
  G
  ARGU-ARAK
  The Small Orc
  The small or streaked orc represents about a third of Hârn’s Gargun
  population. They are smaller and lighter than other Gargun, averaging just
  over three feet in height, with tawny, streaky brown fur. Unlike other sub-
  species, they mostly dwell outdoors in tribes of 40–240.
  Araki nations are made up of two or more tribes which range over
  several hundred square miles. Each nation will have at least one queen, and
  sometimes two or three. As a result, Araki nations may have more than one
  king, with the predictable result of ongoing internal conflict. The tribes
  possessing a queen often attempt to achieve leadership of their nation,
  trading her favors and offspring for tribute. More often, however, demands
  for tribute are answered by raids from queenless bands seeking to steal a
  queen or princess.
  Araki dwellings can be little more than crude huts and they sometimes
  sling “nests” in trees. Larger tribes build lodges by first excavating a large
  pit and then building a shored, earthen roof over the hole. The lodge will
  have several interlocking chambers and acquire additional side tunnels as
  time passes.
  Despite their small statures, the Araki are among the most feared of
  nocturnal predators. They possess an acute sense of hearing and smell,
  keen nightvision. They make their own weapons, and, unique among
  Gargun, employ shortbows. Some Araki also use blowguns to fire poison
  darts. While they pose a great danger to the weak, solitary, or unwary, the
  Araki will not attack
  a large and vigilant
  party unless driven
  by hunger.
  Most Araki
  have great skill in
  Herblore and use
  this knowledge, along with their
  acute sense of smell, to
  communicate with each
  other. It is their practice to
  hang totems, essentially small
  leather bags stuffed with herb
  leaves, from high branches.
  Each herb has a specific
  meaning to the Araki nose, such
  as “Good Hunt,” “Water Place,”
  “Bear Cave,” etc. Seen from the
  ground, the totems appear to be bird
  nests.
  Araki tend to avoid the other
  Gargun species whenever possible,
  but often find themselves enslaved
  by Khanu.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  Art: Richard Luschek
  HârnMaster
  Version 3.01
  GARGUN 4
  Habitat:
  Forest/Woodland
  Height:
  38”
  Weight:
  72 pounds
  Diet:
  Carnivore
  Lifespan:
  20–25 years
  Group:
  2d6
  ATTRIBUTES
  07 STR
  09 EYE
  10 INT
  09 END
  10 STA
  16 HRG
  09 AUR
  10 MOV
  13 DEX
  13 SML
  10 WIL
  10 AGL
  11 VOI
  05 MOR
  SKILLS
  50 INITIATIVE
  52 AWARENESS
  50 DODGE
  50 CLIMBING
  50 UNARMED 2B
  45 JUMPING
  50 SHORTBOW
  48 STEALTH
  45 CLUB 4B
  50 THROWING
  60 DAGGER 5P
  60 HERBLORE
  55 MANKAR 5E
  50 SURVIVAL
  55 SHIELD 1B
  65 TRACKING
  ARMOUR
  Natural: B4  E3  P1  F3   GAC 1
  STRIKE LOCATIONS
  1d100
  B
  E
  P
  F
  01-05  Skull
  6
  7
  4
  6
  06-10  Face
  3
  2
  1
  2
  11-15  Neck
  6
  7
  4
  6
  16-27  •Shoulder
  7
  8
  5
  7
  28-33  •Upper Arm
  5
  4
  2
  4
  34-35  •Elbow
  4
  3
  1
  3
  36-39  •Forearm
  4
  3
  1
  3
  40-43  •Hand
  3
  2
  1
  2
  44-60  Thorax
  7
  8
  5
  7
  61-70  Abdomen
  7
  8
  5
  7
  71-74  Groin
  5
  4
  2
  4
  75-80  •Hip
  5
  4
  2
  4
  81-88  •Thigh
  4
  3
  1
  3
  89-90  •Knee
  4
  3
  1
  3
  91-96  Calf
  4
  3
  1
  3
  97-00  Foot
  4
  3
  1
  3
  • Odd = Left, Even = Right 
  EQUIPMENT
  Shortbow, Mankar, Club, Dagger,
  Buckler.
  Cloth Tunic, Leather Vest & Cowl.
  GARGU-ARAK
  
  G
  ARGU-HYEKA
  The Brown Orc
  The brown orc represents about half of Hârn’s Gargun population.
  Their fur ranges in color from black to auburn, and they average just under
  four feet in height. Small bands of queenless Hyeka may be found dwelling
  in the mode of the Araki, but they are most noted for their large cave
  complexes that typically contain one queen, a few dozen princesses, and
  between 1,000 and 2,000 males.
  As mining engineers, Hyeka are second only to the Khuzdul. Chambers
  and passages in a Hyeka cave complex tend to run in straight lines,
  although irregular natural caverns may be included. Numerous redoubts,
  blind-ways, pits, and other traps designed to foil intruders are common.
  Most complexes contain iron mines and armouries which can produce fairly
  good weapons, notably mangs and mankars. Hyeka produce passable scale
  and mail armour, but most wear leather armour.
  The Hyeka keep livestock, mostly wild cattle and horses, as food
  animals in large external pens. These provide a significant portion of their
  diet, but rarely meet the entire needs of the complex. Hyeka bands hunt a
  range extending up to ten leagues around the complex. The security
  provided by their intricate colonies, and their naturally-high birthrate, make
  the Hyeka the most likely of all Gargun species to swarm.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  Art: Richard Luschek
  HârnMaster
  Version 3.01
  GARGUN 5
  Habitat:
  Caverns/Forest
  Height:
  47”
  Weight:
  98 pounds (Heavy)
  Diet:
  Carnivore
  Lifespan:
  20–25 years
  Group:
  3d6
  ATTRIBUTES
  08 STR
  09 EYE
  09 INT
  10 END
  11 STA
  13 HRG
  07 AUR
  09 MOV
  12 DEX
  11 SML
  11 WIL
  09 AGL
  11 VOI
  05 MOR
  SKILLS
  50 INITIATIVE
  44 AWARENESS
  45 DODGE
  50 CLIMBING
  50 UNARMED 2B
  45 JUMPING
  55 MANKAR 5E
  44 STEALTH
  55 DAGGER 5P
  50 THROWING
  45 PICKAXE 8P
  63 METALCRAFT
  55 SHIELD 2B
  72 MINING
  ARMOUR
  Natural: B4  E3  P1  F3   GAC 1
  STRIKE LOCATIONS
  1d100
  B
  E
  P
  F
  01-05  Skull
  6
  7
  4
  6
  06-10  Face
  3
  2
  1
  2
  11-15  Neck
  4
  3
  1
  3
  16-27  •Shoulder
  7
  8
  5
  7
  28-33  •Upper Arm
  5
  4
  2
  4
  34-35  •Elbow
  4
  3
  1
  3
  36-39  •Forearm
  4
  3
  1
  3
  40-43  •Hand
  3
  2
  1
  2
  44-60  Thorax
  7
  8
  5
  7
  61-70  Abdomen
  7
  8
  5
  7
  71-74  Groin
  5
  4
  2
  4
  75-80  •Hip
  5
  4
  2
  4
  81-88  •Thigh
  4
  3
  1
  3
  89-90  •Knee
  4
  3
  1
  3
  91-96  Calf
  4
  3
  1
  3
  97-00  Foot
  4
  3
  1
  3
  • Odd = Left, Even = Right 
  EQUIPMENT
  Mankar, Pickaxe, Spear,
  Roundshield, Mining Tools.
  Cloth Tunic, Leather Vest & Cap.
  GARGU-HYEKA
  
  G
  ARGU-KHANU
  The Black Orc
  The black or great orcs, at an average height of 4’2”, are the largest
  and most murderous of the Gargun. Their fur is black or dark brown. They
  justifiably regard themselves as the “warrior elite” of the Gargun. Strong for
  their size, the Khanu have little fear of humans; they are the most likely
  Gargun to mount raids on human settlements. Fortunately for the rest of
  Hârn, the Khanu breed far more slowly, and kill each other far more readily,
  than any other sub-species. With these checks on their population, Khanu
  are the least likely of all Gargun to swarm.
  Khanu are not great builders. They are sometimes found dwelling alone
  in a cave complex, but are most often found as the ruling elite in a hybrid
  culture with Araki and/or Hyeka slaves. If they find themselves without a
  home, they attempt to conquer a Hyeka or Araki colony as soon as
  possible. A party of Khanu wandering the wilderness in search of a new
  home, or rounding up Araki or Hyeka slaves, is not uncommon. Such
  groups of Khanu are particularly aggressive and encountering them can be
  extremely dangerous.
  Khanu prefer to fight with mangs or handaxes. When faced with death,
  these willful fighters are more likely to become berserk than flee. Surrender
  to a Khanu party is suicidal. They kill and eat prisoners without hesitation,
  or put out the eyes of their captives and drag them home for later eating.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  Art: Richard Luschek
  HârnMaster
  Version 3.01
  GARGUN 6
  Habitat:
  Caverns/Forest
  Height:
  50”
  Weight:
  105 pounds (Heavy)
  Diet:
  Carnivore
  Lifespan:
  20–25 years
  Group:
  1d6
  ATTRIBUTES
  10 STR
  09 EYE
  10 INT
  12 END
  13 STA
  13 HRG
  09 AUR
  09 MOV
  12 DEX
  11 SML
  13 WIL
  09 AGL
  11 VOI
  04 MOR
  SKILLS
  72 INITIATIVE
  44 AWARENESS
  45 DODGE
  50 CLIMBING
  60 UNARMED 3B
  45 JUMPING
  55 HANDAXE 6E
  48 STEALTH
  55 DAGGER 5P
  50 THROWING
  55 MANG 6E
  50 SURVIVAL
  55 SHIELD 2B
  55 TRACKING
  ARMOUR
  Natural: B4  E3  P1  F3   GAC 1
  STRIKE LOCATIONS
  1d100
  B
  E
  P
  F
  01-05  Skull
  10 13
  7
  5
  06-10  Face
  3
  2
  1
  2
  11-15  Neck
  4
  3
  1
  3
  16-27  •Shoulder
  8 10
  6
  7
  28-33  •Upper Arm
  5
  4
  2
  4
  34-35  •Elbow
  4
  3
  1
  3
  36-39  •Forearm
  4
  3
  1
  3
  40-43  •Hand
  3
  2
  1
  2
  44-60  Thorax
  8 10
  6
  7
  61-70  Abdomen
  8 10
  6
  7
  71-74  Groin
  8 10
  6
  7
  75-80  •Hip
  8 10
  6
  7
  81-88  •Thigh
  4
  3
  1
  3
  89-90  •Knee
  4
  3
  1
  3
  91-96  Calf
  4
  3
  1
  3
  97-00  Foot
  4
  3
  1
  3
  • Odd = Left, Even = Right 
  EQUIPMENT
  Mang, Spear, Club, Handaxe,
  Roundshield.
  Cloth Tunic, Ring Byrnie,
  Plate Halfhelm.
  GARGU-KHANU
  
  G
  ARGU-KYANI
  The White Orc
  The white orcs average 3’10” in height and are the second smallest of
  the Gargun species. Their fur ranges in color from white to tawny brown.
  Although Kyani sometimes roam in nomadic woodland bands like the Araki,
  they more often build cave complexes in high alpine ravines or glaciers.
  Tribes range from 200 to 1,200 in size.
  The Kyani have the highest sense of identification to the tribe and
  exercise more ritualism in their social arrangements than other Gargun.
  These rituals are mostly concerned with their "code of honor," which
  centers around the survival of the tribe; individuals are of lesser
  importance. When food supplies run low, elderly Kyani are expected to
  leave the tribe to face almost certain death by starvation.
  The Kyani honor courage and abhor cowardice. Leadership of the tribe
  is decided by mortal combat, but the fight begins only after a formal
  challenge, never with a knife in the back. Most complexes have a “loyal
  guard”, an elite fighting unit of the highest honor, whose primary duty is to
  cover escape of the tribe even if this means certain death.
  The Kyani keep dogs and wolves as pets, which they do not maltreat
  too much. They also produce finer artifacts than other Gargun. They are
  particularly creative with silver, a metal they treasure above all else. They
  will engage in trade with non-Gargun, especially if silver is
  offered, which they will exchange for an equal weight of
  gold!
  Although the Kyani, like all Gargun, have an evil
  reputation, veteran wilderness travelers know them to be
  the least prone to violence. Their sense
  of honor and respect for courage has
  allowed many a human to survive a
  Kyani encounter, even to the extent of
  being aided and escorted to safety.
  However, the Kyani consider a slow
  and painful death the only
  appropriate punishment for those
  who show cowardice or dishonor.
  Those who anger the Kyani soon
  begin to beg for a quicker death.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  Art: Richard Luschek
  HârnMaster
  Version 3.01
  GARGUN 7
  Habitat:
  Alpine Forest
  Height:
  46”
  Weight:
  96 pounds (Heavy)
  Diet:
  Carnivore
  Lifespan:
  20–25 years
  Group:
  1d6
  ATTRIBUTES
  08 STR
  09 EYE
  11 INT
  10 END
  11 STA
  13 HRG
  10 AUR
  10 MOV
  12 DEX
  11 SML
  12 WIL
  10 AGL
  11 VOI
  06 MOR
  SKILLS
  55 INITIATIVE
  44 AWARENESS
  50 DODGE
  50 CLIMBING
  50 UNARMED 2B
  45 JUMPING
  55 MANKAR 6E
  48 STEALTH
  50 DAGGER 5P
  50 THROWING
  45 SPEAR 7P
  55 JEWELCRAFT
  55 SHIELD 2B
  50 SURVIVAL
  55 TRACKING
  66 WOLFCRAFT
  ARMOUR
  Natural: B4  E3  P1  F3   GAC 1
  STRIKE LOCATIONS
  1d100
  B
  E
  P
  F
  01-05  Skull
  9
  6
  3
  7
  06-10  Face
  3
  2
  1
  2
  11-15  Neck
  9
  6
  3
  7
  16-27  •Shoulder
  6
  7
  4
  6
  28-33  •Upper Arm
  6
  7
  4
  6
  34-35  •Elbow
  4
  3
  1
  3
  36-39  •Forearm
  4
  3
  1
  3
  40-43  •Hand
  3
  2
  1
  2
  44-60  Thorax
  6
  7
  4
  6
  61-70  Abdomen
  6
  7
  4
  6
  71-74  Groin
  12 11
  7 11
  75-80  •Hip
  10
  7
  4
  8
  81-88  •Thigh
  10
  7
  4
  8
  89-90  •Knee
  5
  4
  2
  4
  91-96  Calf
  5
  4
  2
  4
  97-00  Foot
  5
  4
  2
  4
  • Odd = Left, Even = Right 
  EQUIPMENT
  Spear, Mankar, Dagger,
  Roundshield.
  Cloth Leggings, Leather Tunic,
  Fur Cowl and Kilt.
  GARGU-KYANI
  
  G
  ARGU-VIASAL
  The Red Orc
  The red orcs, averaging four feet in height, are the second largest of
  the Gargun species. Their fur is auburn to red in color. Viasal prefer to
  dwell in cave complexes in a manner similar to the Hyeka, but have a
  slower birthrate, smaller communities of 700–1,200, and swarm less
  frequently than the brown orc.
  Viasal are the most cannibalistic of Gargun species. Ritual eating of
  elderly Viasal is a form of ancestor worship. Those who die heroically are
  also eaten to honor that courage and to share it among others of the tribe.
  Conversely, enemies who show weakness or cowardice are usually killed
  and mutilated, but rarely eaten.
  Viasal are second only to the formidable Khanu in aggressiveness.
  They are, in fact, much too aggressive to submit to Khanu enslavement.
  Relations between these Gargun is always violent. Several woodsmen have
  witnessed, from a safe vantage point, fights to the last orc between parties
  of Khanu and Viasal. The Khanu do not always win.
  Viasal favor handaxes over mankars, but use both, and are particularly
  skilled with the dagger. Their racial memory includes an instinct for expert
  throat-cutting.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  Art: Richard Luschek
  HârnMaster
  Version 3.01
  GARGUN 8
  Habitat:
  Caverns/Forest
  Height:
  48”
  Weight:
  100 pounds (Heavy)
  Diet:
  Carnivore
  Lifespan:
  20–25 years
  Group:
  2d6
  ATTRIBUTES
  09 STR
  09 EYE
  09 INT
  11 END
  12 STA
  13 HRG
  08 AUR
  09 MOV
  13 DEX
  11 SML
  13 WIL
  10 AGL
  11 VOI
  04 MOR
  SKILLS
  60 INITIATIVE
  44 AWARENESS
  50 DODGE
  55 CLIMBING
  50 UNARMED 2B
  50 JUMPING
  50 HANDAXE 6E
  48 STEALTH
  60 DAGGER 5P
  50 THROWING
  55 MANG 6E
  50 SURVIVAL
  55 SHIELD 2B
  66 TRACKING
  ARMOUR
  Natural: B4  E3  P1  F3   GAC 1
  STRIKE LOCATIONS
  1d100
  B
  E
  P
  F
  01-05  Skull
  10 13
  7
  5
  06-10  Face
  3
  2
  1
  2
  11-15  Neck
  4
  3
  1
  3
  16-27  •Shoulder
  8 10
  6
  7
  28-33  •Upper Arm
  5
  4
  2
  4
  34-35  •Elbow
  4
  3
  1
  3
  36-39  •Forearm
  4
  3
  1
  3
  40-43  •Hand
  3
  2
  1
  2
  44-60  Thorax
  8 10
  6
  7
  61-70  Abdomen
  8 10
  6
  7
  71-74  Groin
  8 10
  6
  7
  75-80  •Hip
  8 10
  6
  7
  81-88  •Thigh
  4
  3
  1
  3
  89-90  •Knee
  4
  3
  1
  3
  91-96  Calf
  4
  3
  1
  3
  97-00  Foot
  4
  3
  1
  3
  • Odd = Left, Even = Right 
  EQUIPMENT
  Mang, Handaxe, Spear,
  Roundshield.
  Cloth Tunic, Ring Byrnie,
  Plate Halfhelm.
  GARGU-VIASAL
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  GARGUN 9
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  GARGUN TRIBES AND COLONIES ON HÂRN
  Gargun Cave-Complex
  Nomadic Gargun Nation
  
  NOMADIC TRIBES
  The following is an alphabetical
  list of all Gargun nomadic tribes with
  their approximate populations. In
  addition to the listed nations, there are
  dozens of small nomadic tribes
  scattered throughout Hârn numbering
  perhaps another 3,000 individuals.
  Small bands of Araki are particularly
  numerous along the shores of Lake
  Benath and are a significant menace to
  Ilviran pilgrims to ARAKA-KALAI.
  Chindra, the [L7]
  Hyeka:
  900
  The Chindra nation consists of
  four tribes, two protecting a queen.
  They are a particular nuisance to the
  human Bujoc tribe who share their
  range. Chindra relations with the
  Pagaelin tribesmen are less violent.
  Many Pagaelin carry weapons of
  Hyeka manufacture obtained by trade.
  Diaffa, the [J2]
  Araki: 2,700
  The Diaffa are the largest
  concentration of Araki on Hârn,
  consisting of thirteen tribes, four
  protecting queens. They threaten the
  Anoa tribesmen, but are themselves
  under attack from the Khanu/Araki
  colony of Ejatus. Several tribes make
  their homes in the vast ancient Jarin
  burial ground of Gedan known as the
  “Lodge of a Thousand Souls”. They
  often find themselves in conflict with
  Jarin rebels who use Gedan as a
  headquarters. For more information,
  see our separate article GEDAN.
  Moym, the [M7]
  Araki:
  800
  Hyeka:
  100
  The Moym consist of five tribes of
  Araki, two protecting a queen, and one
  tribe of Hyeka with a queen. The
  Hyeka have periodically attempted to
  assert leadership of the Moym nation,
  so far without success. The Moym
  range extends northward from the
  River Horka just opposite the city of
  Thay so they live closer to a major
  human settlement than any other
  Gargun. The Moym are sometimes
  hunted by the bolder folk of northern
  Melderyn, but unwary hunters rarely
  live to boast of their sport.
  Nuthuk, the [I3]
  Araki: 1,500
  Hyeka:
  200
  Kyani:
  60
  The Nuthuk are a disorderly
  collection of eleven Araki, two Hyeka,
  and one Kyani tribe. Only one Hyeka
  tribe protects a queen. The second
  tribe, about 40 orcs, is recovering from
  a losing war with two Araki tribes. To
  ensure their survival, they must hope
  to steal a princess from the other
  Hyeka tribe.
  The small Kyani tribe is the
  remnant of a swarm from Bwaft two
  years ago. Their female died during the
  swarm, and this queenless band faces
  extinction.
  The Nuthuk are a menace to the
  Anoa and Taelda tribesmen, to
  caravans on the Fur Road, and to
  isolated settlements near Leriel.
  Pryeh, the [I5]
  Araki: 1,700
  The Pryeh nation consists of 14
  tribes protecting three queens.
  Reasonably well-organized, they are
  constantly at war with interloping
  Hyeka from Gifuso, Viasal from Nizus,
  and Kath and Chelni tribesmen. This
  experience has taught them much
  about the ways of war, and the Pryeh
  are one of the many dangers
  connected with ELKALL-ANUZ.
  Ruthuba, the [L6]
  Araki:
  300
  The smallest Araki nation, the
  Ruthuba consist of three tribes, one
  protecting a queen. They are a
  significant annoyance to the bizarre
  Ilme of the Ilmen Marsh. There are
  also periodic skirmishes with the
  nomadic Chindra Hyeka to the south.
  Their relationship with Pagaelin
  tribesmen is better, in that some trade
  occurs between massacres.
  Toset, the [G3]
  Araki:
  900
  The Toset skirmish regularly with
  both the Ymodi and Equani tribesmen
  who share their range. Their relations
  with the Equani are particularly hostile,
  with no quarter being asked nor given.
  Seven individual tribes comprise the
  Toset nation, only one protecting a
  queen. The Toset are seldom a threat
  to civilized people, although they once
  harassed the now-abandoned Ivinian
  colonies of Morvilya Bay.
  Wurokin, the [J3]
  Araki: 1,300
  The fifteen tribes of the Wurokin
  nation occupy the region south of the
  Anoth Delta. Three tribes protect
  queens. The Wurokin are deadly
  enemies of TAELDA tribesmen, and
  occasionally ally themselves with the
  Viasal of Zedabir or the Hyeka of
  Sokus. A particularly difficult enemy of
  the Wurokin is NORON and his sons,
  who hunt them for sport.
  GARGUN COLONIES
  The following is an alphabetical
  list of all major, permanent Gargun
  settlements on Hârn, with their
  approximate populations.
  Amekt [H2]
  Kyani: 1,300
  Located in an abandoned Khuzdul
  mine, Amekt is the largest Kyani
  colony on Hârn and, with the possible
  exception of Pujet, the most peaceful.
  The orcs of Amekt rarely trouble
  human settlements or travelers, and
  are content to survive on game and
  their substantial livestock holdings. The
  current king is Shesga, age 23, who has
  ruled for two years. He succeeded
  Ganna, who suffered the rarest of
  Gargun demises: dying in his sleep
  after a seven-year reign. Shesga, like
  most of his predecessors, hopes to
  establish peaceful relations with his
  human neighbors, but has no idea how
  this might be accomplished.
  Bwaft [H4]
  Kyani:
  800
  A natural cave complex almost
  6,000 feet above sea level on the
  southeastern slope of Mount Obew in
  the northern Felshas. After centuries of
  relative peace, the Kyani of Bwaft
  currently find themselves involved in a
  vicious war with the Hyeka of Huxuth.
  For details and plans, see our separate
  BWAFT article.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  GARGUN 10
  
  Carcust [F5]
  Hyeka: 2,000
  One of the largest Gargun
  communities on Hârn, Carcust was
  founded by survivors of the Battle of
  Sirion. As such, it is also one of the
  oldest colonies on Hârn. Carcust is the
  site of an ancient Khuzdul mine, and
  its defensive capabilities have been
  considerably improved over the years.
  King Drogor “Bone-Splitter” is 15 and
  recently came to the throne by the
  traditional method of murdering his
  predecessor.
  Ejatus [I2]
  Khanu:
  260
  Araki: 1,100
  Ejatus is a natural cave complex in
  the Jahl Mountains with an Araki
  population subservient to a Khanu
  elite. Having Khanu overlords is not
  uncommon among the Gargun, but
  these Khanu, originating from Zhakom,
  are themselves under the control of
  Gwadira, a powerful renegade Shek-
  Pvar. For complete details, see our
  separate EJATUS article.
  Fana [L4]
  Viasal: 1,200
  A rich Khuzan silver mine seized
  almost 600 years ago by a massive
  swarm of Viasal. The Khuzdul of
  Azadmere have made dozens of futile
  attempts to regain Fana over the
  centuries, the most recent being in 689.
  The Viasal of Fana often skirmish with
  the nearby Hyeka of Pazel, and are
  always a menace to travelers using the
  Silver Way. For details and plans, see
  our separate article FANA.
  Felgoth [L5]
  Hyeka: 1,100
  A natural cave complex in the
  Sorkin Mountains west of Garvin Bay
  and northeast of Tontury Lake. The
  settlement is surrounded by dozens of
  semi-nomadic splinter bands, most of
  whom pay some form of tribute to
  King Lorgath of Felgoth. The nomadic
  bands are small, but present a nuisance
  to the denizens of Ilmen Marsh.
  Gedyf [F4]
  Hyeka: 1,500
  Gedyf is one of the oldest Gargun
  communities on Hârn. It is a natural
  cave formation which has been
  considerably expanded by its present
  occupants. The Gedyf Hyeka are
  particularly skilled at weaponcraft, and
  have benefited from the large deposits
  of high-grade iron in their home. The
  current king is Meshkar, a cunning and
  wicked Hyeka of 21 years. He has
  reigned for three years, a respectable
  longevity for a Gargun monarch.
  Gifuso [I5]
  Hyeka: 1,200
  Located on an eastern spur of the
  Felsha Mountains, Gifuso threatens the
  northern range of the KATH tribesmen
  and the settlements of northwestern
  Kaldor. Torz “Gotch-Eyed,” the brutal
  and hideous current 12 year-old king of
  Gifuso, has reigned for three months.
  Huxuth [H4]
  Hyeka: 1,500
  Always a menace to travelers,
  Huxuth has become far more
  organized and dangerous in the last
  three years. King Krega is a shrewd and
  cunning ruler whose natural talents are
  enhanced by an Earthmaster artifact
  and an enslaved human Shek-Pvar.
  Krega dreams of leading a unified
  empire to include Bwaft, Jobasa, Jufyx,
  and Lucrain. He recently attacked
  Bwaft, forcing the Kyani there to pay
  tribute. For details and plans, see our
  separate article HUXUTH.
  Jobasa [H3]
  Hyeka: 2,100
  One of the oldest and largest
  Gargun communities on Hârn, Jobasa
  is a constant threat to the YMODI
  tribesmen of Himod. Jobasa is ruled by
  Pratago, a 15 year old orc of savage
  and bestial habits. Jobasa is one of the
  targets of King Krega of Huxuth, and
  the Gargun of the two colonies are
  constantly involved in hostilities.
  The Jobasa have a legend which
  tells of the capture, shortly after their
  colony was founded, of a party of
  Khuzdul which included the King of
  Kiraz. Perhaps Jobasa contains the
  master key to KIRAZ.
  Jufyx [G4]
  Viasal:
  950
  Araki:
  40
  A natural cave complex, expanded
  first by human miners and later by the
  current inhabitants, Jufyx presents a
  significant threat to pilgrims to Araka-
  Kalai. The colony was founded by a
  swarm from Nizus in 298. The Jufyx
  Viasal claim lordship over the
  numerous bands of Arak in the region,
  but have been unable to enslave them.
  Only a few dozen Arak dwell in Jufyx.
  The king of Jufyx is Slotrik, but any of
  several powerful challengers is likely to
  remove him from power in the near
  future. Jufyx has been targeted as a
  future conquest by King Krega of
  Huxuth, and a few skirmishes have
  taken place with his forces.
  Jusiku [F5]
  Viasal: 1,180
  Located on a southern spur of the
  Rayesha Mountains, Jusiku is a
  constant threat to the human mining
  colonies at Iracu and Sirion. Space is
  limited in the colony, primarily due to
  the extreme difficulty of tunelling its
  granite. The Viasal refuse to move
  because the rare pink granite appeals
  to them. Population growth has nearly
  reached the crisis point: a civil war or a
  swarm is imminent. A swarm could
  have dire consequences for Iracu,
  which lies five leagues away. Although
  well designed for defense, a swarm of
  several hundred Viasal could easily
  overrun the mining camp. King Daklar
  maintains a restless peace at Jusiku.
  Korego [H6]
  Hyeka: 2,300
  Korego is the oldest and most
  populous Gargun colony on Hârn. Due
  to its proximity to the Salt Route, it is
  also one of the most troublesome. The
  Hyeka of Korego have a long history of
  conflict with the Tulwyn tribesmen.
  The colony is currently under the sway
  of two ruthless human females:
  Gwadira the Mage and Cylesa the
  Mask. For details and plans, see our
  separate article KOREGO.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  GARGUN 11
  
  Lucrain [H4]
  Kyani:
  460
  Located in a startlingly-beautiful
  natural cave complex, Lucrain holds
  the dubious distinction of being the
  most physically-attractive Gargun
  colony on Hârn. The inhabitants,
  however, do not encourage tourism.
  Ruled by Gradak, a highly-aggressive
  Gargun by Kyani standards, the colony
  gives periodic trouble to the local
  human tribes. Lucrain is coveted by
  King Krega of Huxuth, but major
  bloodshed has not yet occurred.
  Nizus [I5]
  Viasal: 1,050
  Located in a pass through the
  Felsha Mountains, the Viasal have
  grown to enjoy the taste of Ilviran
  pilgrims foolish enough to take this
  route to Araka-Kalai. King Saryng has
  ruled for several months and is normal
  for a Viasal monarch, meaning
  particularly nasty and brutish.
  Pazel [L4]
  Hyeka: 1,900
  A natural cave complex on the
  southern slopes of Mount Jenzu, Pazel
  periodically skirmishes with Felgoth
  and Fana. King Ricarga of Pazel has
  ambitions of conquest which he hopes
  will distract those intent on roasting
  him for dinner.
  Pujet [G3]
  Kyani:
  390
  Pujet was founded by a deliberate
  policy of colonization. In 590, fearing a
  civil war, King Harog renounced the
  kingship of Amekt and led two
  hundred followers and a few princesses
  to Pujet, a pre-selected location in the
  western Jahl Mountains. Since that
  time, there have been regular
  embassies between Pujet and Amekt,
  and relations between the two colonies
  have been mostly good.
  The Pujet Kyani also have allied
  with the Ymodi tribesmen against the
  Equani tribesmen, who threaten both.
  The Kyani recently brought food and
  supplies to a starving, isolated Ymodi
  village that had suffered a particularly
  bad winter.
  King Clagan, age 19, has reigned
  for one year.
  Pyxyn [L4]
  Khanu:
  150
  Hyeka:
  800
  A large complex of Khuzan origin
  in the Sorkin Mountains. Much of the
  complex is uninhabited so there is
  considerable room for growth. The
  Hyeka are used as warriors in the
  constant struggles with the dwarves of
  Azadmere. The Khanu king is Chaga
  “the Hammer,” who recently emerged
  the victor of a merciless power
  struggle after the previous king was
  slain in battle with the Khuzdul. There
  is no Hyeka king; access to the Hyeka
  queen is granted by the Khanu.
  Qustup [G4]
  Hyeka: 1,000
  A small colony established in an
  ancient mine, probably of Khuzan
  origin. The Hyeka of Qustup are a
  periodic threat to the indigenous
  Equani tribesmen. In 684, swarming
  Gargun from Qustup destroyed the
  mine at Izora, but no permanent
  colony was ever established there. King
  Kruska only recently attained the
  throne by the traditional method of
  murder and cannibalism.
  Sokus [J3]
  Hyeka:
  900
  The smallest independent colony of
  Hyeka on Hârn, Sokus is also one of the
  least aggressive. No doubt their proximity
  to Noron’s Keep and its dangerous,
  Gargun-hating inhabitants account for
  their unusual caution. Notwithstanding
  their fear of Noron, the Hyeka of Sokus
  present a menace to unwary or lightly-
  armed travelers in the region. They are
  ruled by King Araga, whose wariness has
  allowed him to rule for six years, a
  miraculous tenure for a Gargun lord.
  Ushet [F4]
  Khanu:
  110
  Araki:
  220
  Hyeka:
  600
  Ushet is a former hunting lodge of
  the Khuzan kings of Kiraz. There are
  no Araki or Hyeka kings. Breeding
  privileges for both species are granted
  at the pleasure of the Khanu king,
  Sharuk, who has ruled for almost a
  year. For details and plans of Ushet,
  see our publication Kiraz.
  Yzug [E5]
  Kyani:
  420
  Yzug’s population, which was well
  over a thousand a year ago, has
  declined precipitously in the last six
  months due to a virulent disease which
  has swept through the colony. The
  disease manifests as uncontrollable
  coughing fits, bloody saliva, and
  swollen glands and sinuses, leading to
  death in about 60 percent of all cases.
  Over 500 orcs have died during the
  epidemic, including three kings of
  Yzug. Another 200-300 have fled the
  colony. The present king is Jarrga, who
  has reigned for less than a month. The
  disease is of unknown origin and has
  not infected other communities.
  Zedabir [K3]
  Viasal:
  800
  Located in the northern Sorkin
  mountains, the Zedabir are frequently
  hunted by NORON and his sons. A
  recent civil war resulted in the deaths
  of over 500 orcs. King Woflarg, 20, has
  reigned six months.
  Zhakom [L3]
  Khanu:
  260
  Hyeka:
  500
  Located in an abandoned Khuzdul
  mine, Zhakom was first inhabited by
  Hyeka about 300 years ago. It has been
  a threat to Azadmere ever since,
  especially after a band of Khanu
  subjugated the Hyeka around 660.
  Since this time, the frequency and
  ferocity of attacks has markedly
  increased. In 719, however, Zhakom
  suffered a extremely bloody civil war,
  resulting in the deaths of over 1,700
  Gargun. Some observers in Azadmere,
  noting the cessation of attacks from
  Zhakom, have drawn the correct
  conclusion. They urge that Zhakom be
  attacked and destroyed while it is
  relatively weak.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  GARGUN 12
  
  vashu are Ilvir’s creatures, known as the Fatherless
  Multitude by the faithful, or the Accursed Beasts of the
  Barren Circle by non-believers. Ilvir creates the Ivashu at
  Araka-Kalai, making use of a limited number of souls
  over and over again. Some Ivashu are fairly common,
  because they have proved most adaptable to survival,
  or because they are the easiest to create. However, Ilvir
  also enjoys experimental lifeforms and can produce any conceivable beast
  in some quantity. Many varieties are unique, created to perform a specific
  task, or just to amuse the deity.
  The Ivashu are totally sexless and cannot breed. When they die, their
  souls return to Araka-Kalai, where Ilvir reincarnates them into a new body.
  After spending some time in the court of the deity, they are sent into the
  world again. Many are quickly slain by predators or other Ivashu, but some
  survive and may be found in any part of Lythia.
  Most Ivashu possess strange powers. Many are intelligent and speak
  Ivashi, their own language; others are semi-intelligent and operate largely
  on instinct. Some of the more benign varieties have even learned local
  human dialects. A few species seem to live for centuries, while others have
  lifespans that can be measured in months.
  An Ilviran cleric can be very helpful in convincing an Ivashu to leave
  player characters alive when it planned to have them for dinner. The cleric,
  of course, might ask the characters to perform a “willing service for the
  true church” before the hungry Ivashu leaves the scene.
  GM NOTE: The existence of Ilvir and the Ivashu provides GMs with a
  rationale for introducing any type of creature into their campaign. As long as
  these creatures are Ivashu, unable to reproduce, there will not be a lot of
  them. Campaigns will remain balanced even if the new creatures turn out to
  be more deadly than the GM anticipated. The local knight can probably deal
  with the occasional beastie, otherwise aid will be enlisted from a liegelord,
  and eventually from the king if necessary. As long as the creature isn’t
  powerful enough to defeat an entire kingdom, it will be dealt with sooner or
  later.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  Art: Eric Hotz
  HârnMaster
  Version 3.01
  IVASHU 1
  ARAKA-KALAI
  A huge limestone sinkhole located in
  central Hârn near the northeast shore of
  Lake Benath. According to legend and the
  doctrine of the Ilviran church, Araka-Kalai
  is the dwelling of the god Ilvir. An ancient
  tower stands on a rocky island in the
  center of the Pit of Ilvir, surrounded by a
  liquefied, fermenting sludge with a stench
  that puts to shame all other malodorous
  humors. Beneath this crumbling tower, in
  dank, endless caverns, the Accursed Lord
  of the Barren Cycle is said to spawn his
  "fatherless multitude”.
  Obviously, Ilvirans deem Araka-Kalai to be
  highly sacred. Every year some 200-300
  hardy followers of this mystic religion
  make an arduous pilgrimage to the site,
  mostly via Leriel, but sometimes via Shiran
  across Lake Benath. Roughly one mile
  northwest of the Pit there is an Ilviran
  religious community called Ochrynn, a
  temple and hostel complex run by the
  Order of the Ochre Womb. This isolated
  settlement of about 100 priests and
  common folk prospers by catering to
  pilgrims and, surprisingly, to traders
  seeking Ivashu for the Pamesani. A small
  renegade group called the Dark Order,
  vehemently opposed to this latter policy,
  broke away from the Ochre Womb some
  years ago and now inhabit the miles of
  natural caverns that inter-connect with
  Araka-Kalai. Since the Dark Order was
  formed, many of those involved in the
  lucrative Ivashu trade have met with
  violent death, or have disappeared.
  The Pit of Ilvir
  
  A
  KLASH
  The Choking Wind
  The Aklash is a semi–intelligent Ivashu best known for its awesomely
  foul breath. Ranging between six and nine feet in height, possessed of great
  strength, and weighing upwards of 300 pounds, the Aklash’s hairless body is
  covered by rolls of pale fat which heal over with alarming rapidity (one
  injury level per minute). The brain is located deep within its upper thorax;
  the only significant exposed organs are its monochromatic and insensitive
  eyes. They are generally found in groups of 1–4.
  Habitat & Hunting
  Aklash range mainly in alpine foothills between 2000 and 5000 feet,
  higher in summer, lower in winter, following the migration of mountain
  goats, deer, and other alpine mammals on which they feed. In northern
  climes they are found at lower elevations.
  With its huge, fanged mouth, the Aklash has a voracious, omnivorous
  appetite. They are fond of needleleaf cones and alpine berries. They rely
  on their overpowering foul breath to stun and overcome prey. Animals with
  keen noses are the most vulnerable.
  The Choking Wind
  The Aklash’s breath (ML 60) may be directed up to ten feet, causing
  profound nausea (special penalty) equal to the victim’s SMLx3 for 10–30
  seconds. Success also gains the creature a tactical advantage.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  Art: Richard Luschek
  HârnMaster
  Version 3.01
  IVASHU 2
  Habitat:
  Alpine Forest
  Height:
  8 feet
  Weight:
  400 pounds
  Diet:
  Omnivore
  Lifespan:
  35 years
  Group:
  1d4
  ATTRIBUTES
  19 STR
  04 EYE
  04 INT
  17 END
  18 STA
  10 HRG
  08 AUR
  10 MOV
  10 DEX
  06 SML
  14 WIL
  08 AGL
  SKILLS
  60 INITIATIVE
  28 AWARENESS
  40 DODGE
  44 STEALTH
  60 BREATH
  35 TRACKING
  50 CLAW 5E
  40 BITE 5P
  ARMOUR
  B10  E8  P7  F7    GAC 3
  STRIKE LOCATIONS
  01-12  Head
  13-18  Neck
  19-27  •Shoulder
  28-33  •Upper Arm
  34-35  •Elbow
  36-39  •Forearm
  40-43  •Hand
  44-63  Thorax
  64-74  Abdomen
  75-80  •Hip
  81-88  •Thigh
  89-90  •Knee
  91-96  Calf
  97-00  Foot
  • Odd = Left, Even = Right
  AKLASH
  
  H
  RU
  The Rock Giant
  The Hru is a gentle rock giant that typically stands 12 feet tall and
  weighs three tons, although some attain fifteen feet in height and four tons
  in weight. They are nocturnal, and transform during the day into a large
  boulder, or pile of rocks. At night the Hru’s earth–shaking stride has
  frightened many a traveller.
  They are fairly sociable creatures and may be found in colonies of up
  to forty. The strange rumbling songs they use to converse send shivers
  down the spines of most who hear them. Their voices are at the lowest
  pitch of human hearing which adds to the discomfort of human listeners.
  Habitat
  Hru may be found across stony highlands and alpine wastes throughout
  the island. At night, the Hru draws sustenance directly from the earth. Hru
  are quite wise; their main concerns are centered around preservation of
  their alpine environment. Ilvirans believe the Hru were created to restore
  damaged environments. Miners, timberwrights, and others who despoil
  their homeland are never welcome.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  Art: Richard Luschek
  HârnMaster
  Version 3.01
  IVASHU 3
  Habitat:
  Highlands
  Height:
  13 feet
  Weight:
  6500 pounds
  Diet:
  See Text
  Lifespan:
  700 years
  Group:
  5–40
  ATTRIBUTES
  57 STR
  07 EYE
  13 INT
  37 END
  40 STA
  07 HRG
  10 AUR
  07 MOV
  08 DEX
  07 SML
  13 WIL
  06 AGL
  SKILLS
  55 INITIATIVE
  28 AWARENESS
  30 DODGE
  36 STEALTH
  40 TRAMPLE 14B
  ARMOUR
  B12  E11  P10  F10    GAC 4
  STRIKE LOCATIONS
  01-10  Head
  11-15  Neck
  16-27  •Shoulder
  28-33  •Upper Arm
  34-35  •Elbow
  36-39  •Forearm
  40-43  •Hand
  44-60  Thorax
  61-74  Abdomen
  75-80  •Hip
  81-88  •Thigh
  89-90  •Knee
  91-96  •Calf
  97-00  •Foot
  • Odd = Left, Even = Right
  HRU
  
  N
  OLAH
  The Dank Stalker
  The Nolah, or Hârnic Troll, is a man-sized humanoid with moist,
  hairless skin that lies in folds and wrinkles all over its body. The tough,
  pebbly skin can contort and stretch to fit through small fissures in stone
  walls. Nolah are quite intelligent; they use tools and weapons captured from
  their victims, speak Ivashi, and some may understand a little of human
  speech.
  Habitat & Hunting
  Nolah have an affinity for damp stone and earth. They can be found all
  across Hârn, resting in stone fissures within crypts, caves, bridges, and
  walls. They are solitary by disposition, although a cavern complex may be
  home to more than one.
  The Nolah’s primary hunting method is to CHARM a single victim: roll
  3d6; if the roll exceeds the victim’s WILL, they will come to the Nolah’s lair
  and submit. The CHARM has a range of one league, provided the Nolah can
  see or hear the victim. Their prey is any animal up to the size of a horse,
  but they also enjoy human flesh.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  Art: Richard Luschek
  HârnMaster
  Version 3.01
  IVASHU 4
  Habitat:
  Damp Places
  Height:
  7 feet
  Weight:
  200 pounds
  Diet:
  Carnivore
  Lifespan:
  180 years
  Group:
  One (1)
  ATTRIBUTES
  14 STR
  11 EYE
  12 INT
  15 END
  19 STA
  15 HRG
  15 AUR
  13 MOV
  12 DEX
  15 SML
  11 WIL
  17 AGL
  05 VOI
  SKILLS
  65 INITIATIVE
  56 AWARENESS
  85 DODGE
  56 STEALTH
  70 UNARMED 4B
  80 SWIMMING
  75 CHARM
  70 TRACKING
  65 CLUB 4B
  ARMOUR
  B9  E7  P5  F6   GAC 2
  STRIKE LOCATIONS
  01-10  Head
  11-15  Neck
  16-27  •Shoulder
  28-33  •Upper Arm
  34-35  •Elbow
  36-39  •Forearm
  40-43  •Hand
  44-60  Thorax
  61-74  Abdomen
  75-80  •Hip
  81-88  •Thigh
  89-90  •Knee
  91-96  •Calf
  97-00  •Foot
  • Odd = Left, Even = Right
  NOLAH
  
  U
  MBATH
  Bearer of the Mask
  Umbathri are short humanoids and almost unbearably ugly, hence the
  epithet Bearer of the Mask. They rarely exceed two feet in height. Of
  considerable intelligence, these Ivashu live only partly on the mortal plane.
  They could be thought of as demons who can blink in and out of existence
  at will.
  Umbathri display varying levels of insanity but are more mischievous
  than evil. They rarely attack, but seem to derive pleasure from terrorizing
  those they encounter. Worse, their insane babbling may attract the attention
  of a large predator or a party of foraging Gargun, indirectly causing danger
  to those they torment.
  Ordinary weapons do not harm Umbathri, but they will scream or howl
  if struck and then vanish, at least for a few minutes. They are highly
  sensitive to magical weapons or spells.
  Hunting & Habitat
  Umbathri may be encountered anywhere on Kethira. It is not known
  whether they eat or drink in any normal sense. They are typically
  encountered in insanely–babbling packs of 2–24.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  Art: Richard Luschek
  HârnMaster
  Version 3.01
  IVASHU 5
  Habitat:
  Ethereal
  Height:
  20–24”
  Weight:
  Trace
  Diet:
  Unknown
  Lifespan:
  Immortal
  Group:
  2-24
  ATTRIBUTES
  • STR
  • EYE
  13 INT
  • END
  • STA
  • HRG
  19 AUR
  40 MOV
  • DEX
  • SML
  12 WIL
  • AGL
  SKILLS
  70 INITIATIVE
  95 SENSITIVITY
  95 DODGE
  95 TELEPATHY
  ARMOUR
  Immune to mundane damage.
  STRIKE LOCATIONS
  01-10  Head
  11-15  Neck
  16-27  •Shoulder
  28-39  •Fore Limb
  40-43  •Fore Paw
  44-58  Thorax
  59-65  Abdomen
  66-75  Tail
  76-89  •Hind Quarter
  90-97  •Hind Limb
  98-00  •Hind Foot
  • Odd = Left, Even = Right
  UMBATH
  
  V
  LASTA
  Eater of Eyes
  Vlasta rarely exceed eighteen inches in height or twenty pounds in
  weight. Yet these voracious carnivores are among the most feared of
  predators. With their powerful tails and hind legs, Vlasta can leap up to
  twenty feet, and move with great speed over short distances.
  Habitat & Hunting
  Vlasta are encountered in caverns, and nearby surface terrain, in
  groups of 2–12. They feed mainly on small rodents, but will attack
  creatures as large as man.
  They attack large victims by leaping at the face (aim high) hoping to
  devour an eye or two which they consider a tasty delicacy. If a Vlasta
  inflicts a Bite wound against any Head location, there is an 70% chance the
  victim will lose one eye due to rapid pecks and gouges. The loss can be
  automatic with a CS strike.
  Fortunately, Vlasta are not sturdy creatures and their light bones break
  easily.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  Art: Richard Luschek
  HârnMaster
  Version 3.01
  IVASHU 6
  Habitat:
  Caverns
  Length:
  18”
  Weight:
  20 pounds
  Diet:
  Carnivore
  Lifespan:
  5 years
  Group:
  2d6
  ATTRIBUTES
  06 STR
  17 EYE
  03 INT
  08 END
  10 STA
  15 HRG
  05 AUR
  25 MOV
  17 DEX
  19 SML
  10 WIL
  19 AGL
  SKILLS
  65 INITIATIVE
  68 AWARENESS
  95 DODGE
  60 STEALTH
  80 CLAW 2E
  75 JUMPING
  64 BITE 2P
  Vlasta can leap
  AGL feet.
  Eater of Eyes: If a Vlasta inflicts a Bite
  wound against any Head location, there
  is an 70% chance the victim will lose one
  eye due to rapid pecks and gouges.
  ARMOUR
  B2  E1  P1  F2    GAC 0
  STRIKE LOCATIONS
  01-20  Head
  21-25  Neck
  26-30  •Fore Limb
  31-60  Torso
  61-90  Tail
  91-00  •Hind Limb
  • Odd = Left, Even = Right
  VLASTA
  
  Y
  ELGRI
  The Hârnic Harpy
  The Yelgri inhabit the forested mountain regions of Hârn. They
  number no more than a few thousand, scattered across the island in
  colonies of 12-48. The range map is based primarily on reports from
  miners and timberwrights and should not be considered exhaustive or
  completely reliable.
  The average Yelgri male weighs seventy pounds and is four feet high,
  with a wingspan of twenty feet. Females are smaller. Yelgri are aggressive,
  although somewhat skittish. They are predatory carnivores and scavengers
  and use primitive tools and weapons.
  Tales suggesting the Yelgri resemble winged humans are fanciful. The
  Yelgri are compact and light boned. Their wings have bird-like skeletal
  structures. The skin on the wings, like that on the rest of the body, is
  featherless. This gives the Yelgri a bat-like appearance and they are often
  reported as “huge bats” by observers. Yelgri skin is tough and leathery.
  Male harpies have reddish-brown hides; females are usually dark gray.
  Harpy visages are unpleasant, even grotesque. A spiked, leathery, dark red
  crest crowns harpy males. The illustration below shows an adult Yelgri male
  diving to attack.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  Art: Richard Luschek
  HârnMaster
  Version 3.01
  YELGRI 1
  Habitat:
  Alpine Wilderness
  Height:
  4 feet
  Wingspan:
  20 feet
  Weight:
  70 pounds
  Diet:
  Carnivore/Scavenger
  Lifespan:
  15-20 years
  Group:
  2d6
  ATTRIBUTES
  08 STR
  17 EYE
  06 INT
  08 END
  07 STA
  15 HRG
  10 AUR
  10 MOV
  08 DEX
  15 SML
  10 WIL
  30 FLY
  10 AGL
  SKILLS
  50 INITIATIVE
  64 AWARENESS
  50 DODGE
  85 FLYING
  40 SPEAR 7P
  55 THROWING
  50 CLAW 2E
  45 WEAPONCRAFT
  40 TALON 5P
  ARMOUR
  B3  E3  P1  F4     GAC 1 
  STRIKE LOCATIONS
  01-10  Head
  11-15  Neck
  16-35  •Wing
  36-45  •Arm
  46-50  •Hand
  51-65  Thorax
  66-75  Abdomen
  76-85  •Leg
  86-90  •Foot
  91-00  Tail
  • Odd = Left, Even = Right
  YELGRI
  
  The Yelgri prey mainly on birds and small animals,
  but are also scavengers. Carrion makes up a substantial
  portion of their diet, nor are they averse to cannibalism.
  If there is a shortage of food they will turn on the
  weakest member of the flock and devour it. They also
  eat Yelgri who die of natural causes, or who are killed by
  other creatures. Yelgri have sharp, spike-like teeth which
  enable them to rip and tear flesh. Like most predatory
  avians, they have taloned feet well suited for clutching
  and tearing. Yelgri hands have opposable thumbs,
  allowing them to use tools. They make and use crude
  clubs and spears. They do not use fire and fear open
  flame.
  Yelgri are not particularly fertile. The male to female
  ratio is about two to three and they mate in the spring
  and early summer of each year. The Yelgri are oviparous;
  eggs are fertilized within the female, then laid and
  incubated for a period of six or seven weeks. Females lay
  up to three eggs, which are often infertile and do not
  hatch. Yelgri young are protected (primarily from other
  harpies) by their mother until they are about six months
  old; at this stage, the young have developed enough to
  fly.
  Yelgri reach maturity at two years of age and may
  live as long as twenty years. They are quite strong for
  their size; a harpy could carry off a small human child or
  a young Gargun. Should Yelgri manage to kill larger
  animals they dismember their victims for easier
  transport.
  Although the Yelgri are quasi-reptilian, they are
  warm-blooded. Cold does not greatly affect them, but
  they are uncomfortable in humid or hot weather. To
  alleviate the heat, they flap their wings while perched,
  creating a breeze around themselves.
  The Yelgri are semi-intelligent, the approximate
  equivalent of the higher apes. Their speech consists of
  babbles and screeches incomprehensible to humans.
  Their noise can be quite deafening. They may have a
  crude language, but no one has ever cared enough to
  learn it. The writings of the half insane mage Wodhos
  record that he domesticated several Yelgri, but reputable
  scholars reject this claim as the ravings of a deluded
  mind.
  Way of Life
  Yelgri are communal, constructing nests near others
  of their species. Their nests are similar to that of a large
  bird, woven of branches, leaves, and grass cemented
  together with mud and excrement. These are mostly
  found beneath overhangs on high mountain bluffs. Nests
  can often be detected from a distance because Yelgri
  emit a sour, unpleasantly musky odor that intensifies
  greatly during the spring and early summer. The ground
  below Yelgri nests is always littered with dung, bones,
  and other detritus from their meals.
  A flock of Yelgri is led by the dominant male; he can
  be distinguished from other males by his risen crest.
  Lesser males do not raise their crests unless they intend
  to challenge for domination of the flock, or when they
  swoop to attack when hunting.
  Yelgri are aggressive and violent. but usually avoid
  attacking a large animal capable of defending itself. They
  often taunt and harrass bigger creatures (including man)
  by swooping over their heads, screeching gibberish,
  dropping dung and rocks. Yelgri squabble among
  themselves and these conflicts are often fatal.
  The only significant natural enemies of the Yelgri
  are the Gargun, who also inhabit similar wilderness
  terrain. The orcs have developed a fondness for Yelgri
  flesh and eggs, and hunt them regularly, although often
  frustrated by the harpies advantage of flight and high
  nests. A flock of Yelgri will sometimes attack small
  parties of Gargun. If successful they will devour any
  foulspawn killed, making them one of the few creatures
  willing to eat orc flesh.
  Yelgri are generally hostile to humans, possibly
  assuming them to be a larger species of Gargun. When
  they encounter men they usually respond with much the
  same behavior they manifest towards orcs. If a large
  party of humans is spotted, the harpies will usually glide
  off to hide or gather assistance; three or four flocks
  sometimes cooperate to attack a large group of enemies.
  Yelgri have little interest in material possessions; they are
  motivated primarily by hunger, sex, and territory. Yelgri
  fight furiously if their nests are threatened with attack.
  Human involvement with the Yelgri is most often the
  result of unknowingly approaching one of their nest
  colonies.
  Yelgri are one of the few creatures that kill for
  amusement and not merely to feed or defend themselves.
  The fate of a party of human wayfarers travelling the
  eastern slopes of the Felsha Mountains in 718 is an
  example of their savagery. Already badly mauled by a
  Gargun attack, the party of five unwittingly camped
  within a mile of a Yelgri colony to tend their wounds.
  They suffered daily attacks from harpies that resulted in
  the death of three more humans. The two survivors
  reported that although the party sought desperately to
  disengage and flee, the Yelgri pursued and seemed to
  delight in the sport of attacking a relatively helpless foe.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  YELGRI 2
  
  Acrobatics
  Skills 8
  Acting
  Skills 11
  Action Options
  Combat 7
  Agility (attribute)
  Character 8
  Agility Testing
  Skills 22
  Aging
  Character 20
  Agriculture
  Skills 13
  Aiming
  Combat 11
  Aiming Zone
  Combat 9
  Albinism
  Character 9
  Alchemy
  Skills 13
  Alcoholism
  Character 9
  Allergies
  Character 9
  Ambidextrous
  Character 9
  AML: Attack ML
  Combat 2
  Ammunition
  Combat 17
  Amputation (Combat)
  Combat 14
  Amputation (Surgical)
  Physician 3
  Analysis/Appraisal
  Skills 20
  Animalcraft
  Skills 13
  Appearance Attributes
  Character 6
  Armour
  Combat 4, 5
  Armour (enchanted)
  Combat 5
  Armour (flammable)
  Combat 13
  Armour Damage
  Combat 5
  Armour Data Table
  Combat 4
  Armour Quality (AQ)
  Combat 5
  Artifact (Attunement)
  Treasure 15
  Artifact (Charges)
  Treasure 17
  Artifact (Ego)
  Treasure 12
  Artifacts (Major)
  Treasure 12
  Astrology
  Skills 13
  Attack Declaration
  Combat 9
  Attack Weapon
  Combat 9
  Attribute Testing
  Skills 21
  Aura (attribute)
  Character 10
  Automatic Skills
  Character 16
  Awareness
  Skills 11
  Berserking
  Combat 18
  Birthdate
  Character 3
  Birthplace
  Character 3
  Bleeding Wounds
  Combat 14
  Block (defense option)
  Combat 10
  Bloodloss
  Physician 2
  Bloodloss (Recovery)
  Physician 4
  Body Blocks (melee)
  Combat 12
  Body Blocks (missiles)
  Combat 17
  Brewing
  Skills 13
  Bruise (injury)
  Physician 3
  Burn (injury)
  Physician 3
  Calendars
  Campaign 1
  Camel
  Campaign 9
  Campaign Time
  Campaign 5
  Caravans
  Campaign 10
  Carrying
  Skills 21
  Cart
  Campaign 9
  Catching Missiles
  Combat 15
  Ceramics
  Skills 14
  CF (Critical Failure)
  Skills 5
  Character Design
  Character 21
  Charge (action option)
  Combat 7
  Charges (artifacts)
  Treasure 17
  Charm (talent)
  Psionics 5
  Clairvoyance (talent)
  Psionics 5
  Clanhead
  Character 5
  Clerics
  Character 23
  Climbing
  Skills 8
  Combat Profile
  Combat 2
  Combat Round
  Combat 7
  Combat Skills
  Skills 3, 18
  Comeliness (attribute)
  Character 6
  Cookery
  Skills 14
  Counterstrike
  Combat 10
  Craftsman Ratings
  Skills 5
  Critical Failure (CF)
  Skills 5
  Critical Success (CS)
  Skills 5
  Crush (injury)
  Physician 3
  CS (Critical Success)
  Skills 5
  Culture (generation)
  Character 3
  Dancing
  Skills 9
  Defense Declaration
  Combat 10
  Deity
  Character 12
  Dexterity (attribute)
  Character 8
  Diseases
  Physician 4
  Disembodiment (talent)
  Psionics 5
  Disengage action
  Combat 7
  DML: Defense ML
  Combat 2
  Dodge (combat stat)
  Combat 2
  Dodge (defense option)
  Combat 10
  Dodge (testing)
  Skills 21
  Donkey
  Campaign 8
  Drawing
  Skills 14
  Earthmaster Artifacts
  Treasure 22
  Effective Impact
  Combat 13
  Ego (artifacts)
  Treasure 12
  Embalming
  Skills 14
  EML
  Skills 2
  Enchanted Armour
  Treasure 11
  Enchanted Weapons
  Treasure 11
  Encounters
  Campaign 11
  Encumbrance (Combat)
  Combat 2
  Encumbrance Penalty (EP) Skills 6
  Endurance (combat stat)
  Combat 2
  Engage (action option)
  Combat 7
  Engagement Zones
  Combat 6
  Engineering
  Skills 14
  Environs
  Campaign 2
  Epilepsy
  Character 9
  Equipment and Funds
  Character 17
  Esoteric Attack
  Combat 8
  Esoteric Defense
  Combat 10
  Estrangement (attribute)
  Character 5
  Event Calendar
  Campaign 6
  Eyesight (attribute)
  Character 8
  Facing
  Combat 2, 13
  Falling
  Skills 8
  Family Development
  Character 4
  Fatigue (combat)
  Combat 7, 14
  Fatigue Penalty (FP)
  Skills 6
  Fishing
  Skills 15
  Fletching
  Skills 15
  Folklore
  Skills 15
  Foraging
  Skills 15
  Forced Marches
  Campaign 8
  Fractures (injury)
  Physician 3
  Frame (attribute)
  Character 6
  Free Move (action option) Combat 7
  Frost (injury)
  Physician 3
  Fumble (combat)
  Combat 12
  Fumble Rolls
  Skills 21
  Gems
  Treasure 6, 7
  Glassworking
  Skills 15
  Grapple Attack
  Combat 8
  Grapple Defense
  Combat 10
  Grope (action option)
  Combat 8
  Healing
  Physician 2
  Healing (Talent)
  Psionics 6
  Hearing (attribute)
  Character 8
  Hearing Test
  Skills 22
  Height (attribute)
  Character 6
  Hemophilia
  Character 9
  Heraldry (skill)
  Skills 15
  Herblore (skill)
  Skills 16
  Hex (talent)
  Psionics 6
  Hidework
  Skills 16
  Horses (riding)
  Campaign 8
  Horses (combat)
  Combat 19
  HR (Healing Rate)
  Physician 2, 3
  Ignore (defense option)
  Combat 10
  Infection
  Physician 3, 4
  Initiative (stat)
  Skills 18
  Initiative Testing
  Combat 18
  Injuries
  Combat 13
  Injury Determination
  Combat 13
  Injury Level (IL)
  Combat 13
  Injury Penalty (IP)
  Skills 6
  Injury Recovery
  Physician 2
  Injury Treatments
  Physician 2, 3
  Intelligence (attribute)
  Character 10
  Intrigue (skill)
  Skills 10
  Jewelcraft
  Skills 16
  Jewelry
  Treasure 5
  Jousting
  Combat 25
  Jumping
  Skills 9
  Key Attributes
  Character 7
  Knockbacks
  Combat 14
  Kurbul (armour)
  Combat 4
  Languages
  Skills 10
  Law
  Skills 16
  Leather (armour)
  Combat 4
  Left-Handedness
  Character 9
  Legerdemain
  Skills 9
  Leprosy
  Character 9
  Lifting (Strength Test)
  Skills 21
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  INDEX 1
  
  Limb Injuries
  Combat 14
  Line of Sight
  Combat 15
  Listening (Hearing Test)
  Skills 22
  Load
  Combat 2
  Lockcraft
  Skills 16
  Long Reach Weapons
  Combat 6
  Lore/Craft Skills
  Skills 4, 13
  Lovecraft
  Skills 11
  Lycanthropy
  Character 9
  Mage (Shek-Pvar)
  Character 25
  Mail (armour)
  Combat 4
  Manias
  Character 11
  Maps
  Campaign 3, 4
  Masonry
  Skills 16
  Mastery Level (ML)
  Skills 2
  Mathematics
  Skills 16
  Medical Table
  Character 9
  Medium (talent)
  Psionics 6
  Melee Attack
  Combat 8
  Melee Attack Sequence
  Combat 9
  Melee Combat Results
  Combat 12
  Mental Bolt (talent)
  Psionics 6
  Mental Conflict
  Skills 23
  Metalcraft
  Skills 16
  MF (Marginal Failure)
  Skills 5
  Military Careers
  Character 27
  Milling
  Skills 16
  Mining
  Skills 17
  Missile Combat
  Combat 15
  Missile Defense
  Combat 10
  Missile Range
  Combat 16
  Missile Strikes
  Combat 17
  ML (Mastery Level)
  Skills 2
  Money (starting)
  Character 17
  Morale
  Combat 18
  Morality (attribute)
  Character 10
  Mortal Wounds (K)
  Combat 14
  Mounted Combat
  Combat 19
  Move (combat stat)
  Combat 2
  Movement
  Campaign 3, 7
  Movement (Tactical)
  Combat 6
  MS (Marginal Success)
  Skills 5
  Mule
  Campaign 8
  Musician
  Skills 12
  Negation (talent)
  Psionics 7
  NPC
  Intro 1
  Obesity
  Character 9
  Occupation
  Character 13
  Occupational Generation
  Character 14
  Occupational Skills
  Character 15
  OML
  Skills 2
  Optional Skills
  Character 16
  Oratory
  Skills 12
  Outnumbered
  Combat 11
  Oxen
  Campaign 8
  Pack Animals
  Campaign 8
  Parasites
  Character 9
  Parent(s)
  Character 4
  Parent Occupation
  Character 13
  Pass (action option)
  Combat 7
  Perfumery
  Skills 17
  Personality Attributes
  Character 10
  Phobias
  Character 11
  Physical Attributes
  Character 7
  Physical Penalty
  Skills 6
  Physician
  Physician 1
  Piety
  Character 12
  Piloting
  Skills 17
  Plate (armour)
  Combat 4
  Poisons/Toxins
  Physician 4
  Porters
  Campaign 8
  Potions/Elixirs
  Treasure 4
  Prescience (talent)
  Psionics 7
  Product Quality
  Skills 20
  Prone Character
  Combat 11
  Psionic Talents
  Psionics 2
  Psyche Table
  Character 11
  Psychometry (talent)
  Psionics 7
  Pyrokinesis (talent)
  Psionics 7
  Quality (products)
  Skills 20
  Quilt (armour)
  Combat 4
  Reaction Zones
  Combat 6
  Rest (action option)
  Combat 7
  Rhetoric
  Skills 12
  Riding
  Skills 18
  Ring (armour)
  Combat 4
  Rise (action option)
  Combat 7
  Ritual skill
  Skills 12
  Runecraft
  Skills 17
  SB (Skill Base)
  Skills 1
  Scale (armour)
  Combat 4
  Scale (ground)
  Combat 1
  Scripts
  Skills 11
  Seamanship
  Skills 17
  Sensitivity (talent)
  Psionics 7
  Sex (attribute)
  Character 2
  Shields
  Combat 3
  Shipwright
  Skills 17
  Shock Effects
  Combat 14
  Shock Recovery
  Physician 3
  Shock Roll
  Skills 22
  SI (Skill Index)
  Skills 2
  Sibling Rank
  Character 4
  Singing
  Skills 12
  Skiing
  Skills 9
  Skill Base (SB)
  Skills 1
  Skill Data Table
  Skills 3, 4
  Skill Decline
  Skills 7
  Skill Development
  Skills 7
  Skill Testing
  Skills 5
  Skill Zones
  Skills 5
  Sled
  Campaign 9
  Smell (attribute)
  Character 8
  Social Class
  Character 3
  Special Penalty
  Skills 6
  Specialties
  Skills 2
  Species (attribute)
  Character 2
  Stab/Bite
  Physician 3
  Stamina (attribute)
  Character 7
  Stealth
  Skills 9
  Strength (attribute)
  Character 7
  Strength Testing
  Skills 21
  Strike Impact
  Combat 13
  Strike Location
  Combat 13
  Strike Result
  Combat 12
  Stumble Rolls
  Skills 22
  Stumbles
  Combat 12
  Success Levels
  Skills 5
  Sunsign (attribute)
  Character 3
  Surprise
  Combat 7
  Survival (skill)
  Skills 17
  Swimming
  Skills 9
  Swords
  Combat 3
  Tactical Advantage
  Combat 12
  Tangle Attacks
  Combat 9
  Target (declaration)
  Combat 9
  Target Shooting
  Combat 17
  Target Size
  Combat 16
  Tarotry
  Skills 17
  Telekinesis (talent)
  Psionics 8
  Telepathy (talent)
  Psionics 8
  Textilecraft
  Skills 17
  Thief (Lia-Kavair)
  Character15
  Throwing
  Skills 10
  Timbercraft
  Skills 17
  Time
  Campaign 3
  Tomes
  Treasure 10
  Tolls
  Campaign 10
  Tracking
  Skills 17
  Transference (talent)
  Psionics 8
  Transmutation (talent)
  Psionics 8
  Transportation
  Campaign 8
  Treasure Age
  Treasure 1
  Tuzyn Reckoning
  Campaign 1
  Two-Handed Weapons
  Combat 3
  Unarmed Combat
  Skills 18
  Unconsciousness
  Skills 22
  Universal Penalty
  Skills 6
  Value Enhancement
  Skills 20
  Vehicles
  Campaign 9
  Voice (attribute)
  Character 8
  Wagon
  Campaign 9
  Weapon Data Table
  Combat 3
  Weaponcraft
  Skills 17
  Weapons (Enchanted)
  Treasure 11
  Weather Generation
  Campaign 3
  Weatherlore
  Skills 17
  Weight (attribute)
  Character 6
  Will (attribute)
  Character 10
  Will (artifacts)
  Treasure 12
  Woodcraft
  Skills 17
  WQ (weapon quality)
  Combat 3
  Written Works
  Treasure 8
  Zone Targeting
  Combat 17
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  INDEX 2
  
  BF
  AF DTA DTA
  DF
  Block DTA DTA
  A#2 A#1 Block DTA
  A#3 A#2 A#1 Block
  CF MF MS CS
  BLOCK
  BF
  AF D#2 D#3
  DF
  Block D#1 D#2
  A#3 A#2 B#1 D#1
  A#4 A#3 A#1 B#2
  CF MF MS CS
  COUNTERSTRIKE
  BS
  AS DTA DTA
  DS • •
  DTA
  A#2 A#1 • •
  A#3 A#2 A#1 •
  CF MF MS CS
  DODGE
  DTA
  A#1
  A#3
  A#4
  No Roll
  IGNORE
  CF
  MF
  MS
  CS
  DEF
  L
  DEF
  L
  HârnMaster
  COMBAT TABLES
  ATTACKER
  CF MF MS CS
  ATTACKER
  MELEE ATTACK
  Wild
  Wild
  Wild
  Wild
  • • • •
  M#2 M#1 Block Block
  M#3 M#2 M#1 Block
  CF MF MS CS
  BLOCK
  Wild
  Wild
  Wild
  Wild
  • • • •
  M#2 M#1 • •
  M#3 M#2 M#1 •
  CF MF MS CS
  DODGE
  Wild
  •
  M#2
  M#3
  No Roll
  IGNORE
  CF
  MF
  MS
  CS
  DEF
  L
  DEF
  L
  ATTACKER
  CF MF MS CS
  ATTACKER
  MISSILE ATTACK
  A#
  KEY
  Attacker Strike
  D#
  Defender Strike
  B#
  Both Strike
  AF
  Attacker
  Fumble Roll
  DF
  Defender
  Fumble Roll
  BF
  Both
  Fumble Roll
  AS
  Attacker
  Stumble Roll
  DS
  Defender
  Stumble Roll
  BS
  Both
  Stumble Roll
  Block Weapon
  Damage Roll
  •
  Miss/Standoff
  DTA Defender
  Tactical Advantage
  Wild
  Random Hit, or
  WQ Roll
  M#
  Missile Strike
  MISSILE EMLs
  BLOCK
  LV: Shield (Full ML)
  Weapon (Half ML)
  HV: Shield (Full ML)
  Weapon (ML 05)
  DODGE
  LV: Full ML
  HV: Half ML
  IGNORE (LV or HV)
  Defender (No Roll)
  M1
  S2
  S3
  K4
  K5
  SKULL
  M1
  S2
  S3
  G4
  K5
  FACE†
  M1
  S2
  S3
  K4
  K5M
  NECK
  NM1
  NS2
  NS3
  NG4
  NK4
  •SHOULDER
  NM1
  NM1
  NS2
  NS3
  NG4M
  •UPPER ARM
  NM1
  NS2
  NS3
  NG4
  NG5M
  •ELBOW
  NM1
  NM1
  NS2
  NS3
  NG4M
  •FOREARM
  NM1
  NS2
  NS3
  NG4
  NG5M
  •HAND
  M1
  S2
  S3
  G4
  K5
  THORAX
  M1
  S2
  S3
  K4
  K5
  ABDOMEN
  M1
  S2
  S3
  G4
  G5M
  GROIN
  NM1
  NS2
  NS3
  NG4
  NK4 
  •HIP
  NM1
  NS2
  NS3
  NG4
  NK4M
  •THIGH
  NM1
  NS2
  NS3
  NG4
  NG5M
  •KNEE
  NM1
  NM1
  NS2
  NS3
  NG4M
  •CALF
  NM1
  NS2
  NS3
  NG4
  NG5M
  •FOOT
  •
  01 – 05
  01 – 15
  •
  06 – 10
  16 – 30
  •
  11 – 15
  31 – 45
  •
  16 – 27
  46 – 57
  •
  28 – 33
  58 – 69
  •
  34 – 35
  70 – 73
  01 – 06
  36 – 39
  74 – 81
  07 – 12
  40 – 43
  82 – 85
  13 – 19
  44 – 60
  86 – 95
  20 – 29
  61 – 70
  95 – 00
  30 – 35
  71 – 74
  •
  36 – 49
  75 – 80
  •
  50 – 70
  81 – 88
  •
  71 – 78
  89 – 90
  •
  79 – 92
  91 – 96
  •
  93 – 00
  97 – 00
  •
  •ODD Roll  = Left
  •EVEN Roll = Right
  MINOR Bruise/Cut/Stab
  SERIOUS Fracture/Cut/Stab
  GRIEVOUS Crush/Cut/Stab
  Kill/Mortal Wound
  MAmputation Roll
  NFumble or Stumble Roll
  LOW
  EML –10
  MID
  EML +0
  HIGH
  EML –10
  1+
  5+
  9+
  13+
  17+
  STRIKE
  LOCATION
  M
  EFFECTIVE IMPACT
  †FACE: 01-15 Jaw
  65-80 Nose
  16-30 •Eye
  81-90 •Ear
  31-65 •Cheek
  91-00 Mouth
  AIMING ZONE
  INJURY TABLE
  
  ACTION OPTIONS
  REST
  PASS
  FREE MOVE
  ENGAGE
  CHARGE
  DISENGAGE
  RISE
  GROPE
  MOUNT/DISMOUNT
  MELEE ATTACK
  MISSILE ATTACK
  GRAPPLE ATTACK
  ESOTERIC ATTACK
  © 2004 N. Robin Crossby and Columbia Games
  HârnMaster
  COMBAT TABLES
  ARMOUR PROTECTIVE VALUES
  CLOTH/HAIR
  1
  1
  1
  1
  MATERIAL
  Blunt
  Edge
  Point
  Fire
  QUILT/FUR
  5
  3
  2
  4
  LEATHER/HIDE
  2
  4
  3
  3
  KURBUL
  4
  5
  4
  3
  RING
  3
  6
  4
  3
  MAIL
  2
  8
  5
  1
  SCALE
  5
  9
  4
  5
  PLATE
  6
  10
  6
  2
  Squeeze = Blunt
  Bite = Point
  Tear = Edge
  Frost = Fire
  MELEE COMBAT
  ATTACKER:
  •Declare Target & Weapon
  •Declare Aspect & Aim
  DEFENDER:
  •Declare Defense
  MELEE ATTACK
  •Determine EMLs*
  •Make Skill Rolls
  •Determine Combat Result
  STRIKE DELIVERY (if any)
  •Generate Strike Location
  •Determine Strike Impact
  •Determine Effective Impact
  •Determine Injury (if any)
  *EML Modifiers (Combat 11)
  •Physical Penalty (x5)
  •Special Penalty
  •Aiming (–10 High or Low)
  •Outnumbered (–10 per)
  •Prone Opponent (+20)
  MISSILE COMBAT
  ATTACKER:
  •Declare Target & Weapon
  •Declare Aim Zone
  •Fire and Reduce Ammo
  DEFENDER:
  •Declare Defense
  MISSILE ATTACK
  •Determine EMLs*
  •Make Skill Rolls
  •Determine Combat Result
  STRIKE DELIVERY (if any)
  •Generate Strike Location
  •Determine Strike Impact
  •Determine Effective Impact
  •Determine Injury (if any)
  *EML Modifiers (Combat 16)
  •Physical Penalty (x5)
  •Special Penalty
  •Range Modifier (0/20/40/80)
  •Aiming (–10 High or Low)
  •Target Size
  •Weather (–10 to –40)
  MISSILE DATA TABLE
  WEAPON
  SHORT
  MEDIUM
  LONG
  EXTREME
  Hexes/Imp
  Hexes/Imp
  Hexes/Imp
  Hexes/Imp
  EML +0
  EML –20
  EML –40
  EML –80
  Shortbow
  20/6
  40/5
  80/4
  160/3
  Longbow
  25/8
  50/7
  100/6
  200/5
  Hartbow
  30/9
  60/8
  120/7
  240/6
  Crossbow
  20/8
  40/7
  80/6
  160/5
  Blowgun
  5/0
  10/0
  20/0
  40/0
  Sling
  15/4
  30/3
  60/2
  120/2
  Staff-Sling
  25/5
  50/4
  100/3
  200/3
  •Taburi
  4/4
  8/3
  16/2
  32/2
  •Shorkana
  3/5
  6/4
  12/3
  24/3
  •Javelin
  8/7
  16/6
  32/5
  64/4
  •Spear
  6/8
  12/7
  24/6
  48/5
  Melee Weapon
  2/100%
  4/100%
  8/50%
  16/50%
  Quilt+Cloth
  6
  4
  3
  5
  Leather+Cloth
  3
  5
  4
  4
  Leather+Quilt
  7
  7
  5
  7
  Leather+Quilt+Cloth
  8
  8
  6
  8
  Kurbul+Cloth
  5
  6
  5
  4
  Kurbul+Quilt
  9
  8
  6
  7
  Kurbul+Quilt+Cloth
  10
  9
  7
  8
  Ring+Cloth
  4
  7
  5
  4
  Ring+Quilt
  8
  9
  6
  7
  Ring+Quilt+Cloth
  9
  10
  7
  8
  Mail+Cloth
  3
  9
  6
  2
  Mail+Quilt
  7
  11
  7
  5
  Mail+Quilt+Cloth
  8
  12
  8
  6
  Mail+Leather
  4
  12
  8
  4
  Mail+Leather+Cloth
  5
  13
  9
  5
  Mail+Leather+Quilt
  9
  15
  11
  9
  Mail+Leather+Quilt+Cloth
  10
  16
  12
  10
  Mail+Kurbul+Cloth
  7
  14
  10
  5
  Mail+Kurbul+Quilt
  11
  16
  11
  8
  Mail+Kurbul+Quilt+Cloth
  12
  17
  12
  9
  Mail+Plate+Cloth
  9
  19
  12
  4
  Mail+Plate+Quilt
  13
  21
  13
  7
  Mail+Plate+Quilt+Cloth
  14
  22
  14
  8
  Mail+Plate+Leather
  10
  22
  14
  6
  Mail+Plate+Leather+Cloth
  11
  23
  15
  7
  Mail+Plate+Leather+Quilt
  15
  25
  16
  10
  Scale+Cloth
  6
  10
  5
  6
  Scale+Quilt
  10
  12
  6
  9
  Scale+Quilt+Cloth
  11
  13
  7
  10
  Plate+Cloth
  7
  11
  7
  3
  Plate+Quilt
  11
  13
  8
  6
  Plate+Quilt+Cloth
  12
  14
  9
  7
  Armour Protection: The impact reduction given by various
  materials, according to Strike Aspect. If multiple layers are
  worn, impact reduction is cumulative. Common armour
  combinations are given to speed play.
  Superior/Inferior Armour: Protective values shown apply to
  Standard Quality (+0) materials. Modify for armour quality. For
  example, if a +2 Hauberk is one of the layers struck, ALL
  reduction values are +2. For Enchanted Armour, add +1 per
  level of enchantment.
  ❏ Flammable Armour: Cloth and Quilt may ignite (50% chance)
  when Fire Impact (before Armour Reduction) is 13+. If this
  occurs, victim takes M1 (Cloth) and S2 (Quilt) burn injury for
  the next three Combat Turns, unless the fire is extinguished.
  ARMOUR LAYERS
  B
  E
  P
  F
  DEFENSE OPTIONS
  BLOCK (Shield or Weapon)
  COUNTERSTRIKE (Use AML)
  DODGE
  IGNORE
  GRAPPLE DEFENSE 
  MISSILE DEFENSE
  ESOTERIC DEFENSE
  OPPORTUNITY FIRE
  CATCH MISSILE
  
  estiaries are a useful source of creatures to
  help or hinder player characters. The table on
  BESTIARY 2 summarizes common Hârnic
  creatures in two groups: magical & mundane.
  It is further organized into species categories,
  such as GARGUN and IVASHU. We have included
  detailed articles for the most important species.
  BESTIARY STATS
  Attributes
  The statistics given are averages for healthy, mature creatures. The GM
  can vary them to account for the age, sex, and health of the creature.
  The easiest method to handle variation is to reduce a 3d6 attribute by
  7 and add 2d6. Minimum attribute score is 1, maximum is double the
  number given. Skills, Impacts, and Armour are then modified at GM
  discretion.
  Skills & Weapons
  Natural weapon skills are listed in order of typical preference. That is,
  if "claws" are listed before "bite", the creature is more likely to claw than
  bite. This does not apply to defense. All creatures use viable defensive
  options — an animal is likely to dodge or counterstrike rather than use a
  paw to block.
  The numbers given for each combat skill are ML and Impact. Hence,
  "Bite 75/5p" indicates that the creature can Bite at ML75 with a point
  impact of 5. Natural combat skills are based on AGL AGL WIL (sometimes
  DEX DEX WIL) generally x5 for the primary skill and x4 for secondary skills.
  Impacts are a function of STRENGTH, generally STR÷4. Bite and Claw
  impacts may be rated higher for carnivores and lower for herbivores.
  Flying creatures have their MOVE expressed as Ground/Air. Extra
  impact has been added to their Talon attack to reflect airspeed.
  Weapon aspects are: blunt, edge, point, and fire/frost.
  Armour
  Each creature has typical armour in standard format indicating
  protection against various kinds of strike. For example, a line reading B3 E4
  P2 F4 means that the creature has a protection of 3 against blunt strikes, 4
  against edge strikes, 2 against point strikes, & 4 against Fire/Frost attacks.
  With armour-wearing creatures, like Gargun, we have precalculated the
  values for their most common armour, as listed under Equipment.
  Ethereals
  Ethereal creatures do not have physical stats or armour. Only
  enchanted weapons and spells can affect them.
  Psionic and Magic skills are AURA x5. Ethereal DODGE is Aura x5;
  INITIATIVE SB is Aur Wil Wil.
  See HârnMaster Religion for more details about ethereals.
  Creature Size
  The HârnMaster combat system is detailed
  and realistic when dealing with human-
  sized combatants, but larger or smaller
  creatures can cause problems.
  Creature size is a complex issue for melee
  combat. While it is true that larger
  creatures are bigger targets, they also have
  greater REACH.
  The impact for some creatures can be
  much less significant than the impact
  generated by the strike dice.
  For creatures that are half man-size (or
  less) roll d4 for impact dice. For creatures
  that are double man-size (or more) roll d8
  for impact.
  d4  Creatures <3 feet
  d6: Creatures 3 to 12 feet
  d8: Creatures >12 feet 
  At GM discretion, for very small creatures,
  d3 or even d2 can be used; for very large
  creatures, use d10 or d12.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  BESTIARY 1
  
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.01
  BESTIARY 2
  *Impact given is average. See separate DRAGONS article for details
  SPECIES
  STR STA DEX AGL EYE HRG SML INT AUR WIL
  INI
  END MOV DGE ARMOUR
  SKILLS
  CHIMERA/Centaur
  25
  10
  11
  13
  11
  11
  11
  12
  13
  15
  70
  17
  20
  65
  B4
  E3
  P1
  F3
  Shortbow 80, Trample 56/6b, Awareness 44, Stealth 52
  CHIMERA/Griffin
  16
  20
  •
  15
  19
  15
  15
  8
  12
  16
  80
  17
  12/36
  75
  B3
  E4
  P2
  F4
  Talon 75/8p, Beak 60/4p, Awareness 64, Stealth 60
  CHIMERA/Hirenu
  20
  10
  •
  12
  28
  20
  16
  6
  15
  14
  65
  15
  14/42
  60
  B4
  E3
  P1
  F3
  Talon 65/9p, Trample 52/5b, Awareness 84, Stealth 60
  DRAGON/Fire or Frost
  48
  36
  5
  8
  17
  15
  14
  13
  13
  19
  75
  34
  14/42
  40
  B12 E15 P12 F14
  Breath 65/12f*, Tail 60/12b, Awareness 60, Stealth 56
  DRAGON/Ilme (male)
  36
  30
  7
  6
  12
  14
  14
  13
  8
  6
  30
  24
  11/7
  30
  B10 E8
  P7
  F9
  Bite 30/12p, Awareness 52, Stealth 36, Swimming 85
  DRAGON/Wyvern
  18
  20
  •
  11
  19
  15
  17
  4
  3
  16
  70
  18
  10/40
  55
  B8
  E5
  P8
  F7
  Talon 65/9p, Tail 52/5p, Awareness 68, Stealth 56
  ETHEREAL/Asir
  •
  •
  •
  •
  •
  •
  •
  10
  13
  10
  55
  •
  16
  65
  Ethereal
  Charm 65, Telepathy 65, Sensitivity 65
  ETHEREAL/Dryad
  •
  •
  •
  •
  •
  •
  •
  12
  18
  12
  70
  •
  14
  90
  Ethereal
  Charm 90, Telepathy 90, Sensitivity 90, Fyvria 90
  ETHEREAL/Elmith
  •
  •
  •
  •
  •
  •
  •
  9
  11
  8
  45
  •
  10
  55
  Ethereal
  Charm 55, Telepathy 55, Sensitivity 55
  ETHEREAL/V'hir
  •
  •
  •
  •
  •
  •
  •
  15
  21
  21
  105
  •
  16
  105
  Ethereal
  Telepathy 105, Sensitivity 105, Peleahn 105, Whip 84/5f
  GARGUN/Arak
  7
  10
  13
  10
  9
  16
  13
  10
  9
  10
  50
  9
  10
  50
  GARGUN/Hyeka
  8
  11
  12
  9
  9
  13
  11
  9
  7
  11
  50
  10
  9
  45
  GARGUN/Khanu
  10
  13
  12
  9
  9
  13
  11
  10
  9
  13
  60
  12
  9
  45
  See: Gargun article for armour & skills
  GARGUN/Kyani
  8
  11
  12
  10
  9
  13
  11
  11
  10
  12
  55
  10
  10
  50
  GARGUN/Viasal
  9
  12
  12
  9
  9
  13
  11
  9
  8
  13
  60
  11
  9
  45
  IVASHU/Aklash
  19
  18
  10
  8
  4
  10
  6
  4
  8
  14
  60
  17
  10
  40
  B10 E8
  P7
  F7
  Breath 60, Claw 50/5e, Awareness 28, Stealth 44
  IVASHU/Hru
  57
  40
  8
  6
  7
  7
  7
  11
  10
  13
  55
  37
  7
  30
  B12 E11 P10 F10
  Trample40/14b, Awareness 28, Stealth 36
  IVASHU/Nolah
  14
  19
  12
  17
  11
  15
  15
  12
  15
  11
  65
  15
  13
  85
  B9
  E7
  P5
  F6
  Charm 75, Unarmed 70/4b, Awareness 56, Stealth 56
  IVASHU/Umbath
  •
  •
  •
  •
  •
  •
  •
  13
  19
  12
  70
  •
  40
  95
  Ethereal
  Telepathy 95, Sensitivity 95
  IVASHU/Vlasta
  6
  10
  17
  19
  17
  15
  19
  3
  5
  10
  65
  9
  25
  95
  B2
  E1
  P1
  F2
  Claw 80/2e, Bite 64/2p, Awareness 68, Stealth 60
  UNICORN
  28
  9
  •
  13
  16
  18
  16
  8
  15
  14
  60
  16
  45
  65
  B4
  E3
  P1
  F3
  Fyvria 75, Horn 65/7p, Awareness 68, Stealth 56
  YELGRI
  8
  7
  8
  10
  17
  15
  15
  6
  10
  10
  50
  8
  10/30
  50
  B3
  E3
  P1
  F4
  Spear 40/7p, Claw 50/2e, Awareness 64, Stealth 48
  BEAR/Black
  16
  13
  •
  13
  15
  13
  24
  5
  9
  13
  65
  14
  28
  65
  B5
  E3
  P2
  F4
  Claw 65/4e, Bite 52/4p, Awareness 68, Stealth 52
  BEAR/Brown
  28
  15
  •
  12
  14
  12
  24
  4
  10
  12
  60
  18
  30
  60
  B6
  E4
  P3
  F5
  Claw 60/7e, Bite 48/7p, Awareness 68, Stealth 48
  BEAR/Snow
  33
  18
  •
  11
  16
  12
  26
  5
  11
  15
  70
  22
  32
  55
  B7
  E5
  P3
  F6
  Claw 60/8e, Bite 48/8p, Awareness 72, Stealth 52
  BIRD/Eagle
  6
  10
  •
  10
  30
  22
  18
  8
  12
  10
  50
  9
  10/50
  50
  B3
  E2
  P1
  F2
  Talon 50/7p, Beak 40/2p, Awareness 92, Stealth 56
  BIRD/Falcon
  4
  8
  •
  12
  28
  20
  18
  7
  10
  8
  45
  7
  12/96
  60
  B3
  E2
  P1
  F2
  Talon 55/10p, Beak 44/1p, Awareness 88, Stealth 52
  BIRD/Owl
  5
  8
  •
  9
  26
  24
  18
  9
  11
  12
  55
  8
  8/40
  45
  B3
  E2
  P1
  F2
  Talon 50/5p, Beak 40/1p, Awareness 92, Stealth 60
  CAT/Mountain Lion
  10
  11
  •
  18
  16
  18
  20
  5
  10
  18
  90
  13
  50
  90
  B4
  E3
  P1
  F3
  Claw 90/3e, Bite 72/3p, Awareness 72, Stealth 72
  CATTLE/Domestic (Bull)
  35
  13
  •
  11
  10
  18
  16
  4
  5
  10
  50
  19
  28
  55
  B4
  E3
  P1
  F3
  Horn 55/9p, Trample 44/9b, Awareness 60, Stealth 52
  DEER/Red (Stag)
  29
  13
  •
  14
  14
  22
  18
  5
  11
  8
  50
  17
  40
  70
  B4
  E3
  P1
  F3
  Antlers 60/7p, Trample 48/7b, Awareness 72, Stealth 60
  DOG/Hound
  8
  9
  •
  13
  16
  15
  30
  6
  8
  11
  60
  9
  36
  65
  B4
  E3
  P1
  F3
  Bite 60/4p, Awareness 80, Stealth 52
  DOG/Mastiff
  9
  8
  •
  14
  18
  16
  25
  6
  9
  13
  65
  10
  32
  70
  B4
  E3
  P1
  F3
  Bite 70/4p, Awareness 80, Stealth 56
  DOG/Black Wolf
  12
  10
  •
  14
  18
  16
  26
  5
  9
  16
  75
  13
  38
  70
  B4
  E3
  P1
  F3
  Bite 75/6p, Awareness 80, Stealth 60
  DOG/White Wolf
  14
  10
  •
  13
  20
  16
  24
  5
  10
  16
  75
  13
  40
  65
  B4
  E3
  P1
  F3
  Bite 70/8p, Awareness 80, Stealth 60
  GOAT/Mountain
  10
  15
  •
  16
  15
  16
  20
  5
  6
  15
  75
  13
  35
  80
  B5
  E4
  P1
  F3
  Horn 80/3b, Awareness 68, Stealth 64
  HARE/Rabbit
  5
  7
  •
  16
  14
  25
  20
  2
  7
  6
  45
  6
  40
  80
  B4
  E3
  P1
  F3
  Bite 65/1p, Awareness 80, Stealth 64
  PIG/Wild (Boar)
  18
  16
  •
  9
  8
  12
  20
  6
  9
  12
  55
  15
  30
  45
  B4
  E3
  P1
  F3
  Tusks 50/5p, Awareness 52, Stealth 44
  SHEEP/Mountain
  13
  14
  •
  14
  15
  16
  20
  3
  4
  15
  75
  14
  32
  70
  B5
  E4
  P1
  F3
  Horn 70/3b, Awareness 68, Stealth 60
  
  WarFlail’s 
  Joust Tactics 
  Cards 
  For HârnMaster Third Edition 
   
   
   
   
  Instructions 
  � This is a supplement to the Jousting rules (Combat 25-26). 
  � Print off two sets of this document, one for each jouster. 
  � Cut out each pair of illustrations (front and back) and glue them together. 
  � Ideally, the cards should be printed on cardstock and laminated for strength and 
  durability. 
  � Each jouster receives his or her own ‘deck’ of five Joust Tactics cards. 
  � Prior to each charge, each jouster should choose a Joust Tactic (i.e. Pass, Lunge, Block, 
  Deflect or Evade) and place the corresponding card face-down before them. 
  � When the charge begins, the cards are turned over to reveal which tactic was selected. 
   © 2004 Bill Gant, N. Robin Crossby & Columbia Games Inc. 
  
   
   
    
  
   
   
    
  
   
   
   
    
  
  CHARACTER 19 (Correction): Sidebar. Veteran ML should be
  ML80 (not ML90).
  CHARACTER 28 (Correction): Miltary Wages Table. Light
  Foot Molarin should be 42d and 504d.
  SKILLS 2 (clarification): Characters may begin selecting
  specialties when a skill reaches ML 40. The specialty skill is
  opened at the current group ML.
  SKILLS 4 (clarification): Drawing OML reduced to SBx2.
  COMBAT 3 (revision): Falchion edge reduced to 6 (from 7)
  and Bastard Sword edge increased to 7 (from 6).
  COMBAT 4 (revision): Kurbul armour protection values
  restored to B4 E5 P4 F3.
  COMBAT 19 (revision): Lankum END should be 18.
  CAMPAIGN 12 (correction): MARITIME ENCOUNTER TABLE is
  mislabeled as Highway Encounter.
  TREASURE 8 (omission): The WRITTEN WORK CONTENT table
  was accidently dropped from the sidebar.
  TREASURE 13 (correction):
  The first entry in the Natural Personality Table should read:
  01-40
  Natural ethereal willingly residing in the artifact
  01–04
  Inventory, Census, or List
  05–07
  Law/Decree/Charter/Pardon
  08–09
  Military Orders/Strategy, etc.
  10–12
  Usurer’s and/or Promissory 
  Note (redeeming may be hard)
  13–15
  Contract/Transaction Record
  16–18
  Spell Descriptions
  19–21
  Descriptions of artifacts,
  esoteric process, magical
  phenomenon, etc.
  22–24
  Alchemical Recipes/Treatise
  25–26
  Philosophical Treatise
  27–29
  Theological Treatise, Prayer,
  Ritual Invocation, etc.
  30–32
  Treatise—Natural Sciences
  33–34
  Treatise—Craft/Lore
  35–40
  Letter (Personal/Official)
  41–45
  Journal/Diary
  46–48
  Literature, Legend, Folklore.
  49–50
  Song/Piece of Music
  51–54
  Historical Text
  55–56
  Culinary Arts (Cooking)
  57–58
  Map/Rutter/Navigational Aid
  59–60
  Artwork/Illustration
  61–65
  Mystic Tome (see TREASURE 10)
  66–00
  Roll twice more.
  WRITTEN WORK CONTENT
  BESTIARY 1 (corrections):
  Skills & Weapons, paragraph 2, line 2, describes 5p impact as
  “blunt impact of 5. It should read “point impact of 5”.
  BESTIARY 2 (corrections):
  Aklash Strength should be 19 and Endurance 17.
  Ilme Bite Impact should be 12P
  Nolah Unarmed Impact should be 4B
  Unicorn Awareness should be 68.
  Copyright © 2003, N. Robin Crossby and Columbia Games, Inc.
  HârnMaster
  Version 3.0
  ERRATA TO 3.01
  HârnMaster III
  
  © 2001 N. Robin Crossby and Columbia Games Inc.
  SIBLING RANK
  PARENT
  ESTRANGEMENT
  CLANHEAD
  BIRTH/FAMILY
  PHYSICAL
  STRENGTH
  STAMINA
  DEXTERITY
  AGILITY
  EYESIGHT
  HEARING
  SMELL
  VOICE
  INTELLIGENCE
  AURA
  WILL
  PSYCHE
  MORALITY
  DEITY/RELIGION
  PIETY
  NOTES
  SPECIES
  SEX
  BIRTHDATE
  SUNSIGN
  BIRTHPLACE
  CULTURE
  SOCIAL CLASS
  MEDICAL
  APPEARANCE
  HEIGHT
  FRAME
  WEIGHT
  OTHER APPEARANCE
  COMELINESS
  PERSONALITY
  SKILL
  SB
  ML
  INITIATIVE
  UNARMED
  COMBAT SKILLS
  SKILL
  SB
  ML
  LANGUAGES/SCRIPTS
  CONVOCATION
  SB
  ML
  LYAHVI
  PELEAHN
  JMORVI
  FYVRIA
  ODIVSHE
  SAVORYA
  NEUTRAL
  SHEK PVAR
  SKILL
  SB
  ML
  CLIMBING
  JUMPING
  STEALTH
  THROWING
  PHYSICAL SKILLS
  SKILL
  SB
  ML
  AWARENESS
  INTRIGUE
  ORATORY
  RHETORIC
  RITUAL
  SINGING
  COMMUNICATION
  SKILL
  SB
  ML
  CRAFT/LORE
  NAME
  LV
  EML
  SPELLS/RITUALS
  Character Name:
  Occupation/Title:
  
  SKULL
  F
  P
  E
  B
  AQ
  COMPOUND LAYERS
  FACE
  NECK
  SHOULDER
  UPPER ARM
  ELBOW
  FOREARM
  HAND
  THORAX
  ABDOMEN
  HIP
  GROIN
  THIGH
  KNEE
  CALF
  FOOT
  ARMOUR/CLOTHING
  MATERIAL
  AQ
  WT
  INITIATIVE
  ENDURANCE
  DEXTERITY
  AGILITY
  MOVE
  DODGE (AGL x 5)
  COMBAT STATS
  LOCATION
  HR
  ILs
  Bloodloss
  H6
  INJURIES
  A. Injury Levels
  B. Fatigue Levels
  UNIVERSAL (A+B)
  C. Encumbrance
  ENC = LOAD/END
  PHYSICAL (A+B+C)
  PENALTIES
  TOTAL 
  SPECIAL PENALTIES
  ARMOUR
  WEAPONS
  TOTAL WEIGHT
  LOAD (Items Worn/Carried)
  Unarmed
  WEAPON
  WGT
  WQ
  A/D
  HM
  B  E  P
  AML
  DML
  NOTES
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Character Name
  © 2001 N. Robin Crossby and Columbia Games Inc.
  
SOURCE: textdata/thevault/Harn/HarnMaster/HarnMaster 3e - Corebook (with Extras) {CG 4001}.pdf