B.
Y. O. C. Rules
For
Harn & HarnMaster Tournaments
Version
1.2
By
James S. Watson
Introduction:
These rules are intended to
establish a level playing field for HarnMaster characters in convention tournament
play where the Game Master allows players to bring their own characters. Specific references to HarnMaster Rules given
below will be in bold face type. These
rules are based on the Third Edition HarnMaster Rules as published by Columbia
Games© and are protected by copyright.
If you do not have the Third Edition Rules, any edition of the HarnMaster
Rules[1]
may be used. Most of the key entries
will be at almost the same location in the earlier editions. Players creating characters will need to have
the most recent HarnMaster Character Profile sheet. If you do not have a Character Profile sheet
they are included in both the Harnplayer, and HarnMaster boxed
sets that can be ordered from Columbia
Games and are also available in packets from the same source. A copy of the new HarnMaster Character
Profile sheet is also available.
Filling
out the Character Profile:
Birth/Family, Appearance, Physical
Attributes, And Personality;
Birth Attributes:
Species: All Player Characters will be Human.
Birthdate: Roll 1d8 and add result to
14 for birth year. Roll 1d12 for the
month, and 1d30 for day.
Birthplace: Omit.
Sex: Player’s choice. (It is suggested that Players choose their
own sex.)
Sunsign: Table
from Character 3 copied below.
Culture: All Characters will
be from a feudal culture.
Social Class: This will depend on the
character occupation rolled on the PC Occupational Skills table.[2] Following this roll consult the table below for the Social Class. (Note: Noble born characters will be either
bastards or younger sons in the Sibling Rank box below.) Enter the character’s Occupation/Title at
the top of the form.
Sibling Rank:
If noble the character will be at best the 2nd
son/daughter of a manor knight, at best the 3rd son/daughter of
noble of higher rank, or a bastard. If
the character is a Yeoman he/she will be at best the 2nd child or a
bastard. Further information can be
found in Character 4.
Parent/Estrangement/Clanhead:
Further information can be found in Character 5.
Appearance Attributes:
Height/ Frame/Weight: See Character 6.
Comeliness: Roll
2d6 and add six.
Other Appearance: Character size,
complexion, hair color, and eye color from tables on Character 6 (Third
Edition). Those using the Second
Edition will find the tables for complexion, hair color, and eye color copied from the First
Edition HarnMaster Rules. A size
table is included in: Custom
Armor copied from the First Edition HarnMaster Rules.
Medical: Omit.
Physical Attributes (Character 7-8, and 10):
Roll 4d6 drop the lowest
roll and record the total of the remaining three in the lower left corner of
the attribute boxes for : Strength, Stamina, Dexterity, Agility, Eyesight,
Hearing, Smell, Voice, Intelligence, Aura, and Will.
Next add/subtract the modifiers and record the result in the
right end of the box.
Morality: Roll 2d6 and add
six.
Medical: Omit.
Psyche: Omit.
Deity/Religion: The deities allowed
are: Helea, Ilvir, Larani, Peoni, Sarajin, Save-K’nor, Siem, or none
Piety: Roll
5d6. Leave blank if none was chosen
above.
Skills:
Note the PC Occupational
Skills and proceed to the Skills section. The information to fill out the rest of the
front of the Character Profile will be found in Skills 3 and 4.[3]
Note: skill bases (SB) are calculated by averaging the
three abilities listed and adding the Sunsign. Skills 3 lists
the skills that are to be recorded under Physical Skills, Communication, and
Combat Sills. All skills not
listed in these three tables are Craft/Lore from Skills 4 and are to be recorded in that
table. Those skills printed under the
various headings are automatic skills that all characters have. If an Automatic skill is listed as an
Occupational skill for a character then it opens at the Occupation Skill OML
not the Automatic skill OML from Skills 3 or 4. Do not add the two OML’s. These skills include intrigue,
which should be listed in the Communication table. Average the three attributes listed for the
skill and then add the sun sign modifier, if any, and enter the result in the SB
column. Multiply this by the number
given in OML for those skills listed on the form and those you received for
your character’s occupation as given in the Occupation Table below and
write the result in the ML column. Family Skills: If your character is
following a different occupation from that of their family they
may 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 SB+1 to each occupational skill. The Character 15[4]
table from the Third Edition, lists the opening ML’s for all
occupations. You can open five optional
skills at the OML listed or you can use one of your five option points to
increase one automatic or class skill by SB+1 or three of your five option
points to increase an open skill by SB+2.
All non-military characters may open two Militia Skills that are Combat
Skills to OML+SB. Note: You may
not use an option point to improve any combat skill above a ML of
70.
Combat
skills: The
available weapons are listed in Combat 3.[5] If you do not have any edition of the HarnMaster Rules a list of the weapons is available. The following are Chivalric or Noble
weapons. Only nobles, men-at-arms in a noble’s
service and weaponcrafters may own and carry these weapons/shields. Shields: Knight and
Kite. Swords: Broadsword, Estoc, Bastard
Sword, and Battlesword. Other weapons:
Mace, Warhammer, Battleaxe, Ball & Chain, Lance, Jousting Pole, and
Poleaxe.
Languages/Scripts: All Characters will speak Harnic. List this and any other languages your
character is allowed at the top of the table.
If you have a Script listed as an occupational skill it will be Lakise
and should be listed at the bottom of the table. Unguilded characters open their language at
50+SB. Guilded characters open their
language at 60+SB. Cleric/Noble
characters open their language at 70+SB.
Shek-P’var and clerics of Save-K’nor are Scholars and open
their language at 80+SB. Those having a
second language will speak Ivinian, Emela, Jarian, or Orbaalese
Special
Rules for Magic Users and Clerics:
If you have access to the Third Edition rules or
HarnMaster Magic you may generate a Shek-P’var, if you have
access to the Third Edition rules or HarnMaster Religion, you may
generate a Cleric.
Wealth and Starting Equipment:
Clothing
& Possessions:
Clothing should suit a character’s station. A tunic, leggings, hat, and sandals are the
bare essentials. Some folk wear a robe
or gown. Other common items include
gloves, belt, vest, hood, shoes, boots, and cloak. All characters may pick one of each item from
this list of average quality as part of their starting equipment.
Characters will also have a knapsack or back pack containing
portable tools of their trade. They will
also have a tinderbox (containing flint and steel). They will also have a purse on their belt and
may have a blanket roll.
Weapons
& Armor:
Nearly everyone owns a knife or dagger. Simple folk, guilded and unguilded characters
are simple folk, will have a staff if they open this weapon in the pregame as
an optional skill. Other weapons are
expensive and should be appropriate to occupation. If you have access to Harn Player read
Bearing Arms on page 27. All
characters will have all the weapons listed in their PC Occupational Skills. Noble characters will have a horse with
necessary gear, a Plate ¾ helm, a Scale Hauberk, and a pair of Knee Boots. Their weapons may be Custom Weapons from
the table at the bottom of Combat 3.[6]
Weaponcrafters will have a mail
byrnie and a leather tunic. They will
also have two weapons of their choice that may also be Custom Weapons. Mercenaries will have a ring byrnie. Clerics will have any weapons and armor
allowed by their church. All weapons and
armor will be of average quality.[7]
Credentials:
Guilded characters will have a Journeyman’s certificate. Unguilded characters should try to have
something to establish their status.
Nobles need no proof.
Starting
Funds:
Starting funds from the
table may be used to purchase additional equipment. Characters wishing to “trade in” starting
items for new ones will get 50% of the value of the traded items.
|
PC
Occupation |
Starting funds |
|
Cleric |
11d |
|
Hunter |
126d |
|
Mercenary |
72d |
|
Yeoman |
16d |
|
Mage |
42d |
|
Harper |
126d |
|
Mercantyler |
240d |
|
Pilot |
240d |
|
Seaman |
9d |
|
Thief (Lia-Kavair) |
3d6x10 |
|
Weaponcrafter |
54d |
|
Herald |
78d |
|
Knight |
288d |
|
Lady |
288d |
Combat Profile:
Combat
Stats:
Initiative: Copy from Combat Skills.
Endurance: Average Strength,
Stamina, and Will.
Dexterity: Copy from Physical.
Agility: Copy from Physical.
Move: Roll 3d6, must be within
four points of Agility.
Dodge: Follow
directions in table.
Weapon:
List weapons from Combat Skills. The remaining information is in the Weapon
Date table from Combat 3 in the Third Edition Rules. You may also use the tables from earlier
editions of the Harnmaster Rules.
If you do not have any edition of the rules the necessary information
can be found at: http://www.jswatson.info/weapons.htm. AML is 5xA+ML from Combat Skills, DML
is 5xD+ML from Combat Skills.
Armour/Clothing:
Armor data and is given in Combat 4. List all items by material in
Armor/Clothing by type of item such as Tunic. Example: List cloth items together on one
or more lines followed Material. Then
list AG (Armor Quality) and WT (weight) from table.
Compound Layers:
List all items that cover
area followed by AQ then the Armour Protective Values from the
table below: If the area is covered by
more then one type of material such as cloth and leather add the values.
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 |
4 |
3 |
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.
Load:
Add all items carried on the person by totaling the
weight of the Weapons and the weight of the Armor/Clothing.
Assign your character a name
and you are done.
If
you have any questions you may e-mail the
author.
Sunsign [Derived from Birthdate]
Sunsign is a major factor for skill-affinity, but all sunsigns have advantages and disadvantages. The first two and last two days of each sign are termed the cusp. Those born on the cusp enjoy the benefits of either sign.[8]
|
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 Larana |
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 |
|
|
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 |
|
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 |
Parent [d100]
The character 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
stepparent 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 pages and squires training for knighthood. Poor families, especially those with only one
parent, commonly foster one ore 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, economic, or political reasons. Adoption is generally only done if both
parents are dead, but there are exceptions if parental consent is giver 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.
CLANHEAD [1D100]
|
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.
A character’s relationship to the Clanhead is often
more important then to parents.
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 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 TABLE |
|
01-10 OUTCAST: Character is
ignored or may even be attached on sight by other family members. Clanhead may be 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. |
Return
Occupation Table:
|
|
D/100 |
PC OCCUPATION
SKILLS[9] |
Social Class |
|
Cleric |
01-05 |
Depends on Deity/Church.
See HarnMaster Religion |
Unguilded |
|
Hunter |
06-17 |
Tracking/4, Stealth/4, Spear/4, Dagger/4, Shortbow/3,
Foraging/3, Survival/3, Hideworking/2, Fletching/2 |
Unguilded |
|
Mercenary |
19-24 |
Initiative/6, Sperar/4, Roundshield/4, Shortsword/4, Dagger/4,
Foraging/3, Survival/3, Physician/2, Heraldry/1. |
Unguilded |
|
Yeoman |
25-44 |
Initiative/6, Agriculture/4, Roundshield/4, Shortsword/4, Dagger/4,
Longbow/3, Foraging/3, Survival/3, Physician/2, Heraldry/1. |
Unguilded |
|
Mage |
45-49 |
Depends on Convocation.
See HarnMaster Magic |
Guilded |
|
Harper |
50-54 |
Singing/5, Rolklore/4, Oratory/4, Musician/4, x 2 Musician/3, Woodwork/3,
Script. |
Guilded |
|
Mercantyler |
55-64 |
Rhetoric/5, Intigue/5, Mathematics/3, Dagger/3, Law/2, 2nd
Language, Script. |
Guilded |
|
Pilot |
65-67 |
Piloting/4, Weatherlore/4, Seamanship/3, Drawing/3, Dagger/3, Shipwright/2,
Mathematics/2, Script. |
Guilded |
|
Seaman |
68-77 |
Seamanship/4, Climbing/5, Club/5, Dagger/4, Fishing/3,
Weatherlore/3, Piloting/2, Shipwright/2. |
Guilded |
|
Thief (Lia-Kavair) |
78-87 |
Legerdemin/4, Awareness/5, Stealth/4, Intrigue/4, Lockcraft/3,
Dagger/4, Club/5, Acrobatics/2. |
Guilded |
|
Weaponcrafter |
88-92 |
Weaponcraft/4, Metalcraft/3, Fletching/3, Mineralogy/2, Two
Weapons to OML. |
Guilded |
|
Herald |
93-95 |
Heraldry/4, Oratory/4, Rhetoric/4, Intrigue/5, Drawing/4, 2nd
Language, Script, (+Knight skills to OML) |
Noble |
|
Knight |
96-00 |
Initiative/6, Lance/6, Sword/5,[10] Knight Shield/6, [11]Hand Axe/5,[12] Dagger/5, Riding/6,
Intrigue/4, Dancing/3, Musician/2, Heraldry/2, Physician/2, Law/1. |
Nobel |
|
Lady[13] |
96-00 |
Intrigue/5, Folklore/4, Needlework/3, Dancing/3, Heraldry/3,
Astrology/2, Drawing/2 |
|
Modifiers to Physical attributes:
Strength:
+4 Khuzdul
+2 Sindarin
Weight:
-4 56-95
-3 86-110
-2 111-130
-1 131-145
+0 146-155
+1 156-170
+2 171-190
+3 191-215
+4 216-245
Stamina:
+2 Khuzdul
+1 Sindarin
Dexterity:
+1 Khuzdul
+2 Sindarin
Agility:
+2 Sindarin
+2 Scant
+1 Light
-1 Large
-2 Massive
Eyesight:
+2 Sindarin
+1 Khuzdul
+1 Tribesmen
Hearing:
+2 Sindarin
+2 Khuzdul
+2 Tribesmen
Smell:
+2 Sindarin
+2 Khuzdul
+2 Tribesmen
Voice:
+2 Sindarin
|
Interpretation |
|
03-04 Unbearable |
|
05-08 Unpleasant |
|
09-12 Average |
|
13-15 Pleasant |
|
16-17 Excellent |
|
18+ Unearthly |
Aura:
+2 Human Female
+2 Sindarin
-1 Khuzdul
Will:
+3 Khuzdul
Morality:
+3 Sindarin
[1] All editions of the HarnMaster rules are protected by copyright.
[2] This table is based on the table from the Second Edition of the HarnMaster Rules (HMC) as modified by the author. It will be found at the end of this Document.
[3] Tables
copied from HarnMaster Third Edition Rules with permission from
[4] Ibid.
[5] Ibid.
[6] If you do not have any Edition of the HarnMaster rules see: http://www.mailbag.com/users/jswatson/weapons.htm
[7] The Quality of weapons carried by a Weaponcrafter may be improved by the amount given in: http://www.mailbag.com/users/jswatson/weapons.htm according to the character’s skill index which is his mastery level divided by 10 and rounded down. Also their cost for weapons and metal armor will be their cost to make.
[8] Text
excerpted from HarnMaster Rules and used with permission of
[9] Copied
from the Second Edition HarnMaster Rules with some items omitted and
some changes from the Third Edition Rules with the permission of Columbia Games. ©
[10] Choice of Bastard Sword, or Broad Sword. One other chivalric sword at SBx4, the remaining chivalric swords will be at SBx3.
[11] Or kite shield.
[12] Or Mace.
[13] She may
not be much of a Lady but a female character may take knight skills to the OML
in COMBAT 3.