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

 

Return

 


Sibling Rank:

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

Return

 

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.

Return

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

 

 

Return


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

 

Return

                               

 



[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 Columbia Games. ©

[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 Columbia Games. ©

[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.