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Campaign Wiki > Welcome > O.R.C. 2009 > Tiwesdæg Clíewen 4 > This page 

HarnMaster

Character creation
The system is HarnMaster 2nd edition. Changes from character generation RAW are as below.

  • Everyone is human, and chooses their gender.
  • Everyone is in a feudal/viking culture, and unguilded.
  • Roll for Strength, Stamina, Dexterity and Agility, swap rolls within this.
  • Roll for Eyesight, Hearing, Smell and Voice, swap rolls within this.
  • If you roll on the physical chart, get +2 to put into these eight.
  • Roll for Intelligence, Aura, Willpower and Morality, swap rolls within this.
  • If you roll on the mental chart, get +3 to put into these four.
  • ignore Piety and gods for now.
  • Choose any occupation on the Viking/Feudal lists, but no gladiator, seaman, chieftain or viking as the culture doesn't have them.
  • Folklore is an automatic skill
  • When choosing the 5 non-occupation skills, can open any 2 combat skills to represent service in the fyrd.
  • You can get +1 Skill Base or +1 to an Attribute for,
  • an appropriate image of the character
  • a character background of 1/4 to 1 page
  • an existing close relationship with 1 or more other characters in the party


  • Random armour is only for those who choose to be

  • huscarls or mercenary/brigands
  • weaponcrafter who specialises in armour
  • anyone with Hideworking skill may have leather armour
  • anyone with Textilecraft may have quilted armour
  • In these last three cases, roll against the skill.
  • Critical failure gets nothing
  • Failure gets 1 random item of an appropriate type
  • Success gets 2
  • Critical success gets 3


  • Character Improvement
  • Any skill used during the game session gets a check put next to it. Whether it was used successfully or as a failure doesn't matter.
  • After the session, roll above that skill, adding your Skill Base and it goes up by 1%. If you get a critical (d100 ends in "5" or "0") then it goes up by 2%.
  • During any down time for the characters, they will get Will + Int + Sta in points of improvement each game year, though nothing may be improved past Skill Base x5 in this way (you need practical, adventuring experience for that!)
  • Acquiring a new skill takes a season (three months) of private study, or one month with a teacher. Some skills like reading and writing can only be learned with a teacher. You get it at the starting level mentioned on the tables, SB1, SB4, etc.
  • You can improve an Attribute in one month with a teacher or one season alone with a roll above Attribute x5. CS+2, MS+1, MF0, CF-1 and can never improve that Attribute again (you injured yourself and have reached a personal limit!)


  • Combat house rules
  • Only the worst wound of each type (minor, serious, grevious) gives you a malus. So if you get an S2 knee wound and then an S3 chest wound, you are just at -3, not -5. The maximum possible malus would then be M1+S3+G5 = -9 / -45%
  • Likewise, only bother recording the worst wound of each type, and only have one Physician roll for the most serious of each, rather than a Physician roll for each and every wound. An S1 on the knee and an S3 on the chest, the Physician would just roll once for the S3 chest wound; if that doesn't heal, what happens to the S1 knee wound doesn't matter.
  • For Fumble/Stumble, roll when you receive a Serious wound against that limb, rolling 1d6 for each level of the wound's severity (ie, 2d6 or 3d6). Grevious is an automatic fumble/stumble. There are no modifiers to this roll.
  • For Shock, roll when you receive a Serious or Grevious wound, rolling 1d6 for each level (ie 2d6 to 5d6). Add current Injury Level (worst M + worst S + worst G) to this roll.
  • Last modified: 23.01.08 by Kyle

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