Fantasy Roleplaying 4001
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THIRD EDITION FANTASY ROLEPLAYING GAME DESIGN N. Robin Crossby Tom Dalgliesh 4001 Ross Epstein (order #4834448) 74.130.173.86 ERRATA TO 3.01 HârnMaster III CHARACTER 19 (Correction): Sidebar. Veteran ML should be BESTIARY 1 (corrections): ML80 (not ML90). Skills & Weapons, paragraph 2, line 2, describes 5p impact as CHARACTER 28 (Correction): Miltary Wages Table. Light “blunt impact of 5. It should read “point impact of 5”. Foot Molarin should be 42d and 504d. BESTIARY 2 (corrections): SKILLS 2 (clarification): Characters may begin selecting Aklash Strength should be 19 and Endurance 17. specialties when a skill reaches ML 40. The specialty skill is opened at the current group ML. Ilme Bite Impact should be 12P SKILLS 4 (clarification): Drawing OML reduced to SBx2. Nolah Unarmed Impact should be 4B COMBAT 3 (revision): Falchion edge reduced to 6 (from 7) Unicorn Awareness should be 68. 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. WRITTEN WORK CONTENT 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. TREASURE 13 (correction): The first entry in the Natural Personality Table should read: 01-40 Natural ethereal willingly residing in the artifact Copyright © 2003, N. Robin Crossby and Columbia Games, Inc. HârnMaster Version 3.0 Ross Epstein (order #4834448) 74.130.173.86 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 Ross Epstein (order #4834448) 74.130.173.86 HM3–What’s New? COMBAT Mounted Combat: introduction to horse breeds and Thank you for purchasing HârnMaster III. Although detailed rules for mounted combat. the main rules and routines from HârnMaster II are Jousting: rules to amuse knights and perhaps win the unchanged (and that is a good thing) there are many favor of a lady. Jousting Pole added to weapon data additions and small and subtle changes to note: table. CHARACTER Outnumbering: penalty applies ONLY to Defense The HârnMaster character generation system has Options (including Counterstrike), NOT to Attack. been expanded to give players a richer Hârnic Flails: all Flail weapons have higher impacts. The experience. one-handed Ball & Chain and two-handed Warflail Occupations: Characters have a wider variety of are now the most dangerous blunt weapons. occupations, and can begin play with years of A/D: weapon modifiers now expressed in 1d100 and experience (higher skills). a few have been changed (such as Longknife). Military: details for enlisting in the army are given. PHYSICIAN Appearance: new tables for COMPLEXION,HAIR COLOR, The healing rules are improved and easier to use. All and EYE COLOR. characters may attempt treatment rolls to aid a wounded Contacts: characters begin play knowing (potentially) friend. A treated wound usually heals. Bloodloss and influential people, which allows them to explore infection remain optional. relationships and perhaps advance their social standing. Record all contacts on a separate sheet or sheets. GM RULES ONLY SKILLS PSIONICS Psionics is no longer an exclusive GM Routine. Skill Bases: the skillbase attributes for some skills Psionic talents (if any) remain hidden from players until have been changed, including: activated (if ever), but then operate like any other player Stealth: now AGL HRG WIL skill. Initiative: now AGL WIL WIL Foraging: now DEX SML INT Talent Generation: there is a more generous Herblore: now EYE SML INT allowance for talent generation rolls. Many OMLs have also been raised. New Talents: TRANSFERENCE and TRANSMUTATION. have been added. New Skills •Dodge: now a skill that can be improved. BESTIARY •Condition: a skill that allows characters to improve •Bestiary Table (with revised stats). their Endurance with physical fitness. •Rhetoric: three new specialties Command, •Rules to handle creature size. Diplomacy, and Intimidation. •Articles for GARGUN,IVASHU, and YELGRI which •Ritual: three new specialties Liturgy, Theology, and follow the format of our HârnQuest articles. Scriptor. Specialities: each specialty is a separate sub-skill and CAMPAIGN characters may have as many as they wish. Instead No major changes. of a 10% bonus, characters now enjoy two point ML increases for skill development rolls of a specialty. TREASURE Mental Conflict: revised to bring into line with Major and minor artifacts section has been HârnMaster Religion. extensively rewritten. Copyright © 2003, N. Robin Crossby and Columbia Games, Inc. HârnMaster Version 3.01 Ross Epstein (order #4834448) 74.130.173.86 INTRODUCTION 1 INTRODUCTION Organization of HârnMaster HârnMaster is organized into articles, each Welcome to HârnMaster. We hope you enjoy our game. The goals in covering a different subject. The pages are writing this book were to produce a system that is enjoyable, flexible, and looseleaf, and punched for insertion into a playable while also including some historical realism. Since these three-ring binder in any order desired. This preferences can vary a good deal from one group to another, we have format allows everyone to organize the provided a base set of rules and a number of optional rules that expand the rules to their individual taste, and to detail as desired. Each option has a checkbox ( ❑ ) in front of it which can readily expand them with original material be marked if the rule is included. The GM and players can discuss their while keeping everything organized. preferences and include only the optional rules they want. Hardcover books look great, but a looseleaf format works best for rules. HârnMaster is a fantasy role-playing game in which players assume the Other parts of the HârnMaster rules system identities of characters who explore and experience a fantasy world. A role- include: playing group consists of a Gamemaster and the players. The Gamemaster (GM) may be separated from the players by a screen, behind which the HârnMaster Magic: generate a Shek- Pvar character. Includes a broad GM’s secrets are hidden: maps, lists, special rules, and other data to which selection of well-known spells, and rules neither the players nor their player-characters are privy. Players should not to create custom spells. look on the GM’s side of the screen. The idea of the game is to discover HârnMaster Religion: join a church, secrets and unravel mysteries by intelligent play, not by cheating. advance up through church offices, call Each player generates a “player-character”, or PC, a unique persona for divine intervention, and master the who lives in the fantasy world. Players should not confuse themselves with often complex nature of clerical rituals. their game identities. The ideal is for players to play a role, to submerge A selection of rituals for each deity are their own personalities and assume those of the character they play. In this, included. Each of Hârn’s ten major the role-playing game is more akin to theater than traditional games. deities has a separate article outlining church history and organization. The Gamemaster (GM) HârnMaster Barbarians: generate The Gamemaster (GM) is apart from the players and functions much tribal characters and use shaman magic. like a referee at a sports event. Among many other things, the GM controls Includes separate articles on each of weather and climate, societies and institutions, and deities and religions. Hârn’s eighteen barbarian nations. The GM stands between the fantasy world and the players, describing and HârnManor: generate and operate a explaining it, and operating the denizens that hinder the PCs’ lives. But the manorial village and lord’s household. GM also operates Non-Player Characters (NPCs) who can befriend and assist Since ninety percent of Hârn folk live in PCs and should never, therefore, be viewed as the “enemy”. rural villages, this material is common The nature of fantasy role-playing is that all rules are optional. knowledge for almost everyone. Gamemasters may add, delete, or change rules to fit their notions of Pilots’ Almanac: run away to sea and rightness. The players may appeal decisions and make proposals for sail the ship of your dreams to exotic change, and a good GM will consider these concerns and try to explain ports. Sound good? Some pilots find a watery grave before they find fame and rulings. Ultimately, however, the GM is the supreme authority, and may fortune. Includes routines for navigation claim “executive privilege”, for there is always some information the players and crewing vessels, and details on the should not know.