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The Tunnels of Tashal...

The Process of Character Creation

All characters are created by the Rules stated in the HârnMaster Gold guide except where otherwise stated below:

  Birth Attributes

Species: Considering how many statistical advantages other races receive, and how rare they are–race is based on a random roll. Any player may choose to be human however. With the GM’s approval, a player may choose to be another race, but will not obtain the statistical advantages normally gained by the race.

Sex: Gender is completely optional to the character–it is preferred that a character’s and player’s genders match.

Birth date: Birth date (month and day) is completely random with the year being determined by the GM with the guidance of the player.

Sunsign: Sunsigns can be used in determining the character’s skills, or can be ignored.  However, if one chooses to use sunsigns it will follow the character for better or worse.  The player can decide, as they create the character, if they wish to use the sunsign adjustments.  If the character’s birthdate is not randomly generated sunsign is automatically ignored.

Birthplace: This is a subject which the player has complete control over–it is recommended, however, that the GM be consulted to help provide inspiration for all background details, to allow for a smooth introduction into the world.

Culture: This item also is subject to the imagination of the player and negotiation with the GM.  For the most part the player’s wishes will be met.

Family Development

All aspects of family development are creations of the player’s imagination and the negotiations with the GM.  If the player expects some significant special advantage from his/her background, they must randomly generate the characteristic in question.  For example, a character who wishes to start with extra money, or noble status, because of his parentage must randomly roll that outcome.  On the other hand, a character might choose to be an unpopular son of a king, and expect no game advantage.  This philosophy applies to sibling rank, parent’s status, estrangement, and especially the relationship to the clanhead. 

If the player wishes to Randomly generate Family information the following guidelines hold:

Parent Occupation – roll 3 times on the Feudal column of the Occupation Generation Table (Character Generation 4) and take the most desired choice.  Consult with the GM as you make your choice because your parent’s occupation could influence your character.

Sibling Rank/Family Size – is determined as stated on Character Generation 5 in the HârnMaster Gold Manual or by negotiation with the GM.

Estrangement - is determined as stated on Character Generation 5 in the HârnMaster Gold Manual or by negotiation with the GM.

Clandhead - is determined as stated on Character Generation 5 in the HârnMaster Gold Manual or by negotiation with the GM.

Medical

Medical will be determined by the GM and the characters will be told only what should be known.  Latent attributes may exist and be discovered by the characters at a later point in time (at which point the GM will notify the character).  If a character wishes to (for whatever reason) have certain medical traits, negotiation with the GM must occur before gameplay begins.  No changes will be made once gameplay begins!  If a player wishes to accept a medical trait or value in trade for extra points to be used on attributes, that is open to negotiation with the GM.

Appearance

All aspects of appearance will be randomly generated. Handedness, Height, Frame, Weight, Size, Complexion, Hair Colour, and Eye Colour can be chosen if no attribute modifiers are applied.  Otherwise the randomly generated modifiers apply.

Comeliness will be rolled by taking the best 3 dice of 4d6 rolled. This will be the character’s god-given physical appearance.  This number may be modified after this point, but only by means of a tradeoff–see below. 

Attributes

All attributes (Strength, Endurance, Dexterity, Agility, Speed, Eyesight, Hearing, Smell/Taste, Touch, Voice, Intelligence, Aura, and Will) are generated by rolling 4d6 16 times and taking the best 13 rolls.  A player may take points off the characters Comeliness at a rate of 2 Comeliness points per 1 point raise of other attributes.  Thus if I wish to raise my Hearing by 1 point I would lower my Comeliness by 2 points. 

If a character finds that this does not create a character of sufficient skill bring the 15 roll scores to the GM and negotiate.  It is desired that players can create the character image that they wish, but there may be trade offs and there are definitely limitations.

Morality

Morality is chosen by the players, but may be randomly rolled if the player wishes.  It is worthy to mention that the character’s morality is his starting morality and may be adjusted by the GM based on the actions of the character(s).  This adjustment is based not only on a character’s actions, but also a character’s choice not to act. 

Psyche (Mental Disorders)

Psyche will be determined by the GM and the characters will be told only what should be known.  Latent attributes may exist and be discovered by the characters at a later point in time (at which point the GM will notify the character).  If a character wishes to (for whatever reason) have certain psyche traits, negotiation with the GM must occur before gameplay begins.  No changes will be made once gameplay begins!  If a player wishes to accept a psyche trait or value in trade for extra points to be used on attributes, that is open to negotiation with the GM.

Sexuality

It will be assumed that all characters (and the players) are heterosexual.  That point is not open to negotiation!

Deity

Deity is up to the imagination of the player, but it is encouraged that the party not know what deity is worshipped by the other players.  The reason for this is that a knight of Larani would not openly choose to travel with a follower of Morgath, but under certain circumstances the situation may occur and inspire a unique role-playing situation. 

Piety

Piety is randomly determined by a 5d6 roll.  If a character’s morality is not the same as the deity that is worshipped 1d6 is reduced from the roll for each 3 points the character is from the proper morality. 

Skill Assignments

Automatical Skills

Players automatically received the following skills:

Climbing
Condition
Dodge
Initiative
Jumping
Stealth
Throwing
Unarmed Combat
Awareness
Intrigue
Native Tongue(s)
Rhetoric
Ritual
Singing

The Skill Base and Mastery Level can be calculated at this point based on the rules in the HârnMaster Gold Manual (Character Generation 13).

Family Skills

If the character’s family history (more specifically the parent’s occupation) is randomly generated the character may then look up the traits that the parents occupation had and add them into the players skills.  Note that these values are opened at a lower level than the players skill base (Character Generation 15).  If the skill is opened is a repeated value take the higher of the two values as the OML (Opening Mastery Level).

Occupation

Any player occupation described in the book is an option, the player may choose his or her occupation or may randomly generate it.  Custom-made occupations are allowable if the ‘inherent skills’ are approved by the GM.  Other occupations will be used as a strict guideline as to how many skills to allow.  Some of the new classes that have been added are also allowed.  These are posted here.  Once the skills are added from the Occupation Skills Table (Character Generation 14) they can be calculated based upon the rules (Character Generation 16, Skills 7, Skills 8).  Note:  If any of the skills overlap with family skills an extra Mastery Level is granted (up to a maximum of Opening Mastery Level of 5). 

Option Points

5 option points can be spent on any skills.  Special skills or others not listed are allowed, but negotiation with the GM is essential (For example a non-Shek-P’var interested in learning a little magic, or custom skills like "assassination" or "poison-craft").  Option points can be used to up any skill by 1 SB, if a subsequent point is used the SB is raised by ½ SB. No points may be applied to a skill if the OML is 70 before adjustments.  All new skills are opened to a Skill Base of SB1.  There are also several skills they may be opened during pre-game  at a higher Skill Base (Character Generation 16).  The skills are as follows

SB2:
Acrobatics, Brewing, Hideworking, Timbercraft

SB3:
Acting, Agriculture, Animalcraft, Carpentry, Ceramics, Drawing, Fishing, Foraging, Musician, Survival, Swimming, Textilecraft, Tracking, Weatherlore, Carving

SB4:
Cookery, Dancing

Starting equipment

Most characters start with a normal version of each weapon they are skilled in, a reasonable suit of armor, and basic equipment and money as deemed appropriate by the player and GM. 

Harn Pages:

House Rules:
House Rules
Character Creation
Combat
Additional Information
Helpful Information for Character Generation:
New Skills
New Spells and Skills
Price List
Campaign Information:
Campaign
Characters
Items of Note:
Rob's Hârn Page
Tools
Harn FAQ
Hârn Links
 


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Robert Cranston