Alternate Character Generation for HarnMaster
Introduction
In the original HarnMaster rules, the system was designed around dice, not points. When 2nd edition rules came
along, optional rules were included for generating characters via points, but the system has proven to be unbalanced,
as written. Thus, below is offered an alternative system, designed for use with both the original version of HarnMaster
(HM I), and the 2nd edition (HM II).
Assigning Points
The player recieves 50 points that can be assigned to his character during the creation process. If a step contains
an asterisk (*), the player may choose to randomly roll for that area at no cost. Some portions of the character
generation may actually give additional points to be spent.
The following areas are available:
- Key Attributes
- Set all seven key attributes to 8, plus all applicable modifiers. Attributes can be raised at a 1 to 1 ratio.
At the GM's option, attributes can be lowered at the same ratio, as well.
- Species
- This system is designed for human characters. Sindarin and Khuzdul have so many advantages that it is best
not to allow them. If it is necessary to place them on an equal basis with other characters, it is recommended
that a payment of 10-15 points be assigned, to reflect their racial advantages.
- Birthdate/Sunsign*
- It costs 2 points to choose their own birthday, plus an additional 2 points if it falls on an astrological
cusp.
- Social Class and Parent Occupation
- Costs are based on the parent's social class, as follows: Slave (-2), Villain/Serf (-1), Unguilded (0), Guilded
(+1), Noble (+2). This can be ignored in HM II, if desired, as it is including in the cost for purchasing an occupation.
- If using family skills from HM I, charge an extra 2 points if the parent has a military or arcane occupation,
and the character is not going into their father's profession.
- Sibling Rank*
- No charge except for being a legitimate first-born, which costs 1 point, or 3 points if the character is a
noble. This assumes that the character will eventually inherit their father's estate.
- Parentage*
- Generally chosen. At the GM's option, a point can be given for being illegitimate, adopted, or an orphan -
especially if the character is a noble.
- Estrangement*
- Costs are as follows: Outcast (-1), Unpopular (1/2), Average (0), Popular (1/2), Favorite (+1).
- Clanhead
- It is recommended that this be randomly generated, or ignored. If chosen, a cost of 1 point is assigned if
the clanhead is the character's parent, and and additional point if the clan is particularly powerful in the area.
- Height*
- Players can choose to roll their height normally, roll an altered range, or assign their height. If rolling,
their are three ranges to choose from - Short (-2), Average (0), or Tall (+2). Short rolls 2d6 for Height, Average
rolls 4d6, and Tall rolls 6d6.
- If selecting a height, the cost is based on the roll selected (this replaces the 4d6 roll on the table): 0
(-3), 1 to 8 (-2), 9 to 12 (-1), 13 to 14 (0), 15 to 18 (+1), 19 to 22 (+2), 23 to 27 (+3), 28 or greater (+4).
Note that height is determined after rolling on the medical table.
- Frame*
- Frame is paid for as follows: Scant (-1), Light (-1/2), Average (0), Heavy (+1/2), Massive (+1). Sindarin must
pay an additional +1 for Heavy or Massive Frames, and Khuzdul must pay an extra +1 for Light or Scant frames.
- Other Attributes*
- Set the remaining attributes of Comeliness, Eyesight, Hearing, Smell (called Smell/Taste in HM I), and Voice
(and Touch if using HM I) at a base value of 10. They may be raised at a cost of 1/2 point per point. They may
also be lowered, gaining a 1/2 point per point lowered.
- Medical*
- GM's should set their own point values for any medical trait taken. A table of what is used in my game will
be forthcoming.
- Psyche*
- As per medical, GM's should set their own point costs. If choosing a mental trait, I suggest giving the player
points back based on its severity: Mild (-1), Moderate (-2), Serious (-3). If the disorder significantly affects
game play (such as a fear of darkness), an addition 1 or 2 points should be given to the player. Note that many
characters become unplayable with common, serious disorders. Additional disorders should be given 1 less point
each than the first (and highest value) trait.
- Occupation
- The PC Occupation table lists a cost next to each occupation. Minor occupations not listed can be given a cost
by the GM (I recommend giving Farmer for 0 points, for example). If Militia training is desired, it costs 5 additional
points, and can only be taken by characters in a non-military, 'common' profession. A militia-trained character
may open 3 combat skills at OML+SB (usually Spear, Glaive, and Roundshield).
- For those using just HM I, I suggest one of two methods:
- Deduct 10 points, and use the system detailed in HM I.
- Assign a cost of 0 to 15 points, depending on the profession. Some sample costs - Farmer (0, or 5 with militia
training), Hunter (8), Lia-Kavair (10), Mercenary (10), Shek-Pvar (15), Squire/Knight (15). Note that HM II includes
social class as part of a character's profession, while HM I does not. The gamemaster must make sure the character's
social class is appropiate for their profession.
Conclusion
No system is perfect. The point system used above is simply a more accurate way of balancing characters than
a random die roll system. It is highly recommended that GM's work closely with their players to ensure they are
developing characters based on the background they desire, rather than by what is cost-effective. Ideally, the
player will describe the character they want, and the GM will use this system to create the character for the player.
© 1996-2001 Casey McGirt

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