Workshop thread...
Exotic Birth Locations table
The character was born:
In temple of a good diety (Optional: determine deity type on Table 864: Deities).
On a battlefield. Roll a d6. On a result of 6 the character was born on the battlefield, otherwise, the birth occurred among the campfollowers.
In an alley.
In a brothel (this does not necessarily indicate that the character's mother was a prostitute)
In palace of a local ruler (mayor, baron, etc).
In the palace of the ruler of the country (king,emperor, etc.)
In the palace of a powerful evil person, ruler or creature.
In a bar, tavern or alehouse.
In the sewers.
In a thieves den.
In the home of friendly non-humans
In the temple of an evil or malignant deity.
On another plane of reality, then transported to this world sometime soon after birth.
In another time period, then transported to this world sometime soon after birth.
On a ship at sea.
In a prison cell (might indicate that the character's mother was imprisoned at the time).
In a wizard's laboratory.
Here is the "something wonderful" table:
-2 Wild carnivorous beasts invade the character's camp.
During the attack, the character finds that he has the innate
ability to command wild beasts (not monsters) to do his will (so
long as it does not seriously risk the animals lives).
cept this with gladness and humility, while others might feel that
-1 Get Out of Jail Free. A magnanimous ruler pardons all
prisoners. If the character, or his friends or relatives are in
prison, they are set free with an admonition to "Sin no more."
they are finally getting their due.
0 - 1 If the character has a lover or spouse, he is blessed
with the birth of a healthy, beautiful child. Roll Hi-Lo for the
child's gender. A Hi = male. A Lo = female.
2 While repairing the family home, the character discovers
a magical item. Go to Table 863: Gifts and Legacies to
determine what has been found.
3 Character acquires an unusual pet. Go to Table 759:
Unusual Pets to determine the details about this animal.
4 The character is adopted into a Wealthy family. If he is
an orphan, it is a true adoption. If he has living parents, he is
treated just like a son. Assume that the new family is of the
same Culture level as the character at the time of adoption.
Roll for important information about the new family on Tables
106: The Family, 107: Siblings and 114: Parents & NPCs/
5 The village/small town where the character lives is destroyed,
but there is little loss of life. If he lives in a large town
or city, the affected portion of the city is where he or his immediate
family live. However, after the disaster passes, the
area is rebuilt and becomes more prosperous than ever
before. The Social Status of the character's family raises by
one level (but never above Wealthy).
6 The character is responsible for saving a life. Go to
Table 750: Others to determine who was saved. Then go to
Table 545: Death Situations to determine how the death almost
occurred. Roll Social Status for the near-victim on Table
103. If the victim was Well-to-Do or better, a reward is given to
the character.
7 - 9 Reroll, but do not add in Solmod.
10 A despotic and evil local ruler outlaws the character's parents. Go to Table 758: N&!es and determine the ruler's
title. After ldlO years, the ruler's liege (up one line on the
Table 758 ) overthrows the evil ruler and the character's
parents are not only pardoned, but are honored for their role in
the despot's demise. The reward: elevation to Nobility, equal
to one rank below the overthrown evil Noble. The Social
Status of the parents rises to at least Well-to-Do.
11 Slavery is outlawed in the land. All slaves are freed.
12 Character receives a severe injury that does not heal
properly and almost kills him before he is rescued by a benevolent
wizard who replaces the damaged limb or organ with a
magical prosthesis which grants the character a magic power.
Go to Table 870: Serious Wounds to select the injury. The
GM must determine the nature of this new power.
13 - 14 The character becomes reknowned for his occupation.
Clients from around the world seek his services.
The influx of business allows the character to increase his
Social Status by ld2 levels (but not above Wealthy).
15 - 16 A disease almost kills the character, but miraculously,
the character becomes immune to all disease.
17 - 18 The character is blessed. Go to Table 869:
Blessings to determine the nature of the blessing.
19 A lasting peace takes hold in the land. If the character
is currently in the Military, he is discharged with honors.
20 The character gains a loyal friend and companion. Go
to Table 761: Companions to determine the details.
21 Family home is declared a national treasure. The government
pays to restore it and maintain it, while allowing your
family to live there.
22 - 23 Reroll, but do not add in the character's SolMod.
24 - 25 Character becomes's his parents' sole heir
26 - 27 The character is forced into an unwanted marriage,
but quickly comes to love, even worship, his spouse.
28 - 29 A shift in the economy increases the value of precious
metals. The rich get richer. All Social Status's above
Comfortable increase one level (Wealthy have a 1% chance of
becoming Extremely Wealthy).
30 - 32 A new market opens up for the chief source of the
character's income (or his family's income). Several new
estates are established in foreign countries.
33 The ruler of the land consolidates feifs and eliminates
troublemakers. The charader's loyal parents (or the character
if he is a first born) are elevated one title level (as determined
by Culture). Example: A baron would become a count.
Land holdings and tlles increase to match the new position.
Parentage
PARENT [1d100]
The character’s 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 step-parent and halfsibling 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 squires training for knighthood. Poor families, especially
those with only one parent, commonly foster one or 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,
political, or economic reasons. Adoption is generally only done if both
parents are dead, but there are exceptions if parental consent is given 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.
ESTRANGEMENT TABLE
01–10 OUTCAST: Character is
ignored or may even be attacked
on sight by other family members.
Clanhead may be the 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
MEDICAL (1d100)
01–08 01–05 Addiction: Characters are addicted to some substance like alcohol or a drug. Afflicted characters test WILL x4
to resist the first use, and WILL x1 to resist each subsequent use. Characters under the influence may become
unconscious, injure themselves, etc.
09 06 Albinism: Pallid complexion, white hair, red eyes. Viewing bright light causes intense eye pain, giving a special
penalty of 10 on most skills. Albinos sunburn very easily. Some people consider them very attractive.
15–17 11–14 Ambidextrous: Character can use both hands equally well. DEXTERITY +1d3
21–24 16–19 Birthmark(s): may reduce COMELINESS by 1d3, or indicate a special ancestry.
25 20 Smaller than average: Character height is Species minimum –2d6”, with Heavy FRAME.
31 26 Large: Character height is Species maximum +2d6”, with Massive FRAME.
36–39 31–40 Left-Handed: DEXTERITY +1d2. Character likely to suffer some discrimination.
42 43 Lycanthropy: Character is a were-creature. Use only at GM discretion.
43–44 44–45 Monochromasia: severe color blindness. All colors are perceived as shades of
45–47 46–48 Obesity: Character’s weight is 50% to 100% more than generated. This does NOT
61–63 62-63 Scars: Reduce COMELINESS 1d3.
71–00 71–00 No Medical Traits
Morality
03–04 Diabolical: One who never feels guilt
and obeys laws only if convenient.
There is no act of depravity the
diabolical character will not commit for
personal advantage.
05–07 Unscrupulous: One rarely troubled by
guilt or influenced by considerations of
right or wrong. The unscrupulous
character behaves in whatever manner
suits the desired objective. An ethical
code may be based on a principle such
as “survival of the fittest” or “the end
justifies the means.”
08–10 Corruptible: A moral chameleon who
probably ascribes to some kind of
ethical code, but will do almost
anything for pleasure or profit. The
corruptible character tends to view law
as an unreasonable constraint, and will
bend/break rules with little regard for
moral consequences.
11–13 Law-Abiding: One who respects law
and custom, and strives to maintain
high moral standards, but sometimes
lapses. The law-abiding character will
usually keep promises made and avoid
harming others, but has little difficulty
committing violence in a “just” cause.
This character suffers guilt after sinning
and can be inspired to virtue.
14–16 Principled: One reluctant to cause
suffering. Although honorable and
dutiful, this character is capable of
vanity, greed, and hatred, but will be
troubled by guilt when this occurs.
17–18 Exemplary: One who is motivated by
the desire to be kind, fair, and
honorable, regardless of personal cost.
This person may be overly proud and
hard to live with.
1d100 Mental Disorder
01-03 Acrophobia (fear of heights)
04-05 Aichmophobia (fear of sharp blades, etc.)
06 Algophobia (fear of pain)
07-08 Astraphobia (fear of thunder/lightning)
09 Ballistophobia (fear of missiles)
10-11 Bulimia (eating mania)
12-14 Claustrophobia (fear of confined spaces)
15 Cynophobia (fear of dogs)
16-17 Dyslexia (learning/reading disorder)
18-19 Entomophobia (fear of insects/spiders/etc.)
20-22 Gamblamania (gambling mania)
23-24 Gephyrophobia (fear of crossing bridges)
25 Heliophobia (fear of sun/daylight)
26 Hemophobia (fear of blood)
27-28 Hydrophobia (fear of water/drowning)
29-31 Hypochondria (imagined illnesses)
32 Ivashuphobia (fear of Ivashu)
33-35 Kleptomania (compulsion to steal)
36 Megalomania (exaggerated self-worth)
37 Mysophobia (fear of dirt/filth)
38 Multiple Personality*
39-40 Musophobia (fear of mice/rats)
41-43 Necrophobia (fear of corpses)
44-45 Nyctophobia (fear of darkness/night)
46 Ophidiophobia (fear of snakes)
47 Ornithophobia (fear of birds)
48 Paranoia/Persecution Complex
49 Psychopathy (cannot tell right from wrong)
50-51 Pvaraphobia (Fear of Magic/Wizards)
52-54 Pyromania (fascination with fire)
55-56 Pyrophobia (fear of fire)
57 Sadism (pleasure inflicting pain)
58-59 Sex Mania/Deviancy
60 Theophobia (fear of divine retribution)
61 Toxicophobia (fear of being poisoned)
62-63 Violent Temper (loses control)
64 Xenophobia (fear of strangers)
65 Yaelaphobia (fear of the moon)
66-70 Multiple Disorders (roll twice more)
71-00 No Mental Disorders
PARENT INCOME:
Guilded Month Year
Apothecary 60d 720d
Chandler 54d 648d
Charcoaler 54d 648d
Clothier 60d 720d
Courtesan Variable
Embalmer 48d 576d
Glassworker 66d 792d
Harper 42d 504d
Herald 78d 936d
Hideworker 60d 720d
Innkeeper 60d 720d
Jeweller 66d 792d
Lexigrapher 66d 792d
Litigant 72d 864d
Locksmith 60d 720d
Mason 96d 1,152d
Mercantyler Variable
Metalsmith 72d 864d
Miller 84d 1,008d
Miner 84d 1,008d
Ostler 78d 936d
Perfumer 66d 792d
Physician 72d 864d
Pilot Variable
Potter 60d 720d
Salter 48d 576d
Seaman (AB) 48d 576d
Shipwright 90d 1,080d
Tentmaker 72d 864d
Thespian Variable
Timberwright 78d 936d
Weaponcrafter 108d 1,296d
Woodcrafter 66d 792d
Unguilded Month Year
Animal Trainer 72d 864d
Cartographer 84d 1,008d
Cook 30d 360d
Farmhand 24d 288d
Fisherman 48d 576d
Herdsman 24d 288d
Hunter/Trapper 42d 504d
Laborer/Porter 42d 504d
Longshoreman 42d 504d
Prostitute Variable
Ratter 60d 720d
Sage/Tutor 84d 1,008d
Scribe 66d 792d
Servant 24d 288d
Teamster 72d 864d
Thatcher 54d 648d
Toymaker 48d 576d
Military Wages: See CHARACTER 28
Tribal Viking Feudal Imperial Sindar Khuzan Occupation Urban %
01-20 01-80 01-80 01-75 FARMER 0
21-80 81-97 81-95 76-90 HERDSMAN 0
81-00 98-00 96-00 91-98 SERVANT/COOK 20
99-00 GLADIATOR/GUARD 20
01-80 FARMER 0
81-95 HERDSMAN 0
96-00 SERVANT/COOK 0
01 01 01-02 01 01 ANIMAL TRAINER 75
02-03 02-05 03-06 BEGGAR/SCAVENGER 95
04 06 07 02-03 02-03 CARTOGRAPHER/ARTIST 90
01-03 05-06 07-08 08-09 04 04 CLERIC/SHAMAN 65
07-10 09-12 10-13 05-08 05-19 COOK/SERVANT 80
11-55 13-60 14-38 FARMER (FREEHOLD) 0
04-20 56-65 61-66 39-44 09-19 FISHERMAN 50
67 45-47 GLADIATOR 95
21-40 66-70 68-69 48-54 HERDSMAN 0
41-00 71-76 70-72 55-57 20-57 20-21 HUNTER/TRAPPER 10
77-83 73-80 58-65 22-33 LABORER/LONGSHOREMAN 95
84-85 81-82 66-69 PROSTITUTE/PIMP 75
86-87 83-84 70-71 RATTER 70
88 85 72-75 34-57 SAGE/TUTOR 80
89-90 86-87 76-80 58-64 58-64 SCRIBE 90
91 88 81-90 65-74 65-97 SOLDIER: LEGIONNAIRE/GUARDSMAN 90
92-97 89-90 91-95 75-95 SOLDIER: MERCENARY/VIKING 70
91-97 SOLDIER: YEOMAN 0
98 98 96-97 96 98 TEAMSTER 90
99 99 98 97 THATCHER 5
00 00 99-00 98-00 99-00 TOYMAKER 75
01 01 01 01-02 01 ALCHEMIST 90
02 02 02 03-04 02 APOTHECARY 90
03 03 03 05 03 ASTROLOGER 90
04-05 04-05 04-05 06 04-06 CHANDLER 95
06-08 06-07 06-07 07 07 CHARCOALER 10
09-11 08-11 08-10 08-12 08-11 CLOTHIER 95
12 12 11 COURTESAN 99
13-14 13-14 12-13 13 12 EMBALMER 95
15-16 15-16 14-15 14-25 13 GLASSWORKER 90
17-21 17-19 16-18 26-35 14-17 HARPER/SKALD 80
22-27 20-26 19-24 36-45 18 HIDEWORKER 40
28-31 27-31 25-28 46-49 19-20 INNKEEPER 35
32-33 32-33 29-30 50-58 21-30 JEWELER 99
34-35 34-35 31-32 59-62 31-33 LEXIGRAPHER 95
36 36 33 34 LITIGANT 95
37 37 34 63 35-36 LOCKSMITH 95
38 38 35-36 64-68 37 MAGE (SHEK-PVAR) 90
39-40 39-41 37-39 69-74 38-47 MASON 60
41-48 42-47 40-45 75-76 48-60 MERCANTYLER 90
49-57 48-56 46-54 77-80 61-68 METALSMITH 15
58-64 57-64 55-62 81 69 MILLER/MILLWRIGHT 10
65-67 65-67 63-65 82 70-84 MINER 1
68 68-69 66-68 83 OSTLER 75
69-70 70-71 69-71 84 85 PERFUMER 95
71 72 72 85 86 PHYSICIAN 75
72-73 73 73 86 PILOT 95
74-77 74-77 74-77 87 87 POTTER 85
78-79 78-79 78-79 88 88 SALTER 30
80-83 80-82 80-82 89 SEAMAN 95
84 83 83 90 SHIPWRIGHT 90
85 84 84 91 89 TENTMAKER 95
86 85 85 92 90 THESPIAN 70
87-88 86-88 86-88 93 91 THIEF (LIA-KAVAIR) 75
89-90 89-90 89-90 94 92 TIMBERWRIGHT 10
91-92 91-92 91-92 95-96 93-99 WEAPONCRAFTER 75
93-00 93-00 93-00 97-00 00 WOODCRAFTER 30
01-05 01-05 CLERIC (NOBLE) 65
01-03 06-10 06-10 01-03 01-02 HERALD (NOBLE) 80
11-15 18-38 BAILIFF (MANOR) 5
01-00 CHIEFTAIN (TRIBAL) 0
16-85 KNIGHT-BACHELOR/LADY 50
04-00 86-00 39-00 04-00 03-00 KNIGHT/PATRICIAN/LADY
Occupation Yrs Skills
Animal Trainer 3 Animalcraft/4, Hidework/2, Riding/2
Beggar 1 Rhetoric/5, Intrigue/4, Dagger/4
Cartographer/Artist 5 Drawing/4, Mathematics/2, Script
Cleric/Shaman 3 Depends on deity. See: CHARACTER 23
Cook/Servant 3 Intrigue/4, Rhetoric/4, Cookery/4, Textilecraft/3, Herblore/2
Farmer 4 Agriculture/4, Weatherlore/4, Animalcraft/3
Fisherman 5 Fishing/5, Seamanship/4, Weatherlore/4, Piloting/2, Shipwright/2
Gladiator 4 Initiative/6, 3 Weapons OML+SBx2, Unarmed/5, Physician/2
Herdsman 2 Animalcraft/4, Tracking/3, Survival/3, Weatherlore/4
Hunter/Trapper 5 Tracking/4, 3 Weapons OML+SB, Stealth/4, Foraging/3, Survival/3, Hidework/2, Fletching/2
Laborer 1 Intrigue/4
Longshoreman 1 Intrigue/4, Seamanship/2
Prostitute/Pimp 1 Lovecraft/4, Intrigue/4, Dagger/4
Ratter 3 Ratcraft/5, Dogcraft/4, Net/3, Club/5, Herblore/2
Sage/Tutor 5 Folklore/4, Mathematics/2, 2nd Language, Two Scripts
Scribe 5 Drawing/3, Mathematics/2, 2nd Language, Three Scripts
Soldier 4 Depends on military unit type. See CHARACTER 27.
Teamster 2 Riding/4, Animalcraft/3, Whip/3, Woodcraft/2
Thatcher 4 Climbing/5, Woodcraft/3, Engineering/2
Toymaker 5 Woodcraft/4, Lockcraft/3, Drawing/3, Hidework/2
Alchemist 7 Alchemy/4, Mathematics/3, Herblore/3, Mining/2, Physician/2, Script
Apothecary 6 Herblore/4, Alchemy/2, Mathematics/2, Physician/2, Script
Astrologer 4 Astrology/4, Mathematics/3, Drawing/3, Tarotry/2, Script
Chandler 4 Three reasonable crafts at SBx3, Alchemy/2, Metalcraft/2, Script
Charcoaler 3 Timbercraft/3, Survival/3, Woodcraft/2, Metalcraft/2
Clothier 6 Textilecraft/4, Hidework/3, Jewelcraft/3, Script
Courtesan 3 Lovecraft/5, Intrigue/5, Singing/5, Musician/3, Dancing/3, Script
Embalmer 7 Embalming/4, Woodcraft/2, Alchemy/2, Perfumery/2, Script
Glassworker 7 Glassworking/4, Ceramics/2, Alchemy/2, Script
Harper/Skald 7 Singing/5, Folklore/4, Oratory/4, Musician/4, 2 x Musician/3, Woodcraft/3, Script
Hideworker 5 Hidework/4, Textilecraft/2, Alchemy/2
Innkeeper 5 Brewing/4, Cookery/4, Rhetoric/4, Intrigue/4, 2nd Language, Script
Jeweler 7 Jewelcraft/4, Metalcraft/3, Mining/2, Script
Lexigrapher 5 Hidework/4 (parchment/vellum), Inkcraft/4, Drawing/3, Scripts (2)
Litigant 7 Law/4, Oratory/5, Rhetoric/5, Intrigue/5, 2nd Language, Script
Locksmith 6 Lockcraft/4, Metalcraft/3, Woodcraft/2, Script
Mage (Shek-Pvar) 7 Depends on Convocation. See: CHARACTER 25
Mason 7 Masonry/4, Woodcraft/3, Engineering/3, Mathematics/2, Script
Mercantyler 6 Rhetoric/5, Intrigue/5, Mathematics/3, Law/2, One Weapon OML, 2nd Language, Script
Metalsmith 6 Metalcraft/4, Mining/2, Weaponcraft/2
Miller/Millwright 6 Milling/4, Engineering/3, Agriculture/3, Script
Miner 6 Mining/4, Engineering/3, Woodcraft/2, Metalcraft/2, Jewelcraft/1
Ostler 5 Horsecraft/4, Riding/4, Hidework/3
Perfumer 6 Perfumery/4, Alchemy/3, Herblore/3, Embalming/2, Script
Physician 7 Physician/4, Herblore/3, Alchemy/3, Script
Pilot 9 Piloting/4, Weatherlore/4, Seamanship/3, Drawing/3, One weapon OML, Shipwright/2, Mathematics/2, Script
Potter 6 Ceramics/4, Glassworking/2
Salter 4 Mining/3, Cookery/4, Survival/3, Fishing/3, Herblore/1
Seaman 5 Seamanship/4, Climbing/5, Club/5, Dagger/4, Fishing/3, Weatherlore/3, Piloting/2, Shipwright/2
Shipwright 7 Shipwright/4, Woodcraft/3, Timbercraft/3, Metalcraft/2, Mathematics/2, Seamanship/2, Script
Tentmaker 5 Textilecraft/3, Hidework/3, Woodcraft/2
Thespian 7 Acting/4, Oratory/4, Singing/4, Musician/3, Drawing/3
Thief (Lia-Kavair) 3 Legerdemain/4, Awareness/5, Stealth/4, Intrigue/4, Lockcraft/3, Club/5, Dagger/4, Acrobatics/2
Timberwright 6 Timbercraft/4, Survival/3, Weatherlore/4, Woodcraft/3
Weaponcrafter 7 Weaponcraft/4, Two Weapons OML, Metalcraft/3, Fletching/3, Mining/2
Woodcrafter 7 Woodcraft/5, Metalcraft/2, Hidework/2
Herald 5 Heraldry/4, Oratory/4, Rhetoric/4, Intrigue/5, Drawing/4, 2nd Language, Script (+ Knight skills to OML)
Knight Bachelor 7 See: CHARACTER 27
Knight/Bailiff 7 Knight Bachelor, plus Law/3, Agriculture/2.
Lady 7 Intrigue/5, Folklore/4, Needlework/3, Dancing/3, Heraldry/3, Astrology/2, Drawing/2
Copyright © 2003, N. Robin Crossby and Columbia Games, Inc. HârnMaster
Version 3.01
SKILLS 3
PHYSICAL COMMUNICATION RELIGION COMBAT
SKILL ATTRIBUTES SUNSIGN OML SPECIALTIES (Optional)
Acrobatics STR AGL AGL Nad+2; Hir+1 SBx2 Trapeze, Tumbling, Vaulting, etc.
CLIMBING STR DEX AGL Ula/Ara+2 SBx4 None.
❑CONDITION STR STA WIL Ula/Lad+1 SBx5 None.
Dancing DEX AGL AGL Tar+2; Hir/Tai+1 SBx2 Different styles may be specialties.
JUMPING STR AGL AGL Nad/Hir+2 SBx4 High Jump, Long Jump.
Legerdemain DEX DEX WIL Sko/Tai/Tar+2 SBx1 Pursecutting, Conjuring, etc.
Skiing STR DEX AGL Mas+2; Sko/Lad+1 SBx1 None.
STEALTH AGL HRG WIL Hir/Tar/Tai+2 SBx3 None.
Swimming STA DEX AGL Sko+1; Mas/Lad+3 SBx1 None.
THROWING STR DEX EYE Hir+2; Tar/Nad+1 SBx4 None.
SKILL ATTRIBUTES SUNSIGN OML SPECIALTIES (Optional)
Acting AGL VOI INT Tar/Tai+1 SBx2 None.
AWARENESS EYE HRG SML Hir/Tar+2 SBx4 None.
INTRIGUE INT AUR WIL Tai/Tar/Sko+1 SBx3 None.
Lovecraft CML AGL VOI Mas/Ang+1 SBx3 GM Discretion.
Mental Conflict AUR WIL WIL None SBx3 None.
Musician DEX HRG HRG Mas/Ang+1 SBx1 Each instrument is a separate skill.
ORATORY CML VOI INT Tar+1 SBx2 None.
RHETORIC VOI INT WIL Tai/Tar/Sko+1 SBx3 Command, Diplomacy, Intimidation.
SINGING HRG VOI VOI Mas+1 SBx3 Different styles may be specialties.
Language VOI INT WIL Tai+1 Skills 11 Each Language is a separate skill.
Script DEX EYE INT Tar/Tai+1 70+SB Each Script is a separate skill.
RITUAL ATTRIBUTES SUNSIGN OML SPECIALTIES
Agrik VOI INT STR Nad+2; Ang/Ahn+1 SBx1 Liturgy, Theology, Scriptor
Halea VOI INT CML Tar+2; Hir/Mas+1 SBx1 Liturgy, Theology, Scriptor
Ilvir VOI INT AUR Sko+2; Tai/Ula+1 SBx1 Liturgy, Theology, Scriptor
Larani VOI INT WIL Ang+2; Ahn/Fen+1 SBx1 Liturgy, Theology, Scriptor
Morgath VOI INT AUR Lad+2; Ahn/Mas+1 SBx1 Liturgy, Theology, Scriptor
Naveh VOI INT WIL Mas+2; Sko/Tar+1 SBx1 Liturgy, Theology, Scriptor
Peoni VOI INT DEX Ara+2; Ang/Ula+1 SBx1 Liturgy, Theology, Scriptor
Sarajin VOI INT STR Fen+2; Ara/Lad+1 SBx1 Liturgy, Theology, Scriptor
Save-K’nor VOI INT INT Tai+2; Sko/Tar+1 SBx1 Liturgy, Theology, Scriptor
Siem VOI INT AUR Hir+2; Fen/Ula+1 SBx1 Liturgy, Theology, Scriptor
SKILL ATTRIBUTES SUNSIGN OML SPECIALTIES (Optional)
INITIATIVE AGL WIL WIL None SBx4 None.
UNARMED STR DEX AGL Mas/Lad/Ula+2 SBx4 Brawling, Wrestling, Martial Arts.
Riding DEX AGL WIL Ula/Ara+1 SBx1 Always averaged with Steed Initiative.
Axe STR STR DEX Ahn/Fen/Ang+1 SBx3 Battleaxe, Handaxe, Shorkana, Pickaxe, Sickle, Warhammer.
Blowgun STA DEX EYE Hir+2; Tar/Nad+1 SBx4 None.
Bow STR DEX EYE Hir/Tar/Nad+1 SBx2 Crossbow, Hartbow, Longbow, Shortbow.
Club STR STR DEX Ula/Ara+1 SBx4 Club, Mace, Maul, Morningstar.
Dagger DEX DEX EYE Ang/Nad+2 SBx3 Dagger, Keltan, Knife, Taburi.
Flail DEX DEX DEX Hir/Tar/Nad+1 SBx1 Ball & Chain, Grainflail, Nachakas, Warflail.
Net DEX DEX EYE Mas/Sko/Lad+1 SBx1 Cloak, Net, etc.
Polearm STR STR DEX Ang/Ara+1 SBx2 Lance, Glaive/Bill, Jousting Pole, Pike, Poleaxe.
Shield STR DEX DEX Ula/Lad/Mas+1 SBx3 Buckler, Kite, Knight, Round, Tower shields.
Sling DEX DEX EYE Hir/Tar/Nad+1 SBx1 Sling, Staffsling.
Spear STR STR DEX Ara/Fen/Ula+1 SBx3 Javelin, Staff, Trident.
Sword STR DEX DEX Ang+3; Ahn/Nad+1 SBx3 Bastard Sword, Battlesword, Broadsword, Estoc,
Falchion, Longknife, Mang, Mankar, Shortsword.
Whip DEX DEX EYE Hir/Nad+1 SBx1 Isagra, Whip.
See: HârnPlayer for weapon descriptions.
AUTOMATIC SKILLS: The skills listed in CAPITAL letters are automatic skills
Copyright © 2003, N. Robin Crossby and Columbia Games, Inc. HârnMaster
Version 3.01
SKILLS 4 CRAFTS & LORE
LORE/CRAFT ATTRIBUTES SUNSIGN OML SPECIALTIES (Optional)
Agriculture STR STA WIL Ula/Ara+2 SBx2 Different crops may be specialties.
Alchemy SML INT AUR Sko+3; Tai/Mas+2 SBx1 Different techniques may be specialties.
Animalcraft AGL VOI WIL Ula/Ara+1 SBx1 Horsecraft, Oxcraft, Birdcraft, etc.
Astrology EYE INT AUR Tar+1 SBx1 Astromancy, Astronomy.
Brewing DEX SML SML Sko+3; Tai/Mas+2 SBx2 Different beverage types may be specialties.
Ceramics DEX DEX EYE Ula/Ara+2 SBx2 Different artistic styles may be specialties.
Cookery DEX SML SML Sko+1 SBx3 Cultural, religious, and regional specialties.
Drawing DEX EYE EYE Sko/Tai+1 SBx2 Cartography, Painting, Sketching, etc.
Embalming DEX EYE SML Sko/Ula+1 SBx1 Cultural, religious, and regional specialties.
Engineering DEX INT INT Ula/Ara+2; Fen+1 SBx1 Fortifications, Mills, Siege Engines, etc
Fishing DEX EYE WIL Mas/Lad+2 SBx3 Different techniques may be specialties.
Fletching DEX DEX EYE Hir+2; Tar/Nad+1 SBx1 Bowyer, Fletcher.
Folklore VOI INT INT Tai+2 SBx3 Cultural and/or regional specialties.
Foraging DEX SML INT Ula/Ara+2 SBx3 Different climate/terrain types may be specialties.
Glasswork DEX EYE WIL Fen+2 SBx1 Different styles may be specialties.
Heraldry DEX EYE WIL Sko/Tai+1 SBx1 Cultural and/or regional specialties.
Herblore EYE SML INT Ula+3; Ara+2 SBx1 Different climate/terrain types may be specialties.
Hidework DEX SML WIL Ula/Ara+1 SBx2 Tanning, Parchment, Taxidermy, Leatherworking, etc.
Jewelcraft DEX EYE WIL Fen+3; Tar/Ara+1 SBx1 Goldsmith, Silversmith, Gemcutter, Designer, etc.
Law VOI INT WIL Tar/Tai+1 SBx1 Cultural and/or regional specialties.
Lockcraft DEX EYE WIL Fen+1 SBx1 Lockmaker, Lockpicker, Fine Mechanician, etc.
Masonry STR DEX INT Ula/Ara+2 SBx1 Architect, Builder, Stonecutter, Sculptor, etc.
Mathematics INT INT WIL Tai+3; Tar/Sko +1 SBx1 Algebra, Bookkeeping, Geometry, etc.
Metalcraft STR DEX WIL Fen+3; Ahn/Ang+1 SBx1 Different metal types (Tinsmith, Coppersmith, etc.).
Milling STR DEX SML Ula+1 SBx2 Baking, Milling.
Mining STR EYE INT Ula/Ara+2; Fen+1 SBx1 Different mineral/metal types.
Perfumery SML SML INT Hir/Sko/Tar+1 SBx1 Incense, Scented Oils, Soap, etc.
Physician DEX EYE INT Mas+2; Sko/Tai+1 SBx1 Homeopathy, Surgery, etc.
Piloting DEX EYE INT Lad+3; Mas+1 SBx1 Navigation, Sailing, Specific Waterways, etc.
Runecraft INT AUR AUR Tai+2; Sko+1 SBx1 Regional styles may be specialties.
Seamanship STR DEX AGL Lad+3; Mas/Sko+1 SBx2 Rowing, Sailing (small boats), Sculling.
Shipwright STR DEX INT Lad+3; Mas+1 SBx1 Naval Architecture, Sailmaking, etc.
Survival STR DEX INT Ula+2; Ara+1 SBx3 Different climate/terrain types may be specialties.
Tarotry INT AUR WIL Tar/Tai+2; Sko/Hir+1 SBx1 Regional styles may be specialties.
Textilecraft DEX DEX EYE Ula/Ara+1 SBx2 Embroidery, Needlework, Tailoring, Weaving, etc.
Timbercraft STR DEX AGL Ula+3; Ara+1 SBx2 Cutting, Felling, Tree Care, etc.
Tracking EYE SML WIL Ula/Ara+3 SBx2 Specialist for any race or creature type.
Weaponcraft STR DEX WIL Fen+3; Ahn/Ang+1 SBx1 Weapon or Armour group (eg. Swords or Mailcraft).
Weatherlore INT EYE SML Hir/Tar/Mas/Lad+1 SBx3 Different climate types may be specialties.
Woodcraft DEX DEX WIL Ula+2; Ara/Lad+1 SBx2 Cabinetry, Carpentry, Cooper, Carving, Wheelwright