harn character generation

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Introduction........................2 Assumptions.........................2 Original MERP......................2 Magic..............................2 Generating A Character..............2 Option Points.......................3 Birth Attributes....................3 Race/Culture [Choice]..............3 Sex [Choice].......................3 Birth Date [Choice]................3 Talent [Choice]....................3 Birthplace [Choice]................3 Social Class [Choice]..............3 Family Development..................4 Parent [1d100].....................4 Estrangement [1d100]...............4 Clanhead [1d100]...................4 Appearance Attributes...............4 Height [by Species]................4 Frame [3d6]........................4 Weight [Derived]...................4 Comeliness [3d6]...................4 Physical Attributes.................4 Strength [3d6] Key Attribute.......4 Stamina [3d6] Key Attribute........4 Dexterity [3d6] Key Attribute......4 Agility [3d6] Key Attribute........4 Eyesight [3d6].....................4 Hearing [3d6]......................4 Smell [3d6]........................4 Voice [3d6]........................5 Personality Attributes..............5 Intelligence [3d6] Key Attribute...5 Aura [3d6] Key Attribute...........5 Will [3d6] Key Attribute...........5 Morality Choice or [3d6]...........5 Deity [Choice].....................5 Piety Choice or [3d6]..............5 Assignment of Skills................5 Automatic Skills.................5 Option Skills....................5 Improving Skills.................5 Background Options..................6 Options.............................6 Traits Instead Of Morality.........6 1. Chaste/Lustful................6 2. Forgiving/Vengeful............6 3. Generous/Selfish..............6 4. Honest/Deceitful..............6 5. Modest/Proud..................6 6. Just/Arbitrary................6 7. Trusting/Suspicious...........7 8. Merciful/Cruel................7 9. Prudent/Reckless..............7 10. Temperate/Indulgent..........7 Imposed Tests....................7 Casual Tests:....................7 List of Tables......................9

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Page 1: Harn Character Generation

Introduction....................................................................2Assumptions...................................................................2

Original MERP...........................................................2Magic..........................................................................2

Generating A Character..................................................2Option Points..................................................................3Birth Attributes...............................................................3

Race/Culture [Choice]................................................3Sex [Choice]...............................................................3Birth Date [Choice]....................................................3Talent [Choice]...........................................................3Birthplace [Choice].....................................................3Social Class [Choice]..................................................3

Family Development......................................................4Parent [1d100]............................................................4Estrangement [1d100].................................................4Clanhead [1d100].......................................................4

Appearance Attributes....................................................4Height [by Species]....................................................4Frame [3d6]................................................................4Weight [Derived]........................................................4Comeliness [3d6]........................................................4

Physical Attributes..........................................................4Strength [3d6] Key Attribute......................................4Stamina [3d6] Key Attribute......................................4Dexterity [3d6] Key Attribute....................................4Agility [3d6] Key Attribute........................................4Eyesight [3d6].............................................................4Hearing [3d6]..............................................................4Smell [3d6].................................................................4Voice [3d6].................................................................5

Personality Attributes.....................................................5Intelligence [3d6] Key Attribute.................................5Aura [3d6] Key Attribute...........................................5Will [3d6] Key Attribute............................................5Morality Choice or [3d6]............................................5Deity [Choice]............................................................5Piety Choice or [3d6]..................................................5

Assignment of Skills.......................................................5Automatic Skills.....................................................5Option Skills...........................................................5Improving Skills.....................................................5

Background Options.......................................................6Options............................................................................6

Traits Instead Of Morality..........................................61. Chaste/Lustful.....................................................62. Forgiving/Vengeful............................................63. Generous/Selfish.................................................64. Honest/Deceitful.................................................65. Modest/Proud......................................................66. Just/Arbitrary......................................................67. Trusting/Suspicious............................................78. Merciful/Cruel....................................................79. Prudent/Reckless................................................710. Temperate/Indulgent.........................................7Imposed Tests.........................................................7Casual Tests:...........................................................7

List of Tables..................................................................9

Page 2: Harn Character Generation

IntroductionThe use of HarnMaster rules in Middle-Earth is likely to cause problems for some Middle-Earth fundamentalists. These people take a view of Middle-Earth that is governed by what is written in Tolkien’s books and refuse to see allow anything that was not referred to in the books. Since that view must include such activities as going to the toileti I would advise them to stop reading at this stage. Unless the players are always rerunning the ‘The Lord of The Rings’ or The Hobbit as their campaigns then they miss out on the rest that the world has to offer. In my opinion such narrow, fundamentalist views are not reconcilable with role-playing games based on Middle-Earth.

HarnMaster is a wonderful role-playing game with its own beautifully detailed world. Even the ‘feudal’ tag that HarnMaster is labelled with does not detract from the world. But sometimes I personally feel the need for something a little bit different. I love the world of Middle-Earth, in addition to the story of The Lord of The Rings, and have enjoyed role-playing in Middle-Earth there ever since the first ICE supplements.

However both RoleMaster and MERP have flaws. Critically, they are both experience–point and level based. Although I enjoy playing RoleMaster I think that HarnMaster has a number of advantages. If you are currently playing with the HarnMaster rules then you will know what I mean. If you have not used the HarnMaster rules then you will need to purchase them before continuing because the following document is not a set of rules in its own right. It is a conversion document that adjusts the HarnMaster Character Development rules to suit playing in Middle-Earth.

AssumptionsOriginal MERPAs close as possible these rules build on what came from the MERP 1st edition rules. It uses the same races and builds on the descriptions of their physical appearance and cultural make-up. Only very rarely have I gone beyond those values, and those represent my personal view of Tolkien’s world rather than trying to fit Harnic values into Middle-Earth.MagicMagic is an important part of Tolkien’s world. Without it Middle-Earth would become only a pale version of our own medieval world. However MERP and Rolemaster went, in my opinion, over the top. So I personally think that magic needs to be scaled back.

There are many Tolkien sites on the Internet that grapple with issues like this but one of my favourite sites on this topic is http://www.users.cts.com/king/e/erikt/tolkien/magictxt.htm. In a couple of places it makes assumptions that I don't agree with and which aren't necessarily supported by the evidence it quotes. Nonetheless, please read this article before

i Also known as ‘washroom’ by our more delicate American cousins.

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continuing with this section. It contains a lot of the evidence for what follows.

The core assumption is that to perform magic an individual must possess an inherent power. No mortal race possesses this inherent power. Magic allows for the instantaneous creation of effect from thought. Lore, on the other hand, is knowledge gained by study to be used in the creation of items such as weapons, helms, rings, etc. Lore can be likened to technology and an understanding of how nature functions.

Where I disagree with the above author is in trying to differentiate between this inherent magic and the divine magic of the Valar. In ‘The Silmarillion’ Tolkien describes those Elves who went to the Undying Lands while the light of the tress still shone as approaching the Valar in power. Logically it would seem then that the power of the Elves is just a small part of what the Valar possessed.

Sauron possessed much the same inherent power in the beginning. But because he was a Maiar of Äule he seems to be naturally drawn towards the latter type of magic – lore. He is renowned as a maker of things, teaching the Elves of Eregion many secrets before he creates the rings. Indeed a lot of his power is contained within the One Ring. It would also seem that the power of his most powerful servants, the Nazgul, is also derived from the rings rather than because they had any inherent power themselves as men. Yes, the Nazgul were renowned as warriors and sorcerers before they received the rings, but it was clearly the promise of the power that the rings offered them that corrupted those nine men.

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Generating A CharacterThese rules are written in a kind of shorthand. It assumes that you have access to both the HarnMaster rules for generating characters and a copy of MERP or similar.Option PointsAll Characters receive 10 Option Points (OP) to spend throughout the remainder of character generation. The player will need to keep track of those points over the remaining steps. GM's can provide more points if they want a more high-powered campaign.

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Birth AttributesRace/Culture [Choice]Choose one of the races and cultures from Table 2. Each Race/Culture has an Option Point cost. This represents the cost of attribute bonuses and cultural starting skills. Where the GM feels it is inappropriate some of the races may not be available.Subtract the OP cost of the Race/Culture from your starting OP total.

Sex [Choice]Choose Gender. The only effect will be on height and weight.Birth Date [Choice]Choose Birth Date according to the standard calendar. Where appropriate the GM should provide birth dates for characters using their native calendar as well.

There are 365 days in a calendar year, or 366 days every fourth year (the extra day being the 31st of Gwirith).

Roll 1d12 for the month in which a PC was born, and then roll either 1d30 or (1d30+1d2-1) for the day:

Month Name Day Born

1 Narwain 1d30+1d3-2 2 Ninui 1d30 3 Gwaeron 1d30+1d3-2 4 Gwirith 1d30+1d2-1 (*) ii

5 Lothron 1d30 6 Norui 1d30+1d3-2 7 Cerveth 1d30+1d3-2 8 Urui 1d30+1d3-2 9 Ivanneth 1d30 10 Narbeleth 1d30 11 Hithui 1d30 12 Birithron 1d30

Table 1 Birth Month and Dates

Talent [Choice]In my opinion Sun signs are not appropriate to Middle-Earth. The HarnMaster rules may state they are as good as any other mechanism but I think they are not appropriate to Middle-Earth as well as detracting from the sort of character design familiar to players using the RoleMaster rules. It is replaced with a similar game mechanism called a Talent.

Choose a Talent from Table 7. Each character may choose one Talentiii.

In game terms the possession of a Talent indicates a certain innate ability in groups of related skills. It also has a vague equivalence to the concept of a character class. The effect of having a Talent will be to receive higher skills bases in skills that are covered by a talent

Birthplace [Choice]This is largely determined by race and culture. Discuss with your GM before choosing.

1 Cultural Type [Choice]

Based on the characters choice of Race/Culture from Table 2. There are seven generic cultural types: Primitive, Barbarian, Feudal, Feu/Imp, Imperial, Elven, Khuzdul, Sauronic.

ii indicates that every 4th year is a leap year; Gwirith then has 31 days instead of 30.

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Parent Occupation/Social Class [Choice]Social Class is an indicator of the Character’s or Character’s Family’s rank in the race and culture from which they come. Largely driven by Race and Culture this is best handled in discussion between the player and the GM.

To determine the social classes available cost you must first establish the Cultural Type for your Race/Culture. These are given in Table 2. Now look at the available Social Classes for that Cultural Type in Table 4. Each Social Class has an OP cost.

Subtract the OP cost from your remaining OP total.Family DevelopmentSibling Rank [1d100]

As HarnMaster.2 Parent [1d100]

As HarnMaster.Estrangement [1d100]As HarnMaster.Clanhead [1d100]As HarnMaster.

Appearance Attributes1 Height [by Species]See Table 5.

2 Frame [3d6]Use racial/cultural/gender modifiers from Table 5.

3 Weight [Derived]Use Weight table with Frame modifiers from HarnMaster or use Optional Frame modifiers from Table 6.

4 Comeliness [3d6]Use racial/cultural modifiers from Table 5.

Physical Attributes1 Strength [3d6] Key AttributeUse racial/cultural modifiers from Table 5 and Weight modifiers from HarnMaster rules.

2 Stamina [3d6] Key AttributeUse racial/cultural modifiers from Table 5.

3 Dexterity [3d6] Key AttributeUse racial/cultural modifiers from Table 5.

4 Agility [3d6] Key AttributeUse racial/cultural modifiers from Table 5.

5 Eyesight [3d6]Use racial/cultural modifiers from Table 5.

6 Hearing [3d6]Use racial/cultural modifiers from Table 5.

7 Smell [3d6]Use racial/cultural modifiers from Table 5.

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8 Voice [3d6]Use racial/cultural modifiers from Table 5.

Personality Attributes1 Intelligence [3d6] Key AttributeUse racial/cultural modifiers from Table 5.

2 Aura [3d6] Key AttributeUse racial/cultural modifiers from Table 5.

3 Will [3d6] Key AttributeUse racial/cultural modifiers from Table 5.

4 Morality Choice or [3d6]Use racial/cultural modifiers from Table 5. An alternative is to use the 'Traits Instead Of Morality...' option discussed in the Appendix.

5 Deity [Choice]And its associated attribute, Piety, is largely redundant in Middle-Earth simply because Eru and the Valar choose not to intervene directly in the affairs of Middle-Earth. In the case of Morgoth he cannot intervene at all given that he has been cast out into the eternal Darkness. Generally a person would worship either Eru and the Valar or Morgoth, however the name or aspect will vary according to their locale. Review this with the GM as appropriate to a character’s race, culture and location.

6 Piety Choice or [3d6]Characters who have no religion may choose to ignore this attribute. For other characters it would represent their standing with a deity Whether a GM chooses to make use of this is up to them and their campaign

Assignment of SkillsAutomatic Skills

1. All characters begin with Automatic Skills as per HarnMaster2. All characters receive their Native Language at an OML according

to Skills 11 in the HarnMaster rules. The language they receive is shown in Table 8.

3. Character may receive the ability to write their Native Language as a Script skill at an OML of 70+SB. Whether they do get it shown in Table 8.

4. All Characters MUST spend OP’s to purchase each of the spoken language skills listed as Compulsory Option Languages. If they open the skill at the OML based on the SB multiple listed in Table 9 it costs 1 OP. If the SB multiple is greater than 2 they can choose to open the skill at the SB-2 for 0.5 Option Points.

5. All Characters MUST spend OP’s to purchase each of the skills listed as Compulsory Option Skills. One point is spent for each new skill. The skills open at the OML based on the SB multiple listed in Table 10.

Occupation Choice or [1d100]1. Characters receive all skills listed for their initial Occupation.

Option Skills2. Characters MAY spend OP’s to purchase any or all of the spoken

language skills listed as Option Languages. One point is spent for each new skill The skills open at the OML based on the SB multiple

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listed in Table 9.3. Characters MAY spend OP’s to purchase Script skills for any or all

of the spoken language skills purchased in any of the previous step. One point is spent for each new skill. The skills open at the OML based on the SB multiple listed in Table 9.

4. Characters MAY spend OP’s to purchase any or all of the skills listed as Option Skills. One point is spent for each new skill. The skills open at the OML based on the SB multiple listed in Table 10.

Improving SkillsAs Character 19

Background OptionsAny OP's not spent may be used to purchase from the Background Option table – other skills, additional SB, stat bonuses, +1 talent bonuses, money, good equipment

Options1 Traits Instead Of Morality...The following optional system replaces Morality (Character 7) with traits and is recommended if players are interested in developing their characters' personalities. Traits are not only entertaining, but also useful since they act as guidelines as to how the character should behave in certain situations. Each trait is considered to be a virtue in at least one major religion, and a worshipper who displays significant behaviour in the virtuous traits will be rewarded. Traits are not fixed, and will change as a campaign progresses.

Traits are dualistic personality factors existing in every individual, and they define a person's feelings and tendencies. Each character has 10 pairs of personality traits, which are presented in opposed pairs, with the total value of each pair always equalling 20 at the beginning of a character's adventuring career. When one trait increases the opposite normally decreases by the same amount. No trait may ever be higher than 15, or lower than 5, at the beginning of a campaign, but the scores may change as the character develops. The personality traits should be listed as whole numbers, each to one side of a slash (e.g. Modest 14 / 6 Proud).

Any trait with a value between 5 and 15 is considered normal, while those less than 5 and greater than 15 are excessive and deserve to be noticeable. Some extraordinary characters have a trait of 20, or perhaps more! They always have 0 for the opposite trait and are known for their unrelenting, fanatical behaviour.

1. Chaste/Lustful To be chaste is to be monogamous and decorous. It does not always

require virginity; a man being faithful to his wife is being chaste. A fanatically chaste person is celibate and probably virginal.

Lustful describes sexual desire, and implies activity, often without personal commitment between the persons involved. Excessive promiscuity is called lechery, wantonness, and bawdiness.

2. Forgiving/Vengeful To be forgiving means that a character can take insult without injury,

and that he/she is unlikely to seek revenge for injuries intended or done to him/her. Extremely forgiving people are called meek.

Vengeful indicates a character's propensity to seek revenge, perhaps petty, but possibly sweeping and grandiose, for wrongs done to

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him/her. This trait also includes spitefulness.

3. Generous/Selfish To be generous includes the impulse, learning, or desire to share.

Extremely generous persons are called unselfish, magnanimous, and big-hearted.

Selfish is the desire to possess, keep, and further accumulate things for oneself. Greed is usually a component of selfishness. Possession could be of material property, with the character being known as a miser, or of credit, like hogging attention. Very selfish persons are labelled both stingy and self-seeking.

4. Honest/Deceitful To be honest is to deal truthfully in matters of importance or triviality,

no matter what the consequences. Persons of extreme honesty are said to have integrity and to be trustworthy, scrupulous, and reliable.

Deceitful means that a person is likely to distort truth to his/her own or other end. Very deceitful people are called liars, frauds, and false-hearted.

5. Modest/Proud To be modest implies that the character is quiet and does not seek

excessive attention in the recitation of his/her deeds. He/she is glad to bask in the mere doing of the deeds, rather than in the repeated glory of hearing about them. Very modest people are called humble and reserved, perhaps even shy.

Proud means that a character receives pleasure from hearing and/or boasting of his/her deeds. Excessive pride implies arrogance, and likely a boastful nature.

6. Just/Arbitrary Just means that a character is capable of telling what is right and wrong,

and is desirous of making a judgment on that information. A very just person is called fair and impartial.

Arbitrary means that the character has no concerns for what is right or wrong, and uses other information in his/her decision-making. Very arbitrary people are labelled unjust, unfair, wrongful, and probably biased and partial, perhaps even psychopathic.

7. Trusting/Suspicious To be trusting is to believe information without inclination to suspect its

falsity. An excessively trusting person is gullible and credulous. Suspicious indicates that a person is unlikely to believe what he/she

hears unless proof is offered. An extremely suspicious person is called a sceptic or doubter. This also includes the aspect of jealousy, for jealousy cannot exist without suspiciousness.

8. Merciful/Cruel Merciful means that a character is willing to extend unusual pity or aid

to others. This includes sparing an enemy, giving money to the poor, helping the weak, and any other act which is not expected of one's rank and station. A very merciful person is called compassionate.

Cruel indicates a disregard for the feelings and needs of others, or lack of sympathy. Extreme values indicate the character even enjoys others' discomforts and troubles.

9. Prudent/Reckless Prudent means that a character gives thought to what he/she does before

acting. Such a character is called cautious, and excessively prudent people are slow to act or are thoughtful.

Reckless means that the character acts before thinking. Generally this is without concern for anything but the immediate consequences. An extremely reckless character is called careless and rash.

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10. Temperate/Indulgent Temperate means that a character takes only what he/she needs of food

and drink. He/she is frugal and abstains from excess. Extreme temperance indicates abstemiousness.

Indulgent means that a character takes pleasure in food and drink, both in quality and quantity. Extremes of this indicate gluttony, drunkenness, and extravagance.

Traits define characteristics behaviour. When the opportunity arises to behave one way or another, these can either be used as casual guidelines, or the GM may impose rolls. Most of the time the player simply states what he/she wants his/her character to do and does it. Sometimes, though, in a non-thinking situation, behaviour takes over instead of conscious intent. Modifiers (usually +/- 5) may be used to underscore the dictates of a situation.

There are two ways of using traits: Imposed and Casual.

Imposed TestsRoll against the tested trait (after any modification) x 5 on 1d100. The multiple has a maximum of 95 and a minimum of 5. Refer to the following:

CS: An experience check is normally gained, and the character acts strongly in accordance with the trait. At GM discretion, the character is inspired, and gains +5 ML to one skill selected by the player, lasting for the duration of the situation that provoked the roll.

MS: The character feels the trait enough to act in accordance with it. The player may decide what action ensues. An experience check is gained on the rolled trait if an appropriate and significant action follows.

MF: Roll the opposed trait x 5 on 1d100. Success in this one means that the character acts as rolled. Failure indicates that the player gets his/her choice. No experience checks are given.

CF: The opposite trait is checked, and the character immediately acts in the manner opposite to what was attempted.

When an experience check is granted, a development roll is allowed; the trait x 5 must be exceeded on 1d100, or 96-00 must be rolled in any case, for the base trait to increase by 1. If the trait is increased then the opposite trait is reduced by an equivalent amount. Please note that no Trait may be reduced below zero, nor may more than one check may be given to a trait PER DAY.

Casual Tests: This is used when a player does not know what his/her character would do under specific circumstances. In such a situation, the player should simply roll 1d20 to determine behaviour. If the number rolled is equal to or less than the trait number to the left of the slash, then the character does that type of action. If the number rolled is greater than the left hand value, then the character does what is shown on the right. There is no CS or CF in this circumstance. A modifier may be applied if the situation warrants one. Characters never receive experience checks for the casual use of traits.

Sometimes the traits are tested in absolute values. For example, a magical sword might always resist a wielder with a Just trait of less than 15. Such traits are usually virtues.

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List of TablesTable 1 Birth Month and Dates............................................................................................................................................3Table 2 Race/Culture Culture Types..................................................................................................................................10Table 3 Race/Culture Aging and Lifespan.........................................................................................................................11Table 4 Social Class OP Cost.............................................................................................................................................12Table 5 Racial/Cultural Attribute Modifiers......................................................................................................................13Table 6 Optional Weight Modifiers Based On Frame........................................................................................................14Table 7 Talent List..............................................................................................................................................................15Table 8 Racial/Cultural Starting Languages.......................................................................................................................16Table 9 Racial/Cultural Additional Languages..................................................................................................................17Table 10 Racial/Cultural Additional Skills........................................................................................................................18Table 11 Occupation List...................................................................................................................................................19Table 12 Troll Strength Bonuses........................................................................................................................................20Table 13 Olog-Hai Strength Bonuses.................................................................................................................................20Table 14 Skill List..............................................................................................................................................................21

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Race Culture Cultural Type OP Cost

Hobbit Harfoots Feudal 2Stoors Feudal 2Fallohides Feudal 2

Umli Primitive 2Dwarf Khuzdul 2Man Beornings Tribal 0

Black Numenoreans

Imperial 1

Corsairs Imperial 0Dorwinrim Feudal 0Dunedain Feudal 1Dunlendings Barbarian 0Easterlings Barbarian 0Eriadorians, Rural Feu/Imp 0Eriadorians, Urban

Feu/Imp 0

Gondorians, Rural Feu/Imp 0Gondorians, Urban

Feu/Imp 0

Haradrim, North Imperial 0Haradrim, South Feudal 0Lossoth Primitive 0Rohirrim Tribal 0Variags Tribal 0Woodmen Tribal 0Wose Primitive 0

Half-Elf Choose dominant parent culture Higher of dominant parent culture OP cost or 2Silvan Elf

Eastern Tribal 3

Western Tribal 3Sindar Elf

Feudal 4

Noldor Elf

Imperial 4

Half-Orc

Choose dominant parent culture 2

Orc Primitive 1Uruk-Hai

Feudal 2

Half Troll

Primitive 2

Troll Primitive 2Olog-Hai

Feudal 3

Table 2 Race/Culture Culture Types

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Race Culture Starting Age Lifespan

Hobbit Harfoots 21+1d4 90-110Stoors 21+1d4 90-110Fallohides 21+1d4 90-110

Umli 40+1d10 100-200Dwarf 80+1d20 200-300Man Beornings 17+1d4 80-100

Black Numenoreans

17+1d6 95-190

Corsairs 17+1d6 90-175Dorwinrim 17+1d4 60-80Dunedain 17+1d6 100-300Dunlendings 17+1d4 50-80Easterlings 17+1d4 40-65Eriadorians, Rural 17+1d4 60-80Eriadorians, Urban 17+1d4 65-85Gondorians, Rural 17+1d4 60-80Gondorians, Urban 17+1d4 65-85Haradrim, North 17+1d4 80-100Haradrim, South 17+1d4 40-60Lossoth 17+1d4 75-90Rohirrim 17+1d4 60-85Variags 17+1d4 50-70Woodmen 17+1d4 45-85Wose 15+1d4 30-50

Half-Elf 80+2d20 250-500 or Immortal

Silvan Elf

Eastern (1d3+1) * 100

Immortal

Western (1d3+1) * 100

Immortal

Sindar Elf

(1d3+1) * 100

Immortal

Noldor Elf

(1d3+1) * 100

Immortal

Half-Orc 17+1d4 50-80Orc 6+1d6 iv

Uruk-Hai 6+1d6 v

Half Troll 15+1d6 100-200Troll 10+1d10 200-400Olog-Hai 10+1d10 200-400

Table 3 Race/Culture Aging and Lifespan

iv Given that Tolkien implies that Orcs were bred from corrupted Elves it is possible to assume that Orcs are immortal. However the reality of life as an Orc is such that most will die before they are 20.v Given that Tolkien implies that Orcs were bred from corrupted Elves it is possible to assume that Orcs are immortal. However the reality of life as an Uruk-Hai is such that most will die before they are 20.

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Class Primitive Barbarian Feudal Imperial Khuzdul Elven Sauronic

Slave - 0 0 0 - - 0Serf - - 0 - - - -Unguilded 0 1 1 1 1 1 1Guilded - 1 1 2 2 2 2Noble 2 2 3 3 3 3 3

Table 4 Social Class OP Cost

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Race

Culture

Height: M

ale

Height: Fem

ale

Frame

Com

eliness

Strength

Stamina

Dexterity

Agility

Eyesight

Hearing

Smell

Voice

Intelligence

Aura

Will

Morality

Poison Test vi

Disease Test vii

Hobbit Harfoots 24+2d6 24+2d6 viii -4 +2 +3 +3 +2 +1 +1 -1 -3 +30 +15Stoors 29+2d6 29+2d6 +3ix -4 +2 +3 +3 +2 +1 +1 -1 -3 +30 +15Fallohides 36+2d6 34+2d6 x -4 +2 +3 +3 +2 +1 +1 -1 -3 +30 +15

Umli 41+3d6 40+3d6 +3 +2 +2 -1 -1 +2 +5 +5Dwarf 41+3d6 40+3d6 +3 +2 +3 -1 -1 -2 +3 +10 +10Man Beornings 62+4d6 53+4d6 +1 +1 +1

Black Numenoreans 62+4d6 56+4d6 +1 +2 +1 +1 +1 +2 +5 +5Corsairs 61+4d6 55+4d6 +1 +2 +1 +1 +1 +1 +5 +5Dorwinrim 55+4d6 48+4d6 +1 +30Dunedain 61+4d6 56+4d6 +1 +2 +1 +1 +1 +5 +5Dunlendings 56+4d6 52+4d6 +1 +1Easterlings 52+4d6 47+4d6 +1Eriadorians, Rural 56+4d6 50+4d6Eriadorians, Urban 56+4d6 50+4d6Gondorians, Rural 56+4d6 50+4d6Gondorians, Urban 56+4d6 50+4d6Haradrim, North 51+4d6 46+4d6 -1 +1Haradrim, South 61+4d6 59+4d6 -3 +1Lossoth 51+4d6 49+4d6 +2 +1Rohirrim 59+4d6 51+4d6Variags 55+4d6 49+4d6 +1Woodmen 57+4d6 51+4d6Wose 50+4d6 44+4d6 +1 +2 +2 +3 -1 +2

Half-Elf 61+4d6 57+4d6 -1 +1 +1 +1 +1 +2 +2 +1 +2 +1 +5 +50Silvan Elf Eastern 58+4d6 55+4d6 -4 +2 +2 +2 +6 +6 +3 +1 +10 +100

Western 58+4d6 55+4d6 -4 +2 +2 +2 +6 +6 +3 +1 +4 +1 +10 +100Sindar Elf 63+4d6 59+4d6 -3 +2 +1 +2 +2 +6 +6 +3 +2 +4 +2 +10 +100Noldor Elf 65+4d6 61+4d6 -2 +2 +2 +3 +2 +6 +6 +3 +3 +4 +3 +10 +100Half-Orc 55+4d6 +1 -2 +1 +1 -1 +1 -1 -2 +2 +10Orc 34+4d6 33+4d6 +2 -9 +1 +1 -1 -4 +1 +3 -2 -4 +20 +5Uruk-Hai 50+4d6 47+4d6 +3 -9 +2 +3 +1 +2 -2 -4 +2 +20 +5Half Troll 70+4d6 +3xi -6 +2 +2 -1 -1 -2 +1 +1 -1 -2 +1 +15 +5Troll 102+5d6 +7xii -10 xiii +3 -2 -2 -9 +1 +3 -2 -5 -4 +3 +30 +10

vi As per Harnmaster Physician 4vii As per Harnmaster Physician 4viii add (1d3-1)x10% to weight due to fatnessix add (1d3-1)x10% to weight due to fatnessx add (1d3-1)x10% to weight due to fatnessxi A 74" Half-troll has a base weight of 180 lbs. Add +10 lbs per inch beyond thisxii A 107" Troll has a base weight of 565 lbs. Add +15 lbs per inch beyond this

Page 17: Harn Character Generation

Race

Culture

Height: M

ale

Height: Fem

ale

Frame

Com

eliness

Strength

Stamina

Dexterity

Agility

Eyesight

Hearing

Smell

Voice

Intelligence

Aura

Will

Morality

Poison Test

Disease Test

Olog-Hai 102+5d6 +6xiv -10 xv +3 -3 -1 +1 +1 -2 -2 -4 +3 +20 +10

Table 5 Racial/Cultural Attribute Modifiers

xiii The Strength Bonus is derived from the weight. No other bonus for frame or weight is used. See Table 12

Page 18: Harn Character Generation

Frame Weight Modifier

01 -25%02 -22%03 -20%04 -17%05 -15%06 -12%07 -10%08 -7%09 -5%10 -211 +212 +5%13 +7%14 +10%15 +12%16 +15%17 +17%18 +20%19 +22%20 +25%

Table 6 Optional Weight Modifiers Based On Frame

Page 19: Harn Character Generation

Name Abbreviation

Agricultural AGArtistic ARCombat COCraftsman CRMystical MYOutdoors OUSailing SAScholar SCSubterfuge SUTrading TR

Table 7 Talent List

Page 20: Harn Character Generation

Race Culture Native Language

Native Script

Hobbit Harfoots Westron YesStoors Westron YesFallohides Westron Yes

Umli Umitic YesDwarf Khuzdul YesMan Beornings Atliduk Yes

Black Numenoreans Adunaic YesCorsairs Adunaic YesDorwinrim Logathig YesDunedain Adunaic YesDunlendings DunaelEasterlings Logathig YesEriadorians, Rural Westron YesEriadorians, Urban Westron YesGondorians, Rural Westron YesGondorians, Urban Westron YesHaradrim, North Haradaic YesHaradrim, South Apysaic YesLossoth Labba YesRohirrim Rohirric YesVariags Varadja YesWoodmen Nahaiduk YesWose Pukael Yes

Half-Elf Choose dominant parent culture Sindarin YesSilvan Elf Eastern Bethteur Yes

Western Sindarin YesSindar Elf Sindarin YesNoldor Elf Quenya YesHalf-Orc Choose dominant parent culture Westron YesOrc OrkishUruk-Hai Black SpeechHalf Troll Choose dominant parent culture WestronTroll WestronOlog-Hai Black Speech

Table 8 Racial/Cultural Starting Languages

Page 21: Harn Character Generation

Race Culture Compulsory Option Languages Option Languages

Hobbit HarfootsStoorsFallohides

Umli Labba/2, Westron/2, Khuzdul/1Dwarf Westron/5 Quenya/4Man Beornings Waildyth/5 Westron/5, Nahaiduk/5

Black Numenoreans Westron/5, Haradaic/5Corsairs Westron/5, Haradaic/4Dorwinrim Westron/5 Sindarin/3, Bethteur/3Dunedain Westron/5 Sindarin/4, Quenya/1Dunlendings Westron/4Easterlings Westron/2Eriadorians, RuralEriadorians, Urban Adunaic/2Gondorians, RuralGondorians, Urban Adunaic/3Haradrim, North Westron/5, Apysaic/4Haradrim, South Haradaic/3 Westron/3Lossoth Westron/2, Sindarin/2Rohirrim Westron/5 Dunael/1Variags Haradaic/3, Westron/2Woodmen Westron/2, Sindarin/2Wose

Half-Elf Choose dominant parent culture Westron/5, Quenya/3Silvan Elf Eastern Sindarin/5 Westron/3, Quenya/2

Western Bethteur/5 Westron/4, Quenya/2Sindar Elf Westron/5, Bethteur/5 Quenya/3Noldor Elf Sindarin/5, Westron/5 Adunaic/3Half-Orc Choose dominant parent culture Orkish/3 Black Speech/2OrcUruk-Hai Westron/4, Orkish/4Half Troll Choose dominant parent cultureTrollOlog-Hai Westron/3

Table 9 Racial/Cultural Additional Languages

Page 22: Harn Character Generation

Race Culture Compulsory Option Skills Option Skills

Hobbit Harfoots Stealth/4, Throwing/3 Cooking/3, Brewing/2, Folklore/3, Agriculture/1, StoorsFallohides

Umli Foraging/3, Survival/4 Skiing/3, Woodworking/2, Hideworking/1, Folklore/3Dwarf Mineralogy/2 Metalcraft/3, One of: (Engineering/2, Masonry/2, Weaponcraft/2, Jewelcraft/2), Folklore/2Man Beornings Foraging/3, Survival/2 Cookery/2, Herblore/2, One of: (Timbercraft/2, Agriculture/2, Animalcraft/2, Woodworking/2)

Black Numenoreans History/2 Piloting/2, Seamanship/2, Shipwright/2, One of (Metalcraft/2, Weaponcraft/2, Jewelcraft/2, Embalming/1), Ritual:Dark/2, , Folklore/3

Corsairs Swimming/3 Piloting/2, Seamanship/3, One of (Shipwright/2, Metalcraft/2, Weaponcraft/2), Ritual:Dark/3, History/2, Folklore/3, Weatherlore/3Dorwinrim Brewing/2, Rhetoric/3, Agriculture/2, Seamanship/2, One of (Metalcraft/2, Weaponcraft/2, Jewelcraft/2, Glassworking/2)DunedainDunlendingsEasterlingsEriadorians, RuralEriadorians, UrbanGondorians, RuralGondorians, UrbanHaradrim, NorthHaradrim, SouthLossothRohirrim Riding/3VariagsWoodmen Foraging/3, Survival/2 Herblore/2, One of: (Timbercraft/3, Agriculture/2, Woodworking/3)Wose

Half-Elf Choose dominant parent culture Use dominant parent cultureSilvan Elf Eastern Stealth/6, Awareness/6 Acrobatics/2, Dancing/2, Singing/4, Bow/4, Tracking/3, Timbercraft/3

Western Stealth/6, Awareness/6 Acrobatics/2, Dancing/2, Singing/4, Bow/4, Tracking/3, Timbercraft/3Sindar Elf Stealth/4, Awareness/5 Piloting/2, Seamanship/2, Shipwright/2, Swimming/2, Oratory/2, Woodworking/2, Weatherlore/3, One of (Metalcraft/2,

Weaponcraft/2, Jewelcraft/2)Noldor Elf Stealth/4, Awareness/5 One of (Metalcraft/3, Weaponcraft/3, Jewelcraft/3), Oratory/3, History/3, Alchemy/2, Two of: (Choose any Language/3), Two of

(Choose any Script/3), Physician/3Half-Orc Choose dominant parent culture Use dominant parent cultureOrcUruk-HaiHalf Troll Choose dominant parent culture Use dominant parent cultureTrollOlog-Hai

Table 10 Racial/Cultural Additional Skills

Page 23: Harn Character Generation

Slave

Serf

Unguilded

Guilded

Noble

Occupation Skills

X Acrobat Acrobatics/5, Legerdemain/1X Animal Trainer As per HarnMaster

X Apothecary As per HarnMasterX Artist As per HarnMaster 'Cartographer/Artist'

X Assassin Stealth/5, Climbing/5, Acrobatics/3, Legerdemain/2, Lockcraft/2, 4 weapons to OML+SB

X Bandit Stealth/4, Survival/3, Tracking/2, Physician/1, Strategy/1, 4 weapons to OML+SBX Bard Singing/4, 3xMusician/3, Poetry/3, Woodcarving/3, History/1, One script/4

X BeggarX Bounty-hunter Foraging/3, Stealth/3, Survival/3, Tracking/3, Law/1, 5 weapons to OML+SB.X Cartographer As per HarnMaster 'Cartographer/Artist'

X Clothier As per HarnMasterX Con Artist Rhetoric/4, Legerdemain/3, Oratory/2, Acting/2, Banking/1.

X X X Servant/Cook As per HarnMasterX Enlisted Soldier Foraging/3, Survival/3, Heraldry/2, Strategy/2, Physician/1, 4 weapons to OML+SB.

X X Farmer (Serf) As per HarnMasterX Farmer (Freeman) As per HarnMasterX Fisherman As per HarnMaster

X Foodmerchant Agriculture/3, Cookery/3, Herblore/2.X Forester Tracking/4, 3 weapons to OML+SB, Stealth/4, Survival/3, Foraging/3, Fletching/1,

Heraldry/1, Hideworking/1, Law/1.X Glassworker As per HarnMaster

X Guard As per HarnMasterX Herald Heraldry/4, Oratory/4, Drawing/3, History/3, Law/2, one language/4, one script/4

X X Herdsman (Serf) As per HarnMasterX Herdsman (Freeman) As per HarnMasterX Hideworker As per HarnMasterX Hunter/Trapper As per HarnMasterX Innkeeper As per HarnMaster

X Jeweller As per HarnMasterX Knight/Squire Riding/4, Heraldry/3, Strategy/3, Law/2, Musician/2, Physician/1, History/1, 6

weapons to OML+SB.X Labourer As per HarnMaster

X Litigant Rhetoric/5, Law/4, Oratory/4, One script/4, One language/4X Locksmith As per HarnMaster

X Man-at-arms Foraging/3, Survival/3, Heraldry/2, Law/1, Physician/1, Strategy/1, 5 weapons to OML+SB.

X Marine Seamanship/3, Fishing/2, Weatherlore/2, Heraldry/1, Strategy/1, 4 weapons to OML+SB

X Mason As per HarnMasterX Merchant Rhetoric/5, Banking/3, Mathematics/2, One weapon to OML+SB, One language/4,

One script/4X Messenger Riding/4, Survival/3, Weatherlore/2, 3 weapons to OML+SBX Metalsmith As per HarnMasterX Miner As per HarnMasterX Moneylender Rhetoric/5, Banking/4, Mathematics/2, One script

X Noble Oratory/5, Rhetoric/5, Law/4, Heraldry/2, Riding/2, History/2, MusicianorPoetry/2, one script/4

X Painter Drawing/5, Hideworking/2.X Physician As per HarnMasterX Pilot As per HarnMaster

X Pirate Seamanship/3, Survival/3, Physician/1, Strategy/1, 4 weapons to OML+SB.X Priest As per HarnMaster

X Scholar One language/4, one script/4, History/4, plus any 4 of the following to OML+SB: Astrology, Banking, Cartography, Drawing, Heraldry, Herblore, Law, Mathematics, Poetry, Ritual, Rhetoric, Weatherlore, another language/4, or another script/4.

X Sculptor Drawing/3, plus two of the following to OML+SB: Masonry, Carpentry, CeramicsX Seaman As per HarnMasterX Shipwright As per HarnMasterX Spice Merchant Herblore/4, Physician/2, Cookery/2X Thespian Acting/4, Oratory/4, Musician/3, Singing/3, Poetry/3, Drawing/2

X X Thief Stealth/4, Legerdemain/3, Lockcraft/2, Acrobatics/2, 3 weapons to OML+SBX Timberwright As per HarnMasterX Troubadour Singing/4, 2xMusician/3, Survival/3, Poetry/3, Acting/2, History/1, 1 weapon to

OML+SBX Weaponcrafter As per HarnMasterX Woodcrafter As per HarnMaster

Table 11 Occupation List

Page 24: Harn Character Generation

Weight Strength Bonus

531-595 lbs +11596-665 lbs +12666-740 lbs +13741-820 lbs +14821-905 lbs +15906-995 lbs +16996-1090 lbs +171091-1190 lbs +18

Table 12 Troll Strength Bonuses

Weight Strength Bonus

531-595 lbs +11596-665 lbs +12666-740 lbs +13741-820 lbs +14821-905 lbs +15906-995 lbs +16996-1090 lbs +171091-1190 lbs +18

Table 13 Olog-Hai Strength Bonuses

Page 25: Harn Character Generation

Skill Type Skill Talents OML Specialities

Lore/Craft Agriculture AG+3, OU+1Alchemy * Required to make magical itemsAnimalcraft AG+2, OU+1Astrology * No game effectBrewing CR+1Ceramics CR+3Cookery CR+2,OU+1,AG+1Drawing AR+2Embalming SC+2, MY+1Engineering CR+1Fishing OU+2, AG+1, SA+1Fletching CR+1, CO+1Folklore SC+1Foraging OU+2, AG+1Glassworking CR+2, AR+1Heraldry SC+3Herblore OU+2, SC+1Hideworking CR+1, AG+1HistoryJewelcraft CR+2, AR+1Law SC+3,TR+1Lockcraft CR+1,SU+1Masonry CR+2Mathematics SC+3Metalcraft CR+2Milling CR+1, AG+1Mineralogy OU+1Perfumery CR+1Physician SC+1,OU+1Piloting SA+2Runecraft * Required to make magical itemsSeamanship SA+2Shipwright SA+2Strategy CO+2Survival OU+3Tarotry * No gam,e effectTextilecraft CR+2Timbercraft OU+1Tracking OU+3Weaponcraft CR+1Weatherlore OU+2, SA+1Woodworking CR+2

Physical Acrobatics SU+1CLIMBING OU+3,SU+1 SB4Dancing AR+1JUMPING OU+2 SB4Legerdemain SU+3Skiing OU+1STEALTH SU+2,OU+1 SB3Swimming OU+1THROWING OU+1 SB4

Communication Acting AR+2, TR+1,SU+1AWARENESS OU+1,SU+1 SB4INTRIGUE SC+2,TR+2,SU+1 SB3LovecraftMental Conflict *Musician AR+2ORATORY SC+1,AR+1 SB2RHETORIC TR+3,SU+1 SB3SINGING AR+2 SB3LANGUAGE SC+2,TR+1 Skillls 11Script SC+3

Combat INITIATIVE CO+3,SU+1UNARMED CO+2,SU+1Riding CO+1Axe CO+3Blowgun CO+1,SU+1Bow CO+3, OU+1Club CO+1Flail CO+2Dagger CO+3,SU+1Net OU+1, SA+1Polearm CO+3Shield CO+3Sword CO+3Sling OU+1, CO+1Spear CO+2Whip AG+1

Table 14 Skill List

Page 26: Harn Character Generation

iii Option: A second talent may be chosen but the bonus of the second talent is halved, round down. In addition, only the higher bonus is used, they are never cumulative.xiv A 107" Olog-hai has a base weight of 565 lbs. Add +15 lbs per inch beyond thisxv The Strength Bonus is derived from the weight. No other bonus for frame or weight is used. See Table 13