Friday, August 25, 2006

WFRP Harnmaster Conversion Rules

Character Creation

  1. Generate Attributes.
  2. Select one of the four races- Human, Elf, Halfling or Dwarf.
  3. Modify attributes using racial modifier.
  4. Open automatic skills at either the default OML.
  5. Open racial skills.
  6. Generate or choose occupation using WFRP pg. 22.
  7. Open occupational skills or improve previously opened skills.
  8. Record starting trappings and occupational trappings; record starting wealth and (optional) buy additional weapons and armor.
  9. Roll for Fate Points as normal.



Attributes

Generation Method: Roll 4d6 11, times dropping the lowest die from each roll. Or, use another, similar method for assigning attributes from any game that uses the same general range of attribute values (D&D, GURPS, etc.)

Strength - Sheer physical strength. Important for warriors and laborers.
Stamina - Endurance, health, and general physical condition. Important for everyone, but particularly warriors.
Dexterity - The ability to perform fine manipulation with the hands. Important for thieves and craftsmen.
Agility - Bodily coordination, grace and speed of movement. Important for dancers, acrobats, etc.
Eyesight - Visual sensory ability. Important for scouts, hunters, artists, and forgers.
Hearing - Auditory sensory ability. Important for musicians, hunters, and night watchmen.
Smell - Olfactory sensory ability. Important for cooks and hunters.
Voice - Pleasantness and volume of character's voice. Important for singers, actors, and politicians.
Intelligence - Memory and reasoning ability. Important for scholars.
Aura - Connection to the winds of magic. Important for magic users.
Will - Mental strength and willpower. Important for magic users.
Comeliness - Physical attractiveness (to the same species- a modifier is applied when dealing with other species)

Racial Modifications:
Most races undergo modification to their starting attributes according to the following lists. Humans and Halflings gain a bonus to one or two random attributes (other than Aura and Comeliness), selected by rolling 1d10.

Humans:

  • +2 to two random attributes

Dwarves:
  • +2 Strength
  • +4 Stamina
  • +2 Dex
  • -2 Agl
  • -2 Smell
  • -2 Aura
  • +2 Will

Halflings:

  • -2 Strength
  • -2 Endurance
  • +4 Dex
  • +4 Agl
  • +2 Smell
  • +2 Comeliness
  • -6 Aura
  • +2 to one random attribute

Elves:

  • -2 Stamina
  • +2 Dex
  • +4 Agl
  • +2 Eyesight
  • +2 Aura
  • +2 Hearing
  • +2 Voice
  • +2 Comeliness

Skills

Skills are rated between 0 and 100, and are tested against using percentile dice. This rating is called the skills Mastery Level. Penalties or bonuses can modify the Effective Mastery Level, as can penalties due to injuries, exhaustion, or encumberance. A number called the Skill Base determines how good a character is at using a skill when it is first learned, and how quickly the skill improves. The Skill Index is determined by averaging three attributes. Opposed tests can be resolved just according to the rules for opposed tests on WFRP pg. 89.

Automatic Skills
Certain skills are automatically available to all characters. These are called Universal Skills. The attributes to use in computing the skill indices for these skills can be found in HM3 Skills 3. The number after the slash indicates the multiple of the Skill Index that is used to calculate the opening Mastery Level of the skill- i.e, Climbing/4 means that Climbing has an opening Mastery Level of Skill Index times 4. Ignore Harnmaster's sun sign modifications when calculating skill indices.

Climbing/4: Climbing hills, walls, cliffs, etc. At the GM's option, climbs that require special equipment (harnesses, ropes) cannot be attempted without special training.
Jumping/4: Basic long and broad jumps.
Stealth/3: Hiding and moving sneakily.
Throwing/4: Throwing random objects. Note that Thrown Weapons (darts, javelins, etc.) is a separate skill; this skill covers tossing things to your friends, etc.
Awareness/4: Environmental awareness- covers both noticing things when not actively looking, and searching/checking for things- combines WFRP's Perception and Search.
Gossip/3: Same as in WFRP. Replaces Harnmaster's Intrigue skill.
Rhetoric/3: Convincing people of things. Replaces WFRP's Charm skill; Command is a specialty. Also replaces Harnmaster's Oratory skill.
Singing/3: Ability to carry a tune. Anyone can try, but don't expect to make any money for it.
Initiative/4: Combat reflexes and moral.
Unarmed/4: Unarmed combat.
Dodge/5: Avoiding blows.

Racial Skills
There are certain skills associated with each race. They are opened at the indicated Mastery Level during character creation, and can be improved using Option Points. Skills listed here that are also automatic skills are opened at the higher of the two levels. If they are gained again as a career skill, they improve by one Skill Base. (i.e, a Dwarf who gains Initiative as a career skill opens it at SBx6).

Humans:

  • Common Knowledge: The Empire/3
  • Language: Reikspiel 60+SB
  • Gossip/4

Dwarfs:
  • Common Knowledge: Dwarfs/4: Covers same area as the WFRP Common Knowledge skill. Replaces Harnmaster's Folklore skill.
  • Language: Khazalid 60+SB: Native speaker. Test only in special cases.
  • Language: Reikspiel 50+SB: Near-native level. Test only in special cases
  • Select one of: Masonry, Metalcraft, or Mining at SBx4
  • Initiative/5

Elves:

  • Common Knowledge: Elves/4
  • Language: Eltharin 60+SB
  • Language: Reikspiel 50+SB
  • Bow/4
  • Initiative/5

Halflings:

  • Common Knowledge: Halflings/4
  • Heraldry/3
  • Language: Halfling 60+SB
  • Language: Reikspiel 60+SB
  • Gossip/4
  • One of Agriculture/3 or Cookery/4
  • Sling/4

Trade Skills
The following skills are classified as Trade skills, and can be selected from when a player is told to select one or more trade skills:
  • Agriculture
  • Brewing
  • Calligraphy*
  • Ceramics
  • Embalming
  • Fishing
  • Fletching
  • Glasswork
  • Herblore
  • Hidework
  • Jewelcraft
  • Lockcraft
  • Masonry
  • Metalcraft
  • Milling
  • Mining
  • Perfumery
  • Pharmacy*
  • Shipwright
  • Textilecraft
  • Weaponcraft
  • Woodcraft
* Denotes a new skill described below.


New Skills
Skills that do not appear in HM3. Skill base is listed after the skill's name in parenthesis. Many of these are derived from WFRP skills.

Arcane Lore (Int Int Wil): Replaces Academic Knowledge (Magick)
Casting (Wil Aur Wil): Used to cast spells. Always specialized into one branch of magic (Hedge, Amber, Petty, etc.). See Magic section for more details.
Calligraphy (Eye Dex Dex): Illustrating works of art. Used by scribes.
Common Knowledge (Int Int Wil): Covers same area as the WFRP Common Knowledge skill. Replaces Harnmaster's Folklore skill.
Demon Lore (Int Int Wil): Replaces the Academic Knowledge (Demonology) skill.
Drive (Int Eye Dex): Covers the same area as the WFRP Drive skill.
Gambling (Int Dex Wil): Playing and cheating at games of chance and skill. Covers the same areas as WFRP's Gambling skill.
Gossip (Cml Voi Int): Covers the same area as WFRP's Gossip skill.
History (Int Int Wil): Replaces Academic Knowledge (History).
Necromantic Lore (Int Int Wil): Replaces Academic Knowledge (Necromancy).
Pharmacy (Int Int Dex): Creating chemical medicines. Covers same material as Trade (Apothecary).
Theology (Int Int Wil): Replaces Academic Knowledge (Theology).
Secret Language (Voi Int Wil): Various specialties. As used in WFRP.
Secret Signs (Int Wil Eye): Various specialties. As used in WFRP.

Careers

TODO:

  • Set OML's for all skills,
  • add some converted skills (Gambling, Drive, Secret Signs & Languages) back in
  • Some name fixes- replace Intrigue with Gossip, Folklore with Common Knowledge, etc.
  • Add some new skills to certain careers- Dodge, Thrown Weapons, etc.
  • Formatting

Agitator
Skills:
  • History
  • Gossip
  • Common Knowledge- The Empire
  • Law
  • Script: Old Worlder
  • Language: Reikspiel
  • Language: Old Worlder or Tilean
  • Rhetoric
  • Unarmed
Apprentice Wizard
Skills:
  • Script: Old Worlder
  • Script: Elven
  • Arcane Lore
  • Awareness
  • Language: Arcane Magick
  • Language: Classical
  • Spear: Staff
  • Awareness
  • Initiative
  • Casting: Petty Magic
Bailiff
Skills:
  • Law
  • Animalcraft
  • Intrigue
  • Rhetoric
  • Oratory
  • Riding
  • Script: Old Worlder
  • Common Knowledge: The Empire
  • Mathematics
  • Sword
  • Dagger
  • Spear
  • Club
Barber-Surgeon
Skills:
  • Awareness
  • Intrigue
  • Physician
  • Script: Old Worlder
  • Language: Reikspiel, Breton or Tillian
  • Herblore
  • Alchemy
  • Initiative
  • Dagger
Boatman
Skills:
  • Seamanship
  • Piloting
  • Common Knowledge- The Empire or Kislev
  • Swimming
  • Awareness
  • Initiative
  • Club
  • Dagger
  • Survival
  • Weatherlore
Bodyguard
Skills:
  • Physician
  • Rhetoric
  • Awareness
  • Dagger
  • Club
  • Sword
  • Initiative
  • Unarmed
  • Throwing Weapons
  • Intrigue
Bone Picker
Skills:
  • Intrigue
  • Folklore- The Empire
  • Awareness
  • Unarmed
  • Survival
  • Foraging
  • Initiative
  • Rhetoric
  • Animalcraft
Bounty Hunter
Skills:
  • Tracking
  • Rhetoric
  • Survival
  • Awareness
  • Stealth
  • Bow
  • Net
  • Club
  • Initiative
  • Dagger
Burgher
Skills:
  • Script: Old Worlder
  • Mathematics
  • Awareness
  • Intrigue
  • Awareness
  • Language: Kislevite, Breton, or Tilean
  • Language: Reikspiel
  • Dagger
Camp Follower
Skills:
  • Intrigue
  • Animalcraft
  • Awareness
  • One of: Weaponcraft, Fletcher, Herblore, Cookery, Metalcrafter, Textilecraft
  • Ledgerdemain
  • Unarmed
  • Language: Breton, Kislevite, Tillean
  • Folklore
Charcoal Burner
Skills:
  • Timbercraft
  • Survival
  • Woodcraft
  • Axe
  • Climbing
  • Folklore- The Empire
  • Stealth
  • Intrigue
Coachman
Skills:
  • Animalcraft
  • Riding
  • Gossip
  • Awareness
  • Firearms
  • Folklore
  • Language: Breton, Kislevian, or Tilean
Entertainer
Skills:
  • Animalcraft or Swimming
  • Gossip
  • Common Knowledge- The Empire
  • Awareness
  • Language: Reikspiel
  • Three of: Ledgerdemain, Acting, Acrobatics, Dancing, Singing, Musician, Throwing, Jumping, Riding
Envoy
Skills:
  • Gossip
  • Rhetoric
  • Awareness
  • Script: Old Worlder
  • Script: Elven
  • Language: Eltharin
  • Language: Reikspiel
  • Swimming
  • Common Knowledge- The Empire or the Wasteland
Estalian Diestro
Skills:
  • Sword
  • Dagger
  • Initiative
  • Net
  • Language: Estalian
  • Script: Old Worlder
  • Awareness
  • Replace Common Knowledge: The Empire with Common Knowledge: Estalia.
Ferryman
Skills:
  • Intrigue
  • Folklore- The Empire
  • Rhetoric
  • Swimming
  • Seamanship
  • Firearms or Bow
  • Unarmed
Fieldwarden
Skills:
  • Folklore- The Empire
  • Stealth
  • Initiative
  • Tracking
  • Survival
  • Awareness
  • Sling
  • Dagger
  • Riding
Fisherman
Skills:
  • Folklore- The Empire
  • Seamanship
  • Survival
  • Awareness
  • Swimming
  • Language: Reikspiel or Norse
  • Unarmed
  • Spear
  • Fishing
  • Weatherlore
  • Piloting

Grave Robber
Skills:
  • Stealth
  • Awareness
  • Climbing
  • Intrigue
Hedge Wizard
  • Awareness
  • Animalcraft
  • Intrigue
  • Herblore
  • Tarotry
  • Ledgerdemain
  • Rhetoric
  • Casting: Hedge Magick
Hunter
Skills:
  • Tracking
  • Foraging
  • Survival
  • Awareness
  • Bow
  • Animalcraft
  • Stealth
  • Fletching
  • Hidework
Initiate
Skills:
  • Physician
  • Theology
  • Astrology or History
  • Gossip
  • Script: Old Worlder
  • Language: Classical
  • Language: Reikspiel
  • Oratory
  • Rhetoric
  • Awareness
  • One of: Sword, Axe, Club
  • Dagger
Jailer
Skills:
  • Physician
  • Unarmed
  • Rhetoric
  • Awareness
  • Club
  • Net
  • Lockcraft
  • Gossip
Kislevite Kossar
Skills:
  • Folklore- Kislev
  • Survival
  • Awareness
  • Language: Kislevian
  • Intrigue
  • Bow
  • Axe
  • Sword
  • Dagger
  • Initiative
Kithband Warrior
Skills:
  • Bow
  • Stealth
  • Sword
  • Dagger
  • Survival
  • Climbing
  • Tracking
  • Foraging
  • Awareness
  • Physician
  • Initiative
  • Fletching
Marine
Skills:
  • Folklore- The Wasteland
  • Rhetoric
  • Initiative
  • Seamanship
  • Swimming
  • Bow
  • Shield
  • Two of: Sword, Axe, Club
  • Dagger
Mercenary
Skills:
  • Animalcraft
  • Common Knowledge- Breton, Kislev, or Tilean
  • Awareness
  • Language: Tilean or Swimming
  • Crossbow
  • Shield
  • Dagger
  • Initiative
  • Riding
  • Two of: Sword, Axe, Club
Messenger
Skills:
  • Riding
  • Awareness
  • Survival
  • Language: Reikspiel
  • Swimming
  • Folklore- The Empire or Wasteland
Militiaman
Skills:
  • Animalcraft
  • Survival
  • Awareness
  • Initiative
  • Spear
  • Shield
  • Dagger
  • One of: Sword, Club, Axe
  • Polearm or Bow
  • One Trades skill
Miner
Skills:
  • Animalcraft
  • Stealth
  • Survival
  • Climbing
  • Mining
  • Axe
  • Awareness
Noble
Skills:
  • Rhetoric
  • Folklore- The Empire
  • Language: Reikspiel
  • Script: Old Worlder
  • Riding
  • Oratory
  • Intrigue
  • Musician
  • Awareness
  • Sword
  • Dagger
  • Initiative
  • Dancing
  • Shield
  • Heraldry
Norse Berserker
Skills:
  • Folklore- Norscan
  • Rhetoric
  • Oratory
  • Language: Norse
  • Swimming
  • Axe
  • Sword
  • Shield
  • Dagger
  • Initiative
Outlaw
Skills:
  • Animalcraft or Folklore- The Empire
  • Stealth
  • Riding
  • Intrigue
  • Awarenes
  • Climbing
  • Survival
  • Bow
  • Shield
  • One of: Sword, Axe, Club
Outrider
Skills:
  • Animalcraft
  • Riding
  • Tracking
  • Survival
  • Awareness
  • Stealth
  • Initiative
Peasant
Skills:
  • Agriculture
  • Animalcraft
  • Cookery
  • Stealth
  • Survival
  • Foraging
  • One of: Sling, Club, Spear
Pit Fighter
Skills:
  • Rhetoric: Intimidation
  • Unarmed
  • Initiative
  • Flail
  • Sword
  • Axe
  • Club
  • Dagger
  • Shield
  • Net
Protagonist
Skills:
  • Intrigue
  • Rhetoric: Intimidation
  • Riding
  • Club
  • Initiative
  • Sword
  • Shield
  • Unarmed
  • Awareness
Rat Catcher
Skills:
  • Animalcraft
  • Stealth
  • Tracking
  • Club
  • Sling
  • Awareness
Roadwarden
Skills:
  • Animalcraft
  • Folklore- The Empire
  • Tracking
  • Riding
  • Survival
  • Awareness
  • Shield
  • Firearms
  • Initiative
  • Sword
  • Dagger
Rogue
Skills:
  • Intrigue
  • Rhetoric
  • Oratory
  • Awareness
  • Acting
  • Language: Reikspiel
  • Dagger
  • Unarmed
  • Ledgerdemain
  • Lovecraft
Runebearer
Skills:
  • Survival
  • Awareness
  • Swimming
  • Bow
  • Axe
  • Dagger
  • Initiative

Scribe
Skills:
  • Script: Old Worlder
  • Language: Classical
  • Language: Breton
  • Language: Reikspiel
  • Language: Reikspiel or Tilean
  • Folklore- the Empire
  • Awareness

Seaman
Skills:
  • Common Knowledge- Brettonia, Norsca, Tilea, or the Wasteland
  • Awareness
  • Seamanship
  • Piloting
  • Climbing
  • Swimming
  • Language: Norscan, Breton, or Tilean
  • Unarmed
  • Jumping or Acrobatics
  • Initiative

Servant
Skills:
  • Animalcraft or Cookery
  • Gossip
  • Awareness
  • Script: Old Worlder or Ledgerdemain
  • Dodge
  • Rhetoric
Shieldbreaker
Skills:
  • Awareness
  • Climbing
  • Stealth
  • Initiative
  • Shield
  • Axe
  • Dagger
  • Survival
  • Bow
Smuggler
Skills:
  • Intrigue
  • Seamanship
  • Awareness
  • Stealth
  • Swimming
  • Language: Breton or Kislevian
Soldier
Skills:
  • Animalcraft or Physician
  • Folklore- The Empire
  • Awareness
  • Rhetoric: Intimidation
  • Intrigue
  • Polearms or Firearms
  • Shield
  • Spear
  • One of: Axe, Sword, Club
  • Initiative

Squire
Skills:
  • Heraldry or Common Knowledge- Brettonia
  • Animalcraft
  • Gossip
  • Riding
  • Language: Reikspiel or Breton
  • Initiative
  • Polearm: Lance
  • Shield
  • Sword
  • Dagger
Student
Skills:

  • Script: Old Worlder
  • Language: Classical
  • One of: Law, History, Physician
  • Gossip
  • Language: Reikspiel
  • Awareness
  • Mathematics

Thief
Skills:
  • Ledgerdemain
  • Lockcraft
  • Climbing
  • Stealth
  • Club
  • Dagger
  • Awareness
  • Intrigue
Thug
Skills:
  • Rhetoric: Intimidate
  • Unarmed
  • Club
  • Initiative
  • Awareness

Toll Keeper
Skills:
  • Intrigue
  • Awareness
  • Script: Old Worlder
  • Language: Breton, Kislevian, or Tilean
  • Bow
  • Shield
  • Sword
  • Dagger
Tomb Robber
Skills:
  • Folklore- The Empire
  • Stealth
  • Survival
  • Lockcraft
  • Script: Old Worlder
  • Climbing
  • Language: Classical, Eltharin, or Khazalid
  • Awareness
Tradesman
Skills:
  • Animalcraft or Intrigue
  • Awareness
  • Script: Old Worlder
  • Two Trades skills

Troll Slayer
Skills:
  • Rhetoric: Intimidation
  • Initiative
  • Unarmed
  • Axe
  • Dagger
  • Awareness

Vagabond
Skills:
  • Folklore
  • Intrigue
  • Awareness
  • Survival
  • Stealth
  • Foraging
  • Weather Lore
Valet
Skills:
  • Heraldry
  • Intrigue
  • Language: Reikspiel or Breton
  • Script: Old Worlder
  • Awareness
Watchman
Skills:
  • Law
  • Tracking
  • Intrigue
  • Rhetoric: Intimidation
  • Awareness
  • Unarmed
  • Sword
  • Club

Woodsman
Skills:
  • Timbercraft
  • Woodcraft
  • Stealth
  • Tracking
  • Climbing
  • Survival
  • Foraging
  • Axe
Zealot
Skills:
  • Theology
  • Folklore- The Empire
  • Intrigue
  • Rhetoric: Intimidation
  • Script: Old Worlder
  • Flail
  • Oratory
  • Initiative

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