HARNMASTER GOLD PDF
HârnMaster and HârnPlayer are trademarks of Columbia Games, Inc. gems and gold into a bracelet is attempting to enhance the value of the raw materials. HârnMaster Religion: Rules and information about the ten major deities worshiped joint decree of the pontiff and the Council of Fragrant Gold. Salara often. By N. Robin Crossby PDF document pages (illustrated). The GameMaster Edition of HârnMaster Gold provides guidelines and rules to enable.
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Download the "" PDF for the key to the latest version of Atlas Keléstia maps. HârnMaster Gold Occupation Tables, in both PDF and XLS versions. HÂRNMASTER GOLD HOUSE RULES - COMBAT. By Bill Gant, October ❑ AIMED MELEE ATTACKS. In melee combat (only) a combatant may aim for a. MELEE COMBAT. ATTACKER: •Declare Target & Weapon. •Declare Aspect & Aim. DEFENDER: •Declare Defense. MELEE ATTACK. •Determine EMLs*.
With CF, dangerous or volatile ingredients will have reacted, and this may be hazardous to health. Success The recipe has been successfully followed and a quantity of the end product has been produced. If, however, the alchemist recognizes the substance, and is only testing the substance to determine if it is what he thinks it is, the roll may be made against Alchemy ML.
In both cases, the substance's complexity is subtracted from the EML. Enhancement usually requires CS to detect. Marginal Success The substance will maintain its properties for approximately 1d12 years. The appearance will, however, decay normally. Critical Success The substance will maintain its appearance and properties indefinitely, until the preservation is "dispelled".
Critical Failure Perhaps even obvious ingredients are mistaken for something else, or remain unidentified. It will never work on living or recently living materials. For each dram by which the object mass is increased, the EML is halved. Example: for a mass of 4 drams the EML is halved three times multiplied by 0. Transformation of a pound of lead into a pound of gold is impossible. Mass is preserved; this may result in a change in volume.
It is not possible to change part of an object.
/tg/ - Traditional Games
Transformation takes six to thirty hours, depending on the mass of the object. Marginal Failure Only fairly obvious ingredients are identified; the preparation remains a mystery. Marginal Success MS will usually give a complete list of the ingredients. This can be an invaluable aid to researching the recipe. MS will not, however, detect alchemical Enhancement. Critical Success An alchemist who achieves CS may within reason extract the complete recipe from the substance, and have a fair idea of its function.
He is also able to detect any Alchemical Enhancement involved. Failure With MF, nothing Happens. With CF, an unintended possibly random transformation takes place.
This may render the material s useless or dangerous especially since the nature of the transformation may not be apparent to the alchemist. Preservation of unenhanced substances may be attempted against Alchemy ML minus recipe complexity. To preserve an enhanced compound a second enhancement roll is made. Marginal Success The transformation is achieved, but the transformed substance will revert back to its original nature in 1d minutes.
Failure With CF, the substance is immediately spoiled.
Volatile substances may have reacted in a dangerous manner. Marginal Failure has no effect, but this may not be detected by the alchemist. Critical Success The transformation is achieved, and will last forever. The new substance is a normal example of its type and bears no sign of magic. Some discoveries are made by chance tinkering, some by carefully planned research. That is, to turn a partial list of ingredients and a general idea as to function s into a proper alchemical recipe.
Directed research is used to answer specific quiestions in precise order. Each question may be answered in hours of experimentation. Most alchemists repeat experiments ask each question several times to avoid error. The following questions are asked in order.
If a researcher asks question 4 for example before he has a true answer to question 3, he will automatically achieve Critical Failure. MF gives no answer at all. Once the alchemist has determined that there are ingredients missing, he may ask how many. This question must be asked of each missing ingredient individually. The GM will report only one or more of the general properties of the missing ingredient, not its name or appearance.
If the alchemist recognizes the properties involved, he may ask the next question: 4 Is "x" ingredient missing? This question may be tested by research. If the alchemist knows a substance that might perform the necessary function, he may ask the GM if it will in fact do so. He cannot research the name of the missing ingredient, although he could ask collegues whether they know of substances that will perform the required function.
It is undertaken without any particular objective in mind, except to gain knowledge. Success may provide leads for the alchemist to follow up by directed research.
Pure research is a full-time activity. The character informs the GM of the materials with which he is conducting pure research. The GM then checks to see whether any combination of these materials plus others can be made into an existing recipe. At this stage, there either will or will not be a recipe to be discovered.
A roll is made after each hours of pure research, against one half the researcher's Alchemy ML. The results are interpreted as follows: Failure The researcher learns nothing. With CF, a dangerous reaction may have taken place or the researcher may be given a false lead. Marginal Success If there is a recipe involving two or more of the materials, the researcher is informed of one or more of the properties of the end product. He is not, however, told which of the materials he is examining are involved in the "target" compound.
He is also told one or more of the properties of the "target" compound. If, however, there are one or more ingredients missing, he is not so informed.
When this question is answered, the alchemist has a complete recipe, although he may not know the common name of the end product he can just as easily invent a new name anyway. It is not uncommon for alchemists doing independent research to invent the same compound.
Once the alchemist has all of the ingredients and proportions he can research the method of preparation. This is generally a trial and error process, and may involve magic. The GM has the option to simplify research procedures by allowing more complex questions to be answered.
Description Immediately following the name and complexity is a short description of the substance's function s. Appearance The appearance of the substance when in good condition. Obviously, when a player-character encounters an alchemical compound, all he will perceive at least initially is its appearance.
The effects of old or deteriorated organic compounds are left to GM discretion. A recipe to an alchemist is like a recipe to a chef; his whole skill revolves around them. Without a selection of recipes, the alchemist has no function. A selection of recipes is given. Each alchemical recipe has the same general format, containing the following information: Dosage If the substance is a potion, the method of administering it is given.
The effects of abuse are left to GM discretion. Antidote If applicable. The effects of some substances are reversible by means of others. Name [Complexity] Occurance Alchemists use names to mislead as well as identify.
There is also the fact that the same recipe may be discovered by several alchemists operating independently, and this may cause some of the less common concoctions to have hundreds of different names. The complexity of the substance is given in square brackets immediately following its name. Whenever an alchemist attempts to research, analyze or prepare the substance, this number is subtracted from his EML.
This may make some operations impossible for some alchemists. Occurance is how common the recipie is. This has very little do with how common the ingredients are.
Ingredients Ingredients are generally given in parts. This may by translated as ounces, pounds or tons. Yield The amount of substance that is produced if the recipe is successfully followed. This is usually given in parts. Preparation How to combine the ingredients, including time requirements.
From this decription, the GM can estimate whether the alchemist has the necessary resources to successfully prepare the substance. Enhancement If Alchemical Enhancement magic is called the required multiple is given see Preparation above.
The entries here are under the alchemical names of the finished product which is not necessarily identical with the name s of any herbal component s. Overdoses often cause brain damage, and prolonged use results in addiction and permanent personality modification moodiness, irritability, etc. Doseage: One fiftieth of an ounce to be taken orally, usually disolved in beverage.
Ingredients: 16 parts Alanal root; parts water. Preparation: Extract sap from root by crushing, dilution and straining; concentrate by boiling off water. Resultant crystals are sol- uble in water. Enhancement: None required. Yield: 1 part. Note: Possession of this drug is illegal in many jurisdictions and carries penalties ranging from heavy fines to mutilation. Appearance: Fine off-yellow crystals. Addictive and harmless but withdrawal is fatal.
Once ingested, a weekly dose is necessary to prevent death. Doseage: 0. Ingredients: 32 parts Leortevald Plant s. Preparation: Crush and ferment entire plant. Concentrate by boiling. Note: The Leortevald plant is found easily in forest shade by its odour of decay; it is commonly called the corpse plant, and is very common. Effects will last hours. Effects can vary with dosage and body mass.
Doseage: 2 ounces orally. Antidote s : None. Ingredients: 8 parts Arva plant; 16 parts water. Preparation: Crush whole plant, mix with water and ferment for 16 days.
Strain and distill. Enhancement: Not required and generally avoided since overdose is usually fatal. In reasonably mild cases, the anesthetic effect normal- ly lasts about 4 hours. Slight residual numbness, and lethargy, for hours, are common aftereffects. Doseage: Spread lightly over open sores, wounds, etc. Ingredients: 5 parts Herbal Berilik, 20 parts water. Preparation: Crush leaves into a thick paste. Boil flowers in water and strain, to produce an oily clear liquid. Combine and seal; let stand ten days.
Ingredients: 15 parts Saltpetre; 3 parts Charcoal and 2 parts Brimstone.
Preparation: Grind and mix in that order - or else Enhancement: See note. Yield: 20 parts. Note: Devarium works properly only in magic weak environments such as some p-worlds of Terra.
In proximity to strong enchant- ment, psionic effects or magical energy all it will do is fizz awhile and go out and if contained it will not ignite at all.
It will generally not ignite at all within about twenty leagues four hexes of a godstone or within a league of a Shek-Pvar Chantry or Sanctum. Alchemical Enhancement of 6.
It should be noted that unenhanced Devarium called gunpowder on Terra will work in proximity to Terran godstones this has something to do with the overall background level of magic.
Appearance: Fine dull-green bitter powder. Antidote s : Induce vomiting within 30 mins. Resistence may be acquired by intake of gradually larger doses. Ingredients: 9 parts Doshenkana plant. Preparation: Dry entire plant, including flowers, and grind to powder.
Note: This poison is proscribed in much of the civilized world. It is, nevertheless popular with assassins who wish to be far away when their work is discovered. Dries to invisibility in about a minute, and is made visible by light brushing with salt water. Preparation: Crush bulb to extract viscous dye and dilute with water. Enhancement: none required. Yield: 1 part ink. Note: When salted to become visible, ink will fade again in about half an hour.
The treatment may be repeated about a dozen times before the ink becomes permanently visible. Fanosel is highly addictive and prolonged use results in personality disorders. Doseage: 2 ounces orally mixed with 10 ounces of beverage. Ingredients: 25 parts Fanosel berries Preparation: Scrape skin from berries and discard interiors. Soak skins for three days in salt water. Boil off all but one part. Enhancement: None Required. Appearance: Ropey plant fibre.
Hallucinations occur while in trance state which generally lasts about an hour. Common aftereffects include lethargy and hunger.
Overdose may cause memory loss. Ignite and inhale smoke. The drug is usually taken by having masses tossed on a campfire this can be dangerous. Preparation: Partially dry lower larger leaves over a fire made from dried Fletharane roots. Twist dried leaves into a rope and complete drying slowly.
Note: An intermediate hallucinogen used by various tribal nations including the Bujoc of Harn. It is important to use only the larger, lower leaves as the smaller upper leaves are poisonous.
Gaming Aids & Tools
The finished product has more than a hundred names, most of which translate as Happy smoke, or divine breath. Survivors are rare. Doseage: Introduce trace into bloodstream. Does anyone have it? It is, apparently, a unique system. I think it had some kind of modular design since it was designed to be used with binder where you could insert all the relevant pages.
That sounds like something my DM has been wanting to do for a while. Thanks for the supplement link though. A final bump before I go to work. I could really use that pdf if someone has it.
Harn IS a heavy simulationist low fantasy setting. Meaning that magic and the like is rare in the extreme and when encountered is generally very powerful because it's so rare. As for simulationist, a character's physical strength for example is based off their size, build, and a number of other things, all which go into a formula. The end result is that women ARE going to get penalized in terms of their upper levels of strength and the like because women physically cannot be as big as a man can be.
Part of the reason for this is that the maps and artwork for the system are reality based I'm not going to say Harn is good or bad, but it does have a lot of excellent stuff that you can steal for other games. I remember seeing this game when i was working i na game store. But it was impossible to read since it came in a three-ring binder that was completely sealed.
Goblins are always dangerous There's never enough money You'd better have a noble-blood in your party. Harn has densely built fluff, there's an enormous amount of detail leading up to one point in time which is where most campaigns start. I've never played the game, but I do own the PHB equivalent. I think.
I'm not quite sure what it is, really. All I know is that it's got more random tables than 10 dark heresy books, and you can randomly generate an entire character, right down to the number and order of siblings, tax bracket and occupation of their parents, and sexual orientation.
Yes, you can roll to see if your character is likes dudes, but it's not kinsey scale so it's likely more troll food than anything excessively useful. Harnmaster Gold is the super detailed, super simulationist version. Text search [?
Place a - before a word to exclude posts containing that word: Advanced search Text to find Subject [?It's good stuff, the only reason I don't download it all is that I'm a dial-up drongo: He cannot research the name of the missing ingredient, although he could ask collegues whether they know of substances that will perform the required function. Dries to invisibility in about a minute, and is made visible by light brushing with salt water. I thought it was a systemless setting.
Username [? Note: Used by students in the Guild of Arcane Lore. At this stage, there either will or will not be a recipe to be discovered. Appearance: Seed paste wrapped in leaves. Yield: 1 part ink. Occupational skills, derived from the character's employment.