Skill tables are specific to the world base that you are using. Generally skills will be broken
down into eight basic tables in world bases, for simple reference and to use the optional
professions system. The tables are usually:
I Combat Oriented Skills
II Crafts & Trades
III Entertainment & Pastimes
IV Knowledge & Sciences
V Social & Artistic Skills
VI Unusual Skills
VII Athletic and Sporting Skills
VIII Occult & Psionic Skills
Unusual skills is the catch-all for that which does not fit into one of the other tables, including
'thief like' skills.
Remember that no skill can be raised higher than a rank of 8.
Professions are a way to define the sort of character that the player wants to play. It is NOT a
mandatory concept under all world bases, but is instead designed as an optional guideline system
for character creation.
Professions define one or two skill tables that the character gets an advantage on when choosing
their skills. They may also give automatic skills associated with them that the character has
beyond those chosen by the player.
It gives a free +1 or +2 (again dependent on the number of tables) to all skills purchased from
those tables after having invested at least one skill construction point.
The skills of the character are the heart of its nature for in many ways they reflect the experience
of the character in the most visible form to the players.
Skills are usually scaled from 0 (non-existent) to a high of 8 (maximum) in the Fantasy Realms
System.
The player is given a number of skill Points to assign to whatever skills they choose from the
available lists. Each point invested buys one rank of the chosen skill. The number of points
available varies based on the previous table, derived from the chosen Aspects.
A GM may choose, at the start of a campaign, to declare a 'no experts' limitation on character
generation. In this case no player characters can have more than a rank 7 in any of the skills they
invest in.
Note that the player DOES get to add the skill table adds to the rolls if they are using the
profession system, or the chosen tables system.
The GM has final say in regards to editorial content of a character, to balance design.
In Hârn, all player characters get their Native Language as a free skill, at Rank 4. They do NOT
get Read/Write as a free skill!
Psyche Method Affects Upon Skill Selection:
The aspects of the psyche affect both character skill selection at start and character skill
advancement during the game. It does NOT replace the Profession system - it can be used with it
to enhance that existing system.
Until now all skills were listed on one of eight category tables for use with the profession system.
Now we add a letter category for each skill upon the tables. Instead of assigning a standard single
pool of skill ranks that can be used to buy skills, a character is assigned points in a letter category
based upon their aspects. Overall this results in more skill ranks overall, but with a larger number
in skills that are not 'center stage' skills in the character's concept. Thus a character may have
more skill ranks available in skills associated with knowledge skills dealing with their culture then
they would having to do with combat or occult skills. This produces a more realistic and well
rounded character, instead of a combat monster or magic maniac.
Six categories exist of skill points, which may range in value from 2 to 31 ranks within them (and
with an average of 12 ranks in each category, or about 72 skill ranks, instead of the original 50
general skill points of the standard construction system). This is to reflect the differences in
training advancement and in using points gained from Negative Traits to buy extra skill ranks.
Ranks can only be spent on skills within the letter category, but can be spent as the player
chooses. The character still received their native language at Rank 4 for free, and can apply
Profession Table Bonus's and free skills in their character construction.
Each letter category is unique, and additional skills added should be given to a category that best
fits the GM's concept of the skill. Generally choosing the letter category that best fits the GM's
perceived related psyche aspects for the skill should be used, but obviously not all skills require all
the aspects in a letter category. The current letter choices for specific skills are obviously the
author's perception of said skills, and not perfect representations of the real world.
Categories:
A} (Discipline + Logic + Sanity + Curiosity) - Passion SPECIAL NOTE: If a character ends up with a negative value in a skill category, which can
happen on rare occasions, they should be considered instead to have 0 ranks to put into skills of
that category.
Table I (Combat Skills)
Arena Combat Etiquette [C] Table II (Craft & Trade Skills) Accounting (Requires Basic Mathematics 4+)[B] Table III (Entertainment Skills)
Acting [C]
Table IIIb (Music Instruments)
All Musical Instruments are [C] Skills.
Accordion Anatomy, Human [A] Table IVb (Languages) * Languages are all considered Category 'C' Skills
Altish Ancient Languages (No Longer Spoken, must have read/write to know)
Azeri Table V (Social & Artistic Skills) Appraising [C] Table VI (Unusual Skills) Animal Noise [C] Acrobatics [F] Alchemy : Animal Realm [F] SPECIAL NOTE: If a character ends up with a negative value in a skill category, which can
happen on rare occasions, they should be considered instead to have 0 ranks to put into skills of
that category.
Professions:
The following are the basic occupations used in HârnMaster, with a few additional ones that are
mentioned in the other books. For fuller descriptions, please check the books, this is just the basic
info for character creation.
Common Freeman (Unguilded)
Tables II, VI
Cooking This represents all common laborers and ordinary freemen. Gladiator (Unguilded)
Tables I
Arena Etiquette A player character Gladiator should be a veteran of the area that has managed to buy their
freedom thru their victories. They are often sought to serve as personal body guards by nobles
and wealthy merchants. Gladiators MUST have a BODY, COORDINATION and HEALTH of at
least 5. They usually have the right to bear arms automatically. Sindarin cannot be gladiators.
Gladiators will not generally know any magic, since magic is forbidden in most arena combats.
Harper (Guilded)
Tables III, VI
Any One Musical Instrument Harpers, also called Skalds, are accomplished minstrels, who convey news, folklore, and history.
Harper requires a Communication Aspect of at least 5 and a Coordination and Mind of at least 4.
Herald (Noble)
Tables IV, V
Drawing & Painting The Herald is a councilor and diplomat for the nobility. They may be the lesser son or daughter of
a knight or other noble, and may possess weapon skills associated with knighthood. They need a
Communication Aspect of at least 5.
Hunter/Forester (Unguilded)
Tables I, VI
Foraging Huscarl (Unguilded)
Table I
Foraging Ivinian or Khuzan Elite Warrior. Must get weapon skill! Have the Right to Bear Arms.
Knight (Noble)
Table I, IV
Armor Usage Must take a weapon skill as well. Knights automatically have the Right to Bear Arms.
Lia-Kavair (Thief) (Guilded)
Tables III, VI
Acrobatics The Lia-Kavair is as far above the common highwayman as the Knight is above a Yeoman. They
are masters of guile, stealth, and misdirection. A Lia-Kavair must have a Coordination and
Perception of at least 5.
Legionnaire (Unguilded)
Table I
Armor Usage Professional Full Time Soldiers. Legionnaires have automatically the right to bear arms, but
cannot wear full suits of plate armor.
Mercantyler (Guilded)
Tables II, V
Civil Law This is used for most merchants and craftsmen. Mercantylers can buy their starting equipment and
supplies for 10% less then other characters.
Mercenary (Unguilded)
Table I, VII
Survival, Forest Mercenaries must buy the Right to Bear Arms as a positive trait to be able to carry weapons in
civilized areas, unless they are starting in the employ of a noble.
Pilot (Guilded)
Tables I, VII
Familiarity : Any One Sea Area Pilots are the elite of those who travel upon the sea, and often are masters of their own ships.
They need a MIND and Perception of at least 4.
Priest/Priestess (Unguilded/Guilded/Noble)
Tables IV, VIII
Oratory Bound to the belief system of a single divinity and all the rules therein. Each may have a special
additional skill requirements (ex: Halea priestesses must take lovecraft and singing skills in
addition to the above).
Ranger (Unguilded)
Tables II, IV
Bows Rangers generally are the guardians of the forests of royalty, protecting them from fires and from
poachers. They also often accompany royalty on hunts.
Seaman (Guilded)
Tables I
Fishing Shek-Pvar (Mage) (Guilded)
Tables VIII
Any One Convocation (Not Gray) Bound By Pvaric Philosophy (Code of Conduct). Must have a Mind, Health and Power of at
least 5. The Shek-Pvar believe that with greater power comes greater responsibility, and that
magic should not be used to force one's will upon the masses for personal profit.
Viking (Pirate) (Unguilded)
Tables I
Chopping Weapons Humans only can be vikings. Vikings are from Lithia and are not native to the Isle of Hârn.
Weaponcrafter (Guilded)
Tables I, II
Armorer Automatically have the right to bear arms, including full Chivalric armor.
Yeoman (Unguilded)
Tables I, II
Agriculture Must be in service to a Knight. Have the right to bear arms.
B} (Discipline + Logic + Esteem + Empathy) - Adaptability
C} (Adaptability + Curiosity + Communication + Empathy)
D} (Passion + Insight + Synchronicity + Esteem) - Sanity
E} (Creativity + Passion + Communication + Insight) - Sanity
F} (Adaptability + Logic + Creativity + Insight) - Discipline
Armor Usage [B] {Reduces Coord. Losses for wearing armor}
Blind fighting [B]
Blowgun [A]
Bludgeon Weapons [B]
Bows [A]
Charioteering [C]
Chopping Weapons [B] {Axes, Sickles, Warhammers in Hârn}
Chivalric Warfare Tactics [C] {Prerequisite : Chess}
Crossbows [A]
Daggers & Knives [C]
Engineer, combat [C] {Includes Siege Warfare Tactics}
First Aid [B]
Guerrilla Warfare Tactics [C]
Initiative [B] {Adds to combat initiative speed in Hârn}
Lasso [B]
Net [B]
Pressure Points [B][F]
Staffs & Polearms [B]
Swords, heavyweight [B]
Swords, lightweight [F][B]
Throw Maneuvers [B]
Throwing Weapons [B]
Unarmed Combat [B] {Hand To Hand Combat; HTH in FR}
Whips & Flails [B]
Administration [B]
Agriculture [B]
Animal Handling [C]
Animal training [C]
Architecture [F]
Armorer [A]
Banking/Financier [F]
Barbering [A]
Blacksmithing [A]
BookBinding [A]
Bowyer/Fletcher [A]
Brewing [A]
Business Management [F]
Butchering [A]
Candlemaking [A]
Civil Engineering & Construction [F]
Civil Law [F]
Cobbling [A]
Distilling [A]
Falconry / Hawking [C]
Fire-building [A]
Gem Craft [B]
Glassblowing [A]
Hunting [C]
Jewelry Making [D]
Knitting [A]
Leather working [B]
Lumbering/Timbercraft [F]
Masonry [A]
Metallurgy [F]
Metal smithing [F]
Mining [B]
Navigation [A]
Plastering [B]
Pottery/Ceramics [A]
Seamstress/ Tailor [A]
Shipwright [F]
Silk Making [B]
Soapmaking [B]
Weaponsmithing [A] {Weaponcrafting}
Weaving [B]
WheelWright [B]
Woodworking [C] {Includes Carpentry & Woodcarving}
Board Games [C]
Bowling [A]
Chess [A]
Darts [A]
Dancing [C]
Familiarity : Literature [E]
Fire-eating [C]
Gambling [C]
Juggling/balancing [F]
Kite Design [F]
Musical Composition [C]
Musical Instruments [C]
Playwriting (Requires Read/Write) [C]
Singing [C]
Slight Of Hand [C]
Stilt walking [A]
Sword Swallowing [A]
Theater Arts [C]
Ventriloquism [C]
Bagpipes
Constantina
Drums (& Misc. small Percussion)
Dulcimer
Fiddle
Flute
Harp/Lyre
Lute
Mandolin
Recorder
Sitar
Slide Trumpet
Trumpet
Animal Lore [C]
Archaeology [F]
Bar Tending [C]
Cartography {Requires Drawing} [F]
Engineer, Mechanical [F]
Familiarity : Area (By Town/City/Territory) [A][C]
Familiarity : Fine Art [C]
Familiarity : Fine Wines [C]
Familiarity : Gourmet Foods [C]
Familiarity : Sea (For Navigation) [A][F]
Folklore (Hârnic) [C]
Genealogy [B]
Geography [B]
Heraldry [B]
History, World {Hârn & Lythia} [B]
Languages (See Table IV B) [C]
Mathematics, Basic [B]
Midwifery (needs First Aid) [C]
Navigation [A] {Piloting in Hârn}
Physician (Needs Anatomy, First Aid) [A]
Physics (Needs Mathematics) [F]
Reading/Writing (For Languages Known) [C]
Sindarin Lore [C][D]
Surgeon (Needs Physician) [A]
Teaching/Educating [C]
Veterinarian Medicine [C]
Byrian
Emela
Harbaalese
Hârnic
High Azeryani
Ivinian
Jarinese
Karejian
Karrandier
Khuzdul (Khuzdul characters only}
Low Azeryani
Palithanian
Quarph
Shorka
Sindarin {Sindarin Only}
Trierzi
Urmech
Yarili
Azeryani
Elbythian
Jarind
Karuia
Old Atlish
Old Hârnic
Old Jarinese
Old Trierzi
Phari
Quar
Calligraphy (Needs Read/write) [F]
Child Care [C]
Choreography (Needs Dancing) [D]
Cooking & Baking [A]
Cosmetics [B]
Diplomacy [C]
Drawing & Painting [E]
Etiquette (By culture) [B]
Familiarity : Cultural Groups, examples:
Hârnic [C]
Gambling [C]
Ivinian [C]
Jarin [C]
Karrandier [C]
Khuzdul [C]
Sindarin [C]
Intimidation [C]
Intrigue [C][F]
Lovecraft [E] {Tantrics}
Massage [E]
Oratory [C]
Rhetoric [C]
Sculpting [E]
Streetwise [C]
Tattooing [E]
Concealment [F]
Disguise [C]
Embalming [A]
Escape Artistry [E]
Find/Remove/Set Traps [A]
Foraging [A]
Forgery [F]
Hiding in Shadows [F]
Lip Reading [C]
Locksmithing/Picking [F]
Pocket Picking [C]
Rope Use [F]
Set Snares [A]
Shadowing (trailing) [F]
Stealth [F]
Torture [C][E]
Tracking (wilderness) [F]
Voice Mimicry [C]
Bullfighting [B]
Climbing [F]
Contortionist [F]
Diving (Requires Swimming) [A]
Fishing [A]
Mountaineering [F]
Pole Vault [B]
Riding [A]
Rowing/Punting [A]
Sailing [B]
Skating, ice [B]
Skiing [B]
Spelunking [F]
Survival, Arctic [F]
Survival, Forest [F]
Survival, Desert [F]
Survival, Jungle [F]
Survival, Swamplands [F]
Survival, Urban [F]
Swimming [A]
Tightrope Walking [B]
Trapeze [D]
Tumbling [E]
Alchemy : Human Realm [F]
Alchemy : Khuzdul Realm [F]
Alchemy : Mineral Realm [F] {Requires Metallurgy}
Alchemy : Sindarin Realm [F]
Astromancy [E] {Astrology in Hârn}
Convocation : Fyvria {Green/Earth} [D]
Convocation : Jmorvi {Yellow/Metal} [D]
Convocation : Lyahvi {Red/Air} [D]
Convocation : Neutral (Gray) [D] {Not at Start!}
Convocation : Odivshe {Blue/water} [D]
Convocation : Peleahn {Orange/Fire} [D]
Convocation : Savorya {Violet/Spirit} [D]
Meditation [F][B]
Multidimensional Cosmology [E]
Pvaric Philosophy [C][D]
Religion: Agrik [D][C]
Religion: Basara {Minor} [D]
Religion: Halea [D][C]
Religion: Ilvir [D][C]
Religion: Larani [D][C]
Religion: Morgath [D][C]
Religion: Naveh [D][C]
Religion: Peoni [D][C]
Religion: Sarajin [D][C]
Religion: Save-K'Nor [D][C]
Religion: Siem [D][C] {Primarily Sindarin}
Ritual (by religion) [D][E]
Runemagic [F] {Only Khuzdul & Sarajin Followers}
Tarotry [C]
Daggers & Knives
Swimming (or if not born on coast, Either Agriculture or Survival, Urban)
Unarmed Combat
Swords, Lightweight
First Aid
Unarmed Combat
Folklore
Oratory
Singing
Heraldry
Oratory
Read/Write
Stealth
Survival, Forest
Tracking
Initiative
Heraldry
Survival, Forest
Heraldry
Initiative
Riding
Concealment
Intrigue
Stealth
Foraging
Initiative
Swords, light
Intrigue
Mathematics, Basic
Rhetoric
Swords, Light
Tracking
Unarmed Combat
Navigation
Rope Usage
Seamanship
Religion (own)
Read/Write
Rhetoric
Stealth
Survival, Forest
Tracking
Rope Usage
Seamanship
Swimming
Pvaric Philosophy
Read/Write
Spells (Public or Personal) One for each MIND point, at Rank 1.
Foraging
Seamanship
Survival, Arctic
Blacksmithing
Metal Smithing
Metallurgy
Animal Handling
Armor Usage
Daggers & Knives