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HârnFudge

By Ethan Greer

About Fudge

Fudge is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of Fudge are available on the Internet at http://www.fudgerpg.com and in book form from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from Fudge may specify certain attributes and skills, many more are possible with Fudge. Every Game Master using Fudge is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with Fudge copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of Fudge, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.

Disclaimer

The following materials based on Fudge, entitled HârnFudge, are created by, made available by, and Copyright © 2002 by Ethan Greer, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright © 1992-1995 by Steffan O'Sullivan, All Rights Reserved.

About Hârn

Hârn, HârnWorld, and HârnMaster are Copyright © by N. Robin Crossby and Columbia Games Inc. Visit the Columbia Games website for information on ordering Hârn and other fine gaming products.

Forward

Welcome to HârnFudge. HârnFudge is a pet project of the author, designed to combine two of his favorite elements in role-playing: Hârn, a fantasy campaign setting, and Fudge, a role-playing game.

This document was written as a player's introduction to be distributed to players by a Game Master (GM) as a prelude to running a game using these rules. HârnFudge assumes that the reader is either a GM who is at least marginally familiar with both Fudge and Hârn, or a player in a game run by said GM. As such, the document does not go out of its way to exhaustively explain the mechanics and rules of Fudge, nor does it describe the Hârn setting in any great detail. Players should direct rules or setting questions to the GM, and GMs should refer to the Fudge rules, or an appropriate Hârn publication.

As with any custom modification to Fudge, this document reflects only the author's tastes and preferences. In short, this adaptation of Fudge to the Hârn setting is only a suggestion. Others should feel free to modify, augment, or ignore any and all portions of this document.

Table of Contents

1 Character

1.1 Traits and Trait Levels

HârnFudge uses a simple system to quantify a character's abilities and potential. A character's traits are divided into two major groups: Attributes and Skills. There are also a few special abilities, most notably magical and divine skills, which are covered in later respective chapters.

HârnFudge uses ordinary words to describe various traits of a character. The seven-level sequence of terms used are listed below (in order from best to worst). Each trait level has a corresponding numeric value ranging from -3 to +3.

Trait LevelValue
Superb+3
Great+2
Good+1
Fair0
Mediocre-1
Poor-2
Terrible-3

1.1.1 Attributes

Attributes are traits that every character possesses. Characters in HârnFudge have the following attributes:

AttributeDescription
Strength Physical strength; lifting/carrying capacity; ability to deal damage.
Agility Athleticism; physical dexterity; hand-eye coordination; grace.
Health Fitness; resistance to disease, injury, and poison; physical stamina.
Memory The character's ability to retain information, knowledge, and experience.
Willpower Force of will; determination; guts; mental stamina.
Aura Empathy; force of personality; spiritual strength; internal power.

1.1.2 Skills

Skills are specialized abilities that not all characters will have. Unlike many role-playing games, Skills in HârnFudge are not related in any way to Attributes or their levels. Players are encouraged to design their characters logically, but this is not a requirement, just as it is not a requirement in real life.

Each Skill has a Default that indicates the level at which a character practices the Skill without training. Skills with a Default of None may not be attempted by a character that has not had some training in the Skill.

The Skill list used in HârnFudge is taken directly from HârnMaster, with little modification. It is designed to include most of the Skills necessary for role-playing in the Hârn setting. This list may be modified, limited, or augmented by the GM.

1.1.2.1 Physical Skills

SkillDescriptionDefault
Acrobatics Tested when a character attempts a gymnastic feat that is more than a simple matter of native Agility. Poor
Climbing Climbing is tested when a character attempts to climb a difficult obstacle. If the character has good climbing gear, add one level to the skill. Poor
Dancing The ability to perform various types of dance. Poor
Jumping Tested when a character attempts to leap for height or distance. The skill assumes a running start; subtract one skill level for standing jumps. Poor
Legerdemain Sleight of hand. Tested when a character attempts to perform a feat of manual dexterity without being detected by observers or victims. Rolled as an Opposed action vs. the victim's Awareness skill. Any potential observers should also roll. Terrible
Skiing Cross-country skiing, including basic downhill ability. Skiing is a rare skill except among northern peoples such as the Yarili of Ivinia. Poor
Stealth Tested when a character attempts to move without being detected. It can only be applied in situations where an observer would not automatically see the sneaker. Roll vs. the Awareness of any potential observers. Poor
Swimming Stay afloat and move about in water and/or other liquids. Poor
Throwing Throw an object for distance or accuracy. Poor

1.1.2.2 Communication Skills

SkillDescriptionDefault
Acting The ability to play a role. Used to determine the success of a masquerade or dramatic performance. Acting includes the ability to disguise oneself and/or to assume a false identity. Poor
Awareness Subliminal sensitivity to the environment. Awareness may be tested when a character says something like, "I'll look around." It also is tested if an event occurs and the GM wishes to determine who might have noticed it, or at least have noticed that something is out of place. Poor
Intrigue The ability to assess and/or act effectively within a social/political situation over a period of time. Intrigue is used as a discretionary shortcut by the GM to avoid the playing out of an information-gathering process. Poor
Language Each language is a separate skill. Each character starts with their native language at Fair; this does not count against the character's free starting skill levels. Terrible
Lovecraft The ability to charm, seduce, and give erotic pleasure. Used to assess the success of a seduction or sexual encounter. Poor
Mental Conflict The ability to wage mental conflict. Used to regulate all forms of psycho-spiritual conflict, including psionics, possession, magic, and some forms of divine and semi-divine intervention. The skill is used to resolve any situation in which two or more wills wage direct, personal conflict without resorting to physical force. Mental Conflict occurs when two or more personalities become telepathically linked or fused, and one or both personalities attempts to achieve dominance or direct control. Mental Conflict can also be referred to as a "Battle of Wills." Not all mental linking and/or possession is hostile; some healers, for example, use mental linking as a way to diagnose a patient's ailments. Terrible.
Musician Each type of musical instrument is a separate skill. Among the most common are Drum, Flute, Harp, Horn, Pipes, and Lute. This skill may include the ability to read and write music, depending on the character's background and culture. Terrible
Oratory The ability to impress or persuade crowds by logic, eloquence, or charisma. This is something of a shortcut skill and is highly discretionary; some players have more fun actually making speeches. Oratory skill level may not exceed the orator's language skill level in the language being used. Oratory use level may not exceed the audience's skill level in the language. Poor
Religion Each deity counts as a separate Religion skill. Religion does not allow the invocation of Divine Miracles. It is merely knowledge of the practices of a church and methods of worship. Most characters know something about their own religion, at least enough to attend and participate in church services without seeming too ignorant. Unless the character's culture, social class, or family is irreligious, each character chooses a religion and starts the skill at Mediocre. This does not count against the character's starting CP. Other religions may be purchased like normal skills. None
Rhetoric Used as a guide to how well a character can argue, haggle a price, etc., or when a PC wishes to convince an NPC to do (or believe) something when the GM does not wish to role-play a conversation. All uses of Rhetoric are highly discretionary. The skill may not be used to convince people to do things that are clearly not in their interest, but for reasonable requests. Rhetoric skill level may not exceed the character's language skill level in the language being used. Rhetoric use level may not exceed the target's skill level in the language. Poor
Script Each script is a separate skill. Lakise is the human script generally used on Hârn. Khuzdul and Ivinians use Runic, and the Sindarin use Selenian. None
Singing A character's ability to carry a tune using the voice as an instrument. Poor

1.1.2.3 Combat/Weapon Skills

SkillDescriptionDefault
Axe The ability to use hafted, edged weapons. Battleaxe, Handaxe, Shorkana, Sickle, Warhammer. Poor
Blowgun The ability to use all types of blowgun. This is a rare skill except among the Lia-Kavair, clergy of Naveh, and certain tribes in tropical and equatorial rainforests. Poor
Bow The ability to use bows. Crossbow, Hartbow (elven composite bow), Longbow, Shortbow. Poor
Club The ability to use hafted, clubbing weapons. Club, Mace, Maul, Morningstar. Mediocre
Dagger The ability to use short-bladed weapons, mostly as secondary weapons. Dagger, Keltan (main gauche), Knife, Taburi (throwing knife). Poor
Dodge The ability to get out of the way of incoming attacks. For particularly elaborate or graceful dodges, use Acrobatics. Poor
Flail The ability to use articulated (folding/bending) weapons. Centrifugal force gives them high impact, but they are difficult to use in combat, especially in close combat. Ball & Chain, Grainflail, Nachakas, Warflail. Terrible
Initiative Reflects battle experience, discipline, and morale. Determines the order in which characters take turns in combat. Poor
Net The ability to use a net, cloak, blanket, etc. as an entangling weapon. Primarily a defensive or non-lethal weapon skill. Poor
Polearm The ability to use heavy, two-handed, pole-weapons. Falcastra, Glaive, Pike, Poleaxe. Poor
Riding Used to determine the ability to ride/control a steed in combat. The skill may also be used for other difficult mounted maneuvers at GM discretion. Poor
Shield The ability to use shields, which are just about the only defensive weapons available. Buckler, Kite, Knight, Round, Tower shields. Mediocre
Sling The ability to use sling-type weapons. Sling, Staff Sling. Terrible
Spear The ability to use hafted, thrusting, and staff-type weapons. Javelin, Lance, Spear, Staff, Trident. Poor
Sword The ability to use swords. Bastard Sword, Battlesword, Broadsword, Estoc, Falchion, Longknife, Mang, Mankar, Shortsword. Poor
Unarmed Used to punch, kick, or wrestle with an opponent. Poor
Whip The ability to use various types of whip. Isagra, Whip. Poor

1.1.2.4 Lore/Craft Skills

SkillDescriptionDefault
Agriculture The ability to raise and harvest crops effectively. Poor
Alchemy Used for the analysis and/or production of chemical or alchemical compounds. Alchemists devise (or otherwise acquire) recipes for their craft. Use of this skill requires access to the necessary equipment, texts, and materials. None
Animalcraft The ability to domesticate, breed, and train animals. Also includes basic veterinary medicine. Poor
Astrology The ability to chart the stars, cast horoscopes, and make predictions based on astrological knowledge. Astrology includes knowledge of astronomy. The art of using astrology to make predictions is called Astromancy. None
Brewing The ability to prepare alcoholic and other beverages. Used to determine the quality of brewed ale, beer, cider, etc. Basic materials are necessary. Depending on cultural background, this may include the ability to make wines and spirits. Brewing for public consumption is closely controlled by the Innkeepers Guild, although it is legal to brew for personal use. None
Ceramics Determines the quality of pottery items produced. This is limited by the availability and quality of materials and equipment. None
Cookery Determines the appeal and nutritive value of meals. Poor
Drawing The ability to produce a likeness, or to assess the artistic quality or realism of a drawing or painting. This skill is also used for drawing maps. Poor
Embalming Determines success when embalming a corpse against deterioration, and when preparing a corpse for burial/cremation. The skill also includes familiarity with local rituals; since journeyman embalmers need to travel widely, this can result in quite an accumulation of knowledge. Most civilized cultures take great care with their dead--embalming is a sign of respect and honor, and has serious emotional and religious overtones. Most temples use master embalmers (either bonded or free) to oversee their burial rituals. Embalming includes limited knowledge of practical Alchemy and Perfumery. Embalmers know how to make incense and soap, for example. None
Engineering The ability to construct and maintain mills, drawbridges, siege and castle engines, and the like. This skill does not include the ability to make small, delicate mechanisms such as locks (for which see Lockcraft). Good engineers are very useful people and can earn good money in many fields. Engineering is not a skill monopolized by any guild--military sappers, millers/millwrights, and masons all study engineering. None
Fishing Catch fish through various means, including spear, hook and line, net, or even bare hands. Poor
Fletching The ability to make and repair bows and arrows. Most archers are fletchers to some degree--it is, therefore, a reasonably common skill. Poor
Folklore Knowledge of myths, legends, and history. This is an oral tradition in most cultures. Successful use of this skill means the character remembers information relevant to the subject being inquired about. None
Foraging Finding (vegetarian) food in the wilderness. To seek specific plants, see Herblore. For hunting meat, see Tracking. Poor
Glassworking The ability to produce glassware. Appropriate tools and materials are necessary. Most people believe glassworkers use magic to create their wares. Glass is used for tableware, objects d'art, alchemical equipment, and, occasionally, for windows. It is expensive and the preserve of the wealthy. The best glass products are of elven make. Terrible
Heraldry The ability to recognize heraldic achievements, and to blazon (properly describe) arms. May be used to provide access to heraldic data and also to determine recognition of obscure achievements. None
Herblore The ability to classify groups of similar plants and identify individual types of plant; an important skill for alchemists, physicians, apothecaries, etc. Herblore can be used to gather plants for apothecaries, and skilled gatherers can earn a reasonable living. None
Hideworking Determines the quality of furs and hides cured, and the quality of leather goods produced. Dependant upon the quality and availability of tools and materials. Rough-curing (removing a hide from a carcass and preparing it for transport and proper tanning) can be done in the wilderness with only some crude tools. Poor
Jewelcraft Determines the quality of jewelry and/or fine metal work made by the character. Materials are necessary and failure can be expensive. This skill is also used to appraise gems, fine metalwork, and/or jewelry. Poor
Law Knowledge of local law. Litigants often use this skill to determine which law applies to a particular situation. Enfieffed knights use the skill to settle disputes between common folk who live at their manor; success indicates a fair and just decision was made. None
Lockcraft The ability to analyze and pick locks. The skill may also be used to appraise the complexity of a lock and/or to see if it is trapped. To construct locks and other small/complex/delicate mechanisms out of metal, use the lower of the character's Lockcraft and Metalcraft skill levels. Terrible
Masonry Used to analyze/construct stonework. This is a highly respected art and talented masons are very well paid. To construct buildings, bridges, etc., use the lower of the character's Masonry and Engineering skill levels. Terrible
Mathematics The ability to make calculations with numbers, keep books of account, and so on. This skill is useful in many different fields. None
Metalcraft Used to determine success/quality when producing commonplace metallic goods. This skill may not be used to produce jewelry, weapons, or armor. Metalcrafters (mostly blacksmiths) are found in most settlements. Terrible
Milling Used to determine efficiency and/or yield when milling grain, etc. Milling is primarily a way to earn money. It is usually not a very exciting activity or a useful skill for adventurers. None
Mineralogy Knowledge of geology and ability at prospecting, mineworking, and ore refining. Prospecting is a complex issue, depending on the terrain surveyed and the minerals being sought. Most miners deal only with native metals of various degrees of rarity. The treasures and useful minerals sought by prospectors, and extracted by miners, include gold, silver, copper, tin, lead, zinc, coal, salt, iron, diamonds, rubies, emeralds, sapphires, etc. The rarest and most valuable of all is mythral (platinum). None
Perfumery Used to determine success at inventing and producing perfumes, soap, incense, etc. Appropriate materials are necessary. Perfumers deal mainly in organic alchemy, but most know some Embalming. Many temples employ perfumers. None
Piloting The ability to navigate a ship. None
Runecraft The esoteric ability to divine, read portents, and cast fortunes by means of runestones and/or rune symbology. A popular, if not necessarily precise, art in regions influenced by Ivinian or Khuzan culture. The GM secretly tests Runecraft to determine the accuracy of a reading. None
Seamanship Tested when a character attempts a difficult task having to do with the handling of a ship or boat, such as setting sails in high seas. Seamanship does not include navigational skills. None
Shipwright Used to determine how well the character constructs a ship, boat, or its fittings. None
Survival The knack of surviving in the wilderness. May be used to establish the quality of a lean-to, build fires under difficult circumstances, and so on. Survival is used for outdoor activities not covered by Foraging, Tracking, or Herblore. Poor
Tarotry The ability to use Tarot for contemplation and/or divination. The GM secretly tests Tarotry to determine the accuracy of a reading. None
Textilecraft Used to determine the quality of textile goods produced by the character. Quality and availability of tools and materials, as well as task complexity, will affect results. Poor
Timbercraft The art of selecting timber from a forest, felling trees, and rough-cutting into lumber. Poor
Tracking The ability to detect and follow tracks. When spores are encountered, Tracking is tested to determine whether the character has detected them. Thereafter, if the tracker tries to follow a trail, additional tests are made periodically. Poor
Weaponcraft The making/assessing of weapons and armor. Terrible
Weatherlore The ability to predict the weather based on evaluation of external signs in the character's surroundings. Poor
Woodworking The ability to work wood. Used to determine the quality of a wooden item made by the character. Appropriate tools and materials are necessary, and the quality and complexity of an item will affect the result. Poor

1.2 Scale

In any fantasy world, there are entities with attributes outside the range of the human norm. In particular, animals and monsters with Strength or Mass well above or below the human range exist in the world of Hârn. Examples include giants, sparrows, horses, cats, and dragons.

In HârnFudge, Strength and Mass are rated in terms of Scale for different races. Human Scale is 0 for both Mass and Strength. Non-human races can have a positive or negative number for their Scales, depending on whether they are stronger/weaker or bigger/smaller than humans. (The word Scale used alone always means Strength/Mass Scale in HârnFudge. Any other Scale, such as Speed, or Strength without Mass, will be defined as such.)

The Scale values are used primarily during combat. A creature's Strength Scale affects the damage it causes in an attack, and its Mass Scale affects the damage it sustains from the attacks of others. See Combat for more details.

Strength scale may also be used in contests of strength between entities of differing scale. A bear, for example, might have a Scale of 3. If for some unfathomable reason a human (Scale 0) entered into a contest of strength with a bear, the bear would be at a +3 advantage. A domestic cat, on the other hand, might have a Scale of -7, in which case the human would be at a +7 advantage in a contest of strength.

1.3 Character Creation

Character creation is a point of contention among many gamers. Some feel that an understanding of a character's background is of paramount importance prior to determining trait levels and selecting skills. Others argue that the stats should be determined first and the character's personality created to fit the numbers. In any case, it is not within the scope of this document to discuss the process by which a character should or should not be created. The steps for constructing a character's attributes and skills are defined below. Any of the more abstract aspects of character creation are left to the players and GM.

1.3.1 Starting Attributes

Attributes start at Fair. Each player has 2 free levels to distribute among her character's Attributes. The player may also lower an Attribute level to raise another Attribute level.

A character may start off with no more than one Superb Attribute, one Great Attribute, and one Good Attribute. A "two lower for one higher" trait conversion mechanic may be used at the player's option. For example, the player may forego the Superb Attribute and instead take two Attributes at Great, allowing a total of three Great Attributes. The reverse is also allowed: a player may swap two Attributes at Good to get one at Great.

Once all attribute levels have been determined, calculate the character’s Damage Capacity (see Combat). Damage capacity is the average of Strength, Health, and Willpower, rounded down.

1.3.2 Character Points

Characters start with 64 Character Points (CP) to spend. CP may be spent as follows:

Taking...Costs...
A skill at Mediocre (not an option for skills with a default of Mediocre) 1 CP
A skill at Fair 2 CP
A skill at Good 4 CP
A skill at Great 8 CP
A skill at Superb 16 CP
An Innate Magical Talent* 4 CP
*See Innate Magic

The costs for various skill levels in the table above are not cumulative. For example, to take a skill at Great costs 8 CP, not 8 + 4 + 2 + 1 CP.

Starting Character Limits

For skills, the same "two lower for one higher" mechanic allowed with attributes may be used to manipulate the above limits.

1.4 Character Advancement

At the end of each session, the GM awards experience points (EP), which the player can trade in any way she wants at the following rates:

Raising Traits
From To Skill EP Cost Attribute EP Cost
Terrible Poor 2 6
Poor Mediocre 2 6
Mediocre Fair 2 6
Fair Good 4 12
Good Great 8 24
Great Superb 16 48

An individual trait can only be raised one level per session. A trait that has not been used since the last time it was raised may not be raised. All trait adjustments by players are subject to GM approval.

Players may save EP for as long as they wish. If the GM deems it appropriate to the story, players may spend more EP than they have available. Any future EP the character earns go to paying for the advancement until it is completely paid for.

1.4.1 EP Award Guidelines

The guidelines below are, of course, only suggestions.

2 Action Resolution

HârnFudge assumes that Fudge dice will be used. If Fudge dice are not available or the GM does not wish to use them, Fudge includes several alternate dice methods which may be used. In all cases, the dice generate a result from -4 to +4. This number is then added to the trait level to determine the result. Results are measured on the same scale as traits, i.e. rolling +1 on a trait that is Good is a Great result; rolling +0 on a trait that is Fair is a Fair result. Using this method of action resolution, it is quite possible to get results that are better than Superb or worse than Terrible. These levels are simply referred to as "Superb + 2," "Terrible - 1," etc.

2.1 Unopposed Actions

GM determines the difficulty of the action (from Terrible to Superb, most often Fair) and informs the player which skill to use. If there is no relevant skill, use an attribute. Attributes should be treated as very broad-range skills. The player rolls 4dF. Rolled degree (the trait level plus the dice result) must equal or exceed the difficulty.

2.2 Opposed Actions

Opposed actions happen when two entities are directly opposed to one another. GM determines the trait that each party is to roll on, and both parties roll. The party with the highest rolled degree is the winner of the Opposed action. The relative degree is the amount by which each character won or lost the contest. So, for the winner, the relative degree will be a positive number, while for the loser, the relative degree is negative.

2.3 Critical Results

A natural -4 result on 4dF is a Critical Failure. A natural +4 result on 4dF is a Critical Success. Something out of the ordinary (good or bad) usually happens on a Critical result, subject to GM adjudication.

2.4 Situational Rolls

Sometimes, a GM just needs a general result to determine something. In this case, a Situational roll is used. Simply roll 4dF and interpret the outcome as needed.

3 Combat

3.1 Management

3.1.1 Initiative

At the beginning of combat, all participants roll on their Initiative Skill. Player with the higher Initiative Skill wins ties. If it is still tied, roll a die or something. The Initiative roll sets the sequence for the rest of the combat with the character with the highest rolled degree going first, and so on.

3.1.2 Rounds

Combat is divided into segments of time called Rounds. A Round lasts about one second.

3.1.3 Holding Action

Characters with a high Initiative rolled degree may decide to hold their action. This means that they can wait and see what happens before acting. Holding action is useful for delivering preemptive strikes and the like. Actions do not accrue from round to round; if a character does not act in a round they get no benefit in the next round.

3.2 Melee Combat

Combats are generally rolled as Opposed actions - the attacker's offensive skill vs. the defender's defensive skill. This is not the case if the target of the attack is unaware of, or chooses to ignore, the attack. In that case, the GM sets a difficulty level. If the attacker wins, the attack is successful.

In order to successfully attack, the attacker must have a rolled degree of Fair or better on her offensive skill, regardless of the defender's roll.

3.2.1 Multiple Combatants

When a lone fighter faces multiple opponents in melee, the lone fighter is at -1 to attack and defend for each opposing fighter beyond the first, and may only attack one of them. There is a practical limit to the number of attackers that can engage a single defender in melee. If the lone defender is completely surrounded, a maximum of six attackers may engage the defender in a single round (fewer if the attackers are bulky or are wielding large weapons such as pole arms). If the defender is standing in a doorway, a maximum of two attackers may engage him in a single round. (Or four attackers, if the defender is beset from both sides of the door.)

3.3 Ranged Combat

Ranged combat works similarly to melee combat. If the target is aware of the attack, he may ignore the attack or oppose it with an appropriate skill (usually Dodge, Shield, or Acrobatics). One additional option is available: the target may shoot back. In that case, both actions are rolled Unopposed.

3.4 Damage

3.4.1 Wound Levels

There are seven wound levels in HârnFudge:

Wound LevelDescription
Undamaged no wounds at all.
Just a Scratch no real game effect, except that if the character is scratched enough the minor injuries will take their toll.
Hurt the character is wounded significantly, enough to slow him down. He is at -1 to all traits which would logically be affected.
Very Hurt the character is seriously hurt, possibly stumbling. -2 to all traits which would logically be affected.
Incapacitated the character is so badly wounded as to be practically incapable of any action, except possibly dragging himself a few feet or gasping out an important message.
Near Death the character is unconscious, and will die in an hour or less if he does not receive medical attention.
Dead the character is dead. Go through his clothes and look for loose change.

3.4.2 Damage Capacity

Damage Capacity determines how wounds affect a character. It is a derived attribute, calculated by taking the average of Strength, Health, and Willpower, rounded down. The only way Damage Capacity may be raised or lowered is by raising or lowering the attributes upon which it is based. Damage Capacity should be calculated at character creation and written on the character sheet.

3.4.3 Wound Factors

The player should determine and record a character's Offensive Wound Factors and Defensive Wound Factors.

3.4.3.1 Offensive Wound Factors

3.4.3.2 Defensive Wound Factors

3.4.4 Determining Wound Level

First, calculate the Damage Factor by subtracting the defender's Defensive Wound Factors from the attacker's Offensive Wound Factors.

Next, examine the attacker's Relative Degree. If the Relative Degree is 0 or less, the attack deals no damage.

If the relative degree is +1, the result is a graze. Reference the damage factor on the chart below to determine the result of the graze.

Damage FactorResult
0 or less No Damage
0-4 Scratch
5 or more Hurt

If the relative degree is +2 or greater, add the relative degree to the damage factor. To reflect the randomness and chaos of melee combat, also roll 1dF and add the result. Reference the total on the chart below:

Damage FactorResult
0 or less No Damage
1-2 Scratch
3-4 Hurt
5-6 Very Hurt
7-8 Incapacitated
9 or more Near Death

3.4.5 Recording Wounds

A version of the following chart appears on each character sheet:

Wounds
1-2 3-4 5-6 7-8 9+
[ ] [ ] [ ] [ ] [ ] [ ] [ ]
Scratch Hurt (-1) Very Hurt (-2) Incapacitated Near Death

When a wound is accrued, mark an appropriate box on the chart. If there is no available box for the wound level, mark the next more severe available box. So, if the character has three scratches and gets a fourth scratch, the Hurt box is marked. (Unless the Hurt box is filled in as well, in which case the Very Hurt box would be marked.) When a higher box than the actual wound must be marked, make a note of the wound's actual severity. This is important for healing, since a Hurt level wound heals much quicker than an Incapacitated level wound.

3.4.6 Stun, Knockout, and Pulling Punches

A player can announce that his character is trying to stun or knock his opponent out rather than damage her. Using the flat of a blade instead of the edge, for example, can accomplish this. Damage is figured normally, but any damage inflicted doesn't wound the opponent: it stuns her instead.

In this case, a Hurt result is called a "Stun" - a stunned character cannot attack and is at -1 to defend for one combat turn only. However, the Stun result stays on the character sheet: that is, a third Stun result, even if delivered more than one combat round after the first, will cause the character to become Very Stunned. (Stun results heal like Scratches: after combat is over.)

A Very Hurt result in a stunning attack is called a Very Stunned result instead: no attacks and -2 to all actions for two combat rounds.

A result of Incapacitated or worse when going for stun damage results in a knockout. A knocked-out character doesn't need healing to recuperate to full health-- just time.

Likewise, a player may choose to have his character do reduced damage in any given attack. This is known as "pulling your punch," even if you are using a sword. This commonly occurs in duels of honor, where it is only necessary to draw "first blood" to win, and killing your opponent can get you charged with murder. A Scratch will win a "first blood" duel; it is not necessary to Hurt someone.

To pull your punch, simply announce the maximum wound level you will do if you are successful.

3.4.7 Healing

Scratches do not require any skills or magic to heal. Scratches are usually erased after a battle, provided the characters have five or ten minutes to attend to them.

A Good result on a healing Skill heals all wounds one level (Hurt to healed, Very Hurt to Hurt, etc.). (Scratches do not count as a level for healing purposes. That is, a Hurt wound that is healed one level is fully healed.) A Great result heals all wounds two levels, and a Superb result heals three levels.

Healing takes time: the success of the roll merely ensures the wounds will heal, given enough rest. On a successful healing roll, each wound heals one level for every five days of rest. Miraculous or magical healing takes from one to two days per wound level, or even less time, depending on the circumstances.

Wounds will heal on their own without any treatment. Every ten days of rest will heal each wound one level.

If the wounded character undertakes any strenuous activity during the healing process, the GM may require the character to make a Health roll. Failure means that the character loses any benefits from healing and heals at the untreated rate unless the wounds are retreated. If the character was not receiving any treatment, then a failure means that she must start counting days again from the time of the failure to determine the next healing time.

3.4.8 Infection

It is possible for open wounds to become infected. Open wounds are usually the result of a cut or stab, but severe blunt trauma, serious burns, or bone fractures can be open wounds. The GM will determine whether or not a wound is open. At the end of combat, roll vs. the character's Health for each open wound. A Hurt wound becomes infected on a result of Terrible or worse; a Very Hurt wound becomes infected on a result of Poor or worse; more severe wounds become infected on a result of Mediocre or worse.

Infections in HârnFudge are never fatal. They simply slow the healing rate. An infected wound counts as a wound level for the purposes of healing. For example, an untreated Hurt wound would normally take ten days of rest to be healed. If the wound were infected, it would take twenty days to heal: ten days for the infection, and ten more days for the wound itself.

Unlike in real medieval life, infection in HârnFudge is neither likely nor life-threatening. This is because a realistic handling of infection would result in far too many character deaths. The infection rules are intended to provide a bit of flavor, and may be ignored if desired.

3.5 Weapons and Armor

In the tables below, Class refers to the class of people who may legally carry the weapon. There are three general classes of people on Hârn: the highborn nobility, freemen, and peasant serfs. Only those of noble blood may carry Chivalric weapons. (They are legally entitled to bear any weapon.) Freemen may use weapons marked Free, and may of course carry Peasant weapons. Serfs are only permitted to carry Peasant weapons; indeed, most Peasant "weapons" are no more than tools. See HârnPlayer for more details.

3.5.1 Melee Weapons

All melee weapons are muscle-powered in HârnFudge.

Weapon Description Weapon Strength Class
Shields
Buckler A small round, oval, or oblong shield that is usually strapped to the wrist. Bucklers are generally of light construction, allowing them to move and block faster than larger shields, but they can take less punishment. +0 Free
Kite Shield A chivalric shield with a long, tapered navel point. They are somewhat heavy, but offer superior protection to the legs, especially for mounted warriors. The Kite Shield is made of wood, often several layers of composite wood, generally faced with thin metal or leather plate. +0 Chivalric
Knight Shield Developed from the Kite Shield, the average Knight Shield is 24" wide and 36" long. Although it offers less protection than the Kite Shield, it has become more popular, partly because its shape is better proportioned for bearing heraldic devices and partly because it is lighter and, therefore, faster to employ. For construction materials, see Kite Shield. +0 Chivalric
Roundshield Any round shield with a diameter between 20-30". Most are made of thick, horizontal bands of wood with a three to four inch hole in their center. This creates an internal depression into which a clenched fist will fit. The hole is then covered by a metallic (often spiked) boss on the exterior. Generally, the circumference edge is banded with a metal strip, but sometimes the edge is left unprotected and is used to catch (and hopefully break) enemy blades. +0 (+1 with spike) Free
Tower Shield A rectangular shield as much as five feet tall, usually made of composite woods, faced with a light metal plate. They are often curved along their length, partially wrapping around the holder. Tower shields are designed for mass infantry defense, and are particularly effective where they can be interlocked. In individual combat they are quite encumbering. No regular Hârnic units are equipped with tower shields. +0 Free
Knives
Dagger Any knife designed for use in combat. The term includes a wide variety of single and double edged weapons, most of which have at least a minimal guard to protect the hand. Few exceed a foot in length or a pound in weight. The balance is far from perfect for throwing, but it can be thrown nonetheless. +1 Free
Keltan A dagger with a forward-thrusting guard designed to catch an opponent's blade. The keltan is usually a secondary weapon useful for holding an opponent's sword (etc.) and for delivering a riposte. It is a relatively rare because the weight of most primary weapons makes it dangerous to use, and it requires great skill to be effective. +1 Free
Knife Any small knife created for use as a tool rather than for combat. Regardless of their intended purpose, most knives can be lethal weapons. +0 Peasant
Swords
Bastard Sword Any hand-and-a-half sword 40-48" in length. They have a longer hilt than does a broadsword, and their name derives from the fact that they may be used either one-handed or two-handed. +3 Chivalric
Battlesword Any large sword intended for two-handed use. Most battleswords have broad, straight blades 48-60" in length, but there are regional variations. They are somewhat uncommon. +4 Chivalric
Broadsword Any one-handed sword 30-40" in length. Broadswords are usually double-edged with broad, straight blades, but there are various regional variants. The broadsword is, by far, the most popular weapon of the feudal nobility of Hârn. +3 Chivalric
Estoc A sword with a narrow tapered blade 36-48" in length. This weapon is specifically designed for puncturing mail and is known as the "thruster." Most knights consider it a dishonorable weapon and will not be gentle with anyone foolish enough to carry one in their sight. It is rare. +3 Chivalric
Falchion A single-edged, heavy-bladed cutting sword usually with a curved leading edge. A falchion has good cutting power and is usually 30-36" in length. It is not considered to be a chivalric weapon. +2 Free
Mang The Mang, or orcish falchion, is almost exclusively made and used by Gargun. Unlike its human counterpart, the Mang is a hand-and-a-half sword. The Mang incorporates wood in its construction and is sometimes called a bladed club. The particularly broad blade and the heavy lumber make it an awkward but deadly weapon. +3 Free
Mankar A short, single-bladed scimitar made by the smaller varieties of Gargun. The Mankar is relatively heavy for its length, which is rarely more than two feet, and is often considered to be a short falchion. +2 Free
Shortsword Any double or single edged, straight-bladed sword averaging two feet in length. This is a popular mass infantry weapon. The point is usually no sharper than the edge, but it may be designed to have a real point at the option of its maker. +2 Free
Vagorsereq Also known as the Longknife, the Vagorsereq is a straight, double-edged, thin-bladed shortsword. The longknife is the preferred weapon of elven warriors. Other races make copies that lack resilience. It is light enough to be used as a secondary weapon, but for most people it is too long for this purpose. +2 Free
Clubs
Club Any one-handed war club constructed primarily of wood or similar material. Clubs are peasant or outlaw weapons and are not usually made by weaponcrafters. +2 Peasant
Mace Basically a reinforced club. Most have metal heads, often with an elaborate pattern of knobs and ridges, affixed to wooden shafts between 24 and 36 inches in length. Some maces have metal shafts. +2 Chivalric
Maul A two-handed club/mace with a 4-6 foot shaft. Most have wooden heads, sometimes reinforced with metal studs. They are primarily intended for use as heavy mallets by infantry and archers to embed stakes as a defense against cavalry, but being struck by one will certainly hurt. +3 Peasant
Morningstar Basically a club with protruding nails/spikes in its head, the morningstar is a popular peasant weapon. More refined versions, commonly called holy water sprinklers because they are popular with knights of fighting orders, have metal spiked heads. +2 Free
Stick A tree branch, chairleg, femur, or any other blunt instrument that can be swung like a club. +1 Peasant
Axes
Battleaxe A single or double bladed axe mounted on a shaft around four feet in length. The battleaxe is a hand-and-a-half weapon with considerable blunt and edge impact. +4 Chivalric
Handaxe Any combat axe designed to be used in one hand. Most handaxes are single-bladed, with one or more spikes to make the thrust or backhand more dangerous. +3 Free
Hatchet A small, single-bladed axe used for cutting small branches or other small tasks that are appropriate to its size. Considered a tool rather than a weapon, it can nonetheless be effective in combat. +1 Peasant
Sickle A tightly curved blade on a short (usually wooden) shaft. Most sickles are farm implements, but in some regions they are used as secondary weapons. Sickles also have some ceremonial use, particularly in the church of Ilvir. +1 Peasant
Warhammer A weapon designed to crush or puncture plate armor. Warhammers concentrate the force of a mace into a smaller area, and are more difficult to use (the technique is like that with a handaxe). The rarity of plate armor results in the warhammer also being rare. They are more common among the Khuzdul. +3 Chivalric
Flails
Ball and Chain A flail consisting of a metal, spiked ball attached to a 12-18 inch handle with a short length of chain. Numerous varieties exist, including some with two or three spiked balls. +3 Chivalric
Grainflail The common threshing tool favored by as a peasant weapon is basically an articulated staff. They consist of two 18-36" wooded staves, joined together by a short leather thong. The handle stave is usually longer than the impact stave. +2 Peasant
Nachakas A light version of the Warflail consisting of two short rods joined by leather thongs or a short chain. The rods are generally made of wood, but are often reinforced with metal bands and/or studs. Effective use of nachakas takes great skill. They are primarily a defensive weapon intended to disarm a lightly armed opponent. Their ease of concealment and great effectiveness in back-alley brawls makes them popular with the Lia-Kavair. +0 Free
Warflail A military version of the Grainflail. The impact stave is commonly reinforced with metal bands or studs, and is joined to the handle with a short length of chain. Some warflails are made entirely of metal; some have wooden handles and metal impact rods. +2 Free
Spears
Javelin A light spear balanced to be thrown as a missile weapon. They can be used in melee combat, but their light and thin shafts make them more fragile than standard spears. +3 Free
Lance A long, light spear designed for use on horseback. It is an essential weapon for any knight. Generally 8-10 feet in length and balanced for one-handed use. They are almost exclusively used in mounted charges, for which they are supreme, but that cam be something of a liability in a skirmish when they are often discarded. A special variety of lance is used at the joust. The jousting pole is longer (10-12 feet), generally has a padded point, and a flared hand and arm guard called a vamplate. These weapons are designed primarily to unhorse opponents, but injury, especially from being unhorsed, is common. Most knights have skill with the lance. +4 Chivalric
Staff A readily available weapon, used by peasants, priests, and eccentric warriors throughout the world. As a two-handed weapon in competant hands, the staff attacks and parries quickly, but in one hand it is reduced to a crude thrusting stick. Most staffs are plain wood, but some are reinforced with metal bands. +2 Peasant
Spear There are a wide variety of spears. Shafts range from 5-6 feet in length, and the point may be anything from fire-hardened wood to a 12-inch metal blade. The spear is probably the most common weapon in the world. They are most effective in melee when used two-handed like a quarterstaff, allowing for subtle defenses and blunt or point strikes. But this takes great skill and they are more commonly used as thrusting weapons, either one or two-handed. +4 Free
Trident The triple-pointed spear is a novelty weapon. It attacks no better (sometimes worse) than a spear, but its three prongs enable its user to catch, block, and break enemy weapons, giving it better defensive capacity. The trident is best used two-handed. It is primarily used in the gladiatorial arena, although some eccentric warriors also use them. A pitchfork would be classed as an inferior trident. +3 Free
Pole Arms
Falcastra Essentially a scythe blade affixed at a right angle to a shaft 6-8 feet in length. These may be peasant-made from an old scythe or carefully constructed as a weapon from the start; the difference will be in quality. If the blade were attached along the same axis as the shaft an inferior glaive would be produced. +4 Peasant
Glaive Basically a spear with a six to eight foot shaft. The spear head is heavy and (generally) only sharpened along one edge. +4 Free
Pike A long spear, generally 10-14 feet in length. The pike is a mass infantry weapon requiring special tactics (and a lot of courage) to be effective. Hardly ever seen in Western Lythia, and almost never on Hârn. +4 Free
Poleaxe The classic Poleaxe is simply a one or two bladed battleaxe with a longer handle. Some have a single-bladed spike opposite the blade; some also have spear heads. The Bill, a peasant tool used for pruning trees, is one common form of the Poleaxe. +4 Chivalric
Whips
Isagra A fifteen-foot whip whose tip is reinforced by extra leather and wire. Also known as the Reksyni Knut. A skillful user can break a man's spine, but the Isagra is rarely, if ever, used as a primary weapon. Rare on Hârn. +1 Free
Whip More often a weapon of teamsters than warriors, since few whips/wielders are able to deliver significant strikes. The only whip "commonly" carried into battle is the Isagra. +0 Peasant
Miscellaneous
Fighting Claw A weapon consisting of three curved metal prongs affixed at a right angle to a bar of metal or wood. It is gripped in the hand so that the three prongs pass between the fingers and extend from the fist like claws. A rare weapon, it is usually used by fighters in the Pamesani Games. +1 Free
Net A net used to entangle an opponent. n/a Peasant
Unarmed -1 (+0 if martial art) Peasant

3.5.2 Ranged Weapons

The ranges given in the table below reflect the maximum effective range of the weapon. While it may be possible for the weapon to travel further, there is little or no possibility for accuracy. Weather conditions may have adverse effects on the range of a weapon as well.

Weapon Description Muscle-powered? Weapon Strength Max Range (in feet) Class In Melee Treated As
Thrown Weapons
Javelin See description in Melee Weapons, above Yes +4 350 Free Javelin
Shorkana A light handaxe that is balanced for throwing. Yes +2 150 Free Hatchet
Taburi A knife balanced for throwing. The Taburi has a sharp point, but no edge or hilt. They are popular weapons among the Lia-Kavair. Yes +1 150 Free Knife
Bows
Crossbow A small bow mounted horizontally on a wooden stock with a trigger device to release a short arrow which is called a bolt or quarrel. Unlike other bows, they may be carried loaded and ready to fire, but this is advantage is offset by their longer time to reload. The use of a crossbow in combat (against people) is strictly forbidden by church and secular law (the penalty is death). Anyone carrying a crossbow is regarded with suspicion. They are almost exclusively used for hunting. No +2 800 Free Club
Hartbow The Sindarin shortbow. Yes +2 1000 Free Stick
Longbow Any bow between four and six feet high, generally the same height as the archer. The preferred wood is yew, but not just any part of the tree. The bow is carefully cut from the heartwood and bodywood of a branch, and is a natural composite bow. The tips are usually sheathed with horn and the string is generally made from hemp. The longbow has amazing power and accuracy when used by skilled archers, but it takes years of training to become proficient. Yes +2 1000 Free Stick
Shortbow Any bow less than four feet in length. They are most common among tribesmen. Yes +2 800 Free Stick
Miscellaneous
Blowgun A simple tube that can fire light darts with great accuracy over short distances. Blowguns are powered by the users' exhalation; the dart's flight forms a seal in the tube, and the compressed breath is very effective. Blowguns are low-powered weapons; that is, if the darts do not strike a vital, unarmored spot, they will only serve to annoy the target. The darts are often poisoned. Blowguns are rare on Hârn, but the followers of Naveh sometimes employ them. No +1 200 Free Stick
Sling Any leather/rope weapon designed to cast a stone. Expert slingers, who are rare, can cast stones more than 100 yards with amazing accuracy. A normal stone is the size and shape of a chicken egg. Stones may be scavenged from stream beds, or lead shots may be made. The latter are a little smaller, and with less wind resistance, can travel farther. The sling requires a fair amount of room to use. Yes +2 350 Peasant n/a
Staff Sling A sling attached to a staff. The length of the staff allows for more powerful throws. Yes +2 400 Free Staff

3.5.3 Armor

Armor types available in the world of Hârn and their Armor Values are found in the table below.

Armor Type Description Armor Value
Cloth Heavy, coarse, tightly woven cloth, generally buckram or serge. Cloth armor could be considered normal clothing. As such, it is the only armor that peasants may legally wear. +1
Quilt Quilted cloth, consisting of two layers of medium weight cloth stitched together with padding between. +1
Leather Tanned, treated animal hide worked into a supple, flexible, and tough material. +1
Kurbal Leather that has been boiled in oil or wax and lacquered to form a resilient leather plate. Used for helmets, breastplates, and other small pieces for spot protection. +2
Ring Mail Leather reinforced with metal bezants, rings, strips, etc. +2
Scale Mail Leather reinforced by a continuous layer of overlapping metal plates. +3
Chain Mail Metal rings linked together to form a heavy, flexible, cloth-like material. Usually worn over quilt. Rings may be butted, coiled, or riveted. +3
Plate Any metal (usually iron or steel) that forms a rigid continuous covering. Plate armor is relatively rare; articulated plate is unheard of. Its use is generally restricted to breastplates, helms, and small plates for spot protection. +4

4 Innate Magic

Innate magic is a magic that cannot be learned or taught; rather, it is inborn talent that a character possesses.

Each Innate Magic talent costs 4 CP. Talents may only be purchased during character creation; they may not be bought with EP. Innate Magical Talents are listed below.

TalentDescription
Acute Sense Pick a sense: vision, hearing, smell/taste, or touch. You are extra sensitive in that sense, more so than a normal person. +1 to actions that would logically be affected.
Animal Empathy Animals trust you and domesticated ones tend to obey you. +1 bonus when dealing with animals, unless or until the animal is treated cruelly.
Cat's eyes You can see as well in dim light as a cat, and your eyes adjust quickly to changes in light level.
Charismatic You have a magnetic personality. People tend to like you, believe you, and are willing to follow your lead. +1 to NPC reactions.
Danger Sense You sometimes get a premonition of danger, although you do not know the source of the danger. The GM will make a Situational roll. On a Good or better result, you'll be warned of some imminent danger.
Direction Sense You always know which way is north, and you can usually retrace your route with a little effort.
Empathy You can "read" people's general personalities and emotions. You can't read minds or know any details of personality, but you'll know who to trust if you concentrate.
Fortitude Ignore wound penalties at Hurt, and you are only at -1 at Very Hurt.
Intuition You have a feeling about what option to take when confronted with a choice. The GM will make a Situational roll in secret.
Lucky Roughly once per hour (real time) you may reroll a bad dice roll, and choose the better of the two rolls.
Magic Resistance You are resistant to direct magic: +1 in any opposed rolls versus magic.
Magic Sense You are able to determine if an object is enchanted with a little concentration, and you know when you are being directly affected by magic.
Mystical Shield Subtract 1 from each amount of damage you take.
Prescience You sometimes have a subconscious awareness of the immediate future. You are not easily surprised, and you have abnormally quick reflexes. +1 bonus to actions the GM determines would be affected.
Rapid Healing You heal twice as fast from wounds. This talent only affects mundane healing; magical healing is not accelerated.

5 Other Magics

Being a fantasy world, Hârn contains various magical elements. Most notably, spellcasters (known as Shek-Pvar) and priests capable of performing miracles exist. However, it is outside the scope of this guide to cover these topics in any great detail, mainly because the author disagrees with some aspects of the canonical Hârn materials relating to these subjects.

Fortunately, it is quite easy for magic systems from other RPGs to be incorporated into the Fudge rules, and there are a number of different magic systems that have been designed specifically for Fudge that would be suitable for adaptation into HârnFudge.

That being said, it should be noted that the author's personal versions of Hârn magic and religion will be available as separate documents for those interested. Be warned, however, that these documents will not necessarilly adhere to the conventions of published Hârn materials.

6 Miscellaneous Rules

6.1 Poisonous Gases

Poisonous gases are assigned a difficulty level based on a number of factors, including the nastiness of the gas, the concentration of the gas in the air, air movement, etc. Characters exposed to the gas roll on their Health attributes against the difficulty of the gas. This roll is made each round that the character is exposed to the gas. Failure means that the character is affected by the gas for that round. The effects of the gas are determined by the GM.


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