Hârnic Hero – Fate and Fate Points

 


So, I’ve go the newest version of Harnmaster Kelestia from Kelestia Productions, and it’s beautiful – and complex.  I’m looking forward to running a one-shot demo of the system, and I’m refamiliarizing myself with the ruleset, but I’m pretty sure I can’t convince my players to engage in a long term campaign with HMK.  I did run an old Harnmaster 1st edition campaign for 4-5 years many many moons ago, and it was great, immersive, and I have a lot of love for the setting.  So, I engaged in a thought experiment – what if I were to use an alternate system to try to create the feel of Hârn and the ruleset Hâmaster, without being Hârnmaster?  This would take a lot of effort but could be a bridge to getting my players to the misty isle …

I
 pulled Fantasy Hero and the Hero System (6th Edition) off my bookshelf – it’s very customizable but suffers from the need for worldbuilding, so maybe it could be a good match?  Worth a thought experiment and a couple blog posts if nothing else.

O
ne of the things I loved about Harnmaster (all editions) is the ruleset encouraged players to have their characters act as they ought to – wizards reading dusty tomes, priests spending hours in prayer, warriors spent time practicing in the courtyard, all with game system effects that rewarded that behaviour.  That might be harder in a point-buy system like Hârnmaster, but possible?

S
o looking at the newest version of Hârnmaster, they have a pretty neat effect – Fate Points, and the ability to alter skill roll outcomes, and a whole way to power that with astrology, divination, reading of runes, and the like – very mystical!  Well, the Hero System has something like that with the Luck ability.  What if we took Luck, made everyone buy it at some level, and power it with Fate Points that you could gain through divination, runestone readings, and the like?

B
elow are two abilities that all characters would have to buy, Fated and Fate Pool, which use a special Endurance Reseerve, a new skill called Runecraft to allow access to those Fate Points, and a sample Rune that a runecaster could carve to grant a wielder some protection as an ongoing spell effect.

T
houghts?  Ideas?  Drop me a note at archadethered@gmail.com


SKILLS

R
unecraft (9 + AUR/5, Cost 3 pts, +1/2 pts)

     The interpretation of Fate (divination) as manifested in the casting of runestones, a technique native to the Khuzdul and Ivinians.

     Casting the Runes: If a character has this skill and a set of runestones, they can cast them to determine someone’s fortune – if they succeed, they can transfer 1 Fate Point from themselves to another person, if they succeed by 6 or more they can grant the other person 1 Fate Point, and if they fail the roll, the subject loses 1 Fate Point.
     Rune Engraving: A character can engrave a rune in a process that takes some time on stone or wood item of varying sizes, granting an effect if they know the secrets of the rune in question (each rune is an ability that can be purchased), and successfully make their Runecraft check. 
     A runecrafter cannot have more than AUR/5 runes active at a time, and if they exceed that limit, their oldest rune loses it’s ability.
     See the Magic section for runes.

 
ABILITIES

FATE POOL

     Every character must have a reserve of points earned through devout prayer or actions in order to be able to call upon divine favour in their time of need.

     Endurance Reserve (20 points, 0 REC) Only recovers Fate Points through esoteric means or through quests (-1), Can Only Be Used For Fated Ability (-½) – 2 pts

 

FATED

     Every character in Hârn has follows the thread of their destiny, and there are often strange forces at work that pull on that tapestry.

     Every character starts with the Fated ability, and can improve it if they wish.  At the base level, by spending 1 point from their Fate Pool at any time, a player can roll 1d6, even if it’s not their turn, and for each 6 rolled the following is a guideline for what could occur:

     1 The character might find a clue; the character’s opponent could be momentarily distracted or stopped, giving the character a temporary advantage.  A die roll just made by the character, or someone else interacting with the character could be altered by +2 or -2.
     2 The character could accidentally happen upon someone important or stumble across someone he was looking for. The character’s opponent could be troubled by a malfunctioning weapon.  A die roll made by the character, or someone else interacting with the character could be considered a 3 or an 18.
     3 The character might be saved by the most miraculous of coincidences. They may stumble upon a hidden foe, or have a terrible fall broken by some well placed branches that just happen to be in the right place. The enemy’s henchman could turn out to be a childhood friend. Incredible luck is possible.  A die roll made by the character, or someone else interacting with the character could be considered a 3 or 18, it could grant 8 points of PD or ED for one attack, or it could grant a permanent 2 point Perk such as Favor or Contact.

     Fated: Luck (1d6), Character Can Decide When To use (+1), Costs END (-½), Can Only Use Fate Pool Endurance Reserve (-¼) – 6 pts (1 Fate Point)

     Favored By Kelestia: Luck (2d6), Character Can Decide When To use (+1), Costs END (-½), Can Only Use Fate Pool Endurance Reserve (-¼) – 11 pts (2 Fate Points)

     Fortunate Soul: Luck (3d6), Character Can Decide When To use (+1), Costs END (-½), Can Only Use Fate Pool Endurance Reserve (-¼) – 17 pts (3 Fate Points)

 

 MAGIC

RUNE OF THE BEAR

     A special rune that has been carved into a stone that would fit in the palm of a hand, granting the person holding it special favour and fate.  The rune must be bestowed as part of the carving process on a specific person, will not work for anyone else, and will become worn and indecipherable after a month.

     Rune of the Bear: The symbol of the great protector and endurance.
     Resistant Protection (4PD, 4ED), Usable By Others (+¼), Costs Endurance Only To Activate (+¼), OAF (Rune Carving Knife, -1), Concentration (0 DCV through casting, (Extra Time (1 Minute, -1½), Requires a Runecraft Roll (-½), Only works on hand sized stones of good quality (-1), Power stops working if rune is marred, covered, or destroyed (-½), Rune must be held to work (-½), Can only use Fate Pool Endurance Reserve (-¼), Time Limit 1 Month (0) – 3 pts (2 Fate Points)

 

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