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Low Fantasy d20 Rules for Harn Setting
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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 228624" data-attributes="member: 546"><p>Here is the latest version of my work in progress to create a set of House Rules to utilize the low magic Harn setting from Columbia Games. </p><p></p><p>Your feedback is needed and appreciated! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>ABILITY SCORES</p><p>All abilities begin at 8 points each. You now have 25 ability</p><p>score points to spend any way you wish using the Standard</p><p>Point Buy method of character generation (DMG, p.19). All</p><p>scores between 9-14 points may be bought on a 1-1 basis;</p><p>scores between 15-16 cost 2-1, and scores of 17-18 cost 3-1.</p><p></p><p>Changes to Ability Scores:</p><p>Intelligence is used to learn magic, called invocations (clerical)</p><p>or spells (wizards).</p><p>Wisdom determines your Sanity, which you sacrifice to learn</p><p>magic or lose when you experience terror or trauma. </p><p></p><p>Charisma determines your Aura, which you sacrifice in order to</p><p>cast magic. Charisma no longer has anything to do with</p><p>physical attractiveness.</p><p></p><p>Comeliness now solely determines physical attractiveness. A</p><p>bonus for high Comeliness stacks with all Charisma based skill</p><p>checks involving the opposite sex, or those attracted to your</p><p>gender. Comeliness is only relevant when used against</p><p>members of your own species or those creatures who are</p><p>attracted to your species.</p><p></p><p>HIT POINTS: </p><p>At level one, you have 8 hit points + Con mod + any</p><p>Toughness feats. At level two and every level thereafter, you</p><p>receive 1d8 hit points + Con mod.</p><p></p><p>DEATH FROM MASSIVE DAMAGE:</p><p>If a human takes 10 hit points of damage from a single injury,</p><p>he must make a Fort save (DC 15) or be immediately reduced</p><p>to -1 hit points and dying. If it is subdual damage, he must</p><p>make the same Fort save but failure results in 2d6 minutes of</p><p>unconsciousness.</p><p> Creatures (Demons, Ivashu, etc.) only check for death from</p><p>massive damage if they take 50 hit points of damage from a</p><p>single injury.</p><p></p><p>SANITY SCORE:</p><p>Your Sanity score = Wis score x 5. Sanity points are lost</p><p>whenever you encounter something terrifying or traumatic, or</p><p>when you first learn an invocation or spell (the Sanity Point</p><p>cost is equal to the Aura Point cost for casting). You receive</p><p>1d6 + Wis mod in Sanity Points each time you gain a level. If</p><p>your Sanity ever drops to zero, you become insane until cured.</p><p></p><p>AURA SCORE:</p><p>Your Aura score = Cha score x 5. Aura is used to cast</p><p>invocations and spells; you must have an Aura of 60+ to</p><p>becomeeither a member of the clergy or shek-pvar. You receive</p><p>1d6 + Cha mod in Aura Points each time you gain a level. If</p><p>your aura ever reaches zero, your soul is sucked dry and you</p><p>become a catatonic vegetable. If you were channeling the</p><p>power of Morgath or the Asagvra, you instantly die and rise as</p><p>a Gulmorvrin instead.</p><p></p><p>Base Save and Attack Bonuses: </p><p>Pick either Defense or Offense option. </p><p>* Defense Option: Pick two saving throws; </p><p>these each receive a +2 bonus, but the </p><p>third saving throw receives +0. Your </p><p>Base Attack Bonus is also +0. </p><p>* Offense Option: Pick one saving throw; it receives a +2</p><p>bonus but the other two receive a +0 bonus. Your Base Attack</p><p>Bonus is +1. </p><p></p><p>Defense Bonus: </p><p>Pick the Defense or Offense Option. </p><p>* Defense Option: +2 AC bonus (scales with level) </p><p>* Offense Option: +0 AC bonus (scales with level), but you</p><p>get to pick one fighter bonus feat.</p><p></p><p>FEATS: </p><p>Pick any two. If you chose the “Offense Option” for your</p><p>Defense Bonus, you receive a third feat taken from the list of</p><p>fighter bonus feats. </p><p></p><p>SKILL POINTS AT 1ST LEVEL: </p><p>8 + Int mod x 4. </p><p>SKILL POINTS AT 2ND LEVEL AND BEYOND: </p><p>8 + Int mod. </p><p></p><p>SKILLS:</p><p>Choose an Occupation Template below or create your own</p><p>template by modifying an existing one or designing a new one</p><p>with the DM’s permission. In this case, pick any twelve skills</p><p>as your core skills and select one bonus feat for your template.</p><p>All other skills are non-core skills and cost two skill points to</p><p>raise one rank. </p><p></p><p>OCCUPATION TEMPLATES:</p><p>Each of the twelve templates below gives the ten core skills for</p><p>each occupation and allows room for minor customization by</p><p>leaving two core skill slots empty, to be filled with skills of the</p><p>player’s choice. Each template also provides one preset bonus</p><p>feat in addition to any others at level one.</p><p> Remember that most characters not of the clergy or </p><p>nobility are illiterate and do not possess the Script (Literacy)</p><p>skill. </p><p></p><p>1. Barbarian</p><p>Craft (any)</p><p>Hide</p><p>Intuit Direction</p><p>Knowledge: Local</p><p>Knowledge: Nature</p><p>Knowledge: Weather Sense</p><p>Listen</p><p>Move Silently</p><p>Spot</p><p>Wilderness Lore</p><p>+ two skills of player's choice</p><p>Bonus Feat: Toughness.</p><p></p><p>2. Clergy </p><p>Concentration </p><p>Diplomacy </p><p>Knowledge: Religion </p><p>Knowledge (any one) </p><p>Listen </p><p>Script (native) </p><p>Script (temple tongue) </p><p>Sense Motive </p><p>Speak Other Language </p><p>Spot </p><p>+ two skills of player’s choice</p><p>Bonus Feat: Holier Than Thou. </p><p></p><p>3. Criminal (Bandit) </p><p>Appraise </p><p>Bluff </p><p>Gather Information </p><p>Hide </p><p>Knowledge: Underworld </p><p>Move Silently </p><p>Open Lock </p><p>Pick Pockets </p><p>Profession: Gambler </p><p>Wilderness Lore </p><p>+ two skills of player’s choice</p><p>Bonus Feat: Street Smarts. </p><p></p><p>4. Freeman </p><p>Craft or Profession (any one) </p><p>Craft or Profession (any one)</p><p>Craft or Profession (any one)</p><p>Knowledge: Folklore </p><p>Knowledge: Law</p><p>Knowledge: Local</p><p>Knowledge: Weather Sense </p><p>Listen </p><p>Spot </p><p>Wilderness Lore </p><p>+ two skills of player’s choice</p><p>Bonus Feat: Any one of player’s choice. </p><p></p><p>5. Mercenary </p><p>Climb </p><p>Hide </p><p>Jump </p><p>Knowledge: Mercenary </p><p>Knowledge: Military </p><p>Listen </p><p>Move Silently </p><p>Spot </p><p>Use Rope </p><p>Wilderness Lore </p><p>+ two skills of player’s choice</p><p>Bonus Feat: Any fighter feat. </p><p></p><p>6. Merchant (Guilder) </p><p>Appraise </p><p>Bluff </p><p>Craft (any one) </p><p>Diplomacy </p><p>Gather Information </p><p>Knowledge: Trade </p><p>Knowledge (any one) </p><p>Listen </p><p>Profession (any one) </p><p>Spot </p><p>+ two skills of player’s choice</p><p>Bonus feat: Barter. </p><p></p><p>7. Noble (Knight) </p><p>Diplomacy </p><p>Gather Information </p><p>Knowledge: Administration </p><p>Knowledge: Heraldry </p><p>Knowledge: History </p><p>Knowledge: Law </p><p>Knowledge: Military </p><p>Perform (dance)</p><p>Perform (any musical instrument)</p><p>Ride </p><p>Script (native) </p><p>+ two skills of player’s choice</p><p>Bonus Feat: Wealth (CoC). </p><p></p><p>8. Serf, Male (Cottar, Villein) </p><p>Craft (any one) </p><p>Handle Animal </p><p>Heal (First Aid) </p><p>Knowledge: Folklore </p><p>Knowledge: Local</p><p>Knowledge: Weather Sense </p><p>Listen </p><p>Profession: Farmer </p><p>Spot </p><p>Wilderness Lore </p><p>+ two skills of player’s choice</p><p>Bonus Feat: Skill Focus (any one Craft or Profession:</p><p>Farmer). </p><p></p><p>9. Serf, Female </p><p>Craft: Cooking (includes salting)</p><p>Craft: Textilecraft </p><p>Heal (First Aid) </p><p>Knowledge: Folklore</p><p>Knowledge: Local </p><p>Listen </p><p>Nursemaid </p><p>Profession: Farmer </p><p>Spot </p><p>Wilderness Lore </p><p>+ two skills of player’s choice</p><p>Bonus Feat: Skill Focus (any one Craft or Profession) </p><p></p><p>10. Shek-Pvar (Wizard)</p><p>Bluff</p><p>Concentration</p><p>Diplomacy</p><p>Intimidate</p><p>Knowledge (Arcana)</p><p>Knowlege (any)</p><p>Script (Native)</p><p>Sense Motive</p><p>Speak Other Language (any)</p><p>Spellcraft</p><p>+ two skills of player’s choice</p><p>Bonus Feat: Spell Focus.</p><p></p><p>11. Slave </p><p>Craft or Profession (any one) </p><p>Craft or Profession (any one) </p><p>Craft or Profession (any one) </p><p>Diplomacy </p><p>Hide </p><p>Listen </p><p>Move Silently </p><p>Profession: Servant </p><p>Sense Motive </p><p>Spot </p><p>+ two skills of player’s choice</p><p>Bonus Feat: Skill Focus (any one Craft or Profession).</p><p></p><p>12. Ivinian (Viking Raider)</p><p>Climb</p><p>Craft (any one)</p><p>Jump</p><p>Knowledge (Law: The Ljarl)</p><p>Knowledge (Military)</p><p>Listen</p><p>Profession: Sailor</p><p>Spot</p><p>Use Rope</p><p>Wilderness Lore</p><p>+ two skills of player’s choice</p><p>Bonus Feat: Toughness.</p><p></p><p>CHARACTER CLASSES: </p><p>There is only one character class: Adventurer. Characters with</p><p>the Clergy or Shek-Pvar (Wizard) occupation template begin</p><p>play witha handful of common knowledge spells, but must find</p><p>a master or spell book to learn more.</p><p>________________________</p><p></p><p>MAGIC SECTION (rough draft)</p><p></p><p>COMMON INVOCATIONS</p><p>These invocations are granted by all deities and taught to all</p><p>clergy. They do not cause Aura or ability drain to cast.</p><p>Baptism, Commune, Liturgy, Marriage, Divine Intervention,</p><p>Passage of the Soul, Truesight.</p><p></p><p>AGRIK is the LE god of destruction, plague, fire, tyranny, war in HarnWorld. I'm including Agrikan info below as an example of how different tomes provide different benefits to the reader, and how I intend for the spell system to work.</p><p></p><p>Agrikan Invocations: </p><p>There are twenty-four known “high invocations” remaining from the original fabled sixty-four,eight high invocations for each of the original eight acolytes ofIlpylen. Whether or not these legendary rituals ever existed or not is a matter of debate best left to scholars and theologians.</p><p></p><p>Each high invocation cast “burns up” a bit of the Agrikan</p><p>caster’s “inner fire” (the gifted spark of Manrasusha, the Primal</p><p>Fire), so they must be used with caution. A caster who runs out</p><p>of Aura while casting a high invocation is immolated in holy</p><p>fire and burnt to ashes which scatter on the wind. “Borne on the</p><p>brimstone breeze” is the common expression for such a death;</p><p>the soul is believed guaranteed entrance to Balgashang for such</p><p>self-sacrifice. </p><p></p><p>The following cause aura and ability drain to invoke:</p><p></p><p>1. Agannazar’s Scorcher (FR): 2 Str, 1d8 Aura.</p><p>2. Ak-Syt’s Peace: 1 Con drain (permanent); subject (self or</p><p>other) is permanently able to function as normal until dead at</p><p>-10 hit points. This is a ritual that costs 100d in materials and</p><p>requires 1 hour to perform.</p><p>3. Blind/Deafen (CoC)</p><p>4. Bring Pestilence (CoC)</p><p>5. Call Deity: Agrik (CoC): As Cthuga.</p><p>6. Candle Communication (CoC)</p><p>7. Circle of Nausea (CoC)</p><p>8. Cloak of Fire (CoC)</p><p>9. Clutch of Nyogtha (CoC)</p><p>10. Contact Deity: Agrik (CoC): As Cthuga.</p><p>11. Death by Flames (CoC)</p><p>12. Dominate Person (CoC)</p><p>13. Endure Fire (PHB): 1 Wis, 1 Aura.</p><p>14. Fear (PHB): 4 Wis, 1d8 Aura.</p><p>15. Healing Touch (CoC)</p><p>16. Keen Edge (PHB): 2 Wis, 1d4 Aura)</p><p>17. Power Drain (CoC)</p><p>18. Produce Flame (PHB): 2 Str, 1d6 Aura.</p><p>19. Protection from Fire (PHB): 2 Wis, 1d6 Aura.</p><p>20. Summon/Bind Creature (CoC): Servants of Agrik only,</p><p>each type of servant requires a separate invocation.</p><p>21. Tongue of the Tyrant: 2 Wis, 1d4 Aura; +2 profane bonus</p><p>per level to Bluff, Diplomacy, Intimidate (+8 max) for 10</p><p>minutes/level.</p><p>22. True Strike (PHB): 2 Wis, 1d6 Aura.</p><p>23. Weapon of Agrik: 2 Wis, 1d10 Aura; flaming mace, acidic</p><p>sickle, or thundering whip.</p><p>24. Wrack</p><p></p><p></p><p>AGRIKAN HOLY TOMES:</p><p></p><p>THE BALEFIRE CHRONICLES (Six Versions)</p><p>Balefire Chronicles. In Azeryani, by Moralin, First Acolyte of</p><p>the Prophet Ilpylen, c. 1500 BT. Original form is unknown, but</p><p>only eight copies ever existed, each taken by an acolyte of</p><p>Ilpylen to “the eight corners of the world” to spread the word of</p><p>Agrik after the prophet’s death. As early as 300 TR, this</p><p>version was considered lost except for one copy believed to be</p><p>Moralin’s, held by the Amanasurif (Agrikan Pontiff) in his</p><p>temple at Lysara in Azeryan. Examination Period: 2d10 weeks</p><p>(DC 25). Contains all common Agrikan invocations, rituals</p><p>and 4d6 Agrikan invocations. Sanity Loss: 1d10 Initial and</p><p>2d10 upon completion. Religion (Agrik): +3 ranks. </p><p></p><p>Balefire Chronicles. In Azeryan, trans. by Eilar the Visionary,</p><p>c. 500 BT. Early handwritten copies are unknown, but</p><p>manuscript copies were widely circulated among Azeryani</p><p>scholars and theologians. Examination Period: 2d20 weeks</p><p>(DC 25). Contains all common Agrikan invocations, rituals</p><p>and 3d6 Agrikan invocations. Sanity Loss: 1d10 initial and</p><p>2d10 upon completion. Religion (Agrik): +2 ranks.</p><p></p><p>Balefire Chronicles. In Surikal, trans. by Ulankh Vengus</p><p>Makh, also known as “Vengus the Mad”, c. 108 TR. First</p><p>circulated in manuscript form, then printed in the kingdom of</p><p>Lothrim the Foulspawner (c.112 TR), as a black letter folio.</p><p>Four copies of it are known to remain, one with the Golothan</p><p>Primacy of Agrik. Examination Period: 2d10 weeks (DC 25).</p><p>Contains all common Agrikan invocations, rituals and 3d6</p><p>Agrikan invocations. Sanity Loss: 1d10 Initial and 2d10 upon</p><p>completion. Religion (Agrik): +2 ranks. </p><p></p><p>Balefire Chronicles. In Surikal, trans. by Viriahn Iskmus Prel,</p><p>c. 520 TR. An accurate but expurgated version of the Surikal</p><p>translation. Printed in Menethos (now Golotha) in an octavo</p><p>edition. Examination Period: 1d12+1 weeks (DC 22).</p><p>Contains all common Agrikan invocations, rituals and 2d6</p><p>Agrikan invocations. Sanity Loss: 1d10 Initial and 2d10 upon</p><p>completion. Religion (Agrik): +2 ranks. </p><p></p><p>Cultus Agrikarum. In Thardic, trans. by Flavius Pompos, 697</p><p>TR. A muddled, incomplete translation of the Prel version,</p><p>printed in Coranan in a garish scarlet leather octavo. This</p><p>unauthorized version was quickly suppressed by the Agrikan</p><p>Church and all but a handful of copies in private collections</p><p>were burned in Coranan in 698 TR. Examination Period:</p><p>1d10+1 weeks (DC 25). Contains 1d6 Agrikan invocations.</p><p>Sanity Loss: all common Agrikan invocations, rituals and 1d3</p><p>Initial and 1d6 upon completion. Religion (Agrik): +1 rank. </p><p></p><p>Balefire Ceremonies. In Surikal, trans. by Viriahn Hegrik</p><p>Klesh, 700 TR. Eight hundred copies of this expurgated</p><p>“official” version were printed in Golotha and widely circulated</p><p>among the Agrikan clergy. It can be bought by Agrikan clergy</p><p>only from any temple for 100d. </p><p>Examination Period: 2d4 weeks (DC 20). Contains all</p><p>common Agrikan invocations and rituals. Sanity Loss: 1d3</p><p>Initial and 1d3 upon completion. Religion (Agrik): +1 rank. </p><p></p><p>CODEX OF STEEL (Two Versions)</p><p>Codex of Steel. In Surikal, by Senesharil Dramus of Reigrym,</p><p>c. 577 TR. Printed as a sturdy quarto two years after the</p><p>founding of the Order of Mamaka, Master of Steel, in Golotha</p><p>(then under the rule of the Theocracy of Tekhos). This work</p><p>deals with many mystical concepts alien to most other Agrikan</p><p>theological texts; much of it is seemingly ambiguous and</p><p>contradictory, yet strangely compelling. Only four copies are</p><p>known to exist: two are held by Senesharil Klyrdes of Bisidril</p><p>in his private collection. Examination Period: 2d10 weeks</p><p>(DC 24). Contains four Agrikan invocations: Keen Edge,</p><p>Magic Weapon, True Strike, Weapon of the Deity. Sanity</p><p>Loss: Initial 2d4 and 2d4 upon completion. Religion (Agrik):</p><p>+1 ranks, Alchemy: +2 ranks, Ashekal (Mamakan secret sign</p><p>language): +2 ranks, Bluff: +2 ranks.</p><p></p><p>Mysteries of the Order of Mamaka, Master of Steel. In</p><p>Surikal, trans. by Senesharil Klyrdes of Bisidril, 698 TR. This</p><p>is an accurate but expurgated version designed for use by the</p><p>clergy of the order. Twenty-four copies were printed in</p><p>Golotha. Examination Period: 2d4 weeks (DC 20). Contains</p><p>one Agrikan invocation: Magic Weapon. Sanity Loss: Initial</p><p>1d4 and 1d4 upon completion. Religion (Agrik): +1 ranks,</p><p>Alchemy: +1 ranks, Ashekal (Mamakan secret sign</p><p>language): +1 ranks, Bluff: +1 ranks.</p><p></p><p>V’hir Testimony. In Surikal, by Senesharil Merele of Kantar,</p><p>714 TR. Written by the founder and current head of the Order</p><p>of the Eight Demons, this work serves to explain the split</p><p>between Herpa the Mace and Eight Demons in 714 TR, as well</p><p>as outline the goals, rituals and methods of the new order.</p><p>Much of the work is devoted to incredibly bizarre and sadistic</p><p>torture methods, supposedly passed down to the author from the</p><p>V’hir themselves. Examination Period: 1d8+1 weeks (DC 25).</p><p>Contains eight Agrikan invocations: Circle of Nausea, Death</p><p>by Flames, Dominate Person, Peace of Ak-Syt, Spectral Razor,</p><p>Summon/Bind Kyton, Wither Limb, Wrack. Sanity Loss: </p><p>Initial 1d8 and 2d8 upon completion. Religion (Agrik): +2</p><p>ranks, Intimidate: +2 ranks.</p><p></p><p>Revelations of the Fuming Gate. In Surikal, by Ulankh</p><p>Hodael of the Bloodied Mace, c. 388 TR. A Menethos printed</p><p>quarto, this volume has long been referred to as “The Red</p><p>Door.” Eight copies are held by the Order of the Fuming Gate. </p><p>Examination Period: 2d10 weeks (DC 24). Contains 4d6</p><p>Agrikan invocations and the following unique to the order:</p><p>Kissing the Hook, Purification, Reaping the Harvest, Songs of</p><p>Destruction, Songs of War, True Visions. Sanity Loss: Initial</p><p>1d8 and 2d8 upon completion. Religion (Agrik): +3 ranks.</p><p></p><p></p><p></p><p>HALEAN HOLY TOMES:</p><p></p><p>PROMISE OF CORSILEA (Four Versions)</p><p>Promise of Corsilea. In Harnic, trans. by Hilenea Aurelia,</p><p>First Disciple of Meredyne the Prophetess, c. 372 TR. Printed</p><p>in Livelis, this is the first time all of Meredyne’s visions were</p><p>compiled into one text. Only seven copies are known to exist:</p><p>one with the Halean Hilenea (pontiff) at Helas, one with the </p><p>Salara (primate) in Shiran, one with the Aramia of the Temple</p><p>of the Queen of Pleasures in Livelis (birthplace of Haleanism),</p><p>one with the Aramia of the temple at Coranan.</p><p>Examination Period: 2d10 weeks (DC 24). Contains all</p><p>common Halean invocations, rituals and 4d6 Halean</p><p>invocations. Sanity Loss: Initial 1d10 and 2d10 upon</p><p>completion. Religion (Halea): +3 ranks, , Perform (Sexual</p><p>Prowress): +3 ranks, Seduce: +3 ranks.</p><p></p><p>True Promise of Corsilea. In Harnic, trans. by Keser of Beria,</p><p>c. 383 TR. Printed in Livelis, this unathorized translation by</p><p>“renegade” male aramia (and charismatic would-be pontiff)</p><p>Keser of Beria, the publication of this work culminated in</p><p>Hilenea Aureila issuing the Temenesa Decree of 384 TR,</p><p>banning all males from the priesthood forever. The author died</p><p>of a strange wasting disease shortly thereafter, which was</p><p>widely regarded as divine wrath. Only one copy is known to</p><p>exist; the rest were seized and burned by Aurelia following</p><p>Keser’s death. The book is a fairly accurate translation of</p><p>Meredyne’s visions, but with a pro-male slant. Aurelia and her</p><p>followers are blasted as “false harlots who defile the throne of</p><p>opulence.” The book is considered a dangerous heresy by the</p><p>Church of Halea.</p><p>Examination Period: 2d10 weeks (DC 22). Contains all</p><p>common Halean invocations, rituals and 3d6 Halean</p><p>invocations. Sanity Loss: Initial 1d10 and 2d10 upon</p><p>completion. Religion (Halea): +2 ranks, Perform (Sexual</p><p>Prowress): +2 ranks, Seduce: +2 ranks.</p><p></p><p>Promise of Corsilea. In Harnic, trans. by Hilenea Aurelia, c.</p><p>400 TR. Printed in Helas in an accurate but expurgated</p><p>version. Seven copies are known to exist.</p><p>Examination Period: 1d10 weeks (DC 20). Contains all</p><p>common Halean invocations, rituals and 2d6 Halean</p><p>invocations. Sanity Loss: Initial 1d10 and 1d10 upon</p><p>completion. Religion (Halea): +3 ranks, Perform (Sexual</p><p>Prowress): +3 ranks, Seduce: +3 ranks.</p><p></p><p>Pleasures of Corsilea. In Harnic, trans. by Hilenea Milana, c.</p><p>700 TR. Printed in Helas in a lavishly illustrated but</p><p>expurgated edition. Seventy-seven copies are known to exist.</p><p>Examination Period: 2d10 weeks (DC 20). Contains all</p><p>common Halean invocations, rituals. Sanity Loss: Initial 1d10</p><p>and 1d10 upon completion. Religion (Halea): +3 ranks,</p><p>Perform (Sexual Prowress): +3 ranks, Seduce: +3 ranks.</p><p></p><p>Golden Bargain. In Harnic, trans. by Aramia Imisylda, c. 698</p><p>TR. Covers all the mythology, parables and advice offered by</p><p>Halea and her handmaids. Printed in Livelis. Seventy-seven</p><p>copies are known to exist. Examination Period: 2d10 weeks</p><p>(DC 20). Contains no spells. Sanity Loss: Initial 1d3 and 1d3</p><p>upon completion. Religion (Halea): +1 rank.</p><p></p><p>Illustratum Halea, or, An Illustrated History of Halean</p><p>Rites and Practices in the Thardic Republic. In Thardic, by</p><p>Corthina Aurilia, 715 TR. Printed in Shiran. Seventy copies are</p><p>known to exist. Examination Period: 1d4 weeks (DC 20).</p><p>Contains no spells. Sanity Loss: Initial 1d4 and 1d8 upon</p><p>completion. Religion (Halea): +1 rank, Perform (Sexual</p><p>Prowress): +1 rank, Seduce: +1 rank.</p><p></p><p>Seven Pleasures of the Palate. In Harnic, trans. by Aramia</p><p>Imisylda, c. 704 TR. Printed in Livelis. This work covers the</p><p>Halean doctrine known as “Galopea’s Bargain.” Seventy-seven</p><p>copies are known to exist.</p><p>Examination Period: 2d10 weeks (DC 20). Contains no spells.</p><p>Sanity Loss: Initial 1d3 and 1d3 upon completion. Religion</p><p>(Halea): +1 rank.</p><p></p><p>Ten Forgotten Acts. In Harnic, by Hilenea Aurelia, c. 392 TR.</p><p>This work details the Ten Forgotten Acts, also known as</p><p>Tania’s Bargain. Seventy copies were printed, only a handful</p><p>are known to exist. Examination Period: 1d6weeks (DC 20).</p><p>Contains the Halean invocations Ecstasy, Halea’s Apple and</p><p>Tania’s Pleasure. Sanity Loss: Initial 1d8 and 2d8 upon</p><p>completion. Religion (Halea): +1 rank, Perform (Sexual</p><p>Prowress): +3 ranks, Seduce: +1 rank.</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 228624, member: 546"] Here is the latest version of my work in progress to create a set of House Rules to utilize the low magic Harn setting from Columbia Games. Your feedback is needed and appreciated! :) ABILITY SCORES All abilities begin at 8 points each. You now have 25 ability score points to spend any way you wish using the Standard Point Buy method of character generation (DMG, p.19). All scores between 9-14 points may be bought on a 1-1 basis; scores between 15-16 cost 2-1, and scores of 17-18 cost 3-1. Changes to Ability Scores: Intelligence is used to learn magic, called invocations (clerical) or spells (wizards). Wisdom determines your Sanity, which you sacrifice to learn magic or lose when you experience terror or trauma. Charisma determines your Aura, which you sacrifice in order to cast magic. Charisma no longer has anything to do with physical attractiveness. Comeliness now solely determines physical attractiveness. A bonus for high Comeliness stacks with all Charisma based skill checks involving the opposite sex, or those attracted to your gender. Comeliness is only relevant when used against members of your own species or those creatures who are attracted to your species. HIT POINTS: At level one, you have 8 hit points + Con mod + any Toughness feats. At level two and every level thereafter, you receive 1d8 hit points + Con mod. DEATH FROM MASSIVE DAMAGE: If a human takes 10 hit points of damage from a single injury, he must make a Fort save (DC 15) or be immediately reduced to -1 hit points and dying. If it is subdual damage, he must make the same Fort save but failure results in 2d6 minutes of unconsciousness. Creatures (Demons, Ivashu, etc.) only check for death from massive damage if they take 50 hit points of damage from a single injury. SANITY SCORE: Your Sanity score = Wis score x 5. Sanity points are lost whenever you encounter something terrifying or traumatic, or when you first learn an invocation or spell (the Sanity Point cost is equal to the Aura Point cost for casting). You receive 1d6 + Wis mod in Sanity Points each time you gain a level. If your Sanity ever drops to zero, you become insane until cured. AURA SCORE: Your Aura score = Cha score x 5. Aura is used to cast invocations and spells; you must have an Aura of 60+ to becomeeither a member of the clergy or shek-pvar. You receive 1d6 + Cha mod in Aura Points each time you gain a level. If your aura ever reaches zero, your soul is sucked dry and you become a catatonic vegetable. If you were channeling the power of Morgath or the Asagvra, you instantly die and rise as a Gulmorvrin instead. Base Save and Attack Bonuses: Pick either Defense or Offense option. * Defense Option: Pick two saving throws; these each receive a +2 bonus, but the third saving throw receives +0. Your Base Attack Bonus is also +0. * Offense Option: Pick one saving throw; it receives a +2 bonus but the other two receive a +0 bonus. Your Base Attack Bonus is +1. Defense Bonus: Pick the Defense or Offense Option. * Defense Option: +2 AC bonus (scales with level) * Offense Option: +0 AC bonus (scales with level), but you get to pick one fighter bonus feat. FEATS: Pick any two. If you chose the “Offense Option” for your Defense Bonus, you receive a third feat taken from the list of fighter bonus feats. SKILL POINTS AT 1ST LEVEL: 8 + Int mod x 4. SKILL POINTS AT 2ND LEVEL AND BEYOND: 8 + Int mod. SKILLS: Choose an Occupation Template below or create your own template by modifying an existing one or designing a new one with the DM’s permission. In this case, pick any twelve skills as your core skills and select one bonus feat for your template. All other skills are non-core skills and cost two skill points to raise one rank. OCCUPATION TEMPLATES: Each of the twelve templates below gives the ten core skills for each occupation and allows room for minor customization by leaving two core skill slots empty, to be filled with skills of the player’s choice. Each template also provides one preset bonus feat in addition to any others at level one. Remember that most characters not of the clergy or nobility are illiterate and do not possess the Script (Literacy) skill. 1. Barbarian Craft (any) Hide Intuit Direction Knowledge: Local Knowledge: Nature Knowledge: Weather Sense Listen Move Silently Spot Wilderness Lore + two skills of player's choice Bonus Feat: Toughness. 2. Clergy Concentration Diplomacy Knowledge: Religion Knowledge (any one) Listen Script (native) Script (temple tongue) Sense Motive Speak Other Language Spot + two skills of player’s choice Bonus Feat: Holier Than Thou. 3. Criminal (Bandit) Appraise Bluff Gather Information Hide Knowledge: Underworld Move Silently Open Lock Pick Pockets Profession: Gambler Wilderness Lore + two skills of player’s choice Bonus Feat: Street Smarts. 4. Freeman Craft or Profession (any one) Craft or Profession (any one) Craft or Profession (any one) Knowledge: Folklore Knowledge: Law Knowledge: Local Knowledge: Weather Sense Listen Spot Wilderness Lore + two skills of player’s choice Bonus Feat: Any one of player’s choice. 5. Mercenary Climb Hide Jump Knowledge: Mercenary Knowledge: Military Listen Move Silently Spot Use Rope Wilderness Lore + two skills of player’s choice Bonus Feat: Any fighter feat. 6. Merchant (Guilder) Appraise Bluff Craft (any one) Diplomacy Gather Information Knowledge: Trade Knowledge (any one) Listen Profession (any one) Spot + two skills of player’s choice Bonus feat: Barter. 7. Noble (Knight) Diplomacy Gather Information Knowledge: Administration Knowledge: Heraldry Knowledge: History Knowledge: Law Knowledge: Military Perform (dance) Perform (any musical instrument) Ride Script (native) + two skills of player’s choice Bonus Feat: Wealth (CoC). 8. Serf, Male (Cottar, Villein) Craft (any one) Handle Animal Heal (First Aid) Knowledge: Folklore Knowledge: Local Knowledge: Weather Sense Listen Profession: Farmer Spot Wilderness Lore + two skills of player’s choice Bonus Feat: Skill Focus (any one Craft or Profession: Farmer). 9. Serf, Female Craft: Cooking (includes salting) Craft: Textilecraft Heal (First Aid) Knowledge: Folklore Knowledge: Local Listen Nursemaid Profession: Farmer Spot Wilderness Lore + two skills of player’s choice Bonus Feat: Skill Focus (any one Craft or Profession) 10. Shek-Pvar (Wizard) Bluff Concentration Diplomacy Intimidate Knowledge (Arcana) Knowlege (any) Script (Native) Sense Motive Speak Other Language (any) Spellcraft + two skills of player’s choice Bonus Feat: Spell Focus. 11. Slave Craft or Profession (any one) Craft or Profession (any one) Craft or Profession (any one) Diplomacy Hide Listen Move Silently Profession: Servant Sense Motive Spot + two skills of player’s choice Bonus Feat: Skill Focus (any one Craft or Profession). 12. Ivinian (Viking Raider) Climb Craft (any one) Jump Knowledge (Law: The Ljarl) Knowledge (Military) Listen Profession: Sailor Spot Use Rope Wilderness Lore + two skills of player’s choice Bonus Feat: Toughness. CHARACTER CLASSES: There is only one character class: Adventurer. Characters with the Clergy or Shek-Pvar (Wizard) occupation template begin play witha handful of common knowledge spells, but must find a master or spell book to learn more. ________________________ MAGIC SECTION (rough draft) COMMON INVOCATIONS These invocations are granted by all deities and taught to all clergy. They do not cause Aura or ability drain to cast. Baptism, Commune, Liturgy, Marriage, Divine Intervention, Passage of the Soul, Truesight. AGRIK is the LE god of destruction, plague, fire, tyranny, war in HarnWorld. I'm including Agrikan info below as an example of how different tomes provide different benefits to the reader, and how I intend for the spell system to work. Agrikan Invocations: There are twenty-four known “high invocations” remaining from the original fabled sixty-four,eight high invocations for each of the original eight acolytes ofIlpylen. Whether or not these legendary rituals ever existed or not is a matter of debate best left to scholars and theologians. Each high invocation cast “burns up” a bit of the Agrikan caster’s “inner fire” (the gifted spark of Manrasusha, the Primal Fire), so they must be used with caution. A caster who runs out of Aura while casting a high invocation is immolated in holy fire and burnt to ashes which scatter on the wind. “Borne on the brimstone breeze” is the common expression for such a death; the soul is believed guaranteed entrance to Balgashang for such self-sacrifice. The following cause aura and ability drain to invoke: 1. Agannazar’s Scorcher (FR): 2 Str, 1d8 Aura. 2. Ak-Syt’s Peace: 1 Con drain (permanent); subject (self or other) is permanently able to function as normal until dead at -10 hit points. This is a ritual that costs 100d in materials and requires 1 hour to perform. 3. Blind/Deafen (CoC) 4. Bring Pestilence (CoC) 5. Call Deity: Agrik (CoC): As Cthuga. 6. Candle Communication (CoC) 7. Circle of Nausea (CoC) 8. Cloak of Fire (CoC) 9. Clutch of Nyogtha (CoC) 10. Contact Deity: Agrik (CoC): As Cthuga. 11. Death by Flames (CoC) 12. Dominate Person (CoC) 13. Endure Fire (PHB): 1 Wis, 1 Aura. 14. Fear (PHB): 4 Wis, 1d8 Aura. 15. Healing Touch (CoC) 16. Keen Edge (PHB): 2 Wis, 1d4 Aura) 17. Power Drain (CoC) 18. Produce Flame (PHB): 2 Str, 1d6 Aura. 19. Protection from Fire (PHB): 2 Wis, 1d6 Aura. 20. Summon/Bind Creature (CoC): Servants of Agrik only, each type of servant requires a separate invocation. 21. Tongue of the Tyrant: 2 Wis, 1d4 Aura; +2 profane bonus per level to Bluff, Diplomacy, Intimidate (+8 max) for 10 minutes/level. 22. True Strike (PHB): 2 Wis, 1d6 Aura. 23. Weapon of Agrik: 2 Wis, 1d10 Aura; flaming mace, acidic sickle, or thundering whip. 24. Wrack AGRIKAN HOLY TOMES: THE BALEFIRE CHRONICLES (Six Versions) Balefire Chronicles. In Azeryani, by Moralin, First Acolyte of the Prophet Ilpylen, c. 1500 BT. Original form is unknown, but only eight copies ever existed, each taken by an acolyte of Ilpylen to “the eight corners of the world” to spread the word of Agrik after the prophet’s death. As early as 300 TR, this version was considered lost except for one copy believed to be Moralin’s, held by the Amanasurif (Agrikan Pontiff) in his temple at Lysara in Azeryan. Examination Period: 2d10 weeks (DC 25). Contains all common Agrikan invocations, rituals and 4d6 Agrikan invocations. Sanity Loss: 1d10 Initial and 2d10 upon completion. Religion (Agrik): +3 ranks. Balefire Chronicles. In Azeryan, trans. by Eilar the Visionary, c. 500 BT. Early handwritten copies are unknown, but manuscript copies were widely circulated among Azeryani scholars and theologians. Examination Period: 2d20 weeks (DC 25). Contains all common Agrikan invocations, rituals and 3d6 Agrikan invocations. Sanity Loss: 1d10 initial and 2d10 upon completion. Religion (Agrik): +2 ranks. Balefire Chronicles. In Surikal, trans. by Ulankh Vengus Makh, also known as “Vengus the Mad”, c. 108 TR. First circulated in manuscript form, then printed in the kingdom of Lothrim the Foulspawner (c.112 TR), as a black letter folio. Four copies of it are known to remain, one with the Golothan Primacy of Agrik. Examination Period: 2d10 weeks (DC 25). Contains all common Agrikan invocations, rituals and 3d6 Agrikan invocations. Sanity Loss: 1d10 Initial and 2d10 upon completion. Religion (Agrik): +2 ranks. Balefire Chronicles. In Surikal, trans. by Viriahn Iskmus Prel, c. 520 TR. An accurate but expurgated version of the Surikal translation. Printed in Menethos (now Golotha) in an octavo edition. Examination Period: 1d12+1 weeks (DC 22). Contains all common Agrikan invocations, rituals and 2d6 Agrikan invocations. Sanity Loss: 1d10 Initial and 2d10 upon completion. Religion (Agrik): +2 ranks. Cultus Agrikarum. In Thardic, trans. by Flavius Pompos, 697 TR. A muddled, incomplete translation of the Prel version, printed in Coranan in a garish scarlet leather octavo. This unauthorized version was quickly suppressed by the Agrikan Church and all but a handful of copies in private collections were burned in Coranan in 698 TR. Examination Period: 1d10+1 weeks (DC 25). Contains 1d6 Agrikan invocations. Sanity Loss: all common Agrikan invocations, rituals and 1d3 Initial and 1d6 upon completion. Religion (Agrik): +1 rank. Balefire Ceremonies. In Surikal, trans. by Viriahn Hegrik Klesh, 700 TR. Eight hundred copies of this expurgated “official” version were printed in Golotha and widely circulated among the Agrikan clergy. It can be bought by Agrikan clergy only from any temple for 100d. Examination Period: 2d4 weeks (DC 20). Contains all common Agrikan invocations and rituals. Sanity Loss: 1d3 Initial and 1d3 upon completion. Religion (Agrik): +1 rank. CODEX OF STEEL (Two Versions) Codex of Steel. In Surikal, by Senesharil Dramus of Reigrym, c. 577 TR. Printed as a sturdy quarto two years after the founding of the Order of Mamaka, Master of Steel, in Golotha (then under the rule of the Theocracy of Tekhos). This work deals with many mystical concepts alien to most other Agrikan theological texts; much of it is seemingly ambiguous and contradictory, yet strangely compelling. Only four copies are known to exist: two are held by Senesharil Klyrdes of Bisidril in his private collection. Examination Period: 2d10 weeks (DC 24). Contains four Agrikan invocations: Keen Edge, Magic Weapon, True Strike, Weapon of the Deity. Sanity Loss: Initial 2d4 and 2d4 upon completion. Religion (Agrik): +1 ranks, Alchemy: +2 ranks, Ashekal (Mamakan secret sign language): +2 ranks, Bluff: +2 ranks. Mysteries of the Order of Mamaka, Master of Steel. In Surikal, trans. by Senesharil Klyrdes of Bisidril, 698 TR. This is an accurate but expurgated version designed for use by the clergy of the order. Twenty-four copies were printed in Golotha. Examination Period: 2d4 weeks (DC 20). Contains one Agrikan invocation: Magic Weapon. Sanity Loss: Initial 1d4 and 1d4 upon completion. Religion (Agrik): +1 ranks, Alchemy: +1 ranks, Ashekal (Mamakan secret sign language): +1 ranks, Bluff: +1 ranks. V’hir Testimony. In Surikal, by Senesharil Merele of Kantar, 714 TR. Written by the founder and current head of the Order of the Eight Demons, this work serves to explain the split between Herpa the Mace and Eight Demons in 714 TR, as well as outline the goals, rituals and methods of the new order. Much of the work is devoted to incredibly bizarre and sadistic torture methods, supposedly passed down to the author from the V’hir themselves. Examination Period: 1d8+1 weeks (DC 25). Contains eight Agrikan invocations: Circle of Nausea, Death by Flames, Dominate Person, Peace of Ak-Syt, Spectral Razor, Summon/Bind Kyton, Wither Limb, Wrack. Sanity Loss: Initial 1d8 and 2d8 upon completion. Religion (Agrik): +2 ranks, Intimidate: +2 ranks. Revelations of the Fuming Gate. In Surikal, by Ulankh Hodael of the Bloodied Mace, c. 388 TR. A Menethos printed quarto, this volume has long been referred to as “The Red Door.” Eight copies are held by the Order of the Fuming Gate. Examination Period: 2d10 weeks (DC 24). Contains 4d6 Agrikan invocations and the following unique to the order: Kissing the Hook, Purification, Reaping the Harvest, Songs of Destruction, Songs of War, True Visions. Sanity Loss: Initial 1d8 and 2d8 upon completion. Religion (Agrik): +3 ranks. HALEAN HOLY TOMES: PROMISE OF CORSILEA (Four Versions) Promise of Corsilea. In Harnic, trans. by Hilenea Aurelia, First Disciple of Meredyne the Prophetess, c. 372 TR. Printed in Livelis, this is the first time all of Meredyne’s visions were compiled into one text. Only seven copies are known to exist: one with the Halean Hilenea (pontiff) at Helas, one with the Salara (primate) in Shiran, one with the Aramia of the Temple of the Queen of Pleasures in Livelis (birthplace of Haleanism), one with the Aramia of the temple at Coranan. Examination Period: 2d10 weeks (DC 24). Contains all common Halean invocations, rituals and 4d6 Halean invocations. Sanity Loss: Initial 1d10 and 2d10 upon completion. Religion (Halea): +3 ranks, , Perform (Sexual Prowress): +3 ranks, Seduce: +3 ranks. True Promise of Corsilea. In Harnic, trans. by Keser of Beria, c. 383 TR. Printed in Livelis, this unathorized translation by “renegade” male aramia (and charismatic would-be pontiff) Keser of Beria, the publication of this work culminated in Hilenea Aureila issuing the Temenesa Decree of 384 TR, banning all males from the priesthood forever. The author died of a strange wasting disease shortly thereafter, which was widely regarded as divine wrath. Only one copy is known to exist; the rest were seized and burned by Aurelia following Keser’s death. The book is a fairly accurate translation of Meredyne’s visions, but with a pro-male slant. Aurelia and her followers are blasted as “false harlots who defile the throne of opulence.” The book is considered a dangerous heresy by the Church of Halea. Examination Period: 2d10 weeks (DC 22). Contains all common Halean invocations, rituals and 3d6 Halean invocations. Sanity Loss: Initial 1d10 and 2d10 upon completion. Religion (Halea): +2 ranks, Perform (Sexual Prowress): +2 ranks, Seduce: +2 ranks. Promise of Corsilea. In Harnic, trans. by Hilenea Aurelia, c. 400 TR. Printed in Helas in an accurate but expurgated version. Seven copies are known to exist. Examination Period: 1d10 weeks (DC 20). Contains all common Halean invocations, rituals and 2d6 Halean invocations. Sanity Loss: Initial 1d10 and 1d10 upon completion. Religion (Halea): +3 ranks, Perform (Sexual Prowress): +3 ranks, Seduce: +3 ranks. Pleasures of Corsilea. In Harnic, trans. by Hilenea Milana, c. 700 TR. Printed in Helas in a lavishly illustrated but expurgated edition. Seventy-seven copies are known to exist. Examination Period: 2d10 weeks (DC 20). Contains all common Halean invocations, rituals. Sanity Loss: Initial 1d10 and 1d10 upon completion. Religion (Halea): +3 ranks, Perform (Sexual Prowress): +3 ranks, Seduce: +3 ranks. Golden Bargain. In Harnic, trans. by Aramia Imisylda, c. 698 TR. Covers all the mythology, parables and advice offered by Halea and her handmaids. Printed in Livelis. Seventy-seven copies are known to exist. Examination Period: 2d10 weeks (DC 20). Contains no spells. Sanity Loss: Initial 1d3 and 1d3 upon completion. Religion (Halea): +1 rank. Illustratum Halea, or, An Illustrated History of Halean Rites and Practices in the Thardic Republic. In Thardic, by Corthina Aurilia, 715 TR. Printed in Shiran. Seventy copies are known to exist. Examination Period: 1d4 weeks (DC 20). Contains no spells. Sanity Loss: Initial 1d4 and 1d8 upon completion. Religion (Halea): +1 rank, Perform (Sexual Prowress): +1 rank, Seduce: +1 rank. Seven Pleasures of the Palate. In Harnic, trans. by Aramia Imisylda, c. 704 TR. Printed in Livelis. This work covers the Halean doctrine known as “Galopea’s Bargain.” Seventy-seven copies are known to exist. Examination Period: 2d10 weeks (DC 20). Contains no spells. Sanity Loss: Initial 1d3 and 1d3 upon completion. Religion (Halea): +1 rank. Ten Forgotten Acts. In Harnic, by Hilenea Aurelia, c. 392 TR. This work details the Ten Forgotten Acts, also known as Tania’s Bargain. Seventy copies were printed, only a handful are known to exist. Examination Period: 1d6weeks (DC 20). Contains the Halean invocations Ecstasy, Halea’s Apple and Tania’s Pleasure. Sanity Loss: Initial 1d8 and 2d8 upon completion. Religion (Halea): +1 rank, Perform (Sexual Prowress): +3 ranks, Seduce: +1 rank. [/QUOTE]
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