This article has been a long time in coming. Here are the modifications I use when running a HMC campaign:
- Miscellaneous Rulings
- Combat
- New Stat
- New Skills
- Military Organization Legion
- Legion Tactics
- Street Wise (City)
- Hypnosis
- New Faith Skills
- Sense Taint
- New Psionics
- Empathy
- New Gods
- Kotan
Miscellaneous Rulings
Here's what I can remember judging since we switched to HMC.
- Dagger (OML 3) is an Automatic Skill - given for free at character creation.
- After each use of a Psionic, you get a roll to try and improve the skill.
- The weight of armour worn is halved. The weight of armour carried is not.
- Lovecraft is another free skill. PCs may decide if they wish the skill, and at what level at character creation.
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Combat
Facing: If you are against one target, even if he/she/it surprises you, it is ASSUMED you are facing your target at all times. The only exception to this rule is if the attacker is intending to ambush you and attack your back. This must be stated before the combat begins.
Multiple Targets: For multiple targets, the character is on a hex, with opponents only able to attack from one of eight sides (North, North-East, South-East, South, South-West, North-West, up and down).
Each attacker gets 1 attack, while the defender may defend up to eight times. Divide the skill used by the number of defenses intended. So against 6 attackers, the defender's skill (block/counterstrike/dodge) is divided by 6.
For simplicity sake no more than 8 (6 +1 from above, +1 from below) can attack a single target per round. If there are pikemen, or others with obvious long reach, they get to attack next round. Not very realistic - but it simplifies things nicely.
If the attacked wishes to disengage (aka throwing oneself out of the hex, dex check to see if they land on their feet, or prone) - one side of the hex must be open. If it is not, the option to disengage is not available.
Note: this does not include the option to go up or down. If the option is available, and not blocked by an attacker - it is a viable escape route.
E.g.: A legionnaire is separated from his tenacus and is facing eight bandits. They manage to surround him (through tactics + higher mobility). He chooses to scream for help and defend. As they attack he gets to use 1/6th of his shield skill to block each attack. 79/8= 13.167 (round) 13. He would have an ML of 13. Urm.... On second thought, the PC decides to pick a target and counterstrike, hoping his armour will help him survive any attack that hits!
Arrows: Arrows, and other missles can only be dodged if you see them coming (awareness check to spot the thrower). Even then you dodge at 1/2. Disengaging from the hex (and finding cover) is usually the best solution.
Mounted Combat: Refer to the HârnMaster I .
Throwing: If you throw a weapon, and it is notdesigned to be thrown, you use your throwing skill instead of that weapon's skill. Penalties may be applied free-form by the GM if the item being thrown is not designed for it. PCs may opt to use their Throwing skill *instead* of the weapon skill, if it is higher. Any item designed to be thrown has an 80% chance of hitting with the desire edge/side. Any item not designed to be thrown (like a chair) has only a 50% chance.
Damage: By default, the largest aspect of the weapon will be used, unless the PCs specifies otherwise. EG: Shortsword, unless the PC specifies - it hits with the edge aspect (even though the point does more damage).
Block and Parry: They use the same tables (block), but you cannot block with a weapon, only a shield. If you declare parry it is ASSUMED you use your weapon in hand; if you declare block it is ASSUMED you use your shield in hand. If you have nothing in hand - it gets messy!
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New Stat
See the article on Faith for more information.
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New Skills
These were added at the start of the game.
Military Organization Legion [(END, WIL, VOI) +1 Hirin/Skorus]
Abbreviated as MO: Legion, or just MO.
This is a Communication skill that allows the PC to know the minutiae of how the legion is organized - who they should report to in which situation, when to carry which equipment, what duties they must perform according to their rank, and which reports need to be given when. Use Rhetoric for determining the quality of the actual report.
- Militites Linari, Milities Fabrica and Auxiliari OML2,
- Milities Primus and Tala OML3,
- Mani, Compartes and Sexton OML4,
- Manus Primus OML5
- Triberties Linari and Legati OML6
- Triberties Linari Primus OML7
Legion Tactics [(INT, EYE, WIL) +1 Angberelius/Hirin, +2 Tai]
Abbreviated as Tactics
This is a Craft/Lore skill given to either PCs who do not want to learn the minutiae of legion tactics, or NPCs. This skill is used whenever the Milities Primus must make a tactical decision on the battlefield or off. It also allows him to discuss tactics (and sound like he knows what he's doing.)
- Militites Linari, Milities Fabrica and Auxiliari OML1,
- Milities Primus and Tala OML2,
- Mani, Compartes and Sexton OML3,
- Manus Primus OML4
- Triberties Linari and Legati OML5
- Triberties Linari Primus OML6
Street Wise (City)
Abbreviated as SW:City
This is a Communication skill that denotes the N/PC's familiarity with the city or town denoted in the skill name. Whenever a PC is looking for something/or someone in the city, a test against the skill is made.
Hypnosis (Int Aur Voi [Tai/Tar +1]) SB1
This skill is very rare, but known to some Shek Pvar, primarily the Savorya. It specifically allows the user to speak directly to the subconscious. A willing subject can be induced into a trance state whereby the Hypnotist can direct the subject's actions a recall forgotten/blacked out memories. The subject will not do anything he would not normally do.
Nor will the technique reveal "hidden knowledge". Blacked out memories can only be recalled using the value enhancement table (Skills 7) The success level l (i.e. number) must exceed the target memory complexity level. (E.g. a level 3 blacked out memory can be recovered by a SI 5+ Hypnotist with CS, or a SI 8+ Hypnotist with MS.
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New Faith Skills
The following are treated as psionics that work on the Faith stat.
Sense Taint (Faith, Faith, Will)
Bonuses:
Agrik (Nadai +2, Ang/Ahn +1)
Halea Tar/Ang/Msa +1
Larani Ang/Ahn/Fen +1
Morgath Fen/Lad/Tar/Mas +1
Naveh Mas+2, Tar/Tai/Hir +1
Peoni Ara +2, Ang/Ula +1
Sarajin Ahn/Ang/Fen/Nad +1
Save-Knor Tai+2, Sko/Tar +1
Siem Hir +2, Nad/Tar/Ula +1
This talent may be used to sense the difference between the target and the seekers religion, faith and/or morality. It only functions if the seeker is in a state of grace and the results vary greatly. If the target worships a god of the light (Halea, Larani, Peoni) is seen by a seeker of the dark gods (Agrik, Morgath, Naveh) as tainted if they are in a state of grace, and vice versa.
The seeker cannot determine the targets faith thought this skill, and even those of the same faith may appear tainted if the target has just done something to put themselves in a state of shame. Objects and animals may also acquire taint when they are handled by people with taint. The taint will leave the object over a period of time (exposure/16). The greater the difference between the target and the seekers faith and morality, the more taint will appear. Heinous actions against the seekers faith will double the amount of taint. If the deed was done recently, the taint may even appear to be moving.
The greater the difference between the target and the seekers faith and morality, the more taint appears. If both seeker and target are of the same faith (or the same grouping of gods) the seeker may see no taint, but will still feel the difference between their faith and morality as a very general descriptor. This difference should be expressed as a feeling of distrust or discomfort.
Followers of neutral gods (Sarajin, Save-Knor and Siem) should subtract 2d6 from the difference when been examined by a seeker from either the light or the dark. A neutral seeker should add 1d6. This cannot determine if the speaker is lying - only if they are sinning according to the religion of the seeker. Taint may be seen as an inky blackness, an enveloping light or a sense of drowning. It is totally up to the GM as to how to describe it.
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New Psionics
Empathy
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New Gods
Kotan
While accepted as a bridge between Peoni and Larani, the Kotan church actually believes these two gods are one. For more information, see the Kotan article. (Comming Soon)
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This page was last updated on
January 23, 2002
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