House Rules

Brian's 10-Step HMC Character Generation Process

This is the 10-step process I have adopted for generating a character using the HârnMaster Core Rules. The idea behind this process is to maintain the variety that comes from random die rolls for character attributes, while allowing the player the freedom to choose the type of character they would like to play.

Step 1: (Concept) The player creates a concept for the character they would like to play. This might include who the character is, what the character does, etc. The player selects the race and sex of the character at this time.

Step 2: (Sunsign) The player generates three random birth dates and selects one with a Sunsign that suits the character concept.

Step 3: (Family) The player and gamemaster generate three random sets of family-related information from the HMC tables, selecting one that suits the character concept.

Step 4: (Physique) The player generates three random combinations of height, frame and weight as per the HMC rules and selects a combination that suits the character concept.

Step 5: (Attributes) From the 12 remaining attributes (7 primary, 4 secondary and Comeliness), the player selects 6 and rolls 4d6 for each, discarding the lowest die. The remaining 6 attributes are generated using 3d6 each. Once all 12 attributes are generated, up to three pairs of values may be swapped. The morality of the character is selected by the player.

Step 6: (Medical and Psyche) If the player wishes, random medical and/or psyche conditions may be generated and appropriate bonus points applied to one or more of the 12 attributes.

Step 7: (Pregame) The gamemaster presents several short scenarios involving the character from childhood to age 15 or so, which will establish background information, potential occupation choices, contacts, etc. This will serve to further refine the character concept without the use of any game-specific mechanics, as well as provide some hooks for events which will occur in the upcoming campaign. At some point during the pregame the gamemaster secretly determines if the character has latent psionic talents.

Step 8: (Occupation) The player selects an occupation for the character based on the character concept and the pregame. A parent occupation is randomly generated or selected from the master occupation table, based on the social class and occupation of the character.

Step 9: (Skills) The player records the occupational skills and selects five optional skills. In addition to the list of optional skills provided in the rules, the player may select any of the parent's occupational skills to open (at OML+SB) using option points, subject to gamemaster approval.

Step 10: (Outfitting) The gamemaster provides the player with details of starting equipment and funds.

Specialties

The optional rule for Specialties is not used.

Familiar Weapons

For weapon skills only, the player selects a familiar weapon from the weapon group when the skill is opened, and may select another familiar weapon at SI 7 and at each SI thereafter. When using any weapon which is not familiar, the character suffers a -10 ML penalty.

Shock Rolls

Each time a character takes a new injury, roll 1d6 for each level of the new injury, plus 1 for each point of Universal Penalty (not including the new injury). If the roll exceeds Endurance, the character is downed from trauma, bloodloss, or pain.