TEXT: FATE OF HARN 1 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  SETTING 
  The setting is HarnWorld as published.  All places, 
  characters and situations are as described and defined 
  by Harn canon.  Fanon is at GM discretion. Sample 
  NPCs and a BESTIARY are included, as well as a system 
  to resolve larger conflicts: LUST FOR BATTLE. 
  CHARACTER GENERATION 
  Character generation proceeds as in FATECore 
  though there are some Harn-specific Skills and Extras.  
  An alternative is to follow the HarnMaster process for 
  defining the character’s background, and using that to 
  define aspects and any relationship between the 
  characters. 
  ASPECTS 
  Each character has 5 Aspects: High Concept; 
  Trouble; and three others that are determined as in 
  FATECore.  Some of the Harn-specific Extras require 
  the character to allocate some of Aspect slots to reflect 
  the Extra. 
  STUNTS & REFRESH  
  The character begins with one Stunt linked to one 
  of their Skills, and a Refresh of 3.  The character can 
  then choose a 2nd & 3rd Stunt, each at the cost of 1 
  Refresh, which cannot go below 1. 
  Some Extras offer access to unique Stunts. 
  STRESS/CONSEQUENCES  
  The character begins with 2 Physical and 2 
  Mental  Stress Boxes, with additional boxes 
  dependent on skill choice. 
  Unlike FATECore, each character starts with 
  separate Physical and Mental Consequence slots.  
  These are re-christened to match the Harn setting as: 
  MILD; SERIOUS; & GRIEVOUS.  They can absorb 
  only half the damage compared to FATECore: 1, 2 & 3 
  points of damage, respectively, to reflect the less heroic, 
  more dangerous, nature of Harnic conflict.  
  The rules for the recovery from Consequences are 
  as described in FATECore; the difficulty of treating them 
  remains 2, 4 and 6, respectively. 
  A single CRIPPLING Consequence, able to absorb 
  up to 4 points of either physical or mental damage, is 
  included.  Rules for its recovery are as in FATECore. 
  FATE IN HARNWORLD  
  Rules for Natural Hazards, Brute Force & Ignorance, 
  Encumbrance, Lifting & Carrying, Fear, Extra Effort, and 
  Trangression & Atonement are included. 
  SKILLS 
  The player begins with a skill pyramid that peaks at 
  +4.  Skills conform to the descriptions in FATECore, 
  unless the entries below say not. Some skills are new, for 
  the Harn setting: 
   ATHLETICS 
   CONTACTS  
   CRAFTS 
   DECEIVE  
   EMPATHY  
   ENDURANCE 
   FIGHT 
   INVESTIGATE  
   LARCENY  
   MELEE  
   MISSILES 
   NOTICE  
   PROVOKE 
   RAPPORT  
   RIDE 
   RITUAL  
   SCHOLAR 
   STEALTH  
   STRENGTH 
   SURVIVAL 
   WILL  
  EXTRAS 
  Finally, there are five Harn-specific Extras, some of 
  which include novel Stunts or applications of Skills: 
   RANK (incl. PRIVY PURSE) 
   SHEK-PVAR 
   CLERICAL ORDER 
   MILITARY ORDER 
   SHAMAN 
   PSIONICS 
  Some of these Extras require the character to 
  allocate some of these Skill slots to special skills linked 
  to the Extra. 
   
  
  FATE OF HARN 2 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  SKILLS 
  ATHLETICS  
  The Athletics skill represents general level of 
  physical fitness, mobility and ability to dodge. 
  Overcome: Athletics can overcome obstacles 
  requiring jumping, running, climbing, swimming, 
  etc. Overcome actions with Athletics are used to move 
  between zones in a conflict if there’s an aspect or other 
  obstacle in the way. A race or chase is an Athletics 
  contest, until it turns into a contest of Endurance.  It is 
  also used when the objective is to stop others trying to 
  get past by moving about in front of them. 
  Create an Advantage: Leaping to higher ground, 
  running fast enough to stay ahead of an opponent, 
  or performing dazzling acrobatic manoeuvres in order to 
  confound foes are potential advantages. 
  Attack: It isn’t an attack skill. 
   
  Defend: It is the default defence against Fight, 
  Melee, and  Missile attacks. 
  Sample Athletics Stunts  
  Sprinter: Move two zones for free instead of one in 
  a conflict without rolling, provided there are no aspects 
  restricting movement, or gain +2 in a sprint race.  
  Body check: Use Athletics to charge an enemy at 
  least two zones away, and hit them for physical damage. 
  Even if the opponent defends successfully, the character 
  can still move into their zone, so long as movement 
  would otherwise have been unrestricted by an aspect. 
  Head for heights: +2 to create advantages with 
  Athletics in any activity or chase across rooftops or a 
  similarly precarious environment. 
  Roll with the blow: When succeeding with style 
  on a defend action against an opponent’s Melee/Fight 
  attack, the character gains a scene aspect with a free 
  invocation, as opposed to just a boost. 
  Cat’s grace: Use Athletics instead of Stealth when 
  moving while trying to avoid detection. 
   
   
   
   
  CONTACTS 
  This is about making and using connections with 
  people and organisations. The longer a character lives 
  somewhere the easier this should be so the GM may 
  apply bonuses where the character is well known. 
  Overcome: Any obstacle related to finding 
  someone or something by asking on the street or 
  discovering and using information networks. 
  Contacts can be used in contests with people 
  seeking to create social disadvantages against the 
  character, provided an information network can be 
  brought to bear on the situation. It could also be used to 
  keep someone from using Deceive or Contacts to 
  disappear; or to interfere with Investigate attempts. 
  Create an Advantage: Knowing the perfect 
  person to talk to is usually a way to create story 
  details which can be represented by aspects such as  
  The Best Smith in the Shire.  Also, advantages that 
  represent what is being said about a particular 
  individual, object, or location. These aspects almost 
  always deal with reputation more than fact, such as 
  Known as a Vicious Thug or Notorious Swindler. 
  Whether the person lives up to their reputation is 
  anybody’s guess, though that doesn’t invalidate the 
  aspect – people often have misleading reputations.  
  Contacts could also be used to create aspects when 
  planting information or getting information that might 
  help in a later conflict. 
  Attack: It isn’t an attack skill.  
   
  Defend: It isn’t an defence skill. 
   
  Sample Contacts Stunts  
  Ear to the ground: Whenever someone initiates a 
  conflict in a locale where the character might have got a 
  tip off about it, they roll Contacts against a difficulty of 2. 
  Success and they automatically go first in the conflict 
  because they knew it was coming. 
  Rumourmonger: +2 to create an advantage when 
  planting vicious or untrue rumours about others.  
  Weight of reputation: If the character has an 
  appropriately sinister aspect then use Contacts instead 
  of Provoke to create advantages based on the fear 
  generated by that reputation or their shady associates.  
  Destroy reputation: Spend a Fate Point to use 
  Contacts instead of Provoke to inflict mental stress by 
  attacking social status/emotional health. 
  Friend in every port: Overcome 6 minus local 
  market size to find someone who owes a favour.  
  Success with style and they’ll take significant risks to 
  help the character. 
   
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  FATE OF HARN 3 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  CRAFTS  
  Crafts measures practical ability and its level reflects 
  relative mastery. Apprentices are typically +1, 
  Journeymen +2 or +3, and Masters at least +3. 
  Overcome: Crafts allows things to be built, broken 
  or fixed, presuming sufficient time and tools. Crafts 
  often comprises one part of a complex challenge.  Often 
  time pressure characterises overcome actions with 
  greater success allowing earlier completion. 
  Create an Advantage: Crafts can create an 
  aspect on an object the character makes, and could 
  be declared long after it was made if it made narrative 
  sense.  It can also be used in place of Notice in spotting 
  some flaw in a made object. 
  Creating advantages can also take the form of quick 
  and dirty sabotage or jury-rigging on mechanical objects 
  in a scene. It might create a Makeshift Pulley to help 
  get over a wall, or throw something into the ballista to 
  give it Prone to Jamming reducing its chance of hitting.  
  Only the Specialist stunt brings knowledge of the 
  theory behind a craft. 
  Attack: It isn’t an attack skill.  
   
  Defend: It isn’t an attack skill. 
   
  Special: Crafts can treat physical consequences 
  by stitching wounds and setting bones, etc. 
  Sample Crafts Stunts  
  Specialist: Choose a particular specialism from 
  among the many ‘practical’ guilds and unguilded trades 
  of Harn, including metalcrafter, mason, clothier, seaman, 
  etc.  The character gains a +2 to all Craft rolls relating to 
  that particular sphere of expertise. 
  Always making useful things: Whenever a 
  situation demands a certain object, tool or artefact, 
  make an overcome roll to declare that it is on hand, or 
  can be jury rigged from what’s available. Success with 
  style adds a boost to the item. 
  Better than new!: Succeed with style on an 
  overcome action to repair something and  gain an 
  aspect instead of just a boost. 
  Hogtie: Use Crafts to create a Hogtied (or similar) 
  advantage on someone, allowing the character to 
  actively oppose any overcome rolls to escape the hogtie 
  with their Crafts, even if they’re not present. 
  DECEIVE  
  Deceive is the skill used to lie and misdirect. 
  Overcome: Deceive is used to bluff a way past 
  someone or to give a false impression. This often 
  happens in situations where the stakes aren’t high 
  enough for a contest, but a roll will determine if things 
  get complicated or not. More complicated confidence 
  tricks might be a contest involving a layered series of 
  deceptions to achieve the goal. Deceive can also contest 
  efforts made to discern true motives with the Empathy 
  skill, and throw off Investigate attempts with false 
  information. 
  Deceive is the skill used to determine if a disguise 
  works, whether on the character or someone else, 
  though time &/or supplies may be needed to avoid a 
  penalty. Imitating someone of higher Rank will increase 
  the difficulty. 
  Deceive also enables characters to perform small 
  tricks of sleight-of-hand and misdirection. 
  Create an Advantage: Deceive can obtain 
  information from someone by making them believe 
  the questioner is trustworthy. This is more likely to 
  generate story details than an aspect, but if the 
  information represents a tangible advantage, it might 
  generate an aspect. 
  Deceive can create an aspect of a false impression 
  or cover story. 
  Deceive can apply to creating distractions, 
  momentary bluffs, any other form of misdirection, or 
  combat feints rendering an enemy Off-Balance. 
  Attack: It isn’t an attack skill.  
   
  Defend: It isn’t a defence skill. 
    
  Sample Deceive Stunts  
  Lies upon lies: +2 to create a Deceive advantage 
  against someone who has already believed a lie during 
  this session. 
  Mind games: Use Deceive to make mental attacks 
  against an opponent, provided the character has some 
  form of leverage in the form of an Aspect representing 
  the opponent’s weakness.  
  One person, many faces: Spend a Fate Point to 
  declare that they’ve met a person before but under a 
  different name and identity. Add an aspect to represent 
  the cover story, and use Deceive in place of Rapport 
  whenever interacting with that person. 
  Master of disguise: Spend a Fate Point to use 
  found objects to create an ‘instant’ disguise aspect with 
  a free invoke. 
   
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  FATE OF HARN 4 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  EMPATHY  
  Empathy involves knowing and being able to spot 
  changes in a person’s mood or bearing. It’s the 
  emotional equivalent of the Notice skill. 
  Overcome: Empathy can be used to overcome 
  obstacles related to social difficulties.  It can be 
  used to sense the atmosphere in a scene, spot some 
  small tick or concealed intention, catch a change in 
  attitude or gain an insight into someone’s intent.  
  This is the skill used in a contest against Deceive, 
  allowing lies to be pierced to see the true intent or 
  against those creating social advantages with Contacts. 
  Create an advantage: Empathy can read a 
  person’s emotional state and get a general sense of 
  who they are, presuming there is some contact with 
  them. Often it is used to assess the aspects that are on 
  another character’s sheet or, sometimes, to create new 
  aspects, especially on an NPC. If the target is aware that 
  they are being read then they can contest with Deceive 
  or Rapport. 
  Empathy can also discover what circumstances will 
  allow mental attacks on someone, figuring out their 
  weaknesses and breaking points.  
  Attack: It isn’t an attack skill.  
   
  Defend: It isn’t a defence skill.  
   
  Special: Once per session Empathy can be used 
  to reduce a character’s mental consequence 
  from grievous to serious (vs. +4), serious to minor (vs. 
  +3), and minor to nothing at all (vs. +2).  This requires 
  at least half an hour of conversation and can’t be used 
  on the character themselves. 
  Sample Empathy Stunts  
  Good listener:  natural practitioner of the ‘talking 
  cure’: +2 treat mental consequences. 
  Nose for trouble: Use Empathy instead of Notice 
  to determine initiative in a conflict, provided the 
  character has already had a chance to observe or speak 
  to those involved during this scene. The GM may 
  require an overcome roll if the character is making a 
  snap decision without ‘taking the temperature’ of the 
  scene. 
  Eye of truth: +2 to all Empathy rolls made to 
  discern or discover lies, whether they’re directed at the 
  character or someone else.  
  Discerning eye: +2 when creating advantages 
  based only on the ‘look’ of another character. 
   
   
   
  ENDURANCE  
  The Endurance skill represents the character’s 
  capacity to keep going in difficult circumstances.  
  Overcome: Endurance can overcome any obstacle 
  that is intended to present a challenge to the 
  character’s capacity to survive in uncomfortable of 
  challenging circumstances.  This includes contests such 
  as marathons, or other endurance-based challenges, 
  including opposition to attempts to torture information 
  from a character.  Endurance can provide active 
  opposition to someone else’s action where it is the time 
  that the character can maintain their opposition that 
  matters. 
  It is Endurance that allows a character to resist the 
  impact of thirst or other environmental challenges.  It 
  includes the ability to stay awake when those around 
  them are dropping with tiredness. 
  Create an Advantage: Endurance creates 
  advantages where the ability to maintain pressure 
  or resist tiredness longer than the opponent matters.  It 
  might also be used to discover physical impairments of 
  an opponent such a Lacking Stamina.  
  Attack: It isn’t an attack skill.  
   
  Defend: It isn’t a defence skill. 
   
  Special: +1/+2 Endurance adds a 3-point stress 
  box. +3/+4 Endurance adds a 3- and a 4-point 
  stress box. +5 Endurance adds these stress boxes PLUS 
  an additional mild physical consequence slot. 
  Sample Endurance Stunts  
  Absorb the blow: Use Endurance to defend against 
  Melee/Fight attacks though the character takes +1 Hit 
  on a tie. 
  Hard as nails: Once per session spend a Fate Point 
  to reduce the severity of a serious physical consequence 
  to mild, or remove a mild consequence all together. 
  Is that your best?: Once per scene when the 
  character takes physical damage, they may spend a Fate 
  Point to immediately inflict an equal amount of mental 
  damage on their attacker, to whom they appear 
  invulnerable (even though they aren’t).  
   
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  FATE OF HARN 5 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  FIGHT 
  Fight covers all forms of unarmed close quarter 
  combat, including use of clubs, staves and other 
  improvised weapons. 
  Overcome: It might be used in a boxing  or 
  wrestling demonstration, or to participate in some 
  kind of regulated bout or contest. 
  Create an Advantage: Any number of 
  advantageous special moves can be created such 
  as a targeted strike or a positional advantage etc. Fight 
  could even be used to assess another fighter’s style, 
  spotting weaknesses to be exploited. 
  Attack: Fight can only attack opponents in the 
  same Zone.  
  Defend: Fight can be used in place of Athletics to 
  defend against Fight or Melee attacks, as well as 
  almost any action in a close quarter struggle. It cannot 
  defend against Missile attacks. 
  Special: The attacker adds +1 per point of SIZE 
  difference to hit a larger target, and -1 per point 
  of SIZE difference to hit a smaller target.   
  Special: If the attacker hits they subtract 2 shifts 
  of damage per point of SIZE difference against a 
  larger target, and add 2 shifts of damage per point of 
  SIZE difference against a smaller target. 
  Special: If the attacker hits and their 
  Weapon/Unarmed Impact exceeds the target’s 
  Armour then +1 shift to damage.  If less than the target’s 
  Armour then -1 shift. 
  Sample Fight Stunts  
  Haymaker: Success with Style in a Fight attack 
  creates the Dazed aspect on the target and grants a free 
  invoke, instead of just a boost. 
  Bar-Fighter: Gain +2 to create advantages 
  involving improvised weapons, bottles, chairs etc. 
  Dirty-Fighter: Spend a Fate Point to increase the 
  harm done by a successful attack so that any Stress is 
  converted to a Mild Consequence, Mild becomes serious 
  or serious becomes Grievous related to a very painful 
  blow to kidneys or gonads, or an eye gouge etc. 
  Grappler: Can spend a Fate Point to allow any 
  successful Fight attack to create the boost 
  Incapacitated on an opponent with a single free invoke. 
  Counterstrike: If a character uses Fight to defend 
  against Melee/Fight and Succeeds with Style, they may 
  apply +2 hits rather than take a boost. 
  Great Blow: Whenever a character uses Fight and 
  succeeds in an attack, they automatically inflict 2 extra 
  hits due to the power of the blow. 
   
   
  INVESTIGATE  
  Investigate is the skill used to find things out, 
  involving concentrated effort and in-depth scrutiny, 
  while Notice is situational alertness and surface 
  observation. 
  Overcome: Obstacles are usually things that are 
  hard to uncover for some reason: analysing a scene 
  for clues; searching a cluttered room for an item; 
  pouring over an old tome to find a vital passage. 
  Racing against the clock to collect evidence before 
  others arrive or disaster occurs is one way to use 
  Investigate in a challenge. 
  Create an Advantage: Investigate is one of the 
  most versatile skills that can create an advantage, 
  because as long as there’s time, just about anything 
  about anyone, anything or anywhere, can be discovered. 
  Likewise, it provides a lot of power to declare aspects 
  about nearly anything that a character could reasonably 
  unearth by, for example, looking for clues in a scene, 
  examining records, verifying the truth of a piece of 
  information, conducting surveillance, and researching a 
  cover story. 
  Attack: It isn’t an attack skill.  
   
  Defend: It isn’t a defence skill. 
   
  Sample Investigate Stunts  
  The power of deduction: Once per scene the 
  character can spend a Fate Point (and a few minutes of 
  observation) to make an Investigate roll representing 
  their potent deductive faculties. They may discover or 
  create an aspect on either the scene or the target of the 
  observations for each shift, though only one may be 
  invoked for free. 
  Attention to detail: Use Investigate instead of 
  Empathy to defend against Deceive in contests. What 
  others discover through gut reactions and intuition can 
  be learned through careful observation of the attacker. 
  Eavesdropper: When using Investigate to create an 
  advantage by eavesdropping on a conversation, the 
  character can discover or create one additional aspect 
  though this one doesn’t get an extra, free, invocation.  
  Eye for detail: When using Investigate to create an 
  advantage by direct observation, the character can 
  discover or create one additional aspect though this one 
  doesn’t get an extra, free, invocation. 
   
   
   
   
   
   
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  FATE OF HARN 6 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  LARCENY  
  Larceny is the aptitude for stealing things, getting 
  into places they shouldn’t, and anything else that’s 
  ‘illegal’. 
  Overcome: Larceny allows the character to 
  overcome any obstacle related to theft or 
  infiltration. Bypassing locks and traps, pickpocketing 
  and filching, covering their tracks, and other such 
  activities all fall under this skill. 
  Create an Advantage: A character can case a 
  location with Larceny, to determine how hard it 
  will be to break into, and what kind of security to expect, 
  as well as discovering any vulnerabilities it might have, 
  or create vulnerabilities others could exploit.  They can 
  also examine the work of other thieves to determine 
  how a particular heist was done, and create or discover 
  aspects related to whatever evidence was left behind. 
  Attack: It isn’t an attack skill. 
   
  Defend: It isn’t a defence skill. 
   
  Sample Larceny Stunts  
  Specialist: Choose an aspect of illegality such as 
  pickpocket/cutpurse, breaking and entering, or trailing a 
  target.  Gain +2 on rolls relating to the specialism. 
  To catch a thief: Spend a few minutes to enhance 
  the security of a door, secure a cupboard or chest, or 
  even set a small and devious trap.   Whenever someone 
  tries to break through the enhancements put in place 
  their Larceny is resisted by the character’s Larceny skill, 
  even if the character isn’t there. 
  Connected:  Use Larceny in place of Contacts to 
  overcome 6 minus local market size to find a local 
  representative of the Lia-Kavair who owes a favour.  
  Success with style and they’ll take risks too 
  You’re never safe: The character can use Larceny 
  to make mental attacks and create advantages against a 
  target by staging a robbery or infiltration in such a way 
  as to shatter their confidence in their precautions. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  MELEE 
  Melee skill covers armed close-quarter combat. 
  Overcome: It might be used to display fighting 
  prowess in a demonstration, or to participate in 
  some kind of regulated bout or fencing contest.  
  Create an Advantage: Any number of special 
  moves can be covered with advantages, such as a 
  targeted strike or disarming. Melee could even be used 
  to assess another fighter’s style, spotting weaknesses. 
  Attack: Physical attacks in the same zone, with 
  any weapon but improvised ones, use Melee.  
  Defend: Melee is used to defend against any other 
  attack made with Melee/Fight. It cannot defend 
  against Missile attacks. 
  Special: The attacker adds +1 per point of SIZE 
  difference to hit a larger target, and -1 per point 
  of SIZE difference to hit a smaller target.   
  Special: If the attacker hits they subtract 2 shifts 
  of damage per point of SIZE difference against a 
  larger target, and add 2 shifts of damage per point of 
  SIZE difference against a smaller target. 
  Special: If the attacker hits and their Weapon 
  Impact exceeds the target’s Armour then +1 
  shift to damage.  If less than the target’s Armour then -1 
  shift. 
  Sample Melee Stunts  
  Master of [Weapon]: Gain a +2 bonus to create an 
  advantage using Melee when fighting with the type of 
  melee weapon mastered e.g. swords, maces, spears, etc. 
  Heavy hitter: Success with Style generates an 
  aspect with a free invoke, instead of just a boost. 
  Two-weapons: When attacking with two weapons 
  accept -2 to all Melee rolls but, when successful inflict 
  +2 hits to the target. 
  Hurled [Weapon]: Melee is used instead of 
  Missiles to throw a melee weapon into adjacent zones. 
  Doing so puts the Disarmed aspect on the character, but 
  no one gets to invoke it for free. 
  Critical hit: Once per scene, when an opponent is 
  forced to take a consequence, the character can spend a 
  Fate Point to increase the severity of the consequence 
  from minor to serious, serious to grievous, or grievous to 
  grievous PLUS a second consequence, or be taken out. 
  Hidden weapon: Whenever hit with a Disarmed 
  aspect, spend a Fate Point to declare the presence of a 
  hidden dagger. The Disarmed aspect is ignored but the 
  opponent gets a boost instead, representing the 
  momentary distraction of drawing the dagger. 
  Counterstrike: If a character succeeds with style, 
  using Melee to defend against Melee/Fight they are 
  allowed to choose to inflict a 2-shift hit rather than take 
  a boost. 
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  FATE OF HARN 7 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  MISSILES 
  Missiles covers use of all ranged weapons.  
  Overcome: Demonstrating ability in non-conflict 
  situations and missile contests. 
  Create an Advantage: Missiles can be used to 
  perform trick shots etc. It might even be possible to 
  disarm people or pin their sleeves to walls! It could lay 
  down heavy covering fire which might act as a defence 
  for allies or a way to provide opposition to an 
  opponent’s movement. 
  Attack: This skill makes physical attacks up to two 
  zones away, depending on the missile weapon 
  used. 
  Defend: Missiles can’t be used to defend. 
   
  Special: The attacker adds +1 per point of SIZE 
  difference to hit a larger target, and -1 per point 
  of SIZE difference to hit a smaller target.   
  Special: If the attacker hits they subtract 2 shifts 
  of damage per point of SIZE difference against a 
  larger target, and add 2 shifts of damage per point of 
  SIZE difference against a smaller target. 
  Special: If the attacker hits and the missile’s 
  Impact exceeds the target’s Armour then +1 
  shift to damage.  If less than the target’s Armour then -1 
  shift. 
  Sample Missiles Stunts  
  Master of [Weapon]: Gain a +2 bonus to create an 
  advantage using Missiles when fighting with the type of 
  missile weapon mastered e.g. bows, slings, javelins, 
  thrown axes, thrown knives etc.  
  Called shot: During a conflict, a character can 
  spend a Fate Point and declare a specific condition that 
  will be inflicted on a target.  If the attack succeeds place 
  the condition on them as a scene aspect, such as Shot in 
  the Sword Arm, in addition to applying stress to them. 
  Critical hit: Once per scene, when an opponent is 
  forced to take a consequence, the character can spend a 
  Fate Point to increase the severity of the consequence 
  from minor to serious, serious to grievous, or grievous to 
  grievous PLUS a second consequence, or be taken out.  
  Fast hands: Use Missiles instead of Notice to deter-
  mine initiative in any physical conflict where shooting 
  quickly would be useful. 
  Arrow storm: Whenever a character uses a bow 
  and they succeed in a Missiles attack, they automatically 
  create a Fair (+2) opposition against movement in that 
  zone until their next turn because of all the arrows in 
  flight. 
   
  NOTICE  
  Notice represents a character’s powers of 
  observation and ability to pick out details at a glance. 
  Notice is very rapid compared to Investigate: the details 
  are more superficial, but require less time to find. 
  Overcome: Notice can be used in a contest 
  against Stealth and in avoiding an ambush, or to 
  discover an observer.  It can also be used to notice 
  something in a scene, hear a faint sound, spot a 
  concealed weapon etc. 
  Create an Advantage: Notice creates aspects 
  based on direct observation: looking over a room 
  for details that stand out, finding an escape route in a 
  debris-filled building, noticing someone in a crowd, etc.  
  Notice could declare that something is spotted that 
  can be used as an advantage in a situation, such as a 
  convenient Escape Route or a Subtle Weakness in the 
  enemy’s line of defence. It could spot a puddle on the 
  floor next to an opponent in a barroom brawl that might 
  become Slippery Floor. 
  Attack: It isn’t an attack skill.  
   
  Defend: It isn’t a defence skill. 
    
  Special: Notice defines the order in which 
  characters act in a physical combat.  If Notice 
  ties then use Athletics; if Athletics ties, then roll a die. 
  Sample Notice Stunts  
  Danger sense: At the start of any physical conflict 
  that would normally be a surprise for the character, they 
  can make a free Notice roll to create an advantage based 
  on the fact that they aren’t as surprised as the enemy 
  thinks they should be. 
  Keen hearing: +2 on Notice rolls made to 
  overcome based on hearing. 
  Keen eyesight: +2 on Notice rolls made to 
  overcome based on visual perception. 
  Reactive shot: Use Notice instead of Missiles to 
  make quick, reactive shots that don’t involve a lot of 
  aiming. However, because they are knee-jerk reactions 
  the target cannot be confirmed before taking the shot. 
  The character might be able to shoot at someone they 
  see moving in the bushes with this stunt, but they won’t 
  be able to tell if it’s friend or foe beforehand. 
   
   
   
   
   
   
   
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  FATE OF HARN 8 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  PROVOKE 
  This is the ability to provoke fear, anger, shame, etc. 
  in others, including using fear and the threat of violence 
  to intimidate, dominate or manipulate them. It requires 
  some kind of justification that could come entirely from 
  the situation; because of an aspect that’s appropriate; 
  after creating an advantage with another skill (like 
  Rapport or Deceive); or learning a target’s aspects (using 
  Empathy). Emotionless targets are immune, and it’s also 
  hard to Provoke while bound and gagged! 
  Overcome: Provoke is used to frighten someone 
  into acting as desired. 
  Create an Advantage: Use Provoke in a contest 
  against Will to get information, in the form of an 
  aspect, or reveal a target’s aspect(s) by seeing how they 
  respond to Provoke.  
  Also allows characters to unnerve an opponent in a 
  conflict, force them into a defensive posture, startle 
  them, or otherwise use an intimidating presence to 
  create an advantage. It allows particular threats or 
  circumstances to be created in the scene to enhance the 
  effect, like brandishing a weapon or reminding the target 
  that they’re isolated. 
  Attack: Provoke can cause mental stress when 
  used to attack the confidence and resolve of an 
  opponent. The relationship with the target and the 
  situation determine whether or not Provoke can be used.  
  However, Provoke doesn’t require an Empathy roll to 
  know how to get to an opponent beforehand – negative 
  emotion is a universal enough language that, in the right 
  situation, a mental attack can be made. 
  Not all attacks with Provoke have to involve 
  intimidation or domination – it could equally provoke 
  uncontrolled, negative emotional responses like anger or 
  loss of composure. 
  Defend: It isn’t a defence skill. 
   
  Sample Provoke Stunts  
  Armour of fear: Use Provoke to defend against 
  Melee/Fight attacks, but only until receiving stress in a 
  conflict, which demonstrates vulnerability. 
  Torturer: +2 to Provoke attacks made to cause 
  mental stress, provided the implements of torture are at 
  hand and could be used against the target. 
  Enough talk!: Use Provoke instead of Melee/Fight 
  to attack in the first round of a physical conflict. 
  Fear me!: Use Provoke to overcome in contests 
  that normally need Endurance, whenever the ability to 
  overawe an opponent with the force of their presence 
  alone would be a factor. 
   
   
  RAPPORT  
  Rapport is about influencing people and getting 
  them onto the character’s side. Unlike Deceive, it relies 
  on honest appeals and natural charisma, but that doesn’t 
  mean the target isn’t still being manipulated. 
  Overcome: Like Deceive and Provoke, Rapport 
  gets things out of people, e.g. convincing a guard 
  to ignore something, flattering a guildsman, winning 
  over the tavern locals, or calming down an otherwise 
  tense situation. 
  Use Rapport in contests against Rapport or Deceive. 
  Talking their way out of situations or turning hostile 
  words against the opponents. As long as the situation is 
  verbal in nature, it can be used against Provoke too. 
  Create an Advantage: Use Rapport to get 
  information out of someone by seeming to be a 
  trustworthy individual. While this will more often result 
  in story details, if the information has a tangible benefit 
  it might represent an aspect such as Talkative or 
  Helpful on the target. 
  Attack: It isn’t an attack skill. 
   
  Defend: It isn’t a defence skill. 
   
  Sample Rapport Stunts 
  I have studied you: +2 to Rapport rolls made 
  against a target that the character has been able to 
  prepare to meet. 
  Haggle: +2 to the use of Privy Purse to buy things. 
  I know you: Once per scene, on meeting someone 
  for the first time, make a Rapport roll against difficulty of 
  2 to declare that they are known and on good terms. 
  Add that aspect to the target but with no free invoke. 
  Orator: +2 to Rapport when seeking to sway a 
  crowd through an inspiring speech. If there are named 
  NPCs or PCs in the scene, then the roll is opposed. 
  Braggart: Use Rapport instead of Provoke on first 
  meeting someone to create an advantage based on the 
  intimidating demeanour they display. 
  Court crony: Gain a +2 bonus to any attempt to 
  overcome obstacles using Rapport when they are at a 
  noble function, such as a royal hunt or Baron’s tourney. 
   
   
   
   
   
   
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  FATE OF HARN 9 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  RIDE 
  This is the ability to ride a horse (or another 
  culturally appropriate animal), or drive wagons and 
  carts. The GM may limit access to the skill to those of 
  sufficient Rank.  
  Overcome: Ride replaces Athletics when mounted 
  or when driving a wagon/cart.  It is used to 
  successfully accomplish movement in the face of 
  difficult circumstances, like rough terrain, small amounts 
  of clearance, or jumping etc.  It is used in chases and 
  races. 
  Create an Advantage: Most things that apply to 
  Athletics also apply to Ride.  Additionally Ride can 
  be used to determine the best way to get somewhere 
  using an animal, and might reveal features of the route 
  that get expressed as aspects, or declarations. It can 
  deliver bursts of speed. 
  Advantages created using Ride can mean getting 
  good positioning, attempting difficult jumps or turns, or 
  putting an opponent at a disadvantage. 
  Attack: It isn’t an attack skill (though the Charge! 
  Stunt makes it one).  
  Defend: It is the default defence against Melee/ 
  Fight or Missiles when mounted or driving. 
  Sample Ride Stunts  
  Hard to shake: +2 to Ride whenever creating an 
  advantage during a pursuit of another rider/wagon. 
  Like the wind:  +2 to Ride bonuses when using 
  overcome and speed matters above all else. 
  Charge!: Use Ride (and the mount) to attack 
  another character by charging them. This includes 
  jousting.  There’s inherent danger in taking this action.  
  Unless the result is success with style, the mount gets a 
  scene aspect representing the damage done to it. Failure 
  or a Tie requires the mounts lowest consequence slot to 
  be filled instead!  That could result in a fall and stress 
  being applied to the character. 
  Animal ken: The character can use Ride as if it 
  were Empathy when ‘communicating’ with domestic 
  animals.  It also allows Rapport or Provoke, but can only 
  communicate basic ideas and simple directions. Spend a 
  Fate Point to use this stunt on wild animals for the rest 
  of the scene. 
  The whistle: The character can spend a Fate Point 
  and whistle for their mount (which they have to have 
  owned for a while) to arrive ‘just in time’. 
  RITUAL  
  Religion pervades all Lythian cultures and societies. 
  Most folk share a common set of pantheistic beliefs. 
  They largely agree on the same story of creation, accept 
  the existence of the deities, but mostly worship only one.  
  A player character may indicate that religion is 
  important to them by taking the Ritual skill.  Ordained 
  priests gain access to a special Stunt and should also 
  take the Clerical Extra. 
  The Ritual skill is about knowledge of a particular 
  church, theology or faith and must state which deity/ 
  church/theology it relates to. Theological scholars may 
  take multiple specialisms in Scholar to reflect 
  scholarship about a number of churches and take Ritual 
  in only the religion they believe in.  Ordained Priests 
  make use of Ritual every day in marriage and death 
  rites, as well as to conduct church services. 
  Overcome: Use Ritual like Scholar, to overcome 
  any obstacle that requires some specific knowledge 
  to achieve a goal.  This might include understanding a 
  relevant religious text, remembering a parable, reading a 
  temple script or understanding the language used in 
  services.  It could also be used in a theological debate or 
  other contest of knowledge. 
  Create an Advantage: Ritual provides a lot of 
  very flexible opportunities to create advantages, 
  provided the subject in question falls within its limits.  It 
  can provide a story detail; some obscure piece of 
  information that is uncovered at the right time. If that 
  information offers an edge in a future scene, it might 
  take the form of an aspect.  
  Attack: It isn’t an attack skill.   
   
  Defend: It isn’t a defence skill.   
   
  Sample Ritual Stunt 
  Divine intervention: Any ordained priest must take 
  this as one of their ‘free’ Stunts, but a lay believer can 
  also take it so long as no other skill is higher than Ritual.  
  If that changes they must replace this stunt with another 
  one, until Ritual returns to primacy. 
  The character spends a Fate Point and makes a 
  Ritual roll to Create an Advantage in keeping with the 
  tenets of their god (see below).  This could be as simple 
  as a Laranian Bless the Faithful, or and Agrikan Burn 
  the Unbelievers.  Alternatively, as gods often work in 
  mysterious ways, the priest could seek divine inspiration 
  to reveal a hidden Aspect when they need it. 
  Any free invokes can be passed to another character 
  to exploit.  Equally another character of the same faith 
  could donate the Fate Point needed to power the Divine 
  Intervention in the first place. 
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  FATE OF HARN 10 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  SCHOLAR 
  The Scholar skill reflects knowledge of the world 
  and intellectual capacity.   
  Overcome: A character can use Scholar to 
  overcome any obstacle that requires applying the 
  knowledge that they have to achieve a goal. They might 
  roll Scholar to decipher some ancient language on a 
  tomb wall, because the character might have learned 
  something of it in their studies.  Scholar is applicable 
  whenever it is important to know if they can answer a 
  difficult question, and where some tension exists in not 
  knowing the answer.  
  Create an Advantage: Like Investigate, Scholar 
  provides a lot of very flexible opportunities to 
  create advantages, provided the character can research 
  the subject in question. More often than not, they’ll be 
  using Scholar to get a story detail, some obscure bit of 
  information that they uncover or know already, but if 
  that information gives them an edge in a future scene, it 
  might take the form of an aspect. Likewise, they can use 
  Scholar to create advantages based on any subject 
  matter the character might have studied, which also 
  offers the GM an opportunity to encourage players to 
  contribute details to the setting. 
  Attack: It isn’t an attack skill.  
   
  Defend: It isn’t a defence skill. 
   
  Special: Languages - Scholar determines the 
  range of languages spoken and character 
  literacy.  All players begin able to speak their native 
  language with a degree of sophistication appropriate to 
  their Rank.  A character can make themselves 
  understood in any language from within the same 
  language family but with +1 to difficulty rolls, if needed.  
  The sophistication in the related language is also judged 
  as if they were -1 in Rank. 
  A character cannot make themselves understood in 
  any language from outside their language family.  A 
  Numec traveller could get by in Falani or Korlic, but not 
  in Harnic; managing with the odd word and gestures! 
  Each level of Scholar grants th player a choice of 
  either native speaker skill in a language from outside 
  the character’s language family or removes the penalty 
  to communication using other languages within the 
  language family or grants use of a script associated with 
  a language they know (usually starting with their native 
  script). 
  A language can be picked up or improved by 
  immersion in the relevant culture, but only if the GM 
  agrees that the player can use a milestone to increase 
  Scholar.  This reflects the fact that immersion broadens 
  knowledge and understanding of the world, as well as 
  language use.   
  Harnic Language Families & Scripts 
  Lakise is the principal script for speakers of Jarind 
  languages, other than speakers of Jarinese who use 
  Runic.  Runic is also learned by speakers of Ivinian and 
  Harbaalese, though Lakise is more popular among other 
  speakers of Phari languages.  Azeryani’s tend to write 
  using Ayaran, as do those peoples who were once part 
  of their Empire.  While Ayaran is also the classical script 
  of the Korlic coast, the other speakers of the Numer 
  family of languages write in Hekori. 
  ‘Kantal’ 
  The roots of the Chelembian ‘trade language’ are in 
  Haarbaler, so Ivinians, Chelembians and characters from 
  Palithane and Trierzon add it to their language family.   
  However, it has been enriched by a number of other 
  languages from across NW Lythia.  It therefore allows 
  communication (at +2 to difficulty and -2 Ranks of 
  sophistication) between any native speaker of a Jarind, 
  Pharic, Azeri, or Hepeka language.  
  Sample Scholar Stunts  
  Specialist: Choose a specialism from among the 
  many ‘academic’ guilded and unguilded professionas 
  and trades, including litigant, cartographer, pilot, 
  military strategist, arcanist etc.  The character gains a 
  +2 to all Scholar rolls relating to that particular sphere of 
  expertise. 
  Physician: This stunt allows Scholar to be used to 
  treat all physical and, at GM discretion, mental 
  consequences. 
  I’ve read about that: Spend a Fate Point to use 
  Scholar in place of any other skill for one roll or 
  exchange, provided they can justify having read about 
  the action they are attempting. 
  Shield of reason: Use Scholar to defend against 
  Provoke attempts, provided the GM can be convinced 
  that rational thought and reason could overcome fear. 
  Mercantile genius: Use Scholar whenever the 
  character creates an advantage that represents a return 
  on investments made, and invoke that aspect for free 
  one additional time.  
  Linguist: Use of Scholar ignores the +1 to difficulty 
  and -1 Ranks of sophistication penalty to speak any 
  language within their language group. 
   
   
   
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  FATE OF HARN 11 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  STEALTH  
  The Stealth skill allows characters to avoid 
  detection, by hiding in place or moving about unseen.  
  Overcome: Use Stealth to get past any situation 
  that primarily depends on not being seen: sneaking 
  past sentries, hiding from a pursuer, avoiding leaving 
  evidence somewhere, etc.  
  Stealth is the opposition in a contest when Notice is 
  being used to spot a character or to throw pursuers off 
  the scent in a pursuit or Investigation effort. 
  Create an Advantage: Use Stealth to create 
  aspects on a stealthy character, setting them up in 
  an ideal position for an attack or ambush in a conflict. 
  That way, they can be Well-Hidden when the guards 
  pass by, or Hard to Pin Down if fighting in the dark.  
  Attack: It isn’t an attack skill.  
   
  Defend: It isn’t a defence skill. 
   
  Sample Stealth Stunts  
  Lost in a crowd: +2 to any Stealth rolls made to 
  lose themselves in a large crowd of people.  
  Vanish like Naveh: Once per scene the character 
  can spend a Fate Point to roll Stealth and ‘vanish’. When 
  ‘vanished’, they can’t be targeted by attacks or attempts 
  to create advantages against them unless the attacker 
  first beats their Stealth roll with a Notice roll. The effect 
  ends when the character’s next turn starts, or if someone 
  beats their Stealth roll. 
  Slippery target: Provided they’re in darkness or 
  shadow, they can use Stealth to defend against Missile 
  attacks from enemies that are at least one zone away. 
  The hidden blade: A character can use Stealth to 
  make a physical attack provided the target isn’t already 
  aware of them or thinks they are unarmed. 
   
   
   
   
   
   
   
   
   
   
  STRENGTH  
  The Strength skill represents the character’s raw 
  physical power.  
  Overcome: Strength can overcome any obstacles 
  that require the application of brute force, such as 
  a blocking aspect on a zone, or other physical barrier, 
  like prison bars or a locked door. Strength is used in 
  arm-wrestling matches and other similar contests of 
  physical prowess. 
  Strength can provide active opposition to someone 
  else’s movement, provided it’s a small enough space 
  that allows the character to block access. Also, 
  interposing something heavy and bracing it to stop 
  someone from sprinting past.  
  Create an Advantage: Strength has a lot of 
  potential in physical conflict for advantages, 
  usually related to grappling and holding someone in 
  place, making them Pinned. It might also be used to 
  discover physical impairments of an opponent such a 
  Weak Right Knee.  
  Attack: It isn’t an attack skill.  
   
  Defend: It isn’t a defence skill. 
   
  Special: Add Strength/2 (rounded up) shifts of 
  damage to any successful Melee/Fight attack. 
  Sample Strength Stunts  
  Grappler: +2 to Strength rolls made to create 
  advantages on an enemy by wrestling or grappling them.  
  Take the blow: Use Strength to defend against 
  Melee/Fight attacks though the character takes +1 
  damage on a tie. 
  Is that your best?: Once per scene when the 
  character takes physical harm, they may spend a Fate 
  Point to immediately inflict an equal amount of mental 
  harm on their attacker. 
  Bellow: Once per scene the character may use 
  Strength instead of Provoke to make a mental attack. 
   
   
   
   
   
   
   
   
   
   
   
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  FATE OF HARN 12 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  SURVIVAL 
  Survival is the skill of living off the land, finding 
  shelter, identifying useful (and dangerous) things in 
  nature, and staying alive when far from civilization. 
  Overcome: Use this when trying to find a safe 
  place during a storm, gathering sufficient food to 
  feed the party, tracking a fugitive through the woods. 
  Not getting lost is included as well as navigating from 
  one place to another by the sun and stars.  
  Racing to cross a wilderness before an opponent or 
  competing for limited game would constitute contests.  
  Risk from starvation or some natural disaster would 
  constitute a challenge. 
  Create an Advantage: Advantages often come in 
  the form of preparations made beforehand, like 
  setting a snare or gathering firewood to ensure the hunt 
  is easier or the fire keeps burning through the night. It 
  also represents using knowledge of the land to identify 
  potential help or hazards in a scene. 
  Attack: It isn’t an attack skill.   
   
  Defend: It isn’t a defence skill. 
   
  Special: Survival could be used to treat certain 
  physical consequences so long as the GM agrees  
  Sample Survival Stunts 
  Herblore: As long as the character is in a natural 
  environment, they can use Survival instead of Scholar to 
  find a particularly useful plants or herbs.  It also confers 
  knowledge of how to use plants to treat wounds or 
  sickness, adding +2 to the rolls. 
  Lodestone: The character never gets lost, even in 
  the worst weather or unfamiliar surroundings. Their 
  internal compass is always right and they always know 
  which way is north and the general direction of major 
  landmarks. If they ever find themselves in truly alien 
  surroundings they are still always allowed to make a 
  Survival roll against a difficulty of 3 to know where they 
  are in relation to known landmarks. 
  Tracker: +2 to Survival rolls made to find and 
  follow tracks in natural environments. 
   
   
   
   
   
   
   
   
   
  WILL 
  This represents a character’s mental fortitude, as 
  Endurance represents physical fortitude.  
  Overcome: Use Will to overcome obstacles that 
  require mental effort such as puzzles and riddles,  
  as well as any mentally absorbing task, like deciphering 
  a code. Use Will when it’s only a matter of time before a 
  mental challenge is overcome, and Scholar if it takes 
  something more than brute mental force to get past it. 
  Many of the obstacles that Will goes up against will be 
  complex, to reflect the effort involved.  
  Contests of Will might reflect challenging games 
  where it is important to concentrate or hold their nerve.  
  Will is also be the opposition when certain Pvaric skills 
  are in use. It represents emotional control under 
  pressure 
  Create an Advantage: A character uses Will to 
  place aspects on themselves representing a state of 
  deep concentration or focus.  
  Attack: It isn’t an attack skill.  
   
  Defend: Will is the skill used to defend against 
  mental attacks, from Provoke (or Deceive, 
  Rapport, or some Pvaric assaults).  .  
  Special: The Will skill adds additional mental 
  stress boxes or consequence slots. +1/+2 adds a 
  3-point stress box. +3/+4 adds a 3-point and a 4-point 
  stress box. +5 Endurance gives an additional mild 
  consequence slot in addition to the 4-point stress boxes. 
  Sample Will Stunts 
  Sleep later: Use Will instead of Endurance when-
  ever trying to resist any effect having to do with fatigue, 
  exhaustion, or sleep deprivation.  
  Hard boiled: Once per session choose to ignore a 
  mild or serious consequence for the duration of the 
  scene. It can’t be compelled against the character and 
  can’t be invoked by their enemies. At the end of the 
  scene the character pays for it as, if it’s a mild 
  consequence it becomes a serious consequence. If it was 
  already serious, it becomes grievous.  
  Indomitable: +2 to Will rolls made to defend 
  against Provoke attacks intending to inflict mental 
  stress. 
   
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  FATE OF HARN 13 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  RANK EXTRA 
  Permission (and Cost) 
  All players begin with Rank 1 (a respectable serf or 
  freeman) unless they include reference to some other 
  status in their High Concept.  GMs/players may wish to 
  use the Character section of Harnmaster to generate a 
  back-ground.  It is for the player and GM to agree details 
  within the following framework for Starting Rank. 
  Starting Rank 
  Slave/Beggar/Outlaw (Rank 0): These characters 
  have no personal wealth or sufficient personal status to 
  raise any funds on their own.  They live on what they are 
  given, or steal, and are at the bottom of the social pile.  
  Outlaw leaders may have some status relative to other 
  outlaws, but this is worth little in settled society. 
  Serf (Rank 0 or 1): A peasant tied to the land or, at 
  Rank 1, a member of a Reeve or Woodward clan etc. 
  Freeman/Tribesman (Rank 1 or 2): A member of 
  a tribe in good standing, a free farmer, or unguilded 
  tradesman.  The latter are not as respectable as 
  members of the Harnic Mangai, but fulfil necessary roles 
  in any village or town.  A village Beadle, a respected 
  member of an unguilded trade, or accomplished 
  tribesman might be Rank 2. 
  Guildsman/Tribal Elder (Rank 2 or 3): These are 
  the most respected ‘commoners’ in civilised or tribal 
  society. They are members in good standing of one of 
  the Guilds recognised by the Mangai (where a respected 
  guildsmaster would be Rank 3) or a tribal shaman, wise 
  woman or renowned hunter/warrior.   
  Noble/Chief (Rank 3+): The lowest rank of the 
  feudal nobility is the knight but the lord of a wealthy 
  manor might be 4.  A baron could be 5 and an Earl 6, or 
  more, depending on the fief and family connections.  
  The rank of tribal chieftains and over-chiefs would 
  depend on the size and dominance of their clan or tribe. 
  Current Rank 
  It is Current Rank that will influence play and it 
  depends on several factors: 
  Location 
  Rank depends on local reputation, and most people 
  never travel far from home.  Current Rank depends on 
  how far the character is from the ‘home’ where their 
  Rank was established.  The GM has the final say, but: 
   
  ‘Far Overseas’ (-4 to Rank) 
   
  ‘Overseas’ (-3 to Rank) 
   
  Neighbouring Kingdom/Tribal range (-2) 
   
  Neighbouring Shire/Clan range (-1) 
   
  Within ‘home’ Shire/Clan range (0) 
  Cultural distance can be as costly as geographic! 
  Clerical or Shek Pvar Rank 
  Irrespective of their birth, priests and mages gain a 
  certain status based on their church or scholarly 
  hierarchy, and its good (or bad) reputation.  Unlike birth 
  Rank Clerical and Shek Pvar Rank usually transcends 
  boundaries, unless the character is so isolated from 
  civilisation that the locals recognise neither.  At GM 
  discretion a character of noble birth who enters as an 
  acolyte or apprentice may sacrifice their noble Rank: 
  Acolyte/Mavari (Rank 0 or 1): Those being trained 
  towards the priesthood or apprenticed within a Chantry 
  gain some Rank by association.  
  Priest/Satia-Mavari (Rank 1 or 2): Village priests 
  and those undertaking most roles in a temple as well as 
  experienced, ‘travelling’, apprentices of the Art. 
  High Priest/Shenava (Rank 2 or 3): The senior 
  priests in a temple as well as some other roles in some 
  churches, or a Journeyman Mage. 
  Bishop/Viran (Rank 3 or 4): These priests hold 
  sway over large parts of most kingdoms while a Mage 
  will be Master of their Art. 
  Primate/Pontiff/Grey Mage (Rank 4+): The 
  senior representative of their church in a region of 
  western Lythia or across the continent, as well as a 
  Mage who has ‘taken the Grey’. 
  Local Favour/Disfavour: If a priest is a member 
  of a church known to be favoured by the Crown, or local 
  fief-holder, then Current Rank rises by +1 while in those 
  lands.  That is also true in realms where the Shek Pvar 
  are encouraged or particularly respected. 
  Similarly, representatives of proscribed churches or 
  mages in lands where there is a risk of being taken as a 
  heretic, witch or renegade, will tend to keep their 
  identity, and often Rank, secret if they wish to avoid 
  persecution &/or death.  They suffer at least -1 to Rank 
  unless disguised in which case they may default to their 
  birth Rank, or the Rank of the disguise they have 
  adopted using Deceive. 
  ‘Improving’ Rank 
  Current Rank may change during the game but the 
  Rank on which it is based will only change with a change 
  to the character’s High Concept. 
  Benefits 
  Subject to Current Rank a character’s High Concept 
  can be invoked to support social skill rolls where the 
  relative Current Rank of those present might matter.  
  This could include Rank 0 characters obtaining gossip 
  from beggars or Rank 2 characters commanding their 
  respect. 
  Current Rank also determines a character’s starting 
  Privy Purse. 
   
  
  FATE OF HARN 14 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  PRIVY PURSE 
  The Privy Purse is an abstraction of a character’s 
  wealth and can be used as a skill.  However, unlike other 
  skills it can change during play rather than just at a 
  Milestone.  Every time it is used then its level may 
  decrease, so Privy Purse must be tracked separately 
  from Current Rank once play begins.  Privy Purse can 
  also be used as an indicator of which items a character 
  already possesses.  If Privy Purse exceeds the Cost of an 
  item by more than 1 then, at GM discretion, the player 
  can declare that the character already has it. 
  Overcome: When a character doesn’t have the 
  item then the GM can declare whether it is 
  available to buy or not.  If local Market Size is equal to, 
  or greater than, the Cost of an item/service, it will 
  usually be available for sale. If not then it isn’t available 
  until next session, unless the character spends time and 
  effort locating it.  To buy the item/service Privy Purse 
  must overcome a difficulty equal to the Cost of the item. 
  Create an Advantage: Privy Purse can be used to 
  create an advantage such as Generous or Well 
  Dressed  in situations where money would 
  matter.  
  Attack & Defend: Privy Purse cannot be 
  used to Attack or Defend, though it can enhance 
  both by creating advantages. 
  Special: Whenever Privy Purse is used to 
  Overcome or Create an Advantage the following 
  outcomes are applied instead of the usual ones: 
   
  Fail: Succeed but reduce Privy Purse by Cost+1  
   
  Tie: Succeed but reduce Privy Purse by Cost  
   
  Succeed: Succeed with no change to Privy 
  Purse 
   
  Succeed with Style: In addition to obtaining 
  the item/service the character can negotiate a 
  Possession Aspect with the GM that’s noted on 
  the character sheet with one free invoke. 
  Improving Privy Purse 
  Privy Purse can never be increased by passing a 
  milestone, only by obtaining valuable items and selling 
  them or, with GM agreement, increasing Current Rank. 
  The GM also determines if Privy Purse ever resets to its 
  starting level when a character might have collected 
  ‘ready-money’ from ‘home’, or obtained credit in their 
  current locale, perhaps through the use of Contacts. 
  Selling Things: the character will receive a value of 
  Cost-1.  To get a higher value they must find a more 
  generous buyer through Contacts, &/or haggling. 
  If the value obtained is less then, or equal to, 
  current Privy Purse, then Privy Purse does not change.   
  If the value obtained is greater than Privy 
  Purse, then Privy Purse increases to match that value.  
  ITEMS AND THEIR COSTS 
  Item/Service (±1 Cost for high/low quality) 
  Cost 
  Armour 
  Shields/Armour 
  can absorb stress 
  by reducing their 
  protection until 
  repaired.  
  Bucklers can’t. 
  Leather/Padded or equiv. (1) 
  2 
  Ring Mail or equiv. (2) 
  3 
  Chain Mail or equiv. (3) 
  4 
  Plate Mail or equiv. (4) 
  5 
  Round/Kite Shield (+1) 
  2 
  NB: Buckler +1 to Defend 
  1 
  Close combat 
  Weapon 
  Impact (when 
  used with 
  Melee/Fight)  
  All are limited to 
  Zone 0 
  Club/Staff (1/1) 
  0 
  1-H Mace/2-H Club (2/2 ) 
  0 
  Dagger/Knife (1/1) 
  1 
  Short Sword/1-H Axe (2/1) 
  1 
  Broadsword/Long Sword (2/1) 
  2 
  2-H Battle Axe (3/2) 
  2 
  1-H Spear/Javelin (2/1) 
  1 
  2-H Heavy Spear/Lance (3/1) 
  2 
  2-H Sword (3/2) 
  3 
  Ranged 
  Weapon 
  Impact(Range 
  in Zones) 
  Thrown Stone 0(0) 
  0 
  Sling Shot 0(1) 
  0 
  Dagger/Knife/Hand Axe 1(0) 
  1 
  Bow 1(1) 
  1 
  Javelin 2(1) 
  1 
  1-H Spear 2(0) 
  1 
  Long Bow 2(2) 
  3 
  Crossbow 2(1) 
  3 
  Clothes 
  +1 for cold 
  weather 
  Respectable 
  1 
  Prosperous 
  2 
  Expensive/Court Quality/Furs 
  3 
  Food & Drink 
  Cup of Ale/Wine/Pottage 
  0 
  Good Meal/Meat & Fish 
  1 
  Barrel of Ale 
  1 
  Grand Meal/Bottle of wine 
  2+ 
  Lodging 
  Flophouse/Common Room 
  0 
  Single Room 
  1 
  Rented Room per month in city 
  1+ 
  Rented house per month in city 
  2+ 
  Service    
  +Craft or 
  similar to 
  reflect skill 
  Beggar guide 
  0 
  Guide/Messenger per task 
  1 
  Servant per month 
  1 
  Skilled Cook/Tutor  per month 
  2 
  Entertainer(s) per day 
  1+ 
  Craftsman per commission/task 
  1+ 
  Transport 
  Riding Horse/Ox 
  2 
  Cart (1-horse/ox)  
  2 
  Wagon (2-horse/ox) 
  3 
  Warhorse 
  3+ 
  Military 
  Force 
  Guard per month 
  1 
  Man-at-Arms per month 
  2 
  10 x Men-at-Arms per month 
  3+ 
  Item Aspects/Stunts 
  The GM (or Success with Style in making or buying 
  an item) can imbue it with an appropriate aspect which 
  can be invoked for the cost of a Fate Point.  At GM 
  discretion some items may give the PC access to a 
  specific stunt. 
   
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  FATE OF HARN 15 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  SHEK PVAR EXTRA 
  Permission 
  To gain access to the magic of the Shek-Pvar a 
  character must use their High Concept to describe 
  which of the six Convocations they belong to.  Their 
  Rank is assumed to be that of an experienced Satia-
  Mavari (travelling apprentice) on the verge of becoming 
  a Shenava (journeyman).  If the mage wants to gain the 
  advantages of a Convocational Focus they must 
  describe it in a second Aspect.  
  Convocations 
  Lyahvi is the magic of the insubstantial, invisible 
  and illusory. Lyahvians manipulate light to illuminate, 
  confuse, or hypnotize. The essence of Lyahvi is bright, 
  sterile, and unliving. Gems, mirrors, and other items 
  which reflect or refract can enhance their art. Diametric 
  = Fyvria. 
  Peleahn is the most active, destructive, and least 
  thoughtful school of magic. The Peleahn manipulate 
  heat and fire, producing pyrotechnic effects.  Peleahn 
  have an affinity to fire pots, flint and steel, and other fire-
  making tools. Diametric = Odvishe. 
  Jmorvi have an affinity to metal and its minerals. 
  Their magic runs in a slower vein and includes the 
  construction and manipulation of metallic locks, tools, 
  weapons, etc. Diametric = Savorya. 
  Fyvria is the magic of the green and growing, the 
  pale and dying – essentially the cycles of growth and 
  decay that underlie the natural world. The base of Fyvria 
  is fertile earth where life swarms. Fyvrian mages prefer 
  to use organic objects including petrified wood, bags of 
  earth, or even living plants and animals as foci. 
  Diametric = Lyahvi. 
  Odivshe is the magic of slow, cool darkness, the 
  opposite of fire and action. Odivshe mages study and 
  manipulate water, snow, ice, darkness, and cold to 
  achieve their ends. Diametric = Peleahn. 
  Savorya deals in matters of the spirit including 
  knowledge, thought and understanding, all of which, 
  they believe, stand above the other elements. They have 
  an affinity with the Spirit World and can summon spirits 
  to do their bidding.  They often embody their art in 
  illustrations, runes, or the written word. Diametric = 
  Jmorvi. 
  Cost 
  As well as the aspect slot the character must use up 
  four skill slots with which to accommodate the family of 
  Shek-Pvar skills used by mages to influence the 
  environment around them through the manipulation of 
  complex magical forces.   
  The character also adopts the Code of the Shek Pvar 
  which can be compelled against them: 
   
  Bring not the scorn of the ordinary folk upon thy 
  brothers, nor make with thine Art a place for 
  thyself above them; 
   
  Spread not thy Lore, even among thy brothers, 
  without the sanction of thy peers; 
   
  Keep sacred and free from harm thy Chantry; 
   
  Succour not a renegade of the Art, but strike him 
  down with thy power, else summon thy brothers 
  to thine aid; 
   
  Make tithe to thy Chantry a portion of thy arcane 
  treasure to thy brother’s benefit 
  Benefits 
  Shek-Pvar characters gain the ability to manipulate 
  the world around them through the use of 4 skills:  
  Create/Make; Destroy/Disperse; Learn/Perceive; and 
  Conjure. 
  The skills have a range of applications which vary 
  with convocation and can sometimes mimic the effects 
  of other skills.  They are applied using, and limited by, 
  the elements and essences that define the convocations: 
  Convocation 
  Element 
  Essence 
  Lyahvi 
  Air 
  Light  
  Illusion 
  Ethereal 
  Peleahn 
  Fire 
  Heat 
  Dryness 
  Action 
  Jmorvi 
  Mineral 
  Metals 
  Minerals 
  Artifice 
  Fyvria 
  Living Earth 
  Growth 
  Death 
  Decay 
  Odvishe 
  Water 
  Cold 
  Darkness 
  Moisture 
  Savorya 
  None, but an 
  affinity with 
  Knowledge Spirits 
  Knowledge 
  Mind 
  Meaning 
  Starting skill levels for a Satia-Mavari or fresh 
  minted Shenava are: 
   
  Create 
  Make 
  Destroy 
  Disperse 
  Learn 
  Perceive 
  Conjure 
  Lyahvi 
  +4 
  +3 
  +1 
  +2 
  Peleahn 
  +4 
  +2 
  +1 
  +3 
  Jmorvi 
  +4 
  +3 
  +2 
  +1 
  Fyvria 
  +4 
  +3 
  +1 
  +2 
  Odvishe 
  +4 
  +3 
  +1 
  +2 
  Savorya 
  +2 
  +3 
  +4 
  +1 
  -1 for a Mavari; +1 for an experienced Shenava or Viran.  
  All should be +4/+5 if they are considering the Grey.  
  To ‘take the Grey’ all the must be at least +4.  Having 
  become a Grey Mage they suffer no diametric penalties. 
  
  FATE OF HARN 16 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  Create/Make 
  This is the art of creating changes in the 
  environment around the mage through the use of 
  existing sources of the convocation’s Element and 
  Essences. 
  Overcome: Any competition between mages 
  would constitute a contest where Create/Make 
  was used to overcome Destroy/Disperse. 
  Challenges would be applicable when Jmorvi are 
  seeking to make or enhance some artefact using Craft 
  (Metal) or Craft (Weapon) so long as they have time and 
  tools. Similarly, Fyvria could increase fertility (of a place 
  or living thing) through a series of challenges, though 
  how long that would take is up to the  GM. 
  If the mage can overcome the level of success of an 
  existing spell effect caste by another mage (or, if the GM 
  prefers, the skill level of the casting mage), then they can 
  use Overcome to maintain the life of the spell by its 
  original duration. There is -2 to the roll when trying to 
  affect the spells of the Diametric Convocation. 
  Create an Advantage: Lyahvi, Peleahn, or 
  Odvishe can create advantages by changing the 
  environment through the creation of light or illusions; 
  fire or heat; and water, cold or shadows, respectively.   
  If Lyahvi are sufficiently skilled they can create a 
  temporary ‘ethereal door’ through which to escape the 
  scene safely, or a ‘pocket’ in which to hide. 
  Peleahn can create an aspect that enhances 
  Athletics as they are inclined to action while Fyvria 
  could create one that enhanced Endurance by 
  strengthening the tissues of the target. 
  Savorya are most likely to influence the scene by 
  creating an aspect that helps a character understand 
  something they had not previously realised or 
  implanting a memory, which sets the target up for 
  another skill, as could ‘provoking’ a reaction. 
  Fyvrians could temporarily enhance the 
  development of their arms, muscles, bones etc. or the 
  growth of local plants to impede progress. 
  Attack: Creating a sufficiently bright light, hot 
  flame or a torrent of cold and ice can cause 
  physical stress and consequences to a character.  
  Though an extremely skilled Jmorvi could create a 
  weapon from thin air it is the skill with the weapon that 
  would be judged in any conflict, not the Pvaric skill.  
  Defend: It isn’t an defence skill but some 
  advantages could be invoked defensively. 
   
   
   
  Destroy/Disperse 
  This skill also changes the environment around the 
  mage, but more destructively through the use of existing 
  sources of the convocation’s Element and Essences. 
  Overcome: Any competition between mages 
  would constitute a contest where Destroy/ 
  Disperse was used to overcome Create/Make. 
  Challenges would be applicable when Fyvria 
  reduces the target’s resistance to infections, or the 
  fertility of a place or person over time.  A contest 
  between this skill and the target’s Craft(Metal) or 
  (Weapon) would allow a Jmorvi to reduce the quality of 
  the resulting product.  Savorya could use the skill in 
  contests against skills like Notice, Investigate, Provoke, 
  Deceive, Empathy or Rapport.  
  If the mage can overcome the level of success of the 
  original spell (or, if the GM prefers, the skill level of the 
  casting mage), then they can dispel an existing spell.  
  There is -2 to the roll when trying to affect the spells of 
  the Diametric Convocation. 
  Create an Advantage: Lyahvi, Peleahn, or 
  Odvishe can create advantages by dispersing light, 
  fire, heat, water, cold or shadows, or dispelling illusions.   
  Jmorvi could damage or weaken the metal 
  components of an artefact within the scene. 
  Lyahvi can also can close an ‘ethereal door’ or 
  ‘pocket’ before it would have closed naturally. 
  Savorya, meanwhile, could cloud meaning, confuse 
  thinking and disperse ideas, conclusions or inspirations, 
  or even the target’s ability to manipulate a weapon.  
  Plucking a memory or thought from the target’s mind 
  would be an excellent way to reveal an aspect, 
  mimicking some of the other ‘perception’ or ‘social’ 
  skills. 
  Fyvrians could open a way among dense 
  undergrowth or other incarnations of the Convocation’s 
  Essences, to reduce the barrier to movement they 
  present.  They might even create weakened sword arm 
  on an opponent. 
  Attack: Savorya can cause mental stress and 
  consequences by using this skill to directly attack 
  the mind of the target.  Fyvria can use it to attack the 
  tissues of the target and cause physical stress and 
  consequences. 
  Defend: It isn’t a defence skill but advantages 
  could be invoked defensively. 
   
   
   
   
   
   
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  FATE OF HARN 17 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  Learn/Perceive 
  This is the skill used by the mage to interrogate the 
  world and the objects and people in it. 
  Overcome: Any competition to discover 
  something would constitute a contest. Mages can 
  use this skill to identify magical effects related to their 
  convocation (but Diametric at -2) They use it in place of 
  Scholar when dealing with knowledge of their 
  convocation. 
  Lyahvi would use this action to see through an 
  illusion or otherwise enhance perception to reveal things 
  that would not normally be seen or heard. They could 
  also use it to reveal the presence of an otherwise hidden 
  ethereal creature or feature.  Peleahn might use this skill 
  in a contest with Stealth by looking for heat signatures. 
  Savorya could engage in a contest with Will to steal 
  knowledge from a target’s mind. They could also use the 
  skill to overcome difficulties of communication when 
  people do not share a common language by lifting the 
  ideas direct from, and placing them in, people’s minds. 
  Create an Advantage: Lyahvi and Peleahn have 
  little use for this skill, though the Peleahn  
  predisposition towards action might allow them to pick 
  out some pattern in the activity of others in the scene or 
  the swiftest route across a zone to their destination.  
  Equally Lyahvi might create an advantage based on 
  clarity of perception in a confused scene. 
  Jmorvi use this skill to identify flaws in an artefact, 
  assess its value, or read something of its history from the 
  imprints left by its maker or owners.  They can also 
  increase the chance of finding mineral deposits in the 
  wilds, or particular metals in a more civilised 
  environment, using this skill. 
  Fyvria can use an assessment of a living thing’s 
  health or fertility, the identity of an infection, or even 
  questions the newly dead. 
  Odvishe can find water in the way Jmorvi can find 
  minerals. They could also use this skill to find air in 
  environments where it is scarce, perhaps even under 
  water.  They can also use their affinity for darkness to 
  mitigate against an aspect that makes it difficult to see. 
  Savorya can use this skill to perceive otherwise 
  invisible spirits and place aspects on them.  They can 
  also communicate with spirits which may not physically 
  manifest. 
  Attack: It isn’t an attack skill.  
   
  Defend: It isn’t a defence skill. 
   
   
   
  SAMPLE SKILL USE 
   
  Create/ 
  Make 
  Destroy/ 
   Disperse 
  Learn/ 
   Perceive 
  Lyahvi 
  Enhance 
  Light, 
  Create 
  Illusion, 
  Open Ethereal 
  ‘Door’ 
  Disperse 
  Light, 
  Dispel 
  Illusion, 
  Close Ethereal 
  ‘Door’ 
  Pierce an 
  Illusion, 
  Enhance 
  Visual 
  Perception 
  Peleahn 
  Enhance Fire, 
  Increase Heat, 
  Enhance 
  Speed 
  Disperse Fire, 
  Disperse 
  Heat, 
  Slow Speed 
  See in Slow 
  Motion, 
  Spot Shortest 
  Route, 
  Perceive Heat 
  Jmorvi 
  Enhance 
  Mineral or 
  Metal or 
  Metal Object 
  Weaken 
  Mineral or 
  Metal or 
  Metal Object 
  Find Mineral 
  or Metal, 
  Assess Value, 
  ‘Read’ an 
  Item 
  Fyvria 
  Enhance 
  Fertility, 
  Guide 
  Growth, 
  Increase 
  Resistance, 
  Heal Tissue 
  Reduce 
  Fertility, 
  Guide Decay, 
  Reduce 
  Resistance, 
  Damage 
  Tissue 
  Assess 
  Fertility, 
  Perceive 
  Health, 
  Identify 
  Disease 
  Odvishe 
  Enhance 
  Water, 
  Increase Cold, 
  Create 
  Shadows 
  Disperse 
  Water, 
  Disperse 
  Cold, 
  Disperse 
  Shadows 
  Find Water, 
  See in the 
  Dark, 
  Find Air in 
  Water 
  Savorya 
  Enhance the 
  Mind or 
  Inspiration, 
  Create a 
  Memory 
  Cloud the 
  Mind or 
  Confuse 
  Meaning, 
  Disperse 
  Thought or 
  Inspiration 
  Read the 
  Mind, 
  Perceive 
  Spirit, 
  Speak to 
  Spirit 
  All 
  Maintain an 
  existing spell 
  effect beyond 
  its normal 
  duration. 
  ‘Charge’ some 
  enchanted 
  item so that it 
  can be used 
  later. 
  Create an 
  item or scroll 
  in which a 
  spell might be 
  bound. 
  Dispel an 
  existing spell 
  so that its 
  duration is 
  lessened 
  (perhaps to 
  zero). 
  Ward some 
  location 
  against magic 
  (a pre-set 
  dispel waiting 
  to be 
  triggered). 
  Identify 
  magical 
  effects in the 
  scene (and 
  perhaps their 
  convocation 
  of origin). 
   
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  FATE OF HARN 18 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  SPELL DIFFICULTY 
  The difficulty of a spell is based on the sum of 
  difficulties for: the Duration the effect is to last; its Area 
  of Effect; and, the Range of the casting. 
  Spell Duration Increments 
   
  Difficulty 
  Instant -  the next relevant die roll 
  +0 
  A full exchange around the table 
  +1 
  A contest-challenge-conflict in the scene 
  +2 
  The rest of this scene 
  +3 
  This scene and all the next one 
  +4 
  The rest of this session 
  +5 
  This session and all the next one 
  +6 
  A season 
  +7 
  A year 
  +8 
  A few years 
  +9 
  A decade 
  +10 
  A lifetime 
  +11 
  Eternity (i.e. permanent) 
  +12 
  Spell Scale Increments 
   
  Difficulty 
  Tiny - Thumb-sized 
  +0 
  Very small - Fist-sized 
  +1 
  Small - Dog-sized 
  +2 
  Man-sized 
  +3 
  Big - Horse-sized 
  +4 
  Huge - Elephant/Room-sized 
  +5 
  Enormous - House-sized 
  +6 
  Gigantic - Small Temple-sized 
  +7 
  Vast - Keep-sized 
  +8 
  Village-sized 
  +9 
  Town-sized 
  +10 
  City-sized 
  +11 
  Spell Range Increments 
  Usually requires line of sight 
  Difficulty 
  Same Zone as the caster 
  +0 
  1 Zone away 
  +1 
  2 Zones away 
  +2 
  3 Zones away 
  +3 
  The other side of a large building 
  +4 
  The other side of a village 
  +5 
  The other side of a town 
  +6 
  The other side of a city 
  +7 
  Target characteristics 
  + Target’s Will if the spell is aimed at their mind. 
  + Target’s Athletics if the spell could be dodged. 
  Discretion 
  Finally, the GM may alter difficulty up or down to 
  reflect the effect desired or particular circumstances.  
  SPELL CASTING ROLL 
  The casting roll benefits from: Time Spent 
  Casting; Support from other mages; the use of a 
  Convocational Focus; or a relevant Stunt. 
  Spell Casting Time 
  Duration 
  Roll Modifier 
  Instant -  a single die roll 
  +0J 
  A full exchange around the table 
  +1J 
  all exchanges until the current 
  contest/challenge/combat is over 
  +2J 
  The rest of this scene 
  +3 
  The rest of this scene and the whole of 
  the next one 
  +4P 
  The rest of this session 
  +5P 
  The rest of this session and the whole of 
  the next one 
  +6P 
  J: Jmorvi -1 convocational modifier 
  P: Peleahn -1 convocational modifier 
  Supporting Spell Casters 
  The Mage with the highest skill (or the most senior 
  Mage depending on etiquette) makes the Roll but every 
  other mage of the same convocation and has been given 
  time to understand the spell (perhaps by having a scroll 
  or tome to refer to) adds +1 to the roll. 
  Convocational Focus Aspect 
  Spend a Fate Point to invoke the mage’s Focus 
  Aspect and get +2 to roll. 
  Extra Magical Effort 
  A character can choose to take a Physical OR 
  Mental Consequence when a Casting roll is insufficient.  
  The value of the Consequence is added to the roll. 
  SHEK-PVAR STUNTS 
  Student of [Essence]: gain +2 when working with 
  the nominated Convocational Essence, except when 
  Conjuring. 
  Cant: gain +2 to the roll when loudly shouting/ 
  chanting, but accept a -1 modifier to the roll when 
  casting in whispers and -2 when remaining silent. 
  Gesture:  gain +2 to the roll when throwing their 
  whole body into the ‘casting’ (including ‘ritual dance’!), 
  but accept a -1 modifier to the roll when standing still/ 
  avoiding movement. 
  COST OF SPELL CASTING 
  The mage takes 1 point of Mental Stress whenever 
  a spell is caste, and while the Casting Roll always 
  achieves an effect, there will sometimes be an extra cost: 
   
  Fail or Tie: Succeed but +1 extra Mental Stress per 
  shift of failure. 
   
  Succeed: Succeed with 1 free Invoke. 
   
  Succeed with Style: Succeed with 2 free Invokes. 
  EXTENDING DURATION 
  The duration can be extended the by the same time 
  increment by doing nothing else and taking the same 
  Stress again; doubling it for each extension after the first.
  
  FATE OF HARN 19 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  Conjure 
  This is the skill used by the mage to conjure some of 
  their convocational element from the elemental planes 
  or, in the case of Savoryans, an inhabitant of the Spirit 
  World.  These Conjurations are treated in the same way. 
  Overcome: is used to create a protective circle 
  around the character, or a Conjuration, with 
  difficulty depending on time spent, size, and intended 
  duration, as for any Spell.  Shifts of success represent the 
  difficulty an aggressive Conjuration would face in 
  breaching it.  This skill also replaces Scholar for 
  creatures of the appropriate plane 
  Create an Advantage:  Conjuring is a specific 
  sort of advantage creation. The conjurer rolls 
  against a difficulty equal to the Rank of the creature they 
  seek to conjure. 
  Fail: the Conjuration appears, but is not bound to 
  serve.  Rank +1 and +2 Conjurations tend to run away, 
  while higher ranking creatures may turn on the conjuror. 
  Tie: the Conjuration appears and will serve, but only 
  for the next exchange after which it disappears. 
  Succeed: It appears and is bound to the mage’s 
  service for the rest of the scene.  
  Succeed with style: At GM discretion it is bound 
  to the mage’s service for a number of scenes equal to 
  the number of shifts of success, or the end of the 
  Session. 
  The character's skill is the limit on the total Ranks of 
  Conjurations they can control at one time. A +4 
  conjuror could control 2 x +2 or 1 +4 Conjuration.  
  Lords or Princes among their kind (Rank +6 or greater) 
  can only usually be conjured if the character has 
  discovered their true name! 
  Mages can dismiss any creature they have conjured 
  at any time.  An independent Conjuration, or one 
  serving another mage, cannot be dismissed.  It must be 
  driven back whence it came using Destroy/Disperse. 
  The Mage can us their actions to command any 
  Conjuration serving them to Create Advantages based 
  on their Skills, Stunts and Aspects. 
  The Mage can also use the conjuration as a source 
  of their convocational element and apply their Create/ 
  Make or Destroy/Disperse Learn/Perceive skills to it.  
  Attack: The mage can use their action to 
  command a Conjuration to attack (see the Bestiary 
  for details of their characteristics).  Multiple 
  Conjurations are treated as a Mob with the highest 
  Ranking creature attacking with +1 for each additional 
  Conjuration taking part in the attack.  
  Defend: Conjurations may be used to defend the 
  mage who commands them to interpose 
  themselves between the mage and an attack. 
  CLERICAL ORDER EXTRA 
  Permission 
  To gain access to the power of a deity a character 
  must use their High Concept to describe themselves as 
  an ordained priest or priestess.   
  They must also adopt at least one of the god’s 
  aspects (below) as their own.   
  They can use additional aspects to describe any 
  position of authority within the church if they wish, 
  though a figure in the church hierarchy has less freedom 
  or opportunity to pursue an adventurous life. 
  Cost  
  In addition to the Aspect slot(s) above, the 
  character’s first Stunt has to be Divine Intervention. 
  Benefits 
  As well as having to take Divine Intervention as 
  their first Stunt, ordained members of a church or 
  religious order gain access to some other, unique, 
  Stunts.  These unique Stunts cost the same as any other. 
  Unless otherwise stated, or ruled by the GM, the 
  Stunt is: 
   
  based on Ritual;  
   
  available once per session;  
   
  active for the duration of the scene;  and, 
   
  can be ‘given’  to a member of the faithful 
  other than the cleric, at the cost of a Fate 
  Point. 
  A range of suggested Stunts can be found below, but 
  the GM may alter or replace them to better reflect their 
  vision of Harnic religions.  
  Changing Churches 
  A character wishing to change church should first 
  suffer divine consequences (See Sin & Atonement).  
  Only when their sin results in a Crippling Consequence 
  can they replace their High Concept with a new one 
  reflecting their fresh search for enlightenment.  That 
  search is likely to include joining a new church as an 
  acolyte rather than instant ordination. 
   
   
   
   
   
   
   
   
  o 
  c 
  a 
  d 
  
  FATE OF HARN 20 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  AGRIK 
  ASPECTS:  
   
  The Emperor of Flame;  
   
  Immortal Warlord of Balgashang;  
   
  Lord of the Four Horsemen;  
   
  Master of the V’hir;  
   
  Breeder of Plague, Squalor, and Decay;  
   
  The Reasonless Reaper;  
   
  Tyrant of the Foul Chamber;  
   
  He Who Knows the 10,000 Ways. 
  Agrik is worshipped by dozens of clerical sects and 
  fighting orders many of which are endlessly squabbling.  
  His followers believe might is right.  While this section 
  links particular Stunts to particular orders the GM need 
  not follow that approach. 
  The Order of the Eight Demons 
  The older priestesses have access to the Stunts of 
  Herpa the Mace as well as those below. 
  Painful Pleasure: use Rapport as if it was Provoke.  In 
  addition, when circumstances allow her to use her 
  training in the seductive arts she can spend a Fate Point 
  to gain +2 to the Rapport roll. 
  Strength of the V’hir: summon forth the fiery strength 
  of the V’hir, either into herself or another believer.  This 
  allows them to ignore consequences as if they had the 
  Hard as Nails Endurance Stunt.  Spending a Fate Point 
  extends the effect to a second character. 
  The Order of the Fuming Gate 
  Agrik’s Mace: Any blunt weapon wielded by the cleric 
  adds +2 damage to any successful Melee attack for the 
  duration of the current scene. 
  The Fuming Gate: Spend a Fate Point to open a 
  temporary gateway to the nearest Agrikan temple via 
  Agrik’s infernal realm.  Spend a second Fate Point to 
  keep it open long enough for d6 others to follow the 
  priest.  The cleric (and anyone else passing through the 
  gateway) must use Athletics to defend against burns as if 
  attacked once by a fire elemental of Level equal to the 
  number of people passing through the gate+1. 
  The Order of Herpa the Mace  
  Summon V’Hir: the cleric may spend a Fate Point to 
  use Ritual to summon a V’hir (with the same 
  characteristics as a Fire Elemental and Rank equal to the 
  difficulty overcome).  See the Peleahn Conjure Fire 
  Elemental skill.  
  Signs & Portents: the cleric may use Ritual to Create 
  an Advantage based on a sign or portent within a scene. 
  The Order of the Kukshin 
  Flaming Mace: Causes a blunt weapon being used by 
  the priestess to burst into flame.  Successful attacks 
  cause an additional +2 damage or create an advantage 
  based on the flames. 
  Agrik’s Shield: +2 to Athletics (or whatever other skill 
  the cleric is using) to defend in combat. 
  The Order of Mamaka the Master of Steel 
  Alchemical War: create an alchemical advantage from 
  commonly available materials.  
  Iron Will: use Will as if it was Endurance. 
  Divine Torture: use Ritual in place of Provoke when 
  torturing someone and gains +2 to rolls. 
  The Order of the Octagonal Pit 
  Agrik’s Whip: +2 to attacks with a whip for the 
  duration of the current combat.  Damage to a non-
  human foe is applied as Mental Stress.  Spend a Fate 
  Point to have the whip do Mental Stress to a human. 
  Rot: +1 to attacks with a whip for the duration of the 
  current combat, and any Consequence resulting from its 
  attack is ‘infected’; treated as one level more severe for 
  the purposes of recovery. 
  The Order of the Pillar of Fire 
  Healing Fire: the cleric may ignore the effect of any 
  infection on recovery and speed recovery of a 
  Consequence by adding +2 to the treatment roll.  Spend 
  a Fate Point to instantly reduce the level of the 
  Consequence by one step with successful treatment. 
  Pillar of Fire: Spend a Fate Point to create a ring of fire 
  around themselves as a barrier to those trying to attack 
  them.  The fire does the cleric no harm but attacks those 
  trying to attack or move across it as if it was a Rank 4 
  fire elemental (see Peleahn Conjure skill). 
   
   
   
   
   
   
   
   
   
   
   
   
  
  FATE OF HARN 21 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  HALEA 
  ASPECTS:  
   
  The Empress of Opulence;  
   
  Queen of Pleasures and Self-Fulfilment;  
   
  Maker of Bargains;  
   
  Guardian of the Treasure Hoards of Heaven;  
   
  Enslaver of Hearts and Loins;  
   
  Mistress of the Stolen Moment Forever Lost;  
   
  Unchaste Lady of the Ten Forgotten Arts;  
   
  Golden Temptress of the Crimson Chamber. 
  The goddess of wealth and pleasure who demands 
  unswerving devotion from her adherents. Only women 
  can enter her clergy.  
  The Order of the Silken Voice  
  Listen to Me!: +2 to create an advantage based on the 
  increased suggestibility of a target in the same zone as 
  the priestess to reflect her whispered suggestion.  Affect 
  additional targets by spending one Fate point per 
  additional target. 
  Look at Me!: +2 to create an advantage based on 
  distracting a target in the same zone as the priestess due 
  to her aura of seductive beauty.  Affect additional targets 
  by spending one Fate point per additional target in the 
  zone or spend one fate point to extend the effect on a 
  single target to a second zone, so long as they have a 
  clear view of the priestess. 
  The Handmaid’s Favour: the priestess may spend a 
  Fate Point to seek a favour from one of Halea’s 
  Handmaidens.  Use the Ritual skill to create an 
  advantage, for the rest of the scene, based on the aspect 
  of one of the handmaidens: Abundance, Enterprise, 
  Ecstasy, Feast, Harmony, Fortune, Wrath.  The favour 
  must be repaid by the priestess carrying the aspect 
  forward into successive scenes until the debt is paid.  It 
  cannot be invoked in any successive scene but can be 
  compelled once, for free, after which time it disappears. 
   
   
   
   
   
   
   
   
   
   
   
   
  ILVIR 
  ASPECTS:  
   
  Master of Araka-Kalai;  
   
  Brooder in the Blasted Plains;  
   
  The Serpent that Dwells Below;  
   
  Accursed Lord of the Barren Cycle;  
   
  Prince of the Fatherless Multitude;  
   
  Craven Lord of Sterile Lands.  
  Ilvir is the creator of the Ivashu and lives at Araka-
  Kalai. He has few followers, mostly in Orbaal or near his 
  home. Priests are individualistic, creative, and mystical 
  and this has generated dozens of orders and sects.  
  The Order of Chuchlaen Wheelwright 
  The Perfect Wheel: +2 to any Craft roll. 
  The Order of Meamyt the Hermit 
  Aid to the Hermit: the cleric may call forth simple 
  bread and water; enough to sustain him and a 
  companion for one day.  Spend a Fate point for each 
  additional companion. 
  The Order of the Ochre Womb 
  Call Ivashu: spend a Fate Point to call forth an Ivashu 
  to defend them.  Typically this will be small Ivashu, such 
  as a Vlasta, but success with style could generate 
  multiple Ivashu or a larger creature, such as a Nolah. 
  The Order of Pia-Gardith 
  Calm the Beast: call on Ilvir’s aid to calm the temper of 
  a mundane beast or an Ivashu. Treat this as an 
  overcome vs. Average (+2) with success calming the 
  beast so it will harm no one for the duration of the 
  scene.  Success with style will, at the cleric’s choice, 
  either extend the effect for the rest of the scenario, or 
  allow them to command the beast to defend them to the 
  death. 
  The Order of the Seaferer Ibenis 
  Call the Ferryman: spend a Fate Point to call forth one 
  of the spirits being carried to Ilvir for re-incarnation.  
  Treat as a Spirit Elemental conjured using the Savoryan 
  Conjure skill. 
  The Order Sudelrhynn the Bearer of Loam 
  Ilvir’s Favour: spend a Fate Point to either grow extra 
  muscles (adding +2 to Endurance or Melee rolls), or 
  lose weight and gain improved reactions (adding +2 to 
  Athletics or Missiles).  Two Fate Point may be spent to 
  gain both advantages. 
  The Order Tuarbalt the Golden Limbed: 
  Rage of the Ivashu: the cleric may spend a Fate Point 
  and call forth a vengeful, merciless spirit of rage into 
  themselves, or more likely a target.  An unwilling target 
  may resist with Will.  The effect is the same as the 
  Endurance Stunt Hard as Nails. 
  
  FATE OF HARN 22 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  The Enclave of the Verdant Pool 
  Ilvir’s Craft: the cleric may spend a Fate Point to use 
  Ritual once in the scene as if it was the Fyvrian 
  Create/Make skill.  They could create an advantage or 
  overcome an obstacle by guiding the growth of any 
  living thing in the scene. 
  The Order of the Yellow Hand 
  Find the Way: spend a Fate Point to enhance vision to 
  reveal things that would not normally be seen because 
  of darkness or some other obstacle to vision. 
  LARANI 
  ASPECTS:  
   
  Shieldmaiden of the Worthy Cause;  
   
  Guardian of Dolithor;  
   
  Protector of the Brave;  
   
  the Unwilling Warrior;  
   
  Lady of Paladins. 
  Larani is the goddess of chivalry and battle, favoured 
  by the feudal nobility. Those who follow her are 
  expected to display courage, compassion, and honour.  
  The Orders of Hyvrik and of the Spear of 
  the Shattered Sorrow 
  The orders have access to the same Stunts: 
  Know your Place: the cleric may call on the goddess to 
  remind those in the scene of their position in the feudal 
  order.  Use Ritual in place of Rapport to influence those 
  of non-noble rank in the scene. 
  Duty to the Weak: the cleric may call forth the essence 
  of the Knights of Tirith.  Use Ritual to create an 
  advantage that could protect the weak or vulnerable in 
  the scene.  That could include the cleric if the GM 
  agrees their situation is sufficiently dire.  
  Peace of Valamin: the cleric may call forth the essence 
  of Valamin and use Ritual in place of Empathy or 
  Rapport. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  FATE OF HARN 23 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  MORGATH 
  ASPECTS:  
   
  Tormentor of the Unlamented Dead;  
   
  Master of the Principle of Evil;  
   
  Lord of the Gulmorvrin of the Black Pit;  
   
  Wielder of the Shadow of Incarnate Evil;  
   
  Master of Chaos;  
   
  The Lord of Darkness.  
  Morgath is master of the undead, and despises all 
  things fair and noble. His church is dour and ruthless, 
  and infamous for its human sacrifice. Those blessed by 
  Morgath may wield the Shadow of Bukrai,  
  Shadow of Bukrai: spend a Fate Point to use Ritual to 
  summon Bukrai to do their bidding.  The difficulty is 
  equal to the Size of the Shadow (see Bestiary) 
  If possession occurs, then the appropriate 
  consequence slot is filled in with Possessed by the 
  Shadow. While possessed the target comes under the 
  complete control of the Morgathian cleric.  This lasts 
  until the end of the scene if Mild, the session if Serious, 
  or the entire scenario if Grievous, unless the possessed 
  character can be helped to recover from the 
  Consequence sooner. 
  While possessed the target is treated as a 
  Gulmorvin, with all ‘mental’ skills to +0; and all 
  ‘physical’ skills reduced by +1.  When the Shadow 
  departs the target’s skills return to normal but the 
  relevant consequence must become Memory of the 
  Shadow until cured as a normal mental consequence. 
  NAVEH  
  ASPECTS:  
   
  Lord of the Pitch Shadows;  
   
  Master of Deceit and Evil Dreams;  
   
  Lord of the Last Illusion;  
   
  The Unseen Lifter of Lives;  
   
  Trancer the Cat, Wealth’s Worry;  
   
  The Merchant of Death. 
  A god of darkness, best known as the bringer of 
  nightmares. He is worshipped by thieves and assassins 
  and his fanatical clerics will commit suicide to prove 
  their faith.  
  Summon Gytevsha: spend a Fate Point to use Ritual to 
  summon a Gytevsha to do their bidding.  The difficulty is 
  equal to the Rank of the Gytevsha (see Bestiary).  Only 
  Rank +1 to +4 Gytevsha may be summoned, the higher 
  ranking demons serve only at Naveh’s personal servants. 
  If possession occurs, then the appropriate 
  consequence slot is filled with Possessed by Naveh. 
  While possessed the target comes under the complete 
  control of the Navehan cleric.  This lasts until the end of 
  the scene if Mild, the session if Serious, or the entire 
  scenario if Grievous, unless the possessed character can 
  be helped to recover from the Consequence sooner. 
  While possessed all Mental skills default to the Rank 
  of the Gytevsha while physical skills are those of the 
  possessed character. 
  Mouth of Falsehood: +2 to Deceive when used to tell 
  lies. 
  Hunter of Sleep: the cleric may spend a Fate Point to 
  place the aspect Kept Awake by Nightmares on the 
  target during their next sleep.  The aspect remains in 
  place for the rest of that session. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  FATE OF HARN 24 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  PEONI 
  ASPECTS:  
   
  The Bringer of the Life Renewed;  
   
  Maker of Balms;  
   
  Lady of Truth;  
   
  Ever-living Daughter of White Virtue;  
   
  Guardian of the Meek;  
   
  Lady of Industrious Labours & the Ripe Harvest;  
   
  Confidant of Lovers.  
  This gentle goddess is worshipped by rural folk. 
  Peoni’s clergy are divided into celibate male and female 
  orders; both of which maintain hospitals. Temples are 
  found where poverty and pain are common.  
  The Irreproachable Order & Balm of Joy 
  Son of Tirrala: the priest may speed recovery of a 
  minor or serious Consequence by adding +2 to the 
  treatment roll so long as it takes place within a scene of 
  it being inflicted.  Spend a Fate Point to instantly reduce 
  the level of the Consequence by one step with successful 
  treatment. 
  Shield of Belsirasin: use Ritual to attack and defend 
  against elemental or other spirits in the same way as a 
  Shek-Pvar using Conjure. 
  The Quality of Mercy: Once per scene, when an 
  opponent of the cleric, or one of their allies, accepts a 
  Consequence as part of a concede, the cleric may lower 
  that consequence by one step  and gains a Fate Point in 
  return. 
  Valon’s Balm: Spend a Fate Point to speed recovery of 
  a serious or grievous consequence by adding +2 to the 
  treatment roll whenever it was applied.  Spend a Fate 
  Point to instantly reduce the level of the Consequence 
  by one step with successful treatment. 
  The Winding Way: Gain a +2 bonus to Defend against 
  Melee or Fight Attacks with a staff. 
   
  SARAJIN 
  ASPECTS:  
   
  King of the Icy Wind;  
   
  Lord of the Perilous Quest;  
   
  Wielder of the Blooded Axe;  
   
  Master of Frosty Climes;  
   
  The Grey Slayer. 
  Sarajin demands honour and bravery from his 
  adherents, who are mostly Ivinians. His sport is war and 
  he sometimes joins human battles where he inspires 
  battle lust among the faithful. 
  Call to the Elkyri: spend a Fate Point to seek a favour 
  from one of Sarajin’s fierce shieldmaidens. Use the 
  Ritual skill to create an advantage, for the rest of the 
  scene, based on the aspect of one of the Elkyri:  
   
  Alaryr – Weather and the Sea; 
   
  Bronwyne – Protection and success in battle;  
   
  Deanaal – The Ljarl, oaths and oath breaking;  
   
  Easlyn – Songs and poetry;  
   
  Eynwif – Health and healing;  
   
  Freana – Love and forgiveness; 
   
  Gresalyne – Strength and will;  
   
  Lynraal – Wrath and battle lust; 
   
  Maarne – Livestock and crops;  
   
  Sendryl – Crafts and fertility; and, 
   
  Ylina – Knowledge, lore and learning 
  In return the cleric must take a Consequence, 
  Remember the Ljarl.  The level of consequence is 
  judged by the GM from Mild for small favours to 
  Grievous for great favours.  The Consequence can never 
  be invoked to benefit the cleric, their friends or their 
  aims, but can be compelled against them for free!   
  Every time the Consequence is compelled its 
  severity is reduced by one, so a Mild Consequence 
  disappears after a single compel.  When the 
  consequence disappears the debt to the Elkyri has been 
  paid as the Ljarl requires. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  FATE OF HARN 25 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  SAVE-K’NOR 
  ASPECTS:  
   
  Sage of the Gods;  
   
  Lord of Puzzles, Conundrums, and Mazes;  
   
  Lord of Jesters;  
   
  Mixer of Potions;  
   
  Knower of Many Things;  
   
  Keeper of the Var-Hyvrak;  
   
  The Lost Guide. 
  Save K’nor seeks after enlightenment. His adherents 
  believe that a stable and ordered society precludes evil 
  behaviour.  
  The Order of Hyn-Aelori the Sage of Heaven  
  Keep Secrets: When any effort is made to find out what 
  the cleric knows, by guile or torture, they resist with +2 
  to Ritual. 
  The Order of Rydequelyn the Fool 
  Did you Know …: When seeking to confuse, mislead 
  or entertain, the cleric uses +2 to Ritual. 
  The Order of Shea-Al-Aecor the Lost Guide. 
  Elementary: Once per scene the cleric can spend a 
  Fate Point (and a few minutes of observation) to make a 
  Ritual roll in place of Investigate, to enhance their potent 
  deductive faculties. They may discover or create an 
  aspect for each shift on either the scene or the target of 
  the observations, though only one may be invoked for 
  free. 
  SIEM 
  ASPECTS:  
   
  Master of the Lords of Dream;  
   
  Bringer of Meritorious Dreams and Blessed 
  Forgetfulness;  
   
  Lord of the Starlit and Thrice-blessed Realm;  
   
  King of the Uttermost West;  
   
  Master of the Sundered Ones in Exile;  
   
  Spirit of the Mist;  
   
  Never-changing Lord of the Azure Bowl. 
  The benign god of mystery, magic, and dreams. He 
  is the special deity of elves and dwarves. Siem’s 
  worshippers favour a personal approach to the deity. 
  Enlightenment: the cleric gains +2 to create an 
  advantage with Investigate or Scholar. 
  Summon Free Ilsiri: the cleric can call forth an Ilsiri 
  from their home in some natural object within the scene.  
  The spirit is bound to answer a single question about the 
  locale where they are summoned, but the GM can 
  determine how precise or clear their answer is. 
  Summon Asiri: the cleric may spend a Fate Point to 
  summon an Asiri with the characteristics as an Air 
  Elemental.  They use Ritual as if it were the Lyahvian 
  Conjure Air Elemental skill.  The Rank summoned 
  reflects the difficulty to be overcome.  
  Summon Elmithri: the cleric may spend a Fate Point 
  to summon an Elmithri into a body of water within the 
  scene using Ritual as if it were the Odvishan Conjure 
  Fire Elemental skill.  The Elmithri has the same 
  characteristics as a Water Elemental.  The Rank 
  summoned reflects the difficulty to be overcome and the 
  size of the body of water will limit the maximum Rank 
  that can be summoned.  
  Summon Aulamithri: the cleric may spend a Fate 
  Point to summon one of the spirits Siem uses to carry 
  dreams.  Though they have the same characteristics as a 
  Spirit Elemental summoned with the Savoryan Conjure 
  Elemental skill they will only attack until they succeed.  
  Once they succeed in inflicting any hits the Cleric may 
  place an Aspect on the target reflecting the ‘dream’ the 
  spirit will have carried and placed in the target’s mind. 
   
   
   
   
   
   
   
   
  
  FATE OF HARN 26 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  MILITARY ORDER EXTRA 
  The churches of Agrik and Larani maintain military 
  orders tasked to extend the reach of their faith by force.  
  Permission 
  If the character is to be a sworn member of a 
  military order then the player must use the character’s 
  High Concept to describe them as such.  They may also 
  adopt one of their god’s aspects as their own, but this is 
  not compulsory.  Like priests they may describe their 
  rank within the order with additional aspects. 
  Cost  
  The aspect slot is the only cost. 
  Benefits 
  Membership of a military order gains access to some 
  unique Stunts costing the same as any other Stunt. 
  Sin & Atonement 
  If a member of a military order does adopt one of 
  their god’s Aspects as their own then the will suffer the 
  risks of Sin just as any priest. 
  AGRIKAN FIGHTING ORDERS 
  The GM need not follow the suggestions below  
  The Cohorts of Gashang  
  Those warriors who were previously Red Shadows 
  can access that order’s Stunts.  Newer members have 
  access to: 
  Break their Spirit: when inflicting physical harm, 
  spend a Fate Point to inflict mental harm in the 
  corresponding box on the opponent’s mental stress 
  track. 
  Braggart: use Provoke instead of Rapport on first 
  meeting someone to create an advantage based on the 
  character’s reputation. 
  The Companions of the Roving Doom  
  Brute Strength & Ignorance: Gain +2 to defend 
  against Mental Attacks using Endurance. 
  You Win or You Die: Gain +2 to create advantages 
  with Deceive when using dirty tricks in close combat. 
  The Crimson Dancer  
  Shades of the Flame: Once per scene the character 
  can spend a Fate Point to roll Athletics and ‘vanish into 
  the shadows’, so long as there are shadows!. When 
  ‘vanished’, they can’t be targeted by attacks or attempts 
  to create advantages against them unless the attacker 
  first beats their Athletics roll with a Notice roll. The 
  effect ends when the character’s next turn starts, or if 
  someone beats their Athletics roll.  
  Dance of Death: This martial art allows the Crimson 
  Dancer to make close combat attacks using Athletics.  In 
  addition the attacks are at +2 if the character has 
  surprise, or some other advantage, that renders the 
  attack unexpected.  
  The Company of the Copper Hook  
  Kill the Bitches: +2 to attacks against declared or 
  believed Laranians.  Spend a Fate Point to extend the 
  effect to any non-Agrikans.  
  Born to War: +2 to create advantages in a scene that 
  reflect the order’s long decades of border war.  
  The Red Shadows  
  Favoured of (name of Prince): the character is known 
  to be favoured by one of Agrik’s sons. This makes them 
  resistant to mental/social damage due to rumours etc. 
  They may spend a Fate Point to reduce a mental 
  consequence based on social standing by one step. 
  Grievous becomes serious, serious becomes mild, mild 
  becomes 2 mental stress. They may not clear stress 
  boxes in this manner. If the next lower slot is already 
  full, this stunt cannot be used. 
  Brand of a Prince: the warriors can draw their own 
  blood (and accept a mild consequence Self Inflicted 
  Wound), and spend a Fate Point to obtain a single use of 
  the Eight Demons stunt Strength of the V’hir. 
  Single Combat: the warrior may use Endurance, 
  Provoke, Will or Melee to create an advantage that 
  allows him to face a single opponent among many that 
  might otherwise overwhelm him. 
  The Warriors of Mameka  
  Strength of Brothers: the warrior may share stress or 
  consequences with a friendly character in the same 
  zone.  The Mamekan can either take stress and 
  consequences that should go to the other character, or 
  the character can take the stress heading for the 
  Mamekan. 
  Pain Is My Blade: once per session, when the 
  character takes a physical consequence, they can 
  choose to make their next attack roll with a bonus equal 
  to the value of their highest physical consequence (+2, 
  +4, or +6). In doing so the consequence they took is 
  stepped up by one level (mild becomes serious, serious 
  becomes grievous, grievous becomes taken out). 
  Mind is Body: the warrior may use Endurance as if it 
  was Will to resist attacks to cause mental harm.  
  
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  LARANIAN FIGHTING ORDERS 
  The Chequered Shield & the Lady of 
  Paladins 
  Pure Knight: the character is known to be a true 
  embodiment of the chivalric ideal. This makes them 
  resistant to mental/social attacks due to rumours etc. in 
  locales where the Laranian Church is respected.  They 
  may spend a Fate Point to reduce a mental consequence 
  based on social standing by one step. Grievous becomes 
  serious, serious becomes mild, mild becomes 2 mental 
  stress. They may not clear stress boxes in this manner. If 
  the next lower slot is already full, this stunt cannot be 
  used. 
  Strength and Honour: the warrior may reduce the hits 
  done to one opponent in order to create and advantage 
  that is feely invoked against another. 
  We Happy Few: If they succeed with style on a 
  Rapport roll to create a Rousing Speech aspect, choose 
  a number of characters equal to the Laranian’s Rapport 
  to each receive a free invocation of that Aspect. 
  Royal Patronage: warrior may use Wealth at +2 so 
  long as he publically declares his membership of the 
  order, which is well known to enjoy royal support in 
  western Harn. 
  Pure Knight: the warrior may use Melee as if it was 
  Rapport when the context allows him to declare or 
  display the chivalric virtues of the order. 
  Field of Honour: the warrior may use Melee or 
  Endurance to impress their enemies and demand that 
  the matter be dealt with through single combat.  If 
  accepted then the objective is to force the opponent to 
  submit rather than to kill them.  The knight can do this 
  by converting hits into boosts, or ‘pulling’ blows to avoid 
  taking out the opponent. 
  In return the opponent is bound to concede prior to 
  being taken out and they, and their allies, accept an 
  outcome that favours the knight’s aims. 
  Feudal Loyalty: +2 to create an advantage that helps 
  protect any orderial or clerical superior. 
   
   
   
   
   
   
   
  SHAMAN EXTRA 
  Despite their proselytising efforts the churches of 
  Western Lythia have had little impact on the traditional, 
  often animist, beliefs of most tribes.  The gods pay little 
  attention to the barbarian peoples, preferring the 
  worship that the ‘civilised’ churches harvest for them.   
  The tribes have, therefore, come to rely on the Ilsiri, 
  nature spirits, and the greater denizen’s of the Spirit 
  World.  They can be commanded, bargained with, 
  tricked and bound to give the shaman access to their 
  power.  Many tribes revere totem spirits, tribal heroes 
  &/or ‘demi-gods’ which exemplify particular 
  characteristics valued by the tribe in its struggle to 
  survive and prosper. These can be called upon for help 
  in return for ‘sacrifices’ of food, goods or even blood. 
  Some charlatans use herbs, potions and a good line 
  of patter, or even a psionic gift, to give the impression of 
  shamanic powers.  These are best dealt with through the 
  use of a Deceive Stunt.  This Extra assumes the 
  character is an authentic shaman (though some have 
  different names); the chief animist of a tribe or clan.  
  They are skilled in calling on spirits, walking the ethereal 
  Spirit World, and binding spirits to their will. 
  Permission 
  To gain access to the power of the spirits a character 
  must use their High Concept to describe themselves as 
  a shaman of a particular tribe, totem, hero, or tribal god. 
  Cost (and Benefit) 
  They may also devote other aspects to the fetishes 
  with which they begin the game, including sufficient 
  descriptive detail to define the nature of the spirit bound 
  within each.  At the start of the game each fetish 
  represents a +1 spirit.  See below for the limits on the 
  spirits a shaman may bind at one time. 
  Finally the shaman must take the unique Shamanic 
  Rites skill and Scholar.  The first Stunt taken must be 
  the Scholar specialism for that tribe: Tribal Lore of … 
  STRAIN OF USING SHAMANIC RITES 
  The shaman takes 1 point of Mental (e.g. headaches 
  or nervous exhaustion) or Physical (self-harm or physical 
  exhaustion) Stress (player choice), whenever they use 
  the Shamanic Rites skill.  They may, though, be 
  subjected to more stress: 
   
  ‘Succeed at Minor Cost’ OR ‘Opponent gains a 
  Boost’ = Succeed but take +1 extra Stress; 
   
  ‘Succeed at Serious Cost’ OR ‘Benefit 
  opponent’ OR ‘Give a free invoke to 
  opponent’= Succeed but take +1 extra Stress per 
  point of failure! 
   
   
  
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  Shamanic Rites 
  This skill commands the often ubiquitous but lowest 
  ranking spirits, the Ilsiri, that are found everywhere.  It is 
  also used to enter the Spirit World and communicate 
  with, or subdue, greater spirits before binding them into 
  fetishes. 
  Overcome: The shaman need only declare that 
  they are using the skill to enter the Spirit World 
  and their spirit leaves their body to enter the ethereal 
  plane at the start of the next exchange.  
  Overcoming an encountered spirit’s Rank (+1 to +6) 
  gets its attention and the shaman can demand answers 
  to one Yes/No question for each Rank, as the GM 
  agrees it could know the answer. 
  The character’s body is a Defenceless Target (with 
  a free invoke by the attacker) while his spirit is in the 
  Spirit World.  The shaman can Concede as soon as the 
  attack is declared (but before the dice are rolled).  They 
  then hide in the Spirit World, and take no actions, until 
  the end of the Scene.  The GM exacts the usual cost 
  (and awards the usual Fate Points) associated with 
  conceding.  Alternatively, the shaman’s spirit can return 
  to their body immediately after the blow is struck (and 
  take any damage), at which point the advantage 
  disappears and the shaman can act as normal. 
  The skill is used instead of Scholar when dealing 
  with knowledge of the Spirit World, or when competing 
  with another character in a contest of such knowledge. 
  Create an Advantage: The shaman can create a 
  situational advantage in their current Zone, so long 
  as the GM agrees it would be possible through the 
  intersession of one of the ubiquitous spirits found in 
  every scene, and invoke it once for free.  The starting 
  difficulty is, at GM discretion, the Rank of the Spirit.  
  Invoking a Fetish, or a dominated human, costs a 
  Fate Point but gains +2 to the roll. 
  Attack: The skill can be used to cause Mental 
  Stress to denizens of, or other travellers in, the 
  Spirit World.  While the target always chooses whether 
  or not to take a Consequence, the shaman may name 
  the Consequence as Bound to me.  Ethereal creatures 
  are bound in a Fetish while travellers are bound in their 
  own body and to the service of the victor until either the 
  shaman frees them, or the Consequence ‘heals’ as 
  described in the rules.  This represents the spirit 
  escaping the binding. 
  The shaman always has the opportunity to engage 
  in Mental Combat with a spirits escaping a fetish in an 
  effort to re-bind it, but not necessarily with a human 
  escaping domination – GM discretion applies in that 
  case. 
  Defend: This skill is used to defend against attacks 
  by denizens of, or travellers in, the Spirit World. 
  SHAMANIC RITES STUNTS  
  Crush Their Will: +2 to Attacks in the Spirit World. 
  Shield of Will: +2 to Defend in the Spirit World. 
  What happened?: Use Shamanic Rites in place of 
  Investigate by asking the local spirits what they know. 
  Friend to [Totem]: Gain the Ride: Animal Ken stunt 
  in relation to the totemic animal or hero/god’s friend.   
  Power of [Totem]: gain one use of a relevant Totemic 
  Aspect as if it was the Shaman’s own.  Requires Friend 
  to [Totem].  Spend a Fate Point to extend to the end of 
  the current scene.  
  Sample Totems 
  Sample Totemic Aspects 
  Wolf 
  Run all day 
  Keen nose 
  Honour the pack 
  Eagle 
  Swift 
  Sharp-eyed 
  Lone hunter 
  Bear 
  Strong 
  Implacable 
  Ponderous of thought and 
  deed 
  Dracofelas 
  Silent hunter 
  Death dealer 
  Arrogant lord of the forest 
  Snake 
  Poison mouth 
  Swift strike 
  Untrustworthy 
  Crow 
  Clever 
  Mystical 
  Trickster 
  Owl 
  Wisdom 
  Death from above 
  At home in the dark 
  Bat 
  At home in the dark 
  Fear the light 
  Agile 
  Eder 
  Cold and Unpredictable 
  The Merciless Deep 
  Sea Creatures everywhere 
  Kemlar the Guide 
  Fore-knowledge 
  Mysticism 
  Friend of the Owl 
  Heneryne 
  Fertility 
  Protective 
  Friend of the Eagle 
  Crador the Blind 
  Unpredictable Madness 
  Spell-binding Storyteller 
  Friend of the Bat 
  Skinchanger: Spend a Fate Point to physically (but not 
  mentally) transform into the totem animal for the rest of 
  the scene.  Requires Power of [Totem] 
  o 
  c 
  a 
  d 
  
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  PSIONICS EXTRA 
  Permission  
  To gain access to the Psionics Extra the player 
  must use one of their aspects to describe the talent.  
  The GM may decide they have to use the High Concept 
  (and therefore rule out the psionic mage or priest). 
  Cost 
  As well as displacing other stunts the GM can 
  compel the Psionic Aspect as suggested below once per 
  session for free.  Subsequent compels cost a Fate Point.  
  Benefits 
  The Will Stunts available to the Psionic are: 
  Clairvoyance Stunt 
  The ability to visualise events currently occurinh at 
  a remote location.  Spend a Fate Point while 
  concentrating on a location (or person) in the same or 
  adjacent zone and creating/discovering a situation 
  aspect based on what they perceive.  Extend the range 
  of by taking additional Mental Stress in line with the 
  Spell Range costs (see Shek Pvar Extra). 
  Sample Compel: spontaneously broadcast one of the 
  psionic’s aspects to the nearest person to the target of 
  the clairvoyance, with a free invoke. 
  Disembodiment Stunt 
  The ability to detach the ethereal spirit from the 
  body.  Spend a Fate Point to gain access to one use of 
  the Shamanic Rites skill to to enter the Spirit World (see 
  Shaman Extra).  Their spirit leaves their body to enter 
  the ethereal plane at the start of the next exchange and 
  use Overcome to gain answers from a spirit. 
  Sample Compel: spontaneously weaken the boundary 
  between the material and ethereal planes in the vicinity 
  of the psionic.  A situation aspect is placed on the scene 
  that reflects this and could include the spontaneous 
  appearance of a spirit with a grudge against humanity. 
  Healer Stunt 
  The ability to enhance the healing of another 
  creature, not the healer themselves.  Spend a Fate Point 
  while touching the skin of the patient and immediately 
  reduce the severity of a Consequence by one step (or 
  remove a Mild Consequence).  Even a Crippling 
  Consequence can be reduced to a Grievous one if the 
  psionic acts in the same scene as the Consequence was 
  received and they succeed in a Will roll against a passive 
  opposition of +8! 
  Sample Compel: spontaneously subject the psionic to a 
  situation aspect such as Overwhelmed by Other’s Pain, 
  with a free invoke. 
   
   
  Hex Stunt 
  The ability to curse a victim.  Spend a Fate Point to 
  create Hexed on the victim.  If the invoker has nail 
  parings a lock of hair, etc. then add a second free invoke. 
  Sample Compel: spontaneously target a random 
  character, or the psionic, instead. 
  Medium Stunt 
  The ability to perceive, communicate and, to an 
  extent, control a spirit.  Spend a Fate Point to gain one 
  use of the Shamanic Rites skill (see Shaman Extra) to 
  Create an Advantage through the intercession of a spirit. 
  Sample Compel: spontaneously trigger and weaken the 
  boundary between the material and ethereal planes in 
  the vicinity of the psionic.  A situation aspect is placed 
  on the scene that reflects this and could include the 
  spontaneous appearance of an ethereal creature. 
  Mental Bolt Stunt 
  The ability to project a blast of mental energy at 
  another mind.  Spend a Fate Point to create an aspect 
  such as Blinded by the Pain on a victim they can see in 
  the same or adjacent zone. 
  Sample Compel: spontaneously target a random 
  character or the psionic, instead. 
  Negation Stunt 
  The ability to create a shield against peionic, 
  spiritual or magical effects.  Spend a Fate Point to create 
  an aspect such as Protected by my Mind on the psionic 
  and any other character in the same zone (with a free 
  invoke against any magical, spiritual or psionic effect or 
  creature).  The effect is approximately spherical so any 
  enemies in the zone are also affected.   
  Sample Compel: spontaneously negate a magical, 
  spiritual or psionic effect at an inconvenient time. 
  Prescience Talent 
  The ability to determine the fate of a group, person 
  or item.  Spend a Fate Point to create a situation aspect 
  on a person, group or object which implies fore 
  knowledge, even if it only becomes clear to the psionic 
  at the point the talent is used. 
  Sample Compel: spontaneously trigger and allow a 
  random person in the current scene to gain an insight 
  into the psionic’s future in the form of a situation aspect 
  with a free invoke. 
  Psychometry Talent 
  The ability to determine information about an 
  object, its history or a person who owns/owned it.  
  Spend a Fate Point while holding the object to create a 
  situation aspect on the scene or the object or its owner, 
  with two free invokes; or two aspects with a single 
  invoke on each.  The aspect(s) must relate to the objects 
  past, how it was used, when, by whom, &/or its owner.   
  
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  Sample Compel: spontaneously broadcast one of the 
  psionic’s aspects (or location if appropriate) to the 
  nearest inconvenient person who gains a free invoke. 
  Pyrokinesis Talent 
  The ability to raise the temperature of a combustible 
  object to flash point and start a fire.  Spend a Fate Point 
  to create an aspect on the scene like those of a Peleahn 
  mage, with additional Mental Stress depending on the 
  area of effect. 
  Sample Compel: spontaneously trigger the combustion 
  of something useful at an inconvenient time. 
  Sensitivity Talent 
  The ability to scan for magical, spiritual or magical 
  effects.  Spend a Fate Point to detect the location or 
  nature of a magical/psionic/spiritual residue or effect in 
  the scene.  This takes the form of revealing a situation 
  aspect on the scene/object with a free invoke. 
  Sample Compel: spontaneously broadcast the psionic’s 
  presence to an inconvenient nemesis in the vicinity and 
  possibly attract them … 
  Telekinesis Talent 
  The ability to move objects without touching them.  
  Spend a Fate Point to move an object the psionic can 
  see and keep it moving until the end of the exchange.  
  The effect can be sustained by taking Mental Stress each 
  subsequent exchange (Use the Spell Duration Difficulty 
  scale to judge).  While it is not possible to accelerate 
  objects to dangerous speeds and control their direction 
  it is possible to raise and drop them to create Falling 
  Object. 
  Sample Compel: spontaneously cause an object(s) in 
  the scene to move in unpredictable directions and at 
  potentially dangerous speeds! 
  Telepathy Talent 
  The ability to transmit thoughts or emotions.  Spend 
  a Fate Point to create an appropriate aspect on a target 
  within sight. 
  Sample Compel: spontaneously affect a random 
  person, or the psionic, instead. 
  FATE IN HARNWORLD 
  NATURAL HAZARDS 
  Hazards have two skills: 
   
  Danger is how difficult it is for a character to 
  oppose the effects of the hazard;  
   
  Scale represents how widespread the hazard is and 
  how difficult the it is to avoid its effects. 
  Hazards come in several varieties but in each case 
  the hazard description will describe the effect of failure: 
  Simple Hazards: a single Overcome action against 
  Scale to avoid or Danger to pass swiftly. 
  Challenge Hazards: comprise multiple challenges 
  requiring more than one (and possibly different) skills/ 
  actions to successfully negotiate.  
  Contest Hazards: The character(s) compete with the 
  hazard, with three victories required to ‘win’.    
  Conflict Hazards: the hazard has a stress track and 
  may have Consequences.  It seeks do the characters 
  harm by Attacking using Danger or Scale, depending on 
  the description.   
  Incremental Hazards: Any type of hazard that has to 
  be confronted at various intervals (every exchange, 
  hour, watch, day etc.), or due to the character’s actions, 
  or the adventure’s Plot Stress, or which gets more 
  challenging.  
  Hazard Aspects: these operate as situation aspects 
  special to the hazard and can be invoked to increases 
  their impact. 
  Examples 
  Simple Hazard - Bog: Overcome Scale with Survival to 
  find a way around it, or Danger with Athletics (to pick a 
  way across it) or Endurance (to slog through it).  Shifts of 
  failure convert into increments of time delayed. 
  Simple Hazard - Rockfall: Overcome Danger with 
  Athletics to avoid it.  Shifts of failure convert into 
  Physical Stress that a Shield can absorb. 
  Incremental Simple Hazard – Drowning:  Overcome 
  +1 Danger (+1 per exchange in the water) using 
  Endurance.  Shifts of failure convert into Physical Stress.   
  Incremental Simple Hazard - Falling:  A pit trap 
  would have Scale dependent on the degree of 
  camouflage that would be Overcome by Notice to avoid.  
  Scale is +1 per 6’ fallen after the first 6’ (±1 or 2 if the 
  surface fallen onto is particularly hard/sharp/soft/ 
  yielding).  Overcome using Athletics.  Shifts of failure 
  convert into Physical Stress that Armour &/or Shield 
  can absorb. 
  Incremental Simple Hazard - Desert: The desert has 
  high Scale and low Danger to start with, but each watch 
  the character spends without water increases Danger by 
  +1.  Overcome Danger with Endurance.  Shifts of failure 
  
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  convert into Physical Stress (or Mental Stress if the GM 
  accepts hallucinations as a possible Consequence). 
  Incremental Simple Hazard - Quicksand: Overcome 
  Scale with Strength to achieve 3 ‘victories’ in order to 
  escape.  Failure to win and the character disappears 
  below the sand and must Overcome +1 Danger (+1 per 
  exchange in the sand) using Endurance.  Shifts of failure 
  convert into Physical Consequences.  Overcome Scale 
  with Athletics to reach the surface again.  The more you 
  struggle the worse it gets can be invoked to increase 
  the challenge of quicksand. 
  Challenge Hazard – Ice/Dust/Sand storm: 
  Overcome Scale with Survival to create the advantage 
  Makeshift shelter but Overcome Danger with 
  Endurance to avoid Consequences equal to shifts of 
  failure. 
  Challenge Hazard – Extensive thorny thicket: 
  Assuming Survival failed to Overcome Scale to find a 
  way around it, then Overcome Danger with Athletics 
  and Strength to hack a way through it.  Shifts of failure 
  convert into increments of time delay. 
  Incremental Challenge Hazard - Singing sword in 
  a stone: Overcome Scale +1 per exchange exposed to 
  the singing, with Will, or be forced to grip the hilt.  
  Overcome Scale (which continues to increase by +1 per 
  exchange exposed) with Will to release the hilt one 
  grasped.  Each exchange that the hilt is held causes 1 
  point of Mental Stress, until Consequences cause the 
  character to fall unconscious.  Overcome Scale with 
  Strength (to pull the sword from the stone and stop it 
  singing; teamwork bonuses apply), or with Athletics to 
  put enough distance between the character and the 
  sword to avoid its effects. 
  Contest Hazard - Reefs: Overcome Scale with Scholar 
  (Pilot) or Craft (Seaman) to avoid the reefs.  Shifts of 
  failure convert into incremental time delays.  
  Alternatively, Overcome Danger with the same skills to 
  achieve 3 ‘victories’ to pass through the reefs.  Failure 
  and the Danger must be Overcome using the Strength of 
  the character’s vessel (perhaps supported by character 
  skills) to avoid running aground. 
  Conflict Hazard - Poison: Overcome Danger (which 
  depends on the poison concerned) with Endurance.  
  Shifts of failure convert to Physical Stress.  This 
  continues until Endurance achieves 3 ‘victories’, at 
  which point the poison ceases to have any effect. 
  Conflict Hazard - Haunted forest: Scale defines the 
  number of stress boxes the forest has and the forest has 
  Everyone feels the chill which can be invoked once for 
  free against each character.  After that invokes must be 
  paid for.  Each character must Defend against Danger 
  using Will with shifts of failure converted into Mental 
  Stress (as if the forest was using Provoke to instill fear).  
  In their turn characters may attack Danger with Provoke 
  (I’ve been in worst places than this) or Deceive (You 
  don’t frighten me!).  They could also create advantages 
  of morale using Rapport.  If their Attacks succeed then 
  shifts of success convert into Stress applied to the 
  forest’s stress track. 
  Conflict Hazard - Disease(Infection): any character 
  coming into contact with the disease must Overcome +2 
  or Danger (depending on the disease) with Endurance, 
  or take Physical Stress equal to the shifts of failure.  Any 
  resulting Consequence becomes Infected with …   
  Contest Hazard - Disease(Recovery/Impact): A 
  victim must accumulate 3 Endurance victories over 
  Danger to shake off the disease. Shifts of failure continue 
  to inflict Physical Stress (and Consequences based on 
  the disease). 
  Challenge Hazard - Disease(Containing Infection): 
  Overcome Danger with Scholar(Physician).  Shifts of 
  failure convert into zones of spread.  Overcome Scale 
  with Scholar(Physician) to understand the disease and 
  create a treatment. 
  TIME INCREMENTS 
  Exchange: an instant to a few minutes; Scene: a few 
  mins; 15 mins; half an hour; an hour; Session: an hour; a 
  Watch; half a day; a day; a few days; or a week; 
  Scenario: a few days; few weeks; a month; to a season; 
  Longer Increments of Time: half a year; a year; a few 
  years; a decade; a lifetime; eternity. 
  BRUTE FORCE & IGNORANCE [BF&I] 
  Sometimes obstacles do not yield to subtlety and 
  require a different approach.  Obstacles have one skill, 
  Strength, which also defines their Stress Track.   
  Obstacles also have Resistance which can, like Armour, 
  make them more difficult to damage. 
  Attack the obstacle’s Strength using Strength 
  (teamwork bonus applies if other characters can access 
  the obstacle).  Shifts of success convert into Physical 
  stress on the obstacle modified by the difference 
  between Weapon Impact and the obstacle’s Resistance. 
  Shifts of failure convert into Physical Stress damage 
  to the character, modified by the difference between 
  obstacle’s Strength and the character’s Armour.  The 
  weapon used to make the Attack can be used to absorb 
  this Stress by reducing its Impact permanently.  
  Character’s can use Crafts to create advantages such 
  as Leverage before making an Attack.  
  Sample Obstacles 
  Strength* 
  Resistance* 
  Interior wooden door 
  +0 
  +1 
  Exterior wooden door 
  +2 
  +1 
  Iron bound door 
  +4 
  +2 
  Stone wall 
  +6 
  +3 
  Metal bars 
  +8 
  +3 
  *±1 at GM discretion, depending on quality of construction. 
  
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  ENCUMBRANCE 
  The character sheet shows the number of ‘hands’ of 
  items that a character can carry on their back, belt and 
  in their hands.  Once these slots are filled each extra 
  item carried makes any rolls +1 more difficult. 
  LIFTING AND CARRYING 
  Overcome +2 per point of SIZE difference from the 
  character using Strength to lift it, modified by the GM for 
  particularly dense items.  Teamwork bonuses apply, but 
  shifts of failure convert to Physical Stress which is 
  distributed between all the characters, starting with the 
  lead character. 
  Overcome +2 (+2 more per point of SIZE difference 
  from the character) using Endurance to carry it for a 
  watch (modified by the GM for particularly dense items 
  or if forced marching).  Teamwork bonuses apply, but 
  shifts of failure convert to Physical Stress which is 
  distributed between all the characters trying, starting 
  with the lead character. 
  FEAR 
  Harn is a routinely dangerous, often cruel, place but 
  its inhabitants are not immune to what they encounter.  
  Whenever a PC encounters something TERRIBLE, 
  HORRIFIC or MONSTROUS for the first time, they 
  must oppose a Mental Attack on their Will.  The 
  resulting Mental Stress is accumulated, and recovered 
  from, as normal.  The Harnic Bestiary, below, includes 
  reference to these aspects and other uses can be judged 
  against these examples: 
  TERRIBLE(+1): a mound of mutilated corpses; a 
  Terrible creature; or witness their first human sacrifice. 
  HORRIFIC(+2): one of the mutilated corpses is 
  someone they know; the creature has hold of someone 
  they know, or is HORRIFIC; or they recognise the 
  sacrificial victim. 
  MONSTROUS(+3): They wake among the mutilated 
  corpses, or are the subject of the sacrificial rite.  The 
  creature is MONSTROUS, or defies the laws of nature as 
  they understand them.  This will usually include any 
  arcane summoning and the servants of any god – 
  possibly even their own! 
  EXTRA EFFORT 
  A character can choose to take a Physical 
  Consequence when a roll is insufficient to succeed in 
  some physical task.  The value of the Consequence is 
  added to the roll. 
  TRANSGRESSION & ATONEMENT 
  The Transgression Stress Track monitors the 
  sins of a player character with the Clerical Extra or the 
  drift towards renegade of a Shek Pvar. 
  The track comprises 4 x 1 Stress boxes: 1111. 
  Transgression 
  If the player spends a Fate Point to avoid a compel 
  of the aspect they have adopted from those of their god, 
  or the Shek Pvar code, they take 1 Stress to their 
  Transgression Stress Track.  The GM may choose to 
  impose more than 1 point in extreme cases and can also 
  impose a point of Transgression Stress when the player 
  benefits from the action of another that is antithetical to 
  their god/code. 
  Unlike other Stress Tracks, Transgression does not 
  clear at the end of a scene.  After gaining 4 points of 
  Transgression the next point causes a Consequence.  
  The player can choose whether it is physical or mental 
  so long as it makes narrative sense and the GM agrees.  
  Agrik might impose a Raging Fever, Save K’nor might 
  apply Forgetful, for instance, while other Shek Pvar 
  might judge the character Suspicious and then 
  Dangerous. 
  Taking the consequence clears the track, which can 
  then refill until a second Consequence is taken, and so 
  on until the character is Crippled by the weight of their 
  transgressions.  
  The Code of the Shek Pvar 
   
  Bring not the scorn of the ordinary folk upon thy 
  brothers, nor make with thine Art a place for 
  thyself above them; 
   
  Spread not thy Lore, even among thy brothers, 
  without the sanction of thy peers; 
   
  Keep sacred and free from harm thy Chantry; 
   
  Succour not a renegade of the Art, but strike him 
  down with thy power, else summon thy brothers 
  to thine aid; 
   
  Make tithe to thy Chantry a portion of thy arcane 
  treasure to thy brother’s benefit 
  Atonement 
  The Consequences of Transgression cannot be 
  treated, and do not recover, as other consequences do.   
  Instead, whenever the character accepts compels 
  based on their god’s aspect/Pvaric code they 
  immediately donate the Fate Point they earned to their 
  god/the fates, to buy off a point of the Consequence.  
  The change is immediate so the Knorran’s Forgetfulness 
  (+3) could swiftly recover to Absentminded (+1) in only 
  a few scenes if compels came quickly enough. 
  A Crippling Consequence does not recover in this 
  way; it will have replaced the High Concept that defined 
  the characters belief/philosophy.  The High Concept 
  Priest of … might become … Heretic, or Defrocked 
  Priest of …, while the Shek Pvar aspect becomes 
  Renegade … etc.  Only a very significant Milestone 
  requiring time, effort and pain should recover the 
  character’s original status. 
  
  FATE OF HARN 33 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  THE PEOPLE OF HARN 
  Nameless NPCs 
  Nameless NPCs can be: Average (a +1 skill); Fair (+2 & +1 skills); or Good (+3, +2 & +1 skills).  The following 
  examples are a guide to the GM and provide possible foundations for Named NPCs.    
  The statistic blocks describe: 
  HIGH CONCEPT 
   
  Other Aspect(s) 
  *All NPCs have a single stress track with 1 & 2 stress boxes.  Additional 
  boxes sre added of they have Endurance.  The GM can give any NPCs a 
  Mild, Serious & Grievious Consequence if desired, but their situation (and 
  the plot) may mean they are reluctant to resort to them! 
  Skills (& Stunts) 
  Weapon(s) 
  Armour (& Shield) 
  Stress & Consequences* 
   
   
  Average Nameless NPC: Rank-
  and-file order-takers, local 
  conscripts, appretices and those 
  new to their work or role: 
  Fair Nameless NPC: Trained 
  professionals, journeymen, most 
  men-at-arms or sharp-tongued 
  courtiers or talented thieves: 
  Good Nameless NPC: Tough 
  opposition when leading groups of 
  NPCs, or a significant challenge if 
  appearing in numbers themsleves: 
   
  SLAVE/SERF/TOWNSFOLK 
  Manual Labourer 
  Skilled Labourer; Well-known 
  Office Holder; Respected 
  +1 Endurance 
  +2 Endurance; +1 Crafts 
  +3 Crafts (Specialism Stunt); +2 
  Contacts; +1 Endurance 
  Unarmed:0; 1-HImprovised:1 
  Unarmed:0; 1-H Improvised:1 
  Unarmed:0; 1-H Improvised:1 
  Cloth:0 
  Cloth:0 
  Cloth:0 
  123 
  123 
  123 
  FREE GUILDSMAN/UNGUILDED TRADESMAN 
  Apprentice/Learning the trade 
  Journeyman/Knows their 
  business; Well-known 
  Master/The best … in town; 
  Respected 
  +1 Crafts or Scholar 
  +2 Crafts OR Scholar(Specialism 
  Stunt); +1 Contacts 
  +3 Crafts OR Scholar(Specialism 
  Stunt); +2 Contacts; +1 Rapport 
  Unarmed:0; 1-H Improvised:1 
  Unarmed:0; 1-H Improvised:1 
  Unarmed:0; 1-H Improvised:1 
  Cloth:0 
  Cloth:0 
  Cloth:0 
  12 
  12 
  12 
  LIA-KAVAIR CONMAN 
  Apprentice/Learning the game 
  Journeyman/Knows the game; 
  Well-known in certain circles 
  Master/The best … in town; 
  Dangerous connections 
  +1 Deceive 
  +2 Deceive; +1 Rapport 
  +3 Deceive; +2 Rapport; +1 
  Contacts 
  Unarmed:0 
  Unarmed:0 
  Dagger:1 
  Cloth:0 
  Cloth:0 
  Cloth:0 
  12 
  12 
  12 
  LIA-KAVAIR THIEF 
  Apprentice/Learning the trade 
  Journeyman/Knows the game; 
  Well-known in certain circles 
  Master/The best … in town; 
  Dangerous connections 
  +1 Larceny 
  +2 Larceny; +1 Notice 
  +3 Larceny; +2 Notice; +1 Contacts 
  Dagger:1 
  Dagger:1 
  Dagger:1 
  Cloth:0 
  Cloth:0 
  Cloth:0 
  12 
  12 
  12 
   
   
  
  FATE OF HARN 34 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  LIA-KAVAIR THUG 
  Learning to survive 
  Handy in a fight; Well-known in 
  certain circles 
  The most feared in town; 
  Dangerous connections 
  +1 Fight 
  +2 Fight; +1 Strength(Damage+1) 
  +3 Fight; +2 Strength(Damage+1); 
  +1 Contacts 
  Dagger:1 
  Dagger:0; 1-H Improvised:1 
  Unarmed:0; 1-H Improvised:1 
  Cloth:0 
  Cloth:0 
  Cloth:0 
  12 
  12 
  12 
  PRIEST 
  Acolyte 
  Ordained; Well-known 
  Office Holder; Respected OR 
  Feared 
  +1 Ritual 
  +2 Ritual; +1 Contacts OR church 
  related skill 
  +3 Ritual; +2 Contacts or church 
  related skill; +1 Rapport OR Provoke 
  Unarmed:0; 1-H Improvised:1 
  Unarmed:0; 1-H Improvised:1 
  Unarmed:0; 1-H Improvised:1 
  Cloth:0 
  Cloth:0 
  Cloth:0 
  12 
  12 
  12 
  BRIGAND/OUTLAW 
  Runaway Peasant 
  Locally known; Nose for risk 
  Brigand Leader; Respected OR 
  Feared 
  +1 Notice 
  +2 Notice; +1 Fight 
  +3 Notice; +2 Fight; +1 Missiles 
  1-H Improvised:1 
  Club/Dagger: 1 
  Bow:1/1; Dagger/Club: 1 
  Cloth:0 
  Cloth:0 
  Leather:1 
  12 
  12 
  12 
  KNIGHT (Medium Foot/Horse) 
  Green but keen 
  Experienced Knight; Warhorse 
  Veteran Knight; Loyal warhorse 
  +1 Melee 
  +2 Melee; +1 Ride 
  +3 Melee; +2 Ride; +1 Fight 
  Long Sword:2; Spear:2; Dagger:1 
  Long Sword:2; Spear:2(3 Mounted 
  charge); Dagger:1 
  Long Sword:2; Spear:2(3 Mounted 
  charge); Dagger:1 
  Ring & Kite Sh:2+1 
  Ring & Kite Sh:2+1 
  Chain & Kite Sh:3+1 
  12 
  12 
  12 
  MAN-AT-ARMS (Light Foot) 
  Green and nervous 
  Experienced; Dutiful OR Cynical 
  Veteran sergeant; Survivor 
  +1 Missile 
  +2 Missile; +1 Fight 
  +3 Missile; +2 Fight; +1 Endurance 
  Bow:1(1); Dagger:0  
  Bow:1(1); Dagger:0 
  Bow:1(1); Dagger:0 
  Leather:1 
  Leather:1 
  Leather:1 
  12 
  12 
  123 
  MAN-AT-ARMS (Medium Foot) 
  Green and nervous 
  Experienced; Dutiful OR Cynical 
  Veteran sergeant; Survivor 
  +1 Melee 
  +2 Melee; +1 Strength (Damage+1) 
  +3 Melee; +2 Strength (Damage +1); 
  +1 Endurance 
  Spear:2; Dagger:1  
  Spear:2; Dagger:1 
  Spear:2; Falchion:2 Dagger:1 
  Ring:2 
  Ring & Kite Sh:2+1 
  Ring & Kite Sh:2+1 
  12 
  12 
  123 
   
   
  
  FATE OF HARN 35 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  THARDIC LEGIONARY (Light Foot) 
  Green but trained 
  Experienced; Dutiful OR Cynical 
  Veteran; Survivor 
  +1 Missiles 
  +2 Missiles; +1 Melee 
  +3 Missiles; +2 Melee; +1 
  Endurance 
  Bow:1(1); Short Sword:1  
  Bow: 1(1); Short Sword:1  
  Bow: 1(1); Short Sword:1  
  Leather:1 & Buckler:+1 to Defend 
  Leather:1 & Buckler:+1 to Defend 
  Leather:1 & Buckler:+1 to Defend 
  12 
  12 
  123 
  THARDIC LEGIONARY (Medium Foot) 
  Green but trained 
  Experienced; Dutiful OR Cynical 
  Veteran; Survivor 
  +1 Melee 
  +2 Melee; +1 Missiles 
  +3 Melee; +2 Missiles; +1 Strength 
  (Damage +1) 
  Spear/Javelin:2(1); Short Sword:1  
  Spear/Javelin:2(1); Short Sword:1  
  Spear/Javelin:2(1); Short Sword:1  
  Ring & Kite Sh:2+1 
  Ring & Kite Sh:2+1 
  Ring & Kite Sh:2+1 
  12 
  12 
  12 
  THARDIC LEGIONARY (Medium Horse) 
  Green but trained 
  Experienced; Warhorse 
  Veteran; Loyal warhorse 
  +1 Melee 
  +2 Melee; +1 Ride 
  +3 Melee; +2 Ride; +1 Provoke 
  Spear:2 (3 Mounted charge); Short 
  Sword:1  
  Spear:2 (3 Mounted charge); Short 
  Sword:1  
  Spear:2 (3 Mounted charge); Short 
  Sword:1  
  Ring & Kite Sh:2+1 
  Ring & Kite Sh:2+1 
  Ring & Kite Sh:2+1 
  12 
  12 
  12 
  URBAN MILITIA (Light Foot) 
  Green and nervous 
  Protect the town; Dutiful 
  Once a man-at-arms; Dutiful 
  +1 Crafts 
  +2 Crafts; +1 Melee 
  +3 Melee; +2 Crafts; +1 Contacts 
  Spear:2; Club:1  
  Spear:2; Club:1  
  Spear:2; Dagger:1  
  Leather:1 
  Leather:1 
  Leather & Round Sh:1+2 
  12 
  12 
  12 
  RURAL MILITIA (Unarmoured Foot) 
  Green and nervous 
  Protect the village; Dutiful 
  Loyal to my Lord; Sacrifice 
  +1 Crafts 
  +2 Crafts; +1 Fight 
  +3 Crafts(Beadle Specialism); +2 
  Melee; +1 Contacts 
  1-H or 2-H Improvised:1 OR 2  
  1-H or 2-H Improvised:1 OR 2 
  Spear:2  
  Cloth:0 
  Cloth & Round Sh:0+2 
  Leather & Round Sh:1+2 
  12 
  12 
  12 
  IVINIAN BOAT CREW 
  Green but keen 
  Experienced; Fierce Courage 
  Veteran; Frightening when roused 
  +1 Melee 
  +2 Melee; +1 Missile 
  +3 Melee; +2 Missile; +1Endurance 
  Spear:2  
  Spear:2; Handaxe:1(0)  
  Spear:2; Handaxe:1(0)  
  Cloth:0 
  Cloth & Round Sh:0+2 
  Cloth & Round Sh:0+2 
  12 
  12 
  123 
  IVINIAN HUSCARL 
  Green but in search of fame  
  Experienced; Fierce honour 
  Veteran; Protect my honour 
  +1 Melee 
  +2 Melee; +1 Endurance 
  +3 Melee; +2 Endurance; +1 
  Strength (Damage+1) 
  Spear:2; Hand axe:1(0) 
  Spear:2; Hand axe:1(0)  
  Spear:2; Short Swd:1; Hand axe:1(0)  
  Leather & Round Sh:1+2 
  Ring & Round Sh:2+2 
  Ring & Round Sh:2+2 
  12 
  12 
  123 
   
   
  
  FATE OF HARN 36 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  BARBARIAN WARRIOR (Unarmoured Foot) 
  Youth 
  Experienced; Fierce 
  Veteran; Cunning 
  +1 Missile 
  +2 Missile; +1 Melee 
  +3 Melee; +2 Missile; +1 Endurance 
  Bow:1(1); Dagger:1  
  Bow: 1(1); Dagger:1  
  Bow: 1(1); Dagger:1  
  Cloth:0 
  Cloth:0 
  Cloth:0 
  12 
  12 
  123 
  BARBARIAN WARRIOR (Light Foot) 
  Youth 
  Experienced; Fierce 
  Veteran; Cunning 
  +1 Melee 
  +2 Melee; +1 Endurance 
  +3 Melee; +2 Endurance; +1 
  Strength (Damage+1) 
  Sprear:2  
  Spear:2; Handaxe:1 
  Spear:2; Handaxe:1   
  Leather & Round Sh:1+2 
  Leather & Round Sh:1+2 
  Leather & Round Sh:1+2 
  12 
  123 
  123 
  BARBARIAN SHAMAN/WISE WOMAN 
  Apprentice shaman 
  Shaman of the (tribe/totem/god 
  etc.); Fetish (appropriate +1 Spirit) 
  Shaman of the (tribe/totem/god 
  etc.); Fetish (appropriate +1 Spirit) 
  +1 Scholar(Tribal Lore) 
  +2 Shamanic Rites; +1 
  Scholar(Tribal lore) 
  +3 Shamanic Rites; +2 Scholar 
  (Tribal lore); +1 Survival 
  Dagger:1  
  Dagger:1 
  Dagger:1 
  Cloth:0 
  Cloth:0 
  Cloth:0 
  12 
  12 
  12 
  FALSE BARBARIAN SHAMAN/WISE WOMAN 
  ‘Apprentice’ 
  ‘Shaman’ of the (tribe/totem/god 
  etc.); Many prominent ‘Fetishes’ 
  ‘Shaman’ of the (tribe/totem/god 
  etc.); Many prominent ‘Fetishes’ 
  +1 Deceive 
  +2 Deceive; +1 Rapport(Orator) 
  +3 Deceive; +2 Rapport (Orator); 
  +1 Survival 
  Dagger:1  
  Dagger:1 
  Dagger:1 
  Cloth:0 
  Cloth:0 
  Cloth:0 
  12 
  12 
  12 
  Named NPCs 
  Named NPCs play a supporting role in scenes and 
  scenarios.  They often have a distinguishing aspect that 
  sets them apart from the crowd, perhaps because of 
  their relationship to a PC or NPC, a particular 
  competence or unique ability, or simply the fact that 
  they tend to appear in the game a great deal.  The ‘faces’ 
  assigned to particular locations are named NPCs, as are 
  any characters who are named in one of the PCs’ 
  aspects or with whom they have a relationship. While 
  they may not be central to resolving a scenario, they’re a 
  significant part of the session, either because they 
  provide aid, present a problem, or figure in a subplot. 
  To make a Named NPC, start with an appropriate 
  Nameless NPCs but give them a unique High Concept 
  and a Trouble, and 2-3 other aspects.  Also add two 
  stunts, and turn the skill column into a pyramid peaking 
  at Good(+3).  Also add Mild, Serious & Grievous 
  Consequences. 
  Significant Named NPCs 
  These are the most significant characters that a PC 
  will encounter, with a full character sheet just like a PC. 
  They can be peers of the PCs with the same skill 
  distribution and number of stunts as the PCs; improving 
  as the PCs improve.   
  Alternatively they can be superior to the PCs who 
  remain static while the PCs grow to sufficient strength to 
  oppose them.  In this case their skill pyramid peaks at 
  least two higher than the PCs with more aspects and 
  more stunts to reflect their superiority. 
  Friendly NPCs & Missing PCs 
  The GM can use their pool of scene Fate Points 
  compel any of their known Aspects (or roll to discofer 
  them).  The Fate Point forms a ‘party pool’ accessible to 
  any PC. 
  Similalrly a PC can invoke any of their known 
  Aspects by paying a Fate Point to the GM. 
  They support die rolls made by the GM or PC but do 
  not initiate skill rolls (or take harm) themselves 
  
  FATE OF HARN 37 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  MORE ASPECTS AND STUNTS 
  These suggestions are provided to flesh out Named 
  or Significant NPCs. 
  BARBARIAN WARRIOR 
  Knows his Territory, Superstitious, Brutal (or Noble) 
  Savage; Berserker Rage 
  Notice(Keen Hearing): +2 on Notice rolls made to 
  overcome based on hearing.  
  Notice(Keen Eyesight): as above for visual perception.  
  Survival(Tracker): +2 to Survival rolls made to find 
  and follow tracks in their range. 
  Almost any other Survival Stunt 
  BARBARIAN SHAMAN/WISE WOMAN 
  Terrifying to all, , Superstitious , Gossip, I've got a 
  lotion for that, Never admit ignorance, Respected in 
  community, Thinks things through 
  Any Shamanic Rite Stunt 
  Rapport(Braggart): Use Rapport instead of Provoke on 
  first meeting someone to create an advantage based on 
  intimidating demeanour. 
  Rapport(Orator): +2 to Rapport when delivering an 
  inspiring speech in front of the tribe.  
  Empathy(Eye of Truth): +2 to Empathy rolls to 
  discern or discover lies.  
  Deceive(Mind Games): Use Deceive to make mental 
  attacks provided they have the leverage of knowing an 
  opponent’s weakness represented by an Aspect.  
  IVINIAN WARRIOR 
  Glory in Battle, Loot and Pillage, Brutal, 
  Superstitious, Loyal to … , Terrifying to all, Berserker 
  Rage, Superstitious 
  Melee(Hurled Axe): Melee is used instead of Missiles 
  to throw the Axe into an adjacent zone. Doing so puts 
  the Disarmed aspect on the character, but no one gets 
  to invoke that for free. 
  Melee(Master of the Axe): Gain a +2 bonus to create 
  an advantage using the Axe and Melee. 
  Fight(almost any Stunt) 
  Endurance(Bellow): Once per scene the character 
  may use Endurance instead of Provoke to make a 
  mental attack. 
  Melee(Two Weapons): When attacking with two 
  weapons accept -2 to all Melee rolls but, when 
  successful, inflict 2 extra shifts of damage to the target. 
  Endurance(Hard as Nails): Once per session spend a 
  Fate Point to reduce the severity of a serious physical 
  consequence to mild, or avoid a mild consequence 
  altogether. 
   
  COURTIER/STEWARD 
  Loyal to Lord, Arrogant, Cultured, Everything money 
  can buy, Family Honour, Generous, Get out of my 
  way, Sheltered Upbringing 
  (Rapport)Orator: +2 to Rapport when delivering an 
  inspiring speech in front of a crowd. (If there are named 
  NPCs or PCs in the scene, they may be targeted 
  simultaneously with one roll rather than dividing up 
  shifts.)  
  Rapport(Braggart): Use Rapport instead of Provoke on 
  first meeting someone to create an advantage based on 
  intimidating demeanour. 
  Rapport(Court Crony): Gain a +2 bonus to any 
  attempt to overcome obstacles using Rapport when they 
  are at a noble function, such as a royal hunt, tourney or 
  moot. 
  KNIGHT 
  Loyal to Lord, I have a cunning Plan, For Glory!, 
  Impoverished Noble, Oath to Lord, Knighted in the 
  Field 
  Melee(Master of Swords): Gain a +2 bonus to create 
  an advantage using Melee with a sword.  
  Melee(Counterstrike): If a character succeeds with 
  style, using Melee to defend they are allowed to choose 
  to inflict a 2-shift hit rather than take a boost.  
  Melee(Critical Hit): Once per scene, when an 
  opponent is forced to take a consequence, spend a Fate 
  Point to increase the severity from minor to serious, 
  serious to grievous or grievous to grievous PLUS a 
  second consequence; or be taken out. 
  MAN-AT-ARMS 
  Loyal to Lord, Cynical, Dutiful, Just Following 
  Orders, Loves an Honest Fight, Thug, Will Do 
  Anything for Pay 
  Missiles(Arrow Storm): Whenever a character uses a 
  bow and they succeed in a Missiles attack, they 
  automatically create a Fair (+2) opposition against 
  movement in that zone until their next turn because of 
  all the arrows in flight. 
  Melee(Counterstrike): If a character succeeds with 
  style, using Melee to defend against Melee, they are 
  allowed to choose to inflict a 2-shift hit with their 
  weapon rather than take a boost 
  MILITIA 
  Loyal to Locality, Local Concerns, Salt of the Earth, I 
  have a future! Improvised Weapons, Underfed 
  Crafts(Better than New!): Succeed with style on an 
  Craft (overcome) action to repair something and  gain a 
  scene aspect instead of just a boost. 
   
  
  FATE OF HARN 38 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  THARDIC LEGIONARY 
  Professional, Loyal to Self,  Cynical, Dutiful, Just 
  Following Orders, Loves an Honest Fight 
  Melee(Master of Spear & Shield): Gain a +2 bonus to 
  create an advantage using Melee when fighting with a 
  spear & shield combination. 
  Melee(Master of Sword & Buckler): Gain a +2 bonus 
  to create an advantage using Melee when fighting with a 
  sword and buckler combination. 
  Ride(Master of the Mounted Charge): Gain a +2 
  bonus to create an advantage using Ride during a 
  Mounted Charge. 
  CRAFTSMAN/TRADESMAN 
  Greedy, Dedicated to Craft/Trade, Industrious, 
  Loves Routine, Perfectionist, Respected in Community 
  Crafts(Better than New!): Succeed with style on an 
  overcome action to repair something and  gain a scene 
  aspect instead of just a boost. 
  Crafts(Always Making Useful Things): Make an 
  overcome roll with Craft to have a tool or artefact, or 
  jury rig it. 
  MERCHANT/TRADER 
  Avaricious, Eye for a Good Deal, Honest, 
  Unprincipled, Wheeler-dealer, Gotta haggle! 
  Rapport(Haggle): use Rapport to buy things if Privy 
  Purse is no more than 2 below difficulty; Privy Purse 
  may still change. 
  Contacts(Ear to the Ground): roll Contacts against a 
  difficulty of 2 where they’ve built a network of contacts 
  to automatically go first in a social conflict initiated by 
  someone else. 
  Empathy(Eye of Truth): +2 to all Empathy rolls to 
  spot lies, whether they’re directed at the character or 
  someone else. 
  MERCENARY/TOWN GUARD 
  Loyal to Self,  Cynical, Just Following Orders, Will 
  Do Anything for Pay 
  Fight(Dirty-Fighting): Spend a Fate Point to increase 
  the harm done by a successful Fight attack so that Stress 
  points become a Mild Consequence, Mild becomes 
  serious or serious becomes Grievous related to a very 
  painful blow to kidneys or gonads, or an eye gouge etc. 
  Fight(Bar-fighter): Gain +2 to create advantages 
  involving improvised weapons such as bottles, chairs 
  etc., and clubs. 
   
   
   
   
   
   
  LIA-KAVAIR 
  Career Criminal, Chequered Past, Heart of gold, 
  Hunted, Instinctive Liar, Thrill Seeker, Loyal, 
  Avaricious, Can't Resist Temptation, Impoverished, 
  Ruthless, Nimble Fingers 
  Deceive(Mind Games): Use Deceive to make mental 
  attacks against an opponent, provided the character has 
  some form of leverage or ammunition in the form of an 
  Aspect representing the opponent’s weakness. 
  Melee(Hidden Weapon): Whenever hit with a 
  Disarmed aspect, spend a Fate Point to declare the 
  presence of a hidden dagger. The Disarmed aspect is 
  ignored but the opponent gets a boost instead, 
  representing the distraction of drawing the dagger. 
  Dirty-Fighting: Spend a Fate Point to add +2 shifts of 
  damage done by a successful Fight attack due to a very 
  painful blow to kidneys or gonads, or an eye gouge etc. 
  Bar-fighter: Gain +2 to create advantages involving 
  improvised weapons such as bottles, chairs etc., and 
  clubs. 
  Almost any other Larceny or Deceive Stunt 
  PRIEST 
  Aspect assocaied with their god, Ascetic, Learned, 
  Loner, Pious, Corrupt 
  Ritual(Divine Intervention): Spend a Fate Point (or 
  one from a character with the same faith) and use Ritual 
  to create an advantage in keeping with one of the god’s 
  aspects.Any invoke can be passed to another character. 
  BEGGAR 
  Con Artist, Desperate, Diseased, Frightening, 
  Frightened 
  Danger Sense: At the start of any physical conflict that 
  would normally be a surprise for the character, they can 
  make a free Notice roll to create an advantage based on 
  the fact that they aren’t as surprised as the enemy thinks 
  you should be.  
  Contacts(Rumourmonger): +2 to create an advantage 
  when planting rumours (likely vicious and untrue) about 
  someone else.  
  Rapport(Haggle): Provided Privy Purse is no more 
  than 2 below the difficulty, use Rapport instead of Privy 
  Purse to buy things, though it may still change. 
  BRIGAND/OUTLAW 
  Loyal to Gang, Former Soldier, FreedomFighter, 
  Impoverished, Ruthless 
  Athletics(Head for Heights): +2 to create advantages 
  with Athletics in any activity or chase across rooftops or 
  a similarly precarious environment. 
  Fight(Grappler): Spend a Fate Point to allow any 
  successful Fight attack to create the boost 
  Incapacitated on opponent and allow a free invoke. 
  
  FATE OF HARN 39 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  MUSICIAN/PERFORMER 
  Hopeless Romantic, Loves to be the centre of 
  attention, Voice like honey 
  Deceive(Master of Disguise): Spend a Fate Point to 
  use a few things to create Disguised with a free invoke. 
  Empathy(Good Listener):  natural practitioner of the 
  ‘talking cure’ who can help others recover from social or 
  mental consequences. +2 to the Empathy roll. 
  SCHOLAR 
  Bookworm, I think it would be better if …, Mad 
  Genius, Oblivious, Obsessed 
  Scholar(I’ve Read about That): Spend a Fate Point to 
  use Scholar in place of any other skill for one roll or 
  exchange, provided they can justify having read about 
  the action they are attempting. 
  Scholar(Shield of Reason): Use Scholar to defend 
  against Provoke attempts, provided the GM can be 
  convinced that rational thought and reason could 
  overcome fear. 
  Investigate(Attention to Detail): Use Investigate 
  instead of Empathy to defend against Deceive in 
  contests due to careful observation of the opponent. 
  Serf/Slave/Common Townsfolk 
  Loyal to Locality or Master, Downtrodden,  
  Confidante, Discontent, Obsequious, Overworked 
  Empathy(Nose for Trouble): Use Empathy instead of 
  Notice to determine initiative in a conflict, provided the 
  character has already had a chance to observe/speak to 
  those involved in the scene.  
  Rapport(Haggle): Provided Privy Purse is no more 
  than 2 below the difficulty, use Rapport instead of Privy 
  Purse to buy things; Privy Purse may still change. 
  Rapport(Braggart): Use Rapport instead of Provoke on 
  first meeting someone to create an advantage based on 
  intimidating demeanour 
  HUNTER/FORESTER 
  Loner, One with Nature, The Thrill of the Chase, 
  Uncomfortable in Towns 
  Survival(Tracker): +2 to Survival rolls to find and 
  follow tracks in natural environs. 
  Survival(Lodestone): never gets lost, whatever the 
  weather or surroundings. They always know which way 
  is north and the general direction of landmarks. In truly 
  alien surroundings they can make a Survival roll vs. 3 to 
  know where they are in relation to known landmarks. 
  Survival(Herb Lore): use Survival instead of Scholar to 
  find a particularly useful plants or herbs in natural 
  environs. Add +2 to the healing rolls using plants/herbs 
  to treat wounds/sickness. 
   
  HARNIC BESTIARY 
  These interpretations of the creatures of Harn World 
  use the following Statistic Block: 
  NAME (HIGH CONCEPT & Nos. appearing)  
  Number appearing is only a guide to GMs and should be 
  interpreted based on the narrative.  It can be invoked or 
  compelled to reflect the behaviour of a creature when 
  other aspects don’t apply. 
  Trouble Aspect 
  A characteristic of the creature, or its behaviour, that 
  may get it into difficulties (and perhaps advantage PCs). 
  Behaviour Aspect 
  An aspect of the creature’s behaviour or way of life. 
  Threat Reaction Aspect 
  A typical reaction to a threat from PCs (or other  
  creatures) along with any qualifying factors such as time 
  of year or presence of young etc. 
  Other Aspect(s)  
  These usually describe a natural ability of the creature if 
  it is general enough to constitute an aspect. 
  SIZE 
  This is not an aspect but is used in combat encounters 
  as described under Fight, Melee and Missile where the 
  creature is more or less than ‘Man-sized’: 
  Descriptor 
  SIZE 
  Tiny - Thumb-sized 
  +0 
  Very small - Fist-sized 
  +1 
  Small - Dog-sized 
  +2 
  Man-sized 
  +3 
  Big - Horse-sized 
  +4 
  Huge - Elephant/Room-sized 
  +5 
  Enormous - House-sized 
  +6 
  Gigantic - Small Temple-sized 
  +7 
  Vast - Keep-sized 
  +8 
  Village-sized 
  +9 
  Town-sized 
  +10 
  City-sized 
  +11 
  FEAR! 
  Aggressive ‘natural’ beasts often have a Fear rating of 
  +1, which increases for the larger &/or more ‘mythical’. 
  Skill Column and (Stunts) 
  Most peak at +4 with Stunts used to define specific 
  modes of attack or other natural abilities. 
  Attack Impact:  
   
  Armour Protection: 
  These are used as described in Fight, Melee and Missile. 
  Stress and Consequences 
  The Stress Track usually peaks at SIZE supplemented by 
  Endurance &/or Will.  They all have Mild, Serious and 
  Grievous Conseqeunces, though narrative or context 
  may make them reluctant to use them. 
    
   
   
  
  FATE OF HARN 40 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  BEASTS 
  AQUATIC – DARANOG (1) 
  Stays close to Water; Swift strike from the water’s 
  edge; Retreat to fight another day. 
  HUGE(+5) & TERRIBLE(+1)! 
  +4 Fight (Serpentine Crush: Can spend a Fate Point 
  to allow any successful Fight attack to create the boost 
  Incapacitated on an opponent with a free invoke.); +3 
  Stealth; +2 Notice; +1 Athletics (Swimmer: Move 
  two zones through water and attack, unless there is a 
  movement restriction). 
  Bite: 5/1 (due to long neck); Constrict: 6/0 (if target is 
  Incapacitated) Glistening Green-Blue Scales: 3 
  12345  
  Mild1 Mild1 Serious2 Grievous3 
  AQUATIC – WRECAN (1) 
  Ships look like other Wrecan; Territorial predator; 
  Hates other Wrecan; Can’t let go! 
  GIGANTIC(+7) & HORRIFIC(+2)! 
  +4 Fight (Jaws of the Wrecan): Spend a Fate Point 
  after a successful Fight attack to create the advantage In 
  its Jaws on any vessel/creature up to its own size.  On 
  smaller creatures/objects, this becomes Swallowed!  
  Successive successes generate Firmer Grip, and then 
  Sinking, as it drags the ship down.  The Endurance of 
  Swallowed! characters is subject to automatice Attacks 
  each exchange (Armour applied only for the first 
  exchange).  They may also face the risk of suffocation.  
  Swallowed! Characters must Overcome +2 to Attack 
  the Wrecan which then defends using Endurance but 
  with no armour protection; +3 Endurance; +2 Notice; 
  +1 Athletics (Swimmer: Move two zones through 
  water and attack, unless there is a movement 
  restriction). 
  Bite:6  
   
  Brown Wrinkly Hide:3 
  1234567  
  Mild1 Mild1 Serious2 Serious2 Grievous3 
  BEARS – BLACK BEAR (1) 
  Curious; Mildly Territorial Omnivore; Retreat unless 
  young are threatened; Powerful Claws 
  MAN-SIZED(+3) 
  +4 Notice (Keen Sense of Smell: +2 on Notice rolls 
  made to overcome using good sense of smell.); +3 
  Athletics (Climber: +2 to Athletics when climbing 
  trees); +2 Survival; +1 Fight 
  Claws: 1 
   
   
   
  Pelt: 1 
  123 Mild1 Serious2 Grievous3 
  BEARS – BROWN ‘GRIZZLED’ BEAR (1) 
  Territorial in Spring; Intimidate if threatened or 
  attack in defence of young; Ripping Claws 
  BIG(+4) & HORRIFIC(+2) 
  +4 Fight (Roar: Use Fight to make Mental Attack 
  against Will on anyone in the same Zone, once per 
  scene) & (Grappler: spend a Fate Point to allow any 
  successful Fight attack to create the boost 
  Incapacitated on an opponent) & (Bear Hug: +2 shifts 
  of damage on an Incapacitated opponent) & (Teeth & 
  Claws: Either +1 to attack a single target with teeth 
  AND claws, OR attack 2 targets at -1 each); +3 
  Endurance; +2 Athletics; +1 Notice. 
  Bite & Claws: 2 
   
  Thick Hide & Pelt: 2 
  1234 Mild1 Serious2 Grievous3 
  BEARS – SNOW BEAR (1) 
  Feels the heat; Fearless Hunter; White on White.  
  BIG(+4) & TERRIBLE(+1)! 
  +4 Fight; +3 Endurance; +2 Stealth; +1 Athletics 
  (Swimmer: Move two zones thorugh water and attack 
  in the same action if there are no restrictions to 
  movement.)  
  Bite & Claws: 2 
   
  Thick Hide & Pelt: 2 
  1234 Mild1 Serious2 Grievous3 
  CAT – COUGAR (1) 
  Nervous; Stalks its prey; Retreats; Grace & Power.  
  SMALL(+2) 
  +4 Notice; +3 Stealth (Ambush: Use Stealth to Attack 
  if target is unaware); +2 Athletics (Death from above: 
  +2 to Overcome or Create Advantage when above the 
  opponent); +1 Fight. 
  Bite:1  
   
   
   
  Hide:1 
  12 Mild1 Serious2 Grievous3 
  CAT – DRACOFELAS (1) 
  Arrogant ‘Lord of the Forest‘; Nocturnal Hunter by 
  Stealth; Frightened of nothing; Sabre-toothed. 
  BIG(+4) 
  +4 Fight; +3 Stealth (Cats Grace: Use Stealth to 
  climb and move among the trees) AND (Ambush: Use 
  Stealth to Attack if target is unaware); +2 Notice; +1 
  Endurance.  
  Sabre toothed bite: 2  
   
  Thick Fur: 1 
  1234 Mild1 Serious2 Grievous3 
   
   
   
   
   
  
  FATE OF HARN 41 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  CATTLE - AUROCHS (1d6+1) 
  The Herd comes first; Aggressive grazer; Enormous 
  horns; Potent sinews. 
  HUGE(+5) 
  +4 Fight (Charge: Overcome +2 to move 1 zone and 
  Attack as one action and, if Succeed with Style then +2 
  Damage due to trampling); +3 Endurance (Too 
  stubborn to die: Once per scene spend a Fate Point to 
  ignore the damage from any single attack); +2 Provoke 
  (Bellow: Use Provoke against every creature in the 
  zone, plus 1 zone per Fate Point expended); +1 Notice 
  (Herd instinct: +1 to Notice for each adult present)  
  Hooves and Horns:5 
   
   
  Hide:2 
  12345  
  Mild1 Mild1 Serious2 Grievous3 
  CATTLE - WISENT (1d6+6) 
  The Herd comes first; Avoid confrontations; Heavily 
  muscled grazer 
  BIG(+4) 
  +4 Endurance (Hard to kill: Use Endurance to defend 
  against physical attacks though the beast takes +1 extra 
  damage on a tie); +3 Fight (Charge: Overcome +2 to 
  move 1 zone and Attack as one action and, if Succeed 
  with Style then +2 Damage due to trampling); +2 
  Athletics; +1 Notice (Herd instinct: +1 to Notice for 
  each adult present). 
  Hooves and Horns:4    
   
  Hide:2 
  1234 Mild1 Serious2 Grievous3 
  CHIMERA - HIRENU (1) 
  Stupid & lightly boned; Territorial scavenger; 
  Intimidate if threatened 
  BIG(+4) & TERRIBLE(+1)! 
  +4 Notice; +3 Athletics (Leap onto a target: 
  Succeed with style to leap 20’ into the air before 
  swooping hooves first onto the target to do +2 shifts of 
  Damage) AND (Fly: Move 2 zones and attack as a single 
  action so long as there is no restriction); +2 Fight 
  (Multiple Attacks: Either +1 to attack a single target 
  with Beak AND Talons, OR attack 2 targets at -1 each); 
  +1 Provoke  
  Talons:3 & Beak:2 
   
   
  Hide:2 
  1234 Mild1 Serious2 Grievous3 
  CHIMERA – GRIFFON (1 MALE) 
  Arrogant Master of the high peaks; Cunning hunter; 
  Intimidate rather than fight. 
  BIG(+4) & TERRIBLE(+1)! 
  +4 Athletics (Glide attack: Use Athletics to move up 
  to 2 zones per 20’ of starting height and attack as a 
  single action) AND Agile climber: +2 to climb); 
  +3 Endurance; +2 Provoke (Roar!: Intimidate 
  Attack on all creatures within 1 zone); +1 Fight 
  (Multiple Attacks: Either +1 to attack a single target 
  with Beak and Talons, OR attack 2 targets at -1 each) 
  Talons:2 & Beak:1 
   
   
  Hide:2 
  1234 Mild1 Serious2 Grievous3 
  CHIMERA – GRIFFON (1d6+3 FEMALES) 
  The pride comes first; Cunning pack hunter; Drive the 
  prey. 
  BIG(+4) & TERRIBLE(+1)! 
  +4 Notice; +3 Stealth; +2 Athletics (Glide attack: 
  Use Athletics to move up to 2 zones per 20’ of starting 
  height and attack as a single action) AND (Agile 
  climber: +2 to climb); +2 Fight (Multiple Attacks: 
  Either +1 to attack a single target with Beak and Talons, 
  OR attack 2 targets at -1 each) 
  Talons:2 & Beak:1 
   
   
  Hide:2 
  1234 Mild1 Serious2 Grievous3 
  DEER – RED DEER (1d3+1 x 1d6) 
  The Herd comes first; Placid grazer; Flee unless 
  provoked. 
  BIG(+4) 
  +4 Notice; +3 Athletics (Charge: Overcome +2 to 
  move 1 zone and Attack as one action and, if Succeed 
  with Style then +2 Damage due to trampling); +2 
  Endurance; +1 Fight. 
  Gore:1   
   
   
   
  Hide:1 
  1234 Mild1 Serious2 Grievous3 
  DEER – PERAN MOOSE (1d3) 
  Fearless; Territorial forest grazer; Challenge the 
  interloper 
  HUGE(+5) 
  +4 Strength; +3 Endurance (Hard to kill: Use 
  Endurance to defend against physical attacks though the 
  beast takes +1 extra damage on a tie); +2 Fight; +1 
  Athletics (Charge: Overcome +2 to move 1 zone and 
  Attack as one action and, if Succeed with Style then +2 
  Damage due to trampling) 
  Gore:2 (+2 shifts of Damage)   
   
  Hide:2 
  12345 
  Mild1 Mild1 Serious2 Grievous3 
   
  
  FATE OF HARN 42 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  DOG – ATTACK/GUARD DOG (varies) 
  Domesticated; Courageous friend to man; Bite before 
  bark.   
  SMALL(+2) 
  +4 Fight; +3 Athletics (Swift: Move two zones and 
  attack as a single action if no restriction to movement); 
  +2 Notice; +1 Stealth 
  Bite:1   
   
   
   
  Hide:1 
  12 Mild1 Serious2 Grievous3 
  DOG – BLOODHOUND (varies) 
  Domesticated; Tenacious friend to man; Bark before 
  bite.  
  SMALL(+2) 
  +4 Survival (Tracker: +2 to Survival rolls made to find 
  and follow tracks in a natural environments); +3 Notice 
  (Keen Sense of Smell: +2 to Notice using smell); +2 
  Athletics; +1 Stealth 
  Bite:1   
   
   
   
  Hide:1 
  12 Mild1 Serious2 Grievous3 
  DRAGON – DRAGONET (1) 
  Prized as a familiar; Bat-winged serpent; Fight 
  another day; Psychic link  
  SMALL(+2) 
  +3 Athletics (Diving Attack: Move up to 2 zones, 
  Attack, and continue on for another zone) AND (Flyer: 
  Move two zones instead of one, provided there are no 
  aspects restricting movement); +2 Fight; +1 Notice 
  (Psychic Link: Spend a Fate Point to detect any 
  ethereal in the scene and communicate to a chosen 
  human) 
  Bite:1  
   
   
  Iridescent scales:1 
  12 Mild1 Serious2 Grievous3 
  DRAGON – BASILISK (1) 
  Prized by scholars; Solitary cave dweller; Very 
  aggressive 
  BIG(+4) & TERRIBLE(+1)! 
  +4 Will (Gaze: +2 against target’s Will to create Frozen 
  so long as the target is in the same zone.  The effect can 
  be sustained at the end of that, and subsequent, 
  exchanges by spending a Fate Point); +3 Stealth; +2 
  Fight (Venom: spend a Fate Point following any 
  successful Fight attack to force the victim to take a 
  Consequence, Creeping Paralysis, instead of Stress.  
  This requires an Endurance Overcome to reduce to the 
  value of the Consequence until it’s gone); +1 Notice 
  Bite:2  
  Dull brown and black scales:3 
  1234 Mild1 Serious2 Grievous3 
  DRAGON – LINDWORM (1) 
  Stay close to Water; Territorial serpent; Very 
  aggressive 
  BIG(+4) & TERRIBLE(+1)! 
  +4 Notice; +3 Stealth (Prismatic Scales: Use Stealth 
  instead of Athletics to defend against physical attacks); 
  +2 Fight (Grappler: spend a Fate Point to allow any 
  successful Fight attack to create the boost 
  Incapacitated on an opponent as its tail coils around 
  them) AND ( Venom: spend a Fate Point following any 
  successful Fight attack to force the victim to take a 
  Consequence, Creeping Paralysis, insteaed of Stress.  
  This requires an Endurance Overcome to reduce the 
  value of the Consequence until it’s gone); +1 Athletics 
  (Swimmer: Move two zones for free in a conflict 
  without rolling, instead of one, provided there are no 
  aspects restricting movement.) 
  Claws & Bite: 3 
   
  Glistening scales: 3 
  1234 Mild1 Serious2 Grievous3 
  DRAGON – DRAKE (1) 
  Craven; Territorial stalker; Spit! 
  BIG(+4) & TERRIBLE(+1)! 
  +4 Athletics (Climber and Jumper: +2 when using 
  Athletics to climb or jump); +3 Fight (Acid Spray: once 
  per session can ignore victim’s armour following a 
  successful Fight attack or spend a Fate Point to attack a 
  weapon or armour with an Overcome against the quality 
  of their crafting to make them permanently Weakened); 
  +2 Endurance; +1 Stealth (Ambush: Spend a Fate 
  Point to take the first action irrespective of normal turn 
  order). 
  Claws & Bite: 3 
   
  Glistening scales: 3 
  1234 Mild1 Serious2 Grievous3 
  DRAGON – WYVERN (1) 
  Light boned; Soaring Terrtorial Hunter; Craven 
  BIG(+4) & TERRIBLE(+1)! 
  +4 Athletics (Flyer: Move two zones instead of one 
  provided there are no restrictive aspects) AND (Diving 
  Attack: Use Athletics to move up to 2 zones, attack, 
  and continue into another zone); +3 Notice (Sharp 
  eyed: +2 to Overcome using sight); +2 Fight ( Venom: 
  spend a Fate Point following any successful Fight attack 
  to force the victim to take a Consequence, Creeping 
  Paralysis, insteaed of Stress.  This requires an 
  Endurance Overcome to reduce the value of the 
  Consequence until it’s gone ) +1 Survival 
  Claws & Bite: 3 
   
  Glistening scales: 3 
  1234 Mild1 Serious2 Grievous3 
   
   
   
  
  FATE OF HARN 43 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  GIANT – HRU (5d6) 
  Stone in the sun; Sociable thinker; Fight 
  ENORMOUS(+6) & TERRIBLE (+1) 
  +4 Notice (Foul Breath: Use Endurance to create 
  Retching on any opponent(s) in the same zone due to its 
  foul breath.); +3 Fight (Haymaker: Success with Style 
  in a Fight attack places Dazed on the target with a free 
  invoke) AND (Great Blow: Success in a Fight attack 
  automatically inflicts 2 extra shifts of physical damage); 
  +2 Scholar (Lore of the Mountains: gains a +2 to all 
  Scholar rolls relating to the Mountains); +1 Athletics 
  Fist:5  
   
   
   
  Stone!:6 
  123456 
  Mild1 Mild1 Serious2 Serious2 Grievous3 
  GRAVE-WIGHT – MALE (1d6) 
  Not Very Bright Follower of its Female; Long Limbed 
  Night Stalker; Attack! 
  MAN-SIZED(+3) & HORRIFIC(+2)!  
  +4 Athletics & +3 Fight (Rot: If an Attack causes a 
  physical Consequence it is Grave Rot which must be 
  treated successfully or it gets worse!) AND (Teeth & 
  Claws: Either +1 to attack a single target with teeth 
  AND talons, OR attack 2 targets at -1 each); +3 Stealth; 
  +2 Strength (+1 Damage); +1 Endurance. 
  Talons:3/1 & Bite:2/0  
  Thick Hide & Pelt: 2 
  123 Mild1 Serious2 Grievous3 
  GRAVE-WIGHT – FEMALE (1/male group) 
  Fat and Slow; Night Stalker; Cunning Deceiver  
  MAN-SIZED(+3) & HORRIFIC(+2)!  
  +4 Will (Influence: Passive Overcome vs. target Will 
  within 2 Zones to secretly create the advantage 
  Confused.  Actively Overcome vs. target Will within 2 
  Zones to secretly create the advantage Panic.  Either 
  advantage can only be invoked by the female and are 
  typically used to drive them from the Wights’ lair or 
  draw them deeper into danger); +3 Endurance; +2 
  Stealth; +1 Fight (Rot: If an Attack causes a physical 
  Consequence it is Grave Rot which must be treated 
  successfully or it gets worse!) 
  Talons:2/0 & Bite:2/0  
  Thick Hide & Pelt: 2 
  123 Mild1 Serious2 Grievous3 
  GULMORVRIN (varies) 
  Slow; Suscpetible to Light and Fire; Obedient to 
  Master 
  HORRIFIC(+2)! 
  +4 Fight (Touched by Bukrai: If any Physical Stress is 
  inflicted add a point of Mental Stress); +3 Endurance 
  +2 Strength; +1 Will (Hard boiled: Once per session 
  choose a mild or serious Consequence that can’t be 
  compelled/invoked against it for the duration of the 
  scene.  At the end of the scene the Consequence 
  increases one level). 
  Bludgeoning Fists:1 (+1 Damage)      Leathery skin:1 
  1234 Mild1 Serious2 Grievous3 
  SNAKE – HARNIC ADDER (1d3) 
  Craven; Silent in the undergrowth; Dangerous when 
  surprised! 
  VERY SMALL(+1) 
  +4 Notice; +3 Stealth; +2 Athetics; +1 Fight 
  (Poison: Victim Overcomes +2 with Endurance or 
  suffers 1 physical stress per exchange until treated) 
  Bite:1  
   
  Skin:0  
   
  0 
  TAWEDOG (1) 
  Shy, elusive and enigmatic ‘Old Ones of the Forest’; 
  Camouflage; Berserk blood lust 
  BIG(+4) & TERRIBLE(+1)! 
  +4 Notice; +3 Provoke (Presence: Use Provoke to 
  defend against Melee/Fight attacks, but only until 
  receiving stress in a conflict, which demonstrates 
  vulnerability); +2 Athletics (Move through the 
  canopy: +2 to Overcome obstacles among the forest 
  canopy); +1 Survival (Ghost in the woods: +2 to 
  create advantages when tracking or being tracked). 
  Clawed hand:3 or Tree bough:2 
  Hide:1 
  1234 Mild1 Serious2 Grievous3 
  WILD BOAR (1) 
  Tenacious(or Stupid!); Ferociously Territorial; 
  Cunning 
  MAN-SIZED(+3) 
  +4 Fight; +3 Endurance; +2 Athletics (Charge: 
  Move two zones instead of one into contact, provided 
  there are no restrictive aspects); +1 Notice 
  Tusks:2  
   
   
   
  Thick Hide:1          
  123 Mild1 Serious2 Grievous3 
   
   
   
   
   
   
  
  FATE OF HARN 44 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  WOLF – BLACK WOLF (2d6) 
  Depends on the pack; Intensely Territorial; Cunning 
  Hunter 
  SMALL(+2) 
  +4 Notice; +3 Survival; +2 Fight (Pack Hunter: +2 
  to create an advantage using Fight when there are 3+ 
  wolves in the scene); +1 Stealth 
  Bite: 1   
   
   
   
  Thick Fur: 1          
  123 Mild1 Serious2 Grievous3 
  WOLF – DIRE WOLF (1d3) 
  Reckless; Intensely Territorial; Cunning Hunter 
  BIG(+4) 
  +4 Notice; +3 Endurance; +2 Fight (Pack Hunter: 
  +2 to create an advantage using Fight when there are 
  3+ wolves in the scene) AND (Teeth & Claws: Either 
  +1 to attack a single target with teeth AND claws, OR 
  attack 2 targets at -1 each); +1 Stealth 
  Teeth:2 & Claws:1 
   
   
  Thick Fur: 1 
  1234 Mild1 Serious2 Grievous3 
  YELGRI (2d6) 
  Light Boned; Skittish Hunter; Aggressive 
  MAN-SIZED(+3) & TERRIBLE(+1)! 
  +4 Athletics (Fly: Move 2 zones instead of one 
  provided there are no restrictive aspects); +3 Notice; 
  +2 Fight (Diving Attack: Can dive three zones and 
  Attack with Talons as one action provided there are no 
  restrictive aspects); +1 Melee 
  Primitive Spear/Javelin:1/1 & Talons:1 Hide:2 
  123 Mild1 Serious2 Grievous3 
  GARGUN 
  GARGU –ARAK (2d6) – Small Orc 
  Easily bullied; Nocturnal Predator; Avoids other 
  Gargun;  
  SMALL(+2) 
  +4 Stealth; +3 Missiles; +2 Fight; +1 Survival (Herb 
  Lore: use Survival instead of Scholar to find plants 
  giving +2 to treat physical Consequences) 
  Mankar:1 & Bow:1/1 Hide:1 & Buckler(+1 Defend) 
  12 Mild1 Serious2 Grievous3 
  GARGU –HYEKA (2d6) – Brown Orc 
  Confident miner; Nocturnal Predator; Metal Crafter 
  MAN-SIZED(+3) 
  +4 Melee; +3 Notice; +2 Stealth; +1 Craft (Miner: 
  +2 to Craft rolls relating to mines and mining) 
  Mankar:1 & Javelin:2/1           Hide & Round Sh:1+1 
  123 Mild1 Serious2 Grievous3 
  GARGU –KYANI (1d6) – White Orc 
  Loyal to Tribe; Thoughtful Nocturnal Predator; 
  Honours Courage 
  SMALL(+2) 
  +4 Melee; +3 Notice (Danger Sense: a free Notice roll 
  to Create an Advantage as they are not as surprised as 
  the enemy expects); +2 Scholar (Wolf Ken: Use 
  Scholar instead of Rapport/Provoke/Empathy to 
  ‘communicate’ basic ideas and simple directions to 
  dogs/wolves); +1 Endurance 
  Mankar:1 & Javelin:2/1      Leather & Round Sh:1+1 
  1234 Mild1 Serious2 Grievous3 
  GARGU –VIASAL (1d6) – Red Orc 
  Aggressive; Superstitious Nocturnal Cannibal 
  Predator; Hate Khanu  
  MAN-SIZED(+3) 
  +4 Melee; +3 Stealth; +2 Athletics; +1 Notice 
  (Danger Sense: a free Notice roll to create an 
  advantage due to the fact that they’re not surprised by 
  enemy at the start of any ambush.) 
  Mang:2 & Spear:2 
               Ring & Round Sh:2+1 
  123 Mild1 Serious2 Grievous3 
  GARGU –KHANU (1d6) – Black Orc 
  Fearless; Murderous Nocturnal Predator; Battle Rage 
  MAN-SIZED(+3) 
  +4 Melee; +3 Endurance; +2 Notice (Danger Sense: 
  a free Notice roll to create an advantage due to the fact 
  that they’re not surprised by enemy at the start of any 
  ambush); +1 Stealth 
  Mang:2  (+1 Damage) 
              Ring & Round Sh:2+1 
  1234 Mild1 Serious2 Grievous3 
  
  FATE OF HARN 45 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  ELEMENTALS 
  Elementals can be summoned from the elemental 
  dimensions that exist beyond the Spirit World.  They 
  vary in size from the Very Small (Size +1) to rare 
  Elemental Lords (Enormous: Size +6). 
  INTELLIGENCE 
  Elementals up to Size +3 are no more intelligent 
  than dogs or well-trained horses, but the larger they get 
  the more intelligent they become.  These Elementals 
  often have complex, individual personalities, and quirks. 
  VULNERABILITIES 
  Elementals are normally only vulnerable to attacks 
  using their own element, the element to which they are 
  diametrically opposed, or magic from a similar source. 
  They also suffer if they are separated from their 
  natural element.  They -1 to all rolls per zone away from 
  a source of their element (or in the case of fire 
  elementals, fuel to feed on).  This has most effect on 
  water and mineral elementals, and least on air 
  elementals.  Fire elementals have to Overcome their 
  own Rank to remain active in the same zone for more 
  than 2 exchanges, as they use up fuel depending on their 
  own size; this is why they most often attack using their 
  fireball stunt as it allows them to pass through the 
  target’s zone and refuel in an adjacent one. 
  AIR ELEMENTALS 
  Invulnerable to any physcal attacks other than those 
  based on its own or the diametric element/essence: 
  Earth or Fyvrian Magic. 
  Common Stunt: Charge! Spend a Fate Point (own or 
  Conjuror‘s) to Move up to 2 Zones into contact, attack 
  with a Buffet, and retreat 1 Zone, all as a single action. 
  VERY SMALL(+1) 
  Playful and dangerous living wind  
  +1 Athletics 
  Buffet:1  
   
  1 Mild1 Serious2 Grievous3 
  SMALL(+2) 
  Playful and dangerous living wind 
  +2 Athletics, +1 Strength 
  Buffet:2 [+1Dam] 
   
  12 Mild1 Serious2 Grievous3 
  MAN-SIZED(+3) 
  Playful and dangerous living wind 
  +3 Athletics, +2 Strength, +1 Fight 
  Buffet:3 [+1Dam] 
   
  123 Mild1 Serious2 Grievous3 
  BIG(+4) 
  Playful and dangerous living wind 
  Confined spaces are restrictive  
  +4 Athletics, +3 Strength, +2 Fight, +1 Deceive 
  Buffet:4 [+2Dam] 
   
  1234 Mild1 Serious2 Grievous3 
  HUGE(+5) 
  Playful and dangerous living wind 
  Confined spaces are restrictive 
  Sound is Just Moving Air 
  +5 Athletics, +4 Strength, +3 Fight, +2 Deceive, 
  +1 Provoke 
  Buffet:5 [+2Dam] 
   
  12345 Mild1 Serious2 Grievous3 
  ENORMOUS(+6) 
  Playful and dangerous living wind 
  Confined spaces are restrictive  
  Sound is Just Moving Air 
  A Storm Incarnate 
  +6 Athletics, +5 Strength, +4 Fight, +3 Deceive, 
  +2 Provoke, +1 Will 
  Buffet:6 [+3Dam] 
  123456  
  Mild1 Mild1 Serious2 Grievous3 
   
   
  
  FATE OF HARN 46 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  EARTH ELEMENTALS 
  Invulnerable to any physcal attacks other than those 
  based its own or the diametric element/essence: Air or 
  Lyahvian Magic. 
  Common Stunt: Restrain! Spend a Fate Point (own or 
  Conjuror‘s) to gain +2 active opposition to any 
  movement through the zone it occupies. 
  VERY SMALL(+1) 
  Deliberate and Dangerous Living Earth  
  +1 Strength 
  Batter and Bury:1[+1Dam] 
   
  1 Mild1 Serious2 Grievous3 
  SMALL(+2) 
  Deliberate and Dangerous Living Earth 
  +2 Strength, +1 Fight 
  Batter and Bury:2[+1Dam] 
   
  12 Mild1 Serious2 Grievous3 
  LARGE(+3) 
  Deliberate and Dangerous Living Earth 
  +3 Strength, +2 Fight, +1 Athletics 
  Batter and Bury:3[+2Dam] 
   
  123 Mild1 Serious2 Grievous3 
  BIG(+4) 
  Deliberate and Dangerous Living Earth 
  Stone is not Earth! 
  +4 Strength, +3 Fight, +2 Athletics, +1 Will 
  Batter and Bury:4[+2Dam] 
   
  1234 Mild1 Serious2 Grievous3 
  HUGE(+5) 
  Deliberate and Dangerous Living Earth 
  Stone is not Earth! 
  Earth is my Water 
  +5 Strength, +4 Fight, +3 Athletics, +2 Will, +1 
  Empathy 
  Batter and Bury:5[+3Dam] 
   
  12345 Mild1 Serious2 Grievous3 
  ENORMOUS(+6) 
  Deliberate and Dangerous Living Earth 
  Stone is not Earth! 
  Earth is my Water 
  Plant Nurturer 
  +6 Strength, +5 Fight, +4 Athletics, +3 Will, +2 
  Empathy, +1 Deceive 
  Batter and Bury:6[+3Dam]  123456  
  Mild1 Mild1 Serious2 Grievous3 
   
  FIRE ELEMENTALS  
  Invulnerable to any physcal attacks other than those 
  based on its own or the diametric element/essence: 
  Water or Odivishan Magic. 
  Common Stunt: Fireball! Spend a Fate Point (own or 
  Conjuror‘s) to Move up to 2 Zones into contact and 
  Burn as a single action. 
  VERY SMALL(+1) 
  Swift and Aggressive Essence of Flame 
  +1 Fight 
  Burn:1 
  1 Mild1 Serious2 Grievous3 
  SMALL(+2) 
  Swift and Aggressive Essence of Flame 
  +2 Fight, +1 Athletics 
  Burn:2  
   
  12 Mild1 Serious2 Grievous3 
  LARGE(+3) 
  Swift and Aggressive Essence of Flame 
  +3 Fight, +2 Athletics, +1 Endurance 
  Burn:3  
   
  123 Mild1 Serious2 Grievous3 
  BIG(+4) 
  Swift and Aggressive Essence of Flame 
  Hot Tempered Destroyer 
  +4 Fight, +3 Athletics, +2 Endurance, +1 Provoke 
  Burn:4  
   
  1234 Mild1 Serious2 Grievous3 
  HUGE(+5) 
  Swift and Aggressive Essence of Flame 
  Hot Tempered Destroyer 
  Fuel my Flame 
  +5 Fight, +4 Athletics, +3 Endurance, +2 Provoke, 
  +1 Deceive 
  Burn:5  
   
  12345 Mild1 Serious2 Grievous3 
  ENORMOUS(+6) 
  Swift and Aggressive Essence of Flame 
  Hot Tempered Destroyer 
  Fuel  my Flame 
  Beautiful when Tranquil 
  +6 Fight, +5 Athletics, +4 Endurance, +3 Provoke, 
  +2 Deceive, +1 Will 
  Burn:6  
  123456  
  Mild1 Mild1 Serious2 Grievous3 
   
  
  FATE OF HARN 47 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  ICE ELEMENTALS 
  Invulnerable to any physcal attacks other than those 
  based on its own or the the diametric element/essence: 
  Fire or Peleahn Magic 
  Common Stunt: Ice Storm! Spend a Fate Point (own 
  or Conjuror‘s) to cause +1 shift of damage when making 
  a successful Fight attack.# 
  VERY SMALL(+1) 
  Pitiless Essence of Cold 
  +1 Fight 
  Freeze:1 
  1 Mild1 Serious2 Grievous3 
  SMALL(+2) 
  Pitiless Essence of Cold 
  +2 Fight, +1 Endurance 
  Freeze:2 
   
  123 Mild1 Serious2 Grievous3 
  MAN-SIZED(+3) 
  Pitiless Essence of Cold 
  +3 Fight, +2 Endurance, +1 Athletics 
  Freeze:3 
   
  123 Mild1 Serious2 Grievous3 
  BIG(+4) 
  Pitiless Essence of Cold 
  Cold and Dark! 
  +4 Fight, +3 Endurance, +2 Athletics, +1 Provoke 
  Freeze:4 
   
  1234 Mild1 Serious2 Grievous3 
  HUGE(+5) 
  Pitiless Essence of Cold 
  Cold and Dark! 
  Sensual Flow 
  +5 Fight, +4 Endurance, +3 Athletics, +2 Provoke, 
  +1 Will 
  Freeze:5 
   
  12345 Mild1 Serious2 Grievous3 
  ENORMOUS(+6) 
  Pitiless Essence of Cold 
  Cold and Dark! 
  Sensual Flow 
  Tidal Wave! 
  +6 Fight, +5 Endurance, +4 Athletics, +3 Provoke, 
  +2 Will, +1 Strength 
  Freeze:6 
  123456  
  Mild1 Mild1 Serious2 Grievous3 
   
  LIGHT ELEMENTALS 
  Invulnerable to any physcal attacks other than those 
  based on its own or the diametric element/essence: 
  Earth or Fyvrian Magic. 
  Common Stunt: Prismatic Flicker Spend a Fate Point 
  (own or Conjuror‘s) to use Deceive instead of Athletics 
  to defend against physical attacks. 
  VERY SMALL(+1) 
  Playful and dangerous living light  
  +1 Deceive 
  Dazzle:1 
   
   
  1 Mild1 Serious2 Grievous3 
  SMALL(+2) 
  Playful and dangerous living light 
  +2 Deceive, +1 Athletics 
  Dazzle:2 
   
   
  12 Mild1 Serious2 Grievous3 
  MAN-SIZED(+3) 
  Playful and dangerous living light 
  +3 Deceive, +2 Athletics, +1 Fight 
  Dazzle:3 
   
   
  123 Mild1 Serious2 Grievous3 
  BIG(+4) 
  Playful and dangerous living light 
  Line of Sight 
  +4 Deceive, +3 Athletics, +2 Fight, +1 Provoke 
  Dazzle:4 
   
  1234 Mild1 Serious2 Grievous3 
  HUGE(+5) 
  Playful and dangerous living light 
  Line of Sight 
  Coat of Many Colours 
  +5 Deceive, +4 Athletics, +3 Fight, +2 Provoke, +1 
  Will 
  Dazzle:5 
   
  12345 Mild1 Serious2 Grievous3 
  ENORMOUS(+6) 
  Playful and dangerous living light 
  Line of Sight 
  Coat of Many Colours 
  Awesome Presence 
  +6 Deceive, +5 Athletics, +4 Fight, +3 Provoke, +2 
  Will, +1 Empathy 
  Dazzle:6 
  123456  
  Mild1 Mild1 Serious2 Grievous3 
   
  
  FATE OF HARN 48 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  METAL ELEMENTALS 
  Invulnerable to any physcal attacks other than those 
  based on the its own or diametric element/essence: 
  Spirit or Savoryan Magic.  Some consider these refined 
  members of one of the Stone tribes as it has some 
  similarities to those cruder crreatures. 
  Common Stunt: Dismantle! Spend a Fate Point (own 
  or Conjuror‘s) to gain +2 to Create an Advantage due to 
  taking some constrcuted item apart. 
  VERY SMALL(+1) 
  Sharp Edged Artificer  
  +1 Craft 
  Stab:1  
   
  1 Mild1 Serious2 Grievous3 
  SMALL(+2) 
  Sharp Edged Artificer  
  +2 Craft, +1 Endurance 
  Stab:2  
   
  123 Mild1 Serious2 Grievous3 
  LARGE(+3) 
  Sharp Edged Artificer  
  +3 Craft, +2 Endurance, +1 Deceive 
  Stab:3  
   
  123 Mild1 Serious2 Grievous3 
  BIG(+4) 
  Sharp Edged Artificer  
  Fragile Fault Lines Under Pressure 
  +4 Craft, +3 Endurance, +2 Deceive, +1 Strength  
  Stab:4  
   
  1234 Mild1 Serious2 Grievous3 
  HUGE(+5) 
  Sharp Edged Artificer  
  Fragile Fault Lines Under Pressure 
  Ingenuity is Fascinating 
  +5 Craft, +4 Endurance, +3 Deceive, +2 Strength, 
  +1 Will 
  Stab:5  
   
  12345 Mild1 Serious2 Grievous3 
  ENORMOUS(+6) 
  Sharp Edged Artificer  
  Fragile Fault Lines Under Pressure 
  Ingenuity is Fascinating 
  Metals can Flow 
  +6 Craft, +5 Endurance, +4 Deceive, +3 Strength, 
  +2 Will, +1 Scholar 
  Stab:6  
  123456  
  Mild1 Mild1 Serious2 Grievous3 
   
  SHADOW ELEMENTALS 
  Invulnerable to any physical attacks other than those 
  based on its own or the the diametric element/essence: 
  Fire or Peleahn Magic.  Shadow Elementals cannot 
  cause physical stress, but attack with Provoke to 
  Frighten.  Shadow Elementals are sometimes mistaken 
  for the feared Shadow of Bukrai ... 
  Common Stunt: Shivers! Spend a Fate Point (own or 
  Conjuror‘s) to gain +1 to shifts of mental strss when 
  attacking using Provoke. 
  VERY SMALL(+1) 
  Insidious Pool of Shadow 
  +1 Stealth 
  Frighten:1 
   
  1 Mild1 Serious2 Grievous3 
  SMALL(+2) 
  Insidious Pool of Shadow 
  +2 Stealth, +1 Provoke 
  Frighten:2 
   
  12 Mild1 Serious2 Grievous3 
  LARGE(+3) 
  Insidious Pool of Shadow 
  +3 Stealth, +2 Provoke, +1 Empathy 
  Frighten:3 
   
  123 Mild1 Serious2 Grievous3 
  BIG(+4) 
  Insidious Pool of Shadow 
  Silent and Cold! 
  +4 Stealth, +3 Provoke, +2 Empathy, +1 Will 
  Frighten:4 
   
  1234 Mild1 Serious2 Grievous3 
  HUGE(+5) 
  Insidious Pool of Shadow 
  Silent and Cold! 
  Hide in Plain Sight 
  +5 Stealth, +4 Provoke, +3 Empathy, +2 Will, +1 
  Deceive 
  Frighten:5 
   
  12345 Mild1 Serious2 Grievous3 
  ENORMOUS(+6) 
  Insidious Pool of Shadow 
  Silent and Cold! 
  Hide in Plain Sight 
  The Pit of Despair 
  +6 Stealth, +5 Provoke, +4 Empathy, +3 Will, +2 
  Deceive, +1 Athletics 
  Frighten:6 
  123456  
  Mild1 Mild1 Serious2 Grievous3 
  
  FATE OF HARN 49 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  STONE ELEMENTALS 
  All of the many mineral tribes are invulnerable to 
  anything but attacks based on its own or the diametric 
  element/essence: Spirit or Savoryan Magic. 
  Common Stunt: Smash! Spend a Fate Point (own or 
  Conjuror‘s) to gain +1 Shift of damage against any 
  Armour or Shield that is used to absorb damage, or any 
  constructed item it attacks. 
  VERY SMALL(+1) 
  Blunt Destroyer  
  +1 Fight 
  Crush:1  
   
  1 Mild1 Serious2 Grievous3 
  SMALL(+2) 
  Blunt Destroyer  
  +2 Fight, +1 Endurance 
  Crush:2  
   
  123 Mild1 Serious2 Grievous3 
  LARGE(+3) 
  Blunt Destroyer  
  +3 Fight, +2 Endurance, +1 Deceive 
  Crush:3  
   
  123 Mild1 Serious2 Grievous3 
  BIG(+4) 
  Blunt Destroyer  
  Fragile Fault Lines Under Pressure 
  +4 Fight, +3 Endurance, +2 Deceive, +1 Strength  
  Crush:4 [+1Dam] 
   
  1234 Mild1 Serious2 Grievous3 
  HUGE(+5) 
  Blunt Destroyer  
  Fragile Fault Lines Under Pressure 
  Single Minded 
  +5 Fight, +4 Endurance, +3 Deceive, +2 Strength, 
  +1 Will 
  Crush:5 [+1Dam] 
   
   
  12345 Mild1 Serious2 Grievous3 
  ENORMOUS(+6) 
  Blunt Destroyer  
  Fragile Fault Lines Under Pressure 
  Single Minded 
  Unstoppable 
  +6 Fight, +5 Endurance, +4 Deceive, +3 Strength, 
  +2 Will, +1 Scholar 
  Crush:6 [+2Dam]       123456  
  Mild1 Mild1 Serious2 Grievous3 
   
  WATER ELEMENTALS 
  Invulnerable to anything but attacks based on its own or 
  the the diametric element/essence: Fire or Peleahn 
  Magic. 
  Common Stunt: Fascinate! Spend a Fate Point (own 
  or Conjuror‘s) to gain +2 to Create an Advantage using 
  Rapport. 
  VERY SMALL(+1) 
  Flirtatious but Irresistible Living Water 
  +1 Athletics 
  Pummel and Drown:1 
   
  1 Mild1 Serious2 Grievous3 
  SMALL(+2) 
  Flirtatious but Irresistible Living Water 
  +2 Athletics, +1 Rapport 
  Pummel and Drown:2 
   
  12 Mild1 Serious2 Grievous3 
  LARGE(+3) 
  Flirtatious but Irresistible Living Water 
  +3 Athletics, +2 Rapport, +1 Empathy 
  Pummel and Drown:3 
   
  123 Mild1 Serious2 Grievous3 
  BIG(+4) 
  Flirtatious but Irresistible Living Water 
  Cold and Dark! 
  +4 Athletics, +3 Rapport, +2 Empathy, +1 Fight 
  Pummel and Drown:4 
   
  1234 Mild1 Serious2 Grievous3 
  HUGE(+5) 
  Flirtatious but Irresistible Living Water 
  Cold and Dark! 
  Sensual Flow 
  +5 Athletics, +4 Rapport, +3 Empathy, +2 Fight, 
  +1 Endurance 
  Pummel and Drown:5 
   
  12345 Mild1 Serious2 Grievous3 
  ENORMOUS(+6) 
  Flirtatious but Irresistible Living Water 
  Cold and Dark! 
  Sensual Flow 
  Tidal Wave! 
  +6 Athletics, +5 Rapport, +4 Empathy, +3 Fight, 
  +2 Endurance, +1 Deceive 
  Pummel and Drown:6 123456  
  Mild1 Mild1 Serious2 Grievous3 
   
  
  FATE OF HARN 50 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  SPIRITS 
  Spirits can be summoned (see Shek Pvar and 
  Shaman Extras) or encountered in nature.  Rank reflects 
  their power as Size depends on their choice of 
  manifestation which can be very varied. 
  INTELLIGENCE 
  Spirits of Rank 1-2 are usually as intelligent as a 
  child with Rank 3 having adult understanding.  Those of 
  higher Rank may be far more intelligent and cunning! 
  SPIRIT VULNERABILITIES 
  All spirits are vulnerable to mental, and immune to 
  physical, attacks, but their choice of manifestation may 
  not be.  Many spirits are sometimes very fond of some 
  object or places and threats to them can encourage the 
  spirit’s cooperation.  If taken out the spirit either 
  disperses or retreats into its chosen object to recover.  
  SPIRITS OF NATURE - ILSIRI 
  These are the ubiquitous spirits summoned using the 
  Shamanic Rites skill and rarely exceed Rank +3.  The 
  often manifest as tiny humanoids with insect wings 
  Minor Ilsiri (Rank+1) 
  Essence of … (animal, plant or place)  
  +1 Will (Essence of the ...! +2 to either Overcome, 
  Create an Advantage, or Attack, depending on the 
  animal, plant or place.) AND (Mental Bolt: Use Will to 
  make an Attack on Mental Stress) 
  1 Mild1 Serious2 Grievous3 
  Major Ilsiri (Rank+2) 
  Essence of … (animal, plant or place) 
  Proud, even Arrogant 
  +2 Will (Essence of the ...! +2 to either Overcome, 
  Create an Advantage, or Attack, depending on the 
  animal, plant or place.) AND (Mental Bolt: Use Will to 
  make an Attack on Mental Stress) 
  AND (Summon ...: Use Will to Create an Advantage in 
  the form of some creature associated with its nature); 
  +1 Provoke  
  12 Mild1 Serious2 Grievous3 
  Potent Ilsiri (Rank+3) 
  Essence of … (animal, plant or place); Proud, even 
  Arrogant; This is my ... (animal, plant or place) 
  +3 Will (Essence of the ...! +2 to either Overcome, 
  Create an Advantage, or Attack.) AND (Summon ...: 
  Use Will to Create an Advantage in the form of some 
  creature associated with its nature); +2 Provoke; +1 in 
  a skill related to its essence ...  
  123 Mild1 Serious2 Grievous3 
  SPIRIT OF NATURE – WILL O’THE WISP 
  The spirits of dangerous misty marshes & bogs. 
  Predator in the Mist (Rank +2)  
  +2 Deceive (A Lantern in the Mist! Use Deceive to 
  create the advantage‚ This way, it’s a Lantern/Light, 
  as apprporiate); +1Will 
  123 Mild1 Serious2 Grievous3 
  SPIRIT OF NATURE - ASIRI 
  These ethereal Sprites often secret themselves in 
  inanimate objects and manifest as small humanoids with 
  butterfly wings.  In either form they can manipulate the 
  air around them. 
  Air Sprite(Rank +3); Air is my tool 
  +3 Rapport (Charm: Use Rapport to Overcome the 
  victim’s Will cause them to be Charmed, ignoring 
  everything about them until the end of the next 
  exchange); +2 Will (Magic of Air: +2 to use Will in 
  place of Lyahvian Create/Make & Destroy/Disperse, 
  BUT only on the Essence of Air.  This causes no Stress 
  but costs cumulative Fate Point to extend range, area of 
  effect or duration beyond the currrent exchange; +1 
  Provoke 
  Buffet: 2 
    
   
   
   
  123 Mild1 Serious2 Grievous3 
  SPIRIT OF NATURE - ELMITHRI 
  These ethereal Sprites live in bodies of water and  
  manifest as attractive women with fishtails; easily 
  mistaken for mermaids.  In either ethereal or physical 
  form they can manipulate the water around them. 
  Any Elmithri is fond of their pool and would have to 
  cease manifestation to leave it.  However, it is quite 
  difficult to ‘attack’ a pool in order to threaten a water 
  sprite. 
  Water Sprite(Rank +3); Water is my tool and my 
  home 
  +3 Rapport (Charm: Use Rapport to Overcome the 
  victim’s Will cause them to be Charmed, ignoring 
  everything about them until the end of the next 
  exchange); +2 Will (Magic of Water: +2 to use Will in 
  place of Odvishan Create/Make & Destroy/Disperse, 
  BUT only on the Essence of Water.  This causes no 
  Stress but costs cumulative Fate Point to extend range, 
  area of effect or duration beyond the currrent exchange; 
  +1 Provoke 
  Buffet: 2 
   
  123 Mild1 Serious2 Grievous3 
   
   
   
   
  
  FATE OF HARN 51 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  SPIRIT OF NATURE - DRYAD 
  Dryads live in ancient trees, emerging at night and 
  taking the form of a beautiful women.  The Dryad’s tree 
  is vulnerable to normal attacks, though it’s age and 
  stregnth will make it difficult to chop down. 
  Beautiful Tree Spirit (Rank +4) 
  Fascinating and Fascinated  unless offended 
  +4 Rapport (Charm: Use Rapport to Overcome a male 
  Will to Charm them until the end of the next exchange.  
  Spend all her Fate Points at the beginning of each 
  session to extend this effect to Enthralled until released 
  by the Dryad, or her tree is killed, or a year and a day). 
  +3 Deceive; +2 Will; +1 Stealth 
  Unarmed: 0  
   
  1234 Mild1 Serious2 Grievous3 
  SPIRIT OF NATURE - GNOME 
  Gnomes live in old stumps and boulders and 
  manifest as small male humanoids.  Sometimes Gnomes 
  move into human homes when their boulder is broken 
  up to make building stone.  These often adopt the 
  human inhabitants as Hearth Spirits. Gnomes living in 
  the stones of mines are called Kobolds by miners. 
  Grumpy but Industrious Spirit (Rank +3) 
  Timid 
  +3 Rapport (Animal Friends: Use Rapport to 
  Overcome +2 and call on local animals to distract those 
  threatening them); +2 Missiles(Poison Dart: Spend a 
  Fate Point to cause the Consequence Deep Sleep 
  instead of Stress); +1 Will 
  Crossbow: 0  
   
  1234 Mild1 Serious2 Grievous3 
  SPIRIT OF NATURE - POLRAE 
  Polrae live in ruins and caves preferring the dark to 
  the light.  They manifest as a sinewy male humanoid 
  appearing to have been freshly dipped in blood.  Lesser 
  nature spirits live in fear of the Polrae who may bully 
  them into supporting its plots to wreak havoc on 
  humans. 
  Murderous Spirit (Rank +4) 
  Aggressive and Cunning 
  +4 Stealth; +3 Melee(Master of the Polearm: +2 to 
  Create Advantages using their bloodly polearm); +2 
  Will; +1 Strength 
  Polearm: 1 (+1 Damage)   
  1234 Mild1 Serious2 Grievous3 
   
  SPIRIT OF NATURE - PUKA 
  These are among the most powerful nature spirits.  
  They manifest, usually at night, as either a humanoid 
  with the head of an animal, or a large example of the 
  animal itself.  In either case they are easily distinguished 
  by their jet black colour and golden eyes. 
  Seeker of secrets and teller of lies (Rank +5) 
  Cunning trickster of travellers 
  Other gods but Siem are false 
  +5 Scholar (Specialist: +2 Local folklore), +4 Deceive 
  (Liar: +2 when using Deceive to create an advantage by 
  telling a mortal lies); +3 Notice; +2 Will; +1 Notice 
  Natural weapons and hide: see relevant beast 
   
  12345 Mild1 Serious2 Grievous3 
  SPIRITS OF THE DEAD – GHOST 
  Spirits that have been denied, or refused, their death 
  journey into their afterlife  
  Sad and lonely apparition (Rank+3) 
  Needs help to resolve ... (the issue/task etc.) 
  Single minded 
  +3 Will (Speak through the living: Use Will to 
  Overcome the Will of a victim so that the ghost can 
  control and speak through them until the end of te next 
  exchange.  Send a Fate Point to exted the effect for an 
  additonal exchange) AND (Ghastly Appearancce! Use 
  Will to Overcome target’s Will to manifest in the 
  target’snond’s eye); +2 Provoke (Haunting: Use 
  Provoke to Create an Advantage such as Moaning or 
  Chills to frighten victims.  Spend a Fate Point to have an 
  area effect on anyone on the zone); +1 Deceive (Hide 
  in Plain Sight: while normally entriely ethereal the 
  ghoat can use Deceive to Overcme the will of a target to 
  make itself visible out of the corner of their eye) 
  123 Mild1 Serious2 Grievous3 
  SPIRITS OF THE DEAD - POLTERGEISTS 
  These are the Spirits of people who die while 
  holding a grudge some other person(s) so powerful 
  against that they refuse to give it up in favour of the 
  afterlife.  They remain to persecute their grudge. 
  Noisy and Violent Spirit (Rank+3); Rash; This is MY 
  place 
  +3 Provoke, +2 Will (Telekinesis: Use Will to Create 
  an Advantage by moving objects in the scene around or 
  knocking them over.  Spend a Fate Point to use Will in 
  place of Missile to Attack a target using an otherwise 
  harmless object in the scene.  The Poltergeist can 
  accepts penalties to the Attack to rasie the Impact of the 
  object above 0), +1 Empathy (Secret Fear: Use 
  Empathy to doscover a victom’s greatest fear) 
  123 Mild1 Serious2 Grievous3 
   
  
  FATE OF HARN 52 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  SPIRIT OF DREAMS - AULAMITHRI 
  These normally harmless Spirits servants of the god 
  Siem are tasked to carry dreams into the material world.  
  On the rare occasions they manifest they do so as tiny 
  humanoids with dark insect wings 
  Siem is my Master(Rank +2); Insidious Spirit of the 
  Unconsious 
  +2 Empathy (Bad Luck: Spend a Fate Point to create 
  Bad Luck on the victim using Empathy.  The spirit then 
  concedes, leaving the free invoke for someone else) 
  AND (Dream Caster: Overcome the Will of a sleeping 
  target to give them a specific memorable dream.  Spend 
  a Fate Point to make it a Nightmare causing +1 Mental 
  Stress per shift of success), +1 Rapport  
  12 Mild1 Serious2 Grievous3 
  SPIRITS OF UNDERSTANDING 
  These are conjured by Savoryan mages and are 
  invulnerable to any physical attacks unless based on the 
  diametric element/essence: Fire or Peleahn Magic. 
  Common Scholar Stunts: 
  Overload: Use Scholar to make an Attack on Mental 
  Stress by over stimulating the mind of the victim.  Some 
  Spirits of Knowledge are so jealous of mortal experience 
  that they will seek to create the Grievous or Critical 
  Consequence: Possessed! 
  Eye of Knowledge: +2 to recognise and literally 
  translation any script 
  Specialist: +2 in an a number of areas of scholarship 
  equal to Rank -1 
  Local Knowledge (+1) 
  Essence of Knowledge 
  +1 Scholar 
  1 Mild1 Serious2 Grievous3 
  Scholar (+2) 
  Essence of Knowledge 
  +2 Scholar +1Deceive 
  12 Mild1 Serious2 Grievous3 
  Teacher (+3) 
  Essence of Knowledge 
  +3 Scholar; +2 Deceive; +1 Empathy 
  123 Mild1 Serious2 Grievous3 
  Master (+4) 
  Essence of Knowledge 
  Jealous of what it knows 
  +4 Scholar; +3 Deceive; +2 Empathy; +1 Rapport 
  1234 Mild1 Serious2 Grievous3 
  Grandmaster (+5) 
  Essence of Knowledge 
  Jealous of what it knows 
  Essence of Understanding 
  +5 Scholar; +4 Deceive; +3 Empathy; +2 Rapport; 
  +1 Contacts  
  12345 Mild1 Serious2 Grievous3 
  Font of all Knowledge (+6) 
  Essence of Knowledge 
  Jealous of what it knows 
  Essence of Understanding 
  Thirst for Knowledge... and experience 
  +6 Scholar; +5 Deceive; +4 Empathy; +3 Rapport; 
  +2 Contacts; +1 Will  
  123456  
  Mild1 Mild1 Serious2 Grievous3 
  GYTEVSHA of NAVEH 
  This demon servant of Naveh is sometimes sent to aide, 
  or chastise, a priest or some other unlucky mortal. 
  Gytevsha are invulnerable to any physical or mental 
  attacks other than those Blessed by, or using the 
  Aspects of, another god.  It attacks the Will of a victim. 
  Common Stunt: Possess! The summoner must  
  overcome the Will of the Gytevsha using his own Will or 
  Ritual in order to subdue and command it.  Failure and 
  the Gytevsha attacks its summoner with the possessed 
  body’s physical skills.   
  RANK+1 
  Dark Servant of Naveh 
  +1 Provoke 
  Frighten:1      1 Mild1 Serious2 Grievous3 
  RANK+2 
  Dark Servant of Naveh  
  +2 Provoke, +1 Will 
  Frighten:2      12 Mild1Serious2 Grievous3 
  RANK+3 
  Dark Servant of Naveh  
  +3 Provoke, +2 Will, +1 Deceive 
  Frighten:3      123 Mild1 Serious2 Grievous3 
  RANK+4 
  Dark Servant of Naveh 
  Merciless 
  +4 Provoke, +3 Will, +2 Deceive, +1 Stealth 
  Frighten:4      1234  
  Mild1 Serious2 Grievous3 
   
   
  
  FATE OF HARN 53 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  SHADOW of BUKRAI 
  This is a horrific ethereal phenomenon which surrounds 
  some artefacts sacred to Morgath, and his undead 
  minions.  The Shadow is only ever encountered as a 
  result of conjuration by a Morgathian cleric. 
  The Shadow is invulnerable to any physical or mental 
  attacks other than those Blessed by, or using the 
  Aspects of, another god. 
  Though it causes mental stress it does so by making 
  contact with the target’s skin using Fight. 
  Common Stunt: Possess! The Morgathain cleric 
  spends a Fate Point to define a Mental Consequence as 
  Possessed by the Shadow (see Shadow Bestiary entry). 
  VERY SMALL (+1) 
  Dark Pool of Morgath’s Will 
  +1 Fight 
  Feed:1 1 Mild1 Serious2 Grievous3 
  SMALL (+2) 
  Dark Pool of Morgath’s Will 
  +2 Fight, +1 Provoke 
  Feed:2 12 Mild1 Serious2 Grievous3 
  MAN-SIZED (+3) 
  Dark Pool of Morgath’s Will 
  +3 Fight, +2 Provoke, +1 Will 
  Feed:3 123 Mild1 Serious2 Grievous3 
  BIG (+4) 
  Dark Pool of Morgath’s Will 
  Silent and Cold! 
  +4 Fight, +3 Provoke, +2 Will, +1 Deceive 
  Feed:4 1234 Mild1Serious2 Grievous3 
  HUGE (+5) 
  Dark Pool of Morgath’s Will 
  Silent and Cold! 
  Hide in Plain Sight 
  +5 Fight, +4 Provoke, +3 Will, +2 Deceive, +1 
  Empathy 
  Feed:5 12345  
  Mild1 Serious2 Grievous3 
  ENORMOUS (+6) 
  Insidious Pool of Morgath’s Will 
  Silent and Cold! 
  Hide in Plain Sight 
  The Pit of Despair 
  +6 Fight, +5 Provoke, +4 Will, +3 Deceive, +2 
  Empathy, +1 Athletics 
  Feed:6 123456 
  Mild1 Serious2 Grievous3 
   
  IVASHU 
  ADWELNA (1) 
  Patient  
  Nocturnal; Slow; Acidic Saliva;  
  HUGE(+5); HORRIFIC(+2)! 
  +4 Fight; +3 Endurance; +2 Notice; +1 Will (Hex: 
  Spend a Fate Point to allow any successful passive 
  Overcome against the targets Will to create the aspect 
  Confused.) 
  Tentacles: 3/1   
   
  Chitinous segments: 2 
  12345 Mild1 Serious2 Grievous3 
  AKLASH (1d3+1)  
  Bad Tempered 
  Semi-intelligent;  
  BIG(+4); TERRIBLE(+1) 
  +4 Endurance (The Choking Wind: Use Endurance 
  to create Retching on any one opponent per exchange 
  in the same zone due to its foul breath) AND 
  (Regenerate: Spend a Fate Point to clear a Stress Box); 
  +3 Fight (Grappler: Spend a Fate Point to replace any 
  physical stress from a successful Fight attack with the 
  boost Incapacitated on an opponent.); +2 Strength; +1 
  Survival 
  Claws & Bite:3[+1Dam]  
  Blubbery Skin:3 
  123456 Mild1 Serious2 Grievous3 
  ERGATH (1d3)  
  Cowardly; Semi-intelligent; 
  MAN-SIZED(+3) & TERRIBLE(+1) 
  +4 Notice (Keen Senses: +2 on Notice rolls made to 
  overcome using exceptional sense of smell, hearing and 
  sight.); +3 Stealth; +2 Athletics (Swimmer: Move 
  two zones through water for free in a conflict without 
  rolling, instead of one, provided there are no aspects 
  restricting movement.); +1 Fight 
  Claws Bite:3; Club:1 
   
   
  Thick Pelt:3 
  123 Mild1 Serious2 Grievous3 
  MIURUCA (1d3) 
  Cowardly amphibian; Opposable Thumbs; Pungent 
  Odour;  
  MAN-SIZED(+3) & TERRIBLE(+1)! 
  +4 Athletics (Swimmer: Move two zones through 
  water for free in a conflict without rolling, instead of one, 
  provided there are no aspects restricting movement.); 
  +3 Fight (Paralytic Bite: Any Consequence inflicted 
  by Fight must be Sluggish, as the paralytic saliva takes 
  effect); +2 Notice; +1 Survival 
  Bite:1 
   
   
   
  Rubbery Hide:2 
  123 Mild1 Serious2 Grievous3 
   
  
  FATE OF HARN 54 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  NOLAH (1) 
  Hide and Lure; Flow into/through Small Spaces; 
  Quite Intelligent; Some Language;  
  MAN-SIZED(+3) &TERRIBLE(+1)! 
  +4 Athletics (Swimmer: Move two zones through 
  water for free in a conflict without rolling, instead of one, 
  provided there are no aspects restricting movement.); 
  +3 Will (Charm: Spend a Fate Point to make a passive 
  Overcome agaist any target in line of sight.  Success 
  creates It’s this way on the target whihc is invoked for 
  free to brig the targte to the Nolah’s location and submit 
  to being eaten!); +2 Notice; +1 Survival 
  2-H Improvised/Rock:2 Moist Hairless Skin:2 
  123 Mild1 Serious2 Grievous3 
  SWARMS, SHOALS, PACKS  
  Individually, or in very small numbers, some creatures  
  do not constitute a combat target but require an 
  Overcome Action by an appporiate skill to avoid them 
  (ATHLETICS); drive them off or kill them (STRENGTH); 
  or endure their attention (ENDURANCE or WILL).  Only 
  as a swarm, shoal or pack can they attack/be attacked.  
  VULNERABILITY 
  Swarms, Shoals and Packs can’t be damaged by attacks 
  that don’t have an area effect, nor can their movement 
  be opposed: there are too many of them to try to make 
  them go anywhere they don’t want to go.  
  LARGE SWARM (Size +3) 
  These are man-sized - a large swarm of bees; several 
  feral dogs, or more feral cats; or a pack of rats. 
  123 Mild1 Serious2 Grievous3 
  BIG SWARM (Size +4) 
  These are about twice the size of an average human, or 
  of a horse - a pack of several large wild cats; more rats 
  than you’re likely to see in the same place or an 
  unnaturally large swarm of bees or other stinging 
  insects. 
  1234 Mild1 Serious2 Grievous3 
  HUGE SWARM (Size +5) 
  These are about four times the size of an elephant - 
  these will be truly unnatural packs/swarms as creatures 
  rarely come together in such numbers nature. 
  12345 Mild1 Serious2 Grievous3 
  Larger groupings are best represented by multiple Big or 
  Enormous swarms/shoals/packs. 
  BATS – CRIBOG (1d3 Big Swarms) 
  See Ancient Shades! There’s always exposed skin! 
  +4 Notice; +3 Athletics (Fly: Move two zones through 
  unobstructed air, instead of one); +2 Fight; +1 
  Survival 
  Bites & Scratches:1 
   
   
  None:0 
  INSECTS – HORNETS (1 Small Swarm) 
  Angry and irritable winged insects! There’s always 
  exposed skin! 
  +4 Notice; +3 Athletics (Fly: Move two zones through 
  unobstructed air, instead of one); +2 Fight; +1 
  Survival 
   
  Stings:1  
  None:0 
  INSECTS – FIGHTING ANTS (1 Big Swarm) 
  Strongly territorial crawlers! There’s always exposed 
  skin! Immensely strong for their size 
  +4 Notice; +3 Strength (Irresistible wave: 
  Overcome Size of opponent to move him 1 zone; +2 
  Fight; +1 Survival 
  Bites:1  
  None:0 
  IVASHU – HYGITH (1d3 Small Shoals) 
  Swarm towards Blood! Tiny Razor toothed Aquatic; 
  HORRIFIC (+2) 
  +4 Notice; +3 Athletics (Swimmer: Move two zones 
  through unobstructed water, instead of one); +2 Fight 
  (Crimson Frenzy: Blood in the water confers +1d6 to 
  any attack by the shoal); +1 Survival 
  Bite:1 
   
   
   
  Articulated plates:1 
  IVASHU – SCURGAH (1d3 Small Packs) 
  They’re in the trees! Silent Death from Above; Fragile 
  Glider 
  +4 Stealth (Silent Killer: Overcome target’s Notice to 
  create the Boost Surprised which must be immediately 
  invoked I an attack.); +3 Notice (Keen Hearing: +2 on 
  Notice rolls made to overcome based on hearing); +2 
  Fight; +1 Athletics (Gliding Attack: Can glide three 
  zones for free in a conflict without rolling, instead of one, 
  provided there are no aspects restricting movement.) 
  Bite/Claw:1 
   
   
  Leathery Skin:1 
  IVASHU – UMBARTHI (1d6 Big Packs) 
  Mischievous Insane Babblers; They Know Many 
  Things; Predictable Teleporting! 
  +4 Athletics (Blink: Disappear in a puff of smoke when 
  hit, reappearing behind the attacker.); +3 Will (Keen 
  Hearing: +2 on Notice rolls made to overcome based 
  on hearing.); +2 Notice; +1 Scholar (Supernatural 
  Lore): +2 to all Scholar rolls relating to the 
  supernatural, though capturing and communicating with 
  the Umbarthi may be a challenge.) 
  Bite/Scratch:0  
   
  Thin Skinned:0 
  IVASHU – VLASTA (1d3 Small Packs) 
  Voracious Carnivores; The Eye’s, Always the Eyes!; 
  Light Boned but TERRIBLE(+1)!  
  +3 Athletics; +2 Fight (Leaping Attack: leap two 
  zones for free in a conflict instead of one, provided there 
  are no aspects restricting move.); +1 Notice 
  Bite/Claw:1 
   
   
  Thin Skinned:0 
  RATS (1d3 Small Packs) 
  Voracious Omnivores; Fearful Rustling in the Dark 
  +3 Notice; +2 Provoke; +1 Fight 
  Bite:1 
   
   
   
   
  Skin:0 
  
  FATE OF HARN 55 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  LUST FOR BATTLE! 
  DEFINING AN ARMY 
  An army is made up of Units and at least one 
  Leader.  Each Unit represents 4-5 warriors, or a typical 
  Company/Squadron of 20 foot soldiers/10 cavalry, for 
  larger engagements. 
  Each army starts the battle with a pool of 1 Fate 
  Point per Unit.  
  DEFINING LEADERS 
  During the battle every Named Character (PC & 
  NPC) gains a special, temporary, skill: Command.  This 
  is equal to the highest of the character’s Provoke or 
  Rapport skill (or Scholar if the character has the 
  specialist Military Strategist stunt).  One Named 
  Character is the Army Leader.  Other Named Characters 
  can become the Leader of individual Units by attaching 
  to them (see below). 
  DEFINING UNITS 
  Units have Skills, Aspects, and Consequences, and 
  Quality, but not Stunts or Stress boxes.  
  Unit Quality 
  Average (+1) Quality Units: these are green units 
  with one skill at +1 (and all others at +0); one Aspect; 
  but no Consequences – one hit takes them out. 
  Fair (+2) Quality Units: Trained warriors/men-at-
  arms have a skill pyramid peaking at +2 (and all others 
  at +0); two Aspects; and one Mild(2) Consequence. 
  Good (+3) Quality Units: These veterans have a skill 
  pyramid peaking at +3 (and all others at +0); three 
  Aspects; and one Minor(2) and one Serious(4) 
  Consequence. 
  Unit Aspects 
  A unit's Name is its High Concept, such as The Red 
  Guard of Tharda; Knights of the Red Shadows; Aleath 
  Citizen Militia; The High Guard of Azadmere; 
  Sindarin Noble Cavalry etc.  Other aspects defined by 
  the players, subject to GM agreement (see below). 
  Unit Skills 
  Athletics/Ride: Use to move foot/mounted units. 
  Crafts: Use to attack/defend during a siege. 
  Provoke: Use to intimidate/provoke other Units. 
  Melee: Use to attack Units in the same zone, and defend 
  against Melee attacks from other Units. 
  Missile: Use to attack Units in adjacent zones. 
  Notice: Use to scout ahead or spot infiltration. 
  Stealth: Use to set up ambushes or infiltrate. 
  Will: Use to defend against Missile attacks; the morale 
  of Units enables them to stand in place under fire. 
   
  Unit Consequences 
  Unlike character consequences these can be 
  ‘treated’ during the battle by any Named Character that 
  is attached to the unit, using their Command. 
  UNIT ACTIONS 
  Units act in order of the Command of their Leader 
  or their Quality (ties broken with a die roll).  A led unit 
  can defer its action to later in the turn if it wishes. 
  A unit can always move for free into an adjacent 
  unoccupied zone, as long as there is no hindering terrain 
  or other obstacle.  It can also take one action during its 
  turn, either before or after its move.  A unit can 
  sometimes gain a second action but no unit can take the 
  same action twice in a turn, and attacking always ends a 
  unit’s turn.  Hence, a unit can move one zone and 
  attack, create an advantage and attack, and so on, but it 
  can't attack twice, create an advantage twice, or attack 
  and then create an advantage or move. 
  Unit Overcome Actions 
  Starting difficulty is always +2. 
  Athletics: Overcome to move a foot unit into a zone 
  occupied by an enemy unit, or containing hindering 
  terrain or other obstacle, Aspect, or to move out of a 
  zone it is engaged in.  Add +2 to difficulty for each of 
  these present after the first, and +1 per enemy unit in 
  the zone after the first.  Success with Style means the 
  unit can move into a subsequent adjacent zone. 
  Ride: As for Athletics but for moving a cavalry unit. 
  Notice: Overcome to identify a hidden terrain aspect in 
  an adjacent zone prior to declaring a move. 
  Stealth: Overcome to move into an enemy occupied 
  zone without immediately triggering combat, or 
  disengage from a combat it is already involved in. 
  Provoke: Overcome to move a unit into an enemy 
  occupied zone but ignore any additional difficulty due to 
  extra enemy units, but not additional difficulty due to 
  hindering terrain or obstacle aspects. 
  Unit Create Advantage Actions 
  Use the standard Create Advantage results, including 
  free invokes etc. 
  Athletics: Roll against the Athletics of an enemy foot 
  unit in the same zone (-2 if facing enemy cavalry) to 
  create a positional advantage relative to that, such as 
  Outflanked. If the unit has more allies than enemies it 
  can place the Surrounded aspect. 
  Ride: As for Athletics but for cavalry seeking an 
  advantageous position (+2 if facing enemy foot). 
  Provoke: Roll to create a situational aspect such as 
  Frightened by our Power or Berserk Rage!. 
  Missile: Roll to place an aspect such as Pinned Down! 
  on a unit in an adjacent zone. 
  
  FATE OF HARN 56 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  Notice: Roll against +2 (+2 per existing terrain or 
  obstacle aspect) to create a new aspect in an adjacent 
  unoccupied zone. 
  Stealth: Roll to add an aspect such as The Trap is Set! 
  to an adjacent zone, or Surprised! to an enemy unit. 
  Unit Attack/Defend Actions 
  Each additional friendly unit in a zone modifies the 
  roll by +1; each enemy by -1. 
  Melee: Roll to attack, or defend against, enemy units in 
  the same zone.   
  Missile: Roll to attack Units in adjacent zones. 
  Will: Roll to defend against Missile attacks; the morale 
  of Units enables them to stand in place under fire.  
  UNATTACHED CHARACTERS 
  Unattached Named Characters act in the turn 
  sequence based on their Notice, and always act before 
  Units they tie with. 
  Unattached Characters can do anything they could 
  do in a normal scene, acting independently and 
  spending their own Fate Points to interact with other 
  unattached characters during the battle.  They are not 
  limited by any of the rules limiting unit movement, 
  treating zones on the battlefield as they would zones in 
  any scene.  They can also: 
   
  Attach themselves to any unit in the same zone for 
  free; 
   
  Spend an Action to attach themselves to any unit in 
  the same zone having already detached from 
  another unit that turn; 
   
  Spend a Fate Point to give a leaderless unit in the 
  same zone a second action. 
  ATTACHED CHARACTERS 
  Attached Named Characters act when the unit they 
  are attached to acts, though they can take their action at 
  any time during the unit’s turn.   
  The attached Character with the highest Command 
  is usually the unit’s Leader unless the GM rules 
  otherwise.  If the unit Leader’s Command is greater 
  than a skill possessed by their unit, then that skill gains a 
  +1 bonus as long as the Leader remains attached. 
  Attached characters are more constrained in what 
  they can do during their turn:  They can: 
   
  Detach from a unit becoming an unattached 
  character in the same zone for free; 
   
  Spend an Action to detach themselves from a unit in 
  the same zone having already attached to another 
  unit that turn; 
   
  Donate their action to their unit, so it takes two 
  actions; 
   
  Spend a Fate Point to invoke one of their aspects to 
  help their unit; 
   
  Use their action to ‘treat’ a unit’s consequence as in 
  Fate Core but using their Command; 
   
  Use their action to put a boost on their unit, such as 
  Charge or Hold the Line.   This doesn't require a 
  roll unless the unit has taken a consequence, in 
  which case the character uses Command against a 
  difficulty equal to twice the total value of the unit’s 
  consequence(s). 
  THE AFTERMATH of BATTLE 
  Battle continues until one side: 
  Concedes, 
  The conceding army must Overcome +2 with the 
  army leader’s Command.  Each shift of success removes 
  a consequence (player choice irrespective of whether it 
  is Mild or Serious).  
  Named characters who were not taken out before 
  the concession survive and any Consequences they took 
  are reduced by one step, with Minor being removed. 
  or, Is Taken Out 
  The army has no chance to save stragglers or 
  wounded.  There is no Command roll to recover 
  consequences, which are permanent until the GM judges 
  sufficient time has passed to remove them.   
  Named characters survive but must live with any 
  Consequences received. 
  DEFINING THE BATTLEFIELD 
  A battlefield is made up of zones.  A zone might be a 
  hill, an open meadow, or an area of woodland, forest or 
  marsh, etc.  The actual dimensions of a zone is irrelevant 
  as it is defined by its Aspect(s) not its area. 
  Number and Placement of Zones 
  As a rule of thumb the number of zones equals the 
  total number of units engaged plus 4dF (minm of 4). 
  The GM and players alternate rolls on a Terrain 
  Table, in order of Command, and place their Zone 
  adjacent to an existing one. 
  Unit Starting Placement 
  This might be determined by the scenario, GM 
  decision or by placing alternate units. 
  Sample Battlefield Aspects 
  Weather is agreed in advance or based on rolls on the 
  relevant Harn Weather Table. 
  Sample Terrain Aspects 
  Fortifications will usually be the result of the campaign 
  but an army fighting from within fortifications gains the 
  Aspect and can invoke it once for free, to defend, or 
  compel it to restrict the garrison from sallying forth.   
  Fieldworks can be thrown up prior to battle with GM 
  agreement.  Treat as fortifications without a free invoke. 
  
  FATE OF HARN 57 
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  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  Buildings/Village - invoked to provide cover and the 
  making of fire weapons; compel to distract troops with 
  booty. 
  Dense Forest – invoke to provide cover for an advance 
  and achieve surprise; compel to make impassable. 
  High ground – invoke to achieve momentum in a melee 
  or extra range for missiles; compel to exhaust troops 
  marching up hill. 
  Marsh/Bog – invoke to provide a hidden approach; 
  compel to delay a unit in the marsh. 
  Open Ground – invoke to add pace to a charge; compel 
  to reflect lack of cover.* 
  Open Woods – invoke to provide cover; compel to 
  break up formations/slow advances. 
  River/Stream – invoke to negate hot weather effects; 
  compel to create a barrier to a move. 
  Rough ground – invoke to benefit from cover; compel to 
  break up formations/slow advances. 
  Trail – invoke to speed movement across the zone; 
  compel to confine troops to column of march.* 
  *All but Open Ground & Trail add +2 to difficulty to enter  
  Terrain Tables 
  Peran: Northern Coastal Plain  
  1d6 Zone Terrain Aspect 
  1 
  Dense Forest 
  2 
  Dense Forest 
  3 
  Dense Forest 
  4 
  River/Stream 
  5 
  High Ground 
  6 
  Marsh/Bog 
  Peran: Western Highlands 
  1d6 Zone Terrain Aspect 
  1 
  Dense Forest 
  2 
  Dense Forest 
  3 
  River/Stream 
  4 
  Rough Ground 
  5 
  High Ground 
  6 
  High Ground 
  Peran: River Valleys 
  1d6 Zone Terrain Aspect 
  1 
  Open Woods 
  2 
  Open Woods 
  3 
  River/Stream 
  4 
  River/Stream 
  5 
  High Ground 
  6 
  Open Ground 
  Peran: Broken Lands 
  1d6 Zone Terrain Aspect 
  1 
  Rough Ground 
  2 
  Rough Ground 
  3 
  Rough Ground 
  4 
  Rough Ground 
  5 
  River/Stream 
  6 
  Marsh/Bog 
  Peran: Rayesha Foothills 
  1d6 Zone Terrain Aspect 
  1 
  High Ground 
  2 
  High Ground 
  3 
  High Ground 
  4 
  High Ground 
  5 
  Rough Ground 
  6 
  River/Stream 
  Rethem: Hills 
  1d6 Zone Terrain Aspect 
  1 
  Open Woods 
  2 
  Open Woods 
  3 
  River/Stream 
  4 
  Rough Ground 
  5 
  High Ground 
  6 
  High Ground 
  Rethem: Cultivated 
  1d6 Zone Terrain Aspect 
  1 
  Open Woods 
  2 
  Open Ground 
  3 
  Open Ground 
  4 
  River/Stream 
  5 
  High Ground 
  6 
  Building/Village 
  Rethem: Woodland 
  1d6 Zone Terrain Aspect 
  1 
  Open Woods 
  2 
  Open Woods 
  3 
  River/Stream 
  4 
  River/Stream 
  5 
  High Ground 
  6 
  Marsh/Bog 
   
   
   
  
  FATE OF HARN 58 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  SAMPLE FEUDAL UNITS 
  Unarmoured(UF) – Average Foot Unit: Peasant 
  Militia; Melee+1 (others +0); no Consequences. 
  Unarmoured(UF/SB) – Average Shortbow Unit: 
  Peasant Militia; Missile+1 (others +0); no 
  Consequences. 
  Light Foot(LF) - Fair Foot Unit: Trained Men-at-
  Arms; Loose Formation; Athletics+2, Melee+1, Will+1 
  (others +0); one Mild(2) Consequence. 
  Light Foot(LF/SB) - Fair Shortbow Unit: Trained 
  Men-at-Arms; Skirmish!; Athletics+2, Missile+1;  
  Will+1 (others +0); one Mild(2) Consequence. 
  Light Foot(LF/LB) - Fair Longbow Unit: Trained 
  Yeomanry; Cloth Yard Shafts; Missile +2, Athletics +1;  
  Will+1 (others +0); one Mild(2) Consequence. 
  Medium Foot(MF) - Fair Foot Unit: Agrikan 
  Laumak; Shieldwall!; Melee+2;  Athletics+1, Will+1 
  (others +0); one Mild(2) Consequence. 
  Unarmoured Horse(UH) - Average Cavalry Unit: 
  Scouts; Stealth+1 (others +0); no Consequences. 
  Light Horse(LH) - Fair Cavalry Unit: Skirmishers; 
  Ride+1 (others +0); no Consequences. 
  Medium Horse(MH) - Fair Cavalry Unit: Feudal 
  Knights; Charge!; Melee+2;  Ride+1, Will+1 (all others 
  +0); one Mild(2) Consequence. 
  Heavy Horse(HH) – Good Cavalry Unit: Akarata’s 
  Guard; Big Men on Big Horses; Might is Right; Melee 
  +3, Provoke+2;  Ride+2, Will+1, Notice+1, Missile+1 
  (others +0); one Mild(2) and one Serious(4) 
  Consequence. 
  SAMPLE REPUBLICAN UNITS 
  Light Foot(LF/LB) - Fair Longbow Unit: Loyal 
  Legionary Bowmen; Emplace your Stakes!; Missile 
  +2, Athletics+1;  Will+1 (others +0); one Mild(2) 
  Consequence. 
  Medium Foot(MF) - Fair Foot Unit: Stout-hearted 
  Legionary ; Shieldwall!; Melee+2;  Athletics+1, Will+1 
  (others +0); one Mild(2) Consequence. 
  Medium Horse(MH) - Fair Cavalry Unit: Well-
  drilled Legionary Cavalry; Hold the Line; Melee+2;  
  Ride+1, Will+1 (others +0); one Mild(2) Consequence. 
  Heavy Foot(HF) – Good Foot Unit: The Red Guard 
  of Tharda; The Best of the Best; Many Emperors led 
  the Guard; Melee+3, Will+2, Provoke+2;  Athletics+1, 
  Notice+1, Missile+1 (others +0); one Mild(2) and one 
  Serious(4) Consequence. 
  SAMPLE BARBARIAN UNITS 
  Unarmoured(UF/SB) – Average Shortbow Unit: 
  Kuboran Youths; Missile+1 (others +0); no 
  Consequences. 
  Light Foot(LF) - Fair Foot Unit: Kuboran Women; 
  Protect the Hearth; Stealth+2, Athletics+1, Melee +1 
  (others +0); one Mild(2) Consequence. 
  Light Foot(LF) - Fair Foot Unit: Fierce Kuboran 
  Warband; TheForest is a Friend; Melee+2, 
  Athletics+1, Stealth+1 (others +0); one Mild(2) 
  Consequence. 
  Medium Horse(MH) - Fair Cavalry Unit: Chelni 
  Horse-Archers; Skirmish; Missile+2;  Ride+1, Will+1 
  (others +0); one Mild(2) Consequence. 
  SAMPLE NON-HUMAN UNITS 
  Heavy Foot(HF) – Good Foot Unit: Azadmere High 
  Guard; Plate Mail; 2-Handed Axe; Melee +3, Will+2, 
  Provoke+2;  Athletics+1, Notice+1, Missile+1 (others 
  +0); one Mild(2) and one Serious(4) Consequence. 
  Heavy Foot(HF) – Good Foot Unit: Evael’s  
  Protectors; The Power of the Hartbow; The Power of 
  Shava; Missile +3, Will+2, Melee+2;  Athletics+1, 
  Notice+1, Stealth+1 (others +0); one Mild(2) and one 
  Serious(4) Consequence. 
  Heavy Horse(HH) – Good Cavalry Unit: Evael’s 
  Ancient Nobility; Swift and Sure; Might is Right; 
  Melee +3, Will+2;  Ride+2, Stealth+1, Notice+1, 
  Missile+1 (others +0); one Mild(2) and one Serious(4) 
  Consequence. 
  SAMPLE ENGAGEMENT 
  During the Agrikan retreat from Kustan in 718 the 
  pursuing Kubora got over-confident! 
  The Agrikans 
  1 Units of Laumak (men-at-arms) escorting a unit of 
  Baggage which takes no part in the battle but acts as a 
  continuously active and invoked disadvantage to the 
  Laumak, adding +2 to all the difficulties they face, 
  except when taking a Defend action: Medium 
  Foot(MF) - Fair Foot Unit (+2 Quality): Agrikan 
  Laumak; Shieldwall!; Melee+2;  Athletics+1, Will+1 
  (others +0); one Mild(2) consequence. 
  2 Units of the Akarata’s Guard deployed as an after-
  guard for the retreat down the Scarlet Ribbon:  Heavy 
  Horse(HH) – Good Cavalry Unit (+3 Quality): 
  Akarata’s Guard; Big Men & Big Horses; Might is 
  Right; Melee +3, Provoke+2;  Ride+2, Will+1, 
  Notice+1, Missile+1 (others +0); One Mild(2) and One 
  Serious(4) Consequence. 
  Their Meketa (Command is 4) can be attached to 
  either Guard Unit when battle commences.  
  The Kubora 
  2 units of Warriors intent on taking the booty carried 
  by the Baggage.  To do so they must destroy or drive off 
  the Laumak and hold the baggage for 2 turns after which 
  they will scatter into the forest with whatever they can 
  carry: Light Foot(LF) - Fair Foot Unit (+2 Quality): 
  
  FATE OF HARN 59 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  Fierce Kuboran Warband; Get the Booty!; Melee+2, 
  Athletics+1, Stealth+1 (others +0); one Mild(2) 
  Consequence. 
  Their Leader (Command is 4) can be attached to 
  either unit when battle commences. 
  Defining the Battlefield 
  5 Units will be engaged so there are 5-4dF Zones: 6 
  zones 
  Starting positions: 
   
   
   
   
   
   
   
   
   
   
   
   
  The turn sequence is: Guard with Commander; then 
  the other Guard; both Kuboran units and then the 
  Baggage’s Laumak escort. 
  Fate Point Pools: Agrikans 3; Kubora 2. 
  Turn 1: 
  The Guard* Unit (*=with the Commander attached) 
  defers its action, and the other Guard Unit moves into 
  the zone with the Baggage and its escort.  This is a free 
  move as it is into an open terrain zone with only friends 
  present. 
  Each Kuboran unit must use Athletics +1 to enter an 
  occupied zone.  Overcome +2, +1 for additional unit 
  now present (the Guard), for +3.  Kubora roll 4dF+2 vs. 
  Agrikan 4dF+3: +2 vs +4.  The overcome fails so the 
  first Kuboran unit is stuck in place.  The unit with the 
  Leader attached (Kuboran*) gains an extra +1 due to his 
  Command exceeding their Athletics: 4dF+2+1 = +4 vs 
  +4 doesn’t exceed so can’t move either.  The Kuboran 
  spends a Fate Point to invoke Booty! to add +2 to the 
  roll so his unit does advance after he encourages them. 
  Fate Point Pools: Agrikans 3; Kubora 1. 
  Having moved into the zone with the baggage the 
  Kuboran unit makes an Attack action with Melee +2 (-1 
  for additional enemy unit) vs. the Escort Melee +2. 3 vs. 
  3, so no harm to escort but attacker gains the boost 
  Momentum with a free invoke to use it. 
  This ends the Kuboran* unit’s turn so the Escort 
  tries to disengage and retreat into zone 6.  Normally an 
  unoccupied open zone is a  free move, but this time they 
  are disengaging from the Kubora so an Overcome 
  Athletics+1 is required against normal difficulty +2 plus 
  the difficulty the Baggage provides, +2: 4dF+1 vs. +4 = 
  -1 vs 4 presents the Kubora with the boost Baggage 
  bogged down with a free invoke. 
  This ends the Escorts turn. 
  The Guard* decides to take a hand and aims to 
  thunder down the hill into the flank of the Kubora. 
  Because the zone they are aiming for contain an 
  enemy they require a Ride Overcome (4dF+2) vs. 
  Difficulty +2, +2 for the Kubora in the target zone (+4): 
  5 vs 4 = success and they sweep down the hill to contact 
  the Kubora. 
  The Commander decides to create an advantage for 
  the attack using his personal Action.  He rolls his own 
  Provoke+3 to get a total of +5 vs. Kubora Unit Will+0 or 
  -2 for a total of +7! 
  This creates Fear the horsemen! with 2 free 
  invokes.  He adds the first free invoke to the Guard* 
  Unit’s attack: 4dF+3+2 vs. 4dF+2: 8 vs. 3 = 5 which 
  overflows the Kuborans’ Mild(+2) consequence and 
  takes out the unit.  The Kubora are trampled underfoot 
  and the survivors scatter taking their Mild(2) 
  Consequence of Shattered with them to any future 
  battle.   
  Turn 2: 
  The sequence begins again and this time the 
  Agrikans take the initiative.  The Guard* advances on 
  the remaining Kuboran unit.  Overcome with Ride+2 vs. 
  +2 difficulty (1 enemy unit in open ground): 6 vs 2 = 
  Success with Style, so the Knights could sweep through 
  the zone into another one … but the Kubora are in the 
  way … attack: 4dF+3+2 (second free invoke of Fear the 
  horsemen! as the GM judges the Kubora will have been 
  unnerved by seeing their friends scattered!) vs. 4dF+2: 
  +5 vs. +4 = 1 point of damage, so the Kubora must use 
  their Mild (+2) consequence to avoid being taken out.  
  They have survived the attack, though and stopped the 
  Guard* from thundering into any adjacent open zone. 
  The next unit to act is either the Kubora, or the other 
  Guard unit.  The Agrikans win the tie-break so the Guard 
  advance to contact: Overcome with Ride+2 vs. +2 
  difficulty (1 enemy unit in open ground): +6, so success 
  with style, and they too could sweep on into another 
  zone if they can shatter the Kubora.  Attack: 4dF+3 vs. 
  4dF+2: 7 vs. 2 = 5 points of damage which takes this 
  unit out too! 
  The Agrikan player has destroyed both Kuboran 
  units and the baggage and its escort will make it a little 
  further down the Scarlet Ribbon towards safety! 
  3 
  Open 
  [Baggage and 
  Escort] 
  2 
  River 
  [Akarata’s 
  Guard] 
  4 
  Hill 
  [Akarata’s 
  Guard]* 
  6 
  Open 
  1 
  Open 
  [Kubora & 
  Kubora*] 
  5 
  Woods 
  
  FATE OF HARN 60 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
  HârnWorld 
   
  SAMPLE SETTING 
  The initial stages of the campaign take place in 
  Melderyn.  The characters will move from place to place 
  in a series of related quests. 
  Current Issues 
  Melderyn if widely known as the Wizards Isle, a 
  mysterious place where knowledge is valued and people 
  live peacefully and prosperously.  The Shadowy 
  Council of Eleven stand behind the throne and they 
  have acted for centuries to control the flow of 
  knowledge between mainland Lythia and the island of 
  Harn.  Growing economic forces are making it 
  increasingly difficult for this isolationism to be 
  maintained.  The current issue is A Time of Change. 
  Impending Issues 
  There is no reason to believe that the several 
  centuries of peace and prosperity that Melderyn has 
  enjoyed are about to be threatened. Their neighbours 
  have a healthy respect for Melderyn’s potential military 
  power of the its assumed command of the arcane arts. 
  However, the Solara Crusade and the periodic 
  expeditions against the Hodiri tribesmen from the 
  Dyriamarch suggest that both secular and religious lords 
  are looking outward. It is difficult to believe that the 
  Council of Eleven is not aware of these tendencies and 
  this leads to the impending issue: A Secret Arcane 
  Conspiracy? 
  PLACES & FACES  
  Melderyn - Felshon Island 
  Home to wreckers preying on unsuspecting sea-
  farers and undertaking some dark rites to appease the 
  local sea gods.  This is where the characters are wrecked 
  and where some of them are rescued from the locals 
  before escaping in a stolen fishing boat.  Wreckers and 
  Human Sacrifice; Best Left to Themselves. 
  The Scarecrow: This tall silent man wears a sack 
  over his head with holes cut for his eyes and mouth.  He 
  speaks little but it might be possible to identify him from 
  his voice.  He is the head of the wreckers who make a 
  living deceiving seafarers onto the rocks at the north of 
  Felshon Island.  Mysterious Master Wrecker; Duty to 
  his People; Ruthless. 
  Sir Adrin Cael: The Caels have been Bailiff’s of 
  Felshon Hundred for generations.  Their manor at Inorm 
  is no bigger than Celim, further up the coast, but the 
  seniority of the clan ensures that most trade to Chyrefal 
  runs through their dock.  Sir Adrin is not a man of 
  action; he would much prefer to be in a warm Inn.  He 
  has no inclination to listen to rumours about wreckers. 
  Short-sighted Bailiff of the Hundred; Enjoys the Good 
  Things. 
  Melderyn - Ikom Island 
  Isolated Ikoshire is left very much to itself.  The 
  manors of Zuden and Kisl owe fealty to the Baron of 
  Glenoth, across the Ikom Channel.  That irks the Sheriff, 
  Sir Balsen Torele.  Green & Pleasant Land; Tensions 
  among the Ruling Class. 
  Sheriff Balsen Torele: A quiet man in his mid-40’s 
  who enjoys the local power that isolation brings him.   
  Efficient Administrator; Ambitious; Wandering Eye. 
  Melderyn - Ikom Island - Chyrefal 
  The shire moot of Ikoshire is a small but prosperous 
  port that welcomes visitors as long as they obey the rule 
  of law.  It boasts a temple of Save K’nor and a widely 
  respected Odvishan Chantry.  Scholarly; Sprites and 
  Elementals. 
  The Whistle: a pleasant inn on the south end of the 
  town kept by Lyman of Aleama. Its reasonable prices 
  and high quality attracts many locals and is a home 
  away from home of many travellers.  Melting Pot; 
  Perceptive Landlord. 
  Melderyn - Glenoth 
  Glenoth Island is located  midway between the 
  islands of Ikom and Melderyn and the town is home to 
  the scholarly Baron Soren Halwyn.  He takes an interest 
  in the concentration of standing stones across his fief 
  and has good relations with the local Jmorvi Chantry.  
  Ancient Arcane Heritage; Target of Intrigue. 
  The Jmorvi Chantry: a busy chantry that appears 
  to operate openly and to the benefit of the locals.  Best 
  Metalwork in the Kingdom; Everyone has some 
  secrets! 
  Melderyn - Nurisel 
  While Earl Sunoril is cold and formal the fief 
  prospers under his insightful hand.  Second only to 
  Cherafir it boasts a prosperous maritime community and 
  a Lyahvian Chantry.  Strangers are Welcome; Pvaric 
  Rivalries? 
  Melderyn - Cherafir 
  The Royal seat is renowned throughout western 
  Lythia as a centre of scholastic activity and as the 
  ‘wizard’s city’.  Gateway to (and Gatekeepers of) the 
  World and The Alienage can be Threatening. 
  
  FATE OF HARN 61 
  HârnWorld 
  © Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03 
   
  SAMPLE CHARACTER 
  GARAN’aqli UQUIT  
  1. High Concept  
  Garan is a Lawata Numec, a member of the kel of 
  the Uquit, in the desert south of Isynen.  As a member of 
  the noble warrior caste he was granted the title ’aqli 
  Uquit on reaching maturity.  In his training he quickly 
  outstripped his instructors and led the kel in raids against 
  their neighbours.  Soon he was the greatest warrior 
  among the Uquit so that, when the time came, he 
  inherited the kel’s Thanath. This sacred Taugari blade 
  has been handed down through the kel’s greatest 
  warriors for generations. 
  Several years ago news reached the desert of a 
  foreigner from the North carrying a sword that rivalled 
  Taugari steel. The Taugari sent back an instruction: ‘The 
  sacred Kelazaydi tells us that the unbridled spread of 
  knowledge once came near to destroying the world. Find this 
  man and his blade and end the spread of his knowledge.’ 
  Garan was one of five Lawata chosen for the quest.  
  The tribe’s understanding of the world beyond Isynen 
  was limited but, through intermediaries, passage for the 
  questing warriors was arranged.  Three were sent to 
  mainland Lythia while Garan and another travelled to 
  Chelemby.  From there his friend was to seek among the 
  Cheler before travelling to Ivinia.  Garan was to go to 
  Harn. 
  Knowing that they might spend many years among 
  unclean foreigners all put aside their coveted status as 
  respected members of their caste.  Until he returns in 
  honour Garan will be ’aq Uquit. Only as a member of the 
  vassal caste can he travel among the muwathin – the 
  unclean – and preserve his kel’s honour. 
  Questing Numec Warrior 
  Sample Invoke: Whenever a +2 might further the 
  search for the northerner and his sword. 
  Sample Compel: the merest hint could send him off in 
  a hurry or distract him from the task in hand.   
  2. Trouble  
  Not until he started his quest did Garan realise how 
  different the world beyond the desert was.  They speak 
  different tongues, eat tasteless food and have disgusting 
  table manners.   
  Naïve Stranger in a Strange Land 
  Sample Invoke: He is novel and unusual and that 
  might be of interest to important or useful people. 
  Sample Compel: whenever someone is gulling him, 
  making fun of him or otherwise caricaturing him, they 
  have his poor language skils and understanding of 
  cultural mores to work with! 
   
  3. The First Adventure 
  With the other player characters Garan was 
  shipwrecked, coming ashore with little more than what 
  he stood up in and his beloved Thanath.  Making their 
  way across the island to rescue the other survivors he 
  was grateful that mighty Azay had been wise enough to 
  leave him his sword. 
  The Thanath of my Fathers 
  Sample Invoke: When the quality of the blade or its 
  uniqueness is a factor. 
  Sample Compel: The sword is a concrete connection 
  to his culture and mission so it might force an action to 
  protect or recover it. 
  4. Crossing Paths 
  His experience on Felshon Island demonstrated that 
  the foreigners Jehal and Reza were barely fit to be 
  allowed out alone.  He may not be ‘aqli Uquit anymore, 
  but they are certainly appropriate members of the 
  Aqhed (slave) caste.  He insists on calling them 
  Jehal’abd Uquit and Reza’abd Uquit.  As such he is 
  now obliged to protect them whether they acknowledge 
  their position in his kel or not. 
  Protect the kel of ’abd Uquit 
  Sample Invoke: invoke this aspect in their defence. 
  Sample Compel: his actions in their defence could be 
  compelled despite their inconvenience! 
  5. Crossing Paths again 
  The other stranger, Gehl, is a different kettle of sand 
  snakes. He is capable and practical and able to look after 
  himself.  He stepped in several times to stop Garan 
  doing something he shouldn’t following the shipwreck. 
  The Ivinian Trader is Wise 
  Sample Invoke: to supplement some effort to 
  understand a local situation when it’s reasonable that 
  Gehl might signal the best course of action. 
  Sample Compel: it is possible that his trust in Gehl’s 
  judgement might be transferred to another, less 
  deserving, Ivinian (or trader). 
  6. Skills 
  Garan is a noble warrior who has to have the skills 
  to have earned his Thanath and the honour of the quest. 
  So: Melee (+4); Endurance and Athletics (+3); Notice, 
  Will and Ride (+2); and Stealth, Provoke, Survival & 
  Missile (+1).  Other skills at +0. 
  7. Description 
  Garan is a typical Numec: olive skin, high cheek-
  bones and a hooked nose.  He is dressed in ankle length 
  robes layered against the cold and the turban-like hebr. 
  Garan uses layers of heavier, rougher, cloth in order to 
  stay warm in the cold and damp of the north. 
   
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Fate Hacks & Homebrews/Fate-of-Harn-Rules.pdf