Characters

In any role playing game, the character is the center of focus, the core of the game. You imagine yourself as someone else (or yourself) in a different world and time period. In Harath, characters are primarily defined by their Attributes, Abilities, Disabilities, and Skills, which combine to make each character unique. Additionally, your character’s race and personality also play a large part. Your character’s race directly affects your Attributes, Abilities, and Disabilities, and serves as a loose guide to your choice of Skills. However, you alone decide your character’s personality. You can be good or evil, devil-may-care or highly focused, introverted or extroverted, a drunk or a paragon of virtue, a hero or a villain — the choices are endless. So let’s get started!

Age:

The “unit of currency” for building a character in Harath is the Character Point (CP). At the start of the game, you begin with 1 CP for each month your character has been alive. You “spend” CP to “purchase” your Attributes, Abilities, Disabilities, and Skills. In other words, the older your character, the more skilled they can be. After the game begins, you earn CP at the steady rate of 1 CP/month during months your character is not adventuring. While your character is actively adventuring, the GM will award CP based on your game play – excellent role playing, clever problem solving, and creative use of your Skills and Abilities can earn you additional CP.

Gender:

Male or female, the choice is yours. Although females of all races tend to be shorter, lighter, and less strong than their male counterparts, because you choose your character’s height, weight, and strength, gender actually has no significant impact on character creation.

Race:

Different Races have unique sets of Attribute modifiers, inherent Abilities and Disabilities, and Skill restrictions.

Attributes

In Harath, Attributes are numerical representations of a person’s physical and mental capacity: how strong, durable, and flexible each is. The physical Attributes are Strength (Str), Constitution (Con), and Dexterity (Dex), while their equivalent mental Attributes are Will (Will), Mana (Mana), and Quickness (Quick). These Attributes must be purchased using CP.

In addition to these six Attributes, your character also has four Secondary Attributes that determine the character’s appearance. They are Age, Height, Weight, and Comeliness (attractiveness). You do not need to spend CP on these secondary attributes. They are free.

The human average for Attributes is 5.

Abilities and Disabilities

Abilities and Disabilities are your character’s inherent advantages and disadvantages. Many of them serve to supplement one or more of your character’s Attributes or Skills or somehow limit them. This is a reflection of the fact that most people are naturally good at some things and have to work twice as hard to get the hang of other things. Most Abilities and Disabilities are listed as having X points/level. This is the number of CP you must pay to get each level of an Advantage or that you will receive when you accept each level of a Disadvantage. The level indicates the strength of the ability, and generally equates to the number of Ss you need to receive when making a statistic roll.

Jeremy has succeeded in rescuing the princess from the clutches of the bandit king and has hidden her in a nearby abandoned barn. Unfortunately, a bandit has approached him and asked if Jeremy has any information about the whereabouts of the princess. Because Jeremy has the Honesty Disadvantage, he must make a Will roll in order to lie. Because he has Honesty at level 5, he must get 5 Ss on his Will roll or he will not be able to lie. His Will is 7, so he rolls 7 dice, getting 1, 1, 2, 4, 4, 5, 6. He rolls an extra die for rolling a 6. The result of the extra die is a 3. Since he has only achieved 4 Ss, which is fewer than the 5 he requires to lie, Jeremy must either tell the truth or say nothing. Unfortunately, either is likely to get him into trouble in this case.

Note that players can create their own Abilities and Disabilities if they wish and if the GM agrees. As a rough rule of thumb, if the Ability or Disability in question affects 5 or more Skills, it should be considered as +/- 5 CP/level. Otherwise, it should be considered as +/- 2 CP/level. Some Abilities and Disabilities add bonus or penalty dice to the Skill roll it affects, others actually give additional (or fewer) levels to the Skill levels they affect.