Optional Rules

Hit Locations

One easy way to deal with Hit Locations in Harath is to determine the location by the number of successes. In order to assess damage, subtract the number of successes needed for the hit from the total number of successes. If less than zero, then there is no damage, otherwise calculate damage normally. When using this system, use total hit points as well as partial hit points for each area.
* Head = 1/3 Total Hit Points
* Arms = 1/4 Hit Points
* Legs = 1/3 Hit Points
* Torso = 1/2 Hit Points.

Calculate damage as you would normally, do subtracting the final amount of damage from both the area and the total hit points. When any part’s hit points are 0, that part becomes useless. A will roll with the number of successes, the number of points below 0. The target for this will roll is 5. Finally, if a part’s hit points reach negative their amount, the part is totally destroyed (i.e. If someone’s arm was 10 hit points, the arm would become totally destroyed at -10 hit points).

Placement of blows depends on number of successes:

1 or 2 successes – Arms
3 Successes -Legs
4 Successes – Torso
5 Successes – Head

Simplified Parrying

Simplified combat by allowing your successes to combat opponent’s by 1 (as opposed to multiplying your successes by the AP of the weapon, and subtracting from the other’s total damage).

The Defensive Mode

At the beginning of the round you can state that you are fighting defensively. The benefit (problem?) with this option is that you are guaranteed successes. For each two dice you set aside, you are guaranteed one success. For example, with a skill of 6, you could roll 6, 4, 2, or 0 dice, and you would gain 0, 1, 2, 3, or 4 automatic successes. This keeps you from being hit from massive hits, but at the cost of not giving any massive hits also.

Parrying a weapon when not using a weapon

Because of the difficulty in parrying someone’s attack when you do not have a weapon, using a parry will add 1 automatic success to their attack.

Armor Damage

Typically, GM’s won’t want to track the damage done to arms and armor, but from time to time this becomes important. Weapons and armor are designed to take abuse, but anytime they block damage from an opponent’s attack, they will take some damage. Each weapons has a number of Structure Points (or Hit Points if you prefer) equal to 10xAP of the weapon. The amount of damage taken depends on the type of weapon used.

Puncturing1/10
Short Sword, Pole Arms, Arrows, Bolts, Spears

Slashing1/3 (Soft Armors
1/5 (Hard Armors)

One Handed Swords, Daggers, Bastard Sword in one hand

Crushing1/20 (Soft armors)
1/5 (Hard Armors)

Maces, Flails, Clubs

Cleaving Weapons1/2
Axes, Great Sword

Total damage done to the weapons is calculated as follows:
Damage Absorbed x Factor – excess damage blocked.

For example, William blocks the orcs attack. The orc hit for 56 damage with a long sword. William blocked with 5 success with a Round Shield (AP: 5), blocking 25 damage.

The shield shield absorbed 25 points
The long sword’s factor as a slashing weapon is 1/5.
William had no excess damage blocked.
Therefore, the shield take 5 points of damage [25/5 – 0]. It has a total of 50, so it has 45 SP left.

Later that same battle, the orc hits for 15 points of damage. William blocks with 8 successes, blocking 40 damage.

The shield absorbed 15 points of damage.
The long sword’s factor as a slashing weapon is 1/5.
William had 25 [40-15] excess damage blocked.
Therefore, the shield take 0 points of damage [15/5 – 25 = 3-25= -22 = 0]. It still has 45 SP left.

Next to him, Archibald is using his staff (AP: 5) against a large orc with a Great Axe. The orc swings mightily and hits for 65 damage. Archibald blocks 40 damage.

The staff absorbed 40 points of damage.
The Great Axe’s factor is 1/2.
Archibald had 0 excess damage blocked.
Therefore, the staff will take 20 points of damage [40/2 – 0 = 20]. It only had 30 SP, therefore the Orc has broken the quarterstaff in two.

Critical Hits

A critical hit in Harath is defined as rolling a “6”. Normally, this entitles the character to roll another die for a chance at another success. Certain weapons gain a damage bonus as well.

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Impaling Weapons

Once an impaling weapon strikes a person, the weapons does more damage than crushing or slashing type weapons. For each “6” rolled, add one to the base damage of the weapon before it is multiplied by the successes rolled to determine total damage. For example, Arthur is skilled in the Long Bow and has a skill of 8 with 4 bonus dice. The Long Bow does 3 Damage per success. He rolls Initial Roll: 3, 4, 4, 5, 5, 5, 6, 6 and Re-rolled sixes: 2, 2. This gives him 7 successes and 2 critical hits. Normally this would give him 21 hit points of damage, 7 Ss x 3 base damage. With the critical hit rule, this would become 35 hit points of damage, 7 Ss x (3 base damage + 2 critical hits).
Note: Calculate these extra damage points after armor points are removed from the attack. Arthur fires at another of his enemies and rolls 9 successes and 6 critical hits. This enemy has 10 armor points. Therefore, his base damage is 27 hit points (9 Ss x 3 Dam). Damage to his enemy is 27 HP – 10 AP + (6 critical x 9 Successes) = 17 + 45 = 62 Hit Points!

Crushing weapons

Crushing weapons do nominally less damage than other weapons in terms of killing stokes. On the other hand, they tend to break bones and inflict a great deal of pain. Each critical hit acts as an extra success against the part of the body that was hit, but not against the total hit points, see “Hit Locations” below. Arthur’s enemy was able to reach him and swing his mace (damage 5). His skill with the mace is 7 with 4 bonus dice. He rolls 6 successes and 2 critical hits. Arthur is wearing 3 AP of armor. His enemy does 30 points of damage. Arthur’s armor stops 3, so 27 points of damage gets through the armor. Since he rolled 6 Successes, the hit location is considered the head. This results in 2 Successes of damage to the hit plus the 2 critical hit successes to the head. A total of 4 successes and therefore 20 points of damage is done to his head. He has 68 total hit points, and, therefore, 22 hit points in the head. He is left with 2 hit points in his head and falls to the ground with a fractured skull.