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HarnMaster 3.5E for Fantasy Grounds — User Manual

Table of Contents

  1. Introduction
  2. The Character Sheet
  3. Skills Tab — Attributes
  4. Skills Tab
  5. Mystic Tab — Magic & Powers
  6. Inventory Tab
  7. Combat Tab — Armor & Penalties
  8. Combat Tab — Injuries
  9. Combat Tab — Strike Locations
  10. Actions Tab — Weapons
  11. GM Tab — Background
  12. Making Rolls
  13. The Modifier Box
  14. Combat
  15. Initiative
  16. Attack
  17. Defense
  18. Damage
  19. Shock Rolls
  20. Game Master Guide
  21. The Combat Tracker
  22. Combat Resolution
  23. NPCs
  24. Encounters
  25. GM Options

Introduction

This manual covers the Fantasy Grounds Unity implementation of HarnMaster 3.5E. It focuses on how to use the software — what each button does, how the roll sequence works, and how data is laid out — rather than repeating the tabletop rules. Keep your HarnMaster rulebook handy for the underlying mechanics.


The Character Sheet

The character sheet has six tabs:

Tab Contents
Skills All attributes and skills, ML, SB, development
Actions Weapons and their attack/defense/damage actions
Combat Armor worn, penalty summary
Locations Strike location table with armor per location
Mystic Convocation spells and rituals
Inventory Carried items, encumbrance
GM Biographical data (GM-only)

Skills Tab — Attributes

The top portion of the Skills tab always shows the character's fifteen attributes in a compact grid.

Main view (compact): Each row shows the attribute abbreviation and its Total score — the final value used in play. Click the roll button to make an attribute roll. The roll can be adjusted using the Modifier Box (see below).

Attribute Editor (detail popup): Click the Details button (top-right of the ATTRIBUTES header) to open the attribute editor in a separate window. Each row there shows:

Column Meaning
Name Full attribute name
Base The raw value set during character creation — editable
Mod. A flat bonus (from species, magic, etc.) — editable
Total Computed final value (Base + Mod.) — read-only

Skills Tab

Below the attributes, the same tab shows the character's skill list in compact form.

Main view (compact): Each row shows:

Column Meaning
Name Skill name (with speciality appended if set)
SB Skill Base — computed from the linked attributes
ML Mastery Level — the number rolled against; click to roll

Skills are grouped by skill group (Physical, Combat, etc.). Use the filter box at the bottom to search by name.

Rolling a skill: Click the roll button on the right of any skill row to send the roll to chat.

Detailed Skills Window: Click the Details button (top-right of the SKILLS header) to open the full skill editor in a wider popup window. Each row there shows all fields:

Column Meaning
Name Skill name
Speciality Optional specialization within the skill
Skill Group Category (Physical, Combat, Crafts & Lore, etc.)
Attributes The attributes the SB is derived from (up to three)
Sunsigns Sunsign bonus value (if applicable)
OML Opening Mastery Level — the initial ML at skill acquisition
SB Skill Base — computed, read-only
Dev. Development ranks added through play — editable
ML Mastery Level — computed final value

The detailed window also has a Development Roll button per row (the dice icon next to ML). Use this to test whether the skill improves.


Mystic Tab — Magic & Powers

Note: Mystic powers and spellcasting features are currently in active development.

The Mystic tab contains the character's magical abilities. HarnMaster magic is convocation-based:

Convocation Element
Fyvria Earth / Nature
Jmorvi Metal / Craft
Lyahvi Light / Illusion
Odivshe Water / Cold
Peleahn Fire / Energy
Savorya Mind / Spirit

Each spell entry displays:

  • Name — Title of the spell
  • Convocation — Spell convocation
  • Complexity Level — Casting difficulty rating
  • Casting Time — Action duration
  • Range / Area — Distance and area of effect
  • Duration — How long the effect lasts
  • Summary — Short description
  • Description / Bonus Effects — Full spell rules and enhancements

Click a spell to cast it (rolls the appropriate convocation skill). Fatigue cost is tracked automatically.


Inventory Tab

The Inventory tab lists all items carried. Key fields:

  • WT — Item weight
  • WQ — Weapon Quality (for weapons in inventory)
  • Penalty — Encumbrance penalty calculated from total carried weight (feeds into Universal Penalty)

Drag an item into the list to add it. Check the Equipped box to mark worn armor — equipped armor feeds its protection values into the strike location armor table automatically.


Combat Tab — Armor & Penalties

The Combat tab summarizes three key systems:

  1. Strike location armor — The strike location table showing B/E/P/F protection values per body location. See Combat Tab — Strike Locations below.
  2. Penalties list — A summary of active injury penalties feeding into Universal Penalty and Physical Penalty.
  3. Injury list — All current wounds. See Combat Tab — Injuries below.

Combat Tab — Injuries

Injuries are listed as a sub-panel on the Combat tab. Click the Details button on any injury row to open the full injury record:

Field Meaning
Location Body part affected
Aspect Blunt, Edge, Point, Fire, or Frost
IL (Injury Level) Minor, Serious, or Grievous
HR (Healing Rate) Days per healing step
Date In-game date the injury was received
Notes Free-text notes

The injury aspect and level determine the descriptive label automatically (e.g., Blunt + Minor = Bruised, Edge + Grievous = Grievous Cut).

  • Penalties: Update automatically as injuries are added, removed, or healed.
  • Healing: Update the Healing Rate (HR) field and advance the Date when a healing interval passes.
  • Bloodloss (Bleeders Option): When active, a Bleeders injury entry appears automatically for grievous wounds.
  • Amputations: When enabled, severe hits can trigger amputation conditions.

Combat Tab — Strike Locations

This tab shows the character's body map — all named strike locations with their armor values:

Column Meaning
Strike Locations Body location name (Skull, Face, Neck, Thorax, etc.)
B / E / P / F Armor protection at that location for Blunt, Edge, Point, and Fire

During combat resolution, the system rolls on this table (or a High/Low sub-table when an aim zone is active) to determine where a hit lands.


Actions Tab — Weapons

The Actions tab is the primary interface for combat rolls.

Weapon Row Controls

Control Function
Name Weapon or attack name (underlined; click to rename)
Attack (Sword icon) Click to make an attack roll; shows current AML
Defend (Shield icon) Click to make a defense roll; shows current DML
Damage (Fist icon) Click to roll damage; shows dice for the active aspect
Damage Aspect Cycles between Blunt, Edge, and Point
Aim Zone Cycles between High, Mid (default), and Low
Range Bracket Current range band (Short, Medium, Long, Extreme) for ranged/thrown weapons
Ammo Counter Tracks remaining ammunition with a pip display

Weapon Editor (Detail Popup)

Click the detail button (grid icon, right side of each weapon row) to configure weapon stats:

Field Meaning
Weapon Display name
WQ / Current Base Weapon Quality and current condition rating
Note Free-text notes (e.g. ammo type, special rules)
Type Melee, Ranged, or Thrown
Skill Base skill used for ML calculation
A / D / HM Attack modifier, Defense modifier, and Handmode penalty
B / E / P Base damage dice for Blunt, Edge, and Point aspects
Range S/M/L/E Range thresholds in metres
Properties Notes on special qualities or magical attributes

Adding Attack Entries

Right-click in the weapon list and choose:

  • Add Melee — Adds a melee weapon entry
  • Add Ranged — Adds a ranged weapon entry
  • Add Throwing — Adds a thrown weapon entry

GM Tab — Background

The GM tab is visible only to the GM and tracks character background:

  • Birthdate, Sunsign, Sunsign (Cusp)
  • Species, Gender
  • Height, Frame, Weight
  • Hair Color, Eye Color, Voice
  • Culture, Social Class
  • Speed (calculated from MOV)

Sunsign affinities automatically grant bonuses to matching skills on the Skills tab.


Making Rolls

All rolls in HarnMaster follow a percentile (d100) test compared against the target Mastery Level (ML):

Result Meaning
Critical Success (CS) Roll ≤ ML ending in 5 or 0
Marginal Success (MS) Roll ≤ ML (or natural 01–05)
Marginal Failure (MF) Roll > ML (or natural 96–00)
Critical Failure (CF) Roll > ML ending in 5 or 0

How to roll:

  • Attribute check: Click the roll button next to an attribute on the Skills tab
  • Skill check: Click the roll button on the Skills tab
  • Attack: Click the sword button on the Actions tab
  • Defense: Click the shield button
  • Damage: Click the damage button

The Modifier Box

The Modifier Box is a floating desktop panel that applies situational modifiers to the next roll:

  • Numeric modifier: Type any number to add a flat bonus or penalty.
  • SB Multipliers (×2 through ×7): Multiplies Skill Base for difficulty scaling:
Preset Target Difficulty
×2 Target = SB × 2 (Very Hard)
×3 Target = SB × 3 (Hard)
×4 Target = SB × 4 (Moderate)
×5 Target = SB × 5 — Default (Standard)
×6 Target = SB × 6 (Easy)
×7 Target = SB × 7 (Trivial)

For damage rolls, multiplier buttons multiply the number of damage dice rolled together.


Combat

Combat resolves in three distinct steps: Attack → Defense → Damage.

Initiative

  • Right-click a combatant in the Combat Tracker and select Set Initiative.
  • Use Set All Initiatives, Set NPC Initiatives, or Set PC Initiatives.

Attack

  1. Click the sword button on the Actions tab.
  2. The attack roll posts to chat with the AML, d100 roll, and outcome (CS/MS/MF/CF).
  3. Set the Aim Zone (High, Mid, Low) prior to rolling if targeting specific body regions.

Defense

The defender responds by choosing one of four tactical actions:

Defense Effect
Block Uses weapon/shield defense ML to deflect the attack
Counterstrike Attacks in return; both rolls resolve simultaneously
Dodge Uses Agility-based dodge to evade
Ignore Takes no action; attack resolves at maximum effectiveness

Damage

The attacker rolls damage via the damage button according to the active aspect (Blunt, Edge, Point).

Shock Rolls

Taking an injury automatically triggers a Shock Roll:

Current State Roll Outcome Resulting State
Normal Fail → Unconscious + Prone
Unconscious Pass → Incapacitated + immediate second check
Incapacitated Fail → Shock
Incapacitated Pass → Conditions removed (Recovered)

Game Master Guide

The Combat Tracker

Key HarnMaster features on the Combat Tracker:

  • Locations: Quick access to strike location tables and current armor values
  • Injuries: Summary of active wounds and current penalty total
  • Fatigue (FT): Inline fatigue tracking

Running combat from the Combat Tracker:

  • Set initiative: Set initiative and sort the tracker list.
  • Select active combatant: Click their token or tracker entry to activate.
  • Target opponent: Drag the target crosshair to link attacker to defender.
  • Roll directly: Use weapon buttons on the CT entry to roll attack and damage directly without opening the full sheet.

Combat Resolution

Combat interactions (attack vs. defense, hit location determination, armor mitigation, and injury generation) are resolved using the dedicated Combat Resolution Window.

👉 For complete details and a step-by-step walkthrough, see the Combat Resolution guide.

NPCs

Create NPCs from the NPCs sidebar menu:

  • Attributes: Compact grid identical to PC sheets
  • Skills: Free-text multi-roll field (e.g. Sword 65, Riding 42)
  • Actions: Narrative actions and abilities list
  • Weapons: Drag and drop weapon items directly into the Actions section
  • Hit Locations: Click Add default Strike Locations to populate humanoid location tables
  • Armor Values: Click Refresh Armor Values after equipping armor

Encounters

Build encounters in the Encounters module and push them directly to the Combat Tracker when combat begins.

GM Options

Under Settings → Options → HarnMaster Rules:

Option Effect
Combat: Knockbacks Enables knockback rolls on heavy impact hits
Combat: Limb injuries Tracks unusable limb conditions
Combat: Amputations Enables amputation outcomes on grievous limb wounds
Combat: Bleeders Adds blood-loss tracking for severe wounds