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#GCP-RMU- 001
A CHARACTER & COMBAT SYSTEM ADAPTABLE TO ANY FANTASY ROLE PLAYING SYSTEM
Rolemaster CORE Law Copyright 1980-2022 Iron Crown Enterprises
Credits
Original Rolemaster Conception: Pete Fenlon, S. Coleman Charlton, and Kurt Fischer Original System Design: S. Coleman Charlton and Pete Fenlon Additional Original Rules Development: Kurt Fischer, Terry Amthor Additional Original Rules Contributions: Olivia Johnston, Bruce Shelley, and Bruce Neidlinger Rolemaster Unified Design and Development: Jonathan Dale, Matt Hanson, R. Dan Henry, Aaron Smalley, Joeri Timmerman, with contributions from Nicholas HM Caldwell, Graham Bottley, Cormac Doyle, David Johansen, Kristen Mork, and Marc Rosen Editors: Jonathan Dale Nicholas HM Caldwell
Produced, published and distributed by Iron Crown Enterprises Ltd. All rights reserved. Purchasers of the pdf version of this product are entitled to print one copy from the pdf for personal use. Print editions are also produced through OneBookShelf. All other reproduction, re-selling, and redistribution of this workare strictly and expressly forbidden without written permission from Iron Crown Enterprises Ltd. Iron Crown Enterprises, I.C.E., ICE, Rolemaster, HARP, HARP SF and HARP Fantasy and all products related thereto, are all trademark and copyright © properties of Iron Crown Enterprises Ltd. All rights reserved. Shadow World® is a registered trademark of Terry Kevin Amthor. Rolemaster Unified Core Law Copyright 2022 Iron Crown Enterprises, Rolemaster Copyright 19802022 Iron Crown Enterprises
Cover Art: Raymond Gaustadnes Interior Art: Arthur Bowling, Bruno Balixa, Christian Casado Otazu, Debora Holsinger, Jarel Threat, Kali Houisse, Lauren Covarrubias, John Kapsalis, Madison VanDoren, Maria Duffield, Mathieu Vaillancourt, Raymond Gaustadnes, Sean Counley, Vasburg Layout: Nick Morawitz ROLEMASTER UNIFIED
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Marketing: Colin DH Tucker Iron Crown Enterprises Ltd (formerly Guild Companion Publications Ltd) is registered in England and Wales under No 7094505. Registered office: 37 Fulbourn Road, Cambridge CB1 9JL. Directors: Nicholas HM Caldwell & Thomas Jones
Jonathan’s Playtest group: Allison “Hivecaller Ne’alla” Kara, Brandon “Damir Hajek” Boucher, Derik “Asher Anos-Toth” “Ari Kairos” “Hector” Rochon, Gerry “Vito Cohle” Pleasant, Juan “Morin Vazhar” Mojica, Justin “Aldrik Caullin” Arbuckle, Meg “Aeonahlia Daindan” DiNunno, Paul “Bahs Lommen” DiNunno, Rick “Volik Nar” May, Robert “Baldren Thunderbrew” “Vedran Mašik” Johnson, Thomas “Arkose” “Velis Altetsar” Schlapp “for loyal opposition”: David Hay ICE Forums playtesters: A.M.S. “Perenzal”, A.Roa ‘Chicarron’, Aaron “Koriandor” Cox, Aaron “Sherpa” Pacora, Aaron “Wolfhound” Smalley, Aaron Dom, Aaron Tate, Adam Gray, Adam M. Shapiro, Adam Moser, Adam R Kincaid, Alan Harner, Alan Ogier, Alejandro Lizaur, Alessandro Canevese, Alexander Wilson, Alexandra, Alfred “Terefang Verigorn” Reibenschuh, Alison Warren, Allan Sandfeld Jensen (carewolf), Allen Shock, Amuro Rei, Anders Cohr Nielsen, Andrà Fernandes, Andrew “Grinnen Baeritt” Mussell, Andrew “Hesthrim” Lazzarin, Andrew “Old Man” Durston, Andrew Carroll, Andrew Johnson, Andrew Mussell (aka Grinnen Baeritt), Andy “sulla” Buse, Angela Gibbons, Antero “Malkhin” Vaissi, Anthony “Lord Kjeran” Emmel, Antony Farrell, Archimage Amerthil, Arek Petrosian, Ash “Pound them” Kostchei, Barrie Jehu, Barry Blatt, Ben McEachen, Bill “Zovv” McKee, Bill Ogden, Bill Van Horn, Bill White, Blaloch, Bob “noxious” Huddleston, Bobbi “purplebunni” Martin, Bobby Walker, Brad “Aockmonic The High Elf Magician” Ream, Brad “Krymszn” White, Brad “The 8th Dwarf” Holland, Bradley White, Brandon Earl, Brandon S Stricklin, Breccan, Brett “Dougansf” Bowen, Brian “Calador” Smaakjær, Brian “Andurel” Harlan, Brian “Calador” Smaakjær, Brian “Dalagad” Williams, Brian “GM Friendly” Ennis, Brian “Tolcreator” Caball, Brian “Yondar” Whiting, Brian Banister, Brian Michaluk, Bruce “bpowell” Powell, Bryce K. Nielsen, Bud Wright, Burdock Lightbringer, Burl D. Bullock, C.J. Herr, C.S. Barnhart, Captain Tom Irons (Irontom), Carlo Vacca, Carlos Negredo, Carlos Rodríguez, Carmin Carotenuto, Cassandra “Katrienna” Roper, Chant Macleod, Charles R Morris II, Che “UbiquitousRat” Webster, Chris “Khorah” Cunningham, Chris “Rilvan” Hayes, Chris “Tolen Mar” Rebman, Chris Rosenbury, Chris Seal, Christian Langlois, Christian LaRocca, Christian P. Ploninger, Christian W. Godske, Christopher “new Convert” House, Christopher Allen, Christopher Brandt, Christopher Lee House, Chuck “acedrummer” Benscoter, Chuck “Arigon” Chaffins, Clell “Sunwolf” Flint, Clifford R Neth, Clint Fell, Coriatumr Herndon, Craig “Jacinto Pat” Vaske, Craig “Reym Camroth” Chambers, Craig Turner, Daemontamer, Dan Buterbaugh, Dan Cook, Dana C. Barnes, “Danger” Will Robinson, Dani “Finwë”, Daniël “Reroll” Sievers, Danskmacabre, Dany “Alyndiar” Lamontagne, Daryl Frewing, Dave “Calico” Gill, Dave “Eidur Broadaxe” Daley, Dave “Hurin” Hay, Dave “Mefisto” Laithwaite, Dave Weirup, David “ Eidur Bloodaxe” Daley, David “Golgaloth” Dawkins, David “Hrafn” Andrews, David J. Webster, David Orton, Dean “galadhil1” Kay, Dean Letchford, Debbie Bray, Denis “Fidoric” Garnier, Dennis “Nejira” Larsen, Derrick Kong, Dez “Turbs” Sanchez, Dirk Wittmann, Dominick “Rabbitball” Riesland, Dominique “Zut” Michaud, Donald H. Knecht Jr., “Dr. Jon” Merrifield, Dustin “RPGKing” Reindl, Ed Sallander, Edanna Dhae, Edward Sturges (kustenjaeger), Elton “EltonJ” Robb., Emanuele “erPirataPeloso” Morganti, Enio de Angelis, Eran “Wickedbar” Ben-Sa’ar, Eric “Soulcleave” Gibbons, Eric Laney, Eric Lyon-Taylor, Erik “Chorpa” Sharma, Evan Maughan, Fernando Segismundo Alonso Garzón,
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Frank “Zanazaz” Anderson Jr., Frederick “Starbuck777” Davis, Gael IMAD’EDDINE, Gary Ellett, Gerhard Just Olsen, Giorgio Bertoluzza, Glen E Terry, Glenn Collier, Gordon Wilkinson, Gordon. W. (Gordoinc)., Graham “Talsharien” Seeney, Graham Seeney, Gritboy, Guillaume, Gustavo “Ranaur” Schoenaker, Harry Shiflett from The Dragon’s Hoard, Hawke Robinson, Hawklord, Hayo Timmerman, Henry “I’m a half halfling” Wood, Henry Wood, Howard (Bravesteel) Kings, Howie “Shadowpath Ironwolf” Becker., Ian J Roberts, Isaac “Kapellmeister” Alonso de Molina, Israel “Athelstaine” Hess, Iván “Zifnab” Marsá, Ivor “Wee Ivor” Whitten, J. Mance “Melkor” Haines, J.A. Rubio, Jack Berberette, Jacob Herold, Jacob Skands, James “Jhaelan” Ramirez, James Christopher Hernandez, James Halleluyah, James Ramirez, Janne Hämeenaho, Jan-Philip “Bucephalos” Butzke, JÃrg “Ecthelion” Jahnke, Jasmin Darveau, Jason “00” Cantrell, Jason “Greynoble” Cantrell, Jason Brandon, jason brown, Jason Coplen, Jason Shams, Jason T, Jay “Rhaldin” Conley, Jean-FranÃois “Temujin” BussiÃre-Wallot, Jeff Badger, Jeff Burklow, Jeff Loftin, Jeremy “Zorro” Riley, Jeremy Wilkerson, Jerry “Lorhi” Asbury, Jesús “Elegbara” à lvarez, Jessica Ewers, Jim (Spectre771) Morris, Jim Hauber, Jody Denton, Joe ‘Daredevil’ Harrison, Joe Stevenson, Joe Stroup, Joel “MoNeart” Lovell, Joel Lovell, Joeri S Timmerman, Johan Westberg, John DeBerry, John “Blaen” Pollard, John “DaltWisney” Ledbetter, John “Gurthalion Neforod” Loyack, John “NWN DM” Dziadek, John “Shen Firehand” Irish, John “Slar” Miller, John “Voidwalker” Horton, John DeBerry, Jon Goiz “Hackerbunny” R. De Gopegui, Jon P., Jonas Cedher, Jonathan “The Fool” Laufersweiler, Jonathan Churin, Jonathan Donald, Jonathan Eskritt, Jordan “Harbinger” Dale, Jose “Isildur” Fernandez, Joseph “Amano” Hayward, Joseph “GM JOE” Tolman, Joseph Day, Joshua “Toast” Connelley, Juergen “Mungo” Grabenhofer, Justin Rio, Karl Kreutzer, Kary “Realm Master K” Williams, Keith Theobald, Ken Laidlaw, Ken N Wickham, Kenneth “Thoreau” Taylor, Kevin “Burkin” Tibbetts, Kevin “Ogwar” Dunn, Kevin “Shandarr Tor`Amon” Pierce, Kevin “Wormskull” surprise, Kevin Glim Shilling, Khawame Baker, Knight Watch Games, Kosmos Kallimo, Larry “Thaeldes” Freeman, Longui, Lorentz “Ani” Teigen, lorenzo Ferranti, Lyn Mortensen, Mads SÃrensen, Marc “Fumble” Pernet, Marc “Lord Inar” Gacy, Marc Meilleur, Marc Pernet, Margaret Mcgee, Marian Münch, Marius HalsÃr, Mark “ScalpelOne” Hudgens, Mark “Haran Crowthroat” Yensen, Mark “MDC” Carlson, Mark A. Garland, Mark Buenaluz, Mark Harvey, Marko “Vindl” Andrijasevic, Martin “Shavar” Glen, Martin Askjær, Matthew “Ezra Nox” Seibel, Matthew “Kelno - The Blackened One” Kovach, Matthew “UM66” Carley, Matthew “Vlark” Schmeer, Matthew Michel, Matthieu “ttsolo” Cloarec, Maurizio Cassano, MG “Calibre” Holbrook, Michael “Ivorwigwam” Bates, Michael “Karizma” Middleton, Michael “Marrethiel” Hackett, Michael “Seewhatsinmybrain” Natale, Michael Lazar “Playtester for the first RM”, Michael Ma, Michael madero, Michael Pagkos, Michael Patterson, Michael Petrea, Michelle Powell, Mikael “Moostik” Oestli, Mike “Ares” Palazzo, Moreno Airoldi, N J Woods, Nathan “Tillon” Watters, Nathaniel “Eightysixed Gamer” Tice, Nders, Neville “Iron Grant” Howard, Neyah Peterson, Nicholas “Oliver” Pillsbury, OLF i.e. Olf Le Fol, Olivier Nemery, P J Thomas (“Feralbees”), Patrick “Anvil” Odell, Paul ‘Anoril’ Bonnef, Paul “Rat King” Pinkosh, Paul “theopacman” Cleaver, Paul L. Ming, Pedro à lvaro, Per-Anders Staav, Pere “Puin” Pujol, Pere à lvaro, Pete “Wolfchild” Fenner, Pete Bailey, Pete Keller, Peter “Grimboldfrood” Simpson, Petteri “liimo” Liimatainen, Phil “Philodox” Schumacker, Phil Dack., Phillip A. Ellis, Phillip C Bernstein, Pio Pellano, Plaindog, R. Dan Henry, Rambleshanks, Randall “Randalthor” Trussell, Randall S Trussell, Randy Campbell, Reko “Twistor” Hynönen, Rendy Hunt, Reywind Antilles, Ricardo Piccoli, Rich Kooyer, Richard “arakish” Runyan, Richard “ClanSB” Sheaves-Bein, Richard “Riever” Moffitt, Richard “rmfr” & “arakish” Runyan, Richard Crowley, Richard Durocher, Richard Espinosa, Richard Harris, Rick Hudson,
Rob “Roll it” Wertz, Robert “Anu” Maple, Robert “Barasawa” Rosenthal, Robert “Orc65” Foran, Robert Morris, Rodger “Mordrig” Parks, Rodger Parks, Roland Ottl, Romain Rias, Ron “Bubba Ho-Tep” Purvis, Roni “Jinor” Lumerto, Rorary “Edenwaith” Prisock, Rory “DarkHerald” Klein, Roy ‘Winterhawk’ Ware, Royden Carey, Rune L. Meland, Russ Shortes, Russell Sakne, S.A. Manuele (“Modric”), Sal Gutierrez, Sam “Grumpy” Orton, Sam “Vincent” Anderson, Samantha Clontz, Samu Kahila, Scott “MadCellist” Card, Scott “Mozag” Brubaker, Scott Slater, Scott Webster, Sean “NoGutsNoGlory!” Connor, Shaun D. Burton, Shawn “arcadayn” Sanford, Shawn Fulkerson, Simon “Waky” Wakeford, Simone Amir Nesi, stalvan “sebastian czentner”, Steve “FatSteve” Kellison, Steve Cranford, Steve Gilkes, Steven “Finlos” Jones, Steven “Ketdrah” Crawford, Steven “Shalar” Harlan, Stuart “technobabble66” Jaques, TAK, Tarmo “Tare” Korpela, tbird278, Tero Oksala, Terry RW Whisenant “texaspoet”, The Mighty Lo, Thibaut “Onirim” Crespel, Thibaut Crespel, Thom Bryson, Thomas “The Beggar King” Gutschmidt, Thomas “Widukind” Borgartz, Thomas Bagwell, Thomas Gibbs, Tom “Argentin” Amans, Tom Bigness, Tomas Arfert, Tomas Modin, Tommi Renvall, Travis “Trekiecub” Owen, Trentin C Bergeron, Trey Huzarevich ‘HighNDry’, Tristan Balekian, Troy Grosh, Tshires, Umbral Dragon, Vaughan Cockell, Vaylen Here, Viktyr Gehrig, Ward Miller (aka “dutch206”), Warren “Wardog” Cumerford, Wilhelm Von Karolinas The Younger, Will Semler, William “Aldaron” Roper, William Arthur Hays, William Gibbons, Wm. David Horn, Wm. Eric Downton, Wolfram Riegler, Yves Lachance, Zachary “Meadmaker” Zahringer, Zachary Houghton, 5 Stone Games
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Table of Contents 1. Introduction......................... Introduction......................... 10 Old versions of Rolemaster....................................... 11
1.1. Die Rolls.........................................................11 Unmodified Rolls (UM)............................................. 11
1.2. Concepts.........................................................11 Skills............................................................................ 12 Maneuvers.................................................................. 12 Movement & Encumbrance...................................... 12 Fatigue......................................................................... 12 Attacks........................................................................ 12 Injuries........................................................................ 12 Spellcasting................................................................. 13 Resistance Rolls.......................................................... 13
1.3. Glossary.........................................................13
Part I: Character Law........... Law...........15 15 2. Characters. Characters................................17 ..............................17 2.1. Background...................................................17 Appearance................................................................. 18 Character Personality................................................ 18 Group Cohesion......................................................... 19 Background................................................................ 19
2.2. Race................................................................20
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Avinarcs ...................................................................... 22 Dwarves ...................................................................... 23 Elves ........................................................................... 24 Gnolls.......................................................................... 26 Gnomes....................................................................... 27 Goblins........................................................................ 28 Gratar.......................................................................... 29 Half-Elves ................................................................... 30 Halflings...................................................................... 31 Hobgoblins.................................................................. 32 Humans ...................................................................... 33 Hvasstonn................................................................... 35 Idiyva........................................................................... 36 Kobolds....................................................................... 37 Nycamerith................................................................. 38 Orcs............................................................................. 39 Plynos.......................................................................... 41 Sea-krals..................................................................... 42 Sibbicai........................................................................ 43 Sohleugir..................................................................... 44 Sstoi’isslythi................................................................ 45 Trolls............................................................................ 46 Vulfen.......................................................................... 47
2.3. Culture...........................................................49 Cosmopolitan.............................................................. 50 Harsh........................................................................... 50 Highland..................................................................... 50 Mariner....................................................................... 50 Nomad......................................................................... 51 Reaver......................................................................... 51 Rural........................................................................... 51 Sylvan.......................................................................... 52 Underground.............................................................. 52 Urban.......................................................................... 52
2.4. Profession.......................................................53 No Profession.............................................................. 54 The Realm of Arms.................................................... 54 The Realm of Channeling.......................................... 60 The Realm of Essence................................................ 63 The Realm of Mentalism........................................... 66 Hybrid Realms........................................................... 69
2.5. Stats................................................................70 Generating Stats......................................................... 72 Stat Gains.................................................................... 73
2.6. Skills & Talents.............................................73 2.7. Finishing Touches..........................................74 2.8. Advancement.................................................74
3. Skills........................................... Skills........................................... 82 Developing Skills........................................................ 83 Skill Bonus.................................................................. 83 Similar Skills............................................................... 84 Complementary Skills............................................... 85 Conflicting Skills........................................................ 86 Skills as ‘Lores’........................................................... 87
3.1. Animal............................................................87 3.2. Awareness......................................................88 3.3. Battle Expertise.............................................89 3.4. Body Discipline..............................................90 3.5. Brawn.............................................................91 3.6. Combat Expertise.........................................92 3.7. Combat Training...........................................92 3.8. Composition...................................................92 3.9. Crafting..........................................................93 3.10. Delving ........................................................95 3.11. Environmental.............................................96 3.12. Gymnastic....................................................97 3.13. Lore..............................................................98
3.14. Magical Expertise.....................................101 3.15. Medical.......................................................102 3.16. Mental Discipline......................................102 3.17. Movement..................................................103 3.18. Performance Art.......................................104 3.19. Power Manipulation.................................105 3.20. Science .......................................................106 Astronomy................................................................ 106 Engineering............................................................... 106
3.21. Social..........................................................107 3.22. Spellcasting................................................108 3.23. Subterfuge.................................................109 3.24. Technical....................................................110 3.25. Vocation.....................................................112
4. Talents ....................................... .......................................114 114 Purchasing Talents................................................... 114
4.1. Combat.........................................................115 4.2. Discipline.....................................................115 4.3. Magical.........................................................116 4.4. Physical........................................................117 4.5. Racial...........................................................117 4.6. Senses...........................................................120 4.7. Other............................................................121
5. Maneuvers & Movement..... Movement..... 124
7. Weapons & Armor................. Armor................. 144 Improvised Weapons & Armor............................... 144
7.1. Weapons.......................................................144 Melee Weapons......................................................... 144 Natural Attacks........................................................ 145 Ranged Weapons...................................................... 146
7.2. Armor...........................................................146 Piecemeal Armor...................................................... 147 Care and feeding of your armor and weapons:..... 149 The Black Reaver .................................................... 150
Part II: Arms Law. Law.................... 152 8. The Combat Round.............. Round.............. 154 8.1. Actions..........................................................154 Concentration........................................................... 154 Directed Spells.......................................................... 155 Instantaneous Actions.............................................. 155 Perception................................................................. 155 Round to Round Actions......................................... 155 Spell Casting and Preparation................................................... 155
8.2. Tactical Movement......................................156 Opposed Maneuvers................................................ 157 Melee Range............................................................. 157 Closing & Charging................................................. 157 Withdrawing............................................................. 157 Passing Through....................................................... 158
5.1. Maneuvers...................................................124
8.3. Round Sequence..........................................158
Maneuver Difficulties............................................... 124 Absolute Maneuvers................................................ 124 Percentage Maneuvers............................................. 126
Initiative Phase......................................................... 158 Action Phases............................................................ 159 Upkeep Phase........................................................... 161
5.2. Feats of Strength.........................................126 5.3. Movement....................................................128 5.4. Encumbrance..............................................128 5.5. Fatigue.........................................................129
9. Attacks.................................... Attacks.................................... 163
Extended Effort........................................................ 130 Concentration........................................................... 131 Recovering From Fatigue........................................ 131 Injuries due to Fatigue............................................ 131
5.6. Resistance Rolls...........................................131
6. Equipment ................................ 134 6.1. Breakage......................................................134 Breaking Objects...................................................... 135
6.2. Repairing Items...........................................136 6.3. General Equipment....................................137 6.4. Armor and Shields......................................140 6.5. Weapons.......................................................141
Fumbling................................................................... 163 Absolute Hit!............................................................ 163
9.1. Melee & Ranged Attacks............................163 9.2. Directed Spells.............................................163 9.3. Area Attacks................................................164 9.4. Size ..............................................................164 Wrong-Sized Weapons............................................. 165
9.5. Offensive Bonus...........................................166 Facing and Flanking................................................ 166 Restricted Quarters................................................. 167 Surprised or Flatfooted........................................... 167
9.6. Defensive Bonus..........................................168 Cover......................................................................... 168 Dodging..................................................................... 168 Parrying.................................................................... 169 Shields....................................................................... 170
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9.7. Special Maneuvers......................................171 Called Shots.............................................................. 171 Disarming................................................................. 171 Firing into Melee...................................................... 172 Katas......................................................................... 172 Mounted Combat..................................................... 173 Protecting Others..................................................... 173 Slaying Attacks......................................................... 174 Subdual..................................................................... 174 Touch Attacks........................................................... 174
9.8. Criticals & Injuries.....................................175 Interpreting Criticals............................................... 176 Bleeding..................................................................... 176 Breakage................................................................... 176 Fatigue....................................................................... 176 Grapple..................................................................... 177 Hits............................................................................ 177 Penalties.................................................................... 178 Staggered.................................................................. 178 Prone......................................................................... 179 Knocked Back.......................................................... 179 Stun........................................................................... 179
9.9. Extended Example......................................180
10. Attack Tables........................ Tables........................183 183 Small and Big Tables................................................ 183
11. Critical Tables..................... Tables..................... 224 Critical Tables.......................................................... 224
Permanent Injuries.................................................. 253 Organ Injuries.......................................................... 253 Bleeding Injuries...................................................... 253 Bone Injuries............................................................ 254 Burn Injuries............................................................ 254 Muscles, Tendons, Cartilage & Ligament Injuries.255 Skin & Tissue Injuries............................................. 255 Amputation............................................................... 255 Head Injuries............................................................ 255 Shock and System Shock......................................... 255
13.2. Life & Death..............................................256 Cardiac and Respiratory Arrest............................. 256 Reviving a Body....................................................... 257 Decomposition.......................................................... 258
14. Psychology.......................... Psychology..........................260 260 14.1. Initial Reaction..........................................260 14.2. Social Skills................................................260 Influence.................................................................... 260 Leadership................................................................ 262 Social Awareness...................................................... 262 Trading...................................................................... 262
14.3. Fear & Morale...........................................262 Morale....................................................................... 263 Rallying..................................................................... 264 Mounts and Pets....................................................... 264
15. The Environment............... Environment............... 266
12. Gamemastering................... Gamemastering................... 244
15.1. Biomes........................................................266 15.2. Drowning...................................................266 15.3. Extreme Temperatures.............................267 15.4. Falling........................................................267 15.5. Falling Objects..........................................267 15.6. Poison & Disease.......................................268
Characters................................................................ 245
12.2. Starting Level............................................245 12.3. Starting Wealth.........................................246 12.4. Awarding Experience................................246 Personal Events........................................................ 247 Session Events.......................................................... 248 Story Events.............................................................. 248
12.5. Creating Races..........................................249 12.6. Creating Cultures.....................................249 Languages................................................................. 249
12.7. Creating Professions.................................249 12.8. Skills...........................................................250 12.9. Talents & Flaws.........................................250
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13.1. Healing.......................................................252
Part III: Gamemaster Law.. Law.. 243 12.1. Power Level...............................................244
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13. Health.................................... Health.................................... 252
Poisons....................................................................... 268 Diseases..................................................................... 270 Gritty Poison & Disease........................................... 271
15.7. Visibility.....................................................271
Indexes........................................ Indexes ........................................ 273
Chapter 1: Introduction
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1 . I n troduction Throughout its long history, Rolemaster’s Character Law has provided players with numerous options for creating detailed and varied characters. The central tenet of Character Law is that any character may learn any skill, although some professions will find it easier than others. This new Character Law keeps most of the concepts from past versions: Development Points, Skills, Professions, and Races, while dropping many rules that were exceptions. The result is a simple core game with consistent mechanics. Some new rules have been added to clarify situations that were missing in old versions such as extreme temperatures, fear, and dropped objects. Perhaps most importantly the underlying methods for creating the race, culture, and professional templates are based on a system so that new templates can be created by the Gamemaster and in future products using the same balanced mechanics that are presented here in Character Law. The original Arms Law was published in 1980 as a modular combat system that could be used in other role-playing games (RPGs). With unique and varied attack and critical tables, Arms Law brought a depth and perceived realism to RPG combat. It was possible to break limbs, bleed, and die from a gruesome and fatal blow. Of course, it is still a game, and actual realism is not the goal. No one really wants to play a hero who gets a tiny cut on his finger and then dies 10 days later from gangrene. What Arms Law did provide, and has continued to provide over the following 30 years, was and is the gritty feel of realism. Combat is never a guaranteed win or loss. In an RPG, this translates to a greater sense of immersion and tactical choices that lead to real rewards or consequences. There have been several versions of Arms Law since that first ground-breaking version, but none of them ventured too far from the original design. There were 20 Armor Types, weapon-specific attack tables (although sometimes representing a group of weapons), escalating severities of criticals, and a built-in mechanic for parrying.
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This new Arms Law builds upon the original designs, preserving those things that were uniquely part of Rolemaster’s Arms Law, but improving those things which have been criticized over the years, removing rules which were found unnecessary, and adding rules for those things which were found to be missing. The mechanics have been streamlined, although there remain just as many or more choices in combat. The Ar-
mor Types have changed to represent a greater variety of possible armor types from a historical and fantasy context. The attack tables themselves have been improved to create real, consistent differences against different armors based on our understanding of how they historically performed. However, most importantly, Arms Law remains a modular and extendable system, easily modified for the purposes of your own game. There are four core books in this edition of Rolemaster: Rolemaster Core Law(RMCL) contains all the core rules in three parts. Character Law contains a set of rules for creating rich and detailed characters with a complete and comprehensive skill system, as well as optional talents that can be used to enrich characters further. Arms Law contains rules for tactical combat amongst individuals and small groups using a detailed simulation of weapons and armor. Its combat system covers the mechanics of attacks from weapons and animals to elemental attacks. Colorful critical and fumble results make every combat interesting and memorable. Gamemaster Law offers helpful guidance to Gamemasters, as well as rules and guidelines for adding setting rules such as creating races, cultures, and professions. Poison, disease, and other hazards that may come up in play are also covered. Creature Law (CL) contains stats for hundreds of monsters and fantastical creatures. Creature Law will be released in two volumes. As fantasy settings are often home to a variety of beasts, Creature Law II contains rules for creating new monsters for new and unusual settings. Spell Law (SL) is a magic system with thousands of spells organized into three realms of magic. This provides characters with a wide variety of spell-using options for all types of professions. Spells are organized into lists, which are related in theme. Treasure Law (TL) is a book of treasure, equipment and commerce; an important part of any RPG. Rules for crafting mundane objects as well as magical items are included along with the Alchemist professions.
Old versions of Rolemaster If you are coming to this version of Rolemaster from a RM2/Classic or RMSS/RMFRP background, you may feel the stat generation methods given in Section 2.5 result in excessively average or low temps and potentials. The new stat table does not allow for stats over 100, and the range of what is considered average is now 48-53. So before you decide the stats are low, compare the bonuses you get for the stats rather than just the stats themselves, and keep in mind the following ‘gut checks’: A 54 here is roughly equal to an old 70, a 66 here to an old 80, a 78 here to an old 90, an 87 here to an old 94, a 95 here to an old 100, and a 100 here gives more bonus than an older system 102. Optional Rules In these rules, you will see some rules separated out in boxed text, like the box this text is in. Boxed rules are optional or advanced rules; you can ignore them if you choose, and the rest of the rules will work fine as is. These rules apply or do not apply at the GM’s discretion, so if you are a player, ask the GM if any particular boxed text rule is being used.
1.1. Die Rolls 2–20 (2d10): Roll two ten-sided dice and add the two results to obtain a result between 2 and 20. Initiative uses this type of roll. 1–100 (d100): Rolemaster primarily uses two 10-sided dice to get a result between 1 and 100, referred to as ‘percentiles’. Each of the 10-sided dice gives a result between 0 and 9 — one die is treated as the “tens” die and the other as the “ones” die. These may be distinguished by color or other marking (in which case it must be made clear which die is to be read as the tens before rolling; a fixed convention for your gaming table is recommended), or one may use a pair of percentile dice where one is marked "10, 20, 30, ... , 00". (It is also possible to roll a novelty hundred-sided die, but most gamers find these impractical.) Thus a random result between 01 and 100 (a “00” is treated as 100) is obtained. d100 rolls are used primarily for rolls on the critical and fumble tables. 1–100 Open-ended (d100OE): An open-ended roll means that there is no absolute minimum or maximum. First make a 1-100 roll; a roll of 96-00 indicates that the dice are rolled again and the result added to the first roll. If the second roll is 96-00, then a third
roll is made and added, and so on until a non 96-00 roll is made. The total sum of these rolls is the result of the open-ended roll. If the first roll is a 01-05 the dice are rolled again and the result subtracted from the first roll. If the second roll is 96-00, then a third roll is made and subtracted, and so on until a non 96-00 roll is made. The total of these rolls is the result of the low open-ended roll. A roll of 01-05 on anything other than the first roll does not cause one to roll again. Example: The GM asks a player to make an open-ended roll, and the initial roll is a 99 (thus between 96 and 100). A second roll is made with a result of 96, so a third roll is made with a result of 04. Thus, the high open-ended roll that the GM requested is a 199 (= 99 + 96 + 04). Example: The GM asks a player to make an open-ended roll, and the initial roll is a 04 (thus between 01 and 05). A second roll is made with a result of 97 (thus between 96 and 00), so a third roll is made, resulting in a 03. Thus, the low open-ended roll that the GM requested is a -96 (= 04 - 97 - 03). In some cases, the roll is only open-ended at the high end (rolls of 96-00), but results at the low end are not open-ended as some other mechanic is used for low rolls. The most common case is attack rolls, where low unmodified rolls indicate a fumble.
Unmodified Rolls (UM) Certain results on some rolls indicate an immediate effect and no modifications are considered. These rolls are marked with a “UM”, such as “01-04 UM”. For example, all weapon attacks result in a fumble if the initial unmodified d100OE roll falls within the fumble range of the weapon. If a roll falls into the UM range, then no modifiers are applied to the roll and the unmodified result is applied (such as a fumble).
1.2. Concepts Rolemaster is capable of representing a wide array of situations with a realistic feel, most of which are resolved by making maneuvers (e.g., running, picking a lock, climbing a wall, or attuning to a magical item). Maneuver rolls are made by rolling d100OE, modified by skill bonuses and situational modifiers. Characters only make maneuvers for actions performed under stress or pressure or if the actions are difficult enough that success is not guaranteed. Rolemaster’s rules fall into one of the areas below.
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Skills
Fatigue
A character’s knowledge and training is represented by their skills. Characters receive a certain number of ranks in particular skills based on their cultural upbringing (Section 2.3), after which they may purchase additional ranks in any skills desired at each level (including 1st level). Any character may develop any skill, but the difficulty of doing so depends on their profession (Section 2.4). Skills that are fundamental to a profession are the easiest to learn, while those unrelated to the profession are the most difficult. For most purposes, a character’s ability is expressed as a skill bonus, derived from the number of ranks, professional skill bonuses and knacks, their scores in the applicable stats (Section 2.5), and other modifiers. This bonus is added when performing maneuvers using the skill. Complete details regarding the skills and their use are found in chapter 3.
Characters often engage in physically strenuous activity (e.g., running, marching, climbing, swimming, and fighting) and run the risk of becoming fatigued. Encumbrance, activity, hunger, sleep, and environmental factors can have a great impact on how quickly a character may succumb to exhaustion. Over the course of their activity, characters must make Endurance rolls as Absolute Maneuvers. Success indicates continuing without tiring, while failure incurs Fatigue penalties which build up over time. If enough Fatigue accumulates, it may even lead to injury. Fatigue penalties may be remedied by resting. Details regarding Fatigue may be found in section 5.5.
Maneuvers Actions are resolved by making maneuver rolls. Maneuvers can be Absolute Maneuvers (those that succeed or fail, such as jumping over a chasm or picking a lock) or Percentage Maneuvers (those that can have a variable amount of success, such as running or climbing). The maneuver roll is modified by the character’s applicable skill as well as the difficulty of the maneuver. A maneuver is successful if the total is 101 or higher. Absolute Maneuvers may be partially successful on rolls from 76 to 100 (if possible for the maneuver) or fail outright if the total is 75 or below. Percentage Maneuvers achieve various degrees of progress or partial success (expressed as a percentage of the goal) if the total is between 1 and 100. Both types of maneuvers may result in absolute failure or absolute success for the most extreme rolls. Complete details regarding maneuvers are found in section 5.1.
Movement & Encumbrance
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Many maneuvers involve movement, be it walking, flying, or swimming. How fast one moves and how much one is carrying can modify the difficulty of a maneuver. Movement incurs a Pace penalty to other maneuvers performed while moving, while a heavy load incurs an Encumbrance penalty. Stronger characters are able to carry more material before feeling the effects of their load. Complete details regarding movement and encumbrance are found in sections 5.3 and 5.4.
Attacks Trying to inflict harm upon another being is an attack and could be in the form of a weapon, fist, spell or any other direct violent action. An attack roll is resolved like other skills: a d100 open-ended roll is made and the appropriate attack skill bonus, called the Offensive Bonus (OB), is added. The target’s Defensive Bonus (DB) is then subtracted from the total roll. The result is determined by consulting an attack table for the weapon, with the outcome based on the roll and the opponent’s armor. A successful attack may inflict hits of damage and, potentially, a Critical indicating more severe injuries. An unsuccessful attack will yield a miss, but an extremely low roll results in a Fumble which may represent anything from a lost opportunity to a dropped weapon or unintentional harm to oneself or an ally. Combat is inherently dangerous and defense is important. Those involved in melee may choose to Parry, dedicating some of their skill to defense rather than offense. Dodging, wearing armor, or using a shield are also options. See chapter 8 for the combat round, determining the sequence and timing of attacks, and chapter 9 for details on attacks themselves.
Injuries Characters and their adversaries invariably get hurt while beating on one another. The simplest type of harm is in the form of concussion hits. As a character loses more and more of their hits, they begin to suffer penalties and will eventually lose consciousness and possibly their life. However, Criticals inflicted in combat may result in more acute types of damage, anything from bruises to broken limbs to punctured lungs, and may incur penalties upon maneuvers. Criticals may also result in bleeding injuries, broken weapons or
armor, fatigue, or a stunned or staggered state impairing the combatant’s actions. The results of Criticals are detailed in section 9.8, while the treatment of the resulting injuries is covered in section 13.1.
Spellcasting Spellcasting is different than maneuvers due to the nature of magic. Casting a spell uses a smaller skill modification than attack rolls or maneuvers, based on just the number of ranks (not bonus) in the skill specialization (a specific spell list) plus a single stat bonus based on the realm being used. Casters must make an open-ended roll plus bonus plus any situational modifiers. If the final roll is 1 or higher the spell has successfully been cast. Higher rolls result in spells which are harder to resist. If the final roll is 0 or less, then the spellcasting has failed. See Spell Law for more details on spell casting.
Resistance Rolls Some hazards during play require a character to resist some ill effect (e.g., spell, poison, or disease). Resistance Rolls are an opposed action, where the RR is made against an attack roll. Some are strictly pass/fail, while others have varying degrees of failure. Unlike maneuvers, Resistance Rolls are not modified by skill, and instead depend on the character’s innate characteristics (stats, level, talents, and flaws). The attack roll depends on the attacker’s skill (e.g., Spellcasting, Poison Mastery). When no attacker skill is applicable (e.g., exposure to a natural disease), the resistance roll must exceed 50 to be successful. See section 5.6 for more details.
1.3. Glossary Absolute Maneuvers (AM): Maneuvers that either succeed or fail, perhaps with some small chance of partially succeeding, are Absolute Maneuvers, which are resolved with a d100OE roll plus an appropriate skill bonus, with a Success result on a total roll over 100. Base Movement Rate (BMR): The speed at which a combatant moves in a round at a walking pace. An average human has a BMR of 20'/round. Hits: A measure of a character’s ability to withstand pain and injury before falling unconscious. Defensive Bonus (DB): A measure of a character’s quickness, evasive reactions, and magical or special effects that are defensive in nature. A character’s DB is subtracted from attacks against him (Section 9.6). Development Points (DP): Skills (and possibly talents or extra stat gain rolls) are bought with Development Points that are received every level. All characters receive 60 DP each level. Difficulty: Maneuvers are assigned a difficulty by the GM based on the specific maneuver and the situation. Difficulties grant a bonus or penalty to the maneuver roll and range from Casual (+70) to Nigh Impossible (-100). Endurance: A measure of the ability of a character to shrug off fatigue. An Endurance roll is used to determine if the character accumulates a fatigue penalty. Initiative (Init): Each combatant in combat rolls initiative every round. Combatants with higher initiative resolve their actions before combatants with lower initiative. Offensive Bonus (OB): A measure of a character’s combat skill, strength and other advantages when fighting. A character’s OB is added to his attack roll. Percentage Maneuver (PM): Maneuvers that have varying degrees of success, these are often movement maneuvers that determine how far one ran or how much of a task one has completed. These maneuvers are resolved with a d100OE roll plus an appropriate skill bonus, producing results ranging from failure to 150%. Power Points (PP): The amount of power a spellcaster has to cast spells. PP are spent as spells are cast, with the cost equal to the level of the spell. Round: The base unit of time used during combat. A round is 5 seconds long. Skill Ranks and Bonus: Ranks in a skill represent training. Everyone starts off with 0 ranks in a skill. The skill bonus is determined based on the number of ranks (e.g., -25 for 0 ranks, +5 for 1 rank, +25 for 5 ranks). Statistic (Stat): One of 10 characteristics of a character, such as strength, constitution, or quickness. Stats range from 1-100 and provide a bonus based on the stat and racial bonus (if any). Only this final bonus is used during play.
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ROLEMASTER UNIFIED Character Law
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Part I: Char acter Law Rolemaster provides the tools for the Game- Characters in Rolemaster each have: master and players to create a world, bring it • Ten statistics, or stats, which measure the to life, and participate in its stories. A charcharacter’s raw mental and physical abiliacter is the role that will be played, and the ties. game succeeds when that character is trans- • A race, which is the species of the characformed from numbers on a piece of paper into ter (human, dwarf, etc.). Humans are the something like a real person. baseline with no modifications, with racial The rules which follow provide the pieces that differences represented by racial talents may be assembled to create a unique characand flaws. ter. The race, upbringing, training, and ex- • A culture that represents the basic childperiences of a character come together, each hood experience of the character. This making a meaningful difference in the person roughly defines the character's early exthat is created. periences by giving starting skill ranks in One of the main tenets of Rolemaster is that pertinent skills. any character may learn any skill. Different • A profession which is an archetype definProfessions will have different development ing which skills the character finds easier point costs for a given skill to reflect how or harder to learn, which will tend to shape easy or hard it is for that character to learn that the character's development. This is represpecific skill, but just as a Healer can learn to sented through different skill costs for the wield a sword, so too can a Fighter learn how professions as well as professional skill to cast spells. The exception is that characters bonuses. are restricted to learning spells based on the “Realm“ of magic the character is innately • A level, which is a rough estimate of a character or creature’s power and ability. attuned to. Rolemaster is a relatively simple game over- • A broad selection of skills, the knowledge and ability to accomplish things ranging all. It has a lot of detail, and that detail can from physical tasks through mental feats make it appear more complicated than it really to magical abilities. is. Everything is resolved through the roll of percentile dice. You roll, add your character’s • Talents or flaws that are differences and quirks not represented by any of the above. skill bonus and any modifiers assigned by the Gamemaster, and look up the result on a table to determine success or failure. It really is that simple for players. Over time, many checks will become intuitive: “Break 100!” (Success) or “Beat 75” (Partial Success).
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ROLEMASTER UNIFIED Character Law
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Chapter 2: Characters
2 . C haracters Before starting down the road of adventure, each player must first create a character, including the character's skills and abilities. Characters have a Profession, which determines how difficult or easy skills are to develop, as well as a race (nearly always some type of humanoid) and a culture. Roleplaying is neither “storytelling” nor “war gaming,” and yet it encompasses elements from both of these genres. In war games, the archetypes of Fighter, Thief and Mage are rigidly enforced. Similarly, in many novels and stories that epitomize folktales and fantasy stories, we see many of the participants conforming to the same archetypes—although this conformity is considerably less strict and often ignored for the central character(s). Once you move beyond that style of story, any conformity to established archetypes is a matter of choice and done purely for emphasis. The suggestions contained within this section should enable both Gamemasters and players to inject a wide degree of variety and individuality into their characters. The overall skill and ability of every character (or creature) is indicated by its level. Characters gain skills and power over time. To represent this development, characters are awarded Experience Points (EP) that abstract accomplishments, life experiences, opportunities, and even time into a number. When sufficient EPs accumulate, the character gains a level. Each new level gained gives a character an opportunity to spend Development Points (DP) and gain new skills and abilities.
Character Generation Checklist The rules in the rest of this chapter give you everything you need to generate a character. The GM and players should read all of this chapter, but this checklist is a quick reference on the process of character generation. These steps do not necessarily have to be carried out in the order listed. 1) Think of the character concept that you want to play (section 2.1). A good concept should include: a. Race (Section 2.2) b. Culture (2.3) c. Profession (Section 2.4) 2) Generate your character’s stats (Section 2.5). 3) Select any talents (section 2.6) and get the GM’s approval before purchasing them with DP. 4) Purchase your skills (section 2.6). 5) If your character is higher than level 1, repeat steps 3 and 4 until you are done (Section 2.8). 6) Purchase initial equipment and calculate your bonuses (Section 2.7).
2.1. Background The rules provide a means of defining your character in game terms. Rolemaster generates an entity with a race, a Profession, a culture, ten stats with associated bonuses, skills, and some talents and/or flaws to round out the individual in terms of game mechanics. This, however, provides only a playing piece. In order to turn this playing piece into a character, one must devote at least a little attention to this individual's personality, background, and appearance. Two main purposes are served by fleshing out the character in this way. The first is allowing the player to portray the character in a convincing and interesting manner. It is possible to simply play one's own personality, but even then one should consider that the same personality will develop with different social norms in a typical fantasy setting than in our 21st century world. The second main purpose is to allow the character to be integrated into the campaign and provide material for the GM to use in working the character into the story. Every character should have a reason to participate in those affairs central to the campaign. A third purpose, of somewhat lesser importance, is in assisting others to play their own characters (including the Gamemaster's portrayal of non-player characters) in relation to your character.
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Appearance
Character Personality
Let us consider the simplest and most superficial of these factors first. Some aspects of a character's appearance are provided for by defined factors in the rules. Height and weight are numerically defined. The Strength stat gives some idea of musculature. There are some other obvious aspects of appearance that can be filled in such as hair and eye colors, skin complexion, facial features, and the presence of moles, birthmarks, freckles, or other marks. These are largely genetic factors and while helpful in forming an image of the character, they are not the most interesting aspects of appearance. Appearance also includes a wide range of factors that express cultural and/or individual tastes and attitudes. What is the character's hair style (including facial and body hair, when appropriate)? Does the character keep his hair combed or reserve that for special occasions, like going to temple on holy days? What kind of clothing does the character wear? Details of clothing can include fabric, color and pattern, quality and condition, areas kept covered, and style of clothes. Does the character have any body-alterations (tattoos, piercings, scars—deliberate or otherwise, etc.)? What accessories and gear does the character wear and carry? A large variety of ornaments have been worn in various cultures and they can be made from many different substances: shell, stone, metal, wood, ivory, bone, horn, hair, porcupine quills, feathers, teeth, leather, or anything else that might be regarded as attractive. Painting the body is also possible. Weapons, armor, tools, belts, water skins, and other functional items can be plain or extremely fancy. Appearance involves choices and therefore can be changed. If the others are visualizing your character, they will react differently to your Human Fighter if he is “unwashed and ragged, wearing old furs stained with blood and less identifiable substances, bristling with weapons and wearing a necklace of humanoid ears“ than if he is “carefully groomed, dressed in the latest fashions, but with a sense of timeless style, armed with a matching sword and dagger on an expensive weapon belt, and smelling slightly of the best cologne.” Creating a picture of a character can help not only create a visual impression but help keep it in mind without having to frequently repeat a verbal description. If one member of the group is especially talented or interested artistically, this individual might do portraits for all the characters.
Personality is about what the character thinks, feels, says, and does. Personality can be defined in great detail and players vary in how much they want to define in advance and how much they want to allow to develop in the course of play. Since any description is necessarily incomplete, there is always the opportunity to flesh out some new aspect of the character when reacting to a new experience. There are numerous questionnaires available on the Internet to help define a character. Some of these are designed for gamers and other for writers, but both types serve the same purpose. Often there are far more questions than you would want to work out the answers for before getting down to the game. The key is to pick out a few questions that are especially important to this character. What defines him? What aspects of his personality are going to be immediately obvious to those he meets? Those details are the ones that need to be known in order to start portraying the character. Mannerisms are not the most important aspect of personality, but they are among the most obvious. Mannerisms can involve conscious or unconscious habits of action (e.g., Peter the Wary always sits with his back to a wall), but frequently mannerisms of speech are the easiest to incorporate. A character may be quiet or chatty, speak directly or indirectly, use formal speech or slang and loose grammar, or employ catchphrases and professional jargon. Lisping and stuttering can be used, but may grow tiresome or may prove offensive to some. Beliefs and assumptions influence decisions and this is one area where the player must coordinate to some degree with the Gamemaster, as culture will have a large influence here. What religion does the character follow (if any)? Has the character embraced some philosophical or political movement? What superstitions does the character have? What attitudes does the character have towards other races, cultures, and religions, either in general or specifically? What beliefs does the character have about relations between different social classes or the roles of men and women? Attitudes shape a person's reactions. There are general attitudes and attitudes with regard to specific things. Is the character trustful or suspicious? Shy or outgoing? Confident or uncertain? What does the character like? Admire? Hate? Fear? Attitudes drive a lot of behavior and just three or four can make a character quite different from his player. Note that it is generally a good idea to make sure nobody else is planning on playing a Troll before deciding your character hates all Trolls.
Goals are another aspect that can drive character behavior and should be shared with the Gamemaster, as the opportunity to present characters with possible paths to their goals is very useful in driving the whole campaign forward. Goals can be short-term or long-term. Long term goals are often closely tied into character background (e.g., Nikolai wants to destroy the Duchy of Bywood because the Duke's soldiers destroyed his village and killed his parents). One should also consider the character's ideals and ethics. What does the character think he should do? What does the character feel he should do? (When the answers to these questions differ, the character has an internal moral conflict. Some players love to play out that kind of psychological complexity; others wish to do anything else.) Finally, what does the character actually tend to do? Some characters will stick closely to their moral convictions, whereas others are weak in the face of (the right) temptation. A character might be upstanding most of the time, but given to failure in the face of alcohol, a pretty face, riches, deadly peril, or various other opportunities for human frailty. Is the character devoutly religious or just making enough display of faith to make his grandmother happy? Is the character patriotic or possessed of other strong loyalties?
Group Cohesion It is important that the group of player-characters can function together. Although certain forms of deliberate tension may be fun at times, even a group at odds with itself needs some common ground in order not to have the campaign end in mutual slaughter just as it starts. Prejudices should either be restrained or else some strong motivation that can overcome the prejudice, at least temporarily, should be present. It is also helpful if the group shares a fair number of ideals and has some overlap in goals. Some variation in morals is interesting; intense oppositions will lead to group disintegration if the characters are being played well. Shared goals make it easier for the Gamemaster to get a new adventure started: if everyone is looking for wealth, a rumor of treasure for the taking serves as a hook for all. If one character is looking for the treasure, and the other character’s goal is to protect it, this party has been set up for disaster before the game even started.
Background Character background is about everything that happened to the character before the start of play. This includes the nature of the character’s homeland and culture. While the rules provide for a general culture that provides some starting skills, an actual culture is much more than that. A player should know the location of his character’s origin. Cultural customs, general circumstances, habits, assumptions, and such may be defined by the GM based on known details of the setting or devised by the player to round out his character. Generally, a mix of both will be involved. Keep your character’s starting level in mind when developing his background, as a 10th level character should have considerably more back story than a 2nd level character (see Section 12.2).
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ROLEMASTER UNIFIED Character Law
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Family is an important part of background and a very useful one from the Gamemaster's perspective. Villains love to threaten your relatives, and a plague, drought or invasion becomes more personal if the PC has family back home that might be affected. Everyone has family. Even if your family is all dead, who they were and how they died is still part of your background. It is unnecessary to work out every detail of family right away, although sketching out a family tree is a fairly quick exercise in creating some bare bones of background. Who are these relatives? What are they doing now? How does your character relate to each of them? Are the character’s parents still alive? Is the character close to them or estranged? Siblings may be the best of allies or rivals who prove the most insidious of foes. Friends and enemies outside of the family are also important pieces of background, and current or past lovers may play a large role as well. Family relationships can also have a role in establishing group cohesion if the characters in the group are related to each other. Less close personal relationships matter, too. It is worth noting if you have contacts in the criminal underground or know some promising young magicians from an old job at the wizard's library. Most individuals will owe and be owed various debts, general or specific, and the calling in of favors owed can be a powerful weapon for the character or a plot hook for the GM. The GM should make sure that the benefits a character gets from contacts are balanced by disadvantages. That fence the character knows might make getting rid of stolen goods easy, but he also might seek out the character for help from time to time, or rat out the character to the authorities in exchange for a reduced sentence. Education and training come in various types. A character could have been instructed by a parent, guardian, tutor, or owner. Another character might have attended some form of public or private school. Some characters will have received military training or religious instruction. For some, apprenticeship will have been the most important form of education. A character will have learned his skills somehow. In a more general sense, one may ask if the character is naïve, well informed, or misinformed about various aspects of world knowledge. A character from an isolated island may be well informed about his home island, somewhat misinformed about the lands nearby, and have only vague notions of the rest of the world. Social status is a reality of life. A character that belongs to a wealthy or powerful class will generally be at an advantage compared to one who belongs to a despised class. It is generally to be recommended then, that characters either be of similar standing or
that the GM have a game planned in which a mix of social classes will be useful (a gentleman detective can mingle with the upper class, while his lower class manservant moves freely questioning the servants). If play occurs well outside the homelands of any of the characters, social class may become fairly unimportant. Status involves more than social class, however. An orphan may fall out of the class he was born into, while someone disowned or made an outlaw is thrown out. Government officials and members of military and police organizations have status and authority based on their societal role. Officials of other organizations, most often religions, may also have special status. Special circumstances such as being the object of omens or prophesies, being recognized as the Chosen One, having a cult following, or being the secret heir to a kingdom can all help drive a campaign and add excitement. However, they can also be overdone, fall into tired cliché, or upset everyone else’s plans. Such aspects of character background especially require coordination with the GM. Finally, there is one's personal history. What successes and failures has the character had? For what has the character achieved some level of fame or infamy? Stats, talents, and flaws may be helpful here, as well as skills. If a character has a very high Quickness bonus, his player may decide that he won many races in festivals growing up and local inhabitants would remember him for that. Example: Julian and Naomi decide they will create a pair of bounty hunters who work as a team. Julian is thinking he will be the outdoorsman of the duo, spending much of his life in the wilderness, some of it with his family. Naomi opts to create a stealthy character from a big city, self-reliant. Maybe an orphan? For now, they will go through the steps of character generation and fill in their backgrounds as they progress.
2.2. Race This section provides a wide variety of sample races, varying in stature and innate abilities such as strength, speed, endurance, or resistance/susceptibility to magic. These races include those drawn from fantasy literature and the most common races in fantasy role-playing games, as well as others drawn from Rolemaster’s history. A Gamemaster should examine each race carefully before including it in his campaign—not all these races are suitable for all settings, and some may be better suited as NPCs and adversaries rather than player characters. GMs should also feel free to customize races to fit the setting or to create new races (Section 12.5).
A character’s race may grant bonuses or penalties to stat bonuses, Resistance Rolls, hits, Endurance rolls, and modify recovery time as indicated on Table 2-2a. Some races have special talents or flaws that give all characters of the race a special ability or hindrance that is not represented by simple bonuses or penalties; these are summarized in the race descriptions but for full details regarding talents and flaws see chapter 4. Each race provides a pool of bonus Development Points at character creation. Up to 25 of these points may be spent per level on talents or skill advancement during level development (Section 2.6). Most charac-
ters will expend them all in their first one or two levels, but it is not required to do so. Once these points have all been expended, no further bonus DPs are received. Strength represents one’s strength as compared to others of the same size. Size determines one’s weight which is used for feats of strength or for resolving damage. The racial strength modifiers therefore should be taken as relative to the average racial size. A halfling is at a huge disadvantage due to his size while arm wrestling humans, even if he has a high strength.
Table 2-2a: Races
+2
Gnoll
33
-2
Gnome
4
Goblin
46
Gratar
11
Half-Elf
18
+2
Halfling
29
+5
+4
-2
Hobgoblin
30
+3
+2
-2
Human, cave
41
Human, common
50
Human, high
21
Human, mixed
34
Hvasstonn
27
-1
Idiyva
10
+4
Kobold
75
+5
Nycamerith
18
Orc, greater
30
+5
Orc, grey
60
-2
Orc, lesser
75
+2
-3
-2
Orc, scrug
0
+4
-2
-2
Orc, vard
18
+4
-2
-2
Plynos
8
+2
+3
-2
+1
Sea-kral
3
+2
+3
-2
+1
Sibbicai
0
+1
+2
-3
+2
Sohleugir
2
-1
+1
+3
+3
+2
+2
+3
+2
+2
+1
+2
+3
+1
-2
+2 +2
-2
+4
-2
+2
-2
+5
+5
-3
-3
+1
+3
-2
-2
+4
-2
+1 -2
0
+2
Troll
29
-1
Vulfen
0
0.5x
-2
-10
-10
-10
+20
+10
20
2x
-5
-5
-5
+10
+10
20
2x
-5
-5
-5
+10
+10
25
2x
-5
-5
-5
+20
+10
20
2x
+1
+1
-3
+5
+5
+10
20
0.5x
+2
+1
-2
+10
+5
25
1x
+5
25
0.5x
25
1x
25
1x
-5 -2
+2 +2
+4
-4
+1
-2 -1
-5
-5
-5
+5
+25
+20
+10
+1 +1
+1
+5
+3
-5 +5
-5
+25
-5
+1
1x
25
0.5x
25
1x
25
1x
30
1x
30
1x
-2
-4
+2
+10
+15
35
1x
-4
-1
+4
-2
+2
+5
+10
25
1x
+10
20
0.5x
20
1x
30
0.5x
20
0.5x
-3
-1
+2
+2
-4
-1
25
-2
-3
+4
-3
-1
+2
+2
+2
-4
-2
-2
-2
+3
-2
-4
+1
-2
-3
-2
-4
+1
-2
-2
-4
+2
-2
-2
-4
+2
-1
+1
+1
-1
-2
+2
-2
-2
+2
-3
-3
+5
-1
-4
+2
+1
+3
Sstoi'isslythi
1x
30
-2
-2
-1
20 +20
-1
-5
+1
-10 +10
-5
-3
+3
+5 +15
-5
+2
+1
+1
+1
+2
+3 +1
-5 -5
+2
-1
+5 +15
+2 +2
Recovery Mult
+3
3
+3
+1
+5
Base Hits
3
Elf, wood
+2
-2
Endurance
Elf, high
+2
+3
+2
Health
Physical
+3
+2
-1
Mentalism
-2
2
+3
-3
Essence
0
Elf, grey
-1
Channeling
Elf, fair
-2
Strength
-6
Self Disc.
-2
+6
Reasoning
-1
-1
Quickness
Empathy
+4
6
Presence
Constitution
35
Dwarf
Resistance
Memory
Agility
Avinarc
Intuition
Race
Bonus DPs
Stats
-1 -1 -2
+1 +2
-5
+3
-3
+2
-1
+1
+2
-3 +1
-2
+2
+10
+10
-5
-5
-10
+5 +5
+5
25
0.5x
+5
+5
+5
+10
+10
35
0.5x
30
0.5x
+5 -5
+5
+5
+10
+25
25
1x
+10
+10
25
1x
+10
25
1x
+10
25
1x
-5
-1 -10
-10
-10
+15
20
2x
+10
25
1x
+10
30
1x
ROLEMASTER UNIFIED Character Law
21
Avinarcs A hood pulled off a dark-cloaked stranger in the back corner of a tavern may reveal an Avinarc, with its hawk-like head and its feather-covered skin. The Avinarc’s once-powerful wings have become arms with dexterous hands. Only their heads and their feathers give them away as a non-human. With a cloak covering them, their form is that of a lightly-built human. Once a proud and noble race with lands and nations of their own, these bird people have slowly dwindled in number due to a powerful curse placed on them in ages past. An ancient prophecy states that the Avinarcs will one day overcome the curse and rise up again in numbers and power, but until then, they are content to while away the days with the flotsam of mankind. They are reclusive now, quietly blending in with human society, quite often becoming involved with the shadier side of humanity. They use their bird-like quickness and agility to aid them in thievery and skullduggery. Though they are not inherently evil, Humans are a lesser race to them (though most would never say so) and they do not care what becomes of men or their society. Avinarcs use a variety of small hand arms or easily concealed missile weapons. If pressed in melee, they will even use their beaks. Race Sizes: Size:
M
Weight, Male:
120 lbs.
Stride:
0'
Weight, Female:
98 lbs.
Height, Male:
5'10"
Height, Female:
5'5"
Variance:
+/- 4 lbs/in.
Stat Bonuses: Agility:
+4
Presence:
-1
Constitution:
-1
Quickness:
+3
Empathy:
-2
Reasoning:
+0
Intuition:
+0
Self Discipline:
+2
Memory:
-2
Strength
-2
Channeling:
+5
Mentalism:
+5
Essence:
+5
Physical:
-10
Resistances: ROLEMASTER UNIFIED Character Law
22
Health and Dev: Endurance:
+0
Recovery Multiplier:
1x
Base Hits:
20
Bonus Dev. Points
35
Racial Talents & Flaws: • Acute Smell II: Avinarcs gain a +10 bonus on Perception rolls involving smell. • Light-Boned I: Avinarcs are treated as Small creatures for purposes of their hits (determine normally, then multiply by 0.75) and attacks against them, but not for other purposes. • Natural Weaponry: Avinarcs may attack using their beaks, using the Beak specialization of Combat Training: Unarmed skill. • Restricted Diet: Avinarcs are carnivores and gain no sustenance from foods other than meat. • Sight, Eagle: Avinarc’s keen eyesight permits both good peripheral vision as well as the ability to focus on distant objects, such as a hare two miles away. They gain a +20 bonus to all vision-based Perception maneuvers. • Wings, Vestigial: Avinarc wings (now reduced to heavily feathered arms) are too small for flight, but provide a +10 bonus to Jumping and when using Acrobatics to reduce the impact of a fall.
Dwarves Probably the “toughest” physically of the races, Dwarves are short, stocky, and ruddy of complexion, with deep-set eyes and dark wiry hair and beards (the latter they are quite proud of, growing long elaborate braids). Dwarves are superior craftsmen and well adapted to life underground; they love to mine the earth for metals and precious gems, crafting them into powerful weapons and artifacts. Not as fertile as humans, they have few children, and less than a third of their people are women, who are guarded jealously within their cavernous halls. Dwarves have superior dark sight, able to see exceptionally well in dim light and able to see short distances even in complete darkness. They are slightly more dense than humans, making it harder but not impossible for them to swim (-25 to Endurance rolls while swimming). They have considerable resistance to the magic of Essence and Mentalism, arts which they have no particular talent for, but are no less capable than the other races in the realm of Channeling. Dwarves are very resistant to poisons and disease, and have exceptional lifespans, up to 600 years.
Race Sizes: Size:
M
Weight, Male:
135 lbs.
Stride:
-3'
Weight, Female:
112 lbs.
Height, Male:
4'6"
Variance:
Height, Female:
4'2"
+/- 5 lbs/in.
Stat Bonuses: Agility:
-1
Presence:
-3
Constitution:
+6
Quickness:
-1
Empathy:
-6
Reasoning:
+0
Intuition:
+0
Self Discipline:
+0
Memory:
+0
Strength
+2
Channeling:
+0
Mentalism:
+15
Essence:
+15
Physical:
+10
Resistances:
Health and Dev: Endurance:
+20
Recovery Multiplier:
Base:
30
Bonus Dev. Points
0.5x 6
Racial Talents & Flaws: • Darkvision I: Dwarves can see 10' with no penalties even in complete darkness. • Inept V (Endurance while swimming): Due to their density, dwarves must work especially hard to keep from drowning. They suffer a -25 penalty on Endurance rolls while swimming. • Nightvision: Dwarves can see in dim light, equivalent to nighttime conditions, as well as a human can see in daylight. All penalties for darkness are reduced by 40, except in pitch dark conditions.
ROLEMASTER UNIFIED Character Law
23
Elves
ROLEMASTER UNIFIED Character Law
24
Though similar to mortal men in most ways, all types of Elves share several important, if subtle, differences. As a race, they are taller than most humans, although slender. Elven men have no facial hair, and as a rule, they have less body hair than humans. Generally, Elves are fairer in appearance than their mortal brothers, having finer features, unmarred skin, and pointed ears with no earlobes. Elven sight is extremely keen; they are able to see on a clear night as if in full daylight. Their vision is correspondingly restricted with less light, and they cannot see at all in total darkness. Perhaps most importantly, Elves do not age once adult or grow old, and their bodies are immune to all non-magical bacterial and viral infections. Thus, they are virtually immortal (excepting violent death). The most otherworldly of all Elves, Fair Elves have golden hair, blue eyes, pale skin, and prefer garments of white, silver, and gold. Whether it is derived from divine favor or fey heritage, they have a visible aura which awes allies and intimidates foes. They are seldom seen beyond the borders of the elven lands, where they inspire their kin with their music, magic, and wisdom. Melody and song frequent their gatherings, because even the least of them can play the harp or sing, while the more talented compose music or delight the ear with expertise on several instruments. Grey elves are almost always intermediate between their more extreme brethren. Most have fair hair and blue or grey eyes. They are neither as artistic as the fair elves, as cunning and warlike as the high elves, or as sedate and rustic as the wood elves. They form the middle ground with their pleasant company and their love of art and craft. When war calls, they will take up arms, but mostly they will settle down, raise a family and do as they please. They build no marble cities, but love open cities amongst a lovely landscape which connects them closer to nature. Some live under the rule of High Elves, while others take to the seas as merchants and travelers. They are not the most magical elves, but they are no strangers to magic either. Raven-black hair distinguishes the High Elves from their fairer kindred, and brown and hazel are their usual eye colors. A love of beautiful things, expressed by skill in
building and crafting, unites with a curiosity about the nature of all creation to lure the most ambitious from the path of nature. Yet, the superb armor, the bright weapons, and the lovely jewelry cherished within their graceful, marble-walled cities seem almost worth the price. Some of the most powerful artifacts known to exist come from the forges of these elven craftsmen. When they live among other elves, they take inspiration from the Fair Elves but willingly accept the day-to-day burden of ruling their kin. Wood Elves wear greens and greys to blend with their surroundings. Sandy hair and light blue, green, or grey eyes complement their rustic demeanor. They are slightly shorter than other elves, though taller than humans. These Elves are the most common of all elvenkind and can be found in almost any forest across the world. Wood Elves are often quite distant from other elves and have been known to disagree openly with the policies of the High Elves and Fair Elves. Most attuned to the subtle tides of forests, streams, and the creatures who roam the sylvan realm, Wood Elves are adept at moving silently, their presence in the wood frequently going unnoticed among the shadows of swaying branches.
Racial Talents & Flaws (all Elves): • Efficient Sleeper II: Elves meditate rather than sleeping. Two hours of meditation replaces four hours of sleep. • Immune to Disease I: Elves are immune to all non-magical disease. • Nightvision: Elves can see in dim light, equivalent to nighttime conditions, as well as a human can see in daylight. All penalties for darkness are reduced by 40, except in pitch dark conditions. Fair Elves only: • Defensive Aura II: The aura of Fair Elves dulls or confuses the senses of their foes, granting them +10 DB, which is not cumulative with any Aura or Blur spell. • Golden Throat: Fair Elves have beautiful voices which soothe and calm. They receive +10 to any maneuver to verbally calm or persuade (Charm, Singing, Leadership, etc.). Wood Elves only: • Hearing, Cat: Wood Elves have hearing as keen as a cat, allowing them to hear some high-pitched sounds and more accurately determine the location of a sound’s source (gaining +10 on Perception maneuvers to locate a sound).
Elf, fair
Elf, High
Race Sizes:
Race Sizes:
Size:
M
Weight, Male:
180 lbs.
Size:
M
Weight, Male:
215 lbs.
Stride:
+1'
Weight, Female:
160 lbs.
Stride:
+2'
Weight, Female:
175 lbs.
Height, Male:
6'7"
Variance:
Height, Male:
6'7"
Variance:
Height, Female:
6'3"
Height, Female:
6'3"
+/- 4 lbs/in.
Stat Bonuses:
+/- 4 lbs/in.
Stat Bonuses:
Agility:
+0
Presence:
+3
Agility:
+3
Presence:
+3
Constitution:
-2
Quickness:
+1
Constitution:
-1
Quickness:
+2
Empathy:
+3
Reasoning:
+2
Empathy::
+2
Reasoning:
+1
Intuition:
+2
Self Discipline:
-5
Intuition:
+0
Self Discipline:
-5
Memory:
+2
Strength
-2
Memory:
+2
Strength
-1
-5
Resistances:
Resistances:
Channeling:
-10
Mentalism:
-10
Channeling:
-5
Mentalism:
Essence:
-10
Physical:
+20
Essence:
-5
Physical:
Health and Dev:
+10
Health and Dev:
Endurance:
+10
Recovery Multiplier:
2x
Endurance:
+10
Recovery Multiplier:
2x
Base Hits:
20
Bonus Dev. Points
0
Base Hits:
25
Bonus Dev. Points
3
Elf, Grey
Elf, wood
Race Sizes:
Race Sizes:
Size:
M
Weight, Male:
190 lbs.
Size:
M
Weight, Male:
150 lbs.
Stride:
+2'
Weight, Female:
155 lbs.
Stride:
+0'
Weight, Female:
125 lbs.
Height, Male:
6'5"
Variance:
Height, Male:
6'
Variance:
Height, Female:
6'1"
+/- 4 lbs/in.
Height, Female:
Stat Bonuses:
+/- 4 lbs/in.
5'9"
Stat Bonuses:
Agility:
+2
Presence:
+3
Agility:
+2
Presence:
+2
Constitution:
+0
Quickness:
+3
Constitution:
+0
Quickness:
+3
Empathy:
+3
Reasoning:
+0
Empathy:
+2
Reasoning:
+0
Intuition:
+0
Self Discipline:
-5
Intuition:
+0
Self Discipline:
-5
Memory:
+1
Strength
+0
Memory:
+1
Strength
+2
Channeling:
-5
Mentalism:
-5
Essence:
-5
Physical:
Resistances:
Resistances:
Channeling:
-5
Mentalism:
Essence:
-5
Physical:
-5 +10
Health and Dev:
+10
ROLEMASTER UNIFIED Character Law
Health and Dev:
Endurance:
+10
Recovery Multiplier:
2x
Endurance:
+10
Recovery Multiplier:
2x
Base Hits:
20
Bonus Dev. Points
2
Base Hits:
20
Bonus Dev. Points
3
25
Gnolls Small wrinkled figures with grey skin and little hair, Gnolls inhabit the natural caverns that abound in mountainous regions, while making use of aboveground resources. When sheltered by secrecy and stone, their timid dispositions relax and permit the enjoyment of gleeful festivals. On these occasions, Gnolls put aside their sober, earth-toned clothing for more colorful garb. Sunlight does not harm them, but the brightness scares them and makes their eyes water (-25 to all activities), leading Gnolls to favor the underground realm. It is reputed that they travel extensively to the elemental realm of earth using secret portals, and that their animal familiars have more than a touch of elemental nature. Skill as illusionists, dabblers and magicians (but almost never any realm but Essence) enables them to avoid encounters with other races, few gaining knowledge of their presence until after the Gnolls have passed from the area. They travel in clans and settle only in deserted grottos where access is limited and concealed, and do not remain in any one location for longer than a few years, in order to minimize the accumulating signs of their presence. Most Gnolls avoid combat, using their spells to conceal themselves and provide quick escapes. Travelers are more likely to encounter Gnollish traps and illusions than to ever encounter Gnolls themselves. When threatened and unable to simply move on, their magic Race Sizes: Size:
S
Weight, Male:
44 lbs.
Stride:
-5'
Weight, Female:
44 lbs.
Height, Male:
3'6"
Variance:
Height, Female:
3'6"
+/- 1 lbs/in.
Stat Bonuses:
ROLEMASTER UNIFIED Character Law
Agility:
-2
Presence:
-2
Constitution:
-2
Quickness:
+2
Empathy:
+4
Reasoning:
+1
Intuition:
-2
Self Discipline:
+1
Memory:
+1
Strength
-3
Channeling:
+5
Mentalism:
+5
Essence:
+0
Physical:
+10
Resistances:
Health and Dev: 26
Endurance:
+0
Recovery Multiplier:
Base Hits:
20
Bonus Dev. Points
0.5x 33
and stealthy abilities permit them to strike quickly without warning and then to disappear. However, they are not quick to forget those who have done them favors. Gnolls traveling outside the clans may be attending to matters for the safety of their kin, paying back significant aid they have received from outsiders, or survivors of catastrophes. Gnolls live an average of 105 years. Racial Talents & Flaws: •Decreased Size I: Gnolls are Small creatures. In addition to other effects of size, multiply their concussion hits by 0.75. •Nightvision: Gnolls can see in dim light, equivalent to nighttime conditions, as well as a human can see in daylight. All penalties for darkness are reduced by 40, except in pitch dark conditions. • Light Sensitivity I: Gnolls suffer a -25 penalty when in bright light equal to direct sunlight, but no penalty on cloudy days or in shaded areas. •Hearing, Hare: Gnolls have keen hearing in the high and low frequency range. They can localize sounds with great accuracy and hear danger coming from 10 times farther than a human. They gain +20 on hearing Perception maneuvers. • Prodigy II (IV): Gnolls are closely attuned to their environment, and especially alert to shifts in weather, which they use to conceal their movements. They receive +10 on Survival maneuvers, doubled when using the skill for weather watching.
Gnomes Smaller than dwarves, and appearing more frail and withered in build, long-lived Gnomes prefer to live in shallow caves where they obsessively gather knowledge and lore. Ancient tomes and rare scrolls litter their crowded libraries, precious chambers that usually fall to ruin with a Gnome’s death. A love of solitude ensures that most Gnomes remain heirless, rarely marrying or raising a family despite typical life spans of 600 years. Gnomes keep to themselves, but if forced into combat their foes had better be prepared for a surprise, for there is no telling what magical spells and/or artifacts any given Gnome will have. Although loners, Gnomes are neither shy nor joyless; generous hospitality accompanied by ingenious entertainments draws many friends to visit as houseguests. Gnomes do not often return these visits, for they dislike abandoning their abodes and the treasures guarded within for even a few days. Those who do often create elaborate systems of traps (many of them magical in nature). Those who do marry may combine their resources, if they can agree as to how the collections should be sorted. Gnomish children are raised on a steady diet of lore, both entertaining and educational. Young Gnomes, who have not yet established their own collections, are the most prone to travel, though typically not without a small traveling collection of texts. When they choose to settle, it is often at a moderate distance from settlements they consider friendly, especially those of Halflings, Elves, Nycameriths, or occasionally clusters of other Gnomish homes. Much less commonly, a Gnome will find a home within such settlements, typically only where there is a major library or an academically-oriented guild of magic which can sustain enough of their interest to overcome their solitary habits.
Race Sizes: Size:
M
Weight, Male:
84 lbs.
Stride:
-3'
Weight, Female:
84 lbs.
Height, Male:
4'5"
Variance:
Height, Female:
4'5"
+/- 2 lbs/in.
Stat Bonuses: Agility:
+0
Presence:
+0
Constitution:
-2
Quickness:
+2
Empathy:
+2
Reasoning:
+2
Intuition:
+0
Self Discipline:
+1
Memory:
+4
Strength
-2
Resistances: Channeling:
+10
Mentalism:
+0
Essence:
+0
Physical:
+5
Health and Dev: Endurance:
+0
Recovery Multiplier:
Base Hits:
20
Bonus Dev. Points
0.5x 4
Racial Talents & Flaws: • Nightvision: Gnomes can see in dim light, equivalent to nighttime conditions, as well as a human can see in daylight. All penalties for darkness are reduced by 40, except in pitch dark conditions.
ROLEMASTER UNIFIED Character Law
27
Goblins Goblins are small, about 3' tall, with thin, wiry builds. They tend toward long, narrow heads with pointy chins, pointed ears without lobes, narrow noses, and thin lips. Their front teeth are pointed rather than chisel-shaped like humans, and when agitated, their thin lips often pull back to expose these sharp points. Common underground goblins have pale yellowish skin, while those who make their homes on the surface darken to a deep greenish color. The smaller and ruddier Kobolds and the larger muddier-colored Hobgoblins are closely related, and the three races are collectively considered goblinoids. Goblins can see well in dim light or even somewhat in the dark, which combined with their small stature makes them well-suited to life underground. They find direct sunlight painful to their eyes and will avoid being active on the surface when the sun is out. A combination of a strong urge for dominance and a reasonable urge to flee danger due to their small size often undermines their ability to form larger groups and stable cultures. Loyalty, when it exists at all, is reserved for close family members. Their tendency in combat to avoid direct contests of strength earns them a reputation for being sneaky, treacherous, and mean. If their lives were more secure, Goblins would reach an average age of 70, but in practice few are so lucky.
ROLEMASTER UNIFIED Character Law
28
Race Sizes: Size:
S
Weight, Male:
35 lbs.
Stride:
-6'
Weight, Female:
31 lbs.
Height, Male:
3'
Variance:
Height, Female:
+/- 1 lbs/in.
2'10"
Stat Bonuses: Agility:
+5
Presence:
-3
Constitution:
+5
Quickness:
+2
Empathy:
-3
Reasoning:
+0
Intuition:
+0
Self Discipline:
-5
Memory:
+0
Strength
+0
Channeling:
+0
Mentalism:
+0
Essence:
+0
Physical:
+5
Resistances:
Health and Dev: Endurance:
+0
Recovery Multiplier:
1x
Base Hits:
25
Bonus Dev. Points
46
Racial Talents & Flaws: •Darkvision I: Goblins can see 10' with no penalties even in complete darkness. •Decreased Size I: Goblins are Small creatures. In addition to other effects of size, multiply their concussion hits by 0.75. •Nightvision: Goblins can see in dim light, equivalent to nighttime conditions, as well as a human can see in daylight. All penalties for darkness are reduced by 40, except in pitch dark conditions. •Prodigy (Mechanics) V: Small, strong, agile hands, and an easy ability to visualize three dimensional solids (from their history as dwellers in caves and mines of complex layout) makes them very adept with mechanical devices (+25 to Mechanics). •Light Sensitivity III: Goblins suffer a -75 penalty when in bright light equal to direct sunlight, -50 on cloudy days, -25 in shaded conditions or very cloudy days, or -0 in full shadows such as under storm clouds or heavy tree cover.
Gratar Gratar are frog-like humanoids, about man sized in height, and predominantly evil. Possessing wide drooling mouths and large bulbous eyes, these creatures are amphibians, but spend most of their time out of the water, and even dwell underground occasionally. Female Gratar are slightly shorter but heavier of build and are physically the equal of the males. Gratar vary in color according to their might and status, and these colors are often mistaken for different subspecies, but in fact Gratar change in color and even height as they age. Young Gratar are green, tend to be weak, and walk hunched over, sometimes dragging their arms. They are not very bright and easily bullied or cowed, and their elders usually seize any quality equipment they manage to scrounge up. As they grow stronger and succeed in bullying their kin (usually around 4th level), their skin yellows, they adopt a bolder and more upright posture, as well as adding an inch of real height. Yellow Gratar often paint their bodies to make themselves appear more fearsome, and are more likely to have passable armor and weapons. The most feared Gratar turn black and grow another 2". These may be the mightiest warriors (typically around 7th-9th level) or those who have learned magic to subjugate their kin. Gratar who leave Gratar society for long periods, rarely interacting with others of their kind, gradually turn grey in color, while growing taller (similar to Black Gratar) and leaner. They have a reputation as loners, often working as assassins and killers, because more sociable Gratar normally remain among their kin. Grey Gratar typically have few moral qualms and often make casual use of poisoned weapons. The rarest type of Gratar are those Black Gratar who have dominated many tribes. These warlords begin to turn red around their eyes and claws, and immediately challenge others who show the same traits. Those who have won many of these battles turn completely red and are known as Royal Gratar (typically they will be at least 15th level by this point), while the defeated quickly lose their red features. Royal Gratar grow very large and can be found leading Gratar societies even when they are old, decrepit, and shrivelled. Most Gratar are capable of reaching an age of 100 years, but the solitary Grey Gratar may reach 150 and Royal Gratar have been known to reach two centuries.
Race Sizes: Size:
M
Weight, Male:
230 lbs.
Stride:
-2'
Weight, Female:
250 lbs.
Height, Male:
5'4"
Variance:
Height, Female:
5'2"
+/- 5 lbs/in.
Stat Bonuses: Agility:
+1
Presence:
-2
Constitution:
+3
Quickness:
+0
Empathy:
-2
Reasoning:
+0
Intuition:
+0
Self Discipline:
-2
Memory:
+0
Strength
+2
Channeling:
+0
Mentalism:
+0
Essence:
+0
Physical:
+0
Resistances:
Health and Dev: Endurance:
+0
Recovery Multiplier:
1x
Base Hits:
25
Bonus Dev. Points
11
Racial Talents & Flaws: •Sight: Gecko: Gratar eyes perform like those of a gecko, permitting additional detail close-up as well as good depth vision, and they do not lose color vision in dark conditions (normal penalties for darkness still apply). They gain a +10 bonus to all vision-based Perception maneuvers. •Recurved Musculature: Gratar are incredible jumpers with powerful legs. Their running long base jump is 12 feet and their running high base jump is 29 inches (standing base jumps are half these values). See Jumping skill in Chapter 3 for more details about jumping. In addition, they receive a +20 bonus to Acrobatics, Climbing, Jumping, and Running maneuvers.
ROLEMASTER UNIFIED Character Law
29
Half-Elves The relationship between Elven and Human communities may be complicated or even tense. When there is a shared threat, they may become close allies, but without a unifying cause, many Elves feel the instability and rapid turnover of Human societies is something that should be kept at arm's length. Nonetheless, there are those among the Elves who admire Humans' drive and passion, as well as those among the Humans who are drawn toward Elven beauty and wisdom. The dramatic difference in their lifespans makes lasting relationships difficult, but Half-Elven children may be the result. Half-Elves typically live in Elven or Human societies, rather than forming societies of their own. However, in regions where contact between the two races has been steady over long periods of time, mixed populations can arise and develop their own distinct cultural identities. Such populations may consist of individuals with varying degrees of each ancestry, some with more Human traits and some more Elven. Half-Elves benefit from the combination of Elven grace and Human sturdiness. They are strong and slender, thinner than men but stouter than Elves, with thin, angular features. Taking their coloration from both their Human and Elven ancestors, it is not always apparent which type of Elf a Half-Elf has descended from, and those who were raised only by Humans may not know themselves. However, those descended from Wood Elves and High Elves are most likely to match the skin tones of their Human ancestors, while descendents of Fair Elves tend to have lighter complexions. All Half-Elves have lifespans longer than those of Humans, but lack Elven immortality. Humans often find Half-Elven qualities admirable, while Elves may see them as tragically flawed or as the result of unfortunate choices. Racial Talents & Flaws: •Efficient Sleeper I: Some Half-Elves meditate, while others sleep, but in either case three hours of sleep or meditation replaces four hours of sleep. • Nightvision: Half-Elves can see in dim light, equivalent to nighttime conditions, as well as a human can see in daylight. All penalties for darkness are reduced by 40, except in pitch dark conditions. ROLEMASTER UNIFIED Character Law
30
Race Sizes: Size:
M
Weight, Male:
190 lbs.
Stride:
+1'
Weight, Female:
135 lbs.
Height, Male:
6'3"
Variance:
Height, Female:
5'11"
+/- 4 lbs/in.
Stat Bonuses: Agility:
+2
Presence:
+2
Constitution:
+0
Quickness:
+2
Empathy:
+0
Reasoning:
+0
Intuition:
+0
Self Discipline:
-3
Memory:
+0
Strength
+2
Channeling:
-5
Mentalism:
-5
Essence:
-5
Physical:
+5
Resistances:
Health and Dev: Endurance:
+5
Recovery Multiplier:
1x
Base Hits:
25
Bonus Dev. Points
18
Halflings Halflings are very short, rarely more than 4' in height, and tend to be stout (trending toward fat with age). They have large, hairy feet — to the point of being “furry” — that are almost immune to cold, and so they often go around barefoot. They are an inoffensive people, preferring the quiet of their own villages. Lovers of good food and drink, they spend much of their time at inns and friends’ houses, eating and drinking. Their settlements are usually focused around agriculture, but halfling artisans are not uncommon and they have a knack for fine detail that even the larger races may appreciate. Halflings are happy to trade with other peoples and welcome guests, but do not encourage others to settle in their villages. The small scale of their homes is enough discouragement for most Humans. Nonetheless, they enjoy good relations with nearby settlements that are willing to reciprocate. Most commonly these are Human, though Halflings are usually pleased to see Gnomes settle nearby. Halflings have a high level of manual dexterity and are adept at moving quietly. When Halfling settlements are threatened or attacked, they favor stealth, ranged weapons, and traps, but these are last resorts and they prefer to resolve disputes through negotiation. Nonetheless, when pushed they can be implacable, untiring foes due to an amazing constitution and can resist even the most powerful magical and physical damage for extended periods. Their homes tend to blend into the environment, often partially or fully underground, and when necessary they will resort to tunnels, whether to resist besieging forces or simply to avoid severe weather.
Race Sizes: Size:
S
Weight, Male:
50 lbs.
Stride:
-5'
Weight, Female:
46 lbs.
Height, Male:
3'6"
Variance:
Height, Female:
3'3"
+/- 2 lbs/in.
Stat Bonuses: Agility:
+5
Presence:
-5
Constitution:
+4
Quickness:
+4
Empathy:
-2
Reasoning:
+0
Intuition:
+0
Self Discipline:
-4
Memory:
+0
Strength
+0
Channeling:
+0
Mentalism:
+20
Essence:
+25
Physical:
+10
Resistances:
Health and Dev: Endurance:
+0
Recovery Multiplier:
1x
Base Hits:
25
Bonus Dev. Points
29
Racial Talents & Flaws: • Decreased Size I: Halflings are Small creatures. In addition to other effects of size, multiply their concussion hits by 0.75. • Prodigy (Stalking) II: Halflings gain a +10 bonus on Stalking maneuvers.
ROLEMASTER UNIFIED Character Law
31
Hobgoblins From time to time, Goblins birth unusual large offspring, who will grow into much larger adults whose skin has a muddy tinge and whose feet feel no pain. Only lack of numbers prevents the Hobgoblins from terrorizing all lands lit by the sky. Goblins avert this dread fate by killing most of them at birth. Those children who survive are prone to violent, bullying behavior and a significant challenge for their parents. By adulthood, superior size and strength offer them dominance over those who revere the rule of brute force, and the Goblins frequently submit to a Hobgoblin king. The brilliance of the sun, although unpleasant, holds no horror for Hobgoblins who fearlessly follow enemies through daylight. These clever fighters are quite formidable on the battlefield, limited only by a lack of loyalty to each other and the cowardice of the Goblins typically under their command. Some, however, are forced out of Goblin communities, mainly due to failed attempts to defeat stronger kin, and must make their way on their own or with small groups of compatriots. They may become bandits or poorly-disciplined mercenaries, or join up with other Goblinoids. In any situation, they are prone to seeking dominance whenever existing leaders show apparent weakness. In principle, Hobgoblin lifespans at least match those as humans, but most die quick deaths at the hands of ambitious or vengeful brethren when they begin to grow old and feeble. The vast majority are incapable of producing children of their own, so they do not establish Hobgoblin settlements and even Hobgoblin families are an extremely unusual matter.
Racial Talents & Flaws: • Darkvision II: Hobgoblins can see 20' with no penalties even in complete darkness. • Nightvision: Hobgoblins can see in dim light, equivalent to nighttime conditions, as well as a human can see in daylight. All penalties for darkness are reduced by 40, except in pitch dark conditions. • Light Sensitivity I: Hobgoblins suffer a -25 penalty when in bright light equal to direct sunlight, but no penalty on cloudy days or in shady areas.
Race Sizes: Size:
M
Weight, Male:
93 lbs.
Stride:
-3'
Weight, Female:
80 lbs.
Height, Male:
4'6"
Variance:
Height, Female:
+/- 3 lbs/in.
4'
Stat Bonuses: Agility:
+3
Presence:
-2
Constitution:
+2
Quickness:
+1
Empathy:
-2
Reasoning:
+0
Intuition:
+0
Self Discipline:
-2
Memory:
-2
Strength
+1
Channeling:
+0
Mentalism:
+0
Essence:
+0
Physical:
+0
Resistances:
Health and Dev: ROLEMASTER UNIFIED Character Law
32
Endurance:
+0
Recovery Multiplier:
Base Hits:
25
Bonus Dev. Points
0.5x 30
Humans Common mortal men are the same race we are familiar with in the real world and come in the same variations of size, build, skin/hair colors and facial features as the humans we know. Highly adaptable, they can be found in just about any climate or environment and develop widely-varied cultures. Skin color tends to be darker in sunny climates and lighter as one moves towards the poles, but these shifts take millenia and large-scale migrations and individual travel may result in notable exceptions and mixed populations. In any case, common men have the same stat bonuses and other traits regardless of their place of origin or particular ancestry. In addition to these common men, several other strains of humanity might be encountered. Cave men are the isolated remnants of the ancestors of common men. Muscular with sloping foreheads and oversized jaws, cave men have brown hair or ginger hair and eyes, and tan skin, but are shorter than their common kin. Simple garments made of animal skins are the normal garb. Their intellect is not powerful, but a cooperative, good-tempered disposition makes their company a pleasant experience. Cave men band together to form tribes, each with its own complex set of social rituals and religious beliefs. Their average life span is 50 years. Rough spears or clubs are their usual weaponry. Those who came into conflict with common men were conquered, killed, or absorbed, so those who remain are the tribes who live in isolation. High men are taller and stronger than common men, more lordly in appearance, longer lived, and tend to be more daring and ambitious. They are also notoriously stiff and rigid, not as flexible or adaptable as their common brethren, and more easily swayed by their own pride or the lure of magic and power. They build great empires, but those empires often collapse spectacularly due to their own hubris. High men are more feared than loved, and often considered domineering. They may have the blood of gods or giants explaining both their strength and their pride. As with common men, they vary in coloration and other physical traits, depending on their places of origin and other historical factors. High men tend to build societies apart from common men, except when they conquer them, but individual High men may make their name among their Common kin, for example as mercenaries. Mixed men are the offspring of High and Common parents. They are intermediate in features and can be difficult to distinguish from either kin. Societies where High and Common humans have frequent contact may have significant populations of mixed men.
Racial Talents & Flaws: • None. Humans are the standard against which all other races are compared. However, humans do benefit from a high number of bonus DP (as shown on Table 2-1). Even the more powerful High men, despite their stature, are essentially human.
ROLEMASTER UNIFIED Character Law
33
Human, cave
Human, high
Race Sizes:
Race Sizes:
Size:
M
Weight, Male:
159 lbs.
Size:
M
Weight, Male:
250 lbs.
Stride:
-2'
Weight, Female:
135 lbs.
Stride:
0'
Weight, Female:
190 lbs.
Height, Male:
5'3"
Variance:
Height, Female:
4'9"
+/- 4 lbs/in.
Stat Bonuses:
Height, Female:
5'10"
Variance:
+/- 5 lbs/in.
Agility:
+0
Presence:
+0
Agility:
-2
Presence:
+3
Constitution:
+1
Quickness:
+0
Constitution:
+3
Quickness:
-1
Empathy:
+0
Reasoning:
-1
Empathy:
+0
Reasoning:
+1
Intuition:
+0
Self Discipline:
+0
Intuition:
+0
Self Discipline:
+0
Memory:
-1
Strength
+1
Memory:
+0
Strength
+3
Channeling:
+0
Mentalism:
-5
Channeling:
+5
Mentalism:
-5
Essence:
+0
Physical:
+0
Essence:
-5
Physical:
+0
Resistances:
Health and Dev:
Health and Dev:
Endurance:
+25
Recovery Multiplier:
1x
Endurance:
+0
Recovery Multiplier:
1x
Base Hits:
25
Bonus Dev. Points
41
Base Hits:
30
Bonus Dev. Points
21
Human, common
Human, mixed
Race Sizes:
Race Sizes:
Size:
M
Weight, Male:
185 lbs.
Size:
M
Weight, Male:
230 lbs.
Stride:
0'
Weight, Female:
154 lbs.
Stride:
+1'
Weight, Female:
180 lbs.
Height, Male:
6'4"
Variance:
Height, Female:
5'9"
Height, Male:
5'10"
Height, Female:
5'5"
Variance:
+/- 5 lbs/in.
Stat Bonuses:
+/- 5 lbs/in.
Stat Bonuses:
Agility:
+0
Presence:
+0
Agility:
+0
Presence:
+1
Constitution:
+0
Quickness:
+0
Constitution:
+1
Quickness:
+0
Empathy:
+0
Reasoning:
+0
Empathy:
+0
Reasoning:
+0
Intuition:
+0
Self Discipline:
+0
Intuition:
+0
Self Discipline:
+0
Memory:
+0
Strength
+0
Memory:
+0
Strength
+1
Resistances:
Resistances:
Channeling:
+0
Mentalism:
+0
Channeling:
+0
Mentalism:
+0
Essence:
+0
Physical:
+0
Essence:
+0
Physical:
+0
Health and Dev:
34
6'5"
Stat Bonuses:
Resistances:
ROLEMASTER UNIFIED Character Law
Height, Male:
Health and Dev:
Endurance:
+0
Recovery Multiplier:
1x
Endurance:
+0
Recovery Multiplier:
1x
Base Hits:
25
Bonus Dev. Points
50
Base Hits:
30
Bonus Dev. Points
34
Hvasstonn Also known as giantlings or great men, Hvasstonn are similar in many respects to extremely large humans, differing in their height (men average 7'6"), deeply set eyes so dark a pupil can barely be distinguished, profuse short coarse grey body hair almost thick enough to be considered fur, and the sharp teeth of carnivores. Brown to olive skin is not completely hidden by their body hair, while on their heads their hair grows dark. Their features appear feral and in a scowl of anger they bare carnivorous teeth. Although nearly as intelligent as humans, their efforts at building are focused on survival and warfare, for which they are well suited. To fuel their physique, Hvasstonn rely almost exclusively on meat. They live in wooden huts or find comfortable caves which they embellish and close off to make comfortable if simple homes. Clans of Hvasstonn live close by each other and in times of need will come to each other's aid. In times of war, these clans band together under a Hvasstonn leader. They usually prefer to wield a weapon in each hand; due to their size, each weapon is the size of two-handed human armaments. Though their blacksmithing and armor is primitive, it is sufficient given their might. A horde so equipped usually makes short work of any who oppose them, so the Hvasstonn can go back to their caves and flocks of sheep, pigs, horses, goats and cows. In ancient times, it is rumored, they used to herd men as well, but there is no current evidence of that. In modern times they are more likely to trade as long as they are not threatened. Hvasstonn see Trolls as suitable foes but goblinoids with their tiny tunnels as maddening plagues of vermin. They live to become 200, but grow feeble, grey and wizened at around 160 years. Racial Talents & Flaws: • Increased Size I: Hvasstonn are Big creatures. In addition to other effects of size, multiply their concussion hits by 1.5. • Natural Weaponry: Hvasstonn may attack using their sharp teeth, using the Bite specialization of Combat Training: Unarmed skill. • Restricted Diet: Hvasstonn are carnivores. Although they embellish it with the occasional plant for flavor, their substantial hunger must be satisfied with meat.
Race Sizes: Size:
B
Weight, Male:
400 lbs.
Stride:
+3'
Weight, Female:
330 lbs.
Height, Male:
7'6"
Variance:
Height, Female:
6'8"
+/- 6 lbs/in.
Stat Bonuses: Agility:
-1
Presence:
-2
Constitution:
+1
Quickness:
+0
Empathy:
-2
Reasoning:
-1
Intuition:
+0
Self Discipline:
-4
Memory:
+0
Strength
+2
Channeling:
+0
Mentalism:
+0
Essence:
+0
Physical:
+10
Resistances:
Health and Dev: Endurance:
+15
Recovery Multiplier:
1x
Base Hits:
35
Bonus Dev. Points
27
ROLEMASTER UNIFIED Character Law
35
Idiyva Short, gold-tipped coffee-colored fur covers the lithe, well-muscled form of the Idiyva except at the face, the palms, and the soles of the feet. Smooth, brown suedelike skin emerges at these features, and the fur on the head lengthens and lightens to form a golden mane around the face. Green feline eyes give the Idiyva excellent Nightvision; fanged teeth reveal their carnivorous nature. The toes of their feet anchor short, sharp talons, but their hands sport vicious 3" claws that retract at the knuckle into the backs of the hands, leaving the fingers free at all times. In addition to their natural claws, these felines are adept in normal melee weapons and missile weapons. Despite their animalistic appearance, their manual dexterity is as good or better than Humans and their artisans may be just as skilled. They also enjoy music and dance, and their retractable claws offer no impediment to the playing of most musical instruments. Idiyva society is competitive and places a premium on personal honor. It is not unusual for disagreements (particularly between males) to be settled by ritual combat, with the winner gaining not only satisfaction, but also increased respect in the eyes of his peers. Conversely, the loser (if he survives) suffers disgrace and may be cast out of the tribe, after which they may travel outside Idiyva lands or seek a home within a far-off tribe. The most serious disputes are fought to the death.
Race Sizes: Size:
M
Weight, Male:
180 lbs.
Stride:
0'
Weight, Female:
145 lbs.
Height, Male:
6'
Variance:
Height, Female:
+/- 4 lbs/in.
5'5"
Stat Bonuses:
ROLEMASTER UNIFIED Character Law
Agility:
+4
Presence:
-1
Constitution:
+0
Quickness:
+4
Empathy:
-4
Reasoning:
+0
Intuition:
+0
Self Discipline:
-2
Memory:
+0
Strength
-2
Channeling:
+0
Mentalism:
+0
Essence:
+0
Physical:
+5
Resistances:
Health and Dev:
36
Endurance:
+10
Recovery Multiplier:
1x
Base Hits:
25
Bonus Dev. Points
10
Although Idiyva can be agreeable, they are happy to reveal the fighting instincts of a predator lurking behind their normally civilized manners. Often a hint of that nature, coupled with their racial reputation, can be enough to prevent conflict. When they live among other races, many prefer occupations in which physical prowess, an intimidating nature, or the combination of the two is advantageous.
Racial Talents & Flaws: • Hearing, Cat: Idiyva hearing is equivalent to that of a cat, allowing them to hear some high-pitched sounds and more accurately determine the location of a sound’s source (gaining +10 on Perception maneuvers to locate a sound). • Natural Weaponry: Idiyva may attack using their claws, using the Claw specialization of Combat Training: Unarmed skill. • Nightvision: Idiyva can see in dim light, equivalent to nighttime conditions, as well as a human can see in daylight. All penalties for darkness are reduced by 40, except in pitch dark conditions. • Restricted Diet: Idiyva are carnivores and gain no sustenance from foods other than meat.
Kobolds Smallest of the goblinoid races, with ruddy skin and a pair of horns growing from their heads, Kobolds knuckle under to the fiercer bullying practiced by their larger kin. The compassionate wayfarer who feels sympathy for their piteous plight discovers his mistake when Kobold treachery rewards his generosity with capture by Goblins. The arts of lying, cheating, stealing, and flattery enable the cowardly Kobold to survive within bloodthirsty Goblin society; they exercise these skills with much whimpering in all situations. In principle they are capable of reaching a life span of 75 years, but few do. Kobolds will rarely stand and fight in a straight up battle. They will wait for an ambush opportunity (or at least a surprise attack), or possibly wait for help to arrive if they cannot run away. If none of the above is possible, surrender is always an option, as they usually have little to lose. An oath of surrender, of course, will be quickly broken if the tides turn. When left to their own devices, Kobolds are hunter-gatherers who supplement their supplies by pilfering settlements of other races. They are not unwilling to use violence to obtain what they want, but only if the odds are clearly in their favor. When living alongside other goblinoids, much of what they gather is taken by their stronger kin and they may be even more motivated to replace it, especially if Goblins or Hobgoblins will provide the muscle. Goblins and Kobolds each consider the other to be expendable in such ventures, as what little loyalty they have is restricted to small family groups. Hobgoblins are rightly feared and first to be endangered or expended if the Kobold believes it can get away with it. Racial Talents & Flaws: • Decreased Size I: Kobolds are Small creatures. In addition to other effects of size, multiply their concussion hits by 0.75. • Darkvision I: Kobolds can see 10' with no penalties even in complete darkness. • Nightvision: Kobolds can see in dim light, equivalent to nighttime conditions, as well as a human can see in daylight. All penalties for darkness are reduced by 40, except in pitch dark conditions. • Light Sensitivity II: Kobolds suffer a -50 penalty when in bright light equal to direct sunlight, -25 on cloudy days, or -0 in shaded areas or very cloudy days. • Natural Weaponry, Lesser Attack: Kobolds may attack using their claws, using the Claw specialization of Combat Training: Unarmed skill, but such attacks are considered Tiny.
Race Sizes: Size:
S
Weight, Male:
44 lbs.
Stride:
-5'
Weight, Female:
40 lbs.
Height, Male:
3'6"
Variance:
Height, Female:
3'3"
+/- 1 lbs/in.
Stat Bonuses: Agility:
+5
Presence:
-3
Constitution:
+1
Quickness:
+4
Empathy:
-3
Reasoning:
+0
Intuition:
-1
Self Discipline:
-3
Memory:
+0
Strength
-1
Channeling:
+0
Mentalism:
+0
Essence:
+0
Physical:
+0
Resistances:
Health and Dev: Endurance:
+10
Recovery Multiplier:
Base Hits:
20
Bonus Dev. Points
0.5x 75
ROLEMASTER UNIFIED Character Law
37
Nycamerith Although many wonder if they are akin to Gnomes or even Halflings, these short, fat, blue-skinned beings are most likely an entire race unto themselves. Their ears are large and pointed and their eyes dance to the music that they continually play. Making their way through their long lives (up to 600 years) following The Great Song, they are a cheerful and pleasing people, rarely getting involved in anything violent, dangerous or risky. Nycamerith are among the greatest musicians and musical instrument crafters in the world. They are sometimes skilled as great craftsmen of other delicate constructions as well. Most are content to entertain in taverns and work their craft. They dwell in secluded villages located in deep valleys or on high mountains, but will travel for an appreciative audience. Rarely armed, they simply do not go into hostile or dangerous areas. When their villages are threatened despite their remote, hidden locations, they are more likely to abandon them than do battle. Some Nycamerith feel a divine calling; for them, The Great Song is of divine origin and they feel a compulsion to share it. Others find their music in other forms of magic, or in the pure non-magical sounds of their instruments and voices. They may feel wanderlust to explore the world and hear the music of other cultures first-hand, or simply to encounter new audiences. For a few, music becomes a metaphor which they can find Race Sizes: Size:
M
Weight, Male:
85 lbs.
Stride:
-3'
Weight, Female:
85 lbs.
Height, Male:
4'4"
Variance:
Height, Female:
4'4"
+/- 2 lbs/in.
Stat Bonuses:
ROLEMASTER UNIFIED Character Law
Agility:
+0
Presence:
+2
Constitution:
+0
Quickness:
+2
Empathy:
+2
Reasoning:
+0
Intuition:
+2
Self Discipline:
-4
Memory:
+2
Strength
-2
Channeling:
+0
Mentalism:
+0
Essence:
+0
Physical:
+0
Resistances:
Health and Dev: 38
Endurance:
+0
Recovery Multiplier:
Base Hits:
20
Bonus Dev. Points
0.5x 18
in other arts, as long as they can create and experience new things. Whichever the case, Nycamerith are equally encouraging and appreciative of the music and arts of other races, regardless of differences in style. Racial Talents & Flaws: • Golden Throat: Nycamerith have beautiful voices which soothe and calm. They receive +10 to any maneuver to verbally calm or persuade (Charm, Singing, Leadership, etc.). • Hearing, Cat: Nycamerith hearing is equivalent to that of a cat, allowing them to hear some highpitched sounds and more accurately determine the location of a sound’s source (gaining +10 on Perception maneuvers to locate a sound). • Perfect Pitch I: Nycamerith have perfect pitch and are able to reproduce any pitch with their voice or an appropriate instrument. This allows them to play most pieces of music after hearing them. They receive +10 to any Performance Art: Singing or Play Instrument skill. This is not cumulative with Golden Throat. • Non-violent II: Nycamerith do not want to hurt others, and flinch with remorse when doing so. After inflicting a critical by any means, any offensive action they take in the following round suffers a penalty of -10.
Orcs Orcs are similar in height to humans although they have heavy brows and jaws set in round faces, pointed ears without lobes, thin lips that barely cover large teeth, small noses that are almost slits and small deep-set eyes. Those that live underground tend to be pale white in skin tone, while those that live above ground are darker, tending toward brown tones. They are very heavy of build, as they are bred as warriors and laborers. They often contend with each other for dominance and, as a result, organize poorly without a very strong leader, leading to chaotic, often violent cultures. Orcs see well at night and have limited vision even in total darkness. There are several different breeds of orcs. Greater Orcs are tough and cunning, able to operate in daylight without penalty, and often the leaders of orcish tribes. Grey Orcs are highly intelligent, although they use that genius for evil and dark things. Many are spellcasters, especially Sorcerers, Clerics, and Magicians. They often work in small numbers with other types of orcs. Although they are smarter than Greater Orcs, orc society is ruled by the physically strong, and Grey Orcs are more likely to advise than rule. Lesser Orcs are born to live, fight, and die in darkness; they hate the stars and moon, but panic under the brighter sun. They make up the bulk of the orc population. Scrugs are as dimwitted as Lesser Orcs, but distinguished by their great size. They are often mistaken for ogres or trolls at a distance. While most are not disposed to being chieftains, Scrugs can often be found as the bodyguards of orc chieftains, although they have no regard for any other living being, even other orcs. Vards are a four-armed mutation of Greater Orcs but keep to their own kind. They are rarely encountered with other breeds of orcs. Vards are more sensitive to sunlight than Greater Orcs but less so than the other breeds. Vards can effectively wield a shield and three weapons, four different weapons, or a pair of two-handed weapons.
Racial Talents & Flaws (All Orcs): • Darkvision I or II: All Orcs can see 10' with no penalties even in complete darkness. Lesser and Scrug Orcs extend this to 15'. • Nightvision: All Orcs can see in dim light, equivalent to nighttime conditions, as well as a human can see in daylight. All penalties for darkness are reduced by 40, except in pitch dark conditions. • Light Sensitivity: Most Orcs suffer a -50 penalty when in bright light equal to direct sunlight, -25 on cloudy days, and no penalty in shaded conditions or on very cloudy days. Vard Orcs only suffer a -25 penalty in bright light, while Greater Orcs suffer no penalties at all. Scrug Orcs only: • Increased Size I: Scrug Orcs are Big creatures. In addition to other effects of size, multiply their concussion hits by 1.5. Vard Orcs only: • Ambidextrous: Vard Orcs are able to use any of their four hands equally well for all maneuvers and activities. The normal -20 penalty for off-hand usage does not apply. • Additional Limb Pair: Vard Orcs possess four arms. The additional arms may be used to manipulate and to make attacks with the usual penalties for multiple attacks (see Katas in Section 9.7). One tively wield multiple shields). Orc, Greater Race Sizes: Size:
M
Weight, Male:
220 lbs.
Stride:
0'
Weight, Female:
166 lbs.
Height, Male:
6'
Variance:
Height, Female:
+/- 6 lbs/in.
5'7"
Stat Bonuses: Agility:
+0
Presence:
-2
Constitution:
+5
Quickness:
+0
Empathy:
-4
Reasoning:
-2
Intuition:
+0
Self Discipline:
-4
Memory:
-2
Strength
+3
Channeling:
+0
Mentalism:
+0
Essence:
+0
Physical:
+10
Resistances:
Health and Dev: Endurance:
+10
Recovery Multiplier:
Base Hits:
30
Bonus Dev. Points
0.5x 30
ROLEMASTER UNIFIED Character Law
39
Orc, Grey
Orc, scrug
Race Sizes:
Race Sizes:
Size:
M
Weight, Male:
160 lbs.
Size:
B
Weight, Male:
575 lbs.
Stride:
0'
Weight, Female:
140 lbs.
Stride:
+5'
Weight, Female:
480 lbs.
Height, Male:
8'3"
Variance:
Height, Female:
7'6"
Height, Male:
5'6"
Height, Female:
5'2"
Variance:
+/- 5 lbs/in.
Stat Bonuses:
Stat Bonuses:
Agility:
+0
Presence:
+0
Agility:
+0
Presence:
-2
Constitution:
-2
Quickness:
+0
Constitution:
+4
Quickness:
+0
Empathy:
+0
Reasoning:
+1
Empathy:
-2
Reasoning:
-2
Intuition:
+0
Self Discipline:
-2
Intuition:
+0
Self Discipline:
-4
Memory:
+1
Strength
+0
Memory:
-2
Strength
+2
Resistances:
Resistances:
Channeling:
-5
Mentalism:
-10
Channeling:
+5
Mentalism:
+5
Essence:
-5
Physical:
+5
Essence:
+5
Physical:
+10
Health and Dev:
Health and Dev:
Endurance:
+0
Recovery Multiplier:
Base Hits:
20
Bonus Dev. Points
0.5x 60
+10
Recovery Multiplier:
Base Hits:
35
Bonus Dev. Points
0.5x 0
Orc, vard
Race Sizes:
Race Sizes:
Size:
M
Weight, Male:
150 lbs.
Size:
M
Weight, Male:
250 lbs.
Stride:
-2'
Weight, Female:
125 lbs.
Stride:
0'
Weight, Female:
190 lbs.
Height, Male:
5'
Variance:
Height, Male:
6'
Variance:
Height, Female:
+/- 4 lbs/in.
Height, Female:
4'8"
Stat Bonuses:
+/- 6 lbs/in.
5'7"
Stat Bonuses:
Agility:
+0
Presence:
-3
Agility:
+0
Presence:
-2
Constitution:
+2
Quickness:
+0
Constitution:
+4
Quickness:
+0
Empathy:
-3
Reasoning:
-2
Empathy:
-2
Reasoning:
-2
Intuition:
+0
Self Discipline:
-4
Intuition:
+0
Self Discipline:
-4
Memory:
-2
Strength
+1
Memory:
-2
Strength
+2
Resistances:
Resistances:
Channeling:
+0
Mentalism:
+0
Channeling:
+0
Mentalism:
+0
Essence:
+0
Physical:
+5
Essence:
+0
Physical:
+5
Health and Dev: 40
Endurance:
Orc, lesser
ROLEMASTER UNIFIED Character Law
+/- 6 lbs/in.
Health and Dev:
Endurance:
+5
Recovery Multiplier:
Base Hits:
25
Bonus Dev. Points
0.5x 75
Endurance:
+0
Recovery Multiplier:
Base Hits:
30
Bonus Dev. Points
0.5x 18
fortable around Idiyva and Sibbicai, to say nothing of Vulfen or goblinoids. Their average life span is 80 years, and their children reach maturity several years more quickly than those of Humans. Racial Talents & Flaws: • Acute Smell II: Plynos gain a +10 bonus on Perception rolls involving smell. • Hearing, Cat: Plynos hearing is equivalent to that of a cat, allowing them to hear some high-pitched sounds and more accurately determine the location of a sound’s source (gaining +10 on Perception maneuvers to locate a sound). • Restricted Diet: Plynos are herbivores and cannot digest meat. • Natural Weaponry: Many male Plynos have antlers powerful enough to attack with, using the horn specialization of Combat Training: Unarmed skill. This is not included in the racial total, but may be purchased for 5 DP. Race Sizes: Size:
M
Weight, Male:
200 lbs.
Stride:
0'
Weight, Female:
160 lbs.
Height, Male:
5'11"
Plynos
Height, Female:
5'7"
A regal buck’s or lithe doe’s head graces a Human’s body making this being easily identifiable as a Plynos. The deermen are herbivorous, but bucks in particular enjoy combat and battle if it is noble and honorable— they do not abide cruelty or senseless violence. They dwell in wooden cabins of their own construction and most commonly live in family clans of six to eight individuals. They can be good neighbors if their lands are respected, but have been known to become hostile or xenophobic if they feel they are being encroached upon. In regions where they are threatened, they gather in larger settlements, but the combination of external tensions and internal rivalry for status can make such arrangements short-lived. Plynos typically farm, supplemented by foraging in their forests, but some hunt or trap the pelts of carnivores to sell. Many pay homage to spirits of nature or participate in nature-centered religion. Plynos rangers and druids are not uncommon, although they are less prone (and even somewhat resistant) to other types of magic. Their crafts tend to be simple and rustic. Plynos are sometimes encountered in the company of Deer Centaurs, but are generally more aggressive than the Centaurs. Otherwise, Wood Elves are their most preferred neighbors, while they are at best uncom-
Stat Bonuses:
Variance:
+/- 5 lbs/in.
Agility:
+2
Presence:
-1
Constitution:
+3
Quickness:
+2
Empathy:
-2
Reasoning:
+0
Intuition:
+1
Self Discipline:
-2
Memory:
+0
Strength
+0
Channeling:
-5
Mentalism:
+5
Essence:
+0
Physical:
+10
Resistances:
Health and Dev: Endurance:
+25
Recovery Multiplier:
1x
Base Hits:
25
Bonus Dev. Points
8 ROLEMASTER UNIFIED Character Law
41
Sea-krals Sea-krals are ape-like creatures with dark grey or blue skin and a pelt of thick, white hair growing on their head, neck, and shoulders. Females possess an additional thicket that grows down the bony spine of their backs. Both genders have long arms and an extra bone connecting the wrist to the hand. Long, dexterous fingers capped by a claw-like nail aid them in becoming accomplished craftsmen and bowmen. Although somewhat smaller than humans, they are strong for their size. Sea-krals fear the hungry waves, but derive too much pleasure from their violent way of life to abandon the ocean. They build longships in which to ply the seas, raiding and plundering other vessels as pirates. Their boats serve as their only home in spite of the fact that most cannot swim. They sleep during the day and are active during the night. Leather scale armor and curved swords are their usual battle garb. Outside of raiding and plundering, Sea-krals primarily interact with other races in port, trading their plunder for supplies. Crew members may shift between ships or occasionally even join mixed-race crews. Few will accept remaining in port for long. Some give reverence or make offerings to spirits or gods of the sea, usually in whatever temples or shrines of suitable deities may appear in a given port. Sea-krals tend to disregard the differences between such deities, which they see as the many faces of the ocean itself. Sea-krals are likely related to the more primitive land-dwelling Garks (see Creature Law for details). It is reputed that their more northerly kin, sometimes known as Ice-krals, make camps and even build settlements on land to better weather the storm season. The relationship between northern and southern crews vary from ship to ship, in some cases based on familial relationships.
ROLEMASTER UNIFIED Character Law
42
Racial Talents & Flaws: • Nightvision: Sea-krals can see in dim light, equivalent to nighttime conditions, as well as a human can see in daylight. All penalties for darkness are reduced by 40, except in pitch dark conditions. • Extra Joints: Sea-kral arms are multiply-jointed and agile. All physical maneuvers that depend primarily on their arms, including melee, throwing, and climbing, gain a +10 bonus. • Inept II (Swimming): Sea-kral are poorly suited for swimming and suffer a -10 to all swimming maneuvers. Their extra joints offer no advantage here.
Race Sizes: Size:
M
Weight, Male:
95 lbs.
Stride:
-3'
Weight, Female:
85 lbs.
Height, Male:
4'6"
Variance:
Height, Female:
4'3"
+/- 3 lbs/in.
Stat Bonuses: Agility:
+2
Presence:
-1
Constitution:
+3
Quickness:
+0
Empathy:
-2
Reasoning:
-1
Intuition:
+1
Self Discipline:
+1
Memory:
-1
Strength
+1
Channeling:
+5
Mentalism:
+0
Essence:
+0
Physical:
+10
Resistances:
Health and Dev: Endurance:
+10
Recovery Multiplier:
1x
Base Hits:
25
Bonus Dev. Points
3
Sibbicai Most likely distant kin of the more bestial Vulfen, the Sibbicai have a jackal’s head and smooth, oily black, shorthaired coats covering their muscular humanoid bodies. Their hair is long only on their heads, like that of a human, and they usually wear it either up in a crest, or long, down their backs. An intelligent and cultured people, Sibbicai fit in well with other mannish races, assuming the other races have no prejudices. However, they often feel a quiet rivalry towards Idiyva and a distaste for the disorder of Vulfen and goblinoids. Sibbicai are generally quiet and subdued, yet they are quick to anger. In battle, they wear armor and use a variety of weapons. They are well-served by their keen senses and difficult to take by surprise. Their discipline and attention to subtle cues may give the impression that their close coordination with other members of their units is supernatural in nature. Groups of Sibbicai often hire themselves out as mercenaries, but they are very expensive. Once hired, their reputation for loyalty and upholding their promises is well justified. Outside of battle, Sibbicai are more often herders than farmers, but prefer larger towns over rural villages. Comfortable living among other races, they tend toward trades which favor their strength and endurance, such as construction and blacksmithing. Settlements of their own tend to be well organized and orderly; some find them reminiscent of training camps. When Sibbicai choose to be religious, they are fastidious in upholding the duties and expectations of their chosen faith.
Racial Talents & Flaws: • Acute Smell III: Sibbicai gain a +15 bonus on Perception rolls involving smell. • Hearing, Dog: Sibbicai have hearing as sensitive as a dog, allowing them to pinpoint nearby sounds with high accuracy and hear sounds up to 4 times as far away as a human, including very high-pitched sounds. This grants +10 on sound-based Perception maneuvers. • Natural Weaponry: Sibbicai may attack by biting, using the bite specialization of Combat Training: Unarmed skill. • Prodigy II (Tracking): Sibbicai have a natural talent for tracking, in part due to their keen sense of smell. They receive a +10 bonus on Tracking maneuvers.
Race Sizes: Size:
M
Weight, Male:
200 lbs.
Stride:
-3'
Weight, Female:
166 lbs.
Height, Male:
6'1"
Variance:
Height, Female:
5'8"
+/- 6 lbs/in.
Stat Bonuses: Agility:
+1
Presence:
-1
Constitution:
+2
Quickness:
+0
Empathy:
-3
Reasoning:
+0
Intuition:
+2
Self Discipline:
-2
Memory:
+0
Strength
+2
Channeling:
+0
Mentalism:
+0
Essence:
+0
Physical:
+0
Resistances:
Health and Dev: Endurance:
+10
Recovery Multiplier:
1x
Base Hits:
25
Bonus Dev. Points
0
ROLEMASTER UNIFIED Character Law
43
Sohleugir Textured jade scales shimmer on the hide of the amphibious Sohleugir, interrupted by fin-like ridges rising along the spine. These jagged spikes march from the tip of the three-foot tail to the crown of the draconic, snouted head. A transparent extra lid covers the eyes underwater or against dust in the air. The digits of their hands and feet bear translucent, claw-like nails. Sohleugir scales have been used to make very fine armor—of course, no wise armorer would admit that he works such feats, lest news reach these violent folk. Sohleugir build convoluted cities of stone, corals, and shells on rocky shores next to the ocean. They cultivate the waves like a farmer tills the soil, spending long days in the water gathering seaweed and other ocean resources. Yet they choose to dwell on the land, creating immense, briny submersion pools in every house or palace. Sohleugir are a war-like people, eager to test the points of their tridents and the courage of their spirits, but cruelty remains absent from their passion for combat. Sohleugir mature slightly more quickly than Humans, but have a similar lifespan.
ROLEMASTER UNIFIED Character Law
44
Racial Talents & Flaws: • Natural Armor III: Sohleguir’s scales provide the protection of armor type (AT) 4 against attacks without any encumbrance or maneuver penalties. • Natural Weaponry: Sohleguir may attack with their claws, using the claw specialization of Combat Training: Unarmed skill. • Sight, Gecko: Sohleguir eyes perform like those of a gecko, permitting additional detail close-up as well as good depth vision and they do not lose color vision in dark conditions (normal penalties for darkness still apply). They gain a +10 bonus to all vision-based Perception maneuvers. • Tetrachromatic Vision: Sohleguir vision encompasses normal color vision as well as sensitivity to ultraviolet light. Their sense of colors differs from other races, and they are more sensitive to cues others cannot see. Penalties for spotting invisible (including hidden by the Unseen spell) and camouflaged people and objects are reduced by 30. • Third Eyelid: Sohleguir eyes have a transparent additional eyelid, or nictating membrane, which protects them while still permitting sight. They are unaffected by dust, sand, or water which otherwise might limit use of their eyes.
Race Sizes: Size:
M
Weight, Male:
200 lbs.
Stride:
0'
Weight, Female:
200 lbs.
Height, Male:
6'1"
Height, Female:
6'1"
Variance:
+/- 6 lbs/in.
Stat Bonuses: Agility:
+0
Presence:
-2
Constitution:
+3
Quickness:
+0
Empathy:
+0
Reasoning:
+0
Intuition:
+0
Self Discipline:
-2
Memory:
-2
Strength
+2
Channeling:
+0
Mentalism:
+0
Essence:
-5
Physical:
+0
Resistances:
Health and Dev: Endurance:
+10
Recovery Multiplier:
1x
Base Hits:
25
Bonus Dev. Points
2
Sstoi’isslythi Slim men who move with the coiling grace of serpents, Sstoi’isslythi possess soft reptilian skins comprised of small golden scales. Hair, a mammalian feature, remains conspicuously absent from their smooth bodies. Venom sacs, located at the neck, supply the fleshy fangs folded in their mouths with poison when danger arrives to stiffen these organs in preparation for the strike. Sstoi’isslythi live in family groups, each member of which is immunized to their relatives’ venom. Relations between families are surrounded by ritualized courtesy to minimize any hostility, since the strike reflex, once aroused, is impossible to quell. Dependent upon the environment for warmth, the Sstoi’isslythi inhabit sunny climes that never experience the chill of winter. Wide terraces for relaxation in the heat and skylights to warm interior spaces with the sun’s rays dominate their elegant cities.
Race Sizes: Size:
M
Weight, Male:
120 lbs.
Stride:
0'
Weight, Female:
120 lbs.
Height, Male:
5'7"
Height, Female:
5'7"
Variance:
+/- 3 lbs/in.
Stat Bonuses: Agility:
+2
Presence
+1
Constitution:
+0
Quickness:
+2
Empathy:
+1
Reasoning:
+0
Intuition:
+0
Self Discipline:
+0
Memory:
+0
Strength
-1
Channeling:
+0
Mentalism:
+0
Essence:
+0
Physical:
+0
Resistances:
Health and Dev: Endurance:
+0
Recovery Multiplier:
2x
Base Hits:
20
Bonus Dev. Points
0
Racial Talents & Flaws: •Heatsense: Sstoi’isslythi have very sensitive pit organs on their faces which allow them to gauge temperature at close range up to 1/1000th of a degree. This permits them to sense prey nearby or detect tracks of prey within several hours of its passing. This grants a bonus up to +20 on Perception and Tracking maneuvers to detect living creatures or other warm or cold objects, as long as the Sstoi’isslythi comes within close proximity to them or their tracks. •Natural Weaponry: Sstoi’isslythi may attack with their fangs, using the bite specialization of Combat Training: Unarmed skill. Attacks are resolved on the Stinger table. •Poison Injection: The bite of a Sstoi’isslythi injects poison. If the attack scores a critical (any severity), the target must make a Physical RR against the Sstoi’isslythi’s level or suffer the effect of a muscle poison (see Section 15.6 for details). •Strike Reflex: A powerful strike reflex allows the Sstoi’isslythi to act with tremendous speed, gaining a +20 initiative modifier, when the reflex is triggered by any sudden movement towards or away from them by a target within range of their attack. This instinctive response is impossible to quell, even if they want to; the Sstoi’isslythi must take immediate offensive action in the round in which they are startled, rather than waiting to see what is happening.
ROLEMASTER UNIFIED Character Law
45
Trolls Trolls are large and immensely strong (usually about 9' tall and massively built), but mentally slow compared to most other races. Trolls are covered in a thick, hard skin that overlaps at the joints, similar to the hide of a rhinoceros. They have hands capable of fine manipulation, but their fingertips end in slightly curved claws, and their teeth are obviously the ripping and tearing tools of a carnivore. Their built-in advantages in physical or combat situations along with somewhat weak minds and terrifying appearances tend to leave many trolls living out their lives beyond the edge of civilization, in cultures so loose and barbaric as to be barely worthy of the term “culture.” Their combination of strengths and weaknesses often makes them the target of those who would use them as shock troops, which tends to further stain their racial reputations as creatures of the dark. There may be exceptional trolls who overcome these disadvantages, depending on the setting, but even they have to deal with the fears and hatreds most people have toward their kind. Trolls cannot stand the light of day, suffering a -50 penalty to all actions in bright sunlight, but they can see well in dim light and somewhat even in total darkness.
Racial Talents & Flaws: • Darkvision I: Trolls can see 10' with no penalties even in complete darkness. • Inept (Influence) V: Trolls by nature and reputation are violent and dangerous. They suffer a -25 penalty on any attempt to use Influence skills. • Increased Size I: Trolls are Big creatures. In addition to other effects of size, multiply their concussion hits by 1.5. • Light Sensitivity II: Trolls suffer a -50 penalty when in bright light equal to direct sunlight, -25 on cloudy days, or -0 in shaded areas or very cloudy days. • Natural Armor III: The tough hide of a troll provides the protection of armor type (AT) 4 against attacks without any encumbrance or maneuver penalties. • Natural Weaponry: Trolls may attack with their claws, using the claw specialization of Combat Training: Unarmed skill. • Nightvision: Trolls can see in dim light, equivalent to nighttime conditions, as well as a human can see in daylight. All penalties for darkness are reduced by 40, except in pitch dark conditions. • Elemental Resistance III (Cold), and Elemental Resistance III (Heat): Trolls are very hardy and gain a +15 DB, RR, and Endurance bonus against cold, ice, heat, and fire. If the effect is a fixed critical and none of these modifiers apply, the severity of Cold and Heat criticals is reduced by one. These modifiers also apply to extreme environmental conditions such as traveling in an extremely hot desert or in arctic conditions.
Race Sizes: Size:
B
Weight, Male:
800 lbs.
Stride:
+6'
Weight, Female:
800 lbs.
Height, Male:
9'
Variance:
Height, Female:
9'
+/- 8 lbs/in.
Stat Bonuses:
ROLEMASTER UNIFIED Character Law
Agility:
-1
Presence:
+0
Constitution:
+2
Quickness:
+0
Empathy:
-5
Reasoning:
-3
Intuition:
+0
Self Discipline:
-3
Memory:
-3
Strength
+5
Resistances: Channeling:
-10
Mentalism:
-10
Essence:
-10
Physical:
+15
Health and Dev: 46
Endurance:
+10
Recovery Multiplier:
1x
Base Hits:
25
Bonus Dev. Points
29
Vulfen Furred men with wolfish heads and tails, Vulfen are often confused with werewolves. Such is the fear and loathing with which Vulfen are generally regarded that this usually winds up being worse for the Werewolves. Cunning intelligence shapes the behavior of Vulfen, but cruelty and bloodthirst deprive them of Mannish respect and liking. Vulfen run in packs, killing and devouring all in their path until exhaustion and sated hunger compel them to rest for a few days. They are nocturnal, sleeping by day and rampaging by night. Their lives are brutal but usually short, rarely beyond 40 years. Their own armament of fangs and claws is often supplemented by weapons garnered from fallen foes. Vulfen who are ejected from their packs, usually for a failed challenge against their betters, occasionally find a home in mercenary units where being intimidating can be a benefit. Even there, a reputation for excessive brutality and an inability to stop or even distinguish allies can result in the unit being considered reckless and unreliable.
Racial Talents & Flaws: • Acute Smell II: Vulfen gain a +10 bonus on Perception rolls involving smell. • Hearing, Dog: Vulfen have hearing as sensitive as a dog, allowing them to pinpoint nearby sounds with high accuracy and hear sounds up to 4 times as far away as a human, including very highpitched sounds. This grants +10 on soundbased Perception maneuvers. • Natural Weaponry: Vulfen may attack with their claws, using the claw specialization of Combat Training: Unarmed skill. • Restricted Diet: Vulfen are carnivores and gain no sustenance from foods other than meat. • Frenzy: Vulfen can enter a frenzied rage with a successful Adrenal Focus maneuver. While frenzied, they gain a +5 Strength
Race Sizes: Size:
M
Weight, Male:
225 lbs.
Stride:
+1'
Weight, Female:
190 lbs.
Height, Male:
6'3"
Variance:
Height, Female:
6'3"
+/- 6 lbs/in.
Stat Bonuses: Agility:
+0
Presence:
+0
Constitution:
+3
Quickness:
+2
Empathy:
-3
Reasoning:
-1
Intuition:
+1
Self Discipline:
-4
Memory:
+0
Strength
+2
Channeling:
+0
Mentalism:
+0
Essence:
+0
Physical:
+0
Resistances:
Health and Dev: Endurance:
+10
Recovery Multiplier:
1x
Base Hits:
30
Bonus Dev. Points
0
bonus, their attacks are treated as +1 Size, and they suffer no penalties due to hit loss. Instead of falling unconscious at 0 Hits, they continue to fight until they reach negative hits equal to their Body Development skill, at which point they will fall unconscious. Once unconscious they must make a Physical RR each round until they either fail (and die) or are healed enough hits to be above this threshold. While frenzied, they get no Defensive Bonus other than that due to magic and are unable to allocate OB to parry attacks. Furthermore, they will always attack the closest creature (medium Perception roll required to distinguish friend from foe) and an Adrenal Focus maneuver is required to exit the frenzied rage. If there are no animate targets left to attack, they will destroy anything else within reach until knocked unconscious or they make a successful maneuver to come out of frenzy.
Example: Julian opts for a Sibbicai. A reputation for high-priced mercenary work sounds great, while their talent for tracking fits the role he sees for the character. Naomi decides she will play a Human, taking advantage of their adaptability and their ability to fit in most places.
ROLEMASTER UNIFIED Character Law
47
Table 2-2b: Race Sizes Size
Stride
Height (Male)
Height (Female)
Weight (Male)
Weight (Female)
Variance
Avinarc
M
0'
5'10"
5'5"
120 lbs.
98 lbs.
+/- 4 lbs/in
Dwarf
M
-3'
4'6"
4'2"
135 lbs.
112 lbs.
+/- 5 lbs/in
Elf, fair
M
+1'
6'7"
6'3"
180 lbs.
160 lbs.
+/-4 lbs/in
Elf, grey
M
+2'
6'5"
6'1"
190 lbs.
155 lbs.
+/-4 lbs/in
Elf, high
M
+2'
6'7"
6'3"
215 lbs.
175 lbs.
+/-4 lbs/in
Elf, wood
+/-4 lbs/in
Race
M
0'
6'
5'9"
150 lbs.
125 lbs.
Gnoll
S
-5'
3'6"
3'6"
44 lbs.
44 lbs.
+/- 1 lb/in
Gnome
M
-3'
4'5"
4'5"
84 lbs.
84 lbs.
+/- 2 lbs/in
Goblin
S
-6'
3'
2'10"
35 lbs.
31 lbs.
+/- 1 lb/in
Gratar
M
-2'
5'4"
5'2"
230 lbs.
250 lbs.
+/- 5 lbs/in
Half-Elf
M
+1'
6'3"
5'11"
190 lbs.
135 lbs.
+/-4 lbs/in
Halfling
S
-5'
3'6"
3'3"
50 lbs.
46 lbs.
+/- 2 lbs/in
Hobgoblin
M
-3'
4'6"
4'
93 lbs.
80 lbs.
+/-3 lbs/in
Human, cave
M
-2'
5'3"
4'9"
159 lbs.
135 lbs.
+/-4 lbs/in
Human, common
M
0'
5'10"
5'5"
185 lbs.
154 lbs.
+/- 5 lbs/in
Human, high
M
+2'
6'5"
5'10"
250 lbs.
190 lbs.
+/- 5 lbs/in
Human, mixed
M
+1'
6'4"
5'9"
230 lbs.
180 lbs.
+/- 5 lbs/in
Hvasstonn
B
+3'
7'6"
6'8"
400 lbs.
330 lbs.
+/- 6 lbs/in
Idiyva
M
0'
6'
5'5"
180 lbs.
145 lbs.
+/-4 lbs/in
Kobold
S
-5'
3'6"
3'3"
44 lbs.
40 lbs.
+/- 1 lb/in
Nycamerith
M
-3'
4'4"
4'4"
85 lbs.
85 lbs.
+/- 2 lbs/in
Orc, greater
M
0'
6'
5'7"
220 lbs.
166 lbs.
+/- 6 lbs/in
Orc, grey
M
0'
5'6"
5'2"
160 lbs.
140 lbs.
+/- 5 lbs/in
Orc, lesser
M
-2'
5'
4'8"
150 lbs.
125 lbs.
+/-4 lbs/in
Orc, scrug
B
+5'
8'3"
7'6"
575 lbs.
480 lbs.
+/- 6 lbs/in
Orc, vard
M
0'
6'
5'7"
250 lbs.
190 lbs.
+/- 6 lbs/in
Plynos
M
0'
5'11"
5'7"
200 lbs.
160 lbs.
+/- 5 lbs/in
Sea-kral
M
-3'
4'6"
4'3"
95 lbs.
85 lbs.
+/-3 lbs/in
Sibbicai
M
0'
6'1"
5'8"
200 lbs.
166 lbs.
+/- 6 lbs/in
Sohleugir
M
0'
6'1"
6'1"
200 lbs.
200 lbs.
+/- 6 lbs/in
Sstoi'isslythi
5'7"
5'7"
120 lbs.
120 lbs.
+/-3 lbs/in
M
+6'
Troll
B
+6'
9'
9'
800 lbs.
800 lbs.
+/- 8 lbs/in
Vulfen
M
+1'
6'3"
5'9"
225 lbs.
190 lbs.
+/- 6 lbs/in
Size
Indicates size category used for combat (Small, Medium, or Big)
Stride
Modifier to Base Movement Rate (in feet per round)
Height (M/F)
Average height for male and female members of the race
Weight
Average weight for someone of the race's average height
Variance Size ROLEMASTER UNIFIED Character Law
48
Adjust the weight as noted for taller and shorter individuals. Roll random build to determine final weight Random Height
Small
Average Height + 1d10 - 5.5"
Medium
Average Height + 2d10 - 11"
Big
Average Height + 3d10 - 16.5"
Roll
Build
Final Weight
1-3
Light
Average Weight - 3d10 %
4-7
Medium
Average Weight + 2d10 - 11 %
8 - 10
Heavy
Average Weight + 3d10 %
Height & Weight
2.3. Culture
Height and weight are largely determined by one’s race, although there can be significant variation within a single race. Taller races generally have faster paces due to stride, although they cannot take advantage of cover as easily as those that are smaller. To obtain a base weight, use the weight given in Table 2-2 and for every inch over or under average height, add or subtract the given lbs/inch to get the average weight for that height. Characters can deviate from the average build, being thinner or heavier than average, although it is rare to be more than about 30% from this average without being under or overweight in a manner that is unhealthy. For any weight over 130% of average, the additional weight counts as weight carried for purposes of Encumbrance (Section 5.4). Example: Blottis, a human of portly stature, is quite tall at 6'4". Average weight is 185 + (5 x 6) = 215 lbs., while Blottis weighs 310 lbs., 44% over average. He is treated as if he was carrying a load equal to 44% - 30% = 14%.
A culture should be chosen based on the character’s upbringing. For some races, there is a default culture associated with that race (e.g., Dwarves are stereotypically from an underground culture), but for other races many different cultural backgrounds are common (e.g., Humans have many different cultures). With the GM’s approval, races and cultures could be mixed to best match the character’s formative years. The GM might determine that certain Professions are not ideally suited to all races or cultures. The people whom the character grew up around determine his cultural background. If the character grew up as the child of a peasant in a rural feudal culture, he will be different from a character that grew up as the child of a fisherman in an urban despotic culture, even if both are of the same race and profession. Factors like language, skill preferences, weapon preferences, religion, general outlook, prejudices, and many other traits will be affected by the culture in which the character was raised. The character’s culture grants ranks that are assigned to skills prior to Level 1, representing childhood learning. The ranks given are shown in Table 2-3 for each of the given cultures. Ranks given for “Composition & Perf. Art” may be chosen from any Composition or Performance Art skill, while “Crafting & Vocation” may be selected from Crafting or Vocation skills, although the culture should help determine what is typically available and suggestions are listed below for each culture. Specializations are listed for crafts; selecting a specialization is normally not required but may spur ideas in developing a character’s personal history. The ‘Cost’ column is used for modifying cultures or creating new cultures (Section 12.6). The ranks of languages given must be allocated between spoken/written and may be in more than one language (e.g., you could speak and write Erlini at 5 ranks each, or you could speak Erlini at 5 ranks, write Erlini at 3 ranks, and speak Shay at 2 ranks). (Additional ranks may be purchased as skills.) Most characters should have at least 5 ranks spoken in their native language, or 6-8 if they are well educated. A character’s fluency and literacy in a particular language is determined by the skill rank that the character has achieved in the spoken and written forms of that language. The Gamemaster should decide which languages are available to be learned during character generation for each of the Cultures in his world system. Characters may then expand on this base through skill development as they are exposed to new languages.
If randomization of height and weight is desired, roll d10 to determine build and consult Table 2-2. For a normal build use the base weight plus or minus 9% to give some variation. For a light or heavy build, roll 3d10 and subtract or add that percentage. Example: Base height for a human is 5'10, and the player decides to roll for random variation. Humans are Medium sized, so he rolls 2d10 and gets a 13. 13 – 11 = +2 inches, which is 5' 12" or 6' even. A 6' tall human starts with a base weight of 185 + 2 (inches) x 5 = 195 pounds. He rolls a 9 for build, meaning he is ‘heavy’. His weight is increased by 3d10% for a final weight that will range from 201 pounds to 254 pounds. The 3d10 roll is 10, and 195 x 110% = 214.5 pounds. Individual Stride The given stride modifier for each race assumes all members of the race have an equivalent stride based on average racial height. If stride modifiers are desired on an individual basis, adjust the stride modifier by 1 for each 6" the character is taller (increased stride) or shorter (reduced stride) than their racial average. Note that some races are simply faster or slower than stride alone would otherwise suggest.
ROLEMASTER UNIFIED Character Law
49
Cosmopolitan
Mariner
When a city gets large enough, those who dwell in it cease to be merely urban in culture. Large cities tend to have very finely specialized craftsmen, and the majority of their economy is devoted to trade and commerce. The combination of specialization, access to resources and cultural experiences you only find in large urban areas, and exposure to other people via trade and travel create a culture that is cosmopolitan. Crafts: Large, diverse cities foster specialization and support a wide range of crafts. Any craft is appropriate. Vocations: Bookkeeper, guardsman, librarian, manager, merchant, officer, scribe, soldier, valet, or any type of craftsman.
Mariner cultures are usually located along the shores of an ocean, lake, or river, and their economies are usually fishing and trade based. They get the majority of their subsistence from the water, though they may also engage in herding or agriculture. Crafts: Culinary (cook, brewer), Fabric Craft (tailor, seamstress, rope braider), Leathercraft (leather worker, armorer), Metalcraft (blacksmith, foundry worker, weapon smith, armorer), Woodcraft (carpenter, ship wright, cooper). Vocations: Sailor, soldier, pirate, fisherman, chandler, ship builder, sailmaker.
Harsh This culture represents people living in wastelands, though the type can vary. Tundra, ice shelves, lava fields, true deserts, or even some form of chemically or magically hostile wasteland all apply. People in these cultures live on the edge of survival and tend to be very focused on survival skills applicable to their harsh environment. Crafts: Culinary (cook), Leathercraft (tanner, leather craft, armorer), Metalcraft (blacksmith, weapon smith, armorer), Woodcraft (carpenter). Vocations: Hunter, trapper, shaman, guide.
Highland Highlanders live in rough hills or mountainous terrain. They are usually somewhat isolated by the local geography and limited in food sources by a lack of flat land. They tend to engage in limited agriculture and herding. Crafts: Culinary (cook, brewer, butcher), Fabric Craft (any), Leathercraft (any), Metalcraft (blacksmith, weapon smith, armorer), Stonecraft (mason, stone dresser, potter), Woodcraft (sawyer, carpenter, cart wright, cooper). Vocations: Herdsman, farmer, weaver, stonemason, carpenter, soldier, miner. ROLEMASTER UNIFIED Character Law
50
Nomad
Reavers represent a society of raiders, generally found in badlands adjacent to a more settled culture. They live by preying on the productivity of others, though they may also engage in herding or agriculture on a limited basis. Crafts: Culinary (cook), Leathercraft (tanner, leather worker, armorer), Metalcraft (blacksmith, weapon smith, armorer). Vocations: Raider, hunter, scout, bonesetter, shaman.
Rural Most of the above cultures take place in rural environments, but this culture specifically refers to people who dwell in the rural areas of relatively open, settled lands. Rural people are usually farmers of some sort, tied to the land they tend. Some rural dwellers are engaged in crafts, but they tend to be small scale and oriented toward local use. Rural dwellers generally have a symbiotic relationship with nearby urban dwellers, exchanging food and raw materials for most of their manufactured goods. Crafts: Culinary (cook, brewer, butcher, cheese maker), Fabric Craft (any), Leathercraft (any), Metalcraft (blacksmith, weapon smith, armorer), Stonecraft (mason, stone dresser, potter), Woodcraft (sawyer, carpenter, cart wright, cooper). Vocations: Farmer, herdsman, militia, weaver, tinker, stonemason, carpenter.
2
2
1
1
1
1
1
1
2
Urban
3
1
Underground
Sylvan
1
3
1
2
Perception
2
Tracking
2
1
1
1
3
2
2
1
2
2
2
1
1
3
Body Development
1
Weight-training Battle Expertise
Rural
Mariner
Highland
Harsh
1
Riding*
Brawn
4
2
Animal Handling* Awareness
Reaver
Animal
Cost
Nomad
Reaver
Skill
Cosmopolitan
Nomadic cultures tend to center around herding or hunting, driving their food supply with them or following its migrations. Mounts and herd animals are the core of their lives, and they tend to be far more focused on portable property and less focused on land ownership than non-nomads. Crafts: Culinary (cook), Fabric Craft (spinster, dyer, tailor, weaver, seamstress), Leathercraft (tanner, leather worker, tent maker, armorer, girdler). Vocations: Herdsman, scout, guard, weaver, leather worker.
Table 2-3: Cultures
1 1
1
1
1
1
3
Maneuvering in Armor
1
1
1
1
1
1
2
Combat Training Unarmed*
4
Melee Weapons*
4
Ranged Weapons*
4
Composition & Perf. Art
1
2 1
4
1
1
1
6
4
1 3
4
4
4
2
3
3
4
4
5
2
2
5
5
7
1
1
1
1
1
1
1
1
5
5
5
5
2
2
1
3
8
13 15 14
11
13 13 13 17
2
4
5
3
5
4
2
1
1
1
1
2
1
1
2
1
1
1
1
Region (Own)
5
Region (Neighboring)
2
Languages*
19
Religion/Philosophy
2
Other Lores*
7
5
5
5
1 4
4
7
3
Herbalism
1
Medicine
1
1
1
1
1
1
2
1
1
2
1
2
1
2
1
2
Climbing Running
1
2
Swimming
2
2
Influence*
2
Social Awareness
3
Trading Subterfuge
1
1
Jumping
Social
1
3
Acrobatics
Movement
1
1
1
Survival (Own region)
Medical
1
3
Navigation
Lore
1
1
Piloting
Gynmastic
1
1
2
choose 1-2 ranks/skill Environmental
1
2
choose 1-2 ranks/skill Crafting & Vocation
1
1
1
1
1
1
1
1
1
1
1
ROLEMASTER UNIFIED 2 1Character 2 Law
2
3
Concealment
1
Stalking
2
1
1
* Choice of Specialization (max 2 ranks per skill other than languages)
1
1
2
2
51
Sylvan
Urban
Sylvan peoples are woodland dwellers who may practice some limited herding and/or farming, but mostly live by hunting and gathering in their rich environment. These cultures tend to be spread out with low populations, as high concentrations of people often result in the forest being cleared and the culture shifting to a new type. Crafts: Culinary (any), Fabric Craft (any), Leathercraft (tanner, leather worker, cobbler, armorer), Metalcraft (blacksmith, weapon smith), Stonecraft (potter), Woodcraft (sawyer, carpenter, cooper). Vocations: Hunter, farmer, scout, weaver, carpenter, leather worker.
Urban dwellers are the people who live in the towns and small cities of a settled area. They tend to be skilled specialists or craftsmen, and usually live a symbiotic existence with the rural people of their region, exchanging finished goods for food and raw materials. Crafts: As with the Cosmopolitan culture, any craft is appropriate. Vocations: Bookkeeper, guardsman, librarian, manager, merchant, officer, scribe, soldier, valet, any type of craftsman.
Underground People who spend most or all of their time underground or inside vast structures are of this culture. Some steady supply of food must be available, be it animal herds, fungus farms, or fishing, or else the culture becomes fully dependent on trade for food (those that raid for food become Reavers). Crafts: Culinary (cook, brewer, butcher, cheese maker), Fabric Craft (spinster, dyer, tailor, weaver, seamstress), Leathercraft (tanner, leather worker, cobbler, armorer), Metalcraft (any), Stonecraft (any). Vocations: Miner, soldier, blacksmith, fungus farmer, explorer, scout.
Example: Julian considers Reaver, but decides he wants to be a bit more civilized than that. Still, he envisions his character coming from tougher terrain, so he picks Highland. He decides his Melee Weapons skill will be in Pole-Arm, and he will use a spear. His Composition/Performance Art skill (1 rank) will be playing the drums. His Crafting/Vocation skills (4 ranks) will be Leathercrafting so he can repair his armor, and a Vocation skill in Bounty Hunter which should at least cover knowledge of normal procedures, where bounty hunters learn about bounties, and how to turn in their marks. Naomi is torn between Cosmopolitan and Urban, but ultimately decides she has come from a smaller Urban city. She uses her Composition/Performance Art ranks (3) for one rank of Music (singing) and two ranks of Acting. She has seven ranks in Crafting/Vocation skills, so she distributes them between Drawing/Painting (might be useful for wanted posters), Culinary (could make travel in the wilderness more pleasant), Metalcraft (taking care of weaponry), and a Vocation as a Thief which should be helpful when making contacts among the criminal element. Now that they have picked a race and culture, they also choose names: Kirax and Thyrzia.
ROLEMASTER UNIFIED Character Law
52
2.4. Profession Rolemaster professions are not professions in the typical sense of a job or occupation. A profession encapsulates a character’s foundational experiences during childhood—experiences that determine the ease (or difficulty) with which the character will be able to develop his skills—and genetic predispositions. They determine how difficult it is to learn skills and thus make it easier for a character to focus on certain abilities, while making others more difficult to learn, but not impossible. Characters are not restricted from learning any skill (except for some spell lists), so it is easy to develop unique characters that are variations from the profession archetypes. For example, the Fighter profession has low costs in combat and physical skills, which encourages development of those skills typically ascribed to a fighter, however the character is free to take any other skill, even magical skills, at higher costs. A character’s profession determines four aspects of a character. 1. Skill Costs: Skill costs (given in Development Points) are shown on Table 2-4a and represent the relative ease with which skills can be learned. For each skill, two numbers are shown, separated by a slash. The first number is the cost of a single rank of the skill, and the second number is the cost of the second rank. For example, 2/4 indicates the first rank will cost 2 DP, and the second rank will cost an additional 4 DP. The four combat training categories (listed “Combat Training 1”, “Combat Training 2”, etc.) are costs for the four combat training skills. When a character is created, the player must assign these costs to the actual combat training categories (Melee Weapons, Ranged Weapons, Shield, and Unarmed) in whichever order is preferred. 2. Professional Skills: Each profession has skills that define their core strengths. These may be honed through constant use and training or reflect innate ability. These skills may be selected to receive additional bonuses, which apply to all specializations of the selected skills: a. Professional Bonus: Due to constant use and practice, a character chooses 10 skills (from the 15 listed) to get a bonus of +1 per rank in that skill, to a maximum of +30. b. Knack: Characters also have skills with which they find themselves particularly adept, a sort of natural ability. A character chooses 2 skills (from the 15 listed) that each get a fixed +5 bonus. The bonus and number of skills can vary if the GM uses a different Power Level (Section 12.1).
3. Realm: For spellcasters, one’s profession determines one’s realm. Arms professions must choose a realm (Channeling, Essence, or Mentalism). A character’s realm stat is the stat used for casting magical spells and is based on one’s Realm. For the realm of Channeling, this is Intuition, for Essence it is Empathy, and for Mentalism it is Presence. For Hybrid casters, who use more than one realm of magic, the realm stat bonus is the lower of the two realm stats (e.g., for a Sorcerer of Channeling/Essence, use the lower of his Intuition and Empathy bonuses). All characters (and creatures) get +10 to RRs versus their own realm. 4. Spell Lists: Each spellcaster profession (semi, pure, or hybrid spellcasters) gains six base spell lists that are customized for the profession. The spell lists are given in Spell Law. Professions are grouped based on their exposure to, and use of, magic. Arms Professions, such as the Fighter or Thief, have limited access to magical skills. Semi spellcasters combine a focus on arms along with magic (normally a single realm), gaining limited magical capabilities. Pure spellcasters focus on one realm of magic, at the expense of combat and physical skills. Finally, Hybrid spellcasters combine two realms of magic allowing them to learn a wider variety of spells. The description of each realm notes suggested stats which are important for professions of that realm. The stats are fully explained in Section 2.5. Example: Julian considers making his character Kirax a Fighter for martial ability, or a Rogue to get some outdoors skill plus some stealth, but ultimately decides a Ranger will have a more interesting relationship with nature. He assigns one Knack to Melee Weapons, along with a professional bonus. With 5 ranks (+25), the professional bonus is +5 and the Knack for another +5, for +35 plus his stat bonus (still to be determined). The other Knack goes to Stalking, where he has 4 ranks (+20) for a total of +29 plus stat bonus. Naomi chooses to do without magic, and also considers Rogue, but elects to play a Thief instead. No one is better at sneaking, and a Thief will also be better at handling social interactions. She assigns one of her character Thyrzia’s Knacks to Melee Weapons, along with a professional bonus. With 4 ranks (+20), the professional skill bonus adds another +4 and the Knack +5 for a total of +29 plus her stat bonus. The second Knack goes to Influence. She’s planning to develop two separate specializations (Charm and Duping), and the bonuses will apply to all specializations of the skill. With 4 ranks in each, both specializations are raised to +29 plus stat bonus.
ROLEMASTER UNIFIED Character Law
53
Profession Skill Costs
No Profession The “No Profession” is a set of well-rounded skill costs used for creating cultures. It can also optionally be used in place of using professions at all. The No Profession does not focus on any particular set of skills. While the No Profession offers very broad access, it does nothing very efficiently and will fall behind if mixed in with the other professions. It is intended for use in a campaign where the GM wishes to eliminate professions and have all characters developed by only their choices of skills. If using the No Profession in this way the GM may allow the character to select a set of 6 base spell lists and pick 10 professional skills from any of the categories (subject to GM approval).
Animal........................ 2/4 Magical Expertise......... 4/6 Awareness.................. 2/4 Medical......................... 3/4 Battle Expertise.......... 3/5 Mental Discipline.......... 3/4 Body Discipline......... 4/6 Movement..................... 2/4 Brawn......................... 3/4 Performance Art............ 2/4 Combat Expertise....... 3/5 Power Manip................. 4/6 Combat Science.......................... 4/6 - Training 1................ 3/4 Social............................. 2/4 - Training 2................ 3/5 Spells - Training 3................ 5/7 - Base/Open.................. 4/6 - Training 4.............. 7/10 - Ritual Magic.............. 5/7 Composition............... 2/4 - Closed...................... 7/10 Crafting...................... 2/4 - Arcane.................... 15/20 Delving....................... 4/6 - Restricted............... 15/20 Environmental............ 3/4 Subterfuge..................... 3/5 Gymnastic.................. 3/4 Technical....................... 3/5 Lore............................ 1/3 Vocation........................ 3/4
The Realm of Arms Arms professions concentrate primarily on non-magical skills, including weapons, armor, athletics, subterfuge, and perception. As a result, they will find it difficult to learn spells and other magical skills. Arms users still must select one of the three realms of magic during character generation. Suggested Stats: Agility, Constitution, Quickness, Self Discipline, Strength. Rogue Rogues are the generalists of adventurous Arms users. They can learn a handful of weapons almost as easily as a Fighter and subterfuge/mechanical skills almost as well as a Thief. Rogues can also pick up athletic skills (including Body Development), additional combat skills, and outdoor skills readily. Rogues make a good choice if you want to be a good combatant and also dabble in multiple non-combat areas. Professional skills: Riding, Perception, Body Development, Maneuvering in Armor, Restricted Quarters, Blind Fighting, Melee Weapons, Ranged Weapons, Survival, Jumping, Poison Mastery, Climbing, Running, Ambush, Stalking.
ROLEMASTER UNIFIED Character Law
54
Profession Skill Costs
Animal........................ 2/4 Magical Expertise....... 7/10 Awareness.................. 2/3 Medical......................... 3/4 Battle Expertise.......... 3/4 Mental Discipline.......... 5/7 Body Discipline......... 4/6 Movement..................... 1/3 Brawn......................... 2/4 Performance Art............ 2/4 Combat Expertise....... 3/4 Power Manip............... 9/12 Combat Science.......................... 5/7 - Training 1................ 1/3 Social............................. 2/3 - Training 2................ 2/3 Spells - Training 3................ 3/4 - Base/Open................ 7/10 - Training 4................ 4/6 - Ritual Magic............ 9/12 Composition............... 3/4 - Closed.................... 15/20 Crafting...................... 2/4 - Arcane.................... 15/20 Delving..................... 7/10 - Restricted............... 15/20 Environmental............ 2/4 Subterfuge..................... 1/3 Gymnastic.................. 2/3 Technical....................... 2/3 Lore............................ 2/4 Vocation........................ 3/4
Laborer Laborers specialize in physical trades and crafts. They can learn weapons and armor skills more easily than most spell casters, but combat is not their forte. While they can learn athletic skills with ease, they tend to avoid combat situations. They tend to focus on the skills needed for a particular vocation. Professional skills: Animal Handling, Body Development, Weight-training, Culinary, Drawing/Painting, Fabric Craft, Leathercraft, Metalcraft, Stonecraft, Woodcraft, Piloting, Running, Mechanics, Service, Trade. Profession Skill Costs
Animal........................ 1/3 Magical Expertise....... 7/10 Awareness.................. 3/4 Medical......................... 2/4 Battle Expertise.......... 4/6 Mental Discipline.......... 4/6 Body Discipline......... 6/8 Movement..................... 1/3 Brawn......................... 1/2 Performance Art............ 2/3 Combat Expertise....... 4/6 Power Manip............... 9/12 Combat Science.......................... 4/6 - Training 1................ 2/3 Social............................. 2/3 - Training 2................ 2/4 Spells - Training 3................ 3/5 - Base/Open................ 7/10 - Training 4................ 5/7 - Ritual Magic............ 9/12 Composition............... 3/4 - Closed.................... 15/20 Crafting...................... 1/3 - Arcane.................... 15/20 Delving..................... 7/10 - Restricted............... 15/20 Environmental............ 1/3 Subterfuge..................... 3/4 Gymnastic.................. 2/3 Technical....................... 2/3 Lore............................ 2/3 Vocation........................ 3/4
does not especially hinder their professional abilities. A thief may pursue a life of larceny, but they are also well suited as scouts and spies. Professional skills: Perception, Melee Weapons, Ranged Weapons, Acrobatics, Contortions, Climbing, Running, Influence, Social Awareness, Trading, Concealment, Stalking, Trickery, Locks, Traps. Profession Skill Costs
Thief Thieves are specialists at stealth and subtlety. They have an easy time learning mechanical skills such as picking locks and disarming traps and are fairly good at picking up weapon skills. Thieves are also adept at subterfuge and many athletics skills (such as climbing). They rarely wear heavy armor, but light armor
Animal........................ 2/3 Magical Expertise....... 7/10 Awareness.................. 1/2 Medical......................... 3/4 Battle Expertise.......... 3/5 Mental Discipline.......... 4/6 Body Discipline......... 6/8 Movement..................... 1/3 Brawn......................... 4/6 Performance Art............ 2/3 Combat Expertise....... 3/5 Power Manip............... 9/12 Combat Science.......................... 4/6 - Training 1................ 2/4 Social............................. 1/3 - Training 2................ 3/4 Spells - Training 3................ 4/6 - Base/Open................ 7/10 - Training 4................ 6/8 - Ritual Magic............ 9/12 Composition............... 3/4 - Closed.................... 15/20 Crafting...................... 2/3 - Arcane.................... 15/20 Delving....................... 5/7 - Restricted............... 15/20 Environmental............ 2/4 Subterfuge..................... 1/2 Gymnastic.................. 2/3 Technical....................... 1/2 Lore............................ 2/4 Vocation........................ 3/4
ROLEMASTER UNIFIED Character Law
55
Fighter Fighters are the primary combat specialists. A fighter may be a heavily armored mounted knight, a swashbuckling musketeer, a big brute with a massive bronze-bound club, an honor-obsessed samurai, or a master archer. The face of battle may change with technology and social organization, but there will always be those who specialize in being in the middle of it all. Professional skills: Riding, Body Development, Fortitude, Weight-Training, Maneuvering in Armor, Mounted Combat, Protect, Disarm, Multiple Attacks, Melee Weapons, Ranged Weapons, Shield, Metalcraft, Running, Leadership. Profession Skill Costs
Animal........................ 2/3 Magical Expertise....... 7/10 Awareness.................. 2/4 Medical......................... 3/4 Battle Expertise.......... 1/2 Mental Discipline.......... 5/7 Body Discipline......... 4/6 Movement..................... 2/4 Brawn......................... 1/3 Performance Art............ 3/4 Combat Expertise....... 1/3 Power Manip............... 9/12 Combat Science.......................... 5/7 - Training 1................ 1/2 Social............................. 2/4 - Training 2 1/2 Spells................................... - Training 3................ 2/3 - Base/Open................ 7/10 - Training 4................ 3/4 - Ritual Magic............ 9/12 Composition............... 3/4 - Closed.................... 15/20 Crafting...................... 2/4 - Arcane.................... 15/20 Delving..................... 7/10 - Restricted............... 15/20 Environmental............ 2/4 Subterfuge..................... 3/5 Gymnastic.................. 3/4 Technical....................... 5/7 Lore............................ 2/4 Vocation........................ 3/4
ROLEMASTER UNIFIED Character Law
56
Warrior Monk Warrior Monks specialize in combat, discipline and athletic skills. The warrior monk is very similar to the fighter, but with a much greater focus on discipline skills, and emphasizing maneuverability rather than relying on armor. Such a character might resemble a ninja or a Shao-Lin martial artist. Professional skills: Adrenal Defense, Adrenal Speed, Adrenal Strength, Body Development, Blind Fighting, Multiple Attacks, Reverse Strike, Subduing, Unarmed, Acrobatics, Jumping, Meditation, Climbing, Running, Swimming. Profession Skill Costs
Animal........................ 3/5 Magical Expertise....... 7/10 Awareness.................. 2/4 Medical......................... 4/6 Battle Expertise.......... 3/5 Mental Discipline.......... 2/3 Body Discipline......... 1/3 Movement..................... 1/2 Brawn......................... 3/4 Performance Art............ 3/4 Combat Expertise....... 1/2 Power Manip............... 9/12 Combat Science.......................... 5/7 - Training 1................ 1/2 Social............................. 3/4 - Training 2................ 1/3 Spells - Training 3................ 2/4 - Base/Open................ 7/10 - Training 4................ 3/5 - Ritual Magic............ 9/12 Composition............... 3/4 - Closed.................... 15/20 Crafting...................... 3/4 - Arcane.................... 15/20 Delving..................... 7/10 - Restricted............... 15/20 Environmental............ 3/5 Subterfuge..................... 2/4 Gymnastic.................. 1/2 Technical....................... 5/7 Lore............................ 2/4 Vocation........................ 3/4
Scholar Scholars specialize in cerebral vocations. Like the Laborer, the Scholar can learn weapons and armor skills more easily than spell casters, but tends to lack the physical stats needed for combat skills. Instead, Scholars focus on the academic skills used in their vocations. They are better at learning spells than are other arms users, though not on par with the true spell-casting Professions. Professional skills: Writing, Creature Lore, Historic Lore, Language, Materials Lore, Racial Lore, Region Lore, Religion/Philosophy, Architecture, Astronomy, Engineering, Mathematics, Administration, Service, Trade. Profession Skill Costs
Animal........................ 3/4 Magical Expertise......... 4/6 Awareness.................. 1/3 Medical......................... 1/3 Battle Expertise........ 7/10 Mental Discipline.......... 1/3 Body Discipline......... 6/8 Movement..................... 3/5 Brawn......................... 6/8 Performance Art............ 1/3 Combat Expertise..... 7/10 Power Manip................. 4/6 Combat Science.......................... 1/3 - Training 1................ 5/7 Social............................. 2/3 - Training 2................ 6/8 Spells - Training 3.............. 9/12 - Base/Open.................. 4/6 - Training 4............ 15/20 - Ritual Magic.............. 5/7 Composition............... 1/2 - Closed...................... 7/10 Crafting...................... 2/3 - Arcane.................... 15/20 Delving....................... 2/3 - Restricted............... 15/20 Environmental............ 2/4 Subterfuge..................... 4/6 Gymnastic.................. 3/5 Technical....................... 2/4 Lore............................ 1/2 Vocation........................ 3/4
ROLEMASTER UNIFIED Character Law
57
Skill Category Animal Awareness Battle Expertise Body Discipline Brawn Combat Training 1
Combat Expertise Combat Training 2 Combat Training 3 Combat Training 4
Composition Crafting Delving Environmental Gymnastic Lore Magical Expertise Medical Mental Discipline Movement Performance Art Power Manipulation Science
2/4
1/3
3/4
1/3
2/3
3/5
3/4 4/6 2/4 3/4 1/3 2/3 3/4 4/6 3/4 2/4
6/8
4/6 6/8
7/10
5/7
7/10
6/8
4/6
1/2 2/3
4/6 6/8 4/6 3/5 3/4 3/5 5/7
9/12 7/10
6/8
3/5 15/20
2/4 5/7 3/4 6/8
2/4
1/2 2/3
3/4 1/3 2/3
2/3 5/7 2/4 3/5 2/4 3/4 4/6 6/8 3/4 2/4 6/8 3/5 2/4 2/4
3/4 6/8 2/4 4/6 2/4
3/5 2/3 3/5 4/6 5/7 3/5
3/5 2/4 4/6 6/8 5/7 4/6
4/6 1/3 5/7 6/8
4/6
3/4
3/5
4/6
4/6
Hybrid
4/6
Pure Spellcasters
3/5
4/6
1/2
2/4
3/4
4/6
6/8
7/10
4/6
6/8
7/10
3/5
5/7
7/10
2/4
4/6
7/10
4/6
4/6
7/10
3/4
6/8
7/10
4/6
6/8
6/8
7/10
6/8
6/8
1/3
7/10
5/7
5/7
6/8
6/8
6/8
6/8
7/10
6/8
4/6
7/10
5/7
5/7
7/10
5/7
6/8
7/10
5/7
5/7
7/10
7/10
6/8
12/15
7/10
5/7
5/7
7/10
7/10
9/12
5/7
7/10
7/10
12/15
5/7
6/8
7/10
9/12
4/6
7/10
2/4
15/20
3/5
12/15
12/15
3/5
6/8
15/20
2/4
4/6
4/6
2/3
1/3
3/5
1/2
4/6
3/4
2/3
3/4
1/3
1/2
1/3
2/4
2/3
4/6
4/6
1/3
2/4
1/2
2/4
3/5
3/4
2/3
3/4
2/3
1/2
1/3
2/4
6/8 9/12
15/20
6/8 9/12
15/20
6/8 9/12
15/20
4/6 6/8
15/20
6/8
15/20
5/7
15/20
4/6
9/12
1/2 4/6 4/6 1/3 1/2 4/6 3/5 4/6 1/3 2/3 3/4 3/4 1/2 1/3 2/4
4/6
4/6
4/6
2/3
2/3
1/2
2/4
4/6
3/4
2/4
4/6
2/4
1/3
2/3
3/4
3/5
4/6
3/5
2/3
3/4
4/6
2/4
3/5
2/4
2/4
4/6
2/3
1/3
2/3
3/4
7/10
4/6
3/4
2/3
1/3
2/3
3/4
2/4
3/4
4/6
2/4
2/4
1/2
1/3
4/6
3/5
1/3
3/4
9/12
1/2 4/6 4/6 1/3 1/2 3/4 2/4 4/6 2/4 2/3 2/4 3/4 1/2 1/3 2/4
3/4
7/10
4/6 1/3 4/6 2/3 3/4 2/4 3/4 3/5 3/4 2/4 3/5 3/4 1/2 1/3 2/4
7/10
4/6
7/10
4/6
6/8
3/4
3/5
6/8
3/4
3/5
3/4
3/4
5/7
6/8
3/4
5/7
6/8
5/7
3/4
6/8
3/4 3/5 4/6 2/3 2/3 2/4 3/4 3/5 2/3 2/4 3/4 1/3 1/2 1/3 2/4
5/7
6/8
5/7
5/7
3/4
3/4
3/4
5/7
5/7 6/8 4/6 5/7 3/4
3/4
3/4
4/6
5/7 6/8 6/8 5/7 3/4
3/4
3/4
5/7
5/7 6/8 4/6 5/7 3/4
3/4
3/4
6/8
5/7 6/8 6/8 5/7 3/4
3/4
1/3 2/3 3/5 3/5 2/3 3/5 3/5 5/7 3/4 2/4 3/5 5/7
12/15
2/3 3/4
3/4
2/4 2/4 3/5 3/5 3/5 1/2 4/6 3/5 5/7 3/5 1/3 3/5 3/5
3/4
3/4
3/4
Sorcerer 3/4
2/4
Mystic
2/4 3/4 6/8 3/5 2/4 2/4 5/7 3/5 3/5 2/3 3/4 3/5 5/7
4/6
Healer
1/3
3/5
Lay Healer
3/4
3/4
Mentalist
3/4 3/4 5/7 2/4 2/3 2/3 6/8 3/4 4/6 1/3 3/4 4/6 5/7
15/20
6/8
Illusionist
Table 2-4a: Profession Skill Costs Semi Spellcasters
2/3 3/5 6/8 4/6 3/5 2/4 3/4 4/6 6/8 3/4 7/10
2/3 7/10
1/3 3/4 2/4
3/5 4/6 5/7 2/3 3/4 4/6 5/7
9/12
5/7
Magician
Non Spellcasters
3/5 3/5 1/3 3/4 1/2 1/2 1/3 2/4 3/5 3/4 3/4 5/7
2/4 3/5 1/2
6/8 3/5 5/7 1/3 3/4 4/6 5/7
Development Point Cost 2/3 1/2 4/6 1/3 1/3 1/2 1/2 2/3 3/4 3/4 2/4 7/10 1/3 2/3
2/4 2/3
2/4 2/3
2/3
4/6 1/3 1/3 3/5 1/3 4/6 1/3
3/5
2/4 3/5 4/6 3/4 3/5 3/4 3/5 5/7 7/10 2/4 7/10
2/4 4/6 3/5 1/2
2/4 3/4
3/4 3/4 2/4
2/4
7/10
2/4 3/4
7/10
2/4 3/4
7/10
2/4 4/6
7/10
1/3 3/4
4/6
9/12
2/3
1/3
4/6
7/10
5/7 1/3
5/7
9/12
2/4 4/6
9/12
2/3
1/3
4/6
4/6 2/3 1/2
5/7
9/12
3/4
5/7
9/12
3/4
2/4
5/7
3/4 3/4 2/4 4/6
2/4 4/6
12/15
2/3
12/15
2/3
15/20
2/3
15/20
3/4
15/20
2/3
15/20
3/4
15/20
2/3
12/15
2/3 7/10
7/10
15/20
2/3
9/12
15/20
1/3
7/10
15/20
15/20
3/4
9/12
15/20
2/4
7/10
15/20
15/20
3/4 9/12
15/20
4/6 3/4
3/5
7/10
15/20
15/20
2/4 9/12
15/20
4/6 3/4
3/4
7/10
15/20
15/20
3/4 9/12
15/20
4/6 3/4
3/5
4/6
15/20
15/20
3/5 5/7
15/20
5/7 3/4
4/6 7/10
15/20
2/4 5/7 3/4
4/6 15/20
4/6
3/5
Closed
15/20
2/3 3/4
2/4
5/7
Arcane
3/5
Ritual Magic
Restricted
4/6 3/4
2/3
2/4 3/4
2/3
4/6 3/4
1/2
3/4 5/7 3/4
3/5
Dabbler
1/3 5/7 3/4
3/4
Bard
1/2
Subterfuge
3/5
4/6
Magent
2/4
2/4
1/3
Monk
1/3
Paladin
3/4
Ranger
2/3
Scholar
1/2
Laborer
2/4
Rogue
2/4
Thief
2/4
Warrior Monk
3/5
Social
Fighter
3/5
Base/Open
No Profession 3/4
Druid
58
Technical Vocation
Cleric
ROLEMASTER UNIFIED Character Law
Combat Spells
Table 2-4b: Professional Skills No Profession
Any 10 skills
Fighter
Riding, Body Development, Fortitude, Weight-training, Maneuvering in Armor, Mounted Combat, Protect, Disarm, Multiple Attacks, Melee Weapons, Ranged Weapons, Shield, Metalcraft, Running, Leadership
Warrior Monk
Adrenal Defense, Adrenal Speed, Adrenal Strength, Body Development, Blind Fighting, Multiple Attacks, Reverse Strike, Subduing, Unarmed, Acrobatics, Jumping, Meditation, Climbing, Running, Swimming
Thief
Perception, Melee Weapons, Ranged Weapons, Acrobatics, Contortions, Climbing, Running, Influence, Social Awareness, Trading, Concealment, Stalking, Trickery, Locks, Traps
Rogue
Riding, Perception, Body Development, Maneuvering in Armor, Restricted Quarters, Blind Fighting, Melee Weapons, Ranged Weapons, Survival, Jumping, Poison Mastery, Climbing, Running, Ambush, Stalking
Laborer
Animal Handling, Body Development, Weight-training, Culinary, Drawing/Painting, Fabric Craft, Leathercraft, Metalcraft, Stonecraft, Woodcraft, Piloting, Running, Mechanics, Service, Trade
Scholar
Writing, Creature Lore, Historic Lore, Language, Materials Lore, Racial Lore, Region Lore, Religion/Philosophy, Architecture, Astronomy, Engineering, Mathematics, Administration, Service, Trade
Cleric
Attunement, Religion/Philosophy, Spell Lore, Grace, Medicine, Meditation, Channeling, Power Development, Astronomy, Influence, Leadership, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists
Druid
Animal Handling, Perception, Tracking, Woodcraft, Navigation, Survival, Creature Lore, Region Lore, Grace, Herbalism, Power Development, Open Spell Lists, Closed Spell Lists, Base Spell Lists, Concealment
Magician
Attunement, Runes, Spell Lore, Grace, Directed Spell, Power Development, Power Projection, Architecture, Astronomy, Engineering, Mathematics, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists
Illusionist
Perception, Illusion Crafting, Drawing/Painting, Attunement, Spell Lore, Grace, Spell Trickery, Acting, Music, Stage Magic, Power Development, Open Spell Lists, Closed Spell Lists, Base Spell Lists, Trickery
Mentalist
Attunement, Language, Racial Lore, Grace, Meditation, Mental Focus, Power Development, Influence, Leadership, Social Awareness, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists, Administration
Lay Healer
Fabric Craft, Woodcraft, Attunement, Racial Lore, Grace, Herbalism, Medicine, Mental Focus, Power Development, Influence, Social Awareness, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists
Healer
Body Development, Attunement, Racial Lore, Grace, Herbalism, Medicine, Meditation, Mental Focus, Channeling, Power Development, Social Awareness, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists
Mystic
Perception, Attunement, Spell Lore, Grace, Spell Trickery, Meditation, Mental Focus, Acting, Directed Spell, Power Development, Open Spell Lists, Closed Spell Lists, Base Spell Lists, Stalking, Trickery
Sorcerer
Attunement, Runes, Creature Lore, Materials Lore, Spell Lore, Grace, Channeling, Directed Spell, Power Development, Architecture, Engineering, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists
Ranger
Animal Handling, Riding, Perception, Tracking, Melee Weapons, Ranged Weapons, Navigation, Survival, Creature Lore, Region Lore, Climbing, Running, Swimming, Concealment, Stalking
Paladin
Riding, Body Development, Maneuvering in Armor, Mounted Combat, Protect, Melee Weapons, Shield, Metalcraft, Religion/Philosophy, Transcendence, Mental Focus, Running, Channeling, Influence, Leadership
Monk
Perception, Adrenal Defense, Adrenal Focus, Adrenal Speed, Adrenal Strength, Body Development, Multiple Attacks, Unarmed, Acrobatics, Jumping, Meditation, Mental Focus, Climbing, Running, Swimming
Magent
Perception, Melee Weapons, Ranged Weapons, Acrobatics, Contortions, Jumping, Poison Mastery, Mental Focus, Climbing, Running, Swimming, Ambush, Concealment, Stalking, Trickery
Bard
Musical Composition, Attunement, Historic Lore, Language, Racial Lore, Region Lore, Religion/Philosophy, Spell Lore, Spell Trickery, Running, Acting, Music, Influence, Social Awareness, Trading
Dabbler
Perception, Metalcraft, Attunement, Spell Lore, Climbing, Running, Architecture, Engineering, Influence, Trading, Concealment, Stalking, Locks, Mechanics, Traps
ROLEMASTER UNIFIED Character Law
59
The Realm of Channeling Channeling users derive their power from a specific external source, typically one or more of the gods or similar entities. The Realm Stat for Channeling is Intuition, the stat which represents awareness of guidance from higher powers. Suggested Stats: Intuition, Memory, Reasoning.
Druid Druids are Pure Spellcasters who have concentrated on spells that deal with the natural world. Their base spells deal with herbs, other plants, animals, weather, and nature in general. Depending on setting, they can be modernized tree-huggers, quasi-historical protectors of their people against the awesome powers of nature, or simply rural cultists with strange rituals. Professional skills: Animal Handling, Perception, Tracking, Woodcraft, Navigation, Survival, Creature Lore, Region Lore, Grace, Herbalism, Power Development, Open Spell Lists, Closed Spell Lists, Base Spell Lists, Concealment. Cleric Clerics are Pure Spellcasters who have concentrated in spells that require the most direct power from their deities. Their base spells deal directly with life, communing with deities, summoning live creatures, protection from servants of opposing deities, and direct channeling from their own deities. These spell users are the most powerful of the spell users of Channeling, but they should also be the most restricted in the sense of heeding the desires or creed of their deity or church. Professional skills: Attunement, Religion/Philosophy, Spell Lore, Grace, Medicine, Meditation, Channeling, Power Development, Astronomy, Influence, Leadership, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists. Profession Skill Costs
ROLEMASTER UNIFIED Character Law
60
Animal........................ 3/4 Magical Expertise......... 2/3 Awareness.................. 4/6 Medical......................... 2/4 Battle Expertise.......... 5/7 Mental Discipline.......... 3/4 Body Discipline......... 6/8 Movement..................... 3/5 Brawn......................... 5/7 Performance Art............ 2/3 Combat Expertise..... 7/10 Power Manip................. 2/4 Combat Science.......................... 3/4 - Training 1................ 5/7 Social............................. 1/3 - Training 2................ 6/8 Spells - Training 3.............. 9/12 - Base/Open.................. 1/2 - Training 4............ 15/20 - Ritual Magic.............. 1/3 Composition............... 3/4 - Closed........................ 2/4 Crafting...................... 3/4 - Arcane........................ 5/7 Delving....................... 3/4 - Restricted................... 6/8 Environmental............ 3/5 Subterfuge..................... 6/8 Gymnastic.................. 4/6 Technical....................... 5/7 Lore............................ 2/3 Vocation........................ 3/4
Profession Skill Costs
Animal........................ 1/2 Magical Expertise......... 3/4 Awareness.................. 3/4 Medical......................... 2/4 Battle Expertise........ 7/10 Mental Discipline.......... 3/4 Body Discipline......... 6/8 Movement..................... 3/5 Brawn......................... 5/7 Performance Art............ 3/4 Combat Expertise..... 7/10 Power Manip................. 2/4 Combat Science.......................... 3/5 - Training 1................ 5/7 Social............................. 3/4 - Training 2................ 6/8 Spells - Training 3.............. 9/12 - Base/Open.................. 1/2 - Training 4............ 15/20 - Ritual Magic.............. 1/3 Composition............... 3/4 - Closed........................ 2/4 Crafting...................... 3/4 - Arcane........................ 5/7 Delving....................... 4/6 - Restricted................... 6/8 Environmental............ 1/3 Subterfuge..................... 4/6 Gymnastic.................. 4/6 Technical....................... 5/7 Lore............................ 2/3 Vocation........................ 3/4
Paladin Staunch defenders of the faith, Paladins are Semi Spellcasters who combine combat prowess with utility spells. The Paladin is a highly focused holy warrior, able to develop good fighting skills and spells that support his role as a warrior and a leader in combat. The Paladin is a capable combatant in any situation, but especially excels against the supernatural foes of his faith. Professional skills: Riding, Body Development, Maneuvering in Armor, Mounted Combat, Protect, Melee Weapons, Shield, Metalcraft, Religion/Philosophy, Transcendence, Mental Focus, Running, Channeling, Influence, Leadership. Profession Skill Costs
Animal........................ 2/3 Magical Expertise......... 3/5 Awareness.................. 3/5 Medical......................... 4/6 Battle Expertise.......... 2/3 Mental Discipline.......... 5/7 Body Discipline......... 5/7 Movement..................... 2/3 Brawn......................... 2/4 Performance Art............ 3/4 Combat Expertise....... 3/5 Power Manip................. 4/6 Combat Science.......................... 5/7 - Training 1................ 2/4 Social............................. 2/3 - Training 2................ 3/4 Spells - Training 3................ 4/6 - Base/Open.................. 3/5 - Training 4................ 6/8 - Ritual Magic.............. 4/6 Composition............... 3/4 - Closed........................ 6/8 Crafting...................... 2/4 - Arcane.................... 15/20 Delving....................... 6/8 - Restricted............... 15/20 Environmental............ 3/5 Subterfuge..................... 4/6 Gymnastic.................. 2/4 Technical....................... 5/7 Lore............................ 2/4 Vocation........................ 3/4
The realm of channeling offers significant power as well as a diversity of capabilities. It is well known for healing, which is available to anyone using its magic, for countering unholy threats such as undead and demons, and empowering the holy warriors known as paladins. Yet it is also capable of information-gathering, elemental manipulations, and magical defense. Nevertheless, ask any magician whether they would trade realms and the answer will be a definitive "no." Why is that? It is because, of the three realms, channeling incurs the greatest cost. Its power is offered in exchange for a lifetime — or longer — of service to a divine will, and the consequences of disloyalty or even distraction from the cause may be severe. ~ Principles of Magic by Kimiron Altreos
ROLEMASTER UNIFIED Character Law
61
Profession Skill Costs
Animal....................... 1/3 Magical Expertise......... 6/8 Awareness.................. 1/3 Medical......................... 3/5 Battle Expertise.......... 4/6 Mental Discipline.......... 5/7 Body Discipline......... 6/8 Movement..................... 1/3 Brawn......................... 4/6 Performance Art............ 3/4 Combat Expertise...... 3/5 Power Manip................. 4/6 Combat Science.......................... 5/7 - Training 1............... 3/4 Social............................. 3/4 - Training 2............... 3/5 Spells - Training 3............... 5/7 - Base/Open.................. 3/4 - Training 4............. 7/10 - Ritual Magic.............. 3/5 Composition............... 3/4 - Closed........................ 5/7 Crafting...................... 2/4 - Arcane.................... 12/15 Delving...................... 6/8 - Restricted............... 15/20 Environmental........... 1/3 Subterfuge..................... 2/4 Gymnastic.................. 3/4 Technical....................... 5/7 Lore............................ 2/4 Vocation........................ 3/4
Ranger The Ranger is a Semi Spellcaster who combines Arms with Channeling, specializing in outdoor skills and spells that influence nature. Rangers are talented in perception and outdoor skills, and while not as quick to learn weapons as the Paladin, have decent combat costs. A Ranger's base lists have many uses, but many of the spells enhance his skills in tracking, wilderness stealth, wilderness survival, and movement. The Ranger can be a deadly commando. Professional skills: Animal Handling, Riding, Perception, Tracking, Melee Weapons, Ranged Weapons, Navigation, Survival, Creature Lore, Region Lore, Climbing, Running, Swimming, Concealment, Stalking. ROLEMASTER UNIFIED Character Law
62
Before war, before scholarly research, before cities, indeed before civilization, there were people seeking to survive in the wilds of nature. Their struggles were small and personal, against the elements, against starvation, against powerful animals and creatures that would hunt them. It was in this time that the connections between mortals and the divine were first forged, and so nature magic has always held an important place within the realm of channeling. Some druids and rangers have a place within organized and structured religions devoted to deities of the natural world, while others find their own individual path answering the call of the nameless awe they feel in a sheltered grove or standing at the foot of a mountain.
The Realm of Essence Essence is the power that exists in everyone and everything. It has been known in other sources as the Tao, Magic, Unified Field, the Force, etc. An Essence User taps this power field, molds it, and diverts it into spells. The Realm Stat for Essence is Empathy, reflecting the ability of the Essence user to open themselves to the subtle sensations outside oneself. Suggested Stats: Empathy, Memory, Reasoning. Profession Skill Costs
Animal........................ 3/5 Magical Expertise......... 1/2 Awareness.................. 4/6 Medical......................... 3/4 Battle Expertise........ 7/10 Mental Discipline.......... 2/4 Body Discipline......... 6/8 Movement..................... 4/6 Brawn......................... 6/8 Performance Art............ 2/4 Combat Expertise..... 7/10 Power Manip................. 2/3 Combat Science.......................... 2/4 - Training 1................ 5/7 Social............................. 3/4 - Training 2................ 6/8 Spells - Training 3.............. 9/12 - Base/Open.................. 1/2 - Training 4............ 15/20 - Ritual Magic.............. 1/3 Composition............... 2/4 - Closed........................ 2/4 Crafting...................... 3/4 - Arcane........................ 5/7 Delving....................... 1/2 - Restricted................... 6/8 Environmental............ 4/6 Subterfuge..................... 6/8 Gymnastic.................. 4/6 Technical....................... 5/7 Lore............................ 1/3 Vocation........................ 3/4
Magician Magicians are Pure Spellcasters who have concentrated on elemental spells. Their base spells deal with the six elements of Rolemaster: earth, fire, ice, light (which includes electricity), water, and wind. They have many spells that hurl bolts and balls of these elements to potentially deadly effect and thus Magicians are often found on battlefields. They can also learn all manner of magical skills with ease. Professional skills: Attunement, Runes, Spell Lore, Grace, Directed Spell, Power Development, Power Projection, Architecture, Astronomy, Engineering, Mathematics, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists.
Of the three realms, it is essence that is the realm of what is real and tangible. It wields the power of the elements, shaping and throwing and projecting and modifying and understanding them to a degree that easily surpasses mentalism and channeling. It may examine the history and nature of a tangible object, or offer perfection to physical movements or sounds. And of course, to a magician, essence itself becomes real and tangible, so it may be used to manipulate magic itself.
ROLEMASTER UNIFIED Character Law
63
Illusionist Illusionists are Pure Spellcasters of Essence who have concentrated on spells of misdirection and illusion. Their basic spells deal mainly with the manipulation of elements and forces that affect the human senses: sight, sound, touch, taste, smell, mental impulses, and the combination of these senses. More subtle than the Magician, the Illusionist is less direct, but no less powerful. Professional skills: Perception, Illusion Crafting, Drawing/Painting, Attunement, Spell Lore, Grace, Spell Trickery, Acting, Music, Stage Magic, Power Development, Open Spell Lists, Closed Spell Lists, Base Spell Lists, Trickery.
Profession Skill Costs
Animal........................ 4/6 Magical Expertise......... 1/2 Awareness.................. 2/4 Medical......................... 4/6 Battle Expertise........ 7/10 Mental Discipline.......... 3/5 Body Discipline......... 6/8 Movement..................... 4/6 Brawn......................... 6/8 Performance Art............ 1/3 Combat Expertise..... 7/10 Power Manip................. 2/3 Combat............................ Science.......................... 3/4 - Training 1................ 6/8 Social............................. 3/4 - Training 2.............. 7/10 Spells................................... - Training 3............ 12/15 - Base/Open.................. 1/2 - Training 4............ 15/20 - Ritual Magic.............. 1/3 Composition............... 1/3 - Closed........................ 2/4 Crafting...................... 3/4 - Arcane........................ 5/7 Delving....................... 1/2 - Restricted................... 6/8 Environmental............ 4/6 Subterfuge..................... 4/6 Gymnastic.................. 4/6 Technical....................... 5/7 Lore............................ 1/3 Vocation........................ 3/4
For those unfamiliar with magic, it can be a surprise that the seemingly subtle arts of illusion are found alongside the real and tangible elemental magics. The explanation for this is simple: illusions are real. An illusion may not be exactly what it appears to be, but the image is real, and may be seen by anyone at any distance. The sounds are real and may be heard even by unseen ears. Illusions may even have physical, tangible sensation, and this is real as well, at least until sufficient force is used to shatter the physical aspect. An illusion is every bit as real as a painting, it just happens to use essence as its canvas.
ROLEMASTER UNIFIED Character Law
64
Dabbler Dabblers are Semi Spellcasters who augment their subterfuge capabilities using Essence. A Dabbler's base spells tend to enhance natural abilities in many areas, with the most distinctive lists giving the Dabbler an edge in commerce and with machinery. In a more advanced setting, the Dabbler's most natural role might be as a mechanic or engineer. Professional skills: Perception, Metalcraft, Attunement, Spell Lore, Climbing, Running, Architecture, Engineering, Influence, Trading, Concealment, Stalking, Locks, Mechanics, Traps. Profession Skill Costs Bard Bards are Semi Spellcasters of Essence. Bards are musicians, entertainers, gossips, and loremasters. Their base spells augment those roles, but also weave music into spells to baffle foes and aid friends, as well as providing unparalleled affinity with magical items. Professional skills: Musical Composition, Attunement, Historic Lore, Language, Racial Lore, Region Lore, Religion/ Philosophy, Spell Lore, Spell Trickery, Running, Acting, Music, Influence, Social Awareness, Trading. Profession Skill Costs
Animal........................ 3/5 Magical Expertise......... 4/6 Awareness.................. 2/4 Medical......................... 3/5 Battle Expertise.......... 4/6 Mental Discipline.......... 5/7 Body Discipline......... 6/8 Movement..................... 3/5 Brawn......................... 5/7 Performance Art............ 1/3 Combat Expertise....... 4/6 Power Manip................. 3/5 Combat Science.......................... 3/5 - Training 1................ 3/5 Social............................. 2/3 - Training 2................ 4/6 Spells - Training 3................ 6/8 - Base/Open.................. 2/4 - Training 4.............. 9/12 - Ritual Magic.............. 3/4 Composition............... 1/3 - Closed........................ 4/6 Crafting...................... 2/4 - Arcane...................... 9/12 Delving....................... 3/5 - Restricted............... 12/15 Environmental............ 3/5 Subterfuge..................... 4/6 Gymnastic.................. 3/5 Technical....................... 4/6 Lore............................ 1/2 Vocation........................ 3/4
Animal........................ 4/6 Magical Expertise......... 3/5 Awareness.................. 1/3 Medical......................... 3/5 Battle Expertise.......... 5/7 Mental Discipline.......... 5/7 Body Discipline......... 6/8 Movement..................... 3/4 Brawn......................... 5/7 Performance Art............ 2/4 Combat Expertise....... 4/6 Power Manip................. 3/5 Combat Science.......................... 5/7 - Training 1................ 3/5 Social............................. 2/3 - Training 2................ 4/6 Spells - Training 3................ 6/8 - Base/Open.................. 3/4 - Training 4.............. 9/12 - Ritual Magic.............. 3/5 Composition............... 2/4 - Closed........................ 5/7 Crafting...................... 3/4 - Arcane.................... 12/15 Delving....................... 2/3 - Restricted............... 15/20 Environmental............ 3/5 Subterfuge..................... 2/4 Gymnastic.................. 3/5 Technical....................... 2/3 Lore............................ 2/3 Vocation........................ 3/4
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The Realm of Mentalism Mentalism is magical power focused through the mind of the spell caster. The Realm Stat for Mentalism is Presence, the stat used to enforce one’s will upon others. Suggested Stats: Memory, Presence, Reasoning. Mentalist Mentalists are Pure Spellcasters of Mentalism who concentrate on spells that deal with the mind and senses. Their base spells deal with the reading of mental presences, mental communications, mind control, and sense control. As students of the human animal, Mentalists can easily learn discipline and social skills. They make ideal conspirators. Professional skills: Attunement, Language, Racial Lore, Grace, Meditation, Mental Focus, Power Development, Influence, Leadership, Social Awareness, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists, Administration.
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Profession Skill Costs
Animal........................ 4/6 Magical Expertise......... 1/3 Awareness.................. 3/5 Medical......................... 3/5 Battle Expertise........ 7/10 Mental Discipline.......... 1/2 Body Discipline......... 4/6 Movement..................... 4/6 Brawn......................... 6/8 Performance Art............ 3/4 Combat Expertise..... 7/10 Power Manip................. 2/3 Combat Science.......................... 3/4 - Training 1................ 5/7 Social............................. 1/3 - Training 2................ 6/8 Spells - Training 3.............. 9/12 - Base/Open.................. 1/2 - Training 4............ 15/20 - Ritual Magic.............. 1/3 Composition............... 3/4 - Closed........................ 2/4 Crafting...................... 3/4 - Arcane........................ 5/7 Delving....................... 2/4 - Restricted................... 6/8 Environmental............ 4/6 Subterfuge..................... 5/7 Gymnastic.................. 4/6 Technical....................... 5/7 Lore............................ 2/3 Vocation........................ 3/4
In terms of sheer power, mentalism is clearly the least of the three realms of magic. It is the most limited by the capacity of the caster, usually able to affect only a single target, and in many cases its spells require the target to have a true mind. Yet mentalism does not suffer from being the most subtle of the magical arts. The ability to befriend or control another person is a potent power indeed. It may deceive a target's senses while onlookers remain none the wiser, or discreetly interrogate their very thoughts. Mentalism may be used to repair or empower the body of the caster, and is the least impaired by the restrictions of armor. The mentalist may be aware of every mind in their vicinity, making them difficult to take by surprise. A mentalist is a useful advisor, if they can be trusted to merely advise and not control.
Monk Monks are Semi Spellcasters who combine skill at Arms with Mentalism spells. Their base spells are strictly personal in nature, allowing them to perform great physical feats and augment their attacks. What Hong Kong style cinema achieves with wires and props, the Monk does with magic. Professional skills: Perception, Adrenal Defense, Adrenal Focus, Adrenal Speed, Adrenal Strength, Body Development, Multiple Attacks, Unarmed, Acrobatics, Jumping, Meditation, Mental Focus, Climbing, Running, Swimming. Profession Skill Costs Lay Healer Lay Healers are Pure Spellcasters of Mentalism who have concentrated on spells that heal persons and animals. Their base spells deal with healing diseases and injuries, as well as the creation and animation of prosthetics. They can also learn mundane medical skills easily. Professional skills: Fabric Craft, Woodcraft, Attunement, Racial Lore, Grace, Herbalism, Medicine, Mental Focus, Power Development, Influence, Social Awareness, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists. Profession Skill Costs
Animal........................ 3/4 Magical Expertise......... 2/4 Awareness.................. 4/6 Medical......................... 1/2 Battle Expertise........ 7/10 Mental Discipline.......... 2/4 Body Discipline......... 4/6 Movement..................... 3/5 Brawn......................... 5/7 Performance Art............ 3/4 Combat Expertise..... 7/10 Power Manip................. 2/3 Combat Science.......................... 3/4 - Training 1................ 6/8 Social............................. 2/3 - Training 2.............. 7/10 Spells - Training 3............ 12/15 - Base/Open.................. 1/2 - Training 4............ 15/20 - Ritual Magic.............. 1/3 Composition............... 3/4 - Closed........................ 2/4 Crafting...................... 3/4 - Arcane........................ 5/7 Delving....................... 2/3 - Restricted................... 6/8 Environmental............ 4/6 Subterfuge..................... 6/8 Gymnastic.................. 4/6 Technical....................... 5/7 Lore............................ 1/3 Vocation........................ 3/4
Animal........................ 3/5 Magical Expertise......... 6/8 Awareness.................. 3/4 Medical......................... 3/4 Battle Expertise.......... 6/8 Mental Discipline.......... 4/6 Body Discipline......... 2/4 Movement..................... 1/3 Brawn......................... 4/6 Performance Art............ 3/4 Combat Expertise....... 2/4 Power Manip................. 4/6 Combat Science.......................... 5/7 - Training 1................ 2/4 Social............................. 3/4 - Training 2................ 3/4 Spells - Training 3................ 4/6 - Base/Open.................. 3/5 - Training 4................ 6/8 - Ritual Magic.............. 4/6 Composition............... 3/4 - Closed........................ 6/8 Crafting...................... 3/4 - Arcane.................... 15/20 Delving....................... 5/7 - Restricted............... 15/20 Environmental............ 2/4 Subterfuge..................... 3/5 Gymnastic.................. 2/3 Technical....................... 4/6 Lore............................ 2/3 Vocation........................ 3/4
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Magent The Magent is a Semi Spellcaster with unparalleled espionage skills and spells: a mage-agent. Magents excel as magical assassins or secret agents with base spells that deal in poison, information gathering, assassination and getting away both physically and in terms of misdirecting the placement of blame. Professional skills: Perception, Melee Weapons, Ranged Weapons, Acrobatics, Contortions, Jumping, Poison Mastery, Mental Focus, Climbing, Running, Swimming, Ambush, Concealment, Stalking, Trickery.
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Profession Skill Costs
Animal........................ 3/5 Magical Expertise......... 5/7 Awareness.................. 2/3 Medical......................... 3/5 Battle Expertise.......... 3/5 Mental Discipline.......... 3/5 Body Discipline......... 4/6 Movement..................... 2/3 Brawn......................... 5/7 Performance Art............ 3/4 Combat Expertise....... 3/5 Power Manip................. 3/5 Combat............................ Science.......................... 5/7 - Training 1................ 3/4 Social............................. 2/3 - Training 2................ 3/5 Spells................................... - Training 3................ 5/7 - Base/Open.................. 3/4 - Training 4.............. 7/10 - Ritual Magic.............. 3/5 Composition............... 3/4 - Closed........................ 5/7 Crafting...................... 3/4 - Arcane.................... 12/15 Delving....................... 6/8 - Restricted............... 15/20 Environmental............ 3/5 Subterfuge..................... 2/3 Gymnastic.................. 2/4 Technical....................... 4/6 Lore............................ 2/4 Vocation........................ 3/4
Hybrid Realms Hybrid Spellcasters combine the powers of two different realms of magic. This provides the spell caster with great flexibility, providing access to a great many spell lists, although at the price of suffering the limitations of both Realms. The Realm Stat for Hybrids is the lower of the two stats associated with the Realms the Hybrid has access to. Suggested Stats: Memory, Reasoning and the two appropriate realm stats (Empathy, Intuition, or Presence). Healer Healers combine the realms of Channeling and Mentalism (Intuition and Presence Realm Stats). They have concentrated on spells of self-healing and the ability to take the injuries of others upon themselves. Thus, a Healer could heal a person by taking the injury of the patient upon himself and then healing this injury gradually. They can easily learn both Body Development (to help survive this process) and medical skills (to help others short of taking on their wounds). Professional skills: Body Development, Attunement, Racial Lore, Grace, Herbalism, Medicine, Meditation, Mental Focus, Channeling, Power Development, Social Awareness, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists. Profession Skill Costs
Animal........................ 4/6 Magical Expertise......... 3/5 Awareness.................. 1/3 Medical......................... 3/5 Battle Expertise.......... 5/7 Mental Discipline.......... 5/7 Body Discipline......... 6/8 Movement..................... 3/4 Brawn......................... 5/7 Performance Art............ 2/4 Combat Expertise....... 4/6 Power Manip................. 3/5 Combat Science.......................... 5/7 - Training 1................ 3/5 Social............................. 2/3 - Training 2................ 4/6 Spells - Training 3................ 6/8 - Base/Open.................. 3/4 - Training 4.............. 9/12 - Ritual Magic.............. 3/5 Composition............... 2/4 - Closed........................ 5/7 Crafting...................... 3/4 - Arcane.................... 12/15 Delving....................... 2/3 - Restricted............... 15/20 Environmental............ 3/5 Subterfuge..................... 2/4 Gymnastic.................. 3/5 Technical....................... 2/3 Lore............................ 2/3 Vocation........................ 3/4
Sorcerer Sorcerers combine the raw power of the Realm of Essence with the fervor of the Realm of Channeling (Intuition and Empathy Realm Stats). Their base spells deal with the destruction of both living beings (bodies, souls, and minds) and inanimate material. Professional skills: Attunement, Runes, Creature Lore, Materials Lore, Spell Lore, Grace, Channeling, Directed Spell, Power Development, Architecture, Engineering, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists. Profession Skill Costs
Animal........................ 4/6 Magical Expertise......... 3/5 Awareness.................. 1/3 Medical......................... 3/5 Battle Expertise.......... 5/7 Mental Discipline.......... 5/7 Body Discipline......... 6/8 Movement..................... 3/4 Brawn......................... 5/7 Performance Art............ 2/4 Combat Expertise....... 4/6 Power Manip................. 3/5 Combat Science.......................... 5/7 - Training 1................ 3/5 Social............................. 2/3 - Training 2................ 4/6 Spells - Training 3................ 6/8 - Base/Open.................. 3/4 - Training 4.............. 9/12 - Ritual Magic.............. 3/5 Composition............... 2/4 - Closed........................ 5/7 Crafting...................... 3/4 - Arcane.................... 12/15 Delving....................... 2/3 - Restricted............... 15/20 Environmental............ 3/5 Subterfuge..................... 2/4 Gymnastic.................. 3/5 Technical....................... 2/3 Lore............................ 2/3 Vocation........................ 3/4
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2.5. Stats
Mystic Mystics combine the realms of Essence and Mentalism (Empathy and Presence Realm Stats) to power subtle spells of misdirection and modification. Their base spells deal with personal illusions as well as the modification of matter. Professional skills: Perception, Attunement, Spell Lore, Grace, Spell Trickery, Meditation, Mental Focus, Acting, Directed Spell, Power Development, Open Spell Lists, Closed Spell Lists, Base Spell Lists, Stalking, Trickery. Profession Skill Costs
Animal........................ 4/6 Magical Expertise......... 3/5 Awareness.................. 1/3 Medical......................... 3/5 Battle Expertise.......... 5/7 Mental Discipline.......... 5/7 Body Discipline......... 6/8 Movement..................... 3/4 Brawn......................... 5/7 Performance Art............ 2/4 Combat Expertise....... 4/6 Power Manip................. 3/5 Combat Science.......................... 5/7 - Training 1................ 3/5 Social............................. 2/3 - Training 2................ 4/6 Spells - Training 3................ 6/8 - Base/Open.................. 3/4 - Training 4.............. 9/12 - Ritual Magic.............. 3/5 Composition............... 2/4 - Closed........................ 5/7 Crafting...................... 3/4 - Arcane.................... 12/15 Delving....................... 2/3 - Restricted............... 15/20 Environmental............ 3/5 Subterfuge..................... 2/4 Gymnastic.................. 3/5 Technical....................... 2/3 Lore............................ 2/3 Vocation........................ 3/4
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The base mental and physical attributes of a character are represented by 10 statistics (referred to as stats). Stat values range from 1 to 100, which provides a basis for comparison among characters of the same race. The lower the value of a stat, the weaker it is; the higher the stat, the stronger it is. These ten stats include physical and mental attributes such as Strength, Agility, Reasoning, and Self Discipline. An individual’s stats represent prowess in various areas in comparison to the average member of that race, with an “Average” Stat within the range of 4259. Stats in the “Above Average” (60-83) or “Below Average” (18-41) ranges are less common and far enough from average to be noticeable after spending some time in the character’s presence. Least common are “Deficient” (1-17) and “Exceptional” (84-100) which would stand out even from a short encounter or in large groups (e.g., Borin is the strongest dwarf in the kingdom, or the moment you talk to Sedgewick you know he has a hard time understanding things). Two sets of stats are generated: temporary stats represent a character’s current stats, and potential stats represent the character’s maximum possible development. During play, the temporary stats can rise due to practice and training whereas potential stats rarely, if ever, change. Note that a character's stats do not always increase beyond their starting value as they still require effort to improve: two months of travelling and adventure does not necessarily accomplish what 18 years of youthful exuberance failed to. • Agility (Ag) — Agility is a combination of manual dexterity, grace, and fine motor control. Agile characters move with ease and even poise; characters with low agility may be clumsy or imprecise in their movements. • Constitution (Co) — Constitution is general health and well-being, resistance to disease, and the ability to absorb physical damage. Characters with high Constitution stats are healthy and tend to be sturdily built. Those with low Constitution may be excessively thin or overweight, and could be prone to colds, persistent coughs, allergies, or other minor ailments.
Exceptional
Superior
Above Avg
Average
Below Avg
Poor
Deficient
•Empathy (Em) — Empathy is the •Quickness (Qu) — Quickness is a Table 2-5a: Stat Bonuses ability to perceive the emotional measure of speed, reflexes, and conStat Bonus states of others and the capacity scious reaction time. Quick characters to form emotional attachments to move rapidly and will often do so first, 1 - 15 persons, places, or things. It also and tend to be active and high-energy. 2 - 14 is the realm stat for Essence, as Characters with low Quickness may the complex magical fields of the be slow or even lethargic. 3 - 13 Essence are in some ways analo•Reasoning (Re) — Reasoning is the 4 - 12 gous to a living thing. Empathic ability to take available information 5 - 11 characters are often amicable, and draw logical conclusions. Those understanding, and even protecwho Reason well are often orderly in 6 - 10 tive of others. Those with low their thinking and may be prudent and 7-8 -9 Empathy are more likely to be dutiful, perfectionistic, or goal-orient9 - 11 -8 unconcerned about the feelings ed. Those who Reason poorly may be of others, and cruel, dishonest, impatient and rash, distracted and dis12 - 14 -7 antagonistic, or insincere. Some ordered. At best these traits may come 15 - 17 -6 are merely oblivious, although across as spontaneous and instinctive. even that may be misinterpreted 18 - 23 -5 •Self Discipline (SD) — Self Disas arrogant or patronizing. cipline is the amount of control of 24 - 29 -4 •Intuition (In) — Intuition is a commind over the body, the ability to stay 30 - 35 -3 bination of subconscious thinkfocused or push harder or longer in ing, luck, genius, precognition, 36 - 41 -2 pursuit of some goal, or to draw upon and the favor of the gods, all of the inner reserves of strength inherent 42 - 47 -1 which are embodied in this stat. in any individual. Characters with 48 - 53 0 This provides the ability to draw strong Self Discipline are temperate, conclusions or make decisions confident, and even-tempered. They 54 - 59 +1 quickly, without stopping for deep may be outgoing but are equally likely 60 - 65 +2 consideration. It is the realm stat to be guarded and private. Those with 66 - 71 +3 for Channeling. Intuitive characpoor Self Discipline may be self-inters are often creative, imaginadulgent, nervous, quick-tempered or 72 - 77 +4 tive, and open to new experiences. moody. 78 - 83 +5 Characters with poor Intuition are •Strength (St) — Strength is not just more likely to be hidebound, in84 - 86 +6 brute musculature but the ability to curious, reactionary, or stubborn. use existing muscles to the greatest 87 - 89 +7 •Memory (Me) — Memory is the advantage. Strength is rated relative 90 - 92 +8 ability to retain what has previousto size; both one's Strength and one's ly been encountered and learned. 93 - 94 +9 own weight are considered in deterCharacters with good Memory mining how much one can lift, for 95 + 10 are often mindful and attentive, example. Strong characters may have 96 + 11 and enjoy study and learning. muscular bulk or may be lean and Those with poor Memory may wiry, but tend to be active. Weak char97 + 12 seem inattentive or thoughtless, acters may be scrawny or flabby, traits 98 + 13 absent-minded, or forgetful. which may arise from genetics or out 99 + 14 • Presence (Pr) — Presence is the of pure laziness. sense of self and the ability to 100 + 15 The value of the stat is used to deproject one's personality to aftermine the stat bonus as indicated in fect or control others. It includes Table 2-5a. The stat itself is not used projecting mentally-focused magic and serves as in play, but rather the stat bonus is used as a modifier the realm stat for Mentalism. Characters with high to skills and actions. Each skill category has two asPresence are usually outgoing and gregarious, signed stats whose bonuses are added to with a third although their assertiveness and enthusiasm may stat for the individual skill to determine the total skill sometimes rub people the wrong way. Those with bonus. low Presence are more prone to timidity, introversion, or even underconfidence and pessimism.
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Different races may provide a bonus or a penalty to the stat bonus (not the stat itself). Humans are considered to be the benchmark and therefore have no racial stat modifiers. Thus, an average dwarf with a Strength of 50 is stronger than an average human with an identical Strength of 50 since the dwarf gets +2 to his Strength bonus (Section 2.2). Example: The stat bonus for Combat Training: Melee Weapons is St+Ag for the category and St for Melee. If Lexxa has a 71 Strength (+3) and an 85 Agility (+6) she would add 3 + 6 + 3 = 12. Lexxa gets a +12 stat bonus to all Combat Training: Melee Weapon skills.
In addition to skills, stats affect several other character quantities such as defense, pace, resistance to spells, and encumbrance penalties. Defensive Bonus (DB): A character benefits defensively from his Quickness. Regardless of whether or not a character has any defensive skills, he may add 3x his Quickness bonus to his Defensive Bonus provided he is not completely still or surprised (Section 9.6). Encumbrance: Carrying and wearing enough equipment and armor can give maneuver penalties, which can be offset by Strength (Section 5.4). Initiative: The character’s Quickness bonus or penalty modifies initiative rolls in combat (Section 8.3). Movement Speed: Half of the character’s Quickness bonus (round up) adds to (or subtracts from) the character’s Base Movement Rate of 20'/round. Note this is further modified by race or, optionally, height (Section 2.2). Resistance Rolls (RR): Resistance Rolls against spells, fear, poison, and disease are affected by various stat bonuses depending on the type of ‘attack’ (Section 5.6). • Physical: Constitution • Fear: Self Discipline • Channeling-based magic: Intuition • Essence-based magic: Empathy • Mentalism-based magic: Presence
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Generating Stats For each of the 10 Stats roll d100 three times and record them next to the stat starting with Agility. Since most campaigns are focused on characters that are likely to be superior to the average population, anything less than 11 is rerolled. For each stat, discard the lowest of the three rolls. The highest roll is the character’s potential for that stat, while the middle roll is the character’s starting temporary stat. You may then pick any two of the following boosts: • Replace any one stat’s temporary and/or potential with 56 and 78 respectively (the averages for the default Superior Power Level, see Section 12.1). • Replace your highest temporary stat with 90 and boost its potential by 10 (to a maximum of 100). • Replace your second-highest temporary stat with 85 and boost its potential by 10 (to a maximum of 100). • Make two stat gain rolls (see the next section) for the same or two different stats. The player is then allowed to make up to two swaps, switching the temporary/potential pair for one stat with the temporary/potential pair for another stat. This allows a player to play the desired profession while having variability among stats. GM’s may alter the number of swaps if they wish, from none, all the way to placing any temporary/potential pair in any stat. Example: After rerolling numbers less than 11, Julian has rolled Agility 21 (34 potential), Constitution 65 (73), Empathy 35 (86), Intuition 76 (78), Memory 33 (39), Presence 73 (81), Quickness 62 (63), Reasoning 41 (64), Self-Discipline 91 (91), and Strength 67 (78). Agility and Strength are important for combat, Constitution for withstanding harm, and Intuition for Channeling magic (including that of Rangers), so those seem to be the most important stats for his character Kirax. He chooses to swap his Self-Discipline with Strength, and Presence with Agility. A Strength of 91 is great, but he decides to replace it with a 90 so he can raise his potential to 100. His second-highest stat is Intuition, so he raises that to 85, raising the potential to 88. His final stats are Agility 73 (81), Constitution 65 (73), Empathy 35 (86), Intuition 85 (88), Memory 33 (39), Presence 21 (34), Quickness 62 (63), Reasoning 41 (64), Self-Discipline 67 (78), and Strength 90 (100). After a similar process, Naomi settles on Agility 83 (95), Constitution 75 (97), Empathy 59 (97), Intuition 48 (58), Memory 52 (84), Presence 62 (85), Quickness 90 (99), Reasoning 47 (71), Self-Discipline 45 (46), and Strength 56 (78) for her character Thyrzia.
Purchasing Stats Some Gamemasters will prefer to have players buy their stats with a set number of points rather than relying on the randomness of the dice, or even allow them a choice of rolling or buying. Buying stats allows players to accurately model a preconceived character concept. Roll the potentials as normal, including any swaps but none of the adjustments, and discard the rolled temporaries and purchase temporaries instead. No temporary may exceed the rolled potential. Each stat costs points equal to the bonus, thus a stat of 50 has a cost of 0, while stats above 50 cost points and stats below 50 cost ‘negative’ points (i.e., they give points back). When purchasing stats at character generation, use the highest number in the stat range for the stat bonus purchased (e.g., spending 2 points gives a stat of 65, while spending -9 points results in a stat of 14). Characters get 15 points to buy stats when creating their character. The Gamemaster may alter these points based on the power level of the game (Section 12.1).
Stat Gains
2.6. Skills & Talents
With profession, race, culture, and stats in hand, it is Stats can rise from their temporaries up to their po- now time to make the core of the character: skills. Detentials over time. Stats have the opportunity to go velopment Points (DP) are spent each level to develop up every level, starting at 2nd level; however, not all and train ranks in skills. Training and natural aptitude will go up, and some may never reach their potential. (based on stats) affect one’s chance This represents the character focusing on of accomplishing certain actions and Table 2-5b: Stat Gains improving certain stats; they will often activities (e.g., fighting, maneuvering, be those most used by the skills the charStat Die spellcasting, etc.). The complete list of acter develops. 1-6 d3 - 1 skills and descriptions are in Chapter 3. Every time a character goes up a level, Costs for skills are determined by one’s 7-8 d3 or for level 2 and above when creating profession (Section 2.4). 9 - 18 d6 a character beyond 1st level, pick two Characters start with 60 DP each level 19 - 81 d10 stats to get a stat gain roll (or one stat to plus a number of bonus DP based on 82 - 90 d6 get two rolls). Look up the current (temrace. The bonus DP may be spent on tal91 - 92 d3 porary) value in Table 2-5b to determine ents at character creation or spent during 93 - 99 d3 - 1 what die is used for the roll. Roll that die early levels instead. Up to 25 bonus DP type and add the result to the temporary are spent each level until they are all stat. Stats cannot be raised above their spent (e.g., a human who spends nothing on talents potential value. Stat gains may also be purchased with gets 60 + 25 = 85 DP for each of Level 1 and 2). Development Points. For 4 DP, a character can make The GM may also allow characters to spend DP on talone additional Stat Gain roll. ents. While some races automatically receive special talents, other abilities, whether cultural or individual, may be purchased as talents and flaws. While skills are trained in small increments over time, talents and
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flaws rather represent (dis)abilities or conditions that one either has or does not. While skills can be taken many times over to improve them, talents are taken once or a limited number of times, depending on the talent. Descriptions for the talents and flaws, along with their DP costs (which are the same for all Professions), are in Chapter 4. Example: Takko spent much of his childhood helping his grandfather prepare medicines and poisons, so he was exposed to non-lethal doses of many toxins over a long period of time; this has trained his body to be more resistant to poisons than is normal. The player and GM agree that Takko should purchase the Physical Resistance talent at Tier II (+10 to RRs vs. Physical Resistance Rolls) for 10 DP, even though normally this is a racial talent. Example: Volosha who begins as a Fighter of the Langur may be able to ride a horse extremely well because her nomadic people are taught to ride at an extremely early age even for Nomads. The GM decides that the character may begin the game not only with the cultural ranks a nomad receives, but also the Prodigy (Riding) II talent (for 12 DP), which gives her +10 to Riding.
2.7. Finishing Touches
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To finalize the character, the player needs to calculate the character’s bonuses such as skill bonuses, Resistance Rolls, etc. Use the following checklist to finalize the character. • Base Movement Rate is equal to 20'/round modified by half Quickness bonus (round up) and a stride modifier based on race (or height if the Individual Stride option is used). • Skill Bonuses are summed from stat bonuses, rank bonuses from training, professional bonuses, knacks, and special modifiers such as talents. • Hits are equal to the Base Hits for the character’s race, plus the Body Development skill bonus. For Small characters, multiply this total by 0.75. For Big characters, multiply it by 1.5. For characters who are sizes other than Small, Medium, and Big, see Table 9-4a. • Defensive Bonus is equal to 3x the Quickness stat bonus. • Endurance is equal to the Body Development skill bonus plus the endurance modifier for the character’s race. • Encumbrance is given as a percentage of body weight. Add total equipment weight as a percentage and any armor encumbrance (see Section 5.4 for more information).
• Equipment is purchased by the character with starting money (see Chapter 6 for guidance on starting money). • Armor Type is a number from 1 to 10 based on the armor being worn on the torso, ranging from AT 1 for no armor to AT 10 for plate armor. Also make note of any piecemeal armor locations (e.g., heavier armor on the arms). (See Section 7.2 for details regarding armor.) • Initiative bonus is equal to the character’s Quickness stat bonus. • Power Points are equal to the character’s Power Development skill bonus. • Resistance Roll bonuses (for 5 different types) are each based on a single stat, plus a modifier due to race, +2 per level (see Section 5.6), and +10 for magic of the character’s own Realm.
2.8. Advancement When his character advances a level, the player gets 60 Development Points to spend (and possibly bonus points based on race at low levels). This is usually spent on skills, although the Gamemaster may allow talents to be purchased or improved. All of the character’s DP are normally spent; if for some reason the character wants to save up DP, perhaps toward an expensive talent, he needs to get the GM’s approval before saving those DP for later use. Development Points are spent to learn new skills or improve existing skills (i.e., increase the character's rank in a skill). If a character advances a level and wants to take a new skill that he has not spent any time practicing or learning about, the GM may disallow it to be taken and require that the character wait until the following level to take a rank in the skill. Alternatively, he may allow a training period and a delay in DP spending until training is done. Example: Martok the Magician wants to learn a new list: Fire Law. The GM tells Martok he must locate a tutor to teach him Fire Law, pay this tutor 40 silver, and spend a few weeks studying. When Martok advances a level he can then spend the DP and take the ranks in Fire Law.
Example: Mhairi spends part of most sessions telling tales and singing ballads in local taverns, while meeting all sorts of interesting, and sometimes dangerous, folk. When Mhairi advances a level she wants to take ranks in Play Instrument and Tale-Telling. Because she has obviously been practicing these skills during play, the GM allows her to purchase ranks in them without needing a tutor or training time.
Once all Development Points have been spent, there are several items on the character sheet that will need to be updated. • Stat bonuses for skills for any stat whose bonus changed as a result of a stat gain. • Rank bonus in any skill in which ranks were taken. • Professional bonus for any Professional skill in which ranks were taken. • Special modifiers to skills from any talents or flaws which were gained, removed, or had their Tier changed.
• Total skill bonuses for any skill that was changed by one or more of the above 4 items. • New spells for any new ranks taken in spell lists. • Hits and Endurance if Body Development bonus changed. • Total Power Points if Power Development bonus changed. • Encumbrance if Strength bonus changed • Defensive Bonus if Quickness bonus changed. • Resistance Rolls, noting if stat bonuses changed and increasing by +2 per level. • Update any of the above for any additional talents or flaws not yet accounted for. Example: Julian and Naomi’s gamemaster has decided they will start as 2nd level characters, since 1st level characters are typically mere children or apprentices. (For more discussion of starting level, see section 12.2.) Their complete stats are on the following pages:
ROLEMASTER UNIFIED Character Law
75
Character
Kirax
Character Name
Male
Sex: Height: Weight:
Background Portly
Build:
Age:
6'3" 212 lbs.
Race:
Carried (lbs):
Size: Pace
Per Round
Per Phase
Penalty/AP
Creep
10' /rnd
2.63'
--
--
Walk
21' /rnd
5. 25'
-25 or 1 AP
90%
Hair:
Culture:
Light +10
Highland
Medium +0
Realm(s)
Profession:
Hard -10
Channeling
Ranger
Potent.
Temp
Very Hard -20
Agility (Ag)
81 73 86 88
77 65 35 85
Constitution(Co) Empathy( Em) Intuition (In)
39 34 63 64 78 100
Memory (Me) Presence (Pr) Quickness (Qu) Reasoning (Re) Self Discipline (SD) Strength (St)
33 21 62 41 67 90
Ext.Hard -30
Bonus Racial
+4 +2 -3 +6
Special
Total
+1 +2 -3 +2
-3 -5 +2 -2 +3 +8
+5 +4 -6 +8
+0 -1 +0 +0 -2 +2
Sheer Folly -50 Absurd -70 Nigh Imp. -100
-3 -6 +2 -2 +1 +10
42 lbs.
Wt Allowance(%):
64 lbs. 85 lbs. 106 lbs. 159 lbs. 212 lbs. 318 lbs. 424 lbs. 636 lbs. 848 lbs. Medium
Easy +20
Statistics
Encumbrance
43 lbs.
Routine +30
Sibbicai
Stat
XP for next level
Feats of Strength
Skin: Eyes:
Current XP
Example
Campaign:
Appearance
2
Level
Julian
Player Name:
30 lbs. -0 Dash -0
Encumbrance Penalty: Maximum Pace: Total Maneuver Penalty: Quick Info
21' /rnd
Base Move Rate (BMR) Initiative
+6
Hit points
25+29=54
Endurance (for Fatigue)
10+29=39 27
Power
Load Limit
Jog
42' /rnd
10'
-50 or 2 AP
60%
Run
63' /rnd
15.75'
-75 or 3 AP
45%
Sprint
84' /rnd
21'
4 AP
30%
Dash
105' /rnd
26. 25'
4+ AP
Weapon / Attack
15%
Fumble
STR
Item Bonus
Skill
OB
Total
Pole-Arm - Spear
4
35
0
30
65
65
Melee - Bite
2
-
0
5
30
30
Area
Armor
AT
Man.Penalty
Weight
STR
DB
Casting Penalty
Torso
Soft Leather
3
-10
9
30
25
-0
Head
-0
3
Arms
-0
3
Legs
-5
6
Perception Pen: +0 -0
Missile Pen: +0
Shield
Num. Attacks:
Total Defense
Resistance Rolls +6
Quickness DB:
Other DB:
Stat
Bonus
Lvl*2
Racial
Channeling
In Em
+8 -6 -6 +4 +1
+4 +4 +4 +4 +4
+0 +0 +0 +0
Passive Dodge:
+4
Passive Block:
0
Essence
Partial Dodge (C):
+20
Partial Block (C):
0
Mentalism
Pr
Full Dodge (4 AP):
+39
Full Block (4 AP):
0
Physical
Co
Fear
SD
Total w/o shield: Traits
Total w/shield:
Special
Racial: Acute Smell III, Hearing-Dog, Natural Weaponry, Prodigy II(Tracking)
Skill Category / Name Animal
Specialization
□
Animal Handling
Horse
+Pr
■
Riding
Horse
+Pr
Prof
Culture Ranks
Awareness ■ ■
In+Re
Total Ranks
Rank Bonus
Prof Special/ Total Bonus Knack Bonus
-6=-7
1
+5
-6=-7
2
+10
+2
5
□□
37 47
□□
DP Cost
5-6=-1
1/3
-2
□□
8-2=6
1/3
+SD
+1=7
5
+25
+5
Tracking
+SD
+1=7
5
+25
+5
5
+25
25
□□
4
+20
29
□□
Maneuver in Armor
Combat Training Melee
□
Unarmed
□□ 4/6
-
Body Development
■
+10
-
Brawn □
Stat Bonus
Perception Battle Expertise
□
Stats Ag+Em
Pole-Arm Bite
1
Co+SD
4+1=5
+Co
+4=9
Ag+St
5+10=15 +10=25
5
+25
+St
+10=25
1
+5
76
4/6 Variable
+St
+5
+5
60 30
Total
+12 -2 -2 +8 +5
□□
3/4
□□
3/5
Prof
Skill Category / Name Crafting
Culture Ranks
Stat Bonus
Total Ranks
Rank Bonus
2
+10
-2=3
2
+10
+2
+Re
-2=3
6
+30
+6
+Re
-2=3
-25
+6
Stats Ag+Me
5-3=2
Leathercraft
+SD
+1=3
Environmental
In+Me
8-3=5
■
Navigation
+Re
■
Survival
Survival
□
□
Specialization
Highland (other biome)
Gymnastic
Ag+Qu
5+2=7
Jumping
+St
+10=17
Lore
□□
1/3
□□ □□ 3/4
2 2 28
□□
□□
-2=-8
2
+10
Racial Lore
Sibbicai
+Re
-2=-8
2
+10
Region Lore
Highland
+Re
-2=-8
6
+30
Me+Me
-3-3=-6
Lore: Languages
15 39 -16
□□
-3-3=-6
■
13
22
+Re
□
2/4
□□
+5
Me+Me
Creature Lore
DP Cost
1
Faerie
□
Prof Special/ Total Bonus Knack Bonus
+6
2/4
□□ □□ 2/4
□
Own Spoken
(language)
+Re
-2=-8
5
+25
□
Own Written
(language)
+Re
-2=-8
5
+25
□
Spoken
(language)
+Re
-2=-8
5
+25
In+Me
8-3=5
17 17 17
Medicine
+Re
-2=3
1
5
□□
Movement
Ag+St
5+10=15
8
■
Climbing
+Co
+4=19
3
+15
+3
□□
■
Running
+Co
+4=19
4
+20
+4
□
Swimming
+Co
+4=19
1
+5
37 43 24
1
+5
-10
□□
2
+10
30
□□
Medical □
Performance Art □
Music
Drums
Power Manipulation □
Power Development Social
□
Social Awareness Subterfuge
■
Stalking Vocation
□
Prof
Trade
Bounty Hunter
Skill Category / Name Spellcasting
Specialization
Em+Pr
-6-6=-12
+Me
-3=-15
RS+RS
8+8=16
+Co
+5=20
Em+In
-6+8=2
+Em
-6=-4
Ag+SD
5+1=6
+In
+8=14
Em+Me
-6-3=-9
+Re
-2=-11
Culture
Stat Bonus
Stats RS+RS
8+8=16
Beastly Ways
+Me
-3=13
Inner Walls
+Me
-3=13
□
Base (2
Base
Base
Moving Ways
+Me
-3=13
Base
Nature’s Guises
+Me
-3=13
Base
Pathmastery
+Me
-3=13
Base
Survival’s Way
+Me
-3=13
ranks to 3 list)
77
1
+5
4
+20
+4
+5
□□ □□ 3/5 1/3
□□ □□ 3/4 4/6 3/4
1
□□
43
□□
2/4 3/4
2
+10
Total Ranks
Rank Bonus
2
+10
-1
□□
Prof Special/ Total Bonus Knack Bonus
DP Cost □□ □□
2
+10
□□ □□ □□
2
+10
□□
Character
Thyrzia
Character Name
Male
Sex: Age:
5'6" 150 lbs.
Height: Weight:
Background Slim
Build:
Temp
Agility (Ag)
95 97 97 58
85 75 35 48
84 85 99 71 46 78
Presence (Pr) Quickness (Qu) Reasoning (Re) Self Discipline (SD) Strength (St)
Per Phase
Creep
12' /rnd
3'
--
--
Walk
24' /rnd
6'
-25 or 1 AP
90%
Medium +0
Potent.
Memory (Me)
Per Round
Urban
Stat
Intuition (In)
Pace
Light +10
Thief
Empathy( Em)
Size:
Culture:
Hard -10 Very Hard -20
Statistics
Constitution(Co)
45 lbs. 60 lbs. 75 lbs. 113 lbs. 150 lbs. 225 lbs. 300 lbs. 450 lbs. 600 lbs. small
Human, Mixed
Hair:
Arms (Mentalism)
Ext.Hard -30
Bonus Racial
+6 +4 -3 +0
52 70 90 47 45 56
Special
Total
+0 +1 +0 +0
+0 +3 +8 -1 -1 +1
+6 +5 -3 +0
+0 +1 +0 +0 +0 +1
Sheer Folly -50 Absurd -70 Nigh Imp. -100
+0 +4 +8 -1 -1 +2
26 lbs.
Wt Allowance(%): Carried (lbs):
Easy +20
Profession:
Encumbrance
30 lbs.
Routine +30
Skin: Eyes:
XP for next level
Feats of Strength
Race:
Realm(s)
Current XP
Example
Campaign:
Appearance
2
Level
Naomi
Player Name:
20 lbs. -0 Dash -0
Encumbrance Penalty: Maximum Pace: Total Maneuver Penalty: Quick Info
24' /rnd
Base Move Rate (BMR) Initiative
+6
Hit points
30+29=59 29+0=29
Endurance (for Fatigue)
n/a
Power Penalty/AP
Load Limit
Jog
48' /rnd
12'
-50 or 2 AP
60%
Run
72' /rnd
18'
-75 or 3 AP
45%
Sprint
96' /rnd
24'
4 AP
30%
Dash
120' /rnd
30'
4+ AP
Weapon / Attack
STR
Item Bonus
Skill
OB
Total
4
35
0
20
39
39
5
15
20
38
Hafted Sweeps & Thows Thrown Area
Armor
AT
Man.Penalty
Weight
STR
DB
Casting Penalty
Torso
Soft Leather
3
30
25
-0
-10
9
Head
-0
3
Arms
-0
3
Legs
-5
6
15%
Fumble
38
Perception Pen: +0 -0
Missile Pen: +0
Shield
Num. Attacks:
Total Defense
Resistance Rolls
Stat
Bonus
Lvl*2
Racial
Channeling
In
+0
+4
+0
+4
0
Essence
Em
-3
+4
+0
+1
Partial Block (C):
0
Mentalism
Pr
+4
+4
+0
+8
Full Block (4 AP):
0
Physical
Co
+5
+4
+0
+9
Fear
SD
-1
+4
Quickness DB:
+24
Other DB:
Passive Dodge:
+4
Passive Block:
Partial Dodge (C):
+18
Full Dodge (4 AP):
+37
Total w/o shield:
Total w/shield:
Skill Category / Name Animal
Specialization
□
Animal Handling
Horse
+Pr
+4=7
1
+5
□
Riding
Horse
+Pr
+4=7
2
+10
6
+30
Prof
Awareness ■
Culture Ranks
Stats Ag+Em
In+Re
Perception
+SD
Battle Expertise
Stat Bonus
Total Ranks
Rank Bonus
Prof Special/ Total Bonus Knack Bonus
DP Cost 2/3
12
□□
17
□□
34
□□
10
□□
0-1=-1
1/2 +6
-
3/5
□
Maneuver in Armor
-
2
+10
□
Subduing
-
3
+15
15
□□
4
+20
29
□□
4
+20
20
□□
39
□□
2/4
□□
3/4
Brawn □ □
Body Development
Co+SD
5-1=4
+Co
+5=9
Combat Expertise
-
Multiple Attacks
-
Combat Training ■
Melee
□
Unarmed
■
Ranged
Ag+St
4/6 3/5
6+2=8
Variable
+St
+2=10
4
+20
Sweeps & Throws
+St
+2=10
1
+5
Thrown
+Ag
+6=14
4
+20
Hafted
Total
+3
6-3=3
-1=-2
Special
78
+4
+5
15 +4
38
□□
Prof
Skill Category / Name Specialization Culture Stats Crafting Ag+Me
Stat Bonus
Total Ranks
Rank Bonus
2/3
Culinary
+SD
-1=5
1
+5
□
Drawing/Painting
+In
+0=6
2
+10
Metalcraft
+St
+2=8
2
+10
Ag+Qu
6+8=14
Gymnastic
DP Cost
6+0=6
□ □
Prof Special/ Total Bonus Knack Bonus
10 16 18
□□ □□ □□ 2/3
26
□
Acrobatics
+St
+2=16
□
Contortions
+SD
-1=8
□□
Jumping
+St
+2=16
□□
Me+Me
0+0=0
□
Lore □
Historic Lore
□
Materials Lore
2
+10
2/4
+Re
-1=-1
2
+10
Metal
+Re
-1=-1
2
+10
(topic)
□
Racial Lore
Sibbicai
+Re
-1=-1
1
+5
Racial Lore
Other
+Re
-1=-1
1
+5
□
Region Lore
(own region)
+Re
-1=-1
5
+25
Region Lore
(other region)
+Re
-1=-1
3
+15
Me+Me
-3-3=-6
Lore: Languages
□□
9 9 4 4
24 14
□□ □□ □□ □□ □□ □□ 2/4
18
□
Own Spoken
(language)
+Re
-1=-7
5
+25
□
Own Written
(language)
+Re
-1=-7
5
+25
□
Spoken
(language)
+Re
-1=-7
4
+20
□
Written
(language)
+Re
-1=-7
3
+15
8
□□
2
10
9
□□
37
□□
Medical
18 13
In+Me
0+0=0
Medicine
+Re
-1=-1
Movement
Ag+St
6+2=8
■
Climbing
+Co
+5=13
4
+20
+4
■
Running
+Co
+5=13
4
+20
+4
Swimming
+Co
+5=13
2
+10
Em+Pr
-3+4=1
□
□
Performance Art □
Acting
□
Music
37 23
+0=1
2
+10
+Me
+0=1
1
+5
Em+In
-3+0=-3
11
Charm
+Pr
+4=1
4
+20
+4
+5
Influence
Duping
+Pr
+4=1
4
+20
+4
+5
■
Social Awareness
+Em
-3=-6
4
+20
+4
■
Trading
+Pr
+4=1
3
+15
+3
■ □
Ag+SD
□□
6
□□
30
□□
30 18
□□ □□
19
□□
25
□□
6-1=5
1/2
+In
+0=5
4
+20
Stalking
+In
+0=5
4
+20
Trickery
+In
+0=5
4
+20
Melee
□□
1/3
Influence
Ambush
□□ 2/3
+Me
Subterfuge
□□
1/3
■
□
□□
3/4
Singing
Social
□□
+4
29
□□
25
□□
29
□□
Technical
In+Re
0-1=-1
■
Locks
+Ag
+6=5
4
+20
□
Traps
+Ag
+6=5
4
+20
25
□□
Em+Me
-3+0=-3 2
+10
6
□□
Vocation □
Trade
Thief
+Re
-1=-4
1/2 +4
3/4
Before they are ready to start play, they will need to select languages and specializations for their lore skills, and pick their equipment. Julian will also have to pick Kirax’s spell lists (listed in Spell Law). Otherwise, they are ready to play.
79
ROLEMASTER UNIFIED Character Law
80
Chapter 3: Skills
ROLEMASTER UNIFIED Character Law
81
3 . S k ills A character is largely defined by his skills, which define what he knows and how well he knows it. Skills can be practiced and improved upon over time, although they eventually reach a point of diminishing returns where they receive smaller improvements for the same amount of work. Skills are listed according to thematic categories on Table 3-0a. All skills within a category (except for Combat Training and Spellcasting) have the same Development Point cost, category stat bonuses, and often a shared method of resolution. In addition to the category stat bonuses, each skill has its own stat which is also added to the skill total (e.g. Animal Handling adds the Agility and Empathy stat bonuses for the category in addition to Presence for the skill). Some
skills require specialization when they are developed, which can be developed for multiple specializations (e.g., ‘Riding’ is developed as ‘Riding: Horse’ or ‘Riding: Giant Eagle’ and each one is learned as if it were a separate skill). The included skills are those that will be common across most campaigns. Some settings may have new skills, or not use others, most commonly among the Crafting and Lore categories where crafts, languages and lores will draw heavily upon the setting and environment. The skills themselves are not intended as a complete or exhaustive listing; however, the categories are general enough so that any new skill can be added to an existing category.
Table 3-0a: Skill Summary
ROLEMASTER UNIFIED Character Law
82
Category
Stats
Animal
Ag+Em
Awareness
In+Re
Skills Animal Handling** [Pr], Riding** [Pr] Perception [SD], Tracking [SD]
Battle Expertise
-
Body Discipline
Co+SD
Maneuvering in Armor, Mounted Combat, Protect, Restricted Quarters, Subduing Adrenal Defense [Ag], Adrenal Focus [SD], Adrenal Speed [Qu], Adrenal Strength [St]
Brawn
Co+SD
Body Development [Co], Fortitude [SD], Weight-training [St]
Combat Expertise
-
Blind Fighting, Disarm, Footwork, Multiple Attacks, Reverse Strike
Combat Training
Ag+St
Melee Weapons** [St], Ranged Weapons** [Ag], Shield [St], Unarmed** [St or Ag]
Composition
Em+In
Illusion Crafting [Pr], Musical Composition [Pr], Writing [Re]
Crafting
Ag+Me
Culinary [SD], Drawing/Painting [In], Fabric Craft [SD], Leathercraft [SD], Metalcraft [St], Stonecraft [St], Woodcraft [SD]
Delving
Em+In
Attunement [Pr], Runes [Pr]
Environmental
In+Me
Navigation [Re], Piloting** [Ag], Survival** [Re]
Gymnastic
Ag+Qu
Acrobatics [St], Contortions [SD], Jumping [St]
Lore
Me+Me
Creature Lore** [Re], Historic Lore** [Re], Language** [Re], Materials Lore** [Re], Racial Lore** [Re], Region Lore** [Re], Religion/Philosophy** [Re], Spell Lore [In]
Magical Expertise
-
Grace**, Spell Trickery**, Transcendence
Medical
In+Me
Herbalism [Re], Medicine [Re], Poison Mastery [Re]
Mental Discipline
Pr+SD
Control Lycanthropy [SD], Meditation [SD], Mental Focus [SD]
Movement
Ag+St
Climbing [Co], Flying [Co], Running [Co], Swimming [Co]
Performance Art
Em+Pr
Acting [Me], Music** [Me], Stage Magic [Ag]
Power Manipulation
R*+R*
Channeling [SD], Directed Spell** [Ag], Power Development [Co], Power Projection [SD]
Science
Me+Re
Architecture [Re], Astronomy [Re], Engineering [Re], Mathematics [Re]
Social
Em+In
Influence** [Pr], Leadership [Pr], Social Awareness [Em], Trading [Pr]
Spellcasting
R*+R*
Magical Ritual** [Me], Open** [Me], Closed** [Me], Base** [Me], Arcane** [Me], Restricted** [Me]
Subterfuge
Ag+SD
Ambush** [In], Concealment [In], Stalking [In], Trickery [In]
Technical
In+Re
Locks [Ag], Mechanics** [Me], Traps [Ag]
Vocation
Em+Me
Administration** [Re], Service** [Pr], Trade** [Re]
R* indicates the character's Realm stat: Empathy for Essence, Intution for Channeling, or Presence for Mentalism ** These are skills that are specialized (e.g., taken for a specific creature or type of weapon)
Developing Skills Characters receive 60 Development Points (DP) to spend each level, beginning at level 1. At lower levels additional bonus DP may be available according to one’s race (Section 2.2). The cost of developing a skill is determined by the character’s profession (Section 2.4). It is a basic premise of Character Law that the early years in which learning patterns are formed, prejudices established, and attitudes molded are more important than a few years of study and travelling; therefore a character’s skill rank in an area never affects the cost of improving that skill. A Magician who has become a near expert with a sword is still a Magician and must pay more to increase his skill with a sword than a neophyte Fighter. Every character is capable of learning any skill, but those that do not come naturally require more time and effort to master. Skills are presumed to derive from study and experience over time. Characters do not advance a level and then suddenly require time to learn skills; rather, learning is a continuing process. Depending on the skill and the circumstances, the GM may require access to a teacher, books, or other learning aids. Many GMs may especially wish to use such requirements to limit the learning of spell lists (see Spell Law). Skill costs are given for each profession (Section 2.4). Each skill is listed with two costs separated by a slash (e.g., “5/7”). The first cost is the price in DP for learning a single rank of a skill at a given level. The second cost is the price in DP for learning a second rank during the same level. No more than two ranks of a given skill may be purchased each level. Some skills have specializations that are listed at the end of the skill description. The skill is learned in one of these specializations and multiple specializations may be taken at the same cost, just as if they were different skills. Example: Kelgryn’s cost for Riding is 2/3, so he learns one rank in Riding: Horse for 2 DP. If he also wants to develop one rank in Riding: Giant Eagle, this will also cost 2 DP. So, if he learns both, the total cost is 2 + 2 = 4 DP. However, if he wants to develop two ranks in Riding: Horse, it would cost 2 DP for the first rank and 3 DP for the second, for a total of 5 DP.
Intense Training A character may wish to focus intently and train in one specific skill in order to learn it faster than normal. A fighter may wish to learn a new weapon at high level, or a magician may find a new spell list. The GM may allow this, although he may require that the character have access to special facilities or a teacher (e.g., focused research in a library). The skill is then developed using the 2nd Development Point cost for all further ranks taken that level. No more than one skill each level should be allowed to develop rapidly. Furthermore, a character cannot rapidly develop a skill if he already has ranks equal to twice his level or more (e.g., a Level 5 thief cannot rapidly develop his short sword skill past 10 ranks). Lore skills (including Languages) are exempt from this limit. Example: Kelgryn decides he wants to develop 3 ranks in Riding: Horse. The GM allows it since Kelgryn is currently immersed in a riding culture and is using a horse to travel the area. His cost for Riding is 2/3, so he pays 2 DP for the first rank and 3 DP each for the second and third ranks, for a total cost of 2 + 3 + 3 = 8 DP.
Skill Bonus A character’s skill bonus is the sum of learned ability, innate characteristics, and other special modifiers. While some skills use this bonus in different ways, in most cases the total skill bonus is used as a direct modifier to maneuver rolls which are categorized by difficulty and can also be modified by situational factors, such as injuries, lighting, or terrain. Some skills will also use the number of skill ranks for certain uses of the skill. Total Skill Bonus = Rank Bonus + Knack + Profession Bonus + Stat Bonus + Special Modifiers
Rank Bonus: Determined by the number of ranks in the skill (Table 3-0b). Knacks: Every character has an exceptional personal gift in two skills (each a fixed +5 bonus) selected from a list based on their profession (Section 2.4). Profession Bonus: Each character gets a bonus of +1 per rank in 10 skills chosen from a list of skills determined by the character’s profession. Stat Bonus: Each skill gains a bonus from the two stats associated with the skill category and a third stat dependent on the skill itself (with the exception of the Battle Expertise, Combat Expertise, and Magical Expertise skills which use no stats).
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Table 3-0b: Skill Ranks
Rank 0 1 - 10 11 - 20 21 - 30 31+
Bonus -25 +5/rank +3/rank +2/rank +1/rank
Special Modifiers: Individual skills may have additional modifiers given in the description. Talents may also apply special modifiers to skills in some situations (Chapter 4). With no ranks, the character is assumed to be untrained, with a modifier of -25, which is eliminated by the development of the first rank. All other modifiers for rank are cumulative. The first 10 ranks are worth +5 each, the next 10 ranks add +3 per rank, the next 10 ranks after that add +2 per rank, and all ranks beyond the first 30 provide +1 per rank. The progression is summarized in Table 3-0b. Example: Mokosha has 37 ranks in Riding. A skill with 37 ranks has a skill rank bonus of 10 ranks x 5 = 50, plus 10 ranks x 3 = 30, plus 10 ranks x 2 = 20, plus 7 ranks x 1 = 7. 50 + 30 + 20 + 7 = +107 total skill rank bonus. Her Ag+Em+Pr total bonus is +10. Riding is one of her professional skills, so she gets +1/rank (to 30 ranks max) or +30. She also took a Knack in Riding for +5. She has no talent that applies to riding, her quarterhorse offers a +10 bonus and her saddle and tack are not special enough to warrant a bonus. This makes her total bonus 107 (ranks) + 10 (stats) + 30 (Professional Bonus) + 5 (knack) + 10 (quarterhorse) = +162 for the Riding skill.
Similar Skills
ROLEMASTER UNIFIED Character Law
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It often arises that a character does not have the skill required for a given maneuver. A combatant may find himself with a weapon he has not used, trying to recall information he may have picked up learning other lores, or attempting a new craft which is similar to a known craft. In these cases, the GM will decide how similar the skill is based on the current situation. This can vary greatly, and players may come up with novel uses for skills in a scenario. Similar skills are not restricted to replacing unknown skills. A character may be so good in a similar skill that he is better using that skill as a similar skill than the actual skill. However similar skills only impart bonuses, they never grant any ranks in any similar skills, even for skills where
the number of ranks is important (e.g., Shield, Ambush, spell lists). The similar skill is used in place of the original skill, with a penalty based on the relationship of the two skills, and how similar the GM determines them to be, as shown in Table 3-0c. A maneuver can be considered as made up of techniques used (e.g., swimming strokes, meditation, swings and parries) and a focus or subject (e.g., a horse, the environment, or a blade). A modifier applies based on three categories of similarity. • Very Similar (0) skills are those that have significant overlap in techniques to be used as well as a similar focus. • Similar (-25) skills are those that share either the same techniques or the same focus. • Slightly Similar (-50) skills are those that have little overlap in techniques and/or focus. A few specific and general examples follow of how to use these guidelines to decide on appropriate penalties for similar skills. Some of the examples may seem absurd (e.g., using Region Lore to swim), but they demonstrate the flexibility of these simple rules. Players often make decent arguments for why a skill may be applicable in a given situation. Table 3-0c: Skill Similarity Skill relation
Penalty
Same skill, different specialization
-25
Same category, different skill
-50
Different category
-75
Similarity Very similar
Penalty 0
Similar
-25
Slightly similar
-50
Example: Garath is a virtuoso with a hand axe (hafted weapon), but has never picked up a long axe (greater hafted weapon) before. Since they are both specializations of the same skill (melee) the penalty starts at -25. The hand axe and long axe are both hafted weapons, and both utilize swinging attacks using a similar motion, so would be very similar (0 for total of 25). A hand axe and a scimitar on the other hand are both bladed weapons but use different methods of attacking so would be similar (-25 for total of -50). A hand axe and spear would be only slightly similar (-50 for a total of -75) since there is little similarity between the techniques or the type of weapon.
Example: Volosha is an accomplished rider, with +80 in Riding: Horse. However, in the desert where she has found herself, there are nothing but camels. These are different specializations of the same skill so the penalty is -25 to start. The GM decides the techniques are the same and the camel, being a domesticated four-legged land beast, is similar to a horse making the skills very similar. The total penalty is a -25. A giant eagle would be similar (-25 for total of -50), while a dolphin would be slightly similar (-50 for total of -75) since the animals are nothing alike and the techniques only overlap marginally. Example: Torsk-krift finds himself in the river when his boat has capsized (due to foul play). Fortunately, he is holding onto the boat moving downriver, but unfortunately he does not know how to swim. The player asks if Torsk-krift can use his Region Lore skill to get to safety. After all, he knows the river well and although he cannot swim, he might know which part of the river may be shallow enough to push off from the boat and wade to shore. The GM allows it and assigns a penalty of -75 for being in different categories, and a -25 for being similar (he knows about the river, but Region Lore imparts nothing about swimming techniques). The total penalty for trying to use Region Lore to ‘swim’ is -100.
Complementary Skills Complementary skills are skills that work together. This could be a single character that has multiple skills that are applicable to a task, or multiple characters may work together to attempt a task. The GM determines what the primary skill is, and its bonus is used in full. The number of ranks in the first complementary skill (or character) are added, and the ranks of each additional complementary skill (or character) the GM allows is further halved (the 3rd is one-half, the 4th is one-quarter, etc.). The GM is the final arbiter here, and if in doubt or dispute, the default answer as to whether a second skill or character can be used to boost another skill is “no”. Sometimes working together is not about collaboration to improve one’s chances, but rather is about shortening the time needed to perform a task. A group of soldiers may spread out to find something, or a group of cooks may want to put together a 5-course meal. The Gamemaster will assign a difficulty based on the task and situation, and a maneuver using the average skill bonus of all involved is made. Having an effective leader can help a group work more efficiently, thus if there is an acting leader he may add his ranks in his Leadership skill.
Example: Perception and Tracking are in the same category, but different skills, giving a -50. They share virtually the same techniques, as well as a similar subject (the environment). The total penalty to use Tracking in place of Perception, or Perception in place of Tracking, would be -50. Example: A skilled horse rider would know something about handling horses, even if he has not taken skill in Animal Handling. Since they are different skills (-50) but share a subject (horse) and techniques (in controlling the horse), the penalty would be -50. Example: Locks and Traps are two different skills (-50), but some traps may share a lot of similarities with locks. Traps that are embedded within locks use similar mechanics, and similar techniques for disarming them, and would be considered very similar giving a total penalty of -50. However, a pressure plate trap is not similar and therefore would only be considered similar (-75), or even just slightly similar (-100) depending on the mechanism and access to it.
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Example: Roza has a Perception bonus of +90, and is looking for concealed traps as she walks up the corridor. Roza also has 12 ranks in Technical (Traps) with a +80 bonus. The GM decides that Roza’s familiarity with mechanical traps will help her in locating concealed traps, so allows her to add her ranks in Traps as a secondary bonus to her perception. Her skill bonus in Traps is not used. Thus her total bonus is 90 + 12 = +102. Roza’s player argues that since she has 10 ranks in Region Lore for the area she is in, that she should get another 10 ÷ 2 = +5 bonus, but the GM rules that knowledge of a large region is not going to be helpful in this case. Example: Roza has a perception bonus of +90, her friend Borlo has a perception of +70, and Borlo’s sister Kamina has a perception bonus of +75 and 10 ranks of leadership. The three friends are attempting to find a key that was thrown into the large, overgrown yard in front of an old house, and the GM states that it would take one person 30 minutes to search the whole yard. Working together, they can search the area faster, Kamina splits up the work and coordinates the effort (putting her leadership into play) and they begin to search. The average of their perception bonuses is (90 + 70 + 75) = 235 / 3 = 78 and adding Kamina’s 10 ranks in leadership gives 88. Just one perception maneuver is made at +88. It would take one person thirty minutes to search, so for three it takes just 10 minutes (30 / 3 = 10), so they get one perception maneuver at +88 for every 10 minutes they spend searching. The GM decides this will be resolved as a Percentage Maneuver, since the key is definitely there in the long grass, and will eventually be found if they keep looking.
Conflicting Skills
ROLEMASTER UNIFIED Character Law
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Conflicting skills are when two characters are working in opposition and in order for one to succeed, the other must fail, and vice versa. This covers cases such as a character using Stalking to avoid a character using Perception or two characters arm wrestling. Conflicting skills may be resolved as either Absolute Maneuvers or Percentage Maneuvers. In both cases, the GM will declare one character to be active and the other to be passive. Both make maneuver rolls as normal. All modifiers (including difficulty) that might affect either character should be considered, and all should modify only the active maneuver roll.
Example: Taor is trying to sneak out of the dim and shadowy Rusty Nail tavern at closing, but the barmaid is looking for him to pay his tab. Stalking is the passive action while Perception is the active one, since ultimately the result of the Perception maneuver will determine Taor’s success or failure. Because of the shadows, it is easier to stalk and also harder to perceive, but the penalty should be applied only once, to the active (Perception) roll.
Absolute Maneuvers are resolved by giving the active character a modifier to his maneuver roll equal to 100 minus the final result of the passive character. The modifier could be positive or negative. Example: Arlaina is trying to sneak past a guard. The guard has been on duty for 6 hours, and the packed dirt of the ground makes little noise so the GM decides on a base difficulty of routine, or +30. Arlaina rolls a 34 + 70 (Stalking skill) + 30 (routine) = a final result of 134. The guard has a Perception bonus of +45, and the GM assigns a -20 penalty due to the shadows. He also has a penalty of 100-134 = -34 due to Arlaina’s Stalking result. He rolls a 60 + 45 – 20 – 34 = 51. The guard fails to see Arlaina as she sneaks past.
Example: A couple of hours later, Arlaina attempts to sneak back past the same guard station. There are now two guards present: the same guard as before and a new guard taking over. The GM judges that two guards are a little harder to get past, but they are somewhat distracted by the shift change, so he leaves the stalking difficulty at routine. Arlaina rolls 27 + 70 (skill) + 30 (routine) = 127. The first guard rolls 65 + 45 (skill) - 20 (shadows) - 27 (Arlaina's success) = 63 and again is unaware of the intrusion. The new guard is an Elf, whose Nightvision allows him to see in the shadowy light without penalty. He rolls 71 + 48 (skill) - 27 (Arlaina's success) = 92. Partial success means that the new guard has not spotted Arlaina, but gets a sense something is out there. He asks the other guard, "Did you hear something?" WIth the guards on alert, the GM rules that if Arlaina wishes to continue, her difficulty will increase to a light (+10) Stalking maneuver.
Skills as ‘Lores’ Although there is a category of skills called ‘Lores’ that covers knowledge of particular subjects, any skill can be treated as a ‘Lore’ skill. This is not treated as a similar skill, rather the type of information gleaned will be based on the skill used rather than what may be learned from the usual Lore skill. The GM is the ultimate arbiter if a non-lore skill can be used to glean information in the given situation. The type of information gleaned will be completely in the context of the skill being used. Crafting or weapon skills may be used to assess item or weapon quality but not necessarily the local market value. Skill in the Fire Law spell list may be used to evaluate magical fire, or Cooking may be used in place of Region Lore to recall if the upper class like or dislike broiled meat in this country.
3.1. Animal [Ag+Em] Animal skills are any skill that involves interaction with or control of animals or beasts. The maneuver may be an Absolute Maneuver (e.g., making a mount approach a larger beast, training a dog to roll over) or a Percentage Maneuver (most often used for movement while riding), with modifiers given. The difficulty of an Animal maneuver depends on the complexity of the desired maneuver (e.g., trained behavior, movement action, or communication) and the degree to which the animal naturally wants to perform it (e.g., natural horse actions include walking, eating, and drinking). The appropriate animal skill (i.e., Riding while mounted and Animal Handling otherwise) is also used in place of Leadership for Fear Resistance Rolls and rallying frightened animals (Section 14.3).
Table 3-1: Animal Maneuvers Roll
Result