game introduction & character creation guidelines

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Game Introduction & Character Creation Guidelines for the World of Nytheun for use with Rolemaster RPG

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  • Game Introduction & Character Creation Guide

    1.0 Abbreviations used in this Guide

    RM2 Rolemaster 2 - the 1989 release of Rolemaster.

    RMC Rolemaster Classic - the 2007 re-release & update of RM2.

    RMX Rolemaster Express - simplified RMC rule set designed for quick & easy

    play.

    RMSS Rolemaster Standard System - Mid 90's version of Rolemaster. RMSS is a

    very different game to RM2/RMC in many respects.

    SM2 Space Master 2 - RMs Sci-Fi sister product. SM2 follows the same rule set

    as RM2 & the two products are compatible.

    ChL&CaL Character Law & Campaign Law - Game System Rule Book

    AL&CL Arms Law & Claw Law - Combat System Rule Book

    SL Spell Law - Magic System Rule Book

    RMCx Rolmaster Companion x - x representing the Volume number (from one to

    seven) of the Companion. Example: RMCII - Rolemaster Companion II

    C&Tx Creatures & Treasures. RMs beast & treasure compendiums. x represents

    the Volume number (from one to three). Example: C&TI - Creatures &

    Treasures I.

    EC Elemental Companion. RMs definitive tome on Elemental Magic &

    Creatures.

    SUC Spell Users Companion. Optional rules & spell lists for Spell Users of all

    realms.

    AlcC Alchemy Companion. RMs definitive tome of Alchemy & Item Creation.

    OrC Oriental Companion. Optional rules & professions with an Oriental flair.

    SeaL Sea Law. RMs Marine vessel rule book

    WL War Law. RMs Mass Combat System

    PC Player Character

    NPC Non Player Character

    OB Offensive Bonus

    DB Defensive Bonus

    AT Armour Type

    MM Movement Maneuver Bonus

    SM Static Maneuver Bonus

    SP Special Skill Bonus

    RR Resistance Roll Bonus

    DP Development Points

    XP Experience Points

    ExhP Exhaustion Points

    PP Power Points

    TP Training Package

    Ess Essence

    Chan Channeling

  • Ment Mentalism

    2.0 Some Things To Keep In Mind For Character Creation

    We will be using the full scope of the Core Rolemaster rule set, along with a number of

    optional rules from the old RM2 Companion books (these were books released in th late 1980's &

    early 90's which expanded RM in a number of different ways). I have provided you with RMX

    (Rolemaster Express) because it is the best summation of the Rules for beginners that I have found.

    But there are a number of things we will be adding to the basic rules of RMX. What follows are

    some of the details of the rules we will be adding.

    2.1 Races

    First off, more then four races will be available for Player Characters. If you have read the

    Beginners Guide To The World Of Nytheun you would have quickly realized that there are more

    then just Common Humans, Dwarves, Wood Elves & Halflings populating the world. Because this

    campaign is set in the Grand Duchy of Ravenstone, players may choose from the following list of

    available PC Races found in the Grand Duchy:

    Race Nytheun Culture RM Book Rarity In

    Ravenstone

    High Elf Iperatesi Chl & CaL Common

    Grey Elf Ronith RMCI Rare

    Wood Elf Sosith Chl & CaL Common

    High Man High Erupuan Chl & CaL Common

    Mixed Man Lesser Erupuan RMCI Common

    Common Man One of the Pliac Nations Chl & CaL Common

    North Man One of the Hanoteac

    Nations

    RMCI Common

    Dark Tribes Raivarivar RMCI Rare

    Common Or Noble Oriental

    Man

    Zrilan OrC Common

    Dwarf Rhysemen Chl & CaL Common

    Halfling Rhphemen Chl & CaL Common

    2.2 Professions

    When it comes to professions, all of the professions listed in Rolemaster Companion 2

    (RMCII) are available - depending on Racial Restrictions. The following table lists the professions,

  • the Realm of Power, a short description & their suitability as a PC Profession rated from Rare; Poor;

    Fair; Good to Excellent.

    Profession Realm Description Suitability

    Alchemist Ess Creator of magical items Poor

    Animist Chan Nature based cleric Good

    Archmage Arcane* Powerful spell caster Rare*

    Astrologer Chan/Ment Information gatherer Fair

    Barbarian Arms Unarmoured warrior Good

    Bard Ment/Arms User of song spells Good

    Beastmaster Ess/Arms Animal master Good

    Burglar Arms Specialized thief Good

    Cleric Chan Religious priest Good

    Conjuror Ess Summoner of entities Fair

    Crystal Mage Ess/Ment Spell power from gems Rare

    Dancer Arms Entertainer Fair

    Delver Ess/Arms Information gatherer Fair

    Dervish Chan/Arms Uses dances & songs for spells Fair

    Druid Chan Woodland spell caster Good

    Fighter Arms Basic arms profession Excellent

    Healer Chan Healer who takes on the

    wounds of others

    Fair

    High Warrior Monk Arms Martial Arts zealot Good

    Illusionist Ess Creator of illusions Fair

    Lay Healer Ment Basic healing profession Poor

    Magician Ess Basic spell caster profession Excellent

    Mentalist Ment Master of mental spells Excellent

    Monk Ess/Arms Spell using Martial Artist Good

    Mystic Ess/Ment Deal with misdirection &

    illusions

    Fair

  • Necromancer Ess/Chan Summoner of the Dead Poor

    Nightblade Ment Magic using thief/assassin Good

    No Profession Arms/Any Generic Catch-All Poor

    Paladin Chan/Arms Holy Crusader Good

    Ranger Chan/Arms Wilderness Expert Excellent

    Rogue Arms Jack Of All Trades Good

    Runemaster Ess Master of scroll enchantments Good

    Sage Ment Academic magic user Poor

    Scholar Arms Academic Poor

    Seer Ment Prophet/Visionary Poor

    Shaman Chan Summoner of animal spirits Good

    Sorcerer Ess/Chan Powerful magic user Good

    Thief Arms Basic thief profession Excellent

    Trader Arms Merchant Fair

    Warlock Chan/Ment Powerful manipulator Good

    Warrior Mage Ess/Arms Good with magic & weapons Good

    Warrior Monk Arms Basic Martial Arts Profession Good

    Witch Ess/Chan Uses potions & demons Poor

    * Archmages draw their power from the Arcane Realm which was the only Realm of Power

    before Magic was split into the three Realms known today. As such, Archmages can learn spells

    from all three Realms & choose their Base Lists from the Arcane Spell Lists available in the various

    Companions. Due to the nature of their power, this profession is extremely rare. If a player wishes

    to play an Archmage, he/she will have to devise some special background to explain the source of

    the Mages knowledge of the Arcane.

    2.3 Stats

    The Statistic system outlined in RMX is quite simple & does not allow for much Character

    variation. As such, we will be using a modified version from one of the Companions. Each player

    will make ten D100 rolls. Any values below 50 can be re-rolled. Any roll of exactly 100 allows the

    player an extra roll. If this second roll is 90 or more, the player then makes the stat 101. Once each

    player has their list of 10 values, he/she will assign a value to each of the ten temporary stats. Next,

    each player should swap out the values of their Primary Stats for 90s. At this point, Stat bonuses can

    be calculated. To calculate Development Points (DP), take each value of Constitution, Agility, Self-

  • Discipline, Memory & Reasoning and divide them by 5. Add up the results and this is your DPs for

    this level.

    To determine Potential Stats, roll for each stat. If the value rolled is higher then the

    temporary stat, this is the value of the Potential. If the value rolled is the same or less then the

    temporary stat, then the potential stat is the same as the temporary stat.

    Finally, we will determine the PCs tertiary stats. Appearance (AP) is determined by making

    a D100 roll and adding the PCs PR bonus. Luck (LU) is a simple D100 roll. Rationality (RA) is

    the average of the PCs RE & SD. Finally, Will (WL) is the total of the stat bonuses (not the Stats!)

    Of PR, EM, IN, SD, RE plus the Resistance Roll bonuses for Essence, Channeling & Mentalism for

    the PCs Race. These Territary stats do not affect skills but are used in certain game situations to

    help determine outcomes.

    2.4 Background Options

    Each PC will have a number of Background Options that are determined by their Race.

    Players may use these Background Options on any of the ChL&CaL Background Tables or the

    Background Tables in RMCI. In the case of the RMCI Background Tables, a Player must choose

    either the Arms or Magic Table & can (only once) spend two Background Option Points to receive

    three rolls on the Table.

    Players will then roll on the Social Standing Table in RMCIII to determine their Social Status

    within their culture as well as their starting money to purchase additional goods & equipment.

    A Player may opt to also make a roll on the Idiosyncrasies Table (section 9.2 of Cyberspace)

    to further spice up their PCs background & personality.

    2.5 Skills

    Again, we will be using the entire skill set from RM2 - the majority of which are summarized

    in Rolemaster Companion II (RMCII). Other skills are also available in later Companions as well

    as some of the other RM releases, such as Rolemaster Standard System (RMSS). If there is a skill

    that a Player thinks he/she will require during the game but is not covered in any of the

    RM2/RMC/RMSS products, the GM has the option of adding the skill to the list & determining a

    Skill Cost. However, the entire line of RM products cover just about ever imaginable skill one might

    need in a RPG.

    There is also the option of using the Training Packages (TP) from RMSS (without the

    Catagory ranks) if the Players are interested in them. Training Packages are packages of skills

    available for a set Development Point Cost (relative to the PC Profession) which represent some sort

    of Formal Training. Examples of TPs are City Guard; Con Man; Manipulator; Amateur

    Mage; &c TPs also have the advantage of giving the PC items relevant to the training as well as

    useful knowledge or contacts within the Game World. TPs are divided into two classes: Lifestyle

    & Vocational. A PC can only ever have one Lifestyle TP, whilst he/she may study as many

    Vocational TPs as the Player desires. Initially, Players can purchase a TP during their Adolescent

    Development (Level 0 Skill Development). Further TP purchases can be made only if the PC spends

    the allotted time in continuous training as indicated by the TP. This means no adventuring while

    learning the TP.

    TPs purchased in Adolescent Development will require that the Player explain the

  • Background of how their Character acquired this knowledge. Who was their teacher/mentor? How

    did the PC learn about the Training? How did the PC acquire any TP items or connections during

    the training? Was the PC a good student? There are TPs to be found in the RMSS rule book as well

    as a number of RMSS supplements & other sources. Players may pick TPs with the final approval

    of the GM.

    2.6 Final Character Preparation

    The final step of Character Preparation are is to total up all the bonuses from skills & abilities

    (OBs, DBs, MMs, SMs, SPs, RRs, &c). After this is complete, each player should create their

    characters family using the tables in RMCI. Finally, each player should choose their character

    motivation, alignment, any allegiances (religious, political or other) as well as any sort of character

    goals they wish to achieve.

    3.0 Game Play

    3.1 Arms Law & Claw Law

    We will be using every Melee & Natural Attack & Critical table available throughout

    AL&CL as well as all of the Companions. As such, we will also be using the full RM Armour Type

    System (ATs 1 - 20).

    3.2 Spell Law

    As with AL&CL, we will also be using the Spell Attack & Critical Tables available in SL

    as well as the Companions. We will also be using the full SL Spell System (i.e. Spells up to &

    beyond Level 50; Spell Learning System, &c). Spells offered in the Companions will also be

    available as per the normal SL rules.

    3.3 Other Game Play Notes

    All other game play will be refereed by the GM. If there are questions about the rules at any

    given time during game play, the appropriate section of the RM Material will be referenced & the

    GM will have the final decision on what will transpire.