game introduction & character creation guidelines
DESCRIPTION
Game Introduction & Character Creation Guidelines for the World of Nytheun for use with Rolemaster RPGTRANSCRIPT
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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
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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,
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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
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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-
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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
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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.