Index
Designing a Character
(Player & GM Summary)
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Additions / Alterations
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Decide
in general what type of character you want to play.
Here are some examples and
combinations:
Non, semi or pure spell
user. Fighting, stealth, magic,
research or flawed.
Evil, Neutral or Good.
Headstrong, introspective, leader, ambitious or cowardly.
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Choose
a culture / race for your character.
Common Men
Wood Elves
Half-Elves
Common Orcs |
Mixed Men
Grey Elves
Dwarves
Greater Orcs |
High Men
High Elves
Halflings
Half-Orcs |
Common
/ Mixed Man cultures:
Urban Men
Rural Men
Hillmen
Woodmen
Nomads
Mariners |
Your
choices in this area will affect the following factors:
Stat
Bonuses, Resistance Rolls, Skill costs, Adolescence, Background, Healing,
physical appearance, languages
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Choose
a profession for your character.
Non-Spell Users:
Fighter
Layman
Rogue
Thief
Warrior Monk |
Hybrid Spell Users:
Healer (Chan & Ment)
Mystic (Ess & Ment)
Sorceror (Chan & Ess) |
Semi-Spell Users:
Paladin (Chan)
Ranger (Chan)
Dabbler (Ess)
Monk (Ess)
Bard (Ment)
Magent (Ment) |
Pure Spell Users:
Animist (Chan)
Cleric (Chan)
Illusionist (Ess)
Magician (Ess)
Lay Healer (Ment)
Mentalist (Ment) |
Your
profession dictates your prime stats. For
example a ranger’s prime stats are Intuition & Constitution, so
these stats would necessarily be high.
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Determine
you character’s realm of power.
Your
profession may also determine your realm of power automatically, but
non-spell users will have to choose one – Essence, Mentalism or
Channeling.
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Determine
additional base spell lists.
If you
are a pure spell user you choose four extra base spell lists from your
realm of power (Open & Closed Lists). These
spells can be developed at the same cost as your profession’s base
lists. See Spell Law for your base,
open & closed lists.
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Generate
temporary stats for your character. (p
53-54 RSR)
This is new to this version of Rolemaster.
You have 600 + 10*D10 points to assign to your ten stats.
You may assign them in any way you see fit, except that you must
have at least 90 in your two prime stats. This
allows far more diversification in characters than that allowed under the
old system, where more focus was placed on the character’s profession.
Agility
Constitution
Memory
Reasoning
Self-Discipline
Empathy
Intuition
Presence
Strength
Quickness
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Any stat you wish to
push above 90 takes exponentially more development points.
Development Points,
used to ‘buy’ skills, are obtained by taking the average of the
top five skills.
DPs = (AG+CO+ME+RE+SD)
/ 5, so bear this in mind when assigning your stats.
More DPs means more points to spend on skills. |
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Generate
potential stats for your character. (See
table T1.3 p 54 RSR.)
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Determine
your character’s adolescence skills.
(See p 55 RSR)
This includes Hobby Ranks, background options
and starting languages – based on race.
Hobby ranks are free ranks
but cannot exceed the number of ranks normally allowed in that level
progression. They can be used to
‘beef up’ skills that would be expensive to buy normally. For instance, a Thief’s skill cost for the Body Development skill
is 5/12 he could buy the first rank using DPs, but the second could be
bought using a hobby rank – effectively for free.
This reflects previous training he may have done as a hobby.
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Determine
your character’s background options.
(See Section 14 p 57 and Table T1.5 on p 58. RSR)
These provide you with
extra languages, extra money, extra stat gain rolls, special items,
special bonuses and talents. Talents
appear in A-5 p 255 RSR)
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Develop
your character’s apprenticeship skills and training packages. (p
59 RSR)
Taking the Development Points calculated in 6
(above).
This is where you assign skills and skill DP
costs based on profession, race and stat bonuses.
If you wish to develop a skill you must now develop ranks in that
skill category as well as the skill itself.
The rationale is that you should be able catch a ball if you can
juggle three of them. The new
version of Rolemaster has halved the skill progress, while at the same
time giving you double DP’s and halving the cost of a second or third
skill in that category.
DPs expended on Skill Categories do not gain
the same bonus as those expended on actual Skill Ranks. (See T2.2 p302 RSR)
Weapons are an exception, these have DP costs
associated with them but these can be moved around (but not changed) to
suit the player’s weapon preference.
Hit Points:
Hit points now come from the Body Development skill.
HITS = 10 + (2x CON Bonus) + SD Bonus + Prof Bonus + Skill Bonus
or, to put it another way HITS=10+Total Skill Bonus
Defensive Bonus:
DB = 3* (QUI Stat Bonus – QUI Armour Penalty)
PP = Skill Bonus total
Purchasing spells. It is now easier to get spells. As long as you have access to those lists you can learn as many as
you have DPs. But you pay for it,
past six lists and your DP cost starts to double and treble.
(p 60 – 61 RSR)
You must now buy each spell on a list.
It costs you the cost of a normal spell and only varies when more
than five are being allocated at once.
e.g.
Snarus, a 7th lvl Sorceror, has already gained quite a
few lists but he selects a few to develop all the way to his current
level. Checking with the chart
(T-2.4 on pg 61 RSR)
All
from own realm.
Base
List - Solid Destruction – can cast to lvl 5 – 4/4 is the cost to
develop to 7th lvl.
Base
List - Flesh Destruction – can cast to lvl 5 - 4/4 is the cost to
develop to 7th lvl.
Base
List - Fluid Destruction –can cast to lvl 3 – 3/3 is the cost to
develop to 5th lvl and then 4/4 is the cost to get to 7th
lvl.
Open
List - Lesser Illusions –can cast to lvl 6 – 4 is the cost to develop
to 7th lvl.
Closed
List - Lofty Bridge – can cast to lvl 3 – 4/4 is the cost to develop
to 5th lvl and then 6/6 is the cost to get to 7th
lvl.
Costing
a grand total of 54 development points.
If you wish to increase your stats you can
also spend DPs. For every 8 DPs you
spend you can take a stat gain roll.
Roll two dice.
A double < 6 is double that number and subtracted from your
temporary stat. A double > 5 is
double that number and added to your temporary stat.
Temp – Pot = Difference
Difference < 10 Add the lower of the two dice to the potential.
Difference > 10 < 20 Add the higher of the two dice to
the potential.
Difference > 20 Add the sum of the two dice to the potential.
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Determine
your character’s background.
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Determine
your character’s role traits.
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Outfit
your character.
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Total
your character’s penalties and bonuses.
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