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MERP Skill tables

MERP Skill tables

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Published by donmarcos36
MERP Skill tables which can be used for Rolemaster as well
MERP Skill tables which can be used for Rolemaster as well

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Published by: donmarcos36 on Feb 02, 2013
Copyright:Attribution Non-commercial

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05/02/2015

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24
Skills Tables
ATHLETIC SKILLS BEAST MASTERY BODY DAM. STABILIZATION
Your landing was completelywrong. You crush your anklesupon impact with the ground.You won’t try again for 1D10days min.Spectacular failure - Animalwhich you are trying tocommunicate with attacks you.You are stunned for 20rnds.You will not attempt this skillfor 1D10 days due to low self-esteem.Spectacular failure - Your templesbulge, sweat rains upon your body,respiration slows to a halt and yourealize at the moment of your deaththat you have made the last mistake of your life. Death is your last reward.
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or down:BLUNDERMental Blackout. Reorientate: if successful, attempt a safelanding. If unsuccessful, check the fall/crush damage.Lose mental concentration.Animal is disorientated andflees at best possible speed.You are stunned for 10 rnds.Any other static action in next10 minutes (60 rnds) will fail.The last blow stunned you worst thanyou imagined. Any action on yourpart during the next 10 minutes (60rnds) will fail. Good luck.
-25
to
04:
ABSOLUTEFAILUREYou have failed, but areuninjured - you won’t try againfor at least 1 day.You have failed. You may nottry again for 1 day. Animal stillthere, if carnivore or omnivore.All herbivores will wander off,realizing that trying tounderstand the antics of alunatic is fruitless.You strive for complete control overyour body, but the agony of yourwounds denies you this last simplepleasure. Unless you receiveimmediate attention from someoutside source, you will probably diefrom your wounds.
05
TO
75
:FAILUREYou are on your way. Try again. Your animal is still there. Youmay try again.You just manage to hold on. Bodyfuctions are slowed. Bleeding isslowed by 2 per round.
76
TO
90
:PARTIAL SUCCESSYou have made it half way. Rollagain and add +20 to your nextroll.Your animal has stoppedmoving, looking slightlypuzzled. Try again, but add+20 this time.As you gain confidence, your mentalcontrol over your body functionsincreases. Bleeding is slowed by half or 4 per round, whichever is greater.
91
TO
110
:NEAR SUCCESSYou made it!!!!! You have influenced youranimal and may communicatewith it.You have perfect control over yourbody. All bleeding is stopped.
111
TO
175
:SUCCESSAs long as you do this skill thesame way you just did this oneand conditions remain the sameor are better, you willautomatically make this skill thenext time you try it.Not only did you influenceyour animal, but you havemastered it. Receive a +50bonus on influencing it untilyou do something to cause itlose confidence in you.You have mastered the control overyour body. You not only stop allbleeding, but your healing rate isdoubled until you come out of theBody Damage Stabilization Trance.
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UP:ABSOLTESUCCESSBL - Body length of individualmaking the jump:Broad jump Pole vaultingRun. Standing High x WideBLx1 BLx0.5 R 4’x4BLx1.5 BLx0.7 E 6’x6’BLx2 BLx0.9 L 8’x8BLx2.5 BLx1.1 M 10’x10’BLx3.0 BLx1.5 H 15’x15’BLx3.5 BLx2.0 V 20’x20’BLx4.0 BLx2.5 E 30’x30’BLx4.5 BLx3.0 S 40’x40’BLx5.0 BLx3.5 A 50’x50’|difficulty (first letter)-30 Carnivore+30 Herbivore+00 Omnivore-50 Non Intelligent-10 Low Intelligent+00 Animal Intelligent-20 Wild/Untamed+30 Befriended since birth-10 Amphibians (all)-50 Insects-20 Birds-20 Fish-20 Sea Mammals+10 Canine (dogs, wolves)-10 Feline-10 Mollusca-10 Seprentine-10 Lizards+50 Simians (apes)+00 Ursine (bears), Swine,Rodents, Pachydermi(elephants), Equine, BovineNOTE: Communication withanimals is limited to ver basicconcepts such as food, enemy,follow, attack, etc.Routine - Practicing BDS transEasy - Bleeding 1/rndLight - Bleeding 2/rndMedium - Bleeding 3/rndHard - Bleeding 4/rndV. Hard - Bleeding 5/rndE. Hard - Bleeding 6+/rndS. Folly - One limb amputatedAbsurd - Two limbs amputatedSPECIALMODS
 
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ACADEMIC SKILLS CONTROL LYCANTROPY DIVINATIONS
Spectacular failure - yourmind has gone completelyblank. Memory loss isrecovered slowly over next1D10 days.Spectacular failure - the change isnot controlled. You are at -30 inall future attempts to control thechange due to loss of confidencein your abilities. Confusion reinsfor 1D10 rnds.Spectacular failure - Grand delusionstupefies you beyond belief and leavesyou unable to speak of the great wonderyou have just seen. You are at -70 for 10days as you recover.
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or down:BLUNDERYou have complete memoryloss on the subject. Any staticmaneuver taken in next 10minutes (60 rounds) is afailure.You didn’t even slow the change.You are at -10 in all futureattempts to control the change dueto loss of confidence in yourprowess.Divination produces unexpected sideeffect. Numbing spreads throughout yourbody. Incompetence rules the day. Youare at -30 for the next 1D6 days for allsocial activities, until numbness leaves.
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04:
ABSOLUTEFAILUREYou have failed. Don’t recall athing. Try again in 1 day.The change wins the battle forcontrol once again.Your prediction is a failure. Currentlyyou don’t know why the divinationdidn’t work. You may try again in 24hours.
05
TO
75
:FAILUREYou remember enough to bedangerous (the main points butnone of the details). You areunaware that you might havemissed something. You maytry again in 1 hour.You manage to slow the change,giving you another chance to winthe battle for control. Try again.Well at last you have some clarity on thesubject at hand. You have been able toget the main gist, but the finer detailsescape you. Try again in 1 hour.
76
TO
90
:PARTIALSUCCESSThe topic is remembered withsome clarity. Major points andsome details are recalled, butthe finer points are just notthere. You are aware that youdon’t have it all. Try again in 3rnds.You have temporarily stopped thechange. Try again with a +10 tosee if you can win the battle forcontrol.You learn much of the divination. Youare aware that you missed something andmay try again after 3 rounds of furthercontemplation.
91
TO
110
:NEAR SUCCESSYou gain total recall of whatyou had memorized.Well done. You have won thebattle for control and the changehas been stopped completely.You gain full insight to the divination.
111
TO
175
:SUCCESSYou are able to get total recall,and if aplicable, photographicmemory of your informationand gain a major insight to itshidden meaning or otherimportant conclusions (if any).You have total control of change(you can stop, cancel, or arrest itas a partial change). Gives you aone time permanent of +30. Alsogives a +10 which is only used tonegate the negative bonus thecharacter has cumulated duringpast endeavors.You have seen the divination in itsentity. You are aware of all the pertinentinformation about the divination andhave some ability to use thisinformation.
176
UP:ABSOLTESUCCESS-5 per week in past that theitem was memorized orviewed+30 Commited to memory-10/+10 Impact on individualGM determined: none -10,greatly +10.full moon -100half moon -50new moon +0no moon +0stop change -25start change +0day break +100daylight outdoors +50daylight indoors +25daylight underground +10have taken hits -25have taken a critical -50see a friend wounded -25see a friend killed -50Past Future12 h 10 minutes Rout.1 day 30 minutes Easy1 week 1 hour Light2 weeks 6 hours Med.1 month 12 hours Hard3 months 1 day V.Hard6 months 1 week E.hard1 year 1 month S.folly1 year+ 6 months AbsurdMajor influencing factor upon the past+10Minor influencing factor upon the past-10Major influencing factor upon the future-30Minor influencing factor upon the future-70SPECIALMODS
 
26
FEAR REACTION JUGGLING MIMICRY
Spectacular failure - your heartseizes up and refuses to beat. Thefear is released as you tumble downand fall into a coma for 1 month.Fear hath done thee in.Spectacular failure - You dropevery object, and if the object isbreakable, it breaks/shatters, inadition to hurting yourself with theobjects (if possible). Can’t tryagain until circumstances change.You fail spectacularly. Your voicesqueaks and maintains that highpitch for 1D10 days, giving you a -50 to all social and linguistic skillsduring this time.
-26
or down:BLUNDERFear speaks and controls your verysoul. You demand your feet to flee,run from this place, but alas, theymove not. You can only stand,staring out into space for next 1D6turns before collapsing.Lose of mental concentration andobjects one by one crash to theground. Any further attempt in thenext 10 minutes (60 rounds) fails.Utter and complete mental lapse.Any static actions attempted duringthe next 10 minutes (60 rounds) willresult in failure.
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to
04:
ABSOLUTEFAILUREAs fear washes over your being,you turn and run at best possiblespeed from the source of the fear,stopping only when completelyexhausted.You have failed and lookedextremely clumsy. You can tryagain in 1 day.Ludicrous failure. You may not tryagain until tomorrow.
05
TO
75
:FAILUREUnnerved, you back away untilfreed from the tentacles of fear.You are limited to only 20% of your normal action until out of theinfluence of fear or reroll in oneturn. Of course, you may tur n andflee.You have dropped 1 item. Tryagain in 1 hour after contemplatingthe situation.You managed to copy about 20% of the new sound. Try again in 1 hour.
76
TO
90
:PARTIALSUCCESSFear slaps you in the face andleaves you with only ½ of theround to act. You may try againafter 3 rounds of trying to get ahold of yourself. However, fleeingmay be a viable option.Imperfect technique results in 1object being out of position whichcauses a near fumble. Try againwith +20.Half way there. Sound is comingaround. Try again with +20 bonus(non-cumulative).
91
TO
110
:NEAR SUCCESSThough fear shivers in your veins,you steel yourself and operatenormally.You did it!!!!!!!! You got it!!!!!!!!
111
TO
175
:SUCCESSYou luagh in the very face of fear.You get +20 bonus for all actionsin the next minute (6 rounds), as atremendous adrenal high pumpsthrough you.You make it look easy. Anytimeyou juggle this exact combination,and conditions remain the same,you get an additional +75 bonus.You have done so well, that any timeyou use this exact sound you do itautomatically.
176
UP:ABSOLTESUCCESS+5 for each time you havesuccessfully faced thistype of fear-5 for each level of fear (6
th
level fear = -30)-30 if touching an object whichradiates fear-10 if withinh 10’ of objectwhich radiates fear+5 if within 100’ of objectwhich radiates fear+/- targets Self DisciplineBonus Modifier2 objects - Routine3 objects - Easy4 objects - Light5 objects - Medium7 objects - Hard9 objects - Very hard10 objects - Extremely hard11 objects - Sheer Folly12 objects - AbsurdIrregular shaped objects -10Objects are sharp -20Objects are different -30+20 One note or tone-10 Multitone sounds (birdtrilling, oscilating sound)-20 Comprehensive words-20 Immitate another’s vocalpattern-30 Multisided conversationSPECIALMODS

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