Professional Documents
Culture Documents
Issue #6
Q UARTERLY
June 2007
CREDITS
Author: Robert J. Defendi
Editing: Tim Dugger, Heike Kubasch
Pagemaking, & Layout: Tim Dugger
Artwork: Toren “MacBin” Atkinson, Peter Bergting, Mike
Jackson, Keirston Vande Kraats, Jeff Laubenstein,
Carisa Swenson, Colin Throm, Peter Villumsen
ICE STAFF
CEO: Bruce Neidlinger
President: Heike Kubasch
Editor/Jack-of-All-Trades: Tim Dugger
Pagemaking: Sherry Robinson
Web Master: Tim Dugger
Office Cats: Rajah, Pheobe, & Matsi
Rolemaster Quarterly Copyright © 2007 by Aurigas Aldebaran LLC. All rights reserved. No reproductions without
permission. Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville,
Virginia 22902. Web: www.harphq.com and www.ironcrown.com.
DEADFALL SPIKES
This is another simple trap, combining the deadly
force of potential energy with pointed implements. In this
trap, a quick-release tripwire is attached to ropes holding
a very heavy weight above. Attached to the bottom of this
weight are downward-facing spikes. When the tripwire
releases, the spikes plummet onto to head of the victim
with tremendous force.
This can be one of the more difficult traps to hide. If
the trapper finds a good place where he can string the
necessary rope and hide the deadfall in a canopy without
any sight lines, then this trap is a Medium Difficulty to
TECHNOLOGY
Many GMs make mistakes with the technology level of
ships in their game. Historically, ships used square sails and
sweeps (oars) until the invention of gunpowder. Gunpowder
allowed for cannons and cannons allowed for great damage
from a compact source. Sails evolved. More deck space
could be used for rigging. Ships became increasingly complex
until we had the Age of Sail ships we’ve come to know and
love from our Napoleonic war stories.
This doesn’t mean that you have to use medieval ships
in a pre-gunpowder society, it’s just that you need to think
WEATHER
The sailor is at the mercy of many things, but
nothing is so brutal, so deadly, or so unpredictable as the
weather. A dead calm can starve and dehydrate a crew. A
squall can snap spars and snarl rigging. The hurricane
can quickly kill an entire crew.
WEATHER BELT
The weather belt is a wide, comfortable. It is made
from dull black leather, worn at the edges. It’s fastened with
a brass buckle and has metal loops for hanging tools. It’s
not very useful for stringing through loops. Instead, it’s
worn over the pants to hold weapons and equipment. WISE MAP
This item has a few different powers. First of all, it This appears to be a simple parchment map, depicting
allows the character to sense the currents of the weather. A the land and sea features of the area in an artistic and
character wearing the belt can sense changes in air pressure, beautiful painted style. The only thing obviously strange
taste the charge of storms in the air. Sense the level of about the map is the position of the ship, which is clearly
moisture. After wearing this belt for one month, the marked in the center of the map. Features of the map
character gains a +50 bonus to their Weather Watching skill. sometimes seem to change slightly in the corners of one’s
In addition, the belt grants the character the ability to eyes, as if wind blows trees and the waters flow.
operate easily in adverse weather. They can move through This map is very simple in usage. It is always at the
the wind, see through sleets of rain, hear over the cracks center of whatever’s depicted on its surface. As it moves
of thunder and the howling gale. This grants a +25 bonus through the world, it stays at the center and the
that only counters penalties to Awareness and Maneuvers landmasses and sea features move and change. This
caused by adverse weather. means that a navigator can plot a course on this map
Finally, the weather belt protects the character from with a +100 bonus. He need never take a sighting to fix
the weather itself. Winds don’t touch them as strongly. his position. The map depicts 250 miles in every direction,
The rain-drops sleet by without hitting their flesh. They so no navigation is necessary to travel to locations in this
gain a +50 to Resistance Rolls versus extremes in range, though it might take just a bit longer than a course
temperature (such as tropical or arctic conditions). in the hands of a trained navigator.
WATER BEAD
This small glass bead is green in color, clear and
worn. It sparkles brilliantly in the light and glows with a
minor enchantment if examined with Power Perception.
If dropped into a barrel of water, the bead purifies it
over a one hour period. This eliminates all poisons, bacteria,
and the tarry taste most water develops after it’s in a barrel
for a time. If placed in a barrel of alcohol, it will turn to pure
water in two hours . . . an unpopular use to say the least.
Rolemaster Quarterly 12 Issue #6