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Brae) ba ey i: SOATEST) © Mea TENN ROLEMASTER FANTASY ROLE PLAYING WHY THIS BOOK WILL SAVE YOUR LIFE... Or at least save your story or your character .) (iat % Se ~ SN ¥ d Sea concept! ase pe ee wee a You are creative. You have crafted an interest- ing, compelling, and dra- matic story. Or you have conceptualized the perfect character. But what rules do you use to assist you in telling that story or playing that character in a role playing game? Well, you hold that answer in your hands! What lies before you is the ultimate rules set. Rolemaster provides you with all the rules you will ever need to tell any fantasy role playing game. Rolemaster becomes the tool set that you will use to entertain and explore that new fantasy that you have been crafting. Like any good craftsman, simply go to your tool set and select the tools that will best suit the job at hand and use those tools. ae ou On ee ee ; 1S) XQ tz a = Moho? #5 a) MP. 197 \ oat e COSCON OASAKOE SOsnleaes at Oh A Te ; LOGO p When it comes to characters, there is no system that will allow you more control over your character definition or more customization in character design than Rolemaster. What lies ahead of you is the ultimate mechanism for portraying the character you have conceptual- ized! No arbitrary limits. No “you can't do that”s. Any character can attempt to do any- thing desired. You will never adventure in a land that is as enthralling as one of your own creation. So turn the page and begin your ultimate journey. Fither as the player or the Gamemaster, the path lies ahead... Copyright 1995,1999 by Iron Crown Enterprises, Inc. ... All rights reserved. ... No reproductions without authors’ permission. Produced and distributed by IRON CROWN ENTERPRISES, Inc., P.O. Box 1605, Charlottesville, VA 22902 Second U.S. Edition, | Reformated 1999 Stock #5800 ISBN 1-55806-550-4 Printed in Canada Table of Z Contents| = Contents ROLEMASTER PART I INTRODUCTION {° How to Use RKolemaster. ............... 6 hal Key Concepts and Mechanisms ..........eeee 6 Calculation & Dice Rolling Conventions... 8 Definitions oo... ccccccccecescecseseesssseeecsessesteeenesaseaes 9 Other Products ....ccccsecssesesseeesteessseeeesseeeees 10 PART Il CREATING A CHARACTER 1.0 Character Concept. ....0.000...0. 12 2.0 The Initial Choices. ...00.000000.000... 13 3.0 Stats. occccccccccsscccsessessesseesesseessseeeees 16 4.0 Adolescence Skill Development. ................. 18 5.0 Background Options. ..................... 20 6.0 Apprenticeship Skill Development. ................. 22 6.1 Standard DP Costs wo... cee 22 6.2 Variable DP Costs wo... eeeeeeee 22 6.3 Training Packages 0... ceseseesees 24 6.4 Extra Stat Gain Rolls we. 25 6.5 The Skill and Skill Categories ........ 26 7.0 Your Character’s Rolle. ................. 28 8.0 Final Character Preparation. ..... 30 8.1 Totaling the Bonuses ..... 30 8.2 Level, Experience Points, & Age .... 32 8.3 Outfitting ccc esseeeesesstseseees 32 8.4 Miscellaneous Factors wo... eee 33 9.0 Experience & Advancing Levels. ................... 36 PART Ill PERFORMING ACTIONS 10.0 The Actions. oe. 39 11.0 Sequencing Actions in a Round. 0.000 40 12.0 Attacks. .oocccccccccceeetctseseeeees 42 13.0 Static Maneuvers. 00.00.0000... 44 14.0 Casting Spells. 00.00. 46 15.0 Moving Maneuvers. ................... 48 16.0 Movement... 51 17.0 Resistance Rolls. 0.000. 52 18.0 Special Situations. .................. 53-57 18.1 Surprise oo... eseceeseeseeeesceeeteeeetees 52 18.2 Facing ...c.cccscesesessssesecsseseeecseeeeeeereeeees 52 18.3 AWA€LreMeSS ...ccccccccccccseccccerneececseeeesseeees 53 18.4 Orientation oo. eesccecssscccessseseeees 53 18.5 Communication Between Characters ....cccceccceees. 53 18.6 Conflicting Actions oe 54 18.7 Opportunity Action ....... 0. ee 54 18.8 Canceling Actions wee 54 18.9 Stunned Maneuvers o.......cccccceeeee 54 18.10 Multi-round Action... 54 18.11 Haste and Speed ......0ce 55 18.12 Spell Preparation and Casting ...55 18.13 Missile Fire in Melee wo... 55 18.14 Melee vs. Melee Initiative ........... 55 18.15 Mounted Combat... eee 55 18.16 Weight Penalties oe 56 {8.17 Encumbered Movement .............. 56 18.18 Exhaustion wo... ce scecescecessscceeees 57 PART IV THE GM’S TASK: ea THE WORLD SYSTEM + "res , , “aw - ue 19.0 The Plot. oes 59 20.0 The Non-player Characters. .... 60 21.0 The Setting. 00.00.0000 64 22.0 Adventure & Activities in the Strategic Environment. ........ 66 23.0 Awarding Experience Points. .................. 71 23.1 Experience Point Multipliers ........ fa 23.2 Basic Experience Point Categories 0... 71 24.0 Miscellaneous Topics. ................ 75 24.1 Injury, Death, and Healing ........... 75 24.2 Magic [tems oo... ec eecsscneneereeeeees SO 24.3 Religion ...ccccccccssssersssssenseeseseeeeseeees 82 24.4 ECONOMICS vo. ecsecsceecesseeetceeseceeseereeneees 82 24.5 Other Topics ...ccccccscteeerseeseceeeee 83 24.6 Customizing Rolemaster. 0... 83 PART VI THE APPENDICES A-1.1 Common Men A-1.2 High Men... A-1.3 Wood Elves oo. cceceeeeeeees A-1.4 Dwarves ciccecccccccccscesccssensensesseenes A-1.5 Halfling 00... .cccceesescteeesseesereeneesees Designers: Coleman Charlton, John Curtis, Pete Fenlon, Steve Marvin Original Material: Coleman Chariton, Peter Fenlon Editor: Coleman Charlton Interior Hlustration: Glen Micheal Angus, Gene Barretta, Kent Burles, Storn Cook, Daniel Cruger, Dante DiBartolo, James Fallin, Sandu Florea, Derek Garrison, Gilead, Paul Jaquays, Edward Johnson, Denis Loubet, Craig Maher, David Harold Martin, David Miller, Darin Powell, Wayne Reynolds, Shawn Sharp, Alex Sheikman, Doug Shuler, Dan Smith. Secondary use art from: Art Explosion 250,000, “Columbus Discovers America” (Dover Publ.), “The Clip Art Book” (Crescent Books). Cover Illustration: Angus McBride Project Specific Contributions: Art Direction: Jessica Ney-Grimm; Rune Design: Daniel Cruger, J. Curtis, Jason O. Hawkins; Race Write-Ups: Jessica Ney-Grimm; Original Movement Encumbrance, & Exh. Guidelines: Kurt Fischer, P. Fenlon; Pagemaking: C. Charlton, J. Curtis; Cover Graphics: Jessica Ney-Grimm; Editorial Contributions: J. Curtis, S. Marvin, Bob Mohney. Proofreading: Brian Gilstrap, Heike Kubasch, Nicholas Zoss. ICE Staff — President: Peter Fenlon; CEO: Bruce Neidlinger; Managing Editor: Coleman Charlton; Editing, Development, & Production Staff: John Curtis, Donald Dennis, Jason Hawkins, Bob Mohney, Jessica Ney-Grimm, Craig O'Brien, Sherry Robinson; Sales, Customer Service, & Operations Staff; Steve Hardy, Chad McCully, Todd McGovern, Bob Mohney, Dave Platnick, Daniel Williams, Monica L. Wilson. Special Contributions — Terry Amthor, Chris Baldwin, Deane Begiebing, James Blevins, Brian Bouton, Richard H. Britton, Chris Christensen, Bill Covert, The Design Group, Bill Downs, Kurt H. Fischer, Paul Ford, Joy Hatchette, Jason O. Hawkins, Judy Hnat, Howard Huggins, Sam Irvin, Olivia H. Johnston, Heike Kubasch, Moran & Co., Chuck Moran, Jessica Ney-Grimm, Ted Pfaltz, Terry Pryde, Kurt Rasmussen, Adam Reid, John David Ruemmler, Tracy Shurtleff, Ruth Sochard, Polly Strovink, David Wagner, Mitch Walker, Toramy Williams, and Tory & Swink. John would like to thank... - Suzy Curtis, for all she has to put up with in me - Jay Bryan, for running the best game I've ever played in (and being the best GM I've ever had) - Jim Andrews, for being the best friend and gamer - Janis Mason, for believing in me - The Tallfellows, for being the best group I've ever run. it A OR a lO Pe | : A-2 Professions. ..................... 91 B5.. A-6 Role Traits. .................. 143 PR eS A-9.8 Ranger Base Spel! Lists . A-2.1 Fighter vsosssssssuesees 92 fF: Oe Nee ner ue seeetectcttentecnen ec a y A-2.2 Thief sossssssssssiseseusen 93 LES: O83 Monk Gee oy BUS y TF I EMALALE RS & WAAL ccc cee eee ess saees a aes a ie A-2.3 Rogue saeeesueacacesucaneteseseaeeeseausneeeaanenes A-7 Equipment. ........... 144 Poop A984 Nature's Summons 170 cn A-2.4 Magician ...ccceccsccccscsesesssesensesesesees Accessory Chart cossccsssccssee 145 fF A-9.8.5 Nature’s Way...cccssses 171 Table of | i A-2.5 Cleric bake ene eee eee n eee c ee nee ene e ena aeneeESeseeeeeeee Armor Chart vcccccceeccccececeeccccee 146 oN A-9.8.6 Path Mastery setenessavsvsercusacenss 121 Conten ' A-2.6 Mentalist 0.0.0... ccc sescsceeeerecsees Transport Chart... 147 ; A-9.9 Open Essence Spell Lists , A-2.7 Ranger ooecscscsssscsiessesstseetneeee Food, Lodging, and Services Chart ... 147 2.9.1 Delving WayS «.-..-or--orse lee | f A-2.8 Dabbler Weapon Chart ssseeeraseetenstennstnussteniete 148 A-9.9.2 Detecting Ways steeeeenseneeneenes 172 Herb Chart, Poison Chart ..0....00..0000..... 149 A-9.9.3 Elemental Shields ................ 173 , A-2.9 Bard cocci ccccesssssecsssssscersessscseees A-9.9.4 Essence Hand .................. 173 ‘ { A-3 Stats 101 FOIE A-8 Creatures. ....0....0...00004.. 150 ben A-9.9.5 Essence's Perceptions ....... 174 | y oe ; : A-9.9.6 Lesser Itlusions 0.0.00... 174 ; A-9.9.7 Physical Enhancements..... 175 : A-9.9.8 Rune Mastery .cscsccssssneee 175 . _ , A-9 Spells and pas A-9,.9.9 Spell Wall .cccccccccsescescee 176 i y A 4 Skills. eer eer ers terre rr renee ret rars 102 Ps Spell Lists. a 152 a rer ! A-99. 10 Unbarring Ways ooocoeeceseeens 176 f A-4.1 Armor | = . o A-9.1 The Realms es A-9.10 Closed Essence Spell Lists | Skill Categories ........ 104 EFT: of Power. pene A-9.10.1 Dispelling Ways sssecccee 177 | A-4.2 Artistic Skill Categories .............. A-9.2 Using Spell Lists pte A-9.10.2 Gate Mastery vccccccsssseceee 177 : A-4.3 Athletic Skill Categories ....ccc. A.9.3 The Spell A-9.10.3 Invisible Ways 0.0.0.0... 178 | pe” A-9.10.4 Living Change once: 178 A-4.4 Awareness Skill Categories ....... 110 Description Key A.9.10.5 Lofty Bridge 179 A-4.5 Body Development A-9.4 What's on a aa A-9.10.6 Rapid Ways vec... 179 Skill Category wc. cree 112 Spell List cccccccssceccsssee ORS A-9.10.7 Shield Mastery soc 130 | A-4.6 Combat Maneuvers A-9.5 Open Channeling Spell Lists A-9.10.8 Spell Enhancement........... 180 ‘ - Skill Category ......-secsseecesnecesee 113 A-9.5.1 Barrier Law .....cceseereee 156 A-9.10.9 Spell Reins oes 181 A-4.7 Communication Skill Category 114 A-9.5.2 Concussion’s Way ......0.....4. 156 A-9.10.10 Spirit Mastery wu. 181 A-4.8 Crafts Skill Category coccccsscssssese 116 A-9.9.3 Detection Mastery ............ 15? A-9.11 Magician Base Spell Lists A-4.9 Directed Spells Skill Category . 117 A-9.5.4 Light’s Way ....cccccccecseeeee 157 A-9.11.1 Earth Law... 182 | A-9.5.5 Lofty Movement «sss 158 A-9.11.2 Fire Law veecsscssssssssssssseenee 182 AAO Influence Skill Category «.... the A-9.5.6 Nature’s Law .....-ssssessene 158 A-9.11.3 Toe Law cesssscssscssenssesssee 183 | A-4.11 Lore Skill Categories ................ 118 A-9.5.7 Purifications oe 159 A-9.11.4 Light Law cccccccsssssesssssssssseve 183 A-4.12 Martial Arts * Striking A-9.5.8 Sound’s Way ou... 159 A-9.11.5 Water Law ............. 184 Skill Category wo... eee 120 A-9.5.9 Spell Defense ow. 160 A-9.11.6 Wind Law 184 f A-4.13 Outdoor Skill Categories ........ 120 A-9.5.10 Weather Ways ou... 160 A-9.12 Dabbler Base Spell Lists A-4.14 Power Awareness A-9.6 Closed Channeling Spell Lists A-9.12.1 Concealment Mastery seees 185 Skill Category 0. ccseeseeseeeeees 122 A-9.6.1 Blood Law essence 161 A-9.12.2 Influences wc ecseeeeeees 185 ‘ A-4.15 Power Point Development A-9.6.2 Bone Law saeecuaneveseuteneucaeenenees 161 A-9.12.3 Mechanisms .............. 186 ; A-9.6.3 Calm Spirits ocean 162 A-9.12.4 Movement Maste 186 Skill Category voces: 123 he. TY vresereeees b . A-9.6.4 Creations veces 162 A-9.12.5 Senses 0... 187 : ¢ A-4.16 Science/Analytic A-9.6.5 Locating Ways uo. 163 A-9.12.6 Thieving Law 187 SKIT Categories veneer cen 124 B9.6.6 LO veccsossssssssssssseensessessesee 163 A. Se a A4.17 Self Control Skill Category .... 125 B9.6.7 Muscle Law srsnscinnnenn 164. 71S Open Mentalism Spell Lists | A-9.13.1 Anticipations wo. 188 ; \ A-4.18 Spells Skill Categories... 126 A-9.6.8 Nerve Law wees 164 A-9.13.2 Attack Avoidance ......... 188 A-4.19 Subterfuge Skill Categories .... 128 19.6.9 Organ Law werner 160 A9.13.3 Brilliance cnc 189 i | A-9.6.10 Symbolic Ways 165 Brrr l A-4.20 Technical/Trade —_ oe eres A-9.13.4 Cloaking ....cccsesssererceess 189 ‘ Skill Categories occ 130 A-9.2 Cleric Base Spell Lists A-9.13.5 Damage Resistance ........... 190 A-4.21 Urban Skill Category seccscco 132 ADC Channels ..sescssssssseesesennsseee 166 A-9.13.6 DelWinng ooccescscccsssssssscnensee 190 A422 W Skill C , 33 A-9.¢.2 Communal Ways ..........04 166 A-9.13.7 Detections .....cccccseeeeeen 191 : . an eapon OKI! Wategories ......... 1 A-9.7.3 Life Mastery ......ccc eee 167 A-9.13.8 Illusions... 19] ' A-5 Training Packages... 134 [T2227 None mons sesssavssenensesssennesssen oe A-9.13.9 Self Healing ....cccccscscsssee 192 ‘ pe = 77-49 INEPUISIONS «.-sssssesessersesessesessees A-9,13.10 Spell Resistance .............. 192 : 4 A-9.1 Adventurer (L)......... 135 *, A-9.7.6 Summons .o.ccccccccccsscsesscecssseeee 168 ‘ A-5.2 Amateur Mage (L)... 136 bisa ‘ ' A-5.3 Animal Friend (L) cssssussssscseenses PLAYTESTERS A-5.4 Burglar (V) ..ccccccccecessseeeeeenees Kurt Fischer, Leonard “Swamp” Cook, Robert Lawson Davis, Olivia Johnston, Heike A-5.5 City Guard (V) ceccccccccssssseecsessssuse 137 Kubasch, Bruce Neidlinger, Sheldon Price, Bruce Shelly, Terry Amthor, Larry Simms, | A5.6 Doctor (V) 138 Brian Bouton, James D. Walter, Brenda G. Speilman, Charles P. Goforth Jr., Ruth Sochard, : ee Jessica Ney, Mark Strovink, Mike Lazar, Carl Pitt, Gary Stipe, Steven Bounton, Mike Allen, A-5.0 Herbalist (V) sess 138 James Blevins, Roger Jarrett. John Curtis, Coleman Charlton, Mike Hein, Steve Marvin, ‘ A-5.8 Hunter (L) wc. creeerees 139 Chad McCulley, Nick Morawitz, Mike Reynolds, Stuart Templeton, David Nottingham, A-5.9 Knight (L) voccecccccsccccsecsssecstessseeseee 139 Louise Armstrong, Darrell Boyer, Preston Hertzler, David Miller, Christine Williams, Paul Stafford, Roxanne Hatfield, David Mullin, Leon Self, and Shanna and Shelby, Dennis ‘ A-5.10 Loremaster (V) cesses : ! y 0 Loremaster (V) 140 Tomlin, Jason Carroll, Chris Eldrich, Monty Perry, Chad Walsh, Neal Baedke, Deb Baedke, "2 A-5.11 Merchant (V) esses 140 Eric McCluen, John Micelli, Derek Rolf, James Stellmach, David Blank, Lem Richards, ra A-5.12 Performer (V) oes 141 Ross Henton, Bill Mason, BrianWeller, and friends. Steve “Rhianna” Arnsberg, Daniel Aad A-5.13 Scout (V) vccccccscsccsesssscsestssssesees 141 “Berin” Cruger, Steve “Mathew” Hardy, Steve “Rollo” Merlino, Tony “Chrissa” Petrazio, | A-5.14 Soldier (V) cccccccsssssssssessssesseeee 142 Mike “Lawson” Reynolds, Mike “Lar” Strack, and “Moz.” Plus, everyone who has played : in the Rolemaster features at GenCon. A-5.15 Traveller (V) ..cccccccrsssernsessees 142 ROLEMASTER A-9.14 Closed Mentalism Spell Lists A-9.14.1 Gas Manipulation ............. 193 A-9.14.2 Liquid Manipulation ....... 193 A-9.14.3 Mind Mastery ow . 194 A-9.14.4 Mind’s Door. 194 A-9.14.5 Movement ccc caseeees 195 A-9.14.6 Sense Mastery occ 195 A-9.14.7 Shifting occ ccececceeee 196 A-9,14.8 Solid Manipulation........... 196 A-9.14.9 Speed woccccccccccsecestesseees 197 A-9.14.10 Telekinesis oo... 197 A-9.15 Mentalist Base Spell Lists A-9.15.1 Mind Attack wo 198 A-9.15.2 Mind Control ww 198 A-9.15.3 Mind Merge oo... 199 A-9.15.4 Mind Speech uu 199 A-9.15.5 Presence wo. .ccccecceerecseees 200 A-9.15.6 Sense Control wu... 200 A-9.16 Bard Base Spell Lists A-9.16.1 Controlling Songs «00.00... 201 A-9.16.2 Entertaining Ways ............ 201 A-9.16.3 Item Lore wee 202 A9.16.4 Lores voce erseeee 202 A-9.16.5 Sound Control wo... 203 A-9.16.6 Sound Projection ..............203 A-9.17 Special Spell Notes A-9.17.1 Combining Effects ...00000. 204 A-9.17.2 Good, Evil, Dark & Light o.oo 204 A-9.17.3 Repeated Spell Attempts .........cce 204 A-9.17.4 Permanent Spells ....000... 204 A-9.17.5 Invisibility oo. 204 A-9.17.6 Encumbrance Limits for Movement Spells... 205 A-9.17.7 Wall Spells and Material Integrity ............... 205 A-9.17.8 Canceling a Spell wu... 205 A-9.17.9 Multiple Targets ....0.0.0.. 205 A-9.17.10 Conflicting Spell Effects ce 206 A-9.17.11 RRs for Passive Spells .. 206 A9.17.12 Visibility oo 206 A-9.17.13 Information Spells......... 206 A-9.17.14 Tllusions ooo 206 A-9.17.15 Slaying Criticals for Spells 0c eee 207 A-9.17.16 Dreams and Symbology ou... sees. 207 A-9.17.17 Spell List Availability ... 207 A-9.17.18 Variability of Spell Duration... 207 A-9.17.19 RRs for Area Effects .... 207 A-10 Attacks. 00. 208 TA A-10.1 Attack Results .........208 [tes}= A-10.2 Offensive Eee Capabilities «0.0.0.0... 210 A-10.3 Defensive Capabilities ...0000..... 212 A-10.4 Missile Attacks wo. 215 A-10.5 Melee Attacks woos 216 A-10.6 Basic Spell Attacks wu... 218 A-10.7 Directed Spell Attacks... 219 A-10.8 Area Spell Attacks oc. 219 A-11 Record Sheets. .......... 242 A-10.9 The Attack Tables A-10.9.1 One-Handed Concussion Weapon Attack Table...... 220 A-10.9.2 One-Handed Edged Weapon Attack Table we, 221 A-10.9.3 Two-Handed Weapon Attack Table ...... 222 A-10.9.4 Missile Weapon Attack Table ...... 223 A-10.9.5 Pole Arm Weapon Attack Table...... 224 A-10.9.6 Thrown Weapon Attack Table ...... 225 A-10.9.7 Tooth & Claw Attack Table wo. 226 A-10.9.8 Bash & Grapple Attack Table oo... 22¢ A-10.9.9 Bolt Spell Attack Table ............. 228 A-10.9.10 Ball Spell Attack Table... 229 A-10.9.11 Basic Spell Attack Table... 230 Resistance Roll Table T-3.4 ............230 A-10.10 The Critical Tables A-10.10.1 Cold Critical Strike Table ........ 231 A-10.10.2 Heat Critical Strike Table ........ 232 A-10.10.3 Krush Critical Strike Table ........ 233 A-10.10.4 Puncture Critical Strike Table ........ 234 A-10.10.5 Slash Critical Strike Table ........ 235 A-10.10.6 Unbalance Critical Strike Table ........ 236 A-10.10.7¢ Large Creature Critical Strike Table ........ 231 A-10.10.8 Super Large Creature Critical Strike Table ........ 238 A-10.10.9 Spells Against Creatures Critical Strike Table ........ 239 A-10.11 The Fumble and Failure Tables A-10.11.1 Weapon Fumble Table .............. 240 A-10.11.2 Spell Failure Table wo... 241 Character Record Sheet .... 244 Skill Category Record Sheet ........ 245 Skill Record Sheet wc. eee 246 Money & Equipment Record Sheet .. 247 Experience Point Log wo... ees. 248 Session LO wee essecsceesscscsseseeeeeeeeee 249 Character Figure Templates ....0..0.0.. 250 Blank Hex Sheet ....c cece ceeeene 251 TABLES & CHARTS T-1 Character Design Tables T-1.1 Race Abilities Table oo . 13 T-1.2 Stat Assignment Table ..........00.... 16 T-1.3 Potential Stat Table ww. 17 T-1.4 Profession Table wc 15 T-1.5 Background Options Table ......... 21 T-1.6 Adolescence Rank Table .....000.. 19 T-1.7 Random Role Trait Table ........... 29 T-2 Character Development Tables T-2.1 Basic Stat Bonus Table wo... 17 T-2.2 Skill Bonus Table woo. 31 T-2.3 Stat Gain Table ol. 25, 37 T-2.4 Spell List DP Cost Table wc. 103, 127 T-2.5 Skill Summary Table ww. 27 T-2.6 Experience Point Table uo... 36 T-2.¢ Training Package DP Cost Table wo 25 T-2.8 Standard Skill Category Development Point Cost Table. 23 Special Progression Based on Race Chart......... 85, 102 T-3 General Action Tables T-3.1 Battle Round Sequence Table .... 40 T-3.2 Common Actions Table .........0..... T-3.3 Armor Table uu... 35, 104, 213 T-3.4 Resistance Roll Table ......... 52, 230 T-3.5 Offensive Capabilities Table .... 211 T-3.6 Defensive Capabilities Table .... 214 Stride Chart .occccccccccssscsscessseeesscessesenees 35 Pace Chart ccc csc cecccesseesseeeee: 51, 57 Pace Limitation Chart 0000. 56 Encumbrance Chart wc. cceeseeee 56 Exhaustion Charts occ cceeseseseees o7¢ T-4 Maneuver Tables T-4.1 Moving Maneuver Table .............. 49 T-4.2 Standard Moving Maneuver Modifications Table wo... 50 T-4.3 Static Maneuver Table 000.0... 45 T-4.4 Standard Static Maneuver Modifications Table oo... 45 T-4.5 Spell Casting Static Maneuver Table wu... 46 T-4.6 Spell Casting Modifications Table 0.0... 47 T-4.7 Language Rank Table «00.0... 115 T-5 Gamemaster Tables T-5.1 Encounter Table oe 68 T-5.2 Strategic Movement Rate Table wu... 67 T-5.3 Magic Item Pricing Table............ 81 T-5.4 Healing Recovery Table wu... 75 T-5.5 Race Healing Factors Table ........ 78 T-5.6 Mental Stat Loss Table ou. 18 T-5.7 Experience Point Charts ........ 71- T-5.8 Master Character Table ............... Animal & Monster Statistics Charts .. 150 T-6 The Record Sheets T-6.1 Character Record Sheet 0.0... 244 T-6.2 Skill Category Record Sheet .... 245 T-6.3 Skill Record Sheet... 246 T-6.4 Money & Equipment Record Sheet ........ccssesseeceeee 247 T-6.5 Experience Point Log 0... 248 T-6.6 Session Log wwe esses 249 Character Figure Templates 20.00.00... 250 Blank Hex Sheet ween 251 = —_— So —_— = — _ —— ee a — - — ~~ —_— ~ — —_— =e: _ —_—_ -_ — — — == — — _— — - vit M vN M viv NM VN vy vit vy vN IM vit N/ vit M viv M vi Rolemaster Fantasy Role Playing is ICE’s complete set of rules for those who are looking for a realistic yet playable fantasy role playing system. It is also suitable for experi- enced gamers who want guidelines and material to inject into their own existing game systems and world systems. , novel along with ‘the actions 5 of all ) — thus the plot. In a role playing game, , the ith na i D iat alle e _ Gamemaster). determines the setting - , of | elements or the ee . The actions - of the setting that he has develo} | Ina a sense, , the Gamemaster ac 3 nition of a “fantasy role play in ates | a setting: which i is ‘not tHe it | st of “rales” “which mes, te - “ties of his fantasy world. Usin ng th | ‘playing “novel” i into. a gee, i tary world whose ‘realit vis | ed but instead is defined by a a set t of 5 ame ing, "exciting, ‘and le paving One of the a in objec character is not just a piece or a sant in a a good F RP game, a ee and scenarios for t , rules and material of his own n design (or commercially avail - re ae setting 1 Bs @ and other characters. —- oo a : | ine oN pen. how. t the player develops his charts -_ | of the plot of a FRP game is an {coer oe ae . play h have z of a ERP game i is for each Player te bis , ava rhe: persona of Ss t] 1e | leave the real worlc behind for a while, and. enter a world’ FRP w. where 2 the i ana is Fea. Lend. 1 reality i : Rolemaster Fantasy Role Playing contains complete rules for handling most of the situations that arise in fantasy role playing games. A variety of tables and charts add a great deal of flavor and detail to a game without significantly decreasing playability. Oo a player takes | on \ the role of his character Each player 1 character should ‘spea ik e character would. A | excitement, and re: lism (in a fantasy setting of course). and react to the other players as his : All of this creates an air of involvement, . a he ¢ Gamemaster t has. Been a described a as “author” ie Th the : 3 realy | played. ‘He: must t develop t the setting = the play of the game, using the game _ able play aids). Th il . wings and rape t to. * help the ‘players. visualize the physi | Until the players encoun-- 1 rancions so s play, s some material eoneert ‘E; Bac ch layer creates a | character using the: rules of the he’ re b G Samemaster * for t ne character e - using the rules of the game. Ratings determine how m uch © dj; ve a chance t 1e character has of accomplishing certain. ac- os | . Many « of the actions that characters attempt during © ac 2 ck ce : nce of success and a chance of failure. Th he et e - ough a ¢ ions are initiated t the syed of : these esetond is “determined by the: rules, the se - ratings, & and the en : non: f fac tor: 0 : a a dice roll. ve a an cen in ae EF : ERP ¢ game ‘the rs - tae, m life ane des i is s limited. donly by the:. . M, NN o N y % 5% iS — Te bY ¥; Paes a Ss aS \, ee rd Me rt Le} Ws . -, “e Jf very = i rg - Tat dd js ce A fuss” . e Introduction ROLEMASTER HOW TO USE ROLEMASTER Rolemaster Fantasy Role Playing has five “Parts:” Part I * Introduction — This material provides an overview of Rolemaster (RM) and the Rolemaster product line. In ad- dition, it presents an overview of the various terms and conventions used by the system. Part II * Creating a Character — Part II discusses the various factors that define your character and leads you through the character creation process. Part III * Performing Actions — This material is concerned with how to resolve a variety of actions and activities that commonly arise during role playing games. Part IV *« The GM’s Task: The World System — Part IV discusses the various elements of a fantasy role playing game and present some guidelines for handling common problems and situations that can arise during play. Part V * Appendices — This material provides all of the details on the factors that define your character’s capabili- ties: race, profession, stats, skills, training packages, role traits, spell lists, and equipment. In addition, Part V in- cludes the detailed material needed to handle specific situ- ations during play: creature statistics, attack tables, etc. It also includes copies of the blank record keeping sheets. THE PLAYERS As a player, you should first read the introduction. Next, you should skim Part IJ to get an idea of the major factors affecting a character. Then you should generate a character by following the procedure and examples outlined in detail in Part II. Before play begins, you should also read (or have explained) Part II so that you will understand what your options are in a tactical (usually combat) situation. It is not absolutely nec- essary for you to immediately read the rest of the material, since much of that material is concerned with how the Game- master can handle the setting of the game, the plot elements, and other factors. However, a complete reading of the sys- tem will enable you to understand the mechanisms which govern play. When you have made your initial choices for your charac- ter, you should get a copy of the page for your character’s race (Appendix A-1, p. 85) and the page for his profession (Appendix A-2, p. 91). Most of the information necessary for creating your character will be summarized on these pages. THe GAMEMASTER As the Gamemaster, you should first skim Parts I-IV to get an overall view of the system. Then you should read all of the rules thoroughly. If you do not immediately under- stand some material, you should mark it and refer to it later after you have read all of the material. Examples are in- cluded to aid in absorbing the rules. You need not memorize or fully analyze the significance of all of the rules at first. The rules are organized so that many situations can be handled by referring to specific rules sections when they arise. CusTOMIZING ROLEMASTER Once you, the Gamemaster, understand what is included within the scope of Rolemaster, you should feel free to cus- tomize the rules to fit your world. The Rolemaster system has been designed to allow this kind of customization without affecting the basic system balance. See Section 24.6 (p. 83) for more details. KEY CONCEPTS AND MECHANISMS This section is meant to serve as a summary for and intro- duction to some of the key features of Rolemaster. This dis- cussion should be enough to allow many experienced fan- tasy role players to get the basic ideas behind this system. The basics of Rolemaster are relatively simple to master. It has been designed for those already acquainted with fantasy role playing. Rolemaster is intended for GMs who may wish to pick and choose some of the parameters that define the environment of their game. ICE hopes that GMs will feel free to build upon the foundations provided. CHARACTER CREATION Rolemaster provides both the Gamemaster and his players with tremendous detail and flexibility in character develop- ment and the resolution of a wide variety of actions and activities. fy r : 1 y A TS a ; 5) a7 ry 7 ey , ca it NSF; ‘ Da ; o mee ae? © rer arn a ee Reh A a: op re ‘ LAPT : A ¥ _ F * * re ‘ * A _ % Co oy Ret hate rigs 1 4+ wy Pere, I ae SER eS tee ait ie BS rd > - ~ sori r a ' Fe) te Ta a © ° y Note: For readability purposes, Rolemaster uses standard _ Masculine pronouns when referring to persons of uncer. “tain gender. In such cases, these pronouns are intended - _ to.convey the meanings: he/she, her/his, etc. _ PERSONAL CHARACTERISTICS (STATS) Rolemaster provides a unique approach to the statistics that define a character’s physical and mental attributes (i.e., stats). Under these guidelines each stat is quite important, and no one or two stats clearly dominate. Rarely will a character be without flaws or a “chink in his armor.” A character must choose his strengths and weaknesses. In Rolemaster there are 10 stats, each represented by a number between 1 and 100. They provide detail and flavor and remain relatively simple to work with. The stats include 4 physical characteristics: Strength, Con- stitution, Quickness, and Agility. They also include 4 mental characteristics: Intuition, Empathy, Memory, and Reason- ing. Finally, there are two stats included that represent char- acteristics partially mental and partially physical: Presence and Self Discipline. Each stat may affect the ability of the character to perform specific actions. Each stat has two values. The potential ultimate”) value that represents the character's stat can obtain genetically. The temporary value represents the current value of the stat. The temporary stats can rise due to character advancement and other factors, and it can fall due to injury, old age, etc. However, the potentials rarely change. Of course, the tempo- rary stat for a particular characteristic can never be higher than the potential for the same characteristic. For example, a character could have a temporary Strength of 80 and a potential of 92; and the 80 would be his effective Strength for combat purposes (circumstances could raise or lower the 80 but never above 92). PROFESSIONS Each character has a profession which reflects his train- ing and inclinations in early life. A profession dictates the ease in which a particular skill or skill category may be de- veloped, but it does not generally act to prohibit develop- ment. Thus, a player is allowed to enhance his abilities in certain skill areas which would not be accessible to his pro- fession under other systems. Only the “cost” in time and lost opportunities in “easily developed skills” act to bias the se- lection process. Note that a character may not normally change his profession after it is initially chosen. Each profession requires different “efforts” to develop each individual skill. For example, in order to gain a certain ex- pertise in using a sword, a Fighter might only expend 20% of the effort that a Magician might: this is because a Fighter is trained in physical activities (fighting in particular), while a Magician has spent much of his early life studying spells. However, the effort required for the same Fighter to learn to cast a spell might be 20 times that required of a Magician, and he would never be very effective with it. EXPERIENCE LEVELS Each character while adventuring will reach stages of de- velopment called experience levels (or just “levels”). At each new level the character becomes more powerful and skillful in his chosen areas of expertise. Ideally, for realism, the char- acter would develop after each activity or experience. How- ever, this is extremely difficult to handle in practice. It ne- cessitates stopping action in the game, performing bookkeep- ing, calculating the value of the experience, and determining what the character learned. Thus, we limit these factors by allowing a character to develop only at discrete intervals called levels. Skits & SKiLt CATEGORIES As a character advances in levels he develops and trains in certain abilities called skills and skill categories. His capabil- ity (i.e., rank) in each skill and skill category affects his chances of accomplishing certain actions and activities (e.g., fighting, maneuvering, spell casting, etc.). The key features of skills in this system are: 1) Each skill is grouped with other similar skills in a skill category. Both the skill and its skill category affect his chances of accomplishing certain actions. 2) Any character may develop any skill and skill category regardless of profession. However, depending upon the specific character’s training early in life, certain skills and skill categories require more or less effort relative to other characters. How much effort is required to develop a skill or skill category depends upon the profession chosen by the player. 3) Based upon the values of certain stats, each character has a total amount of “effort” to devote to skill and skill cat- egory development. This effort is represented by the “de- velopment points” that a character may allocate to devel- oping skills each time he advances to a new experience level. 4) Each character has complete freedom in how to allocate his “effort” among the various skills and skill categories he decides to develop. Development costs will be the same for characters of the same profession and will tend to reduce the degree of variation. Yet, this “cost effectiveness” will direct development only along vaguely similar lines. The skills and skill categories provided in this book are suggestions for what we believe works as a skill set in most fantasy games. A Gamemaster should customize the skill list to fit his specific game or setting. INDIVIDUALIZING CHARACTERS It is often desirable to provide each character with certain factors that make him unique. This system already does this to a certain extent: 9 professions and complete freedom in skill development. We also provide a variety of other sugges- tions, including: races, role traits, equipment, detailed per- sonal backgrounds, background options, training packages, special items, hobbies, etc. THE COMBAT SYSTEM Rolemaster has a unique system for handing attacks using: critical strike tables, fumble and failure tables, a resistance roll table, and a wide variety of attack tables (for spells, animal attacks, and medieval weapons). THE SPELLS One of the basic aspects of Rolemaster is the use of spell lists and experience levels (or just levels). The ability to cast and learn spells is closely tied to a character's level. Spells are grouped into lists. A spell list is an ordering of spells based upon their level, intricacy, and potency. All spells in a list have common characteristics and attributes, although each may have vastly different effects and applications. Spell lists are grouped into categories based upon professions and realms of power (Channeling, Essence, and Mentalism).

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