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#1902 Rolemaster Companion VI] is Fi ' Supplemental laws, magic, and optional rules for Rolemaster,” ICE's classic fantasy role playing game system ROLEMASTER COMPANION VII’ CREDITS Developers ‘Lem Richards, Ross Henton and David Blank Designers David Blank, Kevin Callughan, Ed Cassidy, Vincent Charetien, John Curtis, Joseph Daugherty, Andrew Durston, Matthew Ellis, Joe Gubbini, Ross Henton, Sean Holland, Randy Kuipers, Joe Kushner, Dave LaLond, Mark Melean, Chris Michalski, Michael Mullin, Laura Reutter, Lem Richaris, Jeanetter Roth, Leslie Roth, Paul Stafford, Scott Stansfield, Scott Suver, Tim Taylor, Joel Thompson, Daniel Whiteside Editor and Series Editor Monte J. Cook Cover Mustration Richard Fescox Interior Illustration Dan Smith, Paul Jaquays, David Miller Project Specific Contributions Additional Development: Ellen Pederson; Art Direction: Jessica Ney-Grimm; Cover Graphics: Terry Amthor: Page Design and Pagemaking: Lem Richards, Ross Henton; Layout: John Curtis, Editorial Contributions: Coleman Charlton, John Curtis ICE STAFF Sales Manager: Deane Begiebing: Managing Editor: Colernan Charlton; President: Peter Fenlon; CEO; Brace Neidlinger; Editing, Development & Pruduction Staff: Monte Cook, Joba Cunts, Jessica Ney-Grimm; Sales, Customer Service & Operations Stajf: Heike Kubasch, Chad MoCully: Shipping Staff: Dave Mortis, Daniet Williams, Sterling Williams. ‘Material presented in Rolemaster Companion VI was gathered from Grey Worlds, 1 mogarine forthe roleplaying games of Iron Crown Enterprises Por subscription or submission information, write to: Grey Worlds, 1008 Hillwood Drive, Lewisville, Texas 75067-5020. Copyright 1993 © by tron Crown Enterprises, Inc. All rights reserved. No productions without author's permission, Produced and distributed by IRON CROWN ENTERPRISES. Inc,, PO, Bux 1605, Cherlllewille, Virginia 22902. Stack 1902 Hirst US. Edition, 1993 ISBN 1-55806-185-1 1.0 INTRODUCTION 1A Designer's Note ence . 1.2 Notation... 2.0 OPTIONAL PROFESSION “LAWS” 2.6 Witch Hunter RH). 30 OPTIONAL SKILL “LAWS” | 34 Now Opens for Powe Persp (5) - 3.2 Teerain Awareness (KC) sun - 313 Agility Modified by MIA (MM) . 3.4Flne Arts Static Action Table (it) 3.5 Performing Arts Static Acton Table (LR) 3.6 Class Bonus System (SS)... 3.7 Altematve Spell List evelopment (LRR) oo. 3.8 Lore Skills & Recognizing Herbs & Poisons (ACD, CM) 3.9 Meditation asa Single Skill (ACD) 3.10 Optional Development Point System (SKS). 3.11 Rank versus Rank Resistance Rolls (ACD) . 3.12 Task Time Table (TT) - 4.0 OPTIONAL COMBAT “LAWS” 4.1 Marial Arts Expansions & Revisions (ACD) onnvsnnns 18 4.2 Paying Versus Large Foes/Weapoas (ACD, MM, CM).. 43 Oriemation/Skill Based Based Titative (LRR) .. 44 Relative Initiative (RK) 45 200 Point Initiative System Revisited (WC) 5.0 OPTIONAL CAMPAIGN “LAWS” 5.1 Randon Events Table (LR) 6.0 MISCELLANEOUS OPTIONAL “LAWS” 6.3 Drowning Bificiently (LRR) 62.Grace and Fate (CM, SWC), 63 Options for Using the Maneuver/Movement Table (TT) .....30 6. Weight Limits (KC) sn 33 7.0 OPTIONAL SPELL “LAWS” 7. Variations on Sustioning (ACD) a 72.To Destroy an Item (RK)... oe 35 7 Living Taro in a Fantasy Campaign GRLR) 37 7A "The Tarot of Many Teachings OR) nu 38 .0 SPELL LISTS ‘8.1 Tarotiage Bave Lists UR) son BLL Rd Magic ee 8.1.2 Cup Magi». 8.1.3 Sword Matic. 8.14 Peotacle Magic 811.5 Minor Arcana Magic. 8.1.6 Major Arcans Magic. 8.2 Arms Master Base Lists (EC) sn on 5 8.2.1 Battle Trance... 8.2.2 Wariorblade 8.23 Eocampments. 8.24 Martial Law. 8.2.5 Commands TER COMI 8.3 Blementalist Base Lists (EC) 83.1 Fath Forms... 8.3.2 Fire Forms 83.3 Air Forms. 834 lee Forms... 83S Light Forms. 6 Water Forms. 83.7 Derk Forms _ 84 Shadow Mage Bose Lists (SS). ~ 8.4.1 Shadow Law. 34.2 Shadowport 85 Doppleginger Base Lists (ME, 88,7) 85.1 Doppleginger Ways. 85.2 Organie Shifting 8.5.3 Inorganic Shifting .. 5.4 Light Shifing 85.5 Datk Shifting... 85.6 Mental Shifting £86 Witch Huntor Baso Liss (RE). 6.1 The Chains 86.2 The Asis. 86.3 The Question... 86.4 The Bye 86.5 The Fist 8.7 Miscellaneous Spel LISS on 87.1 Combat Law (Semi Spell User Bas) (BC) enn 8.7.2 Bssence Wing (Open Essence) (EC) 8.7.3 Magical Ropes (Closed Mentalism) (VC) 8.74 Serpent Law (VO) = 8.7.5 Mirror Magie (Closed Essence) 8.7.6 Bubble Magic (Closed Chanweling 8.8 Additonal Base Spell Lists... 88.1 Horseman's Wey (Beastmaster Base) (YC). 88.2 Desauetive Displacements (Sorcerer Base) (RK) 8.8.3 Dream Lore (Dreams Lond Base) (DL) .. ‘8.8.4 Dream World (Dream Locd Base) (DL) 88.5 Dream Mists (Dream Lord Base) (DL)... 9 Special Lists 89.1 Mystic Armor (DB). 9.2 Spell Web (DB), ‘89.3 Heartfires (RH) 8.9.4 Fey Magic (EC)... 89.5 Vampyric Magicks (IT) 8.9.6 Puttfactions (TT) . 8.10 Arcane Lists. se 10.1 Will Breaker 1G) nr 8.10.2 Mage Sign (EC) 8.1033 Dragon Mastery (LR)... 9.0 CREATURES (JK) 10.0 TREASURES: 10.1 Normal Equipment GBD. DAW) .. 10.2 Magical tems (SH, JK, MM). 102.1 Modest tems 10.2.2 Potent lies. 10.2.3 Most Potent items 1024 Anifacts. 110 CRITICAL STRIKE TABLES ~ 12.0 RMCVII OPTIONS CHECKLIST . 1.0 INTRODUCTION Rolemaster Companion VIKRMCYIN istheseventhotacollection ‘of optional rules and spell lists for the RM fantasy role playing ume the character must spend with the list before he can begin sung the spells. The GM should closely monitor the player to make sare that the player is taking the time to learn the list There are research roll modifiers associated with the various list, zmegories. Each spell after level 20 is considered asingle research ‘sroyect. Base (own) Open Closed Base (not ova, same realm) = Mibridspelluserstreat bothof their realmsus ‘Own Realra” * Archmages and theiritk reatall reales as ‘Own Realm and sack listas Closed.” Example I; Guthlaocca, a 0th level sorcerer, ivattempting to -cam the fist five spells ofthe Warlock base list: Changeling. The only modifier és -35 fora base list that isnot his own but of the same realm (Channeling). Guthlaocea has researched axe lists orker than his own within his own reatm Beare and thus is able to use his existing research skill homus of 35. He develops nwo additional ranks with his skilto gai awo rotison the Spelt Research Chart. The firstfive spells ofatiss fall under the Routine (+30) colunn ofthe chart. Guthlancea’s first roll 15 33 resulting ana tal of 33 (33 {roll} 23 (skill bonus} 23 (category mod)) Referencing the Spel! Research Chart ylelds "50% complete, 40 hours”. Guthlaacea needs a result of at least 30% ant his next rollifhe wants to be able to use these spells his fevet His ext rot isa bit better: 35. Referencing the ehact thi sime sields “60%, 40 hours”, Guthlaocea has succeeded! He naust spend 80 hours studving and researching the nuances of she fist, Once this time has been dusiftty spent, Guthtaocea will havemastered at least he firstfve spells of the list Changeling Example 2: Kluwana, an Sih level Magician, hs finally procured the Seer base list: Future Visions. She has never ‘stempted to learn alist ouside her own reat before and has no skill developed ver: it wil be a difficult tst 10 learn, The modifier 8-60 for a base list in a diferent realm! Kiwsana prepares 10 get serious and develops two ranks research ioward another realms and is hase tists. Kluwwana’s firstrotlis5o resulting ina totalof S(50{ roll) + fS¢skillborus) 6Ofcategury mod). Referencing the Spell Research Chart Meldsa result of "40%, SOhors”, Klawanais rally frastraied, ‘but she sticks with it and her second aatemipt results in "50%, 40 hours", Kiwwrana pulls her firewand from er backpack and burns the enaire fbrary down in a fit offrastrasion. After 90 Jour of studing, she stilt hasn’t grasped the concepts of the st. But she'sa determined young lassand she'll make another alterapt as soon as she car find another library... if they'll ee ther in? Option 1: A character may overcast within a known range of spells using the existing PSF rules in Spell Law. A character may not overcast spells from a yroup he has not sesearched thoroughly. Option 2: A GM may secrety roll the amount of time required for ‘character toleama ist and later reveal tothe player when be has completed the necessary amount of study. 3.8 LORE SKILLS & RECOGNIZING HERBS & POISONS ‘The Herbs ancl Poisons presented in Campaign Haw (Sect 7.36) and RCH Section 5,)have acertain "ilficulty in fini ‘ating associated with each entry. This suggests that these heeds! poisons are are or uniqueand thus presumably obscure. Boreowing feom the RMCH Loce Table Seetion 11-4), ve cam apply his the Herb and Poison Lore skills. A character ean revognize und use {with a Routine (430) skill ol} a herbypison with a dilficaty ot finding raing.equal to less tha his munnber ot skill ranks in the appropriate Lore skill Exampte: Zariyerhas6 ranksin Herb Lore. He hasno problem recognizing and using such herbs as Akbutege (dificulty 2) or Argshargies (difficulty 5) but probably has never seen (muck tess acsuatly used) an herb such as Winclami (dificuisy 7) ‘Option: Ian herb/poison basa difficulty higherthan thecharacters ranksin Herb/Poison Lore, the difference multiplied by 10can be applied as a penalty to a Herb Lore or Use/Remove Poison skill roll. Inthe previous example, Zariya would have a 1010 his roll to attempt to use Winclamit correctly 3.9 MEDITATION AS A SINGLE SKILL ‘The following is an expansion to RMCIV (See. 5.3) incleding classes from RMCHI-V. vers Bounty Hunter Farmer . Crafisman Gypsy Warrior Noble Warrier Macabre Moon Mage. Professional “Assassin. Baasbkar.. Duelist Cavalier Sailor Crafier Chuotie Lord RMCIV Astral Traveler Enchanter Urey VS Malefiezot us 3.10 OPTIONAL DEVELOPMENT POINT SYSTEM “The following system usesall enstats todetermine Development Points, butt does not greally increase the amount to be spent. This systeminakestle developmientsystem fairtoallracesandindividuals as does nol stress certain stats over ethers, Total all ten of the actual Temporary stats and divide the resuls by 20, giving you the amount of DPs to be spent that level Example: 4 igiter wish he following Temps: Co-90; Ag-94; SD-62; Met8, Re-67: S98; Qu-96: Pr-71: In-78: Em-39, would have a total of 743, Divide 743 by 20 and you have a result of 37.15 (Fe,, 37) DPs. That same character with the fallowing Potentials: Co-90; Ay-94; SD-62; Me-64; Re-80; S198; Que90, Pr-91: I-78; Em-69, could have atotal of 822. Divide 822 by 20 and you have a result of a possible of 41.1 (ie, 41) DPs, lathe RM core rules, this character would gain nothing for the 30 point jump in Empachy, busin this system the character is effectively rewarded with 1.5 additional DPs, By readjusting the (otal with the changing of the character's ‘Temps, Development Points progress us the character does. IF you are confronted witha fractionof Sermore, you can choose toround ‘up er down, depending if you want more or less DPs to be given. 3.11 RANK VERSUS RANK RESISTANCE ROLLS ‘There may be instances where competitive skill ols have been made which both indicate success but are mutually ineompatible Forexample, a target makes a successful Hide rol but his pursuer makes a successful Tracking or Perception roll 10 spot hisn. To termine the final outcome, usea contest of skills based upon the ‘expertise (numberof sil anks) ofthe persons involved. This is done using the Spell Law Resistance Roll table (15.5) where the Anack leveisthe numberof skillranks ofonc contestants skill for ‘example he pus s lscribed previously) an the Target fev is ‘the numberof skill ranks ofthe other contestant’s skill The target contestant musCrollequal too bigher than the oll indicated on the Resistance Rell tale to win the contest of skills ‘This method may be used to resolve the following exsanple skill contests: + Staking vs Perception (attempting to surprise an opponect)s + Perception vsHiding/Camouflage (attempting escape pursuit) + Tracking vs Tracking (attempting to conceal racks), + Duping vs Perception/L.ie Perception (attempting to fool someone) Example: Chipana Nutchaser. the Were Squirrel Burglar. atieripring to elude the House Dragon armed guards. He has S ranks in Hiding and nukes a successful Hide roll His parsuershaved ranksin Pereepionandane makesasuecessfil Perception rol, The Atack level is she Target tevel is Band ‘Chipana must roll equal or higher than a 360 escape into the night without being scenby the suard. Herolisa20anddespite being concealed from view, an acorn hits a guard onthe head, giving away poor Chip's position. 3.12 TASK TIME TABLE Using the Task Time Table, GMs may determine the exact amount of time required for Moving Maneuvers or Static Actions ‘Useit when you must know the time needed to campletcatask (6.2, to dig a ditch, pick a lock, forage for food, make an arrow. don armor, ec.) Although similar in appearance to the Space Master Construction and Research Chit, the Task Time Tables not meant {oe used for research projects or building contraptions. The table shouldn’tbe consulted for Engineering, Mechanition, or Gimmiekry. ier a successful maneuver roll, choose « column of the Task Time Table. The Player rolls an open-enuled 100, elerencing the corresponding result. This is the amount of time thatthe task takes cocomplete. multiple maneuvers were rolied toobtaina successful outcome, the same number of rolls should be made using the Task ‘Time Table. Wamenple: Jed the Farmer digs a large hole. His maneuver sels result in 20%, 30%, and 50% {taking three rolls to be 2007 successful. fthe Gi wants to know how ong it takes ded tadig his hole, he would have Jed’s payer rol thre times se the Task Time Table, adding all result, the task occurs in a lage area, many workers may participate {we aes case, 4 GMail ollson the Task Time Table, bit divides the ‘eur ty the number of workers present. Remember to consider sas the numberof people who can work onthe ask st any onetime fer mstance, picking a lock is clearly a one-man operation Meee: Do not use this tate with asks onty taking a fraction of = and The GM should only use this table when trying #0 Greate a sense of urgency. Or, ifthe characters have a faite sreuntoftireio completeanactionundersenificamt pressure ¢@ theparty is ina sealed room thats filling with water and smast dig a hole through the wall before shey drown), 6 minutes S minus | 9610110 eines M1136, ends | F Ayeauies [2 1310 150 2 minutes $51 and Up: Hinantes | TOs | *AMB Sitess’ — Principal worker receives an "Aor °B* Stes ci ail! — Equipment Faiue, Aol breaks ol again, 5 hours AO hours 35 hours Very Lengthy B Stress i fat Extremely Lengthy B Stress 4, Pail By, Bal days 6 days Sdn" 45 cays Dips 35 days 30ays 25 days 2aays 15 days 10 days Most Lengthy B Stes A Sires Ey, Pit B. Fail 250days 200 days 150 days 120days 100 dass 4.1 MARTIAL ARTS EXPANSIONS AND REVISIONS NATURAL WEAPON KATAS Some of the creatures and altemate races presented in Creatures 4 Treasures Jan IT possess various natural weaponty, such asa Iéyvian’sclaws or Sohleugir siteor tail Thisnaturalatack form could he selected as 8 weapon kata when a student of martial arts reaches the appropriate skill Bonus. The rales fram Character Law (Section 13.31) and Arms Lae (Scetion 10.3) are applied withthe appropriate Claw Law atack table being used, Appropriate tables include Claw/Talon, Bite, Beal/Pincher, Rar/ButlBash, Example (: Rinaldo is an tdyvian Rogue who bas learned sume Marat Arts, When his OB reaches 50, he decides 10 learn a claw hata. Fxara damage is figured from the Claw? Talon tack table (11.1.3) and the additionat eritcal is Slash, Example2: Isska the Sohleugiriva High Warrior Monk When ‘his OR in Martial Arts Sweeps/Throws reaches 50 he decides sorake all bash kaa, Extra damage is fared fromthe Ream! BunlBask/Knock DowniSlug attack table (11.1.6) and the extra critical fs Unbalancing, Since the watural weaponcy katss donotrequirea weapon he hands, no -20 is assessed to the attacker's OB. Option 2: Rather than purchase Martial Arts skill canks and leatn ‘natural yeapon kata, acharacter may purchase Martial Arts but Use the actual natural weapon combat table instead, In this ease ‘oniy one critical fs done and no weapon katas are allowed. The ‘character ean not switch back and forth between the Martial Arts tables and the natural weapon tables, the skills copsideced a Martial Art unto itself smple3: Ka Now the Vulfen warriarisprofiientin Martial Ants She electso use the Ciaw attack table directly where the Martial Arts Ranks 1,2, 3and-4correspond to auacks topping ut at Small, Medium, Large and Huge respectively: ABILITIES AND KATAS. BASED ON SKILL LEVELS According to Character Lave (Section 13.31) and Arms Lenw «Section 10:3), special abilities and weapon katas are gained based upon the Offensive Boous a character has in a certain Rank of Martial Aes. This is biased towards characters with high statistic and level bonuses who will gain those abilies much faster an & similirly skilled character (in terms of numbers of skill ranks purchased in Mania Arts) AASTER CC ity eau Special bis and weapon Katas can be awarded based upon the numberof skill ranks leamnedina Rank of Martial Ans (sce the following table) Note tat in ll other aspects the special attacks snd weapon Kates remain as proviousy defined. eran tae! Tatack t Por more foes within 90 degrees Vattack ator more foes within any angle ‘alta versione foe! 7° Second wespon kata * As in Arms Zan, the weapon fomble fe reused 1 For cach rank above 5, bot may never fall below 2. ‘Example: AY Bassu T Bala has feared 6 ranks tx Martial ‘Arts Ranks I through, Hemay make oneattackastvoormore {Joesata 20 foreach additonal foe as stated isthe core rules, and may Select one weapon kaa. Option 1: A Martial Arist may increase his initiative points by 10 foreach skill rankhe uses, thereby reducinghis Offensive Bonus, Option 2: A GM may modify the muraber of ranks required to gain an ability aecording tothe requisites of his campaign. ADDITIONAL KATAS Character Law and Arms Law do not present any additional abilities forltra high level Martial Atsts whose OBshaveexceeded 100 (or have more than 10 skill ranks in particular Rank of Martial ‘Aats}. The following table provides some suggestions for highlevel br truly heroic Martial Arts abilities. # RANKS ra May make 3 attacks versus 2 foes within ‘90 degrees of each other ata 40. For each additonal -20, another foe may be attacked inthe same are Fourth weapon kata, - hake 4 racks War os i aa ee 35 Fith weapon kata Poassicss 26% si ke atlas VES aN Wa arc afeut ower 60.0 | May make tacks aguas a single foe 2 90 ‘Sint weapain ae Example §: Ashaun, the Ky'taari Abbess, has achieved an Offensive Bonus of 140 with her Martial Aras Striker sil. Aside from having learned four weapon katas in Strikes,

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