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Date: Sat Jul 06 09:43:42 1991
Subject: RoleMaster Mailing List #1
Well, considering the fact that I received 14 responses in 3 days I think
that a mailing list for RoleMaster will definately be a winner. Hopefully
it won't become unmanagablely large, but let's give it a try.
Here is a couple points to let you know what I would like to see from
this mailing list. First of all, rules. Yeah, I know, we can't seem to
escape somebody telling us what to do (I'm in the Canadian military; boy am
I used to that! :-). I'm not real big on restriction, so all that I'll say
is that let's keep the discussions on topic, and, if you absolutely have to
flame somebody, take it to private email. I do reserve the right to edit
and/or outright reject submissions, but it shouldn't be neccessary, so I'll
promise to keep it to a bare minimum.
Also, this is the first mailing list that I've tried my hand at managing,
so please bear with me while I work out the bugs.
I plan on using a digest style format for the messages, which means that
I will tack two or three messages together in one email message. I'll be
turning the messages around as fast as possible, so putting the replies
with the original message probably won't be possible.
As far as the topic for this list, well RoleMaster in particular, and
other related I.C.E. products in general. By this I mean SpaceMaster, MERP
etc. The whole idea of a mailing list is to provide a high signal to noise
ratio for a particular subject, in this case RoleMaster. An open Newsgroup
like rec.games.frp is a great place to hang out, but there are a lot of
games out there, and treatment of the ones that we want is usually bogged
down by other discussions.
Oh, also, here is the two email address I want to use for this mailing
list;
Submissions: rmlist@delfax.Amiga.OCunix.On.Ca
Queries, Application: rmappl@delfax.Amiga.OCunix.On.Ca
That's about it for this one. Gentlemen, start your mailers! :-)
-Rick
-------------------
Rick Morrow, Ottawa Ontario Canada
Internet....rsm@delfax.Amiga.OCunix.On.Ca, Fido Net....1:163/109.31
Quote: "I yamm what I yamm!"......Popeye.. =-)
-------------------
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Date: Mon, 15 Jul 91 08:46:54 EST
Subject: RoleMaster Mailing List News...
Well, this is the first message to all of you (all 39 of you!). For the
past week my feed has been down and I haven't received anything. Finally
today it went back up. Unforunately, this may continue for another week, so
I decided to get this out while I could to explain the situation. It seems
like the upstream site from my feed kept all my mail, so this kind of thing
shouldn't be too detrimental to the mailing list, although it may delay it
a bit now and then :-). The bad news is that it seems like all my news for
the past week was dumped, though :-(. Anything interesting happen on
rec.games.frp while I was gone?
Anyway, with the exception of this week, the mailing list should be
running with minimal problems. Now, if some of you would just start posting
to it.......
-Rick
-------------------
Rick Morrow, Ottawa Ontario Canada
Internet....rsm@delfax.Amiga.OCunix.On.Ca, Fido Net....1:163/109.31
RoleMaster Mailing List
Submissions: rmlist@delfax.Amiga.OCunix.On.Ca
Queries, Application: rmappl@delfax.Amiga.OCunix.On.Ca
-------------------
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Date: Mon, 22 Jul 91 09:30:34 EST
Subject: RoleMaster Mailing List #2
---------------------------------------------------------------------------
Date: Tue, 16 Jul 91 19:49:32 EDT
From: David.Spencer@samba.acs.unc.edu
Subject: Companions.
Could somebody either email or post a brief summary of
the rolemaster suplements? I'm interested in expanding
my Rm setup...
Also--what is in C&T II that isn't in C&T I?
I guess that's it :) oh, Rick, is the address here case-
sensitive?
--david.spencer@bbs.oit.unc.edu
---------------------------------------------------------------------------
Date: Mon, 22 Jul 91 09:15:15 EDT
From: Rick Morrow (rsm@delfax.amiga.ocunix.on.ca)
Subject: Re: Companions.
> I guess that's it :) oh, Rick, is the address here case-
> sensitive?
Nope. The addresses here are not case sensitive. Send it any way you
like (as long as all the letters are there in the right place :-)
-Rick
---------------------------------------------------------------------------
Date: Wed, 17 Jul 91 15:40:07 -0500
From: malirath@ccwf.cc.utexas.edu (Robert Fisher)
Subject: Spacemaster and Rolemaster
Has anyone out there tried Spacemaster?
If so, how did you like it? How does it compare to Rolemaster? How well does
it fit with the Rolemaster rules?
/\ /\ / \ /\ /\ /\ /
/ /\ / \ / /\ /\ \ / \ /\ /
/ / / /\ / / / / /\/ /\ / / / /\ /
/ \/ \ \/ \ \/ / \/
/ / \ \ / / /
malirath@ccwf.cc.utexas.edu
---------------------------------------------------------------------------
Note from the administrator;
As you can see we now have _50_ subscribers! This is more than I thought
we would see from this. I seem to still be getting people joining up too.
In order to make this a little easier I have a request for you guys. Take a
look through the subscribers adrresses and locate the other subscribers at
the same location as you. EMail each other and arrange between yourselves
to contact your site administrator to see if you can set up one alias at
the site that I can mail to that will redistribute the list to each of you.
This has already been done at a site in Finland. The more of you that can
do this for me, the easier this list will be to administer, and the less
net bandwidth it will use. I'm afraid that if it gets too much larger I'll
have to start turning people away. This is not something that I really want
to do. So check it out, and see what can be done. Thanks...
-Rick
-------------------
Rick Morrow, Ottawa Ontario Canada
Internet....rsm@delfax.Amiga.OCunix.On.Ca, Fido Net....1:163/109.31
RoleMaster Mailing List
Submissions: rmlist@delfax.Amiga.OCunix.On.Ca
Queries, Application: rmappl@delfax.Amiga.OCunix.On.Ca
-------------------
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Date: Sat, 27 Jul 91 08:14:02 EST
Subject: RoleMaster Mailing List #3
---------------------------------------------------------------------------
Date: Wed, 24 Jul 91 00:39:47 +1200
From: Maverick <maverick@rata.vuw.ac.nz>
Subject: Middle Earth Role Playing MERP
Ok, Im not a huge player of RM, (mainly war hammer and middle
earth roleplaying :) ) anyway what I wanted to know is, Has anyone
written any supplements for middle earth roleplaying... (I dont want
to pay hundreds of dollars to buy RM)
In fact how many people out there in net-land are dedicated
MERP players/GM's?
Cheers, Paul.
MAVERICK@rata.vuw.ac.nz FINGOLFIN@st1.vuw.ac.nz
Charlotte, The all new and Improved wonder animist of all Middle
Earth. Quote From:Michael Rivero rivero@dev8j.mdcbbs.com
--------------------------------------------------------------------
"Brownmiller points out, all men are rapists based on the less than
.3% who really commit such crimes. As I've mentioned before, this is
like using streetwalkers to claim all women are whores! "
--------------------------------------------------------------------
---------------------------------------------------------------------------
Date: Tue, 23 Jul 91 11:13:04 -0600
From: Chris Baldwin <cs3551aq@triton.unm.edu>
Subject: Pregnancy and Game Effects
I am presently running a female character in a RM campaign and it seems that
at some time in the not so distant future she may become pregnant. Given
her profession (Nightblade), I am in desperate need of the effects, in game
terms, that this will have on the character's life. Specifically, I need
to know the effects on physical skills as the pregnancy progresses from
start to birth (we are dealing with a nine month term where each month is
35 days), the physical effects (morning sickness, etc), and emotional
state. Generalizations would probably be best.
Also, I would like to talk, via email, with any woman who will discuss
with me the female cycle, so I can better roleplay a female character--
in this case I am referring to the emotional state as the cycle progresses,
I know that this cannot be assumed to affect all women in the same way,
but I need a basis at which to start.
Paul
-----------
when sending me email, please put my name in the subject line so that I'll
get it.
email: cs3551aq@triton.unm.edu
subject line: Paul : <subject>
cat non_constructive_flames >> /dev/null
---------------------------------------------------------------------------
Date: Tue, 23 Jul 91 20:54:31 EDT
From: David.Spencer@samba.acs.unc.edu
Subject: Re: RoleMaster Mailing List #2
idle curiosity here, Rick--is there any way you can set up an
alias so when we get the newsletter, it doesn't list all
the addresses? At 1200 baud, it can be a pain *grin*
Re: Spacemaster--never tried it, though it caught my interest,
as I have been considering integrating some elements from
present/future/sci-fi into one of my present psedu-medivil
adventures.
Question for you all--custom made classes/professions.
Anybody done it (with or without the companios)
?
How about a fourth realm? I racked my brain one night trying to
come up with one...new lists, I could think of...but a fourth
realm eluded me...
Just curious.
---------------------------------------------------------------------------
Date: Wed, 24 Jul 91 9:31:11 EDT
From: rsm@delfax.Amiga.OCUnix.On.Ca
Subject: Re: Rolemaster mailing List #2
David.Spencer@samba.acs.unc.edu writes:
> idle curiosity here, Rick--is there any way you can set up an
> alias so when we get the newsletter, it doesn't list all
> the addresses? At 1200 baud, it can be a pain *grin*
Sorry about the pain :-) There isn't a whole lot that can be done. I am
on a couple of other mailing lists and they are basically the same. I do
have an alias for you lot, btw. I sure hope you don't think I enter 50 some
odd addresses manually every time do you? :-)
What I asked in that other message is that anyone on the same site could
set up a local alias to do the redistribution and address expansion there.
For example; Say there are five accounts at a particular site receiving a
mailing list. What can be done is that they can have the site administrator
set up a local alias there, ie;
OurUsers: Account1,
Account2,
Account3,
Account4,
Account5
Now I mail to OurUsers@SomeSite.SomeWhere instead of to the five
accounts, and when the mail gets to SomeSite it is expanded there to the
five accounts.
Beyond that there is not much that I can do. Not unless all of you want
to poll ME, and collect your mail directly from me. :-) That should be a
really attractive option to the subscribers in New Zealand, Austrailia,
England, Finland, Germany, etc :-) :-) :-)
-Rick
-------------------
Rick Morrow, Ottawa Ontario Canada
Internet....rsm@delfax.Amiga.OCunix.On.Ca, Fido Net....1:163/109.31
-------------------
---------------------------------------------------------------------------
-------------------
RoleMaster Mailing List
Submissions: rmlist@delfax.Amiga.OCunix.On.Ca
Queries, Application: rmappl@delfax.Amiga.OCunix.On.Ca
courtesy of; Rick Morrow, rsm@delfax.Amiga.OCunix.On.Ca
Ottawa, Ontario Canada
-------------------
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Date: Sat, 27 Jul 91 08:21:52 EST
Subject: RoleMaster Mailing List #4
---------------------------------------------------------------------------
Date: Wed, 24 Jul 91 13:12:04 +0200
From: Vesa Roto <visa@shh.fi>
Subject: Re: RoleMaster Mailing List #2
>Date: Wed, 17 Jul 91 15:40:07 -0500
>From: malirath@ccwf.cc.utexas.edu (Robert Fisher)
>Subject: Spacemaster and Rolemaster
>
>
>Has anyone out there tried Spacemaster?
>If so, how did you like it? How does it compare to Rolemaster? How well does
>it fit with the Rolemaster rules?
>
I have played and game mastered the old Space Master and game mastered the
new Space Master.
The rules are not totally integrated with Role Master, but with a little
common sense (and some hard(?) Work), it should be possible to use them
mixed.
The Space Master contains more rules/skills etc. than the basic Role
Master set, but nowhere close to the total amount of rules in the Role
Master series.
Some of rules in Space Master make more sense than the corresponding
ones in Role Master. (IMHO)
How I liked it?
That is a difficult question, since my feelings are somewhat mixed.
At times the system seems too deadly. (or is the problem my players who
allways wanted to make a fight out of it 8-)
But overall, I like the system and the background.
> /\ /\ / \ /\ /\ /\ /
> / /\ / \ / /\ /\ \ / \ /\ /
> / / / /\ / / / / /\/ /\ / / / /\ /
> / \/ \ \/ \ \/ / \/
> / / \ \ / / /
> malirath@ccwf.cc.utexas.edu
Yours,
Vesa Roto visa@adbsun.shh.fi (No claim made to the sanity of the above)
roto@csc.fi (Nor any claim to the sanity of the world)
---------------------------------------------------------------------------
Date: 24 Jul 91 12:40
From: Rupert Curwen <rupert@robots.oxford.ac.uk>
Subject: Shadow World
There seems to be this idea going around that a GM is only any good if
they write all their own material. People on the net, particularly
some on rec.games.frp, scoff at the use of any bought source material.
Is this realistic? No, I find that a GM who has a daytime job needs
every bit of help available to keep the campaign rich and interesting.
I bought Shadow World and Emer, and have based my campaign around the
material found therein. The quality of these packages is, in my
opinion, exceptionally high. A good test of a bought campaign is how
well it accepts your own ideas: Kulthea is the best world I have tried
in this regard. When I come up with an idea for an adventure thread,
and try to place it in context within the campaign, I can almost
always find some existing setting which not only accepts it, but
fleshes it out and adds new dimensions.
If you have tried Kulthea, I'd like to know how you feel about it, and
also what is your feeling about using bought material in your
campaign. If you have had a sparkling adventure in the Kulthean
world, why not give us a summary - I know for a fact that none of my
players are on this list, and as I said before, I need all the help I
can get!
Here is a plot I used which was a little out of the ordinary:
The players turned up for a session: "Where were we .. oh yes, in
Artha, about to seek employment ... nothing too risky though, after
the last job ..." At which point I break in with something along the
lines of "You find yourselves drifting awake, with a splitting
headache. It's very bright and the air smells fresh and there's bird
song all around." Stunned silence (Has the GM forgotten the thread?
Has he flipped?) To cut a long story short, the background was that
the party had been employed during 'down time' to deliver a certain
magic item to a scholar for evaluation, and had been found at night
by an Animist with a particularly effective memory loss herb (tossed
into the camp fire once the one lookout had been removed). The party
found themselves in the middle of nowhere, with a dead body they did
not recognize and an empty pouch with a crest on it (again
unfamiliar). They managed to find their way back to Artha, only to
have to explain where the lost item was to its owner (again who they
did not recognize).
Anyway, further down the plot we had an anonymous cameo appearance
from Andraax, the Storm Riders, an old prophesy, and ended up with
a rather unpleasant and cunning Dragon, who turned out to be not such
a bad sort after all (my dragons tend towards the Terry Pratchet
style).
Regards,
Rupert.
--------------------------------------------------------------------------
Rupert Curwen Phone: +44 (0)865 273 125
Robotics Research Group Fax: +44 (0)865 273 908
Dept Engineering Science
Parks Road, Oxford OX1 3PJ Email: rupert@uk.ac.oxford.robots
--------------------------------------------------------------------------
---------------------------------------------------------------------------
Date: Fri, 26 Jul 91 10:54:02 CDT
From: Richard Sparrow <S082195@UMRVMA.UMR.EDU>
Subject: NPC Generation
Is there anyone out there who has developed a way to create
large numbers of NPC's in RoleMaster? The creation process
for Characters is rather extensive, and I would like to
find an efficient algorithm for NPC's of varying levels.
Any help would be appreciated.
Richard Sparrow
(s082195@umrvma.umr.edu)
(s082195@umrvma.bitnet)
---------------------------------------------------------------------------
-------------------
RoleMaster Mailing List
Submissions: rmlist@delfax.Amiga.OCunix.On.Ca
Queries, Application: rmappl@delfax.Amiga.OCunix.On.Ca
courtesy of; Rick Morrow, rsm@delfax.Amiga.OCunix.On.Ca
Ottawa, Ontario Canada
-------------------
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Date: Sun, 28 Jul 91 08:32:29 EST
Subject: RoleMaster Mailing List #5
---------------------------------------------------------------------------
Date: Sat, 27 Jul 91 16:19:56 -0500
From: i8sam@vaxa.aud.auc.dk (s0ren parbaek)
Subject: Rolemaster Supplement and M-E moduls
List over Rolemaster Aids and modules in Middle-Earth.
WAR LAW Absolutly new. I have seen it in shops, but i don't have
the cash to buy it yet. Can anyone help ??
COMBAT SCREEN This is a 4-sided screen. It comes with a booklet og
crit. tables. Very Handy.
CAMPAIGNS:
RCM 1 Includes new profision, Arcane Magic, Smoothed Stat
bonus table. Good.
RCM 2 Includes new professions, More lists, New skills, and a
table over all prof's and skills dev.cost. I can't live
without it...
RCM 3 More of the same stuff as 1 & 2. Usefull.
RCM 4 See RCM 3. Don't by it unless you'r a fanatic (As me!)
RCM 5 Not seen in Denmark Yet.
Elemental This is a good work. The dragons of this book are
leathal. Very Good, specialy for Shadow World.
CREATURES & TREASURES:
C&T I This is the monsters compendium for RM (and SM). This
Book have over 500 animals, Elementals, Undeads, Dragons etc.
Very Good. A Must.
C&T II This is where you find the exotic animal, that get your
players hair to rise on their heads. The Treasure part is
not as good as in no I. A very good supplement to C&T I.
RM Heroes & Rogues: An NPC list, that shows how you shold make your PC's
It's good as an extra supplement, and it gives you a
good look to the backgrounds that can be found in Shadow World.
MIDDLE-EARTH SUPPLEMENTS:
Middle-Earth Adventure Guidebook.
Middle-Earth Adventure Guidebook II. (Better then I)
Lords of Middle-Earth I Valar (Gods), Maiar (Demi-Gods), and Elves
Lords of Middle-Earth II Importent persons of Mannish races
Lords of Middle-Earth III Hobbits, Dwarves, Ents, Orcs and Trolls
Creatures of Middle-Earth Animals from M-E. (C&T I is good to have first)
Treasures of Middle-Earth M-E's Greatest Treasures.
MIDDLE-EARTH MODULS:
Assasins of Dol Amroth
Bree and The Barrow Downs
Brigands of Mirkwood
Calenhad
Cirith Ungul & Shelobs Lair
Dagorlad & the Dead Marshes
Dark Mage of Rhudaur
Denizens of the Dark Wood
Dunland and the S. Misty Mountains
Empire of the Witch-King
Ents of Fangorn
Erech & the Paths of the Dead
Far Harad, the Scorced Land
Forest of tears
Gates of Mordor
Ghost Warriors
Ghosts of Southern Anduin
Goblin Gate and Eagles Eyrie
Gorgoroth
Great Harad
Halls of the Elven King
Haunted Ruins of The Dunlendings
Havens of Gondor
Hazards of the Harad Wood
Hillmen of the Trollshaws
Isengard and Northern Gondor
Lorien and the Halls of the Elven Smiths
Loast Realms of Cardolan
Minas Tirith
Minas Ithil
Mirkwood (Northern and Southern)
Moria, the Dwarven City
Mount Gundabad
Mouths of the Entwash
Perils on the Sea of Rhun
Phantom of the Northern Marshes
Pirates of Pelargir
Raiders of Cardolan
Rangers of the North, the Kingdom of Arthedain
Rivendell, Eldrons house
Rogues of the Borderlands
Sea-Lords of Gondor
Shadow in the South
Teeth of Mordor
The Nicromancers Lieutenent
The Riders of Rohan
Thives of Tharbad
Warlords of the Desert
Weathertop, the Tower of the Wind
Woses of the Black Wood
Some of these modules are not at stock any longer from ICE.
I'll stick to Middle-Earth and stop here, because I'm not into Shadow
World (yet). I hope that another can take the part of Shadow World.
See Ya.
Sam.
==============================================================================
Soren Parbaek \\ See the wisdom from mistakes in our past.
Hvidkildevej 20 A \\ Hear the younger generation ask:
DK 9220 Aalborg \\ Why do I feel this way ?
Denmark. Phone: +45 98 15 95 82 \\ The promise of a new day.
Internet: i8sam@vaxa.aud.auc.dk \\ Paula Abdul 1991.
Freenet.: at047@cleveland.Freenet.edu \\
==============================================================================
---------------------------------------------------------------------------
Date: Sat, 27 Jul 91 19:50:29 +0200
From: rognes@math1.uni-bielefeld.de (...)
Subject: Re: RoleMaster Mailing List #4
Greetings everybody !
It's been some years since I played Rolemaster now, but I've thought
of picking it up again. One thing that bothers me, though, is trying
to decide what subset of the rules to use. There's a lot of good
material in the Companions, but also a lot that does not fit together.
Does anybody have suggestions for what should amount to `basic
Rolemaster' ? I suppose I could study the tables in the back of RMCIII
(or is it RMCIV ?), but I'd prefer experience from players, i.e. you.
Could someone give a review of War Law (if it's out yet), maybe
emphasizing how well it combines roleplaying with board wargaming ?
About generating NPC's. I wrote a Rolemaster character generator once,
in C. It's not perfect, but works, and if you know what you want it
is much faster than doing the lookup yourself. It doesn't spew out
interesting personas, though. Send me a note for a copy ...
- John Rognes
rognes@math.uio.no
---------------------------------------------------------------------------
Date: Sat, 27 Jul 91 21:30:26 EDT
From: David.Spencer@samba.acs.unc.edu
Subject: MERP scenarios/RM stuff (no kidding)
I'm using a bbs and due to laziness, 1200 baud, and unfamiliarity
with the software, I cannot (will not) quote articles to which
I reply. So :)
To whoever asked about buying packaged scenarios--never done it,
though I ordered one for MERP, 'Tower of the Ninth Nazgul' or
something to that effect, due out in August. I've always done
my own stuff, ranging from simple stories (read as easy :) and
spontaneous) to complex (read as *gasp* writing down and
preparing). Only once or twice have I actually had an iea
of how the campaign would end, or even progress, when
I started it.
My scenarios almost always entail large amounts of battle--I play
with players who love to fight, and I enjoy it as well. People
may say, 'bleah, no role playing' .. but untrue. See, I don't
create these battles. My players seem to FIND them. It's not
*my* fault they choose to attack the Guild leader instead of
convincing him to let them join.... *grin*
Anyhow, Rolemaster doesn't cost hundreds of bux, whoever was
complaining. I got mine for 38, and C&T for about 12, I think..
I'd hate to play Rolemaster without C&T, though, or at least
MERP--to get monsters from.
Well, I've blabbered long enough, I guess. Oh, btw--in C&T it
gives guidelines for using some monster races as PC races--
anyone else tried this? I've currently got a game going with
two rather chaotis War Troll PCs. They make short work out
of most monsters, with near 100 OBs at level 2, immunity to
stun, and large creature crit tables..heh, but they've got
a surprise in store for them soon...
Until next issue, your friendly GM for RM - Dave
'I hate old people..almost always spellcasters. Let's kill him.'
(needless slaughter of old man deleted :) )
---------------------------------------------------------------------------
-------------------
RoleMaster Mailing List
Submissions: rmlist@delfax.Amiga.OCunix.On.Ca
Queries, Application: rmappl@delfax.Amiga.OCunix.On.Ca
courtesy of; Rick Morrow, rsm@delfax.Amiga.OCunix.On.Ca
Ottawa, Ontario Canada
-------------------
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Date: Tue, 30 Jul 91 00:02:20 EST
Subject: RoleMaster Mailing List #6
---------------------------------------------------------------------------
Date: Sun, 28 Jul 91 17:11:12 PDT
From: Andy Young <andy@hpsmo100.rose.hp.com>
Subject: Shadow World
I too use Shadow World as my principle Fantasy Environment, and
have found it to be among the best pre-generated worlds. Rather than go
into seemingly infinite detail on trivialities, it spends most of it's
time conveying the "feel" of Kulthea.
This is not to say that I use it unmodified.. I have found the
entire concept of the Essence Flows to be too disruptive. I don't know
why an GM would want to lock his players into such a limited travel scheme.
Navigators do exist in my variant, but they don't have the near complete
global (or half global ;) ) control the books portray. Essence Storms do
exist in my world, but they are truly rare and frightening things to be
ANYWHERE near.
I am also considering a change in the Pantheon of the Shadow
World. Something about the Lords of Orhan just rubs me the wrong way;
perhaps they just aren't divine enough. I imagine the occupants of
Charon will soon be visiting Orhan <heh heh heh>.
Just a quick question before I depart... How are Arcane spell lists
being handled out there? I am reluctant to allow PC Arcanists (etc), but
would like to introduce a few nifty spell lists; any ideas (apart from the
"Ancient Scrolls of Knowledge" cliches..)?
Andy
+-------------------------------------------------------------------------+
| Andy Young | Unable to find a relevant quotation |
| andy@hpsmo100.rose.hp.com | |
+-------------------------------------------------------------------------+
---------------------------------------------------------------------------
Date: Mon, 29 Jul 91 06:46:31 GMT
From: petri@cerebus.inter.fi (Petri Wessman)
Subject: RM supplements
> List over Rolemaster Aids and modules in Middle-Earth.
> WAR LAW Absolutly new. I have seen it in shops, but i don't have
> the cash to buy it yet. Can anyone help ??
I'd like to see some reviews of this as well. Anyone tried it yet? Is
it a boxed set or a rulebook?
> RCM 3 More of the same stuff as 1 & 2. Usefull.
> RCM 4 See RCM 3. Don't by it unless you'r a fanatic (As me!)
I'd recommend getting RMC4 over RMC3, I think #3 is the least useful
of the lot (IMHO, of course).
> Elemental This is a good work. The dragons of this book are
> leathal. Very Good, specialy for Shadow World.
I agree. The book has to be read through *completely* to get the hang
of it, but the system it contains is pretty usable (and deadly!). I
haven't really used the PEM rules in it yet... anyone tried them?
> C&T II This is where you find the exotic animal, that get your
> players hair to rise on their heads. The Treasure part is
> not as good as in no I. A very good supplement to C&T I.
The creature part in this was too AD&D-ish for my tastes to be used in
a Shadow World campaign, but lately I've been using these beasties in
my Dark Space scenarios.
About "Dark Space": It's a fairly new campaign supplement from ICE
that details a group of 20 worlds (planets) on which both technology
and magic work. As an added twist, the whole bunch is pretty much
ruled over by a church which considers all "hardtech" (i.e. computers,
electronics, all that good stuff :-) to be unholy. As a result,
biotechnology has flourished, and you can buy all sorts of replacement
limbs, biobombs, sentient suits of armor, etc. The whole thing is
pretty crazy, but it's also fun and a nice break away from the usual
fantasy scenarios --- it's sort of like cyberpunk with biotech.
There's also a set of highly nasty bad guys in the tradition of H.P.
Lovecraft... I recommend the book highly.
Warning: to get the most out of Dark Space you need both RM and SM,
and that means *a lot* of rulebooks. It can be used with only one of
them without much trouble, though, so no need to panic :-/
//Petri
---------------------------------------------------------------------------
Date: Mon, 29 Jul 91 13:02:15 +0200
From: Vesa Roto <visa@shh.fi>
Subject: Re: RoleMaster Mailing List #5
>Date: Sat, 27 Jul 91 19:50:29 +0200
>From: rognes@math1.uni-bielefeld.de (...)
>Subject: Re: RoleMaster Mailing List #4
>
>Greetings everybody !
>
>It's been some years since I played Rolemaster now, but I've thought
>of picking it up again. One thing that bothers me, though, is trying
>to decide what subset of the rules to use. There's a lot of good
>material in the Companions, but also a lot that does not fit together.
>Does anybody have suggestions for what should amount to `basic
>Rolemaster' ? I suppose I could study the tables in the back of RMCIII
>(or is it RMCIV ?), but I'd prefer experience from players, i.e. you.
Defining "basic" Rolemaster is kind of hard. But I suppose you could
start by looking through Companion II, as it contains a rather good list
of skills and professions.
You will have to decide on rules to use. But if it is some time since
the last time you have played RoleMaster I suggest the KISS principle
(keep it simple stupid 8-) [no offense meant]
And try with a low number of special rules etc. and increase the number
as you grow comfortable with them, until you reach a suitable level of
complexity.
[stuff deleted]
>- John Rognes
>rognes@math.uio.no
Yours,
Vesa Roto visa@adbsun.shh.fi (No claim made to the sanity of the above)
roto@csc.fi (Nor any claim to the sanity of the world)
---------------------------------------------------------------------------
-------------------
RoleMaster Mailing List
Submissions: rmlist@delfax.Amiga.OCunix.On.Ca
Queries, Application: rmappl@delfax.Amiga.OCunix.On.Ca
courtesy of; Rick Morrow, rsm@delfax.Amiga.OCunix.On.Ca
Ottawa, Ontario Canada
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Date: Tue, 30 Jul 91 08:27:03 EST
Subject: RoleMaster Mailing List #7
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Date: Mon, 29 Jul 1991 20:39:00 -0400
From: Scott Martin <ECZ5SCO@MVS.OAC.UCLA.EDU>
Subject: War Law and NPC Generation
I recently bought War Law, but haven't yet had a chance to use
it, but I can give a quick summary of how it looks:
War Law provides a combat system which can be used to simulate
units of almost any size in combat against each other. It's
pretty cumbersome, but is very faithful to the Rolemaster combat
system, including separate unit combat charts for each weapon.
(My favorites were the Whip Unit Combat Chart and the Fall/Crush
Unit Combat Chart. You can let your imagination run wild trying
to think of uses for these!)
Most impressive, however, is a unit formation and development
system that allows your PC to become a military commander and
recruit, train and lead an army. Each unit is treated almost
like a Rolemaster character and is able to go up levels and
learn skills, which represent the aggregate skills of the
members of the unit when working as a whole. Besides a lot of
the familiar Rolemaster skills from RC2, there's a whole list of
skills which would only be used by units such as various
formation maneuvers and such. (These include the all-important
infantry skill of "Drop/Pick-up Packs", the ability of a unit to
handle their equipment in an organized fashion so that each man
can find his own belongings!)
If you plan on running large-scale battles, and especially if
your PC's want to start running armies, War Law is a definite
must. Otherwise don't bother. For $30 (comes in a nice box
with counters, map sheets, and transparent hex grids) it's not
worth it unless you're going to use it.
Also, I've got to throw in my two cents worth on NPC Generators.
My advice about this is: don't bother. The Rolemaster
character creation system is incredibly detailed and fun for the
PC's, but completely unnecessary for NPC's. Just make it up.
When my players run into a group of 4th level bandits, I don't
actually roll up their stats and buy their skills with
development points. I just decide that each bandit has 60 hp, a
total OB of 60 with their main weapon/40 with a missile weapon,
AT9 and DB5. And if there's an ambush involved I'll also toss
in a +50 stalk/hide bonus and three levels of ambush. If,
during the encounter, the bandits suddenly need to use some
other skill, just make it up on the spot. Ex. the characters
spot the ambush and confront the bandits -- the bandit leader
has to talk his way out of it. Give him a +25 bonus on duping
(he's not too bright). No need to work out skill levels, stat
bonuses, level bonuses, etc., just use your knowledge of how
powerful you want the person to be and give them the appropriate
skills. Save the full system for PC's, companions, and
important villains (ie. folks that will be around a while).
Scott Martin
UCLA
Los Angeles, CA
ECZ5SCO@MVS.OAC.UCLA.EDU
---------------------------------------------------------------------------
Date: Tue, 30 Jul 91 12:40:44 +0200
From: Vesa Roto <visa@shh.fi>
Subject: Re: RoleMaster Mailing List #6
>> Elemental This is a good work. The dragons of this book are
>> leathal. Very Good, specialy for Shadow World.
>
>I agree. The book has to be read through *completely* to get the hang
>of it, but the system it contains is pretty usable (and deadly!). I
>haven't really used the PEM rules in it yet... anyone tried them?
I have both played in and Game-Mastered short runs where the elemental
rules are in use. What I found is that some of the rules make
elementalists too powerfull. As an example the ability by elements to
fire elemental bolts, with multiple bolts increasing in purity and
strength.
The PEM rules are kind of cruel to the PC:s, but help to give them a
proper respect for Dragons.
>
>//Petri
Yours,
Vesa Roto visa@shh.fi (No claim made to the sanity of the above)
roto@csc.fi (Nor any claim to the sanity of the world)
---------------------------------------------------------------------------
Date: Tue, 30 Jul 91 12:01:39 -0500
From: i8sam@vaxa.aud.auc.dk (s0ren parbaek)
Subject: RM Swimming rules
For some time ago, my players had to cross a river with a very strong
current. One of the guys fell of his horse and into the water.
Not a big fuzz about it, but where are the rules for this in rolemaster?
Neither me or my players could find anything, so we made the following
rule:
Every round you have to check the following:
1: Do you *PANIC* ?
Make an RR aginst FEAR. Your level comperead to the rounds you
have not been able to breathe (Min. lvl 1). If you fail you have
-50 to all actions in the water and you have -20 to RR in next
round to see if you gain control over your self.
2: Can you swim ?
Make your check of the swim (-50 if panic) skill. I normaly uses
the alternate Movement table, that gives results in percent.
If the result is under 100 %, this is the distance covered.
It also gives the chance for that your head is still over the
water and you can breathe. If you go under, you'll have to see
if you can hold your breathe....
3: Can you hold your breath ?
You take your constitutionstat and add your total bonus. From
this you take 10 for every round you have not been able to breathe.
To this you add a D100 and if the result is 101+ then you have held
your breath. If you didn't make this, you're drowning....
Every round you're drowning you roll damage on the FALL/CRUSH table
where the OB is 10 * the # of rounds you have been drowning.
(Minimum 10 in OB) Criticals should be ignorred exept stuns and hits
etc. If you first are drowning, you can still make it, if you get
your head above the water. If unconcius you need someone else to
make artificial respiration on you (First Aid) before you stop
taking damage.
To this there are normal modifications as the master sees fit to the
situation. Other Skills that swimming can come in handy to the player,
using this rules if fit to the situation.
I hope you find it usefull. My players did sit tight as they followed
their friends battel with the currents.
P.S: The other players had to rescue him when he went unconsius 200 m
downstreams.....
==============================================================================
Soren Parbaek, Hvidkildevej 20 A \\ See the wisdom from mistakes in our past.
DK 9220 Aalborg, Denmark. \\ Hear the younger generation ask:
Phone.. +45 98 15 95 82 \\ Why do I feel this way ?
Internet: i8sam@vaxa.aud.auc.dk \\ The promise of a new day.
Freenet.: at047@cleveland.Freenet.edu \\ Paula Abdul 1991.
==============================================================================
---------------------------------------------------------------------------
-------------------
RoleMaster Mailing List
Submissions: rmlist@delfax.Amiga.OCunix.On.Ca
Queries, Application: rmappl@delfax.Amiga.OCunix.On.Ca
courtesy of; Rick Morrow, rsm@delfax.Amiga.OCunix.On.Ca
Ottawa, Ontario Canada
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Date: Wed, 7 Aug 91 11:03:13 EST
Subject: Rolemaster Mailing List #8
---------------------------------------------------------------------------
Date: Tue, 6 Aug 91 12:03:21 +0200
From: visa@shh.fi
Subject: spells.
Here are some spell lists that I have made.
[note to moderator: if you want to split this to 2 postings, feel free
as long as the copyright message is included in each file]
The following material is copyright 1991 by Vesa Roto. (visa@shh.fi) The
material is NOT in public domain, but permission is granted to use it
without fee and to distribute it, provided that this notice is included with
the material, the contents is not modified and no fee is charged for the
distribution.
All questions, comments etc. should be directed to visa@shh.fi
the Spells:
Potion Mastery (special alchemist base)
All "potion of" spells produce potions of the same name in
creatures&treasures and the time is according to spell law. Spells of levels
3,6,9,12,15,20,40 are on alchemist base: "liquid gas skills" and duration
24hr and times according to spell law.
1) research: allows researching of new "Potion of" spells.
2) Potion of Heat resist
3) Potion I
4) Potion of Cold resist
5) Potion lore (I) 1rd/lv Touch : allows caster to analyze a potion. using
the appropriate laboratory equipment the exact spell can be determined in
1minute/spell lv without equipment the type (ie healing, utility,
information. ) and the spell-list of the potion (but not what spell of
what level) can be determined in 1rd/potion lv (the level of the spell
imbedded in the potion).
6) Potion II
7) Potion of heal 2-20
8) Potion of Bloodstop III
9) Potion III
10) Potion of Neutralize poison
11) Potion of Levitation
12) Potion IV
13) Potion of Heroism
14) Potion of Invisibility
15) Potion V
16) Potion of restoration
17) Potion of speed
18) Potion of strength
19) Potion of Heal 5-50
20) Potion X
25) Potion of Remove curse
30) Potion of Immunity
35) Potion of Bloodstopping true
40) Lord potion
45) Potion of Awareness
50) Potion of youth :Instantly reduces physical age of the drinker by 2
years. but creating this potion the maker must put part of his essence
in it reducing his temp empathy by 1. therefore making these potions
extremely expensive. the drinker must also make an essence RR or get
the "Age Curse"
60) Multiple projects :allows caster to be imbedding multiple potions at the
same time. PP's must be paid everyday for this spell and all the other
spells. (max lv/10 simultaneous projects)
70) Fast imbedding : divide the time of making a potion by
(level-50)/10,can't be used at the same time as Multiple projects. and
this spell must be cast every day.
75) Potion of Youth true : as "Potion of Youth" but the age reduction is 10
yr and the drinker gets +100 to his RR vs age curse.
"Age curse" The target will do ANYTHING to be young and beautiful. Extreme
situations like having to kill a friend causes a new RR, witch if successful
causes this curse to be ineffective for 1day/1% made RR. if unsuccessful the
cursed would for example kill a friend to get a new youth potion.
Note: if using the individual spell development guidelines and you already
know a spell with same name and effect like imbed potion I in Potion
Mastery I, Potion Mastery II and Potion Imbedding, the second and
subsequent times it can be considered "an empty slot" for development
point purposes.
Boot making (lephracaun alchemist base list)
1) Measures: Takes necessary measures for making custom boots.
2) Work Leather: 24 h
3) Make Enchanted Boot I: Allows to imbed 1 'boot' spell/pair
4) Boots of Limb walking: 10Minute./level/day (as Animist Nature's Movement
1.level spell )
5) Boots of Running: 10Minute./level/day x2 movement without exhaustion
6) Boots of Leaping: 50' laterally or 20' vertically level/4 times per day
(as Monk's Bridge 1.level spell)
7) Boots of Landing: Reduce fall 20'/level(totally) daily
8) Boots of Edge running: Caster can run on 1" wide surface and walk on .1"
wide surface.
9) Boots of Stone walking:Caster can walk on stone surfaces of up to 60
degree as if he were on level ground 10Minute./level
10) Boots of Sprinting: 10Minute./level/day x3 movement without exhaustion
11) Make Enchanted Boot II: Allows to imbed 2 'boot' spells/pair
12) Boots of Traction: Can run on unstable surfaces as on hard stable surface
13) Boots of Water walking: Unlimited walking on water
14) Boots of Protection I: +5 to DB and RR
15) Universal Boots: Will fit perfectly any being
16) Boots of Great Leap: Leap 10'/level laterally or 5'/level vertically
level/4 daily
17) Boots of Ceiling Walking: 1Minute./level/day
18) Boots of Fast Sprint:1Minute./level/day x4 movement without exhaustion
19) Make Enchanted Boot III: Allows to imbed 3 'boot' spells/pair
20) Boots of Voice Command: Boots work with special word only (NO attunement
roll)
25) Make Enchanted Boot IV: Allows to imbed 4 spells/pair
30) Boots of Protection True: +10 to DB and RR
35) Boots of Dashing: 1Minute./level/day x5 movement without exhaustion
40) Weekly X: Imbed any spell that can be used 5/week (1.level
spells),4/week (2,3,4 level spells), 3/week (4,5 level spells), 2/week
(6,7 level spells) or 1/week (8,9,10 level spells)
45) Running Boots: As any boot of walking but allows running and allows
running(x2 pace) at walking exhaustion
50) Wind Boots: Allows 10Minute./level flight at 300'/rnd daily
60) Boots of Mental Command: Boots work with mental command (NO attunement
roll needed)
75) Make Enchanted Boot True: Allows to imbed Level/10 'boot' spells/pair
80) Imbed List: Teach the boots to cast spells from a list that you know PP:
Level/10+d10/day(time to make=80+PP days)
90) Boots of Skill: Boots will add +25 to any one skill the maker decides
and have something to do with boots Ex. Boots of Riding
100) 7 League Boots: When user jumps with these on he will fly 70 miles in
jumping direction, can choose landing site within 1 mile
Making boots: -Measures or Universal boots needs to be cast once
-Work Leather needs to be cast once per day
-Make Enchanted boots needs to be cast once per day
-Boot spells need to be cast once per day
Time to make boots: Spell level in days (Extra boot spells will take an
additional x2,x3,4 etc..
Armoring Ways (special Essence base)
All spells on this list are Self,Force and the armor # spells are 6rd+1rd/lv
and the other spells are 1rd/lv.
1) Shield * : as "shield" on shield mastery (ess closed)
2) Shield II * : as "shield" but bonuses are as a wall shield (+30 vs melee
+40 vs missile)
3) Armor 5 : as "armor" in RMCI "Additional Spells" giving armor type 5
4) Armor 6 : as "armor 5" but armor type 6
5) Armor 7 : as "armor 5" but armor type 7
6) Armor 8 : as "armor 5" but armor type 8
7) Light Armor : as "light Armor" in Elemental shields but must be cast 'on'
a Armor # spell and adds the light resistance to that armor.
8) Heat armor : as "light armor" but gives heat resistance.
9) Armor 10 : as "armor 5" but armor type 10
10) Cold armor :as "light armor" but gives cold resistance.
11) Armor 11 : as "armor 5" but armor type 11
12) Armor 15 : as "armor 5" but armor type 15
13) Armor 16 : as "armor 5" but armor type 16
14) Lightning armor: as "light armor" but gives lightning resistance
15) Armor 12 : as "armor 5" but armor type 12
16) Acid Armor : works as "light armor" from this list but subtracts 20
from acid attacks and reduces acid criticals by 1
17) Armor 19 : as "armor 5" but armor type 19
18) Armor 20 : as "armor 5" but armor type 20
19) Plasma Armor : as"acid armor" but protects against Plasma attacks and critic
als
20) Spell armor :cast as "light armor" on armors, but reduces all spell
attack rolls by 20 and adds 20 to spell RR's.
25) Armor of protection : cast on an armor from this list,reduces any crit
by 1
30) Invulnerability : as "invulnerability" RMC I extra spells. but must be
cast on an Armor # spell from this list.
50) True armor : As "true armor" on elemental shields and armor type 20 and
invulnerability at the same time. Note:"reduce a crit by 1" means the A
becomes no crit, B becomes A,etc.
Gating ways (Arcane list)
This list is for using and manipulating moon gates. It is considered highly
restricted by the few that know it.
1) Know Time (I) 28 minute : when within 100' of a visible moon gate, knows the
amount of time the moon gate has been visible.
2) Register Moon Gate (I) : Used to register a moon gate for use on this list
as a known gate.
3) Notice gate (I) : if within moon gate node radius*10 notices the location
of the gate and knows the time of appearance at that location.
4) Know Direction (I) 1rd 5mi/lv : knows direction to nearest moon gate and if
registered,witch gate it is, if there is one within range
5) Know target (I) 28 minute : knows moon gates current target as "Unknown" if
not registered and by it's name if registered (by the lv 2 spell).
6) Know location I (I) 1rd 1mi/lv: Knows the direction and range of the
nearest moon gate if within range (and the name if registered)
7) Know direction true (I) 1rd :as "know direction" but no range limitation.
8) Moon Window (I) 1rd/lv : looking at a moon gate,see the current destination a
s through a window
9) Know location II (I) 1rd 5mi/lv : as "know location I" but longer range
10) Moon gating I (F) :at a registered moon gate location,the caster can
travel instantly to any registered moon gate location
11) Know location true (I) 1rd : as "Know location I" but no range
limitation
12) Moon gating II (F) : as "Moon gating I" but the caster can take 1 "unit"
with him. 1 unit is:1 passenger or 50 lb of luggage.
13) Summon moon gate (F) : if at a moon gate location at night,has 2%*lv
change of summoning a moon gate, that appears within 1d100 minute (open ende
d
up) and is there the normal 28 minutes.
14) Moon gating III (F) : as "Moon gating II" but can take 2 "units" along.
15) Gating (F) : caster can move to any registered moon gate location at
night from any location.
20) Moon gating True (F) : as "Moon gating II" but can take lv/3 "units"
along
25) Gating true (F) : as "gating" but can move lv/5 additional "units"
along.
30) Great Gating (F) : as gating but caster can move to any place he is
familiar with,within 100 miles of a registered moon gate.
50) Intercontinental Gating (F) :as gating but the caster can move to any
moon gate he is familiar with on any continent.
75) Great Gating true (F) : as "great gating" but can take lv/5 "units"
along.
100) Intercontinental gating true (F) : as "intercontinental gating" but can
take lv/10 "units" along.
A note on moon gates to the novice:
-Moon gates appear on the continent once/moon in each place on the night
following the day #. (ie. the the moon gate appears at first location at the
night of new moon, the next night in location #2 etc.)
-They appear the first moon of a year at 10 o'clock in the first location
And 1 minute later the next night in the second,being 28 minutes later the
next moon.
-The moon gate is 28 minutes in one place,and anyone stepping in it is moved
to place # corresponding to the minute (ie. during the first minute anyone
stepping in it is moved to location 1)
-If stepped into at minute corresponding to the same location,the person
reappears in the same location next leap-day. Having no time passage in
meantime and no aging.
-All moon gates are minor earth nodes sized approximately 20'r. when they
are at the location they shine lightning a 100'r with light and are visible
to 1/2 mile.
Potion Mastery II (special alchemist base)
All "potion of" spells produce potions of the same name in creatures&treasures I
I potions or modest items and the time is
according to spell law.
Spells on levels 1,5,60,70 are treated as empty if the person knows the same spe
ll from potion mastery.
1) research: allows researching of new "Potion of" spells.
2) Potion of Intimidation
3) Potion of Gold Finding
4) Potion of Gem finding
5) Potion lore (I) 1rd/lv Touch : allows caster to analyze a potion. using
the appropriate laboratory equipment the exact spell can be determined in
1minute/spell lv without equipment the type (ie healing, utility,
information. ) and the spell-list of the potion (but not what spell of
what level) can be determined in 1rd/potion lv (the level of the spell
imbedded in the potion).
6) Potion of Truth
7) Potion of Deafness
8) Potion of Extend Duration
9) Potion of Endurance
10) Potion of Plant Growth Serum
11) Potion of Animal Growth Serum
12) Potion of flame breath
13) Potion of Passing
14) Potion of Hate
15) Potion of Love
16) potion of oil of perception
17) Potion of change to wind
18) Potion of Asmud's Oil
19) Potion of Agility
20) Potion of Quickness
25) Potion of Drake form
30) Potion of Maturation
35) Potion of Invulnerability
40) Potion of water of salmasis
50) Potion of youth
60) Multiple projects :allows caster to be imbedding multiple potions at the
same time. PP's must be paid everyday for this spell and all the other
spells. (max lv/10 simultaneous projects)
70) Fast imbedding : divide the time of making a potion by (level-50)/10,
can't be used at the same time as Multiple projects. and this spell must
be cast every day.
75) Potion of Youth true : as "Potion of Youth" but the change of permanent
effect is 3% and the normal duration is 1 week.
Curses of Xen (evil channeling user base)
1) Detect curse(I) 1 minute/lv range 10': detects any curse in radius during
the time
2) Curse of turn blue(F) Perm 100': Targets skin turns blue or if it is
already blue , it turns red.
3) Research(I) 24Hr Self: allows caster to research new curses and to
analyze encountered curses to be included in own repertoire
4) Analyze curse(I) 1 rd 10': analyses a curse to see what it exactly does
5) Neutralize curse I (F) 1 minute/lv: Touch:neutralizes a curse that fails a
RR at -20
6) Curse of random inaptitude (F) Perm 100': the target rolls 1d100, and any
time he later rolls unmodified that number he must subtract 100 from
that roll
7) Curse of Withering hand (F) Perm 100': any plant the target touches
instantly withers and dies. intelligent and magical plants get a RR.
Nothing will grow in the withered area for 1 day/targets level. Note that
the withering effect applies to plants he touches,walks on etc.
8) Neutralize curse II (F) 1 hr/lv Touch: as neutralize curse I except
longer duration
9) Curse of non-essence (F) 1 day/10% fail 100': as excommunion (evil cleric
base:Curses) but affects essence casting
10) Curse of mental Block (F) 1 day/10% fail 100': as excommunion (evil
cleric base:curses) but affects mentalism casting
11) Curse of spending (F) Perm 100': target must spend all his money on non
useful items.
12) Remove Curse (F) Perm Touch: Removes a curse that fails a RR
13) Curse of curses and diseases every week roll 1d6 for spell list: 1
curses 2:curses of xen 3:Diseases 4:revenging law 5:mind subverting
6:mind disease. Then roll 1d50 for level . if a curse/disease or similar
spell exists on that list on that level then the target suffers from
that spell's effects for that week. if not the the target continues to
suffer from previous curse/disease. In the beginning roll until a
starting effect is found.
14) Curse of hit loss(F) 1 day/10% fail 100':target looses %of Base hit total eq
ual to % failed RR
15) Curse of Bang (F) 1 day/10% fail 100': target takes a "A" impact critical on
ce/day, at random time.
16) Neutralize curse true (F) 1 day/level Touch: as Neutralize curse I except fo
r duration.
17) Detect Hex(I) - 10': as detect hex lv18 revenging law, warlock base.
18) Geas (F) Perm 10':target takes a random geas from the chaotic table.
19) Know curser (I) - Touch knows who cast the curse examined. the curse must fa
il a RR at -50
20) Object Curse (F) Perm Touch : the object becomes cursed, cannot be put
down once picked up, bonuses become penalties,spells
unusable,encumbrance reduction adds encumbrance etc.
25) Spell curse Perm Touch : the spell becomes cursed, attack spell attacks
user, healing spells cause damage,utility spell effect reversed,info
spells transmit info about user etc...
30) Imprecation as additional spell #36 RMC I
40) Indictment as additional spells #40 RMC I
50) Black Imprecation as additional spells #44 RMC I
Note: Xen was a very high level evil cleric that specialized in researching
new and interesting curses, this list contains some of his standard curses
taught to his students. Xen was a great influence for evil for long time
until he was on the wrong side of a deal with some evil demigods more
powerful than he was.
Yours,
Vesa Roto visa@shh.fi (No claim made to the sanity of the above)
roto@csc.fi (Nor any claim to the sanity of the world)
---------------------------------------------------------------------------
-------------------
RoleMaster Mailing List
Submissions: rmlist@delfax.Amiga.OCunix.On.Ca
Queries, Application: rmappl@delfax.Amiga.OCunix.On.Ca
courtesy of; Rick Morrow, rsm@delfax.Amiga.OCunix.On.Ca
Ottawa, Ontario Canada
-------------------
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Date: Mon, 19 Aug 91 10:23:45 EST
Subject: RoleMaster List #9
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Date: Wed, 7 Aug 1991 12:46 +1000
From: THAT'S THE PROBLEM WITH YOU TROJANS <C9107139@wombat.newcastle.edu.au>
Subject: Re: RoleMaster Mailing List #5
Well I've just read your list of I.C.E stuff and I've come over all curious.
Could you reply and tell me what Elemental Law is like and 'The Dark Mage of
Rhudaur'.
Much apprecaited ,Dool.
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Date: Tue, 6 Aug 91 12:39:48 BST
From: Chris Davies <rdac005@ux.lhmc.lon.ac.uk>
Subject:
Following visa's list of spells I felt that the following snipits of
information from my game might be of use, however befor I launch into this
Can anyone tell me the phone number for Greyworlds Thanks in advance
The first list is one that I kept waiting for someone else to do as I am
essentially very lazy. If anyone has a better versrion then I would love to
see it. So far I have only done this to 19th level part of the reason being
that the effect of True spells on Arch mages (one of which is in the party)
is something that I have to consider. Dispelling Ways II (Closed Essence)
As Dispelling Ways except that the spells have a range and no duration.
1 Cancel Essence* (as Dispelling Ways)
2 Cancel Mentalism* (as Dispelling Ways)
3 Cancel Channelling* (as Dispelling Ways)
5 Dispell Essence* Range 50' Area of effect 10'radius
6 Dispell Mentalism* Range 50' Area of effect 10'radius
7 Dispell Channelling* Range 50' Area of effect 10'radius
10 Dispell Essence* Range 100' Area of effect 10'radius
11 Dispell Mentalism* Range 100' Area of effect 10'radius
12 Dispell Channelling* Range 100' Area of effect 10'radius
14 Dispell Essence* Range 150' Area of effect 10'radius
15 Dispell Mentalism* Range 150' Area of effect 10'radius
16 Dispell Channelling* Range 150' Area of effect 10'radius
17 UnEssence (as Dispelling Ways)
18 UnMentalism (as Dispelling Ways)
19 UnChannelling (as Dispelling Ways)
_______________________________________________________________________________
Christopher Davies, |
Research Assistant, | UUCP: c.davies@uk.ac.lon.lhmc.ux
London Hospital, | VOICE: +44 71-377-7638
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Date: Wed, 14 Aug 91 18:54:36 -0500
From: malirath@ccwf.cc.utexas.edu (Robert Fisher)
Subject: Spell Mastery, et. al.
In my local gaming group, we've been playing around with the
Spell Mastery skill.
One of us decided to run a campaign where Spell Mastery was developed
seperately for each spell list and counted directly against the character's
ESF for overcasting. In other words, if a first level magician tried to cast
Shock Bolt (a 2nd level spell) and he has a Spell Master of 20 or better in
Light Law, he makes no ESF roll. His Spell Mastery, however, would not count
against the 25% ESF he would receive if he tried to cast the spell one round
early.
This seems overpowering at first, but it's really not that bad
(although it DOES make spell-users more powerful). To balance, the GM also
stated that spells one or two levels above your own take four rounds to cast,
three or four levels above your own take five rounds to cast, etc. (Instant
spells are still instant unless they are three levels above your own, at
which point they are treated like Class I spells).
(BTW, we use Individual Spell Development at RMCIII costs.)
I have found this system interesting, but I get nervous when 1st level
characters start throwing around sixth (or higher) level spells on a regular
basis. I have decided (when it's my turn to GM) to do it this way...
Spell Mastery will still be developed seperately for each list. A
character's Spell Mastery divided by five is counted against ANY ESF
(overcasting, casting quickly, casting without a free hand, or ESF due to
armor & equipment).
I think this gives the spell-casters many more options and (unlike
the system my group is currently using) doesn't make ESF rolls exstinct or
introduce high level spells too quickly.
How have the rest of you been using Spell Mastery, Targeting Skill, and
all those other "almost defined" magical skills?
BTW, I like the way this mailing list is working. Especially having
all the postings put together in one message. (Although the # in the title
is cut off on my mail program's subject list).
/\ /\ / \ /\ /\ /\ /
/ /\ / \ / /\ /\ \ / \ /\ /
/ / / /\ / / / / /\/ /\ / / / /\ /
/ \/ \ \/ \ \/ / \/
/ / \ \ / / /
malirath@ccwf.cc.utexas.edu
---------------------------------------------------------------------------
-------------------
RoleMaster Mailing List
Submissions: rmlist@delfax.Amiga.OCunix.On.Ca
Queries, Application: rmappl@delfax.Amiga.OCunix.On.Ca
courtesy of; Rick Morrow, rsm@delfax.Amiga.OCunix.On.Ca
Ottawa, Ontario Canada
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Date: Tue, 27 Aug 91 18:39:48 EST
Subject: RoleMaster List #10
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Date: Tue, 20 Aug 91 09:27:03 GMT
From: petri@cerebus.inter.fi (Petri Wessman)
Subject: Mailing list format
The RM digest is nice and works for this (relatively low) message
rate, but you could consider changing the format to the standard
digest format so smart mail readers could split it up automagically.
As I understand it, the normal convention is to have each message
separated by a dash (-) line instead of the tildes (~) you've been
using, with a blank line before and after the dashes. For example:
Blah Blah Blah.
---------------------------------------------------------------------------
Here's another message.
---------------------------------------------------------------------------
And yet another.
... at least my mail digest exploder chokes on the tildes, and I have
to separate individual articles by hand. Like I said, no big deal for
now, but if this list grows.... :-(
Keep 'em coming!
//Petri
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[from the adminstrator.... Ask and ye shall receive :-)]
---------------------------------------------------------------------------
Date: 20 Aug 91 10:22
From: Rupert Curwen <rupert@robots.oxford.ac.uk>
Subject: Re: Spell Mastery, et. al.
I have to admit to liking the ESF rules as they are: if they were any
weaker, the arms professions wouldn't have much of a chance. However,
I do find the Spell Mastery skill extremely useful for letting spell
users specialise in particular areas. I use the skill on a per-list
basis, and make the effect of the spell to increase the casting level
of the character for the mastered list by one level per rank. I also
make the cost of the skill high (8). Take one plain Vanilla third
level magician and add three ranks spell mastery in Fire (the maximum
attainable at third level). Then with no ESF roll the character can
cast ... now what was that sixth level spell?
As for Spell Targeting, this skill is only available for spell lists
where the spell effect is hazy. For example, on the Visions of Doom
list (Warlock, RMCII), Spell Targeting gives the character the
ability to specify the nature of the visions. The rank of Spell
Targeting must be at least the level of the spell to be targeted. If
it is greater then details are more distinct.
Regards,
Rupert.
--------------------------------------------------------------------------
Rupert Curwen Phone: +44 (0)865 273 125
Robotics Research Group Fax: +44 (0)865 273 908
Dept Engineering Science
Parks Road, Oxford OX1 3PJ Email: rupert@uk.ac.oxford.robots
--------------------------------------------------------------------------
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Date: Mon, 26 Aug 91 12:25:59 EDT
From: ws7158@writer.yorku.ca
Subject: Ec, SW, RRs ...
Hello there,
To my disappointment this list seems to be slowing down,
so I thought I'd attempt to stir it up a bit.
First off, despite what others may say about it the
Elemental companion was IMHO a poor effort. I say this for
two reasons, the first being that I run a low level, low
power campaign and it is a high power supplement. The second
being that I'd have preferred a more historical approach, oh
well. I know that many people use this companion but as with
many optional rules one must be careful that its introduction
doesn't unbalance play.
Secondly, I recall that in some of the previous posts
several people were interested in Shadow World. Well despite
the fact that I run a low level campaign I set my campaigns
in Emer. To be specific, my last one in Haestra (Miir, along
the Mts. of Gold) and my current one in Silaar (specifically
among the Nuyan Khom). If one keeps the high tech out of it
Shadow World can be quite enjoyable. If people are
interested I can post the adventures that I set in Miir which
took the players from 1st to 6th.
Finally I have a question about RRmods. It is mentioned
several times that RRs may be modified by race (Dwarves,
Demons etc). However I can only find the mods for Dwarves
(and the other humanoid races). Where are the RR mods for
Demons, Constructs, Undead, and other monsters ??? Unless
I've been blind they don't seem to exist so I'd like to know
what RR mods other people use.
Oh, and if anyone's an architect out there, what sort of
technology is required and how much more expensive is it to
make two story stone buildings in a fantasy setting (no magic
involved) than out of wood. You see Nuyan Khom suffers from
a lack of wood.
Norm Rothery.
---------------------------------------------------------------------------
-------------------
RoleMaster Mailing List
Submissions: rmlist@delfax.Amiga.OCunix.On.Ca
Queries, Application: rmappl@delfax.Amiga.OCunix.On.Ca
courtesy of; Rick Morrow, rsm@delfax.Amiga.OCunix.On.Ca
Ottawa, Ontario Canada
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Date: Fri, 30 Aug 91 03:50:36 EST
Subject: RoleMaster List #11
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Date: Wed, 28 Aug 1991 12:56:55 -0400 (EDT)
From: Joseph Gerard Behrmann <jb7w+@andrew.cmu.edu>
Subject: New skill advancement system (pure skill based)
Here's a plan that I have been thinking about for a while to handle
advancement in rolemaster _without_ levels. It borrows a lot from runequest,
so if you are familiar with that system, then you should be able to figure
this one out instantly. Here's how it works (and the rationals for it):
All advancement is based on the fact that there is a learning curve,
that is, that the more you know the less there is to know about something or
that the further knowledge is harder to obtain. The first bit of knowledge
should be easy to learn and it should get harder and harder to learn more
knowledge, requiring a larger portion of your time to gain the same amount of
learning.
Rolemaster currently handles this by giving less percentage points per
rank in a skill. This is all fine and well, if you have been buying that skill
all along, but the person who buys that first box at 8th level, will never get
very good at it because of the increased time/exp that it takes to go up levels
at that point. Not very satisfactory, and not completely real, if we take the
above to be true (and an argument about it being harder to learn new things at
an older age only applies if your 8th level character is 50+ or so).
So I thought of a way to handle this, remove levels completely, and
turn rolemaster into a completely skill-based system. First you take an
arbitrary number of ranks in a skill as a point where knowledge of skills tend
toward, given enough time and effort. I'll use 20 as that number. The
mechanism for gaining ranks is simple, you take your current number of ranks,
subtract that from 20 and then roll the difference as a chance of gaining one
more rank in that skill. For example, I have 4 ranks in weapon #1, I take
20 - 4 = 16 * 5 = 80% (the point to which all skills tend is considered 100%)
chance of gaining another rank in that skill.
To gain the opportunity to roll a skill gain roll, you must have
successfully used that skill within some arbitrary amount of time. I would
suggest either roll at the end of every session or adventure. The success must
have come in a dangerous situation (such as combat, dangling by one hand from a
rope miles above the chasm floor, etc).
This method brings up quite a few questions:
1) Why do it by ranks and not straight percentage points?
I don't know, it just never occured to me until I was writing it all out.
2) How many percentage points are gained per rank in a skill?
You can do it one of two ways:
a) 5% per rank (no decrease in value), this tends the skills to 100%
chance of success, or
b) The old way, thus with the skills tending toward 70% chance of
success.
3) What happens when the character reaches 20 ranks in a skill?
I personally think that a skill should always have at least a 5% chance of
increasing, no matter how many ranks the character has.
4) What about spells, power points, body development and all those other
nasty things that really don't fit well into the non-level system?
Well, here comes the problems with the system:
a) You can handle it the same way that you handle the other skills:
Some ideas:
Resistance rolls: Have the "level" of the character be 1/10
of the relevant stat (con for poison and disease, etc.)
BAR: Have no bonuses "per level" be assigned to the BAR and
have the attack "level" of the spell be 1/10 the spell stat.
(note: this way tends toward a lot of sameness, you might wish to add
in "skills" for resistances and spell attacks)
Body development: Handle ranks exactly as you have and have
a "success" with it considered to be everytime a player does not fall
unconscious from a hit (or something to that effect).
Spells: This is kinda tricky, when the player studies the list
they basically gain knowledge of the spells on that list (this is for overcast
purposes). Every time they successfully use a spell from that list they gain
a success (just like any other skill). A spell caster can cast a spell up to
the number of ranks in that list that they have without overcasting. Beginning
spells would have to be developed spell by spell and not by list knowledge.
Power points: Work it with power point development and every
time a spell or ritual is successfully cast (a ritual is considered stressful
if the chance for that ritual is below an arbitrary number (such as +75)).
5) How would you handle beginning development?
If you let everyone do things this way and develop skills in the beginning like
they always have there could be imbalances. For instance, spell-users would be
extremely powerful if they spent lots of developement points during their
adolescent phase, etc. on spells (allowing them to cast 10th level spells right
off might be very bad). However, that way they might be more limited in their
overall abilities than someone who bought spells from more than one or two
lists in the beginning. I don't know I haven't tested it out.
Other options might be to make everyone develop using the no profession's cost
for skills (having primarily spell user pick a class to emulate) instead of a
particular class, however this might lead to everyone playing a "pure" and
having access to base spell lists while being pretty good at fighhting, etc.
It would also be possible to develop costs for the "generic" non-, semi-, and
pure and have the player buy from that. Or have a point by point development
system for class. Both of these last options sound like too much work for me.
6) Finnaly, how do you gain that first box in something after you have started
a character?
Well, real life lends itself well to emulation here, if you want a skill study
or train in it to learn more boxes or to learn that first box. Also, the GM
might wish to give extra dev points to people as rewards for good roleplaying
during the session, for use in learning new skills, or old ones, better (watch
this option with spells, body dev, power points, etc [but then again the ones
that would win those awards are probably the people that would not try to ruin
the system but rather flesh out a character concept]).
Any ideas? Thoughts? Problems?
I'd like whatever feed-back you have (preferably by email, it will be
quicker, although carbon copying it to here is just fine with me).
I'll post the relevant bits back to here if they don't make it here
first.
EVERYTHING NOT FORBIDDEN IS COMPULSORY - A little ant
"All that we see or seem is but a dream within a dream." - E.A.P.
Joe
jb7w+@andrew.cmu.edu
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Date: Thu, 29 Aug 91 09:37:53 GMT
From: petri@cerebus.inter.fi (Petri Wessman)
Subject: Creature generator in the works
I've started working on a Rolemaster creature generator/database
program in Perl. At the moment I have a (very) rough version that can
input and store creature "templates" (= C&T-type descriptions) and
generate individual monster descriptions from them (with actual hit
points, Init points for each attack, etc.). At the moment the database
contains the following info for each creature:
Name - Name of the critter
Type - General type (i.e. Undead, Demon...)
Subtype - More specific type (i.e. Class X, Minor..)
Desc - Physical description
Clim - ICE climate code (you know,
Locales - List of locale keywords (Tanara, ruins, New York :-)
Level - Base level
Level_code - Level variation code
BR - Base rate
MS - Maneuver speed
AQ - Attack quickness
Pace - Max pace
MM - Maneuver bonus
Size - Size code
Crit - Special critical code (I,II,LA,SL)
Crit_code - Additional crit code (#,@)
Hits - Base hits
Hits_code - Constitution code
AT - guess
DB - ditto
OBs - List of ICE attack descriptions (80HCl20/110MBi80 etc.)
EncNum - # normally encountered
Exp - Experience bonus code
IQ - Intelligence code
Outlook - Basic outlook
...whew. At the moment the generation process is very simple, and I
have no intention of "releasing" the code until I'm at least somewhat
satisfied with it. What I would like, however, are suggestions for
features that the program should have, and possible additions to the
database description. Of course, I'll mail an alpha-alpha test version
to anyone who has masochistic tendencies, but I suggest that the rest
of you wait until I get something useful together :-)
My eventual goal is a set of Perl tools for most of the time-consuming
routine stuff in ICE scenario design, but that might take more that a
bit of time...
I think that you need a Unix box to run Perl, though I've heard
rumours that an MS/DOS version of Perl is alive and kicking somewhere
out there. I really don't care all that much, as the only good use I
can think of for MS/DOS is to run Wing Commander :-)
P.S. I use Joel Lovell's (wonderful & mega-complicated) Init Point
system, so that will be integrated with the generator design, like it
or not!
//Petri
--------------------------------------------------------------------------
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Queries, Application: rmappl@delfax.Amiga.OCunix.On.Ca
courtesy of; Rick Morrow, rsm@delfax.Amiga.OCunix.On.Ca
Ottawa, Ontario Canada
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Date: Sat, 7 Sep 91 03:44:49 EST
Subject: RoleMaster List #12
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Date: 30 Aug 91 13:24
From: cdavies@dcs.qmw.ac.uk
Subject: RMC V + other bits and bobs
X-Mailer: Mail User's Shell (7.2.3 5/22/91)
Well looks like I'm the fool who first dived into RMC V. Here's a
quick review of what I can remember of the usefull stuff.
Arms Law Extras:
Double and Triple striking, looks ok so long as you do not use
the combat intensive system from RMC III.
Two weapon Kata: looks to dangerous for my liking
Character Law Extras:
A new way to give PCs more Delelopement points which imposes
some restrictions to the way that they can be spent.
A time chart for skill learning.
New Characters:
Forcemage: Forcefield expert. I hate him
Wizard: The ultimate meta magician. All his spells effect
other spells. None actually do anything. I find the character almost
as bad as the Force mage.
Name I cannot remember: He's a voodoo man based upon the
shaman. He'll make a great NPC but I'm not sure about his use as a Pc.
New Spell Lists: Lots most of which I can not remember.
3 Node type lists: With a bit of work I might be able to
create 1 usefull list from the three.
Arcane Sleep List: At last an Archmage list that uses his Base
Attack role.
Mana Currents: Turn you mage into an arch welding torch.
Arcane Stat recover List
Wish List (For Gods!!!)
Link List (joins up to 6 people into a group which can the
share sight, thoughts, spells etc) I like this one a lot.
Tonnes and Tonnes of Alchemist lists: I haven't even read
these.
Extra lists for existing Characters.
Dark Magician Acid Law : Ok if you like that sort of thing
Seer List: Basically Astral projection ans spirit travel.
Crysal Mage List (Didn;t really read as I do not run them. Ps
does anyone)
Some new Items both magic and none magic.
Most you could make up yourselves.
Quick answer to David about custom made classes.
I have two characters in my campaign who might fit what you
are enquiring about.
The first is a Bushai. It is basically an Archmage. The costs
are all the same, but the charcter had the following
restrictions/benifits;
Personal spell lists must include
1 Pure Channelling List from anywhere
1 Pure Mentalism List from anywhere
1 Pure Essence List from anywhere
1 Essence/Mentalism List from anywhere
1 Channelling/Mentalism List from anywhere
1 Channelling/Essence List from anywhere
1 Arcane List from anywhere
The more advance change was applied to the Paladin Class.
The character is a Paladin of Discord. Who to put it bluntly
is not a nice gal. The Lists that he gets are slightly Foul Changes I
+ II from RMC IV, Arms Law, Laying on Hands (but spells only work upon
self). Toture, interogate, and Ambush are all cheaper.
I do not know if this is what you are after, I tend to spend more time
on the mythology of my world.
Finally I would be interested in finding out which Companion
Characters people have baned from there game and Why, Here is my List
Nobel Warrior seems to powerful + does not fit in Flatland
Magus NPCs only
Rune Master seems to powerful
Conjurer seems to powerful
Crystal Mage seems to destablise the market system
Warrior Mage seems to 2D
Force Mage
Wizard
All RMC IV characters
--------------------------------------------------------------------------------------
Christopher Davies,
PhD Student, | UUCP: cdavies@qmc-cs.uucp
Dept of Computer Science, | ARPA: rdac005%ux.lhmc.lon.ac.uk@nsfnet-relay.ac.uk
Queen Mary and Westfield College, | JANET: rdac005@uk.ac.lon.lhmc.ux
Mile End Road, | VOICE: +44 1 975 5230 (Direct Dial)
London E1 4NS.
U.K.
--------------------------------------------------------------------------
Message-Id: <910904215810.0000f9d7.visa@shh.fi>
From: Vesa Roto <visa@shh.fi>
Subject: Re: RoleMaster List #11
> Here's a plan that I have been thinking about for a while to handle
>advancement in rolemaster _without_ levels. It borrows a lot from runequest,
>so if you are familiar with that system, then you should be able to figure
>this one out instantly. Here's how it works (and the rationals for it):
I have been thinking about a similar system, but without "ranks" and
instead with just a skill procentage.
> So I thought of a way to handle this, remove levels completely, and
>turn rolemaster into a completely skill-based system. First you take an
>arbitrary number of ranks in a skill as a point where knowledge of skills tend
>toward, given enough time and effort. I'll use 20 as that number. The
>mechanism for gaining ranks is simple, you take your current number of ranks,
>subtract that from 20 and then roll the difference as a chance of gaining one
>more rank in that skill. For example, I have 4 ranks in weapon #1, I take
>20 - 4 = 16 * 5 = 80% (the point to which all skills tend is considered 100%)
>chance of gaining another rank in that skill.
In a Direct Procent based system you can just roll more than your skill.
> To gain the opportunity to roll a skill gain roll, you must have
>successfully used that skill within some arbitrary amount of time. I would
>suggest either roll at the end of every session or adventure. The success must
>have come in a dangerous situation (such as combat, dangling by one hand from a
>rope miles above the chasm floor, etc).
I think that the Difficulty of the action should allso be considered and
allso time spent training should give you changes to increase your
skill.
> This method brings up quite a few questions:
>1) Why do it by ranks and not straight percentage points?
>
>I don't know, it just never occured to me until I was writing it all out.
I think it would be better.
>
>3) What happens when the character reaches 20 ranks in a skill?
(As i see it, what happens when a character reaches 100% skill)
>I personally think that a skill should always have at least a 5% chance of
>increasing, no matter how many ranks the character has.
In my opinion the GAin roll could be open-ended, to allow this.
>4) What about spells, power points, body development and all those other
>nasty things that really don't fit well into the non-level system?
>
>Well, here comes the problems with the system:
>a) You can handle it the same way that you handle the other skills:
> Some ideas:
> Resistance rolls: Have the "level" of the character be 1/10
>of the relevant stat (con for poison and disease, etc.)
Or you could simply have to roll more than a specific number adding his
stat bonus and other bonuses (race etc.) and possibly a 'skill' in
resisting (This skill Would start at 0 for all types of attacks, and
increase for that type of attack as you successfully resist one type of
attack). This number for attacks that are rated for level could be
something like 25+5/level(first 10 levels, then +2/level next 10 etc.).
This If you assume the 'Average' attack to be Level 5. Or something
similar.
> BAR: Have no bonuses "per level" be assigned to the BAR and
>have the attack "level" of the spell be 1/10 the spell stat.
> (note: this way tends toward a lot of sameness, you might wish to add
>in "skills" for resistances and spell attacks)
A) Spell Mastery could be developped for each spell and use it (Modified
by spell success) as the number the opponent has to roll over to resist
or something similar, Probably you should add +50 to skill to get the
limit that the opponent has to roll.
B) Alternatively one could develop skill in a 'spell list' and use that
skill with a penalty equal to a constant*the (I think that
5<=constant<=10 should be could ) level of the spell to cast a spell,
and a roll of less than 1 is a failure, and should be used as overcast
failure.
The success number should be used as the number the opponent must roll
over to resist. If for example someone has a skill of 20 in a spell list
and he wants to cast the fourth level spell and we assume a penalty
constant of 5 (the minimum that I recomend), he would have a starting
skill of 0 and with an average roll of 50 the opponent would have to
roll > 50 to resist, but if he did cast the first level spell on the
same list and rolled again 50 the opponent would have to roll >65 to
resist.
This option would probably work best if there is an etra 'Unfamiliarity'
Modifier (between -25 and -50) for spells that you have not studied
(takes time) and you could not 'study' a spell that you did not have a
skill that is more than a number, say 0, in the spell after the spell
level modifier is substracted from your skill with spell list. Further
you should probably either have 'studied' all the lower spells on the
list or minimally have studied all the lower level spells with same or
similar effect on the same list. (As an example to 'study' light I on
light law, you would have to have studied projected light [the most
elementary light spell], but to study a higher 'light' spell, you would
allso have studied all the lower 'light #' spells.
(This is the problem that I first encountered when thinking about a
system without level.)
> Body development: Handle ranks exactly as you have and have
>a "success" with it considered to be everytime a player does not fall
>unconscious from a hit (or something to that effect).
Probably people would start with somewhat higher initial Hits than in
normal rolemaster, but progress quite slowly.
> Spells: This is kinda tricky, when the player studies the list
>they basically gain knowledge of the spells on that list (this is for overcast
>purposes). Every time they successfully use a spell from that list they gain
>a success (just like any other skill). A spell caster can cast a spell up to
>the number of ranks in that list that they have without overcasting. Beginning
>spells would have to be developed spell by spell and not by list knowledge.
Look above.
> Power points: Work it with power point development and every
>time a spell or ritual is successfully cast (a ritual is considered stressful
>if the chance for that ritual is below an arbitrary number (such as +75)).
Starting powerpoints should depend mostly on your stat and "Profession"
and progress rather slowly.
>5) How would you handle beginning development?
I think that in the begining you should probably get some skills based
on all of the following:
1) Your Race and social class.
2) Your Profession.
3) Special events Before adventuring (Things like Central Casting)
4) Players wishes (The skills that the player wants to develop)
>6) Finnaly, how do you gain that first box in something after you have started
>a character?
>
>Well, real life lends itself well to emulation here, if you want a skill study
>or train in it to learn more boxes or to learn that first box. Also, the GM
>might wish to give extra dev points to people as rewards for good roleplaying
>during the session, for use in learning new skills, or old ones, better (watch
>this option with spells, body dev, power points, etc [but then again the ones
>that would win those awards are probably the people that would not try to ruin
>the system but rather flesh out a character concept]).
Yes, to get a skill or increase it, you train.
>
>EVERYTHING NOT FORBIDDEN IS COMPULSORY - A little ant
>"All that we see or seem is but a dream within a dream." - E.A.P.
> Joe
> jb7w+@andrew.cmu.edu
Yours,
Vesa Roto visa@shh.fi (No claim made to the sanity of the above)
roto@csc.fi (Nor any claim to the sanity of the world)
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Date: Thu, 12 Sep 91 16:30:27 EST
Subject: RoleMaster List # 13
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Date: Sun, 8 Sep 91 14:46:59 GMT
From: petri@cerebus.inter.fi (Petri Wessman)
Subject: RMC V + other bits and bobs
On 30 Aug 91 13:24, cdavies@dcs.qmw.ac.uk said:
cdavies> Well looks like I'm the fool who first dived into RMC V. Here's a
cdavies> quick review of what I can remember of the usefull stuff.
I just finished reading RMC V a while ago, so I'll add my comments...
cdavies> Double and Triple striking, looks ok so long as you do not use
cdavies> the combat intensive system from RMC III.
cdavies> Two weapon Kata: looks to dangerous for my liking
I think both of these are too dangerous... especially as we're using
Joel Lovell's IP system which makes quick-reflex (high QU) fighters
*very* deadly. Hate to think of a Nightblade with multiple
strikes/round and a two-weapon Kata. Splatter City.
cdavies> A new way to give PCs more Delelopement points which imposes
cdavies> some restrictions to the way that they can be spent.
cdavies> A time chart for skill learning.
The learning time system is potentially useful but looks too
complicated to be handy as is. Might be a useful base to hack
something up, though.
You forgot to mention the section on material integrity (i.e., how
long does it take to smash a wood door with an firebolt :-). Looks
*really* nice (although precise|y the same system in included in War
Law. Oh Well...). I would have needed these rules quite a few times
already, when the #!&%! players have decided to tunnel through
something instead of facing the PC-Mash-O-Matic trap along the
corridor :-)
Another goody is the Spell Research section (much like the SM Research
rules). Good stuff.
cdavies> New Characters:
cdavies> Forcemage: Forcefield expert. I hate him
I sort of like this one. Doesn't look too powerful, and has some quite
interesting spells.
cdavies> Wizard: The ultimate meta magician. All his spells effect
cdavies> other spells. None actually do anything. I find the character almost
cdavies> as bad as the Force mage.
I like this one too :-) A great "power booster" to have in a party.
cdavies> Name I cannot remember: He's a voodoo man based upon the
cdavies> shaman. He'll make a great NPC but I'm not sure about his use as a Pc.
"Malefecant" or something like that. Definitely NPC material, didn't
really care for this one. Just another Warlock.
cdavies> New Spell Lists: Lots most of which I can not remember.
cdavies> 3 Node type lists: With a bit of work I might be able to
cdavies> create 1 usefull list from the three.
Hmmm... actually, I think these lists finally make Earthnodes into
something I might want to use in my campaign. Having just one list use
them was a bit strange, IMHO.
cdavies> Arcane Sleep List: At last an Archmage list that uses his Base
cdavies> Attack role.
Yup. This looked fairly powerful.
cdavies> Arcane Stat recover List
Looks pretty bad play-balance-wise, as it contains spells which can
boost stats up to their potentials in no time flat. Might need some
additional rules...
cdavies> Wish List (For Gods!!!)
>/dev/null (Gods don't need no f*cking lists! :-)
cdavies> Link List (joins up to 6 people into a group which can the
cdavies> share sight, thoughts, spells etc) I like this one a lot.
Yup, nice list. The though of six Nightblades using this list in
unison gives me the shivers, though.
cdavies> Tonnes and Tonnes of Alchemist lists: I haven't even read
cdavies> these.
Most of them are good & useful.
All in all, RMC V contains a bunch of pretty good spell lists, but
little else really useful. So-so.
I'm wading through War Law at the moment, I'll throw in comments on
that later.
//Petri
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Date: Sun, 8 Sep 91 22:18:41 -0500
From: malirath@ccwf.cc.utexas.edu (Robert Fisher)
Subject: RMC V, Level-less Rolemaster, et. al.
MY OPINIONS ON STUFF FROM RMCV:
(or is that ROCO V?)
Forcemage:
OK, but would fit better in a Star Wars campaign...
Maleficant:
Looks good, though voodoo's not my thing.
Wizard:
I've been playing a Wizard since RMCV came out and have really
enjoyed it. You do end up buying a lot of Open/Closed/Base same Realm lists
though (even before you own Base lists sometimes).
New Skills:
Some good stuff here, especially the revised (but somewhat ambinguous)
Brawling skill, Spell Ambush, and Spell Artistry.
Stat Bases Skill Dev:
You get Dev Points from all ten stats, but the DPs received from a
stat may only be spent on a skill based on that stat.
I like the idea, but it'd be loads of paperwork.
Character-specific Skill-costs:
This system has everyone setting their own DP cost for skills. While
a nice idea, you lose the "color" of the professions. The system looks like
it'd work.
New Equipment:
Only two things of note here: Bow Quiver eliminates the "quick-fire"
penalty for firing a bow every round. Herb Pouch organized those pesky leaves
and vials.
New Alchemist Base Lists:
Lots of neat stuff here, but also lots of strange stuff. Worth reading.
New Druid Base Lists:
Great! These are great! These and "Mana Currents" (an Arcane List)
are worth the cost of RMCV.
Professional Spell Lists:
These list would be good for a world were magic is used in everyday
life. "Fisherman's Way", "Pirate's Way", "Glass Mastery", and "Surgeon's Guide"
Special Spell Lists:
Combat Link is neat. Allows several people to work together better
in combat.
Mana-molding is good for explaining "wishes" when you convert those
AD&D modules.
Arcane Lists:
Lots of good stuff here.
Aura Magic allows you to determine another's realm (and alignment).
Spiritwrack could come in handy while dealing with those pesky Demons
Beyond the Pale.
Light's Creations is good if you're a fan of the AD&D Illusionist.
Mana Currents: take Mana Fires and make it apply to electricity!
Spell Shaping: Curving Bolts and Hollow Balls!
There's a lot more in it, but I only bothered mentioning the stuff
I was interested in.
AND NOW FOR OPINIONS ON VARIOUS OTHER TOPICS...
LEVEL-LESS ROLEMASTER: My Opinion.
I think I'd like a RM campaign where the GM handed out Dev Points
in place of Experience Points. (Hmm, sounds sorta GURPSish, doesn't it.)
Of course, there are good and bad things about such a system, but I think
I'd like it more than the RUNEQUESTish system.
ON CHARACTER PROFESSIONS:
I agree that the Warrior Mage (and many of the others you mentioned)
are "colorless".
I like the Houri and Enchanter from RMCIV. I think one of those to
will be the next character I play. (I'm ready for a quite, non-flashy mage!)
I don't think the Runemaster or the Conjurer are too powerful.
OK, the Runemaster is a little powerful, but he's lots o' fun! The Conjurer
doesn't seem to have a lot of power once you read how long most of his
spells take.
JUST MY OPINIONS...
/\ /\ / \ /\ /\ /\ /
/ /\ / \ / /\ /\ \ / \ /\ /
/ / / /\ / / / / /\/ /\ / / / /\ /
/ \/ \ \/ \ \/ / \/
/ / \ \ / / /
malirath@ccwf.cc.utexas.edu
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Date: Mon, 23 Sep 91 20:55:21 EST
Subject: RoleMaster List# 14
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[from the administrator]
Sorry for the delay in getting this one out, but I was kind of occupied
over the last couple weeks doing something silly. (its called getting
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Rick
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Date: Fri, 13 Sep 91 10:01:40 -0700
From: marc@b.cambridge.ibm.com (Marc Midura)
Subject:
pietri>as we're using Joel Lovell's IP system which makes quick-reflex
(high QU) fighters *very* deadly.
Is this system the IP system from RMCIV or a personalized version?
I've been playing RM for about 3 years and have been looking for
a 'good' initiative system. (Unfortunately, my players are
not all that experienced. When I looked at the system in
RMCIV, it _does_ look deadly with high QU people.
Any comments on how this works for you?
Sorry to mix messages, but:
malirath>You get Dev Points from all ten stats, but the DPs received from a
stat may only be spent on a skill based on that stat.
I like the idea, but it'd be loads of paperwork.
My first comment on this new system is that I think that it could work,
but definately _not_ as is. Professions that are prone to spending
DPs all over the place would benifit (Bard), whereas a profession
that by its nature must spend many points in one area would be
severely hampered. Imagine a magician that wants to buy spells. The stat
for this would be empathy. Thus the maximum that a magician could spend
on spell lists (or individual spell picks) is 10DP (And that is with
a 100 stat!) This situation could be fixed somewhat by allowing
the magician to spend points from both empathy and reasoning (prime stats).
But this may still leaves holes that other professions may fall through.
What I propose would be something similar to MERP for skill development.
Use the system in RCMV except that characters can move DPs between
categories for a cost. Something like being able to exchange 2 memory
DPs for 1 agility DP. But then further add restrictions on where points
can come from and go be somehow based on the bonus per level chart.
Any comments on this?
I think that it has potential, potential for what I do not know,
but I think it does have possibilities.
Oh yes. And concerning the bow quiver that allows for one less preparation
round when firing . . .
This can get out of hand. Just why would anyone want a short bow that
has a -10 penalty for 0 prep when they can get a longbow with
a bow quiver? The only disadvatage to the bow quiver that I can see
is that it:
1. Can only hold 6 arrows (not really a penalty)
2. You must take a round to put the 6 arrows in the
quiver before you can use it.
What about the same idea for a crossbow, specificly a heavy one.
(Those things are so big that you could probably attach extra bolts
to it somewhere to get one less round of preparation time. ;-)
.marc
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Date: Mon, 16 Sep 1991 14:45:35 +0100
From: rdac005@ux.lhmc.lon.ac.uk (Chris Davies)
Subject: Trouble and Tarot
Two Things:
A) Some one mentioned that it was hard to decide what rules to use
into a campaign. What I find harder, and would appreciate any help on
offer is how to bring in good universal rules midway through a campaign.
This does not include character classes but does include things like
changing the way developement points are used. Please help there are
some real beauties in RMC IV and RMC V which I find myself barred from
using because of consistency.
B) I wrote a senario and ran it two years ago, which lasted 4 days. It
is very weired and I'm sure wrong to post the whole thing here.
However, one of the players was ill when the game was played. His
character is a bard, and he wishes to see the information. It will take
some time to organise and post. Anyone interested in reading this
drivel is quite welcome. To give you some idead about what you are in
for here is an extract from the most lcuid part. (Most at present are
notes that even I'm having problems with.)
******************
The Hanged Man XII
The Hanged Man is the first card which they will see. In it they will
meet Sarek, Disiple of Merlin. This is the first OLD ELF that they have
ever seen. Despite the fact that this is an elf, if it was a human the
age would be assumed to be somewhere over 300. Exactly what kind of elf
is in frount of them is dificult to determine as he has no body hair
visible what so ever. He is sitting at a desk looking totally sure of
himself. In fount of the desk are seven chairs which he will motion the
adventures to sit in (There are 7 people in the party at present). If
they attack he will defend him self. He will try to avoid doing any
damage to anyone especially Kal-Sin-Futura (a party member). Upon
sitting down he will say this to them;
``My dear ladies and gentlemen, I have called you here because you
interest me. I am a seer of not a little power and yet I find that any
distant sightings into the future which concern you are always vague at
the best, and non existant at worst. This means that you could
possibly be instumental in the Fate of this world at some future date.
Only two other people so weak seem to have such a role, and their role
and your role intertwine. It seems that you both may be mentioned in
the Prophesies of Klo-ti. I can see some who might. There may be The
Bloodgiver, The Eye of the Storm , and The Cyclops amoung you, but I
cannot be certain. To find out more about you I would like to watch
you as you work to solve problems. To encourge you to do this, I will
allow you to seek the enlightenment of the tarot. Each of you may of
course stop at any time. To encourge you to complete the road I will
give you these cards. In any of the steps to enlightenment these
cards may be envoked. They will become an item of power, usable by
only the envoker. It goes without saying that before you leave this
room you must divide the cards between you, one each, and that both
the power and type of item that you receive will depend upon when you
envoke the card.''
He will give them the seven cards, the Aces of Lanterns, Drapes, Wands,
Cups, Discs, Swords, and Colours. (* There are seven elements in my
campaign Light, Dark, Earth, Fire, Air, Water and Spirit. These map onto
the suits of the Tarot thus
Light <--> Lanterns
Dark <--> Drapes
Earth <--> Discs
Fire <--> Wands
Water <--> Cups
Air <--> Swords
Spirit <--> Colours
*)
Upon choosing a card each (the healer will take the card that is left (*
The healer was an NPC of the party at the time *)), he will give the the
Major Acana to shuffle and then throw them onto the table. This will
take then into the post-senario room containing a picture of the card
they have just been in The Hanged Man.
**************************
Told you that it was strange didn't I.
If you want more as it is processed please mail me to tell me so at
c.davies@ux.lhmc.lon.ac.uk
Chris.
--
------------------------------------------------------------------------------
Chris Davies | Phone: +44 (0)71 377 7000 x 3208
Hill Centre |
London Hospital Medical College | Email c.davies@uk.ac.lon.lhmc.ux
University of London |
Turner Street |
London E1 2AD |
------------------------------------------------------------------------------
--
------------------------------------------------------------------------------
Chris Davies | Phone: +44 (0)71 377 7000 x 3208
Hill Centre |
London Hospital Medical College | Email c.davies@uk.ac.lon.lhmc.ux
University of London |
Turner Street |
London E1 2AD |
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Date: Mon, 30 Sep 91 23:20:20 EST
Subject: RoleMaster List #15
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[ From the Administrator ]
First a quick note. The archive of the mailing list is now slightly over
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Date: Tue, 24 Sep 91 13:56:58 +0259
From: Petri Wessman <orava@zelda.cs.hut.fi>
Subject: RoleMaster List# 14
Marc> From: marc@b.cambridge.ibm.com (Marc Midura)
pietri>as we're using Joel Lovell's IP system which makes quick-reflex
Marc> (high QU) fighters *very* deadly.
Marc> Is this system the IP system from RMCIV or a personalized version?
Marc> I've been playing RM for about 3 years and have been looking for
Marc> a 'good' initiative system. (Unfortunately, my players are
Marc> not all that experienced. When I looked at the system in
Marc> RMCIV, it _does_ look deadly with high QU people.
Marc> Any comments on how this works for you?
Well, the IP system we use is an advanced version of the one in RMCIV
(not the AP one, the one that first appeared in rough form in RMCI).
It's by the same author (Joel Lovell), and it hasn't been published
anywhere (yet) on paper as far as I know. I've been sort of
beta-testing it since Joel posted it to the net about a year ago.
Unfortunately, Joel has apparently lost net access, so I have no
knowledge of the state of his IP system at the moment.
The system is *a lot* more complicated than the ones published in the
RMC:s, but it enables the GM to accurately judge simultaneous events
and very time-critical events (for example, a player wants to run
across a hall at full speed and simultaneously cast a spell/throw a
granade/whatever). It also takes weapon speeds into account (swinging
a two-handed sword is quite a bit slower than stabbing with a dagger,
for instance. It's absolutely wonderful, provided that you and your
players don't mind a bit of math :-)
The version of it that we use is included in a LaTeX "home-rules"
document set that I've written over the years. It has a whole bunch of
other stuff in it too, you might find it interesting... I'll put the
whole thing up for FTP Real Soon Now. I'll mail a copy to those of you
without FTP access who want the document, but as it is quite large I'd
rather see people use FTP. It requires a LaTeX based on TeX 3.0 or
later, if you can't handle that I could format an alternate copy in
Postscript (let me know). The whole thing is formatted for European
(A4) paper, so you US folks might have to modify it a bit.
I'll let you know when it's available.
//Petri
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Date: Sun, 29 Sep 91 20:16:46 AST
From: Vic@angband.delfax.Amiga.OCunix.On.Ca (Vic Lewington)
Subject: Non lethal Combat
- I need a bit of feedback on a method I came up with for handling non-lethal
combat.
- Let's face it, RoleMaster is a great system, but it is DEADLY. Incredibly
enough, there are times when your players surprise you by wanting to NOT kill
someone/thing in the hopes of capturing/questioning it, etc. As the system
stands, there are no real mechanics for handling this other than the subduing
skill (BTW, I have up to RMC IV).
- The subduing skill appears to me to be a definite sharp strike intended to
knock someone out cold, which is delivered by a character who would normally
have a reason for wanting to do so (ie a footpad using a blackjack or cosh).
I'm inclined to say the average fighter would not have a need for this, but
would still want to be able to beat an opponent into submission if required.
- So (let's see,... ah! ~Fire Armor!~ Phew, 17 PP down the tubes...)
Non-lethal Combat
- Possible only with 'concussive' weapons and large or heavy blades. Eg: clubs,
mauls, short/long/broadswords, two handed & bastard swords, battleaxes/MILs,
and so on. Maces are fine, flails & morning stars not really (too hard to control
- GM discretion) Pole arms other than a `poleaxe' don't count, nor do rapiers
& foils (c'mon, we're trying to "knock 'em senseless," not "slap 'em silly..."
Mail & plate gauntlets will do, especially for characters in plate armor.
- Does double concussion hits, and target must resist versus 5x severity of
any crit (critical hits are not otherwise resolved!), or be stunned for 1r/5%f
(CO bonus to RR). Note that the target will fall unconcious if his total of
stunned rounds exceeds his (Hp/10 + 5). If the attacker is entitled to his
ambush bonus, it is instead applied (x5) as a penalty to the target's RR.
- OB is at -20 for the attack.
- (Optional) OB -40, and attacker may roll on a hit location table. A neck
blow is 7x severity, head blow 10x! If you have a hit location table you like,
use that; I just roll percentiles, with <88 being a chest hit (ie normal 5x),
88-93 a hit to the neck, and >93 a head shot; a um00 is an instant kill (oops).
The character may apply his ambush to this roll (modified accordingly for
whatever dice you roll on the table; suggest fraction round up).
- A-C crits cause normal stunned rounds, D's & E's cause `stunned unable to
parry' rounds.
Example: Thrud the Barbarian wants to have a chat with Gorf the Unbearable (12lvl,
180hp), so he opts for non-lethal combat. He swings his two hander and, after
OB/DB mods, lands a solid 122 vs AT16 for a 22C (the K is ignored as it doesn't
apply). Gorf takes 44 hits, and must resist vs a 15lvl attack (C=3, x5 = 15).
He rolls a 20, plus his CO bonus of 25 gives 45; he fails by 11, and is stunned
for two rounds...
Thrud goes on to pound Gorf into submission...
- There is potential for serious abuse of this system, but it's not as bad as it
looks. I've used it a bit and it seems to work, but I would like to hear what
other players & GMs think of it, as well as how you handle this sort of thing.
---------------------------------------------------------------------------
|Vic Lewington: "I pull out the plank and say |
|(Vic@angband.delfax.amiga.ocunix.on.ca) thank you for yanking me back |
| to the fact that there's always|
|See, there's this HUGE parrot, and... something to distract..." |
| - Kate Bush |
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Subject: RoleMaster List #16
+--------------------------------------------------------------------------
Date: 3 Oct 91 9:58
From: Rupert Curwen <rupert@robots.oxford.ac.uk>
Subject: Re: Non Lethal Combat
Here is how I work non-lethal combat:
1) Character states intention of subduing.
2) Attack roll made as usual. Concussion hits applied.
3) If a critical is indicated, make a "non-lethal combat"
roll. Success indicates no critical roll is made.
The opponent is subdued when all concussion hits are gone, and
probably has an awesome headache too!
Non-lethal combat is a secondary skill with stats AG and SD.
I make the skill separate for each weapon category, but cheap
to develop (arms realm 1/2, others 1/4). If you use similar
skills, you can strap it to the appropriate weapon skill. A
fumble in the skill roll indicate damage to the weapon used.
I find this system has little danger of abuse, and also has the (in my
view) useful side effect of making subdual of Large/Super Large
opponents much trickier that lethal combat. Ever tried to subdue a
Demon? Should be pretty tricky.
Hope this is useful,
Rupert.
--------------------------------------------------------------------------
Rupert Curwen Phone: +44 (0)865 273 125
Robotics Research Group Fax: +44 (0)865 273 908
Dept Engineering Science
Parks Road, Oxford OX1 3PJ Email: rupert@uk.ac.oxford.robots
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