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E
XPRESS
A
DDITIONS
Issue #10
October 2008
T
ABLE
OF
C
ONTENTS
I
NTRODUCTION
Introduction ...................................................................... 1
Training Packages .............................................................. 2
Sample Training Packages ................................................. 3
Irregular Casting Times .................................................. 10
Reviewer’s Corner ............................................................ 10
New Spell Lists ................................................................. 10
Air Law ..................................................................... 11
Air Mastery .............................................................. 12
Dark Law .................................................................. 13
Earth Mastery .......................................................... 14
Welcome to the 10th issue of Express Additions! We have
several articles that we think you will find very interesting.
First up, we have an article on Training Packages. In
addition to guidelines and rules for creating and using
them, we also provide you with a collection of 50 common
Training Packages that can be found in nearly any setting.
Next up we give you a new option regarding the
casting time of spells, and then we introduce a new
feature that we will be adding to all of our PDF lines, a
review of a product from the The Vault.
And finally, we top off the issue with 4 more spells
lists. These lists were designed for use with the Folio rules,
and the professions from
Express Additions #9
.
Enjoy!
C
REDITS
Author:
Tim Dugger
Editing:
Tim Dugger, Heike Kubasch
Pagemaking, & Layout:
Tim Dugger
Artwork:
Peter Bergting, Mike Jackson, Jeff
Laubenstein, Jennifer Meyer, Colin Throm
ICE S
TAFF
CEO:
Bruce Neidlinger
President:
Heike Kubasch
Editor/Jack-of-All-Trades:
Tim Dugger
Pagemaking:
Sherry Robinson
Web Master:
Tim Dugger
Office Cats:
Rajah, Pheobe, & Matsi
Express Additions Copyright © 2008 by Aurigas Aldebaran LLC. All rights reserved. No reproductions without permission.
Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.
Web: www.harphq.com and www.ironcrown.com.
Express Additions
1
Issue #10
T
RAINING
P
ACKAGES
Training Packages (TPs) are more than a collection
of skills gained at a discount. A Training Package provides
a character with ties to the setting. There are many in-
game social implications that a GM can use as adventure
seeds or introductions to adventures, or for other events
going on around the characters.
Should a Training Package (or Culture) give ranks to
a skill, then that skill will be limited to having no more
than 6 ranks in total at first level.
D
ESIGNING
ESIGNING
TP
TP
S
Training Packages are relatively easy to design if you
have a solid background concept and idea to base the
Training Package on. Every TP should be designed
around a central concept or idea. In most cases, this is a
job or lifestyle, or perhaps even guild or group to which
the character can belong.
Once the TP concept has been settled upon, all that is
required is for the GM to give it a name, write a short
description, and to select what skills are important to the
TP, and how many ranks of each skill are gained. The
following guidelines make it relatively simple:
•
ESIGNING
A
CQUIRING
CQUIRING
TP
TP
S
ICE suggests that the following guidelines be
followed regarding the acquisition of Training Packages:
•
CQUIRING
A character is limited to only one Training
Package during character creation.
•
The character must pay the proper Development
Point cost to acquire the Package.
•
The character must meet any other prerequisites
for acquiring the Training Package.
The character may not acquire any other
Training Packages unless they are specifically
offered by his GM.
Once play has begun, it should always be up to the
GM to determine whether or not a character should be
offered the opportunity to acquire a Training Package.
The GM should limit the offering of Training Packages to
situations where it might be appropriate for a Training
Package to be acquired.
Example:
The players trade passage aboard ship
in exchange for working the ship as crew. At the
end of the voyage, the GM offers them the Sailor
TP as a reward.
It is strongly recommended that regardless of the
reason that the GM allows a Training Package be
acquired, that the character always pays the Development
Points for the TP, even if they have to wait until the next
time that they level up to pay that cost.
S
KILL
R
ANK
L
IMITS
One of the potential issues with Training Packages is
that they give a character skill ranks and if no control is
exercised, this can lead to some skills being much, much
higher than a first level character could normally have,
upsetting the entire balance of the game. Therefore it is
felt that putting a limit on the number of ranks in a given
skill that a character has will help to prevent such
situations from occurring.
At first level, a character should be limited to the
number of skill ranks that they have in any given skill.
Skills that have no ranks that came from Training
Packages (or Cultures, if you are using them) should be
limited to either 2 or 4 skill ranks at first level, depending
upon the cost of the skill and how many ranks are
allowed to be purchased each level.
•
A Training Package cannot contain more than 20
skill ranks in total.
•
No individual skill may have more than 5 ranks
given, maximum.
•
No more than 2 skills may have less than 2
ranks given.
A Training Package may never contain more
than 10 different skills.
P
RICING
TP
S
Once a Training Package has been designed, it must
be priced. Pricing a TP is very simple, just use the
following formula:
Cost = 5 DP + 1 DP per skill rank given
This cost is the same for all characters, regardless of
what their profession it.
I already know that there are some folks out there
who are going to immediately point out that means that
will produce a situation where some professions get
better deals than other professions. It doesn’t matter.
Learning a skill outside of a Training Package is
considered to be self-teaching with perhaps some
minor instruction.
The skill ranks from a Training Package, on the other
hand, are the result of a focused and precise regimen of
training. This training could be intensive and completed
of the course of a short period of time, or more relaxed
and taking a much longer time to complete. In both cases,
it is still just as focused, and it always includes a teacher
who imparts the specific knowledge and skills.
Because of this focused teaching, all characters are
considered equal when it comes to acquiring a Training
Package, and therefore, they all pay the same costs.
•
Express Additions
2
Issue #10
S
AMPLE
AMPLE
T
RAINING
RAINING
P
ACKAGES
AMPLE
RAINING
ACKAGES
The following Sample Training Packages represent
those that are most commonly found among towns,
villages, and cities of a fantasy setting. Not every TP will
be appropriate for every site or location.
Most of the skills in these Samples are Secondary
skills from
RMC Character Law
and/or skills introduced
in earlier issues of
Express Additions
.
Note:
all “Lores” are considered to be instances of
Lore: General
unless otherwise specified.
B
EGGAR
The Beggar is a never-do-well who lives off the
charity of others. He often has some sob story to tell to
elicit the sympathy of others. Some beggars are even able
to make a living telling tales
Skill
A
NIMAL
T
RAINER
The Animal Trainer is one who makes his living
training animals such, usually for traveling shows or noble
lords. He normally specializes in one type of animal.
Skill
Ranks
Ranks
Acting
3
Animal Handling
5
Craft (Storytelling)
3
Craft (Animal Training)
5
Duping
3
Lore (Specific Animal Type)
5
Cost:
14
Cost:
20
B
OWYER
The Bowyer is the one who makes bows and arrows.
He knows the best type of wood to use for each and what
other items may also be required.
Skill
A
POTHECARY
The Apothecary specializes in the gathering,
preparation and sale of herbs and medicines for profit.
These are sold to the general public as potions and other
remedies. They are normally quite willing to purchase
raw herbs from travelers and adventurers.
Skill
Ranks
Craft (Bow Making)
4
Craft (Fletching)
4
Ranks
Lore (Trees)
4
Craft (Alchemy)
5
Cost:
17
Craft (Horticulture)
4
First Aid
3
C
ARTOGRAPHER
A maker of maps. The Cartographer specializes in
the making and reading and making of maps. He also
often copies and sells maps that others have made.
Skill
Foraging
3
Herbalism
5
Cost:
25
Ranks
Craft (Cartography)
5
Craft (Drawing)
5
Navigation
3
Tr a d i n g
3
Cost:
21
C
HANDLER
A Chandler is one who makes candles and lamps. It
is not uncommon to also see them serving as an outlet
for other craftsmen, charging slightly higher prices, but
providing one-stop-shopping for adventurers.
Skill
Ranks
Craft (Candle Making)
5
Craft (Lamp Making)
5
Tr a d i n g
3
Cost:
18
Express Additions
3
Issue #10
C
HARCOALER
These are men who deal in the sale of charcoal and in
towns only, firewood. They provide a valuable service to those
who do not or cannot obtain their own fuel. Coal is often very
rare and expensive, and often reserved for the wealthy to use
in heating their homes or by high end smiths in their work.
Skill
F
ARMER
These are the folk who raise the crops and who tends
to the livestock that lives on a farm. They tend to all the
daily chores of feeding and caring for the animals, and
raising the crops. Animals on farms are normally of
secondary importance and are usually used in aiding the
other farming chores or as food stock for the farmers.
Skill
Ranks
Craft (Charcoal Making)
5
Ranks
Foraging
4
Animal Handling
3
Lore (Trees)
4
Craft (Farming)
5
Tr a d i n g
4
Craft (Horticulture)
5
Lore (Farming)
3
Cost:
22
Cost:
21
C
LOISTERED
C
LERIC
Not all Clerics are spell casting adventurers. Quite a
few live quiet peaceful lives serving their god by preaching
his word to others and by maintain holy works and texts.
The Cloistered Cleric makes up the majority of god’s
clergy as the spell casting variety is often very rare.
Skill
F
ISHERMAN
While anybody can learn how to fish in a stream, river, or
lake, it takes special training for those who fish at sea. While
just as able-bodied as Sailors, Fishermen rarely leave their
local fishing waters. They specialize in catching large amounts
of fish which are then often sold to the local markets.
Skill
Ranks
Craft (Storytelling)
2
Ranks
Linguistics (Religious – Spoken)
4
Craft (Fishing)
4
Linguistics (Religious – Written)
4
Lore (Local Waters)
4
Lore (Religion)
5
Rope Mastery
4
Public Speaking
3
Sailing
4
Singing
2
Signaling
4
Cost:
25
Cost:
25
C
LOTHIER
While most commoners and peasants make their own
rags, there are those who either do not have the time or feel
that they are too important to make their own clothing. It is
to these people that the Clothier sells his wares. He produces
everything from sturdy work clothes to the finery worn by
many a noble. Most Clothiers have skill as a tailor, glover
(glove-maker), and haberdasher (hat-maker), though some
do specialize in one area, this is rare.
Skill
G
LASSWORKER
The making of glass is still a rare art. Glass is
normally too expensive for most people, but noble lords
like to show off their wealth with glass windows. Glass
makers can also often be found making fine pottery to
supplement their incomes.
Skill
Ranks
Craft (Glass Making)
5
Craft (Pottery)
3
Ranks
Tracking
2
Craft (Glove-making)
4
Cost:
15
Craft (Haberdashery)
4
H
ERALD
Heralds often work closely with noble families,
recording and maintaining the family genealogy and
history. They also often serve as messengers and
ambassadors for nobles. Well versed in the etiquette of
negotiation and warfare, Heralds have many important
duties for the lords that they serve.
Skill
Craft (Tailor)
4
Tr a d i n g
3
Cost:
20
C
OOK
Those born to nobility, and those of a lower station
who have the wealth rarely, if ever, cook their own food.
They prefer to have another do this task. Some cooks
specialize into certain fields, such as baking breads or
preparing deserts, but many smaller kitchens deal with
those who have a wider skill base.
Skill
Ranks
Craft (Drawing)
4
Linguistics
4
Lore (Heraldry)
4
Ranks
Public Speaking
4
Craft (Cooking)
5
Cost:
21
Craft (Baking)
5
Lore (Recipes)
5
Cost:
20
Express Additions
4
Issue #10
H
ERDSMAN
The Herdsman tends to herds of animals, be it cattle,
sheep, or some other beast. They travel with the herd
across its grazing land and protect it from predators while
Skill
J
EWELER
The Jeweler cuts and polishes gems and makes rings
and other settings for them. He also does other work in
both silver and gold.
Skill
Ranks
Ranks
Animal Handling
4
Crafts (Gem-cutting)
5
Foraging
3
Crafts (Goldsmithing)
4
Lore (Weather)
2
Crafts (Metalworking)
4
Tracking
3
Lore (Gems)
5
Tr a d i n g
2
Cost:
17
Cost:
25
H
IDEWORKER
The Hideworker is the guy who takes the hides of
animals brought by hunters, and herdsmen and
produces usable leather.
Skill
Ranks
Craft (Alchemy)
2
Craft: (Hide Working)
5
Craft: (Tanning)
5
Cost:
17
H
UNTER
The hunter stalks the forest looking for game
animals. He often sells the extra to the local market or to
inns and taverns. He knows how to move stealthily
through area where he hunts and he knows where to find
the game that he hunts.
Skill
L
ABORER
The Laborer is a person who will take any job that he
can find. He is not particularly skilled, but he is usually
strong and hearty and can work for many hours.
Skill
Ranks
Foraging
5
Lore (Fauna)
2
Lore (Local Region)
2
Ranks
Perception
2
Body Development
2
Stalk & Hide
2
Perception
2
Tracking
5
Rope Mastery
2
Weapon Skill (Bows)
2
Streetwise
2
Cost:
25
Cost:
13
I
NNKEEPER
The Innkeeper knows several crafts, including how to
cook meals for his guests and how to brew beer and ale
which doesn’t travel well, to provide refreshment.
Skill
L
ITIGANT
The Litigant is knowledgeable of the local laws and of
the procedures and processes in the local court system.
He often works for others drafting legal documents and
arguing cases in court.
Skill
Ranks
Craft: (Brewing)
4
Ranks
Craft: (Cooking)
4
Duping
3
Linguistics (Any Language)
4
Lore (Local Laws)
5
Perception
2
Public Speaking
5
Public Speaking
2
Cost:
18
Tr a d i n g
4
Cost:
25
Express Additions
5
Issue #10
Plik z chomika:
siemszak
Inne pliki z tego folderu:
ICE 1530 - Rolemaster - Alchemy Companion.pdf
(12967 KB)
Rolemaster Classic - Character Law.pdf
(5171 KB)
Rolemaster Classic - Express Additions 2.pdf
(1220 KB)
Rolemaster Classic - Express Additions 6.pdf
(694 KB)
ICE 1001 - Rolemaster - Combat Screen.pdf
(46290 KB)
Inne foldery tego chomika:
Adventure Modules (1st Edition)
Campaign Settings (1st Edition)
Citadels (2nd Edition)
Cities (1st Edition)
Fortress Modules (1st Edition)
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