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E XPRESS
XPRESS
A DDITIONS
DDITIONS
Issue #3
October 2007
T ABLE OF C ONTENTS
I NTRODUCTION
Introduction ..................................................... 1
Races ................................................................. 2
Centaur ...................................................... 2
Dwelf .......................................................... 2
Gnome ........................................................ 3
Lizardman .................................................. 3
Professions ....................................................... 4
Ranger ........................................................ 4
Bard ............................................................ 4
Ranger Base Lists ....................................... 5
Bard Base Lists ........................................... 7
New Skills ....................................................... 10
Optional Rules ............................................... 11
RM Simplified .......................................... 11
Fast Power Point Recovery ...................... 13
Limited Overcasting ................................ 14
Alternate Realms ..................................... 14
Welcome to the third issue of Express Additions ! In this
issue we fill in a few more of the gaps regarding professions
by presenting you with the Ranger and the Bard. We will also
add a few more, carefully selected, skills to the game in this
issue to better round out your characters.
We also will offer you a few new options for your
game as well. This includes things like options for
changing the realm associated with one or two
professions, running RMX/C without tables, and a few
others just to make things a little more interesting overall.
And we will start this issue off by giving you with 4
new PC races to tickle your fancy.
Enjoy!
C REDITS
Author: Tim Dugger & the RMC Team
Editing: Tim Dugger, Heike Kubasch
Pagemaking, & Layout: Tim Dugger
Artwork: Peter Bergting, John Dollar, Jesper Ejsing, Craig
Henderson, Jeff Laubenstein, 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 © 2007 by Aurigas Aldebaran LLC. All rights reserved. No reproductions without permission.
Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.
Web: www.harphq.com and www.ironcrown.com.
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R ACES
ACES
D WELF
Dwelves are normally a very shy little race, standing
between 3’ and 3’6" tall on average, though there have
been reports of Dwelves standing about 4’ tall. In
appearance, a Dwelf resembles a cross between Dwarves
and Elves; having the sturdy frames and beards of like
Dwarves, but with the pointed ears and fine features of
elves. Unlike Dwarves though, Dwelves tend to keep their
beards trimmed very short.
This resemblance between the two races has
prompted some scholars to postulate that the race
evolved from a mating between the two races, which
often leads to some elves who hear of this theory to refer
to Dwelves as “abominations”. Dwelves have a lifespan of
approximately 700 years.
Dwelves are able to see in total darkness, even
magical darkness, out to a range of 50’. If they are in an
area with illumination, such as a torch, they can see
double the range provided by the illumination and then
an additional 20’ beyond that.
As mentioned above, Dwelves are a very shy race. It is
rare, but not unknown, for one to travel the surface
world. It usually takes a disaster of some sort to pry them
from their underground communities, but there is the
occasional Dwelf who likes wandering just for the sake of
wandering and seeing new things.
G NOME
Tales always speak of Gnomes being bald, wizened
little men living in caves and surrounded by books and
rare scrolls. Those tales of
archetypical Gnomes are, for the
most part, not quite accurate. While
Gnomes may act this way in their
later life, it usually isn’t the case for
young, adventurous Gnomes.
Young Gnomes are often filled
with the idea of adventure, of
traveling to new and exotic places and
learning new things. Gnomes
generally do like puzzles and
exploration and learning.
Gnomes stand between 4’ and 5’
tall, and usually are mostly bald,
often having just a single top-knot of
hair. They can see up to 30’ in total
darkness, and they can also see on a
moonlit night as if it were daylight
out. This often works out to allow
them to see up to triple the distance
that a person without Nightvision
In the last issue, we finished off the list of races from
the core rules and gave you a brand new race that does
not normally exist in the core rules.
In this issue, we bring you 4 races from Creatures &
Treasures . I selected them to allow for a wider choice of
player races without selecting races that might be too
powerful overall.
Note: the descriptions given of the races below is
based on the descriptions found within Creatures
& Treasures, but I have taken some liberties with
the descriptions in order to make the races more
suited to being players character races.
C ENTAUR
Centaurs are an unusual race. From the waist up,
they appear like nobly proportioned humans. However,
from the waist down, their body is like that of a horse.
Centaurs stand between 6’6" and 7’4" tall on average
from hooves to head. They are longer lived than most
humans, averaging a lifespan of approximately 150 years.
Centaurs, on average, do not seem to have the same
desires for the accumulation of material possessions that
many other races share. They instead seem to prefer the
pursuit of knowledge, and have a special fascination with
the sky and starts. This fascination with heavenly bodies
often leads Centaurs to prefer drier climates that have
little rain and few clouds to hide the sky.
Centaurs are also faster than many other races due
to their unique physiology. This grants them a bonus of
+20’ to their Base Movement Rate.
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L IZARDMAN
There are actually several distinct species of
Lizardman, all of whom are related in some manner or
form. The intention here is to provide a generic
description from which specific Lizardman races/cultures
like the Sohleugir can be built.
Your average Lizardman stands between 5’ and 6’ tall
and he lives an average of around 100 years. He is
completely covered with tough, yet supple scales that
provide a natural armor that is equivalent to AT5.
Lizardmen have a draconic,
snouted head, and their
mouths are filled with
nice, pointy teeth.
Lizardmen also
have a 3’ long tail
and they are
amphibious in
nature, equally able
to breath air or
water. Their eyes
have a nictitating
membrane that
protects it when they are
underwater and/or from dust and other airborne irritants.
Their hands and feet end in sharp,
translucent, claw-like nails.
Lizardmen like to live near
water sources; often on the shored
of lakes and oceans, though
swamps are also a likely place for
Lizardmen to make their homes.
While Lizardmen are often quite
willing to fight to protect what they
believe is theirs, they aren’t cruel or
savage beings.
could see with a source of illumination. Gnomes also tend
externally age like humans, at least for the first 100 years
of their 600 year lifespans. After that point, they seem to
stop aging, other than their skin looking more and more
leathery as they get older.
Gnomish communities are a very friendly place.
Hospitality is an important issue among Gnomes.
R ACIAL S TATS
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P
ROFESSIONS
OFESSIONS
In this issue we bring you the final two core
semi-spell users.
S KILL C OSTS
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R ANGER
Rangers are semi spell users who combine the
realm of Channeling with the realm of Arms. Their
base spells deal with operating in the outdoors and
manipulating the element (weather).
Prime requisites: Intuition and Constitution.
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B ARD
Bards are semi spell users who combine the
realm of Mentalism with the realm of Arms. Their
base spells deal with sound, lore, and item use.
Prime requisites: Presence and Memory.
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R ANGER B ASE S PELL L ISTS
R ANGER B ASE
M OVING W AYS
R ANGER B ASE
I NNER W ALLS
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M OVING W AYS
1. Stonerunning – Caster can run on nearly horizontal
stone surfaces as if they were on level ground.
2. Limbwalking – Allows caster to walk along nearly
horizontal tree limbs (that can support the weight)
as if they were on level ground.
3. Swimming – Target can swim without expending energy.
4. Waterwalking – Caster can walk on water as if they were
on level dry ground; may not be used in rough water.
5. Sandrunning – As Stonerunning , except caster can
run on sandy surfaces.
6. Limbrunning – As Limbwalking , except caster can
run on tree limbs.
7. Traceless Passing – Caster can walk without leaving
tracks or other visible signs of their passing.
8. Hide Tracks I – Caster can hide the tracks of
any 1 being; this spell and Traceless Passing can be
used simultaneously.
9. Waterrunning – As Waterwalking , ex-cept caster can
run on calm waters.
10. Hide Tracks II – As Hide Tracks I , except for 2
beings’ tracks.
I NNER W ALLS
1. Heat Resistance – Target is protected from natural heat
up to 170°F (treat as if target were in 70°F temperature).
For temperatures above 170°F, subtract 100°F to
determine the effective temperature for the target. Target
also receives a +20 to all RRs vs. heat; +20 DB vs.
elemental fire/heat attacks. If the target is more than 10’
from the caster at any time, the spell is cancelled.
2. Cold Resistance – Target is protected from natural
cold down to 20°F (treat as if target were in 70°F
temperature). For temperatures below 20°F, add 50°F
to determine the effective temperature for the target.
Target also receives a +20 to all RRs vs. cold; +20 DB
vs. elemental cold/ice attacks. If the target is more than
10’ from the caster at any time, the spell is cancelled.
3. Resistance I – Caster gets a +5 bonus to their RRs
and DB.
4. Bless I – As Resistance I , except bonus applies to DB
and maneuver rolls.
5. Prayer I – As Resistance I , except bonus applies to
RRs and maneuver rolls.
7. Sterilization – Caster can sterilize 1 cu’/level of any
solid or liquid; will not affect inert poisons or harm
creatures larger than 1/4" in length.
8. Resistance II – As Resistance I , except bonus is +10.
9. Bless II – As Bless I , except bonus is +10.
10. Prayer II – As Prayer I , except bonus is +10.
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