Rolemaster Classic - Express Additions 1.pdf
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E
XPRESS
XPRESS
A
DDITIONS
DDITIONS
Issue #1
August 2007
T
ABLE
OF
C
ONTENTS
I
NTRODUCTION
Introduction ..................................................... 1
Races ................................................................. 2
High Men ................................................... 2
High Elves .................................................. 2
Half Elves ................................................... 3
Lesser Orcs ................................................. 3
Professions ....................................................... 4
Rogue ......................................................... 4
Mentalist .................................................... 4
Of Mentalism ................................................... 5
Open Lists .................................................. 5
Closed Lists ................................................ 7
Mentalist Base Lists ................................... 9
Spell Notes ..................................................... 11
Welcome to
Express Additions
, the first in a series of
PDFs intended to expand upon the material found in
Rolemaster Express
(RME), to bring it closer to the
Rolemaster Classic
(RMC) line of products.
In this issue, we will give you 4 more races (High
Men, High Elves, Half Elves, and Lesser Orcs), 2 more
professions (Rogue and Mentalist), and all of the spells
needed for using the realm of Mentalism with RME.
I hope that you enjoy this product and find it useful.
C
REDITS
Author:
RMC Team & Tim Dugger
Editing:
Tim Dugger, Heike Kubasch
Pagemaking, & Layout:
Tim Dugger
Artwork:
Peter Bergting, David Bezzina, Joel Biske, Jeff
Laubenstein, Christophe Swal, 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.
Express Additions
1
Issue #1
R
ACES
ACES
H
IGH
E
LVES
Though basically similar to mortal men in most ways,
High Elves have several important, if subtle, differences. As
a race, they are taller than most humans, although slender:
the male height averaging between 6’ and 6’10", yet
weighing but 150-200 pounds, respectively. The women of
the Elves range from 5’6" to 6’2", and are also slim. Elven
men have no facial hair, and as a rule, they have less body
hair than humans. The High Elves are darker: their
complexions are as if tanned, and their hair is black or dark
brown, with few exceptions. Their eyes can be of any color,
although brown or hazel predominates. Generally, Elves
are fairer in appearance than their
mortal brothers, having finer
features, unmarred skin, and
pointed ears with no earlobes.
Resistant to extremes of
natural heat and cold, their clothing
is usually for decoration,
camouflage, or perhaps, modesty.
Their senses are extremely keen,
especially their hearing, and sight:
they are able to see on a clear, star-
or-moonlit night, as if full daylight.
Their vision is correspondingly
restricted with less light, down to
but a few feet in what a man would
call “pitch black.” Perhaps most
importantly: Elves do not age or
grow old; and their bodies are
immune to all bacterial and viral
infections. Thus, they are virtually
immortal (excepting violent death).
High Elves are the builders
and craftsmen of the kindreds,
most skilled in fine metalwork:
weapons, armor and beautiful
jewelry. Their jewel craft is also
unsurpassed. The High Elves are
the most likely to live in cities,
building graceful, marble- walled
towns for themselves. They are
also the most curious — possessed
with a desire to learn all about
their surroundings at any Cost,
which has more than once
caused members of their race to
fall from the path of light.
RME includes 4 of the basic races found in RMC.
Here we add in 4 more.
H
IGH
M
EN
High Men tend to be even taller than Elves (6’-7’ tall),
but heavier- boned and physically stronger, although less
nimble than the Elven-kind. The lifespan of the high men
is quite long, up to 250-300 years in those of pure descent.
They are great warriors and a builder of empires, for
their initiative matches their physical stature.
Unlike their lesser brethren, High Men rarely sport
beards or mustaches, preferring to be clean-shaven.
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H
ALF
-E
LVES
Members of this race have one Human and one Elf
parent. They must choose relatively early in life whether
they shall be mortal (and of men) or immortal and of
Elven kind. Should they choose immortality, they follow
the lifestyle and course of their Elven parent. They are akin
to “High Men,” for the latter may, depending on race and
game setting details, have varying degrees of Elven blood.
L
ESSER
O
RCS
Generally, Lesser Orcs grow to be about 4’-5’ tall,
with thick hides and grotesque, fanged faces. They are
very heavy of build, as they are bred as warriors and
laborers. With few exceptions, they cannot stand daylight,
and are blinded by the unshielded sun. Only at night can
they see well (with sight like the Elves). They are without
exception cannibalistic, bloodthirsty and cruel, wielding
curved scimitars and wicked axes.
Note that Orcs are stellar smiths. Their ability to
work with metal is hardly paralleled. Although the
appearance of their items is often poor, the performance
is excellent. They rarely make items unassociated with
fighting, however.
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P
ROFESSIONS
OFESSIONS
Here we present you with 2 additional professions
that can easily be inserted into RME. The first profession
is the Rogue.
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R
OGUE
Rogues are characters with some expertise in thief
abilities with a more specialized knowledge of arms.
Normally a Rogue will be almost as good as a Fighter
with one weapon of his choice. The cost, in development
points, of developing his thief skills will generally not
allow him to be as good in these areas as a Thief, but his
flexibility is unmatched by either profession.
Prime requisites:
Strength and Agility.
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M
ENTALISM
Mentalism is the power of the Essence channeled
through the mind of the spell user, who in effect acts
as a very, very minor deity for these purposes. Thus,
Mentalism is a very personal power, and even the
most powerful spells are usually limited by the senses
and perceptions of the spell user. Similarly, such
spells are usually limited to affecting the caster or
one particular target. Any head covering interferes
with the power of Mentalism spells, so no head
covering (especially helmets) may be worn while
casting or using a Mentalism spell. (See RMC: Spell
Law for more details on Mentalism.)
M
ENTALIST
Mentalists are the basic spell users of Mentalism who
have concentrated on spells that deal with the interaction
of minds. Their base spells deal with the detection of
mental Presence, mental communication, mind control,
mind attack, mind merging, and sense control.
Prime requisites:
Self Discipline and Presence.
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O
M
M
M
M
ENT
F
M
ENT
ENTALISM
ALISM
O
PEN
M
ENTALISM
A
TTACK
A
VOIDANCE
4.
Self Aura
– Causes a bright aura about the caster,
making them appear more powerful and subtracting 5
from all attacks.
5.
Light Eruption
–
[RR Mod: -10]
Causes a 10’R sphere of
intense light, all within are stunned for 1 round/10 failure.
6.
Shock Bolt
– A bolt of intense, charged light is shot
form the palm of the caster; results are determined on
the Shock Bolt Attack Table.
7.
Darkness I
– As
Light I
, except a 10’R of normal
darkness is created.
8.
True Aura
– As
Self Aura
, except it makes them appear
extremely powerful and subtracts 15 from all attacks.
10.
Light V
– As
Light I
, except radius is 50’.
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3.
Shield
– Creates an invisible force shield in front of the
caster; it subtracts 25 from melee and missile attacks
and functions as a normal shield.
5.
Deflect I
– Deflects one missile fired at the caster; that
missile has 100 subtracted from its attack (missile must
be in caster’s field of vision).
6.
Bladeturn I
– As
Deflect I
, except its effect is against one
melee attack.
8.
Aim Untrue I
– As
Deflect I
, except missile
automatically misses.
10.
Still Air
– Creates a pocket of still air 1"/level on all sides
of the caster, that no outside gas can come into (duration
is the time for the oxygen to be exhausted by one person).
O
PEN
M
ENTALISM
C
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2.
Blur
– Causes caster to appear blurred to attackers,
subtracting 10 from all attacks,
3.
Unseen
– A single object is made invisible (1 garment, 1
naked body, etc.); until 24 hours pass
or
the object is
struck by a violent blow (being hit by a weapon, falling,
etc.)
or
the object makes a violent move (i.e., an attack).
4.
Shadow
–
Caster and objects on their person appear to
be in shadow; and thus are almost invisible in dark
areas (e.g., in many situations this could be handled
with a Stalking/ Hiding bonus of between 25 and 75).
5.
Facades I
– A limited illusion that allows the caster to look
like any humanoid figure within 20% of their own size.
6.
Invisibility I
– As
Unseen
, except everything within 1’
of the target is invisible as long as it is within the 1’R
and none of the
Unseen
termination conditions occur.
9.
Invisibility II
– As
Invisibility I
, except the caster can
vary the radius up to 1’.
10.
Shadow Mentalist I
– Creates a duplicate of the
caster; if they concentrate, it will move as they wills;
otherwise, it does exactly as they does.
O
PEN
M
ENTALISM
B
RILLIANCE
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B
RILLIANCE
1.
Projected Light
–
Beam of light (like a flashlight)
springs from the caster’s palm; 50’ effective range. If the
caster closes their hand into a fist, the light will “turn
off ”. If the caster re-opens their fist before the end of
the duration, the light will turn on again.
2.
Blur
– Causes caster to appear blurred to attackers,
subtracting 10 from all attacks.
3.
Light I
– Lights a 10’R area about the point touched. If
this spell is cast onto a target they get a RR, if the RR
succeeds, the area of effect is centered on the point where
they are standing, but will not move with them. If the
target fails the RR the area of effect sticks to the target and
will follow with them until it is dispelled, or the duration
ends.
Express Additions
5
Issue #1
Plik z chomika:
siemszak
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