This list is especially good for the Druid who wants to focus on medium- to long-range combat. As with my other spell lists, these are drafts, and my main concern is balance. So do enjoy, but if you see something that you think is still to powerful, let me know! The following lists are my solution to what I feel is one of the weaknesses of the Ranger class in Rolemaster: a lack of combat spells. You can access them in our Downloads: RMU section, above. The Ranger has some good utility spells, but imho it has always lacked some combat oomph.
These two lists give a lot of oomph. Too much? They then use that bow or blade to buff their own attacks, striking more intuitively with it Intuitive Strike , using special arrows with it Elemental Arrow , having it change shape to grow spikes, etc. Canavan Jr. Note that the intent is that a Ranger character will only take one of these two lists, picking between being primarily a ranged or primarily a melee character yes, the shadow of Drizzt is long!
A character can only have one Wyrd blade at any given time, so developing both lists would not be very practical or effective. Why this new list? These classes have always had lots of utility spells, many of which are great; but my group is quite combat oriented, and in this department, these classes have few options, despite the fact that semis pay a lot of development points for their spells.
I hope then to address the paucity of combat options by creating my own lists. So what does the RMU Bard, specifically, need? Having just pregenerated a Bard character for my upcoming Gen Con sessions, I feel I now have a bit better handle on the class, both its strengths and its weaknesses. In my opinion, a combat Bard needs more quick, low-level combat spells: some instantaneous ones that are minor debuffs similar to the useful, instant-speed buffs other semis like the Paladin get ; and some non-instantaneous spells that impose major debuffs or exercise battlefield control.
This makes for a very squishy caster, especially at low levels. Thus, the Bard needs some good, low-level combat spells — ideally debuff and control-oriented to fit with the class concept — in order to protect himself and make himself less of a liability in combat. The Bard has two lists Controlling Songs and Inspiring Songs that follow these rules for songs, but that means they can be slow and clunky to set up. The spells on the Mockery list, on the other hand, just follow the normal spellcasting rules.
Another thing to note is that some spells on the Mockery list have what I believe is my own new mechanic: they allow modifications to their RR based on the ranks the Bard has in a particular skill.
These modifications allow the Bard to use the ability she has developed in otherwise non-combat skills, such as Composition and Social Awareness, to enhance her spells, thus making these skills more useful in combat. This also makes for some interesting tactical choices. The Bard can for example choose between casting more powerful spells that are easier to resist i. The Bard can also choose between casting lower level spells with no RR mod.
One last thing to consider as you read the spells on this list is that, while many of them are quite powerful control spells, they have one big downside: they are only effective on targets that have a language the Bard knows.
Thus the Bard is especially good at controlling foes she can speak to, but much less effective against mindless undead, giant amoeba, etc. That is one important balancing factor for the list.
This is a rough draft, and I welcome all comments and criticism. I sometimes found it hard to judge what level a spell should be, given that I introduced another variable RR mods for skill ranks to the power equation. So enjoy.
Target is at to all actions. If the target attempts a melee attack, missile attack, or spell, the target must first roll a fumble on the appropriate table and apply all results. If the target attempts a moving maneuver, that maneuver is performed at If the target makes no melee or missile attack and casts no spell, Clumsify has no effect.
The glow adds 10 OB to all attacks against them, and prevents the targets from benefitting from any concealment-type spells e. Trip — [RR Mod. Note the target only makes the RR if and when it moves. Target is incapable of making decisions or initiating action; target may continue to fight current foes or in self-defense.
Stinkify — Caster calls attention to the unique body odour of one target in the radius. Target is red-faced and overcome with existential ennui, at to all actions. Sartorial Savagery — [RR Mod. Target must spend its next two rounds charging towards and attacking caster with full OB. Boogeyman — [RR mod.
Targets suffer to all actions and to any fear-based RRs. Target spends all action points for the turn moving towards and attacking this ally. Mass Stinkify — As Stinkify, but affecting all enemies in radius, who must move 2x BMR away from all other affected targets.
Ultimate Boogeyman — As Boogeyman, but with expanded area of effect and penalties: targets now suffer to actions and to fear RRs. Lord Mockery — [RR Mod. Emotionally shattered, the targets are rendered catatonic in disbelief. Note: Spell on this list only affect creatures that can understand complex i.
The caster must have at least skill rank 2 in one language the target speaks. Familiars had a more sinister aspect in early fiction; most often a demonic imp, crow or other dark-aspected animal tied to an evil antagonist. So how does Rolemaster deal with Familiars?
Fairly easily, in fact, so easy that it behooves a caster to immediately have one. Familiars have a symbiotic connection to the caster where animal control is just a magical charm or affect on a creature. So what is the symbiotic relationship? What benefit does it provide besides cinematics? How does it work, mechanically via the rules? In other words, if the relationship is severed there is a real, physical or psychosomatic cost to the caster. So what is the benefit, or possible benefits, of a familiar that differentiate it from other animal control spells?
Here are a few ideas:. Most of these benefits mirror other animal control spells. But those are temporary spell effects; a Familiar is permanent. That really complicates the narrative. At that point, who is the audience?
No GM wants to manage intelligent Familiars that run the unknown gauntlet, trip the traps and distract the monsters. At that point, who is playing? Familiars should be carefully hoarded resources—a cool benefit that needs to be defended! Are familiars a great resource in you game? Of course, if easy and beneficial, every player will have a Familiar.
But if the risks and rewards are balanced, would it be different? What are your thoughts? This post was meant to be published yesterday but I was up before dawn on my way to my first ever elite fencing competition. The difference between sport and combat is that I would have died about 17 seconds in if this was a combat but as it was I vanquished two foes but was defeated five times myself.
If there is every a quest to save the world, I am probably not the hero you are looking for. The weird title to this post is a bastardisation of the latest two 50 in 50 adventures. I always try and have fun with my adventure titles and in this case Tie A Yellow Ribbon is obviously a reference to a dreadful s song but is a deadly serious adventure which could cost either the players or hundreds of innocents their lives.
On the other hand The Angry Druid sounds like a dangerous foe, which he is, but is actually a bit of a tongue in cheek adventure. We have passed a bit of a milestone and you can now by a bundle of the first 10 adventures, at a discount if you have bought any of the individual issues. The bundle is obviously going to be the first of at least 5 bundles.
Going forward there is going to be a post each Saturday with a round up of what we have published this week.
I think I will recap any new uploads in the same post. I feel that this is going to grow in importance in Even in the earliest editions Rolemaster Arms Law contained a detailed chart of weapons with a variety of data: mods to hit ATs, length, weight, speed, notes etc.
Beyond any additional to hit bonuses we never really referred to that chart at all—but it did give hints to useful information that could be incorporated into combat. Some of these set penalties can be offset by the appropriate combat maneuver skill contra skill or are just specific penalties based on certain situations close quarter combat.
Two situational penalties did take the actual weapon into effect: subdue and close quarters, but the rest just set a base penalty. For instance, the effort to strike behind rear attack should be much different for a martial artist than someone wielding a 2-hand sword.
Or the penalty to protect should be lower for someone wielding a polearm than someone with a dagger. This simple solution adds another layer to weapon complexity without any new rules, creates real differentiation between weapons for specific combat circumstances and reduces the problem of multiple weapons sharing the same attack table.
At the top is a simpler version which classifies weapons into 4 categories based on weapon reach. Below are a breakout of individual weapons, and SW special weapons. Pete, not sure I did the file upload process correctly…. RM Weapon Modifier Chart. This blog is a bit of a lesson in humility for me.
I set it up just because there was a perceived need for this kind of blog and to attract more people to Rolemaster.
We have a nice team of writers now and this blog is as much theirs as it was ever mine. The big thing that I want to share today is our new Downloads feature. You can see it hopefully to the right if you are on a bog screen or below if you are on a mobile. This was kicked of by Brih but I am going back over old posts to find downloads we can add to the list. There is a downloads menu as well and as the number of downloads grows this will get organised into categories to make it easier to find what you want.
Rolemaster, the greatest RPG system of all time is back. Rolemaster Classic: Character Law marks the return of the original revered Rolemaster system. The original Character Law pioneered. Scribd is the world's largest social reading and publishing site. Search Search. It adds 11 additional races and cultures, 11 additional professions. Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.
The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable.
Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.
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