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Sample File Original Interior Art: Denis Loubet Production: John Ruemmler, Terry K TGC PDF Edition Copyright® 1986, 2007 by Aurigas Aldeberon, LLC. All rights reserved. No reproductions without permission. Produced and distibuted by The Guild Companion under license from Mjolnir LLC, dba Iron Crown Enterprises TGC PDF PROJECT CREDITS Scanning and OCR: Brent Knorr and Cormac Doyle Cover & Interior Art: Rick Hansen Rolemaster Classic Content: Cormac Doyle and Marc Rosen Design & Layout creation: Andrew Ridgway aka Ictus Editing & Proofreading: Nicholas HM Caldwell ORGINAL PROJECT CREDITS Design: R. Mark Colborn Development and Various Contributions: Coleman Charlton Special Contributions: “Familiar Law” – Randy Ashby “Nightblade Suggestions” – Jim Nelson “Smoothed Stat Bonuses” & “Lack of Elven Focus” –- Charles Crutchfield “Cleric’s Law” & “Initiative” – Timothy Moore “M.A. Fumbles” – Mike Geifman “Warding Moves” – Audrey SF Jaxon “Engineer” & “2ndary Skill Costs” – Aaron Kendall Consultation and Proofing: John Kabes, Randy Ashby, Timothy Moore, Charles Crutchfield, Heike Kubasch, Mike Anderson, Andrew Roy, Audrey Jaxon, Aaron Kendall, Kristin Skold, Ray Sarbacker, Bruce Neidlinger, John David Ruemmler. Editorial Flunky: T. Kevin Amthor Original Cover Art: Angus McBride Original Cover Graphics: Richard H. Britton Sample file Original Interior Art: Denis Loubet Production: John Ruemmler, Terry K. Amthor, Rick Britton, Sean Murphy. Playtesters: John “Celebrimbel”, “Gullarmen” Kabes; Mike “Turlik”, “Camber”, “Why can’t I wear armor?!” Grubbs; Randy “Merrie Joy Divine”, “Selma”, “Wynnie”, “Chi’ii Bein” Ashby, Jerry “Silverhand”, “Kraeco”, “Bad-finger”, “Elenmel” Steinworth; Dennis “Always Mongo” Silt; John “Hacking Arcrist”, “The monk is too tough!” Ushold; Bev “Godfrey”, “The Dwarf Forever” Jones; Dawn “Goldie Good-shot” Oase; Jim “Always a martial artist” Nelson; Richard “Hogan”, “Na-goh” Holtzbauer; Mark “The duelist”, “you’re in the Army now” Reeder; R. Mark “Brand” Colborn; Ron “Let’s try to kill each other” Nelson; Michelle “Think I’ll take a nap” Haworth. Special Contributions: Mike Allen, Deane Begiebing, James Blevins, Karl Borg, Chris Christensen, Kathleen Connor, Bill Covert, Bill Downs, Pete Fenlon, Kurt Fischer, Randy Hart, Sean Murphy, Kurt Rasmussen. Typesetting: The Design Group, Lynchburg, VA. Original Stock #1500 Original ISBN 0-915795-12-4 4.11 Arms Professions 68 CONTENTS The Barbarian 68 The Burglar 69 1.0 Introduction 6 The High Warrior Monk 69 1.1 Designer Notes 6 4.12 Pure Caster Professions 70 1.2 Notation 7 The Archmage 70 The Druid 71 2.0 Optional Spell “Laws” 8 Variant Clerics 71 2.1 Arcane Magic 8 4.13 Semi Caster Professions 72 2.2 Earthnodes 10 The Paladin 72 2.3 Magical Game Balance 11 The Delver 72 2.31 Base Spell Lists 11 The Nightblade 73 2.32 Channeling Restrictions 12 4.2 Races 74 2.33 Preparation Time 12 4.21 Additional Racial Types 74 2.4 Magical Languages 12 4.22 Elves And Self Discipline 77 2.5 Living in the Ethereal World 14 4.3 Secondary Skills 77 4.4 Stat Bonuses 79 4.5 Background Options 80 3.0 New Spells and Spell Lists 16 4.6 Adolescence Skill Ranks 83 3.1 Arcane Spell Lists 16 4.7 Level Bonuses 84 3.11 Bladerunes 16 4.8 Very High Stats 84 3.12 Earthblood’s Ways 18 3.13 Entity Mastery 20 5.0 Items and Equipment 85 3.14 Ethereal Mastery 21 5.1 Items with Intelligence and Will 85 3.15 Mana Fires 23 5.2 Alchemist Materials List 88 3.16 Spell Coordination 24 5.3 Enchanting Items 89 3.17 Shapechanging Ways 26 5.4 Time and Level Alchemical Requirements 91 3.2 Druid Base Spell Lists 27 5.5 Special Weapons Characteristics 91 3.21 Animal’s Master 27 5.6 Poisons And Rotten Things 92 3.22 Druid’s Peace 28 5.7 Herbs 94 3.23 Druidstaff 29 3.24 Nature’s Forms 30 6.0 Tactical and Physical Factors 95 3.25 Stone Mastery 31 6.1 Condensed Combat System 95 3.26 Tree Mastery 33 6.2 Action Time Requirements 98 3.3 Paladin Base Spell Lists 34 6.3 Breaking “150” 99 3.31 Holy Warrior 34 6.4 Mass and Force Considerations 99 3.32 Spell Breaker 35Sample file6.41 Force from Mass 99 3.4 Delver Base Spell Lists 36 6.42 Weight for Human Forms 101 3.41 Constructing Ways 36 6.5 Weapon/Armor Effectiveness 103 3.42 Delving Law 37 6.6 M.A. Fumble Tables 106 3.43 Mannish Scale 38 6.7 An Initiative System 106 3.44 Material Transport 39 3.45 Symbol Imbedding 40 7.0 Creatures 108 3.5 Nightblade Base Spell Lists 41 7.1 Flying Creatures 108 3.51 Distractions 41 7.2 Beasts 109 3.52 Phantom’s Face 42 7.3 Greater Lycanthropes 111 3.53 Phantom Movements 43 7.4 Demons 112 3.54 Poison Mastery 44 7.5 Undead 113 3.55 Adrenal Focus 45 7.6 Dragons 116 3.6 Expansion Spell Lists 46 3.61 Ceremonies 46 8.0 City Design 117 3.62 Familiar’s Law 48 3.63 Guardian Ways 49 9.0 Childbirth and Sibling Generation 120 3.64 Alchemical Preparations 50 9.1 Sibling Generation 120 3.65 Midwifery 51 9.2 “Medical” Considerations 121 3.66 Warding Ways 53 3.7 Additional Spells 54 10.0 Game Aids 123 3.8 High Level Spells 60 10.1 Package Deals for Goods 123 10.2 Level versus Bonus Summary 124 4.0 Optional Character “Laws” 68 10.3 The Qabbals 125 4.1 Professions 68 10.4 Player Character Records 130 5 1.0 INTRODUCTION The Rolemaster Companion (RoCo) is a collection of optional rules and spell lists for the Rolemaster fantasy role-playing system. Optional is the key word here; a Gamemaster should carefully examine each section of material before using it in his world or campaign. This material runs the gamut from play aids that simply make the standard game mechanics easier to handle to very high-powered spells and optional rules. Most GM’s will not use everything in the RoCo; there is just too big a diversity in style and power level. The RoCo includes a wide variety of material because different roleplayers want different things from a roleplaying system. Some GM’s run a low powered tightly structured game; such GM’s probably find that much of the material in this product will not be appropriate for their game unless they modify and experiment with it. At the other end of the spectrum, some GM’s run a high powered or loosely structured game; such GM’s will probably use most of the material in this product and modify it and extend it and wish that there were more 75th level spells. Most GM’s fall in between these two extremes; they will use some of the material, ignore some of it, and modify the rest. The thing to keep in mind is that this is a commercial product. As a company, I.C.E. has to appeal to a large audience and provide material that can be used by most of the customers that use our systems. Players should keep the above discussion in mind when reading the RoCo; some of this material may not be appropriate for your Gamemaster’s game. The GM must decide which parts of this material will be used in his world – not the players. The GM should always be the authority in any roleplaying session that involves his world. The manner in which a GM interprets, modifies, excludes, or includes rules and guidelines is entirely up to him (or her). This is true for the standard rules as well as a set of optional rules such as the RoCo. A Gamemaster should never feel that the rules are an etched in concrete, unbreakable, unbendable, absolutely fixed system; they are provided to help the GM develop, manage, and run his world. SampleOn file the other hand, the Gamemaster has an obligation to his players to make clear what the physical laws of his world entail (i.e., the game mechanics). As efficiently as possible, the GM should indicate what rules and guidelines are being used and which ones have been modified or changed. In addition a GM must strive to be consistent in his decisions and in his interpretation of the rules. Without consistency, the players will eventually lose trust and confidence in the GM’s decisions and his game. When this happens a FRP game loses much of its pleasure and appeal. Both the GM and the players must cooperate to have a successful FRP game. 1.1 DESIGNER NOTES Rolemaster covers a great many of the bases in fantasy; hopefully, the Rolemaster Companion enriches that breadth. This supplement began with the Spell Coordination Arcane list, developed to interpret and explain the awesome might of the irresistible Court of Ardor. With that began an unending yearning to expand the world of Rolemaster with every spell, every creature, every profession, every race, every rule, every game aid, every reality, which I have encountered in play, stories, other FRP systems, personal experience and the Rolemaster products themselves. The attempt has been made in this rules supplement to provide rationale for each new concept and alteration suggested. What more needs to be said? Only two things, and the first is of such critical 6 importance that I desired to make the comment at the beginning of (which, I understand, He will change someday). In such browbeating, this rulebook rather than at the end. you have ceased being the GM and the players are now writing your These rules are optional – every line, every point, every number, system. As Jerry advised me so I advise you: if a PC ever does not every die roll, every limitation, every statistic.
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