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Player Rules and Character Creation.

Advent
Player’s Guidebook
Final Fantasy XI and Rolemaster Standard Rules game
              Welcome to Advent!
A lot of time and energy went into the creation of this game! Years and dollars of research and productivity were put into this current, not final, developmental stage.
Please be advised, each modification of Advent is an evolution. Things will change. Hopefully for the better! There was never any intention to recreate my sources of inspiration! Logistically, that would be a nightmare simply from the mechanics side of it. Instead, we simply hope to pay dearest, heartfelt homage to these worlds which inspired us and gave seed to our dreams.
  The Advent Team
November 2022
     
Index
Part I Introduction
1.0 Roleplaying with Rolemaster
1.1 Key Concepts and Mechanisms
1.1.1 Rolemaster Standard Rules
1.1.2 Arms Law
1.1.3 Spell Law
1.1.4 Gamemaster Law
1.2 Dice Rolling Conventions
1.3 Calculation Conventions
1.4 Definitions
2.0 how to Use the Rolemaster Standard System
Part II Your character
3.0 Races and Origins
3.1 Player Character Races
3.1.1 Elvaan
3.1.2 Galka
3.1.3 Hume
3.1.4 Mithra
3.1.5 Taru-Taru
3.2 Origin Location
3.2.1 Aht Urgin
3.2.2 Audolin
3.2.3 Bastok
3.2.4 Jeuno
3.2.5 Kazham
3.2.6 Mhaura
3.2.7 Norg
3.2.8 Outpost
3.2.9 Rabao
3.2.10 San D’Oria
3.2.11 Selbina
3.2.12 Tavnazian Free-Hold
3.2.13 Windurst
3.3 Racial Capabilities
4.0 Professions Index
4.1 The Realm of Arms
4.2 The Realm of Arcane
4.3 The Realm of Channeling
4.4 The Realm of Essence
4.5 The Realm of Mentalism
4.6 The Hybrid Spellcasters
4.7 The Semi-Spellcasters
5.0 Ability Scores
5.1 Temporary and Potential Stats
5.2 Development Stats
5.3 Primary Stats
5.4 Stat Bonuses
5.5 Assigning Ability Scores
6.0 Skills
6.1 Skill bonuses
6.2 Skill Category Ranks
6.3 Skill Ranks
6.4 Rank Development
6.4.1 Development Points
6.4.2 Development Costs
6.5 Skill Categories and Skills Rules
6.5.1 Introduction
6.5.2 Skill Resolution
6.5.3 Specialized Static Maneuver Tables
6.6 Uncoordinated Efforts
6.7 Coordinated Efforts
6.8 Aided Maneuvers
6.9 Subsequent Maneuvers
6.10 Maneuver Duration
7.0 Skill Development
8.0 Skill Categories
8.1 Artistic Skills
8.2 Athletic Skills
8.3 Awareness Skills
8.4 Combat Skills
8.5 Communications Skills
8.6 Crafts
8.7 Influence Skills
8.8 Lore Skills
8.9 Outdoor Skills
8.10 Power Skills
8.11 Science/Analytic Skills
8.12 Self Control Skills
8.13 Subterfuge Skills
8.14 Technical/Trade Skills
8.15 Urban Skills
9.0 Experience and Advancing Levels
9.1 Ep’s, Frep’s, and Mileage: Experience Points
9.2 Leveling Up Your Character
9.2.1 Training Skill Categories and Skills
9.3 Character Levels
9.4 Character Level Advancement (Alpha prototype)
10.0 Miscellaneous Factors
10.1 Spell Lists
10.2 Power Points
10.3 Hits
10.4 Exhaustion Points
10.5 Defensive Bonus
10.6 Moving Maneuver Penalty (MMP)
10.7 Resistance Rolls
10.8 Special Abilities
10.9 Equipment & Money
11.0 A Character’s Role
11.1 Background Details
11.2 The Role of the Character
11.2.1 Personality
11.2.2 Motivation
11.2.3 Alignment
11.2.4 Physical Appearance
12.0 Keeping Track of Your Character
Part III Designing a Character
13.0 The Initial Choices
13.1 Determining Race/Culture
13.2 Determining Profession
13.3 Determining Realm of Power
13.4 Determining Additional Base Spell Lists
14.0 Generating Stats
14.1 Temporary Stats
14.2 Potential Stats
14.3 Stat Bonuses
15.0 Adolescent Skill Development
16.0 Background options
16.1 Talents
16.1.1 Special Training
16.1.2 Physical Abilities
16.1.3 Mystical Abilities
16.1.4 Mental Abilities
16.1.5 Special Abilities
16.2 Status, Wealth and Items
16.2.1 Special Status
16.2.2 Wealth Level
16.2.3 Special items
16.3 Flaws
16.3.1 Physical Flaws
16.3.2 Mental Flaws
16.3.3 Special Flaws
16.4 Filling in the Gaps
16.4.1 The Early Years
16.4.2 Your Adolescence
16.4.3 Your Adventure Begins
16.4.4 Extended Example
17.0 Apprenticeship Skill Development
17.1 Standard DP costs
17.2 Variable DP Costs
17.3 Training Packages
17.4 Extra Stat Gain Rolls
18.0 Your Character’s Role
18.1 Role Traits
18.2 Background Details
19.0 Final Character Preparation
19.1 Your Character’s Age
19.2 Outfitting
19.3 Calculating Encumbrance and MMP
19.4 Totalling the Bonuses
Part IV Performing Actions
20.0 Sequencing Actions in a Round
20.1 The Battle Round Sequence
20.2 Exceptions
20.2.1 Melee Vs Melee Initiative
20.2.2 Opportunity Action
20.2.3 Canceling Actions
20.2.4 Spell Preparation and Casting
20.2.5 Multi-Round Action
20.2.6 Haste and Speed
20.2.7 Missile Fire in Melee
20.2.8 mounted Combatants
20.2.9 Stunned Maneuvers
20.2.10 Surprise
21.0 Representing the Physical Situation
22.0 The Actions
23.0 Handling Special Situations
23.1 Resistance Rolls
23.2 Awareness Index
23.3 Conflicting Actions Index
23.4 Orientation Index
24.0 Movement, Encumbrance and Exhaustion Index
24.1 Movement Index
24.1.1 Base Movement Rate Index
24.1.2 Pace Index
24.1.3 Movement Maneuvers Index
24.1.4 Movement Summary Index
24.2 Encumbrance Index
24.3 Exhaustion Index
25.0 Attacks Index
25.1 Attack Results Index
25.2 Defensive Capabilities Index
25.2.1 Armor Index
25.2.2 Shields & weapons Index
25.2.3 Helmets Index
25.2.4 Greaves Index
25.2.5 Cover & Position Index
25.2.6 Parrying Index
25.2.7 Quickness Stat Modification Index
25.2.8 Adrenal Defense Index
25.2.9 Special Items Index
25.3 Offensive Capabilities Index
25.3.1 Skill Bonuses Index
25.3.2 Weapon Quality Index
25.3.3 Special Items Index
25.3.4 Position & Status Index
25.3.5 Parrying Index
25.3.6 Range Index
25.3.7 OB Penalties From Non-Attack Activity
25.4 Melee Attacks Index
25.4.1 Weapon Combinations Index
25.4.2 Declaring A Melee Attack Index
25.4.3 Defensive Bonus Index
25.4.4 Offensive Bonus Index
25.5 Missile Attacks
25.5.1 Reloading
25.5.2 Armor Missile Attack Penalties
25.5.3 The Throw & Melee Action
25.5.4 Defensive Bonus
25.5.5 Offensive Bonus
25.6 Basic Spell Attacks
25.6.1 Range
25.6.2 The Target
25.6.3 Defensive Bonus
25.6.4 Offensive Bonus
25.7 Directed Spell Attacks
25.7.1 Range
25.7.2 Defensive Bonus
25.7.3 Offensive Bonus
25.8 Area Spell Attacks
25.8.1 Range
25.8.2 Center Point
25.8.3 Defensive Bonus
25.8.4 Offensive Bonus
26.0 Static Maneuvers
27.0 Moving Maneuvers
28.0 Casting Spells
29.0 Magical Corruption and Risk Factors
30.0 Injury, Death & Healing
30.1 Death
30.1.1 Effects of Death
30.1.2 Injuries
30.2 Healing
31.0 Religion
32.0 Breakage
33.0 Economics
Character Record Sheet*
Bibliography
                         
Part I Introduction Index
The Rolemaster Standard System (RMSS) is ICE’s complete fantasy role playing system, combining four basic parts:
  1.0 Roleplaying with Rolemaster Index
This section provides an overview of some of the key concepts and mechanisms of the RMSS. It provides an overview of the RMSS. Finally, this section presents some definitions of some commonly used key terms along with the RMSS calculations and dice rolling conventions.
  1.1 Key Concepts and Mechanisms Index
This section is meant to serve as a summary for and introduction to some of the key features of the RMSS. Some of the major factors that separate the RMSS from other FRP systems will be briefly described here. This discussion should be enough to allow many experienced fantasy role players to get the basic ideas behind this system, then each section (or product) dealing with a specific feature can be for details.
The basics of the RMSS are relatively simple to master. It is designed for those acquainted with FRP in general, or for those interested in a flavorful, detailed set of guidelines - not rules. The RMSS is intended for GMs who may wish to pick and choose some of the parameters that define the environment of their game. ICE hopes that GMs will feel free to build upon the foundations provided. ( I have done exactly that with this guidebook and the others I am creating for this game.)
    1.1.1 Rolemaster Standard Rules Index
The Rolemaster Standard System is designed to provide both the Gamemaster and his players with tremendous detail and flexibility in character development and the resolution of a wide variety of actions and activities.
    Personal Characteristics
The RMSS also provides a unique approach to the statistics that define a character’s physical and mental attributes (i.e., stats). Under these guidelines, each stat is quite important, and no one or two stats clearly dominate. Rarely willa character be without a flaws or a “chink in his armor”. A character must choose his strengths and weaknesses. In RMSS, there are 10 stats, each represented by a number between 1 and 100 (1-100_. They provide detail and flavor and remain relatively simple to work with.
The stats include 4 physical characteristics: Strength, Constitution, Quickness, Agility. They also include 4 mental characteristics: Intuition, Empathy, Memory, Reasoning. Finally,there are two stats included that represent characteristics partially mental and partially physical. Presence, Self discipline. These stats are described in detail in Section X.X. Each stat may affect the ability of the character to perform specific actions: this is discussed in Section X.X.
Each stat has two values. The potential (“ultimate”) value (genetically) that the character’s stat can obtain. The temporary value represents the value of the characteristic’s current level. The temporary stats can rise (due to character advancement and other factors) and fall (due to injury, old age, etc.). However, the potential rarely changes. Of course, the temporary stat for a particular characteristic can never be higher than the potential for the same characteristic. For example, a character could have a temporary Strength score of 80 and a potential of 92: and the 80 would be his effective Strength for combat purposes (circumstances could raise or lower the 80, but never above 92). This feature is described in Sections X.X and X.X.
  Skill Categories and Skills
As a character interacts with others and the world, he gains EPs from developing and training in skills and skill categories. His capacity (i.e., rank) in each skill and skill category affects his chances of accomplishing certain actions and activities (e.g., fighting, maneuvering, spell casting, etc.). The key features of skills in this system are:
Each skill is grouped with other similar skills in a skill category. Both the skill and its category affect the chances of accomplishing certain actions.
Any character may develop any skill and skill category regardless of Profession. However, depending upon the specific character’s training early in life, certain skills and skill categories require more or less effort relative to other characters. How much effort is required to develop a skill or skill category depends upon the profession chosen by the player. Based upon the values of certain stats (Section X.X), each character has a total amount of beginning “effort” to devote to skill and skill category development at character creation.
Each character has complete freedom in how to allocate his EPs among the various skills and skill categories he decides to develop. He can choose to spend his EPs on the skill that earned the Eps or on the category instead of on the skill. Development costs will be the same for characters of the same profession and will end to reduce the degree of variation. Yet, this “cost effectiveness” will direct development only along vaguely similar lines.
The skills and skill categories are the ones required by normal play, and a Gamemaster can easily add more skills if his specific game requires others. Skills are discussed in great detail in Section X.X and Appendix X.X.
  Professions
Each character has a Profession which reflects his training and inclinations in early life. A profession dictates the ease in which a particular skill or skill category may be developed, but it does not generally prohibit development. Thus, a player is allowed to enhance his abilities in certain skill areas which would not be accessible to his profession under other systems. Only the “cost” in time and lost opportunities in “easily developed skills” act to bias the selection process.
Each profession requires different “efforts” to develop each individual skill. For example, in order to gain a certain expertise with a sword, a Fighter might only expend 20% of the effort that a Magician might: this is because a Fighter is trained in physical activities (fighting in particular), While a Magician has spent much of his early life studying spells. However, the effort required for a Fighter to learn to cast a spell might be 20 times that required of a Magician, and he would never be very effective with it. Forty-Seven different Professions are provided and discussed in detail in Section X.X and Appendix X.X.
  Experience Levels
Each character while adventuring will reach stages of development called Experience Levels (or just “Levels''). As the character becomes more powerful and skillful in his chosen areas of expertise., he gains new levels. Ideally, for realism, the character develops after each activity or experience. If a character were to be able to develop immediately, it would necessitate stopping action in the game, performing bookkeeping, calculating the value of the experience and determining what the character learned. Thus, we limit these factors by allowing a character to develop only at discrete intervals. Leveling up is discussed in detail in Section X.X.
  Individualizing Characters
It is often desirable to provide each character with certain factors that make him unique. This system already does this to a certain extent: 47 professions and complete freedom in skill development. We also provide a variety of other suggestions. Including: XX detailed cultures and XX races, role traits, equipment, detailed personal background options, training packages, talents and flaws, special items, hobbies, etc.
  1.1.2 Arms Law Index
Arms Law applies the RMSS’s unique system for handling attacks to melee and missile combat. It’s key features include: A fantasy medieval melee and missile combat system with individual attack tables for XX weapons and statistics for dozens more.
XX attack tables that integrate the size, instincts and fighting patterns of a wide variety of animals, monsters and practitioners of the martial arts.
XX critical strike tables that give specific, detailed damage descriptions for a variety of different types of attack results: Slashing, Puncturing, Crushing, Grappling, Unbalancing, etc.
Two fumble tables that give specific, detailed descriptions of the results of various types of weapon fumbles and attack failures.
  1.1.3 Spell Law Index
One of the basic aspects of the RMSS is the use of spell lists and experience levels. The ability to cast and learn spells is directly tied to the ranks earned in the spell list. The level based effects of the spell are directly based on the number of ranks earned in the spell.
Spells are grouped into lists. A spell list is an ordering of spells based upon their level, intricacy and potency. All spells in a list have common characteristics and attributes, although each may have vastly different effects and applications. Spell lists are grouped into categories based upon professions and realms of power (Channeling, Essence, Mentalism and Arcane). There are over 2000 spell descriptions organized into more than 200 lists divided into:
1 set of Open spell lists for each realm of power (i.e., spell lists that are learnable by characters in any profession of the realm and even by some professions outside the realm).
1 set of Closed spell lists for each realm of power (i.e., spell lists are learnable by most characters who cast spells from the realm).
6 sets of Professional “Base” spell lists for most spell using professions (i.e., a set of profession specific spell lists are usually only learnable by characters of a specific profession).
1 set of “Evil” spell lists for each realm of power (i.e., spell lists usually learnable only by “evil” characters).
XX sets of spell lists associated with Craftsmen, the Trades and specific Training Packages.
In addition, Spell Law uses RMSS’s unique system for handling attacks using: critical strike tables (for heat, cold, electricity, et.), a spell failure table and a variety of spell attack tables.
  1.1.4 Gamemaster Law Index
Gamemaster Law is an aid for those who wish to create and employ an alternate world setting for their fantasy roleplaying game. It is designed to give Gamemasters an idea of the essential elements of a fantasy realm, and provides ways to develop a rich, consistent foundation upon which to build as their campaign progresses. It also provides a wealth of material that can help a GM handle difficult and unusual situations that can arise in a FRP game. Some key features include the guidelines for:
Determining what type of game to run based upon the types of players available and the GM’s personality and skills. Designing exciting and intriguing stories, NPCs and backgrounds; and, letting them evolve to create an ever changing world for adventuring.
Enhancing the enjoyment of gaming sessions.
Tournament gaming and online gaming.
Using RMSS mechanisms for very specific situations: commerce and Trading, healing, diseases, poisons, equipment, etc.
  1.2 Dice Rolling Conventions Index
Each die used in Rolemaster is either a 10-sided or a 20-sided die which gives a result between 0-9. If two of these dice are used, a variety of results can be obtained. However, results between 1 and 100 are the primary basis of the RMSS (i.e., RM is a “percentile” system).
  Percentile Rolls (“1-100”, 1d100)
1-100 Roll (1d100) - Most of the rolls in Rolemaster are “1-100” rolls (also called “d100” rolls). To obtain a 1-100 result, roll two dice together - one die is treated as the “one’s” die and the other is treated as the “10’s” die (designate before rolling, please!). Thus a random result between 01 and 100 (a “00” is treated as 100) is obtained.
  Low Open-ended Roll - To obtain a “low open-ended roll”, first make a 1-100 roll. A roll of 01-05 indicates a particularly unfortunate occurrence for the roller. The dice are rolled again and the result is subtracted from the first roll. If the second roll is 96-00, then a third roll is made and subtracted, and so on until a non-96-00 roll is made. The total sum of these rolls is the result of the low open-ended roll.
  High Open-ended Roll - To obtain a “high open-ended roll”, first make a 1-100 roll. A roll of 96-00 indicates a particularly fortunate occurrence for the roller. The dice are rolled again and the result is added to the first roll. If the second roll is 96-00, then a third roll is made and added, and so on until a non-96-00 roll is made. The total sum of these rolls is the result of the high open-ended roll.
  Open-ended Roll - An open-ended roll is both a high open-ended and low open-ended roll.
  1.3 Calculation Conventions Index
When making calculations and using the formulae in the RMSS, the results often do not come out evenly.
You should maintain fractions until you come up with a final result that will be used in play.
But, whenever a final result has a fractional remainder, it is always rounded up to the nearest whole number (i.e., fractions less than 0.5 goes to 0, and greater than or equal to 0.5 goes to 1).
  1.4 Definitions Index
The majority of unique terms fond in the RMSS are not described below; rather they are usually described when they are used in the text. The terms defined below are frequently used or ar very important for using and understanding the RMSS.
  Action: An action is one of the activities which a character may perform during a round (10 seconds).
Animal: A living creature capable of feeling and voluntary motion, but excluding those characterized as beings.
Area Attack Spell: An elemental attack spell that attacks an area rather than a specific target; e/g/, Cold Ball, Fire Ball, etc.
Attack Roll: A “Roll” that is used to determine the results of a melee or missile attack.
Basic Attack Spell: A spell that attacks a target, but which is not an elemental attack spell.
Base Spell List: A spell list that is easily learnable only by members of one specific profession.
Being: Any intelligent creature, including all humanoid types, enchanted creatures, etc. Intelligence should be characterized by system and/or Gamemaster.
Campaign: An ongoing fantasy role playing game which takes place as a series of connected adventures, with respect to both time and circumstances.
Chance: Often an action or activity has a “chance” of succeeding or occurring, and this chance is usually given in the form of a %. This means that if a roll (1-1000 is made (see below) and the result is less than #; then the action or activity succeeds (or occurs otherwise it fails.
Channeling: One of the Realms which provide the source of power for spells (see Section X.X).
Closed Spell List: A spell list which is easily learnable only by Pure and Hybrid spell users of the spell list’s Realm.
Combat Roll: See “Attack Roll”.
Concussion Hit: See “Hits”.
Critical Strike: Unusual damage due to a particularly effective attack. Note: the term : “Critical” (or just crit) will often be used instead of “critical strike”.
Defensive Bonus: The total subtraction from a combat roll due to the defender’s advantages, including bonuses for the defender’s quickness, shield, armor, position and magic items (see Section X.X).
Dice Roll: See Roll.
Directed Attack Spell: An elemental attack spell that attacks a specific target: e.g., Ice Bolt, Fire Bolt, etc.
Downed: when a combatant falls to the ground, he is considered downed. This does not mean prone. It is presumed that the combatant is still moving.
Elemental Attack Roll: A spell which creates and uses fire, cold, water, ice or electricity to attack a target. The “elements” created by these spells are real when the spell is cast.
Essence: One of the Realms which provide the source of power for spells (see Section X.X).
Experience Level: A character’s level is measured by the total ranks of Skills and skill categories he has developed.
Failure: See “Spell Failure”.
Fire: To make a missile attack (verb), or a number of missile attacks (noun).
Fumble: An especially ineffective attack which yields a result that is disadvantageous for the attacker.
Gamemaster (GM): The gamemaster, judge, referee, dungeonmaster, etc. The person responsible for giving life to a FRP game by creating the setting, world events and other key ingredients. He interprets situations and rules, controls nonplayer characters and resolves conflicts.
Group: A collection of player characters.
Herbs: A plant or plant part valued for medicinal qualities.
Hits (Concussion Hits): Accumulated damage, pain and bleeding, that can lead to shock, unconsciousness and sometimes death (also called concussion hits). Each character can take a certain number of hits before passing out (determined by his “Body Development” skill).
Hybrid Spell User: A spell user who can easily learn spells in two different Realms.
Inanimate: Not having qualities with active, living, organisms: not animate.
Initiative: The factor that helps determine the order in which combatants resolve their attacks: e.g., the combatant with the heist initiative goes first.
Inorganic: Involving neither organic life or products of organic life.
Level: See “Experience Level”.
Lord Spell: A spell keyed to a 20th level effect and will normally be defined in multiples/increments of 20.
Maneuver Roll: A roll that is used to determine the results of a maneuver.
Martial Arts (MA): Forms of attack and self-defense which involve specialized mental and physical training and coordination. Most unarmed combat fall into this category.
Mass Spell: A spell with it’s “# of targets” or it’s “area of effect” based upon the caster’s ranks in the spell.
Melee; Hand-to-Hand (i.e., combat not using projectiles, spells, or missiles) where opponents are physically engaged - be it a fist fight, a duel with rapiers, or a wrestling match.
Mentalism: One of the Realms which provide the source of power for spells (see Section X.X).
Missile Weapons: In the RMSS, this indicates a low velocity airborne projectile, usually from a manually fired weapon. Such weapons include an arrow from a bow, a quarrel from a crossbow, a stone from a sling, etc. thrown weapons are also included in this area, Normally, missile weapons do not include projectiles fired by explosions or other high-velocity propulsion means (e.g, guns are “projectile weapons”).
Non Attack Spell: A spell which does not attack a target.
Non Spell U
ser
: A character with very little spell casting capability, but with a great deal of capability in non-spell areas.
Non-Player Character: A being in a fantasy role playing game whos actions are not controlled by a player, but are instead controlled by the Gamemaster.
Offensive Bonus: Each character has an “offensive bonus” when he is making an attack - this OB can include bonuses for the character’s stats, superior weapon, skill rank, magic, magic items, etc. This OB is added to any attack rolls that are made when he is using that particular attack ( see Section X.X).
Open Spell List: A spell list that is easily learnable by any profession of the spell list’s Realm.
Organic: Of or deriving from a living organism.
Orientation Roll: A roll representing a character’s degree of control after following an unusual action or surprise.
Parry: the use of part of a character’s offensive capability to effect an opponent’s attack.
Player Character (PC): A character whose actions and activities are controlled by aplayer (as opposed to the Gamemaster).
Power Point Multiplier (PP Multiplier): An item that increases the wielder’s inherent power points (see Section X.X).
Power Points: A number which indicates how many spells a character may intrinsically cast each day (i.e., between periods of rest). In order to cast a spell, the caster must expend a number of “power points” equal to the level of that spell.
Profession: A character’s profession is a reflection of his training and thought patterns; in game terms, it affects how much effort is required to develop skill in various areas of expertise.
Projectile Weapons: As opposed to a missile weapon, this indicates a device which mechanically fires a high-velocity projectile (e.g., a gun).
Prone: When a combatant stops moving (and usually drops to the ground), he is considered prone.
Pure Spell User: A spell user who can easily learn spells in only one of four Realms. Most spell using professions fall into this category.
Realm: all spells and the power required to cast spells are classified in the four Realms of power: Arcane, Channeling, Essence and Mentalism (see Section X.X).
Resistance Roll (RR): A dice roll which determines whether or not a character successfully resists the effect of a spell, poison, disease or some other form of adversity.
Roll: Two different colored 10-sided dice are used to resolve any activity requiring a “Roll”, such dice are available in most hobby and toy stores. Each of these dice has two sets of the numbers: 0, 1, 2, 3, 4, 5, 6, 7, 8, and 9. These dice can be used to obtain a variety of results. These various results are described in Section X.X.
Round: The time (10 seconds) required to perform one action.
Self-Reloading: Refers to any weapon which reloads (or recharges) itself and is ready for another shot almost immediately (i.e., it is capable of two attacks in the same round). Most projectile weapons fall into this category, while normal bows and thrown weapons do not. Normally self-loading weapons only occur in FRP games in the form of magic items.
Semi Spell User: A spell user with some spell casting capability in one realm, but also with considerable non-spell capabilities. A character is a Semi spell user by virtue of his profession only. Non spell users who somehow learn spells are still termed Non spell users.
Session: A single sitting of a game adventure. A number of sessions form a campaign.
Shot: A missile attack.
Skill: Training in an area which influences how effectively a character is able to perform a particular action or activity. “Skill Rank” is a measure of the effectiveness of a specific skill (see Section X.X and Appendix X.x).
Skill Category: A grouping of related skills that require the same approximate effort to develop. “Skill Category Rank” is a partial measurement of the effectiveness of the specific skills in the category (see Section X.x).
Slaying Item or Weapon: An item or weapon specifically designed to combat and/or destroy a being or type of being (e.g., a Dragon-slaying sword or staff).
Spell Adder: An Item that allows it;s wielder to cast a set number of spells without expending power points (see SectionX.X).
Spell Failure: This occurs when a particularly low roll is made when casting a spell; it indicates possible malfunction or backfiring of the spell.
Spell Leve:l The minimum skill rank for the spell’s list that is necessary for a spell user to know or inherently cast that particular spell.
Spell List: A grouping and ordering of related spells based upon a correlation of level, intricacy and potency of the spells. A character who has developed (i.e., “learned”) a spell list to a specific skill rank is able to cast a spell from that list if it’s level is les
s than or equal to that skill rank.
Spell Points: The same as the term Power Points.
Stat (Characteristics): One of 10 physical and mental attributes which are considered most important to an adventurer in a FRP game. Stats affect how well a character develops his skills, moves, fights, takes damage, absorbs information, etc. Stats in the RMSS are gauged on a scale from 1-100.
Stat Bonus: Each stat is assigned a bonus that is used to modify skill checks.
Static Maneuver (SM, Static Action): an action performed by a character which requires unusual concentration or thought under pressure and does not involve pronounced physical movement.
Swing: A melee attack (noun), or to make a melee attack (verb).
Target: the term “Target(s)” refers to the being(s), animal(s), object(s), and/or material that a melee attack, missile attack, or spell attempts to affect.
True Spell: A “True” spell is the highest level version of a specific spell type. It’s potency will define the upper limit of the effect(s) derived from a given spell.

Wound: An injury in which the skin is torn, pierced or cut.
  2.0 how to Use the Rolemaster Standard System Index
  The Gamemaster
The Gamemaster should first skim the rules to get an overall view of the system. Then he should read all of the rules in the RMSR, AL, SL and GML, thoroughly. If a section is not understood immediately, it should be marked and referred to again after all of the rules have been read. Examples are included to aid in absorbing the rules. The Gamemaster need not memorize or fully analyze the significance of all of the rules at first. The rules are organized in such a fashion that many situations can be handled by referring to specific rules sections when they first arise.
The Gamemaster should also read the optional rules (Appendix X.X) and decide which he feels are appropriate for his game and world system. He should make sure that the players are clear as to which are to be used and which are not to be used.
  The Players
The players should first read Sections X.X - X.x to get an overview of the component parts of the RMSS. Next, they should skim Part II (Sections X.X - X.X) to get an idea of the major factors affecting a character. Then they should generate a character by following the procedure and examples outlined in detail in Part III (Sections X.X - X.Xreferring to Part II for explanations of the various aspects of a character.
Before play begins, the players should also read (or have explained to them) Part IV (Sections X.X - X.X) so that they will understand what their options are in a tactical (usually combat) situation. In addition, players whose characters are spell users should read Section X.X in order to obtain an understanding of the spell casting process. It is not absolutely necessary for the players to immediately read the rest of the RMSS material, since much of that material is concerned with how the Gamemaster can handle the setting of the game, the plot elements and other factors. However, a complete reading of the system will enable players to understand the mechanisms which govern play.
  Part II Your character Index
  In a fantasy role playing game, each of the “players'' controls the actions of his “player character”, while the Gamemaster controls the actions of all of the other characters (called non-player characters). Thus, one of the main objectives of a FRP game is for you to take on the persona of your player character, reacting to situations as your character would. This is the biggest difference between FRP games and other games such as chess or bridge. Your player character is not just a piece or a card. In a good FRP game, you should place yourself in your character’s “role”.
A role playing game deals with adventure, magic, action, danger, combat, treasure, heroes, villains, life and death. So, by taking on the role of your character, you can leave the world behind for a while, and enter a world where the fantastic is reality only by your imagination and that of the other players and the Gamemaster.
  Your Character
Your character will have certain factors that define his attributes, capabilities and skills. These factors determine how much of a chance your character has of accomplishing certain actions. Many of the actions that your character will attempt during play have a chance of success and a chance of failure. Therefore, even though actions are initiated by the Gamemaster and the players during the game, the success or failure of these actions is determined by the Rolemaster rules, the factors that define your character and the random factor of a roll of the dice.
The specific factors that define your character are presented and discussed in the rest of Part II (Section X.X - X.X). Part III (Sections X.X - X.x) presents the actual character design process, while Part IV (Sections X.X - X.X) presents the guidelines for performing actions.
  3.0 Races and Origins Index
  Cultural and racial characteristics for a fantasy role playing game are heavily dependent upon the world system being used by the Gamemaster. This section presents the standard playable races of the Enlightened People of Vana’diel from Final Fantasy XI. Each race and culture has a description in Advent The Appendix of Races .
A Gamemaster should determine which races and cultures are appropriate for his world system, as well as incorporating any additional races deemed necessary (already done). A Gamemaster may incorporate other races and cultures into his world using the same factors outlined in this section.
Each character must have a race and a culture. Each race provides the racial abilities and characteristics that influence play in a fantasy role playing game. Section X.X provides racial modifications to the effects of death and injury.
  Special Racial Capabilities
The chief racial features affecting a character are given in 3.1 Player Character Races.
Stat bonus modifications
Resistance Roll modifications
Body Development skill rank bonus progressions (see Sections X.X and X.x).
Exhaustion Point Development skill rank bonus progression (see Section X.X and X.X).
Power Point Development skill rank bonus progression (see Section X.X and X.X).
Background Option points information.
Recovery rate multiplier for injuries.
Racial modifier for stat deterioration when a character experiences death and life restoration.
  Racial stat bonus modifications
The racial modifications to stat bonuses apply to the basic stat bonuses in Section X.X.
  Resistance Roll Modifications
A Resistance Roll modification is added directly to a Resistance Roll (see Section X.X and X.X) made against an appropriate spell, poison, disease or other effect.
  Languages
Languages can be a unifying element among groups with varying racial or cultural backgrounds. On the other hand, it can also be a barrier which can lead to the destruction of a hearty group of adventures. Since most worlds embrace a number of tongues, and a few characters know all the languages, translators and cooperative efforts may be necessary to solve the language problems. By having eachplayer’s character know and/or understand (to varying degrees) different languages, a tremendous amount of diversity can be injected into the game.
A character’s fluency and literacy in a particular language is determined by the skill rank which the character has achieved in “language” skill for that language )see Section X.X and Appendix X.X). The notation for languages is given as Speaking to e left of the division bar and Reading/writing to the right of the division bar. Fluency in either is developed separately. The Gamemaster should decide which languages are automatically known by each of the races in his world system. Advent The Appendix of Races provides suggested starting languages and easily learnable languages for each race and origin. Each character may then expand on this base through the skill acquisition process (see Sections X.X and X.X).
  3.1 Player Character Races Index
Full descriptions for each race can be found in Advent The Appendix of Races. The five standard races of Advent are:
  3.1.1 Elvaan Index
  3.1.2 Galka Index
  3.1.3 Hume Index
  3.1.4 Mithra Index
  3.1.5 Taru-Taru Index
  Each race must also have a origin.
  3.2 Origin Location Index
  Each character must have a origin. Full descriptions for each culture can be found in Advent The Appendix of Races. The leven standard Advent origins are:
  3.2.1 Aht Urgin Index
  .2.2 Audolin
  3.2.3 Bastok Index
3.2.4 Jeuno Index
  .2.5 Kazham Index
  3.2.6 Mhaura Index
  3.2.7 Norg Index
  3.2.8 Outpost Index
  3.2.9 Rabao Index
  3.2.10 San D’Oria Index
  3.2.11 Selbina Index
  3.2.12 Tavnazian Free-Hold
  3.2.13 Windurst Index
    4.0 Professions Index
  Each character must have a Profession. A character’s profession reflects the fact that early training and apprenticeship have molded his thought patterns; affecting his ability to develop certain skills and capabilities. A profession does not prohibit the development of skills, it merely makes some skills harder and others easier to develop. Any character can develop any skill under this system.
Each profession has a full description and specifications below. Every profession falls into of seven different categories based upon its area of concentration:
  4.1 The Realm of Arms
  4.2 The Realm of Arcane
  4.3 The Realm of Channeling
  4.4 The Realm of Essence
  4.5 The Realm of Mentalism
  4.6 The Hybrid Spellcasters
  4.7 The Semi-Spellcasters
  Spell User Classification
Professions are classified according to one of four types of spell users: Non spell users, Pure spell users, Hybrid spell users and Semi spell users. This classification determines a character’s Development Point costs for developing skill ranks in various types of spell lists (see Section X.X). In addition, Pure spell users get to choose four extra base spell lists (seeSection X.X).
Pure - concentrate on one Realm of power.
Hybrid - concentrate on two Realms of power.
Semi - concentrate on a Realm of power and the Realm of Arms.
Non - concentrate on the Realm Of Arms.

Prime Stats
For each profession, some of the ten stats are called the profession’s “Prime Stats”. A character must have at least 90s in each of his prime stats (see Section X.X).
One of the prime stats for each spell using profession is designated as a “Realm Stat” (two in the case of Hybrids, and three for Arcane). The stat is Intuition for Channeling users, Empathy for Essence users, and Presence for Mentalism users.
  Profession Bonuses
Each profession has fixed “Profession Bonuses” that apply to certain skill categories (see Section X.X).
  4.1 The Realm of Arms Index
The professions of Fighter, Thief, Rogue, Warrior Monk and Layman concentrate primarily on acquiring skill in the Realm of Arms. These characters have relatively easy times learning the use of weapons and the skills of maneuver and manipulation, but they will find it difficult to develop spell using ability. These professions have no rained Realm of power and this can only learn spells at great effort and cost (if at all according to the Gamemaster’s discretion). Even then their spells are of very limited potency. If a Non spell user does learn to cast spells, he usually concentrates on spells from one Realm - each Non spell user must choose one Realm of magic to concentrate on (see Section X.X).
  4.1.1 Barbarian - Barbarians are non spell users who are uncivilized, outdoor fighters. Their combat skills are more narrow than other non spell users, but they are good at what they do. They shun armor, but are stronger than any other profession. Literary examples of Barbarians would include Conan, Fafhard and Cerebus.
  Prime Stats: Strength and Constitution
  4.1.2 Fighter - Fighters are non-spellusers who will find it relatively easy to develop a variety of different weapons and to wear heavier types of armor. They are less skilled in maneuvering and manipulating mechanical devices such as locks and taps (though they are still superior to most spell users in these areas). They have the greatest difficulty learning anything connected with spells. Some literary examples of a Fighter might include Little John and Gimli the dwarf.
  Prime Stats: Constitution and Strength
  Dragoon -
  4.1.3 Layman - Normally each character has an “adventuring” profession, reflecting how his early training and life have molded his thought patterns. However, the Layman profession represents characters who do not have a standard “adventuring” procession. Most non-adventuring NPC’s will have the Layman profession.
  Prime Stats: None
  4.1.4 Outrider - The Outrider is a non spell user who concentrates on stealth and awareness. He is the point man for any military force. It is his job to scout ahead of the main group, looking for traps and signs of the enemy.
  Prime Stats: Agility and Intuition
  4.1.5 Rogue - Rogues are non-spell users with some expertise in thiefly abilities and a more specialized knowledge of arms than that possessed by Fighters. 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 thiefly skills will generally not allow him to be as good in these areas as a Thief, but his flexibility is unmatched by either profession. Some literary examples of Rogues might include Fafhard and the Grey Mouser, Robin Hood.
  Prime Stats: Agility and Strength
  4.1.6 Sage - The Sage is a non spell user who specializes in knowledge. He can survive a fight, but that’s now where he wants to be. He wants to be out learning new languages, finding old tomes and disc
  Prime Stats: Reasoning and Memory
  4.1.7 Swashbuckler - The Swashbuckler is a non spell user with style. He’s well traveled, cultured and has all sorts of odd bits of knowledge. More to the point, he has studied every form of fighting he can come across. He may not be the best at anything, but he can do it all reasonably well. Literary examples include Porthos and Mad Martigan.
  Prime Stats: Agility and Self Discipline
  4.1.8 Thief - Thieves are non-spell users who are specialists at maneuvering and manipulation. They have the easiest time learning mechanical skills(such as picking locks and disarming traps) and are fairly good at picking up weapons skills. Thieves are also unusually adept at subterfuge skills (Stalking, Hiding, etc.). They rarely wear heavy armor, although armor does not especially hinder the exercising of their professional abilities (other than limiting their superb maneuvering abilities). Some literary examples of Thieves might include Will Scarlet and Bilbo Baggins.
  Prime Stats: Agility and Quickness
  4.1.9 Warrior Monk - Warrior Monks are non-spell users who are experts at maneuvering and martial arts. Warrior Monks may learn to use normal weapons, although not as easily as others in the Realm of Arms. they prefer to utilize unarmed combat. Some Literary examples of a Warrior Monk might include Kwi Chang Kane.
  Prime Stats: Quickness and Self Discipline
  4.2 The Realm of Arcane Index
  4.2.1Arcane Elementalist - The Arcane Elementalist understands the flows of all the elements. He has made special pacts with the elemental Lords (or just learned how to get around their defenses or produce his own material) to allow him to draw True elemental Material for his own spells. This makes him a very dangerous individual, capable of almost anything.
  Prime Stats: Empathic, Intuition, Presence and Self Discipline
  4.2.2 Arcanist - The Arcanist is a Pure spell Arcane spell user who deals in the manipulation of raw power. Arcanists are generally found near Earthnodes, as they have spells that allow them to directly tap into the great power found there.
  Prime Stats: Empathy, Intuition, Presence and Self Discipline
  4.2.3 Summoner - Summoners are Pure Arcane spell users. Their base spells deal with the communication with, and summoning of, various creatures ranging from animals to extra-planar beings to their friends. He can also enhance the creature he has summoned.
  Prime Stats: Empathy, Intuition, Presence, Self Discipline
  4.2.4 Wizard - The Wizard is a pure Arcane spell user who has a much more practical approach to his of his power. His spells deal with affecting other people’s spells. Thus, he is a formidable foe against spell users, but does not have much of a defense against non-spell using foes.
  Prime Stats: Empathy, Intuition, Presence and Self Discipline
  4.3 The Realm of Channeling Index
  Channeling is the power of the deities of a given world as channeled through their followers or other spell users. It is religious in nature and independent of the Essence. A spell user of Channeling draws directly on the power of his deity, even though this “usually” does not require the conscious cooperation of the deity. Thus spells of this Realm do not necessarily reflect the nature of the deity as long as the spell user is using relatively subtle spells (i.e., healing, detection, etc.). More powerful and significant spells such as death spells and the revival of the dead might require the active consent of a deity, depending upon the world system being used by the Gamemaster.
Metal interferes with the drawing of power from deities. So wearing metal armor or a metal helmet may interfere with casting a Channeling spells (see Section X.X). In addition, only a small amount of metal may be carried on the person of a spell user of Channeling without interfering with casting Channeling spells (see Section X.X).
  4.3.1 Alchemist (Channeling) - Channeling-based Alchemists are Pure spell users of the Realm of Channeling, who have concentrated on the creation of items. Their base spells deal with the creation of magical items, holy vestments, holy water and wands.
  Prime Stats: Intuition and Memory
  4.3.2 Animist - Animists are pure spell users of Channeling specializing in studies and powers concerning living things (e.g., druids, shinto priests, etc.) Their base spells deal with plants, animals, weather and nature in general.
  Prime Stats: Intuition and Memory
  4.3.3 Cleric - Clerics are pure spell users of Channeling who have concentrated in spells that require direct power from their deities. These spell users are the most powerful of the spell users of Channeling, but they are also the most restricted because of the requirements of their deity.
  Prime Stats: intuition and Memory
  4.3.4 Priest - When designing a priesthood, the first thing that should be noted is that all priests will be Pure Channeling users. As such, they will all have the same prime requisites and as such, they will use the development points costs as shown below.
  Prime Stats: Intuition and Memory
  4.4The Realm of Essence Index
  Essence is the power that exists in everyone and everything of and on a given world. It has been known in other sources as the Tao, Magic, Unified Field, the force, etc. A spell user of the Essence taps this power, molds it and diverts it into spells. Most powerful Essence spells reflect this and are almost elemental in nature: fire, earth, water, wind, light, dark, cold, etc.
The more inert material that is on the person of the spell user of Essence, the more difficult it becomes to manipulate the Essence. Thus, wearing armor, heavy clothing, and a helmet will interfere with the casting of Essence spells (see Section X.X). In addition, only a small amount of other material may be carried on the person of a spell user of Essence without interfering with the casting of Essence spells (see Section X.X).
Magician and Illusionist are Pure spell user professions which concentrate primarily on manipulating the Essence that surrounds us all to create magical effects and cast spells. Characters in these professions can acquire knowledge quickly, but they are terribly handicapped in developing arms skills since they must discipline their minds in pursuit of their profession. Like spell users generally, they are less adept than Arms users at the skills of maneuvering and combat.
  4.4.1 Alchemist (Essence) - Essence-based Alchemists are Pure spell users of Essence, who have concentrated on the creation of items. Their base spells deal with the creation of magical items, potions, runes, staves and wands.
  Prime Stats: Empathy and Reasoning
  4.4.2 Elementalist - The Elementalist is a Pure Essence user, much like a Magician. Whereas a Magician deals in all the elements, the elementalist deals with a specific triad, concentrating on a single elemental specialty.
  Prime Stats: Empathy and Reasoning
  4.4.3 Illusionist - Illusionists are Pure spell users who have concentrated in spells of misdirection and illusion. Their base spells deal mainly with the manipulation of elements that affect the human senses. Illusionists have advantages in specific skills (senses, Stalking, Hiding, etc.) over other spell users.
  Prime Stats: Empathy and Reasoning
  4.4.4 Magician - Magicians are Pure spell users of Essence who have concentrated on elemental spells. Their base spells deal with the elements of earth, fire, water, air, heat, cold and light.
  Prime Stats: Empathy and Reasoning
  4.4.5 Mana Molder - Mana Molder are Pure spell users of Essence who concentrate on Mana Forms. Mana forms are solid manifestations of the Essence. Mana Molders employ their spells to create temporary items, force fields, and even mana creatures. Mana creatures can either be servants capable of simple tasks or warrior capable of following simple orders.
  Prime Stats: Empathy and Agility
  4.5 The Realm of Mentalism Index
  Mentalism is the power of the Essence channeled through the mind of the spell user, who in effect acts a 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 effecting the caster or one particular target.
Any head covering interferes with the power of Mentalism spells, so wearing helmets will interfere with the casting os Mentalism spells (see Section X.X).
Mentalist and Lay Healer are Pure spell user professions which manipulate their own personal Essence, and the Essence immediately around them with their minds in order to perform magical functions.
  4.5.1 Alchemist (Mentalism) - Mentalism-based Alchemists are Pure spell users of the Realm of Mentalism, who have concentrated on the creation of items. Their base spells deal with the creation of magical items through the power of magical energies through the power of their minds. As a byproduct, many of their lists give them great control over their own bodies.
  Prime Stats: Presence and Self Discipline
  4.5.2 Lay Healer - Lay Healers can aid the recuperative powers of others. Lay Healers are Pure spell users pf Mentalism who have concentrated on spells that heal people and animals. Their base spells deal with the specific healing of certain diseases and injuries: organs, blood, muscles, bones, and concussion hits.
  Prime Stats: Presence and Self Discipline
  4.5.3 Mentalist - Mentalists are the basic 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 Stats: Presence and Self Discipline
  4.5.4 Seer - Seers are the information gathering specialists. Seers are Pure spell users of Mentalism who have concentrated on spells which gain information through the use of mental spells. Their spells deal with evoking the past, scrying the present and divining the future, and the control and modification of the senses of themselves and others.
  Prime Stats: Self Discipline and Presence
  4.6 The Hybrid Spellcasters Index
  Sorcerer, Mystic and Healer are Hybrid spell user professions, each of which combines some of the powers of two different Realms of magic. They can obtain the power of most potent Pure spell users only in a very restricted set of spells. However, they are much more flexible since they have easy access to two Realms of power.
The conditions which interfere with casting spells from each of the three Realms (see Section X.X) also interfere with a Hybrid spell user casting a spell. For example, a helmet will interfere with casting a Mentalism spell. When casting one of the spells from his base lists, he s
  Channeling and Essence
  4.6.1 Necromancer -
  4.6.2 Runemage - Runemages are Hybrid spell users of the Realm of channeling and the Realm of Essence who concentrate on the power written and spoken language have over reality. Generally, all Runemages are Nomenist spell casters, though they rarely choose the Training Package for Nomenist Casters. The Runemages have their own base list, which is more refined than the standard Nomenist Caster spell list. Runemages use their power of language to create variable enchantments such as wards, symbols and runes, while using their knowledge of the Primal tongue to manipulate the physical world and the creatures within it.
  Prime Stats: Empathy and Intuition
  4.6.3 Sorcerer - Sorcerers are Hybrid spell users who combine the Realms of Channeling and Essence, concentrating on spells of destruction. Their base spells deal with the specific destruction of animate and inanimate material.
  Prime Stats: Empathy, Intuition and Self Discipline
  Channeling and Mentalism
  Astrologer - Astrologers are Hybrid spell users who combine the Realm of Channeling and the Realm of Mentalism. They have concentrated on spells which pertain to gathering information, and concentrate on observing the movement of the celestial bodies. Their spells deal with the detection, communing, precognition, and communication, and many are only (fully) usable under the light of the stars.
  Prime Stats: Self Discipline, Intuition and Presence
  Corsair -
  Healer - Healers are Hybrid spell users who combine the Realms of Channeling and Mentalism; they channel power to take wounds from others and use the enormous recuperative power of their bodies to heal the wounds once taken. Thus, a Healer could heal a person by taking his patient’s injury upon himself and then healing the injury gradually.
  Prime Stats: Intuition, Presence and Self Discipline
  Warlock - The Warlock is a Hybrid spell user that combines the Realms of Channeling and the Realms of Mentalism. The Warlock is a manipulator of people and of their fates. His base spells deal with inflicting harm on others, toying with their fate, ruining their faith, instilling fear and doubt and transforming himself.
  Prime Stats: Intuition, Presence and Self Discipline
  Essence and Mentalism
  Enchanter - Enchanters are Hybrid spell users of the Realm of Essence and the Realm of Mentalism. They have concentrated on spells of misdirection and manipulation which directly affect the minds of humanoids, beasts, animals and other sentients. Their base spells deal with inducing hallucinations (mental illusions), mind control and memory manipulation.
  Prime Stats: Self Discipline, Empathy and Presence
  Mystic - Mystics are Hybrid spell users who combine the Realms of Essence and Mentalism; they have concentrated on subtle spells of misdirection and modification. Their base spells deal with personal illusion as well as the modification of matter.
  Prime Stats: Empathy, Presence and Self Discipline
  The Semi-Spellcasters Index
  Ranger, Paladin, Monk, Dabbler, Bard and Magents are professions which combine the use of Arms with a rudimentary knowledge of spells. These Semi spell users combine a Realm of power with the Realm Of Arms. Normally, these professions can only cast spells of limited potency, but are fairly adept in the use of arms. Generally, these characters are inferior to Fighters in the use of arms and to spell users in the use of spells, but they have the ability to combine the advantages of both to meet a variety of needs.
  Arcane and Arms Index
  Blue Mage -
  Chaotic - The Chaotic, also referred to as the Wild Mage, is that mage who has learned his craft without the benefit of schooling or guidance (i.e., he is self-taught). The Chaotic wields an eclectic variety of odd powers, which sometimes work and sometimes do not!
  Prime Stats: Constitution, Empathy, Intuition and Presence
  Magehunter - The Magehunter is a Semi spell user who incorporates the Realm of Arms with the Realm of Arcane. He has dedicated himself to hunting rogue mages and those who must be brought to some kind of justice.
  Prime Stats: Constitution, Empathy, Intuition and Presence
  Channeling and Arms Index
  Mythic - Mythics are semi-spell users who combine the Realm of Arms and the Realm of Channeling. Their base spells deal with detection, stealth, protection and impersonating members of other faiths. Others standing outside normal church hierarchy, they perform secret missions for their religion and their deity.
  Prime Stats: Agility and Intuition
  Paladin - Paladins are Semi spell users who combine the Realm of Arms with the Realm of Channeling. Their base spells primarily deal with combat and protection. An example of a Paladin (from literature) might by Lancelot or Percival (from King Arthur’s knights).
  Prime Stats: Self discipline and Intuition
  Ranger - Rangers are Semi spell users who combine the Realm of Channeling with the Realm of Arms. Their base lists deal with operating outdoors and manipulating the weather.
  Prime Stats: Constitution and Intuition
  Essence and Arms Index
  Dabbler - Dabblers are Semi spell users who combine the Realm of Arms and the Realm of Essence. Their base spells deal with stealth, detection, perception, movement and manipulating locks and traps.
  Prime Stats: Agility and Empathy
  Dark Knight -
  Elemental Champion - The Elemental Champion is a Semi spell user in the Realm of Essence. He harnesses the individual element that he champions, to defend either an elemental school or temple. He is to elementalism what the Paladin is to religion.
  Prime Stats: Constitution and Empathy
  Monk - Monks are Semi spell users who combine the Realm of Essence and the Realm of Arms. Their base spells deal with personal movement and the control of their own body and mind, while their capabilities are concentrated in unarmored, unarmed combat.
  Prime Stats: Self Discipline and Empathy
  Ninja -
  Taoist Monk - Taoist monks of Essence-based Monks are Semi spell users who combine the Realm of Essence with the Realm of Arms. Their base spells deal with personal movement, the control of their own body, and the natural world while their arms capabilities are concentrated in unarmored, unarmed combat. A Taoist monk is reclusive and disdains much of the comforts of civilization, seeking to gain enlightenment through the observation of the natural world. A Taoist monk will tend to specialize in unarmed combat styles that mimic the attacks of animals.
  Prime Stats: Self Discipline and Empathy
  Warrior Mage - Warrior Mages are Semi spell users who combine the Realm of Arms with the Realm of Essence. Their base spells primarily deal with the adaptation of Essence spell casting to combat and survival in hostile environments. The Warrior Mage is viewed by many as an elite type of fighter, specialized in attacking enemy spell casters on their own terms.
  Prime Stats: Empathy and Constitution
  Mentalism and Arms Index
  Armsmaster - Armsmaster are Semi spell users of the Realm of Mentalism. They will be found in many milieux, serving as household knights, mercenary commanders, army or naval officers, or in elite “special forces”. They will rarely, if ever, be common soldiers or sailors. Their base spells deal with all aspects of military life, improving their personal skill at arms and survival capabilities, and assisting with military organization, on and off the battlefield.
  Prime Stats: Agility and Presence
  Bard - Bards are Semi spell users who combine the Realm of Mentalism with the Realm of Arms. Their base spells deal with sound, lore, entertaining and item use.
  Prime Stats: Memory and Presence
  Beastmaster -
  Magent - Magents are Semi spell users who combine the Realm of Mentalism and the Realm of Arms. Their base spells deal with information gathering, subterfuge and performing stealthy missions.
  Prime Stats: Reasoning Presence
  Puppetmaster -
  Zen Monk - Zen monks are Mentalism-based Monks are Semi spell users who combine the Realm of Mentalism with the Realm of Arms. Their base spells deal with personal movement and the control of their own body and mind, while their arms capabilities are concentrated in unarmored, unarmed combat. The Zen monk gains his incredible powers of self-mastery through long sessions of practice and meditation.
  Prime Stats: Self Discipline and Presence
  5.0 Ability Scores Index
  The base mental and physical attributes of a character are represented by 10 statistics (called Stats). Five “Primary” stats and five “Development” stats. Each character has two numerical values on a scale of 1 to 101 (normally) for each stat (see section ###). The value of a stat indicates how it relates relative to the same stat of other characters. The lower the value of a stat, the weaker it is relative to the same stat of other characters. Relatively high stats give bonuses (see Section ###) which apply to attempts to accomplish certain activities and actions.
An individual’s stats represent prowess in various areas in comparison to the average man. John Smith, the townsman, might be theoretically assumed to have stats of 50 across the board. In the primitive society favored for most role playing games, however, it is quite likely that those with stats below 10 will be the first claimed by nature and survivors might tend to have a set of stats that are above the “average” (assume John has stats of 55). Those with access to better health care (the rich) might tend to live even if weak in critical areas, however. So Noble John Smith’s stats might well average 50.
Adventurers are likely to be superior to the general population. Adventurers are presumed to start with no stat below 20, though the rigors they face may reduce their stats below this level. This is to reflect the fact that weak characters are unlikely to leave the safety of their own homes and go out in the world to make their fortunes.
Higher level non-player characters (NPC’s) are also likely to be superior to the general population. It is a fact of life that in attempting to increase one’s experience level one has an excellent chance of dying. Superior characters are more likely to survive; thus, in creating and running NPC’s, the Gamemaster is urged to consider their experience level when determining their stats.
  5.1 Temporary and Potential Stats
Each stat has two values: a potential value and a temporary value. The potential value reflects the highest value that the character's stat can obtain (i.e. due to genetics and/or early childhood environment). The temporary value represents the stat’s current value. Thus, each character has a set of “temporary” stats and a set of “potentials.”
During play, the temporary stats can rise due to character advancement and other factors and fall due to injury, old age, etc. However, potentials rarely change. Of course, the temporary value for a given stat may never be higher than its potential. Note that a character’s stats do not always increase beyond their starting level: two months of adventuring does not necessarily accomplish what eighteen or more years of youthful exuberance failed to do.
  5.2 Development Stats
In addition to affecting gameplay, some stats affect the character development process. Agility, Constitution, Memory, Reasoning and Self-Discipline are relevant in determining how many skills a character can learn (development points are the equal to the average of these five stats). Note that the five stats above will often be referred to as Development Stats. In game terms, other characteristics do not aid in the acquisition of skills in any way.
Agility (Ag) - Manual dexterity and litheness are the prime components of this characteristic.
Constitution (Co) - General health and well-being, resistance to disease and the ability to absorb more damage are all reflected in a character’s constitution.
Memory (Me) - The ability to retain what has been previously encountered and learned. Note that in many instances it may be necessary to rely upon the player’s memory, since that tends to be more advantageous anyway.
Reasoning (Re) - Similar to intelligence: the ability to absorb, comprehend, and categorize data for future use. It also reflects the ability to take available information and draw logical conclusions.
Self-Discipline (SD) - The control of mind over body, the ability to push harder in pursuit of some goal, or to draw upon the inner reserves of strength inherent in any individual.
  5.3 Primary Stats
The following characteristics have an influence on direct play, but do not aid in character development. Empathy - The relationship of the character to the all-pervading force that is common to all things natural and is the basis of most things supernatural.
Intuition - A combination of luck, genius, precognition, ESP, and the favor of the gods is embodied in this stat.
Presence - Control of one’s own mind, courage, bearing, self esteem, charisma, outward appearance and the ability to use these to affect and control others are the principal elements of a character's presence.
Quickness - Essentially a measure of reflexes and conscious ration time, this stat is often lumped together with several others as “dexterity”.
Strength - Not brute musculature, but the ability to use existing muscles to their greatest advantage.
  5.4 Stat Bonuses Index
Certain bonuses and penalties may apply to a character’s skills and activities if his stats are high enough or low enough. These bonuses and penalties are called stat bonuses.
For each stat, a character’s stat bonus is equal to the stat’s basic stat bonus plus it's racial stat bonus modification plus any special modifications:
  Stat Bonus = Basic Stat bonus + racial stat bonus modification + special modifications
  Basic Stat Bonus Table T- ###
Basic
Stat Stat Bonus
102+......14
101 .......12
100....... 10
98-99.......9
96-97.......8
94-95.......7
92-93.......6
90-91.......5
85-89.......4
80-84...... 3
75-79...... 2
70-74.......1
31-69...... 0
26-30..... -1
21-25..... -2
16-20..... -3
11-15..... -4
10...........-5
08-09......-6
06-07......-7
04-05......-8
02-03......-9
01.........-10
  The basic stat bonuses are determined by the value of each given stat (see the Basic Stat Bonuses Table T-###),whie the racial stat bonus modifications are determined by the character’s race (see Section ###). Special modifications come primarily from Talents and Flaws (see Section ###).
  The primary uses for stat bonuses are:
Skill Category Bonuses - usually three stat bonuses apply to each skill category.
Defensive Bonus (DB) - A character benefits defensively from his Quickness - one of the major factors that affect a character’s defensive bonus is three times his Quickness bonus.
Resistance Rolls (RR) - Resistance Rolls against spells, poison, disease, etc are affected by various stat bonuses depending on the type of attack (see Section ###)
  5.5 Assigning Ability Scores Index
Now you must generate the stats (statistics) which determine your character’s physical and mental prowess. You must generate two sets of stats for your character: his temporary stats and his potential stats (see Section ###) Temporary stats are used to determine your characters capabilities, while potential stats represent the limits to which your temporary stats may increase during play.
  Temporary Stats
You have 660 points to assign to your temporary stats. Each ”Prime” stat (see Section ###) must be assigned at least 90 points and each other stat must be assigned at least 20 points.
Remember, the higher the stat the more capable will be when performing an action using that particular stat.
  Stat Assignment Table T-###
Stat Points
Value Assigned
100.............190+
99..........171-189
98..........154-170
97..........139-153
96..........126-138
95..........115-125
94..........106-114
93............99-105
92..............94-98
91..............91-93
20-90.........1 for 1
  Potential Stats
To determine each of your character’s potential stats, take the corresponding temporary stat and increase it by the roll indicated in the Potential Stat Table -T###.
A starting potential stat will be at least as high as it’s temporary stat. So, if a roll for a potential stat gives a result that is less than it’s corresponding temporary stat, the potential stat is instead equal to the temporary stat..
  Potential Stat Table T-###
Temporary Potential
Stat Stat
20 - 24……….20+8d10
25 - 34……….30+7d10
35 - 44……….40+6d10
45 - 54……….50+5d10
55 - 64……….60+4d10
65 - 74……….70+3d10*
75 - 84……….80+2d10*
85 - 91……….90+1d10
92……….…...….91+1d9
93………......….92+1d8
94…………....….93+1d7
95………....…….94+1d6
96………....…….95+1d5
97……....……….96+1d4
98……....……….97+1d3
99……....……….98+1d2
100……..….…...99+1d2
Note: see Section X.X for guidelines for making 1d2 through 1d9 die rolls.
* - A starting potential stat will be at least as high as the temporary stat. So, if a roll for a potential stat gives a result that is less than its corresponding temporary stat, the potential stat is instead equal to the temporary.
  Effects of Potential Stats
Potential stats have no other effect on game play whatsoever. Permanently disabling injuries may be reflected in a reduction of potential stats; shorter term disabilities usually result in temporary stat reductions.
  6.0 Skills Index
  As a character advances in levels he develops and trains in certain abilities called skills. His capability in each skill affects his chance of accomplishing certain actions and activities (e.g., fighting, maneuvering, spell casting, etc.). As he develops and improves a skill, his skill bonus with that skill will increase, indicating a corresponding increase in his abilities and bonuses with that skill.
Each skill is grouped with other similar skills in a specific skill category. Each category contains skills that utilize similar physical and mental capabilities. In addition to developing individual skills, a character may develop and improve all of the skills in a given skill category by increasing its skill category bonus.
  6.1 Skill bonuses Index
Each skill has a skill bonus that is used when a character uses that skill. In general, a skill bonus modifies a character’s chances of succeeding in certain actions. Each skill bonus is the sum of a number of other bonuses:
  Skill Bonus = Skill Category Rank Bonus + Skill Rank Bonus + Stat Bonuses + Profession Bonus + Item Bonus + Special bonus
  Difference skills use this bonus in different ways as described in the individual skill descriptions (see Appendix X.X). Each skill is classified as being applicable to a moving maneuver (MM), to a static maneuver (SM), to an attack (using an Offensive Bonus (OB), or to a special purpose (SP). Sections X.X -X.X describe how each of these types of bonuses are used to resolve actions.
  6.2 Skill Category Ranks Index
Each of a character’s skill categories has a skill category rank that starts at zero and increases each time the character develops a rank in that skill category (see Section X.X and XX.X). A skill’s category rank determines its skill category bonus, which is included as part of the skill bonus utilized when applying that skill.
The Standard skill category bonus progression is given in the Skill Bonus Table T- X.X. Basically, the table follows a standard progression. The bonus is -15 if the rank is zero and +2 if the rank is one. The bonus increases by 2 for each rank of ranks two to ten, by 1 for each of ranks eleven to twenty, and by 0.5 for each of ranks twenty-one to thirty. There is no bonus increase for ranks above thirty. The notation for this progression is:
  -15*2*1*0.5*0
  Certain skill categories do not use this progression - see the previous section and the skill category descriptions (Appendix A-1).
  Skill Category Groups
Certain skill categories are grouped together for the purpose of development point assignments during the character creation process (see SEction X.X) and for
Profession bonuses (see Section X.X). Skill categories in the same group start with the same word followed by a bullet (i.e., a “*”).
  Everyman, Occupational and Restricted Skill Categories
Not all skills within a category are necessarily developed at the same rate. Because some races and/or professions develop specific skills at different rates, some specific skills might be designated as either Everyman, Occupational, or Restricted (e.g., Dwarves might be good at most Athletic - Endurance skills, but swimming is something they are not comfortable doing).
If a skill is designated as Everyman, for every rank developed, the character gains two ranks. A character cannot develop “part” of a rank to gain fewer than two ranks.
If a skill is designated as Occupational, for every rank developed, the character gains three ranks. A character cannot develop “part” of a rank to gain fewer than three ranks.
If a skill is designated as Restricted, for ever rank developed, the character gains 0.5 ranks. Skill rank bonus only occurs on the whole rank developed.
Note that the skill remains in its standard category (and the category is not affected in any way). Some skills are restricted by their very nature (these are indicated in italics on the skill category definitions). Unless a GM decides otherwise, the special skill classifications (i.e., Everyman, Occupational and Restricted) specified for the professions take precedence over those specified for cultures/races and by the skill category definitions. Similarly, the special skill classifications specified for the culture/races precedence over those specified by the skill category definitions.
  6.3 Skill Ranks Index
Each of a character’s skills has a skill rank that starts at zero and increases each time the character develops that skill (see Section X.X and X.X). A skill’s rank determines its skill rank bonus, which is included as part of the skill bonus utilized when applying that skill.
  The Standard Progression
The Standard skill rank progression is given in the Skill bonus Table T-X.X. Basically, the table follows a standard progression. The bonus is -15 if the rank is zero and +3 if the rank is one. The bonus increases by 3 for each of ranks two to ten, by 2 for each of ranks eleven to twenty, by 1 for each of ranks twenty-one to thirty, and by 0.5 for each rank above thirty. The notation for this progression is:
  -15*3*2*1*0.5
  The Combined Progression
Most of the skills that do not follow the Standard progression are in categories with a “0*0*0*0*0” skill category rank bonus progression. So, most of these skills have the following Combined skill rank progression:
  -30*5*3(1.5*0.5
  This progression just combines the Standard skill rank bonus progression and the Standard skill category bonus rank progression.
  Other Progression
Certain skills use a progression that differs from both the standard progression and the combined progression - see the skill descriptions (Appendix X.X). these skills fall into the following skill categories:
  Skill Category Skill Rank Progression
All “Spells-XXX” categories……..……….0*1*1*0.5*0
Awareness-Perception……………....…….0*1*1*0.5*0
Body Development………………...……...based on race
Exhaustion Point Development…......based on race
Power Point Development…………..…..based on race
  6.4 Rank Development Index
Skills are assumed to derive from study and experience. Under the Rolemaster character development guidelines, each time a skill is used, experience points are accumulated. During certain periods, a full 8 hours at a safe restful place or sacred area, experience points may be expended (increasing a skill categories or skills rank). It is assumed that the character continues this development process throughout his adventures, and the benefit of skill development immediately after advancing his ranks. (see Section X.X).
  6.4.1 Development Points Index
Development points (DPs) are derived from one’s stats. Each character has 5 development stats (Agility, Constitution, Memory, Reasoning and Self Discipline) which affect his ability to develop skills. A higher constitution allows more rigorous training, Self Discipline keeps boredom at bay, etc.
At adolescent development, a character gets a number of development points equal to the average of his development stats (the temporary values, not potentials). These Dps may then be expended to develop skills by increasing skill ranks and skill category ranks (see Section X.X).
Development points are received (as outlined above) when a character is started. These points must be expended immediately to develop skills. The expenditure of DPs represents the effort that the character is using to improve that skill, the amount of time spent on it, etc.
A character may not accumulate development points, nor may they be transferred from one character to another.
  6.4.2 Development Costs Index
The cost of developing a skill is determined by pre-adolescent training. The best reflection of this is the character’s profession; a Fighter is taught in his youth some os the basic principles behind weapons, either through a formal apprenticeship or through watching combatants with the keen interest of one who wants to follow that profession. Similarly, spell users begin at an early age to attune their minds to the acquisition of their chosen magics. This early training is reflected in the Standard Skill Category Development Cost Table - X.X, where the development point costs for the various skills and skill categories are listed. Remember, a character may develop ranks in both skills and skill categories. The DP cost is the same for each skill category and every skill in that category.
It is a basic premise of Rolemaster that a character’s early years in which learning patterns are formed, prejudices established, and attitudes molded are more important than a few years of study and adventuring. Thus, a character’s skill rank in an area never affects the cost of improving that skill (except for skill in spell lists). A Magician who has become a near expert with a sword to increase his skill with a sword than a beginning Fighter.
Certain environments of youth may lead to differences from the standard training received by each profession. This will make some skills easier to acquire while at the same time necessarily making the mind less attuned to other skills. This is reflected by the use of Occupational and Everyman skill categories (see Section X.X). The Gamemaster must determine which other changes of this type are appropriate for his game and world system.
  Skill Development
A character is born with rank 0 ability in all skills and skill categories (increasing a skill rank by one may be termed either developing, acquiring, or improving it). A character is generally allowed to develop any skill or skill category he wishes during each development period (by expending EPs)at the cost given for his chosen profession.
To develop a skill, a character expends the points indicated by the Standard Skill Category Development Point Cost Table T - X.X. There are four types of development point costs:
None - A few skill categories have a DP cost of “--”. The rank of one of these skill categories may not be increased by allocating DPs (e.g., Rogues have no base spell lists, so there is no DP cost for the “Spell - Own Realm Own Base Lists” category).
Single Number (#) - A skill or skill category with a single number DP cost may have its rank increased by one by allocating (i.e., expending) DPs equal to its DP cost. The rank of such a skill or skill category may only be increased by one during the skill development process. (i.e., once during each development period).
Two Numbers (#/#) - A skill or skill category with a two number DP cost )e.g., 2/6) may have is rank increased by one by allocating (i.e., expending) DPs equal to the first number or may have its rank increased by allocating DPs equal to the sum of the two numbers. The rank of such a skill or skill category may be increased by a maximum of two during each development period.
Three Numbers (#/#/#) - A skill or skill category with a three number DP cost (e.g.,3/3/3) may have its rank increased by one by allocating (i.e., expending) DPs equal to the first number or may have its rank increased by two by allocating DPs equal to the sum of the first two numbers or may have its rank increased by three by allocating DPs equal to the sum of the three numbers. The rank of such a skill or skill category may be increased by a maximum of 3 during the skill development period.
  6.5 Skill Categories and Skills Rules Index
  6.5.1 Introduction Index
This section is designed to be used by Gamemasters and Players to more precisely define the capabilities of the characters in their fantasy settings.
The Categories and skills section contains detailed rules and tables for all of the skills listed. In addition, there are options for skill development and skill resolution. Each skill category and skill has been dissected. Numerous examples are provided, especially for non-combat skills.
This section is provided as a compilation of the rules and definitions of all skills provided by all reference books listed in the bibliography.
  Difficulty Levels
The difficulty level of a maneuver determines the penalty assigned to the maneuver roll. Throughout this section, difficuty levels are al
so used for many other purposes.
Difficulty Modifier
Routine.............+30
Easy.................+20
Light................+10
Medium................0
Hard..................-10
Very Hard...........-20
Extremely Hard...-30
Sheer Folly..........-50
Absurd...............-70
  6.5.2 Skill Resolution Index
In many cases, a single skill or person is insufficient to complete a task. In these cases, the following guidelines can be used by the Gamemaster (GM) to facilitate sequential or simultaneous skill resolutions.
  6.5.3 Specialized Static Maneuver Tables Index
Each of the specialized static maneuver tables has two additional parameters for each result: a “time multiplier” and a special modifier for subsequent related maneuvers.
General modifiers common to all skills within the category may be found near the bottom of each static maneuver table, while modifiers specific to each skill may be found with the definition of that skill. On many static maneuver tables there is room for the GM to write down his own general modifiers.
Occasions will arise where a specialized static maneuver table for a skill category may not produce appropriate results for a particular application of a skill. In this circumstance, the Gm should modify the results to his liking, of use the General Static maneuver Table T-#.#.
  Key to the Static Maneuver Tables
If the initial unmodified roll is 66 or 100, the special optional entries for those values may be used instead of the modified result.
Note that any modifier specified in the text of a result is not cumulative (i.e. an individual can only have one such modifier at a given time for a particular skill.)
Each result has a code associated with it:
  ##%, #.#)(, ##-->
  ##% - This indicates the extent to which a maneuver was successful. If partial or extra success is inappropriate, the GM should simply take 100% or higher success and anything lower as a failure.
  ##)( - This indicates a multiplier to the amount of time the task would take to accomplish. The GM should determine how long a “standard” successful maneuver would take, and may, at his discretion, apply this multiplier to that time to determine the speed with which a character accomplishes a task.
  ##--> - This gives a modifier to a subsequent related action on the part of a character. Note that this modifier may only be applied to an activity that is both immediate and integrally related to the maneuver that yielded this result. For example, a mage makes a static maneuver using his Research skill to study the teachings of a famous mathematician and receives a Subsequent Action modifier of +30. He then makes an Advanced Math static maneuver to utilize roll. This modifier is cumulative with any modifier specified in the text of the result.
Note: The GM may determine that this modifier is inappropriate to a particular subsequent action, whereupon it should be ignored.
  6.6 Uncoordinated Efforts Index
An uncoordinated effort occurs whenever a group of people are working together towards a common goal, but there is no clear master craftsman or organizer. Examples of such a situation might include a group (or pair) of people rowing a boat, or a group of spell casters all working towards the same ritual.
In this situation, the average bonus for the applicable skill should be determined. A single maneuver roll is made, and the average skill bonus is applied as a modifier.
 
Group Bonus for a UnCoordinated Maneuver = Average of the Skill Bonus of the Group
  Whereas the average bonus might be significantly smaller than that of the best participant, by pooling one’s efforts, tasks can be accomplished in a fraction of the time it would normally take to complete the task. The following formula indicates how many times faster the task will be accomplished than normal.
 
(Max + 1 - N) x(N)/(Max)
  Max indicates the maximum number of people that could work together (normally twice the number that could comfortably work together). N indicates the number of people currently working together. Note that if Max is very large, then the number is roughly equal to N.
Example: In a given kitchen, only 4 people can work together due to space constraints. 3 cooks are working on preparing dinner. Dinner could be made in 60 minutes. These cooks can complete the task (4+1-3)x(3)/(4)=1.5 times faster than normal, or 40 minutes. If they could find additional space so that up to 6 cooks could possibly work together, then the dinner would be finished in 30 minutes.
  6.7 Coordinated Efforts Index
When there is a distinct leader or master craftsman coordinating the efforts of a group, the effective skill bonus of the group might be much higher (or lower) than the uncoordinated circumstances. The group’s skill bonus is based on the smallest skill bonus in the group. The leader then adds one to this value for every skill rank he has in the skill, minus one for each person he is coordinating, plus the number of ranks he has in Leadership. The bonus from Leadership cannot exceed the number of people being coordinated.
  Group Bonus for a Coordinated Maneuver = smallest skill bonus in the group (may be modified)+ leader’s skill rank - number of group members (other than leader) + leader’s skill ranks in Leadership (limited)
The leader can also assist the less skilled members of his staff. The leader can divide his skill rank bonus among any of his staff as he sees fit. This will temporarily increase their skill, possibly elevating the group’s overall bonus.
Example: Glim is attempting to sow the seeds of rebellion. He and a group of friends are attempting to perform a coordinated propaganda drive. Glim has 15 ranks of Propaganda and 5 ranks of Leadership. His friends’ skill bonuses (in Propaganda) are +30, +45, +50 and +75. Glim divides his +40 skill rank bonus among his first three friends, increasing their bonuses to +55, +55, +55 and +75, respectively. The smallest skill bonus is now +55, which glim adds 15-4+4=15. The group’s overall Propaganda skill bonus for a coordinated group maneuver is +70. If we assume that Glim’s Propaganda bonus is +100, the group’s average skill bonus (for an uncoordinated group maneuver) would only be +60 = [(100+30+45+50+75)/5].
The amount of time to complete a coordinated maneuver is equivalent to that of an uncoordinated effort (see Section 2.2). Note that the leader does not count as a participant if the number of participants is larger than the number of ranks he has in Leadership.
  6.8 Aided Maneuvers Index
An aided maneuver is the converse of the coordinated maneuver. In this case a single person is attempting a maneuver, but he is being assisted by a number of people. For example, a general will often have a staff of tacticians in order to increase his Tactics bonus. The amount of time required to complete the maneuver is not reduced by the aid, but the character performing the maneuver has his skill bonus temporarily increased.
The character’s skill bonus is increased by the total number of ranks of the skill possessed by his aides. This number is reduced by the number of aides, squared. It may be possible to have one’s skill bonus reduced by listening to too many assistants.
 
Modification for an Aided Maneuver = character’s normal skill bonus + aide’s total skill ranks -
(# aides x # aides)
  Example: Talen is planning a raid. He asks three of his friends for assistance. They have 3, 7 and 10 ranks of Tactics, respectively. Talen’s Tactics bonus is increased by (20 - 9 = 11). If he had asked three more friends for help, each of whom had 3 ranks, his skill bonus would be modified by -7 = (3+7+10+3+3+3) - (6x6). It’s good to keep the advisory board small.
  6.9 Subsequent Maneuvers Index
A subsequent maneuver occurs whenever a given maneuver must be completed before a second maneuver can be attempted. For example, a piece of music must be composed before it can be performed.
The GM should first determine the order in which the skills involved should be resolved. If the maneuvers are truly sequential, the order is obvious. If one or more of the maneuvers are occurring simultaneously, the GM must decide which skill is most significant. That skill is resolved last.
Example: A figure skater is competing in ice dancing. The GM decides that a Dance maneuver is the true goal of the maneuver, but that a Skating maneuver must also be completed.
To determine the success of the maneuver, the character attempts the first maneuver. If successful, the subsequent maneuver bonus (the final number on every Static Maneuver Table) is applied to the next maneuver.
The GM must also determine if the preliminary maneuvers are required to complete the overall maneuver. In the prior example, a failed Skating maneuver would indicate that the Dancing maneuver also failed. However, some skills are used simply to gai
n the subsequent maneuver bonus (e.g. Adrenal Balance, Meditation, Advanced Math). For example, it is not necessary for a character to successfully complete an Advanced Math maneuver before attempting an Architecture maneuver, but it may be necessary before attempting an Engineering maneuver.
If the character performing the preliminary maneuver is not the one performing the subsequent maneuver, any bonus resulting from the first maneuver should be reduced by half rounded down. It is possible for a number of people to pass the subsequent maneuver bonus from one to another, provided each maneuver is successful.
When there are multiple skills being strung together, the overall maneuver is successful if every required maneuver results in Near Success or better. Characters can normally not re-roll Near and Partial Success when attempting a sequential maneuver.
  6.10 Maneuver Duration Index
The amount of time needed to complete a maneuver depends on the maneuver being made and all it’s difficulty. In general, the GM determines how long it will take to complete a given maneuver, this duration is modified by results from the various Static Maneuver Tables.
If the Gm is interested in a more dynamic approach, the Moving Maneuver Table can be used. The GM determines how many points must be obtained, and how often the character gets to roll. For example, picking a lock might require 600 points, but the character gets to roll every round. Constructing a house might require 300 points: the character rolls each month.
The average amount of time is roughly equal to the number of points needed times the amount of time between rolls. The above example would take 6 rounds and 3 months to complete, on average.
The character makes a maneuver roll, modified by his skill and all other modifiers, not including difficulty. The result should be indexed on the Moving Maneuver Table. If the result is a numeric result, the character gains that many points. Any other good result gives the character 150 points. Any bad results provide the character with no points. In some situations, the GM may even reduce the number of points gained so far if the maneuver roll is particularly bad.
Any subsequent maneuver bonus or aided maneuver bonuses apply to each roll, not just the first. Once the skill is completed, the character should make a final maneuver roll and reference the result on the Static Maneuver Table. If the result is less than a Complete Success, the procedure may begin anew. Subsequent and aided maneuver bonuses would then be lost.
  7.0 Skill Development Index
Specialization
This option allows a character to focus his skill proficiencies more finely. Many skills (e.g. Horticulture, Religion, etc.) allow a character either to develop a broad understanding of an entire field or to develop a more precise understanding of a sub-field. Other skills provide a character with a similarly diverse set of abilities. See the skill descriptions in Section #.# for recommended specializations for each skill (some skills have none).
Specializations allow a character to select a subfield of a skill in which he is an expert. If a maneuver roll falls within the character’s specialty, he temporarily doubles the number of skill ranks he has in that skill. If the character cannot develop skill in that category (e.g. Spells, Awareness-Perceptions, etc.), the character temporarily increases the number of ranks in the skill by 50%.
To gain a specialization, a character must sacrifice a skill rank to the specialization when purchasing skills. This does not increase the number of ranks that can be bought in a given skill, however. For example, a Ranger wants to develop a specialization in Rigid Leather. Upon attaining enough experience to purchase ranks, he purchases three ranks of Rigid Leather. Two of these ranks are devoted to attaining new ranks in Rigid Leather, the other towards specializing in AT 10. He could not purchase three ranks and sacrifice a fourth to gain a specialization because he can only develop three ranks of Rigid Leather at a time.
It is not possible to specialize in a category. Suggested specializations are provided for each skill in Section 6.0.
The GM should carefully consider any proposed specialization to ensure that its parameters are sufficiently narrow. If a specialization is constructed such that a small number of specializations would cover every possible circumstance, the specialization is too broad.
It is strongly recommended that a character have only one specialization per combat skill (e.g., weapon skills, combat maneuvers, etc.) to prevent abuse of this option. A character may have multiple specializations on other skills.
Note that once a character has a specialization, he keeps that specialization until it is replaced by another specialization. Any ranks devoted to specialization are lost; a character cannot recover the rank by losing the specialization.
  Generalization
This option is the converse of specialization. Many skills require that a character develop the skill for each sub-category of the skill (e.g., Weapons, Riding, Metal-crafts, etc.). This option allows characters to learn all possible versions of the skill simultaneously.
If the skill is an Occupational or Everyman skill, it becomes a regular skill. If the skill is a regular skill, it becomes a Restricted skill. Restricted skills cannot be generalized. Once a skill is generalized, it can be used regardless of the sub-category. For example, a generalization in Riding would allow a character to ride horses, elephants and warcats equally well.
A skill cannot be both generalized and specialized. The GM may also decide that some generalizations do not apply to every sub-category, but rather a closely related group of sub-categories (e.g., a generalization in swords, rather than in one-handed edged weapons).
  8.0 Skill Categories Index
The following sections provide options and general modifiers for all of the skill categories in Advent. Most of the sections each cover a skill category or a group of skill categories (e.g., the Awareness skill categories). However, there are two general sections:
Combat Skills - Skills from the following skill categories: Armor skill categories, Body Development, Combat Maneuvers, Martial Arts, Special Attacks, Special Defenses, and Weapon. See Section 5.4, p. 15. Power Skills - Skills from the following skill categories: Directed Spells, Power Awareness, Power Manipulation, Power Point Development, and Spells. See Section 5.10, p. 18.
  8.1 Artistic Skills Index
There are two types of artistic skills: passive and active. The goal of an artistic maneuver is the same, regardless of the category. The artist seeks to design a work of art, an object or performance of beauty and emotion. The artist expresses his work to the audience (in the gallery, on stage, or in the library).
The goal of an artistic maneuver is not the accumulation of wealth, although many artists would welcome fame and the accompanying wealth. Indeed, the greatness of an artist depends in large part on his audience's perception.
The difficulty of an artistic maneuver generally captures the depth or significance of the subject matter. The maneuver roll then indicates the beauty and elegance of the art. If the product of these two factors is determined, one can approximate the greatness of the result.
In more specific terms, the following formula indicates how widely known a given piece of art is generally recognized. Within this rad
ius, the art can be considered part of the local culture. Beyond this radius, the public’s familiarity with the piece of art diminishes until only serious collectors and fans are familiar with the art.
(Difficulty Level X (Maneuver Roll-100)/20)exp.2 in miles.
  An artist’s fame grows and shrinks more slowly than the fame of a specific piece or performance. Each time an artist produces a work, his sphere of fame increases by one tenth of the difference or decreases by one twentieth of the difference, as appropriate.
Over time, an artist’s fame will be roughly equal to that of his works. Once the artist dies, his work may still gain fame, provided there is some way for the future generations to enjoy the work (i.e., the art is passive, not active). If the artist had more than 10 ranks in his art, his reputation’s sphere of fame will grow by a percentage equal to the number of ranks above 10, each decade. If the artist had fewer than 10 ranks, the sphere of fame will shrink by a percentage equal to the number of ranks fewer than 11, every five years. Note that an artist does not necessarily need to die for this to occur, he merely needs to stop producing work for five or more years.
The amount of time required to complete an artistic maneuver depends largely on the size (or length) of the artistic piece. In general, an artist can complete a piece of art of average size (depending on the medium) in 6 months to a year. This should be modified by the difficulty of the artistic maneuver. A simple sketch might take only a few minutes to complete, whereas a complete masterpiece might require years of effort. The GM might allow the artist to roll the maneuver after spending one fourth of the time required. At this point, the artist can decide whether or not to continue.
  8.2 Athletic Skills Index
The Moving Maneuver Table can be used in a number of ways. The result from the table is often a number, which can be interpreted in a number of ways.
All or Nothing: An all or nothing maneuver is a maneuver that either succeeds completely, or fails utterly. Examples include attempting to lift a great weight, and attempting to stop while skiing. The player must roll a second time and add the number from the chart. If the result is over 100, the maneuver succeeds. Percentage: For these maneuvers, it is possible to succeed partially. This is definitely the case when attempting to maneuver a certain distance.
Both: Some maneuvers may involve both of these options; these maneuvers are dangerous. There should be an obvious risk to the character to justify using this option. Examples might include climbing or tightrope walking. The danger of falling is very real.
Athletic maneuvers require the expenditure of exhaustion points (EP’s). Each such skill description includes the exhaustion point cost of the maneuver. This indicates the number of EP’s that must be expended that round. The normal exhaustion point modifiers also apply.
In additional, there is an exhaustion point modifier based on pace:
  Pace Exh. Pt. Modifier
Walk.................x1
Jog...................x2
Run..................x5
Sprint............x120
Fast Sprint.....x360
Dash...........x3000
  Exhaustion Modifier Chart
Modification to
Factor Exhaustion Points Expended
Temp above 100 F..............................x2
Temp above 120 F..............................x4
Temp above 130 F..............................x8
Temp below 20 F............................... x2
Temp below -10 F.............................. x3
Temp below -30 F.............................. x5
Temp below -50 F.............................. x8
Rough Terrain................................... x2
Mountainous Terrain.......................... x3
Sand............................................... x3
Bog................................................. x4
Hits or wounds above 25%................. x2
Hits or wounds above 50%................x4
More than 10 hours without sleep........ x2
More than 15 hours without sleep*...... x3
Increase modifier by +1 for each additional 5 hours without resting.
  For every 5 exhaustion points spent, the character’s pool of exhaustion points is reduced by one. This reflects the effects of prolonged exertion. This effect lasts until the character sleeps (or Drowses, see p. ##). The character also loses one point from his pool of exhaustion points for each hour of consciousness. Example: A character with 40 exhaustion points fast sprints (6exp’s every round) for 5 rounds. This costs 30 exhaustion points. His pool of exhaustion points drops from 40 to 34; he currently has 10 exhaustion points. After resting for a few minutes, he has recovered all of his available exhaustion points. However, until he sleeps, he cannot have more than 34 exhaustion points.
Most athletic skills also have a distance multiplier indicated. A character can normally maneuver a distance equal to his base movement rate each turn. The distance multiplier modifies this rate. Hence, skills like Climbing and Tightrope Walking are slow and methodical. Skills like Skiing and Flying can be quite rapid. In addition, a character can increase this rate by increasing his pace. This costs more exhaustion points and may increase the difficulty of the maneuver. Most skills are ideally performed while walking, but some (like Jumping) require a different pace. Each pace category faster (or slower) than the ideal pace increases the difficulty by one.
The amount of weight carried also increases the difficulty of a maneuver:
  Wt. Penalty (before St mod.) Modification 0………………………………………...…....….-1 difficulty level -1 - -10…………………………………….…..no modifier -11 - -25……………………………...………+1 difficulty level -26 - -40……………………………...………+2 difficulty levels -41 - -65…………………………...…………+3 difficulty levels -66 - -100……………………….…….……..+4 difficulty levels -101 and worse……………………….……+5 difficulty levels   Note that the weight penalty also modifies a character’s maximum pace. Even though this penalty can be offset by a character’s Strength, wearing armor and carrying equipment greatly reduces a character’s mobility. In addition, a character’s Moving Maneuver Penalty will modify all moving maneuvers.
Athletic maneuvers must be resolved every round or every strategic turn. The maneuver is not complete until the character decides to stop maneuvering.
  8.3 Awareness Skills Index
Most Awareness skills are based on visual observation. As a result, most Awareness maneuvers are modified by the lighting. Other obstructions (like Fog or Smoke) increase the difficulty of the maneuver.
Lighting Modifier
Direct bright light……….…-10
Indirect bright light….….+10
Medium light……….....……… 0
Twilight………….……….....…-10
Torchlight or Moonlight….-25
Candlelight or Starlight….-50
No light………………........…-100 (at best)
  Races with excellent night vision can ignore these penalties, provided there is some source of light (like the moon). Races with dark vision (like Tonberry) can ignore these penalties within the range of their dark vision.
Maneuvers that rely on other senses have the difficulty level of the maneuver modified by the background interference. There are no general modifiers.
Awareness maneuvers can be performed whenever the Gm or character deem a maneuver roll to be appropriate. It usually takes a single round to complete an Awareness maneuver in a single direction (60 degree field of vision) or one minute to complete an Awareness maneuver in all directions. An Awareness maneuver might take longer if a significant area must be searched (roughly one round for every 10’x10’ area examined closely enough to notice small objects).
  8.4 Combat Skills Index
This includes Armor, Body Development, Combat Maneuvers, Exhaustion Point Development, Martial Arts, Martial Arts Combat Maneuvers, Special Attacks, Defenses, and Weapons.
These skills are detailed in Arms Law and Martial Arts Companion. Note that every combat skill has an exhaustion point cost. This number indicates the number of rounds that must be spent performing that action before losing one exhaustion point. This may be modified by the normal exhaustion point modifiers. (See Section #.#) If multiple combat skills are used simultaneously, the exhaustion point cost of each is applied.
Combat skills (including attacks) can be used while maneuvering. It is often difficult to stop while maneuvering (e.g., while Skiing or Flying). The penalty associated with attacking while maneuvering depends on the difficulty of the maneuver.
  Difficulty Modifier
Routine…………………………..…..…….0
Easy…………………………...….....……-5
Light……………………………..….……-10
Medium……………………….….……..-25
Hard……………………………..….……-50
Very Hard………………….…..……..-75
Extremely Hard…………....……-100
Sheer Folly……………………….…-150
Absurd…………………………………-200
  If the character is moving faster than his opponent (e.g., he is charging) and attacking while maneuvering, the attack is not resolved in the usual manner. Initiative is based solely on the length of the weapons (or attacks) used. The longer weapon strikes first. The attacker and defender both receive a bonus of +1 for every 10 feet per round of speed. If both combatants are charging, this bonus can become quite large. Double this bonus for a combatant with a polearm. Finally, if a combatant is not moving, and has braced his pole arm, he doubles the number of concussion hits inflicted.
Example: Cedric is charging into battle with a spear. Springing is an Easy maneuver for him, so he suffers a penalty of -5 to his attack. However, since he is moving 180’/round, he receives a bonus of +36. His opponent is using a sword, which receives a bonus of +18. Cedric’s weapon is longer, so he will strike first. If his opponent were also charging (at 150’/round), these bonuses would increase to +66 and +33, respectively.
Combat Maneuvers must be resolved every round and are completed within the course of a round. Note that many Combat Maneuvers do not require a maneuver roll.
  8.5 Communications Skills Index
A maneuver roll is generally not necessary when communicating, especially when player characters are communicating with other player characters. In most cases, a player should restrict his vocabulary to that of his character.
A maneuver roll is necessary if information must be communicated. Partial and Near Successes indicate that some of the information is not communicated.
A maneuver roll is also whenever a player wants to temporarily increase another character's linguistic skill (i.e. tell him what to say). Note that all participants have their skill temporarily increased, so this option cannot be used to increase another player character’s linguistic skill in order to communicate with someone else in secret.
The length of time required to complete a Communications maneuver depends on the length of the communication. Game time and real time transpire at equal rates while communicating.
  8.6 Crafts Index
The goal of a crafter is the creation of some item. The difficulty of this attempt depends on the complexity of the object to be created, not on the size of the object. On the one hand, the size of the object to be created is the single most important factor when determining how long it will take to complete a project. Note that more difficult projects will automatically take longer than easier ones simply due to the fact that partial successes are more likely.
The average amount of time required to complete many common items is listed in RMFRP and Gamemaster Law. Other production times can be extrapolated from there. The length of time to construct a building is described in Castles & Ruins.
A maneuver roll should not be made until the item is at least half finished. At this time, the GM may wish to allow the player to make the maneuver roll before deciding whether or not to finish the project.
Note that all craftsmen require tools and supplies. A complete set of tools generally cost
s from 10 silver pieces (sp) to 1000 sp depending on the size of the workshop. In addition, the craftsman must purchase raw materials. These generally cost half as much as the item. It takes years for a craftsman to become rich. Finally, many cities require craftsmen to belong to the appropriate guild, which will invariably require the craftsman to may yearly dues of 1-10 sp. However, the craftsman is more likely to receive work when he belongs to a guild, and he can usually get a discount on raw materials (5-10%).
  8.7 Influence Skills Index
Influence skills are one of the most difficult to quantify in any game. There are two main approaches to resolving Influence maneuvers. The appropriate solution depends on the skill of the player (at role playing). Roll Playing: In many cases, the character has a much better idea how to get his way than does the player. In these cases, roll playing is an appropriate solution. Prior to roleplaying the Influence attempt, the player should make a maneuver roll. The player then role plays the attempt in relation to the success of the maneuver. The GM should offer the appropriate amount of resistance. Note that this method of resolution requires greater skill n the part of the player and GM alike.
Role Playing: Some players are more comfortable role playing an influence attempt prior to making the maneuver roll. If the player’s attempt is especially clever (or entertaining), the GM might give the characters a bonus to the maneuver roll. The drawback of resolving Influence maneuvers in this manner is that the player must have some idea of how the character would accomplish the attempt.
In reality, most GMs opt for a solution somewhere between these two extremes. The most important factor to keep in mind is that it is the character’s skill that is most important, not the players.
Many Influence maneuvers can be completed in a few minutes. More difficult maneuvers will take longer. A Routine maneuver will generally take one minute to complete. Each increase in difficulty level doubles the amount of time required. The amount of time required for a Propaganda maneuver is measured in days, not minutes.
Example: A Medium Duping maneuver would take 8 minutes to complete. An Extremely Hard maneuver would take 64 days.
The maneuver roll cannot be made until the entire time has elapsed. If the attempt is abandoned prior to this point, it will automatically fail. In addition, the GM might decide that similar attempts in the future will be more difficult.
  8.8 Lore Skills Index
Lore skills can be resolved in one of two ways. The GM may want to provide each player with background information prior to play. The amount and type of information provided would depend on the character’s skill in any relevant Lores. Alternatively, the player may desire a specific piece of information. This requires a maneuver roll during play.
The difficulty of a Lore maneuver depends entirely on the amount or depth of knowledge requested by the player. The obscurity of the information modifies what maneuvers can be attempted. See below.
The absolute number of ranks in a Lore determines the amount of knowledge the character has in the subject. For this reason, specialization is particularly useful with Lore skills. Determine the character’s Knowledge level on the table below:
Ranks Knowledge Level
0………………..…….1
1-2…………………..2
3-4…………………..3
5-6…………………..4
7-9…………………..5
10-12…….………..6
13-16…….………..7
17-20…….………..8
21+.................9
The obscurity of a given topic should be determined by the GM. In some cases, this is equivalent to the rarity code found in Creatures & Monsters (e.g., Fauna and Flora Lore) or in Gamemaster Law (Herb and Poison Lore). In other cases, the Gamemaster must decide on the obscurity rating, which will range from 1 (common knowledge) to 9 (arcane trivia). A character cannot attempt a Lore maneuver if the difficulty level plus obscurity rating exceeds twice the character’s knowledge level. If the obscurity rating is not obvious, assume that it is equal to the difficulty level.
Example: Arix, the scholar, has 7 ranks in Culture Lore. The GM has determined that information about the gypsy nomads is somewhat scarce and assigns information concerning these people an obscurity rating of 6. Arix has a knowledge level of 5. He can therefore not attempt any maneuver more difficult than a Medium. If he specialized in the nomads, he could attempt Hard maneuvers.
If the sum of the obscurity rating and difficulty level do not exceed the character's knowledge level, he can attempt the maneuver without any resources. Most non-research maneuvers can be attempted in one round. If research is required, the maneuver will require a number of hours equal to the difficulty level times the obscurity rating.
Example: Arix is not able to attempt any maneuver concerning the gypsies without doing some research. A Medium maneuver would take 24 hours of research. Better have some coffee.
  8.9 Outdoor Skills Index
Many Outdoor maneuvers must be resolved every strategic turn. Due to the variety of maneuvers in these categories, the GM must determine the amount of time required to complete a given maneuver. Many of the animal skills resemble skills in other categories, which can be referenced for guidelines.
If the maneuver involves an animal, the following modifiers apply:
Condition Modification
Non-intelligent………………………............……-50
Low-intelligence……………………...........…….-10
Animal intelligence…………………............……. 0
Wild/Untamed………………………...............….-20
Befriended/Raised from Birth…..……....…..+30
Amphibians…………………….....….....…....…….-10
Arthropods (Insects).............................-50
Avian (Birds)..………………….....…….......…….-20
Bovine (Cattle, Buffalo, Deer, etc.).............0
Canine (Dogs, Wolves, Foxes, etc.)........+10
Cetacean (All sea mammals)..................-20
Civets (Skunks, Badgers, etc.)...............-10
Coelenterate (Jellyfish, etc.)..................-10
Equine (All horse types).......................+10
Feline (All cats)....................................-10
Fish (All fish with bones, scales, fins)......-30
Mollusca (Snails, Clams, Squids, etc.).....-40
Mustelids (Ferrets, Weasels, etc.)..............0
Pachyderm (Elephants, Rhinoceros, etc.)....0
Rodents (Rats, Beavers, Rabbits, etc.).......0
Saurians (Dry-land, legged reptiles).......-10
Serpentine (All snakes and serpents).....-10
Simians (Apes, Monkeys, Gorillas)........+50
Swine (Pigs, Boars, etc.).........................0
Ursine (Bears, Wolverines, Pandas, etc.)....0
  8.10 Power Skills Index
These skills all come from the following skill categories: Directed Spells, Power Awareness, Power Manipulation, Power Point Development, and Spells.
Most Power maneuvers require one minute to complete. For every round less than this devoted to the skill, the maneuver roll should be reduced by -20. This cannot be reduced to less than a single round (-100). This allows characters a desperate chance to attune a new item while in combat.
Note that spell casting requires the expenditure of exhaustion points. Casting a spell drains one exhaustion point every two rounds. Concentration drains one exhaustion point every six rounds(one minute). If a character desires to maintain concentration for an extended period o f time, he should develop the XXX skill, which allows him to concentrate without spending exhaustion points.
  8.11 Science/Analytic Skills Index
The length of time required to complete a Science/Analytic maneuver depends on the difficulty of the maneuver. Note that some maneuvers may take longer (e.g., Biochemistry) and others may take less time (e.g., Basic Math).
Difficulty Times Required
Routine……………….…...1 round
Easy………………………....1 minute
Light…………………….…...10 minutes
Medium………………….….1 hour
Hard………………………..…6 hours
Very Hard………………….12 hours
Extremely Hard…………24 hours
Sheer Folly………………..1 week
Absurd……………………….1 month
Use of a Science/Analytic skill assumes that the character has the necessary materials and tools to complete the materials. The cost of such materials can vary widely, and must be determined on a case-by-case basis. The quality of these tools may provide the scientist with a bonus or penalty ranging from -20 to +20.
A Science/Analytic maneuver roll cannot be made until the task is completed. The scientist has no way of knowing how successful he will be until this time.
  8.12 Self Control Skills Index
Self Control maneuvers are used to perform some feat that requires mind over matter or requires the characters to summon internal energies to accomplish some task. Many of these maneuvers are physically draining. Nearly all Adrenal maneuvers require the character to spend 5 exhaustion points per round. This includes the round of preparation (20% action), thereby raising the total cost to 6 exhaustion points (1 the first round and 5 the next).
Note: GMs may allow characters to sustain Adrenal maneuvers. The exhaustion point increases by a factor of one each round after the first, and there is a cumulative penalty of -10 to the Self Control maneuver roll after the first.
Example: En-Shin, the Warrior monk, spends the first round of combat preparing the Adrenal Speed (20% action, 1 exhaustion point). His maneuver is successful, so the next round he receives 200% activity (and spends 5 exhaustion points). He spends 20% of that round preparing another Adrenal Speed maneuver. This attempt will be made at -10. It is successful, so the next round, En-Shin spends another 10 exhaustion points to maintain the Adrenal Speed. After 4 rounds of Adrenal Speed (requiring a total of 51 exhaustion points, not including those spent attacking or maneuvering). En-Shin attempts to maintain Adrenal Speed one more round. This attempt (at -40) fails, so En-Shin does not receive the benefits of Adrenal Speed the following round. (Neither does he spend 25 more exhaustion points).
Note that only Adrenal maneuvers and Frenzy require the expenditure of exhaustion points. No other Self Control skills require exhaustion points. In fact, meditation can be used to prevent the loss of exhaustion points due to concentration on a spell.
  8.13 Subterfuge Skills Index
Subterfuge skills are generally used to prevent others from noticing some misleed. The difficulty of such a maneuver should not depend on the skill of potential observers. The difficulty of Subterfuge maneuvers depends only on the nature of the maneuver itself. In addition, lighting conditions thwart vision, they don't make Subterfuge maneuvers more simple. In fact, it might be quite difficult to find a hiding place in the dark, but harder still to find the person hiding.
Whenever a Subterfuge maneuver roll is made, the GM should note the level of success attained by the character (e.g, Partial Success, Success, Failure, etc.). Intentional attempts to discover the Subterfuge maneuver (using an Awareness-Searching skill) requires a maneuver roll at least as successful as the Subterfuge maneuver. For example, if a thief attempted a Stealth maneuver and got a 159 (Success), an observer needs to roll a 111-175 (Success) to discover the hiding person. If the observer’s result is a Partial Success or better, the observer might become suspicious even if the hiding person was not located.
If the observer is relying on unconscious Awareness skills (Awareness-Senses or Alertness), his result must exceed that of the hiding person. In the above example, the observer would need a 176 or better (Absolute Success) to locate the hiding person. If the maneuver result is equal to that of the Subterfuge maneuver, and the Awareness maneuver is a Partial Success or better, that observer might become suspicious.
Subterfuge-Stealth and Subterfuge-Attack maneuver rolls are required every round. These tasks take at most a single round, and occasionally less. Subterfuge-Mechanics maneuvers generally take one round times the difficulty level, squared. Notable exceptions include Forgery and Trap Building, which take longer.
  8.14 Technical/Trade Skills Index
The Technical/Trade categories encompass a large number of skills. The amount of time required to complete a maneuver can vary widely, and must be determined on a case-by-case basis. Note that if tools are required, it is assumed that the character has access to the necessary implements. If not, an additional penalty of at least -50 should be assessed.
  8.15 Urban Skills Index
These skills allow characters to assimilate into an urban setting, or locate a specific person or item. Assimilation maneuvers are attempted immediately upon entering the urban setting, or whenever it is important that the character blend in. It is not necessary to spend time performing these maneuvers, they occur automatically. Note that an assimilation maneuver can only be used to draw attention away from oneself. If the police are conducting door-to-door searches, you will need to use a Subterfuge skill to escape.
Locating people and items can take time. It generally takes one hour times the difficulty level, squared, of the maneuver to determine if the person or item exists in the area.
A character can designate one area within a city as an automatic specialization in all Urban skills. This assumes that the character lives in this neighborhood and spends a considerable amount of time there. Assimilation maneuvers in this neighborhood automatically succeed, unless the character is performing some action that draws attention to himself. If the character moves, this specialization will be gained foor his new neighborhood after living there one month. If the character does not settle down, he will not have any automatic specialization until one month after he does settle down.
  9.0 Experience and Advancing Levels Index
Each character in a fantasy roleplaying game has a “level” that provides an indication of his capabilities. Characters become more powerful and skilled by advancing levels as they gain experience. Experience is represented in play by experience points (EP’s) which the character earns by participation and doing actions and by the Gamemaster awarding the character for certain experiences and behavior. Normally, a character starts as a 1st level character and his level increases as he acquires ranks in his skills and skill categories. A character’s level does not necessarily increase each time he gains ranks; it increases when his total ranks in Skills and Skill Categories reaches a certain point, as explained in Section X.X and the Level Advancement Table T- x.X.
    9.1 Ep’s, Frep’s, and Mileage: Experience Points. Index
The rewards derived from fantasy role playing are many and among these, experience point (EP) accumulation is probably the most graphic. It is a significant factor under most FRP systems. Unfortunately, the goal of the adventurer often proves to be the bane of the Gamemaster, especially in cases where the computation of the points is time-consuming.
Experience Points in Advent are accrued differently from other games. There is no experience for killing anything. Have you ever wondered how non-adventurers gain levels or skill? This is how!
Ep’s (Pronounced “eeps”), or Experience Points, are earned every time a skill or category check is made. The amount of Ep’s earned is based on the difficulty class of the skill check as follows. Routine (0.01) , Easy (0.2), Light (0.3), Medium (0.4), Hard (0.5), Very Hard (0.6), Extremely Hard (0.7), Sheer Folly (0.8), Absurd (0.9) per each attempt. The total is cumulative and specific to the skill that was used.
Frep’s (pronounced “freeps”) are earned through participating in the game. They are the reward and encouragement for the effort of participation and camaraderie within the game. They are earned in the following ways: Showing up (1), Bringing Group Snacks (1), Table Set-up (1), Table Break-down (1), One of: Journaling/Treasure/Events/Creatures/Locations/NPC’s Encountered/Mapping (1), One of: Attack Rolls charts/Spell Checks/Resistance Rolls/Referencing Skill Charts (1). Role Playing. Not dice rolling. Acting in Character. Including your Characters Talents, Flaws and injuries/exhaustion (0-5). Camaraderie. We are here to enjoy ourselves and each other’s company (0-2). Completing the “Twenty Questions'' (1). Gm’s Discretionary (0-3). Frep’s have a flat value of (0.3) each and may be spent on any skill the Player desires. They are not transferable between Players or Characters!
Mileage experience points reflect a character’s growth and experiences while traveling. Travel broadens the Mind! Mileage is earned based on the distance traveled, how it is traveled, and the danger involved in the travel! The Character must be conscious and able to interact with the environment and other Characters during travel to earn Mileage or the Frep earned is reduced by half rounding down to nearest (0.1).
Traveling on Air, Land and Water earn (0.1) Frep per mile modified by the dangers of the road. Travel in a Civilized/Controlled region multiplies the Frep by (.5). Travel in a moderately dangerous region earns a multiplier of (1). Travel in an extremely dangerous region earns a multiplier of (2).
    9.2 Leveling Up Your Character Index
An Advent character gains experience not by killing hapless wandering creatures, but by being active in their own lives. Travel opens the mind and there is an award for Mileage. Utilizing one’s skills also gains experience. Encountering and experiencing life and it’s challenges is also rewarding. Participation and interaction within the party with good roleplaying gains experience. As one can see, there are plenty of ways to gain the experience needed to evolve. The next question is what do you do with the experience after you gain it!?
When a character has down time in a safe, secure location or Sacred space, they may spend eight hours in reflection and contemplation by themselves or others who are also reflecting on their lives experiences (Campfire talk), they may spend their earned experience points. The cost to raise a skill or category varies by the profession and can be found in that section. Professions
When spending experience points, please note that not all professions use the same cost to advance skills. In the cost section, if only one number is present (i.e., 1), then only one advancement may be purchased. If two numbers (i.e., 1/1), then up to two. Paying for each advancement individually. If three numbers are present (i.e., 1/1/1), then three advancements may be purchased if enough experience points have been accumulated by paying for each advancement separately. Yes, each purchase can and usually does have a different value.
Now that one has spent their experience points, what does that mean for the character overall? A character’s level is actually based on how many total ranks in Categories and Skills the character has accumulated as found on the chart below. (I have run this game in Pen-and-Paper, I have created a spreadsheet to handle the calculations.) It makes sense to handle levels this way as it allows for high level townspeople who have never harmed a fly in their lives but have a great experience in their field.
  9.2.1 Training Skill Categories and Skills Index
A character may also spend time and money on training a skill. Either to gain ranks in an already existing skill or to add a new skill altogether. This costs currency and time based on the rank the character is training for.
  Base Time To Train
The time to train is based upon how many ranks that the character is attempting to learn. The higher the rank, the longer it should take to learn. For each rank, the Base Training Time Chart provides the required training based upon a scale using days.
It is presumed that a character can spend roughly eight, uninterrupted hours each day training time with a skill. If the character has a teacher who has a higher skill rank than the skill rank that the character is trying to learn, training time is decreased by 10%. If the character has access to proper facilities, he can decrease the training time by 10%. If the character has access to books and/or other resources, he can decrease the training time by 10%. All of the decreases listed above are cumulative (i.e., add the percentages together, a maximum of a 30% decrease).
  Base Training Time Chart
  Rank Time Cost Rank Time Cost
1 or 2….1 day…….1bp 21 55 days…5sp 5bp
3 or 4 2 days…..1bp 5cp 22 61 days…7sp
5 3 days…..2bp 23 66 days…8sp 5bp
6 5 days…..2bp 5cp 24 72 days…1gp
7 6 days…..3bp 25 78 days…1gp 1sp 5bp
8 8 days…..3bp 5cp 26 85 days…1gp 3sp 5bp
9 10 days…4bp 27 91 days…1gp 5sp 5bp
10 13 days…5bp 28 98 days…1gp 7sp 5bp
11 15 days…6bp 29 105 days..1gp 9sp 5bp
12 18 days…7bp 30 113 days..2gp 2sp
13 21 days…8bp 31 120 days..2gp 4sp 5bp
14 25 days…9bp 32 128 days..2gp 7sp
15 28 days…1sp 33 136 days..2gp 9sp 5bp
16 32 days…1sp 5bp 34 145 days..3gp 2sp
17 36 days…2sp 35 153 days..3gp 5sp
18 41 days…2sp 5bp 36 162 days..3gp 8sp
19 45 days…3sp 37 171 days..4gp 1sp
20 50 days…4sp +1 +10 days..+4sp
  Note: While teaching, a teacher training with his own skills must use 150% of the training time, as his attention is being split. Also, there are usually a limited number of students that can use facilities and other resources (GM’s discretion).
  9.3 Character Levels Index
The level for each character is determined by how many Skill Category and skill ranks he has accumulated. A character starts at 1st level with 200 total Category and skill ranks. The Category and Skill Rank Toal Table -X.X summarizes which Total Ranks corresponds to which levels.
Normally, a character’s level only affects the Gamemasters calculations. Characters of 20th level and above, however, are generally classified as “Lords” and are usually identifiable amongst a collection of lesser beings by their bearing and deference shown them by others knowledgeable of their status.
  9.4 Character Level Advancement (Alpha prototype) Index
Total Category and Skill Ranks
  0: 0-199
1: 200
2: 210
3: 220
4: 231
5: 254
6: 280
7: 308
8: 338
9: 372
10: 428
11: 493
12: 567
13: 652
14: 749
15: 899
16: 1079
17: 1295
18: 1555
19: 1866
20: 2332
21: 2915
22: 3644
23: 4556
24: 5695
25: 7403
26: 9624
27: 12512
28: 16265
29: 21145
30: 28546
31: 38538
32: 52026
33: 70235
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
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  9.5 Advancing a Level Index
Designing your character doesn’t stop when you begin play at first level, it is a process that continues as you adventure. When your character adventures, he acquires EPs, with which he may develop skills and skill categories and update his bonuses. To develop a skill he allocates development points to it in order to increase the skill’s ranks. This process is identical to apprenticeship skill development (see Section 15.0).
Advancing A Level
When his character advances (goes up) a level, you must perform several actions: “Stat Gain Rolls” must be made to determine if your temporary stats change (see below). Finally, any skill rank bonuses whose components have changed must be re-totaled.
  Stat Gain Rolls
Upon reaching a new experience level, your character must make stat gain rolls to determine if his temporary stats change. During his adventures, it is assumed that a character’s faculties will be exercised heavily, possibly affecting their value. A stat gain roll must be made for each stat - roll two dice (d10):
Stats Gain Table T - X.X
High Low (Difference = Potential - Temporary Stat)
Die Die Diff<=10 1020
1 1 -1 -1 -1
2 2 -2 -2 -2
3 3 -3 -3 -3
4 4 -4 -4 -4
5 5 -5 -5 -5
6 6 +12 +12 +12
7 7 +14 +14 +14
8 8 +16 +16 +16
9 9 +18 +18 +18
10 10 +20 +20 +20
Otherwise Low Die High Die Sum of Dice
If the result is double 1s, 2s, 3, 4, 5s, the temporary stat goes down by 1, 2, 3, 4, 5 respectively - treat resulting stats of one or less as 1; otherwise,
If the result is double 6s,7s,8s,9s,0s, the temporary stat goes up by the sum of the two dice (i.e., 12,14,16,18, 20 respectively otherwise,
If the difference between the temporary and potential stat is between 1 and 10, the temporary stat is increased by up to the value of the lower of the two dice; otherwise,
If the difference between the temporary and potential stat is between 11 and 20, the temporary stat is increased by up to the value of the higher of the two dice; otherwise,
If the difference between the temporary and potential stat is greater than 20, the temporary stat is increased by up to the sum of the two dice.
This process is summarized in the Stat Gain Table T - X.X.
Important - Remember, if a stat gain roll results in a temporary stat greater than its corresponding stat, the temporary stat becomes equal to the potential stat.
  10.0 Miscellaneous Factors Index
Earlier in Part II the major factors defining a character were presented: Culture/Race, Profession, stats, skills and level. This section presents a number of other factors that can help define a character: Spell Lists, Power Points, Defensive Bonus, Hits, Resistance Rolls, Talents, Equipment, Money, Encumbrance, etc.
  10.1 Spell Lists Index
A spell list is an ordering of spells based upon the correlation of spell level, intricacy of the spell, and potency of the spell. All spells in a list have some common characteristics and attributes, although each may have vastly different effects and applications. A character does not gain the ability to cast individual spells. Instead, he “learns” a spell list of related spells by developing skill ranks for that list. In addition, casting these spells is affected by the number of ranks developed in the spell and the level of the spells themselves.
Spell lists are provided in Spell Law and other Rolemaster products which are compiled in the player’s guide. Each spell list falls into one of the following classifications:
Other Realm Open Spell List
Other Realm Closed Spell List
Other Realm Other Base Spell List
Own Realm Open Spell List
Own Realm Closed Spell List
Own Realm Other Base List
Own Realm Own Base List
Arcane Open Spell List
Arcane Closed Spell List
Arcane Other Base List
Arcane Own Basse List
Training Package Spell List
These classifications determine the Development Point cost for each profession's “Spell-XXX List” skill categories (Section X.X). Each spell on a spell’s list is preceded by a number called its’ level. Each spell has an area of effect, a duration (how long do the spell effects last), a range (how far the spell can be cast), and a class. Each Of these factors is described in Appendix X.X.
    Learning Spells
A character “learns” spells by developing skill ranks in the spell list that the spell is on. A character “knows” all of the spells on a spell list that have a level less than or equal to his skill rank for that spell list. A character learns spells during:
Adolescent skill development (Section X.X)
Apprenticeship skill development (Section X.X)
Completion of a development period (Section X.X)
  Casting Spells
Normally, a character may cast any spell on a list that has a spell level that is less than or equal to his skill rank for that spell list. As outlined below, a character must use Power Points to cast a spell. See Section X.X for more details on preparing and casting spells.
  10.2 Power Points Index
In order to cast a spell, a number of PPs equal to the spell’s level must be used. Each character has a maximum number of Power Points (pps) equal to his skill bonus for PowerPoint Development (see Appendix X.X). Normally, this skill bonus consists of the following:
  PP Total = “Realm” Stat Bonus + Profession Bonus + Skill Rank Bonus + any special bonus
  PP Exhaustion
A character receives a modification to his spell casting static maneuvers (see Section X.X) based upon what percentage of his Power Points he has used:
  % of PP Used Modification
0% to 25%.....................0
26% to 50%................-10
51% to 75%................-20
76% to 100%..............-30
  Recovering PPs
Once a character’s PPs are used casting spells, they may be regained (up to the maximum) in the following ways:
If the character is active, one PP is recovered every three hours.
If the character is resting, (Realm stat bonus /2) PPs are recovered every full continuous hour of rest (at least one PP is recovered, even if the Realm stat bonus is less than one). For a Hybrid spell user, average the Realm stat bonuses for his two Realms before dividing by two.
If the character is sleeping, half of the maximum PPs are recovered for every three hours of continuous sleep. If this sleep is interrupted, PPs are still recovered as in 2 above.
  10.3 Hits Index
Each character has a maximum number of hits (also called concussion hits) equal to his skill bonus for Body development (see Appendix X.X). Normally, this skill bonus consists of the following:
  Body Development skill bonus = Total Hits = 10 + (2/Co stat bonus) + SD stat bonus + Profession bonus + skill rank bonus + any special bonuses
  A character takes hits as damage from attacks - hits reflect pain, shock and bleeding. When the hits that a character has taken is greater than or equal to his maximum hits, he passes out. When the hits that a character has taken is greater than or equal to his maximum hits plus his Constitution, he dies.
  Hit Exhaustion
A character receives a penalty to his attacks and maneuvers based upon what percentage of his hits he has taken:
  % of Hits Taken Modification
0% to 25%..........................0
26% to 50%.....................-10
51% to 75%.....................-20
76% to 100%...................-30
  Healing Hits
Once a character has taken hits, they may be “healed” in the following four ways:
If the character is active, one hit is recovered every three hours.
If the character is resting, (Co stat bonus/2) hits are healed every full continuous hour of rest (at least one hit is recovered, even if the Co stat bonus is less than one).
If the character is sleeping, (Co stat bonus x 2) hits are healed for every three hours of continuous sleep. If this sleep is interrupted, hits are still healed as in 2 above.
In addition, hits may be healed by outside methods (see Section X.X e.g., spells, herbs, etc.
  10.4 Exhaustion Points Index
Each character has a maximum number of Exhaustion Points (ExPs) equal to”
  Exhaustion Points = 40 + (3 x Co stat bonus) + skill rank bonus + racial bonus + any special bonus
  As a character acts, he expends Exhaustion Points, e.g., for combat, movement, etc. (see Section X.X).
  Exhaustion Penalties
A character receives a penalty to his attacks and maneuvers based on what percentage of his Exhaustion Points he has used:
  % of ExPs Taken Penalty
0% to 25%.................................0
26% to 50%..............................-5
51% to 75%............................-15
76% to 90%............................-30
91% to 99%............................-60
100%.....................................-100
  Exhaustion Point Recovery
Once a character’s Exhaustion Points are used, they may be regained (up to the maximum) in the following ways:
If the character is active, one ExP is recovered every three minutes.
If the character is resting, ((1 + Co stat bonus)/2) ExPs are recovered for every full minute of rest (at least one ExP is recovered, even if the Co stat bonus is less than zero).
If the character is sleeping, all ExPs are recovered for each half hour of continuous sleep. If this sleep is interrupted, ExPs are still recovered as in 2 above.
  10.5 Defensive Bonus Index
A character’s Defensive Bonus (DB) is used in combat as a subtraction from an opponent’s attack roll against the character. Section X.X details the factors that can affect a character’s DB; some of the major ones are:
Three times the character’s Quickness stat bonus (this may be canceled whole or in part by the character’s Armor Quickness Penalty).
Shield bonus if applicable.
Adrenal Defense skill bonus if applicable.
Special armor and item bonuses if applicable.
Amount of OB used to parry if applicable.
  10.6 Moving Maneuver Penalty (MMP) Index
Each character has a Moving Maneuver Penalty that is added to any moving maneuver rolls (see Section X.X). A character’s MMP is equal to the sum of:
Lesser of: 0 or (Encumbrance Penalty + (3 x St stat bonus))
Note: In other words, a character’s St stat bonus cannot modify a character’s Encumbrance Penalty above zero.
Lesser of: armor’s Minimal Maneuver Modification or (armor’s Maximum Maneuver Modification) + (skill bonus for the armor worn).
Note: A character’s skill bonus for the armor worn can not modify an armor’s maneuver modification beyond the Minimum Maneuver Modification for that armor.
  10.7 Resistance Rolls Index
Certain attacks and events occurring during play will require a character to make a Resistance Roll (RR) to determine if or how an attack affects the character. These types of attacks include: spells, poisons, diseases, fear, etc. Section X.X details how to resolve a RR.
Standard modifications to Resistance Rolls include: stat bonuses, item bonuses and culture/race bonuses. The culture/race bonuses are presented in the Race Abilities Table for each Race. The following stat bonuses normally apply:
A RR versus an Channeling spell is modified by three times the subject’s stat bonus for Intuition.
A RR versus an Essence spell is modified by three times the subject’s stat bonus for Empathy.
A RR versus a Mentalism spell is modified by three times the subject’s stat bonus for Presence.
A RR versus a Hybrid spell user’s base spell is modified by the stat bonus for the two stats related to that profession’s realms.
A RR versus a Hybrid spell user’s non-base spells is subject to three times the subject’s stat bonus for the spell’s normal realm.
A RR versus an Arcane spell is modified by the stat bonuses for Empathy, Intuition and Presence added together.
A RR versus Poisons and Diseases is modified by three times the subject’s stat bonus for Constitution.
A RR versus Fear and Charm is modified by three times the stat bonus for Self Discipline.
  10.8 Special Abilities Index
Special abilities can help individualize characters and can make playing characters more exciting. In many cases, special abilities help distinguish the player characters from the general populace - they can be at least part of the reason that he has chosen to adventure rather than stay at home on the farm.
  Talents & Flaws
Talents are special abilities and advantages that characters can acquire through the use of background points (see Section X.X and Appendix X.X). Along with these talents, characters can also acquire deficiencies and disadvantages that are called flaws.
  Cultural/Racial Special Abilities
A character may have special abilities based on his culture or race. These special abilities are detailed in the culture/race descriptions.
  GM Assigned Special Abilities
A GM may want to assign special abilities based on a character’s background. The Gamemaster should assign bonuses in skills relating to aspects of a character which were developed to some unusual degree during his youth. By having the skill category to which bonuses are assigned vary given each character’s unique past, the GM can further individualize members of the group or NPC’s.
10.9 Equipment & Money Index
Characters start with some equipment and money (Section X.X, Appendix X.X). Then, as they adventure, they will gain and lose these things.
Different cultures and areas produce varying types of equipment (see the culture/race descriptions in Appendix X.X). Some equipment will differ in construction or composition or stand utterly unique (e.g., a type of weapon found nowhere else in the world). Characters can be individualized by starting with different types of possessions but beware of unbalancing things by giving one or more characters equipment which is noticeably better than that given their companions.
  11.0 A Character’s Role Index
Most of the factors detailed earlier in Part II directly affect the attributes, abilities and skills of a character. But this is a “role” playing game, so this section discusses some of the factors that help a player flesh out his character and bring it to life.
  11.1 Background Details Index
One of the best tools for individualizing characters is background material. Each character should have an idea of his own past, the important facts concerning his race, culture, birth, childhood and adolescence. Since these historical notes will vary from character to character, they tend to provide flavorful variations in the Player’s approach to the game. The stronger and more detailed the background notes, the greater the foundation; and a good foundation built of past experiences will guide a character in his adventures. Differing backgrounds will reinforce the naturally individual approaches to running characters. Particularly forceful background material (e.g., Rhiannon’s entire family has sought the lost sacred Banana of the Bamlenders) may be necessary in so-called “quest” campaigns but should be carefully used in games where player freedom is emphasized. The Gamemaster can provide rich backgrounds without funneling the players along paths deemed most “desirable”.
One’s outlook on life is necessarily colored by past experience. A character in a FRP setting will invariably follow this rule to some degree, and the GM should note that rich, varying experiences lodged in a character’s past history will act to spur certain individualizing feelings in the player. *E.g., Shiloh once had an embarrassing incident involving squirrels; so he remains ever wary of the little beasts and may go to extreme lengths to capture them, even in the heat of battle.)
Family background is, perhaps, the most significant tool in this category. Events involving one’s family - legacies, feuds, traditions, etc. - all act to give a character certain “reference points” for adventure. A character may seek revenge or some heirloom of great value; he may wish to follow the path of his Mother or Father. By giving the player a unique background with a number of significant and interesting experiences and family notes, great choice is allowed, and the character will have wide leeway in pursuing interests relating to his past - any one of which differs markedly from those of his fellow adventurers.
  11.2 The Role of the Character Index
There are certain factors which are not formalized in role playing but which still affect the role of the character, and in particular a player character. These are factors which are not capabilities of or restrictions on the character; instead, they are facets of his individual nature and temperament. These factors are crucial in bringing a chara
cter to life in the terms of the game, and they make the character seem more realistic to the character’s player as well as the other players and the Gamemaster.
There are four such factors (called Role Traits) which are not formalized in the Rolemaster Standard System, but which still affect the role of the character. This section details the four role traits used in RMSS:

Personality
Motivation
Alignment
Physical Appearance

Each of these role traits represents a facet of a character’s individual nature and temperament. These factors are crucial in bringing a character to life in the terms of the game, and they make a character seem more realistic to the players and the Gamemaster.
  11.2.1 Personality Index
A player may decide to inject his own personality into a character, which is very acceptable and enjoyable. However, sometimes it is exciting, stimulating and rewarding to embody a character with a personality other than its player’s - after all, this is Fantasy Role Playing. Whatever a player decides to do, it is important to carefully consider his character’s personality.
The list below presents a number of personality role traits. These traits are provided as examples to help develop a personality for a character. A player does not have to specifically pick a trait from each entry. In fact, its better to just choose a few traits - if a character doesn’t have certain traits specified, he is just normal with respect to those traits.
Remember, a player may change his character’s traits as he adventures and develops.
Each entry represents one extreme trait on the left and its opposite extreme trait on the right. In between are a spectrum of interim traits.
  Personality Trait List
  Sullen, Morose, Somber, Serious………..Lighthearted, Cheerful, Joyous
Merciful, Compassionate, Kind…..Uncaring, Mean, Ruthless, Cruel
Austere, Sober, Restrained, Temperate, Moderate…..Unrestrained, Indulgent
Docile, Pliable, amenable, Cooperative…..Stubborn, Obstinate
Martyr, Over-Protective, Protective…..Intimidating, Overbearing, Bully
Radical, Liberal, Open-Minded…..Orthodox, Conservative, Reactionary
Loving, Friendly, Amicable…..Quarrelsome, Hostile, Antagonistic
Prudent, Patient, Cautious…..Impatient, Impulsive, Reckless, Rash
Meek, Self-Effacing,, Modest, Humble…..Proud, Conceited, Cocky, Pompous, Arrogant
Lethargic, Lazy, Idle, Easy Going, Laid Back…..Vibrant, Energetic, Enterprising, Ambitious
Deferential, Respectful, Courteous, Polite, Civil…..Impolite, Rude, Impudent, Insolent
Charitable, Forgiving…..Vindictive, Vengeful
Benevolent, Generous, Giving…..Selfish, Miserly, Greedy
Honest, Direct, Trustworthy…..Shifty, Deceitful, Dishonest
Honorable, High-Principled…..Dishonorable
Loyal, Faithful, Reliable……Treacherous, Disloyal
Lawful, Just, Upright……Arbitrary, Chaotic, Corrupt
Pious, Devout, Religious…..Worldly, Impious
Quixotic, Idealistic…..Practical, Pragmatic, Cynical
Gullible, Trusting…..Skeptical, Suspicious, Paranoid
Curious, Inquisitive…..Apathetic, Incurious
Focused, Attentive…..Distracted, Absent-Minded
Continent, Chaotic…..Lustful, Licentious, Lecherous
Quiet, Reserved…..Flamboyant, Boisterous, Loud
Valorous, Brave, Bold, Audacious…..Timid, Cowardly, Craven
Passive, Detached, Calm…..Forceful, Enthusiastic, Excitable
Calm, Even-Tempered…..Quick Tempered, Hot-Headed
Stoic, Impassive, Stolid…..Responsive, Complainer
Sociable, Gregarious…..Nonsocial, Antisocial, Cold
Optimistic, Upbeat…..Uncertain, Cynical, Fatalistic, Pessimistic
Creative, Inventive, Original…..Conformist, Uncertain
Tolerant, Open-Minded…..Snobbish, Prejudiced, Intolerant
Disordered, Messy…..Orderly, Perfectionist
Tolerant, Understanding…..Environs, Possessive, Jealous
Dependent, Clinging…..Self-reliant, Independent
  11.2.2 Motivation Index
Another Question that a player should answer about his character is: What is his motivation? What are his objectives in the game? It may be to adventure and have a good time. It may be to amass as much gold, wealth and magic items as possible. It may be to kill and fight. It might be to defeat evil minions of a dark lord and make the world safe for the free peoples. Whatever a character’s motivation, it really helps to flesh him out.
The list below presents a number of motivation role traits. These traits are provided as examples to help a player develop a motivation for his character. Many of the motivations listed below require that both the player and GM decide together the motivation of a character. A player may know that his character wants to destroy the enemy clan that killed his family in a raid. However, the GM would have to decide which clan in his world made the raid.
  Motivation Trait List
Destroy: evil, dark lord’s forces, culture/race, country, guild, population center, individual, etc.
Hate and Work Against: evil, dark lord’s forces, culture/race, country, guild, population center, individual, etc.
Hate:
Dislike:
Revenge Against:
Preserve:
Protect:
Serve:
Promote:
Rebuild. Restart:
Fanatic About:
Compulsive About:
Fear of (Phobia):
Acquire xxx for yyy:
Acquire Personal:
Acquire and Maintain:
Adventure, Thrills, Excitement:
Self-Centered, General Self-Interest:
Heroism:
“Make the World a Better Place”
  11.2.3 Alignment Index
A player should determine whether or not his character is arrayed with a cause or a group with common goals. These are a character’s alignment role traits. The easiest decision is: is a character good, evil or neutral? For example, in many fantasy settings the evil forces are dominated by a powerful evil entity and are out to destroy the good forces (who are either passively or actively opposing the evil forces).
There are also many alignment traits based on morals and philosophy:
Does a character strongly believe that the end justifies the means (Machiavellianism)? For example, Saruman (in Middle-Earth) believed this and was eventually corrupted.
Does he respect rigid laws? Many Good beings do not, some Evil do.
Is he a hedonist? Good or Evil, his prime concern would be to enjoy himself.
All of these are interesting examples; there are other traits that can add dimension and complexity to a character. Each entry presents a trait on the left and its opposing trait on the right. These traits are provided as examples to help a player develop an alignment for a character. A player does not have to specifically pick a trait from each entry. In fact, its better to just choose one trait - if a character doesn’t have certain traits specified, he is just “Neutral” with respect to those traits.
  Alignment Trait List
Good……Neutral……Evil
Law/Government…..Neutral……Anarchy
Government…..Neutral…..Rebels/Opposing Government*
Laws/Principles……Neutral……Opportunism, “The end Justifies the Means”
Religion……Neutral…..Atheism
Religion…..Neutral…..Opposing Religion!
Free Enterprise……Neutral…..Cartels/Guilds/Monopolies
Free Enterprise…..Neutral…..Socialism
Asceticism…..Neutral……Hedonism
Altruism…..Neutral…..Egoism
Spiritual…..Neutral…..Materialist
Metaphorical…..Neutral…..Literal
*- This applies to any two ruling groups that oppose one another. The groups can control different countries, fiefs, city-states, etc.: or, they can be rival groups within the same political or geographical entity (e.g., rebellion, civil war, etc.). For example, France vs England in the 100-years War.
!- this applies to any two religions that oppose one another. This opposition can have a political or dogmatic basis. E.g., Christians vs Muslims, Catholic vs Protestant.
  11.2.4 Physical Appearance Index
In addition to each character’s stats (which affect his capabilities during play), it is desirable to have some measure of the character’s physical appearance. Suggestions for cultural/racial factors affecting a character’s physical appearance (i.e., demeanor, hair color, eye color, height, weight, etc.) are given in the culture/race descriptions in Appendix X.X.
  Appearance
In addition to cultural/racial factors, it is often useful to have a numerical value that reflects a character’s general appearance (i.e., attractiveness, comeliness, beauty) to other members of his race. Appearance is a value (1-100) which gives a general idea of the character’s exterior look (e.g., an 01 or 02 Appearance would indicate a really ugly person, while a 99 or 00 would indicate a very handsome character).
Appearance is a role trait that is handled in many ways as if it were a stat (see Section X.X). Section XX.X details how to generate a character’s potential Appearance. A character’s temporary Appearance is equal to his potential Appearance is he is well groomed and well dressed (GM discretion). Potential Appearance can rise or drop during play due to circumstances (e.g., scars, diseases, increases in Presence, etc.). This is a very subjective rating and the Gamemaster should trait it as a general guideline during play.
  Demeanor
This is an indicator of the general attitude that the character seems to present to the world. This is up to the character and the Gamemaster, but typical demeanor might include: calm, neutral, angry, sly, greedy, silly, stubborn, stupid, rude, etc.
  Other Physical Appearance Factors
Such factors as height, weight, hair color, eye color, gender, age, and so on should be determined by the sample ranges for the RM races and cultures.
  12.0 Keeping Track of Your Character Index
  Part III Designing a Character Index
In a fantasy role playing (FRP) game, you (as a player) assume the persona of an individual character - your player character. You must fist “design” (i.e., generate or create) your player character. You must determine your character’s attributes, background, physical appearance, skills, etc. In short, you must determine all of the various factors that control what your character is capable of doing in a fantasy role playing environment. These factors are described in detail in Part II, Sections X.X - X.X.
What Type of Character to Play? Before beginning to design a char
acter, you should make a general decision as to what type of character you want to play. This decision should concern your character’s profession, race, origin, and physical and mental attributes.
The Record Sheets
The Record Sheets are the key to designing your character. These sheets are organized to aid you during the design process. As you follow each step of the process, you should record your results on these sheets. You will be changing and updating your character regularly. The Various parts of the Record Sheets and what needs to go in them are discussed throughout Section III.
  13.0 The Initial Choices Index
To begin designing your character, you must make the choices that define your character: Race, Origin, Profession and Realm of power.
  13.1 Determining Race/Culture Index
  There are a variety of Final Fantasy XI races and cultures that you may choose for your character. You may choose one of the following races:
  The Races:
Elvaan Galka Hume Mithra Taru-Taru
  The Cultures:
Aht Urgin Audolin Bastok Jeuno Kazham Mhaura Norg Outpost Rabao San D’Oria Selbina Tavnazian Free-Hold Windurst
  Your choice of Race and Culture will affect the following factors:
Stat Bonuses………………..…...….(see Section X.X)

Resistance Rolls…………..…..……(see Section X.X)
Skill Rank Progression…….…….(see Section X.x)
Adolescent Development……….(see Section X.X)
Background Options…….….…….(see Section X.X)
Healing………………………….......…(see Section X.X)
Other Factors……………….....……(see Section X.X)
Once the race (and culture) is chosen, you should record it on your Character Record Sheet. You should also record any stat bonuses and Resistance Roll bonuses due to race and culture (Race Abilities Table T-X.X).
There is a one page detailed description of each race and culture in Appendix X.X andX.X. Your character design process will proceed much faster is you have the page of your character’s race and culture in front of you.
  Physical Appearance
Your race and culture will determine certain facets of your physical appearance (see Section X.X). The individual race and culture descriptions in Appendix X.X give standard physical appearance guidelines for each race and culture.
  Languages
The languages that your character knows are given in the races and cultures descriptions in Appendix X.X and X.X. You record the skill ranks for these languages during the adolescent skill development process (see Section X.X).
  13.2 Determining Profession Index
  At this point, you must choose one of the forty-seven professions and record it on your Character Record Sheet. The Gamemaster may wish to restrict certain races and cultures from choosing certain professions (e.g., a GM may decide to prohibit Dwarves and Halflings from becoming Essence Users). Suggestions for such restrictions are summarized in the descriptions of the races and cultures (Appendix X.X).
Your choice of profession will affect the following:
Prime Stats………………………...…......….(see below)
Profession Bonuses…………...…..………..(see below)
Realm of Power…………………...…....…….(Section X.X)
Development Point Costs for Skills……(see Section X.X)
  There is a one page, detailed description of each procession in Appendix X.X. Your character design process will proceed much faster if you have the page (or photocopy) for your character’s profession in front of you.
The Professions
Each character must have a profession. Your character’s profession reflects the fact that his early training has molded his thought patterns, thereby affecting his ability to develop certain skills and capabilities. A profession does not prohibit the development of skills, it merely makes some skills harder and others easier to develop. Any character can develop any skill under this system.
  Non Spell Users Pure Spell Users Hybrid Spell Users Semi Spell Users
Fighter   Prime Stats
Each profession has zero, two, three or four stats which are that profession’s “prime stats” (see the Profession Table T-X.X). When you generate your temporary stats, 90s or above must be assigned to these stats (see Section X.X).
  Profession Bonuses
Each profession has a number of Profession Bonuses that apply to certain skills and skill categories (see the Profession Table T-X.X).
  13.3 Determining Realm of Power Index
You should choose a Realm of power (Section X.X) at this point. This is automatic for Pure, Hybrid and Semi spell users. However, Non spell users must choose a Realm of power: Arcane, Channeling, Essence, Mentalism or None.
  13.4 Determining Additional Base Spell Lists Index
In addition to his normal six base spell lists, each Pure spell user must choose four additional base spell lists. These lists must be chosen from the open and closed lists for that spell user’s Realm of power.
  14.0 Generating Stats Index
Now you must generate the stats (i.e., statistics) which determine your character’s mental and physical prowess. You must generate two sets of stats for your character: his temporary stats and his potential stats (see Section X.X). Each set of stats has a value between 01 and 101. Temporary stats are used to determine your character’s capabilities, while potential stats represent the limits to which your temporary stats may increase during play.
  14.1 Temporary Stats Index
You have 660 points to assign to your temporary stats. Each “prime stat” (see Section X.X) must be assigned at least 90 points and each other stat must be assigned at least 20 points.
If 90 or fewer points are assigned to a stat, the stat’s value is equal to the number of points assigned. If more than 90 points are assigned to a stat, the stat’s value is determined by referring to the Stat Assignment Table T- X.X.
  Remember, the higher the stat the more capable the character will be when performing an action using that particular stat.
  Stat Assignment Table T-###
Stat Value Points Assigned
100 190+
99 171-189
98 154-170
97 139-153
96 126-138
95 115-125
94 106-114
93 99-105
92 94-98
91 91-93
20-90 1 for 1
  14.2 Potential Stats Index
To determine each of your character’s potential stats, take the corresponding temporary stat and increase it by the roll indicated in the Potential Stat Table T-X.X.
A starting potential stat will be at least as high as its temporary stat. So, if a roll for a potential stat gives a result that is less than its corresponding temporary stat, the potential stat is instead equal to the temporary stat.
  Effects of Potential Stats
Potential stats have no effect on play whatsoever. Permanently disabling injuries may be reflected in a reduction of potential stats; shorter term disabilities usually result in temporary stat reductions (see Gamemaster Law).
  Potential Stat Table T-###
Temporary Stat Potential Stat
20 - 24……….20+8d10
25 - 34……….30+7d10
35 - 44……….40+6d10
45 - 54……….50+5d10
55 - 64……….60+4d10
65 - 74……….70+3d10*
75 - 84……….80+2d10*
85 - 91……….90+1d10
92………..….…91+1d9
93…………..….92+1d8
94…………..….93+1d7
95…………..….94+1d6
96……….......95+1d5
97……….….….96+1d4
98……….….….97+1d3
99……….….….98+1d2
100……….…...99+1d2
Note: see Section X.X for guidelines for making 1d2 through 1d9 die rolls.
* - A starting potential stat will be at least as high as the temporary stat. So, if a roll for a potential stat gives a result that is less than its corresponding temporary stat, the potential stat is instead equal to the temporary.
  14.3 Stat Bonuses Index
For each temporary stat, look up the corresponding "basic stat bonus” from the Basic Stat Bonus Table T-X.X. Record these values in the appropriate spaces in the Stats section of your Character Record Sheets. For a given stat, the “stat bonus” used in the RMSS is the sum of the character’s basic stat bonus, the character’s racial stat bonus and any special stat bonuses the character may have.
  Basic Stat Bonus Table T- ###
Basic
Stat Stat Bonus
102+ 14
101 12
100 10
98-99 9
96-97 8
94-95 7
92-93 6
90-91 5
85-89 4
80-84 3

75-79 2
70-74 1

31-9 0
26-30 -1
21-25 -2
16-20 -3
11-15 -4
10 -5
08-09 -6
06-07 -7
04-05 -8
02-03 -9
01 -10
  15.0 Adolescent Skill Development Index
During his early years of life (i.e., his adolescence), your character will develop his skills and skill categories as indicated in the Adolescent Rank Table T-X.X. Each skill and skill category that is developed will increase its rank by a fixed number of ranks. The exact number of ranks can be found in the column of the Adolescent Rank Table t- X.X that corresponds to your character’s race and culture. The significance and mechanics of skills are described in Section X.X.
Your character’s skills are based upon his race and culture background. For example, if your character is raised in Bastok as a Hume, you would use both Bastok and Hume skill development.
Note: Most skills and skill categories are not included in the Adolescent Rank Table T- X.X because no culture or race develops those skills during adolescence.
  Hobby Ranks
The Adolescent Rank Table T- x.X indicates a number of Hobby ranks for each culture and race. These Hobby ranks may be used to increase the ranks of any combination of skills and/or skill categories. However, the following restrictions apply:
No skill or skill category may be increased by more ranks than the maximum ranks that normally may be developed when advancing a level. The skill or skill category rank developed must have a development point cost of less than 40.
  Background Options
Your character receives a number of background points during adolescence as indicated in the Adolescent Rank Table T - X.X. The use of background points is detailed in Section X.X.
  Starting Languages
Your character starts out with a number of language skills as indicated in the appropriate race and culture description in Appendix X.X.
  Additional Language Skill Ranks
Your character receives a number of additional language skill ranks during adolescence. Each of these ranks may be allocated to the allowed languages listed for your character’s race and culture in Appendix X.X. The maximum number of ranks that may be developed during adolescence is also provided for each language in Appendix X.X. Remember, spoken and written skills for each language must be developed separately.
  16.0 Background options Index
Your character has a number of Background Points. Background options normally include: extra languages, extra money, extra stat gain rolls, special items, special skill and skill category bonuses and talents. The Adolescent rank Table T- X.X summarizes how many background options members of each race and culture get.
  16.1 Talents Index
Everybody has a talent, something they are gifted in doing. Talents may be learned, inborn or even acquired during journeys. Talent Law supports five different categories of talents: Special Training, Physical Abilities, Mental Abilities, Mystical Abilities and Special Abilities.
As you read the talent description, you will notice each is broken into two parts. The first pst is the actual game description, including the benefits and penalties each talent bestows, along with the cost of the talent. The second part is a piece of short prose describing how you could possibly have acquired the talent. You should choose how you actually acquired the talent, the prose is just to get you thinking.
As you read the descriptions of the different talents you will undoubtedly see many that seem perfect for your character. Jot down their names and costs on a piece of paper. Once you have scanned through all of the talents and noted the ones that interest you, remove talents that do not fit your character or for which you cannot justify the point cost. When you have shortened the list to a manageable length, think about how your character gained each of his abilities. These talents should be more than just bonuses to your character. They should tell the history of your character: what he did as a child, how others feel about him, even how he received his education. Each talent should have its own story.
Not all talents are available in all game worlds. Your GM will tell you how many, if any, of each type of talent is acceptable in his world.
  16.1.1 Special Training Index
These are talents that can be learned by anyone, given a particular place and set of circumstances. The training is not common, but it is not quite aas mystical as some of the other talents. These talents should be made available to any character, with no limit in number.
  16.1.2 Physical Abilities Index
These abilities are of a physical nature. These abilities may be possessed by all members of a race or by an individual. Generally, a character will not possess more than two or three of these abilities.
  16.1.3 Mystical Abilities Index
These abilities are difficult for most people to explain. They reflect a supernatural power that is yours to command. There should be a rational explanation on how your character received these abilities. Generally, a character will not possess more than two of these abilities.
  16.1.4 Mental Abilities Index
The mind is a very powerful thing. You have tapped mental abilities that most people only dream of having. Generally, a character will not possess more than two of these abilities, however if the character is a Mentalism spell user, then they could have more Mental Abilities.
  16.1.5 Special Abilities Index
Some people have abilities that are difficult to believe. Theses abilities go far beyond what a normal person would think possible. You are truly gifted. It is recommended that a character have, at most, no more than one of these abilities.
  16.2 Status, Wealth and Items Index
Status, wealth and items are various background items that are usually inherited. You will generally receive your status from your parents, although you may perform certain actions to create a status of your own. In some cultures, status is permanent. A person who has status lowered would probably prefer death to the embarrassment of living among lower people. In other cultures, status is not quite as important; there are leaders and followers. The player may determine how important their status is to them. Status itself is neither good nor bad, but it may have positive or negative effects upon those you encounter.
You will also probably inherit your wealth level and feeling towards money from your parents. If your parents are rich, you will probably be brought up expecting there to always be enough money. If your family is poor, even a small amount of gold would make you rejoice. Again, the choice is the players.
Items represent family heirlooms and inheritances. You would be quite reluctant to part with these items, even if something better comes along. The items may be magical or just well crafted. Either way, it has been given to the player to aid them in upcoming journeys.
  16.2.1 Special Status Index
Unless the GM deems it appropriate, a character should never take more than one Special Status (even though some do not seem mutually exclusive).
  16.2.2 Wealth Level Index
In RMSS, all characters begin with 2sp. When using Talent Law, this is no longer the case. A character’s starting wealth may be modified by spending Talent Points.
Before determining a character's starting wealth, you must determine a character’s starting wealth level. All characters will begin the game with a wealth level of Very Poor, unless Talent Points are spent to increase it. Wealth level is used when determining starting wealth as well as what kind of items you might begin the game with.
  16.2.3 Special items Index
These are items you have inherited from your family that have a quality or magical bonus to them. Some are permanent, while some are consumable. For a more detailed description of all types of special items, see the Treasure Companion.
  16.3 Flaws Index
Flaws are an excellent way to round out your character. You may choose to have only one eye; you can then develop a story of how you lost your eye. You may have been ambushed by the brigands and lost your eye in the ensuing fight. You have since sworn vengeance against the band and its leader. When you find them, you will repay the pain and hardship you endured all these years.
See Part X.X for more information on the various ways to use Flaws.
It is thoroughly recommended that no player be allowed to take more than four flaws. This not only keeps the character from being hopeless, but it also ensures that the character does not have an unusually high number of talents.
Remember, a flaw that does not inhibit you is not a flaw and is worth no points.
  16.3.1 Physical Flaws Index
  16.3.2 Mental Flaws Index   16.3.3 Special Flaws Index   16.4 Filling in the Gaps Index   16.4.1 The Early Years Index   16.4.2 Your Adolescence Index   16.4.3 Your Adventure Begins Index   16.4.4 Extended Example Index   17.0 Apprenticeship Skill Development Index After his early years of life (i.e., his adolescence), your character will develop his apprenticeship skills. Based upon his five “Development Stats” (see Section X.X), your character receives a certain number of skill development points (DPs): DPs = (Ag + Co + Me + Re + SD) /5 (save any decimals to place in EPs) These DPs may be used to: Increase the ranks of your character’s skills and/or skill categories (see Sections X.X and X.X). Obtain Training Packages (see Section X.X).   17.1 Standard DP costs Index For your profession, each skill category has a standard development point (DP) cost associated with it. Each skill has a standard development point cost equal to the DP cost of its skill category. There are four types of development costs: None - A few skill categories have a DP cost of “-”. The rank of one of these skill categories may not be increased by allocating DPs (e.g., Rogues have no base spell lists, so there is no DP cost for the “Spells-Own Realm Own Base List” category). Single Number (#) - A skill or skill category with a single number DP cost may have its rank by one by allocating (i.e., expending) DPs equal to its DP cost. The rank of such a skill or skill category may only be increased by one during the skill development process (i.e., once each level advancement, see Section X.X). Two Numbers (#/#) - A skill or skill category with a two number DP cost (e.g., 2/6, 3/7) may have its rank increased by one by allocating (i.e., expending) DPs equal to the first number or it may have its rank increased by two by allocating DPs equal to the sum of the two numbers. The rank of such a skill or skill category may be increased by a maximum of two during the skill development period. Three Numbers (#/#/#) - A skill or skill category with a three number DP cost (e.g., 3/3/3) may have its rank increased by one by allocating (i.e., expending) DPs equal to the first number or it may have its rank increased by two by allocating DPs equal to the sum of the the first two numbers or it may have its rank increased by three by allocating DPs equal to the sum of the three numbers. The rank of such a skill or skill category may be increased by a maximum of three during the skill development process.   17.2 Variable DP Costs Index Some of the standard development point costs for your profession may vary based upon a number of factors.   Variable DP Costs For Weapons There are eleven “Weapon Group” skill categories: Weapon - 1-H Concussion Weapon - 1-H Edged Weapon - 1-H Firearm Weapon - 1-H Piercing Weapon - 2-H Concussion Weapon - 2-H Edged Weapon - 2-H Firearm Weapon - 2-H Piercing Weapon - Missile Weapon - Missile Artillery Weapon - Thrown   You may rearrange the DP costs for these skill categories. This rearrangement is subject to the GM restrictions and the race and culture restrictions outlined for your race and culture in Appendix X.X. Example: Varak assigns his DP costs for weapon categories as follows: Weapon - 1-H Concussion……….6 Weapon - 1-H Edged……………..3/7   Variable DP Costs For Spell Lists The DP costs for spell list skill rank increased based upon the number of rank being developed. These DP cost increases are outlined in the Spell List DP Cost Table T-X.X. Example: Tanvar is a 10th level Ranger (s Semi spell user) and his skill rank is 9 for his Own Realm Open spell list, Concussion’s Way. Looking at Table X.X, we can see that it will cost him 8 DPs to increase this skill rank to 10. He could not increase it to 11 during the same development period because the DP cost is 12 ( a single DP cost number limits the development to one skill rank per development process, see Section X.X). Similarly, increasing this same skill rank from 13 to 14 costs 12 DPs, from 15 to 16 costs 18 DPs, and from 37 to 38 costs 25 DPs. In addition, there is a DP cost increase based upon how many spell spell lists have already had ranks developed during the current development period. For the first five lists developed the DP cost is normal (i.e., x1 modifier). For the 6th through the 10th lists developed the DP cost is doubled (i.e., a x2 modifier). For lists beyond the 10th, the DP cost is quadruple (i.e., a x4 modifier).   Everyman, Occupational and Restricted Skill Categories Not all skills within a category are necessarily developed at the same rate. Because some races and/or professions develop specific skills at different rates, some specific skills might be designated as either Everyman, Occupational or Restricted (e.g., dwarves might be good at Athletic-Endurance skills, but Swimming is something they are not comfortable doing). If a skill is designated Everyman, for every rank developed, the character gains two ranks. A character cannot develop “parts” of a rank to gain fewer than two ranks. If a skill is designated as Occupational, for every rank developed, the character gains three ranks. A character cannot develop “part” of a rank to gain fewer than three ranks. If a skill is designated as Restricted, for every rank developed, the character gains half of a rank (.5). Half of a rank gains the character no bonus, only full ranks gain a bonus.   Note that the skill remains in its standard category (and the category is not affected in any way). Some skills are restricted by their very nature (these are indicated in italics on the skill category definitions). Unless a GM decides otherwise, the special skill classifications (i.e., Everyman, Occupational and Restricted) specified for the profession take precedence over those specified for races and cultures and by the skill category definitions. Similarly, the special skill classifications specified by the race and cultures have precedence over those specified by the skill category definitions.   17.3 Training Packages Index During the apprenticeship skill development process, you may allocate DPs to obtain training packages for your character. Training packages provide the following: Rank increases for the skills and skill categories. Extra stat gain rolls (see Section X.X). Certain special background details (see Section X.X).   There are many different training packages, divided into two types: (L) lifestyle and (V) vocational. Normally, a character may only develop one lifestyle training package. Each training package has a specific Development Point cost based upon your character’s profession (see the Training Package DP Cost Table T- X.X). In addition, each training package increases your character’s age by a fixed amount; i.e., it takes time to train. See Appendix X.X for detailed information on the individual training packages. 17.4 Extra Stat Gain Rolls Index During the apprenticeship skill development process, you may allocate DPs to get an extra stat gain roll (see Section X.X). For every 8DPs allocated, you may make a stat gain roll for a stat of your choice. 18.0 Your Character’s Role Index You should develop a detailed scheme and outline of your character’s role or persona based upon his role traits and background details (Sections X.X and X.X). This may be your own persona, in which your character is basically yourself placed in a game world and situation. Alternatively, you may choose a persona entirely different from your own, or some medium between the two extremes.   18.1 Role Traits Index There are certain factors, called role traits, which are not formalized in the RMSS but which still affect the role of your character. Section X.X details the four role traits used in the RMSS: Motivation Personality Alignment Physical Appearance Each of these role traits represents a facet of your character’s individual nature and temperament. These factors bring your character to life in the terms of the game, and they make your character seem more realistic to you, the other players, and the Gamemaster. Physical Appearance You must determine the general factors that make up your character’s physical appearance: height, weight, hair color, eye color, gender,age, and so on. Your Gamemaster must decide whether to assign these factors or whether you may choose them within the limits given in the racial/culture descriptions in Appendix X.X. In addition, you may want to give your character a “demeanor”. This is an indicator of the general attitude that your character seems to present to the world. This is up to you and your Gaamemaster, but typical demeanors include: calm, aloof, stern, neutral, angry, sly, greedy, silly, stubborn, stupid,rude, etc. For more examples, you can refer to the personality role traits listed in Section X.X. In addition to cultural and racial factors, it is often useful to have numerical value that reflects a character’s general appearance (i.e., attractiveness, comeliness, beauty) to other members of his race. Appearance is a value (01 - 100) which gives a general idea of the character’s exterior look (e.g., an 01 or 02 Appearance would indicate a very handsome character). Appearance is a role trait that is handled in many ways as if it were a stat. A character’s potential Appearance is based upon a character’s potential Presence stat and it can be generated when stats are generated:   Potential Appearance = d100 (not open-ended) + (3 x Pr stat bonus)   Results of greater than 99 are treated as 100, and results less than 02 are treated as 01. A character’s temporary Appearance is equal to his potential appearance if he is well groomed and well dressed (GM discretion). Potential Appearance can rise or drop during play due to circumstances (e.g., scars, diseases, increases in Presence, etc.). This is very subjective as a general guideline during play.   18.2 Background Details Index Your Gamemaster should develop a general background and history for the character that you are developing (see Section X.X). After you have chosen your character’s background options and role traits, the GM may use these choices to help develop your character’s general background. For example, if you chose three extra money background options, an item background option and an extra language background option, your GMmight tell you that your character is a merchant’s son. If you chose three talent background options and a money background option, your character might be a farmer’s son who has left the farm for adventure. This is up to your GM, although you may have some input. The amount of detail that goes into this depends upon the amount of effort that the Gamemaster is able and willing to put into it.   19.0 Final Character Preparation Index Once you have completed the steps outlined in Section X.X - X.X, you need to obtain equipment and supplies for your character. You also need to total each of your character’s bonuses (i.e., Offensive bonus, Defensive bonus, Moving Maneuver Bonus, Skill bonus, etc.).   Starting Monetary Resources A Gamemaster should look to the nature of the local/world economic system to determine how much money a character should start with. Generally, we suggest a character should start with a modest sum (e.g., the value suggested in Section X.X is two silver pieces). This will allow him to acquire the basics in terms of armor, weaponry, food and survival tools. Characters starting in mid-campaign will invariably receive help from fellow player characters, but may need better than average equipment to withstand heightened challenges (i.e., those not normally faced by first level groups). Some characters may receive no money (e.g., those found robbed and beaten up), but these situations must be carefully weighed. Remember, the players should not be too rich (they need something to work for) or too poor (they need something to work with).   19.1 Your Character’s Age Index Your character’s minimum starting age is sixteen plus the months required for any training packages (see Sections X.X and X.X) that he starts with. He can be any age that is greater than this minimum. A GM may wish to modify the minimum based upon the culture/race being played (this would be found under each race provided for Advent).   19.2 Outfitting Index Your character automatically begins the game with the equipment and money listed below. The culture and race descriptions for your character provides details and suggestions for this equipment and money (see Appendix X.X). up to two normal weapons of his choice (in addition to any special items). He must have a skill rank of at least one in each weapon skill that applies to these weapons. One suit of armor if his appropriate adjusted Armor skill bonus for that armor is -10 or higher. Clothes (including cloak and boots), scabbards for his weapons, a weapon belt, belt pouch, and normal personal effects. Two gold pieces (or its equivalent in other coins and/or belongs, see Appendix X.X) with which to buy equipment and to survive on until he can get more. In addition, your character may start with more money from his background options (see Section X.X). To begin the game, your character may also purchase any equipment and supplies that he wishes from the Tables in Appendix X.X with this cash. If your character has enough money and your Gamemaster approves, these purchases may include herbs and perhaps items with magic bonus (see Section X.X). The Gamemaster may wish to make other equipment available. You can keep track of your supplies and equipment on the back of your Character Record Sheets. In summary, your character begins play with: Two weapons (at least skill rank 1 with each). Armor (Armor skill bonus must be at least -10). Clothes, including cloak and boots. Scabbards, weapon belt, belt pouch. Normal personal effects. Two gold pieces (or the equivalent). Any equipment & money from background options. Equipment purchased with your starting money.   19.3 Calculating Encumbrance and MMP Index You should total the weights of all of your character’s equipment and supplies (other than clothes and armor) (see Appendix X.X for weights). If the total is over your character;s weight allowances (i.e., 10% of his weight), an encumbrance penalty will result (see Section X.X and X.X). A character’s Moving Maneuvers Penalty (MMP) modifies all of his moving maneuvers (see Section X.X).   Weight Penalty = the lesser of: 0 or (Armor Qu Penalty + Encumbrance Penalty + (3x St stat bonus))     Encumbrance Chart   Number of Weight Allowance Units More Less Than Encumbrance Than or Equal to Penalty 0X……………1X………………..-0 1X……………2X………………..-8 2X……………3X………………..-16 3X……………4X………………..-24 4X……………5X………………..-32 5X……………6X………………..-40 6X……………7X………………..-48 7X……………8X………………..-56 8X……………9X………………..-64 9X……………10X………………-72 10X…………..11X………………-80 11X…………..12X………………-88 12X…………..13X………………-96 13X…………..14X………………-104 14X and up……………….-104 + (-8 per additional weight allowance)     19.4 Totalling the Bonuses Index At this point you must determine and total your bonuses for all of your character’s skills and other capabilities. In addition, you should record that your character is 1st level and has 200 skill ranks.   Stat Bonuses For each of your stats, the basic stat bonus from the Basic Stat Bonus Table T - X.X, the racial stat bonus modification from the Race Abilities Table T -X.X, and on any special bonuses should already be recorded in the appropriate space next to the stats on your Character Record Sheet. So, add the values for each stat and record the total in the “Stat Bonus” space. Then, for each skill, you need to record the sum of the bonuses for the stats that apply to that skill.   Skill Bonuses Total the number of skill ranks for each skill and determine the bonus from the Skill bonus Table T - X.X. Then record each bonus on the appropriate skill’s bonus line of your Character Record Sheet.   Skill Category Record Sheet Total the number of ranks for each skill category and determine the bonus from the Skill Bonus Table T- X.X. Then record each bonus on the appropriate skill bonus lines of your Character Record Sheet (i.e., on each line for a skill that is in that skill category).   Professional Bonuses Each profession receives bonuses for certain skill categories (see Section X.X and Table T- X.X). Record these bonuses in the Profession Bonuses spaces of all skill categories to which they apply.   Item Bonuses Certain magic items provide bonuses to certain skills. Record these bonuses on your Character Record Sheet.   Special Bonuses These bonuses can come from background options,spells, equipment penalties, etc. Record these bonuses on your Character Record Sheet.   Totaling The Bonuses Finally, for each skill and capability, you must add together the individual bonuses and record the result in the Total Bonuses space on the player Character Record Sheet. These “Total” skill bonuses are the values that are actually used when playing.   Defensive Bonus Your Defensive Bonus has a section on your Character Record Sheet. You should fill in the space with the approximate values: 3 times your Qu stat bonus, Armor Quickness Penalty (if any), Adrenal Defense skill bonus (if any), your shield bonus (if any), and any special bonuses.   Hits You should record your body Development skill bonus in the space marked, “Hits”.   Power Points You should record your Power Point Development skill bonus in the space marked, “PPs”.   Part IV Performing Actions Index This part of the RMSS is concerned with how to resolve a variety of actions and activities that commonly arise in role playing games. These guidelines primarily address actions in a tactical environment, but they can be easily extended to a more strategic setting (see Section X.X). In a tactical situation (usually combat), action is resolved in terms of feet and seconds. Normally, during the RM tactical sequence, each character may take up to three actions every 10 seconds. This 10 second period is called a “round”. A round usually takes considerably longer than 10 seconds of real time to resolve. Some typical actions are: Preparing a spell. Casting a spell. Making a missile attack. Loading or Reloading a missile weapon. Parrying a missile attack. Making a moving maneuver. Making a melee attack. Full movement. Making a static maneuver.   The basic principle to keep in mind is that each action takes a percentage of the total activity that a character has for a round (100%). For example, one can view a melee attack as 60%-100% of the total activity for a round, casting a spell as 10% or 75% activity, preparing a spell as 90% activity, and movement as 0 - 100% activity. Of course, the sum of a character’s % activities cannot normally exceed 100%. Certain factors may affect the actions that a character may take. Most of these are obvious and can be resolved by using common sense (e.g., a character with a broken arm can’t use a two-handed weapon or a bow; an unconscious character can perform no action, except perhaps breathing, etc.). The Gamemaszters is, of course, the final authority on these matters.   Dividing Up the Work The Gamemaster and the players should divide up the work involved in controlling a tactical combat situation. The Gamemaster has to handle the physical layout and all of the non-player characters, but the players can help with other factors. For example, one player can keep track of the damage taken and status of each character. A record sheet (see Section T- X.X) is provided for this and may be photocopied for non-commercial purposes. Another player can keep track of the round and action sequencing (Section X.X). Another player can record player activity by player character which can later lead to experience points. Other players can handle the tables and read off the results during play. By dividing up these tasks, the game flows very smoothly, everyone gets involved, and no one is swamped with work.   20.0 Sequencing Actions in a Round Index This section provides guidelines for determining how to sequence the resolution of the actions that take place in a given round. While each action takes a percentage of a character’s activity for a round, it is important to keep in mind that when an action is resolved is not determined by the percentage activity it requires. Rather, the sequencing of an action is based upon how fast the character is attempting to accomplish the action and the character’s initiative roll. How fast the character is attempting to accomplish his action is abstracted into a simple decision for each character - Is the action:   A Snap action?.............Resolved earlier with a -20 modification. A Normal action?..........Resolved normally with no modification. A Deliberate action?...........Resolved later with a +10 modification.   Example: A single melee attack is an action that requires 60-100% activity - it represents a number of swings, parries, dodges, etc. However, it is assumed that only one actual blow lands and that the attacker makes such a blow when a good opportunity presents itself. When a character makes a melee attack as a “snap” action, he has probably taken the first opportunity for a blow and resolves it early in the round sequencing. However, he still spends the rest of the % activity for the action in melee and the fact that he took the first and not the best opportunity is reflected in the -20 OB mod. A melee attack made as a “normal” action is assumed to take the first opportunity. A melee attack made as a “deliberate” action is assumed to wait for the very best opportunity. So it is resolved later in the round and receives a +10 OB mod.   Movement Limitations Movement can take up to 100% activity for a round. However, depending upon the phase it is resolved in (i.e., snap, normal, deliberate), the % activity for a specific movement action is limited. More than one movement action can be taken in a given round. A Snap movement action can take no more than 205 activity (i.e., the character can only move up to 20% of his movement rate). A Normal movement action can take no more than 50% activity (i.e., the character can only move up to 50% of his movement rate). A deliberate movement action can take no more than 80% activity (i.e., the character can move up to 80% of his movement rate).   20.1 The Battle Round Sequence Index Actions are normally performed in the following order during a round (unless a character cancels his actions or puts it into an “opportunity state”: Action Declaration Phase - Declare all actions: snap actions, normal actions and deliberate actions. Each combatant may declare up to one of each of the three types of actions, but the total activity percentage of all of his declared actions may not exceed 100%. If a melee attack or a missile attack is declared, parry proportions must be declared (see Section X.X). Initiative Determination Phase - Each combatant must make an initiative roll: (2D10 + Qu Stat Bonus + modifications) or (2D10 + SD Stat Bonus + modifications) for mental actions, including Spell Casting. Snap Action Phase - Resolve all snap actions in the order indicated by initiative rolls. 20% is the maximum activity for a movement action. Normal Action Phase - Resolve all normal actions in the order indicated by initiative rolls. 50% is the maximum activity for a movement action. Deliberate Action Phase - Resolve all deliberate actions in the order indicated by initiative rolls. 80% is the maximum activity for a movement action. Note: Awareness and Orientation rolls are used when required by circumstance (see Section X.X.). Note: Conflicting actions may modify the sequence (see Section X.X).   Action Declaration Phase At the beginning of each round, each player should state or write down (the Gm must decide which) what actions he wishes his character to perform for that round. Each combatant may declare up to one of each of the three types of actions, but his total declared activity percentage may not exceed 100%. He must also indicate during which phases each action will occur. At the same time, the Gm should decide what actions the non-player characters will take. The actions are then resolved in the orders specified by the sequence above. The following sections describe how to resolve the various actions.   Initiative Determination Phase Each character must make an initiative roll: 2d10 + Qu Bonus + modifications or 2d10 + SD Stat Bonus + Modifications (for mental actions)   Condition Modification Surprised…………………………-4 Taken more than 50% of hits…..-4 Encumbrance……………………-1 per -10 encumbrance mod Declared Movement…………….-1 per 10% of maximum movement activity (based on declared pace).   These rolls determine the order in which certain types of actions are performed (i.e., snap, normal, and deliberate actions) - highest rolls go first.   Snap Action Phase During this phase all snap actions are resolved using the following restrictions A snap action receives a -20 modification. All snap actions are resolved in the order indicated by initiative rolls. 20% is the maximum activity for a movement action.   Normal Action Phase During this phase all normal actions are resolved using the following restrictions: All normal actions are resolved in the order indicated by initiative rolls. 50% is the maximum activity for a movement action.   Deliberate Action Phase During this phase all deliberate actions are resolved with the following restrictions: A deliberate action receives a +10 modification. All deliberate actions are resolved in the order indicated by initiative rolls. 80% is the maximum activity for a movement action. Any unused activity (maximum of 80%) may be used as movement that is simultaneously resolved after all of the deliberate actions have been resolved. Example: Jax (a half=elf thief) has just finished climbing a rope onto the flat roof of a tower. His buddy, Naug (a Dwarven Fighter), is still climbing up behind him. Unfortunately, the large Ogre coming up a stairwell (10’ away) sees Jax and is not happy (his buddies downstairs are also upset). At the start of a new round, Jax declares that he will draw his broadsword as a snap action (20%) and melee attack as a normal action (80%). He also declares that all of his OB will be used to parry. Naug decides to use all of his activity (100%) as a deliberate action to finish climbing the rope. The GM declares that the Ogre will just walk over (snap action) to Jax and attack (normal action). Jax’s initiative roll (IR) is 16, the gre’s is 9 and Naug’s is 7 (as if it mattered). During the snap action phase, Jax draws his weapon and then the Ogre moves 10’ to Jax. Since the Ogre’s movement rate is 50’/round, it takes 20% of his activity to move the 10’. During the normal phase, Jax’s action is resolved first (due to his 16 IR) - he makes a +0 OB attack because he used his entire OB to parry. Jax misses and the Ogre attacks (after he finishes laughing). He must subtract Jax’s “OB -20” (Jax used 20% activity to draw a weapon) and “-20” (due to 20% activity the Ogre used to move). The Ogre also misses and Jax breathes a sigh of relief. During the deliberate action phase, Naaug makes a successful Climbing static maneuver, reaches the top, and reluctantly scrambles onto the roof. At the start of a new round, Jax declares that he will attack with his broadsword as a deliberate action (100%). He also declares that half of his OB will be used to parry. Naug decides to use 205 activity as a snap action to draw his war hammer, 20% of his activity to move behind the Ogre, and 60% activity to attack as a deliberate action. The Ogre is really incensed - he missed the little elf boy - this time he attacks as a snap action (100%). Jax’s initiative roll (IR) is 11, the Ogre’s is 10 and Naug’s is 14 (as if it mattered). During the snap action phase, Naug draws his war hammer first (IR:14). Then the Ogre attacks (IR:11) - he must subtract Jax’s “OB x .5” (Jax used 50% activity to parry) and “-20” (the penalty for a snap action). The Ogre hits Jax this time but only delivers a few hits. During the normal action phase, Naug moves behind the Ogre. During the deliberate action phase, Naug makes his attack first (IR:14) - he must subtract -40 (due to the 40% activity already used), but he gets a +15 for a flank attack and a +20 for a rear attack. He delivers a mighty blow and the Ogre drops. Jax would like to cancel his attack action, but he cannot because he has already used 50% of his OB to parry the Ogre.   20.2 Exceptions Index There are a number of commonly arising exceptions to the sequencing described in Section X.X. In addition, Section X.X discusses some other special situations that arise during tactical situations.   20.2.1 Melee Vs Melee Initiative Index When comparing two melee actions, the initiative for each melee action should be modified by the following modifications:   Condition Modification Stronger Combatant………………………………..+1 One hand free………………………………….…...+1 Pole Arm (on 1st rnd of combat between 2 opponents)....+5 (after 1st rnd of combat between 2 opponents)..-1 Longer weapon, neither combatant charging……+1 Longer weapon when one or both are charging...+3 Special situation (GM decision)............................Varies Example: Naug and Cro are fighting on the slippery deck of a ship. Naug has deck shoes with non-skid soles, but Cro does not; The GM gives Naug a special +3 to his initiative roll in this tactical situation.   20.2.2 Opportunity Action Index When it comes time during a round to resolve a character’s declared action, he has the option of putting his action into an “opportunity” state (i.e., it becomes an opportunity action). Any other actions that the character has declared for the current round are nullified. In effect, such an action is delayed until the character wishes to resolve it. An opportunity action may be resolved during any following Action Phase after it has been declared. A character may not perform any other action until his opportunity action is canceled (see below) or resolved; however, he does get 20% of normal activity usable only for movement at the end of the Deliberate Action Phase. Opportunity actions representing activities like: waiting for a target, setting an ambush, waiting to push a boulder down on someone, etc.   20.2.3 Canceling Actions Index During a round a character may cancel all of his remaining actions before they would otherwise be resolved. If the canceled actions total less than 60% activity, the character may move 10% of his normal movement as a deliberate action. If the canceled actions total more than 60% activity, the character may perform one of the following alternative actions: Move 50% of his normal movement as a deliberate action. Melee as a deliberate action with an additional -40 OB modifications. Make a maneuver as a deliberate action modified by an additional -40.   Note: If part of a character’s OB has already been used to parry during the Snap Action Phase. Dral has a declared melee attack normal action (80% activity) against Morg the Orc. However, Darian knocks Morg unconscious with a spell early in the Normal Action Phase. Having no active foe, Dral decides to cancel his declared action. His canceled actions are more than 60%, so he can move over to another foe using half of his movement (50’ at a run). 20.2.4 Spell Preperation and Casting Index Spell preparation and casting is not a multi-round action (see below). Instead, spell preparation is a completely separate 90% activity action and casting a spell that is not instantaneous is a completely separate 75% action. A spell caster need not declare ahead of time how many rounds of preparation he will take, i.e., he can declare a spell casting action at the beginning of any round. Instantaneous spells are unaffected by preparation and require 10% activity. However, under no circumstances may more than one spell be cast each round. Example: Darien declares a spell preparation action for a Sleep VII spell. He plans to prepare for one or two more rounds and then cast it on the nearest available target. However, during the round an Orc starts moving towards him. So at the beginning of the second round. Darien declares that he is casting the spell at the approaching Orc.   20.2.5 Multi-Round Action Index Some actions require more than 100% of a round’s activity. To start such an action, a character must declare it as an action normally. In each following round, the character must decide whether or not to continue the multi-round action. If he decides not to continue, he may declare his actions normally. For these purposes, each multi-round action falls into one of the following categories: Continuous - No other action may be performed while the multi-round action is being performed; i.e., it requires continuous activity. Limited - Only specific limited actions may be performed while the multi-round action is being performed. Loading a crossbow is a limited multi-round activity, a character may move 30% of normal (at a “fast walk” maximum pace). Unlimited - Any desired action can be performed while the multi-round action is being performed.   Example: A GM rules that apply Dral can apply a tourniquet to a very bad bleeding wound as a 200% continuous activity. So, it would take two full rounds to complete, with no other actions taken during those rounds. However, if Dral decides not to continue the action at the beginning of the second round, the action fails and he may declare other actions normally. Dral wants to fire and then reload his heavy crossbow (a 210% activity). He declares a 60% activity missile attack normal action and a 40% activity beginning of his multi-round reload deliberate action. The next round he declares 20% activity movement as normal action and an 80% activity reload deliberate action. In the third round, he declares a 90% activity normal action to complete his reloading and a 10% activity movement as a deliberate action. The GM tells Dral that sawing through a rope with his pen knife is a multi-round action that requires 2000% activity, but that the action is unlimited. So for 2 rounds, Dral saws away at 100% activity each round. The next round he rests and tries to think of some other approach. Each of the next 4 rounds he halfheartedly saws at 25% activity while complaining with 75% activity. He stops again for 6 rounds arguing with his friends over who should do the sawing. Finally, under intense peer pressure, he buckles down (cursing under his breath) and saws away for 17 more rounds at 100% to finish cutting the rope.   20.2.6 Haste and Speed Index Certain spells will modify the normal turn sequence to some degree. The most common of these modifications will be Haste (or Speed). A person who is hasted will basically have 200% normal activity, but must abide by the following restrictions: Such actions follow the normal restrictions with regards to sequencing. A hasted character may not cast more than one spell per round, but he may prepare twice or prepare once and cast a spell. Unused activity can be used for movement during the phase in which an action was not resolved (or at the end of the Deliberate action phase). Note: Haste also has certain liabilities: e.g., a hasted character expends exhaustion points (see Section X.X.) at double normal rate, a wounded character bleeds at double normal rate, etc. A GM should consider the ramifications of Haste very carefully before using it in his game.   20.2.7 Missile Fire in Melee Index Normally, a combatant cannot throw or fire missiles while engaged in melee. For these purposes, a combatant is engaged in melee if: A foe attacked him in the previous melee phase, and That foe is still within striking distance (i.e., usually within 5’ - 10’), and That foe’s action for the current round is to melee the combatant.   In general, missile weapons cannot be used while engaged in melee (see Section X.X). However, the GM may allow a thrown or missile weapon to be fired during melee in certain situations. The potential firer must declare a normal missile attack (i.e., he may parry as usual), and he receives a -2 initiative roll modification. The firer should make a static maneuver roll to see if he can release his attack; this roll is modified by triple the attackers Ag stat bonus or his “thrown/fired missile weapon in melee” skill bonus (a Combat Maneuver skill). If successful, the attacker releases his missile or thrown object normally; otherwise, he looses his weapon with a special modification in addition to other modifications. The special modification is: Near Success: -25; Partial Success: -50; Failure: -75. In any case, the character does not make a normal ranged attack.   20.2.8 Mounted Combatants Index A mounted character (e.g., riding a mount) may use one action (10 - 100% activity) each round to attempt to command his m ount, this is a Riding static maneuver (see Appendix X.X). If a character does not control his mount, his mount will ake the same action that it took the previous round or it will take some action that it wants to take (e.g., stop to eat grass, flee a dangerous situation, etc.). A wartrained mount might be more likely to continue with battle activity even on an “uncontrolled” basis. If his mount is controlled, a character may move with the mount (as the character desires) and may use the rest of his activity for other actions. A mounted character’s OBs are limited by his Mounted Combat skill bonus (see Appendix X.X.). Example: Ornery is riding along on his mule, Buttercup and he spots an Orc 100’ away. Buttercup has a movement rate at a run pace of 180’. Ornery declares his actions for the next round as: a control mount normal action with 20% activity and a melee attack deliberate action with the remaining 80% of his activity. So, if he makes his Riding static maneuver, his mule will move up to 180’ and Onri can make a melee attack with his spear as he passes the Orc. Ornery’s spear OB is 94 lowered to 84 due to using only 80% of his activity for the attack, plus 10 for a deliberate action phase. His Mounted Combat skill bonus is only 68, so his OB for the attack is limited to 68 maximum.   20.2.9 Stunned Maneuvers Index While stunned, a combatant may not attack and may only parry with half of his Offensive Bonus. The only allowable actions are movement and maneuvers (modified by at least -50). In addition to normal modifications, stunned maneuvers are also modified by three times the character’s SD stat bonus.   20.2.10 Surprise Index If a character is surprised, a GM may limit his activity for his first round of reaction. We suggest a GM allow a surprised character to take only one deliberate action. The actual % activity allowed should range from 0 - 100% based upon an orientation roll (see Section X.X).   21.0 Representing the Physical Situation Index The Gamemaster must decide how to keep track of movement, the relative positions of all of the character’s, ranges for firing missiles and casting spells, and the layout of the area in which they are adventuring. This usually requires a playing surface that represents the physical situation as well as playing pieces representing the characters and other combatants. Many possibilities exist for such play aids, and the Gamemaster may elect to use whichever seems most appropriate for his game and for a particular situation. Below, we present a few of the most helpful display techniques and hints. The Gamemaster can sketch the layout on a sheet of paper (or on a black board) and mark the position of each character on it. For small sheets of paper we suggest a scale of 1” = 50’. For a larger surface, 1” = 20’ or 1” = 10’ would be more appropriate. Many fantasy role playing game miniatures are scaled for 1” = 5’. You can keep track of distance with a ruler. The problem with this technique is lack of detail and the hassles of erasing each time a character moves. To solve part of this problem, we suggest that a playing piece be used to represent the position of each character. These can be as elaborate as the players and Gamemaster wish. Suggestions include: commercially available miniatures (small statues of various types of fantasy characters and creatures), chess pieces, coins, or 0.5” square to 1” square pieces of cardboard marked with the characters names. The cardboard pieces are easy to make and use; they can be colored or decorated to aid the flavor of play.   Communication Between Characters When characters talk or plan in the midst of combat, it is assumed that they are talking out loud and may be heard by their foes. Of course if they are close together they may speak softly or whisper. If a long complicated discussion arises, that should constitute at least part of their action for that round. If a group of characters holds a discussion on what to do or where to go, the amount of real time spent talking by the players should be treated by the Gamemaster as the time spent talking in the game by the characters. For example, if the group of players takes 5 minutes to decide on how to enter a particular door, it will take 30 rounds of game time (30 rounds at 10 seconds a round equals 5 minutes). Note: Whatever communication rules a GM uses, he should make them clear to the players.   Facing The Gamemaster may wish to use some sort of mechanism. This really helps determine what each character is aware of and what he is capable of doing. A GM may keep track of facing by using playing pieces as discussed above and by marking the “front” of each playing piece.   22.0 The Actions Index There are an unlimited number of different actions that a character may attempt during a role playing game. However, most fall into the following six classes:   Movement…………………...(see Section X.X) Attacks………………..……..(see Section X.X). Simple Maneuvers………….(see below) Static Maneuvers……….…..(see Section X.X). Moving Maneuvers………....(see Section X.X). Casting Spells…………….…(see Section X.X).   The rest of PartIV details how such actions are resolved. If a character takes an action that does not specifically fall into one of these classes, the GM will have to extrapolate or use mechanisms similar to those presented to handle the six classes.   Maneuvers & Simple Actions Maneuvers are actions (other than attacks and spell casting) which under normal circumstances have a chance of failing and usually entail an element of risk. Simple actions do not normally have a significant chance of failure. Thus, normal movement and activities such as walking, climbing stairs, drawing a weapon, etc. are simple actions. However, unusual activities (swimming, climbing a rope, running up and down stairs, opening a locked chest, etc.) and activities performed under stress (running, dodging, stalking, hiding, etc.) are maneuvers and generally require maneuver rolls. The Gamemaster is the final judge as to what is a maneuver and requires a roll, and as to what is normal activity and doesn’t require a roll. Maneuvers are further classified as being Moving Maneuvers or Static Maneuvers. Each class of maneuvers is resolved differently.     Common Actions Here are some commonly occurring actions and the activity percentages normally required.   Action % of Total Activity Movement as a Snap Action……………….………...1 - 20% Movement as a Normal Action…………………….…1 - 50% Movement as a Deliberate Action………….………...1 - 80%   Preparing a spell (see Section X.X)..........................90% Casting a non-instantaneous spell ^…………………75% Casting an instantaneous spell ^…………………….10%   Concentration (e.g., to maintain a spell)…………….50%   Disengage from Melee (May move 10’)....................25%   Making a moving maneuver (see Section X.X)..........varies Making a static maneuver (see Section X.X).............varies   Full melee attack (see Section X.X) *........................60 - 100% Press & melee attack (see Section X.X) *.................80 - 100% React & melee attack (see Section X.X) *.................80 - 100%   Making a missile attack (see Section X.X) *..............30 - 60%   Parrying a missile attack (see Section X.X)..............50%   Loading or Reloading a sling…………………………50% Loading or Reloading a short bow……………………50% Loading or Reloading a composite bow……………..60% Loading or Reloading long bow……………..……….70% Loading or Reloading a light crossbow…..…………160% Loading or Reloading a heavy crossbow…………...220%   Shifting a weapon……………………………………..10% Drawing a weapon…………………………………….20% Changing weapons……………………………………50%   Making an Awareness static maneuver (see Section X.X)..........10%   Controlling a mount (see Section X.X).....................10 - 100%   * - If less than the maximum % activity indicated is used, the attack has a -1 modifier for every 1% under the maximum (see Section X.X). ! - Unless stated otherwise by the GM or by the description of the skill used (see Appendix X.X), a static maneuver takes 100% activity. This may be reduced up to 50% by taking -1 penalty for every 1% reduced. ^ - A character may only cast one spell each round.   Variable Percentage Activities The percentage activity required for certain actions varies based upon the character, the situation, and other variables. The following actions and their corresponding % activities are just suggestions. Each time a character takes one of these actions, the GM should make a ruling on the actual % the activity requires.   Action % of Total Activity Making rapid Observation Maneuver (-40 mod)..........30% Making half Observation Maneuver (-20 mod)............50% Making full Observation Maneuver (+0 mod)..............70%   Rapid dismount from a riding animal………………….20% Careful dismount from a riding animal………………..50% Mounting a riding animal……………………………….50%   Relaxed swim……………………………………………50% Hard swim………………………………………………..90%   Hiding…………………………………………………….20% Stalking…………………………………………………..at least 50% Climbing………………………………………………….60 - 100%   Standing up from a seated position…………………..10% Standing up from “on knees/crouch”..........................20% Moving up from prone to “on knees/crouch”..............30% Standing up from a prone position …………………...50% Rapid drop to the ground……………………………….10% Careful drop to the ground…………………………..…20% Picking something up off the ground………………….30% Dropping something………………………………………0%   23.0 Handling Special Situations Index There are a variety of things that come up during tactical situations that cannot be covered in a set of rules. The Gamemaster must use common sense and a die roll (low is bad, high is good) to make a decision in such cases. The techniques described below aid these decisions.   23.1 Resistance Rolls Index Certain events occurring during play will require a character to make a Resistance Roll (RR) to determine if or how the event affects the character. The most common events (usually attacks) requiring RRs are basic spell attacks, poison, disease and fear. The attack’s level (caster level if it is a spell, attack level if a poison or disease or fear) is cross-indexed with the target’s (defender’s) level on theResistance Roll Table T - X.X to obtain a single number. In order to successfully resist the attack, the Resistance Roll must be greater than or equal to this number. Resistance Roll bonuses usually consist of stat bonuses, any item bonuses and race bonuses. The stat bonuses for the following stats affect the listed Resistance Rolls:   Arcane spells………………..sum of Empathy, Intuition and Presence stat bonuses. Channeling spells………………..3 x Intuition stat bonus. Essence spells………………..3 x Empathy stat bonus. Mentalism spells………………..3 x Presence stat bonus. Channeling/Essence Hybrid Base spells…….Intuition & Empathy stat bonuses. Channeling/Mentalism Hybrid Base spells…..Intuition & Presence stat bonuses Essence/Mentalism Hybrid Base spells……...Empathy & Presence stat bonuses Poison………………..3 x Constitution stat bonus Diseases………………..3 x Constitution stat bonus Fear………………..3 x Self Discipline Awe………………..3 x Self Discipline   Example: Acaana is an attack level 10 poison. Dana has a 90 constitution (+5 stat bonus) and he is 6th level. Should Dana ingest Acaana, he would refer to the Resistance Roll Table T- X.X - cross-indexing an attack level of 10 with a target level 6, we see Dana would need a RR of 62 or greater to resist the poison. This RR would be an open-ended 1d100 roll modified by +15 (3 x Constitution stat bonus of +5).   23.2 Awareness Index If something happens during a combat that might be noticed by a character (e.g., the arrival of new combatant, a foe sneaking up to ambush someone, etc.), the Gamemaster may require: A Situational Awareness static maneuver that is appropriate for the situation; otherwise, An Alertness static maneuver. Both of these skills are in the Awareness skill category group, see Section X.X and Appendices X.X, X.X and X.X for guidelines on how to resolve these maneuvers. Both actions require 0% activity when required by the GM. Alternatively, the Gamemaster may use the rolls to aid in making a subjective decision on what the character notices. In addition, a character can always declare a 10% activity action to attempt to notice such things. In that case, he can use Alertness or an appropriate Situational Awareness skill (usually whichever is higher). Example: Three Orcs enter a tower in which Jax is hiding next to the main door. The GM might allow the Orcs to make Alertness static maneuvers to notice him (they have no Situational Awareness skills and do not bother using their Observation skill). Jax has made a successful Hiding static maneuver, so the Gamemaster rates the Orc’s Alertness rolls as “Extremely Hard”, giving them a modification of -30. The Orcs’ rolls are 23, 57, and 133 (the last roll was a 98 with a second roll of 35 added, since the first was between 96 and 100). Modified by the -30 and their Alertness bonuses of +5, their total rolls are -2, 32, and 108. Referring to the Awareness - Perceptions Table T - X.X, we see that the forst Orc notices nothing (perhaps because Jax’s sword is about to kill him) and the second Orc notices nothing. The third Orc realizes that someone is in the room, but he does not see Jax. If his roll had totalled 111 or higher, he would have seen Jax.   23.3 Conflicting Actions Index Sometimes the actions of two or more characters may conflict, and the Gamemaster must resolve the problem. In general, both should make conflict rolls (open-ended 1d100) modified by their respective Moving Maneuver Penalties MMP, see Section X.X). The GM gives each roll a difficulty and obtains results from the Moving Maneuver Table T - X.X. The character with the higher of the two results succeeds, and the difference between the two results gives the GM some idea of how successful the character was. The same result by both characters means a draw of some kind, and the GM must decide what happens. These conflict rolls are just used as a measure of the effectiveness and quickness of a character’s action and do not affect the action being attempted.   Attempts to Avoid Melee Attacks One of the most common conflicts occurs when one character attempts to avoid melee with another and both characters have chosen the same type of action (i.e., snap-, normal-, or deliberate-). If a foe is adjacent to a character and attempts to maneuver away before melee occurs, the character who has chosen melee as his action may decide to attack that character before he maneuvers away. Both characters make conflict rolls: If the character who has chosen melee has the higher result, the attack is resolved normally and then the maneuver is resolved if the maneuvering character is still functioning. If the maneuvering character’s result is higher, he may perform his maneuver before the other character can attack. If there is a draw (equal results), it is suggested that the attacking character be allowed to melee with half of his Offensive Bonus (all of it it the other character cancels his maneuver action) or that he may wait and melee with all of his Offensive Bonus after his opponent’s maneuver is completed.   If a character attempts to move within 10’ of a character performing an opportunity melee action (Section X,X), the meleeing character may intercept, stop the movement, and attack. Example: In the previous example, one Orc decides to flee out the main door of the tower past Jax who was hiding with his sword ready (opportunity ,e;ee action). In this case, Jax could automatically attack. However, suppose that the Orc is standing next to a window faced by Jax with a blood-stained sword, who has obviously chosen melee attacks as his action (both chose snap actions). Th eOrc has chosen to make a moving maneuver to leap out the window before Jax can attack. Jax tells the GM that he wants to attack before the Orc can get away. The GM rates Jax’s conflict roll as “light” and the Orc’s as “medium”. Both Jax and the Orc have a +0 MMP. The Orc rolls an 87, obtaining a result of “70” from the Moving Maneuver Table T - X.X. If Jax rolls a 56 or above, he will attack the Orc, and if the Orc is still able (good luck, Orc) he will attempt his maneuver when movement is resolved. If Jax rolls a 40 or less, the Orc will get to attempt his maneuver immediately, and if he makes it through the window Jax will be unable to attack him (Jax may cancel his attack and take half of his normal movement). If Jax rolls between 41 and 55, there is a draw. Of course, Jax may elect to wait and see if the Orc makes it through the window (if the Orc blows it, Jax can waste him).   23.4 Orientation Index If a character takes a confusing action (e.g., teleports, dives, falls, is knocked down, etc.), the GM may need to determine the awareness and readiness of the character. In this case, the Gamemaster may require an orientation roll, i.e., a moving maneuver modified by: The character’s Situational Awareness skill bonus that is appropriate for the situation; otherwise, The character’s Alertness skill bonus.   Both of these skills are in the Awareness skill category group. This maneuver requires 0% activity when required by the GM. The result can be used to indicate what percentage of normal activity is allowed the next (or current) round.   Example: The Orc in the previous example successfully leaps through the window. The GM rates the orientation roll as “easy”, and then makes an orientation roll of 53, modified by the Orc’s Alertness bonus of +5 for a total of 58. From Table T - X.X, a result of “90” is obtained. So next round only 90% of normal activity may be taken. Of course, this same process is also used for player characters.   24.0 Movement, Encumbrance and Exhaustion Index This section deals with tactical movement (i.e., movement on a round by round basis) and the effects of carrying encumbrance loads and the results of exertion and exposure to severe elements (i.e., weather).   24.1 Movement Index The maximum distance that a character can move in a given round (i.e., at 100% activity) is based upon his Baase Movement Rate (Base Rate), his Pace, and possibly a maneuver roll. A character’s movement rate for a given round is obtained by the character’s Base Rate by his current Pace. In addition, at certain paces, this result is further modified by the result of a “movement maneuver” roll (see Section X.X).   Movement Rate = (Base Movement Rate) x (Pace Multiplier) [x (Maneuver Roll Result/100)]   The assumptions made for this movement system are: A 100 Quickness for a 6’ tall Hume will result in a potential “world class” sprinter. The average character (Quickness 25- 74) walks at 3.43 miles per hour on open, level ground.   Note: These guidelines are designed to handle movement in a tactical environment. For strategic movement guidelines see Section X.X.   24.1.1 Base Movement Rate Index The Base Movement Rate for an average Hume is 50’ per round. This can be modified for a specific character by a number of factors: a stride modification, stat bonus, and penalties due to armor and encumbrance.   Base Movement Rate = 50’ + Stride Modification + (3 x Qu Stat Bonus) + Weight Penalty.   Each character should be able to calculate several standard Base Movement Rates for various situations (e.g., carrying all equipment, carrying weapons and armor only, having dropped backpack, etc.).   Stride Modification The Base Movement Rate is modified for a character’s length of stride. The stride of the average 6’ person is used as the norm; every 6” difference will result in an addition or subtraction 0f 5 (see the Stride Modification Chart).   Stride Modification Chart Height Modification Due to Stride 7’ 10” - 8’ 3”....................+20 7’ 4” - 7’ 9”......................+15 6’ 10” - 7’ 3”....................+10 6’ 4” - 6’ 9”......................+5 5’ 10” - 6’ 3”....................+0 5’ 4” - 5’ 9”......................-5 4’ 10” - 5’ 3”...................-10 4’ 4” - 4’ 9”.....................-15 3’ 10” - 4’ 3”...................-20 2’ 10” - 3’ 3”...................-25 2’ 4” - 2’ 9”.....................-35 1’ 10” - 2’ 3”...................-40   Stat Bonus A character’s Base Movement Rate may be increased due to his Quickness. Base Movement Rate is modified by three times a character’s Quickness stat bonus.   Weight Penalty A character’s Base Movement Rate may be reduced due to the amount of weight he carries and by the restrictive nature of the armor he wears. A character’s Weight Penalty is equal to the sum of his Armor Quickness Penalty penalty (see the chart below) for the armor he is wearing, his encumbrance penalty (see Section X.X) for dead weight he is carrying, and three times his Strength stat bonus. All positive results are treated as zero (i.e., Weight Penalty can never be greater than zero).   Weight Penalty = the lesser of: 0 or (Armor Qu Penalty + Encumbrance Penalty) + (3 x St stat bonus).   Armor Quickness Penalty Chart Armor Types Quickness Penalty 1, 2, 3, 4, 5, 6, and 9……………0 10 and 13……………………….-5 7, 14, and 17…………………..-10 8, 11, and 18…………………..-15 15, 16, and 18…………………-20 19……………………………….-30 20……………………………….-40   24.1.2 Pace Index Each round a character must decide the Pace at which he wishes to move. This Pace has three effects on actions during that round: It determines the movement rate: (pace multiplier x Base Movement Rate). It determines the difficulty of any movement maneuver required. It determines how many “exhaustion points” are expended (see Section X.X).   The Pace Chart summarizes those effects. Encumbrance loads (see SEction X.X) and armor limit a character's maximum pace and can force the character to make maneuver roll each time he moves. A character with great stat bonuses may move quite far walking or even running while burdened with armor and a heavyload. Nonetheless, he might be prohibited from using a Spring, Fast Sprint, or Dash pace. The following chart outlines maximum pace limitations and maneuver difficulties based on pace.   Note: If a character does not carry excess weight or drops it at the beginning of a combat, no maneuver roll is needed for the movement at a walk, jog, or run pace.       Pace Chart Normal Exhaustion Pace Maneuver Point Pace Multiplier Difficulty ^ Cost/Rnd Walk……………………1x……………none…………….1 every 60 rounds Fast Walk / Jog……….1.5x………….none…………….1 every 30 rounds Run…………………….2x……………none……………..1 every 12 rounds Sprint / Fast Run……..3x……………easy……………..2 / round Fast Sprint…………….4x……………light……………...6 / round Dash…………………...5x………….medium…………..50 / round   24.1.3 Movement Maneuvers Index If a character declared movement at a pace that requires a maneuver (see the Pace Limitations Chart), he must make an open-ended 1d100 roll when it comes time to resolve the movement. For the walk, jog, and run paces this roll is modified by either three times the character’s Ag stat bonus or his Distance Running skill bonus (use the highest). For sprint, fast sprint, and dash paces this roll is modified by the character’s sprinting skill bonus. This modified roll is cross-indexed the maneuver difficulty on the Moving Maneuver Table T- X.X. The result is the percentage of the distance they would normally move given their rate of speed. It is possible to move faster than normal due to this process.   Example: Bandring is fleeing from the dreaded Malevolent Moose. He has a Base Movement Rate of 60’/rnd. The sum of his Armor Qu Penalty, his encumbrance penalty, and three times his St stat bonus is -15. He is running, and thus he would normally move 120’ per round. Due to the pressure of the chase, however, the GM asks him to roll on the Maneuver Movement Table. Referring to the Pace Limitations Chart, we see that the difficulty is”Easy”. Bandring rolls an adjusted 1d100 and the result is ‘100’. He moves a full 120 feet. Had he rolled lower and gotten a ‘50’ result, he would move but 60’ that round. Had the chase been at night, a higher difficulty category may have been applicable.   Pace Limitations Chart MAneuver Difficulty Based on Pace * Maximum Fast Weight Penalty Pace Walk Jog Run Sprint Sprint Dash 0……………………….Dash………none……..none……….none……..Routine…….Easy……….Light -1 to -10…………….…Dash………none……..none………..none……..Easy……….Light……….Medium -10 to -25……………..Fast Sprint..none……..none……….Easy……..Light………..Medium……… - -26 to -40……………..Sprint……...none……..Easy……….Light……..Medium………. -.................. - -41 to -65……………..Run………..Easy……...Light………Medium……. -................... -................. - -66 to -100……………Jog………...Light……..Medium………-.................-....................-.................. - -101 to up…………….Walk……….Medium…….-...................-.................-....................-.................. -   * - Modify maneuvers for the Walk, Jog, and Run paces by either (3 x character’s Ag stat bonus) or his Distance Running skill bonus (use the highest). Modify maneuvers for Sprint, Fast Sprint, and Dash paces by the character’s Sprinting skill bonus.   24.1.4 Movement Summary Index Base Movement Rate = 50 feet pre round + (3 x Qu stat bonus) + Stride Modification + Weight Penalty   Example: Bandring is aa Elvaan with a Quickness stat bonus of +3. He is 6’7'' tall so his stride modification is +5. His weight is 220 pounds and he is carrying 27 pounds of dead weight. Thus his encumbrance penalty is -8; 27 lb. is between 1x and 2x his weight allowance of 22 lb. (10% of his weight of 220). Bandring wears AT 14 with a standard Armor Quickness Penalty of -10. His Strength stat bonus is +5. So, his weight penalty is -3 = (-8) + (-10) + (3 x 5). If his St stat bonus was +7, the weight penalty would be 0 (not +3). So his Base Movement Rate is: 61 = 50 (standard movement rate) 3 x 3 (3 x Qu stat bonus) 5 (stride modification) (-3) (weight penalty)   Movement Process Summary Determine current Base Moiemvent Rate (see above). Determine Pace (check restriction). Movement Rate / round = (Base Movement Rate) x (Pace multiplier) If required due to pace or pressure situation, make a movement maneuver roll (Section X.X and then multiply the movement rate per round by (maneuver result ÷ 100). Expend exhaustion points (Section X.X).   24.2 Encumbrance Index The problems associated with wearing armor and other coverings (“non-dead” weight) are covered elsewhere (see the Armor Table T - X.X). Here we are dealing with “dead weight”, that which one carries rather than wears. The encumbrance penalties discussed here apply to the Base Movement Rate (see Section X.X). Basically, eachcharacter has a “weight allowance” equal to 10% of his own weight. If he is carrying dead weight less than or equal to his weight allowance, he has no encumbrance penalty. A character’s encumbrance penalty is equal to -8 times the number of “weight allowance” that the dead weight consists of (see the encumbrance Chart). Three times a character’s Strength stat bonus may cancel some or all of his encumbrance penalty (see Section X.X).   Encumbrance Penalty = -8 x truncated [10 x dead weight ÷ character’s weight]   Encumbrance Chart Number of Weight Allowance units More Less Than Encumbrance Than or Equal to Penalty 0x 1x -0 1x 2x -8 2x 3x -16 3x 4x -24 4x 5x -32 5x 6x -40 6x 7x -48 7x 8x -56 8x 9x -64 9x 10x -72 10x 11x -80 11x 12x -88 12x 13x -96 13x 14x -104 14x and up -104 + (-8 per additional weight allowance)   24.3 Exhaustion Index Movement under extreme conditions, in rough terrain, and/or at accelerated rates will increase fatigue. For this reason we include rules for exhaustion. We also include provisions for exhaustion due to melee and bow fire. Each person has a base number of exhaustion points (ExPs) equal to forty plus the skill rank bonus for his Exhaustion Point Development skill. This is the number of points that the character can expend before he has to rest and/or recuperate (e.g., when fully rested a character with a Constitution stat bonus of 5 will have 55 ExPs). Exhaustion Points = 40 + Exhaustion Point Development skill bonus + any special bonuses.   Exhaustion Penalties A character receives a penalty to his attacks and maneuvers based upon what percentage of his Exhaustion Points he has used:   % of ExPs Taken Penalty 0% to 25%.......................0 26% to 50%...................-5 51% to 75%...................-15 76% to 90%...................-30 91% to 99%...................-60 100%.............................-100   Exhaustion Point Recovery A character’s Exhaustion Points are used, they may he regained (up to the maximum) in the following ways: If the character is active, one ExP is recovered every three minutes. If the character is resting, (1 + Co stat bonus ÷ 2) ExPs are recovered for every full minute of rest (at least one hit is recovered, even if the Co stat bonus is less than zero). If the character is sleeping, all ExPs are recovered for each half hour of continuous sleep. If this sleep is interrupted, ExPs are still recovered as in 2) above.   Exhaustion Due to Pace Each round that a character moves he expends ExPs at a rate determined by his Pace. This rate ranges from 1 every 60 rounds for a Walking Pace to 50 per round for a Dash Pace. These rates are listed in the Pace Chart. A character without sufficient exhaustion points to complete a full round at a given pace cannot travel at that rate of speed.   Example: An unencumbered Naug travels 50’ per round (i.e., his Base Movement Rate is 50) when walking. His Constitution stat bonus is 5 for an Exhaustion Point total of 55. So, he can walk for 3300 rounds (550 minutes) without a rest but he is totally exhausted thereafter. If he were to fast sprint he could move at a rate of 200’ per round; but he would exhaust his 55 ExPs in 8 - 9 rounds (= 1.5 minute) at that pace. If Naug (+0 St bonus) were moving in a metal breastplate (AT 17, -10 Qu Penalty) and with a 2x wight allowance load (-16 Encumbrance Penalty), his Base Movement Rate would be reduced to 24’ per round and he would have to “Fast Sprint” (and exhaust himself as indicated) to cover 96’ per round.   Exhaustion and Combat When fighting, a character necessarily expends more energy than he would while walking. Thus, the following expenditure should apply.   Combat Exhaustion Chart Character’s Exhaustion Point Situation Expenditure Melee………………………1 every 2 rounds Missile Fire………………..1 every 6 rounds Concentration……………..1 every 6 rounds   Exhaustion Modifiers The following factors may affect the way a character expends exhaustion points. Only one modifier of a given type should be applied (e.g., one temperature mod., one terrain mod., one time without sleep mod.).   Exhaustion Modifier Chat Modification to Factor Exhaustion Points Expended Temp. above 100F………………..2x Temp. above 120F………………..4x Temp. above 130F………………..8x Temp. below 20F………………….2x Temp. below -10F…………….…..3x Temp. below -30F…………………5x Temp. below -50F…………….…..8x Rough Terrain……………………..2x Mountainous Terrain……………...3x Sand………………………………..3x Bog…………………………………4x Hits or wounds above 25%....................2x Hits or wounds above 50%....................4x More than 10 hours without sleep……..2x More than 15 hours without sleep.…….3x* * - Increase modifications by +1x for each additional 5 hours without sleep.   25.0 Attacks Index This Section describes attacks and the process used to resolve them. Attacks occur when a character (the attacker) attempts to affect or inflict harm on an opponent (the defender or target). Normally, an attack falls into one of five categories:   Melee Attacks………………..Section 25.4 Missile Attacks……………….Section 25.5 Basic Spell Attacks………….Section 25.6 Directed Spell Attacks………Section 25.7 Area Spell Attacks…………..Section 25.8   Attack Resolution An attack is resolved by the attacker making a high open-ended 1d100 attack roll, adding any applicable modifications, and then applying the modified roll to the appropriate atack table. The attack roll Basic Spell Attacks is not found in Arms Law and Spell Law. Results are explained in Section X.X. and include:   Hits delivered Fumbles and Failures Critical Strikes Modifications to Resistance Rolls   The last three results will usually require a second roll on a fumble and failure table (SL Table X.X or AL Tables X.X - X.X), critical table table (SL Table X.X or AL Table X.X) or the Resistance Roll Table X.X.   Unmodified Rolls When an attack roll before modification falls within an “Unmodified” range for the attack table being used, no modifications are made to the attack roll. This includes “open-ended” modifications (i.e., such a roll is not treated as being “open-ended” - do not roll again). Unmodified results can only be achieved if the unmodified roll falls within these ranges. Modified rolls falling into these ranges are treated as the next lower )or higher) result. There are three types of unmodified ranges:   Some are marked with a “UM” on the attack table. Each weapon attack table in Arms Law (Tables X.X - X.X has no unmodified “Fumble Range” specified at the top of the table. Each special attack table in Arms Law (Table X.X - X.X) has an unmodified range of 01 - 02.   Maximum and Minimum Results Each attack table has a maximum and a minimum result. If a modified attack roll exceeds the maximum result, the roll is treated as the highest unmodified result (see above) allowed. If a modified attack roll is less than a minimum result, the roll is treated as the lowest unmodified result allowed. On all of the attack tables, the minimum result is one more than the unmodified Fumble/Failure result. On AL attack Tables X.X - the max. Result is 150. On AL Attack Tables X.X - X.X the maximum result is determined by the type of attack, the animal’s size (i.e., Tiny, Small, Medium, Large, or Huge), or by the number of consecutive rounds of attacks. On SL Attack Tables X.X - X.X the maximum result is 95 (i.e., one less than the unmodified results). On SL attack Tables X.X - X.X the maximum result is 150 (i.e., one less than the unmodified results).   Summary The attack makes an open-ended attack roll (not open-ended for Basic Spell attacks). If an unmodified result is obtained, proceed to step 4 (i.e., the roll is not modified by anything). All applicable modifications are made to the roll. The modified roll is applied to the appropriate table. The result may require a roll on a second table.   25.1 Attack Results Index An attack may have several results depending upon the attack roll (modified or unmodified). These results include hits, fumbles, failures, criticals, and Resistance Roll modifications.   Fumbles and Failures If an attack roll results in a “F” result, the attack has fumbled or failed, and a roll must be made on one of the AL Fumble Tables X.X - X.X or the SL Spell Failure Table X.X. Normally, a Fumble roll is not modified, and a failure roll is only modified if a spell casting static maneuver fails (see Section X.X).   Hits A number result on all of the attack tables (except the SL Basic Spell Attack Table X.X) indicates the number of hits (concussion hits) delivered to the target. These numbers are not preceded by a plus or minus sign.   Resistance Roll Modifications Non-failure results from the SL Basic Spell Attack Table X.X are numbers which are used as modifications to the target’s Resistance Roll against the spell being cast. These numbers are preceded by a plus sign or a minus sign. A result of this type requires the target to make a Resistance Roll to aor decrease) the effects of the spell. Once this modification has been obtained from the attack roll, the target must make a resistance roll and add the attack roll result, the target’s appropriate RR bonus, and any other appropriate modifications (see SL Table X.X). Then the attacker’s level and the target’s level are cross-indexed to obtain a number from the SL Resistance Roll Table X.X: If the target’s modified RR is greater than or equal to this number, he has successfully resisted the spell. Otherwise, the target has failed to resist.   The results of failing to resist vary from spell to spell.   Critical Strikes A result with one or two letters indicates that the target has been given one or more critical strikes (i.e., criticals or crits). The first letter (i.e., A, B, C, D, E, F, G, H, or ) indicated the severity of the critical. For “A” to “E” severities, the severity determines which column of a critical table is used to resolve the critical. For “F” to “I” severities, multiple criticals are delivered as indicated on the attack table used. A second letter indicates the type of critical (e.g., K = Krush, S = Slash, P = Puncture, U = Unbalance, G = Grapple). The critical type determines what critical table is used to resolve the critical (AL Tables X.X - X.X, SL Tables X.X - X.X). If there is no second letter, the critical type is given at the bottom of the attack table. To determine the result of the critical, a second roll (not open-ended) is made and applied to the appropriate column of the appropriate critical table.   Overall Guidelines All damage(including concussion hits), unless otherwise noted, is only applicable to the target combatant. Often bleeding, bruises, burns, frostbite, etc. indicated on the critical strike tables are reflected in the form of additional concussion hits. This is meant to show the gradual weakening brought about by shock, bleeding, and pain. This is often referred to as “bleeding”. Next swing/roll/attack can refer to a missile attack, maneuver, or spell attack, as well as to a melee attack. If a target takes a critical result that lasts for a certain number of rounds and he has not yet performed at least 50% of his activity for the current round, the current round counts as one of the rounds affected by the result. Otherwise, the effects begin the round after the critical is received. If an item is indicated as being destroyed by a critical result, it is automatically destroyed unless it is made of an extraordinary material (ee.g., Mithril) or it is incredibly magical (i.e., artifact). In this case, if the GM allows it, the item may make a RR as described in Section X.X to avoid destruction.   Immune Creatures Some creatures are immune to certain types of criticals (e.g., Fire Demons are immune to fire spells and heat criticals). These creatures are unaffected by such criticals.   Criticals Against Large and Super-Large Creatures Certain unusual creatures are so large and/or powerful that the normal critical strike tables are not used when they receive critical strikes. Unusual creatures are separated into two categories: Large Creatures (e.g., Trolls, Giants, Demons and Undead, etc.). Super-Large Creatures (e.g., Dragons, very powerful Demons, etc.).   All attacks except for basic spell attacks have special critical strike tables (Sl Table X.X - X.X and AL Tables X.X - X.X) that are consulted if a sufficiently severe critical strike is obtained against them. The roll for criticals against Large and Super-LArge creatures is high open-ended.   Large Creature Critical Strikes Critical strikes of severity “A” do NOT affect large creatures (i.e., “A” severity criticals are ignored). If a critical with a higher severity than “A” is obtained, a high open-ended roll is made and cross-indexed: For physical attacks, the weapon type (normal, magic, Mithril, holy, or slaying) on the AL Table X.X. For spell attacks, the first column of SL Table X.X.   The result obtained is applied immediately. Note that the severity of the critical strike is irrelevant, except that it must be of “B” severity or higher. This reflects the fact that such creatures present such a large target that they are much more difficult to hurt seriously.   Super-Large Creature Critical Strikes Critical strikes of severity “A”, “B”, “C” do NOT affect super-large creatures (i.e., “A”, “B”, “C” severity criticals are ignored). If a critical with a higher severity than “C” is obtained, a high open-ended roll is made and cross-indexed with: For physical attacks, the weapon type (normal, magic, Mithril, holy, or slaying) on the AL Table X.X. For spell attacks, the third column of SL Table X.X.   The result obtained is applied immediately. This table should be consulted only for creatures such as Dragons, Dinosaurs, and the most powerful Demons.   Slaying Criticals Some Large and Super-Large creatures are especially vulnerable to certain magical weapons (e.g., a Troll is vulnerable to a weapon of “Troll-Slaying” and certain types of spell criticals (e.g., metal Golems are vulnerable to electricity criticals, fire Drakes are vulnerable to cold criticals). If a critical is obtained with such a weapon or spell against a Large or Super-Large creature, the “Slaying” column on the appropriate table is used (SL Table X.X pr AL Tables X.X - X.X). If a critical strike is obtained when using a weapon of slaying (or a slaying spell) against a man-sized creature (e.g., an Orc-slaying sword used against an Orc), the normal critical is resolved and then a second critical is resolved on the slaying column of AL Table X.X (or SL Table X.X).   Key to the Criticals The criticals give very specific damage to targets that receive them. All of the criticals have two different types of information: descriptions and mechanics. The description information will describe the critical hit (usually including body location). The GM should feel free to alter the description to more appropriately fit the type of attack.   Example: A target behind a low stone wall is hit by an arrow and receives a critical calling for damage to his ankle. Instead, the GM should rule that he is hit in the wrist. Notw that he already receives a defensive bonus for being behind the stone wall and was hit in spite of it. Similarly, if a critical strike calling for an unspecified limb to be broken is rolled, the limb affected should be determined randomly.   The mechanics information is the game effects of the critical hit. The GM should rarely alter these results. The presentation of this information will always follow this format:   +?H - ??- ?? - ?? - ?(-?) - ?(+?) Where ∝ and ß are numbers. In general:   H………...hits ? ………rounds of stun ? ……….round of no parry x………...rounds of must parry ? ……….hits per round (-?)..........penalty (+?).........bonus   Sometimes, the second and third items are combined (reading as ?? ). Also, sometimes the third item is replaced with ?(x-?) (there can never be both a ? and a x entry). Below is a more detailed explanation of the entries.   ?H - This indicates that the target of the attack takes an additional ß hits of damage (e.g., “+5H”).   ?? - This indicates that the target of the attack is stunned for ? rounds (e.g., “5? “). While stunned, the target may not attack and may only parry with half of his Offensive Bonus (round up). The only other allowable actions are movement and maneuvering (modified by at least -50). When ? is not specified, it is assumed to be one.   ?? - This indicates that the target of the attack cannot parry for ? rounds(e.g., “3?”). The only allowable actions are movement and maneuvering (modified by at least -75). When ? is not specified, it is assumed to be 1.   ?(x-?) - this indicates that the target of the attack must parry for ? rounds a penalty of -? (e.g., “3( x-20)”). The only allowable actions are movement and maneuvering (modified by at least -75). When ? is not specified, it is assumed to be 1. When ? is not specified it is assumed to be zero.   ??- This indicates that the target of the attack will take ? hits every round until the wound is healed (e.g., “3?”). This damage starts the round after the critical is delivered. “Bleeding” represents not only actual blood loss, but also represents ongoing pain. When ß is not specified, it is assumed to be one.   ?(-?) - This indicates the target of the attack suffers a penalty of ? for ? rounds - i.e., all of the target’s bonuses (except DB and RRs) are lowered by ?. When ? is not specified, the penalty is assumed to last until the wound is healed.   ?(+?) - This indicates that the attacker gains a bonus of ∝ for ß rounds - i.e., all of the target bonuses except DB and RRs) are increased by ∝. When ß is not specified, it is assumed to be one.   Effects of “Stun” Rounds During play, a combatant may be “stunned” for a number of rounds due to critical strikes (this includes all “Stunned” rounds, all “Stunned No Parry” rounds, and all “Down or Out” rounds). All of these “stuns” due to multiple critical strikes are cumulative. Normally, the total number of rounds of “stuns” decreases by one each round, with the most severe types of “stun” taking effect first. While stunned, the target may not attack and may only parry with half of his Offensive Bonus (round up). The only other allowable actions are movement and maneuvering (modified by -50 plus three times the character’s SD stat bonus). A combatant will consciousness if his total number of accumulated rounds of “stuns” exceeds:   10 + (2 x Co stat bonus)   If not unconscious due to some other cause, a combatant will regain consciousness when his total accumulated rounds of “stuns” becomes less than the total above.   25.2 Defensive Capabilities Index In combat, there are many variables which affect the severity of an attack. The defender has several factors which can work in his favor, including: armor, shield, quickness, special items, and the ability to parry (i.e., decrease attack effectiveness in the interest of self-preservation). Armor is the basic classification of protection, while all other defensive capabilities are expressed in terms of a Defensive Bonus (DB) which will modify the attacker’s combat roll in the defender’s favor.   25.2.1 Armor Index Armor is the basic protective assigned to the material covering the body, and is divided into five categories of four Armor Types (ATs) each (for a total of 20 types).   Type for Basic Armor Category ATs Spell Attacks Cloth-Skin……………..1-4………Other Soft-Leather…………..5-8………Leather Armor Rigid Leather…………9-12……..Leather Armor Chain Mail……………13-16…….Metal Armor Plate…………………..17-20…….Metal Armor   The AT of a target determines the column that is used for any attack that is not a basic spell attack. The column used for a basic spell attack is determined by using the attack spell’s Realm, the target’s armor type, the target’s helmet, and/or the target’s shield (if several columns are applicable, use the most advantageous to the target).   Note: Normally, ATs 3, 4, 11, 12 are animal and monster ATs and are not available to character’s.   Cloth-Skin Base Normal cloth attire, robes and normal animal hides.   Skin (AT 1): Normal clothing, assumed if other covering is not specified.   Robes (AT 2): Full-length robes normally worn by spell users and certain other combatants.   Light Hide (AT 3): The natural hide of common classes of animals (e.g., Deer, Dog, Wolf).   Heavy Hide (AT 4): The natural hide of uncommon classes of animals (e.g., Buffalo, Elephant, Bear).   Soft Leather Base The heavy outer garments normally worn as weather protection by certain civilians and as combat protection by some militia and irregulars.   Leather Jerkin (AT 5): A leather vest-like covering without arms and reaching only to the waist or mid-thigh.   Leather Coat (AT 6): A leather coat covering the arms and to mid-thigh.   Reinforced Leather Coat (AT 7): A leather coat covering the arms and to mid-thigh, but with either rigid-leather sections or metal sections sewn in for reinforcement.   Reinforced Full-Length Leather Coat (AT 8): A reinforced leather coat (as above) that covers to the lower leg.   Rigid Leather Base Rigid leather armor and the rigid hide covering of certain reptiles and of other creatures such as dragons.   Leather Breastplate (AT 9): A rigid breastplate covering the torso to mid-thigh and part of the upper arms.   Leather Breastplate & Greaves (AT 10): As above, but with leather greaves covering the forearms and lower legs.   Half-Hide Plate (AT 11): Rigid-leather armor that covers the body completely; includes the hide of certain creatures that contains at least a few rigid plates (e.g., Rhinoceros, Alligator).   Full-Hide Plate (AT 12): As half-hide plate (above), except that the rigid leather or plates are harder and/or more plentiful (e.g., Turtles, Dragons, Giant Crabs).   Chain Mail Base Chain link armor, scale armor, and the hides of certain fantastic creatures.   Chain Shirt (AT 13): A chain mail shirt covering the roso to mid-thigh and half of the upper arms.   Chain Shirt & Greaves (AT 14): As above, but with greaves on the forearm and lower legs.   Full Chain (AT 15): Chain mail covering most of the body and legs in the form of a shirt and leggings.   Chain Hauberk (AT 16): A full-length chain mail coat split from the waist in the front and back to facilitate movement.   Plate Base Rigid armor of metal plates and the heaviest animal hides.   Metal Breastplate (AT17): A metal breastplate plus smaller plates covering the torse to mid-thigh and part of the upper arms.   Metal Breastplate & Greaves (AT18): s above, but with greaves on the forearms and lower legs.   Half Plate (AT 19): Rigid plate armor covering the body, but with chain mail between the plates, at the joints, and covering the legs.   Full Plate (AT 20): Rigid plate armor as half plate above, but with plates overlapping at joints, and plate armor covering the legs.   Armor Quality Especially good armor in terms of material, construction, or enchantment does not change that armor’s basic type, but rather adds a bonus to the wearer’s DB. Conversely, shoddy armor will incur a penalty to the wearer’s DB. It is highly recommended that superior armor bonuses rarely exceed +10 or +15.   Example: Kiltran, a rather successful Ranger, wears a Chain Shirt and Greaves (AT 14) taken from the lifeless body of a follower of the Bearer of the Root. the GM has decided that this armor is of superior construction (being made by a highly revered Dwarven smith) and so awards it a +10 quality bonus. This armor is thus AT 14 (+10).   Armor Penalties Due to its weight and constrictive nature, there are penalties associated with wearing armor while attempting to maneuver, defend, and throw/fire missiles. These penalties are detailed in the Armor Table T- X.X.     Armor Table T - X.X   Minimum Maximum Missile Armor Armor Armor Maneuver Maneuver Attack Quickness Durability Type Mod* Mod** Penalty*** Penalty§ Endurance 1……..0……………0………….0………….0…………..50 2……..0……………0………….0………….0…………..100 3……..0……………0………….0………….0…………..150 4……..0……………0………….0………….0…………..200   5……..0……………0………….0………….0…………..250 6……..0…………...-20………..5……….....0…………..300 7…….-10………....-40………..15………..10………….350 8…….-15………....-50………..15………..15………….400   9…….-5…………..-50………...0……….…0…………..450 10…..-10………....-70………..10………....5…………..500 11…..-15………....-90………..20………..15…………..550 12…..-15………...-110…….....30..……...15……..……600   13…..-10………...-70………....0…………..5……..…...650 14…..-15………...-90………..10…………10……….....700 15…..-25………..-120……….20………...20…………..750 16…..-25………..-130……….20………...20………..…800   17…..-15………..-90………....0………....10…………..850 18…..-20………..-110……....10………....20…………..900 19…..-35………..-150……....30………....30…………..950 20…..-45………..-165……....40………....40…………1000   * - Minimum maneuver modification applied to a combatant fully trained in maneuvering while wearing the given armor type (see Section X.X). ** - Maximum maneuver modification applied to a combatant totally untrained in maneuvering while wearing the given armor type (seeSection X.X). *** - The missile attack penalty acts as a modification to the missile OB for a combatant wearing the given armor. This is meant to reflect the disadvantageous effect of armor worn on the arms of a combatant (see Section X.X). § - An Armor Quickness penalty can reduce or cancel a combatant’s Quickness stat bonus for his DB (see Section X.X). Unlike those penalties above, this penalty can only reduce the armor wearer’s Quickness stat bonus. It will not reduce a combatant’s overall DB below the level that it would be at with a zero Quickness bonus (see Section X.X).     25.2.2 Shields & Weapons Index Shields are represented in combat by a bonus to the wielder’s Defensive Bonus. In addition, when fighting with one or two weapons, one weapon may be used as a “shield”, but may not be used for an attack in the same round. A shield bonus may only be used against one opponent’s attack(s) per round. These bonuses and other factors concerning shields and parrying are summarized in the Defensive Capabilities Table T - X.X.   25.2.3 Helmets Index A helmet gives bonuses against certain spells and determines the attack table column used against Mentalism spells. A helmet can also affect certain critical results.   25.2.4 Greaves Index Greaves are a type of armor that covers the arms and legs. They are included in ATs 10, 11, 12, 14, 15, 16, 18, 19, and 20. Greaves can affect certain critical results.   25.2.5 Cover & Position Index The GM may award a variable bonus to a combatant’s DB if his position is judged to be advantageous. Penalties due to a defender’s disadvantageous position are reflected in modifications to the attacker’s Offensive Bonus (see Section X.X). Cover bonuses against missile attacks should be based upon the percentage of the defender’s body is protected and the ability of cover to stop incoming fire. Some sample bonuses are summarized in the Defensive Capabilities Table T - X.X.   Note: If a combatant is completely protected by cover, and is making no attack himself, the GM may rule that no attack may be made against him.   Example: Kiltran, wondering why he ever joined the Confused Young Lords, finds himself defending behind a low stone wall against Traegon and Yrzan. During combat, Kiltran stands to fire his bow. The wall rises to his waist, protecting him from his foe’s missile fire. The GM awards Kiltran a cover bonus of 60 to his DB (maybe overly generous, but the GM knows that Kiltran is going to need every bit of it). 25.2.6 Parrying Index A defender may wish to place more emphasis on personal defense than is implicit in the combat system. Therefore, a combatant may wish to sacrifice some or all of his Offensive Bonus (OB) with the weapon he is presently using, in order to increase his DB. Such an action is called parrying, though it may be thought of in many combat situations as dodging aand.or blocking. The premise of sacrificing offensive capabilities in order to increase one’s defensive capability is a fundamental component in the RMSS.   Parrying Melee Attacks A defender may parry a melee attack during a combat round by switching any or all of his OB (with the Melee weapon he is using) to DB. All points of OB so switched are converted to enhance DB. The designation of the “OB/DB split” is done for each combatant during the Action Declaration Phase. To parry a Melee attack, the defender must be aware that he will be subject to the attack. He may also sue a shield, suitable terrain, or a Melee weapon. Some weapons may only be used to parry with a certain percentage of the wielder’s OB (see the Defensive Capabilities Table T - X.X). Note that he may also parry attacks if making a martial arts-type attack (though he has no weapon except his body). A combatant may only parry the foe that he attacks. If a combatant elects to parry with a weapon with his entire OB, he receives the “Shield” bonus for his weapon. These bonuses are listed on the Defensive Capabilities Table T - X.X.   Note: Even If a combatant parries with 100% of his OB, he must still make a +0 OB attack - he may still fumble or perhaps high open-ended.   Parrying Missile Fire As with melee parrying, a defender parrying a missile may reduce his OB, in whole or in part, and shift that bonus to his DB. To parry a missile attack: The defender must be aware that he will be subject to a missile attack. He must also have a shield (a weapon won’t do) or suitable terrain with which to parry the missile. When parrying missile fire, the shift must be declared at the beginning of the Action Declaration Phase and is only applicable against one missile attack. Parrying a missile attack requires 50% of a character’s normal activity for a round.   Parrying Spell Attacks Spell attacks may not be parried without the aid of certain specific spells.   The Importance of Parrying Rolemaster combat assumes that characters will use the option of parrying to protect themselves. In a face to face battle, only berserkers, idiots, and desperate characters always use their entire OB in attack. Such characters usually do not last long unless they have something special going for them *e.g., incredible armor, incredible luck, super healing facilities, etc.). In most situations, a character will and should use part of his OB to attack with and the rest to increase his DB and thus protect himself. Of course, in certain situations it is often wise for a character to attack with his entire OB. For example, when attacking a foe who cannot attack back; or perhaps when facing multiple opponents.   25.2.7 Quickness Stat Modification Index A combatant’s DB is modified by three times his Quickness stat bonus or penalty. If the defender is wearing certain types of cumbersome armor, this tripled Quickness stat bonus may be reduced or eliminated completely by the armor’s Armor Quickness Penalty (but never below zero see the Armor Table T - X.X. A defender only has three time his Quickness stat bonus factored into his DB if he is aware that he is in a combat situation and is free to move.   Example: Skan, a T’sbalic warrior, has a temporary Quickness stat of 98 and a QU stat bonus of 9. Unencumbered by his armor, Skan’s AT is 1 and his DB is 27 (due to his Qu stat bonus) when in a combat situation and free to move. Skan now puts on a metal breastplate which reduces his tripled Quickness stat bonus by 10. Now when he is in combat, barring other modifiers, Skan is AT 17 with a Defensive bonus of 17.   25.2.8 Adrenal Defense Index Adrenal Defense is a skill which increases a defender’s DB (see Appendix X.X). this is a very restrictive DB factor. Normally, the combatant must be aware of his attacker, may not be carrying any heavy items or any weapons (other than those allowed by the martial arts rules), and may not be wearing armor. If a defender is using Adrenal Defense, the full skill bonus may be used against melee attacks, while only half of the normal skill bonus may be used against missile attacks.   25.2.9 Special Items Index There may be special items (usually magic items) in a GM’s campaign which will impart a DB to their possessors. These may range from unique magical artifacts to lucky charms. Their design/strength is subject to the GM’s devising.   Defensive Capabilities Table T - X.X —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Defensive Bonus Mod. Versus: Basic Directed Area Factor Melee Missile Spells Spells Spells Special —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Quickness x 3……………full……....full………none…….full……….full………Modified due to armor worn. Adrenal Defense………...full………half…….,,none…….half………none……Special restrictions. Special Items…………….full……….full………full……….full……….full………Varies due to type of item.. Armor Quality……………full……….full………none…….full……….half………— —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Shield: Wall Shield………………30……….40……….*...............30……….0…………May parry melee & missile attacks. Full Shield……………….25……….25……….*...............20……….0…………May parry melee & missile attacks. Normal Shield…………..20……….20……….*...............15………..0…………May parry melee & missile attacks. Target Shield……………20……….10……….*.................5………..0…………May parry melee & missile attacks. —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Weapon: Main Gauche……………15§ ………0……….0…………..0………...0……….…May parry melee attacks. 1-handed Weapons……..5§ ……….0……….0…………..0…………0…………May parry melee attacks. 2-Handed Weapons……..5§ ……….0……….0…………..0…………0…………May parry melee attacks; only up to 50% of OB can be used against 1-Handed weapons. Pole Arms………………...5§ ……….0……….0…………..0…………0…………May parry melee attacks; only up to 50% of OB can be used against non-pole arm weapons. —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Helmet: No Helmet………………….0………..0………**................-5…………-5………— Helmet……………………...0………..0………**.................0………….0………— Full Helmet…………………0………..0………**.................5………….5………— —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Cover: Full “Soft” Cover‡…….…..na………na.……..20………….na……….40…..…..--- Half “Soft” Cover♱♱……….20………40……..10………….20……….20……....May parry melee & missile attacks (e.g., a light wooden wall could be used to parry a missile). Partial “Soft” Cover♱…...…10………20……...0…………..20……….20……….May parry melee & missile attacks (e.g., a light wooden wall could be used to parry a missile). Full “Hard” Cover‡………..na………na………20…………na……….60…….….--- Half “Hard” Cover♱♱……..30……….60………10…………30…….…30…….….May parry melee & missile attacks (e.g., a stone wall could be used to parry a missile). Partial “Hard” Cover♱…….15……….30………0………….30……….30……..…May parry melee & missile attacks (e.g., a stone wall could be used to parry a missile). —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Na - Normally, an attack may not be made against such a target. * - If the target of a basic Channeling spell is not wearing metal armor, a metal shield (i.e., most shields have a significant amount of metal) will determine the column used for a basic spell attack. ** - A target’s leather or metal helmet will determine the column used against a basic Mentalism spell. § - Can only be used if the weapon is not used to attack or if 100% of OB is used to parry. ♱ - 50 - 75% of the target can be seen. ♱♱ - 01 - 49% of the target can be seen. ‡ - The target is detected but not sighted (i.e., no line of sight) and the target does not use its tripled Quickness bonus for its DB (i.e., the target is hiding behind something). Normally melee and missile attacks may not be made. —----------------------------------------------------------------------------------------------------------------------------------------------------------------------------   25.3 Offensive Capabilities Index The success of an attack will depend heavily on offensive capabilities possessed by the attacker. The offensive factors that can affect an attack roll include: skill bonuses, superior/inferior weapon(s), special equipment, position, status of the defender, and status of the attacker. A combatant making an attack can add his Offensive Bonus (OB) for that attack to the attack roll. This section describes the factors which contribute to a combatant’s OB.   25.3.1 Skill Bonuses Index For a melee attack, missile attack, or directed spell attack, the attacker’s OB is his skill bonus for that attack. This OB consists of a variety of factors including his skill rank bonus, skill category rank bonus, stat bonus, profession bonus, weapon bonus, etc. For a basic spell attack or an area spell attack, the attacker’s OB is his skill rank for the attack spell.   25.3.2 Weapon Quality Index Weapons that are remarkable in material, construction, or workmanship may add a bonus to a combatant’s OB (or a penalty for inferior weapons). It is strongly suggested that bonuses for superior quality weapons rarely exceed +10 or +15. To determine the weapon bonus for a non-thrown missile attack, average the firing device’s (i.e., bow or sling) bonus with a missile’s (i.e., arrow, quarrel, or stone) bonus and round off.   Example: A +10 composite bow firing a +5 arrow would have a weapon bonus of +8 = (10 + 5) ÷ 2. A +20 longbow firing a +0 arrow would have a weapon bonus of +10 = (20 + 0) ÷ 2.   25.3.3 Special Items Index There may be special items (usually magic items) in a GM’s campaign which will impart a OB modification to their possessors. These may range from unique magical artifacts to lucky charms. Their design/strength is subject to the GM’s devising.   25.3.4 Position & Status Index At the Gm’s discretion, a bonus or penalty may adjust a combatant’s OB if his position and status are determined to be somehow superior or inferior to his opponent’s. See the Offensive Capabilities Table T - X.X. Unless stated otherwise, position bonuses are cumulative. For example, a surprise rear attack would get a total position bonus of at least +55; +20 for surprise, +20 for rear attack, and +15 for flank attack. A non-surprise rear attack would get a total position bonus of +35.   25.3.5 Parrying Index As discussed in Section X.X, a combatant’s OB is lowered for a specific attack by the amount he uses to parry.   25.3.6 Range Index There is a modification to an attacker’s OB for a missile or spell attack based upon the distance from the attacker to the target. These modifications range from +30 to -75 and are provided on the individual Attack Tables in Arms Law and Spell Law. The ranges given on each of the attack tables are the maximum ranges for which each of the given OB modifications apply. For example, on the AL Composite Bow Attack Table X.X, attacks made at a range of 0’ - 10’ are affected by +25, attacks at a range of 11’ - 100’ receive no modification, attacks at 101’ - 200’ are modified by -35, attacks at 201’ - 300’ are modified by -60, and attacks over 300’ are not allowed.   25.3.7 OB Penalties From Non-Attack Activity Index Any melee attack action normally requires 100% of a round’s activity; however, such an action can take as little as 60% of the round’s activity. A melee attack receives a penalty equal to 100 minus the percentage of activity actually used to make the attack.   OB Penalty = (% activity used for attack) - 100.   Any missile attack action normally requires 60% of a round’s activity; however, such an action can take as little as 30% of the round’s activity. A missile attack receives a penalty equal to 60 minus the percentage of activity actually used to make the attack.   OB Penalty = (% activity used for attack) - 60.   Note that both of these modifications are penalties (i.e., neither can be positive regardless of how much activity is used).   Example: Dral starts a round with an unloaded composite bow. He declares a reload normal activity (60% activity) and a missile attack deliberate activity (at 40% activity). In addition to other modifications, his missile attack OB is modified b a +10 as a deliberate action and by -20 (60 - 40) due to using less than 60% activity for the missile attack.   —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Offensive Capabilities Table T - X.X —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Attack Roll Modifications Versus: Basic Directed Area Factor Melee Missile Spells Spells Spells Special —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Skill Bonus…………..full……..full……..none…..full…….none………OB for the weapon or spell. Skill Rank…………….none…..none…...full…….none…..full…………Skill rank of spell. Special Items………..full..……full…..…full.…….full…….full………….Varies due to type of item. Weapon Quality….….full……..full……..none…...none….none………This is normally part of the OB. Using Less Than Max. % Activity…varies….varies….none……none….none………-1 mod for each 1% less than max used. —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Position: Flank Attack………..+15…….+0………+0………+0…….+0………..Cumulative with other position mods. Rear Attack…………+20……+0………+0………+0……..+0……….Cumulative with other position mods. Surprise Attack……..+20……+0………+0………+0…….+0…….….Cumulative with other position mods. —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Target Status: Static Target……….+0………+0………+10…….+30……+30………Applies to prone and/or surprised targets with no cover. Target Gets no Qu bonus to his DB. Stunned Target……+20……..+20……..+0……..+0………+0………Not cumulative with other targets status mods. Downed Target……+30……..+30……..+0……..+0………+0………Not cumulative with other targets status mods. Prone Target………+50……..+50……..+0……..+0………+0………Not cumulative with other targets status mods. —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Attacker Status: % of Hits Taken 26 - 50%..............-10………-10……..-10…….-10……..-10………Not cumulative with other Hits Taken mods. 51 - 75%..............-20………-20……..-20…….-20……..-20………Not cumulative with other Hits Taken mods. 76 - 100%............-30………-30……..-30…….-30……..-30………Not cumulative with other Hits Taken mods.   % of Exhaustion Points Taken: 26 - 50%..............-10……….-10…….-10……..-10…….-10………Not cumulative with other ExPs Taken mods. 51 - 75%..............-20……….-20…….-20……..-20…….-20………Not cumulative with other ExPs Taken mods. 76 - 90%..............-30……….-30…….-30……..-30…….-30………Not cumulative with other ExPs Taken mods. 91 - 99%..............-60……….-60…….-60……..-60…….-60………Not cumulative with other ExPs Taken mods. 100%.................-100……..-100……-100……-100…..-100……..Not cumulative with other ExPs Taken mods.. —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Range Mods:...........none……..varies….varies….varies…varies……Based on weapon or spell used (see the specific attack table). Center Point:...........none……..none…...none…..varies…+20………Only applies to area attack spells. Armor Penalty:........none……..varies….none…..none…..none……..Based on armor worn (Armor Table T - X.X). —----------------------------------------------------------------------------------------------------------------------------------------------------------------------------   25.4 Melee Attacks Index Melee attacks are resolved on the Arms Law Attack Tables T - X.X - X.X, X.X - X.X. Melee attack fumbles are resolved on AL Tables X.X - X.X.   25.4.1 Weapon Combinations Index A combatant’s melee capabilities in combat often depend upon what weapon he uses. The normal weapon combinations are: no melee weapon, one-handed weapon, a one-handed weapon with a shield, a two-handed weapon, and two-handed weapon, two one-handed weapons, and second line pole arm attacks.   No Melee Weapon - Sometimes a character will find himself in combat without a weapon. If it is a general melee situation (i.e., combatants are using weapons designed to kill each other), such a character may make a “Martial Arts” attacks (e.g., degree 1-4 strikes, degree 1-4 sweeps, boxing, wrestling, tackling, etc.), see Appendix X.X. He may not use Brawling attacks in such a situation. If such a combatant has a substantial object in his hands capable of blocking a weapon blow (e.g., a stool, a mattress, a log, a body), he may be given a shield bonus for the item. In such a case, a GM may even allow the combatant to make a “club” attack. In a similar manner, a combatant may “parry” with suitable terrain features (e.g., dodge around a tree, duck under a large branch, step behind a door). As always, the GMs is the final judge as to the appropriateness of such “parrying” situations. In a BRAWL (i.e., a general fracas, the combatants are not using killing weapons; e.g., a barroom brawl), an unarmed character can make Brawling attacks or Martial Arts attacks.   One-Handed Weapon - A combatant armed with a single one-handed weapon may attack once per round and may parry normally. When a combatant develops skill with a weapon, he must develop the skill with his dominant hand (usually his right hand) and skill and skill with the non-dominant hand separately. A weapon used in the non-dominant hand automatically gets a -20 modification to its OB.   One-Handed Weapon with a Shield - A combatant armed with a one-handed weapon and a shield may attack normally once per round and may parry normally. Such a combatant may use his shield bonus for his DB against one foe and then use his parry bonus against the foe he attacks. Alternatively, he may use both bonuses against the same foe.   Two-Handed Weapons - For human-sized creatures, these types of weapons require both hands to wield (i.e., they can not be used with a shield). A combatant using a two-handed weapon may only use up to 50% of his OB to parry an opponent using a one-handed weapon.   Two One-Handed Weapons - A combatant may use a one-handed weapon in each of his hands. His OB with the two weapons are affected by his Two-weapon Combat skill for that pair of weapons (see Appendix X.X). The following guidelines apply to using two weapons: The combatant may attack with both weapons in the same round; he may attack with only one and use the other for its “shield” bonus versus melee (see the Deffensive Capabilities Table T - X.X). If a combatant uses part of his OB for parrying, he must decrease both his weapon’s OBs by that amount. See Appendix X.X for more details.   Second Line Pole Arm Attacks - Combatants behind friendly combatants (i.e., in the second line) should be allowed to strike past friendly combatants (i.e., the front line) if they are using polearms. This serves to simulate the effectiveness of organized groups of fighters with pole arms. The GMs should be determined whether the front line combatants and second line combatants are adequately trained for this type of combat.   25.4.2 Declaring A Melee Attack Index When a melee attack is declared, the attacker must also declare the amount of his OB he will use to parry; remember, he can only parry the foe he is attacking. If the attacker is using a shield, he may apply the shield DB bonus against one opponent in front of him or to his shield side. When a melee attack is declared during the Action Declaration Phase, it must be one of the following types of actions:   Full Melee Attack - The attacker’s OB receives a +10 modification, but the target of the attack must be declared during the Action Declaration Phase. Any movement must be declared as a separate action.   Press & Melee Attack - The target of the attack must be declared during the Action Declaration Phase and the target must be adjacent at the time. If the target attempts to move away before the attack is resolved, the attacker may attempt to move after him. Such movement only results in half the normal OB modification for less than 100% activity used to attack.   Example: Dral starts a round next to an Orc that appears to be ready. Dral declares a normal action of “press & melee attack” against the Orc, while the Orc declares a snap action of “disengage from melee” (25% activity) and a normal action of “run away”. Ral’s initiative roll is better than the Orc’s. The Orc disengages and moves 10’ away from Dral during the Snap Action Phase, then Dral runs after him during the Normal Action Phase and may make a melee attack. Since Dral’s running movement rate is 100’ and he only has to cover 10’, Ddral uses 10% of his activity to reach the Orc. However, since the action was “press & melee attack”, the OB mod is only -5.   React & Melee Attack - The attacker’s OB receives a -10 modification, but the target of the attack need not be declared during the Action Declaration Phase. As an action in any of the last three phases (snap, normal, or deliberate), the attacker can attempt to move to and attack anyone within 50’. If he has not done so by the end of the round, he may move up to 50% of his normal movement. Apply the normal OB modifications for less than 100% activity used to attack.   Example: At the beginning of a round, Dral is standing over the body of an Orc he just defeated in a large confused melee. Dral is not sure who to attack next, so he declares a “react & melee attack” with 100% of his activity. During the Normal Ation Phase, another Orc moves to attack Dral’s buddy, Varak (who is 30’ away). At the beginning of the Deliberate Action Phase, Dral declares his action to move and attack. Since Dral’s running movement rate is 100’ and he has to cover 30’. Dral uses 30% of his activity to reach the Orc. So his attack on the Orc modified by -30 plus 10 because it is the Deliberate Action Phase.   25.4.3 Defensive Bonus Index The sum of all bonuses and penalties which affect the defender’s susceptibility to bein ghit and damaged in melee and missile combat is called the Defensive Bonus (see Section X.X). It is the number that is subtracted from the attacker’s combat roll. The Defensive Capabilities Table T - X.X summarizes the primary factors which affect a defender’s DB.   Defensive Bonus for Melee = +Armor Quality Bonus ((3 x Quickness Stat Bonus) - Armor Quickness Penalty) [minimum of 0] Adrenal Defense Skill Bonus Position and cover Bonuses Special Item Bonuses Shield Bonus Parrying Bonus   25.4.4 Offensive Bonus Index The Offensive Bonus is added to the attacker’s combat roll during the resolution of a given attack. The Offensive Capabilities Table T - X.x summarizes the primary factors which affect an attacker’s OB.   Offensive Bonus for Melee = Skill Bonus + Special Item Bonuses + Position Bonuses ± Status Bonuses/Penalties Parrying Bonus 1 per 1% activity not used for the attack   25.5 Missile Attacks Index Missile attacks are resolved on Arms Law Attack Tables X.X - X.X, and fumbles are resolved on AL Table X.X.   25.5.1 Reloading Index The percentage activity requirement for reloading (see Section X.X) assumes the bow (or sling) is strung and arrows/quarrels (or pellets) are available in quiver (or pouch). If a bow has to be strung, the following percentage activities are added to the required preparation % of activity:   Short bow………..….+200% Composite bow……..+300% Long bow……………+300%   25.5.2 Armor Missile Attack Penalties Index A combatant making a missile attack receives a penalty to his OB if he is wearing armor that covers his arms. This includes armor types 6, 7, 8, 10, 11, 12, 14, 15, 16, 18,19, and 20. The specific penalties are summarized on the Armor Table T - X.X.   Ats Missile Attack Penalty 6………………-5 10, 14, 18…..-10 7, 8………….-15 11, 15, 16…..-20 12, 19……….-30 20…………..-40   25.5.3 The Throw & Melee Action Index A stationary combatant may throw a weapon using 80% of his normal OB and still melee in the same round with only a -20 modification to his melee OB. This action requires 100% activity for the round. Such a combatant may only use a one-handed weapon or a one-handed weapon and a shield on the round that he throws the weapon. (He is assumed to be holding his melee weapon in his non-throwing hand.)   25.5.4 Defensive Bonus Index The sum of all bonuses and penalties which affect the defender’s susceptibility to being his and damaged in melee and missile combat is called the Defensive Bonus (see Section X.X). It is the number that is subtracted from the attacker’s attack roll. The Defensive Capabilities Table T - X.x. summarizes the primary factors which affect a defender’s DB.   Defensive Bonus For Missiles = Armor Quality Bonus (3 x Quickness Stat Bonus) - Armor Quickness Penalty [minimum of 0] Half of Adrenal Defense Skill Bonus Position and Cover Bonuses Special Item Bonuses Parrying Bonus   25.5.5 Offensive Bonus Index The Offensive Bonus is added to the attacker’s combat roll during the resolution of a given attack. The Offensive Capabilities Table T - X.x summarizes the primary factors which affect an attacker’s OB.   Offensive Bonus For Missiles = Skill Bonus Special Item Bonus Position Bonus ± Status Bonuses/Penalties Parrying Bonus ± Range Modification (on attack table) -Missile Attack Penalty (Armor Table T - X.X) -1 per 1% activity under 60% not used for the attack.   25.6 Basic Spell Attacks Index Basic spell attacks are resolved on the SL Basic Spell Attack Table X.X. All spell failures are resolved on the SL Spell Failure Table X.X. Basic attack spells include all spells which are not non-attack spells (how surprising) and which are not “elemental attack spells” (i.e., directed spells and area attack spells). Usually a basic attack spell is directed at a target that is a creature (or an unusual object) that gets to attempt to resist the effects of the spell. The non-failure results of a basic spell attack are modifications to the target’s Resistance Roll (see Section X.X). If the target rails it’s RR, it is affected by the spell.   25.6.1 Range Index Each spell has a range given in its spell description. The distance between a character making a spell attack and the target of the attack must be less than or equal to the range of the spell.   25.6.2 The Target Index The column of the SL Basic Attack Table X.X used for a basic spell attack is determined by using the attack spell’s Realm, the target’s armor type, the target’s helmet, and/or the target’s shield (if several columns are applicable use the one most advantageous to the target).   Example: A Channeling basic attack spell against a target in metal armor with a metal shield would use the “Channeling/Metal Armor” column, because it is most advantageous to the target. A mystic is a Hybrid spell user of Essence/Mentalism. If a Mystic casts a basic attack spell from one of his base lists, it is treated as an Essence/Mentalism spell. So, such a spell against a target in metal armor and a metal helm would use the “Mentalism/Metal Helmet” column of the SL Basic Spell Attack TAable X.X, because it is most advantageous to the target.   25.6.3 Defensive Bonus Index The sum of all bonuses and penalties which affect the defender’s susceptibility to an attacker’s basic spell attack roll is called the Defensive Bonus (see Section X.X). It is the number that is subtracted from the attacker’s basic spell attack roll. The Defensive Capabilities Tale T - X.X summarizes the primary factors which affect a defender’s DB.   Defensive Bonus For Basic Spell Attacks = Special Item Bonuses Position and Cover Bonuses   25.6.4 Offensive Bonus Index The Offensive Bonus is added to the attacker’s basic spell attack roll during the resolution of a given attack. It is the number that is added to the attacker’s basic spell attack roll. The Offensive Capabilities Table T - summarizes the primary factors which affect an attacker’s OB.   Offensive Bonus For Basic Spell Attacks = Skill Rank Special Item Bonuses ± Status Bonuses/Penalties ± Range Modifications (on attack table)   25.7 Directed Spell Attacks Index Directed spell attacks are resolved on the SL Attack Tables X.X - X.X. All spell failures are resolved on the Sl Spell Failure are resolved on the SL Spell Failure Table X.X. A directed attack spell concentration one of the raw forms of Essence (e.g., Earth, WAter, Heat, Cold, or Light) into a directed physical attack (e.g., a bolt) on the target. Such a spell usually attacks all targets within its radius. Since such a spell concentrates elemental force to attack its target physically, the targets are not entitled to Resistance Rolls. Each spell of this has a separate attack table differentiating its varying effects based upon the target’s Armor Type and mobility. 25.7.1 Range Index Each spell has a range given in its spell description. The distance between a character makin g a spell attack and the target of the spell must be less than or equal to the range of the spell.   25.7.2 Defensive Bonus Index The sum of all bonuses and penalties which affect the defender’s susceptibility to being hit and damaged by a directed spell attack is called Defensive Bonus (see Section X.X). It is the number that is subtracted from the attacker’s directed spell attack roll. The Defensive Capabilities Table T - X.X summarizes the primary factors which affect a defender’s DB.   Defensive Bonus For Directed Spell Attack = Armor Quality Bonus ± Bonus for Helmet ((3 x Quickness Stat Bonus) - Armor Quickness Penalty) [minimum of 0] Half of Adrenal Defense Skill Bonus Position and Cover Bonuses Special Item Bonuses Shield Bonus   25.7.3 Offensive Bonus Index The Offensive Bonus is added to the attacker’s directed spell attack roll during resolution of a given attack. It is the number that is added to the attacker’s directed spell attack roll. The Offense Capabilities Table T - X.x summarizes the primary factors which affect an attacker’s OB.   Offensive Bonus For Directed Spell Attacks = Skill Bonus Special Item bonuses ± Status Bonuses/Penalties ± Range Modifications (on attack table)   25.8 Area Spell Attacks Index Area spell attacks are resolved on the SL Attack Tables X.X - X.X. All spell failures are resolved on the SL Spell Failure Table X.X. An area attack spell concentrates one of the raw forms of Essence (e.g., Earth, Water, Air, Heat, Cold, or Light) into a physical attack on a target area (i.e., a ball or sphere). Such a spell usually attacks all targets within its radius. Since such a spell concentrates elemental force to attack its targets physically, the targets are not entitled to Resistance Rolls. Each spell of this type has a separate attack table differentiating its varying effects based upon the target’s Armor Type and mobility.   25.8.1 Range Index Each spell has a range given in its spell description. The distance between a character making a spell attack and the target of the attack must be less than or equal to the range of the spell.   25.8.2 Center Point Index If the caster of an area attack spell chooses its central point to coincide with a target, the OB against that target is automatically modified by an additional +20.   25.8.3 Defensive Bonus Index The sum of all bonuses and penalties which affect the defender’s susceptibility to being hit and damaged by an area spell attack is called the Defensive Bonus (see Section X.x). It is the number that is subtracted from the attacker’s area spell attack roll. The Defensive Capabilities Table T - X.X summarizes the factors which affect a defender’s DB.   Defensive Bonus For Area Spell Attacks = Half of Armor Quality Bonus Bonus for Helmet ((3 x Quickness Stat Bonus) - Armor Quickness Penalty) [minimum of 0] Position and Cover Bonuses Special Item bonuses   25.8.4 Offensive Bonus Index The Offensive Bonus is added to the attacker’s area spell attack roll during the resolution of a given attack. It is the number that is added to the attacker’s area spell attack roll. The Offensive Capabilities Table T - X.X summarizes the primary factors which affect an attacker’s OB.   Offensive Bonus For Area Attack Spells = 20 for the target at the center point of the spell Skill Rank Special Item Bonuses ± Status Bonuses/Penalties ± Range Modifications (on attack tables)   26.0 Static Maneuvers Index Static Maneuvers include tracking, hiding, picking locks, disarming traps, reading runes, using items, perception, influencing other characters, and any other complex or unusual activity not involving significant movement. If a character chooses a Static Maneuver as his action for a round, the Gamemaster should assign it a difficulty (ranging from “Routine” being the least difficult to “Absurd” being the most difficult:   Routine……………+30 Easy……………….+20 Light……………….+10 Medium……………+0 Hard……………….-10 Very hard………….-20 Extremely hard……-30 Sheer Folly………..-50 Absurd…………….-70   Each difficulty indicates a modification to the static maneuver roll. The Gaamemaster may also assign an additional modification to the maneuver roll (e.g., an attempt to hide in a completely empty, small, brightly lit room might be given a difficulty of “absurd -10”.   Note: It is important to remember that certain maneuvers may be deemed impossible by the GM. The player should be advised that such a maneuver is doomed to failure.   Unless stated otherwise by the GM or by the description of the skill used (see Appendix X.X), a static maneuver takes one round of 100% activity. NOrmally, thai may be reduced up to 50% by taking a -1 penalty for every 1% reduced. The Gamemaster may require more than one round for maneuvers which he decides are very difficult or complex - see Section X.X for a discussion of multi-round actions. He may also allow a character to decrease the difficulty of appropriate maneuvers by using multiple rounds. After the difficulty is assigned, the character may then decide not to attempt the maneuver (i.e., he reconsiders and decides not to do it). In this case, he cancels his action and may perform some other limited action as described in Section X.X. If the character decides to proceed with the maneuver, he makes an open-ended roll and adds his appropriate skill bonus along with any other applicable modifications. These modifications include: If a skill applies to the maneuver, add the skill bonus from the character’s character record. If there is no specific skill that applies to the maneuver, the GM may decide that a stat bonus will modify the maneuver. Standard modifications from the Standard Static Maneuvers Modifications Table T - X.X. Special GM assigned modifications (see Appendix X.X for suggested modifications for certain actions).   After modifications are made, the resulting total is cross-indexed with the appropriate Static Maneuver Table (T - X.X to T - X.X) to obtain the maneuver result. A key for the results is provided in Appendix X.X. There is usually a static maneuver table associated with each skill or skill category; if not, use the General Static Maneuver Table T - X.X or T - X.X.   Note: Some results give the maneuver special bonuses to late maneuvers - these special modifications are NOT cumulative (i.e., only one such modification can be active at a time).   Unmodified Rolls When a static maneuver roll before modifications is a ‘66’, no modifications are made to the roll. The ‘66’ result from the appropriate Static Maneuver Table is applied immediately. When a static maneuver roll before modifications is a ‘100’, the roll is not treated as being “open-ended” (i.e., do not roll again). In addition, no modifications are made to the roll - the ‘100’ result from the appropriate Static Maneuver Table is applied immediately.   Summary The Gamemaster assigns a difficulty to the maneuver. The character decides whether or not to perform the maneuver. If he decides to perform the maneuver, an open-ended roll (not open-ended for ‘100’) is made. If the roll is ‘66’ or ‘100’, proceed to step 5. Otherwise, all applicable modifications are made to the roll. The total is applied to the appropriate Static Maneuver Table (T - X.X to T - X.X). A key for the results is provided in Appendix X.X.   Example: Nandar makes a static maneuver to examine a box he has acquired. The GM rules that this is a Light difficulty, so Nandar decides to go ahead. He rolls a 54 and adds +10 (for a Light static maneuver) and +20 (his Observation skill bonus). This modified roll of 84 is applied to the Awareness - Searching Static Maneuver Table X.X. This is a “Partial Success”, so he may not make another static maneuver to examine the box for at least a minute. The Gm tells Nandar that the box is wooden with silver inlays, and that it has some sort of tap. If Nandar hd a modified roll of 111 or more, he would have found out more information like the type of wood, the type of trap, the value of the box, etc. Nandar decides not to wait an hour, and tells the GMthat he will make a static maneuver to try and disarm the trap, and that he will be very careful and take his time doing it. He has a +10 Disarm Trap skill bonus and the GM assigns a difficulty of medium if he takes at least 2 minutes (12 rounds) on the maneuver. He decides to try and roll sa 37, which is modified to a 47. Referring to the Subterfuge - Mechanics Static Maneuver Table T - X.X, he gets a result of “Failure”, so he may not try again for 24 hours and there is a 20% chance that the trap goes off.   —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- General Static Maneuver Table T - X.X —---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -26 down Spectacular Failure: -50% - 5.0 ※ - -30⇾ You make a thorough mess of your attempt as you forget even the most basic principles of this maneuver. You are at -20 modifications to your next two actions while you recover from your stunning failure. -25 - 04 Absolute Failure: -20% - 3.0※ - -10⇾ Your remarkable failure marks you for ridicule. Hope your parents weren’t watching… 05 - 75 Failure: 0% - 2.0※ - +0 You fail. Your skill is not up to the task. Maybe next time. UM 66 Unusual Event: – - – - – Your maneuver is beset by an unusual event. It may or may not be a beneficial occurrence (GM should choose or determine randomly). 76 - 90 Partial Success: 20% - 1.5※ - +5⇾ Your attempt bears little fruit, but you appear to be on the right track. Perhaps more attention to detail will improve your chances. 91 - 110 Near Success: 80% - 1.25 ※ - +10 ⇾ You are within sight of your goal! If appropriate, you may attempt to complete your maneuver with another roll with a modification of +10. UM 100 Unusual Success: 125% - 1.0※ - +25⇾ You have achieved a remarkable success in an unusual fashion. The GM should determine the details; this result may occur because of an unexpected extraneous event or because of a remarkable personal effort. 111 - 175 Success: 100% - 0.75※ - +20⇾ Congratulations! You are completely successful in your attempt. Carry on. 176 Up Absolute Success: 120% - 0.75※ - +30⇾ Zounds! Your masterful performance has stretched the boundaries of your own abilities! You operate at +10 (non-cumulative) to all future attempts to use this skill, until you receive a result of Absolute Failure or Spectacular Failure. —----------------------------------------------------------------------------------------------------------------------------------------------------------------------------       Standard Static Maneuver Modifications Table T - X.X General Modifiers Modification Any applicable skill bonus……………………………..varies Any applicable item bonus…………………………….varies Less than normal % activity used…………………….-1 per 1% less   % of Hits Taken Modification 0% to 25%................................................................-0 26% to 50%..............................................................-10 51% to 75%..............................................................-20 76% to 100%............................................................-30   Other Wounds Penalty Hits/Rnd Being Taken…………………………………-5 per Hits/Rnd Stunned…………………………………………………-50 + (3 x SD stat bonus)   % of ExPs Expended Penalty 0% to 25%................................................................-0 26% to 50%..............................................................-5 51% to 75%.............................................................-15 76% to 90%.............................................................-30 91% to 99%.............................................................-60 100+%.....................................................................-100   Difficulty Modification Routine…………………………………………………+30 Easy…………………………………………………….+20 Light…………………………………………………….+10 Medium…………………………………………………+0 Hard…………………………………………………….-10 Very Hard………………………………………………-20 Extremely Hard………………………………………..-30 Sheer Folly………………………………………….…-50 Absurd…………………………………………………-70   Combat Situation Modification In a melee environment §……………………………-20 Under Missile Fire……………………………………-10   Lighting, if required ♰ Modification No Shadows…………………………………………..+10 Light shadows…………………………………...……+5 Medium Shadows……………………………….……+0 Heavy Shadows………………………………………-10 Dark……………………………………………………-25 Pitch Black…………………………………………….-40   Darkness, if advantageous ♰ Modification No Shadows………………………………………….-30 Light Shadows……………………………………….-20 Medium Shadows……………………………………+0 Heavy Shadows………………………………..……+10 Dark…………………………………………………..+30 Pitch Black…………………….………..……………+40   § - Some static maneuvers may not be allowed in melee situations (GM’s discretion). ♰ - These lighting conditions are for normal human eyesight, creatures that can see in the dark should ignore the dark and pitch black modifications and half the shadow modifications.     27.0 Moving Maneuvers Index Moving Maneuvers include climbing, swimming, riding, stalking, and any complex or unusual movement (e.g., acrobatics, dodging, tumbling, diving, etc.). Such a maneuver must be within the physical capabilities of the character performing the maneuver. Normally, a moving maneuver is limited to covering a distance no more than half of the character’s normal (not running) movement. If a character decides to make a Moving Maneuver as his action for a turn, the Gamemaster should assign it a difficulty (ranging from “Routine” being the least difficult to “Absurd” being the most difficult:   Routine Easy Light Medium Hard Very Hard Extremely Hard Sheer Folly Absurd   The GMmay also assign an additional modification to the maneuver roll (e.g., an unassisted running leap across a 40’ chasm for a human might be given a difficulty of “absurd -10”, since the world record is only around 28’). Assigning difficulty requires a familiarity with the Moving Maneuver Table T - X.X and a subjective decision by the GM (practice and experience will help). Appendix X.X provides suggested difficulties for activities associated with various skills.   Note: It is important to remember that certain maneuvers may be deemed impossible by the GM. The player should be advised that such a maneuver is doomed to failure.   Example: Here are a few sample maneuver difficulties: Climbing a ladder…Routine Climbing a tree with lots of low limbs…Easy Climbing a tree with some low limbs…Light Climbing the rough brick wall of a cottage…Medium Climbing a tree with limbs lower than 20’...Hard Climbing a rough, stone wall in the rain…Very Hard Climbing the smooth wall of a fortress…Sheer Folly Hiding behind a large barrel in a dark cellar…Routine Hiding behind a bush on a pitch-black night…Light Hiding behind a bush on a moonlit night…Hard Hiding behind a bush in broad daylight…Extremely Hard Leaping a ditch (no armor)...4’ - Easy; 8’- Medium; 13’ - Hard; 18’ - Very Hard; 28’ - Sheer Folly Jumping a fence (no armor)...4’ - Light; 5’ - Medium; 5’5” - Hard; 6’ - Very Hard; 8’ - Sheer Folly After the difficulty is assigned, the character may then decide not to attempt the maneuver (i.e., he reconsiders and decides not to do it). In this case, he cancels his action and may perform some other limited action as described in Section X.X. If the character decides to proceed with the maneuver, he makes an open-ended rolls and adds his appropriate bonus along with any other applicable modifications. These modifications include: If a skill applies to the maneuver, add the skill bonus from the character’s character record. If no skill applies to the maneuver, add three times the character’s AG stat bonus. If no armor is being worn, add the character’s Moving Maneuver Penalty (see Section X.X). Add the lesser of: 0 or the character’s Encumbrance Penalty (see SEction X.X) modified by three times his St stat bonus. Standard modifications from the Standard Moving Maneuvers Modifications Table T - X.X. Special GM assigned modifications (see Appendix X.X for suggested modifications for certain skills).   After modifications are made, the resulting total is cross-indexed with the difficulty on the Moving Maneuver Table T - X.X to obtain the maneuver result.   Moving Maneuver Results A non-number result indicates that the maneuver has failed, apply the results to the maneuvering character as indicated. A number result is interpreted using one of the following methods: The percentage of the attempted maneuver that is accomplished (e.g., a “70” result means that 70% of the maneuver was performed). A result over 100 indicates that the maneuver was accomplished and the the distance covered by the maneuver may be increased by (# - 100)%. The chance of complete success (e.g., a “70” result means that there is a 70% chance that the maneuver has been accomplished). If the result is 100 or greater, the maneuver succeeds. Otherwise, during the next round, activity is reduced by: (100 - #). For example, a “70” result means that the maneuver has been accomplished, but the character has -30 penalty to activity next round.   If the moving maneuver used a specific skill, check the skill’s description to determine which interpretation method is used. Otherwise, the GM must decide based upon the situation.   Example: Naug is being chased by a large Wolf and wants to climb a 12 foot, rough, brick wall. The normal rate of climbing is ten feet per round. The GM assigns a difficulty of Medium and decides to use method (1) above. Naug rolls and gets a result of “50” from the Moving Maneuver Table T - X.X. Thus, Naug climbs 5 feet during the first round. Naug glances back and sees the Wolf charging hard. He knows the Wolf might be able to leap up and grab him if he doesn’t get up on the wall, so he decides to make an all-out attempt to get up this round. The GM decides the difficulty is still Medium, but that method (2) above will be used (i.e., all or nothing). Naug rolls and gets a result of “60” from Table T - X.X. Thus, he has a 60% chance of failing the maneuver and falling. Make another roll, Naug gets a 37 and gets up. The next round, NAug deuces to slip over the other side of the wall and drop to the ground. The GM assigns a difficulty of Light. Naug will automatically drop all the way to the ground in one round - the maneuver is to determine how hard his landing is. So, the GM decides to use method (3). Naug gets a result of “90” on Table T - X.X. Thus, he drops to the ground, but suffers a -10 penalty to his activity next round.   Summary The GM assigns a difficulty to the maneuver. The character decides whether or not to perform the maneuver. If he decides to perform the maneuver, an open-ended roll is made. All applicable modifications are made to the roll. A result is obtained by applying the modified roll to the Moving Maneuver Table T - X.X.   Example: Chinta decides to try and turn over a large chest and get under it before an Orc can attack her. Considering the situation (she has her back to the Orc), the GM rates the maneuver as “Very Hard”, but Chinta decides to try anyway. The GM decides to use interpretation method (1) for results from the Moving Maneuver Table T - X.X. Chinta rolls an 03, she must roll again and subtract the second roll from the first (i.e., it is an open-ended roll) - her second roll is a 62, resulting in an unmodified roll of -59. There is no specific skill/ability that applies to “getting into a chest”, so she uses triple her Ag stat bonus: +21. Thus, the total maneuver roll is -38 - not too swift. This gives a result of “Fall, sprain ankle and tear ligament. You are at 30. +15 hits.” from the Moving Maneuver Table T - X.X. If Chinta had rolled a 72 on her maneuver roll, she would have a total maneuver roll of 93 (72 = 21), for a result of “50”. Thus she would have been 50% of the way through her maneuver when the Orc could attack. In this case, the GM might rule that the chest acts like a shield, giving Chinta a +25 modification to her Defensive Bonus.       Standard Moving Maneuver Modifications Table T - X.X   General Modifiers Modification Any applicable skill bonus……..….varies Any applicable item bonuses…..…varies Moving Maneuver Penalty………..See SEction X.X Missile Encumbrance Penalty ‡ …See Section X.X   % of hits Taken Modification 0% to 25%.....................................+0 26% to 50%...................................-10 51% to 75%...................................-20 76% to 100%.................................-30   Other Wounds Penalty Hits/Rnd Being Taken……………..-5 per hit/rnd Stunned…………………………….-50 + (3 x SD stat bonus)   % of ExPs Expended Penalty 0% to 25%....................................+0 26% to 50%..................................-5 51% to 75%..................................-15 76% to 90%..................................-30 91% to 99%..................................-60 100%............................................-100   Combat Situation Modification Engaged in melee………………..-30 In a melee environment…….……-20 Under missile fire…………………-10   Lighting, if Required ↑ Modification No shadows……………………….+10 Light Shadows…………………….+5 Medium Shadows…………………+0 Heavy Shadows………………..…-10 Dusk……………………………….-25 Pitch Black………………………..-40   ‡ - Add the lesser of: 0 or the character’s Encumbrance Penalty (see Section X.X) modified by three times his St stat bonus. ↑ - These lighting conditions are for normal human eyesight, creatures that can see in the dark should ignore the dark and pitch black modifications and half the shadow modifications.     28.0 Casting Spells Index In order to cast a spell, the character’s skill rank for the spell must have been developed to at least rank one. In addition, the character must have enough Power Points to cast the spell (see Sections X.X and Appendix X.X).   Automatic Spell Casting If a spell is cast automatically, no static maneuver is required. However, such a spell may still fail: All attack spells fail on an unmodified attack roll of 01 - 02 (see Sections X.X - X.X). A 1d100 roll should also be made for each non-attack spell, the spell fails only on an unmodified 01 - 02. Attack spells can also fail on certain modified attack roll results (see Section X.X - X.X).   A spell may automatically be cast if the following restriction are met: The spell is not of higher level than the ranks developed in the spell. The spell is from the caster’s Realm(s) and it is not from another profession’s base list spells. The spell is not cast as a snap action or if the spell is an instantaneous spell cast as a snap action. The caster has not used more than 25% of his overall Power Points. If the spell is not instantaneous, the spell is prepared for at least a certain number of rounds: 2 rounds if: (Skill ranks developed - spell’s level) 2 1 round if: 2< (Skill ranks developed in the spell - spell’s level) 5 0 rounds if: (skill ranks developed in spell - spell’s level) > 5 For Essence spells: The caster has at least one hand free. The caster at least whispers key words for the spell. The caster is not wearing armor. The caster is not wearing a helmet. The caster is carrying less than 52.5 pounds of living organic material. The caster is carrying less than 10.5 pounds of non-living organic material. The caster is carrying less than 5.5 pounds of inorganic material. 7. For Channeling spells: The caster has at least one hand free. The caster at least whispers key words for the spell. The caster is not wearing metal armor. The caster is not wearing a metal helmet. The caster is carrying less than 10.5 pounds of inorganic material. 8. For Mentalism spells: The caster is not wearing a helmet.   Spell Casting Static Maneuvers If any of the restrictions are not met for a given spell, the caster can not automatically cast the spell. Instead, he must make a static maneuver roll in order to be abe to cast the spell. If this maneuver is successful, the spell may be cast with the same normal failure chances outlined above. This open-ended static maneuver roll is modified by +50, the caster’s skill bonus for the spell, and all other appropriate modifications from the Spell Casting Modifications Table T - X.X.   Spell Casting Statics Maneuver Roll = 1d100 (open-ended) + 50 Caster’s skill bonus for the spell’s list Mods from Spell Casting Modifications Table T - X.X.   Note: This static maneuver is part of the spell casting action and is not a separate action.       Spell Casting Static Maneuver Table T - X.X   -26 down Spectacular Failure: 0% - 1.0፠ - -30⇾ Your spell fails, roll on the SL Spell Failure Table X.X and add three times the total of all applicable modifications from the Spell Casting Modifications Table T - X.X. -25 - 50 Absolute Failure: 0% - 1.0፠ - -10⇾ Your spell fails, roll on the SL Spell Failure Table X.X and add twice the toal of all applicable modifications from the Spell Casting Modifications Table T - X.X. 51 - 75 Failure: 0% - 1.0፠ - +0⇾ Your spell fails, roll on the SL Spell Failure Table T - X.X and add the toal of all applicable modifications frm the Spell Casting Modifications Table T - X.X. UM 66 Unusual Event: -፠ - ⇾ 76 - 90 PArtial Success: 25% - 1.0፠ - +5⇾ You complete part of the spell casting. You may cast the spell normally next round as a 505 activity action (i.e., no static maneuver is required). 91 - 110 Near Success: 100% - 1.0፠ - +10⇾ You cast your spell normally at the end of the deliberate acton phase of the current round. UM 100 Unusual Success: 100% - 1.0፠ - +25⇾ Your spell is cast and you get a +30 bonus (non-cumulative) to your next spell casting maneuver (if it occurs in the next 10 minutes). 111 - 175 Success: 100% - 1.0፠ - +20⇾ Your spell is cast nromally. 176 up Absolute Success: 100% - 1.0፠ - +30⇾ Your spell is cast and you get a +10 bonus (non-cumulative) to your next spell asting static maneuver (if it occurs in the next 10 minutes).         Spellcasting Modifications Table T - X.X   Modifications Due To Levels And Preparation Rounds Caster’s Lvl Instantaneous Non-Instantaneous Spell – # of Preparation Rounds Taken
  • Spell Level Spell 0 1 2 3 - 4 5 - 6 7 - 8 9+
  • 9+......................+15……………………+5…+10…+15…+20..…+25……+30..…+35 6 -8…………… …+10…………….…..…+0…+5..…+10…+15..…+20……+25..…+30   5…….………..…+5………………….…-10…+0..…+5..…+10….+15……+20..…+25 4…………………+5……………………-20…+0..…+5..…+10.…+15……+20..…+25 3…………………+5……………………-30…+0..…+5..…+10.…+15……+20..…+25   2…………………+0……………………-35…-10.…+0..…+5……+10……+15.…+20 1…………………+0……………………-45…-20.…+0.…+5….…+10……+15.…+20 0…………………+0……………………-55…-30.…+0.…+5…….+10……+15.…+20   -1…………..….…-30…………………...-85.…-60…-30…-25……-20….…-15..…-10 -2……………...…-35……………………-90…-65…-35.…-30……-25….…-20..…-15 -3…………..……-40……………………-95.…-70…-40.…-35……-30….…-25..…-20 -4……………..…-45……………………-100…-75...-45..…-40……-35….…-30..…-25 -5………………..-50……………………-105…-80...-50..…-45……-40….…-35..…-30   (-6) - (-7).................-70……………………-125…-100…-70…-65……-60….…-55..…-50 (-8) - (-10)...............-95……………………-150…-125…-95…-90……-85….…-80…..-75 (-11) - (-15).............-120………………..…-175…-150…-120…-115…-110..…-105.…-100 (-16) - (-20)..............-170………………..…-225…-200…-170…-165…-160..…-155…-150   ≤ -21…………….-220………………..…-275…-250.…-220…-215…-210..…-205…-200   Other Modifications Condition Arcane Channeling Essence Mentalism   Skill for Spell:..................................................................+(skill bonus)....+(skill bonus)...........+(skill bonus).....+(skill bonus)   Non-Instantaneous Spell Cast as a Snap Action:........-20……………..-20…………………..-20………………-20   Overall Power 0% to 25%..........................................+0……………...+0………………..…+0…………….…+0 Points Used: 26% to 50%........................................-10…………..…-10……………….…-10………………-10 51% to 75%........................................-20…………..…-20……………….…-20………………-20 76% to 100%......................................-30…………..…-30……………….…-30………………-30   Spell List Type: Own Base, Own Realm………………+10…………....+10……………..…..+10………….….+10 Open Spell List,SL Realm……………-5……………..+5……………….…..+5…………..…..+5 Closed Spell List SL Realm…………..-15………..…..+0……………….…..+0…………..…..+0 Arcane Open Spell List……………….+5……………..-5………………..…..-5………………..-5 Arcane Closed Spell List……………..+0……………..-25…………………..-25………….…..-25 Arcane Base Lists (not own)..............-10………..…...-40…………………..-40………….…..-40 Other Base List, SL Realm…………..-40………...…..-10…………………..-10………….…..-10 Open Spell List, Other Sl Realm……..-5………….…..-10…………………..-10………….…..-10 Closed Spell List, Other SL Realm....-15……………..-20……………..……-20……………...-20 Base Spell List, Other SL Realm……-40……………..-30…………………..-30………….…..-30   Free Hands (*): None…………………………………....-30……………..-20…………………..-30………….…..+0 One……………………………………..-10……………..+0…………………...+0…………..…..+0 Two………………………………………..+0………………...+5………………..…..+10……….…..+0   Use of voice (*): None………………………………..-10………………..-10………………..…..-5……………..+0 Whisper…………………………….-5……………..…..+0…………………….+0……………..+0 Normal……………………………..+0…………….…...+5………………..…..+0……………..+0 Shout…………………………..…..+5……………..…..+10…………………..+5……………..+0   Helmet (*): None……………………………….+0……………….…+0……………………+0……………..+0 Leather…………………………….-10…………….…..+0………………..…..-20………..…..-30 Leather & Metal…………………..-20…………….…..-10……………….…..-30………..…..-40 Metal…………………………..…..-30…………….…..-20……………….…..-40………..…..-60   Equipment (*): Organic Material, living…………..+0……………..…..+0…………..-1 per 5lb over 50lb…..+0 Organic Material, non-living…….+0………………….+0…………..-1 per 1lb over 10lb…..+0 Inorganic Material…..-1 per 1lb over 5lb…..-1 per 1lb over 10lb…..-2 per 1lb over 5lb….+0.   Armor Normal ATs 1, 2, 3, 4………..……+0..……………..…+0……………………+0…………….+0 Status (*): Normal ATs 5, 6…………………..-5…………………..+0……………….…..-10………..…..+0 Normal ATs 7, 8…………………..-10………………....+0……………….…..-20………..…..+0 Normal ATs 9, 10………………...-15………………….+0……………….…..-25………..…..+0 Normal ATs 11…………………....-20……………….…+0…………………...-40………..…..+0 Normal ATs 12……………………-25………………….+0……………….…..-50………..…..+0 Normal ATs 13, 14……………….-20………………….-30…………………..-40………..…..+0 Normal ATs 15, 16……………….-65……………..…..-60……………….…..-70………..…..+0 Normal ATs 17, 18……………….-40……………..…..-35……………….…..-45………..…..+0 Normal ATs 19……………………-70……………..…..-60……………….…..-75………..…..+0 Normal ATs 20…………………....-80……………..….-75………………..…..-90………..…..+0   * - With each condition, use the worst (to the caster) mod. Applicable during any preparation round or casting round. ↑ - Equipment other than helmet, armor, normal light clothing, and boots. Round up to the nearest pound. ‡ - These modifications may be modified by the caster’s Transcend Armor skill bonus (see Appendix X.X).     30.0 Injury, Death & Healing Index Because so much of FRP action involves situations where characters are hurt or killed, the RMSS provides detailed and comprehensive guidelines covering specific injuries, death, and healing. These rules around certain basic principles or assumptions.   Body and Soul In RM, life is a union of body and soul. The body is a physical (or, in rare cases, enchanted) construct which accommodates the intangible soul or spirit. In turn, the soul gives the body life. Without a body, a soul dissipates and cannot interact in normal affairs. Without a soul, a body is little more than an unordered organic sculpture destined to rot away. Death occurs when the body can no longer function (i.e., it cannot convey life to the body). When the body can no longer function, this is referred to as physical death. When the soul withers away, this is referred to as soul death. Physical death can occur in one of two ways. The first is from a critical wound, or series of critical wounds (i.e., critical strikes). The second is shut down due to pain or system shock (i.e., hits). Soul death can occur in one of two ways. The first is through an Absolution spell (cast be an evil priest) or any other soul destroying spell in the realm of Channeling. The other form of soul death occurs through prolonged exposure to Undead (sometimes called Unlife, creatures of the night, etc). Once the body ceases to function, the soul will eventually depart. When the soul separates from the body, any prospects for recovery are remote.   General Degrees of Injury These wound categories help a GM apply certain general rules regarding recovery and effect.   Light Injuries - If a specific injury results in a penalty of -0 to -20, it is considered “light”. In addition, light injuries include wounds which yield 1 - 5 hits per round as a result of bleeding.   Medium Injuries - Specific injuries which result in a penalty of -21 to -50 are considered to be of “medium” severity. Medium injuries also include wounds which yield 6 - 10 hits per round as a result of bleeding. Fractures with an unspecified penalty are medium injuries.   Severe Injuries - Should a specific injury result in a penalty of -51 or more, it is “severe”. In addition, severe injuries include shattered bones and wounds which yield more than 10 hits per round as a result of bleeding. Any wound which destroys an organ (e.g., eye, kidney, etc.) or renders it inoperable for more than 1 day is also severe.   Healing Spells Spell Law provides several complete sets of spells for healing (Closed Channeling, Healer, Lay Healer, etc.). In a campaign game, healing spells might be available in towns and cities. The Gamemaster should experiment with costs and requirements for healing services. Options include everything from mercenary spell users requiring money for their services to suspicious channelers who will only heal “true believers” of their religion (or race). Large settlements might contain readily accessible healing runes.   Natural Healing The body often heals itself, albeit slowly. Even without aid of spells, herbs, or medicine, an adventurer can rally from most injuries. The Healing Recovery Table T - X.X gives the recovery time for the most common types of injuries. Note that this table should only be used with wounds gained through critical strikes. Concussion damage taken (i.e., hits) heals in a different fashion (see Section X.X and X.X). To use the Healing Recovery Table T - X.X, roll d100 (open-ended) and add three times the character’s Constitution stat bonus. Look up the result in the section for the most appropriate type of wound (the chart is subdivided into sections based upon types of damage) to determine the normal number of days needed for a given wound to heal. Note that a separate roll should be made for each wound. See the section on injuries (below) for guidelines on how to classify wounds as Light, Medium, or Severe wounds. Some races heal faster or slower than others. Each race has a healing “recovery multiplier” - just multiply this factor by the normal number of healing days to get the actual number of healing days required. A complete examination of the uses and effects of healing herbs, first aid and medicine can be found in Gamemaster Law.   Sprains Sprains are the result of a wrenching or laceration of the ligaments of a jint. A sprain will heal normally as a medium muscle/tendon wound but must be protected from further strain during this time.   Healing the Soul Proximity to Undead can often “damage” the soul. In turn, this weakens the physical body. The only cures available for this type of healing are magical (via “soul healing” spells) or time and rest. Damage to the soul from proximity to Undead must be tracked separately, but the effects are reflected in a temporary reduction of the Constitution stat. See the discussion on Recovery below for details on how to heal the soul.   Healing Animals Most of the healing spells in Spell Law are intended for use in healing humans (and humanoids). The GM may decide to allow these same spells to heal animals of their wounds.   Nerve Damage Nerve damage is characterized as the severing or traumatization of a nerve or nerves vital to some body function. The effects of nerve damage can vary widely, from complete loss of feeling or control of a limb, to uncontrollable shaking or trembling, to unbearable and continuing pain. There are several circumstances under which nerve damage will be a result: If a critical result specifically denotes nerve damage, then the full described penalty is ascribed to nerve damage. If a critical describes a limb or organ as useless or destroyed, nerve damage equal to the severity of the wound has occurred.   In addition, there is a chance that any wound will also yield nerve damage. The chance of nerve damage is equal to the penalty expressed as a percentage (i.e., -50 = 50%), if any. If nerve damage has occurred, then a nerve damage penalty equal to the original penalty is present. This penalty is not cumulative with the original penalty, but must be healed as if it were a separate wound, and recovery times are rolled on the chart for organ damage. Note that this may mean that the penalty due to the original wound may heal before the nerve damage associated with it does.   Example: Blackfire has strained his shoulder trying to shave his back. After assessing the -30 penalty, the GM rolls d100 vs the 30% chance that nerve damage has occurred. A 17 is rolled, and Uncle Skippy curses his luck. A roll for the strained muscles in the medium category results in a recovery time of 30 days. Uncle Skippy resolves in the future to stretch out before attempting personal hygiene.   The PC must make an open-ended d100 roll, adding three times his Constitution stat bonus. If this modified result is less than or equal to the original penalty expressed as a positive number (i.e., -30 becomes “30” for this purpose), there is a permanent penalty equal to half the original penalty. If this roll is failed by over 50, a permanent penalty equal to the full original penalty is applied. This penalty can only be removed through magical healing, as the nerve damage is considered permanent.   Example: Solrac has managed to injure himself reaching for his toilet paper. In the ensuing scuffle with a towel rack, Solrac deals himself an injury from a “D” Grappling Critical, resulting in a -40 penalty of an unspecified duration, which makes it a medium injury. Solrac’s Constitution is a paltry 23 (a -5 Co bonus). Rolling the dice, he rolls (yipe!) an 09! The final modified roll is an 04, which means that Solrac will be operating under a permanent penalty of -20. Solrac’s player breathes a sigh of relief. Had he rolled 5 less on the dice, it would have been open-ended low, and he would likely have had a permanent penalty of -40! As it is, the nerve trauma is severe enough that Solrac will have to find a magical healer to repair the destroyed nerves. Solrac swears vengeance on the architect.     Healing Recovery Table T - X.X   Light Medium Severe Burn Wounds Wounds Wounds   -26 or less……………………………………………… 4……….. 20………48 -25 - 15…………………………………………………..3………..15……….36 16 - 65……………………………………………………2………..10……….24 66 or more………………………………………………1………….5……….12   Light Medium Severe Bone Wounds Wounds Wounds   -26 or less………………………………………………..7……….28……….70 -25 to 15………………………………………………….5……….20……….50 16 to 35…………………………………………………..3……….12……….30 36 to 65…………………………………………………..2…………8………20 66 or more……………………………………………….1…………4………10   Light Medium Severe Skin/Tissue Wounds Wounds Wounds   -26 or less…………………………………………………5……….25………40 -25 to 15…………………………………………………...3………15……….24 16 to 35…………………………………………………... 2………10……….16 36 or more…………………………………………………1……….5……… 8   Light Medium Severe Head Wounds Wounds Wounds   -26 or less………………………………………………..13………78………130 -25 to 15………………………………………………….10………60………100 16 to 35……………………………………………………7……….42………..70 36 to 65……………………………………………………5……….30………..50 66 to 90……………………………………………………3……….18………..30 91 to 105…………………………………………………..2……….12………..20 106 or more……………………………………………….1…………6……….10   Light Medium Severe Organ Wounds Wounds Wounds   -26 or less…………………………………………………13……….65………130 -25 to 15…………………………………………………….9……….45………..90 16 to 35……………………………………………………..6……….30………..60 36 to 65……………………………………………………..4……….20………..40 66 to 90……………………………………………………..3……….15………..30 91 to 105……………………………………………………2……….10………..20 106 or more………………………………………………...1…………5……….10   Light Medium Severe Muscle/Tendon Wounds Wounds Wounds   -26 or less 11 44 88 -25 to 15 7 28 56 16 to 35 4 16 32 36 to 65 3 12 24 66 to 90 2 8 16 91 or more 1 4 8   Note: To use this table, roll d100 (open-ended and add 3x the character’s Co stat bonus). Then look up the result in the section for the most appropriate type of wound. The result is the normal number of days needed for a given wound to heal. Some races heal faster or slower than others. Each race has a healing”recovery multiplier” - just multiply this factor by the normal number of healing days to get the actual number of healing days required.     30.1 Death Index As noted above, death comes in more than one form, although it inevitably leads to the sundering of the body and soul. These unfortunately fatal situations require further elaboration.   Major Wounds Occasionally, a mortal blow or combination of blows will fell a character who has not yet fallen unconscious. In these cases, an attack or accident results in a critical strike that specifies damage to a particular part of the character’s body. Should the critical strike description specify that the effects are fatal, the character dies in the prescribed manner and at the specified time, unless someone or something intervenes.   Massive Shock Each character has a number of concussion hits (or simple “hits”). These hits reflect the amount of pain and beating the character can withstand before succumbing to shock or unconsciousness. Once a character receives an amount of concussion damage equal to or greater than his hits, he passes out due to body shock. If a character receives more hits than the sum of his total hits plus his constitution stat )not his stat bonus), he begins to die. After a number of rounds equal to twelve (12) plus his constitution stat bonus and the racial soul departure bonus. This process of dying can be halted by healing hits on the character (i.e., casting simple healing spells). However, once a character is dead, the rules for death apply (see Effects of Death below). Example: Jaide, a Halfling +6 racial soul departure bonus), has 34 concussion hits and a 0 Constitution (+5 Constitution bonus). Once he reaches 34 hits, he drops unconscious. Once he reaches 125 hits, begins to die of massive shock. If he does not receive aid within 23 rounds (12+5+6), he will be irrevocably dead (to normal efforts) due to soul departure.   Soul Death There are a few spells (most in the Realm oc Channeling) that destroy or banish souls. When this occurs, the character is irrevocably dead. GMs should be aware that this is a particularly brutal (and powerful) way for a character to die and should control the availability of such spells.   Undead Undead are the antithesis of all that is living. They gain their power by draining life from the living. This is reflected by temporarily lowering a character’s Constitution stat. If a character’s Constitution drops to 0 (or less), the character’s soul has withered away and he becomes an Undead himself. While this is a gruesome thing to have happen, it never happens quickly (and character’s can work at healing this damage).   Death and Lifegiving When the body can no longer sustain life (due to system shock, organ failure, or other causes), the soul will leave the host as death occurs (Absolution spells can cause the souls to be removed from the body without causing actual death). To restore life it is necessary to first repair the damage that caused the body to become uninhabitable and then restore the soul (if the physical damage were not repaired, the soul would immediately leave the host again). Failure to restore the soul prevents the target from returning to life even after all the physical damage is repaired (the body can sustain life at a minimal level without the soul, but once the life process is interrupted it cannot be restored without the soul). Lifegiving spells reunite the sou and the body, restoring the life process if the body is capable of sustaining it. Reuniting spells restore the soul to a still living body (only). Neither can restore a soul that is destroyed by Dark Absolution. 30.1.1 Effects of Death Index There are two major effects of death: The deterioration of stats due to a lack of oxygen flow to the brain following “death”, and The departure of the soul from the body.   Spells or herbs can halt the process of dying at any point. A Preservation spell or its equivalent medicine halts the deterioration of the stats. A Lifekeeping spell delays the departure of the soul from the body (though Lifekeeping does not restore deteriorated stats). Healing the cause of death halts both effects, but does not reverse them. If the cause of death is healed before the soul leaves the body, the person is alive and functional (if there are no other injuries, and no stat is reduced to 0 however, any stat loss remains. If the soul has left the body before the cause of death is repaired, the body is functional, but the character is in a coma and -100 for even subconscious activity. A Lifegiving spell must be cast on such a character before he can become functional once again (see Spell Law for specific spell descriptions).   Stat Loss The mental stats (Memory, Reasoning, Empathy, and Intuition) as well as the two partially mental stats (Self Discipline and Presence) will deteriorate first. Each round after death, consult the Stat Loss Table T - X.X below to determine the die-type rolled to determine the amount each stat drops (to a minimum of 0). Ten minutes (60 rounds) after death, the physical stats (Constitution, Agility, Strength, and Quickness) begin to deteriorate. Each hour, roll d10-1 for each of these stats. The result is how many points the stat drops (to a minimum of 0). However, this process continues after a stat drops to 0, with all remaining loss taken from the stat’s potential. If any stat falls to 0, the character remains in a coma even if the cause of death is repaired (and the stat stays at 0). The character can be brought out of this coma if the stat(s) that is at 0 is raised above 0. Deteriorated temporary stats can be raised to previous levels by the following methods: normal level advancement, certain healing spells (or herbs), and/or by a normal healing rate of 1 point per stat per month. If potentials have deteriorated, stats cannot be raised above the new potentials (only very powerful magic can raise lowered potentials).   Example: Snidepucker the Rogue dies after eating a poisoned bagel. Beginning the round after death, the GM rolls sor stat loss on each mental stat and the two partially mental stats. Each result is subtracted from the temporary stat. Soon Snidepucker’s temporary Memory reaches 0. The GM will now only roll once per hour for the Memory stat and all loss will now be applied to the potential stat. Sixty rounds after death, the GM begins the same process for Snidepucker’s physical stats. He will continue to roll for loss until all potential stats fall to 0.   During battle, the GM should keep track of how many rounds pass between death and the halting of the death process. After the resolution of the battle, he can perform all of the die rolls needed for stat reductions.       Stat Loss Table T - X.X   Rounds After Race Type Death 1 2 3 4 5   1 - 6 0 1d2-1 1d5-1 1d5-1 1d10 7 - 18 1d2-1 1d5-1 1d5-1 1d10 2d10-1 19 and up 1d5-1 1d5+1 1d10 2d10-1 2d10-1     Preservation Note that the various Preservation spells prevent any and all stat loss or decomposition during the duration of the spell.   Soul Departure For a normal human, two minutes (12 rounds) after death, a character’s soul leaves his body. The exact time for departure will vary by the race of the dead character (see the Race and Healing Factors Table T - X.X). Once the soul departs from the body, it can only be returned through the se of powerful spells or herbs (e.g., Lifegiving).       Race Healing Factors Table T - X.X   # Rnds. Race Type To Soul For Recovery Race Departure Stat Loss Multiplier   Elvaan 3 3 x1.5 Galka 7 1 x0.5 Hume 12 2 x1.0 Mithra 10 2 x0.75 Taru-Taru 1 5 x3.0     Soul Withering If a character’s Constitution has been lowered to 0 because of proximity to Undead creatures, the character becomes an Undead himself. See Creatures and Monsters for a discussion on how Undead are created to determine the type of Undead the character might become.   30.1.2 Injuries Index Although death is a looming danger, injuries are much more common. Some injuries, however, effectively disable a character. Most make adventuring tough and, given their frequency, can present the characters with significant obstacles, including penalties or prohibitions applicable to the use of appendages, the deployment of sense, maneuvers, combat or even simple travel! Generally, injuries in RM only occur as a result of damage from a critical strike. As such, the injuries are often described quite specifically. This provides a tremendous variety of effects and adds flavor to the game. It also requires a very specific healing system, spells, and herbs covering every possible plight. The healing spells found in RM are designed to provide detailed descriptions covering any injury that might arise in a game.   Light Injuries If a specific injury results in a penalty of -0 to -20, it is considered “light”. In addition, wounds that bleed at the rate of 1 to 5 hits per round are considered “light”. No fracture or break is ever a light injury.   Medium Injuries Specific injuries that result in a penalty of -21 to -50 are considered “medium” in severity. Medium injuries also include wounds that bleed at the rate of 6 to 10 hits per round. Fractures or breaks that result in an unspecified penalty are always considered “medium” in severity.   Severe Injuries Should a specific injury result in a penalty of -51 or more, it is “severe”. In addition, severe injuries include shattered bones and wounds that bleed more than 10 hits per round. Any wound that destroys an organ, or renders an organ inoperable for more than one day is also severe.   Treatment Even after an injury is treated, recovery is rarely instantaneous. The gamemaster must still consider the effects of the wound after treatment. For instance, how long does it take to recover? Will there be any permanent damage (e.g., scars or lowering of stats)? What effect does the wound have on the character while he is recovering? The form of treatment for a given injury is normally prescribed by: The description of the wound, or By the explanation of the spell, medical technique, or herb employed.   For instance, some injuries are healed by spells with descriptions that require the victim to remain immobilized during treatment. Certain herbs must be administered with an external compress which cannot be jarred. Whatever the treatment, the procedures should be followed, or the wound is not considered healed (and recovery will not begin).   First Aid First aid can be attempted by any character, but has limited effectiveness. To attempt to assist using first aid, a character must make a successful First Aid static maneuver (see Appendix X.X). First Aid skill allows a character to heal any “light” injury, if the necessary equipment is available (e.g., a compress and bandage for light bleeding, splints or slings for sprains, etc). In addition, this skill can be used to slow or halt the effects of medium or sever injuries. For example, a severe bleeding wound (bleeding at more than 10 hits per round), can be slowed by 5 hits per round using first aid skills. First Aid is not effective when dealing with medium or severe nerve or organ damage. Once first aid has been applied, the victim cannot engage in any activity that might strain the wounded area without losing the benefits from the first aid. For example, a character cannot receive first aid for a wound and then move at a pace faster than a walk without “re-opening” the wound. It should be noted that should a wound be reduced by first aid, it cannot then be further reduced by future first aid attempts.   Wounds Wounds are generally defined as the specific damage taken from a critical hit. When an injury description specifies that the organ, appendage, etc. is useless, the penalty is considered -100. As a general rule, the recuperation period for multiple injuries equals that of the worst wound plus half the recovery time for all other wounds (cumulative).   Example: As a result of a swindle, Onree moves into an unsound tower. A storm erupts and the tower collapses in the wind. In the fall, Onree receives a severe head wound (recovery 30 days), a medium bone wound (recovery time 8 days), and a light skin wound (recovery time 1 day). Assuming he is healed, his total recovery time is 34.5 days (30 + 4 + 0.5). Poor Onree.   While recovering, a character’s penalties gradually lessen. Determine the rate at which the character returns to normal health, divide the total penalty by the recovery time (in days). The result is the daily reduction in the character’s penalty. Round off any fractions and apply any leftover penalty to the amount recovered in the first day. If the recovery time is two days or less, the Gamemaster may want to determine recovery on an hourly basis.   Example: Onree received a total penalty of -70 as a result of his accident. If his recovery time is 34.5 days, he divides 70 by 34.5, with a result of 2.03. He rounds this up to 2. Thus, Onree’s penalty is reduced by two each day of recuperation. Because 2 times 34.5 is only 69, there is an additional 1 remainder. This is applied to the first day of recovery (meaning that Onree’s penalty is reduced by 3 during the first day). Hits Once a character has taken hits, they may be healed in the following four ways: If the character is active, one hit is recovered every three hours. If the character is resting, (Co stat bonus ÷ 2) hits are healed every full continuous hour of rest (at least one hit is recovered, even if the Co stat bonus is less than one). If the character is sleeping, (Co stat bonus x 2) hits are healed for every three hours of continuous sleep. If this sleep is interrupted, hits are still healed as in 2) above. In addition, hits may be healed by outside methods; e.g., spells, herbs, etc.   Soul Withering Soul damage is much slower in healing. The GM (and player) should keep track of the amount of Constitution lost to the effects of Undead. This damage normally heals at the rate of 1 point per day if the character is doing nothing but resting and recuperating. If the character is not traveling and generally staying in one place, he will heal up to per week. This process can be expedited by spending time in a place soothing and sacred to him (2 points per day or 2 points per week). It is possible to speed up the recovery from soul damage by spending time on “holy” or “consecrated” ground. A character will gain an extra d10 points of healing per day spent on this type of ground. Finally, there are specific “soul-healing” spells that speed up the recovery process, or heal points directly. See the Cleansing spell list (Healer base).   Permanent Damage Permanent damage should be determined on a case-by-case basis by the Gamemaster. As a loose rule-of-thumb, a character should receive permanent damage only in the case of a severe wound. For each severe wound, the character should roll an open-ended d100 and add his current Constitution (the stat itself, not the bonus). If the roll is greater than 100, no permanent damage is sustained. If the roll falls short of 100, the GM should assign permanent damage based upon how short the roll was from 100. The exact nature of the permanent damage should be decided by the Gamemaster, but should be appropriate to the wound. For example, having an arm severed and then reattached might result in a permanent loss of agility (and a scar physical death followed by a re-uniting of the soul and body might cause some experience loss; etc.   30.2 Healing Index Section X.X of RMSS provides guidelines for the length of time it takes to heal from an injury. These guidelines assume natural healing only. The following sections describe the effects of various healing maneuvers and how difficult they are to perform. The following skills are considered healing skills:   Animal Healing Diagnostics First Aid Psychology Second Aid Surgery   General Effects In general, use of a healing skill will reduce the amount of time it takes for a wound to heal. Without First Aid, many wounds will kill a character before natural healing is relevant, particularly when the victim is bleeding. First Aid is useful for stabilizing a victim, but a successful First Aid maneuver will not reduce the amount of time needed for a wound to heal. First Aid will help prevent re-injury. First Aid can also be applied to one-self (unlike any of the other healing skills). A successful Second Aid maneuver will reduce the amount of time needed to heal by 25%. Thus, a wound that would normally take 12 days to heal will take only 9 days to heal. In addition, a Second Aid maneuver will reduce the penalty associated with the wound by 25%. Thus, a penalty of -40 would be reduced to -30. Surgery is an intrusive process. It is needed when a limb must be amputated, or when a foreign object must be removed from the victim. Because of the traumatic nature of surgery, the amount of time needed to recover is not reduced, but Surgery might allow the victim to survive injuries otherwise fatal. A wound treated with Surgery or Second Aid allows the victim to add the subsequent maneuver bonus to his roll to prevent Nerve Damage (see Section X.X). Diagnosis is needed whenever a victim is affected by a poison or physical illness. Diagnostics is used to identify the symptoms of the ailment and prescribe an appropriate treatment and/or diet. Diagnostics can also be used to estimate a patient's chance of survival (Prognosis). Psychology is used to diagnose and treat mental illnesses. OF all of the healing skills, this is one of the most difficult and time intensive. For a psychology maneuver to have any chance of success, the victim must be willing to undergo treatment. If this is not the case, the psychologist can still diagnose the malady, but he may not make a maneuver to cure the affliction.   Bleeding Bleeding wounds recover on the Skin/Tissue portion of the Healing Recovery Table T - X.X. A Light wound is any wound that is bleeding 1-5 hits per round. A Medium wound is one that is bleeding 6-10 hits per round. A severe wound is bleeding 11 or more hits per round. First Aid can be used to stop up to 5 hits per round due to bleeding by applying direct pressure to the wound and/or pressure points. This is a Medium maneuver. If the victim performs any action more rigorous than walking, the wound will reopen. First Aid can also be used to stop more serious bleeding by using a tourniquet. A tourniquet must be loosened frequently, or the limb will die. This maneuver is Easy, but a result of Partial or Near Success indicates the limb is lost. Second Aid or Surgery can be used to stitch a wound. Second Aid can stitch a Light or MEdium wound; Surgery can stitch any wound (that does not involve the loss of a limb). A wound that has been stitched is less likely to reopen. Every round of activity, the victim should roll and add the subsequent maneuver bonus provided by the Second Aid or Surgery maneuver and subtract 5 for every round of bleeding. If the result is zero or greater, the wound remains closed.   Example: Eirik stitches Kregon’s arm after a fight. Eirik’s Surgery skill maneuver results in an unusual success (+30). Oregon was bleeding 8 hits per round. Every round he is active, he must roll and subtract 10 (30 - (8x5)) - If the result is less than 0, the wound reopens.   Any character can cauterize a wound, provided he has a torch or a hot metal object. The character should make a First Aid maneuver. A Spectacular or Absolute Failure inflicts a “D” Heat critical and 4d10 hits and does not stop any bleeding. A Failure inflicts a “C” Heat critical and 3d10 hits, but half of the bleeding is stopped. A Partial or Near Success stops all of the bleeding and inflicts a “B” Heat critical and 2d10 hits. A Success inflicts an “A” Heat critical and 1d10 hits; an Unusual or Absolute Success causes no damage.   Bone Injuries A simple fracture with a penalty of -20 or less is a Light wound. Any compound fracture, fracture with no specified penalty, or fracture with a penalty of -50 or less is considered a Medium wound. All shatters and fractures with a penalty of worse than -50 are Severe. First Aid can be used to create a crude splint. This is a Medium Maneuver for Light wounds and a Very Hard maneuver for Medium wounds. If a victim does not have a splint, he must roll whenever he maneuvers at faster than a walk. If the roll is less than the penalty (taken as a positive number), the penalty increases by 10.   Example: Kregon broke a rib (-5 penalty). The next round of combat he must roll. He rolls an 04. This is less than 5, so the penalty for the broken rib increases to -15. Another such increase, and the broken rib becomes a Medium wound.   Second Aid can be used to design a more permanent brace or setting. This is a Hard or Very Hard maneuver depending on whether the wound is Light/Medium or Severe. Setting a shatter is Absurd. Once the victim has such a brace, he can use the limb with little threat of reinjury. Surgery is the best option for a shattered limb. The limb must be amputated to prevent gangrene. This is a Light maneuver.   Burns Any critical that results in a light burn indicates a Light wound. A critical that results in a minor/medium burn or causes 1-5 hits per round of damage indicates aMedium wound. Any critical that results in a severe burn, causes 6 or more hits per round of damage, or involves the loss of a limb indicates a Severe wound. First Aid can be used to treat Light and Medium wounds by applying cool water and a bandage. This is an Easy maneuver that restores 1-5 hits and prevents the possibility of blisters becoming infected. If First Aid is not administered, the wound will take twice as long to heal due to skin irritation. Second Aid can also be used and usually includes the application of a salve. This is a Light maneuver. Second Aid or Surgery can be used in the case of a Severe wound. The victim needs to have the burnt skin removed, and the wound properly dressed. This gory task is a Hard maneuver.   Cartilage & Ligament Injuries (Sprains & Strains) Injuries of this type recover on the Muscle/Tendon portion of the healing Recovery Table T - X.X. The number of days needed for recovery should automatically be doubled. The penalty associated with the injury indicates the severity of the wound: -20 or less indicates a Light wound, -21 to -50 indicates a Medium wound, and a penalty of more than -50 indicates a Severe wound. First Aid can be used to brace a Light wound. This helps protect the victim from re-injury. This is a Light maneuver. If the victim does not have a brace, he must roll whenever he maneuvers at faster than a walk. If the number is less than the penalty (taken as a positive number), the penalty increases by 5. Once the injury is braced, the victim need only make such a roll when he fails a Moving Maneuver. SEcond Aid can also be used to create a brace suitable for a Light or Medium wound. This is a Light maneuver. Torn ligaments can also be braced, but this is a Hard maneuver. A surgeon can attempt to reconnect a severed ligament, but this is an Absurd maneuver. Failure indicates that the wound will never heal. Head Injuries If a victim suffers from a head injury, any healing maneuver performed on that injury is increased by one difficulty level. In addition, head wounds are slow to heal.   Muscle/Tendon Injuries The penalty associated with the injury indicates the severity of the wound: -20 or less indicates a Light wound. -21 to -50 indicates a Medium wound, and a penalty of more than -50 indicates a Severe wound. First Aid can be used to bind a Light wound. This is a Light maneuver. First Aid can do nothing for more serious injuries. If First Aid is not administered, the victim risks reinjuring himself. Whenever the victim attempts a maneuver more rigorous than a walk, he must roll below the penalty taken as a positive number, or the penalty increases by 10. Surgery can be attempted to close more serious injuries. This is a Medium or Hard maneuver, depending on whether the wound is Medium or Severe. If the muscle or tendon was severed, this becomes an Absurd maneuver.   Nerve Injuries There is nothing that can be done for a nerve injury. The victim needs a magical herb or spell to recover from the injury.   Organ Injuries The penalty associated with the injury indicates the severity of the wound: -20 or less indicates a Light wound, -21 to -50 indicates a Medium wound, and a penalty of more than -50 indicates a Severe wound. There is not much that can be done when an organ is injured. In the case of a Light wound, First Aid or Second Aid can be used to cover the wound. This is a Sheer Folly or Extremely Hard maneuver, Until a successful maneuver is made, the victim must roll once per day. If the roll is below the penalty (taken as a positive number) that day does not count towards healing.   Example: A small creature scratches Kregon’s eye. As a result, his vision suffers a penalty of -20. Kregon rolls on the Healing Recovery Table, and determines that his eye will heal in 3 days. However, until Eirik administers First Aid, there is a 20% chance per day that Kregon will not get to count that day towards recovery.   If the wound is Medium or Severe, surgery is required. This is an Extremely Hard or Absurd Maneuver. Note that any organ that has been destroyed will not heal without magical intervention. Loss of a single eye may only result in a penalty of -50 to vision maneuvers, but this Medium wound will not heal.   Shock Nearly all injuries require treatment for shock. The GM may rule that no other treatment can be administered until the healer treats for shock. Any injury that results in death in a given number of rounds can be delayed as long as First Aid is successfully administered. Shock treatment will also stop the loss of hits per round from burn injuries (since such damage indicates shock damage and not bleeding damage). Second Aid can also be used to temporarily revive a victim who is unconscious due to shock damage. If the victim’s hits can be brought above zero the round he is revived (by consuming an herb, for example), he remains conscious. This is a Sheer folly maneuver.   Skin/Tissue Injuries Any injury that does not specify specific damage is considered to be a flesh wound. This includes any injury that causes bleeding and a generic maneuver penalty. The penalty associated with the injury indicates the severity of the wound: -20 or less indicates a Light wound, -21 to -50 indicates a Medium wound, and a penalty of more than -50 indicates a Severe wound. First Aid or Second Aid can be used to dress the injury. This is a Light, Medium or Hard maneuver, depending on the severity of the injury. A successful maneuver bonus to any resistance rolls versus infection. Healers may voluntarily provide skin dressings in order to provide their patients with this bonus, even if the injury is deeper than a flesh wound.   Diseases Bubonic diseases are the bane of every warrior. Every day that a character has an open wound, he must make a RR vs. a bubonic disease of a random level (1-10). This check must be made twice per day if the character is in a battlefield or other unsanitary situation. An RR should also be made once each month regardless of injuries, or once a week in unsanitary conditions. Bubonic diseases can be treated using Diagnostics. A successful maneuver indicates that the healer has identified the disease. If the victim maintains the prescribed regimen of food and exercise (and prayer), the amount of time needed for recovery will be reduced by 25%. If the RR originally indicated an Extreme result, the victim may also make an additional RR (to avoid dying). If the second RR also indicates an Extreme result, the victim dies. (Bloodletting is another common treatment. The GM may consider giving the healer a bonus of +5 to a Diagnostics maneuver if he succeeds at a Light Surgery maneuver.) Chemical diseases can be treated with Psychology. If the psychologist is successful, the victim may add the subsequent maneuver bonus to the withdrawal roll. (See Gamemaster Law pg. XX.) This greatly increases a victim’s chances of surviving withdrawal. Neither Diagnostics, nor Psychology can assist a character with a genetic disease. If the disease is healed magically, Psychology can be used to reduce the recovery time by 25%. Pneumonic disease can strike at any time. Each month a character should make a RR versus a pneumonic disease (of a random level, 1-10). If conditions are crowded, this check should be made once a week. Pneumotic diseases are treated using Diagnostics in a manner identical to bubonic diseases. Psychiatric diseases can be treated using Psychology. Until the victim receives treatment, he will not recover from a psychiatric disease. The amount of time needed to recover depends on the severity of the disease. Note that trephination (removing a button of bone from the skull) is a more common approach to psychiatric illnesses in a medieval setting. This is a Very Hard Second Aid maneuver. If the GM is generous, he might give this procedure a 10% chance of success. Reducing an Extreme disease to Severe requires a year of treatment. During this time, the psychologist must make a successful maneuver each month, or begin again. In addition, if victim is not monitored closely, suicide or self-injury is a serious threat. Reducing a Severe illness to Moderate requires one month for every six months that the victim has lived with the illness. The psychologist must make a successful maneuver roll each month, or begin from scratch. An Absolute Failure (or worse) results in the victim’s condition worsening. These patients generally require constant supervision. Curing a Moderate illness requires one month of outpatient therapy for every year the victim has had the condition. Curing a Mild illness requires therapy for one month for every two years the victim has had the affliction. The psychologist should make a maneuver roll each month, but a Failure does not require the psychologist to start over. An Absolute Failure causes the victim’s condition to worsen. The difficulty of any Diagnostic or Psychology maneuver depends on the severity of the illness. A mild case is Easy to treat. A Moderate case is a Medium maneuver. A Severe case is Very Hard to treat, and an Extreme case is Sheer Folly (at best).   Poisons First or Second Aid can be used to prevent a poison from taking effect, provided the treatment is administered before any symptoms manifest. This treatment involves making a small incision and drawing the toxin out of the blood. If the was ingested, the healer must instead induce vomiting. This difficulty of either maneuver depends on the severity of the RR failure:   Severity Maneuver Difficulty Mild…………Light Moderate…..Hard Severe……..Extremely Hard Extreme……Absurd     31.0 Religion Index Religious practices vary with the locale, but those found in many areas are generally informal. Personal meditation and infrequent communal celebrations dominate the ritual life of many regions. Elsewhere, strict or formal religious norms are more widespread. Each individual culture/race description (see Appendix X.X) provides specifics on the religion of that culture/race. Gamemaster Law provides more detailed information on using religion in a FRP game.   32.0 Breakage Index There are two types of breakage in the RMSS: weapon breakage and device breakage. Each uses a different (but similar) set of rules to resolve the breakage.   Weapon Breakage Each weapon attack table in Arms Law provides two pieces of information used to determine when the weapon the weapon breaks: a Breakage # and a Strength. A weapon must check for breakage whenever: An unmodified attack roll for a weapon is doubles (i.e., 11, 22, 33, …99, or 00), AND The doubles number is one of the weapon’s breakage #’s as given on the weapon’s attack table.   When required, check for weapon breakage by making a d100 open-ended roll and aadding these modifiers: The weapon’s Strength. A Strength range as given on the weapon’s attack table. If the exact Strength is not known, average the high and low values of this range to obtain the weapon’s exact Strength. -15 if the weapon has a wooden shaft (i.e., a “w” follows its Strength on its attack table) and it is being used against a foe/target using an “edged” weapon. -30 if the weapon is “soft” (i.e., a “s” follows its Strength on its attack table) and it is being used against a foe/target using an “edged” weapon.   If the result is less than 100 and the weapon is a melee weapon, the weapon breaks. If the result is less than 100 and the weapon is a missile weapon, the missile fired breaks. The missile weapon itself checks for breakage as a device (see below).   Operating Devices Whenever a device is operated, there is a chance that it will break down. To determine if a machine breaks, there are two bits of information needed: Breakage Numbers and Reliability. A GM should assign breakage numbers to any device that he feels has a chance of breaking. Breakage numbers should range from 1 up to 10 . Anytime the operator of the machine rolls doubles of the numbers (e.g., 11, 44, 77), the device should check for breakage. To check for breakage, roll d100 (open-ended) and add the device’s reliability. If the result is less than 100, the device breaks down. Otherwise, it suffers a slight interruption in its normal operation, but functions normally after this slight delay (e.g., the device operates normally after this round, but perhaps slightly slower). Listed below are some sample reliability ratings and breakage numbers for common devices.       Device Reliability Breakage #s   Short Bow…………………….80……………1, 2 Long Bow……………………..85……………1, 2 Composite Bow………………90……………1 Light Crossbow………………75……………1, 2, 3 Heavy Crossbow…………….80……………1, 2, 3 Sling…………………………..95……………1 Standard Iron Padlock..…….80……………1 Standard Wooden Door……..95……………1, 2 Wooden Wagon………..……60……………1, 2 Wooden Hafted Shovel……..90…………….1, 2, 3, 4     Unusual Objects If an object has a bonus due to enchanted or superior craftsmanship, the bonus should add directly to the object’s strength/reliability. In addition, for each +10 bonus, the object’s breakage numbers should be lowered by one (to a minimum of 1).   Smashing Things Sometimes, objects break not because of their use, but because someone (or something) is trying to break them! Whenever the GM deems it appropriate, he should refer to SL Section X.X for guidelines on material integrity.   33.0 Economics Index This section presents some guidelines for setting up a variety of economic systems based upon the culture/races provided in Advent. Usually, only in the largest cities is the exchange of coinage for goods usual and commonplace. In rural lands, among different cultures, and in various other places different ways of distributing wealth are used.   Note: In these guidelines, a coin is a specific measure of a precious metal rather than a symbol of a government's promise to redeem the coin (its materials generally worth little) with something of value (often gold or silver). Thus the coins of long fallen kingdoms have value centuries or millennia after the authorities that minted them have ceased to exist.   Barter is the most widespread commercial system employed in a typical fantasy world. Goods are exchanged for goods. A herbalist trades her healing salves for a woolen cloak. A shepherd swaps his bales of wool for a sack of wheat berries. A hunter gives a fresh polar bear carcass for a reindeer trained to pull his sleigh. Even in areas where coinage is typically used, people frequently engage in barter-based exchanges. The reverse, however - coins given in place where barter rules supreme - is not always possible. The degree of isolation is the key element determining the outcome. Isolated societies that don’t use coinage have little use for it. Consider the nomad warrior offered gold for one of his fine horses. The horse can run beside him as he rides his nomadic circuit, but the gold is heavy and would have to be carried. The horse, as part of a herd, might gain him a beautiful wife - or alone might be exchanged for a kingly tent. The gold could be traded for nothing owned by the members of his tribe. And he encounters an urban man (who probably has little he wishes to acquire anyway) perhaps once every decade. Of course he will not accept coins from a traveling adventurer!   Note: Not all nomadic societies eschew coinage. Raiders who measure wealth in horseflesh - do so. However, nomadic traders find coins, gems, and jewelry to be the most compact way to transport wealth.   The other predominant method for distributing wealth rests upon tiers of kinship and sovereign obligation. In this system, a lord is required by law or tradition to supply his vassals with certain commodities - typically food, shelter, clothing, tools, and weapons - for the vassal’s family and dependents. In turn, the vassal provides a portion of these items to retainers and their families who have pledged fealty to him and to his lord. Typically, within this “hierocratic system”, a retainer or vassal who performs a deed of great courage (or celebrates an event of strong portent) may receive gifts from the lord in commemoration of it. Gems, jewelry, fine garments or furnishings, land, a manor, a high-couraged steed, the right to hold oaths from more retainers - these are examples of such presents. Most of the societies and cultures of the Vana’diel offer a unique mixture of the three major systems of exchange.                               Character Record Sheet Index   Advent Character Record Sheet     Bibliography Index
    Rolemaster-Standard System #5500
    Arms Law #5520
    Weapons Law: Firearms #5524
    Spell Law #5522
    Arcane Companion #5600
    Channeling Companion #5604
    Essence Companion #5603
    Mentalism Companion #5605
    Fire and Ice: The Elemental Companion #5812
    Martial Arts Companion #5602
    School of Hard Knocks #5808
    Talent Law #5523
    Castles & Ruins #5542
    Treasure Companion #5811
    …and a 10-Foot Pole #5705
    Creatures and Monsters #5540
    Gamemaster Law #5521
    Final Fantasy XI: Online by Square Enix
    Final Fantasy XI: Online Official Strategy Guide © 2004 Pearson Education

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