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Simplified RMC

Characters roll attributes as normal, rerolling anything 20 or less. Players can


replace their class primary stats with 90s if they wish. All Potential Stats are 100,
unless the Temp stat is 100, in which case they are 101. Additive stat modifiers are
used from EA15 (so you simply add modifiers rather than sum and divide).
Choose Race and Realm (characters can choose to be hybrid realms or even Arcane
realms)
Choose your class bonuses and their category. You have +50 points to spend and
these must be spent in increments of +5, +10, or +15. Categories are: Academic,
Animal, Athletic, Base Spell Casting, Body Development, Combat, Concentration,
Deadly, Directed Spells, General, Linguistic, Magical, Medical, Perception, Social,
Subterfuge, and Survival. When choosing category bonuses, skills that rely solely on
ranks gain a free bonus number of ranks equal to your bonus/5. After level five,
bonuses continue to increase. Groups with +15 bonus increase by +3 per level.
Groups with +10 increase by +2 per level. Groups with +5 increase by +1 per level.
All of these cease improvement at level 20. Note that if Base Spell Casting is chosen
for a bonus, it receives a +1, 2, or 3 per level rather than the 5 level bonus as other
skills do.
Choose Culture EA 7 (this provides 20 ranks in skills)
Choose Training Package EA 10 (this all so provides 20 ranks)
Spend 40 DP on skills and Gifts (EA 11)
All skills are purchased at 2/6 cost except:

Spell Lists: 4/*


MIA (single skill for all armor): 4/*
Melee-Individual Weapon: 2/6 or Weapon Group: 3/8 (EA4)
Ranged-Individual Weapon: 2/6 or Weapon Group: 3/8
Martial Arts Basic: 2/6
Martial Arts Advanced: 3/8
Adrenal Defense: 10
Power Point Development: 4
Linguistics 1/*

Power Points=10 + ((Stat Modifier)/10) + (PP from Stats x ranks in PPD)


Base Lists: If a character has a +15 Magical bonus, they are considered a Pure
caster. They can choose up to 10 lists as Base (which they can learn to level 50).
These may be draw from any class, Open, or Closed list from their Realm(s). If they
have a +10 Magical bonus, they may choose 8 lists. If they have a +5 bonus, they
may choose 6 lists. If they have no bonus, they may only learn Open lists (up to 20)
and Closed Lists (up to 10) from their realm.
Base Spell Body
Academic Animal Athletic Casting Development Combat
Animal
First Aid Handling Acrobatics Combat Style
Herbalism Herding Climbing Jousting
Maneuver in
Lore: General Riding
Contortions Armor
Martial Arts
Lore: Magical
Dance (Basic/Adv)
Melee
Lore: Obscure
Diving (ind/Group)
Ranged(Ind/Gro
Lore: Technical
Rowing up)
Mathematics Sailing Subduing
Star Gazing Skiing
Swimming
Tumbling

Concentration Direct Spells General Linguistic Magical


Adrenal Moves Cooking Linguistics Channeling
Adrenal
Defense Crafting Music PPD
Frenzy Fletching Public Speaking Runes
Leather-
Meditation working Singing Spell Lists
Rope Mastery Signaling Smell Mastery
Staves &
Smithing Trading Wands
Stone Carving
Wood Carving

Outdoor Perception Social Subterfuge


Caving Perception Diplomacy Acting
Foraging Tracking Gambling Ambush
Navigation Seduction Disarm Traps
Streetwise Duping
Weather
Watching Falsification
Pick Locks
Stalk & Hide
Trap Building
Trickery

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