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ROLEMASTER

TM

F R P ANTASY OLE LAYING

WHY THIS
BOOK WILL
SAVE YOUR
LIFE…
Or at least save your
story or your character
concept!
You are creative. You
have crafted an interest-
ing, compelling, and dra-
matic story. Or you have conceptualized the When it comes to characters, there is no
perfect character. But what rules do you use to system that will allow you more control over
assist you in telling that story or playing that your character definition or more customization
character in a role playing game? Well, you in character design than Rolemaster. What lies
hold that answer in your hands! ahead of you is the ultimate mechanism for
What lies before you is the ultimate rules set. portraying the character you have conceptual-
Rolemaster provides you with all the rules you ized! No arbitrary limits. No “you can’t do
will ever need to tell any fantasy role playing that”s. Any character can attempt to do any-
game. Rolemaster becomes the tool set that you thing desired.
will use to entertain and explore that new You will never adventure in a land that is as
fantasy that you have been crafting. Like any enthralling as one of your own creation. So turn
good craftsman, simply go to your tool set and the page and begin your ultimate journey.
select the tools that will best suit the job at Either as the player or the Gamemaster, the
hand and use those tools. path lies ahead…
Copyright 1995,1999 by
Iron Crown Enterprises, Inc. …
All rights reserved. …
No reproductions without
authors’ permission.
Produced and distributed by
IRON CROWN ENTERPRISES,
Inc., P.O. Box 1605,
Charlottesville, VA 22902
Second U.S. Edition,
Reformated 1999
Stock #5800
ISBN 1-55806-550-4
PART I PART III PART IV
INTRODUCTION PERFORMING THE GM’S TASK:
How to Use Rolemaster. ................ 6 ACTIONS THE WORLD
Key Concepts and Mechanisms ................... 6
Table of Calculation & Dice Rolling Conventions ... 8 10.0 The Actions. ..................................... 39 SYSTEM
Contents Definitions ........................................................ 9
Other Products ............................................... 10 11.0 Sequencing Actions 19.0 The Plot. ............................................ 59
in a Round. ................................. 40 20.0 The Non-player Characters. .... 60
PART II
a
12.0 Attacks. ............................................... 42 21.0 The Setting. ...................................... 64
CREATING A
13.0 Static Maneuvers. .......................... 44 22.0 Adventure & Activities in the
CHARACTER
14.0 Casting Spells. ................................ 46 Strategic Environment. ......... 66
1.0 Character Concept. ......................... 12
15.0 Moving Maneuvers. ..................... 48 23.0 Awarding
2.0 The Initial Choices. ........................ 13 Experience Points. .................. 71
16.0 Movement. ........................................ 51 23.1 Experience Point Multipliers ........ 71
3.0 Stats. ....................................................... 16
17.0 Resistance Rolls. ............................ 52 23.2 Basic Experience
4.0 Adolescence Point Categories ............................ 71
Skill Development. ................. 18 18.0 Special Situations. .................. 53-57
18.1 Surprise .............................................. 52
24.0 Miscellaneous Topics. ................. 75
5.0 Background Options. ..................... 20 24.1 Injury, Death, and Healing ............ 75
18.2 Facing ................................................. 52
6.0 Apprenticeship 24.2 Magic Items ...................................... 80
18.3 Awareness .......................................... 53
Skill Development. ................. 22 24.3 Religion .............................................. 82
18.4 Orientation ........................................ 53
6.1 Standard DP Costs ............................ 22 24.4 Economics ......................................... 82
18.5 Communication
6.2 Variable DP Costs .............................. 22 Between Characters ...................... 53 24.5 Other Topics ..................................... 83
6.3 Training Packages .............................. 24 18.6 Conflicting Actions .......................... 54 24.6 Customizing Rolemaster. .................. 83
6.4 Extra Stat Gain Rolls ........................ 25 18.7 Opportunity Action ......................... 54
6.5 The Skill and Skill Categories ........ 26 18.8 Canceling Actions ............................ 54 PART VI
18.9 Stunned Maneuvers ......................... 54 THE APPENDICES
7.0 Your Character’s Role. ................. 28
18.10 Multi-round Action ....................... 54 A-1 Races. ................................ 85
8.0 Final Character Preparation. ..... 30 18.11 Haste and Speed ............................ 55
A-1.1 Common Men ............. 86
8.1 Totaling the Bonuses ........................ 30 18.12 Spell Preparation and Casting .... 55
A-1.2 High Men ..................... 87
8.2 Level, Experience Points, & Age ..... 32 18.13 Missile Fire in Melee .................... 55
A-1.3 Wood Elves ...................................... 88
8.3 Outfitting ............................................. 32 18.14 Melee vs. Melee Initiative ............ 55
A-1.4 Dwarves ............................................ 89
8.4 Miscellaneous Factors ....................... 33 18.15 Mounted Combat .......................... 55
A-1.5 Halflings ........................................... 90
18.16 Weight Penalties ............................ 56
9.0 Experience &
Advancing Levels. ................... 36 18.17 Encumbered Movement ............... 56
18.18 Exhaustion ...................................... 57

Designers: Project Specific Contributions: Special Contributions — Terry Amthor,


Coleman Charlton, John Curtis, Art Direction: Jessica Ney-Grimm; Chris Baldwin, Deane Begiebing,
Rune Design: Daniel Cruger, James Blevins, Brian Bouton,
Pete Fenlon, Steve Marvin J. Curtis, Jason O. Hawkins; Richard H. Britton, Chris Christensen,
Original Material: Race Write-Ups: Jessica Ney-Grimm; Bill Covert, The Design Group,
Coleman Charlton, Peter Fenlon Original Movement Encumbrance, & Exh. Bill Downs, Kurt H. Fischer,
Editor: Coleman Charlton Guidelines: Kurt Fischer, P. Fenlon; Paul Ford, Joy Hatchette,
Pagemaking: C. Charlton, J. Curtis; Jason O. Hawkins, Judy Hnat,
Interior Illustration: Cover Graphics: Jessica Ney-Grimm; Howard Huggins, Sam Irvin,
Glen Micheal Angus, Gene Barretta, Editorial Contributions: J. Curtis, Olivia H. Johnston, Heike Kubasch,
Kent Burles, Storn Cook, S. Marvin, Bob Mohney. Moran & Co., Chuck Moran,
Daniel Cruger, Dante DiBartolo, Proofreading: Brian Gilstrap, Jessica Ney-Grimm, Ted Pfaltz,
James Fallin, Sandu Florea, Heike Kubasch, Nicholas Zoss. Terry Pryde, Kurt Rasmussen,
Derek Garrison, Gilead, Paul Jaquays, Adam Reid, John David Ruemmler,
Edward Johnson, Denis Loubet, ICE Staff — President: Peter Fenlon;
CEO: Bruce Neidlinger; Tracy Shurtleff, Ruth Sochard,
Craig Maher, David Harold Martin, Polly Strovink, David Wagner,
David Miller, Darin Powell, Managing Editor: Coleman Charlton;
Editing, Development, & Production Staff: Mitch Walker, Tommy Williams,
Wayne Reynolds, Shawn Sharp, and Tory & Swink.
Alex Sheikman, Doug Shuler, John Curtis, Donald Dennis,
Jason Hawkins, Bob Mohney, John would like to thank… – Suzy Curtis,
Dan Smith. Secondary use art from:
Jessica Ney-Grimm, Craig O’Brien, for all she has to put up with in me – Jay
Art Explosion 250,000, “Columbus
ROLEMASTER Sherry Robinson; Bryan, for running the best game I’ve ever
Discovers America” (Dover Publ.),
Sales, Customer Service, & Operations played in (and being the best GM I've
BH “The Clip Art Book” (Crescent Books).
Cover Illustration: Angus McBride
Staff: Steve Hardy, Chad McCully,
Todd McGovern, Bob Mohney,
ever had) – Jim Andrews, for being the
best friend and gamer – Janis Mason, for
2 Dave Platnick, Daniel Williams,
Monica L. Wilson.
believing in me – The Tallfellows, for
being the best group I’ve ever run.
A-2 Professions. .................... 91 A-6 Role Traits. .................. 143 A-9.8 Ranger Base Spell Lists
A-2.1 Fighter .......................... 92
A-2.2 Thief .............................. 93
l A-9.8.1 Inner Walls .......................... 169
A-9.8.2 Moving Ways ....................... 169
A-9.8.3 Nature’s Guises ................... 170
A-2.3 Rogue ................................................ 94 A-9.8.4 Nature’s Summons ............. 170
A-7 Equipment. ................... 144
A-2.4 Magician ........................................... 95 Accessory Chart ................... 145 A-9.8.5 Nature’s Way ....................... 171 Table of
A-2.5 Cleric ................................................. 96 A-9.8.6 Path Mastery ....................... 171 Contents
Armor Chart ........................ 146
A-2.6 Mentalist .......................................... 97 Transport Chart .................. 147 A-9.9 Open Essence Spell Lists
A-2.7 Ranger ............................................... 98 Food, Lodging, and Services Chart .... 147 A-9.9.1 Delving Ways ...................... 172
Weapon Chart ........................................ 148 A-9.9.2 Detecting Ways ................... 172
A-2.8 Dabbler ............................................. 99
Herb Chart, Poison Chart .................... 149 A-9.9.3 Elemental Shields ............... 173
A-2.9 Bard ................................................ 100 A-9.9.4 Essence Hand ...................... 173
A-8 Creatures. ...................... 150 A-9.9.5 Essence’s Perceptions ......... 174
A-3 Stats. ................................ 101
A-9.9.6 Lesser Illusions .................... 174
A-9.9.7 Physical Enhancements ..... 175
A-9.9.8 Rune Mastery ...................... 175
A-9 Spells and A-9.9.9 Spell Wall ............................. 176
A-4 Skills. ............................... 102 Spell Lists. ............ 152 A-9.9.10 Unbarring Ways ............... 176
A-4.1 Armor
Skill Categories ....... 104 u A-9.1 The Realms
of Power ................... 152
A-9.10 Closed Essence Spell Lists
A-9.10.1 Dispelling Ways ................ 177
A-4.2 Artistic Skill Categories ............. 106 A-9.2 Using Spell Lists ....... 153 A-9.10.2 Gate Mastery ..................... 177
A-4.3 Athletic Skill Categories ............ 108 A-9.10.3 Invisible Ways ................... 178
A-9.3 The Spell A-9.10.4 Living Change ................... 178
A-4.4 Awareness Skill Categories ....... 110 Description Key ...... 154 A-9.10.5 Lofty Bridge ....................... 179
A-4.5 Body Development A-9.4 What’s on a A-9.10.6 Rapid Ways ....................... 179
Skill Category ............................. 112 Spell List ................... 155 A-9.10.7 Shield Mastery .................. 180
A-4.6 Combat Maneuvers A-9.5 Open Channeling Spell Lists A-9.10.8 Spell Enhancement .......... 180
Skill Category ............................. 113 A-9.5.1 Barrier Law .......................... 156 A-9.10.9 Spell Reins ......................... 181
A-4.7 Communication Skill Category 114 A-9.5.2 Concussion’s Way ............... 156 A-9.10.10 Spirit Mastery ................. 181
A-4.8 Crafts Skill Category .................. 116 A-9.5.3 Detection Mastery .............. 157 A-9.11 Magician Base Spell Lists
A-9.5.4 Light’s Way .......................... 157 A-9.11.1 Earth Law .......................... 182
A-4.9 Directed Spells Skill Category . 117
A-9.5.5 Lofty Movement ................. 158 A-9.11.2 Fire Law ............................. 182
A-4.10 Influence Skill Category .......... 117 A-9.5.6 Nature’s Law ........................ 158 A-9.11.3 Ice Law ............................... 183
A-4.11 Lore Skill Categories ................ 118 A-9.5.7 Purifications ......................... 159 A-9.11.4 Light Law ........................... 183
A-4.12 Martial Arts • Striking A-9.5.8 Sound’s Way ........................ 159 A-9.11.5 Water Law ......................... 184
Skill Category ............................. 120 A-9.5.9 Spell Defense ....................... 160 A-9.11.6 Wind Law .......................... 184
A-4.13 Outdoor Skill Categories ......... 120 A-9.5.10 Weather Ways ................... 160 A-9.12 Dabbler Base Spell Lists
A-4.14 Power Awareness A-9.6 Closed Channeling Spell Lists A-9.12.1 Concealment Mastery ...... 185
Skill Category ............................. 122 A-9.6.1 Blood Law ............................ 161 A-9.12.2 Influences ........................... 185
A-9.6.2 Bone Law ............................. 161 A-9.12.3 Mechanisms ....................... 186
A-4.15 Power Point Development
A-9.6.3 Calm Spirits ......................... 162 A-9.12.4 Movement Mastery .......... 186
Skill Category ............................. 123
A-9.6.4 Creations ............................... 162 A-9.12.5 Senses .................................. 187
A-4.16 Science/Analytic A-9.6.5 Locating Ways ..................... 163 A-9.12.6 Thieving Law .................... 187
Skill Categories .......................... 124 A-9.6.6 Lore ........................................ 163 A-9.13 Open Mentalism Spell Lists
A-4.17 Self Control Skill Category .... 125 A-9.6.7 Muscle Law .......................... 164 A-9.13.1 Anticipations ..................... 188
A-4.18 Spells Skill Categories .............. 126 A-9.6.8 Nerve Law ............................ 164 A-9.13.2 Attack Avoidance ............. 188
A-4.19 Subterfuge Skill Categories .... 128 A-9.6.9 Organ Law ........................... 165 A-9.13.3 Brilliance ............................ 189
A-9.6.10 Symbolic Ways ................. 165 A-9.13.4 Cloaking ............................. 189
A-4.20 Technical/Trade
Skill Categories .......................... 130 A-9.7 Cleric Base Spell Lists A-9.13.5 Damage Resistance .......... 190
A-9.7.1 Channels ............................... 166 A-9.13.6 Delving ............................... 190
A-4.21 Urban Skill Category ............... 132
A-9.7.2 Communal Ways ................ 166 A-9.13.7 Detections .......................... 191
A-4.22 Weapon Skill Categories ......... 133 A-9.7.3 Life Mastery ......................... 167 A-9.13.8 Illusions .............................. 191
A-5 Training Packages. ... 134 A-9.7.4 Protections ........................... 167 A-9.13.9 Self Healing ....................... 192
A-9.7.5 Repulsions ............................ 168 A-9.13.10 Spell Resistance .............. 192
A-5.1 Adventurer (L) .......... 135 A-9.7.6 Summons .............................. 168
A-5.2 Amateur Mage (L) ... 136
A-5.3 Animal Friend (L) ....................... 136 PLAYTESTERS
A-5.4 Burglar (V) .................................... 137 Kurt Fischer, Leonard “Swamp” Cook, Robert Lawson Davis, Olivia Johnston, Heike
A-5.5 City Guard (V) ............................. 137 Kubasch, Bruce Neidlinger, Sheldon Price, Bruce Shelly, Terry Amthor, Larry Simms,
Brian Bouton, James D. Walter, Brenda G. Speilman, Charles P. Goforth Jr., Ruth Sochard,
A-5.6 Doctor (V) .................................... 138
Jessica Ney, Mark Strovink, Mike Lazar, Carl Pitt, Gary Stipe, Steven Bounton, Mike Allen,
A-5.7 Herbalist (V) ................................. 138 James Blevins, Roger Jarrett. John Curtis, Coleman Charlton, Mike Hein, Steve Marvin,
A-5.8 Hunter (L) ..................................... 139 Chad McCulley, Nick Morawitz, Mike Reynolds, Stuart Templeton, David Nottingham,
A-5.9 Knight (L) ..................................... 139 Louise Armstrong, Darrell Boyer, Preston Hertzler, David Miller, Christine Williams, Paul
A-5.10 Loremaster (V) ........................... 140 Stafford, Roxanne Hatfield, David Mullin, Leon Self, and Shanna and Shelby, Dennis
Tomlin, Jason Carroll, Chris Eldrich, Monty Perry, Chad Walsh, Neal Baedke, Deb Baedke, ROLEMASTER
A-5.11 Merchant (V) ............................. 140 Eric McCluen, John Micelli, Derek Rolf, James Stellmach, David Blank, Lem Richards,
A-5.12 Performer (V) ............................ 141
A-5.13 Scout (V) .................................... 141
Ross Henton, Bill Mason, BrianWeller, and friends. Steve “Rhianna” Arnsberg, Daniel
“Berin” Cruger, Steve “Mathew” Hardy, Steve “Rollo” Merlino, Tony “Chrissa” Petrazio, BH
Mike “Lawson” Reynolds, Mike “Lar” Strack, and “Moz.” Plus, everyone who has played
A-5.14 Soldier (V) .................................. 142
A-5.15 Traveller (V) .............................. 142
in the Rolemaster features at GenCon. 3
A-9.14 Closed Mentalism Spell Lists A-10.9 The Attack Tables T-2 Character Development Tables
A-9.14.1 Gas Manipulation ............ 193 A-10.9.1 One-Handed Concussion T-2.1 Basic Stat Bonus Table ................ 17
A-9.14.2 Liquid Manipulation ....... 193 Weapon Attack Table ...... 220
T-2.2 Skill Bonus Table .......................... 31
A-9.14.3 Mind Mastery ................... 194 A-10.9.2 One-Handed Edged Weapon
A-9.14.4 Mind’s Door ...................... 194 Attack Table ....................... 221 T-2.3 Stat Gain Table ...................... 25, 37
Table of A-9.14.5 Movement .......................... 195 A-10.9.3 Two-Handed T-2.4 Spell List
Contents A-9.14.6 Sense Mastery ................... 195 Weapon Attack Table ...... 222 DP Cost Table .................. 103, 127
A-9.14.7 Shifting ............................... 196 A-10.9.4 Missile T-2.5 Skill Summary Table .................... 27
A-9.14.8 Solid Manipulation .......... 196 Weapon Attack Table ...... 223 T-2.6 Experience Point Table ................ 36
A-9.14.9 Speed ................................... 197 A-10.9.5 Pole Arm
T-2.7 Training Package
A-9.14.10 Telekinesis ....................... 197 Weapon Attack Table ...... 224
DP Cost Table .............................. 25
A-9.15 Mentalist Base Spell Lists A-10.9.6 Thrown
Weapon Attack Table ...... 225 T-2.8 Standard Skill Category
A-9.15.1 Mind Attack ...................... 198
A-10.9.7 Tooth & Claw Development Point Cost Table . 23
A-9.15.2 Mind Control .................... 198
A-9.15.3 Mind Merge ...................... 199 Attack Table ....................... 226 Special Progression
A-9.15.4 Mind Speech ..................... 199 A-10.9.8 Bash & Grapple Based on Race Chart ......... 85, 102
A-9.15.5 Presence .............................. 200 Attack Table ....................... 227
A-10.9.9 Bolt T-3 General Action Tables
A-9.15.6 Sense Control .................... 200
Spell Attack Table ............ 228 T-3.1 Battle Round Sequence Table .... 40
A-9.16 Bard Base Spell Lists
A-9.16.1 Controlling Songs ............. 201 A-10.9.10 Ball T-3.2 Common Actions Table ............... 39
A-9.16.2 Entertaining Ways ........... 201 Spell Attack Table ............ 229 T-3.3 Armor Table ................ 35, 104, 213
A-9.16.3 Item Lore ........................... 202 A-10.9.11 Basic
T-3.4 Resistance Roll Table .......... 52, 230
A-9.16.4 Lores .................................... 202 Spell Attack Table ............ 230
Resistance Roll Table T-3.4 ........... 230 T-3.5 Offensive Capabilities Table ..... 211
A-9.16.5 Sound Control .................. 203
A-10.10 The Critical Tables T-3.6 Defensive Capabilities Table .... 214
A-9.16.6 Sound Projection .............. 203
A-10.10.1 Cold Stride Chart ................................................ 35
A-9.17 Special Spell Notes
A-9.17.1 Combining Effects ........... 204 Critical Strike Table ......... 231 Pace Chart .......................................... 51, 57
A-9.17.2 Good, Evil, A-10.10.2 Heat Pace Limitation Chart .............................. 56
Dark & Light ...................... 204 Critical Strike Table ......... 232
Encumbrance Chart .................................. 56
A-9.17.3 Repeated A-10.10.3 Krush
Critical Strike Table ......... 233 Exhaustion Charts ..................................... 57
Spell Attempts ................... 204
A-9.17.4 Permanent Spells .............. 204 A-10.10.4 Puncture T-4 Maneuver Tables
A-9.17.5 Invisibility .......................... 204 Critical Strike Table ......... 234
A-10.10.5 Slash T-4.1 Moving Maneuver Table .............. 49
A-9.17.6 Encumbrance Limits for T-4.2 Standard Moving Maneuver
Movement Spells ............... 205 Critical Strike Table ......... 235
A-10.10.6 Unbalance Modifications Table ..................... 50
A-9.17.7 Wall Spells and
Material Integrity .............. 205 Critical Strike Table ......... 236 T-4.3 Static Maneuver Table ................. 45
A-9.17.8 Canceling a Spell .............. 205 A-10.10.7 Large Creature T-4.4 Standard Static Maneuver
A-9.17.9 Multiple Targets ............... 205 Critical Strike Table ......... 237 Modifications Table ..................... 45
A-9.17.10 Conflicting A-10.10.8 Super Large Creature T-4.5 Spell Casting Static
Spell Effects ....................... 206 Critical Strike Table ......... 238 Maneuver Table ............................ 46
A-9.17.11 RRs for Passive Spells .. 206 A-10.10.9 Spells Against Creatures
Critical Strike Table ......... 239 T-4.6 Spell Casting
A-9.17.12 Visibility ........................... 206 Modifications Table ..................... 47
A-9.17.13 Information Spells ......... 206 A-10.11 The Fumble and Failure Tables
A-10.11.1 Weapon T-4.7 Language Rank Table ................ 115
A-9.17.14 Illusions ............................ 206
A-9.17.15 Slaying Criticals Fumble Table ..................... 240 T-5 Gamemaster Tables
for Spells ............................. 207 A-10.11.2 Spell
T-5.1 Encounter Table ............................ 68
A-9.17.16 Dreams and Failure Table ...................... 241
T-5.2 Strategic
Symbology ........................... 207
A-9.17.17 Spell List Availability .... 207
A-11 Record Sheets. ......... 242 Movement Rate Table ................. 67
Character Record Sheet ..... 244 T-5.3 Magic Item Pricing Table ............ 81
A-9.17.18 Variability of
Skill Category T-5.4 Healing Recovery Table ................ 75
Spell Duration ................... 207
Record Sheet ........ 245
A-9.17.19 RRs for Area Effects ..... 207 T-5.5 Race Healing Factors Table ........ 78
Skill Record Sheet ................................. 246
A-10 Attacks. ........................ 208 Money & Equipment Record Sheet ... 247 T-5.6 Mental Stat Loss Table ................ 78
A-10.1 Attack Results ......... 208 Experience Point Log ............................ 248 T-5.7 Experience Point Charts ......... 71-73
Session Log .............................................. 249 T-5.8 Master Character Table ................ 61
A-10.2 Offensive Character Figure Templates ................ 250
Capabilities ............... 210 Animal & Monster Statistics Charts .. 150
Blank Hex Sheet .................................... 251
A-10.3 Defensive Capabilities .............. 212 T-6 The Record Sheets
A-10.4 Missile Attacks .......................... 215 TABLES & CHARTS T-6.1 Character Record Sheet ............. 244
A-10.5 Melee Attacks ............................ 216 T-6.2 Skill Category Record Sheet ..... 245
A-10.6 Basic Spell Attacks ................... 218 T-1 Character Design Tables
T-6.3 Skill Record Sheet ...................... 246
A-10.7 Directed Spell Attacks ............. 219 T-1.1 Race Abilities Table ...................... 13
T-6.4 Money & Equipment
A-10.8 Area Spell Attacks .................... 219 T-1.2 Stat Assignment Table .................. 16 Record Sheet .............................. 247
ROLEMASTER T-1.3 Potential Stat Table ...................... 17 T-6.5 Experience Point Log ................. 248
T-1.4 Profession Table ............................. 15
BH T-1.5 Background Options Table .......... 21
T-6.6 Session Log ................................... 249
Character Figure Templates ................ 250
T-1.6 Adolescence Rank Table .............. 19
4 T-1.7 Random Role Trait Table ........... 29
Blank Hex Sheet ..................................... 251
JBHBHBHBHBHBHBHBHBHBHBHBHBHBHBHK
G G
N N
G
Part I
G PART I
Introduction

N N
G INTRODUCTION
G
N N
MBHBBHHBHBHBHBHBHBHBHBHBHBHBHBH<
Rolemaster Fantasy Role Playing is ICE’s complete set of Rolemaster Fantasy Role Playing contains complete rules for
rules for those who are looking for a realistic yet playable handling most of the situations that arise in fantasy role
fantasy role playing system. It is also suitable for experi- playing games. A variety of tables and charts add a great
enced gamers who want guidelines and material to inject deal of flavor and detail to a game without significantly
into their own existing game systems and world systems. decreasing playability.

WHAT IS FANTASY ROLE PLAYING?


The easiest way to understand a role playing game is to a player takes on the role of his character. Each player
think of it as a work of fiction such as a novel or a play or character should speak and react to the other players as his
a movie. In a novel the author determines the setting of the character would. All of this creates an air of involvement,
novel along with the actions of all of the characters and excitement, and realism (in a fantasy setting of course).
thus the plot. In a role playing game, the author (called the The Gamemaster has been described as “author” of the
Gamemaster) determines the setting and some of the basic FRP game; actually, he functions as more than this. The
elements of the plot. The actions of the characters (and Gamemaster not only describes everything which occurs in
thus part of the plot) are determined during the game by the game as if it were really happening to the player charac-
the game “players” and the Gamemaster. Each “player” con- ters, but he also acts as a referee or judge for situations in
trols the actions of his “player character” or alter ego, while which the actions attempted by characters must be resolved.
the Gamemaster controls the actions of all of the other The Gamemaster has to do a lot of preparation before
characters (called non-player characters). Thus each player the game is actually played. He must develop the setting
assumes the role of (role plays) his character and the Game- and scenarios for the play of the game, using the game
master role plays the non-player characters. A fantasy role rules and material of his own design (or commercially avail-
playing game is a “living” novel where interaction between able play aids). The Gamemaster uses detailed descriptions,
the actors (characters) creates a constantly evolving plot. drawings and maps to help the players visualize the physi-
The Gamemaster also makes sure that all characters per- cal settings and other characters. Until the players encoun-
form actions which are possible only within the framework ter certain situations during play, some material concern-
of the setting that he has developed (his “fantasy” world). ing the setting and the scenario is known only to the Game-
In a sense, the Gamemaster acts as a referee. This is where master. In addition, the Gamemaster plays the roles of all
the “fantasy” part and the “game” part come into the defi- of the characters and creatures who are not player charac-
nition of a fantasy role playing game. A Gamemaster cre- ters, but still move and act within the game setting, affect-
ates a setting which is not limited by the realities of our ing play.
world; thus, the setting falls into the genre of fiction known Each player creates a character using the rules of the
as “fantasy.” However, the Gamemaster commonly uses a game and the help of the Gamemaster (for the character’s
set of “rules” which define and control the physical reali- background). Each player character has certain numerical
ties of his fantasy world. Using these rules turns the role ratings for his attributes, capabilities, and skills. These rat-
playing “novel” into a game. ings depend upon how the player develops his character
Thus, a fantasy role playing (FRP) game is set in a fan- using the rules of the game. Ratings determine how much
tasy world whose reality is not defined solely by our world, of a chance the character has of accomplishing certain ac-
but instead is defined by a set of game rules. The creation tions. Many of the actions that characters attempt during
of the plot of a FRP game is an on-going process which play have a chance of success and a chance of failure. There-
both the Gamemaster and players may affect, but which fore, even though actions are initiated by the Gamemaster
neither controls. The plot is partially determined along with and the players during the game, the success or failure of
the setting, but it is heavily influenced by the interaction of these actions is determined by the rules, the characters’
the characters with one another and random events. ratings, and the random factor of a dice roll.
Since fantasy role playing is a game, it should be interest- Finally, a fantasy role playing game deals with adven-
ing, exciting, and challenging. One of the main objectives ture, magic, action, danger, combat, treasure, heroes, vil-
of a FRP game is for each player to take on the persona of lains, life and death. In short, in a FRP game the players ROLEMASTER

BH
his (or her) player character, reacting to situations as the leave the real world behind for a while, and enter a world
character would. This is the biggest difference between FRP where the fantastic is real and reality is limited only by the
games and other games such as chess or bridge. A player’s imagination of the Gamemaster and the players themselves.
character is not just a piece or a card; in a good FRP game, 5
HOW TO USE ROLEMASTER KEY CONCEPTS AND
Rolemaster Fantasy Role Playing has five “Parts:”
Part I • Introduction — This material provides an overview
MECHANISMS
This section is meant to serve as a summary for and intro-
of Rolemaster (RM) and the Rolemaster product line. In ad-
Part I duction to some of the key features of Rolemaster. This dis-
dition, it presents an overview of the various terms and
Introduction cussion should be enough to allow many experienced fan-
conventions used by the system.
tasy role players to get the basic ideas behind this system.
Part II • Creating a Character — Part II discusses the The basics of Rolemaster are relatively simple to master. It
various factors that define your character and leads you has been designed for those already acquainted with fantasy
through the character creation process. role playing. Rolemaster is intended for GMs who may wish
Part III • Performing Actions — This material is concerned to pick and choose some of the parameters that define the
with how to resolve a variety of actions and activities that environment of their game. ICE hopes that GMs will feel
commonly arise during role playing games. free to build upon the foundations provided.
Part IV • The GM’s Task: The World System — Part IV
discusses the various elements of a fantasy role playing CHARACTER CREATION
game and present some guidelines for handling common Rolemaster provides both the Gamemaster and his players
problems and situations that can arise during play. with tremendous detail and flexibility in character develop-
Part V • Appendices — This material provides all of the ment and the resolution of a wide variety of actions and
details on the factors that define your character’s capabili- activities.
ties: race, profession, stats, skills, training packages, role
traits, spell lists, and equipment. In addition, Part V in-
cludes the detailed material needed to handle specific situ-
ations during play: creature statistics, attack tables, etc. It
also includes copies of the blank record keeping sheets.

THE PLAYERS
As a player, you should first read the introduction. Next,
you should skim Part II to get an idea of the major factors
affecting a character. Then you should generate a character
by following the procedure and examples outlined in detail
in Part II.
Before play begins, you should also read (or have explained)
Part III so that you will understand what your options are in
a tactical (usually combat) situation. It is not absolutely nec-
essary for you to immediately read the rest of the material,
since much of that material is concerned with how the Game-
master can handle the setting of the game, the plot elements,
and other factors. However, a complete reading of the sys-
tem will enable you to understand the mechanisms which
govern play.
When you have made your initial choices for your charac-
ter, you should get a copy of the page for your character’s
race (Appendix A-1, p. 85) and the page for his profession
(Appendix A-2, p. 91). Most of the information necessary
for creating your character will be summarized on these pages.

THE GAMEMASTER
As the Gamemaster, you should first skim Parts I-IV to
get an overall view of the system. Then you should read all
of the rules thoroughly. If you do not immediately under-
stand some material, you should mark it and refer to it later
after you have read all of the material. Examples are in-
cluded to aid in absorbing the rules. You need not memorize
or fully analyze the significance of all of the rules at first.
The rules are organized so that many situations can be
handled by referring to specific rules sections when they
arise.
ROLEMASTER CUSTOMIZING ROLEMASTER
BH Once you, the Gamemaster, understand what is included Note: For readability purposes, Rolemaster uses standard
within the scope of Rolemaster, you should feel free to cus- masculine pronouns when referring to persons of uncer-
tomize the rules to fit your world. The Rolemaster system has tain gender. In such cases, these pronouns are intended
6 been designed to allow this kind of customization without to convey the meanings: he/she, her/his, etc.
affecting the basic system balance. See Section 24.6 (p. 83)
for more details.
PERSONAL CHARACTERISTICS (STATS) SKILLS & SKILL CATEGORIES
Rolemaster provides a unique approach to the statistics that As a character advances in levels he develops and trains in
define a character’s physical and mental attributes (i.e., stats). certain abilities called skills and skill categories. His capabil-
Under these guidelines each stat is quite important, and no ity (i.e., rank) in each skill and skill category affects his
one or two stats clearly dominate. Rarely will a character be chances of accomplishing certain actions and activities (e.g., Part I
without flaws or a “chink in his armor.” A character must fighting, maneuvering, spell casting, etc.). The key features Introduction
choose his strengths and weaknesses. In Rolemaster there are of skills in this system are:
10 stats, each represented by a number between 1 and 100. 1) Each skill is grouped with other similar skills in a skill
They provide detail and flavor and remain relatively simple category. Both the skill and its skill category affect his
to work with. chances of accomplishing certain actions.
The stats include 4 physical characteristics: Strength, Con- 2) Any character may develop any skill and skill category
stitution, Quickness, and Agility. They also include 4 mental regardless of profession. However, depending upon the
characteristics: Intuition, Empathy, Memory, and Reason- specific character’s training early in life, certain skills and
ing. Finally, there are two stats included that represent char- skill categories require more or less effort relative to other
acteristics partially mental and partially physical: Presence characters. How much effort is required to develop a skill
and Self Discipline. Each stat may affect the ability of the or skill category depends upon the profession chosen by
character to perform specific actions. the player.
Each stat has two values. The potential (“ultimate”) value
3) Based upon the values of certain stats, each character has
that represents the character’s stat can obtain genetically.
a total amount of “effort” to devote to skill and skill cat-
The temporary value represents the current value of the stat.
egory development. This effort is represented by the “de-
The temporary stats can rise due to character advancement
velopment points” that a character may allocate to devel-
and other factors, and it can fall due to injury, old age, etc.
oping skills each time he advances to a new experience
However, the potentials rarely change. Of course, the tempo-
level.
rary stat for a particular characteristic can never be higher
than the potential for the same characteristic. For example, 4) Each character has complete freedom in how to allocate
a character could have a temporary Strength of 80 and a his “effort” among the various skills and skill categories he
potential of 92; and the 80 would be his effective Strength decides to develop. Development costs will be the same for
for combat purposes (circumstances could raise or lower the characters of the same profession and will tend to reduce
80 but never above 92). the degree of variation. Yet, this “cost effectiveness” will
direct development only along vaguely similar lines.
PROFESSIONS The skills and skill categories provided in this book are
Each character has a profession which reflects his train- suggestions for what we believe works as a skill set in most
ing and inclinations in early life. A profession dictates the fantasy games. A Gamemaster should customize the skill list
ease in which a particular skill or skill category may be de- to fit his specific game or setting.
veloped, but it does not generally act to prohibit develop-
ment. Thus, a player is allowed to enhance his abilities in INDIVIDUALIZING CHARACTERS
certain skill areas which would not be accessible to his pro- It is often desirable to provide each character with certain
fession under other systems. Only the “cost” in time and lost factors that make him unique. This system already does this
opportunities in “easily developed skills” act to bias the se- to a certain extent: 9 professions and complete freedom in
lection process. Note that a character may not normally change skill development. We also provide a variety of other sugges-
his profession after it is initially chosen. tions, including: races, role traits, equipment, detailed per-
Each profession requires different “efforts” to develop each sonal backgrounds, background options, training packages,
individual skill. For example, in order to gain a certain ex- special items, hobbies, etc.
pertise in using a sword, a Fighter might only expend 20%
of the effort that a Magician might: this is because a Fighter THE COMBAT SYSTEM
is trained in physical activities (fighting in particular), while
a Magician has spent much of his early life studying spells. Rolemaster has a unique system for handing attacks using:
However, the effort required for the same Fighter to learn to critical strike tables, fumble and failure tables, a resistance
cast a spell might be 20 times that required of a Magician, roll table, and a wide variety of attack tables (for spells,
and he would never be very effective with it. animal attacks, and medieval weapons).

EXPERIENCE LEVELS THE SPELLS


Each character while adventuring will reach stages of de- One of the basic aspects of Rolemaster is the use of spell
velopment called experience levels (or just “levels”). At each lists and experience levels (or just levels). The ability to cast
new level the character becomes more powerful and skillful and learn spells is closely tied to a character’s level.
in his chosen areas of expertise. Ideally, for realism, the char- Spells are grouped into lists. A spell list is an ordering of
acter would develop after each activity or experience. How- spells based upon their level, intricacy, and potency. All spells
ever, this is extremely difficult to handle in practice. It ne- in a list have common characteristics and attributes, although
cessitates stopping action in the game, performing bookkeep- each may have vastly different effects and applications. Spell ROLEMASTER

BH
ing, calculating the value of the experience, and determining lists are grouped into categories based upon professions and
what the character learned. Thus, we limit these factors by realms of power (Channeling, Essence, and Mentalism).
allowing a character to develop only at discrete intervals called
levels. 7
CALCULATION High Open-ended Roll — To obtain a “high open-ended roll”
first make a 1-100 roll. A roll of 96-00 indicates a particu-
CONVENTIONS larly fortunate occurrence for the roller. The dice are rolled
When making calculations and using the formulae in Role- again and the result is added to the first roll. If the second
master, the results often do not come out evenly. roll is 96-00, then a third roll is made and added, and so
Part I on until a non 96-00 roll is made. The total sum of these
Introduction • You should maintain fractions until you come up with a rolls is the result of the high open-ended roll.
final result that will be used in play.
• But, whenever a final result has a fractional remainder, it Example: The GM asks a player to make a high open-
is always rounded to the nearest whole number (i.e., frac- ended roll, and the initial roll is a 99 (i.e., between 96 and
tions less than 0.5 go to 0, and fractions greater than or 100). A second roll is made with a result of 96; so a third
equal to 0.5 go to 1). roll is made with a result 04. Thus, the result of the high
open-ended roll is 199 (= 99 + 96 + 04).
Example: Darien has development stats of 46, 57, 73, 91,
and 99. His available development points are equal to: Open-ended Roll — An open-ended roll is both high open-
(46+57+73+91+99)÷5 = 366 ÷ 5 = 73.2. This rounds ended and low open-ended.
down to 73 DPs.
If the stats were 46, 60, 73, 91, and 99, the DPs would NON-“1-100” ROLLS
be: (46+60+73+91+99)÷5 = 369 ÷ 5 = 73.8. This rounds 1-10 Roll (1d10) — In instances when a result (roll) between
up to 74 DPs. 1 and 10 is required, only one die is rolled. This gives a
Example: Darien has 25 skill category ranks in Power result between 0 and 9, but the 0 is treated as a 10. Such
Awareness, his skill category rank bonus is equal to: a roll is referred to as “1-10” or “d10.”
(10x2)+(10x1)+(5x0.5) = 20+10+2.5 = 32.5. This rounds 1-5 Roll (1d5) — Roll one die, divide by 2 and round up if
up to 33. necessary (“1d5”).
1-8 Roll (1d8) — Roll one die; if the result is 9 or 10, reroll
until a 1 to 8 result occurs (“1d8”).
DICE ROLLING 5-50 Roll (5d10) — Roll 1-10 five times and sum the results.
CONVENTIONS 2-10 Roll (2d5) — Roll two dice, divide each result by 2
Each die used in Rolemaster (RM) is a 10-sided which (round up if necessary), and then add the two results to
gives a result between 0 and 9. If two of these dice are used, obtain the “2-10” (“2d5”) result (i.e., generate and add
a variety of results can be obtained. However, results be- two 1d5 results).
tween 1 and 100 are the primary basis of Rolemaster—it is a Other Required Rolls — Any other required rolls are variants
“percentile” system. of the above.
Note: These dice can be obtained at your local hobby and UNMODIFIED ROLLS (UM)
game stores. Certain results on some rolls indicate an immediate ef-
fect—no modifications (or bonuses) are considered. These
PERCENTILE ROLLS (“1-100,”1D100) rolls are marked on the appropriate charts with a UM. For
1-100 Roll (1d100) — Most of the rolls in Rolemaster are “1- example, all weapon attacks result in a fumble if the initial
100” rolls (also called “d100” rolls). To obtain a 1-100 unmodified 1d100 roll falls within the fumble range of the
result roll two dice together—one die is treated as the “ten’s” weapon.
die and the other as the “one’s” die (designate before roll-
ing, please). Thus a random result between 01 and 100 (a
“00” is treated as 100) is obtained.
DEFINITIONS
The majority of unique terms found in Rolemaster are not
Example: The GM asks a player to make a 1-100 roll. The described below; rather they are usually described when they
two dice are rolled; the ten’s die is a “4” and the one’s die is are used in the text. The terms defined below are frequently
a “7.” Thus the result is “47.” used or are very important for using and understanding Role-
Low Open-ended Roll — To obtain a “low open-ended roll” master.
Action: An action is one of the activities which a character may per-
first make a 1-100 roll. A roll of 01-05 indicates a particu- form during a round (10 seconds).
larly unfortunate occurrence for the roller. The dice are Animal: A living creature capable of feeling and voluntary motion, but
rolled again and the result is subtracted from the first roll. excluding those characterized as beings.
If the second roll is 96-00, then a third roll is made and Area Attack Spell: An elemental attack spell that affects an area rather
subtracted, and so on until a non 96-00 roll is made. The than a specific target; e.g., Cold Ball, Fire Ball, etc.
total sum of these rolls is the result of the low open-ended Attack Roll: A “Roll” that is used to determine the results of a melee
roll. or missile attack.
Base Spell List: A spell list that is easily learnable only by members of
Example: The GM asks a player to make a low open-ended one specific profession.
roll, and the initial roll is a 04 (i.e., between 01 and 05). A Being: Any intelligent creature, including all humanoid types, enchanted
ROLEMASTER second roll is made with a result of 97 (i.e., between 96 and creatures, etc. Intelligence should be characterized by system and/or
100); so a third roll is made, resulting in a 03. Thus, the
BH
Gamemaster.
result of the low open-ended roll that the GM requested is -96 Campaign: An ongoing fantasy role playing game which takes place as
(= 04 - 97 - 03). a series of connected adventures, with respect to both time and
8 circumstance.
Chance: Often an action or activity has a “chance” of succeeding or Non Attack Spell: A spell which does not attack a target.
occurring, and this chance is usually given in the form of # %. This Non Spell User: A character with very little spell casting capability,
means that if a roll (1-100) is made and the result is less than #, but with a great deal of capability in non-spell areas.
then the action or activity succeeds (or occurs); otherwise it fails. Non-Player Character (NPC): A being in a fantasy role playing game
Alternatively, you can roll (1-100) and add the result to the #; if the shows actions are not controlled by a player, but instead are con-
result is greater than 100, then the action or activity succeeds (or trolled by the Gamemaster. Part I
occurs); otherwise it fails. Offensive Bonus (OB): Each character has an “offensive bonus” when Introduction
Channeling: One of the realms which provide the source of power for he is making an attack—this OB can include bonuses for the character’s
spells (see Appendix A-9, p. 152). stats, superior weapon, skill rank, magic items, etc. This OB is added
Closed Spell List: A spell list that is easily learnable only by the pure to any attack rolls that are made when he is using that particular
and hybrid spell users of the spell list’s realm. attack (see Appendix A-10.2, p. 210).
Combat Roll: See “Attack Roll.” Open Spell List: A spell list that is easily learnable by any profession
Concussion Hits: See “Hits.” of the spell list’s realm.
Critical Strike: Unusual damage due to a particularly effective attack. Organic: Of or deriving from living organisms.
The term “critical” (or just crit) will often be used instead of “criti- Orientation Roll: A roll representing a character’s degree of control
cal strike.” following an unusual action or surprise.
Defensive Bonus (DB): The total subtraction from a combat roll due Parry: The use of part of a character’s offensive capability to defend
to the defender’s advantages, including bonuses for the defender’s against an opponent’s
quickness, shield, armor, position, and magic items (see Appendix attack.
A-10.3, p.212). Player Character (PC):
Dice Roll: See Roll. A character whose
Directed Attack Spell: An elemental attack spell that attacks a specific actions and activities
target; e.g., Ice Bolt, Fire Bolt, etc. are controlled by a
Downed: When a combatant falls to the ground, he is considered player (as opposed to
downed. This does not mean prone. It is presumed that the combat- the Gamemaster).
ant is still moving. Player: A participant in
Essence: One of the realms which provide the source of power for a fantasy role playing
spells (see Appendix A-9, p. 152). game who controls
Experience Level (Level): A character’s level is a measure of his cur- one character, his
rent stage of skill development, and usually is representative of his player character.
capabilities and power. Power Point Multiplier
Failure: See “Spell Failure.” (PP Multiplier): An
Fire: To make a missile attack (verb), or a number of missile attacks item that increases
(noun). the wielder’s inherent
Fumble: An especially ineffective attack which yields a result that is power points (see
disadvantageous for the attacker. Section 24.2, p. 80).
Gamemaster (GM): The gamesmaster, judge, referee, dungeonmaster, Power Points (PP): A
etc. The person responsible for giving life to a FRP game by creating number which indi-
the setting, world events and other key ingredients. He interprets cates how many spells
situations and rules, controls non player characters, and resolves a character may in-
conflicts. trinsically cast each
day (i.e., between pe-
Group: A collection of player characters.
riods of rest). In or-
Herbs: A plant or plant part valued for medicinal qualities. der to cast a spell, the
Hits (Concussion Hits): Accumulated damage, pain, and bleeding, that caster must expend a
can lead to shock, unconsciousness, and sometimes death (also called number of “power points” equal to the level of that spell.
concussion hits). Each character can take a certain number of hits Profession: A character’s profession is a reflection of his training and
before passing out (determined by his “body development” skill). thought patterns; in game terms, it affects how much effort is re-
Inanimate: Not having qualities associated with active, living, organ- quired to develop skill in various areas of expertise.
isms; not animate. Projectile weapon: As opposed to a missile weapon, this indicates a
Initiative: The factor that helps determine the order in which combat- device which mechanically fires a high-velocity projectile (e.g., a gun).
ants resolve their attacks; e.g., the combatant with the highest initia- Prone: A combatant on the ground and not moving is considered to be
tive attacks first. prone.
Inorganic: Involving neither organic life or products of organic life. Pure Spell User: A spell user who can easily learn spells in one of the
Level: See “Experience Level.” 3 realms. Most spell using professions fall into this category.
Maneuver Roll: A roll that is used to determine the results of a maneu- Realm: All spells and the power required to cast spells are classified in
ver (see Sections 13.0-15.0, p. 44-48). the three “realms” of power: Essence, Channeling, and Mentalism
Maneuver: An action performed by a character that requires unusual (see Appendix A-9, p. 152).
concentration, concentration under pressure, or a risk (e.g., climb- Resistance Roll (RR): A dice roll which determines whether or not a
ing a rope, balancing on a ledge, picking a lock, etc.). Maneuvers character successfully resists the effect of a spell, poison, disease, or
requiring movement are “moving maneuvers” (MM), and other some other form of adversity.
maneuvers are called “static maneuvers” (SM). Roll: Two different 10-sided dice are used to resolve any activity requir-
Melee: Hand-to-hand combat (i.e., combat not using projectiles, spells, ing a “Roll.” These dice can be used to obtain a variety of results.
or missiles) where opponents are physically engaged—be it a fist Round: The time (10 seconds) required to perform one, two, or three
fight, a duel with rapiers, or a wrestling match. actions (see p. 39).
Mentalism: One of the realms which provide the source of power for Semi Spell User: A spell user with some spell casting capability in one ROLEMASTER
spells (see Appendix A-9, p. 152). realm, but also with considerable non-spell capabilities. A character
BH
Missile weapon: In the Rolemaster, this indicates a low velocity air- is a semi spell user by virtue of his profession only. Non spell users
borne projectile, usually from a manually fired weapon. Such weap- who somehow learn spells are still termed Non spell users.
ons include an arrow from a bow, a quarrel from a crossbow, a stone Session: A single sitting of game adventure. A number of sessions
from a sling, etc. Thrown weapons are also included in this area.
Missile weapons don’t include projectiles fired by explosions or other
form a campaign. 9
high-velocity propulsion means (e.g., guns are “projectile weapons”).
Skill: Training in an area which influences how effectively a character Spell Law (three volumes) — The next core support products
is able to perform a particular action or activity. “Skill Rank” is a are the three Spell Law volumes: …Of Channeling, …Of Essence,
measure of a character’s effectiveness with a specific skill—see Sec- and …Of Mentalism. These concise books contain all the spell
tion 6.0 (p. 22), Section 8.1 (p.30), and Appendix A-4 (p.102).
lists available in Rolemaster Fantasy Role Playing as well as the
Skill Category: A grouping of related skills that require the same ap-
proximate effort to develop. “Skill Category Rank” is a partial mea- spell lists for the additional professions in Character Law—
Part I all up to 50th level—over 2,000 spells! As a Gamemaster, you
Introduction sure of a character’s effectiveness with the specific skills in that
category—see Section 6.0 (p. 22), Section 8.1 (p.30), and Appendix will probably want to purchase all three Spell Law books, but
A-4 (p.102). as a player you need only purchase the book necessary for
Slaying Item or Weapon: An item or weapon specifically designed to your character!
combat and/or destroy a being or type of being (e.g., a Dragon-
slaying sword or staff). Character Law — Add the power of expanded character de-
Spell Adder: An item that allows its wielder to cast a set number of velopment to your game with Character Law. Character Law
spells without expending power points (see Section 24.2, p. 80). is the ultimate Player’s Guide to Rolemaster Fantasy Role Play-
Spell Failure: This occurs when a very low roll is made when casting ing, giving dozens of new character professions and hun-
a spell; it indicates possible malfunction or backfiring of the spell. dreds of new character options. Get the most out of your
Spell Level: The minimum skill rank for the spell’s list that is neces- characters and feel the power of the Rolemaster system with
sary for a spell user to know or inherently cast that particular spell. this exciting core support book.
Spell List: A grouping and ordering of related spells based upon a
correlation of level, intricacy, and potency of the spells. A character Gamemaster Law — The last book of the core support series
who has developed (i.e., “learned”) a spell list to a specific skill rank is the highly acclaimed Gamemaster Law. This book explores
is able to cast a spell from that list if its level is less than or equal to the ins and outs and pitfalls of gamemastering compiled
that skill rank. from some of the nation’s top role playing GMs! In Game-
Stat (Characteristic): One of 10 physical and mental attributes which master Law you will find core gamemaster mechanics for
are considered most important to an adventurer in a FRP game. supporting the Rolemaster Fantasy Role Playing line. This in-
Stats affect how well a character develops his skills, moves, fights,
takes damage, absorbs information, etc. Stats in Rolemaster are gauged cludes a full blown system for Gamemasters to use in creat-
on a scale from 1-100. To convert from a 3-18 system, simply multi- ing new, custom races for their worlds!
ply by 5 and add 5.
Stat Bonus: Each stat is as- OTHER SUPPORT PRODUCTS
signed a bonus that is used
to modify skill bonuses. Creatures & Monsters — ICE’s full-blown beastiary for Role-
Static Maneuver (SM, Static master. This is a compendium of information and statistics
Action): An action per- for two key elements of fantasy role playing: creatures and
formed by a character encounters.
which requires unusual con-
centration or thought under “Companion” Products — Companions will contain optional
pressure and does not in- material that will add even more detail and/or depth to your
volve pronounced physical game—generally focuses on a specific theme. Some topics/
movement. titles include: Arcane Companion (introducing a fourth realm
Target: The term “target(s)” of magic), Essence Companion, Channeling Companion, Mental-
refers to the being(s), ism Companion, and Martial Arts Companion.
animal(s), object(s), and/or
material that a melee at- Rolemaster Sourcebooks — These products (like Creatures
tack, missile attack, or spell & Monsters) will contain optional rules and information
attempts to affect. that will help expand the game into new horizons. For ex-
Wound: An injury in which ample, Races & Cultures: Underground Races expands the list
the skin is torn, pierced, or of races to include a wide variety of races that can be found
cut. underground.
…and a 10' Pole — A compilation of adventuring equipment
and a system for defining and integrating various technology
levels into a Rolemaster game.
OTHER PRODUCTS Middle-earth Role Playing™ — A complete system specifi-
Rolemaster has many different support products. These cally designed to introduce people to fantasy role playing in
support products are grouped into two major groupings: core J.R.R. Tolkien’s Middle-earth. It is suitable for those who
support and other support products. have never before played a FRP game, as well as more expe-
rienced gamers who are looking for a realistic, easy to play
CORE PRODUCTS FRP system for low-level adventures. It is compatible with
Arms Law — The leader of the core support books is the Rolemaster and can serve as a great introduction for novices.
critically acclaimed Arms Law. Rolemaster Fantasy Role Playing More support products are planned. So, keep your eyes
has combat power, and Arms Law gives you more: more weap- peeled for more information on ICE’s website
ons, more critical hit tables, more carnage for your game. (www.ironcrown.com)!
ROLEMASTER
With Arms Law, players and GMs will feel the battle rage
around them and leave their foes bleeding in the ditch...
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In a fantasy role playing (FRP) game, you (as a player) 5) Choose background options.
assume the persona of an individual character—your player Your character has a number of background options
character. You must first “create” your player character. You based upon your race (see Table T-1.6). Table T-1.5
must determine your character’s attributes, background, physi- lists some of the options that may be chosen: extra
cal appearance, skills, etc. In short, you must determine all language ranks, extra money, stat gain rolls, special items,
of the various factors that control what your character is and special bonuses. [p. 20]
capable of doing in a fantasy role playing environment.
6) Develop apprenticeship skills.
CHARACTER DESIGN SUMMARY Allocate one level’s worth of development points on
To design your character, you should perform each of the training packages, skill development, and stat gains (see
following steps (as described in Sections 1.0-8.0). Keep in Tables T-2.7 and T-2.8). Your development points avail-
mind that these steps are interrelated and may affect each able are equal to the average of five of your stats (Ag,
other. Co, Me, Re, and SD). [p. 21]
1) Decide what type of character to play. 7) Flesh out your character’s role.
Discuss your general character concept with your GM. a) Determine role traits [p. 28] —
Together, the two of you finalize your general character You and your GM should refer to Table T-1.7 for
concept. If your GM agrees, you may also want to refer ideas on how to determine your character’s role
to the section on role traits and background details (p. traits.
28) at this point. [p. 12]
b) Determine background details [p. 28] —
2) Make your initial choices. Work with your GM to determine the background
of your character (specific to the setting).
a) Choose a race [p. 13] —
Common Man, High Man, Wood Elf, 8) Finalize your character.
Dwarf, or Halfling.
a) Total stat and skill bonuses [p. 30] —
b) Choose a profession [p. 14] — Perform the necessary calculations to finalize the
Fighter, Rogue, Thief, Cleric, Magician, bonuses for your stats and skills.
Mentalist, Ranger, Dabbler, or Bard.
b) Determine age [p. 32] —
c) Determine realm of power [p. 14] — You may choose your character’s age, but the
Each Fighter, Rogue, and Thief must choose a minimum age is sixteen plus the months required
realm of power. Clerics and Rangers have for any training packages.
Channeling as their realm of power. Magicians
c) Record level and experience points [p. 32] —
and Dabblers have Essence as their realm of power.
Record that your character is 1st level and has
Mentalists and Bards have Mentalism as their
10,000 experience points.
realm of power.
d) Outfit your character [p. 32] —
3) Generate Stats. Spend your money on starting equipment. Certain
a) Generate Temporary Stats [p. 16] — items may not need to be purchased (see your GM
Use either 660 points or 600+10d10 points; divide for specifics). Total the weight of your equipment.
these points among the ten stats. The profession’s e) Record your power points. [p. 33]
two Prime stats must be at least 90 each. Also, f) Record your hits. [p. 33]
stats over 91 do not have a one-to-one cost. g) Calculate your defensive bonus. [p. 33]
b) Generate Potential Stats [p. 17] — h) Record your spells and spell lists. [p. 33]
Use Table T-1.3 to determine Potential Stats. i) Record your resistance roll bonuses. [p. 34]
j) Calculate your moving maneuver penalty. [p. 34] ROLEMASTER
4) Determine adolescence skills.
Skill ranks and skill category ranks that you develop
during Adolescence are listed in Table T-1.6. [p. 18]
k) Calculate your base movement rate. [p. 35]
BH
11
BHBHBHBHBHBH 1.0 BHBHBHBHBHBH
a CHARACTER CONCEPT
Part II
Creating a Before starting to design a character, you and your Game- CHARACTER RECORD SHEET T-6.1 Character Name:
VarakTanuk
Character YourName
master should make a general decision as to what type of Experience Points Level: Player: _______________________________________________
Bladelands (Your GM's Name)
Campaign (GM): ______________________________________

character you want to play. This decision should concern Race: ____________________________
Profession: _______________________ STAT Temp Pot
Basic
Bonus
Racial
Bonus
Special
Bonus
Stat
Bonus

your character’s profession, race, and physical and mental Training Packages: _________________
_________________________________
Realm of Power: ___________________
Agility
Constitution
____
____
____
____
____
____
____
____
____
____
Rune

Memory ____ ____ ____ ____ ____


attributes. If your GM agrees, you may also want to refer to Armor Type: ______________________
Weight Penalty: ____________________
Reasoning ____ ____ ____ ____ ____
Self Discipline ____ ____ ____ ____ ____
the section on role traits and background details (p. 28) at Base Movement Rate: _______________
Moving Maneuver Penalty: ___________
Empathy ____ ____ ____ ____ ____
Rune
Intuition ____ ____ ____ ____ ____
this point. This will enable you to further refine your char- Missile Penalty: ____________________
Quickness Bonus (3 x Qu): ___________
Presence ____ ____ ____ ____ ____
Quickness ____ ____ ____ ____ ____
acter concept before continuing with the rest of the charac- Armor Quickness Penalty: ___________
Shield Bonus: _____________________
Magic (Spells, Items, etc.): ___________
Strength ____ ____ ____ ____ ____

ter design process. Special: __________________________


Total Normal DB: __________________
Skill
______________________
COMMONLY USED SKILLS
Ranks Bonus Skill
____ ____ ____________________
Ranks Bonus
____ ____
RESISTANCE ROLLS: ______________________ ____ ____ ____________________ ____ ____
Example: You will be creating and controlling a character Type
Race
Bonus
Stat
Bonus
Total
Bonus
______________________
______________________
____ ____
____ ____
____________________
____________________
____ ____
____ ____
Channeling ____ ____ (3 x In) ____
in this example and the rest of the examples presented in Essence
Mentalism
____
____
____ (3 x Em)
____ (3 x Pr)
____
____
______________________
______________________
____ ____
____ ____
____________________
____________________
____ ____
____ ____
Poison/Disease ____ ____ (3 x Co) ____ ______________________ ____ ____ ____________________ ____ ____
Part II. We will assume that you have read The Lord of the Fear ____
___________ ____
____ (3 x SD)
____ ( )
____
____
______________________
______________________
____ ____
____ ____
____________________
____________________
____ ____
____ ____

Rings® and want to play a character similar to Aragorn II ___________ ____


___________ ____
___________ ____
____ (
____ (
____ (
)
)
)
____
____
____
______________________
______________________
____ ____
____ ____
____________________
____________________
____ ____
____ ____
______________________ ____ ____ ____________________ ____ ____
(i.e., Strider). Thus in general, you want to design a charac- RACE/STAT FIXED INFO:
Soul Departure: ___ rounds
______________________
______________________
____ ____
____ ____
____________________
____________________
____ ____
____ ____

ter who is a High Man Ranger with good physical stats. This Recovery Multiplier: x ___
Body Development Progression:
______________________ ____ ____ ____________________ ____ ____

COMMONLY USED ATTACKS


example character will be called Varak Tanuk. ______________________________
PP Development Progression:
______________________________
Attack/Weapon
_________________
Ranks
____
Bonus Fumble Range Modifications
____ _____ __________________________________
_________________ ____ ____ _____ __________________________________
ROLE TRAITS: Appearance: ___ _________________ ____ ____ _____ __________________________________

THE CHARACTER RECORD SHEETS Demeanor: _______________________


Apparent Age: ___ Actual Age: ______
Gender: ________ Skin: ___________
_________________
_________________
_________________
____
____
____
____ _____ __________________________________
____ _____ __________________________________
____ _____ __________________________________
Height: ________ Weight: _________
The record sheets (T-6, p. 244-249) are the key to design- Hair: __________ Eyes: ___________
Personality: _______________________
COMMONLY USED EQUIPMENT
Item Location Weight Description
ing your character. These sheets are organized to aid you _________________________________
Motivation: _______________________
__________________________ _______ ____ __________________________
__________________________ _______ ____ __________________________
_________________________________
during the design process. As you follow each step of the Alignment: _______________________
__________________________ _______ ____ __________________________
__________________________ _______ ____ __________________________
BACKGROUND INFORMATION: __________________________ _______ ____ __________________________
process, you should record your results on these sheets. Use Nationality: _______________________
Home Town/City: __________________
__________________________ _______ ____ __________________________

Hits (Maximum): _______ Miscellaneous Information: Power Points (Max.): ____


a pencil, since you will be changing and updating your char- Deity: ___________________________
Patron/Lord: ______________________
Parents: __________________________
acter regularly. You may photocopy these sheets for your Spouse: __________________________
Children: _________________________ Recover: 1 per 3 hr. (active) Recover: 1 per 3 hr. (active)
own use. The various parts of the record sheets and what Other: ___________________________
_________________________________
__________ (Co bonus ÷ 2)
per hr. (resting)
______ (realm stat bonus ÷ 2)
per hr. (resting)
_________________________________ __________ (Co bonus x 2) ______ (maximum PPs ÷ 2)
needs to go on them are discussed throughout Part II. _________________________________ per 3 hr. (sleeping)
Maximum = 10 + Body Dev. Skill Bonus
per 3 hr. (sleeping)
Maximum = Power Point Dev. Skill Bonus

Example: At this point, you know your character’s name,


your GM’s name/campaign, and (hopefully) your own name. SKILL RECORD SHEET T-6.3
So you can record this information on your record sheets as Character:
Varak YourName
Player: ____________________________________________

shown in the sample sheets on this page. Level: _____________________________________________

New - - - - - - - - - - - - - - - - - Bonuses - - - - - - - - - - - - - - - - -
Skill Name #Ranks Ranks Rank Category Item Special Special Total
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
SKILL CATEGORY RECORD SHEET T-6.2 Character: Varak _______________________________
_______________________________
_____
_____
❏❏❏
❏❏❏
_____ _____ _____ _____ _____ _____
_____ _____ _____ _____ _____ _____
Applicable Dev. # of New - - - - - - - - - - - - - - - - - Bonuses - - - - - - - - - - - - - - - - - _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Skill Category Stats Cost Ranks Ranks Rank Stat Prof. Special Special Total _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Armor • Heavy St/Ag/St _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Armor • Light Ag/St/Ag _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Armor • Medium St/Ag/St _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Artistic • Active Pr/Em/Ag _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Artistic • Passive Em/In/Pr _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Athletic • Brawn St/Co/Ag _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Athletic • Endurance Co/Ag/St _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Athletic • Gymnastics Ag/Qu/Ag _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Awareness • Perceptions In/SD/In _____ na ‡ 0 _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Awareness • Searching In/Re/SD _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Awareness • Senses In/SD/In _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Body Development Co/SD/Co _____ na † 0 _____ _____ +10 _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Combat Maneuvers Ag/Qu/SD _____ na * 0 _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Communcations Re/Me/Em _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Crafts Ag/Me/SD _____ na * 0 _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Directed Spells Ag/SD/Ag _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Influence Pr/Em/In _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Lore • General Me/Re/Me _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Lore • Magical Me/Re/Me _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Lore • Obscure Me/Re/Me _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Lore • Technical Me/Re/Me _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Martial Arts • Striking St/Ag/St _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Outdoor • Animal Em/Ag/Em _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Outdoor • Environmental SD/In/Me _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Power Awareness Em/In/Pr _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Power Point Development ________ _____ na † 0 _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Science/Analytic • Basic Re/Me/Re _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Science/Analytic • Specialized Re/Me/Re _____ na * 0 _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Self Control SD/Pr/SD _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Spells • _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Own Realm Closed Lists ________ _____ na ‡ 0 _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Own Realm Open Lists ________ _____ na ‡ 0 _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Own Realm Own Base Lists ________ _____ na ‡ 0 _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Subterfuge • Attack Ag/SD/In _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Subterfuge • Mechanics In/Ag/Re _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Subterfuge • Stealth Ag/SD/In _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Technical/Trade • General Re/Me/SD _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Technical/Trade • Professional Re/Me/In _____ na * 0 _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Technical/Trade • Vocational Me/In/Re _____ na * 0 _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Urban In/Pr/Re _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Weapon • 1-H Concussion St/Ag/St _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Weapon • 1-H Edged St/Ag/St _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Weapon • 2-Handed St/Ag/St _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Weapon • Missile Ag/St/Ag _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Weapon • Missile Artillery In/Ag/Re _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Weapon • Pole Arms St/Ag/St _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Weapon • Thown Ag/St/Ag _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
ROLEMASTER _______________________ ________ _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________ ________ _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____

BH
_______________________ ________ _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________ ________ _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________ ________ _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________ ________ _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________ ________ _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________ ________ _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____

12 _______________________
_______________________
_______________________
_______________________
________
________
________
________
_____
_____
_____
_____
_____
_____
_____
_____
❏❏❏
❏❏❏
❏❏❏
❏❏❏
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
Rank Bonus Progression — no symbol: Standard Progression (“-15•2•1•0.5•0” for category ranks, “-15•3•2•1•0.5” for skill ranks) — †: See Table T-1.1
*: Combined Progression (“0•0•0•0•0” for category ranks, “-15•5•3•1.5•0.5” for skill ranks) — ‡: “0•0•0•0•0” for category ranks and “0•1•1•0.5•0” for skill ranks.
BHBHBHBHBHBH 2.0 BHBHBHBHBHBH
THE INITIAL CHOICES a
Part II
Creating a
To begin designing your character you must make three Character
initial choices that define your character: race, profes-
sion, and realm of power.

CHOOSE RACE
You must choose one of the following races.
Common Men High Men Wood Elves
Dwarves Halflings
Once you chose your character’s race, you should record
it on your Character Record Sheet. You should also record
any stat bonuses and resistance roll (RR) bonuses due to
race (Race Abilities Table T-1.1).
There is a one page, detailed description of each race
in Appendix A-1 (p. 85). Your character design process
will proceed much faster if you have the page (or a pho-
tocopy) of your character’s race in front of you. Character
Law provides a wider variety of races (and cultures).
Example: You decide that our sample character, Varak,
will be a High Man. So, you can record his racial stat
bonus modifications and resistance roll mods (from Table CHARACTER RECORD SHEET T-6.1 Character Name:
VarakTanuk
T-1.1). In addition, you may want to photocopy and Experience Points Level: YourName
Player: _______________________________________________
Blandlands Your GM's Name
( )
Campaign (GM): ______________________________________
attach the rune (see above) that corresponds to his race. HighMan
Race: ____________________________ Basic Racial Special Stat
Ranger
Profession: _______________________ STAT Temp Pot Bonus Bonus Bonus Bonus
Training Packages: _________________ Agility ____ ____ ____ -2
____ ____ Rune
_________________________________ +4
THE RACES Channeling
Realm of Power: ___________________
Constitution
Memory
____
____
____
____
____
____
____
0
____
____
____
Common Men are the standard humans in Rolemaster. Gen- Armor Type: ______________________ Reasoning ____ ____ ____ 0
____ ____
Weight Penalty: ____________________ Self Discipline ____ ____ ____ 0
____ ____
erally, they are more numerous and wide-spread than the Base Movement Rate: _______________
Empathy ____ ____ ____ 0
____ ____
Moving Maneuver Penalty: ___________
other races, and they have a wide variety of cultures and Missile Penalty: ____________________ Intuition ____ ____ ____ 0
____ ____ Rune

physical types. Presence ____ ____ ____ +4


____ ____
Quickness Bonus (3 x Qu): ___________ -2
Quickness ____ ____ ____ ____ ____
High Men are humans that are larger, stronger, and live Armor Quickness Penalty: ___________
Shield Bonus: _____________________ Strength ____ ____ ____ +4
____ ____
longer than Common Men. They are great warriors and Magic (Spells, Items, etc.): ___________
COMMONLY USED SKILLS
Special: __________________________
builders of empires, for their initiative generally matches Total Normal DB: __________________
Skill Ranks Bonus Skill Ranks Bonus
______________________ ____ ____ ____________________ ____ ____
their physical stature. RESISTANCE ROLLS: ______________________ ____ ____ ____________________ ____ ____
Race Stat Total ______________________ ____ ____ ____________________ ____ ____
Wood Elves are similar to humans in most ways. How- Type Bonus Bonus Bonus ______________________ ____ ____ ____________________ ____ ____
Channeling -5
____ ____ (3 x In) ____
ever, they are immortal and they are generally fairer, Essence -5
____ ____ (3 x Em) ____
______________________ ____ ____ ____________________ ____ ____
-5 ______________________ ____ ____ ____________________ ____ ____
taller, and more slender than humans. They tend to in- Mentalism ____
0
Poison/Disease ____
____ (3 x Pr)
____ (3 x Co)
____
____ ______________________ ____ ____ ____________________ ____ ____
habit the forests and wilds of the world. Fear 0
____ ____ (3 x SD) ____ ______________________ ____ ____ ____________________ ____ ____
___________ ____ ____ ( ) ____ ______________________ ____ ____ ____________________ ____ ____
Dwarves are a non-human race that favor the highlands ___________ ____
___________ ____
____ (
____ (
)
)
____
____
______________________ ____ ____ ____________________ ____ ____
______________________ ____ ____ ____________________ ____ ____
and deep caverns of the mountains. They are short and ___________ ____ ____ ( ) ____ ______________________ ____ ____ ____________________ ____ ____
stocky, and they have a reputation for ruggedness, practi-
cality, and unwavering loyalty.
Halflings are the smallest of the races, ranging between 2
and 4 feet in height. However, they are very quick and
agile. They tend to live in farmlands among the lands of
the more numerous humans.

Common Men High Men Wood Elves Dwarves Halflings

RACE ABILITIES TABLE T-1.1


Racial Stat Bonuses RR Bonuses Background
Race Ag Co Me Re SD Em In Pr Qu St Ess. Chan. Ment. Pois. Dis. Options
Common Men 0 0 0 0 +2 0 0 0 0 +2 0 0 0 0 0 6 ROLEMASTER

High Men
Wood Elves
-2
+4
+4
0
0
+2
0
0
0
-5
0
+2
0
0
+4
+2
-2
+2
+4
0 -5
-5 -5
-5 -5
-5 0
+10 +100
0 4
4
BH
Dwarves -2 +6 0 0 +2 -4 0 -4 -2 +2 +40 0 +40 +20 +15 5 13
Halflings +6 +6 0 0 -4 -2 0 -6 +4 -8 +50 0 +40 +30 +15 5
THE PROFESSIONS CHOOSE PROFESSION
a
Fighter — Fighters are the primary arms specialists. Fighters will find it 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
At this point, you must choose one of the following pro-
fessions and record it on your Character Record Sheet:
Non Spell Users Realm of Power Realm Stat
Part
such II
as locks and traps (though they are still superior in those areas to spell
users) aand have the greatest difficulty in learning anything connected with
Creating Fighter .................................. choose one ............. based on choice
Character
spells. Thief ..................................... choose one ............. based on choice
Thief — Thieves are specialists at maneuvering and manipulating. They have Rogue .................................... choose one ............. based on choice
the easiest time learning mechanical skills such as picking locks and disarm- Pure Spell Users Realm of Power Realm Stat
ing traps and are fairly good at picking up weapons skills. Thieves are also
unusually adept at stalking, hiding, climbing, and perception. They rarely Cleric .................................... Channeling ............... Intuition (In)
wear heavy armor, although armor does not especially hinder the exercising Magician ................................. Essence ................. Empathy (Em)
of their professional abilities. Mentalist .............................. Mentalism ............... Presence (Pr)
Rogue — Rogues are characters with some expertise in thiefly abilities and Semi Spell Users Realm of Power Realm Stat
more specialized knowledge of arms than that possessed by Fighters. Nor-
mally a Rogue will be almost as good as a Fighter with one weapon of his Ranger .................................. Channeling ............... Intuition (In)
choice. The cost, in development points, of developing his thiefly skills will Dabbler ................................... Essence ................. Empathy (Em)
generally not allow him to be as good in these areas as a Thief, but his Bard ...................................... Mentalism ............... Presence (Pr)
flexibility is unmatched by either profession.
There is a one page, detailed description of each profes-
Cleric — Clerics are pure spell users of Channeling who have concentrated in
sion in Appendix A-2 (p. 91). Your character design process
spells which require direct power from their gods. Their base spells deal
directly with life: communing with gods, summoning live creatures, protec- will proceed much faster if you have the page (or a photo-
tion from servants of opposing gods, and direct Channeling from their own copy) for your character’s profession in front of you. Charac-
gods. These spell users are very powerful, but they are also restricted in the ter Law provides an even wider variety of professions.
sense of heeding the desires or alignment of their deity (as determined by
the Gamemaster).
Magician — Magicians are pure spell users of Essence who have concentrated RECORD
in the elemental spells. Their base spells deal mainly with the elements
earth, water, air, heat, cold and light. Characters in this profession can ac- PROFESSION BONUSES
quire knowledge of things magical and how to use them relatively quickly, Each profession has a number of Profession Bonuses that
but they are terribly handicapped in developing arms skills since they must apply to certain skills and skill categories (see the Profession
discipline their minds in pursuit of their profession. Table T-1.4).
Mentalist — Mentalists are pure spell users of Mentalism who have concen- Example: You must now record Varak’s profession bonuses
trated on spells which deal with the interaction of minds. A Mentalist ma-
(from Table T-1.4) on your Skill Category Record Sheet:
nipulates his own personal Essence, and the Essence immediately around
him with his mind in order to perform magical functions. Their base spells Athletic Group ................................................ +5
deal with the detection of mental presence, mental communication, mind Awareness Group ......................................... +10
control, mind attack, mind merging, and sense control. Body Development ......................................... +5
Ranger — Rangers are semi spell users who combine the realm of Channeling Outdoor Group ........................................... +20
with the realm of Arms. Their base spells deal with operating in the out- Subterfuge • Stealth....................................... +5
doors and manipulating the elements (weather). Weapon Group ............................................... +5
Dabbler — Dabblers are semi spell users who combine the realm of Essence
with the realm of Arms. Their base spells deal with stealth, detection, per-
ception, movement, and manipulating locks and traps. CHOOSE REALM OF POWER
Bard — Bards are semi spell users who combine the realm of Mentalism with There are three realms of power: Channeling, Essence,
the realm of Arms. Their base spells deal with sound, lore, and item use.
and Mentalism (see p. 152). A character’s realm of power
determines which spells he can learn and where the power
for those spells comes from—see Appendix A-9 (p. 152) for
more details. If your character is a Fighter, Rogue, or Thief,
you must choose a realm of power: Essence, Channeling, or
Mentalism. Any other profession has a fixed realm of power
as indicated above.
Fighter Thief Rogue Each character has a realm stat that corresponds to his
realm of power: Intuition for Channeling, Empathy for Es-
sence, and Presence for Mentalism. A character’s realm stat
affects his skill in casting spells and how much power he has
to cast spells.
Example: You decide that our sample character, Varak, will
Cleric Magician Mentalist
be a Ranger. His realm of power is Channeling. So, you can
ROLEMASTER record this information on his Character Record Sheet (see
the previous page). In addition, you may want to photocopy
BH and attach the rune (see bottom of previous column) that
corresponds to his profession. His realm stat is Intuition (In).
14 You can record this in the empty spaces in the “Applicable
Stats” column of your Skill Category Record Sheet (see next
Ranger Dabbler Bard page).
SPELL USER CLASSIFICATION SKILL CATEGORY RECORD SHEET T-6.2 Character: Varak

a
Applicable Dev. # of New - - - - - - - - - - - - - - - - - Bonuses - - - - - - - - - - - - - - - - -
Professions are classified according to one of six types Skill Category Stats Cost Ranks Ranks Rank Stat Prof. Special Special Total
Armor • Heavy St/Ag/St _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
of spell users: non spell users, pure spell users of Channel- Armor • Light Ag/St/Ag _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
ing, pure spell users of Essence, pure spell users of Mental- Armor • Medium St/Ag/St _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Artistic • Active Pr/Em/Ag _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
ism, and semi spell users. This classification determines a Artistic • Passive Em/In/Pr _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ Part II
character’s development point costs for developing skill ranks Athletic • Brawn St/Co/Ag _____ _____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____ a
Creating
Athletic • Endurance Co/Ag/St _____ _____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
for the various types of spell lists (for details see Appendix Athletic • Gymnastics Ag/Qu/Ag _____ _____ ❏❏❏ _____ _____ +5
_____ _____
Character
_____ _____
A-4.18, p. 126). In addition, pure spell users get to choose Awareness • Perceptions In/SD/In _____ na ‡ 0 _____ +10
_____ _____ _____ _____
Awareness • Searching In/Re/SD _____ _____ ❏❏❏ _____ _____ +10
_____ _____ _____ _____
four extra base spell lists. Awareness • Senses In/SD/In _____ _____ ❏❏❏ _____ _____ +10
_____ _____ _____ _____
Body Development Co/SD/Co _____ na † 0 _____ +5
_____ +10 _____ _____
Non spell users concentrate on the “realm of Arms.” Combat Maneuvers Ag/Qu/SD _____ na * 0 _____ _____ _____ _____ _____
Communcations Re/Me/Em _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Pure spell users concentrate on one realm of power. Crafts Ag/Me/SD _____ na * 0 _____ _____ _____ _____ _____
Directed Spells Ag/SD/Ag _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Semi spell users concentrate on a realm of power and the
Influence Pr/Em/In _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
realm of Arms. Lore • General Me/Re/Me _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Lore • Magical Me/Re/Me _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Lore • Obscure Me/Re/Me _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Lore • Technical Me/Re/Me _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____

SKILLS, CATEGORIES, AND GROUPS Martial Arts • Striking


Outdoor • Animal
St/Ag/St
Em/Ag/Em
_____
_____
_____
_____
❏❏❏
❏❏❏
_____
_____
_____
_____
_____
+20
_____
_____
_____
_____
_____
_____
_____
Outdoor • Environmental SD/In/Me _____ _____ ❏❏❏ _____ _____ +20
_____ _____ _____ _____
As a character advances in levels he develops and trains Power Awareness Em/In/Pr _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
in certain abilities called skills. His capability in each skill Power Point Development In
________ _____ na † 0 _____ _____ _____ _____ _____
Science/Analytic • Basic Re/Me/Re _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
affects his chances of accomplishing certain actions and Science/Analytic • Specialized Re/Me/Re _____ na * 0 _____ _____ _____ _____ _____
activities (e.g., fighting, maneuvering, spell casting, etc.). Self Control SD/Pr/SD _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
As he develops and improves a skill, his skill bonus with Spells •
Own Realm Closed Lists In
________ _____ na ‡ 0 _____ _____ _____ _____ _____
that skill will increase, indicating a corresponding increase Own Realm Open Lists In
________ _____ na ‡ 0 _____ _____ _____ _____ _____
In
Own Realm Own Base Lists ________ _____ na ‡ 0 _____ _____ _____ _____ _____
in his abilities and bonuses with that skill.
Subterfuge • Attack Ag/SD/In _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Each skill is grouped with other similar skills in a spe- Subterfuge • Mechanics In/Ag/Re _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Subterfuge • Stealth Ag/SD/In _____ _____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
cific skill category. Each category contains skills that utilize
Technical/Trade • General Re/Me/SD _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
similar physical and mental capabilities (i.e., stats) and simi- Technical/Trade • Professional Re/Me/In _____ na * 0 _____ _____ _____ _____ _____
lar basic, general abilities. In addition to developing indi- Technical/Trade • Vocational
Urban
Me/In/Re
In/Pr/Re
_____
_____
na
_____
*
❏❏❏
0
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
vidual skills, a character may develop and improve all of Weapon • 1-H Concussion St/Ag/St _____ _____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
the skills in a skill category by increasing its skill category Weapon • 1-H Edged St/Ag/St _____ _____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
Weapon • 2-Handed St/Ag/St _____ _____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
bonus. Weapon • Missile Ag/St/Ag _____ _____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
Weapon • Missile Artillery In/Ag/Re _____ _____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
Certain skill categories are grouped together for profes- Weapon • Pole Arms St/Ag/St _____ _____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
sion bonuses. Skill categories in the same group start with Weapon • Thown Ag/St/Ag _____ _____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
the same word followed by a bullet, “•.” _______________________ ________ _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________ ________ _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
❏❏❏

PROFESSION TABLE T-1.4


Prime Realm
Profession Stats of Power Profession Bonuses for Categories & Groups of Categories
Fighter St/Co Choice Armor Group (10); Body Development (10); Combat Maneuvers (10); Weapon Group (20)
Thief Ag/Qu Choice Athletic • Gymnastics (5); Awareness Group (10); Body Development (5);
Self Control (5); Subterfuge Group (15); Weapon Group (10)
Rogue Ag/St Choice Armor Group (5); Athletic • Gymnastics (5); Awareness Group (5);
Body Development (5); Combat Maneuvers (5); Subterfuge Group (10); Weapon Group (15)

Cleric In/Me Channeling Awareness Group (5); Influence (5); Lore • Magical (5); Outdoor Group (5);
Power Awareness (15); Power Point Development (5); Spell Group (5); Weapon Group (5)
Magician Em/Re Essence Directed Spells (10); Lore • Magical (10); Power Awareness (20);
Power Point Development (5); Spells Group (5)
Mentalist Pr/SD Mentalism Awareness Group (5); Body Development (5); Influence (10); Lore • Magical (5);
Power Awareness (10); Power Point Development (5); Self Control (5); Spell Group (5)

Ranger In/Co Channeling Athletic Group (5); Awareness Group (10); Body Development (5);
Outdoor Group (20); Subterfuge • Stealth (5); Weapon Group (5)
Dabbler Em/Ag Essence Awareness Group (10); Body Development (5); Influence (5); Lore • Magical (5);
Power Awareness (10); Subterfuge Group (5); Urban (5); Weapon Group (5)
Bard Pr/Me Mentalism Artistic • Active (5); Awareness Group (5); Body Development (5); Communications (5);
Influence (5); Lore Group (10); Power Awareness (5); Self Control (5); Weapon Group (5) ROLEMASTER

BH
15
BHBHBHBHBHBH 3.0 BHBHBHBHBHBH
a STATS
Part II
Creating a Now you must generate the stats (i.e., statistics) which
Character
determine your character’s mental and physical prowess. You STAT ASSIGNMENT TABLE T-1.2
must generate two sets of stats for your character: his tempo- Stat Value Points Assigned
rary stats and his potential stats (see Appendix A-3 for more
details). Each stat has a value between 01 and 101. 100 .................................................................................... 190+
The potential value reflects the highest value that the 99.......................................................................................... 171
character’s stat can obtain (i.e., due to genetics and/or early 98......................................................................................... 154
childhood environment). The temporary value represents the 97 ......................................................................................... 139
stat’s current value.
96......................................................................................... 126
95.......................................................................................... 115
TEMPORARY STATS 94 ......................................................................................... 106
You have 600+10d10 points to assign to your temporary 93............................................................................................ 99
stats—i.e., 600 plus the sum of ten 1d10 die rolls. Each pro-
fession has two stats which are that profession’s “prime stats” 92............................................................................................ 94
(see the Profession Table T-1.4). Each prime stat must be 91 ............................................................................................ 91
assigned at least 90 points and each other stat must be as- 20-90 ................................................................................ 20-90
signed at least 20 points.
Note: The points required for a stat above 90 are equal to 90
• If 90 or fewer points are assigned to a stat, the stat’s + [stat value – 90]2.
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 You have decided that you want good (75+) physical stats
Table T-1.2. In this case, a specific number of points for Varak: Ag, Co, St, and Qu. He needs at least 90s in his
must be assigned in order to obtain a specific stat value. prime stats, In and Co. You settle on average (35-65) for
most of his mental stats: Me, Re, SD, and Pr—he’s no ge-
Remember, the higher the stat the more capable your char- nius, but he’s not stupid. Finally, you decide on a low Empa-
acter will be when performing an action using that particu- thy because he has spent most of his time in the woods away
lar stat. from people. So, you determine the exact values of his tempo-
Player Option: Assign 660 points instead of 600 + 10d10 rary stats by assigning the 665 points as follows:
points. This option must be chosen before the 10d10 roll is Ag: 96 .... requires 126 points Em: 20 .... requires 20 points
made. Co: 90 ..... requires 90 points In: 90 ...... requires 90 points
Example: You roll 10d10 to determine how many points Me: 38 .... requires 38 points Pr: 50 ...... requires 50 points
you gets to allocate to Varak’s temporary stats. You get a total Re: 43 ...... requires 43 points St: 92 ...... requires 94 points
SD: 39 .... requires 39 points Qu: 75 .... requires 75 points
of 65 (you’re lucky, the average is 55), so you have 665
Total = 665 points
(600+65) points to allocate.

ROLEMASTER

BH
16
POTENTIAL STATS POTENTIAL STAT TABLE T-1.3
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-1.3.
Temporary
Stat Potential Stat
Fixed
Mod.†
a
A starting potential stat will be at least as high as its 20-24 20 + 8d10 +44 Part II
temporary stat. So, if a roll for a potential stat gives a result Creating a
25-34 30 + 7d10 +39 Character
that is less than its corresponding temporary stat, the poten- 35-44 40 + 6d10 +33
tial stat is instead equal to the temporary stat.
45-54 50 + 5d10 +28
Player Option: Add a fixed modification (from the column
marked † on the Potential Stat Table T-1.3) to each tempo- 55-64 60 + 4d10 +22
rary stat to obtain the corresponding potential stat. If this 65-74 70 + 3d10 * +17
option is used no rolls are made to determine potentials. 75-84 80 + 2d10 * +11
Example: Now you must determine Varak’s potential stats 85-91 90 + 1d10 +6
by rolling as indicated on Table T-1.3. 92 91 + 1d9 +5
Actual Resulting 93 92 + 1d8 +4
Temporary Required Dice Potential 94 93 + 1d7 +4
Stat Roll Rolls Stat
Ag: 96 .................. 95+1d5 ..................... 3 .......................... 98 95 94 + 1d6 +3
Co: 90 ................. 90+1d10 ................... 3 .......................... 93 96 95 + 1d5 +3
Me: 38 ................ 40+6d10 ........... 3,5,8,2,3,6 ................. 67 97 96 + 1d4 +2
Re: 43 ................. 40+6d10 ........... 1,7,8,4,5,6 .................. 71
SD: 39 ................ 40+6d10 .......... 4,2,10,3,9,5 ................ 73 98 97 + 1d3 +2
Em: 20 ................ 20+8d10 ...... 2,7,4,1,6,10,4,5 ............. 59 99 98 + 1d2 +1
In: 90 .................. 90+1d10 ................... 7 .......................... 97 100 99 + 1d2 +1
Pr: 50 ................. 50+5d10 ............ 5,3,7,2,8 ................... 75
St: 92 ................... 91+1d9 ..................... 1 .......................... 92 Note: See page 8 for guidelines for 1d2 through 1d9 die rolls.
Qu: 75 ................ 80+2d10 .................. 4,7 ........................ 91 * — 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
EFFECTS OF POTENTIAL STATS that is less than its corresponding temporary stat, the
potential stat is instead equal to the temporary stat.
Potential stats have no effect on play whatsoever. Perma- † — These modifications are only used if the fixed
nently disabling injuries may be reflected in a reduction of modification option is used for all stats.
potential stats; shorter term disabilities usually result in tem-
porary stat reductions (see Gamemaster Law).
BASIC STAT BONUS TABLE T-2.1
STAT BONUSES Basic Stat Optional Note: The op-
tional formula
For each stat, your character’s stat bonus is equal to the Stat Bonus Formula
information in
stat’s basic stat bonus plus its racial stat bonus modification plus 102+ 14 (Stat - 95) x 2 Table T-2.1 is
any special modifications: 101 12 (Stat - 95) x 2 provided only
Stat Bonus = basic stat bonus for those who
100 10 (Stat - 81) ÷ 2 want to calcu-
+ racial stat bonus modification 98-99 9 (Stat - 81) ÷ 2 late their stat
+ special modifications 96-97 8 (Stat - 81) ÷ 2 bonuses rather
For each temporary stat, look up the corresponding “basic 94-95 7 (Stat - 81) ÷ 2 than looking
stat bonus” from the Basic Stat Bonus Table T-2.1. Record them up on a
92-93 6 (Stat - 81) ÷ 2
table.
these values in the appropriate spaces in the Stats section of 90-91 5 (Stat - 81) ÷ 2
your Character Record Sheet.
85-89 4 (Stat - 67) ÷ 5
Example: You must now record each of Varak’s temporary 80-84 3 (Stat - 67) ÷ 5
stats, potential stats, and basic stat bonuses. 75-79 2 (Stat - 67) ÷ 5
Ag: +8 Co: +5 Me: 0 Re: 0 SD: 0 70-74 1 (Stat - 67) ÷ 5
Em: -3 In: +5 Pr: 0 Qu: +2 St: +6
31-69 0 —
Later, after any special bonuses have been determined, you
will total Varak’s final stat bonuses. 26-30 -1 (Stat - 33) ÷ 5
21-25 -2 (Stat - 33) ÷ 5
Basic Racial Special Stat 16-20 -3 (Stat - 33) ÷ 5
STAT Temp Pot Bonus Bonus Bonus Bonus
Agility 96
____ 98
____ +8
____ -2
____ ____ Rune 11-15 -4 (Stat - 33) ÷ 5
Constitution 90
____ 93
____ +5
____ +4
____ ____
Memory 38
____ 67
____ 0
____ 0
____ ____ 10 -5 (Stat - 21) ÷ 2 ROLEMASTER
Reasoning 43
____ 71
____ 0
____ 0
____ ____
08-09 -6 (Stat - 21) ÷ 2
BH
Self Discipline 39
____ 73
____ 0
____ 0
____ ____
Empathy 20
____ 59
____ -3
____ 0
____ ____ 06-07 -7 (Stat - 21) ÷ 2
90 97 +5 0 Rune
Intuition ____ ____ ____ ____ ____ 04-05 -8 (Stat - 21) ÷ 2
Presence 50
____ 75
____ 0
____ +4
____ ____
Quickness
Strength
75
____
92
____
91
____
92
____
+2
____
+6
____
-2
____
+4
____
____
____
02-03
01
-9
-10
(Stat
(Stat
-
-
21) ÷
21) ÷
2
2
17
BHBHBHBHBHBH 4.0 BHBHBHBHBHBH
a ADOLESCENCE
Part II
Creating a
Character SKILL DEVELOPMENT
Each of your character’s skill categories and skills starts BACKGROUND OPTIONS
with a rank of zero. Your character receives a number of background options
During his early years of life (i.e., his adolescence), your during adolescence as indicated in the Adolescence Rank
character will develop his skills and skill categories as indi- Table T-1.6. The use of background options is detailed in
cated in the Adolescence Rank Table T-1.6. Each skill and Section 5.0 (p. 20).
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 Adolescence Rank Table T-1.6 SKILLS, CATEGORIES, AND GROUPS
that corresponds to your character’s race. The significance As a character advances in levels he develops and trains in
and specific mechanics of skills are described in Appendix certain abilities called skills. His capability in each skill affects
A-4 (p. 102). his chances of accomplishing certain actions and activities (e.g.,
fighting, maneuvering, spell casting, etc.). As he develops and
Your character’s skills are based upon his racial background.
improves a skill, his skill bonus with that skill will increase,
For example, if your character is raised in an Dwarvish soci- indicating a corresponding increase in his abilities and bo-
ety, he would use the appropriate Dwarf skill development. nuses with that skill.
On your character record sheet, you should record each of Each skill is grouped with other similar skills in a specific
your character’s skills and skill categories that receive adoles- skill category. Each category contains skills that utilize similar
cence ranks. physical and mental capabilities (i.e., stats) and similar basic,
Note: Only skills and skill categories learned during adoles- general abilities. In addition to developing individual skills, a
character may develop and improve all of the skills in a given
cence are included in the Adolescence Rank Table T-1.6. skill category by increasing its skill category bonus.
Certain skill categories are grouped together for profession
HOBBY RANKS bonuses (see Section 2.0, p. 14). Skill categories in the same
The Adolescence Rank Table T-1.6 indicates a number of group start with the same word followed by a bullet, “•.”
hobby ranks for each race. These hobby ranks may be used
to increase the ranks of any combination of skills and/or
Example: Varak is a High Man so you must record his
skill categories. specific skill ranks and skill category ranks listed in the High
Men column of the Adolescence Tank Table T-1.6.
HOBBY RANK RESTRICTIONS Varak also gets 10 hobby ranks. You assign Varak’s hobby
The following restrictions apply when using hobby ranks: ranks as follows:
• No skill or skill category may be increased by more ranks Weapon • 1-H Edged skill category .............. 2
than the maximum ranks that normally may be developed Broadsword skill .............................................. 2
when advancing a level (see Section 6.1). Subterfuge • Stealth skill category ................. 2
• The skill or skill rank developed must have a development Stalking skill .................................................... 2
point cost of less than 40. Power Point Development .............................. 1
Example: Varak’s DP cost for a language skill (Communica- Body Development ........................................... 1
tions skill category) is 3/3/3, so he could develop up to 3 ranks Referring to the High Men race description in Appendix
by using 3 hobby ranks. His DP cost for Stalking skill (Subter- A-1.2 (p. 87), we see that Varak starts knowing the follow-
fuge • Stealth skill category) is 1/5, so he could develop up to 2
ranks by using 2 hobby ranks. His DP cost for Attunement skill ing languages with the following skill ranks (S=Spoken,
(Power Awareness skill category) is 5, so he could only develop W=Written):
up to 1 rank by using 1 hobby rank. High-speech ............................................. S8/W6
Common-speech ...................................... S8/W6
Grey-elvish .............................................. S6/W6
STARTING LANGUAGES High-elvish .............................................. S2/W2
Your character starts out with a number of language skill You allocate his 12 additional language skill ranks to
ranks as indicated in the appropriate race description in increase his High-speech and Common-speech from S8/W6
Appendix A-1 (p. 85). up to S10/W10 (see Appendix A-1.2, p. 87).
The sample character records on the next page have the
ADDITIONAL LANGUAGE SKILL RANKS total ranks recorded for each category and skill (i.e., adoles-
Your character receives a number of additional language cence ranks + hobby ranks + additional language ranks).
skill ranks during adolescence. Each of these ranks may be Varak gets four background options. These will be dis-
ROLEMASTER allocated to the allowed languages listed for your character’s cussed in Section 5.0 (p. 20).
race in Appendix A-1 (p. 102). The maximum number of
BH ranks that may be developed during adolescence is also pro-
vided for each language in Appendix A-1. Spoken and writ-
18 ten skills for each language must be developed separately.
SKILL CATEGORY RECORD SHEET T-6.2 Character: Varak ADOLESCENCE RANK TABLE T-1.6
a
Applicable Dev. # of New - - - - - - - - - - - - - - - - - Bonuses - - - - - - - - - - - - - - - - -
Skill Category Stats Cost Ranks Ranks Rank Stat Prof. Special Special Total

Common Men
Armor • Heavy St/Ag/St _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Armor • Light Ag/St/Ag _____ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____

Wood Elves
Armor • Medium St/Ag/St _____ 2
_____ ❏❏❏ _____ _____ _____ _____ _____ _____

High Men

Halflings
Artistic • Active Pr/Em/Ag _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____

Dwarves
Artistic • Passive Em/In/Pr _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ Part II
Athletic • Brawn St/Co/Ag _____ 1
_____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____ Creating a
Athletic • Endurance Co/Ag/St _____ 1
_____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
Athletic • Gymnastics Ag/Qu/Ag _____ 1
_____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
Character
Awareness • Perceptions In/SD/In _____ na ‡ 0 _____ +10
_____ _____ _____ _____
Awareness • Searching In/Re/SD _____ 1
_____ ❏❏❏ _____ _____ +10
_____ _____ _____ _____ Armor • Light skill category 1 1 0 1 0
Awareness • Senses In/SD/In _____ _____ ❏❏❏ _____ _____ +10
_____ _____ _____ _____
+5
Soft Leather skill 1 0 0 0 0
Body Development Co/SD/Co _____ na † 0 _____ _____ +10 _____ _____
Combat Maneuvers Ag/Qu/SD _____ na * 0 _____ _____ _____ _____ _____ Rigid Leather skill 1 1 0 1 0
Communcations Re/Me/Em _____ 3
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
Crafts Ag/Me/SD _____ na * 0 _____ _____ _____ _____ _____ Armor • Medium skill category 0 2 0 3 0
Directed Spells Ag/SD/Ag _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ Chain skill 0 2 0 3 0
Influence Pr/Em/In _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Lore • General Me/Re/Me _____ 3
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ Athletic • Brawn skill category 1 1 1 1 1
Lore • Magical Me/Re/Me _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Lore • Obscure Me/Re/Me _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ Athletic • Endurance skill category 1 1 1 1 1
Lore • Technical Me/Re/Me _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Martial Arts • Striking St/Ag/St _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Swimming skill 1 1 3 0 0
Outdoor • Animal Em/Ag/Em _____ 1
_____ ❏❏❏ _____ _____ +20
_____ _____ _____ _____
Outdoor • Environmental SD/In/Me _____ 1
_____ ❏❏❏ _____ _____ +20
_____ _____ _____ _____
Athletic • Gymnastics skill category 1 1 1 1 1
Power Awareness Em/In/Pr _____ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ Climbing skill 0 0 2 1 2
Power Point Development In
________ _____ na † 0 _____ _____ _____ _____ _____
Science/Analytic • Basic Re/Me/Re _____ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ Awareness • Perceptions skill category 0 0 0 0 0
Science/Analytic • Specialized Re/Me/Re _____ na * 0 _____ _____ _____ _____ _____
Self Control SD/Pr/SD _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Alertness skill 2 2 6 4 8
Spells •
In
Awareness • Searching skill category 1 1 1 1 1
Own Realm Closed Lists ________ _____ na ‡ 0 _____ _____ _____ _____ _____
Own Realm Open Lists In
________ _____ na ‡ 0 _____ _____ _____ _____ _____ Body Development skill 2 3 1 3 2
In
Own Realm Own Base Lists ________ _____ na ‡ 0 _____ _____ _____ _____ _____
Subterfuge • Attack Ag/SD/In _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ Communications skill category 1 3 2 1 1
Subterfuge • Mechanics In/Ag/Re _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Subterfuge • Stealth Ag/SD/In _____ 2
_____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
Language skills † 8 12 12 8 6
Technical/Trade • General Re/Me/SD _____ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ Lore • General skill category 3 3 3 3 2
Technical/Trade • Professional Re/Me/In _____ na * 0 _____ _____ _____ _____ _____
Technical/Trade • Vocational Me/In/Re _____ na * 0 _____ _____ _____ _____ _____ “Own” Region Lore skill 3 3 3 3 3
Urban In/Pr/Re _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ “Own” Race Lore skill 3 3 3 3 3
Weapon • 1-H Concussion St/Ag/St _____ _____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
Weapon • 1-H Edged St/Ag/St _____ 4
_____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____ Outdoor • Animal skill category 1 1 1 0 0
Weapon • 2-Handed St/Ag/St _____ 1
_____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
Weapon • Missile Ag/St/Ag _____ 1
_____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____ Riding skill (usually horses) 1 1 1 0 0
Weapon • Missile Artillery In/Ag/Re _____ _____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
Weapon • Pole Arms St/Ag/St _____ 1
_____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____ Outdoor • Environmental skill category 2 1 5 2 1
Weapon • Thown Ag/St/Ag _____ _____ ❏❏❏ _____ _____ +5
_____ _____ _____ _____
_______________________ ________ _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Power Awareness skill category 0 1 1 0 0
_______________________ ________ _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Science/Analytic • Basic skill category 0 1 1 1 0
Spells • Own Realm Open Lists —
skill in one spell list 0 0 2 0 0
SKILL RECORD SHEET T-6.3
Character:
Subterfuge • Stealth skill category 1 0 4 0 5
Varak YourName
Player: ____________________________________________ Stalking skill 1 0 4 0 5
Level: _____________________________________________
Hiding skill 1 0 4 0 5
New - - - - - - - - - - - - - - - - - Bonuses - - - - - - - - - - - - - - - - -
Skill Name #Ranks Ranks Rank Category Item Special Special Total Tech./Trade • General skill category 1 1 1 1 1
Rigid Leather
_______________________________ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
Chain
_______________________________ 2
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ Weapon • 1-H Conc. skill category 0 0 0 4 0
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ 1 Weapon Based on Race ‡ 0 0 0 4 0
Swimming
_______________________________ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ Weapon • 1-H Edged skill category 1 2 1 0 0
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Alertness
_______________________________ 2
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
1 Weapon Based on Race ‡ 1 2 1 0 0
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Weapon • 2-Handed skill category 0 1 0 0 0
Body Development
_______________________________ 4
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ 1 Weapon Based on Race ‡ 0 1 0 0 0
High-speech, spoken
_______________________________ 10
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
High-speech, written
_______________________________ 10
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ Weapon • Missile skill category 1 1 3 0 2
Common-speech, spoken
_______________________________ 10
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ 1 Weapon Based on Race ‡ 1 1 3 0 2
Common-speech, written
_______________________________ 10
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
Grey-elvish, spoken
_______________________________ 6
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ Weapon • Pole Arms skill category 1 1 0 0 0
Grey-elvish, written
_______________________________ 6
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ 1 Weapon Based on Race ‡ 1 1 0 0 0
High-elvish, spoken
_______________________________ 2
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
High-elvish, written
_______________________________ 2
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ Weapon • Thrown skill category 1 0 0 1 2
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
”Own” Region Lore
_______________________________ 3
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ 1 Weapon Based on Race ‡ 1 0 0 1 2
”High Man” Race Lore
_______________________________ 3
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ Hobby Ranks ‡ 12 10 10 12 12
Riding (horses)
_______________________________ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ Number of Background Options 6 4 4 5 5
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ † – May only be allocated up to the maximum number of ranks
Power Point Development
_______________________________ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ listed for the “allowed adolescence languages” provided for a
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ character’s race in Appendix A-1 (p. 85).
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ ‡ – See the specific race entry in Appendix A-1 (p. 85).
Stalking
_______________________________ 2
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ ROLEMASTER
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____

BH
Broadsword
_______________________________ 4
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
Two-Handed Sword
_______________________________ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
Composite Bow
_______________________________ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
Spear
_______________________________ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
❏❏❏
19
BHBHBHBHBHBH 5.0 BHBHBHBHBHBH
a BACKGROUND OPTIONS
Part II
Creating a
Character
Background options represent special abilities, training, EXTRA MONEY
and other things with which your character begins the game. There are 3 ways to get money with background options:
Background options help make your character unique. How
• Your Gamemaster may assign you a fixed amount of money.
you use your background options is a critical decision that
can dramatically affect your character’s “personality.” Will • You may roll on the “Extra Money” section of the Back-
he have inherited a powerful sword from his ancestors? Or ground Options Table T-1.5.
perhaps he is naturally horseman? Or maybe his mother and • You may use two background options and chose an amount
father were from different cultures and he has mastered ex- of money (usually 200 gp) from the “extra money” section
tra languages? of the Background Options Table T-1.5.
Background options include: extra stat gain rolls, extra
money, extra languages, special items, and special skill & EXTRA LANGUAGES
skill category bonuses. The Adolescence Rank Table T-1.6 Choosing extra languages as a background option means
(p. 19) summarizes how many background options your char- that your character may allocate 20 skill ranks to “extra
acter may choose. languages” allowed for his race (see App. A-1, p.85). The
Note: Your Gamemaster may choose to assign and/or re- limit on how may skill ranks (spoken/written) may be allo-
strict any background options in his own manner. cated any “extra language” is also provided in Appendix A-1.
Height: ________ Weight: _________
Hair: __________ Eyes: ___________
Personality: _______________________ Item
COMMONLY USED EQUIPMENT
Location Weight Description
SPECIAL ITEMS
_________________________________
Motivation: _______________________
ElvenCloak
__________________________
Wooden Rod
__________________________
Wear
_______
sheath
_______

____
____ +3
+10 bonus to Stalking & Hiding
__________________________
spell adder, 2' long
__________________________
There are three ways to get a special item with back-
_________________________________
Alignment: _______________________
__________________________ _______ ____ __________________________ ground options. In each case, your GM must determine
__________________________ _______ ____ __________________________
BACKGROUND INFORMATION: __________________________ _______ ____ __________________________ the exact nature of the item.
__________________________ _______ ____ __________________________
Nationality: _______________________
Home Town/City: __________________
• Your Gamemaster may create a special item designed
Hits (Maximum): _______ Miscellaneous Information: Power Points (Max.): ____
Deity: specifically for your character.
• You may roll on the “special items” section of the Back-
SKILL RECORD SHEET T-6.3 ground Options Table T-1.5.
Character: YourName
Varak Player: ____________________________________________
Level: _____________________________________________
• You may use two background options and chose an
item from the “special items” section of the Background
New - - - - - - - - - - - - - - - - - Bonuses - - - - - - - - - - - - - - - - -
Skill Name #Ranks Ranks Rank Category Item Special Special Total Options Table T-1.5.
Rigid Leather
_______________________________ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
Chain
_______________________________ 2
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________
Swimming
_______________________________
_____
1
_____
❏❏❏
❏❏❏
_____ _____ _____ _____ _____ _____
_____ _____ _____ _____ _____ _____
SPECIAL BONUSES
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ This background option provides a special bonus to
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Alertness
_______________________________ 2
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ one of your character’s skills or skill categories. The bo-
_______________________________
_______________________________
_____
_____
❏❏❏
❏❏❏
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
nus is +10 to a skill or +5 to a skill category; however, the
Body Development
_______________________________ 4
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ following restrictions apply:
High-speech, spoken
_______________________________ 10
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
High-speech, written
_______________________________ 10
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ • The skill or skill category must have a standard or a
Common-speech, spoken
_______________________________ 10
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
Common-speech, written
_______________________________ 10
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ combined skill rank bonus progression (see Section 8.1,
Grey-elvish, spoken
_______________________________ 6
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ p. 30).
Grey-elvish, written
_______________________________ 6
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
High-elvish, spoken
_______________________________
High-elvish, written
2
_____
2
❏❏❏ _____ _____ _____ _____ _____ _____ • Only one such special bonus may be acquired for each
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ given skill and skill category.
”Own” Region Lore
_______________________________ 3
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
”High Man” Race Lore
_______________________________ 3
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ Example: You have four background options to allocate
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Riding (horses)
_______________________________ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ for Varak—see Table T-1.1 (p. 13) & Table T-1.6 (p. 19).
❏❏❏
_______________________________
_______________________________
_____
_____ ❏❏❏
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
You allocate one to roll for a special item, two to choose a
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ special item, and one to get a special +10 bonus to his
Power Point Development
_______________________________ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ Broadsword skill.
❏❏❏
_______________________________
_______________________________
_____
_____ ❏❏❏
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
You refer to the Special Items section of the Table T-1.5
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____ and roll a 37. His special item can be a +1 spell adder or
Stalking
_______________________________ 2
_____ ❏❏❏ _____ _____ +10
_____ _____ _____ _____
Hiding
_______________________________ _____ ❏❏❏ _____ _____ +10
_____ _____ _____ _____ a +10 magic item—you decide to take a +10 magic item
_______________________________
_______________________________
_____
_____
❏❏❏
❏❏❏
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
_____
that affects his stalking skill. Your GM decides that the
Broadsword
_______________________________ 4
_____ ❏❏❏ _____ _____ _____ +10
_____ _____ _____ item is an Elven cloak and that it will give a +10 bonus
Two-Handed Sword
_______________________________ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____
Composite Bow
_______________________________ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ to his hiding skill as well as his stalking skill.
Spear
_______________________________ 1
_____ ❏❏❏ _____ _____ _____ _____ _____ _____ Next, since you have used two background options, you
ROLEMASTER get to choose what result you want for his second special
item. You choose a result of 100 so that Varak can start
BH EXTRA STAT GAIN ROLLS
This background option gives your character an extra stat
with a +3 spell adder. Your GM decides that the item is a
small, wooden rod about two feet in length.
20 gain roll (see Section 6.4, p. 25) for each of his stats. Finally, you record Varak’s special +10 bonus to his
Broadsword skill and his item bonuses to his stalking and
hiding skills.
BACKGROUND OPTIONS TABLE T-1.5
Special Items (choose for 2 BOs) —
See the notes below and Section 24.2 (p. 80) for descrip-
Item Note: A “+# spell adder” allows the caster to cast one
additional spell per day without expending power points (see
a
tions of the various types of items. Section 24.2, p. 80). It is suggested that such items be at least Part II
2' long and hand-held. Creating a
Roll Item Character
01-05 Choice of the following: a +1 spell adder or Item Note: A “Daily #” spell item allows a chosen spell to be
one special bread/poison/herb (Appendix A-7). cast a certain number of times a day without expending power
The GM should assign a bread/poison/herb points (see Section 24.2, p. 80). The “#” is greater than or
that is appropriate. equal to the level of the spell times the number of times a day
that it can be cast. E.g., a Daily IV item could cast a 1st level
11-10 Choice of the following: a +1 spell adder or
spell four times a day, a 2nd level spell two times a day, or a
two +5 non-magic items.
3rd or 4th level spell once a day. The player may choose any
21-20 Choice of the following: a +1 spell adder or appropriate spell and the type of item (if the GM deems it
one +10 non-magic item. appropriate) or the Gamemaster and player may agree on a
31-30 Choice of the following: a +1 spell adder or special magic item (e.g., a canteen that refills once a day, a
two +5 magic items. rope that ties and unties itself, a backpack which is weightless
31-65 Choice of the following: a +1 spell adder or regardless of contents, etc.).
one +10 magic item.
66 Choice of the following: a +3 spell adder or Extra Languages —
a loyal domesticated animal (e.g., a dog) or
one +20 non-magic item. Allocate 20 skill ranks to the extra languages listed for your
race in Appendix A-1 (p. 85).
66-75 Choice of the following: a Daily III spell item or
a +2 spell adder, or three +5 non-magic items or
three doses of a potion (with a level 1-5 spell). Extra Money (choose for 2 BOs) —
76-80 Choice of the following: Daily III spell item or Roll Amount
a +2 spell adder, or one +15 non-magic item or 01–02 1 gp
three doses of a potion (with a level 1-5 spell). 03–05 2 gp
81-85 Choice of the following: Daily IV spell item, or 06–15 5 gp
a +2 spell adder, or three +5 magic items, or
five doses of a potion (with a level 1-5 spell). 16–25 10 gp
86-90 Choice of the following: Daily IV spell item, or 26–35 15 gp
a +2 spell adder, or one +15 magic item, or 36–45 20 gp
five doses of a potion (with a level 1-5 spell). 46–55 30 gp
91-95 Choice of the following: a +3 spell adder or 56–65 35 gp
or two +10 magic items or two Daily III items. 66–70 40 gp
96-97 Choice of the following: a +3 spell adder or 71–75 50 gp
or one +20 magic item or a Daily IV item. 76–80 60 gp
98 Choice of the following: a +3 spell adder or 81–85 70 gp
or a Daily VI item or three +10 magic items.
86–90 80 gp
99 Choice of the following: a +3 spell adder or
or a Daily VII item or two +20 magic items. 91–94 100 gp
100 Choice of the following: a +3 spell adder or 95–97 125 gp
a Daily VIII item or 98–99 150 gp
a loyal unusual creature (e.g., a monster). 100 200 gp
Item Note: If multiple background options are used to take
items, it is suggested that the player have the choice of having Extra Stat Gain Rolls —
all of the abilities joined in one item or spread throughout two Make an extra stat gain roll for each of your stats
or more separate items. The bonuses on items and spell adders (see Section 6.4, p. 25).
would be cumulative (up to a total of +30 for a bonus and +3
for an adder) if taken in one item.
Item Note: A “+# magic item” gives a +# bonus to any skill Special Bonuses (choose one) —
with which the item is used (e.g., a +10 mace would increase • A special +10 bonus for one skill.
the wielder’s OB by 10 when used in combat, a +10 lockpick • A special +5 bonus for one skill category.
would give a +10 bonus for picking locks, a +10 saddle would
give a +10 bonus to riding, a +10 suit of armor would increase
the wearer’s DB by 10, etc.).

ROLEMASTER

BH
21
BHBHBHBHBHBH 6.0 BHBHBHBHBHBH
a APPRENTICESHIP
Part II
Creating a
Character SKILL DEVELOPMENT
After his adolescence, your character will develop his ap- Two Numbers (#/#) — A skill or skill category with a two
prenticeship abilities. Based upon his five “Development Stats” number DP cost (e.g., 2/6, 3/7) may have its rank increased
(Ag, Co, Me, Re, and SD), your character receives a certain by one by allocating (i.e., expending) DPs equal to the
number of skill development points (DPs): first number or it may have its rank increased by two by
allocating DPs equal to the sum of the two numbers. The
DPs = (Ag + Co + Me + Re + SD) ÷ 5
rank of such a skill or skill category may be increased by a
These DPs may be used to: maximum of two during the skill development process.
• Increase the ranks of your character’s skills and/or skill Three Numbers (#/#/#) — A skill or skill category with a
categories (see Sections 6.1 & 6.2). three number DP cost (e.g., 3/3/3) may have its rank in-
• Obtain training packages (see Section 6.3). creased by one by allocating (i.e., expending) DPs equal to
• Obtain extra stat gain rolls (see Section 6.4). the first number or it may have its rank increased by two
by allocating DPs equal to the sum of the first two num-
Example: You have 61 development points to use to develop bers or it may have its rank increased by three by allocat-
Varak’s skills: 61.2 = (96 + 90 + 38 + 43 + 39) ÷ 5. ing 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.
SKILL CATEGORY RECORD SHEET T-6.2
6.1
Skill Category
Applicable
Stats
Dev.
Cost
5/5/5
# of
Ranks
STANDARD 6.2
Armor • Heavy
Armor • Light
Armor • Medium
St/Ag/St
Ag/St/Ag
St/Ag/St
_____
2/2/2
_____
4/4/4
_____
_____
1
_____
2
_____
DP COSTS VARIABLE DP COSTS
Artistic • Active Pr/Em/Ag 2/5
_____ _____ Based upon your character’s pro- Some of the standard development point costs for your
Artistic • Passive Em/In/Pr 2/5
_____ _____
Athletic • Brawn St/Co/Ag 3/7
_____ 1
_____ fession, each skill category has a character’s profession may vary based upon a number of
Athletic • Endurance Co/Ag/St 1/5
_____ 1
_____
Athletic • Gymnastics Ag/Qu/Ag 3/6
_____ 1
_____
standard development point (DP) factors.
Awareness • Perceptions In/SD/In 3/12
_____ na cost associated with it (see Table
1/4 1
Awareness • Searching
Awareness • Senses
In/Re/SD
In/SD/In
_____
2/5
_____
_____
_____ T-2.8). Each skill has a standard VARIABLE DP COSTS FOR WEAPONS
Body Development Co/SD/Co 4/12
_____ na
Combat Maneuvers Ag/Qu/SD 5/12
_____ na
development point cost equal to There are seven “Weapon Group” skill categories:
Communcations
Crafts
Re/Me/Em
Ag/Me/SD
3/3/3
_____
4/10
_____
3
_____
na
the DP cost of its skill category. Weapon • 1-H Concussion
Directed Spells Ag/SD/Ag 15
_____ _____ There are four types of devel- Weapon • 1-H Edged Weapon • Missile Artillery
2/6
Influence
Lore • General
Pr/Em/In
Me/Re/Me
_____
1/3
_____
_____
3
_____
opment point costs:
Lore • Magical Me/Re/Me 3/6
_____ _____
Weapon • 2-Handed Weapon • Pole Arms
Lore • Obscure Me/Re/Me 3/7
_____ _____ None — A few skill categories have Weapon • Missile Weapon • Thrown
Lore • Technical Me/Re/Me 2/6
_____ _____
Martial Arts • Striking St/Ag/St 4
_____ _____
a DP cost of “–” The rank of
Outdoor • Animal Em/Ag/Em 1/5
_____ 1
_____ one of these skill categories may You may rearrange the DP costs for these skill categories.
Outdoor • Environmental SD/In/Me 1/3
_____ 1
_____ This rearrangement is subject to GM restrictions and the
Power Awareness Em/In/Pr 5
_____ 1
_____ not be increased by allocating
Power Point Development In
________ 8
_____ na DPs (e.g., Rogues have no base race restrictions in Appendix A-1 (p. 85).
Science/Analytic • Basic Re/Me/Re 2/5
_____ 1
_____
Science/Analytic • Specialized Re/Me/Re 8
_____ na spell lists, so there is no DP cost Example: You assign Varak’s DP costs for weapon catego-
Self Control SD/Pr/SD 2/7
_____ _____
Spells •
for the “Spells • Own Realm ries as follows:
Own Realm Closed Lists In
________ 10/10
_____ na Own Base Lists” category). Weapon • 1-H Concussion ..................................... 6
Own Realm Open Lists In
________ 8/8
_____ na
In
Own Realm Own Base Lists ________ 6/6/6
_____ na Single Number (#) — A skill or Weapon • 1-H Edged .......................................... 3/7
Subterfuge • Attack Ag/SD/In 6
_____ _____ Weapon • 2-Handed ................................................ 6
Subterfuge • Mechanics In/Ag/Re 4
_____ _____ skill category with a single num-
1/5 Weapon • Missile ..................................................... 4
Subterfuge • Stealth Ag/SD/In _____ _____
ber DP cost may have its rank
Technical/Trade • General Re/Me/SD 3/7
_____ 1
_____ Weapon • Missile Artillery ..................................... 9
Technical/Trade • Professional Re/Me/In 8
_____ na increased by one by allocating Weapon • Pole Arms ............................................... 6
Technical/Trade • Vocational Me/In/Re 5/12
_____ na
Urban In/Pr/Re 3/6
_____ _____ (i.e., expending) DPs equal to Weapon • Thrown .................................................... 9
Weapon • 1-H Concussion St/Ag/St 6
_____ _____ its DP cost. The rank of such a
Weapon • 1-H Edged St/Ag/St 3/7
_____ 4
_____ Remember that Varak assigned 2 hobby ranks to his 1-H
Weapon • 2-Handed St/Ag/St 6
_____ 1
_____ skill or skill category may only
Weapon • Missile Ag/St/Ag 4
_____
9
1
_____
be increased by one during the Edged category and 2 hobby ranks to Broadsword skill (see
Weapon • Missile Artillery In/Ag/Re _____ _____
Weapon • Pole Arms St/Ag/St 6
_____ 1
_____ skill development process (i.e., Section 4.0, p. 18). Thus, due to the restrictions on assign-
9
Weapon • Thown
_______________________
Ag/St/Ag
________
_____
_____
_____
_____ once each level advancement, see ing hobby ranks outlined on p. 18, Varak was forced to
_______________________ ________ _____ _____
Section 9.0, p. 36). assign his 3/7 DP cost to the 1-H Edged category.
At this point you should record all of your DP costs on
ROLEMASTER your Record Sheet T-6.2 (see the sample record sheet on this
page).
BH
22
STANDARD SKILL CATEGORY
DEVELOPMENT POINT COST TABLE T-2.8
a

Mentalist
Magician

Dabbler
Fighter

Ranger
Part II

Rogue

Cleric
Thief

Bard
Creating a
Skill Category Character
Armor • Heavy 2/2/2 4/4/4 3/3/3 11 11 7/7/7 5/5/5 11 5/5/5
Armor • Light 1/1/1 2/2/2 1/1/1 9 2/2/2 4/4/4 2/2/2 5/5/5 2/2/2
Armor • Medium 2/2/2 3/3/3 2/2/2 10 10 6/6/6 4/4/4 10 3/3/3
Artistic • Active 2/5 2/4 2/4 2/5 2/5 2/5 2/5 2/4 1/2
Artistic • Passive 2/5 2/5 2/5 2/5 2/5 2/5 2/5 2/5 1/3
Athletic • Brawn 2/5 3/6 2/6 6 5 5 3/7 3/9 4/9
Athletic • Endurance 2/6 2/7 2/5 3 3 3 1/5 2/7 2/7
Athletic • Gymnastics 2/5 1/3 1/5 3 3 3/9 3/6 2/4 2/6
Awareness • Perceptions 2/9 2/5 2/6 6 6 5 3/12 4/12 4/12
Awareness • Searching 2/5 1/3 1/5 3 2/6 3 1/4 2/6 2/6
Awareness • Senses 2/6 2/5 2/6 3/7 3/7 3/7 2/5 3/7 3/7
Body Development 2/5 5/12 3/9 15 10 12 4/12 6/14 6/14
Combat Maneuvers 3/9 4/12 4/10 18 10 14 5/12 6/14 6/14
Communications 3/3/3 3/3/3 3/3/3 2/2/2 2/2/2 2/2/2 3/3/3 2/2/2 1/1/1
Crafts 4/10 4/10 4/10 4/10 4/10 4/10 4/10 4/10 4/10
Directed Spells 20 20 20 2/5 3 2/6 15 5 10
Influence 2/7 2/5 2/5 2/6 2/4 2/6 2/6 2/4 1/4
Lore • General 1/3 1/3 1/3 1/3 1/3 1/3 1/3 1/3 1/2
Lore • Magical 6 5 4 1/4 2/4 2/4 3/6 2/6 1/4
Lore • Obscure 3/7 3/7 3/7 3/7 3/7 3/7 3/7 3/7 2/4
Lore • Technical 2/6 2/4 2/5 2/6 2/6 2/6 2/6 2/5 2/4
Martial Arts • Striking 3/5 3/7 3/7 9 6 3 4 4 3
VARIABLE DP COSTS FOR SPELL LISTS Outdoor • Animal 1/4 2/5 1/5 3 3 3 1/5 2/6 2/7
If you develop ranks in more than five spell lists or a Outdoor • Environmental 2/5 2/6 2/4 3 2/7 3 1/3 2/6 2/6
spell rank greater than five, the normal DP costs for a Power Awareness 8 6 7 1/4 2/5 2/5 5 2/7 3/6
spell list skill rank can vary. This should not be the case Power Point Development 20 15 12 4 4 4 8 8 8
for a normal 1st level character, but if it is, refer to Sec- Science/Analytic • Basic 3/6 3/6 3/6 1/4 1/4 1/4 2/5 2/5 2/5
tion A-4.18 (p. 127). That section also provides DP costs Science/Analytic • Specialized 12 12 12 6/14 6/14 6/14 8 8 8
for developing ranks in spell lists outside your realm and
Self Control 2/6 2/6 2/6 6 5 3 2/7 2/7 2/7
the base spell lists for other professions.
Spells •
Own Realm Closed Lists † 40 35 25 4/4/4 4/4/4 4/4/4 10/10 10/10 10/10
Own Realm Open Lists † 25 18 15 4/4/4 4/4/4 4/4/4 8/8 8/8 8/8
OCCUPATIONAL, EVERYMAN, AND
Own Realm Own Base Lists † – – – 3/3/3 3/3/3 3/3/3 6/6/6 6/6/6 6/6/6
RESTRICTED SKILLS Subterfuge • Attack 6/10 2/6 4/8 15 15 15 6 6/12 12
For some races and professions, certain skills are des- Subterfuge • Mechanics 3/8 1/3 2/5 7 7 7 4 2/6 4
ignated as being occupational, everyman, or restricted. Subterfuge • Stealth 2/5 1/3 1/3 5 5 5 1/5 1/5 2/7
• If a skill is designated as occupational, for every rank Technical/Trade • General 3/7 3/7 3/7 3/7 3/7 3/7 3/7 3/7 3/7
developed, the character gains three ranks. A character Technical/Trade • Professional 8 8 8 8 8 8 8 8 8
cannot develop “part” of a rank to gain fewer than Technical/Trade • Vocational 5/12 5/12 5/12 5/12 5/12 5/12 5/12 5/12 5/12
three ranks. Urban 2/4 1/2 1/3 3 3 3 3/6 1/5 2/4
• If a skill is designated as everyman, for every rank Weapon • 1-H Concussion * 1/5 2/7 2/5 9 6 6 3/7 3/9 3/9
developed, the character gains two ranks. A character Weapon • 1-H Edged * 2/5 3/8 3/8 20 7 8 4 6 6
cannot develop “part” of a rank to gain fewer than Weapon • 2-Handed * 2/7 4 3/9 20 9 15 6 7 7
three ranks. Weapon • Missile * 2/7 4 3/9 20 9 20 6 8 7
Weapon • Missile Artillery * 2/7 4 3/9 20 9 20 6 10 7
• If a skill is designated as restricted, for every two ranks
Weapon • Pole Arms * 5 6 6 20 20 20 9 15 15
developed, the character gains only one rank. Weapon • Thrown * 5 6 6 20 20 20 9 15 15
Note that the skill remains in its standard category * — The DP costs for skill categories in these groups may be freely assigned to the categories
and the category is not affected in any way. In addtion, in that group (see Section 6.2, p. 22).
hobby skills, adolescence skills, and training package skills † — Skill rank DP costs for ranks may vary due to the number of the rank being developed
are not affected by these classifications. and certain other factors (see Spell Lists DP Cost Table T-2.4 in Section A-4.18, p. 127).
Note: Some skills are designated as either Restricted, Everyman, or Occupational. See
ROLEMASTER
Example: Varak has no special skills—his race (High Section 6.2 (p. 22) for rules on developing these specific skills.
Men) has none and his profession (Ranger) has none.
However, Naug, a Dwarven Thief, has caving as an BH
everyman skill (due to his race), lock lore as a occupa-
tional skill (due to his profession), and swimming as a 23
restricted skill (due to his race).
6.3 SKILL CATEGORY RECORD SHEET T-6.2 Character: Varak

a
Applicable Dev. # of New - - - - - - - - - - - - - - - - - Bonu

TRAINING PACKAGES Skill Category


Armor • Heavy
Armor • Light
Stats
St/Ag/St
Ag/St/Ag
Cost
5/5/5
_____
2/2/2
_____
Ranks
_____
1
_____
Ranks
❏❏❏
❏❏❏
Rank Stat
_____ _____ _____
_____ _____ _____
Prof. S

During the apprenticeship skill development process, you Armor • Medium St/Ag/St 4/4/4
_____ 2
_____ ❏❏❏ _____ _____ _____
Artistic • Active Pr/Em/Ag 2/5
_____ _____ ❏❏❏ _____ _____ _____
Part II may allocate DPs to obtain training packages for your char- Artistic • Passive Em/In/Pr 2/5
_____ _____ ❏❏❏ _____ _____ _____
Creating a acter. Training packages provide the following: Athletic • Brawn St/Co/Ag 3/7
_____ 1
_____
3
❏❏❏ _____ _____ +5
_____
Athletic • Endurance Co/Ag/St 1/5
_____ _____ ❏❏❏ _____ _____ +5
_____
Character
• Rank increases for skills and skill categories. Athletic • Gymnastics Ag/Qu/Ag 3/6
_____
3/12
3
_____ ❏❏❏ _____ _____ +5
_____
+10
Awareness • Perceptions In/SD/In _____ na ‡ 0 _____ _____
• Extra stat gain rolls (see Section 6.4, p. 25). Awareness • Searching
Awareness • Senses
In/Re/SD
In/SD/In
1/4
_____
2/5
_____
3
_____
_____
❏❏❏
❏❏❏
_____
_____
_____
_____
+10
_____
+10
_____
• Extra money and special items (see Appendix A-5, p. 134). Body Development Co/SD/Co 4/12
_____ na † 0 _____ +5
_____
Combat Maneuvers Ag/Qu/SD 5/12
_____ na * 0 _____ _____
There are 15 different training packages, divided into two Communcations Re/Me/Em 3/3/3
_____ 3
_____ ❏❏❏ _____ _____ _____
Crafts Ag/Me/SD 4/10
_____ na * 0 _____ _____
types: lifestyle (L) and vocational (V). Normally, a character Directed Spells Ag/SD/Ag 15
_____ _____ ❏❏❏ _____ _____ _____
Influence Pr/Em/In 2/6
_____ _____ ❏❏❏ _____ _____ _____
may only develop one lifestyle training package. Each train- Lore • General Me/Re/Me 1/3
_____ 3
_____ ❏❏❏ _____ _____ _____
ing package has a specific development point cost based upon Lore • Magical Me/Re/Me 3/6
_____ _____ ❏❏❏ _____ _____ _____
Lore • Obscure Me/Re/Me 3/7
_____ _____ ❏❏❏ _____ _____ _____
your character’s profession (see the Training Package DP Lore • Technical Me/Re/Me 2/6
_____ _____ ❏❏❏ _____ _____ _____
Martial Arts • Striking St/Ag/St 4
_____ _____ ❏❏❏ _____ _____ _____
Cost Table T-2.7). In addition, each training package in- Outdoor • Animal Em/Ag/Em 1/5
_____ 1
_____ ❏❏❏ _____ _____ +20
_____
creases your character’s age by a fixed amount; i.e., it takes Outdoor • Environmental SD/In/Me 1/3
_____ 1
_____ ❏❏❏ _____ _____ +20
_____
Power Awareness Em/In/Pr 5
_____ 2
_____ ❏❏❏ _____ _____ _____
time to train. See Appendix A-5 (p. 134) for detailed infor- Power Point Development In
________ 8
_____ na † 0 _____ _____
2/5 1 ❏❏❏
mation on the individual training packages. Science/Analytic • Basic
Science/Analytic • Specialized
Re/Me/Re
Re/Me/Re
_____
8
_____
_____
na *
_____
0
_____
_____
_____
_____
Self Control SD/Pr/SD 2/7
_____ _____ ❏❏❏ _____ _____ _____
Example: You have 61 DPs
A-5.1 to use for training packages,
Spells •
Own Realm Closed Lists In
________ 10/10
_____ na ‡ 0 _____ _____
In 8/8
ADVENTURER (L) extra stat gain rolls, and de-
Own Realm Open Lists ________
In
Own Realm Own Base Lists ________
_____
6/6/6
_____
na
na


0
0
_____
_____
_____
_____
This is the character who seeks his fame and fortune by 6 ❏❏❏
exploration and taking risks with his own life. The adven- veloping Varak’s skills and Subterfuge • Attack
Subterfuge • Mechanics
Ag/SD/In
In/Ag/Re
_____
4
_____
_____
_____ ❏❏❏
_____
_____
_____
_____
_____
_____
turer is at home in most types of inhabited places as well as skill categories. First, you de- Subterfuge • Stealth Ag/SD/In 1
/5
_____ 2
_____ ❏❏❏ _____ _____ +5
_____
many kinds of wilderness locales. Technical/Trade • General Re/Me/SD 3/7
_____ 2
_____ ❏❏❏ _____ _____ _____
Time to Acquire: 24 months cide that you don’t want to Technical/Trade • Professional Re/Me/In 8
_____ na * 0 _____ _____
5/12
Starting Money: normal plus d10 (open-ended) spend DPs on extra stat gain Technical/Trade • Vocational
Urban
Me/In/Re
In/Pr/Re
_____
3/6
_____
na
_____
*
❏❏❏
0
_____
_____
_____
_____
_____
Special:
Weapon (+10 non-magic) ................................................... 30
rolls (see the next page)—you Weapon • 1-H Concussion St/Ag/St 6
_____ _____ ❏❏❏ _____ _____ +5
_____
Weapon • 1-H Edged St/Ag/St 3/7
_____ 5
_____ ❏❏❏ _____ _____ +5
_____
Armor (+10 non-magic) ...................................................... 30 declare that you can wait un- Weapon • 2-Handed St/Ag/St 6
_____ 1
_____ ❏❏❏ _____ _____ +5
_____
Other Equipment (+5 non-magic) .................................... 30 4 1 +5
Spell Adder (+1) or Daily I Item (1st level spell) ........ 30
til you get free stat gain rolls Weapon • Missile
Weapon • Missile Artillery
Ag/St/Ag
In/Ag/Re
_____
9
_____
_____
_____
❏❏❏
❏❏❏
_____
_____
_____
_____
_____
+5
_____
Choice of weapon or armor (+5 non-magic) ................ 100 when Varak reaches 2nd Weapon • Pole Arms St/Ag/St 6
_____
9
1
_____ ❏❏❏ _____ _____ +5
_____
+5
Weapon • Thown Ag/St/Ag _____ _____ ❏❏❏ _____ _____ _____
Category or Skill # of ranks level (your GM thinks to
Body Development skill category ........................................... 0
Body Development .......................................................... 1 himself: “if he gets to 2nd
Weapon/Attack skill category (choice) ................................. 1 level”). SKILL RECORD SHEET T-6.3
Weapon/Attack (choice) ................................................. 1
You then decide to develop Character:
YourName
Athletic • Gymnastic skill category ........................................ 2
Climbing ............................................................................ 1 the Adventurer training pack- Varak Player: _________________________
Level: __________________________
Athletic • Endurance skill category ....................................... 2
Swimming .......................................................................... 1
age (see next page) at a cost New - - - - - - - - - - - - - - - - - Bonu

Awareness • Perception skill category ................................... 0 of 29 DPs. You figure that Skill Name
Rigid Leather
_______________________________
#Ranks
1
_____
Ranks
❏❏❏
Rank Category Item
_____ _____ _____
S

Alertness ............................................................................ 2 this will cover most of the Chain


_______________________________ 2
_____ ❏❏❏ _____ _____ _____
Awareness • Searching skill category ..................................... 2 _______________________________ _____ ❏❏❏ _____ _____ _____
Observation ....................................................................... 1 commonly used skills Varak Swimming
_______________________________ 2
_____ ❏❏❏ _____ _____ _____
Climbing
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
Power Awareness skill category ...............................................1 will need while adventuring, _______________________________ _____ ❏❏❏ _____ _____ _____
Attunement ........................................................................ 1
Technical/Trade • General skill category ............................. 1
leaving the rest (32 DPs) of Alertness
_______________________________
Observation
4
_____
1
❏❏❏ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____
First Aid ............................................................................. 1 his DPs for developing his _______________________________ _____ ❏❏❏ _____ _____ _____
Body Development
_______________________________ 5
_____ ❏❏❏ _____ _____ _____
Stat Gains: choice of two different stats weapon skills, his hits, and High-speech, spoken
_______________________________ 10
_____ ❏❏❏ _____ _____ _____
COST BY PROFESSION his spells. This training pack- High-speech, written
_______________________________ 10
_____ ❏❏❏ _____ _____ _____
Common-speech, spoken
_______________________________ 10
_____ ❏❏❏ _____ _____ _____
Fighter ............. 29 Magician ......... 34 Ranger ............ 29 age gives you two choices for Common-speech, written
_______________________________ 10
_____ ❏❏❏ _____ _____ _____
Thief ................ 29 Cleric ............... 32 Dabbler .......... 29 Grey-elvish, spoken
_______________________________ 6
_____ ❏❏❏ _____ _____ _____
Rogue ............... 29 Mentalist ..........31 Bard ................ 29 assigning ranks—you choose Grey-elvish, written
_______________________________ 6
_____ ❏❏❏ _____ _____ _____
the Weapon • 1-H Edged High-elvish, spoken
_______________________________ 2
_____ ❏❏❏ _____ _____ _____
High-elvish, written
_______________________________ 2
_____ ❏❏❏ _____ _____ _____
skill category and Broadsword skill for these ranks. You must _______________________________ _____ ❏❏❏ _____ _____ _____
”Own” Region Lore
_______________________________ 3
_____ ❏❏❏ _____ _____ _____
now record the ranks Varak receives from this training pack- ”High Man” Race Lore
_______________________________ 3
_____ ❏❏❏ _____ _____ _____
age—the changes to the record sheets below have been bolded. _______________________________ _____ ❏❏❏ _____ _____ _____
Riding (horses)
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
Your GM informs you that he has made _______________________________ _____ ❏❏❏ _____ _____ _____
HighMan Attunement 1 ❏❏❏
Race: ____________________________
Ranger
Profession: _______________________
the rolls to determine the extra money and _______________________________
_______________________________
_____
_____ ❏❏❏
_____
_____
_____
_____
_____
_____
Adventurer
Training Packages: _________________ special equipment that Varak obtained dur- Power Point Development
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
_________________________________ _______________________________ _____ ❏❏❏ _____ _____ _____
Channeling
Realm of Power: ___________________ ing the 24 months he spent as an ”Adven- _______________________________ _____ ❏❏❏ _____ _____ _____
❏❏❏
Armor Type: ______________________ turer.” He gets 3 extra gold pieces and a fine _______________________________ _____ _____ _____ _____
i h l _______________________________ _____ ❏❏❏ _____ _____ _____
steel Broadsword (+5 non-magic). Stalking
_______________________________ 2
_____ ❏❏❏ _____ _____ +10
_____
Hiding
_______________________________ _____ ❏❏❏ _____ _____ +10
_____
First Aid
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____
COMMONLY USED EQUIPMENT Broadsword
_______________________________ 5
_____ ❏❏❏ _____ _____ +5
_____
ROLEMASTER Item Location Weight Description Two-Handed Sword
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
ElvenCloak
__________________________ Wear
_______ –
____ +10 bonus to Stalking & Hiding
__________________________

BH
Composite Bow
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
Wooden Rod
__________________________ sheath
_______ ____ +3 spell adder, 2' long
__________________________ Spear
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
Broadsword
__________________________ sheath
_______ ____ +5 non-magic bonus
__________________________

24
TRAINING PACKAGE DP COST TABLE T-2.7 STAT GAIN TABLE T-2.3
High Low (Diff = Potential - Temporary)
a

Mentalist
Magician
Die Die Diff ≤ 10 10 < Diff ≤ 20 Diff > 20

Dabbler
Ranger
Fighter

Rogue

Cleric
Thief

Bard
Training 1 1 -1 -1 Part
-1 II
Package Months 2 2 -2 -2 -2
Creating a
Character
Adventurer (L) 24 29 29 29 34 32 31 29 29 29 3 3 -3 -3 -3
Amateur Mage (L) 53 43 37 36 24 26 26 31 29 29 4 4 -4 -4 -4
5 5 -5 -5 -5
Animal Friend (L) 102 26 26 24 33 31 33 22 28 28
6 6 +12 +12 +12
Burglar (V) 33 21 16 19 31 30 29 26 22 25
7 7 +14 +14 +14
City Guard (V) 25 15 17 16 31 28 29 20 20 21
8 8 +16 +16 +16
Doctor (V) 18 23 23 23 23 23 23 23 23 23
9 9 +18 +18 +18
Herbalist (V) 33 23 23 23 26 23 23 20 23 23 10 10 +20 +20 +20
Hunter (L) 18 29 27 27 36 32 35 25 29 30 Otherwise Low Die High Die Sum of Dice
Knight (L) 69 25 29 28 46 40 40 31 36 32
Loremaster (V) 40 29 28 26 19 20 20 24 20 18 ORD SHEET T-6.1 Character Name:
VarakTanuk
Merchant (V) 23 25 25 25 20 20 20 24 21 21 Level: YourName
Player: _______________________________________________
Blandlands Your GM's Name
( )
Campaign (GM): ______________________________________
Performer (V) 40 28 28 28 26 26 26 28 25 16
________ Basic Racial Special Stat
________ STAT Temp Pot Bonus Bonus Bonus Bonus
Scout (V) 33 21 20 19 31 28 30 16 25 25 ________ Agility 97
____ 98
____ +8
____ -2
____ ____ Rune
Soldier (V) 26 15 22 19 37 29 31 23 28 25 ________ Constitution 90
____ 93
____ +5
____ +4
____ ____
________ Memory 38
____ 67
____ 0
____ 0
____ ____
Traveller (V) 18 13 12 10 20 18 20 10 14 14 ________ Reasoning 43
____ 71
____ 0
____ 0
____ ____
________ Self Discipline 39
____ 73
____ 0
____ 0
____ ____
________
________
Empathy 20
____ 59
____ -3
____ 0
____ ____
Intuition 90
____ 97
____ +5
____ 0
____ ____ Rune
________

6.4 ________
________
________
Presence
Quickness
Strength
63
____
75
____
92
____
75
____
91
____
92
____
0
____
+2
____
+6
____
+4
____
-2
____
+4
____
____
____
____

EXTRA STAT GAIN ROLLS


During the apprenticeship skill development process, you • If the result is double 6s, 7s, 8s, 9s, or 10s, the tempo-
may allocate DPs to try and increase your character’s tempo- rary stat goes up by up to the sum of the two dice (i.e.,
rary stats. This involves making stat gain rolls. For every 8 12, 14, 16, 18, or 20 respectively); otherwise,
DPs allocated, you may make a stat gain roll for a stat of • If the difference between the potential stat and tempo-
your choice. Certain training packages also allow you to make rary stat is between 1 and 10, the temporary stat is
stat gain rolls for specific stats. increased by up to the value of the lower of the two
To make a stat gain roll, roll two dice (d10): dice; otherwise,
• If the result is double 1s, 2s, 3s, 4s, or 5s, the tempo- • If the difference between the potential stat and tempo-
rary stat goes down by 1, 2, 3, 4, or 5 respectively—treat rary stat is between 11 and 20, the temporary stat is
resulting stats of less than 1 as 1; otherwise, increased by up to the value of the higher of the two
dice; otherwise,
• If the difference between the potential stat and tempo-
rary 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-2.3.
Important — Remember, if a stat gain roll results in a
temporary stat greater than its corresponding potential stat,
the temporary stat becomes equal to the potential stat. A
temporary stat can never be greater than its corresponding
potential stat.
Example: Varak’s stats changed while he was an ”Adven-
turer” (i.e., due to the Adventurer training package). You get
to make a stat gain roll for each of two stats of your choice.
You choose to roll for his Agility and his Presence. For Agil-
ity, you roll 2d10 and get a 1 and a 8. Since the difference
between this potential and temporary is only 2 (98 - 96), the
temporary stat only increases by the lower of the two dice— ROLEMASTER

BH
Varak’s temporary Agility increases from 96 to 97. For Pres-
ence, you roll 2d10 and get a 9 and a 4. Since the difference
between this potential and temporary is 25 (75 - 50), the
temporary stat increases by the sum of the two dice—Varak’s 25
temporary Presence increases from 50 to 63.
6.5 SKILL CATEGORY RECORD SHEET T-6.2 Character: Varak

a
Applicable Dev. # of New - - - - - - - - - - - - - - - - - Bonu

THE SKILLS AND Skill Category


Armor • Heavy
Armor • Light
Stats
St/Ag/St
Ag/St/Ag
Cost
5/5/5
_____
2/2/2
_____
Ranks
_____
1
_____
Ranks
❏❏❏
❏❏❏
Rank Stat
_____ _____ _____
_____ _____ _____
Prof. S

Part II
SKILL CATEGORIES Armor • Medium
Artistic • Active
Artistic • Passive
St/Ag/St
Pr/Em/Ag
Em/In/Pr
4/4/4
_____
2/5
_____
2/5
_____
2
_____
_____
_____
❏❏❏
❏❏❏
❏❏❏
_____ _____ _____
_____ _____ _____
_____ _____ _____
Creating a
The Skill Summary Table T-2.5 lists the RM skill catego- Athletic • Brawn St/Co/Ag 3/7
_____ 1
_____ ❏❏❏ _____ _____ +5
_____
ries and the normal skills in each category. Your character Athletic • Endurance Co/Ag/St 1/5
_____ 3
_____ ❏❏❏ _____ _____ +5
_____
Character 3/6 3 +5
Athletic • Gymnastics Ag/Qu/Ag _____ _____ ❏❏❏ _____ _____ _____
may develop skills that are not listed—your GM just has to Awareness • Perceptions In/SD/In 3/12
_____ na ‡ 0 _____ +10
_____
Awareness • Searching In/Re/SD 1/4
_____ 3
_____ ❏❏❏ _____ _____ +10
_____
determine into which category the skill falls. Awareness • Senses In/SD/In 2/5
_____ _____ ❏❏❏ _____ _____ +10
_____
Appendix A-4 (p. 102) provides descriptions for the skills, Body Development
Combat Maneuvers
Co/SD/Co
Ag/Qu/SD
4/12
_____
5/12
_____
na
na

*
0
0
_____
_____
+5
_____
_____
as well as suggested mechanisms for using the skills. Communcations Re/Me/Em 3/3/3
_____ 3
_____ ❏❏❏ _____ _____ _____
Crafts Ag/Me/SD 4/10
_____ na * 0 _____ _____
Example: After using 29 DPs for Varak’s training package, Directed Spells Ag/SD/Ag 15
_____ _____ ❏❏❏ _____ _____ _____
Influence Pr/Em/In 2/6
_____ _____ ❏❏❏ _____ _____ _____
you allocate his remaining 32 DPs as follows: Lore • General Me/Re/Me 1/3
_____ 3
_____ ❏❏❏ _____ _____ _____
Lore • Magical Me/Re/Me 3/6
_____ _____ ❏❏❏ _____ _____ _____
# DP Lore • Obscure Me/Re/Me 3/7
_____ _____ ❏❏❏ _____ _____ _____
Skill/Skill Category (DP cost) Ranks Cost Lore • Technical Me/Re/Me 2/6
_____ _____ ❏❏❏ _____ _____ _____
Weapon • 1-H Edged skill category (3/7) ............. 1 ............. 3 Martial Arts • Striking St/Ag/St 4
_____ _____ ❏❏❏ _____ _____ _____
Outdoor • Animal Em/Ag/Em 1/5
_____ 1
_____ ❏❏❏ _____ _____ +20
_____
Broadsword skill (3/7) ............................................. 1 ............. 3 Outdoor • Environmental SD/In/Me 1/3
_____ 1
_____ ❏❏❏ _____ _____ +20
_____
Power Awareness Em/In/Pr 5
_____ 2
_____ ❏❏❏ _____ _____ _____
Composite Bow skill (4) .......................................... 1 ............. 4 In 8
Power Point Development ________ _____ na † 0 _____ _____
Body Development skill (4/12) ............................... 1 ............. 4 Science/Analytic • Basic Re/Me/Re 2/5
_____ 1
_____ ❏❏❏ _____ _____ _____
Science/Analytic • Specialized Re/Me/Re 8
_____ na * 0 _____ _____
Path Mastery skill (6/6/6, base spell list) ............. 1 ............. 6 Self Control SD/Pr/SD 2/7
_____ _____ ❏❏❏ _____ _____ _____
Nature’s Way skill (6/6/6, base spell list) ............. 1 ............. 6 Spells •
Inner Walls skill (6/6/6, base spell list) ................ 1 ............. 6 Own Realm Closed Lists In
________ 10/10
_____ na ‡ 0 _____ _____
Own Realm Open Lists In
________ 8/8
_____ na ‡ 0 _____ _____
Total: 32 In
Own Realm Own Base Lists ________ 6/6/6
_____ na ‡ 0 _____ _____
Subterfuge • Attack Ag/SD/In 6
_____ _____ ❏❏❏ _____ _____ _____
Subterfuge • Mechanics In/Ag/Re 4
_____ _____ ❏❏❏ _____ _____ _____
Subterfuge • Stealth Ag/SD/In 1
/5
_____ 2
_____ ❏❏❏ _____ _____ +5
_____
Technical/Trade • General Re/Me/SD 3/7
_____ 2
_____ ❏❏❏ _____ _____ _____
Technical/Trade • Professional Re/Me/In 8
_____ na * 0 _____ _____
Technical/Trade • Vocational Me/In/Re 5/12
_____ na * 0 _____ _____
Urban In/Pr/Re 3/6
_____ _____ ❏❏❏ _____ _____ _____
Weapon • 1-H Concussion St/Ag/St 6
_____ _____ ❏❏❏ _____ _____ +5
_____
Weapon • 1-H Edged St/Ag/St 3/7
_____ 6
_____ ❏❏❏ _____ _____ +5
_____
Weapon • 2-Handed St/Ag/St 6
_____ 1
_____ ❏❏❏ _____ _____ +5
_____
Weapon • Missile Ag/St/Ag 4
_____ 1
_____ ❏❏❏ _____ _____ +5
_____
Weapon • Missile Artillery In/Ag/Re 9
_____ _____ ❏❏❏ _____ _____ +5
_____
Weapon • Pole Arms St/Ag/St 6
_____ 1
_____ ❏❏❏ _____ _____ +5
_____
Weapon • Thown Ag/St/Ag 9
_____ _____ ❏❏❏ _____ _____ +5
_____

SKILL RECORD SHEET T-6.3


Character:
Varak YourName
Player: _________________________
Level: __________________________

New - - - - - - - - - - - - - - - - - Bonu
Skill Name #Ranks Ranks Rank Category Item S
Rigid Leather
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
Chain
_______________________________ 2
_____ ❏❏❏ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____
Swimming
_______________________________ 2
_____ ❏❏❏ _____ _____ _____
Climbing
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____
Alertness
_______________________________ 4
_____ ❏❏❏ _____ _____ _____
Observation
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____
Body Development
_______________________________ 6
_____ ❏❏❏ _____ _____ _____
High-speech, spoken
_______________________________ 10
_____ ❏❏❏ _____ _____ _____
High-speech, written
_______________________________ 10
_____ ❏❏❏ _____ _____ _____
Common-speech, spoken
_______________________________ 10
_____ ❏❏❏ _____ _____ _____
Common-speech, written
_______________________________ 10
_____ ❏❏❏ _____ _____ _____
Grey-elvish, spoken
_______________________________ 6
_____ ❏❏❏ _____ _____ _____
Grey-elvish, written
_______________________________ 6
_____ ❏❏❏ _____ _____ _____
High-elvish, spoken
_______________________________ 2
_____ ❏❏❏ _____ _____ _____
High-elvish, written
_______________________________ 2
_____ ❏❏❏ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____
”Own” Region Lore
_______________________________ 3
_____ ❏❏❏ _____ _____ _____
”High Man” Race Lore
_______________________________ 3
_____ ❏❏❏ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____
Riding (horses)
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____
Attunement
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____
Power Point Development
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
Path Mastery (base spell list)
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
Nature’s Way (base spell list)
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
Inner Walls (base spell list)
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____
Stalking
_______________________________ 2
_____ ❏❏❏ _____ _____ +10
_____
Hiding
_______________________________ _____ ❏❏❏ _____ _____ +10
_____
First Aid
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____
Broadsword
_______________________________ 6
_____ ❏❏❏ _____ _____ +5
_____
ROLEMASTER Two-Handed Sword
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
Composite Bow 2 ❏❏❏

BH
_______________________________ _____ _____ _____ _____
Spear
_______________________________ 1
_____ ❏❏❏ _____ _____ _____
_______________________________ _____ ❏❏❏ _____ _____ _____

26
SKILL SUMMARY TABLE T-2.5

a
Skill Skill Category
Applicable Rank Bonus Rank Bonus
Skill Category Stats Progression Progression Skills
Armor • Heavy St/Ag/St Standard Standard Plate
Armor • Light Ag/St/Ag Standard Standard Soft Leather, Rigid Leather Part II
Creating a
Armor • Medium St/Ag/St Standard Standard Chain Character
Artistic • Active Pr/Em/Ag Standard Standard Acting, Dancing, Mimery, Mimicry, Play Instrument†, Poetic Improvisation,
Singing, Tale Telling, Ventriloquism
Artistic • Passive Em/In/Pr Standard Standard Music, Painting, Poetry, Sculpting
Athletic • Brawn St/Co/Ag Standard Standard Athletic Games (Brawn)†, Jumping, Weight-lifting
Athletic • Endurance Co/Ag/St Standard Standard Athletic Games (Endurance)†, Distance Running, Rowing, Scaling,
Sprinting, Swimming
Athletic • Gymnastics Ag/Qu/Ag Standard Standard Acrobatics, Athletic Games (Gymnastics)†, Climbing, Contortions, Diving,
Flying/Gliding, Juggling, Tumbling
Awareness • Perceptions In/SD/In Limited 0•0•0•0•0 Alertness, Sense Ambush
Awareness • Searching In/Re/SD Standard Standard Detect Traps, Lie Perception, Locate Hidden, Observation, Poison Perception,
Reading Tracks, Surveillance, Tracking
Awareness • Senses In/SD/In Standard Standard Direction Sense, Sense Awareness†, Situational Awareness†, Time Sense
Body Development Co/SD/Co Special 0•0•0•0•0 Body Development
Combat Maneuvers Ag/Qu/SD Combined 0•0•0•0•0 Mounted Combat, Quickdraw, Swashbuckling, Two-weapon Combat
Communication Re/Me/Em Standard Standard Two skills for each language (spoken & written)†, Lip Reading, Signaling
Crafts Ag/Me/SD Combined 0•0•0•0•0 Cooking, Leather-crafts, Metal-crafts, Rope Mastery, Stone-crafts,
Wood-crafts, and others†
Directed Spells Ag/SD/Ag Standard Standard One skill for each type of directed attack†
Influence Pr/Em/In Standard Standard Bribery, Diplomacy, Duping, Interrogation, Leadership, Public Speaking,
Seduction, Trading
Lore • General Me/Re/Me Standard Standard Fauna Lore, Flora Lore, Heraldry, History†, Philosophy,
Race Lore†, Region Lore†, Religion
Lore • Magical Me/Re/Me Standard Standard Artifact Lore, Spell Lore, Undead Lore
Lore • Obscure Me/Re/Me Standard Standard Demon/Devil Lore, Dragon Lore, Faerie Lore, Xeno-lores†
Lore • Technical Me/Re/Me Standard Standard Herb Lore, Lock Lore, Metal Lore, Poison Lore, Stone Lore, Trading Lore
Martial Arts • Striking St/Ag/St Standard Standard Boxing, Tackling
Outdoor • Animal Em/Ag/Em Standard Standard Animal Handling†, Animal Training†, Driving†, Riding†
Outdoor • Environmental SD/In/Me Standard Standard Caving, Foraging, Hunting, Star-gazing, Survival†, Weather Watching
Power Awareness Em/In/Pr Standard Standard Attunement, Read Runes
Power Point Development realm stat ‡ Special 0•0•0•0•0 Power Point Development
Science/Analytic • Basic Re/Me/Re Standard Standard Basic Math, Research
Science/Analytic • Specialized Re/Me/Re Combined 0•0•0•0•0 Advanced Math, Anthropology†, Alchemy, and others†
Self Control SD/Pr/SD Standard Standard Frenzy, Meditation, Mnemonics, Stun Removal
Spells •
Own Realm Closed Lists realm stat ‡ Limited 0•0•0•0•0 One skill per spell list of this type †
Own Realm Open Lists realm stat ‡ Limited 0•0•0•0•0 One skill per spell list of this type †
Own Realm Own Base Lists realm stat ‡ Limited 0•0•0•0•0 One skill per spell list of this type †
Subterfuge • Attack Ag/SD/In Standard Standard Ambush, Silent Attack
Subterfuge • Mechanics In/Ag/Re Standard Standard Camouflage, Disarming Traps, Disguise, Picking Locks, Setting Traps,
Using/Removing Poison
Subterfuge • Stealth Ag/SD/In Standard Standard Hiding, Picking Pockets, Stalking, Trickery
Technical/Trade • General Re/Me/SD Standard Standard Begging, First Aid, Gambling, Mapping, Operating Equipment, Orienteering,
Sailing, Tactical Games, Using Prepared Herbs
Technical/Trade • Professional Re/Me/In Combined 0•0•0•0•0 Diagnostics†, Engineering, Mechanition, Mining, Second Aid
Technical/Trade • Vocational Me/In/Re Combined 0•0•0•0•0 Administration, Appraisal, Boat Pilot, Evaluate Armor, Evaluate Metal,
Evaluate Stone, Evaluate Weapon, Navigation, Tactics†
Urban In/Pr/Re Standard Standard Contacting, Mingling, Scrounging, Streetwise
Weapon • 1-H Concussion St/Ag/St Standard Standard One skill for each weapon in the category †
Weapon • 1-H Edged St/Ag/St Standard Standard One skill for each weapon in the category †
Weapon • 2-Handed St/Ag/St Standard Standard One skill for each weapon in the category †
Weapon • Missile Ag/St/Ag Standard Standard One skill for each weapon in the category † ROLEMASTER
Weapon • Missile Artillery In/Ag/Re Standard Standard One skill for each weapon in the category †
Weapon • Pole Arms
Weapon • Thrown
St/Ag/St
Ag/St/Ag
Standard
Standard
Standard
Standard
One skill for each weapon in the category †
One skill for each weapon in the category † BH
† — This skill is actually a number of skills based on a certain factor. Each skill must be developed separately 27
(e.g., riding skill must be developed separately for each type of mount: horse, elephant, Dragon, etc.).
‡ — A realm stat is: In for Channeling, Em for Essence, Pr for Mentalism.
BHBHBHBHBHBH 7.0 BHBHBHBHBHBH
a YOUR CHARACTER’S ROLE
Part II
Creating a You should develop a detailed scheme and outline of your Results of greater than 99 are treated as 100, and results
Character character’s role or persona based upon his role traits and back- less than 02 are treated as 01.
ground details. This may be your own persona, in which Your character’s temporary Appearance is equal to his
your character is basically yourself placed in the game world potential appearance if he is well groomed and well dressed
and situation. Alternatively, you may choose a persona en- (GM discretion). Potential Appearance can rise or drop dur-
tirely different from your own, or some medium between the ing play due to circumstances (e.g., scars, diseases, increases
two extremes. in Presence, etc.). This is a very subjective rating and the
Gamemaster should treat it as a general guideline during
There are certain factors which are not formalized in role play.
playing but which still affect the role of a character, and in
particular a player character. These are factors which are not Example: Varak’s potential Pr is 75 and you roll 23 on
capabilities of or restrictions on the character; instead, they 5d10; so his Appearance is 73 = 75 - 25 + 23.
are facets of his individual nature and temperament. These For physical appearance, you choose the following (after
factors are crucial in bringing a character to life, and they referring to Appendix A-1.2, p. 87):
make the character seem more realistic to the character’s player Demeanor: Confident & Proud
as well as the other players and the Gamemaster. Gender: Male Skin: Fair Height: 6'4"
Weight: 220 lb. Hair: Black Eyes: Hazel
ROLE TRAITS You decide not to roll for Varak’s motivation, personality,
and alignment (his GM agrees). Instead, you choose person-
There are certain factors, called role traits, which are not ality role traits of: Idealistic, Devout, and Stoic. You choose
formalized in Rolemaster but which still affect the role of your motivation role traits of: “Destroy Chaos” and “Promote
character. There are four role traits used: Law and Order.” You choose as an alignment role trait:
• Personality Laws/Principles.
• Motivation Finally, you record all of this on your record sheet.
• Alignment
• Physical Appearance
See Appendix A-6 (p. 143) for a detailed discussion of
role traits. Table T-1.7 details various possible ranges for
role traits, but you must choose which ones will apply to
your character.
Note: If you or your GM want to, Table T-1.7 can be used to
generate random role traits for your character.
PHYSICAL APPEARANCE
You must determine the general factors that make up your
character’s physical appearance: height, weight, hair color, BACKGROUND DETAILS
eye color, gender, age, and so on. These factors should be You and your Gamemaster should develop a general back-
chosen within the limits given in the racial descriptions in ground and history for your character. After you have cho-
Appendix A-1 (p. 85). sen your character’s background options and role traits, you
In addition, you may want to give your character a “de- and your GM may use these choices to help develop your
meanor.” This is an indicator of the general attitude that character’s general background. For example, if you chose
your character seems to present to the world. This is up to three extra money background options, an item background
you and your Gamemaster, but typical demeanors include: option, and an extra language background option, you and
calm, aloof, stern, neutral, angry, sly, greedy, silly, stubborn, your GM might decide that your character is a merchant’s
stupid, rude, etc. For more examples, you can refer to the son. If you chose three skill bonus background options and
personality role traits. a money background option, your character might be a
In addition to racial factors, it is often useful to have farmer’s son who has left the farm for adventure. The amount
numerical value that reflects your character’s general appear- of detail that goes into this depends upon the amount of
ance (i.e., attractiveness, comeliness, beauty) to other mem- effort that you and your Gamemaster is able and willing to
bers of his race. Appearance is a value (1-100) which gives a put into it (see Appendix A-6, p. 143).
general idea of your character’s exterior look (e.g., an 01 or
02 Appearance would indicate a really ugly person, while a Example: Varak is a noble person, devoted to upholding
99 or 00 would indicate a very handsome character). “Law & Order.” Unfortunately, he tends to carry this to an
ROLEMASTER extreme. To him most violations of the “Law” should be
Appearance is a role trait that is handled in many ways as
BH if it were a stat. Your character’s potential Appearance is immediately punished, even relatively minor violations. He
based upon his potential Presence stat and it can be gener- also wants to find his father (living or dead), if it does not
interfere with his other goal.
28 ated when stats are generated:
Potential Appearance = Potential Presence - 25 + 5d10
ROLE TRAIT TABLE T-1.7
Personality Traits: Make the 1st roll (not open-ended) to deter-
mine the “range of the role trait.” Then make a 2nd roll (not
Motivation Traits: Make a roll (not open-ended) to determine the first part of the
role trait. If necessary, you or your GM may choose the rest of the trait.
a
open-ended) to get a general idea where in the range your Part II
Roll — Role Trait
character’s role trait falls (low results to the left in the range
and high results to the right in the range ). 01-05 Destroy: evil, dark lord’s forces, race/culture, country, guild, population center, Creating a
Character
individual, etc.
1st Roll — Range of the Role Trait 06-10 Hate & Work Against: evil, dark lord’s forces, race/culture, country, guild,
01-02 Sullen, Morose, Somber, Serious ......... Lighthearted, Cheerful, Joyous population center, individual, etc.

03-04 Merciful, Compassionate, Kind ......... Uncaring, Mean, Ruthless, Cruel 11-15 Hate: evil, dark lord’s forces, race/culture, country, guild, population center, individual, etc.
16-20 Dislike: evil, dark lord’s forces, race/culture, country, guild, population center,
05-06 Austere, Sober, Restrained,
individual, etc.
Temperate, Moderate ............................................ Unrestrained, Indulgent
21-25 Revenge against: individual, family, clan, race/culture, population center, guild, etc.
07-08 Docile, Pliable, Amenable, Cooperative ................. Stubborn, Obstinate
26-30 Preserve: individual, family, clan, ruler, country, race/culture, population center, guild, etc.
09-10 Martyr, Overprotective,
Protective ................................................. Intimidating, Overbearing, Bully 31-35 Protect: individual, family, clan, ruler, country, race/culture, population center,
guild, “the weak,” etc.
11-12 Radical, Liberal, Open-minded ... Orthodox, Conservative, Reactionary
36-40 Serve: individual, family, clan, ruler, country, race/culture, population center, guild, etc.
13-14 Loving, Friendly, Amicable ............. Quarrelsome, Hostile, Antagonistic
41-45 Promote: peace, freedom, justice, religion, morality, war, free enterprise, etc.
15-16 Prudent, Patient, Cautious .......... Impatient, Impulsive, Reckless, Rash
46-50 Rebuild/Restart: guild, population center, religion, clan, dynasty, etc.
17-18 Confident, Sanguine, Secure .............. Nervous, Apprehensive, Daunted
51-55 Fanatic about: spreading religion, freedom, cleanliness, law & order, etc.
19-20 Extrovert, Outgoing, Talkative ............. Reserved, Shy, Timid, Introvert
56-60 Compulsive about: spreading religion, freedom, cleanliness, law & order, etc.
21-22 Pacific, Nonviolent, Peaceful ............ Pugnacious, Belligerent, Bellicose
61-65 Fear of (Phobia): heights, darkness, water, etc.
23-24 Meek, Self-effacing, 66-70 Acquire xxx for yyy: “xxx” is wealth, power, knowledge, magic items, etc.
Modest, Humble ............ Proud, Conceited, Cocky, Pompous, Arrogant “yyy” is a ruler, country, race/culture, guild, religion, clan, population center, etc.
25-26 Lethargic, Lazy, Idle, Easy Going, 71-75 Acquire Personal: power, knowledge, magic items, pleasure, fame, etc.
Laid Back ............................ Vibrant, Energetic, Enterprising, Ambitious
76-80 Acquire and Maintain Personal Honor
27-28 Deferential, Respectful, Courteous,
Polite, Civil ........................................ Impolite, Rude, Impudent, Insolent 81-85 Adventure, Thrills, Excitement
29-30 Charitable, Forgiving ................................................... Vindictive, Vengeful 86-90 Self-centered, general self-interest

31-32 Benevolent, Generous, Giving ............................. Selfish, Miserly, Greedy 91-95 Heroism
96-100 “Make the World a Better Place”
33-34 Honest, Direct, Trustworthy ........................ Shifty, Deceitful, Dishonest
35-36 Honorable, High-principled .................................................... Dishonorable
Alignment Traits: Make the 1st roll (not open-ended) to determine the “range of
37-38 Loyal, Faithful, Reliable ........................................... Treacherous, Disloyal
the role trait.” Then make a 2nd roll (not open-ended) to get a general idea where
39-40 Lawful, Just, Upright ..................................... Arbitrary, Chaotic, Corrupt in the range your character’s role trait falls (low results to the left in the range
41-42 Moral, Ethical, Principled ............................................... Amoral, Immoral and high results to the right in the range ).
43-44 Pious, Devout, Religious .................................................. Worldly, Impious
1st Roll — Range of the Role Trait
45-46 Quixotic, Idealistic ....................................... Practical, Pragmatic, Cynical
01-06 Good ..................................................... Neutral ........................................................................... Evil
47-48 Gullible, Trusting .................................... Skeptical, Suspicious, Paranoid
07-12 Laws/Government ............................. Neutral ................................................................... Anarchy
49-50 Curious, Inquisitive ..................................................... Apathetic, Incurious
13-18 Government ........................................ Neutral ....................... Rebels/Opposing Government *
51-52 Focused, Attentive ............................................. Distracted, Absentminded
19-24 Laws/Principles ................................. Neutral ........................ Opportunism, “The End Justifies
53-54 Continent, Chaste ...................................... Lustful, Licentious, Lecherous the Means” (Machiavellianism)
55-56 Quiet, Reserved .......................................... Flamboyant, Boisterous, Loud 25-30 Religion ................................................ Neutral ................................................................... Atheism
57-58 Valorous, Brave, Bold, Audacious ................... Timid, Cowardly, Craven 31-36 Religion ................................................ Neutral ............................................ Opposing Religion †
59-60 Passive, Detached, Calm ...................... Forceful, Enthusiastic, Excitable 37-42 Free Enterprise .................................. Neutral ................................ Cartels/Guilds/Monopolies
61-62 Calm, Even-tempered ................................... Quick-Tempered, Hot-headed 43-48 Free Enterprise .................................. Neutral ................................................................ Socialism
63-64 Stoic, Impassive, Stolid ........................................ Responsive, Complainer 49-54 Asceticism ........................................... Neutral ............................................................... Hedonism
65-66 Sociable, Gregarious ....................................... Nonsocial, Antisocial, Cold 55-60 Altruism ............................................... Neutral .................................................................... Egoism
67-68 Optimistic, Upbeat ................ Uncertain, Cynical, Fatalistic, Pessimistic 61-66 Spiritual ............................................... Neutral .............................................................. Materialist
69-70 Creative, Inventive, Original ................................ Conformist, Uncreative 67-72 Metaphorical ...................................... Neutral ...................................................................... Literal
71-72 Tolerant, Open-minded ........................ Snobbish, Prejudiced, Intolerant 73-86 Roll again; the “2nd roll” to determine where in the range the role trait falls
73-74 Disordered, Messy ...................................................... Orderly, Perfectionist receives a -20 modification.
75-76 Tolerant, Understanding ............................... Envious, Possessive, Jealous 87-100 Roll again; the “2nd roll” to determine where in the range the role trait falls
receives a +20 modification.
77-78 Dependent, Clinging ........................................... Self-reliant, Independent
79-89 Roll again; the “2nd roll” to determine where in the range the role trait * — This applies to any two ruling groups that oppose one other. The groups
falls receives a -20 modification. 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
90-100 Roll again; the “2nd roll” to determine where in the range the role trait war, etc.). For Example, France vs. England in the 100-years War, the
falls receives a +20 modification. Gondorian Kin-strife in Middle-earth, York vs. Lancaster in the War of the
Roses, North vs. South in the War of Northern Aggression, etc. ROLEMASTER
† — This applies to any two religions that oppose one another. This opposition
can have a political or dogmatic basis. E.g., Christians vs. Moslems, Catholic
vs. Greek Orthodox, Catholic vs. Protestant, etc. BH
29
BHBHBHBHBHBH 8.0 BHBHBHBHBHBH
a FINAL CHARACTER PREPARATION
Part II
Creating a Now you are ready to take the final steps in the character Then, for each skill category, you need to record (on
Character creation process: totaling skill bonuses, equipping your charac- Record Sheet T-6.2) the sum of the bonuses for the stats
ter, etc. that apply to that skill category. The applicable stat for
the Power Point Development category and all standard
8.1 Spell categories is determined by your character’s realm
of power—Intuition for Channeling, Empathy for Essence,
TOTALING THE BONUSES and Presence for Mentalism.
At this point you must determine and total the bonuses for Example: The Weapon • 1-H Edged Category has St/
all of your character’s stats, skill categories, and skills. Ag/St as its applicable stats. So, you should record +26
(+10 +6 +10) on Varak’s Record Sheet T-6.2 on the row
STAT BONUSES corresponding to that skill category. You should now cal-
For each of your stats, the basic stat bonus from the Basic culate and record the stat bonus for each of Varak’s other
Stat Bonus Table T-2.1 (p. 17), the racial stat bonus modifica- skill categories. Varak’s realm of power is Channeling, so
tion from the Race Abilities Table T-1.1 (p. 13), and any special Intuition is the applicable stat for Power Point Develop-
bonuses should already be recorded in the spaces next to the ment and Spell categories.
stats on your Character Record Sheet. So, add the values for
each stat and record the total in the “Stat Bonus” space. RANK BONUSES
Example: You should now To determine a category or skill’s rank bonus you must
STAT Temp Pot
Basic Racial Special Stat
Bonus Bonus Bonus Bonus record Varak’s stat bonuses: refer to the Rank Bonus Table T-2.2. Each category/skill
Agility 97 ____
____ 98 +8
____ -2
____ ____ +6
Ag (+6), Co (+9), Me (0), uses one of the columns of that table to determine its
Constitution 90 ____
____ 93 +5
____ +4
____ ____ +9 rank bonus. The specific column used is indicated in
Memory 38 ____
____ 67 0
____ 0
____ ____ 0 Re (0), SD (0), Em (-3),
Reasoning 43 ____
____ 71 0
____ 0
____ ____ 0 In (+5), Pr (+4), Qu (0), Table T-2.5 (p. 27) and in the “New Ranks” column on
Self Discipline 39 ____
____ 73 0
____ 0
____ ____ 0 your Skill Category Record Sheet T-6.2.
Empathy 20 ____
____ 59 -3
____ 0
____ ____ -3 St (+10).
Intuition 90
____ 97
____ +5
____ 0
____ ____ +5 Type of Rank Bonus New Rank Symbol
Presence 63
____ 75
____ 0
____ +4
____ ____ +4
Quickness 75
____ 91
____ +2
____ -2
____ ____ 0 Standard ................................................................... ❏❏❏
Strength 92
____ 92
____ +6
____ +4
____ ____ +10 Combined ........................................................................ *
Limited ............................................................................. ‡
SKILL CATEGORY RECORD SHEET T-6.2 Character: Varak Special .............................................................................. †
Applicable Dev. # of New - - - - - - - - - - - - - - - - - Bonuses - - - - - - - - - - - - - - - - -
Skill Category Stats Cost Ranks Ranks Rank Stat Prof. Special Special Total
Armor • Heavy
Armor • Light
St/Ag/St
Ag/St/Ag
5/5/5
_____
2/2/2
_____
0
_____
1
_____
❏❏❏
❏❏❏
-15
_____
+2
_____
+26 _____ _____ _____ _____
_____
+22 _____ _____ _____ _____
_____
+11
+24
SKILL CATEGORY RANK BONUSES
Armor • Medium St/Ag/St 4/4/4
_____ 2
_____ ❏❏❏ +4
_____ +26 _____ _____ _____ _____
_____ +30 For each skill category, total the number of ranks and
Artistic • Active Pr/Em/Ag 2/5
_____ 0
_____ ❏❏❏ -15
_____ +7
_____ _____ _____ _____ _____ -8
Artistic • Passive Em/In/Pr 2/5
_____ 0
_____ ❏❏❏ -15
_____ +6
_____ _____ _____ _____ _____ -9 determine the corresponding skill category rank bonus.
Athletic • Brawn St/Co/Ag 3/7
_____ 1
_____ ❏❏❏ +2
_____ +25
_____ +5
_____ _____ _____ +32
_____ Then record these values for each skill category on your
Athletic • Endurance Co/Ag/St 1/5
_____ 3
_____ ❏❏❏ +6
_____ +25
_____ +5
_____ _____ _____ +36
_____
Athletic • Gymnastics Ag/Qu/Ag 3/6
_____ 3
_____ ❏❏❏ +6
_____ +12
_____ +5
_____ _____ _____ +23
_____ Record Sheet T-6.2. The combined, limited, and special
Awareness • Perceptions In/SD/In 3/12
_____ na ‡ 0 +10
_____ +10
_____ _____ _____ +20
_____
Awareness • Searching In/Re/SD 1/4
_____ 3
_____ ❏❏❏ +6
_____ +5
_____ +10
_____ _____ _____ +21
_____ category rank bonuses are always zero.
Awareness • Senses In/SD/In 2/5
_____ 0
_____ ❏❏❏ -15
_____ +10
_____ +10
_____ _____ _____ +5
_____
Body Development Co/SD/Co 4/12
_____ na † 0 +18
_____ +5
_____ +10 _____ +33
_____ Example: Varak has 6 skill category ranks in Weapon •
Combat Maneuvers Ag/Qu/SD 5/12
_____ na * 0 +6
_____ _____ _____ _____ +6
_____
Communcations Re/Me/Em 3/3/3
_____ 3
_____ ❏❏❏ +6
_____ -3
_____ _____ _____ _____ +3
_____ 1-H Edged (2 from adolescence, 2 from hobbies, 1 from
Crafts Ag/Me/SD 4/10
_____ na * 0 +6
_____ _____ _____ _____ +6
_____ apprenticeship development, and, 1 from his training pack-
Directed Spells Ag/SD/Ag 15
_____ 0
_____ ❏❏❏ -15
_____ +12
_____ _____ _____ _____ -3
_____
Influence Pr/Em/In 2/6
_____ 0
_____ ❏❏❏ -15
_____ +6
_____ _____ _____ _____ -9
_____ age)—so, the standard skill category rank bonus is 12.
Lore • General Me/Re/Me 1/3
_____ 3
_____ ❏❏❏ +6
_____ 0
_____ _____ _____ _____ +6
_____
Lore • Magical Me/Re/Me 3/6
_____ 0
_____ ❏❏❏ -15
_____ 0
_____ _____ _____ _____ -15
_____ You should record these values on the line corresponding
Lore • Obscure Me/Re/Me 3/7
_____ 0
_____ ❏❏❏ -15
_____ 0
_____ _____ _____ _____ -15
_____ to that skill category. You should also record the values
Lore • Technical Me/Re/Me 2/6
_____ 0
_____ ❏❏❏ -15
_____ 0
_____ _____ _____ _____ -15
_____
Martial Arts • Striking St/Ag/St 4
_____ 0
_____ ❏❏❏ -15
_____ +26
_____ _____ _____ _____ +11
_____ for each of Varak’s other skill categories.
Outdoor • Animal Em/Ag/Em 1/5
_____ 1
_____ ❏❏❏ +2
_____ 0
_____ +20
_____ _____ _____ +22
_____
Outdoor • Environmental SD/In/Me 1/3
_____ 1
_____ ❏❏❏ +2
_____ +5
_____ +20
_____ _____ _____ +27
_____
5 2 ❏❏❏ +4 +6 +10
Power Awareness
Power Point Development
Em/In/Pr
In
________
_____
8
_____
_____
na †
_____
0
_____
+5
_____
_____
_____
_____
_____
_____
_____
_____
+5
_____
TOTAL SKILL CATEGORY BONUSES
2/5 1 ❏❏❏ +2 0 +2
Science/Analytic • Basic
Science/Analytic • Specialized
Re/Me/Re
Re/Me/Re
_____
8
_____
_____
na *
_____
0
_____
0
_____
_____
_____
_____
_____
_____
_____
_____
0
_____
For each skill category, total the bonuses you have al-
Self Control SD/Pr/SD 2/7
_____ 0
_____ ❏❏❏ -15
_____ +4
_____ _____ _____ _____ 1- 1
_____ ready recorded on your Record Sheet T-6.2:
Spells •
Own Realm Closed Lists In
________ 10/10
_____ na ‡ 0 +5
_____ _____ _____ _____ +5
_____ skill category rank bonus + stat bonus
Own Realm Open Lists In
________ 8/8
_____ na ‡ 0 +5
_____ _____ _____ _____ +5
_____
In
Own Realm Own Base Lists ________ 6/6/6
_____ na ‡ 0 +5
_____ _____ _____ _____ +5
_____ + profession bonus + any special bonuses
Subterfuge • Attack Ag/SD/In 6
_____ 0
_____ ❏❏❏ -15
_____ +11
_____ _____ _____ _____ -4
_____
Subterfuge • Mechanics In/Ag/Re 4
_____
1/5
0
_____
2
❏❏❏ -15
_____
+4
+11
_____
+11
_____
+5
_____ _____ -4
_____
+20
Then record these values for each skill category on
Subterfuge • Stealth Ag/SD/In _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Technical/Trade • General Re/Me/SD 3/7
_____ 2
_____ ❏❏❏ +4
_____ 0
_____ _____ _____ _____ +4
_____ your Record Sheet T-6.2.
Technical/Trade • Professional Re/Me/In 8
_____ na * 0 +5
_____ _____ _____ _____ +5
_____
ROLEMASTER
Technical/Trade • Vocational Me/In/Re 5/12
_____ na * 0 +5
_____ _____ _____ _____ +5
_____
Urban In/Pr/Re 3/6
_____ 0
_____ ❏❏❏ -15
_____ +9
_____ _____ _____ _____ -6
_____

BHWeapon • 1-H Concussion St/Ag/St 6


_____ 0
_____ ❏❏❏ -15
_____ +26
_____ +5
_____ _____ _____ +16
_____
Weapon • 1-H Edged St/Ag/St 3/7
_____ 6
_____ ❏❏❏ +12
_____ +26
_____ +5
_____ _____ _____ +43
_____
Weapon • 2-Handed St/Ag/St 6
_____ 1
_____ ❏❏❏ +2
_____ +26
_____ +5
_____ _____ _____ +33
_____
Weapon • Missile Ag/St/Ag 4
_____ 1
_____ ❏❏❏ +2
_____ +22
_____ +5
_____ _____ _____ +29
_____
30
Weapon • Missile Artillery
Weapon • Pole Arms
In/Ag/Re
St/Ag/St
9
_____
6
_____
9
0
_____
1
_____
0
❏❏❏
❏❏❏
-15
_____
+2
_____
-15
+11
_____
+26
_____
+22
+5
_____
+5
_____
+5
_____
_____
_____
_____
+1
_____
+33
_____
+12
Weapon • Thown Ag/St/Ag _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
_______________________ ________ _____ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Example: Varak’s total skill category bonus for Weapon • 1- SKILL RECORD SHEET T-6.3

a
H Edged is 43 (+12 for the rank bonus +26 for the stat Character:
Varak YourName
Player: ____________________________________________
bonus +5 for the profession bonus). You should record this Level: _____________________________________________
value on the line corresponding to that skill category. You New - - - - - - - - - - - - - - - - - Bonuses - - - - - - - - - - - - - - - - -
should also record the value for each of Varak’s other skill Skill Name #Ranks Ranks Rank Category Item Special Special Total

categories.
Rigid Leather
_______________________________
Chain
_______________________________ 2
1
_____
_____
❏❏❏
❏❏❏
+3
_____
+6
_____
+24 _____ _____ _____ _____
_____
+30 _____ _____ _____ _____
_____
Part II +27
+36
Jumping
_______________________________ 0
_____ ❏❏❏ -15
_____ +32 _____ _____ Creating
_____ _____ +1a7
_____
Then, for each skill, you need to record (on Record Sheet Swimming
_______________________________ 2
_____ ❏❏❏ +6
_____ +36 _____ _____ Character
_____ _____ +42
_____
Climbing
_______________________________ 1
_____ ❏❏❏ +3
_____ +23 _____ _____ _____ _____
_____ +26
T-6.3) the total skill category bonus that corresponds to that _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Alertness ‡
_______________________________ 4
_____ ❏❏❏ +4
_____ +20
_____ _____ _____ _____ +24
_____
skill. Observation
_______________________________ 1
_____ ❏❏❏ +3
_____ +21
_____ _____ _____ _____ +24
_____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Example: Skill with a Broadsword is in the Weapon • 1-H Body Development †
_______________________________ 6
_____ ❏❏❏ +36
_____ +33
_____ _____ _____ _____ +69
_____
Edged category. So, you should record Varak’s total skill High-speech, spoken
_______________________________ 10
_____ ❏❏❏ +30
_____ +3
_____ _____ _____ _____ +33
_____
High-speech, written
_______________________________ 10
_____ ❏❏❏ +30
_____ +3
_____ _____ _____ _____ +33
_____
category bonus of 43 in the “category” column of the Broad- Common-speech, spoken
_______________________________ 10
_____ ❏❏❏ +30
_____ +3
_____ _____ _____ _____ +33
_____
Common-speech, written
_______________________________ 10
_____ ❏❏❏ +30
_____ +3
_____ _____ _____ _____ +33
_____
sword skill line on your Record Sheet T-6.3. Similarly, you Grey-elvish, spoken
_______________________________ 6
_____ ❏❏❏ +18
_____ +3
_____ _____ _____ _____ +21
_____
should record the total skill category bonus for each of Varak’s Grey-elvish, written
_______________________________ 6
_____ ❏❏❏ +18
_____ +3
_____ _____ _____ _____ +21
_____
High-elvish, spoken
_______________________________ 2
_____ ❏❏❏ +6
_____ +3
_____ _____ _____ _____ +9
_____
other skills. High-elvish, written
_______________________________ 2
_____ ❏❏❏ +6
_____ +3
_____ _____ _____ _____ +9
_____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
”Own” Region Lore
_______________________________ 3
_____ ❏❏❏ +9
_____ +6
_____ _____ _____ _____ +15
_____
”High Man” Race Lore
_______________________________ 3
_____ ❏❏❏ +9
_____ +6
_____ _____ _____ _____ +15
_____
RANK BONUS TABLE T-2.2 _______________________________
Riding (horses)
_______________________________
_____
1
_____
❏❏❏
❏❏❏
_____
+3
_____
_____
+22
_____
_____
_____
_____
_____
_____
_____
_____
+25
_____
Foraging
_______________________________ 0
_____ ❏❏❏ -15
_____ +27
_____ _____ _____ _____ +12
_____
Standard Attunement
_______________________________ 1
_____ ❏❏❏ +3
_____ +10
_____ _____ _____ _____ +13
_____
Category Basic Math
_______________________________ 0
_____ ❏❏❏ -15
_____ +2
_____ _____ _____ _____ -13
_____
Power Point Development
_______________________________ † 1
_____ ❏❏❏ +6
_____ +5
_____ _____ _____ _____ +11
_____
Rank Skill Rank Bonus Path Mastery (base spell list) ‡
_______________________________ 1
_____ ❏❏❏ +1
_____ +5
_____ _____ _____ _____ +6
_____
Bonus Standard Combined Limited Special Nature’s Way (base spell list)
_______________________________ ‡ 1
_____ ❏❏❏ +1
_____ +5
_____ _____ _____ _____ +6
_____
Inner Walls (base spell list) ‡
_______________________________ 1
_____ ❏❏❏ +1
_____ +5
_____ _____ _____ _____ +6
_____
Rank ❏❏❏ ❏❏❏ * ‡ † _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
Stalking
_______________________________ 2
_____ ❏❏❏ +6
_____ +20
_____ +10
_____ _____ _____ +36
_____
0 -15 -15 -30 0 0 Hiding
_______________________________ 0
_____ ❏❏❏ -15
_____ +20
_____ +10
_____ _____ _____ +15
_____
First Aid
_______________________________ 1
_____ ❏❏❏ +3
_____ +4
_____ _____ _____ _____ +7
_____
1 2 3 5 1 6 _______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____

2 4 6 10 2 12 Broadsword
_______________________________ 6
_____ ❏❏❏ +18
_____ +43
_____ +5
_____ +10
_____ _____ +76
_____
Two-Handed Sword
_______________________________ 1
_____ ❏❏❏ +3
_____ +33
_____ _____ _____ _____ +36
_____
3 6 9 15 3 18 Composite Bow
_______________________________ 2
_____ ❏❏❏ +6
_____ +29
_____ _____ _____ _____ +35
_____
Spear
_______________________________ 1
_____ ❏❏❏ +3
_____ +33
_____ _____ _____ _____ +36
_____
4 8 12 20 4 24 Dagger
_______________________________ 0
_____ ❏❏❏ -15
_____ +43
_____ _____ _____ _____ +28
_____
_______________________________ _____ ❏❏❏ _____ _____ _____ _____ _____ _____
5 10 15 25 5 30
6 12 18 30 6 36
7 14 21 35 7 42 SKILL BONUSES
8 16 24 40 8 48 For each skill, total the number of ranks and determine
9 18 27 45 9 54 the corresponding skill rank bonus. Then record these val-
10 20 30 50 10 60 ues for each skill on your Record Sheet T-6.3.
11 21 32 53 11 65 Example: Varak has 6 skill ranks in Broadsword (2 from
12 22 34 56 12 70 adolescence, 2 from hobbies, 1 from apprenticeship develop-
13 23 36 59 13 75 ment, and, 1 from his training package)—so, the standard
14 24 38 62 14 80 skill rank bonus is 18. You should record this value on the
15 25 40 65 15 85 line corresponding to that skill. You should also record the
16 26 42 68 16 90
values for each of Varak’s other skills.
17 27 44 71 17 95
18 28 46 74 18 100
TOTAL SKILL BONUSES
For each skill, total the bonuses you have already recorded
19 29 48 77 19 105
on your Record Sheet T-6.2:
20 30 50 80 20 110
21 31 51 82 20.5 114
skill rank bonus + total skill category bonus
+ any item bonuses + any special bonuses
22 31 52 83 21 118
23 32 53 85 21.5 122 Then record these values for each skill on your Record
24 32 54 86 22 126 Sheet T-6.2.
25 33 55 88 22.5 130 Example: Varak’s total skill bonus for Broadsword is 76
26 33 56 89 23 134 (+18 for the rank bonus +43 for category bonus +5 for his
27 34 57 91 23.5 138 sword +10 for his background option). You should record
28 34 58 92 24 142 this value on the line corresponding to that skill. You should
29 35 59 94 24.5 146 also record the value for each of Varak’s other skills.
30 35 60 95 25 150
COMMONLY USED SKILLS & ATTACKS
31+ 35 60 + 0.5 95 + 0.5 25 150 + 3
per rank per rank per rank
You may want to record the bonuses and ranks for your
ROLEMASTER
over 30 over 30 over 30 character’s commonly used attacks and skills on your Char-
acter Record Sheet T-6.1. Then, most of the time, you will
only have to have that sheet available during play. BH
Example: See Varak’s Record Sheet on page 34. 31
8.2 In summary, your character starts play with:

a
• Two weapons (at least skill rank 1 with each).
LEVEL, EXPERIENCE POINTS, • Armor (Armor skill bonus must be at least -10).

Part II
AND AGE • Clothes, including cloak and boots.
You should record that your character is 1st level and has • Scabbards, weapon belt, belt pouch.
Creating a
Character 10,000 experience points. • Normal personal effects.
Your character’s minimum starting age is sixteen plus the • Any equipment & money from background options and
months required for any training packages (see Appendix A- training packages.
5, p. 134) that he starts with. He can be any age that is • Two gold pieces (or the equivalent for his race).
greater than this minimum—subject to the lifespan limits • Equipment purchased with your starting money.
given in Appendix A-1 (p. 85).
Example: You must now determine what equipment and
Example: Varak developed the Adventurer training package supplies Varak will carry. As starting equipment, he may
which requires 24 months. So Varak can start at an age of automatically choose to have:
18 or more. You choose to start him at an age of 22. How-
ever, you decide that he looks as if he were in his late-20’s Starting Equipment weight in lb.
Composite bow ................................................................ 2.5
due to hard living and his outlook on life.
Spear ............................................................................... 4.0
Rigid Leather Breastplate (AT: 9) .............................. wear
CHARACTER RECORD SHEET T-6.1
Clothes (includes boots and cloak)
Experience Points Level:
10,000 1st and personal effects ................................................... wear
Weapons belt & belt pouch ......................................... wear
Magic Elven Cloak (+10 to stalking & hiding) ..... wear
Broadsword (+5 non-magic) & Scabbard .................. 4.0
2' Wooden Rod (+3 spell adder) & Scabbard ........... 1.0
Total: 11.5

8.3 MONEY
We suggest that money be in the form of coins, each weigh-
OUTFITTING ing 0.25 of an ounce (64 to the pound). The coins have differ-
In addition to equipment and money from his background ent values based upon the metal (mithril, gold, silver, bronze,
options (Section 5.0, p. 20) and training packages (Section copper, or tin) that they consist of:
6.3, p. 24), your character automatically begins the game 1 mithril piece (mp) = 10 platinum pieces (pp)
with the equipment and money listed below. The race de- 1 platinum piece (pp) = 10 gold pieces (gp)
scription for your character provides de- 1 gold piece (gp) = 10 silver pieces (sp)
tails and suggestions for this equipment 1 silver piece (sp) = 10 bronze pieces (bp)
and money (see Appendix A-1, p. 85). 1 bronze piece (bp) = 10 copper pieces (cp)
• Up to two normal weapons of his 1 copper piece (cp) = 10 tin pieces (tp)
choice. He must have a skill rank of Note that the value of each type of coin is 10 times the
at least one in each weapon skill that value of the next lower coin.
applies to these weapons.
• One suit of armor corresponding to Example: Varak has 5 gold pieces (2 +3 from his training
the armor skill for which he has the package) to spend on other equipment (see Appendix A-7, p.
highest skill rank. He must have a skill 144). He decides to buy (based on “city cost”):
rank of at least one in this armor skill. weight
• Clothes (including cloak and boots), gp sp bp cp tp in lb.
0 0 0 0 0 Starting equipment 11.50
scabbards for his weapons, a weapons 0 1 5 0 0 Leather helm wear
belt, belt pouch, and normal personal 0 5 5 0 0 Normal Shield 15.00
effects. 0 3 0 0 0 Dagger 0.75
• Two gold pieces (or its equivalent 0 0 5 0 0 Quiver (20 Arrows) 3.50
value in other coins and/or belong- 0 0 3 3 0 Backpack & Frame 3.50
ings, see Appendix A-1, p. 85) with 0 0 2 0 0 Light Bedroll 5.00
which to buy equipment and to sur- 0 0 1 0 0 Tarp 4.00
0 0 1 0 0 Flint and steel 0.50
vive on until he can get more. 0 1 2 0 0 50' superior rope 3.00
To begin the game, your character 0 0 0 1 2 4 torches 4.00
may also purchase any equipment and 0 0 0 1 0 Waterskin (full) 0.75
supplies that he wishes from the Tables 0 0 1 0 0 Trail rations (1 week) 14.00
in Appendix A-7 (p. 144) with this cash. 0 10 25 5 2 Total: 65.50
ROLEMASTER
You can keep track of your supplies Making change as indicated below, these purchases leave
BH and equipment on the back of your Char-
acter Record Sheets.
him with 3 gold pieces, 7 silver pieces, 4 bronze pieces, 4
copper pieces, and 8 tin pieces.
32
8.4 Hits (Maximum): _______ 69 Miscellaneous Information: Power Points (Max.): ____ 11

MISCELLANEOUS FACTORS
There are a number of miscellaneous factors that you Recover:
5
1 per 3 hr. (active)
__________ (Co bonus ÷ 2)
per hr. (resting)
Recover:
3
1 per 3 hr. (active)
______ (realm stat bonus ÷ 2)
per hr. (resting)
a
should now calculate and record. 18
__________ (Co bonus x 2) 6
______ (maximum PPs ÷ 2) Part II
per 3 hr. (sleeping) per 3 hr. (sleeping)
Maximum = 10 + Body Dev. Skill Bonus Maximum = Power Point Dev. Skill Bonus Creating a
POWER POINTS Character
In order to cast a spell, a number of power points (PPs)
equal to the spell’s level must be used. Your character has a DEFENSIVE BONUS (DB)
maximum number of power points equal to his skill bonus Your character’s Defensive Bonus is used in combat as a
for Power Point Development. You should record your subtraction from an opponent’s attack roll against him. Ap-
character’s PP Development skill bonus in the space marked: pendix A-10.3 (p. 212) details the
“Power Points.” factors that can affect a character’s
Example: Varak has a Power Point Development skill bo- DB. The following factors should
nus of 11—record this on his Character Record Sheet in the be recorded on your Character
space marked “Power Points (Max.).” Record Sheet for easy reference:
• Three times the character’s Qu
stat bonus.
HITS
Your character has a maximum number of hits (also called • The armor quickness penalty
concussion hits) equal to his skill bonus for Body Develop- of any armor normally worn
ment. You should record your character’s Body Development (see the Armor Table T-3.3,
skill bonus in the space marked: “Hits.” p. 35).
• Shield bonus if applicable.
Example: Varak has a Body Development skill bonus of
69—record this on his Character Record Sheet in the space • Special armor and item
marked “Hits (Maximum).” bonuses if applicable.
• Total DB (under normal
circumstances).
RECOVERING POWER POINTS AND HITS
During play, your character will recover power points and Example: Varak has a Qu stat
hits. The recovery rates vary depending upon whether your bonus of zero, an armor quickness
character is active, resting, or sleeping—see Appendices penalty of zero (for AT 9, rigid
A-4.15 (p. 123) and A-4.5 (p. 112). These rates are summa- leather), a shield bonus of 20, and
rized at the bottom of your Character Record Sheet. no special bonuses. You should record
these values and a total DB of 20.
Quickness Bonus (3 x Qu): ___________0
Armor Quickness Penalty: ___________ 0
Shield Bonus: _____________________ 20
0
Magic (Spells, Items, etc.): ___________
Special: __________________________ 0
Total Normal DB: __________________ 20
RESISTANCE ROLLS:
Race Stat Total

KNOWN SPELLS
Your character “learns” spells by
developing skill ranks in the spell
list that the spell is on. Your char-
acter “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. Your character
can attempt to cast any spell that he knows.
You can record all spells your character knows on the
back of your record sheets. Alternatively, you may want to
photocopy the pages that contain the appropriate spell de-
scriptions.
Example: Varak has one rank in each of three spell lists:
Inner Walls, Nature’s Way, and Path Mastery. So, you should
record the first level spell from each of these lists on the back
of Varak’s Character Record Sheet.
ROLEMASTER
Spell (Level) Spell List
Heat Resistance (1st) ..................................... Inner Walls
Trap Detection (1st) .................................... Nature’s Way BH
Path Lore (1st) ............................................ Path Mastery 33
RESISTANCE ROLL BONUSES CHARACTER RECORD SHEET T-6.1 Character Name:
VarakTanuk
a Certain attacks and events occurring dur-
ing play will require your character to make
a resistance roll (RR) to determine if or how
Experience Points

HighMan
10,000
Race: ____________________________
Ranger
Profession: _______________________
Level:
1st

STAT Temp Pot


YourName
Player: _______________________________________________

Basic
Blandlands (Your GM's Name)
Campaign (GM): ______________________________________

Racial Special
Bonus Bonus Bonus Bonus
Stat

an attack affects him. These types of attacks Training Packages: Adventurer


_________________ Agility 97
____ 98
____ +8
____ -2
____ ____ +6
Part II _________________________________ Constitution 90 ____
____ 93 +5
____ +4 ____
____ +9
Rune

Creating a include: spells, poisons, diseases, fear, etc. Sec- Channeling


Realm of Power: ___________________ Memory 38 ____
____ 67 0
____ 0
____ ____ 0
Character tion 18.1 (p. 52) details how to resolve a RR. Armor Type: ______________________ 9 Reasoning 43 ____
____ 71 0
____ 0
____ ____ 0
Weight Penalty: ____________________ Self Discipline ____ 39 ____ 73 0
____ 0
____ ____ 0
Standard modifications to resistance rolls 55'
Base Movement Rate: _______________
Empathy 20 ____
____ 59 -3
____ 0
____ ____ -3
-23
Moving Maneuver Penalty: ___________
include: stat bonuses, item bonuses, and race 0
Missile Penalty: ____________________ Intuition 90 ____
____ 97 +5
____ 0
____ ____ +5 Rune
Presence 63 ____
____ 75 0
____ +4 ____
____ +4
bonuses. The race bonuses are presented in 0
Quickness Bonus (3 x Qu): ___________
Quickness 75 ____
____ 91 +2
____ -2
____ ____ 0
0
Armor Quickness Penalty: ___________
the Race Abilities Table T-1.1 (p. 13). The 20
Shield Bonus: _____________________ Strength 92 ____
____ 92 +6
____ +4 ____
____ +10
following stat bonuses normally apply and 0
Magic (Spells, Items, etc.): ___________
COMMONLY USED SKILLS
Special: __________________________0 Skill Ranks Bonus Skill Ranks Bonus
should be recorded on your Character Record 20
Total Normal DB: __________________
Jumping
______________________ 0 ____
____ +17 Riding (Horses)
____________________ ____1 ____ +25
Sheet. RESISTANCE ROLLS: Swimming
______________________ 2
____ +42
____ Foraging
____________________ 0 ____
____ +12
Race Stat Total Climbing
______________________ 1 ____
____ +26 ____________________ ____ ____
Type Bonus Bonus Bonus Attunement 1 ____ +13
A RR versus a Channeling spell is modified Channeling - 5 ____
____ +15 (3 x In) ____
+10 ______________________ ____ ____
Alertness
______________________ 4
____ +24
____
____________________
____________________
____
____ ____
Essence - 5 ____
____ -9 (3 x Em) ____
-14
by three times the subject’s stat bonus for Mentalism - 5 ____
____ +12 (3 x Pr) ____+7 Observation
______________________
______________________ ____ ____
1 ____
____ +24 Basic Math
____________________
____________________
0 ____
____
____ ____
-13
0 ____
Poison/Disease ____ +27 (3 x Co) ____
+27
Intuition (In). Fear 0 ____
____ 0 (3 x SD) ____ 0 High-Speech (S/W)
______________________ 10/10 ____
____ +33 Path Mastery
____________________ ____1 ____ +6
___________ ____ ____ ( ) ____ Common-Speech (S/W)
______________________ 10/10 ____
____ +33 Nature’s Way
____________________ ____1 ____ +6
A RR versus an Essence spell is modified by ___________ ____ ____ (
___________ ____ ____ (
) ____
) ____
Grey-Elvish (S/W)
______________________ 6/6 ____
____ +21 Inner Walls
____________________ ____1 ____ +6
High-Elvish (S/W)
______________________ 2/2 ____
____ +9 ____________________ ____ ____
three times the subject’s stat bonus for ___________ ____ ____ ( ) ____ ______________________ ____ ____ Stalking
____________________ 2 ____
____ +36
Empathy (Em). RACE/STAT FIXED INFO:
“Own” Region Lore
______________________ 3
____ +15
____ Hiding
____________________ 0 ____
____ +15
Soul Departure: ___ rounds
“High-Man” Race Lore
______________________ 3
____ +15
____ First aid
____________________ ____1 ____ +7
______________________ ____ ____ ____________________ ____ ____
A RR versus a Mentalism spell is modified Recovery Multiplier: x ___
Body Development Progression:
by three times the subject’s stat bonus for ______________________________ COMMONLY USED ATTACKS

Presence (Pr). `
PP Development Progression: Attack/Weapon Ranks Bonus Fumble Range Modifications
______________________________ Broadsword
_________________ 6
____ +76 _____
____ 01-03 __________________________________
None
Composite Bow
_________________ 2 ____
____ +35 _____
01-04 __________________________________
+25 (1-10'), 0 (11-100'), -35 (101-200'), -60 (201'-300')
A RR versus poisons and diseases is modi- ROLE TRAITS: Appearance: ___ 73 _________________
Spear 1 ____
____ +36 _____
01-05 __________________________________
-10 (1-10'), -20 (11-25'), -30 (26-50')
Confident & Proud
Demeanor: _______________________ Dagger
_________________ 0 ____
____ +28 _____ 01 __________________________________
fied by three times the subject’s stat bonus Apparent Age: ___27 Actual Age: ______22 Two-Handed Sword ____
_________________ 1 ____+36 _____
-10 (1-10'), -20 (11-25'), -30 (26-50')
01-05 __________________________________
None
for Constitution (Co). Resistance rolls are Mal e
Gender: ________ Fair
Skin: ___________ _________________ ____ ____ _____ __________________________________
6'4"
Height: ________ 220 lb.
Weight: _________
resolved by assigning a level (potency for Black
Hair: __________ Hazel
Eyes: ___________ COMMONLY USED EQUIPMENT
Idealistic, Devout,
Personality: _______________________ Item Location Weight Description
the poison) and resolving the resistance roll Stoic
_________________________________ ElvenCloak
__________________________ Wear
_______ –
____ +10 bonus to Stalking & Hiding
__________________________
Destroy Chaos,
Motivation: _______________________ Wooden Rod
__________________________ sheath
_______ 1.0 +3
____ spell adder, 2' long
__________________________
using the Resistance Roll Table T-3.4 Promote Law and Order __________________________
_________________________________ Broadsword sheath
_______ 4.0 +5
____ non-magic bonus
__________________________
(p. 52). For more on poisons and diseases Law/Principles
Alignment: _______________________ __________________________ _______ ____ __________________________
BACKGROUND INFORMATION: __________________________ _______ ____ __________________________
see Gamemaster Law. Nationality: _______________________ __________________________ _______ ____ __________________________
Home Town/City: __________________
A RR versus fear is modified by three times Deity: ___________________________
Hits (Maximum): _______ 69 Miscellaneous Information: Power Points (Max.): ____ 11
Patron/Lord: ______________________
the subject’s stat bonus for Self Discipline Parents: __________________________
(SD). Resistance rolls are resolved by as- Spouse: __________________________
Children: _________________________ Recover: 1 per 3 hr. (active) Recover: 1 per 3 hr. (active)
signing a level and resolving the resistance Other: ___________________________ 5 (Co bonus ÷ 2)
__________ 3 (realm stat bonus ÷ 2)
______
_________________________________ per hr. (resting) per hr. (resting)
roll using Table T-3.4 (p. 52). For more on _________________________________ 18 (Co bonus x 2)
__________ 6 (maximum PPs ÷ 2)
______
_________________________________ per 3 hr. (sleeping) per 3 hr. (sleeping)
fear see Gamemaster Law. Maximum = 10 + Body Dev. Skill Bonus Maximum = Power Point Dev. Skill Bonus

Example: You should now record the appli-


cable stat bonus for each of Varak’s resistance rolls: +15 for MOVING MANEUVER PENALTY
Channeling (3xIn), -9 for Essence (3xEm), +12 for Men- Your character has a “moving maneuver penalty” (MMP)
talism (3xPr), +27 for poison/disease (3xCo), and 0 for that is added to any moving maneuver rolls (see Section
fear (3xSD). The -5 values already recorded are RR mods 15.0, p. 48). Your character’s MMP is equal to:
based on Varak’s race (see Table T-1.1, p. 13). lesser of:
armor’s Minimum Maneuver Modification
or (armor’s Maximum Maneuver Modification)
+ (skill bonus for the armor worn)
Note: In other words, your character’s skill bonus for armor
can not modify his armor’s maneuver modification beyond
the minimum maneuver modification for that armor. The
minimum and maximum maneuver modifications for each
type of armor can be found in the Armor Table T-3.3.
Example: Varak wears a rigid leather breastplate (AT: 9),
which has a maximum maneuver modification of -50 and a
minimum maneuver modification of -5 (see the Armor Table
T-3.3). His Rigid Leather skill bonus is +27. So, Varak’s
MMP is -23 = 0 + [-50 + 27] . Varak realizes that he needs
ROLEMASTER
to develop some more armor skills.
BH
34
STRIDE CHART
Height Modification Due to Stride
7'10" – 8'3" ............................................................ +20'
a
7'4" – 7'9" ............................................................ +15' Part II
Creating a
6'10" – 7'3" ............................................................ +10' Character
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'
3'4" – 3'9" ............................................................. -25'
2'10" – 3'3" ............................................................. -30'
2'4" – 2'9" ............................................................. -35'
1'10" – 2'3" ............................................................. -40'

BASE MOVEMENT RATE


Your character has a base movement rate that determines
how far he can move each round (see Section 16.0, p. 51).
Base Movement Rate = 50' + 3 x Qu Stat Bonus
+ Stride Modification (see Stride Modification Chart)
Example: Varak’s base movement rate is 55' = 50' +
(3 x 0) + 0 + 5 (stride modification) .

WEIGHT PENALTY ARMOR TABLE T-3.3


If your character is not very strong and attempts to carry Minimum Maximum Missile Armor
too much equipment, your Gamemaster may require you to Armor Maneuver Maneuver Attack Quickness
calculate your character’s “Weight Penalty” (see Section 18.16, Type Mod.* Mod.† Penalty‡ Penalty§
p. 56). If your character has a weight penalty, it will modify 1 0 0 0 0
2 0 0 0 0
his base movement rate and his MMP. 3 0 0 0 0
4 0 0 0 0
5 0 0 0 0
6 0 -20 5 0
7 -10 -40 15 10
8 -15 -50 15 15
9 -5 -50 0 0
10 -10 -70 10 5
11 -15 -90 20 15
12 -15 -110 30 15
13 -10 -70 0 5
14 -15 -90 10 10
15 -25 -120 20 20
16 -25 -130 20 20
17 -15 -90 0 10
18 -20 -110 10 20
19 -35 -150 30 30
20 -45 -165 40 40
* — Minimum maneuver modification applied to a combatant fully
trained in maneuvering while wearing the given armor type—see
Section 8.4 (p. 34) and Appendix A-4.1 (p. 104).
† — Maximum maneuver modification applied to a combatant totally
untrained in maneuvering while wearing the given armor type—
see Section 8.4 (p. 34) and Appendix A-4.1 (p. 104).
‡ — 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
and hands of a combatant (see Appendix A-10.4, p. 215). ROLEMASTER
§ — An Armor Quickness penalty can reduce or cancel a combatant’s
Quickness stat bonus for his DB—see Section 8.4 (p. 33) and
Appendix A-10.3 (p.212). Unlike those penalties above, this BH
penalty can only reduce the armor wearer’s Quickness stat bonus.
It will not reduce a combatant’s overall DB below the level that 35
it would be at with a zero Quickness stat bonus.
9.0 BHBHBHBHBHBH
BHBHBHBHBHBH
a EXPERIENCE & ADVANCING LEVELS
Part II
Creating a Your character has a “level” that provides an indication of
Character his capabilities. Your character can become more powerful EXPERIENCE POINT TABLE T-2.6
and skilled by advancing levels as he gains experience. Expe- Level EPs Required
rience is represented in play by experience points (EPs) which
the Gamemaster awards to characters for certain experiences, 1 .......................................................................... 10,000
activities, and achievements. 2 .......................................................................... 20,000
Normally, your character starts play as a 1st level charac- 3 .......................................................................... 30,000
ter and his level increases as he acquires experience points 4 .......................................................................... 40,000
from his adventures. Your character’s level does not necessar- 5 .......................................................................... 50,000
ily increase each time he gains experience points; it increases 6 .......................................................................... 70,000
when his experience point total reaches certain points, as
7 .......................................................................... 90,000
explained later in this section and the Experience Point Table
T-2.6. 8 ........................................................................ 110,000
9 ........................................................................ 130,000
10 ...................................................................... 150,000
EXPERIENCE POINTS 11 ...................................................................... 180,000
The rewards derived from fantasy role playing are many, 12 ...................................................................... 210,000
and among these, experience point (EP) accumulation is 13 ...................................................................... 240,000
probably the most graphic. It is a significant factor under 14 ...................................................................... 270,000
most FRP systems. Unfortunately, the goal of the adventurer
15 ..................................................................... 300,000
often proves to be the bane of the Gamemaster, especially in
cases where the computation of the points is time-consum- 16 ...................................................................... 340,000
ing. 17 ..................................................................... 380,000
Section 23.0 (p. 71) provides some experience point guide- 18 ..................................................................... 420,000
lines and suggestions for Gamemasters. 19 ..................................................................... 460,000
20 ..................................................................... 500,000
21+ .............. 500,000 + 50,000 per level over 20th

ROLEMASTER

BH
36
CHARACTER LEVELS STAT GAIN ROLLS
Your character’s level is determined by how many experi-
ence points he has accumulated. Your character starts at 1st
level with 10,000 experience points. The Experience Point
Upon reaching a new experience level, your character must
make a stat gain roll for each stat to determine if that tempo-
rary stat changes. During his adventures, it is assumed that
a
Table T-2.6 summarizes which experience point totals corre- a character’s faculties will be exercised heavily, possibly af- Part II
spond to which levels. fecting their value. A stat gain roll must be made for each Creating a

Normally, your character’s level only directly affects his stat—roll two dice (d10): Character

resistance rolls and determines when and how often he de- • If the result is double 1s, 2s, 3s, 4s, or 5s, the tempo-
velops his skills. Characters of 20th level and above, how- rary stat goes down by 1, 2, 3, 4, or 5 respectively—treat
ever, are generally classified as “Lords” and are usually iden- resulting stats of less than 1 as 1; otherwise,
tifiable amongst a collection of lesser beings by their bearing • If the result is double 6s, 7s, 8s, 9s, or 10s, the tempo-
and deference shown them by others knowledgeable of their rary stat goes up by up to the sum of the two dice (i.e.,
status. 12, 14, 16, 18, or 20 respectively); otherwise,
Example: Chrissa, after a series of adventures, has a total of • If the difference between the potential stat and tempo-
75,614 experience points, which is more than the 70,000 rary stat is between 1 and 10, the temporary stat is
minimum for 6th level and less than the 90,000 required to increased by up to the value of the lower of the two
be 7th level. Thus, she is 6th level. dice; otherwise,
• If the difference between the potential stat and tempo-
rary stat is between 11 and 20, the temporary stat is
ADVANCING A LEVEL increased by up to the value of the higher of the two
Designing your character doesn’t stop when you begin dice; otherwise,
play at first level, it is a process that continues as you adven- • If the difference between the potential stat and tempo-
ture. When your character advances (goes up) a level, he rary stat is greater than 20, the temporary stat is
may develop skills and update his bonuses. To develop a skill increased by up to the sum of the two dice.
he allocates development points to it in order to increase the
skill’s rank. This process is identical to apprenticeship skill This process is summarized in the Stat Gain Table T-2.3.
development (see Section 6.0, p. 22).

ADVANCING A LEVEL
When your character advances a level, you must perform
several actions:
• “Stat Gain Rolls” must be made to determine if your
character’s temporary stats change.
• The skill development process is followed. This process is
identical to apprenticeship skill development (see Section
6.0, p. 22).
• Finally, any skill rank bonuses whose components have
changed must be re-totaled. Important — Remember, if a stat gain roll results in a
Note: Some GMs may wish to require time and/or facilities temporary stat greater than its corresponding potential stat,
for training before skill development actually takes place. As the temporary stat becomes equal to the potential stat. A
a simple mechanism, we suggest two hours of “practice” or temporary stat can never be greater than its corresponding
“contemplation” for each rank developed. For a more compre- potential stat.
hensive approach, a GM should refer to Character Law. Example: Suppose Rhiannon has a temporary Self Disci-
pline stat of 54 and a potential of 78—a difference of 24.
STAT GAIN TABLE T-2.3 She rolls a ‘4’ and a ‘7’ for a stat gain roll, so her SD stat
increases by 11 (4+7) to 65. However, on her next stat gain
High Low (Diff = Potential - Temporary) roll (at a later level advancement), she rolls a ‘2’ and a ‘2’,
Die Die Diff ≤ 10 10 < Diff ≤ 20 Diff > 20
and her temporary stat drops by 4 (2+2) from 65 to 61.
1 1 -1 -1 -1 Now the difference between her temporary SD and Poten-
2 2 -2 -2 -2 tial SD is 17 (78-61), and Rhiannon later makes a stat
3 3 -3 -3 -3 gain roll of ‘2’ and ‘9’. Since, the difference between tempo-
4 4 -4 -4 -4 rary and potential is 17, the temporary SD stat is increased
5 5 -5 -5 -5 by the higher of the two dice (i.e., by 9) to a new value of 70.
The next time Rhiannon makes a stat gain roll, it is a ‘4’
6 6 +12 +12 +12 and a ‘7’. Since, the difference between temporary SD and
7 7 +14 +14 +14 potential SD is 8 (78-70), the temporary SD stat is in-
8 8 +16 +16 +16 creased by the lower of the two dice (i.e., by 4) to a new value ROLEMASTER

BH
9 9 +18 +18 +18 of 74.
10 10 +20 +20 +20 For her next stat gain roll Rhiannon rolls an ‘8’ and an
‘8’, and her temporary stat is increased by 16. However, her
Otherwise Low Die High Die Sum of Dice
Potential SD stat is only 78, so her temporary SD stat only 37
increases to 78.
JBHBHBHBHBHBHBHBHBHBHBHBHBHBHBHK
G G
N N
Part III
G
Performing GPART III
NActions
N
G PERFORMING ACTIONS
G
N N
MBHBBHHBHBHBHBHBHBHBHBHBHBHBHBH<
This part of Rolemaster is concerned with how to resolve a DIVIDING UP THE WORK
variety of actions and activities that commonly arise in role The Gamemaster and the players should divide up the
playing games. These guidelines primarily address action in work involved in controlling a tactical combat situation. The
a tactical environment, but they can be easily extended to a Gamemaster has to handle the physical layout and all of the
more strategic setting (see Part IV). non-player characters, but the players can help with other
OVERVIEW factors. For example, one player can keep track of the dam-
In a tactical situation (usually combat), action is resolved age taken and status of each character. Another player can
Note: A round in terms of feet and seconds. Normally during the Rolemaster keep track of the round and action sequencing (Section 11.0,
consists of 5 tactical sequence, each character may take up to three actions p. 40). Another player can record activity by player charac-
phases, three of every 10 seconds. This 10 second period is called a “round.” ters which can later lead to experience points. Other players
which you can A round usually takes considerably longer than 10 seconds can handle the tables and read off results during play. By
take actions in. dividing up these tasks the game flows very smoothly, every-
A character of real time to resolve. Some typical actions are:
one gets involved, and no one is swamped with work.
may take up to • Preparing a spell
3 actions per • Casting a spell REPRESENTING THE PHYSICAL SITUATION
round, one ac- The Gamemaster must decide how to keep track of move-
tion per phase, • Making a missile attack
but may not • Loading or Reloading a missile weapon ment, the relative positions of all of the characters, ranges
exceed 100% for firing missiles and casting spells, and the layout of the
• Parrying a missile attack area in which they are adventuring. This usually requires a
activity.
• Making a moving maneuver playing surface that represents the physical situation as well
• Making a melee attack as playing pieces representing the characters and other com-
• Full movement batants. Many possibilities exist for such play aids, and the
• Making a static maneuver Gamemaster may elect to use whichever seems most appro-
priate for his game and for a particular situation. Below, we
The basic principle to keep in mind is that each action present a few of helpful display techniques and hints.
takes a percentage of the total activity that a character has The Gamemaster can sketch the layout on a sheet of pa-
for a round. For ex- per (or on a black board) and mark the position of each
ample, one can view character on it. For small sheets of paper we suggest a scale
a melee attack as 60- of 1" = 50'. For a larger surface, 1" = 20' or 1" = 10' would
100% of the total ac- be more appropriate. Many fantasy role playing game minia-
tivity for a round, tures are scaled for 1" = 5'. You can keep track of distance
casting a spell as 10% with a ruler. The problem with this technique is lack of
or 75% activity, pre- detail and the hassles of erasing each time a character moves.
paring a spell as 90% To solve part of this problem we suggest that a playing
activity, and move- piece be used to represent the position of each character.
ment as 0-100% activ- These can be as elaborate as you wish. Suggestions include:
ity. Of course, the commercially available miniatures (small statues of various
sum of a character’s characters and creatures), chess pieces, coins, or 0.5" square
% activities cannot to 1" square pieces of cardboard marked with the characters
normally exceed names. The cardboard pieces are easy to make and use; they
100%. can be colored or decorated to aid the flavor of play.
Certain factors may On page 251 there is a sheet of 8.5" x 11" paper with a
affect the actions that grid consisting of hexagons (i.e., hexes). This sheet makes
a character may take. keeping track of distances easier; just count the number of
Most of these are ob- hexes between two points. If playing pieces are used, each
ROLEMASTER vious and can be resolved by using common sense (e.g., a piece can occupy a separate hex to indicate its location.
character with a broken arm can’t use a two-handed weapon
BH
Most photo-copying centers have a transparency machine
or a bow; an unconscious character can perform no action, which is capable of copying any black and white figure onto
except perhaps breathing, etc.). The Gamemaster is, of course, a clear plastic sheet. We suggest that you take a piece of the
38 the final authority on these matters. hex paper and have a transparency made. This can be laid
over almost any sort of layout, superimposing a grid on it.
BHBHBHBHBHBH 10.0 BHBHBHBHBHBH
THE ACTIONS Part III
There are an unlimited number different actions that a MANEUVERS & SIMPLE ACTIONS Performing
Actions
character may attempt during a role playing game. However, Maneuvers are actions (other than attacks and spell cast-
most fall into the following six classes: ing) which under normal circumstances have a chance of
Attacks ............................... (see Section 12.0, p. 42) failing and usually entail an element of risk. Simple actions
Simple Actions ......................................... (see below) do not normally have a significant chance of failure.
Static Maneuvers ............. (see Section 13.0, p. 44) Thus, normal movement and activities such as walking,
Casting Spells ................... (see Section 14.0, p. 46) climbing stairs, drawing a weapon, etc. are simple actions.
However, unusual activities (swimming, climbing a rope,
Moving Maneuvers .......... (see Section 15.0, p. 48)
running up or down stairs, opening a locked chest, etc.) and
Movement ........................... (see Section 16.0, p. 51) activities performed under stress (running, dodging, stalk-
The rest of Part III details how such actions are resolved. ing, hiding, etc.) are maneuvers and generally require ma-
If a character takes an action that does not specifically fall neuver rolls.
into one of these classes, the GM will have to extrapolate or