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Character Creation.

Posted by GMFor group 0
GM
GM, 3 posts
dice-roller extrordinaire
Mon 10 Apr 2023
at 08:50
  • msg #1

Character Creation

Assuming we use RMSS rather than 2e the process is summarised from RMSS character generation rules. Because the backgrounds in the rules are a little generic I've folded in the background material from MERP where it makes sense.

IF YOU DO NOT HAVE ACCESS TO THE CHARACTER RULES I MIGHT SUGGEST THAT YOU START HERE
http://skippern.github.io/iRol.../en.lproj/index.html

Specifically you can find all the tables listed here
http://skippern.github.io/iRol...en.lproj/tables.html

The Appendices for the RMSS character creation rules can be found here. This includes full details of all the cultures, skills, professions, talents and flaws, and some info on how training packages work.
http://skippern.github.io/iRol...ces/books/5500A.html

11.0 Race, Culture, and Profession
  • 11.1 Race: Common Man, Mixed Man, High Man, Wood Elf, Dwarf, Halfling. Refer to the Racial Abilities Table T-1.1 in the link to all the tables above.
  • 11.1 Culture.  Revised to use the values from MERP. This process will mean you choose an actual Middle-Earth culture here. Later on we'll need to map that onto an RMSS culture just to see what culture benefits you get during Adolescence. For all purposes the Middle-Earth culture is the one you record and align your background to.
    • No seperate culture for Wood Elves, Dwarves, Halflings
    • if High Man, choose from: Black Numenorean, Dunedain
    • if Mixed Man choose from: Corsair, Eriadoran, Gondorian
    • if Common Man choose from: Beorning, Corsair, Dorwinrim, Dunlending (or other Hill people like those from Rhudaur), Easterling, Eriadoran, Lake-Town, Gondorian, North Haradrim (Near Harad), South Haradrim (Far Harad), Lossoth, Rohirrim, Variag,  Woodmen (Mirkwood), Woses
    • Note:
      • Use Gondorian for any urban background in Eriador (e.g. Fornost or Bree) or Gondor.
      • Use Eriadoran for any rural background in Eriador or Gondor

  • 11.2 The game is low magic which limits the Professions
    • On that basis list is limited to: Fighter, Rogue, Thief, Layman, Paladin, Ranger, Bard, Magent, Dabbler.
    • Warrior Monk or Monk if it fits your background. e.g. don't suggest a Dunedain Warrior Monk.
    • Other non-pure/hybrid caster careers will be considered from supporting material if it doesn't imbalance the game and you can legally provide me with the information ;)
  • 11.2 Note prime stats for your profession
  • 11.3 Note realm of power


12 Generate Stats
  • 12.1 Assign 660 points to your stats as your temporary scores:
    • You must assign at least 90 in your prime stats, and at least 20 in each of the other stats.
    • Note the costs for stats above 90 are greater, refer Table T-1.2, https://i.imgur.com/XaE7Kru.jpg
  • 12.2 Roll for your potential stats per Table T-1.3, https://i.imgur.com/1A9wfFY.jpg
    • At this point your TEMPORARY STATS ARE LOCKED IN AND CANNOT BE ALTERED AGAIN.
    • When making each roll note the stat you are rolling for in the RPOL die roller form
  • 12.3


13.0 Adolescent development.
  • Adolescent rank table
    Refer to Table T-1.6 https://i.imgur.com/R2uFKQ8.jpg. First, to determine which RMSS culture to use, check this table aganmist the Middle Earth Race/Culture chosen earlier.

    Race/Culture chosen earlierChoose only from one of these lists in table T-1.6. Should align to your background/concept
    DwarvesDwarves
    Wood ElfWood Elves
    HalflingsHalflings
    Common, BeorningWoodmen
    Common/Mixed, CorsairMariners
    Common, DorwinrimUrbanmen, Ruralmen
    Common, DunlendingHillmen
    Common, EasterlingNomads
    Common/Mixed, EriadoranRuralmen
    Common, Lake-townUrbanmen, Ruralmen
    Common/Mixed, GondorianUrbanmen
    Common, Haradrim (either)Nomads
    Common, LossothWoodmen
    Common, RohirrimNomads, Ruralmen
    Common, VariagNomads
    Common, WoodmenWoodmen
    Common, WosesWoodmen
    High Man, Black NumenoreanHigh men
    High Man, DunedainHigh men

  • Hobby Ranks, the skills you can buy are specific to your culture. Check your culture description
  • Background Options. Ensure that description of a roll is clear before you make it. These are all in the rules, and you may have additional options from your culture, but I'm just highlighting these general rules specially
    • Extra Money: spend 2 BO points and choose the 200GP amount
    • Special Items: spend 2 BO points and choose from the table. You may never receive, via a roll or a choice, a monster
    • Talent/Flaw: roll or select based upon the cost from Talent/Flaw Cost Chart in A-5. If you roll and get an incompatible talent, e.g. Magical Training, when you are not a spell user then you may roll again. Note that the same applies to Flaws e.g. if you roll for Magic Allergy.
  • Starting Languages. Revised to use the values from MERP to determine starting languages.

    RaceCultureStarting Languages (Speak/Read-Write)
    Dwarves-Khuzdul (10/8), Westron (10/6), choose one from Bethteur (6/0) or Sindarin (6//0)
    Wood Elf-Bethteur (10/8), Sindarin (10/8), Westron (8/8), Quenya (4/4)
    Halflings-Westron (10/6)
    CommonBeorningAtliduk (10/6), Waildyth(10/-), Westron (10/6), Nahaiduk (10/6)
    Common/MixedCorsairAdunaic (Numeror dialect) (10/6), Westron (10/6), Haradaic (8/4)
    CommonDorwinrimLogathig (10/6), Westron (10/6), choose one of Sindarin (6/6) or Bethteur (6/6) or Nahaiduk (6/6)
    CommonDunlending (or other Hillmen)Dunael (10/4), Westron (8/4)
    CommonEasterlingLogathig (10/6), Westron (4/0)
    Common/MixedEriadoranWestron (10/6)
    CommonLake-townWestron (10/6), choose one of Nahaiduk (6/6) Logathig (6/6)
    Common/MixedGondorianWestron (10/6)
    CommonNorth HaradrimHaradaic (10/6), Westron (10/4), Apysaic (8/4)
    CommonSouth HaradrimApysaic (10/6), Haradaic (6/6), Westron (6/0)
    CommonLossothLabba (10/-), choose one from Westron (4/0) or Sindarin (4/0)
    CommonRohirrimRohirric (10/6), Westron (10/6), Nahaiduk (8/0)
    CommonVariagVaradja (10/6), Haradaic (6/4), Westron (4/0)
    CommonWoodmen (Mirkwood)Nahaiduk (10/6), Westron (8/6), Sindarin (6/0)
    CommonWosesPukael (10/-), choose one from Westron (4/0) or Dunael (4/0)
    High ManBlack NumenoreanAdunaic (Numeror dialect) (10/8), Westron (10/6), Haradaic (10/6)
    High ManDunedainWestron (10/8), Adunaic (Westernesse dialect) (8/6), Sindarin (8/0), Quenya (2/0)

  • Additional Language Skill Ranks We'll do these upon request from you to me. We'll mash MERP and RMSS together to see what is available.
  • we can look at the relevant MERP tables for your race and culture to see if there are any other changes that make sense
  • I think that everything else should be as per book. If not we'll work it out together.


14 Background Options. Spend your options points on extra languages, extra money, extra stat gain rolls, special items, special bonuses, or a single Talent (with or without a Flaw) and roll or choose as appropriate. As noted above make it clear what you are rolling for in any die rolls. Check with me before you re-roll if you get a magic option that might not be suitable for the game.

15 Apprenticeship
Spend your first set of DPs.
Each skill has a DP cost associated with your Profession
The following special designations impact the value of training in certain skills. Note that these overiide any Race or Culture skill types.
  • If a skill is designated as Occupational you gain 3 ranks for every rank trained
  • If a skill is designated as Everyman you gain 2 ranks for every rank trained
  • If a skill is designated as Restricted you gain 1 rank for every 2 ranks trained

You may also spend DP on Training Packages


When you choose what will likely be your single package for Apprenticeship please be prepared to rewrite your background to align to this. Taking City Guard while never actually incorporating this into your background will earn my wrath, in the nicest possible way.

Note the time to acquire, and remember that a good SD can reduce this time. This will set your starting age in the game.
This message was last edited by the GM at 21:45, Tue 11 Apr 2023.
GM
GM, 13 posts
dice-roller extrordinaire
Tue 11 Apr 2023
at 13:51
  • msg #2

Character Creation

Progression
You'll notice that your Race has values for Body Development Progression and Power Point Progression and you might be wondering what these mean. These represent the rank progressions for body and power point development, which now vary by race, not profession.

Let's wind back a step, the notation for describing any progression in any skill uses five numbers, and indicates the accumulating bonus depending upon the level you are at. The standard skill progression is listed as:

-15 • 3 • 2 • 1 • 0.5.

This means that you get:
  • -15 in the skill if you have no ranks
  • +3 for each ranks 1-10
  • +2 for each ranks 11-20
  • +1 for each ranks 21-30
  • +0.5 for each ranks 31+


So, if you a Body Development progression of

0 • 6 • 4 • 2 • 1.

It means you get:
  • 0 HP at rank 0
  • 6 HP for each ranks 1-10
  • 4 HP for each ranks 11-20
  • 2 HP for each ranks 21-30
  • 1 HP for each ranks 31+

This message was last edited by the GM at 21:38, Tue 11 Apr 2023.
GM
GM, 15 posts
dice-roller extrordinaire
Tue 11 Apr 2023
at 21:37
  • msg #3

Character Creation

The Character Sheet
When you are doing your skills on the character sheet you may notice a couple of columns - ranks and rank.

"Ranks" is the number of ranks you have received from purchases. This may be more or less than the ranks you paid for.
"Rank" is your rank bonus, based on your rank
GM
GM, 16 posts
dice-roller extrordinaire
Tue 11 Apr 2023
at 21:42
  • msg #4

Character Creation

Differences from 2e
  • Skill Development
     With the new standard progression outlined above, you must develop two ranks (skill and skill category) to get the approximate skill rank bonus of the old system. To account for this, a character gets approximately twice the Development Points each level. In addition, since a skill category’s bonus applies to all skills in the category, developing multiple skills in the same category will effectively have a reduced DP cost.

    There is no longer a DP cost of “#/*”—at most three ranks (#/#/#) can be developed in a skill (or skill category) each level. The ranks developed during adolescence skill development are now based upon the character’s culture/ race (i.e., DPs are not used).

    DPs can now be used to develop Training Packages. A Training Package is a group of related ranks for skills and skill categories that can be developed at a reduced DP cost.

  • Spell List Development
    Skill ranks are developed for each spell list—a spell is “learned” each time a rank is developed in its list. The DP cost for this varies based on the type of list (e.g., base, open, etc.), the number of the rank being developed, and how many different lists are developed in a given level advancement.

  • Performing Actions
    The entire turn sequence has been redone to provide for a more fluid resolution of actions and activities. Each character may take up to three “actions” a round. A general decision on how fast to attempt to accomplish an action must be made: as a snap action (very fast, with a -20 modification ), as a normal action, or as a deliberate action (slow, but with a +10 modification). Within each of these types, actions are resolved based upon each character’s Initiative Roll (2d10+Qu bonus+mods).

    In addition, the resolution of attacks has been generalized, combining all of the old attack resolution rules from Arms Law, Spell Law, and Character Law. The static maneuver tables have been expanded and standardized. The movement and encumbrance rules have been finetuned.

    Finally, the old Extraordinary Spell Failure rules have been redone and incorporated into a spell casting static maneuver that is required for all spell casting that does not meet the “automatic spell casting” requirements.

GM
GM, 25 posts
dice-roller extrordinaire
Fri 14 Apr 2023
at 05:23
  • msg #5

Character Creation

Lore (Region)
If you receive or purchase Lore (Region) these are the acceptable list of regions to use. They should reflect your background and experience to date.

Some regions will overlap at their edges. This is fine. Just choose which one makes most sense.
  • Arnor (includes Arthedain, Rhudaur and Cardolan, Tharbad, the Shire, and Bree)
  • Angmar (and adjacent northern Misty Mountains)
  • Anduin (the river valley, includes the area inhabited by the Rohirrim, the Beornings, and Lothlorien as far as northern Gondor)
  • Mirkwood (everything within the forest from north to south, including Dol Guldur and the Elevn-Kin
  • Northern Gondor (includes what will become Rohan, Fangorn, Isengard, Minas Tirith, Minas ithil)
  • Southern Gondor (south of the White Mountains including Anfalas, Belfalas, and south Ithilien)
  • Misty Mountains (includes Khazad-dum)
  • Blue Mountains
  • Grey Mountains (here be dragons)
  • Hollinn (north of Dunalnd, east of Arnor, includes Rivendell)
  • Lindon (west of Blue mountains incl Havens)
  • Enedwaith (between Arnor and northern Gondor, up to the gap of Rohan, includes Dunland)
  • Near Harad (south of Mordor, but not including Umbar or its near coast)
  • Greater Harad (south of Near Harad)
  • Mordor
  • Rhun (north-east of Mordor)
  • Dorwinion (the River Running and the lands between Mirkwood and Rhun)
  • Erebor (includes Iron Hills and Lake-town)
  • Lossoth (north of Arnor and Angmar)
  • Umbar (the coast, south of Gondor, and west of Near Harad)
  • Khand (south east of Mordor, east of Harad, south of Rhun)
  • Cuivienen (east of Rhun, birthplace of the Elves)
  • Hildorien (east of Khand and south-east of Rhun)
  • Orocarni (north-east of Cuivienen)
  • Ringil (west of the Grey Mountains, north-east of the Iron Hills)
  • Harad Wood (south-east of Greater Harad)

This message was last edited by the GM at 21:58, Sat 15 Apr 2023.
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