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Core Rules

“If you don’t like their rules, whose would you use?”

Charlie Brown

I use Rolemaster Standard System (RMSS) as the gaming system. RMFRP is nearly nearly identical to RMSS so those books would suffice, but the notes here reference mostly RMSS books except as noted otherwise. If you want a brief intro and description to Rolemaster see What is Rolemaster? (pdf) from the ICE website. For more info on the difference between RMSS and RMFRP see Brent Knorr’s RMSS vs. RMFRP article. There’s also a good page with various Rolemaster rulings that may be worth a gander.

The most important rule in my campaigns is to stay away from online resources dealing with The Shadow World. The game will be much more fun if you discover the world in-game rather then reading about it. The Player Guides on this site give you all the info you need to know as a player.

I have made specific notes on each book used below. There are details on which rules are used, which are not, and which are modified.

Rolemaster Standard Rules

There are official addendums to the first printing of RMSR. Reprints were in the Arcane Companion but the addendums are also on the ICE website. All rules presented are used as is with the following exceptions and notes:

Spell Law

Also note that Bladeturn (Open Mentalism->Attack Avoidance) gives a +50 DB, not +100. This is an ommision from the Mentalism list but this rule makes it the same as the corresponding spell from the Essence Realm. Spell Law is used as is except some Spell Lists are not generally accessible:

Arcane Companion

The concepts and premises of the Arcane Companion are all valid, except instead of Earthblood, Earthnodes and Ley Lines in The Shadow World this is the Essænce which can appear as foci or Flows. However the concept and general rules still apply. See the SW Player Guide on Essænce and Magic for more info. All Professions (except Chaotic), Training Packages, and Spell Lists are used. However, access to certain lists is severely restricted: Arcane Forces (Open), Shifting Law (Closed), Arcane Motions (Chaotic Base). Teleportation type spells suffer from serious risk in The Shadow World and are normally only available to special groups such as Navigators. The Chaotic is not typically available as a profession.

Martial Arts Companion

Most of the Martial Arts Companion (MAC) is used including all Professions, TP’s, and Spell Lists. Weapon and Martial Arts Styles are used.

Essence Companion

Most of the Essence Companion is used including all Professions, TP’s, and Spell Lists. Specific notes follow:

Channeling Companion

Users of Channeling gain several advantages over the users of Essence. First and foremost they don’t need access to special materials, books, or teachers in order to learn new spell lists. They also have the potential of getting divine intervention from the deities in extraordinary circumstances. However there is a price to be paid. These advantages are not without a price however. Channeling users must work at maintaining favor with their deity. Comments about specific sections follow:

Mentalism Companion

The realm of Mentalism is much more subtle then the flashy realm of Essence but also much more narrow in it’s ability affect large areas. Mentalism spells are normally limited to the caster himself, or a small number of targets. Mentalism users are also unmatched in their ability to gather information about the past, present, and future. Specific comments on what sections are used in the Mentalism Companion follow:

Character Law (RMFRP)

The only sections used in Character Law are those on Talents and Flaws as the rest of the material is contained in the RMSR book. The Talents and Flaws rule is comparable to that found in the older Talent Law book. Sections 5.0 and 6.0 are used for Talents and Flaws. Section 6.0 is not used as Status, Wealth, and Items are determined wholly by the GM supplied background. See the page on Background Options for detailed information.

School of Hard Knocks: The Skill Companion (RMFRP)

The Skill Companion contains extended descriptions of all the skills and several optional rules. While some skills are not used the majority are. The classes and TP’s are also potentially available. Specific notes follow:

One Response to “Core Rules”

  1. Those TP’s are from the various companions. Hedge wizard I know is from the ever hard to find Essence Companion.

    I would try and get them all together in one place but there’s an awful lot of them and they really aren’t important enough in the scheme of things. But maybe I can try and get you some of specific ones of interest…

    by vroomfogle @ 12:37 pm, January 16th, 2006.

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