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House Rules

CHARACTER DEVELOPMENT

TIME BASED “EXPERIENCE”

Since Rolemaster is inherently a skill based system it makes sense that “experience” should be based on time spent training, learning, etc. Therefore Development Points (aka Experience) will be awarded on a weekly, or monthly basis. I use an average # of DP’s/week as a starting point then this will be adjusted based on character actions, accomplishments, achievement of goals, etc. The average that is used as a starting point will be based on character level. At low levels the advancement will be much quicker then at higher levels. It is expected that at low levels (10 and below) DP’s will be awarded per week but at higher levels they will be awarded every few weeks and eventually every month.

Finally DP’s must be spent on skills/spells that have been actively trained and/or used over that time period.

ADRENAL SPEED

Rather then Adrenal Speed granting a flat 200% activity round, the % activity in a round is based directly on the Adrenal Speed roll. Therefore a roll of 100 gives 100% activity (normal), a roll of 70 gives 70% activity (less!), and a roll of 185 would give 185% activity.

SPELLS

ADDITIONAL BASE LISTS

The number of Base Lists one has are bought at Character Creation with Development Points (5 DP/ea) Base Lists can also be “purchased” later, at a cost of 3x (15 DPs/ea).

CASTING MULTIPLE SPELLS IN ONE ROUND

It is possible, albeit dangerous, to cast multiple spells in a round. Even when hasted only 3 actions can be made per round, therefore a maximum of three spells. An unhasted caster would be able to cast one normal spell (75% action) , and 2 instantaneous spells (10% each). A hasted caster could cast two normal spells (75%) and 1 instantaneous (10%).

SPELL SCSM Modifier
First 0
Second -100
Third -200

CASTING LEVEL

Spells are treated as being a level equal to the number of Power Points put into the spell, instead of being treated as the casters level. The spell is treated as if it is the CASTING LEVEL for all purposes, including Range, Duration, Area of Effect, casting time, and Resistance Rolls. This will result in spell casters having to make more tactical decisions based on the trade-off between spell duration, RR, etc VS the amount of power put into the spell.

However a caster is limited to a maximum level of the number of ranks he knows in that list. Thus a level 30 caster who knows Light Law to level 1 can only put 1 PP into it (and thus Projected Light will only last 10 minutes for him). “Overcasting” a lower level spell is therefore possible if the caster knows the list to a higher level then he is.

Example: Lemar, a 10th level Magician, casts Projected Light but detests having to always refresh it. So he puts 15 PP into the spell (he knows Light Law to level 15) so it lasts 150 minutes instead of 10 (if it were cast with 1 PP). Lemar prepares the spell for 9 rounds to minimize the chances of frying his brain.

LORE SPELLS

Some spells grant instant knowledge about an item, or herb, etc. (Such as Herb Lore on the Herb Mastery list). Instead of these skills granting instant knowledge and essentially removing the need for some Lore skills, they give a +50 bonus to the appropriate lore skill. Spell users should take appropriate lore skills as they develop a list about a certain subject anyway. i.e. An Animist who learns Herb Mastery should also be taking levels in Herb Lore, User Prepared Herbs, etc. in addition to the list.

FLYING AND LEVITATION

When Flying or Levitation is used there is an additional drawback - if the character is hit by any attack they will have to make a successful Spell Casting Static Manuever to keep the spell from getting canceled (i.e. to maintain concentration). The difficulty of the Spell Concentration roll should be based on the severity of the attack. If the caster is stunned it should be at least an Extremely Hard manuever.

MISCELLEANEOUS

INITIATIVE, ARMOR, DB, AND QUICKNESS PENALTIES

Strength can help offset Armor Quickness penalties, by up to 3xSTR bonus. So a character with a Strength bonus of 3 could help offset a Quickness Penalty of 9, so wearing AT 16 he would only have a Quickness Penalty of 11 instead of 20. The attack charts already take into account heavier armor being slower and thus being hit more often (with weaker hits), so the Quickness penalty is doubly hurtful. This helps fighter types have a use for high Quickness even when wearing armor.

The Armor quickness penalty also effects initiaive. HOWEVER, initiative uses the averge bonus of the Quickness and Intuition stats rather then just Quickness. This helps Quickness being an all powerful stat and makes initiative a combination of both physical and mental quickness.

HASTE

Haste is a rush. You react fast, move fast, and even think faster. The effect acts very much like an intoxicant and you can become addicted to it. In severe cases of Haste addiction a caster will spend all of their power each day just casting haste and experiencing the rush. They can also use their magic sparingly for any other purpose and can become hostile if asked to do something else. In addition frequent use of Haste can have a physical impact on the body. Using Haste effects too often can cause physical stress damage.

A hasted character has 200% activity rounds. However they are still only able to make one snap, one normal, and one deliberate action. Treat Haste as having an AF of 5 for each round in use. Furthermore, if used for over a minute in a given day the user will begin to take Stress criticals. It may be obvious that addicts will quickly debilitate themselves from frequent use of the Haste effect.The critical can be successfully avoided by a Body Damage Stabilization roll modified as seen below.

These rules are for magical haste only. Because of the mental preperation and control users of Adrenal Speed needn’t worry about stress damage or addiction.

ROUNDS CRIT SEVERITY BDS Modifier
6 A 0
7 B -10
8 C -20
9 D -30
10+ E -40

BREAKING 150

Attack rolls greater then 150 roll over the chart.  Thus a roll of 230 would mean two attack results: one at 150 the other at 80.

FATE POINTS

As described in Channeling Companion Section 11.0, Fate Points are used. All characters start with 3 Fate Points (regardless of level) and will gain 1 FP per level. However, Fate Points may be used to re-roll anything, not just lethal criticals, RR’s, or maneuver rolls. If the PC wishes to use a Fate Point to get another roll at his critical against his arch-nemesis then so be it. He can also use it to re-roll an Attunement or Cooking roll…anything. It can also be used to re-roll of attacks against him (e.g. have an NPC re-roll a lethal critical against him). NOTE that IMPORTANT NPC’s (not regular thugs) ALSO GET FATE POINTS. However, when a character forces an NPC to use a Fate Point (from a critical for example) they gain an additional Fate Point.

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