Index

Index   Part I Introduction 1.0 Roleplaying with Rolemaster 1.1 Key Concepts and Mechanisms 1.1.1 Rolemaster Standard Rules 1.1.2 Arms Law 1.1.3 Spell Law 1.1.4 Gamemaster Law 1.2 Dice Rolling Conventions Index 1.3 Calculation Conventions 1.4 Definitions 2.0 How to Use the Rolemaster Standard System Part II: Your Character 3.0 Races and Origins 3.1 Player Character Races 3.1.1 Elvaan 3.1.2 Galka 3.1.3 Hume 3.1.4 Mithra 3.1.5 Taru-Taru 3.2 Origin Location 3.2.1 Aht Urgin 3.2.2 Bastok 3.2.3 Jeuno 3.2.4 Kazham 3.2.5 Mhaura 3.2.6 Norg 3.2.7 Outpost 3.2.8 Rabao 3.2.9 San D’Oria 3.2.10 Selbina 3.2.11 Windurst 3.3 Racial Capabilities 4.0 Professions 4.1 The Realm of Arms 4.2 The Realm of Arcane 4.3 The Realm of Channeling 4.4 The Realm of Essence 4.5 The Realm of Mentalism 4.6 The Hybrid Spellcasters 4.7 The Semi-Spellcasters 5.0 Ability Scores 5.1 Temporary and Potential Stats 5.2 Development Stats 5.3 Primary Stats 5.4 Stat Bonuses Index 5.5 Assigning Ability Scores 6.0 Skills 6.1 Skill bonuses 6.2 Skill Category Ranks 6.3 Skill Ranks 6.4 Rank Development 6.4.1 Development Points 6.4.2 Development Costs 6.5 Skill Categories and Skills Rules 6.5.1 Introduction 6.5.2 Skill Resolution 6.5.3 Specialized Static Maneuver Tables 6.6 Uncoordinated Efforts 6.7 Coordinated Efforts 6.8 Aided Maneuvers 6.9 Subsequent Maneuvers 6.10 Maneuver Duration 7.0 Skill Development 8.0 Skill Categories 8.1 Artistic Skills 8.2 Athletic Skills 8.3 Awareness Skills 8.4 Combat Skills 8.5 Communications Skills 8.6 Crafts 8.7 Influence Skills 8.8 Lore Skills 8.9 Outdoor Skills 8.10 Power Skills 8.11 Science/Analytic Skills 8.12 Self Control Skills 8.13 Subterfuge Skills 8.14 Technical/Trade Skills 8.15 Urban Skills 9.0 Experience and Advancing Levels 9.1 Ep’s, Frep’s, and Mileage:Experience Points 9.2 Leveling Up Your Character 9.3 Character Levels 9.4 Character Level Advancement (Alpha prototype) 10.0 Miscellaneous Factors 10.1 Spell Lists 10.2 Power Points 10.3 Hits 8.4 Exhaustion Points 8.5 Defensive Bonus 8.6 Moving Maneuver Penalty 8.7 Resistance Rolls 8.8 Special Abilities 8.9 Equipment and Money 9.0 A Character’s Role 9.1 Background Details 9.2 The Role of the Character 9.2.1 Personality 9.2.2 Motivation 9.2.3 Alignment 9.2.4 Physical Appearance 10.0 Keeping Track of Your Character Part III Designing a Character 11.0 The Initial Choices 11.1 Determining Race/Origin 11.2 Determining Profession 11.3 Determining Realm of Power 11.4 Determining Additional Base Lists 12.0 Generating Stats 12.1 Temporary Stats 12.2 Potential Stats 12.3 Stat Bonuses 13.0 Adolescent Skill Development 14.0 Talents and Flaws Options 15.0 Apprenticeship Skill Development 15.1 Standard DP Costs 15.2 Variable DP Costs 15.3 Training Packages 15.4 Extra Stat Gain Rolls 16.0 Your Character’s Role 16.1 Role Traits 16.2 Background Traits 17.0 Final Character Preparations 17.1 Your Character’s Age 17.2 Outfitting 17.3 Calculating Encumbrance 17.4 Totalling the Bonuses Part IV Performing Actions 18.0 Sequencing Actions in a Round 18.1 The Battle Round Sequence 18.2 Exceptions 18.2.1 Melee vs Melee Initiative 18.2.2 Opportunity Action 18.2.3 Canceling actions 18.2.4 Spell Preperation and Casting 18.2.5 Multi-Round Actions 18.2.6 Haste and Speed 18.2.7 Missile Fire in Melee 18.2.8 Mounted Combatants 18.2.9 Stunned Maneuvers 18.2.10 Surprise 19.0 Representing the Physical Situation 20.0 The Actions 21.1 Resistance Rolls 21.2 Awareness 21.3 Conflicting Actions 21.4 Orientation 22.0 Movement, Encumbrance and Exhaustion 22.1 Movement 22.1.1 Base Movement Rate 22.1.2 Pace 22.1.3 Movement Maneuvers 22.1.4 movement Summary 22.2 Encumbrance 22.3 Exhaustion 23.0 Attacks 23.1 Attack Results 23.2 Defensive Capabilities 23.2.1 Armor 23.2.2 Shield and Weapons 23.2.3 Helmets 23.2.4 Greaves 23.2.5 Cover and Position 23.2.6 Parrying 23.2.7 Quickness Stat Modification 23.2.8 Adrenal Defense 23.2.9 Special Items 23.3 Offensive Capabilities 23.3.1 Skill Bonuses 23.3.2 Weapon Quality 23.3.3 Special items 23.3.4 Position and Status 23.3.5 Parrying 23.3.6 Range 23.3.7 OB Penalties from Non-Attack Activities 23.4 Melee Attacks 23.4.1 Weapon Combinations 23.4.2 Declaring a Melee Attack 23.4.3 Defensive Bonus 23.4.4 Offensive Bonus 23.5 Missile Attacks 25.5.1 Reloading 25.5.2 Armor Missile Attack Penalties 25.5.3 The Throw and Melee Action 25.5.4 Defensive bonus 25.5.5 Offensive Bonus 23.6 Basic Spell Attacks 23.6.1 Range 23.6.2 The Target 23.6.3 Defensive Bonus 23.6.4 Offensive Bonus 23.7 Directed Spell Attacks 23.7.1 Range 23.7.2 Defensive Bonus 23.7.3 Offensive Bonus 23.8 Area Spell Attacks 23.8.1 Range 23.8.2 Center Point 23.8.3 Defensive Bonus 23.8.4 Offensive bonus 24.0 Static Maneuvers 25.0 Moving Maneuvers 26.0 Casting Spells     Character Creation Checklist:     Equipment     Character Record Sheet* Bibliography     Optional Rules Training Restraining Magic Self discipline for Magical Initiative Varying Initiative Missile Weapons in Melee Shield Bash Armor Damage Background Options