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