Product Line: Rolemaster
Product Edition: RM2
Product Name: Oriental Companion
Product Type: Supplement
Author: Alex Bund
Stock #: 1540
ISBN: 1-55806-175-4
Publisher: ICE
Cover Price: $14.00
Page Count: 112
Format: Softcover
Release Date: 1992
Language: English
Cover/Jacket Text:
Oriental Companion, is your guide for using Rolemaster in the land of the Orient; an adventurous world, with Samurai and Ninja, Rolemaster's Orient is a hybridization of many Far Eastern cultures injected with a mix of fantasy and wonder; This book contains new Rolemaster professions, skills, powers, creatures, and items for the Orient, plus plenty more.
The Oriental Companion can be used to create a complete Oriental campaign world, or to simply add elements to your existing fantasy game. It can be used to create a tiny group of islands off the coast of Emer in Shadow World, or for a continent-spanning empire in any campaign. Whatever you decide, the Oriental Companion will provide an exciting new setting for Rolemaster players.
Inside Oriental Companion you will find:
Ten new Oriental Character Professions.
A complete listing of new Ki powers.
Guidelines for using Essence and Channeling magic in the Orient, along with new spell lists.
Descriptions for armor and weaponry of the Orient.
An Oriental Bestiary.
Plenty of new Oriental items and equipment, including new magic items.
Rolemaster gamers now have an entire fantasy world at their fingertips. Shadow World™ products form a rich fantasy environment for the Rolemaster game system. Join the inhabitants of Kulthea, a world where remnants of a lost civilization clash with dark forces of the present. But all live in fear of the devastating Flow Storms, interdimensional rifts bringing terrors from another universe. The self-contained adventures may also be used as isolated or hidden areas in any Gamemaster's campaign world.
Oriental Companion is an ideal supplement for the Nuyan Khom people of Shadow World's Emer and the Loan Elven culture also embraces elements similar to that of the Orient.
The completely reformatted 2nd edition Rolemaster system includes the following:
•Arms Law® & Claw Law® — The Rolemaster Arms and Animals combat systems combined in a new, reorganized , volume. These fast-moving rules include individual charts for 30 weapons and critical strike tables, as well as detailed creature attacks for real and mythical beasts. Martial arts. rules also are included.
•Character Law & Campaign Law™ — The new version of the complete character development and campaign guide. Character Law features a unique trait development system that allows characters to increase their ability in any area of skill. There are no absolute restrictions. Campaign Law, includes handy reference material available to any' Gamemaster: weather, encounter, and price charts, and guidelines for running a campaign in a complex, living world.
•Spell Law® — The magic system that improves any FRP game! The new edition of Spell Law has over 2,000 spell descriptions based on three realms of power and 15 professions. It provides alchemy rules, spell attack and failure tables, and a unique spell-learning structure. Table of Contents:
1 Introduction
2 Characters
2.1 Non Spell Users
Samurai/Ronin
Sohei
Ashigaru
Ninja
Kuge
2.2 Semi Spell Users
Geisha
Yamabushi
2.3 Pure Spell Users
Buddhist Priest
Shinto Priest
Wu Jen
2.4 Using Existing RM Professions
2.5 Background Options
2.6 Oriental Races
2.7 General Skills
2.8 Social Class Generation
Samurai and Kuge
Priests and Monks
Commoners
Ninja
3 Ki Powers
3.1 Development ofKi Powers
3.2 Ki Power List
3.3 Magical Skills and Effects
3.4 New Combat Skills
4 Magic
4.1 Spell Use in the Orient
4.2 The Corrupting Influence of Magic
Magical Corruption
4.3 Places of Power
4.4 Use of Existing RM Spell Lists
4.5 Oriental Spell Lists
Base Lists
New Spell Lists
5 Religion
5.1 Holy Places
5.2 Religious Practices
5.3 The Role of Gods And Spirits
The Gods
5.4 Clerical Skills
6 Culture
6.1 An Overview of Oriental Society
6.2 Social Structure
6.3 Honor and Protocol
6.4 Money and Commerce
6.5 Entertainment and Leisure
6.6 Travel
6.7 Government and Politics
6.8 Crime and Punishment
6.9 Etiquette
6.10 The Ninja
7 The Art of War
7.1 Warfare in the Orient
7.2 Armor and Weaponry
7.3 Oriental War Law
8 Bestiary
9 Items of Power
10 Equipment
11 GM Section
11.1 Campaign Styles
11.2 Cross-Over Campaigns
11.3 Running an Oriental Campaign
11.4 Writing an Oriental Scenario
12 Scenario Ideas
13 Bibliography