
Rolemaster Companion IV
Author: 22 contributors
Stock #: 1800
ISBN: 1-55806-127-4
Published 1990 by Iron Crown Ent.
Cover Price: $13.00
Page Count: 96
Cover/Jacket Text:
Rolemaster Companion IV™ continues the
tradition of earlier RMCs by expanding the
classic Rolemaster™ system with a variety of
optional rules and guidelines. Containing
something for every RM Gamemaster and
player, Rolemaster Companion IV provides
material for all RM campaigns, from low-level
to Lord-level. So, summon your sages, get
out your spell books, and sharpen your quill
pens—your campaign is about to face
Rolemaster Companion IV!
Rolemaster Companion IV provides:
• A complete index of all spells and spell lists
from Spell Law®, the Rolemaster
Companions, and Elemental Companion™.
• A complete Gamemaster Checklist and
Index of all optional rules, professions,
races, and spell lists in Rolemaster,
Creatures and Treasures™ (I & II), and
the Companions.
• New professions, skills, spell lists, and
individual spells.
• New optional rules and guidelines for:
maneuvers, maneuver fumbles, revised
combat sequences, subdual attacks,
shield bashes, spell catalysts, power point
undercasting, spell memorization, power
from the gods, meditation, spell mastery,
omens, unnatural phenomena, selectable
background options, quick NPC
generation, and much more.
SHADOW WORLD
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.
ROLEMASTER
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.
1.0 INTRODUCTION
2.0 OPTIONAL PROFESSION "LAWS"
2.1 Arcist (JC)
2.2 Astral Traveller (MH)
2.3 Houri (CC)
2.4 Enchanter (DG)
2.5 Leader (TT)
3.0 OPTIONAL ARMS "LAWS"
3.1 Movement Pace Anomalies (TT)
3.2 Morale (TT)
3.3 Moving Maneuver Fumbles (TT)
3.4 New Difficulties for Maneuvers (TT)
3.5 RMCI Initiative System Revisited (JL)
3.6 Attacking to Subdue (TC)
3.7 Stalk & Hide Vs Perception (RW)
3.8 Breaking "150" Revisited (RW)
3.9 Shield Bashes (AD)
3.10 An Activity Point Based Turn Sequence (RW)
3.11 A Revised Combat Sequence (AD)
4.0 OPTIONAL SPELL "LAWS"
4.1 Unique Spells (MCk)
4.2 PP Undercasting (AD)
4.3 Ritual Magic Revisited (HP)
4.4 Additional Base Lists (DG)
4.5 Spell Catalysts (MCk)
4.6 Channeling Power Points (MH)
4.7 Learning Essence Spells (MH)
4.8 Individual Spell Development Revisited (KK)
4.9 Multiple Spell List Development (AD)
4.10 One Roll Spell Resolution (CC)
5.0 OPTIONAL SKILLS/STATS "LAWS"
5.1 Extended Stat Gains (MH)
5.2 High Strength Abilities (AD)
5.3 Meditation as a Single Skill (AD)
5.4 Maintaining Adrenals (AD)
5.5 Modified Frenzy (AD)
5.6 Using Spell Mastery for Research (AD)
5.7 Skills for Very Old Characters (HP&MB)
5.8 Magical Languages (AD)
5.9 A Two Weapon Combo Option (EA)
5.10 Adrenal Defense With Equipment (AC)
5.11 New Skills (MCk, DA, AD)
5.12 Molding Skills (SL, PC)
5.13 Level Bonuses For Non-Standard Skills (AD)
5.14 New Uses for Old Skills (MCk, JL)
6.0 OPTIONAL CHARACTER DEVELOPMENT "LAWS"
6.1 Selectable Background Options (AD)
6.2 Spicing up PC/NPC Backgrounds (AD)
6.3 Starting Language Ranks (AD)
6.4 Quick NPC Generation (AD)
7.0 OPTIONAL MISCELLANEOUS "LAWS"
7.1 Alignment (AC)
7.2 Equipment Pricing (CC)
7.3 Item Quality Based on Skill (MB)
7.4 Uses of Stress Criticals (AD)
7.5 Rations & Life Status (TT)
7.6 Omens & Phenomena (MCk)
7.7 Powder & Steel — Firearms for FRP (AD)
7.8 Exhaustion Points (AD)
8.0 SPELL LISTS
8.1 Astral Traveller Base Lists (MH)
8.1.1 Outer Plane Law
8.1.2 Elemental Travel
8.1.3 Elemental Summons
8.1.4 Xeno-Lores
8.2 Houri Base Lists (CC)
8.2.1 Kisses
8.2.2 Influences
8.2.3 Alluring Ways
8.2.4 Houri's Change
8.3 Enchanter Base Lists (DG)
8.3.1 Illusion Law
8.3.2 Enchanting Law
8.4 Miscellaneous Base Lists (MCk)
8.4.1 Arachnemancy (MCk)
8.4.2 Foul Changes I (MCk)
8.4.3 Foul Changes II (MCk)
8.4.4 Enrichment (TT)
8.5 Open and Closed Lists (MCk)
8.5.1 Pleasures (Open All Realms)
8.5.2 Mind's Grip (Open Mentalism)
8.5.3 Weapon Alerations (Open Essence)
8.5.4 Counterspells (Closed Essence)
8.6 Arcane Lists (MCk)
8.6.1 Acid Law
8.6.2 Sonic Law
9.0 INDIVIDUAL SPELLS (MCk)
10.0 RM OPTIONS CHECK LIST
11.0 SPELL & SPELL LIST INDEX
