
Rolemaster Companion VII
Author: 29 contributors
Stock #: 1902
ISBN: 1-55806-185-1
Published 1993 by Iron Crown Ent.
Cover Price: $14.00
Page Count: 128
Cover/Jacket Text:
Rolemaster Companion VII expands
the Rolemaster system in new
directions with an offering of fresh
optional rules, professions, spell lists
and campaign additions. No other
system will provide you with such a
wide variety of choices--with the
Rolemaster Companion line, you can
tailor your campaign to be exactly what
you want it to be. With something for
everyone who plays Rolemaster, RMC
VII contains material for both
gamemasters and players. So, brace
yourself, gather your resources, and
prepare for the challenges of Rolemaster
Companion VII.
Rolemaster Companion VII includes: New professions such as the Shadow Mage, Arms Master, Tarotmage, the Witch Hunter, etc.
New spell lists -- including lists specifically available for monsters like Vampires and Draqons.
New monsters and magic items.
A complete and extremely detailed set of rules for dealing with the tarot deck in a Rolemaster setting.
New optional rules for martial arts, initiative, exhaustion, Resistance Rolls, spell development, and many other facets of the game.
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 Garnemaster'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
1.1
Designer's Notes
1.2
Notation
2.0 OPTIONAL PROFESSION ''LAWS"
2.1
Arms Master (EC)
2.2
Elementalist (EC)
2.3
Tarotmage (JR) .
2.4
Shadow Mage (SS),
2.5
Doppleganger (SS)
2.6
Witch Hunter (RH)
3.0 OPTIONAL SKILL "LAWS"
3.1
New Options for Power Perception (PS)
3.2
Terrain Awareness (KC)
3.3
Agility Modified by MIA (MM)
3.4
Fine Arts Static Action Table (LR)
3.5
Performing Arts Static Action Table (LR)
3.6
Class Bonus System (SS)
3.7
Alternative Spell List Development (LRR)
3.8
Lore Skills & Recognizing Herbs & Poisons (ACD, CM)
3.9
Meditation as a Single Skill (ACD)
3.10
Optional Development Point System (SKS)
3.11
Rank versus Rank Resistance Rolls (ACD)
3.12 Task Time Table (TT)
4.0 OPTIONAL COMBAT "LAWS"
4.1
Martial Arts Expansions & Revisions (ACD)
4.2
Parrying Versus Large Foes/Weapons (ACD, MM, CM)
4.3
Orientation/Skill Based Based Initiative (LRR)
4.4
Relative Initiative (RK)
4.5
200 Point Initiative System Revisited (JWC)
5.0 OPTIONAL CAMPAIGN ''LAWS"
5.1
Random Events Table (LR)
6.0 MISCELLANEOUS OPTIONAL "LAWS"
6.1
Drowning Efficiently (LRR)
6.2
Grace and Fate (CM, JWC)
6.3
Options for Using the Maneuver/Movement Table (TT)
6.4
Weight Limits (KC)
7.0 OPTIONAL SPELL "LAWS"
7.1
Variations on Summoning (ACD)
7.2
To Destroy an Item (RK)
7.3
Living Tarot in a Fantasy Campaign (JR,LR)
7.4
The Tarot of Many Teachings (JR)
8.0 SPELL LISTS
8.1
Tarotmage Base Lists (JR)
8.1.1
Rod Magic
8.1.2
Cup Magic
8.1.3
Sword Magic
8.1.4
Pentacle Magic
8.1.5
Minor Arcana Magic
8.1.6
Major Arcana Magic
8.2
Arms Master Base Lists (EC)
8.2.1
Battle Trance
8.2.2
Warriorblade
8.2.3
Encampments
8.2.4
Martial Law
8.2.5
Commands
8.3
Elementalist Base Lists (EC)
8.3.1
Earth Forms
8.3.2
Fire Forms
8.3.3
Air Forms
8.3.4
Ice Forms
8.3.5
Light Forms
8.3.6
Water Forms
8.3.7
Dark Forms
8.4
Shadow Mage Base Lists (SS)
8.4.1
Shadow Law
8.4.2
Shadowport
8.5
Doppleganger Base Lists (ME, SS, JT)
8.5.1
Doppleganger Ways
8.5.2
Organic Shifting
8.5.3
Inorganic Shifting
8.5.4
Light Shifting
8.5.5
Dark Shifting
8.5.6
Mental Shifting
8.6
Witch Hunter Base Lists (RH)
8.6.1
The Chains
8.6.2
The ^Egis
8.6.3
The Question
8.6.4
The Eye
8.6.5
The Fist
8.7
Miscellaneous Spell Lists
8.7.1
Combat Law (Semi Spell User Base) (EC)
8.7.2
Essence Wing (Open Essence) (EC)
8.7.3
Magical Ropes (Closed Mentalism) (VC)
8.7.4
Serpent Law (VC)
8.7.5
Mirror Magic (Closed Essence)
8.7.6
Bubble Magic (Closed Channeling)
8.8
Additional Base Spell Lists
8.8.1
Horseman's Way (Beastmaster Base) (VC)
8.8.2
Destructive Displacements (Sorcerer Base) (RK)
8.8.3
Dream Lore (Dream Lord Base) (DL)
8.8.4
Dream World (Dream Lord Base) (DL)
8.8.5
Dream Mists (Dream Lord Base) (DL)
8.9
Special Lists
8.9.1
Mystic Armor (DB)
8.9.2
Spell Web (DB)
8.9.3
Heartfires (RH)
8.9.4
Fey Magic (EC)
8.9.5
Vampyric Magicks (TT)
8.9.6
Putrefactions (TT)
8.10
Arcane Lists
8.10.1
Will Breaker (JG)
8.10.2
Mage Sign (EC)
8.10.3
Dragon Mastery (LR)
9.0 CREATURES (JK)
10.0 TREASURES
10.1
Normal Equipment (JBD, DAW)
10.2
Magical Items (SH, JK, MM)
10.2.1
Modest Items
10.2.2
Potent Items
10.2.3
Most Potent Items
10.2.4
Artifacts.
11.0 CRITICAL STRIKE TABLES
12.0 RMCVII OPTIONS CHECKLIST

