Category Archives

April 2024
M T W T F S S
1234567
891011121314
15161718192021
22232425262728
2930  

Product_Page

Rolemaster Unified Core Law Cover


Product Line: Rolemaster
Product Edition: RMU
Product Name: Rolemaster Unified Core Law
Product Type: RPG Game
Author: Terry Kevin Amthor, Nicholas H.M. Caldwell, Peter C. Fenlon Jr., S. Coleman Charlton, Aaron Smalley, Mark Rosen, Kurt Fischer, Olivia Johnston, Bruce Shelley, Bruce Neidlinger, Jonathan Dale, Matt Hanson, R. Dan Henry, Joeri Timmerman, Cormac Doyle, David Johansen, Kirsten Mork, Graham Bottley
Stock #: RMU-GCP-001
ISBN:
Publisher: Iron Crown Enterprises
Page Count: 283
Release Date: 02 December 2022
Language: English

Format Cover Price Released
PDF $25.00 03 December 2022

Purchase:
Rolemaster Unified Core Law at DriveThruRPG
Cover/Jacket Text:
Rolemaster Core Law

For over four decades, Rolemaster has been the definitive fantasy role-playing game that combines realism and depth without sacrificing playability. Rolemaster Unified is the next evolution drawing upon the best elements of previous editions to create a streamlined and consistent game.

Rolemaster Core Law is the cornerstone of Rolemaster Unified.

Rolemaster Core Law is divided into three parts:

Character Law: A wide range of character creation choices: 22 professions, 23 races, 10 cultures, and a comprehensive system of talents and flaws. A system of 10 temporary and potential stats determined by using both assigned and random elements. A skill development system that allows a character to improve their skill capabilities without absolute restrictions. Complete, consolidated and streamlined guidelines for resolving actions, magic and attacks.

Arms Law: the highly acclaimed combat system. Complete rules for melee, ranged and spell combat, with new effective mechanics for battling large and small monsters. 39 attack tables for weapons, animal, monstrous and spell attacks. 15 critical strike tables: Acid, Cold, Electricity, Grapple, Heat, Holy, Impact, Krush, Puncture, Slash, Steam, Strikes, Subdual, Sweeps, and Unbalance providing injuries with explicit effects and descriptions.

Gamemaster Law: Helpful guidance on running the game with rules for healing, social skills, fear, and morale as well as environmental hazards, poisons and diseases. Rules and guidance on creating races, cultures and professions using the fully balanced mechanics employed across Rolemaster Unified.

Table of Contents:

1. Introduction......................... 10
   Old versions of Rolemaster....................................... 11
1.1. Die Rolls.........................................................11
   Unmodified Rolls (UM)............................................. 11
1.2. Concepts.........................................................11
   Skills............................................................................ 12
   Maneuvers.................................................................. 12
   Movement & Encumbrance...................................... 12
   Fatigue......................................................................... 12
   Attacks........................................................................ 12
   Injuries........................................................................ 12
   Spellcasting................................................................. 13
   Resistance Rolls.......................................................... 13
1.3. Glossary.........................................................13
Part I: Character Law...........15
2. Characters................................17
2.1. Background...................................................17
   Appearance................................................................. 18
   Character Personality................................................ 18
   Group Cohesion......................................................... 19
   Background................................................................ 19
2.2. Race................................................................20
   Avinarcs ...................................................................... 22
   Dwarves ...................................................................... 23
   Elves ........................................................................... 24
   Gnolls.......................................................................... 26
   Gnomes....................................................................... 27
   Goblins........................................................................ 28
   Gratar.......................................................................... 29
   Half-Elves ................................................................... 30
   Halflings...................................................................... 31
   Hobgoblins.................................................................. 32
   Humans ...................................................................... 33
   Hvasstonn................................................................... 35
   Idiyva........................................................................... 36
   Kobolds....................................................................... 37
   Nycamerith................................................................. 38
   Orcs............................................................................. 39
   Plynos.......................................................................... 41
   Sea-krals..................................................................... 42
   Sibbicai........................................................................ 43
   Sohleugir..................................................................... 44
   Sstoi’isslythi................................................................ 45
   Trolls............................................................................ 46
   Vulfen.......................................................................... 47
2.3. Culture...........................................................49
   Cosmopolitan.............................................................. 50
   Harsh........................................................................... 50
   Highland..................................................................... 50
   Mariner....................................................................... 50
   Nomad......................................................................... 51
   Reaver......................................................................... 51
   Rural........................................................................... 51
   Sylvan.......................................................................... 52
   Underground.............................................................. 52
   Urban.......................................................................... 52
2.4. Profession.......................................................53
   No Profession.............................................................. 54
   The Realm of Arms.................................................... 54
   The Realm of Channeling.......................................... 60
   The Realm of Essence................................................ 63
   The Realm of Mentalism........................................... 66
   Hybrid Realms........................................................... 69
2.5. Stats................................................................70
   Generating Stats......................................................... 72
   Stat Gains.................................................................... 73
2.6. Skills & Talents.............................................73
2.7. Finishing Touches..........................................74
2.8. Advancement.................................................74
3. Skills...........................................82
   Developing Skills........................................................ 83
   Skill Bonus.................................................................. 83
   Similar Skills............................................................... 84
   Complementary Skills............................................... 85
   Conflicting Skills........................................................ 86
   Skills as ‘Lores’........................................................... 87
3.1. Animal............................................................87
3.2. Awareness......................................................88
3.3. Battle Expertise.............................................89
3.4. Body Discipline..............................................90
3.5. Brawn.............................................................91
3.6. Combat Expertise.........................................92
3.7. Combat Training...........................................92
3.8. Composition...................................................92
3.9. Crafting..........................................................93
3.10. Delving ........................................................95
3.11. Environmental.............................................96
3.12. Gymnastic....................................................97
3.13. Lore..............................................................98
3.14. Magical Expertise.....................................101
3.15. Medical.......................................................102
3.16. Mental Discipline......................................102
3.17. Movement..................................................103
3.18. Performance Art.......................................104
3.19. Power Manipulation.................................105
3.20. Science .......................................................106
   Astronomy................................................................ 106
   Engineering............................................................... 106
3.21. Social..........................................................107
3.22. Spellcasting................................................108
3.23. Subterfuge.................................................109
3.24. Technical....................................................110
3.25. Vocation.....................................................112
4. Talents .......................................114
   Purchasing Talents................................................... 114
4.1. Combat.........................................................115
4.2. Discipline.....................................................115
4.3. Magical.........................................................116
4.4. Physical........................................................117
4.5. Racial...........................................................117
4.6. Senses...........................................................120
4.7. Other............................................................121
5. Maneuvers & Movement..... 124
5.1. Maneuvers...................................................124
   Maneuver Difficulties............................................... 124
   Absolute Maneuvers................................................ 124
   Percentage Maneuvers............................................. 126
5.2. Feats of Strength.........................................126
5.3. Movement....................................................128
5.4. Encumbrance..............................................128
5.5. Fatigue.........................................................129
   Extended Effort........................................................ 130
   Concentration........................................................... 131
   Recovering From Fatigue........................................ 131
   Injuries due to Fatigue............................................ 131
5.6. Resistance Rolls...........................................131
6. Equipment ................................ 134
6.1. Breakage......................................................134
   Breaking Objects...................................................... 135
6.2. Repairing Items...........................................136
6.3. General Equipment....................................137
6.4. Armor and Shields......................................140
6.5. Weapons.......................................................141
7. Weapons & Armor................. 144
   Improvised Weapons & Armor............................... 144
7.1. Weapons.......................................................144
   Melee Weapons......................................................... 144
   Natural Attacks........................................................ 145
   Ranged Weapons...................................................... 146
7.2. Armor...........................................................146
   Piecemeal Armor...................................................... 147
   Care and feeding of your armor and weapons:..... 149
   The Black Reaver .................................................... 150
Part II: Arms Law.................... 152
8. The Combat Round.............. 154
8.1. Actions..........................................................154
   Concentration........................................................... 154
   Directed Spells.......................................................... 155
   Instantaneous Actions.............................................. 155
   Perception................................................................. 155
   Round to Round Actions......................................... 155
   Spell Casting
    and Preparation................................................... 155
8.2. Tactical Movement......................................156
   Opposed Maneuvers................................................ 157
   Melee Range............................................................. 157
   Closing & Charging................................................. 157
   Withdrawing............................................................. 157
   Passing Through....................................................... 158
8.3. Round Sequence..........................................158
   Initiative Phase......................................................... 158
   Action Phases............................................................ 159
   Upkeep Phase........................................................... 161
9. Attacks.................................... 163
   Fumbling................................................................... 163
   Absolute Hit!............................................................ 163
9.1. Melee & Ranged Attacks............................163
9.2. Directed Spells.............................................163
9.3. Area Attacks................................................164
9.4. Size ..............................................................164
   Wrong-Sized Weapons............................................. 165
9.5. Offensive Bonus...........................................166
   Facing and Flanking................................................ 166
   Restricted Quarters................................................. 167
   Surprised or Flatfooted........................................... 167
9.6. Defensive Bonus..........................................168
   Cover......................................................................... 168
   Dodging..................................................................... 168
   Parrying.................................................................... 169
   Shields....................................................................... 170
9.7. Special Maneuvers......................................171
   Called Shots.............................................................. 171
   Disarming................................................................. 171
   Firing into Melee...................................................... 172
   Katas......................................................................... 172
   Mounted Combat..................................................... 173
   Protecting Others..................................................... 173
   Slaying Attacks......................................................... 174
   Subdual..................................................................... 174
   Touch Attacks........................................................... 174
9.8. Criticals & Injuries.....................................175
   Interpreting Criticals............................................... 176
   Bleeding..................................................................... 176
   Breakage................................................................... 176
   Fatigue....................................................................... 176
   Grapple..................................................................... 177
   Hits............................................................................ 177
   Penalties.................................................................... 178
   Staggered.................................................................. 178
   Prone......................................................................... 179
   Knocked Back.......................................................... 179
   Stun........................................................................... 179
9.9. Extended Example......................................180
10. Attack Tables........................183
   Small and Big Tables................................................ 183
11. Critical Tables..................... 224
   Critical Tables.......................................................... 224
Part III: Gamemaster Law.. 243
12. Gamemastering...................244
12.1. Power Level...............................................244
   Characters................................................................ 245
12.2. Starting Level............................................245
12.3. Starting Wealth.........................................246
12.4. Awarding Experience................................246
   Personal Events........................................................ 247
   Session Events.......................................................... 248
   Story Events.............................................................. 248
12.5. Creating Races..........................................249
12.6. Creating Cultures.....................................249
   Languages................................................................. 249
12.7. Creating Professions.................................249
12.8. Skills...........................................................250
12.9. Talents & Flaws.........................................250
13. Health.................................... 252
13.1. Healing.......................................................252
   Permanent Injuries.................................................. 253
   Organ Injuries.......................................................... 253
   Bleeding Injuries...................................................... 253
   Bone Injuries............................................................ 254
   Burn Injuries............................................................ 254
   Muscles, Tendons, Cartilage & Ligament Injuries.255
   Skin & Tissue Injuries............................................. 255
   Amputation............................................................... 255
   Head Injuries............................................................ 255
   Shock and System Shock......................................... 255
13.2. Life & Death..............................................256
   Cardiac and Respiratory Arrest............................. 256
   Reviving a Body....................................................... 257
   Decomposition.......................................................... 258
14. Psychology..........................260
14.1. Initial Reaction..........................................260
14.2. Social Skills................................................260
   Influence.................................................................... 260
   Leadership................................................................ 262
   Social Awareness...................................................... 262
   Trading...................................................................... 262
14.3. Fear & Morale...........................................262
   Morale....................................................................... 263
   Rallying..................................................................... 264
   Mounts and Pets....................................................... 264
15. The Environment...............266
15.1. Biomes........................................................266
15.2. Drowning...................................................266
15.3. Extreme Temperatures.............................267
15.4. Falling........................................................267
15.5. Falling Objects..........................................267
15.6. Poison & Disease.......................................268
   Poisons....................................................................... 268
   Diseases..................................................................... 270
   Gritty Poison & Disease........................................... 271
15.7. Visibility.....................................................271
   Indexes........................................ 273

Related Products:

Cover Stock
Number
Product Name Release Date ISBN Pages
Arms Law Claw Law
1100 Arms Law 1980 ? ? 48
1500 Claw Law 1980 ? ? 48
1600 Arms Law & Claw Law Box 1982 ? 72
1100 Arms Law & Claw Law 1984 ? 72
1100 Arms Law & Claw Law 1989 1-55806-090-1 96
6502 Arms Law 01-Feb-07 1-55806-620-9 119
5801 Arms Law 1999 1-55806-551-2 124
5810 Arms Law 03-Apr 1-55806-598-9 80
5813 The Armory 10-Dec-02 1-55806-595-4 64
rmfw1P Fantasy Weapons 2003 16
5510 Rolemaster 3 in 1 (AL, SL, RMSR) 1997 1-55806-251-3 784
5520 Arms Law 1994 1-55806-214-9 144
Aamuzu Roo & Kuroo Roo: Bujutsu Taiten (Arms Law & Claw Law) 1990
159jp Arms Law in Japanese 18-Feb-09
5810/5813h Arms Law / The Armory 08-Jun-07
Character Law
1700 Character Law 1982 0-915795-02-7 52
1300 Character Law & Campaign Law 1985 0-915795-03-5 104
1300 Character Law & Campaign Law 1989 1-55806-093-6 144
6501 Character Law 05-Dec-06 1-55806-619-5 168
5806 Character Law 1999 1-55806-556-3 128
Kyampeen Roo & Kyarakutaa Roo: Yuusha Taiten (Campaign Law & Character Law) 1991
Gamemaster Law
5807 Gamemaster Law 1999 1-55806-557-1 192
5521 Gamemaster Law 1995 1-55806-217-3 176


Comments are closed.