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Character Law Cover


Product Line: Rolemaster
Product Edition: RMC
Product Name: Character Law
Product Type: RPG Rules
Author: ICE
Stock #: 6501
ISBN: 1-55806-619-5
Publisher: ICE
Page Count: 168
Release Date: 05-Dec-06
Language: English

Format Cover Price Released
Softcover $30.00 05-Dec-06
PDF $18.00 05-Dec-06
Hardcover $40.00 05-Dec-06
LE Hardcover $50.00 05-Dec-06
Cloth Bound $45.00 20-Mar-08
PDF $16.00 02-Mar-11

Purchase:
Character Law at DriveThruRPG
Character Law at Noble Knight Games (Used)
Cover/Jacket Text:
A Classic Returns
Rolemaster, the greatest RPG system of all time, is back and celebrating its 25th Anniversary.
Rolemaster Classic Character Law marks the return of the original revered Rolemaster system.
This volume encompasses the Character Law section of the hallowed “red border edition” Character & Campaign Law
and has been completely updated and expanded.
The original Character Law pioneered many of todays gaming concepts and still sets the platinum standard for fantasy RPG character creation.
Within these pages you’ll find the power to create the character of your dreams, from the toughest fighter to the most powerful spell caster. Say goodbye to level, racial and alignment restrictions. Character Law lets you do it all.
Character Law includes:
20 Professions and over 5 dozen skills to choose from
A flexible skill system that lets players increase their characters skills
without absolute restriction
A stat system that enables your stats to increase over time
Optional rules that add depth and detail to character development
A complete set of guidelines for running Rolemaster

Table of Contents:

1.0 Introduction..................................... 6
1.1 Something Old,
Something New ............................... 6
1.2 A Word from the RMC Team ............ 7
1.3 What Is Rolemaster? ....................... 8
1.4 Rolemaster Basics ............................ 8
1.5 How to Use Rolemaster .................10
1.6 Definitions and Conventions
Definitions • Die Rolling Conventions •
Percentile (“1-100”) Rolls • Non-“1-100”
Rolls • Unmodified Rolls ................... 11-14
2.0 Character Creation Overview ...15
2.1 The Role of the Character ............... 15
2.2 The Character Record ..................... 17
2.3 Choosing Profession,
Realm & Race .................................. 19
Choosing Your Character’s Profession
& Realm of Magic • Choosing Your
Character’s Race & Culture ............. 20-21
2.4 Generating Your
Character’s Stats............................. 22
Generating Your Character’s Stat Values •
Assigning Your
Character’s Stats .............................. 22-23
2.5 Determining Your Character’s Background
............................................ 23
2.6 Choosing Your
Character’s Skills ............................ 25
Adolescence Skill Development •
First Stat Gain • Apprenticeship
Skill Development .......................... 25-26
2.7 Final Character Preparation ......... 27
Outfitting • Encumbrance • Totaling
the Bonuses............................................ 28
2.8 Bringing the Character to Life ...... 32
3.0 Professions ................................ 36
3.1 Professions of the Realm of Arms....37
Fighter • Thief • Rogue • Warrior Monk ..37
3.2 Professions of The Realm
of Channeling ................................ 38
Cleric • Animist • Healer ...................... 38
3.3 Professions of The Realm Of Essence ... 39
Magician (Mage) • Illusionist • Alchemist .... 39
3.4 Professions of The Realm
Of Mentalism................................. 40
Mentalist • Lay Healer • Seer ...............40
3.5 Professions That Combine Two
Realms of Magic ............................ 40
Sorcerer • Mystic • Astrologer ........ 40-41
3.6 Professions That Combine Arms
And Magic ....................................... 41
Monk • Ranger • Bard ........................... 41
4.0 Race and Culture ...................... 43
4.1 Races ............................................... 43
Humans • Dwarves • Elves • Half-Elves
• Halflings • Orcs • Trolls .............. 43-45
4.2 Special Racial Capabilities ........... 46
4.3 Culture ............................................ 47
4.4 Languages....................................... 48
4.5 Physical Appearance ...................... 49
5.0 Stats ...........................................52
5.1 Generating Stats .............................53
5.2 Development Stats ........................ 55
5.3 Primary Stats.................................. 56
5.4 Stat Bonuses................................... 57
Defensive Bonus • General Moving Maneuver
Bonus • Bonus to Total Concussion Hits •
Resistance Roll Bonus ........................ 57-59
6.0 Background .............................. 60
6.1 Special Abilities and Equipment.... 61
6.2 Special Abilities Descriptions ...... 63
Special Items • Special Wealth ............. 66
6.3 Special Status ................................. 67
6.4 Starting Monetary Resources ....... 68
6.5 Experiences and
Family Background ....................... 68
7.0 Skills and Ranks .......................70
7.1 Skill Rank Bonuses ........................ 70
7.2 Skill Rank Development ................ 71
Development Points • Skill Development
Cost • Normal Skill Development • Rapid
Skill Development ........................... 73-75
7.3 Maneuvering In Armor Skills ....... 77
Notes on Armor Characteristics .......... 78
7.4 Weapon Skills ................................ 78
Weapon Skill Categories • Assigning
Costs to Weapon Categories • Skill for
Weapons Within a Category .......... 78-79
7.5 General Skills .................................. 81
Climbing • Swimming • Riding Animal •
Disarming Traps • Picking Locks •
Stalking and Hiding • Perception ... 81-82
7.6 Magic Skills ................................... 82
Learning Spell Lists • Developing Skill
Ranks for Spell Lists • The Spell Gain
Roll • Channeling • Transmitting Power
Points • Transmitting Spells • Burnout
due to Channeling • Runes • Staves and
Wands • Directed Spells ................. 83-88
7.7 Special Skills .................................. 88
Linguistics • Adrenal Moves •
Ambush • Adrenal Defense •
Martial Arts • Body Development ... 88-90
7.8 Skill Options ................................... 91
7.9 Secondary Skill Descriptions ........ 91
4
8.0 Equipment and Commerce ..... 96
8.1 Coinage Standards ........................ 96
8.2 Computing Prices .......................... 97
Calculating Costs .................................. 97
8.3 Equipment...................................... 98
Base Cost Multipliers • Set Cost for
Special/Magical Properties • Spell Bonus
Items • Imbedded Spells • Enchanted
Properties • Critical Modification •
Failure and Fumble Modification •
Range Modification • Returning Ability •
Slaying and Holy Abilities •
Miscellaneous Properties ............. 98-102
8.4 Purchase And Sale Of Goods ...... 102
Using the Purchase and Resale
Price Table ........................................... 103
8.5 Price Tables .................................... 103
8.6 Combat Use Breakage ..................105
The Breakage Roll •
Accessory Breakage ............................. 105
9.0 Experience and Advancing Levels
9.1 Experience Guidelines ................. 119
Basic Experience Point Values •
Experience Point Multipliers •
Negative Experience Points •
Miscellaneous Experience Points ... 120-121
9.2 Advancing A Level ....................... 124
Stat Gain Rolls •
Skill Development ....................... 125-126
9.3 Level Bonuses ............................... 126
Combat Bonuses • Level
Spell Bonuses • Level Advancement
Summary....................................... 126-130
10.0Running Rolemaster ............... 131
10.1 Start the Players With A
Rich Background ........................... 131
10.2 Start the Game With A Manageable
Yet Challenging Adventure .......... 132
10.3 Employ A Framework For Creating
Adventure Options During The
Course Of The Game .................... 132
10.4 Resolving Actions Affected
By Skills ......................................... 133
Maneuvers • Moving Maneuvers •
Assigning a Degree of Difficulty •
Maneuver Roll • Maneuver Bonuses
and Penalties • Maneuver Results •
Moving Maneuver Procedure
Summary • Static Maneuvers •
Offensive Bonuses • Special Purpose
Bonuses • Canceling an Action ... 134-138
10.5 Movement, Encumbrance,
And Exhaustion ........................... 140
Movement • Base Movement Rate • Pace
• Movement Maneuvers • Encumbrance •
Exhaustion • Summary • Movement
Process Summary ......................... 140-144
10.6 Injuries, Healing And Death ...... 144
Body and Soul .................................... 145
10.7 Healing .......................................... 145
10.8 Injuries ......................................... 146
General Degrees of Injury • Treatment •
First Aid • Recovery from Wounds •
Permanent Damage...................... 146-147
10.9.Death .............................................148
Death due to Concussion Hits • Death due
to Critical Strikes • Death due to Soul
Destruction • The Effects of Death •
The Deterioration of Stats due to Death •
The Departure of the Soul ........... 148-149
10.10 Disease ........................................ 149
Disease Descriptions • Effect
Descriptions • Bubonic • Chemical •
Genetic • Pneumonic • Psychiatric .... 150-152
10.11 Poisons
Poison Descriptions • Effect Descriptions
Circulatory Poisons • Conversion Poisons •
Muscle Poisons • Nerve Poisons • Reduction
Poisons • Respiratory Poisons ....... 152-152
10.12 Non-Player Characters ............... 154
10.13 The Player Characters .................. 156
10.14 The Starting Scenario .................. 158
Appendix......................................... 159
11-01 Character Record Sheet .............. 160
11-02 Experience Point Sheet .............. 162
11-03 Gamemaster Summary Sheet ..... 163
Index ............................................... 164

Related Products:

Cover Stock
Number
Product Name Release Date ISBN Pages
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
5806 Character Law 1999 1-55806-556-3 128
Kyampeen Roo & Kyarakutaa Roo: Yuusha Taiten (Campaign Law & Character Law) 1991
RMU-GCP-001 Rolemaster Unified Core Law 02 December 2022 283


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