
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 |
$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 |
$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
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