ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and...

90

Upload: others

Post on 28-Mar-2020

6 views

Category:

Documents


2 download

TRANSCRIPT

Page 1: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

TM

Iron Crown Enterprises112 Goodman StreetCharlottesville, VA 22902

Produced and distributed by:

http://www.ironcrown.com

w w w . i r o n c r o w n . c o m

Stongar gave amighty heave and

slithered up over the edge \of the pit, collapsing in a lump

with a sigh. His colleagues whoavoided the fall were wary. Suddenly

a crossbow bolt glanced off ofLinthea's bare upper arm, leaving

\a bloody trail behind. Stongar staggered to his feet, grabbing

his shield and drawing his mace. The goblins charged through the gloom, speartips glinting in the flickering lantern light.He smiled grimly as he prepared to facethe onslaught…

One of the most popular role playinggames of all time is back in one

small package.Based upon the Rolemaster

Classic rules, RolemasterExpress brings you all the

excitement of

Rolemaster in asmall, streamlined, simple to use package.Rolemaster Express brings you everything you need to begin playing Rolemaster today!

• 4 Races• 4 Professions• Condensed Combat System• 30 Spell Lists (to 10th level,

covering 2 realms)• 20 Monsters• Streamlined XP guidelines• Streamlined Treasure Generation• Starter Adventure• Rolemaster Classic

Compatibility Guidelines

Rolemaster Express truly is yourPortal into Adventure!

1-55806-622-5 ICE500

Made in USA #6500P

This specially-pricedPDF is availablethrough the ICEOnline Store at

www.ironcrown.com

Page 2: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

1

ROLEMASTER

EXPRESS

IRON CROWN ENTERPRISES

2007

Page 3: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

2

CREDITSInterior Art: Ilya Astrakhan, Toren “MacBin” Atkinson,

David Bezzina, Joel Biske, John Dollar, Jesper Ejsing,Matt Foster, Craig Henderson, Mike Jackson, JeffLaubenstein, Pat Ann Lewis, Kent McDaniel,Jennifer Meyer, Cara Mitten, Christophe Swal, CarisaSwenson, Colin Throm, Keirston Vande Kraats;

Project Specific Contributions:Editor: Tim Dugger, Heike Kubasch, Marc Rosen;Pagemaking: Tim Dugger, Sherry Robinson;Proofreading: Tim Dugger, Heike Kubasch, Sherry

Robinson & the RMC Team;Manuscript Enhancements: RMC Team;Original New Material: Cormac Doyle, Tim Dugger,

Allen Maher, Andrew Ridgway, Marc Rosen;Character Sheet: Andrew Ridgway;Starter Adventure: Allen Maher (original adventure),

Tim Dugger (RME adaption);Starter Adventure Map: James Miller of GM SyndicateRMC Team: Marc Rosen (LordMiller - Team Leader) ;

Neil de Carteret (Ned); Cormac Doyle (CormacDoyle); Ryan Fuerst (Eiseg); Michael Garcia(Maikeru); David (The Shadow) Gor; J. ManceHaines (Melkor); Matt Hanson (Vroomfogle);Brent Knorr (Ob1knorrb); Allen Maher(allenrmaher); Marian Münch (munchy);Andrew Ridgway (Ictus);

Special Thanks to The ICE Forum moderators:Nicholas H.M. Caldwell, Robert J. Defendi, ThomJones, Jay Moran;

ICE Staff:President: Heike A. Kubasch;CEO: Bruce Neidlinger;Editing, Development, & Production Staff: Heike A.

Kubasch, Bruce Neidlinger, Tim Dugger:Web Master: Tim Dugger;Corporate Mascots: Gandalf T. Cat, Rajah T. Cat,

Phoebe T. Cat, Matsi T. Cat, Ember T. Cat;

ICE Cheering section & Moral Support: Karl & HelgaKubasch, John Seal, Claudia, Alexandra, Annie & EmilAulum, Elke Lübbert, Inge Bendfeldt, Peggy,Christoph, Helen & Rickmar Bendfeldt, Judy &Hasmukh Shah, Dax Foster, Tim & Genii Williams,John Ross, Brad Williams, Brent Knorr, Jonathan Dale,Mario Butter, Robert J Defendi, Nicholas H. M.Caldwell, and the Guild Companion(www.guildcompanion.com), Ken-ichi Futaba theRMC crew and all ICE fans everywhere: Thanks forkeeping the faith!

Original Character & Campaign Law Design: ColemanCharlton and Pete Fenlon

Original Character & Campaign Law Playtesting &Special Contributions: Mike Allen, Terry K. AmthorDeane Begiebing, James Blevins, Brian Bouton, StevenBouton, Richard H. Britton, Chris “The Culpeper Kid”Christensen Leonard “Swamp” Cook, Bill Covert, BillDowns Kurt H. Fischer, Charles P. Goforth Jr., JoyHatchette, Judy Hnat, Howard “Hotline” Huggins, ,Sam “Manwe” Irvin, Roger Jarrett, Olivia H. Johnston,Heike Kubasch, Mike Lazar, Robert Lawson, Chuck “Isit live or is it Memorex?” Moran, Bruce R. Neidlinger,Jessica Ney, Ted Pfaltz, Carl Pitt, Sheldon Price, TerryPryde, Kurt Rasmussen, John David Ruemmler, Bruce“Cool Guy” Shelley, Larry “Rogue” Simms, RuthSochard, Brenda G. Speilman, Gary Stipe, Mark&Polly Strovink, David Wagner Mitch Walker, JamesD. Walter, Tommy “Honest, I Won’t Work Today”Williams, The Design Group, THE, and last but notleast those two little “beasts” Tory and Swink.

Copyright © 2007 by Aurigas Aldeberon LLC. All rights reserved. No reproductions without permission.Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman St, Charlottesville,Virginia, 22902. Stock #6500 ISBN 1-55806-622-5

Page 4: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

3

TABLE OF CONTENTS1.0 Introduction ............................................... 4

1.1 Die Rolling Conventions ........................................ 4

2.0 Character Creation ..................................... 62.1 The Role of the Character ....................................... 62.2 The Character Record ............................................. 72.3 Choosing Profession, Realm & Race ...................... 7

Choosing Profession .................................................... 7Choosing Race (& Culture) ......................................... 8

2.4 Generating Stats ....................................................... 9Assigning Stat Values ................................................... 9

2.5 Choosing Skills ...................................................... 10Development Points (“DP”) ...................................... 10Adolescence Skill Development .................................. 11Apprenticeship Skill Development ............................. 11Skill Descriptions ........................................................ 12

2.6 Outfitting ............................................................... 152.7 Final Character Preparation ................................. 17

Totaling the Bonuses .................................................. 172.8 Bringing the Character to Life .............................. 19

3.0 Spell Casting ............................................. 213.1 Casting Basics ........................................................ 21

Magical Realms • Casting Level • Power Points ......... 21Casting Time .............................................................. 22

3.2 Casting Requirements ........................................... 223.3 Resolving Spell Effects .......................................... 22

Base Cost Modifier (BCM) • Resolution Types ........ 22Base Attack Spells • Elemental Attack Spells .............. 23Non-Attack Spells • Spell Failure ............................... 24

3.4 Spell Types ............................................................. 24Definitions Of Terms .................................................. 25

3.5 Spell Table Key ...................................................... 25Spell Lists ................................................................ 27-38

Of Channeling ......................................................... 27Open Channeling Lists ........................................... 27Closed Channeling Lists ......................................... 29Animist Base Lists ................................................... 30

Of Essence ................................................................ 33Open Essence Lists .................................................. 33Closed Essence Lists ............................................... 34Magician Base Lists ................................................ 36

4.0 Combat ...................................................... 394.1 Defensive Capabilities .......................................... 39

Armor Type ................................................................ 39Defensive Bonus ......................................................... 40

4.2 Offensive Capabilities ........................................... 40Offensive Bonus ......................................................... 40

4.3 The Tactical Combat Sequence ............................ 41Initiative ...................................................................... 41Combat Resolution .................................................... 42Special Situations ........................................................ 43

4.4 Attack Resolution .................................................. 45The Attack Roll ........................................................... 45

4.5 Critical Interpretations ......................................... 46Overall Guidelines ...................................................... 46Critical & Fumble Results .......................................... 47

4.6 Combat Example ................................................... 49Combat Tables ............................................................ 52

5.0 Running Rolemaster Express ................... 625.1 Movement .............................................................. 625.2 Moving Maneuvers ................................................ 635.3 Static Maneuvers .................................................... 645.4 Special Purpose Bonuses ...................................... 645.5 Resistance Rolls ..................................................... 645.6 Injuries, Healing and Death ................................. 65Poisons ........................................................................... 65Healing ........................................................................... 67Death .............................................................................. 68

6.0 Experience and Levels .............................. 716.1 Goal Based Experience Points (Streamlined) ...... 71

Types of Experience Points ......................................... 71Goal Difficulty ............................................................ 71

6.2 Advancing A Level ................................................. 72Skill Development ....................................................... 72Level Combat Bonuses .............................................. 72Level Spell Bonuses ..................................................... 72

7.0 NPCs & Creatures ..................................... 737.1 Non-Player Characters .......................................... 737.2 Monsters ................................................................. 737.3 Special Abilities ..................................................... 78

8.0 Treasure ..................................................... 79General Notes ................................................................ 79Monetary Treasure ........................................................ 79Magical Treasure ........................................................... 80

In Search of Valen – Starter Adventure .......... 82Appendix: RMC Compatibility ..................... 86Index ............................................................... 87Character Sheet ............................................... 88

Page 5: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

4

1.0 INTRODUCTION

Welcome to Rolemaster Express (RME). Rolemaster Expressis based on and built from the core rules found in RolemasterClassic (RMC). We did this for several reasons. First off, withthe ever increasing costs of game books, we wanted to providea fully playable game, at an extremely affordable price, to allowfor beginners to experience role-playing games easily. We, as acompany, are also aware that many folks think Rolemaster is avery complex game. This product helps us show thatRolemaster is actually quite simple at its core.

We used a few of the options available in RolemasterClassic and created a few more to make Rolemaster Expressslightly more streamlined than the core rules. This includesthe use of an option that gives a few more hits and powerpoints to low-level characters, and even such things as thecombat tables we present in Rolemaster Express. One of theoptions we created for Rolemaster Express was the experiencesystem. It is a small, simple, yet flexible system that allowsfor the GM to more fully control the flow and progressionof their game.

Rolemaster Express is designed to be a fully playablegame in its own right. It contains 4 professions, 4 races, 28skills, 8 attack tables (both melee and magical), 11 criticaltables, 30 spell lists, 20 creatures, as well as treasuregeneration rules and experience guidelines. Everything youneed to play or run the game.

Rolemaster Express can easily be expanded intoRolemaster Classic with virtually no hassle. RolemasterClassic contains 19 professions, 11 races, 40+ optional skillsin addition to the 28 core skills, 50 attack tables, 15 criticaltables, 162 spell lists, hundreds of monsters including a

number that can double as playable races, more completetreasure generation rules, a more extensive experiencesystem, and much, much more, all combined into the 4 corebooks of Rolemaster Classic; Character Law (CL), Arms Law(AL), Spell Law (SL), and Creatures & Treasures (CT).

We here at ICE sincerely hope that you enjoy this gamefor a long time to come!

1.1 DIE ROLLING CONVENTIONS

Each die used in Rolemaster Express is a 10-sided diethat gives a result between 0 and 9, if two of these dice areused, a variety of results can be obtained, however, resultsbetween 1 and 100 are the primary basis of the this system(i.e., RM is a “percentile” system).

Note: 10-sided dice can be obtained at your localhobby and game stores, or online.

PERCENTILE (“1-100”) ROLLS

1-100 Roll — Most of the rolls in Rolemaster Express are 1-100 rolls (also called “D100” rolls) to obtain a 1-100result roll two dice together – one die is treated as the“tens” die and the other as the “ones” die (designatebefore rolling, please) thus a random result between01 and 100 (a “00” is treated as 100) is obtained.

Example: The GM asks a player to make a 1-100roll, the two dice are rolled; the ten’s dice is a “4”and the one’s die is a “7”, Thus the result is “47”.

Page 6: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

5

Low Open-ended Roll — To obtain a low open-ended rollfirst make a 1-100 roll, a roll of 01-05 indicates aparticularly unfortunate occurrence for the roller, thedice are rolled again and the result is subtracted fromthe first roll, if the second roll is 96-00, then a thirdroll is made and subtracted, and so on until a non 96-00 roll is made, the total sum of these rolls is the resultof the low open-ended roll.

Example: The GM asks a player to make a lowopen-ended roll, and the initial roll is a 04 (i.e.,between 01 and 05) a second roll is made with aresult of 97 (i.e., between 96 and 00); so a third rollis made, resulting in a 03, thus, the low open-endedroll that the GM requested is a -96 (= 04 – 97 - 03).

High Open-ended Roll — To obtain a high open-endedroll first make a 1-100 roll, a roll of 96-00 indicates aparticularly fortunate occurrence for the roller, thedice are rolled again and the result is added to thefirst roll, if the second roll is 96-00, then a third rollis made and added, and so on until a non 96-00roll is made, the total sum of these rolls is theresult of the high open-ended roll.

Example: The GM asks a player to make a highopen-ended roll, and the initial roll is a 99(i.e., between 96 and 100) a second roll ismade with a result of 96; so a third roll ismade with a result of 04, thus, the highopen-ended roll that the GM requested isa 199 (= 99 + 96 + 04).

Open-ended Roll — An open-ended rollis both high open-ended and lowopen-ended.

NON-”1-100" ROLLS

1-10 Roll — In instances when a result(roll) between 1 and 10 is required,only one die is rolled. This gives aresult between 0 and 9, but the 0 istreated as a 10, such a roll is referredto as a “1-10” or “D10”.

1-5 Roll — Roll one die, divide by 2 andround up (“1D5”).

1-8 Roll — Roll one die; if the result is 9or 10, re roll until a 1 to 8 occurs(“1D8”).

5-50 Roll — Roll 1-10 five times and addthe results. (“5D10”)

2-10 Roll — Roll two dice, divide eachresult by 2 (round up), and then addthe two results to obtain the “2-10”(“2D5”) result.

Other Required Rolls — Any requiredrolls are variants of the above.

UNMODIFIED ROLLS (UM)Certain results on some rolls indicate an immediate

effect and no modifications are considered. These rollsare marked on the appropriate charts with a “UM” forexample, all weapon attacks result in a fumble if theinitial unmodified 01-100 rolls falls within the fumblerange of the weapon.

Page 7: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

6

2.0 CHARACTER CREATION

In a role playing game, the Game Master (GM) creates aworld full of adventures, while other players take on the roleof characters - Player Characters (PCs) - who undertakethese adventures. But, before characters can beginadventuring, they need to be created. Various elements of thecharacters, thinks that determine who the characters are andwhat they can do like profession, race, skills, and spells mustbe determined. This is not an onerous task, and quite thecontrary, it is often a pleasant way to begin the game.

By following the five simple steps below, your characterwill soon be complete and ready for play. All you need tostart this journey of discovery is a pair of ten-sided dice,some scratch paper, and the Character Record. Oh - and apen or pencil, of course!!

• Step One: The Role of the Character• Step Two: Choosing Profession, Realm and Race• Step Three: Generating Your Characters Stats• Step Four: Choosing Your Character’s Skills• Step Five: Final Character PreparationA running example is provided throughout this

chapter. A sample excerpt of the character record followssome of the examples. This illustrates where and how theinformation is filled out on the sheet. A fully filled outversion of the sheet can be found at the end of this section.If you have problems understanding this section, tryfollowing just the simple example from start to finish first.

2.1 THE ROLE OF THE CHARACTER

Personality — Although many players may interject theirown personality into their character, it can be exciting,stimulating, and rewarding to embody the characterwith a personality that is different from that of theplayer. After all, this is Fantasy Role Playing. Basically,

A character’s personality will dictate how they react todifferent situations. A shy character will reactdifferently than an outgoing one upon entering atavern, even if the goal for both is the same. Similarly, abrusque “quiet” means something completely differentdepending on whether it comes from your loquaciousbard who rarely stops talking long enough for you tocatch your breath or the gruff old warrior who rarelyspeaks at all.

Motivation — What things motivate the character? Whatare their objectives in the game? It may be toadventure and have a good time. It may be to amass asmuch gold, wealth, and magic items as possible. Itmay be to kill and fight. It might be to defeat evilwherever it exists. It might even be to defeat the goodguys and gain immense power yourself. Regardless ofwhat motivations are chosen, fleshing out the charactermakes them much more enjoyable to play.

Alignment — The philosophy, morals, and socialtendencies of the character are grouped underAlignment. Often, the easiest decision is whether yourcharacter is good, evil, or some shade of gray,although the significance of this decision is dependentupon your Gamemaster and the world in which youare adventuring. Some questions you should consider:Do they think the ends justify any means, or do theirmorals and ethics apply to their methods also? Dothey think laws and rules or right and just are moreimportant. Does the character believe that fate orother factors beyond their control shape events, or dothey think their personal decisions and actions areimportant? Any of these questions can be absolute, or amore complicated in-between answer.

Page 8: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

7

Example: Chris decides he wants to play a tough guy,a proud character with a hard disposition, quicktempered and out for adventure. His character doesn’tcare much for rules and laws, but will stand by hisfriends at any cost. He likes food and drink, but wouldprefer a good fight beforehand.

2.2 THE CHARACTER RECORD

Before we look at the steps necessary to create yourcharacter, we need somewhere to record this information in away that you can later refer to easily. The Character Record hasplaces for all of the key statistics and factors that are importantto a character, and can be found at the back of the Book.

You may photocopy or print the sheet at the back ofthe book as often as you need, or download one of theseveral free versions of the sheet at the Rolemaster Expressdownloads area that can be found atwww.ironcrown.com (Follow the “ICE Forums” link).Players can use the back of the Character Record (oranother sheet of paper) to keep track of the characterssupplies, equipment and other possessions.

The Character Record has spaces for any factor thatmay affect a character’s bonuses and capabilities –enabling you to record skill ranks, skill bonuses, languagesand spells known, height, weight, etc.).

2.3 CHOOSING PROFESSION,

REALM & RACE

One of the most important decisions that you willmake for your character is their basic professional mindsetwith which they approach life; and the race or culture fromwhich they hail. With the material determined here andfrom Section 2.1 above, you should have your basiccharacter concept. This is the idea for a character that youwill use as a foundation for the rest of the character creationprocess. The following steps involve filling in the details. Tryto keep your concept in mind as you make the choices anddecisions that follow, and you will probably find the processflows quite smoothly.

In Rolemaster Express you will assign your own stats, buteach profession has two stats upon which many of their skillsand abilities are based. These two stats are noted as PrimeRequisites under the profession descriptions in this section,and will be “90’s”. This allows you to run the type of characteryou want (after all, the idea is to have fun), while still beingan effective member of your profession.

CHOOSING PROFESSION

For many people, the decisions relating to Race andProfession are inextricably intertwined. However, werecommend that you should determine you character’sProfession before making a final decision on their cultural andracial background. Every character must have a Profession —this Profession reflects their basic mental aptitudes for differentactivities and skills. A Profession does not prevent or limit a

character from learning or developing any skill, but it isrepresentative of the sorts of skills and tasks that the characterfinds easier to learn, understand and execute.

There are four different professions for you to choosefrom in Rolemaster Express.

FIGHTER (WARRIOR)

Fighters are the primary arms specialists. Fighters will findit easy to develop a variety of different weapons and to wearheavier types of armor. They are less skilled in maneuveringand manipulating mechanical devices such as locks and traps(though they are still superior in those areas to spell users) andhave the greatest difficulty in learning anything connected withspells. A fighter may chose to have access to either “Essence” or“Channeling” spells, but not both.Prime requisites: Constitution and Strength.

THIEF (SCOUT)

Thieves are specialists at stealth and subtlety. They havethe easiest time learning mechanical skills such as picking locksand disarming traps and are fairly good at picking up weaponsskills. Thieves are also unusually adept at Stalking and Hiding,Climbing and Perception. They rarely wear heavy armor,although armor does not especially harm the exercising of theirprofessional abilities. A thief may chose to have access to either“Essence” or “Channeling” spells, but not both.Prime requisites: Quickness and Agility.

ANIMIST (DRUID)

Animists are Pure spell users of Channelingspecializing in studies and power concerning living things,both animal and vegetable (e.g. druids, Shinto priests,etc.). Their base spells deal with plants, animals, natureand weather. They generally develop the skill of riding(and controlling) animals to a high level.Prime requisites: Intuition and Memory.

MAGICIAN (MAGE)

Magicians are the basic manipulators of the Essence.Magicians are pure spell users of Essence who haveconcentrated in the elemental spells. Their base spells dealmainly with the elements earth, water, air, heat, cold and light.Prime requisites: Empathy and Reasoning.

Example: Chris definitely doesn’t want to play aspell caster. He chooses Fighter. His prime requisitestats are Constitution and Strength.

Page 9: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

8

RACIAL STATS

nommoC dooWsnoitacifidoMsunoBtatS neM sevlE sevrawD sgnilflaH

TS 5+ 0 5+ 02-

UQ 0 5+ 5- 01+

RP 0 5+ 01- 51-

NI 0 0 0 0

ME 0 5+ 01- 5-

OC 0 0 51+ 51+

GA 0 01+ 5- 51+

DS 5+ 02- 5+ 01-

EM 0 5+ 0 0

ER 0 0 0 0

snoitacifidoMRRecnessE 0 5- 04+ 05+

gnilennahC 0 5- 0 0

msilatneM 0 5- 04+ 04+

nosioP 0 01+ 02+ 03+

esaesiD 0 001+ 51+ 51+

reilpitluMyrevoceR x1 x5.1 x5.0 x5.0

*segaugnaLgnitratS# 2 3 2 2

stnioPtiHesaB 42 02 42 61

**knaRrepstiH 5 5 6 5

stih#xaM 021 001 021 08srehtollarofW3/S3;eugnotevitanrofnettirW5/nekopS6knaR=*

tnempoleveDydoBfoknarreP=**

CHOOSING RACE (& CULTURE)Rolemaster Express provides a variety of typical fantasy races

that are found in various literature and games - Dwarves, Elves,Halflings and Humans, with more offered in the full product.These races vary in stature and innate abilities such as strength,speed, endurance or their resistance/susceptibility to magic. Racealso determines how many languages you start out with for free.

At this point you should give the character a name andnote both name and gender on the Character Record. Onceyou establish the basic racial and cultural heritage of yourcharacter, consider their personal history – their lives fromthe time of their birth right up until the minutes before thecampaign starts? Consider your character’s parents, siblings,cousins and other close relatives – your family shapes whoyou are, and who you wish to be, and many of the formativeevents in your life spring from events within the confines ofyour family circle.

HUMANS (COMMON MEN)

Humans should be fairly familiar to earthlings. Theyrange in height (5’6"-6’4" men; 5’-5’10" women, usually)and have a range of builds from thin to stocky to fat. Theirhair and eyes run the entire spectrum of normal shades.Males often grow beards or mustaches.

DWARVES

Probably the “toughest” physically of the races, theDwarves are short (the males are an average of 4’5" tall, thewomen slightly less), stocky and ruddy of complexion, withdeep-set eyes and dark wiry hair and beards (the latter they arequite proud of, and grow long, braiding them elaborately).Dwarves also are very resistant to poisons and disease, andhave exceptional life spans (to 400 years). They haveDarkvision, able to see far in caves that a human wouldconsider pitch black (see page 78 for more information).

They are superior craftsmen and love to mine the earth forprecious gems and metals, to forging them into weapons ofstrength and artifacts of beauty and power. Not as fertile ashumans, they have few children; and less than a third of theirpeople are women, who are guarded jealouslywithin their cavernous halls.

WOOD ELVES

Though basically similar to mortalmen in most ways, Elves have severalimportant, if subtle, differences. As arace, they are taller than mosthumans, although slender: the maleheight averaging between 6’ and6’10", yet weighing but 150-200pounds, respectively. The womenof the Elves range from 5’6" to6’2", and are also slim. Elven menhave no facial hair, and as a rule,they have less body hair thanhumans. Wood elves are more

refined in appearance than humans, having finer features,unmarred skin, and pointed ears with no earlobes; they tend tobe ruddy of complexion, with sandy hair and blue or green eyes.They’re quite light of build, and very adept at moving silently,especially in the forest.

Resistant to extremes of natural heat and cold, theirclothing is usually for decoration, camouflage, or perhaps,modesty. Their senses are extremely keen, especially theirhearing, and sight: they have Nightvision, able to see on aclear, star-or-moonlit night, as if full daylight (see page 78for more information). Perhaps most importantly: Elves donot age or grow old; and their bodies are immune to allbacterial and viral infections. Thus, they are virtuallyimmortal (excepting violent death).

HALFLINGS

Smallest of the speaking people, Halflings averagebetween 3’-4’ in height, and tend to be fat. They have largefeet, hairy – to the point of being “furry” – which are almostimmune to cold, and so they go about always barefoot. Theyare an inoffensive people, preferring the quiet of their ownvillages. Lovers of good food and drink, they spend much oftheir time at inns and friends’ houses, eating. They are able tomove quietly, and have a high level of Agility (manualdexterity). Halflings also are possessed of an amazingconstitution, and can resist even the most powerful magicaland physical damage for extended periods.

Example: Looking over the races, Chris selects Dwarfas best suited to his concept. He writes his racial statmodifiers on his sheet: St +5, Qu –5, Pr –10, Em –10,Co +15, Ag –5 and SD +5. His character will be male.Chris decides to name his Dwarven Fighter Stongar.

Page 10: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

9

His character comes from a mountain area,geographically far from the focus of the game. Hispeople are a stoic, insular lot. They distrust outsiders,and assume non-dwarves are out to steal from them orharm them. They have a powerful work ethic, anddepend heavily on a solid and complex network offamily relations up to the Clan level. A strong sense ofpersonal responsibility and fear of outsiders means mostadults are trained warriors of one sort or another.Highly technical, they are renowned craftsmen inmetal, glass and most other materials. He is an oddity,in that he has wandered so far from home, and ismixing with outsiders.

Dwarves get 2 starting languages, so he takesDwarvish, and Dorman (The most common humanlanguage in the area the game will start in.)

2.4 GENERATING STATS

The basic mental and/or physical characteristics of yourcharacter are presented by 10 statistics (Stats). The first stepto fleshing out any character concept – beyond selecting theprofession and race – is to determine the character’s Stats.

Your character’s Stats should be recorded in the Statssection of the Character Record. Additionally, there is spaceto record the normal Stat bonus derived from the Stat valueand any racial or miscellaneous Stat bonuses that may affectit. Finally there is a space to record the total bonuses per Stat.The stats are broken into two basic groups, development andprimary stats.

DEVELOPMENT STATISTICS

Constitution (Co) — General health and well being,resistance to disease, and the ability to absorb physicaldamage are all reflected in a character’s Constitution,also referred to as: health, stamina, endurance,physical resistance, physique, damage resistance, etc.

Agility (Ag) — Manual dexterity, grace and litheness are theprime components of this characteristic, also referred toas: dexterity, deftness, grace, manual skill, adroitness,maneuverability, stealth, dodging ability, litheness, etc.

Self Discipline (SD) — The control of the mind over thebody, the ability to stay focused or push harder inpursuit of some goal, or to draw upon the inner reservesof strength inherent in any individual, also referred to as:will, alignment, faith, mental strength or power,concentration, self-control, determination, zeal, etc.

Memory (Me) — The ability to retain what has previouslybeen encountered and learned. Also referred to as:information capacity, mental capacity, recall,retention, recognition, etc.

Reasoning (Re) — Similar to intelligence: the ability to absorb,comprehend, and categorize data for future use, It alsoreflects the ability to take available information and drawlogical conclusions, also referred to as: intelligence, learningability, study ability, analysis rating, mental quickness, logic,deductive capacity, wit, judgment, I.Q., etc.

PRIMARY STATISTICS

Strength (St) — Not just brute musculature, but the abilityto use existing muscles to the greatest advantage, alsoreferred to as: power, might, force, conditioning,physique, etc.

Quickness (Qu) — Essentially a measure of speed, reflexesand conscious reaction time, this stat is often lumpedwith several others as dexterity, also referred to as:speed, reaction time, readiness, reflexes, etc.

Presence (Pr) — Control of one’s own mind, Courage,Bearing, Self Esteem, Charisma, and the ability toproject these to affect or control others are theprincipal elements of a character’s presence, alsoreferred to as: leadership, moral, psychic ability, vanity,perceived power, bardic voice, charisma, etc.

Intuition (In) — A combination of luck, genius, precognition,ESP, and the favor of the gods is embodied in this stat,also referred to as: sixth sense, “gut” feeling, wisdom, luck,talent, reactive ability (mental), guessing ability, psychicability, insight, clairvoyance, inspiration, perception, pre-sentiment, etc.

Empathy (Em) — Is the ability to perceive the emotionalstates of others and also the capacity to formemotional attachments to persons, places or things.The relationship of the character to all pervading forcethat is common to all things natural and is the basis ofmost things supernatural, also referred to as:emotional capacity, sensitivity, judgment, alignment,mana, magical prowess, etc.

ASSIGNING STAT VALUES

The base mental and physical attributes of a character arerepresented by 10 statistics (called stats). The value indicates howit rates relative to the same stat of other characters, the lower thevalue of a stat, the weaker it is relative to the same stat of othercharacters. Relatively high or low stats give bonus or penaltymodifications that apply to attempts toaccomplish certain activities and actions.

Assign your five developmentstats, first making your primerequisite a 90 (+10 bonus), thenassign the remainingfour values howeveryou wish: 80 (+5),75 (+5), 75 (+5),and 70 (+0).

Assign your fiveprimary stats, firstmaking your primerequisite a 90 (+10bonus), then assignthe remaining fourvalues however youwish: 80 (+5), 75(+5), 75 (+5), and70 (+0).

Page 11: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

10

Remember, the higher the stat the more capable thecharacter will be when performing an action using thatparticular stat.

Example: Chris assigns 90’s to St and Co. as theseare the Prime requisites for Fighter. He then assignsthe other values, resulting in:

Co 90, Ag 80, SD 70, Me 75, Re 75, St 90, Qu 80, Pr75, In 70, and Em 75.

He writes these onto his sheet, and fills in the statbonuses:

Co +10, Ag +5, SD +0, Me +5, Re +5, St +10, Qu+5, Pr +5, In +0, and Em +5.

He then can total upthe Stat bonuses byadding on the racialmodifiers:

Co +15, Ag -5, SD +5,Me +0, Re +0, St +5,Qu -5, Pr -10, In +0,and Em –10.

Resulting in thefollowing set of StatBonuses:

Co +25, Ag +0, SD +5,Me +5, Re +5, St +15,Qu +0, Pr -5, In +0,and Em –5.

Note: Rolemaster Classic provides additionalmethods for Stat generation that allows for a muchwider range of values and bonuses.

2.5 CHOOSING SKILLS

After you have chosen a race and profession for yourcharacter, and assigned their stats; the next step for you is toassign their weapon skill development costs. During the pre-adolescent period, characters will develop an interest or anaffinity with a weapon (and category), making skill in thattype of weapon easier to develop. Thus each character maytake the six weapon-skill costs listed for their profession andassign them to the six weapon categories as they see fit. AFighter, for example, may have two weapon categories inwhich it is very easy to develop weapon skill (costs: 1/5 and2/5), one category that is very difficult (cost: 5), and theother categories range in between (costs: 2/7). Onceassigned, these skill costs are permanent; they may not beswitched around later.

Example: The GM informs Chris that Stongar’s peoplebuild excellent weapons, but prefer weapon and shieldcombinations, or fighting from a distance. They do notlike melee weapons that tie up both hands. Chris decideshe prefers missile to thrown, and likes the idea of a macemore than a sword, so he chooses the following order:

One handed crushing, Missile, One handed edged,Thrown, Pole arms, Two handed.

DEVELOPMENT POINTS (“DP”)Every character in Rolemaster Express receives 35 DPs

per level for spending on skill development.

Note: In the Rolemaster Classic rules, DP are determinedby a character’s development stats, and those stats arerandom, so DP per level will vary between characters.

SKILL DEVELOPMENT COSTS

A character is born with rank 0 ability in all skills (increasinga skill rank by one may be termed developing, acquiring, orimproving it). To develop a skill, a character expends the pointsindicated by the character development chart and improves theirskill in that area. Where the cost displayed on the table is a singlenumber, the character may only develop a single rank per level.Where a compound cost is listed (such as 1/4), the first rankdeveloped in any given level will cost the character the firstnumber listed, but the character may chose to develop a secondrank in the skill by paying the second cost also.

SKILL COSTS

sllikS statS rethgiF feihT naicigaM tsiminA

romrAnignirevuenaM

rehtaeLtfoS tS/gA */1 */1 9 */2

rehtaeLdigiR tS/gA */1 */2 9 */3

niahC tS/gA */2 */3 01 01

etalP tS/gA */2 */4 11 11

sllikSnopaeW

**degdEdednaH-enO gA/tS/tS 5/1 7/2 9 6

**gnihsurCdednaH-enO gA/tS/tS 5/2 8/3 02 7

**dednaH-owT gA/tS/tS 7/2 4 02 9

**elissiM tS/gA/gA 7/2 4 02 9

**nworhT tS/gA/gA 7/2 4 02 9

**smrAeloP gA/tS/tS 5 6 02 02

sllikSlareneG

gnibmilC gA 7/3 5/2 6 4

gnimmiwS gA 6/2 3/1 3 3

**gnidiR gA/mE 6/2 6/2 3 3/1

sparTmrasiD gA/nI 8/3 3/1 7 8

skcoLkciP gA/nI 9/3 3/1 8 8

ediH&klatS DSrogA 5/2 3/1 5 3

noitpecreP eR/nI 5/2 3/1 3 3

sllikSlacigaM

**stsiLllepS nIromE 02 01 */2 */2

senuR nI/mE 7 6 4/1 6/2

sdnaW&sevatS nI/mE 9 7 4/1 6/2

**sllepSdetceriD gA 02 02 5/2 3

sllikSlaicepS

hsubmA — 8/3 3/1 9 6

**scitsiugniL — */3 */3 */2 */2

tnempoleveDydoB oC 3/1 7/3 8 4

sllikSyradnoceS

diAtsriF mE/DS 6/2 6/2 6/2 5/1

gnigaroF eM/nI 6/2 6/2 6/2 5/1

**lareneG:eroL eR/eM 3/1 3/1 3/1 3/1

gnikcarT eR/nI 4/1 3/1 3 4/1

setisiuqeRemirP tS/oC gA/uQ eR/mE eM/nIlleps,nopaew1sahcus,sllikscificeps,laudividniotnidezilaicepsebtsuM-**

.egaugnalro,erol,tsil

Page 12: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

11

Example: A Thief with a skill rank 2 in Climbing wantsto increase it to skill rank 4. The cost listed is 2/5indicating he expends 2 development points to progressto skill rank 3 and 5 more (total 7) for skill rank 4.

If the slash is followed by an * instead of a number, thatarea may be developed as much as desired during any experiencelevel and each rank of development has the same cost (the costbefore the slash). Skills that can be developed in this way typicallyinclude Armor, Languages and Spells.

Note: In RME, spells for the Animist and Magicianwork slightly differently, but are listed as 2/*because the cost of the 15 ranks that it is possible toget each level will cost the same.

SKILL RANK BONUS

Your skill rank bonus determines how well trained you areat that skill, this is later modified by the associated stats andperhaps your profession (See section 2.7, Totaling the bonuses,page 17), but is usually the most important factor in how goodyou are at a skill. Anyone with zero ranks in a skill has a -25skill rank bonus, while one rank grants a +5 skill rank bonus.Every additional rank, up to 10 ranks, is worth an additional+5 per rank(+50 bonus). The next ten ranks (11-20) are worth+2 each, The next ten ranks (21-30) are worth +1 each, andevery rank from the thirty-first on is worth +1/2 bonus each.This is summarized in the following table:

Note: Five skills do not use this progression, readtheir skill descriptions for details: Ambush, BodyDevelopment, Linguistics, Maneuver in Armor andSpell List Acquisition.

ADOLESCENCE SKILL DEVELOPMENT

Adolescence Skill Development is the term applied to theskills and abilities that a character would develop during theirchildhood and early adolescence (up until the human age ofapproximately 14 – or the equivalent for longer or shorter-lived races). You shall purchase ranks in skills for yourcharacter with their 35 DP, spending all points with noremainders. Once your character has completed this step,they will be considered to be “Level 0”.

Some important skills and abilities that any prospectivecharacter should consider purchasing during theiradolescence would include Body Development; Climbing;Swimming; Perception and at least one Combat Skill.

Example: Stongar grew up in the mountains amonga highly technical people. He will be a fighter, andhe spent his youth developing his warlike abilities.Consulting Rolemaster Express Skill Cost Table, hebuys: 4 ranks of Maneuver in armor: Soft Leather (4DP), 7 ranks of Maneuver in armor: ReinforcedLeather (7 DP), 2 ranks of Weapon 1: Mace (6 DP),2 ranks of Weapon 2: Crossbow, (7DP), 1 rank ofWeapon 3: Dagger (2 DP), 1 rank of Weapon 4:Thrown Dagger (2 DP), 2 ranks of BodyDevelopment (4 DP), 1 rank of Perception (2 DP),and 1 rank of Tracking (1 DP).

APPRENTICESHIP SKILL DEVELOPMENT

After you have completed the adolescence skilldevelopment process for your character, you will perform theirapprenticeship skill development. Apprenticeship SkillDevelopment is the term applied to the skills and abilities that acharacter would develop during their mid-to-late adolescenceand initial training or apprenticeship in their chosen vocation(up until the human age of approximately 17 – or theequivalent for longer or shorter-lived races). You shallpurchase ranks in skills for your character with their 35 DP,spending all points with no remainders. Once your characterhas completed this step, they will be considered to be “Level 1”.

Some important skills and abilities that any prospectivecharacter should consider purchasing during theirapprenticeship in addition to their key vocational skills(determined by profession) would include BodyDevelopment and at least one Combat Skill.

Example: Stongar’s warrior training was harsh,but with good teachers. Consulting Table RolemasterExpress Skill Cost Table, he buys: 2 ranks ofManeuver in armor: Chain (4 DP), 2 ranks ofWeapon 1: Mace (6 DP), 2 ranks of Weapon 2:Crossbow, (7 DP), 1 rank of Weapon 4: ThrownDagger (2 DP), 1 rank of Climbing (3 DP), 1 rank ofSwimming (2 DP), 1 Rank of Stalk & Hide (2 DP),1 rank of Stalk & Hide (2 DP), 1 rank of Perception(2 DP), 1 rank of Tracking (1 DP) and 2 ranks ofBody Development (4 DP).

Thus each character goes through the entire skillacquisition process (and receives the skills picked) twicebefore starting play. The development points from these twolevels may not be combinedand they are treated in allways as separate experiencelevels. After completing bothskill development processes,your character is 1st level andhas 10,000 experience points.

SKILL BONUS BY RANK

knaR sunoB knaR sunoB0 52- 61 26+1 5+ 71 46+2 01+ 81 66+3 51+ 91 86+4 02+ 02 07+5 52+ 12 17+6 03+ 22 27+7 53+ 32 37+8 04+ 42 47+9 54+ 52 57+01 05+ 62 67+11 25+ 72 77+21 45+ 82 87+31 65+ 92 97+41 85+ 03 08+51 06+ knaR1+ 5.0+

Page 13: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

12

SKILL DESCRIPTIONS

There are 28 core skills that a character may chose todevelop in Rolemaster Express, listed below in alphabeticalorder. Note that this list does not represent the same 28 skillsthat comprise the core skills in Rolemaster Classic (RMC).Four skills have been removed for the purpose of ease of play.To ensure a good balance between Development Points andthe total number of skills, the skills have been replaced withalternate skills (marked with an asterisk) that are consideredto be “secondary” in RMC. Additionally, these skills will allcome in handy for the starting adventure as well.

Applicable Stat Bonuses are listed in parentheses afterthe skill name in the skill list below, followed by themaneuver type. Thus the format is

Skill Name [Stat1/Stat2] (Maneuver Type)If more than one stat is given, then average the bonuses

before adding the bonus to the skill. (So for two stat skillsadd the two stat bonuses and divide by two, for three statskills add all three bonuses and divide by three. In all cases,rounding up to the nearest whole number.) Those skillswith no stats will list [—/—] for its stats section.

The “maneuver type” determines resolution of the skill.“OB” means the skill gives a bonus in attacking in combatand is resolved using combat rules in section 4.0. “MM”means the skill gives a bonus to a moving maneuver, and isresolved using the rules in section 5.2. “SM” means the skillgives a bonus to a static maneuver, and is resolved using therules in section 5.3. “SP” means the skill is a special skill, and isresolved using the rules given in the skill description.

Consider the background, personality, motivation,habits and quirks of your character. The clearer the imageof your character is in your mind, the easier it is to selectappropriate skills and abilities. If you have not already doneso, you should name your character. We will come back tothis a couple more times in the text.

AMBUSH [—/—] (SP)

This is the ability to make a very precise attack, greatlyincreasing the chance of a killing blow. To use their Ambushskill a character must approach their foe undetected and beable to strike before the foe can react. If the ambush skill issuccessfully used, the character may adjust their criticalstrike roll up or down by any number up to the ambushskill rank (not bonus).

Since position is relatively unpredictable in a generalmelee situation, Ambush skill rank is halved if foe is in a meleesituation. A character must still be able to approach their foeundetected and be able to strike before the foe can react.

BODY DEVELOPMENT (HITS) [CO] (SP)

Your total number of skill ranks in Body Developmentis one of the factors that determine how many hits(concussion hits) a character can take without passing out.The first three of the following items refer to specific rowson the RME Racial Stats table.Base Hit Points: Each character starts out with a number

of Base Hits based on their race. This is equal to 20%of the Maximum Base Hits for the race.

Hits per Rank: This is the number of concussion hits that acharacter gains for each rank they have in the BodyDevelopment skill. (This is equal to 1/2 of the RolemasterClassic Hit Die, plus 1 or 1/2 Hit Die, rounded up to nearestwhole number for those result in fractions).

Maximum Base Hits: This represents the total number ofconcussion hits that a character may acquire fromtheir Base Hit Total (BHT). A character’s BHT maynever exceed their racial Maximum Base Hits plustheir constitution bonus. Any hits that would exceedthis number from purchased skill ranks are lost.

Base Hit Total: This represents the sum of the character’sBase Hit Points and the hits they have gained from theskill ranks in Body Development that they have.

Total Concussion Hits: This is the character’s totalnumber of concussion hits and represents how manyhits they can sustain before they go unconscious. Todetermine a character’s Total Concussion Hits, justadd their BHT and their Constitution Stat Bonus.

Note: An unconscious character may still takedamage. If they take a total number of hits greaterthan the total of their Constitution Stat and theirTotal Concussion Hits, the character will begindying, and will be dead in 6 rounds (1 minute).

CLIMBING [AG] (MM)

This could range from the ability to climb sheer faces(absurd), through mountain climbing (Very Hard), toclimbing a ladder (easy). This ability includes skill in goingup and down ropes, rappelling, using hand-holes properly,etc. (use the difficulty chart). The normal climbing rate forwalls with adequate handholds is 10’/round as a “medium”moving maneuver.

DIRECTED SPELLS [AG] (OB)

Developing skill in Directed Spells is treated just asdeveloping skill in weapons - skill may be developedseparately for each such spell. Additionally, this attackbonus only applies to spells that are directed against asingle target (e.g., Fire Bolts but not Fire Balls). Acharacter wishing to develop skill with such a spell mustbe able to cast it at least once per day (either a spell theycan cast normally or from an item or runes).

This skill is important for it allows certain spell users tospecialize in particular elemental spells in the same mannerthat fighters may specialize in their weapons.

Page 14: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

13

DISARM TRAPS [IN/AG] (SM)

This skill enables a character to disarm a trap. Traps ofmore than moderate complexity may be represented bydifficulty modifications to a disarm traps roll (to be assignedby the Gamemaster from the Static Maneuver Table).

FIRST AID* [SD/EM] (SM)

Bonus for attempts to halt or slow bleeding, splint brokenbones, or other similar emergency treatments. It is suggestedthat, together with the proper tools or bandages, a characterusing first aid could stop up to 5 hits/rd of damage withoutresorting to a tourniquet. See section 5.6 for more information.

FORAGING* [IN/ME] (SM)

Skill for finding any local source of potable water oredible plants and animals - includes basic food acquisitionsuch as gathering or fishing. Difficulty depends on theenvironment, it should be easier in a temperate forest by ariver than in the middle of a desert (The Gamemastershould assign a difficulty on the Static Maneuver Table).

LINGUISTICS [—/—] (SP)

Rolemaster is created for a world with a variety of culturesand languages. There is no such thing as acommon tongue or an alignment tongue (thougha Gamemaster can add them for their worldsystem), although certain professions havedeveloped their own language for use in research.

Each language must be developedindividually in steps from a skill rank at whichthe language cannot even be recognized to a skillrank of full understanding of the idiom and thesnide jokes often made about Dwarves, Elves,and travelers. In addition, skill ranks for eachlanguage must be developed separately forwritten and spoken forms. Ranks give the ablityto recognize and use certain amounts of theindicated language. 1 rank: recognize thelanguage, 2-3 ranks: individual words, 4-5 ranks:simple sentences, 6-7 ranks: normal fluency, 8-9ranks: fluent in multiple dialects, 10 ranks:mastery of the language.

LORE: GENERAL* [ME/RE] (SM)

This skill encompasses the use of any informational andacademic skills. When this skill is purchased by a player, theyshould define what lore the skill applies to (With the GMsapproval). Some examples: Culture Lore (one skill for eachculture/race), Fauna Lore, Flora Lore, Heraldry, History (oneskill for each field of history), Philosophy, Region Lore (oneskill for each region), Religion, Artifact Lore, Circle Lore,Planar Lore, Spell Lore, Symbol Lore, Undead Lore, WardingLore, Demon/Devil Lore, Dragon Lore, Faerie Lore, Xeno-Lores (one skill for each type of “unusual” race or culture),Herb Lore, Lock Lore, Metal Lore, Poison Lore, Stone Loreand Trading Lore.

The more specific a skill is, the less often it will be useful,but it should be more useful when it applies. The morespecifically a lore skill applies to a question, the easier thedifficulty of the maneuver should be. (So very generic loreskills like “Lore: Magic” may offer a bonus in manysituations, but the GM should keep the difficulty rolledagainst at say “Hard” or higher. On the other hand a specificlore like “Lore: Dragon Magic” will rarely be usable, butshould keep the difficulty below “Hard” in most situations.)

MANEUVER IN ARMOR [AG/ST] (MM)

This is one of the skill areas that does not conform to thegeneral skill bonus pattern. Each armor type has a maneuverpenalty associated with it for untrained individuals per theArmor Maneuver Modification Table. This penalty modifiesMoving Maneuver rolls attempted while wearing that armortype. A character may develop maneuvering skill for eacharmor type. (Except, of course, “No Armor”)

Each skill rank of maneuvering for an armor typesreduces the penalty for maneuver by 5 (even for skill ranksover 10) until the minimum maneuver penalty is reached.This limit represents the fact that the weight and constriction ofthe armor will always hinder the character to some extent.

Example: Dral has a skill rank 18 in Maneuvering inChain Armor and a Quickness bonus of +10. He maywear Chain Armor with a maneuver penalty of only30 = 120 - (18 x 5). If he had 20 ranks the penaltywould be 25 even though 120 - (20 x 5) = 20, since 25is the minimum maneuver penalty associated withwearing Chain Armor. His quickness bonus of +10 iscompletely negated by the –20 quickness penalty forchain armor, to 0 (Not –10). Dral will also incur a –20to any missile weapon attacks.

ARMOR MANEUVER MODIFICATIONS

epyTromrA.naM.niM

*.doM.naM.xaM

†.doMkcattAelissiM

‡ytlanePssenkciuQ

§ytlanePmumixaM

**ecaPromrAoN )1TA( 0 0 0 0 hsaD

rehtaeLtfoS )6TA( 0 02- 5 0 hsaD

rehtaeLdecrofnieR )8TA( 51- 05- 51 51 tnirpStsaF

liaMniahC )51TA( 52- 021- 02 02 tnirpS

etalP )02TA( 54- 561- 04 04 tnirpSgnirevuenamnideniartylluftnatabmocaotdeilppanoitacifidomrevuenammuminiM—*

.epytromranevigehtgniraewelihwnideniartnuyllatottnatabmocaotdeilppanoitacifidomrevuenammumixaM—†

.epytromranevigehtgniraewelihwgnirevuenamtnatabmocarofBOelissimehtotnoitacifidomasastcaytlanepkcattaelissimehT—‡

nrowromrafotceffesuoegatnavdasidehttcelferottnaemsisihT.romranevigehtgniraew.tnatabmocafosmraehtno

sunobtatsssenkciuQs'tnatabmocalecnacroecudernacytlanepssenkciuQromranA—§s'reraewromraehtecuderylnonacytlanepsiht,evobaseitlanepesohtekilnU.BDsihrof

titahtlevelehtwolebBDllarevos'tnatabmocaecudertonlliwtI.sunobtatsssenkciuQ.sunobtatsssenkciuQorezahtiwtaebdluow

s'retcarahcehtfI.sreifidoMrevuenaMmuminiMnopudesabsiecaPdewollamumixaM—**.petseromenodecudersiecaPneht,muminimehtnahtretaergerasreifidomreveunaM

Page 15: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

14

PERCEPTION [IN/RE] (SM)

This skill affects how much information and howmany clues a character gets through observation. It may beused to notice the right things, to find carelessly hiddenobjects, to see that pile of old clothes in the corner, to noticethe imperfection in the wall that hides the secret door, thetrigger for the trap ahead, the ambush. These are the type ofthings that the Gamemaster cannot mention to the playersbecause to do so would call them to special attention thatthe character’s perception might not allow.

If a character states that they are watching orexamining an area, situation, or place, the Gamemastershould make a static maneuver roll modified by theperception skill bonus of the character to determine if thecharacter notices or detects anything. The Gamemastermay keep this roll secret, revealing only what the characterhas observed. Of course a heavy subtraction should begiven (if a roll is allowed at all) in situations where theplayers don’t know what their characters are looking for ordon’t specify their characters are looking for something inparticular (likewise, looking for ceiling traps makes itdifficult to see pit traps, etc.).

PICK LOCKS [IN/AG] (SM)

This skill enables a character to pick locks. Locks ofmore than moderate complexity may be represented bydifficulty modifications to a pick locks roll (to be assignedby the Gamemaster from the Static Maneuver Table).

RIDING ANIMALS [EM/AG] (MM)

This skill covers the ability to ride a mount. You do notneed to roll this skill every round spent riding, a single skillrank is necessary to ride normally; this skill need only berolled when attempting something more exceptional thanremaining in the saddle like roping, jumping, or climbingsteep slopes. Higher skill ranks enhance the chance ofretaining control of the animal (when it is startled orhostile) or gaining control of an unfamiliar animal (of thetype you have skill with).

Like weapons, skill ranks in Riding must be developedseparately for different animals.

RUNES [EM/IN] (SM)

Rune skill enables a character to decipher and useRunes (spells inscribed in suitable media). To decipher aRune a character makes an open-ended roll, adds theirskill rank bonus, subtracts the level of the spell in the Runeand any other modifiers (below). If the resulting total is101+, the Rune is deciphered and the character may use it.If the total is negative, the spell on the Rune is cast on thecharacter attempting to decipher the Rune (or a randombystander if the Gamemaster deems it appropriate). If thetotal is between 75 and 100, the character learns what thespell is but can not use it. If the total is between 0 and 74,nothing happens. Runes are generally not reusable. Acharacter should be given one chance to decipher a Rune.If they fail, they may not try again until they improve theirskill rank with Runes.

Caster knows the spell (SLA) +30Caster knows what the Spell is +10Caster does not know what the Spell is -20aster does not know Spell Realm -20Spell is not from Caster’s Realm -20

SPELL LIST ACQUISITION [—/—] (SP)

Spell users learn lists by developing skill ranks in that listA character may purchase ranks (develop) in up to 5 spelllists each level. They may purchase up to 3 ranks in each listthat they develop in a given level. The caster automaticallyknows all spells up to a level equal to the number of ranksthey have in a given list, even if they are currently unable tocast those spells due to not being high enough level (seeSection 3.2, Casting Requirements) for more details on this.

Non-spell users (Fighters & Thieves) may only purchaseOpen spell lists from a single realm, selected at CharacterGeneration, and then only up to 5th level in those lists.

STALKING [AG] (MM) & HIDING [SD] (SM)

Stalking is the ability to move using silence, usingcamouflage, and shadows to conceal your presence, whileHiding is the same ability used when not moving. Youdevelop this as one skill, but use different stats for each task.

Page 16: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

15

STAVES & WANDS (ATTUNEMENT) [EM/IN] (SM)

This skill enables a character to use the spell abilities of astaff, wand, or any item with spell casting abilities (see SL). Inorder to cast spells from an item, the wielder of the item musthave made a “staves/wands roll”, adds their skill rank bonus,subtracts the level of the spell in the Item and any othermodifiers (below). If the resulting total is 101+, the Item hasbeen mastered and the character may use it. If the total isnegative, the spell in the Item is cast on the characterattempting to master it (or a random bystander if theGamemaster deems it appropriate). If the total is between 75and 100, the character learns what the spell is but can not use it.If the total is between 0 and 74, nothing happens. (If an itemhas several spells or groups of spells that are widely separatedin power or type, the Gamemaster may require separate staves/wands rolls for each spell or group of spells.)

Caster knows the spell (SLA) +30Caster knows what the Spell is +10Caster does not know what the Spell is -20aster does not know Spell Realm -20Spell is not from Caster’s Realm -20“Teaching” someone else to use an item is not permitted.

Using an item is a personal experience between the individualand the item. Although you may tell someone what the itemdoes and thus remove any penalty for not knowing the powerof the item, you cannot aid them in their actual attempt.

Finally, certain spells on items do not normally require astaves/wands roll, including spells that operate constantly(Boots of Silence, Cloaks of Invisibility, etc.) and generic“magic” bonuses built into items (bonuses on weapons orarmor; spell adders, spell multipliers, etc.).

SWIMMING [AG] (MM)

Skill rank 1 will prevent the character from drowning inwater over their head. Further skill ranks will enable thecharacter to make headway against a current, to stay afloatfor longer periods of time without touching ground, toswim longer distances, to move faster in the water, and tomake maneuvers in the water.

For this skill, armor maneuver penalties are tripled.

TRACKING* [IN/RE] (SM)

This skill provides a bonus for reading tracks, allowingthe user to determine how old the tracks are, and what leftthem. The skill can also be used for performing trackingmaneuvers, allowing the user to follow a trail left bysomeone or something such as foot prints, brokenbranches, crushed grass, hanging pieces of cloth, etc.

WEAPON SKILLS [VARIES] (OB)

These skills determine a character’s effectiveness whenusing weapons in combat (as opposed to spells). Skill mustbe developed separately for each weapon. The skill bonusfor each weapon is part of the character’s Offensive Bonuswith that weapon. The total Offensive Bonus (includes anumber of factors) is usually added to any “attack rolls”made with that weapon.

Six skill costs for weapons are listed on the SkillDevelopment Table. The following six categories of weaponsmust be assigned to these costs by the player duringcharacter generation, and may not be changed from thesecosts once they are assigned:

• One-Handed edged weapons [St/St/Ag] (OB)• One-Handed crushing weapons [St/St/Ag] (OB)• Two-Handed weapons [St/St/Ag] (OB)• Missile (Bows & Crossbows) [St/Ag/Ag] (OB)• Thrown weapons [St/Ag] (OB)• Pole Arms [St/St/Ag] (OB)Some weapons fit into more than one category — a

hand axe can be held in hand or thrown, and skills shouldbe developed with both methods of using it separately.

2.6 OUTFITTING

The Gamemaster must decide with how much equipmentand money their Player Characters begin play. The followingsuggestions have been provided as basic guidelines, but the GMshould ensure that any equipment or money that the charactersstart the game with is consistent with the background of thecharacter and suitable for the campaign setting as a whole.(Don’t allow your players to start the game with 10 Gold Barseach if the royal treasury only contains 50; similarly – in yourcampaign, perhaps no-one has invented Plate Mail armor, orperhaps normal people aren’t allowed own swords).Each character automatically begins the game with:

• Two normal weapons of their choice. (They musthave at least one rank in an applicable weapon skillfor each of the weapons chosen. If they only have oneweapon skill they only get one free weapon, if theyhave no weapon skills, they get no free weapons.)

• Clothes (including cloak/coat and boots – thequality and style of the clothing should bedependent upon the financial, social, cultural andracial standing of the character).

• Scabbards for their weapons, a weapons belt,.• Normal personal effects.Each character also starts with some money – although the

amount they start with is highly dependent upon theirbackground. It is recommended for each character to start with20 + 1d10 silver pieces to use in the purchase of equipment.

They can use this cash to buy equipment and to surviveon until they can get more. The character may purchase anyequipment or supplies that are allowed by the Gamemaster.The Gamemaster may also wish to make other equipmentand supplies available (e.g., herbs, poisons, magic items, etc.).

The tables onthe following pagesprovide a basicselection of goodsand services andsuggested prices. TheGM may modifythese prices to fit thelocal economy.

sdradnatSeganioCnioC .rbbA nwodkaerB

eceiplirhtim1 pm seceipdlog001=eceipmunitalp1 pp seceipdlog01=

eceipdlog1 pg seceiprevlis01=eceiprevlis1 ps seceipeznorb01=

eceipeznorb1 pb seceipreppoc01=eceipreppoc1 pc seceipnit01=

eceipnit1 pt )pi(seceipnori01=

Page 17: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

16

EQUIPMENT & PRICE LIST - ACCESSORIES

sdooG tsoC *tW setoNstooB ps1 bl3 —kaolC pb9 bl2 —taoC pb51 bl6 —stnaP pc52 bl1 —trihS pb3 bl1 —

taocruS pb9 bl1 —)02(sworrA pb4 bl3 .desunehwegakaerb%04

kcapkcaB pb2 bl2 .'uc1,bl02sdloH)loow(llordeB pb2 bl5 .teknalB

)5(sportlaC pb8 bl2 partekipselbatroP)02(stlobbC pb11 bl3 desunehwegakaerb%51

wobgnitrats-eriF pt5 bl5. .setunim5sekaTleets&tnilF pbl bl5. .setunim3sekaT

emarfkcaP&kcaP pc33 bl3 .'uc2,bl54sdloHnretnaL pb21 bl2 .retemaid'05sthgiL

tikkcipkcoL ps1 bl5. .sunob5+ksalfliO pb3 bl1 .llifer.rh6

)01(sekatS/sgeP pt9 bl2 .nedooW)01(sekatS/snotiP pb2 bl3 .norI

)'01(eloP pc5 bl8 .nedooW)02sdloh(reviuQ pbl bl5. .sworra/stlobsdloH

epoR pb4 bl6 .'05)roirepus(epoR pb21 bl3 .'05

)bl05(kcaS pc8 bl2 'uc3,bl05sdloHdrabbacS pb52 bl1 —

)'8x'5(praT pbl bl4 —tneT ps2 bl9 .owtsdloHhcroT pt3 bl1 .retemaid'02sthgiL

)tp1(niksretaW pc1 bl0 .llufbl1thgieWtlebnopaeW pb5 bl1 —

.nrowtondnadeirracfistnuocylnothgieW—*

EQUIPMENT AND PRICE LIST - ARMOR

romrA tsoC *thgieW

)BDot02+(dleihS pb55 bl51

sevaerGmrArehtaeL ps2 bl2

sevaerGgeLrehtaeL ps2 bl2

sevaerGmrAlateM ps4 bl3

sevaerGgeLlateM ps4 bl3

mleHrehtaeL pb52 bl2

mleHlateM ps4 bl3

romrArehtaeLtfoS ps3 bl21

romrArehtaeLdecrofnieR ps01 bl41

romrAniahC ps53 bl02

romrAetalP ps05 bl52

tondnadeirracfiecnarbmucnetsniagastnuoC-*aroftnempiuqenopudesaberasthgiewesehT.nrow

.)bl051dna"6'5tuoba(namuhlamron

EQUIPMENT & PRICE LIST - FOOD & LODGING

ecivreSrosdooG tsoC setoNelAdnareeB pt2 .tniP

ydnarB pt01 .tnip-flaHrediC pt1 .tniPdaeM pt5 .tniPeniW pt6 .tniP

laemthgiL pt6laemlamroN pc1

laemyvaeH pt21)keew1(snoitarlamroN pc5 .sbl81.tW.egaliopslamroN

)keew1(snoitarliarT pb1 .sbl41.tW.devreserP)keew1(daerbtaerG pg3 .sbl4.tW.devreserP)htnom1(daerbyaW pg51 .sbl4.tW.devreserP

gnigdolrooP pc1 .gnipeelslanummoCgnigdolegarevA pc2 .gniddebetarapeS

gnigdoldooG pt22 .mooretarapeSelbatS pt2 .tsaebrofdoofsedulcnI

EQUIPMENT & PRICE LIST - TRANSPORT

tropsnarT tsoCdeepS

*)dnr/tf(gniyrraCyticapaC

gnidiR**sunoB

yeknod/eluM ps23 021 bl052 01-ynoperutaM ps04 041 bl081 5+

esrohthgiL ps54 002 bl002 0+esrohmuideM ps06 061 bl003 0+

esrohyvaeH ps08 021 bl004 0+esrohrawresseL pg02 081 bl053 51+)gnol'8(nogaW pg6 05 bl0051 —)*01(taobllamS pg7 seirav bl0001 —

)*02(taobmuideM pg11 seirav bl0003 —)*03(taobegraL pg04 seirav bl0005 —

lacitcatanitnemevomfoetarlamronehtsisihT—*.pollagotsedicedredirehtfidelbuodebyamti,noitautis

nategdluowlaminatnegilletniyllaicepsenA—**.eromtsocthgimtub,sunob01+lanoitidda

Page 18: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

17

2.7 FINAL CHARACTER PREPARATION

Once you have completed the preceding steps, yourcharacter is nearly ready to embark on their adventures.However, before doing so, you should total up theirbonuses and ensure that the Character Record is complete.

TOTALING THE BONUSES

At this point you should determine and total yourcharacter’s bonuses for each of their skills and othercapabilities and record them on the Character Record.Stat Bonuses — For each Stat, total the stat bonus with

the race modifier (if any).

Example: Stongar’s bonuses from his stats are: Ag +5,Co +10, Em +5, In +0, Me +5, Pr +5, Qu +5, Re +5,SD +0 and St +10. His racial modifications are Ag -5,Co +15, Em -10, In +0, Me +0, Pr -10, Qu -5, Re +0,SD +5 and St +5. The final totals are:

Ag +0, Co +25, Em -5, In +0, Me +5, Pr -5, Qu +0,Re +5, SD +5 and St +15

Skill Bonuses — For each skill, you must calculate theSkill Rank Bonuses; Stat Bonuses; Professional LevelBonuses; Item Bonuses and any other special bonusesthat may be applicable to the particular skill. Once theseparate bonuses have been determined, they shouldbe added together to obtain the total skill bonus.

Level and Experience — The Character Record provides aspace to record your character’s level and experience.At the end of your character’s apprenticeship, they are1st level, and have 10,000 experience points. AllCombat and Magical Level bonuses should now beapplied to your character.

Example: Stongar gets +3 to Combat skills forlevel bonus.

4 ranks Maneuver in Armor: Soft Leather (20) + Ag/St (8) = 28 (Soft Leather penalty of -20 + 28 = 8; thisis greater than the minimum penalty of 0, so the skillis ch anged to equal the minimum penalty of 0)

7 ranks Maneuver in Armor: Reinforced Leather(35) + Ag/St (8) = 43 (Reinforced Leather penaltyof -50 + 43= -7; this is greater than the minimumpenalty of -15, so the skill is changed to equal theminimum penalty of -15)

2 ranks Maneuver in Armor: Chain (10) + Ag/St(8) = 18 (chain penalty of 120 - 18= -102)

4 ranks of Mace (20) + St/St/Ag (10) + Combat LevelBonus (3) + Quality Bonus (+5 from family heirloomweapon, see final example in this section) = 38

4 ranks of Crossbow (20) +Ag/Ag/St (5) + CombatLevel Bonus (3) = 28 (-15 missile penalty forreinforced leather) = 13

1 rank of Dagger (5) + St/St/Ag (10) + CombatLevel Bonus (3) = 18

2 ranks of Thrown Dagger (10) + Ag/Ag/St (5) +Combat Level Bonus (3) = 18 (-15 missile penaltyfor reinforced leather) = 3

1 rank in Climbing (5) + Ag (0) = 5 (-15Maneuver penalty for Reinforced Leather) = -10

1 rank of Swimming (5) + Ag (0) = 5 - (3 * -15Maneuver penalty for Reinforced Leather = -45) = -40

1 rank of Stalk/Hide (5) + Ag (0 stalk) - 15 (MinimumManeuver Penalty for Reinforced Leather = -10 Stalk.This same rank, for Hide (5) + SD (5) = 10 Hide. Fora final bonus of -10 Stalk/10 Hide. Note that thebonuses for Stalk and Hide are figured separately, eventhough both use the same skill ranks. One is a MovingManeuver, the other a Static Maneuver.

2 ranks of Perception (10) + In/Re (3) = 13

1 rank of Tracking (5) + In/Re (3) = 8

4 ranks of Body Development (Concussion Hits) —Stongar’s Co is 90. Racial base hits for a Dwarf are 24,plus 4 ranks of Body Development at 6 each is +24,Stongar has a +25 Co bonus. So 24 + 24 + 25 = 73Stongar has 73 total concussion hits.

EQUIPMENT & PRICE LIST - WEAPONS

nopaeW .verbbA tsoC .tW epyTexA-elttaB )ab( ps31 bl7 dednaH-2

drowsdaorB )sb( ps01 bl4 gnihsalSH-1bulC )lc( pc1 bl5 noissucnoCH-1

woBetisopmoC )pc( ps71 bl3 elissiMwobssorC )bc( ps52 bl8 elissiM

reggaD )ad( ps3 bl1 gnihsalSH-1lialF )lf( ps91 bl6 dednaH-2

drablaH )bh( ps41 bl7 mrAeloPH-2exadnaH )ah( ps5 bl5 gnihsalSH-1

nilevaJ )aj( ps3 bl4 mrAeloPH-1woBgnoL )bI( ps01 bl3 elissiM

ecaM )am( ps6 bl5 noissucnoCH-1ratSgninroM )sm( ps61 bl5 noissucnoCH-1

ecnaLdetnuoM )lm( ps5 bl01 mrAeloPH-2teN )ng( ps7 bl3 noissucnoCH-1

ffatsretrauQ )sq( pc5 bl4 dednaH-2ratimicS )cs( ps01 bl4 gnihsalSH-1

woBtrohS )bs( ps6 bl2 elissiMdrowStrohS )ss( ps7 bl3 gnihsalSH-1

gnilS )is( pb9 bl1 elissiMraepS )ps( pb32 bl5 mrAeloPH-1

drowSdnah-owT )ht( ps02 bl8 dednaH-2remmaHraW )hw( ps51 bl5 noissucnoCH-1

pihW )pw( ps2 bl3 gnihsalSH-1

Page 19: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

18

Power Points — Channeling derives power from its “realmstat”, Intuition. Essence derives power from its realm stat,Empathy. Characters start with base power points equalto: 10+ (Realm Stat Bonus/10) rounded up. After that,a character will receive 1 PP per level if their applicableStat is between 75 and 94. While Animists must be ofChanneling, and Magicians must be of Essence, Fightersand Thieves must, per section 2.3 pick a realm.

Example: Stongar is of the Channeling realm, and hisIntuition stat bonus is +0, his Base Power Points are10(+0/10)=10. His Intuition is 70 (not between 74 and94), so he gets 0 PP per level. His total is 10+0=10 PP,so Chris writes 10 PP on his character sheet.

AT, Defensive Bonus and Maneuver Penalties — Writedown the AT your character is wearing. Then consultthe Armor Maneuver Table and your Maneuver inArmor skill (if any) and calculate your DB andmaneuver penalty. (See page 13)

Example: Stongar is wearing Reinforced Leather, hisManeuver in Armor: Reinforced Leather skill of 43reduces the maneuver penalty from -50 to -7. Sincethis is greater than the minimum maneuver penalty,the minimum penalty of -15 is applied to MM skills.

His quickness penalty of -15 is reduced by hisstrength bonus of +15 because he is not encumbered,reducing it to 0. Since his Quickness bonus is already0, this has no effect. His base DB is 0. (When usinghis shield, a family heirloom with a +5 qualitybonus, would give him +25 DB in total).

Resistance Roll Bonuses — Resistance Roll Bonusesconsist of a stat bonus, any item bonuses and theracial bonuses. Each type or Resistance Roll has beenassigned a position on the Character Record, enablingthe appropriate bonuses to be totaled.

Resistance Rolls against spells and poison ordisease are affected by various stat bonuses dependingon the type of attack - RRs versus Essence spells (e.g.,those thrown by Magicians) are subject to statbonuses for Empathy; RRs versus Channeling spells(e.g., those thrown by Animists) are subject to statbonuses for Intuition; RRs versus poisons are subjectto the stat bonus for Constitution. Assign a level(potency for the poison) to the “attack” and resolvethe Resistance Roll using the Resistance Roll Table.

Example: Totalling Stongar’s stat and race RRbonuses gives totals of:

Essence +35, Channeling +0, Mentalism +35,Poison +45 and Disease +40.

Note: The Character Record also contains spots forRRs against Mentalism (Pr) and Fear (SD) as thosecan be found in the full Rolemaster Classic rules.

Encumbrance — Once you have completed the provisioningand outfitting of your character, you should total theweight of all of your equipment and supplies that you will

be carrying other than clothing, and armor, roundingdown to the nearest pound. For each full unit of thecharacter’s weight allowance (10% of the character’sweight), they receive a -10 modifier. If the character’sStrength Bonus is positive, subtract it from this penalty.For every full -20 modifier from encumbrance, theirpossible maximum movement rate is reduced by one step(i.e. -20 to -39 prohibits the character from using a paceof Dash, -40 to -59 prevents Fast Sprint, etc.).

Example: Stongar weighs 200 lbs and is carrying 51pounds of equipment beyond his armor and other wornitems. This is more than 20% of his body weight, butless than 30%, so he suffers an encumbrance penalty of -20. However, his Strength bonus of +15 offsets thatpenalty to -5. This also means that his Pace is notaffected by his encumbrance.

During an adventure he acquires a heavy golden statuefrom a long lost temple and while carrying it (45 poundstatue) he then has a total of 96 pounds of encumbranceor over 40% of his body weight (but less than 50%) so hesuffers an encumbrance penalty of -40 while lugging thestatue around in his pack. His total Strength bonus of+15 offsets that penalty to a -25. This also preventsStongar from using a Dash Pace while so encumbered.

Base Movement Rate (BMR) — The Base Movement Rate is50’/round plus the Quickness modifier. This gives a basemovement rate between 25' and 85' per round. This BMRis based on a 6' tall character, for shorter or taller charactersa modifier from the Stride modifications table is added.

When wearing armor, or while heavilyencumbered the basemovement rate can bereduced. This canreduce the BaseMovement Rate onlyby as much as thetotal Quicknessbonus. A character’sstrength bonus canoffset the penalty butwill not add anythingto the BMR. (seeArmor ManeuverModifications table,page 13).

Example: Stongar begins with a BMR of 50'/rnd plus histotal Qu bonus of 0, so his BMR is 50’/rnd. He is 4’8"tall and has a -15 stride modifier. Before armor andencumbrance his BMR is 35’/rnd.

In an above example we find that his armorquickness penalty is -15 and he is not encumberedenough to reduce his Pace. He can apply his totalstrength bonus (+15) to offset the penalty to 0, buthis Qu is a 0 to begin with so there is no bonus toreduce. His BMR remains at 35’/rnd.

STRIDE MODIFICATION

thgieH edirtSoteuDdoM

''3'8-''01'7 02+

''9'7-''4'7 51+

''3'7-''01'6 01+

''9'6-''4'6 5+

''3'6-''01'5 0

''9'5-''4'5 5-

''3'5-''01'4 01-

''9'4-''4'4 51-

''3'4-''01'3 02-

''9'3-''4'3 52-

''3'3-''01'2 03-

''9'2-''4'2 53-

''3'2-'01'1 04-

Page 20: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

19

2.8 BRINGING THE CHARACTER TO LIFE

Having completed all of the previous steps, you should nowhave almost all of the elements required to play your chosencharacter. You should have a nice collection of numbers,describing your character’s abilities, talents and aptitudes in avariety of tasks. When you add to the personal history,personality, disposition and outlook of your character, youshould have a very good feeling for how they will react inpractically any situation. However, there is one factor that hasthus far been overlooked – the character’s physical appearance.

The physical appearance of a character can have a greatbearing on the way in which people will react to you. The sortof attention you will attract when dressed as an effete memberof the petty nobility is quite different to the way in which youwill be treated when you are dressed as a beggar. If you have amount or any sort of companion – you should also determinewhat their overall appearance is – the impact of theirappearance and actions can make all the difference. Are theyunkempt, deformed or foolish? (Think of what it would be liketo be followed around by Igor or Quasimodo). Are theydifferent culturally or racially? Other examples of companionsmight include Don Quixote and Sancho Panza; Gilgamesh andEabani; Sherlock Holmes and Dr. Watson. . .

Similarly, you should determine what your characteractually looks like, underneath whatever apparel they chose towear. Are they stocky and heavyset, lithe and graceful, battle-scarred or baby-faced? Many of these factors are partiallyaccounted for by your character’s race – see section 2.3 for moredetails. Often, when attempting to determine the physicalappearance of your character, you should be guided in part bythe characters “Stats”. A character with a Strength of 90 is likelyto have very well-defined musculature, although you shouldnote that other factors will come into play also.

Other people that you should consider are the teachers,mentors, family friends, childhood friends, classmates and rivals– all of the people that your character will have interacted withregularly before the game begins. Was the master with whomyou apprenticed mean-spirited or generous, friendly or reclusiveor just completely contrary? What did you do in your free time?Were there other classmates or apprentices with whom youspent time? What did you get up to when you were together?What about former (or current) love interests – was it a case ofunrequited love, or were you the next Don Juan, with severaldates every night (and an irate father/cousin/brother aroundevery corner)?

Your GM may also wish you to determine if yourcharacter possesses any special skills, attributes, status,possessions or companions that they may have obtained,inherited or earned prior to this point in their life.

Example: Stongar is 4’8", around 200 pounds of solidmuscle. He has dark, almost black eyes, and black hair.His beard is full and well maintained; the ends of hismoustache and chin beard are braided with thincopper wire. His gear is of quality, but of simpleappearance, with no ornamentation. He wears browngrab and a grey cloak, both of wool. Chris rolls a 72 forappearance, -5 for Stongar’s presence modification.With a 67 appearance, he is better than average lookingfor a dwarf. His persona is tough, with concern only forthose he chooses to like, though he is a better man thanhe lets on. Chris writes up a bit on his family history,teachers and friends. Knowing Stongar is an oddtraveler from a stay-at-home society, with the gameplay area so far from his home; it is unlikely that manyof them will come into play. Chris decides that Stongarwill tell occasional amusing stories about the peopleback home, and jots down a few details. Stongar’smotive for leaving home was a very unusualwanderlust, a desire to see the outer world, which alsomade him something of an odd duck. His familypredicted that he would return or die within a month,and warned of the evils of the outsiders … Stongar hasenjoyed wandering for a few years already, and withthe GM, he develops a bit of a story of how he got fromhome to the starting point for the game. Th GMdecides that Stongar’s mace and shield are familyheirlooms and that they both have a+5 bonus.

APPEARANCE

Your appearance is how “goodlooking” your character is to othermembers of his race, and similar races. Todetermine your Appearance, roll 1d100,and then modify the result with yourtotal Presence bonus. Record this on yourcharacter sheet.

Page 21: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

20

Sample CharacterROLEMASTER EXPRESS

CHARACTER RECORD

Page 22: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

21

3.0 SPELL CASTING

Certain characters have the ability to manipulate magicalenergy to create specific effects. These effects are called spells.Those who cast spells are often jealous of their abilities andunwilling to teach others, except for the rare apprentices.

3.1 CASTING BASICS

This section explains the basics of spell casting.

MAGICAL REALMS

Rolemaster Express contains two realms of magic,Channeling and Essence. Each has its own flavor.

CHANNELING

Channeling casters draw their power from their deityor other external sources like powerful demons or spirits. Itis spiritual in nature and independent of the Essence (seebelow). The Animist uses the power granted to them tobetter interact with the natural world of plants and animals.

ESSENCE

Essence is the power that exists in everyone andeverything of and on a given world. A spell user of theEssence taps into this power; diverts it and molds it into thecreation of their spells. The Magician utilizes this power tocreate their most powerful spells; spells that deal specificallywith and control the elements, such as fire and lightning.

CASTING LEVEL

When a spell is cast, it has a casting level equal to thelevel of experience of the character casting it. Thus, anyspell cast by a 5th level caster has a casting level of 5. Anylevel based variables of the spell are set at the casting level.So, a spell with a 10’ radius per level will have a 50’ radiusif cast by a 5th level caster (10’ radius x casting level of 5).

If a spell caster has learned a spell that is higher thantheir level, they cannot cast it, even though they know it.They must wait until the gain a level or levels, until theirlevel is equal to or higher than the spell level.

POWER POINTS

In order to cast a spell, the caster must expend a numberof power points equal to the level of the spell. If the casterdoes not have enough points available for a given spell, thenthey can not cast that spell, and it will automatically fail (norolls required and no spell failure roll either).

Each spell user has a number of power points basedupon their experience level and one of their stats. Channelingderives its power from Intuition; Essence derives its powerfrom Empathy. A character starts with base power pointsequal to: 10 + (Realm Stat Bonus / 10) rounded up.

They will also receive a number of power points each levelbased on the stat itself. A character with a stat between 75 and94 will receive 1 Power Point per level. Animists and Magiciansin Rolemaster Express will start with a power point stat of 90,and thus get 1 power point per level.

Example: If Anselm, a 10th level Cleric had anIntuition of 90 (+10), then he would have 10 + (10/10) = 11 base Power Points, plus 10 (1 per level x10th level) level based PP, for a total of 21 PPusable each day. If Anselm were a Channelingrealm fighter with a 70 Intuition, he would onlyhave 10 base power points.

Assuming the first PP total (21) Anselm could cast2 of his highest-level spells (10th) and one 1st levelspell; or 3 of his 7th level spells, or any othercombination of spell levels adding to 21.

Page 23: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

22

RECOVERING POWER POINTS

Power points are recovered through sleep, or throughmeditation for elves that do not require sleep. 4 hours of sleepwill restore 20% of spent PPs, 5 hours (or 1 hour of meditationfor elves) will restore 40%, 6 hours (or 2 hours of meditation forelves) will restore 60%, 7 hours (or 3 hours of meditation forelves) will restore 80% and 8 hours (or 4 hours of meditationfor elves) will restore 100% (Round up). Less than 4 hours sleep(or 1 hour meditation) is insufficient to restore any PPs.

CASTING TIME

It takes time to prepare and cast a spell. The amount oftime it takes is based upon the level of the caster and the levelof the spell being cast. As the character goes up in level, spellswill eventually take less time to cast. Casting is actuallydivided into two segments, preparing and the actual casting,and the preparation for each spell is unique to that spell.

During spell preparation, a spell caster must concentrateand be relatively inactive (90% activity, leaving 10% ofnormal activity). On the round of spell effect the spell is cast,requiring 75% activity (leaving 25% for other actions).

If a caster is downed, stunned, or killed duringpreparation, or in the casting round before their castingaction takes place, the spell is canceled but no powerpoints are expended.Class III Spells — Class III spells require 3 rounds to cast; two

rounds of preparation, and one round for effect. Class IIIspells have a level equal to the caster, one level less, or twolevels less (e.g., a spell user of level 7 would have all of their5th, 6th and 7th level spells as Class III spells).

Class II Spells — Class II spells require two rounds tocast; one round of preparation, and on round foreffect. Class II spells have a level of three less than thecaster, four less than the caster, or five less than thecaster (e.g., a spell user of level 7 would have all oftheir 2nd, 3rd, and 4th level spells as Class II spells).

Class I Spells — Class I spells require one round to cast;zero rounds to prepare, and one round for effect. ClassI spells have a level of at least 6 less than the caster(e.g., our hypothetical level 7 spell user would have alltheir 1st level spells as class one spells, when theyadvanced to 8th level, their 2nd level spells wouldhave become class I spells too, etc.).

Instantaneous Spells — Instantaneous spells require oneround to cast; zero rounds to prepare, and one round(75% activity) for effect. All instantaneous spells aremarked as such in the spelltables and notes. Unlike classI spells, these spells arealways considered shortactions; casting taking placewith the other short actionsfor the round (the fullactivity is consideredrecovery from casting, ratherthan casting time.).

3.2 CASTING REQUIREMENTS

Casting generally has a few minimum requirements,based on realm and there is no evading these rules, a casterin violation of them cannot cast at all.

• These are the restrictions on spell casting:• The spell level must be equal to or lower than the

caster’s level.• The caster must have enough power points to

cast the spell.• The spell must be prepared for the number of

rounds required by its Class.• For Channeling spells, the caster is assumed to

have one hand free for casting gestures, to be ableto speak the prayers/incantations clearly, to notbe wearing metal armor, to not be wearing ametal head covering, and to have less than 10 lbs.of metal on their person.

• For Essence spells, the caster is assumed to have onehand free for casting gestures, to be able to speaktheir incantations clearly, to be wearing no armor orhelmet, and to have less than 20 lbs. of organicmaterial and less than 5 lbs. of metal on their person.

Should any of the above conditions not be fully met,the character will be unable to cast any spells.

3.3 RESOLVING SPELL EFFECTS

Once a spell is cast, the effect of the spell must beresolved. In many cases the results are automatic, but whenthe target is a living creature or unusual object, various resultscan occur. These results range from the spell failing to operatecorrectly to the spell being overwhelmingly successful.

BASE CASTING MODIFIER (BCM)Regardless of the type of spell being cast, the caster

must still make a Base Casting Roll (BCR) for the spell. ForAnimists and Magicians, the BCR always includes A BaseCasting Modifier (BCM) which is equal to their level (i.e. a5th level caster has a modifier of +5 to their BCR).

RESOLUTION TYPES

Resolution of Spell casting depends on the type ofspell being cast, but always requires a d100 roll called theBase Spell Casting Roll. Spells will fall into one of thefollowing three classifications:Base Attack Spells – This is any spell non-elemental that

targets a creature or person other than the caster.Elemental Attack Spells – This is any spell that utilizes one

of the elements to make an attack against a target.Non-Attack Spells – This classification encompasses all spells

that are not Base Attack spells or Elemental AttackSpells. It includes, but is not limited to, such spell typesas Defensive, Informational, Healing, and Utility spells.

Page 24: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

23

BASE ATTACK SPELLS

Any spell that directly targets a creature or person otherthan “self”, that is not also an elemental attack spell, isconsidered to be a Base Attack Spell. To resolve this type ofspell, the caster makes a non-open-ended percentile roll addingin their BCM, this is called the Base Attack Roll (BAR). This rollis further modified by the range to the target. Refer to the SpellStatistics table (page 57) for more information.

In addition to range and the BCM, this type of spell maybe modified by such things as the target’s race, active spells,items or other things that the GM deems appropriate.

Upon making the roll and adding in any modifiers, theplayer looks up the result on the Base Spell Attack table(page 57), using the column that best matches the armortype of the target. Channeling users will use the “NoArmor” column against targets wearing leather armor.

The target must then make a Resistance Roll using theresult as a modifier to their roll.

Example: Suppose a 10th level Magician wants tocast a sleep spell on a 9th level Fighter, who is 55’away. The magician gets to add +10 for his leveland suffers a -10 for range, giving a totalmodification of +0 to the Base Attack Roll. If theFighter was behind a tree, the Gamemaster mightgive him -10 for partial cover, changing the netmodification total to -10. So a roll of 74 would givea Modified BAR of 64.

RESISTANCE ROLLS

When a Base Attack Spell is successfully cast, the targetgets a chance to resist the effects of the spell. This is called aResistance Roll (RR). When such a spell has successfullybeen cast, the GM looks on the Resistance Roll table.

The GM looks at the table, and compares the Casting Level(see Section 3.1 above) of the effect against the level of the target.The resulting number is the number that the target of the spellmust equal or exceed in order to resist the effect.

This target number is modified by the caster’s resultfrom the Base Attack table and from any innate RR bonusesthat they may have. The RR may also be modified by items,spells, or special modifies from the attack spells.

Willing targets must still make a Resistance Roll, butthey get a -50 modifier to such rolls and beconsidered to be 1st level on the RR table.

ELEMENTAL ATTACK SPELLS

An elemental attack spell concentrates one of the rawforms of Essence (earth, water, air, heat, cold, light, etc.)into a physical attack on the target. Since the spell acts tofocus elemental force, which is then used to attack thetarget physically, the target is not entitled to a ResistanceRoll; it is resolved like a physical attack.

Each spell of this type uses the Bolt or Ball SpellAttack Table with varying effects based upon the target’sArmor Type, DB and mobility.

ELEMENTAL ATTACK ROLLS (EAR)

There are two types of Elemental Attack Rolls (EAR).The first is the one for bolt spells. These are open-endedrolls that use the Bolt Attack table, with the maximumdamage done being based on the type of bolt used.

The second type of EAR is for Ball attacks and otherelemental type attacks. This is a non-open-ended roll, and forelemental ball attacks, they are made on the Ball Attack table.

Both types of EAR receive the Base Casting Modifier ofthe caster. Bolt spells may also be adjusted by the caster’sskill in Directed Spells (see page 12) for a given Bolt spell.

Both Ball and Bolt spells are also modified by range(see Spell Statistics table, page 57) and by the target’sDefensive Bonus. Both types may also be modified byspecial materials, items, spells, or other GM determinedmodifiers. Ball spells also get +20 against a target who is inthe center of the ball attack.

In both instances, the player makes their roll, andapplies all pertinent modifiers and looks up the result onthe appropriate table. A majority of the results will consistof just a number or of a number with a letter (i.e. 16D).The number represents the number of hits of damagedone. The letter represents the severity of the critical.

The Spell Statistics table indicates which criticals to usefor each type of elemental attack, and it also gives modifiersto the critical roll based upon severity. Refer to CombatResolution, page 45, for more information on resolvingattacks that use attack tables.

Page 25: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

24

NON-ATTACK SPELLS

Non-Attack Spells are easy. The caster makes a BaseCasting Roll, and so long as the result of the roll is 03 orabove, the spell is successfully cast.

SPELL FAILURE

Spells will automatically fail on unmodified castingrolls of 01-02. Base Attack Spells and Elemental Attackspells have larger failure ranges that are indicated on theirrespective attack tables.

Should a spell casting attempt result in failure, theplayer then makes an open-ended roll on the SpellFailure/Fumble table (page 61). This roll is modified by thenumber of power points that were used in the failed casting.

3.4 SPELL TYPES

This section gives a brief description of the types of spellsavailable along with any special notes regarding that specifictype of spell. Not all types of spells are covered here, onlythose that we thought needed special explanations.

BALL SPELLS

All spells marked with a ‘b’ sub type are attack spells.They involve long-range area affect attacks, and castersmay NOT develop Directed Spell skill for them.

DEFENSIVE SPELLS

Spells of this type require a willing target or theywill not work.

DIRECTED SPELLS

All spells marked with a ‘d’ sub type are attack spells.They involve focused long range attacks, and casters candevelop Directed Spell skill for them.

HEALING SPELLS

Spells of this type require a willing target or theywill fail. Unconscious targets are considered to bewilling for Healing spells.

INFORMATIONAL SPELLS

Any spell marked as Informational lies in a gray areabetween non-attack and attack spells. These spells only gatherinformation, but often these spells will impact on other beings,either taking information from them, or acting upon them inan indirect manner. Informational spell failures gather wrongor misleading information. To reflect this, the Gamemasterrather than the Caster must make a BAR roll using theappropriate column. If they get a failure result, they do not gothe spell failure chart, instead the GM should give skewed,wrong or misleading results. (The worse the roll, the moredefective the results, any failure will give bad information, butan UM 01-02 or a modified negative roll should give seriouslydefective information.) The GM should be careful to giveanswers to failed and successful spells in the same manner, sothey don’t tip off the caster to the failure. Spells with durationswill continue to give bad information for the entire duration.

Any being in the area of effect of an Informationaltype spell gets a RR against it, with the following results:

• RR Failed: Target is not aware of the spell, spellresults work against this target.

• RR Made by less than 25: Target has an “odd”feeling (prickling hairs on the neck, feeling ofbeing watched, etc.) but cannot identify itspecifically. Spell results still work against thistarget.

• RR Made by 25 to 49: Target has the same oddfeeling as the result above, but in this case canidentify the source. (Either the caster, or thepoint from which the spell is affecting them.)This does not let them see the spell effect if it isnon visible, or what the spell was, but theydefinitely know someone is casting on them. Spellresults still work against this target.

• RR made by 50 or more: Target not only feels thespell effect, and can identify where it’s comingfrom, they also have a vague sense of what it wastrying to discover. (‘Someone just tried to probemy mind”, or “Someone is searching forsomething”). Spell fails against this target.

Page 26: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

25

MIND/MENTAL ATTACK SPELLS

Spells marked with an ‘m’ sub type are consideredmental spell, and are subject to effects and defenses thattarget mental spells or mind attacks. It should also benoted that these spells are ineffective against any creatureor entity that does not have a “mind” per se (e.g., Undead,plants, politicians, etc.).

SUBCONSCIOUS SPELLS

All spells of the ‘s’ sub-type are subconscious spells.These are spells that are cast automatically (as Non-AttackSpells) when certain triggering conditions are met. If this isnot obvious (i.e. being Stunned for a Stun Relief spell), thenthe spell triggers when the character goes unconscious.While unconscious, subconscious spells that requireconcentration will work without needing that requirement.

If the triggering condition has not been met, then thespell may be cast normally, just like any other spell.

UTILITY SPELLS

Utility spells generally only affect the caster, willingtargets, or non-magical objects. If the target is unwilling,the spell fails to affect the target regardless of how well thecaster casts the spell.

DEFINITIONS OF TERMS

Animal: A living creature capable of feeling and voluntarymotion, but excluding those characterized as beings.

Being: Any intelligent creature, including all humanoidtypes, enchanted creatures, etc. Intelligence should becharacterized by system and/or Gamemaster.

Herbs: A plant or plant part valued for medicinal qualities.Inanimate: Not having qualities associated with active,

living, organisms; not animate.Inorganic: Involving neither organic life nor products of

organic life.“Mass” Spell: A spell with its “# of targets” or its “area of

effect” based upon the caster’s level.Organic: Composed of or deriving from living organisms.Shock: This term is equivalent to what we call electricity.Spell points: This term is equivalent to the term Power Points”.Target: The term “target(s)” refers to the being(s),

animal(s), object(s), and/or material that a spell isattempting to affect.

“True” Spell: A “True” spell is the highest level version of aspecific spell type. Its potency will define the upperlimit of the effect(s) derived from a given spell.

Wound: An injury in which the skin is torn, pierced, or cut.

3.5 SPELL TABLE KEY

Several types of codes follow the spell names in the spelltables: spell class, spell duration (D:), spell range (R:). Severalspecial codes (e.g., instantaneous status (*), etc.) may alsoappear. This section presents a key to those codes.

ABBREVIATIONS

cu’ — cubic feethr — hourlvl — level (normally of caster)mi — miles(s)min — minute(s)mod — modification or modifiermph — miles per hourpt — pointR or rad — radiusrnd or rd — round (battle round)RR — resistance rollyd — yard(s)yr — year

SPECIAL SPELL CODES

* — Instantaneous; spell doesn’t require preparations — Subconscious spell; a spell that is triggered by the

subconscious; the caster must (normally) beconcentrating or in a trance or unconscious orstunned before the spell will work. Some do notrequire the conscious casting of the caster.

m — Mental Attack spell; an attack spell affecting thetarget’s mind.

d — Directed attack, a spell you can develop DirectedSpell skill in these spells.

b — Ball, or area attack spell, you cannot develop directedspell skill in these spells.

SPELL CLASSES

D — Defensive Spell; allows caster to resist or withstandthe effects of a spell, the elements, etc.

H — Healing spell; involves healing.I — Informational spell; a spell that gathers information.U — Utility spell; a general use spell that doesn’t

physically affect anyone or thing but the caster.E — Elemental Attack spell; a spell that calls, creates, or

uses one of the physical elements to attack a target;the elemental material is real.

F — Force spell; involves the manipulation of matter, energy,the elements, etc. through the use of a spell force.

Page 27: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

26

DURATION (D:)

C — Concentration required; caster can perform only 50%of normal activity (e.g., movement halved, maneuversat half normal rate, and -50 to OB). The caster cannotcast any other spells while concentrating.

duration (C) — Concentration required, except the period ofconcentration cannot exceed the duration given. Thecaster can stop concentrating and the spell effect willstop; later, if the duration has not expired, the caster canconcentrate again and the spell effect will resume.

P — Permanent; spell has a permanent effect in the sense ofcreating a “permanent” physical or mental condition.

The effects of “Permanent” spells that manipulatematter and require concentration, will disperseaccording to normal physical laws once concentrationis no longer applied (e.g., a frozen body of water willmelt normally, a bowl of boiling water will cool).

A spell with a “Permanent” duration may beaffected by outside forces; e.g., the spell may bedispelled, cured, or otherwise disturbed byenchantment, physical force, etc.

“—” — Instantaneous; spell’s effect is instantaneously applied.time /lvl — Duration is the time multiplied by the level of

the caster.

time/# failure — The duration of the spell’s effect is basedupon the difference between the target’s Modified RRand the minimum roll required to resist the spell (seeSection 5.5). The duration is equal to (this differencedivided by #) and then multiplied by time.

Duration = [(Min. RR Required - Net RR) - #] x time

Example: 1 rnd/10 failure would mean that a RRfailure by 20 would have a 2 round effect (2 = 20/10).

RANGE (R:)

Self — Spell can only be cast on the caster himself.Touch — Caster must touch target in order to create effect.Distance — Effect can take effect anywhere up to the

distance indicated.Distance R — Effect is felt in an area with a radius equal

to distance).Distance/lvl — Spell can take effect anywhere within

(distance) x (level) of the caster.

Note: An area spell has a center of effect, and thecenter must lie within the range of the spell.

Note: Normally, when a spell takes effect, the targetmust be in the caster’s field of vision or sensed by someother means. This rule may be modified or changed byprovisions in the specific spell descriptions.

MENTALISM

Within the following spell lists, you will see references to a third realm ofmagic known as Mentalism. Rolemaster Express does not contain this realm ofmagic, but the full Rolemaster Classic rules do. The spells were left in place toshow that the magic system can easily be expanded beyond what is given.

Page 28: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

27

Of Channeling

2. Airwall – Creates a 10’x10’x3' wall of dense churning air:cuts all movement and attacks through it by 50% (i.e., -50 to attacks).

4. Waterwall – Creates a 10’x10’x1' wall of water; cuts allmovement and attacks through it by 80% (i.e., -80 toattacks, 80% action to move across.)

5. Woodwall – Creates a wall of wood up to 10’x20’x2'. Itmust rest on a solid surface. It can be burned though(50 hits for a 2’R hole) or chopped through (20 manrounds) or toppled if one end is not against a wall.

7. Earthwall – As Woodwall, except wall is up to 10’x10’x (3'at base, 1' at top) of packed earth; it can be dugthrough only (10 man-rounds at top).

8. Icewall I – As Woodwall, except wall is up to l0’x10’x (2'at base, 1' at top); it can be melted through (100 hits)or chipped through (50 man-rounds) or toppled ifnot against a wall.

10. Barrier Pit – Opens a Pit (500 cu’ in stone; 1000 cu’ inearth or ice): entire pit must be within 50' of caster.

Note: All “Wall” spells created by spells on this listmust rest on a solid surface. All “Wall” spellsrequire that at least 1 cu’ of the material of whichthe wall consists be within 50’ of the caster.

1. Healing I – Target is healed of 1-10 concussion hits.2. Frost/Burn Relief I – Will heal one area of mild frostbite

or 1st degree burn.3. Minor Irritation Relief – Will heal one minor irritation

(e.g., headache, toothache, bee-sting, hangover, etc.).4. Healing III – As Healing I, except that target is healed of

3-30 concussion hits.5. Stun Relief – Target is relieved of 1 round’s worth of

accumulated stun effects.6. Frost/Burn Relief II – As Frost/Burn Relief I, except

caster can heal 2 areas of mild damage or 1 area ofmoderate damage (e.g., 2nd degree burn).

7. Regeneration I – Will reduce damage target has by 1 hitevery round as long as caster concentrates; if caster isunconscious this spell will operate without concentration.

8. Healing V – As Healing I, except that target is healed of5-50 concussion hits.

9. Frost/Burn Relief III – As Frost/Burn Relief I, except castercan heal 3 areas of mild damage or 1 area of severedamage (e.g., 3rd degree burn) or a combination of 1mild and 1 moderate area of damage.

10. Awakening – Target is instantly awake

OPEN CHANNELING

BARRIER LAWleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1)2 llawriA '3x'01x'01 C '05 E)3)4 llawretaW '1x'01x'01 C '05 E)5 llawdooW '2x'01x'01 lvl/nim1 '05 E)6)7 llawhtraE ')3-1(x'01x'01 lvl/nim1 '05 E)8 IllawecI ')2-1(x'01x'01 P '05 E)9)01 tiPreirraB seirav P '05 E

OPEN CHANNELING

CONCUSSION'S WAYleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 IgnilaeH tegrat1 P hcuot H)2 IfeileRnruB/tsorF tegrat1 P hcuot H)3 feileRnoitatirrIroniM tegrat1 P hcuot H)4 IIIgnilaeH tegrat1 P hcuot H)5 *feileRnutS tegrat1 P hcuot sH)6 IIfeileRnruB/tsorF tegrat1 P hcuot H)7 *InoitarenegeR tegrat1 C hcuot sH)8 VgnilaeH tegrat1 P hcuot H)9 IIIfeileRnruB/tsorF tegrat1 P hcuot H)01 gninekawA tegrat1 P '001 H

Staff of HealingThe range of any healing spells from the

list, Concussion’s Way is changed from Touch to50’ when cast using the staff. Spells with a rangegreater than touch are unaffected.

This 3’ long rod is fashioned of a dark,lusterous wood in the shape of the famouscacadeus once used by the healer and cleric ofSeergash the god of serpents, Hippoc Rates.

Page 29: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

28

OPEN CHANNELING

LIGHT'S WAYleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 thgiLdetcejorP maeb'05 lvl/nim01 fles E)2 IthgiL R'01 lvl/nim01 hcuot E)3 aruA tegrat1 lvl/nim01 '01 D)4 IIthgiL R'02 lvl/nim01 hcuot E)5 thgiLnedduS R'01 - '001 F)6 aruAeurT tegrat1 lvl/nim01 '01 D)7 tloBkcohS tegrat1 - '001 dE)8 IIIthgiL R'03 lvl/nim01 hcuot E)9 IthgilrettU R'01 lvl/nim1 hcuot E)01 thgiLgnitiaW R'01 lvl/nim01 hcuot E

1. Detect Channeling – Detects any active spell or itemfrom the Channeling realm; caster can concentrate ona 5’R area each round.

2. Detect Essence – As Detect Channeling, except realmis Essence.

3. Detect Mentalism – As Detect Channeling, exceptrealm is Mentalism.

4. Detect Life – As Detect Channeling, except detects life.5. Detect Curse – As Detect Channeling, except detects

curses on people or things.6. Detect Undead – As Detect Channeling, except detects the

presence of Undead.7. Detect Traps – As Detect Channeling, except it gives a

75% chance of detecting a trap (may be modified bycertain traps).

8. Life Typing – As Detect Channeling, except it analyses oneliving being; giving race, age, and current state of health.

9. Detect Invisible – As Detect Channeling, except detectsinvisible things; all attacks against something sodetected are at -50.

10. Perceive Power I – As Detect Channeling, except it willgive an estimate of the power of the person (level) oritem or spell examined.

3. Aura – Creates a bright aura about the target, making themappear more powerful and subtracting 10 from all attacks.

4. Light II – As Light I, except 2 areas (10’R each) can becreated; the centers can be any where within 50' ofthe caster (initially). Alternatively, one area of a 20’Rcan be created.

5. Sudden Light – Causes a 10’R burst of intense light, allwithin are stunned for 1 rnd/10 failure.

6. True Aura – As Aura, except it makes them appear verypowerful; subtracting 15 from all attacks.

7. Shock Bolt – A bolt of intense, charged light is shot from thepalm of the caster; results are determined on the Bolt AttackTable (Max result of 90, Inflicting Electrical Criticals).

8. Light III – As Light II, except three 10'R Areas can becreated or one 30'R area or one 10’R area and one 20’Rarea (i.e., the total of the radii is 30').

9. Utterlight I – As Light I, except it is the equivalent of fulldaylight. It also cancels all magically created darkness.

10. Waiting Light – As Light I, except caster can delay thespell up to 24 hr; it can be triggered by one of thefollowing (decided by caster): time period, certainmovements, certain sounds, touch, etc.

Note: None of the “Aura” spells are cumulative witheach other or Blur.

1. Protection I – Subtracts 5 from elemental attack rollsagainst the protected being, and adds 5 to all of thebeing’s RRs vs. spells.

2. Protection Sphere I – As Protection I, except all beingswithin 10’R of target get the benefits.

5. Protection II – As Protection I, except bonuses are +10.7. Protection Sphere II – As Protection Sphere I, except

bonuses are +10.9. Channeling Shield – Creates a shimmering shield in

front of the caster: it subtracts 10 from all frontalChanneling attack rolls on the caster (base andelemental). If the caster performs no other actionsduring a round, they can “parry” one spell attack.Parry consists of subtracting all bonuses that the casterwould normally have for their base attack roll from theattack roll made against them.

10. Protection III – As Protection I, except bonuses are +15.

OPEN CHANNELING

DETECTION MASTERYleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 gnilennahCtceteD R'5 )C(lvl/nim1 '05 I)2 ecnessEtceteD R'5 )C(lvl/nim1 '05 I)3 msilatneMtceteD R'5 )C(lvl/nim1 '05 I)4 efiLtceteD R'5 )C(lvl/nim1 '05 I)5 esruCtceteD R'5 )C(lvl/nim1 '05 I)6 daednUtceteD R'5 )C(lvl/nim1 '05 I)7 sparTtceteD R'5 )C(lvl/nim1 '05 I)8 gnipyTefiL tegrat1 - '05 I)9 elbisivnItceteD R'5 )C(lvl/nim1 '05 I)01 IrewoPeviecreP R'5 )C(lvl/nim1 '05 I

OPEN CHANNELING

SPELL DEFENSEleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 InoitcetorP tegrat1 C '01 D)2 IerehpSnoitcetorP R'01 C '01 D)3)4)5 IInoitcetorP tegrat1 C '01 D)6)7 IIerehpSnoitcetorP R'01 C '01 D)8)9 dleihSgnilennahC retsac C fles D)01 IIInoitcetorP tegrat1 C '01 D

1. Projected Light – Beam of light (like a flashlight) springsfrom the caster’s palm; 50' effective range.

2. Light I – Lights a 10’R area about the point touched; ifthe point is on a mobile object or being, it will movewith the object/being. If this spell is cast onto a target,they get a RR. If the RR succeeds, the light is centeredon the point where they are standing, but will notmove with them. If the target fails the RR the lightremains centered on the target and will follow withthem until it is dispelled, or the duration ends.

Page 30: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

29

CLOSED CHANNELING

CREATIONSleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1)2 flesniatsuS retsac yad1 fles U)3 InoitcudorPretaW - P '01 U)4 InoitcudorPdooF - P '01 U)5 gnitratSeriF R'1 - '1 E)6 IserujnoCtneirtuN - P '01 U)7 IIInoitcudorPretaW - P '01 U)8 IIInoitcudorPdooF - P '01 U)9 tnemecnahnEbreH breh1 P hcuot U)01 VnoitcudorPretaW - P '01 U

2. Calm I – Target will take no aggressive/offensive action,and will fight only if attacked.

4. Calm II – As Calm I, except 2 targets may be affected.5. Hold Kind – Humanoid target is held to 25% of

normal action.6. Calm III – As Calm I, except 3 targets may be affected.8. Calm IV – As Calm I, except 4 targets may be affected.9. Calm V – As Calm I, except 5 targets may be affected.10. Mass Animal Calming I – Caster can calm a number of

animals equal to their level.

2. Sustain Self – Allows caster to go without food or waterand not suffer damage (i.e., provides nutrition andwater for 1 day).

3. Water Production I – Caster can produce sufficient inany available receptacle to supply a being for one day.

4. Food Production I – Caster can produce sufficient foodfrom the nearby area to feed 1 hearty appetite for 1 day.

5. Fire Starting – Allows caster to set a fire of 1’R; fire willthen last as long as there is fuel. A target in the 1’R willtake an ‘A’ Heat critical. Caster may only target aspecific location, not an individual with this spell.

6. Nutrient Conjures I – Caster can produce 1 loaf ofwaybread that weighs ½ a pound and will support 1being for 1 day; the loaf will lose potency in 1 month.

7. Water Production III – As Water Production I, exceptcaster can produce 3 days of water.

8. Food Production III – As Food Production I, except castercan produce sufficient food to feed 3 beings for 1 day.

9. Herb Enhancement – Allows caster to enhance thepotency of any 1 growing herb by 100% (i.e., x2). Thisspell may be employed only once per herb.

10. Water Production V – As Water Production I, exceptcaster can produce 5 days supply of water.

CLOSED CHANNELING

CALM SPIRITSleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1)2 ImlaC tegrat1 lvl/nim1 '001 mF)3)4 IImlaC stegrat2 lvl/nim1 '001 mF)5 dniKdloH tegrat1 C '001 mF)6 IIImlaC stegrat3 lvl/nim1 '001 mF)7)8 VImlaC stegrat4 lvl/nim1 '001 mF)9 VmlaC stegrat5 lvl/nim1 '001 mF)01 IgnimlaClaminAssaM seirav lvl/nim2 '001 mF

2. Guess – When faced with a choice about which they havelittle or no information (e.g., which corridor leadsoutside the quickest) the caster may cast this spell andthe Gamemaster will determine which way they go,biasing the choice favorable by 25% (e.g., roll 1-100:correct on 26-100, incorrect on 01-25).

3. Pathfinding I – Caster learns the location(s) of any“path(s)” within 100'; gives the nearest point on path,but not the path’s course.

5. Location I – Gives the direction and distance to anyspecific object or place that the caster is familiar withor has had described in detail.

6. Pathfinding III – As Pathfinding I, except range is 300’.8. Location III – As Location I, except range is 300’.9. Pathfinding V – As Pathfinding I, except range is 500’.10. Location V – As Location I, except range is 500’.

CLOSED CHANNELING

LOCATING WAYSleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1)2 sseuG retsac - fles I)3 IgnidnifhtaP retsac - '001 I)4)5 InoitacoL tegrat1 )C(lvl/nim1 '001 I)6 IIIgnidnifhtaP retsac - '003 I)7)8 IIInoitacoL tegrat1 )C(lvl/nim1 '003 I)9 VgnidnifhtaP retsac - '005 I)01 VnoitacoL tegrat1 )C(lvl/nim1 '005 I

TORG’S RING

x2 Power Point Multiplier for PureChannelers.

Made of gold, studded with diamonds andset with a large sapphire. This ring will doublethe amount of Power Points that a Channeling

caster has available each day.

Page 31: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

30

1. Animal Sleep I – Puts any 1 animal (i.e. non-humanoid)to sleep; will not affect enchanted creatures or“intellgent” animals.

2. Lesser Cloaking – Allows caster to blend intosurrounding terrain and become undiscoverable byanimals of low intelligence.

3. Animal Tongues – Allows caster to understand and“speak” the language of any 1 animal species.

4. Animal Sleep III – As Animal Sleep I, except can put upto 3 animals to sleep.

5. Animal Mastery I – Allows caster to control the actionsof any 1 animal.

6. Animal Location – Caster can locate members of any 1species of animal within the area of effect or they canfind out what species are in the area.

7. Befriending – All animals within 10' will act friendlytoward caster; does not control the animals.

8. Animal Empathy – Caster can understand and/orvisualize the thoughts and emotions of any 1 animal.

9. Animal Summons I – Caster can summon any 1 animalwithin radius; as long as they concentrate, castercontrols the animal; animal is random representativeof specified species.

10. Animal Mastery III – As Animal Mastery I, except castercan control 3 animals.

1. Afterthoughts – Allows caster virtual total recall of anyconversation or writing they encountered within aperiod of days equal to their level.

2. Detect Evil – Detects “True Evil” in an animate or inanimatetarget; caster can concentrate on a 5’R area each round.

3. Detect Curse – As Detect Evil, except caster can detect curses.4. Detect Hate – As Detect Evil, except caster can detect the

emotion of hatred, in the living mind or in an objectforged with great malice. Any object or being “OfSlaying” will show as being filled with hate.

5. Light Lore I – Caster can ascertain the origin point andnature of any 1 “holy item” that is not “of darkness” or“of evil”; will not give specific capabilities.

6. Poison Lore – Caster can ascertain exact nature andtype of poison; they can determine what cure may beused, but do not receive the required tools or skills.

8. Life Lore – Caster can determine the nature and type ofany 1 living target. They will not be able to ascertain thetarget’s personal traits or capabilities, but will know thenormal abilities associated with the target’s species.

10. Curse Tales – Caster can determine nature andorigin of any 1 curse, including the name of theone who bequeathed it.

CLOSED CHANNELING

LOREleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 sthguohtretfA retsaC - hcuot I)2 livEtceteD R'5 )C(lvl/nim1 '001 I)3 esruCtceteD R'5 )C(lvl/nim1 '001 I)4 etaHtceteD R'5 )C(lvl/nim1 '001 I)5 IeroLthgiL meti1 - '01 I)6 eroLnosioP nosiop1 - '01 I)7)8 eroLefiL tegrat1 - '001 I)9)01 selaTesruC esruc1 - '01 I

ANIMIST BASE

ANIMAL MASTERYleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 IpeelSlaminA lamina1 lvl/nim1 '001 mF)2 gnikaolCresseL retsac lvl/nim1 fles mP)3 seugnoTlaminA lamina1 lvl/nim1 hcuot mI)4 IIIpeelSlaminA slamina3 lvl/nim1 '001 mF)5 IyretsaMlaminA lamina1 C '001 mF)6 noitacoLlaminA Rim1 - fles I)7 gnidneirfeB R'01 C fles mF)8 yhtapmElaminA lamina1 C fles mI)9 IsnommuSlaminA lamina1 )C(lvl/nim1 lvl/im1 mF)01 IIIyretsaMlaminA slamina3 C '001 mF

Page 32: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

31

1. Herb Lore – Caster can understand the nature, origin,and value of any 1 herb (a plant used in medicine); ifthe plant is not an herb (i.e., is inedible or lacksmedicinal use), no information will be related.

2. Herb Enhancement – Allows caster to enhance thepotency of any 1 growing herb by 100% (i.e., x2); spellmay be employed only once per herb.

3. Herb Finding I – Allows caster to locate any 1 specificvariety of herb that is sought, regardless of physicalobstacles: gives exact direction, distance, and quantity.

4. Instant Herbal Cures – Allows caster to make any 1herb capable of being instantly effective; when theherb is subsequently used, its benefits/dangers will beimmediately felt.

5. Herb Mastery II – Caster can double the potency of any 1herb (growing or dead); spell may be employed only once/herb. May not be combined with Herb Enhancement.

6. Herb Finding III – As Herb Finding I, except that therange is 300'.

7. Herb Production – Caster can grow an herb by plantingthe proper seed; the herb is sterile and the growthtakes 1-10 rnds.

8. Herb Mastery III – As Herb Mastery II, except potency is 3x.9. Herb Finding V – As Herb Finding I, except

that the range is 500'.10. Herb Cleansing – Allows caster to remove

any harmful poisons, by-products, or sideeffects from all herbs within range.

ANIMIST BASE

HERB MASTERYleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 eroLbreH breh1 - hcuot I)2 tnemecnahnEbreH breh1 P hcuot U)3 IgnidniFbreH seirav lvl/dnr1 '001 I)4 seruClabreHtnatsnI breh1 P hcuot U)5 IIyretsaMbreH breh1 P hcuot U)6 IIIgnidniFbreH seirav lvl/dnr1 '003 I)7 noitcudorPbreH dees1 P hcuot U)8 IIIyretsaMbreH breh1 P hcuot U)9 VgnidniFbreH seirav lvl/dnr1 '005 I)01 gnisnaelCbreH seirav P hcuot U

1. Outdoor Trap Detection – Caster has a 75% chance ofdetecting each individual trap in a 5’R; caster canconcentrate on a 5’R area each round.

2. Nature’s Awareness I – Allows caster to monitoranimate activity in the area (e.g., they will be aware ofmovements, subtle and overt); caster cannot movewhile concentrating.

3. Rain Prediction – Gives caster a 95% chance ofpredicting rain. ±15 min over next 24 hr period.

4. Storm Prediction – As Rain Prediction, except it allows95% chance of predicting time and type of storm.

5. Weather Prediction I – As Rain Prediction, except itallows 95% chance of predicting time, type, andseverity of weather over next 24 hr period.

6. Nature’s Awareness III – As Nature’s Awareness I, exceptthat the radius is 300’.

7. Waiting Awareness I – Allows caster to set up a natural“alarm system”; any disturbing activity will causecaster to be alerted.

8. Weather Prediction III – As Weather Prediction I, exceptperiod is 3 days.

10. Nature’s Awareness V – As Nature’s Awareness I, exceptthat radius is 500’.

ANIMIST BASE

NATURE'S LOREleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 noitceteDparTroodtuO R'5 lvl/nim1 '05 I)2 IssenerawAs'erutaN R'001 C fles I)3 noitciderPniaR retsac - lvl/im1 I)4 noitciderPmrotS retsac - lvl/im1 I)5 InoitciderPrehtaeW retsac - lvl/im1 I)6 IIIssenerawAs'erutaN R'003 C fles I)7 IssenerawAgnitiaW R'01 C fles I)8 IIInoitciderPrehtaeW retsac - lvl/im1 I)9)01 VssenerawAs'erutaN R'005 C fles I

Page 33: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

32

1. Limbwalking – Allows caster to walk along nearlyhorizontal tree limbs (that can support the weight) asif they were on level ground.

2. Waterwalking – Allows caster to walk on water as ifthey were on level dry ground; may not be used onrough water.

3. Swimming – Enables target to swim withoutexpending energy.

4. Merging Organic – Allows caster to merge (body + 1'depth) into organic material (live or dead); castercannot move while merged.

5. Limbrunning – As Limbwalking, except caster can run.6. Stonerunning – As Limbwalking, except caster can run on

stone surfaces.7. Sandrunning – As Limbwalking, except caster can run on

sandy surfaces.8. Waterrunning – As Waterwalking, except caster can run.9. Windwalking – Allows caster to walk on calm air;

movement must be at constant height.10. Swimming True – As Swimming, except target can swim

as fast as they could run.

1. Hues – Allows caster to take on the physical coloration ofany 1 organic object; caster must be in contact withobject. In many situations this will give a 10-50 bonus(GM discretion) to Hiding attempts (and perhaps tosome Stalking attempts).

2. Resist Elements – Protects caster from natural heat upto 200°F and natural cold down to -20°F; +10 tocaster’s RRs vs. heat and cold spells; -10 to allelemental spell attacks against caster.

3. Plant Facade – Allows caster to appear as any 1 type ofplant; caster retains their size and will not smell or feellike the plant; it is purely a visual illusion.

1. Plant Lore – Caster learns nature and history of any 1plant.

2. Speed Growth I – Allows caster to increase speed of growthfor any 1 species of plant within the radius by 10x.

3. Plant Tongues – Allows caster to understand and “speak”the language of any 1 plant species.

5. Speed Growth II – As Speed Growth I, except growth rateis 100x normal and the radius is 10’R.

6. Plant Location – Caster can locate members of any 1species of plant or they can find out what species arein the area.

7. Plant Growth II – Allows caster to double the size ofany 1 plant; requires 1 day’s growth; when fullymature the plant will achieve twice its normal size.

8. Plant Control I – Caster can control the automatic and/or mental processes of any 1 plant; caster can alsocontrol the plant’s movements; doesn’t allowmovement beyond normal allowances.

9. Speed Growth III – As Speed Growth I, except growthrate is 10x normal and the radius is 100’R.

10. Plant Growth III – As Plant Growth II, except sizeincrease is 3x.

Note: The growth rate in Speed Growth III is not a typo,it really is 10x, not 100x. Spell Law includes a SpeedGrowth IV which increases the growth rate to 100x.

ANIMIST BASE

NATURE'S MOVEMENTleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 gniklawbmiL retsac lvl/nim1 fles U)2 gniklawretaW retsac lvl/nim1 fles U)3 gnimmiwS retsac lvl/nim1 '001 U)4 cinagrOgnigreM retsac lvl/nim1 fles U)5 gninnurbmiL retsac lvl/nim1 fles U)6 gninnurenotS retsac lvl/nim1 fles U)7 gninnurdnaS retsac lvl/nim1 fles U)8 gninnurretaW retsac lvl/nim1 fles U)9 gniklawdniW retsac lvl/nim2 fles U)01 eurTgnimmiwS retsac lvl/nim1 '001 U

ANIMIST BASE

NATURE'S PROTECTIONleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 seuH retsac lvl/nim1 fles P)2 stnemelEtsiseR retsac lvl/nim1 fles D)3 edacaFtnalP retsac lvI/nim1 fles P)4)5 gnihtaerBretawrednU retsac lvl/nim1 fles U)6 edacaFlaminA retsac lvl/nim1 fles P)7 wodahS retsac lvI/rh1 fles P)8 *cinagrOsnoitcelfeD kcatta1 - fles F)9 *cinagrOgninrutedalB kcatta1 - fles F)01 mroFtnalP retsac lvl/nim1 fles U

ANIMIST BASE

PLANT MASTERYleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 eroLtnalP tnalp1 - hcuot I)2 IhtworGdeepS R'01 yad1 '01 U)3 seugnoTtnalP retsac lvl/nim1 hcuot mI)4)5 IIhtworGdeepS R'01 yad1 '01 U)6 noitacoLtnalP Rim1 - fles I)7 IIhtworGtnalP tnalp1 P hcuot U)8 IlortnoCtnalP tnalp1 lvl/nim1 '001 mF)9 II1htworGdeepS R'001 yad1 '001 U)01 IIIhtworGtnalP tnalp1 P hcuot U

5. Underwater Breathing – Caster can breathe undernormal water.

6. Animal Facade – As Plant Facade, except caster willappear as any 1 type of animal.

7. Shadow – Caster and objects on their person appear tobe a shadow; and thus are almost invisible in darkareas (e.g., in many situations this could be handledwith a Stalking/Hiding bonus between 25 and 75).

8. Deflections Organic – Deflects 1 missile fired at thecaster; missile must be in caster’s field of vision;subtract 100 from the attack roll for the missile; missilemust be at least partially of organic composition.

9. Bladeturning Organic – As Deflections Organic, exceptthat the effect is against 1 melee attack form anorganic or partially organic weapon.

10. Plant Form – Allows caster to take the form of any 1plant; caster will look and feel like the plant, but willnot change in size.

Page 34: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

33

Of EssenceOPEN ESSENCE

DELVING WAYSleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1)2 IsisylanAtxeT retsac )C(lvl/nim1 fles I)3 sisylanAenotS retsac - '01 I)4 sisylanAlateM retsac - '01 I)5 sisylanAsaG retsac - '01 I)6)7 IIsisylanAtxeT retsac )C(lvl/nim1 fles I)8 sisylanAdiuqiL retsac - '01 I)9)01 gnivleD meti1 - hcuot I

OPEN ESSENCE

DETECTING WAYSleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 ecnessEtceteD R'5 )C(lvl/nim1 '001 I)2 msilatneMtceteD R'5 )C(lvl/nim1 '001 I)3 gnilennahCtceteD R'5 )C(lvl/nim1 '001 I)4)5 elbisivnItceteD R'5 )C(lvl/nim1 '001 I)6 sparTtceteD R'5 )C(lvl/nim1 '001 I)7 livEtceteD R'5 )C(lvl/nim1 '001 I)8 InoitacoL retsac )C(lvl/nim1 '001 I)9)01 IrewoPeviecreP R'5 )C(lvl/nim1 '001 I

2. Text Analysis I – Caster can read text written in anunknown language, but only understand basicconcepts of it.

3. Stone Analysis – Gives nature and origin of naturalstone, and when and how worked stone was obtainedand worked.

4. Metal Analysis – As Stone Analysis, except metal maybe examined.

5. Gas Analysis – As Stone Analysis, except gas may be examined.7. Text Analysis II – As Text Analysis I, except gives a

complete technical analysis (vocabulary and syntax)but not an understanding of idioms (jargon),implications, or cultural references.

8. Liquid Analysis – As Stone Analysis, except liquidmay be examined.

10. Delving – Gives significant details about an item’sconstruction and purpose (not specific powers).

1. Detect Essence – Detects any active spell or item fromthe Essence realm; caster can concentrate on a 5’Rarea each round.

2. Detect Mentalism– As Detect Essence, except realmis Mentalism.

3. Detect Channeling – As Detect Essence, except realmis Channeling.

5. Detect Invisible – As Detect Essence, except detectsinvisible things; all attacks against something sodetected are modified by -50.

6. Detect Traps – As Detect Essence, except it gives a 75% chanceof detecting a trap (may be modified by certain traps).

7. Detect Evil – As Detect Essence, except detects if a being is evilor an item created by evil or long used by a very evil person.

8. Location I – Gives the direction and distance to anyspecific object or place that the caster is familiar withor has had described in detail.

10. Perceive Power I – As Detect Essence, except it will givean estimate of the power of the person (level) or itemor spell examined.

OPEN ESSENCE

ESSENCE'S PERCEPTIONSleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1)2 *ecneserP R'02 )C(lvl/dnr1 '01 mI)3 InetsiL seirav )C(lvl/dnr1 '01 I)4)5 IraEgnoL seirav )C(lvl/dnr1 '001 I)6 IhctaW seirav )C(lvl/dnr1 '01 I)7 IeyEgnoL seirav )C(lvl/dnr1 '001 I)8 IInetsiL seirav )C(lvl/dnr1 '001 I)9)01 yhtapeleT tegrat1 )C(lvl/dnr1 '01 mI

2. Presence – Caster is aware of the presence of allsentient/thinking beings within 10'.

3. Listen I – Caster can pick a point up to 10' away and theywill hear as if they were at that point (there can beintervening objects such as walls).

Note: This means that someone could sneak up onthe caster undetected.

5. Long Ear I – Caster’s point of hearing may be movedindependently up to 100' away (moves at 10'/md); theymust be physically able to go there (e.g., they could notsend their point of hearing through walls or closed doors).

Note: This means that someone could sneak up onthe caster undetected.

6. Watch I – As Listen I, except the caster sees from the fixedpoint (it can rotate).

7. Long Eye I – As Long Ear I, except the caster sees fromthe moving point (it can rotate).

8. Listen II – As Listen I, except the range is 100’.10. Telepathy – Caster can read the surface thoughts of

one target.

Page 35: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

34

OPEN ESSENCE

PHYSICAL ENHANCEMENTleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 *elacShsinnaM tcejbo1 - '1 I)2 sraEylS tegrat1 lvl/nim01 '01 U)3 *ecnalaB tegrat1 seirav '01 U)4 noisivthgiN tegrat1 lvl/nim01 '01 U)5 noisivediS tegrat1 lvl/nim01 '01 U)6 gnidnuoS tegrat1 lvl/nim01 '01 U)7 noisivretaW tegrat1 lvl/nim01 '01 U)8 sgnulretaW tegrat1 lvl/nim01 '01 U)9)01 sgnulsaG tegrat1 lvl/nim01 '01 U

OPEN ESSENCE

SPELL WALLleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 InoitcetorP tegrat1 lvl/nim1 '01 D)2)3 IerehpSnoitcetorP R'01 lvl/nim1 '01 D)4)5 IInoitcetorP tegrat1 lvl/nim1 '01 D)6)7 IIerehpSnoitcetorP R'01 lvl/nim1 '01 D)8 dleihSecnessE retsac C fles D)9)01 dleihSdniM retsac C fles D

1. Mannish Scale – Caster can tell the exact mass and/orweight of one object.

2. Sly Ears – Target gains double normal hearing (e.g., +50to Perception involving only hearing, +25 toPerception involving hearing and other senses).

3. Balance – Target may add +50 to any rolls for one slowmaneuver (e.g., walking a 3" beam).

4. Nightvision – Target can see 100' on a normal night as ifit were daylight.

5. Sidevision – Target has a 300° field of vision.6. Sounding – Target’s voice has its loudness tripled. This

spell does not cause damage, and has no effect onspell casting capabilities – it simply allows the casterto make themselves heard over long distances.

7. Watervision – As Nightvision, except target can see 100’ ineven murky water.

8. Waterlungs – Target can breathe water but not air.10. Gaslungs – As Waterlungs, except target can breathe any

gas as normal air.

1. Protection I – Subtract 5 from EARs against the protectedbeing and adds 5 to all of the being’s RRs vs. spells.

3. Protection Sphere I – As Protection I, except all beingswithin 10’R of target get the benefits.

5. Protection II – As Protection I, except bonuses are 10.7. Protection Sphere II – As Protection Sphere I, except

bonuses are 10.8. Essence Shield – Creates a shimmering shield in front

of the caster: it subtracts 10 from all frontal Essenceattack rolls on the caster (base and elemental). If thecaster performs no other actions during a round, theycan “parry” one spell attack. The parry bonus is equalto the sum of all the bonuses that the caster wouldnormally have for their spell’s base attack roll.

10. Channeling Shield – As Essence Shield, except is effectiveonly against Channeling spells.

CLOSED ESSENCE

DISPELLING WAYSleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1)2 *ecnessElecnaC retsac C fles F)3 *msilatneMlecnaC retsac C fles F)4 *gnilennahClecnaC retsac C fles F)5 *IerehpSecnessElepsiD R'01 C fles F)6 *IerehpS.tneMlepsiD R'01 C fles F)7 *IerehpS.nnahClepsiD R'01 C fles F)8)9)01 *VerehpSecnessElepsiD R'05 C fles F

2. Cancel Essence – When a spell of the Essence realm is castagainst the caster, the attack spell must first make asuccessful RR before the caster is forced to make a RR.For the first RR, the attack level is the level of the casterof the Cancel Essence spell, and the defender level isthe level of the caster of the attack spell. If the first RRis successful, then the attack spell proceeds normally.

3. Cancel Mentalism – As Cancel Essence, except onlyMentalism spells are affected.

4. Cancel Channeling – As Cancel Essence, except onlyChanneling spells are affected.

5. Dispel Essence Sphere I – As Cancel Essence, except thedispelling effect is in a 10’R about the caster (the radiusmoves with the caster). If the radius encounters analready existing spell, the spell must make a successfulRR (+30 modification) or be canceled.

6. Dispel Mentalism Sphere I – As Dispel Essence Sphere I,except only Mentalism spells are affected.

7. Dispel Channeling Sphere I – As Dispel Essence Sphere I,except only Channeling spells are affected.

10. Dispel Essence Sphere V – As Dispel Essence Sphere I,except radius is 50’.

Ring of DarkvisionWearer can see up to 100’ in total

darkness.Made of gold, with 2 onyx stones.

Page 36: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

35

CLOSED ESSENCE

LIVING CHANGEleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 fleSknirhS retsac lvl/nim1 fles U)2 fleSegralnE retsac lvl/nim1 fles U)3 eroLegnahC retsac - fles I)4)5 dniKotegnahC tegrat1 lvl/nim01 '01 F)6)7 knirhS tegrat1 lvl/nim01 '01 F)8)9)01 egralnE tegrat1 lvl/nim01 '01 F

1. Shrink Self – Caster may shrink to ½ their normal mass(height in most situations) with no decrease in strength.

2. Enlarge Self – As Shrink Self, except caster may increasetheir height /mass by 50% with no increase in theirstrength (except for movement purposes).

3. Change Lore – Allows caster to analyze the form of anotherbeing for future use with True Change (level 13 spell).

5. Change to Kind – Caster can alter target’s form to that of anydesired humanoid race. The form cannot be a specificform. For example, the target could take on the form of aDwarf, but not the Dwarven King. Note that only thephysical form is gained (i.e., a target that becomes a Dwarfwould not receive a Dwarf’s ability to see in the dark).

7. Shrink – As Shrink Self, except decrease is 10% of caster’smass/level (max of 90% of the target’s mass) and it canbe cast on any material that is living or was once living.

10. Enlarge – As Enlarge Self, except it increases up to 10% ofcaster’s mass/level.

CLOSED ESSENCE

LOFTY BRIDGEleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 *gnipaeL tegrat1 dnr1 '001 U)2 *gnidnaL tegrat1 seirav '001 U)3 IgnivaeL tegrat1 - '01 U)4 noitativeL tegrat1 lvl/nim1 '01 U)5 IylF tegrat1 lvl/nim1 '01 U)6 latroP '3x'6x'3 lvl/dnr1 hcuot U)7 IIylF tegrat1 lvl/nim1 '001 U)8 IrooDgnoL tegrat1 - '01 U)9 IIIgnivaeL tegrat1 - '01 U)01 ItropeleT tegrat1 - '01 U

1. Leaping – Allows the target to leap 50' laterally or 20'vertically in the round that the spell was cast.

2. Landing – Allows the target to land safely in a fall up to20'/level (of caster), and to take that distance off theseverity of any longer fall.

3. Leaving I – Caster teleports target to a point up to 100'away, but there can be no intervening “barriers” in adirect line between the target and the point. A“barrier” is anything they could not physically gothrough; a closed door is a barrier, a pit is not).

4. Levitation – Allows target to move up and downvertically 10'/round; horizontal movement is possibleonly through normal means.

CLOSED ESSENCE

SHIELD MASTERYleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1)2 *dleihS retsac lvl/nim1 fles F)3 rulB tegrat1 lvl/nim1 '01 D)4)5 *IsnoitcelfeD elissim1 - '001 F)6)7 *InrutedalB kcatta1 - '001 F)8)9 *IIsnoitcelfeD selissim2 - '001 F)01 *IeurtnUmiA elissim1 - '001 F

2. Shield – Creates an invisible force shield in front of thecaster; it subtracts 25 from melee and missile attacksand functions as a normal shield.

3. Blur – Causes target to appear blurred to attackers,granting a +10 to the target’s DB.

5. Deflections I – Caster can deflect any one missile thatpasses within 100' of them; this causes 100 to besubtracted from the missile’s attack (missile must passthrough caster’s field of vision).

7. Bladeturn I – As Deflections I, except its effect is against 1melee attack.

9. Deflections II – As Deflections I, except 2 missiles may beaffected.

10. Aim Untrue I – As Deflections I, except missileautomatically misses.

5. Fly I – As Levitation, except target can fly at a rate of 75'/round (i.e., 5 mph).

6. Portal – Opens a portal 3’x6’x3' in any solid surface,through which anyone can pass.

7. Fly II – As Fly I, except rate is 150'/round (i.e., 10 mph).8. Long Door I – As Leaving I, except target can pass

through barriers by specifying exact distances. If thearrival point coincides with solid or liquid material,the caster does not move, they are stunned 1-10rounds, and the PPs for this spell are expended.

9. Leaving III – As Leaving I, except target can bemoved 300’.

10. Teleport I – As Long Door I, except movement range is10 miles/level. This is very risky. The following chancesfor failing exist: Never seen place (only described) =50%; been briefly (1 hr) = 25%; Studied (24 hr) =10%; Studied carefully (1 week) =1%; Lived in (1 yr) =.01 %. In case of failure: first determine direction oferror (randomly), then determine amount of error(make an open-ended roll for # of feet).

Page 37: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

36

MAGICIAN BASE

EARTH LAWleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 epoRdetnahcnE lvl/'01 C hcuot U)2 htraEnesooL 'uc001 P '001 F)3)4 llawhtraE ')3-1(x'01x'01 lvl/nim1 '001 E)5 llaCskcarC '01x'01x'01 - '001 F)6)7 llawenotS '1x'01x'01 lvl/nim1 '001 E)8)9 htraE/enotS 'uc001 P '001 F)01 eurTllawhtraE ')3-1(x'01x'01 P '001 E

MAGICIAN BASE

FIRE LAWleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 diuqiLlioB lvl/'uc1 C '01 F)2 diloSmraW lvl/'uc1 srh42 '01 F)3 serifdooW R'1 - '1 F)4 eriFfollaW '6x'01x'01 lvl/dnr1 '001 E)5 diloStaeH lvl/'uc1 )C(lvl/nim1 '01 F)6 ItloBeriF tegrat1 - '001 dE)7 IemalFllaC '01x'01x'01 lvl/dnr1 '01 E)8 llaBeriF R'01 - '001 bE)9)01 emalfAelcriC R'01 lvl/dnr1 fles E

1. Enchanted Rope – If the caster holds one end of a ropethey can cause the rope to move up to it’s length inany direction and to tie itself in knots (it cannotattack or tie up a living being).

2. Loosen Earth – Loosens 100 cu’ of earth to theconsistency of plowed ground.

4. Earthwall – Creates a wall of earth up to 10’x10’x (3' atbase, 1' at top) of packed earth; it can be dug through(only 10 man-rounds at top).

5. Cracks Call – Any previous cracks or flaws in materialup to 10’x10’x10’ section will extend to their limit.

7. Stonewall –As Earthwall, except wall is up to 10’x10’x1'of stone; it can be chipped through in 200 man-rounds (1’ R hole).

9. Stone / Earth – Changes 100 cu’ of stone to packedearth; change is gradual and takes 3 rounds.

10. Earthwall True – As Earthwall, except it is permanent.

Note: All “wall” spells created by spells on this listmust rest on a solid surface.

1. Boil Liquid – The caster may increase the temperatureof any inanimate body of liquid (1 cu’/level) by 150°Fper round. Once the liquid begins to boil, it will notcontinue to heat up, but will begin to cool naturally ifthe caster stops concentrating.

2. Warm Solid – Any solid, inanimate, non-metal material (1cu’/level) can be warmed to 100°F at a rate of 1 cu’/rnd.

3. Woodfires – Causes any wood to ignite and burn. Allwood ignited must be within 1' of caster’s palm.

4. Wall of Fire – Creates an opaque wall of fire (up to10’x10’x6'). Anyone passing through it takes an ‘A’Heat critical (no RR).

5. Heat Solid – As Warm Solid, except for duration, andmaterial(1 cu’/level) can be heated to 500°F at a rate of100°F/rnd. The caster must concentrate to increase thetemperature (without concentration, the material will retainits current temperature for the duration of the spell).

6. Fire Bolt I – A 2” diameter bolt of fire is shot from thepalm of the caster, results are determined on the BoltAttack Table (Max result of 135, inflicting Heat criticals).

7. Call Flame – As Wall of Fire, except it creates a cube offlame (up to 10’x10’x10'); it takes 1 complete roundfor the cube to form and be effective. An ‘A’ Heatcritical is dealt for each round passing through (or in).Range is only 10'.

8. Fire Ball – A 1' ball of fire is shot from the palm ofthe caster; it explodes to affect a 10’R area; resultsare determined on the Ball Attack Table (Inflictingheat criticals).

10. Circle Aflame – As Wall of Fire, except “wall” is 1' highand forms a 10’R circle (6" thick) with the caster atthe center (it is non-mobile).

Note: All “wall” spells created by spells on this listmust rest on a solid surface.

Page 38: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

37

MAGICIAN BASE

ICE LAWleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 diuqiLezeerF lvl/'uc1 C '01 F)2 diloSlooC lvl/'uc1 srh42 '01 F)3 dloCfollaW '1x'01x'01 lvl/dnr1 '001 E)4)5 diloSllihC lvl/'uc1 )C(lvl/nim1 '01 F)6 ItloBecI tegrat1 - '001 dE)7 IllaBdloC R'02 - '001 bE)8 ecIfollaW ')2-1(x'01x'01 P '001 E)9 IdloCllaC '01x'01x'01 lvl/dnr1 '01 E)01 dloCfoelcriC R'02 lvl/dnr1 fles E

MAGICIAN BASE

LIGHT LAWleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 thgiLdetcejorP maeb'05 lvl/nim01 fles E)2 ItloBkcohS tegrat1 - '001 dE)3 IthgiL R'01 lvl/nim01 hcuot E)4 edahS R'001 lvl/nim01 hcuot P)5 thgiLnedduS R'01 - '001 F)6 IssenkraD R'01 lvl/nim01 hcuot E)7 VthgiL R'05 lvl/nim01 hcuot E)8 IIItloBkcohS tegrat1 - '003 dE)9 VssenkraD R'05 lvl/nim01 hcuot E)01 ItloBgninthgiL tegrat1 - '001 dE

1. Freeze Liquid – The caster may decrease thetemperature of any inanimate body of liquid of up to1 cubic foot per level by up to 100°F per round. Oncethe liquid begins to freeze it will not continue to cool,and will begin to warm naturally if the caster stopsconcentrating. (Temp. cannot be lower then -20°F).

2. Cool Solid – Any solid, inanimate, non-metal material (1cu’/level) can be cooled to -20°F, at a rate of 1 cu’/round.

3. Wall of Cold – Creates a wall of intensely cold mist (up to10’x10’x1'), anyone passing through takes an ‘A’ Coldcritical (no RR). The mist will not move with the wind.

5. Chill Solid – As Cool Solid, except material (1 cu’/level) canbe cooled to -200°F, at a rate of (1 cu’ and -100°F)/round.The caster must concentrate to decrease the temperature(without concentration, the material will retain itscurrent temperature for the duration of the spell).

6. Ice Bolt I – A bolt of ice is shot from the palm of thecaster; results are determined on the Bolt Attack Table(Max result of 120, inflicting Impact primary criticals,and Cold secondary criticals).

7. Cold Ball – A 1' ball of cold is shot from the palm ofthe caster, it explodes to affect 20’R area; results aredetermined on the Ball Attack Table (InflictingCold Criticals).

8. Wall of Ice – Summons a wall of ice up to 10’x10’x (2' atbase, 1' at top); it can be melted through (100 hits) orchipped through (50 rnds) or toppled if not against a wall.

9. Call Cold – As Wall of Cold, except it creates a cube of coldmist (up to 10’x10’x10'); it takes 1 complete round forthe cube to form and be effective. An ‘A’ Cold critical isdealt for each round passing through (or in). Range isonly 10'. The mist will not move with the wind.

10. Circle of Cold – As Wall of Cold, except the “wall” is 10’high and forms a 20’R circle (6" thick) with the caster atthe center. The wall will not move with the caster.

Note: All “wall” spells created by spells on this listmust rest on a solid surface.

1. Projected Light – Beam of light (like a flashlight)springs from the caster’s palm; 50' effective range. Ifthe caster closes their hand into a fist, the light will“turn off”. If the caster re-opens their fist before theend of the duration, the light will turn on again.

2. Shock Bolt I – A bolt of intense, charged light is shotform the palm of the caster; results are determined onthe Bolt Attack Table (Max result of 90, inflictingElectrical criticals.)

3. Light I – Lights a 10’R area about the point touched. Ifthis spell is cast onto a target they get a RR, if the RRsucceeds, the area of effect is centered on the pointwhere they are standing, but will not move with them.If the target fails the RR the area of effect sticks to thetarget and will follow with them until it is dispelled,or the duration ends.

4. Shade – All shadows and darkness within radiusdeepen, giving all Stalking & Hiding attempts a 25bonus; if the point is on a mobile object or being, itwill move with the object/being.

5. Sudden Light – Causes a 10’R burst of intense light; allthose inside are stunned 1 rnd/5 failure.

6. Darkness I – As Light I, except the radius is as a dark night.7. Light V – As Light I, except radius can be up to 50' (can

be changed by concentrating 1 round).8. Shock Bolt III – As Shock Bolt I, except range is 300’.9. Darkness V – As Darkness I, except radius is 50’.10. Lightning Bolt I – As Shock Bolt I, except a Lightning

Bolt is shot and the results are determined on the BoltAttack Table (Max result of 150, inflicting Electricalprimary criticals, and Impact secondary criticals.)

Page 39: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

38

EARTHBLOOD PENDANT

This ancient device was created by some ancient enchanter. It wasdiscovered by the Magician Linnea during her forays into a long fogotten city.

• Wearer may add +10 to all spell casting rolls.• + 5 Power Point Adder - Wearer has an extra 5 power points each day.• +2 Spell Adder - Wearer may can any known spell that he could

normally cast without spending any Power Points in casting them.

MAGICIAN BASE

WATER LAWleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 noitasnednoC retaw'uc1 P hcuot E)2 goF lvl/R'01 P '001 E)3 llawretaW '1x'01x'01 C '001 E)4 ItloBretaW tegrat1 - '001 dE)5 gofnU lvl/R'01 P '001 F)6)7)8 retaWmlaC R'001 C '001 F)9)01 eurTllawretaW '1x'01x'01 lvl/nim1 '001 E

MAGICIAN BASE

WIND LAWleveL llepS tceffEfoaerA noitaruD egnaR epyT

)1 sezeerB lvl/R'01 C lvl/'01 E)2 llawriA '3x'01x'01 C '001 E)3)4 IduolCnutS R'5 sdnr6 '01 E)5 IpotSriA R'01 C '001 F)6 IIduolCnutS R'01 sdnr6 '02 E)7 ImuucaV R'5 - '001 F)8 IIpotSriA R'02 C '001 F)9)01 VIduolCnutS R'02 sdnr6 '04 E

1. Condensation – Condenses 1 cu’ of water from thesurrounding air.

2. Fog – Creates dense fog within up to 10’R/level.3. Waterwall – Creates a 10’x10’x1' wall of water, cuts

all attacks and movements through it by 80% (i.e.,-80 to OBs).

4. Water Bolt I – A bolt of water is shot from the caster’spalm; results are determined on the Bolt Attack Table(Max result of 105, inflicting Impact criticals).

5. Unfog – Disperses fog in a 10’R/level.8. Calm Water – Water within radius is calmed; waves are

cut by 20' in center and less towards the perimeter.10. Waterwall True – As Waterwall, except the caster need

not concentrate and the duration is 1 min/level.

Note: All “wall” spells created by spells on this listmust rest on a solid surface.

1. Breezes – Causes a light breeze as long as the casterconcentrates. The breeze moves any grasses in the area.

2. Airwall – Creates a 10’x10’x3' wall of dense churningair, cuts all movement and attacks through it by 50%(i.e., -50 to OBs).

4. Stun Cloud I – Creates a 5’R cloud of charged gasparticles: delivers a ‘C’ Electricity critical on first andsecond rounds, a ‘B’ on rounds 3 and 4, and a ‘A’ onrounds 5 and 6. It drifts with the wind and affects allin radius. The cloud takes one round to form, soanyone in the radius when it is cast may make amaneuver to move out of the radius without taking acritical; however, after that anyone within the radiusat anytime in the round takes the critical indicated (amaximum of one per round).

5. Air Stop I – Stops all generalized air movement (e.g.,wind) up to winds of 30mph; cuts higher winds by30mph in a 10’R.

6. Stun Cloud II – As Stun Cloud I, except radius is 10’.7. Vacuum – Creates a 5’R near vacuum, all in radius take

a ‘B’ Impact critical, as air leaves and rushes back in.8. Air Stop II – As Air Stop I, except radius is 20’.10. Stun Cloud IV – As Stun Cloud I, except radius is 20’.

Note: All “wall” spells created by spells on this listmust rest on a solid surface.

Page 40: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

39

4.0 COMBAT

Before we get into describing how to resolve combat inRolemaster Express, we need to go over and explain a few things.

4.1 DEFENSIVE CAPABILITIES

Your character has two main factors that impact theirattempts to avoid being damaged in combat. They are yourArmor Type (AT) and your Defensive Bonus (DB).

ARMOR TYPE

Rolemaster Express has 5 basic classifications of armor;No Armor, Soft Leather, Rigid Leather, Chain and Plate. Acharacter’s Armor Type (AT) also determines which columnis used in attacks against the character. The ArmorManeuver Modifications table includes the RolemasterClassic AT in parenthesis next to the name of the armor typefor compatibility purposes.No Armor – This is normal clothing and

robes. Certain smaller or thin skinnedanimals also use this Armor Type.

Soft Leather – This is a tough and pliable typeof leather worn as protection. Thiscategory can also include heavier hides andfurs, padded or quilted cloth, and othersimilar materials.

Reinforced Leather – This is soft leather than hasbeen reinforced with harder materials such asdragon scales, metal studs or plates sewn tothe leather, etc. May also include the naturalhides of certain reptiles, dangerous and/orfantastic creatures like Rhinos and Dragons.

Chain – Metal chain link armor, metalscale armor, and the hides of certainfantastic creatures.

Plate – Rigid metal armor made up of plates and theheaviest fantasy animal or monster armors.

ARMOR PENALTIES

Due to its weight and the constrictive nature of armor,there are penalties associated with wearing armor. Thesepenalties apply to all actions classified as MovingManeuvers, which includes the skills Riding, Climbing,Swimming, and Stalking. Refer to Section 2.5 for theManeuvering in Armor skill description for more detail. Thetype of armor your character wears also limits how fastyour character may move by limiting their maximum pace.

Additionally, the table contains a column that affectsmissile attacks.

ARMOR MANEUVER MODIFICATIONS

epyTromrA.naM.niM

*.doM.naM.xaM

†.doMkcattAelissiM

‡ytlanePssenkciuQ

§ytlanePmumixaM

**ecaPromrAoN )1TA( 0 0 0 0 hsaD

rehtaeLtfoS )6TA( 0 02- 5 0 hsaD

rehtaeLdecrofnieR )8TA( 51- 05- 51 51 tnirpStsaF

liaMniahC )51TA( 52- 021- 02 02 tnirpS

etalP )02TA( 54- 561- 04 04 tnirpSgnirevuenamnideniartylluftnatabmocaotdeilppanoitacifidomrevuenammuminiM—*

.epytromranevigehtgniraewelihwnideniartnuyllatottnatabmocaotdeilppanoitacifidomrevuenammumixaM—†

.epytromranevigehtgniraewelihwgnirevuenamtnatabmocarofBOelissimehtotnoitacifidomasastcaytlanepkcattaelissimehT—‡

nrowromrafotceffesuoegatnavdasidehttcelferottnaemsisihT.romranevigehtgniraew.tnatabmocafosmraehtno

sunobtatsssenkciuQs'tnatabmocalecnacroecudernacytlanepssenkciuQromranA—§s'reraewromraehtecuderylnonacytlanepsiht,evobaseitlanepesohtekilnU.BDsihrof

titahtlevelehtwolebBDllarevos'tnatabmocaecudertonlliwtI.sunobtatsssenkciuQ.sunobtatsssenkciuQorezahtiwtaebdluow

s'retcarahcehtfI.sreifidoMrevuenaMmuminiMnopudesabsiecaPdewollamumixaM—**.petseromenodecudersiecaPneht,muminimehtnahtretaergerasreifidomreveunaM

Page 41: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

40

DEFENSIVE BONUS

This number represents a number of individual factorsthat all add together to help the character keep himself frombeing hit by foes. The Defensive Bonus that you will recordon your character sheet is comprised of the following:

Defensive Bonus= Quickness Bonus (minus any Armor Qu. Penalty)+ Any Quality or Magical Armor Bonuses+ Shield Bonus (if character has/uses a shield)+ Bonuses from any magic items that aid DBThe above modifiers should be added and recorded

on the character sheet.A character’s DB may also be further modified by

positional/situational modifiers, cover, spells, and/orparrying. These types of modifiers would be applied on acase by case basis at the time of the combat in which thecharacter is involved. See the Combat Modifiers table (page54) for modifiers associated with cover.

Note: The bonus from a shield may only be appliedto the character’s DB against the attacks from onefoe per round.

PARRYING

A character may increase their Defensive Bonus byreducing their Offensive Bonus (see section 4.2 OffensiveCapabilities below). Basically,the character does this byfighting more defensivelyoverall. The idea of sacrificingoffensive capabilities in orderto increase defensivecapabilities is one of thefundamental aspects of thesystem, and the attacktables expect a player todo a certain amount ofparrying each round.

The player must declare what portion of their OffensiveBonus (OB) is going to be applied to their Defensive Bonus(DB). This is referred to as the “OB/DB split”.

The character must be aware that they will be thesubject of an attack in order to be able to use Parrying toincrease their DB. The benefits of parrying may onlyapplied against a single foe each round.

Also, the amount of OB that they transfer to their DBfor the round is modified by the type of weapon beingused to perform the parry and the type of weapon used inthe incoming attack. These modifiers are as follows:One-handed Weapons – For every point subtracted

from the character’s OB, one point is added to theirDB for the round.

Two-handed Weapons – The character may only use amaximum of 50% of their OB against foes usingone-handed weapons.

Pole Arms – The character may only use a maximum of50% of their OB when parrying anything but other

pole arms. Spears and Javelins always count as PoleArms, regardless of how you use them.

Missile Weapons – If using a missile weapon to parry a meleeattack, you are limited to using a maximum of 50% ofyour OB. The GM should also check to determinewhether or not this unusual use breaks the weapon.

Unarmed/Natural Weapons – Creatures and animals whodo not have the capability to use weapons may notparry. Those who can use weapons may still parrywhen unarmed, but only half of the amount subtractedfrom their OB may be applied to their DB unless theyare holding (i.e. a pot, pan, branch) or wearing ( i.e.bracers) an item to protect themselves from theweapon that they are parrying. This reflects the factthat parrying is essentially stopping an incoming attackby being hit or hitting it with something and withoutsomething other then bare flesh to depend upon,parries will be less effective. With such protectivedevices, using the full bonus is possible. Refer to theAnimal/Natural Attack Types table (page 53) for moreinformation regarding the OB of unarmed attacks.

4.2 OFFENSIVE CAPABILITIES

While avoiding being hit is always a good thing,sometimes your character is going to want or need to hittheir opponent. In order to be able to attack foes, yourcharacter needs to know what their Offensive Bonus is.

OFFENSIVE BONUS

A character’s Offensive Bonus (OB) is the bonus thatthey use in making an attack. Most often, this is comprisedof the character’s skill bonus with a given weapon (seeSection 2.5 Skill Descriptions, page 15 for more informationon Weapon Skills).

Like your character’s Defensive Bonus, their OffensiveBonus is comprised of several factors. The first factors areyour weapon skills bonus, including the stat bonusesassociated. Other static factors include the specificweapon modifiers from the Weapon Statistics table (seepage xx), any magical or quality based weapon bonusesand level bonuses. If your weapon is a missile or thrownweapon, then you also have the missile attack penaltyfrom armor worn to include.

In addition to the static modifiers, there are a numberof modifiers that applied according to the situation. Theseinclude positional modifiers, status modifiers, rangemodifiers for missile and thrown weapons, and other

Page 42: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

41

possible miscellaneous modifiers. Refer to the CombatModifiers table (see page 54) for more information aboutconditional modifiers to your OB.

Note: Unless stated otherwise, all bonuses arecumulative. For example, a surprise rear attack ona stunned foe would get a total bonus of +75: +20for surprise, +35 for rear attack and +20 for astunned foe. A non-surprise rear attack on astunned foe would get a total bonus of +55.

LEVEL BONUSES

Fighters receive a bonus to their OB of +3 per level upto 20th level. After that, the bonus drops to +1 per level.Thieves receive a bonus to their OB of +2 per level up to20th level, giving them a maximum bonus of +40 to theirOB. Neither the Animist nor the Magician receives levelbonuses for combat skills.

4.3 THE TACTICAL COMBAT

SEQUENCE

The Rolemaster Express tactical combat sequence isbased on 10-second battle rounds. Normally, eachcombatant is allowed one attack roll per round, whetherthat is a spell, missile (bow or thrown fire), or melee. Thecharacter may actually make more than a single swing orshot during this time period, but with everything goingon, only one such swing/shot is considered to be effectiveenough to cause damage. A shield, sudden movement, aweapon, fate and/or luck are presumed to have intervenedand rendered the rest of the swings/shots ineffective, andthe one for which the player rolls is the best of the lot.

The basic principle of this system is that each actiontakes a percentage of the character’s activity to accomplish.Characters may normally use up to a total of 100% activityin a single round. Certain skills or spells may grant acharacter extra activity that can be used. Should a characteruse less than a full 100% activity in a given, they areconsidered to be idle and/or waiting until the next round.

Some actions will require a set activity percentage,while others will have a percentage range. Characters mayselect which percentage from that range to use, however,using less than the full percentage means that the actionreceives a modifier of -1 for every point below the full,maximum percentage that the character uses.

Example: A meleeattack requires between 50% and100% activity. If a character decides to make anattack using 80% of their activity, that means thatthey receive a modifier of -20 to their attack sincethey are using 20 points less than the maximumactivity percentage for the action.

INITIATIVE

Initiative is the order in which actions are resolved.There are several specific places where it is used within thetactical combat sequence, and this section covers how todetermine initiative for both characters, and their foes.

There are many different ways that initiative can bedetermined, however, the default method that RolemasterExpress uses is 2d10 + Quickness Bonus + Modifiers.Various modifiers to initiative can be found on theInitiative Determination table.

Initiative is determined each round as changingconditions can alter the order in which the charactersresolve their actions.

The default method for determining initiative allows fora wide range of numbers. The GM will start at the highestnumber, or Initiative Point (IP), and work their way downto the lowest, resolving actions in that order. If there are twoor more characters or foes that go in the same IP, the GMshould compare their Quickness Bonuses, and use them todetermine the order, by going from highest to lowest.

INITIATIVE DETERMINATION

tceffE setoNdnayrogetaC

)elbairav(-/+ sunoBssenkciuQ

02+ )tabmocfodnuortsrifnoylno(ydaernopaeW

0+ .nopaewdednah-enO

5- .nopaewdednah-owT

02+ neewtebtabmocfodnuorts1no,mrAeloP.stnenoppo2

01- tabmocfodnuorts1retfa,mrAeloP.stnenoppo2neewteb

5+ sitnenopporehtiennehwnopaewregnoL.gnigrahc

51+ htobroenonehwnopaewregnoL.gnigrahcerastnenoppo

5- .noitanibmocnopaewowT

5- .dleihS

52- .desirpruS

02- .derebmucnE

52- .)stihnoissucnoc(%05nahteromdednuoW

:etoN eelemeht;snoitacifidomelbacilppallalatoT.tsrifskcattalatottsehgihehthtiwtnatabmoc

Page 43: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

42

Initiative & Monsters: The GM will also roll initiativefor monsters as well. However, they will use the followingtable, Monster Initiative, to determine their basemodifiers. Monsters are given two quickness values. TheGM should the AQ rating under a monster’s Speed (MS/AQ) stat to determine which code is used to determineinitiative for attacks. The AQ column is used in place ofthe “Quickness Bonus” initiative modifier. For initiative inmovement or moving maneuvers, use the MS column todetermine the bonus.

COMBAT RESOLUTION

Combat is divided into three specific steps. These stepsare meant to provide the Game Master with a method ofproviding structure and order to the round, to make iteasier to resolve the actions of the various characters.Step 1: Declare Initial Action(s)

During this step each player must declare the initialaction(s) of their character and what percentage activity isdevoted to that action.

The first thing that the player does is to state theiroverall intentions regarding the actions to be performedby their character during the round. The player thendeclares their character’s first action for the round.

Next, the GM has to determine whether or not theinitial action(s) constitute a normal action or aSimultaneous Action. If the declaration is a SimultaneousAction, then the GM must determine the activitypercentage involved. Refer to Declaring SimultaneousActions under Special Situations, below.

Once initial actions have been declared, along withthe activity percentage the action will require, each playermust also declare any OB/DB splits for Parrying as wellwho the Parry will be against. At this point the GM willalso declare the initial actions for any NPCs or creaturesinvolved in the combat.

The following table shows the most common actionsduring melee and the percentages required by thoseactions. As you can see, most of the listed actions require amajority of the activity percentage that the character hasavailable each round.

Note: Players may only declare 1 melee attack actionand/or 1 spell casting action per round. Even if aplayer declares a 50% activity spell or melee attack,they may still only declare one of each per round.

Note: For the first round of combat, combatantswith ready weapons must declare their OB/DB splitas they enter into combat. (This reflects theirposture in the moments before combat started.). Atall other times, OB/DB split remains the sameuntil the player declares a new melee attack,changes weapons, is stunned, or otherwise falls outof “combat posture”. (At the judgment of the GM.)

Step 2: Roll InitiativeOnce all players have declared their initial actions, and

the GM has declared the actions of all NPCs and creatures,it is time to determine the order in which the charactersactually perform these actions. Use the guidelinespresented in Section 4.3 for determining the initiative orderfor the round.Step 3: Resolve Actions

Once it has been determined in which order thecharacters will resolve their actions, it is time to actuallystart resolving actions. The actions are resolved in twosteps; in order of the character’s initiative. The GM startswith the highest initiative point total and works their waydown to the lowest.

INITIATIVE & MONSTERS

edoC gnitaR BD)SM( )tinI(QA

NI = gnihcnI 52- 52-

RC = gnipeerC 02- 02-

SV = wolSyreV 01- 01-

LS = wolS 0+ 0+

DM = muideM 01+ 01+

FM = tsaFyletaredoM 02+ 02+

AF = tsaF 03+ 03+

FV = tsaFyreV 04+ 04+

FB = tsaFylgnidnilB 05+ 05+

ACTIVITY PERCENTAGES

llepStsaC %57*metImorftsaC %57**noitartnecnoC %05

)dedeenperpoN(llepSsuoenatnatsnI %57)dnuorhcaerof(noitaraperPllepS %09

kcattAeeleM %001-%05kcattAelissiM %05

dnuor1niskcattAelpitluM %001-%09gnilSgnidaoL/gnidaoleR %05

woBtrohSgnidaoL/gnidaoleR %06woBetisopmoCgnidaoL/gnidaoleR %07

woBgnoLgnidaoL/gnidaoleR %08wobssorCgnidaoL/gnidaoleR %032

)02-(lloRnoitatneirO/noitpecrePkciuQ %01lloRnoitpecrePlluF %03

**gnivoM %01muminiM)sllikstsom(esUllikS/noitcAcitatS %001muminiM

**gnidiR %51muminiM**egdoD %001-%05

nopaeWwarD %02)noitercsiDs'MG(snoitcAelpmiS %03-%01

)noitercsiDs'MG(snoitcAxelpmoC %001-%02gnitsacdnaperpfotnuomaemasekatsmetimorfsllepS*

.llepstnelaviuqesaemit

Page 44: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

43

Example: John, Mark, and Andy are playing fighters,and they have encountered a band of 3 Orcs whileexploring an abandoned underground complex. Afterdeclaring their actions, the GM calls for initiativeorder. John gets a total of 14, Mark gets a 19, andAndy gets a 15. The GM rolls a 12, 15, and 9 for theOrcs. This means that Mark goes first, followed byAndy (who has a Quickness stat of 75) and then Orc#2 (who has a Quickness stat of 70), then John,followed by Orc #1 and Orc# 3 goes last.

Step 3A: Resolve Short Actions: Starting at the top of theinitiative order, the GM resolves the actions ofcharacters who have declared actions that require lessthan 50% activity. The GM will then repeat this cyclefor those players whose characters have completedtheir initial actions, allowing them to declare anotheraction and resolve it, so long as the total activitypercentage for the newly declared action does nothave the character meet or exceed a total of 50%activity for the round. If a newly declared actioncauses the character’s total activity for the round to beequal to or greater than 50%, then the player mustwait until the Step 3B to complete their action.

Note: Instantaneous Spells are considered ShortActions, no matter how much activity is required forthem. The activity percentage required is consideredto be recovery time from the sudden casting.

Step 3B: Resolve Long Actions: The GM now beginsagain from the top of the initiative order, resolving thecharacter’s actions as they occur. The GM thenrepeats this cycle, allowing characters that have notused 100% of their activity to declare and resolve newactions, so long as those actions do make thecharacter exceed 100% activity for the round.

Actions such as reloading missile weapons orspecific uses of skills, which take multiple rounds, arealso allowed; they merely carry over from one roundto the next until the percentage of activity needed isreached. Actions such as spell casting, melee attacksand other actions that require less than 100% activitycannot be carried over from one round to the next.

Step 3C: Upkeep: The GM resolves any ongoing effectsafter 100% activity has been reached. This includesapplying any hits per round from Bleeding ormarking off rounds of stun. Refer to Critical DamageResolution under Special Situations (page 44) formore information.

SPECIAL SITUATIONS

As with all systems, there are a few special situations orconditions that merit an extra note or a more detailedexplanation. This section provides it.Canceling an Action: There may be times when a player,

after declaring their action, may decide that they needto cancel their declared action and declare a differentaction. There are several guidelines to be followedwhen canceling actions.• Actions may only be canceled only during the

player’s turn.• Only actions that have not been resolved may be

canceled.• The character loses 10% of their remaining

activity for canceling an action.• The character may declare a new action, so long

as they have enough percentage of activity tocomplete the new action.

Charging: Charging is the act of moving into combat andattacking at the end of that move. As noted in theInitiative Modifiers table, a Charge can impact thecombatant’s initiative. It can also impact thecombatant’s OB and DB.

The combatant must use a Pace of at least Run toclose with their foe. They may make turns whilerunning, but only the distance in Final Approach isused to determine the bonus to OB.

Final Approach is the distance between thecombatant’s last turn and their foe.

The bonus to OB is equal to the number of feet ofthe final approach; it cannot be greater than +50.

The charging combatant also receives a penalty totheir DB equal to the OB bonus.

Combat Perception: As a general rule, a combatant isgoing to be aware of everything going on within a 10’radius hemisphere that is directly to their sides and infront of them (i.e. they are not automatically aware ofwhat is to their rear flanks or rear). The twoPerception actions listed in Activity Percentages tablespecifically to allow the character to discover morethan what is going on directly around them.

Concentration: In most instances, Concentration willrefer to concentrating on maintaining a spell, but itcan occasionally refer to skill use as well. On theActivity Percentage table, Concentration is listed asrequiring 50% activity. This is not quite accurate.Concentration does not actually require any actualactivity, but while a combatant is Concentrating, allother actions will require double their normal activitypercentages to reflect that they are using only aportion of their attention on what they are attemptingto accomplish.

Page 45: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

44

Critical Damage Resolution: When an attack or a spell isresolved it may cause the target damage of some type.For specific information on the meanings of the typesof damage involved, refer to Section 4.5. The followinglist related to how and when damage is resolved.Hits – Hits are applied to the character who received

the damage immediately.Penalties – Penalties are also applied immediately,

and they will affect any relevant maneuvers oractions that the target may already have inprogress.

Bleeding – Any criticals that call for a number of hitsper round or other specific instances of bleedingtake place in Step 3C: Upkeep.

Stuns – If the target receives the stun before they haveaccomplished 50% of the activity for the round,then they are considered stunned for the rest ofthe round, losing whatever activity they had beenattempting to accomplish and the current roundcounts as one stun round. If the stun occurs after50% activity has been expended, then thecharacter is able to finish their action with a -25modifier and this round does NOT count as oneof their rounds of stun.All other sorts of damage or specific conditions

that last for one or more rounds will be marked off orapplied during Upkeep as needed.

Dodging: Parrying includes small blocks, dodges, andother movements designed avoid being hit. Parryingalso requires that the character be wielding a weapon.

However, there are likely to be times when acharacter does not have a weapon or cannot use theirweapon for, or they just want to avoid combat. Inthese instances, a character can attempt to Dodge anattack. This is a dedicated attempt to avoid being hitby getting out of the way of the incoming attack.

To Dodge, the player must a roll and add theaverage of their character’s Agility and Quicknessbonuses, or the character’s Acrobatics skill. This roll ismade on the Extremely Hard column of theMovement & Maneuver Table, and any numericresults are applied to the character’s DB. If the resultfalls on the low end of the column, then the characterhas fumbled their attempt to Dodge and the resultsare applied. If the result falls on the high end of thetable, then the character receives the highest numericresult on that chart column to their DB and the proseresult is also applied accordingly.

A Dodge is considered 100% activity, if thisexceeds the character’s activity for the current round,then the action carries over into the next round. So acharacter who dodges with 40% activity left beginsthe next round spending the first 60% activity of thenext round still dodging—and still getting the DBbonus, if any. Canceling any action to dodge istherefore 110% activity in total.

In either case, the bonus to DB from the Dodgeroll applies equally against all foes.

Melee Range: Combatants are assumed to be able to attackand use footwork to cover a 5’ radius area. A weaponextends this range. Combatants still need to be able tosee their opponents, so melee range is usually a semi-circle extending out to the front, and front flanks,unless the combatant can extend their perceptionbeyond that 180 degree arc. A combatant can declare amelee attack on anyone within their melee rangewithout expending movement to “close to meleerange”. (Thus, two combatants might be 8’ apart andstill able to attack each other.)

Melee Range = 5’+Weapon Length

Page 46: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

45

Movement Guidelines: There are some specialconsiderations to keep in mind when adjudicatingMoving maneuvers. In general, a character ispractically limited to moving at no greater Pace than aRun while moving and fighting. This is because of thesheer difficulty of performing other actions whilemoving. It is recommended that movement not beallowed exceed the Pace of Run while attempting toperform other actions (such as melee attacks).

Some actions are better performed with a runningstart, such a jumping, leaping, or certain acrobatic/tumbling maneuvers. For these skills it is recommendedthat movement Paces of up to Dash be allowed.

A character is required to spend 10% activity foreach 10% of their BMR rate (times their PaceMultiplier) that they move.

Unlike other actions, it is possible for Movementto be interrupted before it is completed. Thisinterruption could be either voluntary or notdepending upon the circumstances. If movement isinterrupted, the combatant will have expended apercentage of activity equal to the movementcompleted. The character also expends an additional10% activity to re-orient themselves from thecanceled movement. They may then declare and takeaction normally from that point forward.

Example: Joe’s character Grog has a BMR of 50’.Grog’s friend, Geoff is 45’ away, down a tunnel,fighting an Orc. Joe tells the GM that Grog willRun the 45’, and when he arrives he wants to makean attack against the Orc with his remaining 55%activity. Grog begins his first action, the 45%move (45’ is 45% of 50’ x 2 (Run Pace)). As hereaches the side tunnel, 25’ down from his originalposition, a hidden Orc attacks him from a sidetunnel. Since the Orc has interrupted hismovement, Grog’s movement ends at 25% activitysince that would be the amount of activityrequired to Run that distance. Grog also losesanother 10% activity because of his canceledaction. This leaves him with 65% activity left touse fighting the Orc who has grappled him.

Orientation Roll: Sometimes characters will perform actionsin which their situation or location suddenly changes,such as with a Long Door spell or an Acrobatics orTumbling maneuver. In such cases, the character isrequired to make an Orientation Roll to get theirbearings prior to being allowed to act. An OrientationRoll is nothing more than a Quick Perception maneuver.Should the character fail the Quick Perceptionmaneuver, they can expend another 10% activity and befully oriented without having to roll a second time.

Parrying: When a character declares a melee attack, theymust also declare how much of their OB will be appliedto their DB. Rolemaster Express assumes that mostcombatants will be shifting at least some of their OB totheir DB.

Calculating a character’s OB/DB split is done afterthe modifiers for activity percentage and charactercondition have been applied. Situational Modifiers,such as for foe’s position, are applied after the OB/DBsplit has been made. The DB modifier from Parryingapplies only to one foe, which is designated at the timethat the Parry is declared.

In all cases, the bonus to DB from the Parryingapplies for the entire round, until the next DeclarationPhase. The character may be the last one to go ininitiative order, but their bonus to DB from Parry stillapplies against all attacks from the designated foe.

4.4 ATTACK RESOLUTION

A melee swing or missile attack is resolved by cross-indexing the net attack roll with the target’s armor type(AT) on the correct Attack Table. The effects of Failuresand Critical Strikes are found on the correct Fumble Tableor the appropriate Critical Strike Table.

THE ATTACK ROLL

To resolve an attack, the player makes an attack roll,they then add their OB and any other conditional orsituational attack modifiers. Next they subtract thedefender’s DB and any other conditional or situationaldefensive modifiers. The net results of this roll are thenlooked up on theproper attack table,cross-indexed againstthe type of armor thatthe defender has.

This attack roll isa “High open-endedroll”. That meansthat if the initial rollis between 96 and100, then you roll asecond time and addthe second roll to thefirst before applyingthe modifiers.

However, if theinitial roll is too low,you could Fumble.

Page 47: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

46

FUMBLE RESULTS

The Weapon Statistics table (page 52) has a columnthat lists the upper end of the Fumble Range for eachweapon. If the attack roll is between 01 and the high end ofthe Fumble Range for your weapon, then you immediatelymake another “High open-ended roll” and look up theresults on the proper column of the Fumble & Failure table(page 61).

Example: Coma the Dwarven Fighter playfullyswings his battle-axe at his “friend” Trevor. Hisattack roll is 04 and thus falls into the fumble rangefor a battle-axe (i.e. 01-05 – Coma fumbles hisweapon). As Trevor begins to laugh, Coma makes aroll of 83 and cross-indexes it with the “MeleeWeapon Fumble” column on the Fumble & Failuretable. Coma bites and swallows his tongue in theexcitement and is stunned for 2 rounds and thusmay not attack; he can still parry. If Trevor can stoplaughing, he can attempt to stab the juggling dwarfwith his magic spear. If Coma’s initial roll had beena 06 or better, he would not have fumbled and hewould have resolved his attack normally.

OTHER RESULTS

If the attack does not result in a fumble, then youcontinue on looking up the result on the proper attack table.Net results that are greater than 150 are treated as if theywere 150.

Some attack tables have break-points indicating themaximum result possible for a given size or type of attack.In the case of such attacks, any net results greater than themaximum allowed for that attack size or type is reduced tothe maximum allowed.

In looking up the results, the table will give either just anumber or a number and letter combination such as “4” or“16D”. The number represents how much concussion hitdamage is done to the defender. A result of “0” from the attacktable means that no damage was done to the defender. Thiscould be from a miss or from a hit that just was not strongenough to hurt the defender. It is up to the GM to describe itaccording to the situation at the time of the attack.

The letter portion of the result indicates that the defenderalso receives a critical. There are six letter codes. “T” for Tiny,and then “A” through “E” with “E” being the highest severitycritical. If the result includes one of these letters then the playermakes another roll on the proper critical table.

The Weapon Statistics table (page 52) indicates whattype of critical each weapon does. Some weapons have alimitation on the maximum severity of critical that may bedone, so if a critical result exceeds that maximum, it shouldbe reduced to the maximum.

Example: A Dagger does a maximum of a “C”Puncture, so if a 16D is the result, it becomes a 16Cfor the purposes of this attack.

The roll that the player makes on the Critical Table isadjusted by the severity of the attack. The table contains alist of the modifiers to be used at its bottom.

CRITICALS VS. LARGE CREATURES

Certain creatures are larger or more powerful thannormal creatures. These are indicated by a “LA” in the critportion of the Size/Crit column of the Monster Statisticstable (page 76). Such creatures do not receive criticals likeother creatures. Instead, when a critical is indicated, theLarge Creature Physical Criticals or the Large Creature SpellCriticals tables are used, depending upon whether the attackwas a physical or magical one.

Note: Rolemaster Classic contains creatures thatreceive Super-Large Criticals in addition tocreatures that receive Large Criticals.

4.5 CRITICAL INTERPRETATIONS

Most of the critical strike results are self-explanatory.However, certain results may have to be modified due tocircumstances.

Example: A target behind a low stone wall is hit byan arrow and receives a critical calling for damageto his ankle. Instead the GM should rule that he ishit in the wrist. Note that he already receives adefensive bonus for being behind the stone wall andwas hit in spite of it. If a critical strike calls for anunspecified limb to be broken, the GM shoulddetermine the limb affected, based on thecircumstances, or randomly.

OVERALL GUIDELINES

All damage (including concussion hits), unless otherwisenoted, is only applicable to the target combatant.

Often bleeding, bruises, burns, frostbite, etc. indicated onthe critical strike tables are reflected in the form of additionalconcussion hits. This is meant to show the gradual weakeningbrought about by shock, bleeding, and pain.

Next swing/roll can refer to a missile attack, maneuver,and spell attack as well as to a melee attack.

If a target takes a critical result that lasts for a certainnumber of rounds and they have performed less than 50%activity for the current round, the current round counts asone of the rounds affected by the result. Otherwise, theeffects begin the round after the critical is received.

If an item is indicated as being destroyed by a criticalresult, it is automaticallydestroyed unless it is made ofan extraordinary material (e.g.Mithril) or it is incrediblymagical (i.e. an Artifact). Inthis case, if the GM allows it,the item may make a RR toavoid destruction.

Page 48: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

47

CRITICAL & FUMBLE RESULTS

Below we provide guidelines for specific criticals/fumbles.+# Hits—(e.g. “+5 hits”) This many hits (#) are taken in

addition to the normal hit result derived from the attacktable used. Normally, these hits are not increased (i.e.“multiplied”) by strength factors (e.g. certain creaturesdo “3x” normal damage, a Strength spell on a characterlets them deliver “2x” normal damage, etc.).

# Hits per round—(e.g. “+3 hits per round”) Each upkeepphase after the critical is taken, the target takes thismany (#) additional hits due to pain and bleeding.

... At -#—(e.g. “Foe fights at -30)” All of the target’sbonuses (except DB and RRs) are modified by thisnumber (#). These penalties are cumulative. Certainof these penalties apply only to specific skills (e.g.fighting, running, etc.).

Must parry # rounds—(e.g. “must parry 2 rounds”) Forthis number (#) of rounds, the target may not attack;they may only parry with half of their OB, and theonly other actions allowed are movement andmaneuvers, both modified by -25.

Stunned # rounds—(e.g. “stunned 4 rounds”) For thisnumber (#) of rounds, the target may not attack, theymay only parry with half of their Offensive Bonus(Normal DB due to Quickness, shield, etc. is notaffected), and the only other actions allowed aremovement and maneuvers, both modified by -50.

Stunned and unable to parry # rounds (Stunned-NoParry)—(e.g. “stunned no parry 3 rounds”) For thisnumber (#) of rounds, the target may not attack, they maynot parry (Normal DB due to Quickness, shield, etc. is notaffected), and the only other actions allowed aremovement and maneuvers, both modified by -75.

Down for # rounds—(e.g. “down 2 rounds”) The targetfalls to the floor, and for this number (#) of rounds,the target may not attack or parry, the only actionsallowed are movements or maneuvers, both modifiedby –100. If the result does not specify a number ofrounds, then the target is down for one round.

Out for # rounds—(e.g. “out 12 rounds”) The target falls tothe floor, unconscious. They cannot act, and they loose allparry, movement or quickness related DB. They only gainDB from items or magical effects. They are considered“Helpless” for combat purposes. (see page 48).

If the critical does not specify a number of rounds,then the combatant is unconscious until someoneperforms a successful Very Hard First Aid maneuveron them, or casts a spell (Like “awakening,” see page27) on them, or the GM decides sufficient time haspassed. If combat is still proceeding, the combatant willbe at “Stunned No Parry” until the GM decides theyrecover their wits.

A combatant prematurely awakened using first aidfrom an out result with an “X rounds” duration will be“Stunned No Parry” until those rounds wear off.

Knocked (back/left/right/etc) # feet – Target is knocked inthe direction indicated by the critical (random if notindicated), and ends up at the destination on their feetor down, as indicated by the critical. (If not indicated,assume they are still standing, if they are still capable.)

EFFECTS OF BLEEDING

Bleed and pain damage is expressed as #/round,meaning the target looses # concussion hits per roundfrom bleeding, pain or other forms of continuing damage.

Hits per round can normally be stopped with acompress and bandage if the patient does not move atmore than a walking pace for the next 8 hours (up to 1, 2,or 3 hits per round depending upon a maneuver roll). Atourniquet on a limb can stop 4 to 10 hits per round on alimb wound, but until the wound heals the tourniquetmust be loosened once every 24 rounds and 3 hits perround taken for 5 rounds. (Full injury and healing rulescan be found in Section 5.6)

Bleed damage is taken each round on Upkeep Phase.Some creatures, like certain constructs or undead, are

immune to the effects of bleeding.

EFFECTS OF MUST PARRY

Being knocked off balance or out of position, eitherphysically, or mentally, results in the target being unable toexecute an attack. They can parry with half their OB, orperform a movement/maneuver at -25.

Note: “Must Parry” results are not stun rounds

Page 49: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

48

EFFECTS OF STUN ROUNDS

During play a combatant may be “stunned” for anumber of rounds due to critical strikes (From least toworst, this includes four critical results; “Stunned,”“Stunned No Parry,” “Down” or “Out” rounds). All of these“stuns” due to multiple critical strikes accumulate.Normally the total number of rounds of “stuns” decreasesby one each round, on upkeep phase with the most severetype of “stun” taking effect first, and wearing off first. Anystun rounds inflicted on an already stunned target addinto the total. These additional rounds take effect andwear off in order of severity, not in the order in which theywere inflicted. Only the worst penalty applies at any time,the penalties do not stack.

Example: If Drog is struck for multiple criticals in oneround, resulting in him being “Stunned” for 4 rounds,“Stunned No Parry” for 2 rounds, “Down” for 1 round,and “Out” for 4 rounds, he has 11 rounds ofaccumulated stun. Without some form of assistance,Drog will be “Out” for 4 rounds, then “Down” for 1round, then “Stunned No Parry” for 2 rounds, then“Stunned” for 4 rounds, only on the 12th round will heshake off the effects and return to “Normal” status.

In the first round of being “Out” someone falls onDrog, resulting in a critical that inflicts 2 morerounds of “Stun No Parry,” while one round of “Out”wears off. Drog now has 12 rounds of accumulatedstun; 3 rounds “Out,” 1 round “Down,” 4 rounds“Stunned no Parry” and 4 rounds of “Stunned.”

All stun takes effect immediately upon being inflicted.If a target takes a stun result that lasts for a certain numberof rounds and they have performed less than 50% activityfor the current round, the current round counts as one ofthe rounds affected by the result, and one round wears offduring the upkeep phase of this round. Otherwise, theeffects begin to wear off during the upkeep phase of theround after the critical is received.

Some creatures, like certain constructs or the undead,are immune to the effects of stun, ignoring it completely.

ATTACKS ON HELPLESS, UNCONSCIOUS OR

SLEEPING TARGETS

There is no need to make an attack on a helpless foe—simply make a maneuver roll. The difficulty is based onthe situation. For example, killing a sleeping knightwearing Plate with your bare hands might be an Absurdmaneuver, while killing an unconscious, unarmored, tiedprisoner with a dagger would be a Very Easy Maneuver.Failure only matters if the target might awaken andrespond, (Like the sleeping knight.), or if you fumble andinjure yourself, otherwise you can just repeat themaneuver next round.

If a target has a conscious and mobile defender or isamidst an ongoing melee where you cannot casually strikethem, so you must attack them as normally (with a“Helpless” bonuses etc.). They have 0 DB from quickness orparry, only gaining DB from items, cover or magic. Adefender can choose to spend OB to parry to protect them.

DAMAGE TO STRUCTURES

Rolemaster Express does not have a fixed method forhandling damage to structures. Most buildings are notsusceptible to hand held weapons in the time framespossible in combat rounds. (So, if a player wants to teardown a brick building with just their war hammer, it isbest wait until non-combat time, then just role-play itout). For structures more on a human scale, it’s best just tojury-rig something when you need it. For instance, weassign doors an armor type of Plate (stone, metal, orreinforced metal) or Reinforced Leather (wood) and acertain number of hits (50-1000) and have characters“attack” them normally.

Page 50: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

49

4.6 COMBAT EXAMPLE

The following example is meant to help walk youthrough the beginning stages of a combat so that it iseasier to understand everything that is happening. Sincethis is a large example, we are not going to use our normalformat for examples.

INITIAL SETUP

Our three heroes, Gauth the Fighter, Athlon the Scout(i.e. Thief), and Aurin the Magician, exit a small canyoninto a mountain pass, only to find themselves confrontedby two Goblins, led by a Hobgoblin, blocking their path.Two Lesser Orcs with short bows crouch on a ledge 30’above and to the left of the three blocking the path. Sincethe bad guys knew that our fine adventures were comingthey are prepared. Our stalwart heroes have their weaponsin hand, being in dangerous territory, so neither sidesuffers from surprise.

The Hobgoblin bellows to his companions, pointing atthe three adventurers, and so Combat time starts.

DECLARE INITIAL ACTIONS STEP

Aurin: I’ll cast Fireball, using my spell accelerator, on theledge that the Lesser Orcs are upon, then wait(requires 1 round, 75% activity).

Athlon: I’ll fire on the Hobgoblin (90% activity) using aRapid Load & Fire action (RLF – see Weapon Statisticstable, page 52) and then see what is needed (10%activity perception).

Gauth: I advance on the Goblins using 50% activity andattack with 50% activity. (90/20 OB/DB split)

Hobgoblin: Throw spear at the one with the bow(Athlon), a 50% activity and then draw short sword(20% activity).

Lesser Orc 1: Perform a RLF on the one with the bow(Athlon), a 90% activity. The Lesser Orcs had beendicing for coppers up on the ledge and wereunprepared.

Lesser Orc 2: RLF on the one with the bow (Athlon), a90% activity.

Goblin 1: Advance 30% and attack Gauth using 70%activity. (30/10 OB/DB split)

Goblin 2: advance 30% and attack Gauth using 70%activity. (30/10 OB/DB split)The GM combines Gauth and the Goblins’ actions

into 100% “move up and attack” actions. Gauth chooses torun, but not charge, not wanting the DB penalties.

DETERMINE INITIATIVE STEP

Now that the players and the GM have declared theactions for the characters, it is time for them to rollinitiative. This is a 2d10 roll plus any appropriate modifiers.

The Hobgoblin and Gauth are the only ones withshields. They both receive a -5 to their initiative rolls. Sincethey are also both wearing Chain, their quickness bonusesare also reduced to 0. Aurin and Athlon both receive a +5

because of their quickness bonuses. The Goblins and LesserOrcs do not receive any modifiers at all.

The GM also decides that he is going to make 1 roll forthe Lesser Orcs and 1 roll for the Goblins, and 1 roll for theHobgoblin.

Aurin rolls a 17, giving him a total of 22.Athlon rolls a 9 giving him a total 14.Gauth rolls a 14, giving him a total of 9.The Hobgoblin rolls a 20, which makes his total 15.The Lesser Orcs get a roll of 7.The Goblins get a roll of 5.The order of resolution is set from the highest total to

the lowest. The rolls are such that the order is Aurin,Hobgoblin, Athlon, Gauth, Lesser Orc 1, Lesser Orc 2,Goblin 1, Goblin 2.

RESOLVE SHORT ACTIONS (STEP 3A)

Everyone’s actions exceed 49% activity so we move tothe next step.

RESOLVE LONG ACTIONS (STEP 3B)

We resolve actions in Initiative order. Onceeverybody has gone at least once, we will cycle throughthe initiative order again, and again, until all activitypercentages have been accounted for.Aurin

Aurin is first. Aurin has a magic item that allows him to,once a day, cast a spell without any preparation. He calls thishis “Spell Accelerator”. He has decided that beingoutnumbered makes this a good time to use it, and so hedoes, to cast a Fireball upon the two Lesser Orcs upon theledge. The GM determines that because of the angle thatAurin won’t be able to get “Center of Effect” on either LesserOrc. The range is 50’ so there are no modifiers for that.

Aurin rolls a 68 for his attack. The Lesser Orcs eachhave a DB of 10 (no shield handy) and are wearingReinforced Leather. Looking up the net result of 58 (68-10) gives us a result of 9A for damage against both LesserOrcs (The same attack roll is used for all targets within aball attack. Criticals are rolled separately though).

Page 51: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

50

Next, Aurin rolls for the critical for the first Lesser Orc andlucks out, rolling 00 (100). He rolls again for a 12, which gives,with the -20 modifier for an “A” critical, a total critical roll of 92.Looking up the result, the GM reads that if the targets do nothave shields, that they lose an arm and are knocked out.

Finally, Aurin rolls the critical for the other LesserOrc. He rolls well, but not as well as against the first one,an 84. With the -20 modifier for it being an “A” critical, thatmakes it a 64, which results in the foe’s clothing catchingon fire. This Lesser Orc will take an additional 8 hits perround for the two rounds that it will take him toextinguish himself.

The two Lesser Orcs are now effectively out of thefight. One for 2 rounds, the other pretty muchpermanently as he won’t recover enough during the courseof the battle to be of any aid.

Casting this spell took 75% of Aurin’s activity for theround, leaving him with 25% remaining.Hobgoblin

The Hobgoblin, seeing the Fireball attack against theLesser Orcs, decides to re-direct his attack from Athlon toAurin. The GM decides that this is equivalent to Canceling anAction and that it will cost the Hobgoblin an additional 10%and his place in the initiative order, moving him behindAthlon and allowing Athlon to resolve his actions first.Athlon

Athlon continues with his Short Bow attack againstthe Hobgoblin. This is a Rapid Load & Fire (RLF) action,which combines loading and firing his bow into a singlequicker action.

He rolls a 54. His OB is 110 and the range is 35’ (norange modifier). The Hobgoblin is wearing Chain, andholding a shield in one hand and a spear in the other. Thisgives him a total DB of 25. That makes Athlon’s net attackroll 124 (110+54-15-25). Looking up on the Missile Attacktable, this gives us a result of 17C. The Hobgoblin receives17 hits and a “C” Puncture critical. Athlon rolls an 87which strikes him in the lower leg, severing muscles andgiving him a -50 to all actions.

Athlon has used 90% of his activity and has 10% left.

HobgoblinIt is now the Hobgoblin’s turn again. However, Athlon

has wounded him in the meantime. This means that hisattack against Aurin will be modified the -50 he justreceived. The Hobgoblin has an OB of 30. He rolls a 72.Aurin has a DB of 10. Aurin is 35’ away, putting him inMedium range for a thrown spear, so it receives a -25. Thisgives the Hobgoblin a net attack of 17 (30+72-50-25-10).Looking up the result on the Missile Attack table shows aresult of 0. The GM looks at Aurin’s player and says

“Athlon’s arrow strikes the Hobgoblin just as hethrows his spear at you. The spear hits the ground in frontof you, and then flips up to bounce against you harmlesslybefore it falls back to the ground.”

The Hobgoblin has used 60% activity (10% for changinghis target, 50% for the thrown attack), and has 40% left.Gauth

Gauth’s “combined” action is to move forward andattack the two Goblins as they also move to close with him.The GM informs Gauth that the terrain is very rough andthat attempting to move at a Run or faster will require amaneuver roll. Gauth decides to run anyway. His BMR whilein armor is 50’ per round, which makes it 100’ while running.He is using 50% to run, so he can move a maximum possibledistance of 50’. The GM has Gauth make a Hard ManeuverRoll. Gauth rolls a 94, and adds in his Agility Bonus of +5 asdirected by the GM and then subtracts 25 because of hisMinimum Maneuver Penalty for his armor,. This gives him atotal roll of 74, which gives a result from the MovingManeuver table of “40”. This means that Gauth was able tomove 40% of his maximum possible distance moved (50’)which results in him being able to move 20’ in total.However, since the Goblins are also moving towards Gauth,the GM decides that they moved 15’ from the Hobgoblin,meeting Gauth 20’ from his original location. Gauth stillspent 50% activity on the move.

As Gauth closes with the Goblins, he makes his attackagainst Goblin 1. Gauth has an OB of 110, 20 of which heis using to Parry Goblin 2. Gauth is also applying his shieldbonus against Goblin 2, in the hopes that be can take outGoblin 1 right away. This leaves Gauth an OB of 90 for hisattack. The attack is modified by -50 because he is notmaking a 100% activity attack. Gauth rolls a 93. Goblin 1is wearing Reinforced Leather has a DB of 10 (no shield,+10 parrying, no Quickness bonus). This gives Gauth anet attack roll of 123 (90+93-50-10). Looking up hisBroadsword attack on the 1-Handed Edged Attack table toget a result of “16C”. It does 16 hits to the Goblin andGauth now rolls for his critical. He gets a “75”. This meansthat Gauth has sliced the Goblin’s thigh pretty good. TheGoblin takes 6 additional hits, is bleeding at a rate of 1 hitper round and stunned for 2 rounds.

Gauth is happy with that result even though he hasused 100% of his activity for the round.Lesser Orc 1

He lies unconscious and smoldering upon the ledge.

Page 52: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

51

Lesser Orc 2He is hopping about, his clothing on fire. The GM

decides that there is a 25% chance each round (non-cumulative) of him falling off the ledge as he tries to puthimself out. The GM decides that this will be a low roll, soa result of 01-25 means he falls, anything else and hecontinues on as he was. The GM rolls, and gets a 90. Hedoes not fall this round.Goblin 1

Goblin 1’s combined action to move up and attackGauth needed to be partially resolved (the movingportion) during Gauth’s action, so he moved up 20’ andwas then struck by Gauth. He is laying on the ground now,moaning and bleeding, stunned for 2 rounds. Since he hadonly completed 30% of his 100% activity move and attackaction, which is less the 50% break point, this roundcounts as one of this Goblin’s 2 rounds of stun.Goblin 2

Goblin 2’s combined action to move up and attackGauth needed to be partially resolved (the movingportion) during Gauth’s action, so he moved up 20’. He isgoing to attack Gauth. He has an OB of 40, 10 of which isdedicated to parrying because of his declared OB/DB split,leaving him an OB of 30 for the round. Since he also used30% of his activity to move to Gauth, that gives him a -30to his OB. Gauth is wearing Chain and also has a DB of 40(+20 shield, +20 parrying,+0 Quickness bonus). Goblin 2rolls a 96 and then rolls his second roll of 16, giving him atotal roll of 112. This makes his net attack roll a 72(30+112-30-40) with his mace. Looking up the result onthe 1-Handed Concussion Attack table results in Gauthreceiving 7 points of damage.

Goblin 2 has expended 100% of his activity for theround, 30% in moving and 70% in his attack.Recap

Aurin has expended 75% of his activity and has 25% left.Athlon has expended 90% of his activity and has 10% left.Hobgoblin has expended 60% activity and has 40% left.Gauth has expended 100% activity and has none left.Lesser Orc 1 is unconscious and not able to do anything.Lesser Orc 2 is on fire and is expending all activity for

this round and the next in extinguishing himself.Goblin 1 is stunned for this round and the next,

unable to do anything.Goblin 2 has expended 100% of his activity and has

none left.

SECOND INITIATIVE CYCLE

Since there are characters with activity percentages stillleft, the GM cycles through the initiative again, asking forand resolving their actions. He will continue to do this untileverybody involved in the fight has used 100% of theiractivity for the round or is unable to act for some reason.At this point, however, there are only 3 characters who haveactivity remaining..

AurinAurin decides to just wait until the next round,

spending the time figuring out who to attack next, andwhich spell to use as the fireball took 8 of his 21 PowerPoints. He uses all of his remaining activity percentage onlooking around (perception).Athlon

Athlon also decides to just wait until the next round.He is already planning on attacking the Hobgoblin again.He uses all of his remaining activity percentage lookingaround (Perception).Hobgoblin

The Hobgoblin pulls his broadsword (20% activity)and then begins hobbling towards Gauth. He is only ableto move 5’ before the end of the round due to his wound.(20% activity at -50 because of the leg wound). The GMallows the Hobgoblin to use all of his activity on 2 differentactions because the other characters have used all of theiractivity for the round by this point

UPKEEP PHASE

At this point, we now resolve any “per round” issues,applying the damage or modifiers as required. We also reduceall rounds of stun by 1 at this point as well. We only have 2characters to whom this phase of the round will apply.Goblin 1

Goblin 1 is bleeding at a rate of 1 point per round, sohe removes 1 point from his hits. He also reduces thenumber of rounds that he is stunned by 1 at this point.Lesser Orc 1

Lesser Orc 1 now takes the extra 8 points of damagefor this round because of the flaming of his clothing. It willtake him take him at least one more full round (andanother 8 points of damage) to put out the flames.

END OF ROUND 1

It is the end of first round and our intrepid heroes arestill up and fighting. Gauth has received a wound, but itisn’t enough to slow him down. Both Aurin and Athlon arefine and ready to go.

As for the bad guys, one is unconscious, another isstunned, and another is dancing around on fire. However,one of the Goblins is still healthy and hale, and theHobgoblin, although injured, is still game to fight and hewill likely reach Gauth the next round.

Things seem to be turning in favor of the PCs, but younever know.

Page 53: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

52

WEAPON STATISTICS

nopaeW htgneL RF tirCyramirP tirCyradnoceS #egnaResaB snoitacifidoMlaicepSdegdEH-1 )dleihsahtiwdesuebnac(drowsdaorB '3 3 LS — —

reggaD '1 2 )C(UP — 51 )etalp/niahc.sv(BO51-exadnaH '2 4 LS — 51 )etalp/niahc.sv(BO5+ratimicS '3 4 LS — — )rehto.sv(BO5+,)etalp/niahc.sv(BO5-

drowStrohS '2 2 LS — 3 )rehto.sv(BO01+,)etalp/niahc.sv(BO01-pihW '7 6 )C(RG )A(LS — BO01-

noissucnoCH-1 )dleihsahtiwdesuebnac(bulC '3 4 )D(RC — 2 .BO01-ecaM '2 2 RC — 5

ratSgninroM '3 3 RC )A(UP — .delbmuffitirc"B"ekatBO01+teN '3 6 RG — 01 .kcattamuideMfoxam;elbatkcattagnilpparG

remmaHraW '3 4 RC — 01 .BO5+smrAeloPH-1 )elbaTkcattAdednaH-2RO)BOot01-(dleihsahtiwelbaTkcattAdegdEdednaH-1esu(

nilevaJ '6 4 UP — 03 0BO01-raepS '7 5 UP )A(LS 02 BO5-

smrAeloPH-2 )elbaTkcattAdednaH-2esu(ecnaLdetnuoM '01 7 UP BU — .delbmuffitirc"B"ekat,BO51+

drablaH '8 7 LS UP — BO5-snopaeWdednaH-2 )dleihsahtiwdesuebtonnac(

exA-elttaB '4 5 LS RC — )rehto(5-,)etalp/niahc(BO5+lialF '4 8 RC UP — .delbmuffitirc"C"ekat,BO01+

ffatsretrauQ '6 3 RC — — .BO01-drowSdednaH-2 '5 5 LS RC —snopaeWelissiM )dleihsahtiwroeelemnidesuebtonyam(

woBetisopmoC '4 4 UP — *57 .BO02-ta)%09(FLRwobssorC '4 5 UP — 09 .'05otputaBO02+,BO53-ta)%581(FLRwoBgnoL '6 5 UP — *001 .BO52-ta)%09(FLRwoBtrohS '3 4 UP — *06 .BO51-ta)%09(FLR

gnilS '2 6 )D(RC — *05 .dleihshtiwesuyam,BO01-ta)%09(FLRlacitircecnalabnU-BU;lacitirchsalS-LS;lacitircerutcnuP—UP;lacitircelpparG—RG;lacitirchsurC-RC

.)seilppaytlanep(gnidaolerfisaderifdnadnahnideirracebyamyehT.erifotydaerdnadedaolsnopaewesehthtiwevomtonyaM-*.selissimsadesunehw)sesopruplliksrof("snopaewnworht"sadetaerteraegnarahtiwsnopaewelissiM-nonllA-#

elbmuF R egna )RF( : .elbaTelbmuFehtnoedamebtsumlloradnasliafkcattaehtrebmunsihtlauqeronahtsselsillorkcattadeifidomnufi—tirCyramirP deniatboebnactahtlacitircmumixamehtsetacidnisesehtnerapnirettela;kcattaehtybdereviledlacitircfoepytehT

.mumixamehtsadetaerteraslacitircrehgiH.)"E"sitinevigsienonfi(—tirCyradnoceS sihT.lacitircyramirpehtotnoitiddanidereviledsiepytsihtfolacitircdnocesanehtdeniatbosi"A"nanahtrehgihlacitircafI

nirettelA.slacitirchtobrofdesusillorecidemasehT.tluserkcattaehtybdetacidnisinahterevessselpetsenotsaeltasilacitircyradnoces.)"D"sitidetsilsienonfi(deniatboebnactahtlacitircmumixamehtsetacidnisesehtnerap

.).cte,"B"asreviled"C"a,lacitircyradnoces"D"asreviledtluser"E"na,.g.e(:egnaResaB onsierehtdna,egnaresabehtdna'1neewtebsiegnartrohS.derifronworhtebotnopaewehtrofteefniegnaresabehT

.52-sinoitacifidomBOehtdna,egnaresabehtelbuoddnaegnaresabehtneewtebsiegnarmuideM.noitacifidomBO:)%#(FLR "rofsdnatssihT eriF&daoLdipaR .noitcaelgnisasanopaewelissimafognirifdnagnidaolerkciuqastneserperdna"

.BOs'retcarahcehtotreifidomehtdnanoitcasihtrofderiuqeregatnecrepytivitcaehtsevignopaewelissimehtrofsetonehT

siegnargnoLehtelbuodneewteb

dnaegnaresabesabehtelpirt

BOehtdna,egnar.05-sinoitacifidom

siegnarmumixaMehtelpirtneewteb

ruofdnaegnaresabesabehtsemit

BOehtdna,egnar.57-sinoitacifidom

egnaResaB egnaRtrohS egnaRmuideM egnaRgnoL egnaRmumixaMyamsnopaeWelissiM

ehtfidesuebtonnidegagnesiredleiwgniwollofehT.eeleMehtsezirammuselbat

.segnarsuoirav

2 '2-'1 '4-'3 '6-'5 '8-'73 '3-'1 '6-'4 '9-'7 '21-'015 '5-'1 '01-'6 '51-'11 '02-'6101 '01-'1 '02-'11 '03-'12 '04-'1351 '51-'1 '03-'61 '54-'13 '06-'6402 '02-'1 '04-'12 '06-'14 '08-'1603 '03-'1 '06-'13 '09-'16 '021-'1904 '04-'1 '08-'14 '021-'18 '061-'12105 '05-'1 '001-'15 '051-'101 '002-'15106 '06-'1 '021-'16 '081-'121 '042-'18157 '57-'1 '051-'67 '522-'151 '003-'62209 '09-'1 '081-'19 '072-'181 '063-'172001 '001-'1 '002-'101 '003-'102 '004-'103

Page 54: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

53

ANIMAL N/ ATURAL ATTACK TYPES

epyTkcattA )noitaiverbbA( elbaTkcattA tirCyramirP tirCyradnoceS

kaeB/rehcniP )iP( walC&htooT LS *RC

etiB )iB( walC&htooT UP )C(LS

nolaT/walC )lC( walC&htooT LS *)B(UP

ksuT/nroH )oH( walC&htooT UP *)C(RC

wollawS/polevnE/psarG/elpparG )rG( gnicnalabnU&gnilpparG RG )C(BU

gulS/nwoDkconK/hsaB/ttuB/maR )aB( gnicnalabnU&gnilpparG BU *)C(RC

regnitS )tS( walC&htooT uP *)B(RC

slaminayniT )iT( walC&htooT )T(LS ---

pmotS/elpmarT )sT( walC&htooT RC *RC

**llaF/hsurC )rC( walC&htooT RC *RC

***kciK/tsiF )iF( walC&htooT )A(BU ---

***selkcaT/gniltserW )rW( gnicnalabnU&gnilpparG )A(RG ---

lacitircecnalabnU—-BU;lacitirchsalS—LS;lacitircerutcnuP—UP;lacitircelpparG—RG;lacitirchsurC—RC

.evobadetsillacitircyradnocesehttegskcatta"eguh"dna"egral"ylnoskcattaesehtroF—*

ytiligas'retcarahcehtdnallorehtotdeddanellafteefforebmunehthtiwdellorsikcattasiht,sllafretcarahcafI—**:nellafecnatsidnopudesabsikcattaehtfoezisehT.detcartbus)ylno(

.)eguH('001revo,)egraL('001-15,)muideM('05-11,)llamS('01-'1

.sunobytiligasihsulpsunobhtgnertssihsiBOs'rekcattaehT.skcattadnah-ot-dnahroferasepytkcattaesehT—***

—tirCyramirP nactahtlacitircmumixamehtsetacidnisesehtnerapnirettela;kcattaehtybdereviledlacitircfoepytehT.mumixamehtsadetaerteraslacitircrehgiH.)"E"sitinevigsienonfi(deniatboeb

—tirCyradnoceS otnoitiddanidereviledsiepytsihtfolacitircdnocesanehtdeniatbosi"A"nanahtrehgihlacitircafI.tluserkcattaehtybdetacidnisinahterevessselpetsenosilacitircyradnocessihT.lacitircyramirpeht

nirettelA.yletarapesdellorsilacitirchcaE.).cte,"B"asreviled"C"a,lacitircyradnoces"D"asreviledtluser"E"na,.g.e(.)"D"sitinevigsienonfi(deniatboebnactahtlacitircmumixamehtsetacidnisesehtnerap

TOOTH & CLAW ATTACKS

rehtaeLlloR etalP niahC .fnieR tfoS enoN

-----skcattAeguH-stluseRxaM-----051-641 E42 E72 E23 E63 E04541-141 D22 D52 E92 E33 E83041-631 C02 D32 D62 E03 E63

-----skcattAegraL-stluseRxaM-----531-131 C81 C02 D22 D52 E03031-621 B61 C81 C02 D32 E82521-121 B41 B51 C81 C02 D62

-----skcattAmuideM-stluseRxaM-----021-611 B01 B11 C41 C71 D02511-111 A9 B11 B31 C61 C91011-601 A8 A01 B21 B51 C71

------skcattAllamS-stluseRxaM------501-101 A7 A9 A11 B31 B51

001-69 T7 A8 A01 A21 B4159-19 T6 T7 A9 A11 B3109-68 6 T6 T8 A01 A2158-18 5 5 T7 T9 A0108-67 4 4 5 T7 A957-17 3 3 3 5 T807-66 2 2 2 4 T656-16 1 1 1 2 T506-65 1 0 0 1 455-15 0 0 0 0 205-64 0 0 0 0 154-14 0 0 0 0 004-63 0 0 0 0 053-90 0 0 0 0 0

20-10MU ------------eruliaFkcattA------------

GRAPPLING & UNBALANCING ATTACKS

rehtaeLlloR etalP niahC .fnieR tfoS enoN

-----skcattAeguH-stluseRxaM-----051-641 E81 E32 E72 E03 D33541-141 E61 E12 D52 D82 C03041-631 E41 D91 C22 D62 C82

-----skcattAegraL-stluseRxaM-----531-131 D21 D51 C81 D02 C22031-621 D11 D31 C61 C81 B02521-121 D01 C11 B41 C61 B81

-----skcattAmuideM-stluseRxaM-----021-611 C8 C01 B21 C41 B61511-111 C7 C9 B11 B31 A51011-601 C6 B8 A01 B21 A41

------skcattAllamS-stluseRxaM------501-101 B5 A7 A8 A01 A11

001-69 B5 A6 A7 A9 T0159-19 A4 A5 T6 A8 T809-68 A4 A4 T5 T7 T758-18 A3 A4 T4 T6 508-67 A3 T3 2 T4 457-17 A2 T2 1 3 207-66 T2 1 0 1 156-16 1 0 0 0 106-65 1 0 0 0 055-15 0 0 0 0 005-64 0 0 0 0 054-30 0 0 0 0 0

20-10MU ------------eruliaFkcattA------------

Page 55: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

54

H-1 ANDED CONCUSSION ATTACKS

rehtaeLlloR etalP niahC .fnieR tfoS enoN

051-641 E61 E22 E02 E02 E32541-141 D61 E12 E91 E91 E22041-631 D51 D02 D81 E81 E12531-131 C41 D91 D71 D71 E91031-621 C31 C81 C61 D61 E81521-121 B31 C71 C51 C51 D71021-611 B21 C61 C31 C41 D51511-111 A11 B51 C21 C31 D41011-601 A01 B41 B11 B21 C31501-101 01 A31 B01 B11 C21

001-69 9 A21 B9 B01 B0159-19 8 11 A8 A9 A909-68 8 01 A7 A8 858-18 7 9 6 A7 608-67 6 8 4 6 057-17 5 7 3 5 007-66 5 6 2 3 056-16 4 5 0 0 006-65 3 4 0 0 055-15 3 3 0 0 005-64 2 2 0 0 054-14 1 1 0 0 004-63 1 0 0 0 053-90 0 0 0 0 0

80-10MU ------------elbmuFelbissoP------------

H-1 ANDED EDGED ATTACKS

rehtaeLlloR etalP niahC .fnieR tfoS enoN

051-641 E21 E81 E22 E52 E03541-141 D21 D71 E12 E42 E82041-631 C11 D61 D02 E32 E72531-131 B11 C51 D81 D22 E52031-621 B01 C41 D71 D02 E32521-121 A9 C31 C61 D91 E12021-611 A9 B31 C51 D81 D02511-111 A8 B21 C31 C71 D91011-601 8 A11 B21 C51 D71501-101 7 A01 B11 C41 C51

001-69 6 9 B01 B31 C3159-19 6 S A9 B21 B1109-68 5 7 A7 B01 A0158-18 5 6 6 A9 A908-67 4 5 5 A7 757-17 3 4 3 5 007-66 3 3 2 3 056-16 2 2 0 0 006-65 2 1 0 0 055-15 1 1 0 0 005-64 1 0 0 0 054-14 0 0 0 0 004-63 0 0 0 0 053-90 0 0 0 0 0

80-10MU ------------elbmuFelbissoP------------

COMBAT MODIFIERS

:slacitirC :sreifidoMevisneffO :sreifidoMevisnefeD05-ybdeifidomsillorlacitirC---T *kcattaknalF---51+ ‡revoc"drah"lluF---001+02-ybdeifidomsillorlacitirC---A *kcattaraeR---53+ ‡revoc"drah"flaH---05+01-ybdeifidomsillorlacitirC---B eoFesirpruS---02+ ‡revoc"tfos"lluF---04+

0ybdeifidomsillorlacitirC---C **dennutseoF---02+ ‡revoc"tfos"flaH---02+01+ybdeifidomsillorlacitirC---D **nwodeoF---03+ §ytlanepkcattaelissimromrA---.rav-02+ybdeifidomsillorlacitirC---E **enorpeoF---05+ .emitnevigatadomenoylno=*

denimretedsilacitircfoepytehTlaminaronopaewcificepsehtyb

.desugniebkcatta

nekatstihfo%52reP---01- .emitnevigatadomenoylno=**dnah-ffognisU---02- sllepssusrevton=‡

§reifidomFLR---.rav- ylnosnopaewnworhT/elissiM=§

Page 56: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

55

H-2 ANDED WEAPONS ATTACKS

rehtaeLlloR etalP niahC .fnieR tfoS enoN

051-641 E22 E33 E04 E34 E84541-141 E12 E13 E73 E04 E54041-631 D02 E92 E43 E83 E24531-131 D91 D82 E23 E63 E93031-621 C71 D62 D92 E33 E63521-121 C61 C42 D72 D13 E33021-611 B51 C22 D42 D92 E13511-111 B41 C02 C22 D72 E82011-601 A31 B81 C91 C42 D52501-101 A21 B61 C71 C22 D22

001-69 11 A41 C41 C02 D9159-19 9 A21 B21 C71 C6109-68 8 11 B9 B51 B3158-18 7 9 A7 B31 A0108-67 6 7 A4 A01 057-17 5 5 2 A8 007-66 4 3 0 6 056-16 3 0 0 0 006-65 2 0 0 0 055-15 1 0 0 0 005-64 0 0 0 0 054-14 0 0 0 0 004-63 0 0 0 0 053-90 0 0 0 0 0

80-10MU ------------elbmuFelbissoP------------

MISSILE ATTACKS

rehtaeLlloR etalP niahC .fnieR tfoS enoN

051-641 E51 E52 E62 E62 E72541-141 D41 E32 E52 E52 E52041-631 C31 D22 D32 E32 E32531-131 C21 D02 D12 D22 E22031-621 B11 C91 D91 D02 D02521-121 B11 C71 C71 D91 D81021-611 A01 B61 C51 C71 D61511-111 A9 B41 B31 C61 C51011-601 A8 B31 B21 B41 C31501-101 7 A01 B01 B31 C11

001-69 6 A8 A9 B21 B0159-19 5 7 A7 A01 A809-68 4 6 5 A8 058-18 3 4 3 6 008-67 2 2 0 4 057-17 1 0 0 0 007-66 0 0 0 0 056-16 0 0 0 0 006-65 0 0 0 0 055-15 0 0 0 0 005-64 0 0 0 0 054-14 0 0 0 0 004-63 0 0 0 0 053-90 0 0 0 0 0

80-10MU ------------elbmuFelbissoP------------

COMBAT MODIFIERS

:slacitirC :sreifidoMevisneffO :sreifidoMevisnefeD05-ybdeifidomsillorlacitirC---T *kcattaknalF---51+ ‡revoc"drah"lluF---001+02-ybdeifidomsillorlacitirC---A *kcattaraeR---53+ ‡revoc"drah"flaH---05+01-ybdeifidomsillorlacitirC---B eoFesirpruS---02+ ‡revoc"tfos"lluF---04+

0ybdeifidomsillorlacitirC---C **dennutseoF---02+ ‡revoc"tfos"flaH---02+01+ybdeifidomsillorlacitirC---D **nwodeoF---03+ §ytlanepkcattaelissimromrA---.rav-02+ybdeifidomsillorlacitirC---E **enorpeoF---05+ .emitnevigatadomenoylno=*

denimretedsilacitircfoepytehTlaminaronopaewcificepsehtyb

.desugniebkcatta

nekatstihfo%52reP---01- .emitnevigatadomenoylno=**dnah-ffognisU---02- sllepssusrevton=‡

§reifidomFLR---.rav- ylnosnopaewnworhT/elissiM=§

Page 57: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

56

BALL ATTACK

rehtaeLlloR etalP niahC .fnieR tfoS enoN

001MU E22 E12 E02 E91 E4399-79MU D91 D81 D71 D61 D82

69-39 C61 C51 C41 C31 C2229-98 C51 C41 C31 B21 C1288-58 C51 C41 C31 321 C0248-18 C41 C31 C21 B11 C9108-77 C41 C31 B21 B11 C8167-37 C31 B21 B11 A01 C7127-96 B31 B21 B11 A01 C6186-56 B21 B11 B01 A9 C5146-16 B21 B11 B01 AS B4106-75 B11 B01 A9 A7 B3165-35 B01 A9 A8 A6 B2125-94 A9 A8 A7 5 B1184-54 A8 A7 A6 4 B0144-14 A7 A6 A5 3 A904-73 A6 A5 4 2 A863-33 A5 4 3 1 A723-92 4 3 2 0 A682-52 3 2 I 0 A542-12 2 1 0 0 402-71 1 0 0 0 361-31 0 0 0 0 221-90 0 0 0 0 180-50 F F F F F

40-10MU F F F F F

BOLT ATTACK

rehtaeLlloR etalP niahC .fnieR tfoS enoN

-----tloBgninthgiL-tluseRxaM-----051-641 E81 E22 E22 E13 E63541-141 D71 E02 E02 E03 E43041-631 D61 D81 E91 E82 E23

-----tloBeriF-tluseRxaM-----531-131 C51 D71 E81 E62 E03031-621 C41 D6I D71 E42 ES2521-121 CB C51 D6I D22 E62

-----tloBecI-tluseRxaM-----021-611 C21 C41 C5I D02 042511-111 B21 C31 C41 C81 D22011-601 BI1 C21 C31 C61 C02

-----tloBretaW-tluseRxaM-----501-101 B01 B11 C21 C41 C81

001-69 A01 B01 B11 C21 C6159-19 A9 B9 B01 B01 C51

-----tloBkcohS-tluseRxaM-----09-68 A9 A8 B9 B8 B4158-18 A8 A7 A8 87 B3108-67 A8 A6 A7 B6 B2157-17 A7 A5 6 A5 B1107-66 A7 4 5 A4 A0156-16 6 3 4 3 A806-65 5 2 2 2 055-15 4 2 1 1 005-64 3 1 0 1 054-14 2 I 0 0 004-53 1 0 0 0 053-12 0 0 0 0 002-11 F F 0 0 001-30 F F F F F

20-10MU F F F F F

Page 58: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

57

BASE SPELL ATTACK

lateM rehtaeL oNlloR romrA romrA romrA

001MU 09- 09- 09-99-79MU 56- 56- 56-

69-39 05- 54- 55-29-98 54- 04- 05-88-58 04- 53- 54-48-18 53- 03- 04-08-77 03- 52- 53-67-37 52- 02- 03-27-96 01- 51- 52-86-56 5- 01- 02-46-16 5- 5- 51-06-75 0 5- 01-65-35 0 0 5-25-94 5+ 0 084-54 01+ 5+ 044-14 51+ 01+ 5+04-73 02+ 51+ 51+63-33 52+ 02+ 02+23-92 03+ 52+ 03+82-52 53+ 03+ 53+42-12 04+ 53+ 54+02-71 54+ 04+ 05+61-31 F 54+ 06+21-90 F F 56+80-50 F F 07+40-30 F F F

20-10MU F F F

:etoN elbatsihtmorfstluserrebmunehTtahtlloRecnatsiseRarofsnoitacifidomera

llepssetacidniFnA.tegratehtybebtsum.lloreruliafllepsaseriuqerdnaeruliaf

:sllepSgnilennahCroF gniraewsitegratfI;nmuloc"romraon"ehtesu,romrarehtael

yfidom,niahcroetalpgniraewsitegratfi.01-ybllorkcattaeht

SPELL STATISTICS

sllepS tirCyramirP tirCyradnoceS snoitacifidoMlaicepStloBeriF EH — —

tloBecI MI OC rehtaeldecrofnier&etalp.sv01-tloBgninthgiL LE MI .etalp/niahctsniaga01+

tloBkcohS LE — .etalp/niahctsniaga01+tloBretaW MI — rehtaeldecrofnier&etalp.sv5-

llaBdloC OC — —llaBeriF EH — —

lacitirctcapmI—MI;lacitirctaeH—EH;lacitircyticirtcelE—LE;lacitircdloC—OC

—tirCyramirP .xamehtsetacidnisesehtnerapnirettela;kcattaehtybdereviledlacitircfoepytehT.mumixamehtsadetaerteraslacitircrehgiH.)"E"sitinevigsienonfi(deniatboebnactahtlacitirc

—tirCyradnoceS epytsihtfolacitircdnocesanehtdeniatbosi"B"nanahtrehgihlacitircafIerevessselpetsenosilacitircyradnocessihT.lacitircyramirpehtotnoitiddanidereviledsi

.tluserkcattaehtybdetacidnisinaht "C"a,lacitircyradnoces"D"asreviledtluser"E"na,.g.e(.).cte,"B"nasreviled .yletarapesdellorsilacitirchcaE

slacitirC :snoitacifidoM02-ybdeifidomsillorlacitirC---A sunoBevisnefeDs'rednefeD-sunoBevisneffOs'rekcattA+

01-ybdeifidomsillorlacitirC---B leveLs'retsaC+0ybdeifidomsillorlacitirC---C .)ylnoskcattallab(tniopretnecehttasitegratfI---02+

01+ybdeifidomsillorlacitirC---D )ylnoskcattatlob(dleihssahrednefeD---5-02+ybdeifidomsillorlacitirC---E -x RAB.sv02-,RAE.sv06-;revoClluF---

-x RAB.sv01-,RAE.sv03-;revoClaitraP---ytiliba/lliks/metilaicepsronoisicedMG----/+

-etoN sedulcni(sreifidomlaicepsyna+BDlamronriehtsisllepsdetceridtsniagaBDs'rednefeD.dleihsedulcnitonseodskcattallaBtsniagaBDs'rednefeD.)dleihs

snoitacifidoMegnaR stloB sllaB sllepSesaBhcuoT 05+ --- 03+'01-'0 53+ 53+ 01+'05-'11 0+ 0+ 0+

'001-'15 02- 02- 01-'002-'101 04- 04- 02-'003-'102 55- 55- 02-

pudna'103 57- 57- 03-

RESISTANCE ROLLS

tegraT *leveLkcattAleveL 1 2 3 4 5 6 7 8 9 01 +11

1 05 55 06 56 07 37 67 97 28 58 **

2 54 05 55 06 56 86 17 47 77 08 **

3 04 54 05 55 06 36 66 96 27 57 **

4 53 04 54 05 55 85 16 46 76 07 **

5 03 53 04 54 05 35 65 95 26 56 **

6 72 23 73 24 74 05 35 65 95 26 **

7 42 92 43 93 44 74 05 35 65 95 **

8 12 62 13 63 14 44 74 05 35 65 **

9 81 32 82 33 83 14 44 74 05 35 **

01 51 02 52 03 53 83 14 44 74 05 **

+11 *** *** *** *** *** *** *** *** *** ***

:lloRecnatsiseRehtotsnoitacifidoM.sunobRRetairporppas'tegraT+

.llorkcattaesabehtmorfgnitlusernoitacifidoM--)07+(-)09-(tegraTgnilliW--05-

.levels'retsacehtsilevelkcattaehtsllepsroF*

.lvl/1dda,51levelevobaskcattarofdnalvl/2dda,51-11levelmorfskcattaroF**

.lvl/1tcartbus,51levelevobasrednefedrofdnalvl/2tcartbus,51-11levelsrednefedroF***

evobanevigrebmunehtotlauqeronahtretaergebtsumRRs'tegratehttsiseroT

Page 59: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

58

COMBAT CRITICALS

slacitirChsurC slacitirChsalS slacitirCerutcnuP slacitirCgnicnalabnU

50-94-0+.egamadartxeoN.pirgkaeW artxeonsdleiyekirtskaeW

.0+.egamadartxeoN.wolbgnicnalG

0+.egamad.piZ.stih0+.kaewylriaF

02-605+.sbirfoerutcarfroniM

.ytivitcaot5-.stiH.dnuowflacroniM

.dnrreptih1.stih3+.edisotwolbgnicnalG ot5-.stih2+.ekirtsmrA

.sdnr2rofytivitca

53-12ot04-.stih4+.edisotwolB

.dnr1rofytivitcafI.stih5+,gelreppuotwolB.dnrrepstih2:romragelon

gelonfI.stih3+,ekirtshgihT.dnrrepstih3:romra

gelonfI.stih4+.ekirtsgeL.dnr1dennuts&stih7+:romra

05-63.stiH5+.mraerofotwolB

.dnr1dennutS1.stih3+.dnuowtsehcroniM

.snoitcallaot5-.dnrreptih2+.dnuowmraerofroniM

.dnr1dennutS.stih5+.'3kcabdekconK.ekirtstsehC

.sdnr2rofsnoitcaot01-.stih

56-15skaerbredluohsdleihsotwolB

redluohs:dleihsonfI.dleihs.sselesumra,nekorb

4+.dnuowmraerofroniMdennutS.dnrrepstih2.stih

.dnr1

tih1.tsehcfoedisgnolaekirtS.dnr1dennutS.dnrrep

.stih5+.mradleihsotwolB:dleihsonfI.yawanrotdleihS

.sdnr2dennutsdnastih8+

97-6621+.gelnienobskaerbwolB2dennutS.snoitcaot04-.stih

.sdnr

.stih6+.dnuowhgihtmuideM

.ytivitcaot01-.dnuorreptih1.sdnr2dennutS

snodneT.gelrewolotekirtS.snoitcaot52-.stih3+.nrot

.dnr1dennutS

8+.bmunmraeroF.ekirtswoblEsnoitcaot01-.nopaewporD.stih

.sdnr01rof

08.stih03+.daeherofotekirtS

a:mlehonfI.sdnr42dennutS.stluseramochtnom1

ditoracsrevesekirtskceN1niseiD.nekorbkceN.yretra

.ynogaesnetnifodnuor

dnasevreN.kcenotekirtSafoseiD.derevesslessevdoolb

.eruliaftraehevissam

.nwoddekconK.ekirtspihlaturB.dehsurctniojdnanrotsnodneT

.ytivitcaot08.sselesugeL

68-18mrA.mranopaewskaerbwolB

8+.egamadnodneT.sselesu.sdnr2dennutS.stih

nisnodnetdnaelcsumhsalS01+.sselesumrA.mranopaew

.dnrreptih1.stih

enoB.mranopaewotekirtS.stih01+.nekorb

.sdnr3dennutS

ehtot'5dekconK.edisottohSnideirracgnihtynaporD.edis

.sdnr3dennutS.sdnah

98-78ot06-.stih9+.eenkrettahSdnanwoddekconK.ytivitca

.sdnr3rofdennuts

.stih01+.eyeenosyortseD.sdnr03rofdennutS

reveS.gelrewolhguorhtekirtS.ytivitcaot05-.elcsum

.sdnr3dennutS

ylismulcelbmutS.ekirtsediSenorpylgnissarrabmenaot

.sdnr6dennutS.noitisop

09sezylarapkcenfokcabotwolB

52+.nwodsredluohsehtmorf.sdnr4dennutseoF.stih

.yltnatsniseid,delewobmesiDsinopaewruoyecnahc%52

.sdnr2roftnenopponikcuts

.sgnulhtobhguorhtekirtSniseiD.tuosessapdnasporD

.sdnr6

dekconK.ekirtskcabderipsnI.ecafotnodnateef01gniylf.nwodtsiawmorfdezylaraP

69-19oteudsruoh4rofsuoicsnocnU

onfI.daehfoedisotwolb.stih02+.dehsurclluks:mleh

ahtiwsruoh6roftuodekconK.stih51+.daehfoedisotekirts

.yltnatsniseid:mlehonfI

dekconK.daehfoedisotekirtSonfI.stih01+.sruoh6roftuo

.yltnatsniseid:mleh

kcabdekconK.ekirtsdaehdraHonfI.sdnr6dennutsdna'01.sruoh42rofdloctuo:mleh

99-79egacbirsdnestsehcottsalB

seiddnasporD.sgnulhguorht.suoiciV.sdnuor6ni

repstih02.gelrewolreveSotnisespaldnasporD.dnuor

.ssensuoicsnocnu

skaerbkcenhguorhtekirtS.enipssrevesdnaenobkcab

.nwodkcenehtmorfdezylaraP

dekconK!ekirtsemosewayllatoTsiti:nopaewgnisufI.seenkot

.sdnr51dennutS.'01kcab

001otnienobsevirD.wajotwolB

.yltnatsniseiD.niarbseiddnatuo,nwoD.edishsalS

evissamoteudsdnr3ni.egamadnagrolanretni

seiD.eyehguorhtekirtS.llufeyelaerA.yltnatsni

dekconK.ekirtstsehcreppU.smrahtobkaerbdnallaF.'01

.stluseramochtnom2A

601-10157-.stih51+.pihskaerbwolBdnanwoddekconK.ytivitcaot

.sdnr3dennuts

01+.dnuowlanimodbarojaMot01-.dnrrepstih8.stih

.sdnr4dennutS.snoitca

01+.dnuowlanimodbarojaMot02-.dnrrepstiH6.stih

.sdnr4dennutS.snoitca

05-.stih21+.gelskaerbwolB.dnr1dennutS.snoitcaot

901-701.taorhtsehsurcekirtskceN

rofdennutsdnahtaerbtonnaC.seripxenehtloofrooP.sdnr21

repstih51.mranopaewreveSsuoicsnocnudnanwoD.dnuor

.yletaidemmi

nwoD.kcabrewolnideliaNlanretnimorfseiD.tuodna

.sdnr6nikcohsdnagnideelb

'01dekconK.daehotekirtSfI.sdnr6dennutS.stih9+.kcab.stluseramockeew4a:mlehon

011

dennutS.stih53+.pihsehsurCtub,sdnr4rofevitcA.sdnr2rof

.eruliafevrenfoseidneht

seiD.traehnidelapmI.deyortsedtraeH.yltnatsni

sinopaewruoyecnahc%52.sdnr3eofnikcuts

aot'01sleeR.traehhguorhttohSnopaeW.gniydrofelbatiustops

tarofmitcivgninnipsnikcuts.sdnr3tsael

dekconK.daehotwolbegavaSeudsdnuor21niseiD.nwod

.nievderevesaot

611-111.mranopaewniwoblerettahS

.sdnr5dennutS.sselesumrA.dnuorrepstih21.dnahreveS

dennutsdnanwoddekconK.sdnr6rof

yretrA.gelhguorhtekirtSstih21.tuodnanwoD.dereves

.dnrrep

dekconK.tohsedisemosewAdennutS.nekorbgelrewoL.'5

.snoitcaot04-.sdnr7

911-711tsehcsehsurcedisotwolB

yletaidemmispordeoF.ytivac.sdnr3niseiddna

ekilsespalloC.enipsreveS02+.tucsgnirtshtiwteppup

,nwodkcenmorfdezylaraP.stiH

.stih9+.syendikotekirtSfosdnr6retfaseiddnanwoD

.daS.ynogaesnetniyrev

dennutS.redluohsdleihsotwolBonfI.snoitcaot02-.sdnr9

.derettahsmra&dloctuo:dleihs

021yortseD.aeratsehcottsalB

52+.yletaidemmiseiD.traeh.kroweniF.stih

&niarbsyortseddaehotekirtS.loofehtroftluciffidefilsekam.yletaidemmi,paehaniseripxE

.sraehtobhguorhttohSseid,deriapmigniraeH

.tohsemosewA.yltnatsni

.elpmetotekirtsgninethgirFseiD.'02kcabdekconK

.ecintoN.yltnatsni

:snoitacifidoM :snoitacifidoM :snoitacifidoM :snoitacifidoMlacitirc"T"-05-lacitirc"A"-02-lacitirc"B"-01-lacitirc"C"-0+

lacitirc"D"-01+lacitirc"E"-02+

lacitirc"T"-05-lacitirc"A"-02-lacitirc"B"-01-lacitirc"C"-0+

lacitirc"D"-01+lacitirc"E"-02+

lacitirc"T"-05-lacitirc"A"-02-lacitirc"B"-01-lacitirc"C"-0+

lacitirc"D"-01+lacitirc"E"-02+

lacitirc"T"-05-lacitirc"A"-02-lacitirc"B"-01-lacitirc"C"-0+

lacitirc"D"-01+lacitirc"E"-02+

Page 60: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

59

ELEMENTAL CRITICALS

slacitirCtaeH slacitirCdloC slacitirCyticirtcelE slacitirCtcapmI50-94- .stih0+.riatoH .stih0+.ezeerblooC .stih0+.pusdnatsriaH .stih0+.hctarcsanevetoN

02-603+.tceffeelttil,taehgnortS

.stihkaolconfI.stih3+.tsalbdloC

.dnr1dennuts:romrarolatemfI.stih3+.egrahcthgiL

.dnr1dennuts:romra.stih5+.tohsgnizarG

53-12reptih1.stih8+.smubroniM

.dnrtih1.stih7+."nrub"ytsorF

.dnrrep.thgilfonoisolpxE

.dnr1dennutS.edisotekirtsybdereggatS

.dnr1dennutS.stih01+

05-6321+.ekomstohybdednilB

.dnr1dennutS.stihstih2.stih5+.etibtsorfdliM

.snoitcaot01-dnadnrrepot5-.stih6+.egrahcmuideM

:romralatemfI.snoitca.sdnr2dennuts

.tuobanupS.redluohsotekirtS.stih21+.'01sdrawkcableeR.sdnr2dennuts:romraonfI

56-1521+.erifnosehctacgnihtolC

hsiugnitxeotsdnr2sekaT.stih.thgiladnrhcaestih8.erifeht

2.stih9+.kcabotekirtsdloCllA.sdnr2dennutS.dnrrepstih.elttirb&sselesusikcabnodoow

ot01-.stih9+.egrahcyvaeHfI.dnr1dennutS.snoitca

.sdnr3dennuts:romralatem

.nwoddekconK.gelotekirtS:romragelonfI.stih8+

.sdnr2dennuts

97-66.tsalbyreifybnwoddekconK

flacdnatoofcinagroynA.stih01+.deyortsedgnirevoc

tooF.dnr1dennutS.tsalbwoLtoofonfI.deyortsedgnirevoc

.snoitcaot03-,etibtsorf:gnirevoc

.stih21+.mradleihsotekirtSromralatemfI.snoitcaot02-

.yad1roftuo:dleihsondna

.stih01+.mradleihsottsalB:dleihsonfI.deyortsedsidleihS

.sdnr3dennuts,nekorbmra

08

ylbirrohecaF.daehottsalB51+.tuodekconK.derracs

onfI.dnrrepstih5.stih.stluseramochtnom1:mleh

htnomA.daehottsalbycI)dlocdaehdna(amocgnol

tluserasaesonsesoL.stluser.kcohsdnaetibtsorferevesfo

setatsavededisotekirtSkcohsereveS.metsyssuovren

gnivilasimitciV.stluser.htnom1rofelbategev

mleH.stih21+.daehotekirtSnwoddekconK.derettahssi

:mlehonfI.yad1roftuodna.sdnr3niseid,derutcarflluks

68-18

dekconK.kcabsflugneeriFnolairetamcinagrollA.nwod

.dnrrepstih2.deyortsedkcab.dnr1dennutS

.nwoddekconK.gelotekirtSgelonfI.sdnr3rofdennutS

gelrewol,etibtsorf:romra.snoitcaot04-dnasselesu

elcsuM.mranopaewotekirtSanA.delgnamegalitracdna

.dnrrepstih2.sselesu.sdnr6dennutS

selcsuM.getreppuotwolB.snoitcaot01-.stih51+.nrotsnoitcaot02-:romragelonfI

.sdnr3dennutsdna

98-78

6rofdednilB.daehotekirtSdaehcinagroynA.sdnr

onfI.deyortsedgnirevoc.deyortsedriahdaeh:mleh

.aerarallocdnakcenotekirtSfI.raeretuoesoL.tuodekconK

nezorfsikcen:romrakcenon.sdnrevitcani9niseiddna

eritnE.yticirtceleybdetaemreP.degnarraermetsyssuovren

21rofkcohsniseildnasporD.gniyderofebsdnr

.stih21+.aerarallocottsalBkaepstonnaC.sdnr5dennutS:romrakcenonfI.keew1rof

.tnenamrepsissoleciov

09.pmutsderrahcasemocebdaeH

oteudyltnatsniseideof,yldaS.noitidnocelbatpeccanusiht

niseiD.daehseird-ezeerftsalBeraniarbdnallukS.sdnr2

.sselefildnaelttirb

ti:mlehrehtaelfI.deirfsiniarBamockeew2adnadeyortsedsi

.yltnatsniseid:tonfI.stluser

morfdezylaraP.kcenotekirtS.stih02+.nwodsredluohseht.doomylohcnalemanisieoF

69-19

sidleihsynA.deirfmradleihS.dnahhtiwgnoladeyortsed

:dleihsonfI.sdnr5dennutS.tuodekconkdnamrasesol

dnaenobnekorB.decihgihTot03-.dnrrepstih5.etibtsorf

.sdnr4rofdennutS.snoitca

ti:romralatemfI.ekirtstsehCfI.elibommidnadesufsemoceb

.sruoh6roftuodekconk:ton

.detacolsideenK.eenkotwolB.deppirsnodnetdnaegalitraC

.snoitcaot05-.stih51+.sdnr9dennutS

99-79

tsolgelfoesU.nrubgelreppUstih3.egamadeussitoteud

.snoitcaot06-.dnrrep.sdnr6rofdennutS

srettahsdnasezeerfekirtsediSoteudsdnr21niseiD.sivlep

.egamadevrendnakcohs

evissaM.ecneirepxegniyfirtcelE.niarbotsnrubecafrusdnakcohs

.sdnr6niseiddnatuosessaP

.stih81+.nemodbaekirtSonfI.sdnr21dennutS

6niseid:romranemodba.snagrodeyortsedoteudsdnr

001earbetrevsesufkcenottsalB

.gnihtolchtiunikssetinudna.stih52+.yltnenamrepdezylaraP

A.nezorferaseyE.ekirtsdaeHdezylaraP.stluseramockeew3

.nwodkcenehtmorf

htaedtnatsnI.yldliwylfskrapSthgilenifahtiwllasedivorp

.wohs

A.lluksserutcarfdaehottsalBonfI.stluseramockeew-3

.yletaidemmiseid:mleh

601-101ot02-.dnrrepstih2.gelottsalBevissam:romragelonfI.snoitca

.snoitcaot07-,egamadeussit

sesoL.sdnahhtobsezeerftsalB6.ruoh1rofsmrahtobfoesu

.sdnr5dennutS.dnrrepstih

dennutS.esonsesoL.ecafekirtSonfI.skeew2dednilB.sdnr8.llewsanwoddekconk:mleh

taerokaepstonnaC.nekorbwaJ.stih51+.delaehlitnudoofdilos

.sdnr7dennutS.snoitcaot01-

901-701rofdednilb:mlehfI.ekirtsdaeH

sdnr6niseid:tonfI.skeew2.egamadniarb&kcohsoteud

ylneddussgnuldnatraeHsdnrevitcani6niseiD.nezorf

.noitacoffusdnakcohsfo

.sgnul/traehsyortsedekirtstsehCseid&,desufsiti:romralatemfI

.yltnatsniseid:tonfI.sdnr6ni

nevirdsienoB.edisotwolB.sdnr6niseid,syendikotni

011nituC.deziropavnoitcesdiM

,romra,gnihtolC.seiddnaflah.deyortsedsmetilladna

tsehcsrettahsekirtsevissaMylidobsuoicerpsezeerfdna

.sdnr3niseiD.sdiulf

rofelbaliavaregnolonsidaeHdnrrusenozodnaekomS.esu

.ydobsselefileht

traehdnasgnuL.tsehctpursiDseiD.tcapmimorfedolpxe

.yssemyreV.yltnatsni

611-111

romratsehcynA.tsehcottsalB3dennutS.stih21+.deyortsed

:romratsehconfI.sdnr.dnrrepstih6,nwoddekconk

.tsehcreppuottsalbycIonfI.tuodnanwoddekconK

sdnr01niseid:romratsehc.traehdloc,dlocaoteud

7dennutS.ekirtsnemodbAonfI.dnrrepstih6.sdnr

foseid:nemodbarevoromra.sdnr21nignideelbdnakcohs

.nwoddekconK.wolbybnupSot06-.smrahtobskaerB.sdnr3dennutS.snoitca

911-711kcohsfoseiD.eofsflugneeriF

.sdnr6niegamadevren&.stih52+

-eutatssselefilaotninezorF.daedetiuqtub,devreserpllew

.flahnieofstucekirtstsehC"A"nagnivig'01sdnetxeegrahC

.yawehtnienoynaotlacitirc

otnillukssrettahstsalBseiD.selcitrapfosdnasuoht

!!tohseciN.yltnatsni

021derrahcerasniamertahtllA

.enobdnahteetfostibotnisrettahsneht,dilosnezorFgniebretfaseceipfosdnasuoht

.dnrgehtotnidemmals

.erutcurtsllecstpursidegrahC.tsudotdenrutydoberitnE

.notelekseritnesetalihinnatsalB.plupsuonitalegaotdecudeR

.alutapsayrT

:snoitacifidoM :snoitacifidoM :snoitacifidoM :snoitacifidoMlacitirc"T"-05-lacitirc"A"-02-lacitirc"B"-01-lacitirc"C"-0+

lacitirc"D"-01+lacitirc"E"-02+

lacitirc"T"-05-lacitirc"A"-02-lacitirc"B"-01-lacitirc"C"-0+

lacitirc"D"-01+lacitirc"E"-02+

lacitirc"T"-05-lacitirc"A"-02-lacitirc"B"-01-lacitirc"C"-0+

lacitirc"D"-01+lacitirc"E"-02+

lacitirc"T"-05-lacitirc"A"-02-lacitirc"B"-01-lacitirc"C"-0+

lacitirc"D"-01+lacitirc"E"-02+

Page 61: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

60

MISCELLANEOUS CRITICALS

lloR slacitirCgnilpparG slacitirClacisyhPerutaerCegraL slacitirCllepSerutaerCegraL

50-94-.tsolytinutroppponA .flahniskaerbnopaewruoY.stih01+

.tespuerauoY.stih0+.uoysewaerutaercfoeziS

02-60 .stih2+.ekirtsgnissaP .stih6+ .stih5+

53-12mrafI.stih3+.ffodednefkcattA

.dnr1dennuts:romra.stih21+ .stih8+

05-63tub,tuobanupS.gelreppuotkcattA

.dnr1dennutS.esoolskaerb.stih81+ .stih01+

56-15ot05-:dleihsfI.delgnatnemradleihS

fI.deppordsidleihslitnusnoitcalla.snoitcallaot05-:dleihson

01-.stih02+.tsalbgnortsybdereggatS.sdnr2dennutS.ytivitcaot

.stih21+

97-66tsirw&demrasiD.depsargmranopaeW.snoitcaot52-.sdnr2dennutS.deniarps

repstih5.stih81+.ekirtsgeleniF.sdnr3dennutS.ytivitcaot02-.dnr

.stih51+

08dnanwoD.delgnatnesgelhtoB

.stih9+.tuodekconkehtsreveskcenotekirtsdecalplleW

tub,sdnr6niseiD.stih51+.nievraluguj.nehtlitnusnoitcallaot06-tatcayam

.stih51+.tsalbybdecnalabnU.sdnr2dennutS

68-18nrotstnemagiL.delppargmranopaeW

dnademrasiD.dellupelcsumdna.ytivitcaot04-.sdnr3rofdennuts

dnrrepstih3.stih52+.wolbdraH.snoitcaot01-.dnuowthgiloteud

.sdnr2dennutS

.stih02+.tsalbgnortsybdereggatS.dnr1dennutS

98-78dnadelgnatneyletelpmoC

llitstub,nwoddekconK.dezilibommi.elbissopsnoitcaoN.suoicsnoc

tcayaM.gelniyretranasrevesekirtSneht,sdnuor4rofsnoitcaot03-ta

.sdnrerom6retfaseiddnaspord

.snoitcaot02-.stih51+.gelotekirtS.sdnr2dennutS

09dekconK.kcendnuoradlohsuoiciV

.snoitcaot06-:kcendeniarpS.tuo.stih02+.bmilerofninievareveS

.daedsllafneht,sdnr6rofdennutSA.nwoddekconK.htuomotnitsalB.stih03+.stluseramocgnol-htnom

69-19onfI.sdnr9dennutS.delppargdaeH

.lluksderutcarfamorfstluseramoc:mleh.ytivitcaot02-.stih51+.gelotekirtS

.sdnuor3dennutS.dnuorrepstih281+.ecnalabffO.tsalbybtuobanupS

.dnr1dennutS.snoitcaot01-.stih

99-79otdennipdnadelgnatnesmrahtoB

litnudevomebtonyamsmrA.tsehc.snoitcaot57-.devomertnemelgnatne

.stih03+.erutcarfllukS.daehotekirtS.tohseniF.tuodekconK

snoitcaot02-.stih52+.ekirtsediS.sdnr3dennutS.sbirnekorboteud

001ot06-:romrakcenfI.delppargkceN

dennutsdnaniarpskcenoteudsnoitca.kcennekorbmorfseid:tonfI.sdnr3

kcutsnopaeW.ekirtstraehhtaedtnatsnItahtecnahC.ydobrednudeppartdna

.sunobnopaew-%06siskaerbnopaew

reddalB.noitcesdimotekirtSyllufsitub,sdnr4niseiD.deyortsed

.nehtlitnuevitca

601-1015dennutS.nekorbsbiR.depsargtsehC

.snoitcaot01-.sdnuor.stih51+.redluohsmranopaewrettahS

.sselesuetiuqsimrA.sdnr3dennutS.desufnocyliratnemoM.ekirtsdaeH

.sdnr2dennutS.stih02+

901-701yletelpmoc&delgnatnesgeL

.mranopaewkaerbdnallaF.dezilibommi.stih02+.tuodekconkdnademrasiD

dnadednilB.ekirtsgnissorcsuoiciVehtnehttub,sdnr2dennutS.tespu

.dnuorarednulbnaceturbroop

.dnuowhgihtereveS.gelselkcubtsalBevrenoteudsdnr5niseiD.stih52+.nehtlitnuevitcayllufsitub,egamad

011demrasid:romrakcenfI.delppargkceN.sdnr6niseid:tonfI.sdnr5dennuts&

ehttuB.yletaidemmisllikekirtSykeehC.sdnr2rofenobehtnikcutssinopaew

enipsdnadehcnurckceN.tsalbsuoiciV.sdnr3niseiddnasporD.dereves

611-111kaerb,llaf,elbmutS.delgnatnetooF

fI.sdnuor2dennutS.dasos,nopaew.tirchsurc"D"aekat:romratsehcon

dekconK.derettahswaJ.nihcotekirtS.stluseramochtnom-enoA.stih06+.tuo

.sdnuor2rofdednilB.seyeotekirtS.snoitcaot02-.stih51+

911-711otselbmuT.pudepparwsgelhtoB

snoitcaot08-.tuodekconk&dnuorg.stih02+.elknadnamranekorbaoteud

yltnatsniseiD.eyeehthguorhtekirtSnehtohw,rekcattanopusllafdna

.sdnr6rofdennipsidnastih02sekat

foyteiravasyortsedydobotekirtStnarongiehttub,sdnr3niseiD.snagro

.nehtlitnuevitcayllufsixommul

021oteudyltnatsniseiD.dehsurcepipdniW.noitaixyhpsaegavasdnakcohsevissam

ehT.niarbsyortsedraehguorhtekirtS.raenaelcahtiwtub,yltnatsniseideturb

.traehhguorhtbirsevirdekirtsbrepuS.sdnrgnizinoga6niseiddnasporD

:snoitacifidoM :snoitacifidoM :snoitacifidoMlacitirc"T"-05-lacitirc"A"-02-lacitirc"B"-01-lacitirc"C"-0+

lacitirc"D"-01+lacitirc"E"-02+

nopaeWlamroN-02-nopaeWcigaM-01-nopaeWlirhtiM-0+

nopaeWyloH-01+nopaeWgniyalS-02+

lacitirc"A"-02-lacitirc"B"-01-lacitirc"C"-0+

lacitirc"D"-01+lacitirc"E"-02+

Page 62: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

61

FAILURES & FUMBLES

lloR elbmuFnopaeWeeleM elbmuFnopaeWelissiM elbmuF/eruliaFllepS elbmuFrevuenaMgnivoM

50-94-rehtrufoN.pirgruoyesoL

.dnrsihtytivitcarehtrufoN.pirgruoyesoL

.dnrsihtytivitca.niartsmorfnoitartnecnocesoL.stnioprewoptontub,tsolllepS

.tcaotliafdnaetatisehuoY

02-60dednah-1sinopaewfI.pilsuoY

.skaerbti,cigam-nondnatonnacsbmuhtnets'enO

.dnrsihtesoL.gnidaoleldnahyamllepsoN.sthguohtdnoceS

.dnrtxenderaperprotsacebdna,sthguohtdnocesevahuoY

.dnr1tiawotediced

53-12esoluoY.hguorht-wollofdaB

.stih2flesruoyevig,ytinutroppoesoL.noitinummaelbmuF

.dnrtxen05-.dnuorsihtlatnemdlimoteudnoisicednI

.dnrenodeyaledllepS.espal02-.gnillaffoecnahc%03.pilsuoY

.sdnr2rofsrevuenamynamorf

05-63lliwtI.nopaewruoyporD

,enowenawardotdnr1ekat.enodlorevocerotsdnr2ro

esoldnanoitinummakaerBflesruoydnifuoY.loocruoy

.sdnr3rof03-ta

,tsolllepS.espallatnemsuoireS.sdnr3rofot03-.PPtontub

foecnahc%54.elbmutsuoY.sdnr2rof03-.gnillaf

56-15dna"dniw"ruoyesoluoY

.xalerotdeenuoytahtezilaer.sdnr2rof04-

dennutS.noitinummaporDotgniyrttxendnadnrsiht

.tieveirterotrehtehwediced

.niarts,suoirestubetaredoMrewophtiwgnolatsolllepS

.dnr1dennutS.stniop

foecnahc%06.eotruoybutsuoY.ytivitcaot01-.stih3+.gnillaf

97-66dennutseradna,elbmutsuoY

htiW.emahsehtmorfsdnr2.evivrusthgimuoy,kcul

ruoyeldnahsimyllaeruoY.sdnr2dennutS.nopaew

tsolllepS.raefsuoicsnocbuS.sdnr2dennutS.PPhtiwgnola

.gnillaffoecnahc%57.pilsuoY.sdnr2dennutS

08

alloR.evomtpeniylbidercnIfI.flesruoynotirchsurc"B"

,nopaewgnihsalsagnisusieof.nekorbsinopaewruoy

gnisufI.stih5+.tnemgdujrooPnaesol,ylfworrateluoy,woba

.dnrrepstih2ekatdnarae

.stih51+.dezilanretnillepS.nwodflesruoykconkuoY

.ruoh1dennutS

01-.stih5+.elknaruoytsiwtuoY.snoitcallaot

68-18ehtnieugnotwollawsdnaetiB

.sdnr2dennutS.tnemeticxeekatlliwtI.skaerbgnirtswoBnopaewwenawardotsdnr2

.wobgnirtserotsdnr6ro

tontub,tsolllepS.niartssuoireS.sdnr3dennutS.stnioprewop

llaot02-.stih3+.nwodllafuoY.sdnr3rofsnoitca

98-78nopaewruoynopirgruoyesoL

.sdnr3dennutS.ytilaerdna.gnidaolnehwommaelbmuF

ommaruoyfollarettacsuoY.aerasuidar'01arevo

daolrevo;notazilanretnldnadednilB.stih02+.sesnes

.setunim01roffaed

raetdnaelknaruoyniarpsuoYllaot02-.stih7+.snodnetemos

.dnr1dennutS.snoitca

09flesruoymiamottpmettauoY

alloR.skaerbnopaewruoysa.flesruoynotirchsals"C"

erauoY.srettahsnopaeW.noitcafosdnr4rofdennuts

.lap,kculdooG

02+.ekortsdlimsesuacniartS.sruoh21roftuodekconK.stih

03-.stih8+.gelruoyskaerbllaF.sdnr3dennutS.snoitcallaot

69-19fognildnahsimelbaveilebnU

nihtiwdneirfynA.nopaew.lacitirchsurc"B"asekategnar

ootyawylfworraruoyteluoYfotrohs'02ekirtsuoY.noos

.sdnr3rof03-taerauoY.tegrat

.erifsimsesuacniartsereveS.sdnuor3dennutS.stih5+

uoynehwtsirwruoykaerbuoY.snoitcallaot02-.stih21+.llaf

.sdnuor2dennutS

99-79yranigamineesnunarevopirT

yreverauoY.eltrutdesaeced.sdnr3dennutS.desufnoc

spilstI?wobaronotabatisI,tirevocerotgniyrtnidna

.yawa'51-5tikconkuoy

otllepssesuacecnesses'tegraTtegratfoseloresreveR.erifkcab

.stceffellepsniretsacdna

dnaluoynehwskaerbmraruoY.snoitcallaot03-.stih41+.tino

.sdnr4dennutS

001ot06-.seganineesevomtsroW.niorgdellupamorfsnoitcalla.gnihgualsdnr2dennutssieoF

hguorhtseog&spilsommaruoYdnaH.erifuoysadnahruoy

.dnrrepstih2.stih8+.sselesu

llepsesoL.sisircytitnedI.skeew2rofseitilibapacgnitsac

uoyllafruoykaerbottpmettananIerayeht;smraruoyfohtobkaerb.sdnr6dennutS.stih03+.sselesu

601-101

suoivbonanillaf&reggatsuoY.ediciustimmocottpmetta

elopagnisufI.sdnr3dennutS.derettahssitfahssti,mra

tohsruoY.nwodllafdnapilS.sdnr5dennutS.yartsaseog

sesuacerusserplatnememertxE01+.nwoddekconK.erifsim

.sdnr6dennutS.stih

rednustsiwtgelruoyllafuoynehWllaot05-.stih51+.skaerbdnauoy

.sdnr3dennutS.snoitca

901-701nopaewruoykaerbuoY

4dennutS.ssentpenihguorht.ylliveselkcuhceoF.sdnr

sehctarcselissimnognihctelF-.stih5+.desaelersitisaeye

.sdnr2dennutS.ytivitcaot02

llepsllaesoL.llepssezilanretnI52+.skeew3rofytilibagnitsac.sruoh3rofsuoicsnocnU.stih

dnatcejbodrahasekirtseenkruoYot08-.stih01+.llafuoysasrettahs

.sdnr4dennutS.snoitcalla

011

fopitehtevird&elbmutsuoY.dnuorgehtotninopaewruoy

:detnuomfI.sdnr5dennutSaekatdna'03tluavelopuoy

.gnidnalehtmorftirchsurc"C"

nosehctacnopaewfopiT.ffoskaerbdnatcejbotsesolcsekattcejboeht,elbacilppafI

.tircerutcnup"A"na

.ekortserevessesuacniartS.nwodtsiawehtmorfdezylaraP

noissucnocgnitluserehtdnallafuoY.amocgnol-raeyasesuac

611-111

.ylneddussraertnuomruoY.gnirevocersdnr3dennutS

erauoyelihwpilsuoY.nopaewruoypugnignirb

sdomonhtiwkcattanaekaM.tnatabmoctsesolcehtno

aotslevartdnasyartsllepS.tegratfothgirteef02tniop

nasekatenilnienoynA3dennutS.kcattadeifidomnu

.sdnr

rewolruoynodnaldnallafuoYehtmorfdezylaraperauoY.enips

.stih03+.nwodtsiaw

911-711

ruoyetanidrooctonoduoY.s'tnuomruoyhtiwstnemevomsdnr3txenrofsnoitcallaot09-

.detnuomyatsotgniyrtelihw

tupuoygnimaerdyadelihWtlobehtfotnorfnidnahruoy

4+.regnifaesoL.gnirifelihw.dnrrepstih2.stih

'02aotslevartdnasyartsllepSenilnienoynA.tegratfotfelot

.kcattadeifidomnunasekat.sdnr3dennutS

morfdezylaraperadnallafuoY.stih02+.nwodkceneht

021

lloR.tnuomruoyffollafuoY.flesruoynotirchsurc"D"a

ottoofruoynipdnapilsuoY01+.tlobahtiwdnuorgeht

llaot03-.dnrrepstih2.stih.sdnr3dennuts&snoitca

etisopponitsacsillepSesoL.dednetninahtnoitcerid.shtnom3rofytiliballepslla

uoY.evidaotnisnrutllafruoY.eiddnalluksruoyhsurc

:snoitacifidoM :snoitacifidoM :snoitacifidoM :snoitacifidoMnoissucnoCH-1-02-

gnihsalSH-1-01-dednaH-2-0+

smrAeloP-01+detnuoM-02+

gnilS-02-woBtrohS-01-

woBetisopmoC-0+woBgnoL-01+wobssorC-02+

sllepS"I"ssalC-02-sllepS"U"ssalC-01-sllepS"D"ssalC-0+sllepS"F"ssalC-01+sllepS"E"ssalC-02+

enituoR-05-ysaE-53-thgiL-02-

muideM-01-draH-0+

draHyreV-5+draH.rtxE-01+

ylloFreehS-51+drusbA-02+

Page 63: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

62

5.0 R5.0 R5.0 R5.0 R5.0 RUNNINGUNNINGUNNINGUNNINGUNNING R R R R ROLEMOLEMOLEMOLEMOLEMASASASASASTERTERTERTERTER E E E E EXPRESSXPRESSXPRESSXPRESSXPRESS

Taking an action in Rolemaster Express is simple—just tell the Gamemaster what you want to do, and “makea maneuver roll”. Your skills, situational modifiers, andmaneuver difficulty affect your maneuver roll. Most in-game actions do not require a roll. Normally, you willmake a maneuver roll only for actions performed understress or pressure.

Assigning Activity Percentage: If the maneuver isbeing performed in combat, the GM must assign an activitypercentage to complete the maneuver, this may take theaction into the next round. Some common maneuvers andactions are listed in the Tactical Section (Activity Percentagestable, page 42) anything else must be assigned at the GMsdiscretion.

5.1 MOVEMENT

A character’s movement rate in a round is based upontheir Base Movement Rate (BMR), their Pace, andpossibly a maneuver roll. A character’s movement rate fora given round is obtained by multiplying the character’sBase Rate by their Pace (and possibly modified by theresult of a maneuver roll).

Movement Rate = (Base Movement Rate) x (PaceMultiplier) x (Maneuver Roll Result/100)

When movement is only a portion of a round’s actionthe distance moved is the movement rate x the percentageof activity alloted.

PACE

Each round a character must decide the Pace at which hewishes to move. This Pace determines movement rate (pace xBMR) and it adds to the difficulty of the maneuver required.

The Armour worn reduces the maximum pace to theamount listed in Armor Maneuver Modifications Table.For every full -20 of encumbrance penalties, their possiblemaximum movement rate is reduced by one step (up to amaximum of three steps).

Example: Stongar wears chain mail which reduceshis maximum pace to Sprint (x3). Thoughnormally unencumbered, during an adventure hefinds himself lugging around a bag of coins. Theadded weight gives him and encumbrance penaltyafter Strength modifiers of -25 which is more than-20 but less than -40 so his pace is further reducedby one step to Run (x2) while carrying the loot.

MOVEMENT MANEUVERS

Use the Moving Maneuver table only for movementunder pressure from attackers, the weather, time limit, orsome other perceived threat. Determine the appropriatedifficulty (from the Pace Chart, or by GM assignment);the result is the percentage of the distance they wouldnormally move given their rate of speed. It is possible tomove faster than normal due to this process.

PACE

ecaPecaP

reilpitluMrevuenaMlamroN

ytluciffiD

klaW x1 enon

goJ/klaWtsaF x5.1 enituor

nuR x2 ysae

nuRtsaF/tnirpS x3 thgil

tnirpStsaF x4 muidem

hsaD x5 drah

Page 64: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

63

Example: Stongar is fleeing from the dreadedMalevolent Moose. He has a Base Movement Rateof 35’/rnd, he is running, and thus he wouldnormally move 70’ per round.

Due to the pressure of the chase, however, the GMasks him to roll on the Maneuver/Movement Table.Stongar knows the terrain, so the difficulty is“Easy” (see Pace Chart).

Stongar rolls an 68 and the result is ‘100’. He movesthe full 70 feet. Had he rolled lower and gotten a ‘60’result, he would move but 42’ that round. Had thechase been at night a higher difficulty category mayhave been applicable.

5.2 MOVING MANEUVERS

Moving Maneuvers include climbing, swimming,riding, stalking, and any complex or unusual movement(acrobatics, dodging, tumbling, diving, etc).

ASSIGNING A DEGREE OF DIFFICULTY

When a player indicates that they want their character toattempt a specific moving maneuver, the GM should assign adegree of difficulty. The degree of difficulty is chosen fromthose listed across the top of the Moving Maneuvers Table.

Note: It is important to remember that the GM maydeem certain maneuvers impossible. The player shouldbe advised that such a maneuver is doomed to failure.

MANEUVER ROLL

After the difficulty is assigned, the character may thendecide not to attempt the maneuver. In this case, theycancel their action and may perform some other limitedaction as described in “Canceling an Action” on page 43.

The Gamemaster may assign any additional stat or othermodifiers to the maneuver roll as they see fit (e.g., a characterthat is stunned may receive an additional -50 to the roll)

If a character decides to proceed with the maneuver,they make an open-ended roll and add their appropriatebonus along with any other applicable modifications. Theresulting total is cross-indexed with the difficulty on theMoving Maneuvers Table to obtain the maneuver result.

MANEUVER RESULTS

The net maneuver roll is cross-indexed with the degreeof difficulty on the Moving Maneuvers Table. The result iseither a percentage result or an “F” for failure. Failures requirea roll on Moving Maneuver Failure Table. The The GM caninterpret these results to suit the situation. In the case of anall-or-nothing maneuver the roll must be 100 or better forsuccess. For results over 100 the GM decides whether this

means additional activity left inthe round, a reduction in theactivity required for themaneuver or a chance forcomplete and exceptional success.

Example: Suppose acombatant attempts to leap 15feet over a chasm 11 feet wide.The GM assigns the leap adegree of difficulty of“Medium”. If the combatantdoes not cancel his maneuver,the GM further modifies hisroll by -15 for his ArmorManeuver penalty, by +20 foran excellent Agility. He rolls a91 for a net maneuver roll of96 (91 -15 + 20). Cross-indexing on the movementand maneuver table, we get aresult of “80”. This means thatthe combatant has leaped 12’(15’x80%) and therefore hascrossed the chasm safely.

If this maneuver had been tothrow a rope around a rock onthe other side of the chasm (anall-or-nothing result) and thesame result had been obtained,then it would fail.

MOVING MANEUVERS

dednE-nepOlloR

yreV ylemertxE reehSenituoR ysaE thgiL muideM draH draH draH ylloF drusbA

nwod)151-( F F F F F F F F F)101-(-)051-( 01 F F F F F F F F

)15-(-)001-( 03 01 F F F F F F F)62-(-)05-( 05 03 01 F F F F F F

0-)52-( 07 05 03 5 F F F F F02-10 08 06 05 01 5 F F F F04-12 09 07 06 02 01 5 F F F5514 001 08 07 03 02 01 5 F F56-65 001 09 08 04 03 02 01 F F57-66 001 001 09 05 04 03 02 5 F58-67 001 001 001 06 05 04 03 01 F59-68 001 001 001 07 06 05 04 02 5501-69 011 001 001 08 07 06 05 52 01511-601 011 011 001 09 08 07 06 03 02521-611 021 011 011 001 09 08 07 04 03531-621 021 021 011 001 001 09 08 05 04541-631 031 021 021 011 001 001 09 06 05551-641 031 031 021 011 011 001 001 07 06561-651 041 031 031 021 011 011 001 08 07581-661 041 041 031 021 021 011 011 09 08522-681 051 041 041 031 021 021 011 001 09572-622 051 051 041 031 031 021 021 001 001

+672 061 051 051 041 031 031 021 011 001

:stluseR.elbaTeruliaFrevuenaMgnivoMnollor,eruliaF—F

…sitluserrebmunA—#setacidni001revotluserA.dehsilpmoccasitahtrevuenamgnivomdetpmettaehtfoegatnecrepeht)1

sihfo%)001-#(sahrevuenamehtgnimrofrepretcarahcehtDNAdehsilpmoccasawrevuenamehttahtro,dnuorehtroftfelytivitcalamron

ro)#-001(ybytivitcasecuder)2.sseccusetelpmocfoecnahceht)3

:snoitacifidoM.tuobmileno03-,nwod07-,dennuts05-:sunoblliksetairporppa+

Page 65: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

64

5.3 STATIC MANEUVERS

Static Maneuvers include tracking, picking locks,disarming traps, reading runes, using items, perception,influencing other characters, and any other complex orunusual activity not involving significant movement.

If a character chooses a Static Maneuver as theiraction for a round, the Gamemaster must assigns adifficulty and any situational modifiers as they see fit.Then the character must decide whether or not to actuallyperform the maneuver, if they cancel, see “Canceling anAction” in Section 4.3.

The Gamemaster may require more than one round forthe maneuvers that they decide are very difficult or complex.The GM may also allow a character to decrease the difficultyof appropriate maneuvers by using multiple rounds.

If the character decides to proceed with themaneuver, they make an open-ended roll and add theirappropriate bonus along with any other applicablemodifications. If the modified roll is greater than 100, theaction is successful. If not, the action fails.

5.4 SPECIAL PURPOSE BONUSES

Skills that are not particularly applicable to movingmaneuvers, static maneuvers, or attacks are classified as“Special Purpose” skills. The effects of bonuses vary foreach of these skills and are included in their descriptions.

5.5 RESISTANCE ROLLS

Certain effects and attacks may be resisted, the targetof such an attack must make a Resistance Roll (RR). Thisroll represents the target’s innate resistance to the effectsof the effect and may be modified by a number of factors.This roll is open-ended and thus always represents thechance that a weak target may not be affected by a verypowerful effect, as well as the chance that a strong targetmay fail to resist a very weak effect.

MODIFICATIONS TO THE RESISTANCE ROLL

Resistance Rolls bonuses calculated in section 2.7,Totaling the Bonuses (page 18) are added to the roll. Anyother item, spell, or special attack spell modifiers that theGM finds applicable are added to the roll as well.

Certain targets may submit themselves as willingparticipants in a spell, in such a case, the RR should bemodified by -50, and the level of the target should be 1 forthe purposes of the RR.

THE RESISTANCE ROLL TABLE

To use the Resistance Rolls table, located on page 57,cross-index the attack level (usually the level of the caster)with the level of the target. If the Modified RR is greater thanor equal to the result obtained by the cross-indexing, thetarget has resisted the spell. Otherwise, the target has notresisted the spell and suffers the results given in thedescription of that spell.

Example: Our attacker is a 10th level Magician. Herolls a 60 for his BAR, modified (+10 for level, -10for range) to a 60. Cross-indexing 60 with theLeather Armor column on the Base Attack Table wefind that a RR modification of -5 is the result. TheFighter rolls a 62 for his Resistance Roll. The BARmodification is -5 and the Fighter’s Empathy stat is50 (stat bonus is +0). No items are affecting thespell (+0) and the Common Man Fighter is not ofa particularly magic resistant race (+0). He is not awilling target (+0) and the spell being used is notparticularly powerful (+0). So -5 is the onlymodification to his RR. His Modified RR is 57.Cross-indexing his level (9th) with the attack level(l0th), we note that he needed a Modified RR of 53or more to success fully resist the spell. So he doesresist the spell; had he rolled a 57 or lower initially,he would have failed to resist the spell.

Minimum Result Spells — Certain spells also haveminimum effects. These are applied even if asuccessful RR is made.

STATIC MANEUVERS

nwod62-

:REDNULB liafuoY,elbissopfI.ylralucatcepsehtsahnoitcacitatsruoytahwmorftceffeetisoppo

.dednetniuoy

40-52-

:ERULIAFETULOSBA rettUlatnemasesuacecnetepmocni

deirtsnoitcacitatsynA.espal06(nim01txenehtgnirud

ees(eruliafnitluserlliw)sdnr.)woleb57-50

57-50

:ERULIAF .deliafevahuoYehtniagayrttonyamuoY

ehtninoitcacitatsemas.yad1rofecalpemas

09-67

:SSECCUSLAITRAP fI,elbissopsisseccuslaitrap

ruoyfo%02hsilpmoccauoytonyamuoY.noitcacitats

ninoitcacitatsemasehtyrt.ruoh1rofecalpemaseht

011-19

:SSECCUSRAEN laitrapfIuoy,elbissopsisseccus

citatsruoyfoflahhsilpmoccaniagayrtyamuoY.noitca

.noitalpmetnocfosdnr3retfa

571-111:SSECCUS noitcacitatsruoY

.lufsseccussi

pu671

:SSECCUSETULOSBA ruoYdnalufsseccussinoitcacitats

otsunob02+ateguoyehtrofsnoitcacitatsrehtruf

.)sdnr06(.nim01txen

:snoitacifidoM

-ytluciffiD*enituoR-03+

ysaE-02+thgiL-01+muideM-0+

draH-01-draHyreV-02-

draHylemertxE-03-ylloFreehS-05-

drusbA-07-

Page 66: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

65

Critical Hit Tables — Some spell attacks require a roll onone of the Critical Hit Tables. In these cases, the BARand Resistance Rolls are made as usual, and, if thetarget fails their RR, the spell user casting the spellthen makes an unmodified roll on the appropriatecolumn of the table indicated. (E.g., a target in theradius of a first round Stun Cloud on the MagicianBase list, Wind Law, is subjected to a ‘C’ electricitycritical if they fail their RR.) Normally, the caster rolls aseparate critical for each affected target each round thatthe target is affected (i.e., for lingering spells like StunCloud); in some situations, the GM may decide to havea “group” critical roll for a number of targets in orderto speed play.

5.6 INJURIES, HEALING AND DEATH

The challenge of adventure brings a risk of injury ordeath. This heightens the sense of danger and makes therewards of successful adventuring all the much greater. Ataste of fright starts the adrenaline running.

Because so much of FRP action involves situationswhere characters are hurt or killed, Rolemaster providesdetailed guidelines covering specific injuries, death, andhealing. These rules are based on certain basic principalsand assumptions.

BODY & SOUL

In Rolemaster Express, life is a union of body andsoul. The body is a physical (or, in rare cases, enchanted)construct that accommodates the intangible soul or spirit.In turn, the soul gives the body life. Without a body, a souldissipates and cannot interact in normal affairs. Absent asoul, a body is little more than an unordered organicsculpture destined to rot away.

INJURIES

Generally, injuries in Rolemaster Express only occur asa result of damage from a critical strike. As such, the injuriesare often described quite specifically. This provides atremendous variety of effects and adds flavor to the game.It also requires a very specific healing system, spells andherbs covering every possible plight. The healing spellsfound in Section 3 and the healing herbs found in the Herbs& Poisons , page 69, table are both designed to providedetailed descriptions covering many injuries that might arisein an FRP game. (The rest are covered by the enhancedmagical healing option at the end of this section.)

GENERAL DEGREES OF INJURY

It is still helpful to categorize injuries in broad,manageable groupings. These enable the Gamemaster toapply certain general rules regarding recovery and effect.Light Injuries — If a specific injury results in a penalty of

-0 to -20, it is considered “light.” In addition, lightinjuries include wounds that yield 1-5 hits per roundas a result of bleeding, and sprains.

Medium Injuries — Specific injuries that result in a penaltyof -21 to -50 are considered of “medium” severity.Medium injuries also include wounds that yield 6-10hits per round as a result of bleeding. Fractures with anunspecified penalty are medium injuries, as are injuriesthat render a limb or organ (e.g., eye, kidney, etc.)inoperable for a day or less.

Severe Injuries — Should a specific injury result in apenalty of -51 or more, it is “severe.” In addition,severe injuries include shattered bones and woundswhich yield more than 10 hits per round as a result ofbleeding. Any wound that destroys a limb or organ orrenders a limb or organ inoperable for more than 1day (But fails to kill the character outright) is alsoconsidered severe.

POISONS

Poison adds spice and intrigue to a game. Somecharacters use them to coat weapons, while others perishafter drinking a tasty but poisonous draught. Their hiddendangers are frightening. If a character is exposed to apoison, they must make a resistance roll of their level vs.the poison level to avoid the effects. A failed resistance rollcould mean nausea, delirium, damage, unconsciousness,or even death, depending on the toxin.

The amount the RR is failed by usually determines theseverity of the effect:

Fail by up to 25 = MildFail by 26-50 = ModerateFail by 51-100 = SevereFail by 101+ = ExtremeThese results will be given in the following format:

Poison, Level: Effect (Mild/Moderate/Severe/Extreme)

Page 67: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

66

TREATMENT

Even after an injury is treated, however, recovery israrely instantaneous. The Gamemaster must still considerthe effect of the wound after treatment. For instance, howlong does it take to recover? Will there be any permanentdamage (e.g., a lowering of stats)? What effect does thewound have on the character while they are recovering?

The form of treatment for a given injury is normallyprescribed by:

The description of the woundorBy the explanation of the spell, medical technique, or

herb employed.Some injuries, for instance, are healed by spells with

descriptions that require the victim to remainimmobilized during treatment. Certain herbs must beadministered with an external compress that cannot bejarred. Whatever the treatment, the procedures should befollowed, lest the treatment fail.

FIRST AID

First aid can be employed by virtually anyone, but haslimited effectiveness. Essentially, the actor must make asuccessful Static Action (see section 5.3) in order to aid thevictim. This roll is modified by the actor’s First Aid skillbonus. Anyone having a “0” First Aid skill rank operateswith a skill rank bonus of -25.

First aid skills enable a character to heal any lightinjury, so long as they utilize the necessary equipment(e.g., a compress and bandage for light bleeding, splints orslings for light sprains or fractures, etc.). In addition, thisskill can be used to slow or halt the effects of medium orsevere injuries. For example, you can reduce any bleedingrate by 5 hits/round, or more if you use a tourniquet; youcan set a medium fracture and stop any associated

deterioration. First aid is generally ineffective when dealingwith medium or severe nerve or organ damage.

Once healed in this manner, the victim cannot engage inany activity that might strain the wounded area withoutlosing the benefits of the first aid. For instance, the victimprobably cannot fight move at a pace faster than a walkwithout re-injuring himself.

RECOVERY FROM WOUNDS

Most spells and some herbs specify recovery time.Where they do not, use the Healing Recovery Chart, whichgives some suggested recovery times for general injuries.As a general rule, the recuperation period for multipleinjuries equals that of the worst wound plus half thecumulative recovery time for all other concurrent wounds.

Example: As a result of a swindle, Onree movesinto an unsound tower. A storm erupts and thetower collapses in the wind. Onree receives a severehead wound (recovery time 30 days), a mediumbone wound (recovery time 6 days), and a lighttissue wound (recovery time 1 day) in the ensuingfall. Assuming he is healed, his total recovery timeis 33.5 days (30 + 3 + .5). Poor Onree.

While recovering, a character’s penalty graduallydeclines. To determine the rate at which the character returnsto normal health, divide the penalty by the recovery time (indays). The result is the daily reduction in character’s penalty.Round off any fractions and apply any leftover penalty to theamount recovered the first day. If the recovery time is lessthan or equal to two days, the Gamemaster may wish todetermine recovery on an hourly basis.

Page 68: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

67

Example: Onree received a total penalty of-70 as aresult of his plunge. If his recovery time is 33.5days, he divides 70 by 33.5, yielding a restorationrate of 2.09. He rounds this to 2. So, Onree’spenalty is reduced by 2 for each day ofrecuperation. Since 2 times 33.5 equals only 67,there is a 3 remainder. This remainder is appliedto the first day of recovery, meaning that Onree’spenalty is reduced by 5 during the first day.

When an injury description specifies that the organ,appendage, etc. is useless, the penalty is considered -100.Recovery usually begins when the area is healed.

If a critical strike description specifies that an area ofthe victim’s body is useless or at a subtraction for a setperiod, it is penalized accordingly for the entire prescribedperiod. However, once the period passes, recovery beginsas if the area was healed. Any healing during the set periodwith start the recovery in motion earlier.

RECOVERY FROM HITS

Concussion hits heal at a rate of 1 per hour if thevictim is resting. Should the victim be active, the ratedrops to 1 every three hours.

HEALING

Because injuries and death are central to most FRPgames, a Gamemaster should develop a comprehensivehealing system for their world. This is a factor thatcontrols how many and how often characters diepermanently and how long they are out of commissionhealing. There are a number of means of healing.Healing Spells — Section 3, page 27 provides some spells

for healing by Channeling Users. For a more completeand comprehensive coverage of the topic, you maywish to look to the full version of Spell Law. In acampaign game, healing spells might be available intowns and cities. The Gamemaster should experimentwith costs and requirements for healing services.Options include everything from mercenary spell usersrequiring only money for their services to suspiciousenchanters who will only heal “true believers” of theirreligion (or race). Large settlements might containreadily accessible healing runes.

Healing Herbs — The use of healing herbs or drugs formsone of the prime components of a well-rounded healingsystem. These cures augment the services of physiciansand some herbs even simulate the effects of certain spellsby producing miraculous cures. They are also portable,and are usually more available than high level healingspell users. The Gamemaster can experiment with thenumbers, prices and effects of herbs they feel arenecessary in their game. A sampling of herbs (includingprices, availability, effects, etc.) is provided in the Herbs& Poisons tables (see page 69).

Medicine and First Aid — Of course a Gamemaster shouldnot ignore the mundane results of medicine and firstaid. These services are often equal to the task of healingminor injuries or reducing the burden of majorwounds or illness.

Natural Healing — The body often heals itself, albeitslowly. Even without the aid of spells, herbs, ormedicine, an adventurer can rally from most injuries.The Healing Recovery Chart below gives the recoverytime for a variety of injuries. Recuperation periodscan be multiplied by a factor based on the character’srace, modifications given in Race Abilities Table.

OPTION: RM EXPRESS ENHANCED MAGICAL HEALING

Rolemaster Classic: Spell law contains many morehealing lists than Rolemaster Express, dealing with thespecific injuries dealt on the critical tables. To allow you toheal these injuries using just the one healing list presentedin this book, this option allows for concussion hit healingto repair injuries.

Hits Injury Repaired25 Light Injury50 Moderate Injury100 Severe InjuryWounds healed in this manner will be stiff and sore, so

the penalties associated with the injury will only be halved,not go away (So “broken ankle –30 to all actions” becomes“Stiff and sore ankle –15 to all actions”). These post healingaches and pains will linger until the character has a chanceto get a full rest period of sleep (Generally 8 hours).

HEALING & RECOVERY

.seirujnilarenegtsomrofsemityrevocersedivorptrahcsihTotsunobnoitutitsnoCs'retcarahcehtylppa,tignisunehW.seirujnithgilrofemityrevocerehtsitluserehT.llorynarof01ybdnaseirujnimuidemrof5yberugifehtylpitluMsimitcivehtfiemityrevocerehtevlaH.seirujniereves

eraclaicepsrehtoemosnidecalprodezilatipsoh

lloR

)syadni(EGAMADFOEPYT

nruB enoB eussiT daeH nagrO/elcsuM

nodneT51-10 3 5 3 01 9 7

53-61 3 3 2 7 6 4

56-63 2 2 1 5 4 3

09-66 1 1 1 3 3 2

+19 1 1 1 2 2 1

Page 69: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

68

DEATH

Death occurs when the body can no longer function(i.e., it cannot convey the soul) or the soul is destroyed.Typically, the body ceases to operate when it either:

Receives a specific wound or series of wounds (i.e.,critical strikes)

OrShuts down due to pain or system shock (i.e., hits).Once the body quits working, the soul will eventually

depart. When the soul separates from the body anyprospects for recovery are remote. Death comes in morethan one form, although it inevitably leads to thesundering of body and soul. These unfortunately fatalsituations require elaboration.

DEATH DUE TO CONCUSSION HITS (MASSIVE SHOCK)

Depending on body development, a character isallotted a certain number of concussion hits (or simply“hits”). These hits reflect the amount of pain and bleedingthe character can withstand before succumbing to shockor unconsciousness. Once a character receives a sum ofhits equal to or greater than their concussion hit allotment,they pass out due to shock.

Note: The Body Development skill and the acquisitionof “hits” is described on page 12.

If a character receives more concussion hits than thesum of their total hit points plus their Constitution stat (seeBody Development skill description, page 12) they begindying, and will be dead in 6 rounds(1 minute). This process of dying canbe halted by lowering the number ofhits on the character below thecritical point via healing or first aid.However, once the character dies, thenormal death rules apply.

Example: Jaide takes 24 hits andhas a 90 constitution. He receives114 hits after a few rounds ofbrutal fighting. Once he reaches114 hits he drops and begins todie of massive shock.

DEATH DUE TO CRITICAL STRIKES (MAJOR WOUNDS)

A character can also die due to a major wound orwounds. Occasionally a mortal blow or combination ofblows will fell a character who has not yet received thenumber of hits necessary to send them intounconsciousness. In these cases, an attack or accidentresults in a critical strike, which specifies damage to aparticular part of the character’s body. Should the criticalstrike description specify that the effects are fatal, thecharacter dies in the prescribed manner and at theappointed time unless someone or something intervenes.

Example: Argwinkle the Ranger gets drunk and fallsoff his camel He rolls a Fall/Crush attack appropriateto the situation and, although he takes few hits, hereceives a critical strike. He rolls again. The criticalstrike description states that he hits his head,fracturing his skull, and that he will die in 2 minutes(12 rounds). Unless someone repairs the damage inless than two minutes, Argwinkle is a goner.

THE EFFECTS OF DEATH

In RMC there are a few ways to return from the dead,but in Rolemaster Express there are none. So the effects ofdeath are simple. Short of the GM deciding to intervene,the character is dead.

Page 70: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

69

HERBS & POISONS

emaN sedoC perP/mroF tsoC tceffEriapeRenoB

sadnafrA 6-F-c ylppa/mets ps2 serutcarfrofgnilaehfoetarselbuoDsalehtsruB 8-S-t werb/klats pg011 .stniojdnasenobderettahssriapeR

mardE 8-F-c tsegni/ssom pg13 .enobsdneM

feileRerusopxE&nruBeolA 4-H-t ylppa/fael pb5 .snrubmorfstih5slaeH.stucronim/snrubrofetargnilaehx2

sakluC 4-Z-a ylppa/fael pg53 .snrubfoteeferauqs01slaeHopojojoJ 4-M-f ylppa/fael ps9 .dlocmorfgnitluserstih02-2slaeH.etibtsorfseruC

riapeRyrotalucriCnaleB 5-O-h tsegni/tun pg04 tneitaP.tceffeekatotsdnr01-1sekaT.gnideelbynaspotS

.gninepoerdnuowtuohtiwruoh1rofevomtonnacyfraH 6-S-s ylppa/niser pg051 .gnideelbfomrofynaspotsyletaidemmI

feileRnoissucnoCfaarD 2-O-s tsegni/fael ps5 .sdnuorevitucesnoc2fohcaerofstih01-1slaeH

anneriM 3-M-c tsegni/yrreb pg01 .tceffEtnatsnI.stih01slaeHkweR 3-D-t werb/eludon ps9 .stih02-2slaeH

sbreHesopruPlareneGusakrA 4-T-m ylppa/pas pg21 .sdnuowrojamrofgnilaehfoetarselbuoD.stih21-2slaeHranattA 4-F-t ylppa/ssom pg8 .revefseruC

radnaleM 3-F-c werb/ssom ps21 .syad01-1rofesaesidtsniagaslloRecnatsiseRot01sddArU 3-H-f tsegni/tun pg3 .noitirtuns'yadenO

riapeRnodneT&egalitraC,elcsuMsanimunrA 2-S-m ylppa/fael pb6 elcsumdnaegalitrac,tnemagilrofgnilaehfoetarselbuoD

.egamadrasusprA 5-F-t werb/klats pg03 .egamadelcsumsdneM

rehtamgaD 5-S-s werb/enips pg82 .egamadegalitracslaeH

riapeRevreNabmarleB 6-C-s werb/nehcil pg06 .egamadevrensriapeR

sabreT 3-D-m ylppa/fael pg2 .egamadevrenrofgnilaehfoelarselbuoD

noitavreserP&riapeRnagrOlakuriS 6-S-s tsegni/tun pg58 decuderRP(esaesidniks:tceffeediS.nagro1fonoitarotseR

.)lamronfo%01otsanraT 6-J-h werb/eludon pg022 .egamadnagrosriapeR.)05-(sruoh01-1rofaesuaN

tnemecnahnE&noitaretlAlacisyhPraidlerB 4-V-m tsegni/rewolf pg52 .skcattaelissim&llepsot05+.eelem&srevuenamot03-

.rh1stsaL.airohpuErivlyG 6-O-m tsegni/eagla pg54 .srh4rof)ylno(retawrednuehtaerbotenoswollA

asukhtaK 3-W-f tsegni/fael pg05 .seofotnevigstihelbuod.s'B0ot01+.}sdnr01-1(htgnertsx2arudnesluZ 4-U-a tsegni/moorhsum pg07 .)sdnr3(etsaH

feileRnutSeinaruS 3-F-t tsegni/yrreb pg2 .)dnr1(feilernutS

kuniV 4-S-s werb/toor ps21 .)sdnuor01-1(feilernutS.syad01speeKvatiW 6-J-h tsegni/fael pg21 .stceffenutsfosdnuor2seveileR

)leveLkcattAehtsileveL(snosioPanaacA 7-M-f etsap/rewolf pg006 .yltnatsnislliK)01leveL(

ylK 5-H-s etsap/yrreb pg451 .egamadfostih003-3stcilfnI)3leveL(anaamliS 2-T-m redwop/klats pg4 .egamadfostih02-2stcilfnidda,nikssracS)9leveL(

atolS 7-D-t etsap/redips pg63 .)syad01-1(htaeddnasisylarap)yad1(wolS)5leveL(anaarU 3-S-t etsap/fael pg21 .egamadfostih03-3stcilfnI)6leveL(

Page 71: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

70

HERB & POISON CODES

sedoCetamilC sedoCelacoLa dira= A eniplA=c dloc= B sidaw/skaerB=e dlocgnitsalreve= C tserof)neergreve(suorefinoC=f = )digirf(dlocereves D tserofdexim/suoudiceD=h dimuhdnatoh= F sknab&stsaocretawhserF=m etarepmetdlim= G dleifwons/reicalG=s dira-imes= H burcs/htaeH=t etarepmetlooc= J tserofniar/elgnuJ=

gnidniFfoytlucifiD M niatnuoM=

edoC ytluciffiD .doM O serohsretawtlas/naecO=1 enituoR= )03+( S ssargtrohS=2 ysaE= )02+( T ssargllaT=3 thgiL= )01+( U ).ctesnrevac(dnuorgrednU=4 muideM= )0+( V cinacloV=5 draH= )01-( W etsaW=6 draHyreV= )02-( Z treseD=7 draHylemertxE= )03-(8 ylloFreehS= )05-(9 drusbA= )07-(

)noitaraperPderiuqeRdnamroF(perP/mroF—werB .knurdebyamtineht,deliobsiretawretfasdnuor02sekaT

—tsegnI .etairporppasirevehcihw;delahniro,knurd,dewehc,netaeebyaM

—ylppA .yrujnifoaeraehtotdeilppanehtsibrehehT.eraperpotsdnuor01-1sekaT

—etsaP sniameR.)knirdrodoofotnitupro(snopaewdetnioprodegdeotdeilppadnaetsapaotniedaMnaekamtsumtnenoppo,deniatbosilacitircafI.kcurtssitnenopponalitnuro,keew1otpurofevitceffe

.tceffereffusroRR

—diuqiL .ruoh1rofevitceffesniamerylnotitpecxe,etsapsA

—redwoP .knirdrodoofnidecalpebyamti,snopaewotdeilppaebtonyaM

—tceffE .ecnuo5.0gnihgiewesodanodesabsitceffE.dnuorhcaeretcarahcanotceffeekatnacesod1foxamA

—noitciddA lliwbrehehtfoesu,esacahcusnI.evitciddasbrehniatrecekamothsiwyamretsamemaGA.ssenevitceffelluftaetarepootderiuqereblliwbrehehtdna,evitceffesselemoceb

Page 72: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

71

6.0 E6.0 E6.0 E6.0 E6.0 EXPERIENCEXPERIENCEXPERIENCEXPERIENCEXPERIENCE & L & L & L & L & LEEEEEVELSVELSVELSVELSVELS

Like ordinary people, as characters go through life, theygrow and develop. The mechanisms for this in RolemasterExpress are “Experience Points” and “Levels”. Characters gainExperience Points (EP) over time based on the choices andactions they take, and the events they take part in. Whenthey gain enough EP, they advance a Level, giving themanother set of development points to spend on skills, andimprove all other level based characteristics (Resistancerolls, Casting Level, etc.)

6.1 GOAL BASED EXPERIENCE POINTS

(STREAMLINED)

TYPES OF EXPERIENCE POINTS

Experience points are awarded by the Gamemasterthrough a goal oriented experience point system.Characters can gain experience by accomplishing twomain types of goals. They are as follows:Major Goal – This type of goal is an important point that

needs to be resolved in order to complete the adventure.It is often the primary focus of the adventure. However,and adventure may have multiple major goals,depending upon its complexity. Many times, but notalways, a Major Goal will have Minor Goals that need tobe completed in order to accomplish the major goal.Goals can be anything. They may require the charactersfight a dragon or may require them to rescue a child oreven to get a treaty signed without using violence.

Minor Goal – These normally represent the various stepsrequired to fulfill the Major Goal. However, there maybe minor goals that are totally unassociated with theadventure goals. Such unrelated goals are often majorgoals for the individual characters in the game. And inthese cases, should represent a major life altering

change that the character is working towards, such astrying to join an elite order of knight.

Bonus Experience Points - Varies. The GM is free toaward bonus experience points to the characters forgood role-playing, good ideas, or any other thing thatthe GM wishes to award experience points for. Nomore than 500 – 1000 bonus experience point awardsshould be awarded at any given time.

ytluciffiD laoGrojaM laoGroniM

enituoR 0 0

thgiL 051 001

ysaE 052 051

muideM 005 052

draH 0001 005

draHyreV 0051 057

draHtxE 0002 0001

ylloFreehS 0052 0521

drusbA 0005 0051

Keep in mind that not every action the character wantsto complete can be treated as a goal. Major Goals should beconsidered the climax or specific focus of the adventure, andyes it is quite possible to have multiple smaller adventuresgoing on at the same time. Minor Goals should beconsidered the stepping stones required to achieve thoseMajor Goals, life changing personal goals, or even the focusof a side adventure that is not directly related to the mainadventures going on.

GOAL DIFFICULTY

Not every goal that the characters will want toaccomplish will be as difficult as every other goal; somewill even be extremely easy to complete; some will be

Page 73: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

72

extremely hard or even almost impossible. It is up to theGM to determine how difficult a goal may or may not befor their players. This leaves a lot up to the GM’sdiscretion, but they are the only one who really knowshow difficult accomplishing a goal is for the characters.

The following table lists the difficulty levels for thevarious goals and the experience point award that eachcharacter should get for achieving that goal.

DETERMINING GOAL DIFFICULTY

Determining the difficulty of a goal is likely to be one ofthe more difficult tasks for a GM. It will take a little bit ofpractice to be able to properly gauge what the difficulty of agoal will be. Even when you get proficient with it, theplayers will always do something to prove your guess wrong.Be it a lucky roll, or some convoluted plan that comes at thegoal from an unexpected angle. It is because of this that it isrecommended that the GM not determine the final goaldifficulty until after the goal has been dealt with.

The GM should start with a Base Difficulty Rating forwhat they consider the Adventure to be for their players.From that starting point, the GM needs to move the finaldifficulty up or down depending upon how hard it was forthe characters, and how involved the players were.Combat Encounters/Goals: These are the easiest to judge. A

basic combat encounter should be a Hard difficulty toovercome. Lucky rolls may reduce the final rating yougive to this, while being outnumbered, or fightingagainst more skilled foes can increase the difficulty. TheGM needs to take all factors into consideration beforemaking a final determination. Unless the combat is partof the climax of the adventure, it should always betreated as a Minor Goal, and allrandom encounters should alwaysbe considered to be Minor Goals.

Non-Combat Encounters/Goals: Thesewill make up the rest of theopportunities for the players toacquire experience points. Again, asthe GM, you should try to gauge thegeneral Difficulty Rating. To do so,you will want to determine whatthings need to be done in order toaccomplish the goal. All goalsshould start off with the baseDifficulty Rating of Medium. Thenyou adjust the Difficulty Ratingaccording to how hard you want itto be for the players to accomplishthe goal. Since these types of goalsare role-playing oriented, theirDifficulty Rating is going to be moresubjective. One way of determiningthe Difficulty Level would be to usethe Difficulty Rating of anymaneuvers used in accomplishingthe goal as a guideline.

Player Plans and Actions: The plans and actions of thecharacters in their attempts to accomplish their goalscan also help determine the Difficulty Rating of thegoal as well. The more complex a plan that thecharacters come up with, the more things that canpossibly go wrong with the plan. If the characters areusing a complex, or detailed plan in accomplishingtheir goal, then you should raise the Difficulty Ratingaccordingly or include a number of additional MinorGoals to account for each step in the plan.As GM, you need to remain flexible and be able to

assign Difficulty Ratings to goals on the fly. You also need tomake sure that you do not limit yourself to thinking thatthere are only one or two ways of accomplishing something.Players will always come up with something that you havenever considered. In Example 2, our GM turned the party’splan into a series of Minor Party goals. This allowed them toreward them better for their cleverness and effort.

6.2 ADVANCING A LEVEL

Characters finish character generation and begin playat 10,000 experience points and 1st level. As they gain EPthey will go up levels as they reach the levels of experiencepoints as shown on the table.

When their character advances (goes up) a level, aplayer must perform several actions:

• DP are gained based on the temp Developmentstats at their new levels.

• Spend DP on skills.• Finally, any skill rank bonuses whose components

have changed must be re-totaled.

SKILL DEVELOPMENT

Upon reaching a new experiencelevel, a character gains another 35Development Points. These DP mustnow be spent on skills. DP may not bestored or banked to be spent later;they must be spent completely upongaining a level.

LEVEL COMBAT BONUSES

Fighters and Thieves improve theircombat abilities with a cumulativebonus to their weapon skills with eachlevel they advance. Fighters gain +3/level to all their weapon skills, whileThieves gain +2/level.

LEVEL SPELL BONUSES

Magicians and Animists improvetheir spell casting abilities with acumulative bonus to their spell castingskills with each level they advance.Both modify their spell casting dierolls by +1/level.

EXPERIENCE POINTS VS. LEVEL

000,01foesabagnivah”leveltsrif“nigebklofllAsetartsullielbatgniwollofehT.stniopecneirepxe

.noegatssihtmorfnoissergorpehtleveL deriuqeRstnioP

1 000,01

2 000,02

3 000,03

4 000,04

5 000,05

6 000,07

7 000,09

8 000,011

9 000,031

01 000,051

11 000,081

21 000,012

31 000,042

41 000,072

51 000,003

61 000,043

71 000,083

81 000,024

91 000,064

)droL(02 000,005

12 000,055,.e.i(sutats”drol“sniattaenoretfaslevelehtfollA

.PX000,05lanoitiddanatsoc)levelht02retfa

Page 74: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

73

7.0 NPC7.0 NPC7.0 NPC7.0 NPC7.0 NPCSSSSS & C & C & C & C & CREAREAREAREAREATURESTURESTURESTURESTURES

7.1 NON-PLAYER CHARACTERS

NPCs are just like player characters, but controlled by theGM. Creatures are everything else; Monsters, Animals, etc.

The statistics given describe typical or averagecreatures. Many statistics for a given creature (animal ormonster) are actually given for a family of relatedcreatures. Individual species of such a family may besmaller, larger, faster, etc. In certain cases, a percentage(%) chance of special properties (e.g., poison, flight, etc.)is given. This information is provided to aid in play and isnot necessarily accurate with respect to our world.

These stats are of course abstracted to fit into an FRPenvironment and speed play. Additional codes provide agamemaster with guidelines for generating creatures thatvary from the average in terms of level, hits, bonuses, etc.These additional statistics can be ignored when agamemaster does not want to or have time to generate eachcreature encountered.

A gamemaster may also wish to generate skills for somecreatures using Rolemaster Express skill development (e.g., aGoblin Animist, a Centaur Scout, etc.). To do this thegamemaster should assign a profession to the creature andthen use the non-player character chart in this section ordevelop the creature’s skills himself. The table on the next pagecontains sample common men, slight modifications can giveyou Dwarves, Wood Elves or Halflings.

7.2 MONSTERS

These rules assume several different environments ofactivity for creatures: on land, in the water, and flying inthe air (and in certain rare cases underground movement).Some creatures that can operate in several environmentswill have several sets of statistics describing theircapabilities in the various environments. In these cases,

the set of statistics for the creature’s primary environment isgiven first, then on the following line any statistics thatchange in a different environment are given.

The groupings and classifications of the creatures arenot entirely biological; they are keyed more toenvironmental and attack patterns.

TYPE

This is the generally accepted name for the given typeof creature. If the movement statistics given are not forland movement, the type of movement is given inparentheses (e.g., fly, swim, burrow, etc.).

Note: the generic sub-classifications given for some typesof creatures (small, medium, large) are not the creature’s sizerelative to other creatures, but instead they are the creature’ssize relative to other creatures of its own type.

LEVEL

The number given here is the level of an averagecreature of the given type; it is primarily used fordetermining the creature’s hits, attacks an experiencepoints and resistance points.

MOVEMENT STATISTICS

These movement statistics assume average quicknessand encumbrance for the particular monster and may beadjusted for special cases.

A creature’s actual movement rate is determined by itsbase rate as modified by its “pace” (up to its max pace) andpossibly a maneuver roll using its MM bonus (movementand maneuver bonus). To determine a creature’s movementrate for a given round, the gamemaster should first decideon the creature’s pace (up to the maximum allowed) andthen the base movement rate can be multiplied by themovement rate multiplier given in the pace chart below.

Page 75: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

74

sretcarahCreyalP-noNnoisseforP rethgiF feihT naicigaM tsiminA

leveL 1 3 5 7 01 1 3 5 7 01 1 3 5 7 01 1 3 5 7 01

scitsitatStabmoCepyTromrA LR LR HC HC ynA LS LS LR LR hC oN oN oN oN oN oN oN LR LR LR

*sunoBevisnefeD 52 52 52 52 52 01 01 01 01 01 0 0 0 0 0 52 52 52 52 52dleihS Y Y Y Y Y N N N N N N N N N N Y Y Y Y Y

stiHnoissucnoClatoT 45 67 49 401 031 93 94 95 96 48 43 93 44 94 45 93 44 94 45 46stnioPrewoP 01 01 01 01 01 01 01 01 01 01 21 41 61 81 12 21 41 61 81 12

evitaitinI 5 5 5 5 5 01 01 01 01 01 0 0 0 0 0 5 5 5 5 5etaRtnemevoMesaB 55 55 55 55 55 06 06 06 06 06 05 05 05 05 05 55 55 55 55 55

***sunoBevisneffOBOeeleM 53 16 18 59 411 32 43 55 17 29 41 91 42 92 43 91 42 92 43 44BOelissiM 33 95 97 39 111 33 95 97 39 111 52- 52- 52- 52- 52- 52- 52- 21 71 22

sllikShsubmA 1 3 4 6 7 4 8 21 61 22 0 0 0 0 0 0 0 0 0 0

sunoBllepSdetceriD 52- 52- 52- 52- 52- 52- 52- 52- 52- 52- 51- 01 02 04 55 52- 52- 52- 52- 52-gnibmilC 01 51 02 52 53 02 53 05 06 07 52- 5 5 5 01 5 01 51 02 03

gnimmiwS/gnidiR 01 02 03 04 05 01 02 03 04 05 5 01 51 02 03 5 01 51 02 03skcoLkciP/sparTmrasiD 01 51 02 52 53 02 04 05 06 07 52- 52- 52- 5 5 52- 52- 52- 5 5

ediH/klatS 01 02 03 04 05 02 04 05 06 07 5 5 01 01 51 5 01 51 02 03noitpecreP 01 02 03 04 05 02 04 05 06 07 5 01 51 02 52 5 01 51 02 52

5leveLotegaugnaL 2 2 2 3 3 2 2 2 3 3 3 4 5 6 7 2 3 3 4 4sdnaW&sevatS/senuR 52- 5 5 5 5 5 01 51 02 03 52 04 55 56 57 51 52 04 54 55

sllepSnwonKstsiLllepS 0 0 0 0 0 0 0 1 1 2 3 7 01 21 51 3 6 9 21 51

**nwonKsknaRlatoT 0 0 0 0 0 0 0 2 4 6 9 63 06 001 521 9 63 55 09 011.).cte,rulb,dleihsyllausu(sllepsevisnefedsihnworhtsahCPNehtfidetsujdaebdluohssesunobevisnefeD*

.levelx3nahtsknareromevahyamtsiloN.stsilnwonkehtgnomatilpserasknarforebmunlatoT**

.tpecnocCPNehtotetairporppafisretcarahcrofdeppawsebnacseulaveeleM/elissiM***

:romrA .seitlanep.nam.nimhtiwnrowsiromrallA;ynA=ynA;etalP=lP;niahC=hC;rehtaeLdecrofnieR=LR;rehtaeLtfoS=LS;romrAoN=oN

sdleihS .CPNehtfoBDehtotniderugifsisunobdleihsehtneht,Yfi-

sdoMlaicaR .secarrehtoehtrofstnemetsujdagniwollofesU.namuheradetsilsCPN-

frawD - stiH ;lvl/1+dna01+: PP ;)egaM(1-: BD ;5-: BO ;elissim2-eelem2+: sllikS ;RMB02-;tinI5-;ediH/klatS5+/5-;sparT/skcoL3-;miwS/bmilC5-:

flE - stiH ;4-: PP ;)egaM(1+: BD ;5+: BO ;elissim7+eelem3+: sllikS ;RMB5+;tinI5+;ediH/klatS02-/01+;sparT/skcoL5+;miwS/bmilC01+:

gnilflaH - stiH ;stiH8-: PP ;)egaM(1-: BD ;01+: BO ;elissim3+eelem8-: sllikS ;RMB51-;tinI01+;ediH/klatS01-/51+;sparT/skcoL8+;miwS/bmilC51+:

:etoN .9egapnosretcarahCreyalPehtrofdetsilsenoehtsastatsemasehtevahsCPNesehT

Base rate: a creature’s base movement rate is the distancewhich the creature may normally move each round ata “walking” pace. Base rates less than 1’ are given as 1’(usually tiny creatures).

Max pace: the pace given in the statistics is the maximumallowed pace for the given animal. In flight, ‘fastsprint’ and ‘dash’ may only be used if in a dive.

Speed (MS/AQ): a creature’s speed is given in terms of“Movement Speed” / “Attack Quickness”. Movementspeed helps determines a creature’s “base defensive

bonus”, while attack quickness determines a creature’s“initiative”. Both factors can be used to determine acreature’s defensive bonus (DB) in various tacticalsituations. The DB’s given in this product alreadyinclude the base DB, but they do not include themodifications for charge/lunge or flee/evade.

PACE

ecaPecaP

reilpitluMrevuenaMlamroN

ytluciffiD

klaW x1 enon

goJ/klaWtsaF x5.1 enituor

nuR x2 ysae

nuRtsaF/tnirpS x3 thgil

tnirpStsaF x4 muidem

hsaD x5 drah

INITIATIVE & MONSTERS

edoC gnitaR BD)SM( )tinI(QA

NI = gnihcnI 52- 52-

RC = gnipeerC 02- 02-

SV = wolSyreV 01- 01-

LS = wolS 0+ 0+

DM = muideM 01+ 01+

FM = tsaFyletaredoM 02+ 02+

AF = tsaF 03+ 03+

FV = tsaFyreV 04+ 04+

FB = tsaFylgnidnilB 05+ 05+

Page 76: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

75

aB gulS/nwodkconK/hsaB/ttuB/maR= tS regnitS=iB etiB= iT slaminayniT=lC nolaT/walC= sT pmotS/elpmarT=rC llaF/hsurC= eW )25gpees(nopaeweeleM=rG wollawS/polevnE/psarG/elpparG= iM )25gpees(.paewnworhT/elissiM=oH ksuT/nroH= iF kciK/tsiF=iP kaeB/rehcniP= rW gnilkcaT/gniltserW=

COMBAT STATISTICS

Size: this is the size of the given type of creature: ‘T’ = tiny, ‘S’= small, ‘M’ = medium, ‘L’ = large, and ‘H’ = huge. Thisis merely an approximation of the creature’s size withmedium being approximately man-sized.

Crit: this statistic indicates how critical strikes inflicted onthe given type of creature are resolved. In some casesmore than one of these codes apply:- Use normal critical procedure.I Decrease the critical severity by one (‘T’ - modify

by -20, ‘A’ becomes an ‘T’, ‘B’ becomes a ‘A’, etc.).II Decrease the critical severity by two (‘T’ - modify by

-50, ‘A’ becomes an ‘T’-20, ‘B’ becomes an ‘T’, etc.).LA Use the large creature critical table.@ Stun results do not affect creature.# Stun results and hits/rnd do not affect creature.

Base hits: A creature’s base hits are the number ofconcussion hits which an average creature of the giventype can absorb before becoming unconscious.

AT (DB): The armor type letter code indicates what armor thecreature has (No = No Armor, SL = Soft Leather, RL =Reinforced Leather, Ch = Chain, Pl = Plate), the number inparentheses is the creature’s defensive bonus. This defensivebonus does not include any shield bonuses, but certaincreatures may be capable of using a shield or the equivalentof a shield. If a shield is normally used, an ‘s’ is includedafter the number inside the parentheses.

Attacks: these statistics indicate how a creature attacks usingthe Rolemaster Classic tables. Usually a number ofattacks are given for each creature, separated by slashes,“/”. Each creature usually initiates combat using one ofthese attacks as indicated. During later rounds, the sameor other attacks may be used depending upon thesituation or success of earlier attacks.

Each attack is usually described by thefollowing statistics:

1) Offensive bonus - the first number is theoffensive bonus for that attack.

2) Attack type - the letter codes which follow thefirst number indicate the attack type.

For most animal attacks, the first letter indicatesthe size of the attack:

T = TinyS = SmallM = Medium

ENCOUNTER STATISTICS

# Enc.: this is the size range of a typical group of thecreatures when encountered in their lair. A pack willoften contain a wide range of levels/ages (includingsome young). Often only a patrol will be encounteredaway from the creature’s lair that will be of a muchsmaller size than a whole group. A gamemaster shouldvary the number encountered based upon the gamesituation and location of the encounter. If no range isgiven, one such creature is normally encountered, orthe gamemaster must determine the number basedupon the situation in their game and world.

Treasure: these codes indicate the type and how muchtreasure each group of these creatures will normallyhave. Each letter code for this class indicates therichness of “part” of the creature’s treasure, as specifiedin the table below (see section 8.0, Treasures forinformation on using these ratings). A treasure mayconsist of several “parts”, each specified by a separateletter. Often all of a creature’s (or group’s) treasure willnot be with it since all or part of it remains in thecreature’s lair. These codes are only used if agamemaster wishes to randomly generate treasures.

Outlook: this code is meant to be a general measure of thecreature’s outlook (i.e., attitude, demeanor, reaction;behavior pattern). Neutral creatures will generallyonly attack if provoked, Aggressive creatures willattack if they feel they have the advantage, Berserkcreatures will attack on sight regardless of the odds.

THE GENERAL DESCRIPTIONS

Along with the tables containing detailed systeminformation on the various creatures, each creature of typeof creature has a “description”. These descriptions containinformation on the creature’s sizes, habitats, behavior, andunusual properties.

Often the statistics given for a particular animal arealso applicable to a number of similar species. Theseanimals are either mentioned in the text or listed at theend of the description in italics and enclosed in brackets.

ANT, GIANT

1’-3’ longGiant ants will use their strong mandible pincers to eat

almost anything. They can also communicate and worktogether to go after tougher prey.

BEAR, SMALL

3’-8’ longBears supplement their meat diet with a wide variety of

plant matter, but also consume insects, fruits and nuts.During the cold months, bears go into winter sleep, ortorpor, a state similar to hibernation. Bears vary in sizefrom 3’ to over 8’ long.

The next two letters indicate the type of attack (seepage 53 for information on how to resolve these attacks):

L = LargeH= Huge

Page 77: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

76

BEE/WASP, GREAT

Up to 2’ long.Innate Abilities: Poison Sting, Lvl 3; Complete Paralysis (1-

100 sec/1-100 rnd/1-100 min/1-100 hr)Giant wasps live in colonies of dozens or hundreds. They

attack with a quick bite from their powerful mandibles or jaws;the painful sting is used only as a last resort. All wasps aremixed feeders, eating both plants and other insects. Anystinger attacks that do a non-Tiny critical also delivers thepoison described above. The poison will need to be resisted.

BEETLE, LARGE (JADEBACK)

5’-8’ body, 4"-7" pinchers.Innate Abilities: Poison Bite, Lvl 4; Dissolves Flesh (T Heat

Crit/A Heat/B Heat/C Heat)The blue-green jadeback is a nocturnal predator.

These giant beetles are well-armored and have adapted tovirtually any ecosystem. A jadeback will eat virtuallyanything they can get their pinchers on, which includesmen. Their poisonous bite can slay even a hearty soul, so itis good advice to avoid resting on shiny green jade-likerocks (particularly those that move).

BOAR, SMALL

3’6"-4’3" long.The ancestor of the domestic pig, the wild boar differs

from its tame relatives by virtue of its long, bristly hair and(in males) prominent tusk-like canine teeth. These creaturesare agile and fast and run on thin legs which are supportedby sharp “two-toed” hooves. Although they are omnivorous,they generally feed on nuts, bulbs, and tubers, using their

MONSTER STATISTICS

esaB deepS /eziS TA #epyT lvL etaR QA/SM tirC stiH )BD( skcattA .cnE erusaerT kooltuO

tnaiG,tnA 1 03 DM/SV II/S 04 )02(LS iPS03 02-2 —/— evisserggAllamS,raeB 5 08 FM/FM —/L 051 )02(LR aBM07/iBM05/rGL06 5-1 —/— evisserggA

taerG,psaW/eeB 2 031 AF/FV @/M 05 )54(LS nosiop/tSM08/iPL06 1 PV/P kresreB)kcabedaJ(egraL,elteeB 2 05 FM/LS II/M 56 )01(LP nosiop/iPM07 5-1 PV/PV evisserggA

llamS,raoB 3 08 FM/AF —/M 011 )03(LS sTS04/aBM05/oHM05 02-2 —/— evisserggAllamS,taC 3 011 FV/FV —/S 06 )06(LS iBS02/lCM03 2-1 —/— evisserggA

gnuoY,ekarDevaC 6 081 FV/FV AL/H 052 )06(LR oHL06/aBH09/lCL09/iBL08 1 RV/R evisserggAruatneC 3 011 DM/AF —/M 05 )s52(LS iM06/eW05 * */* evisserggAelyograG 5 08 AF/FM @/M 08 )53(hC eW05/iBM04/lCL06 01-1 R/N evisserggA

nilboG 2 54 DM/LS —/M 04 )s03(LR iM02/eW04 * */* kresreBnilbogboH 2 05 DM/LS —/M 06 )s52(hC iM03/eW05 * */* kresreB

llamS,ergO 4 08 FM/DM I/M 001 )02(LS lCM05/aBM57/eW04 * N/P evisserggAresseL,crO 2 05 DM/LS —/M 05 )s03(LR iM04/eW04 * */* evisserggA

notelekS 1 04 DM/SV #I/M 52 *)0(oN aBM04/eW52 02-2 PV/PV kresreBtnaiGresseL,redipS 3 06 AF/FM —/S 03 )03(LS nosiop/tSS04/iPS02 02-2 N/N evisserggA

)lareneG(tnalPgnipparT 2 — DM/— @II/M 05 )01(LR )dnuorrepskcatta01d1(rGS02 02-2 P/P evisserggAtseroF,llorT 6 08 DM/FM II/L 051 )01(LR )skcor(rC05/eW04/iBL06/lCL07 * R/P kresreB

resseL,esrohraW 5 09 AF/FM —/L 041 )03(LS iBM04/sTM05/rCM05 * */* lartueNflowereW 7 031 FV/FV —/M 031 )05(LS lCS06/iBM07 5-1 N/N evisserggA

floW 3 011 AF/AF —/M 011 )03(LS iBM56 02-2 —/— evisserggAenirevloW 2 06 FV/AF —/S 54 )05(LS lCM54/iBM05 2-1 —/— kresreB

dnaL,nrevyW 8 081 FV/FB AL/H 002 )53(lP nosiop/iBL08/tSH011/lCL07 1 R/R evisserggAeibmoZ 2 03 DM/SV #I/M 54 )51(oN laicepS/aBM03 02-2 PV/PV kresreB

long, tough, sensitive snouts to dig up dinner. They will notoverlook an offering of carrion, however, and when alarmed,may be quite dangerous. They can easily kill a foe by chargingand biting or goring with their upward-curving tusks.

CAT, SMALL

19"-36" long.Cats are particularly admired for their very efficient

killing. The cat body type is powerful and very flexible.Cats stalk and run down their prey, delivering death with abite from their strong jaws. Small cats include bobcats,mountain lions and others.

CAVE DRAKE, YOUNG

15’-40’ long (including 5’-12’ tail), Daylight sensitivity (-50all actions)

Innate Abilities: Bite accompanied by burning acidic saliva attack(with critical, delivers heat critical 1 severity higher).Lesser drakes resemble the great drakes (dragons) in

structure and habits, but lack the overall size and enchantedqualities of their more lordly and less numerous brethren.These creatures possess no breath weapons and, with theexception of the land drake, only rarely (10%) cast spells.They are, however, quicker than dragons.

Lesser drakes are quite bright and enjoy riddles, thoughthey are less vain and their preference for debate and wordgames is less pronounced than that of dragons. They are muchmore prone to attacking an intruder or adversary, despitehaving a relatively even temper. This makes them morepredictable, but no less dangerous, than the great drakes.

Page 78: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

77

CENTAUR

6’6"-7’4" tall from front hooves to head.Nobly proportioned men and women

whose torso joins at the waist to the four-legged body of a horse, centaurs strive forless tangible goods such as knowledge,power, and friendship.

GARGOYLE

5-7’ wingspan.Winged lizards or goblins of stone,

gargoyles resemble statuary when still, butrarely display uniformity. All covet bright, shinythings, which they hoard in concealed nooks.Skilled counterfeits of architecturalornamentation, gargoyles are difficult toperceive and recognize except when in motion.

GOBLIN

3’6"-4’6" tall; Daylight sensitivity (-75 to all activities)Innate Abilities: Nightvision, Darkvision

Round-headed imps with snub noses and wide,grinning mouths, goblins possess greenish, yellow skin andtender, toeless feet. To protect these sensitive appendagesfrom hurt, goblins wear clumsy, stone clogs. Mechanicaldevices appeal to the clever cruelty intrinsic to goblins; theyhave invented many machines of torture as well as thoseuseful in warfare and siege. Utility and strength mark mostof their creations, but beauty eludes them. Goblins staybelow ground by day, but night sees them swarming thelands in search of brutal amusement.

HOBGOBLIN

4’-5’ tall; Daylight sensitivity (-25 to all activities)Innate Abilities: Nightvision, Darkvision

Larger, tougher goblins whose skin has a muddy tinge andwhose feet feel no pain, hobgoblins often mingle with theirlesser brethren. Superior size and strength offer themdominance over those who revere the rule of brute force, andthe goblins frequently submit to a hobgoblin king. Thebrilliance of the sun, although unpleasant, holds no horror forhobgoblins who fearlessly follow enemies through daylight.

OGRE

8’-10’ tallAn unkempt, slovenly race whose coarse, grizzled features

betray their rapacious greed, ogres resemble giants whendistance blurs details and disperses their rank odor. Wood orstone clubs are frequent weapons, but they are frequentlyabandoned in the heat of battle for the more satisfying sensationof knuckle against tender flesh and bone.

ORC, LESSER

4’-5’ tall Daylight Sensitivity (-50 to all activities)Innate Abilities: Darkvision, Nightvision

Rumor asserts that Orcs possess as ancestors elveswhose minds and bodies were twisted by evil. Grotesque

faces with slanting eyes and flattened snouts full ofsharpened tusks further deform the heavily built, muscledbody with its long arms and thick, swarthy hide.Cannibalistic cruelty motivates their distorted souls, andorcs respect little save superior force. Most are superbsmiths, but they rarely make items unassociated with war.Lesser orcs are born to live, fight, and die in darkness; theyhate the stars and moon, and panic under the brighter sun.

SKELETON

4.5’-7’ tallInnate Abilities: Undead Regeneration, Unaffected by

puncture criticalsThe animated skeletons of dead creatures, man or beast,

possess little except bones and hostility. Retaining expertise atwielding weapons or claws and tusks, they scamper todenude bones of their cloaking flesh at every encounter withthe living. Since sorcery rather than muscles and ligamentsholds their own limbs intact, broken or shattered bonesrejoin during tranquil times unless they have been burned.

SPIDER, LESSER GIANT

1’-2’Innate Abilities: Poison Bite can inflict two different

poisons, Lvl 2; Complete Paralysis (1-100 sec/1-100rnd/1-100 min/1-100 hr), or Lvl 3; Dissolves Flesh (THeat Crit/A Heat/B Heat/C Heat)Giant spiders are huge predatory arachnids, the largest

variety of venomous, eight-legged web-spinners. Armed with 2types of poisons, they lurk in large trees or rocky defiles,suspending themselves above their complex web traps. TheLesser Giant Spider selects which poison to inflict when it attacks.

TRAPPING PLANT (GENERAL)

Those who run on legs, slither on scales, or fly withwings are threatened by trapping plants. Flesh and bloodforms an integral part of their diet, and these flora havedevised many tricks with which to obtain both.

Page 79: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

78

TROLL, FOREST

8-10’ tall, Daylight Sensitivity (-50 all activities)Innate Abilities: Nightvision, Darkvision

Trolls possess huge, hulking bodies patched by bushes ofharsh, wiry hair. Ill-proportioned hands and feet displaygranite claws, while flattened nostrils deform a cruel visage.

WARHORSE, LESSER

7.5-8’Horses bred and trained not to panic during combat.

WEREWOLF

Innate Abilities: Infection with lycanthropy by bite (10%);unharmed by non-magic, non-silver weapons while inbeast form; occasionally maintains the partiallytransformed shape of a wolf-man.During the hours of darkness between dusk and dawn,

the phase of the moon affects the shape assumed bylycanthropes. The new moon helps a were-beast to retaintheir human form, while the full moon tries to mold theminto a beast. With morning, the sun’s brilliance conquers themoon’s gentler elegance, restoring to were-creatures morecontrol over their humanity. Strength of will and experiencehelp free some from the dominion of these luminaries; bothin inhibiting the transformation when it is undesired and inaiding the transformation when it is desired.

WOLF

3’-5’ longWolves are easily recognized by their powerful canine

body and thick, bushy tail. They vary in coloring from whiteto yellowish brown and almost black. Wolves live and huntin packs, a fact which allows them to take on large prey suchas deer, horses and caribou. They also feed on smalleranimals such as rabbits, and mice.

WOLVERINE

25"-35" longWolverines have solid bodies and possess great

strength, both of which allow them to bring down animalsmuch larger than themselves. They have keen senses and aregood climbers. Their meat eating is supplemented withberries and nuts. Wolverines are considered the mostferocious medium-sized animal. Wolverines spray urine tomark their territory.

WYVERN, LAND

15’-30’ body (including 5’-10’ prehensile tail)Innate Abilities: Bite or tail-stinger attack injects poison, Lvl

8; Deadly Toxin stops heart (Dead in 1-100 hrs/1-100min/1-100 rnds/1-100 sec)Like the lesser drakes, wyverns do not have a breath

weapon; nor do they employ incantations. Instead, they relyon their superb agility and deadly venoms. Land wyvernshave muscle poison glands in their mouths and tails, withducts through their 5" fangs and barbed tail-stingers.

Wyverns are smaller and more graceful than eitherdragons or lesser drakes. They are also less intelligent, scoffingat word games and trite conversation. Instinctive andphysical, they are active, predatory hunters who spend littletime (20%) asleep or confined at home (30%). Food excitesthem more than treasure. Although they shy away fromcivilization, they never bypass a meal and are apt to ambushtheir quarry before contemplating the consequences.

ZOMBIE

Innate Abilities: Touch causes nausea, -10 to activity (RR),Undead RegenerationThe rotted, shambling remains of dead men drip from

the frames of these mindless monstrosities, creatures whoserve the wishes of necromancers or more powerfulundead. Zombies unimaginatively batter their victims,raising bruises and an often-incapacitating nausea.

7.3 SPECIAL ABILITIES

Darkvision – Is able to see up to 50’ in total darkness andup to 100’ in dimly lit areas. Sight ranges forillumination sources, such as torches or lanterns, aredoubled.

Nightvision – Is able to see on clear star-lit and/or moon-litnight as if it were a cloudy day. May see up to 10’ intotal darkness. Sight ranges for illumination sources,such as torches or lanterns, are doubled.

Poison xx – Some creatures have the ability to inject apoison with an attack. If the attack results in a non-Tiny critical, the poison is injected and the target mustresist it or suffer its effects. (i.e. Poison Sting means thata Stinger attack may inject a poison if it results in anon-Tiny critical)

Undead Regeneration – Some undead creatures willregenerate and heal damage slowly over time,approximately 1 hit per minute, during periods wherethe creature is inactive. The only way to stop thisregeneration is through the use of fire or acid indamaging the creature.

Page 80: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

79

8.0 T8.0 T8.0 T8.0 T8.0 TREASUREREASUREREASUREREASUREREASURE

In the Monster Statistics table, there is a columncalled Treasure. Under this column, there are two mainentries; one for monetary treasure and one for magicaltreasure, with the entries being separated by a slash. Eachentry represents the creature’s, or the group of creature’s,treasure. As noted in the descriptive text for the MonsterStatistics table, the creatures may not always have thistreasure with them, and the Gamemaster should use thefollowing tables to generate their treasure randomly only ifthey do not have any specific treasure in mind for them.

The Gamemaster is also free to totally ignore the resultsfrom these tables if they feel that the results are out of linewith their perceptions of the situation. These tables aremeant as an aid, not as something that must be followed.

It is also important to note that only intelligentcreatures will ever carry treasure on them. Unintelligentcreatures will usually only have treasure as a side effect oftheir diet, and what treasure they do have will normally befound either in their stomachs, or in the places where theydeposit waste products and other inedible material.

GENERAL NOTES

The Treasure column of the Monster Statistics tablecontains 2 letter codes, one for Monetary Treasure and one forMagic Treasure. The codes are the same for each entry and

represent the relative richness or value of that type of treasure.Generation of actual treasure is then determined by thatrichness. The following table shows what the codes mean.

Certain Monsters have an * instead of a letter code.For these creatures, they will usually have Normal forboth, but it is up to the GM to actually determine thecodes to use based on their setting.

For items, the GM is left to determine the actual itemsbased upon the adventure and the setting. The GM should alsoremember that such items should be determined in advance,before the actual encounter, as any intelligent creatures aregoing to use their magic items against foes if possible.

MONETARY TREASURE

Determining Monetary Treasure is done in 2 mainsteps. First, the GM rolls percentile dice to see how manyrolls to make in determining the amount of monetarytreasure, and then make that many rolls on the appropriatecolumn as determined by the code before the slash on theTreasure column of the Monster Statistics table.

edoC eulaVPV rooPyreV

P rooPN lamroNR hciRRV hciRyreV

Page 81: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

80

MONEY, GEMS & JEWELRY

,)dewollasllorforebmuneht(erusaertehtfoezisehtenimretedotllortsriF.noitisopmoclautcaehtenimretedotsllorforebmunaekamneht

eziSlloRtsriF slloRnoitisopmoC#

03-10 155-13 257-65 309-67 400-19 5

noitisopmoCssenhciRevitaleR

lloR rooPyreV rooP lamroN hciR hciRyreV01-10 pt05 pt005 pt0001 pt0005 pt00001

02-11 pt001 pt0051 pt0003 pt0057 pc0005

03-12 pt005 pt0052 pt0005 pc0001 pc00001

53-13 pt0001 pc005 pc0001 pc0571 pb0051

04-63 pt0002 pc057 pc0051 pc0052 pb0002

54-14 pc003 pc0001 pc0002 pb004 ps052

05-64 pc004 pc0521 pb052 pb005 ps003

55-15 pc005 pb051 pb003 pb006 ps004

06-65 pc006 pb002 pb053 ps07 pg06

56-16 pb07 pb052 ps04 ps09 pg08

07-66 pb08 ps03 ps05 ps011 pg001

57-17 pb09 ps53 ps06 pg51 pg521

08-67 pb001 ps04 ps07 pg52 pg051

58-18 ps21 ps05 pg8 pg53 pm2

09-68 ps51 ps06 pg01 pg54 )052(meG

49-19 ps02 pg7 pg51 )06(meG )003(meG

79-59 pg3 pg8 )02(meG )08(meG )004(yrleweJ

99-89 pg5 )01(meG )05(meG pm1 )006(yrleweJ

001 )01(meG )52(yrleweJ )001(yrleweJ )005(yrleweJ )0001(yrleweJ

MAGICAL TREASURE

Determining what magic items a creature has is abit more involved than determining the amount ofmoney they have.

First, the GM makes a roll on the Size portion ofthe table to determine the actual size of the treasure.The column used is based on the entry after the slashon the Treasure column of the Monster Statistics table.This determines how many rolls to make on the nextsection of the table.

Next, make the number of required rolls on theComposition section of the table, the column used is thesame one as use in the Size section. Consult the Keysection of the table to see what the result mean.

MAGIC ITEMS

sllorforebmuneht(erusaertehtfoezisehtenimretedotllortsriFlautcaehtenimretedotsllorforebmunaekamneht,)dewollaerasllorrehtruf,deniatboerastluser"llepS"ynafI.noitisopmoc

.tinisillepstahwdnasimetillepsehttahwenimretedotderiuqer

eziS

lloRtsriFssenhciRevitaleR

rooPyreV rooP lamroN hciR hciRyreV02-10 0 0 0 0 204-12 0 0 0 1 255-14 0 0 1 2 207-65 0 1 1 2 308-17 0 1 2 2 309-18 1 1 2 3 459-19 1 2 3 3 489-69 2 3 4 4 500-99 3 3 4 5 6

noitisopmoCssenhciRevitaleR

lloR rooPyreV rooP lamroN hciR hciRyreV01-10 lamroN lamroN lamroN thgiL%08 thgiL%0602-11 lamroN lamroN thgiL%08 thgiL%06 thgiL%0403-12 lamroN thgiL%08 thgiL%06 thgiL%04 llepS04-13 thgiL%08 thgiL%06 thgiL%04 sunoB5+ llepS05-14 thgiL%08 thgiL%06 sunoB5+ sunoB01+ llepS55-15 thgiL%06 sunoB5+ sunoB5+ sunoB01+ sunoB5+06-65 thgiL%06 sunoB5+ sunoB01+ sunoB51+ sunoB01+56-16 sunoB5+ sunoB5+ sunoB01+ sunoB51+ sunoB01+07-66 sunoB5+ sunoB5+ sunoB01+ llepS sunoB51+57-17 sunoB5+ sunoB01+ sunoB51+ llepS sunoB02+08-67 sunoB5+ sunoB01+ llepS llepS reddA1+58-18 sunoB01+ sunoB51+ llepS llepS reddA2+09-68 sunoB01+ llepS llepS reddA1+ .tluM2x49-19 llepS llepS reddA1+ reddA2+ reddA3+79-59 llepS reddA1+ reddA2+ .tluM2x .tluM3x99-89 reddA1+ reddA2+ .tluM2x reddA3+ laicepS

001 laicepS laicepS laicepS laicepS tcafitrA

yeKlamroN .meticigam-nonlamronA=

thgiL%# .lamronfo%#shgiewhcihwtnempiuqE=

sunoB#+ .sunob#+ahtiwmetinA=

llepS.eciohCs'MG,llepsagniniatnocmetinA=

.desrucsimetisnaem20-10,niagalloR

reddA#+ ."reddAllepS"#+a,metillepssunobA=

.tluM#x ."reilpitluMPP"#xa,metillepssunobA=

laicepS .meticigamlaicepsaesoohcdluohsMGehT=

tcafitrA .tneserpebyamtcafitranA=

:etoN ehtnopudesabmetifoepytehtenimreteddluohsretsamemaGehTotsmeticigamfosnoitpircsedehteeS.noitautisdnaetiserutnevda

,romra,snopaew:edulcnismetidetsegguS.smetifoepytehtenimreted.cte,sessalg,sevolg,stoob,skaolc,selddas,sloot,sdleihs,sevaerg,stemleh

For all results, except Spell, the GM should determinethe item based upon the campaign and the situation. If theresult is Spell, the GM should roll on the Item & SpellLevel table. First, making a percentile roll to determine theitem, and then a second roll to determine the level of thespell involved. The table itself contains a few more notesregarding fleshing out these items.

Page 82: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

81

ITEM & SPELL LEVEL

metIfoepyTehTsenimreteD)yrassecenfi(lloRtsriF

04-10 56-14 07-66 57-17 08-67 58-18 49-68 89-59 00-99

lloR repaPenuR noitoP IyliaD IIyliaD IIIIyliaD VIyliaD dnaW doR ffatS

02-10 ts1 ts1 ts1 ts1 ts1 ts1 ts1 ts1 ts1

52-12 dn2 ts1 ts1 ts1 ts1 ts1 ts1 ts1 dn2

03-62 dn2 ts1 ts1 ts1 ts1 ts1 ts1 ts1 dn2

53-13 dn2 dn2 ts1 ts1 ts1 ts1 ts1 dn2 dr3

04-63 dn2 dn2 dn2 ts1 ts1 ts1 ts1 dn2 dr3

54-14 dr3 dn2 dn2 dn2 ts1 ts1 ts1 dn2 ht4

05-64 dr3 dn2 dn2 dn2 dn2 ts1 ts1 dn2 ht4

55-15 dr3 dn2 dr3 dn2 dn2 ts1 ts1 dn2 ht5

06-65 ht4 dr3 dr3 dn2 dn2 dn2 dn2 dr3 ht5

56-16 ht4 dr3 dr3 dr3 dn2 dn2 dn2 dr3 ht6

07-66 ht4 dr3 ht4 dr3 dn2 dn2 dn2 dr3 ht6

57-17 ht5 ht4 ht4 dr3 dr3 dn2 dn2 dr3 ht7

08-67 ht5 ht4 ht5 ht4 dr3 dn2 dn2 ht4 ht7

58-18 ht6 ht5 ht5 ht4 dr3 dn2 dn2 ht4 ht8

09-68 ht7 ht6 ht6 ht5 dr3 dr3 dn2 ht4 ht8

49-19 ht8 ht7 ht7 ht5 ht4 dr3 dn2 ht5 ht9

79-59 ht9 ht8 ht8 ht6 ht4 dr3 dn2 ht5 ht9

99-89 ht01 ht9 ht9 ht7 ht5 dr3 dn2 ht5 ht01

001 ht01 ht01 ht01 ht7 ht5 dr3 dn2 ht5 ht01

:etoN dora,)01foxam(dnawanitfelsegrahcforebmunehtenimreteddluohsretsamemaGehTdnasegrahcwefgnitacidnisllorwol;plehnaclloreid001-1A.)001foxam(ffatsaro,)03foxam(

.segrahcfostolgnitacidnisllorhgih

.noitopdnasllorcslaicepsno)sesodro(segrahcelpitlumedulcniottnawoslayamMGehT

metiIIIyliaDa.g.e(yadhcaesemitfo)#(rebmunallepsatsacotdesuebyammeti#yliaDAa,gnira.g.e(sehsiwretsamemaGehttahtmrofynaekatyamdna,yadasemit3desuebdluoc

.).cte,dora,gnirraena,telecarba,nopaew

Page 83: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

82

IIIIINNNNN S S S S SEARCHEARCHEARCHEARCHEARCH OFOFOFOFOF V V V V VALENALENALENALENALEN

INTRODUCTION

Days of searching, growing more desperate, finally a break,tracks dragging what could be a prisoner... possibly the child.The innkeeper hired you to find his boy and you finally have alead. The path leads straight into a hillside... to a cave mouth.

The trail of the lost child ends here. Horwath the innkeeper is beside himself with desperation. Here is yourchance to prove you have what it takes to be theadventurers you fancied yourself after five pints. The cavemouth gapes before you, whispering a solemn oath toswallow you whole.

The purpose of this adventure is for the PCs to enterthe cavern and to rescue the child that has beenkidnapped. This adventure is for a group of 4-6 first leveladventurers of varying capabilities.

BACKGROUND

The son of a wealthy merchant has disappeared, and hehas hired your group to search for and rescue the child. Afterseveral days of searching, you finally find a trail that leads tothe mouth of a cave. This is where our adventure begins.

DRAMATIS PERSONAE

The Good Guys:Valen, the merchant’s son: Valen is about 10

years old, and is very scared of those who capturedhim. He will not be any of any aid. However, it is veryimportant that the PC’s keep Valen alive.

The Bad Guys:Giant Ants: They are hungry and won’t like their

meal being disturbed.Goblins: These are mercenary spearmen hired to

help defend the caves in case of a rescue attempt.

Lesser Orcs: The Lesser Orcs are mercenaryfighters who have been hired specifically to kidnapthe child. They are in charge of the Goblins.

THE ADVENTURE

1. The Gap Mouth CaveThe starting point for your adventure... you can use

any of the descriptive text below or create your own to fityour situation.

“Days of searching, growing more desperate, finallya break, tracks dragging what could be a prisoner...possibly the child. The merchant hired you to findhis boy and you finally have a lead. The path leadsstraight into a hillside…to a cave mouth.”

“The tracks end at the mouth of the cave anddisappear on the cave’s hard floor. Pale lightappears within.

Strange clicking and a whiff of something vilecome from the cave opening.”

You can have players use either tracking or perceptionto check the tracks.

Page 84: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

83

1

2

3

4

Va

len

yy

x

x

1 H

ex

= 5

Page 85: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

84

A Light Tracking check (or Medium Perception) willyield the following results depending upon how well theplayer rolls:

Failure: There are tracks, from more than one personand the smell is rotting meat of some kind.

Partial Success: There are more than 3 and as manyas 6 people dragging a small child and sets oftracks from some strange creature. The smell isrotting meat of some kind.

Near Success: There are 4 small people dragging achild and sets of tracks from some six leggedcreature. The smell is rotting meat of some kind.

Success: The tracks are from two distinctly differenttypes of creatures both smaller than men,dragging a child and at another time one or moresix legged creatures has also entered the cave. Thesmell is rotting meat of some kind.

Absolute Success: The tracks are from two distinctlydifferent types of creatures both smaller thanmen possibly goblins or kobold, dragging a child.At another time 2 six legged creatures, the tracksare ant like except for the size, has also enteredthe cave. The smell is rotting meat of some kind

GM’s Note: Depending upon the strength of thePCs, you might want to include more than just 2Giant Ants. If this is the case, be sure to includetracks of multiple Ants. A Medium result isrequired to know that more than 1 has entered thecave, and a Hard or better result is required toshow that none of the Giant Ant tracks leave thecave. Also, if there is more than 2 Giant Ants, therewill be more clicking.

2. Ants at the PicnicJust in from the mouth of the cave in the gloom

beyond, there two ants feeding on a sack of nasty smallgame carcasses, that a few weeks prior may have made adecent broth. The ants will recognize fresh food (the PCs)and attempt to munch on one or two characters. If it ismoderately wounded it will attempt to run away from thecave and characters altogether.

GM Note: If the party is relatively tough, youmight want to have more Giant Ants be present. Ifthat is the case, be sure to have more tracks bevisible in #1 above.

Now combat begins. Declare actions and rollinitiatives. There is not likely to be a surprise unless theparty was sneaking in (stalk/hide maneuver) or thecharacters were totally oblivious to the clicking noises.3. The Pit

Hidden here, along the wall is a pit trap that requiresSuccess at a Medium Perception maneuver to find. Thefirst character to walk over it (determine this using thenormal RPG methods, of marching order or who evermoves their icon first or what ever method of yourdevising) will trigger the trap. They will need to get 100 orhigher in making a Light Agility Maneuver (roll and add

Agility bonus, look up results on Light column of MovingManeuver Table) to avoid falling in and taking a Tiny (-50to roll) Impact Critical. When making the Agilitymaneuvers, the difficulties given are for jumpingbackwards to the area before the pit. Increase the difficultyby 1 degree if they attempt to continue moving forwardwhile trying to escape the pit.

Those next in line will need an Easy Agility Maneuverto avoid the fall once the pit has been revealed.

Getting out of the pit which is 10’ deep will requirehelp from a rope and/or the other players, or a HardClimbing maneuver.4. The Ambush

When the characters battled the Giant Ants, theoccupants were alerted to their presence and have madepreparations. They have hidden around the cave behindcover. The Lesser Orcs (marked with an y on the map)have had time to load crossbows and the Goblins (markedwith x on the overview map) have spears ready for a charge.The room is dimly lit with torches, there was not timeenough to extinguish them and hide.

With all their positional advantages, the characterswill need to succeed at a Hard perception maneuver to notsuffer surprise when entering the cavern.

While the characters are rescuing those who havefallen into the pit, the Lesser Orcs and Goblins will springthe ambush. The Lesser Orcs will fire their crossbowsfrom cover then reload and fire again if there is time beforejoining the fray with melee weapons. The Lesser Orcs gain+25 to their DB while firing their bows from behind therocks, and +50 to their DB when reloading. This bonusonly applies against missile fire from the tunnel.

The Goblins will, after the Lesser Orcs have fired theircrossbows, charge those who get past the pit trap and actuallyenter the chamber and yell for the Lesser Orcs to join in.

The Goblins and Lesser Orcs will attempt to surrenderif two or more Goblins are down and out or if all of themare wounded and the battle is clearly lost.

If the characters allow the villains to parley, they willoffer the coins from their stash in the wall and the ordersthat they were acing on.

If the PCs do not allow them to parley or seem intenton killing them all, they will attempt to use the child as ahostage to escape.

The child is bound and gagged in the nook in theback. He is hungry and bruised but otherwise fine.

Page 86: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

85

It requires a successful Easy perception maneuver tolocate the small bag of coins (see “The Rewards” for a totalof the coins contained in the sack) and the scrap ofparchment containing the orders to the Lesser Orcs. Theyare located in a niche in the wall above where Valen istrussed up during the ambush.

The parchment contains the following:

“To Gravox and company:

I will send word when the ransom is received.

Keep the child alive until then ... your instructionsfor the disposal of the evidence will be included inour next communique.

Stark.”

GM’s Note: The GM should adjust the number ofGoblins and Lesser Orcs so that they will give thePCs a tough fight, but not too tough for the PCs.There should be at least 2 Goblins and 2 Lesser Orcs.Add one additional Goblin for each additionalmember of the party if there are more than 4 PCs.

LOOSE ENDS

Valen’s father has no idea who Stark is or why he mightwant to kidnap his son, but he is willing to hire the PCs toattempt to find out. In order for them to succeed, they willneed to back-track the merchant’s path to other villages andtowns. It will take a while, but they can eventually find out.

Stark could be a rival merchant who wants to preventhim from making a purchase in the next town bybankrupting him for the ransom or who wants to steal histrading route, or he could be an evil priest who wants thechild for some nefarious purpose, and the mention ofransom was a red herring to make the Goblins believe thatmore money was coming their way.

Or it could be something completely different. Inshort, the search for Stark is an excellent jumping off pointfor the GM to use in the continuing adventures of the PCs.

THE REWARDS

MONETARY REWARDS

Valen’s father is paying the adventures what heconsiders a princely sum of a 4 gold and 15 silver pieces forthe safe return of his son.

In the niche in the wall of the cave above Valen is abag of coins containing 13 gold, 11 silver and 25 copperpieces. The adventurers get to keep this if they rescueValen. If the PCs parleyed with the Goblins, they get tokeep whatever the Goblins offer in exchange for their lives.

MONSTER STATISTICS FOR I" N SEARCH OF VALEN"esaB deepS /eziS TA #

epyT lvL etaR QA/SM tirC stiH )BD( skcattA .cnE erusaerT kooltuOtnaiG,stnA 1 03 DM/SV II/S 04 )02(LS iPS03 02-2 —/— evisserggA

snilboG 2 54 DM/LS —/M 04 )s03(LR elissiM02/eeleM04 * */* kresreBresseL,scrO 2 05 DM/LS —/M 05 )s03(LR elissiM04/eeleM04 * */* evisserggA

EXPERIENCE REWARDS

Experience for this adventure is given based on therules presented here in Rolemaster Express. The followinglist gives the various XP awards for each portion of theadventure. All XP awards are what EACH characterinvolved would receive.1. Reading the Tracks – If any of the PCs have the

sense or skill to attempt read the tracks outside thecave, they deserve to receive between 100 and 500 XP,depending upon the success of the Tracking/Perception maneuver used.

2. The Giant Ants – The battle with the Giant Antsshould not be one sided, but it should not be a pushovereither. The GM should treat it as a Hard Minor Goal (todefeat or drive off the ants) worth (500 XP)

3. The Pit – Avoiding the pit once its presence isknown, and/or rescuing somebody caught by it can beconsidered to be an Easy Minor Goal (150 XP), whileescaping from it after being caught would be aMedium Minor Goal (250 XP). Finding and avoidingthe pit altogether, before anybody falls in, can beconsidered to be Hard Minor Goal worth (500 XP).

4. The Ambush – The goal here is to defeat theKobolds and Goblins and rescue Valen without himgetting hurt. This is at least a Very Hard Major Goal(1500 XP each) if they are willing to parley, or anExtremely Hard Major Goal (2000 XP) if the PCs donot parley. Should Valen be injured, each member ofthe party only receives half the normal XP. ShouldValen be killed, then each member of the party getsonly ¼ of the normal amount of XP.

OTHER REWARDS

Valen’s father is so grateful that he will give theadventures a 10% discount on his wares should they everwant or need to purchase anything from him. Valen’sfather is an herb merchant, buying and selling herbs inmany different towns and villages.

The villagers will ask the party to tell their story of therescue. They will, in turn tell this to other merchants andpeddlers and travelers that pass through the village. Overthe course of time, the party will become slightly famousfor their actions. Should they continue with their heroicactions, and continue to brag, this can lead to peopleseeking them out to hire them.

THE STATS

The following table shows the combat statistics for themonsters used in this adventure.

Page 87: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

86

AAAAAPPENDIXPPENDIXPPENDIXPPENDIXPPENDIX: RMC C: RMC C: RMC C: RMC C: RMC COMPOMPOMPOMPOMPAAAAATIBILITTIBILITTIBILITTIBILITTIBILITYYYYYRolemaster Express (RME) is designed as a fully functional

one book role-playing system. However, if you decide toexpand the game by adding elements of RolemasterClassic (RMC), it is important to know which elementswere modified and/or truncated to create RME.

A.1 CHARACTER CREATION

Professions: While RME has 4 professions, Character Law(CL) adds 15 more for a total of 19.

Profession Types: RME has two Pure Arms professions,and two Pure Caster Professions. CL adds Semi Casterswho combine martial skill with magic; and HybridCasters, who combine two realms of magic.

Realms: RME has 2 realms, CL adds Mentalism, a realmthat focuses on the magic of the mind.

Races: RME has only 4 races; CL adds 11 more. RMC Creatures& Treasures (CT) adds another 54 playable races.

Stats: RME uses a fixed array of stats, while RMC uses randomstat generation, allowing for a wider range of variation. Statsare also measured in both temporary and potential stats inRMC, allowing stats to rise or fall during play (within limits).

Development Points: RME gives 35 fixed DP per level,making all characters roughly equal. In RMC your DPare based on your development stats, so there isvariation in the amount between characters.

Skills: RME includes 24primary skills and 4 secondary skills init’s 28 skill listing. CL has 28 primary and 46 secondary skills.

Body Development Ranks: Ranks in RME give a fixedamount of hits per rank. CL has random hitdevelopment, with each race getting a different die toroll, the RME fixed number is the racial hit die averagerounded up. (D8 for all but Dwarves, who roll a D10.)

Racial Starting Hits: RME uses a totally new calculationto improve low-level character’s hits, which is equal to20% of the CL “Racial Maximum Hits”.

Body Development and Constitution: RME applies Cobonus directly, while CL applies it as a percentage bonusto both total and maximum hits.

Lores: RME combines all four CL lore skills into one skill.Runes & Attunement: RME simplifies these skills and

their modifiers.Spell List Acquisition: RME uses a simplified version of the

non-random Option 2.2 from Spell Law (SL) instead ofthe more random method in Character Law/Spell Law.

Outfitting: CL has more detailed equipment lists and rules.Encumbrance: The encumbrance rules in CL are more

detailed than those given in RME.

A.2 SPELL CASTING

Power Points: RME uses Option 4 from SL to give morepower points to low-level characters.

Casting Requirements: Beyond adding a whole third realmper above, SL also gives more detailed rules on casting,and mechanisms to stretch them.

Resolving Spell Effects: RME uses simplified tables forcasting resolution for all types of spells compared to SL.

Spell Lists: The 30 lists in RME are limited to level 10. SL has162 lists with spells up to 50th level (Over 2,000 spells total).

A.3 COMBAT RESOLUTION

Armor: The four armor types used in RME are expanded to20 armor types in Arms Law (AL).

Combat Actions: The overall combat system is simplified;AL adds more options and specific actions.

Rapid Load & Fire: The faster fire rules presented in RME are aversion of the faster fire rules detailed in the CC.

Attack Tables: In Arms Law, each weapon or unarmedattack has it’s own combat table, that has differingeffects on each of the 20 armor types.

Criticals: In Arms Law and Spell Law, each critical isbroken into five columns A-E based on severity, offeringroughly 5x as many possible results.

Unarmed Combat: The skill rules in CL add Martial Arts(MA) to the mix, and AL has 2 MA attack tables and 11animal attack tables.

A.4 RUNNING ROLEMASTER

Maneuvers: The rules used in RME are simplified fromthose used in RMC, and the tables have been truncated.

Resistance Rolls: The Table used in RME has beensimplified, mostly by reducing it to 1-10th level for bothattacker and defender.

Healing: General injury rules in RME are simplified from thosein RMC. The SL rules contain spells that heal essentially anykind of possible injury, including death. The Option given inthe healing section of this book allows for simple healing ofhits of damage to cure any injury other than death.

A.5 EXPERIENCE & LEVELS

Experience: The system used in RME is a modification ofthe simple XP rules from HARP. The RMC method ismore detailed and complex, and very different.

A.6 NPCS AND CREATURES

NPCs: The table in RME is limited to the professions andraces in this book, and only extends to level 10.

Creatures: There are hundreds of creatures in CT, with farmore complicated innate abilities, and extending out to farhigher monster levels to challenge higher-level characters.

A.7 TREASURES

Treasures: The Treasure generation system in CT is moredetailed and complex, and that book also containshundreds more magical items.

Page 88: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

87

IIIIINDENDENDENDENDEXXXXXAdolescent Skill Development ..... 11Advancing a Level ......................... 72Agility ................................................ 9Alignment ......................................... 6Ambush .......................................... 12Appearance .................................... 19Apprenticeship Skill

Development ...................... 11Armor Penalties ............................ 39Armor Type ................................... 39Attack Resolution ......................... 45Base Attack Spells ......................... 23Base Casting Modifier .................. 22Body Development ....................... 12Canceling an Action ...................... 43Casting Level ................................. 21Casting Requirements .................. 22Casting Time ................................. 22Channeling .................................... 21Channeling Spell Lists ............. 27-32Charging ........................................ 43Climbing ........................................ 12Combat Example ..................... 49-51Combat Perception ....................... 43Combat Resolution ....................... 42Concentration ............................... 43Constitution ..................................... 9Critical Damage Resolution ......... 44Critical Interpretations ........... 46-48Criticals

Cold Criticals ............................ 59Crush Criticals ......................... 58Electricity Criticals .................. 59Grappl;ing Criticals ................. 60Heat Criticals ............................ 59Impact Criticals ........................ 59Large Creature Physical Crits .. 60Large Creature Spell Crits ....... 60Puncture Crititcals ................... 58Slash Criticals ........................... 58Unbalancing Criticals .............. 58

Damage to Structures .................. 48Darkvision ..................................... 78Death .............................................. 68Defensive Bonus ........................... 40Degrees of Injuries ...................... 65Development Points .................... 10Development Stats ......................... 9Directed Spells ............................. 12Disarming Traps ........................... 13Dodging ......................................... 44Elemental Attack Rolls ................ 23Elemental Attack Spells ............... 23Empathy ........................................... 9Essence ........................................... 21Essence Spell Lists ................. 33-38Experience Points ........................ 71First Aid ......................................... 13Foraging ......................................... 13Fumble & Failures

Melee Weapon Fumble ............ 61Missile Weapon Fumble .......... 61Moving Maneuver Fumble ...... 61Spell Failure/Fumble ................ 61

Fumble Results .............................. 46Generating Stats ............................... 9Healing ........................................... 67

Helpless Targets ........................... 48Herbs & Poisons .................... 69-70In Search of Valen ....................... 82Initiative ......................................... 41Injuries ........................................... 65Introduction .................................... 4Intuition ........................................... 9Linguistics ...................................... 13Lore: General ................................ 13Maneuver in Armor .................... 13Melee Range ................................. 44Memory ........................................... 9Mentalism ...................................... 26Monsters

Ant, Giant ................................. 75Bear, Small ................................ 75Bee/Wasp, Giant ...................... 76Boar ............................................ 76Cat, Small .................................. 76Cave Drake ............................... 76Centaurs .................................... 77Gargoyle .................................... 77Goblins ...................................... 77Hobgoblins ............................... 77Jadeback (Giant Beetle) ......... 76Ogres .......................................... 77Orc, Lesser ................................ 77Skeletons ................................... 77Spider, Lesser Giant ................ 77Trapping Plants ....................... 77Troll, Forest .............................. 78Warhorse, Lesser ..................... 78Werewolf ................................... 78Wolf ............................................ 78Wolverine .................................. 78Wyvern, Land ........................... 78Zombie ...................................... 78

Motivation ....................................... 6Movement ..................................... 62Movement Guidelines ................ 45Moving Maneuvers ..................... 63Nightvision .................................... 78Non-Attack Spells ........................ 24Non-Player Characters ................ 73Offensive Bonus ........................... 40Open-ended Rolls ......................... 5Options

RME Enhanced MagicalHealing ................................. 67

Orientation Roll ............................ 45Outfitting ....................................... 15Parrying ......................................... 40Parrying ......................................... 45Percentile Rolls ................................. 4Perception ...................................... 14Personality ........................................ 6Picking Locks ................................ 14Poisons ...................................... 65,78Power Points ................................. 21Presence ........................................... 9Primary Stats ................................... 9Prime Requisites ........................ 7,9Professions

Animist (Druid) .......................... 7Figher (Warrior) ......................... 7Magician (Mage) ......................... 7Thief (Scout) ................................ 7

Quickness ........................................ 9Race (& Culture)

Dwarves ....................................... 8Halflings ...................................... 8Humans ....................................... 8Wood Elves ................................. 8

Reasoning ........................................ 9Recovery from Wounds .............. 66Resistance Rolls ........................... 23Resistance Rolls ........................... 57Resistance Rolls ........................... 64Riding Animals ............................. 14Runes .............................................. 14Sample Character ......................... 20Self Discipline ................................. 9Skill Descriptions ................... 12-15Skill Rank Bonus .......................... 11Sleeping Targets ........................... 48Special Situations in Combat .... 43

Canceling an Action ............... 43Charging .................................... 43Combat Perception ................. 43Concentration .......................... 43Critical Damage Resolution .. 44Dodging .................................... 44Melee Range ............................. 44Movement Guidelines ............ 45Orientation Roll ...................... 45Parrying ..................................... 45

Spell Descriptions .................. 25-26Spell Failure .................................. 24Spell List Acquisition .................. 14Spell Lists

Animal Mastery ........................ 30Barrier Law ............................... 27Calm Spirits .............................. 29Concussion’s Way ..................... 27Creations ................................... 29Delving Ways ............................ 33Detecting Ways ......................... 33Detection Mastery .................... 28Dispelling Ways ........................ 34Earth Law .................................. 36Essence’s Perceptions ............... 33Fire Law ..................................... 36Herb Mastery ............................ 31Ice Law ...................................... 37Light Law .................................. 37Light’s Way ................................ 28Living Change .......................... 35Locating Ways .......................... 29Lofty Bridge .............................. 35Lore ............................................ 30Nature’s L:ore ........................... 31Nature’s Movement ................ 32Nature’s Protection ................. 32Physical Enhancement ........... 34Plant Mastery ........................... 32Shield Mastery ......................... 35Spell Defense ............................ 28Spell Wall .................................. 34Water Law ................................. 38Wind Law .................................. 38

Spell Types .............................. 24-25Stalking & Hiding ......................... 14Starter Adventure ......................... 82Static Maneuvers .......................... 64

Staves & Wands ............................. 15Strength ............................................ 9Swimming ...................................... 15Tables

1-Handed ConcussionAttacks ................................. 54

1-Handed Edged Attacks ......... 542-Handed Weapons Attacks .... 55Activity Percentages ................. 42Animal/Natural Attack

Types .................................... 53Armor Maneuver

Modifications ..................... 39Ball Attack ................................. 56Base Spell Attack ..................... 57Bolt Attack ................................ 56Coinage Standards .................. 15Combat Criticals ..................... 58Combat Modifiers .............. 54,55Elemental Criticals .................. 59Equip/Price List -

Accessories ......................... 16Equip/Price List - Armor ...... 16Equip & Price List - Food/

Lodging ................................ 16Equip & Price List - Transport 16Equip & Price List - Weapons . 17Experience Points by Goal ....... 71Experience Points vs. Level ...... 72Failures & Fumbles ................... 61Grappling & Unbalancing

Attacks .................................. 53Healing & Recovery ................ 67Herbs & Poisons ............... 69-70Initiative & Monsters .............. 42Initiative & Monsters .............. 74Initiative Determination ........ 41Item & Spell Level .................. 81Magic Items .............................. 80Miscellaneous Criticals .......... 60Missile Attacks ......................... 55Money, Gems & Jewelry ........ 80Monster Statistics .................... 76Moving Maneuvers ................. 63Non-Player Characters ........... 74Pace ....................................... 62,74Racial Stats .................................. 8Resistance Rolls ....................... 57Skill Bonus By Rank ................ 11Skill Costs .................................. 10Spell Statistics ........................... 57Static Maneuvers ..................... 64Stride Modification ................. 18Tooth & Claw Attacks ............. 53Treasure Codes ........................ 79Weapon Statistics ..................... 52

Tactical Combat Sequence ........ 41Totalling the Bonuses .................. 17Tracking ......................................... 15Treasure ......................................... 79Unconscious Targets ................... 48Undead Regeneration ................. 78Weapon Skills ................................ 15

Page 89: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

88

Co

StatsTemp

Spell List Level Known

Bon + + =Race Spec Total

Ag

SD

Re

Me

St

Qu

Pr

In

Em

Defensive BonusArmour Type AT Qu Bonus Magic Shield Total DB

EquipmentItem Location Weight

Total Weight

Name:

Lvl

Profession

Race

Realm

XP

BMR Max Pace

Base Hits Hits/Rank

xRecovery

Base PP PP/Level

Max Hits

HairEyes

Ht Wt Age

SexAppearance

Languages W S

Treasure

Brief Notes

WeightUnit

Total UnitsCarried

EncumbrancePenalty

RRs Vs

Essence

Channeling

Mentalism

Disease/Poison

Fear

Stat Race Total

by Ictus

Hit Points RUNNING TOTALPower Points RUNNING TOTAL

RankCost Rk Bn. Stat Bn. Special TotalSkill

RankCost Rk Bn. Stat Bn.WeaponBonusWeapon

ArmourPenalty Misc Total Special Abilities

MP

PP

GP

SP

BP

CP

TP

Gems

ROLEMASTER EXPRESSCHARACTER RECORD

Page 90: ironcrown . com...tables, 30 spell lists, 20 creatures, as well as treasure generation rules and experience guidelines. Everything you need to play or run the game. Rolemaster Express

TM

Iron Crown Enterprises112 Goodman StreetCharlottesville, VA 22902

Produced and distributed by:

http://www.ironcrown.com

w w w . i r o n c r o w n . c o m

Stongar gave amighty heave and

slithered up over the edge \of the pit, collapsing in a lump

with a sigh. His colleagues whoavoided the fall were wary. Suddenly

a crossbow bolt glanced off ofLinthea's bare upper arm, leaving

\a bloody trail behind. Stongar staggered to his feet, grabbing

his shield and drawing his mace. The goblins charged through the gloom, speartips glinting in the flickering lantern light.He smiled grimly as he prepared to facethe onslaught…

One of the most popular role playinggames of all time is back in one

small package.Based upon the Rolemaster

Classic rules, RolemasterExpress brings you all the

excitement of

Rolemaster in asmall, streamlined, simple to use package.Rolemaster Express brings you everything you need to begin playing Rolemaster today!

• 4 Races• 4 Professions• Condensed Combat System• 30 Spell Lists (to 10th level,

covering 2 realms)• 20 Monsters• Streamlined XP guidelines• Streamlined Treasure Generation• Starter Adventure• Rolemaster Classic

Compatibility Guidelines

Rolemaster Express truly is yourPortal into Adventure!

1-55806-622-5 ICE500

Made in USA #6500P

This specially-pricedPDF is availablethrough the ICEOnline Store at

www.ironcrown.com