RMC House Rules – My Experience System #3 Spell Lists

Rolemaster Logo

There are really three parts to this, improving the spell lists you know, learning entirely new lists and improving your power points. I will take each in turn.

woman-1072572_640

Improving the Spell Lists you know

This is the easiest bit. If you cast a spell off a list in a meaningful situation (not just rattling off a few spells at the end of the day just to tick the box) then you can mark the list as used. When you are in a situation where you can study, reflect and improve then you can roll to improve the spell list. For every rank you have it counts as 5. Roll a D100 OE and if you roll over the current total you gain a rank. So if you know Fire Law to Rank 5 (5th Level) you would need to roll 26+ to learn the 6th level spell. Progress through ranks 1-10 is pretty quick but then slows down. Once you get to rank 19 you need an open ended to improve.

Learning entirely new Spell Lists

You need to study to learn new lists. I use the same rules as are given for researching new spells for studying new lists. Essence lists require books and a teacher, mentalism require meditation and channelling, prayer. Hybrid lists need to meet all the requirements. If there is no first level spell then the time required would be to research the first available spell and at that point yu would have the number of ranks required to cast that spell.

Improving your Power Points

This is based upon improving your Power Point Development Skill. If power points are used in earnest (just as with casting spells that count for experience above) then when you get a chance to rest and improve then you can roll to improve your PPD skill.

This means that starting characters get more power points quite quickly but it then levels off, just like learning spells. That really is the intention of the entire experience system. Everyone should improve quite rapidly in the skills, stats and spells they are really using. Once they are competent then that progress slows but it never stops. Unless you are a real one trick pony each time when experience would have been dished out you will probably improve in something, a little here a little there. Having characters pay for training brings real benefits at that time, not six months later when they finally level up.

Finally, this system works really well with the new RMU spell law. The diference is that every level in RMU has a spell associated with it. RMU kind of expects characters to be higher level when they start so having characters improve quickly fits in well with that expectation. In RMC, my preferred system the gaps in the spell lists does add a bit of extra excitement when a character gets a new spell as often the rank will improve but this does not bring any new abilities. It is rather swings and roundabouts as to which you prefer.

“All that glitters is not gold”: Currency in Shadow World

images

The gold coin. Since the introduction of basic D&D, the gold coin has been the foundation of fantasy gaming. Experience is awarded based upon gp’s collected; superior equipment is bought and encumbrance rules are built around the ability to carry loot and coinage. There is broad consensus that under the gold coin is silver, then bronze, copper, tin (steel) and above are platinum and perhaps some setting specific coins (mithril or laen).

But all coins are not created equal. Mercantile economies tend to use widely accepted and valued metals for their base, while more insular societies can use lesser metals or unique materials and price controls to establish value.  In general however, the value of coinage is driven the type and content of its metal base. Given this, the intrinsic value of a Gold Crown from Rhakhaan could differ greatly from the Gold Note issued is Sel-kai. With all the varied cultures in Shadow World it became quite a project to map all the various currencies, establish a baseline value and create a currency exchange chart. An easier approach is to heavily discount foreign currency when used is another culture.

However, if you are running a geo-political or commerce style campaign, then currency values may play a greater role and require some additional guidelines. For our SW setting, I decided to focus on the three major currency/economies as a baseline and then apply exchange rates as needed for other local currencies. Despite the presence of Essence Flows, Kulthea has 3 major economic forces: governments or institutions with a world reach, engage in commerce or practice sophisticated monetary policy. These three groups are: Eidolon/Sel-kai government, the Navigators and the Alliance.

 

Eidolon/Sel-kai

Due to its central location the reach of its mercantile and banking businesses and the trade routes established by its Sky Ships, Eidolon is probably the most powerful economic force in the hemisphere. Sel-kai also has benefited from the Minister of State Enik Foor, who helped introduce representative currency (Diamond, Platinum and Gold notes) and added milled edges to the coinage to reduce coin “clipping”. Eidolon coinage can be found in most any tradeport throughout the hemisphere and is considered a stable and trusted currency. For our campaign, we use Sel-kai currency as the baseline exchange.

Diamond Note dn = 100 gp

Platinum Note pn = 10 gp

Gold Note gn = 1 gp

1 gold piece (orlin) gp = 10 sp

1 jade piece jp = 2 silver pieces

1 silver piece (sellin)  sp = 10 bronze

1 bronze = 10 cp

1 cp = 10 tin

 

The Alliance

The Alliance aggressively expands its empire through trade and colonialism and not militarily. Once they’ve replaced or subdued leadership they institute a number of administrative and cultural innovations: legal contracts, taxation, trade and monetary policy. The Alliance uses a unique currency that mixes representative, fiat and fractional value currency which it aggressively promotes for major trade and commerce but allows local currency to continue for daily life. The Alliance currency are “trade bars”, (mini ingots 6” x 1” x 1” serial stamped made from a variety of bullion but whose value is set and backed by the Alliance) and credit notes (Letters of Credit backed by the Alliance). The small size of these trade bars and the disconnect between their commodity value and trade value facilitates ease of use for merchants and eliminates debasement (clipping or sweating).

Gold Bar  = 20 Silver Bars

Silver Bar = 20 Copper Bars

Copper Bar = 50 Gold Notes (Sel-Kai)

Credit Notes: Amounts as required.

 

Navigators

The Navigators have introduced a true fiat currency that was initially used for Navigator services but is now accepted as legal tender by merchants in larger cities. These Navigator tokens are 5 sided “coins” approximately 2.5” across and made of a goldish metal holding a flat crystal disk in the middle.  (These are actually memory storage disks from the Taranian civilization and are virtually indestructible.  The Navigators uncovered a huge cache of them late in the Second Era).  The Navigators will use these tokens whenever possible to promote their use and as a profit center to fund their activities.

1 “Guilders” = 10 Gold Notes

 

For a great book series that combines emerging economics, monetary policy and high adventure in the 17th and 18th centuries I highly recommend The Baroque Cycle.

RMC House Rules – My Experience System #2 Stat Gains

Rolemaster Logo

I have touched on this before in an earlier post (http://www.rolemasterblog.com/rmc-house-rules-character-creation-2-potentials-stat-gains/) where I said that the stats you are using are the ones you roll for.

What I want to do is break the connection between every time your skills improve you also do your stat gain rolls. This is one of the things that I feel sloows down the character maintenance in Rolemaster.

The problem is that went a stat changes a whole host of skills change with it. The problem is even slightly exacerbated by my use of the smoothed stat bonus. Where there were only 5 real break points where stat bonuses change (+5 through to +25) now there are dozens.

What I have found works quite nicely is to tie stat gains to periods of intense training/study and to periods of healing. This breaks the link between skills and stat gains but also makes paying for training in game directly result in tengible benefits for the characters. If you are paying to study with a tutor then you can roll your stat gains for the mental stats. If you are laid up with a broken leg then that also can give you time for reflection. Likewise characters may find a period of enforced rest brings with it long term benefits.

That is my basic logic. The mechanism is the same, roll d100 and roll higher than your temp stat to get a +1 to your temp. you are stil restricted to rolling for stats that you have actually applied to skills. It is just a case that they are now out of sync with the skill gain rolls.

The fact that stat bonuses are additive rather than averaged for skills makes the book keeping a bit quicker as well.

Next time I will cover Spell Lists.

The Essaence: Thoughts for magic in Shadow World.

 

images

As we gather here, of primary importance is to answer this question: what is this “Viir”, as we now call it, this seeming essential force that permeates our planetary system?  Let us review.  It’s been almost 75 years since our orbital sensors first detected these energy emissions.  Tachyon detectors, plasma traps, electron screens and a variety of other particle shields all registered this force—all of them.  Is it all of these? Or is it something altogether new to our reality?

We are close to locating its source within our system—perhaps in the gravity well between the planet and its second moon.  What do we know?  It’s unclear if this energy is modifying and transmuting our physical laws or subsuming them.  The “Viir” seems to fundamentally change both ionic and covalent bonds for molecular and macromolecular structures.  In practice this energy field is also distorting chemical interactions and material structures most acutely—its effect on life forms and our planetary biome is still under analysis.

…Perhaps most perplexing and disconcerting is that the background level of the field seems to be growing….

…..We are now monitoring two dozen subjects that have exhibited unusual sensitivity to the Viir.  We have yet to isolate the specific epigenetic mechanism that allows for this, but our experiments lead us to believe that the subjects are increasing their sensitivity through time and effort.  It is our belief that sensitivity acts as a feedback loop, allowing these subjects to conversely manipulate these fields to some unknown effect.

Notes on the “Viir”

Excerpts from Emergency Meeting,

Althan Imperial Science Committee

Like every fantasy game setting, Kulthea is a world of magic, bathed in energy flows (Essaence) which provide the underpinnings for magical abilities. Unlike many other settings however, the Shadow World is also identified as being in our “known universe”, (the planet Ceril VII). This makes Kulthea somewhat unique: a fantasy setting within our real world with an aberration of the physical laws of existence. Of course this is a game, so a bit of hand waving can gloss over any logical discrepancies.

For those that play a cross-genre setting (other Sci-fi and fantasy) or want a consistent framework for the magical systems then some more details need to be considered. Over the years we’ve put together a framework during our own rewrite of Spell Law and for arbitrating Essaence effects during gameplay.

We’ve also posted up some basic rules for magic and technology on the RM Forums here.

What is Essaence?

The Essaence is a fifth energy along with the Strong Force, Weak Force, Electromagnetism and Gravity and interacts with and modifies our physical laws. Unlike these other forces which are normally produced or manipulated with technology (depending on technology level), the Essaence is also “bio-manipulative”; able to be controlled by living beings who have or developed sensitivities to this energy. Because this is a non-native energy, alien to the established physical rules of the universe, it interacts with the other forces in unusual ways.

Source. Where does the Essaence come from?

Per the MA, a rift was created by interdimensional travelers allowing energy to seep into the Kulthean system. But what does that mean? The Kulthean planetary system is moving through the galaxy—is the source a fixed point? If so, where? The Essaence gateway is a keystone between dimensions that allows the continual seep of Essaence. This object (asteroid) is at the Lagrange Point between Orhan and Kulthea—providing a continuous stream of energy to the planet and the moon. Depending on their orbital positions, the Essaence will also interact with other moons/planets. (Most notably Charon, Essaence power there will wane and wax. The Night of the Third Moon coincides with the greatest amount of Essaence energy reaching Charon.)

Is Essaence unique to Kulthea?

Apparently. A group of Ka’ta’viir left Kulthea in the 1st Era looking for other manifestations of the Essaence. (the Old Ones-who later came back in the Interregnum as the Earthwardens). This means that Essaence powers will not work outside the Essaence envelop around Kulthea, Orhan and on occasion the other satellites. However, unique Essaence imbued materials and alloys (Laen, Eog Ethloss etc) will retain their material qualities, (i.e. pure crystals that are fabricated in zero g).

Fundamental Impact.

The Essaence is a physical force but non-native to our plane of existence. On Kulthea this means it has changed reality on a quantum/physical level. We see two obvious effects. Chemical interactions and material changes. Both of these shoe-horn well into the established SW narrative. Chemical reactions and associated technologies are both rare and unreliable in SW. Also, Kulthea has a number of native “magical” /superior materials and alloys beyond normal material science. Changes to the established physical laws on Kulthea are the result of the Essaence interacting with the other 4 forces.

Spell Casting.

The Essaence was first discovered by a handful of sensitives and then explored by Althan scientists. Over the millennia, the Essaence has become fully immersed in the biology of SW. Humanoids, creatures and flora have absorbed this power, imbuing special natural abilities and/or the ability to willfully shape the Essaence into unique effects (spells). Now, almost all native flora and fauna have developed Essaence sensitivity to some extent, although the ability to manipulate it may take training.

The Realms.

Spell casters draw Essaence directly from their surroundings and into their “well”—through practice their ability to hold more power and draw it more quickly grows. The standard RM “Realms” are just different mechanisms to call upon the Essaence and manipulate the physical world. Therefore we don’t differentiate between energy sources by realm: multipliers, adders etc. are Essaence. There is no need for pools of PP’s for each specific realm, or averaging PP’s for hybrid users. Channelers provide their own power just like Essence or Mentalism, but the spell formation is drawn from their patron God.

Foci and Flows.

Casters can tap into both Foci and Flows but there are dangers as well as benefits. Adventures taking place after the loss of the Northern Eye should see an increase in Essaence fluctuations, spell failures and other random effects of spell casting.

Treating the Essaence as the “fifth force” gives us a solid framework for creating new spells, set unclear parameters on spell effects and provides a solid framework for magic in our campaign.

RMC House Rules – My Experience System #1 Skills

Rolemaster Logo

This is how I want to work the experience system. I am going to treat Skills, Stats and Magic in three different posts, not because there are different rules but because the way I envision them being handled is slightly different.

As characters get there cultural background ranks and their 1st level development points to spend. The standard rule is still in place saying you cannot buy more than 2 ranks in a skill unless it is starred like a language skill or moving in armour. So a first level character entering play will have no more than 2 ranks in their primary weapon. Their total skill will be made up of Skill + Stat Bonus + Professional Bonus.

In my variant Stat Bonuses, being additive rather than averaged will be higher and I have scrapped the Self Discipline penalty for the elves. so I accept that the characters stat bonus will be higher.

A starting character should typically have a starting OB of about 40-ish but a skill bonus of only +10 from the two ranks.

Depending on when and how you choose to give our experience, I know this varies from GM to GM, you ask the player to roll a d100 OE against every skill they have actually used or explicitly practiced (more on practicing later). If the player rolls greater than their current skill they gain a rank in that skill.

So in our starting out player example a roll of 11+ would give a free rank with that weapon.

If the player simply puts a small tick against each skill that they use and get at least a partial success in those are the skills they get to roll against.

In this way the allocating of experience take only a couple of minutes. There is no allocating of development points and trying to balance your budget. There are also no sudden leaps forward in power.

What also happens with this system is that the higher someones skill the harder it is to roll above that number so their progression slows. I am retaining the deminishing returns so the first 10 ranks give a +5 and then the nesst +2 and so on but the system is naturally balancing so that the higher your skill the harder it is to learn and improve.

On the other hand under standard rolemaster you could buy a single rank in a skill use it every day, ten times a day and never improve if the player doesn’t devote DPs to improving it. With my system every skill you use gets that chance to improve.

What you lose is rapid skill development but you gain more rounded characters. If you allow characters to roll this skill rolls more often than you dished out experience points then the speed of progression is about the same.

The only skill that does not get rolled this way is body development as that is covered in my next post, Stat Gains.