I am avoiding RMU! (and the missing subterfuge skills!)

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You may have noticed that I have not mentioned that much about RMU. The truth is that I have had a collegue on annual leave, I have had to go on 6 sessions of full day training, I have been away my self (a paintballing weekend) and various other demands on my time (blame the Greeks). I simply have not had time to read the books in the detail they deserve and conversely there is a really detailed discussion going on on the ICE forums that is far better than anything I could write with the added advantage of feedback from the actual authors.

If you want to know more about RMU then head over here http://www.ironcrown.com/ICEforums/. I will deal with each book in turn when I have the time to do it justice.

RM2 vs My brand of RMC

One of my PBP players today asked me where have all the subterfuge skills gone. RM2 players are used to having dozens of skills detailing the minituae of every aspect of life it seems. For example they have Build Trap, Set Trap, Detect Trap and Disarm Trap in addition you can learn Trap Lore to give you a knowledge base to work from.

In my world I still have Trap Lore but the only skill for traps is Disarm Trap. As I explained to the player if you are looking for traps and it is a trip wire or pressure plate sort of affair then Perception is the skill to use. Just tell me what you are looking for and roll the dice. If it is a complex lock mechanism that you are studying in detail and you want to know if it has an embedded trap then the Disarm Trap skill is suitable.

What about the building and setting of traps? As I see it if you are relying on a trip wire or noose then I would use rope mastery, if it is a snare to all intents and purposes then why not use a foraging roll? If it is none of those but you can explain to me how you want it to work and how to set it up then I am good wth that. Not everything has to have a roll but if there is a chance of failure then we have 10 stats we can use. I am inclined to use a different mix of stat bonuses from case to case depending on the design of the trap. Some will require a more reasoned approach others nimble fingers and a steady hand. Trap Lore would come into this as well. If the principles are well know and obvious then a knowledge of Trap Lore will warn you of some of the common reasons for failure and tips to aid success.

So is this Build Trap, Set Trap or Foraging?

So the most important thing is what are you trying to catch? If the answer is a rabbit then using the trap above is without a doubt foraging. If you want to catch an Orc then under RM2 you would need two completely different skills (Build and Set). Why is that?

Why Remove Skills from the Game?

I am not on a mission to remove skills from the game. What I noticed was that with every companion there were new skills being added. This puts pressure on the GM to give more Development Points each level, makes leveling up slower, makes each RM2 Character incompatible with any other game that didn’t use the same mix of companions and as almost every skills is coloured by how much scope each GM gives it makes playing the game under two different GMs potentially confusing.

Thieves are one of the nicest ‘skills based’ professions there is. They have good combat skills and their skill costs are pretty cheap normaly 1/3 for most subterfuge skills. RM2 then breaks this by adding so many skills that just to build and then set a trap requires two skills (effectively make a cost of 2/6) and two chances of fumbling (a net 10% chance or two attempts at not rolling 1-5 of an OE down roll).

It is not just thieves and subterfuge skills. Spell casters have Spell Mastery but also Spell Trickery. Why? I have rolled both these into one skill. We have different difficulty penalty gradings from Routine to Absurd for a reason. There is no reason as far as I am concerned to constantly break everything down and down into ever more granular skills.

There was a debate on the ICE forums about how many development points (DPs) do GMs give. Up until this current game I have always stuck to the original core rule for development points but I did used to give six free ranks as ‘hobby’ skills. This time I have tried using 25% of the characters normal DPs as hobby skills instead. Chances are I suspect that it will even out as pretty much the same but I would not be surprised if the the characters end up more limited by this method. I am thinking that if a character has just DPs to spend they are more likely to buy skills that are cheap for their profession. With a flat 6 ranks to allocate then you can pick from across the board of secondary skills irrespective of cost.

Rolemaster Lore

Rolemaster has ample scope for individualising a characters knowledge and learning from any possible background or upbringing. You can have as many Lore skills as you like and as many Craft skills as you like. This I do not have a problem with. I think it is one of the great things about rolemaster that every character cn be so unique AND true to the players vision. What I do not see is a cnstant need to add ever more skills or bloat to the a game system that already allowed heroes to be exactly what the players controling them envisioned.

RMU Creature Law First Impressions

Copyright; 2002-2014 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.

RMU-Creature-Law
The new public playtest editions of RMU are monsters. Creature Law weighs in at 898 pages (Spell Law is now 475 pages) and to do them any justice is going to require time to really read them. That said I thought I would share some first impressions and first up is Creature Law.

I am really pleased to see the inclusion of the genric NPC tables. In old versions of Character Law there was always a table that gave you each profession and typical stats and skills at 1st, 3rd, 5th level and so on so if you needed a quick NPC you could just lift one off the page. Well this is now back and it is better than ever before. They are now called Archetypes and they have been developed for every level from 1st to 50th. Rather than having a list of Magicians from 1st to 50th and then Thieves 1st to 50th now you have generic descriptions such as Offensive, Defensive, Skilled, Semi Spell User and so on. The advantage to this method seems to be that however many new professions* the powers that be decide to add to the game these tables should continue to hold true.

Staying with the Archetype tables this gives me something else that is valuable. When you are creating new PCs for the first time with a new ruleset, having a benchmark you can measure your creation against is a useful tool.

You are not going to buy Creature Law just for a list of generic NPCs. You want monsters and lots of them. This leads me on to a negative point. Creature Law does not look or feel like a second beta version. What if feel like is something any one of us would cobble together in word if you were making a load of new monsters for a particular game. The tables of stats are all over the place. It just feels like a mess. Worst of all the terrible terse enviornmental codes still exist. I do not know anyone who likes these and these days they serve no purpose except to make the book hard to read, understand and use.

All in all I would say I am disappointed at first glance. This book simply is not of the same quality as the other RMU works to date and feels like someone was ruhing to get their homework in on time.

To sum up, great ideas but terrible execution.

* I get the impression that the intention is after the initial release of RMU core rules is to release companion after companion. I understand that the percieved wisdom is that every company has a need to continue to generate new sales but the main criticisms of Rolemaster has been that it is too complicated, has too many optional rules and too many charts and tables. Following the same route again that taking a new set of rules and then adding in more and more options, complications and charts just seems to be repeating the mistakes of the past.

Unified Rolemaster Beta Two is coming!

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At the beginning of month we had the usual director’s briefing from Nicholas Caldwell at Guild Companion Publications. This month (June 2015) we were told that Beta 2 of RMU is almost upon us.

Three days ago they tweeted that the second beta is coming soon. I really hope they are beating the drums in preparation for the release.

ICE-Tweet

 

 

What is slightly worrying is that we have had RMU beta one since 2012 and issues are still coming to light now, the most recent I can remember being the way healing magic works. I myself only just noticed that Spell Law has introduced material components, of sorts, for Wall spells for the first time. You cannot cast a wall spell unless you are withing 50′ of a piece of the material you want the wall to be made out of. So no water walls more than 50′ away from a water source, no walls of wood in a desert and so on.

The initiative and round sequence got people agitated last time and if it isn’t changed then it will end up as something most poeple will ignore or house rule around, I believe. I find it just too cumbersome to use at present and slow. I am all in favour for light and fast in my games. If they have changed the initiative and round sequence then that will require serious examination. This is always going to be a thorny subject for the RM community as it seems that the creators have a desire for accuracy and real world modelling that is not necessary shared or matched by the actual players.

For RMU to succeed it has to be the game system that draws in tens of thousands of new players to the game. RMU Beta 1 was not that system (again, in my opinion).

Another achillies heel for Rolemaster is that it is such an fantasically flexible system with its modular approach that for the existing user base it is perfectly possible to take what they like from RMU and integrate it into their current games without having to make that commitment to buy the new system. I have already done this to some extent. I really liked the idea of the Vocational Skill and I am now using that, I liked the experience system so I am using that and I like many of the spells in spell law and I am encouraging players to research them and I will research RMU spells in a game where I am playing. Really RMU can be reduced down to nothing more than another companion or set of companions from which you can pick and choose what you want to integrate into your world.

There is no way any RPG games company can force people to upgrade to a new version and very few of us will because we have invested too much in learning the exisitng rules, buying the books and creating our worlds around those rules. To throw it all away is a lot to ask just to buy a new set of rules designed to achieve the same objective but without all the community support that is out there right now.

What I have not seen yet is a USP orUnique Selling Point for RMU that is going to go out there and grab the next generation of table top gamers.

Multimedia, multi-screen or multi-device?

Bearing in mind that we are still only waiting for Beta 2 and nothing is finished yet maybe what RMU needs is to take the Unified part and take it off paper, so on release day make sure that there is an RMU combat minion, RMU ERA and even RMU fantasy grounds module.

I have made a fairly simple pdf of all the most commonly used GM charts (base spells, RRs, MM and SM tables). I have this on a tablet pc when I am GMing and it saves me about 50 book checks every session at least. It is just a flick of a finger to scroll through all the most commonly used charts.

None of those components are required but if you want to go electronic then they can make life easier. I have all the rules for my game, every npc and all my adventure notes all saved in dropbox and therefore on my PCs, phone and tablet. It doesn’t matter where I am, I can answer player questions or create an adventure.

I personally do not think that is enough to grab an entire new generation of players but it is a step in the right direction.

RMU Character Law – a second look

Copyright; 2002-2014 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.

I thought I would take a second look at the Unified Rolemaster (RMU) Character Law. I haven’t touched it in a while and now the dust has settled a bit I thought it would bare a second look over.

Rolemaster Unified Character Law Cover
Rolemaster Unified Character Law Cover

The first thing that stands out is how well laid out the book is. I recently bought a new copy of the Character Law I actively use (the RMC version) and by comparison the RMU Character is far, far better in guiding the player through the character creation process.

There are still parts of RMU that I do not like but just because I don’t like them doesn’t make them bad or wrong. They are just not to my taste. The three issues I have with the RMU character creation process are:

Talents and Flaws. These have been around for a while as part of the RMSS/RMFRP world. I didn’t like these but I have been doing a lot of character creation recently and what RM2/RMC has is background options which RMU doesn’t use. When you look at Talents as the background options then they are not so bad. You can ignore this now as an issue as I think I ‘get it’ and how to use them.

Spells as Skills. There are two philosophies for learning spells in the RM world it seems. Those that learn lists and those that learn individual spells. This has been around since about the late 80s in various guises and I believe it is the standard method in RMSS/RMFRP. I can see the attraction to this method as it gives spell casters access to a wider variety of spells much faster than list based learning but it also has a tendancy to make all spell casters the same. It blurs the lines between spell casting professions and the realms of magic with druids hurling fireballs and wizards praying to gods for healing which doesn’t sit well. I will confess now that if I ever use RMU I will scrap this and go back to list based learning. If you have never played Rolemaster before then you probably will enjoy this as a method as a player.

1st level characters are not ready. This is really silly objection. To my mind and experience RPG games start at 1st level. That is the natural order of the world. In RM we have always had a kind of Level 0 which represented the characters apprenticeship or adolescence. You bought the skills and everything else exactly the same way that you would for normal leveling up but this all hapened before play started. In RMU 0th level is now 1st level and it seems that most GMs are starting the players are around 3rd level or higher. Somehow that seems slightly wrong to me butI can see how and why they did it that way.

So looking back at that list with a bit of hindsight there are no major flaws in the character creation process. That is hardly a high accolade but it is a start. So lets look on the positive side. What has really impressed me?

For a start three things have made it into my own game already. One of the nice things about the entire RM world is that it is so modular that you can broadly swap things in and out of the different systems with little modification.

The three shining stars are:

The experience system. I have been using this for 18 months now and I like it and all my players like it and other GMs I have told about it like it and have adopted it. This seems like a winner. The best thing about it is that the emphasis is no longer on killing everything it is now more about goal achievement. You still get experience for killing monsters but you would get just as much experience for tricking your way past the monster as you would for spitting it on your lance.

The Vocational Skill. This is a sort of generic skill that rolls up all the little things that a character would know about their job or background. If you have the vocational skill for a knight then you can recognise the various standards of the other noble families and you can tend to your horse and care for your equipment. You know the polite forms of address and all those miriad of other little bits and bobs. In the past you would have had to buy the heraldry skill, probably courtly dance, etiquette and so on. The PC I have recently created grew up on river barges so he would know how to moor a barge, how to tow it using oxen andhow to operate locks and so on. This kind of generic skill tidies up a lot of unnecessary minor skills while at the same time allowing the same kind of realism that we have come to expect from the RM world.

Rapid Skill Development. Normal skill development is considered buying just a single rank in a skill per level. Rapid development is considered two ranks per level. For most skills that is the maximum you can buy at any one time The losts are listed as say 2/4 which means that you pay 2 points for the first rank each evel and 4 for a second rank. You cannot buy more than two at a time. A few rare skills such as First Aid for the Healer is listed as 1/2/2 menaing you can buy three ranks per level for a total cost of 5 points. Some skills do not have these limitations, the classic examples are armour skills and spell lists. In the books they are listed as say 4/* or 1/* which means you can buy as many ranks as you like but the cost would be 4 points per rank or 1 point per rank. In RMU skills are all treated as if they were ‘starred’. So a skill that cost 2/4 before would now be 2/4/* so it is two points for one rank, six points to buy two ranks (two plus the four) and ten points for three ranks (2+4+4). The only limiting factor is that you can never have more ranks than twice your level. (That is why they go rid of 0th level or the math would not work!) Why this is significant is that if you decided at 5th level to start learning Spear, under the old rules you would never be able to catch up with someone who started out learning spear.

I think the negatives I saw when I first looked were simply my own personal bias. On this second pass I am beginning to see more of the potential that RMU has. This is all still based upon the first beta version of the unified Rolemaster Character Law. I am hoping that when I see Beta 2 I will look at it with less prejudice than I did this edition.

Magic Is One of Rolemasters Strengths pt III

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The spell casters from two out of the three realms of magic, essence and channeling, have relatively simple to learn ways of storing power in inanimate objects. There is a fourth ‘realm’ known as Arcane that can be utilsed by any realm that also has this ability if and only if as a GM you choose to use this option from Rolemaster Companion One. As a rule and for the purposes of this post I am going to assume you are only using the four core books (Character Law, Spell Law, Arms Law and Creatures & Treasures) and therefore mentalists do not have this ability.

Anyone who has played a magic user of any description in almost any level based roleplaying game has been through the trauma of being first level and having barely a single squirt of magic to use per day. Things do not improve much at second level with maybe two sqirts and at third level three or four squirts. Rolemaster is less restrictive because it is a power point based system. In my game most spell users have typically two or three power points per level because I use an optional rule that bases power points on the total stat bonus a character has in the controling stat rather than the basic stat itself. This makes elves a more magical race and more inclined to manipulate mentalism and essence and it makes trolls less likely to be spell casters. The maximum number of power points for a player character is going to be 4 per level and the minimum is zero.

First level spells normally require one power point, second level two points and so on until you reach 50th level spells that take 50 power points.

That should be simple enough. So your first level spell caster will probably have two or thress spell lists and would be able to cast two of three of the first level spells on those list.

So now to storing magic…

I want to deal with Channeling users first. The realm of channeling has a closed list called Symbolic Ways. What that means is that pure channeling spell casters can learn this list as can hybrid spell casters but the semi spell casters such as rangers cannot nor can non spell casting classes. The first instance of spell storing on this list occurs at 4th level (in the RMC spell law) and allows a 2000lb stone or slab to be incribed with a single symbol. That symbol can be any first level spell. The symbol creator can then set a criteria that will trigger the spell and that spell can be triggered once per day.

In my Fearun most towns and villages do not have a temple to every god. Instead what you get is on the outskirts of these places are shrines to gods that are important to the people. You will find shrines to Chauntea commonly in rural areas, Mielikki on the edges of woods and forests and so on. So under Rolemasters rules any 4th level channeller who has chosen the symbolic way list of spells can create a semi permenant magical standing stone. This is not going to be of earth shattering power. At that level only a symbol of a first level spell can be enscribed but it is a start. As the character levels up then more powerful spells can be enscribed. At 7th level a second level spell can be enscribed, at 9th a 3rd level at 11th a 5th level, you get the picture.

Creating the symbol involves casting the required symbol spell and then the spell the be enscribed within the rounds (30 seconds). This is not particularly onerous and if we take the example of a resident priest demanding a penance from a sinner of assisting with raising a standing stone is a perfectly reasonable thing to ask. Villagers may not have a lot of money to give to the church but a days labour is always an option. Over time then the countryside around this village becomes dotted with standing stones, caves where villagers can hide from bandits can also become dedicated by the priest.

What a manifestation of power it is to have a stone in the centre of your village that anyone who prays to it is cured of disease.

You can have stones that heal, create food and drink, raise the dead or even summon demons to defend the church.

As a player character you are not going to carry one of these things into battle but if the party set up camp in a cave or outcropping of stone then you can certainly use that to your advantage, especically if you then fell in battle. The possibilities are really down to the lists of spells you have, the access to stones and your imagination.

And so to essence….

I dealt with channeling because stones are to some extent fairly common, you could throw a stick and have a fair chance of hitting one. The Essence version of spell storing requires something a little less common. In D&D when you read a scroll then *poof* the scroll is gone, dead, deceased, it is no more. Rolemaster is different. Firstly scrolls are pretty much exclusively called Runes and secondly the paper survives and can be reused.

The spell list for creating the rune on the paper is called Rune Mastery and is an open list. This means that any essence spell caster can learn it and even non spell casting professions like your fighters, thieves and barbarians can attempt this if they choose the realm of essence.

Rune Mastery do not allow you to create the paper, only to scribe your own spell on to it. As with channeling the higher level you are the higher the level of spell you can store. at 3rd level you can store a 1st, at 6th a 2nd, 8th a 3rd, 10th a 4th, 12 a 5th and so on. So an Essence user can start doing this sooner than a channeling and rune paper is more portable. The down side is that rune paper is less common than big rocks, slightly more flamable and liable to water damage.

Not all rune paper is equal. When it is created it is given a maximum level of spell that it can hold. This is determined by the power of the alchemist that creates it. A master alchemist is capable of far greater things than an apprentice. Alchemists are a fully developed profession in Rolemaster Classic and they have their own spell lists for creating all sorts of magical items including rume paper, potions and enchanted objects. Rume paper features on the standard equipment and suplies price list in Character Law but it would be down to the individual GM to decide on the actual cost and availability.

Having a stock of rune paper available does mean that you can extend the essence spell casters ‘operational range’ significantly, especially when on a mission the party can prepare for. In a recent game all the magic required to get the party into an enemy stronghold (flight, invisibilty, silence and sleep spells) all came from runes meaning that I had my full set of power points available when our stealth finally failed us and the alarm was raised.

Ten sheets of rune paper in the hands of just a 3rd level essence spell caster adds a potential ten more first level spells. Considering that that spell caster may have only six power points of their own that is nearly a tripling of their available magic and leaves those six points free for their more powerful spells.

In play I have found that the hybrid and pure spell users gain the most from runes. These are the ones most dependent on their magic and extending the amount of magic available gives both the player and the character greater flexibility.

As a GMing tip I would say if you are new to Rolemaster then I would not allow the party to buy rune paper. Let them find runes as part of their treasure they find and reuse the paper. That means that they have earned every sheet. The party has to reach 3rd level any way before they can use it so there is enough time to trickle a few sheets into the game and see how it effects the balance of play before you decide how much more to allow. Rune paper is easily removed from a game as well at the hands of a fireball.

Rolemaster Unified in 2015

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I did say a while ago that I was going to give the gameable stats for both RM2/RMC and RMU for everything I write about. In Nicholas Caldwell’s directors briefing this month he says how well the second beta of Rolemaster Unified is coming along and there is the promise of the RMU Creature Law to come too.

I cannot see the benefit of statting things out for RMU Beta 1 when Beta 2 is just around the corner so for the time being I will skip the RMU stats and just stick to RM2/RMC.

What I am really looking forward to is getting some RMU stats for the Undead. There are a few adventures I would like to create using the undead as the main existential threat with an evil cleric or necromancer pulling the strings in the background. I like playing an NPC to the absolute max of their ability to see just what they could achieve.

This is one area where Rolemaster spell casters massively out-gun their D&D counterparts. In the AD&D that I used to play Animate Dead was a 3rd level Cleric and a 5th level Magic User spell meaning that the characters needed to be 5th or 9th level respectively to case it. In Rolemaster your evil cleric can go around raising his Zombies or Skeletons from 1st level although they will only last for a minute a level at that point. From 5th level onwards he or she can create permenant undead followers.

One of the beauties of Rolemaster spell users and spell lists is the way you can combine things. With Channeling users such as Clerics they can use Symbols to create your classic standing stone type shrine that will happily create an undead ‘guardian’ once a day if an infidel were to wander by. Again this is a 5th level spell. So even if the evil cleric isn’t at home when the players come knocking they still get to fight any permenant undead they ay have created and have others effectively respawn should the players return the following night.

Fearûn definitely has enough evil gods to give any GM ample opportunity to play with the undead, evil clerics and necromancers in abundance.

A Drow Fighter RMU vs RM2

Rolemaster Unified Character Law Cover

I have created a Drow fighter using the current Beta version of RMU Character Law. I have tried to stick as closely to the previous Drow warrior I used for comparing the four elven races so as to be directly comparable.

To boil down a character to the absolute minimum I have a little comparison table for you.

System DB Primary OB
Perception #hits Stalk/Hide
RMU 15 38 11 53 15
RM2 20 35 8 49 -25/0

The RMU character is 2nd level and the RM2 character is 1st level but if you take into consideration that an RM2 character goes through Apprenticeship and Adolescence and before becoming Level 1 and starting play both characters have two levels worth of development points and a single lot of stat gain rolls.

So the RMU character has slightly higher OB, perception, #hits and Stalk & Hide skill but the RM2 character has a higher OB. To be honest the differences are negligible.

If you look in more detail at the character sheet then you will see that we have lost the blind fighting skill, Iai Strike and the tumbling skills. Those skills do not exist in RMU (yet) and the Tumbling Evade works slightly differently. What the character does get is a much wider education, a greater range of combat skills including more weapons and unarmed combat and I said when I created the original character that I wanted to buy Poison Lore but couldn’t. The RMU character has Poison Lore (2 ranks).

What this has shown me is that although I quite liked the stripped down skills lists, that demand will almost certainly that they be reinstated. All the mechanics are in place for how blind fighting would work (it would be a Combat Expertise:Blind Fighting, the cost would be 1/2, no stat bonus and it would reduce the penalty for fighting whilst blind). Iai strike would be identical and it would reduce the penalty for drawing a weapon in the same round as your attack. It is all there ready to roll but that just means that so is all the skill bloat. It may not be quite as bad. Mechanical:Traps seems to serve as Build  Traps, Set Trap and Disarm Trap and that has to be an improvement. I never liked having to separate out Build and Set as two skills.

Just so you can go over them here are the two character sheets. The RMU one is a bit rough(!)

Just to clarify a little bit of shorthand I have used. After a skill it may say something like RC1 or C1122. That means that the first skill rank came from his racial background and the second from his culture the third from his 1st level DPs. In the second example he has one rank from culture and bought two ranks at each of level 1 and level 2.

I hope that makes sense.

 

Quaggoths and Boogin

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These are the two races/creatures I discussed last week as being both tied deeply into Drow culture. These two are in my opinion near perfect low level monsters to throw at beginer parties.

Why? Well if you look at their stats below they have a low OB, low-ish DB and not many hits. So they should in theory be easy to kill. When you are very low level with a poor OB yourself it is in many ways easier to kill a large creature than it is a man-sized one. If you are only doing A & B criticals then the chance of getting a killing blow is probably just 1% but Large criticals are open ended so you have a 5% chance of getting a takedown as any open-ended critical is enough to take out one of these guys.

It is not just that they are easy to kill that makes these two interesting though. They both have the tendency to go into a Frenzy. this gives them effectively more hits and a higher OB (+30). So if the characters are doing well then they can go into a Frenzy and get tougher if they party are doing badly then they are unlikely to go into a rage and they stay relatively weak. If they do go berserk then the tactical advantage goes to the characters and there is a likelihood that a Quaggoth may accidentally take out one of its allies.

When the party meet the Quaggoth they could be just in a small partol of just two or a small tribe of over 20. They may be lead by Boogin, their more inteligent half breed cousins or even orcs. Finally where you find Quaggoths and Boogins you find Huge and Giant spiders.

All in all you get a creature that is both weak and defeatable but also challenging and dangerous, you can use them in small encounters on their own or in mixed groups of varied races and species. Finally they are so closely linked to the Drow that I would suggest that a character with Faerie Lore (a fairly common skill) would recognise them as a race often enthralled by the Drow. Thus a single Quaggoth could be a plot hook into a bigger adventure.

So down to stats…

I have used the standard rules from Creatures and Treasures I to do the conversion to RM2/RMC

Quaggoths

Quaggoths are sometimes enslaved by other races, notably drow. Quaggoths usually live in underground lairs. They are about seven feet tall and covered in shaggy white hair, though brown-haired quaggoths are sometimes seen. When quaggoths live above ground they are savage, bestial hunters who live in nomadic tribes.

AT3(30), MV 150MS/AQ VF, Level 2, #Hits 20, Number encountered 2-20. Attacks Lge Claw (30OB) or Greatsword (20OB). All Quaggoth are immune to poison. They are 11′ tall and take Large criticals.

70% of Quaggoths groups are unarmed and will fight with their claws but 30% of groups will be armed with greatswords. For every 12 Quaggoths encountered there will be a leader wielding a battleaxe.

Quaggoths can speak haltingly and have a vary limited vocabulary.

They hate all surface dwelling elves.

Boogin

Boogins are brutish, hairy orc-quaggoth crossbreeds sometimes known as “spider killers,” a nod to the constant pressure from drow slavers. These half-breeds are more like quaggoths than orcs, though slightly weaker and more in control of their rages than their beast side.

AT3(30), MV 120MS/AQ F, Level 3, #Hits 55, Number encountered 1-10. Attacks Greatsword (35OB) or Spiked Club (20OB). All Boogin get +100RR vs poison. They will go into a Frenzy when attacked to get +30 OB and x2 concussion damage.

Boogin are the slightly more inteligent half orc/half quaggoth cousins of the pure quaggoth. They are often employed by drow as overseers of quaggoth patrols and are better able to follow orders.

 

Race Ag Co Em In Me Pr Qu Re SD St Chn Ess Men Poison Disease Size Fat Hits Rec Life DP
 Quaggoth -2 +1 -2 +1 -2 -2 -1 +2 immune L 25 x1 100 11
 Boogin -1 +1 -2 +1 -2 -1 -1 +2 immune L 25 x1 100 8

 Traits and Flaws

Quaggoth
Immunity to poison (costed the same as immunity to disease), Giantism I (11′ tall), Natural Armour AT 3, Natural Attack (Claw), Animal Empathy (Spiders), Frenzy.

Boogin
Immunity to poison (costed the same as immunity to disease), Giantism I (11′ tall), Animal Empathy (Spiders), Frenzy.

I have not created these races as player character races. I am just aware that there are a lack of creatures for the RMU playtest and with these, the drow I published this week and the orcs goblins and trolls from Character Law and the few creatures from the sample Creature Law (add in the special mushrooms and fungi from the herbs and poisons tables for good measure) that is almost enough to run an adventure into the Underdark.

The Drow (a Rolemaster Unified Race)

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A while I ago I created a direct comparison between a Wood, Grey and High Elf and a Drow Elven fighter (see my previous post on Elven races). As part of my commitment to Rolemaster Unified (RMU) I started to look at adding Drow to the list of races provided in Character Law.

The way that stat bonuses work in RMU diminishes their importance somewhat in comparison to RM2 (especially if using the Companion I background options). Gone are the days of walking around with a +40 Strength bonus. Because of this I did not really feel the need to adjust the stat bonuses as provided.

Here are the stat bonuses for a High Elf in RM2 and RMU

System Ag Co Em In Me Pr Qu Re Sd St
RM2 +5 +5 +5 +10 +10 -20
RMU +2 +2 +2 +2 +2 -4 -2

You can see that the basic concept of the elf is the same with pretty much the strengths and weaknesses lying in the same areas, although RMU elves are physically weaker it would appear.

What really defines the races are their racial talents. I have never used talents before. I believe they first emerged in Talent Law, a RMSS book I do not own and have not read. RMU also uses Talents and as a way of defining the particular specialism of one fantasy race over another they do work very well. RMU gives every race a number of bonus development points (DPs)  as a one-off bonus, the more the races talents benefit the race the less bonus DPs, the less bonuses or even if the Talents are actually flaws then the more bonus DPs you get.

The RMU elf is the most talented race in the starting line up and as such get the least bonus DPs. There talents are immunity to disease, meditational sleep and nightvision. OK I am happy with that, that is exactly what you would expect to find if you opened up an elf and looked inside. So how do you turn a generic elf into a Drow?

Firstly the Drow are well documented as being totally insensitive to light. They live in the underdark and if they do ever venture to the surface they only ever do so at night. RMU usefully has a light sensitivity ‘flaw’. I have given the Drow a -75 when operating in full daylight.

Secondly nightvision is not going to get you very far in the underdark but RMU has the option of Darkvision. This allows you to see in any natural darkness. This is just what a Dark Elf needs to stop it falling over the furniture so we have that.

According to all the sources on the Drow they have two innate spell-like abilities. Levitation and creating Darkness. You can add innate spells to a race by buying them of their spell level. In this case Levitation is 4th level so 8 points and Darkness is 5th level (Dabbler base list).

That is it. The Elf now looks exactly like the Drow in the books and given the net pluses and minuses of buying talents the Drow get 7 bonus DPs.

The first character I will be rolling up will be our Drow warrior from my previous post who in RMU terms will be a Drow Reaver Fighter. I will attach a character sheet as soon as I have one!

Looking at the RMU playtest discussions on the ICE forums one of the issues seems to be a lack of monster stats for running a test campaign. This Drow race gives anyone wanting to playtest the new RMU an evil race to use in addition to the goblins and trolls provided in Character Law.

One Thursday I will be giving you the Quaggoth and Boogin races meaning you run adventures set in the underdark.

The Drow Slaves and Subjugated Races

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You have just got to love those Drow. They are the very model of political correctness and inclusivity, in fact they will make a slave of almost anyone!

Well actually that is not entirely true, they blame surface elves for almost everything (as do I) and the only good elf is a dead elf in their eyes. You see even Drow have standards!

To be more specific you should expect to find Quaggoths (more of them another time), Orcs, Half-orcs, Boogins (half Quaggoth, half Orc), goblins, bugbears, dwarves (one of the Drow Slavers all time favourites), gnomes and just about anything else that can see in the dark.

I was going to give you everything you need to know about Quaggoths and Boogins this time but two things have happened, firstly I have had a really irritating cough and cold this week which has slightly cramped my style and I have decided to throw myself into Rolemaster Unified (RMU). I am only just reading the new Character Law right now and I have just read the bit about creating your own races. Wouldn’t it be really cool to not just tell you about Quaggoths and Boogins but to actually create the race in RMU for you. Well I thought so. So the long and the short of it is that I will just give you a brief pen portrait this time but in a future post I will give all the stats and numbers.

Quaggoths surround a Drow Raiding Party

So down to business. The Quaggoth are a large hairy beasts who prefer great swords or huge clubs in battle and stand about 11′ tall as adults. They are of relatively low intelligence but most importantly they have a natural affinity to spiders of all sizes. Seeing as the Drow worship the spider goddess Lloth you can see the attraction here I hope. The Drow do like to keep Quaggoths around to train giant and huge spiders, a task they can do on long shifts as guard to stop them getting bored. You may as well kill two birds with one stone if you have the opportunity wouldn’t you say? The Quaggoth do make a ver good drow slave!

A boogin is a half Quaggoth, half Orc. One would assume the Father was the orc but I wouldn’t put money on it. Boogin are generally physically smaller but proportionally more intelligent and make better overseers of Quaggoth guards. They also retain the affinity with spiders. which makes them favoured by Drow. To be honest a Drow would never lower themselves to speak directly to a Quaggoth but a low-born Drow may value the spider services enough to speak to a Boogin or at least to an orc that knows a Boogin.

There is one more aspect of these two races that I want to keep back until I can give you the full stats and numbers but in my opinion these guys are the perfect monster to throw at a first level party and next time you will see why!