Reading List and Dark Space

Over Christmas, I set myself three goals, one of which was to read the Call of Cthulhu rules. I had only ever played the game, never run it, so was familiar with the rule in practice but had never sat behind the keeper’s screen.

It is now the middle of Feb and I am still reading.

Alongside that, quite a while ago I borrowed Dark Space from one of the guys in my Rolemaster group and I have now bought the book from him as he has said that he will never run it.

This throws up the issue of insanity in Rolemaster. I have written an article about this in the latest Fanzine. The gist of the article is about how dodgy using something as glib as a low-level neurosis spell is on a player or a player who has never experienced mental health issues trying to play a neurosis for laughs could be if you have someone sat at your table that has been struggling with their own mental health.

I don’t think the argument that a group may have been playing together for years and none of you have mental health problems so this doesn’t apply to you doesn’t stack up. People can and do hide issues for years. I know that my long term GM suffered from Schizophrenia for decades before getting a diagnosis. It is also recognized that role-players as a group have higher instances of mental health issues than the population as a whole. Presumably, the possibility of living someone else’s life for a while has an appeal. I cannot find the research right now but I think it was based upon a sampling of US role players so that may not apply globally but I cannot see why it shouldn’t. People are people all over the world.

Since writing the article in the fanzine I have been thinking about this a bit more. Not from a mental health perspective but from a game mechanic point of view.

Dark Space has two options. The first is to use Stress and Depression criticals from RoCoIII, which I am really not that impressed with. The second option is to use a new Stat called Rationality (Ra). The Ra stat is a complete carbon copy of the CoC Sanity stat and you lose Ra points depending on what the character experienced and loss of Ra leads to temporary or long term insanities, which you roll on a table. This pretty much imports all of the potential problems with CoC into Rolemaster.

The Criticals solution is equally crass. It just tells the player to play their character as either depressed or suicidal with a percentage chance of suicide each week.

I am thinking about a solution that has more shades of grey to it. We already have Co drain from the undead, could we have mental [temp] stat drain from a variety of stats. So studying some material that makes you question your very understanding of how the universe works could give you a resistance roll with your Re bonus as an assist but failure leads to a reduction in your Re stat, x number of points for every 10 points of RR failure. But, here is the first of two clever bits, if the trauma were emotional you could use In as the pertinent stat and damage the In temp as a consequence.

We can import the idea of temporary mental health issues from CoC. If you lose 20% of your remaining temporary stat in a short period of time but rather than rolling on a table what we, as GMs, do is you talk to the player and discuss how their character should react to this to that trauma. This negotiated behavior means that two characters facing the same emotional hurt could react very differently. One player could choose to be callous and unfeeling, wall themselves off from others and emotional bonds. Another player may choose to make their character desperate for emotional support.

As GM you are there and agreed with how the player was going to play this personality change. That means that you can use it to reward good role-playing. You know the criteria so you can measure performance against expectations.

Now we have a system that allows you to model different types of stress and trauma, it gives the player an active role in portraying the effects and the character gets rewarded for the player playing their character well.

You could also introduce parapsychology and psychiatry as skills and use these to restore lost tempory stats. There has long been a lack of clarity in how undead Co drain was supposed to be recovered.

New Druid Spell Lists (RMU, Houserules): Druidstaff; Insect Mastery; Stone Mastery

Catharsis, by Kevin Moran: https://www.artstation.com/artwork/P0Dzn

I’ve just adapted and reworked three of my favorite old RM2 Druid lists for RMU. You can download them in the Downloads>RMU section at the top of this website (just click on ‘downloads>RMU if you don’t get a dropdown menu). Let me know what you think!

This is of course part of our ‘Druid Week’. Peter and Brian and Mark have already weighed in on the Druid in their own blogs, so here is my take. I think we do have a split here between on the one hand Mark and Peter, who tend to prefer the RM2 Animist, and on the other hand myself and Brian, who generally feel that the Animist’s spells sucked. I personally play a combat-heavy game, which I imagine deeply affects my expectations, so keep that in mind: these lists are made to give the Druid some mojo.

Despite our different perspectives, I think we can all agree that the RM2 Druid’s spells had balance issues. I agree with Peter’s critique of the power level of several of the RM2 Druid’s spells and lists. However, I would also note that RMU has corrected most if not all of the general Druid issues (apart from the three specific lists I redid) of yesteryear:

–The Druid’s Peace list is unnecessary (and absent) now in RMU, since the Druid already can take spells to put animals to sleep (Druid Base: Animal Mastery) or calm other living targets (Closed Channeling: Calm Spirits).

–There is also no longer any Plantskin spell in RMU, and indeed the wider issue that made Plantskin so great in RM2 (namely, the wonky attack charts and the fact that armor types such as 1, 4 and 12 were ridiculously good) has been corrected across the board in RMU. RMU has also more appropriately balanced armor-granting spells.

–RMU has also tempered the effects of spells such as Spike Growth and Animate Stone, to make them more balanced. For example, instead of the Spike Stones giving 1d4 +100 dagger attacks, we now have Earthen Spikes which just gives a single A puncture critical.

So, RMU has pretty much fixed the general balance issues with the Druid. They have added one combat-oriented list, Nature’s Ire, true, but it is much more balanced than the old RM2 Druid lists. I think this will allow more people to accept a more combat-oriented Druid into your RMU game if you wish. And if you don’t wish, and instead prefer the original RM2 Animist to Druid, then you can just cut out the RMU Druid’s Nature’s Ire list, and you’ll have your Animist virtually intact from what he was in RM2. The spells will be almost exactly the same.  

But the old RM2 Druid spells were really great, and they have not survived into RMU. I still love the flavor and the feel of the old RM2 badass Druid, so I’ve tried to resolve the balance issues by reworking these three lists, to give the Druid more combat options while keeping the balance in-line with other casters.

–Druidstaff brings back the beloved (or behated!) list from the original RM2 Companion I. I’ve tried to solve the issues here by toning down bonuses across the board. I’ve also made the ability to throw the Druidstaff a separate spell that costs Powerpoints (rather than being an inherent quality of the staff). This list is especially good for a Druid who wants to use spells at a long distance and a staff up close/medium distance.

–Insect Mastery brings back a list that was first introduced as an extra Druid list in RM Companion V, and later copied in slightly modified form into the RMFRP Channeling Companion. I have modified it to fit the new RMU action economy. Since the original list often did not give very good guidance on specific spell effects (esp. attacks), I have also given specific statistics for the insects themselves in the notes at the end (basing them on the templates one finds in RMU Creature Law, which gives stats for Bee/Wasp, Giant Wasp, and Ant Colony). I’ve also given stats for the insects’ enlarged versions. I’ve also added a few new spells (Detect Insects and Speak With Insects) to fill a few gaps (thanks to JDale for some suggestions there!). This list is especially good for a Druid who wants to be more of a controller, harassing and poisoning enemies with swarms of insects.

–Stone Mastery rebalances one of the original RM2 Druid lists that was overpowered. I have tried to maintain the flavor and distinctiveness of this list, though, because it was one of the unique things about playing a Druid. I have toned down the most problematic spells in various ways: Magic Stone is now Bursting Stone, which is more in line with the general power level of other casters’ spells of that level (it just gives an A Krush critical). The list also provides variety insofar asa its attacks are not bolts or balls, but real physical items: Hurl Stones uses RMU’s Rock attack table, for example. Druids have been literally brought down to earth. This list is especially good for the Druid who wants to focus on medium- to long-range combat.

As with my other spell lists, these are drafts, and my main concern is balance. So do enjoy, but if you see something that you think is still to powerful, let me know!

Rolemaster Profession Review: What’s up with the Druid?

Image result for elfstones of shannara druid
The Druid Allanon

I was busy writing a Spell Law related blog but we are powering along discussing professions so here we go with Druids!

First off, Peter covered all the bases with his overview of Druid spells in his last POST. I was going to go over the various RMC spells he discussed, but I’m sure I did it back in the day when working on BASiL and it sounds like he hit the nail on the head. For the most part, the first few RM Companions seemed like an attempt to power up various RM professions: Animists into Druids, Warrior Monks became High Warrior Monks, Mages became Archmages, semi spellusers expanded to include Beastmasters, Paladins and Warrior Mages etc.

Per recent blogs here on on the RM Forums, I think it’s clear that the real differentiation between professions is: the general classification of Non, Full or Semi; and the “base” lists of each class. There has been lots of debate and parsing of profession skill costs but in reality it doesn’t much matter after 6-8th level. By then, most core skills have peaked out their contribution bonus and stats, magic and professional level bonuses carry the weight. So let’s take each of these in turn:

General Classification of a Druid. One argument someone could make for a more martial animist is just to make the Druid a semi-spell user. That way you avoid the seeming duplication of the Animist-Druid dynamic and bestow better combat abilities on the Druid. By doing so you don’t have lean so heavily on overpowered/unbalanced combat spell lists to bridge the gap. Of course, this might depend on your vision of a Druid (we’ll get to that), and it steers very close to the Beastmaster and Ranger but it’s clear that much of the RM communities loves lots of Professions, no matter how similar they might be.

Base Lists of the Druid. Looking at the lists from the companions it’s hard to justify playing a regular animist! Peter has pointed out some problems with the Druid spells, and Hurin will be suggesting his own versions but for me the problem is not the lack of offensive/combat spells for the Animist–it’s that most Animist spells basically suck in general.

So what might a Druid look like? Perhaps the most well known fictional Druid from early RPG is Allanon from the Elf-Stones of Shannara. Allanon was a Druid more in the line of Gandalf, with wizardly power, understanding of Old Magic (technology) and Lore. If you compare Allanon to our western mythology, “Druid” is more of a title and not a class trope. Allanon is basically a Loremaster with lost knowledge and power.

Another concept for a Druid is a spellcaster that specializes in natural magic–this could also include elemental magic. So really there is no reason why a RM Magician can’t be called, or be part of organization, that calls themselves “Druids”. Magician spells of Wind and Water contain plenty of spells to affect weather or the natural world around them. From the outside, this could seem very “Druidic”. I see no issues with a Druid that is an Essence user.

A third way to look at the Druid is it’s professional realm designation. Druids are Channelers. By definition that implies that Druids powers come from or are granted by a God or pantheon. A Druid isn’t going to be granted offensive spells and combat acumen by a god that is a pacifist. If your vision of a Druid is a “combat nature priest” then their God should reflect that. Do you really need to parse out skill costs for all of these slightly different “Nature Channelers”: Clerics (of a nature god), Animist, Druid, Beastmaster, Ranger, Shaman and maybe even a Witch?

I take a diametric view of this situation–each profession isn’t a different set of skill costs and base lists; as Channelers, each represents a servant/priest of a specific God or type of God:

Cleric/Priest (nature aspected God). A general priest with a mixture of general Cleric lists and Animist/outdoor lists.

Animist: A Priest of a very nature oriented god or a local god. Spells focused on Flora And Fauna.

Druid: A Priest of a Elemental God or temperamental god of nature. Spells of Wind, Air, Weather and perhaps Earth.

Beastmaster: A Priest of a Animal God or Totem style god. Animal Control and Bonding.

Ranger: A “Holy Warrior” type of a nature god, or an outdoors man that has loyalty to a nature god. Survival and Weather spells.

Shaman/Witch: like Hedge Wizards they may serve a local god or ancient elemental god. Grab bag of spell lists.

I see variations of Druids that are Essence users, semi-spell users and even just “re-badged” Rangers! If a GM is willing to be flexible with spell lists, it’s easy to create a Druid that meets your concept or setting.

Bad Boy Druids

When I think of druids, I think of human sacrifices, wicker man style burnings, and an extremely ‘zero tolerance’ regime ruling through fear.

This doesn’t really fit well with the Rolemaster’s vision of the druid. I cannot help but wonder if the druid is needed at all as a profession. Are they no just clerics or evil clerics from a Celtic culture?

I can see a lot of role-playing opportunities for playing a druid in a Celtic or Roman-inspired campaign but after that, the profession starts to hit problems.

In the RMC Companion One, the druid is an animist with alternative base lists. It is inevitable then that the discussions this week on druids are going to center on the spell lists.

Animal Mastery

I quite like this list. It provides a lot of utility in almost every adventuring situation from putting guard dogs to sleep to being able to use Blofeld’s cat to spy against him (Animal Tongues + Befriending). Animal summoning can be used to boost the combat abilities of a party, and a bit of animal healing in there as well. It is a good all-round list with lots of uses.

Druid’s Peace

This is the first of the overpowered spell lists, in my opinion. It looks to be a bit like Spirit Mastery on steroids. We said last week that one of the strengths of the Bard was that they could affect multiple targets. Well, the druid can do that with knobs on. The bard needs two lists one for the songs and one to enhance them. The druid can do both at once, with nice long durations, a minute per level without concentration.

The list has that same feel as the Warrior Mage’s attacking list, which is packed with a cherry-picked list of all the best bits of the magician’s base lists. This list has that feel.

Druid’s Staff

So this is the big one. The spell adding, bonus giving uber-weapon of the druid that keeps on giving. The list has no reason for its existence except to pile heavy duty warrior mage style combat abilities on to a druid. Unbelievably there is a pair of optional rules attached to this list, that if the thing isn’t game-breaking enough for you as it is, you can ramp up the power by increasing the bonuses and boosting the spell adder/multipliers benefits.

Natures Forms

This spell list looks normal. Maybe I am just becoming desensitized. There are spells on this list that are giving +50 to +75 to stalk and hide attempts. I am not sure if this is overpowered or not. My Lay Healer character is frequently boosting his perception rolls by +50 using vision and hearing enhancing spells. More of this later.

Stone Mastery

Stone Mastery, or thermo-nuclear war mastery, is another gonzo combat list. This spell list is on a par with being able to cast the best of the magicians base lists but doing the rounds of prep before the battle. Stone Throw gives you the basic directed spells attack, that just gets bigger and bigger as you level up. Magic Stone gives you a free secondary attack that makes the stone explode on contact. At 5th level you are throwing water bolts and by 9th they are Water Ball area of effect spells, in addition to the damage done by the stone. Don’t get me started on Animate Stone or Spike Stones.

Tree Mastery

I think this list is a bit of a trojan horse. I am sure that the entire list exists to be a container for the 6th level spell Plantskin. This gives you an AT4 which is a lot like full plate (AT20) but with no movement or ranged attack penalties.

7th Level God

If you drew a line across the druid lists at 7th level you have a character that can do everything. They don’t really need a party. They have incredibly armour, they can move about almost undetected, they can gather information using animals and plants as their sources. They have incredibly ranged and melee combat abilities and you cannot discount their access to closed channeling lists which give them healing power as well.

They don’t need to find or earn magic items as they can make their own, pretty much on demand.

A lot of GMs start you at above 1st level and others use accelerated development in the first few levels, either will get characters enough power points, hits, and OB to take on more challenging adventures. A druid in that environment could race up to this power watershed at around 7th level in next to no time.

I cannot say that I would allow a player to use this profession in my game. The animist fills the same niche. You have three options, play a cleric of a nature god, play an animist or play a ranger but the druid is way off the power level of all the core rule pure spell casters.

Wyrd Bow and Wyrd Blade: New Ranger Base Lists (RMU, Houserules)

Art by Conor Burke: https://www.artstation.com/artwork/m4K98

The following lists are my solution to what I feel is one of the weaknesses of the Ranger class in Rolemaster: a lack of combat spells. You can access them in our Downloads: RMU section, above.

The Ranger has some good utility spells, but imho it has always lacked some combat oomph. These two lists give a lot of oomph. Too much? let me know what you think.

Each of these two lists allows the Ranger to create a personal ‘Wyrd weapon’ (ranged or melee), a magical bow, blade, or other weapon attuned specifically to him or her (or it). They then use that bow or blade to buff their own attacks, striking more intuitively with it (Intuitive Strike), using special arrows with it (Elemental Arrow), having it change shape to grow spikes, etc.

The concept of a ‘Wyrd Bow’ originated I believe with James W. Canavan Jr., who published the list of that name in the Guild Companion in 2000 ( http://www.guildcompanion.com/scrolls/2000/jun/wyrdbow.html ). I have adapted that list to RMU, and also used it as the basis of my ‘Wyrd Blade’ list that extends the favor to the melee Ranger.

Note that the intent is that a Ranger character will only take one of these two lists, picking between being primarily a ranged or primarily a melee character (yes, the shadow of Drizzt is long!). A character can only have one Wyrd blade at any given time, so developing both lists would not be very practical or effective.

These are rough drafts, so please let me know what you think.

Two Types of Crunch

Step 4 and we haven't rolled any stats yet.

There was a thread on the forums this week about what do you like most about Rolemaster, HARP, and MERP. One of the things that stood out was half the people liked the detail and ‘crunch’ of certain rules. Others valued the simplicity or lack of ‘crunch’ of certain rules.

It was not that there are crunchy people and non-crunchy people. There was not one dissenting voice over the simplification of spell casting in RMu.

One the other hand there were two camps on the topic of combat. For some the one weapon, one combat table was desirable, but married up with a generic critical table for all piercing or all slash wounds. HARP has the least crunchy combat with one single roll on a different table for each class of weapon but those weapons each get their own unique critical tables. Less dice rolling, less tables but more flavour. The middle ground is the RMFRP way of tables for a group of weapons, all the possible armour types but the traditional generic combat tables.

The take away regarding combat is that there are four systems in common use, they all give the same net result, the same numbers of hits taken and the same scale and severity of criticals and largely use the same language, #hits, and A-E (and beyond) criticals.

Any table-driven combat system cannot get away from that appearance of crunch, you will never be free of the book or a laptop/tablet if you use automated software for your combats.

A different sort of crunch was apparent in people’s preception of skills. I think of this as ‘mined crunch’. You can have a few broadly defined skills, or you can mine down into more specific skills and then mine further down into detailed specializations.

The simpler, broader defined skills, suggest a more traditional OSR style of play. If you want to say something diplomatic you just role play and say something diplomatic. An infinite array of skills leads down a path that leads to

Player: I want to say something to defuse the situation.
GM: OK, roll your public speaking.

There are strengths and weaknesses to both styles of play. If you feel self-conscious playing in characters and making speeches in front of the group then just rolling the dice holds a lot of attractions.

The broad skill approach requires a stronger character concept to play correctly. If there is just one Athletic Games skill and your character comes from a seafaring nation then you are going to be adept at games from rowing to climbing rigging and possibly swinging from ropes. Put that character in the far north and although you have the applicable skill it does not mean you can ski like a pro. You have to role play your character concept. There is no reason not to take skiing instruction and then be able to use the character’s core strength and trained balance to add skiing to their repertoire, but that should develop through play.

All of that can be avoided by having a great many layers of skills, and crunch, which tightly define what a character can and cannot do, and then a layer of similar skills to say what they know that could cross over. It is either replacing role-playing your character concept with a less flexible but more structured approach.

Neither is right or wrong. What I struggle with is the latter method does become very slow at character creation, a great many similar but different professions and a great spectrum of skills that all take time to pick and record. That married up with a very dangerous combat system and high lethality.

I see this kind of crunch as a more personal choice. Some people want it, some people don’t. The net effect is the same, characters are designed first and foremost by the player’s character concept and then the skills are bought to map that concept to the game rules. You can never totally escape combat tables if you play RM, HARP or MERP but the level of skill, and even profession crunch is within your power.

I think the Rolemaster community will always be polarised by this desire for more detailed simulation vs. less detailed simplicity. The four corners all suffer the same polarisation, character creation, combat, magic and spells, and monsters. The two sides cannot be reconciled because how could you possibly think it is a good idea to take away your ability to handcraft every monster in every encounter if that is what you love doing? The same is true for every aspect.

This is also why RMu has taken a decade to get this far and is still just a distant dream. There is little unity in a community that all wants different things.

ROLEMASTER PROFESSION REVIEW: TAKING ANOTHER LOOK AT THE BARD.

Before I get into my thoughts on the Bard, it’s probably important to look into the past. The rpg Bard profession was introduced in the 1st edition AD&D Players Handbook, wayyyy in the back on page 117 as optional material. What does Gary say regarding the bard:

As this character class subsumes the functions of two other classes, fighters and thieves, and tops them off with magical abilities, it is often not allowed by Dungeon Masters. Even though this presentation is greatly modified from the original bard character class, it is offered as supplemental to the system, and your DM will be the final arbiter as to the inclusion of bards in your campaign.

AD&D not only required the Bard to have fairly incredible stat scores to qualify, but they needed to attain at least 5th lvl fighter, than switch to thief, then attain at least 5th level and then start tutelage as a Druid!!! That’s a pretty steep climb for any character class. What was it about the Bard that required multi-classing and high attributes?

That wasn’t the final word on the Bard. New material for the Bard was presented in Dragon Magazine #56 of December 1981. Both the original Players Handbook and Dragon Magazine article are worth a read just to understand the origins and ideas around the Bard class. The Dragon article, in particular really delves into the western cultural history of bards.

Obviously, the RM Bard profession was included to match up with the AD&D rules, but where does a Bard really fit into a gaming group in Rolemaster? Like any semi-spell user, they are weak by nature of the balance between spell acquisition and martial skills. Song spells require them to perform at the cost of all other actions, and their lore and knowledge skills are only important if the game requires it–the RM “Attunement” skill takes over a lot of magical item analysis.

Several original RM professions seemed more geared towards being NPC’s than PC’s: Healers, Astrologers, Alchemists, Seers certainly, and Bards might be just a toss-up? So what might a player character Bard bring to the table?

  1. A “Jack of All Trades” role for the group.
  2. Knowledge/Lore.
  3. Language Skills.
  4. Social Skills.
  5. AoE Spells. (with major limitations)

That’s a great list if you are playing AD&D that has strict profession requirements and limitations, but how does that work with Rolemaster?

  1. Jack of All Trades. Rolemaster already allows any profession to access all available skills. You can be a “Jack of All Trades” with virtually any profession.
  2. Knowledge/Lore. Meta-gaming aside, this will really be dependent on the GM and the game. Rolemaster has the Attunement skill and there are various spells to assess items so a specialist Bard might not be critical.
  3. Language Skills. Language should be important but can often be a plot obstruction. However there are Channeling and Mentalism spells that allow for communication.
  4. Social Skills. For many games, social interactions are just roleplayed. I think social skills can add depth to a game, but does a GM want to develop greetings, insults, eating graces and social norms for every culture, civilization or group the game meets? In social situations–which could be virtually every encounter that isn’t met with immediate violence, the Bard could be a lifesaver. Literally.
  5. AoE spells. The one standard thread of Bard’s abilities is the power of music and song. This allows a Bard to cast “buffs” on the group and possibly neutralize adverse affects like “Fear”, “Loss of Morale”, “Sonic attacks” etc.

So, looking over this list, there are 2 items that stand out as Bard specific: Social skills and AoE spells. Do these two abilities justify the Bard profession? Does it only come down to a handful of constructed spell lists to make a Bard? If so, do normal skills and skill costs matter if virtually all of the Bard’s abilities are derived from their Base lists?

Putting aside the D&D versions of the Bard, what works of fiction depict Bards? My earliest idea of a Bard came from the Black Cauldron series: Fflewddur Fflam. Later, there were traces of “bardic” DNA in Tolkien: poems, epic stories, songs and even slight ditties were sprinkled throughout the story. Obviously, there was “Bard” in the Hobbit: a descendant from the men of might, who slew Smaug and became the lord of Dale. Of course, his name evoked an image of “Bard” but not necessarily “a Bard” profession. In more recent works, we have Kvothe, from the Kingkiller trilogy. Kvothe is a man of many talents, a “Jack of All Trades” who has spellbound people with the power of his music. But he is also a “Wind Mage”, “Alchemist” and “Martial Artist”. Is Kvothe a “Bard” drawing from fantasy inspirations, or simply drawing from the “Philosopher King” mythos? It’s apparent that in myth and literature, Bards are truly unique individuals; AD&D reinforces this principle with the stat requirements and lengthy development process. But every PC cannot be king or group leader by mere fact of their profession. How do Bards fit into a fantasy RPG group?

Whether you base it on Welsh, English, Western or Eastern lore, Bards can be defined by their titles: Minstrel, Troubadour, Jester, Actor, Diplomat, Tinkerer, Jongleur, Poet, Musician or even Balladeer. Some seem noble, others tricksters. Some are repositories of truth while others spread fantastical tales for fame or fortune. These wide ranging and varied definitions are no different than any other RM profession. But the single factor that defines a Bard over another class is the use of music and song. Otherwise, the tertiary skills of Bards are purely cultural and are driven by the fantasy world it occupies.

So where might that fit into Rolemaster? I’m going to revert to an earlier blog format I’ve used previously: ROLEMASTER PROFESSION REVIEW: TAKING ANOTHER LOOK AT THE SHAMAN. In this blog, we’ll be looking at a few variations of Bards that could work in Shadow World.

Bard Loremaster.

A Loremaster advising a young ruler.

Bard Type: Diplomat, Mentor, Tutor, Advisor, Historian

Prominent Skills/Training: Lore, Social Skills, Language, Etiquette, History, Diplomacy, Debate, Philosophy, Influence, Perception, Memory.

Spell Lists: Base Loremaster Lists “Living Lore”, “Lost Lore”, “Word Lore”, “Lore Mastery”; Base Bard “Controlling Songs”; Essence Lists “Spirit Mastery”, “Detecting Ways”, “Essence Perception”,

Tasks/Jobs/Roles: Bard Loremasters serve as advisors, observors, tutors and diplomats to governments, leaders, and rulers.

While a Loremaster is not an official RM Profession, they hold a quasi professional status in Terry’s world. They have Base Lists, organization etc but under RM rules still have to be proscribed a traditional RM class rather. (It would be easier just to create a quick skill cost list and designate the Loremaster as a SW specific profession!) When looking at the roles and skills of Loremasters: historians, mentors, advisors and teachers, the Bard class seems well suited for this job! Loremasters will often appear to be powerful NPC’s that can guide the players, but Loremasters have to be low level to start! Making your Bard PC a journeymen Loremaster is a great solution for the class. They can provide campaign guidance to the group, become a vector for new adventure paths, access information and help when needed and not necessary imbalance the game. A low level initiate in the Loremaster organization and being in an adventure group are not exclusive!

Bard Cleric of Kieron.

Bard Type: Leader, Fellowship, Goodwill

Prominent Skills/Training: Song, Dance, Instruments, Oration, Acting, Social, Mediation,

Spell Lists: Base Bard Lists “Inspiring Songs”, “Sound Control”, “Entertaining Ways”, “Controlling Songs”, Kieron Base List.

Tasks/Jobs/Roles: Cleric Bards serve as Masters of Ceremonies, lead Holiday and Festival events, entertain, spread cheer and goodwill and impartial but fair judges.

If you drop the mental models around classes and realms it’s easy to see that a Bard could easily be a “Cleric” of Kieron. Sure, you might need to change the spell Realm to Channeling, but so what! Kieron is the God of Festivals, and he would definitely want a Bard type to be his emissary on Kulthea. This really doesn’t change the nature of the Bard and probably makes more sense from a learning and institutional process.

Legacy Bard.

Bard Type: Secretive, Warrior, Purposeful, Hidden Knowledge

Prominent Skills: Combat, Stalk & Hide, Perception, Lore, Languages, Survival.

Spell Lists: Bard Base “Controlling Songs”, Mentalist “Mind Merge” and “Mind Speech”, Druid Base “Natures Lore”

Tasks/Jobs/Roles: Keep hidden or lost knowledge alive. Search/find/protect bloodlines of past empires. Recover knowledge and artifacts of past eras.

There are 2 major empires that might have a “legacy organization”–a small group of survivors that retain the knowledge of a past era. If we focus only on Jaiman and Emer that would be the combined crown Kingdoms of Jaiman in the early part of the third Era and the Emerian Empire of the 2nd Era. Imagine a hidden group of loosely organized Bards. Who better to retain and disseminate the knowledge of these past empires and work to return the world to it’s old glory. Emerian Bards might be secretly fighting the new Orders that have been subverted while the Jaimani Bards work to re-unite the splintered realms.

Travelling Bard.

Bard Type: Jack of All Trades, Tinkerer, Minstrel, Troubador, Adventurer

Prominent Skills: Perception, Disarm Traps, Survival, Trickery, Animal Handling, Ambush, Music, Song, Social, Influence, Crafts, Gadgetry, Item Lore, Thieving Skills

Spell Lists: Bard Base, Mystic Base “Confusing Ways”, various Open and Closed up to 5th lvl. Minor Illusions.

Like a “Hedge Wizard” a Travelling Bard is more akin to a Tinkerer, an informally trained “Jack of All Trades”. These Bards wander and survive on their wits and skills. They have spells, but they are generally lower level and represent a broad hodge-podge of spell powers. These Bards still play instruments and perhaps sing, but not with a great deal of skill. Travelling Bards are great random NPC’s or can be a fun addition to the group by straddling the role of Thief, Negotiator and Comic Relief!

So that’s my thoughts on 4 types of Bards that can be great in Shadow World or Bard archetypes to be used in any setting. Really, there is a Bard for every occasion!!!

Mockery: A New Bard Base List (RMU Houserules)

Art by inXile, Concept 4: https://www.artstation.com/artwork/bard-s-tale-iv-bard

In response to Peter’s most recent discussion of the Bard, I offer this new Bard base spell list, Mockery. Although I designed Mockery for RMU, I believe you could use it for earlier editions. If you try to do that, I recommend changing any instances of the words ‘action point’ to a -25 modifier per point.

You should be able to find a Word file of the list in the Downloads>RMu section in the banner above. I have included both the original version and a new, less silly version for those of you who have no sense of humor 🙂 .

Why this new list? As I’ve noted recently on the ICE forums, I feel that some of the RMU semis (Bard, Dabbler, and Ranger especially) lack effective combat spells. This isn’t a problem unique to RMU: this is a problem RMU has inherited from previous editions. These classes have always had lots of utility spells, many of which are great; but my group is quite combat oriented, and in this department, these classes have few options, despite the fact that semis pay a lot of development points for their spells. I hope then to address the paucity of combat options by creating my own lists.

So what does the RMU Bard, specifically, need? Having just pregenerated a Bard character for my upcoming Gen Con sessions, I feel I now have a bit better handle on the class, both its strengths and its weaknesses. One weakness is that it isn’t very easy to make a combat Bard. In my opinion, a combat Bard needs more quick, low-level combat spells: some instantaneous ones that are minor debuffs (similar to the useful, instant-speed buffs other semis like the Paladin get); and some non-instantaneous spells that impose major debuffs or exercise battlefield control.

Being an Essence semi-spellcaster, the Bard needs these sorts of spells even more than Channeling or Mentalism semis in my estimation because the Bard has to develop Transcendence, at a cost of 4/6, in order to wear any armor at all (Channeling casters can wear up to heavy leather without Transcendence, and Mentalists can wear any armor except helmets). My level 2 Bard couldn’t even put on soft leather without it interfering with his spells. This makes for a very squishy caster, especially at low levels. Thus, the Bard needs some good, low-level combat spells – ideally debuff and control-oriented to fit with the class concept – in order to protect himself and make himself less of a liability in combat.

Please note that the spells on this new ‘Mockery’ list are not ‘songs’ that follow the rules for Bardic Songs in Spell Law 10.1. The Bard has two lists (Controlling Songs and Inspiring Songs) that follow these rules for songs, but that means they can be slow and clunky to set up. The spells on the Mockery list, on the other hand, just follow the normal spellcasting rules. I see the Mockery list in particular as the Bard’s backup plan, allowing her more combat utility, especially in cases when the party is surprised by hostile creatures.

Another thing to note is that some spells on the Mockery list have what I believe is my own new mechanic: they allow modifications to their RR based on the ranks the Bard has in a particular skill.  These modifications allow the Bard to use the ability she has developed in otherwise non-combat skills, such as Composition and Social Awareness, to enhance her spells, thus making these skills more useful in combat. This also makes for some interesting tactical choices. The Bard can for example choose between casting more powerful spells that are easier to resist (i.e. have no RR mod.), or less powerful spells that are harder to resist (i.e. have an RR mod.). The Bard can also choose between casting lower level spells with no RR mod., or higher level spells with a mod.

One last thing to consider as you read the spells on this list is that, while many of them are quite powerful control spells, they have one big downside: they are only effective on targets that have a language the Bard knows. Thus the Bard is especially good at controlling foes she can speak to, but much less effective against mindless undead, giant amoeba, etc. The Bard is also better at facing foes if she can spend some time researching who they are, and learning their language (which most Bards consider a very Bardic thing to do), or if she knows/learns spells on other lists that allow her to speak her target’s language. That is one important balancing factor for the list.

This is a rough draft, and I welcome all comments and criticism. I am especially interested in any comments relating to the power/balance of the different spells. I sometimes found it hard to judge what level a spell should be, given that I introduced another variable (RR mods for skill ranks) to the power equation.

I’d also like to give a shout out to JDale and Technobabble66, one of the developers of RMU and a poster on the ICE forums respectively, since they gave me some good ideas that I have incorporated into this list.

So, what do you think? Is this the Bard you’re looking for?

A Note on Hurin’s RMU Houserules: Thanks to Peter’s kindness, I now have a section of the blog devoted to my RMU houserules. Over the years, I’ve had quite a few requests from posters on the ICE boards to formalize my houserules so that they can use them. Over the coming months, I plan to use this section of the blog to do just that: to post for everyone’s use all of the rules I currently use, as well as all the ones I will make in the future.

Since this is my first time posting my houserules, and I’m still figuring out how to post documents and make them downloadable, I am also posting the spell list here. I don’t want to post all about the list and then not have you able to access it! So enjoy.

Bard Base

Mockery

Level) Spell                                   Area of Effect     Duration              Range    Type

1) Minor Mockery *                        1 target                2 rounds              100’       F

2) Clumsify                                          1 target                1 round                100’        F

3) Annoy *                                          1 target                1 round                50’          F

4) I Wouldn’t Do That                     1 target                1 rnd/5 fail          100’       F

5) Fyre of the Fae                             10’ radius            3 rounds              100’       F

6) Trip                                                   1 target                2 rounds              100’       F

7) Confusify                                        1 target                1 round                50’          F

8) Stinkify                                            15’ radius            2 rounds              50’          F                                             

9) Major Mockery *                        1 target                3 rounds              100’       F

10) Sartorial Savagery                    25’ radius            2 rounds              50’          F

11) Taunt                                             1 target                2 rounds              100’       F

12) Boogeyman                                10’ radius            2 rounds              100’       F

13) You Mock Me                             1 target                1 round                20’          F

14) Pyre of the Fae                          30’ radius            3 rounds              100’       F

15) You’ve Been Served                1 target                5 rounds              50’          F

16) I Really Wouldn’t Do That      1 target                1 rnd/5 fail          100’       F

17) So Tiny *                                      50’ radius            3 rounds              Caster   F

18) Mass Taunt                                 10’ radius            2 rounds              100′       F

19) He’s Copying Me                       1 target                1 rnd/10 failure                 50’          F

20) Mass Stinkify                              30’ radius            2 rounds              100’       F

25) Mass Confusify                          20’ radius            1 round                Caster   F

30) You’ve All Been Served          25’ radius            5 rounds              50’          F

35) Ultimate Boogeyman              50’ radius            4 rounds              100’        F

40) Seriously, Don’t Do That        50’ radius            1 rnd/5 fail          200’        F

50) Lordly Mockery                         50’ radius            3 rounds              300’        F

1. Minor Mockery * – [RR Mod.: -(caster’s ranks in Composition: Writing)] Caster’s mocking limerick unnerves the target. Target is at -10 to all actions.

2. Clumsify – Caster’s cautionary sonnet informs the target of the immense gravity of the current situation, how terrible it would be to screw up, and the inescapable difficulty of life in general. If the target attempts a melee attack, missile attack, or spell, the target must first roll a fumble on the appropriate table and apply all results. If the target attempts a moving maneuver, that maneuver is performed at -75. If the target makes no melee or missile attack and casts no spell, Clumsify has no effect.

3. Annoy * – Caster’s biting stream of insults prevents target from concentrating and breaks any current concentration (see rules for ‘concentration’ in Arms and Character Law, 7.1).

4. I Wouldn’t Do That – [RR mod.: -(caster’s ranks in Social: Influence: Duping)] Caster sings a cautionary little ditty, explaining the finer points of why trying that sounds like a very, very bad idea. Target suffers -50 to one skill of the caster’s choice.

5. Fyre of the Fae – Caster’s passionate scorn causes enemies in radius at the time of casting to glow bright red in embarassment, making them easier to see. The glow adds 10 OB to all attacks against them, and prevents the targets from benefitting from any concealment-type spells (e.g. invisibility, unseen, cloaking, shadow, blur, etc.).

6. Trip  –  [RR Mod.: -(caster’s ranks in Performance: Acting)] Caster warns target not to trip over an unseen imaginary deceased turtle. If the target moves more than 1’, it must roll an RR; failure means it falls prone and is stunned for two rounds. (Note the target only makes the RR if and when it moves).

7. Confusify – Caster’s willfully incoherent poem compells target to pause and ponder the fundamental principles of logic. Target is incapable of making decisions or initiating action; target may continue to fight current foes or in self-defense.

8. Stinkify – Caster calls attention to the unique body odour of one target in the radius. Target’s allies within the spell radius who fail their RR will not willingly move closer to the target, and must move at least their BMR away from target each turn of the spell’s effect, if they have an open path.

9. Major Mockery * – [RR Mod.: -(caster’s ranks in Composition: Writing)] Oh no, did the caster really just say that!?!? Target is red-faced and overcome with existential ennui, at -30 to all actions.

10. Sartorial Savagery – [RR Mod.: -(caster’s ranks in Social: Social Awareness)] Caster’s savage derision calls everyone’s attention to the target’s most questionable fashion choice. The target and all of the target’s allies within the radius who fail their RR suffer -30 Perception due to being unable to stop glancing at target. Affected allies also must spend 1 action point/round laughing uncontrollably at target’s apparel (or lack thereof).

11. Taunt – Caster’s incredibly annoying mime impression enrages target. Target must spend its next two rounds charging towards and attacking caster with full OB. If target’s path is completely blocked, target will attack anything and anyone in its way. Target can make a second RR, using SD stat bonus rather than Essence RR mod, to avoid striking allies; failure means target will use full but non-lethal force (eg: grappling/shoving) to get allies out of the way in order to continue charging.

12. Boogeyman – [RR mod.: -(caster’s ranks in Social: Influence: Intimidation)] Caster’s deep-throated shout of ‘I’m your boogeyman!’ strikes fear into all enemies in a 10’ radius. Targets suffer -15 to all actions and -30 to any fear-based RRs.

13. You Mock Me – Target is convinced that one of its allies (chosen randomly if any real allies are within sight; otherwise, an imaginary ‘friend’) is mocking the target behind its back. Target spends all action points for the turn moving towards and attacking this ally.

14. Pyre of the Fae – As Fyre of the Fae, but with expanded area of effect.

15. You’ve Been Served – [RR mod.: -(caster’s ranks in Performance: Music)] Caster disrespects the target’s dancing skills so harshly that the target feels compelled to show some moves. Target must spend 2 ap/round dancing.

16. I Really Wouldn’t Do That – [RR mod.: -(caster’s ranks in Social: Influence: Duping)] As I Wouldn’t Do That, except the penalty is -100.

17. So Tiny * – Caster’s mocking couplet makes the target seem far less imposing, preventing the target from casting any Fear spell or spell effect, and negating any fear effects the target has already imposed within the area of effect.

18. Mass Taunt – As Taunt, but with expanded area of effect.

19. He’s Copying Me – Caster prevents target from casting any spells by mimicking the target and humming annoyingly when target tries to cast a spell.

20. Mass Stinkify – As Stinkify, but affecting all enemies in radius, who must move 2x BMR away from all other affected targets.

25. Mass Confusify – As confusify, except it affects all enemies within 20’ of caster, and targets may not attack caster for duration (even if they were already fighting caster).

30. You’ve All Been Served – [RR mod.: -(caster’s ranks in Performance: Music)] As You’ve Been Served, but with expanded area of effect, and targets must spend 4 AP/round dancing.

35. Ultimate Boogeyman – As Boogeyman, but with expanded area of effect and penalties: targets now suffer -30 to actions and -60 to fear RRs.

40. Seriously, Don’t Do That – [RR mod.: -(caster’s ranks in Social: Influence: Duping)] As I Really Wouldn’t Do That, except all targets in the radius are incapable of using the chosen skill (caster can only choose one skill total for all targets).

50. Lord Mockery – [RR Mod.: -(caster’s ranks in Composition: Writing)] Future Bards will tell the tale of the unrivalled epicness of this insult. Emotionally shattered, the targets are rendered catatonic in disbelief.

Note: Spell on this list only affect creatures that can understand complex (i.e. non-bestial) languages. The caster must have at least skill rank 2 in one language the target speaks.

Note: This is a silly list. Just go with it.

Shadow World Spin Cycle: Umbar, Haven of the Corsairs

Image result for umbar haven of the corsairs

Welcome to another “Spin Cycle” blog post! If you aren’t familiar with my previous entries on re-purposing MERP products for Shadow World. You can find my take on the Court of Ardor HEREHERE and HERE. and the MERP adventure module “Thieves of Tharbad” 

Today we are going to be looking at Umbar: Haven of the Corsairs. Like The Court of Ardor, Umbar was one of the first MERP products put out by I.C.E. and like Court of Ardor fits very easily into Shadow World. Cover art is by Gail Mcintosh–I always like this art for representing my idea of Rolemaster combat: gritty, dangerous (they never have much armor on!) and this is cool because it’s on a boat that’s tilting!

So why is Umbar such a useful module and a good fit for Shadow World?

  1. Strip away the Middle Earth material and you have great adventure content. The city of Umbar with city maps, sewer maps, tavern maps, 6 city towers of various “Captains”, info on the Wizard Guild, smugglers, merchants, Thieves Guild, City Milita, healers, Armorers Guild, Dark Religion and ships and sailors. Plus there layouts for 6 small castle/keeps that are great drop in plans for any adventure. This is classic RPG material. The Middle Earth info is just window dressing.
  2. Where does this fit into Shadow World? Plasidar. There isn’t much material on Plasidar in the Jaiman source book but a few data points:

Piracy along the Melurian Straits is on the rise…..the lords of Plasidar, and the Xooba raiders all increase activities.

Generally considered a ‘wild land’ filled with thieves
and pirates
, Plasidar most likely is not quite as bad as it is
made out to be.

The Duke of Plasidar….is an Elven merchant-lord who
commands an impressive fleet.

Gûl is the capital city of Plasidar and certainly Umbar is a good stand in for the port city. Umbar has the 6 “Captains of the Havens” while Plasidar has it’s Sea Captain “Lords”. Umbar has Corsairs, Black Numenoreans and Haradrim raiders, (plus smugglers and merchants) while Plasidar has thieves, pirates, raiders and merchants. All in all, a pretty good fit! Given that the new updated Jaiman source book is complete and unlikely to be revised again, using Umbar fills in a fairly large chunk of southern Jaimain that’s close to other important areas: Lethys, Nomikos, and across the sea from Emer and Eidolon.

Since this isn’t meant to be a straight up product review, I’m going to skip down to page 11 where the content starts becoming usable for Shadow World.

Lords of Umbar

3.1. There are 6 Captains the rule the city, each has their own fleet, tower in the city and castle with liege lord outside the city. The names themselves are “Tolkien” style, but dropping the accents, and putting in apostrophes convert to “Shadow World” style. Each lord gets a paragraph with a good description to flesh them out as NPC’s. The Lords are in the 20-25th lvl range, so they make great higher level bosses. There are also stats and info on each lords Chief Captain; these NPC’s are 10-13th lvl.

4.0. City of Umbar. Like most ICE products, Umbar has great color maps with building color coded as well for Alchemists, Lay Healers, Mentalists, Magicians, Herbalists and other professions. Umbar is pre-MERP so all the RM classes are used in these early products. Another bonus for Shadow World use.

Sewer Map

There are layouts and information on two taverns, The Drunken Goose and The Red Sunset. These are perfect hang-outs, meeting places and starting points for a group of adventurers.

Middle Class Establishment…
….dive bar.

5.1. Describes the 6 city towers of each lord. There are floorplans and layout keys and are perfect for a thieving expedition.

8.0 Organizations. Several pages are dedicated to city organizations that the players could interact with or even belong to: The Wizards Guild, Smugglers, Merchants and Merchant Houses, Thieves Guild, City Guard, Healers and Healing Orders, Ships and Sailors, Armorers Guild and a Dark Cult. There are stats for key NPC’s of each, some building or lair layouts and certainly enough information to easily build adventures.

10. Castles of Umbar.

Umbar contains the layouts and keys for 6 keeps, each controlled by one of the lords. Nearby are farmlands and villages that support each keep and the city.

Finally there are the usual and useful summary charts for NPC’s, master military chart, herbs, key people, magic items and some supplementary adventure info.

Umbar is a fantastic “mid-size” campaign module that easily fills in the blanks of Plasidar. The format is easily understood by SW and ICE players, the art work is cool and the stats are straight Rolemaster. The additional info on ships is a great bonus for ocean adventuring, pirates and smuggling scenarios.

While Umbar is OOP, there are multiple online sources for usable PDFs. Check it out and enjoy!

Once Upon A Bard

The game I am a player in at the moment has a Bard in the party. There are three important facts about this party/game that you should know. The first is that we are still what the GM calls low level, the party is 4th to 7th level. The GM is using accelerated leveling so we seem to be jumping a level or two for every about 10hrs of play. The second thing is that this is a very high magic world. Even peasants in the fields can cast cantrips and almost every family has a caster that knows at least one list and the first level spell. Finally, there seems to be a lot of role confusion in the party.

I will deal with the role confusion firstly.

The party is made up of a Magician who dresses like a barbarian, kilt and claymore, the whole chebang. That is how we met him and at first level our OB/DB combinations were so low that he could easily have been a real warrior/barbarian. The player is one of those that bought a rank in his claymore at 0th or maybe 1st level and has not touched the skill since. The player is one of those that has to grab every possible magic item for themselves. Much to other party members displeasure, he is hoarding a magical ring and sword that give a total OB bonus of +50. His total OB is probably +60 now. I think he is 5th level and has ~30PP.

We have a Noble Warrior. Also about 5th level, chainmail hauberk, sword and shield or a big old two-handed mace. He really, really wanted that sword and ring! I haven’t seen much magic from this character beyond the occasional Shield spell.

Me, my character is a 7th level lay healer. I am learning plate armour (AT17), I wield a spear, with shield most of the time. I have an OB of +48 (two-handed) or +28 one-handed. I am capable at Adrenal moves strength and speed with total bonuses of about +50 in each. I have more powerpoints than you can shake a stick at from background options and a multiplier.

The Bard. Our bard is wearing chain 13, uses a sword and is growing into his magic. I believe he has only just hit 4th level. He is lagging behind because he missed a couple of game sessions and was NPCd by the GM and picked up less exp during those sessions.

The role confusion comes from the magician looking like a barbarian, having the highest OB and only magical weapon in the party but being fight shy. The character talks the talk but when it comes to the action he wants to be as far away from the nasty monsters as possible. In our last fight against a particularly nasty and bigger than normal wyvern we wall charged in to save the innocent bystander but at the last minute the magician used Leaping to jump out of the combat and back out of danger.

The bard in this battle tried Calm Song but without success. He then spent a couple of rounds after the battle had started to get behind the Wyvern during which time he had both Shield and Blur) Attack Avoidance and either Cloaking or Brilliance lists. He then entered melee using position and magic to aid him.

Our bard seems to have just enough DPs to be able to pick up both some of his base lists and a couple of Open Mentalism lists. What he is lacking is anything overtly offensive. As a character, he was fully engaged in the combat.

Out of combat, he does have a lot of options and is one of the most useful characters. We are on a long ol’ quest and city hopping with long journeys in between. The noble warrior just seems to see the cities as R&R locations. The mage is turning into a pretty one-dimensional artillery piece. It is in these city sessions that the bard shines as our major source of information and of reputation.

From the players point of view his main complaint about the profession is that he feels inactive a lot of the time as he has to keep playing/concentrating to maintain his spell effects. He described it as prep, prep fail, prep, prep succeed, do nothing. It doesn’t help that he is the lowest level party member. I already have some spells I can snap off in a single round as I am now 7th level. I also get subconscious spells so even when stunned I am still doing stuff. I can un-stun myself, I can clot wounds and I can heal.

The player is mitigating this by buying up more non-bard lists to give himself more options. The Bardic lists that he has don’t get particularly useful until 5th level, when the effects start to last after the song ends. I would have said that all of the bardic lists ramp up from this point onwards. The open mentalism lists, in contrast, are giving him utility, more instant cast spells and a least a few subconscious spells. I can see why he may be seeing them as more immediately useful.

I think this is a shame. The character is from a supposedly affluent background, attended the best musical colleges so the backstreet thief style bard does not really suit. Combat boosts are not particularly fitting either.

If I was going to give the character a boost I would possibly consider something along the lines of reading people and body language. An Anticipations List based upon being able to see the person you are trying to anticipate the actions of. This could have combat and social uses. It would fit in with the social element of the bard and also with their mentalism realm. A first-level spell that gave a small boost to either OB or DB because you could anticipate your opponent’s action would not be overpowered or out of character with the profession. These could ramp up and be used in more situations as the list progressed. I would also see these as instant spells so the bard’s magic would be useful to them right from 1st level.

This just needs the GMs approval, a DP investment and time for the character to do the research. That is what I would do.