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Author Topic: RMSS for Dummies  (Read 920 times)

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Offline Avidos

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RMSS for Dummies
« on: February 27, 2005, 02:37:44 PM »
I have created this topic to discuss basic topics to help newbies pick up RMSS. The other topics seem too advanced (i.e. assume the reader knows the system already)


Madness does not always howl. Sometimes, it is the quiet voice at the end of the day saying, "Hey, is there room in your head for one more?"

Offline Avidos

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RMSS for Dummies
« Reply #1 on: February 28, 2005, 02:30:38 AM »
Someone please let me know if I am breaking ©

The first thing one must know about RMSS is how to create a PC

There are 8 stats (4 physical, 4 mental) with values of 1-100. These are pretty much straightforward and are found in most RPG systems.

Each of these 8 stats has two substats (temp & potential) While these are unique to this system, they are still fairly straightforward.  

This concludes lesson 1. For the next lesson you will need a calculator, scratch paper and a Algebra tutor as we get select a race and profession for your PC.


Madness does not always howl. Sometimes, it is the quiet voice at the end of the day saying, "Hey, is there room in your head for one more?"

Offline Avidos

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RMSS for Dummies
« Reply #2 on: February 28, 2005, 05:28:08 AM »
RMSS has 5 races broken down into subraces with the exception of dwarf and halfling who were not given the otherwise familiar subraces of other RPG's.

common, mixed and high men
wood, grey, high and half elves
common, greater and half orcs

picking your race is important as it will greatly affect your character in 7 or more areas.

But don't get comfortable yet because you are just beginning the very complicated process of doing the most basic thing in the game...creating your PC.


Madness does not always howl. Sometimes, it is the quiet voice at the end of the day saying, "Hey, is there room in your head for one more?"

Offline Avidos

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RMSS for Dummies
« Reply #3 on: February 28, 2005, 05:42:11 AM »
You also have to pick a culture and while these are pretty much common sense they still will alter your PC in 7 or more areas

There are 6 standard cultures....

woods- you come from the woods
urban- you come from the city
hills- you come from the hills
rural- you come from the country/boonies/etc
nomads- homeless, vagrant, probably live in a tent or maybe not
mariner- boats, ships, barges, all things water

These are all simple but they will change your PC so you need to have a concept of what you are trying to create when you chose race/culture.


Madness does not always howl. Sometimes, it is the quiet voice at the end of the day saying, "Hey, is there room in your head for one more?"

Offline Grinnen Baeritt

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RMSS for Dummies
« Reply #4 on: June 01, 2005, 03:21:54 PM »
Quote from: QUOTE(Avidos @ Feb 28 2005, 02:30 AM)
The first thing one must know about RMSS is how to create a PC

There are 8 stats (4 physical, 4 mental) with values of 1-100. These are pretty much straightforward and are found in most RPG systems.

Each of these 8 stats has two substats (temp & potential) While these are unique to this system, they are still fairly straightforward.  

This concludes lesson 1. For the next lesson you will need a calculator, scratch paper and a Algebra tutor as we get select a race and profession for your PC.
There are ten..(I won't tell anyone else...I'll keep it a secret!  ;) )

Offline Sorloc

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RMSS for Dummies
« Reply #5 on: June 01, 2005, 05:56:04 PM »
There are ten in RMSS; 8 in HARP.
The cultures sound like HARP's, also.
Are you sure it's RMSS you mean?

Also, I know it's not Core, but RMCI had Tallfellow and Stout Halflings, which I still use.

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Offline Avidos

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RMSS for Dummies
« Reply #6 on: June 02, 2005, 05:03:09 AM »
I fell behind on this one....but I do have the RMSS download from ICE...I will check it again...your right it is 10


qÊ 3.1Ê a
THE RACES
Full descriptions for each race can be found in Appendix
A-3. The twelve standard Rolemaster races are:
Common Men Mixed Men High Men
Wood Elves Grey Elves High Elves
Half-elves Dwarves Halflings
Common Orcs Greater Orcs Half-orcs
Each Common Man and Mixed Man character must
have a “culture”—one of the six given in Section 3.2 or
the GM's world

Part II
Section 3.3
Special Racial
Capabilities
Race Abilities
Table T-1.1
RACE ABILITIES TABLE T-1.1
Racial Stat Bonus Modifications RR Modifications # BG
Race Ag Co Me Re SD Em In Pr Qu St Ess. Chan. Ment. Pois. Dis. opts
Common Men 0 0 0 0 +2 0 0 0 0 +2 0 0 0 0 0 6
Mixed Men 0 +2 0 0 +2 +2 0 +2 0 +2 0 0 0 0 0 5
High Men -2 +4 0 0 0 0 0 +4 -2 +4 -5 -5 -5 0 0 4
Wood Elves +4 0 +2 0 -5 +2 0 +2 +2 0 -5 -5 -5 +10 +100 4
Grey Elves +2 0 +2 0 -5 +2 0 +4 +4 0 -5 -5 -5 +10 +100 3
High Elves +2 0 +2 0 -5 +2 0 +6 +6 0 -5 -5 -5 +10 +100 2
Half-elves +2 +2 0 0 -3 0 0 +4 +4 +2 -5 -5 -5 0 +50 4
Dwarves -2 +6 0 0 +2 -4 0 -4 -2 +2 +40 0 +40 +20 +15 5
Halflings +6 +6 0 0 -4 -2 0 -6 +4 -8 +50 0 +40 +30 +15 5
Common Orcs 0 +2 -4 -2 -4 -2 -4 -2 0 +2 0 0 0 0 +5 5
Greater Orcs 0 +4 -2 -2 -2 -2 -2 -2 0 +4 0 0 0 +5 +10 4
Half-orcs 0 +2 0 0 +2 0 0 0 0 +2 0 0 0 +5 +5 5
Skill Rank Bonus Progression:
Body Channeling Essence Mentalism
Race Development PP Development PP Development PP Development
Common Men 0 • 6 • 4 • 2 • 1 0 • 6 • 5 • 4 • 3 0 • 6 • 5 • 4 • 3 0 • 7 • 6 • 5 • 4
Mixed Men 0 • 6 • 5 • 2 • 1 0 • 6 • 5 • 4 • 3 0 • 6 • 5 • 4 • 3 0 • 7 • 6 • 5 • 4
High Men 0 • 7 • 5 • 3 • 1 0 • 6 • 5 • 4 • 3 0 • 6 • 5 • 4 • 3 0 • 7 • 6 • 5 • 4
Wood Elves 0 • 6 • 3 • 1 • 1 0 • 6 • 5 • 4 • 3 0 • 7 • 6 • 5 • 4 0 • 6 • 5 • 4 • 3
Grey Elves 0 • 6 • 3 • 2 • 1 0 • 6 • 5 • 4 • 3 0 • 7 • 6 • 5 • 4 0 • 6 • 5 • 4 • 3


Madness does not always howl. Sometimes, it is the quiet voice at the end of the day saying, "Hey, is there room in your head for one more?"

Offline Laminator_X

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Re: RMSS for Dummies
« Reply #7 on: January 29, 2010, 08:19:04 PM »
The wealth of skill tables in Rolemaster can be overwhelming, however, they all implement a very simple mechanic:
  • Role 2d10 as percentile dice.
  • Add your applicable skill bonus.
  • Modify for difficulty of the task or other situational factors.
  • A total of 100% or more is completely successful.

If you fall short, the difference tells you how close you came, or how badly you failed. A roll over 100% may mean an extrordinary success, or perhaps completing a task faster than expected. Combat is a bit more complicated, but most other rolls can be interpreted as above.

Once you have a for for it,  you need only consult the tables when you're unsure how to interperet a an unusual task of some sort.
That is not dead which can ACPI, and with strange ions charge is stored on Li.

 

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