General House Rules

Initiative Rules (AD&D based – speed factor- casting times)

PCs are limited to 5 level bonuses during initial creation – Player’s choice

Level bonuses work only to your level or to number of boxes in the given skill, which ever is lowest.

Psionics will be included as per the conversion of Second Ed. AD&D Psionics to Rolemaster.

There is no known defense against psionics, except psionics themselves. Non-psions are virtually defenseless against them. There are magic items that protect, but are extremely rare and usually only for other psions.

A new stat called Sanity (Sa) is now being used in the game. This mental stat will have a temp and potential. It will be derived from the PCs RE and SD stats. This stat can be lost and gained like other stats. It can also be healed by Psionicists or Mentalists with the right powers/spells. If Sanity reaches below a certain number or loses a large number at once, the PC can go insane.

Fate Points will be implemented. They are like karma in that they can be spent to save your PC's butt when the caca hits the fan. These will be awarded at (usually) 1 per level gained and can be spent in the following ways:

1 point - Re-roll a 'death of character' situation; such as a critical that results in death or failing a RR from a spell, poison, etc, that results in death.

2 points - Automatically make any RR

5 points – negate all damage inflicted from 1 attack 

PC's can also elect to spend their Fate Points on another. This is done by being able to see the person and also that they are in need of help (any obvious combat situation). This must be line of sight. Magical means will not work.

Initiative Rules

Each combat round will be 10 seconds in duration. Each Turn will be 6 rounds, or 1 minute in duration.

Each round will be broken down into segments, ala AD&D, only the segments will be in increments of ten, not one. Each round therefore will be at least 100 segments, normally more. Each round each player rolls a percentile die and adds the appropriate modifiers to get initiative.

 D100

- Qu bonus (if available)

+ weapon speed (magic or superior will have minus effect) or

+ casting time

+ modifiers (armor Qu penalty, etc)

= Initiative 

 Spells & Items

Any base casting times will not exceed 100 (21st lvl spell would be 100)

EXCEPT WHEN OVERCASTING!

Class I – 5 pts/level

Class II – 5 pts/level +100

Class III – 5 pts/level +200

Class IV – 5 pts/level +300 (Overcasting no max)

Items casting time is 25, require 20% of movement to use

Instantaneous spells have no casting time and take 20% of movement to cast

 

Weapon Speed Factors

Dagger 20 Bola 60
Falchion 50 Composite Bow 70
Hand Axe 40 Heavy Crossbow 100
Main Gauche 30 Light Crossbow 70
Scimitar 50 Hand Crossbow 50
Rapier 40 Long Bow 80
Broad Sword 50 Short Bow 60
Long Sword 50 Sling 40
Short Sword 40 Battle Axe 70
Shuriken 25 Flail 70
Bare Fist 0 War Mattock 80
Club 40 Quarterstaff 40
War Hammer 40 Two hand Sword 100
Khazail 60 Two-Bladed (Dire Weaopons)  100
Mace 60 Javelin 40
Morning Star 70 Lance 80
Whip 80 Pole Arm 100
Spear 60 Ninja-to 40
Katana 50 Wakizashi 40

 

Special Modifiers

Stunned (any)                         +10/rnd of stun

Bleeding                                  +5/hit

Buckler Shield - +10 vs. Melee and Missile, 3-7lbs

 Those with two or more attacks will roll normally for the first attack, then add +50to each subsequent attack.

Magic Rules

Learning Spells and Lists

Base time is 1 day per level of spell. This is cumulative when learning lists.

1st lvl spell = 1 day
5th lvl spell = 5 days

1st-5th lvl list = 15 days! (1+2+3+4+5=15)
Lists
1-5: 15 days
6-10: 40 days
1-10: 55 days
11-15: 65 days
16-20: 90 days
1-20: 210 days or 7 months
10-20: 165 days or 5.5 months

Base time for trying to learn other lists
In your realm, open/closed - normal cost
Your realm, other base - x3
Different Realm - x5
Arcane - normal cost (Only Archmage can cast)
Prosaic – x .5 of profession Base list cost

 Individual spells may be learned by spending two times the base amount of time per the level of spell. (15th lvl spell takes 30 days [15x2=30])

For those lists with level gaps between spells, you do not have to spend study time on them to learn the list. Just the listed spells.

Development points will no longer be needed to learn the spell/list other than the 1st initial box. You may continue to develop the list with as many boxes as you like or can afford. These boxes will represent 5% of the total time needed to learn a given spell/list.
Example: You are an Archmage. You want to learn Mana Currents to 20th lvl  and Extension III (15th lvl). For the list, it will take you a maximum time of 210 days, or 7 months; for the spell, a max time of 30 days or one month. You decide to put a total of 10 boxes into learning this magic; 7 into the list and 3 into the spell. This takes 35% and 15% respectively, off the time needed to learn each one. So instead of 210 days or 7 months, it now takes you 136 days or 4.5 months, and instead of 45 days, it now takes you 38. No roll is needed to learn the list or spell. You take the time and effort, they are learned.

The minimum time you could learn any given spell will vary and be solely up to the GM.
The minimum time you could learn any given list will vary and be solely up to the GM.

 

Amendments to House Rules

TRAINING AND LEVELING

Skill (new and existing) learning times

1 week of at least 4 hours of study daily for every box learned. Applies to ALL skills. Self-taught skills require no teacher, only the time. You would be able to learn two separate skills if all you did were those two skills for the week. 2, 4-hour sessions a day.

Spell learning, as always is exclusive of any other type of activity for the duration of study. In other words, once you begin study, you can't begin to learn something else until you finish learning the magic or the time already spent is lost. 

MAGIC

* Items casting time is 25, require 20% of movement to use

* Instantaneous spells have no casting time and take 20% of movement to cast

* If, when preparing to cast a non – instantaneous spell, you can choose to drop that spell and cast an instantaneous spell. The cost in PP’s is the sum of the two spells, and the caster cannot do anything else that round.

 * Can never CAST more than one spell per round. You can cast an instantaneous or class spell, then activate an item, but cannot cast a class spell, then cast an Inst spell.

COMBAT

When doing multiple attacks, you must use the ‘diminishing returns’ rule. You must have boxes in increments of 10 to get each attack after the first. You must roll initiative for the first attack, adding +50 for each subsequent attack after the first. These attacks will always go in the order of initiative, or at the end of the combat round, whichever is first.  DB from weapon skill is subtracted from all attacks. You must have at least 50% of OB to attack and you must have boxes in increments of 10 to get each attack after the first. 20 boxes for 2 attacks, 30 for 3, etc.

Example: Jarrvid wants to attack 3 times in this round. He has 29 boxes in his weapon. He rolls a 50 for initiative, and adds modifiers for a total of 75. For the second attack,  he goes off at 125. There is no third because he only has 9 boxes in the last set. His first attack goes off at 75. His second attack at 125 regardless if everyone has gone or not.  His base OB for his 2 attacks is 50 and 20. This would be a full attack. If he wanted to parry and keep two attacks, he could not take more than 50% of each attack for DB abiding by the 50% rule. That DB can now be spent any number of ways. He can divide it by at least as many attacks as he has OB for, or put it all to defend a single attack, but is not set by his number of attacks. 

So to expand the above example, Jarrvid has a total normal DB of 75, with items, stats, etc. He has chosen to go 50/50 with all attacks, giving himself 25 and 10 respectively for both OB and parry DB. Jarrvid can now put those points into as many OR as few attacks as he wants. The left over 9 boxes can go to DB and can be used as above.

For three attacks, add all his parry DB together (25+10+9=44), divide by the number of attacks (44/3=14.6=14), add to the base DB to get the total of 89 for each attack (75+14=89). For two attacks do the same; add all his DB together (25+10+9=44), divide by the number of attacks (44/2=22). Add this to base of 75 to get 97 for each. For one attack do the same; add all his DB together (25+10+9=44), add total to base DB, 44+75=119.   

 

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