RolePlay onLine RPoL Logo

, welcome to [RMFRP] Shadow World

10:24, 2nd May 2024 (GMT+0)

Out-of-Character Chat.

Posted by GMFor group 0
Salinus
player, 4 posts
Wed 10 Feb 2021
at 02:05
  • msg #8

Re: Out-of-Character Chat

One more question: where can I find a line describing how many ranks can be put into a skill and/or skill category?

My question is actually this:

If a single development cost line says I can put two ranks into a skill category, can I also put two ranks into the skill itself? Is the development cost the same for a category as it is for a skill?

So, for a 2 rank/level listing, can I then put two into the category and two into a subskill for a total of 4 ranks?
GM
GM, 16 posts
Wed 10 Feb 2021
at 02:25
  • msg #9

Re: Out-of-Character Chat

Salinus:
By the way, I am using something called Rolemaster Office, which is a small java program that helps you to create a RMFRP character and has all the Shadow World and even MERP races and info.

It is supposed to be able to print out a nice stat block sheet and PDF, but I haven't tried it  yet.

I just wanted to mention that this tool is available if others want to take a look at it.

Nice! I'll take a look at it. I was considering paying out for ERA (the official character builder and GM assistant); it'd be $20 for the core package, plus another $10 for the Shadow World-specific info.
Salinus:
Question: the core book mentions certain background options (table with rolls). Are the options different in the Shadow World setting? Same question for adolescent skills and apprenticeship.

I'm using the Talents & Flaws option from Character Law -- this replaces the background options. The default method uses the original quantity (i.e., "5 Background Options"), and lists how many of these it costs for each tier, depending on power level and whether or not you take a flaw.

There's a secondary option, where each BO translates to 10 Talent Points, and you can take flaws to add more. If you would prefer to use that method, we can, but only if everyone is on-board with it.
Salinus:
One more question: where can I find a line describing how many ranks can be put into a skill and/or skill category?

My question is actually this:

If a single development cost line says I can put two ranks into a skill category, can I also put two ranks into the skill itself? Is the development cost the same for a category as it is for a skill?

So, for a 2 rank/level listing, can I then put two into the category and two into a subskill for a total of 4 ranks?

All skills cost the same amount of DP as their parent category; if a category is listed as 2/5, then the category itself and each skill within it costs 2/5.

The number of ranks you can buy at any one time depends on the number. If it only has one number ("12"), then you can only buy one rank at each stage or level. If it has two ("2/5"), you can buy two -- the first number is the cost of the first rank (2, in this example), and the second rank costs the second (5, in this example, for a total of 7). If there are three numbers ("3/3/3"), it works the same way but with a limit of three.

Some skills forbid you from buying the category (such as Combat Maneuvers) because they're related but not </i>linked</i>. If they're listed as "Combined", then each skill rank gets you the same bonus as one rank in the skill and the category. A few skill groups (like Awareness • Perceptions) are "Limited", in that each rank only improves a small amount.

For standard skill categories, you generally only need a single rank in the category in order to unlock all of that skill group, then put however many ranks you want in individual skills. Improving a category is really only beneficial if you have several trained skills within that category, and even then only when the individual skills are at rank 10.
Salinus
player, 5 posts
Wed 10 Feb 2021
at 02:30
  • msg #10

Re: Out-of-Character Chat

GM:
For standard skill categories, you generally only need a single rank in the category in order to unlock all of that skill group, then put however many ranks you want in individual skills.

So, what I am understanding is that I can buy 1 rank in a skill category and put in 30 ranks into an single individual sub-skill at level 1?

Or are the category limits also the sub-skill limits? (Barring restricted or combined categories.)
This message was last edited by the player at 02:32, Wed 10 Feb 2021.
Salinus
player, 6 posts
Wed 10 Feb 2021
at 02:37
  • msg #11

Re: Out-of-Character Chat

The idea I see here is that this character could advance 'faster' if he invested points in Category ranks and Skill ranks. Sure, the skill ranks give more bonus per rank, but the category ranks also give a bonus. I would find no sense in not recognizing that a character who has invested in both will have a higher skill than one who hasn't, especially if the costs are very low for the first and/or second rank per level.

Hence my question.

I see now that there are build philosophies that will vary from player to player.
GM
GM, 17 posts
Wed 10 Feb 2021
at 02:40
  • msg #12

Re: Out-of-Character Chat

The latter. Let's say the Technical/Trade • General category -- which costs 3/7 for everyone. So if you want the whole category, it'll cost 3 for one rank, 10 for two. And you can't buy any more at that time. It works the same for the First Aid skill -- 3 for one rank, 10 for two.

That limitation on number of ranks applies to each stage of development; adolescent development is a fixed set of skill ranks based on the environment where you grew up and doesn't count here. But your apprenticeship (essentially, level 0) is one set of skill purchases, and level 1 is another. You could buy two ranks in First Aid each time, to have 4 total.

Whenever you gain a level, those limits reset for that round of spending, so you could add another 2 ranks in that skill at level 2.

Category ranks improve all skills under it, but at a reduced amount. At low levels, each category rank gives you +2 to all skills within it, but each individual skill gains +3/rank. If you're only going to have one or two skills in a category, you really don't need more than one rank in the category for starters. (Having zero category ranks is bad, as it's considered untrained and penalizes all skills in that group.)
GM
GM, 18 posts
Wed 10 Feb 2021
at 02:45
  • msg #13

Re: Out-of-Character Chat

For skills that are very inexpensive (with a cost starting with a 1 or 2), you could easily drop an extra category rank every level without breaking a sweat -- this would give you more options, as it would improve even untrained skills. A Fighter who's good with all 1-handed edged weapons will be happy using an axe, dagger, or sword, even if he never bothered training with that specific weapon. A Magician is going to have a smattering of Lore skills, while a Rogue will be good at all sorts of stealth.

As you advance, you'll probably be picking up a smattering of individual skills the same way -- ones that only cost you 1 or 2 points -- just to get rid of the untrained penalty.
Salinus
player, 7 posts
Wed 10 Feb 2021
at 03:26
  • msg #14

Re: Out-of-Character Chat

Ok. So the category costs are the same as the skill costs. Got it.

Now, where in the core rulebook do I find that line?
GM
GM, 22 posts
Wed 10 Feb 2021
at 03:56
  • msg #15

Re: Out-of-Character Chat

If you're looking for an explanation of buying skill ranks, that's on page 22.
Salinus
player, 8 posts
Wed 10 Feb 2021
at 04:28
  • msg #16

Re: Out-of-Character Chat

Ever stared at the same text so much you could not see it anymore?

Yup, there it is, in page 22. I've been looking for that line that declared both the category AND the skill cost. Now I see it.

Thank you. =)
GM
GM, 23 posts
Wed 10 Feb 2021
at 04:41
  • msg #17

Re: Out-of-Character Chat

Happy to help. I've only been looking at RM rules since 1st edition, when the crit tables were hand-written. And 2nd edition, which was full of Companion books that were just 140 pages of overanalyzing the rules.

Don't get me wrong, they had some really neat concepts in there. One of the Companion books even had a metaphor for time travel that made paradoxes impossible. But boy did they overthink things sometimes.
Ayami Mori
player, 1 post
Wed 10 Feb 2021
at 12:24
  • msg #18

Re: Out-of-Character Chat

GM:
I'm using the Talents & Flaws option from Character Law -- this replaces the background options. The default method uses the original quantity (i.e., "5 Background Options"), and lists how many of these it costs for each tier, depending on power level and whether or not you take a flaw.

There's a secondary option, where each BO translates to 10 Talent Points, and you can take flaws to add more. If you would prefer to use that method, we can, but only if everyone is on-board with it.

In my personal opinion, I dislike random talents and flaws. The points option leads to stronger characters, but it gives more control over what the character is like. I am all for that, so consider me on board.

Oh, and hello everyone!
(Rogue Leader)
player, 2 posts
Wed 10 Feb 2021
at 13:51
  • msg #19

Re: Out-of-Character Chat

GM:
Your choice -- but you have to stick with it. No taking the rolling option, then asking to switch to fixed 'cause you rolled poorly.

Rogue, let me know which race from the list interests you. An interesting one for a warrior-type might be a dwarf (called Nomari in this setting). One interesting thing they have is that they are vulnerable to cold, but they can voluntarily hibernate for however long as they want, and when they wake up they get to ignore this penalty for an equal length of time. They don't have the traditional distrust of elves, given that two of the elf sub-races share their love of crafting and mechanical invention.

Among the races I've listed, Talath make the best warriors stat-wise (+6 Strength, +4 Constitution).


I like the Nomari idea, let's run with that. I'll name him Lugard Breakmountain.

This is my first go-round with Rolemaster, so please forgive any dumb questions or slowness on my part, as I'm still working my way through the rulebook, and thanks in advance!
Salinus
player, 9 posts
Thu 11 Feb 2021
at 17:42
  • msg #20

Re: Out-of-Character Chat

Ok, got my talent choices.

Based on the "Talent Cost" option, I would like to choose two Greater Talents without Flaws:

- Exceptional Magical Ability: Essence [Greater, 30]
- Aura (Greater) [Greater, 20]


Talent Backstory:

When Salinus was young, he would wander off into the forest to play by himself. His brothers and sisters thought he was odd, perhaps a bit 'touched'. But in reality, he had been playing with fae beings, small sprites and faeries, who had taken a special liking to him, and had taught him 'fun tricks' (magic spells). He promised not to tell the grown-ups, and he managed to keep his promise for many years. Unknown to him, he had been born with a 'gift for magic'. Many generations back, one of his ancestors had been touched with magical blood, having mated with a mystical being in 'human form'. The offspring had unusual magical qualities, some inspiring, some abhorrent, but as the generations passed, the blood thinned, and the new offspring became further and further removed from this ancient gift. With Salinus, this gift made a small showing. He was luckily spared the physical changes, and no part of his appearance diverged from human, but the intensity of his magical talent demonstrated itself in his natural ability to command great power and to be resistant to magical effects. If he had only known that all those little quirks meant he could be a powerful wizard, he might have taken the choice to study earlier. As it was, the gift was present, but without education, it simply waited patiently to be of use.

On his 16th birthday, Salinus went to see a travelling stage show with a 'wizard' showman, who liked to visit every year to trade and give one or two performances in the arts of 'Arcane Power'. It was a fun show, full of lights and surprises, and a puppet show of the old folk tale, Sir Kayllan and the Beast, always a favorite with young audiences. It was during this performance that the 'showman' discovered Salinus' exceptional magical aptitude when he cast a spectacle spell over the audience and Salinus' natural protection turned it around on him. No one in the audience was any wiser on what had happened, but the 'wizard' knew. The next day, he approached Salinus' parents seeking to explain to them that they had an exceptional young man as a son. Salinus loved the idea of casting spells in the open, and helping people with them. He was glad to show what he could already do, to his parent's shock, and the wizard's surprise. In his mind he could see himself as the hero of the story, Sir Kayllan, so he agreed to an apprenticeship. With his parent's blessings, he travelled with the wizard to his study, and began his magical path in earnest.

He learned many things about magic, about the world, and about people, but he never learned that he was exceptional as a mage, especially one of his human blood, as he was the only apprentice to the wizard. And the wizard never told him. He merely instructed his young student as was needed for him to reach the pinnacle of his potential, something Salinus took to eagerly and with great abandon.

So, on his 20th year, as his apprenticeship formally concluded, Salinus set off into the world. He had a modicum of spells under his command (entirely unaware of his exceptional nature), a measure of esoteric learning, and a wide-open sense of wonder at the world. Perhaps a bit apprehensive at now travelling on his own, he decided to seek the company of like-minded people, and make a name, and some wealth, for himself. What better way than seeking risk for coin. There was a name for people like that. Was it mercenaries? Nah, that was too martial. Was it assassin? No! He never wanted to hurt people on purpose, but he would be willing to defend them. Bounty hunter, then? No, he didn't want to track criminals for a living. It sounded dull. He finally reached his answer: Adventurer. There were stories of people who travelled to far away places and lands, and who underwent great trials and risks, but came back wiser, stronger, and richer, to become heroes in the land. Of course, all those stories omitted how many other tried and failed, who left and were never heard of again. But those were insignificant details. The promise of fame, riches, and an easy life once he finished, made Salinus eager for the next step.
This message was last edited by the player at 17:46, Thu 11 Feb 2021.
Salinus
player, 10 posts
Thu 11 Feb 2021
at 17:54
  • msg #21

Re: Out-of-Character Chat

Also, I am picking fixed Stat Potential points.

Let me know if these Talents are acceptable. While they are both greater, it seems very fitting for him, and it doesn't strike me like they would be too unbalancing since he can be overwhelmed by conventional means, like everyone else. He's just really good with spells and has a good resistance to the Essence realm.
GM
GM, 25 posts
Thu 11 Feb 2021
at 18:59
  • msg #22

Re: Out-of-Character Chat

Both of those are fine -- and your backstory is exactly the right length. Just a few paragraphs, but a nice neat summary that still gives me some pieces to work with.

Consider looking through the list of flaws anyway -- some of them are not strictly flaws but applying mechanical aspects to traits you were going to play anyway. There might be a few extra points you could translate into a special item or a bit more starting wealth. If you want your relationship with your mentor to continue, you'll need to take the Patron status to be able to claim any benefits.

I'm considering either starting you out in Bodlea (which is a lot like the Scottish Highlands), or Danarchis (which strongly resembles ancient Greece). Neither is particularly high-tech -- you won't be starting with any gear involving high-tensile steel -- but that'll make the high-end materials that much more valuable when they turn up later.
Salinus
player, 11 posts
Thu 11 Feb 2021
at 20:42
  • msg #23

Re: Out-of-Character Chat

Regarding Flaws,

I did check on the flaws, and I found that almost all of them were not to my taste. The only ones that caught my attention were 'Aura', but not when he was under emotional duress. Instead, the aura burns whenever he uses magic, the more points he spends, the brighter it gets and the longer it lasts. He would not be a good candidate for "infiltration specialist". =)

The other one might be... I forget the name, I don't have the book with me, 'Unusual Appearance', I think? I am thinking that perhaps as he studied magic, the more magic he used, the more the 'blood' became active in him, eventually 'warping' his appearance into something 'odd'. Since my original thought was that his 'mystical being' heritage was a dragon in human form, he might develop something like long warped finger nails, or slit-pupil eyes with nictitating membranes, or even develop a thin wiry lizard tail, or a small set of horns, or even scales on parts of his body.

Those are the only two Flaws I can see fitting this character. Let me know what you think.

As for starting location, I would be more inclined to the 'highlands' area than greek, since the European sensibilities are more apt for him than the Mediterranean ones. High tech is not necessary, since he relies more on his spells than on equipment.

The longest amount of time I will be spending on him will be on selecting how to spend his development points. I have finished correctly assigning his Cultural points, and am now spending his hobby points. I should be able to finish his first level as Magician over the weekend. His equipment will be easy: normal travelling stuff, as the Core book mentions, a set of robes, a quarterstaff, and one stint in the Amateur Wizard training package, which will give him one or two bits of exceptional equipment.

The more complex part of this is selecting the right spell lists. I am examining them to see favorable interactions between them, and I already see Runes as a way to create scrolls, and Spell Storage as a way to keep one spell readily available for him to cast right away in case of emergencies. I am favoring Light Law because he can already Shock Bolt I at 2nd level in the list, which would be useful in a confrontation. With his bonuses due to stats and Talents, he should have a moderately easy time casting spells above his level.

Question: Do Development Points carry over to the next level if you find yourself unable to spend them all in the present level? I can see this happening if you have two or three points left over but the few skill-costs left are in the 8 or 12 per rank range.
Salinus
player, 12 posts
Thu 11 Feb 2021
at 22:37
  • msg #24

Re: Out-of-Character Chat

Ok, I am working on a fixed-text character sheet for RPoL. Might take me a while to finish. I am cutting a few corners on them otherwise they will get huge.

I will also be combining the levels into a single sheet entry. Players just have to do the work of writing in extra lines.
(jdtucker)
player, 1 post
Thu 11 Feb 2021
at 22:54
  • msg #25

Re: Out-of-Character Chat

Lonepaladin has put a fixed character sheet in your chracter details section.
Salinus
player, 13 posts
Thu 11 Feb 2021
at 23:48
  • msg #26

Re: Out-of-Character Chat

Indeed he did. Just checked it out.

And quite a sheet it is.

I shall stop working on mine then. =)
Salinus
player, 14 posts
Fri 12 Feb 2021
at 01:07
  • msg #27

Re: Out-of-Character Chat

What is the appearance stat? It is not in the Core rules among the listed stats.
(jdtucker)
player, 2 posts
Fri 12 Feb 2021
at 01:21
  • msg #28

Re: Out-of-Character Chat

Apperance is based on Presence and is eauivalent in vakue.  It is adjusted by race.  Think of it like Comeliness.  It isn't used for much.
Salinus
player, 15 posts
On and on we go
Up and over the hills
Fri 12 Feb 2021
at 01:27
  • msg #29

Re: Out-of-Character Chat

Cool. What book do I find it in?
GM
GM, 26 posts
Fri 12 Feb 2021
at 01:49
  • msg #30

Re: Out-of-Character Chat

Salinus:
Cool. What book do I find it in?

RMFRP, p. 28, under "Role Traits".


Salinus:
The only ones that caught my attention were 'Aura', but not when he was under emotional duress. Instead, the aura burns whenever he uses magic, the more points he spends, the brighter it gets and the longer it lasts. He would not be a good candidate for "infiltration specialist". =)

The other one might be... I forget the name, I don't have the book with me, 'Unusual Appearance', I think? I am thinking that perhaps as he studied magic, the more magic he used, the more the 'blood' became active in him, eventually 'warping' his appearance into something 'odd'.


I could see the "visible aura while casting" part, especially because you have the Aura talent that increases your Power Points. It won't grant you any extra ability -- it won't be bright enough to see your way around, but if you use a light-creating spell that can target yourself we can easily say that your aura is the reason.

The Unusual Appearance one might be something to consider as you gain levels, thinking of it this way. It'd be like in the old Fable games, where improving in magic skills would visibly age your character along with giving them glowing eyes and veins. We could do something like that, give you that Flaw (with an accompanying Talent) after you gain a few levels.

Salinus:
The longest amount of time I will be spending on him will be on selecting how to spend his development points. ...one stint in the Amateur Wizard training package, which will give him one or two bits of exceptional equipment.

I definitely recommend looking at Training Packages -- the Amateur Mage is poorly named, but certainly a must for you. A second package would be worth it if you find a good match (making sure you don't have two Lifestyle packs), as it would use up a chunk of points and take care of some decisions for you.

Salinus:
I am favoring Light Law because he can already Shock Bolt I at 2nd level in the list, which would be useful in a confrontation. With his bonuses due to stats and Talents, he should have a moderately easy time casting spells above his level.

Keep in mind that casting over your level is risky. If you want another show-stopper spell for combat, the Spirit Mastery list (closed Essence) is good -- its 1st-level spell can KO several targets at once, which makes up for the casting time.

Salinus:
Question: Do Development Points carry over to the next level if you find yourself unable to spend them all in the present level? I can see this happening if you have two or three points left over but the few skill-costs left are in the 8 or 12 per rank range.

No. If you have points left over, you need to find something to put them in. You have no shortage of skill categories that cost small amounts -- and a single rank in an otherwise unknown skill has a significant benefit. You want to specialize, yes, but having a range of 1- or 2-rank skills is better than having to use your untrained mod.
Salinus
player, 16 posts
On and on we go
Up and over the hills
Fri 12 Feb 2021
at 02:14
  • msg #31

Re: Out-of-Character Chat

Where do I find Spirit Mastery?
Salinus
player, 17 posts
On and on we go
Up and over the hills
Fri 12 Feb 2021
at 03:16
  • msg #32

Re: Out-of-Character Chat

Nm, it's a basic list. Found it.
Sign In