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Friday, April 02, 2010

Rolemaster Rulings: Use of Wind Steeds 

Now commonplace in my game (in equal proportion to players and NPCs using Conveying Ways' Flying Disks and Diskcraft), my players introduced the use of bound Wind Steeds (Elemental Companion) as mounts.

The basis is the Rolemaster Companion II Elemental Summons list. Wind Steeds are considered a Weak Elemental for purposes of Summons (10th level) and Mastery (12th level). The combined summoning ritual (per Companion III) is thus 12+5 (10/2) or 17th. I usually add 2 levels to that to bind the Steed to someone other than the caster.

Positives (for the players); High speed travel, easy to ride and don't each much

Negatives: They are big, noisy and dumb as rocks. Steeds can't attack. People remember then (20' wingspans and buzzing like the wind on steroids).

But my players swear by them. The only problem is that their carry capacity is HP * 2.5 lbs so their summoner sometimes has to go through several summons to get a Steed with enough HP for a large character (Steeds start w 90 hp hence 225 lb carry).

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