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Saturday, June 05, 2010

Rolemaster Rulings: Minor Slaying Items 

Rolemaster Character Law gives the cost of a Slaying ability as 10 GP times the maximum level of the target race/creature. To that end, I considered whether weapons could be make that only Slay lesser creatures of a race (below the racial maximum). Hence the following:

Weapon of Slaying Trivial Creatures (to 10th level)
250 GP plus cost of weapon - 25 weeks plus time to forge weapon

Weapon of Slaying Minor Creatures (to 20th level)
375 GP plus cost of weapon - 25 weeks plus time to forge weapon

Weapon of Slaying Modest Creatures (to 30th level)
450 GP plus cost of weapon - 25 weeks plus time to forge weapon

Weapon of Slaying Major Creatures (to 40th level)
475 GP plus cost of weapon - 25 weeks plus time to forge weapon

Weapon of Slaying All Creatures (to 50th level)
500 GP plus cost of weapon - 25 weeks plus time to forge weapon

This is a change to Character Law to reflect the a worlds likely skew of levels vs the 10 GP x level price point listed, as most targets are likely under 10th (as with most people). So the bulk of the cost is to
generate the slaying effect then additional cost for strength.

Monday, May 31, 2010

Map du jour 

Test post to see if I can place a map directly on my blog -->

Clan MacFarland's Tomb: The resting place of the first King of the MacFarland's Edwin Longspear. Here the players gained his fabled Longspear after defeating an intruder who sought to consume the old King's friendly spirit.


Rolemaster Rulings: Lesser Ethereal Gate 

Continuing yesterday's thread - I allow the Rolemaster Companion I Ethereal Travel - 12th level spell - Lesser Ethereal Gate - to be used to access other plane(t)s. This requires the coordinates of the target realm (ala Stargate) which can be learned via having Planar Lore as a skill.

In addition, or alternately, one can assign a difficulty to reaching a certain Plane(t) and have the caster make a BAR roll on the MM table with the result being % chance of reaching the target.

Of course, this requires the GM to have ready idea or catalog of alternate Plane(t)s. So far I have about a half-dozen ranging from habitable to very dangerous (either creature or weather-wise).


Sunday, May 30, 2010

Gamemaster Givebacks: My plane(t) is your plane(t) 

In my games other planes are basically other planets elsewhere in the universe. So the Astral Plane is real space. It can be traverse via Technology (warp drives and what not) or Magic (Planar Gates). However given that Ethereal space (the source of magic) is lumpy and not all worlds have high Magic levels (or High Axioms per Torg), not all plane(t)s can be reached by Magic. Similarly high magic can separate some worlds from Technological approach.

Two examples:
1) Arda: the home game world is surrounded by a huge sphere of magicks called the Maelstrom which contains the Elemental Planes accessible from Arda (which lies within the sphere).
2) The Abyss: A huge (Integral Trees-style) open ring of atmosphere, magick and rocks surrounding a sun. Starships fail when coming anywhere near it.

Magical planets tend to be labeled Navigation hazards. Similarly Technological planets are unknown to magical worlds. There may be a few worlds that connect the two and those are rare and interesting places (say like a Cynosure or similar multi-versal spot).

My game universe posits only the one universe as being friendly. Anything from another universe (say via the Bleed or your game equivalent) is terrifying and completely alien.

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