Amendments to Basic Merp
I am currently running a RMSS with some experienced roleplayers that are up to its complexity. I am also running a MERP campaign at my wargames club. Do to the large size of the group i did not wish to run RMSS there. So I started up a MERP campaign. Now a few of them are advancing to 3rd level and I am begining to forsee problems as we go up levels as MERP is quite basic. Thus I wished to come up with a halfway house between the complex RMSS and the more basic MERP.
What I did was to add in a number of Rolemaster skills - some original role master and some RMSS . I also reorganised the development point system and turned it round to give the players 20 dev pts to spend as they wished - see later. I kept the 6 prime MERP stats. I have added in the Spell law spells to give some variety,
The new character sheet
This is the new sheet with as you can see a lot more skills
Page 1
Name: Stat Value Bonus Race Total Bonus
Race:
Profession Age: STrength
Realm: Gender: AGility
Height: Weight: COnstitution
Hair: Eyes: IntelliGence
Demeanor: Motivation: InTuition
Personality: Special : PResence
APearence
Shield +25 DB Hemet-5 Perception Notes/ Main equipment
Arm greaves -5 OB Leg Greaves -5 M+M
Current Level: Experience Pts
Power Pts Armour
STAT Item Special Total
Defensive BonusAG:
Essence RR IG:
Channeling RR IT:
Poison RR CO:
Disease RR CO:
Movement and Maneuver General Skills
Ranks Bonus STAT Prof Special Item Total Ranks Bonus STAT Prof Special Item Total
No Armour AG Climb AG
Soft Leather AG Ride IT
Rigid Leather AG Swim AG
Chain ST Track IG
Plate ST Perception IT
Weapon Skills Combat Skills
Ranks Bonus STAT Prof Special Item Total Ranks Bonus STAT Prof Special Item Total
IH Edged ST Disarm armed AG
1H Concusion ST Disarm unarmed AG
2-Handed Edged ST Stunned maneuver PR
Thrown AG Adrenal deflections AG
Missile AG Tumbling evasion AG
Polearms ST Silent Kill AG
Martial arts StrikingST Adrenal defence
Novice
Standard Precision attack
Expert Frenzy PR
Sweeps AG 2 Weapon Combo ST
Novice
Standard Missile artillery IT
Expert
Page 2
Subterfuge skills Secondary and optional skills
Ranks Bonus STAT Prof Special Item Total Ranks Bonus STAT Prof Special Item Total
Stalk/Hide PR Acrobatics AG
Pick locks IG Acting PR
Find Traps IN Animal Handling PR
Disarm Traps IT Apraisal IG
Find Hidden IN Boat Handing IT
Bribery PR Caving IG
Disguise PR Contortions AG
Pick pockets AG Cookery IT
Set traps AG Gambling IT
Ventriloquism IN Meditation PR
Rope mastery IG
Magical Skills
Ranks Bonus STAT Prof Special Item Total Signally IG
Read Runes IG Sky watching IT
Use Item IT Trickery PR
Directed Spells AG
Base spells xxx only prof bonuses to this
Power perception IT
Spell list acquistion Each point=20% chance of
Getting a spell list
Body Development
Ranks Bonus STAT Prof Special Item Total
Medical Skills CO
Ranks Bonus STAT Prof Special Item Total
First aid IG
Second aid IG Spell Lists Known
Surgery IT
Gathering Herbs IT
Preparing herbs IT
Languages Known
Development point amendments
What I did was to try and get the Rolemaster dev pts system into MERP. The difference is that in MERP players are told that a fighter gets 5 weapon skill ranks and for example no spell list acquistion. In Rolemaster the character has a given number of dev pts which can be used in any catagory but some catagories will cost more for a mage than for a fighter. Advancing a level
Each time a character reaches the exp pts needed to go up a level they can spend points to buy ranks in a skill.
Each character has 20 development points.
The following table shows how many points need to be spent to buy 1 rank in a skill.
Warrior Mage Cleric Scout Ranger Bard
M+M 1 4 2 1 1 4
Weapon Skills 1 4 2 2 1 2
Combat skills 1 4 2 2 2 2
General skills 2 2 2 1 1 1
Subterfuge skills 2 4 2 1 2 2
Magical skill 4 1 2 4 4 2
Spell list acquistion 4 1 1 4 2 2
Medical skills 2 4 1 2 2 2
Secondary skills 4 4 4 4 4 3
Body dev/ment 1 2 2 2 2 2
Languages 4 2 2 2 2 1
The first 10 ranks in a skill = 5% bonus, the second 10 =2% bonus per rank. After that 1 rank = 1% bonus.
Each pt in spell list acquisition = 20% chance of getting the list which carries over to next level if not succesful.
Each body development pt = a d10 hits.
Each language pt is a rank in a language.