Staring in 1988 I ran a Rolemaster game at Murdoch University with a large number of players over a three year period. A great number of optional rules were used in this story, which were accepted by Iron Crown Enterprises as a Rolemaster Companion, which was published in 1993. Over 10,000 copies of the book were sold. It has since become a bit of a collectable and usually sells for over $50 USD on Ebay.
The only part of the Rolemaster Companion which I didn't write was the CEATS system and some of the critical tables. The section on Fate Points has become much used in other roleplaying systems since publication.
Rolemaster Companion VI
Stock #: 1901
ISBN: 1-55806-164-9
Published 1992 by Iron Crown Ent.
Cover Price: $14.00
Page Count: 128
Cover/Jacket Text:
Rolemaster Companion VI continues
the tradition of earlier RMCs by expanding the classic Rolemaster system with
a variety of optional rules, spell lists, and
guidelines. Containing something for
every RM Gamemaster and player, RMC
VI provides material for all RM campaigns, from low-level to Lord-level. So,
summon your henchmen, ready the
weapons and armor, and gather up your
potions and scrolls—this is your chance
to adventure in the world of Rolemaster
Companion VI.
Rolemaster Companion VI provides:
• New Gothic Fantasy and Science Fantasy
professions.
• Very High Level spells for all the Spell Law
spell lists.
• Stat Bonus Modifications for all creatures,
monsters, and races in C&-T, C&TII and
the Companions.
• Material on how to consistently use
Rolemaster with Space Masterand the
Shadow World.
• New optional rules and guidelines that
focus on a set of common themes—level
used only as an abstract measurements of
power; weight placed on stat bonuses
rather than stats; flexible skill development; emphasis on (and rewards for) role
playing; detalled, playable tactical combat,
and a Unified Skill System that consolidates and reorganizes many of the RM
skills.
SHADOW WORLD
Rolemaster gamers now have an entire fantasy world at their fingertips. Shadow World products form a rich fantasy environment for the Rolemaster game system. Join the inhabitants of Kulthea, a world where remnants of a lost civilization clash with dark forces of the present. But all live in fear of the devastating Flow Storms, interdimensional rifts bringing terrors from another universe. The self-contained adventures may also be used as isolated or hidden areas in any Garnemaster's campaign world.
ROLEMASTER
The completely reformatted 2nd edition Rolemaster system includes the following:
Arms Law� & Claw Law� — The Rolemaster Arms and Animals combat systems combined in a new, reorganized volume. These fast-moving rules include individual charts for 30 weapons and critical strike tables, as well as detailed creature attacks for real and mythical beasts. Martial arts rules also are included.
Character Law & Campaign Law — The new version of the complete character development and campaign guide. Character Law features a unique trait development system that allows characters to increase their ability in any area of skill. There are no absolute restrictions. Campaign Law includes handy reference material available to any Gamemaster; weather, encounter, and price charts, and guidelines for running a campaign in a complex, living world.
� Spell Law� — The magic system that improves any FRP game! The new edition of Spell Law has over 2,000 spell descriptions based on three realms of power and 15 professions. It provides alchemy rules, spell attack and failure tables, and a unique spell-learning structure.
1.0 INTRODUCTION
1.1
Designer's Notes
1.2
Notation
2.0 OPTIONAL PROFESSION "LAWS"
2.1
Handling Character Professions
2.2
Gothic Fantasy Professions
2.2.1
Non-RMCVI Professions
2.2.2
Romantic
2.2.3
Free Thinker
2.2.4
Seeker.
2.2.5
Creator
2.2.6
Cultist
2.3
Science Fantasy Professions
2.3.1
Hero
2.3.2
Science Fantasy No Profession (Generalist)
2.3.3
Science Mage
2.3.4
Power Master
2.4
Multiple Professions Revisited
2.5
Professions According To Culture
2.6
Professions According To Status
3.0 OPTIONAL ARMS "LAWS"
3.1
Second By Second Tactical Combat
3.2
Rolemaster Combat With Hex Display
3.3
Armor Combinations
3.4
Ignoring Separate Hand Development
3.5
Weapon Size According to Strength
3.6
Damage Based on Weapon Size
3.7
Force From Mass Revisited
3.8
Size Based Criticals
3.9
Weapon Length OB Modifications
3.10
One Roll Combat Resolution
3.11
Martial Arts and Natural Weapon Fumbles
4.0 OPTIONAL SPELL "LAWS"
4.1
Casting Faster Spells
4.2
Spell Resistance Rolls Without Level
4.3
Variability in Attack Level Based on List Knowledge
4.4
Magical Languages
4.5
Will Based on Only Self Discipline
5.0 OPTIONAL SKILL / STAT "LAWS"
5.1
Potential Stat Calculation
5.2
Luck & Eloquence Revisited
5.3
Uses For Memory
5.4
Size as a Stat
5.5
Calculating Base Hit Points
5.6
Innate Stat Bonus Abilities
5.7
Expanded Innate Stat Abilities
5.8
Stat Bonus Based DPs and PPs
5.9
Skill Rank Zero Bonuses
5.10
Skill Rank Bonuses
5.11
Universal Rapid Skill Development
5.12
Use of the Construction / Research Table
6.0 OPTIONAL CHARCTER DEVELOPMENT "LAWS"
6.1
Alternative Experience Point Requirements
6.2
Simplified Experience Point System
6.3
Development Without Levels
6.4
Activity Based Level-Skill Development
6.5
Forgetting Skills
6.6
Starting Race, Age, and Level
6.7
Adolescent Development Revisited
6.8
Social Status
6.9
Character Personality Design
6.9.1
Traits Table
6.9.2
Trivial Traits
6.9.3
Minor Traits
6.9.4
Major Traits
6.10
Awarding Good Role Playing
7.0 OPTIONAL CAMPAIGN "LAWS"
7.1
Social Structure
7.1.1 Primitive
7.1.2
Ancient
7.1.3
Feudal
7.1.4
Industrial
7.1.5
Postmodern Society
7.1.6
(Early) Science Fiction
7.1.7
(Late) Science Fiction
7.1.8
Technological Parameters
7.2
Rolemaster and Space Master
7.3
Rolemaster and Shadow World
7.4
Rolemaster / Hero System Conversions
7.5
Fantasy Genres
7.5.1
High Fantasy
7.5.2
Science Fantasy
7.5.3
Historical Fantasy
7.5.4
Swords & Sorcery
7.5.5
Gothic Fanatsy / Horror
7.6
Reputation & Reactions
8.0 OPTIONAL MISCELLANEOUS "LAWS"
8.1
Body Without Soul
8.2
Death Due to Concussion Hits
8.3
Fist Aid and Medium Injuries
8.4
Poison and Disease Attack Resolution
8.5
Percentage Movement Rate
8.6
Pace Without Maneuver Rolls
8.7
Simplified Exhaustion Points
8.8
Exhaustion Recovery Based on Constitution
8.9
Gradual Exhaustion
8.10
Magical Exhaustion
8.11
Long Term Exhaustion
8.12
Full Statistics for Creatures
8.13
Attack Levels For Herbs
9.0 SPELL LISTS
9.1
High Level Channeling Spells
9.1.1
Open Channeling Lists
9.1.2
Closed Channeling Lists
9.1.3
Cleric Base Lists
9.1.4
Healer Base Lists
9.1.5
Animist Base Lists
9.1.6
Ranger Base Lists
9.1.7
Evil Cleric Base Lists
9.1.8
Astrologer Base Lists
9.2
High Level Essence Spells
9.2.1
Open Essence Lists
9.2.2
Closed Essence Lists
9.2.3
Magician Base Lists
9.2.4
Illusionist Base Lists
9.2.5
Alchemist Base Lists
9.2.6
Monk Base Lists
9.2.7
Evil Magician Base Lists
9.2.8
Sorceror Base Lists
9.3
High Level Mentalism Spells
9.3.1
Open Mentalism Lists
9.3.2
Closed Mentalism Lists
9.3.3
Mentalist Base Lists
9.3.4
Seer Base Lists
9.3.5
Lay Healer Base Lists
9.3.6
Bard Base Lists
9.3.7
Evil Mentalist Base Lists
9.3.8
Mystic Base Lists
10.0 THE UNIFIED SKILL SYSTEM
10.1
Skill Types
10.2
Tech Level Specializations
10.3
Similar Skills
10.4
DP Skill Costs
10.5
Character Specific Skill Development
10.6
Skill Descriptions
11.0 THE COMBAT ENVIRONMENT ACTIVITY
TRACKING SYSTEM
11.1
Using CEATS
11.2
Unusual Situations
12.0 TABLES
12.1
Stat Bonus Mods Table
12.1.1
C&T Animals
12.1.2
C&T Monsters
12.1.3
C&T Prehistoric Animals
12.1.4
C&T Races
12.1.5
C&T II Animals
12.1.6
C&T II Monsters
12.1.7
C&T II Races
12.1.8
RMC I Creatures & Monsters
12.1.9
RMC V Creatures & Monsters
12.2
Similar Skills Table
12.3
Unified Skill System Development Pt. Cost Table
12.4
Natural Weapon Fumble Table
12.5
Vacuum Critical Strike Table
12.6
Construction/Research Table
13.0 RMCVI OPTIONS CHECKLIST
Last update May 10, 2006