Dennis L. McKiernan's Mithgar Roleplaying System
Based on the Rolemaster Gaming System

In Rolemaster Character Law, Race Capabilities Table, table 15.51, page 51 in the older books, table 15.5.1, page 65 in the newer books, these are the various modifications:

Baeron: St +15; Qu -5; PR -5; In 0; EM +5; Co +10; Ag -5; SD +5; Me 0; Re 0; Essence +10; Channelling 0; Mentalism 0; Poison +10; Disease +10; # rnds soul dep 12; # added stat det 0; recovery mult 0.7x; # starting lang 3; type hit die d10; max hits 150

Dylvana: St 0; Qu +10; PR +10; In 0; EM +5; Co 0; Ag +10; SD +20/-20; Me +5; Re 0; Essence -5; Channelling -5; Mentalism -5; Poison +10; Disease +100; # rnds soul dep 3; # added stat det 2; recovery mult 1.5x; # starting lang 4; type hit die d8; max hits 105

Lian: St 0; Qu +10; PR +15; In 0; EM +5; Co 0; Ag +10; SD +20/-20; Me +5; Re 0; Essence -5; Channelling -5; Mentalism -5; Poison +10; Disease +100; # rnds soul dep 2; # added stat det 4; recovery mult 2x; # starting lang 4; type hit die d10; max hits 115

Warrows: St -20; Qu +15; PR +10; In 0; EM +5; Co 0; Ag +15; SD -5; Me 0; Re -5; Essence +30; Channelling +30; Mentalism +30; Poison +20; Disease +15; # rnds soul dep 12; # added stat det -1; recovery mult 0.7x; # starting lang 3; type hit die d8; max hits 100

Vanadurin: St 0; Qu +5; PR 0; In 0; EM +5; Co +5; Ag +10; SD 0; Me 0; Re -5; Essence +5; Channelling +5; Mentalism -5; Poison +5; Disease +10; # rnds soul dep 10; # added stat det 0; recovery mult 0.7x; # starting lang 3; type hit die d10; max hits 140

Magekind: St +5; Qu +5; PR +10; In +10; EM +10; Co 0; Ag 0; SD +15; Me +10; Re +10; Essence +10; Channelling +10; Mentalism +10; Poison 0; Disease 0; # rnds soul dep 10; # added stat det 0; recovery mult 1.0x; # starting lang 5; type hit die d10; max hits 110

Some additional comments:

Baeron have a 10% chance of becoming a werecreature (40% of the werecreatures are Bears, 40% are Wolves, 5% are raptors, and 5% are Player's choice, such as a werepuma, or ither type of relatively common animal, but nothing more powerful than a Bear or a Wolf [no wereDragons, etc]). Some Baeron can speak with Wolves or Bears (10% chance) at rank 2 or 3.

Some Vanadurin seem to be able to deduce what a horse is thinking (10% chance).

The +/- number on Elven self discipline means that they have little self discipline when it comes to things which can be done sometime in the immortal future, but lots of self discipline on things which are clearly important to the mission.

Mithgarian Mage aging rules upon casting spells are under testing and forthcoming. (see Encyclopedia Chapter XIV for more info on mages)

Almost any person Not a Mage can have some "Wild Magic" at the pleasure of the game master. Such would be a percentage of the time (usually a low percentage), the wild magic will work, the rest of the time it fails to materialize.

For the nonMage types, the use of magic usually comes in the form of a potion, scroll, weapon, ring, amulet, etc.

Warrows see in magical darkness at half their ability. Warrows are extremely stealthy, and in any skill requiring stealth (stalk and hide, ambush, etc.) in Rolemaster they get an additional +25 in those skills. Warrows also have a special skill called "Silent Movement," and by that I mean "vibrationless movement" in which they get a Rolemaster Bonus of +90.

Elves can see by starlight alone. They, too, have "Silent Movement" at a skill level of +75.

Vanadurin get a +25 bonus on any horse skill and horse riding skill [including ponies] (lancing from horseback, riding, trick riding, managing a wild horse, etc.).

Baeron get varying bonuses for woodsmanship skills (foraging, hunting in the woods, etc.) These bonuses are at the GM's discretion, but in general range from +10 to +20. Dylvana get the woodsmanship skill boniuses, too.

Mages can see , and at times these "auras" can be used to divine the nature of a being/creature, with the GM determining what the spectrum of colors as well as what the darkness or lightness of a color means (generally the hot (red) end of the spectrum is danger, and the colder (blue) end is benign, black leaning toward deadly, white leaning toward life; still an icy blue may be deadly, and a muted grey may be benign).

Dwarves "cannot lose their feet," meaning that anywhere Dwarves travel on land (walk, ride, ride wagon, etc.) they can unerringly retrace that path. If delerious, unconscious, unaware, etc., when travelling by land, they cannot retrace those steps. Travel by air, sea, water, teleportation, time travel, etc., is disorienting to Dwarves, though they can accustom themselves to such (as did Aravan's warband on the _Eroean_; and as did Brega when he travelled down the Argon by Elvenboat).


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