First, you don't need to buy books—not yet. See if you like the game first, and I can help with many things. I can also help with your spell lists and what you can do; in most cases, just say it, and I will tell you what spell you cast. If you do buy books, the PDFs are fine! If you go hardcore, you only need the Core Law (crit charts and skills) and Spell Law books (spell lists).
Do not worry about character creation! You say what you are, and that gives you everything else. We play without character sheets in my game, so what you pick will determine your ability scores, skills, and (if you have them), spell lists. The ability scores are all assumed based on what you are.
For example, a fighter is strong and has lots of constitution. They will be the best at weapon skills and have epic levels of hit points. Without spells to worry about, their skills and ability scores in what they do will be epic.
Roughly, the bonuses work out to:
- Epic: +80
- Excellent: +60
- Good: +40
- Average +20
Remember, you must roll above 100 on a 1d100 roll to succeed! The QuestMaster can modify this.
Professions
Rolemaster has 22 professions, and everyone picks one! This will determine your ability scores and spells. Let's start with the Non-Spellcasters:
Non-Spellcasters
- No Profession
- Fighter
- Warrior Monk
- Thief
- Rogue
- Laborer
- Scholar
These classes get no spells, but the best ability scores and skills. You gave up magic, so you will be the best at ability score rolls and skills, almost superheroic! Why play one? Well, your combat crits will be the best in the game, you will resist spells the best, and your ability score modifiers will be the highest.
Your best two ability scores will be epic, your next two excellent, and the other four good.
For skills, all your signature skills will be rated at Epic (Rogues and stealth), while most other closely related ones (Fighters and riding) will be excellent.
Hit points will be epic.
Why would you pick "No Profession?" Well, you get to choose six things you are the best at, so if you want to be "the world's greatest chef," select No Profession and load up on superheroic cooking skills and pan, rolling pin, and knife combat.
Semi-Spellcasters
- Ranger
- Paladin
- Monk
- Magent
- Bard
- Dabbler
Okay, now we have spells! You will give up some of your skill and ability score power for spells.
Your best two ability scores will be excellent, your next two good, and the other four average.
Signature skills will be excellent, while most others will be good.
Hit points will be excellent.
For spells, you get your class's spell list, plus the open spell lists for your magic type (essence, channeling, or mentalism). Casting ability is excellent.
Pure Spellcasters
- Cleric
- Druid
- Magician
- Illusionist
- Mentalist
- Lay Healer
You focus on getting pure spellpower at the expense of everything else. You have two epic abilities and skills, while everything else will suffer. Mostly, your combat abilities will be average.
Your best two ability scores will be epic, and the other six average.
Signature skills will be epic, while most others will be average.
Hit points will be good.
For spells, you get your class' spell list and the open and closed lists for your magic type (essence, channeling, or mentalism)! You get all the powers! Casting ability is epic.
Hybrids
- Healer
- Mystic
- Sorcerer
You combine two magic types in a caster class. You have a lot of spells, but your power is less than that of others. Mostly, your combat abilities will be average.
Your best two ability scores will be good, and the other six average.
Signature skills will be good, while most others will be average.
Hit points will be good.
You get your class's spell lists and the open lists for spells for your two magic types (essence, channeling, or mentalism). What you don't have in power, you have in versatility. Casting ability is good.
Evil
Every magic type (essence, mentalism, and channeling) has an evil power list that only evil characters can tap into. Watch out for these evil types! They will really mess you up! Otherwise, they are just like any character above.
Spells
I am assuming you are maximum-level characters, and you are all playing epic adventurers.
Armor
Armor is rated 1-10 in the game, with 10 being the best. You will have the armor type typically associated with your class. If you have a shield, you will have one. There is no need to worry about this!
Magic Items
You can have a signature armor and weapon, each with a special ability, power, or imbued spell. You can choose protection for armor and get an extra 20 hit points. Or give it a minus 20 to be hit. Let's work it out and make it fun!
Race & Culture
Say what you are, and pick three special abilities. These will mostly be self-apparent. Nightvision, enhanced senses, hardy, crafty, sneaky, brute strength, etc. Some will give you a bonus to hit points or an ability score, or even a skill.
If you are a human, don't worry about this. The "human bonus" is built into the game world and reflects itself in most social situations. With most of the world being human, you can fit in and interact almost anywhere. Where a lizardfolk character may have darkvision, water breathing, and fast swimming, the human can walk into most towns without others questioning why they are there (for the most part). Humans are so ordinary and everywhere that they aren't terribly special, and that can be a good thing.
Yes, that means even "human-like" human races, like Aasimar, Tieflings, or Allyrians, will have aspects that set them apart from others that can cause that mistrust. Even a feeling of unease or difference around you if you are 100% human-looking, like a race of magical human-looking folk channeling so much magic they could make someone's hair stand on its ends when they come close. Glowing eyes, wings, horns, tails, hooves, halos, odd skin colorations, claws, and other features can make people uneasy.
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