by Thomas A. Stobie, SFO
These are the rules for character generation for the Majestic Magic Campaign. It is recommended that players read through the campaign site prior to working on character generation.
Gaming System: Rolemaster Standard System (RMSS) & Rolemaster Fantasy Roleplay (RMRFP). This is further supplemented by additional rules I have on my gaming website.
Each character should be played with an appropriate personality, should be good-oriented and a team player. Characters are not just combat or spell machines. Any character of the Channelling realm must choose a Sphere of Influence of his deity.
For those who want to play who lack materials (such as some of the RMSS/RMFRP rulebooks), the gamemaster may do some of the mechanics for them. You are asked to have the books containing the spells you have available for your use. For people who want to play, but lack Spell Law (and possibly other books as well), they are asked to play non-spell users.
Talent & Flaw Restrictions
Flaws that do not limit will not be allowed. Point value of flaws that only restrict somewhat will be reduced.
If you do not have Character Law (RMFRP) or Talent Law (RMSS), please contact the gamemaster about Talents & Flaws.
Available Talents & Flaws by Character Law (and also Talent Law) Headings:
- Special Training - any.
- Physical Abilities - any except Dense, Dwarfism (Minor or Major), Extra Limbs, Flight, Giantism (Major or Greater), Gliding, Pain Resistance (Major or Greater), Poison Sack, Regneration, Sturdy Build, Tensile & Tough Skin.
- Mystical Abilities - any except Ensorcellment Cure, Ethereal Sight, Ethereal Tie, Magic Resistance, Planar Travel, & Visions.
- Mental Abilities - any except Animal Empathy, Empathy, Mental Control, Mental Link, Mental Scan, Telekinesis, Telepathy & Unbeliever.
- Special Abilities - only Luck - Dramatic (Lesser or Minor) or Lucky (Minor) & Stat Bonus (Minor) [can be taken for up to 3 different stats specified by the player].
- Special Status - none.
- Special Items - none.
- Wealth - not applicable.
- Physical Flaws - any except Animal Bane, Epileptic, Physical Investment, Power Burn, & Rain Trauma.
- Mental Flaws - any except Addiction, Delusionary, Easily Charmed, Memory Loss, Muddled Mind, Pacifist (Greater), Paranoid, Sadist, Split Personality, & Trauma.
- Special Flaws - only Lack of Scope, Power Drain, Repulsive Habit (Lesser or Minor), Stat Penalty (Minor) [can be taken for up to 3 different stats specified by the player], & Unlucky.
Sources of additional Talents & Flaws from RMSS documents of mine. - I believe that all talents and flaws are available from these for those who qualify.
Other Notes:
- Pure channeling spellcasters get a free specialization in the religion of the deity's sphere of influence.
- All Pure spellcasters get at 5th level access as restricted spell lists the Alchemist Base Lists of their realm (Arcane Realm gets Essence Lists). For those who already have resisted access to one or more of these spell lists, they improve access to that of a closed list.
- All Hybrid spellcasters get at 10th level access as restricted spell lists the Alchemist Base Lists of their realms. For those who already have resisted access to one or more of these spell lists, they improve access to that of a closed list.
- Languages do translate to the Daritopia equivilant.
- Please remember that only those skills listed as Standard Hobby Skills for the race are available as hobby skills.
Go to the Majestic Magic Campaign main page.
Go to my gaming page.
This builds upon the Rolemaster Standard System [RMSS] and Rolemaster Fantasy Role Playing [RMFRP]. Copyright 1995-2000 © Iron Crown Enterprises, Inc., Charlottesville, Virginia USA. Rolemaster is a trademark properties of Iron Crown Enterprises, Inc. (ICE). All rights reserved.
© 2003-2004 Thomas A. Stobie, SFO - Permission to use and copy for personal use is granted.
Last revised 6 Aug 2004.