You must purchase (or choose) race before starting to take virtues
and flaws.
Usually one Virtue can only be taken only once, and two Virtues
that are almost alike can not both be taken. Flaws that negate
some Virtues already taken, or vice versa, are not allowed.
Reading/writing: in Middle-earth, all player characters are assumed
to be literate (able to read and write) unless a 10 point flaw is taken.
Set Option Category
ChL Table 15.7.3 (p. 90, 2nd Ed).
5 points: +10 in a secondary skill (one per skill, not cumulative)
15 points: +15 in a secondary skill (one per skill, not cumulative)
10 points: +5 in a primary skill (one per skill, not cumulative)
20 points: +10 in a primary skill (one per skill, not cumulative)
60 points: +1 inherent spell adder
15 points: one language to rank 7 spoken (and written, if possible)
Special Abilities Category
ChL Table 15.7.3, with lots of changes and
some additions.
55 points: Angle Perception:
You have an exceptional ability to judge angles and
changes in the slant of relatively uniform, solid surfaces. You
receive a +25 bonus when attempting to perceive traps or secret
doors which are set in walls, floors, or ceilings that have such
surfaces and you can judge the angle of an incline almost immediately.
110 points: Animal Empathy:
You have empathy with a type of animal (not monster!) of your
choice and receive a +25 bonus when attempting any maneuver on or
with such an animal. Prolonged association (e.g. a month) to a
specific animal of the given type will enable you and the
animal to mentally communicate within a range equal to 100' times
your level.
130 points: Bizarre Resistance:
A bizarre resistance allows you a +40 RR bonus versus
spells from one realm (choose Essence, Channeling, Mentalism or
Psionics), in addition to any others. This will hinder your own
spells of that realm, if any, and can not be "turned off"! It does
not affect magic items you are using (except runes and scrolls).
70 points: Combat Reflexes:
The character gains +25 to first initiative on a combat, and
+10 afterwards (as the opponent now knows about the character's
superior reflexes).
110 points: Discriminatory Hearing:
Your acute hearing enables you to perceive, isolate,
and understand any sound; your range is 100' for open areas or
25' when listening through solid objects.
110 points: Discriminatory Smell:
Your acute sense of smell enables you to perceive
and distinquish odors up to 100' upwind, 2000' downwind, and 500'
in still air. Should you track something based on experience with
its odor you have a +25 bonus.
212 points: Exceptionally Enchanted:
You are exceptionally enchanted. You have a +50 RR
bonus versus spells from one realm (choose Essence, Channeling,
Mentalism or Psionics) and a +25 bonus when casting such spells
or attempting to understand and use inscriptions and items whose
power is based on that realm.
80 points: Fine Wrists:
Due to your fine wrists, you are impeccably precise
with thrown objects and have a +20 bonus for throwing attacks or
actions, including sweeps and throws.
55 points: Great Endurance:
Can travel for two days
without rest, requires half the amount of rest than others.
Effectively, recovers Exhaustion points at a double rate.
However, the amount of sleep required does not change.
110 points: Great Lungs:
Your tremendous lung capacity enables you to hold
your breath for up to 5 minutes without damaging yourself. In
addition, you have twice the endurance you normally would have.
80 points: Great Stature:
You are unusually strong and have a +20 Strength stat
bonus in addition to any other. This is due to your great stature,
for you are the maximum size for one of your kind (i.e.
must take maximum size).
100 points: High Range Voice:
You have a high range voice which can be used once
a day to either:
shatter normal glass surfaces which are no more than
1' thick and weigh no more than 1000 pounds
create a 5th level scream attack which stuns all
listeners within a 25' radius for 2 rounds (if they
fail an RR).
40 points: Infravision:
You possess infravision and can see sources of heat
up to 100' away, so long as it is dark. Perhaps your family
has dwarven (or orcish) blood...
100 points: Inner Reserve:
Your exceptional inner reserve allows you to
withstand pain and you add +3 to each Body Development roll
(or rank) when determining your available concussion hits.
120 points: Lightning Reactions:
You have lightning reactions which give you a
+5 DB, a +5 OB, and +20 for determining initiative (e.g. who
swings first).
27 points: Mystic Sight:
Each of your eyes is of a different color. You
have the capability to close your eyes and concentrate for a
round and, in so doing, reorient your vision so that you can see
invisible objects, but not visible organic objects. To return to
normal sight you reverse the process.
75 points: Neutral Odor:
Your body creates a peculiar neutral odor which cannot
be smelled and masks the odor of anything within 5'.
80 points: Nimble Skeleton:
Your nimble skeleton allows you a +20 bonus when
making moving maneuvers.
60 points: Poor Man's Power:
You have an enchanted quality about you and are naturally
proficient with spells. You can buy spells from one single list
as if it was your Base List, and furthermore, at half cost. It
can be any list GM allows. The spell list is cast from the realm
of the caster, even if the list is not of that realm.
Var: Potential Toughness:
(Also Natural Physique II).
Racial maximum base hit points are increased.
150% normal: 40 points.
200% normal: 60 points.
300% normal: 80 points.
110/220 points: Psionic:
The character has a separate set of Power Points, and psionic lists
from Space Master. In many worlds, such as Middle-earth this may
cost 220 points, or be disallowed.
150 points: Quick Concentration:
An exceptional ability to quickly concentrate
and focus on matters enables you to prepare actions (e.g. spells,
bow attacks) one round quicker than you would normally.
60 points: Soothing Voice:
Your voice has a soothing tone which gives you a +15
to any attempt of verbal action to calm or persuade
someone: e.g. in conversation, singing, public speaking, trading,
acting, "Calm" spells, etc.
60 points: Sparkling Eyes:
You possess a pair of enticing, sparkling eyes which
provide you with a charismatic air. Add +15 bonus for all actions
involving leadership or influence: e.g. public speaking, seduction,
Charm spells, Hold spells, etc.
80 points: Springed Legs:
Your legs have tremendous "spring" and you receive
a +10 bonus for all leaping maneuvers. A vertical jump of up to 4
feet, a standing jump of up to 8 feet, or a running jump of up to
20 feet is routine. Your hand joints share this uniqueness and you
receive the +10 bonus for actions involving picking locks, rowing,
or pulling on things with your hands: e.g. tugging on a rope or
firing a non-mechanical bow.
100 points: Strider:
Your quick but quiet stride
gives you a +20 bonus when attempting to move silently,
allows you to ambush anyone who you can strike from
behind, with a +2 ambush skill rank bonus,
gives you a +20 bonus for balancing maneuvers.
Skill at Arms
RMC I, page 30, lots of changes.
55 points: Martial Artist: No penalty when using a weapon kata.
55 points: Natural Archer: 25% increase to all bow ranges.
110 points: Subtle: +25 to Stalk and Hide.
110 points: Mind Over Matter: +25 to all Adrenal Moves maneuvers.
55 points: Natural Horseman: +25 to all riding.
60 points: Natural Facility With Armor: halve armor development costs.
55 points: Unnatural Stamina: May run at 3x normal move rate for
exhaustion cost of 1 point/60 rounds.
50 points: Natural Weapon Master: May develop skills ranks in one
similar weapons category; all weapons in that category may use
that skill rank for their OB's.
60 points: Assassin Training: Halve Ambush development cost.
75 points: Natural Physique I: Halve Body Development cost.
40 points: Natural Physique II: Maximum hits for race/culture
increased by 50%.
65 points: Hammerhand: Bare hands hit as maces when using MA
Strikes skill; treat as a "Mace" weapon kata with no penalty.
80 points: Directed Weapons Master: One selected category of
weapons yields 3 skill ranks for every 2 skill
ranks developed.
75 points: Disarming skill:, if OB vs. OB open-ended maneuver is
101+, opponent must RR vs. PC's level or drop weapon.
75 points: Great Health or Tolerance:
150% normal concussion hits.
60 points: Accelerated Mending: Heal 2x normal rate.
55 points: Unbeliever: Resists magic at 3x level. May not
use spells, spell devices, scrolls, runes and other
"invoked" powers. Magical guidebooks (like Tome of Great
Health in AD&D) can be used if GM allows.
Potions, bonus items, and other passive items can of course
be used, and they do work. (Old characters might still
have Unbeliever which has +30 vs. all RRs against magic
instead. They can keep it as it is, at the same cost.)
75 points: Animal friend: (35 + Em Mod.)% chance to befriend
any animal within 10', won't be controlled, but
will be friendly indefinitely.
55 points: Master Tactician: (In Mod.)% chance, minimum 10%,
to receive information directly from GM concerning an
immediate tactical situation.
75 points: Subconscious Preparation: Readies weapons and bows 1
round quicker than normal.
125 points: Trained Regular Footman: May make MA Rank 1 Sweeps/Throws
attack each round in addition to any normal action.
55 points: Danger Sense: (In Mod.)% chance, minimum 10%.
50 points: Light Sleeper: Perception maneuver to wake, can take
action immediately.
50 points: Look of Eagles: Allies, troops, henchmen under PC
never panic when he/she is well and in sight.
65 points: Eye Of The Tiger: PC may prepare as for the adrenal
move "Strength" except chance is
(level + ((SD Mod. + Em Mod.)/2))%.
Success: OB and DB at +15 for the next round.
85 points: Outdoorsman: +50 to forage, fire starting, locate
shelter maneuvers outdoors. +20 to tracking, trapping,
stalk/hide while outdoors.
40 points: Favored: Liked by a very high ranking noble, possibly
a relative.
150 points: Blessed: Enjoys the favor of a particular god,
demi-god, angel, demon lord etc. GM may disallow!
55 points: Judge of Weaponry: May determine the pluses or
minuses, magical and non-magical, on weapons and armour.
(Always 5% chance to guess wrong.)
Skill at Magic
RMC I, page 30, lots of changes.
110 points: Transcendence I: Casting Essence spells does not
require ESF roll for this character, while wearing
armor of any AT. Half cost for Channeling
users.
55 points: Transcendence II: Casting Essence spells does not
require ESF roll for this character while
wearing any non-metal armor (AT < 13).
Mentalist user: no ESF required due helmet.
27 points: Transcendence III: Casting Essence spells does not
require ESF roll for this character while wearing
armor of AT 8 or less. Mentalist user: can wear
non-metal helmet without ESF rolls.
80 points: Aggression: +10 bonus on Base or Elemental
Spell attacks.
110 points: Resistance: +25 RR bonus vs. one realm, doesn't
hinder own spells. +25 will also be added to DB against
Elemental Spell attacks of that realm.
110 points: Power: PC knows one spell list to 50th level, from
any realm or profession (GM must approve!) It is cast from
caster's preferred realm.
100 points: Eloquence: Requires one less round of preparation
to cast a spell. It still takes one round to cast the spell.
55 points: Item Lore: +25 on all Attunement maneuvers.
55 points: Elvish Training: +25 bonus to Meditation maneuvers.
27 points: Aura: +1 extra PP per level.
70 points: Sub-conscious discipline: Concentration spells
continue after the PC ceases concetrating for a period
equal to the number of rounds spent concentrating on
the spell.
55 points: Ethereal Sight: May see invisible or ethereal
(in Middle-Earth, Shadow realm) items if he concentrates.
50 points: Power Sense: Neck hairs prickle around a great
power source, enchanted location etc.
65 points: Visions: PC receives spontaneous glimpses of
events associated with a place, person, item, etc. that
he/she touches.
150 points: Lore: May learn Arcane lists as if they were his/her
base lists. GM may disallow, and can easily limit
Arcane spell books.
80 points: Mana Reading: 10% chance of determining each
ability of a magic item. Roll each characteristic. Each
attempt takes 2 hours per ability. Always a 5% chance
to guess completely wrong.
125 points: Archetype: Innate 2x Power Point Multiplier. If
using an item, multiplier increases by one level
(e.g. 2x to 3x).
100 points: Spatial Skills: Range factors of all spells are
doubled. "Self" becomes "Touch", "Touch" becomes 5'.
100 points: Temporal Skills: Duration of all PC's spells
are doubled. Does not affect concentration spells.
100 points: Scope Skills: Radii and "number of targets" are
doubled.
160 points: Shapechanger: to one particular creature
(GM approval). PC may freely alternate between his normal
and his creature form. (No extra Status etc. required, as
with my old system.)
75 points: Slayer: Slaying crits vs. one (narrow) creature type.
(GM must approve. Examples: Common Orcs, Stone Trolls,
Uruk-Hai).
75 points: Ensorcellment Cure: PC may touch a target
afflicted with a permanent enchanted disability, such as
lycanthropy, flesh to stone, curse etc. The cause of the
disability must make a RR or the target is permanently cured.
If the RR is successful, PC needs to rise a level before
next attempt.
110 points: Herbalist: Naturally recognizes and may use
herbs and poisons. +50 to herb lore, cookery and foraging.
75 points: Destiny Sense: Knows the direction which will
lead to a desired objective. (Things might be masked by
magic, requiring RR's, and there's always that 5% chance
to be completely wrong...and it's always up to GM.)
Status
Negative points here are counted as a disadvantage.
Note that there is no starting equipment, every character
must buy their initial equipment! When buying starting
equipment, use Rolemaster® list prices ("Town Cost").
* = Normally only certain races can have this Virtue.
100 points: Adrenal Speed: at will, 100% chance of success.
40 points: Ambidexterity.
200 points: Mighty Health: Can take 200% normal concussion hits.
10 points: Endurance: Can travel for 2 days without rest.
Var: Literate: Can read and write:
0 points: Modern society or Middle-earth.
15 points: Medieval-like society.
10 points: Distance Runner: Can run up to 12 hours without stopping.
55 points: Conscious Control: stop bleeding 1 hit per
round concentrating. This does not work subconsciously.
15 points: Extra Language: Rank 7 spoken, and rank 7 written, if
possible.
216 points: Gift of Healing:
The character can heal injuries and diseases with her touch.
The Gift can be used only once per day (suggested penalty for
using it more: the injuries are transferred to the healer thrice
as severe).
Alternate version:
can be used at will, but a dice roll (101+ on an open-ended
roll, with the average SD and Em bonuses of the character)
are required for success.
If the attempt fails, that one injury or disease on just that
one person can never be healed by the character. On a blunder,
the injury is transferred.
If you are using Rolemaster with Spell Law, treat this Gift as
a combination of
Major Vessel Repair, level 10, Blood Law, Closed Channeling
Minor Nerve Repair, level 4, Nerve Law, Closed Channeling
Muscle Repair I, level 4, Muscle Law, Closed Channeling
Organ Repair, level 16, Organ Law, Closed Channeling
Major Fracture Repair, level 6, Bone Law, Closed Channeling
or
Undisease, level 14, Purifications, Open Channeling
Note that the Gift only heals one single injury or one single
disease on one person.
800 points version: As above, but can be used at will with
no chance of failure! This shouldn't be allowed for
player characters.
150 points: Good joints: +20 to all thrown attacks and static
maneuvers involving the hands (locks, repair/construction)
or feet (Balance). Also +30 to contortions.
10 points: Snowman: Halve encumbrance penalties
in cold (under 0°C).
10 points: Hot Head: Halve encumbrance
penalties in hot weather (over 30°C).
100 points: Super Hearing:
Acute hearing (1000') plus a whistling sonar (1000').
Var*: Hit Dice: (Racial)
-10 points: D6
-5 points: D8
0 points: D10
+5 points: D12
+10 points: D15
100 points: Very Tough*:
Ignore stun and bleed results from normal weapons.
100 points: Temperature Tolerance*:
Immune to natural heat and cold.
100 points: Improved Bone and Muscle: +20 to leaping, double
normal leaping ranges, +20 to skiing, tumbling, dance etc.
100 points: Incredible Appearance: adds +20 to Presence or
Appearance bonus when using charisma-oriented skills or psionics.
50 points: Inner Eyelid*:
(protection from dust/sand/bright light).
5 to 90 points: Reputation:
PC is recognized
25% of the time (Infrequently) or gives a +10 modifier
to reaction roll: 10 points.
50% of the time (Frequently) or gives a +25 modifier
to reaction roll: 25 points.
All the time or gives a +50 modifier to reaction roll:
50 points.
Extreme reputation or gives a +75 modifier to reaction
roll: 75 points.
(Note: reaction table is in RMC VI, page 52)
Reputation is limited to...
one big city or one barony: -50 points.
one country or to one race: -20 points.
one land (about 6 countries) or to one broad group
of races: No modification.
No limits, everywhere in the known world: +15 points.
(Note that even if the reputation is limited, the character
might still be recognized now and then.)
Examples:
Coming up...
-10 points: Short Lifespan: up to 50 years.
0 points: Average Lifespan: up to 100 years.
10 points: Extended Lifespan: up to 125 years.
15 points: Long Lifespan*: up to 200 years.
30 points: Extended Lifespan*: up to 300 years.
50 points: Very Long Lifespan*: hundreds of years.
75 points: Virtually Immortal Lifespan*: As an Ent.
100 points: Immortal Lifespan*:
Immortal, only dies to violence or if loses the will to live.
Var*: Max Hits: (Racial)
-5 points: < 100
0 points: 100..175
+5 points: 175..200
+10 points: > 200
50 points: Claw/Bite: Medium Claw or Bite attack using
Brawling skill.
75 points*: Memory Trance: Memory mode trance, assimilate
data at 10x normal rate, total recall. Trance duration must be pre-set.
Varies: Natural AT*:
40 points: AT 3
80 points: AT 4
30 points: Restless*: Needs rest only once every 3 days.
30 points: Elvish Sleep*: Needs no sleep but a trance
1-3 hours per day (restores PPs).
10 points: Reduced Sleep: Needs sleep only twice every three days.
20 points: Night Vision I: 50' in the dimmest light,
fairly well up to 100'.
40 points: Night Vision II*: Perfect vision in almost
all darkness. In almost total darkness: 50' perfectly, fairly
good to 100'. In total darkness: 10'.
40 points: Night Vision III*:
Perfect up to 1000' in the dimmest light.
80 points: Night Vision IV*: also 30' even in total darkness.
20 points: Starlight Vision*:
perfect vision under moon- or starlight.
40 points: Six-digited Hands and Feet*: +10 to
Balance, manipulative (pick locks, delicate repairs etc.)
27 points: Speak with Animals: at will (normal animals only).
300 points: Immune to Stun*: Ignore all Stun results.
150 points: Stun Resistance*: "Stun" result only forces
to parry, does not stun.
150 points: Stun Tolerance*: "Stun No Parry" result means
stun only, can still parry.
200 points: Superb Synapses*: Syperb synapse development,
+20 to both OB and DB in addition to all other bonuses.
150 points: Metabolical Control: Trance to resist
poison or disease at an extra +50 bonus.
300 points: True Immortality*:
If chosen mortal form is slain, body
(not items) vanishes in a flash of light. The 'soul'
returns to "home plane" where the character recovers his/her
strength. Process requires a set number of days (2 months at
this point cost, time may be even years, in which case the cost
of this virtue can be lowered). During that time the character
cannot affect physical reality, though he/she may appear as a
ghostly image and interact with others.
100 points: Unusual voice: +20 to public speaking,
acting, or Voice Psi.
40 points: Warrior Extraordinaire: The character has a +10
with all melee weapons, missile weapons or unarmed combat - choose
one (or take this virtue many times).
50 points: Wide Field of Vision: Flank bonus only from behind
(if not surprised).
81 points: Winged Flight*: at Base Move rate. The cost includes
wings. If wings are an extraordinary sight, they justify some Flaws.
100 points: Wingless Flight: the character is able to fly at
Base Move rate without wings. This looks like magic or superpower.
25 points: Super Flight: flight movement rate doubled. This
Virtue can be taken many times, each doubling the rate. The character
must have the ability to fly; this cannot be used to boost flight
spells, it only applies to innate flight ability.
50 points: Sylvan Nature: Wild animals will not attack the
character unless actively provoked.
100 points: Greased Lightning*: Will
always strike first unless surprised.