TEXT: 1
  Express Additions
   Issue #4
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  DDITIONS
  DDITIONS
  DDITIONS
  DDITIONS
  DDITIONS
  Issue #4
  Express Additions Copyright © 2007 by Aurigas Aldebaran LLC. All rights reserved. No reproductions without permission.
  Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.
  Web: www.harphq.com and www.ironcrown.com.
  TABLE OF CONTENTS
  INTRODUCTION
  CREDITS
  Author: Tim Dugger & the RMC Team
  Editing: Tim Dugger, Heike Kubasch
   Pagemaking, & Layout: Tim Dugger
  Artwork:   David Bezzina, Mike Jackson, Jeff Laubenstein,
  Christophe Swal, Colin Throm
  ICE STAFF
  CEO: Bruce Neidlinger
  President: Heike Kubasch
  Editor/Jack-of-All-Trades: Tim Dugger
  Pagemaking: Sherry Robinson
  Web Master: Tim Dugger
  Office Cats: Rajah, Pheobe, & Matsi
  November 2007
  Introduction..................................................... 1
  Races................................................................. 2
  Aesyr........................................................... 2
  Gryx............................................................ 2
  Phrenali...................................................... 3
  Vsori ........................................................... 3
  Professions ....................................................... 4
  Sorcerer...................................................... 4
  Mystic ......................................................... 4
  Sorcerer Base Lists..................................... 5
  Mystic Base Lists ........................................ 7
  New Skills......................................................... 9
  Optional Rules ............................................... 10
  Extended Semi Base Lists ........................ 10
  Armor as a Single Skill ............................ 10
  Rapid Load & Fire .................................... 10
  Basic Styles ............................................... 11
  Welcome to the fourth issue of Express Additions!  In
  this issue, we will bring you 4 brand new races, imported
  from HARP, to expand your gaming pleasure. You get the
  Aesyr, the Gryx, the Phrenali, and the Vsori.
  We will also introduce 2 more professions, into
  Rolemaster Express, the Sorcerer and the Mystic.
  The Sorcerer and the Mystic are spell casters who
  have access to multiple realms of magic unlike other spell
  users you have encountered in Rolemaster Express so far.
  Next, we give you a couple more Secondary Skills to
  add to your game, and your enjoyment.
  And finally, we will top off the issue with a number
  of optional rules that can be introduced to your game.
  Enjoy!
  
  2
  Express Additions
  Issue #4
  RRRRRACES
  ACES
  ACES
  ACES
  ACES
  Since its inception, we have occasionally
  added new races to one of our other product
  lines known as HARP. In this issue, I have
  selected 4 of those new races and have converted
  them over for use in RMX. They bring with
  them many possibilities for adventure.
  Perhaps they are from an isolated location,
  and your adventurers stumble upon them.
  Perhaps they are from another world and fell
  through a portal into the one where your
  campaign takes place and are now searching
  for a way home. I hope that you enjoy them.
  AESYR
  Scholars often like to say that giants walk
  among us. This old adage is never truer than
  when one of the Aesyr leaves their high,
  secluded valleys to travel in the lands of
  normal men. Standing between 7 and 8 feet
  tall, the Aesyr are larger than even High Men,
  and some scholars speculate that the High
  Men resulted from the mating of Common
  Men and Aesyr.
  Though genial among friends, the Aesyr
  are often a bit guarded in the presence of
  those that they do not know. The Aesyr often
  have a lifespan of approximately 100 years,
  and they spend much of that time in their
  remote homelands high in the mountains.
  Although the Aesyr are just like the other
  mortal races and do not receive any critical
  adjustments because of their size. However,
  their inherent strength does allow them to
  wield two-handed weapons in one hand without any
  penalties, and it also reduces the fumble range of all one
  handed weapons to 01-02. Additionally, the Aesyr use
  20% of their normal weight as an encumbrance unit, not
  the normal 10% like other races.
  GRYX
  The savage appearance of the Gryx belies their calm
  and gentle nature. Standing around 6’ in height, the Gryx
  are often mistaken as monsters at first sight, especially by
  those who don’t know them.
  Although they are normally peaceful by nature, the
  Gryx are not pacifists, and they will fight to defend
  themselves.  They make superb warriors for such a
  normally peaceful race. Gryx are strong, sturdy and quick,
  and this grants them a +5 bonus to OB, DB, and initiative.
  The average Gryx lives about 95 years, and if they had their
  way, they would all be peaceful years.
  The Gryx also have nightvision just as elves do, and this
  allows them to see quite well on all but the darkest nights.
  
  3
  Express Additions
   Issue #4
  PHRENALI
  Standing only four and a half feet tall on average, the
  Phrenali are a truly unique race. Their pale skin, and their
  oversized eyes, that glisten like liquid gemstones, and their
  lack of body hair all proclaim their unusual origins.
  The Phrenali are a very peaceful race. They are
  very calm and reserved, rarely showing emotion.
  Many races like to hire Phrenali as negotiators
  and ambassadors because of these traits.  The
  Phrenali have an average lifespan of 200 years
  The stare of a Phrenali is extremely
  unnerving to other races, and many claim
  that their stare can see straight into your
  soul. While that is an exaggeration, the stare
  of a Phrenali can be very difficult to deal
  with. If a person notices a Phrenali staring
  at them, they must make a SD based RR
  against the Phrenali’s level or have the
  fumble range of any action that they are
  taking at the time be doubled.
  Their large eyes also grant them superior
  visual capabilities, including nightvision as an
  elf and darkvision out to a range of 50’ and a +5 to
  all vision related perception maneuvers.
  VSORI
  This small race barely stands above four feet in height.
  They look like miniature humans with
  slanted brows and slightly pointed ears,
  giving them a slightly devilish appearance.
  Despite their small stature, the Vsori are
  often tougher and sturdier than others
  might initially think. They are able to use
  3 times their height as a base for jumping
  maneuvers, unlike other races that use
  their unmodified height.
  The Vsori have nightvision like elves,
  and they also have a set of retractable
  claws. These claws grant them a +20
  bonus to climbing maneuvers, and they
  can be used to make a Small (Tier 1)
  attack on the MA Strikes table, doing
  Slash criticals. The Martial Arts skill is
  used by the Vsori in learning how to use
  their claws in attacking.
  The Vsori are a somber and serious
  race, very pragmatic and often stoic. This is
  usually attributed to their having developed
  in areas where survival was a continuous
  struggle. For whatever reason, the Vsori
  seem to prefer living in dangerous lands to
  living in peaceful ones.
  RACIAL STATS
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  4
  Express Additions
  Issue #4
  PPPPPRRRRROFESSIONS
  OFESSIONS
  OFESSIONS
  OFESSIONS
  OFESSIONS
  The Sorcerer and Mystic are Hybrid spell user
  professions, each of which combines some of the powers
  of two different realms of magic. They can obtain the
  power of the most potent pure spell user only in a very
  restricted set of spells. However, they are much more
  flexible since they have access to two realms of power.
  A Hybrid spell user may learn their Base Lists,
  and may learn Open and Closed lists in both of their
  realms, but only to 10th level, even if you are using
  the full spell lists from RMC Spell Law.
  When a Hybrid spell user casts a spell from one of
  their two realms, they must abide by the restrictions of
  that realm of power (only). For example, when casting a
  Mentalism spell, a helmet cannot be worn. When casting
  one of the spells from their hybrid base lists, they must
  abide by the restrictions of both realms. (see RMC Spell
  Law for more detail on Hybrids)
  SORCERER
  Sorcerers are Hybrid spell users who combine the
  realms of Essence and Channeling, concentrating on
  spells of destruction. Their base spells deal with the
  specific destruction of animate and inanimate material.
  Prime requisites: Empathy and Intuition.
  MYSTIC
  Mystics are Hybrid spell users who combine the
  realms of Essence and Mentalism; they have
  concentrated on subtle spells of misdirection and
  modification. Their base spells deal with personal
  illusion as well as the modification of matter.
  Prime requisites: Empathy and Presence.
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  5
  Express Additions
   Issue #4
  SSSSSPELL
  PELL
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  SORCERER BASE
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  1. Sprain Limb – A random part of a random limb is
  sprained. If it is part of a leg: movement is cut by 25%,
  combat is at -10; if it is part of an arm, combat is
  modified by -20.
  2. Limb Pain – A random limb is in intense pain; for a leg,
  the target cannot walk (target may crawl at 10% of their
  normal movement); for an arm, that arm cannot be used.
  3. Touch of Disruption – The bones and tissues of the
  target’s body are disrupted as if the target had fallen a
  long distance. If the target fails their RR by (1-10), they
  takes an ‘A’ Impact critical; (11-20) = ‘B’; (21-30) = ‘C’;
  (31-40) = ‘D’; (41-up) = ‘E’.
  4. Lock Joint – One of the target’s joints locks; effect as in
  Limb Pain. A moving target that is afflicted with leg
  lock will falls; if a target with arm lock is carrying
  anything, it is dropped.
  5. Break Limb – As Limb Pain, except limb is broken;
  broken arm is useless, broken leg cuts movement by
  50% and combat with that arm will suffer a -75 penalty.
  6. Disruption II – As Touch of Disruption, except range is 20’.
  7. Skin Death – Target’s skin will flake and peel all over
  their body; there is no tactical penalty, but it lowers the
  Appearance of the individual by 50%. Lasts until
  dispelled and 1 month passes.
  8. Disruption V – As Touch of Disruption, except range is 50’.
  9. Rupture Ear – One of the target’s ears is disrupted; their
  hearing is at 50% of normal until cured (-25 to Perception
  involving hearing, -50 to Perception only involving
  hearing). If both ears go, the target will be rendered deaf.
  10. Limb Death – One of the target’s limbs (random) will
  wither and die. Target loses 5% of the use of the limb per
  day; when the total reaches 100%, the limb falls off. Can
  be cured through circulation and nerve repair spells up
  to the 80% point, then it must be regenerated. If the limb
  is a leg, movement is reduced by half the percentage lost
  (e.g., if a leg is 60% withered, movement is cut by 30%).
  If the limb is an arm, combat suffers a -1 penalty per 1%
  withered (e.g., if an arm is 75% withered, all combat with
  that arm will suffer a -75 penalty).
  SORCERER BASE
  FLUID DESTRUCTION
  le
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  1. Vaporize Water –Vaporizes 10 cu’ of liquid/level.
  2. Freeze Water – Freezes 10 cu’ of liquid/level.
  3. Evaporation I – Causes 1000 cu’ of liquid to rapidly
  evaporate over the course of 1 hour.
  4. Unwater I – Instantly disintegrates 100 cu’ of water.
  5. Calm Water – Water within radius is calmed; waves are
  cut 20’ in center and less towards the perimeter.
  6. Water Bolt – A bolt of water is shot from the palm of
  the caster; results determined on the Water Bolt Table.
  7. Unrain I –No precipitation will occur in the area of
  effect for the duration of the spell.
  8. Dehydrate – Removes all the liquid (usually water)
  from 1 cu’ of inanimate material.
  9. Evaporation II – As Evaporation I, except 10,000 cu’
  are affected.
  10. Unwater II – As Unwater I, except 1,000 cu’ are affected.
  SORCERER BASE
  GAS DESTRUCTION
  le
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  1. Unfog – Disperses all fog in a 10’/level radius.
  2. Air Stop I – Cuts all generalized air movement (e.g., wind)
  by 30 mph in a 10’ radius (will not affect breathing).
  3. Vacuum I – Creates a 5’ radius of near vacuum; all
  within the radius take a ‘B’ Impact critical as the air
  leaves and rushes back in.
   4. Deoxygenation I – As Air Stop except that caster can
  remove the oxygen in a 10’ radius at the rate of 1% of
  the original oxygen/round.
  5. Air Stop II – As Air Stop I, except affects a radius of 20’.
  6. Vacuum – As Vacuum I, except affects a radius of 10’.
  7. Deoxygenation II – As Deoxygenation I, except affects
  a radius of 20’.
  8. Gas To Air – Changes any gas to oxygen at a rate of 1
  cu’/round as long as the caster concentrates.
  9. Air Stop X – As Air Stop I, except affects a radius of 100’.
  10. Vacuum IV – As Vacuum I, except affects a radius of 20’.
  
  6
  Express Additions
  Issue #4
  SORCERER BASE
  MIND DESTRUCTION
  le
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  SORCERER BASE
  SOLID DESTRUCTION
  le
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  1. Minor Pain – Target takes 25% of their remaining
  concussion hits (i.e., those not already taken); these
  hits are healed when the duration is up, provided
  target has not died.
  2. Jolts I – Target is stunned.
  3. Disorientation – Target must subtract 25 from all
  orientation, perception, and initiative rolls.
  4. Unbalance – As Disorientation, except 25 is subtracted
  from all maneuver rolls.
  5. Distortions – As Disorientation, except 25 is subtracted
  from all combat rolls.
  6. Jolts III – As Jolts I, except duration is 3 rounds/10 failure.
  7. Major Pain – As Minor Pain, except 50% of
  remaining hits are taken.
  8. Forget – Target forgets a period of (1 min/level) of
  their past, as desired by the caster.
  9. Word Of Pain – As Major Pain, except hits must be cured.
  10. Mind Shock – As Disorientation, Unbalance, and
  Distortions (all at once).
  1. Melt Ice – Melts up to 10cu’/level of ice.
  2. Loosen Earth – Loosens 100 cu’ of earth to the
  consistency of plowed ground.
  3. Erosions – Causes a 100 cu’/level section of inorganic
  material to erode and deteriorate at 1000 x normal rate.
  4. Cracks Call – Any previous cracks or flaws in material
  up to 10’x10’x10’ (not 1,000 cu feet) section will extend
  to their limit.
  5. Undoor – Will vaporize a non-magic door up to 6"
  thick, 10’ high, and 10’ wide (if the door is thicker than
  6" it will vaporize the closest 6 inches).
  6. Stone/Earth – Changes 100 cu’ of stone to packed
  earth; change is gradual and takes 3 rounds.
  8. Earth/Mud – As Stone/Earth, except changes earth
  to soft mud.
  10. Corridor – Creates a 3’x6’ corridor that is l’/level long;
  it can be cut through any non-metal, inorganic
  material. The corridor can be cut at a rate of 1’ (length)
  per round as the caster concentrates.
  SORCERER BASE
  SOUL DESTRUCTION
  le
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  1. Question – Target must answer a single concept question
  (presuming that the target can understand the question).
  2. Demonic Possession I – Target is possessed by a Type
  I Demon; caster has no control over the target or
  Demon. The Demon will force the target to do random
  (not necessarily destructive) things; target gets an RR
  every other round to attempt to get rid of the Demon.
  3. Neurosis –Target has an extreme dislike for any specific
  thing the caster chooses; target has a 50% chance, modified
  by their Self Discipline stat bonus, of overcoming the
  neurosis when given a choice (e.g., neurosis concerning
  horses would mean that every time the target tried to get on
  or near a horse they would only have a 50% chance).
  4. Guilt – Target becomes guilty over some action in their
  past. The GM should choose some significant event in
  the target’s past. They will not perform similar actions
  again and must take steps to alleviate the guilt.
  5. Paranoia – Target will trust no one absolutely. When in
  a life threatening/ dangerous situation, there is a 50%
  chance (modified by the their Self Discipline stat bonus)
  that they will not put their safety in the hands of others.
  6. Demonic Possession II – As Demonic Possession I,
  except Demon is Type II and the possessed only gets a
  RR once every minute.
  7. Panic – Target will flee in panic in any personally
  dangerous situation, unless they successfully make an
  RR (once per combat only). Fleeing equates to
  movement away for D10 rounds at maximum pace.
  8. Transferal – Target’s “soul” and the caster’s “soul” are
  interchanged; the caster can operate at 50% of their normal
  activity in the body of the target. The target in the caster’s
  body is inactive. The caster can cancel the spell at any time
  (takes 1 round); the target can only cancel the spell if they
  make a successful RR (they gets one every 10 minutes). If
  either body is killed, both “souls” will be destroyed .
  10. Demonic Possession III – As Demonic Possession I,
  except Demon is Type III and the possessed target only
  gets a RR once every 10 minutes.
  
  7
  Express Additions
   Issue #4
  MYSTIC BASE
  CONFUSING WAYS
  le
  v
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  1. Distraction – Target is at -30 for all actions.
  2. Confusion –Target is incapable of making decisions
  or initiating action; may continue to fight current foes
  or in self-defense.
  3. Blur Vision – Target has a -100 OB mod for missile
  attacks; -50 for all other actions.
  4. Fear – Target fears caster and attempts to flee.
  Fleeing usually equates to moving at maximum pace
  away from caster.
  5. Stumble – Target becomes unbalanced; if they is
  moving, they trips and falls (Down for 1-5 rounds); if
  they is performing a maneuver they fails it.
  6. Fumble – As Stumble, except target fumbles any
  weapon or item in their hands; roll on the appropriate
  Arms Law Fumble Table.
  7. Hallucination – Target sees a nonexistent foe; must
  fight them until the foe is “defeated” (i.e., takes damage
  that would drop the target); foe has same capabilities as
  target but does them no damage (i.e., always misses).
  8. Spin – Target is spun about 180°, taking 1 round/10
  point failure to recover.
  9. Weapon Alteration – Target’s weapon is altered to appear
  to them that it is some other weapon, with which they
  must fight; treat as a similar weapon for OB purposes.
  10. Mirages – Target sees all moving things clearly, but the
  caster can control the fixed scene that the target “sees”.
  MYSTIC BASE
  GAS ALTERATION
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  1. Condensation – Condenses 1 cu’ of water from the
  surrounding air into the caster’s hands. The caster can
  then funnel the water into any available container.
  2. Airwall – Creates 10’xl0’x3’ wall of dense air; cuts
  movement and missile attacks through it by 50%
  (i.e., -50 to OBs).
  3. Fog II – Creates dense fog in a 20’ radius.
  5. Air Stop I – Stops all generalized air movement (e.g.,
  wind) up to 30 mph and cuts higher winds by 30 mph,
  both in a 10’ radius.
  6. Fog X – As Fog II, except radius is 100’.
  8. Airwall True – As Airwall, except has a set duration of
  1 min/level and does not require concentration.
  9. Fire Bolt I – A bolt of fire is shot from the palm of the
  caster; results are determined from the Fire Bolt Table
  (a fire source must be within 10’).
  10. Air Stop V – As Air Stop I, except radius is 50’.
  MYSTIC BASE
  HIDING
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  1. Blur – Causes caster to appear blurred to attackers,
  subtracting 10 from all attacks.
  2. Unseen – A single object is made invisible (1 garment, 1
  naked body, etc.); until 24 hrs pass or the object is
  struck by a violent blow (being hit by a weapon, falling,
  etc.) or the object makes a violent move (i.e., an attack).
  3. Shadow – Caster and objects on their person appear to
  be a shadow; and thus are almost invisible in dark
  areas (e.g., in many situations this could be handled
  with a Stalking/Hiding bonus between 25 and 75).
  4. Quiet I – Any sounds originating within a radius of 1’ of
  the caster’s body are completely muffled; +25 to Stalking.
  5. Invisibility I – As Unseen, except everything within 1’ of
  the target is invisible as long as it remains within the radius
  (1’) and none of the Unseen termination conditions occur.
  Only objects totally contained in the radius at the time of
  casting become invisible. Any object in the radius is under
  the restrictions given in Unseen. See Express Additions #1
  for notes on Invisibility.
  6. Invisibility II – As Invisibility I, except the caster can
  vary the radius up to 1’.
  7. Screens – Creates a 1,000 sq’ screen on which the caster can
  place any static scene; seems 3-dimensional and normal.
  8. Displacement I – Caster appears to be offset from
  where they really is, all attacks have no effect 10% of the
  time (no normal RRs). Each time a foe misses, the
  chance of “no effect” for that foe goes down by 5%.
  9. No Sense – As Invisibility I, except caster is also
  undetectable by smell and sound,
  10. Shadow Mystic – Creates a duplicate of the caster; if
  they concentrates, it will move as they wills; otherwise,
  it does exactly as they does. With a round of
  concentration, the caster can merge the shadow mystic
  with himself and then split apart again.
  
  8
  Express Additions
  Issue #4
  MYSTIC BASE
  LIQUID ALTERATION
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  1. Boil/Freeze Water – The caster may vary the
  temperature of any inanimate body of liquid (1 cu’/
  level) by 125°F per round. Once the liquid begins to
  boil/freeze, it will not continue to heat up, but will begin
  to cool naturally if the caster stops concentrating.
  (Temp. cannot be lower then -20°F).
  2. Clear/Desalinate Water – As Boil/Freeze Water, except
  removes all sediment and dissolved substances.
  3. Evaporation – As Boil/Freeze Water, except 1,000 cu’/
  level of liquid is evaporated at a rate of 100 cu’/round.
  4. Waterwall – Creates a 10’x10’xl’ wall of churning water
  (a liquid source must be within 10’), cuts all movement
  and attacks through it by 80%.
  5. Water Bolt – A bolt of water is shot from the palm of
  the caster (a liquid source must be within 10’); results
  are determined on the Water Bolt Table.
  6. Water Corridor I – Creates a corridor through liquid up to
  100’ long, 3’ wide and 10’ deep (must be open at the top).
  7. Call Rain – Causes it to rain in 100’R about the caster,
  heaviness is determined by the humidity.
  8. Calm Water – All water within a 100’R is calmed: waves
  are cut by 20’ in the center and less towards the perimeter.
  9. Wave – Creates a wave moving away from the caster;
  wave is 1’ high/ level in the center and 10’/level wide.
  10. Waterwall True – As Waterwall, except has a set duration
  of 1 min/level and doesn’t require concentration.
  MYSTIC BASE
  MYSTICAL CHANGE
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  1. Study – Caster studies and memorizes the appearance
  and mannerisms of a being, for later use in a Face Shift
  or Change type spell.
  2. Face Shifting True – Allows caster to alter the form of their
  face; if they Studied a being they can take on the exact form.
  3. Change to Kind – Caster can alter their entire body to
  the form of another humanoid race (no increase in
  mass). This cannot be a specific person.
  4. Misfeel Kind – Caster appears to be of any race they
  chooses to magical or mental detections.
  5. Enlarge – Caster can increase their mass (and usually
  height) by 10%/level; but there is no proportional increase
  in strength (other than for movement purposes).
  6. Shrink – As Enlarge, except caster shrinks by 10%/level
  (to a maximum of 90%) and there is no proportional
  decrease in strength.
  7. Misfeel Calling – As Misfeel Kind, except profession
  may be misrepresented.
  8. Changing Lungs – Caster can breathe water, air, or
  gas at will.
  9. Change – As Change To Kind, except caster can assume
  any organic form within 1/2 and 2x their mass; does
  not obtain any special abilities.
  10. Mind Tongue – [RR Mod: -50] Caster can speak mentally
  with any sentient being; and to the being it will seem as if the
  caster was speaking in the being’s own language.
  MYSTIC BASE
  SOLID ALTERATION
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  1. Warm Solid – Any solid inanimate, non-metal material (1
  cu’/lvl) can be warmed to 100°F at a rate of 1 cu’/rnd. The
  solid will not begin to cool for 1 min per level of the caster.
  2. Heat Solid I – As Warm Solid, except material can be heated
  to 500°F at a rate of 100°F/rnd. The caster must concentrate
  to increase the temperature (without concentration, the
  material will retain it’s current temperature for the duration
  of the spell). The caster need only touch the solid when
  initially casting the spell
  3. Cool Solid I – Any solid, inanimate, non-metal material
  can be cooled to -20°F, at a rate of 1 cu’/round.
  4. Cracks Call – Any previous cracks or flaws in material up
  to 10’x10’x10’ section will extend to their limit.
  5. Door – Can cause a door to expand or contract due to
  subtle temperature changes; door can be jammed or
  loosened (a special modification of +/- 50 to maneuvers to
  break down the door can be granted).
  6. Woodfires – Causes wood and other burnable materials to
  instantly burst into flames.
  8. Heat Solid II – As Heat Solid I, except the range is 50’
  but the heat only increases 50°F each round that the
  caster concentrates.
  9. Cool Solid II – As Cold Solid, except material can be cooled
  to -200°F, at a rate of (1 cu’ and -100°F)/round. The caster
  must concentrate to decrease the temperature (without
  concentration, the material will retain it’s current temperature
  for the duration of the spell).
  10. Wall of Ice – Creates a 10’x10’x(2’ base, 1’ top) clear wall
  of ice, lasting until: melted (100 hits of fire) or chopped
  through (50 man rounds). Requires water source within 10’.
  
  9
  Express Additions
   Issue #4
  SSSSSKILLS
  KILLS
  KILLS
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  In the last issue, we brought you ten new skills. This
  time, we are only going to add 2 more skills to the list, and
  we won’t be recommending that you increase the number
  of Developments Points that a character receives because
  we are also offering a couple of options that will reduce the
  overall number of skills that the player has to worry about.
  The Additional Skills Table below lists the two new
  skills as well as the 10 skills from last issue. We did this
  because you need the skill costs for all of the professions
  to date, as well as needing the costs of the other skills for
  the professions introduced in this issue.
  FRENZY [EM/SD] (SM)
  This is the character’s bonus to attempt to go into a
  state of single-minded, unpredictable rage. Once the
  character has entered a frenzied state, he will gain the
  following benefits and restrictions:
  •
  +30 to Melee OB.
  •
  All melee attacks do double concussion hits
  (criticals not included).
  •
  May take double normal amount of hit damage
  before going unconscious.
  •
  No DB other than armor bonuses.
  •
  May not parry.
  •
  May not use a shield.
  Preparation for entering a frenzy requires at least one
  round of preparation. Once frenzied, the character will
  not be able to distinguish friend from foe without making
  a Very Hard Perception maneuver roll. He will first attack
  the focus of his frenzy, and then attack the next nearest
  foe, or friend if he cannot tell the difference, and so on
  until all foes are down. The character may also make a
  static maneuver each round to leave the frenzied state.
  While in the frenzy, the character may not use any
  skills or other maneuvers except those that move him
  closer to his target, and even then, they may not be things
  that require thought. For example, he can jump a ditch,
  but swing across on a rope requires too much mental
  effort for the frenzied character.
  All damage sustained while in a frenzy is still there when
  the character recovers. This can quite often put him below
  zero hits. If this is so, when the character leaves the frenzy, he
  will pass out and be unconscious until he has a positive
  number of hits. If a character has received more hits than his
  Total Hits plus his Con stat, when he leaves the frenzy, the
  character will immediately begin the process of dying.
  MEDITATION [PR/SD] (SM)
  The meditation skill bonus is used to allow the
  character to enter, leave, and exploit meditative trances. Each
  hour of uninterrupted meditation equals two hours of sleep.
  While in a trance, the character is usually unaware of
  all outside activity. Physical prodding allows one to make a
  static maneuver to leave the trance. A painful strike, such as
  a slap, gives a +25 modification to leaving the trance. With
  a Hard meditation roll, a character may setup a verbal
  trigger that will immediately rouse him from his trance.
  More skill meditation practitioners will often enter a
  trance in order to aid their mental faculties. Since this
  form of trance allows for very minor movements and
  even interaction with others, it is harder to maintain, and
  requires an Extremely Hard meditation roll to properly
  enter. While in this form of trance, the character gains a
  +25 modifier to other static actions that he performs
  while in this trance. Elves get an additional +25
  modification to this skill bonus.
  
  10
  Express Additions
  Issue #4
  N
  NN
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  NEEEEEW
  W
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  W O
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   OPTIONS
  PTIONS
  PTIONS
  PTIONS
  PTIONS
  In this issue, we will present you with a number of
  new options that you can use to enhance your game.
  EXTENDED SEMI BASE LISTS
  In the core rules of RMC Spell Law, Pure spell users
  are allowed to select four additional spell lists to be Base
  Lists in addition to the six that they get from their
  profession. It is this that sparked the idea for this option.
  In Rolemaster Fantasy Roleplaying, Semi spell users
  get 6 Base Lists as opposed to the 5 Base Lists that a Semi
  Spell User has in Rolemaster Classic. In order to bridge the
  gap between the two systems, we are offering this option.
  A Semi spell user may select 1 Closed List from their
  Realm to be treated as a sixth Base List for their
  profession. This option will allow for a small amount of
  customization among Semi spell users.
  ARMOR AS A SINGLE SKILL
  I have always found it slightly odd that a Rolemaster
  character had to learn 4 different skills for dealing with the
  extra weight and limited maneuverability of a suit of armor
  based on what it was made of. Its construction should not be
  a factor in learning how to wear and move properly in armor.
  This option removes the 4 separate Maneuver in Armor
  skills and replaces it with a single skill. This single skill still
  works exactly the same way as the four separate skills did,
  nothing changes in that manner. The cost of this single skill
  can be found in the Armor as a Single Skill table.
  RAPID LOAD & FIRE
  In Rolemaster Classic and Rolemaster Express (RMX)
  both, loading and firing a missile weapon are considered
  to be separate actions requiring differing amount of
  activity. And according to the rules regarding activity
  percentages, neither action may normally be
  accomplished using less activity.
  However, in RMX, on the Weapon Statistics table on
  page 52, we also introduce an action known as Rapid
  Load & Fire (RLF) which combines the loading or
  reloading of a missile weapon with the firing of it into a
  single, complex action that takes less time than the two
  separate actions, but it also carries with it a modifier to
  the attack’s OB.
  This option expands the information from RMX to
  include other missile weapons not found in that product,
  such as thrown weapons and light crossbows. This
  option also presumes that the missile weapon is in hand,
  and strung (if it is a bow), or that the weapon to be
  thrown is sheathed in an easily accessible location.
  The Rapid Load & Fire table shows the type of
  missile attack, and how much activity percentage is
  required along with the OB modifier for the attack.
  ARMOR AS A SINGLE SKILL
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  11
  Express Additions
   Issue #4
  BASIC STYLES
  In an upcoming Rolemaster Classic product, we will be
  introducing rules for creating and using combat styles in place
  of the existing combat oriented skills that are currently used.
  The goal of this option is to move things a step in that
  direction by providing you with the most basic styles possible.
  A Basic Style is essentially the same thing that is
  covered by a normal melee or ranged attack. The
  character may attack and parry using the Basic Styles just
  as they would do so using the original combat skills.  This
  option does not grant any additional attack capabilities, it
  only changes the manner in which the skills are learned.
  The Weapon Groups table below shows various
  groups available and what weapon belongs to each
  group. The table includes weapons that are in Rolemaster
  Classic, but not in Rolemaster Express. It also includes a
  number of weapons that are listed only on the Weapon
  Statistics Chart on page 23 of RMC Arms Law.
  This option replaces the 6 weapon skills with 2 skills,
  Melee and Ranged. The DP costs for the Melee and
  Ranged skills depend upon whether the character is
  learning the basic style for an individual weapon or for a
  group of related weapons. The following information
  applied to both the Melee and the Ranged skills, based
  upon whether they learn the skill for an individual
  weapon or a group of weapons.
  The Basic Styles DP Costs table shows the DP costs of
  these new skills for all the RMC professions.
  INDIVIDUAL
  This allows the character to gain skill in using a single
  weapon. He may attack using the full skill bonus as his OB.
  The character may also make attacks using the other weapons
  from the same group as that individual weapon with a
  maximum of 50% of his OB in the individual weapon.
  GROUP
  When a character learns this skill, he must select one
  weapon from the group to be his primary weapon. He
  may make attacks using his full skill bonus as his OB for
  that weapon. All other weapons within the group may be
  used with a -10 modifier.
  WEAPON GROUPS
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  12
  Express Additions
  Issue #4
  Should a character learn a skill for an individual
  weapon, and then later learn a skill for that weapon’s
  entire group, he may use either skill when using that
  specific weapon, but must use the group skill when using
  all other weapons from that group.
  Melee skills will use St/St/Ag as their stats while
  ranged skills will use Ag/Ag/St for its stats.
  DIRECTED SPELL SKILLS
  Under this option, we included the Directed Spells
  skill because it is an attack skill, and as such it should
  following the same DP cost guidelines as the other skills.
  This skill is not changed in any other manner.
  MARTIAL ARTS SKILLS
  In the core rules, there are 2 types of martial arts, Strikes
  and Sweeps & Throws. Each type is also broken down into 4
  different tiers of ability and each tier requires a separate skill.
  The higher tiers are also not learnable without first learning
  the lower tiers to an equal or higher level.
  Under this option, each type of martial arts is divided
  into 2 ability levels, Basic and Advanced. Basic Martial
  Arts do a maximum of a Tier 2 attack, and Advanced
  Martial Arts do a maximum of a Tier 4 attack. A
  character must have an equal or greater number of ranks
  in the Basic MA skill than they do in the Advanced MA
  skill. A character must also learn separate skills for Strikes
  and Sweeps & Throws types of attacks. Martial Arts use
  St/Ag for its stats.
  BASIC STYLE
  P
  D
  COSTS
  e
  ele
  M
  d
  e
  g
  n
  a
  R
  d
  etc
  e
  ri
  D
  str
  A
  laitr
  a
  M
  n
  o
  iss
  ef
  o
  r
  P
  la
  u
  d
  ivi
  d
  n
  I
  p
  u
  o
  r
  G
  la
  u
  d
  ivi
  d
  n
  I
  p
  u
  o
  r
  G
  slle
  p
  S
  cis
  a
  B
  d
  e
  c
  n
  a
  v
  d
  A
  ret
  h
  giF
  3/1
  4/2
  4/1
  6/2
  2
  1/6
  6/2
  6/3
  feih
  T
  4/2
  6/3
  6/3
  8/4
  2
  1/6
  6/2
  6/3
  e
  u
  g
  o
  R
  4/1
  6/3
  6/3
  8/4
  2
  1/6
  6/2
  6/3
  k
  n
  o
  M
  r
  oirr
  a
  W
  8/3
  0
  1/5
  0
  1/5
  8
  2
  1/6
  3/1
  4/1
  n
  ia
  cig
  a
  M
  0
  1/5
  8
  0
  1/5
  8
  4/2
  0
  1/5
  2
  1/6
  tsi
  n
  ois
  ullI
  0
  1/5
  8
  0
  1/5
  8
  6/2
  0
  1/5
  2
  1/6
  tsi
  m
  e
  h
  cl
  A
  0
  1/5
  8
  0
  1/5
  8
  6/2
  0
  1/5
  2
  1/6
  cirel
  C
  0
  1/5
  8
  0
  1/5
  8
  8/3
  0
  1/5
  2
  1/6
  tsi
  m
  i
  n
  A
  0
  1/5
  8
  0
  1/5
  8
  8/3
  0
  1/5
  2
  1/6
  rela
  e
  H
  0
  1/5
  8
  0
  1/5
  8
  8/3
  0
  1/5
  2
  1/6
  tsilat
  n
  e
  M
  0
  1/5
  8
  0
  1/5
  8
  6/2
  6/3
  8/3
  rela
  e
  H
  y
  a
  L
  0
  1/5
  8
  0
  1/5
  8
  6/2
  6/3
  8/3
  re
  e
  S
  0
  1/5
  8
  0
  1/5
  8
  6/2
  6/3
  8/3
  rere
  cr
  o
  S
  0
  1/5
  8
  0
  1/5
  8
  4/2
  0
  1/5
  2
  1/6
  citsy
  M
  0
  1/5
  8
  0
  1/5
  8
  6/2
  0
  1/5
  2
  1/6
  re
  g
  olo
  rts
  A
  0
  1/5
  8
  0
  1/5
  8
  6/2
  0
  1/5
  2
  1/6
  k
  n
  o
  M
  8/4
  2
  1/6
  0
  1/5
  8
  2
  1/6
  4/1
  4/2
  re
  g
  n
  a
  R
  6/2
  8/3
  8/3
  0
  1/5
  2
  1/6
  8/3
  8/4
  d
  r
  a
  B
  6/3
  8/4
  0
  1/5
  8
  2
  1/6
  6/3
  8/3
  
SOURCE: textdata/thevault/Rolemaster/5.5 Edition Express/RMX Express Additions 4 [2007].pdf