The Crimson Pirate

MERP Modifications

 

The following are modifications we have made over the years to the basic MERP/RM system for use in our campaigns.  They represent methods of streamlining the system, and making it more user friendly, and conducive to smoother and more contiguous game play.  Many of them address subjects which were not initially covered or well explained, but for which subsequent solutions or modifications were presented officially.  In those cases if we had already developed a solution, then we generally continued to use our own solution rather any subsequent official additions.

 

All references to locations in the rulebook are to the original, unrevised 1984 #8000. 

 

 

Character Generation/Development

 

Level Development points:

Those development points listed in the development point table (CGT-4 Page 34) may be used as the player sees fit, with the exception of those designated for Spell Lists.  Those development points allocated in the table for Spell Lists must be used for that purpose.  All other allocations are to be considered suggestions only.  In practice this means that Fighter, and Scout characters receive 15 points per level, Mages and Animists receive 10, with an additional 5 dedicated for Spell Development, Rangers receive 14, with an additional 1 dedicated for Spell Development, and Bards receive 13, with an additional 2 dedicated for Spell Development.  Once a character has learned all spell lists which they are capable of learning the development points for spell lists may either be saved for future use, or used to develop language skills.  They may not be used in any other way.

 

Skill Rank Cost:

All skill rank development occurs at a 1 to 1 development point cost for all characters.  IE 1 development point gets you 1 square, up to your temporary maximum of 15 ranks per skill.  Certain racial or other prohibitions may apply to development of certain skills. IE Hobbits cannot develop the  Directed Spells skill.

 

Skill Rank Value:

All skill ranks are worth a value of 5%, or simply 5 in general terms.  There is no decrease in skill rank value with increased development.  There is an initial temporary cap of 15 ranks per skill.  Overcoming this barrier will be discussed later.

 

Statistics Rolls:

All rolls for PC stats are upwardly open ended, with a maximum result of 102.  Once an upward open ended result is obtained, that roll becomes totally open ended.  I.E.  You roll a 96, which is open ended.  On your subsequent roll to add to the 96, it is totally open ended so if you roll 05 that will be added to the 96 for 101, but a third roll will be made which will be subtracted instead of added.

 

Development of Spell Users Beyond 10th Level (Spell Law Adaptation)

Upon reaching 10th level a mage or animist must choose a specific profession from Spell Law.  Mages may choose any pure or hybrid profession in the realms of Essence, or Mentalism.  Animists may choose any pure or hybrid profession in the realm of Channeling.

 

In addition to their base lists, pure spell users may select from any open or closed lists in their realm of power.  In addition a pure spell user may select 4 additional lists to be considered base lists.  For pure Essence users these may selected from the realm of Mentalism, and for pure Mentalism users these may be selected from the realm of Essence.  This is the only internal way a spell user can gain access to the base lists of other professions in their realm.  At 30th, and 50th level pure spell users get an additional 4 base lists.

 

Those who become hybrid spell users may obtain any of their own base lists, open lists in both of their realms of power, and closed lists in both of their realms of power.  However a hybrid spell user may only cast up to 10th level spells from the closed lists in their two realms. 

 

Evil spell users (Evil Cleric, Evil Mage, and Evil Mentalist) are pure spell users of their realms, and get their own base lists, open lists, and closed lists in their realms, and the 4 additional spell lists for being pure spell users.

 

All spell lists must still be learned in the traditional manner (spending development points, and rolling for the lists you want when you increase in level.)

At 50th level Alchemists may learn Imbed Accumulative.  50 (F) Allows an item to be enchanted multiple times for an accumulative effect.

 

Development of Dwarven Alchemists

It clearly states in the ICE MERP #8000 rulebook, in the Racial Description of Dwarves that Dwarves produce no Mages, or Bards (IE No Essence Users).  However it also clearly states that they produce Alchemists, and Engineers.  While Engineers are easily handled through secondary skill development, Alchemists present unique problems.  As Essence users, and under our adaptation of Spell Law, Alchemists are a subset of the Mage profession.  This would apparently preclude Dwarven Alchemists, which very clearly exist in canon.  We resolved this problem as follows.

 

Due to their unique origin, and characteristics Dwarves are one of the few religious races among the free peoples of Middle Earth.  Focused on the Vala Aule, and revolving around the love of creation, and the delight in the act of creation he exhibited, and ever mindful of the dangerous path of coveting that which is created, Dwarven craftsmen, and especially Alchemists are the central focus, and epitome of Dwarven Religion.  Therefore we resolved the problem using the typically most religious class in the game, which is also a spell using class: the Animist.

 

Dwarves wishing to become Alchemists must begin the game as Animists.  At 10th level a Dwarven Animist may choose any of the normal Channeling professions as outlined in previous sections, or they may choose instead to become an Alchemist.  In the latter case the character still uses channeling power points, as the Essence is being channeled through Mahal (Aule).  Dwarven Alchemists are considered pure spell users in the realm of channeling.  They may learn Open, and Closed Channeling lists, Alchemist base lists, and the Mentalism Lay Healer base list Prosthetics.  No other Essence or Mentalism lists may be learned, as all others are outside of the Dwarves areas of comprehension as defined by their maker upon their creation!  Closed Channeling Symbolic Ways Lord Research may be used as normal Alchemists use the Essence spell Lord Research.  As pure spell users they may select 4 additional base lists as outlined in the previous section.

 

Becoming a Dwarven Alchemist is a large commitment akin to becoming a priest, and any aspiring Dwarf must demonstrate their commitment by developing the requisite base skills to allow non magical creation of ordinary items.  Only those who know the joy of creation can hope to become close to the heart and mind of Mahal.  By 10th level an aspiring Dwarven Alchemist must develop 5 skill ranks in each of the following secondary skills: Cookery (IT), Engineering (IG) Fletching (AG), Forging (ST/AG), Leatherworking (AG), Smithing (ST), Stone Carving (AG), Wood Carving (AG), Sewing (IT).  Those who have attempted the path of the Alchemist and do not follow through are still often very valued members of Dwarven society due to their skills.  In addition to these Dwarven Animists, or any Dwarf, may wish to acquire some of the following skills: Prospecting (IT), Mining (AG), Trap Building (IG), Crafting (Specify), Chemistry (IG), Architecture (IG), Mathematics (IG).  These skills would be considered necessary for well rounded Engineers, though they are not required as Engineer is not a game profession or class.