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.