The following are modifications we have made over the years to the basic MERP/RM system for use in our campaigns and the modifications and adaptations i made for Outlaw. They represent methods of streamlining the system, and making it more user friendly, and conducive to smoother and more contiguous game play, as well as fitting in with our own existing house rules. 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 MERP 1984 #8000, or to Rolemaster Outlaw, or Rolemaster Ten million Ways to Die.
We use the 6 basic MERP stats rather than the expanded Rolemaster Stats:
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 upwardly 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 since it is 05 or less which is downwardly open ended a third roll will be made which will be subtracted instead of added.
The avilable Classes/Professions for Pirate MERP Outlaw are
I've gotten to the point that I really don't like classes/professions. However they are helpful for advancement, and an integral part of the basic system, so they have been retained. This si the first time I have included No Profession in my modifications of the MERP system.
Since the original MERP profession bonus table was based on the original 6 MERP classes a new Profession Bonus table had to be developed. Many of the classic Primary Skills do not fit with 19th century Professions. However a number of secondary skills do fit very well with 19th century professions. For this reason I am implemneting the idea of Class Secondary Skills. These are secondary skills for which a particular class gets a profession bonus.
All classes receive 15 development points per level. There is no spell use in Outlaw or in the historical 19th century west, so no development points can be devoted to spells.
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.
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.
Many of the firearms allow multiple attacks per round due to their faster operation than more primitive weapons. A penalty equal to 10 times the sequential position of the target applies to all subsequent attacks with the same weapon, with the same OB in the same round. IE: You shoot at a badguy at full OB with a Colt Peacemaker (2 attacks per round). You shoot at a second bad guy in the same round with the same hand/weapon/OB at -20 (badguy #2 X 10 = 20). If you were using a winchester Repeating Rifle with 4 attacks per round then BG 1 would be full OB, BG2 would be at -20, BG 3 would be at -30, and BG4 would be at -40. This represents dividing your attention between multiple targets.
Alternatively a character can avoid the penalty by devoting part of his OB to each target and declaring that intention at the beginning of his turn. IE: You say "I'm using half my OB on BG1, and half on BG2." and you won't suffer a penalty, but each attack will be at half of your OB for that weapon.
Reloading is handled as follows:
A character can use their Reload Firearms skill to reload faster. While it is a static Maneuver the Moving Maneuver table should be used to determine a percentage of success.
Off Hand Weapon has been an available secondary skill in my MERP games for a long time and will be handled the same way here. It is an Offensive Bonus (OB) and must be developed for each weapon type:
Since it s being developed as a separate skill there is no penalty for using a weapon in one's off hand. A full OB attack can be made with one's primary weapon skill in one's dominant hand, and a full OB attack can be made with the weapon in one's non dominant hand. These attaks can be made at the same target or different targets. GMs may assign a penalty if the targets are not both in one's line of sight. IE: You shoot your primary weapon with your primary skill at someone standing in front of you, then spin arund and shoot your Off Handed weapon at someone behind you.
A character with skill in Sharp Shooting can try make a called shot. This means that they can attempt to target a particular part of the targets body. The player must announce that they are attempting a Sharp Shooting Maneuver and make the maneuver roll prior to rolling their attack. Sharp Shooting is a Static Maneuver and requires 2 rounds of preparation. Target must be unaware of sharp shooter and relatively stationary. If the maneuver is succesful then the Sharp Shooting bonus is added to both the attack roll and any critical, with the critacal result being applied to the targeted body part. If the maneuver is unsuccesful, but not a fumble or failure then a normal OB attack can still be made. The attack can still be a miss, or a fumble, or a non critical result regardless of whether the maneuver was succesful.
Quick Draw is used for drawing a weapon faster than ones opponent. Rolls may be opposed or resolved as a MM. IE: both characters roll, higher wins, or both characters make a MM and whoever is more successful wins. Both attacks are still considered simultaneous. If one party's roll or rate of success exceeds the other party's by more than 100 then the attacks are not simultaneous and first party's attack is resolved first.
Stun can be ignored at a rate of 1 round per level.
Each character starts with their native language to rank 4. If their native language is not English it is highly recommened, though not required that they develop ranks in English. Each character will have extra language ranks from adolescent skill development which may be used for any language that would be known in the 19th century.
Native American tribes common in Kansas include:
Of course there was no magic in the historic west. Nor do we see magic in the vast majority of western movies and TV shows. This is a magic free game. That means that there are also no magic items. If an item has a bonus it is due to quality of material and workmanship. A very fine saddle, or a custom handgun for example. Bonuses due quality are limited to +5 and +10. No item will be more than +10.