TEXT: 1
  Express Additions
   Issue #13
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  DDITIONS
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  DDITIONS
  DDITIONS
  DDITIONS
  Issue #13
  Express Additions Copyright © 2009 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, Scott Heyden (SH)
  Editing: Tim Dugger, Heike Kubasch
   Pagemaking, & Layout: Tim Dugger
  Artwork:   John Dollar, Craig Henderson, Keirston  Vande
  Kraats, Jeff Laubenstein,  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
  September 2009
  Introduction ...................................................................... 1
  Revised Races ..................................................................... 2
  Balancing the Races .................................................... 2
  Campaign Law Races................................................. 4
  Express Addition Races .............................................. 6
  Racial Crossbreeds................................................... 10
  New Spell List .................................................................. 10
  Mirages .................................................................... 11
  Opposed Rolls (SH) ........................................................ 12
  Welcome to the 13th issue of Express Additions!
  In this issue, we start off by rebalancing the both the
  core Rolemaster races as well as those we introduced in
  earlier issues of Express Additions.
  Next up, we provide you with an all new spell list
  that is perfect for using with Folios and the customizable
  professions.
  And finally, we have a very interesting article on
  Opposed Rolls from Scott Heyden.
  Enjoy!
  
  2
  Express Additions
  Issue #13
  RRRRREEEEEVISED
  VISED
  VISED
  VISED
  VISED R
   R R
   R
   RAAAAACES
  CES
  CES
  CES
  CES
  Races in ICE have never been particularly balanced
  against one another, especially those available to players
  for use as player characters. Some races are inherently
  more powerful than other races. The purpose of these
  optional rules is to revise the races slightly, and make
  them more balanced when compared to one another.
  This does not balance them perfectly, but it will bring
  the player races into a much closer balance. This also
  changes the races to move them slightly away from the
  views of them that has held sway since the original
  conception of Rolemaster. This move isn’t a bad thing,
  and it isn’t a good thing, it is just a different view point on
  how races should be handled.
  To aid in balancing the races, we specifically defined
  racial abilities, calling them Racial Gifts, for each race.
  BBBBBALANCING
  ALANCING
  ALANCING
  ALANCING
  ALANCING     THE
  THE
  THE
  THE
  THE R
   R
   R
   R
   RACES
  ACES
  ACES
  ACES
  ACES
  There are two major factors used in balancing the
  races. The first is their stats (Stat Points), and then second
  is the Racial Gifts (Gift Points) that we gave to all of the
  races.  The sum of these two point totals is what is listed
  next to the name of each race below
  BALANCING STATS
  In balancing the stats, we looked at a number of things.
  First off, the stat bonuses were a large factor. Each
  plus or minus in a given racial stat bonus equates directly
  to a plus or minus in points totaled for the stats.
  For the Resistance Roll bonuses, we took them, added
  them together, and then divided this total by 5 to get the
  number of points that we added to the Stat Points for the race.
  We also added a number of points equal to one tenth
  of the Maximum Hits for the race to the Stat Points.
  And finally, we added or subtracted a number of
  points based on the Recovery Multiplier for the race. A
  multiplier of 0.5x was worth 10 points, while a multiplier
  of 3x was worth -15 points. Each different step between
  worth +/-5 points accordingly.
  We didn’t use Stat Deterioration or Soul Departure, or
  the life span of the race for the simple reason that these will
  rarely have any impact on the character during actual play.
  BALANCING GIFTS
  For the Gifts selected for each race, we chose what we
  felt were appropriate Gifts for the race. The costs of many
  of the Gifts come from Express Additions #11, and we
  also refer you to that product for more information
  regarding skills required to use some of the Gifts.
  The entries below list the individual costs of the Gifts
  ADDITIONAL BALANCING
  Although these rules work towards making the races
  more balanced, not every race is totally balanced against
  one another. They are only roughly balanced, meaning
  that there still is some minor inequalities.
  One method that a GM can use to balance the races
  even more is to issue a one time amount of bonus
  Development Points, based upon the races selected by the
  players. These bonus DPs would be issued at the time of
  character generation, they would not be given every level.
  There are two methods of doing this. In the first way
  of doing this, the GM will look at the races selected by the
  players, and then at the total point costs given to each
  selected race. The player with the highest costing race
  would receive no bonus DPs. All other players would
  receive an amount of bonus DPs based upon the
  difference between their selected race and highest costing
  race selected.
  Example: Joe, Don, Amy, and Fred are creating
  new characters. Joe and Fred have decided to play
  High Elves, which have a point cost of 135. Amy
  chooses a Wood Elf (131 points) and Don decides
  to play a Common Man (132). Since Joe and Fred
  have the highest costing race, they will receive no
  bonus DPs. Amy will get 4 bonus DPs (135-131 =
  4) and Don will get 3 bonus DPs (135 – 132 = 3).
  Conversely, the GM could also set the Bonus DPs
  based on the most expensive race he allows Players to
  select, and in doing so, he will most likely be giving out
  more bonus DPs over all.
  Example: For the setting that the GM is using, he
  decides that he is allowing Lizardmen (148
  points), Common Men (132 points), Wood Elves
  (131), and a few other races, whose total points
  are less than those of the Lizardmen. For this
  campaign, every player who selects Common Men
  would get 16 extra DP at character generation,
  and every player who selected Wood Elf would get
  17 extra DPs, regardless of whether or not
  anybody selected the Lizardman to play.
  On the plus side, these extra DPs do make low level
  characters slightly more viable and more likely to
  survive overall.
  
  3
  Express Additions
   Issue #13
  REVISED RACIAL ABILITIES
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  4
  Express Additions
  Issue #13
  CCCCCAMP
  AMP
  AMP
  AMP
  AMPAIGN
  AIGN
  AIGN
  AIGN
  AIGN L
   L L
   L
   LAAAAAW
  W
  W
  W
  W R
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  CES
  CES
  CES
  CES
  Here is the list of races from Character Law. The only
  race not included is the Half-Elf. This is because it is what
  is considered to be a Racial Crossbreed (see the section on
  Racial Crossbreeds for more information).
  COMMON MEN [132]
  Variable Stats [40]: Common Men may place up to 4
  different +5 bonuses to their stats in addition to the
  2 +5 bonuses that already exist. However, no single
  stat may have a racial stat bonus greater than +10.
  Bonus Skill Ranks [25]: Common Men gain 10 skill
  ranks that they may place into any skills that they
  want. However, the character is limited to putting no
  more ranks in a specific skill than could be learned in
  a single given level.
  Skill Specialization [20]: Common Men gain a +10
  bonus to 2 separate skills. If the player selects a skill
  that requires specialization, such as a weapon skill,
  then the player must place the bonus on a specific
  skill, it does NOT apply to all such skills. The
  bonuses must be applied to different skills.
  Skill Flexibility [15]: The character may select up to 3
  different skills and reduce its costs by 1 point (i.e. a
  cost of 2/6 becomes 1/5, a cost of 2/* becomes 1/*).
  This may not be applied to any skill that already has
  a primary cost of 1. If applied to a skill that requires
  specialization, such as weapon skills or spells, the
  cost reduction applies only to a single instance of
  that skill (i.e. to one spell list, not all spell lists). The
  cost reductions may be applied to the same skill
  multiple times, so long as the primary cost on the
  skill is higher than 1.
  HIGH MEN [139]
  Variable Stats [20]: High Men may place up to 2 different
  +5 bonuses to their stats in addition to the 2 +5
  bonuses that already exist. However, no single stat
  may have a racial stat bonus greater than +15.
  Bonus Skill Ranks [25]: High Men gain 10 skill ranks that
  they may place into any skills that they want.
  However, the character is limited to putting no more
  ranks in a specific skill than could be learned in a
  single given level.
  Skill Specialization [30]: High Men gain a +10 bonus to
  3 separate skills. If the player selects a skill that
  requires specialization, such as a weapon skill, then
  the player must place the bonus on a specific skill, it
  does NOT apply to all such skills. The bonuses must
  be applied to different skills.
  Skill Flexibility [15]: The character may select up to 3
  different skills and reduce its costs by 1 point (i.e. a
  cost of 2/6 becomes 1/5, a cost of 2/* becomes 1/*).
  This may not be applied to any skill that already has
  a primary cost of 1. If applied to a skill that requires
  specialization, such as weapon skills or spells, the
  cost reduction applies only to a single instance of
  that skill (i.e. to one spell list, not all spell lists). The
  cost reductions may be applied to the same skill
  multiple times, so long as the primary cost on the
  skill is higher than 1.
  
  5
  Express Additions
   Issue #13
  WOOD ELVES [131]
  Nightvision, Greater [25]: This ability allows a character
  to see outdoors as well on a bright night as he would
  on a cloudy, overcast day. When he is indoors, this
  allows the character to see 3 times as far as normally
  allowed by a light source.
  Enhanced Senses [15]: Excellent eyesight grants a +10
  bonus to all Perception maneuvers.
  Choose:
  Outdoorsman [20]: Gains a +15 bonus to
  Herbcraft (specialization of Craft skill),
  Foraging, Navigation, Riding, and any
  Region, Fauna or Flora Lore skills.
  Natural Archer [10]: Character is a natural with
  a bow (short, long and compound). All of
  his ranges are increased by 25%. Range
  modifiers are determined according to the
  new ranges. (i.e.  A short bow’s normal
  ranges are 1’-10’ (+10), 11’-100’ (+0), 101’-
  180’ (-40). They would become 1’-13’ (+10),
  14’-126’ (+0), 127’-227’ (-40).
  OR
  Quiet Stride [30]: An unnaturally quiet tread
  grants a +25 to Stalking & Hiding.
  HIGH ELVES [135]
  Nightvision, Greater [25]: This ability allows a High Elf
  to see outdoors as well on a bright night as he would
  on a cloudy, overcast day. When indoors, this allows
  the character to see 3x as far as normally allowed by
  a light source.
  Spirit Sense [30]: High Elves are extremely sensitive to
  things that others may not be able to sense or see.
  This is so strong that they can actually sense the
  presence of invisible spirits, strong auras of magic
  wielders, and places of power with a Perception
  maneuver modified by -30. This sense only works
  out to a range of 100’ and the character only
  concentrate on a single 5’ radius area each round. If a
  character also has the Sense Magic Gift, they may
  sense these things with a normal Perception
  maneuver (i.e. no modifier).
  Strong Mana [25]: High Elves are extremely in tune with
  the forces of magic. This means that they gain 1
  Power Point more each level than is normally granted
  from their Realm stat (i.e. a stat of 75-94 would
  normally grant 1 PP per level, for a High Elf it would
  grant 2 PP per level).
  FAIR ELVES [142]
  Aura [10]: Fair Elves are, at all times, surrounded by a
  visible aura. This makes them seem more powerful
  and lordly, and grants them a +5 bonus to all rolls
  involving interaction with other races (i.e. Trading,
  Duping, Diplomacy, etc). This Aura is highly visible
  in darkness, providing a -25 to all attempts at stealth.
  Nightvision, Greater [25]: This ability allows a Fair Elf to
  see outdoors as well on a bright night as he would on
  a cloudy, overcast day. When he is indoors, this
  allows the character to see 3 times as far as normally
  allowed by a light source.
  Spirit Sense [30]: Fair Elves are extremely sensitive to
  things that others may not be able to sense or see.
  This is so strong that they can actually sense the
  presence of invisible spirits, strong auras of magic
  wielders, and places of power with a Perception
  maneuver modified by -30. This sense only works
  out to a range of 100’ and the character only
  concentrate on a single 5’ radius area each round. If a
  character also has the Sense Magic Gift, they may
  sense these things with a normal Perception
  maneuver (i.e. no modifier).
  Strong Mana [25]: Fair Elves are extremely in tune with
  the forces of magic. This means that they gain 1
  Power Point more each level than is normally granted
  from their Realm stat, so long as that Realm stat is a
  50 or higher (i.e. a stat of 75-94 would normally
  grant 1 PP per level, for a High Elf it would grant 2
  PP per level).
  DWARVES [134]
  Dense Musculature [20]: Dwarves have musculature that
  is denser and heavier than that of humans. This
  grants them a +5 to both their OB and DB. This also
  gives a -30 modifier to the Swimming skill.
  Darkvision (30') [20]: Character may see up to the
  distance listed when in total darkness. If surrounded
  by darkness and within an area of light (i.e. like that
  from a torch), he may see the distance given plus that
  of the light source. The character may see clearly up
  to twice the given distance on a starlit night, and 10
  times the given distance on a brightly lit night.
  Choose:
  Hammer Throw [15]: The character has an
  exceptional talent for throwing a hammer
  or axe. His thrown attacks using those
  weapons have the same range as a short
  bow.
  OR
  Stone Sense [15]: Requires only a normal, medium
  difficulty perception maneuver to notice hidden
  things in stone such as slight slopes, dangerous
  stone work, secret doors, etc.
  
  6
  Express Additions
  Issue #13
  HALFLINGS [133]
  Lesser Nightvision [20]: This ability allows the character
  to see, when outdoors on a bright night, up to 500’ as
  if it just a very dark day. When he is indoors, this
  allows the character to see twice as far as the light
  source normally allows.
  Nimble Fingers [30]: This ability grants the character a +20
  bonus to all skills involving the manipulation of items
  with the hands (Pick Locks, Disarm Traps, & Trickery).
  Lightning Reflexes [10]: The character has excellent
  reactions times. This translates as a +5 bonus to
  Initiative rolls.
  Blazing Speed [5]: The character is able to move faster
  then one might expect. He gains a +10 to Base
  Movement Rate.
  ORCS (LESSER) [118]
  Nightvision [20]: This ability allows the character to see,
  when outdoors on a bright night, up to 500’ as if it
  just a very dark day. When he is indoors, this allows
  the character to see twice as far as the light source
  normally allows.
  Exceptional Skill At Arms [30]: : : : : The character is
  exceptionally gifted at the arts of war. This grants
  him a +10 bonus to all combat/weapon skills and the
  Maneuver in Armor skill(s).
  Offset Racial Flaw [10]: The character is not impeded by,
  and receives no modifiers for, operating in full daylight.
  ORCS (GREATER) [128]
  Nightvision, Greater [25]: This ability allows a Greater
  Orc to see outdoors as well on a bright night as he
  would on a cloudy, overcast day. When he is indoors,
  this allows the character to see 3 times as far as
  normally allowed by a light source.
  Exceptional Skill At Arms [30]: : : : : The character is
  exceptionally gifted at the arts of war. This grants
  him a +10 bonus to all combat/weapon skills and the
  Maneuver in Armor skill(s).
  Offset Racial Flaw [10]: The character is not impeded by,
  and receives no modifiers for, operating in full daylight.
  FOREST TROLL [151]
  Armored Skin [32]: The character has extremely tough
  skin. He is a natural AT 11.
  Cold Resistance [15]: This grants the character a +10 to
  all RRs and DB against attacks and damage from
  cold and ice based attacks. It provides no bonus
  against natural cold.
  Heat Resistance [15]: This grants the character a +10 to
  all RRs and DB against attacks and damage from
  heat and fire based attacks. It provides no bonus
  against natural heat or fire.
  Offset Racial Flaw [10]: The character is not impeded by,
  and receives no modifiers for, operating in full daylight.
  EEEEEXPRESS
  XPRESS
  XPRESS
  XPRESS
  XPRESS A
   A
   A
   A
   ADDITION
  DDITION
  DDITION
  DDITION
  DDITION R
   R
   R
   R
   RACES
  ACES
  ACES
  ACES
  ACES
  In this section we cover the new races introduced in
  the various issues of Express Additions. In addition to
  their name and total point cost, we will also include what
  issue they appeared in. This way you can more easily find
  the racial descriptions.
  Of all of the new races introduced in Expressed
  Additions, we will not be including the Half-Orc because
  he is a Racial Crossbreed.
  AESYR (EA4) [138]
  Iron Grip [20]: This ability allows the Aesyr to wield
  weapons that are two-handed for normal humans
  in one hand without a penalty. Additionally, all
  one-handed melee weapons have a fumble range
  of 01-02 for the Aesyr.
  Great Heft [15]: Characters normally receive a -10 modifier
  for every 10% of their weight that they are carrying. The
  Aesyr, however, only receive a -5 modifier for every 10%
  of their weight that they are carrying.
  CENTAUR (EA3) [117]
  Blazing Speed [10]: Due to their unique physiology,
  Centaurs gain a +20 to their Base Movement Rate.
  Innate Melee Attack (Hooves) [35]: Centaurs have hooves
  just like horses, and they may learn how to use them to
  make Large Crushing attacks while leaving their hands
  free. Skill costs for learning how to use their hooves in
  attacking can be found in Express Additions #11.
  Tough Hide [20]: Centaurs have a naturally thick skin,
  coupled with the fur on their lower halves that grants
  them a +10 modifier to their DB.
  Great Heft [25]: Characters normally receive a -10
  modifier for every 10% of their weight that they are
  carrying. The Centaur, however, receives a -5 modifier
  for every 30% of their weight that they are carrying.
  
  7
  Express Additions
   Issue #13
  CORVARI (EA6) [133]
  Enhanced Senses [15]: Excellent eyesight grants a +10
  bonus to all Perception maneuvers.
  Flight [25]: The character has a Base Flight Rate (BFR)
  of 75' per round plus their Stride mod. The
  character, if unencumbered, may fly for up to a
  duration of 1 minute for each point of Temporary
  Constitution that they have.
  If flying at a pace higher than their base rate, or
  while encumbered, that will shorten the amount of
  time that can be flown. Treat the Temporary
  Constitution as a pool of points (if Exhaustion
  Points are not used). Flight at BFR will cost 1 point
  per round and each Pace above the BFR will cost an
  additional 1 point (i.e. “jog” pace is 1.5 base rate, this
  will cost 2 points; the “run” pace, 2x base rate will
  cost 3 points per round; etc.).
  If the character is encumbered, this reduced the
  size of the point pool by the modifier given by the
  encumbrance (i.e. -20 from encumbrance will reduce
  the point pool by 20).
  The character may also glide upon the air
  currents if he wishes. For every minute spent gliding,
  the character must spend 1 point to remain aloft or
  lose 10' of height. The character may glide at half of
  his BFR, and may glide while encumbered
  Characters with wings will have a wingspan equal to
  twice their height.
  Innate Melee Attack (Talons) [20]: Corvari have talons
  for feet. They can use these talons to make Medium
  Claw attacks while flying, or prone. Skill costs for
  learning how to use their talons in attacking can be
  found in Express Additions #11.
  Nightvision [20]: This ability allows the character to see,
  when outdoors on a bright night, up to 500’ as if it
  just a very dark day. When he is indoors, this allows
  the character to see twice as far as the light source
  normally allows.
  Tough Hide [20]: Corvari feathers provide them with an
  extra layer of protection against attacks. This grants
  them a +10 modifier to their DB.
  DWELFS (EA3) [122]
  Darkvision (50') [30]: Character may see up to the
  distance listed when in total darkness. If surrounded
  by darkness and within an area of light (i.e. like that
  from a torch), he may see the distance given plus that
  of the light source. The character may also see clearly
  up to twice the given distance on a starlit night, and 10
  times the given distance on a brightly lit night.
  Enhanced Senses [15]: Excellent eyesight grants a +10
  bonus to all Perception maneuvers.
  Lightning Reflexes [10]: The character has excellent
  reactions times. This translates as a +5 bonus to
  Initiative rolls.
  Blazing Speed [5]: The character is able to move faster
  then one might expect. He gains a +10 to Base
  Movement Rate
  Sense Magic (Greater) [25]: The player may make a
  Perception roll with a -20 modifier to detect the
  presence of magic within the area being scrutinized.
  The character may check one 5’ radius area within
  100’ of himself each round. This ability will detect
  both active and waiting magic (refer to EA #11 for
  more information).
  GNOMES (EA3) [141]
  Blazing Speed [5]: The character is able to move faster
  then one might expect. He gains a +10 to Base
  Movement Rate
  Darkvision (30') [20]: Character may see up to the
  distance listed when in total darkness. If surrounded
  by darkness and within an area of light (i.e. like that
  from a torch), he may see the distance given plus that
  of the light source. The character may see clearly up
  to twice the given distance on a starlit night, and 10
  times the given distance on a brightly lit night.
  Natural Camouflage [30]: The character is able to change
  the coloration of his skin and clothing to better
  match his surroundings. This translates as a +25
  bonus to both stalking and hiding.
  Sense Magic (Greater) [25]: The player may make a
  Perception roll with a -20 modifier to detect the
  presence of magic within the area being scrutinized.
  The character may check one 5’ radius area within
  100’ of himself each round. This ability will detect
  both active and waiting magic (refer to EA #11 for
  more information).
  Strong Mana [25]: Gnomes are extremely in tune with the
  forces of magic. This means that they gain 1 Power
  Point more each level than is normally granted from
  their Realm stat, so long as that Realm stat is a 50 or
  higher (i.e. a stat of 75-94 would normally grant 1 PP
  per level, for a Gnome it would grant 2 PP per level).
  RACIAL INTERACTIONS
  Several of the races have very unusual appearances.
  These races will often have trouble interacting with
  humans and other more “normal” races.
  These races - Lesser Orcs, Greater Orcs, Trolls,
  Centaurs, Corvari, Gryx, Idiyva, Lizardmen, Myortari,
  and Vulfen - will often receive a -20 modifier when
  dealing with races that are not used to them because of
  their unusual looks. The more often the other races
  interact with them, the less the modifier will be.
  
  8
  Express Additions
  Issue #13
  GRYX (EA4) [122]
  Dense Musculature [20]: Gryx have musculature that is
  denser and heavier than that of humans. This grants
  them a +5 to both their OB and DB.
  Lightning Reflexes [10]: The character has excellent
  reactions times. This translates as a +5 bonus to
  Initiative rolls.
  Nightvision, Greater [25]: This ability allows a character
  to see outdoors as well on a bright night as he would
  on a cloudy, overcast day. When he is indoors, this
  allows the character to see 3 times as far as he
  normally would be allowed by a light source.
  IDIYVA (EA6) [120]
  Accute Smell [15]:The character has a very acute sense of
  smell. He can smell odors up to 100’ upwind, 2000’
  feet downwind, and 500’ in still air. He gains a +25 to
  Tracking something based on odor, and +10 to
  Perception when dealing with smells. This also makes
  the character’s sense of smell be sensitive as well.
  Strong or pungent odors can temporarily overwhelm
  this ability if the character is not careful.
  Amazing Leaping [10]: With this ability, the character is able
  to jump 3 times the distance that a normal person
  could jump. Jumping rolls are made using the
  Acrobatics skill bonus or by making a roll using the
  average of the Strength and Agility stat bonuses, with
  both options modified by the character Armor Penalty.
  Refer to Express Additions #11 for more information on
  the normal distances that person can jump.
  Armored Skin [16]: The character is covered in short,
  tough fur. He is a natural AT 3.
  Enhanced Climbing [10]: The character is able to use his
  claws to aid him in climbing. Their use grants the
  character a +20 modifier.
  Innate Melee Attack (Claws) [25]: Idiyva have
  retractable claws on their hands and feet. They can
  use these claws to make Medium Claw attacks. Skill
  costs for learning how to use their talons in attacking
  can be found in Express Additions #11.
  Nightvision [20]: This ability allows the character to see,
  when outdoors on a bright night, up to 500’ as if it
  just a very dark day. When he is indoors, this allows
  the character to see twice as far as the light source
  normally allows.
  LIZARDMEN (EA3) [148]
  Armored Skin [20]: The character is covered in tough, yet
  supple scales that provide him with a natural AT 5.
  Amphibious [20]: The character is able to breathe
  underwater just as well as he can breathe on dry land.
  Eye Protection [5]: The character has a nictitating eye
  membrane that can cover his eyes protecting it from
  dust and other irritants. This membrane also
  protects the character’s eyes while he is underwater.
  Innate Melee Attack (Tail) [30]: The character has tail
  that is approximately 3’ long. He may learn how to
  make a Medium Sweep (Unbalancing) attack using
  his tail. Skill costs for learning how to use their tail in
  attacking can be found in Express Additions #11.
  Innate Melee Attack (Claws) [20]: The character’s hand
  and feet end in strong, sharp claws that can be used
  to make a Medium Claw (slash) attack. Skill costs for
  learning how to use their claws in attacking can be
  found in Express Additions #11.
  MYOTARI (EA6) [134]
  Flight [25]: The character has a Base Flight Rate (BFR) of 75'
  per round plus their Stride mod. The character, if
  unencumbered, may fly for up to a duration of 1 minute
  for each point of Temporary Constitution that they have.
  If flying at a pace higher than their base rate, or
  while encumbered, that will shorten the amount of time
  that can be flown. Treat the Temporary Constitution as a
  pool of points (if Exhaustion Points are not used). Flight
  at BFR will cost 1 point per round and each Pace above
  the BFR will cost an additional 1 point (i.e. “jog” pace is
  1.5 base rate, this will cost 2 points; the “run” pace, 2x
  base rate will cost 3 points per round; etc.).
  If the character is encumbered, this reduced the
  size of the point pool by the modifier given by the
  encumbrance (i.e. -20 from encumbrance will reduce
  the point pool by 20).
  The character may also glide upon the air currents
  if he wishes. For every minute spent gliding, the
  character must spend 1 point to remain aloft or lose 10'
  of height. The character may glide at half of his BFR,
  and may glide while encumbered Characters with wings
  will have a wingspan equal to twice their height.
  Innate Melee Attack (Talons) [20]: Myotari have talons
  for feet. They can use these talons to make Medium
  Claw attacks while flying, or prone. Skill costs for
  learning how to use their talons in attacking can be
  found in Express Additions #11.
  
  9
  Express Additions
   Issue #13
  Sonar [30]: Thy Myotari have the ability to emit an
  extremely high frequency pulse of sound, which is
  outside the range of hearing for most species. They
  can then hear and interpret the reflections of the
  sounds to determine what is around them.
  When outdoors this ability has an effective range of
  about 500’. Usually, the character will only get line of sight
  out to the maximum range, and will not be able to detect
  a person hiding behind another object that fully conceals
  him. Indoors, or in any other enclosed space, this ability
  can give an excellent picture of the surrounding area,
  including showing the character people hid behind
  objects. However, in both cases, this ability cannot see
  through walls or solid surfaces (i.e. it would not show a
  person hiding behind a curtain, but could show a person
  hiding behind a barrel, if indoors).
  Tough Hide [20]: Myotari are covered in short fur and
  leathery skin that provides them with an extra layer
  of protection against attacks. This grants them a +10
  modifier to their DB.
  PHRENALI (EA4) [142]
  Darkvision (50') [30]: Character may see up to the
  distance listed when in total darkness. If surrounded
  by darkness and within an area of light (i.e. like that
  from a torch), he may see the distance given plus that
  of the light source. The character may also see clearly
  up to twice the given distance on a starlit night, and
  10 times the given distance on a brightly lit night.
  Enhanced Senses [15]: Excellent eyesight grants a +10
  bonus to all Perception maneuvers.
  Unnerving Stare [10]: Others who notice the character
  watching them will have to make a RR against the
  character’s level or have the fumble range of any action
  that they are performing doubled. And yes, this does
  include foes in combat and who are casting spells. A RR is
  required for each action (i.e. each spell or each attack).
  Peripheral Vision [8]: The character is harder to attack
  from the sides or fro the rear. When attacked from
  the flanks your foe’s bonus is only +5 and when
  attacked from the rear, your foe’s bonus is only +15.
  VSORI (EA4) [143]
  Amazing Leaping [10]: With this ability, the character is able
  to jump 3 times the distance that a normal person
  could jump. Jumping rolls are made using the
  Acrobatics skill bonus or by making a roll using the
  average of the Strength and Agility stat bonuses, with
  both options modified by the character Armor Penalty.
  Refer to Express Additions #11 for more information on
  the normal distances that person can jump.
  Enhanced Climbing [10]: The character is able to use his
  claws to aid him in climbing. Their use grants the
  character a +20 modifier.
  Nightvision, Greater [25]: This ability allows a character
  to see outdoors as well on a bright night as he would
  on a cloudy, overcast day. When he is indoors, this
  allows the character to see 3 times as far as he
  normally would be allowed by a light source.
  Innate Melee Attack (Claws) [20]: The character’s hands
  end in strong, retractable claws that may be used to
  make Small Claw attacks. Skill costs for learning how
  to use their claws in attacking can be found in Express
  Additions #11.
  VULFEN (EA6) [139]
  Acute Smell [15]:The character has a very acute sense of
  smell. He can smell odors up to 100’ upwind, 2000’
  feet downwind, and 500’ in still air. He gains a +25 to
  Tracking something based on odor, and +10 to
  Perception when dealing with smells. This also makes
  the character’s sense of smell be sensitive as well.
  Strong or pungent odors can temporarily overwhelm
  this ability if the character is not careful.
  
  10
  Express Additions
  Issue #13
  Armored Skin [18]: The character is covered in short,
  tough fur. He is a natural AT 4.
  Enhanced Climbing [10]: The character is able to use his
  claws to aid him in climbing. Their use grants the
  character a +20 modifier.
  Innate Melee Attack (Claws) [25]: The character has
  retractable claws on their hands and feet. They can
  use these claws to make Medium Claw attacks. Skill
  costs for learning how to use their talons in attacking
  can be found in Express Additions #11.
  Nightvision [20]: This ability allows the character to see, when
  outdoors on a bright night, up to 500’ as if it just a very
  dark day. When he is indoors, this allows the character to
  see twice as far as the light source normally allows.
  RRRRRACIAL
  ACIAL
  ACIAL
  ACIAL
  ACIAL C
   C
   C
   C
   CROSSBREEDS
  ROSSBREEDS
  ROSSBREEDS
  ROSSBREEDS
  ROSSBREEDS
  You will notice that the Half Elf and Half Orc have not
  been included in either the racial stats table or in the Racial
  Gifts section above. This is because racial crossbreeds are not
  specific races; they are the mixture of 2 separate races.
  If a character wishes to play a Racial Crossbreed, then
  they must build that individual crossbreed themselves using
  the following guidelines and the player must also pay a
  number of Development Points (DPs) based upon the
  alterations made to the Base Race. All DPs used in creating a
  Crossbreed come from the initial DPs that the character uses
  in Character Generation.
  Not every race will be able to crossbreed naturally. In
  many cases, it will require magic to mix two or more diverse
  races. The examples in the guidelines below limit themselves
  to only 2 pure races. However, under these guidelines is it
  possible that 2 crossbreeds or a pure and a crossbreed could
  produce characters that are an even larger crossbreed.
  Step 1 – Determine Base Race
  The first step in creating a Racial Crossbreed is to
  determine which race is the base race. This is the race to
  which adjustments are made. Regardless of what two
  races are used in making the Crossbreed, the player must
  select one as the Base Race. It is recommended that the
  race of the character’s mother be treated as the Base Race.
  Step 2 – Adjust Stat Bonuses [5 DPs]
  The first actual step in creating a Racial Crossbreed
  is to adjust the stat bonuses. Average the bonuses for
  each stat, RR bonus, and for the hit data (Max Hits, Base
  Hits, and Hits/Rank), rounding down when needed.
  If one of the races is Human, then the player has
  the choice of applying Variable Stats gift prior to the
  averaging of stats. However, if it is applied, then this Gift
  may not be swapped out as described in Step 3 below.
  Step 3 – Adjust Racial Gifts [varies]
  This next step is going to require the most
  thought since the player has to decide what to keep
  and what to exchange.
  The player must pay 1 DP for every 5 DP worth of
  Racial Gifts to be exchanged. This allows the player to
  swap out abilities, removing some Racial Gifts to
  acquire one or more of those from the second race.
  If the abilities do not have the same DP cost, then
  the player must pay the difference in the costs as well.
  Multiple abilities may be exchanged. The Additional DP
  costs are only for when the Gifts being acquired exceed
  the costs of the Gifts being lost. If the player gives up a
  higher cost Gift for a lower Cost one, then the initial
  cost of acquiring the Gift is reduced by 1 point for every
  5 points difference in costs.
  In all cases, the character must always pay at
  least 1 DP for the Gift exchanges.
  Example: Joe is making a Half-Elf, and his Base
  Race is Human, and Wood Elf is the other race. Joe
  wants to swap out the Wood Elven ability,
  Outdoorsman, for the Human ability, Skill
  Flexibility. This will cost Joe 9 DPs. 4 DPs from the
  1 DP for every 5 DP of the ability to be swapped
  out, plus since Outdoorsman costs 5 DP more than
  Skill Flexibility, Joe has to pay that 5 DP difference.
  Now, if Joe were exchanging the Outdoorsman Gift for
  the Bonus Skill ranks Gift, he would only pay 3 DP for
  the exchange (4 DPs for the 20 point Outdoorsman
  Gift minus 1 because the Bonus Skill Ranks Gift costs
  5 DP more than the Outdoorsman Gift).
  Step 4 – Determine Appearance
  Simply put, the player must determine how the
  character looks. This is a decision that is left entirely
  up to the player to decide. If he wants a Half-Elf that
  looks entirely human, that is quite alright.
  It is recommended that the more points spent on
  acquiring aspects of the second race, the more that the
  character will and should look like the second race.
  N
  NN
  N
  NEEEEEW
  W
  W
  W
  W S
   S S
   S SPELL
  PELL
  PELL
  PELL
  PELL L
   L L
   L LIS
  IS
  IS
  IS
  ISTTTTT
  The following spell list was designed for use with the
  professions presented in Express Additions #9; the Priest,
  the Mage, and the Mentat.
  This list works as a replacement for several of the
  Illusionist Base Lists if the GM feels that including all 6
  lists may be problematic when creating Folios for these
  professions.
  I came up with this spell list because of work on
  another product. I wanted to include the spell list, Illusion
  Mastery, but ran across the problem that many of the
  spells on the Illusion Mastery list require spells from the
  Feel-Taste-Smell, Light Molding, Mind Sense Molding,
  and Sound Molding spell lists. Thus, the Mirages list
  works to replace those 4 spell lists with a single spell list
  that still serves to provide the spells required for the
  Illusion Mastery spell list.
  
  11
  Express Additions
   Issue #13
  M
  M
  M
  M
  MIRAGES
  IRAGES
  IRAGES
  IRAGES
  IRAGES
  1. Light Mirage – Creates any simple
  immobile image or scene up to an area
  of 10’ R. The visual aspects of the scene
  are really created (no RR) and detecting
  that it is an illusion can normally be
  accomplished only through spells or the
  use of a sense other than sight.
  2. Sound Mirage – Creates any simple
  immobile set of sounds in up to an
  area of 10’ R.
  3. Strike I – Target is struck with the
  equivalent of a bare fist attack. This
  attack is invisible unless combined with
  the visual sense in an Illusion or
  Phantasm. The Directed Spell skill is
  used to develop skill in this attack. It
  does a Small attack on the Tooth & Claw
  attack table, and does Strike criticals.
  4. Smell/Taste Mirage – Fills the area with a
  set of immobile smells or with a set of
  tastes (i.e. anything eaten within the area
  has that taste). The sense aspects are
  really created (no RR) and detecting that it is an
  illusion can normally be accomplished only through
  spells or the use of the other senses. The caster has to
  decide which mirage to set when the spell is cast.
  5. Feel Mirage – As Light Mirage, except that all the
  objects and surfaces in a 10’ R area can be made to
  feel differently than they really are. Striking an object
  or surface will cancel one “feel aspect” for that object
  or surface. This spell allows surfaces and objects to
  be struck 1 time for every 3 levels that the caster has.
  6. Presence Mirage – Creates a false presence, for the
  purposes of magical detections, in the area of effect.
  7. Light Glamour – One object (up to 10 lbs per level) has
  its visual appearance altered for the duration of the
  spell. Note that no other aspect of the object changes.
  8. Sound Glamour – As Light Glamour, except that the
  spell changes the sound of an object is altered.
  9.  Strike III – As Strike I, except for the range.
  10. Feel/Taste/Smell Glamour – As Light Glamour,
  except that the caster can change the feel, smells, or
  taste of an object. The caster has to decide which to
  change at the time of casting.
  11. Unpresence I – Target appears to have no presence to
  magical or mental detections.
  12. Terrain Mirage I – The caster is able to change one
  aspect of the terrain within the area of effect in one
  way. The caster gets to designate in what manner the
  terrain is different. He could make smooth ground
  feel rocky, rocky ground feel smooth, make an open
  field look thickly forested, or make an open field
  sound like a rustling forest, he could make a forest
  smell like an ocean, etc.
  13. Mirage True – This spell combines the effects of a
  Light Mirage, a Sound Mirage, a Smell/Taste Mirage
  and a Feel Mirage into a single spell.
  14. Strike V – As Strike I, except for the range.
  15. Feel Mirage True – As Feel Mirage, except that it may
  be struck once for each level that the character has.
  16. Terrain Mirage II – As Terrain Mirage, except that the
  caster may change one aspect of the terrain for every
  5 levels that he has. Thus, if the caster is 16th level, he
  can change 3 aspects, if he were 20th level, he could
  change 4 aspects, etc.
  17. Misfeel – For the purposes of magical or mental
  detections, the target appears to be of any race and
  profession of the caster’s choosing. The caster is also
  able to make the target appear to be up to 10 levels
  more or less powerful than they actually are.
  18. Unpresence V – As Unpresence I, except for the
  number of targets.
  19. Mass Glamour – As Light Glamour, Sound Glamour,
  or Feel/Taste/Smell Glamour, except for the number
  of targets. The caster must select which type of
  glamour he is using when this spell is cast.
  20. Glamour – As Light Glamour, Sound Glamour, or
  Feel/Taste/Smell Glamour, except that all three spell
  effects are applied at once.
  25. Unpresence True – As Unpresence I, except for the
  number of targets.
  30. Misfeel True – As Misfeel, except for the duration.
  50. Glamour True – As Glamour, except for the duration.
  MIRAGES
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  12
  Express Additions
  Issue #13
  O
  OO
  OOPPOSED
  PPOSED
  PPOSED
  PPOSED
  PPOSED R
   R R
   R ROLLS
  OLLS
  OLLS
  OLLS
  OLLS
  Rolemaster has core mechanisms for handling
  nearly every possible situation - the Movement/
  Maneuver, and the Static Action tables to resolve different
  types of actions, with columns or modifiers applied for
  difficulty and situation.  GM’s determine the relative
  difficulty of the attempted action, and the player rolls for
  resolution, adding any pertinent skills bonuses, stat
  modifiers, or other situational modifiers.
  However, use of the movement/maneuver table is not
  an intuitive process.  Difficulty is an often arbitrary
  assessment, and is unrelated to the relative skill of the PC.
  In certain situations, this may be apropos, but it may not
  meet the goals of the intended conflict.  It is also
  challenging to determine the impact of a difficulty shift
  upon a character’s attempt.
  Additionally, when a character is directly opposed by
  another PC or NPC, it may be difficult or cumbersome to
  determine the exact outcome – which character succeeds
  the most, and what effect does this have on game play?
  The Level-Based Opposed Action resolution system
  provides an alternative for GM’s and players to resolve the
  use of skills.  This mechanism uses the Opposed Action
  Table to determine the outcome of a skill test.  This method
  is essentially an extension of the resistance roll methodology.
  LEVEL VS. LEVEL ACTIONS
  Rather than assigning a difficulty rating to a challenge
  (e.g. Routine, Hard, Absurd), the GM instead determines the
  relative level of the challenge.  For example, a locked door
  presents an obstacle to the PC’s.  The GM determines that a
  sixth level thief should have an average chance to pick the
  lock, and so he determines that the lock is 6th level.  This
  means that a character whose skill level is equivalent to that
  of the lock should succeed about 50% of the time.
  This system may also be used for single roll
  resolution of opposed skills, such as a perception skill vs.
  a hide skill check.  By assigning a level rating to each skill,
  the process is simply a matter of determining the target
  roll, and ensuring the player’s die roll exceeds this target.
  CONVERSION OF SKILLS TO LEVEL
  For simplicity, a GM may simply use the character’s
  level for this method, for any skill that would be considered
  an essential part of a character’s normal tools.  For any
  non-essential skill, use ½ character level, or another
  appropriate modifier.
  For a detailed conversion, the following method is
  recommended:
  •
  Base skill level  = ½ total # of Ranks in the skill
  •
  Stat modifier = (Total (averaged) stat bonus – 5)
  divided by 10 (round down).  Add this to the base
  skill level.
  •
  Other modifiers (material, craftsmanship, magical) =
  Total all bonuses, divide by 10.  Add to base skill level.
  DETERMINE THE TARGET ROLL
  To find the net level of opposition, subtract the
  character’s effective skill level from the opponent’s effective
  skill level.  Situational modifiers should be added or
  subtracted from the appropriate party’s effective level at a
  rate of 1 level per 10% modifier.  Thus, skills that are affected
  by stun would suffer a -3 level reduction (-30%), if a
  character attempted them while under the effects of stun.
  Example: Barl wishes to sneak past a sentry on a
  wall.  Barl is an experienced rogue, and has a
  stalk/hide skill level of 8.  The GM determines that
  the sentry is also an experienced lookout, trained
  to notice exactly the type of maneuver being
  attempted, so he assigns a level 10 opposing skill
  level to the sentry for perception.  Barl notes that
  he will attempt the maneuver when the sentry’s
  back is turned, which the GM decides is simply
  part of Barl’s competence as a sneak, and is not
  worthy of a special modifier.  However, the GM
  does decide that Barl is entitled to a +1 level bonus
  due to the particularly dark moon that evening, so
  his net level of opposition is 10-9(8+1) = 1.
  
  13
  Express Additions
   Issue #13
  RESOLVING THE SKILL CHECK
  The GM consults the Opposed Skill Level table to
  determine the required roll for the corresponding Net
  Opposing Level.  The player makes an open-ended roll,
  and compares it to the required roll.  For all-or-nothing
  contests, any unmodified result greater than or equal to the
  value in the Required Roll column is treated as a success.
  For contests where partial success may be achieved, a
  second roll may be required.  If the initial roll does not
  meet or exceed the required roll, compare the result to the
  table to determine what level the roll would have succeeded
  against.  Subtract this level from the base target’s level, to
  determine the “remainder” of the skill to be completed.
  Example: Barl, having successfully entered the estate
  without detection finds the basement door locked.
  The GM has determined that the lock is a level 8 lock,
  which is equal to Barl’s level 8 skill in Pick Locks.  Barl
  needs a 50 to succeed, but rolls a 32.  The GM notes
  that if the lock had been at -4 difficulty (i.e. a level 4
  lock), Barl would have succeeded.  The GM rules that
  Barl has picked 4 level’s worth of the lock’s difficulty,
  and he may make a second attempt against the
  remaining 4 levels.  Barl’s second roll must be greater
  than 30 to succeed against the second attempt, which
  is also at a -4 level difficulty.  Barl rolls a 36, succeeds,
  and puts his lock picks away with a satisfied grin.
  STAT-BASED ACTIONS
  This method may be easily used for stat-based
  actions, or any action for which there is no direct skill
  corollary.  As suggested above, for any action the GM
  feels falls into the normal expertise of the character’s
  profession or background, use the character’s level.  For
  an action that would not be within his normal bailiwick,
  use ½ character level, or any other reasonable fraction of
  the character’s total experience.  For these attempts not
  aligned with a skill, only use stat modifiers when they
  exceed the normal value at 90 (+10 in RMC).  Therefore,
  determine the net stat bonus including all modifiers
  (average stat bonus, if more than one stat is being used),
  subtract 10, and divide by 10. Round the final result to
  the nearest whole number.
  Example: Barl has encountered a puzzle in the
  wine cellar, of a design native to his homeland.
  However, Barl has not seen one since he was a
  child, and has taken no levels in Lore: Obscure
  Homeland Puzzles.  The GM decides to allow Barl
  a roll using his ME stat bonus, to determine if he
  can remember how these puzzles work.
  Since puzzles are not part of his regular character
  development, the GM considers allowing Barl only
  one effective level in this area, to account for his
  adolescence in his homeland.  Barl’s player argues
  that problem solving is an integral part of his
  character’s regular skill set, as evidenced by his
  strong development in perception and subterfuge
  mechanics.  The GM agrees that Barl should get ½
  his character’s level as a base skill level, but not full
  character level due to the obscurity of the problem.
  Barl has a remarkable 97 in his ME stat, which
  grants him a +15 stat bonus.  For level purposes,
  however, he must subtract the 90 stat equivalent, or
  10 points of this.  Barl has no other stat modifier to
  ME, so his final level bonus due to stat is +15 – 10 =
  5, divided by 10 = 0.5.  This rounds up to 1, giving
  him a +1 level bonus due to exceptional stats.
  Barl will be making this attempt
  at an effective level of 5 – ½ his
  character level of 8, plus 1 level
  for his exceptional memory.
  OPPOSED SKILL LEVEL TABLE
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  14
  Express Additions
  Issue #13
  SINGLE-ROLL SPELL RESOLUTION
  Because this method is based off the standard RM
  Resistance Roll progression, a level vs. level roll may be
  used to encompass both spell failure, and the target’s
  resistance to the spell.  In the case of ESF modified spells,
  it may still be appropriate to separate the rolls.  However,
  in most cases, the Opposed Action table will work
  sufficiently well.  Spell fumbles still occur on an
  unmodified result below the spell fumble threshold.
  Otherwise, use the Caster’s level vs. the target’s level to
  determine the number required for the spell to affect the
  target.  A result below the target number and above the
  fumble range means the spell points were expended to no
  effect.  Any result above the target number indicates spell
  success.  Apply RR modifiers to the roll as normal, rather
  than converting to a level equivalent.
  This method may be applied to multiple opponents
  as well, at the GM’s discretion.  When applying a spell to a
  mob, a single roll may be used, with the result
  determining the maximum relative level that would be
  affected by the spell.  Work backward from the result to
  determine the net effective level that would be affected by
  the spell. All targets of that level and below are affected
  (within the restrictions of the spell), unless individual RR
  modifiers would allow that target to make his resistance.
  Example: Tomani is attempting to cast a Lord
  Sleep spell (Spirit Mastery - Closed Essence) over a
  group of enemies guarding a ship.  There are 2 level
  5 guards, and one level 9 guard.  Since the spell will
  affect a maximum of 20 levels’ worth of characters,
  if the spell is very successful, all will be affected.
  Tomani is a level 9 caster, the same as the spell
  itself.  He takes full time and gesture to cast the
  spell, and has no other ESF modifiers.  Therefore,
  a level 9 opponent would be a 0 (zero) net
  opposing level challenge for the spell, while the
  level 5 guards will be at a –4 net opposing level
  challenge.  However, the guard captain has a ring
  of Essence resistance, granting him a +10
  resistance to essence magic.
  Tomani after the required rounds of preparation,
  casts his spell, and rolls a 59.  Since this is more
  than enough to succeed against the two level 5
  guards, they both fall asleep without a sound.
  Normally, this would also beat the level 9 guard’s
  level resistance alone (a result of 50 or better would
  succeed).  However, due to the +10 resistance from
  the ring, the guard captain’s resistance requires a
  roll of 60 or better to succeed.  Tomani has missed
  knocking out the captain by a single percentage
  point, but he has evened the odds considerably.
  
SOURCE: textdata/thevault/Rolemaster/5.5 Edition Express/RMX Express Additions 13 [2009].pdf