TEXT: 1
  Express Additions
   Issue #15
  E
  XPRESS
  A
  DDITIONS
  Issue #15
  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
  Editing: Tim Dugger, Heike Kubasch
  Proofreading: Tim Dugger, Heike Kubasch
  Pagemaking, & Layout: Tim Dugger
  Artwork:   Mike Jackson,  Jeff Laubenstein, James Ryman,
  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 2009
  Introduction ...................................................................... 1
  Stat Options ...................................................................... 2
  Stat Generation Option ............................................. 2
  Simple Potentials Option ........................................... 2
  Stat Gains Option ...................................................... 2
  Additive Stats ..................................................................... 3
  Racial & Stat Bonuses ................................................ 3
  New Stats for Skills .................................................... 3
  Monstrous Templates ....................................................... 5
  Abberation Template.................................................. 5
  Elemental Template .................................................... 6
  Giantism Template ..................................................... 7
  Demonic Template ..................................................... 7
  New Monsters ................................................................... 8
  Gorger ........................................................................ 8
  Nightlord ................................................................... 9
  Welcome to the 15th issue of Express Additions!
  In this issue we will be rounding out the RMX rules a
  little bit. First up, we present some simple options for
  generating stats, determining Stat Potentials and for
  doing Stat Gains as well.
  Next up is an article that redoes how stats are handled
  in RMX, changing averaged stats to Additive Stats.
  And to top off the issue, we present you with some
  monster templates and monsters, converted over
  from HARP.
  Enjoy!
  
  2
  Express Additions
  Issue #15
  STTTTTAAAAATTTTT OPTIONS
  PTIONS
  PTIONS
  PTIONS
  PTIONS
  This section of this issue is devoted to presenting
  you with some additional options regarding stats. We
  have new options for you for generating stats,
  generating stat potentials, and doing stat gains. We
  hope that you enjoy them.
  STAT GENERATION OPTION
  In the core rules, you are presented with several
  different options for generating your stats. Here is
  another one for GMs to choose from.
  When using this option, the player generates 10
  numbers by rolling 6d10 and adding 40 to the total. This
  allows the player to generate 10 numbers between 46 and
  100. The player is then allowed to swap out the two
  lowest numbers in exchange for a 90. However, theses
  two 90s must then be placed in the character’s prime
  requisites.
  Should there be a profession with more than 2 Prime
  Requisite stats, then only 2 of the Prime Requisites may
  be replaced with 90s.
  SIMPLE POTENTIALS OPTION
  In the core rules, Stat Potentials are determined by
  rolling on a large table, with the column rolled on being
  determined by the Temporary Stat, and using the result as
  that stat’s Potential.
  Under this option, you add a static number to the
  Temporary stat to determine its Potential. Use the table,
  Simple Potentials to determine what number is added to
  the Temporary Stat.
  STAT GAINS OPTION
  In the core rules, the player rolls for each stat, each
  time the character goes up a level to see if the Temporary
  Stat is increased any towards its Potential. There is always
  a chance that no stat will be increased in a given level.
  There is also a strong chance that the stats will reach their
  Potentials in just a very few short levels. The first option
  isn’t very popular with players while the second is likely to
  be unpopular with GMs, who would rather such
  increases take a measurable amount of time.
  When using this option, the player is allowed to
  increase a single Temporary Stat each level. The player
  gets to select which stat is increased, so long as that
  particular stat was not increased the last time the
  character went up a level.
  The amount that the Temporary Stat increases in
  based on the difference between the Temporary and
  Potential. The amount of the increase is static, as shown
  on the table, Stat Increases.
  Under the core rules, the Stat Potential is also the
  genetically determined maximum that a given stat may be
  increased to. If using this option in conjunction with the
  Simple Potentials Option, the character should be
  allowed, once all other stats have reached their Potentials,
  to increase the stat Potential for their Prime Requisite
  stats. This means that once every other level, a character’s
  Stat Potential on one of their Prime Requisites may be
  increased by 1 point, and the following level, that stat
  may be selected to have its Temporary value increased to
  its new Potential.
  SIMPLE POTENTIALS
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  3
  Express Additions
   Issue #15
  ADDITIVE
  DDITIVE
  DDITIVE
  DDITIVE
  DDITIVE STTTTTAAAAATS
  TS
  TS
  TS
  TS
  In the core rules, different skills can have a different
  number of stats associated with them, and the player has
  to average the stat bonuses of each of the stats. This can
  lead to some odd numbers due to the adding and
  dividing that has to take place.
  The purpose of this option is to change that, so that
  every skill utilizes 3 stats, and so that bonuses from all
  three stats are simply added together. The end result of
  this change will be a simpler method of totaling bonuses,
  and those bonuses will be roughly the same as before.
  RRRRRAAAAACIAL
  CIAL
  CIAL
  CIAL
  CIAL & S
   & S
   & S
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   & STTTTTAAAAATTTTT B
   B
   B
   B
   BONUSES
  ONUSES
  ONUSES
  ONUSES
  ONUSES
  In addition to changing what stats apply to each skill,
  we will also need to adjust the Racial Bonuses and the Stat
  Bonuses that the character receives.
  To determine the new Racial Bonuses, just use the old
  Racial Bonus and look up the new bonus on the Racial
  Bonus Conversion Table. The Racial bonuses to Resistance
  Rolls are not affected by this option.
  The next step is to convert the bonuses gained by the
  value of the stat. For example, a 90 usually gives a +10
  bonus under the core rules. Under this option, a 90 gives
  a bonus of +3. The Stat Bonus Table will give you the
  bonus that applies to the specific stat value.
  The player then adds these two bonuses (racial and
  stat) together as he would normally do.
  N
  NN
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  NEEEEEW
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  TS     FOR
  FOR
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   SKILLS
  KILLS
  KILLS
  KILLS
  KILLS
  The table, Additive Stats for Skills, gives the stats to use
  for all of the skills available in the core rules and the new
  skills presented in other issues of Express Additions.
  However, there are several other areas where skills are
  used. This includes Resistance Rolls, the character’s base
  DB, and determining the character Base Movement Rate.
  In all such situations just triple the total stat bonus for
  the required stat and use that new number normally as
  per the rules.
  Example: John is making his character. His
  character has a
  Quickness of 94, and no
  racial bonus to
  Quickness. Under the
  normal rules that
  would give him a
  Quickness bonus of
  +10. Under this option,
  he has a Quickness
  Bonus of +3. For
  determining his base
  DB, John triples his
  character’s Quickness
  Bonus to +9 (3 x3 = 9)
  and this becomes his
  starting DB before
  adjustments due to
  shield and armor.
  RACIAL BONUS
  CONVERSION TABLE
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  4
  Express Additions
  Issue #15
  ADDITIVE STATS FOR SKILLS
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  5
  Express Additions
   Issue #15
  MONS
  ONS
  ONS
  ONS
  ONSTR
  TR
  TR
  TR
  TROUS
  OUS
  OUS
  OUS
  OUS TEMPLA
  EMPLA
  EMPLA
  EMPLA
  EMPLATES
  TES
  TES
  TES
  TES
  The RMC product, Creatures & Treasures (C&T)
  contains many monsters and animals that a GM can use
  to populate his game world. However, it is sometimes
  true that players also come to know the monsters well
  enough that they offer no surprises to the player. And this
  often translates into the character miraculously knowing
  how to defeat the monster or the player being bored with
  something that he just knows isn’t that much of a threat.
  The GM can alleviate this problem by adjusting the
  levels of creatures using the rules given in C&T. Or he can
  completely rework the creatures and create all knew
  creatures for his players to encounter.
  In this article, we present another option, Templates. In
  short, the GM takes a standard creature and applies one,
  or perhaps more than one, of the following templates,
  and this makes the boring dull creature or animal exciting
  and new again.
  Below are several Templates that a GM can use. This
  should not be taken as an exhaustive list, but as a sample
  of how other Templates could be created.
  ABERRATION TEMPLATE
  Aberrations are giant, misshapen versions of normal
  creatures. Aberrations are usually caused by some sort of
  magical disaster and are often tied to the site of that
  disaster in some manner, the most common being
  described below.
  All Aberrations encountered so far have had the
  following abilities; however it is quite possible that
  some Aberrations may have additional or completely
  different abilities.
  •
  Aura of Fear – All characters within a 20' radius
  of the Aberration must make a Fear RR, against
  the level of the creature. Failure results in the
  character attempting to flee in the quickest
  manner possible (using items or casting spells to
  flee are allowed). No other actions other than
  fleeing are allowed unless such action is required
  for the character to continue fleeing. This means
  that a fleeing character will not attack any other
  creature he passes, unless that creature is
  preventing him from fleeing.
  •
  Bane Fury – Aberrations will attack anything on
  sight in a berserker-like fury. They will not
  attempt to dodge or parry, and will not run from
  overwhelming odds. The creature also receives a
  bonus to all critical rolls equal to its level.
  •
  Gigantism – The creature is approximately 2-3
  times its normal size. All natural attacks are
  increased in size by one. The Aberration also
  receives +20 to all OBs, and +30 hits of the
  normal version of the creature.
  •
  Immortality – So long as the creature is within
  the bounds of the magical disaster that created it,
  it will come back to life within 2d10 days of being
  killed so long as the body has not been completely
  destroyed, such as through being burned. During
  the time that it is “dead”, its body will fully repair
  all damage done to the Aberration.
  •
  Toughness – All Aberrations are covered by a
  toughened hide or by thick scales, fur, or rigid
  plates, giving the Aberration an additional +20
  to its DB.
  •
  Level Bonus – When this template is applied to a
  creature, that creature is treated as if it were 2
  levels higher than the base creature. (i.e. a Giant
  Ant with the Aberration Template would be
  considered to be level 3 in all respects, not its
  normal level 1).
  
  6
  Express Additions
  Issue #15
  ELEMENTAL TEMPLATE
  Scholars are still unsure about how some creatures
  acquire the Elemental Template. Some figure that the
  creatures acquired it through experimentation while
  others think that it is cause by a magically induced
  mutation or through a leakage from one of the elemental
  planes into the material plane.
  Of course, all theories could be true just as they could
  also all be false. There is no way to know for sure.
  There are seven varieties of this template, one for each
  of the seven elements. The following table shows what the
  elements are and what their opposing elements are as
  well.
  Element
  Opposing Element(s)
  Air
  Earth
  Dark
  Light
  Earth
  Air/Water
  Fire
  Ice/Water
  Ice
  Fire
  Light
  Dark
  Water
  Earth/Fire
  This template provides the following abilities to the
  creatures to which it is applied:
  •
  Elemental Affinity – When the creature is struck
  by an attack based on the same element as the one
  the creature is attuned to, the creature is healed a
  number of hits equal to the amount of
  hit point damage that the attack would
  have normally done. If the creature is
  struck by an attack of the Opposite
  Element, it does double the normal
  amount of hit point damage to the
  creature (from both the attack table and
  the crit tables).
  •
  Elemental Power Points – If the
  creature imbued with this template does
  not already have Power Points (PP), it
  receives 3 PP per level that it has. These
  PP may be freely used
  •
  Elemental Manifestation – The
  creature can surround itself with a field
  of elemental energy of the same type as
  the element to which it is attuned.  It
  costs 1 PP to create this field, and it has
  a base radius of 1’. The creature may
  put additional PP into the field as it
  desires. Each additional PP increases the
  size of the field by 1’. All creatures within
  the field, including the creature that
  created it, receive a Tiny Elemental
  Critical each round that they are in, or
  in contact with the field. The creature
  may increase the severity of the
  elemental attack done by the field for an
  additional 4 PP for every size/severity increase (i.e.
  going from a Tiny crit to an “A” crit costs 4 PP).
  Of course being within this field is healing to the
  creature that created it. The actual critical done is
  based upon the Element that the creature has
  been imbued with.
  Element
  Critical
  Air
  Impact
  Dark
  Cold
  Earth
  Impact
  Fire
  Heat
  Ice
  Cold
  Light
  Electricity
  Water
  Impact
  •
  Elemental Imbuement – All normal, physical
  attacks by the creature do an additional Elemental
  Critical of equal severity as the physical attack it
  accompanies. This additional critical uses the
  same roll to determine what damage is done with
  this attack.
  •
  Level Boost – This template raises the level of the
  creature to which it is applied by 2 levels. (i.e. a
  Giant Ant with a Fire Elemental Template would
  be 3rd level, not 1st).
  
  7
  Express Additions
   Issue #15
  GIGANTISM TEMPLATE
  This template was applied to many creatures to
  make them more entertaining in the coliseum games. It
  was often combined with other templates to create
  more interesting combatants. The effects of this
  template are as follows:
  •
  Size Increase – The creature is between 125% and
  200% of its normal size, or perhaps even larger
  than that. The larger the normal version of the
  creature, the smaller the actual increase in size is.
  •
  Attack Size Increase – The size of any attacks
  that the creature makes are increased by 1 (i.e. a
  Small attack becomes a Medium attack).
  •
  Stat Bonuses – The creature gains a +20 to its
  OBs and a +30 its total hits.
  •
  Movement Increase – The creature gained +5 to
  its BMR, however it also received a -5 to its
  initiative bonus.
  •
  Level Boost – Creatures with this template are
  considered to be 2 levels higher than those
  without it. (i.e. a Wolf with this template is level 5,
  not level 3).
  DEMONIC TEMPLATE
  As with the Elemental Template, scholars disagree on
  the source of this template. Some think it comes from a
  demonic entity shapechanging and mating with the
  creature, others think it cause by a corrupting influence of
  demonic energies while still others think that the creatures
  are infused with demonic energies due to
  experimentation. It is quite likely that all of these are true
  and that there are even more sources for this template
  that haven’t come to light just yet.
  It is rumored that some Demonic creatures have an
  Aura of Fear and the ability to teleport through shadows,
  but that has yet to be verified.
  Creatures and constructs with this template tend to
  turn a shiny black in color, and have red glowing eyes,
  giving them a baleful appearance. This template also gives
  them the following abilities:
  •
  Dark Vision (Demonic) –The creature can see
  up to 100' in total darkness.
  •
  Demonic Hide – The creature’s tough hide
  grants it a bonus of +20 to its natural DB.
  •
  Soul Burn Strikes – When the creature makes a
  physical attack, if the attack does damage, the
  target of the attack must make a Constitution-
  based RR against the creature’s level or lose 1d10
  points from its Constitution and 10x that amount
  in concussion hit damage.
  •
  Demonic Stats – The creature gains a +10 to its
  OB and hits.
  •
  Level Boost – Creatures with this template are
  considered to be 2 levels higher than they are
  without it. (i.e. a Demonic Giant Ant is level 3,
  not level 1).
  
  8
  Express Additions
  Issue #15
  NEEEEEW
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  *
  One feature that we will be adding to this and future
  versions of Express Additions is the conversion of
  monsters from HARP to RMX. In this issue we give you a
  couple of interesting ones to start off with.
  G
  GG
  GGORGER
  ORGER
  ORGER
  ORGER
  ORGER
  The ape-like gait and massive jaws of the Gorger are
  perhaps its most remarkable characteristics. With a great
  gaping maw, and a body resembling that of a hairless
  Giant Ape, the Gorger combines the traits of a Shark with
  the mobility of a bipedal monstrosity. Its jaws are filled
  with multiple rows of sharp triangular teeth capable of
  cutting through leather as easily as paper. As it feeds the
  jaws oscillate with a frightening buzz, allowing them to
  chew through materials even tougher than leather. In
  some cases, the Gorger can bite right through metal.
  The Gorger has no known ecology or method of
  reproduction, in fact no one really knows a lot about the
  creature. The grey hairless body has no gender, simply the
  simple features given to it by some twisted creator. It
  bears no resemblance to Demons or mythological
  creatures known to sages and wizards. Bards have only
  seen the things in recent times, and they have proven to
  be infrequent yet deadly predators on remote
  communities and small bands of travelers. Those who
  survive the feeding frenzy of the beasts swear they have
  never seen such a voracious appetite or ability to eat
  almost anything.
  What is known about the Gorger is that the creature is
  fearless and will attack communities in small groups.
  Gorgers travel in these small packs, usually at least 10 in
  number. While not necessarily formidable, it’s easy to
  bring one down with a few well-aimed axe blows. They
  are dangerous should their jaws lock onto an arm or leg.
  Their fearless demeanor combined with their voracious
  appetite has led to more and more encounters with the
  monstrosities in recent time. Their origins however
  remain speculation and rumor.
  These creatures will eat and eat, seemingly never
  getting full. They will feed until they are killed.
  COMBAT
  Gorgers charge into a fray and eat, eat, eat. The bite of
  the Gorger is deadly, and capable of chewing through the
  toughest armor as well as the flesh and bone it protects.
  These things are berserk when they enter a feeding frenzy,
  and the only thing that will stop them is a swift and
  brutal death.
  Armor Piercing Bite: When it attacks, the Gorger treats
  metal armors (chain and plate both) as if it were
  Reinforced Leather (AT 8) and it treats all Leather
  armors as if it were No Armor (AT 1)
  MYTHS & MISCONCEPTIONS
  Many speculate that the Gorgers origins are
  otherworldly. Some suspect that the creatures are the
  result of a ritual mishap or a dimensional gate left open.
  That these creatures are a scourge is certain, often their
  attacks are preceded by a mysterious hum or buzzing.
  While many claim this to be the shuddering teeth of the
  Gorger, others say the sound is altogether different.
  TREASURES
  The genderless bodies of the gorgers have no clothing
  or jewelry of any sort on them.
  ENCOUNTERS
  The mysterious attacks of the Gorger could be the
  result of a simple magical anomaly or something else that
  is more malicious in origins. For whatever reason for
  them being anywhere, there is usually only one thing on a
  Gorgers mind, eating.
  
  9
  Express Additions
   Issue #15
  The art of magic the Nightlords practice resembles a
  rough and strange form of alchemical science. By
  distilling blood and incubating creatures in glass vessels,
  the Nightlords come closer to completing the Work.
  Although for what purpose is unknown. Some doubt that
  the Nightlords even know why they pursue the
  completion of the Work and what the result will be.
  Nightlords typically infest a city or town, stealing
  denizens in the night for their study in barrows and
  warrens constructed deep beneath the earth. These
  chambers are lined with a black resinous material that is
  smooth and warm to the touch, yet made brittle by
  intense cold. These Nightlord hives contain up to a dozen
  or more of the dark brood. Within them are macabre
  chambers of horror, with subjects imprisoned partially in
  the resin of walls and ceilings. The Nightlords seem to be
  able to defy gravity in these hives, walking on every
  surface as if gravity meant nothing to them.
  COMBAT
  Nightlords are chilling to watch in combat. They move
  with a violent and deadly precision as their bodies leap
  and claws and scything limbs slash through the air. Some
  entangle their enemies in their deadly hooked tendrils,
  grappling enemies and dragging them into dark pits
  where the victims will no doubt end up in some bizarre
  experiment.
  Tendrils: The many tendrils of the Nightlord can wrap
  around targets and incapacitate them with ease. A
  Nightlord can attack with 4 tendrils as a single
  action, receiving no penalty for multiple attacks as
  long as all of the attacks are aimed at one target.
  Voice Eater: A Nightlord can move in complete and total
  silence, its dark carapace also will absorb light to
  some degree giving it a +75 bonus to all Stalking &
  Hiding  maneuvers.
  Shadow Walk: Nightlords can teleport brief distances
  between shadows. A Nightlord may use the Shadow
  Walk ability to travel between shadows that are less
  than 100' apart (with no intervening obstacles such
  as bars or windows) and within the creatures sight.
  This ability functions like the Mage Sphere spell Long
  Door without the scaling options. This ability is
  usable 3 times per day for every 5 levels that the
  Nightlord has (an average Nightlord, 10th level, can
  use this ability 6x per day).
  Crawl: The legs of the Nightlord can grasp at any
  surface, and the creature may walk on any vertical
  or horizontal surface without penalty unless the
  surface has been treated with a slippery substance
  or is especially slick. It would be difficult for a
  Nightlord to crawl across wet glass, slick metal, or
  oily tile for example.
  N
  NN
  N
  NIGHTLORDS
  IGHTLORDS
  IGHTLORDS
  IGHTLORDS
  IGHTLORDS
  The dark insect like carapace of a Nightlord gleams
  with a dull shine. Their green eyes glint from a skull-like
  face with a malevolence and hatred towards anything
  within their sight. Hooked tendrils, grasping claws and
  barbed limbs extend from underneath the armored shell
  of the Nightlord. They appear hunched over, and clutch
  at the ground below them as they move with a dark and
  sinister purpose.
  Most Nightlords dwell within the darkness of caverns
  and ruins, leaving them when the sun falls below the edge
  of the horizon. Where these dark and malevolent
  creatures come from is a place bent from the opposite of
  light. To call it darkness would be an insult, these
  creatures simply call the realm they come from Night.
  Whatever motives possess the Nightlords, they don’t
  tend to discuss it. Moving about in darkness, these
  creatures manifest all manner of talents. Mages, Fighters,
  even Clerics to a god named Voiss, all of the Nightlords
  pursuits seem to be for one reason, to augment some
  mission they all share called the Work. Part crusade, part
  philosophy, the Work seems to be the need to categorize
  and study all of the sentient creatures in existence,
  through a variety of trials and experiments. The Work
  includes the vivisection of sentient creatures, the creation
  of elaborate labyrinths and gauntlets for testing a races
  capabilities, and the determination of whether or not a
  species can breed with Nightlords. The cruel breeding
  experiments of the Nightlords have produced aberrations
  and monstrosities beyond count. Many of these creatures
  end up as slaves and warriors, if they can survive the
  initial few days of life.
  Nightlord Mage/Priest
  
  10
  Express Additions
  Issue #15
  Press: Nightlords can squeeze their way through
  openings that are much smaller than they are by
  rearranging the configuration of their limbs and
  twisting their segmented flexible bodies, they can
  enter openings of at least 1' by 1'. To do so a
  Nightlord must make a Very Hard Contortions or
  Acrobatics Maneuver Roll on the Moving Maneuver
  Table each round, if the total of the rolls reach 100%
  or higher, the Nightlord has squeezed through the
  opening. The Nightlord has a bonus of +65 for this
  maneuver.
  MYTHS & MISCONCEPTIONS
  The Nightlords claim to have been drawn to this world
  by the use of magic and alchemy, and that the ability of a
  race to manipulate the powers of the cosmos means that
  the race qualifies to become part of the Work. That no
  deities have paid any attention to the predations of these
  dark and dangerous creatures is unusual. It would seem
  that these creatures might be outside of the vision of the
  gods, yet their own dark deity; a creature named Voiss, is
  no doubt close to coming forth from the Night, and
  becoming a force in this realm. Perhaps when this
  happens the gods of the world will take notice.
  TREASURES
  Nightlord artifacts are unusual and often appear to
  have no discernable function. Yet many of these creations
  are made from precious metals and stones, and some
  indeed are actually magical in nature. While coins and
  baubles are not the focus of the Nightlords, it would
  seem that artifacts with a utility are. Still, few wield
  weapons, since their own considerable physical arsenal
  proves to be sufficient for most cases, and any magical
  weapons they possess are most likely discards from a
  captured victim.
  ENCOUNTERS
  Nightlord Fighters and Mages are most likely to be
  encountered, hunting for suitable subjects for
  experiments. Yet Clerics of Voiss live in all of his hives,
  directing the Work through consulting with his name.
  Nightlord Fighter
  
SOURCE: textdata/thevault/Rolemaster/5.5 Edition Express/RMX Express Additions 15 [2009].pdf