This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
erience Pts. 10000 Character Name: Level: 1 Player Name: rinted: 4/8/2023
Race : Man, Common Stats Temp. Pot'l Misc. Stat Racial Total Dev 50Background:Hill Stat. Stat. Bonus Mod. Mod. Pts:Profession : Fighter Agility 50 0 0 0Training Packages: Constitution 50 0 0 0
Category Class Cost Next Num.Rank Stat Prof ItemSpec. TotalSpecialty Skill LevelRanksBonusBonusBonusBonusBonus Total Chi Powers: Poison Fist r 2 6 0 oo 0 -30 * * -26 Unknown Skill * -30 * * -26
Special Defenses 25 0 0 na 0 0 0
Adrenal Defense 25 0 0 o 0 -30 * * -30 Adrenal Resistance r 25 0 0 o 0 -30 * * -30 Adrenal Toughness r 25 0 0 o 0 -30 * * -30 Other Special Defenses 25 0 0 o 0 -30 * * -30 Chi Powers: Invincible Stan 25 0 0 o 0 -30 * * -30 Chi Powers: Invulnerability r 25 0 0 o 0 -30 * * -30 Chi Powers: Rise of the Pho r 25 0 0 o 0 -30 * * -30
Spells-Arcane Base Lists (Other 60 0 0 na 0 0 -40 -40
Arcane Base A (Specify) ### o 0 0 * * -40 Arcane Base B (Specify) ### o 0 0 * * -40 Arcane Base C (Specify) ### o 0 0 * * -40 Arcane Base D (Specify) ### o 0 0 * * -40Spells-Closed Arcane 45 0 0 na 0 0 -25 -25
Arcane Closed A (Specify) ### o 0 0 * * -25 Arcane Closed B (Specify) ### o 0 0 * * -25 Arcane Closed C (Specify) ### o 0 0 * * -25 Arcane Closed D (Specify) ### o 0 0 * * -25Spells-Open Arcane 30 0 0 na 0 0 -5 -5
Arcane Open A (Specify) ### o 0 0 * * -5 Arcane Open B (Specify) ### o 0 0 * * -5 Arcane Open C (Specify) ### o 0 0 * * -5 Arcane Open D (Specify) ### o 0 0 * * -5Spells-<Select Realm> Base ### 0 0 na 0 0 -30 -30
Other Realm Base A (Specif ### o 0 0 * * -30 Other Realm Base B (Specif ### o 0 0 * * -30 Other Realm Base C (Specif ### o 0 0 * * -30 Other Realm Base D (Specif ### o 0 0 * * -30Spells-Closed <Select Realm>### 0 0 na 0 0 -20 -20
Other Realm Closed A (Spec ### o 0 0 * * -20 Other Realm Closed B (Spec ### o 0 0 * * -20 Other Realm Closed C (Spec ### o 0 0 * * -20 Other Realm Closed D (Spec ### o 0 0 * * -20Spells-Open <Select Realm> 90 0 0 na 0 0 -10 -10
Other Realm Open A (Speci ### o 0 0 * * -10 Other Realm Open B (Speci ### o 0 0 * * -10 Other Realm Open C (Speci ### o 0 0 * * -10 Other Realm Open D (Speci ### o 0 0 * * -10Spells-Closed <Select Realm> 40 0 0 na 0 0 0 0
Own Realm Closed A (Speci ### o 0 0 * * 0 Own Realm Closed B (Speci ### o 0 0 * * 0 Own Realm Closed C (Speci ### o 0 0 * * 0 Own Realm Closed D (Speci ### o 0 0 * * 0 Own Realm Closed E (Speci ### o 0 0 * * 0
Category Class Cost Next Num.Rank Stat Prof ItemSpec. TotalSpecialty Skill LevelRanksBonusBonusBonusBonusBonus Total Own Realm Closed F (Speci ### o 0 0 * * 0Spells-Open <Select Realm> 25 0 0 na 0 0 5 5
Own Realm Open A (Specif ### o 0 0 * * 5 Own Realm Open B (Specif ### o 0 0 * * 5 Own Realm Open C (Specif ### o 0 0 * * 5 Own Realm Open D (Specif ### o 0 0 * * 5 Own Realm Open E (Specify ### o 0 0 * * 5 Own Realm Open F (Specify ### o 0 0 * * 5Spells-<Select Realm> Other B 80 0 0 na 0 0 -10 -10
Own Realm Other Base A (s ### o 0 0 * * -10 Own Realm Other Base B (s ### o 0 0 * * -10 Own Realm Other Base C (s ### o 0 0 * * -10 Own Realm Other Base D (s ### o 0 0 * * -10Spells-Fighter Base Lists 0 0 0 na 0 0 10 10
None ### o 0 0 * * 10 None ### o 0 0 * * 10 None ### o 0 0 * * 10 None ### o 0 0 * * 10 None ### o 0 0 * * 10 None ### o 0 0 * * 10 None ### o 0 0 * * 10 None ### o 0 0 * * 10 None ### o 0 0 * * 10 None ### o 0 0 * * 10Spells-TP Lists <Select Realm> 8 8 8 na 0 0 10 10
Own Realm TP A (Specify) 8 8 8 ooo 0 0 * * 10 Own Realm TP B (Specify) 8 8 8 ooo 0 0 * * 10 Own Realm TP C (Specify) 8 8 8 ooo 0 0 * * 10 Own Realm TP D (Specify) 8 8 8 ooo 0 0 * * 10Spells-TP Lists <Select Realm> 16 16 0 na 0 0 -10 -10
Other Realm TP A (Specify) 16 16 0 oo 0 0 * * -10 Other Realm TP B (Specify) 16 16 0 oo 0 0 * * -10 Other Realm TP C (Specify) 16 16 0 oo 0 0 * * -10 Other Realm TP D (Specify) 16 16 0 oo 0 0 * * -10
Other Modifiers: Mini-SCSM Table (see pg 46 for full table)Power Points Used: Free Hands: Note: If there are no penalties, success is 0 to 0 -0 None #N/A automatic. 0 to 0 -10 One #N/A Roll Result 0 to 0 -20 Two #N/A -76 or less Spectacular Failure 0 to 0 -30 Armor: Spell Failure + 3xModsUse Of Voice: AT 1 #N/A -75 to 01 Absolute Failure None #N/A Transcend Armor Spell Failure + 2xMods Whisper #N/A Bonus: +0 02 to 25 Failure Normal #N/A Net Armor Mod#N/A Spell Failure + Mods Shout #N/A UM 66 Unusual EventHelmet: Remaining TA Bonus Wrong Spell! None #N/A that can be applied 26 to 40 Partial Success Leather #N/A against helmet and You may complete the spell Leather & Met #N/A equipment modifiers: next round with a 50% action Metal #N/A #N/A 41 to 60 Near SuccessEquipment: Spell is cast at the end of Organic Material, livi #N/A this round Organic, non-living #N/A UM 100 Unusual Success Inorganic Material #N/A +30 bonus on next spell cast
in the next 10 minutesStep Two: Depends on Spell Type. 61 to 125 Success
Spell Type: U -- works only on non-resisting targets. 126 and up Absolute SuccessSpell Type: F -- roll a BAR (Basic Attack Roll) +10 bonus on next spell cast
adding your number of ranks in the spell list, in the next 10 minutes+10 if target is static, -20/-10 for full/partial cover,+30 if touching target, +10 within 10', -10 if 51-100', -20 if 101-300', -30 if further than 300'.Your target's resistance roll is modified according to the result of your BAR.
Spell Type: E -- roll an elemental attack (bolt, ball, critical, etc., as appropriate).Modify for ranks, Directed Spells, target defense, helm, range, and cover.
Combat Status Sheet Name: Date:
Order of the Combat Round Exhaustion Points: Notes:1. Declare actions (snap, normal, deliberate). 1/2 rnds melee2. Roll Initiative. 1/6 rounds missile fire3. Resolve snap actions (at -20). 1/6 rounds concentration4. Resolve normal actions.5. Resolve deliberate actions (at +10).
Concussion Hits MovementTotal Hits = 40 Rounds of Stun: ___ Bleeding/Round: _____ Modifierq q q q q q q q q q Base Movement Rate = 50
Priest Design Sheet Channeling Channeli 85Channeling/Ess. CE 118
Priest Realm: Channeling Channeling/Ment. CM 121Sphere of Influence: Agriculture Channeling/Arms Channeli 124
Arms Channeli 127
To add religions: fill in Prof. bonuses in category columns, skill classes (e, o, r, or n for normal) in skill columns, and add special notes at the end. Be sure to name the sphere.Skills Agriculture Ancestors Animals Arts Birth, Child Community CompetitionCrafts Culture
Armor-Heavy 10 10 5 10 Plate
Armor-Light 10 10 5 10 Soft Leather
Rigid Leather
Armor-Medium 10 10 5 10 Chain Mail
Artistic-Active 15 Acting e Dancing e Mimery e Mimicry e Musical Instrument e Poetic Improvisation e Singing e Tale Telling e Ventriloquism e Other Artistic-Active Skill e Other Artistic-Active Skill e Other Artistic-Active Skill e Unknown Artistic-Active
Artistic-Passive 15 10 Music e e Painting e e Poetry e e Sculpting e e Other Artistic-Passive Skill e e Other Artistic-Passive Skill e e Other Artistic-Passive Skill e Unknown Artistic-Passive
Athletic-Brawn 5 Jumping
Power Striking
Power Throwing
Weight Lifting
Athletic Games-Brawn (Specify) e Other Athletic-Brawn Skill
Priest
Page 22
Other Athletic-Brawn Skill
Other Athletic-Brawn Skill
Unknown Athletic-Brawn
Athletic-Endurance 5 Distance Running
Rowing
Scaling
Sprinting
Swimming
Other Athletic-Endurance Skill
Other Athletic-Endurance Skill
Other Athletic-Endurance Skill
Unknown Athletic-Endurance
Athletic-Gymnastics 5 5 Acrobatics
Climbing
Contortions
Diving
Flying/Gliding
Juggling
Pole-Vaulting
Rappelling
Skating
Skiing
Stilt-Walking
Surfing
Tighrope-Walking
Tumbling
Other Athletic-Gymnastics Skill
Other Athletic-Gymnastics Skill
Other Athletic-Gymnastics Skill
Unknown Athletic-Gymnastic
Awareness-Perceptions
Alertness
Sense Ambush
Other Awareness-Perceptions
Awareness-Searching
Detect Traps
Lie Perception
Locate Hidden
Observation
Poison Perception
Reading Tracks
Surveillance
Tracking
Other Awareness-Searching Skill
Priest
Page 23
Other Awareness-Searching Skill
Other Awareness-Searching Skill
Unknown Awareness-Searching
Awareness-Senses 5 Direction Sense
Sense Awareness: Vision
Sense Awareness: Hearing
Sense Awareness: Touch
Sense Awareness: Taste
Sense Awareness: Smell
Specific Sense Awareness
Specific Situational Awareness
Specific Situational Awareness
Time Sense
Reality Awareness
Spatial Location Awareness
Body Development 5 Body Development
Combat Maneuvers
Mounted Combat
Quickdraw
Reverse Stroke
Subdual
Swashbuckling
Two-Weapon Fighting (Specify Weapons)
Weapon Style (Basic)
Weapon Style (Advanced)
Blind Fighting
Missile Deflecting
Tumbling Evasion
Unknown Maneuver
Communications 10 Black Speech Spoken
Black Speech Written
Common Speech Spoken
Common Speech Written
Dwarvish Spoken
Dwarvish Written
Elvish Spoken
Elvish Written
Grey Elvish Spoken
Grey Elvish Written
High Elvish Spoken
High Elvish Written
High Man Spoken
High Man Written
Priest
Page 24
Hill Speech Spoken
Hill Speech Spoken
North Speech Spoken
North Speech Written
Orcish Spoken
Orcish Written
Plains Speech Spoken
Plains Speech Written
Sea Speech Spoken
Sea Speech Written
Small Speech Spoken
Small Speech Written
South Speech Spoken
South Speech Written
Wood Speech Spoken
Wood Speech Written
Gnoll Speech Spoken
Gnoll Speech Written
Gnome Speech Spoken
Gnome Speech Written
Goblin Speech Spoken
Goblin Speech Written
Hobgoblin Speech Spoken
Hobgoblin Speech Written
Troglodyte Speech Spoken
Troglodyte Speech Written
Other Language Spoken
Other Language Written
Other Language Spoken
Other Language Written
Other Language Spoken
Other Language Written
Lip Reading
Signaling
Writing
Magical Languages
Magical Languages
Magical Languages
Magical Languages
Crafts 5 5 15 15 Cooking e Drafting e Fletching e Horticulture o e Leather-Crafts (specify) e Leather-Crafts (specify) e Metal-Crafts (specify) e Metal-Crafts (specify) e Rope Mastery e
Priest
Page 25
Scribing e Service e Sewing/Weaving e Skinning e Stone-Crafts (specify) e Stone-Crafts (specify) e Trapping e Wood-Crafts (specify) e Wood-Crafts (specify) e Unknown Crafts
Directed Spells
Fire Bolt
Ice Bolt
Lightning Bolts
Shock Bolts
Water Bolts
Other Directed Spells Skill
Other Directed Spells Skill
Other Directed Spells Skill
Influence 5 5 10 10 25 Bribery
Diplomacy
Duping
Interrogation
Leadership
Propaganda
Public Speaking e Seduction
Teaching
Trading
Other Influence Skill
Other Influence Skill
Unknown Skill
Lore-General 10 15 5 10 10 Culture Lore: Own Culture
Culture Lore: Other (Specify)
Culture Lore: Other (Specify)
Fauna Lore
Flora Lore
Heraldry e e History (Specify) e o o e History (Specify) e o o e Philosophy
Region Lore: Own Region
Region Lore: Other (Specify)
Region Lore: Other (Specify)
Religion e e e e e e e
Priest
Page 26
Martial Arts Style Lore
Weapon Style Lore
Other Lore (Specify)
Other Lore (Specify)
Unknown Lore
Lore-Magical 10 15 5 10 10 Artifact Lore
Circle Lore
Divination Lore
Dream Lore
Dreamworld Lore
Glyph Lore
Planar Lore
Spell Lore
Symbol Lore
Undead Lore
Warding Lore
Other Magical Lore
Other Magical Lore
Unknown Lore
Lore-Obscure 10 15 5 10 10 Chi Powers Lore
Demon/Devil Lore
Dragon Lore
Faerie Lore
Xeno-Lore (specify)
Vital Points Lore
Other Obscure Lore
Other Obscure Lore
Unknown Lore
Lore-Technical 10 15 5 10 10 Corpus Lore
Herb Lore e Lock Lore
Metal Lore
Poison Lore
Stone Lore
Trading Lore
Other Technical Lore
Other Technical Lore
Unknown Lore
Martial Arts-Combat Maneuvers
Adrenal Deflecting
Adrenal Evasion
Martial Arts Style (Basic)
Martial Arts Style (Advanced)
Priest
Page 27
Blind Fighting
Chi Powers: Cloth Lance
Chi Powers: Leaping Strike
Chi Powers: Sticking Touch
Other MA Combat Maneuver
Other MA Combat Maneuver
Martial Arts-Striking
Boxing
Martial Arts Striking
Nerve Strikes
Martial Arts-Sweeps
Wrestling
Martial Arts Sweeps
Locking Holds
Outdoor-Animal 5 15 Animal Handling A (Specify)
Animal Handling B (Specify)
Animal Handling C (Specify)
Animal Healing A (Specify)
Animal Healing B (Specify)
Animal Training A (Specify)
Animal Training A (Specify)
Driving
Familiar Mastery (Specify)
Familiar Mastery (Specify)
Herding A (Specify)
Herding B (Specify)
Riding A (Specify)
Riding B (Specify)
Animal Mastery n Animal Mastery n Unknown Riding
Outdoor-Environmental 15 10 5 Caving e Foraging e Hunting e Star-Gazing e Survival (Specify) e Survival (Specify) e Weather Watching e Other Outdoor-Environmentae Other Outdoor-Environmentae Unknown Skill e
Power Awareness 5 Attunement
Priest
Page 28
Divination
Read Runes
Power Perception
Power Manipulation
Channeling
Magic Ritual (Specify)
Magic Ritual (Specify)
Magic Ritual (Specify)
Mental Control (Assault) r r r r r r r r r Mental Control (Defense) r r r r r r r r r Spell Mastery (Specify Spell List)
Spell Mastery (Specify Spell List)
Spell Mastery (Specify Spell List)
Spell Mastery (Specify Spell List)
Summoning
Spell Artistry
Spell Trickery
Targeting
Transcend Armor
Power Point Development 5 5 5 5 5 5 5 5 Power Point Develop.
Science/Analytic-Basic 5 10 Basic Math
Research
Science/Analytic-Specialized 10 Advanced Math
Anthropology
Alchemy
Astronomy
Biochemistry
Psychology
Other Science Skills (specify)
Other Science Skills (specify)
Other Science Skills (specify)
Unknown Science skill
Self Control 5 Adrenal Balance
Adrenal Concentration
Adrenal Landing
Adrenal Leaping
Adrenal Quickdraw
Adrenal Speed
Adrenal Strength
Dream Control
Dreamworld Control
Priest
Page 29
Frenzy
Healing Trance
Meditation
Mnemonics
Sleep Trance
Spell Concentration
Stunned Maneuvering
Adrenal Stabilization
Cleansing Trance
Control Lycanthropy
Death Trance
Other Self Control
Chi Powers: Hold Breath
Chi Powers: No Shadow Attack
Chi Powers: Resist Elements
Chi Powers: Resist Pain
Chi Powers: Falling Leaf
Chi Powers: Fantastic Leap
Chi Powers: Light Feet
Chi Powers: Lizard's Climb
Chi Powers: Sense Weakness
Unknown Self Control
Special Attacks
Brawling
Disarm Foe (Armed-Weapon Class)
Disarm Foe (Unarmed)
Feint (Unarmed)
Feint (Armed)
Jousting
Other Special Attacks
Other Special Attacks
Racial Attack
Chi Powers: Continuous Strikes
Chi Powers: Buddha's Palm
Chi Powers: Distance Strike
Chi Powers: Fists of Iron
Chi Powers: Elemental Fist
Chi Powers: Poison Fist
Unknown Skill
Special Defenses
Adrenal Defense
Adrenal Resistance
Adrenal Toughness
Other Special Defenses
Chi Powers: Invincible Stance
Chi Powers: Invulnerability
Chi Powers: Rise of the Phoenix
Priest
Page 30
Spells-Arcane Base Lists (Othe 5 5 5 5 5 5 5 5 5 Arcane Base A (Specify)
Base Lists: CeremoniCeremoniChannelsCommunaProselyti CeremoniCeremoniChannelsCeremoniCommunaCommunaCommunaDivine MaProtectio ChannelsChannelsCommunaChannelsNature D Death MaDivine MaHoly Ele Life Mast Proselyti CommunaHoly Ele CommunaProtectio Divine MaProselyti Protectio Repulsio Protectio Divine MaHoly SymHoly SymSummonsLife Mast SummonsSpiritual Spiritual Repulsio Protectio Protectio ProselytiTree MasProselyti Choice ( SummonsSummonsSummonsSpiritual SummonsSummons
Other: +25 RR vsOne ancie+25 AnimaOne Artistic skill i +25 Influ One Athle+25 to determine the quality
When adding religions, note that "Other" only includes special abilities not already included in the table. For example, "Special +15 bonus to all Influence skills"is included in the Prof. bonus for Influence. Bonuses to individual skills must be listed under "other". Check the samples to see what fits where.
Dialog list of spheres:AgricultureAncestorsAnimalsArtsBirth, ChildrenCommunityCompetitionCraftsCultureDarkness, NightDawnDeathDiseaseEarthFate, DestinyFertilityFireFortune, LuckGuardianshipHealingHuntingJustice, Revenge
To add religions: fill in Prof. bonuses in category columns, skill classes (e, o, r, or n for normal) in skill columns, and add special notes at the end. Be sure to name the sphere.Darkness, NDawn Death Disease Earth Fate, Desti Fertility Fire Fortune, Lu Guardiansh Healing
CommunaCommunaCommunaChannelsDivine MaCeremoniDeath MaDivine MaCommunaCeremoniCommunaDeath MaDeath MaDeath MaDeath MaFaith's ShChannelsDivine MaDeath MaHoly Ele Faith's ShLife MastProselyti Proselyti Proselyti Insect MaHoly Ele CommunaLife Mast Holy Ele Proselyti Holy WeaProselytiProtectio Protectio Protectio Nature D Nature D Death MaProselyti Holy Wra Protectio Holy Def ProtectioRepulsio Repulsio Repulsio Protectio Protectio Protectio Protectio Proselyti SummonsLife Mast RepulsioSummonsSummonsSpiritual SummonsSummonsSummonsSummonsProtectio Wyrd MasProtectio Summons
+25 to determine the quality +15 RR vs Undead +50 RR vsHorticulture, Brew Brewing +15 RR vs Fire andOne Comb+10 RR vs disease and pois
When adding religions, note that "Other" only includes special abilities not already included in the table. For example, "Special +15 bonus to all Influence skills"is included in the Prof. bonus for Influence. Bonuses to individual skills must be listed under "other". Check the samples to see what fits where.
Priest
Page 50
Hunting Justice, Re Light Lightning Literature, Love Magic Marriage Messenger Metalwork Mischief, Tr
10 10 5 10r
10 10 5 10 10rr
10 10 5 10r
10
e
e
10
Priest
Page 51
e
5 5 5 10
e
10 5 5 5 10
e
e
e e
Priest
Page 52
5 5 5 10e o
r r
10 10e ee ee ee ee ee ee ee ee ee ee ee ee ee e
Priest
Page 53
e ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee ee e
10
ee
Priest
Page 54
5
5 25 10 25 25 35 20 10 10 5 10e e e ee e e ee e e oe e e ee e e ee e e ee e e ee e e ee e e ee e e ee e e ee e e e
Channels Death MastCommunal Divine MagCommunal Channels Channels Battlefield Divine MagChannelsDivine MagHoly ElemeHoly ElemeFaith's Shi Holy WrathCommunal Communal Death MastFaith's Shi Communal WaysHoly ElemeHoly SymboHoly WrathHoly WeapLife MasterCrusade Faith's Shi Faith's Shi Holy ElemeDivine MagicHoly WrathHoly WeapLife MasterHoly WrathProtectionsHoly WrathHoly WrathHoly WeapHoly Wind Holy TrancesProtectionsHoly WrathProtectionsNature DomRepulsionsProselytizi ProtectionsHoly WrathNature DomHoly WrathSpiritual Vi RepulsionsRepulsionsProtectionsSpiritual Vi ProtectionsSummons ProtectionsProtectionsProselytizing
+15 RR and DB vs heatOne Athletic-Brawn and one Athlet+15 Time S+15 RR vs.+15 to idenOne Combat+15 to any +15 RR vs. spells with a sub-type of "m". Two Science/Analytic skills are Everyman.
Instructions for using the spreadsheetIn general, the places you are intended to make entries in are white; yellow areas are computed.
Note that many of the special functions can be found on the Menu Bar under the heading "Rolemaster".
11/30/2003
The Stats page was originally derived from RMSHEET.XLS v1.1, 1995, Bughunter Softworks, and modified to work with the skill sheets, support talents, and to match style. The Combat Sheet was adapted from a sheet contributed by Darryn Glass. Parts of the code for determining TP costs were derived from a sheet by Sheila Miguez. All other coding and structure are by Jonathan Dale.
You need a copy of either the Rolemaster Standard Rules or Rolemaster Fantasy Role Playing to use this spreadsheet.
This is freeware: If you like it, you can sing my praises, give copies to all your friends, send me small sums of unmarked bills, or just keep using it for free. But don't distribute altered forms of this spreadsheet without proper attribution.
Let me know if you find bugs or errors; I will do my best to fix them. Comments, bug reports, wild praise, and other missives can be sent to [email protected]. Updates and related material can be found on my website, http://www.vsf.cape.com/~jdale/rpg/rpg.htm, including a link to a Spacemaster adaptation of these sheet.
This spreadsheet is protected to prevent overwriting of formulas -- there is no password required to unlock it if you want to make modifications. Some notes on how to make simple modifications can be found below.
This includes skill names; those in white are unprotected so their names can be changed to select a specific skill or specialty.
1) Pick your race and profession. Enter on the Stats page by clicking on them and selecting from the drop-down lists. ALL races must enter a background (which will determine your Adolescence skills). For Common and Mixed men, this will be Hill, Mariner, Nomad, Wood, etc. I recommend that Half-Orcs and Half-Elves be allowed to select the culture they were raised by (be it human, elven, or orcish as appropriate). For other races, it should be same as the race.
Non-spell-using professions should enter their Realm of magic now. (For spell-users, this is determined automatically.)
For characters with the Priest profession, you can change both the Realm and the Sphere of Influence with the button on the "Priest" page.
2) Determine your stats. The Stat Points total on the right displays how many of your 600+10d10 points you've used. Make sure you determine your Potential Stats before selecting any training packages that include stat gain rolls (either do it yourself, or use the "Determine Potential Stats" menu option).
Instructions
Page 94
If you received Stat Gain Rolls, they will be made automatically, but this won't affect your DP total until next level.
3) Adolescence skill ranks are added automatically, EXCEPT for additional languages, spell lists, and hobby ranks. The numbers available are displayed at the bottom of the Skills page; enter them in the B (Hobbies) column of the Skills page. To change the weapon skills you acquired from adolescence, just change the weapon name in the skill list.
4) Skill category costs are applied automatically. You can rearrange the Weapon Category costs with the "Distribute Weapon Category Costs" option under Rolemaster (there's also a button on the Skills sheet near the weapon skills); the first field is the easiest to develop, the second is the next easiest, and so on. (If you assign a single category to more than one field, it will be assigned the lower cost and the other categories will be shuffled as necessary.)
5) Most Occupational, Everyman, or Restricted skills for your profession or race will be automatically marked. Check the bottom of the Skills sheet to see if there are special modifiers to apply. If necessary, you can make skills Occupational, Everyman, or Restricted by entering an r, e, or o in column I (Class) next to the skill.
6) Pick training packages with the button on the Training Packages sheet or the menu option. You'll be asked to make the appropriate decisions about allocating package skills. Note that the spreadsheet is occasionally less restrictive about skill selection than the rules; check the description of the TP when in doubt. For example, don't select more than 2 ranks of a single weapon skill. You may be asked to select between two categories, even when no ranks will be allocated to either one (for example, Spells - Open and Spells - Base). In these cases, this affects the category of the next skill you will have to select.
If you change your mind about a TP, hit the appropriate Remove TP button on the Training Packages page. This will remove all the TP skills and any Stat Gain from the TP. You may only have three TPs selected at any time. Note that if you change the name of a skill on the skill list in between selecting and removing a TP that includes that skill, you'll cause an error removing the TP. Also note that the TP name isn't automatically removed from the Stat sheet.
7) Spend the rest of your development points on skills. Enter the number of ranks purchased in the D (Devel.) column of the Skills page. Your total number of DPs spent will appear at the top of the page (column D). You can rename skills shown on a white background (especially useful for skills that require specialization); they will automatically be indented the correct amount.
If you want to pick a specialty in a skill (as required for some skills in RMFRP and optional for others using the SOHK optional rules at your GM's discretion), put a "1" in the Spec.Rank column (column G). Your bonus in your specialty will be displayed to the right of your total bonus in the Specialty column. No DP cost is assessed for doing this, so for optional specialties you will need to remember that it costs you one skill rank.
8) Use your background options (the number available is listed at the bottom of the Skills page). Notes on these (or anything else) can be entered in one of the empty white spaces on the Stats page. Skill and category bonuses can be entered in columns R and S (Item and Spec. Bonuses) of the Skill page.
Notes on using Talents and Flaws can be found at the bottom of the Stats page. Checkboxes for entering some of the more difficult talents and flaws (those affecting various computed traits) can be found in the same area.
Instructions
Page 95
11) Play Rolemaster!
To use this spreadsheet after first level
9) Fill in the various other random entries on the Stats page -- age, sex, hair, eyes, height, weight, armor type, and shield type (Target, Normal, Full, or Wall). These are then used to calculate various other statistics. You can also enter skills in the Commonly Used Skills and Common Attacks area; enter the skill name exactly as it appears on the Skills page with no leading spaces. The number of ranks and the skill bonus will automatically be filled in. Similarly, you can add Commonly Used Spell Lists on the Stats page and on the Spell Mods page (by default, the Spell Mods page lists your Base Lists).
10) To print out a list of the skills you have (much shorter than a list of all the skills!) and some of the important defaults, select "Print Skill List" from the Rolemaster menu. If you want a skill that you have no ranks in to be printed, go to the Skills page and enter a 1 in the "Display" column (these update automatically, so only change them if you need a skill to appear despite having no ranks in it). If you'd like to work with the short skill list in general, you can use the Hide Unused Skills menu option. Show All Skills will restore the complete list.
Then print out the Stats page, too. And the Equipment, Spell Mods, and Combat Sheet pages if you find them useful.
(If any of these pages print in color, you may wish to select Page Setup on the appropriate page and check the "Black and White" checkbox.)
NOTE ON SPELL BONUSES AND THE SPELL MODS PAGE: This spreadsheet provides spell bonuses in the style of RM Fantasy Role Playing, slightly different from the RMSS.
This differs from RMSS in that there is no basic +50 to spell rolls and the SCSM table has been altered accordingly -- the net effect is exactly the same. If you use the RMSS table for SCSMs, add +50 to your spell bonus. If you use
the RMFRP table (or the one given on the Spell Mods page, which is the same), DON'T add +50! If you have RMFRP and don't know what I'm talking about, just ignore this paragraph and you'll be fine.
Note: The RR modifications listed on the main sheet include everything: stat bonuses, racial bonuses, talents and flaws, and the +15 RR vs. your own realm. The Mental Attack RR also includes any bonus from the Mental Control: Defense skill.
Optional Rule: If you wish to use the Variable Stat Bonus optional rule (RMSR pg. 293 or School of Hard Knocks pg. 8), you can turn this on with the flag just off the bottom right corner of the stats page.
Making Space: The spreadsheet is moderately large, enough that it doesn't fit on a floppy. If you aren't making a Priest character, you can delete the Priest sheet, after which it should fit. Just right-click on the Priest tab and select Delete. The Spell Mods and Combat Sheet pages can be similarly deleted if you don't find them useful.
XML Export: You can use the "XML Export" command from the Rolemaster window to save your character as an XML file. The format is compatible with Brett Nash's rmsscharacter.dtd specification, used by Nebula and hopefully by future applications. The file will have the same name as the character .XLS file, but with an .XML extension. Note that &, <, and > are special characters in XML, and may cause errors when other programs try to import the XML file. Avoid using them. (& is okay in TP names, in which it will be handled properly, but not elsewhere.)
You can make Stat Gain Rolls automatically with the "Level Advancement Stat Gain Rolls" menu option. If you haven't determined Potential stats yet, they will also be automatically filled in at this point.
Instructions
Page 96
Then, just repeat steps 6 (training packages), 7 (normal skill development), and 10 (print your skills and stats).
Known Issues
Spell list costs are not modified for developing more than 5 spell lists per level. Please report anything else that appears to be wrong!
Adding to the spreadsheet
"Set Skill List For Next Level" will erase the DP cost of training packages and shift all hobby, training package, and normal development skill ranks to the "Prev" column so you can select skills for the new level. (The "Prev." column is for skill ranks from Previous Levels, and no DP are charged for anything in this column.) Your level, as displayed on the Stats page, is computed from your experience points and will be updated when you enter your new experience point total.
DON'T use the Remove TP button to clear the Training Package sheet for a new level! It will take away the skill ranks and Stat Gains from the TP! "Set Skill List For Next Level" clears the page without removing these.
There is no limit on how many ranks you can learn in a skill from training packages. Technically this should be 10 for most skills and 15 for lifestyle skills.
For any change to a table within the spreadsheet, if there is a box outlining the table, keep all additions in the box and they will be used by the sheet. If you make additions outside the boxes, they are likely to be ignored by the formulas.
The easiest things to add are Priestly Spheres. Just go to the table on the Priest page and fill it in, following the format of the other spheres. Be sure to include a name for the sphere.
To add professions, you'll have to make changes in three places. The Stats page has a profession table with realms and prime requisites, as well as the list used by the selection dialog box. Second, there is a table of profession skill bonuses and skill classes on the Skills page. Third, go to the Skill Costs page and add the profession's name and skill category costs. (But you can't go beyond the yellow area of the page.) You can add the profession's name to the TP cost table on the Training Package page if you want to fill in values, but they will be calculated as needed if you don't or if you leave some values blank.
To add races, you'll have to change two places: the race chart (with stat bonuses and skill progressions) on the Stats page and the adolescent skill development table on the Skills page. To add subraces or cultures of races (e.g., hillmen are a culture of common men), add them to the adolescent skill development table. There are no restrictions on selecting any culture as your background, regardless of your race. This is primarily to make it easier to add cultures to races other than Common and Mixed Men.
For training packages, everything is on the Training Package page; one table of development point costs and a second (further to the right) with all the TP skills. Examine the existing packages and copy the format (spelling is crucial!). If you add the TP's name to the cost table, but leave the values blank, they will be calculated as needed.
If you need to add new skill rows (I tried to leave enough rows with "Other Skill" so you won't have to), you can insert the row and copy a neighboring row into place (from the same category). New skills should be added above the last line of the category. However, if you don't make identical changes in the numbers of rows on the Priest sheet, the priest profession won't work correctly. You also may need to fix any adolescence ranks you accidentally copied into the new skill.
Instructions
Page 97
In general, follow existing formats and you should be okay.