RMSS vs RMFRP
Part 3 - Non-Reprinted RMSS Supplements
Copyright Brent Knorr ©2002
Edited by Peter Mork for The Guild Companion
There are several supplements that came out for Rolemaster Standard System
that weren't reprinted in any form for Rolemaster Fantasy Roleplaying.
These remain the most up to date versions of this material
and can be used with Rolemaster Fantasy Roleplaying without difficulty.
5524 Weapon Law: Firearms
Weapons Law: Firearms provides all of the tables and information
you need to resolve combat involving firearms from the Renaissance to the modern
day. Weapon Law: Firearms gives you more than 40 attack tables covering all
firearms through the modern day, new critical strike tables, and a new weapon
failure table. You'll find complete statistics for over 500 specific weapons
covering all major areas and times from medieval to modern, and rules for incorporating
firearm combat into your role playing game
5541 Race & Cultures : Underground Races
Come to the depths of the world
and explore these fully detailed cultures! Each of the underground races in
this volume, including Dwarves, Gnolls, Gnomes, Goblins, Halflings, Hobgoblins,
Kobolds, five different kinds of Orcs, and Troglodytes, has pages of specialized
weapons, lifestyle and religious notes, training packages, spell lists, adolescent
development tables, and much more!
In Races & Cultures: Underground Races you will find
all manner of lore about those peoples who dwell beneath the earth!
5542 Castles & Ruins
Inside this sourcebook, you will
find details on the history of castles, the construction of castles, the folk
who dwell in and around castles, as well as how castles age to become ruins.
5600 Arcane Companion
Now you can probe the origins of the most powerful, but
hardest to control, type of magic: Arcane. This companion explores the dangerous
world of Arcane spells, the professions adopted by the Arcane spell users, and
the ancient and powerful Arcane spells themselves. Includes four new professions,
46 Arcane spell lists, and new spell attack and critical strike tables. A Spell
Failure table unveils the risks and perils of using Arcane magic. For Gamemasters,
we include a discussion of Arcane magic, as well as rules for controlling the
acquisition of Arcane magic.
5602 Martial Arts Companion
The Martial Arts Companion adds true depth to martial arts
in your game. Whether you run historical, fantasy, or even modern day campaigns,
the rules in this product will assist you in giving martial artists the strengths
(and weaknesses) they deserve. With new and redesigned martial arts skills,
examples of historical martial arts styles, guidelines on how to make the concept
of martial arts fit into your campaign, and rules to customize martial arts
styles. Introducing new variants of the Monk profession with new and revised
spell lists for each, and new attack tables for martial arts weapons.
5603 Essence Companion
From forgotten tomes of magic to the schools of wizards, now comes forth
a deeper exploration of the realm of Essence! The Essence Companion delves
deeply into the magical realm of Essence magic. Inside, you will find new professions,
variant rules, new options, and a wealth of spells.
NOTE: Due to contractual problems
between the authors of the Essence Companion and ICE, a large part of the print
run for this supplement was destroyed and as a result it is very difficult to
find a copy of this particular supplement.
5605 Mentalism Companion
Open your mind and let the Essence of the Universe flow through the channel
into your soul! The Mentalism Companion explores the magic that is mastered
by the sheer power of your mind. In this book, you will find new professions,
variant rules, new options, and (of course) lots of stuff for Mentalism spell
5700 Black Ops
Black Ops brings you into the complex, and often dangerous
world of modern day covert operations with new rules for creating characters
and handling combat. Inside this genre book you'll find 3 new professions, training
packages for modern characters, and guidelines for using Weapon Law in the modern
world. You'll also get equipment lists, guidelines on terrorism and counter-terrorism,
a timeline of major world events, and sample adventures.
5701 Pulp Adventures
Pulp Adventures gives you everything you need to run
adventures in the pulp genre, from GM info on the nature of the era to guidelines
on how to resolve dramatic chase scenes. Includes three new professions for
characters in the pulp world-the Academic, the Technician, and the Noble Savage;
more than a dozen new training packages; and details on how to adjust the RMSS
skill system for use in the pulp era. With guidelines on how to use Weapon Law:
Firearms to provide a fully detailed combat system for the modern world, details
on how to use magic in the pulp era, and equipment lists for characters in the
5702 Shades of Darkness
In the not too distant future, technology has spawned a
darkness no one knew could exist. The darkness swept like a tidal flood across
the Earth, threatening to make mankind just another extinct species. But from
Earth's own shadowy corners arose a savior in the form of a Dark Angel. Now,
the human race struggles to live from day to day, torn between two evils...
torn between two shades of Darkness.
Shades of Darkness features new training packages,
rules for blending lost technology and fantasy, guidelines on how corruption
affects characters in play, and new spell lists.