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Revised RMSR Stats and Categories

Copyright Denis Garnier ©2003

Edited by Peter Mork for The Guild Companion

In RMSR, a character's abilities are defined by his stats. The standard system uses 10 stats, which I have expanded to 14 in my games. I have done so in order to more precisely define each character. I feel that some stats were missing and others needed some refining.

1.1.      Self-discipline is the first stat I have modified because it seems to cover two different aspects of mental function: concentration (the ability to remain still and avoid being disturbed by the environment) and willpower (the ability to exert one's own volition in spite of outside influences). Thus, in RMSR, an Elf would have a great concentration (for example, able to maintain a spell while under missile fire) but a poor willpower (because of their immortal lifespan, their attention is rarely focused on any given activity for very long). Concentration generally covers activities that transpire over the course of minutes whereas willpower deals with long-term goals.

1.2.      Agility is the second stat I have chosen to split. The two new stats I use are agility, the ability to move with grace and efficiency and dexterity, a.k.a. manual deftness. A dancer would have a great bonus in the first and a jeweler or a pickpocket would be gifted in the second. Some creatures (werewolves for example) have a great agility bonus, being able to move quietly and nimbly, but their huge claws make them virtually unable of any precise manipulation, giving them an equally great malus in dexterity.

1.3.      Reflexes is just Quickness, having undergone a name change.

 

2.        New stats

2.1.      The first new stat I introduce here is perception. It is a measurement of the character's sense acuteness. It's a rather vague notion, but so is constitution (which covers resistance to exhaustion as well as resistance to chemicals and diseases). This stat is further refined by skill development, e.g., sense awareness, etc. I find it more satisfying a stat than intuition as a basis for the Awareness group, even if intuition is still the greatest contributor to the Awareness Perception category.

2.2.      A second new stat is power. It is intended to be used in place of the old 'realm stat' with respect to magic. The latter are still used in many skills and skill categories but they don't retain any magical associations. Thus, empathy is the ability to perceive emotions, intuition reflects instinct and presence is a person's charm. Those stats are still used in conjunction with power in the Power group.

 

3.        New Stat Table

 

Mental Stats

 

Mixed Stats

 

Physical stats

 

Memory

Reasoning

Concentration

Willpower

ME

RE

CN

WP

Empathy

Intuition

Presence

Perception

Power

EM

IN

PR

PER

PWR

Agility

Reflexes

Dexterity

Strength

Constitution

AG

RF

DX

ST

CO

Initiative is the average of CN, PER, and RF.

Base DB is equal to 2 RF + AG (as opposed to 3 RF).

4.        Stat bonuses vs. stats

As the scores themselves are almost never used, I have discarded them and kept only the bonuses. I allow my players to assign between 3 and +10 to their starting stats. I do not to let them assign a score of less than 3 in order to prevent them from maximizing their favorite stats excessively. If a player wishes to assign a score of less than 3 in a stat I have him do so with a flaw. As an option, I suggest giving the character a +3 bonus in the stat that benefits from a stat gain from a TP. That reflects the effect of an early training on the stat.. I generally assign about 40 CP to increase the stats. It's a little more than in RMSR but there is no further free progression. The bonuses are not set but they will not increase very much.

A Gamemaster unwilling to use stat bonuses instead of the stats themselves but nonetheless wishing to use the new stats needs to grant his players more points to assign to stats. RMSR gives each character 660 points to buy stats or an average of 66 per stat. If the same average is to be respected, each player should receive 924 points with which to create his character.

 

5.        Stat bonuses to skill categories

Here is a suggestion of alternative stat contribution to skills and skill categories.

Skill category

Applicable stats

Skill category

Applicable stats

Armor Heavy

ST/AG/ST

Martial Arts Sweeps

AG/ST/AG

Armor Light

AG/ST/AG

Outdoor Animal

EM/AG/EM

Armor Medium

ST/AG/ST

Outdoor Environment

IN/RE/IN

Artistic Active

PR/EM/AG

Power Awareness

PWR/PER/IN

Artistic Passive

AG/CN/EM

Power Manipulation

PWR/CN/WP

Athletics Brawn

CO/ST/AG

Power Point Dev.

PWR(limited dvlpt)

Athletics Endurance

CO/AG/ST

Science (Group)

RE/ME/RE

Athletics Gymnastics

AG/DX/RF

Self Control

CN/WP/CN

Awareness Perception

IN/PER/IN

Special Attacks

AG/ST/CN

Awareness Searching

PER/RE/CN

Special Defenses

None

Awareness Senses

PER/CN/PER

Spells*

PWR(limited dvlpt)

Body Development

CO/WP/CO

Subterfuge Attack

AG/CN/IN

Combat Maneuvers

AG/RF/CN

Subterfuge Mechanics

DX/CN/RE

Communications

ME/RE/EM

Subterfuge Stealth

AG/CN/IN

Crafts

AG/ME/DX

Technical (Group)

ME/RE/IN

Directed spells

PWR/PER/CN

Urban

IN/PR/RE

Influence

PR/EM/IN

Weapon Melee

ST/AG/ST

Lore group

ME/RE/ME

Weapon Thrown

AG/ST/DX

MA Combat Maneuvers

AG/CN/RF

Weapon Missile

PER/CN/ST

Martial Arts Strikes

ST/AG/ST

Weapon Missile Artillery

RE/PER/IN

 

 

6.        Development points

During initial character creation and later when advancing levels, the character receives a number of development points (DP) to spend:

65+ME+RE+CN+WP+CO.

 

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