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Rolemaster / Re: In Search of Andraax. Episode 1
« Last post by Namo on Today at 05:32:35 AM »
"I really enjoy listening to the podcast. Unfortunately, the sound quality of part 4 was really bad, which made it quite exhausting to listen to. I was especially interested in the guest with his long campaign."
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I have spent considerable time getting this character sheet functioning for my own campaigns, and now it is working pretty well, I thought others might benefit from it. I would also love feedback and suggestions.

It functions in Google Sheets, which I find ideal for my campaigns, both in-person and online games, so the GM can access the sheet simultaneously to the player, and no software is required for anyone. So you will need a Google account to use the sheet.

The sheet has the following features:

•   Auto-calculates everything (stats bonuses, skills bonuses, level-ups, penalties, armor, encumbrance and more)
•   Auto-calculates tactical outcomes (with all modifiers and modifying associated skills) such as DB, attack results, spell results, magic rituals and more
•   Tracks injuries, fatigue and all penalties
•   Skill lookups on page 1 for ease of use where you can adjust what penalties apply
•   Reference sheets including combat actions, equipment lists and culture/race references
•   Pace charts for yourself and mount

The sheet is VERY complicated. To use it, ONLY MODIFY THE PALE-YELLOW CELLS (or you risk breaking stuff). The first main page is soft-locked as you may want to change things for yourself if you're Google Sheets savvy, but if you unlock it, don't blame me when it breaks. The other sheets are not locked at all, so you can break it very easily! Be careful and remember you have version history in Google Sheets if you need it. You can, however, and must, use the pull-down selections in the protected cells to enter correct information (this is self-evident).

It takes some getting used to, but the sheet massively speeds up play once you understand it. I couldn't imagine playing without it anymore. Combat is about 5 times faster (possible duping attempt detected).
I will drop it here now with minimal instructions, but if people have questions and want me to, I will add more instructions later.

A few basic and essential instructions for use:

LEVEL UPS
You level up your character by adding ranks on the Skills tab, under the columns for that level (on the right). It will auto calculate the DPs and deduct them (just add the number of ranks, not the cost). You can put DPs spent on talents in the bottom (row 209) and stat gain DPs just above that (row 208). The special ranks columns are for GM use only.

SPELL and WEAPON SKILLS
Spell list skills, weapon skills and other skills with variable names (like languages and lore skills) should be typed EXACTLY on the skills sheet. This is the only regular time you should be editing the cells not pale-yellow.
An example of the correct syntax is to change for a weapon skill and a spell list is as follows:

<weapon skill> to Arming Sword
Base: <base list 1> to Base: Blood Mastery
Done correctly, the weapon skill and spell list will then be selectable as a weapon skill in the attack calculator, or a spell list on the spellcasting calculator on the character main sheet.

SPELLS TAB
The spell list names will auto-populate on the spell list tab (pulled from the skills tab), but you must enter the individual spells yourself (I am working on auto-populating the spell lists, but this is a big data pull and will take time).

PENALTIES
If you are seeing penalties on your sheet and you don't know why, it is almost always because you haven't updated your current HP or fatigue values.

OB and PARRYING
If your OB seems too low, it is probably because you have forgotten that you have entered a parry value in the defense section.

NOTE: there are some things on the sheet that are proprietary to my own campaign (such as fate points, reagent costs, and an extra race or two). You can leave or delete these parts as you wish. At some point I will drop my entire fantasy setting documentation if people are interested.

NOTE 2: This sheet is only to be used by those people who have purchased the Rolemaster rules legally (Core and Spell law). I require evidence of your purchase to provide you access (a digital receipt or a photo of yourself with the physical books). Please provide this by emailing me the evidence when you request access. Send the evidence to: bob758200@gmail.com
This is necessary as the sheet uses data from the books that you must be legally allowed to use for personal use. If you don't own the books yourself, but someone else in your group does, you could get them to request access, and they can then share a copy with you - I believe it is reasonable use to share the sheet among your group as long as at least one person owns the books (e.g. it is not reasonable to expect every player of Rolemaster to purchase the books, usually just the GM).

NOTE 3: There will be some bugs. The sheet is bloody complicated. I have fixed loads, but there will be more. Please post here if you find them so I can fix them!

Here is the link to the sheet:
https://docs.google.com/spreadsheets/d/1oHFT8JiWmrTqLmc_9kpChryWrleS8Q7wZzOnNNfhXME/edit?usp=sharing

You will have to request read access by following the link (and please provide evidence of your ownership of the books at the same time to the email mentioned above), and then you can make a copy of the sheet for yourself and friends to use. I will do my best to authorize people as quickly as possible.

People may find the sheet too complicated for use, which I entirely understand, but I thought I would share it to see if anyone could get use from it. All feedback appreciated.
I also have a GM calculator sheet which I populate with encounter NPCs and resolve attacks, spells, RRs and skill checks with. If people enjoy the character sheet, I can potentially share that too.
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A problem with Scene 2 is that lucky players might happen to capture the target if they are lucky with the dice. To some degree, you can fudge things so this does not happen, but preparing some kind of event that allows the target to escape might be a good idea.

Trust me, the mark will escape. Here are some ways i can use to make sure this happens
1) The mark is an imposter/body double
2) The mark will flee into the basement and escape through the sewers. The sewer entrance does not appear on the map the party have
3) Two 'decoys' will make a run for it and create a diversion for the real mark to escape
4) The mark climbs out the top story window and onto the roof avoiding anyone out in the alley
5) The mark hires a thug to tangle with anyone in the alley, tying them up while he escapes
6) The thug hires an urchin with a crossbow to watch the alleyway from the neighbouring rooftop
7) The mark has a horse waiting nearby

if all of these options fail, which is unlikely then sure, some dice fudging might be needed :)

Alternatively... The mark has an accomplice who shoots an arrow/bolt at the party, throws daggers, throws a flask of oil into the hearth, starts a bar fight, is dressed as a city guard, IS a city guard who has been bribed to detain the party, has a legit dangerous assassin who has been tasked with watching or even assassinating the mark making for some uncomfortable 'hey that is my mark!' scenario as the assassin wants to be paid for killing him and will stop anyone else from stealing his payday.
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A problem with Scene 2 is that lucky players might happen to capture the target if they are lucky with the dice. To some degree, you can fudge things so this does not happen, but preparing some kind of event that allows the target to escape might be a good idea.

Trust me, the mark will escape. Here are some ways i can use to make sure this happens
1) The mark is an imposter/body double
2) The mark will flee into the basement and escape through the sewers. The sewer entrance does not appear on the map the party have
3) Two 'decoys' will make a run for it and create a diversion for the real mark to escape
4) The mark climbs out the top story window and onto the roof avoiding anyone out in the alley
5) The mark hires a thug to tangle with anyone in the alley, tying them up while he escapes
6) The thug hires an urchin with a crossbow to watch the alleyway from the neighbouring rooftop
7) The mark has a horse waiting nearby

if all of these options fail, which is unlikely then sure, some dice fudging might be needed :)
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I also think it might be a good idea to have an ally they can visit to get short-term relief from injuries. Without such, you risk one of the players suffering an early injury that makes them unable to contribute to further action.

Agree. ON character has an NPC contact who works at an apothecary in the area they will be exploring. Healing herbs or healing paste will be available. They could prob strongarm a loan or intimidate the shop owner to get exactly what they need.

Each PC also has a fate point (fate coin) and the leader has two fate points (one can be used for anyone in the party)
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I also think it might be a good idea to have an ally they can visit to get short-term relief from injuries. Without such, you risk one of the players suffering an early injury that makes them unable to contribute to further action.
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A problem with Scene 2 is that lucky players might happen to capture the target if they are lucky with the dice. To some degree, you can fudge things so this does not happen, but preparing some kind of event that allows the target to escape might be a good idea.
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General Discussion / Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Last post by Druss_the_Legend on September 12, 2024, 11:04:13 PM »
The introduction/session zero includes an establishing shot of the city of Sanctuary then just prior to meeting with Jubal a Flashback scene to introduce each character.

Each player characters clear file includes:
*  character sheet
*  inventory sheet
*  weapon tables
*  record sheet (party notes, location notes, important NPC notes)
* 1-2 Fate Point tokens (the party leader has 2 tokens and is lvl6, the others are level5)
* one NPC ally card (geared to a specific location in the city that can be used once during the adventure)
* a unique Secret written on a small piece of folder paper with a special contact, in two cases the secret is related to their NPC ally card. Blind Jacob is an extra contact. The 'Spy for Jubal' is secret is not linked to any specific NPC.

Secrets are as follows:
  • Underworld Ally - A retired assassin called The Butcher, is a secret contact of yours. The Butcher operates an outfitters in Westside near The Maze. He is a good source of rumours about activities in Westside and can supply discounted weapons, general supplies or specialist equipment. His shop contains a secret storeroom upstairs stocked with all manner of black market items. Jubal has given you orders to kill the Beggar King.
    Courtesan Confidant - Lady Myrtis, the madame of Aphrodisia House is your secret contact. Myrtis gives you access to maps from almost any location in the city, including the Palace, The Maze and the sewers. Myrtis has hired you to find out the true identity of the Beggar King. She suspects he is someone connected to Prince Kittykat. You have advantage on persuasion checks with any guards or workers operating in the Street of Red Lanterns.
    Blind Spy - You have a secret contact called Blind Jacob who works in the Bazaar selling sweetmeats. Blind Jacob is a valuable source of rumours and information. He employs two urchin gangs, one in Westside and one in The Maze as his eyes and ears. You may trade secrets with Blind Jacob and have advantage on persuasion skill checks with any urchins working for him. Jubal has given you orders to use the urchins to help find the lair of the Beggar King.
    Deep Cover Agent - You are a spy for Jubal inside a rival organisation and are a member of a thieves guild called the Big Fish Gang. You know their strength of numbers and passwords. The gang's secret base of operations is the Flower Shop in the Street of Red Lanterns. They use the shop as a front for their smuggling operation. You have never seen their crime-lord leader, the Beggar King. When working undercover for the Big Fish Gang, you take orders from a dangerous swordsman known as The Scorpionfish. Jubal has given you orders to capture or kill his second in command - The Scorpionfish.

Each player has Specialised equipment. A mask with wings upswept which all of Jubal's men wear while on missions (unless they are off-duty or in disguise). These add 4 ranks to intimidation and persuasion skill checks versus NPCs of lower level than the number of ranks. Additionally each wing or unit has something unique from others.
>>> Blue Wing 2x deadly foe-seeking boomerangs(+25 to thrown skill).
>>> Red Wing 10x red feathered 'poisoned' arrows/bolts. (Paralysis lvl 3)
>>> White Wing 5 ranks in adrenal move strength and interrogation).
>>> Black Wing 1x superior lockpick kits (+30) and +25 in stalk and hide.

A purse of coins for bribes is given to the party leader.

Finally, I am thinking of adding a 'Traitor working for the Beggar King' secret but am reluctant to include this automatically as it sets one player secretly against the others and will need to be finely balanced. I think just giving all player characters the option of switching sides is a actually the same thing and with some subtle urging linked to their motivations may give them pause for thought and a difficult decision in the finale scene eg. The Beggar King (BBG) may have Blind Jacob on his payroll already which means this contact is automatically playing both sides.
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General Discussion / Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Last post by Druss_the_Legend on September 12, 2024, 08:27:14 PM »
Yeah Jubal is a slaver crime-lord. Hes an ex-gladiator who commands about 50 men. Pretty much a leader of a thieves guild who has the resources to hire toughs and hitmen when its required.

Cleric doesnt fit this adventure for a few reasons. Jubal has a distrust of magic and would not knowingly employ a cleric as a hawkmask. Also, because this is a one-shot designed to be played with total beginners I wanted to remove spell casters from the adventure altogether. When you are just learning what DB, half parry and manouvres are adding a layer of spells is potentially going to tip the scale of crunch towards heavy crunch. This is designed to be completed in under 4hrs so running a low magic adventure was intentional to save time and give a few less options to a beginner/novice who is playing rolemaster for the first time.

The Beggar King is a different story. He could have a spellcaster or two in his service for sure. These would be Nightblades or Monks most likely who had been recruited for their skills in subterfuge. I have left the possibility of a plot twist up in the air with the BBG being an undercover royal guard who is recruiting people to oppose Jubal with the goal to overthrow him. This could mean a magical disguise perhaps but could also be a simple disguise with a mask.
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General Discussion / Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Last post by EltonJ on September 12, 2024, 07:29:05 PM »
    I created a Rolemaster One-shot set in Sanctuary Thieves' World. 3-4 players. 4 hour time limit.
    Pre-generated characters are: lvl 5-6. Thief, Rogue, Barbarian, Assassin. 
They could use a cleric.

Quote
Adventure Introduction. You work for the crime-lord Jubal as one of his Hawkmasks - a motley band of sell-swords, thieves, and rogues. Jubal’s men are loyal, capable and ruthless. You are tasked with various underworld activities such as smuggling, spying, carrying out heists, crushing rival gangs, intimidating witnesses or punishing those who dare defy your master Jubal.
Jubal something of a Mafia crime boss, right?

Quote
Scene One: Jubals's Estate
Jubal "Hawkmasks! Listen well. Your quarry is a cutpurse named Athuval. He spills secrets like a leaky cask. I want him brought to me by midnight tonight. Be ready to leave in 10 minutes. Any questions?"

Scene 2: The Golden Lion Inn
Layout map of the inn will be available to the leader of the party. Players will get to plan a heist to capture the mark. They will need to cover all possible 7 exits!
>> 4 upstairs windows (one into the main street outside the inn and
>> 3 into the alleyway outside),
>> front door,
>> downstairs common room window and basement (tunnel into the sewers). [/li][/list]

That's a lot of exits but 4 of these could be watched by one character waiting in the alleyway outside. With a clever diversion the difficulty of the task increases which will allow the mark to evade capture and the party can give chase via rooftops or a chase through the street. Lookouts will tip off our march and a bribed urchin will have a horse waiting nearby if needed. I'll employ a body double aka urchin in hooded cloak if needed. Also could be someone else who is wanting to avoid Jubals Hawkmasks making for some quick decisions when two diff NPCS flee the common room downstairs

Scene 3: Pursuit through Westside
This might be one foot through the streets and alleyways, by rooftop or on horseback depending on what the party have planned. If they were very thorough in cornering the mark inside the inn he will have no other option than to take the sewers via the basement. This does not appear on the map the players have and they are unlikely to think of it but if the do, i'll use a decoy of distraction to orchestrate an escape so that the adventure isnt over too soon.

Scene 3: The Maze
This is a lawless slum area of the city where muggings and murder is common. It has many twisting alleyways and if you are familiar with the layout you could easily lose any pursuers (or get cornered in a dead end alleyway if you dont). I have planned a few encounters to slow the pursuit that the players will need to deal with if they want to stay on the marks trail. Although the party leader has a map to The Maze they might be wise to secure an urchin guide because stopping to check the map is slower that using a guide who knows the place like the back of his hand.

Scene 4: The Sewers Below the Maze
The mark will flee into the sewers seeking the refuge of his employers lair. This is how the party will find the rival crime-lords secret base. Along the way they will find some dead Hawkmask allies who have been sent on a mission to find the crime-lord. The entrance to the crime-lords lair is hidden, trapped and guarded. Once the party must infiltrate the lair and gain entry (perhaps by force or guile).

Scene 5: The Beggar King's Lair
This is the final encounter where the party are met with a rival crime-lord, a number of henchmen, the mark they they are chasing and a captive hawkmask who is being interrogated. This scene will begin as a roleplaying encounter and the BBG will make the players an offer to switch sides and join his organisation. He might also threaten to kill the captive if they dont lay down their weapons. The party have some high stakes goals here:
1) save the captive
2) take the mark alive
3) join/make a deal with the crime-lord
4) unmask the BBG
5) kill the BBG
6) flee with what intel they have and regroup for a bigger assault

ah, should be fun.  Does the rival Evil Bad Guy (EBG) have magic support?
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