Extraordinary stat abilities
The Anderson Rolemaster Campaign
starts in a world in which magic abounds but is little used or
trusted. The essence flows in quantity well nigh everywhere, and
the unfolding of history is witnessed by the glittering and timeless
Transcendi, legendary figures ascended to the heavens in millennia
past. For heroes fortunate enough to emerge and survive in these
backward days, their exertions can result in extraordinary enhancements
of their very beings, making them reminiscent of the Wise and Mighty of
ancient tales.
When stat adjustments are rolled for each new level, results of 96-99 have the additional effect of raising that stat's potential
by 1. A result of 100 (in addition to any normal improvement of
the temporary stat toward the potential) raises the potential by 2, and
the temporary by 1 if
the temporary had already been the same as the old potential
value. Our campaign arbitrarily capped the stats of any/all
flesh-and-blood beings at 120.
Stats
that exceed 101 (the "normal" maximum for one's kind) can imbue
abilities of magical or mythical proportions. Besides the
improved stat bonus (and possibly development points), upon attaining a
temporary stat of 102 a character is permitted an 'A' class
extraordinary stat pick for that stat. Upon reaching 105, either
a 'B' pick or two 'A's may be added. At 108, a further 'A' pick
is added. Finally, if a temporary stat reaches 110, the character is
entitled to add a 'C' pick, or two 'B' picks, or a 'B' and two 'A's, or
four 'A's. Thus a temporary stat at the following levels could
have the following picks associated with it:
stat 102 - 104: A
stat 105 - 107: B A / A A A
stat 108 - 109: B A A / A A A A
stat 110 + : C B A A / C A A A A / B B B A A / B B A A A A / B A A A A A A
A
number of 'B' picks are essentially improved versions of 'A' picks, and
some 'C' picks are improvements along the same lines as a 'B' or
'A'. In those cases where a character claims a higher pick that
makes the lower pick superfluous, the character can then also choose a
replacement for the lower pick. Such instances are mentioned
specifically in the pick descriptions with the language "vacates
analogous xx-pick".
A character who suffers from a decline in
temporary stat can suffer a consequent (presumably temporary) loss of
the stat's associated extraordinary ability or abilities. The
extraordinary pick or picks' effects are nonfunctional until such time
as the appropriate value of the temp stat is regained.
This picks system was inspired by a similar, though uninteresting set
of picks in one of the Rolemaster Companions (probably RC2). It
is also a tradeoff versus the "Background Options" of Character Law (Sec.
14.23) which were not allowed in the Anderson Campaign.
Background Options tend to enhance the distinctiveness and
survivability of Player Characters at very early levels, but tend to
wane in relevance if the character progresses to Lordship and
beyond. Abolishing Background Options and adding the
Extraordinary Stat potentials makes the character party more
vulnerable, forces them to create their own ways of distinguishing
themselves, and tends to pay off much later in a character's career (if
he survives).
The stat cap of 120 is probably irrelevant to most campaign characters,
as even a trait whose starting potential was 100 would have less than a
fifty-fifty chance of reaching 120 even after two hundred levels of advancement.
back to House Rules